From eb27bb03eec0f1156e4369afb05a4a0962e4e473 Mon Sep 17 00:00:00 2001 From: Rebbecca Bishop Date: Wed, 31 May 2023 20:47:25 -0500 Subject: [PATCH] =?UTF-8?q?=F0=9F=94=A5=20Remove=20old=20Version=20of=20Fi?= =?UTF-8?q?les,=20including=20Books.=20(#3)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .gitignore | 6 - Bestiary/bestiary-1/aasimar-redeemer.md | 1 + Bestiary/bestiary-1/adamantine-golem.md | 1 + Bestiary/bestiary-1/adult-black-dragon.md | 1 + Bestiary/bestiary-1/adult-blue-dragon.md | 1 + Bestiary/bestiary-1/adult-brass-dragon.md | 1 + Bestiary/bestiary-1/adult-bronze-dragon.md | 1 + Bestiary/bestiary-1/adult-copper-dragon.md | 1 + Bestiary/bestiary-1/adult-gold-dragon.md | 1 + Bestiary/bestiary-1/adult-green-dragon.md | 1 + Bestiary/bestiary-1/adult-red-dragon.md | 1 + Bestiary/bestiary-1/adult-silver-dragon.md | 1 + Bestiary/bestiary-1/adult-white-dragon.md | 1 + Bestiary/bestiary-1/air-mephit.md | 1 + Bestiary/bestiary-1/alchemical-golem.md | 1 + Bestiary/bestiary-1/alghollthu-master.md | 1 + Bestiary/bestiary-1/ancient-black-dragon.md | 1 + Bestiary/bestiary-1/ancient-blue-dragon.md | 1 + Bestiary/bestiary-1/ancient-brass-dragon.md | 1 + Bestiary/bestiary-1/ancient-bronze-dragon.md | 1 + Bestiary/bestiary-1/ancient-copper-dragon.md | 1 + Bestiary/bestiary-1/ancient-gold-dragon.md | 1 + Bestiary/bestiary-1/ancient-green-dragon.md | 1 + Bestiary/bestiary-1/ancient-red-dragon.md | 1 + Bestiary/bestiary-1/ancient-silver-dragon.md | 1 + Bestiary/bestiary-1/ancient-white-dragon.md | 1 + Bestiary/bestiary-1/animated-armor.md | 1 + Bestiary/bestiary-1/animated-broom.md | 1 + Bestiary/bestiary-1/animated-statue.md | 1 + Bestiary/bestiary-1/ankhrav.md | 1 + Bestiary/bestiary-1/ankylosaurus.md | 1 + Bestiary/bestiary-1/annis-hag.md | 1 + Bestiary/bestiary-1/arbiter.md | 1 + Bestiary/bestiary-1/arboreal-regent.md | 1 + Bestiary/bestiary-1/arboreal-warden.md | 1 + Bestiary/bestiary-1/astradaemon.md | 1 + Bestiary/bestiary-1/astral-deva.md | 1 + Bestiary/bestiary-1/awakened-tree.md | 1 + Bestiary/bestiary-1/axiomite.md | 1 + Bestiary/bestiary-1/azure-worm.md | 1 + Bestiary/bestiary-1/balisse.md | 1 + Bestiary/bestiary-1/ball-python.md | 1 + Bestiary/bestiary-1/balor.md | 1 + Bestiary/bestiary-1/banshee.md | 1 + Bestiary/bestiary-1/baomal.md | 1 + Bestiary/bestiary-1/barbazu.md | 1 + Bestiary/bestiary-1/barghest.md | 1 + Bestiary/bestiary-1/basilisk.md | 1 + Bestiary/bestiary-1/black-pudding.md | 1 + Bestiary/bestiary-1/bloodseeker.md | 1 + Bestiary/bestiary-1/boar.md | 1 + Bestiary/bestiary-1/boggard-scout.md | 1 + Bestiary/bestiary-1/boggard-swampseer.md | 1 + Bestiary/bestiary-1/boggard-warrior.md | 1 + Bestiary/bestiary-1/brain-collector.md | 1 + Bestiary/bestiary-1/brine-shark.md | 1 + Bestiary/bestiary-1/brontosaurus.md | 1 + Bestiary/bestiary-1/bugbear-thug.md | 1 + Bestiary/bestiary-1/bugbear-tormentor.md | 1 + 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Bestiary/bestiary-1/medusa.md | 1 + Bestiary/bestiary-1/megalodon.md | 1 + Bestiary/bestiary-1/megaprimatus.md | 1 + Bestiary/bestiary-1/merfolk-warrior.md | 1 + Bestiary/bestiary-1/merfolk-wavecaller.md | 1 + Bestiary/bestiary-1/mimic.md | 1 + Bestiary/bestiary-1/minotaur.md | 1 + Bestiary/bestiary-1/mitflit.md | 1 + Bestiary/bestiary-1/morrigna.md | 1 + Bestiary/bestiary-1/mu-spore.md | 1 + Bestiary/bestiary-1/mukradi.md | 1 + Bestiary/bestiary-1/mummy-guardian.md | 1 + Bestiary/bestiary-1/mummy-pharaoh.md | 1 + Bestiary/bestiary-1/naiad-queen.md | 1 + Bestiary/bestiary-1/naiad.md | 1 + Bestiary/bestiary-1/naunet.md | 1 + Bestiary/bestiary-1/nessian-warhound.md | 1 + Bestiary/bestiary-1/night-hag.md | 1 + Bestiary/bestiary-1/nightmare.md | 1 + Bestiary/bestiary-1/nilith.md | 1 + Bestiary/bestiary-1/nosoi.md | 1 + Bestiary/bestiary-1/ochre-jelly.md | 1 + Bestiary/bestiary-1/ofalth.md | 1 + Bestiary/bestiary-1/ogre-boss.md | 1 + Bestiary/bestiary-1/ogre-glutton.md | 1 + 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Bestiary/bestiary-1/redcap.md | 1 + Bestiary/bestiary-1/reefclaw.md | 1 + Bestiary/bestiary-1/remorhaz.md | 1 + Bestiary/bestiary-1/riding-dog.md | 1 + Bestiary/bestiary-1/riding-horse.md | 1 + Bestiary/bestiary-1/riding-pony.md | 1 + Bestiary/bestiary-1/river-drake.md | 1 + Bestiary/bestiary-1/roc.md | 1 + Bestiary/bestiary-1/roper.md | 1 + Bestiary/bestiary-1/rune-giant.md | 1 + Bestiary/bestiary-1/rust-monster.md | 1 + Bestiary/bestiary-1/salamander.md | 1 + Bestiary/bestiary-1/satyr.md | 1 + Bestiary/bestiary-1/scorpion-swarm.md | 1 + Bestiary/bestiary-1/sea-devil-baron.md | 1 + Bestiary/bestiary-1/sea-devil-brute.md | 1 + Bestiary/bestiary-1/sea-devil-scout.md | 1 + Bestiary/bestiary-1/sea-hag.md | 1 + Bestiary/bestiary-1/sea-serpent.md | 1 + Bestiary/bestiary-1/sewer-ooze.md | 1 + Bestiary/bestiary-1/shadow.md | 1 + Bestiary/bestiary-1/shaitan.md | 1 + Bestiary/bestiary-1/shambler.md | 1 + Bestiary/bestiary-1/shemhazian.md | 1 + Bestiary/bestiary-1/shield-archon.md | 1 + 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Bestiary/bestiary-2/ahuizotl.md | 1 + Bestiary/bestiary-2/akata.md | 1 + Bestiary/bestiary-2/akizendri.md | 1 + Bestiary/bestiary-2/amoeba-swarm.md | 1 + Bestiary/bestiary-2/anancus.md | 1 + Bestiary/bestiary-2/ancient-brine-dragon.md | 1 + Bestiary/bestiary-2/ancient-cloud-dragon.md | 1 + Bestiary/bestiary-2/ancient-crystal-dragon.md | 1 + Bestiary/bestiary-2/ancient-magma-dragon.md | 1 + Bestiary/bestiary-2/ancient-umbral-dragon.md | 1 + Bestiary/bestiary-2/animate-dream.md | 1 + Bestiary/bestiary-2/ankou.md | 1 + Bestiary/bestiary-2/aolaz.md | 1 + Bestiary/bestiary-2/army-ant-swarm.md | 1 + Bestiary/bestiary-2/assassin-vine.md | 1 + Bestiary/bestiary-2/athach.md | 1 + Bestiary/bestiary-2/attic-whisperer.md | 1 + Bestiary/bestiary-2/augnagar.md | 1 + Bestiary/bestiary-2/augur.md | 1 + Bestiary/bestiary-2/aurumvorax.md | 1 + Bestiary/bestiary-2/azuretzi.md | 1 + Bestiary/bestiary-2/babau.md | 1 + Bestiary/bestiary-2/badger.md | 1 + Bestiary/bestiary-2/baobhan-sith.md | 1 + Bestiary/bestiary-2/basidirond.md | 1 + Bestiary/bestiary-2/bastion-archon.md | 1 + Bestiary/bestiary-2/bebilith.md | 1 + Bestiary/bestiary-2/behemoth-hippopotamus.md | 1 + Bestiary/bestiary-2/behir.md | 1 + Bestiary/bestiary-2/belker.md | 1 + Bestiary/bestiary-2/black-bear.md | 1 + Bestiary/bestiary-2/black-scorpion.md | 1 + Bestiary/bestiary-2/blindheim.md | 1 + Bestiary/bestiary-2/blink-dog.md | 1 + Bestiary/bestiary-2/blizzardborn.md | 1 + Bestiary/bestiary-2/blodeuwedd.md | 1 + Bestiary/bestiary-2/blue-ringed-octopus.md | 1 + Bestiary/bestiary-2/bodak.md | 1 + Bestiary/bestiary-2/bog-mummy.md | 1 + Bestiary/bestiary-2/bog-strider.md | 1 + Bestiary/bestiary-2/bone-prophet.md | 1 + Bestiary/bestiary-2/bottlenose-dolphin.md | 1 + Bestiary/bestiary-2/bralani.md | 1 + Bestiary/bestiary-2/brood-leech-swarm.md | 1 + Bestiary/bestiary-2/brownie.md | 1 + Bestiary/bestiary-2/bythos.md | 1 + Bestiary/bestiary-2/cairn-linnorm.md | 1 + Bestiary/bestiary-2/cairn-wight.md | 1 + Bestiary/bestiary-2/calathgar.md | 1 + Bestiary/bestiary-2/caligni-slayer.md | 1 + Bestiary/bestiary-2/carbuncle.md | 1 + Bestiary/bestiary-2/carnivorous-blob.md | 1 + Bestiary/bestiary-2/carrion-golem.md | 1 + Bestiary/bestiary-2/catoblepas.md | 1 + Bestiary/bestiary-2/catrina.md | 1 + Bestiary/bestiary-2/cave-fisher.md | 1 + Bestiary/bestiary-2/cave-scorpion.md | 1 + Bestiary/bestiary-2/cavern-troll.md | 1 + Bestiary/bestiary-2/chernobue.md | 1 + Bestiary/bestiary-2/choker.md | 1 + Bestiary/bestiary-2/chupacabra.md | 1 + Bestiary/bestiary-2/cockroach-swarm.md | 1 + Bestiary/bestiary-2/coil-spy.md | 1 + Bestiary/bestiary-2/compsognathus.md | 1 + Bestiary/bestiary-2/cornugon.md | 1 + Bestiary/bestiary-2/crawling-hand.md | 1 + Bestiary/bestiary-2/culdewen.md | 1 + Bestiary/bestiary-2/cythnigot.md | 1 + Bestiary/bestiary-2/denizen-of-leng.md | 1 + Bestiary/bestiary-2/derghodaemon.md | 1 + Bestiary/bestiary-2/destrachan.md | 1 + Bestiary/bestiary-2/devourer.md | 1 + Bestiary/bestiary-2/dig-widget.md | 1 + Bestiary/bestiary-2/doprillu.md | 1 + Bestiary/bestiary-2/dracolisk.md | 1 + Bestiary/bestiary-2/drainberry-bush.md | 1 + Bestiary/bestiary-2/draugr.md | 1 + Bestiary/bestiary-2/dread-wraith.md | 1 + Bestiary/bestiary-2/dream-spider.md | 1 + Bestiary/bestiary-2/duneshaker-solifugid.md | 1 + Bestiary/bestiary-2/dust-mephit.md | 1 + Bestiary/bestiary-2/dweomercat.md | 1 + Bestiary/bestiary-2/dziriak.md | 1 + Bestiary/bestiary-2/earthen-destrier.md | 1 + Bestiary/bestiary-2/elasmosaurus.md | 1 + Bestiary/bestiary-2/ember-fox.md | 1 + Bestiary/bestiary-2/emperor-cobra.md | 1 + Bestiary/bestiary-2/eremite.md | 1 + Bestiary/bestiary-2/esobok.md | 1 + Bestiary/bestiary-2/evangelist.md | 1 + Bestiary/bestiary-2/fen-mosquito-swarm.md | 1 + Bestiary/bestiary-2/fetchling-scout.md | 1 + Bestiary/bestiary-2/filth-fire.md | 1 + Bestiary/bestiary-2/fire-jellyfish-swarm.md | 1 + Bestiary/bestiary-2/fire-yai.md | 1 + Bestiary/bestiary-2/fjord-linnorm.md | 1 + Bestiary/bestiary-2/flytrap-leshy.md | 1 + Bestiary/bestiary-2/froghemoth.md | 1 + Bestiary/bestiary-2/frost-troll.md | 1 + Bestiary/bestiary-2/frost-worm.md | 1 + Bestiary/bestiary-2/ghonhatine.md | 1 + Bestiary/bestiary-2/giant-amoeba.md | 1 + Bestiary/bestiary-2/giant-ant.md | 1 + Bestiary/bestiary-2/giant-badger.md | 1 + Bestiary/bestiary-2/giant-chameleon.md | 1 + Bestiary/bestiary-2/giant-cockroach.md | 1 + Bestiary/bestiary-2/giant-crab.md | 1 + Bestiary/bestiary-2/giant-crawling-hand.md | 1 + Bestiary/bestiary-2/giant-dragonfly-nymph.md | 1 + Bestiary/bestiary-2/giant-dragonfly.md | 1 + Bestiary/bestiary-2/giant-fly.md | 1 + Bestiary/bestiary-2/giant-frog.md | 1 + Bestiary/bestiary-2/giant-hippocampus.md | 1 + Bestiary/bestiary-2/giant-jellyfish.md | 1 + Bestiary/bestiary-2/giant-leech.md | 1 + Bestiary/bestiary-2/giant-maggot.md | 1 + Bestiary/bestiary-2/giant-mosquito.md | 1 + Bestiary/bestiary-2/giant-slug.md | 1 + Bestiary/bestiary-2/giant-snapping-turtle.md | 1 + Bestiary/bestiary-2/giant-solifugid.md | 1 + Bestiary/bestiary-2/giant-squid.md | 1 + Bestiary/bestiary-2/giant-tick.md | 1 + Bestiary/bestiary-2/giant-toad.md | 1 + .../bestiary-2/giant-whiptail-centipede.md | 1 + Bestiary/bestiary-2/giant-wolverine.md | 1 + Bestiary/bestiary-2/glass-golem.md | 1 + Bestiary/bestiary-2/gorgon.md | 1 + Bestiary/bestiary-2/gosreg.md | 1 + Bestiary/bestiary-2/granite-glyptodont.md | 1 + Bestiary/bestiary-2/gray-ooze.md | 1 + Bestiary/bestiary-2/grendel.md | 1 + Bestiary/bestiary-2/grimstalker.md | 1 + Bestiary/bestiary-2/grindylow.md | 1 + Bestiary/bestiary-2/grippli-scout.md | 1 + Bestiary/bestiary-2/grodair.md | 1 + Bestiary/bestiary-2/gylou.md | 1 + Bestiary/bestiary-2/hadrosaurid.md | 1 + Bestiary/bestiary-2/hamatula.md | 1 + Bestiary/bestiary-2/hellcat.md | 1 + Bestiary/bestiary-2/hezrou.md | 1 + Bestiary/bestiary-2/hippocampus.md | 1 + Bestiary/bestiary-2/hippogriff.md | 1 + Bestiary/bestiary-2/hippopotamus.md | 1 + Bestiary/bestiary-2/hodag.md | 1 + Bestiary/bestiary-2/hound-archon.md | 1 + Bestiary/bestiary-2/hound-of-tindalos.md | 1 + Bestiary/bestiary-2/ice-golem.md | 1 + Bestiary/bestiary-2/ice-mephit.md | 1 + Bestiary/bestiary-2/ice-yai.md | 1 + Bestiary/bestiary-2/icewyrm.md | 1 + Bestiary/bestiary-2/icicle-snake.md | 1 + Bestiary/bestiary-2/ifrit-pyrochemist.md | 1 + Bestiary/bestiary-2/iguanodon.md | 1 + Bestiary/bestiary-2/imentesh.md | 1 + Bestiary/bestiary-2/intellect-devourer.md | 1 + Bestiary/bestiary-2/interlocutor.md | 1 + Bestiary/bestiary-2/invidiak.md | 1 + Bestiary/bestiary-2/irlgaunt.md | 1 + Bestiary/bestiary-2/irnakurse.md | 1 + Bestiary/bestiary-2/isqulug.md | 1 + Bestiary/bestiary-2/jabberwock.md | 1 + Bestiary/bestiary-2/jotund-troll.md | 1 + Bestiary/bestiary-2/jyoti.md | 1 + Bestiary/bestiary-2/kelpie.md | 1 + Bestiary/bestiary-2/korred.md | 1 + Bestiary/bestiary-2/leng-spider.md | 1 + Bestiary/bestiary-2/leprechaun.md | 1 + Bestiary/bestiary-2/lerritan.md | 1 + Bestiary/bestiary-2/leucrotta.md | 1 + Bestiary/bestiary-2/leydroth.md | 1 + Bestiary/bestiary-2/living-boulder.md | 1 + Bestiary/bestiary-2/living-thunderclap.md | 1 + Bestiary/bestiary-2/lunar-naga.md | 1 + Bestiary/bestiary-2/lurker-in-light.md | 1 + Bestiary/bestiary-2/magma-scorpion.md | 1 + Bestiary/bestiary-2/mandragora.md | 1 + Bestiary/bestiary-2/manta-ray.md | 1 + Bestiary/bestiary-2/marrmora.md | 1 + Bestiary/bestiary-2/marsh-giant.md | 1 + Bestiary/bestiary-2/marut.md | 1 + Bestiary/bestiary-2/mastodon.md | 1 + Bestiary/bestiary-2/megalania.md | 1 + Bestiary/bestiary-2/meladaemon.md | 1 + Bestiary/bestiary-2/melody-on-the-wind.md | 1 + Bestiary/bestiary-2/mist-stalker.md | 1 + Bestiary/bestiary-2/mohrg.md | 1 + Bestiary/bestiary-2/monadic-deva.md | 1 + Bestiary/bestiary-2/moonflower.md | 1 + Bestiary/bestiary-2/morlock.md | 1 + Bestiary/bestiary-2/movanic-deva.md | 1 + Bestiary/bestiary-2/mudwretch.md | 1 + Bestiary/bestiary-2/nabasu.md | 1 + Bestiary/bestiary-2/nalfeshnee.md | 1 + Bestiary/bestiary-2/necrophidius.md | 1 + Bestiary/bestiary-2/neothelid.md | 1 + Bestiary/bestiary-2/nereid.md | 1 + Bestiary/bestiary-2/nixie.md | 1 + Bestiary/bestiary-2/norn.md | 1 + Bestiary/bestiary-2/nuckelavee.md | 1 + Bestiary/bestiary-2/nuglub.md | 1 + Bestiary/bestiary-2/nyogoth.md | 1 + Bestiary/bestiary-2/ogre-spider.md | 1 + Bestiary/bestiary-2/olethrodaemon.md | 1 + Bestiary/bestiary-2/onidoshi.md | 1 + Bestiary/bestiary-2/ooze-mephit.md | 1 + Bestiary/bestiary-2/orca.md | 1 + Bestiary/bestiary-2/oread-guard.md | 1 + Bestiary/bestiary-2/ostiarius.md | 1 + Bestiary/bestiary-2/osyluth.md | 1 + Bestiary/bestiary-2/pachycephalosaurus.md | 1 + Bestiary/bestiary-2/peluda.md | 1 + Bestiary/bestiary-2/peryton.md | 1 + Bestiary/bestiary-2/petitioner-abaddon.md | 1 + Bestiary/bestiary-2/petitioner-abyss.md | 1 + .../bestiary-2/petitioner-astral-plane.md | 1 + Bestiary/bestiary-2/petitioner-axis.md | 1 + Bestiary/bestiary-2/petitioner-boneyard.md | 1 + Bestiary/bestiary-2/petitioner-dead-vault.md | 1 + Bestiary/bestiary-2/petitioner.md | 1 + Bestiary/bestiary-2/piscodaemon.md | 1 + Bestiary/bestiary-2/planetar.md | 1 + Bestiary/bestiary-2/polar-bear.md | 1 + Bestiary/bestiary-2/purrodaemon.md | 1 + Bestiary/bestiary-2/quetz-couatl.md | 1 + Bestiary/bestiary-2/quickling.md | 1 + Bestiary/bestiary-2/quoppopak.md | 1 + Bestiary/bestiary-2/radiant-warden.md | 1 + Bestiary/bestiary-2/raven-swarm.md | 1 + Bestiary/bestiary-2/raven.md | 1 + Bestiary/bestiary-2/ravener-husk.md | 1 + Bestiary/bestiary-2/ravener.md | 1 + Bestiary/bestiary-2/reef-octopus.md | 1 + Bestiary/bestiary-2/revenant.md | 1 + Bestiary/bestiary-2/rhinoceros.md | 1 + Bestiary/bestiary-2/rusalka.md | 1 + Bestiary/bestiary-2/sacristan.md | 1 + Bestiary/bestiary-2/sand-sentry.md | 1 + Bestiary/bestiary-2/sandpoint-devil.md | 1 + Bestiary/bestiary-2/sard.md | 1 + Bestiary/bestiary-2/sarglagon.md | 1 + Bestiary/bestiary-2/scarecrow.md | 1 + Bestiary/bestiary-2/sceaduinar.md | 1 + Bestiary/bestiary-2/scythe-tree.md | 1 + Bestiary/bestiary-2/sea-drake.md | 1 + Bestiary/bestiary-2/sea-snake.md | 1 + Bestiary/bestiary-2/shadow-drake.md | 1 + Bestiary/bestiary-2/shadow-giant.md | 1 + Bestiary/bestiary-2/shoal-linnorm.md | 1 + Bestiary/bestiary-2/shocker-lizard.md | 1 + Bestiary/bestiary-2/shoggti.md | 1 + Bestiary/bestiary-2/skaveling.md | 1 + Bestiary/bestiary-2/skrik-nettle.md | 1 + Bestiary/bestiary-2/skulk.md | 1 + Bestiary/bestiary-2/slime-mold.md | 1 + Bestiary/bestiary-2/snapping-turtle.md | 1 + Bestiary/bestiary-2/solar.md | 1 + Bestiary/bestiary-2/soul-eater.md | 1 + Bestiary/bestiary-2/spark-bat.md | 1 + Bestiary/bestiary-2/spear-frog.md | 1 + Bestiary/bestiary-2/specter.md | 1 + Bestiary/bestiary-2/spinosaurus.md | 1 + Bestiary/bestiary-2/spiral-centurion.md | 1 + Bestiary/bestiary-2/spirit-naga.md | 1 + Bestiary/bestiary-2/sportlebore-swarm.md | 1 + Bestiary/bestiary-2/spriggan-bully.md | 1 + Bestiary/bestiary-2/spriggan-warlord.md | 1 + Bestiary/bestiary-2/star-archon.md | 1 + Bestiary/bestiary-2/steam-mephit.md | 1 + Bestiary/bestiary-2/stingray.md | 1 + Bestiary/bestiary-2/striding-fire.md | 1 + Bestiary/bestiary-2/stygira.md | 1 + Bestiary/bestiary-2/suli-dune-dancer.md | 1 + Bestiary/bestiary-2/sunflower-leshy.md | 1 + Bestiary/bestiary-2/sylph-sneak.md | 1 + Bestiary/bestiary-2/taiga-giant.md | 1 + Bestiary/bestiary-2/taiga-linnorm.md | 1 + Bestiary/bestiary-2/tatzlwyrm.md | 1 + Bestiary/bestiary-2/tendriculos.md | 1 + Bestiary/bestiary-2/thanadaemon.md | 1 + Bestiary/bestiary-2/theletos.md | 1 + Bestiary/bestiary-2/thrasfyr.md | 1 + Bestiary/bestiary-2/thulgant.md | 1 + Bestiary/bestiary-2/thunderbird.md | 1 + Bestiary/bestiary-2/tick-swarm.md | 1 + Bestiary/bestiary-2/titan-centipede.md | 1 + Bestiary/bestiary-2/totenmaske.md | 1 + Bestiary/bestiary-2/triton.md | 1 + Bestiary/bestiary-2/trollhound.md | 1 + Bestiary/bestiary-2/trumpet-archon.md | 1 + Bestiary/bestiary-2/twigjack.md | 1 + Bestiary/bestiary-2/two-headed-troll.md | 1 + Bestiary/bestiary-2/umonlee.md | 1 + Bestiary/bestiary-2/undine-hydromancer.md | 1 + Bestiary/bestiary-2/urdefhan-tormentor.md | 1 + Bestiary/bestiary-2/urdefhan-warrior.md | 1 + Bestiary/bestiary-2/vampire-squid.md | 1 + Bestiary/bestiary-2/vampiric-mist.md | 1 + Bestiary/bestiary-2/vanth.md | 1 + Bestiary/bestiary-2/vaspercham.md | 1 + Bestiary/bestiary-2/veranallia.md | 1 + Bestiary/bestiary-2/verdurous-ooze.md | 1 + Bestiary/bestiary-2/vexgit.md | 1 + Bestiary/bestiary-2/violet-fungus.md | 1 + Bestiary/bestiary-2/viper-vine.md | 1 + Bestiary/bestiary-2/void-zombie.md | 1 + Bestiary/bestiary-2/vrolikai.md | 1 + Bestiary/bestiary-2/vrykolakas-ancient.md | 1 + Bestiary/bestiary-2/vrykolakas-master.md | 1 + Bestiary/bestiary-2/vrykolakas-spawn.md | 1 + Bestiary/bestiary-2/water-orm.md | 1 + Bestiary/bestiary-2/water-yai.md | 1 + Bestiary/bestiary-2/wereboar.md | 1 + Bestiary/bestiary-2/weretiger.md | 1 + Bestiary/bestiary-2/witchfire.md | 1 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Bestiary/bestiary-3/adachros.md | 1 + Bestiary/bestiary-3/adhukait.md | 1 + Bestiary/bestiary-3/adlet.md | 1 + Bestiary/bestiary-3/adult-forest-dragon.md | 1 + Bestiary/bestiary-3/adult-sea-dragon.md | 1 + Bestiary/bestiary-3/adult-sky-dragon.md | 1 + Bestiary/bestiary-3/adult-sovereign-dragon.md | 1 + .../bestiary-3/adult-underworld-dragon.md | 1 + Bestiary/bestiary-3/aghash.md | 1 + Bestiary/bestiary-3/air-wisp.md | 1 + Bestiary/bestiary-3/amalgamite.md | 1 + Bestiary/bestiary-3/amphisbaena.md | 1 + Bestiary/bestiary-3/ancient-forest-dragon.md | 1 + Bestiary/bestiary-3/ancient-sea-dragon.md | 1 + Bestiary/bestiary-3/ancient-sky-dragon.md | 1 + .../bestiary-3/ancient-sovereign-dragon.md | 1 + .../bestiary-3/ancient-underworld-dragon.md | 1 + Bestiary/bestiary-3/android-infiltrator.md | 1 + Bestiary/bestiary-3/angazhani.md | 1 + .../bestiary-3/angheuvore-flesh-gnawer.md | 1 + Bestiary/bestiary-3/animated-colossus.md | 1 + Bestiary/bestiary-3/animated-furnace.md | 1 + .../bestiary-3/animated-silverware-swarm.md | 1 + Bestiary/bestiary-3/animated-trebuchet.md | 1 + Bestiary/bestiary-3/aphorite-sharpshooter.md | 1 + Bestiary/bestiary-3/arboreal-archive.md | 1 + Bestiary/bestiary-3/arboreal-reaper.md | 1 + Bestiary/bestiary-3/arcane-living-rune.md | 1 + Bestiary/bestiary-3/azarketi-explorer.md | 1 + Bestiary/bestiary-3/azer.md | 1 + Bestiary/bestiary-3/bauble-beast.md | 1 + Bestiary/bestiary-3/baykok.md | 1 + Bestiary/bestiary-3/betobeto-san.md | 1 + Bestiary/bestiary-3/bison.md | 1 + Bestiary/bestiary-3/blood-hag.md | 1 + Bestiary/bestiary-3/blood-painter.md | 1 + Bestiary/bestiary-3/bone-ship.md | 1 + Bestiary/bestiary-3/bore-worm-swarm.md | 1 + Bestiary/bestiary-3/brainchild.md | 1 + Bestiary/bestiary-3/brimorak.md | 1 + Bestiary/bestiary-3/buso-farmer.md | 1 + Bestiary/bestiary-3/cactus-leshy.md | 1 + Bestiary/bestiary-3/caligni-caller.md | 1 + Bestiary/bestiary-3/caligni-vanguard.md | 1 + Bestiary/bestiary-3/calikang.md | 1 + Bestiary/bestiary-3/camel.md | 1 + Bestiary/bestiary-3/caulborn.md | 1 + Bestiary/bestiary-3/cave-giant.md | 1 + Bestiary/bestiary-3/cecaelia-trapper.md | 1 + Bestiary/bestiary-3/chouchin-obake.md | 1 + Bestiary/bestiary-3/chyzaedu.md | 1 + Bestiary/bestiary-3/city-guard-squadron.md | 1 + Bestiary/bestiary-3/clacking-skull-swarm.md | 1 + Bestiary/bestiary-3/clockwork-dragon.md | 1 + Bestiary/bestiary-3/clockwork-mage.md | 1 + Bestiary/bestiary-3/clockwork-soldier.md | 1 + Bestiary/bestiary-3/clockwork-spy.md | 1 + Bestiary/bestiary-3/cobbleswarm.md | 1 + Bestiary/bestiary-3/common-eurypterid.md | 1 + Bestiary/bestiary-3/consonite-choir.md | 1 + Bestiary/bestiary-3/coral-capuchin.md | 1 + Bestiary/bestiary-3/corrupted-relic.md | 1 + Bestiary/bestiary-3/crossroads-guardian.md | 1 + Bestiary/bestiary-3/cunning-fox.md | 1 + Bestiary/bestiary-3/danava-titan.md | 1 + Bestiary/bestiary-3/deimavigga.md | 1 + Bestiary/bestiary-3/desert-giant.md | 1 + .../bestiary-3/divine-warden-of-nethys.md | 1 + Bestiary/bestiary-3/domovoi.md | 1 + Bestiary/bestiary-3/doru.md | 1 + Bestiary/bestiary-3/draconal.md | 1 + Bestiary/bestiary-3/dramofir.md | 1 + Bestiary/bestiary-3/draxie.md | 1 + Bestiary/bestiary-3/dretch.md | 1 + Bestiary/bestiary-3/duende.md | 1 + Bestiary/bestiary-3/dvorovoi.md | 1 + Bestiary/bestiary-3/dybbuk.md | 1 + Bestiary/bestiary-3/earth-wisp.md | 1 + Bestiary/bestiary-3/einherji.md | 1 + Bestiary/bestiary-3/elder-sphinx.md | 1 + Bestiary/bestiary-3/elder-wyrmwraith.md | 1 + Bestiary/bestiary-3/elysian-titan.md | 1 + Bestiary/bestiary-3/empress-bore-worm.md | 1 + Bestiary/bestiary-3/esipil.md | 1 + Bestiary/bestiary-3/etioling-blightmage.md | 1 + Bestiary/bestiary-3/eunemvro.md | 1 + Bestiary/bestiary-3/fading-fox.md | 1 + Bestiary/bestiary-3/feathered-bear.md | 1 + Bestiary/bestiary-3/feral-skull-swarm.md | 1 + Bestiary/bestiary-3/festrog.md | 1 + Bestiary/bestiary-3/fire-wisp.md | 1 + Bestiary/bestiary-3/flaming-skull.md | 1 + Bestiary/bestiary-3/flumph.md | 1 + Bestiary/bestiary-3/fortune-eater.md | 1 + Bestiary/bestiary-3/fossil-golem.md | 1 + Bestiary/bestiary-3/fuath.md | 1 + Bestiary/bestiary-3/galvo.md | 1 + Bestiary/bestiary-3/ganzi-martial-artist.md | 1 + Bestiary/bestiary-3/garuda.md | 1 + Bestiary/bestiary-3/gathlain-wanderer.md | 1 + Bestiary/bestiary-3/ghoran-manipulator.md | 1 + Bestiary/bestiary-3/giant-flying-squirrel.md | 1 + Bestiary/bestiary-3/giant-hermit-crab.md | 1 + Bestiary/bestiary-3/giant-opossum.md | 1 + Bestiary/bestiary-3/giant-pangolin.md | 1 + Bestiary/bestiary-3/giant-porcupine.md | 1 + Bestiary/bestiary-3/giant-seahorse.md | 1 + Bestiary/bestiary-3/giant-skunk.md | 1 + Bestiary/bestiary-3/giant-vulture.md | 1 + Bestiary/bestiary-3/girtablilu-seer.md | 1 + Bestiary/bestiary-3/girtablilu-sentry.md | 1 + Bestiary/bestiary-3/gliminal.md | 1 + Bestiary/bestiary-3/globster.md | 1 + Bestiary/bestiary-3/green-man.md | 1 + Bestiary/bestiary-3/grimple.md | 1 + Bestiary/bestiary-3/grioth-cultist.md | 1 + Bestiary/bestiary-3/grioth-scout.md | 1 + Bestiary/bestiary-3/guecubu.md | 1 + Bestiary/bestiary-3/gurgist-mauler.md | 1 + Bestiary/bestiary-3/hadrinnex.md | 1 + Bestiary/bestiary-3/haniver.md | 1 + Bestiary/bestiary-3/harmona.md | 1 + Bestiary/bestiary-3/harpy-skeleton.md | 1 + Bestiary/bestiary-3/hatred-siktempora.md | 1 + Bestiary/bestiary-3/hekatonkheires-titan.md | 1 + Bestiary/bestiary-3/hellbound-attorney.md | 1 + .../bestiary-3/hellknight-cavalry-brigade.md | 1 + Bestiary/bestiary-3/hellwasp-swarm.md | 1 + Bestiary/bestiary-3/herexen.md | 1 + Bestiary/bestiary-3/hermit-crab-swarm.md | 1 + Bestiary/bestiary-3/hesperid-queen.md | 1 + Bestiary/bestiary-3/hesperid.md | 1 + Bestiary/bestiary-3/hieracosphinx.md | 1 + Bestiary/bestiary-3/house-drake.md | 1 + Bestiary/bestiary-3/huldra.md | 1 + Bestiary/bestiary-3/hyakume.md | 1 + Bestiary/bestiary-3/incutilis.md | 1 + Bestiary/bestiary-3/ioton.md | 1 + Bestiary/bestiary-3/ittan-momen.md | 1 + Bestiary/bestiary-3/japalisura.md | 1 + Bestiary/bestiary-3/jorogumo.md | 1 + Bestiary/bestiary-3/kangaroo.md | 1 + Bestiary/bestiary-3/kappa.md | 1 + Bestiary/bestiary-3/kasa-obake.md | 1 + Bestiary/bestiary-3/khravgodon.md | 1 + Bestiary/bestiary-3/kimenhul.md | 1 + Bestiary/bestiary-3/kirin.md | 1 + Bestiary/bestiary-3/kishi.md | 1 + Bestiary/bestiary-3/kitsune-trickster.md | 1 + Bestiary/bestiary-3/kodama.md | 1 + Bestiary/bestiary-3/kokogiak.md | 1 + Bestiary/bestiary-3/kongamato.md | 1 + Bestiary/bestiary-3/kovintus-geomancer.md | 1 + Bestiary/bestiary-3/krampus.md | 1 + Bestiary/bestiary-3/kuchisake-onna.md | 1 + Bestiary/bestiary-3/kurobozu.md | 1 + Bestiary/bestiary-3/kushtaka.md | 1 + Bestiary/bestiary-3/lampad-queen.md | 1 + Bestiary/bestiary-3/lampad.md | 1 + Bestiary/bestiary-3/ledalusca.md | 1 + Bestiary/bestiary-3/leng-ghoul.md | 1 + Bestiary/bestiary-3/levaloch.md | 1 + Bestiary/bestiary-3/lifeleecher-brawler.md | 1 + Bestiary/bestiary-3/locathah-hunter.md | 1 + Bestiary/bestiary-3/love-siktempora.md | 1 + Bestiary/bestiary-3/lovelorn.md | 1 + Bestiary/bestiary-3/maftet-guardian.md | 1 + Bestiary/bestiary-3/maharaja.md | 1 + Bestiary/bestiary-3/manticore-paaridar.md | 1 + Bestiary/bestiary-3/megalictis.md | 1 + Bestiary/bestiary-3/megatherium.md | 1 + Bestiary/bestiary-3/melixie.md | 1 + Bestiary/bestiary-3/mezlan.md | 1 + Bestiary/bestiary-3/mi-go.md | 1 + Bestiary/bestiary-3/millindemalion.md | 1 + Bestiary/bestiary-3/misery-siktempora.md | 1 + Bestiary/bestiary-3/mithral-golem.md | 1 + Bestiary/bestiary-3/mix-couatl.md | 1 + Bestiary/bestiary-3/mobogo.md | 1 + Bestiary/bestiary-3/mokele-mbembe.md | 1 + Bestiary/bestiary-3/monkey-swarm.md | 1 + Bestiary/bestiary-3/monkey.md | 1 + Bestiary/bestiary-3/moon-hag.md | 1 + Bestiary/bestiary-3/moose.md | 1 + Bestiary/bestiary-3/mothman.md | 1 + Bestiary/bestiary-3/munagola.md | 1 + Bestiary/bestiary-3/munavri-spellblade.md | 1 + Bestiary/bestiary-3/myceloid.md | 1 + Bestiary/bestiary-3/nagaji-soldier.md | 1 + Bestiary/bestiary-3/namorrodor.md | 1 + Bestiary/bestiary-3/narwhal.md | 1 + Bestiary/bestiary-3/nemhaith.md | 1 + Bestiary/bestiary-3/nightgaunt.md | 1 + Bestiary/bestiary-3/nightmarchers.md | 1 + Bestiary/bestiary-3/nikaramsa.md | 1 + Bestiary/bestiary-3/nosferatu-malefactor.md | 1 + Bestiary/bestiary-3/nosferatu-overlord.md | 1 + Bestiary/bestiary-3/nosferatu-thrall.md | 1 + Bestiary/bestiary-3/nucol.md | 1 + Bestiary/bestiary-3/nyktera.md | 1 + Bestiary/bestiary-3/oil-living-graffiti.md | 1 + Bestiary/bestiary-3/omox.md | 1 + Bestiary/bestiary-3/ostovite.md | 1 + Bestiary/bestiary-3/ouroboros.md | 1 + Bestiary/bestiary-3/ovinnik.md | 1 + Bestiary/bestiary-3/owb-prophet.md | 1 + Bestiary/bestiary-3/owb.md | 1 + Bestiary/bestiary-3/pairaka.md | 1 + Bestiary/bestiary-3/pakalchi.md | 1 + Bestiary/bestiary-3/palace-skelm.md | 1 + Bestiary/bestiary-3/penanggalan.md | 1 + Bestiary/bestiary-3/peri.md | 1 + Bestiary/bestiary-3/phantom-beast.md | 1 + Bestiary/bestiary-3/phantom-knight.md | 1 + Bestiary/bestiary-3/piranha-swarm.md | 1 + Bestiary/bestiary-3/plague-giant.md | 1 + Bestiary/bestiary-3/platecarpus.md | 1 + Bestiary/bestiary-3/popobawa.md | 1 + Bestiary/bestiary-3/procyal.md | 1 + Bestiary/bestiary-3/pufferfish.md | 1 + Bestiary/bestiary-3/pukwudgie.md | 1 + Bestiary/bestiary-3/quintessivore.md | 1 + Bestiary/bestiary-3/raktavarna.md | 1 + Bestiary/bestiary-3/rancorous-priesthood.md | 1 + Bestiary/bestiary-3/rat-snake-swarm.md | 1 + Bestiary/bestiary-3/red-fox.md | 1 + Bestiary/bestiary-3/rhu-chalik.md | 1 + Bestiary/bestiary-3/ringhorn-ram.md | 1 + Bestiary/bestiary-3/roiling-incant.md | 1 + Bestiary/bestiary-3/rokurokubi.md | 1 + Bestiary/bestiary-3/rosethorn-ram.md | 1 + Bestiary/bestiary-3/sabosan.md | 1 + Bestiary/bestiary-3/samsaran-anchorite.md | 1 + Bestiary/bestiary-3/sasquatch.md | 1 + Bestiary/bestiary-3/scalescribe.md | 1 + Bestiary/bestiary-3/seaweed-leshy.md | 1 + Bestiary/bestiary-3/seething-spirit.md | 1 + Bestiary/bestiary-3/sepid.md | 1 + Bestiary/bestiary-3/severed-head.md | 1 + Bestiary/bestiary-3/shabti-redeemer.md | 1 + Bestiary/bestiary-3/shae.md | 1 + Bestiary/bestiary-3/shambler-troop.md | 1 + Bestiary/bestiary-3/shantak.md | 1 + Bestiary/bestiary-3/shaukeen.md | 1 + Bestiary/bestiary-3/shikigami.md | 1 + Bestiary/bestiary-3/shrine-skelm.md | 1 + Bestiary/bestiary-3/shulsaga.md | 1 + Bestiary/bestiary-3/silvanshee.md | 1 + Bestiary/bestiary-3/skeleton-infantry.md | 1 + Bestiary/bestiary-3/skinstitch.md | 1 + Bestiary/bestiary-3/skull-peeler.md | 1 + Bestiary/bestiary-3/skunk.md | 1 + Bestiary/bestiary-3/slithering-pit.md | 1 + Bestiary/bestiary-3/sorcerous-skull-swarm.md | 1 + Bestiary/bestiary-3/soul-skelm.md | 1 + Bestiary/bestiary-3/spiny-eurypterid.md | 1 + Bestiary/bestiary-3/squirming-swill.md | 1 + Bestiary/bestiary-3/squirrel-swarm.md | 1 + Bestiary/bestiary-3/stheno-harpist.md | 1 + Bestiary/bestiary-3/stone-lion-cub.md | 1 + Bestiary/bestiary-3/stone-lion.md | 1 + Bestiary/bestiary-3/storm-hag.md | 1 + Bestiary/bestiary-3/street-skelm.md | 1 + Bestiary/bestiary-3/strix-kinmate.md | 1 + Bestiary/bestiary-3/sturzstromer.md | 1 + Bestiary/bestiary-3/sulfur-zombie.md | 1 + Bestiary/bestiary-3/sumbreiva.md | 1 + Bestiary/bestiary-3/swordkeeper.md | 1 + Bestiary/bestiary-3/tattoo-guardian.md | 1 + Bestiary/bestiary-3/terra-cotta-garrison.md | 1 + Bestiary/bestiary-3/terra-cotta-soldier.md | 1 + Bestiary/bestiary-3/terror-bird.md | 1 + Bestiary/bestiary-3/terror-shrike.md | 1 + Bestiary/bestiary-3/thanatotic-titan.md | 1 + Bestiary/bestiary-3/three-toed-sloth.md | 1 + Bestiary/bestiary-3/tiddalik.md | 1 + Bestiary/bestiary-3/tidehawk.md | 1 + Bestiary/bestiary-3/tikbalang.md | 1 + Bestiary/bestiary-3/tolokand.md | 1 + Bestiary/bestiary-3/tomb-giant.md | 1 + Bestiary/bestiary-3/tooth-fairy-swarm.md | 1 + Bestiary/bestiary-3/tooth-fairy.md | 1 + Bestiary/bestiary-3/toshigami.md | 1 + Bestiary/bestiary-3/trailgaunt.md | 1 + Bestiary/bestiary-3/trilobite-swarm.md | 1 + Bestiary/bestiary-3/trilobite.md | 1 + Bestiary/bestiary-3/triumph-siktempora.md | 1 + Bestiary/bestiary-3/tupilaq.md | 1 + Bestiary/bestiary-3/tylosaurus.md | 1 + Bestiary/bestiary-3/tyrannosaurus-skeleton.md | 1 + Bestiary/bestiary-3/tzitzimitl.md | 1 + Bestiary/bestiary-3/umasi.md | 1 + Bestiary/bestiary-3/valkyrie.md | 1 + Bestiary/bestiary-3/vanara-disciple.md | 1 + Bestiary/bestiary-3/vilderavn.md | 1 + Bestiary/bestiary-3/vine-leshy.md | 1 + Bestiary/bestiary-3/viper-swarm.md | 1 + Bestiary/bestiary-3/vishkanya-infiltrator.md | 1 + Bestiary/bestiary-3/vulpinal.md | 1 + Bestiary/bestiary-3/water-wisp.md | 1 + Bestiary/bestiary-3/wayang-whisperblade.md | 1 + Bestiary/bestiary-3/weasel.md | 1 + Bestiary/bestiary-3/werebat.md | 1 + Bestiary/bestiary-3/werecrocodile.md | 1 + Bestiary/bestiary-3/wihsaak.md | 1 + Bestiary/bestiary-3/winter-hag.md | 1 + Bestiary/bestiary-3/wizard-sponge.md | 1 + Bestiary/bestiary-3/wolliped.md | 1 + Bestiary/bestiary-3/wyrmwraith.md | 1 + Bestiary/bestiary-3/wyrwood-sneak.md | 1 + Bestiary/bestiary-3/ximtal.md | 1 + Bestiary/bestiary-3/xiuh-couatl.md | 1 + Bestiary/bestiary-3/yithian.md | 1 + Bestiary/bestiary-3/young-forest-dragon.md | 1 + Bestiary/bestiary-3/young-sea-dragon.md | 1 + Bestiary/bestiary-3/young-sky-dragon.md | 1 + Bestiary/bestiary-3/young-sovereign-dragon.md | 1 + .../bestiary-3/young-underworld-dragon.md | 1 + Bestiary/bestiary-3/yzobu.md | 1 + Bestiary/bestiary-3/zetogeki.md | 1 + Bestiary/bestiary-3/zombie-dragon.md | 1 + Bestiary/bestiary-3/zuishin.md | 1 + Bestiary/gm-guide/acolyte-of-nethys.md | 1 + Bestiary/gm-guide/acrobat.md | 1 + Bestiary/gm-guide/adept.md | 1 + Bestiary/gm-guide/advisor.md | 1 + Bestiary/gm-guide/antipaladin.md | 1 + Bestiary/gm-guide/apothecary.md | 1 + Bestiary/gm-guide/apprentice.md | 1 + Bestiary/gm-guide/archer-sentry.md | 1 + Bestiary/gm-guide/assassin.md | 1 + Bestiary/gm-guide/astronomer.md | 1 + Bestiary/gm-guide/bandit.md | 1 + Bestiary/gm-guide/barkeep.md | 1 + Bestiary/gm-guide/barrister.md | 1 + Bestiary/gm-guide/beast-tamer.md | 1 + Bestiary/gm-guide/beggar.md | 1 + Bestiary/gm-guide/bodyguard.md | 1 + Bestiary/gm-guide/bosun.md | 1 + Bestiary/gm-guide/bounty-hunter.md | 1 + Bestiary/gm-guide/burglar.md | 1 + Bestiary/gm-guide/captain-of-the-guard.md | 1 + Bestiary/gm-guide/charlatan.md | 1 + Bestiary/gm-guide/chronicler.md | 1 + Bestiary/gm-guide/commoner.md | 1 + Bestiary/gm-guide/cult-leader.md | 1 + Bestiary/gm-guide/cultist.md | 1 + Bestiary/gm-guide/dancer.md | 1 + Bestiary/gm-guide/demonologist.md | 1 + Bestiary/gm-guide/despot.md | 1 + Bestiary/gm-guide/dockhand.md | 1 + Bestiary/gm-guide/drunkard.md | 1 + Bestiary/gm-guide/executioner.md | 1 + Bestiary/gm-guide/false-priest.md | 1 + Bestiary/gm-guide/farmer.md | 1 + Bestiary/gm-guide/fence.md | 1 + Bestiary/gm-guide/gang-leader.md | 1 + Bestiary/gm-guide/grave-robber.md | 1 + Bestiary/gm-guide/gravedigger.md | 1 + Bestiary/gm-guide/guard.md | 1 + Bestiary/gm-guide/guide.md | 1 + Bestiary/gm-guide/guildmaster.md | 1 + Bestiary/gm-guide/harbormaster.md | 1 + Bestiary/gm-guide/harrow-reader.md | 1 + Bestiary/gm-guide/hunter.md | 1 + Bestiary/gm-guide/innkeeper.md | 1 + Bestiary/gm-guide/jailer.md | 1 + Bestiary/gm-guide/judge.md | 1 + Bestiary/gm-guide/librarian.md | 1 + Bestiary/gm-guide/mage-for-hire.md | 1 + Bestiary/gm-guide/mastermind.md | 1 + Bestiary/gm-guide/merchant.md | 1 + Bestiary/gm-guide/miner.md | 1 + Bestiary/gm-guide/monster-hunter.md | 1 + Bestiary/gm-guide/navigator.md | 1 + Bestiary/gm-guide/necromancer.md | 1 + Bestiary/gm-guide/noble.md | 1 + Bestiary/gm-guide/palace-guard.md | 1 + Bestiary/gm-guide/physician.md | 1 + Bestiary/gm-guide/pirate.md | 1 + Bestiary/gm-guide/plague-doctor.md | 1 + Bestiary/gm-guide/poacher.md | 1 + Bestiary/gm-guide/priest-of-pharasma.md | 1 + Bestiary/gm-guide/prisoner.md | 1 + Bestiary/gm-guide/prophet.md | 1 + Bestiary/gm-guide/reckless-scientist.md | 1 + Bestiary/gm-guide/ruffian.md | 1 + Bestiary/gm-guide/saboteur.md | 1 + Bestiary/gm-guide/sage.md | 1 + Bestiary/gm-guide/servant.md | 1 + Bestiary/gm-guide/server.md | 1 + Bestiary/gm-guide/ship-captain.md | 1 + Bestiary/gm-guide/smith.md | 1 + Bestiary/gm-guide/spy.md | 1 + Bestiary/gm-guide/surgeon.md | 1 + Bestiary/gm-guide/tax-collector.md | 1 + Bestiary/gm-guide/teacher.md | 1 + Bestiary/gm-guide/tomb-raider.md | 1 + Bestiary/gm-guide/torchbearer.md | 1 + Bestiary/gm-guide/tracker.md | 1 + Bestiary/gm-guide/troubadour.md | 1 + Bestiary/gm-guide/urchin.md | 1 + Bestiary/gm-guide/warden.md | 1 + Bestiary/gm-guide/watch-officer.md | 1 + Bestiary/gm-guide/zealot-of-asmodeus.md | 1 + Bestiary/trouble-in-otari/bugbear-marauder.md | 1 + .../trouble-in-otari/dragon-wyrmling-green.md | 1 + Bestiary/trouble-in-otari/drow-sneak.md | 1 + Bestiary/trouble-in-otari/drow-warrior.md | 1 + Bestiary/trouble-in-otari/giant-spider.md | 1 + Bestiary/trouble-in-otari/goblin-igniter.md | 1 + .../trouble-in-otari/hobgoblin-warrior.md | 1 + .../trouble-in-otari/kobold-trapmaster.md | 1 + Bestiary/trouble-in-otari/orc-commander.md | 1 + Bestiary/trouble-in-otari/orc-scrapper.md | 1 + Bestiary/trouble-in-otari/orc-trooper.md | 1 + Bestiary/trouble-in-otari/xulgath-boss.md | 1 + .../character/archetypes/acrobat-apg.md | 116 - Compendium/character/archetypes/alchemist.md | 119 - .../archetypes/aldori-duelist-lowg.md | 114 - .../archetypes/alkenstar-agent-ooa1.md | 176 - .../character/archetypes/alter-ego-da.md | 161 - .../archetypes/animal-trainer-ec2.md | 104 - .../character/archetypes/archaeologist-apg.md | 138 - Compendium/character/archetypes/archer-apg.md | 221 - Compendium/character/archetypes/archetypes.md | 158 - .../character/archetypes/artillerist-g-g.md | 125 - .../character/archetypes/assassin-apg.md | 166 - Compendium/character/archetypes/barbarian.md | 111 - Compendium/character/archetypes/bard.md | 154 - .../character/archetypes/bastion-apg.md | 170 - .../character/archetypes/beast-gunner-g-g.md | 155 - .../character/archetypes/beastmaster-apg.md | 265 - .../archetypes/bellflower-tiller-aoa3.md | 119 - .../character/archetypes/blessed-one-apg.md | 224 - .../character/archetypes/bounty-hunter-apg.md | 107 - .../character/archetypes/bright-lion-lol.md | 73 - .../character/archetypes/bullet-dancer-g-g.md | 229 - .../archetypes/butterfly-blade-frp1.md | 170 - .../character/archetypes/captivator-lotgb.md | 201 - .../archetypes/cathartic-mage-som.md | 322 - .../character/archetypes/cavalier-apg.md | 207 - .../character/archetypes/celebrity-apg.md | 88 - Compendium/character/archetypes/champion.md | 137 - .../character/archetypes/chronoskimmer-da.md | 203 - Compendium/character/archetypes/cleric.md | 129 - .../archetypes/clockwork-reanimator-ooa3.md | 18 - .../archetypes/crystal-keeper-aoa4.md | 92 - .../archetypes/curse-maelstrom-da.md | 172 - Compendium/character/archetypes/dandy-apg.md | 99 - .../character/archetypes/demolitionist-g-g.md | 174 - .../archetypes/dragon-disciple-apg.md | 195 - .../character/archetypes/drow-shootist-av3.md | 85 - Compendium/character/archetypes/druid.md | 142 - .../archetypes/dual-weapon-warrior-apg.md | 174 - .../character/archetypes/duelist-apg.md | 202 - .../archetypes/edgewatch-detective-aoe1.md | 85 - .../archetypes/eldritch-archer-apg.md | 219 - .../archetypes/eldritch-researcher-av2.md | 191 - .../character/archetypes/elementalist-som.md | 230 - .../character/archetypes/exorcist-botd.md | 209 - .../archetypes/familiar-master-apg.md | 119 - Compendium/character/archetypes/fighter.md | 114 - .../archetypes/firebrand-braggart-locg.md | 145 - .../archetypes/firework-technician-g-g.md | 176 - .../archetypes/flexible-spellcaster-som.md | 64 - .../character/archetypes/folklorist-sot2.md | 101 - .../character/archetypes/geomancer-som.md | 209 - Compendium/character/archetypes/ghost-botd.md | 141 - .../character/archetypes/ghost-eater-frp1.md | 77 - .../character/archetypes/ghost-hunter-av1.md | 111 - Compendium/character/archetypes/ghoul-botd.md | 243 - .../character/archetypes/gladiator-apg.md | 112 - .../archetypes/golden-league-xun-frp2.md | 92 - .../character/archetypes/golem-grafter-ec3.md | 104 - .../character/archetypes/gray-gardener-ngd.md | 201 - .../character/archetypes/gunslinger-g-g.md | 125 - .../archetypes/halcyon-speaker-locg.md | 168 - .../archetypes/hallowed-necromancer-botd.md | 139 - .../archetypes/hellknight-armiger-lowg.md | 93 - .../character/archetypes/hellknight-locg.md | 113 - .../archetypes/hellknight-signifer-locg.md | 109 - .../character/archetypes/herbalist-apg.md | 98 - .../archetypes/horizon-walker-apg.md | 150 - .../character/archetypes/inventor-g-g.md | 105 - .../character/archetypes/investigator-apg.md | 123 - .../archetypes/jalmeri-heavenseeker-aoe2.md | 136 - .../character/archetypes/juggler-ec1.md | 116 - .../archetypes/knight-reclaimant-locg.md | 157 - .../archetypes/knight-vigilant-locg.md | 141 - .../archetypes/lastwall-sentry-lowg.md | 105 - Compendium/character/archetypes/lich-botd.md | 170 - .../character/archetypes/linguist-apg.md | 118 - .../character/archetypes/lion-blade-lowg.md | 107 - .../archetypes/living-monolith-lowg.md | 129 - .../character/archetypes/living-vessel-da.md | 160 - .../character/archetypes/loremaster-apg.md | 153 - .../archetypes/magaambyan-attendant-locg.md | 247 - .../archetypes/magic-warrior-lowg.md | 81 - Compendium/character/archetypes/magus-som.md | 135 - .../character/archetypes/marshal-apg.md | 252 - .../archetypes/martial-artist-apg.md | 385 - Compendium/character/archetypes/mauler-apg.md | 186 - Compendium/character/archetypes/medic-apg.md | 98 - .../character/archetypes/mind-smith-da.md | 190 - Compendium/character/archetypes/monk.md | 127 - Compendium/character/archetypes/mummy-botd.md | 222 - .../archetypes/nantambu-chime-ringer-sot2.md | 104 - .../character/archetypes/oozemorph-sli.md | 139 - Compendium/character/archetypes/oracle-apg.md | 137 - .../character/archetypes/overwatch-g-g.md | 172 - .../character/archetypes/pactbinder-da.md | 150 - .../archetypes/pactbound-initiate-lomm.md | 122 - .../archetypes/pathfinder-agent-lowg.md | 89 - Compendium/character/archetypes/pirate-apg.md | 81 - .../character/archetypes/pistol-phenom-g-g.md | 215 - .../character/archetypes/poisoner-apg.md | 237 - .../character/archetypes/provocator-aoe3.md | 124 - Compendium/character/archetypes/psychic-da.md | 125 - .../archetypes/psychic-duelist-da.md | 87 - Compendium/character/archetypes/ranger.md | 101 - .../archetypes/red-mantis-assassin-aoe3.md | 14 - .../character/archetypes/ritualist-apg.md | 106 - Compendium/character/archetypes/rogue.md | 131 - .../character/archetypes/runelord-som.md | 226 - .../character/archetypes/runescarred-lowg.md | 89 - Compendium/character/archetypes/scout-apg.md | 118 - .../archetypes/scroll-trickster-apg.md | 111 - .../character/archetypes/scrollmaster-locg.md | 80 - .../character/archetypes/scrounger-apg.md | 78 - .../character/archetypes/sentinel-apg.md | 123 - .../character/archetypes/shadowcaster-som.md | 232 - .../character/archetypes/shadowdancer-apg.md | 205 - .../archetypes/shieldmarshal-loil.md | 14 - .../character/archetypes/sixth-pillar-frp2.md | 99 - .../character/archetypes/sleepwalker-da.md | 190 - .../character/archetypes/snarecrafter-apg.md | 137 - .../character/archetypes/sniping-duo-g-g.md | 241 - Compendium/character/archetypes/sorcerer.md | 140 - .../character/archetypes/soul-warden-botd.md | 207 - .../character/archetypes/soulforger-som.md | 132 - .../archetypes/spell-trickster-lotgb.md | 419 - .../character/archetypes/spellmaster-locg.md | 95 - .../character/archetypes/spellshot-g-g.md | 183 - .../character/archetypes/staff-acrobat-ec1.md | 113 - .../archetypes/sterling-dynamo-g-g.md | 152 - .../archetypes/student-of-perfection-lowg.md | 61 - .../character/archetypes/summoner-som.md | 181 - .../character/archetypes/swashbuckler-apg.md | 125 - .../character/archetypes/swordmaster-locg.md | 87 - .../archetypes/talisman-dabbler-apg.md | 83 - .../character/archetypes/thaumaturge-da.md | 117 - .../character/archetypes/time-mage-da.md | 209 - .../character/archetypes/trapsmith-g-g.md | 106 - .../character/archetypes/trick-driver-g-g.md | 130 - .../archetypes/turpin-rowe-lumberjack-ec3.md | 91 - .../archetypes/undead-master-botd.md | 170 - .../archetypes/undead-slayer-botd.md | 167 - .../archetypes/unexpected-sharpshooter-g-g.md | 227 - .../character/archetypes/vampire-botd.md | 222 - .../archetypes/vehicle-mechanic-g-g.md | 138 - .../character/archetypes/vigilante-apg.md | 210 - Compendium/character/archetypes/viking-apg.md | 136 - .../archetypes/weapon-improviser-apg.md | 122 - .../archetypes/wellspring-mage-som.md | 222 - Compendium/character/archetypes/witch-apg.md | 124 - Compendium/character/archetypes/wizard.md | 140 - .../character/archetypes/wrestler-lotgb.md | 312 - .../character/archetypes/zephyr-guard-aoa5.md | 94 - .../character/archetypes/zombie-botd.md | 270 - .../backgrounds/abadars-avenger-frp0.md | 21 - .../backgrounds/academy-dropout-som.md | 19 - Compendium/character/backgrounds/acolyte.md | 19 - Compendium/character/backgrounds/acrobat.md | 19 - .../character/backgrounds/aerialist-ec0.md | 19 - .../backgrounds/aiudara-seeker-aoa6.md | 19 - .../backgrounds/alkenstar-outlaw-g-g.md | 21 - .../backgrounds/alkenstar-sojourner-g-g.md | 21 - .../backgrounds/alkenstar-tinker-lowg.md | 19 - .../character/backgrounds/amnesiac-apg.md | 13 - .../character/backgrounds/animal-whisperer.md | 19 - .../backgrounds/animal-wrangler-ec0.md | 19 - .../character/backgrounds/anti-magical-som.md | 19 - .../backgrounds/anti-tech-activist-g-g.md | 19 - .../backgrounds/archaeologist-lopsg.md | 19 - Compendium/character/backgrounds/artisan.md | 21 - Compendium/character/backgrounds/artist.md | 21 - .../backgrounds/aspiring-free-captain-lowg.md | 21 - .../aspiring-river-monarch-lowg.md | 19 - .../character/backgrounds/astrologer-som.md | 19 - .../backgrounds/astrological-augur-lotg.md | 17 - .../backgrounds/attention-addict-frp0.md | 23 - .../backgrounds/atteran-rancher-lowg.md | 19 - .../backgrounds/back-alley-doctor-g-g.md | 18 - .../character/backgrounds/backgrounds.md | 293 - .../character/backgrounds/bandit-apg.md | 21 - .../backgrounds/banished-brighite-ooa0.md | 21 - .../character/backgrounds/barber-apg.md | 19 - Compendium/character/backgrounds/barkeep.md | 19 - .../character/backgrounds/barker-ec0.md | 19 - Compendium/character/backgrounds/barrister.md | 21 - .../backgrounds/bekyar-restorer-lowg.md | 21 - .../backgrounds/belkzen-slayer-lowg.md | 21 - .../backgrounds/bellflower-agent-lowg.md | 19 - .../character/backgrounds/bibliophile-av0.md | 19 - .../backgrounds/black-market-smuggler-lowg.md | 21 - .../character/backgrounds/blessed-apg.md | 17 - .../character/backgrounds/blow-in-ec0.md | 23 - .../backgrounds/bonuwat-wavetouched-lowg.md | 19 - .../character/backgrounds/bookkeeper-apg.md | 19 - .../character/backgrounds/bounty-hunter.md | 21 - .../character/backgrounds/bright-lion-lowg.md | 23 - .../character/backgrounds/butcher-ec0.md | 19 - .../character/backgrounds/cannoneer-g-g.md | 19 - .../backgrounds/chelish-rebel-lowg.md | 19 - .../backgrounds/child-of-the-puddles-lowg.md | 19 - .../child-of-the-twin-village-da.md | 18 - .../backgrounds/child-of-westcrown-lowg.md | 19 - .../character/backgrounds/chosen-one-som.md | 31 - .../backgrounds/circuit-judge-g-g.md | 18 - .../character/backgrounds/circus-born-ec0.md | 19 - .../character/backgrounds/clockfighter-g-g.md | 19 - .../backgrounds/clockwork-researcher-g-g.md | 19 - Compendium/character/backgrounds/clown-ec0.md | 19 - .../character/backgrounds/codebreaker-g-g.md | 20 - Compendium/character/backgrounds/cook-apg.md | 19 - .../character/backgrounds/courier-apg.md | 19 - Compendium/character/backgrounds/criminal.md | 19 - .../character/backgrounds/cultist-apg.md | 19 - .../character/backgrounds/curandero-botd.md | 18 - .../character/backgrounds/cursed-apg.md | 26 - .../backgrounds/cursed-family-lowg.md | 18 - .../character/backgrounds/deputy-g-g.md | 19 - .../backgrounds/desert-tracker-lowg.md | 19 - Compendium/character/backgrounds/detective.md | 19 - .../backgrounds/diobel-pearl-diver-lowg.md | 21 - .../backgrounds/discarded-duplicate-g-g.md | 15 - .../backgrounds/disciple-of-the-gear-g-g.md | 19 - .../character/backgrounds/doomcaller-lotg.md | 29 - .../backgrounds/dragon-scholar-aoa0.md | 21 - .../dreamer-of-the-verdant-moon-ec3.md | 19 - .../character/backgrounds/driver-g-g.md | 19 - .../backgrounds/droskari-disciple-aoa4.md | 18 - .../character/backgrounds/eclipseborn-lotg.md | 17 - .../backgrounds/eidolon-contact-som.md | 24 - .../backgrounds/eldritch-anatomist-av0.md | 21 - .../character/backgrounds/emancipated-aoa0.md | 19 - Compendium/character/backgrounds/emissary.md | 19 - .../backgrounds/energy-scarred-som.md | 16 - .../character/backgrounds/entertainer.md | 19 - .../backgrounds/ex-con-token-guard-aoe0.md | 23 - .../character/backgrounds/false-medium-som.md | 23 - Compendium/character/backgrounds/farmhand.md | 19 - .../character/backgrounds/farmsteader-g-g.md | 17 - .../character/backgrounds/feral-child-apg.md | 21 - .../character/backgrounds/feybound-apg.md | 28 - .../character/backgrounds/field-medic.md | 21 - .../backgrounds/final-blade-survivor-lowg.md | 19 - .../backgrounds/fireworks-performer-g-g.md | 21 - .../backgrounds/fogfen-tale-teller-av0.md | 19 - .../character/backgrounds/fortune-teller.md | 21 - .../framed-in-ferrous-quarter-ooa0.md | 22 - .../freed-slave-of-absalom-lowg.md | 21 - Compendium/character/backgrounds/gambler.md | 19 - .../backgrounds/geb-crusader-lowg.md | 21 - .../backgrounds/genie-blessed-som.md | 29 - Compendium/character/backgrounds/gladiator.md | 21 - .../backgrounds/goblinblood-orphan-lowg.md | 19 - .../backgrounds/godless-graycloak-aoe0.md | 22 - .../backgrounds/goldhand-arms-dealer-g-g.md | 19 - .../grand-council-bureaucrat-lowg.md | 19 - .../backgrounds/grave-robber-botd.md | 18 - .../backgrounds/grizzled-muckrucker-aoe0.md | 23 - Compendium/character/backgrounds/guard.md | 21 - .../character/backgrounds/gunsmith-g-g.md | 22 - .../harbor-guard-moonlighter-aoe0.md | 23 - .../character/backgrounds/harrow-led-aoe4.md | 27 - .../character/backgrounds/haunted-apg.md | 18 - .../backgrounds/haunted-citizen-botd.md | 19 - .../backgrounds/haunting-vision-aoa0.md | 21 - .../backgrounds/hellknight-historian-aoa0.md | 21 - Compendium/character/backgrounds/herbalist.md | 22 - .../backgrounds/hermean-expatriate-lowg.md | 21 - .../backgrounds/hermean-heritor-aoa6.md | 21 - Compendium/character/backgrounds/hermit.md | 22 - .../character/backgrounds/hired-killer-g-g.md | 23 - .../backgrounds/hounded-thief-g-g.md | 19 - Compendium/character/backgrounds/hunter.md | 19 - .../backgrounds/inexplicably-expelled-ooa0.md | 26 - .../character/backgrounds/inlander-lowg.md | 19 - .../character/backgrounds/insurgent-apg.md | 19 - .../backgrounds/issian-partisan-lowg.md | 21 - .../backgrounds/junk-collector-g-g.md | 19 - .../character/backgrounds/junker-g-g.md | 19 - .../backgrounds/kalistrade-follower-lowg.md | 19 - .../backgrounds/kyonin-emissary-lowg.md | 19 - Compendium/character/backgrounds/laborer.md | 21 - .../backgrounds/lastwall-survivor-lowg.md | 18 - .../backgrounds/learned-guard-prodigy-aoe0.md | 22 - .../backgrounds/legacy-of-the-hammer-da.md | 18 - .../backgrounds/legendary-parents-aoa6.md | 19 - .../character/backgrounds/local-scion-aoa0.md | 21 - .../lumber-consortium-laborer-lowg.md | 21 - .../backgrounds/magaambya-academic-lowg.md | 19 - .../backgrounds/magical-experiment-som.md | 25 - .../backgrounds/magical-merchant-som.md | 19 - .../backgrounds/magical-misfit-som.md | 19 - .../backgrounds/mammoth-speaker-lowg.md | 19 - .../backgrounds/mana-wastes-refugee-lowg.md | 21 - .../backgrounds/mantis-scion-lowg.md | 21 - .../backgrounds/market-runner-av0.md | 19 - .../character/backgrounds/martial-disciple.md | 19 - .../character/backgrounds/mechanic-g-g.md | 17 - .../backgrounds/mechanical-symbiosis-g-g.md | 28 - .../backgrounds/medicinal-clocksmith-g-g.md | 19 - .../menagerie-dung-sweeper-lowg.md | 19 - .../backgrounds/merabite-prodigy-lowg.md | 21 - Compendium/character/backgrounds/merchant.md | 19 - Compendium/character/backgrounds/miner.md | 19 - .../backgrounds/molthuni-mercenary-lowg.md | 18 - .../backgrounds/musical-prodigy-som.md | 19 - .../character/backgrounds/mystic-seer-ec0.md | 21 - .../character/backgrounds/mystic-tutor-som.md | 19 - .../necromancers-apprentice-botd.md | 18 - .../backgrounds/newcomer-in-need-frp0.md | 23 - .../backgrounds/nexian-mystic-lowg.md | 19 - .../character/backgrounds/night-watch-botd.md | 19 - .../backgrounds/nirmathi-guerrilla-lowg.md | 19 - Compendium/character/backgrounds/noble.md | 19 - .../backgrounds/nocturnal-navigator-lotg.md | 18 - Compendium/character/backgrounds/nomad.md | 19 - .../backgrounds/occult-librarian-som.md | 19 - .../backgrounds/oenopion-ooze-tender-lowg.md | 19 - .../character/backgrounds/once-bitten-lokl.md | 18 - .../character/backgrounds/onyx-trader-lowg.md | 19 - .../backgrounds/osirionologist-lowg.md | 21 - .../backgrounds/otherworldly-mission-g-g.md | 18 - .../backgrounds/out-of-towner-aoa0.md | 23 - .../character/backgrounds/outrider-apg.md | 21 - .../backgrounds/ozem-experience-lokl.md | 18 - .../backgrounds/pathfinder-hopeful-lowg.md | 21 - .../backgrounds/pathfinder-recruiter-lopsg.md | 20 - .../backgrounds/perfection-seeker-lowg.md | 19 - .../character/backgrounds/pilgrim-apg.md | 19 - .../character/backgrounds/pillar-lokl.md | 20 - .../backgrounds/plant-whisperer-som.md | 19 - .../backgrounds/political-scion-aoe0.md | 25 - .../post-guard-of-all-trades-aoe0.md | 23 - .../character/backgrounds/press-ganged-g-g.md | 19 - .../backgrounds/press-ganged-lowg.md | 23 - .../character/backgrounds/printer-g-g.md | 19 - Compendium/character/backgrounds/prisoner.md | 21 - .../purveyor-of-the-bizarre-lowg.md | 21 - .../character/backgrounds/pyre-tender-botd.md | 20 - .../character/backgrounds/quick-lowg.md | 21 - .../backgrounds/raised-by-belief-logm.md | 33 - .../backgrounds/ratted-out-gun-runner-ooa0.md | 22 - .../backgrounds/razmiran-faithful-lowg.md | 18 - .../character/backgrounds/reborn-soul-da.md | 18 - .../character/backgrounds/reclaimed-lokl.md | 18 - .../reclaimer-investigator-lokl.md | 20 - .../character/backgrounds/refugee-apg.md | 21 - .../backgrounds/relentless-dedication-lokl.md | 19 - .../backgrounds/reputation-seeker-aoa0.md | 23 - .../character/backgrounds/returned-apg.md | 19 - .../backgrounds/returning-descendant-aoa0.md | 21 - .../character/backgrounds/revenant-g-g.md | 18 - .../character/backgrounds/rigger-ec0.md | 21 - .../backgrounds/rivethun-adherent-lowg.md | 21 - .../character/backgrounds/root-worker-apg.md | 19 - .../backgrounds/rostland-partisan-lowg.md | 21 - .../character/backgrounds/royalty-apg.md | 19 - .../backgrounds/ruby-phoenix-fanatic-frp0.md | 20 - .../character/backgrounds/ruin-delver-av0.md | 21 - .../character/backgrounds/saboteur-g-g.md | 19 - Compendium/character/backgrounds/sailor.md | 21 - .../backgrounds/sally-guard-neophyte-aoe0.md | 22 - .../backgrounds/saloon-entertainer-g-g.md | 19 - .../backgrounds/sarkorian-reclaimer-lowg.md | 21 - .../backgrounds/sarkorian-survivor-lowg.md | 19 - .../backgrounds/saved-by-clockwork-g-g.md | 20 - .../character/backgrounds/scavenger-apg.md | 19 - .../scholar-of-the-ancients-lowg.md | 19 - Compendium/character/backgrounds/scholar.md | 24 - .../backgrounds/scion-of-slayers-botd.md | 20 - Compendium/character/backgrounds/scout.md | 19 - .../second-chance-champion-frp0.md | 21 - .../backgrounds/secular-medic-lowg.md | 21 - .../backgrounds/seer-of-the-dead-som.md | 18 - .../backgrounds/senghor-sailor-lowg.md | 19 - .../backgrounds/sentinel-reflectance-lokl.md | 16 - .../character/backgrounds/servant-apg.md | 21 - .../backgrounds/shadow-haunted-lowg.md | 19 - .../character/backgrounds/sheriff-g-g.md | 21 - .../backgrounds/shoanti-name-bearer-lowg.md | 19 - .../backgrounds/shory-seeker-lowg.md | 19 - .../character/backgrounds/sign-bound-lotg.md | 35 - .../backgrounds/sleepless-suns-star-aoe0.md | 21 - .../backgrounds/snubbed-out-stoolie-ooa0.md | 22 - .../backgrounds/sodden-scavenger-lowg.md | 21 - .../backgrounds/song-of-the-deep-som.md | 21 - .../backgrounds/spell-seeker-lopsg.md | 21 - .../sponsored-by-a-stranger-sot0.md | 21 - .../sponsored-by-a-village-sot0.md | 21 - .../backgrounds/sponsored-by-family-sot0.md | 21 - .../sponsored-by-teacher-ot-sot0.md | 27 - .../character/backgrounds/spotter-g-g.md | 19 - .../character/backgrounds/squire-apg.md | 19 - .../backgrounds/starless-one-lotg.md | 28 - .../character/backgrounds/starwatcher-av0.md | 19 - .../backgrounds/storm-survivor-lowg.md | 21 - .../backgrounds/street-preacher-som.md | 19 - .../character/backgrounds/street-urchin.md | 19 - .../backgrounds/student-of-magic-som.md | 22 - .../character/backgrounds/sun-dancer-lotg.md | 19 - .../backgrounds/surge-investigator-som.md | 19 - .../backgrounds/taldan-schemer-lowg.md | 19 - .../character/backgrounds/tall-tale-g-g.md | 19 - .../backgrounds/tax-collector-apg.md | 18 - .../character/backgrounds/teacher-apg.md | 19 - .../character/backgrounds/tech-reliant-g-g.md | 19 - .../backgrounds/thassilonian-traveler-lowg.md | 21 - .../backgrounds/thrune-loyalist-lowg.md | 19 - .../backgrounds/thuvian-unifier-lowg.md | 19 - .../backgrounds/tide-watcher-lotg.md | 18 - .../backgrounds/time-traveler-som.md | 27 - Compendium/character/backgrounds/tinker.md | 21 - .../character/backgrounds/tomb-born-botd.md | 25 - .../backgrounds/touched-by-dahak-aoa6.md | 19 - .../character/backgrounds/toymaker-g-g.md | 23 - .../trade-consortium-underling-lowg.md | 21 - .../backgrounds/trailblazer-lopsg.md | 21 - .../character/backgrounds/translator-lopsg.md | 19 - .../backgrounds/truth-seeker-aoa0.md | 21 - .../backgrounds/tyrant-witness-lokl.md | 17 - .../backgrounds/ulfen-raider-lowg.md | 21 - .../backgrounds/undercover-contender-frp0.md | 23 - .../undercover-lotus-guard-aoe0.md | 21 - .../backgrounds/undersea-enthusiast-lowg.md | 21 - .../character/backgrounds/undertaker-g-g.md | 18 - .../character/backgrounds/unsponsored-sot0.md | 21 - .../backgrounds/ustalavic-academic-lowg.md | 19 - .../backgrounds/varisian-wanderer-lowg.md | 19 - .../backgrounds/vidrian-reformer-lowg.md | 21 - .../backgrounds/wandering-preacher-g-g.md | 19 - .../backgrounds/wanted-witness-ooa0.md | 20 - Compendium/character/backgrounds/ward-apg.md | 19 - Compendium/character/backgrounds/warrior.md | 19 - .../character/backgrounds/waste-walker-g-g.md | 19 - .../backgrounds/whispering-way-scion-lowg.md | 21 - .../backgrounds/wildwood-local-lowg.md | 22 - .../backgrounds/willing-host-botd.md | 25 - .../backgrounds/winters-child-lowg.md | 19 - .../character/backgrounds/wished-alive-g-g.md | 18 - .../character/backgrounds/witch-wary-lowg.md | 19 - .../backgrounds/witchlight-follower-av0.md | 21 - .../backgrounds/wonder-taster-lowg.md | 19 - .../items/abadars-flawless-scale-logm.md | 22 - .../items/ablative-armor-plating-g-g.md | 22 - .../items/ablative-shield-plating-g-g.md | 22 - .../equipment/items/abysium-armor-lotgb.md | 18 - Compendium/equipment/items/abysium-lotgb.md | 31 - .../equipment/items/abysium-powder-lotgb.md | 39 - .../equipment/items/abysium-shield-lotgb.md | 18 - .../equipment/items/abysium-weapon-lotgb.md | 18 - Compendium/equipment/items/acid-flask.md | 23 - .../equipment/items/acid-spitter-g-g.md | 30 - .../equipment/items/acrobats-staff-ec2.md | 30 - Compendium/equipment/items/adamantine.md | 31 - .../equipment/items/adaptive-cogwheel-g-g.md | 23 - .../items/addiction-suppressant-lol.md | 21 - Compendium/equipment/items/addlebrain-aoa3.md | 43 - .../equipment/items/admonishing-band-g-g.md | 23 - .../equipment/items/adventurers-pack.md | 17 - Compendium/equipment/items/adze-loag.md | 23 - .../aeon-stone-clear-quartz-octagon-ooa2.md | 22 - Compendium/equipment/items/aeon-stone.md | 27 - .../equipment/items/air-bladder-lotgb.md | 17 - .../items/air-cartridge-firing-system-g-g.md | 21 - .../equipment/items/air-repeater-g-g.md | 25 - Compendium/equipment/items/aklys-b1.md | 25 - Compendium/equipment/items/alarm-snare.md | 22 - .../items/alchemical-atomizer-lol.md | 32 - .../items/alchemical-crossbow-fop.md | 25 - .../equipment/items/alchemical-fuse-ooa2.md | 41 - .../items/alchemical-springald-g-g.md | 42 - .../equipment/items/alchemist-goggles.md | 20 - .../equipment/items/alchemists-damper-ooa2.md | 24 - Compendium/equipment/items/alchemists-fire.md | 23 - Compendium/equipment/items/alchemists-lab.md | 18 - Compendium/equipment/items/alcohol-gmg.md | 47 - .../items/aldori-dueling-sword-lowg.md | 23 - Compendium/equipment/items/aligned-oil.md | 25 - .../items/alignment-ampoule-lopsg.md | 23 - .../equipment/items/alkenstar-cannon-g-g.md | 42 - .../items/alkenstar-ice-wine-loil.md | 27 - .../equipment/items/alluring-scarf-lotgb.md | 28 - Compendium/equipment/items/alpaca-lotg.md | 16 - .../equipment/items/aluum-charm-aoa5.md | 27 - .../items/amaranthine-pavise-lotgb.md | 27 - .../items/ambrosia-of-undying-hope-ec6.md | 26 - .../equipment/items/amphibious-chair-lotgb.md | 19 - Compendium/equipment/items/anarchic.md | 23 - .../equipment/items/ancestral-echoing-aoa4.md | 25 - .../equipment/items/ancestral-embrace-sot6.md | 46 - .../equipment/items/anchor-spear-ec5.md | 41 - Compendium/equipment/items/anchoring-lotgb.md | 20 - Compendium/equipment/items/animal-bed-lotg.md | 16 - Compendium/equipment/items/animal-staff.md | 28 - .../equipment/items/animate-dreamer-g-g.md | 44 - .../equipment/items/anklets-of-alacrity.md | 28 - Compendium/equipment/items/ankylostar-ec4.md | 37 - .../equipment/items/anointed-waterskin-som.md | 44 - .../equipment/items/anointing-oil-lokl.md | 26 - Compendium/equipment/items/antidote.md | 21 - Compendium/equipment/items/antimagic-oil.md | 28 - Compendium/equipment/items/antimagic.md | 29 - Compendium/equipment/items/antiplague.md | 23 - .../equipment/items/antivenom-potion-tio.md | 24 - .../equipment/items/antler-arrow-apg.md | 24 - .../equipment/items/apotropaic-fulu-som.md | 22 - .../equipment/items/applereed-mutagen-lol.md | 28 - .../items/apricot-of-bestial-might-frp2.md | 29 - .../equipment/items/aquarium-lamp-g-g.md | 29 - .../equipment/items/arboreals-revenge-g-g.md | 45 - .../equipment/items/archaic-wayfinder-lowg.md | 22 - .../equipment/items/archivists-gaze-som.md | 30 - .../equipment/items/arctic-vigor-lotgb.md | 29 - .../items/armbands-of-athleticism.md | 20 - .../items/armor-of-the-holy-warrior-lokl.md | 34 - .../equipment/items/armored-coat-lokl.md | 22 - .../equipment/items/armored-skirt-locg.md | 21 - .../items/arodens-hearthstone-ec6.md | 37 - .../items/aromatic-ammunition-g-g.md | 21 - Compendium/equipment/items/arquebus-g-g.md | 26 - .../equipment/items/arrow-attracting-gmg.md | 21 - .../equipment/items/arrow-catching-shield.md | 30 - Compendium/equipment/items/arrow.md | 17 - Compendium/equipment/items/arsenic.md | 38 - Compendium/equipment/items/arsonous-gmg.md | 22 - .../items/artevil-suspension-lotg.md | 21 - Compendium/equipment/items/artisans-tools.md | 21 - Compendium/equipment/items/asp-coil-lotgb.md | 23 - Compendium/equipment/items/astrolabe-lopsg.md | 18 - .../equipment/items/aurifying-salts-aoe1.md | 22 - .../equipment/items/auspicious-scepter-som.md | 32 - .../items/avalanche-of-stones-snare-lotgb.md | 22 - .../items/awakened-metal-shot-g-g.md | 22 - Compendium/equipment/items/axe-musket-g-g.md | 31 - .../items/axe-of-the-dwarven-lords-gmg.md | 30 - Compendium/equipment/items/axolotl-lotg.md | 16 - Compendium/equipment/items/backbiting-gmg.md | 21 - .../equipment/items/backfire-mantle-som.md | 20 - .../items/backpack-ballista-bolts-g-g.md | 18 - .../equipment/items/backpack-ballista-g-g.md | 22 - .../equipment/items/backpack-catapult-g-g.md | 23 - .../items/backpack-catapult-stones-g-g.md | 18 - Compendium/equipment/items/badger-lotg.md | 16 - .../equipment/items/bag-of-cats-sot2.md | 36 - .../equipment/items/bag-of-devouring-gmg.md | 22 - Compendium/equipment/items/bag-of-holding.md | 24 - .../equipment/items/bag-of-weasels-gmg.md | 28 - .../equipment/items/baleblood-draft-da.md | 23 - .../equipment/items/balisse-feather-apg.md | 24 - Compendium/equipment/items/ball-lotgb.md | 16 - Compendium/equipment/items/ballista-g-g.md | 43 - Compendium/equipment/items/bandalore-lotgb.md | 18 - Compendium/equipment/items/bane-som.md | 23 - .../items/banner-of-the-restful-lokl.md | 30 - .../equipment/items/barbed-vest-aoe3.md | 32 - .../equipment/items/barding-of-the-zephyr.md | 30 - .../equipment/items/barding-saddle-lokl.md | 30 - Compendium/equipment/items/barkskin-potion.md | 23 - .../equipment/items/barricade-stone-sot3.md | 25 - .../equipment/items/basic-cane-lotgb.md | 17 - Compendium/equipment/items/basic-chair-g-g.md | 17 - .../items/basic-corrective-lenses-lotgb.md | 17 - .../equipment/items/basic-crafters-book.md | 18 - .../equipment/items/basic-crutch-lotgb.md | 17 - .../items/basic-hearing-aid-lotgb.md | 17 - .../equipment/items/basic-prosthesis-lotgb.md | 19 - .../equipment/items/basilisk-eye-apg.md | 24 - Compendium/equipment/items/bat-lotg.md | 16 - .../equipment/items/battering-ram-g-g.md | 28 - Compendium/equipment/items/battle-lute-av2.md | 23 - Compendium/equipment/items/bayonet-g-g.md | 26 - Compendium/equipment/items/beacon-shot.md | 24 - .../items/beckoning-cat-amulet-ec2.md | 25 - Compendium/equipment/items/beehive-lotg.md | 16 - Compendium/equipment/items/belladonna.md | 38 - .../items/bellflower-toolbelt-aoa3.md | 30 - .../equipment/items/belt-of-giant-strength.md | 35 - .../equipment/items/belt-of-regeneration.md | 28 - .../equipment/items/belt-of-the-five-kings.md | 32 - .../equipment/items/berserkers-cloak.md | 24 - Compendium/equipment/items/bestial-mutagen.md | 27 - .../items/bestiary-of-metamorphosis-som.md | 31 - .../items/bi-resonant-wayfinder-locg.md | 23 - .../equipment/items/big-boom-gun-g-g.md | 31 - .../equipment/items/big-rock-bullet-lotgb.md | 23 - .../equipment/items/binding-coil-som.md | 24 - .../equipment/items/binding-snare-g-g.md | 28 - Compendium/equipment/items/bird-lotg.md | 16 - Compendium/equipment/items/bitter-lotgb.md | 22 - .../equipment/items/black-adder-venom.md | 37 - .../equipment/items/black-lotus-extract.md | 39 - .../equipment/items/black-powder-g-g.md | 23 - .../items/black-powder-knuckle-dusters-g-g.md | 31 - .../items/blackfinger-blight-aoe3.md | 40 - .../equipment/items/blade-launcher-g-g.md | 19 - .../items/blade-of-four-energies-som.md | 35 - .../items/blade-of-the-black-sovereign-lol.md | 30 - .../items/blade-of-the-rabbit-prince-aoe4.md | 27 - .../equipment/items/bladed-diabolo-ec1.md | 26 - .../equipment/items/bladed-gauntlet-lokl.md | 25 - Compendium/equipment/items/bladed-hoop-ec1.md | 24 - .../equipment/items/bladed-scarf-logm.md | 26 - Compendium/equipment/items/blast-boots-g-g.md | 21 - .../equipment/items/blast-foot-lotgb.md | 32 - .../equipment/items/blast-lance-ooa3.md | 36 - Compendium/equipment/items/blast-suit-ooa3.md | 30 - .../equipment/items/blasting-ram-g-g.md | 40 - Compendium/equipment/items/blaze-ooa1.md | 39 - .../items/blazons-of-shared-power-g-g.md | 20 - .../equipment/items/bleeding-spines-snare.md | 21 - .../equipment/items/blessed-tattoo-lowg.md | 29 - Compendium/equipment/items/blight-bomb-apg.md | 23 - .../equipment/items/blightburn-resin.md | 38 - .../equipment/items/blightburn-ward-ec5.md | 22 - .../equipment/items/blindpepper-bolt-lotgb.md | 28 - .../equipment/items/blindpepper-bomb-aoe1.md | 24 - .../equipment/items/blindpepper-tube-aoe1.md | 22 - Compendium/equipment/items/blocks-lotgb.md | 19 - Compendium/equipment/items/blood-sap-gmg.md | 37 - Compendium/equipment/items/bloodbane-aoa4.md | 23 - Compendium/equipment/items/bloodbiter-gmg.md | 21 - .../equipment/items/bloodeye-coffee-gmg.md | 39 - .../equipment/items/bloodhound-mask-apg.md | 22 - .../equipment/items/bloodletting-kukri.md | 21 - .../equipment/items/bloodseeker-beak.md | 23 - .../equipment/items/bloodthirsty-lotgb.md | 31 - Compendium/equipment/items/blowgun.md | 23 - Compendium/equipment/items/blunderbuss-g-g.md | 25 - .../equipment/items/boarding-axe-aaws.md | 25 - .../equipment/items/boarding-pike-lopsg.md | 23 - .../equipment/items/boastful-hunter-g-g.md | 26 - .../items/body-recovery-kit-lopsg.md | 24 - Compendium/equipment/items/bola-apg.md | 25 - Compendium/equipment/items/bolt.md | 17 - .../equipment/items/bomb-launcher-g-g.md | 19 - Compendium/equipment/items/bombard-g-g.md | 42 - .../equipment/items/bombers-eye-elixir.md | 21 - .../equipment/items/bombers-saddle-ec5.md | 38 - .../items/bonmuan-swapping-stone-frp1.md | 27 - .../items/book-of-lingering-blaze-som.md | 29 - .../equipment/items/book-of-lost-days-da.md | 37 - .../equipment/items/bookthief-brew-lopsg.md | 21 - Compendium/equipment/items/boom-snare-pfum.md | 22 - .../equipment/items/boots-of-bounding.md | 20 - .../equipment/items/boots-of-dancing-gmg.md | 24 - .../equipment/items/boots-of-elvenkind.md | 26 - Compendium/equipment/items/boots-of-speed.md | 27 - .../equipment/items/borts-blessing-fop.md | 21 - Compendium/equipment/items/bottled-air.md | 27 - .../equipment/items/bottled-lightning.md | 23 - .../equipment/items/bottled-screams-loil.md | 23 - .../equipment/items/bottled-sunlight-botd.md | 25 - .../equipment/items/bottomless-purse-da.md | 28 - .../equipment/items/bottomless-stein-logm.md | 22 - .../equipment/items/boulderhead-bock-lopsg.md | 23 - .../items/bountiful-cauldron-aoa3.md | 29 - .../equipment/items/bracelet-of-dashing.md | 27 - .../items/bracers-of-missile-deflection.md | 29 - Compendium/equipment/items/brass-ear-apg.md | 17 - Compendium/equipment/items/bravos-brew.md | 22 - .../equipment/items/breastplate-of-command.md | 26 - Compendium/equipment/items/breastplate.md | 19 - .../equipment/items/breath-blaster-g-g.md | 34 - .../equipment/items/breech-ejectors-g-g.md | 22 - .../equipment/items/brewers-regret-lotgb.md | 25 - .../equipment/items/brilliant-rapier-lotgb.md | 22 - Compendium/equipment/items/brilliant-som.md | 29 - Compendium/equipment/items/brimstone-fumes.md | 39 - Compendium/equipment/items/broadspear-loil.md | 23 - .../equipment/items/bronze-bull-pendant.md | 23 - .../items/brooch-of-inspiration-lotgb.md | 29 - .../equipment/items/brooch-of-shielding.md | 24 - Compendium/equipment/items/buckler.md | 18 - Compendium/equipment/items/bullhook-ec2.md | 26 - .../equipment/items/buoyancy-vest-lopsg.md | 17 - .../items/burning-badger-guts-snare-lotgb.md | 29 - .../items/burnished-plating-lotgb.md | 29 - Compendium/equipment/items/burr-shield-som.md | 28 - .../busine-of-divine-reinforcements-lokl.md | 44 - .../equipment/items/butchering-axe-lotgb.md | 24 - Compendium/equipment/items/butterfly-lotg.md | 16 - .../equipment/items/butterfly-sword-frp2.md | 28 - Compendium/equipment/items/buugeng-loag.md | 25 - Compendium/equipment/items/buzzsaw-axe-som.md | 25 - Compendium/equipment/items/cage-lotg.md | 16 - .../equipment/items/calamity-glass-da.md | 33 - Compendium/equipment/items/called-lokl.md | 32 - Compendium/equipment/items/called-lotgb.md | 27 - Compendium/equipment/items/caltrop-snare.md | 23 - Compendium/equipment/items/caltrops.md | 18 - .../equipment/items/camouflage-suit-g-g.md | 24 - .../equipment/items/camp-shroud-lokl.md | 25 - .../equipment/items/campaign-stable-lokl.md | 33 - .../items/candle-of-invocation-apg.md | 29 - .../items/candle-of-revealing-apg.md | 22 - Compendium/equipment/items/candle-of-truth.md | 30 - .../items/cane-of-the-maelstrom-aoe6.md | 44 - Compendium/equipment/items/cane-pistol-g-g.md | 31 - Compendium/equipment/items/cannon-g-g.md | 42 - .../equipment/items/cantrip-deck-som.md | 27 - .../equipment/items/cape-of-the-mountebank.md | 30 - .../items/cape-of-the-open-sky-frp2.md | 36 - .../equipment/items/capsaicin-tonic-tio.md | 30 - .../equipment/items/carrion-cask-loil.md | 35 - .../items/cartographers-kit-lopsg.md | 19 - .../equipment/items/cassock-of-devotion.md | 28 - Compendium/equipment/items/cat-lotg.md | 16 - Compendium/equipment/items/catapult-g-g.md | 43 - Compendium/equipment/items/caterwaul-sling.md | 30 - Compendium/equipment/items/cats-eye-elixir.md | 22 - .../items/cauldron-of-nightmares-aoe5.md | 36 - .../equipment/items/cauterizing-torch-g-g.md | 22 - .../items/cave-worm-repellent-ec5.md | 28 - Compendium/equipment/items/celestial-armor.md | 32 - .../equipment/items/celestial-hair-ec6.md | 24 - .../equipment/items/celestial-peach-lol.md | 25 - .../items/celestial-peachwood-sword-botd.md | 31 - .../equipment/items/cerulean-scourge-apg.md | 37 - .../items/chain-of-the-stilled-spirit-aoe2.md | 21 - .../equipment/items/chair-storage-lotgb.md | 16 - Compendium/equipment/items/chakram-lotgb.md | 22 - Compendium/equipment/items/chakri-loil.md | 24 - .../equipment/items/chameleon-suit-g-g.md | 24 - .../items/channel-protection-amulet.md | 22 - Compendium/equipment/items/chaos-collar-da.md | 26 - .../items/chatterer-of-follies-som.md | 24 - Compendium/equipment/items/cheetahs-elixir.md | 21 - .../equipment/items/chime-of-opening.md | 29 - .../equipment/items/chimera-thread-da.md | 21 - .../equipment/items/choker-of-elocution.md | 22 - .../chopping-evisceration-snare-lotgb.md | 22 - .../items/chronicler-wayfinder-lopsg.md | 28 - .../items/cinderclaw-gauntlet-aoa1.md | 31 - .../equipment/items/circlet-of-persuasion.md | 30 - Compendium/equipment/items/clan-dagger.md | 25 - Compendium/equipment/items/clan-pistol-g-g.md | 26 - .../equipment/items/clandestine-cloak.md | 27 - Compendium/equipment/items/claw-blade-apg.md | 27 - Compendium/equipment/items/clay-lotgb.md | 16 - Compendium/equipment/items/climbing-bolt.md | 21 - Compendium/equipment/items/climbing-kit.md | 18 - .../items/clinging-ooze-snare-pfum.md | 29 - .../equipment/items/cloak-of-elvenkind.md | 26 - .../items/cloak-of-feline-rest-som.md | 21 - .../items/cloak-of-immolation-gmg.md | 24 - .../equipment/items/cloak-of-repute-locg.md | 27 - .../equipment/items/cloak-of-the-bat.md | 26 - .../items/cloak-of-the-false-foe-da.md | 31 - .../items/clockwork-bookshelf-g-g.md | 20 - .../items/clockwork-box-packer-g-g.md | 22 - .../equipment/items/clockwork-chirper-g-g.md | 24 - .../equipment/items/clockwork-cloak-aoe5.md | 36 - .../equipment/items/clockwork-dial-lopsg.md | 19 - .../equipment/items/clockwork-disguise-g-g.md | 34 - .../items/clockwork-diving-suit-g-g.md | 44 - .../equipment/items/clockwork-goggles-g-g.md | 24 - .../equipment/items/clockwork-heels-lotgb.md | 20 - .../equipment/items/clockwork-helm-aoe5.md | 32 - .../items/clockwork-macuahuitl-lotgb.md | 27 - .../items/clockwork-megaphone-g-g.md | 22 - .../equipment/items/clockwork-monkey-g-g.md | 24 - .../equipment/items/clockwork-recorder-lol.md | 27 - .../items/clockwork-rejuvenator-aoe5.md | 28 - .../items/clockwork-spider-bomb-lotgb.md | 23 - Compendium/equipment/items/coat-pistol-g-g.md | 26 - .../items/codebreakers-parchment-som.md | 31 - .../items/codex-of-unimpeded-sight-som.md | 28 - .../equipment/items/cognitive-mutagen.md | 27 - .../equipment/items/coin-of-comfort-lotgb.md | 27 - .../equipment/items/cold-comfort-lotgb.md | 22 - Compendium/equipment/items/cold-iron-armor.md | 16 - Compendium/equipment/items/cold-iron.md | 35 - Compendium/equipment/items/collar-lotg.md | 16 - .../items/collar-of-inconspicuousness.md | 28 - .../items/collar-of-the-eternal-bond-som.md | 30 - .../equipment/items/combat-grapnel-lopsg.md | 25 - Compendium/equipment/items/comealong-lopsg.md | 20 - .../items/communication-bangle-lopsg.md | 21 - .../items/communication-pendants-pfum.md | 29 - ...compass-of-transpositional-awareness-da.md | 37 - Compendium/equipment/items/compass.md | 17 - .../equipment/items/comprehension-elixir.md | 22 - .../equipment/items/concealed-holster-g-g.md | 18 - .../equipment/items/concealed-sheath-apg.md | 16 - .../equipment/items/condensed-mana-loil.md | 28 - Compendium/equipment/items/conducting-loag.md | 20 - .../equipment/items/conflagration-club-som.md | 39 - Compendium/equipment/items/conrasu-coin-da.md | 22 - .../items/containment-contraption-ooa2.md | 30 - .../items/conundrum-spectacles-pfum.md | 29 - .../equipment/items/cooperative-blade-av2.md | 21 - .../items/cordelias-construct-key-lopsg.md | 38 - .../equipment/items/corpse-compass-ooa3.md | 22 - .../items/corpsecaller-round-ooa3.md | 30 - .../items/corpseward-pendant-aoe1.md | 30 - .../items/corrosive-ammunition-apg.md | 24 - Compendium/equipment/items/cow-lotg.md | 16 - Compendium/equipment/items/coyote-cloak.md | 22 - .../equipment/items/cradle-minder-lotg.md | 16 - .../equipment/items/crafters-eyepiece.md | 20 - .../equipment/items/crimson-brand-locg.md | 23 - .../items/crimson-fulcrum-lens-av3.md | 36 - Compendium/equipment/items/crowbar.md | 18 - .../equipment/items/crown-of-insight-lotgb.md | 23 - .../items/crown-of-the-companion-sot2.md | 30 - .../items/crown-of-the-fire-eater-lotgb.md | 29 - Compendium/equipment/items/crushing-lotgb.md | 20 - .../equipment/items/crying-angel-pendant.md | 23 - Compendium/equipment/items/cryolite-eye-da.md | 28 - Compendium/equipment/items/cryomister-g-g.md | 22 - Compendium/equipment/items/crystal-ball.md | 35 - .../equipment/items/crystal-shards-apg.md | 25 - .../equipment/items/cube-of-force-loil.md | 37 - .../equipment/items/cube-of-nex-loil.md | 27 - Compendium/equipment/items/cunning-lopsg.md | 31 - .../equipment/items/curled-cure-gel-lotg.md | 21 - .../items/cursebreak-bulwark-lotgb.md | 21 - Compendium/equipment/items/cytillesh-gmg.md | 37 - Compendium/equipment/items/cytillesh-oil.md | 37 - .../items/dagger-of-eternal-sleep-logm.md | 29 - Compendium/equipment/items/dagger-of-venom.md | 42 - .../equipment/items/dagger-pistol-g-g.md | 33 - Compendium/equipment/items/dagger.md | 24 - Compendium/equipment/items/daikyu-apg.md | 23 - Compendium/equipment/items/dancing-scarf.md | 29 - Compendium/equipment/items/dancing.md | 35 - Compendium/equipment/items/dandpatta-loil.md | 23 - Compendium/equipment/items/daredevil-boots.md | 22 - .../equipment/items/darkvision-elixir.md | 21 - .../equipment/items/darkvision-scope-g-g.md | 25 - Compendium/equipment/items/darkwood.md | 31 - .../equipment/items/dart-umbrella-g-g.md | 25 - Compendium/equipment/items/dawnlight-botd.md | 26 - Compendium/equipment/items/day-goggles-g-g.md | 21 - .../equipment/items/daylight-vapor-aoe4.md | 39 - Compendium/equipment/items/dazing-coil.md | 23 - .../equipment/items/dazzling-rosary-som.md | 20 - .../equipment/items/deadweight-snare-lotgb.md | 29 - .../items/deafening-music-box-aoe2.md | 30 - Compendium/equipment/items/death-coil-g-g.md | 29 - .../items/death-knell-powder-aoe4.md | 38 - Compendium/equipment/items/deathcap-powder.md | 38 - .../equipment/items/deathless-light-sot4.md | 23 - Compendium/equipment/items/deathless-lotgb.md | 30 - .../items/decanter-of-endless-water.md | 41 - .../equipment/items/deck-of-illusions-som.md | 27 - .../items/deck-of-many-things-gmg.md | 52 - .../equipment/items/deck-of-mischief-som.md | 29 - .../equipment/items/deepdread-claw-lol.md | 34 - .../equipment/items/defiled-costa-loil.md | 23 - .../equipment/items/deflecting-branch-sot4.md | 38 - .../equipment/items/degenerating-gmg.md | 22 - .../equipment/items/demilich-eye-gem-b1.md | 26 - .../equipment/items/demolishing-pfum.md | 21 - Compendium/equipment/items/demon-armor.md | 32 - Compendium/equipment/items/demon-mask.md | 26 - Compendium/equipment/items/dependent-gmg.md | 21 - .../equipment/items/deployable-cover-g-g.md | 18 - .../equipment/items/depth-gauge-lopsg.md | 20 - .../items/detect-anathema-fulu-som.md | 24 - .../equipment/items/detectives-kit-apg.md | 18 - .../equipment/items/detector-stone-lokl.md | 37 - .../items/deteriorating-dust-logm.md | 30 - .../items/detonating-gears-snare-g-g.md | 29 - Compendium/equipment/items/devils-luck-av2.md | 31 - .../equipment/items/devils-trident-lomm.md | 41 - .../equipment/items/diadem-of-intellect.md | 28 - .../equipment/items/diluted-hype-lol.md | 39 - .../equipment/items/dimensional-knot-som.md | 21 - .../equipment/items/dinosaur-boots-lotgb.md | 29 - Compendium/equipment/items/dinosaur-lotg.md | 16 - Compendium/equipment/items/diplomats-badge.md | 27 - Compendium/equipment/items/disguise-kit.md | 18 - .../equipment/items/disintegration-bolt.md | 23 - .../equipment/items/dispelling-sliver.md | 25 - .../equipment/items/dispersing-bullet-som.md | 23 - Compendium/equipment/items/disrupting.md | 19 - .../items/diviners-nose-chain-lopsg.md | 21 - .../equipment/items/diving-suit-lotgb.md | 19 - .../equipment/items/djezet-armor-lotgb.md | 18 - .../equipment/items/djezet-dose-lotgb.md | 22 - Compendium/equipment/items/djezet-lotgb.md | 33 - .../equipment/items/djezet-shield-lotgb.md | 20 - .../equipment/items/djezet-weapon-lotgb.md | 18 - .../doctrine-of-blissful-eternity-loil.md | 30 - .../equipment/items/dog-bone-knife-da.md | 21 - Compendium/equipment/items/dog-lotg.md | 16 - Compendium/equipment/items/dogslicer.md | 25 - Compendium/equipment/items/doll-lotgb.md | 16 - Compendium/equipment/items/donchak-loil.md | 25 - Compendium/equipment/items/door-ram-g-g.md | 29 - .../items/double-barreled-musket-g-g.md | 26 - .../items/double-barreled-pistol-g-g.md | 26 - Compendium/equipment/items/dragon-bile.md | 38 - .../items/dragon-mouth-pistol-g-g.md | 25 - .../items/dragon-rune-bracelet-sot3.md | 33 - .../equipment/items/dragon-turtle-scale.md | 23 - .../items/dragonbone-arrowhead-som.md | 23 - .../equipment/items/dragonfly-potion-lotgb.md | 27 - Compendium/equipment/items/dragonhide.md | 36 - Compendium/equipment/items/dragonplate.md | 28 - .../items/dragons-blood-pudding-lotgb.md | 21 - .../equipment/items/dragons-breath-lotgb.md | 28 - .../equipment/items/dragons-crest-lotgb.md | 24 - .../equipment/items/dragons-eye-charm-aoa2.md | 45 - .../items/dragonscale-amulet-aoa4.md | 28 - .../equipment/items/dragonslayers-shield.md | 23 - Compendium/equipment/items/drake-rifle-g-g.md | 37 - .../equipment/items/drakeheart-mutagen-apg.md | 35 - .../equipment/items/dread-ampoule-apg.md | 28 - Compendium/equipment/items/dread-blindfold.md | 34 - Compendium/equipment/items/dread-lotgb.md | 24 - .../items/dreadsmoke-thurible-logm.md | 30 - .../equipment/items/dreaming-round-g-g.md | 34 - Compendium/equipment/items/dreamstone-aoa3.md | 29 - .../equipment/items/dreamstone-cursed-aoa3.md | 27 - .../equipment/items/dreamtime-tea-gmg.md | 36 - Compendium/equipment/items/dreary-gmg.md | 21 - .../equipment/items/drovers-band-av2.md | 35 - .../items/drowsy-sun-eye-drops-lotg.md | 21 - .../equipment/items/druids-vestments.md | 28 - .../equipment/items/drum-of-upheaval-lotgb.md | 36 - .../equipment/items/duchy-defender-g-g.md | 42 - Compendium/equipment/items/duck-lotg.md | 16 - .../equipment/items/dueling-cape-apg.md | 18 - .../equipment/items/dueling-pistol-g-g.md | 26 - .../equipment/items/dueling-spear-lotgb.md | 24 - .../equipment/items/duelists-beacon-lotgb.md | 28 - .../equipment/items/dupes-gold-nugget-ooa2.md | 24 - .../equipment/items/dust-of-appearance.md | 22 - .../items/dust-of-corpse-animation-apg.md | 28 - .../equipment/items/dust-of-disappearance.md | 25 - Compendium/equipment/items/dust-pods-ec1.md | 28 - .../equipment/items/dwarven-scattergun-g-g.md | 27 - Compendium/equipment/items/dwarven-war-axe.md | 24 - .../items/dweomerweave-robe-lotgb.md | 30 - .../equipment/items/eagle-eye-elixir.md | 21 - Compendium/equipment/items/earplugs-g-g.md | 17 - Compendium/equipment/items/earplugs-lopsg.md | 16 - .../equipment/items/earthglide-cloak-apg.md | 28 - .../equipment/items/earthsight-box-apg.md | 32 - .../equipment/items/ebon-fulcrum-lens-av3.md | 39 - Compendium/equipment/items/eclipse-aoa2.md | 38 - .../items/ectoplasmic-tracer-botd.md | 23 - .../equipment/items/effervescent-ampoule.md | 23 - .../items/effervescent-decoction-ooa3.md | 27 - Compendium/equipment/items/elder-sign-gmg.md | 39 - .../equipment/items/electric-eelskin.md | 27 - .../equipment/items/electrocable-g-g.md | 21 - .../items/electromuscular-stimulator-g-g.md | 28 - Compendium/equipment/items/elemental-gem.md | 24 - .../items/elemental-wayfinder-lopsg.md | 27 - Compendium/equipment/items/elixir-of-life.md | 22 - .../equipment/items/elven-absinthe-gmg.md | 39 - .../items/elven-branched-spear-lotgb.md | 25 - Compendium/equipment/items/elven-chain.md | 20 - .../equipment/items/elven-curve-blade.md | 24 - Compendium/equipment/items/emberheart-som.md | 32 - .../items/emerald-fulcrum-lens-av3.md | 41 - .../equipment/items/emerald-grasshopper.md | 23 - .../items/emergency-disguise-lopsg.md | 28 - .../equipment/items/empathic-cords-pfum.md | 29 - .../items/encompassing-lockpick-lotgb.md | 22 - .../equipment/items/endless-grimoire-som.md | 20 - .../items/energized-cartridge-g-g.md | 23 - .../equipment/items/energizing-lotgb.md | 29 - .../equipment/items/energy-mutagen-fop.md | 30 - .../equipment/items/energy-robe-lotgb.md | 27 - .../equipment/items/enfilading-arrow-lotgb.md | 25 - .../equipment/items/engulfing-snare-apg.md | 29 - .../items/enhanced-hearing-aids-lotgb.md | 28 - .../equipment/items/enveloping-light-lotgb.md | 29 - .../equipment/items/envenomed-snare-lotgb.md | 23 - .../equipment/items/envisioning-mask-apg.md | 28 - .../equipment/items/eroding-bullet-g-g.md | 23 - .../items/erratic-transposing-gmg.md | 21 - .../equipment/items/erraticannon-ooa3.md | 29 - .../equipment/items/essence-prism-gmg.md | 44 - Compendium/equipment/items/ethereal.md | 27 - .../items/etheric-essence-disruptor-g-g.md | 21 - .../equipment/items/ethersight-ring-aoe2.md | 25 - .../equipment/items/everburning-torch.md | 23 - .../equipment/items/everyneed-pack-lopsg.md | 27 - .../items/experimental-clothing-lotgb.md | 21 - .../equipment/items/exploding-shield-apg.md | 28 - .../equipment/items/exploration-lens-sot3.md | 26 - Compendium/equipment/items/explorers-yurt.md | 31 - .../equipment/items/explosive-ammunition.md | 22 - .../items/explosive-dogslicer-g-g.md | 32 - .../equipment/items/explosive-mine-g-g.md | 25 - .../items/exsanguinating-ammunition-g-g.md | 20 - .../equipment/items/extendable-pincer-g-g.md | 20 - Compendium/equipment/items/extending-som.md | 25 - .../equipment/items/extra-ink-and-paper.md | 16 - .../equipment/items/eye-of-apprehension.md | 23 - .../items/eye-of-enlightenment-som.md | 23 - Compendium/equipment/items/eye-of-fortune.md | 29 - .../items/eye-of-the-unseen-lotgb.md | 28 - .../equipment/items/eye-of-the-wise-aoa3.md | 35 - .../equipment/items/eyes-of-the-eagle.md | 21 - Compendium/equipment/items/fade-band.md | 23 - .../equipment/items/fairy-bullet-g-g.md | 24 - .../equipment/items/fake-blood-pack-lotgb.md | 23 - .../equipment/items/false-bottomed-mug-da.md | 20 - .../equipment/items/false-death-aoa5.md | 39 - .../equipment/items/false-manacles-lopsg.md | 19 - .../equipment/items/familiar-satchel-lopsg.md | 19 - .../equipment/items/familiar-tattoo-som.md | 24 - Compendium/equipment/items/fang-snare-ec1.md | 29 - Compendium/equipment/items/fanged-lotgb.md | 28 - Compendium/equipment/items/fangwire-loag.md | 27 - .../items/fashionable-wayfinder-lopsg.md | 28 - Compendium/equipment/items/fauchard-locg.md | 24 - Compendium/equipment/items/fear-gem.md | 27 - Compendium/equipment/items/fearsome-apg.md | 22 - Compendium/equipment/items/fearweed-aoe4.md | 39 - .../items/feast-of-hungry-ghosts-botd.md | 22 - .../equipment/items/feather-step-stone.md | 27 - Compendium/equipment/items/feather-token.md | 21 - Compendium/equipment/items/feed-lotg.md | 15 - Compendium/equipment/items/ferret-lotg.md | 16 - .../items/fiendish-teleportation-lol.md | 27 - .../items/fiends-mouth-cannon-g-g.md | 44 - Compendium/equipment/items/fighters-fork.md | 26 - .../equipment/items/fighting-fan-logm.md | 26 - Compendium/equipment/items/filchers-fork.md | 27 - .../equipment/items/final-blade-lowg.md | 33 - Compendium/equipment/items/final-rest-botd.md | 32 - .../items/fingerprinting-kit-aoe1.md | 23 - .../equipment/items/fire-and-iceberg-lotgb.md | 21 - Compendium/equipment/items/fire-box-g-g.md | 24 - .../equipment/items/fire-jump-ring-apg.md | 30 - Compendium/equipment/items/fire-lance-g-g.md | 24 - Compendium/equipment/items/fire-poi-ec1.md | 25 - .../items/firearm-cleaning-kit-g-g.md | 18 - Compendium/equipment/items/firedrake-g-g.md | 42 - .../items/firestarter-pellets-som.md | 20 - Compendium/equipment/items/fish-lotg.md | 16 - .../items/five-feather-wreath-som.md | 30 - .../equipment/items/flame-drake-snare-g-g.md | 26 - Compendium/equipment/items/flame-navette.md | 23 - Compendium/equipment/items/flame-tongue.md | 26 - .../equipment/items/flaming-star-som.md | 30 - Compendium/equipment/items/flaming.md | 20 - .../equipment/items/flare-beacon-g-g.md | 21 - Compendium/equipment/items/flare-snare-apg.md | 22 - .../items/flask-of-fellowship-som.md | 28 - .../flawed-orb-of-gold-dragonkind-aoa6.md | 39 - .../equipment/items/flaying-knife-sli.md | 21 - Compendium/equipment/items/flayleaf-gmg.md | 42 - Compendium/equipment/items/fleshgem-lotgb.md | 21 - .../equipment/items/flingflenser-g-g.md | 27 - .../equipment/items/flintlock-musket-g-g.md | 25 - .../equipment/items/flintlock-pistol-g-g.md | 25 - Compendium/equipment/items/floating-shield.md | 25 - Compendium/equipment/items/floorbell-aoe2.md | 27 - .../items/flying-blade-wheel-snare.md | 21 - .../equipment/items/focus-cathartic-apg.md | 24 - .../equipment/items/folding-boat-lotgb.md | 32 - .../equipment/items/folding-drums-av2.md | 27 - .../equipment/items/folding-ladder-lotgb.md | 17 - Compendium/equipment/items/follypops-lotgb.md | 24 - Compendium/equipment/items/force-shield.md | 28 - Compendium/equipment/items/force-tiles-som.md | 21 - .../equipment/items/forensic-dye-apg.md | 23 - Compendium/equipment/items/forge-warden.md | 31 - .../equipment/items/forgefathers-seal-gmg.md | 48 - .../equipment/items/forgetful-drops-da.md | 40 - .../equipment/items/forgetful-ink-sot1.md | 26 - .../equipment/items/forgotten-shell-aoe5.md | 24 - .../equipment/items/forked-bipod-g-g.md | 23 - .../equipment/items/fortifying-pebble-locg.md | 24 - .../items/four-ways-dogslicer-apg.md | 30 - Compendium/equipment/items/fox-lotg.md | 16 - .../items/freezing-ammunition-apg.md | 25 - Compendium/equipment/items/frenzy-oil-aoa5.md | 39 - Compendium/equipment/items/frog-chair-g-g.md | 35 - Compendium/equipment/items/frog-lotg.md | 16 - Compendium/equipment/items/frost-brand.md | 27 - Compendium/equipment/items/frost-vial.md | 23 - .../equipment/items/frost-worm-snare-g-g.md | 24 - Compendium/equipment/items/frost.md | 20 - Compendium/equipment/items/fu-water-som.md | 36 - .../equipment/items/fulcrum-lattice-av3.md | 23 - .../equipment/items/fulminating-spear-sot2.md | 28 - .../equipment/items/fulu-compendium-som.md | 28 - .../items/fulu-of-fire-suppression-som.md | 24 - .../items/fulu-of-flood-suppression-som.md | 24 - .../items/fulu-of-the-drunken-monkey-som.md | 26 - .../items/fulu-of-the-stoic-ox-som.md | 24 - .../items/fulus-of-concealment-som.md | 22 - .../equipment/items/fungal-armor-aoe5.md | 30 - .../equipment/items/fungal-walk-musk-av3.md | 24 - Compendium/equipment/items/gada-loil.md | 23 - .../equipment/items/gadget-skates-g-g.md | 27 - Compendium/equipment/items/gaff-b1.md | 23 - Compendium/equipment/items/gaff-b2.md | 22 - Compendium/equipment/items/gallows-tooth.md | 23 - .../equipment/items/galtan-orange-cat-lotg.md | 16 - .../items/galvanic-mortal-coil-g-g.md | 33 - Compendium/equipment/items/galvasphere-g-g.md | 22 - .../equipment/items/gamepiece-chariot-lomm.md | 27 - Compendium/equipment/items/games-lotgb.md | 16 - .../equipment/items/ganjay-book-lopsg.md | 27 - .../equipment/items/garrote-bolt-aoe5.md | 25 - Compendium/equipment/items/gauntlet.md | 22 - Compendium/equipment/items/gauntlight-av1.md | 40 - Compendium/equipment/items/gearblade-aoe5.md | 30 - Compendium/equipment/items/gecko-pads-g-g.md | 22 - .../equipment/items/gecko-potion-apg.md | 23 - .../equipment/items/genealogy-mask-lome.md | 28 - .../equipment/items/genius-diadem-gmg.md | 29 - Compendium/equipment/items/gerbil-lotg.md | 16 - .../equipment/items/ghost-ammunition.md | 24 - .../equipment/items/ghost-charge-apg.md | 23 - Compendium/equipment/items/ghost-dust.md | 23 - Compendium/equipment/items/ghost-ink-apg.md | 22 - Compendium/equipment/items/ghost-oil-lokl.md | 23 - Compendium/equipment/items/ghost-touch.md | 20 - .../equipment/items/ghostbane-fulu-som.md | 25 - .../items/ghostly-portal-paint-som.md | 26 - .../equipment/items/ghostshot-wrapping-g-g.md | 23 - Compendium/equipment/items/ghoul-hide.md | 24 - .../equipment/items/giant-centipede-venom.md | 37 - .../equipment/items/giant-scorpion-venom.md | 37 - .../equipment/items/giant-wasp-venom.md | 37 - .../items/gift-of-the-poisoned-heart-da.md | 28 - Compendium/equipment/items/gill-hook-aaws.md | 24 - .../items/glaive-of-the-artist-logm.md | 34 - Compendium/equipment/items/glamered.md | 26 - .../equipment/items/glamorous-buckler-apg.md | 29 - .../equipment/items/glass-cutter-lopsg.md | 20 - .../items/glasses-of-sociability-som.md | 29 - .../equipment/items/glittering-scarab-da.md | 20 - .../equipment/items/glittering-snare-lotgb.md | 29 - .../equipment/items/gloaming-shard-som.md | 31 - .../equipment/items/glorious-plate-locg.md | 28 - .../items/gloves-of-carelessness-gmg.md | 25 - .../equipment/items/gloves-of-storing.md | 41 - Compendium/equipment/items/glue-bullet-g-g.md | 22 - .../equipment/items/gluttonous-spear-sli.md | 23 - .../items/gnome-amalgam-musket-g-g.md | 33 - .../equipment/items/gnome-hooked-hammer.md | 25 - .../equipment/items/goblin-eye-orb-g-g.md | 23 - .../equipment/items/goggles-of-night.md | 26 - .../items/golden-blade-of-mzali-sot4.md | 44 - .../items/golden-branding-iron-ooa2.md | 23 - .../items/golden-cased-bullet-ooa2.md | 22 - .../equipment/items/golden-chrysalis-som.md | 30 - Compendium/equipment/items/golden-goose-da.md | 29 - .../items/golden-legion-epaulet-lowg.md | 28 - .../items/golden-rod-memento-lomm.md | 30 - .../equipment/items/golden-silencer-ooa2.md | 25 - .../equipment/items/golden-spur-ooa2.md | 25 - .../equipment/items/golem-stylus-ec3.md | 30 - .../equipment/items/goo-grenade-loil.md | 23 - .../items/gorget-of-the-primal-roar.md | 34 - .../equipment/items/gorgons-breath-aoa5.md | 39 - Compendium/equipment/items/gourd-home-aoa3.md | 39 - Compendium/equipment/items/goz-mask-sot1.md | 27 - .../items/grail-of-twisted-desires-ec2.md | 34 - .../equipment/items/grandstanding-gmg.md | 21 - .../items/grannys-hedge-trimmer-ltiba.md | 21 - .../equipment/items/grappling-arrow-lopsg.md | 21 - .../equipment/items/grappling-bolt-lopsg.md | 21 - .../equipment/items/grappling-gun-g-g.md | 18 - Compendium/equipment/items/grasping-snare.md | 28 - .../equipment/items/grasping-tree-ec1.md | 28 - .../equipment/items/grave-token-loil.md | 23 - Compendium/equipment/items/graveroot.md | 37 - Compendium/equipment/items/greengut-ec5.md | 31 - Compendium/equipment/items/grievous.md | 35 - .../equipment/items/griffon-cane-lotgb.md | 22 - Compendium/equipment/items/grim-ring-botd.md | 35 - .../equipment/items/grim-sandglass-som.md | 29 - Compendium/equipment/items/grim-trophy.md | 23 - .../grimoire-of-unknown-necessities-sot5.md | 33 - .../equipment/items/grinning-pugwampi-aoa5.md | 37 - .../items/grisantian-pelt-armor-lomm.md | 18 - .../equipment/items/grisantian-pelt-lomm.md | 28 - Compendium/equipment/items/grolna-aoe1.md | 38 - Compendium/equipment/items/growth-gun-g-g.md | 29 - .../equipment/items/guardian-shield-lokl.md | 31 - .../equipment/items/guiding-chisel-aoa4.md | 30 - .../equipment/items/guiding-star-som.md | 30 - Compendium/equipment/items/gun-sword-g-g.md | 31 - .../equipment/items/gunners-bandolier-g-g.md | 34 - .../equipment/items/gunners-saddle-g-g.md | 19 - .../items/gyroscopic-stabilizer-ooa2.md | 29 - .../equipment/items/habus-cudgel-sot2.md | 29 - .../equipment/items/halcyon-heart-sot6.md | 36 - Compendium/equipment/items/half-plate.md | 19 - .../equipment/items/halfling-sling-staff.md | 24 - Compendium/equipment/items/hammer-gun-g-g.md | 31 - Compendium/equipment/items/hampering-snare.md | 21 - Compendium/equipment/items/hamster-lotg.md | 16 - Compendium/equipment/items/hand-adze-loag.md | 25 - Compendium/equipment/items/hand-cannon-g-g.md | 24 - .../equipment/items/hand-hewed-face-da.md | 28 - .../equipment/items/hand-of-the-mage.md | 27 - Compendium/equipment/items/handcuffs-aoe1.md | 22 - .../equipment/items/handling-gloves-lotg.md | 16 - .../items/hardened-harrow-deck-aoe4.md | 31 - Compendium/equipment/items/harmona-gun-g-g.md | 24 - .../equipment/items/harmonic-hauberk-lotgb.md | 32 - Compendium/equipment/items/harness-lotg.md | 16 - .../equipment/items/harpoon-bolt-ooa2.md | 24 - Compendium/equipment/items/hat-of-disguise.md | 28 - .../equipment/items/hat-of-many-minds-som.md | 28 - Compendium/equipment/items/hat-of-the-magi.md | 20 - Compendium/equipment/items/hatchet.md | 23 - Compendium/equipment/items/hauling-lotgb.md | 30 - .../items/headband-of-inspired-wisdom.md | 36 - .../items/headbands-of-translocation-frp2.md | 31 - Compendium/equipment/items/healers-gel-som.md | 20 - Compendium/equipment/items/healers-gloves.md | 26 - Compendium/equipment/items/healers-tools.md | 21 - Compendium/equipment/items/healing-potion.md | 23 - .../equipment/items/heated-cloak-g-g.md | 21 - .../equipment/items/heavy-ballista-g-g.md | 37 - .../equipment/items/heavy-bombard-g-g.md | 42 - .../equipment/items/heavy-power-suit-g-g.md | 24 - .../equipment/items/heedless-spurs-ec5.md | 29 - .../equipment/items/hellfire-boots-apg.md | 28 - .../equipment/items/hellknight-plate-locg.md | 24 - Compendium/equipment/items/hemlock.md | 38 - Compendium/equipment/items/herd-mask-sot1.md | 29 - .../equipment/items/hex-blaster-ooa3.md | 38 - .../equipment/items/hoax-hunters-kit-da.md | 21 - Compendium/equipment/items/hobbling-snare.md | 28 - .../equipment/items/hollowed-hilt-lokl.md | 19 - Compendium/equipment/items/holy-avenger.md | 44 - .../equipment/items/holy-prayer-beads.md | 30 - .../equipment/items/holy-steam-ball-g-g.md | 37 - Compendium/equipment/items/holy-water.md | 26 - Compendium/equipment/items/holy.md | 29 - .../items/homeward-wayfinder-lopsg.md | 30 - Compendium/equipment/items/honeyscent-lol.md | 38 - .../equipment/items/hongali-hornbow-lotgb.md | 24 - Compendium/equipment/items/hook-sword-frp2.md | 27 - Compendium/equipment/items/hopeful-lotgb.md | 21 - .../equipment/items/horn-of-blasting.md | 37 - Compendium/equipment/items/horn-of-fog.md | 27 - .../equipment/items/horn-of-the-aoyin-da.md | 33 - .../items/horned-hand-rests-lotgb.md | 36 - .../equipment/items/horns-of-naraga-gmg.md | 36 - Compendium/equipment/items/horse-lotg.md | 16 - Compendium/equipment/items/horsechopper.md | 25 - .../equipment/items/horseshoes-of-speed.md | 21 - .../items/hosteling-statuette-lotgb.md | 37 - .../equipment/items/house-eagle-lotg.md | 16 - .../items/hummingbird-wayfinder-lopsg.md | 29 - .../items/hundred-moth-caress-som.md | 29 - Compendium/equipment/items/hunger-oil-aoe4.md | 39 - .../equipment/items/hunters-arrowhead-aoa1.md | 32 - Compendium/equipment/items/hunters-bane.md | 23 - .../equipment/items/hunters-brooch-av2.md | 29 - .../equipment/items/hunters-dawn-ec6.md | 37 - .../equipment/items/hunting-spider-venom.md | 37 - Compendium/equipment/items/hwacha-g-g.md | 42 - .../equipment/items/hyldarfs-fang-g-g.md | 38 - Compendium/equipment/items/hype-lol.md | 39 - .../equipment/items/ice-slick-snare-pfum.md | 23 - .../equipment/items/ichthyosis-mutagen-av2.md | 31 - .../equipment/items/icy-disposition-av2.md | 30 - Compendium/equipment/items/ignitor-g-g.md | 19 - .../items/immaculate-holsters-g-g.md | 28 - .../items/immolation-clan-pistol-g-g.md | 30 - .../equipment/items/immovable-arm-lotgb.md | 26 - Compendium/equipment/items/immovable-rod.md | 26 - .../equipment/items/immovable-tripod-g-g.md | 27 - .../items/impact-foam-chassis-g-g.md | 20 - Compendium/equipment/items/impactful-som.md | 20 - .../equipment/items/implacable-lotgb.md | 23 - .../equipment/items/impossible-cake-lotgb.md | 21 - .../equipment/items/impulse-control-lotgb.md | 21 - .../items/incense-of-distilled-death-apg.md | 23 - .../equipment/items/indestructible-shield.md | 21 - .../items/indomitable-keepsake-g-g.md | 23 - .../equipment/items/inexplicable-apparatus.md | 31 - .../equipment/items/infernal-health-lol.md | 27 - .../items/infiltrators-accessory-apg.md | 28 - .../equipment/items/infiltrators-elixir.md | 27 - .../equipment/items/injection-spear-g-g.md | 23 - .../items/insistent-door-knocker-locg.md | 27 - .../items/inspiring-spotlight-ec2.md | 28 - .../items/instant-evisceration-snare.md | 21 - .../equipment/items/instant-fortress.md | 40 - Compendium/equipment/items/instant-spy-g-g.md | 29 - .../instructions-for-lasting-agony-som.md | 29 - .../equipment/items/inubrix-armor-lotgb.md | 18 - Compendium/equipment/items/inubrix-lotgb.md | 31 - .../equipment/items/inubrix-shield-lotgb.md | 18 - .../equipment/items/inubrix-weapon-lotgb.md | 22 - .../equipment/items/invisibility-potion.md | 24 - Compendium/equipment/items/invisibility.md | 25 - .../items/invisible-chain-shirt-som.md | 28 - .../equipment/items/invisible-net-ec2.md | 23 - .../equipment/items/iris-of-the-sky-g-g.md | 35 - Compendium/equipment/items/iron-cube.md | 25 - Compendium/equipment/items/iron-cudgel.md | 27 - Compendium/equipment/items/iron-equalizer.md | 25 - .../equipment/items/isolation-draught-aoa5.md | 39 - Compendium/equipment/items/items.md | 1896 ---- Compendium/equipment/items/ixames-eye-sot3.md | 28 - Compendium/equipment/items/jade-bauble.md | 26 - Compendium/equipment/items/jade-cat.md | 23 - .../equipment/items/jahan-waystone-lome.md | 28 - .../items/jar-of-shifting-sands-som.md | 35 - .../equipment/items/javelin-of-lightning.md | 23 - .../equipment/items/jawbreaker-shield-ec4.md | 36 - Compendium/equipment/items/jax-ooa2.md | 45 - .../equipment/items/jellyfish-lamp-lowg.md | 19 - .../items/jerkin-of-liberation-ec6.md | 25 - Compendium/equipment/items/jezail-g-g.md | 25 - .../equipment/items/juggernaut-mutagen.md | 27 - .../equipment/items/juggling-club-ec1.md | 24 - Compendium/equipment/items/junk-bomb-pfum.md | 23 - .../items/juxtaposition-ammunition-lotgb.md | 24 - Compendium/equipment/items/kalis-loil.md | 23 - Compendium/equipment/items/kama.md | 24 - Compendium/equipment/items/karambit-frp2.md | 26 - Compendium/equipment/items/katana.md | 24 - Compendium/equipment/items/katar.md | 24 - Compendium/equipment/items/kayalini-lotg.md | 16 - .../equipment/items/key-to-the-stomach-da.md | 28 - .../equipment/items/keymaking-tools-som.md | 24 - Compendium/equipment/items/khakkara-apg.md | 24 - Compendium/equipment/items/khopesh-logm.md | 22 - .../equipment/items/kin-warding-aoa4.md | 22 - Compendium/equipment/items/kings-sleep.md | 38 - Compendium/equipment/items/kite-lotgb.md | 16 - .../items/knapsack-of-halflingkind.md | 27 - .../items/knight-captains-lance-lokl.md | 33 - .../items/knights-maintenance-kit-lokl.md | 21 - .../equipment/items/knights-standard-lokl.md | 21 - .../equipment/items/knights-tabard-lokl.md | 20 - .../equipment/items/knockout-dram-aoe1.md | 37 - .../equipment/items/knuckle-duster-g-g.md | 23 - .../equipment/items/kortos-diamond-ec6.md | 49 - .../equipment/items/krakens-guard-lotgb.md | 29 - Compendium/equipment/items/kris-loil.md | 23 - Compendium/equipment/items/kukri.md | 24 - Compendium/equipment/items/kusarigama-frp2.md | 27 - .../items/ladys-blessing-oil-lotg.md | 21 - .../equipment/items/ladys-chalice-botd.md | 36 - .../equipment/items/ladys-knife-lotgb.md | 33 - .../equipment/items/ladys-spiral-botd.md | 21 - .../items/lantern-of-empty-light-av1.md | 33 - Compendium/equipment/items/lantern.md | 15 - .../items/large-bore-modifications-g-g.md | 23 - .../equipment/items/lastwall-soup-locg.md | 22 - .../equipment/items/lawbringers-lasso-ooa3.md | 24 - Compendium/equipment/items/leadenleg-apg.md | 37 - Compendium/equipment/items/leapers-elixir.md | 21 - Compendium/equipment/items/leash-lotg.md | 16 - Compendium/equipment/items/leiomano-frp2.md | 24 - .../equipment/items/leopards-armor-sot2.md | 29 - .../items/lesser-cube-of-nex-loil.md | 21 - Compendium/equipment/items/lethargy-poison.md | 42 - .../equipment/items/liars-demise-aoe4.md | 41 - Compendium/equipment/items/liars-gun-g-g.md | 27 - .../equipment/items/librarians-baton-pfum.md | 34 - Compendium/equipment/items/lich-dust.md | 38 - .../equipment/items/lich-phylactery-b1.md | 22 - Compendium/equipment/items/life-salt-botd.md | 26 - .../items/lifeblight-residue-aoe4.md | 39 - .../equipment/items/lifes-last-breath-ec5.md | 45 - Compendium/equipment/items/lifting-belt.md | 27 - .../equipment/items/light-writer-g-g.md | 24 - .../equipment/items/linis-leafstick-som.md | 37 - Compendium/equipment/items/lion-claw-som.md | 23 - .../equipment/items/lion-scythe-sot4.md | 24 - Compendium/equipment/items/lions-shield.md | 28 - .../equipment/items/liquid-gold-ooa2.md | 23 - Compendium/equipment/items/lizard-lotg.md | 16 - Compendium/equipment/items/lock.md | 16 - .../items/locket-of-sealed-nightmares-ec6.md | 36 - .../equipment/items/lodestone-pellet-ooa2.md | 23 - .../equipment/items/long-air-repeater-g-g.md | 24 - .../equipment/items/looters-lethargy-aoe1.md | 43 - Compendium/equipment/items/lost-ember-da.md | 30 - .../equipment/items/lovers-gloves-apg.md | 35 - Compendium/equipment/items/lovers-ink-lol.md | 21 - Compendium/equipment/items/luck-blade.md | 29 - .../items/lucky-draw-bandolier-g-g.md | 31 - .../items/lucky-rabbits-foot-logm.md | 26 - .../equipment/items/mace-multipistol-g-g.md | 32 - Compendium/equipment/items/machete-logm.md | 22 - .../equipment/items/maestros-chair-lotgb.md | 26 - .../equipment/items/maestros-instrument.md | 25 - Compendium/equipment/items/mage-bane-aoa5.md | 38 - Compendium/equipment/items/magic-wand.md | 25 - .../items/magical-hearing-aids-lotgb.md | 20 - .../equipment/items/magical-lock-fulu-som.md | 24 - .../items/magnetic-construction-set-lotgb.md | 17 - .../equipment/items/magnetic-suit-g-g.md | 22 - .../equipment/items/magnetite-scope-g-g.md | 25 - .../magnifying-glass-of-elucidation-lotgb.md | 29 - .../equipment/items/magnifying-glass.md | 17 - .../equipment/items/magnifying-scope-g-g.md | 25 - Compendium/equipment/items/main-gauche.md | 25 - .../items/malleable-mixture-lotgb.md | 22 - .../equipment/items/malyass-root-paste.md | 36 - Compendium/equipment/items/mambele-logm.md | 24 - .../items/mana-rattler-liniment-ooa3.md | 24 - .../items/manacles-of-persuasion-logm.md | 27 - Compendium/equipment/items/manacles.md | 16 - .../items/mantle-of-the-grogrisant-lomm.md | 30 - Compendium/equipment/items/marbles-lotgb.md | 19 - .../items/marked-playing-cards-lopsg.md | 17 - Compendium/equipment/items/marking-snare.md | 26 - .../equipment/items/martyrs-shield-gmg.md | 22 - .../equipment/items/marvelous-calliope-ec2.md | 40 - .../equipment/items/marvelous-medicines.md | 25 - Compendium/equipment/items/mask-lotgb.md | 16 - .../equipment/items/mask-of-allure-som.md | 41 - .../equipment/items/mask-of-mercy-sot1.md | 31 - .../items/mask-of-the-banshee-apg.md | 28 - .../items/mask-of-the-cursed-eye-sot1.md | 30 - .../equipment/items/matchmaker-fulu-som.md | 25 - .../items/material-essence-disruptor-g-g.md | 21 - .../equipment/items/mattock-of-the-titans.md | 29 - .../equipment/items/mechanical-torch-g-g.md | 21 - .../equipment/items/medusa-armor-gmg.md | 24 - .../equipment/items/medusas-scream-apg.md | 25 - .../equipment/items/membership-cords-da.md | 20 - .../equipment/items/memory-palace-lotgb.md | 34 - Compendium/equipment/items/mending-lattice.md | 24 - .../equipment/items/merchants-guile-fop.md | 29 - .../equipment/items/mercurial-mantle-som.md | 46 - .../equipment/items/mesmerizing-opal.md | 25 - Compendium/equipment/items/messengers-ring.md | 26 - .../equipment/items/metalmist-sphere-lopsg.md | 21 - .../equipment/items/meteor-hammer-logm.md | 24 - Compendium/equipment/items/meteor-shot-g-g.md | 29 - .../equipment/items/metronomic-hammer-ooa2.md | 31 - .../equipment/items/midday-lantern-sot4.md | 27 - Compendium/equipment/items/mindfog-mist.md | 38 - .../equipment/items/minotaur-chair-lotgb.md | 28 - .../equipment/items/miogimos-mask-aoe5.md | 48 - .../items/mirror-ball-snare-lotgb.md | 23 - .../items/mirror-of-sleeping-vigil-lotgb.md | 25 - .../equipment/items/mirror-of-sorshen-gmg.md | 39 - .../equipment/items/mirror-robe-lotgb.md | 38 - .../items/misdirecting-haversack-lotgb.md | 33 - Compendium/equipment/items/mistform-elixir.md | 23 - .../items/mistranslators-draft-da.md | 23 - .../items/miter-of-communion-logm.md | 28 - .../equipment/items/mithral-tree-g-g.md | 27 - Compendium/equipment/items/mithral.md | 31 - .../equipment/items/mnemonic-acid-aoe3.md | 27 - Compendium/equipment/items/monkey-lotg.md | 16 - Compendium/equipment/items/monkey-pin.md | 25 - .../equipment/items/monkeys-fist-aoe1.md | 22 - Compendium/equipment/items/monkeys-paw-gmg.md | 24 - Compendium/equipment/items/moonlit-chain.md | 27 - Compendium/equipment/items/moonlit-ink-da.md | 23 - .../equipment/items/moonstone-diadem-ec2.md | 30 - Compendium/equipment/items/mortar-g-g.md | 44 - .../items/mortar-of-hidden-meaning-logm.md | 26 - Compendium/equipment/items/moth-lotg.md | 16 - .../items/mountain-to-the-sky-lol.md | 22 - .../items/mountebanks-passage-g-g.md | 40 - Compendium/equipment/items/mouse-lotg.md | 16 - .../equipment/items/mudrock-snare-lotgb.md | 29 - Compendium/equipment/items/mummified-bat.md | 25 - Compendium/equipment/items/murderers-knot.md | 25 - .../items/mutagenic-renovator-ooa3.md | 24 - Compendium/equipment/items/naginata-logm.md | 24 - .../equipment/items/nauseating-snare-apg.md | 28 - .../equipment/items/necklace-of-fireballs.md | 28 - .../items/necklace-of-knives-logm.md | 31 - .../items/necklace-of-strangulation-gmg.md | 24 - .../equipment/items/necrotic-bomb-av3.md | 25 - .../equipment/items/nectar-of-purification.md | 23 - Compendium/equipment/items/net-apg.md | 20 - .../equipment/items/net-launcher-g-g.md | 21 - .../equipment/items/nethysian-bulwark-aoa5.md | 32 - .../equipment/items/nettleweed-residue.md | 38 - .../items/nightbreeze-machine-g-g.md | 27 - .../equipment/items/nightmare-cudgel-aoe5.md | 29 - .../equipment/items/nightmare-salt-aoa5.md | 39 - Compendium/equipment/items/nightmare-vapor.md | 38 - Compendium/equipment/items/nightstick-aoe1.md | 27 - .../equipment/items/nine-ring-sword-logm.md | 22 - .../equipment/items/noisemaker-snare-g-g.md | 30 - .../equipment/items/noqual-armor-lotgb.md | 20 - Compendium/equipment/items/noqual-lotgb.md | 31 - .../equipment/items/noqual-shield-lotgb.md | 18 - .../equipment/items/noqual-weapon-lotgb.md | 20 - .../items/north-winds-night-verse-som.md | 32 - Compendium/equipment/items/nosoi-charm-ngd.md | 33 - .../equipment/items/noxious-incense-som.md | 20 - .../equipment/items/noxious-jerkin-ec4.md | 34 - Compendium/equipment/items/nunchaku.md | 25 - .../items/oath-of-the-devoted-lome.md | 30 - Compendium/equipment/items/oathbow.md | 28 - .../equipment/items/oblivion-essence-aoa5.md | 38 - .../equipment/items/ochre-fulcrum-lens-av3.md | 34 - Compendium/equipment/items/ogre-hook-b1.md | 23 - .../equipment/items/oil-of-animation.md | 24 - .../equipment/items/oil-of-keen-edges.md | 24 - Compendium/equipment/items/oil-of-mending.md | 22 - .../items/oil-of-object-animation-apg.md | 25 - Compendium/equipment/items/oil-of-potency.md | 23 - .../equipment/items/oil-of-repulsion.md | 28 - .../equipment/items/oil-of-revelation-apg.md | 25 - .../equipment/items/oil-of-unlife-apg.md | 25 - .../equipment/items/oil-of-weightlessness.md | 22 - Compendium/equipment/items/oily-button-sli.md | 24 - .../equipment/items/old-tillimaquin-da.md | 29 - .../items/olfactory-obfuscator-apg.md | 21 - .../items/omnidirectional-spear-snare.md | 21 - Compendium/equipment/items/onyx-panther.md | 23 - Compendium/equipment/items/oozepick-loil.md | 22 - Compendium/equipment/items/open-mind-loil.md | 28 - .../equipment/items/opossum-domestic-lotg.md | 16 - .../equipment/items/orb-of-dragonkind-gmg.md | 41 - Compendium/equipment/items/orb-shard-aoa6.md | 23 - .../equipment/items/orc-necksplitter.md | 24 - .../equipment/items/orchestral-brooch-som.md | 26 - Compendium/equipment/items/orichalcum.md | 28 - .../equipment/items/origin-unguent-apg.md | 21 - .../equipment/items/ouroboros-flail-som.md | 37 - .../equipment/items/overdramatic-gmg.md | 21 - .../items/overloaded-brain-grenade-pfum.md | 25 - Compendium/equipment/items/owlbear-claw.md | 23 - .../equipment/items/oxygen-ooze-loil.md | 22 - Compendium/equipment/items/pacifying-aoe1.md | 29 - .../equipment/items/pact-bound-pistol-g-g.md | 39 - .../items/pact-of-blood-taking-av2.md | 30 - .../equipment/items/pactmasters-grace-aoa5.md | 22 - Compendium/equipment/items/paint-set-lotgb.md | 17 - Compendium/equipment/items/paired-lotgb.md | 27 - .../items/palanquin-of-night-loil.md | 32 - .../equipment/items/palm-crossbow-lol.md | 25 - Compendium/equipment/items/panabas-loil.md | 23 - .../equipment/items/panacea-fruit-ec6.md | 24 - Compendium/equipment/items/panacea.md | 27 - .../items/pantograph-gauntlet-g-g.md | 25 - .../equipment/items/paper-shredder-g-g.md | 24 - .../equipment/items/parade-armor-lokl.md | 23 - .../items/parchment-of-secrets-da.md | 29 - .../equipment/items/parrying-scabbard-apg.md | 18 - .../items/pathfinder-chronicle-locg.md | 19 - .../equipment/items/pathfinders-coin-locg.md | 29 - .../equipment/items/pathfinders-pouch-locg.md | 32 - Compendium/equipment/items/peacemaker-g-g.md | 25 - Compendium/equipment/items/peachwood-botd.md | 18 - .../items/peachwood-talisman-botd.md | 24 - .../equipment/items/peachwood-weapon-botd.md | 20 - .../equipment/items/pendant-of-the-occult.md | 20 - .../equipment/items/penetrating-ammunition.md | 26 - Compendium/equipment/items/pepperbox-g-g.md | 26 - .../equipment/items/perfect-droplet-som.md | 30 - Compendium/equipment/items/periscope-apg.md | 18 - .../items/periscopic-viewfinder-lotgb.md | 25 - .../items/persistent-lodestone-g-g.md | 23 - Compendium/equipment/items/persona-mask.md | 27 - .../equipment/items/peshspine-grenade-aoa5.md | 25 - .../items/petrification-cannon-g-g.md | 29 - .../items/philosophers-extractor-gmg.md | 44 - .../equipment/items/philosophers-stone.md | 29 - .../items/phoenix-fighting-fan-frp1.md | 36 - .../equipment/items/phoenix-flask-som.md | 28 - .../equipment/items/phoenix-necklace-frp1.md | 36 - .../items/phylactery-of-faithfulness.md | 26 - .../items/pickpockets-tailoring-lotgb.md | 19 - .../equipment/items/piercing-wind-g-g.md | 33 - Compendium/equipment/items/piereta-ec6.md | 39 - Compendium/equipment/items/pig-lotg.md | 16 - .../equipment/items/pillow-shield-lotgb.md | 27 - Compendium/equipment/items/pinwheel-lotgb.md | 16 - .../equipment/items/piranha-kiss-lotgb.md | 24 - .../equipment/items/pistol-of-wonder-g-g.md | 96 - .../equipment/items/planar-ribbon-ec6.md | 35 - Compendium/equipment/items/plasma-hype-lol.md | 39 - .../items/plate-armor-of-the-deep.md | 22 - .../equipment/items/plated-duster-loil.md | 21 - .../equipment/items/playing-cards-lopsg.md | 17 - .../equipment/items/pocket-gala-lotgb.md | 34 - Compendium/equipment/items/pocket-stage.md | 33 - .../equipment/items/pocket-watch-loil.md | 19 - Compendium/equipment/items/poi-ec1.md | 25 - .../equipment/items/poisoners-staff-aoe4.md | 30 - .../equipment/items/poisonous-cloak-gmg.md | 22 - Compendium/equipment/items/polytool-logm.md | 23 - Compendium/equipment/items/popdust-lotgb.md | 25 - .../equipment/items/portable-altar-lokl.md | 21 - .../items/portable-gaming-hall-lotgb.md | 30 - .../equipment/items/portable-ram-lotgb.md | 16 - .../items/portable-weapon-mount-g-g.md | 20 - .../equipment/items/possibility-tome.md | 28 - Compendium/equipment/items/potency-crystal.md | 25 - .../equipment/items/potion-of-disguise-apg.md | 28 - .../potion-of-expeditious-retreat-apg.md | 23 - .../equipment/items/potion-of-flying.md | 22 - .../items/potion-of-grounding-som.md | 36 - .../equipment/items/potion-of-leaping.md | 23 - .../items/potion-of-minute-echoes-som.md | 25 - .../equipment/items/potion-of-quickness.md | 23 - .../equipment/items/potion-of-resistance.md | 22 - .../items/potion-of-retaliation-apg.md | 22 - .../items/potion-of-shared-life-som.md | 25 - .../items/potion-of-shared-memories-apg.md | 28 - .../items/potion-of-stable-form-som.md | 22 - .../equipment/items/potion-of-swimming.md | 22 - .../equipment/items/potion-of-tongues.md | 24 - .../items/potion-of-undetectability.md | 23 - .../items/potion-of-water-breathing.md | 23 - Compendium/equipment/items/powder-lotgb.md | 21 - Compendium/equipment/items/power-suit-g-g.md | 20 - .../equipment/items/practice-targets-g-g.md | 17 - .../equipment/items/praying-mantis-lotg.md | 16 - .../items/predictable-silver-piece-apg.md | 26 - .../equipment/items/presentable-lotgb.md | 20 - .../equipment/items/pressure-bomb-pfum.md | 24 - .../equipment/items/primeval-mistletoe.md | 31 - .../equipment/items/printing-press-g-g.md | 22 - .../equipment/items/prismatic-plate-lotgb.md | 34 - .../equipment/items/private-workshop-lotgb.md | 30 - .../equipment/items/probing-cane-lotgb.md | 26 - .../items/psychic-brigandine-lotgb.md | 26 - .../items/psychic-warding-bracelet-lopsg.md | 21 - .../equipment/items/psychopomp-mask-sot1.md | 22 - Compendium/equipment/items/puff-dragon-g-g.md | 30 - .../equipment/items/pummeling-snare-lotgb.md | 22 - .../equipment/items/purple-worm-venom.md | 37 - .../equipment/items/putrescent-glob-sli.md | 24 - .../equipment/items/puzzle-box-lotgb.md | 16 - Compendium/equipment/items/pyronite-ooa2.md | 46 - .../equipment/items/queasy-lantern-lotgb.md | 27 - .../items/quick-runners-shirt-lotgb.md | 29 - Compendium/equipment/items/quick-wig-lotgb.md | 24 - .../equipment/items/quickpatch-glue-lopsg.md | 25 - .../equipment/items/quicksilver-mutagen.md | 27 - .../equipment/items/quill-of-passage-lopsg.md | 27 - Compendium/equipment/items/rabbit-lotg.md | 16 - Compendium/equipment/items/raccoon-lotg.md | 16 - .../equipment/items/radiant-lance-locg.md | 33 - .../equipment/items/radiant-spark-aoe6.md | 49 - .../items/raining-knives-snare-lotgb.md | 22 - .../equipment/items/rampart-shield-lotgb.md | 29 - .../equipment/items/rapier-pistol-g-g.md | 33 - .../items/rat-catcher-trident-logm.md | 28 - Compendium/equipment/items/rat-lotg.md | 16 - .../equipment/items/ration-tonic-apg.md | 24 - Compendium/equipment/items/raucous-gmg.md | 21 - Compendium/equipment/items/ravenous-gmg.md | 21 - .../items/razmiri-wayfinder-lopsg.md | 34 - .../equipment/items/reading-ring-lotgb.md | 19 - Compendium/equipment/items/ready-apg.md | 19 - .../equipment/items/reapers-grasp-g-g.md | 43 - .../equipment/items/reapers-lancet-aoe1.md | 32 - .../equipment/items/rebound-fulu-som.md | 26 - .../items/rebounding-breastplate-som.md | 33 - .../equipment/items/recording-rod-aoe1.md | 34 - .../equipment/items/recovery-bladder-lotgb.md | 21 - .../equipment/items/red-rib-gill-mask-sot3.md | 23 - .../equipment/items/redeemers-pistol-ooa3.md | 34 - .../equipment/items/reducer-round-ooa3.md | 32 - .../equipment/items/refined-pesh-gmg.md | 40 - .../equipment/items/reflecting-shield.md | 29 - .../equipment/items/reflexive-tattoo-lotgb.md | 31 - .../equipment/items/reforging-shield-aoa4.md | 24 - .../equipment/items/reinforced-stock-g-g.md | 27 - .../items/reinforced-surcoat-lotgb.md | 22 - .../items/reinforced-wheels-lotgb.md | 16 - .../equipment/items/rending-snare-lotgb.md | 29 - Compendium/equipment/items/repair-kit.md | 17 - .../equipment/items/repeating-crossbow-g-g.md | 23 - .../items/repeating-hand-crossbow-g-g.md | 23 - .../items/repeating-heavy-crossbow-g-g.md | 23 - .../equipment/items/repeating-magazine-g-g.md | 18 - .../items/replacement-filter-lopsg.md | 18 - .../equipment/items/repulsion-resin-aoe4.md | 41 - .../items/resonating-ammunition-som.md | 23 - .../equipment/items/restful-sleep-fulu-som.md | 24 - .../equipment/items/restful-tent-som.md | 20 - Compendium/equipment/items/retribution-axe.md | 22 - .../equipment/items/retrieval-prism-som.md | 25 - Compendium/equipment/items/returning.md | 20 - .../equipment/items/rhino-hide-brooch-sot2.md | 24 - Compendium/equipment/items/rhino-hide.md | 21 - .../equipment/items/rhino-shot-lotgb.md | 25 - .../equipment/items/rhinoceros-mask-sot1.md | 21 - Compendium/equipment/items/rhoka-sword-av3.md | 22 - .../equipment/items/rhythm-bone-sot1.md | 34 - Compendium/equipment/items/ridill-lomm.md | 24 - .../items/right-of-retribution-av2.md | 30 - .../equipment/items/ring-of-counterspells.md | 40 - .../items/ring-of-discretion-aoe1.md | 23 - Compendium/equipment/items/ring-of-lies.md | 28 - .../items/ring-of-maniacal-devices.md | 26 - .../items/ring-of-minor-arcana-fop.md | 26 - .../items/ring-of-recalcitrant-wishes-aoe6.md | 30 - .../items/ring-of-sneering-charity-da.md | 25 - .../equipment/items/ring-of-spell-turning.md | 30 - .../items/ring-of-stoneshifting-ec3.md | 32 - .../equipment/items/ring-of-swimming.md | 21 - Compendium/equipment/items/ring-of-the-ram.md | 33 - .../items/ring-of-the-weary-traveler-fop.md | 27 - .../equipment/items/ring-of-truth-gmg.md | 24 - .../equipment/items/ring-of-wizardry.md | 25 - .../equipment/items/ringmasters-staff-ec2.md | 27 - Compendium/equipment/items/robe-of-eyes.md | 34 - .../equipment/items/robe-of-the-archmagi.md | 31 - .../equipment/items/rock-braced-aoa4.md | 25 - .../items/rock-ripper-snare-lotgb.md | 27 - .../items/rod-of-cancellation-apg.md | 33 - Compendium/equipment/items/rod-of-negation.md | 26 - Compendium/equipment/items/rod-of-wonder.md | 64 - .../equipment/items/rope-of-climbing-apg.md | 27 - .../equipment/items/rose-of-loves-lost-da.md | 25 - Compendium/equipment/items/round-10-g-g.md | 19 - Compendium/equipment/items/round-5-g-g.md | 19 - Compendium/equipment/items/rowan-rifle-g-g.md | 43 - .../equipment/items/rubbing-set-lopsg.md | 20 - Compendium/equipment/items/ruby-string-lol.md | 27 - Compendium/equipment/items/ruler-lopsg.md | 17 - Compendium/equipment/items/rune-of-sin-som.md | 24 - Compendium/equipment/items/rungu-loag.md | 23 - Compendium/equipment/items/s-ring-som.md | 27 - Compendium/equipment/items/sages-lash-som.md | 37 - Compendium/equipment/items/sai.md | 26 - Compendium/equipment/items/saints-balm-ec2.md | 25 - .../equipment/items/salamander-elixir.md | 21 - .../equipment/items/salve-of-antiparalysis.md | 23 - .../equipment/items/salve-of-slipperiness.md | 23 - Compendium/equipment/items/sambuca-g-g.md | 20 - .../equipment/items/sampling-ammunition-da.md | 21 - .../equipment/items/sandstorm-top-lomm.md | 27 - .../items/sarkorian-god-caller-garb-lotgb.md | 26 - Compendium/equipment/items/savior-spike.md | 24 - Compendium/equipment/items/sawtooth-saber.md | 24 - .../equipment/items/scarab-cuirass-lotgb.md | 28 - .../equipment/items/scholarly-journal.md | 19 - .../equipment/items/scope-of-limning-g-g.md | 26 - .../equipment/items/scope-of-truth-g-g.md | 26 - .../equipment/items/scorpion-whip-ec1.md | 25 - Compendium/equipment/items/scour-gmg.md | 41 - Compendium/equipment/items/scourge-locg.md | 25 - .../equipment/items/screech-shooter-g-g.md | 34 - .../items/scroll-case-of-simplicity-locg.md | 29 - Compendium/equipment/items/scroll.md | 35 - .../equipment/items/scrollstaff-locg.md | 33 - .../equipment/items/scything-blade-snare.md | 21 - .../equipment/items/sea-touch-elixir.md | 24 - .../equipment/items/sealing-chest-lopsg.md | 22 - .../equipment/items/searing-suture-ooa1.md | 22 - .../items/self-emptying-pocket-da.md | 28 - .../items/self-immolating-note-da.md | 26 - Compendium/equipment/items/serene-mutagen.md | 27 - Compendium/equipment/items/serithtial-gmg.md | 33 - Compendium/equipment/items/serrating-locg.md | 27 - .../equipment/items/servers-stew-lotgb.md | 23 - Compendium/equipment/items/shade-hat-lotgb.md | 22 - Compendium/equipment/items/shadow-essence.md | 38 - .../equipment/items/shadow-signet-som.md | 29 - Compendium/equipment/items/shadow.md | 19 - .../shadowed-scale-the-jungle-secret-sot6.md | 43 - .../equipment/items/shapespeak-mask-sot1.md | 22 - .../equipment/items/shark-tooth-charm.md | 23 - .../equipment/items/shauth-blade-av3.md | 24 - Compendium/equipment/items/shauth-lash-av3.md | 23 - Compendium/equipment/items/shears-b2.md | 24 - .../items/shield-augmentation-lotgb.md | 22 - .../items/shield-of-the-unified-legion-ec6.md | 28 - .../equipment/items/shield-sconce-lopsg.md | 18 - .../equipment/items/shielding-salve-apg.md | 25 - .../items/shifter-prosthesis-lotgb.md | 35 - Compendium/equipment/items/shifting.md | 26 - .../equipment/items/shimmering-dust-som.md | 21 - .../equipment/items/shining-ammunition.md | 22 - .../equipment/items/shining-shield-lokl.md | 33 - .../equipment/items/shining-wayfinder-locg.md | 36 - Compendium/equipment/items/shiver-gmg.md | 40 - .../equipment/items/shobhad-longrifle-sot5.md | 28 - .../equipment/items/shockguard-coil-g-g.md | 26 - .../equipment/items/shoony-shovel-ec3.md | 27 - .../equipment/items/shootist-bandolier-av3.md | 18 - .../equipment/items/shortbread-spy-som.md | 25 - .../items/shot-of-the-first-vault-gmg.md | 47 - .../equipment/items/shrapnel-snare-g-g.md | 28 - .../equipment/items/shrieking-skull-g-g.md | 24 - .../equipment/items/shrinking-potion.md | 23 - Compendium/equipment/items/shuriken.md | 24 - .../equipment/items/siblings-coin-da.md | 24 - .../equipment/items/siccatite-armor-lotgb.md | 20 - Compendium/equipment/items/siccatite-lotgb.md | 31 - .../equipment/items/siccatite-shield-lotgb.md | 20 - .../equipment/items/siccatite-weapon-lotgb.md | 18 - .../equipment/items/sickle-saber-lotgb.md | 23 - .../equipment/items/sight-theft-grit-aoe4.md | 39 - Compendium/equipment/items/silencer-g-g.md | 18 - .../items/silencing-ammunition-lotgb.md | 23 - .../equipment/items/silencing-shot-g-g.md | 22 - Compendium/equipment/items/silent-bell-da.md | 28 - .../equipment/items/silent-heart-loil.md | 30 - .../equipment/items/silhouette-cloak-lotgb.md | 39 - .../items/silkspinners-shield-lotgb.md | 29 - Compendium/equipment/items/silver-armor.md | 16 - .../equipment/items/silver-tripod-g-g.md | 26 - Compendium/equipment/items/silver.md | 33 - .../equipment/items/silvertongue-mutagen.md | 27 - .../equipment/items/sinew-shock-serum-apg.md | 24 - ...nging-bowl-of-the-versatile-stance-logm.md | 32 - .../equipment/items/singing-muse-sot2.md | 24 - .../equipment/items/singing-shortbow-som.md | 30 - .../equipment/items/singing-sword-gmg.md | 44 - .../items/singularity-ammunition-lotgb.md | 25 - .../equipment/items/sinister-knight-locg.md | 30 - .../equipment/items/sixfingers-elixir-sli.md | 25 - .../equipment/items/skarjas-heartstone-ec3.md | 32 - Compendium/equipment/items/skeleton-key.md | 29 - .../equipment/items/skeptics-elixir-av1.md | 24 - .../equipment/items/skinsaw-mask-aoe2.md | 24 - .../equipment/items/skinstitch-salve-apg.md | 35 - .../equipment/items/skittering-mask-sot1.md | 21 - Compendium/equipment/items/skull-bomb-ooa3.md | 26 - Compendium/equipment/items/sky-hammer.md | 29 - .../equipment/items/sky-piercing-bow-frp2.md | 40 - .../equipment/items/sky-serpent-bolt-lotgb.md | 27 - .../equipment/items/skyrider-sword-lotgb.md | 35 - .../items/slates-of-distant-letters-apg.md | 30 - Compendium/equipment/items/sleep-arrow.md | 24 - .../equipment/items/sleeves-of-storage-apg.md | 23 - Compendium/equipment/items/slick.md | 19 - .../equipment/items/slide-pistol-g-g.md | 26 - Compendium/equipment/items/slime-whip-sli.md | 27 - Compendium/equipment/items/sling.md | 22 - .../items/slippers-of-spider-climbing.md | 27 - .../equipment/items/slippery-ribbon-sli.md | 24 - .../equipment/items/sloughing-toxin-av2.md | 39 - Compendium/equipment/items/slumber-wine.md | 41 - Compendium/equipment/items/smogger-ooa2.md | 46 - Compendium/equipment/items/smoke-fan-g-g.md | 21 - .../equipment/items/smoked-goggles-lotgb.md | 17 - Compendium/equipment/items/smokestick.md | 20 - .../items/snagging-hook-snare-apg.md | 23 - Compendium/equipment/items/snagging-lotgb.md | 21 - Compendium/equipment/items/snake-lotg.md | 16 - Compendium/equipment/items/snake-oil.md | 21 - Compendium/equipment/items/snapleaf-locg.md | 23 - Compendium/equipment/items/snare-kit.md | 18 - Compendium/equipment/items/sneaky-key.md | 23 - .../equipment/items/sneezing-powder-lotgb.md | 23 - .../equipment/items/snipers-bead-g-g.md | 22 - Compendium/equipment/items/snowshoes-lopsg.md | 17 - .../items/snowshoes-of-the-long-trek-lopsg.md | 21 - Compendium/equipment/items/soaring-loag.md | 28 - .../equipment/items/society-portrait-da.md | 24 - .../equipment/items/soft-landing-lotgb.md | 29 - .../equipment/items/sonic-tuning-mace-som.md | 26 - .../equipment/items/soothing-scents-som.md | 21 - Compendium/equipment/items/soul-cage-botd.md | 28 - .../items/south-winds-scorch-song-som.md | 32 - .../equipment/items/sovereign-glue-apg.md | 24 - .../items/sovereign-steel-armor-lol.md | 18 - .../equipment/items/sovereign-steel-lol.md | 31 - .../items/sovereign-steel-weapon-lol.md | 18 - .../items/spangled-riders-suit-ec2.md | 30 - Compendium/equipment/items/sparkblade-tio.md | 19 - .../spear-of-the-destroyers-flame-lomm.md | 41 - .../spectacles-of-understanding-lopsg.md | 27 - .../items/spectral-nightshade-aoe4.md | 39 - Compendium/equipment/items/speed.md | 21 - .../equipment/items/spell-bastion-lotgb.md | 44 - .../items/spell-eating-pitch-aoe4.md | 38 - .../spellbook-of-redundant-enchantment-som.md | 29 - .../equipment/items/spellcutter-sot5.md | 36 - Compendium/equipment/items/spellender-sot2.md | 27 - .../equipment/items/spellguard-blade-apg.md | 20 - .../equipment/items/spellstrike-ammunition.md | 25 - .../items/sphere-of-annihilation-gmg.md | 32 - .../equipment/items/spider-chair-g-g.md | 33 - Compendium/equipment/items/spider-gun-g-g.md | 32 - Compendium/equipment/items/spider-lotg.md | 16 - Compendium/equipment/items/spider-root.md | 38 - .../equipment/items/spiderfoot-brew-pfum.md | 23 - .../equipment/items/spike-launcher-g-g.md | 35 - Compendium/equipment/items/spike-snare.md | 21 - Compendium/equipment/items/spiked-chain.md | 24 - Compendium/equipment/items/spined-shield.md | 28 - .../equipment/items/spiral-rapier-lotgb.md | 24 - .../items/spirit-sealing-fulu-som.md | 23 - .../equipment/items/spirit-singer-g-g.md | 17 - .../equipment/items/spirit-snare-g-g.md | 23 - .../items/spiritsight-crossbow-apg.md | 28 - Compendium/equipment/items/splint-lotgb.md | 19 - Compendium/equipment/items/splint-mail.md | 19 - Compendium/equipment/items/spoon-gun-g-g.md | 28 - Compendium/equipment/items/spore-sap-ec4.md | 30 - .../items/spring-loaded-net-launcher-lotgb.md | 23 - Compendium/equipment/items/springald-g-g.md | 43 - Compendium/equipment/items/squirrel-lotg.md | 16 - .../items/staff-of-final-rest-lotgb.md | 27 - Compendium/equipment/items/staff-of-fire.md | 28 - .../equipment/items/staff-of-healing.md | 26 - .../equipment/items/staff-of-illumination.md | 37 - .../equipment/items/staff-of-illusion.md | 28 - .../items/staff-of-impossible-visions-apg.md | 29 - .../items/staff-of-natures-cunning-som.md | 27 - .../items/staff-of-natures-vengeance-apg.md | 26 - Compendium/equipment/items/staff-of-power.md | 40 - .../items/staff-of-providence-apg.md | 26 - .../equipment/items/staff-of-sieges-ec6.md | 30 - .../items/staff-of-the-black-desert-ec5.md | 27 - .../items/staff-of-the-desert-winds-som.md | 26 - .../items/staff-of-the-dreamlands-lotgb.md | 27 - .../equipment/items/staff-of-the-magi.md | 41 - .../items/staff-storing-shield-som.md | 27 - Compendium/equipment/items/staining-gmg.md | 21 - .../equipment/items/stalker-bane-snare.md | 28 - .../equipment/items/stalwarts-ring-fop.md | 23 - .../equipment/items/stampede-medallion-som.md | 29 - Compendium/equipment/items/stanching-lotgb.md | 20 - .../equipment/items/star-grenade-ooa3.md | 26 - Compendium/equipment/items/starknife.md | 25 - .../equipment/items/starshot-arrow-lol.md | 22 - .../equipment/items/static-snare-lotgb.md | 28 - Compendium/equipment/items/steam-winch-g-g.md | 24 - .../equipment/items/steamflight-pack-g-g.md | 29 - .../equipment/items/steelheart-21-g-g.md | 50 - .../items/stepping-stone-shot-g-g.md | 22 - .../equipment/items/stiletto-pen-lopsg.md | 25 - .../equipment/items/stole-of-civility-ec2.md | 28 - .../equipment/items/stone-body-mutagen-fop.md | 28 - Compendium/equipment/items/stone-bullet.md | 22 - .../equipment/items/stone-circle-lotgb.md | 29 - .../equipment/items/stone-fist-elixir.md | 23 - .../items/stone-of-unrivaled-skill-da.md | 28 - .../equipment/items/stone-of-weight-gmg.md | 23 - .../items/stoneraiser-javelin-ec4.md | 42 - .../items/stonethroat-ammunition-lotgb.md | 29 - Compendium/equipment/items/storm-chair-g-g.md | 33 - Compendium/equipment/items/storm-flash.md | 34 - .../equipment/items/stormbreaker-fulu-frp2.md | 24 - .../equipment/items/stormbreaker-fulu-som.md | 25 - .../equipment/items/stormfeather-som.md | 27 - .../equipment/items/storytellers-opus-som.md | 31 - Compendium/equipment/items/studded-leather.md | 19 - Compendium/equipment/items/stunning-snare.md | 27 - .../equipment/items/stupor-poison-av3.md | 42 - .../equipment/items/sturdy-satchel-lopsg.md | 19 - .../equipment/items/subterfuge-suit-g-g.md | 21 - .../equipment/items/sulfur-bomb-lotgb.md | 27 - .../items/summoning-handscroll-som.md | 29 - .../equipment/items/sun-orchid-elixir-lowg.md | 27 - .../items/sun-orchid-poultice-lol.md | 22 - Compendium/equipment/items/sun-shot-sot4.md | 17 - Compendium/equipment/items/sun-sling-sot4.md | 24 - Compendium/equipment/items/sun-wheel-tio.md | 32 - .../equipment/items/sunflower-censer-loil.md | 27 - .../equipment/items/sunken-pistol-g-g.md | 38 - Compendium/equipment/items/sunrod.md | 22 - Compendium/equipment/items/support-lotgb.md | 19 - Compendium/equipment/items/survey-map.md | 19 - .../equipment/items/swamp-lily-quilt-lol.md | 24 - .../equipment/items/swarmeaters-clasp-aoe2.md | 28 - .../equipment/items/swarmform-collar-lotgb.md | 29 - Compendium/equipment/items/swarmsuit-lotgb.md | 16 - .../equipment/items/swift-block-cabochon.md | 24 - .../equipment/items/swiftmount-saddle-lokl.md | 33 - Compendium/equipment/items/swim-fins-lowg.md | 17 - .../equipment/items/swirling-sand-da.md | 23 - .../equipment/items/switchscythe-lotgb.md | 24 - Compendium/equipment/items/sword-cane-apg.md | 23 - .../items/tablet-of-chained-souls-da.md | 26 - .../equipment/items/taletellers-ring-da.md | 21 - .../equipment/items/talisman-cord-lopsg.md | 23 - .../items/talisman-of-the-sphere-gmg.md | 23 - Compendium/equipment/items/talwar-loil.md | 23 - .../equipment/items/tamchal-chakram-av2.md | 25 - Compendium/equipment/items/tanglefoot-bag.md | 29 - Compendium/equipment/items/tank-lotg.md | 15 - .../equipment/items/tar-rocket-snare-lotgb.md | 28 - .../equipment/items/taw-launcher-loag.md | 25 - .../items/tear-away-clothing-lotgb.md | 19 - Compendium/equipment/items/tears-of-death.md | 39 - .../items/tears-of-the-last-azlanti-ec6.md | 65 - Compendium/equipment/items/tekko-kagi-logm.md | 26 - Compendium/equipment/items/ten-foot-pole.md | 18 - .../equipment/items/tengu-gale-blade-apg.md | 25 - .../equipment/items/tentacle-cannon-g-g.md | 44 - .../items/terrifying-ammunition-apg.md | 31 - .../items/the-whispering-reeds-av1.md | 57 - Compendium/equipment/items/thieves-tools.md | 21 - Compendium/equipment/items/third-eye.md | 31 - Compendium/equipment/items/thorn-whip-loil.md | 26 - .../equipment/items/thoughtwhip-claw-loil.md | 28 - .../items/thousand-blade-thesis-som.md | 30 - .../equipment/items/three-peaked-tree-g-g.md | 34 - .../items/thrice-fried-mudwings-lotgb.md | 35 - .../equipment/items/throwing-knife-ec1.md | 24 - .../equipment/items/throwing-shield-lokl.md | 21 - .../equipment/items/thunder-helm-ooa2.md | 30 - .../equipment/items/thunder-sling-loag.md | 25 - .../equipment/items/thunder-snare-ec1.md | 28 - .../equipment/items/thunderbird-tuft-som.md | 20 - Compendium/equipment/items/thundering.md | 20 - .../equipment/items/thundermace-lotgb.md | 22 - Compendium/equipment/items/thunderstone.md | 23 - .../equipment/items/thurible-of-revelation.md | 27 - Compendium/equipment/items/tiger-menuki.md | 23 - Compendium/equipment/items/tigers-claw-g-g.md | 29 - .../equipment/items/time-shield-potion-apg.md | 31 - .../equipment/items/timeless-salts-apg.md | 23 - Compendium/equipment/items/timepiece-g-g.md | 20 - Compendium/equipment/items/tin-cobra-g-g.md | 30 - Compendium/equipment/items/tindertwig.md | 22 - .../equipment/items/titans-grasp-som.md | 40 - Compendium/equipment/items/tlil-mask-sot1.md | 31 - .../equipment/items/toadskin-salve-lotgb.md | 37 - Compendium/equipment/items/tonfa-lotgb.md | 26 - .../equipment/items/toothwort-extract-lotg.md | 22 - .../items/topology-protoplasm-som.md | 23 - .../items/torags-silver-anvil-logm.md | 27 - .../equipment/items/torrent-snare-ec1.md | 27 - Compendium/equipment/items/tower-shield.md | 21 - .../equipment/items/toy-carriage-lotgb.md | 15 - .../equipment/items/trackers-goggles.md | 20 - .../equipment/items/tracking-fulu-som.md | 23 - .../equipment/items/traitors-ring-da.md | 22 - .../items/transposition-ammunition-lotgb.md | 23 - .../equipment/items/travelers-any-tool.md | 28 - .../equipment/items/travelers-chair-g-g.md | 19 - .../equipment/items/travelers-cloak-lokl.md | 20 - Compendium/equipment/items/treats-lotg.md | 15 - Compendium/equipment/items/trebuchet-g-g.md | 43 - .../equipment/items/tri-bladed-katar-lotgb.md | 24 - .../equipment/items/tricky-pick-loag.md | 25 - .../equipment/items/triggerbrand-loil.md | 31 - .../equipment/items/trinity-geode-som.md | 30 - Compendium/equipment/items/trip-snare.md | 31 - Compendium/equipment/items/tripod-g-g.md | 18 - Compendium/equipment/items/tritons-conch.md | 26 - .../equipment/items/true-name-amulet-som.md | 24 - .../equipment/items/truesight-potion.md | 23 - .../equipment/items/trustworthy-round-g-g.md | 24 - Compendium/equipment/items/turtle-lotg.md | 16 - .../items/tusk-and-fang-chain-frp2.md | 30 - .../equipment/items/twilight-lantern-sot4.md | 35 - .../equipment/items/twining-chains-lotgb.md | 28 - Compendium/equipment/items/twining-staff.md | 28 - .../equipment/items/tyrants-writs-loil.md | 35 - .../equipment/items/umbrella-injector-g-g.md | 27 - .../equipment/items/undead-compendium-lokl.md | 30 - .../items/undead-detection-dye-botd.md | 26 - .../equipment/items/undead-scourge-lokl.md | 32 - .../items/underwater-firing-mechanism-g-g.md | 22 - .../equipment/items/unending-youth-lol.md | 27 - Compendium/equipment/items/unholy-water.md | 28 - Compendium/equipment/items/unholy.md | 31 - .../equipment/items/universal-solvent-apg.md | 22 - .../items/unmemorable-mantle-locg.md | 35 - .../equipment/items/unsullied-blood-loil.md | 22 - .../equipment/items/urn-of-ashes-apg.md | 36 - Compendium/equipment/items/urumi-logm.md | 23 - Compendium/equipment/items/vaccine-lol.md | 21 - .../equipment/items/vampiric-scythe-lotgb.md | 37 - Compendium/equipment/items/vanishing-coin.md | 23 - .../items/vanishing-wayfinder-locg.md | 29 - .../equipment/items/vapor-sphere-som.md | 27 - .../items/vaultbreakers-harness-aoe2.md | 30 - .../equipment/items/vengeful-arm-loil.md | 28 - .../equipment/items/venomed-tongue-loil.md | 30 - .../equipment/items/venomous-cure-fulu-som.md | 26 - .../equipment/items/ventriloquists-ring.md | 26 - .../items/vermin-repellent-agent-lopsg.md | 29 - .../equipment/items/vestige-lenses-lol.md | 20 - .../equipment/items/vexing-vapor-lotgb.md | 26 - .../vial-of-the-immortal-wellspring-da.md | 26 - .../equipment/items/victory-plate-apg.md | 43 - Compendium/equipment/items/vine-arrow.md | 22 - .../equipment/items/vine-of-roses-lotgb.md | 37 - Compendium/equipment/items/violet-ray-g-g.md | 31 - Compendium/equipment/items/viper-arrow.md | 24 - Compendium/equipment/items/vipers-fang.md | 27 - Compendium/equipment/items/visap-loil.md | 26 - Compendium/equipment/items/vorpal.md | 29 - Compendium/equipment/items/voyagers-pack.md | 32 - .../equipment/items/vultures-wing-loil.md | 23 - .../equipment/items/waffle-iron-lotgb.md | 16 - Compendium/equipment/items/wakizashi-apg.md | 25 - .../equipment/items/walking-cauldron-apg.md | 25 - .../items/wand-of-caustic-effluence-pfum.md | 29 - .../equipment/items/wand-of-continuation.md | 25 - .../items/wand-of-crackling-lightning-apg.md | 27 - .../items/wand-of-fey-flames-lotgb.md | 31 - .../items/wand-of-hopeless-night-apg.md | 27 - .../items/wand-of-manifold-missiles.md | 27 - .../items/wand-of-noisome-acid-sli.md | 28 - .../items/wand-of-overflowing-life-apg.md | 30 - Compendium/equipment/items/wand-of-slaying.md | 26 - .../items/wand-of-smoldering-fireballs.md | 27 - .../items/wand-of-spiritual-warfare-lotgb.md | 28 - .../items/wand-of-teeming-ghosts-sli.md | 35 - .../items/wand-of-the-snowfields-apg.md | 27 - .../equipment/items/wand-of-the-spider-apg.md | 27 - .../items/wand-of-thundering-echoes-lotgb.md | 28 - .../equipment/items/wand-of-widening.md | 25 - .../equipment/items/war-blood-mutagen-ooa1.md | 28 - Compendium/equipment/items/war-lance-lokl.md | 25 - Compendium/equipment/items/war-razor-logm.md | 24 - Compendium/equipment/items/war-saddle-lokl.md | 20 - .../equipment/items/warcallers-chime-sot2.md | 26 - .../equipment/items/warding-tablets-som.md | 31 - .../equipment/items/warding-tattoo-som.md | 29 - .../equipment/items/wardrobe-stone-lotgb.md | 31 - Compendium/equipment/items/warning-snare.md | 24 - Compendium/equipment/items/warpglass-aoe6.md | 18 - .../equipment/items/warpglass-weapon-aoe6.md | 18 - .../items/warriors-training-ring-fop.md | 29 - .../equipment/items/water-purifier-lopsg.md | 20 - .../waterproof-firearm-carrying-case-g-g.md | 18 - .../items/waterproof-journal-lopsg.md | 19 - .../equipment/items/waterproofing-wax-som.md | 21 - .../items/waverider-barding-lotgb.md | 31 - .../equipment/items/wax-key-blank-lopsg.md | 19 - Compendium/equipment/items/wayfinder.md | 32 - .../equipment/items/weeping-midnight-aoa5.md | 38 - .../equipment/items/wet-shock-snare-lotgb.md | 27 - .../equipment/items/wheel-blades-lotgb.md | 18 - .../equipment/items/wheel-spikes-lotgb.md | 18 - .../equipment/items/wheelbarrow-lotgb.md | 21 - Compendium/equipment/items/whip-claw-loag.md | 25 - .../equipment/items/whip-of-compliance-ec2.md | 29 - Compendium/equipment/items/whip.md | 25 - .../equipment/items/whisper-briolette-aoe4.md | 27 - .../items/whisper-of-the-first-lie.md | 30 - .../items/whistle-of-calling-lokl.md | 36 - .../equipment/items/wig-of-holding-lotgb.md | 25 - .../items/wind-and-fire-wheel-frp2.md | 29 - .../equipment/items/wind-catcher-lotgb.md | 22 - .../equipment/items/wind-up-cart-g-g.md | 23 - .../equipment/items/wind-up-wings-g-g.md | 23 - .../equipment/items/winders-ring-ooa2.md | 35 - .../equipment/items/wine-of-the-blood-da.md | 27 - Compendium/equipment/items/winged-apg.md | 25 - Compendium/equipment/items/winged-boots.md | 27 - .../equipment/items/winter-wolf-elixir.md | 21 - Compendium/equipment/items/wish-blade-loag.md | 25 - Compendium/equipment/items/wish-knife-loag.md | 27 - Compendium/equipment/items/withering-gmg.md | 21 - .../equipment/items/wizards-tower-lotgb.md | 28 - Compendium/equipment/items/wolf-fang.md | 23 - .../equipment/items/wondrous-figurines-ec2.md | 22 - .../items/wondrous-figurines-sot2.md | 22 - .../equipment/items/wooden-taws-loag.md | 16 - Compendium/equipment/items/wounding.md | 20 - .../equipment/items/wovenwood-shield-lotgb.md | 20 - Compendium/equipment/items/wrenchgear-loil.md | 19 - .../items/writ-of-authenticity-lopsg.md | 19 - .../equipment/items/wyrm-drinker-sot5.md | 40 - Compendium/equipment/items/wyvern-poison.md | 37 - Compendium/equipment/items/xs-lizard-lotg.md | 16 - .../items/yarrow-root-bandage-lotg.md | 21 - Compendium/equipment/items/zerk-gmg.md | 36 - Compendium/equipment/items/zulfikar-loil.md | 25 - Compendium/feats/a-home-in-every-port-apg.md | 18 - Compendium/feats/aasimars-mercy-apg.md | 16 - Compendium/feats/aberration-kinship-loag.md | 16 - Compendium/feats/able-ritualist-av2.md | 17 - .../feats/aboleth-transmutation-aaws.md | 16 - Compendium/feats/absorb-spell-locg.md | 26 - Compendium/feats/absorb-toxin-lome.md | 19 - Compendium/feats/abundant-step.md | 17 - Compendium/feats/accelerating-touch-apg.md | 17 - Compendium/feats/acclimatization-apg.md | 17 - Compendium/feats/accompany-apg.md | 20 - Compendium/feats/accurate-flurry-apg.md | 18 - Compendium/feats/accurate-swing-ngd.md | 18 - Compendium/feats/accursed-claws-apg.md | 17 - Compendium/feats/accursed-clay-fist-ec3.md | 20 - Compendium/feats/accursed-magic-da.md | 19 - Compendium/feats/accursed-touch-botd.md | 23 - Compendium/feats/achaekeks-grip-lol.md | 24 - Compendium/feats/acquired-tolerance-apg.md | 20 - Compendium/feats/acrobat-dedication-apg.md | 26 - Compendium/feats/acrobatic-performer-apg.md | 18 - Compendium/feats/acute-scent.md | 23 - Compendium/feats/acute-vision.md | 22 - Compendium/feats/adaptive-adept.md | 17 - .../feats/adaptive-mask-familiar-locg.md | 17 - Compendium/feats/adaptive-vision-g-g.md | 20 - Compendium/feats/additional-companion-apg.md | 19 - Compendium/feats/additional-lore.md | 20 - .../feats/additional-recollection-apg.md | 18 - .../feats/additional-shadow-magic-apg.md | 17 - Compendium/feats/adhyabhau-loag.md | 23 - Compendium/feats/adrenaline-rush-apg.md | 17 - Compendium/feats/adroit-manipulation-locg.md | 18 - Compendium/feats/advanced-bow-training-apg.md | 17 - Compendium/feats/advanced-breakthrough-g-g.md | 19 - .../feats/advanced-construct-companion-g-g.md | 23 - Compendium/feats/advanced-deduction-apg.md | 19 - Compendium/feats/advanced-deitys-domain.md | 17 - Compendium/feats/advanced-domain.md | 23 - .../feats/advanced-elemental-spell-som.md | 17 - Compendium/feats/advanced-first-aid-apg.md | 20 - Compendium/feats/advanced-flair-apg.md | 19 - .../feats/advanced-general-training-apg.md | 18 - .../feats/advanced-hallowed-spell-botd.md | 19 - .../feats/advanced-martial-magic-som.md | 19 - Compendium/feats/advanced-mysteries-apg.md | 19 - .../feats/advanced-order-training-locg.md | 18 - .../advanced-reanimated-companion-ooa3.md | 23 - .../feats/advanced-red-mantis-magic-lowg.md | 27 - Compendium/feats/advanced-revelation-apg.md | 23 - .../feats/advanced-runic-mind-smithing-da.md | 19 - Compendium/feats/advanced-school-spell.md | 17 - .../feats/advanced-seeker-of-truths-av2.md | 19 - Compendium/feats/advanced-shooter-g-g.md | 16 - Compendium/feats/advanced-shooting-g-g.md | 19 - Compendium/feats/advanced-synergy-som.md | 25 - .../feats/advanced-targeting-system-loag.md | 16 - Compendium/feats/advanced-thaumaturgy-da.md | 19 - Compendium/feats/advanced-thoughtform-da.md | 19 - Compendium/feats/advanced-weaponry-som.md | 17 - Compendium/feats/advanced-witchcraft-apg.md | 19 - Compendium/feats/advantageous-assault.md | 21 - Compendium/feats/aegis-of-arnisant-locg.md | 29 - Compendium/feats/aeon-resonance-som.md | 19 - Compendium/feats/aerial-piledriver-lotgb.md | 27 - Compendium/feats/aerobatics-mastery-apg.md | 18 - Compendium/feats/affliction-mercy.md | 17 - Compendium/feats/after-you-apg.md | 18 - Compendium/feats/agathion-magic-loag.md | 17 - Compendium/feats/ageless-patience.md | 18 - Compendium/feats/ageless-spirit-loag.md | 16 - Compendium/feats/aggravating-scratch-apg.md | 18 - Compendium/feats/aggressive-block.md | 24 - Compendium/feats/agile-grace.md | 16 - Compendium/feats/agile-hand-lotgb.md | 23 - Compendium/feats/agile-maneuvers-apg.md | 17 - Compendium/feats/agile-shield-grip-lokl.md | 21 - Compendium/feats/agonizing-rebuke-locg.md | 18 - Compendium/feats/airborne-form-som.md | 18 - Compendium/feats/airy-step-loag.md | 19 - Compendium/feats/alabaster-eyes-loil.md | 18 - Compendium/feats/alacritous-action-som.md | 17 - Compendium/feats/alchemical-crafting.md | 24 - .../feats/alchemical-discoveries-apg.md | 17 - Compendium/feats/alchemical-familiar.md | 16 - Compendium/feats/alchemical-savant.md | 17 - Compendium/feats/alchemical-scholar-locg.md | 18 - Compendium/feats/alchemical-shot-g-g.md | 20 - Compendium/feats/alchemist-dedication.md | 31 - .../feats/aldori-duelist-dedication-lowg.md | 30 - Compendium/feats/aldori-parry-lowg.md | 25 - Compendium/feats/aldori-riposte-lowg.md | 20 - Compendium/feats/alghollthu-bound-aaws.md | 16 - Compendium/feats/align-ki-apg.md | 20 - .../feats/alkenstar-agent-dedication-ooa1.md | 22 - Compendium/feats/all-in-my-head-apg.md | 20 - Compendium/feats/all-in-your-head-da.md | 19 - .../feats/all-the-time-in-the-world-frp3.md | 21 - Compendium/feats/allegro.md | 16 - Compendium/feats/alluring-performance-loil.md | 28 - Compendium/feats/allys-shelter-apg.md | 20 - Compendium/feats/alter-ego-dedication-da.md | 41 - Compendium/feats/alter-resistance-loag.md | 19 - Compendium/feats/always-ready-lokl.md | 17 - Compendium/feats/ambush-awareness-lome.md | 18 - Compendium/feats/ambushing-knockdown-aoe3.md | 21 - Compendium/feats/ammunition-thaumaturgy-da.md | 16 - Compendium/feats/amorphous-aspect-loag.md | 16 - Compendium/feats/amphibious-form-som.md | 17 - Compendium/feats/amplifying-touch-apg.md | 17 - Compendium/feats/anadi-lore-lome.md | 16 - Compendium/feats/analyze-idiolect-apg.md | 18 - Compendium/feats/analyze-information-loag.md | 16 - Compendium/feats/analyze-weakness-apg.md | 21 - Compendium/feats/anarchic-arcana-loag.md | 16 - Compendium/feats/ancestors-rage-lome.md | 16 - .../feats/ancestors-transformation-loag.md | 16 - Compendium/feats/ancestral-blood-magic-apg.md | 22 - Compendium/feats/ancestral-insight-loag.md | 16 - Compendium/feats/ancestral-linguistics-apg.md | 17 - Compendium/feats/ancestral-mage-apg.md | 17 - Compendium/feats/ancestral-mind-da.md | 16 - Compendium/feats/ancestral-suspicion-apg.md | 16 - Compendium/feats/ancestral-weaponry-apg.md | 17 - Compendium/feats/anchoring-aura.md | 17 - Compendium/feats/anchoring-roots-loag.md | 24 - Compendium/feats/ancient-memories-loil.md | 18 - Compendium/feats/ancillary-motes-loag.md | 19 - Compendium/feats/android-lore-loag.md | 16 - Compendium/feats/angel-of-death-apg.md | 17 - Compendium/feats/angel-of-vindication-lokl.md | 19 - Compendium/feats/angelic-magic-apg.md | 17 - Compendium/feats/angelkin-apg.md | 23 - Compendium/feats/animal-companion-druid.md | 23 - Compendium/feats/animal-companion-ranger.md | 22 - Compendium/feats/animal-elocutionist.md | 17 - Compendium/feats/animal-feature-apg.md | 17 - Compendium/feats/animal-magic-loag.md | 16 - Compendium/feats/animal-rage.md | 24 - Compendium/feats/animal-senses-loag.md | 18 - Compendium/feats/animal-shape-loag.md | 20 - Compendium/feats/animal-speaker-loag.md | 17 - Compendium/feats/animal-swiftness-loag.md | 18 - .../feats/animal-trainer-dedication-ec2.md | 27 - .../feats/animalistic-resistance-loag.md | 18 - Compendium/feats/animate-net-lotgb.md | 17 - Compendium/feats/ankle-bite-locg.md | 21 - Compendium/feats/ankle-biter-botd.md | 17 - Compendium/feats/annihilating-swing-ec6.md | 18 - Compendium/feats/annotate-composition-apg.md | 26 - Compendium/feats/anoint-ally-apg.md | 20 - Compendium/feats/antagonize-apg.md | 16 - Compendium/feats/anticipate-ambush-apg.md | 18 - Compendium/feats/apex-companion-aoa6.md | 18 - Compendium/feats/aquatic-adaptation-loag.md | 21 - Compendium/feats/aquatic-camouflage-loag.md | 16 - .../feats/aquatic-conversationalist-loag.md | 16 - Compendium/feats/aquatic-eyes-loag.md | 18 - Compendium/feats/arcane-camouflage-g-g.md | 19 - Compendium/feats/arcane-communication-g-g.md | 18 - Compendium/feats/arcane-evolution.md | 26 - Compendium/feats/arcane-eye-g-g.md | 19 - Compendium/feats/arcane-fists-som.md | 16 - Compendium/feats/arcane-locomotion-g-g.md | 18 - Compendium/feats/arcane-propulsion-g-g.md | 22 - Compendium/feats/arcane-safeguards-g-g.md | 17 - Compendium/feats/arcane-school-spell.md | 17 - Compendium/feats/arcane-sense.md | 24 - Compendium/feats/arcane-sensitivity-aoe1.md | 19 - Compendium/feats/arcane-shroud-som.md | 29 - Compendium/feats/arcane-sight-lome.md | 17 - Compendium/feats/arcane-slam-g-g.md | 27 - Compendium/feats/arcane-tattoos-locg.md | 24 - .../feats/archaeologist-dedication-apg.md | 28 - Compendium/feats/archaeologists-luck-apg.md | 20 - .../feats/archaeologists-warning-lopsg.md | 19 - Compendium/feats/archer-dedication-apg.md | 25 - Compendium/feats/archers-aim-apg.md | 21 - Compendium/feats/archon-magic-apg.md | 19 - Compendium/feats/ardent-armiger-lowg.md | 19 - Compendium/feats/arise-ye-worthy-loag.md | 16 - Compendium/feats/armigers-mobility-lowg.md | 17 - Compendium/feats/armor-assist-apg.md | 18 - Compendium/feats/armor-rune-shifter-aoa4.md | 17 - Compendium/feats/armor-specialist-apg.md | 17 - Compendium/feats/armored-exercise-lopsg.md | 17 - Compendium/feats/armored-rebuff-apg.md | 20 - Compendium/feats/armored-rest-lopsg.md | 19 - Compendium/feats/armored-stealth-apg.md | 18 - Compendium/feats/arrow-of-death-apg.md | 21 - Compendium/feats/arrow-snatching.md | 17 - .../feats/artillerist-dedication-g-g.md | 20 - Compendium/feats/artokuss-fire-lol.md | 23 - .../feats/as-in-life-so-in-death-botd.md | 18 - Compendium/feats/ashen-veil-lokl.md | 20 - Compendium/feats/assassin-dedication-apg.md | 36 - Compendium/feats/assassinate-apg.md | 21 - Compendium/feats/assisting-shot.md | 19 - .../feats/assured-identification-apg.md | 18 - Compendium/feats/assured-knowledge-apg.md | 23 - Compendium/feats/assured-ritualist-apg.md | 17 - Compendium/feats/astonishing-explosion-ec6.md | 21 - Compendium/feats/astral-blink-g-g.md | 18 - Compendium/feats/astral-tether-da.md | 21 - Compendium/feats/asura-magic-loil.md | 17 - Compendium/feats/athletic-might-apg.md | 16 - Compendium/feats/athletic-strategist-apg.md | 19 - .../feats/attack-of-opportunity-barbarian.md | 18 - .../feats/attack-of-opportunity-champion.md | 18 - .../feats/attack-of-opportunity-magus-som.md | 18 - .../attack-of-opportunity-swashbuckler-apg.md | 20 - Compendium/feats/attuned-stride-som.md | 19 - Compendium/feats/attunement-shift-som.md | 22 - Compendium/feats/attunement-to-stone-lowg.md | 17 - Compendium/feats/augment-senses-loag.md | 17 - Compendium/feats/aura-of-courage.md | 17 - Compendium/feats/aura-of-despair-apg.md | 18 - Compendium/feats/aura-of-faith.md | 17 - Compendium/feats/aura-of-life.md | 17 - Compendium/feats/aura-of-preservation-apg.md | 19 - .../feats/aura-of-unbreakable-virtue-aoa6.md | 18 - Compendium/feats/aura-of-vengeance.md | 17 - Compendium/feats/aura-sight-da.md | 27 - Compendium/feats/auspicious-mount.md | 19 - Compendium/feats/automatic-knowledge.md | 20 - Compendium/feats/automatic-writing-da.md | 23 - Compendium/feats/automaton-armament-g-g.md | 18 - Compendium/feats/automaton-lore-g-g.md | 18 - Compendium/feats/avalanche-strike-apg.md | 21 - Compendium/feats/avatars-audience.md | 16 - Compendium/feats/avenge-ally-apg.md | 20 - Compendium/feats/avenge-in-glory-locg.md | 21 - Compendium/feats/awakened-power-da.md | 19 - Compendium/feats/awesome-blow.md | 24 - Compendium/feats/axe-climber-ec3.md | 17 - Compendium/feats/axe-thrower-ec3.md | 17 - Compendium/feats/axial-recall-g-g.md | 17 - Compendium/feats/axiomatic-lore-loag.md | 16 - Compendium/feats/azaersis-roads-lol.md | 17 - Compendium/feats/azarketi-lore-aaws.md | 16 - .../feats/azarketi-purification-loag.md | 18 - .../feats/azarketi-weapon-aptitude-aaws.md | 17 - .../feats/azarketi-weapon-expertise-aaws.md | 17 - .../feats/azarketi-weapon-familiarity-aaws.md | 24 - Compendium/feats/azata-magic-apg.md | 17 - Compendium/feats/back-to-back-apg.md | 17 - Compendium/feats/backup-disguise-locg.md | 21 - Compendium/feats/banishing-blow-ec6.md | 20 - Compendium/feats/banshee-cry-display-g-g.md | 30 - Compendium/feats/barbarian-dedication.md | 31 - Compendium/feats/barbarian-resiliency.md | 17 - Compendium/feats/bard-dedication.md | 29 - Compendium/feats/bardic-lore.md | 17 - Compendium/feats/bargain-hunter.md | 18 - Compendium/feats/bark-and-tendril-locg.md | 16 - .../feats/barreling-charge-barbarian-apg.md | 21 - .../feats/barreling-charge-fighter-apg.md | 21 - Compendium/feats/barrier-shield-lotgb.md | 19 - Compendium/feats/bashing-charge-apg.md | 19 - Compendium/feats/basic-arcana.md | 23 - Compendium/feats/basic-bard-spellcasting.md | 23 - .../basic-beast-gunner-spellcasting-g-g.md | 23 - Compendium/feats/basic-blood-potency.md | 23 - Compendium/feats/basic-bloodline-spell.md | 17 - Compendium/feats/basic-breakthrough-g-g.md | 23 - .../basic-captivator-spellcasting-lotgb.md | 25 - .../feats/basic-cathartic-spellcasting-som.md | 23 - Compendium/feats/basic-cleric-spellcasting.md | 23 - Compendium/feats/basic-concoction.md | 23 - Compendium/feats/basic-deduction-apg.md | 23 - Compendium/feats/basic-devotion.md | 23 - Compendium/feats/basic-dogma.md | 23 - Compendium/feats/basic-druid-spellcasting.md | 23 - .../basic-eldritch-archer-spellcasting-apg.md | 23 - Compendium/feats/basic-flair-apg.md | 23 - Compendium/feats/basic-fury.md | 23 - Compendium/feats/basic-hunters-trick.md | 23 - Compendium/feats/basic-kata.md | 23 - Compendium/feats/basic-lesson-apg.md | 16 - .../feats/basic-magus-spellcasting-som.md | 23 - Compendium/feats/basic-maneuver.md | 23 - Compendium/feats/basic-martial-magic-som.md | 23 - Compendium/feats/basic-modification-g-g.md | 17 - Compendium/feats/basic-muses-whispers.md | 23 - Compendium/feats/basic-mysteries-apg.md | 23 - .../feats/basic-oracle-spellcasting-apg.md | 23 - .../feats/basic-psychic-spellcasting-da.md | 23 - .../feats/basic-red-mantis-magic-lowg.md | 29 - Compendium/feats/basic-scroll-cache-apg.md | 29 - Compendium/feats/basic-shooting-g-g.md | 23 - .../feats/basic-sorcerer-spellcasting.md | 23 - Compendium/feats/basic-spellcasting-som.md | 25 - .../feats/basic-summoner-spellcasting-som.md | 27 - Compendium/feats/basic-synergy-som.md | 23 - Compendium/feats/basic-thaumaturgy-da.md | 23 - Compendium/feats/basic-thoughtform-da.md | 23 - Compendium/feats/basic-trickery.md | 23 - Compendium/feats/basic-wilding.md | 23 - .../feats/basic-witch-spellcasting-apg.md | 23 - Compendium/feats/basic-witchcraft-apg.md | 23 - Compendium/feats/basic-wizard-spellcasting.md | 23 - Compendium/feats/bastion-dedication-apg.md | 28 - Compendium/feats/bat-form-botd.md | 23 - Compendium/feats/battle-assessment.md | 23 - Compendium/feats/battle-cry.md | 18 - Compendium/feats/battle-medicine.md | 28 - Compendium/feats/battle-planner-apg.md | 20 - Compendium/feats/battle-prayer-logm.md | 32 - Compendium/feats/battleforger-locg.md | 17 - Compendium/feats/beacon-mark-lotgb.md | 21 - Compendium/feats/beast-dynamo-howl-g-g.md | 19 - .../feats/beast-gunner-dedication-g-g.md | 42 - Compendium/feats/beast-speaker-ec2.md | 18 - Compendium/feats/beast-trainer-apg.md | 22 - Compendium/feats/beastbrood-loag.md | 23 - Compendium/feats/beastmaster-bond-apg.md | 20 - .../feats/beastmaster-dedication-apg.md | 30 - Compendium/feats/beastmasters-call-apg.md | 23 - Compendium/feats/beastmasters-trance-apg.md | 19 - Compendium/feats/become-thought-da.md | 21 - .../feats/bellflower-dedication-aoa3.md | 29 - Compendium/feats/bend-space-loil.md | 18 - Compendium/feats/beneath-notice-frp2.md | 17 - Compendium/feats/bespell-weapon-apg.md | 25 - Compendium/feats/bestiary-scholar-lopsg.md | 17 - Compendium/feats/between-the-scales-apg.md | 16 - Compendium/feats/big-mouth-apg.md | 17 - Compendium/feats/biographical-eye-apg.md | 27 - Compendium/feats/bizarre-magic.md | 18 - Compendium/feats/bizarre-transformation-da.md | 22 - Compendium/feats/black-cat-curse-apg.md | 22 - Compendium/feats/black-powder-blaze-g-g.md | 19 - Compendium/feats/black-powder-boost-g-g.md | 26 - .../feats/black-powder-embodiment-g-g.md | 21 - Compendium/feats/black-powder-flash-ooa1.md | 26 - Compendium/feats/blade-of-justice.md | 18 - Compendium/feats/blade-of-law-locg.md | 18 - .../feats/blade-of-the-crimson-oath-locg.md | 18 - Compendium/feats/blank-slate.md | 17 - Compendium/feats/blast-lock-g-g.md | 25 - Compendium/feats/blast-resistance-g-g.md | 18 - Compendium/feats/blast-tackle-g-g.md | 21 - Compendium/feats/blasting-beams-da.md | 28 - Compendium/feats/blaze-of-revelation-apg.md | 24 - Compendium/feats/blazing-aura-loag.md | 23 - Compendium/feats/blazing-streak-som.md | 22 - Compendium/feats/blazing-talon-surge-lopsg.md | 27 - Compendium/feats/bleeding-finisher-apg.md | 18 - Compendium/feats/bless-shield-lokl.md | 19 - Compendium/feats/bless-tonic-logm.md | 19 - Compendium/feats/bless-toxin-logm.md | 19 - Compendium/feats/blessed-blood-apg.md | 18 - Compendium/feats/blessed-blood-logm.md | 19 - Compendium/feats/blessed-denial-apg.md | 19 - Compendium/feats/blessed-medicine-botd.md | 20 - .../feats/blessed-one-dedication-apg.md | 27 - Compendium/feats/blessed-sacrifice-apg.md | 17 - Compendium/feats/blessed-spell-apg.md | 21 - .../feats/blessing-of-the-sun-gods-sot4.md | 19 - Compendium/feats/blind-fight-fighter.md | 19 - .../feats/blind-fight-investigator-apg.md | 19 - Compendium/feats/blind-fight-ranger.md | 19 - Compendium/feats/blind-fight-rogue.md | 19 - .../feats/blood-component-substitution-apg.md | 16 - Compendium/feats/blood-frenzy-som.md | 21 - Compendium/feats/blood-in-the-air-g-g.md | 19 - Compendium/feats/bloodletting-claws-som.md | 23 - Compendium/feats/bloodletting-fangs-apg.md | 17 - Compendium/feats/bloodline-conduit.md | 19 - Compendium/feats/bloodline-focus.md | 23 - .../feats/bloodline-metamorphosis-aoa6.md | 17 - Compendium/feats/bloodline-mutation-apg.md | 21 - Compendium/feats/bloodline-resistance.md | 16 - Compendium/feats/bloodline-wellspring.md | 17 - Compendium/feats/bloody-blows-apg.md | 16 - Compendium/feats/bloody-debilitation-apg.md | 19 - Compendium/feats/boasters-challenge-locg.md | 25 - .../feats/boleras-interrogation-aoe1.md | 21 - Compendium/feats/bolster-soul-cage-botd.md | 19 - Compendium/feats/bon-mot-apg.md | 29 - Compendium/feats/bond-conservation.md | 21 - Compendium/feats/bonded-animal.md | 21 - Compendium/feats/bonded-focus.md | 17 - Compendium/feats/bonds-of-death-botd.md | 20 - Compendium/feats/bone-caller-loag.md | 18 - Compendium/feats/bone-investiture-loag.md | 16 - Compendium/feats/bone-magic-loag.md | 16 - Compendium/feats/bone-missile-botd.md | 16 - Compendium/feats/bone-rider-lome.md | 16 - Compendium/feats/bone-spikes-da.md | 24 - Compendium/feats/bone-swarm-botd.md | 28 - Compendium/feats/boneyards-call-apg.md | 17 - Compendium/feats/boost-modulation-g-g.md | 18 - Compendium/feats/boost-summons-som.md | 18 - Compendium/feats/borrow-memories-da.md | 20 - Compendium/feats/borrow-time-da.md | 20 - Compendium/feats/boulder-roll.md | 20 - Compendium/feats/bounce-back-apg.md | 19 - Compendium/feats/bouncy-goblin-locg.md | 23 - Compendium/feats/bound-in-ice-lomm.md | 29 - .../feats/bounty-hunter-dedication-apg.md | 22 - Compendium/feats/brain-drain-da.md | 26 - Compendium/feats/brains-botd.md | 19 - Compendium/feats/bravos-determination-locg.md | 23 - Compendium/feats/brawling-focus.md | 16 - Compendium/feats/breached-defenses-da.md | 17 - Compendium/feats/breath-control.md | 16 - Compendium/feats/breath-like-honey-lome.md | 17 - Compendium/feats/breath-of-calamity-loil.md | 18 - Compendium/feats/breath-of-the-dragon-apg.md | 17 - Compendium/feats/briar-battler-loag.md | 16 - .../feats/bright-lion-dedication-lol.md | 28 - .../feats/bright-lion-dedication-sot4.md | 24 - Compendium/feats/brightness-seeker-locg.md | 26 - Compendium/feats/brightsoul-loag.md | 17 - Compendium/feats/brilliant-crafter-g-g.md | 17 - Compendium/feats/brine-may-apg.md | 25 - Compendium/feats/brinesoul-loag.md | 27 - Compendium/feats/bristle-lome.md | 21 - Compendium/feats/brutal-beating.md | 17 - Compendium/feats/brutal-bully.md | 17 - Compendium/feats/brutal-critical.md | 16 - Compendium/feats/brutal-finish.md | 22 - Compendium/feats/brutish-shove.md | 29 - Compendium/feats/buckler-dance-apg.md | 19 - Compendium/feats/buckler-expertise-apg.md | 16 - Compendium/feats/built-in-tools-g-g.md | 17 - Compendium/feats/bullet-dancer-burn-g-g.md | 26 - .../feats/bullet-dancer-dedication-g-g.md | 37 - Compendium/feats/bullet-dancer-reload-g-g.md | 20 - Compendium/feats/bullet-split-g-g.md | 19 - Compendium/feats/bullseye-apg.md | 17 - Compendium/feats/bullying-staff-ec1.md | 19 - Compendium/feats/burn-it.md | 16 - Compendium/feats/burning-spell-som.md | 20 - Compendium/feats/burrow-elocutionist.md | 22 - Compendium/feats/burrowing-form-som.md | 17 - .../feats/butterfly-blade-dedication-frp1.md | 28 - Compendium/feats/butterflys-kiss-frp1.md | 17 - Compendium/feats/butterflys-sting-frp1.md | 19 - Compendium/feats/cackle-apg.md | 16 - Compendium/feats/cadence-call-apg.md | 27 - Compendium/feats/calacas-showstopper-loag.md | 23 - Compendium/feats/calculated-splash.md | 22 - Compendium/feats/call-and-response-apg.md | 20 - Compendium/feats/call-bonded-item-apg.md | 21 - Compendium/feats/call-gun-g-g.md | 22 - Compendium/feats/call-implement-da.md | 22 - Compendium/feats/call-of-elysium-loag.md | 17 - .../feats/call-of-the-green-man-loag.md | 16 - Compendium/feats/call-of-the-wild.md | 22 - Compendium/feats/call-your-shot-apg.md | 19 - Compendium/feats/called-apg.md | 16 - Compendium/feats/called-shot-g-g.md | 23 - Compendium/feats/callow-may-apg.md | 19 - Compendium/feats/camouflage.md | 23 - Compendium/feats/cannibalize-magic-loil.md | 25 - Compendium/feats/cannon-corner-shot-g-g.md | 16 - Compendium/feats/canny-acumen.md | 16 - Compendium/feats/canopy-sight-loil.md | 16 - Compendium/feats/cant-fall-here-loag.md | 21 - Compendium/feats/cant-you-see-da.md | 18 - .../feats/cantorian-reinforcement-loag.md | 16 - .../feats/cantorian-rejuvenation-loag.md | 23 - .../feats/cantorian-restoration-loag.md | 24 - Compendium/feats/cantrip-casting-som.md | 24 - .../feats/cantrip-expansion-magus-som.md | 16 - .../feats/cantrip-expansion-oracle-apg.md | 16 - .../feats/cantrip-expansion-psychic-da.md | 16 - .../feats/cantrip-expansion-witch-apg.md | 16 - .../feats/captivating-curiosity-loag.md | 16 - .../feats/captivating-intensity-lotgb.md | 17 - .../feats/captivator-dedication-lotgb.md | 30 - Compendium/feats/capture-magic-som.md | 19 - Compendium/feats/caravan-leader-apg.md | 17 - Compendium/feats/careful-explorer-lowg.md | 19 - Compendium/feats/cartwheel-dodge-aoe3.md | 20 - .../feats/cascade-bearers-flexibility-locg.md | 21 - .../cascade-bearers-spellcasting-locg.md | 17 - .../feats/cascade-countermeasure-som.md | 17 - Compendium/feats/cascading-ray-som.md | 22 - Compendium/feats/cast-down.md | 20 - Compendium/feats/cast-out-botd.md | 21 - Compendium/feats/castigating-weapon.md | 17 - Compendium/feats/cat-fall.md | 18 - Compendium/feats/cat-nap-loag.md | 24 - Compendium/feats/catch-the-details-lome.md | 18 - Compendium/feats/catchy-tune-loag.md | 28 - Compendium/feats/caterwaul-apg.md | 23 - Compendium/feats/catfolk-dance-loag.md | 23 - Compendium/feats/catfolk-lore-apg.md | 16 - .../feats/catfolk-weapon-expertise-apg.md | 17 - .../feats/catfolk-weapon-familiarity-apg.md | 22 - Compendium/feats/catfolk-weapon-rake-apg.md | 17 - Compendium/feats/cathartic-focus-spell-som.md | 19 - .../feats/cathartic-mage-dedication-som.md | 53 - Compendium/feats/catrinas-presence-loag.md | 16 - Compendium/feats/cats-luck-apg.md | 26 - Compendium/feats/cauldron-apg.md | 24 - Compendium/feats/cauterize-g-g.md | 19 - Compendium/feats/cautious-curiosity-apg.md | 19 - Compendium/feats/cautious-delver-lopsg.md | 19 - Compendium/feats/cavalier-dedication-apg.md | 26 - Compendium/feats/cavaliers-banner-apg.md | 30 - Compendium/feats/cavaliers-charge-apg.md | 20 - Compendium/feats/ceaseless-shadows.md | 17 - Compendium/feats/cel-rau-loag.md | 23 - Compendium/feats/celebrity-dedication-apg.md | 37 - Compendium/feats/celestial-eyes-apg.md | 19 - Compendium/feats/celestial-form.md | 17 - Compendium/feats/celestial-lore-apg.md | 16 - Compendium/feats/celestial-mount.md | 19 - Compendium/feats/celestial-resistance-apg.md | 18 - Compendium/feats/celestial-strikes-apg.md | 16 - Compendium/feats/celestial-wings-apg.md | 29 - Compendium/feats/celestial-word-apg.md | 16 - .../feats/ceremony-of-aeons-guidance-lome.md | 16 - .../feats/ceremony-of-aeons-shield-lome.md | 16 - .../feats/ceremony-of-fortification-lome.md | 17 - Compendium/feats/ceremony-of-growth-lome.md | 16 - .../feats/ceremony-of-knowledge-lome.md | 16 - .../feats/ceremony-of-protection-lome.md | 24 - Compendium/feats/ceremony-of-sunlight-lome.md | 16 - .../feats/ceremony-of-suns-gift-lome.md | 16 - .../feats/ceremony-of-the-evened-hand-lome.md | 24 - .../ceremony-of-the-strengthened-hand-lome.md | 17 - Compendium/feats/certain-strike.md | 21 - Compendium/feats/chain-reaction-g-g.md | 25 - Compendium/feats/champion-dedication.md | 29 - Compendium/feats/champion-resiliency.md | 17 - Compendium/feats/champions-reaction.md | 17 - Compendium/feats/champions-sacrifice.md | 17 - Compendium/feats/chance-death-loag.md | 22 - Compendium/feats/change-of-face-da.md | 18 - Compendium/feats/changeling-lore-apg.md | 16 - Compendium/feats/channel-rot-botd.md | 17 - Compendium/feats/channel-smite.md | 21 - Compendium/feats/channel-the-godmind-loag.md | 18 - Compendium/feats/channeled-succor.md | 17 - Compendium/feats/charged-creation-locg.md | 17 - Compendium/feats/charlatan-logm.md | 18 - Compendium/feats/charmed-life-apg.md | 25 - Compendium/feats/charming-liar.md | 18 - Compendium/feats/charred-remains-loag.md | 20 - Compendium/feats/cheat-death-apg.md | 20 - Compendium/feats/cheek-pouches-apg.md | 22 - Compendium/feats/chemical-contagion-apg.md | 18 - .../feats/chemical-purification-lokl.md | 26 - Compendium/feats/choking-smoke-lotgb.md | 17 - Compendium/feats/chosen-of-lamashtu-locg.md | 19 - Compendium/feats/chromotherapy-da.md | 36 - Compendium/feats/chronocognizance-da.md | 18 - Compendium/feats/chronomancers-secrets-da.md | 19 - .../feats/chronoskimmer-dedication-da.md | 29 - Compendium/feats/cindersoul-loag.md | 17 - Compendium/feats/city-scavenger.md | 20 - Compendium/feats/clan-pistol-g-g.md | 18 - Compendium/feats/clan-protector-locg.md | 16 - Compendium/feats/clans-edge-locg.md | 24 - Compendium/feats/claws-of-the-dragon-apg.md | 19 - Compendium/feats/cleansing-light-loil.md | 22 - Compendium/feats/cleansing-subroutine-loag.md | 16 - Compendium/feats/clear-the-way-apg.md | 19 - Compendium/feats/cleave.md | 25 - Compendium/feats/cleric-dedication.md | 27 - Compendium/feats/clever-counterspell.md | 19 - Compendium/feats/clever-gambit-apg.md | 19 - Compendium/feats/clever-improviser.md | 22 - Compendium/feats/clever-shadow-loag.md | 25 - Compendium/feats/climbing-claws-apg.md | 16 - Compendium/feats/climbing-tail-loil.md | 16 - Compendium/feats/clinch-strike-lotgb.md | 19 - Compendium/feats/cling-apg.md | 20 - Compendium/feats/clinging-climber-botd.md | 17 - .../feats/clinging-shadows-initiate-apg.md | 17 - Compendium/feats/cloak-of-poison-loag.md | 19 - Compendium/feats/clockwork-celerity-g-g.md | 25 - .../clockwork-reanimator-dedication-ooa3.md | 27 - Compendium/feats/clone-risen-da.md | 33 - Compendium/feats/close-quarters-loag.md | 16 - Compendium/feats/cloud-gazer-loag.md | 16 - Compendium/feats/cloud-jump.md | 22 - Compendium/feats/cloud-step.md | 17 - Compendium/feats/cloud-walk-sot3.md | 18 - Compendium/feats/clue-them-all-in-apg.md | 22 - Compendium/feats/coating-of-slime-loag.md | 16 - Compendium/feats/cobble-dancer-locg.md | 16 - Compendium/feats/cobra-envenom-apg.md | 23 - Compendium/feats/cobra-stance-apg.md | 28 - Compendium/feats/coffin-bound-botd.md | 31 - Compendium/feats/cognitive-loophole.md | 21 - Compendium/feats/cold-minded-loil.md | 16 - Compendium/feats/collapse-armor-g-g.md | 23 - Compendium/feats/collapse-botd.md | 19 - Compendium/feats/collapse-construct-g-g.md | 22 - Compendium/feats/collapse-wall-g-g.md | 20 - Compendium/feats/collateral-thrash.md | 24 - Compendium/feats/combat-assessment-apg.md | 17 - Compendium/feats/combat-climber.md | 18 - Compendium/feats/combat-grab.md | 19 - Compendium/feats/combat-premonition-da.md | 17 - Compendium/feats/combat-reading-apg.md | 25 - Compendium/feats/combination-finisher-apg.md | 18 - Compendium/feats/combine-elixirs.md | 20 - Compendium/feats/come-and-get-me.md | 25 - Compendium/feats/come-at-me-g-g.md | 17 - Compendium/feats/command-attention-apg.md | 23 - Compendium/feats/command-undead.md | 32 - Compendium/feats/communal-healing.md | 24 - Compendium/feats/communal-sustain-lopsg.md | 19 - Compendium/feats/communal-tale-sot2.md | 17 - Compendium/feats/community-knowledge-loil.md | 22 - Compendium/feats/companions-cry.md | 17 - Compendium/feats/conceal-spell-apg.md | 22 - Compendium/feats/conceal-spell.md | 28 - .../feats/concealing-legerdemain-apg.md | 18 - Compendium/feats/conceited-mindset-apg.md | 18 - Compendium/feats/concentrated-assault-g-g.md | 17 - Compendium/feats/confabulator.md | 18 - Compendium/feats/conflux-focus-som.md | 23 - Compendium/feats/conflux-wellspring-som.md | 19 - Compendium/feats/confounding-image-lotgb.md | 17 - Compendium/feats/connect-the-dots-apg.md | 28 - Compendium/feats/connections.md | 25 - Compendium/feats/conrasu-lore-lome.md | 16 - .../feats/conrasu-weapon-expertise-lome.md | 16 - .../feats/conrasu-weapon-familiarity-lome.md | 16 - .../conrasu-weapon-understanding-lome.md | 16 - .../conscious-spell-specialization-da.md | 20 - Compendium/feats/consecrate-spell-lokl.md | 24 - Compendium/feats/consecrated-aura-botd.md | 22 - Compendium/feats/consistent-surge-loag.md | 17 - .../consolidated-overlay-panopticon-loil.md | 19 - Compendium/feats/constant-gaze-lome.md | 17 - Compendium/feats/constant-levitation-da.md | 16 - Compendium/feats/constricting-hold-som.md | 20 - Compendium/feats/construct-shell-g-g.md | 19 - Compendium/feats/consult-the-spirits-apg.md | 32 - Compendium/feats/consult-the-stars-loag.md | 16 - Compendium/feats/consume-energy-da.md | 25 - Compendium/feats/consume-spell-apg.md | 17 - Compendium/feats/contagious-rage.md | 20 - Compendium/feats/contingency-gadgets-g-g.md | 19 - Compendium/feats/continual-recovery.md | 18 - Compendium/feats/continuous-assault-loag.md | 17 - Compendium/feats/contortionist-apg.md | 19 - Compendium/feats/control-tower-g-g.md | 17 - Compendium/feats/controlled-blast-g-g.md | 17 - Compendium/feats/controlled-bullet-g-g.md | 23 - Compendium/feats/converge-g-g.md | 21 - Compendium/feats/convincing-illusion-apg.md | 21 - Compendium/feats/cooperative-soul.md | 17 - Compendium/feats/coordinated-charge-apg.md | 22 - .../feats/coordinated-distraction-aoe3.md | 20 - Compendium/feats/core-attunement-g-g.md | 19 - Compendium/feats/core-cannon-g-g.md | 30 - Compendium/feats/core-rejuvenation-g-g.md | 23 - Compendium/feats/corgi-mount-loag.md | 18 - Compendium/feats/cornered-fury-loag.md | 16 - .../feats/corpse-killers-defiance-lokl.md | 21 - Compendium/feats/corpse-stench-botd.md | 19 - Compendium/feats/corrupted-shield-apg.md | 23 - .../feats/coughing-dragon-display-g-g.md | 25 - Compendium/feats/counter-curse-da.md | 20 - Compendium/feats/counter-perform.md | 17 - Compendium/feats/counter-thought-da.md | 23 - Compendium/feats/countercharm-lotgb.md | 22 - .../feats/counterclockwork-focus-loil.md | 19 - Compendium/feats/counterspell-sorcerer.md | 30 - Compendium/feats/counterspell-witch-apg.md | 27 - Compendium/feats/counterspell-wizard.md | 28 - Compendium/feats/courageous-advance-apg.md | 27 - Compendium/feats/courageous-assault-apg.md | 27 - Compendium/feats/courageous-onslaught-apg.md | 21 - .../feats/courageous-opportunity-apg.md | 22 - Compendium/feats/courteous-comeback-locg.md | 22 - Compendium/feats/courtly-graces.md | 24 - Compendium/feats/cover-fire-g-g.md | 19 - Compendium/feats/craft-anything.md | 18 - Compendium/feats/craft-facsimile-lopsg.md | 20 - Compendium/feats/crafters-appraisal-apg.md | 18 - Compendium/feats/crafters-instinct-g-g.md | 23 - Compendium/feats/crane-flutter.md | 20 - Compendium/feats/crane-stance.md | 27 - Compendium/feats/cranial-detonation-da.md | 22 - Compendium/feats/creative-prodigy-loag.md | 16 - Compendium/feats/cremate-undead.md | 16 - Compendium/feats/criminal-connections-apg.md | 21 - .../feats/crimson-oath-devotion-lokl.md | 19 - Compendium/feats/crimson-shroud-lowg.md | 30 - Compendium/feats/cringe-apg.md | 21 - Compendium/feats/cringe-ltiba.md | 19 - Compendium/feats/critical-debilitation.md | 26 - Compendium/feats/critter-shape-loag.md | 16 - Compendium/feats/crones-cruelty-loag.md | 16 - .../feats/cross-the-final-horizon-aoe2.md | 25 - .../feats/cross-the-final-horizon-loil.md | 23 - Compendium/feats/cross-the-threshold-frp1.md | 17 - Compendium/feats/crossbow-ace.md | 16 - Compendium/feats/crossbow-crack-shot-g-g.md | 16 - Compendium/feats/crossbow-terror-apg.md | 17 - Compendium/feats/crowd-mastery-lowg.md | 17 - .../feats/crown-of-the-saumen-kar-lomm.md | 17 - Compendium/feats/crude-communication-apg.md | 17 - Compendium/feats/cruelty-apg.md | 27 - Compendium/feats/crunch-lome.md | 16 - Compendium/feats/crushing-grab.md | 16 - Compendium/feats/cryptic-spell-da.md | 25 - Compendium/feats/crystal-healing-da.md | 23 - .../feats/crystal-keeper-dedication-aoa4.md | 29 - Compendium/feats/crystal-luminescence-loil.md | 23 - Compendium/feats/crystal-ward-spells-aoa4.md | 19 - Compendium/feats/crystalline-cloud-loag.md | 17 - Compendium/feats/crystalline-dust-loag.md | 24 - Compendium/feats/cultural-adaptability.md | 16 - Compendium/feats/cunning-climber-locg.md | 18 - Compendium/feats/cunning-hair-loag.md | 16 - Compendium/feats/cunning-tinker-lotgb.md | 18 - .../feats/cunning-trickster-mask-sot6.md | 20 - Compendium/feats/current-spell-apg.md | 20 - .../feats/curse-maelstrom-dedication-da.md | 49 - .../feats/curse-of-the-saumen-kar-lomm.md | 23 - Compendium/feats/cursed-effigy-da.md | 21 - Compendium/feats/cut-from-the-air-apg.md | 19 - Compendium/feats/cut-the-bonds-aoa3.md | 20 - Compendium/feats/cycle-spell-botd.md | 17 - Compendium/feats/cynical-aaws.md | 18 - Compendium/feats/daemon-magic-apg.md | 17 - .../feats/dance-of-intercession-frp3.md | 26 - Compendium/feats/dance-of-thunder-g-g.md | 22 - Compendium/feats/dance-underfoot-apg.md | 23 - Compendium/feats/dancing-leaf.md | 16 - Compendium/feats/dandy-dedication-apg.md | 28 - Compendium/feats/dangerous-sorcery.md | 16 - Compendium/feats/dangle-loag.md | 17 - Compendium/feats/dangle-loil.md | 21 - Compendium/feats/daredevils-gambit-locg.md | 17 - Compendium/feats/daring-act-locg.md | 24 - Compendium/feats/daring-flourish-locg.md | 17 - Compendium/feats/dark-personas-presence-da.md | 33 - Compendium/feats/darkseer-locg.md | 17 - Compendium/feats/darting-monkey-loil.md | 16 - Compendium/feats/daywalker-botd.md | 19 - Compendium/feats/daywalker-loag.md | 16 - Compendium/feats/dazing-blow-apg.md | 25 - Compendium/feats/dazzling-block-som.md | 27 - Compendium/feats/dazzling-bullet-g-g.md | 19 - Compendium/feats/dead-reckoning-lopsg.md | 20 - Compendium/feats/deadeye-g-g.md | 18 - Compendium/feats/deadly-aim.md | 19 - Compendium/feats/deadly-butterfly-frp1.md | 17 - Compendium/feats/deadly-grace-apg.md | 16 - Compendium/feats/deadly-poison-weapon-aoa5.md | 18 - Compendium/feats/deadly-strikes-apg.md | 16 - Compendium/feats/death-warden-botd.md | 18 - Compendium/feats/deathly-secrets-botd.md | 25 - Compendium/feats/deaths-door-locg.md | 20 - Compendium/feats/deaths-drums-apg.md | 16 - Compendium/feats/debilitating-bomb.md | 26 - .../feats/debilitating-dichotomy-apg.md | 16 - Compendium/feats/debilitating-shot.md | 18 - Compendium/feats/debilitating-venom-loil.md | 45 - Compendium/feats/deceptive-worship-apg.md | 18 - Compendium/feats/decry-thief-aoa5.md | 21 - Compendium/feats/deep-freeze-g-g.md | 27 - Compendium/feats/deep-lore.md | 17 - Compendium/feats/deep-roots-da.md | 16 - Compendium/feats/deep-vision-loag.md | 16 - Compendium/feats/deeper-dabbler-apg.md | 19 - Compendium/feats/deepest-wellspring-da.md | 16 - Compendium/feats/defend-mount-apg.md | 19 - Compendium/feats/defend-summoner-som.md | 19 - Compendium/feats/defensive-armaments-g-g.md | 16 - .../feats/defensive-coordination-apg.md | 23 - Compendium/feats/defensive-instincts-lome.md | 18 - Compendium/feats/defensive-recovery.md | 20 - Compendium/feats/defiance-unto-death-locg.md | 18 - Compendium/feats/deflect-arrow.md | 25 - Compendium/feats/deflecting-cloud-sot3.md | 22 - Compendium/feats/deflecting-shot-g-g.md | 19 - Compendium/feats/deft-cooperation-lowg.md | 17 - Compendium/feats/defy-death-loag.md | 19 - Compendium/feats/defy-fey-loil.md | 20 - Compendium/feats/defy-the-darkness-apg.md | 17 - Compendium/feats/deimatic-display-apg.md | 18 - Compendium/feats/delay-trap.md | 18 - Compendium/feats/deliberate-death-loag.md | 21 - Compendium/feats/delver-lome.md | 16 - Compendium/feats/demanding-challenge-locg.md | 17 - Compendium/feats/demolition-charge-apg.md | 28 - .../feats/demolitionist-dedication-g-g.md | 36 - Compendium/feats/demolitionist-g-g.md | 18 - Compendium/feats/demon-magic-apg.md | 17 - Compendium/feats/demonbane-warrior-lome.md | 16 - Compendium/feats/demonblood-frenzy-lome.md | 22 - Compendium/feats/demons-hair-frp3.md | 22 - Compendium/feats/denier-of-destruction-ec6.md | 25 - Compendium/feats/deny-support-aoe3.md | 18 - .../feats/deny-the-songs-of-war-sot2.md | 19 - Compendium/feats/derring-do-apg.md | 17 - .../feats/desiccating-inhalation-botd.md | 23 - Compendium/feats/desperate-finisher.md | 19 - Compendium/feats/desperate-prayer-apg.md | 19 - Compendium/feats/destructive-block-apg.md | 17 - Compendium/feats/detectives-readiness-apg.md | 16 - Compendium/feats/determination.md | 21 - Compendium/feats/determined-dash-apg.md | 18 - .../feats/determined-lore-seeker-lopsg.md | 19 - Compendium/feats/detonating-spell-lokl.md | 25 - .../feats/devastating-spellstrike-som.md | 19 - Compendium/feats/devastating-weaponry-g-g.md | 18 - Compendium/feats/devil-in-plain-sight-loag.md | 27 - Compendium/feats/devil-magic-apg.md | 17 - Compendium/feats/devilish-wiles-loag.md | 16 - Compendium/feats/devils-advocate-locg.md | 20 - Compendium/feats/devils-eye-da.md | 35 - Compendium/feats/devoted-focus.md | 17 - Compendium/feats/devoted-guardian-lokl.md | 21 - Compendium/feats/diabolic-certitude-lowg.md | 20 - Compendium/feats/diamond-fists.md | 16 - Compendium/feats/didactic-strike-apg.md | 17 - Compendium/feats/diehard.md | 22 - Compendium/feats/different-worlds-aoa3.md | 18 - Compendium/feats/dig-quickly-ec3.md | 21 - Compendium/feats/dig-up-secrets-lome.md | 16 - .../feats/dimensional-disappearance-som.md | 17 - Compendium/feats/dire-form-loag.md | 16 - Compendium/feats/directed-audience-apg.md | 16 - Compendium/feats/directed-channel.md | 16 - Compendium/feats/directed-poison-lotgb.md | 19 - Compendium/feats/directional-bombs.md | 22 - Compendium/feats/dirge-of-doom.md | 16 - Compendium/feats/disarming-assault-apg.md | 20 - Compendium/feats/disarming-block-apg.md | 19 - Compendium/feats/disarming-flair-apg.md | 18 - Compendium/feats/disarming-stance.md | 20 - Compendium/feats/disarming-twist.md | 23 - Compendium/feats/discerning-gaze-ngd.md | 19 - Compendium/feats/discerning-strike-lopsg.md | 21 - Compendium/feats/disciple-of-shade-som.md | 17 - Compendium/feats/disciples-breath-apg.md | 18 - Compendium/feats/discordant-voice-apg.md | 19 - Compendium/feats/discreet-inquiry-apg.md | 18 - Compendium/feats/disengaging-twist-lotgb.md | 19 - Compendium/feats/disk-rider-lotgb.md | 19 - Compendium/feats/disorienting-opening-apg.md | 17 - Compendium/feats/disorienting-venom-lome.md | 17 - Compendium/feats/dispelling-slice.md | 17 - .../feats/dispelling-spellstrike-som.md | 19 - Compendium/feats/disrupt-ki.md | 18 - Compendium/feats/disrupt-prey.md | 18 - Compendium/feats/disrupting-strikes-frp1.md | 20 - Compendium/feats/disruptive-blur-g-g.md | 19 - Compendium/feats/disruptive-stance.md | 18 - Compendium/feats/disruptive-stare-loil.md | 24 - Compendium/feats/distant-cackle-lome.md | 17 - Compendium/feats/distant-wandering-da.md | 30 - Compendium/feats/distracting-explosion-g-g.md | 24 - Compendium/feats/distracting-feint.md | 17 - Compendium/feats/distracting-flattery-apg.md | 27 - .../feats/distracting-performance-apg.md | 18 - Compendium/feats/distracting-shadows.md | 22 - Compendium/feats/distracting-shot.md | 22 - .../feats/distracting-spellstrike-som.md | 19 - Compendium/feats/disturbing-defense-sli.md | 23 - Compendium/feats/disturbing-knowledge-apg.md | 32 - Compendium/feats/diverse-armor-expert.md | 17 - Compendium/feats/diverse-lore-da.md | 16 - Compendium/feats/diverse-mystery-apg.md | 21 - Compendium/feats/diverse-recognition-lopsg.md | 21 - Compendium/feats/diverse-weapon-expert.md | 17 - Compendium/feats/diverting-vortex-apg.md | 18 - Compendium/feats/divine-access-apg.md | 18 - Compendium/feats/divine-aegis-apg.md | 20 - Compendium/feats/divine-ally.md | 17 - .../feats/divine-countermeasures-apg.md | 16 - Compendium/feats/divine-disharmony-da.md | 25 - Compendium/feats/divine-effusion-apg.md | 16 - Compendium/feats/divine-emissary-lokl.md | 28 - Compendium/feats/divine-evolution.md | 24 - Compendium/feats/divine-grace.md | 18 - Compendium/feats/divine-guidance.md | 18 - Compendium/feats/divine-healing-lokl.md | 19 - Compendium/feats/divine-health.md | 17 - Compendium/feats/divine-weapon.md | 19 - Compendium/feats/diviner-sense-apg.md | 18 - Compendium/feats/diving-armor-g-g.md | 18 - Compendium/feats/djinni-magic-loag.md | 16 - Compendium/feats/doctors-visitation-apg.md | 19 - Compendium/feats/dodge-away-apg.md | 22 - Compendium/feats/dodging-roll-apg.md | 19 - Compendium/feats/dogfang-bite-loag.md | 17 - Compendium/feats/domain-acumen-apg.md | 18 - Compendium/feats/domain-fluency-apg.md | 19 - Compendium/feats/domain-focus.md | 23 - Compendium/feats/domain-wellspring.md | 17 - Compendium/feats/dominating-gaze-botd.md | 18 - Compendium/feats/dominion-aura-loil.md | 25 - Compendium/feats/dongun-education-g-g.md | 18 - Compendium/feats/dormant-eruption-da.md | 27 - Compendium/feats/double-prey.md | 22 - Compendium/feats/double-shot.md | 25 - Compendium/feats/double-slice.md | 26 - Compendium/feats/doublespeak-apg.md | 18 - Compendium/feats/dousing-spell-som.md | 22 - Compendium/feats/dracomancer-apg.md | 22 - Compendium/feats/draconic-arrogance-apg.md | 18 - Compendium/feats/draconic-scent-apg.md | 17 - Compendium/feats/draconic-sycophant-loag.md | 18 - Compendium/feats/drag-down-aaws.md | 23 - Compendium/feats/dragging-strike-apg.md | 23 - Compendium/feats/dragon-arcana-apg.md | 17 - .../feats/dragon-disciple-dedication-apg.md | 42 - Compendium/feats/dragon-grip-loag.md | 20 - Compendium/feats/dragon-prince-locg.md | 17 - Compendium/feats/dragon-roar.md | 25 - Compendium/feats/dragon-shape.md | 23 - Compendium/feats/dragon-spit-locg.md | 23 - Compendium/feats/dragon-stance.md | 27 - Compendium/feats/dragon-transformation.md | 26 - Compendium/feats/dragonblood-paragon-loag.md | 25 - Compendium/feats/dragons-breath-apg.md | 17 - Compendium/feats/dragons-presence-apg.md | 20 - Compendium/feats/dragons-rage-breath.md | 24 - Compendium/feats/dragons-rage-wings.md | 29 - Compendium/feats/dragonslayer-oath.md | 28 - Compendium/feats/drain-emotion-loil.md | 23 - Compendium/feats/drain-soul-cage-botd.md | 19 - Compendium/feats/drain-vitality-g-g.md | 22 - Compendium/feats/draw-from-the-land-som.md | 19 - Compendium/feats/dread-marshal-stance-apg.md | 30 - Compendium/feats/dread-striker.md | 16 - Compendium/feats/dream-guise-da.md | 23 - Compendium/feats/dream-logic-da.md | 22 - Compendium/feats/dream-magic-da.md | 19 - Compendium/feats/dream-may-apg.md | 19 - Compendium/feats/drenching-mist-lotgb.md | 19 - Compendium/feats/drifters-juke-g-g.md | 20 - Compendium/feats/drive-back-lokl.md | 21 - Compendium/feats/drive-by-attack-g-g.md | 20 - .../feats/drow-shootist-dedication-av3.md | 33 - Compendium/feats/druid-dedication.md | 31 - Compendium/feats/dual-energy-heart-som.md | 18 - Compendium/feats/dual-finisher-apg.md | 21 - Compendium/feats/dual-form-weapon-g-g.md | 20 - Compendium/feats/dual-handed-assault.md | 19 - Compendium/feats/dual-onslaught-apg.md | 17 - Compendium/feats/dual-studies-som.md | 18 - Compendium/feats/dual-thrower-apg.md | 17 - Compendium/feats/dual-weapon-blitz-apg.md | 19 - Compendium/feats/dual-weapon-reload-apg.md | 19 - Compendium/feats/dual-weapon-reload-g-g.md | 18 - .../dual-weapon-warrior-dedication-apg.md | 25 - Compendium/feats/dualborn-loag.md | 21 - Compendium/feats/dualistic-synergy-locg.md | 25 - Compendium/feats/dubious-knowledge.md | 18 - Compendium/feats/duel-spell-advantage-da.md | 19 - Compendium/feats/dueling-dance-apg.md | 20 - Compendium/feats/dueling-dance.md | 20 - Compendium/feats/dueling-parry-apg.md | 24 - Compendium/feats/dueling-riposte.md | 26 - Compendium/feats/duelist-dedication-apg.md | 26 - Compendium/feats/duelists-challenge-apg.md | 21 - Compendium/feats/duelists-edge-lowg.md | 19 - Compendium/feats/duos-aim-g-g.md | 19 - Compendium/feats/duskwalker-lore-apg.md | 16 - Compendium/feats/duskwalker-magic-apg.md | 16 - Compendium/feats/dustsoul-loag.md | 17 - Compendium/feats/dwarven-doughtiness-apg.md | 16 - Compendium/feats/dwarven-lore.md | 16 - Compendium/feats/dwarven-reinforcement-apg.md | 17 - Compendium/feats/dwarven-weapon-cunning.md | 17 - Compendium/feats/dwarven-weapon-expertise.md | 17 - .../feats/dwarven-weapon-familiarity.md | 24 - Compendium/feats/eagle-eye-g-g.md | 17 - Compendium/feats/eagle-eyes-g-g.md | 19 - Compendium/feats/earned-glory-apg.md | 20 - Compendium/feats/earthsense-loag.md | 16 - Compendium/feats/earworm-apg.md | 19 - Compendium/feats/easily-dismissed-locg.md | 26 - Compendium/feats/eat-fortune-apg.md | 30 - Compendium/feats/ebb-and-flow-apg.md | 22 - Compendium/feats/echo-of-the-fallen-da.md | 30 - Compendium/feats/echoes-in-stone-apg.md | 19 - Compendium/feats/echoing-channel.md | 19 - Compendium/feats/echoing-spell-apg.md | 19 - Compendium/feats/eclectic-obsession-locg.md | 18 - Compendium/feats/eclectic-skill.md | 17 - .../feats/eclectic-sword-mastery-loag.md | 19 - .../feats/eclectic-sword-training-apg.md | 23 - Compendium/feats/eclipsed-vitality-lokl.md | 19 - .../edgewatch-detective-dedication-aoe1.md | 27 - Compendium/feats/educate-allies-apg.md | 21 - Compendium/feats/educated-assessment-locg.md | 19 - Compendium/feats/eerie-compression-loag.md | 17 - Compendium/feats/eerie-environs-da.md | 18 - Compendium/feats/eerie-flicker-da.md | 25 - Compendium/feats/eerie-proclamation-da.md | 42 - Compendium/feats/eerie-traces-da.md | 26 - Compendium/feats/efficient-alchemy-aoa6.md | 17 - Compendium/feats/efficient-alchemy.md | 16 - Compendium/feats/efficient-controls-g-g.md | 18 - Compendium/feats/efficient-rituals-apg.md | 23 - .../feats/effortless-captivation-lotgb.md | 20 - .../feats/effortless-concentration-apg.md | 18 - .../feats/effortless-concentration-bard.md | 18 - .../feats/effortless-concentration-druid.md | 18 - .../feats/effortless-concentration-som.md | 18 - .../effortless-concentration-sorcerer.md | 18 - .../feats/effortless-concentration-wizard.md | 18 - Compendium/feats/effortless-reach-frp2.md | 19 - Compendium/feats/efreeti-magic-loag.md | 16 - Compendium/feats/eidetic-ear-lome.md | 18 - .../feats/eidetic-memorization-lopsg.md | 18 - Compendium/feats/eidolons-opportunity-som.md | 22 - Compendium/feats/eidolons-wrath-som.md | 17 - Compendium/feats/elaborate-flourish-apg.md | 20 - .../feats/elaborate-scroll-esoterica-da.md | 17 - .../feats/elaborate-talisman-esoterica-da.md | 19 - Compendium/feats/elastic-mutagen.md | 16 - Compendium/feats/elbow-breaker-lotgb.md | 25 - .../feats/eldritch-archer-dedication-apg.md | 39 - Compendium/feats/eldritch-calm-loil.md | 21 - .../feats/eldritch-debilitations-apg.md | 20 - Compendium/feats/eldritch-nails-apg.md | 20 - .../eldritch-researcher-dedication-av2.md | 29 - Compendium/feats/electric-counter-frp2.md | 25 - Compendium/feats/electrify-armor-g-g.md | 24 - Compendium/feats/elemental-assault-loag.md | 29 - Compendium/feats/elemental-bulwark-loag.md | 26 - Compendium/feats/elemental-embellish-loag.md | 18 - Compendium/feats/elemental-eyes-loag.md | 23 - Compendium/feats/elemental-familiar-som.md | 26 - Compendium/feats/elemental-fist.md | 17 - Compendium/feats/elemental-lore-loag.md | 20 - Compendium/feats/elemental-shape.md | 23 - Compendium/feats/elemental-summons-apg.md | 16 - Compendium/feats/elemental-trade-loag.md | 16 - Compendium/feats/elemental-wrath-locg.md | 16 - .../feats/elementalist-dedication-som.md | 27 - Compendium/feats/elf-atavism.md | 18 - Compendium/feats/elf-step.md | 17 - Compendium/feats/elite-dracomancer-apg.md | 17 - Compendium/feats/elucidating-mercy-apg.md | 17 - Compendium/feats/elude-the-divine-lol.md | 17 - Compendium/feats/elude-trouble-loag.md | 18 - Compendium/feats/elven-aloofness-apg.md | 16 - Compendium/feats/elven-instincts-locg.md | 16 - Compendium/feats/elven-lore.md | 16 - Compendium/feats/elven-verve-locg.md | 16 - Compendium/feats/elven-weapon-elegance.md | 17 - Compendium/feats/elven-weapon-expertise.md | 17 - Compendium/feats/elven-weapon-familiarity.md | 24 - Compendium/feats/elysiums-cadence-da.md | 28 - Compendium/feats/emancipators-mask-sot6.md | 20 - Compendium/feats/embed-aeon-stone-som.md | 27 - Compendium/feats/emberkin-loag.md | 23 - Compendium/feats/embers-eyes-loag.md | 18 - Compendium/feats/emblazon-antimagic.md | 22 - Compendium/feats/emblazon-divinity-aoa6.md | 20 - Compendium/feats/emblazon-energy.md | 26 - .../embodied-dragoon-subjectivity-loil.md | 18 - .../embodied-dreadnought-subjectivity-loil.md | 19 - .../embodied-legionary-subjectivity-loil.md | 19 - Compendium/feats/embrace-the-pain-apg.md | 19 - .../emerald-boughs-accustomation-locg.md | 18 - .../feats/emerald-boughs-hideaway-locg.md | 17 - .../emergency-medical-assistance-lopsg.md | 23 - Compendium/feats/emergency-targe-som.md | 20 - Compendium/feats/emissary-of-peace-lokl.md | 19 - Compendium/feats/emotional-partitions-loil.md | 16 - Compendium/feats/emotional-surge-da.md | 21 - Compendium/feats/emotionless-loag.md | 16 - Compendium/feats/empathetic-plea-apg.md | 30 - Compendium/feats/empathic-calm-loil.md | 16 - Compendium/feats/empty-body.md | 17 - Compendium/feats/empyreal-aura-lokl.md | 18 - Compendium/feats/empyreal-blessing-apg.md | 16 - Compendium/feats/enchanting-arrow-apg.md | 24 - Compendium/feats/encouraging-words-gmg.md | 28 - Compendium/feats/endemic-herbs-apg.md | 26 - Compendium/feats/endless-memories-loil.md | 17 - .../feats/endurance-of-the-rooted-tree-ec6.md | 18 - Compendium/feats/endure-deaths-touch-locg.md | 20 - Compendium/feats/enduring-alchemy.md | 16 - .../feats/enduring-debilitation-aoa6.md | 21 - Compendium/feats/enduring-quickness.md | 16 - Compendium/feats/energetic-resonance-apg.md | 20 - Compendium/feats/energize-wings-loag.md | 29 - Compendium/feats/energy-ablation-apg.md | 18 - Compendium/feats/energy-beam-g-g.md | 18 - Compendium/feats/energy-blessed-locg.md | 19 - Compendium/feats/energy-fusion-apg.md | 21 - Compendium/feats/energy-heart-som.md | 23 - Compendium/feats/energy-resistance-som.md | 18 - Compendium/feats/energy-ward-apg.md | 20 - Compendium/feats/enervating-wail-da.md | 27 - Compendium/feats/enforce-oath-apg.md | 21 - Compendium/feats/enforced-order-loag.md | 17 - Compendium/feats/engine-bay-g-g.md | 20 - Compendium/feats/engine-of-destruction-g-g.md | 18 - .../feats/enhanced-familiar-magus-som.md | 17 - .../feats/enhanced-familiar-thaumaturge-da.md | 19 - .../feats/enhanced-familiar-witch-apg.md | 19 - .../enhanced-psychopomp-familiar-botd.md | 19 - Compendium/feats/enigmas-knowledge-apg.md | 19 - Compendium/feats/enlarge-companion-apg.md | 17 - Compendium/feats/enlarged-chassis-g-g.md | 19 - Compendium/feats/enlightened-presence.md | 19 - Compendium/feats/enshroud-soul-cage-botd.md | 17 - Compendium/feats/ensnaring-wrappings-botd.md | 19 - Compendium/feats/enthralling-allure-apg.md | 16 - Compendium/feats/enticing-dwelling-botd.md | 17 - Compendium/feats/entities-from-afar-av2.md | 19 - Compendium/feats/entitys-strike-da.md | 19 - Compendium/feats/entourage-locg.md | 19 - .../feats/entreat-with-forebears-apg.md | 17 - Compendium/feats/entwined-energy-ki-frp1.md | 19 - Compendium/feats/envenom-fangs-locg.md | 21 - Compendium/feats/envenom-strike-loil.md | 19 - Compendium/feats/envenomed-edge-lome.md | 16 - .../feats/environmental-explorer-lopsg.md | 17 - Compendium/feats/environmental-grace-logm.md | 18 - Compendium/feats/ephemeral-tracking-apg.md | 19 - Compendium/feats/equitable-defense-loil.md | 20 - Compendium/feats/escape-timeline-da.md | 20 - Compendium/feats/eschew-materials.md | 16 - Compendium/feats/esoteric-oath-apg.md | 26 - Compendium/feats/esoteric-polymath.md | 25 - Compendium/feats/esoteric-reflexes-da.md | 17 - Compendium/feats/esoteric-warden-da.md | 17 - Compendium/feats/esteemed-visitor-ec3.md | 16 - Compendium/feats/eternal-bane.md | 17 - Compendium/feats/eternal-blessing.md | 17 - Compendium/feats/eternal-boost-som.md | 16 - Compendium/feats/eternal-composition.md | 17 - Compendium/feats/eternal-elixir.md | 17 - Compendium/feats/eternal-memories-loil.md | 19 - Compendium/feats/eternal-wings-apg.md | 17 - Compendium/feats/eternal-wings-loag.md | 17 - Compendium/feats/evade-doom-loag.md | 22 - Compendium/feats/evanescent-wings-loag.md | 22 - Compendium/feats/evangelize-logm.md | 27 - Compendium/feats/evasiveness-apg.md | 17 - Compendium/feats/evasiveness.md | 17 - Compendium/feats/ever-dreaming-da.md | 19 - Compendium/feats/ever-vigilant-senses-som.md | 17 - Compendium/feats/everdistant-defense-frp3.md | 24 - Compendium/feats/everstand-stance-locg.md | 27 - Compendium/feats/everstand-strike-locg.md | 22 - Compendium/feats/everyone-duck-locg.md | 19 - Compendium/feats/everyones-a-suspect-apg.md | 16 - Compendium/feats/exacting-strike.md | 21 - Compendium/feats/execution-ngd.md | 20 - .../feats/executioner-weapon-training-ngd.md | 19 - Compendium/feats/exhort-the-faithful-apg.md | 18 - Compendium/feats/exorcist-dedication-botd.md | 45 - Compendium/feats/expand-aura-apg.md | 19 - Compendium/feats/expand-spiral-botd.md | 17 - .../feats/expanded-domain-initiate-logm.md | 17 - Compendium/feats/expanded-luck-apg.md | 17 - Compendium/feats/expanded-senses-som.md | 17 - Compendium/feats/expanded-splash.md | 23 - Compendium/feats/expansive-spellstrike-som.md | 22 - Compendium/feats/expeditious-advance-lowg.md | 18 - Compendium/feats/expeditious-search.md | 17 - Compendium/feats/experienced-professional.md | 18 - Compendium/feats/experienced-smuggler.md | 18 - Compendium/feats/experienced-tracker.md | 24 - Compendium/feats/expert-alchemy.md | 23 - Compendium/feats/expert-backstabber-apg.md | 17 - Compendium/feats/expert-bard-spellcasting.md | 23 - .../expert-beast-gunner-spellcasting-g-g.md | 23 - .../expert-captivator-spellcasting-lotgb.md | 29 - .../expert-cathartic-spellcasting-som.md | 23 - .../feats/expert-cleric-spellcasting.md | 23 - Compendium/feats/expert-combat-eidolon-som.md | 17 - Compendium/feats/expert-disassembly-apg.md | 18 - .../feats/expert-drill-sergeant-locg.md | 16 - Compendium/feats/expert-druid-spellcasting.md | 23 - ...expert-eldritch-archer-spellcasting-apg.md | 23 - .../feats/expert-fireworks-crafter-g-g.md | 17 - Compendium/feats/expert-herbalism-apg.md | 17 - Compendium/feats/expert-longevity.md | 25 - .../feats/expert-magus-spellcasting-som.md | 23 - .../feats/expert-oracle-spellcasting-apg.md | 23 - Compendium/feats/expert-poisoner-apg.md | 17 - .../feats/expert-psychic-spellcasting-da.md | 23 - Compendium/feats/expert-scroll-cache-apg.md | 23 - .../feats/expert-sorcerer-spellcasting.md | 23 - Compendium/feats/expert-spellcasting-som.md | 25 - .../feats/expert-summoner-spellcasting-som.md | 23 - .../feats/expert-witch-spellcasting-apg.md | 23 - .../feats/expert-wizard-spellcasting.md | 23 - Compendium/feats/exploit-opening-g-g.md | 21 - Compendium/feats/exploitive-bomb.md | 20 - Compendium/feats/explosion-g-g.md | 17 - .../feats/explosive-death-drop-lopsg.md | 26 - Compendium/feats/explosive-entry-g-g.md | 18 - Compendium/feats/explosive-expert-g-g.md | 19 - Compendium/feats/explosive-leap-g-g.md | 22 - Compendium/feats/explosive-maneuver-g-g.md | 19 - Compendium/feats/explosive-savant-g-g.md | 24 - Compendium/feats/express-driver-g-g.md | 21 - Compendium/feats/express-rider-apg.md | 20 - Compendium/feats/extend-boost-som.md | 16 - Compendium/feats/extend-elixir.md | 22 - Compendium/feats/extinguish-light-loag.md | 21 - Compendium/feats/extra-squishy-apg.md | 17 - .../feats/extradimensional-stash-frp3.md | 21 - .../feats/exude-abyssal-corruption-da.md | 22 - Compendium/feats/eye-for-numbers-apg.md | 21 - Compendium/feats/eye-for-treasure-apg.md | 20 - Compendium/feats/eye-of-ozem-lowg.md | 17 - Compendium/feats/eye-of-the-arclords-lowg.md | 22 - Compendium/feats/eyes-of-night-apg.md | 19 - .../feats/fabricated-connections-apg.md | 18 - Compendium/feats/fade-away-locg.md | 17 - Compendium/feats/fading-lol.md | 22 - .../feats/fake-it-till-you-make-it-da.md | 17 - Compendium/feats/fake-out-g-g.md | 20 - Compendium/feats/false-faith-aoa4.md | 19 - Compendium/feats/familiar-conduit-apg.md | 21 - Compendium/feats/familiar-foe-lokl.md | 18 - Compendium/feats/familiar-form-lopsg.md | 17 - Compendium/feats/familiar-magus-som.md | 16 - Compendium/feats/familiar-mascot-apg.md | 19 - .../feats/familiar-master-dedication-apg.md | 25 - Compendium/feats/familiar-oddities-da.md | 18 - Compendium/feats/familiar-thaumaturge-da.md | 16 - Compendium/feats/familiars-eyes-apg.md | 24 - Compendium/feats/familiars-language-apg.md | 24 - Compendium/feats/fancy-moves-apg.md | 20 - Compendium/feats/fanes-escape-lopsg.md | 21 - Compendium/feats/fanes-fourberie-lopsg.md | 24 - Compendium/feats/fang-sharpener-locg.md | 23 - Compendium/feats/fangs-apg.md | 16 - Compendium/feats/fantastic-leap.md | 19 - Compendium/feats/far-throw-apg.md | 16 - Compendium/feats/farabellus-flip-lopsg.md | 24 - Compendium/feats/fascinating-performance.md | 24 - Compendium/feats/fast-channel.md | 17 - Compendium/feats/fast-recovery.md | 17 - Compendium/feats/fatal-aria.md | 16 - Compendium/feats/fatal-bullet-g-g.md | 18 - Compendium/feats/faultspawn-loil.md | 33 - Compendium/feats/favor-of-heaven-loag.md | 16 - Compendium/feats/favorable-winds-loag.md | 21 - Compendium/feats/favored-enemy.md | 18 - Compendium/feats/fearsome-brute.md | 16 - Compendium/feats/feast-botd.md | 28 - Compendium/feats/feather-step.md | 17 - Compendium/feats/feathered-cloak-loag.md | 18 - Compendium/feats/feats.md | 3942 ------- Compendium/feats/feed-on-pain-loag.md | 20 - Compendium/feats/felicitous-riposte-apg.md | 17 - Compendium/feats/fell-rider-loag.md | 17 - Compendium/feats/felling-shot.md | 22 - Compendium/feats/felling-strike.md | 17 - Compendium/feats/feral-mutagen.md | 16 - Compendium/feats/ferocious-beasts-apg.md | 17 - Compendium/feats/ferocious-gust-loag.md | 21 - Compendium/feats/ferocious-shape.md | 17 - Compendium/feats/festering-wounds-botd.md | 20 - Compendium/feats/fetchling-lore-loag.md | 16 - Compendium/feats/feverish-enzymes-botd.md | 26 - Compendium/feats/fey-ascension-loil.md | 30 - Compendium/feats/fey-caller.md | 16 - Compendium/feats/fey-cantrips-loag.md | 16 - Compendium/feats/fey-disguise-loag.md | 16 - Compendium/feats/fey-fellowship.md | 20 - Compendium/feats/fey-influence-loil.md | 33 - Compendium/feats/fey-life-da.md | 27 - Compendium/feats/fey-magic-loag.md | 16 - Compendium/feats/fey-skin-loag.md | 16 - Compendium/feats/fey-tracker-loil.md | 20 - Compendium/feats/fey-transcendence-loil.md | 19 - Compendium/feats/feys-trickery-da.md | 22 - Compendium/feats/field-artillery-g-g.md | 18 - Compendium/feats/fiendish-eyes-apg.md | 19 - Compendium/feats/fiendish-form-apg.md | 18 - Compendium/feats/fiendish-lore-apg.md | 18 - Compendium/feats/fiendish-mount-apg.md | 20 - Compendium/feats/fiendish-resistance-apg.md | 20 - Compendium/feats/fiendish-strikes-apg.md | 16 - Compendium/feats/fiendish-wings-apg.md | 27 - Compendium/feats/fiendish-word-apg.md | 16 - Compendium/feats/fiends-door-apg.md | 16 - Compendium/feats/fiendsbane-oath.md | 28 - Compendium/feats/fiery-retort-som.md | 22 - Compendium/feats/fighter-dedication.md | 27 - Compendium/feats/fighter-resiliency.md | 17 - Compendium/feats/fighting-horn-loil.md | 21 - Compendium/feats/final-form-loag.md | 27 - Compendium/feats/final-rest-lokl.md | 18 - Compendium/feats/final-shot-g-g.md | 20 - Compendium/feats/finessed-features-g-g.md | 19 - Compendium/feats/finest-trick-loag.md | 19 - .../feats/finishing-follow-through-apg.md | 16 - Compendium/feats/finishing-precision-apg.md | 19 - Compendium/feats/finned-ridges-loag.md | 16 - Compendium/feats/fire-lung-som.md | 17 - Compendium/feats/fire-resistance-som.md | 19 - Compendium/feats/fire-savvy-g-g.md | 18 - Compendium/feats/firearm-expert-g-g.md | 17 - .../firebrand-braggart-dedication-locg.md | 35 - Compendium/feats/firesight-loag.md | 16 - .../firework-technician-dedication-g-g.md | 46 - Compendium/feats/first-revelation-apg.md | 21 - Compendium/feats/first-world-adept.md | 17 - Compendium/feats/flamboyant-athlete-apg.md | 27 - Compendium/feats/flamboyant-cruelty-lol.md | 19 - Compendium/feats/flamboyant-leap-apg.md | 19 - Compendium/feats/flame-jump-loag.md | 24 - Compendium/feats/flash-your-badge-ooa1.md | 18 - Compendium/feats/flashing-shield-lokl.md | 19 - Compendium/feats/fledgling-flight-loag.md | 18 - Compendium/feats/fleet-tempo-sot2.md | 21 - Compendium/feats/fleeting-shadow-apg.md | 19 - Compendium/feats/flensing-slice-apg.md | 19 - Compendium/feats/flesh-wound-g-g.md | 20 - Compendium/feats/flexible-form-loil.md | 19 - .../flexible-halcyon-spellcasting-locg.md | 17 - Compendium/feats/flexible-ritualist-apg.md | 25 - .../flexible-spellcaster-dedication-som.md | 19 - Compendium/feats/flexible-studies-apg.md | 18 - Compendium/feats/flexible-tail-loag.md | 22 - .../feats/flexible-transmogrification-som.md | 16 - Compendium/feats/flicker-lowg.md | 18 - Compendium/feats/flinging-blow-apg.md | 17 - Compendium/feats/flinging-shove.md | 17 - Compendium/feats/flourish-and-ruin-loag.md | 18 - Compendium/feats/flourishing-finish-aoe3.md | 28 - Compendium/feats/flower-magic-loil.md | 16 - Compendium/feats/fluid-contortionist-loag.md | 16 - Compendium/feats/flurry-of-maneuvers.md | 17 - Compendium/feats/flying-blade-apg.md | 17 - Compendium/feats/flying-kick.md | 17 - Compendium/feats/focus-ally-lopsg.md | 20 - Compendium/feats/focused-cat-nap-loag.md | 17 - Compendium/feats/focused-fascination-apg.md | 17 - Compendium/feats/focused-juggler-ec1.md | 24 - Compendium/feats/focused-shot-apg.md | 20 - Compendium/feats/foil-senses.md | 18 - Compendium/feats/folk-dowsing-da.md | 21 - .../feats/folklorist-dedication-sot2.md | 35 - Compendium/feats/folksy-patter-apg.md | 16 - Compendium/feats/folktales-lore-sot2.md | 19 - Compendium/feats/follow-up-assault-apg.md | 19 - Compendium/feats/follow-up-strike-apg.md | 22 - Compendium/feats/font-of-knowledge-locg.md | 21 - .../feats/foolproof-instructions-lopsg.md | 22 - .../feats/for-love-for-lightning-lokl.md | 19 - Compendium/feats/forager.md | 22 - Compendium/feats/force-fang-som.md | 17 - Compendium/feats/forced-entry-locg.md | 18 - Compendium/feats/forceful-push-lotgb.md | 18 - Compendium/feats/forceful-shot-lopsg.md | 27 - Compendium/feats/forcible-energy-apg.md | 19 - Compendium/feats/forensic-acumen-apg.md | 20 - Compendium/feats/foresee-danger-apg.md | 19 - Compendium/feats/foreseen-failure-da.md | 22 - Compendium/feats/forest-stealth-locg.md | 19 - Compendium/feats/forestall-curse-apg.md | 20 - Compendium/feats/forewarn-g-g.md | 20 - Compendium/feats/forge-blessed-shot-g-g.md | 23 - Compendium/feats/forge-days-rest-locg.md | 20 - Compendium/feats/forgotten-presence-da.md | 19 - Compendium/feats/forlorn.md | 16 - Compendium/feats/form-control.md | 26 - Compendium/feats/form-lock-apg.md | 19 - Compendium/feats/form-lock-lotgb.md | 20 - Compendium/feats/form-of-the-bat-apg.md | 22 - Compendium/feats/form-of-the-fiend-apg.md | 26 - Compendium/feats/form-retention-apg.md | 16 - Compendium/feats/formation-master-locg.md | 17 - Compendium/feats/formation-training-locg.md | 23 - Compendium/feats/fortified-flesh-lowg.md | 17 - Compendium/feats/fortified-mind-loil.md | 16 - Compendium/feats/fortify-shield-loag.md | 19 - Compendium/feats/fortuitous-shift-locg.md | 17 - Compendium/feats/fountain-of-secrets-lome.md | 28 - Compendium/feats/fox-trick-loag.md | 18 - Compendium/feats/foxfire-loag.md | 18 - Compendium/feats/freeze-it-locg.md | 27 - Compendium/feats/fresh-ingredients-apg.md | 18 - Compendium/feats/friendform-lome.md | 18 - Compendium/feats/friendly-toss-apg.md | 20 - Compendium/feats/frighten-undead-botd.md | 24 - .../feats/frightening-appearance-apg.md | 18 - Compendium/feats/frightful-aura-botd.md | 26 - .../feats/frightful-condemnation-ngd.md | 26 - Compendium/feats/frightful-moan-botd.md | 30 - Compendium/feats/frostbite-runes-lomm.md | 25 - Compendium/feats/full-automation-g-g.md | 21 - Compendium/feats/fully-flighted-loag.md | 17 - Compendium/feats/fulminating-shot-g-g.md | 21 - Compendium/feats/fulminating-synergy-locg.md | 23 - Compendium/feats/fumesoul-loag.md | 17 - Compendium/feats/furious-bully.md | 17 - Compendium/feats/furious-finish.md | 18 - Compendium/feats/furious-grab.md | 19 - Compendium/feats/furious-sprint.md | 18 - Compendium/feats/furious-vengeance-apg.md | 20 - Compendium/feats/fuse-stance.md | 19 - Compendium/feats/fused-polearm-som.md | 20 - Compendium/feats/fused-staff-som.md | 25 - Compendium/feats/future-spell-learning-da.md | 17 - Compendium/feats/gadget-specialist-g-g.md | 25 - Compendium/feats/gang-up.md | 16 - Compendium/feats/ganzi-gaze-loag.md | 18 - Compendium/feats/gaping-flesh-loag.md | 19 - Compendium/feats/garden-path-aoa3.md | 18 - Compendium/feats/gardeners-resolve-ngd.md | 21 - Compendium/feats/garuda-magic-loag.md | 17 - Compendium/feats/garudas-squall-loag.md | 18 - Compendium/feats/gaze-of-veracity-locg.md | 17 - Compendium/feats/gear-gnash-g-g.md | 18 - Compendium/feats/gear-up-botd.md | 17 - Compendium/feats/geckos-grip-locg.md | 17 - Compendium/feats/gemsoul-loag.md | 17 - .../feats/genie-weapon-expertise-loag.md | 21 - .../feats/genie-weapon-familiarity-loag.md | 26 - .../feats/genie-weapon-flourish-loag.md | 21 - Compendium/feats/genius-mutagen.md | 16 - Compendium/feats/geomancer-dedication-som.md | 38 - Compendium/feats/ghoran-lore-loil.md | 16 - .../feats/ghoran-weapon-expertise-loil.md | 17 - .../feats/ghoran-weapon-familiarity-loil.md | 18 - .../feats/ghoran-weapon-practice-loil.md | 17 - Compendium/feats/ghorans-wrath-loil.md | 16 - Compendium/feats/ghost-blade-da.md | 20 - Compendium/feats/ghost-dedication-botd.md | 31 - .../feats/ghost-eater-dedication-frp1.md | 27 - Compendium/feats/ghost-flight-botd.md | 25 - Compendium/feats/ghost-hunter-apg.md | 16 - .../feats/ghost-hunter-dedication-av1.md | 31 - Compendium/feats/ghost-strike-av1.md | 20 - Compendium/feats/ghost-wrangler-lokl.md | 24 - Compendium/feats/ghostly-grasp-botd.md | 17 - Compendium/feats/ghostly-grasp-da.md | 24 - Compendium/feats/ghostly-resistance-botd.md | 19 - Compendium/feats/ghoul-dedication-botd.md | 43 - Compendium/feats/giant-snare-apg.md | 19 - Compendium/feats/giants-lunge.md | 21 - Compendium/feats/giants-stature.md | 30 - Compendium/feats/gift-of-the-hoard-da.md | 20 - Compendium/feats/gift-of-the-moon-loag.md | 18 - Compendium/feats/gigaton-strike-g-g.md | 25 - Compendium/feats/gigavolt-g-g.md | 17 - Compendium/feats/glad-hand.md | 18 - Compendium/feats/gladiator-dedication-apg.md | 28 - Compendium/feats/glamour-loil.md | 19 - Compendium/feats/glass-skin-ooa3.md | 30 - Compendium/feats/glean-contents-apg.md | 20 - Compendium/feats/glean-lore-apg.md | 26 - Compendium/feats/glib-mutagen.md | 16 - Compendium/feats/glider-form-som.md | 26 - Compendium/feats/gloomseer-locg.md | 23 - Compendium/feats/glory-and-valor-loag.md | 22 - Compendium/feats/glutton-for-flesh-botd.md | 17 - Compendium/feats/glyph-expert-lopsg.md | 19 - Compendium/feats/gnaw-loag.md | 18 - Compendium/feats/gnoll-lore-lome.md | 16 - .../feats/gnoll-weapon-expertise-lome.md | 17 - .../feats/gnoll-weapon-familiarity-lome.md | 22 - .../feats/gnoll-weapon-practicality-lome.md | 23 - Compendium/feats/gnome-obsession.md | 22 - Compendium/feats/gnome-polyglot-locg.md | 16 - Compendium/feats/gnome-weapon-expertise.md | 17 - Compendium/feats/gnome-weapon-familiarity.md | 24 - Compendium/feats/gnome-weapon-innovator.md | 17 - Compendium/feats/goading-feint-apg.md | 21 - .../feats/goblin-jubilee-display-g-g.md | 35 - Compendium/feats/goblin-lore.md | 16 - Compendium/feats/goblin-scuttle.md | 24 - Compendium/feats/goblin-song.md | 28 - Compendium/feats/goblin-weapon-expertise.md | 17 - Compendium/feats/goblin-weapon-familiarity.md | 24 - Compendium/feats/godless-healing-lowg.md | 24 - Compendium/feats/golden-body-aoa6.md | 17 - .../golden-league-xun-dedication-frp2.md | 29 - Compendium/feats/golem-dynamo-g-g.md | 19 - .../feats/golem-grafter-dedication-ec3.md | 27 - Compendium/feats/goloma-courage-lome.md | 16 - Compendium/feats/goloma-lore-lome.md | 18 - Compendium/feats/gorilla-pound-apg.md | 28 - Compendium/feats/gorilla-stance-apg.md | 26 - Compendium/feats/gossip-lore-apg.md | 19 - Compendium/feats/graceful-guidance-loag.md | 16 - Compendium/feats/graceful-leaper-apg.md | 18 - Compendium/feats/graceful-poise.md | 19 - Compendium/feats/grand-dance-loil.md | 22 - Compendium/feats/grand-medics-mask-sot6.md | 20 - Compendium/feats/grand-scroll-esoterica-da.md | 17 - .../feats/grand-talisman-esoterica-da.md | 17 - Compendium/feats/grandmothers-wisdom-lome.md | 18 - Compendium/feats/grasping-limbs-som.md | 17 - Compendium/feats/grasping-reach-locg.md | 16 - Compendium/feats/grave-mummification-botd.md | 17 - Compendium/feats/grave-sense-lowg.md | 19 - Compendium/feats/grave-sight-lokl.md | 17 - Compendium/feats/grave-strength-botd.md | 17 - Compendium/feats/gravelands-herbalist-lokl.md | 18 - Compendium/feats/graves-voice-av1.md | 17 - Compendium/feats/gravesight-apg.md | 19 - Compendium/feats/gravity-weapon-apg.md | 16 - Compendium/feats/great-boaster-locg.md | 17 - Compendium/feats/great-cleave.md | 18 - Compendium/feats/great-tengu-form-apg.md | 17 - .../feats/greater-animal-senses-loag.md | 18 - Compendium/feats/greater-augmentation-g-g.md | 18 - Compendium/feats/greater-awakened-power-da.md | 19 - Compendium/feats/greater-cruelty-apg.md | 18 - .../feats/greater-deathly-secrets-botd.md | 19 - Compendium/feats/greater-debilitating-bomb.md | 23 - Compendium/feats/greater-despair-botd.md | 17 - Compendium/feats/greater-distracting-shot.md | 17 - .../feats/greater-enhance-venom-loil.md | 36 - Compendium/feats/greater-interpose-apg.md | 19 - Compendium/feats/greater-lesson-apg.md | 16 - .../feats/greater-magical-edification-apg.md | 17 - .../feats/greater-magical-scholastics-apg.md | 17 - Compendium/feats/greater-mental-evolution.md | 17 - Compendium/feats/greater-merciful-elixir.md | 17 - Compendium/feats/greater-mercy.md | 17 - .../feats/greater-physical-evolution-apg.md | 19 - Compendium/feats/greater-revelation-apg.md | 23 - Compendium/feats/greater-spell-runes-lowg.md | 17 - .../feats/greater-spiritual-evolution-apg.md | 17 - Compendium/feats/greater-sun-blessing-sot4.md | 19 - Compendium/feats/greater-vital-evolution.md | 17 - Compendium/feats/green-empathy.md | 23 - Compendium/feats/green-tongue.md | 17 - Compendium/feats/greenwatch-initiate-loil.md | 20 - Compendium/feats/greenwatch-veteran-loil.md | 21 - Compendium/feats/greenwatcher-loil.md | 22 - Compendium/feats/grievous-blow-apg.md | 23 - Compendium/feats/grim-insight-locg.md | 17 - Compendium/feats/grimspawn-apg.md | 23 - Compendium/feats/gripping-limbs-loag.md | 16 - Compendium/feats/grippli-glide-lome.md | 19 - Compendium/feats/grippli-lore-lome.md | 16 - .../feats/grippli-weapon-expertise-lome.md | 17 - .../feats/grippli-weapon-familiarity-lome.md | 24 - .../feats/grippli-weapon-innovator-lome.md | 17 - Compendium/feats/grit-and-tenacity-g-g.md | 26 - Compendium/feats/group-aid-apg.md | 20 - Compendium/feats/group-coercion.md | 18 - Compendium/feats/group-impression.md | 18 - Compendium/feats/grovel-apg.md | 22 - Compendium/feats/gruesome-strike-apg.md | 22 - Compendium/feats/guarded-advance-lokl.md | 18 - Compendium/feats/guarded-thoughts-loil.md | 18 - Compendium/feats/guardian-ghosts-botd.md | 22 - Compendium/feats/guardians-deflection-apg.md | 19 - Compendium/feats/guide-the-timeline-da.md | 20 - Compendium/feats/guided-by-the-stars-loag.md | 20 - Compendium/feats/guiding-finish.md | 22 - Compendium/feats/guiding-luck.md | 17 - Compendium/feats/guiding-riposte.md | 17 - Compendium/feats/gunpowder-gauntlet-g-g.md | 23 - Compendium/feats/gunslinger-dedication-g-g.md | 30 - Compendium/feats/hag-claws-apg.md | 20 - Compendium/feats/hag-magic-apg.md | 20 - Compendium/feats/hags-sight-apg.md | 16 - Compendium/feats/hair-trigger-g-g.md | 19 - .../feats/halcyon-speaker-dedication-locg.md | 27 - .../feats/halcyon-spellcasting-adept-locg.md | 23 - .../halcyon-spellcasting-initiate-locg.md | 23 - .../feats/halcyon-spellcasting-sage-locg.md | 17 - Compendium/feats/halfling-ingenuity-locg.md | 19 - Compendium/feats/halfling-lore.md | 16 - Compendium/feats/halfling-luck.md | 26 - Compendium/feats/halfling-weapon-expertise.md | 17 - .../feats/halfling-weapon-familiarity.md | 24 - Compendium/feats/halfling-weapon-trickster.md | 17 - Compendium/feats/hallowed-initiate-botd.md | 19 - .../hallowed-necromancer-dedication-botd.md | 29 - Compendium/feats/halo-apg.md | 22 - Compendium/feats/hammer-quake-apg.md | 23 - Compendium/feats/hand-of-the-apprentice.md | 23 - Compendium/feats/hand-of-the-lich-botd.md | 21 - Compendium/feats/handy-with-your-paws-ec3.md | 16 - Compendium/feats/haphazard-repair-g-g.md | 18 - Compendium/feats/harbingers-caw-loag.md | 21 - Compendium/feats/hard-tail-locg.md | 23 - Compendium/feats/hard-to-fool-loag.md | 16 - Compendium/feats/harden-flesh-som.md | 20 - Compendium/feats/hardy-traveler-apg.md | 16 - Compendium/feats/harmless-doll-lotgb.md | 16 - Compendium/feats/harmlessly-cute-locg.md | 16 - Compendium/feats/harmonize.md | 27 - Compendium/feats/harrying-strike-locg.md | 25 - Compendium/feats/harsh-judgment-ngd.md | 27 - Compendium/feats/hasted-assault-som.md | 17 - Compendium/feats/hatchling-flight-loag.md | 25 - Compendium/feats/haughty-obstinacy.md | 16 - Compendium/feats/haunt-ingenuity-da.md | 20 - Compendium/feats/hazard-finder.md | 16 - .../feats/head-of-the-night-parade-frp3.md | 18 - Compendium/feats/head-stomp-apg.md | 17 - Compendium/feats/headshot-g-g.md | 22 - Compendium/feats/heal-animal-apg.md | 17 - Compendium/feats/heal-companion-apg.md | 17 - Compendium/feats/heal-mount.md | 17 - Compendium/feats/healers-halo-loag.md | 19 - Compendium/feats/healing-bomb-apg.md | 22 - Compendium/feats/healing-hands.md | 23 - Compendium/feats/healing-touch.md | 17 - Compendium/feats/healing-transformation.md | 18 - Compendium/feats/heart-of-the-kaiju-frp3.md | 20 - Compendium/feats/heat-wave-loag.md | 19 - Compendium/feats/heavens-thunder-aoe2.md | 26 - Compendium/feats/heavens-thunder-loil.md | 21 - Compendium/feats/hefting-shadow-loag.md | 20 - Compendium/feats/hefty-hauler.md | 18 - .../feats/heightened-captivation-lotgb.md | 20 - Compendium/feats/heir-of-the-saoc-locg.md | 17 - .../hellknight-armiger-dedication-lowg.md | 30 - .../feats/hellknight-dedication-locg.md | 27 - .../hellknight-order-cross-training-locg.md | 21 - .../hellknight-signifer-dedication-locg.md | 27 - Compendium/feats/hells-armaments-locg.md | 19 - Compendium/feats/hellspawn-apg.md | 25 - Compendium/feats/helpful-halfling-locg.md | 18 - Compendium/feats/helpful-poppet-lotgb.md | 16 - Compendium/feats/helpful-tinkering-g-g.md | 24 - Compendium/feats/herbalist-dedication-apg.md | 28 - Compendium/feats/heroes-call-locg.md | 16 - Compendium/feats/heroic-presence-apg.md | 20 - Compendium/feats/heroic-recovery.md | 20 - Compendium/feats/heros-wings-loag.md | 17 - Compendium/feats/hex-focus-apg.md | 22 - Compendium/feats/hex-master-apg.md | 16 - Compendium/feats/hex-wellspring-apg.md | 17 - Compendium/feats/hidden-magic-apg.md | 20 - Compendium/feats/hidden-paragon.md | 20 - Compendium/feats/hidden-thorn-loil.md | 18 - Compendium/feats/hideous-ululation-sli.md | 18 - .../feats/high-quality-scrounger-apg.md | 17 - .../feats/high-speed-regeneration-da.md | 26 - Compendium/feats/hijack-undead-ooa3.md | 31 - Compendium/feats/hilt-hammer-lokl.md | 17 - Compendium/feats/hireling-manager-apg.md | 19 - Compendium/feats/histrionic-injury-lotgb.md | 20 - Compendium/feats/hit-the-dirt-g-g.md | 24 - Compendium/feats/hobgoblin-lore-locg.md | 16 - .../feats/hobgoblin-weapon-discipline-locg.md | 19 - .../feats/hobgoblin-weapon-expertise-locg.md | 17 - .../hobgoblin-weapon-familiarity-locg.md | 24 - Compendium/feats/hobnobber.md | 24 - Compendium/feats/hold-mark-apg.md | 20 - Compendium/feats/holistic-care-apg.md | 20 - Compendium/feats/holy-castigation.md | 23 - Compendium/feats/holy-light-lokl.md | 25 - Compendium/feats/homeward-bound-apg.md | 18 - Compendium/feats/homing-beacon-da.md | 17 - Compendium/feats/hopping-stride-loag.md | 18 - .../feats/horizon-walker-dedication-apg.md | 26 - Compendium/feats/hot-foot-g-g.md | 23 - Compendium/feats/house-of-imaginary-walls.md | 16 - Compendium/feats/hulking-size-som.md | 23 - Compendium/feats/hungry-goblin-locg.md | 17 - Compendium/feats/hunted-shot.md | 20 - Compendium/feats/hunters-aim.md | 24 - Compendium/feats/hunters-defense-lome.md | 20 - Compendium/feats/hunters-fangs-lome.md | 16 - Compendium/feats/hunters-luck-apg.md | 17 - Compendium/feats/hunters-sanctum-botd.md | 17 - Compendium/feats/hunters-vision-apg.md | 17 - Compendium/feats/hurling-charge-apg.md | 18 - Compendium/feats/hurricane-swing-loag.md | 20 - Compendium/feats/hybrid-form-loag.md | 16 - Compendium/feats/hybrid-shape-lome.md | 16 - Compendium/feats/hybrid-study-spell-som.md | 17 - Compendium/feats/hydraulic-deflection-loag.md | 21 - Compendium/feats/hydraulic-maneuvers-loag.md | 22 - Compendium/feats/hyena-familiar-lome.md | 16 - Compendium/feats/hymn-of-healing-apg.md | 16 - Compendium/feats/hypnotic-lure-loil.md | 28 - Compendium/feats/i-meant-to-do-that-g-g.md | 20 - Compendium/feats/ice-crafter-lomm.md | 17 - Compendium/feats/idol-threat-loil.md | 19 - Compendium/feats/idyllkin-loag.md | 23 - Compendium/feats/illusion-sense.md | 22 - Compendium/feats/impaling-briars.md | 17 - Compendium/feats/impaling-finisher-apg.md | 18 - Compendium/feats/impaling-thrust-apg.md | 19 - .../feats/impassable-wall-stance-locg.md | 21 - Compendium/feats/impeccable-crafting.md | 18 - Compendium/feats/impervious-vehicle-g-g.md | 19 - Compendium/feats/implausible-infiltration.md | 21 - .../implausible-purchase-investigator-apg.md | 17 - .../feats/implausible-purchase-rogue-apg.md | 17 - Compendium/feats/implement-initiate-da.md | 17 - Compendium/feats/implements-assault-da.md | 20 - Compendium/feats/implements-flight-da.md | 18 - Compendium/feats/impose-order-da.md | 20 - Compendium/feats/impose-order-loag.md | 22 - Compendium/feats/imposing-destrier.md | 23 - Compendium/feats/impossible-flurry.md | 26 - Compendium/feats/impossible-gossip-lotgb.md | 17 - Compendium/feats/impossible-polymath.md | 19 - Compendium/feats/impossible-riposte-apg.md | 19 - Compendium/feats/impossible-snares-apg.md | 17 - Compendium/feats/impossible-striker.md | 17 - Compendium/feats/impossible-technique.md | 20 - Compendium/feats/impossible-volley-fighter.md | 22 - Compendium/feats/impossible-volley-ranger.md | 22 - Compendium/feats/impressive-landing-apg.md | 18 - Compendium/feats/impressive-mount-apg.md | 23 - Compendium/feats/impressive-performance.md | 24 - Compendium/feats/improbable-elixirs.md | 16 - Compendium/feats/improved-communal-healing.md | 17 - Compendium/feats/improved-dueling-riposte.md | 17 - .../feats/improved-elemental-bulwark-loag.md | 17 - .../improved-familiar-familiar-master-apg.md | 17 - .../feats/improved-familiar-witch-apg.md | 16 - .../feats/improved-hijack-undead-ooa3.md | 17 - Compendium/feats/improved-knockback.md | 17 - Compendium/feats/improved-knockdown.md | 17 - Compendium/feats/improved-reflexive-shield.md | 17 - Compendium/feats/improved-swift-banishment.md | 17 - .../feats/improvisational-defender-ec3.md | 16 - .../feats/improvisational-warrior-ec3.md | 19 - Compendium/feats/improvise-tool-apg.md | 20 - Compendium/feats/improvised-crafting-lopsg.md | 20 - Compendium/feats/improvised-critical-apg.md | 17 - Compendium/feats/improvised-pummel-apg.md | 27 - Compendium/feats/improvised-repair-apg.md | 17 - Compendium/feats/in-plain-sight-da.md | 18 - Compendium/feats/incredible-aim.md | 24 - .../incredible-beastmaster-companion-apg.md | 25 - .../feats/incredible-companion-ranger.md | 23 - .../incredible-construct-companion-g-g.md | 17 - ...incredible-familiar-familiar-master-apg.md | 17 - .../incredible-familiar-thaumaturge-da.md | 17 - .../feats/incredible-familiar-witch-apg.md | 19 - Compendium/feats/incredible-ferocity.md | 17 - Compendium/feats/incredible-improvisation.md | 20 - Compendium/feats/incredible-luck-apg.md | 18 - Compendium/feats/incredible-luck-locg.md | 17 - Compendium/feats/incredible-mount-apg.md | 23 - .../incredible-reanimated-companion-ooa3.md | 23 - .../feats/incredible-recollection-av2.md | 18 - Compendium/feats/incredible-ricochet.md | 20 - Compendium/feats/incredible-scout-apg.md | 17 - Compendium/feats/inertial-barrier-da.md | 21 - Compendium/feats/inescapable-grasp-lotgb.md | 19 - .../feats/inexhaustible-countermoves-apg.md | 16 - Compendium/feats/infectious-emotions-som.md | 17 - Compendium/feats/infiltrate-dream-da.md | 33 - Compendium/feats/influence-nature-apg.md | 19 - .../feats/initial-eidolon-ability-som.md | 17 - .../feats/innate-magic-intuition-lopsg.md | 17 - Compendium/feats/inner-breath-loag.md | 16 - Compendium/feats/inner-fire-loag.md | 16 - Compendium/feats/inner-fire-som.md | 17 - Compendium/feats/inner-strength-apg.md | 19 - Compendium/feats/innocent-butterfly-frp1.md | 17 - Compendium/feats/innocuous-locg.md | 18 - Compendium/feats/inoculation-apg.md | 19 - .../feats/inoculation-subroutine-loag.md | 16 - Compendium/feats/insect-shape.md | 17 - Compendium/feats/insistent-command-ec2.md | 19 - Compendium/feats/inspirational-focus.md | 16 - Compendium/feats/inspirational-performance.md | 17 - Compendium/feats/inspire-competence.md | 17 - Compendium/feats/inspire-defense.md | 23 - Compendium/feats/inspire-heroics.md | 17 - Compendium/feats/inspire-imitation.md | 16 - Compendium/feats/inspired-stratagem-apg.md | 21 - .../feats/inspiring-marshal-stance-apg.md | 26 - Compendium/feats/inspiring-resilience-lokl.md | 25 - Compendium/feats/inspirit-hazard-loag.md | 23 - Compendium/feats/instant-armor-lokl.md | 17 - Compendium/feats/instant-backup-g-g.md | 18 - Compendium/feats/instant-opening.md | 18 - Compendium/feats/instant-return-g-g.md | 21 - Compendium/feats/instigate-psychic-duel-da.md | 29 - Compendium/feats/instinct-ability.md | 17 - .../feats/instinctive-obfuscation-apg.md | 22 - Compendium/feats/instinctive-strike-apg.md | 20 - .../feats/instinctual-interception-lokl.md | 17 - Compendium/feats/instructive-strike-da.md | 17 - .../feats/instrument-of-slaughter-apg.md | 18 - Compendium/feats/instrument-of-zeal.md | 17 - Compendium/feats/integrated-armament-g-g.md | 20 - Compendium/feats/intense-implement-da.md | 16 - Compendium/feats/intensify-investiture-da.md | 18 - Compendium/feats/intercorporate-loag.md | 23 - Compendium/feats/interfering-surge-som.md | 25 - Compendium/feats/internal-cohesion-loag.md | 16 - Compendium/feats/internal-compartment-loag.md | 16 - Compendium/feats/internal-respirator-loag.md | 16 - Compendium/feats/interrupt-charge-lokl.md | 27 - Compendium/feats/interweave-dispel.md | 19 - Compendium/feats/intimidating-glare.md | 24 - Compendium/feats/intimidating-prowess.md | 18 - Compendium/feats/intimidating-strike.md | 20 - Compendium/feats/into-the-future-da.md | 20 - .../feats/intuitive-cooperation-locg.md | 18 - Compendium/feats/intuitive-crafting-loag.md | 16 - Compendium/feats/intuitive-illusions-locg.md | 20 - Compendium/feats/inured-to-alchemy-ooa1.md | 21 - Compendium/feats/inured-to-the-heat-lome.md | 18 - Compendium/feats/inventive-offensive-locg.md | 20 - Compendium/feats/inventor-dedication-g-g.md | 28 - Compendium/feats/inventor.md | 19 - Compendium/feats/investigate-haunting-av1.md | 17 - .../feats/investigator-dedication-apg.md | 27 - .../feats/investigators-stratagem-apg.md | 17 - Compendium/feats/invigorating-mercy-apg.md | 17 - Compendium/feats/invisible-trickster-loag.md | 16 - Compendium/feats/invoke-disaster.md | 17 - .../feats/invoke-the-crimson-oath-locg.md | 17 - Compendium/feats/invoke-the-elements-loag.md | 27 - .../feats/invulnerable-juggernaut-aoa6.md | 19 - Compendium/feats/iron-fists-apg.md | 16 - Compendium/feats/iron-lung-ec3.md | 27 - Compendium/feats/iron-repercussions-apg.md | 20 - Compendium/feats/ironblood-stance.md | 27 - Compendium/feats/ironblood-surge.md | 19 - Compendium/feats/irrepressible-loag.md | 16 - Compendium/feats/irrepressible.md | 16 - Compendium/feats/irriseni-ice-witch-locg.md | 17 - Compendium/feats/iruxi-glide-loag.md | 18 - Compendium/feats/iruxi-spirit-strike-loag.md | 16 - .../feats/iruxi-unarmed-cunning-locg.md | 16 - Compendium/feats/its-alive-ooa3.md | 17 - .../jalmeri-heavenseeker-dedication-aoe2.md | 28 - .../jalmeri-heavenseeker-dedication-loil.md | 21 - .../feats/jalmeri-rakshasa-magic-loil.md | 17 - Compendium/feats/janatimos-lessons-lol.md | 20 - Compendium/feats/janni-hospitality-loag.md | 16 - Compendium/feats/janni-magic-loag.md | 16 - Compendium/feats/jelly-body-da.md | 20 - Compendium/feats/jellyfish-stance-frp2.md | 22 - Compendium/feats/jinx-glutton-loag.md | 17 - .../feats/judgment-of-the-monolith-lowg.md | 17 - Compendium/feats/juggernauts-fortitude.md | 17 - Compendium/feats/juggle-ec1.md | 32 - Compendium/feats/juggler-dedication-ec1.md | 27 - Compendium/feats/jumping-jenny-display-g-g.md | 25 - Compendium/feats/jungle-runner-loil.md | 16 - Compendium/feats/jungle-strider-lome.md | 16 - Compendium/feats/junk-tinker.md | 18 - Compendium/feats/just-one-more-thing-apg.md | 21 - Compendium/feats/just-the-facts-apg.md | 21 - Compendium/feats/just-the-thing-g-g.md | 19 - Compendium/feats/just-the-tool-da.md | 19 - Compendium/feats/juvenile-flight-loag.md | 24 - Compendium/feats/ka-stone-ritual-lowg.md | 32 - .../feats/kashrishi-revivification-loil.md | 21 - Compendium/feats/keen-follower-apg.md | 16 - Compendium/feats/keen-recollection-apg.md | 17 - Compendium/feats/keep-pace-apg.md | 18 - Compendium/feats/keep-up-appearances-locg.md | 20 - .../feats/keep-up-the-good-fight-lokl.md | 21 - Compendium/feats/ki-blast.md | 17 - Compendium/feats/ki-center-apg.md | 19 - Compendium/feats/ki-form-apg.md | 17 - Compendium/feats/ki-rush.md | 16 - Compendium/feats/ki-strike.md | 22 - Compendium/feats/killing-stone-loag.md | 17 - Compendium/feats/kip-up.md | 19 - Compendium/feats/kitsune-lore-loag.md | 16 - .../feats/kitsune-spell-expertise-loag.md | 17 - .../feats/kitsune-spell-familiarity-loag.md | 16 - .../feats/kitsune-spell-mysteries-loag.md | 23 - Compendium/feats/kneecap-apg.md | 19 - Compendium/feats/kneel-for-no-god-locg.md | 18 - .../feats/knight-in-shining-armor-locg.md | 19 - .../knight-reclaimant-dedication-locg.md | 27 - .../feats/knight-vigilant-dedication-locg.md | 27 - Compendium/feats/knights-retaliation-lokl.md | 22 - Compendium/feats/knock-sense-lokl.md | 20 - Compendium/feats/knockback-strike.md | 18 - Compendium/feats/knockback.md | 25 - Compendium/feats/knockdown.md | 25 - Compendium/feats/know-it-all-av2.md | 17 - Compendium/feats/know-it-all-da.md | 16 - Compendium/feats/know-it-all.md | 17 - Compendium/feats/know-oneself-locg.md | 22 - Compendium/feats/know-the-beat-aoa5.md | 18 - Compendium/feats/know-your-own-apg.md | 16 - Compendium/feats/knowledge-is-power-som.md | 16 - Compendium/feats/known-weaknesses-apg.md | 16 - Compendium/feats/kobold-breath-apg.md | 27 - Compendium/feats/kobold-lore-apg.md | 16 - Compendium/feats/kobold-lore-ltiba.md | 16 - .../feats/kobold-weapon-expertise-loag.md | 17 - .../feats/kobold-weapon-familiarity-loag.md | 22 - .../feats/kobold-weapon-innovator-loag.md | 17 - .../kreightons-cognitive-crossover-lopsg.md | 22 - Compendium/feats/lab-rat-apg.md | 16 - Compendium/feats/larcenous-hand-lotgb.md | 21 - Compendium/feats/larcenous-tail-loag.md | 19 - Compendium/feats/lasting-coercion.md | 18 - Compendium/feats/lasting-doubt.md | 17 - .../feats/lastwall-sentry-dedication-lowg.md | 28 - Compendium/feats/lastwall-warden-lowg.md | 19 - Compendium/feats/laughing-gnoll-lome.md | 17 - Compendium/feats/lavasoul-loag.md | 17 - Compendium/feats/lawbringer-apg.md | 23 - Compendium/feats/lead-climber-apg.md | 18 - Compendium/feats/lead-investigator-apg.md | 18 - Compendium/feats/lead-the-pack-apg.md | 18 - Compendium/feats/lead-the-way-lokl.md | 18 - Compendium/feats/leading-dance-apg.md | 26 - Compendium/feats/leap-and-fire-g-g.md | 17 - Compendium/feats/leave-an-opening.md | 16 - Compendium/feats/leech-clipper-locg.md | 16 - Compendium/feats/legendary-codebreaker.md | 18 - Compendium/feats/legendary-guide-apg.md | 18 - Compendium/feats/legendary-medic.md | 18 - Compendium/feats/legendary-monster-hunter.md | 17 - Compendium/feats/legendary-negotiation.md | 19 - Compendium/feats/legendary-performer.md | 18 - Compendium/feats/legendary-professional.md | 18 - Compendium/feats/legendary-rider-apg.md | 17 - Compendium/feats/legendary-shot.md | 17 - Compendium/feats/legendary-size-loil.md | 16 - Compendium/feats/legendary-sneak.md | 18 - Compendium/feats/legendary-summoner-som.md | 17 - Compendium/feats/legendary-survivalist.md | 18 - Compendium/feats/legendary-thief.md | 24 - Compendium/feats/legs-of-stone-ec3.md | 17 - Compendium/feats/lemma-of-vision-loag.md | 16 - Compendium/feats/lengthy-diversion.md | 18 - .../feats/leshy-familiar-secrets-apg.md | 22 - Compendium/feats/leshy-glide-locg.md | 18 - Compendium/feats/leshy-lore-locg.md | 16 - Compendium/feats/leshy-superstition-locg.md | 24 - Compendium/feats/lesser-augmentation-g-g.md | 20 - Compendium/feats/lesser-enhance-venom-loil.md | 36 - Compendium/feats/lethal-finisher-apg.md | 26 - Compendium/feats/lethargy-poisoner-av3.md | 17 - Compendium/feats/levering-strike-ec1.md | 21 - Compendium/feats/leyline-conduit.md | 21 - Compendium/feats/liberate-soul-botd.md | 23 - Compendium/feats/liberating-stride.md | 17 - Compendium/feats/lich-dedication-botd.md | 29 - Compendium/feats/lie-detector-apg.md | 17 - Compendium/feats/lie-to-me.md | 18 - Compendium/feats/life-giving-magic-locg.md | 19 - Compendium/feats/life-leap-apg.md | 23 - Compendium/feats/lifebloods-call-loag.md | 16 - Compendium/feats/lifelink-surge-som.md | 16 - Compendium/feats/lifesense-apg.md | 18 - Compendium/feats/light-from-darkness-apg.md | 16 - Compendium/feats/light-of-revelation-locg.md | 17 - Compendium/feats/light-paws-apg.md | 17 - Compendium/feats/light-step.md | 16 - Compendium/feats/lightless-litheness-loag.md | 16 - Compendium/feats/lightning-snares.md | 17 - Compendium/feats/lightning-tongue-loag.md | 23 - Compendium/feats/lightslayer-oath-apg.md | 19 - Compendium/feats/lingering-chill-da.md | 19 - Compendium/feats/lingering-composition.md | 17 - Compendium/feats/lingering-flames-lotgb.md | 19 - Compendium/feats/linguist-dedication-apg.md | 26 - Compendium/feats/link-focus-som.md | 23 - Compendium/feats/link-wellspring-som.md | 17 - Compendium/feats/linked-focus.md | 18 - .../feats/lion-blade-dedication-lowg.md | 28 - Compendium/feats/lions-fury-sot4.md | 17 - Compendium/feats/lions-might-sot4.md | 19 - Compendium/feats/litany-against-sloth.md | 17 - Compendium/feats/litany-against-wrath.md | 17 - Compendium/feats/litany-of-depravity-apg.md | 18 - Compendium/feats/litany-of-righteousness.md | 17 - .../feats/litany-of-self-interest-apg.md | 18 - Compendium/feats/live-ammunition-g-g.md | 16 - Compendium/feats/living-hair-apg.md | 22 - .../feats/living-monolith-dedication-lowg.md | 28 - Compendium/feats/living-rune-lowg.md | 17 - .../feats/living-vessel-dedication-da.md | 44 - Compendium/feats/living-weapon-loag.md | 26 - Compendium/feats/lizardfolk-lore-locg.md | 16 - Compendium/feats/loaner-spell-apg.md | 23 - Compendium/feats/lobbed-attack-ec1.md | 20 - Compendium/feats/lock-on-g-g.md | 18 - Compendium/feats/log-roll-ec3.md | 21 - Compendium/feats/long-nosed-form-apg.md | 27 - Compendium/feats/long-tongue-lome.md | 17 - Compendium/feats/look-again-lotgb.md | 22 - Compendium/feats/look-but-dont-touch-loil.md | 19 - Compendium/feats/loose-cannon-ooa1.md | 24 - Compendium/feats/lore-seeker-locg.md | 25 - Compendium/feats/lorefinder-av2.md | 17 - Compendium/feats/loremaster-dedication-apg.md | 28 - Compendium/feats/loremasters-etude.md | 18 - Compendium/feats/lost-in-the-crowd-lowg.md | 23 - Compendium/feats/loud-singer-apg.md | 17 - Compendium/feats/loyal-empath-ec3.md | 18 - Compendium/feats/loyal-warhorse.md | 23 - Compendium/feats/lucky-break-loag.md | 17 - Compendium/feats/lucky-escape-g-g.md | 21 - Compendium/feats/lucky-keepsake-locg.md | 17 - Compendium/feats/lunge.md | 24 - Compendium/feats/lunging-spellstrike-som.md | 21 - Compendium/feats/lunging-stance.md | 20 - Compendium/feats/macabre-virtuoso-botd.md | 22 - .../magaambyan-attendant-dedication-locg.md | 31 - Compendium/feats/mage-hunter-apg.md | 20 - Compendium/feats/magic-arrow-apg.md | 25 - Compendium/feats/magic-finder-lopsg.md | 19 - Compendium/feats/magic-hands-apg.md | 17 - Compendium/feats/magic-hide-apg.md | 17 - Compendium/feats/magic-rider-apg.md | 16 - Compendium/feats/magic-sense-apg.md | 19 - Compendium/feats/magic-sense-som.md | 19 - Compendium/feats/magic-sense-sorcerer.md | 20 - Compendium/feats/magic-sense-wizard.md | 19 - Compendium/feats/magic-warrior-aspect-lowg.md | 17 - .../feats/magic-warrior-dedication-lowg.md | 34 - .../magic-warrior-transformation-lowg.md | 19 - Compendium/feats/magical-adaptation-apg.md | 17 - Compendium/feats/magical-adept-som.md | 26 - Compendium/feats/magical-crafting.md | 18 - Compendium/feats/magical-edification-apg.md | 23 - Compendium/feats/magical-knowledge-da.md | 17 - Compendium/feats/magical-master-som.md | 18 - Compendium/feats/magical-resistance-g-g.md | 20 - Compendium/feats/magical-scholastics-apg.md | 23 - Compendium/feats/magical-shorthand.md | 18 - Compendium/feats/magical-trickster.md | 16 - Compendium/feats/magical-understudy-som.md | 23 - Compendium/feats/magpie-snatch-loag.md | 17 - Compendium/feats/magus-dedication-som.md | 29 - Compendium/feats/maguss-analysis-som.md | 18 - Compendium/feats/maidens-mending-loag.md | 19 - Compendium/feats/major-lesson-apg.md | 18 - Compendium/feats/makeshift-strike-apg.md | 18 - Compendium/feats/malicious-bane-apg.md | 16 - Compendium/feats/malleable-form-da.md | 22 - Compendium/feats/malleable-mental-forge-da.md | 17 - Compendium/feats/malleable-movement-da.md | 20 - Compendium/feats/maneuvering-spell-frp2.md | 19 - Compendium/feats/manifold-edge.md | 17 - .../feats/manifold-modifications-g-g.md | 18 - Compendium/feats/manipulative-charm-botd.md | 25 - Compendium/feats/mantis-form-lowg.md | 17 - Compendium/feats/many-guises-apg.md | 19 - Compendium/feats/marid-magic-loag.md | 16 - Compendium/feats/marine-ally-loag.md | 16 - Compendium/feats/mariners-fire-loag.md | 16 - Compendium/feats/marsh-runner-locg.md | 17 - Compendium/feats/marshal-dedication-apg.md | 28 - .../feats/martial-artist-dedication-apg.md | 27 - Compendium/feats/martial-exercise-lopsg.md | 17 - Compendium/feats/martial-experience-apg.md | 18 - Compendium/feats/martial-performance-apg.md | 19 - Compendium/feats/martyr-apg.md | 19 - Compendium/feats/mask-familiar-locg.md | 23 - Compendium/feats/mask-of-fear-loag.md | 22 - Compendium/feats/mask-of-pain-loag.md | 22 - Compendium/feats/mask-of-power-loag.md | 19 - Compendium/feats/mask-of-rejection-loag.md | 22 - Compendium/feats/masked-casting-locg.md | 20 - .../masquerade-of-seasons-stance-loil.md | 22 - Compendium/feats/master-alchemy.md | 17 - Compendium/feats/master-bard-spellcasting.md | 17 - .../master-beast-gunner-spellcasting-g-g.md | 17 - .../master-captivator-spellcasting-lotgb.md | 23 - .../master-cathartic-spellcasting-som.md | 17 - .../feats/master-cleric-spellcasting.md | 17 - Compendium/feats/master-druid-spellcasting.md | 17 - ...master-eldritch-archer-spellcasting-apg.md | 17 - .../feats/master-magus-spellcasting-som.md | 17 - Compendium/feats/master-monster-hunter.md | 23 - Compendium/feats/master-of-many-styles.md | 25 - Compendium/feats/master-of-the-dead-botd.md | 18 - .../feats/master-oracle-spellcasting-apg.md | 17 - .../feats/master-psychic-spellcasting-da.md | 17 - Compendium/feats/master-scroll-cache-apg.md | 17 - Compendium/feats/master-siege-engineer-g-g.md | 16 - .../feats/master-sorcerer-spellcasting.md | 17 - Compendium/feats/master-spellcasting-som.md | 19 - Compendium/feats/master-spotter-apg.md | 17 - Compendium/feats/master-spotter-g-g.md | 17 - Compendium/feats/master-spotter.md | 17 - Compendium/feats/master-summoner-som.md | 22 - .../feats/master-summoner-spellcasting-som.md | 17 - .../feats/master-witch-spellcasting-apg.md | 17 - .../feats/master-wizard-spellcasting.md | 17 - Compendium/feats/masterful-companion.md | 17 - .../feats/masterful-obfuscation-lopsg.md | 18 - Compendium/feats/masterminds-eye-frp1.md | 17 - .../feats/masters-counterspell-lopsg.md | 20 - .../feats/mature-animal-companion-druid.md | 23 - .../feats/mature-animal-companion-ranger.md | 23 - .../feats/mature-beastmaster-companion-apg.md | 23 - .../feats/mature-trained-companion-ec2.md | 24 - Compendium/feats/mauler-dedication-apg.md | 26 - Compendium/feats/medic-dedication-apg.md | 26 - Compendium/feats/medical-researcher-lol.md | 19 - Compendium/feats/meditative-focus.md | 23 - Compendium/feats/meditative-wellspring.md | 17 - Compendium/feats/medusas-wrath-apg.md | 17 - Compendium/feats/mega-bomb.md | 20 - Compendium/feats/megaton-strike-g-g.md | 32 - Compendium/feats/megavolt-g-g.md | 31 - Compendium/feats/meld-into-eidolon-som.md | 17 - Compendium/feats/melodious-spell.md | 22 - Compendium/feats/menacing-prowess-frp2.md | 17 - Compendium/feats/mental-balm-da.md | 19 - Compendium/feats/mental-buffer-da.md | 16 - Compendium/feats/mental-forge-da.md | 23 - Compendium/feats/mental-static-da.md | 22 - Compendium/feats/mental-sustenance-loil.md | 16 - Compendium/feats/merciful-elixir.md | 26 - Compendium/feats/merciless-rend-som.md | 20 - Compendium/feats/mercy.md | 26 - Compendium/feats/mesmerizing-gaze-apg.md | 24 - Compendium/feats/metabolize-element-som.md | 21 - Compendium/feats/metal-veined-strikes-loag.md | 16 - Compendium/feats/metallic-envisionment-da.md | 17 - Compendium/feats/metamagic-channel.md | 18 - .../feats/metamagic-mastery-sorcerer.md | 16 - Compendium/feats/metamagic-mastery-wizard.md | 16 - Compendium/feats/meteoric-spellstrike-som.md | 23 - .../feats/methodical-debilitations-apg.md | 20 - Compendium/feats/mighty-bulwark-apg.md | 17 - Compendium/feats/mighty-dragon-shape-apg.md | 18 - Compendium/feats/mighty-wings-sot3.md | 18 - Compendium/feats/mimic-protections-ec6.md | 17 - Compendium/feats/mind-over-matter-da.md | 16 - Compendium/feats/mind-projectiles-da.md | 19 - Compendium/feats/mind-shards-da.md | 24 - Compendium/feats/mind-smith-dedication-da.md | 32 - Compendium/feats/mindblank-mutagen.md | 16 - Compendium/feats/miniaturize-som.md | 18 - Compendium/feats/minion-guise-apg.md | 19 - Compendium/feats/minor-magic.md | 16 - Compendium/feats/miraculous-flight-g-g.md | 18 - .../feats/miraculous-intervention-lokl.md | 23 - .../feats/miraculous-possibility-apg.md | 16 - Compendium/feats/miraculous-repair-loil.md | 29 - Compendium/feats/miresoul-loag.md | 17 - Compendium/feats/mirror-refuge-da.md | 23 - Compendium/feats/mirror-risen-da.md | 33 - Compendium/feats/mirror-shield.md | 25 - Compendium/feats/mischievous-tail-loag.md | 17 - Compendium/feats/mist-child-apg.md | 16 - Compendium/feats/mist-escape-botd.md | 19 - Compendium/feats/mist-strider-loag.md | 19 - Compendium/feats/mistaken-identity-da.md | 22 - Compendium/feats/mistsoul-loag.md | 27 - Compendium/feats/mixed-maneuver.md | 18 - Compendium/feats/mobile-finisher-apg.md | 18 - .../feats/mobile-magical-combat-lopsg.md | 20 - Compendium/feats/mobile-shot-stance.md | 18 - Compendium/feats/mobility.md | 16 - .../feats/moderate-enhance-venom-loil.md | 36 - Compendium/feats/modular-dynamo-g-g.md | 21 - Compendium/feats/molten-wit-loil.md | 16 - Compendium/feats/moment-of-clarity.md | 19 - .../feats/monastic-archer-stance-apg.md | 27 - Compendium/feats/monastic-weaponry.md | 22 - Compendium/feats/monk-dedication.md | 27 - Compendium/feats/monk-moves.md | 17 - Compendium/feats/monk-resiliency.md | 17 - Compendium/feats/monkey-spirits-loil.md | 16 - Compendium/feats/monks-flurry.md | 17 - Compendium/feats/monster-hunter.md | 22 - Compendium/feats/monstrosity-shape.md | 23 - Compendium/feats/monstrous-peacemaker.md | 16 - Compendium/feats/moon-may-loag.md | 17 - Compendium/feats/morph-risen-da.md | 23 - Compendium/feats/morphic-manipulation-da.md | 23 - .../feats/morrignas-spider-affinity-loag.md | 16 - Compendium/feats/mortal-healing-logm.md | 20 - Compendium/feats/mortification-lowg.md | 17 - Compendium/feats/mothers-mindfulness-loag.md | 19 - Compendium/feats/mountain-quake.md | 21 - Compendium/feats/mountain-stance.md | 27 - Compendium/feats/mountain-stronghold.md | 27 - Compendium/feats/mountains-stoutness.md | 18 - Compendium/feats/mounted-shield-apg.md | 17 - Compendium/feats/mug-apg.md | 17 - Compendium/feats/multilingual-cipher-apg.md | 18 - Compendium/feats/multilingual.md | 26 - Compendium/feats/multishot-stance.md | 20 - Compendium/feats/mummy-dedication-botd.md | 31 - Compendium/feats/mummys-despair-botd.md | 25 - Compendium/feats/munitions-crafter-g-g.md | 24 - Compendium/feats/munitions-machinist-g-g.md | 25 - Compendium/feats/murderers-circle-aoe3.md | 18 - Compendium/feats/murderous-thorns-loil.md | 17 - Compendium/feats/murksight-apg.md | 16 - Compendium/feats/muscle-mimicry-da.md | 23 - Compendium/feats/musetouched-apg.md | 23 - Compendium/feats/mutable-familiar-apg.md | 17 - Compendium/feats/mutate-weapon-loag.md | 18 - Compendium/feats/myriad-forms-loag.md | 16 - Compendium/feats/mysterious-breadth-apg.md | 17 - Compendium/feats/mysterious-repertoire-apg.md | 16 - Compendium/feats/mystery-conduit-apg.md | 16 - Compendium/feats/nagaji-lore-loil.md | 16 - .../feats/nagaji-spell-expertise-loil.md | 17 - .../feats/nagaji-spell-familiarity-loil.md | 16 - .../feats/nagaji-spell-mysteries-loil.md | 17 - Compendium/feats/named-artillery-g-g.md | 22 - Compendium/feats/nameless-anonymity-lowg.md | 17 - Compendium/feats/nanite-shroud-loag.md | 19 - Compendium/feats/nanite-surge-loag.md | 28 - .../nantambu-chime-ringer-dedication-sot2.md | 27 - Compendium/feats/narrative-conduit-sot2.md | 20 - Compendium/feats/native-waters-loil.md | 16 - Compendium/feats/natural-illusionist-locg.md | 17 - Compendium/feats/natural-medicine.md | 24 - Compendium/feats/natural-performer-locg.md | 16 - Compendium/feats/natural-swimmer-som.md | 17 - Compendium/feats/necromancers-visage-botd.md | 31 - Compendium/feats/necromantic-bulwark-lokl.md | 17 - .../feats/necromantic-deflection-lokl.md | 19 - Compendium/feats/necromantic-heir-botd.md | 16 - .../feats/necromantic-physiology-apg.md | 16 - .../feats/necromantic-resistance-botd.md | 17 - .../feats/necromantic-resistance-lowg.md | 23 - Compendium/feats/necromantic-tenacity-lowg.md | 17 - Compendium/feats/necrotic-infusion.md | 20 - Compendium/feats/negate-damage-g-g.md | 21 - Compendium/feats/nestling-fall-loag.md | 16 - Compendium/feats/never-tire-apg.md | 20 - Compendium/feats/night-magic-apg.md | 16 - .../feats/nightvision-adaptation-loag.md | 16 - Compendium/feats/nimble-crawl.md | 18 - Compendium/feats/nimble-dodge-rogue.md | 25 - .../feats/nimble-dodge-swashbuckler-apg.md | 25 - Compendium/feats/nimble-hooves-apg.md | 18 - Compendium/feats/nimble-roll-rogue.md | 19 - .../feats/nimble-roll-swashbuckler-apg.md | 19 - Compendium/feats/nimble-shield-hand-apg.md | 17 - Compendium/feats/no-cause-for-alarm-apg.md | 28 - Compendium/feats/no-da.md | 18 - Compendium/feats/no-escape.md | 19 - Compendium/feats/no-evidence-loag.md | 17 - Compendium/feats/no-hard-feelings-g-g.md | 17 - Compendium/feats/no-no-i-created-you-g-g.md | 22 - Compendium/feats/no-stranger-to-death-lokl.md | 17 - Compendium/feats/noble-resolve-loil.md | 20 - Compendium/feats/nocturnal-charm-loag.md | 16 - Compendium/feats/nocturnal-grippli-lome.md | 18 - Compendium/feats/nocturnal-kindred-botd.md | 19 - Compendium/feats/nocturnal-sense-apg.md | 18 - Compendium/feats/none-shall-know-lome.md | 16 - Compendium/feats/nonlethal-spell-apg.md | 19 - Compendium/feats/nonlethal-takedown-lokl.md | 17 - Compendium/feats/nosois-mask-loag.md | 17 - Compendium/feats/nothing-but-fluff-lotgb.md | 17 - Compendium/feats/numb-botd.md | 17 - Compendium/feats/numb-to-death-logm.md | 18 - Compendium/feats/obscured-emergence-da.md | 19 - Compendium/feats/obscured-terrain-lotgb.md | 17 - Compendium/feats/observant-explorer-lopsg.md | 17 - Compendium/feats/occult-evolution.md | 24 - Compendium/feats/occult-resistance-apg.md | 17 - Compendium/feats/oddity-identification.md | 18 - Compendium/feats/ode-to-ouroboros-apg.md | 16 - Compendium/feats/offensive-analysis-loag.md | 16 - Compendium/feats/offensive-subroutine-loag.md | 17 - Compendium/feats/old-soul-loag.md | 17 - Compendium/feats/olethross-decree-loag.md | 21 - Compendium/feats/one-for-all-apg.md | 23 - Compendium/feats/one-inch-punch-apg.md | 26 - Compendium/feats/one-millimeter-punch-apg.md | 23 - Compendium/feats/one-more-activation-da.md | 18 - Compendium/feats/one-toed-hop-apg.md | 17 - Compendium/feats/one-with-earth-loag.md | 16 - Compendium/feats/one-with-the-land-botd.md | 22 - Compendium/feats/oneiric-influence-da.md | 21 - Compendium/feats/ongoing-investigation-apg.md | 16 - Compendium/feats/ongoing-selfishness-apg.md | 18 - Compendium/feats/ongoing-strategy-apg.md | 17 - Compendium/feats/ooze-empathy-sli.md | 17 - Compendium/feats/oozemorph-dedication-sli.md | 28 - Compendium/feats/open-mind-loil.md | 16 - Compendium/feats/opportune-backstab.md | 18 - Compendium/feats/opportune-throw-ec1.md | 23 - Compendium/feats/opportunist.md | 17 - Compendium/feats/opportunistic-grapple-apg.md | 19 - Compendium/feats/oracle-dedication-apg.md | 27 - Compendium/feats/oracular-providence-apg.md | 17 - Compendium/feats/oracular-warning-apg.md | 24 - Compendium/feats/orc-ferocity.md | 25 - Compendium/feats/orc-lore-apg.md | 16 - Compendium/feats/orc-sight.md | 19 - Compendium/feats/orc-superstition.md | 25 - Compendium/feats/orc-warmask-loag.md | 31 - Compendium/feats/orc-weapon-carnage.md | 17 - Compendium/feats/orc-weapon-expertise.md | 17 - Compendium/feats/orc-weapon-familiarity.md | 22 - Compendium/feats/order-spell.md | 17 - Compendium/feats/order-training-locg.md | 18 - Compendium/feats/ornate-tattoo-locg.md | 23 - Compendium/feats/orthographic-mastery-apg.md | 18 - Compendium/feats/ostentatious-arrival-som.md | 22 - Compendium/feats/otherworldly-acumen-apg.md | 17 - Compendium/feats/out-of-hand-botd.md | 23 - Compendium/feats/overcrowd-apg.md | 22 - Compendium/feats/overdrive-ally-g-g.md | 20 - Compendium/feats/overextending-feint-apg.md | 21 - .../feats/overlooked-mastermind-locg.md | 16 - .../overpowering-charge-barbarian-apg.md | 17 - .../feats/overpowering-charge-fighter-apg.md | 17 - Compendium/feats/oversized-throw-apg.md | 19 - Compendium/feats/overwatch-dedication-g-g.md | 29 - Compendium/feats/overwhelming-blow-apg.md | 17 - Compendium/feats/overwhelming-breath-apg.md | 20 - Compendium/feats/overwhelming-energy-druid.md | 19 - .../feats/overwhelming-energy-sorcerer.md | 19 - .../feats/overwhelming-energy-wizard.md | 19 - .../feats/overwhelming-spellstrike-som.md | 19 - Compendium/feats/pack-hunter-lome.md | 22 - Compendium/feats/pack-rat-apg.md | 16 - Compendium/feats/pack-stalker-lome.md | 17 - Compendium/feats/pack-tactics-loag.md | 16 - Compendium/feats/pact-of-draconic-fury-da.md | 26 - Compendium/feats/pact-of-eldritch-eyes-da.md | 26 - Compendium/feats/pact-of-fey-glamour-da.md | 22 - .../feats/pact-of-infernal-prowess-da.md | 22 - .../feats/pact-of-the-final-breath-da.md | 24 - Compendium/feats/pactbinder-dedication-da.md | 37 - Compendium/feats/pactbound-dedication-lomm.md | 27 - Compendium/feats/pain-tolerance-ooa1.md | 20 - Compendium/feats/paired-link-da.md | 22 - Compendium/feats/paired-shots-g-g.md | 22 - Compendium/feats/pale-horse-apg.md | 18 - Compendium/feats/panache-paragon-apg.md | 16 - Compendium/feats/paradoxical-mystery-apg.md | 17 - .../feats/paragon-battle-medicine-lol.md | 21 - Compendium/feats/paragon-companion-g-g.md | 17 - .../paragon-reanimated-companion-ooa3.md | 17 - Compendium/feats/paragons-guard.md | 19 - Compendium/feats/parallel-breakthrough-da.md | 16 - Compendium/feats/paralyzing-slash-botd.md | 21 - Compendium/feats/parry-and-riposte-apg.md | 17 - .../feats/parthenogenic-hatchling-locg.md | 18 - Compendium/feats/parting-shot-apg.md | 18 - Compendium/feats/party-crasher-apg.md | 20 - Compendium/feats/pass-through-botd.md | 23 - Compendium/feats/past-life-botd.md | 16 - Compendium/feats/patch-job-g-g.md | 17 - Compendium/feats/path-of-iron-apg.md | 20 - .../feats/pathfinder-agent-dedication-lowg.md | 28 - Compendium/feats/patrons-breadth-apg.md | 17 - Compendium/feats/patrons-truth-apg.md | 17 - Compendium/feats/peafowl-stance-apg.md | 26 - Compendium/feats/peafowl-strut-apg.md | 20 - Compendium/feats/peculiar-anatomy-sli.md | 19 - Compendium/feats/peer-beyond-av1.md | 19 - Compendium/feats/pelagic-aptitude-loag.md | 16 - Compendium/feats/penetrating-fire-g-g.md | 18 - .../feats/penetrating-projectile-apg.md | 20 - Compendium/feats/penetrating-shot.md | 19 - Compendium/feats/perfect-clarity.md | 21 - Compendium/feats/perfect-debilitation.md | 16 - Compendium/feats/perfect-distraction.md | 24 - Compendium/feats/perfect-dive-aaws.md | 17 - Compendium/feats/perfect-finisher-apg.md | 19 - Compendium/feats/perfect-form-control.md | 17 - Compendium/feats/perfect-ki-adept-lowg.md | 19 - Compendium/feats/perfect-ki-exemplar-loil.md | 19 - Compendium/feats/perfect-ki-expert-loil.md | 19 - .../feats/perfect-ki-grandmaster-loil.md | 19 - Compendium/feats/perfect-mutagen.md | 16 - Compendium/feats/perfect-readiness-g-g.md | 16 - Compendium/feats/perfect-resistance-loil.md | 19 - Compendium/feats/perfect-shot.md | 19 - Compendium/feats/perfect-strike-lowg.md | 17 - Compendium/feats/perfect-weaponry-loil.md | 17 - Compendium/feats/perfections-path.md | 17 - .../feats/performance-weapon-expert-aoe3.md | 17 - .../performative-weapons-training-apg.md | 17 - Compendium/feats/perfume-cloud-loil.md | 25 - Compendium/feats/peri-magic-loag.md | 17 - Compendium/feats/perpetual-breadth-apg.md | 17 - Compendium/feats/perpetual-scout-apg.md | 17 - Compendium/feats/persistent-boost-g-g.md | 17 - Compendium/feats/persistent-creation-locg.md | 23 - Compendium/feats/persistent-mutagen.md | 17 - Compendium/feats/pervasive-superstition.md | 23 - Compendium/feats/pesh-skin-aoa5.md | 24 - Compendium/feats/petrified-skin-da.md | 21 - Compendium/feats/phalanx-breaker-g-g.md | 19 - Compendium/feats/phalanx-formation-lokl.md | 17 - Compendium/feats/phase-arrow-apg.md | 21 - Compendium/feats/phase-bullet-g-g.md | 21 - Compendium/feats/phase-out-som.md | 21 - Compendium/feats/phenoms-verve-g-g.md | 17 - Compendium/feats/phonetic-training-apg.md | 20 - Compendium/feats/physical-training-lopsg.md | 17 - Compendium/feats/pick-up-the-pace-apg.md | 23 - Compendium/feats/pickpocket.md | 24 - Compendium/feats/pied-piping-apg.md | 16 - Compendium/feats/pierce-the-darkness-lome.md | 21 - Compendium/feats/pierce-the-light-loag.md | 17 - Compendium/feats/piercing-critical-g-g.md | 16 - Compendium/feats/piercing-quills-lome.md | 17 - Compendium/feats/pilgrims-token-apg.md | 20 - Compendium/feats/pin-to-the-spot-aoe3.md | 18 - Compendium/feats/pinch-time-apg.md | 16 - Compendium/feats/pinning-fire-apg.md | 18 - Compendium/feats/pinpoint-poisoner-apg.md | 16 - Compendium/feats/pirate-dedication-apg.md | 34 - .../feats/pirate-weapon-training-apg.md | 17 - Compendium/feats/pirouette-loil.md | 23 - .../feats/pistol-phenom-dedication-g-g.md | 31 - Compendium/feats/pistol-twirl-g-g.md | 27 - Compendium/feats/pistoleros-challenge-g-g.md | 32 - Compendium/feats/piston-punch-g-g.md | 20 - Compendium/feats/pit-of-snakes-loil.md | 24 - Compendium/feats/pitborn-apg.md | 25 - Compendium/feats/pivot-strike-ec1.md | 24 - Compendium/feats/plague-sniffer-loag.md | 17 - Compendium/feats/planar-sidestep-loil.md | 28 - Compendium/feats/planar-survival.md | 18 - Compendium/feats/plant-evidence-apg.md | 18 - Compendium/feats/plant-shape.md | 17 - Compendium/feats/play-dead-botd.md | 17 - Compendium/feats/play-to-the-crowd-apg.md | 30 - Compendium/feats/plentiful-snares-apg.md | 17 - Compendium/feats/plot-the-future-apg.md | 19 - Compendium/feats/plum-deluge-frp3.md | 21 - Compendium/feats/plumekith-loag.md | 23 - Compendium/feats/point-blank-shot.md | 20 - Compendium/feats/poison-coat-apg.md | 22 - Compendium/feats/poison-resistance-druid.md | 17 - Compendium/feats/poison-weapon.md | 27 - Compendium/feats/poisoner-dedication-apg.md | 26 - Compendium/feats/poisoners-twist-apg.md | 19 - Compendium/feats/polearm-tricks-som.md | 17 - Compendium/feats/portentous-spell-apg.md | 21 - Compendium/feats/positioning-assault.md | 19 - Compendium/feats/positive-luminance-botd.md | 17 - Compendium/feats/posse-apg.md | 20 - Compendium/feats/potent-poisoner.md | 17 - Compendium/feats/poultice-preparation-apg.md | 19 - Compendium/feats/powder-punch-stance-ooa1.md | 26 - Compendium/feats/power-attack.md | 24 - Compendium/feats/power-slide-g-g.md | 22 - Compendium/feats/powerful-alchemy.md | 22 - Compendium/feats/powerful-guts-loag.md | 16 - Compendium/feats/powerful-leap.md | 18 - Compendium/feats/powerful-shove.md | 19 - Compendium/feats/powerful-snares.md | 17 - Compendium/feats/powerful-sneak.md | 16 - Compendium/feats/practiced-defender-lopsg.md | 17 - Compendium/feats/practiced-guidance-aoa3.md | 18 - Compendium/feats/practiced-opposition-lokl.md | 18 - Compendium/feats/practiced-paddler-ec3.md | 17 - Compendium/feats/practiced-reloads-g-g.md | 17 - Compendium/feats/prairie-rider-apg.md | 16 - Compendium/feats/prayer-attack-lol.md | 22 - .../feats/prayer-touched-weapon-lokl.md | 23 - Compendium/feats/precious-arrow-apg.md | 20 - Compendium/feats/precious-munitions-g-g.md | 17 - Compendium/feats/precise-debilitations.md | 20 - Compendium/feats/precise-finisher-apg.md | 17 - Compendium/feats/predators-growl-loag.md | 19 - Compendium/feats/predators-pounce.md | 23 - Compendium/feats/predatory-claws-botd.md | 19 - Compendium/feats/predictable-apg.md | 23 - .../predictive-purchase-investigator-apg.md | 16 - .../feats/predictive-purchase-rogue-apg.md | 16 - .../feats/preemptive-reconfiguration-loag.md | 21 - .../feats/premonition-of-avoidance-apg.md | 24 - .../feats/premonition-of-clarity-apg.md | 26 - Compendium/feats/preparation-apg.md | 18 - Compendium/feats/prepare-papers-ooa1.md | 18 - Compendium/feats/prescient-consumable-apg.md | 17 - Compendium/feats/prescient-planner-apg.md | 24 - Compendium/feats/preternatural-parry-som.md | 20 - Compendium/feats/prevailing-position-apg.md | 19 - .../feats/preventative-treatment-lokl.md | 19 - Compendium/feats/pride-hunter-loag.md | 16 - Compendium/feats/pride-in-arms-locg.md | 18 - Compendium/feats/primal-aegis-apg.md | 16 - Compendium/feats/primal-breadth.md | 17 - Compendium/feats/primal-evolution.md | 24 - Compendium/feats/primal-focus.md | 22 - Compendium/feats/primal-rampage-locg.md | 16 - Compendium/feats/primal-summons.md | 17 - Compendium/feats/primal-wellspring.md | 17 - Compendium/feats/prismatic-scales-loil.md | 16 - Compendium/feats/pristine-weapon-apg.md | 17 - Compendium/feats/progenitor-lore-da.md | 16 - Compendium/feats/project-persona-apg.md | 21 - Compendium/feats/propeller-attachment-g-g.md | 18 - Compendium/feats/propulsive-leap-da.md | 24 - Compendium/feats/protect-ally-lopsg.md | 18 - Compendium/feats/protective-bond-som.md | 21 - Compendium/feats/protective-claws-lome.md | 17 - Compendium/feats/protective-sheath-locg.md | 17 - .../feats/protective-spirit-mask-sot6.md | 28 - .../feats/protective-subroutine-loag.md | 17 - Compendium/feats/prototype-companion-g-g.md | 16 - .../feats/provocator-dedication-aoe3.md | 28 - Compendium/feats/proximity-alert-loag.md | 16 - Compendium/feats/psi-burst-da.md | 23 - Compendium/feats/psi-catastrophe-da.md | 22 - Compendium/feats/psi-development-da.md | 19 - Compendium/feats/psi-strikes-da.md | 20 - Compendium/feats/psychic-dedication-da.md | 27 - .../feats/psychic-duelist-dedication-da.md | 30 - Compendium/feats/psychic-rapport-da.md | 16 - Compendium/feats/psychopomp-familiar-botd.md | 28 - Compendium/feats/puncturing-horn-loil.md | 18 - Compendium/feats/purge-of-moments-da.md | 21 - Compendium/feats/purge-sins-loag.md | 19 - Compendium/feats/purifying-breeze-lokl.md | 23 - Compendium/feats/purifying-spell-som.md | 21 - Compendium/feats/push-back-the-dead-lokl.md | 22 - Compendium/feats/push-it-g-g.md | 18 - Compendium/feats/pushing-attack-som.md | 19 - Compendium/feats/qlippoth-magic-loag.md | 17 - Compendium/feats/quadruped-lotgb.md | 18 - Compendium/feats/quah-bond-locg.md | 26 - Compendium/feats/quaking-stomp.md | 20 - Compendium/feats/quick-alchemy.md | 17 - Compendium/feats/quick-bomber.md | 17 - Compendium/feats/quick-change-apg.md | 17 - Compendium/feats/quick-change-loag.md | 20 - Compendium/feats/quick-climb.md | 18 - Compendium/feats/quick-coercion.md | 18 - Compendium/feats/quick-contacts-apg.md | 18 - Compendium/feats/quick-disguise.md | 18 - Compendium/feats/quick-draw-g-g.md | 17 - Compendium/feats/quick-draw-ranger.md | 17 - Compendium/feats/quick-draw-rogue.md | 23 - Compendium/feats/quick-fix-apg.md | 21 - Compendium/feats/quick-identification.md | 18 - Compendium/feats/quick-juggler-ec1.md | 18 - Compendium/feats/quick-jump.md | 18 - Compendium/feats/quick-mount-apg.md | 20 - Compendium/feats/quick-recognition.md | 18 - Compendium/feats/quick-repair.md | 18 - Compendium/feats/quick-reversal.md | 20 - .../feats/quick-shield-block-champion.md | 17 - .../feats/quick-shield-block-fighter.md | 17 - Compendium/feats/quick-shot-apg.md | 19 - Compendium/feats/quick-snares.md | 23 - Compendium/feats/quick-squeeze.md | 24 - Compendium/feats/quick-stow-apg.md | 19 - Compendium/feats/quick-stow-lopsg.md | 21 - Compendium/feats/quick-study-apg.md | 17 - Compendium/feats/quick-swim.md | 18 - Compendium/feats/quick-unlock.md | 18 - Compendium/feats/quicken-heartbeat-ec3.md | 19 - Compendium/feats/quickened-attunement-som.md | 24 - Compendium/feats/quickened-casting-bard.md | 20 - .../feats/quickened-casting-oracle-apg.md | 20 - .../feats/quickened-casting-sorcerer.md | 20 - .../feats/quickened-casting-witch-apg.md | 20 - Compendium/feats/quickened-casting-wizard.md | 20 - Compendium/feats/quiet-allies.md | 18 - Compendium/feats/quill-spray-lome.md | 19 - Compendium/feats/quivering-palm.md | 17 - Compendium/feats/radiant-blade-master.md | 17 - Compendium/feats/radiant-blade-spirit.md | 23 - Compendium/feats/radiant-burst-loag.md | 28 - Compendium/feats/radiant-circuitry-loag.md | 19 - Compendium/feats/radiant-infusion-apg.md | 20 - Compendium/feats/radiate-glory-loag.md | 29 - Compendium/feats/ragdyas-dance-loil.md | 19 - Compendium/feats/ragdyas-revelry-loil.md | 19 - Compendium/feats/raging-athlete.md | 17 - Compendium/feats/raging-intimidation.md | 16 - Compendium/feats/raging-thrower.md | 16 - Compendium/feats/rain-of-bolts-g-g.md | 21 - .../feats/rain-of-embers-stance-lopsg.md | 29 - Compendium/feats/rain-scribe-mobility-locg.md | 18 - .../feats/rain-scribe-sustenance-locg.md | 19 - Compendium/feats/raise-a-tome-som.md | 28 - Compendium/feats/rakshasa-magic-loag.md | 17 - Compendium/feats/rakshasa-ravaged-loil.md | 17 - Compendium/feats/rallying-charge-apg.md | 20 - Compendium/feats/rallying-cry-loag.md | 19 - Compendium/feats/rampaging-ferocity-apg.md | 19 - Compendium/feats/rampaging-form-loag.md | 19 - Compendium/feats/ranged-combatant-som.md | 19 - Compendium/feats/ranged-disarm-g-g.md | 19 - Compendium/feats/ranged-reprisal.md | 17 - Compendium/feats/ranger-dedication.md | 29 - Compendium/feats/ranger-resiliency.md | 17 - Compendium/feats/rangers-bramble-apg.md | 17 - Compendium/feats/rapid-affixture-apg.md | 18 - Compendium/feats/rapid-manifestation-som.md | 19 - Compendium/feats/rapid-mantel.md | 18 - Compendium/feats/rapid-recharge-som.md | 19 - Compendium/feats/rapid-response-apg.md | 18 - Compendium/feats/rat-familiar-apg.md | 16 - Compendium/feats/rat-form-apg.md | 21 - Compendium/feats/rat-magic-apg.md | 16 - Compendium/feats/ratfolk-growth-loag.md | 16 - Compendium/feats/ratfolk-lore-apg.md | 16 - Compendium/feats/ratfolk-roll-loag.md | 20 - Compendium/feats/ratspeak-apg.md | 16 - Compendium/feats/ravenings-desperation-ec3.md | 19 - Compendium/feats/ravenous-charge-botd.md | 19 - Compendium/feats/razor-claws-locg.md | 16 - Compendium/feats/razzle-dazzle-apg.md | 19 - Compendium/feats/reach-beyond-frp1.md | 17 - Compendium/feats/reach-for-the-sky-g-g.md | 21 - Compendium/feats/reach-for-the-stars-g-g.md | 21 - Compendium/feats/reach-spell-bard.md | 19 - Compendium/feats/reach-spell-cleric.md | 19 - Compendium/feats/reach-spell-druid.md | 19 - Compendium/feats/reach-spell-oracle-apg.md | 19 - Compendium/feats/reach-spell-sorcerer.md | 19 - Compendium/feats/reach-spell-witch-apg.md | 19 - Compendium/feats/reach-spell-wizard.md | 19 - Compendium/feats/reactive-charm-lotgb.md | 20 - Compendium/feats/reactive-dismissal-som.md | 20 - Compendium/feats/reactive-distraction.md | 22 - Compendium/feats/reactive-pursuit.md | 18 - Compendium/feats/reactive-shield.md | 19 - .../feats/reactive-transformation-apg.md | 26 - Compendium/feats/read-disaster-apg.md | 19 - Compendium/feats/read-lips.md | 20 - .../feats/read-psychometric-resonance-da.md | 35 - Compendium/feats/read-shibboleths-apg.md | 21 - Compendium/feats/read-the-land-som.md | 20 - Compendium/feats/read-the-stars-loag.md | 17 - Compendium/feats/reanimating-spark-lotgb.md | 20 - .../feats/reanimator-dedication-botd.md | 26 - Compendium/feats/reaper-of-repose-locg.md | 17 - Compendium/feats/reason-rapidly-apg.md | 17 - Compendium/feats/reassuring-presence-lome.md | 22 - Compendium/feats/rebounding-assault-g-g.md | 26 - Compendium/feats/rebounding-toss-apg.md | 19 - .../feats/reckless-abandon-barbarian.md | 19 - .../feats/reckless-abandon-goblin-apg.md | 21 - Compendium/feats/reclaim-spell-ec6.md | 21 - Compendium/feats/reclaimant-plea-lokl.md | 19 - Compendium/feats/recognize-ambush-loag.md | 18 - Compendium/feats/recognize-spell.md | 33 - Compendium/feats/recognize-threat-locg.md | 21 - Compendium/feats/recollect-studies-lopsg.md | 20 - .../reconstruct-the-scene-investigator-apg.md | 17 - .../feats/reconstruct-the-scene-rogue-apg.md | 17 - Compendium/feats/recover-spell-lopsg.md | 21 - Compendium/feats/recycled-cogwheels-g-g.md | 17 - Compendium/feats/red-herring-apg.md | 16 - .../red-mantis-assassin-dedication-lowg.md | 28 - Compendium/feats/redirect-attention-da.md | 16 - Compendium/feats/redirect-elements-som.md | 19 - Compendium/feats/redirecting-shot-g-g.md | 22 - Compendium/feats/reflect-foe-da.md | 16 - Compendium/feats/reflect-spell-sorcerer.md | 17 - Compendium/feats/reflect-spell-witch-apg.md | 17 - Compendium/feats/reflect-spell-wizard.md | 17 - Compendium/feats/reflecting-riposte-ec6.md | 21 - Compendium/feats/reflective-pocket-da.md | 18 - .../feats/reflective-ripple-stance-som.md | 33 - Compendium/feats/reflexive-catch-ec1.md | 23 - Compendium/feats/reflexive-grip-lopsg.md | 19 - Compendium/feats/reflexive-riposte-apg.md | 17 - Compendium/feats/reflexive-shield.md | 22 - Compendium/feats/regrowth-loag.md | 16 - Compendium/feats/rehydration-loag.md | 20 - Compendium/feats/reimagine-loil.md | 17 - Compendium/feats/reinforce-eidolon-som.md | 16 - Compendium/feats/reinforced-chassis-g-g.md | 27 - Compendium/feats/rejuvenating-touch-apg.md | 17 - Compendium/feats/rejuvenation-botd.md | 18 - Compendium/feats/rejuvenation-token-botd.md | 18 - Compendium/feats/relentless-disarm-aoa5.md | 19 - Compendium/feats/relentless-stalker-fop.md | 20 - Compendium/feats/relentless-wings-apg.md | 17 - Compendium/feats/reliable-luck-apg.md | 17 - Compendium/feats/reliable-squire-lokl.md | 19 - Compendium/feats/reloading-trick-av3.md | 23 - Compendium/feats/remediate-apg.md | 21 - .../feats/remember-your-training-lopsg.md | 21 - .../feats/reminder-of-the-greater-fear-ngd.md | 21 - Compendium/feats/remorseless-lash-locg.md | 16 - Compendium/feats/remote-trigger-apg.md | 17 - Compendium/feats/remove-presence-da.md | 20 - Compendium/feats/renewed-vigor.md | 19 - Compendium/feats/renewing-quills-lome.md | 17 - Compendium/feats/repair-module-loag.md | 19 - .../repeating-hand-crossbow-training-av3.md | 19 - .../feats/replenishing-consumption-botd.md | 17 - .../feats/replenishing-hydration-aaws.md | 16 - Compendium/feats/replenishment-of-war.md | 23 - Compendium/feats/replicate-da.md | 17 - Compendium/feats/reptile-rider-loag.md | 18 - Compendium/feats/reptile-speaker-locg.md | 16 - Compendium/feats/repulse-the-wicked-lokl.md | 19 - Compendium/feats/repurposed-parts-g-g.md | 17 - Compendium/feats/rescuers-press-lol.md | 18 - Compendium/feats/reset-the-past-da.md | 18 - Compendium/feats/resilient-mind-lokl.md | 19 - Compendium/feats/resilient-shell-som.md | 17 - Compendium/feats/resilient-touch-apg.md | 19 - Compendium/feats/resist-ruin-apg.md | 16 - Compendium/feats/resolute-da.md | 17 - Compendium/feats/resolute-defender-lokl.md | 17 - Compendium/feats/resounding-blow-apg.md | 19 - Compendium/feats/resounding-bravery-apg.md | 17 - Compendium/feats/resounding-cascade-som.md | 19 - Compendium/feats/resounding-finale-apg.md | 21 - Compendium/feats/resourceful-ritualist-apg.md | 18 - Compendium/feats/restitch-lotgb.md | 16 - Compendium/feats/restoring-blood-loil.md | 17 - Compendium/feats/resurrectionist.md | 16 - Compendium/feats/resuscitate-apg.md | 21 - .../feats/retain-absorbed-spell-lopsg.md | 17 - .../feats/retaliatory-cleansing-lokl.md | 21 - Compendium/feats/retractable-claws-loag.md | 16 - Compendium/feats/return-fire-apg.md | 18 - Compendium/feats/returning-throw-apg.md | 17 - Compendium/feats/reveal-hidden-self-loil.md | 27 - Compendium/feats/reveal-machinations-aoa3.md | 22 - Compendium/feats/reveal-true-name-som.md | 33 - Compendium/feats/revealing-stab.md | 18 - Compendium/feats/reverberate-apg.md | 23 - Compendium/feats/reverse-curse-da.md | 19 - Compendium/feats/reverse-engineer-g-g.md | 17 - Compendium/feats/reverse-engineering-apg.md | 18 - Compendium/feats/reversing-charge-da.md | 18 - .../feats/revivification-protocol-loag.md | 19 - Compendium/feats/revivifying-mutagen.md | 16 - Compendium/feats/ricochet-feint-apg.md | 17 - Compendium/feats/ricochet-legend-g-g.md | 19 - Compendium/feats/ricochet-master-g-g.md | 25 - Compendium/feats/ricochet-shot-g-g.md | 24 - .../feats/ricochet-stance-fighter-apg.md | 18 - Compendium/feats/ricochet-stance-rogue-apg.md | 24 - Compendium/feats/ricocheting-leap-lome.md | 19 - Compendium/feats/ride.md | 16 - Compendium/feats/riftmarked-loag.md | 23 - Compendium/feats/right-hand-blood-lome.md | 16 - Compendium/feats/rimesoul-loag.md | 17 - .../feats/ringmasters-introduction-ec6.md | 21 - Compendium/feats/rippling-spin-som.md | 20 - Compendium/feats/riptide-aaws.md | 20 - Compendium/feats/risky-reload-g-g.md | 19 - Compendium/feats/risky-surgery-apg.md | 18 - Compendium/feats/rites-of-convocation-apg.md | 16 - .../feats/rites-of-transfiguration-apg.md | 16 - Compendium/feats/ritual-researcher-apg.md | 18 - Compendium/feats/ritual-reversion-locg.md | 22 - Compendium/feats/ritualist-dedication-apg.md | 29 - Compendium/feats/roadkill-g-g.md | 20 - Compendium/feats/robust-recovery.md | 18 - Compendium/feats/rock-runner.md | 22 - Compendium/feats/rockslide-spell-som.md | 20 - Compendium/feats/rogue-dedication.md | 27 - Compendium/feats/rokoan-arts-loag.md | 16 - Compendium/feats/roll-with-it-locg.md | 19 - Compendium/feats/root-magic-apg.md | 18 - Compendium/feats/root-to-life-da.md | 23 - Compendium/feats/rope-mastery-frp2.md | 19 - Compendium/feats/rope-runner-apg.md | 18 - Compendium/feats/rough-rider.md | 16 - Compendium/feats/rough-terrain-stance-som.md | 28 - Compendium/feats/round-ears-locg.md | 22 - Compendium/feats/ru-shi-loag.md | 23 - Compendium/feats/rubbery-skin-sli.md | 17 - Compendium/feats/ruby-resurrection-frp3.md | 26 - Compendium/feats/rugged-survivalist-lopsg.md | 20 - Compendium/feats/rule-of-three-sot2.md | 25 - Compendium/feats/runelord-dedication-som.md | 28 - .../feats/runescarred-dedication-lowg.md | 30 - Compendium/feats/runic-impression-som.md | 17 - Compendium/feats/runic-mind-smithing-da.md | 23 - Compendium/feats/running-reload-g-g.md | 17 - Compendium/feats/running-reload.md | 17 - Compendium/feats/running-tackle-lotgb.md | 19 - Compendium/feats/runtsage-loag.md | 16 - Compendium/feats/saber-teeth-loag.md | 16 - Compendium/feats/sabotage.md | 24 - Compendium/feats/sacral-lord-da.md | 27 - Compendium/feats/sacral-monarch-da.md | 18 - Compendium/feats/sacred-armaments-lokl.md | 19 - Compendium/feats/sacred-defender-apg.md | 16 - Compendium/feats/sacred-defense-logm.md | 26 - Compendium/feats/sacred-ki-logm.md | 19 - Compendium/feats/sacred-spells-botd.md | 22 - Compendium/feats/sacrifice-armor-apg.md | 24 - Compendium/feats/safe-house-apg.md | 17 - Compendium/feats/safeguard-soul-botd.md | 19 - Compendium/feats/safeguarded-spell-apg.md | 19 - Compendium/feats/safety-measures-g-g.md | 17 - Compendium/feats/sanctify-water-logm.md | 19 - Compendium/feats/saoc-astrology-locg.md | 28 - Compendium/feats/sap-life.md | 17 - Compendium/feats/savage-critical.md | 16 - Compendium/feats/saving-slash-lowg.md | 19 - Compendium/feats/scalding-spit-locg.md | 17 - Compendium/feats/scales-of-the-dragon-apg.md | 17 - Compendium/feats/scaling-poppet-lotgb.md | 16 - Compendium/feats/scalpels-point-apg.md | 17 - Compendium/feats/scamper-apg.md | 24 - Compendium/feats/scamper-ltiba.md | 18 - Compendium/feats/scamper-underfoot-ec3.md | 16 - .../feats/scapegoat-parallel-self-frp3.md | 24 - Compendium/feats/scar-thick-skin-loag.md | 16 - Compendium/feats/scare-to-death.md | 28 - Compendium/feats/scarecrow-aoa3.md | 18 - Compendium/feats/scatter-blast-g-g.md | 22 - Compendium/feats/scattered-fire-lotgb.md | 17 - Compendium/feats/scavengers-search-apg.md | 16 - Compendium/feats/scholarly-defense-av2.md | 17 - Compendium/feats/scholars-inheritance-loag.md | 18 - .../feats/scholastic-identification-apg.md | 18 - Compendium/feats/school-counterspell-som.md | 17 - .../feats/school-spell-redirection-som.md | 17 - Compendium/feats/schooled-in-secrets-apg.md | 18 - Compendium/feats/scintillating-spell-apg.md | 20 - Compendium/feats/scion-transformation-loag.md | 18 - Compendium/feats/scorching-disarm-loag.md | 19 - Compendium/feats/scour-the-library-da.md | 21 - Compendium/feats/scouring-rage-apg.md | 19 - Compendium/feats/scout-dedication-apg.md | 26 - Compendium/feats/scouts-charge-apg.md | 19 - Compendium/feats/scouts-pounce-apg.md | 20 - Compendium/feats/scouts-speed-apg.md | 17 - Compendium/feats/scouts-warning-ranger.md | 18 - Compendium/feats/scouts-warning-rogue.md | 18 - Compendium/feats/scroll-esoterica-da.md | 20 - Compendium/feats/scroll-thaumaturgy-da.md | 22 - .../feats/scroll-trickster-dedication-apg.md | 26 - .../feats/scrollmaster-dedication-locg.md | 29 - Compendium/feats/scrounger-dedication-apg.md | 33 - Compendium/feats/scrutinizing-gaze-g-g.md | 20 - Compendium/feats/sculpt-shadows-loag.md | 22 - Compendium/feats/scuttle-up-loil.md | 17 - Compendium/feats/sealed-poppet-lotgb.md | 18 - Compendium/feats/searing-restoration-g-g.md | 25 - Compendium/feats/seasoned-apg.md | 18 - Compendium/feats/second-chance-spell-apg.md | 17 - Compendium/feats/second-shield-apg.md | 19 - Compendium/feats/second-sting.md | 22 - Compendium/feats/second-wind.md | 16 - Compendium/feats/secret-eyes-lome.md | 16 - Compendium/feats/secret-speech-aoa3.md | 21 - Compendium/feats/secrets-of-shadow-som.md | 21 - Compendium/feats/see-the-unseen-lome.md | 16 - Compendium/feats/seedpod-locg.md | 22 - Compendium/feats/seeker-arrow-apg.md | 20 - Compendium/feats/seeker-of-truths-av2.md | 25 - Compendium/feats/seize-botd.md | 20 - Compendium/feats/selective-energy.md | 16 - Compendium/feats/self-destruct-ooa3.md | 20 - Compendium/feats/selfless-parry-apg.md | 17 - Compendium/feats/semblance-of-life-botd.md | 22 - Compendium/feats/sense-alignment-aoe1.md | 25 - Compendium/feats/sense-allies-apg.md | 16 - Compendium/feats/sense-chaos-locg.md | 17 - Compendium/feats/sense-evil.md | 17 - Compendium/feats/sense-for-trouble-loag.md | 17 - Compendium/feats/sense-good-apg.md | 18 - Compendium/feats/sense-ki-frp2.md | 18 - .../sense-the-unseen-investigator-apg.md | 18 - Compendium/feats/sense-the-unseen-ranger.md | 18 - Compendium/feats/sense-the-unseen-rogue.md | 18 - Compendium/feats/sense-thoughts-locg.md | 18 - Compendium/feats/sensitive-nose-lome.md | 18 - Compendium/feats/sentinel-dedication-apg.md | 27 - .../feats/sepulchral-sublimation-botd.md | 27 - Compendium/feats/serpentcoil-slam-loil.md | 18 - Compendium/feats/serpentine-swimmer-loil.md | 17 - Compendium/feats/serpents-tongue-loil.md | 16 - .../feats/settlement-scholastics-apg.md | 20 - Compendium/feats/seven-part-link-da.md | 17 - Compendium/feats/sever-magic-da.md | 21 - Compendium/feats/sever-space-frp3.md | 24 - Compendium/feats/shackleborn-loag.md | 23 - Compendium/feats/shadow-blending-loag.md | 21 - Compendium/feats/shadow-hunter.md | 17 - Compendium/feats/shadow-illusion-apg.md | 17 - Compendium/feats/shadow-magic-apg.md | 25 - Compendium/feats/shadow-mark-apg.md | 18 - Compendium/feats/shadow-master-apg.md | 17 - Compendium/feats/shadow-of-the-wilds-locg.md | 16 - Compendium/feats/shadow-pact-locg.md | 17 - Compendium/feats/shadow-power-apg.md | 17 - Compendium/feats/shadow-reservoir-som.md | 29 - Compendium/feats/shadow-self-apg.md | 19 - Compendium/feats/shadow-sight-loag.md | 20 - Compendium/feats/shadow-sneak-attack-apg.md | 19 - Compendium/feats/shadow-spell-som.md | 22 - Compendium/feats/shadow-spells-som.md | 19 - .../feats/shadowcaster-dedication-som.md | 29 - .../feats/shadowdancer-dedication-apg.md | 26 - Compendium/feats/shadows-assault-loag.md | 16 - Compendium/feats/shadows-web-apg.md | 20 - Compendium/feats/shadowy-disguise-loag.md | 16 - Compendium/feats/shaitan-magic-loag.md | 16 - Compendium/feats/shaitan-skin-loag.md | 16 - Compendium/feats/shake-it-off.md | 19 - .../shall-not-falter-shall-not-rout-lol.md | 18 - Compendium/feats/shamble-botd.md | 20 - Compendium/feats/shameless-request.md | 18 - .../feats/shape-of-the-cloud-dragon-sot3.md | 30 - Compendium/feats/shape-of-the-dragon-apg.md | 25 - .../feats/shapechangers-intuition-loag.md | 16 - Compendium/feats/shaped-contaminant-aoa5.md | 19 - Compendium/feats/share-burden-da.md | 19 - Compendium/feats/share-eidolon-magic-som.md | 17 - Compendium/feats/share-rage.md | 27 - Compendium/feats/share-thoughts-locg.md | 23 - Compendium/feats/share-weakness-da.md | 21 - Compendium/feats/shared-assault-apg.md | 17 - Compendium/feats/shared-attunement-som.md | 19 - Compendium/feats/shared-avoidance-apg.md | 17 - Compendium/feats/shared-clarity-apg.md | 17 - Compendium/feats/shared-dream-da.md | 17 - Compendium/feats/shared-luck-apg.md | 17 - Compendium/feats/shared-luck-locg.md | 17 - Compendium/feats/shared-overdrive-g-g.md | 17 - Compendium/feats/shared-prey.md | 23 - Compendium/feats/shared-sight-lokl.md | 23 - Compendium/feats/shared-stratagem-apg.md | 22 - Compendium/feats/shared-synergy-locg.md | 17 - Compendium/feats/shared-warding-da.md | 17 - Compendium/feats/sharp-fangs-locg.md | 22 - Compendium/feats/shatter-defenses.md | 19 - Compendium/feats/shatter-space-da.md | 17 - Compendium/feats/shattering-blows-apg.md | 17 - Compendium/feats/shattering-shot-g-g.md | 18 - Compendium/feats/shattering-strike-apg.md | 19 - Compendium/feats/shattering-strike.md | 17 - Compendium/feats/shed-tail-locg.md | 20 - Compendium/feats/sheltering-cave-som.md | 22 - Compendium/feats/sheltering-slab-apg.md | 16 - .../feats/shepherd-of-desolation-lokl.md | 18 - Compendium/feats/shield-block.md | 24 - Compendium/feats/shield-of-faith-apg.md | 17 - Compendium/feats/shield-of-grace.md | 17 - Compendium/feats/shield-of-reckoning.md | 20 - Compendium/feats/shield-paragon.md | 17 - Compendium/feats/shield-salvation-apg.md | 17 - Compendium/feats/shield-wall-lokl.md | 23 - Compendium/feats/shield-warden-champion.md | 23 - Compendium/feats/shield-warden-fighter.md | 17 - Compendium/feats/shielded-stride.md | 16 - Compendium/feats/shielded-tome-som.md | 21 - .../feats/shieldmarshal-dedication-loil.md | 19 - Compendium/feats/shift-spell-frp2.md | 22 - Compendium/feats/shifting-faces-loag.md | 18 - Compendium/feats/shifting-terrain-som.md | 25 - Compendium/feats/shining-arms-lotgb.md | 17 - Compendium/feats/shining-oath.md | 28 - Compendium/feats/shinstabber-loag.md | 17 - Compendium/feats/shiny-button-eyes-lotgb.md | 18 - Compendium/feats/shisk-lore-lome.md | 16 - Compendium/feats/shokis-argument-loag.md | 16 - Compendium/feats/shoony-lore-ec3.md | 16 - Compendium/feats/shooters-camouflage-g-g.md | 17 - Compendium/feats/shooting-stars-stance-apg.md | 19 - Compendium/feats/shore-step-som.md | 17 - Compendium/feats/shorthanded-g-g.md | 18 - Compendium/feats/shory-aerialist-locg.md | 17 - Compendium/feats/shory-aeromancer-locg.md | 23 - Compendium/feats/shoulder-catastrophe-locg.md | 25 - Compendium/feats/shove-down-apg.md | 19 - Compendium/feats/shoving-sweep-apg.md | 20 - Compendium/feats/showstopper-g-g.md | 19 - Compendium/feats/shrink-down-som.md | 27 - Compendium/feats/shrouded-magic-loag.md | 16 - Compendium/feats/shrouded-mien-loag.md | 16 - Compendium/feats/sickening-bite-botd.md | 17 - Compendium/feats/sidestep.md | 18 - Compendium/feats/sign-language.md | 20 - .../feats/signature-spell-expansion-apg.md | 16 - .../feats/signature-spell-expansion-da.md | 16 - Compendium/feats/signature-synergy-som.md | 17 - .../feats/signifer-armor-expertise-locg.md | 17 - Compendium/feats/signifers-sight-locg.md | 17 - Compendium/feats/silencing-strike-apg.md | 24 - Compendium/feats/silent-spell.md | 20 - Compendium/feats/silent-step-loag.md | 18 - Compendium/feats/silent-sting-frp2.md | 19 - Compendium/feats/silent-stone-loil.md | 16 - Compendium/feats/silvers-refrain-aoa3.md | 17 - Compendium/feats/simple-crystal-magic-aoa4.md | 17 - Compendium/feats/sin-reservoir-som.md | 17 - Compendium/feats/sing-to-the-steel-sot2.md | 27 - Compendium/feats/sinister-appearance-loag.md | 18 - Compendium/feats/sink-and-swim-da.md | 29 - Compendium/feats/siphon-life-da.md | 29 - Compendium/feats/siphon-power-apg.md | 21 - Compendium/feats/siphoning-touch-lotgb.md | 17 - Compendium/feats/six-pillars-stance-frp2.md | 20 - .../feats/sixth-pillar-dedication-frp2.md | 29 - Compendium/feats/sixth-pillar-mastery-frp2.md | 17 - Compendium/feats/sixth-sense-da.md | 22 - Compendium/feats/skeletal-resistance-botd.md | 16 - .../feats/skeletal-transformation-botd.md | 16 - Compendium/feats/skeleton-commander-botd.md | 20 - Compendium/feats/skeptics-defense-da.md | 24 - Compendium/feats/skill-mastery-apg.md | 19 - Compendium/feats/skill-mastery.md | 19 - Compendium/feats/skilled-climber-loil.md | 17 - Compendium/feats/skilled-partner-som.md | 16 - Compendium/feats/skillful-climber-loil.md | 16 - Compendium/feats/skillful-tail-ganzi-loag.md | 22 - Compendium/feats/skillful-tail-loag.md | 20 - .../feats/skillful-tail-tiefling-apg.md | 16 - Compendium/feats/skim-scroll-apg.md | 18 - Compendium/feats/skin-split-loil.md | 20 - Compendium/feats/skirmish-strike-ranger.md | 18 - Compendium/feats/skirmish-strike-rogue.md | 18 - Compendium/feats/skirt-the-light-loag.md | 17 - Compendium/feats/skitter-apg.md | 17 - Compendium/feats/skittering-scuttle.md | 17 - Compendium/feats/skittering-sneak-loag.md | 16 - Compendium/feats/skittertalk-lome.md | 16 - Compendium/feats/skull-creeper-loag.md | 16 - .../feats/sky-and-heaven-stance-aoe2.md | 28 - .../feats/sky-and-heaven-stance-loil.md | 20 - Compendium/feats/sky-master-mask-sot6.md | 20 - Compendium/feats/skyseeker-aoe2.md | 22 - Compendium/feats/skyseeker-loil.md | 22 - Compendium/feats/slag-may-apg.md | 17 - Compendium/feats/slayers-blessing-botd.md | 20 - Compendium/feats/slayers-presence-botd.md | 17 - Compendium/feats/slayers-strike-botd.md | 30 - Compendium/feats/sleeper-hold.md | 23 - Compendium/feats/sleepwalker-dedication-da.md | 31 - Compendium/feats/slice-and-swipe-aoe3.md | 22 - Compendium/feats/slingers-readiness-g-g.md | 17 - Compendium/feats/slingers-reflexes-g-g.md | 16 - Compendium/feats/slink-loag.md | 16 - Compendium/feats/slip-into-shadow-loag.md | 19 - Compendium/feats/slip-the-grasp-loag.md | 21 - Compendium/feats/slip-with-the-breeze-loag.md | 17 - Compendium/feats/slippery-secrets.md | 18 - Compendium/feats/slither-loag.md | 16 - Compendium/feats/sly-striker.md | 23 - Compendium/feats/smash-from-the-air-apg.md | 17 - Compendium/feats/smashing-tail-loag.md | 16 - Compendium/feats/smite-evil.md | 20 - Compendium/feats/smite-good-apg.md | 21 - Compendium/feats/smoke-bomb.md | 20 - Compendium/feats/smoke-curtain-g-g.md | 20 - Compendium/feats/smoke-sight-g-g.md | 18 - Compendium/feats/smokesoul-loag.md | 27 - .../feats/smoldering-explosion-lotgb.md | 23 - Compendium/feats/snagging-strike.md | 18 - Compendium/feats/snap-out-of-it-apg.md | 21 - Compendium/feats/snap-out-of-it-lopsg.md | 25 - Compendium/feats/snap-shot.md | 16 - Compendium/feats/snare-commando-loag.md | 19 - Compendium/feats/snare-crafting.md | 24 - Compendium/feats/snare-genius-apg.md | 19 - Compendium/feats/snare-hopping-apg.md | 17 - Compendium/feats/snare-setter-apg.md | 17 - Compendium/feats/snare-specialist.md | 25 - .../feats/snarecrafter-dedication-apg.md | 26 - Compendium/feats/sneak-savant.md | 17 - Compendium/feats/sneaky-loag.md | 18 - Compendium/feats/snipers-aim-g-g.md | 19 - .../feats/sniping-duo-dedication-g-g.md | 30 - Compendium/feats/snow-may-loag.md | 23 - Compendium/feats/soaring-armor-g-g.md | 18 - Compendium/feats/soaring-dynamo-g-g.md | 17 - Compendium/feats/soaring-flight-apg.md | 28 - Compendium/feats/soaring-form-loag.md | 17 - Compendium/feats/soaring-poppet-lotgb.md | 16 - Compendium/feats/soaring-shape.md | 23 - Compendium/feats/sociable-locg.md | 16 - Compendium/feats/sociable-vow-da.md | 18 - Compendium/feats/social-camouflage-loil.md | 16 - Compendium/feats/social-purview-apg.md | 17 - Compendium/feats/sodbuster-ec3.md | 17 - Compendium/feats/solar-rejuvenation-locg.md | 16 - Compendium/feats/solar-rejuvenation-loil.md | 16 - Compendium/feats/solid-lead-apg.md | 18 - .../feats/song-of-grace-and-speed-sot2.md | 21 - Compendium/feats/song-of-marching-apg.md | 16 - Compendium/feats/song-of-strength-apg.md | 17 - Compendium/feats/song-of-the-fallen-aoa6.md | 18 - Compendium/feats/soothing-ballad.md | 16 - Compendium/feats/soothing-mist-apg.md | 17 - Compendium/feats/sorcerer-dedication.md | 29 - Compendium/feats/soul-arsenal-som.md | 25 - Compendium/feats/soul-flare-som.md | 21 - .../feats/soul-warden-dedication-botd.md | 32 - Compendium/feats/soulforger-dedication-som.md | 43 - Compendium/feats/soulsight-bard-apg.md | 22 - Compendium/feats/soulsight-sorcerer-apg.md | 17 - Compendium/feats/sound-mirror-da.md | 17 - Compendium/feats/sow-rumor-locg.md | 28 - Compendium/feats/sow-spell-apg.md | 19 - Compendium/feats/space-time-shift-da.md | 20 - Compendium/feats/spark-fist-g-g.md | 27 - .../feats/spark-of-independence-lotgb.md | 17 - Compendium/feats/speak-with-bats-loag.md | 19 - Compendium/feats/speak-with-flowers-loil.md | 16 - Compendium/feats/speak-with-kindred-locg.md | 18 - Compendium/feats/speaking-sky-aoe2.md | 17 - Compendium/feats/speaking-sky-loil.md | 17 - .../specialized-beastmaster-companion-apg.md | 19 - Compendium/feats/specialized-companion-ec2.md | 18 - Compendium/feats/specialized-mount-apg.md | 19 - Compendium/feats/specialty-crafting.md | 41 - Compendium/feats/speedy-rituals-apg.md | 17 - Compendium/feats/spell-devourer-apg.md | 17 - Compendium/feats/spell-gem-botd.md | 20 - Compendium/feats/spell-mastery-aoa6.md | 19 - Compendium/feats/spell-mastery-apg.md | 16 - Compendium/feats/spell-parry-som.md | 24 - Compendium/feats/spell-relay-apg.md | 19 - Compendium/feats/spell-repelling-form-som.md | 17 - Compendium/feats/spell-runes-lowg.md | 23 - Compendium/feats/spell-shroud-apg.md | 19 - Compendium/feats/spell-swipe-som.md | 23 - Compendium/feats/spell-tinker.md | 20 - .../feats/spell-trickster-dedication-lotgb.md | 28 - Compendium/feats/spellbook-prodigy-apg.md | 17 - .../feats/spellmaster-dedication-locg.md | 27 - .../feats/spellmasters-resilience-locg.md | 23 - .../feats/spellmasters-tenacity-lopsg.md | 20 - Compendium/feats/spellmasters-ward-lopsg.md | 17 - Compendium/feats/spellshot-dedication-g-g.md | 35 - Compendium/feats/spellstriker-som.md | 17 - Compendium/feats/spelunker-lome.md | 16 - Compendium/feats/spew-tentacles-loag.md | 16 - Compendium/feats/spine-stabber-lome.md | 22 - Compendium/feats/spinebreaker-lotgb.md | 25 - Compendium/feats/spiral-sworn-botd.md | 30 - Compendium/feats/spirit-sheath-som.md | 23 - Compendium/feats/spirit-soother-apg.md | 16 - Compendium/feats/spirit-spells-av1.md | 17 - Compendium/feats/spirit-strikes-apg.md | 16 - Compendium/feats/spirits-absolution-botd.md | 23 - Compendium/feats/spirits-anguish-botd.md | 22 - Compendium/feats/spirits-interference.md | 22 - Compendium/feats/spirits-wrath.md | 22 - Compendium/feats/spiritual-explorer-lopsg.md | 17 - Compendium/feats/spiritual-guides-apg.md | 22 - Compendium/feats/spiritual-sense-apg.md | 22 - Compendium/feats/spiteful-rake-loag.md | 19 - Compendium/feats/splendid-companion-ec2.md | 24 - Compendium/feats/splinter-faith-logm.md | 19 - Compendium/feats/split-hex-apg.md | 19 - Compendium/feats/split-shot-apg.md | 19 - Compendium/feats/split-slot-apg.md | 16 - Compendium/feats/spore-cloud-loag.md | 24 - Compendium/feats/spot-translate-apg.md | 21 - Compendium/feats/spring-attack.md | 19 - Compendium/feats/spring-from-the-shadows.md | 18 - Compendium/feats/springing-leaper-apg.md | 17 - Compendium/feats/sprites-spark-loag.md | 18 - Compendium/feats/spyglass-modification-g-g.md | 17 - Compendium/feats/spys-countermeasures-lowg.md | 19 - Compendium/feats/squad-tactics-loag.md | 16 - Compendium/feats/squawk-apg.md | 18 - Compendium/feats/squirm-free-lotgb.md | 18 - Compendium/feats/stab-and-blast-g-g.md | 21 - .../feats/staff-acrobat-dedication-ec1.md | 27 - Compendium/feats/staff-sweep-ec1.md | 21 - Compendium/feats/stage-fighting-apg.md | 17 - Compendium/feats/staggering-fire-lokl.md | 20 - Compendium/feats/stalking-feline-mask-sot6.md | 22 - Compendium/feats/stalwart-standard-lokl.md | 18 - Compendium/feats/stance-savant-fighter.md | 18 - Compendium/feats/stance-savant-monk.md | 18 - Compendium/feats/stand-still.md | 18 - Compendium/feats/standby-spell-som.md | 19 - Compendium/feats/star-orb-loag.md | 22 - Compendium/feats/starlit-eyes-som.md | 17 - Compendium/feats/startling-appearance-apg.md | 25 - Compendium/feats/startling-appearance-loag.md | 22 - Compendium/feats/stasian-smash-g-g.md | 24 - .../feats/stave-off-catastrophe-lopsg.md | 17 - Compendium/feats/stay-down-apg.md | 19 - Compendium/feats/steadfast-ally-ec3.md | 17 - Compendium/feats/steady-balance.md | 18 - Compendium/feats/steady-on-stone-loag.md | 16 - Compendium/feats/steady-spellcasting-da.md | 16 - .../feats/steady-spellcasting-oracle-apg.md | 16 - Compendium/feats/steady-spellcasting-som.md | 16 - .../feats/steady-spellcasting-sorcerer.md | 16 - .../feats/steady-spellcasting-witch-apg.md | 16 - .../feats/steady-spellcasting-wizard.md | 16 - Compendium/feats/steadying-stone-som.md | 17 - Compendium/feats/steal-essence-ec6.md | 22 - Compendium/feats/steal-spell-apg.md | 20 - Compendium/feats/steal-the-sky-aoe2.md | 17 - Compendium/feats/steal-the-sky-loil.md | 17 - Compendium/feats/steal-time-da.md | 19 - Compendium/feats/steal-vitality-lotgb.md | 17 - Compendium/feats/stealthy-companion.md | 17 - Compendium/feats/steam-spell-loag.md | 19 - Compendium/feats/steed-form-som.md | 17 - Compendium/feats/steel-skin-apg.md | 18 - Compendium/feats/steel-your-resolve-gmg.md | 18 - Compendium/feats/steel-yourself-apg.md | 21 - .../feats/stellas-stab-and-snag-lopsg.md | 21 - Compendium/feats/step-lively-apg.md | 24 - .../feats/sterling-dynamo-dedication-g-g.md | 40 - Compendium/feats/sticky-bomb.md | 20 - Compendium/feats/sticky-poison-apg.md | 16 - Compendium/feats/stitch-flesh-botd.md | 18 - Compendium/feats/stoked-flame-stance-som.md | 31 - Compendium/feats/stone-blood-lowg.md | 19 - Compendium/feats/stone-bones-apg.md | 18 - Compendium/feats/stone-communion-lowg.md | 17 - Compendium/feats/stone-face-loag.md | 16 - Compendium/feats/stone-form-loag.md | 16 - Compendium/feats/stonecunning.md | 18 - Compendium/feats/stonegate-apg.md | 18 - Compendium/feats/stonewalker.md | 24 - Compendium/feats/storm-born.md | 17 - Compendium/feats/storm-form-loag.md | 16 - Compendium/feats/storm-retribution.md | 20 - Compendium/feats/storm-shroud-botd.md | 22 - Compendium/feats/storming-breath-da.md | 24 - Compendium/feats/storms-lash-apg.md | 22 - Compendium/feats/stormsoul-loag.md | 17 - Compendium/feats/stormy-heart-loag.md | 17 - Compendium/feats/story-crooner-loag.md | 16 - Compendium/feats/storytellers-mask-sot6.md | 22 - Compendium/feats/strain-mind-da.md | 20 - Compendium/feats/strand-strider-lome.md | 16 - Compendium/feats/strange-script-av2.md | 18 - Compendium/feats/strangle-lotgb.md | 19 - Compendium/feats/strategic-assessment-apg.md | 23 - Compendium/feats/strategic-bypass-apg.md | 16 - Compendium/feats/straveika-apg.md | 23 - Compendium/feats/streetwise.md | 24 - Compendium/feats/strident-command-ngd.md | 19 - Compendium/feats/strikers-scroll-som.md | 19 - Compendium/feats/striking-retribution-loag.md | 16 - Compendium/feats/strix-defender-loag.md | 18 - Compendium/feats/strix-lore-loag.md | 16 - Compendium/feats/strix-vengeance-loag.md | 21 - Compendium/feats/strong-arm-apg.md | 16 - Compendium/feats/strong-swimmer-loag.md | 16 - .../feats/stronger-debilitating-venom-loil.md | 69 - Compendium/feats/stubborn-persistence-apg.md | 16 - .../student-of-perfection-dedication-lowg.md | 28 - Compendium/feats/student-of-the-canon.md | 18 - .../feats/student-of-the-dueling-arts-apg.md | 19 - Compendium/feats/student-of-the-staff-som.md | 19 - Compendium/feats/studious-adept-lome.md | 19 - Compendium/feats/studious-magic-lome.md | 22 - Compendium/feats/stumbling-feint-apg.md | 18 - Compendium/feats/stumbling-stance-apg.md | 25 - Compendium/feats/stunning-appearance-apg.md | 20 - Compendium/feats/stunning-finisher-apg.md | 24 - Compendium/feats/stunning-fist.md | 23 - Compendium/feats/subjective-truth-apg.md | 18 - Compendium/feats/submission-hold-lotgb.md | 23 - Compendium/feats/subtle-delivery-apg.md | 16 - Compendium/feats/subtle-shank-aoe3.md | 22 - Compendium/feats/subtle-theft.md | 18 - Compendium/feats/sudden-charge-barbarian.md | 19 - Compendium/feats/sudden-charge-fighter.md | 19 - Compendium/feats/sudden-leap-barbarian.md | 19 - Compendium/feats/sudden-leap-fighter.md | 21 - Compendium/feats/sudden-mindfulness-loil.md | 18 - Compendium/feats/suli-amir-loag.md | 17 - Compendium/feats/suli-jann-loag.md | 19 - Compendium/feats/summon-air-elemental-loag.md | 16 - Compendium/feats/summon-celestial-kin-apg.md | 17 - .../feats/summon-earth-elemental-loag.md | 16 - Compendium/feats/summon-ensemble-lotgb.md | 19 - Compendium/feats/summon-fiendish-kin-apg.md | 17 - .../feats/summon-fire-elemental-loag.md | 16 - .../feats/summon-water-elemental-loag.md | 16 - Compendium/feats/summoner-dedication-som.md | 35 - Compendium/feats/summoners-call-som.md | 24 - Compendium/feats/sun-blade-locg.md | 17 - Compendium/feats/sunder-enchantment-apg.md | 17 - Compendium/feats/sunder-spell-apg.md | 31 - Compendium/feats/suns-fury-lol.md | 17 - .../feats/superimpose-time-duplicates-da.md | 19 - Compendium/feats/superior-bond.md | 17 - Compendium/feats/superior-propulsion-g-g.md | 31 - Compendium/feats/superior-sight-aoa6.md | 19 - Compendium/feats/supernatural-senses-apg.md | 18 - Compendium/feats/supertaster-apg.md | 19 - Compendium/feats/suplex-lotgb.md | 19 - Compendium/feats/supreme-psychic-center-da.md | 19 - Compendium/feats/supreme-spellstrike-som.md | 17 - Compendium/feats/sure-feet.md | 18 - Compendium/feats/sure-foot-apg.md | 18 - Compendium/feats/surface-culture-locg.md | 18 - Compendium/feats/surface-skimmer-aaws.md | 16 - Compendium/feats/surging-focus-apg.md | 19 - Compendium/feats/surging-might-apg.md | 19 - Compendium/feats/surprise-attack-apg.md | 17 - Compendium/feats/surprise-snare-apg.md | 19 - Compendium/feats/surprise-strike-apg.md | 17 - .../feats/surreptitious-spellcaster-locg.md | 17 - Compendium/feats/surrounding-flames-lotgb.md | 17 - Compendium/feats/survey-wildlife.md | 18 - .../feats/survivor-of-desolation-locg.md | 23 - .../feats/suspect-of-opportunity-apg.md | 21 - Compendium/feats/sustaining-steel-som.md | 26 - Compendium/feats/svetocher-apg.md | 23 - Compendium/feats/swaggering-initiative-apg.md | 18 - Compendium/feats/swap-investment-lopsg.md | 18 - Compendium/feats/swap-reflections-da.md | 30 - .../feats/swashbuckler-dedication-apg.md | 29 - Compendium/feats/swashbucklers-riposte-apg.md | 17 - Compendium/feats/swashbucklers-speed-apg.md | 17 - Compendium/feats/swift-application-loil.md | 18 - Compendium/feats/swift-banishment.md | 25 - Compendium/feats/swift-elusion-apg.md | 19 - Compendium/feats/swift-intervention-g-g.md | 24 - Compendium/feats/swift-leap-botd.md | 20 - Compendium/feats/swift-loag.md | 18 - Compendium/feats/swift-river.md | 18 - Compendium/feats/swift-sneak.md | 24 - Compendium/feats/swift-swimmer-locg.md | 17 - Compendium/feats/swift-tracker.md | 19 - Compendium/feats/swimming-poppet-lotgb.md | 16 - Compendium/feats/swipe-barbarian.md | 20 - Compendium/feats/swipe-fighter.md | 20 - Compendium/feats/sword-and-pistol-g-g.md | 18 - .../feats/swordmaster-dedication-locg.md | 27 - .../feats/sympathetic-vulnerabilities-da.md | 23 - Compendium/feats/symphony-of-blood-apg.md | 16 - .../symphony-of-the-unfettered-heart-apg.md | 16 - Compendium/feats/syncretism-logm.md | 17 - Compendium/feats/synergistic-spell-locg.md | 19 - .../feats/syu-tak-nwas-deadly-hair-frp1.md | 18 - .../feats/syu-tak-nwas-hexed-locks-frp1.md | 20 - .../syu-tak-nwas-skillful-tresses-frp1.md | 18 - Compendium/feats/tactical-cadence-apg.md | 17 - Compendium/feats/tactical-debilitations.md | 20 - Compendium/feats/tactical-entry-apg.md | 19 - Compendium/feats/tag-team-g-g.md | 19 - Compendium/feats/tail-snatch-loil.md | 17 - Compendium/feats/tail-spin-locg.md | 20 - Compendium/feats/tail-whip-locg.md | 22 - Compendium/feats/take-the-wheel-g-g.md | 20 - Compendium/feats/takedown-expert-apg.md | 16 - .../feats/talisman-dabbler-dedication-apg.md | 31 - Compendium/feats/talisman-esoterica-da.md | 19 - Compendium/feats/talismanic-sage-apg.md | 17 - Compendium/feats/tamper-g-g.md | 25 - Compendium/feats/tandem-movement-som.md | 18 - Compendium/feats/tandem-strike-som.md | 21 - Compendium/feats/tangle-of-battle-apg.md | 19 - Compendium/feats/tangled-forest-rake.md | 19 - Compendium/feats/tangled-forest-stance.md | 27 - Compendium/feats/tap-vitality-da.md | 25 - Compendium/feats/target-of-opportunity-apg.md | 21 - Compendium/feats/target-of-psychic-ire-da.md | 19 - Compendium/feats/targeted-redirection-g-g.md | 20 - Compendium/feats/targeting-finisher-apg.md | 22 - Compendium/feats/targeting-shot.md | 20 - Compendium/feats/taste-blood-loag.md | 26 - Compendium/feats/tattoo-artist-som.md | 18 - Compendium/feats/tectonic-stomp-da.md | 26 - Compendium/feats/telekinetic-slip-loil.md | 21 - Compendium/feats/telluric-power-apg.md | 16 - .../feats/tempest-sun-redirection-locg.md | 25 - .../feats/tempest-sun-shielding-locg.md | 19 - Compendium/feats/temporary-potions-apg.md | 19 - Compendium/feats/ten-lives-loag.md | 17 - Compendium/feats/tenacious-blood-magic-ec6.md | 20 - Compendium/feats/tenacious-net-lome.md | 16 - Compendium/feats/tenacious-toxins-apg.md | 16 - Compendium/feats/tengu-feather-fan-loag.md | 30 - Compendium/feats/tengu-lore-apg.md | 16 - .../feats/tengu-weapon-expertise-apg.md | 17 - .../feats/tengu-weapon-familiarity-apg.md | 24 - Compendium/feats/tengu-weapon-study-apg.md | 17 - Compendium/feats/tense-negotiator-lopsg.md | 19 - Compendium/feats/terraforming-spell-apg.md | 21 - Compendium/feats/terrain-advantage-locg.md | 18 - Compendium/feats/terrain-expertise.md | 20 - Compendium/feats/terrain-form-botd.md | 27 - Compendium/feats/terrain-scout-apg.md | 17 - Compendium/feats/terrain-shield-som.md | 20 - Compendium/feats/terrain-stalker.md | 20 - Compendium/feats/terrain-transposition-apg.md | 17 - Compendium/feats/terrified-retreat.md | 18 - .../feats/terrifying-countenance-ngd.md | 19 - Compendium/feats/terrifying-howl.md | 20 - Compendium/feats/terrifying-resistance-apg.md | 18 - .../feats/tetraelemental-assault-loag.md | 17 - .../feats/that-was-a-close-one-huh-g-g.md | 23 - Compendium/feats/thats-odd-apg.md | 18 - Compendium/feats/thaumaturge-dedication-da.md | 37 - Compendium/feats/thaumaturges-demesne-da.md | 21 - .../feats/thaumaturges-investiture-da.md | 19 - Compendium/feats/thaumaturgic-ritualist-da.md | 19 - Compendium/feats/the-harder-they-fall-apg.md | 16 - Compendium/feats/the-tyrant-falls-lokl.md | 26 - Compendium/feats/their-masters-call-botd.md | 21 - Compendium/feats/theoretical-acumen-locg.md | 19 - Compendium/feats/thick-hide-mask-sot6.md | 22 - Compendium/feats/thorned-seedpod-loag.md | 17 - Compendium/feats/thorough-reports-lowg.md | 24 - Compendium/feats/thorough-research-apg.md | 22 - Compendium/feats/thorough-search-apg.md | 17 - Compendium/feats/thoughtform-summoning-da.md | 16 - Compendium/feats/thoughtsense-da.md | 21 - Compendium/feats/thousand-faces.md | 17 - Compendium/feats/thrash.md | 25 - Compendium/feats/through-spell-apg.md | 19 - Compendium/feats/thrown-voice-loag.md | 16 - Compendium/feats/thunder-clap-ooa1.md | 22 - Compendium/feats/thunder-gods-fan-loag.md | 17 - Compendium/feats/thwart-evil-lokl.md | 20 - Compendium/feats/tidal-shield-loag.md | 22 - Compendium/feats/tide-hardened-loag.md | 16 - Compendium/feats/tiger-slash.md | 19 - Compendium/feats/tiger-stance.md | 27 - Compendium/feats/tillers-aid-aoa3.md | 18 - Compendium/feats/tillers-drive-aoa3.md | 18 - .../feats/time-dilation-cascade-frp3.md | 19 - Compendium/feats/time-mage-dedication-da.md | 28 - Compendium/feats/timeless-body.md | 16 - .../feats/timeline-splitting-spell-da.md | 25 - Compendium/feats/tinkering-fingers-apg.md | 16 - Compendium/feats/tireless-guides-mask-sot6.md | 22 - Compendium/feats/titan-swing-da.md | 24 - Compendium/feats/titan-wrestler.md | 18 - Compendium/feats/titans-stature.md | 20 - Compendium/feats/to-battle-apg.md | 20 - Compendium/feats/to-the-ends-of-the-earth.md | 17 - Compendium/feats/tomb-watchers-glare-locg.md | 18 - Compendium/feats/tongue-disarm-loag.md | 18 - Compendium/feats/tongue-tether-lome.md | 17 - Compendium/feats/tools-of-the-trade-apg.md | 18 - Compendium/feats/topple-foe-apg.md | 18 - Compendium/feats/topple-giants-g-g.md | 19 - Compendium/feats/toppling-dance-apg.md | 17 - Compendium/feats/toppling-tentacles-lotgb.md | 17 - Compendium/feats/torch-goblin-locg.md | 26 - Compendium/feats/torrential-backlash-da.md | 19 - Compendium/feats/touch-focus-frp2.md | 20 - Compendium/feats/tough-skin-loil.md | 21 - Compendium/feats/tough-tumbler-ec3.md | 17 - Compendium/feats/tower-shield-mastery-lokl.md | 17 - Compendium/feats/towering-presence-loil.md | 26 - Compendium/feats/towering-size-som.md | 18 - Compendium/feats/tracing-sigil-lotgb.md | 23 - Compendium/feats/train-animal.md | 24 - Compendium/feats/trample-som.md | 19 - Compendium/feats/trampling-charge-apg.md | 20 - Compendium/feats/tranquil-sanctuary-loag.md | 17 - .../feats/transcendent-realization-loil.md | 17 - Compendium/feats/transcribe-moment-lopsg.md | 17 - Compendium/feats/translucent-skin-loag.md | 16 - .../feats/transposable-compliance-loil.md | 16 - Compendium/feats/transpose-som.md | 23 - .../feats/trap-finder-investigator-apg.md | 18 - Compendium/feats/trap-finder-rogue.md | 18 - Compendium/feats/trapsmith-dedication-g-g.md | 27 - Compendium/feats/treacherous-earth-loag.md | 18 - Compendium/feats/treat-condition-apg.md | 33 - Compendium/feats/tree-climber-apg.md | 16 - Compendium/feats/tree-climber-locg.md | 17 - Compendium/feats/trees-ward-loil.md | 16 - Compendium/feats/trespass-teleportation-da.md | 23 - Compendium/feats/triangle-shot-apg.md | 21 - Compendium/feats/triangulate-g-g.md | 21 - .../feats/trick-driver-dedication-g-g.md | 30 - Compendium/feats/trick-magic-item.md | 29 - Compendium/feats/trick-shot-g-g.md | 21 - Compendium/feats/trickster-tengu-loag.md | 18 - .../feats/tricksters-ace-investigator-apg.md | 20 - Compendium/feats/tricksters-ace-rogue.md | 22 - Compendium/feats/triggerbrand-blitz-loil.md | 22 - Compendium/feats/triggerbrand-salvo-loil.md | 20 - Compendium/feats/triple-shot.md | 23 - Compendium/feats/triple-threat.md | 17 - Compendium/feats/triple-time.md | 16 - .../feats/triumphant-inspiration-apg.md | 19 - Compendium/feats/true-debilitating-bomb.md | 17 - Compendium/feats/true-gaze-lome.md | 21 - Compendium/feats/true-hypercognition.md | 18 - Compendium/feats/true-perception-apg.md | 18 - Compendium/feats/true-shapeshifter.md | 21 - .../feats/true-transmogrification-som.md | 18 - Compendium/feats/truespeech-loag.md | 18 - Compendium/feats/tumble-behind-rogue-apg.md | 16 - .../feats/tumble-behind-swashbuckler-apg.md | 16 - Compendium/feats/tumbling-opportunist-apg.md | 21 - Compendium/feats/tumbling-strike-apg.md | 27 - Compendium/feats/tupilaq-carver-locg.md | 21 - Compendium/feats/turn-away-misfortune-da.md | 23 - Compendium/feats/turn-back-the-clock-da.md | 22 - Compendium/feats/turn-to-mist-botd.md | 28 - Compendium/feats/turn-undead.md | 16 - .../turpin-rowe-lumberjack-dedication-ec3.md | 28 - Compendium/feats/tusks-apg.md | 18 - Compendium/feats/tusks-locg.md | 18 - Compendium/feats/tweak-appearances-aoa3.md | 21 - Compendium/feats/twin-distraction-apg.md | 18 - Compendium/feats/twin-eidolon-som.md | 22 - Compendium/feats/twin-feint.md | 24 - Compendium/feats/twin-parry-fighter.md | 24 - Compendium/feats/twin-parry-ranger.md | 18 - .../feats/twin-parry-swashbuckler-apg.md | 18 - Compendium/feats/twin-psyche-da.md | 16 - Compendium/feats/twin-riposte-fighter.md | 19 - Compendium/feats/twin-riposte-ranger.md | 19 - Compendium/feats/twin-shot-knockdown-g-g.md | 18 - Compendium/feats/twin-takedown.md | 20 - Compendium/feats/twin-weakness-da.md | 20 - Compendium/feats/twinned-defense-fighter.md | 20 - .../feats/twinned-defense-swashbuckler-apg.md | 20 - Compendium/feats/twist-healing-loag.md | 17 - Compendium/feats/twist-the-knife.md | 18 - Compendium/feats/twitchy-apg.md | 16 - Compendium/feats/two-truths-da.md | 18 - Compendium/feats/two-weapon-flurry.md | 20 - Compendium/feats/two-weapon-fusillade-g-g.md | 19 - Compendium/feats/ubiquitous-gadgets-g-g.md | 19 - Compendium/feats/ubiquitous-overdrive-g-g.md | 21 - Compendium/feats/ubiquitous-weakness-da.md | 18 - Compendium/feats/ultimate-flexibility-aoa6.md | 17 - Compendium/feats/ultimate-flexibility-apg.md | 17 - Compendium/feats/ultimate-mercy.md | 17 - Compendium/feats/ultimate-polymath-apg.md | 17 - .../feats/unassuming-dedication-locg.md | 20 - Compendium/feats/unbalancing-blow.md | 17 - Compendium/feats/unbalancing-finisher-apg.md | 18 - Compendium/feats/unbalancing-sweep-apg.md | 21 - Compendium/feats/unbelievable-escape-g-g.md | 17 - Compendium/feats/unbelievable-luck-g-g.md | 17 - Compendium/feats/unbound-freedom-loil.md | 16 - .../feats/unbreakable-er-goblin-locg.md | 17 - Compendium/feats/unburdened-iron.md | 18 - Compendium/feats/uncanny-agility-loag.md | 16 - Compendium/feats/uncanny-awareness-loag.md | 16 - Compendium/feats/uncanny-bombs.md | 17 - Compendium/feats/uncanny-cheeks-loag.md | 18 - Compendium/feats/uncanny-dodge.md | 17 - Compendium/feats/uncanny-suction-sli.md | 19 - Compendium/feats/unconventional-expertise.md | 17 - Compendium/feats/unconventional-weaponry.md | 24 - Compendium/feats/undaunted-locg.md | 16 - Compendium/feats/undead-companion-loag.md | 17 - Compendium/feats/undead-empathy-botd.md | 16 - .../feats/undead-master-dedication-botd.md | 29 - Compendium/feats/undead-slayer-apg.md | 16 - .../feats/undead-slayer-dedication-botd.md | 32 - Compendium/feats/underground-network-apg.md | 19 - Compendium/feats/underhanded-assault-apg.md | 18 - Compendium/feats/underwater-marauder.md | 18 - Compendium/feats/underwater-volcano-loag.md | 16 - .../feats/underworld-investigator-apg.md | 16 - Compendium/feats/undying-conviction-botd.md | 24 - Compendium/feats/undying-ferocity-apg.md | 17 - Compendium/feats/uneasy-rest-lotgb.md | 17 - Compendium/feats/unending-emptiness-som.md | 17 - Compendium/feats/unerring-shot-g-g.md | 16 - .../unexpected-sharpshooter-dedication-g-g.md | 35 - Compendium/feats/unexpected-shift-locg.md | 24 - Compendium/feats/unfazed-assessment-aoa5.md | 18 - Compendium/feats/unfetter-eidolon-som.md | 16 - Compendium/feats/unfettered-halfling.md | 16 - .../feats/unfettering-prankster-loil.md | 16 - Compendium/feats/unhampered-passage-apg.md | 16 - Compendium/feats/unified-theory.md | 18 - Compendium/feats/unimpeded-step.md | 17 - Compendium/feats/united-assault-lokl.md | 21 - Compendium/feats/universal-longevity.md | 19 - Compendium/feats/universal-versatility.md | 19 - Compendium/feats/unkillable-botd.md | 20 - Compendium/feats/unlimited-demesne-da.md | 19 - .../feats/unlimited-ghost-flight-botd.md | 17 - Compendium/feats/unlimited-potential-da.md | 21 - Compendium/feats/unlock-secret-loil.md | 17 - Compendium/feats/unmistakable-lore.md | 20 - Compendium/feats/unnerving-expansion-da.md | 18 - Compendium/feats/unnerving-prowess-lowg.md | 19 - Compendium/feats/unravel-mysteries-locg.md | 18 - Compendium/feats/unrivaled-builder-ec3.md | 17 - Compendium/feats/unseat-apg.md | 19 - Compendium/feats/unseen-passage-loil.md | 20 - Compendium/feats/unshakable-grit-g-g.md | 17 - Compendium/feats/unshakable-idealism-locg.md | 17 - Compendium/feats/unstable-concoction-apg.md | 16 - Compendium/feats/unstable-redundancies-g-g.md | 20 - .../feats/unstoppable-juggernaut-apg.md | 18 - Compendium/feats/unusual-composition.md | 21 - Compendium/feats/unwavering-mien.md | 18 - Compendium/feats/unwind-death-ooa3.md | 19 - Compendium/feats/unyielding-disguise-da.md | 18 - Compendium/feats/urgent-upwelling-som.md | 20 - .../feats/uzunjati-recollection-locg.md | 27 - .../feats/uzunjati-storytelling-locg.md | 26 - Compendium/feats/vacate-vision-sli.md | 19 - Compendium/feats/vampire-dedication-botd.md | 35 - Compendium/feats/vampire-lore-apg.md | 16 - .../feats/vanara-battle-clarity-loil.md | 18 - Compendium/feats/vanara-lore-loil.md | 16 - .../feats/vanara-weapon-expertise-loil.md | 17 - .../feats/vanara-weapon-familiarity-loil.md | 16 - .../feats/vanara-weapon-trickery-loil.md | 17 - Compendium/feats/vandal-apg.md | 16 - Compendium/feats/vantage-shot-g-g.md | 19 - .../feats/vanths-weapon-execution-loag.md | 17 - .../feats/vanths-weapon-expertise-loag.md | 19 - .../feats/vanths-weapon-familiarity-loag.md | 22 - Compendium/feats/variable-core-g-g.md | 21 - .../feats/vehicle-mechanic-dedication-g-g.md | 29 - Compendium/feats/veil-may-loag.md | 23 - Compendium/feats/velstrac-magic-loag.md | 17 - Compendium/feats/vengeful-oath.md | 26 - Compendium/feats/vengeful-strike.md | 21 - Compendium/feats/venom-purge-loil.md | 19 - Compendium/feats/venom-spit-loil.md | 18 - Compendium/feats/verdant-metamorphosis.md | 19 - Compendium/feats/verdant-presence-ec6.md | 23 - Compendium/feats/verdant-weapon-apg.md | 25 - Compendium/feats/vernai-training-lol.md | 20 - Compendium/feats/versatile-font.md | 23 - Compendium/feats/versatile-performance.md | 17 - Compendium/feats/versatile-spellstrike-som.md | 17 - Compendium/feats/very-sneaky.md | 22 - Compendium/feats/very-very-sneaky.md | 17 - Compendium/feats/vessels-form-da.md | 30 - Compendium/feats/vestigial-wings-loag.md | 16 - Compendium/feats/vexing-tumble-apg.md | 22 - Compendium/feats/vibrant-display-locg.md | 20 - Compendium/feats/vibration-sense-som.md | 17 - Compendium/feats/vicious-debilitations.md | 20 - Compendium/feats/vicious-evisceration.md | 18 - Compendium/feats/vicious-fangs-botd.md | 19 - Compendium/feats/vicious-incisors-apg.md | 22 - Compendium/feats/vicious-snares-loag.md | 19 - Compendium/feats/vicious-vengeance-apg.md | 18 - Compendium/feats/vicious-venom-loil.md | 17 - Compendium/feats/vigilant-benediction-lokl.md | 28 - Compendium/feats/vigilant-mask-sot6.md | 22 - Compendium/feats/vigilante-dedication-apg.md | 37 - .../feats/vigils-walls-rise-anew-lol.md | 19 - Compendium/feats/vigorous-health-locg.md | 16 - Compendium/feats/vigorous-inspiration-apg.md | 20 - Compendium/feats/viking-dedication-apg.md | 26 - Compendium/feats/viking-shieldbearer-locg.md | 18 - Compendium/feats/viking-vindicator-lokl.md | 18 - .../feats/viking-weapon-familiarity-apg.md | 23 - .../feats/viking-weapon-specialist-apg.md | 17 - Compendium/feats/vile-desecration-apg.md | 17 - Compendium/feats/violent-unleash-da.md | 23 - Compendium/feats/violent-vines-loil.md | 16 - Compendium/feats/viper-strike-loil.md | 18 - Compendium/feats/virga-may-loag.md | 23 - .../feats/virtue-forged-tattoos-locg.md | 19 - Compendium/feats/virtuosic-performer.md | 37 - Compendium/feats/vishkanya-lore-loil.md | 16 - .../feats/vishkanya-weapon-arts-loil.md | 17 - .../feats/vishkanya-weapon-expertise-loil.md | 17 - .../vishkanya-weapon-familiarity-loil.md | 16 - Compendium/feats/vision-of-foresight-da.md | 22 - Compendium/feats/vision-of-weakness-apg.md | 16 - Compendium/feats/visual-fidelity-g-g.md | 18 - .../vitality-manipulating-stance-frp3.md | 27 - Compendium/feats/vivacious-afterimage-frp3.md | 25 - Compendium/feats/vivacious-bravado-apg.md | 18 - Compendium/feats/voice-cold-as-death-lokl.md | 25 - Compendium/feats/voice-of-authority-ngd.md | 27 - Compendium/feats/voice-of-the-night-apg.md | 16 - Compendium/feats/volatile-grease-lotgb.md | 24 - Compendium/feats/waking-dream-da.md | 19 - Compendium/feats/walk-on-the-wind-da.md | 21 - Compendium/feats/walk-the-plank-apg.md | 18 - Compendium/feats/wall-jump.md | 28 - Compendium/feats/wall-run.md | 17 - Compendium/feats/wandering-heart-locg.md | 17 - Compendium/feats/wandering-oasis-apg.md | 17 - Compendium/feats/wandering-thoughts-da.md | 23 - Compendium/feats/war-conditioning-loag.md | 16 - .../feats/ward-against-corruption-apg.md | 16 - Compendium/feats/ward-casting-locg.md | 19 - Compendium/feats/ward-medic.md | 18 - Compendium/feats/ward-mind-lopsg.md | 24 - Compendium/feats/ward-slumber-da.md | 21 - Compendium/feats/wardens-boon.md | 23 - Compendium/feats/wardens-focus-apg.md | 17 - Compendium/feats/wardens-guidance.md | 16 - Compendium/feats/wardens-step.md | 17 - Compendium/feats/wardens-wellspring-apg.md | 17 - Compendium/feats/warding-light-lol.md | 19 - Compendium/feats/warding-rune-lowg.md | 17 - Compendium/feats/warning-shot-g-g.md | 19 - Compendium/feats/warp-likeness-da.md | 29 - Compendium/feats/warp-space-da.md | 17 - Compendium/feats/warped-constriction-da.md | 19 - Compendium/feats/warped-reflection-da.md | 23 - Compendium/feats/warren-digger-apg.md | 16 - Compendium/feats/warren-friend-loag.md | 17 - Compendium/feats/warren-navigator-apg.md | 18 - Compendium/feats/wary-skulker-apg.md | 16 - Compendium/feats/wash-out-lotgb.md | 16 - Compendium/feats/watch-and-learn-lopsg.md | 19 - Compendium/feats/watch-your-back-apg.md | 21 - Compendium/feats/watchful-gaze-lome.md | 24 - Compendium/feats/watchful-halfling.md | 20 - Compendium/feats/water-conjuration-loag.md | 16 - Compendium/feats/water-dancer-loag.md | 16 - Compendium/feats/water-nagaji-loil.md | 16 - Compendium/feats/water-sprint-apg.md | 20 - Compendium/feats/water-step.md | 16 - Compendium/feats/water-strider-loag.md | 26 - Compendium/feats/wave-spiral-som.md | 21 - Compendium/feats/wave-the-flag-lokl.md | 23 - Compendium/feats/wavetouched-paragon-locg.md | 19 - Compendium/feats/waxed-feathers-loag.md | 17 - .../wayfinder-resonance-infiltrator-lopsg.md | 17 - .../wayfinder-resonance-tinkerer-lowg.md | 23 - Compendium/feats/we-march-on-loag.md | 18 - .../feats/weapon-improviser-dedication-apg.md | 26 - Compendium/feats/weapon-rune-shifter-aoa4.md | 19 - Compendium/feats/weapon-supremacy.md | 16 - Compendium/feats/web-hunter-lome.md | 16 - Compendium/feats/web-walker-lome.md | 16 - Compendium/feats/web-weaver-lome.md | 16 - Compendium/feats/webslinger-lome.md | 18 - Compendium/feats/weight-of-guilt.md | 17 - Compendium/feats/weighty-impact-som.md | 19 - Compendium/feats/well-armed-botd.md | 17 - Compendium/feats/well-groomed-apg.md | 16 - Compendium/feats/well-met-traveler-apg.md | 18 - Compendium/feats/well-of-potential-loil.md | 19 - Compendium/feats/well-versed-apg.md | 22 - Compendium/feats/wellspring-control-som.md | 18 - .../feats/wellspring-mage-dedication-som.md | 28 - .../westyrs-wayfinder-repository-lopsg.md | 18 - Compendium/feats/what-could-have-been-da.md | 20 - Compendium/feats/wheedle-and-jig-lotgb.md | 16 - Compendium/feats/whirling-blade-stance-apg.md | 21 - Compendium/feats/whirling-knockdown-g-g.md | 26 - Compendium/feats/whirling-throw.md | 26 - Compendium/feats/whirlwind-spell-som.md | 23 - Compendium/feats/whirlwind-stance-ec1.md | 22 - .../feats/whirlwind-strike-barbarian.md | 19 - Compendium/feats/whirlwind-strike-fighter.md | 19 - Compendium/feats/whirlwind-toss-frp3.md | 24 - Compendium/feats/whispering-steps-da.md | 20 - Compendium/feats/whitecape-loil.md | 18 - Compendium/feats/whodunnit-apg.md | 26 - Compendium/feats/wholeness-of-body.md | 23 - Compendium/feats/wide-overwatch-g-g.md | 17 - Compendium/feats/widen-spell-druid.md | 19 - Compendium/feats/widen-spell-oracle-apg.md | 19 - Compendium/feats/widen-spell-sorcerer.md | 19 - Compendium/feats/widen-spell-witch-apg.md | 19 - Compendium/feats/widen-spell-wizard.md | 19 - Compendium/feats/widen-the-gap-ec3.md | 17 - Compendium/feats/wild-empathy.md | 16 - Compendium/feats/wild-lights-lotgb.md | 17 - Compendium/feats/wild-shape.md | 23 - Compendium/feats/wild-strider-apg.md | 17 - Compendium/feats/wild-winds-gust.md | 23 - Compendium/feats/wild-winds-initiate.md | 23 - Compendium/feats/wildborn-adept-locg.md | 19 - Compendium/feats/wildborn-magic-locg.md | 24 - Compendium/feats/wilderness-spotter-fop.md | 21 - Compendium/feats/willing-death-loag.md | 21 - Compendium/feats/wind-caller.md | 23 - Compendium/feats/wind-gods-fan-loag.md | 23 - Compendium/feats/wind-jump.md | 17 - Compendium/feats/wind-pillow-loil.md | 16 - Compendium/feats/wind-tempered-loag.md | 18 - Compendium/feats/wind-tossed-spell-som.md | 23 - Compendium/feats/winding-flow.md | 18 - Compendium/feats/wing-step-loag.md | 17 - Compendium/feats/winglets-loag.md | 26 - Compendium/feats/wings-of-air-loag.md | 27 - Compendium/feats/wings-of-the-dragon-apg.md | 17 - Compendium/feats/winter-cat-senses-loag.md | 17 - Compendium/feats/wish-alchemy-lol.md | 17 - Compendium/feats/witch-dedication-apg.md | 27 - Compendium/feats/witch-warden-locg.md | 18 - Compendium/feats/witchs-bottle-apg.md | 19 - Compendium/feats/witchs-charge-apg.md | 26 - Compendium/feats/witchs-communion-apg.md | 17 - Compendium/feats/witchs-hut-apg.md | 27 - Compendium/feats/withstand-death-lokl.md | 17 - Compendium/feats/wizard-dedication.md | 29 - Compendium/feats/wolf-drag.md | 19 - .../feats/wolf-in-sheeps-clothing-da.md | 19 - Compendium/feats/wolf-stance.md | 27 - Compendium/feats/wonder-worker-da.md | 17 - Compendium/feats/woodcraft-locg.md | 16 - Compendium/feats/words-of-unraveling-av2.md | 17 - Compendium/feats/work-yourself-up-som.md | 22 - Compendium/feats/worldsphere-gravity-frp3.md | 25 - Compendium/feats/wortwitch-apg.md | 16 - Compendium/feats/wounded-rage.md | 19 - Compendium/feats/wrestler-dedication-lotgb.md | 28 - Compendium/feats/wronged-monks-wrath-frp1.md | 20 - Compendium/feats/wyrmling-flight-loag.md | 17 - Compendium/feats/yamarajs-grandeur-loag.md | 18 - .../you-failed-to-account-for-this-g-g.md | 20 - Compendium/feats/youre-next-rogue.md | 22 - .../feats/youre-next-swashbuckler-apg.md | 22 - .../feats/zephyr-guard-dedication-aoa5.md | 28 - Compendium/feats/zombie-dedication-botd.md | 33 - Compendium/feats/zombie-horde-ooa3.md | 22 - Compendium/gm/afflictions/afflictions.md | 59 - .../gm/afflictions/blinding-sickness.md | 36 - .../boastful-princes-scourge-da.md | 33 - .../afflictions/boatmans-toll-curse-loil.md | 26 - Compendium/gm/afflictions/bog-rot.md | 31 - Compendium/gm/afflictions/bone-chill.md | 35 - Compendium/gm/afflictions/brain-worms.md | 38 - Compendium/gm/afflictions/bubonic-plague.md | 31 - Compendium/gm/afflictions/choking-death.md | 33 - .../gm/afflictions/consummate-liar-loil.md | 26 - Compendium/gm/afflictions/cowards-roots.md | 27 - .../curse-of-biting-swarms-loil.md | 25 - .../gm/afflictions/curse-of-nightmares.md | 26 - .../curse-of-petulant-whispers-loil.md | 26 - Compendium/gm/afflictions/curse-of-slumber.md | 27 - .../curse-of-the-rotting-heart-loil.md | 25 - .../curse-of-the-werecreature-b1.md | 25 - .../gm/afflictions/enforced-hospitality-da.md | 33 - .../afflictions/exhaustive-addiction-lomm.md | 31 - .../gm/afflictions/forbidding-knowledge-da.md | 32 - Compendium/gm/afflictions/ghast-fever-b1.md | 34 - Compendium/gm/afflictions/ghoul-fever-b1.md | 34 - .../gm/afflictions/graveknights-curse-b1.md | 33 - .../gm/afflictions/lords-arrogance-loil.md | 26 - Compendium/gm/afflictions/malaria.md | 35 - Compendium/gm/afflictions/nightmare-fever.md | 36 - .../gm/afflictions/poison-sedum-ooa1.md | 33 - .../rage-of-the-excommunicant-da.md | 33 - .../gm/afflictions/reviled-of-nature.md | 27 - Compendium/gm/afflictions/reviling-earth.md | 26 - Compendium/gm/afflictions/scarlet-fever.md | 33 - Compendium/gm/afflictions/sellswords-folly.md | 27 - Compendium/gm/afflictions/sewer-haze.md | 32 - Compendium/gm/afflictions/sinful-tongue-da.md | 37 - Compendium/gm/afflictions/slayers-haunt.md | 26 - Compendium/gm/afflictions/slithering-sli.md | 29 - .../afflictions/soulforged-corruption-som.md | 35 - .../gm/afflictions/swarming-words-da.md | 32 - Compendium/gm/afflictions/tetanus.md | 33 - Compendium/gm/afflictions/thiefs-burden-da.md | 32 - Compendium/gm/afflictions/tuberculosis.md | 35 - .../gm/afflictions/unraveling-skin-da.md | 32 - .../afflictions/waterborne-zombie-rot-botd.md | 35 - .../gm/afflictions/yellow-silt-curse-ooa2.md | 27 - .../gm/hazards/acidic-needle-launcher-aoa5.md | 43 - .../hazards/acidic-poison-cloud-trap-aoe3.md | 42 - .../agitated-carnivorous-plants-sot2.md | 34 - Compendium/gm/hazards/air-rift-frp2.md | 54 - .../gm/hazards/angazhans-rake-trap-sli.md | 39 - Compendium/gm/hazards/angry-vegetation-ec6.md | 45 - .../gm/hazards/arcane-feedback-trap-aoe4.md | 31 - Compendium/gm/hazards/armageddon-orb.md | 31 - Compendium/gm/hazards/ash-web-aoa4.md | 43 - .../hazards/axiomatic-polymorph-trap-ec6.md | 32 - Compendium/gm/hazards/banshees-symphony.md | 37 - .../gm/hazards/barzillais-hounds-aoa3.md | 41 - .../gm/hazards/befuddling-gas-trap-av3.md | 53 - .../gm/hazards/black-powder-bomb-aoa2.md | 39 - .../gm/hazards/blackfingerss-prayer-aoe6.md | 43 - Compendium/gm/hazards/blast-tumbler-av3.md | 33 - .../gm/hazards/blood-of-belcorra-av1.md | 50 - .../gm/hazards/blood-soaked-soil-botd.md | 31 - Compendium/gm/hazards/blood-tears-botd.md | 37 - .../gm/hazards/bloodthirsty-toy-botd.md | 29 - Compendium/gm/hazards/bloodthirsty-urge.md | 35 - .../gm/hazards/boiling-fountains-aoe1.md | 38 - .../gm/hazards/boiling-tub-trap-aoe3.md | 28 - Compendium/gm/hazards/bottomless-pit.md | 37 - .../gm/hazards/boulder-deadfall-trap-sot2.md | 31 - Compendium/gm/hazards/bounding-hounds-da.md | 44 - .../gm/hazards/broken-rebus-attack-frp1.md | 40 - .../hazards/burning-chandelier-trap-aoe4.md | 62 - .../gm/hazards/buzzing-latch-rune-ec4.md | 40 - Compendium/gm/hazards/call-of-the-void-da.md | 47 - .../gm/hazards/cannibalistic-echoes-botd.md | 35 - Compendium/gm/hazards/canopy-drop-aoe1.md | 34 - Compendium/gm/hazards/catacomb-cave-in-ec1.md | 34 - .../gm/hazards/caustic-dart-trap-ec3.md | 54 - Compendium/gm/hazards/caustic-vapor-aoa5.md | 39 - .../hazards/centipede-carcasses-trap-sot1.md | 41 - Compendium/gm/hazards/clockwork-arms-aoe5.md | 64 - .../gm/hazards/clockwork-poison-bomb-aoe3.md | 46 - Compendium/gm/hazards/clone-mirrors-da.md | 62 - Compendium/gm/hazards/cold-spot-botd.md | 31 - Compendium/gm/hazards/collapsing-porch-tio.md | 20 - .../gm/hazards/collapsing-structure-frp2.md | 36 - .../gm/hazards/collapsing-structure-lomm.md | 38 - .../gm/hazards/color-spray-trap-ooa2.md | 38 - .../gm/hazards/confounding-portal-da.md | 34 - Compendium/gm/hazards/constricting-hall-da.md | 39 - .../gm/hazards/convergence-lattice-ec6.md | 46 - Compendium/gm/hazards/cracked-earth-loil.md | 27 - .../gm/hazards/crushing-gate-trap-ec5.md | 35 - Compendium/gm/hazards/crystal-pin-lomm.md | 39 - Compendium/gm/hazards/daemonic-fog-av3.md | 32 - Compendium/gm/hazards/dahaks-shell-aoa2.md | 38 - Compendium/gm/hazards/dahaks-skull-aoa2.md | 54 - .../gm/hazards/damurdiels-vengeance-aoa6.md | 53 - Compendium/gm/hazards/darkside-mirror.md | 48 - Compendium/gm/hazards/dart-barrage-aoe1.md | 50 - .../gm/hazards/desperate-hunger-botd.md | 37 - .../dimensional-darkside-mirror-frp3.md | 46 - .../gm/hazards/disorienting-illusions-da.md | 40 - Compendium/gm/hazards/distortion-mirror-da.md | 47 - Compendium/gm/hazards/doom-of-tomorrow-av1.md | 36 - Compendium/gm/hazards/dragon-pillar-aoa2.md | 91 - Compendium/gm/hazards/dragonstorm-aoa6.md | 54 - .../gm/hazards/dream-pollen-pods-ec1.md | 60 - Compendium/gm/hazards/drowning-pit.md | 44 - .../gm/hazards/echoes-of-betrayal-aoa4.md | 53 - Compendium/gm/hazards/echoes-of-faith-ec2.md | 37 - .../gm/hazards/ectoplasmic-grasp-botd.md | 29 - Compendium/gm/hazards/electric-latch-rune.md | 32 - .../gm/hazards/electrified-water-ward-sot2.md | 46 - .../gm/hazards/endless-elven-aging-aoa5.md | 58 - Compendium/gm/hazards/entombed-spirit-botd.md | 44 - Compendium/gm/hazards/entrapping-chair-da.md | 38 - .../gm/hazards/envenomed-thorns-trap-ec1.md | 36 - Compendium/gm/hazards/exhaling-portal-da.md | 47 - .../gm/hazards/exploding-statue-aoe1.md | 34 - .../gm/hazards/explosive-barrels-aoe1.md | 34 - .../hazards/explosive-furniture-trap-ec4.md | 34 - .../gm/hazards/explosive-steam-trap-ooa2.md | 52 - Compendium/gm/hazards/eyeball-tank-aoe5.md | 78 - Compendium/gm/hazards/falling-debris-fop.md | 34 - .../hazards/falling-portcullis-trap-ooa2.md | 36 - Compendium/gm/hazards/false-door-trap-aoe4.md | 37 - Compendium/gm/hazards/false-door-trap-ooa2.md | 34 - Compendium/gm/hazards/false-floor-da.md | 31 - Compendium/gm/hazards/false-step-floor-da.md | 34 - .../gm/hazards/field-of-opposition-aoe6.md | 45 - .../gm/hazards/fiendripping-blast-trap-sli.md | 39 - Compendium/gm/hazards/final-words-botd.md | 31 - Compendium/gm/hazards/fireball-rune.md | 32 - .../gm/hazards/floating-flamethrower-frp2.md | 47 - .../gm/hazards/flood-of-spirits-botd.md | 31 - .../gm/hazards/flying-guillotine-aoe1.md | 54 - Compendium/gm/hazards/freezing-alarm-aoe6.md | 32 - .../gm/hazards/freezing-floor-tiles-frp2.md | 47 - .../gm/hazards/frenetic-musician-botd.md | 31 - Compendium/gm/hazards/frozen-moment.md | 35 - Compendium/gm/hazards/gas-trap-aoe1.md | 37 - .../gm/hazards/ghost-crystal-cloud-ec2.md | 43 - Compendium/gm/hazards/ghost-stampede-botd.md | 57 - Compendium/gm/hazards/glimpse-grave-botd.md | 31 - .../gm/hazards/gloomglow-mushrooms-aoa1.md | 34 - Compendium/gm/hazards/grasping-dead-botd.md | 42 - .../gm/hazards/greater-planar-rift-aoe6.md | 30 - Compendium/gm/hazards/gremlin-horde-ooa3.md | 48 - .../gm/hazards/guthallath-rockslide-ec6.md | 59 - Compendium/gm/hazards/hallowed-wheel-ec2.md | 47 - .../gm/hazards/hallucination-powder-trap.md | 36 - .../gm/hazards/hammer-of-forbiddance.md | 39 - .../gm/hazards/hands-of-the-forgotten-aoe2.md | 29 - Compendium/gm/hazards/hazards.md | 244 - Compendium/gm/hazards/hidden-chute-aoe1.md | 34 - Compendium/gm/hazards/hidden-pit.md | 36 - Compendium/gm/hazards/host-of-spirits-ec5.md | 51 - Compendium/gm/hazards/ice-fall-trap-fop.md | 34 - .../gm/hazards/images-of-failure-av3.md | 37 - .../gm/hazards/images-of-powerlessness-av3.md | 37 - .../hazards/imperious-darkside-mirror-ec5.md | 50 - .../gm/hazards/ink-drowning-vats-aoe5.md | 60 - Compendium/gm/hazards/inky-tendrils-aoe6.md | 62 - .../gm/hazards/instant-privacy-fence-g-g.md | 38 - .../gm/hazards/iron-dart-launcher-ooa2.md | 37 - .../gm/hazards/iron-maiden-trap-aoe2.md | 46 - .../gm/hazards/kharnass-lesser-glyph-aoe6.md | 32 - .../gm/hazards/krooth-summoning-rune-ec2.md | 34 - .../gm/hazards/lesser-dragonstorm-aoa6.md | 38 - Compendium/gm/hazards/life-magnet-aoe2.md | 45 - .../hazards/lifeleech-crystal-patch-aoa4.md | 34 - Compendium/gm/hazards/living-paints-aoe6.md | 31 - Compendium/gm/hazards/locking-door-botd.md | 27 - .../gm/hazards/lonely-machine-spirit-ooa1.md | 55 - Compendium/gm/hazards/luminous-ward-aoa5.md | 32 - .../gm/hazards/lyzerium-bottles-ooa1.md | 36 - .../gm/hazards/magic-starknives-trap-tio.md | 21 - .../gm/hazards/malevolant-mannequins-g-g.md | 52 - Compendium/gm/hazards/mana-whorl-loil.md | 41 - .../gm/hazards/masks-of-arodens-guises-ec2.md | 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.../hazards/poisoned-secret-door-trap-ec4.md | 50 - Compendium/gm/hazards/polymorph-trap.md | 30 - .../gm/hazards/precarious-pile-ltiba.md | 33 - .../precarious-thunderstone-trap-ooa1.md | 36 - Compendium/gm/hazards/purple-dye-trap-ooa1.md | 34 - .../gm/hazards/quaking-footfalls-frp2.md | 29 - Compendium/gm/hazards/quaking-slither-lomm.md | 38 - .../gm/hazards/quarry-sluiceway-aoa3.md | 45 - Compendium/gm/hazards/quicksand.md | 38 - Compendium/gm/hazards/raving-spirit-ec3.md | 38 - Compendium/gm/hazards/reflected-desires-da.md | 41 - .../gm/hazards/repeater-crossbow-trap-ooa1.md | 45 - Compendium/gm/hazards/rigged-cubby-aoe2.md | 34 - Compendium/gm/hazards/rusty-grate-pit-av2.md | 34 - .../gm/hazards/sadistic-conductor-botd.md | 50 - Compendium/gm/hazards/sand-whirlwind-frp1.md | 36 - .../gm/hazards/scroll-shock-trap-sli.md | 54 - Compendium/gm/hazards/scythe-blades.md | 38 - Compendium/gm/hazards/second-chance.md | 30 - .../gm/hazards/second-kiss-engine-ooa2.md | 40 - .../gm/hazards/seismic-spears-trap-aoa5.md | 39 - Compendium/gm/hazards/serpent-ward-sot2.md | 31 - .../gm/hazards/shattered-window-botd.md | 27 - Compendium/gm/hazards/shrinking-hall-da.md | 30 - .../gm/hazards/shrouded-assailant-da.md | 44 - Compendium/gm/hazards/shuffling-hall-da.md | 36 - .../gm/hazards/shuffling-scythe-blades-av2.md | 71 - .../gm/hazards/sigil-of-deepest-fears-da.md | 32 - .../gm/hazards/siphoning-spirit-botd.md | 44 - Compendium/gm/hazards/slamming-door.md | 34 - Compendium/gm/hazards/spear-launcher-fop.md | 36 - Compendium/gm/hazards/spear-launcher.md | 36 - Compendium/gm/hazards/spell-pitchers-loil.md | 35 - Compendium/gm/hazards/spike-launcher-av1.md | 33 - .../gm/hazards/spiked-barricade-trap-ec4.md | 38 - .../gm/hazards/spiked-doorframe-aoa1.md | 36 - .../gm/hazards/spinning-blade-pillar.md | 43 - Compendium/gm/hazards/spirit-cyclone-botd.md | 36 - Compendium/gm/hazards/spirit-window-da.md | 37 - .../gm/hazards/stabbing-sentinel-ec5.md | 44 - .../gm/hazards/stalker-summoning-rune-sli.md | 34 - Compendium/gm/hazards/steam-vents-g-g.md | 36 - Compendium/gm/hazards/stink-sap-trap-ooa1.md | 57 - .../gm/hazards/stonescale-spirits-av1.md | 44 - Compendium/gm/hazards/storm-discharge-lomm.md | 34 - .../gm/hazards/subduing-gas-chamber-ooa1.md | 59 - .../gm/hazards/suffering-xulgaths-ec6.md | 52 - Compendium/gm/hazards/summoning-rune-aoe1.md | 33 - Compendium/gm/hazards/summoning-rune.md | 33 - .../gm/hazards/supplicant-statues-aoe4.md | 58 - Compendium/gm/hazards/swatting-tail-frp2.md | 30 - .../gm/hazards/telekinetic-swarm-trap.md | 55 - .../gm/hazards/thalassophobic-pool-da.md | 37 - .../the-laughing-fiends-greeting-aoe6.md | 32 - Compendium/gm/hazards/the-winder-aoe5.md | 51 - Compendium/gm/hazards/thiefs-trap-ec6.md | 30 - .../hazards/thunderstone-cascade-trap-ec2.md | 35 - Compendium/gm/hazards/tongues-of-flame-tio.md | 21 - .../gm/hazards/toppling-furniture-botd.md | 29 - Compendium/gm/hazards/town-hall-fire-aoa1.md | 46 - Compendium/gm/hazards/trapped-lathe-aoa3.md | 48 - .../hazards/tree-of-dreadful-dreams-aoa3.md | 63 - Compendium/gm/hazards/vengeful-furnace-av1.md | 66 - Compendium/gm/hazards/violent-shove-botd.md | 35 - Compendium/gm/hazards/viper-urn-tio.md | 35 - Compendium/gm/hazards/vision-of-dahak-aoa2.md | 53 - .../gm/hazards/volatile-reagents-ooa1.md | 45 - Compendium/gm/hazards/vorpal-executioner.md | 43 - .../gm/hazards/wailing-crystals-aoa4.md | 59 - Compendium/gm/hazards/watching-wall-av1.md | 30 - .../hazards/waxworks-onslaught-trap-aoe4.md | 51 - .../gm/hazards/web-lurker-deadfall-b1.md | 34 - Compendium/gm/hazards/web-lurker-noose-b1.md | 36 - Compendium/gm/hazards/web-lurker-noose-tio.md | 20 - Compendium/gm/hazards/weight-of-guilt-botd.md | 37 - Compendium/gm/hazards/wheel-of-misery.md | 44 - .../gm/hazards/witch-priests-curse-ec5.md | 33 - .../gm/hazards/wooden-bullets-trap-ooa1.md | 48 - .../gm/hazards/wrath-of-the-destroyer-aoa2.md | 52 - .../gm/hazards/wronged-monks-wrath-frp1.md | 35 - Compendium/gm/hazards/yellow-mold.md | 41 - Compendium/setting/deities/aakriti-loil.md | 44 - Compendium/setting/deities/abadar.md | 50 - Compendium/setting/deities/abraxas-logm.md | 27 - Compendium/setting/deities/achaekek-logm.md | 56 - Compendium/setting/deities/adanye-lome.md | 44 - Compendium/setting/deities/alglenweis-logm.md | 27 - Compendium/setting/deities/alseta-logm.md | 56 - Compendium/setting/deities/andoletta-logm.md | 27 - Compendium/setting/deities/angazhan-logm.md | 43 - Compendium/setting/deities/angradd-logm.md | 27 - Compendium/setting/deities/anubis-logm.md | 27 - Compendium/setting/deities/apollyon-logm.md | 27 - Compendium/setting/deities/apsu-logm.md | 27 - Compendium/setting/deities/arazni-logm.md | 55 - Compendium/setting/deities/ardad-lili-logm.md | 27 - Compendium/setting/deities/arqueros-lokl.md | 41 - Compendium/setting/deities/arshea-logm.md | 27 - Compendium/setting/deities/arundhat-logm.md | 42 - Compendium/setting/deities/ashava-logm.md | 27 - Compendium/setting/deities/ashukharma-logm.md | 27 - Compendium/setting/deities/asmodeus.md | 53 - Compendium/setting/deities/atreia-logm.md | 27 - Compendium/setting/deities/ayrzul-logm.md | 27 - Compendium/setting/deities/azathoth-logm.md | 27 - Compendium/setting/deities/baalzebul-logm.md | 27 - Compendium/setting/deities/balumbdar-lome.md | 39 - Compendium/setting/deities/baphomet-logm.md | 27 - Compendium/setting/deities/barbatos-logm.md | 27 - Compendium/setting/deities/barzahk-logm.md | 27 - Compendium/setting/deities/bastet-logm.md | 27 - Compendium/setting/deities/belial-logm.md | 27 - Compendium/setting/deities/bes-logm.md | 27 - Compendium/setting/deities/besmara-logm.md | 55 - .../setting/deities/black-butterfly-logm.md | 27 - Compendium/setting/deities/bolka-logm.md | 27 - Compendium/setting/deities/brigh-logm.md | 54 - Compendium/setting/deities/calistria.md | 53 - Compendium/setting/deities/casandalee-logm.md | 55 - Compendium/setting/deities/cayden-cailean.md | 51 - Compendium/setting/deities/cernunnos-logm.md | 27 - Compendium/setting/deities/chaldira-logm.md | 56 - Compendium/setting/deities/chamidu-logm.md | 28 - Compendium/setting/deities/charon-logm.md | 27 - Compendium/setting/deities/chohar-lome.md | 45 - .../setting/deities/cosmic-caravan-lotg.md | 31 - .../setting/deities/count-ranalc-logm.md | 27 - Compendium/setting/deities/cyth-vsug-logm.md | 27 - Compendium/setting/deities/dagon-logm.md | 27 - Compendium/setting/deities/dahak-logm.md | 27 - Compendium/setting/deities/daikitsu-logm.md | 27 - Compendium/setting/deities/dammerich-logm.md | 27 - Compendium/setting/deities/deities.md | 239 - Compendium/setting/deities/desna.md | 57 - Compendium/setting/deities/dhalavei-logm.md | 27 - Compendium/setting/deities/diomazul-logm.md | 39 - Compendium/setting/deities/dispater-logm.md | 27 - Compendium/setting/deities/doloras-logm.md | 27 - Compendium/setting/deities/dranngvit-logm.md | 27 - Compendium/setting/deities/droskar-logm.md | 27 - .../setting/deities/dwarven-pantheon-logm.md | 31 - Compendium/setting/deities/eiseth-logm.md | 27 - .../setting/deities/elven-pantheon-logm.md | 28 - Compendium/setting/deities/erastil.md | 51 - Compendium/setting/deities/erecura-logm.md | 27 - Compendium/setting/deities/eritrice-logm.md | 27 - ...esoteric-order-of-the-palatine-eye-logm.md | 22 - Compendium/setting/deities/falayna-logm.md | 37 - .../setting/deities/findeladlara-logm.md | 27 - Compendium/setting/deities/folgrit-logm.md | 27 - .../setting/deities/followers-of-fate-b2.md | 26 - Compendium/setting/deities/fumeiyoshi-logm.md | 27 - Compendium/setting/deities/gendowyn-logm.md | 44 - .../setting/deities/general-susumu-logm.md | 27 - Compendium/setting/deities/geryon-logm.md | 27 - Compendium/setting/deities/ghlaunder-logm.md | 52 - .../setting/deities/god-calling-logm.md | 20 - Compendium/setting/deities/gogunta-b1.md | 27 - Compendium/setting/deities/gorum.md | 50 - Compendium/setting/deities/gozreh.md | 56 - .../deities/grandmother-spider-logm.md | 58 - .../setting/deities/graveladys-guard-lokl.md | 28 - Compendium/setting/deities/green-faith.md | 22 - Compendium/setting/deities/groetus-logm.md | 57 - Compendium/setting/deities/gruhastha-logm.md | 59 - Compendium/setting/deities/grundinnar-logm.md | 27 - Compendium/setting/deities/gyronna-logm.md | 27 - Compendium/setting/deities/halcamora-logm.md | 27 - Compendium/setting/deities/hanspur-logm.md | 27 - Compendium/setting/deities/hastur-logm.md | 27 - Compendium/setting/deities/hathor-logm.md | 27 - .../deities/hearth-and-harvest-lotg.md | 31 - Compendium/setting/deities/hei-feng-logm.md | 58 - Compendium/setting/deities/horus-logm.md | 26 - Compendium/setting/deities/hshurha-logm.md | 27 - Compendium/setting/deities/imbrex-logm.md | 27 - Compendium/setting/deities/imot-logm.md | 27 - Compendium/setting/deities/iomedae.md | 53 - Compendium/setting/deities/irez-logm.md | 27 - Compendium/setting/deities/irori.md | 56 - Compendium/setting/deities/isis-logm.md | 27 - Compendium/setting/deities/jaidi-logm.md | 27 - Compendium/setting/deities/jaidz-logm.md | 27 - Compendium/setting/deities/kabriri-logm.md | 27 - Compendium/setting/deities/kalekot-lome.md | 43 - Compendium/setting/deities/kazutal-logm.md | 55 - .../deities/keepers-of-the-hearth-lokl.md | 28 - Compendium/setting/deities/kelizandri-logm.md | 27 - Compendium/setting/deities/kerkamoth-logm.md | 27 - Compendium/setting/deities/ketephys-logm.md | 27 - Compendium/setting/deities/kitmu-lome.md | 27 - Compendium/setting/deities/kofusachi-logm.md | 27 - Compendium/setting/deities/kols-logm.md | 41 - Compendium/setting/deities/korada-logm.md | 27 - .../setting/deities/kostchtchie-logm.md | 27 - Compendium/setting/deities/kurgess-logm.md | 55 - .../setting/deities/lady-jingxi-logm.md | 27 - .../setting/deities/lady-nanbyo-logm.md | 27 - Compendium/setting/deities/lahkgya-logm.md | 27 - Compendium/setting/deities/lamashtu.md | 53 - Compendium/setting/deities/lao-shu-po-logm.md | 27 - .../setting/deities/laws-of-mortality-logm.md | 22 - Compendium/setting/deities/likha-logm.md | 37 - Compendium/setting/deities/lissala-logm.md | 27 - Compendium/setting/deities/lubaiko-lome.md | 43 - Compendium/setting/deities/luhar-lome.md | 47 - Compendium/setting/deities/lymnieris-logm.md | 27 - Compendium/setting/deities/lysianassa-logm.md | 27 - Compendium/setting/deities/maat-logm.md | 27 - Compendium/setting/deities/magdh-logm.md | 27 - Compendium/setting/deities/magrim-logm.md | 27 - .../setting/deities/mahathallah-logm.md | 36 - Compendium/setting/deities/mammon-logm.md | 27 - Compendium/setting/deities/matravash-logm.md | 27 - Compendium/setting/deities/mazludeh-lome.md | 43 - .../setting/deities/mephistopheles-logm.md | 27 - Compendium/setting/deities/milani-logm.md | 53 - Compendium/setting/deities/moloch-logm.md | 27 - Compendium/setting/deities/monad-logm.md | 27 - .../setting/deities/mother-vulture-logm.md | 27 - Compendium/setting/deities/naderi-logm.md | 27 - Compendium/setting/deities/nalinivati-logm.md | 27 - Compendium/setting/deities/narakaas-logm.md | 27 - .../setting/deities/narriseminek-logm.md | 27 - Compendium/setting/deities/nethys.md | 51 - Compendium/setting/deities/ng-logm.md | 27 - Compendium/setting/deities/nhimbaloth-logm.md | 27 - .../setting/deities/nivi-rhombodazzle-logm.md | 55 - Compendium/setting/deities/nocticula-logm.md | 57 - Compendium/setting/deities/norgorber.md | 53 - Compendium/setting/deities/nurgal-logm.md | 27 - .../setting/deities/nyarlathotep-logm.md | 27 - Compendium/setting/deities/orcus-botd.md | 26 - Compendium/setting/deities/osiris-logm.md | 27 - Compendium/setting/deities/otolmens-logm.md | 27 - Compendium/setting/deities/pazuzu-logm.md | 27 - Compendium/setting/deities/pharasma.md | 57 - .../deities/prophecies-of-kalistrade.md | 22 - Compendium/setting/deities/pulura-logm.md | 27 - Compendium/setting/deities/qi-zhong-logm.md | 27 - Compendium/setting/deities/ra-logm.md | 27 - Compendium/setting/deities/ragadahn-logm.md | 27 - Compendium/setting/deities/ragathiel-logm.md | 37 - Compendium/setting/deities/ragdya-logm.md | 40 - Compendium/setting/deities/ranginori-logm.md | 27 - Compendium/setting/deities/raumya-logm.md | 27 - Compendium/setting/deities/ravithra-aoe5.md | 42 - Compendium/setting/deities/rovagug.md | 55 - Compendium/setting/deities/sairazul-logm.md | 27 - Compendium/setting/deities/saloc-logm.md | 27 - Compendium/setting/deities/sangpotshi-logm.md | 22 - Compendium/setting/deities/sarenrae.md | 54 - .../setting/deities/seafarers-hope-lotg.md | 28 - Compendium/setting/deities/sekhmet-logm.md | 27 - Compendium/setting/deities/selket-logm.md | 27 - Compendium/setting/deities/set-botd.md | 26 - Compendium/setting/deities/shax-logm.md | 27 - Compendium/setting/deities/shei-logm.md | 27 - Compendium/setting/deities/shelyn.md | 54 - Compendium/setting/deities/shizuru-logm.md | 57 - .../setting/deities/shoanti-animism-logm.md | 20 - Compendium/setting/deities/shyka-logm.md | 27 - Compendium/setting/deities/sifkesh-logm.md | 27 - Compendium/setting/deities/sivanah-logm.md | 57 - Compendium/setting/deities/sobek-logm.md | 27 - Compendium/setting/deities/soralyon-logm.md | 27 - .../setting/deities/sorrows-sword-lokl.md | 31 - ...tag-mother-of-the-forest-of-stones-logm.md | 27 - Compendium/setting/deities/sturovenen-logm.md | 27 - Compendium/setting/deities/sun-wukong-logm.md | 27 - Compendium/setting/deities/suyuddha-lokl.md | 47 - Compendium/setting/deities/szuriel-logm.md | 27 - Compendium/setting/deities/tanagaar-logm.md | 27 - Compendium/setting/deities/thamir-logm.md | 27 - .../deities/the-deliberate-journey-lotg.md | 31 - .../setting/deities/the-endless-road-lokl.md | 28 - .../the-enlightened-scholars-path-lotg.md | 31 - .../setting/deities/the-godclaw-logm.md | 30 - .../setting/deities/the-green-mother-logm.md | 27 - .../deities/the-laborers-bastion-lotg.md | 31 - .../setting/deities/the-lantern-king-logm.md | 27 - .../setting/deities/the-lost-prince-logm.md | 27 - .../deities/the-offering-plate-lotg.md | 31 - Compendium/setting/deities/thoth-logm.md | 27 - Compendium/setting/deities/tlehar-lome.md | 45 - Compendium/setting/deities/torag.md | 53 - Compendium/setting/deities/treerazer-b1.md | 27 - .../setting/deities/trelmarixian-logm.md | 27 - Compendium/setting/deities/trudd-logm.md | 27 - Compendium/setting/deities/tsukiyo-logm.md | 55 - .../setting/deities/urban-prosperity-lotg.md | 31 - Compendium/setting/deities/urgathoa.md | 56 - Compendium/setting/deities/uvuko-lome.md | 43 - Compendium/setting/deities/valmallos-logm.md | 27 - Compendium/setting/deities/vildeis-logm.md | 40 - .../setting/deities/vineshvakhi-loil.md | 42 - Compendium/setting/deities/wadjet-logm.md | 27 - Compendium/setting/deities/walkena-logm.md | 42 - Compendium/setting/deities/whispering-way.md | 19 - Compendium/setting/deities/winlas-logm.md | 27 - Compendium/setting/deities/xhamen-dor-logm.md | 27 - Compendium/setting/deities/yaezhing-logm.md | 27 - Compendium/setting/deities/yamatsumi-logm.md | 27 - Compendium/setting/deities/ydajisk-logm.md | 27 - Compendium/setting/deities/ydersius-b2.md | 27 - Compendium/setting/deities/ylimancha-logm.md | 27 - Compendium/setting/deities/ymeri-logm.md | 27 - .../setting/deities/yog-sothoth-logm.md | 27 - Compendium/setting/deities/yuelral-logm.md | 27 - Compendium/setting/deities/zevgavizeb-logm.md | 27 - Compendium/setting/deities/zohls-logm.md | 27 - Compendium/setting/deities/zon-kuthon.md | 56 - Compendium/setting/deities/zura-logm.md | 27 - Compendium/setting/deities/zyphus-logm.md | 27 - Compendium/setting/domains.md | 158 - Compendium/skills.md | 235 - Compendium/spells/aberrant-form-som.md | 31 - Compendium/spells/aberrant-whispers.md | 34 - Compendium/spells/abundant-step.md | 21 - Compendium/spells/abyssal-plague.md | 51 - Compendium/spells/access-lore-apg.md | 23 - Compendium/spells/achaekeks-clutch-lol.md | 29 - Compendium/spells/acid-arrow.md | 26 - Compendium/spells/acid-splash.md | 31 - Compendium/spells/acid-storm-logm.md | 25 - Compendium/spells/acidic-burst-logm.md | 24 - Compendium/spells/adapt-self-logm.md | 27 - Compendium/spells/adaptive-ablation-logm.md | 22 - Compendium/spells/admonishing-ray-aoe2.md | 28 - Compendium/spells/aerial-form.md | 39 - Compendium/spells/agile-feet.md | 21 - Compendium/spells/agitate-logm.md | 34 - Compendium/spells/agonizing-despair-apg.md | 32 - Compendium/spells/air-bubble.md | 25 - Compendium/spells/air-walk.md | 24 - Compendium/spells/airburst-sot1.md | 34 - Compendium/spells/alarm.md | 25 - .../spells/all-is-one-one-is-all-lol.md | 21 - Compendium/spells/allegro.md | 26 - Compendium/spells/alter-reality.md | 25 - Compendium/spells/anathematic-reprisal.md | 29 - Compendium/spells/ancestral-defense-apg.md | 24 - Compendium/spells/ancestral-form-apg.md | 24 - Compendium/spells/ancestral-memories.md | 23 - Compendium/spells/ancestral-touch-apg.md | 35 - Compendium/spells/angel-form-som.md | 39 - Compendium/spells/angelic-halo.md | 25 - Compendium/spells/angelic-wings.md | 24 - Compendium/spells/animal-allies-som.md | 23 - Compendium/spells/animal-feature-apg.md | 31 - Compendium/spells/animal-form.md | 43 - Compendium/spells/animate-dead-apg.md | 38 - Compendium/spells/animate-rope-apg.md | 31 - Compendium/spells/animated-assault-apg.md | 25 - Compendium/spells/animus-mine-logm.md | 33 - Compendium/spells/ant-haul.md | 21 - Compendium/spells/anticipate-peril-logm.md | 23 - Compendium/spells/apex-companion-aoa6.md | 30 - Compendium/spells/appearance-of-wealth.md | 30 - Compendium/spells/approximate-som.md | 27 - Compendium/spells/aqueous-orb-apg.md | 29 - Compendium/spells/arcane-countermeasure.md | 25 - Compendium/spells/armor-of-bones-apg.md | 24 - Compendium/spells/aromatic-lure-lol.md | 34 - Compendium/spells/artistic-flourish.md | 29 - Compendium/spells/ash-cloud-som.md | 35 - Compendium/spells/asterism-logm.md | 26 - Compendium/spells/astral-labyrinth-ec6.md | 36 - Compendium/spells/astral-rain-da.md | 33 - Compendium/spells/athletic-rush.md | 21 - Compendium/spells/augment-summoning.md | 21 - .../spells/aura-of-the-unremarkable-frp1.md | 29 - Compendium/spells/avatar.md | 35 - Compendium/spells/awaken-entropy-da.md | 29 - Compendium/spells/baleful-polymorph.md | 30 - Compendium/spells/bandits-doom-som.md | 29 - Compendium/spells/bane.md | 24 - Compendium/spells/banishment.md | 32 - Compendium/spells/barkskin.md | 24 - .../spells/battlefield-persistence-apg.md | 23 - Compendium/spells/beastmaster-trance-apg.md | 30 - Compendium/spells/befitting-attire-som.md | 28 - Compendium/spells/befuddle-logm.md | 30 - Compendium/spells/behold-the-weave-da.md | 32 - Compendium/spells/bestial-curse-apg.md | 30 - Compendium/spells/bilocation-da.md | 19 - Compendium/spells/bind-soul.md | 26 - Compendium/spells/bind-undead.md | 21 - Compendium/spells/bit-of-luck.md | 26 - Compendium/spells/biting-words-som.md | 27 - Compendium/spells/black-tentacles.md | 24 - .../spells/blackfingerss-blades-sot3.md | 23 - Compendium/spells/blanket-of-stars-apg.md | 27 - Compendium/spells/blazing-dive-som.md | 27 - Compendium/spells/blazing-fissure-som.md | 33 - Compendium/spells/bless.md | 25 - Compendium/spells/blessing-of-defiance-som.md | 27 - Compendium/spells/blightburn-blast-ec5.md | 23 - Compendium/spells/blind-ambition.md | 34 - Compendium/spells/blinding-beauty-apg.md | 32 - Compendium/spells/blinding-fury-apg.md | 33 - Compendium/spells/blindness.md | 28 - Compendium/spells/blink-charge-som.md | 30 - Compendium/spells/blink.md | 22 - Compendium/spells/blinking-flame-aura-loil.md | 23 - Compendium/spells/blister-apg.md | 30 - Compendium/spells/blistering-invective-apg.md | 35 - Compendium/spells/blood-feast-ec4.md | 30 - Compendium/spells/blood-vendetta-apg.md | 33 - Compendium/spells/blood-ward-apg.md | 25 - Compendium/spells/bloodspray-curse-som.md | 30 - Compendium/spells/blur.md | 22 - Compendium/spells/boil-blood-som.md | 32 - Compendium/spells/boost-eidolon-som.md | 23 - Compendium/spells/bottle-the-storm-logm.md | 25 - Compendium/spells/bottomless-stomach-som.md | 30 - Compendium/spells/bracing-tendrils-da.md | 22 - Compendium/spells/brain-drain-apg.md | 27 - .../spells/brand-the-impenitent-logm.md | 29 - Compendium/spells/breadcrumbs-som.md | 29 - Compendium/spells/breath-of-drought-ec1.md | 33 - Compendium/spells/breath-of-life.md | 25 - Compendium/spells/buffeting-winds-lokl.md | 25 - Compendium/spells/bullhorn-som.md | 29 - Compendium/spells/burning-blossoms-som.md | 39 - Compendium/spells/burning-hands.md | 26 - Compendium/spells/buzzing-bites-lomm.md | 34 - Compendium/spells/cackle-apg.md | 20 - Compendium/spells/call-of-the-grave.md | 28 - Compendium/spells/call-the-blood-av3.md | 28 - Compendium/spells/call-to-arms-apg.md | 34 - Compendium/spells/calm-emotions.md | 32 - .../canticle-of-everlasting-grief-som.md | 33 - Compendium/spells/captivating-adoration.md | 37 - .../spells/cascade-countermeasure-som.md | 23 - Compendium/spells/cast-into-time-som.md | 29 - Compendium/spells/cataclysm.md | 41 - Compendium/spells/catch-your-name-som.md | 24 - Compendium/spells/celestial-brand.md | 26 - Compendium/spells/chameleon-coat-apg.md | 25 - Compendium/spells/champions-sacrifice.md | 22 - Compendium/spells/charged-javelin-logm.md | 28 - Compendium/spells/charitable-urge-apg.md | 30 - Compendium/spells/charm.md | 37 - Compendium/spells/charming-touch.md | 35 - Compendium/spells/charming-words.md | 33 - Compendium/spells/chill-touch.md | 28 - Compendium/spells/chilling-darkness.md | 32 - Compendium/spells/chilling-spray-logm.md | 30 - Compendium/spells/chroma-leach-apg.md | 29 - Compendium/spells/chromatic-armor-som.md | 39 - Compendium/spells/chromatic-image-som.md | 25 - Compendium/spells/chromatic-ray-som.md | 36 - Compendium/spells/chromatic-wall.md | 36 - Compendium/spells/cinder-gaze-da.md | 30 - Compendium/spells/claim-curse-som.md | 21 - Compendium/spells/claim-undead-apg.md | 32 - Compendium/spells/clairaudience.md | 21 - Compendium/spells/clairvoyance.md | 21 - Compendium/spells/clawsong-sot3.md | 24 - Compendium/spells/cleansing-flames-frp3.md | 26 - Compendium/spells/clinging-ice-apg.md | 35 - .../spells/clinging-shadows-stance-apg.md | 24 - Compendium/spells/cloak-of-colors.md | 27 - Compendium/spells/cloak-of-light-sot4.md | 25 - Compendium/spells/cloak-of-shadow.md | 27 - Compendium/spells/clone-companion-som.md | 27 - Compendium/spells/cloudkill.md | 27 - Compendium/spells/clownish-curse-ec2.md | 33 - Compendium/spells/color-spray.md | 30 - Compendium/spells/combustion-som.md | 32 - Compendium/spells/command.md | 32 - Compendium/spells/commanding-lash.md | 27 - Compendium/spells/compel-true-name-som.md | 36 - Compendium/spells/competitive-edge.md | 25 - Compendium/spells/comprehend-language.md | 25 - Compendium/spells/concordant-choir-som.md | 30 - Compendium/spells/cone-of-cold.md | 24 - Compendium/spells/confusion.md | 32 - Compendium/spells/consecrate-flesh-lokl.md | 25 - Compendium/spells/consuming-darkness-apg.md | 36 - Compendium/spells/contagious-idea-da.md | 41 - Compendium/spells/contingency.md | 25 - Compendium/spells/continual-flame.md | 29 - Compendium/spells/control-sand-ec5.md | 31 - Compendium/spells/control-water.md | 24 - Compendium/spells/coral-eruption-som.md | 31 - Compendium/spells/corrosive-body-som.md | 21 - Compendium/spells/cosmic-form-som.md | 30 - Compendium/spells/counter-performance.md | 25 - Compendium/spells/countless-eyes-apg.md | 21 - Compendium/spells/cozy-cabin-apg.md | 22 - Compendium/spells/crashing-wave-apg.md | 26 - Compendium/spells/create-water.md | 24 - Compendium/spells/crisis-of-faith.md | 30 - Compendium/spells/crusade.md | 34 - Compendium/spells/crushing-despair.md | 32 - Compendium/spells/crushing-ground-som.md | 33 - Compendium/spells/cry-of-destruction.md | 26 - Compendium/spells/cup-of-dust-logm.md | 33 - Compendium/spells/curse-of-death-apg.md | 57 - Compendium/spells/curse-of-lost-time-apg.md | 38 - Compendium/spells/daemon-form-som.md | 35 - Compendium/spells/dance-of-darkness-apg.md | 25 - Compendium/spells/dancing-blade-da.md | 39 - Compendium/spells/dancing-lights.md | 24 - Compendium/spells/dancing-shield-lokl.md | 24 - Compendium/spells/darkened-eyes.md | 31 - Compendium/spells/darklight-som.md | 32 - Compendium/spells/darkness.md | 27 - Compendium/spells/darkvision.md | 27 - Compendium/spells/daydreamers-curse-av2.md | 33 - Compendium/spells/days-weight-som.md | 30 - Compendium/spells/daze.md | 29 - Compendium/spells/dazzling-flash.md | 33 - Compendium/spells/deafness.md | 27 - Compendium/spells/death-knell.md | 27 - Compendium/spells/death-ward.md | 23 - Compendium/spells/deaths-call.md | 26 - .../spells/debilitating-dichotomy-apg.md | 26 - Compendium/spells/deceivers-cloak-apg.md | 23 - Compendium/spells/deitys-strike-som.md | 28 - Compendium/spells/deja-vu-apg.md | 26 - Compendium/spells/delay-affliction-apg.md | 27 - Compendium/spells/delay-consequence-logm.md | 22 - Compendium/spells/deluge-ec6.md | 27 - Compendium/spells/delusional-pride.md | 32 - Compendium/spells/demon-form-som.md | 36 - Compendium/spells/desperate-repair-lokl.md | 23 - Compendium/spells/destructive-aura.md | 26 - Compendium/spells/detect-alignment.md | 26 - Compendium/spells/detect-creator-lokl.md | 23 - Compendium/spells/detect-magic.md | 32 - Compendium/spells/detect-poison.md | 24 - Compendium/spells/detect-scrying.md | 25 - Compendium/spells/devil-form-som.md | 37 - Compendium/spells/devour-life-ec6.md | 27 - Compendium/spells/diabolic-edict.md | 23 - Compendium/spells/diamond-dust-logm.md | 29 - Compendium/spells/dim-the-light-apg.md | 24 - Compendium/spells/dimension-door.md | 22 - Compendium/spells/dimensional-anchor.md | 28 - Compendium/spells/dimensional-assault-som.md | 21 - Compendium/spells/dimensional-lock.md | 25 - Compendium/spells/dimensional-steps.md | 23 - Compendium/spells/dinosaur-form.md | 40 - Compendium/spells/dirge-of-doom.md | 27 - Compendium/spells/disappearance.md | 21 - Compendium/spells/discern-lies.md | 22 - Compendium/spells/discern-secrets-apg.md | 29 - Compendium/spells/disjunction.md | 21 - Compendium/spells/dismantle-apg.md | 27 - Compendium/spells/dispel-magic.md | 24 - Compendium/spells/disperse-into-air.md | 23 - Compendium/spells/disrupt-undead.md | 25 - Compendium/spells/disrupting-weapons.md | 26 - Compendium/spells/distortion-lens-da.md | 34 - Compendium/spells/distracting-chatter-som.md | 33 - Compendium/spells/dividing-trench-lokl.md | 28 - Compendium/spells/divine-armageddon-som.md | 28 - Compendium/spells/divine-aura.md | 29 - Compendium/spells/divine-decree.md | 35 - Compendium/spells/divine-inspiration.md | 23 - Compendium/spells/divine-lance.md | 24 - Compendium/spells/divine-plagues-logm.md | 47 - Compendium/spells/divine-wrath.md | 30 - Compendium/spells/diviners-sight.md | 26 - Compendium/spells/divinity-leech-aoe6.md | 31 - Compendium/spells/dominate.md | 35 - Compendium/spells/door-to-beyond-logm.md | 30 - Compendium/spells/downpour.md | 27 - Compendium/spells/draconic-barrage-logm.md | 31 - Compendium/spells/dragon-claws.md | 26 - Compendium/spells/dragon-form.md | 48 - Compendium/spells/dragon-wings.md | 24 - Compendium/spells/draw-ire-som.md | 32 - Compendium/spells/draw-the-lightning-som.md | 31 - Compendium/spells/dread-aura.md | 26 - Compendium/spells/dread-secret-apg.md | 34 - Compendium/spells/dream-council.md | 23 - Compendium/spells/dreamers-call.md | 32 - Compendium/spells/drop-dead.md | 26 - Compendium/spells/dull-ambition-apg.md | 31 - Compendium/spells/duplicate-foe.md | 35 - Compendium/spells/dust-storm-logm.md | 26 - Compendium/spells/dutiful-challenge-logm.md | 23 - Compendium/spells/earthbind.md | 30 - Compendium/spells/echoing-weapon-som.md | 24 - Compendium/spells/eclipse-burst.md | 35 - .../spells/ectoplasmic-expulsion-av3.md | 24 - .../spells/ectoplasmic-interstice-logm.md | 22 - Compendium/spells/efficient-apport-som.md | 30 - Compendium/spells/eidolons-wrath-som.md | 25 - Compendium/spells/eject-soul-logm.md | 28 - Compendium/spells/electric-arc.md | 25 - .../spells/electrified-crystal-ward-aoa4.md | 23 - Compendium/spells/element-embodied-som.md | 36 - Compendium/spells/elemental-absorption-som.md | 25 - .../spells/elemental-annihilation-wave-som.md | 37 - Compendium/spells/elemental-betrayal-apg.md | 25 - Compendium/spells/elemental-confluence-som.md | 34 - Compendium/spells/elemental-form.md | 40 - Compendium/spells/elemental-gift-som.md | 32 - Compendium/spells/elemental-tempest.md | 22 - Compendium/spells/elemental-toss.md | 25 - Compendium/spells/elemental-zone-som.md | 28 - Compendium/spells/embrace-the-pit.md | 27 - Compendium/spells/empathic-link-lokl.md | 26 - Compendium/spells/empty-body.md | 21 - Compendium/spells/empty-inside-logm.md | 21 - Compendium/spells/empty-pack-da.md | 25 - Compendium/spells/endure-logm.md | 24 - Compendium/spells/enduring-might.md | 23 - Compendium/spells/energy-absorption.md | 22 - Compendium/spells/energy-aegis.md | 25 - Compendium/spells/enervation-apg.md | 30 - Compendium/spells/enhance-senses-lokl.md | 24 - Compendium/spells/enlarge-companion-apg.md | 23 - Compendium/spells/enlarge.md | 28 - Compendium/spells/entangle.md | 23 - Compendium/spells/enthrall.md | 32 - Compendium/spells/entrancing-eyes-ec4.md | 29 - Compendium/spells/entropic-wheel-da.md | 32 - Compendium/spells/envenom-companion-som.md | 26 - Compendium/spells/ephemeral-hazards-logm.md | 32 - Compendium/spells/ephemeral-tracking-apg.md | 20 - Compendium/spells/eradicate-undeath.md | 26 - Compendium/spells/erase-trail-lokl.md | 26 - Compendium/spells/establish-ward-apg.md | 27 - Compendium/spells/ethereal-jaunt.md | 29 - Compendium/spells/etheric-shards-da.md | 28 - Compendium/spells/euphoric-renewal-da.md | 27 - Compendium/spells/evil-eye-apg.md | 37 - Compendium/spells/evolution-surge-som.md | 38 - Compendium/spells/exchange-image-aoa3.md | 31 - .../spells/expeditious-excavation-logm.md | 31 - Compendium/spells/extend-boost-som.md | 25 - Compendium/spells/extend-spell.md | 21 - Compendium/spells/extract-poison-som.md | 20 - Compendium/spells/eyes-of-the-dead-botd.md | 28 - Compendium/spells/face-in-the-crowd.md | 24 - Compendium/spells/faerie-dust.md | 33 - Compendium/spells/faerie-fire.md | 25 - Compendium/spells/falling-sky-da.md | 28 - Compendium/spells/fallow-field-logm.md | 30 - Compendium/spells/false-life.md | 21 - Compendium/spells/false-nature-da.md | 24 - Compendium/spells/false-vision.md | 23 - Compendium/spells/familiar-form-lopsg.md | 26 - Compendium/spells/familiars-face-apg.md | 24 - Compendium/spells/fatal-aria.md | 29 - Compendium/spells/fated-confrontation-som.md | 31 - Compendium/spells/favorable-review-ec2.md | 33 - Compendium/spells/fear-the-sun-sot4.md | 30 - Compendium/spells/fear.md | 33 - Compendium/spells/fearful-feast-av3.md | 35 - Compendium/spells/feast-of-ashes-logm.md | 31 - Compendium/spells/feather-fall.md | 24 - Compendium/spells/feeblemind.md | 31 - Compendium/spells/feet-to-fins.md | 26 - Compendium/spells/feral-shades-som.md | 23 - Compendium/spells/fey-disappearance.md | 23 - Compendium/spells/fey-form-som.md | 35 - Compendium/spells/fey-glamour.md | 24 - Compendium/spells/field-of-life.md | 28 - Compendium/spells/fiery-body.md | 29 - Compendium/spells/final-sacrifice-apg.md | 27 - Compendium/spells/finger-of-death.md | 24 - Compendium/spells/fire-ray.md | 30 - Compendium/spells/fire-seeds.md | 34 - Compendium/spells/fire-shield.md | 24 - Compendium/spells/fireball.md | 27 - Compendium/spells/flame-barrier.md | 25 - Compendium/spells/flame-vortex-som.md | 31 - Compendium/spells/flame-wisp-som.md | 26 - Compendium/spells/flaming-fusillade-apg.md | 25 - Compendium/spells/flaming-sphere.md | 30 - Compendium/spells/flammable-fumes-som.md | 31 - Compendium/spells/fleet-step.md | 19 - Compendium/spells/flesh-to-stone.md | 30 - Compendium/spells/floating-disk.md | 22 - Compendium/spells/flowing-strike-som.md | 23 - Compendium/spells/fly.md | 25 - Compendium/spells/focusing-hum-da.md | 22 - Compendium/spells/font-of-serenity-logm.md | 30 - .../spells/for-love-for-lightning-lokl.md | 23 - Compendium/spells/forbidden-thought-da.md | 32 - Compendium/spells/forbidding-ward.md | 24 - Compendium/spells/force-bolt.md | 24 - Compendium/spells/force-cage-apg.md | 28 - Compendium/spells/force-fang-som.md | 26 - Compendium/spells/forced-mercy-lokl.md | 33 - Compendium/spells/forced-quiet.md | 30 - Compendium/spells/forceful-hand-som.md | 45 - Compendium/spells/foresee-the-path-da.md | 34 - Compendium/spells/foresight.md | 31 - Compendium/spells/forgotten-lines-aoa3.md | 25 - Compendium/spells/foul-miasma-logm.md | 29 - Compendium/spells/freedom-of-movement.md | 21 - Compendium/spells/frenzied-revelry-da.md | 30 - Compendium/spells/friendfetch-sot1.md | 22 - Compendium/spells/frigid-flurry-som.md | 27 - Compendium/spells/fungal-hyphae-logm.md | 26 - Compendium/spells/fungal-infestation-apg.md | 30 - Compendium/spells/gale-blast-som.md | 31 - Compendium/spells/gaseous-form.md | 26 - Compendium/spells/gasping-marsh-sot3.md | 31 - Compendium/spells/gate.md | 24 - Compendium/spells/genies-veil-apg.md | 23 - Compendium/spells/gentle-repose.md | 25 - Compendium/spells/geyser-som.md | 37 - Compendium/spells/ghost-sound.md | 28 - Compendium/spells/ghostly-shift-da.md | 33 - Compendium/spells/ghostly-tragedy-apg.md | 24 - .../spells/ghostly-transcription-logm.md | 22 - Compendium/spells/ghostly-weapon.md | 23 - Compendium/spells/girzanjes-march-sot3.md | 29 - Compendium/spells/glacial-heart-lol.md | 32 - Compendium/spells/glibness.md | 21 - Compendium/spells/glimmer-of-charm-som.md | 32 - Compendium/spells/glimpse-the-truth.md | 28 - Compendium/spells/glimpse-weakness-da.md | 31 - Compendium/spells/glitterdust.md | 28 - Compendium/spells/globe-of-invulnerability.md | 22 - Compendium/spells/gluttons-jaws.md | 24 - Compendium/spells/glyph-of-warding.md | 27 - Compendium/spells/goblin-pox.md | 49 - Compendium/spells/goodberry.md | 25 - Compendium/spells/gouging-claw-som.md | 31 - Compendium/spells/grasping-grave.md | 32 - Compendium/spells/grave-impressions-sot1.md | 28 - Compendium/spells/gravitational-pull-som.md | 29 - Compendium/spells/gravity-weapon-apg.md | 22 - Compendium/spells/gravity-well-logm.md | 30 - Compendium/spells/gray-shadow-sot3.md | 26 - Compendium/spells/grease.md | 28 - Compendium/spells/grim-tendrils.md | 30 - Compendium/spells/grisly-growths-apg.md | 34 - Compendium/spells/guidance.md | 24 - Compendium/spells/guiding-star-som.md | 23 - Compendium/spells/gust-of-wind.md | 30 - Compendium/spells/halcyon-infusion-lol.md | 31 - Compendium/spells/hallowed-ground-botd.md | 28 - Compendium/spells/hallucination.md | 37 - Compendium/spells/hallucinatory-terrain.md | 27 - Compendium/spells/hand-of-the-apprentice.md | 22 - Compendium/spells/harm.md | 31 - Compendium/spells/haste.md | 23 - Compendium/spells/hasted-assault-som.md | 20 - Compendium/spells/haunting-hymn-som.md | 26 - Compendium/spells/heal-animal.md | 28 - Compendium/spells/heal-companion-apg.md | 29 - Compendium/spells/heal.md | 30 - Compendium/spells/healers-blessing.md | 27 - Compendium/spells/healing-plaster-som.md | 27 - Compendium/spells/healing-well-som.md | 26 - Compendium/spells/hearts-desire-apg.md | 34 - Compendium/spells/heat-metal-apg.md | 33 - Compendium/spells/hellfire-plume.md | 28 - Compendium/spells/heroic-feat-apg.md | 22 - Compendium/spells/heroism.md | 26 - Compendium/spells/heros-defiance.md | 28 - Compendium/spells/hideous-laughter.md | 30 - Compendium/spells/hollow-heart-da.md | 33 - Compendium/spells/hologram-cage-da.md | 33 - Compendium/spells/holy-cascade.md | 30 - .../spells/horizon-thunder-sphere-som.md | 30 - Compendium/spells/horrid-wilting.md | 26 - Compendium/spells/horrific-visage.md | 34 - Compendium/spells/house-of-imaginary-walls.md | 24 - Compendium/spells/humanoid-form.md | 28 - Compendium/spells/hunters-luck-apg.md | 21 - Compendium/spells/hunters-vision-apg.md | 22 - Compendium/spells/hurtling-stone.md | 30 - Compendium/spells/hydraulic-push.md | 30 - Compendium/spells/hymn-of-healing-apg.md | 27 - Compendium/spells/hypercognition.md | 18 - Compendium/spells/hyperfocus-logm.md | 34 - Compendium/spells/hypnotic-pattern.md | 29 - Compendium/spells/ice-storm-apg.md | 26 - Compendium/spells/ignite-fireworks-som.md | 34 - Compendium/spells/ill-omen-logm.md | 28 - Compendium/spells/illusory-creature.md | 36 - Compendium/spells/illusory-disguise.md | 26 - Compendium/spells/illusory-object.md | 31 - Compendium/spells/illusory-scene.md | 32 - Compendium/spells/imaginary-weapon-da.md | 34 - Compendium/spells/imp-sting-aoe4.md | 50 - Compendium/spells/impaling-briars.md | 29 - Compendium/spells/impaling-spike-apg.md | 30 - Compendium/spells/impeccable-flow-sot1.md | 25 - Compendium/spells/impending-doom-som.md | 35 - .../spells/implement-of-destruction-da.md | 33 - Compendium/spells/implosion.md | 24 - Compendium/spells/imprint-message-apg.md | 22 - Compendium/spells/incendiary-aura-apg.md | 27 - Compendium/spells/indestructibility-apg.md | 23 - .../spells/inevitable-destination-da.md | 28 - Compendium/spells/inevitable-disaster-som.md | 25 - .../spells/inexhaustible-cynicism-som.md | 31 - .../spells/infectious-enthusiasm-som.md | 26 - Compendium/spells/infectious-melody-som.md | 31 - .../spells/inner-radiance-torrent-som.md | 33 - Compendium/spells/inscrutable-mask-som.md | 24 - Compendium/spells/insect-form.md | 38 - Compendium/spells/inspire-competence.md | 30 - Compendium/spells/inspire-courage.md | 28 - Compendium/spells/inspire-defense.md | 28 - Compendium/spells/inspire-heroics.md | 27 - Compendium/spells/instant-armor-som.md | 29 - Compendium/spells/interstellar-void-apg.md | 30 - Compendium/spells/invisibility-cloak.md | 24 - Compendium/spells/invisibility-curtain-som.md | 22 - Compendium/spells/invisibility-sphere.md | 26 - Compendium/spells/invisibility.md | 23 - Compendium/spells/invisible-item-apg.md | 25 - Compendium/spells/invoke-spirits-som.md | 34 - .../spells/invoke-the-crimson-oath-locg.md | 22 - Compendium/spells/invoke-true-name-som.md | 25 - Compendium/spells/iron-gut-logm.md | 23 - Compendium/spells/isolation-da.md | 29 - Compendium/spells/item-facade.md | 28 - Compendium/spells/jealous-hex.md | 30 - Compendium/spells/join-pasts-aoa3.md | 26 - Compendium/spells/jump.md | 21 - Compendium/spells/juvenile-companion-som.md | 26 - Compendium/spells/ki-blast.md | 31 - Compendium/spells/ki-form-apg.md | 22 - Compendium/spells/ki-rush.md | 19 - Compendium/spells/ki-strike.md | 21 - Compendium/spells/kinetic-ram-da.md | 28 - Compendium/spells/knock.md | 23 - Compendium/spells/know-direction.md | 22 - Compendium/spells/know-the-enemy.md | 22 - Compendium/spells/lament-logm.md | 26 - Compendium/spells/lay-on-hands.md | 27 - Compendium/spells/leng-sting-aoe4.md | 29 - Compendium/spells/levitate.md | 25 - Compendium/spells/liberating-command-logm.md | 21 - Compendium/spells/life-boost-apg.md | 24 - Compendium/spells/life-connection-som.md | 33 - Compendium/spells/life-giving-form-apg.md | 33 - Compendium/spells/life-link-apg.md | 34 - Compendium/spells/life-pact-lokl.md | 27 - Compendium/spells/life-siphon.md | 21 - Compendium/spells/lifelink-surge-som.md | 24 - Compendium/spells/lift-natures-caul-av3.md | 35 - Compendium/spells/light-of-revelation-locg.md | 22 - Compendium/spells/light.md | 27 - Compendium/spells/lightning-bolt.md | 24 - Compendium/spells/lightning-storm-apg.md | 26 - Compendium/spells/lingering-composition.md | 27 - Compendium/spells/linnorm-sting-aoe4.md | 32 - Compendium/spells/litany-against-sloth.md | 33 - Compendium/spells/litany-against-wrath.md | 33 - Compendium/spells/litany-of-depravity-apg.md | 26 - Compendium/spells/litany-of-righteousness.md | 28 - .../spells/litany-of-self-interest-apg.md | 32 - Compendium/spells/localized-quake.md | 33 - Compendium/spells/locate.md | 25 - Compendium/spells/lock-item-lokl.md | 31 - Compendium/spells/lock.md | 27 - Compendium/spells/longstrider.md | 21 - Compendium/spells/loose-times-arrow-da.md | 21 - Compendium/spells/loremasters-etude.md | 23 - Compendium/spells/lose-the-path-som.md | 31 - Compendium/spells/lucky-break.md | 22 - Compendium/spells/lucky-number-som.md | 22 - Compendium/spells/mad-monkeys-apg.md | 33 - Compendium/spells/mage-hand.md | 30 - Compendium/spells/magic-aura.md | 26 - Compendium/spells/magic-fang.md | 21 - Compendium/spells/magic-hide-apg.md | 22 - Compendium/spells/magic-mailbox-som.md | 25 - Compendium/spells/magic-missile.md | 23 - Compendium/spells/magic-mouth.md | 23 - Compendium/spells/magic-stone-apg.md | 26 - .../spells/magic-warrior-aspect-lowg.md | 20 - .../magic-warrior-transformation-lowg.md | 20 - Compendium/spells/magic-weapon.md | 23 - Compendium/spells/magical-fetters-aoe2.md | 32 - Compendium/spells/magics-vessel.md | 23 - .../spells/magnetic-acceleration-som.md | 23 - Compendium/spells/magnetic-attraction-som.md | 24 - Compendium/spells/magnetic-repulsion-som.md | 23 - Compendium/spells/magnificent-mansion.md | 26 - Compendium/spells/malicious-shadow-apg.md | 30 - Compendium/spells/malignant-sustenance.md | 28 - Compendium/spells/manifold-lives-da.md | 35 - Compendium/spells/mantis-form-lowg.md | 20 - .../spells/mantle-of-the-frozen-heart-som.md | 28 - .../spells/mantle-of-the-magma-heart-som.md | 30 - Compendium/spells/mariners-curse.md | 30 - .../spells/martyrs-intervention-lokl.md | 24 - Compendium/spells/mask-of-terror.md | 36 - .../spells/maze-of-locked-doors-aoe2.md | 32 - Compendium/spells/maze.md | 29 - Compendium/spells/medusas-wrath-apg.md | 25 - Compendium/spells/meld-into-stone.md | 26 - Compendium/spells/mending.md | 26 - Compendium/spells/message-rune-logm.md | 25 - Compendium/spells/message.md | 31 - Compendium/spells/mimic-undead-som.md | 22 - Compendium/spells/mind-blank.md | 24 - Compendium/spells/mind-games-sot1.md | 31 - Compendium/spells/mind-of-menace-som.md | 30 - Compendium/spells/mind-probe.md | 30 - Compendium/spells/mind-reading.md | 31 - Compendium/spells/mindlink.md | 21 - Compendium/spells/miracle.md | 25 - Compendium/spells/mirecloak-sot3.md | 34 - Compendium/spells/mirror-malefactors-som.md | 28 - Compendium/spells/mirrors-misfortune-som.md | 26 - Compendium/spells/mislead.md | 23 - Compendium/spells/modify-memory.md | 31 - Compendium/spells/moment-of-renewal.md | 23 - Compendium/spells/momentary-recovery-da.md | 20 - Compendium/spells/monstrosity-form.md | 33 - Compendium/spells/moon-frenzy.md | 30 - Compendium/spells/moonbeam.md | 31 - Compendium/spells/moonburst-sot4.md | 36 - Compendium/spells/moonlight-bridge-apg.md | 28 - Compendium/spells/moonlight-ray-sot4.md | 31 - Compendium/spells/morass-of-ages-da.md | 29 - Compendium/spells/moths-supper-da.md | 25 - Compendium/spells/mud-pit-som.md | 26 - Compendium/spells/murderous-vine-som.md | 31 - Compendium/spells/mystic-beacon.md | 23 - Compendium/spells/nature-incarnate.md | 30 - Compendium/spells/natures-bounty.md | 27 - Compendium/spells/natures-enmity.md | 31 - Compendium/spells/natures-reprisal-som.md | 26 - .../spells/necromancers-generosity-som.md | 24 - Compendium/spells/necrotic-radiation-ec4.md | 31 - Compendium/spells/necrotize-som.md | 36 - Compendium/spells/needle-of-vengeance-apg.md | 27 - Compendium/spells/negate-aroma.md | 23 - Compendium/spells/neutralize-poison.md | 21 - Compendium/spells/nightmare.md | 29 - Compendium/spells/noxious-vapors-apg.md | 25 - Compendium/spells/nudge-fate-apg.md | 28 - Compendium/spells/nudge-the-odds-som.md | 26 - Compendium/spells/nullify-som.md | 23 - Compendium/spells/nymphs-token-apg.md | 23 - .../spells/oathkeepers-insignia-logm.md | 28 - Compendium/spells/object-memory-logm.md | 22 - Compendium/spells/object-reading-apg.md | 30 - Compendium/spells/obscuring-mist.md | 25 - Compendium/spells/ocular-overload-som.md | 38 - Compendium/spells/ode-to-ouroboros-apg.md | 23 - Compendium/spells/omnidirectional-scan-da.md | 35 - Compendium/spells/one-with-the-land-som.md | 32 - Compendium/spells/oneiric-mire-som.md | 26 - Compendium/spells/ooze-form-som.md | 40 - Compendium/spells/ordained-purpose-aoe5.md | 31 - Compendium/spells/organsight-som.md | 26 - Compendium/spells/outcasts-curse.md | 30 - Compendium/spells/over-the-coals-da.md | 34 - Compendium/spells/overflowing-sorrow-logm.md | 33 - Compendium/spells/overstuff.md | 29 - Compendium/spells/overwhelming-presence.md | 33 - Compendium/spells/pact-broker-da.md | 32 - Compendium/spells/painful-vibrations-som.md | 32 - Compendium/spells/paralyze.md | 32 - Compendium/spells/paranoia.md | 33 - Compendium/spells/parch-logm.md | 30 - Compendium/spells/pass-without-trace.md | 23 - .../spells/path-of-least-resistance-da.md | 18 - Compendium/spells/penumbral-disguise-sot4.md | 33 - Compendium/spells/penumbral-shroud-logm.md | 27 - Compendium/spells/perfect-strike-locg.md | 20 - Compendium/spells/perfect-strike-lowg.md | 22 - Compendium/spells/perfected-form.md | 22 - Compendium/spells/perfected-mind.md | 20 - .../spells/pernicious-poltergeist-som.md | 28 - .../spells/perseiss-precautions-lopsg.md | 25 - Compendium/spells/persistent-servant-som.md | 26 - Compendium/spells/personal-blizzard-apg.md | 32 - Compendium/spells/personal-rain-cloud-ec1.md | 30 - Compendium/spells/pest-form.md | 30 - Compendium/spells/pet-cache-apg.md | 26 - Compendium/spells/petal-storm-som.md | 28 - Compendium/spells/phantasmal-calamity.md | 25 - Compendium/spells/phantasmal-killer.md | 33 - Compendium/spells/phantasmal-treasure-apg.md | 32 - Compendium/spells/phantom-crowd-som.md | 27 - Compendium/spells/phantom-pain.md | 32 - Compendium/spells/phantom-prison-som.md | 27 - Compendium/spells/phase-bolt-da.md | 24 - Compendium/spells/phase-familiar-apg.md | 25 - Compendium/spells/physical-boost.md | 22 - Compendium/spells/pied-piping-apg.md | 33 - Compendium/spells/pillar-of-water-ec2.md | 26 - Compendium/spells/pillars-of-sand-ec5.md | 28 - Compendium/spells/plant-form.md | 35 - Compendium/spells/pocket-library-som.md | 30 - Compendium/spells/polar-ray.md | 28 - Compendium/spells/poltergeists-fury-da.md | 24 - .../spells/portrait-of-the-artist-som.md | 22 - Compendium/spells/positive-attunement-som.md | 34 - Compendium/spells/positive-luminance.md | 33 - Compendium/spells/possession.md | 36 - Compendium/spells/power-word-blind.md | 30 - Compendium/spells/power-word-kill.md | 31 - Compendium/spells/power-word-stun.md | 30 - Compendium/spells/powerful-inhalation-som.md | 28 - .../spells/practice-makes-perfect-aoa4.md | 22 - Compendium/spells/precious-metals.md | 27 - Compendium/spells/prestidigitation.md | 33 - Compendium/spells/primal-herd.md | 30 - Compendium/spells/primal-phenomenon.md | 27 - Compendium/spells/primal-summons.md | 24 - Compendium/spells/prismatic-armor-som.md | 25 - Compendium/spells/prismatic-shield-aoe6.md | 21 - Compendium/spells/prismatic-sphere.md | 21 - Compendium/spells/prismatic-spray.md | 33 - Compendium/spells/prismatic-wall.md | 31 - Compendium/spells/private-sanctum.md | 23 - Compendium/spells/produce-flame.md | 27 - Compendium/spells/project-image.md | 23 - Compendium/spells/proliferating-eyes-som.md | 24 - Compendium/spells/protect-companion-som.md | 26 - Compendium/spells/protection.md | 26 - Compendium/spells/protective-ward.md | 23 - Compendium/spells/protector-tree-som.md | 27 - Compendium/spells/protectors-sacrifice.md | 26 - Compendium/spells/protectors-sphere.md | 26 - Compendium/spells/prying-eye.md | 23 - Compendium/spells/prying-survey-ec6.md | 27 - Compendium/spells/puff-of-poison-som.md | 32 - Compendium/spells/pulse-of-the-city.md | 30 - Compendium/spells/pulverizing-cascade-som.md | 27 - Compendium/spells/pummeling-rubble-apg.md | 32 - Compendium/spells/punishing-winds.md | 27 - Compendium/spells/purify-food-and-drink.md | 20 - Compendium/spells/purifying-icicle-lokl.md | 26 - Compendium/spells/purifying-veil-da.md | 27 - Compendium/spells/purple-worm-sting.md | 48 - Compendium/spells/pushing-gust.md | 30 - .../spells/putrefy-food-and-drink-aoe2.md | 24 - Compendium/spells/pyrotechnics-ec2.md | 39 - Compendium/spells/quench-apg.md | 31 - Compendium/spells/quick-sort-som.md | 27 - Compendium/spells/quicken-time-da.md | 22 - Compendium/spells/quivering-palm.md | 30 - Compendium/spells/radiant-beam-lokl.md | 28 - Compendium/spells/radiant-field-sot4.md | 26 - Compendium/spells/raise-dead.md | 35 - Compendium/spells/rally-point-da.md | 26 - Compendium/spells/rangers-bramble-apg.md | 28 - Compendium/spells/rapid-adaptation-som.md | 31 - Compendium/spells/ravening-maw-ec3.md | 27 - Compendium/spells/ravenous-portal-som.md | 25 - Compendium/spells/ray-of-enfeeblement.md | 29 - Compendium/spells/ray-of-frost.md | 29 - Compendium/spells/read-aura.md | 30 - Compendium/spells/read-omens.md | 20 - Compendium/spells/read-the-air-som.md | 22 - Compendium/spells/reapers-lantern-apg.md | 26 - Compendium/spells/rebounding-barrier-lol.md | 24 - Compendium/spells/rebuke-death.md | 27 - Compendium/spells/redact-logm.md | 25 - .../spells/redistribute-potential-da.md | 36 - Compendium/spells/reflective-scales-logm.md | 23 - Compendium/spells/regenerate.md | 27 - Compendium/spells/reinforce-eidolon-som.md | 23 - Compendium/spells/rejuvenating-flames-frp3.md | 27 - Compendium/spells/remake.md | 24 - Compendium/spells/remember-the-lost-logm.md | 24 - Compendium/spells/remove-disease.md | 21 - Compendium/spells/remove-fear.md | 24 - Compendium/spells/remove-paralysis.md | 23 - Compendium/spells/repelling-pulse-som.md | 30 - Compendium/spells/replicate-som.md | 32 - Compendium/spells/resilient-sphere.md | 29 - Compendium/spells/resist-energy.md | 27 - Compendium/spells/resplendent-mansion.md | 24 - Compendium/spells/restoration.md | 28 - Compendium/spells/restorative-moment-apg.md | 22 - Compendium/spells/restore-senses.md | 23 - Compendium/spells/restyle-som.md | 21 - Compendium/spells/retributive-pain.md | 26 - Compendium/spells/return-beacon-frp1.md | 32 - Compendium/spells/return-the-favor-da.md | 26 - Compendium/spells/return-to-essence-sot5.md | 27 - Compendium/spells/reverse-gravity.md | 25 - Compendium/spells/revival.md | 23 - Compendium/spells/rewinding-step-som.md | 25 - Compendium/spells/rime-slick-ec1.md | 31 - Compendium/spells/rip-the-spirit-som.md | 31 - Compendium/spells/rising-surf-som.md | 27 - Compendium/spells/rituals/abyssal-pact-b1.md | 25 - .../spells/rituals/angelic-messenger-b1.md | 25 - .../rituals/anima-invocation-modified-aoa6.md | 31 - Compendium/spells/rituals/animate-object.md | 30 - .../spells/rituals/arcane-weaving-sot1.md | 27 - .../spells/rituals/asmodean-wager-som.md | 33 - .../spells/rituals/astral-projection-apg.md | 36 - Compendium/spells/rituals/awaken-animal.md | 31 - .../spells/rituals/awaken-object-som.md | 26 - .../spells/rituals/awaken-portal-av1.md | 42 - .../spells/rituals/bathe-in-blood-som.md | 36 - Compendium/spells/rituals/call-spirit.md | 30 - Compendium/spells/rituals/clone-apg.md | 31 - .../spells/rituals/commune-with-nature.md | 23 - Compendium/spells/rituals/commune.md | 29 - .../spells/rituals/community-repair-sot2.md | 33 - .../rituals/concealments-curtain-som.md | 34 - Compendium/spells/rituals/consecrate.md | 34 - .../spells/rituals/construct-mindscape-da.md | 34 - .../spells/rituals/create-demiplane-apg.md | 48 - .../spells/rituals/create-skinstitch-aoe2.md | 30 - Compendium/spells/rituals/create-undead.md | 31 - Compendium/spells/rituals/daemonic-pact-b2.md | 25 - Compendium/spells/rituals/div-pact-b3.md | 25 - .../spells/rituals/dread-ambience-som.md | 42 - .../spells/rituals/elemental-sentinel-som.md | 31 - .../spells/rituals/empower-ley-line-som.md | 34 - .../spells/rituals/establish-nexus-som.md | 33 - .../spells/rituals/fantastic-facade-apg.md | 37 - .../spells/rituals/fey-abeyance-sot1.md | 30 - Compendium/spells/rituals/freedom.md | 30 - .../spells/rituals/garden-of-death-som.md | 37 - Compendium/spells/rituals/geas.md | 37 - .../spells/rituals/guardians-aegis-som.md | 29 - Compendium/spells/rituals/heartbond-apg.md | 33 - Compendium/spells/rituals/heroes-feast-apg.md | 29 - .../spells/rituals/ideal-mimicry-som.md | 35 - Compendium/spells/rituals/infernal-pact-b1.md | 25 - Compendium/spells/rituals/inveigle.md | 33 - Compendium/spells/rituals/lucky-month-lotg.md | 30 - Compendium/spells/rituals/mind-swap-som.md | 36 - .../spells/rituals/mindscape-door-da.md | 32 - .../spells/rituals/mosquito-blight-lomm.md | 61 - .../spells/rituals/mystic-carriage-som.md | 34 - Compendium/spells/rituals/owb-pact-b3.md | 26 - Compendium/spells/rituals/planar-ally.md | 28 - Compendium/spells/rituals/planar-binding.md | 35 - .../spells/rituals/portrait-of-spite-som.md | 32 - Compendium/spells/rituals/primal-call.md | 25 - .../spells/rituals/purify-soul-path-som.md | 27 - .../rituals/raga-of-remembrance-lomm.md | 29 - .../spells/rituals/ravenous-reanimation-b2.md | 28 - Compendium/spells/rituals/reincarnate-apg.md | 44 - Compendium/spells/rituals/rest-eternal-apg.md | 30 - Compendium/spells/rituals/resurrect.md | 41 - Compendium/spells/rituals/rituals.md | 77 - Compendium/spells/rituals/simulacrum-apg.md | 32 - Compendium/spells/rituals/statuette-ec4.md | 31 - .../spells/rituals/tattoo-whispers-sot1.md | 33 - .../rituals/teleportation-circle-apg.md | 40 - .../spells/rituals/terminate-bloodline-ec5.md | 64 - .../spells/rituals/the-worlds-a-stage-som.md | 31 - .../spells/rituals/unfettered-mark-aoe5.md | 34 - .../spells/rituals/unseen-custodians-apg.md | 32 - Compendium/spells/rituals/ward-domain-apg.md | 36 - .../spells/rituals/word-of-recall-apg.md | 32 - Compendium/spells/roar-of-the-wyrm-logm.md | 35 - Compendium/spells/roaring-applause-som.md | 34 - Compendium/spells/rope-trick.md | 27 - Compendium/spells/rouse-skeletons-som.md | 29 - Compendium/spells/runic-impression-som.md | 28 - Compendium/spells/rusting-grasp-apg.md | 31 - Compendium/spells/safe-passage-apg.md | 32 - Compendium/spells/safeguard-secret.md | 26 - Compendium/spells/sages-curse-av2.md | 33 - Compendium/spells/sanctuary.md | 27 - Compendium/spells/sanguine-mist-som.md | 29 - Compendium/spells/savor-the-sting.md | 33 - Compendium/spells/scatter-scree-som.md | 31 - Compendium/spells/schadenfreude-som.md | 30 - Compendium/spells/scholarly-recollection.md | 22 - Compendium/spells/scintillating-pattern.md | 32 - .../spells/scintillating-safeguard-apg.md | 25 - Compendium/spells/scorching-ray-som.md | 28 - Compendium/spells/scouring-pulse-lokl.md | 27 - Compendium/spells/scouring-sand-ec1.md | 37 - Compendium/spells/sculpt-sound-apg.md | 30 - Compendium/spells/sea-of-thought-da.md | 25 - Compendium/spells/sea-surge-ec1.md | 26 - Compendium/spells/seal-fate-apg.md | 31 - Compendium/spells/searing-light.md | 32 - .../spells/seashell-of-stolen-sound-som.md | 26 - Compendium/spells/secret-chest-apg.md | 22 - Compendium/spells/see-invisibility.md | 22 - Compendium/spells/sending.md | 21 - Compendium/spells/sepulchral-mask-apg.md | 36 - Compendium/spells/shadow-army-som.md | 33 - Compendium/spells/shadow-blast.md | 25 - Compendium/spells/shadow-illusion-apg.md | 31 - Compendium/spells/shadow-jump-apg.md | 26 - Compendium/spells/shadow-projectile-som.md | 30 - Compendium/spells/shadow-raid-som.md | 30 - Compendium/spells/shadow-siphon.md | 22 - Compendium/spells/shadow-spy-da.md | 20 - Compendium/spells/shadow-walk.md | 24 - Compendium/spells/shadows-web-apg.md | 30 - Compendium/spells/shaken-confidence-da.md | 30 - .../shall-not-falter-shall-not-rout-lol.md | 20 - Compendium/spells/shambling-horror-botd.md | 24 - Compendium/spells/shape-stone.md | 28 - Compendium/spells/shape-wood.md | 21 - Compendium/spells/shapechange.md | 20 - Compendium/spells/share-burden-logm.md | 21 - Compendium/spells/share-lore-logm.md | 28 - Compendium/spells/shared-nightmare.md | 33 - Compendium/spells/shatter-mind-da.md | 32 - Compendium/spells/shatter.md | 23 - Compendium/spells/shattering-gem-logm.md | 26 - Compendium/spells/shepherd-of-souls-apg.md | 26 - Compendium/spells/shield.md | 35 - Compendium/spells/shielding-strike-som.md | 19 - Compendium/spells/shift-blame-som.md | 28 - Compendium/spells/shifting-form.md | 27 - Compendium/spells/shifting-sand-logm.md | 37 - Compendium/spells/shillelagh.md | 22 - Compendium/spells/shocking-grasp.md | 24 - Compendium/spells/shockwave-logm.md | 34 - Compendium/spells/shooting-star-som.md | 20 - Compendium/spells/show-the-way-logm.md | 25 - Compendium/spells/shrink-item.md | 22 - Compendium/spells/shrink.md | 24 - Compendium/spells/shroud-of-flame-frp3.md | 28 - Compendium/spells/shroud-of-night-apg.md | 31 - Compendium/spells/sigil.md | 30 - Compendium/spells/sign-of-conviction-lokl.md | 26 - Compendium/spells/silence.md | 23 - Compendium/spells/silvers-refrain-aoa3.md | 26 - Compendium/spells/sleep.md | 33 - Compendium/spells/slough-skin-logm.md | 23 - Compendium/spells/slow.md | 30 - Compendium/spells/snare-hopping-apg.md | 24 - Compendium/spells/snowball-lowg.md | 32 - Compendium/spells/soft-landing-da.md | 22 - Compendium/spells/solid-fog.md | 25 - Compendium/spells/sonata-span-som.md | 25 - Compendium/spells/song-of-marching-apg.md | 29 - Compendium/spells/song-of-strength-apg.md | 28 - Compendium/spells/song-of-the-fallen-aoa6.md | 33 - Compendium/spells/soothe.md | 26 - Compendium/spells/soothing-ballad.md | 31 - Compendium/spells/soothing-blossoms-som.md | 27 - Compendium/spells/soothing-mist-apg.md | 25 - Compendium/spells/soothing-spring-som.md | 33 - Compendium/spells/soothing-words.md | 29 - Compendium/spells/soul-siphon-apg.md | 33 - Compendium/spells/sound-burst.md | 33 - Compendium/spells/speak-with-animals.md | 19 - Compendium/spells/speak-with-plants.md | 22 - Compendium/spells/speaking-sky-aoe2.md | 20 - Compendium/spells/speaking-sky-loil.md | 20 - Compendium/spells/spectral-hand.md | 22 - Compendium/spells/spell-immunity.md | 23 - Compendium/spells/spellmasters-ward-lopsg.md | 23 - Compendium/spells/spells.md | 1184 -- Compendium/spells/spellwrack.md | 29 - Compendium/spells/spider-climb.md | 23 - Compendium/spells/spider-sting.md | 46 - Compendium/spells/spike-stones-apg.md | 29 - Compendium/spells/spinning-staff-som.md | 20 - Compendium/spells/spirit-blast.md | 24 - Compendium/spells/spirit-link.md | 26 - Compendium/spells/spirit-object-lol.md | 26 - Compendium/spells/spirit-sense-apg.md | 25 - Compendium/spells/spirit-veil-apg.md | 23 - Compendium/spells/spiritual-anamnesis-aoa3.md | 30 - Compendium/spells/spiritual-attunement-som.md | 22 - Compendium/spells/spiritual-epidemic.md | 29 - Compendium/spells/spiritual-guardian.md | 30 - Compendium/spells/spiritual-weapon.md | 29 - Compendium/spells/splash-of-art.md | 34 - Compendium/spells/split-the-tongue-aoe5.md | 29 - Compendium/spells/spout-som.md | 30 - Compendium/spells/spray-of-stars-apg.md | 34 - Compendium/spells/stabilize.md | 23 - Compendium/spells/stagnate-time-da.md | 28 - Compendium/spells/stasis-logm.md | 29 - Compendium/spells/status.md | 24 - Compendium/spells/steal-shadow-apg.md | 33 - Compendium/spells/steal-the-sky-aoe2.md | 30 - Compendium/spells/steal-the-sky-loil.md | 30 - Compendium/spells/stinking-cloud.md | 30 - Compendium/spells/stoke-the-heart-apg.md | 30 - Compendium/spells/stone-lance-som.md | 29 - Compendium/spells/stone-tell.md | 23 - Compendium/spells/stone-to-flesh.md | 23 - Compendium/spells/stoneskin.md | 30 - Compendium/spells/storm-lord.md | 34 - Compendium/spells/storm-of-vengeance.md | 38 - Compendium/spells/stormburst-sot3.md | 34 - Compendium/spells/stormwind-flight.md | 23 - Compendium/spells/strange-geometry-apg.md | 27 - Compendium/spells/string-of-fate-da.md | 24 - Compendium/spells/stumbling-curse-sot1.md | 31 - Compendium/spells/subjugate-undead-botd.md | 29 - Compendium/spells/sudden-blight-apg.md | 27 - Compendium/spells/sudden-bolt-ec1.md | 25 - Compendium/spells/sudden-recollection-som.md | 29 - Compendium/spells/sudden-shift.md | 23 - Compendium/spells/suggestion.md | 33 - Compendium/spells/summon-anarch-som.md | 30 - .../spells/summon-ancient-fleshforged-loil.md | 38 - Compendium/spells/summon-animal.md | 40 - Compendium/spells/summon-archmage-som.md | 27 - Compendium/spells/summon-axiom-som.md | 30 - Compendium/spells/summon-celestial.md | 30 - Compendium/spells/summon-construct.md | 38 - Compendium/spells/summon-deific-herald-som.md | 46 - .../spells/summon-draconic-legion-som.md | 25 - Compendium/spells/summon-dragon.md | 30 - Compendium/spells/summon-elemental.md | 38 - Compendium/spells/summon-entity.md | 30 - Compendium/spells/summon-fey.md | 38 - Compendium/spells/summon-fiend.md | 30 - Compendium/spells/summon-giant.md | 32 - .../spells/summon-healing-servitor-loil.md | 30 - Compendium/spells/summon-instrument-apg.md | 24 - Compendium/spells/summon-irii-da.md | 25 - Compendium/spells/summon-kaiju-som.md | 32 - .../spells/summon-lesser-servitor-som.md | 32 - Compendium/spells/summon-plant-or-fungus.md | 38 - Compendium/spells/summoners-precaution-som.md | 23 - Compendium/spells/summoners-visage-som.md | 32 - Compendium/spells/sun-blade-locg.md | 29 - Compendium/spells/sunburst.md | 35 - Compendium/spells/suns-fury-lol.md | 23 - Compendium/spells/suspended-retribution-da.md | 33 - Compendium/spells/swamp-of-sloth.md | 27 - Compendium/spells/swampcall-sot3.md | 31 - Compendium/spells/swarm-form-logm.md | 24 - .../spells/swarming-wasp-stings-aoe4.md | 52 - Compendium/spells/swarmsense-logm.md | 27 - Compendium/spells/sweet-dream.md | 33 - .../symphony-of-the-unfettered-heart-apg.md | 26 - Compendium/spells/synaptic-pulse.md | 30 - Compendium/spells/synchronize-som.md | 23 - Compendium/spells/synchronize-steps-lokl.md | 24 - Compendium/spells/synesthesia.md | 35 - Compendium/spells/take-its-course.md | 33 - Compendium/spells/tame-som.md | 31 - Compendium/spells/tanglefoot.md | 32 - Compendium/spells/tangling-creepers.md | 23 - .../spells/telekinetic-bombardment-da.md | 30 - Compendium/spells/telekinetic-haul.md | 21 - Compendium/spells/telekinetic-maneuver.md | 22 - Compendium/spells/telekinetic-projectile.md | 30 - Compendium/spells/telekinetic-rend-da.md | 34 - Compendium/spells/telepathic-bond.md | 23 - Compendium/spells/telepathic-demand.md | 25 - Compendium/spells/telepathy.md | 23 - Compendium/spells/tempest-form-apg.md | 35 - Compendium/spells/tempest-of-shades-som.md | 29 - Compendium/spells/tempest-surge.md | 26 - Compendium/spells/tempest-touch-apg.md | 34 - Compendium/spells/temporal-distortion-da.md | 29 - Compendium/spells/temporal-twin-da.md | 26 - Compendium/spells/temporal-ward-sot5.md | 35 - Compendium/spells/temporary-glyph-som.md | 32 - Compendium/spells/temporary-tool-logm.md | 19 - Compendium/spells/tempt-fate.md | 28 - Compendium/spells/tentacular-limbs.md | 24 - .../spells/terrain-transposition-apg.md | 25 - Compendium/spells/tesseract-tunnel-da.md | 30 - Compendium/spells/tether-logm.md | 30 - Compendium/spells/thermal-stasis-da.md | 31 - Compendium/spells/thicket-of-knives-som.md | 20 - Compendium/spells/thoughtful-gift-apg.md | 27 - Compendium/spells/threefold-aspect-apg.md | 22 - Compendium/spells/thunderburst-apg.md | 37 - Compendium/spells/thundering-dominance-som.md | 26 - Compendium/spells/thunderous-strike-som.md | 23 - Compendium/spells/tidal-surge.md | 28 - Compendium/spells/time-beacon-logm.md | 19 - Compendium/spells/time-jump-som.md | 24 - Compendium/spells/time-pocket-da.md | 23 - Compendium/spells/time-sense-da.md | 20 - Compendium/spells/time-skip-da.md | 26 - Compendium/spells/timely-tutor-som.md | 24 - Compendium/spells/tireless-worker-aoa4.md | 22 - Compendium/spells/tongues.md | 24 - .../spells/tortoise-and-the-hare-som.md | 27 - Compendium/spells/touch-of-corruption-apg.md | 26 - Compendium/spells/touch-of-idiocy.md | 28 - Compendium/spells/touch-of-obedience.md | 31 - Compendium/spells/touch-of-undeath.md | 32 - Compendium/spells/transcribe-moment-lopsg.md | 18 - .../spells/transmute-rock-and-mud-apg.md | 37 - Compendium/spells/travelers-transit.md | 21 - Compendium/spells/tree-shape.md | 21 - Compendium/spells/triple-time.md | 28 - Compendium/spells/true-seeing.md | 22 - Compendium/spells/true-strike.md | 22 - Compendium/spells/true-target.md | 23 - Compendium/spells/umbral-extraction-som.md | 27 - Compendium/spells/umbral-graft-som.md | 24 - .../spells/unblinking-flame-emblem-loil.md | 25 - .../spells/unblinking-flame-ignition-loil.md | 21 - .../unblinking-flame-revelation-lowg.md | 21 - .../spells/unbreaking-wave-advance-lowg.md | 29 - .../spells/unbreaking-wave-barrier-loil.md | 31 - .../unbreaking-wave-containment-loil.md | 23 - .../spells/unbreaking-wave-vapor-loil.md | 20 - Compendium/spells/uncontrollable-dance.md | 32 - Compendium/spells/undeaths-blessing.md | 34 - Compendium/spells/undermine-reality-ec6.md | 30 - Compendium/spells/undetectable-alignment.md | 22 - .../spells/unexpected-transposition-som.md | 23 - Compendium/spells/unfathomable-song.md | 42 - Compendium/spells/unfetter-eidolon-som.md | 22 - .../spells/unfolding-wind-blitz-loil.md | 19 - .../spells/unfolding-wind-buffet-loil.md | 25 - .../spells/unfolding-wind-crash-loil.md | 23 - Compendium/spells/unfolding-wind-rush-lowg.md | 20 - Compendium/spells/unimpeded-stride.md | 22 - Compendium/spells/unity.md | 26 - Compendium/spells/unseasonable-squall-ec1.md | 29 - Compendium/spells/unseen-servant.md | 27 - Compendium/spells/unspeakable-shadow-som.md | 34 - .../untwisting-iron-augmentation-loil.md | 22 - .../spells/untwisting-iron-buffer-lowg.md | 22 - .../spells/untwisting-iron-pillar-loil.md | 20 - .../spells/untwisting-iron-roots-loil.md | 23 - Compendium/spells/unusual-anatomy.md | 28 - Compendium/spells/updraft-som.md | 26 - Compendium/spells/upheaval-ec6.md | 37 - Compendium/spells/vampiric-exsanguination.md | 27 - Compendium/spells/vampiric-maiden-apg.md | 30 - Compendium/spells/vampiric-touch.md | 25 - Compendium/spells/variable-gravity-som.md | 28 - Compendium/spells/vector-screen-da.md | 34 - Compendium/spells/veil-of-confidence.md | 22 - Compendium/spells/veil-of-dreams-apg.md | 30 - Compendium/spells/veil.md | 28 - Compendium/spells/ventriloquism.md | 24 - Compendium/spells/verdant-sprout-ec1.md | 23 - Compendium/spells/verminous-lure-sot1.md | 27 - Compendium/spells/vibrant-pattern.md | 34 - Compendium/spells/vibrant-thorns.md | 25 - Compendium/spells/victory-cry-da.md | 28 - Compendium/spells/vigilant-eye.md | 23 - Compendium/spells/vision-of-weakness-apg.md | 21 - Compendium/spells/visions-of-danger.md | 27 - Compendium/spells/vital-beacon.md | 23 - Compendium/spells/volcanic-eruption.md | 35 - Compendium/spells/vomit-swarm-apg.md | 23 - Compendium/spells/voracious-gestalt-som.md | 31 - Compendium/spells/wail-of-the-banshee.md | 31 - Compendium/spells/waking-dream-da.md | 30 - Compendium/spells/waking-nightmare.md | 35 - Compendium/spells/wall-of-fire.md | 25 - Compendium/spells/wall-of-flesh-apg.md | 31 - Compendium/spells/wall-of-force.md | 27 - Compendium/spells/wall-of-radiance-sot4.md | 24 - Compendium/spells/wall-of-shadow-sot4.md | 28 - Compendium/spells/wall-of-virtue-lokl.md | 28 - Compendium/spells/wall-of-water-som.md | 27 - Compendium/spells/wanderers-guide.md | 19 - Compendium/spells/warding-aggression-som.md | 25 - Compendium/spells/warp-mind.md | 32 - Compendium/spells/warp-step-da.md | 19 - Compendium/spells/warped-terrain.md | 26 - Compendium/spells/warriors-regret-som.md | 32 - Compendium/spells/wash-your-luck-som.md | 23 - Compendium/spells/water-breathing.md | 27 - Compendium/spells/water-walk.md | 25 - Compendium/spells/weapon-of-judgment.md | 37 - Compendium/spells/weapon-surge.md | 24 - Compendium/spells/weaponize-secret-da.md | 32 - Compendium/spells/web-of-eyes-som.md | 32 - Compendium/spells/web.md | 32 - Compendium/spells/weird.md | 31 - Compendium/spells/whirling-flames-apg.md | 28 - Compendium/spells/whirling-scarves-logm.md | 22 - Compendium/spells/whirlwind-som.md | 36 - Compendium/spells/wholeness-of-body.md | 26 - Compendium/spells/wild-morph.md | 30 - Compendium/spells/wild-shape.md | 23 - Compendium/spells/wild-winds-stance.md | 24 - Compendium/spells/wildfire-som.md | 30 - Compendium/spells/wilding-word-apg.md | 32 - Compendium/spells/wind-jump.md | 23 - Compendium/spells/wind-walk.md | 24 - Compendium/spells/wind-whispers-da.md | 29 - Compendium/spells/winning-streak-som.md | 21 - Compendium/spells/winter-bolt-logm.md | 28 - Compendium/spells/wish-twisted-form-apg.md | 39 - Compendium/spells/wish.md | 25 - Compendium/spells/withering-grasp-logm.md | 27 - Compendium/spells/word-of-freedom.md | 28 - Compendium/spells/word-of-truth.md | 23 - Compendium/spells/wordsmith-da.md | 23 - Compendium/spells/worms-repast-av1.md | 31 - Compendium/spells/wronged-monks-wrath-frp1.md | 26 - Compendium/spells/wyvern-sting-aoe4.md | 49 - Compendium/spells/youre-mine.md | 35 - Compendium/spells/zeal-for-battle.md | 26 - Compendium/spells/zealous-conviction.md | 25 - Compendium/spells/zenith-star-logm.md | 33 - Compendium/spells/zero-gravity-som.md | 25 - Compendium/spells/zone-of-truth.md | 31 - Rules/abilities/aquatic-ambush.md | 10 - Rules/abilities/aquatic-bones-botd.md | 8 - Rules/abilities/attack-of-opportunity.md | 10 - Rules/abilities/blaze-b3.md | 8 - Rules/abilities/bloody.md | 8 - Rules/abilities/bone-missile-b3.md | 8 - Rules/abilities/bone-powder-b3.md | 8 - Rules/abilities/bone-storm-botd.md | 8 - Rules/abilities/buck.md | 10 - Rules/abilities/butter-up-gmg.md | 12 - Rules/abilities/call-your-bluff-gmg.md | 8 - Rules/abilities/change-shape.md | 14 - Rules/abilities/child-care-gmg.md | 8 - Rules/abilities/collapse.md | 10 - Rules/abilities/constrict.md | 8 - Rules/abilities/coven.md | 17 - Rules/abilities/crumbling-bones-botd.md | 8 - Rules/abilities/curse-of-the-werecreature.md | 19 - Rules/abilities/darkvision.md | 8 - Rules/abilities/engulf.md | 12 - Rules/abilities/ferocity.md | 10 - Rules/abilities/find-footing-gmg.md | 11 - Rules/abilities/frightful-presence.md | 20 - Rules/abilities/frozen-botd.md | 8 - Rules/abilities/golem-antimagic.md | 13 - Rules/abilities/gone-fishing-gmg.md | 8 - Rules/abilities/grab.md | 10 - Rules/abilities/grave-eruption-botd.md | 10 - Rules/abilities/greater-constrict.md | 8 - Rules/abilities/improved-grab.md | 8 - Rules/abilities/improved-knockdown.md | 8 - Rules/abilities/improved-push.md | 8 - Rules/abilities/keen-eyes-gmg.md | 8 - Rules/abilities/knockdown.md | 10 - Rules/abilities/lacquered-botd.md | 8 - Rules/abilities/light-blindness.md | 8 - Rules/abilities/local-lore-gmg.md | 8 - Rules/abilities/low-light-vision.md | 8 - Rules/abilities/moon-frenzy.md | 13 - Rules/abilities/negative-healing-b2.md | 8 - Rules/abilities/nimble-botd.md | 8 - Rules/abilities/quick-transcription-gmg.md | 8 - Rules/abilities/regeneration.md | 8 - Rules/abilities/rend.md | 10 - Rules/abilities/retributive-strike.md | 10 - Rules/abilities/rotten-botd.md | 10 - Rules/abilities/scent.md | 10 - Rules/abilities/screaming-skull.md | 14 - Rules/abilities/shield-block.md | 10 - Rules/abilities/skeleton-of-roses-b3.md | 8 - Rules/abilities/sneak-attack.md | 8 - Rules/abilities/swallow-whole.md | 15 - Rules/abilities/telepathy.md | 13 - Rules/abilities/throw-rock.md | 8 - Rules/abilities/trample.md | 8 - Rules/abilities/troop-defenses-b3.md | 8 - Rules/abilities/warpwave-aoe6.md | 19 - Rules/actions/accidental-shot-g-g.md | 18 - 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| 17 - Rules/actions/devise-a-stratagem-apg.md | 24 - Rules/actions/disable-a-device.md | 25 - Rules/actions/disarm.md | 23 - Rules/actions/discover-gmg.md | 22 - Rules/actions/dispelling-bullet-g-g.md | 21 - Rules/actions/drain-bonded-item.md | 19 - Rules/actions/drifters-wake-g-g.md | 17 - Rules/actions/drink-from-the-chalice-da.md | 24 - Rules/actions/drive-gmg.md | 23 - Rules/actions/drop-prone.md | 17 - Rules/actions/dueling-counter-gmg.md | 18 - Rules/actions/energy-emanation-locg.md | 16 - Rules/actions/energy-shot-g-g.md | 22 - Rules/actions/envenom-loil.md | 37 - Rules/actions/escape.md | 22 - Rules/actions/expeditious-inspection-apg.md | 18 - Rules/actions/explode-g-g.md | 24 - Rules/actions/exploit-vulnerability-da.md | 26 - Rules/actions/fade-into-daydreams-da.md | 18 - Rules/actions/feint.md | 23 - Rules/actions/finish-the-job-g-g.md | 18 - Rules/actions/fling-magic-da.md | 23 - Rules/actions/flurry-of-blows.md | 18 - Rules/actions/fly.md | 18 - 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| 17 - Rules/tables/weapon-upgrade-price.md | 17 - Rules/tables/wellspring-surges-som.md | 32 - Rules/tables/xp-awards.md | 121 - Rules/traits/aasimar-apg.md | 15 - Rules/traits/abjuration.md | 17 - Rules/traits/academic-locg.md | 14 - Rules/traits/additive.md | 14 - Rules/traits/adjustment-lotgb.md | 11 - Rules/traits/aeon-b1.md | 14 - Rules/traits/aftermath-da.md | 18 - Rules/traits/air.md | 17 - Rules/traits/alchemical.md | 14 - Rules/traits/amp-da.md | 15 - Rules/traits/amphibious-b1.md | 14 - Rules/traits/anadi-lome.md | 15 - Rules/traits/android-loag.md | 14 - Rules/traits/angel.md | 14 - Rules/traits/any-b1.md | 15 - Rules/traits/any-class-som.md | 15 - Rules/traits/any-magical-tradition-b1.md | 15 - Rules/traits/aphorite-loag.md | 14 - Rules/traits/aquatic-b1.md | 14 - Rules/traits/archon.md | 14 - Rules/traits/artifact-gmg.md | 14 - Rules/traits/astral-b1.md | 14 - Rules/traits/attached.md | 14 - Rules/traits/automaton-g-g.md | 14 - Rules/traits/azarketi-loag.md | 15 - 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Rules/traits/lawful-evil-b1.md | 15 - Rules/traits/lawful-goo-b1.md | 15 - Rules/traits/lawful-neutral-b1.md | 15 - Rules/traits/leshy-b1.md | 17 - Rules/traits/light.md | 14 - Rules/traits/lineage-apg.md | 11 - Rules/traits/lizardfolk-b1.md | 17 - Rules/traits/low-gravity-gmg.md | 15 - Rules/traits/magical.md | 18 - Rules/traits/magus-som.md | 14 - Rules/traits/medium-b1.md | 14 - Rules/traits/merfolk-b1.md | 14 - Rules/traits/metamagic.md | 14 - Rules/traits/metamorphic-gmg.md | 15 - Rules/traits/metropolis-gmg.md | 14 - Rules/traits/microgravity-gmg.md | 15 - Rules/traits/militaristic-locg.md | 14 - Rules/traits/mindshift-da.md | 15 - Rules/traits/minion.md | 14 - Rules/traits/misfortune.md | 14 - Rules/traits/modification-g-g.md | 14 - Rules/traits/modular-logm.md | 13 - Rules/traits/monk.md | 16 - Rules/traits/morlock-b2.md | 14 - Rules/traits/morph.md | 16 - Rules/traits/mounted-g-g.md | 14 - Rules/traits/mummy-b1.md | 14 - Rules/traits/mutant-b1.md | 14 - Rules/traits/nagaji-loil.md | 14 - Rules/traits/necromancy.md | 19 - Rules/traits/negative.md | 18 - Rules/traits/neutral-b1.md | 15 - Rules/traits/neutral-evil-b1.md | 15 - Rules/traits/neutral-good-b1.md | 15 - Rules/traits/noisy.md | 14 - Rules/traits/nymph-b1.md | 14 - Rules/traits/olfactory-b1.md | 14 - Rules/traits/oni-b2.md | 14 - Rules/traits/oracle-apg.md | 14 - Rules/traits/orc.md | 15 - Rules/traits/oread-b2.md | 15 - Rules/traits/pervasive-magic-som.md | 15 - Rules/traits/petitioner-b2.md | 14 - Rules/traits/phantom-som.md | 14 - Rules/traits/polymorph.md | 16 - Rules/traits/poppet-lotgb.md | 15 - Rules/traits/portable-g-g.md | 14 - Rules/traits/positive.md | 16 - Rules/traits/protean-b1.md | 14 - Rules/traits/psyche-da.md | 15 - Rules/traits/psychic-da.md | 14 - Rules/traits/psychopomp-b1.md | 14 - Rules/traits/qlippoth-b2.md | 14 - Rules/traits/rakshasa-b1.md | 14 - Rules/traits/ranged-trip-b1.md | 14 - Rules/traits/rare.md | 16 - Rules/traits/ratfolk-b1.md | 17 - Rules/traits/reckless-gmg.md | 18 - Rules/traits/reflection-da.md | 15 - Rules/traits/repeating-g-g.md | 14 - Rules/traits/resonant-loag.md | 17 - Rules/traits/revolutionary-locg.md | 14 - Rules/traits/saggorak-aoa4.md | 13 - Rules/traits/scatter-g-g.md | 14 - Rules/traits/sea-devil-b1.md | 14 - Rules/traits/sentient-gmg.md | 15 - Rules/traits/serpentfolk-b2.md | 14 - Rules/traits/shadow.md | 18 - Rules/traits/shisk-lome.md | 15 - Rules/traits/shoony-ec3.md | 15 - Rules/traits/shove.md | 14 - Rules/traits/skeleton-b1.md | 15 - Rules/traits/skulk-b2.md | 14 - Rules/traits/small-b1.md | 14 - Rules/traits/soulbound-b1.md | 14 - Rules/traits/spellheart-som.md | 14 - Rules/traits/spellshot-g-g.md | 14 - Rules/traits/spriggan-b2.md | 14 - Rules/traits/sprite-b1.md | 15 - Rules/traits/static-gmg.md | 14 - Rules/traits/steam-g-g.md | 11 - Rules/traits/strange-gravity-gmg.md | 15 - Rules/traits/strix-loag.md | 15 - Rules/traits/subjective-gravity-gmg.md | 15 - Rules/traits/suli-b2.md | 15 - Rules/traits/summoned.md | 16 - Rules/traits/summoner-som.md | 14 - Rules/traits/swarm-b1.md | 14 - Rules/traits/swashbuckler-apg.md | 14 - Rules/traits/sylph-b2.md | 15 - Rules/traits/tandem-som.md | 14 - Rules/traits/tane-b2.md | 14 - Rules/traits/tattoo-lowg.md | 14 - Rules/traits/tengu-b1.md | 15 - Rules/traits/tethered-b1.md | 14 - Rules/traits/thaumaturge-da.md | 14 - Rules/traits/tiefling-b1.md | 14 - Rules/traits/time-b2.md | 14 - Rules/traits/timeless-gmg.md | 15 - Rules/traits/tiny-b1.md | 14 - Rules/traits/town-gmg.md | 14 - Rules/traits/traits.md | 408 - Rules/traits/transmutation.md | 17 - Rules/traits/trip.md | 14 - Rules/traits/troll-b1.md | 14 - Rules/traits/true-name-som.md | 18 - Rules/traits/unbounded-gmg.md | 14 - Rules/traits/uncommon.md | 16 - Rules/traits/undine-b2.md | 15 - Rules/traits/unique.md | 16 - Rules/traits/unstable-g-g.md | 11 - Rules/traits/urdefhan-b2.md | 14 - Rules/traits/vampire-b1.md | 14 - Rules/traits/vanara-loil.md | 14 - Rules/traits/velstrac-b2.md | 14 - Rules/traits/vigilante-apg.md | 14 - Rules/traits/village-gmg.md | 14 - Rules/traits/vishkanya-loil.md | 14 - Rules/traits/water.md | 17 - Rules/traits/wayfaring-locg.md | 14 - Rules/traits/werecreature-b1.md | 14 - Rules/traits/wight-b1.md | 14 - Rules/traits/witch-apg.md | 14 - Rules/traits/wraith-b1.md | 14 - Rules/traits/xulgath-b1.md | 14 - Rules/traits/zombie-b1.md | 14 - all-index.json | 9816 +++++++++++++++++ compendium/character/archetypes/alchemist.md | 119 + compendium/character/archetypes/archetypes.md | 18 + compendium/character/archetypes/barbarian.md | 111 + compendium/character/archetypes/bard.md | 154 + compendium/character/archetypes/champion.md | 137 + compendium/character/archetypes/cleric.md | 129 + compendium/character/archetypes/druid.md | 142 + compendium/character/archetypes/fighter.md | 114 + compendium/character/archetypes/monk.md | 127 + compendium/character/archetypes/ranger.md | 101 + 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.../feats/cantrip-expansion-sorcerer.md | 2 +- .../feats/cantrip-expansion-wizard.md | 2 +- compendium/feats/cast-down.md | 20 + compendium/feats/castigating-weapon.md | 17 + compendium/feats/cat-fall.md | 18 + .../feats/cave-climber.md | 2 +- compendium/feats/ceaseless-shadows.md | 17 + compendium/feats/celestial-form.md | 17 + compendium/feats/celestial-mount.md | 19 + compendium/feats/certain-strike.md | 21 + compendium/feats/champion-dedication.md | 29 + compendium/feats/champion-resiliency.md | 17 + compendium/feats/champions-reaction.md | 17 + compendium/feats/champions-sacrifice.md | 17 + compendium/feats/channel-smite.md | 21 + compendium/feats/channeled-succor.md | 17 + compendium/feats/charming-liar.md | 18 + compendium/feats/city-scavenger.md | 20 + compendium/feats/cleave.md | 25 + compendium/feats/cleric-dedication.md | 27 + compendium/feats/clever-counterspell.md | 19 + compendium/feats/clever-improviser.md | 22 + compendium/feats/cloud-jump.md | 22 + 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.../feats/craft-philosophers-stone.md | 4 +- compendium/feats/crane-flutter.md | 20 + compendium/feats/crane-stance.md | 27 + compendium/feats/cremate-undead.md | 16 + compendium/feats/critical-debilitation.md | 26 + .../feats/crossblooded-evolution.md | 4 +- compendium/feats/crossbow-ace.md | 16 + compendium/feats/crushing-grab.md | 16 + compendium/feats/cultural-adaptability.md | 16 + compendium/feats/dancing-leaf.md | 16 + compendium/feats/dangerous-sorcery.md | 16 + compendium/feats/deadly-aim.md | 19 + .../feats/deadly-simplicity.md | 4 +- compendium/feats/debilitating-bomb.md | 26 + compendium/feats/debilitating-shot.md | 18 + compendium/feats/deep-lore.md | 17 + compendium/feats/defensive-recovery.md | 20 + .../feats/defensive-roll.md | 4 +- compendium/feats/deflect-arrow.md | 25 + .../feats/deitys-domain.md | 4 +- .../feats/deitys-protection.md | 4 +- compendium/feats/delay-trap.md | 18 + compendium/feats/desperate-finisher.md | 19 + compendium/feats/determination.md | 21 + 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.../feats/emblazon-armament.md | 6 +- compendium/feats/emblazon-energy.md | 26 + compendium/feats/empty-body.md | 17 + compendium/feats/enduring-alchemy.md | 16 + compendium/feats/enduring-quickness.md | 16 + .../feats/energized-font.md | 4 +- .../feats/enhanced-familiar-druid.md | 2 +- .../feats/enhanced-familiar-sorcerer.md | 2 +- .../feats/enhanced-familiar-wizard.md | 2 +- compendium/feats/enlightened-presence.md | 19 + compendium/feats/eschew-materials.md | 16 + compendium/feats/esoteric-polymath.md | 25 + compendium/feats/eternal-bane.md | 17 + compendium/feats/eternal-blessing.md | 17 + compendium/feats/eternal-composition.md | 17 + compendium/feats/eternal-elixir.md | 17 + compendium/feats/evasiveness.md | 17 + compendium/feats/exacting-strike.md | 21 + compendium/feats/expanded-splash.md | 23 + compendium/feats/expeditious-search.md | 17 + compendium/feats/experienced-professional.md | 18 + compendium/feats/experienced-smuggler.md | 18 + compendium/feats/experienced-tracker.md | 24 + compendium/feats/expert-alchemy.md | 23 + compendium/feats/expert-bard-spellcasting.md | 23 + .../feats/expert-cleric-spellcasting.md | 23 + compendium/feats/expert-druid-spellcasting.md | 23 + compendium/feats/expert-longevity.md | 25 + .../feats/expert-sorcerer-spellcasting.md | 23 + .../feats/expert-wizard-spellcasting.md | 23 + compendium/feats/exploitive-bomb.md | 20 + .../feats/extend-armament-alignment.md | 4 +- compendium/feats/extend-elixir.md | 22 + .../feats/familiar-sorcerer.md | 2 +- .../feats/familiar-wizard.md | 2 +- compendium/feats/fantastic-leap.md | 19 + .../feats/far-lobber.md | 4 +- {Compendium => compendium}/feats/far-shot.md | 4 +- compendium/feats/fascinating-performance.md | 24 + compendium/feats/fast-channel.md | 17 + .../feats/fast-movement.md | 2 +- compendium/feats/fast-recovery.md | 17 + compendium/feats/fatal-aria.md | 16 + compendium/feats/favored-enemy.md | 18 + .../feats/favored-terrain.md | 10 +- compendium/feats/fearsome-brute.md | 16 + 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.../feats/greater-crossblooded-evolution.md | 4 +- compendium/feats/greater-debilitating-bomb.md | 23 + compendium/feats/greater-distracting-shot.md | 17 + compendium/feats/greater-mental-evolution.md | 17 + compendium/feats/greater-merciful-elixir.md | 17 + compendium/feats/greater-mercy.md | 17 + compendium/feats/greater-vital-evolution.md | 17 + compendium/feats/green-empathy.md | 23 + compendium/feats/green-tongue.md | 17 + compendium/feats/group-coercion.md | 18 + compendium/feats/group-impression.md | 18 + .../feats/guarded-movement.md | 2 +- .../feats/guardians-deflection.md | 4 +- compendium/feats/guiding-finish.md | 22 + compendium/feats/guiding-luck.md | 17 + compendium/feats/guiding-riposte.md | 17 + compendium/feats/halfling-lore.md | 16 + compendium/feats/halfling-luck.md | 26 + compendium/feats/halfling-weapon-expertise.md | 17 + .../feats/halfling-weapon-familiarity.md | 24 + compendium/feats/halfling-weapon-trickster.md | 17 + compendium/feats/hand-of-the-apprentice.md | 23 + .../feats/harming-hands.md | 4 +- compendium/feats/harmonize.md | 27 + compendium/feats/haughty-obstinacy.md | 16 + compendium/feats/hazard-finder.md | 16 + compendium/feats/heal-mount.md | 17 + compendium/feats/healing-hands.md | 23 + compendium/feats/healing-touch.md | 17 + compendium/feats/healing-transformation.md | 18 + compendium/feats/hefty-hauler.md | 18 + compendium/feats/heroic-recovery.md | 20 + compendium/feats/hidden-paragon.md | 20 + .../feats/hierophants-power.md | 2 +- compendium/feats/hobnobber.md | 24 + compendium/feats/holy-castigation.md | 23 + compendium/feats/house-of-imaginary-walls.md | 16 + compendium/feats/hunted-shot.md | 20 + compendium/feats/hunters-aim.md | 24 + compendium/feats/illusion-sense.md | 22 + compendium/feats/impaling-briars.md | 17 + compendium/feats/impeccable-crafting.md | 18 + compendium/feats/implausible-infiltration.md | 21 + compendium/feats/imposing-destrier.md | 23 + compendium/feats/impossible-flurry.md | 26 + 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compendium/feats/legendary-professional.md | 18 + compendium/feats/legendary-shot.md | 17 + compendium/feats/legendary-sneak.md | 18 + compendium/feats/legendary-survivalist.md | 18 + compendium/feats/legendary-thief.md | 24 + compendium/feats/lengthy-diversion.md | 18 + .../feats/leshy-familiar.md | 2 +- compendium/feats/leyline-conduit.md | 21 + compendium/feats/liberating-stride.md | 17 + compendium/feats/lie-to-me.md | 18 + compendium/feats/light-step.md | 16 + compendium/feats/lightning-snares.md | 17 + compendium/feats/lingering-composition.md | 17 + compendium/feats/linked-focus.md | 18 + compendium/feats/litany-against-sloth.md | 17 + compendium/feats/litany-against-wrath.md | 17 + compendium/feats/litany-of-righteousness.md | 17 + compendium/feats/loremasters-etude.md | 18 + compendium/feats/loyal-warhorse.md | 23 + compendium/feats/lunge.md | 24 + compendium/feats/lunging-stance.md | 20 + compendium/feats/magic-sense-sorcerer.md | 20 + compendium/feats/magic-sense-wizard.md | 19 + compendium/feats/magical-crafting.md | 18 + compendium/feats/magical-shorthand.md | 18 + compendium/feats/magical-trickster.md | 16 + .../feats/maker-of-miracles.md | 2 +- compendium/feats/manifold-edge.md | 17 + compendium/feats/master-alchemy.md | 17 + compendium/feats/master-bard-spellcasting.md | 17 + .../feats/master-cleric-spellcasting.md | 17 + compendium/feats/master-druid-spellcasting.md | 17 + compendium/feats/master-monster-hunter.md | 23 + compendium/feats/master-of-many-styles.md | 25 + .../feats/master-sorcerer-spellcasting.md | 17 + compendium/feats/master-spotter.md | 17 + .../feats/master-wizard-spellcasting.md | 17 + compendium/feats/masterful-companion.md | 17 + .../feats/mature-animal-companion-druid.md | 23 + .../feats/mature-animal-companion-ranger.md | 23 + compendium/feats/meditative-focus.md | 23 + compendium/feats/meditative-wellspring.md | 17 + compendium/feats/mega-bomb.md | 20 + compendium/feats/melodious-spell.md | 22 + compendium/feats/merciful-elixir.md | 26 + compendium/feats/mercy.md | 26 + compendium/feats/metamagic-channel.md | 18 + .../feats/metamagic-mastery-sorcerer.md | 16 + compendium/feats/metamagic-mastery-wizard.md | 16 + compendium/feats/mindblank-mutagen.md | 16 + compendium/feats/minor-magic.md | 16 + .../feats/miracle-worker.md | 4 +- compendium/feats/mirror-shield.md | 25 + compendium/feats/mixed-maneuver.md | 18 + compendium/feats/mobile-shot-stance.md | 18 + compendium/feats/mobility.md | 16 + compendium/feats/moment-of-clarity.md | 19 + compendium/feats/monastic-weaponry.md | 22 + compendium/feats/monk-dedication.md | 27 + compendium/feats/monk-moves.md | 17 + compendium/feats/monk-resiliency.md | 17 + compendium/feats/monks-flurry.md | 17 + compendium/feats/monster-hunter.md | 22 + .../feats/monster-warden.md | 4 +- compendium/feats/monstrosity-shape.md | 23 + compendium/feats/monstrous-peacemaker.md | 16 + compendium/feats/mountain-quake.md | 21 + compendium/feats/mountain-stance.md | 27 + compendium/feats/mountain-stronghold.md | 27 + compendium/feats/mountains-stoutness.md | 18 + .../feats/multifarious-muse.md | 2 +- compendium/feats/multilingual.md | 26 + compendium/feats/multishot-stance.md | 20 + .../feats/multitalented.md | 2 +- .../feats/natural-ambition.md | 2 +- compendium/feats/natural-medicine.md | 24 + .../feats/natural-skill.md | 2 +- compendium/feats/necrotic-infusion.md | 20 + compendium/feats/nimble-crawl.md | 18 + compendium/feats/nimble-dodge-rogue.md | 25 + .../feats/nimble-elf.md | 2 +- compendium/feats/nimble-roll-rogue.md | 19 + compendium/feats/no-escape.md | 19 + .../feats/occult-breadth.md | 4 +- compendium/feats/occult-evolution.md | 24 + compendium/feats/oddity-identification.md | 18 + compendium/feats/opportune-backstab.md | 18 + compendium/feats/opportunist.md | 17 + compendium/feats/orc-ferocity.md | 25 + compendium/feats/orc-sight.md | 19 + compendium/feats/orc-superstition.md | 25 + compendium/feats/orc-weapon-carnage.md | 17 + compendium/feats/orc-weapon-expertise.md | 17 + compendium/feats/orc-weapon-familiarity.md | 22 + .../feats/order-explorer.md | 4 +- .../feats/order-magic.md | 4 +- compendium/feats/order-spell.md | 17 + .../feats/otherworldly-magic.md | 2 +- compendium/feats/overwhelming-energy-druid.md | 19 + .../feats/overwhelming-energy-sorcerer.md | 19 + .../feats/overwhelming-energy-wizard.md | 19 + compendium/feats/paragons-guard.md | 19 + compendium/feats/penetrating-shot.md | 19 + compendium/feats/perfect-clarity.md | 21 + compendium/feats/perfect-debilitation.md | 16 + compendium/feats/perfect-distraction.md | 24 + .../feats/perfect-encore.md | 2 +- compendium/feats/perfect-form-control.md | 17 + compendium/feats/perfect-mutagen.md | 16 + compendium/feats/perfect-shot.md | 19 + compendium/feats/perfections-path.md | 17 + compendium/feats/persistent-mutagen.md | 17 + compendium/feats/pervasive-superstition.md | 23 + compendium/feats/pickpocket.md | 24 + compendium/feats/planar-survival.md | 18 + compendium/feats/plant-shape.md | 17 + compendium/feats/point-blank-shot.md | 20 + .../feats/poison-resistance-alchemist.md | 2 +- compendium/feats/poison-resistance-druid.md | 16 + compendium/feats/poison-weapon.md | 27 + compendium/feats/positioning-assault.md | 19 + compendium/feats/potent-poisoner.md | 17 + compendium/feats/power-attack.md | 24 + compendium/feats/powerful-alchemy.md | 22 + compendium/feats/powerful-leap.md | 18 + compendium/feats/powerful-shove.md | 19 + compendium/feats/powerful-snares.md | 17 + compendium/feats/powerful-sneak.md | 16 + compendium/feats/precise-debilitations.md | 20 + compendium/feats/predators-pounce.md | 23 + compendium/feats/primal-breadth.md | 17 + compendium/feats/primal-evolution.md | 24 + compendium/feats/primal-focus.md | 22 + compendium/feats/primal-summons.md | 17 + compendium/feats/primal-wellspring.md | 17 + compendium/feats/quaking-stomp.md | 20 + compendium/feats/quick-alchemy.md | 17 + compendium/feats/quick-bomber.md | 17 + compendium/feats/quick-climb.md | 18 + compendium/feats/quick-coercion.md | 18 + compendium/feats/quick-disguise.md | 18 + compendium/feats/quick-draw-ranger.md | 17 + compendium/feats/quick-draw-rogue.md | 23 + compendium/feats/quick-identification.md | 18 + compendium/feats/quick-jump.md | 18 + compendium/feats/quick-recognition.md | 18 + compendium/feats/quick-repair.md | 18 + compendium/feats/quick-reversal.md | 20 + .../feats/quick-shield-block-champion.md | 17 + .../feats/quick-shield-block-fighter.md | 17 + compendium/feats/quick-snares.md | 23 + compendium/feats/quick-squeeze.md | 24 + compendium/feats/quick-swim.md | 18 + compendium/feats/quick-unlock.md | 18 + compendium/feats/quickened-casting-bard.md | 20 + .../feats/quickened-casting-sorcerer.md | 20 + compendium/feats/quickened-casting-wizard.md | 20 + compendium/feats/quiet-allies.md | 18 + compendium/feats/quivering-palm.md | 17 + compendium/feats/radiant-blade-master.md | 17 + compendium/feats/radiant-blade-spirit.md | 23 + compendium/feats/raging-athlete.md | 17 + compendium/feats/raging-intimidation.md | 16 + compendium/feats/raging-thrower.md | 16 + compendium/feats/ranged-reprisal.md | 17 + compendium/feats/ranger-dedication.md | 29 + compendium/feats/ranger-resiliency.md | 17 + compendium/feats/rapid-mantel.md | 18 + compendium/feats/reach-spell-bard.md | 19 + compendium/feats/reach-spell-cleric.md | 19 + compendium/feats/reach-spell-druid.md | 19 + compendium/feats/reach-spell-sorcerer.md | 19 + compendium/feats/reach-spell-wizard.md | 19 + compendium/feats/reactive-distraction.md | 22 + .../feats/reactive-interference.md | 4 +- compendium/feats/reactive-pursuit.md | 18 + compendium/feats/reactive-shield.md | 19 + compendium/feats/read-lips.md | 20 + .../feats/reckless-abandon-barbarian.md | 19 + compendium/feats/recognize-spell.md | 33 + compendium/feats/reflect-spell-sorcerer.md | 17 + compendium/feats/reflect-spell-wizard.md | 17 + compendium/feats/reflexive-shield.md | 22 + compendium/feats/renewed-vigor.md | 19 + compendium/feats/replenishment-of-war.md | 23 + .../feats/reprepare-spell.md | 4 +- compendium/feats/resurrectionist.md | 16 + compendium/feats/revealing-stab.md | 18 + compendium/feats/revivifying-mutagen.md | 16 + compendium/feats/ride.md | 16 + compendium/feats/robust-recovery.md | 18 + compendium/feats/rock-runner.md | 22 + compendium/feats/rogue-dedication.md | 27 + compendium/feats/rough-rider.md | 16 + compendium/feats/running-reload.md | 17 + compendium/feats/sabotage.md | 24 + compendium/feats/sap-life.md | 17 + compendium/feats/savage-critical.md | 16 + compendium/feats/scare-to-death.md | 28 + compendium/feats/scouts-warning-ranger.md | 18 + compendium/feats/scouts-warning-rogue.md | 18 + .../feats/scroll-savant.md | 4 +- .../feats/second-ally.md | 2 +- compendium/feats/second-sting.md | 22 + compendium/feats/second-wind.md | 16 + compendium/feats/selective-energy.md | 16 + compendium/feats/sense-evil.md | 17 + compendium/feats/sense-the-unseen-ranger.md | 18 + compendium/feats/sense-the-unseen-rogue.md | 18 + compendium/feats/shadow-hunter.md | 17 + compendium/feats/shake-it-off.md | 19 + compendium/feats/shameless-request.md | 18 + compendium/feats/share-rage.md | 27 + compendium/feats/shared-prey.md | 23 + .../feats/shared-replenishment.md | 4 +- compendium/feats/shatter-defenses.md | 19 + compendium/feats/shattering-strike.md | 17 + compendium/feats/shield-block.md | 24 + compendium/feats/shield-of-grace.md | 17 + compendium/feats/shield-of-reckoning.md | 20 + compendium/feats/shield-paragon.md | 17 + compendium/feats/shield-warden-champion.md | 23 + compendium/feats/shield-warden-fighter.md | 17 + compendium/feats/shielded-stride.md | 16 + compendium/feats/shining-oath.md | 28 + .../feats/side-by-side-druid.md | 2 +- .../feats/side-by-side-ranger.md | 2 +- compendium/feats/sidestep.md | 18 + compendium/feats/sign-language.md | 20 + compendium/feats/silent-spell.md | 20 + compendium/feats/skill-mastery.md | 19 + .../feats/skill-training.md | 2 +- compendium/feats/skirmish-strike-ranger.md | 18 + compendium/feats/skirmish-strike-rogue.md | 18 + compendium/feats/skittering-scuttle.md | 17 + compendium/feats/sleeper-hold.md | 23 + compendium/feats/slippery-secrets.md | 18 + compendium/feats/sly-striker.md | 23 + compendium/feats/smite-evil.md | 20 + compendium/feats/smoke-bomb.md | 20 + compendium/feats/snagging-strike.md | 18 + compendium/feats/snap-shot.md | 16 + compendium/feats/snare-crafting.md | 24 + compendium/feats/snare-specialist.md | 25 + .../feats/sneak-attacker.md | 4 +- compendium/feats/sneak-savant.md | 17 + compendium/feats/soaring-shape.md | 23 + compendium/feats/soothing-ballad.md | 16 + compendium/feats/sorcerer-dedication.md | 29 + .../feats/specialized-companion-druid.md | 2 +- .../feats/specialized-companion-ranger.md | 4 +- compendium/feats/specialty-crafting.md | 25 + .../feats/spell-combination.md | 2 +- .../feats/spell-penetration.md | 2 +- compendium/feats/spell-tinker.md | 20 + compendium/feats/spirits-interference.md | 22 + compendium/feats/spirits-wrath.md | 22 + compendium/feats/spring-attack.md | 19 + compendium/feats/spring-from-the-shadows.md | 18 + compendium/feats/stance-savant-fighter.md | 18 + compendium/feats/stance-savant-monk.md | 18 + compendium/feats/stand-still.md | 18 + compendium/feats/steady-balance.md | 18 + .../feats/steady-spellcasting-bard.md | 2 +- .../feats/steady-spellcasting-cleric.md | 2 +- .../feats/steady-spellcasting-druid.md | 2 +- .../feats/steady-spellcasting-sorcerer.md | 16 + .../feats/steady-spellcasting-wizard.md | 16 + compendium/feats/stealthy-companion.md | 17 + compendium/feats/sticky-bomb.md | 20 + compendium/feats/stonecunning.md | 18 + compendium/feats/stonewalker.md | 24 + compendium/feats/storm-born.md | 17 + compendium/feats/storm-retribution.md | 20 + compendium/feats/streetwise.md | 24 + compendium/feats/student-of-the-canon.md | 18 + .../feats/studious-capacity.md | 4 +- compendium/feats/stunning-fist.md | 23 + compendium/feats/subtle-theft.md | 18 + compendium/feats/sudden-charge-barbarian.md | 19 + compendium/feats/sudden-charge-fighter.md | 19 + compendium/feats/sudden-leap-barbarian.md | 19 + compendium/feats/sudden-leap-fighter.md | 21 + compendium/feats/superior-bond.md | 17 + .../feats/supernatural-charm.md | 4 +- compendium/feats/sure-feet.md | 18 + compendium/feats/survey-wildlife.md | 18 + compendium/feats/swift-banishment.md | 25 + compendium/feats/swift-river.md | 18 + compendium/feats/swift-sneak.md | 24 + compendium/feats/swift-tracker.md | 19 + compendium/feats/swipe-barbarian.md | 20 + compendium/feats/swipe-fighter.md | 20 + .../feats/symphony-of-the-muse.md | 4 +- compendium/feats/tactical-debilitations.md | 20 + compendium/feats/tangled-forest-rake.md | 19 + compendium/feats/tangled-forest-stance.md | 27 + compendium/feats/targeting-shot.md | 20 + compendium/feats/terrain-expertise.md | 20 + .../feats/terrain-master.md | 4 +- compendium/feats/terrain-stalker.md | 20 + compendium/feats/terrified-retreat.md | 18 + compendium/feats/terrifying-howl.md | 20 + compendium/feats/thousand-faces.md | 17 + compendium/feats/thrash.md | 25 + compendium/feats/tiger-slash.md | 19 + compendium/feats/tiger-stance.md | 27 + compendium/feats/timeless-body.md | 16 + .../feats/timeless-nature.md | 4 +- .../feats/titan-slinger.md | 2 +- compendium/feats/titan-wrestler.md | 18 + compendium/feats/titans-stature.md | 20 + compendium/feats/to-the-ends-of-the-earth.md | 17 + .../feats/tongue-of-sun-and-moon.md | 2 +- {Compendium => compendium}/feats/toughness.md | 2 +- compendium/feats/train-animal.md | 24 + compendium/feats/trap-finder-rogue.md | 18 + compendium/feats/trick-magic-item.md | 29 + compendium/feats/tricksters-ace-rogue.md | 22 + compendium/feats/triple-shot.md | 23 + compendium/feats/triple-threat.md | 17 + compendium/feats/triple-time.md | 16 + compendium/feats/true-debilitating-bomb.md | 17 + compendium/feats/true-hypercognition.md | 18 + compendium/feats/true-shapeshifter.md | 21 + compendium/feats/turn-undead.md | 16 + compendium/feats/twin-feint.md | 24 + compendium/feats/twin-parry-fighter.md | 24 + compendium/feats/twin-parry-ranger.md | 18 + compendium/feats/twin-riposte-fighter.md | 19 + compendium/feats/twin-riposte-ranger.md | 19 + compendium/feats/twin-takedown.md | 20 + compendium/feats/twinned-defense-fighter.md | 20 + compendium/feats/twist-the-knife.md | 18 + compendium/feats/two-weapon-flurry.md | 20 + .../feats/ubiquitous-snares.md | 6 +- compendium/feats/ultimate-mercy.md | 17 + .../feats/ultimate-skirmisher.md | 2 +- compendium/feats/unbalancing-blow.md | 17 + compendium/feats/unburdened-iron.md | 18 + compendium/feats/uncanny-bombs.md | 17 + compendium/feats/uncanny-dodge.md | 17 + compendium/feats/unconventional-expertise.md | 17 + compendium/feats/unconventional-weaponry.md | 24 + compendium/feats/underwater-marauder.md | 18 + compendium/feats/unfettered-halfling.md | 16 + compendium/feats/unified-theory.md | 18 + compendium/feats/unimpeded-step.md | 17 + compendium/feats/universal-longevity.md | 19 + compendium/feats/universal-versatility.md | 19 + compendium/feats/unmistakable-lore.md | 20 + .../feats/untrained-improvisation.md | 2 +- compendium/feats/unusual-composition.md | 21 + compendium/feats/unwavering-mien.md | 18 + .../feats/vengeful-hatred.md | 2 +- compendium/feats/vengeful-oath.md | 26 + compendium/feats/vengeful-strike.md | 21 + compendium/feats/verdant-metamorphosis.md | 19 + compendium/feats/versatile-font.md | 23 + compendium/feats/versatile-performance.md | 17 + .../feats/versatile-signature.md | 2 +- compendium/feats/very-sneaky.md | 22 + compendium/feats/very-very-sneaky.md | 17 + compendium/feats/vicious-debilitations.md | 20 + compendium/feats/vicious-evisceration.md | 18 + .../feats/victorious-vigor.md | 4 +- compendium/feats/virtuosic-performer.md | 37 + .../feats/vivacious-conduit.md | 4 +- compendium/feats/wall-jump.md | 28 + compendium/feats/wall-run.md | 17 + compendium/feats/ward-medic.md | 18 + compendium/feats/wardens-boon.md | 23 + compendium/feats/wardens-guidance.md | 16 + compendium/feats/wardens-step.md | 17 + .../feats/wary-disarmament.md | 4 +- compendium/feats/watchful-halfling.md | 20 + compendium/feats/water-step.md | 16 + .../feats/weapon-proficiency.md | 2 +- compendium/feats/weapon-supremacy.md | 16 + compendium/feats/weight-of-guilt.md | 17 + compendium/feats/whirling-throw.md | 26 + .../feats/whirlwind-strike-barbarian.md | 19 + compendium/feats/whirlwind-strike-fighter.md | 19 + compendium/feats/wholeness-of-body.md | 23 + compendium/feats/widen-spell-druid.md | 19 + compendium/feats/widen-spell-sorcerer.md | 19 + compendium/feats/widen-spell-wizard.md | 19 + compendium/feats/wild-empathy.md | 16 + compendium/feats/wild-shape.md | 23 + compendium/feats/wild-winds-gust.md | 23 + compendium/feats/wild-winds-initiate.md | 23 + compendium/feats/wind-caller.md | 23 + compendium/feats/wind-jump.md | 17 + compendium/feats/winding-flow.md | 18 + compendium/feats/wizard-dedication.md | 29 + compendium/feats/wolf-drag.md | 19 + compendium/feats/wolf-stance.md | 27 + .../feats/woodland-stride.md | 2 +- compendium/feats/wounded-rage.md | 19 + .../feats/wyrmbane-aura.md | 4 +- compendium/feats/youre-next-rogue.md | 22 + compendium/gm/afflictions/afflictions.md | 35 + .../gm/afflictions/blinding-sickness.md | 36 + compendium/gm/afflictions/bog-rot.md | 31 + compendium/gm/afflictions/bone-chill.md | 35 + compendium/gm/afflictions/brain-worms.md | 38 + compendium/gm/afflictions/bubonic-plague.md | 31 + compendium/gm/afflictions/choking-death.md | 33 + compendium/gm/afflictions/cowards-roots.md | 27 + .../gm/afflictions/curse-of-nightmares.md | 26 + compendium/gm/afflictions/curse-of-slumber.md | 27 + .../gm/afflictions/curse-of-the-ravenous.md | 2 +- .../gm/afflictions/grave-curse.md | 6 +- compendium/gm/afflictions/malaria.md | 35 + compendium/gm/afflictions/nightmare-fever.md | 36 + .../gm/afflictions/oath-of-the-flesh.md | 2 +- .../gm/afflictions/reviled-of-nature.md | 27 + compendium/gm/afflictions/reviling-earth.md | 26 + compendium/gm/afflictions/scarlet-fever.md | 33 + .../gm/afflictions/scarlet-leprosy.md | 6 +- compendium/gm/afflictions/sellswords-folly.md | 27 + compendium/gm/afflictions/sewer-haze.md | 32 + compendium/gm/afflictions/slayers-haunt.md | 26 + .../gm/afflictions/spirit-anchor.md | 2 +- .../gm/afflictions/sword-of-anathema.md | 2 +- compendium/gm/afflictions/tetanus.md | 33 + .../gm/afflictions/theft-of-thought.md | 4 +- .../gm/afflictions/thiefs-retribution.md | 6 +- compendium/gm/afflictions/tuberculosis.md | 35 + .../gm/afflictions/unending-thirst.md | 2 +- .../gm/afflictions/wizards-ward.md | 2 +- compendium/gm/hazards/armageddon-orb.md | 31 + compendium/gm/hazards/banshees-symphony.md | 37 + compendium/gm/hazards/bloodthirsty-urge.md | 35 + compendium/gm/hazards/bottomless-pit.md | 37 + compendium/gm/hazards/darkside-mirror.md | 48 + compendium/gm/hazards/drowning-pit.md | 44 + compendium/gm/hazards/electric-latch-rune.md | 32 + compendium/gm/hazards/fireball-rune.md | 32 + compendium/gm/hazards/frozen-moment.md | 35 + .../gm/hazards/hallucination-powder-trap.md | 36 + .../gm/hazards/hammer-of-forbiddance.md | 39 + compendium/gm/hazards/hazards.md | 35 + compendium/gm/hazards/hidden-pit.md | 36 + .../gm/hazards/lava-flume-tube.md | 10 +- compendium/gm/hazards/pharaohs-ward.md | 32 + compendium/gm/hazards/planar-rift.md | 30 + .../gm/hazards/poisoned-dart-gallery.md | 73 + compendium/gm/hazards/poisoned-lock.md | 43 + compendium/gm/hazards/polymorph-trap.md | 30 + compendium/gm/hazards/quicksand.md | 38 + compendium/gm/hazards/scythe-blades.md | 38 + compendium/gm/hazards/second-chance.md | 30 + 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.../spells/drain-life.md | 4 +- compendium/spells/dread-aura.md | 26 + compendium/spells/dream-council.md | 23 + .../spells/dream-message.md | 4 +- compendium/spells/dreamers-call.md | 32 + .../spells/dreaming-potential.md | 4 +- compendium/spells/drop-dead.md | 26 + compendium/spells/duplicate-foe.md | 35 + compendium/spells/earthbind.md | 30 + .../spells/earthquake.md | 12 +- compendium/spells/eclipse-burst.md | 35 + compendium/spells/electric-arc.md | 25 + .../spells/elemental-blast.md | 4 +- compendium/spells/elemental-form.md | 40 + .../spells/elemental-motion.md | 4 +- compendium/spells/elemental-tempest.md | 22 + compendium/spells/elemental-toss.md | 25 + compendium/spells/embrace-the-pit.md | 27 + compendium/spells/empty-body.md | 21 + .../spells/endure-elements.md | 4 +- compendium/spells/enduring-might.md | 23 + compendium/spells/energy-absorption.md | 22 + compendium/spells/energy-aegis.md | 25 + .../spells/enhance-victuals.md | 4 +- compendium/spells/enlarge.md | 28 + 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compendium/spells/phantasmal-killer.md | 33 + compendium/spells/phantom-pain.md | 32 + .../spells/phantom-steed.md | 4 +- compendium/spells/physical-boost.md | 22 + .../spells/plane-shift.md | 4 +- compendium/spells/plant-form.md | 35 + compendium/spells/polar-ray.md | 28 + compendium/spells/positive-luminance.md | 33 + compendium/spells/possession.md | 36 + compendium/spells/power-word-blind.md | 30 + compendium/spells/power-word-kill.md | 31 + compendium/spells/power-word-stun.md | 30 + compendium/spells/precious-metals.md | 27 + compendium/spells/prestidigitation.md | 33 + compendium/spells/primal-herd.md | 30 + compendium/spells/primal-phenomenon.md | 27 + compendium/spells/primal-summons.md | 24 + compendium/spells/prismatic-sphere.md | 21 + compendium/spells/prismatic-spray.md | 33 + compendium/spells/prismatic-wall.md | 31 + compendium/spells/private-sanctum.md | 23 + compendium/spells/produce-flame.md | 27 + compendium/spells/project-image.md | 23 + 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rules/traits/shove.md | 14 + {Rules => rules}/traits/skill.md | 0 {Rules => rules}/traits/sleep.md | 0 {Rules => rules}/traits/snare.md | 0 {Rules => rules}/traits/sonic.md | 0 {Rules => rules}/traits/sorcerer.md | 0 {Rules => rules}/traits/spirit.md | 0 {Rules => rules}/traits/splash.md | 0 {Rules => rules}/traits/staff.md | 0 {Rules => rules}/traits/stance.md | 0 {Rules => rules}/traits/structure.md | 0 rules/traits/summoned.md | 16 + {Rules => rules}/traits/sweep.md | 0 {Rules => rules}/traits/talisman.md | 0 {Rules => rules}/traits/teleportation.md | 0 {Rules => rules}/traits/thrown.md | 0 rules/traits/traits.md | 202 + rules/traits/transmutation.md | 16 + {Rules => rules}/traits/trap.md | 0 rules/traits/trip.md | 14 + {Rules => rules}/traits/twin.md | 0 {Rules => rules}/traits/two-hand.md | 0 {Rules => rules}/traits/unarmed.md | 2 +- rules/traits/uncommon.md | 15 + {Rules => rules}/traits/undead.md | 0 rules/traits/unique.md | 15 + {Rules => rules}/traits/versatile.md | 0 {Rules 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compendium}/equipment/items/longsword.md (89%) create mode 100644 compendium/equipment/items/luck-blade.md rename {Compendium => compendium}/equipment/items/mace.md (91%) create mode 100644 compendium/equipment/items/maestros-instrument.md create mode 100644 compendium/equipment/items/magic-wand.md create mode 100644 compendium/equipment/items/magnifying-glass.md rename {Compendium => compendium}/equipment/items/mail-of-luck.md (75%) create mode 100644 compendium/equipment/items/main-gauche.md create mode 100644 compendium/equipment/items/malyass-root-paste.md create mode 100644 compendium/equipment/items/manacles.md create mode 100644 compendium/equipment/items/marking-snare.md create mode 100644 compendium/equipment/items/marvelous-medicines.md rename {Compendium => compendium}/equipment/items/material-component-pouch.md (100%) create mode 100644 compendium/equipment/items/mattock-of-the-titans.md rename {Compendium => compendium}/equipment/items/maul.md (89%) create mode 100644 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compendium/feats/juggernauts-fortitude.md create mode 100644 compendium/feats/junk-tinker.md create mode 100644 compendium/feats/ki-blast.md create mode 100644 compendium/feats/ki-rush.md create mode 100644 compendium/feats/ki-strike.md create mode 100644 compendium/feats/kip-up.md create mode 100644 compendium/feats/knockback-strike.md create mode 100644 compendium/feats/knockback.md create mode 100644 compendium/feats/knockdown.md create mode 100644 compendium/feats/know-it-all.md create mode 100644 compendium/feats/lasting-coercion.md create mode 100644 compendium/feats/lasting-doubt.md create mode 100644 compendium/feats/leave-an-opening.md create mode 100644 compendium/feats/legendary-codebreaker.md rename {Compendium => compendium}/feats/legendary-linguist.md (77%) create mode 100644 compendium/feats/legendary-medic.md create mode 100644 compendium/feats/legendary-monster-hunter.md create mode 100644 compendium/feats/legendary-negotiation.md create mode 100644 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compendium}/feats/weapon-proficiency.md (93%) create mode 100644 compendium/feats/weapon-supremacy.md create mode 100644 compendium/feats/weight-of-guilt.md create mode 100644 compendium/feats/whirling-throw.md create mode 100644 compendium/feats/whirlwind-strike-barbarian.md create mode 100644 compendium/feats/whirlwind-strike-fighter.md create mode 100644 compendium/feats/wholeness-of-body.md create mode 100644 compendium/feats/widen-spell-druid.md create mode 100644 compendium/feats/widen-spell-sorcerer.md create mode 100644 compendium/feats/widen-spell-wizard.md create mode 100644 compendium/feats/wild-empathy.md create mode 100644 compendium/feats/wild-shape.md create mode 100644 compendium/feats/wild-winds-gust.md create mode 100644 compendium/feats/wild-winds-initiate.md create mode 100644 compendium/feats/wind-caller.md create mode 100644 compendium/feats/wind-jump.md create mode 100644 compendium/feats/winding-flow.md create mode 100644 compendium/feats/wizard-dedication.md create mode 100644 compendium/feats/wolf-drag.md create mode 100644 compendium/feats/wolf-stance.md rename {Compendium => compendium}/feats/woodland-stride.md (92%) create mode 100644 compendium/feats/wounded-rage.md rename {Compendium => compendium}/feats/wyrmbane-aura.md (82%) create mode 100644 compendium/feats/youre-next-rogue.md create mode 100644 compendium/gm/afflictions/afflictions.md create mode 100644 compendium/gm/afflictions/blinding-sickness.md create mode 100644 compendium/gm/afflictions/bog-rot.md create mode 100644 compendium/gm/afflictions/bone-chill.md create mode 100644 compendium/gm/afflictions/brain-worms.md create mode 100644 compendium/gm/afflictions/bubonic-plague.md create mode 100644 compendium/gm/afflictions/choking-death.md create mode 100644 compendium/gm/afflictions/cowards-roots.md create mode 100644 compendium/gm/afflictions/curse-of-nightmares.md create mode 100644 compendium/gm/afflictions/curse-of-slumber.md rename {Compendium => 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compendium}/gm/afflictions/theft-of-thought.md (75%) rename {Compendium => compendium}/gm/afflictions/thiefs-retribution.md (80%) create mode 100644 compendium/gm/afflictions/tuberculosis.md rename {Compendium => compendium}/gm/afflictions/unending-thirst.md (82%) rename {Compendium => compendium}/gm/afflictions/wizards-ward.md (83%) create mode 100644 compendium/gm/hazards/armageddon-orb.md create mode 100644 compendium/gm/hazards/banshees-symphony.md create mode 100644 compendium/gm/hazards/bloodthirsty-urge.md create mode 100644 compendium/gm/hazards/bottomless-pit.md create mode 100644 compendium/gm/hazards/darkside-mirror.md create mode 100644 compendium/gm/hazards/drowning-pit.md create mode 100644 compendium/gm/hazards/electric-latch-rune.md create mode 100644 compendium/gm/hazards/fireball-rune.md create mode 100644 compendium/gm/hazards/frozen-moment.md create mode 100644 compendium/gm/hazards/hallucination-powder-trap.md create mode 100644 compendium/gm/hazards/hammer-of-forbiddance.md create mode 100644 compendium/gm/hazards/hazards.md create mode 100644 compendium/gm/hazards/hidden-pit.md rename {Compendium => compendium}/gm/hazards/lava-flume-tube.md (75%) create mode 100644 compendium/gm/hazards/pharaohs-ward.md create mode 100644 compendium/gm/hazards/planar-rift.md create mode 100644 compendium/gm/hazards/poisoned-dart-gallery.md create mode 100644 compendium/gm/hazards/poisoned-lock.md create mode 100644 compendium/gm/hazards/polymorph-trap.md create mode 100644 compendium/gm/hazards/quicksand.md create mode 100644 compendium/gm/hazards/scythe-blades.md create mode 100644 compendium/gm/hazards/second-chance.md create mode 100644 compendium/gm/hazards/slamming-door.md create mode 100644 compendium/gm/hazards/spear-launcher.md create mode 100644 compendium/gm/hazards/spinning-blade-pillar.md create mode 100644 compendium/gm/hazards/summoning-rune.md create mode 100644 compendium/gm/hazards/telekinetic-swarm-trap.md create mode 100644 compendium/gm/hazards/vorpal-executioner.md create mode 100644 compendium/gm/hazards/wheel-of-misery.md create mode 100644 compendium/gm/hazards/yellow-mold.md create mode 100644 compendium/setting/deities/abadar.md create mode 100644 compendium/setting/deities/asmodeus.md rename {Compendium => compendium}/setting/deities/atheists-and-free-agents.md (100%) create mode 100644 compendium/setting/deities/calistria.md create mode 100644 compendium/setting/deities/cayden-cailean.md create mode 100644 compendium/setting/deities/deities.md create mode 100644 compendium/setting/deities/desna.md create mode 100644 compendium/setting/deities/erastil.md create mode 100644 compendium/setting/deities/gorum.md create mode 100644 compendium/setting/deities/gozreh.md create mode 100644 compendium/setting/deities/green-faith.md create mode 100644 compendium/setting/deities/iomedae.md create mode 100644 compendium/setting/deities/irori.md create mode 100644 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compendium}/spells/antimagic-field.md (81%) create mode 100644 compendium/spells/appearance-of-wealth.md create mode 100644 compendium/spells/arcane-countermeasure.md create mode 100644 compendium/spells/artistic-flourish.md create mode 100644 compendium/spells/athletic-rush.md create mode 100644 compendium/spells/augment-summoning.md rename {Compendium => compendium}/spells/augury.md (84%) create mode 100644 compendium/spells/avatar.md create mode 100644 compendium/spells/baleful-polymorph.md create mode 100644 compendium/spells/bane.md create mode 100644 compendium/spells/banishment.md create mode 100644 compendium/spells/barkskin.md create mode 100644 compendium/spells/bind-soul.md create mode 100644 compendium/spells/bind-undead.md create mode 100644 compendium/spells/bit-of-luck.md create mode 100644 compendium/spells/black-tentacles.md rename {Compendium => compendium}/spells/blade-barrier.md (79%) create mode 100644 compendium/spells/bless.md create mode 100644 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compendium/spells/delusional-pride.md create mode 100644 compendium/spells/destructive-aura.md create mode 100644 compendium/spells/detect-alignment.md create mode 100644 compendium/spells/detect-magic.md create mode 100644 compendium/spells/detect-poison.md create mode 100644 compendium/spells/detect-scrying.md create mode 100644 compendium/spells/diabolic-edict.md create mode 100644 compendium/spells/dimension-door.md create mode 100644 compendium/spells/dimensional-anchor.md create mode 100644 compendium/spells/dimensional-lock.md create mode 100644 compendium/spells/dimensional-steps.md create mode 100644 compendium/spells/dinosaur-form.md create mode 100644 compendium/spells/dirge-of-doom.md create mode 100644 compendium/spells/disappearance.md create mode 100644 compendium/spells/discern-lies.md rename {Compendium => compendium}/spells/discern-location.md (75%) rename {Compendium => compendium}/spells/disintegrate.md (79%) create mode 100644 compendium/spells/disjunction.md 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100644 compendium/spells/floating-disk.md create mode 100644 compendium/spells/fly.md create mode 100644 compendium/spells/forbidding-ward.md create mode 100644 compendium/spells/force-bolt.md create mode 100644 compendium/spells/forced-quiet.md create mode 100644 compendium/spells/foresight.md create mode 100644 compendium/spells/freedom-of-movement.md create mode 100644 compendium/spells/gaseous-form.md create mode 100644 compendium/spells/gate.md create mode 100644 compendium/spells/gentle-repose.md create mode 100644 compendium/spells/ghost-sound.md create mode 100644 compendium/spells/ghostly-weapon.md rename {Compendium => compendium}/spells/ghoulish-cravings.md (76%) create mode 100644 compendium/spells/glibness.md create mode 100644 compendium/spells/glimpse-the-truth.md create mode 100644 compendium/spells/glitterdust.md create mode 100644 compendium/spells/globe-of-invulnerability.md create mode 100644 compendium/spells/gluttons-jaws.md create mode 100644 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compendium/spells/hideous-laughter.md create mode 100644 compendium/spells/holy-cascade.md create mode 100644 compendium/spells/horrid-wilting.md create mode 100644 compendium/spells/horrific-visage.md create mode 100644 compendium/spells/house-of-imaginary-walls.md create mode 100644 compendium/spells/humanoid-form.md create mode 100644 compendium/spells/hurtling-stone.md create mode 100644 compendium/spells/hydraulic-push.md rename {Compendium => compendium}/spells/hydraulic-torrent.md (75%) create mode 100644 compendium/spells/hypercognition.md create mode 100644 compendium/spells/hypnotic-pattern.md create mode 100644 compendium/spells/illusory-creature.md create mode 100644 compendium/spells/illusory-disguise.md create mode 100644 compendium/spells/illusory-object.md create mode 100644 compendium/spells/illusory-scene.md create mode 100644 compendium/spells/impaling-briars.md create mode 100644 compendium/spells/implosion.md create mode 100644 compendium/spells/insect-form.md create mode 100644 compendium/spells/inspire-competence.md create mode 100644 compendium/spells/inspire-courage.md create mode 100644 compendium/spells/inspire-defense.md create mode 100644 compendium/spells/inspire-heroics.md create mode 100644 compendium/spells/invisibility-cloak.md create mode 100644 compendium/spells/invisibility-sphere.md create mode 100644 compendium/spells/invisibility.md create mode 100644 compendium/spells/item-facade.md create mode 100644 compendium/spells/jealous-hex.md create mode 100644 compendium/spells/jump.md create mode 100644 compendium/spells/ki-blast.md create mode 100644 compendium/spells/ki-rush.md create mode 100644 compendium/spells/ki-strike.md create mode 100644 compendium/spells/knock.md create mode 100644 compendium/spells/know-direction.md create mode 100644 compendium/spells/know-the-enemy.md create mode 100644 compendium/spells/lay-on-hands.md create mode 100644 compendium/spells/levitate.md create mode 100644 compendium/spells/life-siphon.md create mode 100644 compendium/spells/light.md create mode 100644 compendium/spells/lightning-bolt.md create mode 100644 compendium/spells/lingering-composition.md create mode 100644 compendium/spells/litany-against-sloth.md create mode 100644 compendium/spells/litany-against-wrath.md create mode 100644 compendium/spells/litany-of-righteousness.md create mode 100644 compendium/spells/localized-quake.md create mode 100644 compendium/spells/locate.md create mode 100644 compendium/spells/lock.md create mode 100644 compendium/spells/longstrider.md create mode 100644 compendium/spells/loremasters-etude.md create mode 100644 compendium/spells/lucky-break.md rename {Compendium => compendium}/spells/mage-armor.md (78%) create mode 100644 compendium/spells/mage-hand.md create mode 100644 compendium/spells/magic-aura.md create mode 100644 compendium/spells/magic-fang.md create mode 100644 compendium/spells/magic-missile.md create mode 100644 compendium/spells/magic-mouth.md create mode 100644 compendium/spells/magic-weapon.md create mode 100644 compendium/spells/magics-vessel.md create mode 100644 compendium/spells/magnificent-mansion.md create mode 100644 compendium/spells/malignant-sustenance.md create mode 100644 compendium/spells/mariners-curse.md create mode 100644 compendium/spells/mask-of-terror.md rename {Compendium => compendium}/spells/massacre.md (76%) create mode 100644 compendium/spells/maze.md create mode 100644 compendium/spells/meld-into-stone.md create mode 100644 compendium/spells/mending.md create mode 100644 compendium/spells/message.md rename {Compendium => compendium}/spells/meteor-swarm.md (78%) create mode 100644 compendium/spells/mind-blank.md create mode 100644 compendium/spells/mind-probe.md create mode 100644 compendium/spells/mind-reading.md create mode 100644 compendium/spells/mindlink.md create mode 100644 compendium/spells/miracle.md rename {Compendium => compendium}/spells/mirror-image.md (80%) rename {Compendium => compendium}/spells/misdirection.md (77%) create mode 100644 compendium/spells/mislead.md create mode 100644 compendium/spells/modify-memory.md create mode 100644 compendium/spells/moment-of-renewal.md create mode 100644 compendium/spells/monstrosity-form.md create mode 100644 compendium/spells/moon-frenzy.md create mode 100644 compendium/spells/moonbeam.md create mode 100644 compendium/spells/mystic-beacon.md create mode 100644 compendium/spells/nature-incarnate.md create mode 100644 compendium/spells/natures-bounty.md create mode 100644 compendium/spells/natures-enmity.md create mode 100644 compendium/spells/negate-aroma.md create mode 100644 compendium/spells/neutralize-poison.md create mode 100644 compendium/spells/nightmare.md rename {Compendium => compendium}/spells/nondetection.md (76%) create mode 100644 compendium/spells/obscuring-mist.md create mode 100644 compendium/spells/outcasts-curse.md create mode 100644 compendium/spells/overstuff.md create mode 100644 compendium/spells/overwhelming-presence.md create mode 100644 compendium/spells/paralyze.md create mode 100644 compendium/spells/paranoia.md create mode 100644 compendium/spells/pass-without-trace.md rename {Compendium => compendium}/spells/passwall.md (78%) create mode 100644 compendium/spells/perfected-form.md create mode 100644 compendium/spells/perfected-mind.md create mode 100644 compendium/spells/pest-form.md create mode 100644 compendium/spells/phantasmal-calamity.md create mode 100644 compendium/spells/phantasmal-killer.md create mode 100644 compendium/spells/phantom-pain.md rename {Compendium => compendium}/spells/phantom-steed.md (85%) create mode 100644 compendium/spells/physical-boost.md rename {Compendium => compendium}/spells/plane-shift.md (80%) create mode 100644 compendium/spells/plant-form.md create mode 100644 compendium/spells/polar-ray.md create mode 100644 compendium/spells/positive-luminance.md create mode 100644 compendium/spells/possession.md create mode 100644 compendium/spells/power-word-blind.md create mode 100644 compendium/spells/power-word-kill.md create mode 100644 compendium/spells/power-word-stun.md create mode 100644 compendium/spells/precious-metals.md create mode 100644 compendium/spells/prestidigitation.md create mode 100644 compendium/spells/primal-herd.md create mode 100644 compendium/spells/primal-phenomenon.md create mode 100644 compendium/spells/primal-summons.md create mode 100644 compendium/spells/prismatic-sphere.md create mode 100644 compendium/spells/prismatic-spray.md create mode 100644 compendium/spells/prismatic-wall.md create mode 100644 compendium/spells/private-sanctum.md create mode 100644 compendium/spells/produce-flame.md create mode 100644 compendium/spells/project-image.md create mode 100644 compendium/spells/protection.md create mode 100644 compendium/spells/protective-ward.md create mode 100644 compendium/spells/protectors-sacrifice.md create mode 100644 compendium/spells/protectors-sphere.md create mode 100644 compendium/spells/prying-eye.md create mode 100644 compendium/spells/pulse-of-the-city.md create mode 100644 compendium/spells/punishing-winds.md create mode 100644 compendium/spells/purify-food-and-drink.md create mode 100644 compendium/spells/purple-worm-sting.md create mode 100644 compendium/spells/pushing-gust.md create mode 100644 compendium/spells/quivering-palm.md create mode 100644 compendium/spells/raise-dead.md create mode 100644 compendium/spells/ray-of-enfeeblement.md create mode 100644 compendium/spells/ray-of-frost.md create mode 100644 compendium/spells/read-aura.md rename {Compendium => compendium}/spells/read-fate.md (81%) create mode 100644 compendium/spells/read-omens.md create mode 100644 compendium/spells/rebuke-death.md create mode 100644 compendium/spells/regenerate.md create mode 100644 compendium/spells/remake.md rename {Compendium => compendium}/spells/remove-curse.md (75%) create mode 100644 compendium/spells/remove-disease.md create mode 100644 compendium/spells/remove-fear.md create mode 100644 compendium/spells/remove-paralysis.md rename {Compendium => compendium}/spells/repulsion.md (76%) create mode 100644 compendium/spells/resilient-sphere.md create mode 100644 compendium/spells/resist-energy.md create mode 100644 compendium/spells/resplendent-mansion.md create mode 100644 compendium/spells/restoration.md create mode 100644 compendium/spells/restore-senses.md create mode 100644 compendium/spells/retributive-pain.md rename {Compendium => compendium}/spells/retrocognition.md (93%) create mode 100644 compendium/spells/reverse-gravity.md create mode 100644 compendium/spells/revival.md rename {Compendium => compendium}/spells/righteous-might.md (77%) create mode 100644 compendium/spells/rituals/animate-object.md rename {Compendium => compendium}/spells/rituals/atone.md (81%) create mode 100644 compendium/spells/rituals/awaken-animal.md rename {Compendium => compendium}/spells/rituals/blight.md (78%) create mode 100644 compendium/spells/rituals/call-spirit.md create mode 100644 compendium/spells/rituals/commune-with-nature.md create mode 100644 compendium/spells/rituals/commune.md create mode 100644 compendium/spells/rituals/consecrate.md rename {Compendium => compendium}/spells/rituals/control-weather.md (87%) create mode 100644 compendium/spells/rituals/create-undead.md create mode 100644 compendium/spells/rituals/freedom.md create mode 100644 compendium/spells/rituals/geas.md rename {Compendium => compendium}/spells/rituals/imprisonment.md (89%) create mode 100644 compendium/spells/rituals/inveigle.md rename {Compendium => compendium}/spells/rituals/legend-lore.md (80%) create mode 100644 compendium/spells/rituals/planar-ally.md create mode 100644 compendium/spells/rituals/planar-binding.md rename {Compendium => compendium}/spells/rituals/plant-growth.md (76%) create mode 100644 compendium/spells/rituals/primal-call.md create mode 100644 compendium/spells/rituals/resurrect.md create mode 100644 compendium/spells/rituals/rituals.md create mode 100644 compendium/spells/rope-trick.md create mode 100644 compendium/spells/safeguard-secret.md rename {Compendium => compendium}/spells/sanctified-ground.md (81%) create mode 100644 compendium/spells/sanctuary.md create mode 100644 compendium/spells/savor-the-sting.md create mode 100644 compendium/spells/scholarly-recollection.md create mode 100644 compendium/spells/scintillating-pattern.md rename {Compendium => compendium}/spells/scrying.md (86%) create mode 100644 compendium/spells/searing-light.md rename {Compendium => compendium}/spells/secret-page.md (78%) create mode 100644 compendium/spells/see-invisibility.md create mode 100644 compendium/spells/sending.md create mode 100644 compendium/spells/shadow-blast.md create mode 100644 compendium/spells/shadow-siphon.md create mode 100644 compendium/spells/shadow-walk.md create mode 100644 compendium/spells/shape-stone.md create mode 100644 compendium/spells/shape-wood.md create mode 100644 compendium/spells/shapechange.md create mode 100644 compendium/spells/shared-nightmare.md create mode 100644 compendium/spells/shatter.md rename {Compendium => compendium}/spells/shield-other.md (80%) create mode 100644 compendium/spells/shield.md create mode 100644 compendium/spells/shifting-form.md create mode 100644 compendium/spells/shillelagh.md create mode 100644 compendium/spells/shocking-grasp.md create mode 100644 compendium/spells/shrink-item.md create mode 100644 compendium/spells/shrink.md create mode 100644 compendium/spells/sigil.md create mode 100644 compendium/spells/silence.md create mode 100644 compendium/spells/sleep.md create mode 100644 compendium/spells/slow.md create mode 100644 compendium/spells/solid-fog.md create mode 100644 compendium/spells/soothe.md create mode 100644 compendium/spells/soothing-ballad.md create mode 100644 compendium/spells/soothing-words.md create mode 100644 compendium/spells/sound-burst.md create mode 100644 compendium/spells/speak-with-animals.md create mode 100644 compendium/spells/speak-with-plants.md create mode 100644 compendium/spells/spectral-hand.md create mode 100644 compendium/spells/spell-immunity.md rename {Compendium => compendium}/spells/spell-turning.md (79%) create mode 100644 compendium/spells/spells.md create mode 100644 compendium/spells/spellwrack.md create mode 100644 compendium/spells/spider-climb.md create mode 100644 compendium/spells/spider-sting.md create mode 100644 compendium/spells/spirit-blast.md create mode 100644 compendium/spells/spirit-link.md rename {Compendium => compendium}/spells/spirit-song.md (80%) create mode 100644 compendium/spells/spiritual-epidemic.md create mode 100644 compendium/spells/spiritual-guardian.md create mode 100644 compendium/spells/spiritual-weapon.md create mode 100644 compendium/spells/splash-of-art.md create mode 100644 compendium/spells/stabilize.md create mode 100644 compendium/spells/status.md create mode 100644 compendium/spells/stinking-cloud.md create mode 100644 compendium/spells/stone-tell.md create mode 100644 compendium/spells/stone-to-flesh.md create mode 100644 compendium/spells/stoneskin.md create mode 100644 compendium/spells/storm-lord.md create mode 100644 compendium/spells/storm-of-vengeance.md create mode 100644 compendium/spells/stormwind-flight.md rename {Compendium => compendium}/spells/subconscious-suggestion.md (76%) create mode 100644 compendium/spells/sudden-shift.md create mode 100644 compendium/spells/suggestion.md create mode 100644 compendium/spells/summon-animal.md create mode 100644 compendium/spells/summon-celestial.md create mode 100644 compendium/spells/summon-construct.md create mode 100644 compendium/spells/summon-dragon.md create mode 100644 compendium/spells/summon-elemental.md create mode 100644 compendium/spells/summon-entity.md create mode 100644 compendium/spells/summon-fey.md create mode 100644 compendium/spells/summon-fiend.md create mode 100644 compendium/spells/summon-giant.md create mode 100644 compendium/spells/summon-plant-or-fungus.md create mode 100644 compendium/spells/sunburst.md create mode 100644 compendium/spells/swamp-of-sloth.md create mode 100644 compendium/spells/sweet-dream.md create mode 100644 compendium/spells/synaptic-pulse.md create mode 100644 compendium/spells/synesthesia.md create mode 100644 compendium/spells/take-its-course.md rename {Compendium => compendium}/spells/talking-corpse.md (85%) create mode 100644 compendium/spells/tanglefoot.md create mode 100644 compendium/spells/tangling-creepers.md create mode 100644 compendium/spells/telekinetic-haul.md create mode 100644 compendium/spells/telekinetic-maneuver.md create mode 100644 compendium/spells/telekinetic-projectile.md create mode 100644 compendium/spells/telepathic-bond.md create mode 100644 compendium/spells/telepathic-demand.md create mode 100644 compendium/spells/telepathy.md rename {Compendium => compendium}/spells/teleport.md (88%) create mode 100644 compendium/spells/tempest-surge.md create mode 100644 compendium/spells/tempt-fate.md create mode 100644 compendium/spells/tentacular-limbs.md create mode 100644 compendium/spells/tidal-surge.md rename {Compendium => compendium}/spells/time-stop.md (80%) create mode 100644 compendium/spells/tongues.md create mode 100644 compendium/spells/touch-of-idiocy.md create mode 100644 compendium/spells/touch-of-obedience.md rename {Compendium => compendium}/spells/touch-of-the-moon.md (76%) create mode 100644 compendium/spells/touch-of-undeath.md create mode 100644 compendium/spells/travelers-transit.md create mode 100644 compendium/spells/tree-shape.md rename {Compendium => compendium}/spells/tree-stride.md (79%) rename {Compendium => compendium}/spells/tricksters-twin.md (75%) create mode 100644 compendium/spells/triple-time.md create mode 100644 compendium/spells/true-seeing.md create mode 100644 compendium/spells/true-strike.md create mode 100644 compendium/spells/true-target.md create mode 100644 compendium/spells/uncontrollable-dance.md create mode 100644 compendium/spells/undeaths-blessing.md create mode 100644 compendium/spells/undetectable-alignment.md create mode 100644 compendium/spells/unfathomable-song.md rename {Compendium => compendium}/spells/unfettered-pack.md (78%) create mode 100644 compendium/spells/unimpeded-stride.md create mode 100644 compendium/spells/unity.md rename {Compendium => compendium}/spells/unrelenting-observation.md (78%) create mode 100644 compendium/spells/unseen-servant.md create mode 100644 compendium/spells/unusual-anatomy.md create mode 100644 compendium/spells/vampiric-exsanguination.md create mode 100644 compendium/spells/vampiric-touch.md create mode 100644 compendium/spells/veil-of-confidence.md create mode 100644 compendium/spells/veil.md create mode 100644 compendium/spells/ventriloquism.md create mode 100644 compendium/spells/vibrant-pattern.md create mode 100644 compendium/spells/vibrant-thorns.md create mode 100644 compendium/spells/vigilant-eye.md create mode 100644 compendium/spells/visions-of-danger.md create mode 100644 compendium/spells/vital-beacon.md create mode 100644 compendium/spells/volcanic-eruption.md create mode 100644 compendium/spells/wail-of-the-banshee.md create mode 100644 compendium/spells/waking-nightmare.md create mode 100644 compendium/spells/wall-of-fire.md create mode 100644 compendium/spells/wall-of-force.md rename {Compendium => compendium}/spells/wall-of-ice.md (82%) rename {Compendium => compendium}/spells/wall-of-stone.md (78%) rename {Compendium => compendium}/spells/wall-of-thorns.md (83%) rename {Compendium => compendium}/spells/wall-of-wind.md (86%) create mode 100644 compendium/spells/wanderers-guide.md create mode 100644 compendium/spells/warp-mind.md create mode 100644 compendium/spells/warped-terrain.md create mode 100644 compendium/spells/water-breathing.md create mode 100644 compendium/spells/water-walk.md create mode 100644 compendium/spells/weapon-of-judgment.md rename {Compendium => compendium}/spells/weapon-storm.md (82%) create mode 100644 compendium/spells/weapon-surge.md create mode 100644 compendium/spells/web.md create mode 100644 compendium/spells/weird.md create mode 100644 compendium/spells/wholeness-of-body.md create mode 100644 compendium/spells/wild-morph.md create mode 100644 compendium/spells/wild-shape.md create mode 100644 compendium/spells/wild-winds-stance.md create mode 100644 compendium/spells/wind-jump.md create mode 100644 compendium/spells/wind-walk.md create mode 100644 compendium/spells/wish.md create mode 100644 compendium/spells/word-of-freedom.md create mode 100644 compendium/spells/word-of-truth.md create mode 100644 compendium/spells/youre-mine.md create mode 100644 compendium/spells/zeal-for-battle.md create mode 100644 compendium/spells/zealous-conviction.md create mode 100644 compendium/spells/zone-of-truth.md rename {Rules => rules}/abilities/all-around-vision.md (100%) create mode 100644 rules/abilities/aquatic-ambush.md rename {Rules => rules}/abilities/at-will-spells.md (100%) create mode 100644 rules/abilities/attack-of-opportunity.md rename {Rules => rules}/abilities/aura.md (100%) create mode 100644 rules/abilities/bloody.md create mode 100644 rules/abilities/buck.md rename {Rules => rules}/abilities/catch-rock.md (87%) create mode 100644 rules/abilities/change-shape.md create mode 100644 rules/abilities/collapse.md rename {Rules => rules}/abilities/constant-spells.md (100%) create mode 100644 rules/abilities/constrict.md create mode 100644 rules/abilities/corrupting-gaze.md create mode 100644 rules/abilities/coven.md create mode 100644 rules/abilities/curse-of-the-werecreature.md create mode 100644 rules/abilities/darkvision.md rename {Rules => rules}/abilities/disease.md (100%) create mode 100644 rules/abilities/draining-touch.md create mode 100644 rules/abilities/engulf.md rename {Rules => rules}/abilities/explosive-death.md (100%) rename {Rules => rules}/abilities/fast-healing.md (100%) create mode 100644 rules/abilities/ferocity.md create mode 100644 rules/abilities/frightful-moan.md create mode 100644 rules/abilities/frightful-presence.md create mode 100644 rules/abilities/golem-antimagic.md create mode 100644 rules/abilities/grab.md create mode 100644 rules/abilities/greater-constrict.md create mode 100644 rules/abilities/improved-grab.md create mode 100644 rules/abilities/improved-knockdown.md create mode 100644 rules/abilities/improved-push.md create mode 100644 rules/abilities/inhabit-object.md create mode 100644 rules/abilities/knockdown.md rename {Rules => rules}/abilities/lifesense.md (100%) create mode 100644 rules/abilities/light-blindness.md create mode 100644 rules/abilities/low-light-vision.md create mode 100644 rules/abilities/malevolent-possession.md create mode 100644 rules/abilities/moon-frenzy.md rename {Rules => rules}/abilities/poison.md (100%) rename {Rules => rules}/abilities/push.md (82%) create mode 100644 rules/abilities/regeneration.md create mode 100644 rules/abilities/rejuvenation-ghost.md create mode 100644 rules/abilities/rend.md create mode 100644 rules/abilities/retributive-strike.md create mode 100644 rules/abilities/scent.md create mode 100644 rules/abilities/screaming-skull.md create mode 100644 rules/abilities/shield-block.md create mode 100644 rules/abilities/site-bound.md create mode 100644 rules/abilities/sneak-attack.md create mode 100644 rules/abilities/swallow-whole.md rename {Rules => rules}/abilities/swarm-mind.md (100%) create mode 100644 rules/abilities/telekinetic-assault.md create mode 100644 rules/abilities/telepathy.md create mode 100644 rules/abilities/throw-rock.md create mode 100644 rules/abilities/trample.md rename {Rules => rules}/abilities/tremorsense.md (100%) rename {Rules => rules}/abilities/wavesense.md (100%) create mode 100644 rules/actions/actions.md create mode 100644 rules/actions/activate-an-item.md create mode 100644 rules/actions/administer-first-aid.md create mode 100644 rules/actions/affix-a-talisman.md rename {Rules => rules}/actions/aid.md (94%) create mode 100644 rules/actions/arrest-a-fall.md create mode 100644 rules/actions/attack-of-opportunity.md rename {Rules => rules}/actions/avert-gaze.md (81%) create mode 100644 rules/actions/avoid-notice.md create mode 100644 rules/actions/balance.md rename {Rules => rules}/actions/borrow-an-arcane-spell.md (75%) rename {Rules => rules}/actions/burrow.md (78%) create mode 100644 rules/actions/call-on-ancient-blood.md create mode 100644 rules/actions/cast-a-spell.md rename {Rules => rules}/actions/climb.md (75%) create mode 100644 rules/actions/coerce.md create mode 100644 rules/actions/command-an-animal.md create mode 100644 rules/actions/conceal-an-object.md create mode 100644 rules/actions/cover-tracks.md create mode 100644 rules/actions/craft.md create mode 100644 rules/actions/crawl.md create mode 100644 rules/actions/create-a-diversion.md create 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mode 100644 rules/actions/treat-poison.md create mode 100644 rules/actions/treat-wounds.md create mode 100644 rules/actions/trip.md create mode 100644 rules/actions/tumble-through.md create mode 100644 rules/assets/img/delay.svg rename {Rules => rules}/assets/img/hour-glass.svg (82%) rename {Rules => rules}/assets/img/load.svg (84%) create mode 100644 rules/assets/img/reaction.svg create mode 100644 rules/assets/img/single_action.svg rename {Rules => rules}/assets/img/three_actions.svg (75%) create mode 100644 rules/assets/img/two_actions.svg create mode 100644 rules/conditions.md create mode 100644 rules/core-rulebook/appendix-a-conditions-appendix.md rename {Rules => rules}/core-rulebook/chapter-1-introduction.md (91%) rename {Rules => rules}/core-rulebook/chapter-10-game-mastering.md (83%) rename {Rules => rules}/core-rulebook/chapter-11-crafting-treasure.md (75%) rename {Rules => rules}/core-rulebook/chapter-2-ancestries-backgrounds.md (92%) rename {Rules => 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create mode 100644 rules/tables/secret-language.md create mode 100644 rules/tables/shields.md create mode 100644 rules/tables/simple-dcs.md create mode 100644 rules/tables/size-and-reach.md create mode 100644 rules/tables/skills-key-abilities-and-actions.md create mode 100644 rules/tables/spellcasting-services.md create mode 100644 rules/tables/temperature-effects.md create mode 100644 rules/tables/the-nine-alignments.md create mode 100644 rules/tables/travel-speed.md create mode 100644 rules/tables/unarmed-attacks.md create mode 100644 rules/tables/unarmored-defense.md create mode 100644 rules/tables/uncommon-adventuring-gear.md create mode 100644 rules/tables/uncommon-languages.md create mode 100644 rules/tables/watches-and-rest.md create mode 100644 rules/tables/weapon-upgrade-price.md create mode 100644 rules/tables/xp-awards.md rename {Rules => rules}/traits/aberration.md (100%) create mode 100644 rules/traits/abjuration.md rename {Rules => rules}/traits/acid.md (100%) create mode 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rules}/traits/mutagen.md (100%) create mode 100644 rules/traits/necromancy.md create mode 100644 rules/traits/negative.md create mode 100644 rules/traits/noisy.md rename {Rules => rules}/traits/nonlethal.md (100%) rename {Rules => rules}/traits/oath.md (100%) rename {Rules => rules}/traits/occult.md (92%) rename {Rules => rules}/traits/oil.md (100%) rename {Rules => rules}/traits/ooze.md (100%) rename {Rules => rules}/traits/open.md (100%) create mode 100644 rules/traits/orc.md rename {Rules => rules}/traits/parry.md (100%) rename {Rules => rules}/traits/plant.md (100%) rename {Rules => rules}/traits/poison.md (100%) create mode 100644 rules/traits/polymorph.md create mode 100644 rules/traits/positive.md rename {Rules => rules}/traits/possession.md (100%) rename {Rules => rules}/traits/potion.md (100%) rename {Rules => rules}/traits/precious.md (100%) rename {Rules => rules}/traits/prediction.md (77%) rename {Rules => rules}/traits/press.md (100%) rename {Rules => 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rules}/traits/splash.md (100%) rename {Rules => rules}/traits/staff.md (100%) rename {Rules => rules}/traits/stance.md (100%) rename {Rules => rules}/traits/structure.md (100%) create mode 100644 rules/traits/summoned.md rename {Rules => rules}/traits/sweep.md (100%) rename {Rules => rules}/traits/talisman.md (100%) rename {Rules => rules}/traits/teleportation.md (100%) rename {Rules => rules}/traits/thrown.md (100%) create mode 100644 rules/traits/traits.md create mode 100644 rules/traits/transmutation.md rename {Rules => rules}/traits/trap.md (100%) create mode 100644 rules/traits/trip.md rename {Rules => rules}/traits/twin.md (100%) rename {Rules => rules}/traits/two-hand.md (100%) rename {Rules => rules}/traits/unarmed.md (76%) create mode 100644 rules/traits/uncommon.md rename {Rules => rules}/traits/undead.md (100%) create mode 100644 rules/traits/unique.md rename {Rules => rules}/traits/versatile.md (100%) rename {Rules => rules}/traits/virulent.md (100%) rename {Rules => rules}/traits/visual.md (100%) rename {Rules => rules}/traits/volley.md (100%) rename {Rules => rules}/traits/wand.md (100%) create mode 100644 rules/traits/water.md rename {Rules => rules}/traits/wizard.md (100%) create mode 100644 src-index.json diff --git a/.gitignore b/.gitignore index 8fcfc13c2..f024eac2c 100644 --- a/.gitignore +++ b/.gitignore @@ -1,12 +1,6 @@ # IDE and Obsidian /.obsidian/ -<<<<<<< Updated upstream /.vscode/ /.idea/ /.trash/ -======= -.vscode -.trash -/.idea/ ->>>>>>> Stashed changes diff --git a/Bestiary/bestiary-1/aasimar-redeemer.md b/Bestiary/bestiary-1/aasimar-redeemer.md index a75842814..ccb8fd52f 100644 --- a/Bestiary/bestiary-1/aasimar-redeemer.md +++ b/Bestiary/bestiary-1/aasimar-redeemer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Aasimar Redeemer" tags: diff --git a/Bestiary/bestiary-1/adamantine-golem.md b/Bestiary/bestiary-1/adamantine-golem.md index ebe870891..fb0e696d7 100644 --- a/Bestiary/bestiary-1/adamantine-golem.md +++ b/Bestiary/bestiary-1/adamantine-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adamantine Golem" tags: diff --git a/Bestiary/bestiary-1/adult-black-dragon.md b/Bestiary/bestiary-1/adult-black-dragon.md index 4f80ef956..7cc2b116e 100644 --- a/Bestiary/bestiary-1/adult-black-dragon.md +++ b/Bestiary/bestiary-1/adult-black-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Black Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-blue-dragon.md b/Bestiary/bestiary-1/adult-blue-dragon.md index 74a9c75f7..226ad901c 100644 --- a/Bestiary/bestiary-1/adult-blue-dragon.md +++ b/Bestiary/bestiary-1/adult-blue-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Blue Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-brass-dragon.md b/Bestiary/bestiary-1/adult-brass-dragon.md index fa854245d..724113279 100644 --- a/Bestiary/bestiary-1/adult-brass-dragon.md +++ b/Bestiary/bestiary-1/adult-brass-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Brass Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-bronze-dragon.md b/Bestiary/bestiary-1/adult-bronze-dragon.md index 45c7d6b26..96ff1c4b5 100644 --- a/Bestiary/bestiary-1/adult-bronze-dragon.md +++ b/Bestiary/bestiary-1/adult-bronze-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Bronze Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-copper-dragon.md b/Bestiary/bestiary-1/adult-copper-dragon.md index fcf666600..7dd700511 100644 --- a/Bestiary/bestiary-1/adult-copper-dragon.md +++ b/Bestiary/bestiary-1/adult-copper-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Copper Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-gold-dragon.md b/Bestiary/bestiary-1/adult-gold-dragon.md index 63a976b2c..fa43790ba 100644 --- a/Bestiary/bestiary-1/adult-gold-dragon.md +++ b/Bestiary/bestiary-1/adult-gold-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Gold Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-green-dragon.md b/Bestiary/bestiary-1/adult-green-dragon.md index c433e0f24..e5c5519d9 100644 --- a/Bestiary/bestiary-1/adult-green-dragon.md +++ b/Bestiary/bestiary-1/adult-green-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Green Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-red-dragon.md b/Bestiary/bestiary-1/adult-red-dragon.md index 952965876..3fb93e072 100644 --- a/Bestiary/bestiary-1/adult-red-dragon.md +++ b/Bestiary/bestiary-1/adult-red-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Red Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-silver-dragon.md b/Bestiary/bestiary-1/adult-silver-dragon.md index 2ea3a2562..133ba4005 100644 --- a/Bestiary/bestiary-1/adult-silver-dragon.md +++ b/Bestiary/bestiary-1/adult-silver-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Silver Dragon" tags: diff --git a/Bestiary/bestiary-1/adult-white-dragon.md b/Bestiary/bestiary-1/adult-white-dragon.md index 90bd239ec..f8cda61a2 100644 --- a/Bestiary/bestiary-1/adult-white-dragon.md +++ b/Bestiary/bestiary-1/adult-white-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult White Dragon" tags: diff --git a/Bestiary/bestiary-1/air-mephit.md b/Bestiary/bestiary-1/air-mephit.md index 399d073e2..8ad622678 100644 --- a/Bestiary/bestiary-1/air-mephit.md +++ b/Bestiary/bestiary-1/air-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Air Mephit" tags: diff --git a/Bestiary/bestiary-1/alchemical-golem.md b/Bestiary/bestiary-1/alchemical-golem.md index dabf7bb02..592340098 100644 --- a/Bestiary/bestiary-1/alchemical-golem.md +++ b/Bestiary/bestiary-1/alchemical-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Alchemical Golem" tags: diff --git a/Bestiary/bestiary-1/alghollthu-master.md b/Bestiary/bestiary-1/alghollthu-master.md index 053c23026..d14c19b3c 100644 --- a/Bestiary/bestiary-1/alghollthu-master.md +++ b/Bestiary/bestiary-1/alghollthu-master.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Alghollthu Master" tags: diff --git a/Bestiary/bestiary-1/ancient-black-dragon.md b/Bestiary/bestiary-1/ancient-black-dragon.md index 74d9e65c1..514c0f600 100644 --- a/Bestiary/bestiary-1/ancient-black-dragon.md +++ b/Bestiary/bestiary-1/ancient-black-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Black Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-blue-dragon.md b/Bestiary/bestiary-1/ancient-blue-dragon.md index 8f9ba2967..a84ed4b83 100644 --- a/Bestiary/bestiary-1/ancient-blue-dragon.md +++ b/Bestiary/bestiary-1/ancient-blue-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Blue Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-brass-dragon.md b/Bestiary/bestiary-1/ancient-brass-dragon.md index b5da70d57..197549234 100644 --- a/Bestiary/bestiary-1/ancient-brass-dragon.md +++ b/Bestiary/bestiary-1/ancient-brass-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Brass Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-bronze-dragon.md b/Bestiary/bestiary-1/ancient-bronze-dragon.md index b301cf8bc..e04b21a08 100644 --- a/Bestiary/bestiary-1/ancient-bronze-dragon.md +++ b/Bestiary/bestiary-1/ancient-bronze-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Bronze Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-copper-dragon.md b/Bestiary/bestiary-1/ancient-copper-dragon.md index 1ae99b218..20704c8a6 100644 --- a/Bestiary/bestiary-1/ancient-copper-dragon.md +++ b/Bestiary/bestiary-1/ancient-copper-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Copper Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-gold-dragon.md b/Bestiary/bestiary-1/ancient-gold-dragon.md index d66b6d273..b85d65035 100644 --- a/Bestiary/bestiary-1/ancient-gold-dragon.md +++ b/Bestiary/bestiary-1/ancient-gold-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Gold Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-green-dragon.md b/Bestiary/bestiary-1/ancient-green-dragon.md index 9d0ccc62c..d301f1647 100644 --- a/Bestiary/bestiary-1/ancient-green-dragon.md +++ b/Bestiary/bestiary-1/ancient-green-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Green Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-red-dragon.md b/Bestiary/bestiary-1/ancient-red-dragon.md index 63faf7540..fa37c4e49 100644 --- a/Bestiary/bestiary-1/ancient-red-dragon.md +++ b/Bestiary/bestiary-1/ancient-red-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Red Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-silver-dragon.md b/Bestiary/bestiary-1/ancient-silver-dragon.md index e796f05f7..a1f77e3e2 100644 --- a/Bestiary/bestiary-1/ancient-silver-dragon.md +++ b/Bestiary/bestiary-1/ancient-silver-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Silver Dragon" tags: diff --git a/Bestiary/bestiary-1/ancient-white-dragon.md b/Bestiary/bestiary-1/ancient-white-dragon.md index f8606e53a..34d02d864 100644 --- a/Bestiary/bestiary-1/ancient-white-dragon.md +++ b/Bestiary/bestiary-1/ancient-white-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient White Dragon" tags: diff --git a/Bestiary/bestiary-1/animated-armor.md b/Bestiary/bestiary-1/animated-armor.md index 221e698c9..b4f605cb7 100644 --- a/Bestiary/bestiary-1/animated-armor.md +++ b/Bestiary/bestiary-1/animated-armor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animated Armor" tags: diff --git a/Bestiary/bestiary-1/animated-broom.md b/Bestiary/bestiary-1/animated-broom.md index e12b6e009..fab288011 100644 --- a/Bestiary/bestiary-1/animated-broom.md +++ b/Bestiary/bestiary-1/animated-broom.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animated Broom" tags: diff --git a/Bestiary/bestiary-1/animated-statue.md b/Bestiary/bestiary-1/animated-statue.md index 8df78c015..da52f26f2 100644 --- a/Bestiary/bestiary-1/animated-statue.md +++ b/Bestiary/bestiary-1/animated-statue.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animated Statue" tags: diff --git a/Bestiary/bestiary-1/ankhrav.md b/Bestiary/bestiary-1/ankhrav.md index b4378b9d7..b6eebd0e4 100644 --- a/Bestiary/bestiary-1/ankhrav.md +++ b/Bestiary/bestiary-1/ankhrav.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ankhrav" tags: diff --git a/Bestiary/bestiary-1/ankylosaurus.md b/Bestiary/bestiary-1/ankylosaurus.md index 77795475b..29aabe265 100644 --- a/Bestiary/bestiary-1/ankylosaurus.md +++ b/Bestiary/bestiary-1/ankylosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ankylosaurus" tags: diff --git a/Bestiary/bestiary-1/annis-hag.md b/Bestiary/bestiary-1/annis-hag.md index 11fabc8f0..f40ed53d9 100644 --- a/Bestiary/bestiary-1/annis-hag.md +++ b/Bestiary/bestiary-1/annis-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Annis Hag" tags: diff --git a/Bestiary/bestiary-1/arbiter.md b/Bestiary/bestiary-1/arbiter.md index fde02e342..1cb8023da 100644 --- a/Bestiary/bestiary-1/arbiter.md +++ b/Bestiary/bestiary-1/arbiter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Arbiter" tags: diff --git a/Bestiary/bestiary-1/arboreal-regent.md b/Bestiary/bestiary-1/arboreal-regent.md index 0aefdc85d..6dd977af4 100644 --- a/Bestiary/bestiary-1/arboreal-regent.md +++ b/Bestiary/bestiary-1/arboreal-regent.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Arboreal Regent" tags: diff --git a/Bestiary/bestiary-1/arboreal-warden.md b/Bestiary/bestiary-1/arboreal-warden.md index 650b77a1f..777b039a0 100644 --- a/Bestiary/bestiary-1/arboreal-warden.md +++ b/Bestiary/bestiary-1/arboreal-warden.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Arboreal Warden" tags: diff --git a/Bestiary/bestiary-1/astradaemon.md b/Bestiary/bestiary-1/astradaemon.md index 7e1f9ecc2..97d3f7bb9 100644 --- a/Bestiary/bestiary-1/astradaemon.md +++ b/Bestiary/bestiary-1/astradaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Astradaemon" tags: diff --git a/Bestiary/bestiary-1/astral-deva.md b/Bestiary/bestiary-1/astral-deva.md index 610ea3c6c..5b7766191 100644 --- a/Bestiary/bestiary-1/astral-deva.md +++ b/Bestiary/bestiary-1/astral-deva.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Astral Deva" tags: diff --git a/Bestiary/bestiary-1/awakened-tree.md b/Bestiary/bestiary-1/awakened-tree.md index 0e506ea23..1355bf778 100644 --- a/Bestiary/bestiary-1/awakened-tree.md +++ b/Bestiary/bestiary-1/awakened-tree.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Awakened Tree" tags: diff --git a/Bestiary/bestiary-1/axiomite.md b/Bestiary/bestiary-1/axiomite.md index 7ba004bd5..58cd849b0 100644 --- a/Bestiary/bestiary-1/axiomite.md +++ b/Bestiary/bestiary-1/axiomite.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Axiomite" tags: diff --git a/Bestiary/bestiary-1/azure-worm.md b/Bestiary/bestiary-1/azure-worm.md index 1194c447b..5414c729d 100644 --- a/Bestiary/bestiary-1/azure-worm.md +++ b/Bestiary/bestiary-1/azure-worm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Azure Worm" tags: diff --git a/Bestiary/bestiary-1/balisse.md b/Bestiary/bestiary-1/balisse.md index d3037f73c..9d61e3823 100644 --- a/Bestiary/bestiary-1/balisse.md +++ b/Bestiary/bestiary-1/balisse.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Balisse" tags: diff --git a/Bestiary/bestiary-1/ball-python.md b/Bestiary/bestiary-1/ball-python.md index b36eac607..fb6d9b277 100644 --- a/Bestiary/bestiary-1/ball-python.md +++ b/Bestiary/bestiary-1/ball-python.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ball Python" tags: diff --git a/Bestiary/bestiary-1/balor.md b/Bestiary/bestiary-1/balor.md index 6bbfe44f4..7ab559cbe 100644 --- a/Bestiary/bestiary-1/balor.md +++ b/Bestiary/bestiary-1/balor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Balor" tags: diff --git a/Bestiary/bestiary-1/banshee.md b/Bestiary/bestiary-1/banshee.md index a715ef8b7..f30557768 100644 --- a/Bestiary/bestiary-1/banshee.md +++ b/Bestiary/bestiary-1/banshee.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Banshee" tags: diff --git a/Bestiary/bestiary-1/baomal.md b/Bestiary/bestiary-1/baomal.md index 2e03b91c3..4b9d759fb 100644 --- a/Bestiary/bestiary-1/baomal.md +++ b/Bestiary/bestiary-1/baomal.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Baomal" tags: diff --git a/Bestiary/bestiary-1/barbazu.md b/Bestiary/bestiary-1/barbazu.md index 82a14746d..5693d7fe4 100644 --- a/Bestiary/bestiary-1/barbazu.md +++ b/Bestiary/bestiary-1/barbazu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Barbazu" tags: diff --git a/Bestiary/bestiary-1/barghest.md b/Bestiary/bestiary-1/barghest.md index 51b187d22..e50a9ce5b 100644 --- a/Bestiary/bestiary-1/barghest.md +++ b/Bestiary/bestiary-1/barghest.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Barghest" tags: diff --git a/Bestiary/bestiary-1/basilisk.md b/Bestiary/bestiary-1/basilisk.md index 6e35e4bd9..ba92e0df2 100644 --- a/Bestiary/bestiary-1/basilisk.md +++ b/Bestiary/bestiary-1/basilisk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Basilisk" tags: diff --git a/Bestiary/bestiary-1/black-pudding.md b/Bestiary/bestiary-1/black-pudding.md index ba80debf1..ece190341 100644 --- a/Bestiary/bestiary-1/black-pudding.md +++ b/Bestiary/bestiary-1/black-pudding.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Black Pudding" tags: diff --git a/Bestiary/bestiary-1/bloodseeker.md b/Bestiary/bestiary-1/bloodseeker.md index 5c96ab928..322e04dbd 100644 --- a/Bestiary/bestiary-1/bloodseeker.md +++ b/Bestiary/bestiary-1/bloodseeker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bloodseeker" tags: diff --git a/Bestiary/bestiary-1/boar.md b/Bestiary/bestiary-1/boar.md index 4ae30ddb1..15fc6192b 100644 --- a/Bestiary/bestiary-1/boar.md +++ b/Bestiary/bestiary-1/boar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Boar" tags: diff --git a/Bestiary/bestiary-1/boggard-scout.md b/Bestiary/bestiary-1/boggard-scout.md index 438c2432f..b01e2f251 100644 --- a/Bestiary/bestiary-1/boggard-scout.md +++ b/Bestiary/bestiary-1/boggard-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Boggard Scout" tags: diff --git a/Bestiary/bestiary-1/boggard-swampseer.md b/Bestiary/bestiary-1/boggard-swampseer.md index 4d2b017ea..56ffe8614 100644 --- a/Bestiary/bestiary-1/boggard-swampseer.md +++ b/Bestiary/bestiary-1/boggard-swampseer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Boggard Swampseer" tags: diff --git a/Bestiary/bestiary-1/boggard-warrior.md b/Bestiary/bestiary-1/boggard-warrior.md index ea641cc8e..e00d8e2b2 100644 --- a/Bestiary/bestiary-1/boggard-warrior.md +++ b/Bestiary/bestiary-1/boggard-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Boggard Warrior" tags: diff --git a/Bestiary/bestiary-1/brain-collector.md b/Bestiary/bestiary-1/brain-collector.md index e1bc68fcb..9cb6e4d2c 100644 --- a/Bestiary/bestiary-1/brain-collector.md +++ b/Bestiary/bestiary-1/brain-collector.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Brain Collector" tags: diff --git a/Bestiary/bestiary-1/brine-shark.md b/Bestiary/bestiary-1/brine-shark.md index 9d85fdb7b..e64748e30 100644 --- a/Bestiary/bestiary-1/brine-shark.md +++ b/Bestiary/bestiary-1/brine-shark.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Brine Shark" tags: diff --git a/Bestiary/bestiary-1/brontosaurus.md b/Bestiary/bestiary-1/brontosaurus.md index d9cf39848..f77e4bad9 100644 --- a/Bestiary/bestiary-1/brontosaurus.md +++ b/Bestiary/bestiary-1/brontosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Brontosaurus" tags: diff --git a/Bestiary/bestiary-1/bugbear-thug.md b/Bestiary/bestiary-1/bugbear-thug.md index fbd460fd6..a027826d4 100644 --- a/Bestiary/bestiary-1/bugbear-thug.md +++ b/Bestiary/bestiary-1/bugbear-thug.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bugbear Thug" tags: diff --git a/Bestiary/bestiary-1/bugbear-tormentor.md b/Bestiary/bestiary-1/bugbear-tormentor.md index 4a605a6fa..7b0812e46 100644 --- a/Bestiary/bestiary-1/bugbear-tormentor.md +++ b/Bestiary/bestiary-1/bugbear-tormentor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bugbear Tormentor" tags: diff --git a/Bestiary/bestiary-1/bulette.md b/Bestiary/bestiary-1/bulette.md index a46005932..3151832bd 100644 --- a/Bestiary/bestiary-1/bulette.md +++ b/Bestiary/bestiary-1/bulette.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bulette" tags: diff --git a/Bestiary/bestiary-1/bunyip.md b/Bestiary/bestiary-1/bunyip.md index 2c5440ad3..fb8ba2529 100644 --- a/Bestiary/bestiary-1/bunyip.md +++ b/Bestiary/bestiary-1/bunyip.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bunyip" tags: diff --git a/Bestiary/bestiary-1/cacodaemon.md b/Bestiary/bestiary-1/cacodaemon.md index d794c908b..3d0ac6b7b 100644 --- a/Bestiary/bestiary-1/cacodaemon.md +++ b/Bestiary/bestiary-1/cacodaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cacodaemon" tags: diff --git a/Bestiary/bestiary-1/caligni-creeper.md b/Bestiary/bestiary-1/caligni-creeper.md index 043f8ee85..df54c0117 100644 --- a/Bestiary/bestiary-1/caligni-creeper.md +++ b/Bestiary/bestiary-1/caligni-creeper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Caligni Creeper" tags: diff --git a/Bestiary/bestiary-1/caligni-dancer.md b/Bestiary/bestiary-1/caligni-dancer.md index 424b2fa12..67dcf318b 100644 --- a/Bestiary/bestiary-1/caligni-dancer.md +++ b/Bestiary/bestiary-1/caligni-dancer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Caligni Dancer" tags: diff --git a/Bestiary/bestiary-1/caligni-stalker.md b/Bestiary/bestiary-1/caligni-stalker.md index 74330a9b5..253617ad7 100644 --- a/Bestiary/bestiary-1/caligni-stalker.md +++ b/Bestiary/bestiary-1/caligni-stalker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Caligni Stalker" tags: diff --git a/Bestiary/bestiary-1/cassisian.md b/Bestiary/bestiary-1/cassisian.md index d8a158a32..6ca5f8714 100644 --- a/Bestiary/bestiary-1/cassisian.md +++ b/Bestiary/bestiary-1/cassisian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cassisian" tags: diff --git a/Bestiary/bestiary-1/catfolk-pouncer.md b/Bestiary/bestiary-1/catfolk-pouncer.md index 33edf01bb..ed85ac9e0 100644 --- a/Bestiary/bestiary-1/catfolk-pouncer.md +++ b/Bestiary/bestiary-1/catfolk-pouncer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Catfolk Pouncer" tags: diff --git a/Bestiary/bestiary-1/cauthooj.md b/Bestiary/bestiary-1/cauthooj.md index 61cd34109..6482c2af5 100644 --- a/Bestiary/bestiary-1/cauthooj.md +++ b/Bestiary/bestiary-1/cauthooj.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cauthooj" tags: diff --git a/Bestiary/bestiary-1/cave-bear.md b/Bestiary/bestiary-1/cave-bear.md index eec840013..8af685611 100644 --- a/Bestiary/bestiary-1/cave-bear.md +++ b/Bestiary/bestiary-1/cave-bear.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cave Bear" tags: diff --git a/Bestiary/bestiary-1/centaur.md b/Bestiary/bestiary-1/centaur.md index c33525525..76eb69a8f 100644 --- a/Bestiary/bestiary-1/centaur.md +++ b/Bestiary/bestiary-1/centaur.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Centaur" tags: diff --git a/Bestiary/bestiary-1/centipede-swarm.md b/Bestiary/bestiary-1/centipede-swarm.md index 98ba9a307..b0275f874 100644 --- a/Bestiary/bestiary-1/centipede-swarm.md +++ b/Bestiary/bestiary-1/centipede-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Centipede Swarm" tags: diff --git a/Bestiary/bestiary-1/ceustodaemon.md b/Bestiary/bestiary-1/ceustodaemon.md index f8e4fcc53..ed26cea3d 100644 --- a/Bestiary/bestiary-1/ceustodaemon.md +++ b/Bestiary/bestiary-1/ceustodaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ceustodaemon" tags: diff --git a/Bestiary/bestiary-1/changeling-exile.md b/Bestiary/bestiary-1/changeling-exile.md index c39a1bf46..112ec57b5 100644 --- a/Bestiary/bestiary-1/changeling-exile.md +++ b/Bestiary/bestiary-1/changeling-exile.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Changeling Exile" tags: diff --git a/Bestiary/bestiary-1/chimera.md b/Bestiary/bestiary-1/chimera.md index 0bebfab8f..ab9af6f3a 100644 --- a/Bestiary/bestiary-1/chimera.md +++ b/Bestiary/bestiary-1/chimera.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Chimera" tags: diff --git a/Bestiary/bestiary-1/choral.md b/Bestiary/bestiary-1/choral.md index 870a7ddc7..de25e47ee 100644 --- a/Bestiary/bestiary-1/choral.md +++ b/Bestiary/bestiary-1/choral.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Choral" tags: diff --git a/Bestiary/bestiary-1/chuul.md b/Bestiary/bestiary-1/chuul.md index 2a85cb12c..9ed237a7b 100644 --- a/Bestiary/bestiary-1/chuul.md +++ b/Bestiary/bestiary-1/chuul.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Chuul" tags: diff --git a/Bestiary/bestiary-1/cinder-rat.md b/Bestiary/bestiary-1/cinder-rat.md index dd75c035c..6df3a70ec 100644 --- a/Bestiary/bestiary-1/cinder-rat.md +++ b/Bestiary/bestiary-1/cinder-rat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cinder Rat" tags: diff --git a/Bestiary/bestiary-1/clay-golem.md b/Bestiary/bestiary-1/clay-golem.md index 8d25ab56c..b0d724976 100644 --- a/Bestiary/bestiary-1/clay-golem.md +++ b/Bestiary/bestiary-1/clay-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Clay Golem" tags: diff --git a/Bestiary/bestiary-1/cloaker.md b/Bestiary/bestiary-1/cloaker.md index 755acb82d..b664102e1 100644 --- a/Bestiary/bestiary-1/cloaker.md +++ b/Bestiary/bestiary-1/cloaker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cloaker" tags: diff --git a/Bestiary/bestiary-1/cloud-giant.md b/Bestiary/bestiary-1/cloud-giant.md index 4307629f9..fd01fd287 100644 --- a/Bestiary/bestiary-1/cloud-giant.md +++ b/Bestiary/bestiary-1/cloud-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cloud Giant" tags: diff --git a/Bestiary/bestiary-1/cockatrice.md b/Bestiary/bestiary-1/cockatrice.md index 9708e23c9..a33239e31 100644 --- a/Bestiary/bestiary-1/cockatrice.md +++ b/Bestiary/bestiary-1/cockatrice.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cockatrice" tags: diff --git a/Bestiary/bestiary-1/crag-linnorm.md b/Bestiary/bestiary-1/crag-linnorm.md index 45ebe4102..e291d4ccd 100644 --- a/Bestiary/bestiary-1/crag-linnorm.md +++ b/Bestiary/bestiary-1/crag-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Crag Linnorm" tags: diff --git a/Bestiary/bestiary-1/crimson-worm.md b/Bestiary/bestiary-1/crimson-worm.md index 669558877..93a32ed9a 100644 --- a/Bestiary/bestiary-1/crimson-worm.md +++ b/Bestiary/bestiary-1/crimson-worm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Crimson Worm" tags: diff --git a/Bestiary/bestiary-1/crocodile.md b/Bestiary/bestiary-1/crocodile.md index 911106aaa..51bcac2a7 100644 --- a/Bestiary/bestiary-1/crocodile.md +++ b/Bestiary/bestiary-1/crocodile.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Crocodile" tags: diff --git a/Bestiary/bestiary-1/cyclops.md b/Bestiary/bestiary-1/cyclops.md index 2a303dad6..636c87096 100644 --- a/Bestiary/bestiary-1/cyclops.md +++ b/Bestiary/bestiary-1/cyclops.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cyclops" tags: diff --git a/Bestiary/bestiary-1/daeodon.md b/Bestiary/bestiary-1/daeodon.md index befceefcc..b25596c83 100644 --- a/Bestiary/bestiary-1/daeodon.md +++ b/Bestiary/bestiary-1/daeodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Daeodon" tags: diff --git a/Bestiary/bestiary-1/dandasuka.md b/Bestiary/bestiary-1/dandasuka.md index 2f83ed01f..4b05d3525 100644 --- a/Bestiary/bestiary-1/dandasuka.md +++ b/Bestiary/bestiary-1/dandasuka.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dandasuka" tags: diff --git a/Bestiary/bestiary-1/dark-naga.md b/Bestiary/bestiary-1/dark-naga.md index 0e241ad93..8bedb8784 100644 --- a/Bestiary/bestiary-1/dark-naga.md +++ b/Bestiary/bestiary-1/dark-naga.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dark Naga" tags: diff --git a/Bestiary/bestiary-1/deadly-mantis.md b/Bestiary/bestiary-1/deadly-mantis.md index 98dec5027..8e685275f 100644 --- a/Bestiary/bestiary-1/deadly-mantis.md +++ b/Bestiary/bestiary-1/deadly-mantis.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Deadly Mantis" tags: diff --git a/Bestiary/bestiary-1/deep-gnome-rockwarden.md b/Bestiary/bestiary-1/deep-gnome-rockwarden.md index 4f17e2023..a36c3cf5f 100644 --- a/Bestiary/bestiary-1/deep-gnome-rockwarden.md +++ b/Bestiary/bestiary-1/deep-gnome-rockwarden.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Deep Gnome Rockwarden" tags: diff --git a/Bestiary/bestiary-1/deep-gnome-scout.md b/Bestiary/bestiary-1/deep-gnome-scout.md index 15039d1ed..8a369b255 100644 --- a/Bestiary/bestiary-1/deep-gnome-scout.md +++ b/Bestiary/bestiary-1/deep-gnome-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Deep Gnome Scout" tags: diff --git a/Bestiary/bestiary-1/deep-gnome-warrior.md b/Bestiary/bestiary-1/deep-gnome-warrior.md index 21aa843c1..e8f2e6935 100644 --- a/Bestiary/bestiary-1/deep-gnome-warrior.md +++ b/Bestiary/bestiary-1/deep-gnome-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Deep Gnome Warrior" tags: diff --git a/Bestiary/bestiary-1/deinonychus.md b/Bestiary/bestiary-1/deinonychus.md index 1a0baac03..9fda051be 100644 --- a/Bestiary/bestiary-1/deinonychus.md +++ b/Bestiary/bestiary-1/deinonychus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Deinonychus" tags: diff --git a/Bestiary/bestiary-1/deinosuchus.md b/Bestiary/bestiary-1/deinosuchus.md index 70142a085..d6b2dba75 100644 --- a/Bestiary/bestiary-1/deinosuchus.md +++ b/Bestiary/bestiary-1/deinosuchus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Deinosuchus" tags: diff --git a/Bestiary/bestiary-1/demilich.md b/Bestiary/bestiary-1/demilich.md index 1b92b7b50..8c7ac6065 100644 --- a/Bestiary/bestiary-1/demilich.md +++ b/Bestiary/bestiary-1/demilich.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Demilich" tags: diff --git a/Bestiary/bestiary-1/dero-magister.md b/Bestiary/bestiary-1/dero-magister.md index b7a1d753a..30717f4e0 100644 --- a/Bestiary/bestiary-1/dero-magister.md +++ b/Bestiary/bestiary-1/dero-magister.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dero Magister" tags: diff --git a/Bestiary/bestiary-1/dero-stalker.md b/Bestiary/bestiary-1/dero-stalker.md index d2e8197b7..41de35039 100644 --- a/Bestiary/bestiary-1/dero-stalker.md +++ b/Bestiary/bestiary-1/dero-stalker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dero Stalker" tags: diff --git a/Bestiary/bestiary-1/dero-strangler.md b/Bestiary/bestiary-1/dero-strangler.md index 9d242c0c9..5a2eec837 100644 --- a/Bestiary/bestiary-1/dero-strangler.md +++ b/Bestiary/bestiary-1/dero-strangler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dero Strangler" tags: diff --git a/Bestiary/bestiary-1/desert-drake.md b/Bestiary/bestiary-1/desert-drake.md index 8ddfee8d7..94de52358 100644 --- a/Bestiary/bestiary-1/desert-drake.md +++ b/Bestiary/bestiary-1/desert-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Desert Drake" tags: diff --git a/Bestiary/bestiary-1/dezullon.md b/Bestiary/bestiary-1/dezullon.md index 3c6727370..0194209c1 100644 --- a/Bestiary/bestiary-1/dezullon.md +++ b/Bestiary/bestiary-1/dezullon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dezullon" tags: diff --git a/Bestiary/bestiary-1/dhampir-wizard.md b/Bestiary/bestiary-1/dhampir-wizard.md index ff9026e69..f6410b767 100644 --- a/Bestiary/bestiary-1/dhampir-wizard.md +++ b/Bestiary/bestiary-1/dhampir-wizard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dhampir Wizard" tags: diff --git a/Bestiary/bestiary-1/dire-wolf.md b/Bestiary/bestiary-1/dire-wolf.md index 06f9a25cf..826b985d6 100644 --- a/Bestiary/bestiary-1/dire-wolf.md +++ b/Bestiary/bestiary-1/dire-wolf.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dire Wolf" tags: diff --git a/Bestiary/bestiary-1/djinni.md b/Bestiary/bestiary-1/djinni.md index ed4ca8d3d..785320c8f 100644 --- a/Bestiary/bestiary-1/djinni.md +++ b/Bestiary/bestiary-1/djinni.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Djinni" tags: diff --git a/Bestiary/bestiary-1/doppelganger.md b/Bestiary/bestiary-1/doppelganger.md index 14d92c940..b6ee77796 100644 --- a/Bestiary/bestiary-1/doppelganger.md +++ b/Bestiary/bestiary-1/doppelganger.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Doppelganger" tags: diff --git a/Bestiary/bestiary-1/dragon-turtle.md b/Bestiary/bestiary-1/dragon-turtle.md index 4db86d23d..70c7ef5d1 100644 --- a/Bestiary/bestiary-1/dragon-turtle.md +++ b/Bestiary/bestiary-1/dragon-turtle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dragon Turtle" tags: diff --git a/Bestiary/bestiary-1/drakauthix.md b/Bestiary/bestiary-1/drakauthix.md index 2f81866fd..65b9ebfa3 100644 --- a/Bestiary/bestiary-1/drakauthix.md +++ b/Bestiary/bestiary-1/drakauthix.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drakauthix" tags: diff --git a/Bestiary/bestiary-1/drider.md b/Bestiary/bestiary-1/drider.md index 4b55e547e..cf12195e0 100644 --- a/Bestiary/bestiary-1/drider.md +++ b/Bestiary/bestiary-1/drider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drider" tags: diff --git a/Bestiary/bestiary-1/drow-fighter.md b/Bestiary/bestiary-1/drow-fighter.md index a952aafa8..94801e574 100644 --- a/Bestiary/bestiary-1/drow-fighter.md +++ b/Bestiary/bestiary-1/drow-fighter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drow Fighter" tags: diff --git a/Bestiary/bestiary-1/drow-priestess.md b/Bestiary/bestiary-1/drow-priestess.md index b2dcc1391..82ed18519 100644 --- a/Bestiary/bestiary-1/drow-priestess.md +++ b/Bestiary/bestiary-1/drow-priestess.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drow Priestess" tags: diff --git a/Bestiary/bestiary-1/drow-rogue.md b/Bestiary/bestiary-1/drow-rogue.md index 3475ad7e3..639a76cce 100644 --- a/Bestiary/bestiary-1/drow-rogue.md +++ b/Bestiary/bestiary-1/drow-rogue.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drow Rogue" tags: diff --git a/Bestiary/bestiary-1/dryad-queen.md b/Bestiary/bestiary-1/dryad-queen.md index 4883ffc2c..166dd356f 100644 --- a/Bestiary/bestiary-1/dryad-queen.md +++ b/Bestiary/bestiary-1/dryad-queen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dryad Queen" tags: diff --git a/Bestiary/bestiary-1/dryad.md b/Bestiary/bestiary-1/dryad.md index 457829cef..7abb3289a 100644 --- a/Bestiary/bestiary-1/dryad.md +++ b/Bestiary/bestiary-1/dryad.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dryad" tags: diff --git a/Bestiary/bestiary-1/duergar-bombardier.md b/Bestiary/bestiary-1/duergar-bombardier.md index 7bb7bc1c7..f5a26226a 100644 --- a/Bestiary/bestiary-1/duergar-bombardier.md +++ b/Bestiary/bestiary-1/duergar-bombardier.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Duergar Bombardier" tags: diff --git a/Bestiary/bestiary-1/duergar-sharpshooter.md b/Bestiary/bestiary-1/duergar-sharpshooter.md index 369b883bd..574220fa5 100644 --- a/Bestiary/bestiary-1/duergar-sharpshooter.md +++ b/Bestiary/bestiary-1/duergar-sharpshooter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Duergar Sharpshooter" tags: diff --git a/Bestiary/bestiary-1/duergar-taskmaster.md b/Bestiary/bestiary-1/duergar-taskmaster.md index 65e5d9842..ef9a0463e 100644 --- a/Bestiary/bestiary-1/duergar-taskmaster.md +++ b/Bestiary/bestiary-1/duergar-taskmaster.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Duergar Taskmaster" tags: diff --git a/Bestiary/bestiary-1/dullahan.md b/Bestiary/bestiary-1/dullahan.md index 438e6fe1e..c0093c06d 100644 --- a/Bestiary/bestiary-1/dullahan.md +++ b/Bestiary/bestiary-1/dullahan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dullahan" tags: diff --git a/Bestiary/bestiary-1/duskwalker-ghost-hunter.md b/Bestiary/bestiary-1/duskwalker-ghost-hunter.md index b03f4129e..f9d4573a0 100644 --- a/Bestiary/bestiary-1/duskwalker-ghost-hunter.md +++ b/Bestiary/bestiary-1/duskwalker-ghost-hunter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Duskwalker Ghost Hunter" tags: diff --git a/Bestiary/bestiary-1/eagle.md b/Bestiary/bestiary-1/eagle.md index 2d7b9c9b4..907f8b937 100644 --- a/Bestiary/bestiary-1/eagle.md +++ b/Bestiary/bestiary-1/eagle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Eagle" tags: diff --git a/Bestiary/bestiary-1/earth-mephit.md b/Bestiary/bestiary-1/earth-mephit.md index ad5a6bc35..f64aa2829 100644 --- a/Bestiary/bestiary-1/earth-mephit.md +++ b/Bestiary/bestiary-1/earth-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Earth Mephit" tags: diff --git a/Bestiary/bestiary-1/efreeti.md b/Bestiary/bestiary-1/efreeti.md index 8c738302f..41de26ad0 100644 --- a/Bestiary/bestiary-1/efreeti.md +++ b/Bestiary/bestiary-1/efreeti.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Efreeti" tags: diff --git a/Bestiary/bestiary-1/elananx.md b/Bestiary/bestiary-1/elananx.md index 12e69c50c..457428294 100644 --- a/Bestiary/bestiary-1/elananx.md +++ b/Bestiary/bestiary-1/elananx.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elananx" tags: diff --git a/Bestiary/bestiary-1/electric-eel.md b/Bestiary/bestiary-1/electric-eel.md index 2e7670ad5..427733cce 100644 --- a/Bestiary/bestiary-1/electric-eel.md +++ b/Bestiary/bestiary-1/electric-eel.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Electric Eel" tags: diff --git a/Bestiary/bestiary-1/elemental-avalanche.md b/Bestiary/bestiary-1/elemental-avalanche.md index f22015377..22c2c1f56 100644 --- a/Bestiary/bestiary-1/elemental-avalanche.md +++ b/Bestiary/bestiary-1/elemental-avalanche.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elemental Avalanche" tags: diff --git a/Bestiary/bestiary-1/elemental-hurricane.md b/Bestiary/bestiary-1/elemental-hurricane.md index 71a3c1fb7..958dc14ad 100644 --- a/Bestiary/bestiary-1/elemental-hurricane.md +++ b/Bestiary/bestiary-1/elemental-hurricane.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elemental Hurricane" tags: diff --git a/Bestiary/bestiary-1/elemental-inferno.md b/Bestiary/bestiary-1/elemental-inferno.md index 549e650da..fd3612c2d 100644 --- a/Bestiary/bestiary-1/elemental-inferno.md +++ b/Bestiary/bestiary-1/elemental-inferno.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elemental Inferno" tags: diff --git a/Bestiary/bestiary-1/elemental-tsunami.md b/Bestiary/bestiary-1/elemental-tsunami.md index cafef47f9..7d8222f39 100644 --- a/Bestiary/bestiary-1/elemental-tsunami.md +++ b/Bestiary/bestiary-1/elemental-tsunami.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elemental Tsunami" tags: diff --git a/Bestiary/bestiary-1/elephant.md b/Bestiary/bestiary-1/elephant.md index 96a9eecc2..f583b102a 100644 --- a/Bestiary/bestiary-1/elephant.md +++ b/Bestiary/bestiary-1/elephant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elephant" tags: diff --git a/Bestiary/bestiary-1/erinys.md b/Bestiary/bestiary-1/erinys.md index af3f9553c..be1ff0605 100644 --- a/Bestiary/bestiary-1/erinys.md +++ b/Bestiary/bestiary-1/erinys.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Erinys" tags: diff --git a/Bestiary/bestiary-1/ether-spider.md b/Bestiary/bestiary-1/ether-spider.md index 100023cce..129e13fa9 100644 --- a/Bestiary/bestiary-1/ether-spider.md +++ b/Bestiary/bestiary-1/ether-spider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ether Spider" tags: diff --git a/Bestiary/bestiary-1/ettin.md b/Bestiary/bestiary-1/ettin.md index 978aef422..ab302581a 100644 --- a/Bestiary/bestiary-1/ettin.md +++ b/Bestiary/bestiary-1/ettin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ettin" tags: diff --git a/Bestiary/bestiary-1/faceless-stalker.md b/Bestiary/bestiary-1/faceless-stalker.md index 82a2846aa..e0beea75a 100644 --- a/Bestiary/bestiary-1/faceless-stalker.md +++ b/Bestiary/bestiary-1/faceless-stalker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Faceless Stalker" tags: diff --git a/Bestiary/bestiary-1/faerie-dragon.md b/Bestiary/bestiary-1/faerie-dragon.md index 346742cad..4d29d524d 100644 --- a/Bestiary/bestiary-1/faerie-dragon.md +++ b/Bestiary/bestiary-1/faerie-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Faerie Dragon" tags: diff --git a/Bestiary/bestiary-1/fire-giant.md b/Bestiary/bestiary-1/fire-giant.md index 8d39830b8..66ba7cceb 100644 --- a/Bestiary/bestiary-1/fire-giant.md +++ b/Bestiary/bestiary-1/fire-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fire Giant" tags: diff --git a/Bestiary/bestiary-1/fire-mephit.md b/Bestiary/bestiary-1/fire-mephit.md index 515b31fdc..73b2b41bc 100644 --- a/Bestiary/bestiary-1/fire-mephit.md +++ b/Bestiary/bestiary-1/fire-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fire Mephit" tags: diff --git a/Bestiary/bestiary-1/firewyrm.md b/Bestiary/bestiary-1/firewyrm.md index 770786e6c..4ee6b4bf2 100644 --- a/Bestiary/bestiary-1/firewyrm.md +++ b/Bestiary/bestiary-1/firewyrm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Firewyrm" tags: diff --git a/Bestiary/bestiary-1/flame-drake.md b/Bestiary/bestiary-1/flame-drake.md index 0ac5ad5f9..8186383b8 100644 --- a/Bestiary/bestiary-1/flame-drake.md +++ b/Bestiary/bestiary-1/flame-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Flame Drake" tags: diff --git a/Bestiary/bestiary-1/flash-beetle.md b/Bestiary/bestiary-1/flash-beetle.md index 64aea9939..f22bda294 100644 --- a/Bestiary/bestiary-1/flash-beetle.md +++ b/Bestiary/bestiary-1/flash-beetle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Flash Beetle" tags: diff --git a/Bestiary/bestiary-1/flesh-golem.md b/Bestiary/bestiary-1/flesh-golem.md index 3b7fa04eb..96958df82 100644 --- a/Bestiary/bestiary-1/flesh-golem.md +++ b/Bestiary/bestiary-1/flesh-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Flesh Golem" tags: diff --git a/Bestiary/bestiary-1/frost-drake.md b/Bestiary/bestiary-1/frost-drake.md index 0cb1ade24..8dacd44e7 100644 --- a/Bestiary/bestiary-1/frost-drake.md +++ b/Bestiary/bestiary-1/frost-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Frost Drake" tags: diff --git a/Bestiary/bestiary-1/frost-giant.md b/Bestiary/bestiary-1/frost-giant.md index 071446bae..b7140ace8 100644 --- a/Bestiary/bestiary-1/frost-giant.md +++ b/Bestiary/bestiary-1/frost-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Frost Giant" tags: diff --git a/Bestiary/bestiary-1/fungus-leshy.md b/Bestiary/bestiary-1/fungus-leshy.md index 954a3abe2..24d54d0c1 100644 --- a/Bestiary/bestiary-1/fungus-leshy.md +++ b/Bestiary/bestiary-1/fungus-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fungus Leshy" tags: diff --git a/Bestiary/bestiary-1/gancanagh.md b/Bestiary/bestiary-1/gancanagh.md index d89ad7062..cc1bb17d1 100644 --- a/Bestiary/bestiary-1/gancanagh.md +++ b/Bestiary/bestiary-1/gancanagh.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gancanagh" tags: diff --git a/Bestiary/bestiary-1/gargoyle.md b/Bestiary/bestiary-1/gargoyle.md index 2139c1493..3bb492eb1 100644 --- a/Bestiary/bestiary-1/gargoyle.md +++ b/Bestiary/bestiary-1/gargoyle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gargoyle" tags: diff --git a/Bestiary/bestiary-1/gelatinous-cube.md b/Bestiary/bestiary-1/gelatinous-cube.md index 50bd00721..1b85ee9b7 100644 --- a/Bestiary/bestiary-1/gelatinous-cube.md +++ b/Bestiary/bestiary-1/gelatinous-cube.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gelatinous Cube" tags: diff --git a/Bestiary/bestiary-1/gelugon.md b/Bestiary/bestiary-1/gelugon.md index 54d3ca356..4cc9e8d97 100644 --- a/Bestiary/bestiary-1/gelugon.md +++ b/Bestiary/bestiary-1/gelugon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gelugon" tags: diff --git a/Bestiary/bestiary-1/ghaele.md b/Bestiary/bestiary-1/ghaele.md index 98391d9c1..d3a23197c 100644 --- a/Bestiary/bestiary-1/ghaele.md +++ b/Bestiary/bestiary-1/ghaele.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ghaele" tags: diff --git a/Bestiary/bestiary-1/ghast.md b/Bestiary/bestiary-1/ghast.md index 7b4231caf..f1b003bd8 100644 --- a/Bestiary/bestiary-1/ghast.md +++ b/Bestiary/bestiary-1/ghast.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ghast" tags: diff --git a/Bestiary/bestiary-1/ghost-commoner.md b/Bestiary/bestiary-1/ghost-commoner.md index db92712d4..1ab5f5ff6 100644 --- a/Bestiary/bestiary-1/ghost-commoner.md +++ b/Bestiary/bestiary-1/ghost-commoner.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ghost Commoner" tags: diff --git a/Bestiary/bestiary-1/ghost-mage.md b/Bestiary/bestiary-1/ghost-mage.md index 1924706af..9b1724c96 100644 --- a/Bestiary/bestiary-1/ghost-mage.md +++ b/Bestiary/bestiary-1/ghost-mage.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ghost Mage" tags: diff --git a/Bestiary/bestiary-1/ghoul.md b/Bestiary/bestiary-1/ghoul.md index dc4214a30..3f917668f 100644 --- a/Bestiary/bestiary-1/ghoul.md +++ b/Bestiary/bestiary-1/ghoul.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ghoul" tags: diff --git a/Bestiary/bestiary-1/giant-anaconda.md b/Bestiary/bestiary-1/giant-anaconda.md index a4dddf311..9b58436de 100644 --- a/Bestiary/bestiary-1/giant-anaconda.md +++ b/Bestiary/bestiary-1/giant-anaconda.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Anaconda" tags: diff --git a/Bestiary/bestiary-1/giant-animated-statue.md b/Bestiary/bestiary-1/giant-animated-statue.md index 2715f699c..35ff77f01 100644 --- a/Bestiary/bestiary-1/giant-animated-statue.md +++ b/Bestiary/bestiary-1/giant-animated-statue.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Animated Statue" tags: diff --git a/Bestiary/bestiary-1/giant-bat.md b/Bestiary/bestiary-1/giant-bat.md index e391f82d8..d0c2372dd 100644 --- a/Bestiary/bestiary-1/giant-bat.md +++ b/Bestiary/bestiary-1/giant-bat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Bat" tags: diff --git a/Bestiary/bestiary-1/giant-centipede.md b/Bestiary/bestiary-1/giant-centipede.md index 9fa39f2b4..a2091341e 100644 --- a/Bestiary/bestiary-1/giant-centipede.md +++ b/Bestiary/bestiary-1/giant-centipede.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Centipede" tags: diff --git a/Bestiary/bestiary-1/giant-eagle.md b/Bestiary/bestiary-1/giant-eagle.md index e19a399a5..f4399912b 100644 --- a/Bestiary/bestiary-1/giant-eagle.md +++ b/Bestiary/bestiary-1/giant-eagle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Eagle" tags: diff --git a/Bestiary/bestiary-1/giant-flytrap.md b/Bestiary/bestiary-1/giant-flytrap.md index 1740d968a..a8da76e6a 100644 --- a/Bestiary/bestiary-1/giant-flytrap.md +++ b/Bestiary/bestiary-1/giant-flytrap.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Flytrap" tags: diff --git a/Bestiary/bestiary-1/giant-frilled-lizard.md b/Bestiary/bestiary-1/giant-frilled-lizard.md index 874695b69..3bc19995b 100644 --- a/Bestiary/bestiary-1/giant-frilled-lizard.md +++ b/Bestiary/bestiary-1/giant-frilled-lizard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Frilled Lizard" tags: diff --git a/Bestiary/bestiary-1/giant-gecko.md b/Bestiary/bestiary-1/giant-gecko.md index 2b14c654b..9a9608127 100644 --- a/Bestiary/bestiary-1/giant-gecko.md +++ b/Bestiary/bestiary-1/giant-gecko.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Gecko" tags: diff --git a/Bestiary/bestiary-1/giant-mantis.md b/Bestiary/bestiary-1/giant-mantis.md index 720e16d87..6f5814f17 100644 --- a/Bestiary/bestiary-1/giant-mantis.md +++ b/Bestiary/bestiary-1/giant-mantis.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Mantis" tags: diff --git a/Bestiary/bestiary-1/giant-monitor-lizard.md b/Bestiary/bestiary-1/giant-monitor-lizard.md index 6d8e78d5c..7102bee82 100644 --- a/Bestiary/bestiary-1/giant-monitor-lizard.md +++ b/Bestiary/bestiary-1/giant-monitor-lizard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Monitor Lizard" tags: diff --git a/Bestiary/bestiary-1/giant-moray-eel.md b/Bestiary/bestiary-1/giant-moray-eel.md index 28b1ae342..f8d6b6955 100644 --- a/Bestiary/bestiary-1/giant-moray-eel.md +++ b/Bestiary/bestiary-1/giant-moray-eel.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Moray Eel" tags: diff --git a/Bestiary/bestiary-1/giant-octopus.md b/Bestiary/bestiary-1/giant-octopus.md index 8c58e4a76..d67ac0c1e 100644 --- a/Bestiary/bestiary-1/giant-octopus.md +++ b/Bestiary/bestiary-1/giant-octopus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Octopus" tags: diff --git a/Bestiary/bestiary-1/giant-rat.md b/Bestiary/bestiary-1/giant-rat.md index 01ad0a36b..7845db35b 100644 --- a/Bestiary/bestiary-1/giant-rat.md +++ b/Bestiary/bestiary-1/giant-rat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Rat" tags: diff --git a/Bestiary/bestiary-1/giant-scorpion.md b/Bestiary/bestiary-1/giant-scorpion.md index ddaa82c63..398ea2eb1 100644 --- a/Bestiary/bestiary-1/giant-scorpion.md +++ b/Bestiary/bestiary-1/giant-scorpion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Scorpion" tags: diff --git a/Bestiary/bestiary-1/giant-stag-beetle.md b/Bestiary/bestiary-1/giant-stag-beetle.md index 2acc833f1..5e7697140 100644 --- a/Bestiary/bestiary-1/giant-stag-beetle.md +++ b/Bestiary/bestiary-1/giant-stag-beetle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Stag Beetle" tags: diff --git a/Bestiary/bestiary-1/giant-tarantula.md b/Bestiary/bestiary-1/giant-tarantula.md index 6a07f67c9..cbe53c15d 100644 --- a/Bestiary/bestiary-1/giant-tarantula.md +++ b/Bestiary/bestiary-1/giant-tarantula.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Tarantula" tags: diff --git a/Bestiary/bestiary-1/giant-viper.md b/Bestiary/bestiary-1/giant-viper.md index 684dd8292..76abab069 100644 --- a/Bestiary/bestiary-1/giant-viper.md +++ b/Bestiary/bestiary-1/giant-viper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Viper" tags: diff --git a/Bestiary/bestiary-1/giant-wasp.md b/Bestiary/bestiary-1/giant-wasp.md index d8518e6ad..16b811031 100644 --- a/Bestiary/bestiary-1/giant-wasp.md +++ b/Bestiary/bestiary-1/giant-wasp.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Wasp" tags: diff --git a/Bestiary/bestiary-1/gibbering-mouther.md b/Bestiary/bestiary-1/gibbering-mouther.md index a1070c021..fa5babb70 100644 --- a/Bestiary/bestiary-1/gibbering-mouther.md +++ b/Bestiary/bestiary-1/gibbering-mouther.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gibbering Mouther" tags: diff --git a/Bestiary/bestiary-1/gimmerling.md b/Bestiary/bestiary-1/gimmerling.md index f91917e74..a3d1c698d 100644 --- a/Bestiary/bestiary-1/gimmerling.md +++ b/Bestiary/bestiary-1/gimmerling.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gimmerling" tags: diff --git a/Bestiary/bestiary-1/glabrezu.md b/Bestiary/bestiary-1/glabrezu.md index 30eb8f3aa..26de92f64 100644 --- a/Bestiary/bestiary-1/glabrezu.md +++ b/Bestiary/bestiary-1/glabrezu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Glabrezu" tags: diff --git a/Bestiary/bestiary-1/gnoll-cultist.md b/Bestiary/bestiary-1/gnoll-cultist.md index 47e30f225..5a3f51e6f 100644 --- a/Bestiary/bestiary-1/gnoll-cultist.md +++ b/Bestiary/bestiary-1/gnoll-cultist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gnoll Cultist" tags: diff --git a/Bestiary/bestiary-1/gnoll-hunter.md b/Bestiary/bestiary-1/gnoll-hunter.md index 41e18e588..e391f2c03 100644 --- a/Bestiary/bestiary-1/gnoll-hunter.md +++ b/Bestiary/bestiary-1/gnoll-hunter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gnoll Hunter" tags: diff --git a/Bestiary/bestiary-1/gnoll-sergeant.md b/Bestiary/bestiary-1/gnoll-sergeant.md index 646a2a777..7a2fde504 100644 --- a/Bestiary/bestiary-1/gnoll-sergeant.md +++ b/Bestiary/bestiary-1/gnoll-sergeant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gnoll Sergeant" tags: diff --git a/Bestiary/bestiary-1/goblin-commando.md b/Bestiary/bestiary-1/goblin-commando.md index 34b11c8da..974990cba 100644 --- a/Bestiary/bestiary-1/goblin-commando.md +++ b/Bestiary/bestiary-1/goblin-commando.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Goblin Commando" tags: diff --git a/Bestiary/bestiary-1/goblin-dog.md b/Bestiary/bestiary-1/goblin-dog.md index 08324f8d8..1fe616f03 100644 --- a/Bestiary/bestiary-1/goblin-dog.md +++ b/Bestiary/bestiary-1/goblin-dog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Goblin Dog" tags: diff --git a/Bestiary/bestiary-1/goblin-pyro.md b/Bestiary/bestiary-1/goblin-pyro.md index 2b9c732ac..9c6f0243c 100644 --- a/Bestiary/bestiary-1/goblin-pyro.md +++ b/Bestiary/bestiary-1/goblin-pyro.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Goblin Pyro" tags: diff --git a/Bestiary/bestiary-1/goblin-war-chanter.md b/Bestiary/bestiary-1/goblin-war-chanter.md index 6c38c139a..cbe7cde86 100644 --- a/Bestiary/bestiary-1/goblin-war-chanter.md +++ b/Bestiary/bestiary-1/goblin-war-chanter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Goblin War Chanter" tags: diff --git a/Bestiary/bestiary-1/goblin-warrior.md b/Bestiary/bestiary-1/goblin-warrior.md index ece069be7..0ac4b1c29 100644 --- a/Bestiary/bestiary-1/goblin-warrior.md +++ b/Bestiary/bestiary-1/goblin-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Goblin Warrior" tags: diff --git a/Bestiary/bestiary-1/gogiteth.md b/Bestiary/bestiary-1/gogiteth.md index 21784b0ca..c61b49e75 100644 --- a/Bestiary/bestiary-1/gogiteth.md +++ b/Bestiary/bestiary-1/gogiteth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gogiteth" tags: diff --git a/Bestiary/bestiary-1/goliath-spider.md b/Bestiary/bestiary-1/goliath-spider.md index 2cbc7f7b0..aceff108d 100644 --- a/Bestiary/bestiary-1/goliath-spider.md +++ b/Bestiary/bestiary-1/goliath-spider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Goliath Spider" tags: diff --git a/Bestiary/bestiary-1/gorilla.md b/Bestiary/bestiary-1/gorilla.md index bd8d3fdeb..1fb961465 100644 --- a/Bestiary/bestiary-1/gorilla.md +++ b/Bestiary/bestiary-1/gorilla.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gorilla" tags: diff --git a/Bestiary/bestiary-1/gourd-leshy.md b/Bestiary/bestiary-1/gourd-leshy.md index 6b4815fef..2a7d72742 100644 --- a/Bestiary/bestiary-1/gourd-leshy.md +++ b/Bestiary/bestiary-1/gourd-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gourd Leshy" tags: diff --git a/Bestiary/bestiary-1/great-cyclops.md b/Bestiary/bestiary-1/great-cyclops.md index a160b3f48..695c0257b 100644 --- a/Bestiary/bestiary-1/great-cyclops.md +++ b/Bestiary/bestiary-1/great-cyclops.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Great Cyclops" tags: diff --git a/Bestiary/bestiary-1/great-white-shark.md b/Bestiary/bestiary-1/great-white-shark.md index e1c59c896..16599a6d8 100644 --- a/Bestiary/bestiary-1/great-white-shark.md +++ b/Bestiary/bestiary-1/great-white-shark.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Great White Shark" tags: diff --git a/Bestiary/bestiary-1/greater-barghest.md b/Bestiary/bestiary-1/greater-barghest.md index 254ca1025..3e0c5d793 100644 --- a/Bestiary/bestiary-1/greater-barghest.md +++ b/Bestiary/bestiary-1/greater-barghest.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Greater Barghest" tags: diff --git a/Bestiary/bestiary-1/greater-nightmare.md b/Bestiary/bestiary-1/greater-nightmare.md index d169cbb50..f724dcdea 100644 --- a/Bestiary/bestiary-1/greater-nightmare.md +++ b/Bestiary/bestiary-1/greater-nightmare.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Greater Nightmare" tags: diff --git a/Bestiary/bestiary-1/greater-shadow.md b/Bestiary/bestiary-1/greater-shadow.md index 014df3714..345cfd246 100644 --- a/Bestiary/bestiary-1/greater-shadow.md +++ b/Bestiary/bestiary-1/greater-shadow.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Greater Shadow" tags: diff --git a/Bestiary/bestiary-1/green-hag.md b/Bestiary/bestiary-1/green-hag.md index c534062e8..50451c178 100644 --- a/Bestiary/bestiary-1/green-hag.md +++ b/Bestiary/bestiary-1/green-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Green Hag" tags: diff --git a/Bestiary/bestiary-1/griffon.md b/Bestiary/bestiary-1/griffon.md index f73a3ade0..83b160b3a 100644 --- a/Bestiary/bestiary-1/griffon.md +++ b/Bestiary/bestiary-1/griffon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Griffon" tags: diff --git a/Bestiary/bestiary-1/grig.md b/Bestiary/bestiary-1/grig.md index 3ada25ca0..5f7cba3fd 100644 --- a/Bestiary/bestiary-1/grig.md +++ b/Bestiary/bestiary-1/grig.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grig" tags: diff --git a/Bestiary/bestiary-1/grikkitog.md b/Bestiary/bestiary-1/grikkitog.md index e144e0ca3..cc4cfdea5 100644 --- a/Bestiary/bestiary-1/grikkitog.md +++ b/Bestiary/bestiary-1/grikkitog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grikkitog" tags: diff --git a/Bestiary/bestiary-1/grim-reaper.md b/Bestiary/bestiary-1/grim-reaper.md index d5dc204d5..3002b9ad6 100644 --- a/Bestiary/bestiary-1/grim-reaper.md +++ b/Bestiary/bestiary-1/grim-reaper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grim Reaper" tags: diff --git a/Bestiary/bestiary-1/grizzly-bear.md b/Bestiary/bestiary-1/grizzly-bear.md index 41ef05d43..edaae858c 100644 --- a/Bestiary/bestiary-1/grizzly-bear.md +++ b/Bestiary/bestiary-1/grizzly-bear.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grizzly Bear" tags: diff --git a/Bestiary/bestiary-1/grothlut.md b/Bestiary/bestiary-1/grothlut.md index 975a8a763..88bda9997 100644 --- a/Bestiary/bestiary-1/grothlut.md +++ b/Bestiary/bestiary-1/grothlut.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grothlut" tags: diff --git a/Bestiary/bestiary-1/guard-dog.md b/Bestiary/bestiary-1/guard-dog.md index 62189278c..9e9c24318 100644 --- a/Bestiary/bestiary-1/guard-dog.md +++ b/Bestiary/bestiary-1/guard-dog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Guard Dog" tags: diff --git a/Bestiary/bestiary-1/guardian-naga.md b/Bestiary/bestiary-1/guardian-naga.md index 421ab5376..2d6be9519 100644 --- a/Bestiary/bestiary-1/guardian-naga.md +++ b/Bestiary/bestiary-1/guardian-naga.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Guardian Naga" tags: diff --git a/Bestiary/bestiary-1/gug.md b/Bestiary/bestiary-1/gug.md index c75be7b90..e2a6f1ffc 100644 --- a/Bestiary/bestiary-1/gug.md +++ b/Bestiary/bestiary-1/gug.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gug" tags: diff --git a/Bestiary/bestiary-1/guthallath.md b/Bestiary/bestiary-1/guthallath.md index 8c0aeecef..a020d0b41 100644 --- a/Bestiary/bestiary-1/guthallath.md +++ b/Bestiary/bestiary-1/guthallath.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Guthallath" tags: diff --git a/Bestiary/bestiary-1/harpy.md b/Bestiary/bestiary-1/harpy.md index 3cb658017..f90c6b9b5 100644 --- a/Bestiary/bestiary-1/harpy.md +++ b/Bestiary/bestiary-1/harpy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Harpy" tags: diff --git a/Bestiary/bestiary-1/hell-hound.md b/Bestiary/bestiary-1/hell-hound.md index 14f76a3d3..f0a33bedc 100644 --- a/Bestiary/bestiary-1/hell-hound.md +++ b/Bestiary/bestiary-1/hell-hound.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hell Hound" tags: diff --git a/Bestiary/bestiary-1/hill-giant.md b/Bestiary/bestiary-1/hill-giant.md index 04feca608..127849e7c 100644 --- a/Bestiary/bestiary-1/hill-giant.md +++ b/Bestiary/bestiary-1/hill-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hill Giant" tags: diff --git a/Bestiary/bestiary-1/hive-mother.md b/Bestiary/bestiary-1/hive-mother.md index fbcf04925..7949445af 100644 --- a/Bestiary/bestiary-1/hive-mother.md +++ b/Bestiary/bestiary-1/hive-mother.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hive Mother" tags: diff --git a/Bestiary/bestiary-1/hobgoblin-archer.md b/Bestiary/bestiary-1/hobgoblin-archer.md index 5a6d5b638..9ca865623 100644 --- a/Bestiary/bestiary-1/hobgoblin-archer.md +++ b/Bestiary/bestiary-1/hobgoblin-archer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hobgoblin Archer" tags: diff --git a/Bestiary/bestiary-1/hobgoblin-general.md b/Bestiary/bestiary-1/hobgoblin-general.md index 49b4430ee..b45ce7ae9 100644 --- a/Bestiary/bestiary-1/hobgoblin-general.md +++ b/Bestiary/bestiary-1/hobgoblin-general.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hobgoblin General" tags: diff --git a/Bestiary/bestiary-1/hobgoblin-soldier.md b/Bestiary/bestiary-1/hobgoblin-soldier.md index 16d8c81f7..c8a48ff51 100644 --- a/Bestiary/bestiary-1/hobgoblin-soldier.md +++ b/Bestiary/bestiary-1/hobgoblin-soldier.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hobgoblin Soldier" tags: diff --git a/Bestiary/bestiary-1/homunculus.md b/Bestiary/bestiary-1/homunculus.md index 42868a43f..1ac447e26 100644 --- a/Bestiary/bestiary-1/homunculus.md +++ b/Bestiary/bestiary-1/homunculus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Homunculus" tags: diff --git a/Bestiary/bestiary-1/horned-archon.md b/Bestiary/bestiary-1/horned-archon.md index 578ab0aab..96eb01091 100644 --- a/Bestiary/bestiary-1/horned-archon.md +++ b/Bestiary/bestiary-1/horned-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Horned Archon" tags: diff --git a/Bestiary/bestiary-1/hunting-spider.md b/Bestiary/bestiary-1/hunting-spider.md index 292e99ccc..0692beee7 100644 --- a/Bestiary/bestiary-1/hunting-spider.md +++ b/Bestiary/bestiary-1/hunting-spider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hunting Spider" tags: diff --git a/Bestiary/bestiary-1/hyaenodon.md b/Bestiary/bestiary-1/hyaenodon.md index 1e5bcde27..1ceb341a2 100644 --- a/Bestiary/bestiary-1/hyaenodon.md +++ b/Bestiary/bestiary-1/hyaenodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hyaenodon" tags: diff --git a/Bestiary/bestiary-1/hydra.md b/Bestiary/bestiary-1/hydra.md index 19c73e824..ccf8ba699 100644 --- a/Bestiary/bestiary-1/hydra.md +++ b/Bestiary/bestiary-1/hydra.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hydra" tags: diff --git a/Bestiary/bestiary-1/hyena.md b/Bestiary/bestiary-1/hyena.md index 1d8f08f07..dd1ba3850 100644 --- a/Bestiary/bestiary-1/hyena.md +++ b/Bestiary/bestiary-1/hyena.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hyena" tags: diff --git a/Bestiary/bestiary-1/ice-linnorm.md b/Bestiary/bestiary-1/ice-linnorm.md index e54b05ec5..8a60782ff 100644 --- a/Bestiary/bestiary-1/ice-linnorm.md +++ b/Bestiary/bestiary-1/ice-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ice Linnorm" tags: diff --git a/Bestiary/bestiary-1/imp.md b/Bestiary/bestiary-1/imp.md index d0b8a8f94..940840899 100644 --- a/Bestiary/bestiary-1/imp.md +++ b/Bestiary/bestiary-1/imp.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Imp" tags: diff --git a/Bestiary/bestiary-1/invisible-stalker.md b/Bestiary/bestiary-1/invisible-stalker.md index 33f047f1d..8215122f9 100644 --- a/Bestiary/bestiary-1/invisible-stalker.md +++ b/Bestiary/bestiary-1/invisible-stalker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Invisible Stalker" tags: diff --git a/Bestiary/bestiary-1/iron-golem.md b/Bestiary/bestiary-1/iron-golem.md index 8da6e7266..9ada42440 100644 --- a/Bestiary/bestiary-1/iron-golem.md +++ b/Bestiary/bestiary-1/iron-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Iron Golem" tags: diff --git a/Bestiary/bestiary-1/janni.md b/Bestiary/bestiary-1/janni.md index d11738d13..26c74248e 100644 --- a/Bestiary/bestiary-1/janni.md +++ b/Bestiary/bestiary-1/janni.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Janni" tags: diff --git a/Bestiary/bestiary-1/jinkin.md b/Bestiary/bestiary-1/jinkin.md index 5e1805324..6003ae0ee 100644 --- a/Bestiary/bestiary-1/jinkin.md +++ b/Bestiary/bestiary-1/jinkin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Jinkin" tags: diff --git a/Bestiary/bestiary-1/jungle-drake.md b/Bestiary/bestiary-1/jungle-drake.md index 489ef851a..5a398b6b2 100644 --- a/Bestiary/bestiary-1/jungle-drake.md +++ b/Bestiary/bestiary-1/jungle-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Jungle Drake" tags: diff --git a/Bestiary/bestiary-1/keketar.md b/Bestiary/bestiary-1/keketar.md index 08a1b92a3..dbf307d49 100644 --- a/Bestiary/bestiary-1/keketar.md +++ b/Bestiary/bestiary-1/keketar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Keketar" tags: diff --git a/Bestiary/bestiary-1/kobold-dragon-mage.md b/Bestiary/bestiary-1/kobold-dragon-mage.md index 1a8fbe6b8..06a82f10f 100644 --- a/Bestiary/bestiary-1/kobold-dragon-mage.md +++ b/Bestiary/bestiary-1/kobold-dragon-mage.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kobold Dragon Mage" tags: diff --git a/Bestiary/bestiary-1/kobold-scout.md b/Bestiary/bestiary-1/kobold-scout.md index 120bb20d9..ea0f640fd 100644 --- a/Bestiary/bestiary-1/kobold-scout.md +++ b/Bestiary/bestiary-1/kobold-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kobold Scout" tags: diff --git a/Bestiary/bestiary-1/kobold-warrior.md b/Bestiary/bestiary-1/kobold-warrior.md index a7e64cf5e..71d7237cd 100644 --- a/Bestiary/bestiary-1/kobold-warrior.md +++ b/Bestiary/bestiary-1/kobold-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kobold Warrior" tags: diff --git a/Bestiary/bestiary-1/kolyarut.md b/Bestiary/bestiary-1/kolyarut.md index 8a9ead431..fce1d1e43 100644 --- a/Bestiary/bestiary-1/kolyarut.md +++ b/Bestiary/bestiary-1/kolyarut.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kolyarut" tags: diff --git a/Bestiary/bestiary-1/kraken.md b/Bestiary/bestiary-1/kraken.md index 3eff2baa0..78a73328f 100644 --- a/Bestiary/bestiary-1/kraken.md +++ b/Bestiary/bestiary-1/kraken.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kraken" tags: diff --git a/Bestiary/bestiary-1/krooth.md b/Bestiary/bestiary-1/krooth.md index 4557a8e4f..f0ae34fee 100644 --- a/Bestiary/bestiary-1/krooth.md +++ b/Bestiary/bestiary-1/krooth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Krooth" tags: diff --git a/Bestiary/bestiary-1/lamia-matriarch.md b/Bestiary/bestiary-1/lamia-matriarch.md index 080a67344..a0f893539 100644 --- a/Bestiary/bestiary-1/lamia-matriarch.md +++ b/Bestiary/bestiary-1/lamia-matriarch.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lamia Matriarch" tags: diff --git a/Bestiary/bestiary-1/lamia.md b/Bestiary/bestiary-1/lamia.md index 61bbf784f..fbf32a234 100644 --- a/Bestiary/bestiary-1/lamia.md +++ b/Bestiary/bestiary-1/lamia.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lamia" tags: diff --git a/Bestiary/bestiary-1/lantern-archon.md b/Bestiary/bestiary-1/lantern-archon.md index 5e58a640f..2c565bb5a 100644 --- a/Bestiary/bestiary-1/lantern-archon.md +++ b/Bestiary/bestiary-1/lantern-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lantern Archon" tags: diff --git a/Bestiary/bestiary-1/leaf-leshy.md b/Bestiary/bestiary-1/leaf-leshy.md index fb2f907f9..fd78772a4 100644 --- a/Bestiary/bestiary-1/leaf-leshy.md +++ b/Bestiary/bestiary-1/leaf-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leaf Leshy" tags: diff --git a/Bestiary/bestiary-1/legion-archon.md b/Bestiary/bestiary-1/legion-archon.md index cc4b63bfd..6fdb2a635 100644 --- a/Bestiary/bestiary-1/legion-archon.md +++ b/Bestiary/bestiary-1/legion-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Legion Archon" tags: diff --git a/Bestiary/bestiary-1/lemure.md b/Bestiary/bestiary-1/lemure.md index 63e53d9dd..b581e9860 100644 --- a/Bestiary/bestiary-1/lemure.md +++ b/Bestiary/bestiary-1/lemure.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lemure" tags: diff --git a/Bestiary/bestiary-1/leopard.md b/Bestiary/bestiary-1/leopard.md index 7c2812af9..4cb0cda74 100644 --- a/Bestiary/bestiary-1/leopard.md +++ b/Bestiary/bestiary-1/leopard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leopard" tags: diff --git a/Bestiary/bestiary-1/lesser-death.md b/Bestiary/bestiary-1/lesser-death.md index 30da195d3..2b99dcf16 100644 --- a/Bestiary/bestiary-1/lesser-death.md +++ b/Bestiary/bestiary-1/lesser-death.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lesser Death" tags: diff --git a/Bestiary/bestiary-1/leukodaemon.md b/Bestiary/bestiary-1/leukodaemon.md index c86c4e75a..6fdd285a5 100644 --- a/Bestiary/bestiary-1/leukodaemon.md +++ b/Bestiary/bestiary-1/leukodaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leukodaemon" tags: diff --git a/Bestiary/bestiary-1/lich.md b/Bestiary/bestiary-1/lich.md index 5499c4bb6..1310e70dd 100644 --- a/Bestiary/bestiary-1/lich.md +++ b/Bestiary/bestiary-1/lich.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lich" tags: diff --git a/Bestiary/bestiary-1/lillend.md b/Bestiary/bestiary-1/lillend.md index 276f52f61..aced0473e 100644 --- a/Bestiary/bestiary-1/lillend.md +++ b/Bestiary/bestiary-1/lillend.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lillend" tags: diff --git a/Bestiary/bestiary-1/lion.md b/Bestiary/bestiary-1/lion.md index 250adf967..2874994f8 100644 --- a/Bestiary/bestiary-1/lion.md +++ b/Bestiary/bestiary-1/lion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lion" tags: diff --git a/Bestiary/bestiary-1/living-landslide.md b/Bestiary/bestiary-1/living-landslide.md index f2e07172c..7a5771405 100644 --- a/Bestiary/bestiary-1/living-landslide.md +++ b/Bestiary/bestiary-1/living-landslide.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Living Landslide" tags: diff --git a/Bestiary/bestiary-1/living-waterfall.md b/Bestiary/bestiary-1/living-waterfall.md index e2d7a6fcd..6227fa458 100644 --- a/Bestiary/bestiary-1/living-waterfall.md +++ b/Bestiary/bestiary-1/living-waterfall.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Living Waterfall" tags: diff --git a/Bestiary/bestiary-1/living-whirlwind.md b/Bestiary/bestiary-1/living-whirlwind.md index b1a6d1298..5eda3f210 100644 --- a/Bestiary/bestiary-1/living-whirlwind.md +++ b/Bestiary/bestiary-1/living-whirlwind.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Living Whirlwind" tags: diff --git a/Bestiary/bestiary-1/living-wildfire.md b/Bestiary/bestiary-1/living-wildfire.md index e2f54c437..1209d8c29 100644 --- a/Bestiary/bestiary-1/living-wildfire.md +++ b/Bestiary/bestiary-1/living-wildfire.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Living Wildfire" tags: diff --git a/Bestiary/bestiary-1/lizardfolk-defender.md b/Bestiary/bestiary-1/lizardfolk-defender.md index b90ee9726..a7ce11457 100644 --- a/Bestiary/bestiary-1/lizardfolk-defender.md +++ b/Bestiary/bestiary-1/lizardfolk-defender.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lizardfolk Defender" tags: diff --git a/Bestiary/bestiary-1/lizardfolk-scout.md b/Bestiary/bestiary-1/lizardfolk-scout.md index 88965d675..5df34bf28 100644 --- a/Bestiary/bestiary-1/lizardfolk-scout.md +++ b/Bestiary/bestiary-1/lizardfolk-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lizardfolk Scout" tags: diff --git a/Bestiary/bestiary-1/lizardfolk-stargazer.md b/Bestiary/bestiary-1/lizardfolk-stargazer.md index 63313978e..23384ee49 100644 --- a/Bestiary/bestiary-1/lizardfolk-stargazer.md +++ b/Bestiary/bestiary-1/lizardfolk-stargazer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lizardfolk Stargazer" tags: diff --git a/Bestiary/bestiary-1/lyrakien.md b/Bestiary/bestiary-1/lyrakien.md index bbab06e83..163648cce 100644 --- a/Bestiary/bestiary-1/lyrakien.md +++ b/Bestiary/bestiary-1/lyrakien.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lyrakien" tags: diff --git a/Bestiary/bestiary-1/mammoth.md b/Bestiary/bestiary-1/mammoth.md index 4682f1921..1d868a636 100644 --- a/Bestiary/bestiary-1/mammoth.md +++ b/Bestiary/bestiary-1/mammoth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mammoth" tags: diff --git a/Bestiary/bestiary-1/manticore.md b/Bestiary/bestiary-1/manticore.md index 937f3f9cf..0fe3a5bbc 100644 --- a/Bestiary/bestiary-1/manticore.md +++ b/Bestiary/bestiary-1/manticore.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Manticore" tags: diff --git a/Bestiary/bestiary-1/marid.md b/Bestiary/bestiary-1/marid.md index fe97a964f..866e67c56 100644 --- a/Bestiary/bestiary-1/marid.md +++ b/Bestiary/bestiary-1/marid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Marid" tags: diff --git a/Bestiary/bestiary-1/marilith.md b/Bestiary/bestiary-1/marilith.md index ab9b758af..4c9255a33 100644 --- a/Bestiary/bestiary-1/marilith.md +++ b/Bestiary/bestiary-1/marilith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Marilith" tags: diff --git a/Bestiary/bestiary-1/medusa.md b/Bestiary/bestiary-1/medusa.md index 2f7c56020..695556074 100644 --- a/Bestiary/bestiary-1/medusa.md +++ b/Bestiary/bestiary-1/medusa.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Medusa" tags: diff --git a/Bestiary/bestiary-1/megalodon.md b/Bestiary/bestiary-1/megalodon.md index 4e9c05eff..b93e9adeb 100644 --- a/Bestiary/bestiary-1/megalodon.md +++ b/Bestiary/bestiary-1/megalodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Megalodon" tags: diff --git a/Bestiary/bestiary-1/megaprimatus.md b/Bestiary/bestiary-1/megaprimatus.md index ad49cc44e..7981243ac 100644 --- a/Bestiary/bestiary-1/megaprimatus.md +++ b/Bestiary/bestiary-1/megaprimatus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Megaprimatus" tags: diff --git a/Bestiary/bestiary-1/merfolk-warrior.md b/Bestiary/bestiary-1/merfolk-warrior.md index 90f3de602..4b2c8af25 100644 --- a/Bestiary/bestiary-1/merfolk-warrior.md +++ b/Bestiary/bestiary-1/merfolk-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Merfolk Warrior" tags: diff --git a/Bestiary/bestiary-1/merfolk-wavecaller.md b/Bestiary/bestiary-1/merfolk-wavecaller.md index 3f2e96ebd..aaf87103d 100644 --- a/Bestiary/bestiary-1/merfolk-wavecaller.md +++ b/Bestiary/bestiary-1/merfolk-wavecaller.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Merfolk Wavecaller" tags: diff --git a/Bestiary/bestiary-1/mimic.md b/Bestiary/bestiary-1/mimic.md index 287a96b2a..7131fbf62 100644 --- a/Bestiary/bestiary-1/mimic.md +++ b/Bestiary/bestiary-1/mimic.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mimic" tags: diff --git a/Bestiary/bestiary-1/minotaur.md b/Bestiary/bestiary-1/minotaur.md index b319d8fdf..52937fc7c 100644 --- a/Bestiary/bestiary-1/minotaur.md +++ b/Bestiary/bestiary-1/minotaur.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Minotaur" tags: diff --git a/Bestiary/bestiary-1/mitflit.md b/Bestiary/bestiary-1/mitflit.md index 0ba3adf6b..e79a97a3b 100644 --- a/Bestiary/bestiary-1/mitflit.md +++ b/Bestiary/bestiary-1/mitflit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mitflit" tags: diff --git a/Bestiary/bestiary-1/morrigna.md b/Bestiary/bestiary-1/morrigna.md index 8a0cd4337..07729e366 100644 --- a/Bestiary/bestiary-1/morrigna.md +++ b/Bestiary/bestiary-1/morrigna.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Morrigna" tags: diff --git a/Bestiary/bestiary-1/mu-spore.md b/Bestiary/bestiary-1/mu-spore.md index c1bbec57f..a6b0f34bc 100644 --- a/Bestiary/bestiary-1/mu-spore.md +++ b/Bestiary/bestiary-1/mu-spore.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mu Spore" tags: diff --git a/Bestiary/bestiary-1/mukradi.md b/Bestiary/bestiary-1/mukradi.md index 5d5626cc3..671c57116 100644 --- a/Bestiary/bestiary-1/mukradi.md +++ b/Bestiary/bestiary-1/mukradi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mukradi" tags: diff --git a/Bestiary/bestiary-1/mummy-guardian.md b/Bestiary/bestiary-1/mummy-guardian.md index fb7da941b..96cd48acc 100644 --- a/Bestiary/bestiary-1/mummy-guardian.md +++ b/Bestiary/bestiary-1/mummy-guardian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mummy Guardian" tags: diff --git a/Bestiary/bestiary-1/mummy-pharaoh.md b/Bestiary/bestiary-1/mummy-pharaoh.md index e6cdd6666..c7382d23b 100644 --- a/Bestiary/bestiary-1/mummy-pharaoh.md +++ b/Bestiary/bestiary-1/mummy-pharaoh.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mummy Pharaoh" tags: diff --git a/Bestiary/bestiary-1/naiad-queen.md b/Bestiary/bestiary-1/naiad-queen.md index 819e41a9f..d3b5b81e5 100644 --- a/Bestiary/bestiary-1/naiad-queen.md +++ b/Bestiary/bestiary-1/naiad-queen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Naiad Queen" tags: diff --git a/Bestiary/bestiary-1/naiad.md b/Bestiary/bestiary-1/naiad.md index 825347766..585de1b61 100644 --- a/Bestiary/bestiary-1/naiad.md +++ b/Bestiary/bestiary-1/naiad.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Naiad" tags: diff --git a/Bestiary/bestiary-1/naunet.md b/Bestiary/bestiary-1/naunet.md index b6cb34ff8..a0629871d 100644 --- a/Bestiary/bestiary-1/naunet.md +++ b/Bestiary/bestiary-1/naunet.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Naunet" tags: diff --git a/Bestiary/bestiary-1/nessian-warhound.md b/Bestiary/bestiary-1/nessian-warhound.md index ed1160d73..bac995787 100644 --- a/Bestiary/bestiary-1/nessian-warhound.md +++ b/Bestiary/bestiary-1/nessian-warhound.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nessian Warhound" tags: diff --git a/Bestiary/bestiary-1/night-hag.md b/Bestiary/bestiary-1/night-hag.md index d23c36651..532453380 100644 --- a/Bestiary/bestiary-1/night-hag.md +++ b/Bestiary/bestiary-1/night-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Night Hag" tags: diff --git a/Bestiary/bestiary-1/nightmare.md b/Bestiary/bestiary-1/nightmare.md index 294cd3ec9..91a6e44cb 100644 --- a/Bestiary/bestiary-1/nightmare.md +++ b/Bestiary/bestiary-1/nightmare.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nightmare" tags: diff --git a/Bestiary/bestiary-1/nilith.md b/Bestiary/bestiary-1/nilith.md index 258539fa9..49159bd90 100644 --- a/Bestiary/bestiary-1/nilith.md +++ b/Bestiary/bestiary-1/nilith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nilith" tags: diff --git a/Bestiary/bestiary-1/nosoi.md b/Bestiary/bestiary-1/nosoi.md index 4fee84c79..3a08268c0 100644 --- a/Bestiary/bestiary-1/nosoi.md +++ b/Bestiary/bestiary-1/nosoi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nosoi" tags: diff --git a/Bestiary/bestiary-1/ochre-jelly.md b/Bestiary/bestiary-1/ochre-jelly.md index bee97a052..85435cc25 100644 --- a/Bestiary/bestiary-1/ochre-jelly.md +++ b/Bestiary/bestiary-1/ochre-jelly.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ochre Jelly" tags: diff --git a/Bestiary/bestiary-1/ofalth.md b/Bestiary/bestiary-1/ofalth.md index 77edfdae1..301f18ae0 100644 --- a/Bestiary/bestiary-1/ofalth.md +++ b/Bestiary/bestiary-1/ofalth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ofalth" tags: diff --git a/Bestiary/bestiary-1/ogre-boss.md b/Bestiary/bestiary-1/ogre-boss.md index 91934b097..479422eb4 100644 --- a/Bestiary/bestiary-1/ogre-boss.md +++ b/Bestiary/bestiary-1/ogre-boss.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ogre Boss" tags: diff --git a/Bestiary/bestiary-1/ogre-glutton.md b/Bestiary/bestiary-1/ogre-glutton.md index 62f9b84bb..816e88f97 100644 --- a/Bestiary/bestiary-1/ogre-glutton.md +++ b/Bestiary/bestiary-1/ogre-glutton.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ogre Glutton" tags: diff --git a/Bestiary/bestiary-1/ogre-warrior.md b/Bestiary/bestiary-1/ogre-warrior.md index b6a0197db..81477524b 100644 --- a/Bestiary/bestiary-1/ogre-warrior.md +++ b/Bestiary/bestiary-1/ogre-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ogre Warrior" tags: diff --git a/Bestiary/bestiary-1/orc-brute.md b/Bestiary/bestiary-1/orc-brute.md index ccc6d1623..4ea1c4c64 100644 --- a/Bestiary/bestiary-1/orc-brute.md +++ b/Bestiary/bestiary-1/orc-brute.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Orc Brute" tags: diff --git a/Bestiary/bestiary-1/orc-warchief.md b/Bestiary/bestiary-1/orc-warchief.md index 44de049e7..94ecf2116 100644 --- a/Bestiary/bestiary-1/orc-warchief.md +++ b/Bestiary/bestiary-1/orc-warchief.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Orc Warchief" tags: diff --git a/Bestiary/bestiary-1/orc-warrior.md b/Bestiary/bestiary-1/orc-warrior.md index 815eb0a62..13c571001 100644 --- a/Bestiary/bestiary-1/orc-warrior.md +++ b/Bestiary/bestiary-1/orc-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Orc Warrior" tags: diff --git a/Bestiary/bestiary-1/otyugh.md b/Bestiary/bestiary-1/otyugh.md index 2a6c8087f..86302aafd 100644 --- a/Bestiary/bestiary-1/otyugh.md +++ b/Bestiary/bestiary-1/otyugh.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Otyugh" tags: diff --git a/Bestiary/bestiary-1/owlbear.md b/Bestiary/bestiary-1/owlbear.md index f300f6708..6a0024c82 100644 --- a/Bestiary/bestiary-1/owlbear.md +++ b/Bestiary/bestiary-1/owlbear.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Owlbear" tags: diff --git a/Bestiary/bestiary-1/pegasus.md b/Bestiary/bestiary-1/pegasus.md index 5f968c3db..11b271e67 100644 --- a/Bestiary/bestiary-1/pegasus.md +++ b/Bestiary/bestiary-1/pegasus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pegasus" tags: diff --git a/Bestiary/bestiary-1/phistophilus.md b/Bestiary/bestiary-1/phistophilus.md index 3addea905..b347f444d 100644 --- a/Bestiary/bestiary-1/phistophilus.md +++ b/Bestiary/bestiary-1/phistophilus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Phistophilus" tags: diff --git a/Bestiary/bestiary-1/phoenix.md b/Bestiary/bestiary-1/phoenix.md index 5d58943a3..a31fdf1dd 100644 --- a/Bestiary/bestiary-1/phoenix.md +++ b/Bestiary/bestiary-1/phoenix.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Phoenix" tags: diff --git a/Bestiary/bestiary-1/pit-fiend.md b/Bestiary/bestiary-1/pit-fiend.md index 3befc6507..f72498695 100644 --- a/Bestiary/bestiary-1/pit-fiend.md +++ b/Bestiary/bestiary-1/pit-fiend.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pit Fiend" tags: diff --git a/Bestiary/bestiary-1/pixie.md b/Bestiary/bestiary-1/pixie.md index 0620f331a..d45b40ceb 100644 --- a/Bestiary/bestiary-1/pixie.md +++ b/Bestiary/bestiary-1/pixie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pixie" tags: diff --git a/Bestiary/bestiary-1/plague-zombie.md b/Bestiary/bestiary-1/plague-zombie.md index b80d7eb5f..0bafe85a1 100644 --- a/Bestiary/bestiary-1/plague-zombie.md +++ b/Bestiary/bestiary-1/plague-zombie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Plague Zombie" tags: diff --git a/Bestiary/bestiary-1/pleroma.md b/Bestiary/bestiary-1/pleroma.md index b5087552b..1962e5b46 100644 --- a/Bestiary/bestiary-1/pleroma.md +++ b/Bestiary/bestiary-1/pleroma.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pleroma" tags: diff --git a/Bestiary/bestiary-1/poltergeist.md b/Bestiary/bestiary-1/poltergeist.md index 74fbb5655..d9d9daa5a 100644 --- a/Bestiary/bestiary-1/poltergeist.md +++ b/Bestiary/bestiary-1/poltergeist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Poltergeist" tags: diff --git a/Bestiary/bestiary-1/poracha.md b/Bestiary/bestiary-1/poracha.md index e374f0292..e60f42bcf 100644 --- a/Bestiary/bestiary-1/poracha.md +++ b/Bestiary/bestiary-1/poracha.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Poracha" tags: diff --git a/Bestiary/bestiary-1/pteranodon.md b/Bestiary/bestiary-1/pteranodon.md index 69a2d680d..41def343c 100644 --- a/Bestiary/bestiary-1/pteranodon.md +++ b/Bestiary/bestiary-1/pteranodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pteranodon" tags: diff --git a/Bestiary/bestiary-1/pugwampi.md b/Bestiary/bestiary-1/pugwampi.md index dfb90a2d7..c4e929cf8 100644 --- a/Bestiary/bestiary-1/pugwampi.md +++ b/Bestiary/bestiary-1/pugwampi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pugwampi" tags: diff --git a/Bestiary/bestiary-1/purple-worm.md b/Bestiary/bestiary-1/purple-worm.md index 316998354..8d1123ff5 100644 --- a/Bestiary/bestiary-1/purple-worm.md +++ b/Bestiary/bestiary-1/purple-worm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Purple Worm" tags: diff --git a/Bestiary/bestiary-1/quasit.md b/Bestiary/bestiary-1/quasit.md index 7c2ec6365..4e1dbbd8e 100644 --- a/Bestiary/bestiary-1/quasit.md +++ b/Bestiary/bestiary-1/quasit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quasit" tags: diff --git a/Bestiary/bestiary-1/quatoid.md b/Bestiary/bestiary-1/quatoid.md index da743a02f..4b15335ce 100644 --- a/Bestiary/bestiary-1/quatoid.md +++ b/Bestiary/bestiary-1/quatoid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quatoid" tags: diff --git a/Bestiary/bestiary-1/quelaunt.md b/Bestiary/bestiary-1/quelaunt.md index e91a3a50b..73781ea7f 100644 --- a/Bestiary/bestiary-1/quelaunt.md +++ b/Bestiary/bestiary-1/quelaunt.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quelaunt" tags: diff --git a/Bestiary/bestiary-1/quetzalcoatlus.md b/Bestiary/bestiary-1/quetzalcoatlus.md index 0a8ccdcb4..8d97f5563 100644 --- a/Bestiary/bestiary-1/quetzalcoatlus.md +++ b/Bestiary/bestiary-1/quetzalcoatlus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quetzalcoatlus" tags: diff --git a/Bestiary/bestiary-1/raja-rakshasa.md b/Bestiary/bestiary-1/raja-rakshasa.md index 6251492f7..910f1c1b6 100644 --- a/Bestiary/bestiary-1/raja-rakshasa.md +++ b/Bestiary/bestiary-1/raja-rakshasa.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Raja Rakshasa" tags: diff --git a/Bestiary/bestiary-1/rat-swarm.md b/Bestiary/bestiary-1/rat-swarm.md index 8dc66b697..3a4e956db 100644 --- a/Bestiary/bestiary-1/rat-swarm.md +++ b/Bestiary/bestiary-1/rat-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rat Swarm" tags: diff --git a/Bestiary/bestiary-1/ratfolk-grenadier.md b/Bestiary/bestiary-1/ratfolk-grenadier.md index 32acf7c61..b5a345971 100644 --- a/Bestiary/bestiary-1/ratfolk-grenadier.md +++ b/Bestiary/bestiary-1/ratfolk-grenadier.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ratfolk Grenadier" tags: diff --git a/Bestiary/bestiary-1/redcap.md b/Bestiary/bestiary-1/redcap.md index b48c2fd11..11e325bc3 100644 --- a/Bestiary/bestiary-1/redcap.md +++ b/Bestiary/bestiary-1/redcap.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Redcap" tags: diff --git a/Bestiary/bestiary-1/reefclaw.md b/Bestiary/bestiary-1/reefclaw.md index 40647c857..bc9ed38ce 100644 --- a/Bestiary/bestiary-1/reefclaw.md +++ b/Bestiary/bestiary-1/reefclaw.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Reefclaw" tags: diff --git a/Bestiary/bestiary-1/remorhaz.md b/Bestiary/bestiary-1/remorhaz.md index 1b084ecc0..7531f405a 100644 --- a/Bestiary/bestiary-1/remorhaz.md +++ b/Bestiary/bestiary-1/remorhaz.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Remorhaz" tags: diff --git a/Bestiary/bestiary-1/riding-dog.md b/Bestiary/bestiary-1/riding-dog.md index 8c67dbee4..61705e1f0 100644 --- a/Bestiary/bestiary-1/riding-dog.md +++ b/Bestiary/bestiary-1/riding-dog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Riding Dog" tags: diff --git a/Bestiary/bestiary-1/riding-horse.md b/Bestiary/bestiary-1/riding-horse.md index af17ae69d..66138b86b 100644 --- a/Bestiary/bestiary-1/riding-horse.md +++ b/Bestiary/bestiary-1/riding-horse.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Riding Horse" tags: diff --git a/Bestiary/bestiary-1/riding-pony.md b/Bestiary/bestiary-1/riding-pony.md index 1fe7f1070..e2aa7f2b4 100644 --- a/Bestiary/bestiary-1/riding-pony.md +++ b/Bestiary/bestiary-1/riding-pony.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Riding Pony" tags: diff --git a/Bestiary/bestiary-1/river-drake.md b/Bestiary/bestiary-1/river-drake.md index df4749a47..8c3a9d1fb 100644 --- a/Bestiary/bestiary-1/river-drake.md +++ b/Bestiary/bestiary-1/river-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "River Drake" tags: diff --git a/Bestiary/bestiary-1/roc.md b/Bestiary/bestiary-1/roc.md index 1badcd0d9..64f98c3a6 100644 --- a/Bestiary/bestiary-1/roc.md +++ b/Bestiary/bestiary-1/roc.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Roc" tags: diff --git a/Bestiary/bestiary-1/roper.md b/Bestiary/bestiary-1/roper.md index 31c55c810..6542081c7 100644 --- a/Bestiary/bestiary-1/roper.md +++ b/Bestiary/bestiary-1/roper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Roper" tags: diff --git a/Bestiary/bestiary-1/rune-giant.md b/Bestiary/bestiary-1/rune-giant.md index ec9a9cd30..05454b8b3 100644 --- a/Bestiary/bestiary-1/rune-giant.md +++ b/Bestiary/bestiary-1/rune-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rune Giant" tags: diff --git a/Bestiary/bestiary-1/rust-monster.md b/Bestiary/bestiary-1/rust-monster.md index 46c7ef264..ef8ea6686 100644 --- a/Bestiary/bestiary-1/rust-monster.md +++ b/Bestiary/bestiary-1/rust-monster.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rust Monster" tags: diff --git a/Bestiary/bestiary-1/salamander.md b/Bestiary/bestiary-1/salamander.md index b45c678f7..d4260c9f6 100644 --- a/Bestiary/bestiary-1/salamander.md +++ b/Bestiary/bestiary-1/salamander.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Salamander" tags: diff --git a/Bestiary/bestiary-1/satyr.md b/Bestiary/bestiary-1/satyr.md index a6913dcb1..22e13e540 100644 --- a/Bestiary/bestiary-1/satyr.md +++ b/Bestiary/bestiary-1/satyr.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Satyr" tags: diff --git a/Bestiary/bestiary-1/scorpion-swarm.md b/Bestiary/bestiary-1/scorpion-swarm.md index 439a8ff1e..0a4ce256c 100644 --- a/Bestiary/bestiary-1/scorpion-swarm.md +++ b/Bestiary/bestiary-1/scorpion-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Scorpion Swarm" tags: diff --git a/Bestiary/bestiary-1/sea-devil-baron.md b/Bestiary/bestiary-1/sea-devil-baron.md index 2936d992d..254461597 100644 --- a/Bestiary/bestiary-1/sea-devil-baron.md +++ b/Bestiary/bestiary-1/sea-devil-baron.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sea Devil Baron" tags: diff --git a/Bestiary/bestiary-1/sea-devil-brute.md b/Bestiary/bestiary-1/sea-devil-brute.md index 038f2dded..b50af075c 100644 --- a/Bestiary/bestiary-1/sea-devil-brute.md +++ b/Bestiary/bestiary-1/sea-devil-brute.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sea Devil Brute" tags: diff --git a/Bestiary/bestiary-1/sea-devil-scout.md b/Bestiary/bestiary-1/sea-devil-scout.md index e6bc16a53..3ec0776ac 100644 --- a/Bestiary/bestiary-1/sea-devil-scout.md +++ b/Bestiary/bestiary-1/sea-devil-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sea Devil Scout" tags: diff --git a/Bestiary/bestiary-1/sea-hag.md b/Bestiary/bestiary-1/sea-hag.md index 52be05cf4..09cf7d053 100644 --- a/Bestiary/bestiary-1/sea-hag.md +++ b/Bestiary/bestiary-1/sea-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sea Hag" tags: diff --git a/Bestiary/bestiary-1/sea-serpent.md b/Bestiary/bestiary-1/sea-serpent.md index 108119ea4..0d1bc9d6b 100644 --- a/Bestiary/bestiary-1/sea-serpent.md +++ b/Bestiary/bestiary-1/sea-serpent.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sea Serpent" tags: diff --git a/Bestiary/bestiary-1/sewer-ooze.md b/Bestiary/bestiary-1/sewer-ooze.md index d99a868ab..4f9885bfb 100644 --- a/Bestiary/bestiary-1/sewer-ooze.md +++ b/Bestiary/bestiary-1/sewer-ooze.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sewer Ooze" tags: diff --git a/Bestiary/bestiary-1/shadow.md b/Bestiary/bestiary-1/shadow.md index a204c71fa..1c86c51ad 100644 --- a/Bestiary/bestiary-1/shadow.md +++ b/Bestiary/bestiary-1/shadow.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shadow" tags: diff --git a/Bestiary/bestiary-1/shaitan.md b/Bestiary/bestiary-1/shaitan.md index ad483bf91..f626eae62 100644 --- a/Bestiary/bestiary-1/shaitan.md +++ b/Bestiary/bestiary-1/shaitan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shaitan" tags: diff --git a/Bestiary/bestiary-1/shambler.md b/Bestiary/bestiary-1/shambler.md index 4475b26bb..16118e24a 100644 --- a/Bestiary/bestiary-1/shambler.md +++ b/Bestiary/bestiary-1/shambler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shambler" tags: diff --git a/Bestiary/bestiary-1/shemhazian.md b/Bestiary/bestiary-1/shemhazian.md index ed11c1784..97a954099 100644 --- a/Bestiary/bestiary-1/shemhazian.md +++ b/Bestiary/bestiary-1/shemhazian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shemhazian" tags: diff --git a/Bestiary/bestiary-1/shield-archon.md b/Bestiary/bestiary-1/shield-archon.md index d94fd0f09..1b5de88d5 100644 --- a/Bestiary/bestiary-1/shield-archon.md +++ b/Bestiary/bestiary-1/shield-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shield Archon" tags: diff --git a/Bestiary/bestiary-1/shining-child.md b/Bestiary/bestiary-1/shining-child.md index aae4892ec..e28075452 100644 --- a/Bestiary/bestiary-1/shining-child.md +++ b/Bestiary/bestiary-1/shining-child.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shining Child" tags: diff --git a/Bestiary/bestiary-1/shoggoth.md b/Bestiary/bestiary-1/shoggoth.md index 72e79034a..1964d6d70 100644 --- a/Bestiary/bestiary-1/shoggoth.md +++ b/Bestiary/bestiary-1/shoggoth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shoggoth" tags: diff --git a/Bestiary/bestiary-1/shuln.md b/Bestiary/bestiary-1/shuln.md index 58714a886..21dc9aa9e 100644 --- a/Bestiary/bestiary-1/shuln.md +++ b/Bestiary/bestiary-1/shuln.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shuln" tags: diff --git a/Bestiary/bestiary-1/sinspawn.md b/Bestiary/bestiary-1/sinspawn.md index 08017415e..4b4a7392f 100644 --- a/Bestiary/bestiary-1/sinspawn.md +++ b/Bestiary/bestiary-1/sinspawn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sinspawn" tags: diff --git a/Bestiary/bestiary-1/skeletal-champion.md b/Bestiary/bestiary-1/skeletal-champion.md index 4e6ce539d..1571c7f36 100644 --- a/Bestiary/bestiary-1/skeletal-champion.md +++ b/Bestiary/bestiary-1/skeletal-champion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skeletal Champion" tags: diff --git a/Bestiary/bestiary-1/skeletal-giant.md b/Bestiary/bestiary-1/skeletal-giant.md index 8f6f02668..cfebb74ca 100644 --- a/Bestiary/bestiary-1/skeletal-giant.md +++ b/Bestiary/bestiary-1/skeletal-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skeletal Giant" tags: diff --git a/Bestiary/bestiary-1/skeletal-horse.md b/Bestiary/bestiary-1/skeletal-horse.md index 94fea457c..c38ed8349 100644 --- a/Bestiary/bestiary-1/skeletal-horse.md +++ b/Bestiary/bestiary-1/skeletal-horse.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skeletal Horse" tags: diff --git a/Bestiary/bestiary-1/skeletal-hulk.md b/Bestiary/bestiary-1/skeletal-hulk.md index 82c31c16b..90b64b24f 100644 --- a/Bestiary/bestiary-1/skeletal-hulk.md +++ b/Bestiary/bestiary-1/skeletal-hulk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skeletal Hulk" tags: diff --git a/Bestiary/bestiary-1/skeleton-guard.md b/Bestiary/bestiary-1/skeleton-guard.md index 6c60b338e..06cb1c670 100644 --- a/Bestiary/bestiary-1/skeleton-guard.md +++ b/Bestiary/bestiary-1/skeleton-guard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skeleton Guard" tags: diff --git a/Bestiary/bestiary-1/skulltaker.md b/Bestiary/bestiary-1/skulltaker.md index 0a3947ca6..403e9f233 100644 --- a/Bestiary/bestiary-1/skulltaker.md +++ b/Bestiary/bestiary-1/skulltaker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skulltaker" tags: diff --git a/Bestiary/bestiary-1/skum.md b/Bestiary/bestiary-1/skum.md index 25b6f74e5..91c95047c 100644 --- a/Bestiary/bestiary-1/skum.md +++ b/Bestiary/bestiary-1/skum.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skum" tags: diff --git a/Bestiary/bestiary-1/slurk.md b/Bestiary/bestiary-1/slurk.md index 32d327eb3..b01e80d07 100644 --- a/Bestiary/bestiary-1/slurk.md +++ b/Bestiary/bestiary-1/slurk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Slurk" tags: diff --git a/Bestiary/bestiary-1/smilodon.md b/Bestiary/bestiary-1/smilodon.md index 57e1b4c0b..2d3fa17d3 100644 --- a/Bestiary/bestiary-1/smilodon.md +++ b/Bestiary/bestiary-1/smilodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Smilodon" tags: diff --git a/Bestiary/bestiary-1/snapping-flytrap.md b/Bestiary/bestiary-1/snapping-flytrap.md index 6cb34a13f..e84e08c3b 100644 --- a/Bestiary/bestiary-1/snapping-flytrap.md +++ b/Bestiary/bestiary-1/snapping-flytrap.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Snapping Flytrap" tags: diff --git a/Bestiary/bestiary-1/sod-hound.md b/Bestiary/bestiary-1/sod-hound.md index a0a3968ec..ecedd2e7f 100644 --- a/Bestiary/bestiary-1/sod-hound.md +++ b/Bestiary/bestiary-1/sod-hound.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sod Hound" tags: diff --git a/Bestiary/bestiary-1/soulbound-doll.md b/Bestiary/bestiary-1/soulbound-doll.md index cf474f182..e2a5b3b83 100644 --- a/Bestiary/bestiary-1/soulbound-doll.md +++ b/Bestiary/bestiary-1/soulbound-doll.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Soulbound Doll" tags: diff --git a/Bestiary/bestiary-1/sphinx.md b/Bestiary/bestiary-1/sphinx.md index c50816bd8..9f5b89a13 100644 --- a/Bestiary/bestiary-1/sphinx.md +++ b/Bestiary/bestiary-1/sphinx.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sphinx" tags: diff --git a/Bestiary/bestiary-1/spider-swarm.md b/Bestiary/bestiary-1/spider-swarm.md index 0d75211d4..9e5c759cf 100644 --- a/Bestiary/bestiary-1/spider-swarm.md +++ b/Bestiary/bestiary-1/spider-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spider Swarm" tags: diff --git a/Bestiary/bestiary-1/sprite.md b/Bestiary/bestiary-1/sprite.md index 0c10aa484..3f2529891 100644 --- a/Bestiary/bestiary-1/sprite.md +++ b/Bestiary/bestiary-1/sprite.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sprite" tags: diff --git a/Bestiary/bestiary-1/stegosaurus.md b/Bestiary/bestiary-1/stegosaurus.md index 75936b08b..33ff75bb0 100644 --- a/Bestiary/bestiary-1/stegosaurus.md +++ b/Bestiary/bestiary-1/stegosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stegosaurus" tags: diff --git a/Bestiary/bestiary-1/stone-giant.md b/Bestiary/bestiary-1/stone-giant.md index 0fa7b7046..68a006b2b 100644 --- a/Bestiary/bestiary-1/stone-giant.md +++ b/Bestiary/bestiary-1/stone-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stone Giant" tags: diff --git a/Bestiary/bestiary-1/stone-golem.md b/Bestiary/bestiary-1/stone-golem.md index a85a8ab49..06dc7ca1c 100644 --- a/Bestiary/bestiary-1/stone-golem.md +++ b/Bestiary/bestiary-1/stone-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stone Golem" tags: diff --git a/Bestiary/bestiary-1/stone-mauler.md b/Bestiary/bestiary-1/stone-mauler.md index 5e15556c2..431d01515 100644 --- a/Bestiary/bestiary-1/stone-mauler.md +++ b/Bestiary/bestiary-1/stone-mauler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stone Mauler" tags: diff --git a/Bestiary/bestiary-1/storm-giant.md b/Bestiary/bestiary-1/storm-giant.md index 8fa21e550..36b0f2b51 100644 --- a/Bestiary/bestiary-1/storm-giant.md +++ b/Bestiary/bestiary-1/storm-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Storm Giant" tags: diff --git a/Bestiary/bestiary-1/storm-lord.md b/Bestiary/bestiary-1/storm-lord.md index 6b2bffb14..015cb0698 100644 --- a/Bestiary/bestiary-1/storm-lord.md +++ b/Bestiary/bestiary-1/storm-lord.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Storm Lord" tags: diff --git a/Bestiary/bestiary-1/succubus.md b/Bestiary/bestiary-1/succubus.md index 1ebe4ddc4..f1dcea7c6 100644 --- a/Bestiary/bestiary-1/succubus.md +++ b/Bestiary/bestiary-1/succubus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Succubus" tags: diff --git a/Bestiary/bestiary-1/tarn-linnorm.md b/Bestiary/bestiary-1/tarn-linnorm.md index aecf4468e..e299caede 100644 --- a/Bestiary/bestiary-1/tarn-linnorm.md +++ b/Bestiary/bestiary-1/tarn-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tarn Linnorm" tags: diff --git a/Bestiary/bestiary-1/tengu-sneak.md b/Bestiary/bestiary-1/tengu-sneak.md index 615597cf6..661c6f90f 100644 --- a/Bestiary/bestiary-1/tengu-sneak.md +++ b/Bestiary/bestiary-1/tengu-sneak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tengu Sneak" tags: diff --git a/Bestiary/bestiary-1/terotricus.md b/Bestiary/bestiary-1/terotricus.md index 8075b160b..b5c060211 100644 --- a/Bestiary/bestiary-1/terotricus.md +++ b/Bestiary/bestiary-1/terotricus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Terotricus" tags: diff --git a/Bestiary/bestiary-1/tidal-master.md b/Bestiary/bestiary-1/tidal-master.md index 4e8ef1caa..577afcde7 100644 --- a/Bestiary/bestiary-1/tidal-master.md +++ b/Bestiary/bestiary-1/tidal-master.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tidal Master" tags: diff --git a/Bestiary/bestiary-1/tiefling-adept.md b/Bestiary/bestiary-1/tiefling-adept.md index 547aa554c..20ad3990b 100644 --- a/Bestiary/bestiary-1/tiefling-adept.md +++ b/Bestiary/bestiary-1/tiefling-adept.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tiefling Adept" tags: diff --git a/Bestiary/bestiary-1/tiger.md b/Bestiary/bestiary-1/tiger.md index f56712f24..1ac6c471b 100644 --- a/Bestiary/bestiary-1/tiger.md +++ b/Bestiary/bestiary-1/tiger.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tiger" tags: diff --git a/Bestiary/bestiary-1/tor-linnorm.md b/Bestiary/bestiary-1/tor-linnorm.md index 3400094fc..4a260ffa3 100644 --- a/Bestiary/bestiary-1/tor-linnorm.md +++ b/Bestiary/bestiary-1/tor-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tor Linnorm" tags: diff --git a/Bestiary/bestiary-1/treerazer.md b/Bestiary/bestiary-1/treerazer.md index db4cec14e..f5b658a06 100644 --- a/Bestiary/bestiary-1/treerazer.md +++ b/Bestiary/bestiary-1/treerazer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Treerazer" tags: diff --git a/Bestiary/bestiary-1/triceratops.md b/Bestiary/bestiary-1/triceratops.md index 66b15aba3..bab10488e 100644 --- a/Bestiary/bestiary-1/triceratops.md +++ b/Bestiary/bestiary-1/triceratops.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Triceratops" tags: diff --git a/Bestiary/bestiary-1/troll-king.md b/Bestiary/bestiary-1/troll-king.md index c9fbc040e..071bfdec9 100644 --- a/Bestiary/bestiary-1/troll-king.md +++ b/Bestiary/bestiary-1/troll-king.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Troll King" tags: diff --git a/Bestiary/bestiary-1/troll.md b/Bestiary/bestiary-1/troll.md index 70e615fbf..8c8c5e76c 100644 --- a/Bestiary/bestiary-1/troll.md +++ b/Bestiary/bestiary-1/troll.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Troll" tags: diff --git a/Bestiary/bestiary-1/tyrannosaurus.md b/Bestiary/bestiary-1/tyrannosaurus.md index 60984047e..3eb42ab9a 100644 --- a/Bestiary/bestiary-1/tyrannosaurus.md +++ b/Bestiary/bestiary-1/tyrannosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tyrannosaurus" tags: diff --git a/Bestiary/bestiary-1/unicorn.md b/Bestiary/bestiary-1/unicorn.md index 968d4232e..fb26de14f 100644 --- a/Bestiary/bestiary-1/unicorn.md +++ b/Bestiary/bestiary-1/unicorn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Unicorn" tags: diff --git a/Bestiary/bestiary-1/uthul.md b/Bestiary/bestiary-1/uthul.md index d97fad63a..2636d1c97 100644 --- a/Bestiary/bestiary-1/uthul.md +++ b/Bestiary/bestiary-1/uthul.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Uthul" tags: diff --git a/Bestiary/bestiary-1/vampire-bat-swarm.md b/Bestiary/bestiary-1/vampire-bat-swarm.md index 3c7d6a24a..1c659f7ae 100644 --- a/Bestiary/bestiary-1/vampire-bat-swarm.md +++ b/Bestiary/bestiary-1/vampire-bat-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vampire Bat Swarm" tags: diff --git a/Bestiary/bestiary-1/vampire-count.md b/Bestiary/bestiary-1/vampire-count.md index 5ddc2fc82..618106b2e 100644 --- a/Bestiary/bestiary-1/vampire-count.md +++ b/Bestiary/bestiary-1/vampire-count.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vampire Count" tags: diff --git a/Bestiary/bestiary-1/vampire-mastermind.md b/Bestiary/bestiary-1/vampire-mastermind.md index d2f51d261..51d4eaf4b 100644 --- a/Bestiary/bestiary-1/vampire-mastermind.md +++ b/Bestiary/bestiary-1/vampire-mastermind.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vampire Mastermind" tags: diff --git a/Bestiary/bestiary-1/vampire-spawn-rogue.md b/Bestiary/bestiary-1/vampire-spawn-rogue.md index 31007032c..332a65481 100644 --- a/Bestiary/bestiary-1/vampire-spawn-rogue.md +++ b/Bestiary/bestiary-1/vampire-spawn-rogue.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vampire Spawn Rogue" tags: diff --git a/Bestiary/bestiary-1/veiled-master.md b/Bestiary/bestiary-1/veiled-master.md index f0450f4ea..5e41b156f 100644 --- a/Bestiary/bestiary-1/veiled-master.md +++ b/Bestiary/bestiary-1/veiled-master.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Veiled Master" tags: diff --git a/Bestiary/bestiary-1/velociraptor.md b/Bestiary/bestiary-1/velociraptor.md index 103b8144d..1d262c490 100644 --- a/Bestiary/bestiary-1/velociraptor.md +++ b/Bestiary/bestiary-1/velociraptor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Velociraptor" tags: diff --git a/Bestiary/bestiary-1/viper.md b/Bestiary/bestiary-1/viper.md index 1c99dddd7..9651034cb 100644 --- a/Bestiary/bestiary-1/viper.md +++ b/Bestiary/bestiary-1/viper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Viper" tags: diff --git a/Bestiary/bestiary-1/voidworm.md b/Bestiary/bestiary-1/voidworm.md index 6274e8804..2fd8b45cd 100644 --- a/Bestiary/bestiary-1/voidworm.md +++ b/Bestiary/bestiary-1/voidworm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Voidworm" tags: diff --git a/Bestiary/bestiary-1/vrock.md b/Bestiary/bestiary-1/vrock.md index fc006712d..1b81a804b 100644 --- a/Bestiary/bestiary-1/vrock.md +++ b/Bestiary/bestiary-1/vrock.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vrock" tags: diff --git a/Bestiary/bestiary-1/war-horse.md b/Bestiary/bestiary-1/war-horse.md index 664460c36..b51473a61 100644 --- a/Bestiary/bestiary-1/war-horse.md +++ b/Bestiary/bestiary-1/war-horse.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "War Horse" tags: diff --git a/Bestiary/bestiary-1/war-pony.md b/Bestiary/bestiary-1/war-pony.md index b5aa79a55..18f634c8b 100644 --- a/Bestiary/bestiary-1/war-pony.md +++ b/Bestiary/bestiary-1/war-pony.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "War Pony" tags: diff --git a/Bestiary/bestiary-1/warg.md b/Bestiary/bestiary-1/warg.md index 333bf250b..515b63750 100644 --- a/Bestiary/bestiary-1/warg.md +++ b/Bestiary/bestiary-1/warg.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Warg" tags: diff --git a/Bestiary/bestiary-1/warsworn.md b/Bestiary/bestiary-1/warsworn.md index 3438ff59a..c3e4cf52e 100644 --- a/Bestiary/bestiary-1/warsworn.md +++ b/Bestiary/bestiary-1/warsworn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Warsworn" tags: diff --git a/Bestiary/bestiary-1/wasp-swarm.md b/Bestiary/bestiary-1/wasp-swarm.md index ebb088c17..ced630c6f 100644 --- a/Bestiary/bestiary-1/wasp-swarm.md +++ b/Bestiary/bestiary-1/wasp-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wasp Swarm" tags: diff --git a/Bestiary/bestiary-1/water-mephit.md b/Bestiary/bestiary-1/water-mephit.md index fdcf8baea..81d7431b0 100644 --- a/Bestiary/bestiary-1/water-mephit.md +++ b/Bestiary/bestiary-1/water-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Water Mephit" tags: diff --git a/Bestiary/bestiary-1/web-lurker.md b/Bestiary/bestiary-1/web-lurker.md index b583a0553..bb90a9a5e 100644 --- a/Bestiary/bestiary-1/web-lurker.md +++ b/Bestiary/bestiary-1/web-lurker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Web Lurker" tags: diff --git a/Bestiary/bestiary-1/wemmuth.md b/Bestiary/bestiary-1/wemmuth.md index 4284fb34d..9552d9797 100644 --- a/Bestiary/bestiary-1/wemmuth.md +++ b/Bestiary/bestiary-1/wemmuth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wemmuth" tags: diff --git a/Bestiary/bestiary-1/wendigo.md b/Bestiary/bestiary-1/wendigo.md index d22adceb9..e2be3e59d 100644 --- a/Bestiary/bestiary-1/wendigo.md +++ b/Bestiary/bestiary-1/wendigo.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wendigo" tags: diff --git a/Bestiary/bestiary-1/werebear.md b/Bestiary/bestiary-1/werebear.md index 1240f5a19..ee462ed6d 100644 --- a/Bestiary/bestiary-1/werebear.md +++ b/Bestiary/bestiary-1/werebear.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Werebear" tags: diff --git a/Bestiary/bestiary-1/wererat.md b/Bestiary/bestiary-1/wererat.md index 93f7c6d9a..0e7a63d63 100644 --- a/Bestiary/bestiary-1/wererat.md +++ b/Bestiary/bestiary-1/wererat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wererat" tags: diff --git a/Bestiary/bestiary-1/werewolf.md b/Bestiary/bestiary-1/werewolf.md index d3adf7305..4a53f8410 100644 --- a/Bestiary/bestiary-1/werewolf.md +++ b/Bestiary/bestiary-1/werewolf.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Werewolf" tags: diff --git a/Bestiary/bestiary-1/wight-commander.md b/Bestiary/bestiary-1/wight-commander.md index cbccfb32f..b69d7268c 100644 --- a/Bestiary/bestiary-1/wight-commander.md +++ b/Bestiary/bestiary-1/wight-commander.md @@ -1,3 +1,8 @@ +--- +aliases: +tags: +obsidianUIMode: preview +--- ```statblock columns: 2 forcecolumns: true diff --git a/Bestiary/bestiary-1/wight.md b/Bestiary/bestiary-1/wight.md index b44681244..9710b1176 100644 --- a/Bestiary/bestiary-1/wight.md +++ b/Bestiary/bestiary-1/wight.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wight" tags: diff --git a/Bestiary/bestiary-1/will-o-wisp.md b/Bestiary/bestiary-1/will-o-wisp.md index 975cb023f..d26ee7c93 100644 --- a/Bestiary/bestiary-1/will-o-wisp.md +++ b/Bestiary/bestiary-1/will-o-wisp.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Will-o'-wisp" tags: diff --git a/Bestiary/bestiary-1/winter-wolf.md b/Bestiary/bestiary-1/winter-wolf.md index 3efab5d53..de6e555f1 100644 --- a/Bestiary/bestiary-1/winter-wolf.md +++ b/Bestiary/bestiary-1/winter-wolf.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Winter Wolf" tags: diff --git a/Bestiary/bestiary-1/wolf.md b/Bestiary/bestiary-1/wolf.md index 94cc0ad0a..3ea1f9ac7 100644 --- a/Bestiary/bestiary-1/wolf.md +++ b/Bestiary/bestiary-1/wolf.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wolf" tags: diff --git a/Bestiary/bestiary-1/wraith.md b/Bestiary/bestiary-1/wraith.md index ea4f219a6..c9985b33a 100644 --- a/Bestiary/bestiary-1/wraith.md +++ b/Bestiary/bestiary-1/wraith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wraith" tags: diff --git a/Bestiary/bestiary-1/wyvern.md b/Bestiary/bestiary-1/wyvern.md index 4befd20c7..ba6201f9c 100644 --- a/Bestiary/bestiary-1/wyvern.md +++ b/Bestiary/bestiary-1/wyvern.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wyvern" tags: diff --git a/Bestiary/bestiary-1/xorn.md b/Bestiary/bestiary-1/xorn.md index 65c684e66..2d53425d3 100644 --- a/Bestiary/bestiary-1/xorn.md +++ b/Bestiary/bestiary-1/xorn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Xorn" tags: diff --git a/Bestiary/bestiary-1/xulgath-leader.md b/Bestiary/bestiary-1/xulgath-leader.md index aea2c8ee8..e34342737 100644 --- a/Bestiary/bestiary-1/xulgath-leader.md +++ b/Bestiary/bestiary-1/xulgath-leader.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Xulgath Leader" tags: diff --git a/Bestiary/bestiary-1/xulgath-skulker.md b/Bestiary/bestiary-1/xulgath-skulker.md index 347c67a06..5a407e918 100644 --- a/Bestiary/bestiary-1/xulgath-skulker.md +++ b/Bestiary/bestiary-1/xulgath-skulker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Xulgath Skulker" tags: diff --git a/Bestiary/bestiary-1/xulgath-warrior.md b/Bestiary/bestiary-1/xulgath-warrior.md index 0a1c0ff23..eb4202d09 100644 --- a/Bestiary/bestiary-1/xulgath-warrior.md +++ b/Bestiary/bestiary-1/xulgath-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Xulgath Warrior" tags: diff --git a/Bestiary/bestiary-1/yeti.md b/Bestiary/bestiary-1/yeti.md index a716c2ea6..53108a5fd 100644 --- a/Bestiary/bestiary-1/yeti.md +++ b/Bestiary/bestiary-1/yeti.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yeti" tags: diff --git a/Bestiary/bestiary-1/yoh-souran.md b/Bestiary/bestiary-1/yoh-souran.md index 0924f79fa..04a5bd6da 100644 --- a/Bestiary/bestiary-1/yoh-souran.md +++ b/Bestiary/bestiary-1/yoh-souran.md @@ -1,3 +1,8 @@ +--- +aliases: +tags: +obsidianUIMode: preview +--- ```statblock columns: 2 forcecolumns: true diff --git a/Bestiary/bestiary-1/young-black-dragon.md b/Bestiary/bestiary-1/young-black-dragon.md index 815a1125f..e6ce8811f 100644 --- a/Bestiary/bestiary-1/young-black-dragon.md +++ b/Bestiary/bestiary-1/young-black-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Black Dragon" tags: diff --git a/Bestiary/bestiary-1/young-blue-dragon.md b/Bestiary/bestiary-1/young-blue-dragon.md index 092f940d9..9722c7cf8 100644 --- a/Bestiary/bestiary-1/young-blue-dragon.md +++ b/Bestiary/bestiary-1/young-blue-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Blue Dragon" tags: diff --git a/Bestiary/bestiary-1/young-brass-dragon.md b/Bestiary/bestiary-1/young-brass-dragon.md index 8ea1dfbc4..143ded982 100644 --- a/Bestiary/bestiary-1/young-brass-dragon.md +++ b/Bestiary/bestiary-1/young-brass-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Brass Dragon" tags: diff --git a/Bestiary/bestiary-1/young-bronze-dragon.md b/Bestiary/bestiary-1/young-bronze-dragon.md index a568c4032..7b736a4a1 100644 --- a/Bestiary/bestiary-1/young-bronze-dragon.md +++ b/Bestiary/bestiary-1/young-bronze-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Bronze Dragon" tags: diff --git a/Bestiary/bestiary-1/young-copper-dragon.md b/Bestiary/bestiary-1/young-copper-dragon.md index 54faed7fc..b47d085ec 100644 --- a/Bestiary/bestiary-1/young-copper-dragon.md +++ b/Bestiary/bestiary-1/young-copper-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Copper Dragon" tags: diff --git a/Bestiary/bestiary-1/young-gold-dragon.md b/Bestiary/bestiary-1/young-gold-dragon.md index 4898f3451..77cf1c4df 100644 --- a/Bestiary/bestiary-1/young-gold-dragon.md +++ b/Bestiary/bestiary-1/young-gold-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Gold Dragon" tags: diff --git a/Bestiary/bestiary-1/young-green-dragon.md b/Bestiary/bestiary-1/young-green-dragon.md index 9134f9b1f..09a0946ab 100644 --- a/Bestiary/bestiary-1/young-green-dragon.md +++ b/Bestiary/bestiary-1/young-green-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Green Dragon" tags: diff --git a/Bestiary/bestiary-1/young-red-dragon.md b/Bestiary/bestiary-1/young-red-dragon.md index 503a91b60..02230a841 100644 --- a/Bestiary/bestiary-1/young-red-dragon.md +++ b/Bestiary/bestiary-1/young-red-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Red Dragon" tags: diff --git a/Bestiary/bestiary-1/young-silver-dragon.md b/Bestiary/bestiary-1/young-silver-dragon.md index 8cc2b0c33..64758021d 100644 --- a/Bestiary/bestiary-1/young-silver-dragon.md +++ b/Bestiary/bestiary-1/young-silver-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Silver Dragon" tags: diff --git a/Bestiary/bestiary-1/young-white-dragon.md b/Bestiary/bestiary-1/young-white-dragon.md index 01fdf4535..1f68642f1 100644 --- a/Bestiary/bestiary-1/young-white-dragon.md +++ b/Bestiary/bestiary-1/young-white-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young White Dragon" tags: diff --git a/Bestiary/bestiary-1/zaramuun.md b/Bestiary/bestiary-1/zaramuun.md index ad5793455..1642e4df6 100644 --- a/Bestiary/bestiary-1/zaramuun.md +++ b/Bestiary/bestiary-1/zaramuun.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zaramuun" tags: diff --git a/Bestiary/bestiary-1/zephyr-hawk.md b/Bestiary/bestiary-1/zephyr-hawk.md index c7b9351f3..bb5935a4d 100644 --- a/Bestiary/bestiary-1/zephyr-hawk.md +++ b/Bestiary/bestiary-1/zephyr-hawk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zephyr Hawk" tags: diff --git a/Bestiary/bestiary-1/zombie-brute.md b/Bestiary/bestiary-1/zombie-brute.md index 41feae515..f1ad62bb7 100644 --- a/Bestiary/bestiary-1/zombie-brute.md +++ b/Bestiary/bestiary-1/zombie-brute.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zombie Brute" tags: diff --git a/Bestiary/bestiary-1/zombie-hulk.md b/Bestiary/bestiary-1/zombie-hulk.md index a9059d486..8504dc086 100644 --- a/Bestiary/bestiary-1/zombie-hulk.md +++ b/Bestiary/bestiary-1/zombie-hulk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zombie Hulk" tags: diff --git a/Bestiary/bestiary-1/zombie-shambler.md b/Bestiary/bestiary-1/zombie-shambler.md index 71d147886..7f41ba5f3 100644 --- a/Bestiary/bestiary-1/zombie-shambler.md +++ b/Bestiary/bestiary-1/zombie-shambler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zombie Shambler" tags: diff --git a/Bestiary/bestiary-2/aapoph-serpentfolk.md b/Bestiary/bestiary-2/aapoph-serpentfolk.md index e1f19a9aa..1f64e486c 100644 --- a/Bestiary/bestiary-2/aapoph-serpentfolk.md +++ b/Bestiary/bestiary-2/aapoph-serpentfolk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Aapoph Serpentfolk" tags: diff --git a/Bestiary/bestiary-2/adult-brine-dragon.md b/Bestiary/bestiary-2/adult-brine-dragon.md index b28179295..858f35ebd 100644 --- a/Bestiary/bestiary-2/adult-brine-dragon.md +++ b/Bestiary/bestiary-2/adult-brine-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Brine Dragon" tags: diff --git a/Bestiary/bestiary-2/adult-cloud-dragon.md b/Bestiary/bestiary-2/adult-cloud-dragon.md index ae831f70e..a564c8fa4 100644 --- a/Bestiary/bestiary-2/adult-cloud-dragon.md +++ b/Bestiary/bestiary-2/adult-cloud-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Cloud Dragon" tags: diff --git a/Bestiary/bestiary-2/adult-crystal-dragon.md b/Bestiary/bestiary-2/adult-crystal-dragon.md index c61afdfda..b0fea55be 100644 --- a/Bestiary/bestiary-2/adult-crystal-dragon.md +++ b/Bestiary/bestiary-2/adult-crystal-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Crystal Dragon" tags: diff --git a/Bestiary/bestiary-2/adult-magma-dragon.md b/Bestiary/bestiary-2/adult-magma-dragon.md index e49ef734b..0eec5c52e 100644 --- a/Bestiary/bestiary-2/adult-magma-dragon.md +++ b/Bestiary/bestiary-2/adult-magma-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Magma Dragon" tags: diff --git a/Bestiary/bestiary-2/adult-umbral-dragon.md b/Bestiary/bestiary-2/adult-umbral-dragon.md index 5afee4fd6..c79fe583e 100644 --- a/Bestiary/bestiary-2/adult-umbral-dragon.md +++ b/Bestiary/bestiary-2/adult-umbral-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Umbral Dragon" tags: diff --git a/Bestiary/bestiary-2/ahuizotl.md b/Bestiary/bestiary-2/ahuizotl.md index 0386f15d0..080cad403 100644 --- a/Bestiary/bestiary-2/ahuizotl.md +++ b/Bestiary/bestiary-2/ahuizotl.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ahuizotl" tags: diff --git a/Bestiary/bestiary-2/akata.md b/Bestiary/bestiary-2/akata.md index 737fdb342..7afdab236 100644 --- a/Bestiary/bestiary-2/akata.md +++ b/Bestiary/bestiary-2/akata.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Akata" tags: diff --git a/Bestiary/bestiary-2/akizendri.md b/Bestiary/bestiary-2/akizendri.md index a8eaa190e..51dbe401d 100644 --- a/Bestiary/bestiary-2/akizendri.md +++ b/Bestiary/bestiary-2/akizendri.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Akizendri" tags: diff --git a/Bestiary/bestiary-2/amoeba-swarm.md b/Bestiary/bestiary-2/amoeba-swarm.md index b0ce32fda..afb327428 100644 --- a/Bestiary/bestiary-2/amoeba-swarm.md +++ b/Bestiary/bestiary-2/amoeba-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Amoeba Swarm" tags: diff --git a/Bestiary/bestiary-2/anancus.md b/Bestiary/bestiary-2/anancus.md index 8b9de62e2..b0df5937f 100644 --- a/Bestiary/bestiary-2/anancus.md +++ b/Bestiary/bestiary-2/anancus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Anancus" tags: diff --git a/Bestiary/bestiary-2/ancient-brine-dragon.md b/Bestiary/bestiary-2/ancient-brine-dragon.md index afe3adc03..cb6513bf8 100644 --- a/Bestiary/bestiary-2/ancient-brine-dragon.md +++ b/Bestiary/bestiary-2/ancient-brine-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Brine Dragon" tags: diff --git a/Bestiary/bestiary-2/ancient-cloud-dragon.md b/Bestiary/bestiary-2/ancient-cloud-dragon.md index 995d41e37..d08279ca4 100644 --- a/Bestiary/bestiary-2/ancient-cloud-dragon.md +++ b/Bestiary/bestiary-2/ancient-cloud-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Cloud Dragon" tags: diff --git a/Bestiary/bestiary-2/ancient-crystal-dragon.md b/Bestiary/bestiary-2/ancient-crystal-dragon.md index 9942e3960..922a711ac 100644 --- a/Bestiary/bestiary-2/ancient-crystal-dragon.md +++ b/Bestiary/bestiary-2/ancient-crystal-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Crystal Dragon" tags: diff --git a/Bestiary/bestiary-2/ancient-magma-dragon.md b/Bestiary/bestiary-2/ancient-magma-dragon.md index 941297a69..ba77ab94d 100644 --- a/Bestiary/bestiary-2/ancient-magma-dragon.md +++ b/Bestiary/bestiary-2/ancient-magma-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Magma Dragon" tags: diff --git a/Bestiary/bestiary-2/ancient-umbral-dragon.md b/Bestiary/bestiary-2/ancient-umbral-dragon.md index e084b19b6..b2f357816 100644 --- a/Bestiary/bestiary-2/ancient-umbral-dragon.md +++ b/Bestiary/bestiary-2/ancient-umbral-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Umbral Dragon" tags: diff --git a/Bestiary/bestiary-2/animate-dream.md b/Bestiary/bestiary-2/animate-dream.md index a7e0fad90..4cf8c43ea 100644 --- a/Bestiary/bestiary-2/animate-dream.md +++ b/Bestiary/bestiary-2/animate-dream.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animate Dream" tags: diff --git a/Bestiary/bestiary-2/ankou.md b/Bestiary/bestiary-2/ankou.md index 2342b2ce1..d2889c8ac 100644 --- a/Bestiary/bestiary-2/ankou.md +++ b/Bestiary/bestiary-2/ankou.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ankou" tags: diff --git a/Bestiary/bestiary-2/aolaz.md b/Bestiary/bestiary-2/aolaz.md index 64da7e813..39987504e 100644 --- a/Bestiary/bestiary-2/aolaz.md +++ b/Bestiary/bestiary-2/aolaz.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Aolaz" tags: diff --git a/Bestiary/bestiary-2/army-ant-swarm.md b/Bestiary/bestiary-2/army-ant-swarm.md index 760281144..860451ff8 100644 --- a/Bestiary/bestiary-2/army-ant-swarm.md +++ b/Bestiary/bestiary-2/army-ant-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Army Ant Swarm" tags: diff --git a/Bestiary/bestiary-2/assassin-vine.md b/Bestiary/bestiary-2/assassin-vine.md index eadec27b2..49940d0fd 100644 --- a/Bestiary/bestiary-2/assassin-vine.md +++ b/Bestiary/bestiary-2/assassin-vine.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Assassin Vine" tags: diff --git a/Bestiary/bestiary-2/athach.md b/Bestiary/bestiary-2/athach.md index 713ab207c..23849b9c8 100644 --- a/Bestiary/bestiary-2/athach.md +++ b/Bestiary/bestiary-2/athach.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Athach" tags: diff --git a/Bestiary/bestiary-2/attic-whisperer.md b/Bestiary/bestiary-2/attic-whisperer.md index 6d9572a85..8b70a4bfa 100644 --- a/Bestiary/bestiary-2/attic-whisperer.md +++ b/Bestiary/bestiary-2/attic-whisperer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Attic Whisperer" tags: diff --git a/Bestiary/bestiary-2/augnagar.md b/Bestiary/bestiary-2/augnagar.md index 651365c85..4eb6dbecf 100644 --- a/Bestiary/bestiary-2/augnagar.md +++ b/Bestiary/bestiary-2/augnagar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Augnagar" tags: diff --git a/Bestiary/bestiary-2/augur.md b/Bestiary/bestiary-2/augur.md index 7288a794d..fa27e81ef 100644 --- a/Bestiary/bestiary-2/augur.md +++ b/Bestiary/bestiary-2/augur.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Augur" tags: diff --git a/Bestiary/bestiary-2/aurumvorax.md b/Bestiary/bestiary-2/aurumvorax.md index eb310d860..61b7a729b 100644 --- a/Bestiary/bestiary-2/aurumvorax.md +++ b/Bestiary/bestiary-2/aurumvorax.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Aurumvorax" tags: diff --git a/Bestiary/bestiary-2/azuretzi.md b/Bestiary/bestiary-2/azuretzi.md index 66690cfb3..93d1977b5 100644 --- a/Bestiary/bestiary-2/azuretzi.md +++ b/Bestiary/bestiary-2/azuretzi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Azuretzi" tags: diff --git a/Bestiary/bestiary-2/babau.md b/Bestiary/bestiary-2/babau.md index 1e4724081..422a7db94 100644 --- a/Bestiary/bestiary-2/babau.md +++ b/Bestiary/bestiary-2/babau.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Babau" tags: diff --git a/Bestiary/bestiary-2/badger.md b/Bestiary/bestiary-2/badger.md index 2971f6aba..346a4de00 100644 --- a/Bestiary/bestiary-2/badger.md +++ b/Bestiary/bestiary-2/badger.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Badger" tags: diff --git a/Bestiary/bestiary-2/baobhan-sith.md b/Bestiary/bestiary-2/baobhan-sith.md index 14cd2c76e..bd554240c 100644 --- a/Bestiary/bestiary-2/baobhan-sith.md +++ b/Bestiary/bestiary-2/baobhan-sith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Baobhan Sith" tags: diff --git a/Bestiary/bestiary-2/basidirond.md b/Bestiary/bestiary-2/basidirond.md index 587a20369..c3a06ae19 100644 --- a/Bestiary/bestiary-2/basidirond.md +++ b/Bestiary/bestiary-2/basidirond.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Basidirond" tags: diff --git a/Bestiary/bestiary-2/bastion-archon.md b/Bestiary/bestiary-2/bastion-archon.md index 85739572a..2baedc1f6 100644 --- a/Bestiary/bestiary-2/bastion-archon.md +++ b/Bestiary/bestiary-2/bastion-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bastion Archon" tags: diff --git a/Bestiary/bestiary-2/bebilith.md b/Bestiary/bestiary-2/bebilith.md index 8fea81f98..bd8671f38 100644 --- a/Bestiary/bestiary-2/bebilith.md +++ b/Bestiary/bestiary-2/bebilith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bebilith" tags: diff --git a/Bestiary/bestiary-2/behemoth-hippopotamus.md b/Bestiary/bestiary-2/behemoth-hippopotamus.md index 5c86549fa..db76b22d2 100644 --- a/Bestiary/bestiary-2/behemoth-hippopotamus.md +++ b/Bestiary/bestiary-2/behemoth-hippopotamus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Behemoth Hippopotamus" tags: diff --git a/Bestiary/bestiary-2/behir.md b/Bestiary/bestiary-2/behir.md index 8dcf8a4ed..ffebe531f 100644 --- a/Bestiary/bestiary-2/behir.md +++ b/Bestiary/bestiary-2/behir.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Behir" tags: diff --git a/Bestiary/bestiary-2/belker.md b/Bestiary/bestiary-2/belker.md index dbe305250..044b5b29e 100644 --- a/Bestiary/bestiary-2/belker.md +++ b/Bestiary/bestiary-2/belker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Belker" tags: diff --git a/Bestiary/bestiary-2/black-bear.md b/Bestiary/bestiary-2/black-bear.md index b67f4ff5b..19cf2b51d 100644 --- a/Bestiary/bestiary-2/black-bear.md +++ b/Bestiary/bestiary-2/black-bear.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Black Bear" tags: diff --git a/Bestiary/bestiary-2/black-scorpion.md b/Bestiary/bestiary-2/black-scorpion.md index cea2e6b7d..10d9c87e8 100644 --- a/Bestiary/bestiary-2/black-scorpion.md +++ b/Bestiary/bestiary-2/black-scorpion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Black Scorpion" tags: diff --git a/Bestiary/bestiary-2/blindheim.md b/Bestiary/bestiary-2/blindheim.md index 81425a893..d34cfdac5 100644 --- a/Bestiary/bestiary-2/blindheim.md +++ b/Bestiary/bestiary-2/blindheim.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Blindheim" tags: diff --git a/Bestiary/bestiary-2/blink-dog.md b/Bestiary/bestiary-2/blink-dog.md index 3d4b1be39..703b7f6c6 100644 --- a/Bestiary/bestiary-2/blink-dog.md +++ b/Bestiary/bestiary-2/blink-dog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Blink Dog" tags: diff --git a/Bestiary/bestiary-2/blizzardborn.md b/Bestiary/bestiary-2/blizzardborn.md index 7b6c03866..e7db1da70 100644 --- a/Bestiary/bestiary-2/blizzardborn.md +++ b/Bestiary/bestiary-2/blizzardborn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Blizzardborn" tags: diff --git a/Bestiary/bestiary-2/blodeuwedd.md b/Bestiary/bestiary-2/blodeuwedd.md index 0cc803a4c..71a71d1f2 100644 --- a/Bestiary/bestiary-2/blodeuwedd.md +++ b/Bestiary/bestiary-2/blodeuwedd.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Blodeuwedd" tags: diff --git a/Bestiary/bestiary-2/blue-ringed-octopus.md b/Bestiary/bestiary-2/blue-ringed-octopus.md index e32c884c4..825d1070e 100644 --- a/Bestiary/bestiary-2/blue-ringed-octopus.md +++ b/Bestiary/bestiary-2/blue-ringed-octopus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Blue-ringed Octopus" tags: diff --git a/Bestiary/bestiary-2/bodak.md b/Bestiary/bestiary-2/bodak.md index f13900983..0e8c57d0e 100644 --- a/Bestiary/bestiary-2/bodak.md +++ b/Bestiary/bestiary-2/bodak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bodak" tags: diff --git a/Bestiary/bestiary-2/bog-mummy.md b/Bestiary/bestiary-2/bog-mummy.md index 5a94d7a6b..74c1ae785 100644 --- a/Bestiary/bestiary-2/bog-mummy.md +++ b/Bestiary/bestiary-2/bog-mummy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bog Mummy" tags: diff --git a/Bestiary/bestiary-2/bog-strider.md b/Bestiary/bestiary-2/bog-strider.md index ff2aeb73c..b2e03cd4e 100644 --- a/Bestiary/bestiary-2/bog-strider.md +++ b/Bestiary/bestiary-2/bog-strider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bog Strider" tags: diff --git a/Bestiary/bestiary-2/bone-prophet.md b/Bestiary/bestiary-2/bone-prophet.md index 56997df89..333e46558 100644 --- a/Bestiary/bestiary-2/bone-prophet.md +++ b/Bestiary/bestiary-2/bone-prophet.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bone Prophet" tags: diff --git a/Bestiary/bestiary-2/bottlenose-dolphin.md b/Bestiary/bestiary-2/bottlenose-dolphin.md index af0d72a0a..9697529d6 100644 --- a/Bestiary/bestiary-2/bottlenose-dolphin.md +++ b/Bestiary/bestiary-2/bottlenose-dolphin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bottlenose Dolphin" tags: diff --git a/Bestiary/bestiary-2/bralani.md b/Bestiary/bestiary-2/bralani.md index 55d14c23d..4812ae4c7 100644 --- a/Bestiary/bestiary-2/bralani.md +++ b/Bestiary/bestiary-2/bralani.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bralani" tags: diff --git a/Bestiary/bestiary-2/brood-leech-swarm.md b/Bestiary/bestiary-2/brood-leech-swarm.md index a45481ceb..fb453cce3 100644 --- a/Bestiary/bestiary-2/brood-leech-swarm.md +++ b/Bestiary/bestiary-2/brood-leech-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Brood Leech Swarm" tags: diff --git a/Bestiary/bestiary-2/brownie.md b/Bestiary/bestiary-2/brownie.md index ab56a0e69..60e40a91d 100644 --- a/Bestiary/bestiary-2/brownie.md +++ b/Bestiary/bestiary-2/brownie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Brownie" tags: diff --git a/Bestiary/bestiary-2/bythos.md b/Bestiary/bestiary-2/bythos.md index 578f10ef8..d7147ac23 100644 --- a/Bestiary/bestiary-2/bythos.md +++ b/Bestiary/bestiary-2/bythos.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bythos" tags: diff --git a/Bestiary/bestiary-2/cairn-linnorm.md b/Bestiary/bestiary-2/cairn-linnorm.md index 7f3a79716..42b1976c0 100644 --- a/Bestiary/bestiary-2/cairn-linnorm.md +++ b/Bestiary/bestiary-2/cairn-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cairn Linnorm" tags: diff --git a/Bestiary/bestiary-2/cairn-wight.md b/Bestiary/bestiary-2/cairn-wight.md index 24dc48e93..7bbca8256 100644 --- a/Bestiary/bestiary-2/cairn-wight.md +++ b/Bestiary/bestiary-2/cairn-wight.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cairn Wight" tags: diff --git a/Bestiary/bestiary-2/calathgar.md b/Bestiary/bestiary-2/calathgar.md index 5c1aae077..4723ebe73 100644 --- a/Bestiary/bestiary-2/calathgar.md +++ b/Bestiary/bestiary-2/calathgar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Calathgar" tags: diff --git a/Bestiary/bestiary-2/caligni-slayer.md b/Bestiary/bestiary-2/caligni-slayer.md index fbdf0d110..aa801b8cd 100644 --- a/Bestiary/bestiary-2/caligni-slayer.md +++ b/Bestiary/bestiary-2/caligni-slayer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Caligni Slayer" tags: diff --git a/Bestiary/bestiary-2/carbuncle.md b/Bestiary/bestiary-2/carbuncle.md index 0f969d113..6638807db 100644 --- a/Bestiary/bestiary-2/carbuncle.md +++ b/Bestiary/bestiary-2/carbuncle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Carbuncle" tags: diff --git a/Bestiary/bestiary-2/carnivorous-blob.md b/Bestiary/bestiary-2/carnivorous-blob.md index eb9b712c4..1572bb6fd 100644 --- a/Bestiary/bestiary-2/carnivorous-blob.md +++ b/Bestiary/bestiary-2/carnivorous-blob.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Carnivorous Blob" tags: diff --git a/Bestiary/bestiary-2/carrion-golem.md b/Bestiary/bestiary-2/carrion-golem.md index 124a6c699..a2bfc05c4 100644 --- a/Bestiary/bestiary-2/carrion-golem.md +++ b/Bestiary/bestiary-2/carrion-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Carrion Golem" tags: diff --git a/Bestiary/bestiary-2/catoblepas.md b/Bestiary/bestiary-2/catoblepas.md index 0c03034b2..208a7c7a6 100644 --- a/Bestiary/bestiary-2/catoblepas.md +++ b/Bestiary/bestiary-2/catoblepas.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Catoblepas" tags: diff --git a/Bestiary/bestiary-2/catrina.md b/Bestiary/bestiary-2/catrina.md index fc056f7ed..42149dbd7 100644 --- a/Bestiary/bestiary-2/catrina.md +++ b/Bestiary/bestiary-2/catrina.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Catrina" tags: diff --git a/Bestiary/bestiary-2/cave-fisher.md b/Bestiary/bestiary-2/cave-fisher.md index 57ea10efe..7dfedbb52 100644 --- a/Bestiary/bestiary-2/cave-fisher.md +++ b/Bestiary/bestiary-2/cave-fisher.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cave Fisher" tags: diff --git a/Bestiary/bestiary-2/cave-scorpion.md b/Bestiary/bestiary-2/cave-scorpion.md index e94a13c41..55030aed2 100644 --- a/Bestiary/bestiary-2/cave-scorpion.md +++ b/Bestiary/bestiary-2/cave-scorpion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cave Scorpion" tags: diff --git a/Bestiary/bestiary-2/cavern-troll.md b/Bestiary/bestiary-2/cavern-troll.md index ddfc1af8a..4578184ae 100644 --- a/Bestiary/bestiary-2/cavern-troll.md +++ b/Bestiary/bestiary-2/cavern-troll.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cavern Troll" tags: diff --git a/Bestiary/bestiary-2/chernobue.md b/Bestiary/bestiary-2/chernobue.md index ea5469319..2d9cf7ca2 100644 --- a/Bestiary/bestiary-2/chernobue.md +++ b/Bestiary/bestiary-2/chernobue.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Chernobue" tags: diff --git a/Bestiary/bestiary-2/choker.md b/Bestiary/bestiary-2/choker.md index 876676059..dd7159d60 100644 --- a/Bestiary/bestiary-2/choker.md +++ b/Bestiary/bestiary-2/choker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Choker" tags: diff --git a/Bestiary/bestiary-2/chupacabra.md b/Bestiary/bestiary-2/chupacabra.md index c900d055e..f0f0887ef 100644 --- a/Bestiary/bestiary-2/chupacabra.md +++ b/Bestiary/bestiary-2/chupacabra.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Chupacabra" tags: diff --git a/Bestiary/bestiary-2/cockroach-swarm.md b/Bestiary/bestiary-2/cockroach-swarm.md index 2bb44e021..786009eeb 100644 --- a/Bestiary/bestiary-2/cockroach-swarm.md +++ b/Bestiary/bestiary-2/cockroach-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cockroach Swarm" tags: diff --git a/Bestiary/bestiary-2/coil-spy.md b/Bestiary/bestiary-2/coil-spy.md index 56457a1ed..82bcf4e7b 100644 --- a/Bestiary/bestiary-2/coil-spy.md +++ b/Bestiary/bestiary-2/coil-spy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Coil Spy" tags: diff --git a/Bestiary/bestiary-2/compsognathus.md b/Bestiary/bestiary-2/compsognathus.md index bfa17b6e2..10e9c19a0 100644 --- a/Bestiary/bestiary-2/compsognathus.md +++ b/Bestiary/bestiary-2/compsognathus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Compsognathus" tags: diff --git a/Bestiary/bestiary-2/cornugon.md b/Bestiary/bestiary-2/cornugon.md index 169608795..612071fc8 100644 --- a/Bestiary/bestiary-2/cornugon.md +++ b/Bestiary/bestiary-2/cornugon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cornugon" tags: diff --git a/Bestiary/bestiary-2/crawling-hand.md b/Bestiary/bestiary-2/crawling-hand.md index 177fbc331..a61cabc24 100644 --- a/Bestiary/bestiary-2/crawling-hand.md +++ b/Bestiary/bestiary-2/crawling-hand.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Crawling Hand" tags: diff --git a/Bestiary/bestiary-2/culdewen.md b/Bestiary/bestiary-2/culdewen.md index a19e4b191..19219edcc 100644 --- a/Bestiary/bestiary-2/culdewen.md +++ b/Bestiary/bestiary-2/culdewen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Culdewen" tags: diff --git a/Bestiary/bestiary-2/cythnigot.md b/Bestiary/bestiary-2/cythnigot.md index 95f3ea21e..bf47ccbec 100644 --- a/Bestiary/bestiary-2/cythnigot.md +++ b/Bestiary/bestiary-2/cythnigot.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cythnigot" tags: diff --git a/Bestiary/bestiary-2/denizen-of-leng.md b/Bestiary/bestiary-2/denizen-of-leng.md index 61ee3250f..dd9c6a1cf 100644 --- a/Bestiary/bestiary-2/denizen-of-leng.md +++ b/Bestiary/bestiary-2/denizen-of-leng.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Denizen Of Leng" tags: diff --git a/Bestiary/bestiary-2/derghodaemon.md b/Bestiary/bestiary-2/derghodaemon.md index 0424c3b42..005e14ab9 100644 --- a/Bestiary/bestiary-2/derghodaemon.md +++ b/Bestiary/bestiary-2/derghodaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Derghodaemon" tags: diff --git a/Bestiary/bestiary-2/destrachan.md b/Bestiary/bestiary-2/destrachan.md index 16b767b73..27953e56b 100644 --- a/Bestiary/bestiary-2/destrachan.md +++ b/Bestiary/bestiary-2/destrachan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Destrachan" tags: diff --git a/Bestiary/bestiary-2/devourer.md b/Bestiary/bestiary-2/devourer.md index 65e8f2268..4915a02b3 100644 --- a/Bestiary/bestiary-2/devourer.md +++ b/Bestiary/bestiary-2/devourer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Devourer" tags: diff --git a/Bestiary/bestiary-2/dig-widget.md b/Bestiary/bestiary-2/dig-widget.md index 0a2d98d98..14ecb2d49 100644 --- a/Bestiary/bestiary-2/dig-widget.md +++ b/Bestiary/bestiary-2/dig-widget.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dig-widget" tags: diff --git a/Bestiary/bestiary-2/doprillu.md b/Bestiary/bestiary-2/doprillu.md index 537b88618..b602d2d02 100644 --- a/Bestiary/bestiary-2/doprillu.md +++ b/Bestiary/bestiary-2/doprillu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Doprillu" tags: diff --git a/Bestiary/bestiary-2/dracolisk.md b/Bestiary/bestiary-2/dracolisk.md index 7bfc0c7c0..253e44ad7 100644 --- a/Bestiary/bestiary-2/dracolisk.md +++ b/Bestiary/bestiary-2/dracolisk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dracolisk" tags: diff --git a/Bestiary/bestiary-2/drainberry-bush.md b/Bestiary/bestiary-2/drainberry-bush.md index 3939c0fae..46a2e2354 100644 --- a/Bestiary/bestiary-2/drainberry-bush.md +++ b/Bestiary/bestiary-2/drainberry-bush.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drainberry Bush" tags: diff --git a/Bestiary/bestiary-2/draugr.md b/Bestiary/bestiary-2/draugr.md index 0babe4d1e..fdfcd4436 100644 --- a/Bestiary/bestiary-2/draugr.md +++ b/Bestiary/bestiary-2/draugr.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Draugr" tags: diff --git a/Bestiary/bestiary-2/dread-wraith.md b/Bestiary/bestiary-2/dread-wraith.md index 54adc51a5..03289c5c8 100644 --- a/Bestiary/bestiary-2/dread-wraith.md +++ b/Bestiary/bestiary-2/dread-wraith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dread Wraith" tags: diff --git a/Bestiary/bestiary-2/dream-spider.md b/Bestiary/bestiary-2/dream-spider.md index dd1be51a6..c2f673573 100644 --- a/Bestiary/bestiary-2/dream-spider.md +++ b/Bestiary/bestiary-2/dream-spider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dream Spider" tags: diff --git a/Bestiary/bestiary-2/duneshaker-solifugid.md b/Bestiary/bestiary-2/duneshaker-solifugid.md index fbf9be35d..fb4fc57df 100644 --- a/Bestiary/bestiary-2/duneshaker-solifugid.md +++ b/Bestiary/bestiary-2/duneshaker-solifugid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Duneshaker Solifugid" tags: diff --git a/Bestiary/bestiary-2/dust-mephit.md b/Bestiary/bestiary-2/dust-mephit.md index 16c459302..3b2531880 100644 --- a/Bestiary/bestiary-2/dust-mephit.md +++ b/Bestiary/bestiary-2/dust-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dust Mephit" tags: diff --git a/Bestiary/bestiary-2/dweomercat.md b/Bestiary/bestiary-2/dweomercat.md index 0f69472de..1d62bd265 100644 --- a/Bestiary/bestiary-2/dweomercat.md +++ b/Bestiary/bestiary-2/dweomercat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dweomercat" tags: diff --git a/Bestiary/bestiary-2/dziriak.md b/Bestiary/bestiary-2/dziriak.md index dbe5bf39c..8cc467e08 100644 --- a/Bestiary/bestiary-2/dziriak.md +++ b/Bestiary/bestiary-2/dziriak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "D'ziriak" tags: diff --git a/Bestiary/bestiary-2/earthen-destrier.md b/Bestiary/bestiary-2/earthen-destrier.md index 5ded57706..f00219db6 100644 --- a/Bestiary/bestiary-2/earthen-destrier.md +++ b/Bestiary/bestiary-2/earthen-destrier.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Earthen Destrier" tags: diff --git a/Bestiary/bestiary-2/elasmosaurus.md b/Bestiary/bestiary-2/elasmosaurus.md index 6285ff9b2..8a4b3ca8b 100644 --- a/Bestiary/bestiary-2/elasmosaurus.md +++ b/Bestiary/bestiary-2/elasmosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elasmosaurus" tags: diff --git a/Bestiary/bestiary-2/ember-fox.md b/Bestiary/bestiary-2/ember-fox.md index e8869cbd0..879dacc7b 100644 --- a/Bestiary/bestiary-2/ember-fox.md +++ b/Bestiary/bestiary-2/ember-fox.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ember Fox" tags: diff --git a/Bestiary/bestiary-2/emperor-cobra.md b/Bestiary/bestiary-2/emperor-cobra.md index d93a25aea..90bf4b800 100644 --- a/Bestiary/bestiary-2/emperor-cobra.md +++ b/Bestiary/bestiary-2/emperor-cobra.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Emperor Cobra" tags: diff --git a/Bestiary/bestiary-2/eremite.md b/Bestiary/bestiary-2/eremite.md index 79bb70621..832a8dbe9 100644 --- a/Bestiary/bestiary-2/eremite.md +++ b/Bestiary/bestiary-2/eremite.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Eremite" tags: diff --git a/Bestiary/bestiary-2/esobok.md b/Bestiary/bestiary-2/esobok.md index 32a702fd6..aeb78a5ed 100644 --- a/Bestiary/bestiary-2/esobok.md +++ b/Bestiary/bestiary-2/esobok.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Esobok" tags: diff --git a/Bestiary/bestiary-2/evangelist.md b/Bestiary/bestiary-2/evangelist.md index b88efbb10..44a681e17 100644 --- a/Bestiary/bestiary-2/evangelist.md +++ b/Bestiary/bestiary-2/evangelist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Evangelist" tags: diff --git a/Bestiary/bestiary-2/fen-mosquito-swarm.md b/Bestiary/bestiary-2/fen-mosquito-swarm.md index 1fadecc2f..cd4d60edf 100644 --- a/Bestiary/bestiary-2/fen-mosquito-swarm.md +++ b/Bestiary/bestiary-2/fen-mosquito-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fen Mosquito Swarm" tags: diff --git a/Bestiary/bestiary-2/fetchling-scout.md b/Bestiary/bestiary-2/fetchling-scout.md index 5903d566d..881555730 100644 --- a/Bestiary/bestiary-2/fetchling-scout.md +++ b/Bestiary/bestiary-2/fetchling-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fetchling Scout" tags: diff --git a/Bestiary/bestiary-2/filth-fire.md b/Bestiary/bestiary-2/filth-fire.md index d7aeb5cac..8268e56f1 100644 --- a/Bestiary/bestiary-2/filth-fire.md +++ b/Bestiary/bestiary-2/filth-fire.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Filth Fire" tags: diff --git a/Bestiary/bestiary-2/fire-jellyfish-swarm.md b/Bestiary/bestiary-2/fire-jellyfish-swarm.md index 4ab17410e..88a4db6b6 100644 --- a/Bestiary/bestiary-2/fire-jellyfish-swarm.md +++ b/Bestiary/bestiary-2/fire-jellyfish-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fire Jellyfish Swarm" tags: diff --git a/Bestiary/bestiary-2/fire-yai.md b/Bestiary/bestiary-2/fire-yai.md index 592fc209f..4626982b0 100644 --- a/Bestiary/bestiary-2/fire-yai.md +++ b/Bestiary/bestiary-2/fire-yai.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fire Yai" tags: diff --git a/Bestiary/bestiary-2/fjord-linnorm.md b/Bestiary/bestiary-2/fjord-linnorm.md index ee8b6a199..5b410279a 100644 --- a/Bestiary/bestiary-2/fjord-linnorm.md +++ b/Bestiary/bestiary-2/fjord-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fjord Linnorm" tags: diff --git a/Bestiary/bestiary-2/flytrap-leshy.md b/Bestiary/bestiary-2/flytrap-leshy.md index f30eff21c..bbd46b36e 100644 --- a/Bestiary/bestiary-2/flytrap-leshy.md +++ b/Bestiary/bestiary-2/flytrap-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Flytrap Leshy" tags: diff --git a/Bestiary/bestiary-2/froghemoth.md b/Bestiary/bestiary-2/froghemoth.md index 5bfe716ae..663f24e93 100644 --- a/Bestiary/bestiary-2/froghemoth.md +++ b/Bestiary/bestiary-2/froghemoth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Froghemoth" tags: diff --git a/Bestiary/bestiary-2/frost-troll.md b/Bestiary/bestiary-2/frost-troll.md index f54b70573..fec77a497 100644 --- a/Bestiary/bestiary-2/frost-troll.md +++ b/Bestiary/bestiary-2/frost-troll.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Frost Troll" tags: diff --git a/Bestiary/bestiary-2/frost-worm.md b/Bestiary/bestiary-2/frost-worm.md index eddb64bc6..cd31a2b2b 100644 --- a/Bestiary/bestiary-2/frost-worm.md +++ b/Bestiary/bestiary-2/frost-worm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Frost Worm" tags: diff --git a/Bestiary/bestiary-2/ghonhatine.md b/Bestiary/bestiary-2/ghonhatine.md index 50d906823..1b7193261 100644 --- a/Bestiary/bestiary-2/ghonhatine.md +++ b/Bestiary/bestiary-2/ghonhatine.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ghonhatine" tags: diff --git a/Bestiary/bestiary-2/giant-amoeba.md b/Bestiary/bestiary-2/giant-amoeba.md index 9e793b1cd..aaebd4948 100644 --- a/Bestiary/bestiary-2/giant-amoeba.md +++ b/Bestiary/bestiary-2/giant-amoeba.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Amoeba" tags: diff --git a/Bestiary/bestiary-2/giant-ant.md b/Bestiary/bestiary-2/giant-ant.md index a9886a3c2..520ceccaa 100644 --- a/Bestiary/bestiary-2/giant-ant.md +++ b/Bestiary/bestiary-2/giant-ant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Ant" tags: diff --git a/Bestiary/bestiary-2/giant-badger.md b/Bestiary/bestiary-2/giant-badger.md index d2b64316b..64cd421f8 100644 --- a/Bestiary/bestiary-2/giant-badger.md +++ b/Bestiary/bestiary-2/giant-badger.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Badger" tags: diff --git a/Bestiary/bestiary-2/giant-chameleon.md b/Bestiary/bestiary-2/giant-chameleon.md index 2d5f8cfdf..724cc791d 100644 --- a/Bestiary/bestiary-2/giant-chameleon.md +++ b/Bestiary/bestiary-2/giant-chameleon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Chameleon" tags: diff --git a/Bestiary/bestiary-2/giant-cockroach.md b/Bestiary/bestiary-2/giant-cockroach.md index 88811daff..c42d366d7 100644 --- a/Bestiary/bestiary-2/giant-cockroach.md +++ b/Bestiary/bestiary-2/giant-cockroach.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Cockroach" tags: diff --git a/Bestiary/bestiary-2/giant-crab.md b/Bestiary/bestiary-2/giant-crab.md index b5d0d9990..d6634f339 100644 --- a/Bestiary/bestiary-2/giant-crab.md +++ b/Bestiary/bestiary-2/giant-crab.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Crab" tags: diff --git a/Bestiary/bestiary-2/giant-crawling-hand.md b/Bestiary/bestiary-2/giant-crawling-hand.md index 25d413938..c197b905f 100644 --- a/Bestiary/bestiary-2/giant-crawling-hand.md +++ b/Bestiary/bestiary-2/giant-crawling-hand.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Crawling Hand" tags: diff --git a/Bestiary/bestiary-2/giant-dragonfly-nymph.md b/Bestiary/bestiary-2/giant-dragonfly-nymph.md index 82150b271..f27eb5dc2 100644 --- a/Bestiary/bestiary-2/giant-dragonfly-nymph.md +++ b/Bestiary/bestiary-2/giant-dragonfly-nymph.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Dragonfly Nymph" tags: diff --git a/Bestiary/bestiary-2/giant-dragonfly.md b/Bestiary/bestiary-2/giant-dragonfly.md index 67e2ccefc..6f5fc9e62 100644 --- a/Bestiary/bestiary-2/giant-dragonfly.md +++ b/Bestiary/bestiary-2/giant-dragonfly.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Dragonfly" tags: diff --git a/Bestiary/bestiary-2/giant-fly.md b/Bestiary/bestiary-2/giant-fly.md index 942c69246..8b6d97349 100644 --- a/Bestiary/bestiary-2/giant-fly.md +++ b/Bestiary/bestiary-2/giant-fly.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Fly" tags: diff --git a/Bestiary/bestiary-2/giant-frog.md b/Bestiary/bestiary-2/giant-frog.md index 6339ca5b9..f107afd81 100644 --- a/Bestiary/bestiary-2/giant-frog.md +++ b/Bestiary/bestiary-2/giant-frog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Frog" tags: diff --git a/Bestiary/bestiary-2/giant-hippocampus.md b/Bestiary/bestiary-2/giant-hippocampus.md index 254c43dde..63e287980 100644 --- a/Bestiary/bestiary-2/giant-hippocampus.md +++ b/Bestiary/bestiary-2/giant-hippocampus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Hippocampus" tags: diff --git a/Bestiary/bestiary-2/giant-jellyfish.md b/Bestiary/bestiary-2/giant-jellyfish.md index 754f05a36..01da4c90d 100644 --- a/Bestiary/bestiary-2/giant-jellyfish.md +++ b/Bestiary/bestiary-2/giant-jellyfish.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Jellyfish" tags: diff --git a/Bestiary/bestiary-2/giant-leech.md b/Bestiary/bestiary-2/giant-leech.md index da3bab4bb..0c1412f0b 100644 --- a/Bestiary/bestiary-2/giant-leech.md +++ b/Bestiary/bestiary-2/giant-leech.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Leech" tags: diff --git a/Bestiary/bestiary-2/giant-maggot.md b/Bestiary/bestiary-2/giant-maggot.md index fea258887..817394548 100644 --- a/Bestiary/bestiary-2/giant-maggot.md +++ b/Bestiary/bestiary-2/giant-maggot.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Maggot" tags: diff --git a/Bestiary/bestiary-2/giant-mosquito.md b/Bestiary/bestiary-2/giant-mosquito.md index ce73cf307..5b48c982a 100644 --- a/Bestiary/bestiary-2/giant-mosquito.md +++ b/Bestiary/bestiary-2/giant-mosquito.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Mosquito" tags: diff --git a/Bestiary/bestiary-2/giant-slug.md b/Bestiary/bestiary-2/giant-slug.md index 0454008eb..d984ddae5 100644 --- a/Bestiary/bestiary-2/giant-slug.md +++ b/Bestiary/bestiary-2/giant-slug.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Slug" tags: diff --git a/Bestiary/bestiary-2/giant-snapping-turtle.md b/Bestiary/bestiary-2/giant-snapping-turtle.md index 91aea0a5b..a2f6237b3 100644 --- a/Bestiary/bestiary-2/giant-snapping-turtle.md +++ b/Bestiary/bestiary-2/giant-snapping-turtle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Snapping Turtle" tags: diff --git a/Bestiary/bestiary-2/giant-solifugid.md b/Bestiary/bestiary-2/giant-solifugid.md index e06a0c5b9..67b3d20eb 100644 --- a/Bestiary/bestiary-2/giant-solifugid.md +++ b/Bestiary/bestiary-2/giant-solifugid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Solifugid" tags: diff --git a/Bestiary/bestiary-2/giant-squid.md b/Bestiary/bestiary-2/giant-squid.md index a55f21ffc..7894ba7fa 100644 --- a/Bestiary/bestiary-2/giant-squid.md +++ b/Bestiary/bestiary-2/giant-squid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Squid" tags: diff --git a/Bestiary/bestiary-2/giant-tick.md b/Bestiary/bestiary-2/giant-tick.md index 04f7221c2..d80eb283e 100644 --- a/Bestiary/bestiary-2/giant-tick.md +++ b/Bestiary/bestiary-2/giant-tick.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Tick" tags: diff --git a/Bestiary/bestiary-2/giant-toad.md b/Bestiary/bestiary-2/giant-toad.md index 3d793da10..0d1f162e0 100644 --- a/Bestiary/bestiary-2/giant-toad.md +++ b/Bestiary/bestiary-2/giant-toad.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Toad" tags: diff --git a/Bestiary/bestiary-2/giant-whiptail-centipede.md b/Bestiary/bestiary-2/giant-whiptail-centipede.md index e8238a8d0..e31525cd1 100644 --- a/Bestiary/bestiary-2/giant-whiptail-centipede.md +++ b/Bestiary/bestiary-2/giant-whiptail-centipede.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Whiptail Centipede" tags: diff --git a/Bestiary/bestiary-2/giant-wolverine.md b/Bestiary/bestiary-2/giant-wolverine.md index a0b9595d0..fc73f90ad 100644 --- a/Bestiary/bestiary-2/giant-wolverine.md +++ b/Bestiary/bestiary-2/giant-wolverine.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Wolverine" tags: diff --git a/Bestiary/bestiary-2/glass-golem.md b/Bestiary/bestiary-2/glass-golem.md index 146c273af..4ae991611 100644 --- a/Bestiary/bestiary-2/glass-golem.md +++ b/Bestiary/bestiary-2/glass-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Glass Golem" tags: diff --git a/Bestiary/bestiary-2/gorgon.md b/Bestiary/bestiary-2/gorgon.md index 07c6e3193..0d3bbdb58 100644 --- a/Bestiary/bestiary-2/gorgon.md +++ b/Bestiary/bestiary-2/gorgon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gorgon" tags: diff --git a/Bestiary/bestiary-2/gosreg.md b/Bestiary/bestiary-2/gosreg.md index 3ab0c4bee..36f2e6195 100644 --- a/Bestiary/bestiary-2/gosreg.md +++ b/Bestiary/bestiary-2/gosreg.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gosreg" tags: diff --git a/Bestiary/bestiary-2/granite-glyptodont.md b/Bestiary/bestiary-2/granite-glyptodont.md index 947d938d9..dd76d5550 100644 --- a/Bestiary/bestiary-2/granite-glyptodont.md +++ b/Bestiary/bestiary-2/granite-glyptodont.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Granite Glyptodont" tags: diff --git a/Bestiary/bestiary-2/gray-ooze.md b/Bestiary/bestiary-2/gray-ooze.md index 3682e0c73..a1b88e25f 100644 --- a/Bestiary/bestiary-2/gray-ooze.md +++ b/Bestiary/bestiary-2/gray-ooze.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gray Ooze" tags: diff --git a/Bestiary/bestiary-2/grendel.md b/Bestiary/bestiary-2/grendel.md index 1fba2608c..0d956eb31 100644 --- a/Bestiary/bestiary-2/grendel.md +++ b/Bestiary/bestiary-2/grendel.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grendel" tags: diff --git a/Bestiary/bestiary-2/grimstalker.md b/Bestiary/bestiary-2/grimstalker.md index 105ae9066..ac17cde11 100644 --- a/Bestiary/bestiary-2/grimstalker.md +++ b/Bestiary/bestiary-2/grimstalker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grimstalker" tags: diff --git a/Bestiary/bestiary-2/grindylow.md b/Bestiary/bestiary-2/grindylow.md index 87b0ec378..50bcf278c 100644 --- a/Bestiary/bestiary-2/grindylow.md +++ b/Bestiary/bestiary-2/grindylow.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grindylow" tags: diff --git a/Bestiary/bestiary-2/grippli-scout.md b/Bestiary/bestiary-2/grippli-scout.md index 7d0ee40b8..f2090b2ca 100644 --- a/Bestiary/bestiary-2/grippli-scout.md +++ b/Bestiary/bestiary-2/grippli-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grippli Scout" tags: diff --git a/Bestiary/bestiary-2/grodair.md b/Bestiary/bestiary-2/grodair.md index 61bbc1797..a76d64eca 100644 --- a/Bestiary/bestiary-2/grodair.md +++ b/Bestiary/bestiary-2/grodair.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grodair" tags: diff --git a/Bestiary/bestiary-2/gylou.md b/Bestiary/bestiary-2/gylou.md index 39b0b7534..6297b2c64 100644 --- a/Bestiary/bestiary-2/gylou.md +++ b/Bestiary/bestiary-2/gylou.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gylou" tags: diff --git a/Bestiary/bestiary-2/hadrosaurid.md b/Bestiary/bestiary-2/hadrosaurid.md index 95f04f4e8..a962ddd9b 100644 --- a/Bestiary/bestiary-2/hadrosaurid.md +++ b/Bestiary/bestiary-2/hadrosaurid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hadrosaurid" tags: diff --git a/Bestiary/bestiary-2/hamatula.md b/Bestiary/bestiary-2/hamatula.md index 0d8205597..213ec32fe 100644 --- a/Bestiary/bestiary-2/hamatula.md +++ b/Bestiary/bestiary-2/hamatula.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hamatula" tags: diff --git a/Bestiary/bestiary-2/hellcat.md b/Bestiary/bestiary-2/hellcat.md index 57ac35f4c..05ca5bc2f 100644 --- a/Bestiary/bestiary-2/hellcat.md +++ b/Bestiary/bestiary-2/hellcat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hellcat" tags: diff --git a/Bestiary/bestiary-2/hezrou.md b/Bestiary/bestiary-2/hezrou.md index a17b72fd6..f0bf734cd 100644 --- a/Bestiary/bestiary-2/hezrou.md +++ b/Bestiary/bestiary-2/hezrou.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hezrou" tags: diff --git a/Bestiary/bestiary-2/hippocampus.md b/Bestiary/bestiary-2/hippocampus.md index 9bbf86336..f7fd0e18f 100644 --- a/Bestiary/bestiary-2/hippocampus.md +++ b/Bestiary/bestiary-2/hippocampus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hippocampus" tags: diff --git a/Bestiary/bestiary-2/hippogriff.md b/Bestiary/bestiary-2/hippogriff.md index 9bf175563..b19ed5ef9 100644 --- a/Bestiary/bestiary-2/hippogriff.md +++ b/Bestiary/bestiary-2/hippogriff.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hippogriff" tags: diff --git a/Bestiary/bestiary-2/hippopotamus.md b/Bestiary/bestiary-2/hippopotamus.md index f8ba41adc..2658df7e4 100644 --- a/Bestiary/bestiary-2/hippopotamus.md +++ b/Bestiary/bestiary-2/hippopotamus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hippopotamus" tags: diff --git a/Bestiary/bestiary-2/hodag.md b/Bestiary/bestiary-2/hodag.md index 54cbf2d15..5d1791315 100644 --- a/Bestiary/bestiary-2/hodag.md +++ b/Bestiary/bestiary-2/hodag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hodag" tags: diff --git a/Bestiary/bestiary-2/hound-archon.md b/Bestiary/bestiary-2/hound-archon.md index d8309062a..e7498c305 100644 --- a/Bestiary/bestiary-2/hound-archon.md +++ b/Bestiary/bestiary-2/hound-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hound Archon" tags: diff --git a/Bestiary/bestiary-2/hound-of-tindalos.md b/Bestiary/bestiary-2/hound-of-tindalos.md index 94f6fbcf5..d28f57e8e 100644 --- a/Bestiary/bestiary-2/hound-of-tindalos.md +++ b/Bestiary/bestiary-2/hound-of-tindalos.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hound Of Tindalos" tags: diff --git a/Bestiary/bestiary-2/ice-golem.md b/Bestiary/bestiary-2/ice-golem.md index 4fee34cb7..967f5ce40 100644 --- a/Bestiary/bestiary-2/ice-golem.md +++ b/Bestiary/bestiary-2/ice-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ice Golem" tags: diff --git a/Bestiary/bestiary-2/ice-mephit.md b/Bestiary/bestiary-2/ice-mephit.md index f16052514..cca94f014 100644 --- a/Bestiary/bestiary-2/ice-mephit.md +++ b/Bestiary/bestiary-2/ice-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ice Mephit" tags: diff --git a/Bestiary/bestiary-2/ice-yai.md b/Bestiary/bestiary-2/ice-yai.md index 40e16e24a..c91befc83 100644 --- a/Bestiary/bestiary-2/ice-yai.md +++ b/Bestiary/bestiary-2/ice-yai.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ice Yai" tags: diff --git a/Bestiary/bestiary-2/icewyrm.md b/Bestiary/bestiary-2/icewyrm.md index 4dc4b6e96..9ebb0085c 100644 --- a/Bestiary/bestiary-2/icewyrm.md +++ b/Bestiary/bestiary-2/icewyrm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Icewyrm" tags: diff --git a/Bestiary/bestiary-2/icicle-snake.md b/Bestiary/bestiary-2/icicle-snake.md index aac5084e1..42f29878a 100644 --- a/Bestiary/bestiary-2/icicle-snake.md +++ b/Bestiary/bestiary-2/icicle-snake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Icicle Snake" tags: diff --git a/Bestiary/bestiary-2/ifrit-pyrochemist.md b/Bestiary/bestiary-2/ifrit-pyrochemist.md index a837d74bb..937241bf6 100644 --- a/Bestiary/bestiary-2/ifrit-pyrochemist.md +++ b/Bestiary/bestiary-2/ifrit-pyrochemist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ifrit Pyrochemist" tags: diff --git a/Bestiary/bestiary-2/iguanodon.md b/Bestiary/bestiary-2/iguanodon.md index 4cf621618..37ccea333 100644 --- a/Bestiary/bestiary-2/iguanodon.md +++ b/Bestiary/bestiary-2/iguanodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Iguanodon" tags: diff --git a/Bestiary/bestiary-2/imentesh.md b/Bestiary/bestiary-2/imentesh.md index 59a7fbc68..d15beeb2d 100644 --- a/Bestiary/bestiary-2/imentesh.md +++ b/Bestiary/bestiary-2/imentesh.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Imentesh" tags: diff --git a/Bestiary/bestiary-2/intellect-devourer.md b/Bestiary/bestiary-2/intellect-devourer.md index 23fe89c80..caf383f7f 100644 --- a/Bestiary/bestiary-2/intellect-devourer.md +++ b/Bestiary/bestiary-2/intellect-devourer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Intellect Devourer" tags: diff --git a/Bestiary/bestiary-2/interlocutor.md b/Bestiary/bestiary-2/interlocutor.md index 3ad78ae5f..326f35b00 100644 --- a/Bestiary/bestiary-2/interlocutor.md +++ b/Bestiary/bestiary-2/interlocutor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Interlocutor" tags: diff --git a/Bestiary/bestiary-2/invidiak.md b/Bestiary/bestiary-2/invidiak.md index b6650dc32..968b2116c 100644 --- a/Bestiary/bestiary-2/invidiak.md +++ b/Bestiary/bestiary-2/invidiak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Invidiak" tags: diff --git a/Bestiary/bestiary-2/irlgaunt.md b/Bestiary/bestiary-2/irlgaunt.md index 539f524d5..d867808ac 100644 --- a/Bestiary/bestiary-2/irlgaunt.md +++ b/Bestiary/bestiary-2/irlgaunt.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Irlgaunt" tags: diff --git a/Bestiary/bestiary-2/irnakurse.md b/Bestiary/bestiary-2/irnakurse.md index e87a02682..f957faa81 100644 --- a/Bestiary/bestiary-2/irnakurse.md +++ b/Bestiary/bestiary-2/irnakurse.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Irnakurse" tags: diff --git a/Bestiary/bestiary-2/isqulug.md b/Bestiary/bestiary-2/isqulug.md index 836e6d2d8..a152a0ea1 100644 --- a/Bestiary/bestiary-2/isqulug.md +++ b/Bestiary/bestiary-2/isqulug.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Isqulug" tags: diff --git a/Bestiary/bestiary-2/jabberwock.md b/Bestiary/bestiary-2/jabberwock.md index 97eceaa74..9602fd1a8 100644 --- a/Bestiary/bestiary-2/jabberwock.md +++ b/Bestiary/bestiary-2/jabberwock.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Jabberwock" tags: diff --git a/Bestiary/bestiary-2/jotund-troll.md b/Bestiary/bestiary-2/jotund-troll.md index 4e0d590ad..bb5c3f64f 100644 --- a/Bestiary/bestiary-2/jotund-troll.md +++ b/Bestiary/bestiary-2/jotund-troll.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Jotund Troll" tags: diff --git a/Bestiary/bestiary-2/jyoti.md b/Bestiary/bestiary-2/jyoti.md index f3dc0520f..42cba6dfb 100644 --- a/Bestiary/bestiary-2/jyoti.md +++ b/Bestiary/bestiary-2/jyoti.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Jyoti" tags: diff --git a/Bestiary/bestiary-2/kelpie.md b/Bestiary/bestiary-2/kelpie.md index 3c47e2707..cf9562b48 100644 --- a/Bestiary/bestiary-2/kelpie.md +++ b/Bestiary/bestiary-2/kelpie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kelpie" tags: diff --git a/Bestiary/bestiary-2/korred.md b/Bestiary/bestiary-2/korred.md index 31406f404..73a1c02f9 100644 --- a/Bestiary/bestiary-2/korred.md +++ b/Bestiary/bestiary-2/korred.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Korred" tags: diff --git a/Bestiary/bestiary-2/leng-spider.md b/Bestiary/bestiary-2/leng-spider.md index b24347f8a..a1e21bcf0 100644 --- a/Bestiary/bestiary-2/leng-spider.md +++ b/Bestiary/bestiary-2/leng-spider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leng Spider" tags: diff --git a/Bestiary/bestiary-2/leprechaun.md b/Bestiary/bestiary-2/leprechaun.md index 93fe762d9..34bda966a 100644 --- a/Bestiary/bestiary-2/leprechaun.md +++ b/Bestiary/bestiary-2/leprechaun.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leprechaun" tags: diff --git a/Bestiary/bestiary-2/lerritan.md b/Bestiary/bestiary-2/lerritan.md index 61ec1afe9..5bf995c76 100644 --- a/Bestiary/bestiary-2/lerritan.md +++ b/Bestiary/bestiary-2/lerritan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lerritan" tags: diff --git a/Bestiary/bestiary-2/leucrotta.md b/Bestiary/bestiary-2/leucrotta.md index 06aaf629d..3d5199c3f 100644 --- a/Bestiary/bestiary-2/leucrotta.md +++ b/Bestiary/bestiary-2/leucrotta.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leucrotta" tags: diff --git a/Bestiary/bestiary-2/leydroth.md b/Bestiary/bestiary-2/leydroth.md index 23c5a0af6..989b45f5e 100644 --- a/Bestiary/bestiary-2/leydroth.md +++ b/Bestiary/bestiary-2/leydroth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leydroth" tags: diff --git a/Bestiary/bestiary-2/living-boulder.md b/Bestiary/bestiary-2/living-boulder.md index 353c14159..5dd5f7fdf 100644 --- a/Bestiary/bestiary-2/living-boulder.md +++ b/Bestiary/bestiary-2/living-boulder.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Living Boulder" tags: diff --git a/Bestiary/bestiary-2/living-thunderclap.md b/Bestiary/bestiary-2/living-thunderclap.md index 88cd365e6..7cff153ee 100644 --- a/Bestiary/bestiary-2/living-thunderclap.md +++ b/Bestiary/bestiary-2/living-thunderclap.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Living Thunderclap" tags: diff --git a/Bestiary/bestiary-2/lunar-naga.md b/Bestiary/bestiary-2/lunar-naga.md index 3c6242537..dbab57157 100644 --- a/Bestiary/bestiary-2/lunar-naga.md +++ b/Bestiary/bestiary-2/lunar-naga.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lunar Naga" tags: diff --git a/Bestiary/bestiary-2/lurker-in-light.md b/Bestiary/bestiary-2/lurker-in-light.md index b449eb1c1..b19ef0962 100644 --- a/Bestiary/bestiary-2/lurker-in-light.md +++ b/Bestiary/bestiary-2/lurker-in-light.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lurker In Light" tags: diff --git a/Bestiary/bestiary-2/magma-scorpion.md b/Bestiary/bestiary-2/magma-scorpion.md index e5ca2de03..5bcfde9ff 100644 --- a/Bestiary/bestiary-2/magma-scorpion.md +++ b/Bestiary/bestiary-2/magma-scorpion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Magma Scorpion" tags: diff --git a/Bestiary/bestiary-2/mandragora.md b/Bestiary/bestiary-2/mandragora.md index e5925ec1a..cabc0a29c 100644 --- a/Bestiary/bestiary-2/mandragora.md +++ b/Bestiary/bestiary-2/mandragora.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mandragora" tags: diff --git a/Bestiary/bestiary-2/manta-ray.md b/Bestiary/bestiary-2/manta-ray.md index 7979c2d1d..c27f83eee 100644 --- a/Bestiary/bestiary-2/manta-ray.md +++ b/Bestiary/bestiary-2/manta-ray.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Manta Ray" tags: diff --git a/Bestiary/bestiary-2/marrmora.md b/Bestiary/bestiary-2/marrmora.md index eb87a1854..254759c03 100644 --- a/Bestiary/bestiary-2/marrmora.md +++ b/Bestiary/bestiary-2/marrmora.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Marrmora" tags: diff --git a/Bestiary/bestiary-2/marsh-giant.md b/Bestiary/bestiary-2/marsh-giant.md index eace496d7..8b45e8933 100644 --- a/Bestiary/bestiary-2/marsh-giant.md +++ b/Bestiary/bestiary-2/marsh-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Marsh Giant" tags: diff --git a/Bestiary/bestiary-2/marut.md b/Bestiary/bestiary-2/marut.md index 29d787209..a8acfa0d6 100644 --- a/Bestiary/bestiary-2/marut.md +++ b/Bestiary/bestiary-2/marut.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Marut" tags: diff --git a/Bestiary/bestiary-2/mastodon.md b/Bestiary/bestiary-2/mastodon.md index 687cdf8ac..93321f811 100644 --- a/Bestiary/bestiary-2/mastodon.md +++ b/Bestiary/bestiary-2/mastodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mastodon" tags: diff --git a/Bestiary/bestiary-2/megalania.md b/Bestiary/bestiary-2/megalania.md index 118b461dc..c1605d95a 100644 --- a/Bestiary/bestiary-2/megalania.md +++ b/Bestiary/bestiary-2/megalania.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Megalania" tags: diff --git a/Bestiary/bestiary-2/meladaemon.md b/Bestiary/bestiary-2/meladaemon.md index bd2d13948..6d0bd2217 100644 --- a/Bestiary/bestiary-2/meladaemon.md +++ b/Bestiary/bestiary-2/meladaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Meladaemon" tags: diff --git a/Bestiary/bestiary-2/melody-on-the-wind.md b/Bestiary/bestiary-2/melody-on-the-wind.md index 3b07afad9..db235db68 100644 --- a/Bestiary/bestiary-2/melody-on-the-wind.md +++ b/Bestiary/bestiary-2/melody-on-the-wind.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Melody On The Wind" tags: diff --git a/Bestiary/bestiary-2/mist-stalker.md b/Bestiary/bestiary-2/mist-stalker.md index 41febc1ce..318d3f569 100644 --- a/Bestiary/bestiary-2/mist-stalker.md +++ b/Bestiary/bestiary-2/mist-stalker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mist Stalker" tags: diff --git a/Bestiary/bestiary-2/mohrg.md b/Bestiary/bestiary-2/mohrg.md index c2094008c..f1c2a7505 100644 --- a/Bestiary/bestiary-2/mohrg.md +++ b/Bestiary/bestiary-2/mohrg.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mohrg" tags: diff --git a/Bestiary/bestiary-2/monadic-deva.md b/Bestiary/bestiary-2/monadic-deva.md index c418b1a6a..5763e1766 100644 --- a/Bestiary/bestiary-2/monadic-deva.md +++ b/Bestiary/bestiary-2/monadic-deva.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Monadic Deva" tags: diff --git a/Bestiary/bestiary-2/moonflower.md b/Bestiary/bestiary-2/moonflower.md index 778b0ee61..1d74df1eb 100644 --- a/Bestiary/bestiary-2/moonflower.md +++ b/Bestiary/bestiary-2/moonflower.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Moonflower" tags: diff --git a/Bestiary/bestiary-2/morlock.md b/Bestiary/bestiary-2/morlock.md index 15c46fd31..8495c7ed8 100644 --- a/Bestiary/bestiary-2/morlock.md +++ b/Bestiary/bestiary-2/morlock.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Morlock" tags: diff --git a/Bestiary/bestiary-2/movanic-deva.md b/Bestiary/bestiary-2/movanic-deva.md index c820585e9..6c87cef05 100644 --- a/Bestiary/bestiary-2/movanic-deva.md +++ b/Bestiary/bestiary-2/movanic-deva.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Movanic Deva" tags: diff --git a/Bestiary/bestiary-2/mudwretch.md b/Bestiary/bestiary-2/mudwretch.md index 8f497ff1a..c7b9a1379 100644 --- a/Bestiary/bestiary-2/mudwretch.md +++ b/Bestiary/bestiary-2/mudwretch.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mudwretch" tags: diff --git a/Bestiary/bestiary-2/nabasu.md b/Bestiary/bestiary-2/nabasu.md index 6203132a8..efb2f48cb 100644 --- a/Bestiary/bestiary-2/nabasu.md +++ b/Bestiary/bestiary-2/nabasu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nabasu" tags: diff --git a/Bestiary/bestiary-2/nalfeshnee.md b/Bestiary/bestiary-2/nalfeshnee.md index 31da16f6d..a856cc78d 100644 --- a/Bestiary/bestiary-2/nalfeshnee.md +++ b/Bestiary/bestiary-2/nalfeshnee.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nalfeshnee" tags: diff --git a/Bestiary/bestiary-2/necrophidius.md b/Bestiary/bestiary-2/necrophidius.md index 0527b2c10..b704556d2 100644 --- a/Bestiary/bestiary-2/necrophidius.md +++ b/Bestiary/bestiary-2/necrophidius.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Necrophidius" tags: diff --git a/Bestiary/bestiary-2/neothelid.md b/Bestiary/bestiary-2/neothelid.md index e4960c01b..6148467dd 100644 --- a/Bestiary/bestiary-2/neothelid.md +++ b/Bestiary/bestiary-2/neothelid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Neothelid" tags: diff --git a/Bestiary/bestiary-2/nereid.md b/Bestiary/bestiary-2/nereid.md index 1498ed056..9729d01c9 100644 --- a/Bestiary/bestiary-2/nereid.md +++ b/Bestiary/bestiary-2/nereid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nereid" tags: diff --git a/Bestiary/bestiary-2/nixie.md b/Bestiary/bestiary-2/nixie.md index 44d07f3fd..49023b1f9 100644 --- a/Bestiary/bestiary-2/nixie.md +++ b/Bestiary/bestiary-2/nixie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nixie" tags: diff --git a/Bestiary/bestiary-2/norn.md b/Bestiary/bestiary-2/norn.md index 648f2ab1b..9319706c2 100644 --- a/Bestiary/bestiary-2/norn.md +++ b/Bestiary/bestiary-2/norn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Norn" tags: diff --git a/Bestiary/bestiary-2/nuckelavee.md b/Bestiary/bestiary-2/nuckelavee.md index 13819fc72..0bc8e23e7 100644 --- a/Bestiary/bestiary-2/nuckelavee.md +++ b/Bestiary/bestiary-2/nuckelavee.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nuckelavee" tags: diff --git a/Bestiary/bestiary-2/nuglub.md b/Bestiary/bestiary-2/nuglub.md index 013d98c26..3d0e00462 100644 --- a/Bestiary/bestiary-2/nuglub.md +++ b/Bestiary/bestiary-2/nuglub.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nuglub" tags: diff --git a/Bestiary/bestiary-2/nyogoth.md b/Bestiary/bestiary-2/nyogoth.md index a7bd44e79..e52f5233c 100644 --- a/Bestiary/bestiary-2/nyogoth.md +++ b/Bestiary/bestiary-2/nyogoth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nyogoth" tags: diff --git a/Bestiary/bestiary-2/ogre-spider.md b/Bestiary/bestiary-2/ogre-spider.md index 31a1e9d4b..91ff58fa9 100644 --- a/Bestiary/bestiary-2/ogre-spider.md +++ b/Bestiary/bestiary-2/ogre-spider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ogre Spider" tags: diff --git a/Bestiary/bestiary-2/olethrodaemon.md b/Bestiary/bestiary-2/olethrodaemon.md index 8829f639a..16c1e94ae 100644 --- a/Bestiary/bestiary-2/olethrodaemon.md +++ b/Bestiary/bestiary-2/olethrodaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Olethrodaemon" tags: diff --git a/Bestiary/bestiary-2/onidoshi.md b/Bestiary/bestiary-2/onidoshi.md index 51e75c64b..f56967643 100644 --- a/Bestiary/bestiary-2/onidoshi.md +++ b/Bestiary/bestiary-2/onidoshi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Onidoshi" tags: diff --git a/Bestiary/bestiary-2/ooze-mephit.md b/Bestiary/bestiary-2/ooze-mephit.md index 9f9d0d08c..110da51e9 100644 --- a/Bestiary/bestiary-2/ooze-mephit.md +++ b/Bestiary/bestiary-2/ooze-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ooze Mephit" tags: diff --git a/Bestiary/bestiary-2/orca.md b/Bestiary/bestiary-2/orca.md index dfa011b18..4577def8b 100644 --- a/Bestiary/bestiary-2/orca.md +++ b/Bestiary/bestiary-2/orca.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Orca" tags: diff --git a/Bestiary/bestiary-2/oread-guard.md b/Bestiary/bestiary-2/oread-guard.md index e0441979c..b0528bf44 100644 --- a/Bestiary/bestiary-2/oread-guard.md +++ b/Bestiary/bestiary-2/oread-guard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Oread Guard" tags: diff --git a/Bestiary/bestiary-2/ostiarius.md b/Bestiary/bestiary-2/ostiarius.md index 429aaa60e..d48436408 100644 --- a/Bestiary/bestiary-2/ostiarius.md +++ b/Bestiary/bestiary-2/ostiarius.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ostiarius" tags: diff --git a/Bestiary/bestiary-2/osyluth.md b/Bestiary/bestiary-2/osyluth.md index c75564a59..6e16fd5fe 100644 --- a/Bestiary/bestiary-2/osyluth.md +++ b/Bestiary/bestiary-2/osyluth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Osyluth" tags: diff --git a/Bestiary/bestiary-2/pachycephalosaurus.md b/Bestiary/bestiary-2/pachycephalosaurus.md index 7704bf514..70d5935ff 100644 --- a/Bestiary/bestiary-2/pachycephalosaurus.md +++ b/Bestiary/bestiary-2/pachycephalosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pachycephalosaurus" tags: diff --git a/Bestiary/bestiary-2/peluda.md b/Bestiary/bestiary-2/peluda.md index 5d71c63b3..eb6f15da3 100644 --- a/Bestiary/bestiary-2/peluda.md +++ b/Bestiary/bestiary-2/peluda.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Peluda" tags: diff --git a/Bestiary/bestiary-2/peryton.md b/Bestiary/bestiary-2/peryton.md index 4a2497893..3f28b660d 100644 --- a/Bestiary/bestiary-2/peryton.md +++ b/Bestiary/bestiary-2/peryton.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Peryton" tags: diff --git a/Bestiary/bestiary-2/petitioner-abaddon.md b/Bestiary/bestiary-2/petitioner-abaddon.md index 0ed0682c2..aff4e078e 100644 --- a/Bestiary/bestiary-2/petitioner-abaddon.md +++ b/Bestiary/bestiary-2/petitioner-abaddon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Petitioner (Abaddon)" tags: diff --git a/Bestiary/bestiary-2/petitioner-abyss.md b/Bestiary/bestiary-2/petitioner-abyss.md index da50ec979..ed984b12d 100644 --- a/Bestiary/bestiary-2/petitioner-abyss.md +++ b/Bestiary/bestiary-2/petitioner-abyss.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Petitioner (Abyss)" tags: diff --git a/Bestiary/bestiary-2/petitioner-astral-plane.md b/Bestiary/bestiary-2/petitioner-astral-plane.md index d3e0d1d16..99d780cfd 100644 --- a/Bestiary/bestiary-2/petitioner-astral-plane.md +++ b/Bestiary/bestiary-2/petitioner-astral-plane.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Petitioner (Astral Plane)" tags: diff --git a/Bestiary/bestiary-2/petitioner-axis.md b/Bestiary/bestiary-2/petitioner-axis.md index 0b184d456..b2af68ee7 100644 --- a/Bestiary/bestiary-2/petitioner-axis.md +++ b/Bestiary/bestiary-2/petitioner-axis.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Petitioner (Axis)" tags: diff --git a/Bestiary/bestiary-2/petitioner-boneyard.md b/Bestiary/bestiary-2/petitioner-boneyard.md index dc3e58d34..4f2a57462 100644 --- a/Bestiary/bestiary-2/petitioner-boneyard.md +++ b/Bestiary/bestiary-2/petitioner-boneyard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Petitioner (Boneyard)" tags: diff --git a/Bestiary/bestiary-2/petitioner-dead-vault.md b/Bestiary/bestiary-2/petitioner-dead-vault.md index b2e868900..9b842f328 100644 --- a/Bestiary/bestiary-2/petitioner-dead-vault.md +++ b/Bestiary/bestiary-2/petitioner-dead-vault.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Petitioner (Dead Vault)" tags: diff --git a/Bestiary/bestiary-2/petitioner.md b/Bestiary/bestiary-2/petitioner.md index 51aed5e0c..3e85fd7ea 100644 --- a/Bestiary/bestiary-2/petitioner.md +++ b/Bestiary/bestiary-2/petitioner.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Petitioner" tags: diff --git a/Bestiary/bestiary-2/piscodaemon.md b/Bestiary/bestiary-2/piscodaemon.md index e6aa93d43..3934d4fc7 100644 --- a/Bestiary/bestiary-2/piscodaemon.md +++ b/Bestiary/bestiary-2/piscodaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Piscodaemon" tags: diff --git a/Bestiary/bestiary-2/planetar.md b/Bestiary/bestiary-2/planetar.md index 7f92c9ac3..fa7273825 100644 --- a/Bestiary/bestiary-2/planetar.md +++ b/Bestiary/bestiary-2/planetar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Planetar" tags: diff --git a/Bestiary/bestiary-2/polar-bear.md b/Bestiary/bestiary-2/polar-bear.md index 3df137ab9..efaeb7ab9 100644 --- a/Bestiary/bestiary-2/polar-bear.md +++ b/Bestiary/bestiary-2/polar-bear.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Polar Bear" tags: diff --git a/Bestiary/bestiary-2/purrodaemon.md b/Bestiary/bestiary-2/purrodaemon.md index 5077b485a..081b532ff 100644 --- a/Bestiary/bestiary-2/purrodaemon.md +++ b/Bestiary/bestiary-2/purrodaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Purrodaemon" tags: diff --git a/Bestiary/bestiary-2/quetz-couatl.md b/Bestiary/bestiary-2/quetz-couatl.md index 82168a93f..238ff77b3 100644 --- a/Bestiary/bestiary-2/quetz-couatl.md +++ b/Bestiary/bestiary-2/quetz-couatl.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quetz Couatl" tags: diff --git a/Bestiary/bestiary-2/quickling.md b/Bestiary/bestiary-2/quickling.md index 1ce57347e..6add29640 100644 --- a/Bestiary/bestiary-2/quickling.md +++ b/Bestiary/bestiary-2/quickling.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quickling" tags: diff --git a/Bestiary/bestiary-2/quoppopak.md b/Bestiary/bestiary-2/quoppopak.md index 3142373c7..aced6f9ad 100644 --- a/Bestiary/bestiary-2/quoppopak.md +++ b/Bestiary/bestiary-2/quoppopak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quoppopak" tags: diff --git a/Bestiary/bestiary-2/radiant-warden.md b/Bestiary/bestiary-2/radiant-warden.md index 930db8786..99c7f2eed 100644 --- a/Bestiary/bestiary-2/radiant-warden.md +++ b/Bestiary/bestiary-2/radiant-warden.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Radiant Warden" tags: diff --git a/Bestiary/bestiary-2/raven-swarm.md b/Bestiary/bestiary-2/raven-swarm.md index ae45588d9..a2a41370b 100644 --- a/Bestiary/bestiary-2/raven-swarm.md +++ b/Bestiary/bestiary-2/raven-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Raven Swarm" tags: diff --git a/Bestiary/bestiary-2/raven.md b/Bestiary/bestiary-2/raven.md index 50c90d887..17b5c7ca2 100644 --- a/Bestiary/bestiary-2/raven.md +++ b/Bestiary/bestiary-2/raven.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Raven" tags: diff --git a/Bestiary/bestiary-2/ravener-husk.md b/Bestiary/bestiary-2/ravener-husk.md index 2c55667b5..14c8c15b7 100644 --- a/Bestiary/bestiary-2/ravener-husk.md +++ b/Bestiary/bestiary-2/ravener-husk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ravener Husk" tags: diff --git a/Bestiary/bestiary-2/ravener.md b/Bestiary/bestiary-2/ravener.md index 7d22e43f1..9bf7cfbf3 100644 --- a/Bestiary/bestiary-2/ravener.md +++ b/Bestiary/bestiary-2/ravener.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ravener" tags: diff --git a/Bestiary/bestiary-2/reef-octopus.md b/Bestiary/bestiary-2/reef-octopus.md index b0a07d43c..48c78e65b 100644 --- a/Bestiary/bestiary-2/reef-octopus.md +++ b/Bestiary/bestiary-2/reef-octopus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Reef Octopus" tags: diff --git a/Bestiary/bestiary-2/revenant.md b/Bestiary/bestiary-2/revenant.md index db8605515..4b4748da7 100644 --- a/Bestiary/bestiary-2/revenant.md +++ b/Bestiary/bestiary-2/revenant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Revenant" tags: diff --git a/Bestiary/bestiary-2/rhinoceros.md b/Bestiary/bestiary-2/rhinoceros.md index 1bd4bf89f..31cadda8d 100644 --- a/Bestiary/bestiary-2/rhinoceros.md +++ b/Bestiary/bestiary-2/rhinoceros.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rhinoceros" tags: diff --git a/Bestiary/bestiary-2/rusalka.md b/Bestiary/bestiary-2/rusalka.md index b540cb3fd..93863f135 100644 --- a/Bestiary/bestiary-2/rusalka.md +++ b/Bestiary/bestiary-2/rusalka.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rusalka" tags: diff --git a/Bestiary/bestiary-2/sacristan.md b/Bestiary/bestiary-2/sacristan.md index a12f954c1..6d5865193 100644 --- a/Bestiary/bestiary-2/sacristan.md +++ b/Bestiary/bestiary-2/sacristan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sacristan" tags: diff --git a/Bestiary/bestiary-2/sand-sentry.md b/Bestiary/bestiary-2/sand-sentry.md index a76d867e3..c18802037 100644 --- a/Bestiary/bestiary-2/sand-sentry.md +++ b/Bestiary/bestiary-2/sand-sentry.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sand Sentry" tags: diff --git a/Bestiary/bestiary-2/sandpoint-devil.md b/Bestiary/bestiary-2/sandpoint-devil.md index a55373a6b..5157d603b 100644 --- a/Bestiary/bestiary-2/sandpoint-devil.md +++ b/Bestiary/bestiary-2/sandpoint-devil.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sandpoint Devil" tags: diff --git a/Bestiary/bestiary-2/sard.md b/Bestiary/bestiary-2/sard.md index 1dd93ffe0..5b12a40de 100644 --- a/Bestiary/bestiary-2/sard.md +++ b/Bestiary/bestiary-2/sard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sard" tags: diff --git a/Bestiary/bestiary-2/sarglagon.md b/Bestiary/bestiary-2/sarglagon.md index d96c41cdb..90fb8b944 100644 --- a/Bestiary/bestiary-2/sarglagon.md +++ b/Bestiary/bestiary-2/sarglagon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sarglagon" tags: diff --git a/Bestiary/bestiary-2/scarecrow.md b/Bestiary/bestiary-2/scarecrow.md index 5fd855d1f..8100f13cb 100644 --- a/Bestiary/bestiary-2/scarecrow.md +++ b/Bestiary/bestiary-2/scarecrow.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Scarecrow" tags: diff --git a/Bestiary/bestiary-2/sceaduinar.md b/Bestiary/bestiary-2/sceaduinar.md index 784433021..7bdc9047b 100644 --- a/Bestiary/bestiary-2/sceaduinar.md +++ b/Bestiary/bestiary-2/sceaduinar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sceaduinar" tags: diff --git a/Bestiary/bestiary-2/scythe-tree.md b/Bestiary/bestiary-2/scythe-tree.md index 80f19bc3e..24c3fee7d 100644 --- a/Bestiary/bestiary-2/scythe-tree.md +++ b/Bestiary/bestiary-2/scythe-tree.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Scythe Tree" tags: diff --git a/Bestiary/bestiary-2/sea-drake.md b/Bestiary/bestiary-2/sea-drake.md index f8afbbf83..733dcb8eb 100644 --- a/Bestiary/bestiary-2/sea-drake.md +++ b/Bestiary/bestiary-2/sea-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sea Drake" tags: diff --git a/Bestiary/bestiary-2/sea-snake.md b/Bestiary/bestiary-2/sea-snake.md index c53c488d0..c6a787813 100644 --- a/Bestiary/bestiary-2/sea-snake.md +++ b/Bestiary/bestiary-2/sea-snake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sea Snake" tags: diff --git a/Bestiary/bestiary-2/shadow-drake.md b/Bestiary/bestiary-2/shadow-drake.md index 7ed6039bb..47df9a6e4 100644 --- a/Bestiary/bestiary-2/shadow-drake.md +++ b/Bestiary/bestiary-2/shadow-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shadow Drake" tags: diff --git a/Bestiary/bestiary-2/shadow-giant.md b/Bestiary/bestiary-2/shadow-giant.md index bccd5b1d8..d1305e0e1 100644 --- a/Bestiary/bestiary-2/shadow-giant.md +++ b/Bestiary/bestiary-2/shadow-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shadow Giant" tags: diff --git a/Bestiary/bestiary-2/shoal-linnorm.md b/Bestiary/bestiary-2/shoal-linnorm.md index e472a5600..20f6e7704 100644 --- a/Bestiary/bestiary-2/shoal-linnorm.md +++ b/Bestiary/bestiary-2/shoal-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shoal Linnorm" tags: diff --git a/Bestiary/bestiary-2/shocker-lizard.md b/Bestiary/bestiary-2/shocker-lizard.md index 9b4464588..52919abe2 100644 --- a/Bestiary/bestiary-2/shocker-lizard.md +++ b/Bestiary/bestiary-2/shocker-lizard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shocker Lizard" tags: diff --git a/Bestiary/bestiary-2/shoggti.md b/Bestiary/bestiary-2/shoggti.md index d7e1fedd8..4cc31b20d 100644 --- a/Bestiary/bestiary-2/shoggti.md +++ b/Bestiary/bestiary-2/shoggti.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shoggti" tags: diff --git a/Bestiary/bestiary-2/skaveling.md b/Bestiary/bestiary-2/skaveling.md index 86fce9a94..24aca34ba 100644 --- a/Bestiary/bestiary-2/skaveling.md +++ b/Bestiary/bestiary-2/skaveling.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skaveling" tags: diff --git a/Bestiary/bestiary-2/skrik-nettle.md b/Bestiary/bestiary-2/skrik-nettle.md index bbc34ab8b..43ac84c6d 100644 --- a/Bestiary/bestiary-2/skrik-nettle.md +++ b/Bestiary/bestiary-2/skrik-nettle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skrik Nettle" tags: diff --git a/Bestiary/bestiary-2/skulk.md b/Bestiary/bestiary-2/skulk.md index 4dad3e070..f32b1cd67 100644 --- a/Bestiary/bestiary-2/skulk.md +++ b/Bestiary/bestiary-2/skulk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skulk" tags: diff --git a/Bestiary/bestiary-2/slime-mold.md b/Bestiary/bestiary-2/slime-mold.md index ceddbed26..688fcf650 100644 --- a/Bestiary/bestiary-2/slime-mold.md +++ b/Bestiary/bestiary-2/slime-mold.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Slime Mold" tags: diff --git a/Bestiary/bestiary-2/snapping-turtle.md b/Bestiary/bestiary-2/snapping-turtle.md index e1f1fb63c..208ccbf0e 100644 --- a/Bestiary/bestiary-2/snapping-turtle.md +++ b/Bestiary/bestiary-2/snapping-turtle.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Snapping Turtle" tags: diff --git a/Bestiary/bestiary-2/solar.md b/Bestiary/bestiary-2/solar.md index 34e2bc9c3..8373baa22 100644 --- a/Bestiary/bestiary-2/solar.md +++ b/Bestiary/bestiary-2/solar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Solar" tags: diff --git a/Bestiary/bestiary-2/soul-eater.md b/Bestiary/bestiary-2/soul-eater.md index 292057363..982b7e415 100644 --- a/Bestiary/bestiary-2/soul-eater.md +++ b/Bestiary/bestiary-2/soul-eater.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Soul Eater" tags: diff --git a/Bestiary/bestiary-2/spark-bat.md b/Bestiary/bestiary-2/spark-bat.md index f54c898ec..6e9679212 100644 --- a/Bestiary/bestiary-2/spark-bat.md +++ b/Bestiary/bestiary-2/spark-bat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spark Bat" tags: diff --git a/Bestiary/bestiary-2/spear-frog.md b/Bestiary/bestiary-2/spear-frog.md index 50014781f..55d3e8a73 100644 --- a/Bestiary/bestiary-2/spear-frog.md +++ b/Bestiary/bestiary-2/spear-frog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spear Frog" tags: diff --git a/Bestiary/bestiary-2/specter.md b/Bestiary/bestiary-2/specter.md index a73c5b8e6..e60bead2b 100644 --- a/Bestiary/bestiary-2/specter.md +++ b/Bestiary/bestiary-2/specter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Specter" tags: diff --git a/Bestiary/bestiary-2/spinosaurus.md b/Bestiary/bestiary-2/spinosaurus.md index 3646f7f37..23b370f72 100644 --- a/Bestiary/bestiary-2/spinosaurus.md +++ b/Bestiary/bestiary-2/spinosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spinosaurus" tags: diff --git a/Bestiary/bestiary-2/spiral-centurion.md b/Bestiary/bestiary-2/spiral-centurion.md index b373618fa..9b4b56ed2 100644 --- a/Bestiary/bestiary-2/spiral-centurion.md +++ b/Bestiary/bestiary-2/spiral-centurion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spiral Centurion" tags: diff --git a/Bestiary/bestiary-2/spirit-naga.md b/Bestiary/bestiary-2/spirit-naga.md index 4e3f1c14a..a0ec6f240 100644 --- a/Bestiary/bestiary-2/spirit-naga.md +++ b/Bestiary/bestiary-2/spirit-naga.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spirit Naga" tags: diff --git a/Bestiary/bestiary-2/sportlebore-swarm.md b/Bestiary/bestiary-2/sportlebore-swarm.md index e736214eb..3a6ea9a91 100644 --- a/Bestiary/bestiary-2/sportlebore-swarm.md +++ b/Bestiary/bestiary-2/sportlebore-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sportlebore Swarm" tags: diff --git a/Bestiary/bestiary-2/spriggan-bully.md b/Bestiary/bestiary-2/spriggan-bully.md index 9bdbb96f7..e2ab32e04 100644 --- a/Bestiary/bestiary-2/spriggan-bully.md +++ b/Bestiary/bestiary-2/spriggan-bully.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spriggan Bully" tags: diff --git a/Bestiary/bestiary-2/spriggan-warlord.md b/Bestiary/bestiary-2/spriggan-warlord.md index 4c9400abf..f11ec344d 100644 --- a/Bestiary/bestiary-2/spriggan-warlord.md +++ b/Bestiary/bestiary-2/spriggan-warlord.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spriggan Warlord" tags: diff --git a/Bestiary/bestiary-2/star-archon.md b/Bestiary/bestiary-2/star-archon.md index cd81771f3..4a4fc452e 100644 --- a/Bestiary/bestiary-2/star-archon.md +++ b/Bestiary/bestiary-2/star-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Star Archon" tags: diff --git a/Bestiary/bestiary-2/steam-mephit.md b/Bestiary/bestiary-2/steam-mephit.md index 8e9a4a1be..b496e5315 100644 --- a/Bestiary/bestiary-2/steam-mephit.md +++ b/Bestiary/bestiary-2/steam-mephit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Steam Mephit" tags: diff --git a/Bestiary/bestiary-2/stingray.md b/Bestiary/bestiary-2/stingray.md index ab7c1b884..0da1d5bfa 100644 --- a/Bestiary/bestiary-2/stingray.md +++ b/Bestiary/bestiary-2/stingray.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stingray" tags: diff --git a/Bestiary/bestiary-2/striding-fire.md b/Bestiary/bestiary-2/striding-fire.md index b9aca8b28..225901b67 100644 --- a/Bestiary/bestiary-2/striding-fire.md +++ b/Bestiary/bestiary-2/striding-fire.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Striding Fire" tags: diff --git a/Bestiary/bestiary-2/stygira.md b/Bestiary/bestiary-2/stygira.md index 510974a27..4a3e18cfa 100644 --- a/Bestiary/bestiary-2/stygira.md +++ b/Bestiary/bestiary-2/stygira.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stygira" tags: diff --git a/Bestiary/bestiary-2/suli-dune-dancer.md b/Bestiary/bestiary-2/suli-dune-dancer.md index 0c5cb09ac..67f2ee6e7 100644 --- a/Bestiary/bestiary-2/suli-dune-dancer.md +++ b/Bestiary/bestiary-2/suli-dune-dancer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Suli Dune Dancer" tags: diff --git a/Bestiary/bestiary-2/sunflower-leshy.md b/Bestiary/bestiary-2/sunflower-leshy.md index a0f3d2a39..7b6aa8c69 100644 --- a/Bestiary/bestiary-2/sunflower-leshy.md +++ b/Bestiary/bestiary-2/sunflower-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sunflower Leshy" tags: diff --git a/Bestiary/bestiary-2/sylph-sneak.md b/Bestiary/bestiary-2/sylph-sneak.md index 7e1086251..18c054b0e 100644 --- a/Bestiary/bestiary-2/sylph-sneak.md +++ b/Bestiary/bestiary-2/sylph-sneak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sylph Sneak" tags: diff --git a/Bestiary/bestiary-2/taiga-giant.md b/Bestiary/bestiary-2/taiga-giant.md index e12b51f21..f272caac1 100644 --- a/Bestiary/bestiary-2/taiga-giant.md +++ b/Bestiary/bestiary-2/taiga-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Taiga Giant" tags: diff --git a/Bestiary/bestiary-2/taiga-linnorm.md b/Bestiary/bestiary-2/taiga-linnorm.md index f4eee8946..ee09889bd 100644 --- a/Bestiary/bestiary-2/taiga-linnorm.md +++ b/Bestiary/bestiary-2/taiga-linnorm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Taiga Linnorm" tags: diff --git a/Bestiary/bestiary-2/tatzlwyrm.md b/Bestiary/bestiary-2/tatzlwyrm.md index c03f8c2ba..41f50cca6 100644 --- a/Bestiary/bestiary-2/tatzlwyrm.md +++ b/Bestiary/bestiary-2/tatzlwyrm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tatzlwyrm" tags: diff --git a/Bestiary/bestiary-2/tendriculos.md b/Bestiary/bestiary-2/tendriculos.md index 6dd775492..8ecf2a2a6 100644 --- a/Bestiary/bestiary-2/tendriculos.md +++ b/Bestiary/bestiary-2/tendriculos.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tendriculos" tags: diff --git a/Bestiary/bestiary-2/thanadaemon.md b/Bestiary/bestiary-2/thanadaemon.md index e3900eaab..69a0fb69e 100644 --- a/Bestiary/bestiary-2/thanadaemon.md +++ b/Bestiary/bestiary-2/thanadaemon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Thanadaemon" tags: diff --git a/Bestiary/bestiary-2/theletos.md b/Bestiary/bestiary-2/theletos.md index 8e6755690..483d9345d 100644 --- a/Bestiary/bestiary-2/theletos.md +++ b/Bestiary/bestiary-2/theletos.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Theletos" tags: diff --git a/Bestiary/bestiary-2/thrasfyr.md b/Bestiary/bestiary-2/thrasfyr.md index a67d141ee..e2b3a9599 100644 --- a/Bestiary/bestiary-2/thrasfyr.md +++ b/Bestiary/bestiary-2/thrasfyr.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Thrasfyr" tags: diff --git a/Bestiary/bestiary-2/thulgant.md b/Bestiary/bestiary-2/thulgant.md index df4764460..a70d1c07d 100644 --- a/Bestiary/bestiary-2/thulgant.md +++ b/Bestiary/bestiary-2/thulgant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Thulgant" tags: diff --git a/Bestiary/bestiary-2/thunderbird.md b/Bestiary/bestiary-2/thunderbird.md index 2052935e8..df6f56598 100644 --- a/Bestiary/bestiary-2/thunderbird.md +++ b/Bestiary/bestiary-2/thunderbird.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Thunderbird" tags: diff --git a/Bestiary/bestiary-2/tick-swarm.md b/Bestiary/bestiary-2/tick-swarm.md index 9faba74e6..2eb8c9eec 100644 --- a/Bestiary/bestiary-2/tick-swarm.md +++ b/Bestiary/bestiary-2/tick-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tick Swarm" tags: diff --git a/Bestiary/bestiary-2/titan-centipede.md b/Bestiary/bestiary-2/titan-centipede.md index f9a76afad..e4cb44b89 100644 --- a/Bestiary/bestiary-2/titan-centipede.md +++ b/Bestiary/bestiary-2/titan-centipede.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Titan Centipede" tags: diff --git a/Bestiary/bestiary-2/totenmaske.md b/Bestiary/bestiary-2/totenmaske.md index cf139f92f..3d1e58c29 100644 --- a/Bestiary/bestiary-2/totenmaske.md +++ b/Bestiary/bestiary-2/totenmaske.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Totenmaske" tags: diff --git a/Bestiary/bestiary-2/triton.md b/Bestiary/bestiary-2/triton.md index 6225e7ace..6a96653a0 100644 --- a/Bestiary/bestiary-2/triton.md +++ b/Bestiary/bestiary-2/triton.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Triton" tags: diff --git a/Bestiary/bestiary-2/trollhound.md b/Bestiary/bestiary-2/trollhound.md index 72f9c02b1..c03387d8e 100644 --- a/Bestiary/bestiary-2/trollhound.md +++ b/Bestiary/bestiary-2/trollhound.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Trollhound" tags: diff --git a/Bestiary/bestiary-2/trumpet-archon.md b/Bestiary/bestiary-2/trumpet-archon.md index 68cf141e7..46a72a0d5 100644 --- a/Bestiary/bestiary-2/trumpet-archon.md +++ b/Bestiary/bestiary-2/trumpet-archon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Trumpet Archon" tags: diff --git a/Bestiary/bestiary-2/twigjack.md b/Bestiary/bestiary-2/twigjack.md index b21d15665..01db1f3ff 100644 --- a/Bestiary/bestiary-2/twigjack.md +++ b/Bestiary/bestiary-2/twigjack.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Twigjack" tags: diff --git a/Bestiary/bestiary-2/two-headed-troll.md b/Bestiary/bestiary-2/two-headed-troll.md index 7356b9875..e7d4c8a5d 100644 --- a/Bestiary/bestiary-2/two-headed-troll.md +++ b/Bestiary/bestiary-2/two-headed-troll.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Two-headed Troll" tags: diff --git a/Bestiary/bestiary-2/umonlee.md b/Bestiary/bestiary-2/umonlee.md index 2546242eb..cd2860437 100644 --- a/Bestiary/bestiary-2/umonlee.md +++ b/Bestiary/bestiary-2/umonlee.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Umonlee" tags: diff --git a/Bestiary/bestiary-2/undine-hydromancer.md b/Bestiary/bestiary-2/undine-hydromancer.md index f2c92cef6..3d5ad27e9 100644 --- a/Bestiary/bestiary-2/undine-hydromancer.md +++ b/Bestiary/bestiary-2/undine-hydromancer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Undine Hydromancer" tags: diff --git a/Bestiary/bestiary-2/urdefhan-tormentor.md b/Bestiary/bestiary-2/urdefhan-tormentor.md index 01551360c..b0a4ff4ae 100644 --- a/Bestiary/bestiary-2/urdefhan-tormentor.md +++ b/Bestiary/bestiary-2/urdefhan-tormentor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Urdefhan Tormentor" tags: diff --git a/Bestiary/bestiary-2/urdefhan-warrior.md b/Bestiary/bestiary-2/urdefhan-warrior.md index 08d3bb513..ec38cde15 100644 --- a/Bestiary/bestiary-2/urdefhan-warrior.md +++ b/Bestiary/bestiary-2/urdefhan-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Urdefhan Warrior" tags: diff --git a/Bestiary/bestiary-2/vampire-squid.md b/Bestiary/bestiary-2/vampire-squid.md index 7e589a1a8..09760b4a2 100644 --- a/Bestiary/bestiary-2/vampire-squid.md +++ b/Bestiary/bestiary-2/vampire-squid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vampire Squid" tags: diff --git a/Bestiary/bestiary-2/vampiric-mist.md b/Bestiary/bestiary-2/vampiric-mist.md index 3cbfaac69..a5e30ee02 100644 --- a/Bestiary/bestiary-2/vampiric-mist.md +++ b/Bestiary/bestiary-2/vampiric-mist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vampiric Mist" tags: diff --git a/Bestiary/bestiary-2/vanth.md b/Bestiary/bestiary-2/vanth.md index f610714cf..7e605a506 100644 --- a/Bestiary/bestiary-2/vanth.md +++ b/Bestiary/bestiary-2/vanth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vanth" tags: diff --git a/Bestiary/bestiary-2/vaspercham.md b/Bestiary/bestiary-2/vaspercham.md index 0035f30f7..6f947a48f 100644 --- a/Bestiary/bestiary-2/vaspercham.md +++ b/Bestiary/bestiary-2/vaspercham.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vaspercham" tags: diff --git a/Bestiary/bestiary-2/veranallia.md b/Bestiary/bestiary-2/veranallia.md index f6f567337..dfa25a6e5 100644 --- a/Bestiary/bestiary-2/veranallia.md +++ b/Bestiary/bestiary-2/veranallia.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Veranallia" tags: diff --git a/Bestiary/bestiary-2/verdurous-ooze.md b/Bestiary/bestiary-2/verdurous-ooze.md index 5d8f40695..58ff947bc 100644 --- a/Bestiary/bestiary-2/verdurous-ooze.md +++ b/Bestiary/bestiary-2/verdurous-ooze.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Verdurous Ooze" tags: diff --git a/Bestiary/bestiary-2/vexgit.md b/Bestiary/bestiary-2/vexgit.md index ce515a40a..c00191067 100644 --- a/Bestiary/bestiary-2/vexgit.md +++ b/Bestiary/bestiary-2/vexgit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vexgit" tags: diff --git a/Bestiary/bestiary-2/violet-fungus.md b/Bestiary/bestiary-2/violet-fungus.md index 6135148c3..632276ed8 100644 --- a/Bestiary/bestiary-2/violet-fungus.md +++ b/Bestiary/bestiary-2/violet-fungus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Violet Fungus" tags: diff --git a/Bestiary/bestiary-2/viper-vine.md b/Bestiary/bestiary-2/viper-vine.md index c22b4a175..f3851da99 100644 --- a/Bestiary/bestiary-2/viper-vine.md +++ b/Bestiary/bestiary-2/viper-vine.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Viper Vine" tags: diff --git a/Bestiary/bestiary-2/void-zombie.md b/Bestiary/bestiary-2/void-zombie.md index 05e240ba4..d13ffcb00 100644 --- a/Bestiary/bestiary-2/void-zombie.md +++ b/Bestiary/bestiary-2/void-zombie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Void Zombie" tags: diff --git a/Bestiary/bestiary-2/vrolikai.md b/Bestiary/bestiary-2/vrolikai.md index 196182e19..701891976 100644 --- a/Bestiary/bestiary-2/vrolikai.md +++ b/Bestiary/bestiary-2/vrolikai.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vrolikai" tags: diff --git a/Bestiary/bestiary-2/vrykolakas-ancient.md b/Bestiary/bestiary-2/vrykolakas-ancient.md index 405058795..f3d80415b 100644 --- a/Bestiary/bestiary-2/vrykolakas-ancient.md +++ b/Bestiary/bestiary-2/vrykolakas-ancient.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vrykolakas Ancient" tags: diff --git a/Bestiary/bestiary-2/vrykolakas-master.md b/Bestiary/bestiary-2/vrykolakas-master.md index 8238dcdf1..2b91c7294 100644 --- a/Bestiary/bestiary-2/vrykolakas-master.md +++ b/Bestiary/bestiary-2/vrykolakas-master.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vrykolakas Master" tags: diff --git a/Bestiary/bestiary-2/vrykolakas-spawn.md b/Bestiary/bestiary-2/vrykolakas-spawn.md index 73bf7c4da..f1aaa4675 100644 --- a/Bestiary/bestiary-2/vrykolakas-spawn.md +++ b/Bestiary/bestiary-2/vrykolakas-spawn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vrykolakas Spawn" tags: diff --git a/Bestiary/bestiary-2/water-orm.md b/Bestiary/bestiary-2/water-orm.md index abe3555b0..52c2eb2c3 100644 --- a/Bestiary/bestiary-2/water-orm.md +++ b/Bestiary/bestiary-2/water-orm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Water Orm" tags: diff --git a/Bestiary/bestiary-2/water-yai.md b/Bestiary/bestiary-2/water-yai.md index e186aed13..ec6e1991b 100644 --- a/Bestiary/bestiary-2/water-yai.md +++ b/Bestiary/bestiary-2/water-yai.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Water Yai" tags: diff --git a/Bestiary/bestiary-2/wereboar.md b/Bestiary/bestiary-2/wereboar.md index 547eaae49..b7e410b4d 100644 --- a/Bestiary/bestiary-2/wereboar.md +++ b/Bestiary/bestiary-2/wereboar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wereboar" tags: diff --git a/Bestiary/bestiary-2/weretiger.md b/Bestiary/bestiary-2/weretiger.md index 9aea879e5..e65bd0bd9 100644 --- a/Bestiary/bestiary-2/weretiger.md +++ b/Bestiary/bestiary-2/weretiger.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Weretiger" tags: diff --git a/Bestiary/bestiary-2/witchfire.md b/Bestiary/bestiary-2/witchfire.md index fed7815b4..fee8d0749 100644 --- a/Bestiary/bestiary-2/witchfire.md +++ b/Bestiary/bestiary-2/witchfire.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Witchfire" tags: diff --git a/Bestiary/bestiary-2/witchwyrd.md b/Bestiary/bestiary-2/witchwyrd.md index 9609de538..bb07776e9 100644 --- a/Bestiary/bestiary-2/witchwyrd.md +++ b/Bestiary/bestiary-2/witchwyrd.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Witchwyrd" tags: diff --git a/Bestiary/bestiary-2/wolverine.md b/Bestiary/bestiary-2/wolverine.md index ed68a00ec..30ed25f6f 100644 --- a/Bestiary/bestiary-2/wolverine.md +++ b/Bestiary/bestiary-2/wolverine.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wolverine" tags: diff --git a/Bestiary/bestiary-2/wood-giant.md b/Bestiary/bestiary-2/wood-giant.md index 19d2b25e5..9318b4876 100644 --- a/Bestiary/bestiary-2/wood-giant.md +++ b/Bestiary/bestiary-2/wood-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wood Giant" tags: diff --git a/Bestiary/bestiary-2/wood-golem.md b/Bestiary/bestiary-2/wood-golem.md index 90b369ee9..db370d62b 100644 --- a/Bestiary/bestiary-2/wood-golem.md +++ b/Bestiary/bestiary-2/wood-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wood Golem" tags: diff --git a/Bestiary/bestiary-2/woolly-rhinoceros.md b/Bestiary/bestiary-2/woolly-rhinoceros.md index 46ef97008..d583efa00 100644 --- a/Bestiary/bestiary-2/woolly-rhinoceros.md +++ b/Bestiary/bestiary-2/woolly-rhinoceros.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Woolly Rhinoceros" tags: diff --git a/Bestiary/bestiary-2/worm-that-walks-cultist.md b/Bestiary/bestiary-2/worm-that-walks-cultist.md index 5ced0b743..53dd2a18d 100644 --- a/Bestiary/bestiary-2/worm-that-walks-cultist.md +++ b/Bestiary/bestiary-2/worm-that-walks-cultist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Worm That Walks Cultist" tags: diff --git a/Bestiary/bestiary-2/xill.md b/Bestiary/bestiary-2/xill.md index a7fa8c9a8..79c4d8d13 100644 --- a/Bestiary/bestiary-2/xill.md +++ b/Bestiary/bestiary-2/xill.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Xill" tags: diff --git a/Bestiary/bestiary-2/yamaraj.md b/Bestiary/bestiary-2/yamaraj.md index c3df11537..9a3c0ca73 100644 --- a/Bestiary/bestiary-2/yamaraj.md +++ b/Bestiary/bestiary-2/yamaraj.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yamaraj" tags: diff --git a/Bestiary/bestiary-2/yellow-musk-brute.md b/Bestiary/bestiary-2/yellow-musk-brute.md index ca741bfc0..84e1807ac 100644 --- a/Bestiary/bestiary-2/yellow-musk-brute.md +++ b/Bestiary/bestiary-2/yellow-musk-brute.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yellow Musk Brute" tags: diff --git a/Bestiary/bestiary-2/yellow-musk-creeper.md b/Bestiary/bestiary-2/yellow-musk-creeper.md index 4c506c3b6..d9563c7f4 100644 --- a/Bestiary/bestiary-2/yellow-musk-creeper.md +++ b/Bestiary/bestiary-2/yellow-musk-creeper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yellow Musk Creeper" tags: diff --git a/Bestiary/bestiary-2/yellow-musk-thrall.md b/Bestiary/bestiary-2/yellow-musk-thrall.md index 25ad01cc2..be6772924 100644 --- a/Bestiary/bestiary-2/yellow-musk-thrall.md +++ b/Bestiary/bestiary-2/yellow-musk-thrall.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yellow Musk Thrall" tags: diff --git a/Bestiary/bestiary-2/yeth-hound.md b/Bestiary/bestiary-2/yeth-hound.md index aaad5cc33..aa018f45b 100644 --- a/Bestiary/bestiary-2/yeth-hound.md +++ b/Bestiary/bestiary-2/yeth-hound.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yeth Hound" tags: diff --git a/Bestiary/bestiary-2/young-brine-dragon.md b/Bestiary/bestiary-2/young-brine-dragon.md index eba22141e..4aa8b3fa2 100644 --- a/Bestiary/bestiary-2/young-brine-dragon.md +++ b/Bestiary/bestiary-2/young-brine-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Brine Dragon" tags: diff --git a/Bestiary/bestiary-2/young-cloud-dragon.md b/Bestiary/bestiary-2/young-cloud-dragon.md index 11ba01cc7..97cd26381 100644 --- a/Bestiary/bestiary-2/young-cloud-dragon.md +++ b/Bestiary/bestiary-2/young-cloud-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Cloud Dragon" tags: diff --git a/Bestiary/bestiary-2/young-crystal-dragon.md b/Bestiary/bestiary-2/young-crystal-dragon.md index 9572eab54..12d23a91d 100644 --- a/Bestiary/bestiary-2/young-crystal-dragon.md +++ b/Bestiary/bestiary-2/young-crystal-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Crystal Dragon" tags: diff --git a/Bestiary/bestiary-2/young-magma-dragon.md b/Bestiary/bestiary-2/young-magma-dragon.md index 83efdddd6..903add781 100644 --- a/Bestiary/bestiary-2/young-magma-dragon.md +++ b/Bestiary/bestiary-2/young-magma-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Magma Dragon" tags: diff --git a/Bestiary/bestiary-2/young-umbral-dragon.md b/Bestiary/bestiary-2/young-umbral-dragon.md index edc3e846a..ff994bb0c 100644 --- a/Bestiary/bestiary-2/young-umbral-dragon.md +++ b/Bestiary/bestiary-2/young-umbral-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Umbral Dragon" tags: diff --git a/Bestiary/bestiary-2/zebub.md b/Bestiary/bestiary-2/zebub.md index d444e3d5a..369549909 100644 --- a/Bestiary/bestiary-2/zebub.md +++ b/Bestiary/bestiary-2/zebub.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zebub" tags: diff --git a/Bestiary/bestiary-2/zelekhut.md b/Bestiary/bestiary-2/zelekhut.md index 31bf0af5b..2edb5d417 100644 --- a/Bestiary/bestiary-2/zelekhut.md +++ b/Bestiary/bestiary-2/zelekhut.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zelekhut" tags: diff --git a/Bestiary/bestiary-2/zomok.md b/Bestiary/bestiary-2/zomok.md index ff34e035c..225263c97 100644 --- a/Bestiary/bestiary-2/zomok.md +++ b/Bestiary/bestiary-2/zomok.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zomok" tags: diff --git a/Bestiary/bestiary-2/zyss-serpentfolk.md b/Bestiary/bestiary-2/zyss-serpentfolk.md index f7fd2c26b..d695ae869 100644 --- a/Bestiary/bestiary-2/zyss-serpentfolk.md +++ b/Bestiary/bestiary-2/zyss-serpentfolk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zyss Serpentfolk" tags: diff --git a/Bestiary/bestiary-3/abandoned-zealot.md b/Bestiary/bestiary-3/abandoned-zealot.md index 0419f3a5b..53e02550c 100644 --- a/Bestiary/bestiary-3/abandoned-zealot.md +++ b/Bestiary/bestiary-3/abandoned-zealot.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Abandoned Zealot" tags: diff --git a/Bestiary/bestiary-3/abrikandilu.md b/Bestiary/bestiary-3/abrikandilu.md index 3f7dc74dd..319bb34c2 100644 --- a/Bestiary/bestiary-3/abrikandilu.md +++ b/Bestiary/bestiary-3/abrikandilu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Abrikandilu" tags: diff --git a/Bestiary/bestiary-3/adachros.md b/Bestiary/bestiary-3/adachros.md index 4f7ed71b7..692cd9d9b 100644 --- a/Bestiary/bestiary-3/adachros.md +++ b/Bestiary/bestiary-3/adachros.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adachros" tags: diff --git a/Bestiary/bestiary-3/adhukait.md b/Bestiary/bestiary-3/adhukait.md index d8c5efabc..8475bee92 100644 --- a/Bestiary/bestiary-3/adhukait.md +++ b/Bestiary/bestiary-3/adhukait.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adhukait" tags: diff --git a/Bestiary/bestiary-3/adlet.md b/Bestiary/bestiary-3/adlet.md index 9b775b27f..0e642e814 100644 --- a/Bestiary/bestiary-3/adlet.md +++ b/Bestiary/bestiary-3/adlet.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adlet" tags: diff --git a/Bestiary/bestiary-3/adult-forest-dragon.md b/Bestiary/bestiary-3/adult-forest-dragon.md index e7923ae56..4b2f32b3d 100644 --- a/Bestiary/bestiary-3/adult-forest-dragon.md +++ b/Bestiary/bestiary-3/adult-forest-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Forest Dragon" tags: diff --git a/Bestiary/bestiary-3/adult-sea-dragon.md b/Bestiary/bestiary-3/adult-sea-dragon.md index a636157d1..c49806b1f 100644 --- a/Bestiary/bestiary-3/adult-sea-dragon.md +++ b/Bestiary/bestiary-3/adult-sea-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Sea Dragon" tags: diff --git a/Bestiary/bestiary-3/adult-sky-dragon.md b/Bestiary/bestiary-3/adult-sky-dragon.md index c88339dc9..88020e637 100644 --- a/Bestiary/bestiary-3/adult-sky-dragon.md +++ b/Bestiary/bestiary-3/adult-sky-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Sky Dragon" tags: diff --git a/Bestiary/bestiary-3/adult-sovereign-dragon.md b/Bestiary/bestiary-3/adult-sovereign-dragon.md index ab69f877c..877076541 100644 --- a/Bestiary/bestiary-3/adult-sovereign-dragon.md +++ b/Bestiary/bestiary-3/adult-sovereign-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Sovereign Dragon" tags: diff --git a/Bestiary/bestiary-3/adult-underworld-dragon.md b/Bestiary/bestiary-3/adult-underworld-dragon.md index 9e084ff35..cc084787f 100644 --- a/Bestiary/bestiary-3/adult-underworld-dragon.md +++ b/Bestiary/bestiary-3/adult-underworld-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adult Underworld Dragon" tags: diff --git a/Bestiary/bestiary-3/aghash.md b/Bestiary/bestiary-3/aghash.md index 8c1f62213..566ebb0b1 100644 --- a/Bestiary/bestiary-3/aghash.md +++ b/Bestiary/bestiary-3/aghash.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Aghash" tags: diff --git a/Bestiary/bestiary-3/air-wisp.md b/Bestiary/bestiary-3/air-wisp.md index 8e5fe50e9..3cc46308f 100644 --- a/Bestiary/bestiary-3/air-wisp.md +++ b/Bestiary/bestiary-3/air-wisp.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Air Wisp" tags: diff --git a/Bestiary/bestiary-3/amalgamite.md b/Bestiary/bestiary-3/amalgamite.md index 29b778c6d..d68932388 100644 --- a/Bestiary/bestiary-3/amalgamite.md +++ b/Bestiary/bestiary-3/amalgamite.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Amalgamite" tags: diff --git a/Bestiary/bestiary-3/amphisbaena.md b/Bestiary/bestiary-3/amphisbaena.md index 7e527e416..73af97d8c 100644 --- a/Bestiary/bestiary-3/amphisbaena.md +++ b/Bestiary/bestiary-3/amphisbaena.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Amphisbaena" tags: diff --git a/Bestiary/bestiary-3/ancient-forest-dragon.md b/Bestiary/bestiary-3/ancient-forest-dragon.md index c21dbef33..543adcb57 100644 --- a/Bestiary/bestiary-3/ancient-forest-dragon.md +++ b/Bestiary/bestiary-3/ancient-forest-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Forest Dragon" tags: diff --git a/Bestiary/bestiary-3/ancient-sea-dragon.md b/Bestiary/bestiary-3/ancient-sea-dragon.md index c366e6966..62ac0f84a 100644 --- a/Bestiary/bestiary-3/ancient-sea-dragon.md +++ b/Bestiary/bestiary-3/ancient-sea-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Sea Dragon" tags: diff --git a/Bestiary/bestiary-3/ancient-sky-dragon.md b/Bestiary/bestiary-3/ancient-sky-dragon.md index 3788e8b2a..125538c16 100644 --- a/Bestiary/bestiary-3/ancient-sky-dragon.md +++ b/Bestiary/bestiary-3/ancient-sky-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Sky Dragon" tags: diff --git a/Bestiary/bestiary-3/ancient-sovereign-dragon.md b/Bestiary/bestiary-3/ancient-sovereign-dragon.md index 6d3a61123..ed0a694a4 100644 --- a/Bestiary/bestiary-3/ancient-sovereign-dragon.md +++ b/Bestiary/bestiary-3/ancient-sovereign-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Sovereign Dragon" tags: diff --git a/Bestiary/bestiary-3/ancient-underworld-dragon.md b/Bestiary/bestiary-3/ancient-underworld-dragon.md index f8f211914..3afba3a33 100644 --- a/Bestiary/bestiary-3/ancient-underworld-dragon.md +++ b/Bestiary/bestiary-3/ancient-underworld-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ancient Underworld Dragon" tags: diff --git a/Bestiary/bestiary-3/android-infiltrator.md b/Bestiary/bestiary-3/android-infiltrator.md index dbe7c0b72..4c4ae6b95 100644 --- a/Bestiary/bestiary-3/android-infiltrator.md +++ b/Bestiary/bestiary-3/android-infiltrator.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Android Infiltrator" tags: diff --git a/Bestiary/bestiary-3/angazhani.md b/Bestiary/bestiary-3/angazhani.md index 0d7349e56..7481c19c1 100644 --- a/Bestiary/bestiary-3/angazhani.md +++ b/Bestiary/bestiary-3/angazhani.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Angazhani" tags: diff --git a/Bestiary/bestiary-3/angheuvore-flesh-gnawer.md b/Bestiary/bestiary-3/angheuvore-flesh-gnawer.md index f86bea2df..8cf971466 100644 --- a/Bestiary/bestiary-3/angheuvore-flesh-gnawer.md +++ b/Bestiary/bestiary-3/angheuvore-flesh-gnawer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Angheuvore Flesh-gnawer" tags: diff --git a/Bestiary/bestiary-3/animated-colossus.md b/Bestiary/bestiary-3/animated-colossus.md index 9d4b2c93b..0aa5a85e9 100644 --- a/Bestiary/bestiary-3/animated-colossus.md +++ b/Bestiary/bestiary-3/animated-colossus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animated Colossus" tags: diff --git a/Bestiary/bestiary-3/animated-furnace.md b/Bestiary/bestiary-3/animated-furnace.md index 2e61379f1..16e6d0fd2 100644 --- a/Bestiary/bestiary-3/animated-furnace.md +++ b/Bestiary/bestiary-3/animated-furnace.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animated Furnace" tags: diff --git a/Bestiary/bestiary-3/animated-silverware-swarm.md b/Bestiary/bestiary-3/animated-silverware-swarm.md index 9faefbda7..23a01569f 100644 --- a/Bestiary/bestiary-3/animated-silverware-swarm.md +++ b/Bestiary/bestiary-3/animated-silverware-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animated Silverware Swarm" tags: diff --git a/Bestiary/bestiary-3/animated-trebuchet.md b/Bestiary/bestiary-3/animated-trebuchet.md index 068778103..289dac96f 100644 --- a/Bestiary/bestiary-3/animated-trebuchet.md +++ b/Bestiary/bestiary-3/animated-trebuchet.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Animated Trebuchet" tags: diff --git a/Bestiary/bestiary-3/aphorite-sharpshooter.md b/Bestiary/bestiary-3/aphorite-sharpshooter.md index d34691bf0..41b104edc 100644 --- a/Bestiary/bestiary-3/aphorite-sharpshooter.md +++ b/Bestiary/bestiary-3/aphorite-sharpshooter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Aphorite Sharpshooter" tags: diff --git a/Bestiary/bestiary-3/arboreal-archive.md b/Bestiary/bestiary-3/arboreal-archive.md index 021d1a469..ce4a13543 100644 --- a/Bestiary/bestiary-3/arboreal-archive.md +++ b/Bestiary/bestiary-3/arboreal-archive.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Arboreal Archive" tags: diff --git a/Bestiary/bestiary-3/arboreal-reaper.md b/Bestiary/bestiary-3/arboreal-reaper.md index 014fbd401..7155065aa 100644 --- a/Bestiary/bestiary-3/arboreal-reaper.md +++ b/Bestiary/bestiary-3/arboreal-reaper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Arboreal Reaper" tags: diff --git a/Bestiary/bestiary-3/arcane-living-rune.md b/Bestiary/bestiary-3/arcane-living-rune.md index fa9e5fe69..2c9a305ce 100644 --- a/Bestiary/bestiary-3/arcane-living-rune.md +++ b/Bestiary/bestiary-3/arcane-living-rune.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Arcane Living Rune" tags: diff --git a/Bestiary/bestiary-3/azarketi-explorer.md b/Bestiary/bestiary-3/azarketi-explorer.md index 0548789df..0d61fc0c6 100644 --- a/Bestiary/bestiary-3/azarketi-explorer.md +++ b/Bestiary/bestiary-3/azarketi-explorer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Azarketi Explorer" tags: diff --git a/Bestiary/bestiary-3/azer.md b/Bestiary/bestiary-3/azer.md index 89df2032c..c844a54ab 100644 --- a/Bestiary/bestiary-3/azer.md +++ b/Bestiary/bestiary-3/azer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Azer" tags: diff --git a/Bestiary/bestiary-3/bauble-beast.md b/Bestiary/bestiary-3/bauble-beast.md index 4fe356afb..76bbf7ba7 100644 --- a/Bestiary/bestiary-3/bauble-beast.md +++ b/Bestiary/bestiary-3/bauble-beast.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bauble Beast" tags: diff --git a/Bestiary/bestiary-3/baykok.md b/Bestiary/bestiary-3/baykok.md index 7a08f324f..980cc548d 100644 --- a/Bestiary/bestiary-3/baykok.md +++ b/Bestiary/bestiary-3/baykok.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Baykok" tags: diff --git a/Bestiary/bestiary-3/betobeto-san.md b/Bestiary/bestiary-3/betobeto-san.md index 16cbd0401..6a5d5b2fb 100644 --- a/Bestiary/bestiary-3/betobeto-san.md +++ b/Bestiary/bestiary-3/betobeto-san.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Betobeto-san" tags: diff --git a/Bestiary/bestiary-3/bison.md b/Bestiary/bestiary-3/bison.md index b379dec80..e928082e6 100644 --- a/Bestiary/bestiary-3/bison.md +++ b/Bestiary/bestiary-3/bison.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bison" tags: diff --git a/Bestiary/bestiary-3/blood-hag.md b/Bestiary/bestiary-3/blood-hag.md index 8c44668c5..564b25a2b 100644 --- a/Bestiary/bestiary-3/blood-hag.md +++ b/Bestiary/bestiary-3/blood-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Blood Hag" tags: diff --git a/Bestiary/bestiary-3/blood-painter.md b/Bestiary/bestiary-3/blood-painter.md index d922dd482..319636ab5 100644 --- a/Bestiary/bestiary-3/blood-painter.md +++ b/Bestiary/bestiary-3/blood-painter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Blood Painter" tags: diff --git a/Bestiary/bestiary-3/bone-ship.md b/Bestiary/bestiary-3/bone-ship.md index d08c6290a..a827d182f 100644 --- a/Bestiary/bestiary-3/bone-ship.md +++ b/Bestiary/bestiary-3/bone-ship.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bone Ship" tags: diff --git a/Bestiary/bestiary-3/bore-worm-swarm.md b/Bestiary/bestiary-3/bore-worm-swarm.md index 49af3941a..17a5100fa 100644 --- a/Bestiary/bestiary-3/bore-worm-swarm.md +++ b/Bestiary/bestiary-3/bore-worm-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bore Worm Swarm" tags: diff --git a/Bestiary/bestiary-3/brainchild.md b/Bestiary/bestiary-3/brainchild.md index af2e26aac..c73adb564 100644 --- a/Bestiary/bestiary-3/brainchild.md +++ b/Bestiary/bestiary-3/brainchild.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Brainchild" tags: diff --git a/Bestiary/bestiary-3/brimorak.md b/Bestiary/bestiary-3/brimorak.md index 82367a2d2..baeae8f33 100644 --- a/Bestiary/bestiary-3/brimorak.md +++ b/Bestiary/bestiary-3/brimorak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Brimorak" tags: diff --git a/Bestiary/bestiary-3/buso-farmer.md b/Bestiary/bestiary-3/buso-farmer.md index a8687c524..4f3ba39a0 100644 --- a/Bestiary/bestiary-3/buso-farmer.md +++ b/Bestiary/bestiary-3/buso-farmer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Buso Farmer" tags: diff --git a/Bestiary/bestiary-3/cactus-leshy.md b/Bestiary/bestiary-3/cactus-leshy.md index 38e41ade4..7eb60aa6c 100644 --- a/Bestiary/bestiary-3/cactus-leshy.md +++ b/Bestiary/bestiary-3/cactus-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cactus Leshy" tags: diff --git a/Bestiary/bestiary-3/caligni-caller.md b/Bestiary/bestiary-3/caligni-caller.md index cb88fd142..13fffb971 100644 --- a/Bestiary/bestiary-3/caligni-caller.md +++ b/Bestiary/bestiary-3/caligni-caller.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Caligni Caller" tags: diff --git a/Bestiary/bestiary-3/caligni-vanguard.md b/Bestiary/bestiary-3/caligni-vanguard.md index 67684dc87..c7a044969 100644 --- a/Bestiary/bestiary-3/caligni-vanguard.md +++ b/Bestiary/bestiary-3/caligni-vanguard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Caligni Vanguard" tags: diff --git a/Bestiary/bestiary-3/calikang.md b/Bestiary/bestiary-3/calikang.md index 95d356773..59c5e1a8d 100644 --- a/Bestiary/bestiary-3/calikang.md +++ b/Bestiary/bestiary-3/calikang.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Calikang" tags: diff --git a/Bestiary/bestiary-3/camel.md b/Bestiary/bestiary-3/camel.md index 97ec64390..23ea0b223 100644 --- a/Bestiary/bestiary-3/camel.md +++ b/Bestiary/bestiary-3/camel.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Camel" tags: diff --git a/Bestiary/bestiary-3/caulborn.md b/Bestiary/bestiary-3/caulborn.md index 4ca839624..2a1f43b28 100644 --- a/Bestiary/bestiary-3/caulborn.md +++ b/Bestiary/bestiary-3/caulborn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Caulborn" tags: diff --git a/Bestiary/bestiary-3/cave-giant.md b/Bestiary/bestiary-3/cave-giant.md index 82a2d9a84..ae8376d0c 100644 --- a/Bestiary/bestiary-3/cave-giant.md +++ b/Bestiary/bestiary-3/cave-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cave Giant" tags: diff --git a/Bestiary/bestiary-3/cecaelia-trapper.md b/Bestiary/bestiary-3/cecaelia-trapper.md index 284eb6283..6557dc461 100644 --- a/Bestiary/bestiary-3/cecaelia-trapper.md +++ b/Bestiary/bestiary-3/cecaelia-trapper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cecaelia Trapper" tags: diff --git a/Bestiary/bestiary-3/chouchin-obake.md b/Bestiary/bestiary-3/chouchin-obake.md index c2a2d0868..ee7675855 100644 --- a/Bestiary/bestiary-3/chouchin-obake.md +++ b/Bestiary/bestiary-3/chouchin-obake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Chouchin-obake" tags: diff --git a/Bestiary/bestiary-3/chyzaedu.md b/Bestiary/bestiary-3/chyzaedu.md index 502a6bb6e..1671d5b17 100644 --- a/Bestiary/bestiary-3/chyzaedu.md +++ b/Bestiary/bestiary-3/chyzaedu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Chyzaedu" tags: diff --git a/Bestiary/bestiary-3/city-guard-squadron.md b/Bestiary/bestiary-3/city-guard-squadron.md index 698dcf1cc..409e51f3a 100644 --- a/Bestiary/bestiary-3/city-guard-squadron.md +++ b/Bestiary/bestiary-3/city-guard-squadron.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "City Guard Squadron" tags: diff --git a/Bestiary/bestiary-3/clacking-skull-swarm.md b/Bestiary/bestiary-3/clacking-skull-swarm.md index 482e4f1ee..2bdd049cf 100644 --- a/Bestiary/bestiary-3/clacking-skull-swarm.md +++ b/Bestiary/bestiary-3/clacking-skull-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Clacking Skull Swarm" tags: diff --git a/Bestiary/bestiary-3/clockwork-dragon.md b/Bestiary/bestiary-3/clockwork-dragon.md index 953818d2e..f35897f2b 100644 --- a/Bestiary/bestiary-3/clockwork-dragon.md +++ b/Bestiary/bestiary-3/clockwork-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Clockwork Dragon" tags: diff --git a/Bestiary/bestiary-3/clockwork-mage.md b/Bestiary/bestiary-3/clockwork-mage.md index 7ec891795..79eb33ca4 100644 --- a/Bestiary/bestiary-3/clockwork-mage.md +++ b/Bestiary/bestiary-3/clockwork-mage.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Clockwork Mage" tags: diff --git a/Bestiary/bestiary-3/clockwork-soldier.md b/Bestiary/bestiary-3/clockwork-soldier.md index 01a94bbdd..e6f719d85 100644 --- a/Bestiary/bestiary-3/clockwork-soldier.md +++ b/Bestiary/bestiary-3/clockwork-soldier.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Clockwork Soldier" tags: diff --git a/Bestiary/bestiary-3/clockwork-spy.md b/Bestiary/bestiary-3/clockwork-spy.md index 0a395ef2e..0cb0691f5 100644 --- a/Bestiary/bestiary-3/clockwork-spy.md +++ b/Bestiary/bestiary-3/clockwork-spy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Clockwork Spy" tags: diff --git a/Bestiary/bestiary-3/cobbleswarm.md b/Bestiary/bestiary-3/cobbleswarm.md index a052aa14d..54329e006 100644 --- a/Bestiary/bestiary-3/cobbleswarm.md +++ b/Bestiary/bestiary-3/cobbleswarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cobbleswarm" tags: diff --git a/Bestiary/bestiary-3/common-eurypterid.md b/Bestiary/bestiary-3/common-eurypterid.md index 08ddeedfd..db5a2797b 100644 --- a/Bestiary/bestiary-3/common-eurypterid.md +++ b/Bestiary/bestiary-3/common-eurypterid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Common Eurypterid" tags: diff --git a/Bestiary/bestiary-3/consonite-choir.md b/Bestiary/bestiary-3/consonite-choir.md index 845df898b..002bce23f 100644 --- a/Bestiary/bestiary-3/consonite-choir.md +++ b/Bestiary/bestiary-3/consonite-choir.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Consonite Choir" tags: diff --git a/Bestiary/bestiary-3/coral-capuchin.md b/Bestiary/bestiary-3/coral-capuchin.md index 0ddf47da0..85984ecae 100644 --- a/Bestiary/bestiary-3/coral-capuchin.md +++ b/Bestiary/bestiary-3/coral-capuchin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Coral Capuchin" tags: diff --git a/Bestiary/bestiary-3/corrupted-relic.md b/Bestiary/bestiary-3/corrupted-relic.md index 62998fbe2..dad1c1060 100644 --- a/Bestiary/bestiary-3/corrupted-relic.md +++ b/Bestiary/bestiary-3/corrupted-relic.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Corrupted Relic" tags: diff --git a/Bestiary/bestiary-3/crossroads-guardian.md b/Bestiary/bestiary-3/crossroads-guardian.md index 616899262..0e19e269a 100644 --- a/Bestiary/bestiary-3/crossroads-guardian.md +++ b/Bestiary/bestiary-3/crossroads-guardian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Crossroads Guardian" tags: diff --git a/Bestiary/bestiary-3/cunning-fox.md b/Bestiary/bestiary-3/cunning-fox.md index c070f665e..da874d7d0 100644 --- a/Bestiary/bestiary-3/cunning-fox.md +++ b/Bestiary/bestiary-3/cunning-fox.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cunning Fox" tags: diff --git a/Bestiary/bestiary-3/danava-titan.md b/Bestiary/bestiary-3/danava-titan.md index 1e03609c2..0b96215b5 100644 --- a/Bestiary/bestiary-3/danava-titan.md +++ b/Bestiary/bestiary-3/danava-titan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Danava Titan" tags: diff --git a/Bestiary/bestiary-3/deimavigga.md b/Bestiary/bestiary-3/deimavigga.md index 4af1ac1df..2c9c62999 100644 --- a/Bestiary/bestiary-3/deimavigga.md +++ b/Bestiary/bestiary-3/deimavigga.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Deimavigga" tags: diff --git a/Bestiary/bestiary-3/desert-giant.md b/Bestiary/bestiary-3/desert-giant.md index f6b50cad7..71f513901 100644 --- a/Bestiary/bestiary-3/desert-giant.md +++ b/Bestiary/bestiary-3/desert-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Desert Giant" tags: diff --git a/Bestiary/bestiary-3/divine-warden-of-nethys.md b/Bestiary/bestiary-3/divine-warden-of-nethys.md index 6ba7b9234..18939c740 100644 --- a/Bestiary/bestiary-3/divine-warden-of-nethys.md +++ b/Bestiary/bestiary-3/divine-warden-of-nethys.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Divine Warden Of Nethys" tags: diff --git a/Bestiary/bestiary-3/domovoi.md b/Bestiary/bestiary-3/domovoi.md index 9b2688c07..98e2a2e8d 100644 --- a/Bestiary/bestiary-3/domovoi.md +++ b/Bestiary/bestiary-3/domovoi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Domovoi" tags: diff --git a/Bestiary/bestiary-3/doru.md b/Bestiary/bestiary-3/doru.md index f15c6ba7d..4218d2fa2 100644 --- a/Bestiary/bestiary-3/doru.md +++ b/Bestiary/bestiary-3/doru.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Doru" tags: diff --git a/Bestiary/bestiary-3/draconal.md b/Bestiary/bestiary-3/draconal.md index c96cc46a5..496bd3cde 100644 --- a/Bestiary/bestiary-3/draconal.md +++ b/Bestiary/bestiary-3/draconal.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Draconal" tags: diff --git a/Bestiary/bestiary-3/dramofir.md b/Bestiary/bestiary-3/dramofir.md index d61d3ce48..1e1feba78 100644 --- a/Bestiary/bestiary-3/dramofir.md +++ b/Bestiary/bestiary-3/dramofir.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dramofir" tags: diff --git a/Bestiary/bestiary-3/draxie.md b/Bestiary/bestiary-3/draxie.md index 7aab10f38..00011deee 100644 --- a/Bestiary/bestiary-3/draxie.md +++ b/Bestiary/bestiary-3/draxie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Draxie" tags: diff --git a/Bestiary/bestiary-3/dretch.md b/Bestiary/bestiary-3/dretch.md index 5bf3edd0a..b70fb43ae 100644 --- a/Bestiary/bestiary-3/dretch.md +++ b/Bestiary/bestiary-3/dretch.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dretch" tags: diff --git a/Bestiary/bestiary-3/duende.md b/Bestiary/bestiary-3/duende.md index 2e05baeab..0669ca906 100644 --- a/Bestiary/bestiary-3/duende.md +++ b/Bestiary/bestiary-3/duende.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Duende" tags: diff --git a/Bestiary/bestiary-3/dvorovoi.md b/Bestiary/bestiary-3/dvorovoi.md index 68e003114..af9ae08c6 100644 --- a/Bestiary/bestiary-3/dvorovoi.md +++ b/Bestiary/bestiary-3/dvorovoi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dvorovoi" tags: diff --git a/Bestiary/bestiary-3/dybbuk.md b/Bestiary/bestiary-3/dybbuk.md index e18dc2314..e3d9c8829 100644 --- a/Bestiary/bestiary-3/dybbuk.md +++ b/Bestiary/bestiary-3/dybbuk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dybbuk" tags: diff --git a/Bestiary/bestiary-3/earth-wisp.md b/Bestiary/bestiary-3/earth-wisp.md index 695e9007f..1eada0439 100644 --- a/Bestiary/bestiary-3/earth-wisp.md +++ b/Bestiary/bestiary-3/earth-wisp.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Earth Wisp" tags: diff --git a/Bestiary/bestiary-3/einherji.md b/Bestiary/bestiary-3/einherji.md index f162650c0..b19439c5d 100644 --- a/Bestiary/bestiary-3/einherji.md +++ b/Bestiary/bestiary-3/einherji.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Einherji" tags: diff --git a/Bestiary/bestiary-3/elder-sphinx.md b/Bestiary/bestiary-3/elder-sphinx.md index c64bcd84f..2edd86fff 100644 --- a/Bestiary/bestiary-3/elder-sphinx.md +++ b/Bestiary/bestiary-3/elder-sphinx.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elder Sphinx" tags: diff --git a/Bestiary/bestiary-3/elder-wyrmwraith.md b/Bestiary/bestiary-3/elder-wyrmwraith.md index 87763af88..1fc96d433 100644 --- a/Bestiary/bestiary-3/elder-wyrmwraith.md +++ b/Bestiary/bestiary-3/elder-wyrmwraith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elder Wyrmwraith" tags: diff --git a/Bestiary/bestiary-3/elysian-titan.md b/Bestiary/bestiary-3/elysian-titan.md index a792e6bf0..2922046ad 100644 --- a/Bestiary/bestiary-3/elysian-titan.md +++ b/Bestiary/bestiary-3/elysian-titan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Elysian Titan" tags: diff --git a/Bestiary/bestiary-3/empress-bore-worm.md b/Bestiary/bestiary-3/empress-bore-worm.md index 7673dfda6..c799a203a 100644 --- a/Bestiary/bestiary-3/empress-bore-worm.md +++ b/Bestiary/bestiary-3/empress-bore-worm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Empress Bore Worm" tags: diff --git a/Bestiary/bestiary-3/esipil.md b/Bestiary/bestiary-3/esipil.md index b4e725387..1f5c9edcb 100644 --- a/Bestiary/bestiary-3/esipil.md +++ b/Bestiary/bestiary-3/esipil.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Esipil" tags: diff --git a/Bestiary/bestiary-3/etioling-blightmage.md b/Bestiary/bestiary-3/etioling-blightmage.md index ac2171bfc..a783ef80b 100644 --- a/Bestiary/bestiary-3/etioling-blightmage.md +++ b/Bestiary/bestiary-3/etioling-blightmage.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Etioling Blightmage" tags: diff --git a/Bestiary/bestiary-3/eunemvro.md b/Bestiary/bestiary-3/eunemvro.md index 29f582377..81593c9e2 100644 --- a/Bestiary/bestiary-3/eunemvro.md +++ b/Bestiary/bestiary-3/eunemvro.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Eunemvro" tags: diff --git a/Bestiary/bestiary-3/fading-fox.md b/Bestiary/bestiary-3/fading-fox.md index fd6df33fc..26e93ae8a 100644 --- a/Bestiary/bestiary-3/fading-fox.md +++ b/Bestiary/bestiary-3/fading-fox.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fading Fox" tags: diff --git a/Bestiary/bestiary-3/feathered-bear.md b/Bestiary/bestiary-3/feathered-bear.md index 75e93f3a6..22d0b46c8 100644 --- a/Bestiary/bestiary-3/feathered-bear.md +++ b/Bestiary/bestiary-3/feathered-bear.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Feathered Bear" tags: diff --git a/Bestiary/bestiary-3/feral-skull-swarm.md b/Bestiary/bestiary-3/feral-skull-swarm.md index a1ff3a727..b17c4c724 100644 --- a/Bestiary/bestiary-3/feral-skull-swarm.md +++ b/Bestiary/bestiary-3/feral-skull-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Feral Skull Swarm" tags: diff --git a/Bestiary/bestiary-3/festrog.md b/Bestiary/bestiary-3/festrog.md index d6dd1b1a6..e07c8d2df 100644 --- a/Bestiary/bestiary-3/festrog.md +++ b/Bestiary/bestiary-3/festrog.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Festrog" tags: diff --git a/Bestiary/bestiary-3/fire-wisp.md b/Bestiary/bestiary-3/fire-wisp.md index 67f3a286f..8741577d4 100644 --- a/Bestiary/bestiary-3/fire-wisp.md +++ b/Bestiary/bestiary-3/fire-wisp.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fire Wisp" tags: diff --git a/Bestiary/bestiary-3/flaming-skull.md b/Bestiary/bestiary-3/flaming-skull.md index 52e9805fb..3cf352157 100644 --- a/Bestiary/bestiary-3/flaming-skull.md +++ b/Bestiary/bestiary-3/flaming-skull.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Flaming Skull" tags: diff --git a/Bestiary/bestiary-3/flumph.md b/Bestiary/bestiary-3/flumph.md index c12eb7cb7..df9962eeb 100644 --- a/Bestiary/bestiary-3/flumph.md +++ b/Bestiary/bestiary-3/flumph.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Flumph" tags: diff --git a/Bestiary/bestiary-3/fortune-eater.md b/Bestiary/bestiary-3/fortune-eater.md index 1b12dbcd6..63a785026 100644 --- a/Bestiary/bestiary-3/fortune-eater.md +++ b/Bestiary/bestiary-3/fortune-eater.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fortune Eater" tags: diff --git a/Bestiary/bestiary-3/fossil-golem.md b/Bestiary/bestiary-3/fossil-golem.md index 6e28c6272..fc08c709d 100644 --- a/Bestiary/bestiary-3/fossil-golem.md +++ b/Bestiary/bestiary-3/fossil-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fossil Golem" tags: diff --git a/Bestiary/bestiary-3/fuath.md b/Bestiary/bestiary-3/fuath.md index 1bb8c7b31..f22b236be 100644 --- a/Bestiary/bestiary-3/fuath.md +++ b/Bestiary/bestiary-3/fuath.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fuath" tags: diff --git a/Bestiary/bestiary-3/galvo.md b/Bestiary/bestiary-3/galvo.md index 4a9bc100b..1958376a3 100644 --- a/Bestiary/bestiary-3/galvo.md +++ b/Bestiary/bestiary-3/galvo.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Galvo" tags: diff --git a/Bestiary/bestiary-3/ganzi-martial-artist.md b/Bestiary/bestiary-3/ganzi-martial-artist.md index c871faf1a..39f73783b 100644 --- a/Bestiary/bestiary-3/ganzi-martial-artist.md +++ b/Bestiary/bestiary-3/ganzi-martial-artist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ganzi Martial Artist" tags: diff --git a/Bestiary/bestiary-3/garuda.md b/Bestiary/bestiary-3/garuda.md index cebed4d3c..2cefe7d4e 100644 --- a/Bestiary/bestiary-3/garuda.md +++ b/Bestiary/bestiary-3/garuda.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Garuda" tags: diff --git a/Bestiary/bestiary-3/gathlain-wanderer.md b/Bestiary/bestiary-3/gathlain-wanderer.md index f9e6e1774..ef31b1438 100644 --- a/Bestiary/bestiary-3/gathlain-wanderer.md +++ b/Bestiary/bestiary-3/gathlain-wanderer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gathlain Wanderer" tags: diff --git a/Bestiary/bestiary-3/ghoran-manipulator.md b/Bestiary/bestiary-3/ghoran-manipulator.md index 65336d3f0..79d2d5102 100644 --- a/Bestiary/bestiary-3/ghoran-manipulator.md +++ b/Bestiary/bestiary-3/ghoran-manipulator.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ghoran Manipulator" tags: diff --git a/Bestiary/bestiary-3/giant-flying-squirrel.md b/Bestiary/bestiary-3/giant-flying-squirrel.md index 3f3f8fa5d..108efdaf9 100644 --- a/Bestiary/bestiary-3/giant-flying-squirrel.md +++ b/Bestiary/bestiary-3/giant-flying-squirrel.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Flying Squirrel" tags: diff --git a/Bestiary/bestiary-3/giant-hermit-crab.md b/Bestiary/bestiary-3/giant-hermit-crab.md index c22df8576..53e4e0ad5 100644 --- a/Bestiary/bestiary-3/giant-hermit-crab.md +++ b/Bestiary/bestiary-3/giant-hermit-crab.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Hermit Crab" tags: diff --git a/Bestiary/bestiary-3/giant-opossum.md b/Bestiary/bestiary-3/giant-opossum.md index f9c081df7..b344f3c37 100644 --- a/Bestiary/bestiary-3/giant-opossum.md +++ b/Bestiary/bestiary-3/giant-opossum.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Opossum" tags: diff --git a/Bestiary/bestiary-3/giant-pangolin.md b/Bestiary/bestiary-3/giant-pangolin.md index 3423cbeba..b3b9f75dd 100644 --- a/Bestiary/bestiary-3/giant-pangolin.md +++ b/Bestiary/bestiary-3/giant-pangolin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Pangolin" tags: diff --git a/Bestiary/bestiary-3/giant-porcupine.md b/Bestiary/bestiary-3/giant-porcupine.md index 84ff51b32..17ce1d210 100644 --- a/Bestiary/bestiary-3/giant-porcupine.md +++ b/Bestiary/bestiary-3/giant-porcupine.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Porcupine" tags: diff --git a/Bestiary/bestiary-3/giant-seahorse.md b/Bestiary/bestiary-3/giant-seahorse.md index a7bd3e2f1..d6cd2047f 100644 --- a/Bestiary/bestiary-3/giant-seahorse.md +++ b/Bestiary/bestiary-3/giant-seahorse.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Seahorse" tags: diff --git a/Bestiary/bestiary-3/giant-skunk.md b/Bestiary/bestiary-3/giant-skunk.md index 3508d65e9..114aad1e5 100644 --- a/Bestiary/bestiary-3/giant-skunk.md +++ b/Bestiary/bestiary-3/giant-skunk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Skunk" tags: diff --git a/Bestiary/bestiary-3/giant-vulture.md b/Bestiary/bestiary-3/giant-vulture.md index 8a3cc2aed..401ad01fb 100644 --- a/Bestiary/bestiary-3/giant-vulture.md +++ b/Bestiary/bestiary-3/giant-vulture.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Giant Vulture" tags: diff --git a/Bestiary/bestiary-3/girtablilu-seer.md b/Bestiary/bestiary-3/girtablilu-seer.md index 73208cd11..c313e6ef3 100644 --- a/Bestiary/bestiary-3/girtablilu-seer.md +++ b/Bestiary/bestiary-3/girtablilu-seer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Girtablilu Seer" tags: diff --git a/Bestiary/bestiary-3/girtablilu-sentry.md b/Bestiary/bestiary-3/girtablilu-sentry.md index 3ad7516b5..60e006197 100644 --- a/Bestiary/bestiary-3/girtablilu-sentry.md +++ b/Bestiary/bestiary-3/girtablilu-sentry.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Girtablilu Sentry" tags: diff --git a/Bestiary/bestiary-3/gliminal.md b/Bestiary/bestiary-3/gliminal.md index 1fd3fed51..be82d520b 100644 --- a/Bestiary/bestiary-3/gliminal.md +++ b/Bestiary/bestiary-3/gliminal.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gliminal" tags: diff --git a/Bestiary/bestiary-3/globster.md b/Bestiary/bestiary-3/globster.md index b04edb39a..d68bc53e0 100644 --- a/Bestiary/bestiary-3/globster.md +++ b/Bestiary/bestiary-3/globster.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Globster" tags: diff --git a/Bestiary/bestiary-3/green-man.md b/Bestiary/bestiary-3/green-man.md index af0a3f7d3..5ec665ea0 100644 --- a/Bestiary/bestiary-3/green-man.md +++ b/Bestiary/bestiary-3/green-man.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Green Man" tags: diff --git a/Bestiary/bestiary-3/grimple.md b/Bestiary/bestiary-3/grimple.md index d70bfe389..b89223c9e 100644 --- a/Bestiary/bestiary-3/grimple.md +++ b/Bestiary/bestiary-3/grimple.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grimple" tags: diff --git a/Bestiary/bestiary-3/grioth-cultist.md b/Bestiary/bestiary-3/grioth-cultist.md index e15b0d3e7..00c44bac5 100644 --- a/Bestiary/bestiary-3/grioth-cultist.md +++ b/Bestiary/bestiary-3/grioth-cultist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grioth Cultist" tags: diff --git a/Bestiary/bestiary-3/grioth-scout.md b/Bestiary/bestiary-3/grioth-scout.md index 9f86155bb..0d967ed0c 100644 --- a/Bestiary/bestiary-3/grioth-scout.md +++ b/Bestiary/bestiary-3/grioth-scout.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grioth Scout" tags: diff --git a/Bestiary/bestiary-3/guecubu.md b/Bestiary/bestiary-3/guecubu.md index 60a06f776..6548c86cb 100644 --- a/Bestiary/bestiary-3/guecubu.md +++ b/Bestiary/bestiary-3/guecubu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Guecubu" tags: diff --git a/Bestiary/bestiary-3/gurgist-mauler.md b/Bestiary/bestiary-3/gurgist-mauler.md index d3453d47f..a16f1a176 100644 --- a/Bestiary/bestiary-3/gurgist-mauler.md +++ b/Bestiary/bestiary-3/gurgist-mauler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gurgist Mauler" tags: diff --git a/Bestiary/bestiary-3/hadrinnex.md b/Bestiary/bestiary-3/hadrinnex.md index 2003df623..5b587c61d 100644 --- a/Bestiary/bestiary-3/hadrinnex.md +++ b/Bestiary/bestiary-3/hadrinnex.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hadrinnex" tags: diff --git a/Bestiary/bestiary-3/haniver.md b/Bestiary/bestiary-3/haniver.md index b25d5083c..14a72cb43 100644 --- a/Bestiary/bestiary-3/haniver.md +++ b/Bestiary/bestiary-3/haniver.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Haniver" tags: diff --git a/Bestiary/bestiary-3/harmona.md b/Bestiary/bestiary-3/harmona.md index 2d5ff851a..9094ef9d9 100644 --- a/Bestiary/bestiary-3/harmona.md +++ b/Bestiary/bestiary-3/harmona.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Harmona" tags: diff --git a/Bestiary/bestiary-3/harpy-skeleton.md b/Bestiary/bestiary-3/harpy-skeleton.md index c8ac0c277..370ce1a94 100644 --- a/Bestiary/bestiary-3/harpy-skeleton.md +++ b/Bestiary/bestiary-3/harpy-skeleton.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Harpy Skeleton" tags: diff --git a/Bestiary/bestiary-3/hatred-siktempora.md b/Bestiary/bestiary-3/hatred-siktempora.md index c31eacb84..04f3d58a1 100644 --- a/Bestiary/bestiary-3/hatred-siktempora.md +++ b/Bestiary/bestiary-3/hatred-siktempora.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hatred Siktempora" tags: diff --git a/Bestiary/bestiary-3/hekatonkheires-titan.md b/Bestiary/bestiary-3/hekatonkheires-titan.md index 63cb3ed54..4acd97d1b 100644 --- a/Bestiary/bestiary-3/hekatonkheires-titan.md +++ b/Bestiary/bestiary-3/hekatonkheires-titan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hekatonkheires Titan" tags: diff --git a/Bestiary/bestiary-3/hellbound-attorney.md b/Bestiary/bestiary-3/hellbound-attorney.md index 1d04c22c3..90fc4e370 100644 --- a/Bestiary/bestiary-3/hellbound-attorney.md +++ b/Bestiary/bestiary-3/hellbound-attorney.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hellbound Attorney" tags: diff --git a/Bestiary/bestiary-3/hellknight-cavalry-brigade.md b/Bestiary/bestiary-3/hellknight-cavalry-brigade.md index 997b67fb9..6f4a6b0e5 100644 --- a/Bestiary/bestiary-3/hellknight-cavalry-brigade.md +++ b/Bestiary/bestiary-3/hellknight-cavalry-brigade.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hellknight Cavalry Brigade" tags: diff --git a/Bestiary/bestiary-3/hellwasp-swarm.md b/Bestiary/bestiary-3/hellwasp-swarm.md index f4db156dd..c76a00735 100644 --- a/Bestiary/bestiary-3/hellwasp-swarm.md +++ b/Bestiary/bestiary-3/hellwasp-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hellwasp Swarm" tags: diff --git a/Bestiary/bestiary-3/herexen.md b/Bestiary/bestiary-3/herexen.md index 07ec304cf..410dc0d94 100644 --- a/Bestiary/bestiary-3/herexen.md +++ b/Bestiary/bestiary-3/herexen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Herexen" tags: diff --git a/Bestiary/bestiary-3/hermit-crab-swarm.md b/Bestiary/bestiary-3/hermit-crab-swarm.md index c345deb9d..5f1e8900d 100644 --- a/Bestiary/bestiary-3/hermit-crab-swarm.md +++ b/Bestiary/bestiary-3/hermit-crab-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hermit Crab Swarm" tags: diff --git a/Bestiary/bestiary-3/hesperid-queen.md b/Bestiary/bestiary-3/hesperid-queen.md index 5e0ced2dc..360e16263 100644 --- a/Bestiary/bestiary-3/hesperid-queen.md +++ b/Bestiary/bestiary-3/hesperid-queen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hesperid Queen" tags: diff --git a/Bestiary/bestiary-3/hesperid.md b/Bestiary/bestiary-3/hesperid.md index 662360c9b..c031d79c4 100644 --- a/Bestiary/bestiary-3/hesperid.md +++ b/Bestiary/bestiary-3/hesperid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hesperid" tags: diff --git a/Bestiary/bestiary-3/hieracosphinx.md b/Bestiary/bestiary-3/hieracosphinx.md index 419437fdf..307a7b60e 100644 --- a/Bestiary/bestiary-3/hieracosphinx.md +++ b/Bestiary/bestiary-3/hieracosphinx.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hieracosphinx" tags: diff --git a/Bestiary/bestiary-3/house-drake.md b/Bestiary/bestiary-3/house-drake.md index 00f844d99..752723cd3 100644 --- a/Bestiary/bestiary-3/house-drake.md +++ b/Bestiary/bestiary-3/house-drake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "House Drake" tags: diff --git a/Bestiary/bestiary-3/huldra.md b/Bestiary/bestiary-3/huldra.md index 00e50fa95..a984c94d2 100644 --- a/Bestiary/bestiary-3/huldra.md +++ b/Bestiary/bestiary-3/huldra.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Huldra" tags: diff --git a/Bestiary/bestiary-3/hyakume.md b/Bestiary/bestiary-3/hyakume.md index ae92f428c..e98ff560e 100644 --- a/Bestiary/bestiary-3/hyakume.md +++ b/Bestiary/bestiary-3/hyakume.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hyakume" tags: diff --git a/Bestiary/bestiary-3/incutilis.md b/Bestiary/bestiary-3/incutilis.md index 9b4a0ff7b..a114b8023 100644 --- a/Bestiary/bestiary-3/incutilis.md +++ b/Bestiary/bestiary-3/incutilis.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Incutilis" tags: diff --git a/Bestiary/bestiary-3/ioton.md b/Bestiary/bestiary-3/ioton.md index af588a40a..66e4476b3 100644 --- a/Bestiary/bestiary-3/ioton.md +++ b/Bestiary/bestiary-3/ioton.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ioton" tags: diff --git a/Bestiary/bestiary-3/ittan-momen.md b/Bestiary/bestiary-3/ittan-momen.md index fcb868b63..5a97687c2 100644 --- a/Bestiary/bestiary-3/ittan-momen.md +++ b/Bestiary/bestiary-3/ittan-momen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ittan-momen" tags: diff --git a/Bestiary/bestiary-3/japalisura.md b/Bestiary/bestiary-3/japalisura.md index 8f84588bc..51720fc8c 100644 --- a/Bestiary/bestiary-3/japalisura.md +++ b/Bestiary/bestiary-3/japalisura.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Japalisura" tags: diff --git a/Bestiary/bestiary-3/jorogumo.md b/Bestiary/bestiary-3/jorogumo.md index be929f65a..eea1ef332 100644 --- a/Bestiary/bestiary-3/jorogumo.md +++ b/Bestiary/bestiary-3/jorogumo.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Jorogumo" tags: diff --git a/Bestiary/bestiary-3/kangaroo.md b/Bestiary/bestiary-3/kangaroo.md index 2cda234e7..85b182b71 100644 --- a/Bestiary/bestiary-3/kangaroo.md +++ b/Bestiary/bestiary-3/kangaroo.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kangaroo" tags: diff --git a/Bestiary/bestiary-3/kappa.md b/Bestiary/bestiary-3/kappa.md index 2ca40e945..0c16ec283 100644 --- a/Bestiary/bestiary-3/kappa.md +++ b/Bestiary/bestiary-3/kappa.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kappa" tags: diff --git a/Bestiary/bestiary-3/kasa-obake.md b/Bestiary/bestiary-3/kasa-obake.md index 7ff6876e4..e57112170 100644 --- a/Bestiary/bestiary-3/kasa-obake.md +++ b/Bestiary/bestiary-3/kasa-obake.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kasa-obake" tags: diff --git a/Bestiary/bestiary-3/khravgodon.md b/Bestiary/bestiary-3/khravgodon.md index d010a24df..1e68d3e2c 100644 --- a/Bestiary/bestiary-3/khravgodon.md +++ b/Bestiary/bestiary-3/khravgodon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Khravgodon" tags: diff --git a/Bestiary/bestiary-3/kimenhul.md b/Bestiary/bestiary-3/kimenhul.md index c581b7d45..ca8a06e16 100644 --- a/Bestiary/bestiary-3/kimenhul.md +++ b/Bestiary/bestiary-3/kimenhul.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kimenhul" tags: diff --git a/Bestiary/bestiary-3/kirin.md b/Bestiary/bestiary-3/kirin.md index 2251f29bd..1544b3082 100644 --- a/Bestiary/bestiary-3/kirin.md +++ b/Bestiary/bestiary-3/kirin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kirin" tags: diff --git a/Bestiary/bestiary-3/kishi.md b/Bestiary/bestiary-3/kishi.md index 776f20336..b8983270c 100644 --- a/Bestiary/bestiary-3/kishi.md +++ b/Bestiary/bestiary-3/kishi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kishi" tags: diff --git a/Bestiary/bestiary-3/kitsune-trickster.md b/Bestiary/bestiary-3/kitsune-trickster.md index e12c68106..c10fb5ef6 100644 --- a/Bestiary/bestiary-3/kitsune-trickster.md +++ b/Bestiary/bestiary-3/kitsune-trickster.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kitsune Trickster" tags: diff --git a/Bestiary/bestiary-3/kodama.md b/Bestiary/bestiary-3/kodama.md index f645f2d9c..ceedeb208 100644 --- a/Bestiary/bestiary-3/kodama.md +++ b/Bestiary/bestiary-3/kodama.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kodama" tags: diff --git a/Bestiary/bestiary-3/kokogiak.md b/Bestiary/bestiary-3/kokogiak.md index 1815d3a02..6d5d730d5 100644 --- a/Bestiary/bestiary-3/kokogiak.md +++ b/Bestiary/bestiary-3/kokogiak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kokogiak" tags: diff --git a/Bestiary/bestiary-3/kongamato.md b/Bestiary/bestiary-3/kongamato.md index 32e03463e..8ca5e35ba 100644 --- a/Bestiary/bestiary-3/kongamato.md +++ b/Bestiary/bestiary-3/kongamato.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kongamato" tags: diff --git a/Bestiary/bestiary-3/kovintus-geomancer.md b/Bestiary/bestiary-3/kovintus-geomancer.md index ddce77013..fda28b6de 100644 --- a/Bestiary/bestiary-3/kovintus-geomancer.md +++ b/Bestiary/bestiary-3/kovintus-geomancer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kovintus Geomancer" tags: diff --git a/Bestiary/bestiary-3/krampus.md b/Bestiary/bestiary-3/krampus.md index ca533f5cd..d5b6b1995 100644 --- a/Bestiary/bestiary-3/krampus.md +++ b/Bestiary/bestiary-3/krampus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Krampus" tags: diff --git a/Bestiary/bestiary-3/kuchisake-onna.md b/Bestiary/bestiary-3/kuchisake-onna.md index f7514331e..94a943d7d 100644 --- a/Bestiary/bestiary-3/kuchisake-onna.md +++ b/Bestiary/bestiary-3/kuchisake-onna.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kuchisake-onna" tags: diff --git a/Bestiary/bestiary-3/kurobozu.md b/Bestiary/bestiary-3/kurobozu.md index 0a3b36c6b..6e32fb2b4 100644 --- a/Bestiary/bestiary-3/kurobozu.md +++ b/Bestiary/bestiary-3/kurobozu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kurobozu" tags: diff --git a/Bestiary/bestiary-3/kushtaka.md b/Bestiary/bestiary-3/kushtaka.md index bee1365e3..3a84db1a4 100644 --- a/Bestiary/bestiary-3/kushtaka.md +++ b/Bestiary/bestiary-3/kushtaka.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kushtaka" tags: diff --git a/Bestiary/bestiary-3/lampad-queen.md b/Bestiary/bestiary-3/lampad-queen.md index 0e02e7609..bf0f90afe 100644 --- a/Bestiary/bestiary-3/lampad-queen.md +++ b/Bestiary/bestiary-3/lampad-queen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lampad Queen" tags: diff --git a/Bestiary/bestiary-3/lampad.md b/Bestiary/bestiary-3/lampad.md index 23d563cfd..5e2f30296 100644 --- a/Bestiary/bestiary-3/lampad.md +++ b/Bestiary/bestiary-3/lampad.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lampad" tags: diff --git a/Bestiary/bestiary-3/ledalusca.md b/Bestiary/bestiary-3/ledalusca.md index 0a31e4b5f..24c634573 100644 --- a/Bestiary/bestiary-3/ledalusca.md +++ b/Bestiary/bestiary-3/ledalusca.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ledalusca" tags: diff --git a/Bestiary/bestiary-3/leng-ghoul.md b/Bestiary/bestiary-3/leng-ghoul.md index e4c5d5226..f2e982825 100644 --- a/Bestiary/bestiary-3/leng-ghoul.md +++ b/Bestiary/bestiary-3/leng-ghoul.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Leng Ghoul" tags: diff --git a/Bestiary/bestiary-3/levaloch.md b/Bestiary/bestiary-3/levaloch.md index f72eeadc5..fed0c094c 100644 --- a/Bestiary/bestiary-3/levaloch.md +++ b/Bestiary/bestiary-3/levaloch.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Levaloch" tags: diff --git a/Bestiary/bestiary-3/lifeleecher-brawler.md b/Bestiary/bestiary-3/lifeleecher-brawler.md index 7a35b5a63..f8f610879 100644 --- a/Bestiary/bestiary-3/lifeleecher-brawler.md +++ b/Bestiary/bestiary-3/lifeleecher-brawler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lifeleecher Brawler" tags: diff --git a/Bestiary/bestiary-3/locathah-hunter.md b/Bestiary/bestiary-3/locathah-hunter.md index b6fc7525a..a460aefdf 100644 --- a/Bestiary/bestiary-3/locathah-hunter.md +++ b/Bestiary/bestiary-3/locathah-hunter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Locathah Hunter" tags: diff --git a/Bestiary/bestiary-3/love-siktempora.md b/Bestiary/bestiary-3/love-siktempora.md index 3307b624e..3d7c53ce7 100644 --- a/Bestiary/bestiary-3/love-siktempora.md +++ b/Bestiary/bestiary-3/love-siktempora.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Love Siktempora" tags: diff --git a/Bestiary/bestiary-3/lovelorn.md b/Bestiary/bestiary-3/lovelorn.md index 6ff638566..6d8ea5323 100644 --- a/Bestiary/bestiary-3/lovelorn.md +++ b/Bestiary/bestiary-3/lovelorn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Lovelorn" tags: diff --git a/Bestiary/bestiary-3/maftet-guardian.md b/Bestiary/bestiary-3/maftet-guardian.md index 5a72fe487..d72418e22 100644 --- a/Bestiary/bestiary-3/maftet-guardian.md +++ b/Bestiary/bestiary-3/maftet-guardian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Maftet Guardian" tags: diff --git a/Bestiary/bestiary-3/maharaja.md b/Bestiary/bestiary-3/maharaja.md index 21a6b70a0..8520831f7 100644 --- a/Bestiary/bestiary-3/maharaja.md +++ b/Bestiary/bestiary-3/maharaja.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Maharaja" tags: diff --git a/Bestiary/bestiary-3/manticore-paaridar.md b/Bestiary/bestiary-3/manticore-paaridar.md index f477f4560..c56766c5b 100644 --- a/Bestiary/bestiary-3/manticore-paaridar.md +++ b/Bestiary/bestiary-3/manticore-paaridar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Manticore Paaridar" tags: diff --git a/Bestiary/bestiary-3/megalictis.md b/Bestiary/bestiary-3/megalictis.md index 6ea82c001..e8939d380 100644 --- a/Bestiary/bestiary-3/megalictis.md +++ b/Bestiary/bestiary-3/megalictis.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Megalictis" tags: diff --git a/Bestiary/bestiary-3/megatherium.md b/Bestiary/bestiary-3/megatherium.md index e4cbfdec0..120c09149 100644 --- a/Bestiary/bestiary-3/megatherium.md +++ b/Bestiary/bestiary-3/megatherium.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Megatherium" tags: diff --git a/Bestiary/bestiary-3/melixie.md b/Bestiary/bestiary-3/melixie.md index 19f19f4b3..37f9153d5 100644 --- a/Bestiary/bestiary-3/melixie.md +++ b/Bestiary/bestiary-3/melixie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Melixie" tags: diff --git a/Bestiary/bestiary-3/mezlan.md b/Bestiary/bestiary-3/mezlan.md index 15cf4ea01..8833105d0 100644 --- a/Bestiary/bestiary-3/mezlan.md +++ b/Bestiary/bestiary-3/mezlan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mezlan" tags: diff --git a/Bestiary/bestiary-3/mi-go.md b/Bestiary/bestiary-3/mi-go.md index afd161d8c..ff7ecbbb9 100644 --- a/Bestiary/bestiary-3/mi-go.md +++ b/Bestiary/bestiary-3/mi-go.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mi-Go" tags: diff --git a/Bestiary/bestiary-3/millindemalion.md b/Bestiary/bestiary-3/millindemalion.md index 3ab1fe477..9307f000c 100644 --- a/Bestiary/bestiary-3/millindemalion.md +++ b/Bestiary/bestiary-3/millindemalion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Millindemalion" tags: diff --git a/Bestiary/bestiary-3/misery-siktempora.md b/Bestiary/bestiary-3/misery-siktempora.md index 9932fe458..ba611a6e0 100644 --- a/Bestiary/bestiary-3/misery-siktempora.md +++ b/Bestiary/bestiary-3/misery-siktempora.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Misery Siktempora" tags: diff --git a/Bestiary/bestiary-3/mithral-golem.md b/Bestiary/bestiary-3/mithral-golem.md index f9d91a31d..2f65a8e37 100644 --- a/Bestiary/bestiary-3/mithral-golem.md +++ b/Bestiary/bestiary-3/mithral-golem.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mithral Golem" tags: diff --git a/Bestiary/bestiary-3/mix-couatl.md b/Bestiary/bestiary-3/mix-couatl.md index f4c9e0ccb..01eb485ab 100644 --- a/Bestiary/bestiary-3/mix-couatl.md +++ b/Bestiary/bestiary-3/mix-couatl.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mix Couatl" tags: diff --git a/Bestiary/bestiary-3/mobogo.md b/Bestiary/bestiary-3/mobogo.md index c87bbeb1f..122d61c55 100644 --- a/Bestiary/bestiary-3/mobogo.md +++ b/Bestiary/bestiary-3/mobogo.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mobogo" tags: diff --git a/Bestiary/bestiary-3/mokele-mbembe.md b/Bestiary/bestiary-3/mokele-mbembe.md index 1c3b44008..aec9f68a3 100644 --- a/Bestiary/bestiary-3/mokele-mbembe.md +++ b/Bestiary/bestiary-3/mokele-mbembe.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mokele-mbembe" tags: diff --git a/Bestiary/bestiary-3/monkey-swarm.md b/Bestiary/bestiary-3/monkey-swarm.md index 514270bc6..38cebd969 100644 --- a/Bestiary/bestiary-3/monkey-swarm.md +++ b/Bestiary/bestiary-3/monkey-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Monkey Swarm" tags: diff --git a/Bestiary/bestiary-3/monkey.md b/Bestiary/bestiary-3/monkey.md index c4fda9bfe..f3bcd6f71 100644 --- a/Bestiary/bestiary-3/monkey.md +++ b/Bestiary/bestiary-3/monkey.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Monkey" tags: diff --git a/Bestiary/bestiary-3/moon-hag.md b/Bestiary/bestiary-3/moon-hag.md index 545dc9ae2..a07177106 100644 --- a/Bestiary/bestiary-3/moon-hag.md +++ b/Bestiary/bestiary-3/moon-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Moon Hag" tags: diff --git a/Bestiary/bestiary-3/moose.md b/Bestiary/bestiary-3/moose.md index 091080b17..0d151435c 100644 --- a/Bestiary/bestiary-3/moose.md +++ b/Bestiary/bestiary-3/moose.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Moose" tags: diff --git a/Bestiary/bestiary-3/mothman.md b/Bestiary/bestiary-3/mothman.md index a2787dc93..5394d09cf 100644 --- a/Bestiary/bestiary-3/mothman.md +++ b/Bestiary/bestiary-3/mothman.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mothman" tags: diff --git a/Bestiary/bestiary-3/munagola.md b/Bestiary/bestiary-3/munagola.md index a6647e55d..7ca7b862c 100644 --- a/Bestiary/bestiary-3/munagola.md +++ b/Bestiary/bestiary-3/munagola.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Munagola" tags: diff --git a/Bestiary/bestiary-3/munavri-spellblade.md b/Bestiary/bestiary-3/munavri-spellblade.md index 1841a4f00..8e71e5a7c 100644 --- a/Bestiary/bestiary-3/munavri-spellblade.md +++ b/Bestiary/bestiary-3/munavri-spellblade.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Munavri Spellblade" tags: diff --git a/Bestiary/bestiary-3/myceloid.md b/Bestiary/bestiary-3/myceloid.md index e356116a2..6652d4341 100644 --- a/Bestiary/bestiary-3/myceloid.md +++ b/Bestiary/bestiary-3/myceloid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Myceloid" tags: diff --git a/Bestiary/bestiary-3/nagaji-soldier.md b/Bestiary/bestiary-3/nagaji-soldier.md index fdc989104..381491de8 100644 --- a/Bestiary/bestiary-3/nagaji-soldier.md +++ b/Bestiary/bestiary-3/nagaji-soldier.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nagaji Soldier" tags: diff --git a/Bestiary/bestiary-3/namorrodor.md b/Bestiary/bestiary-3/namorrodor.md index 0eaf93957..077be11f5 100644 --- a/Bestiary/bestiary-3/namorrodor.md +++ b/Bestiary/bestiary-3/namorrodor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Namorrodor" tags: diff --git a/Bestiary/bestiary-3/narwhal.md b/Bestiary/bestiary-3/narwhal.md index 7a313d902..a92ac2e04 100644 --- a/Bestiary/bestiary-3/narwhal.md +++ b/Bestiary/bestiary-3/narwhal.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Narwhal" tags: diff --git a/Bestiary/bestiary-3/nemhaith.md b/Bestiary/bestiary-3/nemhaith.md index 4cd9e2297..6c060e1a2 100644 --- a/Bestiary/bestiary-3/nemhaith.md +++ b/Bestiary/bestiary-3/nemhaith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nemhaith" tags: diff --git a/Bestiary/bestiary-3/nightgaunt.md b/Bestiary/bestiary-3/nightgaunt.md index 2317f432f..b55ebaf9b 100644 --- a/Bestiary/bestiary-3/nightgaunt.md +++ b/Bestiary/bestiary-3/nightgaunt.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nightgaunt" tags: diff --git a/Bestiary/bestiary-3/nightmarchers.md b/Bestiary/bestiary-3/nightmarchers.md index 28eadad2f..77dd706a1 100644 --- a/Bestiary/bestiary-3/nightmarchers.md +++ b/Bestiary/bestiary-3/nightmarchers.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nightmarchers" tags: diff --git a/Bestiary/bestiary-3/nikaramsa.md b/Bestiary/bestiary-3/nikaramsa.md index 2e67b9acc..b2ad90991 100644 --- a/Bestiary/bestiary-3/nikaramsa.md +++ b/Bestiary/bestiary-3/nikaramsa.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nikaramsa" tags: diff --git a/Bestiary/bestiary-3/nosferatu-malefactor.md b/Bestiary/bestiary-3/nosferatu-malefactor.md index edab1bee8..bcdd8d3d9 100644 --- a/Bestiary/bestiary-3/nosferatu-malefactor.md +++ b/Bestiary/bestiary-3/nosferatu-malefactor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nosferatu Malefactor" tags: diff --git a/Bestiary/bestiary-3/nosferatu-overlord.md b/Bestiary/bestiary-3/nosferatu-overlord.md index fb3b0ffca..f1e330dc5 100644 --- a/Bestiary/bestiary-3/nosferatu-overlord.md +++ b/Bestiary/bestiary-3/nosferatu-overlord.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nosferatu Overlord" tags: diff --git a/Bestiary/bestiary-3/nosferatu-thrall.md b/Bestiary/bestiary-3/nosferatu-thrall.md index 5fd485cb2..c29e98007 100644 --- a/Bestiary/bestiary-3/nosferatu-thrall.md +++ b/Bestiary/bestiary-3/nosferatu-thrall.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nosferatu Thrall" tags: diff --git a/Bestiary/bestiary-3/nucol.md b/Bestiary/bestiary-3/nucol.md index 79ba8f26e..9044764d7 100644 --- a/Bestiary/bestiary-3/nucol.md +++ b/Bestiary/bestiary-3/nucol.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nucol" tags: diff --git a/Bestiary/bestiary-3/nyktera.md b/Bestiary/bestiary-3/nyktera.md index 49b9bc558..054ada8a1 100644 --- a/Bestiary/bestiary-3/nyktera.md +++ b/Bestiary/bestiary-3/nyktera.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Nyktera" tags: diff --git a/Bestiary/bestiary-3/oil-living-graffiti.md b/Bestiary/bestiary-3/oil-living-graffiti.md index e59441b9e..8b641c662 100644 --- a/Bestiary/bestiary-3/oil-living-graffiti.md +++ b/Bestiary/bestiary-3/oil-living-graffiti.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Oil Living Graffiti" tags: diff --git a/Bestiary/bestiary-3/omox.md b/Bestiary/bestiary-3/omox.md index 42edc0f3d..2dfd216df 100644 --- a/Bestiary/bestiary-3/omox.md +++ b/Bestiary/bestiary-3/omox.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Omox" tags: diff --git a/Bestiary/bestiary-3/ostovite.md b/Bestiary/bestiary-3/ostovite.md index fc86f14d5..58602c05f 100644 --- a/Bestiary/bestiary-3/ostovite.md +++ b/Bestiary/bestiary-3/ostovite.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ostovite" tags: diff --git a/Bestiary/bestiary-3/ouroboros.md b/Bestiary/bestiary-3/ouroboros.md index 267f09925..e10e7e7c5 100644 --- a/Bestiary/bestiary-3/ouroboros.md +++ b/Bestiary/bestiary-3/ouroboros.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ouroboros" tags: diff --git a/Bestiary/bestiary-3/ovinnik.md b/Bestiary/bestiary-3/ovinnik.md index 314aef12d..4ead93f0d 100644 --- a/Bestiary/bestiary-3/ovinnik.md +++ b/Bestiary/bestiary-3/ovinnik.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ovinnik" tags: diff --git a/Bestiary/bestiary-3/owb-prophet.md b/Bestiary/bestiary-3/owb-prophet.md index 0c3a5c138..b3db09624 100644 --- a/Bestiary/bestiary-3/owb-prophet.md +++ b/Bestiary/bestiary-3/owb-prophet.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Owb Prophet" tags: diff --git a/Bestiary/bestiary-3/owb.md b/Bestiary/bestiary-3/owb.md index fefe0cd35..d243520fb 100644 --- a/Bestiary/bestiary-3/owb.md +++ b/Bestiary/bestiary-3/owb.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Owb" tags: diff --git a/Bestiary/bestiary-3/pairaka.md b/Bestiary/bestiary-3/pairaka.md index 4c240fa7a..4e1075605 100644 --- a/Bestiary/bestiary-3/pairaka.md +++ b/Bestiary/bestiary-3/pairaka.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pairaka" tags: diff --git a/Bestiary/bestiary-3/pakalchi.md b/Bestiary/bestiary-3/pakalchi.md index fecced6aa..00b46b472 100644 --- a/Bestiary/bestiary-3/pakalchi.md +++ b/Bestiary/bestiary-3/pakalchi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pakalchi" tags: diff --git a/Bestiary/bestiary-3/palace-skelm.md b/Bestiary/bestiary-3/palace-skelm.md index f499df1e4..4bf5550e7 100644 --- a/Bestiary/bestiary-3/palace-skelm.md +++ b/Bestiary/bestiary-3/palace-skelm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Palace Skelm" tags: diff --git a/Bestiary/bestiary-3/penanggalan.md b/Bestiary/bestiary-3/penanggalan.md index 237815798..d126d9538 100644 --- a/Bestiary/bestiary-3/penanggalan.md +++ b/Bestiary/bestiary-3/penanggalan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Penanggalan" tags: diff --git a/Bestiary/bestiary-3/peri.md b/Bestiary/bestiary-3/peri.md index 2668e09e9..b8a10d5fa 100644 --- a/Bestiary/bestiary-3/peri.md +++ b/Bestiary/bestiary-3/peri.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Peri" tags: diff --git a/Bestiary/bestiary-3/phantom-beast.md b/Bestiary/bestiary-3/phantom-beast.md index 407e8ebd3..97d736605 100644 --- a/Bestiary/bestiary-3/phantom-beast.md +++ b/Bestiary/bestiary-3/phantom-beast.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Phantom Beast" tags: diff --git a/Bestiary/bestiary-3/phantom-knight.md b/Bestiary/bestiary-3/phantom-knight.md index 1797e60a7..8726f6ba2 100644 --- a/Bestiary/bestiary-3/phantom-knight.md +++ b/Bestiary/bestiary-3/phantom-knight.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Phantom Knight" tags: diff --git a/Bestiary/bestiary-3/piranha-swarm.md b/Bestiary/bestiary-3/piranha-swarm.md index e0a365d18..19ed948c8 100644 --- a/Bestiary/bestiary-3/piranha-swarm.md +++ b/Bestiary/bestiary-3/piranha-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Piranha Swarm" tags: diff --git a/Bestiary/bestiary-3/plague-giant.md b/Bestiary/bestiary-3/plague-giant.md index 940e116fe..d7bbf5628 100644 --- a/Bestiary/bestiary-3/plague-giant.md +++ b/Bestiary/bestiary-3/plague-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Plague Giant" tags: diff --git a/Bestiary/bestiary-3/platecarpus.md b/Bestiary/bestiary-3/platecarpus.md index dc6afe2ba..f550caa0f 100644 --- a/Bestiary/bestiary-3/platecarpus.md +++ b/Bestiary/bestiary-3/platecarpus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Platecarpus" tags: diff --git a/Bestiary/bestiary-3/popobawa.md b/Bestiary/bestiary-3/popobawa.md index 393ef6213..b38d9706f 100644 --- a/Bestiary/bestiary-3/popobawa.md +++ b/Bestiary/bestiary-3/popobawa.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Popobawa" tags: diff --git a/Bestiary/bestiary-3/procyal.md b/Bestiary/bestiary-3/procyal.md index 643203c3e..bee59b9a6 100644 --- a/Bestiary/bestiary-3/procyal.md +++ b/Bestiary/bestiary-3/procyal.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Procyal" tags: diff --git a/Bestiary/bestiary-3/pufferfish.md b/Bestiary/bestiary-3/pufferfish.md index 53c3cb8d6..a4a5818e2 100644 --- a/Bestiary/bestiary-3/pufferfish.md +++ b/Bestiary/bestiary-3/pufferfish.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pufferfish" tags: diff --git a/Bestiary/bestiary-3/pukwudgie.md b/Bestiary/bestiary-3/pukwudgie.md index d90194f12..0ca42b26f 100644 --- a/Bestiary/bestiary-3/pukwudgie.md +++ b/Bestiary/bestiary-3/pukwudgie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pukwudgie" tags: diff --git a/Bestiary/bestiary-3/quintessivore.md b/Bestiary/bestiary-3/quintessivore.md index 42acab316..a57a485ad 100644 --- a/Bestiary/bestiary-3/quintessivore.md +++ b/Bestiary/bestiary-3/quintessivore.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Quintessivore" tags: diff --git a/Bestiary/bestiary-3/raktavarna.md b/Bestiary/bestiary-3/raktavarna.md index 78db3dd1d..b38e765d0 100644 --- a/Bestiary/bestiary-3/raktavarna.md +++ b/Bestiary/bestiary-3/raktavarna.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Raktavarna" tags: diff --git a/Bestiary/bestiary-3/rancorous-priesthood.md b/Bestiary/bestiary-3/rancorous-priesthood.md index a0bf2037a..6cfffba22 100644 --- a/Bestiary/bestiary-3/rancorous-priesthood.md +++ b/Bestiary/bestiary-3/rancorous-priesthood.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rancorous Priesthood" tags: diff --git a/Bestiary/bestiary-3/rat-snake-swarm.md b/Bestiary/bestiary-3/rat-snake-swarm.md index 31b2530c4..797bc9bbc 100644 --- a/Bestiary/bestiary-3/rat-snake-swarm.md +++ b/Bestiary/bestiary-3/rat-snake-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rat Snake Swarm" tags: diff --git a/Bestiary/bestiary-3/red-fox.md b/Bestiary/bestiary-3/red-fox.md index 371018f8e..e9c2b3d1b 100644 --- a/Bestiary/bestiary-3/red-fox.md +++ b/Bestiary/bestiary-3/red-fox.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Red Fox" tags: diff --git a/Bestiary/bestiary-3/rhu-chalik.md b/Bestiary/bestiary-3/rhu-chalik.md index e54fb917a..5a6d60647 100644 --- a/Bestiary/bestiary-3/rhu-chalik.md +++ b/Bestiary/bestiary-3/rhu-chalik.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rhu-chalik" tags: diff --git a/Bestiary/bestiary-3/ringhorn-ram.md b/Bestiary/bestiary-3/ringhorn-ram.md index 7b4c197d1..def67d2c6 100644 --- a/Bestiary/bestiary-3/ringhorn-ram.md +++ b/Bestiary/bestiary-3/ringhorn-ram.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ringhorn Ram" tags: diff --git a/Bestiary/bestiary-3/roiling-incant.md b/Bestiary/bestiary-3/roiling-incant.md index a958afab9..0f9b556f5 100644 --- a/Bestiary/bestiary-3/roiling-incant.md +++ b/Bestiary/bestiary-3/roiling-incant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Roiling Incant" tags: diff --git a/Bestiary/bestiary-3/rokurokubi.md b/Bestiary/bestiary-3/rokurokubi.md index 5eab588be..eb5906d69 100644 --- a/Bestiary/bestiary-3/rokurokubi.md +++ b/Bestiary/bestiary-3/rokurokubi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rokurokubi" tags: diff --git a/Bestiary/bestiary-3/rosethorn-ram.md b/Bestiary/bestiary-3/rosethorn-ram.md index a642ac028..8f5d339b3 100644 --- a/Bestiary/bestiary-3/rosethorn-ram.md +++ b/Bestiary/bestiary-3/rosethorn-ram.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Rosethorn Ram" tags: diff --git a/Bestiary/bestiary-3/sabosan.md b/Bestiary/bestiary-3/sabosan.md index a42cff192..919623787 100644 --- a/Bestiary/bestiary-3/sabosan.md +++ b/Bestiary/bestiary-3/sabosan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sabosan" tags: diff --git a/Bestiary/bestiary-3/samsaran-anchorite.md b/Bestiary/bestiary-3/samsaran-anchorite.md index 36e741ffa..dea7353f2 100644 --- a/Bestiary/bestiary-3/samsaran-anchorite.md +++ b/Bestiary/bestiary-3/samsaran-anchorite.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Samsaran Anchorite" tags: diff --git a/Bestiary/bestiary-3/sasquatch.md b/Bestiary/bestiary-3/sasquatch.md index 08de9927f..55d40c659 100644 --- a/Bestiary/bestiary-3/sasquatch.md +++ b/Bestiary/bestiary-3/sasquatch.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sasquatch" tags: diff --git a/Bestiary/bestiary-3/scalescribe.md b/Bestiary/bestiary-3/scalescribe.md index a646095c7..facb5d35a 100644 --- a/Bestiary/bestiary-3/scalescribe.md +++ b/Bestiary/bestiary-3/scalescribe.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Scalescribe" tags: diff --git a/Bestiary/bestiary-3/seaweed-leshy.md b/Bestiary/bestiary-3/seaweed-leshy.md index 1fafd28ab..88bed973b 100644 --- a/Bestiary/bestiary-3/seaweed-leshy.md +++ b/Bestiary/bestiary-3/seaweed-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Seaweed Leshy" tags: diff --git a/Bestiary/bestiary-3/seething-spirit.md b/Bestiary/bestiary-3/seething-spirit.md index fd9c82394..a67b55586 100644 --- a/Bestiary/bestiary-3/seething-spirit.md +++ b/Bestiary/bestiary-3/seething-spirit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Seething Spirit" tags: diff --git a/Bestiary/bestiary-3/sepid.md b/Bestiary/bestiary-3/sepid.md index 0ed961f58..eb4924d98 100644 --- a/Bestiary/bestiary-3/sepid.md +++ b/Bestiary/bestiary-3/sepid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sepid" tags: diff --git a/Bestiary/bestiary-3/severed-head.md b/Bestiary/bestiary-3/severed-head.md index c41a750f3..e31832e2e 100644 --- a/Bestiary/bestiary-3/severed-head.md +++ b/Bestiary/bestiary-3/severed-head.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Severed Head" tags: diff --git a/Bestiary/bestiary-3/shabti-redeemer.md b/Bestiary/bestiary-3/shabti-redeemer.md index 8fd003211..8e0aba778 100644 --- a/Bestiary/bestiary-3/shabti-redeemer.md +++ b/Bestiary/bestiary-3/shabti-redeemer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shabti Redeemer" tags: diff --git a/Bestiary/bestiary-3/shae.md b/Bestiary/bestiary-3/shae.md index ca1414a91..d4536b109 100644 --- a/Bestiary/bestiary-3/shae.md +++ b/Bestiary/bestiary-3/shae.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shae" tags: diff --git a/Bestiary/bestiary-3/shambler-troop.md b/Bestiary/bestiary-3/shambler-troop.md index c2be733fa..d1d12b699 100644 --- a/Bestiary/bestiary-3/shambler-troop.md +++ b/Bestiary/bestiary-3/shambler-troop.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shambler Troop" tags: diff --git a/Bestiary/bestiary-3/shantak.md b/Bestiary/bestiary-3/shantak.md index 12b7ddb05..4e588c6ed 100644 --- a/Bestiary/bestiary-3/shantak.md +++ b/Bestiary/bestiary-3/shantak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shantak" tags: diff --git a/Bestiary/bestiary-3/shaukeen.md b/Bestiary/bestiary-3/shaukeen.md index de07ec7f9..152959954 100644 --- a/Bestiary/bestiary-3/shaukeen.md +++ b/Bestiary/bestiary-3/shaukeen.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shaukeen" tags: diff --git a/Bestiary/bestiary-3/shikigami.md b/Bestiary/bestiary-3/shikigami.md index 8e6a65cc8..4d14ed632 100644 --- a/Bestiary/bestiary-3/shikigami.md +++ b/Bestiary/bestiary-3/shikigami.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shikigami" tags: diff --git a/Bestiary/bestiary-3/shrine-skelm.md b/Bestiary/bestiary-3/shrine-skelm.md index aa0a21349..03cfc521e 100644 --- a/Bestiary/bestiary-3/shrine-skelm.md +++ b/Bestiary/bestiary-3/shrine-skelm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shrine Skelm" tags: diff --git a/Bestiary/bestiary-3/shulsaga.md b/Bestiary/bestiary-3/shulsaga.md index 08c462c49..dfb204ab4 100644 --- a/Bestiary/bestiary-3/shulsaga.md +++ b/Bestiary/bestiary-3/shulsaga.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Shulsaga" tags: diff --git a/Bestiary/bestiary-3/silvanshee.md b/Bestiary/bestiary-3/silvanshee.md index c42708694..524abc3e0 100644 --- a/Bestiary/bestiary-3/silvanshee.md +++ b/Bestiary/bestiary-3/silvanshee.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Silvanshee" tags: diff --git a/Bestiary/bestiary-3/skeleton-infantry.md b/Bestiary/bestiary-3/skeleton-infantry.md index 916a4e93c..3aaf22b24 100644 --- a/Bestiary/bestiary-3/skeleton-infantry.md +++ b/Bestiary/bestiary-3/skeleton-infantry.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skeleton Infantry" tags: diff --git a/Bestiary/bestiary-3/skinstitch.md b/Bestiary/bestiary-3/skinstitch.md index a32ec4282..3d86323d6 100644 --- a/Bestiary/bestiary-3/skinstitch.md +++ b/Bestiary/bestiary-3/skinstitch.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skinstitch" tags: diff --git a/Bestiary/bestiary-3/skull-peeler.md b/Bestiary/bestiary-3/skull-peeler.md index b135ba5a2..817d51fd7 100644 --- a/Bestiary/bestiary-3/skull-peeler.md +++ b/Bestiary/bestiary-3/skull-peeler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skull Peeler" tags: diff --git a/Bestiary/bestiary-3/skunk.md b/Bestiary/bestiary-3/skunk.md index 1b88d91a4..0bf7c5c5d 100644 --- a/Bestiary/bestiary-3/skunk.md +++ b/Bestiary/bestiary-3/skunk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Skunk" tags: diff --git a/Bestiary/bestiary-3/slithering-pit.md b/Bestiary/bestiary-3/slithering-pit.md index 5b21cd676..114a6113f 100644 --- a/Bestiary/bestiary-3/slithering-pit.md +++ b/Bestiary/bestiary-3/slithering-pit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Slithering Pit" tags: diff --git a/Bestiary/bestiary-3/sorcerous-skull-swarm.md b/Bestiary/bestiary-3/sorcerous-skull-swarm.md index a8e6d1e0f..088d57c89 100644 --- a/Bestiary/bestiary-3/sorcerous-skull-swarm.md +++ b/Bestiary/bestiary-3/sorcerous-skull-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sorcerous Skull Swarm" tags: diff --git a/Bestiary/bestiary-3/soul-skelm.md b/Bestiary/bestiary-3/soul-skelm.md index 6872f52b4..faf50fa1a 100644 --- a/Bestiary/bestiary-3/soul-skelm.md +++ b/Bestiary/bestiary-3/soul-skelm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Soul Skelm" tags: diff --git a/Bestiary/bestiary-3/spiny-eurypterid.md b/Bestiary/bestiary-3/spiny-eurypterid.md index 2df01a3c1..5510a3ff7 100644 --- a/Bestiary/bestiary-3/spiny-eurypterid.md +++ b/Bestiary/bestiary-3/spiny-eurypterid.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spiny Eurypterid" tags: diff --git a/Bestiary/bestiary-3/squirming-swill.md b/Bestiary/bestiary-3/squirming-swill.md index 92996736e..4e3f7f02c 100644 --- a/Bestiary/bestiary-3/squirming-swill.md +++ b/Bestiary/bestiary-3/squirming-swill.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Squirming Swill" tags: diff --git a/Bestiary/bestiary-3/squirrel-swarm.md b/Bestiary/bestiary-3/squirrel-swarm.md index 2d23dc818..3849f7773 100644 --- a/Bestiary/bestiary-3/squirrel-swarm.md +++ b/Bestiary/bestiary-3/squirrel-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Squirrel Swarm" tags: diff --git a/Bestiary/bestiary-3/stheno-harpist.md b/Bestiary/bestiary-3/stheno-harpist.md index 3c122ee10..ee7d400c4 100644 --- a/Bestiary/bestiary-3/stheno-harpist.md +++ b/Bestiary/bestiary-3/stheno-harpist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stheno Harpist" tags: diff --git a/Bestiary/bestiary-3/stone-lion-cub.md b/Bestiary/bestiary-3/stone-lion-cub.md index 2478919ef..7e1539a47 100644 --- a/Bestiary/bestiary-3/stone-lion-cub.md +++ b/Bestiary/bestiary-3/stone-lion-cub.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stone Lion Cub" tags: diff --git a/Bestiary/bestiary-3/stone-lion.md b/Bestiary/bestiary-3/stone-lion.md index a74e42bce..7aeb1e635 100644 --- a/Bestiary/bestiary-3/stone-lion.md +++ b/Bestiary/bestiary-3/stone-lion.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Stone Lion" tags: diff --git a/Bestiary/bestiary-3/storm-hag.md b/Bestiary/bestiary-3/storm-hag.md index f954032c7..883cac8c0 100644 --- a/Bestiary/bestiary-3/storm-hag.md +++ b/Bestiary/bestiary-3/storm-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Storm Hag" tags: diff --git a/Bestiary/bestiary-3/street-skelm.md b/Bestiary/bestiary-3/street-skelm.md index ae94c39a4..be7fb155f 100644 --- a/Bestiary/bestiary-3/street-skelm.md +++ b/Bestiary/bestiary-3/street-skelm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Street Skelm" tags: diff --git a/Bestiary/bestiary-3/strix-kinmate.md b/Bestiary/bestiary-3/strix-kinmate.md index 0af1a8236..c145a5945 100644 --- a/Bestiary/bestiary-3/strix-kinmate.md +++ b/Bestiary/bestiary-3/strix-kinmate.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Strix Kinmate" tags: diff --git a/Bestiary/bestiary-3/sturzstromer.md b/Bestiary/bestiary-3/sturzstromer.md index 9c15cb18f..28664687b 100644 --- a/Bestiary/bestiary-3/sturzstromer.md +++ b/Bestiary/bestiary-3/sturzstromer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sturzstromer" tags: diff --git a/Bestiary/bestiary-3/sulfur-zombie.md b/Bestiary/bestiary-3/sulfur-zombie.md index 75b6bccda..2777b4bc7 100644 --- a/Bestiary/bestiary-3/sulfur-zombie.md +++ b/Bestiary/bestiary-3/sulfur-zombie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sulfur Zombie" tags: diff --git a/Bestiary/bestiary-3/sumbreiva.md b/Bestiary/bestiary-3/sumbreiva.md index d77775f9a..8dcdfd371 100644 --- a/Bestiary/bestiary-3/sumbreiva.md +++ b/Bestiary/bestiary-3/sumbreiva.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sumbreiva" tags: diff --git a/Bestiary/bestiary-3/swordkeeper.md b/Bestiary/bestiary-3/swordkeeper.md index 7bf3343f4..58f3e9c0a 100644 --- a/Bestiary/bestiary-3/swordkeeper.md +++ b/Bestiary/bestiary-3/swordkeeper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Swordkeeper" tags: diff --git a/Bestiary/bestiary-3/tattoo-guardian.md b/Bestiary/bestiary-3/tattoo-guardian.md index a2f538e9e..22631fe41 100644 --- a/Bestiary/bestiary-3/tattoo-guardian.md +++ b/Bestiary/bestiary-3/tattoo-guardian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tattoo Guardian" tags: diff --git a/Bestiary/bestiary-3/terra-cotta-garrison.md b/Bestiary/bestiary-3/terra-cotta-garrison.md index 617870921..b480cf39f 100644 --- a/Bestiary/bestiary-3/terra-cotta-garrison.md +++ b/Bestiary/bestiary-3/terra-cotta-garrison.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Terra-cotta Garrison" tags: diff --git a/Bestiary/bestiary-3/terra-cotta-soldier.md b/Bestiary/bestiary-3/terra-cotta-soldier.md index dfc444371..fda28c952 100644 --- a/Bestiary/bestiary-3/terra-cotta-soldier.md +++ b/Bestiary/bestiary-3/terra-cotta-soldier.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Terra-cotta Soldier" tags: diff --git a/Bestiary/bestiary-3/terror-bird.md b/Bestiary/bestiary-3/terror-bird.md index 5ca22b5d1..43612bd65 100644 --- a/Bestiary/bestiary-3/terror-bird.md +++ b/Bestiary/bestiary-3/terror-bird.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Terror Bird" tags: diff --git a/Bestiary/bestiary-3/terror-shrike.md b/Bestiary/bestiary-3/terror-shrike.md index e37b54ba0..e218278fd 100644 --- a/Bestiary/bestiary-3/terror-shrike.md +++ b/Bestiary/bestiary-3/terror-shrike.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Terror Shrike" tags: diff --git a/Bestiary/bestiary-3/thanatotic-titan.md b/Bestiary/bestiary-3/thanatotic-titan.md index d7964122f..8f61ca2db 100644 --- a/Bestiary/bestiary-3/thanatotic-titan.md +++ b/Bestiary/bestiary-3/thanatotic-titan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Thanatotic Titan" tags: diff --git a/Bestiary/bestiary-3/three-toed-sloth.md b/Bestiary/bestiary-3/three-toed-sloth.md index c65b4906b..0155b7bee 100644 --- a/Bestiary/bestiary-3/three-toed-sloth.md +++ b/Bestiary/bestiary-3/three-toed-sloth.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Three-toed Sloth" tags: diff --git a/Bestiary/bestiary-3/tiddalik.md b/Bestiary/bestiary-3/tiddalik.md index d01fd17b0..7a4dff317 100644 --- a/Bestiary/bestiary-3/tiddalik.md +++ b/Bestiary/bestiary-3/tiddalik.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tiddalik" tags: diff --git a/Bestiary/bestiary-3/tidehawk.md b/Bestiary/bestiary-3/tidehawk.md index fac40c08f..ef7c23aea 100644 --- a/Bestiary/bestiary-3/tidehawk.md +++ b/Bestiary/bestiary-3/tidehawk.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tidehawk" tags: diff --git a/Bestiary/bestiary-3/tikbalang.md b/Bestiary/bestiary-3/tikbalang.md index c09a01f82..497a04c0e 100644 --- a/Bestiary/bestiary-3/tikbalang.md +++ b/Bestiary/bestiary-3/tikbalang.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tikbalang" tags: diff --git a/Bestiary/bestiary-3/tolokand.md b/Bestiary/bestiary-3/tolokand.md index 284d17150..1b30d9bc0 100644 --- a/Bestiary/bestiary-3/tolokand.md +++ b/Bestiary/bestiary-3/tolokand.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tolokand" tags: diff --git a/Bestiary/bestiary-3/tomb-giant.md b/Bestiary/bestiary-3/tomb-giant.md index 490baad2e..528998ebf 100644 --- a/Bestiary/bestiary-3/tomb-giant.md +++ b/Bestiary/bestiary-3/tomb-giant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tomb Giant" tags: diff --git a/Bestiary/bestiary-3/tooth-fairy-swarm.md b/Bestiary/bestiary-3/tooth-fairy-swarm.md index 8f89ac557..3573995d0 100644 --- a/Bestiary/bestiary-3/tooth-fairy-swarm.md +++ b/Bestiary/bestiary-3/tooth-fairy-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tooth Fairy Swarm" tags: diff --git a/Bestiary/bestiary-3/tooth-fairy.md b/Bestiary/bestiary-3/tooth-fairy.md index 1d6a74d47..bdb5693f8 100644 --- a/Bestiary/bestiary-3/tooth-fairy.md +++ b/Bestiary/bestiary-3/tooth-fairy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tooth Fairy" tags: diff --git a/Bestiary/bestiary-3/toshigami.md b/Bestiary/bestiary-3/toshigami.md index 4faf03f9b..46ec60c15 100644 --- a/Bestiary/bestiary-3/toshigami.md +++ b/Bestiary/bestiary-3/toshigami.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Toshigami" tags: diff --git a/Bestiary/bestiary-3/trailgaunt.md b/Bestiary/bestiary-3/trailgaunt.md index 0fb33508c..7a0e26c42 100644 --- a/Bestiary/bestiary-3/trailgaunt.md +++ b/Bestiary/bestiary-3/trailgaunt.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Trailgaunt" tags: diff --git a/Bestiary/bestiary-3/trilobite-swarm.md b/Bestiary/bestiary-3/trilobite-swarm.md index c5094808b..5c9a5e6b0 100644 --- a/Bestiary/bestiary-3/trilobite-swarm.md +++ b/Bestiary/bestiary-3/trilobite-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Trilobite Swarm" tags: diff --git a/Bestiary/bestiary-3/trilobite.md b/Bestiary/bestiary-3/trilobite.md index e12bf9e5c..ebc245583 100644 --- a/Bestiary/bestiary-3/trilobite.md +++ b/Bestiary/bestiary-3/trilobite.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Trilobite" tags: diff --git a/Bestiary/bestiary-3/triumph-siktempora.md b/Bestiary/bestiary-3/triumph-siktempora.md index d4fa360dd..01c14c07a 100644 --- a/Bestiary/bestiary-3/triumph-siktempora.md +++ b/Bestiary/bestiary-3/triumph-siktempora.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Triumph Siktempora" tags: diff --git a/Bestiary/bestiary-3/tupilaq.md b/Bestiary/bestiary-3/tupilaq.md index c59e08a92..6e40d94f1 100644 --- a/Bestiary/bestiary-3/tupilaq.md +++ b/Bestiary/bestiary-3/tupilaq.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tupilaq" tags: diff --git a/Bestiary/bestiary-3/tylosaurus.md b/Bestiary/bestiary-3/tylosaurus.md index 0fc67a01e..f64838fa8 100644 --- a/Bestiary/bestiary-3/tylosaurus.md +++ b/Bestiary/bestiary-3/tylosaurus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tylosaurus" tags: diff --git a/Bestiary/bestiary-3/tyrannosaurus-skeleton.md b/Bestiary/bestiary-3/tyrannosaurus-skeleton.md index e87c1a4d3..6b6855a93 100644 --- a/Bestiary/bestiary-3/tyrannosaurus-skeleton.md +++ b/Bestiary/bestiary-3/tyrannosaurus-skeleton.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tyrannosaurus Skeleton" tags: diff --git a/Bestiary/bestiary-3/tzitzimitl.md b/Bestiary/bestiary-3/tzitzimitl.md index 0f7143b40..6ce9ec607 100644 --- a/Bestiary/bestiary-3/tzitzimitl.md +++ b/Bestiary/bestiary-3/tzitzimitl.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tzitzimitl" tags: diff --git a/Bestiary/bestiary-3/umasi.md b/Bestiary/bestiary-3/umasi.md index f4cec2f85..06335aeed 100644 --- a/Bestiary/bestiary-3/umasi.md +++ b/Bestiary/bestiary-3/umasi.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Umasi" tags: diff --git a/Bestiary/bestiary-3/valkyrie.md b/Bestiary/bestiary-3/valkyrie.md index b5a87bf6e..41040b986 100644 --- a/Bestiary/bestiary-3/valkyrie.md +++ b/Bestiary/bestiary-3/valkyrie.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Valkyrie" tags: diff --git a/Bestiary/bestiary-3/vanara-disciple.md b/Bestiary/bestiary-3/vanara-disciple.md index 70d35c1b4..714e34037 100644 --- a/Bestiary/bestiary-3/vanara-disciple.md +++ b/Bestiary/bestiary-3/vanara-disciple.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vanara Disciple" tags: diff --git a/Bestiary/bestiary-3/vilderavn.md b/Bestiary/bestiary-3/vilderavn.md index 4e4897af4..5b0b6b18d 100644 --- a/Bestiary/bestiary-3/vilderavn.md +++ b/Bestiary/bestiary-3/vilderavn.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vilderavn" tags: diff --git a/Bestiary/bestiary-3/vine-leshy.md b/Bestiary/bestiary-3/vine-leshy.md index 0f7db7499..8dc40617d 100644 --- a/Bestiary/bestiary-3/vine-leshy.md +++ b/Bestiary/bestiary-3/vine-leshy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vine Leshy" tags: diff --git a/Bestiary/bestiary-3/viper-swarm.md b/Bestiary/bestiary-3/viper-swarm.md index bd9776f95..fbf4431fb 100644 --- a/Bestiary/bestiary-3/viper-swarm.md +++ b/Bestiary/bestiary-3/viper-swarm.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Viper Swarm" tags: diff --git a/Bestiary/bestiary-3/vishkanya-infiltrator.md b/Bestiary/bestiary-3/vishkanya-infiltrator.md index fdac7a4f2..2329c4d1a 100644 --- a/Bestiary/bestiary-3/vishkanya-infiltrator.md +++ b/Bestiary/bestiary-3/vishkanya-infiltrator.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vishkanya Infiltrator" tags: diff --git a/Bestiary/bestiary-3/vulpinal.md b/Bestiary/bestiary-3/vulpinal.md index 4446bd66f..43432dd10 100644 --- a/Bestiary/bestiary-3/vulpinal.md +++ b/Bestiary/bestiary-3/vulpinal.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Vulpinal" tags: diff --git a/Bestiary/bestiary-3/water-wisp.md b/Bestiary/bestiary-3/water-wisp.md index d77144ac0..1c5c15ce6 100644 --- a/Bestiary/bestiary-3/water-wisp.md +++ b/Bestiary/bestiary-3/water-wisp.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Water Wisp" tags: diff --git a/Bestiary/bestiary-3/wayang-whisperblade.md b/Bestiary/bestiary-3/wayang-whisperblade.md index dbeaf650b..887cce988 100644 --- a/Bestiary/bestiary-3/wayang-whisperblade.md +++ b/Bestiary/bestiary-3/wayang-whisperblade.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wayang Whisperblade" tags: diff --git a/Bestiary/bestiary-3/weasel.md b/Bestiary/bestiary-3/weasel.md index fdf96e5a0..3cf1244be 100644 --- a/Bestiary/bestiary-3/weasel.md +++ b/Bestiary/bestiary-3/weasel.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Weasel" tags: diff --git a/Bestiary/bestiary-3/werebat.md b/Bestiary/bestiary-3/werebat.md index 0274257ed..7db390712 100644 --- a/Bestiary/bestiary-3/werebat.md +++ b/Bestiary/bestiary-3/werebat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Werebat" tags: diff --git a/Bestiary/bestiary-3/werecrocodile.md b/Bestiary/bestiary-3/werecrocodile.md index ff94528db..0e3d41bc0 100644 --- a/Bestiary/bestiary-3/werecrocodile.md +++ b/Bestiary/bestiary-3/werecrocodile.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Werecrocodile" tags: diff --git a/Bestiary/bestiary-3/wihsaak.md b/Bestiary/bestiary-3/wihsaak.md index e868bd693..40c7fefeb 100644 --- a/Bestiary/bestiary-3/wihsaak.md +++ b/Bestiary/bestiary-3/wihsaak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wihsaak" tags: diff --git a/Bestiary/bestiary-3/winter-hag.md b/Bestiary/bestiary-3/winter-hag.md index d7f32939b..9dbf4e938 100644 --- a/Bestiary/bestiary-3/winter-hag.md +++ b/Bestiary/bestiary-3/winter-hag.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Winter Hag" tags: diff --git a/Bestiary/bestiary-3/wizard-sponge.md b/Bestiary/bestiary-3/wizard-sponge.md index 6b5438476..5ac39e406 100644 --- a/Bestiary/bestiary-3/wizard-sponge.md +++ b/Bestiary/bestiary-3/wizard-sponge.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wizard Sponge" tags: diff --git a/Bestiary/bestiary-3/wolliped.md b/Bestiary/bestiary-3/wolliped.md index 6170a6d32..12d6caff6 100644 --- a/Bestiary/bestiary-3/wolliped.md +++ b/Bestiary/bestiary-3/wolliped.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wolliped" tags: diff --git a/Bestiary/bestiary-3/wyrmwraith.md b/Bestiary/bestiary-3/wyrmwraith.md index 63a0a5691..63a8c5c77 100644 --- a/Bestiary/bestiary-3/wyrmwraith.md +++ b/Bestiary/bestiary-3/wyrmwraith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wyrmwraith" tags: diff --git a/Bestiary/bestiary-3/wyrwood-sneak.md b/Bestiary/bestiary-3/wyrwood-sneak.md index e07dd4481..0d3f895c2 100644 --- a/Bestiary/bestiary-3/wyrwood-sneak.md +++ b/Bestiary/bestiary-3/wyrwood-sneak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Wyrwood Sneak" tags: diff --git a/Bestiary/bestiary-3/ximtal.md b/Bestiary/bestiary-3/ximtal.md index 34305d795..6f7e70e15 100644 --- a/Bestiary/bestiary-3/ximtal.md +++ b/Bestiary/bestiary-3/ximtal.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ximtal" tags: diff --git a/Bestiary/bestiary-3/xiuh-couatl.md b/Bestiary/bestiary-3/xiuh-couatl.md index df1145874..ae9a864ee 100644 --- a/Bestiary/bestiary-3/xiuh-couatl.md +++ b/Bestiary/bestiary-3/xiuh-couatl.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Xiuh Couatl" tags: diff --git a/Bestiary/bestiary-3/yithian.md b/Bestiary/bestiary-3/yithian.md index e74ebb6f1..3d09a0e2c 100644 --- a/Bestiary/bestiary-3/yithian.md +++ b/Bestiary/bestiary-3/yithian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yithian" tags: diff --git a/Bestiary/bestiary-3/young-forest-dragon.md b/Bestiary/bestiary-3/young-forest-dragon.md index 4c007352b..d017117ea 100644 --- a/Bestiary/bestiary-3/young-forest-dragon.md +++ b/Bestiary/bestiary-3/young-forest-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Forest Dragon" tags: diff --git a/Bestiary/bestiary-3/young-sea-dragon.md b/Bestiary/bestiary-3/young-sea-dragon.md index efc63a9d5..413e861b8 100644 --- a/Bestiary/bestiary-3/young-sea-dragon.md +++ b/Bestiary/bestiary-3/young-sea-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Sea Dragon" tags: diff --git a/Bestiary/bestiary-3/young-sky-dragon.md b/Bestiary/bestiary-3/young-sky-dragon.md index 644cef67c..922c9481b 100644 --- a/Bestiary/bestiary-3/young-sky-dragon.md +++ b/Bestiary/bestiary-3/young-sky-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Sky Dragon" tags: diff --git a/Bestiary/bestiary-3/young-sovereign-dragon.md b/Bestiary/bestiary-3/young-sovereign-dragon.md index 4bf5718c1..8e2ba21a9 100644 --- a/Bestiary/bestiary-3/young-sovereign-dragon.md +++ b/Bestiary/bestiary-3/young-sovereign-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Sovereign Dragon" tags: diff --git a/Bestiary/bestiary-3/young-underworld-dragon.md b/Bestiary/bestiary-3/young-underworld-dragon.md index 2e4df703a..b35c24324 100644 --- a/Bestiary/bestiary-3/young-underworld-dragon.md +++ b/Bestiary/bestiary-3/young-underworld-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Young Underworld Dragon" tags: diff --git a/Bestiary/bestiary-3/yzobu.md b/Bestiary/bestiary-3/yzobu.md index d5a9f05a0..2e96cde6c 100644 --- a/Bestiary/bestiary-3/yzobu.md +++ b/Bestiary/bestiary-3/yzobu.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Yzobu" tags: diff --git a/Bestiary/bestiary-3/zetogeki.md b/Bestiary/bestiary-3/zetogeki.md index 834a0b8f3..761d3a46b 100644 --- a/Bestiary/bestiary-3/zetogeki.md +++ b/Bestiary/bestiary-3/zetogeki.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zetogeki" tags: diff --git a/Bestiary/bestiary-3/zombie-dragon.md b/Bestiary/bestiary-3/zombie-dragon.md index 6e35d74ff..e17a3494e 100644 --- a/Bestiary/bestiary-3/zombie-dragon.md +++ b/Bestiary/bestiary-3/zombie-dragon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zombie Dragon" tags: diff --git a/Bestiary/bestiary-3/zuishin.md b/Bestiary/bestiary-3/zuishin.md index f4cdbf745..ff34ebd79 100644 --- a/Bestiary/bestiary-3/zuishin.md +++ b/Bestiary/bestiary-3/zuishin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zuishin" tags: diff --git a/Bestiary/gm-guide/acolyte-of-nethys.md b/Bestiary/gm-guide/acolyte-of-nethys.md index b24e5887d..23da308e1 100644 --- a/Bestiary/gm-guide/acolyte-of-nethys.md +++ b/Bestiary/gm-guide/acolyte-of-nethys.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Acolyte Of Nethys" tags: diff --git a/Bestiary/gm-guide/acrobat.md b/Bestiary/gm-guide/acrobat.md index e082d8e48..397dd4e1a 100644 --- a/Bestiary/gm-guide/acrobat.md +++ b/Bestiary/gm-guide/acrobat.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Acrobat" tags: diff --git a/Bestiary/gm-guide/adept.md b/Bestiary/gm-guide/adept.md index f1d9dbe79..5d672cc96 100644 --- a/Bestiary/gm-guide/adept.md +++ b/Bestiary/gm-guide/adept.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Adept" tags: diff --git a/Bestiary/gm-guide/advisor.md b/Bestiary/gm-guide/advisor.md index 6fd1e8d45..95db5d7c7 100644 --- a/Bestiary/gm-guide/advisor.md +++ b/Bestiary/gm-guide/advisor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Advisor" tags: diff --git a/Bestiary/gm-guide/antipaladin.md b/Bestiary/gm-guide/antipaladin.md index 5c7551ca4..2d22eceae 100644 --- a/Bestiary/gm-guide/antipaladin.md +++ b/Bestiary/gm-guide/antipaladin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Antipaladin" tags: diff --git a/Bestiary/gm-guide/apothecary.md b/Bestiary/gm-guide/apothecary.md index 18f998b57..7be74b890 100644 --- a/Bestiary/gm-guide/apothecary.md +++ b/Bestiary/gm-guide/apothecary.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Apothecary" tags: diff --git a/Bestiary/gm-guide/apprentice.md b/Bestiary/gm-guide/apprentice.md index 22907827d..0466b38fd 100644 --- a/Bestiary/gm-guide/apprentice.md +++ b/Bestiary/gm-guide/apprentice.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Apprentice" tags: diff --git a/Bestiary/gm-guide/archer-sentry.md b/Bestiary/gm-guide/archer-sentry.md index 4f090c5e3..f68897c0c 100644 --- a/Bestiary/gm-guide/archer-sentry.md +++ b/Bestiary/gm-guide/archer-sentry.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Archer Sentry" tags: diff --git a/Bestiary/gm-guide/assassin.md b/Bestiary/gm-guide/assassin.md index 8a2fe742b..e9a9e0844 100644 --- a/Bestiary/gm-guide/assassin.md +++ b/Bestiary/gm-guide/assassin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Assassin" tags: diff --git a/Bestiary/gm-guide/astronomer.md b/Bestiary/gm-guide/astronomer.md index 93bc23f0a..603515fca 100644 --- a/Bestiary/gm-guide/astronomer.md +++ b/Bestiary/gm-guide/astronomer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Astronomer" tags: diff --git a/Bestiary/gm-guide/bandit.md b/Bestiary/gm-guide/bandit.md index f07791136..fe0c312c6 100644 --- a/Bestiary/gm-guide/bandit.md +++ b/Bestiary/gm-guide/bandit.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bandit" tags: diff --git a/Bestiary/gm-guide/barkeep.md b/Bestiary/gm-guide/barkeep.md index b73617055..1b1fc0006 100644 --- a/Bestiary/gm-guide/barkeep.md +++ b/Bestiary/gm-guide/barkeep.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Barkeep" tags: diff --git a/Bestiary/gm-guide/barrister.md b/Bestiary/gm-guide/barrister.md index 4fd3d6410..d9c0ab619 100644 --- a/Bestiary/gm-guide/barrister.md +++ b/Bestiary/gm-guide/barrister.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Barrister" tags: diff --git a/Bestiary/gm-guide/beast-tamer.md b/Bestiary/gm-guide/beast-tamer.md index 5f29d6155..7baf4a3cc 100644 --- a/Bestiary/gm-guide/beast-tamer.md +++ b/Bestiary/gm-guide/beast-tamer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Beast Tamer" tags: diff --git a/Bestiary/gm-guide/beggar.md b/Bestiary/gm-guide/beggar.md index d1ee2e29a..73d193725 100644 --- a/Bestiary/gm-guide/beggar.md +++ b/Bestiary/gm-guide/beggar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Beggar" tags: diff --git a/Bestiary/gm-guide/bodyguard.md b/Bestiary/gm-guide/bodyguard.md index 7c6ba9d25..023b1f113 100644 --- a/Bestiary/gm-guide/bodyguard.md +++ b/Bestiary/gm-guide/bodyguard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bodyguard" tags: diff --git a/Bestiary/gm-guide/bosun.md b/Bestiary/gm-guide/bosun.md index 1b86d2a54..318ac8aab 100644 --- a/Bestiary/gm-guide/bosun.md +++ b/Bestiary/gm-guide/bosun.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bosun" tags: diff --git a/Bestiary/gm-guide/bounty-hunter.md b/Bestiary/gm-guide/bounty-hunter.md index baf452427..a9cb58e29 100644 --- a/Bestiary/gm-guide/bounty-hunter.md +++ b/Bestiary/gm-guide/bounty-hunter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bounty Hunter" tags: diff --git a/Bestiary/gm-guide/burglar.md b/Bestiary/gm-guide/burglar.md index f9fe2a527..90e76af41 100644 --- a/Bestiary/gm-guide/burglar.md +++ b/Bestiary/gm-guide/burglar.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Burglar" tags: diff --git a/Bestiary/gm-guide/captain-of-the-guard.md b/Bestiary/gm-guide/captain-of-the-guard.md index a0dfc4e57..88b3e73f0 100644 --- a/Bestiary/gm-guide/captain-of-the-guard.md +++ b/Bestiary/gm-guide/captain-of-the-guard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Captain Of The Guard" tags: diff --git a/Bestiary/gm-guide/charlatan.md b/Bestiary/gm-guide/charlatan.md index b4a268657..d544c7d90 100644 --- a/Bestiary/gm-guide/charlatan.md +++ b/Bestiary/gm-guide/charlatan.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Charlatan" tags: diff --git a/Bestiary/gm-guide/chronicler.md b/Bestiary/gm-guide/chronicler.md index ef3b33533..62708d260 100644 --- a/Bestiary/gm-guide/chronicler.md +++ b/Bestiary/gm-guide/chronicler.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Chronicler" tags: diff --git a/Bestiary/gm-guide/commoner.md b/Bestiary/gm-guide/commoner.md index 7e3b0e3a3..d7ea41a7c 100644 --- a/Bestiary/gm-guide/commoner.md +++ b/Bestiary/gm-guide/commoner.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Commoner" tags: diff --git a/Bestiary/gm-guide/cult-leader.md b/Bestiary/gm-guide/cult-leader.md index f3138670f..8d10301e0 100644 --- a/Bestiary/gm-guide/cult-leader.md +++ b/Bestiary/gm-guide/cult-leader.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cult Leader" tags: diff --git a/Bestiary/gm-guide/cultist.md b/Bestiary/gm-guide/cultist.md index e13bf6d14..68a188d96 100644 --- a/Bestiary/gm-guide/cultist.md +++ b/Bestiary/gm-guide/cultist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Cultist" tags: diff --git a/Bestiary/gm-guide/dancer.md b/Bestiary/gm-guide/dancer.md index 62def6f15..9cfa4127b 100644 --- a/Bestiary/gm-guide/dancer.md +++ b/Bestiary/gm-guide/dancer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dancer" tags: diff --git a/Bestiary/gm-guide/demonologist.md b/Bestiary/gm-guide/demonologist.md index 0d74d7bfc..5772306b1 100644 --- a/Bestiary/gm-guide/demonologist.md +++ b/Bestiary/gm-guide/demonologist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Demonologist" tags: diff --git a/Bestiary/gm-guide/despot.md b/Bestiary/gm-guide/despot.md index b9dcdc0e0..9bf6f380e 100644 --- a/Bestiary/gm-guide/despot.md +++ b/Bestiary/gm-guide/despot.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Despot" tags: diff --git a/Bestiary/gm-guide/dockhand.md b/Bestiary/gm-guide/dockhand.md index faced9be9..bf4118b90 100644 --- a/Bestiary/gm-guide/dockhand.md +++ b/Bestiary/gm-guide/dockhand.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dockhand" tags: diff --git a/Bestiary/gm-guide/drunkard.md b/Bestiary/gm-guide/drunkard.md index ddf842029..a16b226be 100644 --- a/Bestiary/gm-guide/drunkard.md +++ b/Bestiary/gm-guide/drunkard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drunkard" tags: diff --git a/Bestiary/gm-guide/executioner.md b/Bestiary/gm-guide/executioner.md index bc0ef712d..34ff05b46 100644 --- a/Bestiary/gm-guide/executioner.md +++ b/Bestiary/gm-guide/executioner.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Executioner" tags: diff --git a/Bestiary/gm-guide/false-priest.md b/Bestiary/gm-guide/false-priest.md index ed24e9973..567074f21 100644 --- a/Bestiary/gm-guide/false-priest.md +++ b/Bestiary/gm-guide/false-priest.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "False Priest" tags: diff --git a/Bestiary/gm-guide/farmer.md b/Bestiary/gm-guide/farmer.md index ecfe224be..7642d71bd 100644 --- a/Bestiary/gm-guide/farmer.md +++ b/Bestiary/gm-guide/farmer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Farmer" tags: diff --git a/Bestiary/gm-guide/fence.md b/Bestiary/gm-guide/fence.md index 46d5a9227..022a6bb93 100644 --- a/Bestiary/gm-guide/fence.md +++ b/Bestiary/gm-guide/fence.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Fence" tags: diff --git a/Bestiary/gm-guide/gang-leader.md b/Bestiary/gm-guide/gang-leader.md index b1cb86c09..6d0066d6c 100644 --- a/Bestiary/gm-guide/gang-leader.md +++ b/Bestiary/gm-guide/gang-leader.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gang Leader" tags: diff --git a/Bestiary/gm-guide/grave-robber.md b/Bestiary/gm-guide/grave-robber.md index 9f58b24b5..881337d7d 100644 --- a/Bestiary/gm-guide/grave-robber.md +++ b/Bestiary/gm-guide/grave-robber.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Grave Robber" tags: diff --git a/Bestiary/gm-guide/gravedigger.md b/Bestiary/gm-guide/gravedigger.md index d3db4f468..68bba4d9d 100644 --- a/Bestiary/gm-guide/gravedigger.md +++ b/Bestiary/gm-guide/gravedigger.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Gravedigger" tags: diff --git a/Bestiary/gm-guide/guard.md b/Bestiary/gm-guide/guard.md index 08ef8803a..8c6470e4f 100644 --- a/Bestiary/gm-guide/guard.md +++ b/Bestiary/gm-guide/guard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Guard" tags: diff --git a/Bestiary/gm-guide/guide.md b/Bestiary/gm-guide/guide.md index 354f7d849..5f8c93ba4 100644 --- a/Bestiary/gm-guide/guide.md +++ b/Bestiary/gm-guide/guide.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Guide" tags: diff --git a/Bestiary/gm-guide/guildmaster.md b/Bestiary/gm-guide/guildmaster.md index cf60c54f0..2fdd90ccb 100644 --- a/Bestiary/gm-guide/guildmaster.md +++ b/Bestiary/gm-guide/guildmaster.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Guildmaster" tags: diff --git a/Bestiary/gm-guide/harbormaster.md b/Bestiary/gm-guide/harbormaster.md index 9f7989609..1a2d75cfe 100644 --- a/Bestiary/gm-guide/harbormaster.md +++ b/Bestiary/gm-guide/harbormaster.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Harbormaster" tags: diff --git a/Bestiary/gm-guide/harrow-reader.md b/Bestiary/gm-guide/harrow-reader.md index a0dba9772..56dae8ca4 100644 --- a/Bestiary/gm-guide/harrow-reader.md +++ b/Bestiary/gm-guide/harrow-reader.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Harrow Reader" tags: diff --git a/Bestiary/gm-guide/hunter.md b/Bestiary/gm-guide/hunter.md index abe51566a..9fa968d70 100644 --- a/Bestiary/gm-guide/hunter.md +++ b/Bestiary/gm-guide/hunter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hunter" tags: diff --git a/Bestiary/gm-guide/innkeeper.md b/Bestiary/gm-guide/innkeeper.md index 5aa665aa3..afa75a365 100644 --- a/Bestiary/gm-guide/innkeeper.md +++ b/Bestiary/gm-guide/innkeeper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Innkeeper" tags: diff --git a/Bestiary/gm-guide/jailer.md b/Bestiary/gm-guide/jailer.md index c0fd018e2..83cf60278 100644 --- a/Bestiary/gm-guide/jailer.md +++ b/Bestiary/gm-guide/jailer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Jailer" tags: diff --git a/Bestiary/gm-guide/judge.md b/Bestiary/gm-guide/judge.md index 5afe646a6..68da021ee 100644 --- a/Bestiary/gm-guide/judge.md +++ b/Bestiary/gm-guide/judge.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Judge" tags: diff --git a/Bestiary/gm-guide/librarian.md b/Bestiary/gm-guide/librarian.md index ab089d352..73314445b 100644 --- a/Bestiary/gm-guide/librarian.md +++ b/Bestiary/gm-guide/librarian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Librarian" tags: diff --git a/Bestiary/gm-guide/mage-for-hire.md b/Bestiary/gm-guide/mage-for-hire.md index b701dc4b8..c4f431eb1 100644 --- a/Bestiary/gm-guide/mage-for-hire.md +++ b/Bestiary/gm-guide/mage-for-hire.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mage For Hire" tags: diff --git a/Bestiary/gm-guide/mastermind.md b/Bestiary/gm-guide/mastermind.md index 5d3cae3cc..88d78ba62 100644 --- a/Bestiary/gm-guide/mastermind.md +++ b/Bestiary/gm-guide/mastermind.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Mastermind" tags: diff --git a/Bestiary/gm-guide/merchant.md b/Bestiary/gm-guide/merchant.md index bca43a809..fa84c96ab 100644 --- a/Bestiary/gm-guide/merchant.md +++ b/Bestiary/gm-guide/merchant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Merchant" tags: diff --git a/Bestiary/gm-guide/miner.md b/Bestiary/gm-guide/miner.md index 7251b96a4..ebb9d0fa1 100644 --- a/Bestiary/gm-guide/miner.md +++ b/Bestiary/gm-guide/miner.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Miner" tags: diff --git a/Bestiary/gm-guide/monster-hunter.md b/Bestiary/gm-guide/monster-hunter.md index fb568351b..0ed5306a1 100644 --- a/Bestiary/gm-guide/monster-hunter.md +++ b/Bestiary/gm-guide/monster-hunter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Monster Hunter" tags: diff --git a/Bestiary/gm-guide/navigator.md b/Bestiary/gm-guide/navigator.md index 60be1b1da..40f0a8b0e 100644 --- a/Bestiary/gm-guide/navigator.md +++ b/Bestiary/gm-guide/navigator.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Navigator" tags: diff --git a/Bestiary/gm-guide/necromancer.md b/Bestiary/gm-guide/necromancer.md index bccf68412..5cff121a2 100644 --- a/Bestiary/gm-guide/necromancer.md +++ b/Bestiary/gm-guide/necromancer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Necromancer" tags: diff --git a/Bestiary/gm-guide/noble.md b/Bestiary/gm-guide/noble.md index b4ec4a4e1..48b7a42f1 100644 --- a/Bestiary/gm-guide/noble.md +++ b/Bestiary/gm-guide/noble.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Noble" tags: diff --git a/Bestiary/gm-guide/palace-guard.md b/Bestiary/gm-guide/palace-guard.md index cb8055c80..2f723e6d8 100644 --- a/Bestiary/gm-guide/palace-guard.md +++ b/Bestiary/gm-guide/palace-guard.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Palace Guard" tags: diff --git a/Bestiary/gm-guide/physician.md b/Bestiary/gm-guide/physician.md index 801e9dfc0..db32b6033 100644 --- a/Bestiary/gm-guide/physician.md +++ b/Bestiary/gm-guide/physician.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Physician" tags: diff --git a/Bestiary/gm-guide/pirate.md b/Bestiary/gm-guide/pirate.md index c10e9f48a..ea0f78f7d 100644 --- a/Bestiary/gm-guide/pirate.md +++ b/Bestiary/gm-guide/pirate.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Pirate" tags: diff --git a/Bestiary/gm-guide/plague-doctor.md b/Bestiary/gm-guide/plague-doctor.md index 95be107f9..cd659ee16 100644 --- a/Bestiary/gm-guide/plague-doctor.md +++ b/Bestiary/gm-guide/plague-doctor.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Plague Doctor" tags: diff --git a/Bestiary/gm-guide/poacher.md b/Bestiary/gm-guide/poacher.md index ccb5cf4a8..d11c6cad6 100644 --- a/Bestiary/gm-guide/poacher.md +++ b/Bestiary/gm-guide/poacher.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Poacher" tags: diff --git a/Bestiary/gm-guide/priest-of-pharasma.md b/Bestiary/gm-guide/priest-of-pharasma.md index a13762494..e08a5dfe7 100644 --- a/Bestiary/gm-guide/priest-of-pharasma.md +++ b/Bestiary/gm-guide/priest-of-pharasma.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Priest Of Pharasma" tags: diff --git a/Bestiary/gm-guide/prisoner.md b/Bestiary/gm-guide/prisoner.md index 0d519126d..57dcccbb6 100644 --- a/Bestiary/gm-guide/prisoner.md +++ b/Bestiary/gm-guide/prisoner.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Prisoner" tags: diff --git a/Bestiary/gm-guide/prophet.md b/Bestiary/gm-guide/prophet.md index b576064ba..708bcf760 100644 --- a/Bestiary/gm-guide/prophet.md +++ b/Bestiary/gm-guide/prophet.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Prophet" tags: diff --git a/Bestiary/gm-guide/reckless-scientist.md b/Bestiary/gm-guide/reckless-scientist.md index ed57af18c..8aef51a87 100644 --- a/Bestiary/gm-guide/reckless-scientist.md +++ b/Bestiary/gm-guide/reckless-scientist.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Reckless Scientist" tags: diff --git a/Bestiary/gm-guide/ruffian.md b/Bestiary/gm-guide/ruffian.md index 0d56a09a0..91e01df67 100644 --- a/Bestiary/gm-guide/ruffian.md +++ b/Bestiary/gm-guide/ruffian.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ruffian" tags: diff --git a/Bestiary/gm-guide/saboteur.md b/Bestiary/gm-guide/saboteur.md index 9312f9516..5c86e02c2 100644 --- a/Bestiary/gm-guide/saboteur.md +++ b/Bestiary/gm-guide/saboteur.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Saboteur" tags: diff --git a/Bestiary/gm-guide/sage.md b/Bestiary/gm-guide/sage.md index ee8a04d0d..a90c6dc96 100644 --- a/Bestiary/gm-guide/sage.md +++ b/Bestiary/gm-guide/sage.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Sage" tags: diff --git a/Bestiary/gm-guide/servant.md b/Bestiary/gm-guide/servant.md index c5a4e047d..a3591e28d 100644 --- a/Bestiary/gm-guide/servant.md +++ b/Bestiary/gm-guide/servant.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Servant" tags: diff --git a/Bestiary/gm-guide/server.md b/Bestiary/gm-guide/server.md index 00bb89cbe..626405a1d 100644 --- a/Bestiary/gm-guide/server.md +++ b/Bestiary/gm-guide/server.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Server" tags: diff --git a/Bestiary/gm-guide/ship-captain.md b/Bestiary/gm-guide/ship-captain.md index 52a9d62d2..f9be30a4a 100644 --- a/Bestiary/gm-guide/ship-captain.md +++ b/Bestiary/gm-guide/ship-captain.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Ship Captain" tags: diff --git a/Bestiary/gm-guide/smith.md b/Bestiary/gm-guide/smith.md index 220251185..a1197d40e 100644 --- a/Bestiary/gm-guide/smith.md +++ b/Bestiary/gm-guide/smith.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Smith" tags: diff --git a/Bestiary/gm-guide/spy.md b/Bestiary/gm-guide/spy.md index 283f6c3ff..eda2eb4fd 100644 --- a/Bestiary/gm-guide/spy.md +++ b/Bestiary/gm-guide/spy.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spy" tags: diff --git a/Bestiary/gm-guide/surgeon.md b/Bestiary/gm-guide/surgeon.md index fb4bfca57..a6cd06b99 100644 --- a/Bestiary/gm-guide/surgeon.md +++ b/Bestiary/gm-guide/surgeon.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Surgeon" tags: diff --git a/Bestiary/gm-guide/tax-collector.md b/Bestiary/gm-guide/tax-collector.md index b3eb3379a..7558bae50 100644 --- a/Bestiary/gm-guide/tax-collector.md +++ b/Bestiary/gm-guide/tax-collector.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tax Collector" tags: diff --git a/Bestiary/gm-guide/teacher.md b/Bestiary/gm-guide/teacher.md index 9a0a84aac..f849cf916 100644 --- a/Bestiary/gm-guide/teacher.md +++ b/Bestiary/gm-guide/teacher.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Teacher" tags: diff --git a/Bestiary/gm-guide/tomb-raider.md b/Bestiary/gm-guide/tomb-raider.md index f4a6e86ab..ac0e10259 100644 --- a/Bestiary/gm-guide/tomb-raider.md +++ b/Bestiary/gm-guide/tomb-raider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tomb Raider" tags: diff --git a/Bestiary/gm-guide/torchbearer.md b/Bestiary/gm-guide/torchbearer.md index 8a2e7fff8..76eed0573 100644 --- a/Bestiary/gm-guide/torchbearer.md +++ b/Bestiary/gm-guide/torchbearer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Torchbearer" tags: diff --git a/Bestiary/gm-guide/tracker.md b/Bestiary/gm-guide/tracker.md index ca3f557e1..4a64eeecd 100644 --- a/Bestiary/gm-guide/tracker.md +++ b/Bestiary/gm-guide/tracker.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Tracker" tags: diff --git a/Bestiary/gm-guide/troubadour.md b/Bestiary/gm-guide/troubadour.md index ecfb8bf2d..aa8f12ed3 100644 --- a/Bestiary/gm-guide/troubadour.md +++ b/Bestiary/gm-guide/troubadour.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Troubadour" tags: diff --git a/Bestiary/gm-guide/urchin.md b/Bestiary/gm-guide/urchin.md index d323a8705..c54a8ec1c 100644 --- a/Bestiary/gm-guide/urchin.md +++ b/Bestiary/gm-guide/urchin.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Urchin" tags: diff --git a/Bestiary/gm-guide/warden.md b/Bestiary/gm-guide/warden.md index 1fcaa237c..38d3e84c5 100644 --- a/Bestiary/gm-guide/warden.md +++ b/Bestiary/gm-guide/warden.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Warden" tags: diff --git a/Bestiary/gm-guide/watch-officer.md b/Bestiary/gm-guide/watch-officer.md index 77da3ffa9..959765c77 100644 --- a/Bestiary/gm-guide/watch-officer.md +++ b/Bestiary/gm-guide/watch-officer.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Watch Officer" tags: diff --git a/Bestiary/gm-guide/zealot-of-asmodeus.md b/Bestiary/gm-guide/zealot-of-asmodeus.md index 73f5038cf..8c8710b60 100644 --- a/Bestiary/gm-guide/zealot-of-asmodeus.md +++ b/Bestiary/gm-guide/zealot-of-asmodeus.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Zealot Of Asmodeus" tags: diff --git a/Bestiary/trouble-in-otari/bugbear-marauder.md b/Bestiary/trouble-in-otari/bugbear-marauder.md index 1a76a475b..074e18451 100644 --- a/Bestiary/trouble-in-otari/bugbear-marauder.md +++ b/Bestiary/trouble-in-otari/bugbear-marauder.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Bugbear Marauder" tags: diff --git a/Bestiary/trouble-in-otari/dragon-wyrmling-green.md b/Bestiary/trouble-in-otari/dragon-wyrmling-green.md index 5a561a731..f02efa9a3 100644 --- a/Bestiary/trouble-in-otari/dragon-wyrmling-green.md +++ b/Bestiary/trouble-in-otari/dragon-wyrmling-green.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Dragon, Wyrmling Green" tags: diff --git a/Bestiary/trouble-in-otari/drow-sneak.md b/Bestiary/trouble-in-otari/drow-sneak.md index e51de87cc..1c2503bd1 100644 --- a/Bestiary/trouble-in-otari/drow-sneak.md +++ b/Bestiary/trouble-in-otari/drow-sneak.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drow Sneak" tags: diff --git a/Bestiary/trouble-in-otari/drow-warrior.md b/Bestiary/trouble-in-otari/drow-warrior.md index b045dc0d9..781f80639 100644 --- a/Bestiary/trouble-in-otari/drow-warrior.md +++ b/Bestiary/trouble-in-otari/drow-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Drow Warrior" tags: diff --git a/Bestiary/trouble-in-otari/giant-spider.md b/Bestiary/trouble-in-otari/giant-spider.md index 717803f7f..f45ffb726 100644 --- a/Bestiary/trouble-in-otari/giant-spider.md +++ b/Bestiary/trouble-in-otari/giant-spider.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Spider, Giant" tags: diff --git a/Bestiary/trouble-in-otari/goblin-igniter.md b/Bestiary/trouble-in-otari/goblin-igniter.md index 6f1b9f6e9..f19ca1478 100644 --- a/Bestiary/trouble-in-otari/goblin-igniter.md +++ b/Bestiary/trouble-in-otari/goblin-igniter.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Goblin Igniter" tags: diff --git a/Bestiary/trouble-in-otari/hobgoblin-warrior.md b/Bestiary/trouble-in-otari/hobgoblin-warrior.md index e95ebb810..929a30f4a 100644 --- a/Bestiary/trouble-in-otari/hobgoblin-warrior.md +++ b/Bestiary/trouble-in-otari/hobgoblin-warrior.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Hobgoblin Warrior" tags: diff --git a/Bestiary/trouble-in-otari/kobold-trapmaster.md b/Bestiary/trouble-in-otari/kobold-trapmaster.md index ff81fb318..67314cfdb 100644 --- a/Bestiary/trouble-in-otari/kobold-trapmaster.md +++ b/Bestiary/trouble-in-otari/kobold-trapmaster.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Kobold Trapmaster" tags: diff --git a/Bestiary/trouble-in-otari/orc-commander.md b/Bestiary/trouble-in-otari/orc-commander.md index dcf7bf290..422a64cc3 100644 --- a/Bestiary/trouble-in-otari/orc-commander.md +++ b/Bestiary/trouble-in-otari/orc-commander.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Orc Commander" tags: diff --git a/Bestiary/trouble-in-otari/orc-scrapper.md b/Bestiary/trouble-in-otari/orc-scrapper.md index d2cd772ac..a65d2264e 100644 --- a/Bestiary/trouble-in-otari/orc-scrapper.md +++ b/Bestiary/trouble-in-otari/orc-scrapper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Orc Scrapper" tags: diff --git a/Bestiary/trouble-in-otari/orc-trooper.md b/Bestiary/trouble-in-otari/orc-trooper.md index 890150cd1..ade6e62b2 100644 --- a/Bestiary/trouble-in-otari/orc-trooper.md +++ b/Bestiary/trouble-in-otari/orc-trooper.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Orc Trooper" tags: diff --git a/Bestiary/trouble-in-otari/xulgath-boss.md b/Bestiary/trouble-in-otari/xulgath-boss.md index 8b0af90d2..91edd0b64 100644 --- a/Bestiary/trouble-in-otari/xulgath-boss.md +++ b/Bestiary/trouble-in-otari/xulgath-boss.md @@ -1,4 +1,5 @@ --- +obsidianUIMode: preview noteType: pf2eMonster aliases: "Xulgath Boss" tags: diff --git a/Compendium/character/archetypes/acrobat-apg.md b/Compendium/character/archetypes/acrobat-apg.md deleted file mode 100644 index ce610c8de..000000000 --- a/Compendium/character/archetypes/acrobat-apg.md +++ /dev/null @@ -1,116 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Acrobat"] ---- -# Acrobat *Dedication Level 2* - -You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art. - -*Source: Advanced Player's Guide p. 155* - -```ad-embed-feat -title: Acrobat Dedication, Feat 2 -collapse: closed -# Acrobat Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [Dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Acrobatics](../../skills.md#Acrobatics) - -You become an expert in [Acrobatics](../../skills.md#Acrobatics). At 7th level, you become a master in [Acrobatics](../../skills.md#Acrobatics), and at 15th level, you become legendary in [Acrobatics](../../skills.md#Acrobatics). Whenever you critically succeed at an [Acrobatics](../../skills.md#Acrobatics) check to [Tumble Through](../../../rules/actions/tumble-through.md) an enemy's space, you don't treat the enemy's space as difficult terrain. - -**Special.** You can't select another dedication feat until you have gained two other feats from the acrobat archetype. - -*Source: Advanced Player's Guide p. 155* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Contortionist, Feat 4 -collapse: closed -# Contortionist *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Acrobat Dedication](../../../compendium/feats/acrobat-dedication-apg.md) - -You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. - -You gain the [Quick Squeeze](../../../compendium/feats/quick-squeeze.md) skill feat, and if you're a master in [Acrobatics](../../skills.md#Acrobatics), you can [Squeeze](../../../rules/actions/squeeze.md) at full Speed. Whenever you successfully [Escape](../../../rules/actions/escape.md) using [Acrobatics](../../skills.md#Acrobatics), the creature you [Escaped](../../../rules/actions/escape.md) from is [flat-footed](../../../rules/conditions.md#Flat-footed) against the next attack you make against it before the end of your next turn. - -*Source: Advanced Player's Guide p. 155* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Dodge Away, Feat 6 -collapse: closed -# Dodge Away [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Acrobat Dedication](../../../compendium/feats/acrobat-dedication-apg.md) -- **Trigger** You are the target of a melee attack. -- **Requirements**: You're aware of the attack and aren't [flat-footed](../../../rules/conditions.md#Flat-footed). -- **Activity** Reaction - -You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. - -If the attack misses you, you can [Step](../../../rules/actions/step.md) after the [Strike](../../../rules/actions/strike.md). If you're a master in [Acrobatics](../../skills.md#Acrobatics), you can move 10 feet on this [Step](../../../rules/actions/step.md) instead of 5 feet. - -*Source: Advanced Player's Guide p. 155* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Graceful Leaper, Feat 7 -collapse: closed -# Graceful Leaper *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Acrobat Dedication](../../../compendium/feats/acrobat-dedication-apg.md), master in [Acrobatics](../../skills.md#Acrobatics) - -Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an [Acrobatics](../../skills.md#Acrobatics) check instead of an [Athletics](../../../compendium/skills.md#Athletics) check when making a [High Jump](../../../rules/actions/high-jump.md) or [Long Jump](../../../rules/actions/long-jump.md). - -*Source: Advanced Player's Guide p. 155* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Tumbling Strike, Feat 8 -collapse: closed -# Tumbling Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) [move](../../../rules/traits/move.md) - -- **Prerequisites**: [Acrobat Dedication](../../../compendium/feats/acrobat-dedication-apg.md) -- **Requirements**: You are adjacent to an enemy. -- **Activity** Single Action - -Attempt an [Acrobatics](../../skills.md#Acrobatics) check against the Reflex DC of an enemy adjacent to you. - -> [!success-degree] -> - **Critical Success** You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee [Strike](../../../rules/actions/strike.md) against the enemy whose space you moved through, and the enemy is [flat-footed](../../../rules/conditions.md#Flat-footed) against that [Strike](../../../rules/actions/strike.md). -> - **Success** As critical success, but the enemy isn't [flat-footed](../../../rules/conditions.md#Flat-footed) against the [Strike](../../../rules/actions/strike.md). -> - **Failure** You remain in your original space but can still [Strike](../../../rules/actions/strike.md). -> - **Critical Failure** No effect. - -*Source: Advanced Player's Guide p. 155* -%% #trait/archetype #trait/flourish #trait/move %% -``` - -```ad-embed-feat -title: Tumbling Opportunist, Feat 10 -collapse: closed -# Tumbling Opportunist [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [attack](../../../rules/traits/attack.md) - -- **Prerequisites**: [Acrobat Dedication](../../../compendium/feats/acrobat-dedication-apg.md) -- **Frequency**: once per minute -- **Requirements**: Your most recent action was to [Tumble Through](../../../rules/actions/tumble-through.md) or Tumbling [Strike](../../../rules/actions/strike.md), and you successfully moved through an enemy's space. -- **Activity** Free Action - -You use a burst of stamina to perform a breathtaking feat of [Acrobatics](../../skills.md#Acrobatics) as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to [Trip](../../../rules/actions/trip.md) the enemy whose space you moved through. You can use [Acrobatics](../../skills.md#Acrobatics) instead of [Athletics](../../../compendium/skills.md#Athletics) for this check. - -*Source: Advanced Player's Guide p. 155* -%% #trait/archetype #trait/attack %% -``` diff --git a/Compendium/character/archetypes/alchemist.md b/Compendium/character/archetypes/alchemist.md deleted file mode 100644 index a432982d4..000000000 --- a/Compendium/character/archetypes/alchemist.md +++ /dev/null @@ -1,119 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/alchemy -- compendium/src/pf2e/crb -aliases: ["Alchemist"] ---- -# Alchemist *Dedication Level 2* - -You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation. - -## Multiclass Alchemist characters -CRB p. 220 - -The free alchemical items from the alchemist archetype are extremely useful to characters of any class. The following are just some of the possible combinations. - -- Barbarian alchemists can mix mutagens with their rage to ferocious effect. -- Champion alchemists can focus on alchemical items that boost defenses and heal others, allowing their champion's reaction and [lay on hands](../../spells/lay-on-hands.md) to go further. -- Fighter alchemists can use their alchemy to gain additional options in situations where their usual tactics don't work. -- Ranger alchemists focus on alchemy and snares, getting extra use out of their [Crafting](../../skills.md#Crafting) skill and supplying bombs for the bomb snare. -- Rogue alchemists can combine a rogue's poison feats with free daily poisons, and bombs present an interesting way to sneak attack with various types of energy damage. -- Spellcaster alchemists often use their alchemical items to take pressure off their repertoire or prepared spells. For instance, a wizard alchemist who can brew up [darkvision elixirs](../../equipment/items/darkvision-elixir.md) to grant [darkvision](../../../Rules/abilities/darkvision.md) can prepare another spell instead of [darkvision](../../spells/darkvision.md). - -*Source: Core Rulebook p. 220* - -```ad-embed-feat -title: Alchemist Dedication, Feat 2 -collapse: closed -# Alchemist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You put your alchemical interest into practice. You become trained in alchemical bombs and [Crafting](../../../compendium/skills.md#Crafting); if you were already trained in [Crafting](../../../compendium/skills.md#Crafting), you instead become trained in a skill of your choice. You become trained in alchemist class DC. - -You gain the alchemist's infused reagents|Alchemist|CRB|1 class feature, gaining a number of reagents each day equal to your level. - -You also gain the [Alchemical Crafting](../../../compendium/feats/alchemical-crafting.md) feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. - -*Source: Core Rulebook p. 220* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Concoction, Feat 4 -collapse: closed -# Basic Concoction *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Alchemist Dedication](../../../compendium/feats/alchemist-dedication.md) - -You gain a 1st- or 2nd-level alchemist feat. - -*Source: Core Rulebook p. 220* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Quick Alchemy, Feat 4 -collapse: closed -# Quick Alchemy *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Alchemist Dedication](../../../compendium/feats/alchemist-dedication.md) - -You gain the [Quick Alchemy](../../../rules/actions/quick-alchemy.md) action. - -*Source: Core Rulebook p. 220* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Concoction, Feat 6 -collapse: closed -# Advanced Concoction *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Concoction](../../../compendium/feats/basic-concoction.md) - -You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another alchemist feat. - -*Source: Core Rulebook p. 220* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Alchemy, Feat 6 -collapse: closed -# Expert Alchemy *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Alchemist Dedication](../../../compendium/feats/alchemist-dedication.md), expert in [Crafting](../../../compendium/skills.md#Crafting) - -Your advanced alchemy level increases to 3. At 10th level, it increases to 5. - -*Source: Core Rulebook p. 220* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Alchemy, Feat 12* -collapse: closed -# Master Alchemy *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Alchemy](../../../compendium/feats/master-alchemy.md) is intended for use with the Alchemist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Alchemy](../../../compendium/feats/expert-alchemy.md), master in [Crafting](../../../compendium/skills.md#Crafting) - -Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. - -*Source: Core Rulebook p. 220* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/aldori-duelist-lowg.md b/Compendium/character/archetypes/aldori-duelist-lowg.md deleted file mode 100644 index 754436b27..000000000 --- a/Compendium/character/archetypes/aldori-duelist-lowg.md +++ /dev/null @@ -1,114 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Aldori Duelist"] ---- -# Aldori Duelist *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord. - -*Source: Lost Omens: World Guide p. 35* - -```ad-embed-feat -title: Aldori Duelist Dedication, Feat 2 -collapse: closed -# Aldori Duelist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from the [Broken](../../../rules/conditions.md#Broken) Lands region. -- **Prerequisites**: trained in [Aldori dueling swords](../../../compendium/equipment/items/aldori-dueling-sword-lowg.md) - -Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics) and in [Dueling Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. - -Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with [Aldori dueling swords](../../../compendium/equipment/items/aldori-dueling-sword-lowg.md). You gain access to [Aldori dueling swords](../../../compendium/equipment/items/aldori-dueling-sword-lowg.md). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Aldori duelist archetype. - -*Source: Lost Omens: World Guide p. 35* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Aldori Parry, Feat 4 -collapse: closed -# Aldori Parry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](../../../compendium/feats/aldori-duelist-dedication-lowg.md) -- **Requirements**: You are wielding only an Aldori dueling sword and have your other hand or hands free. -- **Activity** Single Action - -You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement. - -*Source: Lost Omens: World Guide p. 35* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Duelist's Edge, Feat 4 -collapse: closed -# Duelist's Edge [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](../../../compendium/feats/aldori-duelist-dedication-lowg.md) -- **Trigger** You roll initiative, and you can observe at least one opponent. -- **Activity** Free Action - -You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately [Interact](../../../rules/actions/interact.md) to draw your Aldori dueling sword. - -*Source: Lost Omens: World Guide p. 35* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Aldori Riposte, Feat 6 -collapse: closed -# Aldori Riposte [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Parry](../../../compendium/feats/aldori-parry-lowg.md) -- **Trigger** An opponent within your reach critically fails a [Strike](../../../rules/actions/strike.md) against you. -- **Requirements**: You are benefiting from Aldori Parry. -- **Activity** Varies ([R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) - -You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee [Strike](../../../rules/actions/strike.md) or use a [Disarm](../../../rules/actions/disarm.md) action against the triggering opponent using your Aldori dueling sword. - -*Source: Lost Omens: World Guide p. 35* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Unnerving Prowess, Feat 6 -collapse: closed -# Unnerving Prowess [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](../../../compendium/feats/aldori-duelist-dedication-lowg.md) -- **Trigger** You critically succeed at a [Strike](../../../rules/actions/strike.md) or [Disarm](../../../rules/actions/disarm.md) with your Aldori dueling sword -- **Activity** Free Action - -Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](../../../rules/actions/demoralize.md) the target of your [Strike](../../../rules/actions/strike.md) or [Disarm](../../../rules/actions/disarm.md). This [Demoralize](../../../rules/actions/demoralize.md) attempt does not have the [auditory](../../../rules/traits/auditory.md) trait, nor do you take a penalty to the check if the target doesn't understand your language. - -*Source: Lost Omens: World Guide p. 35* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Saving Slash, Feat 10 -collapse: closed -# Saving Slash [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](../../../compendium/feats/aldori-duelist-dedication-lowg.md) -- **Trigger** An opponent critically hits you with a melee attack. -- **Activity** Varies ([R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) - -You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit. - -*Source: Lost Omens: World Guide p. 35* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/alkenstar-agent-ooa1.md b/Compendium/character/archetypes/alkenstar-agent-ooa1.md deleted file mode 100644 index 2f8370796..000000000 --- a/Compendium/character/archetypes/alkenstar-agent-ooa1.md +++ /dev/null @@ -1,176 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Alkenstar Agent"] ---- -# Alkenstar Agent *Dedication Level 2* - -Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* - -```ad-embed-feat -title: Alkenstar Agent Dedication, Feat 2 -collapse: closed -# Alkenstar Agent Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You have been initiated by the grand duchess of Alkenstar or one of her agents. -- **Prerequisites**: trained in [Deception](../../../compendium/skills.md#Deception) and at least one firearm - -You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in [Deception](../../../compendium/skills.md#Deception) and trained in your choice of [Underworld Lore](../../../compendium/skills.md#Lore) or [Legal Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Lie to Me](../../../compendium/feats/lie-to-me.md) skill feat. - -**Special.** You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Loose Cannon, Feat 4 -collapse: closed -# Loose Cannon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Alkenstar Agent Dedication -- **Activity** Single Action - -Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged [Strike](../../../rules/actions/strike.md) with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this [Strike](../../../rules/actions/strike.md) equal to the number of weapon damage dice. The [Strike](../../../rules/actions/strike.md) gains the following failure effect. - -> [!success-degree] -> - **Failure** The firearm misfires, but it doesn't cause the other critical failure effects listed below. -> - **Critical Failure** The firearm misfires and also explodes. -> -> It becomes [broken](../../../rules/conditions.md#Broken), and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Plant Evidence, Feat 4* -collapse: closed -# Plant Evidence [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Plant Evidence](../../../compendium/feats/plant-evidence-apg.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pickpocket](../../../compendium/feats/pickpocket.md) -- **Activity** Single Action - -You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a [Thievery](../../../compendium/skills.md#Thievery) check against their [Perception](../../../compendium/skills.md#Perception) DC. If you have the ruffian racket, you can do this as a free action when you successfully [Shove](../../../rules/actions/shove.md) a target. - -*Source: Advanced Player's Guide p. 134* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Quick Draw (Ranger), Feat 4* -collapse: closed -# Quick Draw (Ranger) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Quick Draw (Ranger)](../../../compendium/feats/quick-draw-ranger.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You draw your weapon and attack with the same motion. You [Interact](../../../rules/actions/interact.md) to draw a weapon, then [Strike](../../../rules/actions/strike.md) with that weapon. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Reactive Pursuit, Feat 6* -collapse: closed -# Reactive Pursuit [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Reactive Pursuit](../../../compendium/feats/reactive-pursuit.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. - -- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](../../../rules/actions/stride.md) action. -- **Activity** Reaction - -You keep pace with a retreating foe. You [Stride](../../../rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](../../../rules/actions/burrow.md), [Climb](../../../rules/actions/climb.md), [Fly](../../../rules/actions/fly.md), or [Swim](../../../rules/actions/swim.md) instead of [Stride](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 185* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Running Reload, Feat 6* -collapse: closed -# Running Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Running Reload](../../../compendium/feats/running-reload.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You can reload your weapon on the move. You [Stride](../../../rules/actions/stride.md), [Step](../../../rules/actions/step.md), or [Sneak](../../../rules/actions/sneak.md), then [Interact](../../../rules/actions/interact.md) to reload. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Prepare Papers, Feat 7 -collapse: closed -# Prepare Papers *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: Alkenstar Agent Dedication, master in [Society](../../../compendium/skills.md#Society) - -You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can [Create a Forgery](../../../rules/actions/create-forgery.md) as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in [Society](../../../compendium/skills.md#Society). - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Flash Your Badge, Feat 10 -collapse: closed -# Flash Your Badge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Alkenstar Agent Dedication, master in [Intimidation](../../../compendium/skills.md#Intimidation) -- **Activity** Two-Action - -You make a fearsome show of your authority. Roll [Intimidation](../../../compendium/skills.md#Intimidation) checks to [Demoralize](../../../rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](../../../rules/actions/demoralize.md) gains the [visual](../../../rules/traits/visual.md) trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Snap Shot, Feat 10* -collapse: closed -# Snap Shot *Feat 10* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Snap Shot](../../../compendium/feats/snap-shot.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. - - -You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon [Strike](../../../rules/actions/strike.md) to instead make a ranged weapon [Strike](../../../rules/actions/strike.md). You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon [Strike](../../../rules/actions/strike.md) with a ranged weapon [Strike](../../../rules/actions/strike.md). - -*Source: Core Rulebook p. 173* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Instant Opening, Feat 18* -collapse: closed -# Instant Opening [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](../../../rules/traits/concentrate.md) [rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Instant Opening](../../../compendium/feats/instant-opening.md) is intended for use with the Alkenstar Agent Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](../../../rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](../../../rules/traits/auditory.md) or [visual](../../../rules/traits/visual.md) trait. - -*Source: Core Rulebook p. 188* -%% #trait/concentrate #trait/rogue %% -``` diff --git a/Compendium/character/archetypes/alter-ego-da.md b/Compendium/character/archetypes/alter-ego-da.md deleted file mode 100644 index 289adf98d..000000000 --- a/Compendium/character/archetypes/alter-ego-da.md +++ /dev/null @@ -1,161 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Alter Ego"] ---- -# Alter Ego *Dedication Level 2* - -> [!pf2-sidebar] Alter Egos in Golarion -> See page 127 of Dark Archive - -A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss. - -Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it. - -*Source: Dark Archive p. 126* - -````ad-embed-feat -title: Alter Ego Dedication, Feat 2 -collapse: closed -# Alter Ego Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Deception](../../../compendium/skills.md#Deception) and [Stealth](../../../compendium/skills.md#Stealth) - -You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in [Deception](../../../compendium/skills.md#Deception). You gain the Assume a Role activity. - -```ad-embed-ability -title: Assume a Role -[concentrate](../../../rules/traits/concentrate.md) - -- **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information - -**Effect** You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it's always a role and never a specific individual. - -You perform the [Impersonate](../../../rules/actions/impersonate.md) activity to pass as a member of the role you [observed](../../../rules/conditions.md#Observed) and gain a +1 circumstance bonus to any [Deception](../../../compendium/skills.md#Deception) checks you attempt in your impersonation. This takes the normal amount of time it takes you to [Impersonate](../../../rules/actions/impersonate.md). You also choose one [Lore](../../../compendium/skills.md#Lore) skill relevant to that role (such as [Farming Lore](../../../compendium/skills.md#Lore) for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that [Lore](../../../compendium/skills.md#Lore) skill, and if you're untrained in it, you can use your level as your proficiency bonus. - -You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. -%% #trait/concentrate %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. - -*Source: Dark Archive p. 126* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Change of Face, Feat 4 -collapse: closed -# Change of Face *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Alter Ego Dedication](../../../compendium/feats/alter-ego-dedication-da.md) - -You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](../../../rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](../../../rules/actions/impersonate.md) in this way, your [Impersonate](../../../rules/actions/impersonate.md) activity gains the [occult](../../../rules/traits/occult.md) trait. - -*Source: Dark Archive p. 126* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Fake It Till You Make It, Feat 4 -collapse: closed -# Fake It Till You Make It *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Alter Ego Dedication](../../../compendium/feats/alter-ego-dedication-da.md) - -When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume. - -*Source: Dark Archive p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: In Plain Sight, Feat 4 -collapse: closed -# In Plain Sight *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Alter Ego Dedication](../../../compendium/feats/alter-ego-dedication-da.md) - -People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use [Deception](../../../compendium/skills.md#Deception) in place of [Stealth](../../../compendium/skills.md#Stealth) when using the [Avoid Notice](../../../rules/actions/avoid-notice.md) exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks. - -*Source: Dark Archive p. 127* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Sound Mirror, Feat 6 -collapse: closed -# Sound Mirror *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Alter Ego Dedication](../../../compendium/feats/alter-ego-dedication-da.md) - -You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration. You can cast [silence](../../../compendium/spells/silence.md) on yourself as a 2nd-level innate occult spell and [ventriloquism](../../../compendium/spells/ventriloquism.md) as a 1st-level innate occult spell, both once per day. You also can cast [ghost sound](../../../compendium/spells/ghost-sound.md) as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. - -*Source: Dark Archive p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Muscle Mimicry, Feat 7 -collapse: closed -# Muscle Mimicry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Alter Ego Dedication](../../../compendium/feats/alter-ego-dedication-da.md); trained in [Athletics](../../../compendium/skills.md#Athletics), master in [Deception](../../../compendium/skills.md#Deception) -- **Trigger** An enemy makes a successful [Disarm](../../../rules/actions/disarm.md), [Escape](../../../rules/actions/escape.md), -- **Activity** Reaction - -[Grapple](../../../rules/actions/grapple.md), [Shove](../../../rules/actions/shove.md), or [Trip](../../../rules/actions/trip.md) attempt. - -Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your [Athletics](../../../compendium/skills.md#Athletics) check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn. - -*Source: Dark Archive p. 127* -%% #trait/archetype #trait/concentrate #trait/skill %% -``` - -```ad-embed-feat -title: Swap Reflections, Feat 8 -collapse: closed -# Swap Reflections [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [conjuration](../../../rules/traits/conjuration.md) [extradimensional](../../../rules/traits/extradimensional.md) [incapacitation](../../../rules/traits/incapacitation.md) [occult](../../../rules/traits/occult.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Prerequisites**: [Alter Ego Dedication](../../../compendium/feats/alter-ego-dedication-da.md) -- **Frequency**: once per 10 minutes -- **Activity** Two-Action - -You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a Will save against your spell DC or class DC, whichever is higher. - -> [!success-degree] -> - **Critical Success** The spell has no effect. -> - **Success** You swap positions with your target or arrive adjacent to your target, whichever your target prefers. -> - **Failure** You swap positions with your target or arrive adjacent to your target, whichever you prefer. -> - **Critical Failure** You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early. - -*Source: Dark Archive p. 127* -%% #trait/archetype #trait/conjuration #trait/extradimensional #trait/incapacitation #trait/occult #trait/teleportation %% -``` - -```ad-embed-feat -title: Borrow Memories, Feat 14* -collapse: closed -# Borrow Memories *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Borrow Memories](../../../compendium/feats/borrow-memories-da.md) is intended for use with the Alter Ego Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Alter Ego Dedication](../../../compendium/feats/alter-ego-dedication-da.md) - -Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast [mind probe](../../../compendium/spells/mind-probe.md) as an innate occult spell once per day, using your class DC or spell DC, whichever is higher. - -If you cast [mind probe](../../../compendium/spells/mind-probe.md) on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to [Sustain the Spell](../../../rules/actions/sustain-a-spell.md) to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it. - -*Source: Dark Archive p. 127* -%% #trait/uncommon #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/animal-trainer-ec2.md b/Compendium/character/archetypes/animal-trainer-ec2.md deleted file mode 100644 index b4505f483..000000000 --- a/Compendium/character/archetypes/animal-trainer-ec2.md +++ /dev/null @@ -1,104 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ec2 -- trait/uncommon -aliases: ["Animal Trainer"] ---- -# Animal Trainer *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You have befriended an animal to serve as an able assistant and loyal guardian. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 76* - -```ad-embed-feat -title: Animal Trainer Dedication, Feat 2 -collapse: closed -# Animal Trainer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Trained in [Nature](../../../compendium/skills.md#Nature) - -You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in [Performance](../../../compendium/skills.md#Performance) instead of the skill listed for its type. - -**Special.** You can't select another dedication feat until you've gained two other feats from the animal trainer archetype. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Beast Speaker, Feat 4 -collapse: closed -# Beast Speaker *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Animal Trainer Dedication](../../../compendium/feats/animal-trainer-dedication-ec2.md) - -You constantly have the effects of [speak with animals](../../../compendium/spells/speak-with-animals.md) as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks to Make a [Request](../../../rules/actions/request.md) of animals while this spell is active. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Mature Trained Companion, Feat 6 -collapse: closed -# Mature Trained Companion *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Animal Trainer Dedication](../../../compendium/feats/animal-trainer-dedication-ec2.md) - -Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in [Performance](../../../compendium/skills.md#Performance) to expert instead of one of the three skill increases for mature. It gains the Mesmerizing [Performance](../../../compendium/skills.md#Performance) advanced maneuver (see below), rather than the normal advanced maneuver for its type. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Insistent Command, Feat 8 -collapse: closed -# Insistent Command *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Master in [Nature](../../../compendium/skills.md#Nature), Animal Trainer Dedication - -When you roll a success to [Command an Animal](../../../rules/actions/command-an-animal.md), you get a critical success; if you roll a critical failure, you get a failure. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Splendid Companion, Feat 12* -collapse: closed -# Splendid Companion *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Splendid Companion](../../../compendium/feats/splendid-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mature Trained Companion](../../../compendium/feats/mature-trained-companion-ec2.md) - -Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in [Performance](../../../compendium/skills.md#Performance) to master instead of [Athletics](../../../compendium/skills.md#Athletics) or [Acrobatics](../../skills.md#Acrobatics). - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Specialized Companion, Feat 18* -collapse: closed -# Specialized Companion *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Specialized Companion](../../../compendium/feats/specialized-companion-ec2.md) is intended for use with the Animal Trainer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Splendid Companion](../../../compendium/feats/splendid-companion-ec2.md) - -The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice (Core Rulebook 217). Increase its proficiency rank in [Performance](../../../compendium/skills.md#Performance) to legendary instead of one of the specialization's skill increases. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #trait/uncommon #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/archaeologist-apg.md b/Compendium/character/archetypes/archaeologist-apg.md deleted file mode 100644 index c3f2f3437..000000000 --- a/Compendium/character/archetypes/archaeologist-apg.md +++ /dev/null @@ -1,138 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Archaeologist"] ---- -# Archaeologist *Dedication Level 2* - -Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck. - -*Source: Advanced Player's Guide p. 156* - -```ad-embed-feat -title: Archaeologist Dedication, Feat 2 -collapse: closed -# Archaeologist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Perception](../../../compendium/skills.md#Perception), [Society](../../../compendium/skills.md#Society), and [Thievery](../../../compendium/skills.md#Thievery) - -You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. - -You become an expert in [Society](../../../compendium/skills.md#Society) and [Thievery](../../../compendium/skills.md#Thievery), and you gain a +1 circumstance bonus to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about ancient history, peoples, and cultures. - -**Special.** You can't select another dedication feat until you have gained two other feats from the archaeologist archetype. - -*Source: Advanced Player's Guide p. 156* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Magical Scholastics, Feat 4 -collapse: closed -# Magical Scholastics *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Archaeologist Dedication](../../../compendium/feats/archaeologist-dedication-apg.md) - -While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain [detect magic](../../../compendium/spells/detect-magic.md), [guidance](../../../compendium/spells/guidance.md), and [read aura](../../../compendium/spells/read-aura.md) as occult innate cantrips. - -*Source: Advanced Player's Guide p. 156* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Settlement Scholastics, Feat 4 -collapse: closed -# Settlement Scholastics *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Archaeologist Dedication](../../../compendium/feats/archaeologist-dedication-apg.md) - -Your studies open up new horizons. You become an expert in a [Lore](../../../compendium/skills.md#Lore) skill about a specific settlement; if you were already trained in that [Lore](../../../compendium/skills.md#Lore) skill, you also become trained in the [Lore](../../../compendium/skills.md#Lore) skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language. - -**Special.** You can take this feat multiple times. When you take this feat again, choose a different settlement. - -*Source: Advanced Player's Guide p. 156* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Trap Finder (Rogue), Feat 4* -collapse: closed -# Trap Finder (Rogue) *Feat 4* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Trap Finder (Rogue)](../../../compendium/feats/trap-finder-rogue.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. - - -You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](../../../compendium/skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](../../../rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](../../../rules/actions/search.md). You still need to meet any other requirements to find the trap. - -You can disable traps that require a proficiency rank of master in [Thievery](../../../compendium/skills.md#Thievery). If you have master proficiency in [Thievery](../../../compendium/skills.md#Thievery), you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. - -*Source: Core Rulebook p. 183* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Scholastic Identification, Feat 7 -collapse: closed -# Scholastic Identification *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Archaeologist Dedication](../../../compendium/feats/archaeologist-dedication-apg.md), master in [Society](../../../compendium/skills.md#Society) - -You have the knowledge needed to understand ancient texts and cultural artifacts. You can use [Society](../../../compendium/skills.md#Society) when [Deciphering Writing](../../../rules/actions/decipher-writing.md), no matter the type of writing you are examining. You can also use [Society](../../../compendium/skills.md#Society) to [Identify Magic](../../../rules/actions/identify-magic.md) when examining a magic item or location with cultural significance. - -*Source: Advanced Player's Guide p. 156* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Archaeologist's Luck, Feat 8 -collapse: closed -# Archaeologist's Luck *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [fortune](../../../rules/traits/fortune.md) - -- **Prerequisites**: [Archaeologist Dedication](../../../compendium/feats/archaeologist-dedication-apg.md) -- **Frequency**: once per hour -- **Trigger** You fail a check against a trap, such as a [Thievery](../../../compendium/skills.md#Thievery) check to [Disable](../../../rules/actions/disable-a-device.md) the trap or a Reflex save to avoid its effects. - -You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result. - -*Source: Advanced Player's Guide p. 156* -%% #trait/archetype #trait/fortune %% -``` - -```ad-embed-feat -title: Delay Trap, Feat 10* -collapse: closed -# Delay Trap [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Delay Trap](../../../compendium/feats/delay-trap.md) is intended for use with the Archaeologist Archetype. Its level has been changed accordingly. - -- **Trigger** A trap within your reach is triggered. -- **Activity** Reaction - -You can jam the workings of a trap to delay its effects. Attempt a [Thievery](../../../compendium/skills.md#Thievery) check to [Disable a Device](../../../rules/actions/disable-a-device.md) on the trap; the DC to do so is increased by 5, and the effects are as follows. - -*Source: Core Rulebook p. 186* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Greater Magical Scholastics, Feat 10 -collapse: closed -# Greater Magical Scholastics *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Archaeologist Dedication](../../../compendium/feats/archaeologist-dedication-apg.md), [Magical Scholastics](../../../compendium/feats/magical-scholastics-apg.md) - -You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast [augury](../../../compendium/spells/augury.md), [locate](../../../compendium/spells/locate.md), and [nondetection](../../../compendium/spells/nondetection.md) as occult innate spells, each once per day. You can cast this [nondetection](../../../compendium/spells/nondetection.md) spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics. - -*Source: Advanced Player's Guide p. 156* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/archer-apg.md b/Compendium/character/archetypes/archer-apg.md deleted file mode 100644 index 1957e7c72..000000000 --- a/Compendium/character/archetypes/archer-apg.md +++ /dev/null @@ -1,221 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Archer"] ---- -# Archer *Dedication Level 2* - -Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. Those dedicated to the bow—from mysterious cloaked strangers to heartless snipers—are often viewed with a mixture of respect and fear. Like any weapon adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with the bow and is able to accomplish with that weapon things that most would consider impossible, or at least nearly magical. - -*Source: Advanced Player's Guide p. 157* - -```ad-embed-feat -title: Archer Dedication, Feat 2 -collapse: closed -# Archer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. - -**Special.** You can't select another dedication feat until you have gained two other feats from the archer archetype. - -*Source: Advanced Player's Guide p. 157* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Assisting Shot, Feat 4* -collapse: closed -# Assisting Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) [press](../../../rules/traits/press.md) - -> [!pf2-note] This version of [Assisting Shot](../../../compendium/feats/assisting-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a ranged weapon -- **Activity** Single Action - -With a quick shot, you interfere with a foe in combat. Make a [Strike](../../../rules/actions/strike.md) with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your [Strike](../../../rules/actions/strike.md) was a critical hit. - -*Source: Core Rulebook p. 145* -%% #trait/fighter #trait/press %% -``` - -```ad-embed-feat -title: Point-blank Shot, Feat 4* -collapse: closed -# Point-blank Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) [open](../../../rules/traits/open.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Point-blank Shot](../../../compendium/feats/point-blank-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a ranged weapon. -- **Activity** Single Action - -You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](../../../rules/traits/volley.md) trait. When using a ranged weapon that doesn't have the [volley](../../../rules/traits/volley.md) trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. - -*Source: Core Rulebook p. 144* -%% #trait/fighter #trait/open #trait/stance %% -``` - -```ad-embed-feat -title: Quick Shot, Feat 4 -collapse: closed -# Quick Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) - -- **Prerequisites**: [Archer Dedication](../../../compendium/feats/archer-dedication-apg.md) -- **Activity** Single Action - -You draw your bow and attack with the same action. You [Interact](../../../rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has [reload 0](../../../rules/traits/reload.md), then [Strike](../../../rules/actions/strike.md) with that weapon. - -*Source: Advanced Player's Guide p. 157* -%% #trait/archetype #trait/open %% -``` - -```ad-embed-feat -title: Advanced Bow Training, Feat 6 -collapse: closed -# Advanced Bow Training *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Archer Dedication](../../../compendium/feats/archer-dedication-apg.md) - -Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group. - -*Source: Advanced Player's Guide p. 157* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Crossbow Terror, Feat 6 -collapse: closed -# Crossbow Terror *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Archer Dedication](../../../compendium/feats/archer-dedication-apg.md) - -You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat [Crossbow Ace](../../../compendium/feats/crossbow-ace.md)). - -*Source: Advanced Player's Guide p. 157* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Double Shot, Feat 6* -collapse: closed -# Double Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fighter](../../../rules/traits/fighter.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Double Shot](../../../compendium/feats/double-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a ranged weapon with [reload <0>](../../../rules/traits/reload.md). -- **Activity** Two-Action - -You shoot twice in blindingly fast succession. Make two [Strikes](../../../rules/actions/strike.md), each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. - -*Source: Core Rulebook p. 146* -%% #trait/fighter #trait/flourish %% -``` - -```ad-embed-feat -title: Parting Shot, Feat 6* -collapse: closed -# Parting Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Parting Shot](../../../compendium/feats/parting-shot-apg.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with [reload 0](../../../rules/traits/reload.md). -- **Activity** Two-Action - -You jump back and fire a quick shot that catches your opponent off guard. You [Step](../../../rules/actions/step.md) and then make a ranged [Strike](../../../rules/actions/strike.md) with the required weapon. Your target is [flat-footed](../../../rules/conditions.md#Flat-footed) against the attack. - -*Source: Advanced Player's Guide p. 126* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Running Reload, Feat 6* -collapse: closed -# Running Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Running Reload](../../../compendium/feats/running-reload.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You can reload your weapon on the move. You [Stride](../../../rules/actions/stride.md), [Step](../../../rules/actions/step.md), or [Sneak](../../../rules/actions/sneak.md), then [Interact](../../../rules/actions/interact.md) to reload. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Archer's Aim, Feat 8 -collapse: closed -# Archer's Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Archer Dedication](../../../compendium/feats/archer-dedication-apg.md) -- **Activity** Two-Action - -You slow down, focus, and take a careful shot. Make a ranged [Strike](../../../rules/actions/strike.md) with a weapon in the bow weapon group. - -You gain a +2 circumstance bonus to the attack roll and ignore the target's [concealed](../../../rules/conditions.md#Concealed) condition. If the target is [hidden](../../../rules/conditions.md#Hidden), reduce the flat check from being [hidden](../../../rules/conditions.md#Hidden) from 11 to 5. - -*Source: Advanced Player's Guide p. 157* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Triple Shot, Feat 8* -collapse: closed -# Triple Shot *Feat 8* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Triple Shot](../../../compendium/feats/triple-shot.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Double Shot](../../../compendium/feats/double-shot.md) - -You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged [Strikes](../../../rules/actions/strike.md) instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them. - -*Source: Core Rulebook p. 149* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Mobile Shot Stance, Feat 10* -collapse: closed -# Mobile Shot Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](../../../rules/traits/fighter.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Mobile Shot Stance](../../../compendium/feats/mobile-shot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -Your shots become nimble and deadly. While you're in this stance, your ranged [Strikes](../../../rules/actions/strike.md) don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have [Attack of Opportunity](../../../rules/actions/attack-of-opportunity.md), you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so. - -*Source: Core Rulebook p. 149* -%% #trait/fighter #trait/stance %% -``` - -```ad-embed-feat -title: Multishot Stance, Feat 18* -collapse: closed -# Multishot Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[fighter](../../../rules/traits/fighter.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Multishot Stance](../../../compendium/feats/multishot-stance.md) is intended for use with the Archer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Triple Shot](../../../compendium/feats/triple-shot.md) -- **Requirements**: You are wielding a ranged weapon with [reload 0](../../../rules/traits/reload.md). -- **Activity** Single Action - -You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for [Double Shot](../../../compendium/feats/double-shot.md) is reduced to –1, or –2 if you add the extra action to make three [Strikes](../../../rules/actions/strike.md). If you move from your position, this stance ends. - -*Source: Core Rulebook p. 153* -%% #trait/fighter #trait/stance %% -``` diff --git a/Compendium/character/archetypes/archetypes.md b/Compendium/character/archetypes/archetypes.md deleted file mode 100644 index 5f768fdfc..000000000 --- a/Compendium/character/archetypes/archetypes.md +++ /dev/null @@ -1,158 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Archetypes - -- [Acrobat](acrobat-apg.md) -- [Alchemist](alchemist.md) -- [Aldori Duelist](aldori-duelist-lowg.md) -- [Alkenstar Agent](alkenstar-agent-ooa1.md) -- [Alter Ego](alter-ego-da.md) -- [Animal Trainer](animal-trainer-ec2.md) -- [Archaeologist](archaeologist-apg.md) -- [Archer](archer-apg.md) -- [Artillerist](artillerist-g-g.md) -- [Assassin](assassin-apg.md) -- [Barbarian](barbarian.md) -- [Bard](bard.md) -- [Bastion](bastion-apg.md) -- [Beast Gunner](beast-gunner-g-g.md) -- [Beastmaster](beastmaster-apg.md) -- [Bellflower Tiller](bellflower-tiller-aoa3.md) -- [Blessed One](blessed-one-apg.md) -- [Bounty Hunter](bounty-hunter-apg.md) -- [Bright Lion](bright-lion-lol.md) -- [Bullet Dancer](bullet-dancer-g-g.md) -- [Butterfly Blade](butterfly-blade-frp1.md) -- [Captivator](captivator-lotgb.md) -- [Cathartic Mage](cathartic-mage-som.md) -- [Cavalier](cavalier-apg.md) -- [Celebrity](celebrity-apg.md) -- [Champion](champion.md) -- [Chronoskimmer](chronoskimmer-da.md) -- [Cleric](cleric.md) -- [Clockwork Reanimator](clockwork-reanimator-ooa3.md) -- [Crystal Keeper](crystal-keeper-aoa4.md) -- [Curse Maelstrom](curse-maelstrom-da.md) -- [Dandy](dandy-apg.md) -- [Demolitionist](demolitionist-g-g.md) -- [Dragon Disciple](dragon-disciple-apg.md) -- [Drow Shootist](drow-shootist-av3.md) -- [Druid](druid.md) -- [Dual-Weapon Warrior](dual-weapon-warrior-apg.md) -- [Duelist](duelist-apg.md) -- [Edgewatch Detective](edgewatch-detective-aoe1.md) -- [Eldritch Archer](eldritch-archer-apg.md) -- [Eldritch Researcher](eldritch-researcher-av2.md) -- [Elementalist](elementalist-som.md) -- [Exorcist](exorcist-botd.md) -- [Familiar Master](familiar-master-apg.md) -- [Fighter](fighter.md) -- [Firebrand Braggart](firebrand-braggart-locg.md) -- [Firework Technician](firework-technician-g-g.md) -- [Flexible Spellcaster](flexible-spellcaster-som.md) -- [Folklorist](folklorist-sot2.md) -- [Geomancer](geomancer-som.md) -- [Ghost](ghost-botd.md) -- [Ghost Eater](ghost-eater-frp1.md) -- [Ghost Hunter](ghost-hunter-av1.md) -- [Ghoul](ghoul-botd.md) -- [Gladiator](gladiator-apg.md) -- [Golden League Xun](golden-league-xun-frp2.md) -- [Golem Grafter](golem-grafter-ec3.md) -- [Gray Gardener](gray-gardener-ngd.md) -- [Gunslinger](gunslinger-g-g.md) -- [Halcyon Speaker](halcyon-speaker-locg.md) -- [Hallowed Necromancer](hallowed-necromancer-botd.md) -- [Hellknight Armiger](hellknight-armiger-lowg.md) -- [Hellknight](hellknight-locg.md) -- [Hellknight Signifer](hellknight-signifer-locg.md) -- [Herbalist](herbalist-apg.md) -- [Horizon Walker](horizon-walker-apg.md) -- [Inventor](inventor-g-g.md) -- [Investigator](investigator-apg.md) -- [Jalmeri Heavenseeker](jalmeri-heavenseeker-aoe2.md) -- [Juggler](juggler-ec1.md) -- [Knight Reclaimant](knight-reclaimant-locg.md) -- [Knight Vigilant](knight-vigilant-locg.md) -- [Lastwall Sentry](lastwall-sentry-lowg.md) -- [Lich](lich-botd.md) -- [Linguist](linguist-apg.md) -- [Lion Blade](lion-blade-lowg.md) -- [Living Monolith](living-monolith-lowg.md) -- [Living Vessel](living-vessel-da.md) -- [Loremaster](loremaster-apg.md) -- [Magaambyan Attendant](magaambyan-attendant-locg.md) -- [Magic Warrior](magic-warrior-lowg.md) -- [Magus](magus-som.md) -- [Marshal](marshal-apg.md) -- [Martial Artist](martial-artist-apg.md) -- [Mauler](mauler-apg.md) -- [Medic](medic-apg.md) -- [Mind Smith](mind-smith-da.md) -- [Monk](monk.md) -- [Mummy](mummy-botd.md) -- [Nantambu Chime-Ringer](nantambu-chime-ringer-sot2.md) -- [Oozemorph](oozemorph-sli.md) -- [Oracle](oracle-apg.md) -- [Overwatch](overwatch-g-g.md) -- [Pactbinder](pactbinder-da.md) -- [Pactbound Initiate](pactbound-initiate-lomm.md) -- [Pathfinder Agent](pathfinder-agent-lowg.md) -- [Pirate](pirate-apg.md) -- [Pistol Phenom](pistol-phenom-g-g.md) -- [Poisoner](poisoner-apg.md) -- [Provocator](provocator-aoe3.md) -- [Psychic](psychic-da.md) -- [Psychic Duelist](psychic-duelist-da.md) -- [Ranger](ranger.md) -- [Red Mantis Assassin](red-mantis-assassin-aoe3.md) -- [Ritualist](ritualist-apg.md) -- [Rogue](rogue.md) -- [Runelord](runelord-som.md) -- [Runescarred](runescarred-lowg.md) -- [Scout](scout-apg.md) -- [Scroll Trickster](scroll-trickster-apg.md) -- [Scrollmaster](scrollmaster-locg.md) -- [Scrounger](scrounger-apg.md) -- [Sentinel](sentinel-apg.md) -- [Shadowcaster](shadowcaster-som.md) -- [Shadowdancer](shadowdancer-apg.md) -- [Shieldmarshal](shieldmarshal-loil.md) -- [Sixth Pillar](sixth-pillar-frp2.md) -- [Sleepwalker](sleepwalker-da.md) -- [Snarecrafter](snarecrafter-apg.md) -- [Sniping Duo](sniping-duo-g-g.md) -- [Sorcerer](sorcerer.md) -- [Soul Warden](soul-warden-botd.md) -- [Soulforger](soulforger-som.md) -- [Spell Trickster](spell-trickster-lotgb.md) -- [Spellmaster](spellmaster-locg.md) -- [Spellshot](spellshot-g-g.md) -- [Staff Acrobat](staff-acrobat-ec1.md) -- [Sterling Dynamo](sterling-dynamo-g-g.md) -- [Student of Perfection](student-of-perfection-lowg.md) -- [Summoner](summoner-som.md) -- [Swashbuckler](swashbuckler-apg.md) -- [Swordmaster](swordmaster-locg.md) -- [Talisman Dabbler](talisman-dabbler-apg.md) -- [Thaumaturge](thaumaturge-da.md) -- [Time Mage](time-mage-da.md) -- [Trapsmith](trapsmith-g-g.md) -- [Trick Driver](trick-driver-g-g.md) -- [Turpin Rowe Lumberjack](turpin-rowe-lumberjack-ec3.md) -- [Undead Master](undead-master-botd.md) -- [Undead Slayer](undead-slayer-botd.md) -- [Unexpected Sharpshooter](unexpected-sharpshooter-g-g.md) -- [Vampire](vampire-botd.md) -- [Vehicle Mechanic](vehicle-mechanic-g-g.md) -- [Vigilante](vigilante-apg.md) -- [Viking](viking-apg.md) -- [Weapon Improviser](weapon-improviser-apg.md) -- [Wellspring Mage](wellspring-mage-som.md) -- [Witch](witch-apg.md) -- [Wizard](wizard.md) -- [Wrestler](wrestler-lotgb.md) -- [Zephyr Guard](zephyr-guard-aoa5.md) -- [Zombie](zombie-botd.md) diff --git a/Compendium/character/archetypes/artillerist-g-g.md b/Compendium/character/archetypes/artillerist-g-g.md deleted file mode 100644 index 1409f326a..000000000 --- a/Compendium/character/archetypes/artillerist-g-g.md +++ /dev/null @@ -1,125 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -aliases: ["Artillerist"] ---- -# Artillerist *Dedication Level 2* - -> [!pf2-quote]- A quote from Khoumrock Blackthorne, captain of the Unsinkable and self-proclaimed slayer of "giant evil moth gods." -> -> Load Pathfinders, load! That fey-blighted moth will be coming around for another pass quick as a blink and if we don't meet it with a rain of cannon fire, you'll be wishing you had a diving suit like mine. Steady the aim there! Steady... fire! -> -> -- Khoumrock Blackthorne, captain of the Unsinkable and self-proclaimed slayer of "giant evil moth gods." - -The artillerist's maxim holds that while fights might be won with swords, battles are won with cannons. Or in a pinch, with trebuchets, siege towers, catapults, hwachas, and all other lethal miscellanea of a combat engineers' corp. As a true artillerist, you leave the penny-ante pistols and knives to those who only need to operate on a small scale. You're a consummate professional in the art of big guns, a maestro at merging mathematics and manpower to transform whatever castle wall, infantry battalion, or rampaging dragon offends you into a smoking crater in the ground. - -You're not just some daredevil demolitionist, though. You're part of a team, accustomed to coordinating with your unit to maximize your time and effectiveness. Whether jumping in to help your crew load the next round, quickly calculating the trajectory of the engine's next shot, or taking the shot yourself, your presence on the team ensures their chances of success are maximized, creating a whole that is greater than the sum of its parts. - -*Source: Guns & Gears p. 128* - -```ad-embed-feat -title: Artillerist Dedication, Feat 2 -collapse: closed -# Artillerist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in martial weapons - -Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You've taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon's deployment and usage. If you're serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or [Repair](../../../rules/actions/repair.md) the weapon. When you Aim a siege weapon, you can move the weapon's aim twice as far as normal. - -**Special.** You can't select another dedication feat until you've gained at least two other feats from the artillerist archetype. - -*Source: Guns & Gears p. 128* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Named Artillery, Feat 4 -collapse: closed -# Named Artillery *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../../../compendium/skills.md#Crafting) - -It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You've gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level. - -During your daily preparations, you must spend at least one hour on maintenance to service your named artillery. - -If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon's crew (though it's typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon). - -*Source: Guns & Gears p. 128* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Shorthanded, Feat 4 -collapse: closed -# Shorthanded *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - - -Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon. - -In a pinch, however, you can operate it with fewer people, provided you know what you're doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a –2 penalty to checks to Load, Aim, Launch, move, or [Repair](../../../rules/actions/repair.md) the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a –10 penalty when doing so. - -*Source: Guns & Gears p. 129* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Cannon Corner Shot, Feat 6 -collapse: closed -# Cannon Corner Shot *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - - -By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon's loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst). - -*Source: Guns & Gears p. 129* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Field Artillery, Feat 6 -collapse: closed -# Field Artillery [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: expert in [Crafting](../../../compendium/skills.md#Crafting) -- **Activity** Single Action - -While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can [Interact](../../../rules/actions/interact.md) with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round. - -*Source: Guns & Gears p. 129* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Live Ammunition, Feat 8 -collapse: closed -# Live Ammunition *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - - -There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it's more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, [unconscious](../../../rules/conditions.md#Unconscious), or [restrained](../../../rules/conditions.md#Restrained) throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don't qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired. - -*Source: Guns & Gears p. 129* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Siege Engineer, Feat 16* -collapse: closed -# Master Siege Engineer *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Siege Engineer](../../../compendium/feats/master-siege-engineer-g-g.md) is intended for use with the Artillerist Archetype. Its level has been changed accordingly. - - -What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew. You're permanently [quickened](../../../rules/conditions.md#Quickened). You can only use the extra action to Aim or Launch a siege weapon. - -*Source: Guns & Gears p. 129* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/assassin-apg.md b/Compendium/character/archetypes/assassin-apg.md deleted file mode 100644 index 3483b5300..000000000 --- a/Compendium/character/archetypes/assassin-apg.md +++ /dev/null @@ -1,166 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Assassin"] ---- -# Assassin *Dedication Level 2* - -Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power. - -*Source: Advanced Player's Guide p. 158* - -````ad-embed-feat -title: Assassin Dedication, Feat 2 -collapse: closed -# Assassin Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: [Alchemical Crafting](../../../compendium/feats/alchemical-crafting.md); trained in [Crafting](../../../compendium/skills.md#Crafting), [Deception](../../../compendium/skills.md#Deception), and [Stealth](../../../compendium/skills.md#Stealth) - -You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. - -```ad-embed-ability -title: Mark for Death [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You can see and hear the creature you intend to mark - -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](../../../compendium/skills.md#Perception) checks to [Seek](../../../rules/actions/seek.md) your mark and on [Deception](../../../compendium/skills.md#Deception) checks to [Feint](../../../rules/actions/feint.md) against your mark. Your [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) weapons and unarmed attacks gain the [backstabber](../../../rules/traits/backstabber.md) and [deadly ](../../../rules/traits/deadly.md) weapon traits when you're attacking your mark. - -If the weapon or unarmed attack already has the [deadly](../../../rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](../../../rules/traits/deadly.md). -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the assassin archetype. - -*Source: Advanced Player's Guide p. 158* -%% #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Expert Backstabber, Feat 4 -collapse: closed -# Expert Backstabber *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Assassin Dedication](../../../compendium/feats/assassin-dedication-apg.md) - -When you [Strike](../../../rules/actions/strike.md) a [flat-footed](../../../rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](../../../rules/traits/backstabber.md) weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. - -*Source: Advanced Player's Guide p. 158* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Poison Resistance (Alchemist), Feat 4* -collapse: closed -# Poison Resistance (Alchemist) *Feat 4* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Poison Resistance (Alchemist)](../../../compendium/feats/poison-resistance-alchemist.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. - - -Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. - -*Source: Core Rulebook p. 77* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Surprise Attack, Feat 4 -collapse: closed -# Surprise Attack *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Assassin Dedication](../../../compendium/feats/assassin-dedication-apg.md) - -You act before foes can react. On the first round of combat, if you roll [Deception](../../../compendium/skills.md#Deception) or [Stealth](../../../compendium/skills.md#Stealth) for initiative, creatures that haven't acted are [flat-footed](../../../rules/conditions.md#Flat-footed) to you. - -*Source: Advanced Player's Guide p. 158* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Poison Weapon, Feat 6* -collapse: closed -# Poison Weapon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[manipulate](../../../rules/traits/manipulate.md) [rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Poison Weapon](../../../compendium/feats/poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a piercing or slashing weapon. -- **Activity** Single Action - -You apply a [poison](../../../rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](../../../rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. - -**Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. - -*Source: Core Rulebook p. 185* -%% #trait/manipulate #trait/rogue %% -``` - -```ad-embed-feat -title: Sneak Attacker, Feat 6* -collapse: closed -# Sneak Attacker *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Sneak Attacker](../../../compendium/feats/sneak-attacker.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Rogue Dedication](../../../compendium/feats/rogue-dedication.md) - -You gain the sneak attack class feature (page 181), except it deals `1d4` damage, increasing to `1d6` at 6th level. You don't increase the number of dice as you gain levels. - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Angel Of Death, Feat 10 -collapse: closed -# Angel Of Death *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Assassin Dedication](../../../compendium/feats/assassin-dedication-apg.md) - -All your [Strikes](../../../rules/actions/strike.md) against a creature you have [Marked For Death](../../../compendium/feats/assassin-dedication-apg.md) have the [death](../../../rules/traits/death.md) trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. - -*Source: Advanced Player's Guide p. 158* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Improved Poison Weapon, Feat 10* -collapse: closed -# Improved Poison Weapon *Feat 10* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Improved Poison Weapon](../../../compendium/feats/improved-poison-weapon.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Poison Weapon](../../../compendium/feats/poison-weapon.md) - -You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals `2d4` poison damage instead of `1d4` poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll. - -*Source: Core Rulebook p. 187* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Assassinate, Feat 12* -collapse: closed -# Assassinate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Assassinate](../../../compendium/feats/assassinate-apg.md) is intended for use with the Assassin Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Assassin Dedication](../../../compendium/feats/assassin-dedication-apg.md) -- **Requirements**: You have designated a mark using Mark for Death and are completely [unnoticed](../../../rules/conditions.md#Unnoticed) by your mark. -- **Activity** Two-Action - -You strike with one swift movement, trying to instantly slay your mark. Make a [Strike](../../../rules/actions/strike.md) against your mark. If you hit, your mark takes `6d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. - -If the mark critically fails, they die. This is an [incapacitation](../../../rules/traits/incapacitation.md) effect. The creature then becomes temporarily immune to your Assassinate for 1 day. - -*Source: Advanced Player's Guide p. 158* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/barbarian.md b/Compendium/character/archetypes/barbarian.md deleted file mode 100644 index 3a1bc764f..000000000 --- a/Compendium/character/archetypes/barbarian.md +++ /dev/null @@ -1,111 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/crb -aliases: ["Barbarian"] ---- -# Barbarian *Dedication Level 2* - -There's a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities. - -## Multiclass Barbarian characters -CRB p. 221 - -The barbarian archetype is a great choice for characters that emphasize Strength and melee attacks more than usual for their class, as long as they can handle Rage's spellcasting restriction. It's especially good for characters looking to add more damage. - -*Source: Core Rulebook p. 221* - -```ad-embed-feat -title: Barbarian Dedication, Feat 2 -collapse: closed -# Barbarian Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Constitution 14 - -You become trained in [Athletics](../../../compendium/skills.md#Athletics); if you were already trained in [Athletics](../../../compendium/skills.md#Athletics), you instead become trained in a skill of your choice. You become trained in barbarian class DC. - -You can use the [Rage](../../../rules/actions/rage.md) action. - -Choose an instinct|Barbarian||1 as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the barbarian archetype. - -*Source: Core Rulebook p. 221* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Barbarian Resiliency, Feat 4 -collapse: closed -# Barbarian Resiliency *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Barbarian Dedication](../../../compendium/feats/barbarian-dedication.md), class granting no more Hit Points per level than 10 + your Constitution modifier - -You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 221* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Fury, Feat 4 -collapse: closed -# Basic Fury *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Barbarian Dedication](../../../compendium/feats/barbarian-dedication.md) - -You gain a 1st- or 2nd-level barbarian feat. - -*Source: Core Rulebook p. 221* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Fury, Feat 6 -collapse: closed -# Advanced Fury *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Fury](../../../compendium/feats/basic-fury.md) - -You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another barbarian feat. - -*Source: Core Rulebook p. 221* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Instinct Ability, Feat 6 -collapse: closed -# Instinct Ability *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Barbarian Dedication](../../../compendium/feats/barbarian-dedication.md) - -You gain the instinct|Barbarian||1 ability for the instinct you chose for [Barbarian Dedication](../../../compendium/feats/barbarian-dedication.md). - -*Source: Core Rulebook p. 221* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Juggernaut's Fortitude, Feat 12* -collapse: closed -# Juggernaut's Fortitude *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Juggernaut's Fortitude](../../../compendium/feats/juggernauts-fortitude.md) is intended for use with the Barbarian Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Barbarian Dedication](../../../compendium/feats/barbarian-dedication.md), expert in Fortitude saves - -Your proficiency rank in Fortitude saves increases to master. - -*Source: Core Rulebook p. 221* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/bard.md b/Compendium/character/archetypes/bard.md deleted file mode 100644 index 4aef59b26..000000000 --- a/Compendium/character/archetypes/bard.md +++ /dev/null @@ -1,154 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/crb -aliases: ["Bard"] ---- -# Bard *Dedication Level 2* - -A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become. - -## Multiclass Bard characters -CRB p. 222 - -The bard archetype grants powerful effects that tend to use actions; it's a great choice if you have actions to spare. - -*Source: Core Rulebook p. 222* - -```ad-embed-feat -title: Bard Dedication, Feat 2 -collapse: closed -# Bard Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -You cast spells like a bard and gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in [Occultism](../../../compendium/skills.md#Occultism) and [Performance](../../../compendium/skills.md#Performance); for each of these skills in which you were already trained, you instead become trained in a skill of your choice. - -Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the bard archetype. - -*Source: Core Rulebook p. 222* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Bard Spellcasting, Feat 4 -collapse: closed -# Basic Bard Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](../../../compendium/feats/bard-dedication.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Muse's Whispers, Feat 4 -collapse: closed -# Basic Muse's Whispers *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](../../../compendium/feats/bard-dedication.md) - -You gain a 1st- or 2nd-level bard feat. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Muse's Whispers, Feat 6 -collapse: closed -# Advanced Muse's Whispers *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Muse's Whispers](../../../compendium/feats/basic-muses-whispers.md) - -You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another bard feat. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Counter Perform, Feat 6 -collapse: closed -# Counter Perform *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](../../../compendium/feats/bard-dedication.md) - -You gain the [counter performance](../../../compendium/spells/counter-performance.md) composition spells|Bard||1||composition spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) by engaging your muse. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Inspirational Performance, Feat 8 -collapse: closed -# Inspirational Performance *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](../../../compendium/feats/bard-dedication.md) - -You gain the [inspire courage](../../../compendium/spells/inspire-courage.md) composition cantrip. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Occult Breadth, Feat 8 -collapse: closed -# Occult Breadth *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Bard Spellcasting](../../../compendium/feats/basic-bard-spellcasting.md) - -Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest Bard spell slots. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Bard Spellcasting, Feat 12* -collapse: closed -# Expert Bard Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Bard Spellcasting](../../../compendium/feats/expert-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Bard Spellcasting](../../../compendium/feats/basic-bard-spellcasting.md), master in [Occultism](../../../compendium/skills.md#Occultism) - -You gain the expert spellcasting benefits. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Bard Spellcasting, Feat 18* -collapse: closed -# Master Bard Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Bard Spellcasting](../../../compendium/feats/master-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Bard Spellcasting](../../../compendium/feats/expert-bard-spellcasting.md), legendary in [Occultism](../../../compendium/skills.md#Occultism) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 222* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/bastion-apg.md b/Compendium/character/archetypes/bastion-apg.md deleted file mode 100644 index dbbf92644..000000000 --- a/Compendium/character/archetypes/bastion-apg.md +++ /dev/null @@ -1,170 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Bastion"] ---- -# Bastion *Dedication Level 2* - -Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you. - -*Source: Advanced Player's Guide p. 159* - -```ad-embed-feat -title: Bastion Dedication, Feat 2 -collapse: closed -# Bastion Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: [Shield Block](../../../compendium/feats/shield-block.md) - -You are particularly skilled at using a shield in combat. You gain the [Reactive Shield](../../../compendium/feats/reactive-shield.md) fighter feat. - -This fulfills any prerequisites requiring [Reactive Shield](../../../compendium/feats/reactive-shield.md) as normal. - -**Special.** You can't select another dedication feat until you have gained two other feats from the bastion archetype. - -*Source: Advanced Player's Guide p. 159* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Disarming Block, Feat 4 -collapse: closed -# Disarming Block [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bastion Dedication](../../../compendium/feats/bastion-dedication-apg.md), trained in [Athletics](../../../compendium/skills.md#Athletics) -- **Trigger** You [Shield Block](../../../compendium/feats/shield-block.md) a melee [Strike](../../../rules/actions/strike.md) made with a held weapon. -- **Activity** Free Action - -You attempt to [Disarm](../../../rules/actions/disarm.md) the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free. - -*Source: Advanced Player's Guide p. 159* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Nimble Shield Hand, Feat 6 -collapse: closed -# Nimble Shield Hand *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bastion Dedication](../../../compendium/feats/bastion-dedication-apg.md) - -You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the [Interact](../../../rules/actions/interact.md) action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome. - -*Source: Advanced Player's Guide p. 159* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shielded Stride, Feat 6* -collapse: closed -# Shielded Stride *Feat 6* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Shielded Stride](../../../compendium/feats/shielded-stride.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. - - -When your shield is up, your enemies' blows can't touch you. When you have your [shield raised](../../../rules/actions/raise-a-shield.md), you can [Stride](../../../rules/actions/stride.md) to move half your Speed without triggering reactions that are triggered by your movement (such as [Attacks of Opportunity](../../../rules/abilities/attack-of-opportunity.md)). You can use Shielded Stride while Flying or Swimming instead of [Striding](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 146* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Reflexive Shield, Feat 8* -collapse: closed -# Reflexive Shield *Feat 8* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Reflexive Shield](../../../compendium/feats/reflexive-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. - - -You can use your shield to fend off the worst of area effects and other damage. When you [Raise your Shield](../../../rules/actions/raise-a-shield.md), you gain your shield's circumstance bonus to Reflex saves. If you have the [Shield Block](../../../compendium/feats/shield-block.md) reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage. - -*Source: Core Rulebook p. 148* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Shield Warden (Fighter), Feat 8* -collapse: closed -# Shield Warden (Fighter) *Feat 8* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Shield Warden (Fighter)](../../../compendium/feats/shield-warden-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shield Block](../../../compendium/feats/shield-block.md) - -You use your shield to protect your allies. When you have a [shield raised](../../../rules/actions/raise-a-shield.md), you can use your [Shield Block](../../../compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](../../../compendium/feats/shield-block.md). - -*Source: Core Rulebook p. 149* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Destructive Block, Feat 10 -collapse: closed -# Destructive Block *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bastion Dedication](../../../compendium/feats/bastion-dedication-apg.md) - -You can protect yourself more effectively, at the expense of your shield. When you [Shield Block](../../../compendium/feats/shield-block.md), you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be [broken](../../../rules/conditions.md#Broken) or destroyed, such as if you're using an indestructible shield. - -*Source: Advanced Player's Guide p. 159* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Quick Shield Block (Fighter), Feat 10* -collapse: closed -# Quick Shield Block (Fighter) *Feat 10* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Quick Shield Block (Fighter)](../../../compendium/feats/quick-shield-block-fighter.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shield Block](../../../compendium/feats/shield-block.md) - -You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to [Shield Block](../../../compendium/feats/shield-block.md). - -*Source: Core Rulebook p. 149* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Mirror Shield, Feat 12* -collapse: closed -# Mirror Shield [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Mirror Shield](../../../compendium/feats/mirror-shield.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. - -- **Trigger** An opponent casting a spell that targets you critically fails a spell attack roll against your AC. -- **Requirements**: You have a [shield raised](../../../rules/actions/raise-a-shield.md). -- **Activity** Reaction - -You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). - -*Source: Core Rulebook p. 151* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Shield Salvation, Feat 12* -collapse: closed -# Shield Salvation *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shield Salvation](../../../compendium/feats/shield-salvation-apg.md) is intended for use with the Bastion Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Bastion Dedication](../../../compendium/feats/bastion-dedication-apg.md) - -You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your [Shield Block](../../../compendium/feats/shield-block.md), the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations. - -*Source: Advanced Player's Guide p. 159* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/beast-gunner-g-g.md b/Compendium/character/archetypes/beast-gunner-g-g.md deleted file mode 100644 index d85d71d05..000000000 --- a/Compendium/character/archetypes/beast-gunner-g-g.md +++ /dev/null @@ -1,155 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Beast Gunner"] ---- -# Beast Gunner *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -The art of creating the weapons most commonly referred to as "beast guns" is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia. - -The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond. - -To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight. - -You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine. - -> [!pf2-example] Choosing your Beast Gun -> -> A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a [screech shooter](../../equipment/items/screech-shooter-g-g.md) is the right choice for you, whereas a [spider gun](../../equipment/items/spider-gun-g-g.md) might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a [tentacle cannon](../../equipment/items/tentacle-cannon-g-g.md) is slow and methodical and can hold an enemy in place at close range, while a [drake rifle](../../equipment/items/drake-rifle-g-g.md) is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you. - -*Source: Guns & Gears p. 130* - -````ad-embed-feat -title: Beast Gunner Dedication, Feat 6 -collapse: closed -# Beast Gunner Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [magical](../../../rules/traits/magical.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert with at least one type of firearm, trained in [Arcana](../../../compendium/skills.md#Arcana) or [Crafting](../../../compendium/skills.md#Crafting), you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above) - -You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun. - -The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma. - -If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. - -You also gain Spellsling. - -```ad-embed-ability -title: Spellsling [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You're wielding your bonded beast gun - -**Effect** You [Cast a Spell](../../../rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a [Strike](../../../rules/actions/strike.md) with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the [Strike](../../../rules/actions/strike.md) and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell. -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the beast gunner archetype. - -*Source: Guns & Gears p. 130* -%% #trait/uncommon #trait/archetype #trait/dedication #trait/magical %% -```` - -```ad-embed-feat -title: Basic Beast Gunner Spellcasting, Feat 8 -collapse: closed -# Basic Beast Gunner Spellcasting *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Beast Gunner Dedication](../../../compendium/feats/beast-gunner-dedication-g-g.md) - -You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic. You gain the basic spellcasting benefits (Core Rulebook 219). Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered. - -*Source: Guns & Gears p. 131* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Call Gun, Feat 8* -collapse: closed -# Call Gun *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) [teleportation](../../../rules/traits/teleportation.md) - -> [!pf2-note] This version of [Call Gun](../../../compendium/feats/call-gun-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Spellshot Dedication](../../../compendium/feats/spellshot-dedication-g-g.md) - -You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand. - -Call Gun [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (conjuration, magical) Effect You hold aloft a free hand and call the firearm or crossbow you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand. - -*Source: Guns & Gears p. 141* -%% #trait/archetype #trait/conjuration #trait/magical #trait/teleportation %% -``` - -```ad-embed-feat -title: Drain Vitality, Feat 10 -collapse: closed -# Drain Vitality [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [magical](../../../rules/traits/magical.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Prerequisites**: [Beast Gunner Dedication](../../../compendium/feats/beast-gunner-dedication-g-g.md) -- **Frequency**: once per minute -- **Requirements**: You're wielding your bonded beast gun. -- **Activity** Single Action - -You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing [persistent damage](../../../rules/conditions.md#Persistent%20Damage), using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn. - -*Source: Guns & Gears p. 131* -%% #trait/archetype #trait/magical #trait/necromancy %% -``` - -```ad-embed-feat -title: Expert Beast Gunner Spellcasting, Feat 12* -collapse: closed -# Expert Beast Gunner Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Beast Gunner Spellcasting](../../../compendium/feats/expert-beast-gunner-spellcasting-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Beast Gunner Spellcasting](../../../compendium/feats/basic-beast-gunner-spellcasting-g-g.md) - -You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits (Core Rulebook 219). - -*Source: Guns & Gears p. 131* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Controlled Bullet, Feat 16* -collapse: closed -# Controlled Bullet [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) - -> [!pf2-note] This version of [Controlled Bullet](../../../compendium/feats/controlled-bullet-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Beast Gunner Dedication](../../../compendium/feats/beast-gunner-dedication-g-g.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun [Strike](../../../rules/actions/strike.md) against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a [Strike](../../../rules/actions/strike.md) against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target. - -You can continue to make [Strikes](../../../rules/actions/strike.md) against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a [Strike](../../../rules/actions/strike.md) against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks. - -*Source: Guns & Gears p. 131* -%% #trait/archetype #trait/evocation #trait/magical %% -``` - -```ad-embed-feat -title: Master Beast Gunner Spellcasting, Feat 18* -collapse: closed -# Master Beast Gunner Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Beast Gunner Spellcasting](../../../compendium/feats/master-beast-gunner-spellcasting-g-g.md) is intended for use with the Beast Gunner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Beast Gunner Spellcasting](../../../compendium/feats/expert-beast-gunner-spellcasting-g-g.md) - -You've learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits (Core Rulebook 219). - -*Source: Guns & Gears p. 131* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/beastmaster-apg.md b/Compendium/character/archetypes/beastmaster-apg.md deleted file mode 100644 index d40e7dec7..000000000 --- a/Compendium/character/archetypes/beastmaster-apg.md +++ /dev/null @@ -1,265 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Beastmaster"] ---- -# Beastmaster *Dedication Level 2* - -You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary - -> [!pf2-brown] BEASTMASTER ANIMAL COMPANIONS -> -> If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the rules on pages 214 –217 of the Core Rulebook. As a beastmaster, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain Call Companion to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source. -> -> ```ad-embed-ability -> title: Call Companion -> [exploration](../../../rules/traits/exploration.md) -> -> You spend 1 minute calling for a different animal companion, switching your active companion for another of your animal companions. -> %% #trait/exploration %% -> ``` - -*Source: Advanced Player's Guide p. 160* - -```ad-embed-feat -title: Beastmaster Dedication, Feat 2 -collapse: closed -# Beastmaster Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../../../compendium/skills.md#Nature) - -You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. - -Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook. - -When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can [Refocus](../../../rules/actions/refocus.md) by grooming, feeding, playing with, or otherwise tending to an animal companion. - -**Special.** You can't select another dedication feat until you have gained two other feats from the beastmaster archetype. - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Additional Companion, Feat 4 -collapse: closed -# Additional Companion *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md) - -Another animal joins you in your travels. It is a young animal companion that has the [minion](../../../rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. - -**Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Heal Animal, Feat 4 -collapse: closed -# Heal Animal *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md) - -You can heal your animal companion's wounds. You can cast [heal animal](../../../compendium/spells/heal-animal.md) as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Magic Hide, Feat 4* -collapse: closed -# Magic Hide *Feat 4* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Magic Hide](../../../compendium/feats/magic-hide-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: an animal companion, warden spells - -You can defend your companion in battle. You gain the [magic hide](../../../compendium/spells/magic-hide-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Mature Beastmaster Companion, Feat 4 -collapse: closed -# Mature Beastmaster Companion *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md) - -All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). During an encounter, even if you don't use the [Command an Animal](../../../rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to either [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Wild Empathy, Feat 4* -collapse: closed -# Wild Empathy *Feat 4* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Wild Empathy](../../../compendium/feats/wild-empathy.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - - -You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use [Diplomacy](../../../compendium/skills.md#Diplomacy) to [Make an Impression](../../../rules/actions/make-an-impression.md) on animals and to make very simple [Requests](../../../rules/actions/request.md) of them. In most cases, wild animals will give you time to make your case. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Beastmaster's Trance, Feat 6 -collapse: closed -# Beastmaster's Trance *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md) - -You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. - -You gain the focus spell [beastmaster trance](../../../compendium/spells/beastmaster-trance-apg.md). Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Companion's Cry, Feat 6* -collapse: closed -# Companion's Cry *Feat 6* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Companion's Cry](../../../compendium/feats/companions-cry.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: an animal companion - -You can urge your companion to do its utmost. You can spend 2 actions to [Command an Animal](../../../rules/actions/command-an-animal.md) instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Incredible Beastmaster Companion, Feat 8 -collapse: closed -# Incredible Beastmaster Companion *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mature Beastmaster Companion](../../../compendium/feats/mature-beastmaster-companion-apg.md) - -Your mature animal companions continue to grow and develop. - -They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Beastmaster Bond, Feat 10 -collapse: closed -# Beastmaster Bond *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [divination](../../../rules/traits/divination.md) [mental](../../../rules/traits/mental.md) [primal](../../../rules/traits/primal.md) - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md) - -You can communicate telepathically with your animal companions within 100 feet. If you're legendary in [Nature](../../../compendium/skills.md#Nature), you can communicate telepathically with your animal companions anywhere on the planet. - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype #trait/divination #trait/mental #trait/primal %% -``` - -```ad-embed-feat -title: Enlarge Companion, Feat 10* -collapse: closed -# Enlarge Companion *Feat 10* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Enlarge Companion](../../../compendium/feats/enlarge-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: an animal companion, warden spells - -You make your companion enormous. You gain the [enlarge companion](../../../compendium/spells/enlarge-companion-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Beastmaster's Call, Feat 12* -collapse: closed -# Beastmaster's Call [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [concentrate](../../../rules/traits/concentrate.md) [conjuration](../../../rules/traits/conjuration.md) [primal](../../../rules/traits/primal.md) - -> [!pf2-note] This version of [Beastmaster's Call](../../../compendium/feats/beastmasters-call-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md), Call Companion -- **Frequency**: once per turn -- **Activity** Single Action - -You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately. - -*Source: Advanced Player's Guide p. 161* -%% #trait/archetype #trait/auditory #trait/concentrate #trait/primal #trait/conjuration %% -``` - -```ad-embed-feat -title: Side By Side (Ranger), Feat 14* -collapse: closed -# Side By Side (Ranger) *Feat 14* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Side By Side (Ranger)](../../../compendium/feats/side-by-side-ranger.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: an animal companion - -You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions. - -*Source: Core Rulebook p. 175* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Specialized Beastmaster Companion, Feat 14* -collapse: closed -# Specialized Beastmaster Companion *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Specialized Beastmaster Companion](../../../compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Incredible Beastmaster Companion](../../../compendium/feats/incredible-beastmaster-companion-apg.md) - -Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately). - -**Special.** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. - -*Source: Advanced Player's Guide p. 161* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Lead The Pack, Feat 16* -collapse: closed -# Lead The Pack *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Lead The Pack](../../../compendium/feats/lead-the-pack-apg.md) is intended for use with the Beastmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mature Beastmaster Companion](../../../compendium/feats/mature-beastmaster-companion-apg.md), you have multiple animal companions - -You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](../../../rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md). Either way, you can't [Command an Animal](../../../rules/actions/command-an-animal.md) to make either companion act again until your next turn. - -*Source: Advanced Player's Guide p. 161* -%% #trait/uncommon #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/bellflower-tiller-aoa3.md b/Compendium/character/archetypes/bellflower-tiller-aoa3.md deleted file mode 100644 index 5d582b1e4..000000000 --- a/Compendium/character/archetypes/bellflower-tiller-aoa3.md +++ /dev/null @@ -1,119 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/aoa3 -- trait/uncommon -aliases: ["Bellflower Tiller"] ---- -# Bellflower Tiller *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her "crop," which she moves along secretive paths termed "rows," taking shelter in secret hideouts referred to as "barns." - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* - -```ad-embed-feat -title: Bellflower Dedication, Feat 6 -collapse: closed -# Bellflower Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Charisma 14, expert in [Stealth](../../../compendium/skills.md#Stealth) and [Survival](../../../compendium/skills.md#Survival), member of the Bellflower Network - -You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. - -Choose up to six other people to be your "crop." Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Garden Path, Feat 8 -collapse: closed -# Garden Path *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](../../../compendium/feats/bellflower-dedication-aoa3.md) - -You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](../../../rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](../../../compendium/feats/quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](../../../rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](../../../rules/traits/fortune.md) effect. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Practiced Guidance, Feat 8 -collapse: closed -# Practiced Guidance *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](../../../compendium/feats/bellflower-dedication-aoa3.md) - -Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to [Aid](../../../rules/actions/aid.md) a member of your crop, you get a critical success instead. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Scarecrow, Feat 8 -collapse: closed -# Scarecrow *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](../../../compendium/feats/bellflower-dedication-aoa3.md) - -You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop [grabbed](../../../rules/conditions.md#Grabbed), that member can attempt to [Escape](../../../rules/actions/escape.md) using a reaction. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Tiller's Aid, Feat 10 -collapse: closed -# Tiller's Aid *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](../../../compendium/feats/bellflower-dedication-aoa3.md) - -You can use the [Aid](../../../rules/actions/aid.md) reaction to help a member of your crop even if you haven't prepared to do so. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Tiller's Drive, Feat 10 -collapse: closed -# Tiller's Drive *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](../../../compendium/feats/bellflower-dedication-aoa3.md) - -Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Cut The Bonds, Feat 12* -collapse: closed -# Cut The Bonds [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [attack](../../../rules/traits/attack.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Cut The Bonds](../../../compendium/feats/cut-the-bonds-aoa3.md) is intended for use with the Bellflower Tiller Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Bellflower Dedication](../../../compendium/feats/bellflower-dedication-aoa3.md), expert in a melee weapon -- **Activity** Single Action - -Select a [magical](../../../rules/traits/magical.md) effect that has made an adjacent member of your crop [clumsy](../../../rules/conditions.md#Clumsy), [grabbed](../../../rules/conditions.md#Grabbed), [paralyzed](../../../rules/conditions.md#Paralyzed), [restrained](../../../rules/conditions.md#Restrained), or [slowed](../../../rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #trait/uncommon #trait/archetype #trait/attack %% -``` diff --git a/Compendium/character/archetypes/blessed-one-apg.md b/Compendium/character/archetypes/blessed-one-apg.md deleted file mode 100644 index cee7b0cd5..000000000 --- a/Compendium/character/archetypes/blessed-one-apg.md +++ /dev/null @@ -1,224 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Blessed One"] ---- -# Blessed One *Dedication Level 2* - -Through luck or deed, heritage or heroics, you carry the blessing of a deity. This blessing manifests as the ability to heal wounds and remove harmful conditions, and exists independent of worship. You might offer thanks daily to the deity whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the deity's influence on you. You might wear the robes of the deity's order, or you might give little thought and even less reverence to the source of your powers. However you feel about these gifts, there can be no doubt that you wield a special power. Good-aligned deities are most likely to empower a blessed one. However, deities of any alignment can grant such a blessing, as long as they are capable of granting a positive divine font to their clerics. This means such deities as [Lamashtu](../../setting/deities/lamashtu.md) might grant a foul version of the blessed one's powers. - -*Source: Advanced Player's Guide p. 162* - -```ad-embed-feat -title: Blessed One Dedication, Feat 2 -collapse: closed -# Blessed One Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the [lay on hands](../../../compendium/spells/lay-on-hands.md) devotion spell. It costs 1 Focus Point to cast a focus spell. - -This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../../rules/actions/refocus.md) activity. You can [Refocus](../../../rules/actions/refocus.md) by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the blessed one archetype. - -*Source: Advanced Player's Guide p. 162* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Blessed Sacrifice, Feat 4 -collapse: closed -# Blessed Sacrifice *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Blessed One Dedication](../../../compendium/feats/blessed-one-dedication-apg.md) - -You gain the [protector's sacrifice](../../../compendium/spells/protectors-sacrifice.md) domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 162* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Accelerating Touch, Feat 6* -collapse: closed -# Accelerating Touch *Feat 6* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Accelerating Touch](../../../compendium/feats/accelerating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: devotion spell ([lay on hands](../../../compendium/spells/lay-on-hands.md)) - -Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn. - -*Source: Advanced Player's Guide p. 119* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Mercy, Feat 6* -collapse: closed -# Mercy [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[champion](../../../rules/traits/champion.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Mercy](../../../compendium/feats/mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: devotion spell ([lay on hands](../../../compendium/spells/lay-on-hands.md)) -- **Activity** Single Action - -Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](../../../compendium/spells/lay-on-hands.md), you can attempt to counteract a [fear](../../../rules/traits/fear.md) effect or an effect imposing the [paralyzed](../../../rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. - -*Source: Core Rulebook p. 111* -%% #trait/champion #trait/concentrate #trait/metamagic %% -``` - -```ad-embed-feat -title: Blessed Spell, Feat 8 -collapse: closed -# Blessed Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Blessed One Dedication](../../../compendium/feats/blessed-one-dedication-apg.md), ability to cast spells from spell slots, [Mercy](../../../compendium/feats/mercy.md) -- **Frequency**: once per 10 minutes -- **Activity** Single Action - -When you focus your magic on an ally, you can remove harmful conditions. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your [Mercy](../../../compendium/feats/mercy.md) feat, including those granted by later feats such as [Greater Mercy](../../../compendium/feats/greater-mercy.md). Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell. - -*Source: Advanced Player's Guide p. 162* -%% #trait/archetype #trait/concentrate #trait/metamagic %% -``` - -```ad-embed-feat -title: Invigorating Mercy, Feat 8* -collapse: closed -# Invigorating Mercy *Feat 8* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Invigorating Mercy](../../../compendium/feats/invigorating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mercy](../../../compendium/feats/mercy.md) - -Your divine touch rejuvenates the weak and tired. When you use Mercy, you can instead attempt a counteract check to remove the [clumsy](../../../rules/conditions.md#Clumsy) or [enfeebled](../../../rules/conditions.md#Enfeebled) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. - -*Source: Advanced Player's Guide p. 119* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Greater Mercy, Feat 10* -collapse: closed -# Greater Mercy *Feat 10* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Greater Mercy](../../../compendium/feats/greater-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mercy](../../../compendium/feats/mercy.md) - -Your faith enhances your ability to remove conditions. When you use [Mercy](../../../compendium/feats/mercy.md), you can instead attempt to counteract the [blinded](../../../rules/conditions.md#Blinded), [deafened](../../../rules/conditions.md#Deafened), [sickened](../../../rules/conditions.md#Sickened), or [slowed](../../../rules/conditions.md#Slowed) conditions. - -*Source: Core Rulebook p. 112* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Blessed Denial, Feat 12* -collapse: closed -# Blessed Denial [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Blessed Denial](../../../compendium/feats/blessed-denial-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Blessed One Dedication](../../../compendium/feats/blessed-one-dedication-apg.md) -- **Trigger** An ally within 30 feet would become [frightened](../../../rules/conditions.md#Frightened), [drained](../../../rules/conditions.md#Drained), [enfeebled](../../../rules/conditions.md#Enfeebled), [sickened](../../../rules/conditions.md#Sickened), or [stupefied](../../../rules/conditions.md#Stupefied). -- **Activity** Reaction - -You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce. - -*Source: Advanced Player's Guide p. 162* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Elucidating Mercy, Feat 12* -collapse: closed -# Elucidating Mercy *Feat 12* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Elucidating Mercy](../../../compendium/feats/elucidating-mercy-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mercy](../../../compendium/feats/mercy.md) - -Your mercy grants clarity to those around you just when they need it most. When you use Mercy, you can instead attempt a counteract check to remove the [confused](../../../rules/conditions.md#Confused) or [stupefied](../../../rules/conditions.md#Stupefied) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. - -*Source: Advanced Player's Guide p. 120* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Resilient Touch, Feat 12* -collapse: closed -# Resilient Touch *Feat 12* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Resilient Touch](../../../compendium/feats/resilient-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: devotion spell ([lay on hands](../../../compendium/spells/lay-on-hands.md)) - -Your healing energies create an aura of protection that defends your allies against more than just blades and arrows. - -An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their saving throws until the end of their next turn. - -*Source: Advanced Player's Guide p. 120* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Affliction Mercy, Feat 14* -collapse: closed -# Affliction Mercy *Feat 14* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Affliction Mercy](../../../compendium/feats/affliction-mercy.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mercy](../../../compendium/feats/mercy.md) - -The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](../../../compendium/feats/mercy.md), you can instead attempt to counteract a [curse](../../../rules/traits/curse.md), [disease](../../../rules/traits/disease.md), or [poison](../../../rules/traits/poison.md). - -*Source: Core Rulebook p. 113* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Amplifying Touch, Feat 14* -collapse: closed -# Amplifying Touch *Feat 14* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Amplifying Touch](../../../compendium/feats/amplifying-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: devotion spell (lay on hands) - -Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their [Strikes](../../../rules/actions/strike.md) until the end of their next turn. - -*Source: Advanced Player's Guide p. 120* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Rejuvenating Touch, Feat 20* -collapse: closed -# Rejuvenating Touch *Feat 20* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Rejuvenating Touch](../../../compendium/feats/rejuvenating-touch-apg.md) is intended for use with the Blessed One Archetype. Its level has been changed accordingly. - -- **Prerequisites**: devotion spell ([lay on hands](../../../compendium/spells/lay-on-hands.md)) - -Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked [unconscious](../../../rules/conditions.md#Unconscious). - -*Source: Advanced Player's Guide p. 121* -%% #trait/champion %% -``` diff --git a/Compendium/character/archetypes/bounty-hunter-apg.md b/Compendium/character/archetypes/bounty-hunter-apg.md deleted file mode 100644 index 681925e63..000000000 --- a/Compendium/character/archetypes/bounty-hunter-apg.md +++ /dev/null @@ -1,107 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Bounty Hunter"] ---- -# Bounty Hunter *Dedication Level 2* - -Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back. - -*Source: Advanced Player's Guide p. 163* - -```ad-embed-feat -title: Bounty Hunter Dedication, Feat 2 -collapse: closed -# Bounty Hunter Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Survival](../../../compendium/skills.md#Survival) - -When focused on finding your quarry, you're relentless. You gain the [Hunt Prey](../../../rules/actions/hunt-prey.md) action. You can use [Hunt Prey](../../../rules/actions/hunt-prey.md) to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of [Hunt Prey](../../../rules/actions/hunt-prey.md), you gain a +2 circumstance bonus to checks to [Gather Information](../../../rules/actions/gather-information.md) regarding your prey. - -If you already have [Hunt Prey](../../../rules/actions/hunt-prey.md), you become an expert in [Survival](../../../compendium/skills.md#Survival) and gain the circumstance bonus to [Gather Information](../../../rules/actions/gather-information.md) about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above. - -**Special.** You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype. - -*Source: Advanced Player's Guide p. 163* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Posse, Feat 4 -collapse: closed -# Posse *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [exploration](../../../rules/traits/exploration.md) - -- **Requirements**: You have designated prey with [Hunt Prey](../../../rules/actions/hunt-prey.md). - -By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to [Seek](../../../rules/actions/seek.md) your prey, to [Track](../../../rules/actions/track.md) your prey, and to [Gather Information](../../../rules/actions/gather-information.md) about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey. - -This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM. - -*Source: Advanced Player's Guide p. 163* -%% #trait/archetype #trait/exploration %% -``` - -```ad-embed-feat -title: Tools Of The Trade, Feat 4 -collapse: closed -# Tools Of The Trade *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - - -You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: [bola](../../../compendium/equipment/items/bola-apg.md), [sap](../../../compendium/equipment/items/sap.md), and [whip](../../../compendium/equipment/items/whip.md). You gain access to [bolas](../../../compendium/equipment/items/bola-apg.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. - -In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](../../../rules/traits/nonlethal.md) trait. - -*Source: Advanced Player's Guide p. 163* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Keep Pace, Feat 6 -collapse: closed -# Keep Pace [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Trigger** Your prey is within reach and attempts to move away from you. -- **Activity** Reaction - -Your prey can't escape. [Stride](../../../rules/actions/stride.md) up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to [Burrow](../../../rules/actions/burrow.md), [Climb](../../../rules/actions/climb.md), [Fly](../../../rules/actions/fly.md), or [Swim](../../../rules/actions/swim.md) instead of [Stride](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Advanced Player's Guide p. 163* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Opportunistic Grapple, Feat 8 -collapse: closed -# Opportunistic Grapple [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Trigger** Your prey critically fails on a melee [Strike](../../../rules/actions/strike.md)'s attack roll against you. -- **Requirements**: Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you. -- **Activity** Reaction - -You attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Grapple](../../../rules/actions/grapple.md) your prey. - -*Source: Advanced Player's Guide p. 163* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Double Prey, Feat 14* -collapse: closed -# Double Prey *Feat 14* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Double Prey](../../../compendium/feats/double-prey.md) is intended for use with the Bounty Hunter Archetype. Its level has been changed accordingly. - - -You can focus on two foes at once, hunting both of them down. When you use the [Hunt Prey](../../../rules/actions/hunt-prey.md) action, you can pick two creatures as your prey. - -*Source: Core Rulebook p. 175* -%% #trait/ranger %% -``` diff --git a/Compendium/character/archetypes/bright-lion-lol.md b/Compendium/character/archetypes/bright-lion-lol.md deleted file mode 100644 index ee1d56e6c..000000000 --- a/Compendium/character/archetypes/bright-lion-lol.md +++ /dev/null @@ -1,73 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lol -aliases: ["Bright Lion"] ---- -# Bright Lion *Dedication Level 2* - -You are one of the Bright Lions, part revolutionary warrior, part undercover spy. - -*Source: Lost Omens: Legends p. 101* - -```ad-embed-feat -title: Bright Lion Dedication, Feat 2 -collapse: closed -# Bright Lion Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: [Bright Lion](../../../compendium/character/backgrounds/bright-lion-lowg.md) background -- **Prerequisites**: member of the Bright Lions, not a worshipper of Walkena, trained in [Stealth](../../../compendium/skills.md#Stealth) - -You become trained in your choice of [Deception](../../../compendium/skills.md#Deception) or [Diplomacy](../../../compendium/skills.md#Diplomacy) and in [Mzali Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to [Lie](../../../rules/actions/lie.md) or [Impersonate](../../../rules/actions/impersonate.md) to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to [Deception](../../../compendium/skills.md#Deception) checks specifically to pass yourself off as a version of yourself faithful to Walkena. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. - -*Source: Lost Omens: Legends p. 101* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Warding Light, Feat 4 -collapse: closed -# Warding Light *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bright Lion Dedication](../../../compendium/feats/bright-lion-dedication-lol.md) - -You gain a tattoo that serves as a special ward to defend you against Walkena's forces. - -The tattoo allows you to cast the [light](../../../compendium/spells/light.md) cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level. - -*Source: Lost Omens: Legends p. 101* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sun's Fury, Feat 6 -collapse: closed -# Sun's Fury *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bright Lion Dedication](../../../compendium/feats/bright-lion-dedication-lol.md) - -The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](../../../rules/actions/refocus.md) activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. - -*Source: Lost Omens: Legends p. 101* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Elude The Divine, Feat 8 -collapse: closed -# Elude The Divine *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Bright Lion Dedication](../../../compendium/feats/bright-lion-dedication-lol.md) - -You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](../../../compendium/feats/slippery-secrets.md) skill feat, and its benefits also apply against [divination](../../../rules/traits/divination.md) effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. - -*Source: Lost Omens: Legends p. 101* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/bullet-dancer-g-g.md b/Compendium/character/archetypes/bullet-dancer-g-g.md deleted file mode 100644 index 532a673a5..000000000 --- a/Compendium/character/archetypes/bullet-dancer-g-g.md +++ /dev/null @@ -1,229 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Bullet Dancer"] ---- -# Bullet Dancer *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Goka. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes. - -*Source: Guns & Gears p. 132* - -````ad-embed-feat -title: Bullet Dancer Dedication, Feat 2 -collapse: closed -# Bullet Dancer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert in unarmored defense and trained in simple weapons - -You've learned how to synchronize traditional martial arts and guns. You gain the Bullet Dancer Stance action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks. - -```ad-embed-ability -title: Bullet Dancer Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[stance](../../../rules/traits/stance.md) - -- **Requirements**: You're unarmored and wielding a simple firearm, [bayonet](../../../compendium/equipment/items/bayonet-g-g.md), or [reinforced stock](../../../compendium/equipment/items/reinforced-stock-g-g.md) - -**Effect** You enter a specialized stance for a unique martial art centered around the use of simple firearms. While in this stance, the only [Strikes](../../../rules/actions/strike.md) you can make are those using bayonets, reinforced stocks, and simple firearms. You can use Flurry of Blows with these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with simple firearms when attacking within half the first range increment. -%% #trait/stance %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the bullet dancer dedication archetype. - -*Source: Guns & Gears p. 132* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Brawling Focus, Feat 4* -collapse: closed -# Brawling Focus *Feat 4* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Brawling Focus](../../../compendium/feats/brawling-focus.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - - -You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [Monastic Weaponry](../../../compendium/feats/monastic-weaponry.md), you also gain the critical specialization effects of all monk weapons in which you are trained. - -*Source: Core Rulebook p. 160* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Black Powder Boost, Feat 6* -collapse: closed -# Black Powder Boost [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Black Powder Boost](../../../compendium/feats/black-powder-boost-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Varies ([>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -You fire your weapon as you jump, using the kickback to go farther. You [Leap](../../../rules/actions/leap.md) and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you [High Jump](../../../rules/actions/high-jump.md) or [Long Jump](../../../rules/actions/long-jump.md) instead. - -**Special.** An ability that allows you to [High Jump](../../../rules/actions/high-jump.md) or [Long Jump](../../../rules/actions/long-jump.md) as a single action (like the [Quick Jump](../../../compendium/feats/quick-jump.md) skill feat) lets you use Black Powder Boost as a single action for those jumps as well. - -*Source: Guns & Gears p. 112* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Bullet Dancer Burn, Feat 6 -collapse: closed -# Bullet Dancer Burn *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Bullet Dancer Stance -- **Requirements**: You're wielding a firearm with an attached [bayonet](../../../compendium/equipment/items/bayonet-g-g.md) or [reinforced stock](../../../compendium/equipment/items/reinforced-stock-g-g.md). - -The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in Bullet Dancer Stance, when you successfully [Strike](../../../rules/actions/strike.md) an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged [Strike](../../../rules/actions/strike.md) you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as [Attack of Opportunity](../../../rules/actions/attack-of-opportunity.md). While in Bullet Dancer Stance, when you make a successful ranged [Strike](../../../rules/actions/strike.md) against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage per weapon damage die. - -The benefit on your next [Strike](../../../rules/actions/strike.md) from either use of Bullet Dancer Burn is lost if not used by the end of your next turn. - -*Source: Guns & Gears p. 132* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Black Powder Blaze, Feat 8 -collapse: closed -# Black Powder Blaze [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Black Powder Boost](../../../compendium/feats/black-powder-boost-g-g.md) -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Two-Action - -You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. [Stride](../../../rules/actions/stride.md) and use Black Powder Boost. Make a ranged [Strike](../../../rules/actions/strike.md) with the required weapon at any point during the Black Powder Boost. - -*Source: Guns & Gears p. 132* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Snap Shot, Feat 8* -collapse: closed -# Snap Shot *Feat 8* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Snap Shot](../../../compendium/feats/snap-shot.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - - -You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon [Strike](../../../rules/actions/strike.md) to instead make a ranged weapon [Strike](../../../rules/actions/strike.md). You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon [Strike](../../../rules/actions/strike.md) with a ranged weapon [Strike](../../../rules/actions/strike.md). - -*Source: Core Rulebook p. 173* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Bullet Dancer Reload, Feat 12* -collapse: closed -# Bullet Dancer Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Bullet Dancer Reload](../../../compendium/feats/bullet-dancer-reload-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Bullet Dancer Burn](../../../compendium/feats/bullet-dancer-burn-g-g.md) -- **Requirements**: You're in Bullet Dancer Stance -- **Activity** Single Action - -You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You [Strike](../../../rules/actions/strike.md) with a simple firearm, and then [Interact](../../../rules/actions/interact.md) to reload that same firearm. You don't need a free hand to reload your simple firearm in this way. - -*Source: Guns & Gears p. 132* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Trick Shot, Feat 12* -collapse: closed -# Trick Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Trick Shot](../../../compendium/feats/trick-shot-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - -- **Requirements**: You're wielding a loaded crossbow or firearm. -- **Activity** Two-Action - -You shoot not at your foe but at an object nearby. Make a [Strike](../../../rules/actions/strike.md) with your firearm against an AC equal to an easy DC for your level (Core Rulebook 504). On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects. - -- **Dislodge Object** Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table. -- **Explosive Barrel** Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take `6d6` damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by `1d6` for every 2 levels you have above 10th. - -*Source: Guns & Gears p. 116* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Ranged Disarm, Feat 14* -collapse: closed -# Ranged Disarm [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Ranged Disarm](../../../compendium/feats/ranged-disarm-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Bullet Dancer Dedication](../../../compendium/feats/bullet-dancer-dedication-g-g.md), -- **Requirements**: You're wielding a simple firearm. -- **Activity** Single Action - -When using a simple firearm, you can shoot objects right out of your enemy's hands. Attempt to [Disarm](../../../rules/actions/disarm.md) the target using a ranged attack roll with your simple firearm, instead of attempting an [Athletics](../../../compendium/skills.md#Athletics) check against the target's Reflex DC. - -*Source: Guns & Gears p. 132* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ricochet Shot, Feat 14* -collapse: closed -# Ricochet Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](../../../rules/traits/concentrate.md) [gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Ricochet Shot](../../../compendium/feats/ricochet-shot-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. When determining whether a target has cover from your ranged attack with a firearm or crossbow, you can choose one solid surface within your weapon's first range increment to ricochet your shot off of. If you do, you determine the target's cover from the point where you ricochet your shot instead of from you. - -*Source: Guns & Gears p. 117* -%% #trait/concentrate #trait/gunslinger %% -``` - -```ad-embed-feat -title: Showstopper, Feat 16* -collapse: closed -# Showstopper *Feat 16* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Showstopper](../../../compendium/feats/showstopper-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pistol Twirl](../../../compendium/feats/pistol-twirl-g-g.md), master in [Deception](../../../compendium/skills.md#Deception) - -Your twirling weapons create a grand distraction that's difficult to look away from. - -When using Pistol Twirl to [Feint](../../../rules/actions/feint.md), you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one [Deception](../../../compendium/skills.md#Deception) check and compare it against each target's [Perception](../../../compendium/skills.md#Perception) DC. - -*Source: Guns & Gears p. 118* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Two-weapon Fusillade, Feat 16* -collapse: closed -# Two-weapon Fusillade [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[flourish](../../../rules/traits/flourish.md) [gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Two-weapon Fusillade](../../../compendium/feats/two-weapon-fusillade-g-g.md) is intended for use with the Bullet Dancer Archetype. Its level has been changed accordingly. - -- **Requirements**: You're wielding two weapons, each in a different hand. -- **Activity** Single Action - -You attack with both your weapons in a furious barrage. [Strike](../../../rules/actions/strike.md) twice, once with each weapon. - -*Source: Guns & Gears p. 118* -%% #trait/flourish #trait/gunslinger %% -``` diff --git a/Compendium/character/archetypes/butterfly-blade-frp1.md b/Compendium/character/archetypes/butterfly-blade-frp1.md deleted file mode 100644 index a9132814f..000000000 --- a/Compendium/character/archetypes/butterfly-blade-frp1.md +++ /dev/null @@ -1,170 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/frp1 -- trait/uncommon -aliases: ["Butterfly Blade"] ---- -# Butterfly Blade *Dedication Level 4* -[uncommon](../../../Rules/traits/uncommon.md) - -You've trained in one of Goka's oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* - -```ad-embed-feat -title: Butterfly Blade Dedication, Feat 4 -collapse: closed -# Butterfly Blade Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: Defeat a member of the Butterfly Blades in a sanctioned bout. -- **Prerequisites**: trained in butterfly swords - -You become trained in [Deception](../../../compendium/skills.md#Deception) and [Stealth](../../../compendium/skills.md#Stealth); if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords. - -**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Clever Gambit, Feat 4* -collapse: closed -# Clever Gambit [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Clever Gambit](../../../compendium/feats/clever-gambit-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. - -- **Prerequisites**: mastermind racket -- **Trigger** Your [Strike](../../../rules/actions/strike.md) critically hits and deals damage to a creature you've identified with [Recall Knowledge](../../../rules/actions/recall-knowledge.md). -- **Activity** Reaction - -Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You [Step](../../../rules/actions/step.md) or [Stride](../../../rules/actions/stride.md); this movement doesn't trigger reactions from the triggering creature. - -*Source: Advanced Player's Guide p. 134* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Combat Assessment, Feat 4* -collapse: closed -# Combat Assessment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Combat Assessment](../../../compendium/feats/combat-assessment-apg.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You make a telegraphed attack to learn about your foe. Make a melee [Strike](../../../rules/actions/strike.md). On a hit, you can immediately attempt a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about the target. On a critical hit, you gain a +2 circumstance bonus to the check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md). The target is temporarily immune to Combat Assessment for 1 day. - -*Source: Advanced Player's Guide p. 126* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Dread Striker, Feat 4* -collapse: closed -# Dread Striker *Feat 4* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Dread Striker](../../../compendium/feats/dread-striker.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. - - -You capitalize on your enemies' fear to slip past their defenses. Any creature that has the [frightened](../../../rules/conditions.md#Frightened) condition is also [flat-footed](../../../rules/conditions.md#Flat-footed) against your attacks. - -*Source: Core Rulebook p. 184* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Quick Draw (Ranger), Feat 4* -collapse: closed -# Quick Draw (Ranger) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Quick Draw (Ranger)](../../../compendium/feats/quick-draw-ranger.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You draw your weapon and attack with the same motion. You [Interact](../../../rules/actions/interact.md) to draw a weapon, then [Strike](../../../rules/actions/strike.md) with that weapon. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Butterfly's Kiss, Feat 6 -collapse: closed -# Butterfly's Kiss *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](../../../compendium/feats/butterfly-blade-dedication-frp1.md) - -You can make nonlethal [Strikes](../../../rules/actions/strike.md) with a butterfly sword without taking a penalty. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Butterfly's Sting, Feat 6 -collapse: closed -# Butterfly's Sting *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](../../../compendium/feats/butterfly-blade-dedication-frp1.md) - -You gain the sneak attack class feature (Core Rulebook 181) - -You don't increase the number of dice as you gain levels. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mastermind's Eye, Feat 6 -collapse: closed -# Mastermind's Eye *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](../../../compendium/feats/butterfly-blade-dedication-frp1.md) - -When you succeed at identifying a creature using [Recall Knowledge](../../../rules/actions/recall-knowledge.md), that creature is [flat-footed](../../../rules/conditions.md#Flat-footed) against your attacks until the start of your next turn; if you critically succeed, it's [flat-footed](../../../rules/conditions.md#Flat-footed) against your attacks for 1 minute. This feat serves as the rogue's mastermind racket for the purpose of meeting prerequisites. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Deadly Butterfly, Feat 8 -collapse: closed -# Deadly Butterfly *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](../../../compendium/feats/butterfly-blade-dedication-frp1.md) - -You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Innocent Butterfly, Feat 14* -collapse: closed -# Innocent Butterfly *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Innocent Butterfly](../../../compendium/feats/innocent-butterfly-frp1.md) is intended for use with the Butterfly Blade Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Butterfly Blade Dedication](../../../compendium/feats/butterfly-blade-dedication-frp1.md) - -You know how to alter the perceptions of others. You can cast [aura of the unremarkable](../../../compendium/spells/aura-of-the-unremarkable-frp1.md) once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/captivator-lotgb.md b/Compendium/character/archetypes/captivator-lotgb.md deleted file mode 100644 index 41971f2ed..000000000 --- a/Compendium/character/archetypes/captivator-lotgb.md +++ /dev/null @@ -1,201 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/lotgb -aliases: ["Captivator"] ---- -# Captivator *Dedication Level 4* - -Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you. - -Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals. - -Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions. - -Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume. - -*Source: Lost Omens: The Grand Bazaar p. 120* - -```ad-embed-feat -title: Captivator Dedication, Feat 4 -collapse: closed -# Captivator Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: Charisma 14, trained in [Deception](../../../compendium/skills.md#Deception) or [Diplomacy](../../../compendium/skills.md#Diplomacy) - -Your ability to captivate others borders on the preternatural. - -You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose [Deception](../../../compendium/skills.md#Deception) or [Diplomacy](../../../compendium/skills.md#Diplomacy). You become trained in that skill, or become an expert if you were already trained. - -Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma. - -**Special.** You can't select another dedication feat until you have gained two other feats from the captivator archetype. - -*Source: Lost Omens: The Grand Bazaar p. 120* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Basic Captivator Spellcasting, Feat 4 -collapse: closed -# Basic Captivator Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Captivator Dedication](../../../compendium/feats/captivator-dedication-lotgb.md) - -Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. - -Choose a 1st-level occult spell from either the enchantment or illusion school. You can [Cast this Spell](../../../rules/actions/cast-a-spell.md) as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school. - -*Source: Lost Omens: The Grand Bazaar p. 120* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Captivating Intensity, Feat 6 -collapse: closed -# Captivating Intensity *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Captivator Spellcasting](../../../compendium/feats/basic-captivator-spellcasting-lotgb.md) - -Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have [Heightened Captivation](../../../compendium/feats/heightened-captivation-lotgb.md), you can [Cast the chosen Spell](../../../rules/actions/cast-a-spell.md) a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Countercharm, Feat 8 -collapse: closed -# Countercharm [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Captivator Spellcasting](../../../compendium/feats/basic-captivator-spellcasting-lotgb.md) -- **Trigger** A creature Casts a Spell from the enchantment or illusion school. -- **Requirements**: You have an innate non-cantrip captivator spell of the same school. -- **Activity** Reaction - -Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. - -When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had [Cast the Spell](../../../rules/actions/cast-a-spell.md). You then attempt to counteract the triggering spell with your spell. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Heightened Captivation, Feat 8 -collapse: closed -# Heightened Captivation *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Captivator Dedication](../../../compendium/feats/captivator-dedication-lotgb.md) - -You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat. - -**Special.** You can select this feat more than once. Each time you select it, you choose a different spell. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype #trait/metamagic %% -``` - -```ad-embed-feat -title: Expert Captivator Spellcasting, Feat 10 -collapse: closed -# Expert Captivator Spellcasting *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Captivator Spellcasting](../../../compendium/feats/basic-captivator-spellcasting-lotgb.md) - -You learn more powerful spells to enchant and deceive. - -You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. - -Each of these spells must come from either the enchantment or illusion school. You [Cast these Spells](../../../rules/actions/cast-a-spell.md) as occult innate spells. - -You become an expert with spell attack rolls and spell DCs for occult spells. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Reactive Charm, Feat 10 -collapse: closed -# Reactive Charm [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Captivator Dedication](../../../compendium/feats/captivator-dedication-lotgb.md) -- **Frequency**: once per day -- **Trigger** You are the target of a spell or attack. -- **Activity** Reaction - -You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes [friendly](../../../rules/conditions.md#Friendly) to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Effortless Captivation, Feat 14* -collapse: closed -# Effortless Captivation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Effortless Captivation](../../../compendium/feats/effortless-captivation-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Captivator Dedication](../../../compendium/feats/captivator-dedication-lotgb.md) -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the [Sustain a Spell](../../../rules/actions/sustain-a-spell.md) action, which you can use only to extend the duration of an enchantment or illusion spell. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype #trait/metamagic %% -``` - -```ad-embed-feat -title: Master Captivator Spellcasting, Feat 16* -collapse: closed -# Master Captivator Spellcasting *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Captivator Spellcasting](../../../compendium/feats/master-captivator-spellcasting-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Captivator Spellcasting](../../../compendium/feats/expert-captivator-spellcasting-lotgb.md) - -You master the most powerful spells that enchant and deceive. - -You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell spell, and at 20th level, you learn a 9th-level spell. - -Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. - -You become a master with spell attack rolls and spell DCs for occult spells. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Look Again, Feat 18* -collapse: closed -# Look Again [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Look Again](../../../compendium/feats/look-again-lotgb.md) is intended for use with the Captivator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Captivator Dedication](../../../compendium/feats/captivator-dedication-lotgb.md) -- **Frequency**: once per day -- **Activity** Single Action - -If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. - -Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #trait/archetype #trait/metamagic %% -``` diff --git a/Compendium/character/archetypes/cathartic-mage-som.md b/Compendium/character/archetypes/cathartic-mage-som.md deleted file mode 100644 index 67a24eb38..000000000 --- a/Compendium/character/archetypes/cathartic-mage-som.md +++ /dev/null @@ -1,322 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/som -- trait/uncommon -aliases: ["Cathartic Mage"] ---- -# Cathartic Mage *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. - -> [!pf2-sidebar] Emotional Focus -> -> Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. - -## Emotional States -SoM p. 194 - -The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information. - -**Catharsis Trigger** The event or conditions you must meet to take your Catharsis reaction. - -**Catharsis Activation** The benefit when you use Catharsis. - -**Emotional Fervor** Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot must be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended. - -**Emotional Fallout** The effect you experience when your emotional fervor ends. - -**Focus Spell** The focus spell you gain if you select the [Cathartic Focus Spell](../../feats/cathartic-focus-spell-som.md) archetype feat. - -### Anger -SoM p. 194 - -Your destructive wrath allows you to harm your foes but causes you pain in the process. - -**Catharsis Trigger** An enemy deals damage to you. You can't use this reaction if you're [fatigued](../../../Rules/conditions.md#Fatigued). - -**Catharsis Activation** If you're [grabbed](../../../Rules/conditions.md#Grabbed), [immobilized](../../../Rules/conditions.md#Immobilized), or [restrained](../../../Rules/conditions.md#Restrained), you can attempt to [Escape](../../../Rules/actions/escape.md). If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. - -**Emotional Fervor** When you [Cast a Spell](../../../Rules/actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: [draw ire](../../spells/draw-ire-som.md) - -**Emotional Fallout** You become [fatigued](../../../Rules/conditions.md#Fatigued) until you Settle your Emotions. - -**Focus Spell** [athletic rush](../../spells/athletic-rush.md) - -### Awe -SoM p. 194 - -Your powerful sense of wonderment can be infectious and distracting. - -**Catharsis Trigger** You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs. - -**Catharsis Activation** If you're [fascinated](../../../Rules/conditions.md#Fascinated) or [stupefied](../../../Rules/conditions.md#Stupefied), you can attempt an additional save to end the effect if it allowed a save. - -**Emotional Fervor** When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes [fascinated](../../../Rules/conditions.md#Fascinated) with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: [glitterdust](../../spells/glitterdust.md) - -**Emotional Fallout** You become [flat-footed](../../../Rules/conditions.md#Flat-footed) until you Settle your Emotions. - -**Focus Spell** [dazzling flash](../../spells/dazzling-flash.md) (doesn't require a religious symbol) - -### Dedication -SoM p. 194 - -Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar). - -**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. - -**Catharsis Activation** Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute. - -**Emotional Fervor** Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: [spirit link](../../spells/spirit-link.md) - -**Emotional Fallout** Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus. - -**Focus Spell** [protector's sacrifice](../../spells/protectors-sacrifice.md) - -### Fear -SoM p. 194 - -You let your fear fuel you, rather than consume you, but it burns your endurance. - -**Catharsis Trigger** An enemy makes you [frightened](../../../Rules/conditions.md#Frightened). - -**Catharsis Activation** Increase your [frightened](../../../Rules/conditions.md#Frightened) value by 1, to a maximum of [frightened](../../../Rules/conditions.md#Frightened). - -**Emotional Fervor** You don't take the status penalty from the [frightened](../../../Rules/conditions.md#Frightened) condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: [fear](../../spells/fear.md) - -**Emotional Fallout** You are [fleeing](../../../Rules/conditions.md#Fleeing) for 2 rounds, running from the source of the [frightened](../../../Rules/conditions.md#Frightened) condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout. - -**Focus Spell** [waking nightmare](../../spells/waking-nightmare.md) - -### Hatred -SoM p. 194 - -Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar). - -**Catharsis Trigger** You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up). - -**Catharsis Activation** You can [Step](../../../Rules/actions/step.md) or [Stride](../../../Rules/actions/stride.md). You must end this movement closer to your emotional focus. - -**Emotional Fervor** Your emotional focus is [flat-footed](../../../Rules/conditions.md#Flat-footed) to you and takes a –2 status penalty to saves against your spells. You're [flat-footed](../../../Rules/conditions.md#Flat-footed) to your emotional focus and take a –2 status penalty to saves against it. Spell: [blood vendetta](../../spells/blood-vendetta-apg.md) - -**Emotional Fallout** You become [stunned](../../../Rules/conditions.md#Stunned). - -**Focus Spell** [cry of destruction](../../spells/cry-of-destruction.md) - -### Joy -SoM p. 194 - -Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned. - -**Catharsis Trigger** You critically succeed on an attack roll or save, or an enemy critically fails on a save against you. - -**Catharsis Activation** Reduce the value of any [frightened](../../../Rules/conditions.md#Frightened) or [stupefied](../../../Rules/conditions.md#Stupefied) condition you have by 1 and end any [persistent mental damage](../../../Rules/conditions.md#Persistent%20Damage) you have. - -**Emotional Fervor** You gain a +1 status bonus to [Performance](../../skills.md#Performance) checks and to the spell attack rolls of [emotion](../../../Rules/traits/emotion.md) spells, and enemies take a –1 status penalty to saves against your [emotion](../../../Rules/traits/emotion.md) spells. Spell: [hideous laughter](../../spells/hideous-laughter.md) - -**Emotional Fallout** You become [fatigued](../../../Rules/conditions.md#Fatigued) until you Settle your Emotions. - -**Focus Spell** [unimpeded stride](../../spells/unimpeded-stride.md) - -### Love -SoM p. 194 - -You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back. - -**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. - -**Catharsis Activation** If either you or your emotional focus is [confused](../../../Rules/conditions.md#Confused) or [controlled](../../../Rules/conditions.md#Controlled), one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save. - -**Emotional Fervor** You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: [soothe](../../spells/soothe.md) - -**Emotional Fallout** You're [fascinated](../../../Rules/conditions.md#Fascinated) with your emotional focus for 1 minute. - -**Focus Spell** [soothing words](../../spells/soothing-words.md) - -### Misery -SoM p. 194 - -To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering. - -**Catharsis Trigger** You gain [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) from a foe. - -**Catharsis Activation** You gain a number of temporary Hit Points equal to your level. They last for 1 minute. - -**Emotional Fervor** You can choose not to attempt a flat check to end [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) of the same type the spell dealt, of an amount equal to the highest amount of [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) you currently have. You can't choose a creature that's already taking [persistent damage](../../../Rules/conditions.md#Persistent%20Damage). Spell: [phantom pain](../../spells/phantom-pain.md) - -**Emotional Fallout** You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level. - -**Focus Spell** [savor the sting](../../spells/savor-the-sting.md) - -### Pride -SoM p. 194 - -All is well as long as you appear well, but you get caught up in the moment and lose track of what's important. - -**Catharsis Trigger** You critically fail on an attack roll or saving throw. - -**Catharsis Activation** The critical failure becomes a failure. - -**Emotional Fervor** Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: [color spray](../../spells/color-spray.md) - -**Emotional Fallout** You momentarily lose track of what's real, becoming [confused](../../../Rules/conditions.md#Confused) for 1 round. Spell: [mirror image](../../spells/mirror-image.md) - -**Focus Spell** [veil of confidence](../../spells/veil-of-confidence.md) - -### Remorse -SoM p. 194 - -You attempt to overcome your failings, but your guilt stays with you. - -**Catharsis Trigger** An ally within 30 feet drops to 0 Hit Points. - -**Catharsis Activation** You [Step](../../../Rules/actions/step.md) or [Stride](../../../Rules/actions/stride.md). You must end this movement closer to the triggering ally - -**Emotional Fervor** Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: [warrior's regret](../../spells/warriors-regret-som.md) - -**Emotional Fallout** Your emotional weight crushes you, leaving you [stupefied](../../../Rules/conditions.md#Stupefied) until you Settle your Emotions. - -**Focus Spell** [healer's blessing](../../spells/healers-blessing.md) - -*Source: Secrets of Magic p. 194* - -````ad-embed-feat -title: Cathartic Mage Dedication, Feat 2 -collapse: closed -# Cathartic Mage Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Cha 14 or ability to cast spells from spell slots - -You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion. - -If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. - -You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. - -If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. - -You gain the Catharsis reaction and the Settle Emotions activity. - -```ad-embed-ability -title: Catharsis [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: determined by your catharsis emotion - -**Effect** You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. -%% #trait/concentrate #trait/emotion #trait/mental %% -``` - -```ad-embed-ability -title: Settle Emotions -[concentrate](../../../rules/traits/concentrate.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. -%% #trait/concentrate #trait/emotion #trait/mental %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. - -*Source: Secrets of Magic p. 194* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Basic Cathartic Spellcasting, Feat 4 -collapse: closed -# Basic Cathartic Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cathartic Mage Dedication](../../../compendium/feats/cathartic-mage-dedication-som.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire—either a common spell or another spell you've learned or discovered. - -*Source: Secrets of Magic p. 195* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Cathartic Focus Spell, Feat 4 -collapse: closed -# Cathartic Focus Spell *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cathartic Mage Dedication](../../../compendium/feats/cathartic-mage-dedication-som.md) - -You learn the focus spell listed under your emotion's entry. - -You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) while you use Settle Emotions. - -*Source: Secrets of Magic p. 195* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Work Yourself Up, Feat 8 -collapse: closed -# Work Yourself Up [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Cathartic Mage Dedication](../../../compendium/feats/cathartic-mage-dedication-som.md) -- **Requirements**: You have a reaction available and aren't prevented from using Catharsis. -- **Activity** Two-Action - -You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. - -At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal. - -*Source: Secrets of Magic p. 195* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Expert Cathartic Spellcasting, Feat 12* -collapse: closed -# Expert Cathartic Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Cathartic Spellcasting](../../../compendium/feats/expert-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Cathartic Spellcasting](../../../compendium/feats/basic-cathartic-spellcasting-som.md) - -You gain the expert spellcasting benefits. - -*Source: Secrets of Magic p. 195* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Infectious Emotions, Feat 12* -collapse: closed -# Infectious Emotions *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Infectious Emotions](../../../compendium/feats/infectious-emotions-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Cathartic Mage Dedication](../../../compendium/feats/cathartic-mage-dedication-som.md) - -When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect. - -*Source: Secrets of Magic p. 195* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Cathartic Spellcasting, Feat 18* -collapse: closed -# Master Cathartic Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Cathartic Spellcasting](../../../compendium/feats/master-cathartic-spellcasting-som.md) is intended for use with the Cathartic Mage Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Cathartic Spellcasting](../../../compendium/feats/expert-cathartic-spellcasting-som.md) - -You gain the master spellcasting benefits. - -*Source: Secrets of Magic p. 195* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/cavalier-apg.md b/Compendium/character/archetypes/cavalier-apg.md deleted file mode 100644 index 5533cbb40..000000000 --- a/Compendium/character/archetypes/cavalier-apg.md +++ /dev/null @@ -1,207 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Cavalier"] ---- -# Cavalier *Dedication Level 2* - -You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers. - -> [!pf2-brown] CAVALIER PLEDGES -> -> Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or a particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid's animal order would be tied to that anathema, while a cavalier pledged to the church of [Abadar](../../setting/deities/abadar.md) would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. -> -> Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier's Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature. - -*Source: Advanced Player's Guide p. 164* - -```ad-embed-feat -title: Cavalier Dedication, Feat 2 -collapse: closed -# Cavalier Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../../../compendium/skills.md#Nature) or [Society](../../../compendium/skills.md#Society) - -You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first. - -*Source: Advanced Player's Guide p. 164* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Cavalier's Banner, Feat 4 -collapse: closed -# Cavalier's Banner *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) [uncommon](../../../rules/traits/uncommon.md) [visual](../../../rules/traits/visual.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) -- **Requirements**: You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). - -You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](../../../rules/traits/fear.md) effects. - -If your banner is destroyed or removed, allies within 30 feet become [frightened](../../../rules/conditions.md#Frightened). - -*Source: Advanced Player's Guide p. 164* -%% #trait/uncommon #trait/archetype #trait/emotion #trait/mental #trait/visual %% -``` - -```ad-embed-feat -title: Cavalier's Charge, Feat 4 -collapse: closed -# Cavalier's Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) -- **Requirements**: You are riding your mount. -- **Activity** Two-Action - -You [Command an Animal](../../../rules/actions/command-an-animal.md) to order your mount to [Stride](../../../rules/actions/stride.md) twice. At any point during this movement, you can [Strike](../../../rules/actions/strike.md) one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll. - -*Source: Advanced Player's Guide p. 164* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Impressive Mount, Feat 4 -collapse: closed -# Impressive Mount *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) - -You've trained your mount to become a powerful force on the battlefield. The mount you gained through the [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the [Command an Animal](../../../rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 164* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Quick Mount, Feat 4 -collapse: closed -# Quick Mount [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md), expert in [Nature](../../../compendium/skills.md#Nature) -- **Requirements**: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. -- **Activity** Single Action - -You and your mount can spring into action at a moment's notice. You [Mount](../../../rules/actions/mount.md) the creature and [Command an Animal](../../../rules/actions/command-an-animal.md) to issue it an order of your choice. - -*Source: Advanced Player's Guide p. 164* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Defend Mount, Feat 6 -collapse: closed -# Defend Mount [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) -- **Trigger** An enemy makes an attack roll against your mount while you're riding it. -- **Activity** Reaction - -You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount. - -*Source: Advanced Player's Guide p. 164* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mounted Shield, Feat 6 -collapse: closed -# Mounted Shield *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) - -You've trained with your shield to defend both yourself and your mount. When you [Raise a Shield](../../../rules/actions/raise-a-shield.md) while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the [Shield Block](../../../compendium/feats/shield-block.md) reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](../../../compendium/feats/shield-block.md). - -*Source: Advanced Player's Guide p. 164* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Incredible Mount, Feat 8 -collapse: closed -# Incredible Mount *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Impressive Mount](../../../compendium/feats/impressive-mount-apg.md) - -Under your care and training, your mount has realized its innate potential. The mount you gained through the [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. - -*Source: Advanced Player's Guide p. 165* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Trampling Charge, Feat 10 -collapse: closed -# Trampling Charge [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) -- **Requirements**: You are riding a mount that has a melee [Strike](../../../rules/actions/strike.md) using its legs (claw, talons, hoof, etc. -- **Activity** Three-Action - -You urge your mount forward, trampling enemies in your path. You command your mount to [Stride](../../../rules/actions/stride.md) up to its Speed (or to [Burrow](../../../rules/actions/burrow.md), [Climb](../../../rules/actions/climb.md), [Fly](../../../rules/actions/fly.md), or [Swim](../../../rules/actions/swim.md), if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee [Strike](../../../rules/actions/strike.md) using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's [Athletics](../../../compendium/skills.md#Athletics) DC. On a critical failure, the creature also becomes [flat-footed](../../../rules/conditions.md#Flat-footed) until the end of your next turn. You can damage a given creature only once during this movement. - -*Source: Advanced Player's Guide p. 165* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Unseat, Feat 10 -collapse: closed -# Unseat [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) -- **Requirements**: You are riding your mount and wielding a jousting weapon. -- **Activity** Single Action - -You attempt to knock an opponent off their mount. Make a melee [Strike](../../../rules/actions/strike.md) against a mounted opponent. If your attack hits, attempt an [Athletics](../../../compendium/skills.md#Athletics) check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands [prone](../../../rules/conditions.md#Prone). - -*Source: Advanced Player's Guide p. 165* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Specialized Mount, Feat 14* -collapse: closed -# Specialized Mount *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Specialized Mount](../../../compendium/feats/specialized-mount-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Incredible Mount](../../../compendium/feats/incredible-mount-apg.md) - -You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice. - -**Special.** You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations. - -*Source: Advanced Player's Guide p. 165* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Legendary Rider, Feat 20* -collapse: closed -# Legendary Rider *Feat 20* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Legendary Rider](../../../compendium/feats/legendary-rider-apg.md) is intended for use with the Cavalier Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Cavalier Dedication](../../../compendium/feats/cavalier-dedication-apg.md) - -You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are [quickened](../../../rules/conditions.md#Quickened); you can use the extra action only to command your mount using the [Command an Animal](../../../rules/actions/command-an-animal.md) skill action. - -*Source: Advanced Player's Guide p. 165* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/celebrity-apg.md b/Compendium/character/archetypes/celebrity-apg.md deleted file mode 100644 index 6fd26a85b..000000000 --- a/Compendium/character/archetypes/celebrity-apg.md +++ /dev/null @@ -1,88 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Celebrity"] ---- -# Celebrity *Dedication Level 2* - -You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation. - -*Source: Advanced Player's Guide p. 166* - -````ad-embed-feat -title: Celebrity Dedication, Feat 2 -collapse: closed -# Celebrity Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](../../../rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](../../../rules/actions/earn-income.md). - -```ad-embed-ability -title: Upstage [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A foe attempts a skill check and doesn't get a critical success - -**Effect** After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction. - -> [!success-degree] -> - **Critical Success** You gain a +1 status bonus to attack rolls, [Perception](../../../compendium/skills.md#Perception) checks, saving throws, and skill checks until the end of your next turn. -> - **Success** As critical success, except you gain the benefits only if the triggering creature failed their skill check. -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the celebrity archetype. - -*Source: Advanced Player's Guide p. 166* -%% #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Never Tire, Feat 4 -collapse: closed -# Never Tire [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Celebrity Dedication](../../../compendium/feats/celebrity-dedication-apg.md) -- **Trigger** You would gain the [fatigued](../../../rules/conditions.md#Fatigued) condition. -- **Requirements**: You are [observed](../../../rules/conditions.md#Observed) by at least three creatures who aren't foes. -- **Activity** Reaction - -As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the [fatigued](../../../rules/conditions.md#Fatigued) condition for 1 minute or until you are no longer [observed](../../../rules/conditions.md#Observed) by the required creatures, whichever comes first. If the [fatigued](../../../rules/conditions.md#Fatigued) condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the [fatigued](../../../rules/conditions.md#Fatigued) condition after this ability ends. - -*Source: Advanced Player's Guide p. 166* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mesmerizing Gaze, Feat 6 -collapse: closed -# Mesmerizing Gaze [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [visual](../../../rules/traits/visual.md) - -- **Prerequisites**: [Celebrity Dedication](../../../compendium/feats/celebrity-dedication-apg.md) -- **Activity** Two-Action - -When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be [fascinated](../../../rules/conditions.md#Fascinated) until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a [hostile](../../../rules/conditions.md#Hostile) action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. - -When you select this feat, it gains either the [arcane](../../../rules/traits/arcane.md) or [occult](../../../rules/traits/occult.md) trait; once you make this choice, you can't change it. - -*Source: Advanced Player's Guide p. 166* -%% #trait/archetype #trait/emotion #trait/enchantment #trait/mental #trait/visual %% -``` - -```ad-embed-feat -title: Command Attention, Feat 10 -collapse: closed -# Command Attention [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [visual](../../../rules/traits/visual.md) - -- **Prerequisites**: [Celebrity Dedication](../../../compendium/feats/celebrity-dedication-apg.md) -- **Activity** Single Action - -You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](../../../rules/traits/visual.md) effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](../../../rules/traits/visual.md) effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](../../../rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. - -*Source: Advanced Player's Guide p. 166* -%% #trait/archetype #trait/auditory #trait/emotion #trait/enchantment #trait/mental #trait/visual %% -``` diff --git a/Compendium/character/archetypes/champion.md b/Compendium/character/archetypes/champion.md deleted file mode 100644 index 36edc32e7..000000000 --- a/Compendium/character/archetypes/champion.md +++ /dev/null @@ -1,137 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/crb -aliases: ["Champion"] ---- -# Champion *Dedication Level 2* - -You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause. - -## Multiclass Champion characters -CRB p. 223 - -The champion archetype greatly improves defenses, particularly armor. It's a great way for a character to gain armor proficiency or a powerful defensive reaction. - -*Source: Core Rulebook p. 223* - -```ad-embed-feat -title: Champion Dedication, Feat 2 -collapse: closed -# Champion Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Charisma 14 - -Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in [Religion](../../../compendium/skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. - -You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the champion archetype. - -*Source: Core Rulebook p. 223* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Devotion, Feat 4 -collapse: closed -# Basic Devotion *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](../../../compendium/feats/champion-dedication.md) - -You gain a 1st- or 2nd-level champion feat. - -*Source: Core Rulebook p. 223* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Champion Resiliency, Feat 4 -collapse: closed -# Champion Resiliency *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](../../../compendium/feats/champion-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 223* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Healing Touch, Feat 4 -collapse: closed -# Healing Touch *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](../../../compendium/feats/champion-dedication.md) - -You gain the appropriate devotion spell for your cause ([lay on hands](../../../compendium/spells/lay-on-hands.md) for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) by praying or serving your deity. (For more on devotion spells, see page 107.) - -*Source: Core Rulebook p. 223* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Devotion, Feat 6 -collapse: closed -# Advanced Devotion *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Devotion](../../../compendium/feats/basic-devotion.md) - -You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another champion feat. - -*Source: Core Rulebook p. 223* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Champion's Reaction, Feat 6 -collapse: closed -# Champion's Reaction *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](../../../compendium/feats/champion-dedication.md) - -You can use the champion's reaction associated with your cause. - -*Source: Core Rulebook p. 223* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Divine Ally, Feat 6 -collapse: closed -# Divine Ally *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](../../../compendium/feats/champion-dedication.md) - -You gain a divine ally|Champion||3 of your choice. - -*Source: Core Rulebook p. 223* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Diverse Armor Expert, Feat 14* -collapse: closed -# Diverse Armor Expert *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Diverse Armor Expert](../../../compendium/feats/diverse-armor-expert.md) is intended for use with the Champion Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Champion Dedication](../../../compendium/feats/champion-dedication.md), expert in unarmored defense or one or more types of armor - -Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. - -*Source: Core Rulebook p. 223* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/chronoskimmer-da.md b/Compendium/character/archetypes/chronoskimmer-da.md deleted file mode 100644 index 4a8995ac2..000000000 --- a/Compendium/character/archetypes/chronoskimmer-da.md +++ /dev/null @@ -1,203 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Chronoskimmer"] ---- -# Chronoskimmer *Dedication Level 2* - -The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have. - -Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit. - -You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Dimension of Time won't allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever. - -*Source: Dark Archive p. 186* - -```ad-embed-feat -title: Chronoskimmer Dedication, Feat 2 -collapse: closed -# Chronoskimmer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [rare](../../../rules/traits/rare.md) - - -You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. - -Both stabilizing and destabilizing your timestream are [fortune](../../../rules/traits/fortune.md) effects. - -Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. - -**Special.** You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype. - -*Source: Dark Archive p. 186* -%% #trait/rare #trait/archetype %% -``` - -```ad-embed-feat -title: Turn Back the Clock, Feat 4 -collapse: closed -# Turn Back the Clock [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [fortune](../../../rules/traits/fortune.md) - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Frequency**: once per day -- **Trigger** You fail a skill check or saving throw. -- **Activity** Reaction - -After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll. - -*Source: Dark Archive p. 186* -%% #trait/archetype #trait/concentrate #trait/fortune %% -``` - -```ad-embed-feat -title: Guide the Timeline, Feat 6 -collapse: closed -# Guide the Timeline [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Frequency**: once per day -- **Activity** Single Action - -You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](../../../rules/traits/fortune.md) effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](../../../rules/traits/misfortune.md) effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. - -*Source: Dark Archive p. 186* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Reversing Charge, Feat 8 -collapse: closed -# Reversing Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Activity** Two-Action - -You dive into the fray before rewinding yourself to safety. [Stride](../../../rules/actions/stride.md) up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](../../../rules/actions/strike.md) against that enemy. You then teleport back to the square from which you began your Reversing Charge. You can use Reversing Charge while [Burrowing](../../../rules/actions/burrow.md), [Climbing](../../../rules/actions/climb.md), [Flying](../../../rules/actions/fly.md), or [Swimming](../../../rules/actions/swim.md) instead of [Striding](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Dark Archive p. 186* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Superimpose Time Duplicates, Feat 8 -collapse: closed -# Superimpose Time Duplicates [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature. - -*Source: Dark Archive p. 186* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Borrow Time, Feat 10 -collapse: closed -# Borrow Time [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Frequency**: once per minute -- **Trigger** Your turn begins. -- **Activity** Free Action - -You reach ahead and make use of time that's yet to be. You become [quickened](../../../rules/conditions.md#Quickened) and can use the extra action to [Step](../../../rules/actions/step.md), [Stride](../../../rules/actions/stride.md), or [Strike](../../../rules/actions/strike.md). You gain this extra action immediately and can use it this turn. At the end of your turn, you become [stunned](../../../rules/conditions.md#Stunned). - -*Source: Dark Archive p. 186* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Steal Time, Feat 10 -collapse: closed -# Steal Time [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a Fortitude saving throw against your chronoskimmer DC. The creature takes the effects of [slow](../../../compendium/spells/slow.md) based on the result of its saving throw. - -*Source: Dark Archive p. 186* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Combat Premonition, Feat 12* -collapse: closed -# Combat Premonition *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Combat Premonition](../../../compendium/feats/combat-premonition-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) - -By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](../../../rules/traits/fortune.md) effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](../../../rules/traits/misfortune.md) effect. The two effects are tied together: if you would avoid the [misfortune](../../../rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](../../../rules/traits/fortune.md) effect, your Combat Premonition does nothing. - -*Source: Dark Archive p. 187* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Escape Timeline, Feat 12* -collapse: closed -# Escape Timeline [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Escape Timeline](../../../compendium/feats/escape-timeline-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Frequency**: once per day -- **Trigger** Your turn begins. -- **Activity** Free Action - -You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn— you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space. - -*Source: Dark Archive p. 187* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Space-Time Shift, Feat 12* -collapse: closed -# Space-Time Shift [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Space-Time Shift](../../../compendium/feats/space-time-shift-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Chronoskimmer Dedication](../../../compendium/feats/chronoskimmer-dedication-da.md) -- **Frequency**: once per 10 minutes -- **Trigger** Your turn begins. -- **Activity** Free Action - -You travel just a few moments into the future to immediately arrive at your destination. Your [Strides](../../../rules/actions/stride.md) are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your [Stride](../../../rules/actions/stride.md) instead of traversing normally to the location. Your augmented [Strides](../../../rules/actions/stride.md) have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your [Burrow](../../../rules/actions/burrow.md), [Climb](../../../rules/actions/climb.md), [Fly](../../../rules/actions/fly.md), or [Swim](../../../rules/actions/swim.md) actions in this way if you have the corresponding movement type. - -*Source: Dark Archive p. 187* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Reset the Past, Feat 14* -collapse: closed -# Reset the Past [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Reset the Past](../../../compendium/feats/reset-the-past-da.md) is intended for use with the Chronoskimmer Archetype. Its level has been changed accordingly. - -- **Frequency**: once per day -- **Activity** Free Action - -You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already. - -*Source: Dark Archive p. 187* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/cleric.md b/Compendium/character/archetypes/cleric.md deleted file mode 100644 index 206f3c1e9..000000000 --- a/Compendium/character/archetypes/cleric.md +++ /dev/null @@ -1,129 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/crb -aliases: ["Cleric"] ---- -# Cleric *Dedication Level 2* - -You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts. - -## Multiclass Cleric characters -CRB p. 224 - -The cleric archetype is a great way to create a character of another class who's a devotee of a particular deity. The many domains available to clerics of different deities present a variety of options for focus spells. - -- Alchemist clerics work well with the chirurgeon field, healing various ailments with either alchemy or spells. -- Martial clerics are typically looking for a potent domain spell or some healing to use in a pinch. -- Divine sorcerer clerics double down as the ultimate divine spellcasters. -- Other spellcaster clerics diversify their options, becoming theurgic characters who combine two magical traditions. - -*Source: Core Rulebook p. 224* - -```ad-embed-feat -title: Cleric Dedication, Feat 2 -collapse: closed -# Cleric Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Wisdom 14 - -You cast spells like a cleric. You gain access to the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. You become trained in [Religion](../../../compendium/skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the cleric archetype. - -*Source: Core Rulebook p. 224* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Cleric Spellcasting, Feat 4 -collapse: closed -# Basic Cleric Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cleric Dedication](../../../compendium/feats/cleric-dedication.md) - -You gain the basic spellcasting benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype. - -*Source: Core Rulebook p. 224* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Dogma, Feat 4 -collapse: closed -# Basic Dogma *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Cleric Dedication](../../../compendium/feats/cleric-dedication.md) - -You gain a 1st- or 2nd-level cleric feat. - -*Source: Core Rulebook p. 224* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Dogma, Feat 6 -collapse: closed -# Advanced Dogma *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Dogma](../../../compendium/feats/basic-dogma.md) - -You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another cleric feat. - -*Source: Core Rulebook p. 224* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Divine Breadth, Feat 8 -collapse: closed -# Divine Breadth *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Cleric Spellcasting](../../../compendium/feats/basic-cleric-spellcasting.md) - -You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest Cleric spell slots. - -*Source: Core Rulebook p. 224* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Cleric Spellcasting, Feat 12* -collapse: closed -# Expert Cleric Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Cleric Spellcasting](../../../compendium/feats/expert-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Cleric Spellcasting](../../../compendium/feats/basic-cleric-spellcasting.md), master in [Religion](../../../compendium/skills.md#Religion) - -You gain the expert spellcasting benefits. - -*Source: Core Rulebook p. 224* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Cleric Spellcasting, Feat 18* -collapse: closed -# Master Cleric Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Cleric Spellcasting](../../../compendium/feats/master-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Cleric Spellcasting](../../../compendium/feats/expert-cleric-spellcasting.md), legendary in [Religion](../../../compendium/skills.md#Religion) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 224* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/clockwork-reanimator-ooa3.md b/Compendium/character/archetypes/clockwork-reanimator-ooa3.md deleted file mode 100644 index 1c6517ba8..000000000 --- a/Compendium/character/archetypes/clockwork-reanimator-ooa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ooa3 -aliases: ["Clockwork Reanimator"] ---- -# Clockwork Reanimator *Dedication Level 2* - -You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control. - -Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you. - -The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power. - -While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to positive energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole "desecrating the bodies of the dead" thing. They can't learn the difference between the stench of undeath and the smell of progress.) - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* \ No newline at end of file diff --git a/Compendium/character/archetypes/crystal-keeper-aoa4.md b/Compendium/character/archetypes/crystal-keeper-aoa4.md deleted file mode 100644 index e87ccf1ce..000000000 --- a/Compendium/character/archetypes/crystal-keeper-aoa4.md +++ /dev/null @@ -1,92 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/aoa4 -- trait/rare -aliases: ["Crystal Keeper"] ---- -# Crystal Keeper *Dedication Level 4* -[rare](../../../Rules/traits/rare.md) - -In the era before Earthfall, the elven people of Golarion exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though—PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Jewelgate waystation in "Fires of the Haunted City." - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* - -```ad-embed-feat -title: Crystal Keeper Dedication, Feat 4 -collapse: closed -# Crystal Keeper Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: trained in [Elven Lore](../../../compendium/skills.md#Lore) or [Society](../../../compendium/skills.md#Society) - -You can use [Arcana](../../../compendium/skills.md#Arcana), [Occultism](../../../compendium/skills.md#Occultism), [Religion](../../../compendium/skills.md#Religion), or [Society](../../../compendium/skills.md#Society) to [Decipher Writing](../../../rules/actions/decipher-writing.md) by meditating before a crystal, regardless of the type of writing. When you [Decipher Writing](../../../rules/actions/decipher-writing.md) and roll a critical failure, you get a failure instead, and when you [Decipher Writing](../../../rules/actions/decipher-writing.md) and roll a success, you get a critical success instead. - -Additionally, you gain resistance 10 to damage from hazards associated with crystals. - -**Special.** You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* -%% #trait/rare #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Crystal Ward Spells, Feat 4 -collapse: closed -# Crystal Ward Spells *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](../../../compendium/feats/crystal-keeper-dedication-aoa4.md) - -Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](../../../rules/actions/refocus.md) activity to research and memorize the properties of gems. - -Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the [electrified crystal ward](../../../compendium/spells/electrified-crystal-ward-aoa4.md) focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Simple Crystal Magic, Feat 6 -collapse: closed -# Simple Crystal Magic *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](../../../compendium/feats/crystal-keeper-dedication-aoa4.md) - -As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the [read aura](../../../compendium/spells/read-aura.md) and [sigil](../../../compendium/spells/sigil.md) cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Armor Rune Shifter, Feat 10 -collapse: closed -# Armor Rune Shifter *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](../../../compendium/feats/crystal-keeper-dedication-aoa4.md) - -You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [energy-resistant](../../../compendium/equipment/items/energy-resistant.md), [fortification](../../../compendium/equipment/items/fortification.md), [glamered](../../../compendium/equipment/items/glamered.md), [invisibility](../../../compendium/equipment/items/invisibility.md), [shadow](../../../compendium/equipment/items/shadow.md), or [slick](../../../compendium/equipment/items/slick.md). The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Weapon-rune Shifter, Feat 10 -collapse: closed -# Weapon-rune Shifter *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](../../../compendium/feats/crystal-keeper-dedication-aoa4.md) - -You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [corrosive](../../../compendium/equipment/items/corrosive.md), [flaming](../../../compendium/equipment/items/flaming.md), [frost](../../../compendium/equipment/items/frost.md), [ghost touch](../../../compendium/equipment/items/ghost-touch.md), [grievous](../../../compendium/equipment/items/grievous.md), [returning](../../../compendium/equipment/items/returning.md), [shock](../../../compendium/equipment/items/shock.md), [thundering](../../../compendium/equipment/items/thundering.md), or [wounding](../../../compendium/equipment/items/wounding.md). - -The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 75* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/curse-maelstrom-da.md b/Compendium/character/archetypes/curse-maelstrom-da.md deleted file mode 100644 index db1400f43..000000000 --- a/Compendium/character/archetypes/curse-maelstrom-da.md +++ /dev/null @@ -1,172 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Curse Maelstrom"] ---- -# Curse Maelstrom *Dedication Level 2* - -> [!pf2-sidebar] Manifestations -> -> Those at the center of a storm of curses often have peculiar manifestations that mark them as one of the unfortunate. Over time, even the places that they inhabit will begin to show signs of their presence: plants with bizarre growths, dust clouds that form strange symbols in the light, and floors that creak and groan even when no one is walking across them. - -Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul. - -You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe? - -Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little. - -Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible. - -*Source: Dark Archive p. 168* - -````ad-embed-feat -title: Curse Maelstrom Dedication, Feat 2 -collapse: closed -# Curse Maelstrom Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: You are cursed or have previously been cursed. - -A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. - -This is a [misfortune](../../../rules/traits/misfortune.md) effect. If you do so, you enter a curse maelstrom state. If the [misfortune](../../../rules/traits/misfortune.md) effect is somehow canceled or negated (by a [fortune](../../../rules/traits/fortune.md) effect, for example), you don't enter a curse maelstrom state. - -In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](../../../rules/traits/misfortune.md) effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](../../../rules/traits/curse.md) effect and are affected by the curse, you also enter a curse maelstrom state. - -No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. - -While in a curse maelstrom state, you can't benefit from [fortune](../../../rules/traits/fortune.md) effects, and they also don't cancel [misfortune](../../../rules/traits/misfortune.md) effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. - -```ad-embed-ability -title: Expel Maelstrom [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[curse](../../../rules/traits/curse.md) [necromancy](../../../rules/traits/necromancy.md) [occult](../../../rules/traits/occult.md) - -- **Requirements**: You are in a curse maelstrom state - -**Effect** You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature's Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected, and the curse's energy dissipates harmlessly. -> - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. -> - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. -> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](../../../rules/traits/misfortune.md) effect. -%% #trait/curse #trait/necromancy #trait/occult %% -``` - -*Source: Dark Archive p. 168* -%% #trait/rare #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Familiar Oddities, Feat 2 -collapse: closed -# Familiar Oddities *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](../../../compendium/feats/curse-maelstrom-dedication-da.md), trained in - -[Occultism](../../../compendium/skills.md#Occultism) or [Curse Lore](../../../compendium/skills.md#Lore) Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](../../../rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](../../../rules/traits/curse.md) trait. - -*Source: Dark Archive p. 169* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Unnerving Expansion, Feat 4 -collapse: closed -# Unnerving Expansion [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](../../../compendium/feats/curse-maelstrom-dedication-da.md) -- **Activity** Single Action - -You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to [Demoralize](../../../rules/actions/demoralize.md) a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature. - -*Source: Dark Archive p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Share Burden, Feat 6 -collapse: closed -# Share Burden [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](../../../compendium/feats/curse-maelstrom-dedication-da.md) -- **Trigger** An ally within 60 feet would be affected by a [curse](../../../rules/traits/curse.md) or [misfortune](../../../rules/traits/misfortune.md) effect, and you wouldn't be affected but you are an eligible target for the effect. -- **Activity** Reaction - -You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](../../../rules/traits/curse.md) or [misfortune](../../../rules/traits/misfortune.md) effect affects you. - -*Source: Dark Archive p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Accursed Magic, Feat 8 -collapse: closed -# Accursed Magic *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](../../../compendium/feats/curse-maelstrom-dedication-da.md) - -When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast [claim curse](../../../compendium/spells/claim-curse-som.md) (Secrets of Magic 95). At 10th level, you can also cast [seal fate](../../../compendium/spells/seal-fate-apg.md) (Advanced Player's Guide 224), and at 12th level, you can also cast [inevitable disaster](../../../compendium/spells/inevitable-disaster-som.md) (Secrets of Magic 111). You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. - -If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells. - -*Source: Dark Archive p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Counter Curse, Feat 8 -collapse: closed -# Counter Curse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](../../../compendium/feats/curse-maelstrom-dedication-da.md) -- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](../../../rules/traits/curse.md) or [misfortune](../../../rules/traits/misfortune.md) effect from an opponent or object of which you are aware. -- **Requirements**: You are in a curse maelstrom state. -- **Activity** Reaction - -You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](../../../rules/traits/curse.md) or [misfortune](../../../rules/traits/misfortune.md) effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. - -*Source: Dark Archive p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Torrential Backlash, Feat 10 -collapse: closed -# Torrential Backlash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](../../../compendium/feats/curse-maelstrom-dedication-da.md) -- **Requirements**: You are in a curse maelstrom state. -- **Activity** Two-Action - -Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take `1d6` negative damage for each level you have, with a basic Fortitude save. Your curse maelstrom state then ends. - -*Source: Dark Archive p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Reverse Curse, Feat 12* -collapse: closed -# Reverse Curse *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Reverse Curse](../../../compendium/feats/reverse-curse-da.md) is intended for use with the Curse Maelstrom Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Counter Curse - -When you counter a [curse](../../../rules/traits/curse.md) or [misfortune](../../../rules/traits/misfortune.md) effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](../../../rules/traits/curse.md) or [misfortune](../../../rules/traits/misfortune.md) effect, attempting a saving throw against its own DC if the effect allows a saving throw. - -In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself. - -*Source: Dark Archive p. 169* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/dandy-apg.md b/Compendium/character/archetypes/dandy-apg.md deleted file mode 100644 index 5b5dff50d..000000000 --- a/Compendium/character/archetypes/dandy-apg.md +++ /dev/null @@ -1,99 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Dandy"] ---- -# Dandy *Dedication Level 2* - -You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection. - -*Source: Advanced Player's Guide p. 167* - -```ad-embed-feat -title: Dandy Dedication, Feat 2 -collapse: closed -# Dandy Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Diplomacy](../../../compendium/skills.md#Diplomacy) - -You are a consummate student of dignity, etiquette, and fashion. You can use the [Diplomacy](../../../compendium/skills.md#Diplomacy) skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis. - -You become trained in [Deception](../../../compendium/skills.md#Deception) and [Society](../../../compendium/skills.md#Society); if you were already trained, you become an expert instead. - -**Special.** You can't select another Dedication feat until you have gained two other feats from the dandy archetype. - -*Source: Advanced Player's Guide p. 167* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Distracting Flattery, Feat 4 -collapse: closed -# Distracting Flattery [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Dandy Dedication](../../../compendium/feats/dandy-dedication-apg.md), expert in [Deception](../../../compendium/skills.md#Deception) -- **Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. -- **Activity** Reaction - -You know how to maintain a good impression and manage your image, even while keeping uncouth company. - -Make a [Deception](../../../compendium/skills.md#Deception) check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes. - -> [!success-degree] -> - **Success** The target's attitude doesn't decrease as a result of your ally's social blunder. -> - **Failure** The target's attitude decreases, as normal. -> - **Critical Failure** Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction. - -*Source: Advanced Player's Guide p. 167* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Gossip Lore, Feat 4 -collapse: closed -# Gossip Lore *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dandy Dedication](../../../compendium/feats/dandy-dedication-apg.md) - -Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in [Gossip Lore](../../../compendium/skills.md#Lore), a special [Lore](../../../compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) with [Gossip Lore](../../../compendium/skills.md#Lore), you get the effects of the [Dubious Knowledge](../../../compendium/feats/dubious-knowledge.md) skill feat (Core Rulebook 260) - -If you have legendary proficiency in [Society](../../../compendium/skills.md#Society), you gain expert proficiency in [Gossip Lore](../../../compendium/skills.md#Lore), but you can't increase your proficiency rank in [Gossip Lore](../../../compendium/skills.md#Lore) by any other means. - -*Source: Advanced Player's Guide p. 167* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Fabricated Connections, Feat 7 -collapse: closed -# Fabricated Connections *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Dandy Dedication](../../../compendium/feats/dandy-dedication-apg.md); master in [Deception](../../../compendium/skills.md#Deception) - -You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll [Deception](../../../compendium/skills.md#Deception) in place of a different skill when attempting to [Earn Income](../../../rules/actions/earn-income.md), [Make an Impression](../../../rules/actions/make-an-impression.md), [Request](../../../rules/actions/request.md), or [Subsist](../../../rules/actions/subsist.md). You can use Fabricated Connections to [Make an Impression](../../../rules/actions/make-an-impression.md) or [Request](../../../rules/actions/request.md) once per day, and you can also use it once per week to [Earn Income](../../../rules/actions/earn-income.md) or [Subsist](../../../rules/actions/subsist.md). - -*Source: Advanced Player's Guide p. 167* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Party Crasher, Feat 7 -collapse: closed -# Party Crasher *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Dandy Dedication](../../../compendium/feats/dandy-dedication-apg.md), master in [Society](../../../compendium/skills.md#Society) - -You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend `1d4` hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. - -This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved. - -*Source: Advanced Player's Guide p. 167* -%% #trait/archetype #trait/skill %% -``` diff --git a/Compendium/character/archetypes/demolitionist-g-g.md b/Compendium/character/archetypes/demolitionist-g-g.md deleted file mode 100644 index 1d94c6b47..000000000 --- a/Compendium/character/archetypes/demolitionist-g-g.md +++ /dev/null @@ -1,174 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Demolitionist"] ---- -# Demolitionist *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might work for others, but applying science to place the right explosives in just the right spot is essential to your craft. - -*Source: Guns & Gears p. 133* - -````ad-embed-feat -title: Demolitionist Dedication, Feat 2 -collapse: closed -# Demolitionist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - - -You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in [Engineering Lore](../../../compendium/skills.md#Lore) or become an expert in it if you were already trained. You gain the Set Explosives action. - -```ad-embed-ability -title: Set Explosives [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](../../../rules/traits/concentrate.md) - -- **Requirements**: You have 1 or 2 bombs in hand - -**Effect** You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate. -%% #trait/concentrate %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the demolitionist archetype. - -*Source: Guns & Gears p. 133* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -````ad-embed-feat -title: Demolition Charge, Feat 4* -collapse: closed -# Demolition Charge *Feat 4* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Demolition Charge](../../../compendium/feats/demolition-charge-apg.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. - - -You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's [Stealth](../../../compendium/skills.md#Stealth) DC to detect it and [Thievery](../../../compendium/skills.md#Thievery) DC to disable it are equal to your class DC. - -The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first. - -```ad-embed-ability -title: Fire in the Hole [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves into the hazard's space - -**Effect** The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. - -As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. -``` - -*Source: Advanced Player's Guide p. 106* -%% #trait/alchemist %% -```` - -```ad-embed-feat -title: Safety Measures, Feat 4 -collapse: closed -# Safety Measures *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Demolitionist Dedication](../../../compendium/feats/demolitionist-dedication-g-g.md) - -You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover. - -*Source: Guns & Gears p. 133* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Calculated Splash, Feat 6* -collapse: closed -# Calculated Splash *Feat 6* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Calculated Splash](../../../compendium/feats/calculated-splash.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. - - -You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the [splash](../../../rules/traits/splash.md) trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. - -*Source: Core Rulebook p. 77* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Explosive Entry, Feat 7 -collapse: closed -# Explosive Entry [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 7* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Demolitionist Dedication](../../../compendium/feats/demolitionist-dedication-g-g.md), master in [Engineering Lore](../../../compendium/skills.md#Lore) -- **Activity** Two-Action - -You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an [Engineering Lore](../../../compendium/skills.md#Lore) check to [Force Open](../../../rules/actions/force-open.md) the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your [Engineering Lore](../../../compendium/skills.md#Lore) check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead. - -*Source: Guns & Gears p. 133* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Controlled Blast, Feat 8 -collapse: closed -# Controlled Blast *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Demolitionist Dedication](../../../compendium/feats/demolitionist-dedication-g-g.md); [Calculated Splash](../../../compendium/feats/calculated-splash.md), [Directional Bombs](../../../compendium/feats/directional-bombs.md), or [Expanded Splash](../../../compendium/feats/expanded-splash.md) - -You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the [Directional Bombs](../../../compendium/feats/directional-bombs.md) feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the [Calculated Splash](../../../compendium/feats/calculated-splash.md) or [Expanded Splash](../../../compendium/feats/expanded-splash.md) feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from [Expanded Splash](../../../compendium/feats/expanded-splash.md) to all the bombs. - -*Source: Guns & Gears p. 133* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Directional Bombs, Feat 8* -collapse: closed -# Directional Bombs *Feat 8* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Directional Bombs](../../../compendium/feats/directional-bombs.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. - - -You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the [splash](../../../rules/traits/splash.md) trait, instead of splashing all squares adjacent to the target, you can treat the target's space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target's square closest to you is the first affected square of the cone. - -*Source: Core Rulebook p. 78* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Collapse Wall, Feat 12* -collapse: closed -# Collapse Wall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Collapse Wall](../../../compendium/feats/collapse-wall-g-g.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Demolitionist Dedication](../../../compendium/feats/demolitionist-dedication-g-g.md) -- **Trigger** A creature moves into the bombs' splash area. -- **Requirements**: You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge -- **Activity** Reaction - -You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its [Broken](../../../rules/conditions.md#Broken) Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an [Interact](../../../rules/actions/interact.md) action to dig themselves out of the collapse, and on a critical failure, they must spend 2 [Interact](../../../rules/actions/interact.md) actions to do so. - -*Source: Guns & Gears p. 133* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expanded Splash, Feat 12* -collapse: closed -# Expanded Splash *Feat 12* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Expanded Splash](../../../compendium/feats/expanded-splash.md) is intended for use with the Demolitionist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Calculated Splash](../../../compendium/feats/calculated-splash.md) - -The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an [alchemical](../../../rules/traits/alchemical.md) [bomb](../../../rules/traits/bomb.md) and that bomb has the [splash](../../../rules/traits/splash.md) trait, you can add your Intelligence modifier to the bomb's usual splash damage, and it deals splash damage to every creature within 10 feet of the target. - -*Source: Core Rulebook p. 79* -%% #trait/alchemist %% -``` diff --git a/Compendium/character/archetypes/dragon-disciple-apg.md b/Compendium/character/archetypes/dragon-disciple-apg.md deleted file mode 100644 index 94da11921..000000000 --- a/Compendium/character/archetypes/dragon-disciple-apg.md +++ /dev/null @@ -1,195 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -- trait/uncommon -aliases: ["Dragon Disciple"] ---- -# Dragon Disciple *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -The rippling waves of fear, the rustling of thick scales, and the beat of immense wings signal the arrival of a great dragon. The awe-inspiring presence of these creatures makes them worthy of reverence—or even outright worship. Dragon disciples dedicate themselves to becoming like these great beasts, with each disciple striving to typify one variety of dragon. Sorcerers of draconic blood, barbarians with the dragon instinct, and many kobolds with close ties to their draconic predecessors become dragon disciples, but anyone who has encountered one of these terrifying creatures might follow this path. - -As a dragon disciple, you study and learn from the example of dragons, but that doesn't necessarily mean that you admire the dragons you emulate. While most dragon disciples do indeed revere their chosen dragon, countless tales are told of dragon disciples born of great personal tragedy at the hands of boundless draconic fury. These disciples have transformed themselves into what they despise in order to gain the power to destroy their draconic tormentor and at long last earn their revenge. - -> [!pf2-brown] INSTINCT OF THE WYRM -> -> The acquisition of draconic might can change the dragon disciple's body and give them magical abilities, as reflected in the archetype's feats, but the mind often changes as well, potentially even overwhelming the disciple's normal personality. Any dragon disciple can find the attitudes of dragonkind intruding into their thoughts. The foremost emotion among all types of dragons is pride. Even the influence of a benevolent metallic dragon can overwhelm a dragon disciple with pride. When tempered, this feeling levels out to a steady confidence, but when uncontrolled, it can grow to an air of arrogance or superiority. -> -> Disciples of metallic dragons also feel the pangs of compassion and benevolence. They grow to be more focused on cooperation and might take on leadership roles. Disciples of the vile chromatic dragons are plagued by thoughts of cruelty and greed. They long to see fear in the eyes of foe and friend alike. Those who succumb to these thoughts become bullies or tyrants. -> -> Instinctual draconic feelings can be constant, yet they seem to intensify when the disciple uses their draconic powers. In the few seconds after using a breath weapon or attacking with claws, or when the disciple sprouts wings, they might have a moment of mental transformation. This can bring on the full mindset of a dragon, or even make the disciple temporarily believe they truly _are_ a dragon, and is often accompanied by a draconic roar, cackle, or majestic display. - -*Source: Advanced Player's Guide p. 168* - -```ad-embed-feat -title: Dragon Disciple Dedication, Feat 2 -collapse: closed -# Dragon Disciple Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. - -You choose to study or worship one type of dragon, and your focus grants you a measure of its power. You become trained in arcane spell DCs and arcane spell attack rolls. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon. - -- **Black, Brine[^1], or Copper** Acid -- **Blue, Bronze, Cloud[^1], or Sky[^1]** Electricity -- **Brass, Gold, Magma[^1], Red, or Underworld[^1]** Fire -- **Crystal[^1] or Forest[^1]** Piercing -- **Green** Poison -- **Sea[^1]** Bludgeoning -- **Silver or White** Cold -- **Sovereign[^1]** Mental -- **Umbral[^1]** Negative - -> [!pf2-note] -> [^1]Mwangi Expanse, p.76 - -You also gain a +1 circumstance bonus to saving throws against [sleep](../../../rules/traits/sleep.md) effects and effects that would make you [paralyzed](../../../rules/conditions.md#Paralyzed). - -**Special.** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the [sorcerer archetype](../../../compendium/character/archetypes/sorcerer.md), you must choose the draconic bloodline. - -*Source: Advanced Player's Guide p. 168* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Claws Of The Dragon, Feat 4 -collapse: closed -# Claws Of The Dragon *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md) - -Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md) unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. - -If you're a draconic sorcerer, when you cast [dragon claws](../../../compendium/spells/dragon-claws.md), increase the spell's slashing damage die from `d4` to `d6` and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level. - -*Source: Advanced Player's Guide p. 168* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Draconic Scent, Feat 4 -collapse: closed -# Draconic Scent *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md) - -Your sense of smell is uncanny, much like a dragon's. You gain imprecise [scent](../../../rules/abilities/scent.md) with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion. - -*Source: Advanced Player's Guide p. 168* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Dragon Arcana, Feat 4 -collapse: closed -# Dragon Arcana *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: ability to cast spells from spell slots, [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md) - -You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are [shield](../../../compendium/spells/shield.md), [true strike](../../../compendium/spells/true-strike.md), [resist energy](../../../compendium/spells/resist-energy.md), [haste](../../../compendium/spells/haste.md), [spell immunity](../../../compendium/spells/spell-immunity.md), [chromatic wall](../../../compendium/spells/chromatic-wall.md), [dragon form](../../../compendium/spells/dragon-form.md), [mask of terror](../../../compendium/spells/mask-of-terror.md), [prismatic wall](../../../compendium/spells/prismatic-wall.md), and [overwhelming presence](../../../compendium/spells/overwhelming-presence.md). - -*Source: Advanced Player's Guide p. 168* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Scales Of The Dragon, Feat 4 -collapse: closed -# Scales Of The Dragon *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md) - -Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Your resistance from Dragon Disciple Dedication increases to 3 + half your level. - -*Source: Advanced Player's Guide p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Breath Of The Dragon, Feat 8 -collapse: closed -# Breath Of The Dragon *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md) - -You can use a powerful breath weapon, much like the dragon you emulate. You gain the [dragon breath](../../../compendium/spells/dragon-breath.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. - -*Source: Advanced Player's Guide p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Wings Of The Dragon, Feat 12* -collapse: closed -# Wings Of The Dragon *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Wings Of The Dragon](../../../compendium/feats/wings-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md) - -You can manifest draconic wings to soar through the air at great speed. You gain the [dragon wings](../../../compendium/spells/dragon-wings.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. - -*Source: Advanced Player's Guide p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shape Of The Dragon, Feat 14* -collapse: closed -# Shape Of The Dragon *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shape Of The Dragon](../../../compendium/feats/shape-of-the-dragon-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md) - -You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level [dragon form](../../../compendium/spells/dragon-form.md) as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. - -Any time you score a critical hit with an unarmed [Strike](../../../rules/actions/strike.md) gained from dragon form, you recharge the spell's breath weapon immediately. - -*Source: Advanced Player's Guide p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Disciple's Breath, Feat 16* -collapse: closed -# Disciple's Breath [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Disciple's Breath](../../../compendium/feats/disciples-breath-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dragon Disciple Dedication](../../../compendium/feats/dragon-disciple-dedication-apg.md), [dragon breath](../../../compendium/spells/dragon-breath.md) sorcerer bloodline spell -- **Activity** Two-Action - -You unleash your breath weapon without spending focus. This has the effects of your [dragon breath](../../../compendium/spells/dragon-breath.md) sorcerer bloodline spell, though it deals `9d6` damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for `1d4` rounds. - -*Source: Advanced Player's Guide p. 169* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mighty Dragon Shape, Feat 18* -collapse: closed -# Mighty Dragon Shape *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Mighty Dragon Shape](../../../compendium/feats/mighty-dragon-shape-apg.md) is intended for use with the Dragon Disciple Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shape of the Dragon](../../../compendium/feats/shape-of-the-dragon-apg.md) > [!pf2-note] -> (or [Shape of the Cloud Dragon](../../../compendium/feats/shape-of-the-cloud-dragon-sot3.md)) - -You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use [Shape of the Dragon](../../../compendium/feats/shape-of-the-dragon-apg.md) once per hour instead of once per day. - -*Source: Advanced Player's Guide p. 169* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/drow-shootist-av3.md b/Compendium/character/archetypes/drow-shootist-av3.md deleted file mode 100644 index e75b85675..000000000 --- a/Compendium/character/archetypes/drow-shootist-av3.md +++ /dev/null @@ -1,85 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/av3 -- trait/uncommon -aliases: ["Drow Shootist"] ---- -# Drow Shootist *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* - -````ad-embed-feat -title: Drow Shootist Dedication, Feat 2 -collapse: closed -# Drow Shootist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in the [hand crossbow](../../../compendium/equipment/items/hand-crossbow.md) - -Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action. - -```ad-embed-ability -title: Shootist's Draw [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You [Interact](../../../rules/actions/interact.md) to draw a hand crossbow and [Strike](../../../rules/actions/strike.md) with it, or you [Strike](../../../rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](../../../rules/actions/interact.md) to stow it. -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Repeating Hand Crossbow Training, Feat 4 -collapse: closed -# Repeating Hand Crossbow Training *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Drow Shootist Dedication](../../../compendium/feats/drow-shootist-dedication-av3.md) - -You become trained in the [repeating hand crossbow](../../../compendium/equipment/items/repeating-hand-crossbow-g-g.md) and gain access to [repeating hand crossbows](../../../compendium/equipment/items/repeating-hand-crossbow-g-g.md) and [shootist bandoliers](../../../compendium/equipment/items/shootist-bandolier-av3.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a [repeating hand crossbow](../../../compendium/equipment/items/repeating-hand-crossbow-g-g.md) you're using, you gain access to its critical specialization effect. You can perform the Shootist's Draw action with [repeating hand crossbows](../../../compendium/equipment/items/repeating-hand-crossbow-g-g.md). - -**Special.** If you have the [Running Reload](../../../compendium/feats/running-reload.md) feat, you can reload a repeating hand crossbow magazine on the move. You can use [Running Reload](../../../compendium/feats/running-reload.md) as a 3-action activity to reload a magazine into a repeating hand crossbow after you [Stride](../../../rules/actions/stride.md), [Step](../../../rules/actions/step.md), or [Sneak](../../../rules/actions/sneak.md), or as a 2-action activity if you use a magazine from a shootist bandolier. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Reloading Trick, Feat 6 -collapse: closed -# Reloading Trick [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [manipulate](../../../rules/traits/manipulate.md) - -- **Prerequisites**: [Drow Shootist Dedication](../../../compendium/feats/drow-shootist-dedication-av3.md) -- **Frequency**: once per round -- **Requirements**: You're holding an unloaded [hand crossbow](../../../compendium/equipment/items/hand-crossbow.md). -- **Activity** Single Action - -You can fire off a single shot even when unprepared. You [Interact](../../../rules/actions/interact.md) to reload your hand crossbow and [Strike](../../../rules/actions/strike.md) with it. - -**Special.** If you have the [Repeating Hand Crossbow Training](../../../compendium/feats/repeating-hand-crossbow-training-av3.md) feat, you can use this feat with a [repeating hand crossbow](../../../compendium/equipment/items/repeating-hand-crossbow-g-g.md) to load either a bolt or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action [Interact](../../../rules/actions/interact.md) activity to remove the jammed magazine and clear it before it can be used again. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #trait/archetype #trait/manipulate %% -``` - -```ad-embed-feat -title: Lethargy Poisoner, Feat 8 -collapse: closed -# Lethargy Poisoner *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Drow Shootist Dedication](../../../compendium/feats/drow-shootist-dedication-av3.md), trained in [Crafting](../../../compendium/skills.md#Crafting) - -You've learned more than the use of hand crossbows from drow lore. During your daily preparations, you can prepare a dose of [lethargy poison](../../../compendium/equipment/items/lethargy-poison.md) from ordinary materials in a wilderness or urban area. If you're an expert in [Crafting](../../../compendium/skills.md#Crafting), you can instead craft a dose of [stupor poison](../../../compendium/equipment/items/stupor-poison-av3.md). You can prepare two doses (of either poison) if you're a master in [Crafting](../../../compendium/skills.md#Crafting) and three doses if you're legendary in [Crafting](../../../compendium/skills.md#Crafting). The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/druid.md b/Compendium/character/archetypes/druid.md deleted file mode 100644 index 069f781ab..000000000 --- a/Compendium/character/archetypes/druid.md +++ /dev/null @@ -1,142 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/crb -aliases: ["Druid"] ---- -# Druid *Dedication Level 2* - -You have entered a druidic circle and learned a few of the order's secrets, granting you primal power. - -## Multiclass Druid characters -CRB p. 225 - -The druid archetype can provide a bit of healing or elemental damage and can increase your utility in a natural environment with spells like [speak with animals](../../spells/speak-with-animals.md) and [meld into stone](../../spells/meld-into-stone.md). - -*Source: Core Rulebook p. 225* - -```ad-embed-feat -title: Druid Dedication, Feat 2 -collapse: closed -# Druid Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Wisdom 14 - -You cast spells like a druid. You gain access to the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. - -You learn the Druidic language. - -Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order's feats. You become trained in [Nature](../../../compendium/skills.md#Nature) and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the druid archetype. - -*Source: Core Rulebook p. 225* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Druid Spellcasting, Feat 4 -collapse: closed -# Basic Druid Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Druid Dedication](../../../compendium/feats/druid-dedication.md) - -You gain the basic spellcasting benefits. - -*Source: Core Rulebook p. 225* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Wilding, Feat 4 -collapse: closed -# Basic Wilding *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Druid Dedication](../../../compendium/feats/druid-dedication.md) - -You gain a 1st- or 2nd-level druid feat. - -*Source: Core Rulebook p. 225* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Order Spell, Feat 4 -collapse: closed -# Order Spell *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Druid Dedication](../../../compendium/feats/druid-dedication.md) - -You gain the initial order spell from your order. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) by being one with nature. (For more on order spells, see page 131.) - -*Source: Core Rulebook p. 225* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Wilding, Feat 6 -collapse: closed -# Advanced Wilding *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Wilding](../../../compendium/feats/basic-wilding.md) - -You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another druid feat. - -*Source: Core Rulebook p. 225* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Primal Breadth, Feat 8 -collapse: closed -# Primal Breadth *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Druid Spellcasting](../../../compendium/feats/basic-druid-spellcasting.md) - -Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest Druid spell slots. - -*Source: Core Rulebook p. 225* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Druid Spellcasting, Feat 12* -collapse: closed -# Expert Druid Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Druid Spellcasting](../../../compendium/feats/expert-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Druid Spellcasting](../../../compendium/feats/basic-druid-spellcasting.md), master in [Nature](../../../compendium/skills.md#Nature) - -You gain the expert spellcasting benefits. - -*Source: Core Rulebook p. 225* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Druid Spellcasting, Feat 18* -collapse: closed -# Master Druid Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Druid Spellcasting](../../../compendium/feats/master-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Druid Spellcasting](../../../compendium/feats/expert-druid-spellcasting.md), legendary in [Nature](../../../compendium/skills.md#Nature) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 225* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/dual-weapon-warrior-apg.md b/Compendium/character/archetypes/dual-weapon-warrior-apg.md deleted file mode 100644 index cd05d5514..000000000 --- a/Compendium/character/archetypes/dual-weapon-warrior-apg.md +++ /dev/null @@ -1,174 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Dual-Weapon Warrior"] ---- -# Dual-Weapon Warrior *Dedication Level 2* - -You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons. - -*Source: Advanced Player's Guide p. 170* - -```ad-embed-feat -title: Dual-Weapon Warrior Dedication, Feat 2 -collapse: closed -# Dual-Weapon Warrior Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You're exceptional in your use of two weapons. You gain the [Double Slice](../../../compendium/feats/double-slice.md) fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. - -**Special.** You can't select another dedication feat until you gain two other feats from the dual-weapon warrior archetype. - -*Source: Advanced Player's Guide p. 170* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Dual Thrower, Feat 4 -collapse: closed -# Dual Thrower *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](../../../compendium/feats/dual-weapon-warrior-dedication-apg.md) - -You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee [Strike](../../../rules/actions/strike.md), you can instead make a ranged [Strike](../../../rules/actions/strike.md) with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee [Strikes](../../../rules/actions/strike.md) also apply to one-handed ranged weapons and ranged [Strikes](../../../rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 170* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Dual-Weapon Reload, Feat 4 -collapse: closed -# Dual-Weapon Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](../../../compendium/feats/dual-weapon-warrior-dedication-apg.md) -- **Requirements**: You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. -- **Activity** Single Action - -You carry your ammunition in a way that allows you to reload while holding two weapons. You [Interact](../../../rules/actions/interact.md) to reload a one-handed ranged weapon you're holding. Unlike most [Interact](../../../rules/actions/interact.md) actions, you don't need a free hand to reload your ranged weapon in this way. - -*Source: Advanced Player's Guide p. 170* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Twin Parry (Fighter), Feat 6* -collapse: closed -# Twin Parry (Fighter) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Twin Parry (Fighter)](../../../compendium/feats/twin-parry-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding two melee weapons, one in each hand. -- **Activity** Single Action - -You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](../../../rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. - -*Source: Core Rulebook p. 147* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Flensing Slice, Feat 8 -collapse: closed -# Flensing Slice [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](../../../compendium/feats/dual-weapon-warrior-dedication-apg.md) -- **Requirements**: Your last action was a Double Slice, and both attacks hit the target. -- **Activity** Single Action - -When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes `1d8` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum `4d8` for a major striking weapon). The target becomes [flat-footed](../../../rules/conditions.md#Flat-footed), and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn. - -*Source: Advanced Player's Guide p. 170* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Dual-Weapon Blitz, Feat 10 -collapse: closed -# Dual-Weapon Blitz [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](../../../compendium/feats/dual-weapon-warrior-dedication-apg.md) -- **Requirements**: You are wielding two one-handed melee weapons, each in a different hand. -- **Activity** Two-Action - -You attack as you dash among foes. [Stride](../../../rules/actions/stride.md) up to your Speed. At any point during this movement, you can [Strike](../../../rules/actions/strike.md) once with each of the two required weapons. These [Strikes](../../../rules/actions/strike.md) can be against the same or different targets, as you see fit. - -*Source: Advanced Player's Guide p. 170* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Twin Riposte (Fighter), Feat 12* -collapse: closed -# Twin Riposte (Fighter) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Twin Riposte (Fighter)](../../../compendium/feats/twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. - -- **Trigger** A creature within your reach critically fails a [Strike](../../../rules/actions/strike.md) against you. -- **Requirements**: You are benefiting from [Twin Parry](../../../compendium/feats/twin-parry-fighter.md). -- **Activity** Reaction - -A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee [Strike](../../../rules/actions/strike.md) or use a [Disarm](../../../rules/actions/disarm.md) action against the triggering opponent. - -*Source: Core Rulebook p. 151* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Dual Onslaught, Feat 14* -collapse: closed -# Dual Onslaught *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Dual Onslaught](../../../compendium/feats/dual-onslaught-apg.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Dual-Weapon Dedication - -When you lash out with both weapons, you leave no room for the target to escape your attack. When you use [Double Slice](../../../compendium/feats/double-slice.md), if you miss with both [Strikes](../../../rules/actions/strike.md), choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures. - -*Source: Advanced Player's Guide p. 170* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Improved Twin Riposte (Fighter), Feat 16* -collapse: closed -# Improved Twin Riposte (Fighter) *Feat 16* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Improved Twin Riposte (Fighter)](../../../compendium/feats/improved-twin-riposte-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Twin Riposte - -Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from [Twin Parry](../../../compendium/feats/twin-parry-fighter.md). - -*Source: Core Rulebook p. 153* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Twinned Defense (Fighter), Feat 18* -collapse: closed -# Twinned Defense (Fighter) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[fighter](../../../rules/traits/fighter.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Twinned Defense (Fighter)](../../../compendium/feats/twinned-defense-fighter.md) is intended for use with the Dual-Weapon Warrior Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Twin Parry](../../../compendium/feats/twin-parry-fighter.md) -- **Requirements**: You are wielding two melee weapons, one in each hand. -- **Activity** Single Action - -You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the [Twin Parry](../../../compendium/feats/twin-parry-fighter.md) action. - -*Source: Core Rulebook p. 153* -%% #trait/fighter #trait/stance %% -``` diff --git a/Compendium/character/archetypes/duelist-apg.md b/Compendium/character/archetypes/duelist-apg.md deleted file mode 100644 index fc0710cf6..000000000 --- a/Compendium/character/archetypes/duelist-apg.md +++ /dev/null @@ -1,202 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Duelist"] ---- -# Duelist *Dedication Level 2* - -Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who gain admission to such schools might train in formalized duels—and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life. - -*Source: Advanced Player's Guide p. 171* - -```ad-embed-feat -title: Duelist Dedication, Feat 2 -collapse: closed -# Duelist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in light armor and simple weapons - -You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the [Quick Draw](../../../compendium/feats/quick-draw-ranger.md) ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the duelist archetype. - -*Source: Advanced Player's Guide p. 171* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Dueling Parry, Feat 4* -collapse: closed -# Dueling Parry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Dueling Parry](../../../compendium/feats/dueling-parry.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. - -*Source: Core Rulebook p. 146* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Duelist's Challenge, Feat 4 -collapse: closed -# Duelist's Challenge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) - -- **Prerequisites**: [Duelist Dedication](../../../compendium/feats/duelist-dedication-apg.md) -- **Activity** Single Action - -Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the [Strike](../../../rules/actions/strike.md)'s damage equal to the number of damage dice your weapon deals. - -If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals. - -*Source: Advanced Player's Guide p. 171* -%% #trait/archetype #trait/open %% -``` - -```ad-embed-feat -title: Disarming Stance, Feat 8* -collapse: closed -# Disarming Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[fighter](../../../rules/traits/fighter.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Disarming Stance](../../../compendium/feats/disarming-stance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: trained in [Athletics](../../../compendium/skills.md#Athletics) -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to [Athletics](../../../compendium/skills.md#Athletics) checks to [Disarm](../../../rules/actions/disarm.md) and a +2 circumstance bonus to your Reflex DC when defending against checks to [Disarm](../../../rules/actions/disarm.md) you. In addition, you can attempt to [Disarm](../../../rules/actions/disarm.md) creatures up to two sizes larger than you. - -*Source: Core Rulebook p. 147* -%% #trait/fighter #trait/stance %% -``` - -```ad-embed-feat -title: Selfless Parry, Feat 8 -collapse: closed -# Selfless Parry *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dueling Parry](../../../compendium/feats/dueling-parry-apg.md), [Duelist Dedication](../../../compendium/feats/duelist-dedication-apg.md) - -You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a [Strike](../../../rules/actions/strike.md) against an ally adjacent to you, not just against yourself. - -*Source: Advanced Player's Guide p. 171* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Dueling Riposte, Feat 10* -collapse: closed -# Dueling Riposte [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Dueling Riposte](../../../compendium/feats/dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dueling Parry](../../../compendium/feats/dueling-parry-apg.md) -- **Trigger** A creature within your reach critically fails a [Strike](../../../rules/actions/strike.md) against you. -- **Requirements**: You are benefiting from Dueling Parry. -- **Activity** Reaction - -You riposte against your flailing enemy. Make a melee [Strike](../../../rules/actions/strike.md) against or attempt to [Disarm](../../../rules/actions/disarm.md) the triggering creature. - -*Source: Core Rulebook p. 149* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Disarming Twist, Feat 12* -collapse: closed -# Disarming Twist [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](../../../rules/traits/fighter.md) [press](../../../rules/traits/press.md) - -> [!pf2-note] This version of [Disarming Twist](../../../compendium/feats/disarming-twist.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: trained in [Athletics](../../../compendium/skills.md#Athletics) -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. Make a melee [Strike](../../../rules/actions/strike.md) with the required weapon. In addition to its other effects, this [Strike](../../../rules/actions/strike.md) gains the success and critical success effects of the [Disarm](../../../rules/actions/disarm.md) action. The [Strike](../../../rules/actions/strike.md) also has the following failure effect. - -> [!success-degree] -> - **Failure** The target is [flat-footed](../../../rules/conditions.md#Flat-footed) until the end of your current turn. - -*Source: Core Rulebook p. 150* -%% #trait/fighter #trait/press %% -``` - -```ad-embed-feat -title: Student Of The Dueling Arts, Feat 12* -collapse: closed -# Student Of The Dueling Arts *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Student Of The Dueling Arts](../../../compendium/feats/student-of-the-dueling-arts-apg.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Duelist Dedication](../../../compendium/feats/duelist-dedication-apg.md) - -You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out [Duelist Dedication](../../../compendium/feats/duelist-dedication-apg.md) or [Student of the Dueling Arts](../../../compendium/feats/student-of-the-dueling-arts-apg.md) in this way. - -In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites. - -*Source: Advanced Player's Guide p. 171* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Dueling Dance, Feat 14* -collapse: closed -# Dueling Dance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](../../../rules/traits/fighter.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Dueling Dance](../../../compendium/feats/dueling-dance.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dueling Parry](../../../compendium/feats/dueling-parry-apg.md) -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. - -*Source: Core Rulebook p. 151* -%% #trait/fighter #trait/stance %% -``` - -```ad-embed-feat -title: Improved Dueling Riposte, Feat 14* -collapse: closed -# Improved Dueling Riposte *Feat 14* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Improved Dueling Riposte](../../../compendium/feats/improved-dueling-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dueling Riposte](../../../compendium/feats/dueling-riposte.md) - -Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from [Dueling Parry](../../../compendium/feats/dueling-parry.md). - -*Source: Core Rulebook p. 151* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Guiding Riposte, Feat 16* -collapse: closed -# Guiding Riposte *Feat 16* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Guiding Riposte](../../../compendium/feats/guiding-riposte.md) is intended for use with the Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dueling Riposte](../../../compendium/feats/dueling-riposte.md) - -By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to [Strike](../../../rules/actions/strike.md) and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475. - -*Source: Core Rulebook p. 153* -%% #trait/fighter %% -``` diff --git a/Compendium/character/archetypes/edgewatch-detective-aoe1.md b/Compendium/character/archetypes/edgewatch-detective-aoe1.md deleted file mode 100644 index c84a5072a..000000000 --- a/Compendium/character/archetypes/edgewatch-detective-aoe1.md +++ /dev/null @@ -1,85 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/aoe1 -- trait/uncommon -aliases: ["Edgewatch Detective"] ---- -# Edgewatch Detective *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You're a specially trained detective for the Edgewatch guard precinct in Absalom. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* - -```ad-embed-feat -title: Edgewatch Detective Dedication, Feat 2 -collapse: closed -# Edgewatch Detective Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence 14 or Wisdom 14 - -You become trained in [Society](../../../compendium/skills.md#Society) or [Thievery](../../../compendium/skills.md#Thievery); if you are already trained in both of these skills, you instead become trained in a skill of your choice. You can use [Perception](../../../compendium/skills.md#Perception) instead of [Survival](../../../compendium/skills.md#Survival) to [Track](../../../rules/actions/track.md), and you gain the [Experienced Tracker](../../../compendium/feats/experienced-tracker.md) skill feat (Core Rulebook 261). - -**Special.** You can't select another dedication feat until you have gained two other feats from the this archetype. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Sense Alignment, Feat 4 -collapse: closed -# Sense Alignment [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [secret](../../../rules/traits/secret.md) - -- **Prerequisites**: [Edgewatch Detective Dedication](../../../compendium/feats/edgewatch-detective-dedication-aoe1.md) -- **Activity** Three-Action - -You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret [Perception](../../../compendium/skills.md#Perception) check, comparing the result against the target's [Deception](../../../compendium/skills.md#Deception) DC. - -> [!success-degree] -> - **Critical Success** You ascertain the target's alignment. -> - **Success** You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis). -> - **Failure** You do not learn the target's alignment. -> - **Critical Failure** You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice). - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #trait/archetype #trait/secret %% -``` - -```ad-embed-feat -title: Arcane Sensitivity, Feat 6 -collapse: closed -# Arcane Sensitivity *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Edgewatch Detective Dedication](../../../compendium/feats/edgewatch-detective-dedication-aoe1.md) - -You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the [concentrate](../../../rules/traits/concentrate.md) trait) to determine if any magical auras are present in the area. - -This has the effects of a 1st-level [detect magic](../../../compendium/spells/detect-magic.md) spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level [detect magic](../../../compendium/spells/detect-magic.md) spell), but doing so prevents you from using this ability again until you've rested for 8 hours. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Bolera's Interrogation, Feat 6 -collapse: closed -# Bolera's Interrogation [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Edgewatch Detective Dedication](../../../compendium/feats/edgewatch-detective-dedication-aoe1.md) -- **Frequency**: three per day -- **Activity** Three-Action - -You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your [Perception](../../../compendium/skills.md#Perception) DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a –2 penalty to [Deception](../../../compendium/skills.md#Deception) checks. On a critical failure, the penalty to [Deception](../../../compendium/skills.md#Deception) checks is –4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. - -If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/eldritch-archer-apg.md b/Compendium/character/archetypes/eldritch-archer-apg.md deleted file mode 100644 index f33de13df..000000000 --- a/Compendium/character/archetypes/eldritch-archer-apg.md +++ /dev/null @@ -1,219 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/apg -aliases: ["Eldritch Archer"] ---- -# Eldritch Archer *Dedication Level 6* - -While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow—transforming arrows or bolts into eldritch ammunition, sending arrows zig-zagging nearly unerringly to their target, and manifesting arrows that can deliver spells or even instant death. - -While having some spellcasting ability increases your potential flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake. - -> [!pf2-brown] ELVEN ARROWS -> -> The ability to infuse eldritch energy into bow shots is often seen as a kind of elven magic. While it may be true that elves first developed eldritch archery as a martial art, and many eldritch archers are elves and half-elves, other peoples have learned and developed their own forms of eldritch archery. -> -> Some whisper that remote regions to the south have their own dedications that rely on elemental archery, while the strange and shadowy hunters of the Uskwood use a form that relies on tenebrous shadow magic. Disturbing rumors circulate claiming that devils have developed a diabolical form of magical archery that can trap the soul and bind it to Hell, albeit for a short time. Like any form of magic, the discipline of eldritch archery will continue to develop among its practitioners across the multiverse. - -*Source: Advanced Player's Guide p. 172* - -````ad-embed-feat -title: Eldritch Archer Dedication, Feat 6 -collapse: closed -# Eldritch Archer Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [magical](../../../rules/traits/magical.md) - -- **Prerequisites**: expert in at least one type of bow - -You blend magic with your archery, leading to powerful results. - -If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. - -You also gain Eldritch Shot. - -```ad-embed-ability -title: Eldritch Shot [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You are wielding a bow - -**Effect** You [Cast a Spell](../../../rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a [Strike](../../../rules/actions/strike.md) with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the [Strike](../../../rules/actions/strike.md) and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks. -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype. - -*Source: Advanced Player's Guide p. 172* -%% #trait/archetype #trait/dedication #trait/magical %% -```` - -```ad-embed-feat -title: Basic Eldritch Archer Spellcasting, Feat 8 -collapse: closed -# Basic Eldritch Archer Spellcasting *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Archer Dedication](../../../compendium/feats/eldritch-archer-dedication-apg.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. - -*Source: Advanced Player's Guide p. 172* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Enchanting Arrow, Feat 8 -collapse: closed -# Enchanting Arrow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [magical](../../../rules/traits/magical.md) [mental](../../../rules/traits/mental.md) - -- **Prerequisites**: [Eldritch Archer Dedication](../../../compendium/feats/eldritch-archer-dedication-apg.md) -- **Activity** Two-Action - -With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. - -Make a bow [Strike](../../../rules/actions/strike.md). On a hit, the target takes an additional `2d6` mental damage. On a critical hit, the target also becomes [stunned](../../../rules/conditions.md#Stunned). The mental damage increases to `3d6` if your bow has a greater striking rune, or to `4d6` if your bow has a major striking rune. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype #trait/emotion #trait/enchantment #trait/magical #trait/mental %% -``` - -```ad-embed-feat -title: Magic Arrow, Feat 8 -collapse: closed -# Magic Arrow [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [magical](../../../rules/traits/magical.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Prerequisites**: [Eldritch Archer Dedication](../../../compendium/feats/eldritch-archer-dedication-apg.md) -- **Frequency**: once per round -- **Activity** Free Action - -You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books. - -When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts. - -**Special.** You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype #trait/magical #trait/transmutation %% -``` - -```ad-embed-feat -title: Precious Arrow, Feat 8 -collapse: closed -# Precious Arrow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [magical](../../../rules/traits/magical.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Prerequisites**: [Eldritch Archer Dedication](../../../compendium/feats/eldritch-archer-dedication-apg.md) -- **Activity** Single Action - -You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype #trait/magical #trait/transmutation %% -``` - -```ad-embed-feat -title: Expert Eldritch Archer Spellcasting, Feat 12* -collapse: closed -# Expert Eldritch Archer Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Eldritch Archer Spellcasting](../../../compendium/feats/expert-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Eldritch Archer Spellcasting](../../../compendium/feats/basic-eldritch-archer-spellcasting-apg.md) - -You gain the expert spellcasting benefits. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Seeker Arrow, Feat 14* -collapse: closed -# Seeker Arrow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [divination](../../../rules/traits/divination.md) [magical](../../../rules/traits/magical.md) - -> [!pf2-note] This version of [Seeker Arrow](../../../compendium/feats/seeker-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Eldritch Archer Dedication](../../../compendium/feats/eldritch-archer-dedication-apg.md) -- **Activity** Single Action - -Your shots zip around corners and fly at impossible angles to reach your target. Make a bow [Strike](../../../rules/actions/strike.md) against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's [concealed](../../../rules/conditions.md#Concealed) condition and all cover. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype #trait/divination #trait/magical %% -``` - -```ad-embed-feat -title: Phase Arrow, Feat 16* -collapse: closed -# Phase Arrow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) - -> [!pf2-note] This version of [Phase Arrow](../../../compendium/feats/phase-arrow-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Eldritch Archer Dedication](../../../compendium/feats/eldritch-archer-dedication-apg.md) -- **Frequency**: once per day -- **Activity** Single Action - -You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow [Strike](../../../rules/actions/strike.md) against a foe who is [observed](../../../rules/conditions.md#Observed) or [hidden](../../../rules/conditions.md#Hidden) to you (but not [undetected](../../../rules/conditions.md#Undetected)). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the [concealed](../../../rules/conditions.md#Concealed) condition, the [hidden](../../../rules/conditions.md#Hidden) condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The [Strike](../../../rules/actions/strike.md)'s damage can't be reduced with a [Shield Block](../../../compendium/feats/shield-block.md) reaction using a non-magical shield. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype #trait/conjuration #trait/magical %% -``` - -```ad-embed-feat -title: Arrow Of Death, Feat 18* -collapse: closed -# Arrow Of Death [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [magical](../../../rules/traits/magical.md) [necromancy](../../../rules/traits/necromancy.md) - -> [!pf2-note] This version of [Arrow Of Death](../../../compendium/feats/arrow-of-death-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Eldritch Archer Dedication](../../../compendium/feats/eldritch-archer-dedication-apg.md) -- **Frequency**: once per day -- **Activity** Three-Action - -You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](../../../rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](../../../rules/traits/death.md) and [incapacitation](../../../rules/traits/incapacitation.md) traits. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype #trait/magical #trait/necromancy %% -``` - -```ad-embed-feat -title: Master Eldritch Archer Spellcasting, Feat 18* -collapse: closed -# Master Eldritch Archer Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Eldritch Archer Spellcasting](../../../compendium/feats/master-eldritch-archer-spellcasting-apg.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Eldritch Archer Spellcasting](../../../compendium/feats/expert-eldritch-archer-spellcasting-apg.md) - -You gain the master spellcasting benefits. - -*Source: Advanced Player's Guide p. 173* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Impossible Volley (Fighter), Feat 20* -collapse: closed -# Impossible Volley (Fighter) [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[fighter](../../../rules/traits/fighter.md) [flourish](../../../rules/traits/flourish.md) [open](../../../rules/traits/open.md) - -> [!pf2-note] This version of [Impossible Volley (Fighter)](../../../compendium/feats/impossible-volley-fighter.md) is intended for use with the Eldritch Archer Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a ranged weapon with the [volley](../../../rules/traits/volley.md) trait and [reload 0](../../../rules/traits/reload.md). -- **Activity** Three-Action - -You fire a volley at all foes in an area. Make one [Strike](../../../rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. - -Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. - -*Source: Core Rulebook p. 153* -%% #trait/fighter #trait/flourish #trait/open %% -``` diff --git a/Compendium/character/archetypes/eldritch-researcher-av2.md b/Compendium/character/archetypes/eldritch-researcher-av2.md deleted file mode 100644 index 49417e88b..000000000 --- a/Compendium/character/archetypes/eldritch-researcher-av2.md +++ /dev/null @@ -1,191 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/av2 -- trait/uncommon -aliases: ["Eldritch Researcher"] ---- -# Eldritch Researcher *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets. You connect disparate facts to unlock deeper mysteries and uncover the truths of the universe, and you zealously hoard the knowledge your painstaking research produces. Aberrations fascinate you for many reasons, not the least of which is because their anatomy is wholly alien and yet, to the insightful, eminently sensible. - -You've been particularly enlightened by the accumulated lore in Thresholds of Truth, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries. - -You scoff at those fools who claim you meddle in things mortals aren't meant to know—for isn't it the duty of the enlightened to gather the universe's deepest truths? - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* - -```ad-embed-feat -title: Eldritch Researcher Dedication, Feat 2 -collapse: closed -# Eldritch Researcher Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Trained in [Arcana](../../../compendium/skills.md#Arcana) and [Occultism](../../../compendium/skills.md#Occultism) - -You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls with Intelligence as your spellcasting ability. - -Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either [Arcana](../../../compendium/skills.md#Arcana) or [Occultism](../../../compendium/skills.md#Occultism). You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or [Identifying Magic](../../../rules/actions/identify-magic.md). - -**Special.** You can't select another dedication feat until you've gained two other feats from the Eldritch Researcher archetype. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Seeker Of Truths, Feat 4 -collapse: closed -# Seeker Of Truths *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you [Refocus](../../../rules/actions/refocus.md) by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol—such as the [word of truth](../../../compendium/spells/word-of-truth.md) focus spell—it instead manifests as a strange shape unique to you that seems to defy geometry. - -**Special.** You can take this feat up to three times, selecting a different domain each time. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Strange Script, Feat 4 -collapse: closed -# Strange Script *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [divination](../../../rules/traits/divination.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/archetype #trait/divination %% -``` - -```ad-embed-feat -title: Scholarly Defense, Feat 6 -collapse: closed -# Scholarly Defense *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Able Ritualist, Feat 8 -collapse: closed -# Able Ritualist *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Lorefinder, Feat 8 -collapse: closed -# Lorefinder *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast [locate](../../../compendium/spells/locate.md) as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Know It All, Feat 10 -collapse: closed -# Know It All *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -Your knowledge of abstruse topics is unparalleled. When you succeed at a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Seeker Of Truths, Feat 12* -collapse: closed -# Advanced Seeker Of Truths *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Advanced Seeker Of Truths](../../../compendium/feats/advanced-seeker-of-truths-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md), [Seeker of Truths](../../../compendium/feats/seeker-of-truths-av2.md) - -You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1. - -**Special.** You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths. - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Words Of Unraveling, Feat 12* -collapse: closed -# Words Of Unraveling *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Words Of Unraveling](../../../compendium/feats/words-of-unraveling-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast [daydreamer's curse](../../../compendium/spells/daydreamers-curse-av2.md), [outcast's curse](../../../compendium/spells/outcasts-curse.md), or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Entities From Afar, Feat 14* -collapse: closed -# Entities From Afar *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Entities From Afar](../../../compendium/feats/entities-from-afar-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) - -You can call in aberrations to fight for you or to answer questions. You can cast [summon entity](../../../compendium/spells/summon-entity.md) as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. - -As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must [Sustain the Spell](../../../rules/actions/sustain-a-spell.md) for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the [read omens](../../../compendium/spells/read-omens.md) spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the [summon entity](../../../compendium/spells/summon-entity.md) spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level). - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Incredible Recollection, Feat 14* -collapse: closed -# Incredible Recollection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Incredible Recollection](../../../compendium/feats/incredible-recollection-av2.md) is intended for use with the Eldritch Researcher Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Eldritch Researcher Dedication](../../../compendium/feats/eldritch-researcher-dedication-av2.md) -- **Activity** Single Action - -You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 [Recall Knowledge](../../../rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](../../../rules/actions/recall-knowledge.md), you can't use them for these actions. - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/elementalist-som.md b/Compendium/character/archetypes/elementalist-som.md deleted file mode 100644 index bd2a67c28..000000000 --- a/Compendium/character/archetypes/elementalist-som.md +++ /dev/null @@ -1,230 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/som -aliases: ["Elementalist"] ---- -# Elementalist *Dedication Level 2* - -You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. - -## Elemental Magic -SoM p. 206 - -You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the [Elementalist Dedication](../../feats/elementalist-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must have a spellcasting class feature that chooses spells from the arcane or primal spell list. - -**Elementalist Adjustments:** Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. - -If you're a sorcerer with the elemental bloodline, you can replace your [initial bloodline spell](../../spells/elemental-toss.md) with an initial elemental focus spell, and your [advanced bloodline spell](../../spells/elemental-motion.md) with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline. - -**Druid Elementalist Adjustments:** If you're a druid of the storm order, you can choose to replace your starting order spell, [tempest surge](../../spells/tempest-surge.md), with [updraft](../../spells/updraft-som.md). - -**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](../../../Rules/traits/air.md) trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](../../feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. - -*Source: Secrets of Magic p. 206* - -```ad-embed-feat -title: Elementalist Dedication, Feat 2 -collapse: closed -# Elementalist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [class](../../../rules/traits/class-som.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: elemental magic - -Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](../../../rules/traits/elemental.md) trait. This attunement lasts until you next make your daily preparations. - -**Special.** You can't select another dedication feat until you've gained two other feats from the elementalist archetype. - -*Source: Secrets of Magic p. 206* -%% #trait/archetype #trait/class #trait/dedication %% -``` - -```ad-embed-feat -title: Dousing Spell, Feat 4 -collapse: closed -# Dousing Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) [water](../../../rules/traits/water.md) - -- **Prerequisites**: [Elementalist Dedication](../../../compendium/feats/elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. - -If the target has [persistent acid](../../../rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](../../../rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](../../../rules/traits/water.md) trait (causing it to deal extra damage to creatures with weakness to water). - -*Source: Secrets of Magic p. 206* -%% #trait/archetype #trait/metamagic #trait/water %% -``` - -```ad-embed-feat -title: Elemental Familiar, Feat 4 -collapse: closed -# Elemental Familiar *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Elementalist Dedication](../../../compendium/feats/elementalist-dedication-som.md), Familiar - -Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. - -Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. - -Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](../../../rules/traits/elemental.md) trait. You can't select more than one elemental familiar ability at a time. - -- **Air** If your familiar stays completely still for 1 round, it becomes [invisible](../../../rules/conditions.md#Invisible) until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. -- **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level. -- **Fire** Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a 15-foot emanation don't take damage from severe environmental cold. -- **Water** Your familiar can move through a gap at least 2 inches wide without [Squeezing](../../../rules/actions/squeeze.md) and can [Squeeze](../../../rules/actions/squeeze.md) through a gap at least 1 inch wide. - -*Source: Secrets of Magic p. 206* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Familiar (Sorcerer), Feat 4* -collapse: closed -# Familiar (Sorcerer) *Feat 4* -[sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Familiar (Sorcerer)](../../../compendium/feats/familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - - -An animal serves you and assists your spellcasting. You gain a familiar. - -*Source: Core Rulebook p. 198* -%% #trait/sorcerer %% -``` - -```ad-embed-feat -title: Burning Spell, Feat 6 -collapse: closed -# Burning Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [fire](../../../rules/traits/fire.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Elementalist Dedication](../../../compendium/feats/elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](../../../rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage). The spell gains the [fire](../../../rules/traits/fire.md) trait. - -*Source: Secrets of Magic p. 207* -%% #trait/archetype #trait/metamagic #trait/fire %% -``` - -```ad-embed-feat -title: Enhanced Familiar (Sorcerer), Feat 6* -collapse: closed -# Enhanced Familiar (Sorcerer) *Feat 6* -[sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](../../../compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: a familiar - -You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. - -*Source: Core Rulebook p. 198* -%% #trait/sorcerer %% -``` - -```ad-embed-feat -title: Current Spell, Feat 8* -collapse: closed -# Current Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[abjuration](../../../rules/traits/abjuration.md) [concentrate](../../../rules/traits/concentrate.md) [druid](../../../rules/traits/druid.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Current Spell](../../../compendium/feats/current-spell-apg.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) with the [air](../../../rules/traits/air.md) or [water](../../../rules/traits/water.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](../../../rules/traits/air.md) or [water](../../../rules/traits/water.md) trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](../../../rules/traits/air.md) trait, [water](../../../rules/traits/water.md) trait, or both until the start of your next turn, depending on the spell's traits. - -*Source: Advanced Player's Guide p. 124* -%% #trait/abjuration #trait/concentrate #trait/druid #trait/metamagic %% -``` - -```ad-embed-feat -title: Metabolize Element, Feat 8 -collapse: closed -# Metabolize Element [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Elementalist Dedication](../../../compendium/feats/elementalist-dedication-som.md) -- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](../../../rules/traits/fire.md), or [water](../../../rules/traits/water.md) trait. -- **Activity** Reaction - -Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](../../../rules/conditions.md#Quickened) condition until the end of your next turn. - -You can use the extra action only to [Step](../../../rules/actions/step.md) or [Stride](../../../rules/actions/stride.md). - -*Source: Secrets of Magic p. 207* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Water Step, Feat 8* -collapse: closed -# Water Step *Feat 8* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Water Step](../../../compendium/feats/water-step.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - - -You can [Stride](../../../rules/actions/stride.md) across liquid and surfaces that don't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal. - -*Source: Core Rulebook p. 162* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Rockslide Spell, Feat 10 -collapse: closed -# Rockslide Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [earth](../../../rules/traits/earth.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Elementalist Dedication](../../../compendium/feats/elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](../../../rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](../../../rules/traits/earth.md) trait. - -*Source: Secrets of Magic p. 207* -%% #trait/archetype #trait/earth #trait/metamagic %% -``` - -```ad-embed-feat -title: Redirect Elements, Feat 12* -collapse: closed -# Redirect Elements [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Redirect Elements](../../../compendium/feats/redirect-elements-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Elementalist Dedication](../../../compendium/feats/elementalist-dedication-som.md) -- **Trigger** The spell attack roll for a foe's spell with an [elemental](../../../rules/traits/elemental.md) trait targeting you fails or critically fails. -- **Activity** Reaction - -You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. - -*Source: Secrets of Magic p. 207* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Wind-tossed Spell, Feat 14* -collapse: closed -# Wind-tossed Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[air](../../../rules/traits/air.md) [Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Wind-tossed Spell](../../../compendium/feats/wind-tossed-spell-som.md) is intended for use with the Elementalist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Elementalist Dedication](../../../compendium/feats/elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. - -If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](../../../rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](../../../rules/traits/air.md) trait. - -*Source: Secrets of Magic p. 207* -%% #trait/air #trait/archetype #trait/concentrate #trait/metamagic %% -``` diff --git a/Compendium/character/archetypes/exorcist-botd.md b/Compendium/character/archetypes/exorcist-botd.md deleted file mode 100644 index 3fe94e5d9..000000000 --- a/Compendium/character/archetypes/exorcist-botd.md +++ /dev/null @@ -1,209 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Exorcist"] ---- -# Exorcist *Dedication Level 4* - -> [!pf2-sidebar] Spirit Dwellings and Remnants -> -> A _spirit dwelling_ can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your _spirit dwelling_ has the trait of the magical tradition used to take [Exorcist Dedication](../../feats/exorcist-dedication-botd.md) and the [necromancy](../../../Rules/traits/necromancy.md) trait. Your _spirit dwelling_ is attuned to you, so only you can use it. If your _spirit dwelling_ is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous _spirit dwelling_ to revert to a mundane object and any spirits within to harmlessly disperse. -> -> Your _spirit dwelling_ can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the Collect Spirit Remnant activity. -> -> ```ad-embed-ability -> title: Collect Spirit Remnant [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -> [concentrate](../../../rules/traits/concentrate.md) [manipulate](../../../rules/traits/manipulate.md) -> -> - **Requirements**: You're holding your _spirit dwelling_ -> -> **Effect** You brandish your spirit dwelling at the location where a haunt, ghost, or other incorporeal undead was destroyed within the last minute and pray or recite ritual incantations. You coax the spirit remnant into your spirit dwelling. -> %% #trait/concentrate #trait/manipulate %% -> ``` -> -> **Rejuvenating Spirits:** Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently. -> -> ### Excorcists Across Golarion -> BotD p. 23 -> -> The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use 5 to assist in their practice. - -You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This _spirit dwelling_ might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job. - -While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats. - -Exorcists are most commonly found among the faithful of Ashava the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, [Sarenrae](../../setting/deities/sarenrae.md), [Pharasma](../../setting/deities/pharasma.md), and even [Shelyn](../../setting/deities/shelyn.md) count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the _spirit dwelling_, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of [Pharasma](../../setting/deities/pharasma.md) could take a more severe route, demanding the spirits return to the natural order of things. - -*Source: Book of the Dead p. 22* - -````ad-embed-feat -title: Exorcist Dedication, Feat 4 -collapse: closed -# Exorcist Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Occultism](../../../compendium/skills.md#Occultism) or [Religion](../../../compendium/skills.md#Religion) - -You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius. - -As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to [Pharasma](../../../compendium/setting/deities/pharasma.md)'s Boneyard. - -You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a [helpful](../../../rules/conditions.md#Helpful) effect as they depart for the afterlife. - -Any actions you gain from the exorcist archetype gain either the [divine](../../../rules/traits/divine.md) or [occult](../../../rules/traits/occult.md) trait, depending on whether you used [Occultism](../../../compendium/skills.md#Occultism) or [Religion](../../../compendium/skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. - -```ad-embed-ability -title: Spirit's Mercy [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](../../../rules/traits/necromancy.md) - -- **Cost**: 1 spirit wisp or remnant -- **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead - -**Effect** You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. - -If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant. -%% #trait/necromancy %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the exorcist archetype. - -*Source: Book of the Dead p. 22* -%% #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Cast Out, Feat 6 -collapse: closed -# Cast Out [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[abjuration](../../../rules/traits/abjuration.md) [Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [manipulate](../../../rules/traits/manipulate.md) - -- **Prerequisites**: [Exorcist Dedication](../../../compendium/feats/exorcist-dedication-botd.md) -- **Activity** Two-Action - -You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](../../../rules/traits/possession.md) effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](../../../compendium/skills.md#Occultism) modifier, [Religion](../../../compendium/skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. - -*Source: Book of the Dead p. 23* -%% #trait/abjuration #trait/archetype #trait/concentrate #trait/manipulate %% -``` - -```ad-embed-feat -title: Spirit's Absolution, Feat 6 -collapse: closed -# Spirit's Absolution [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [healing](../../../rules/traits/healing.md) [necromancy](../../../rules/traits/necromancy.md) [positive](../../../rules/traits/positive.md) - -- **Prerequisites**: [Exorcist Dedication](../../../compendium/feats/exorcist-dedication-botd.md) -- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling -- **Requirements**: You are holding your spirit dwelling. -- **Activity** Single Action - -You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers `1d4` Hit Points per level you have. If you expend a spirit remnant, the target recovers `1d6` Hit Points per level of the incorporeal undead or haunt from which you gained the remnant. - -*Source: Book of the Dead p. 23* -%% #trait/archetype #trait/healing #trait/necromancy #trait/positive %% -``` - -```ad-embed-feat -title: Spirit's Anguish, Feat 8 -collapse: closed -# Spirit's Anguish [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [evocation](../../../rules/traits/evocation.md) [sonic](../../../rules/traits/sonic.md) - -- **Prerequisites**: [Exorcist Dedication](../../../compendium/feats/exorcist-dedication-botd.md) -- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling -- **Requirements**: You are holding your spirit dwelling. -- **Activity** Two-Action - -You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a 30-foot cone, with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals `1d4` sonic damage per level you have. If you expend a spirit remnant, this deals `1d6` sonic damage per level of the incorporeal undead or haunt from which you gained the remnant. - -*Source: Book of the Dead p. 23* -%% #trait/archetype #trait/evocation #trait/sonic %% -``` - -```ad-embed-feat -title: Spiritual Sense, Feat 8* -collapse: closed -# Spiritual Sense *Feat 8* -[divination](../../../rules/traits/divination.md) [divine](../../../rules/traits/divine.md) [oracle](../../../rules/traits/oracle-apg.md) - -> [!pf2-note] This version of [Spiritual Sense](../../../compendium/feats/spiritual-sense-apg.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. - - -You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not [Searching](../../../rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](../../../rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors. - -You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while [Searching](../../../rules/actions/search.md), while [Seeking](../../../rules/actions/seek.md), and on the automatic secret check you gain while exploring even if you aren't [Searching](../../../rules/actions/search.md). You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. - -When you notice a creature with your Spiritual Sense, you also learn its location, making it [hidden](../../../rules/conditions.md#Hidden) to you if it had been [undetected](../../../rules/conditions.md#Undetected). - -*Source: Advanced Player's Guide p. 79* -%% #trait/divination #trait/divine #trait/oracle %% -``` - -```ad-embed-feat -title: Blind-fight (Ranger), Feat 10* -collapse: closed -# Blind-fight (Ranger) *Feat 10* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Blind-fight (Ranger)](../../../compendium/feats/blind-fight-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Perception](../../../compendium/skills.md#Perception) - -Your battle instincts make you more aware of [concealed](../../../rules/conditions.md#Concealed) and [invisible](../../../rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](../../../rules/conditions.md#Concealed) creatures. You're not [flat-footed](../../../rules/conditions.md#Flat-footed) to creatures that are [hidden](../../../rules/conditions.md#Hidden) from you (unless you're [flat-footed](../../../rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](../../../rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](../../../rules/conditions.md#Hidden) creature. - -While you're adjacent to an [undetected](../../../rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](../../../rules/conditions.md#Hidden) from you. - -*Source: Core Rulebook p. 173* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Enticing Dwelling, Feat 12* -collapse: closed -# Enticing Dwelling *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Enticing Dwelling](../../../compendium/feats/enticing-dwelling-botd.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Exorcist Dedication](../../../compendium/feats/exorcist-dedication-botd.md) - -Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one. - -*Source: Book of the Dead p. 23* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sense Evil, Feat 14* -collapse: closed -# Sense Evil *Feat 14* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Sense Evil](../../../compendium/feats/sense-evil.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: tenets of good - -You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a [Deception](../../../compendium/skills.md#Deception) check against your [Perception](../../../compendium/skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](../../../compendium/skills.md#Deception) check, it is then temporarily immune to your Sense Evil for 1 day. - -*Source: Core Rulebook p. 113* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Sense The Unseen (Ranger), Feat 16* -collapse: closed -# Sense The Unseen (Ranger) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Sense The Unseen (Ranger)](../../../compendium/feats/sense-the-unseen-ranger.md) is intended for use with the Exorcist Archetype. Its level has been changed accordingly. - -- **Trigger** You fail a check to [Seek](../../../rules/actions/seek.md). -- **Activity** Reaction - -When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any [undetected](../../../rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](../../../rules/conditions.md#Hidden) to you. - -*Source: Core Rulebook p. 175* -%% #trait/ranger %% -``` diff --git a/Compendium/character/archetypes/familiar-master-apg.md b/Compendium/character/archetypes/familiar-master-apg.md deleted file mode 100644 index 981e442a7..000000000 --- a/Compendium/character/archetypes/familiar-master-apg.md +++ /dev/null @@ -1,119 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Familiar Master"] ---- -# Familiar Master *Dedication Level 2* - -From the wise owl perched on the wizard's shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist's lab to the clever monkey that picks the lock of the thief's cell, familiars have always served. Whether through rigorous training or a preternatural connection, yours serves better than most. - -*Source: Advanced Player's Guide p. 174* - -```ad-embed-feat -title: Familiar Master Dedication, Feat 2 -collapse: closed -# Familiar Master Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the [Enhanced Familiar](../../../compendium/feats/enhanced-familiar-wizard.md) feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the familiar master archetype. - -*Source: Advanced Player's Guide p. 174* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Enhanced Familiar (Wizard), Feat 4* -collapse: closed -# Enhanced Familiar (Wizard) *Feat 4* -[wizard](../../../rules/traits/wizard.md) - -> [!pf2-note] This version of [Enhanced Familiar (Wizard)](../../../compendium/feats/enhanced-familiar-wizard.md) is intended for use with the Familiar Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: a familiar - -You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. - -**Special.** If your arcane thesis is improved familiar attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four. - -*Source: Core Rulebook p. 210* -%% #trait/wizard %% -``` - -```ad-embed-feat -title: Familiar Conduit, Feat 4 -collapse: closed -# Familiar Conduit [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Familiar Master Dedication](../../../compendium/feats/familiar-master-dedication-apg.md), able to cast spells -- **Requirements**: You have line of effect to your familiar. -- **Activity** Single Action - -Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that has a range, the spell uses the familiar as its origin point. - -*Source: Advanced Player's Guide p. 174* -%% #trait/archetype #trait/concentrate #trait/metamagic %% -``` - -```ad-embed-feat -title: Familiar Mascot, Feat 4 -collapse: closed -# Familiar Mascot *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Familiar Master Dedication](../../../compendium/feats/familiar-master-dedication-apg.md) - -Your familiar is the heart and soul of your adventuring team. - -When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise. - -*Source: Advanced Player's Guide p. 174* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Improved Familiar (Familiar Master), Feat 6 -collapse: closed -# Improved Familiar (Familiar Master) *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Familiar Master Dedication](../../../compendium/feats/familiar-master-dedication-apg.md) - -You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal. - -*Source: Advanced Player's Guide p. 174* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mutable Familiar, Feat 8 -collapse: closed -# Mutable Familiar *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Familiar Master Dedication](../../../compendium/feats/familiar-master-dedication-apg.md) - -Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant). - -*Source: Advanced Player's Guide p. 174* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Incredible Familiar (Familiar Master), Feat 10 -collapse: closed -# Incredible Familiar (Familiar Master) *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Enhanced Familiar - -Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four. - -*Source: Advanced Player's Guide p. 174* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/fighter.md b/Compendium/character/archetypes/fighter.md deleted file mode 100644 index 7bdcb1c40..000000000 --- a/Compendium/character/archetypes/fighter.md +++ /dev/null @@ -1,114 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/crb -aliases: ["Fighter"] ---- -# Fighter *Dedication Level 2* - -You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. With further training, you can become a true combat specialist. - -## Multiclass Fighter characters -CRB p. 226 - -The fighter archetype grants access to great feats for characters focusing on any combat style, and it's particularly helpful for characters looking to diversify their offensive abilities or focus on more powerful weapons. - -- Barbarian fighters can combine their talents with two-handed weapons with some of the fighter's two-handed feats to devastating effect. -- Champion fighters focus on a style of combat exemplified by their deity. A shield-using champion benefits from the best of both worlds in shield feats. -- Monk fighters are great at combining unusual weapon styles. For instance, a monks isn't hindered by a restriction to keep one hand free, because they want to punch you with that hand anyway. -- Ranger fighters can either specialize in archery or use their fighter feats to pick up an unusual combat style combination. -- Rogue fighters can make good use of fighter's free hand, two-weapon fighting, or archery feats. -- Spellcaster fighters benefit greatly from the additional weapon proficiencies, and fighter is a solid choice for any spellcaster of a particularly martial bent. - -*Source: Core Rulebook p. 226* - -```ad-embed-feat -title: Fighter Dedication, Feat 2 -collapse: closed -# Fighter Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Dexterity 14 - -You become trained in simple weapons and martial weapons. You become trained in your choice of [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics); if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the fighter archetype. - -*Source: Core Rulebook p. 226* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Maneuver, Feat 4 -collapse: closed -# Basic Maneuver *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Fighter Dedication](../../../compendium/feats/fighter-dedication.md) - -You gain a 1st- or 2nd-level fighter feat. - -*Source: Core Rulebook p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Fighter Resiliency, Feat 4 -collapse: closed -# Fighter Resiliency *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Fighter Dedication](../../../compendium/feats/fighter-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Opportunist, Feat 4 -collapse: closed -# Opportunist *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Fighter Dedication](../../../compendium/feats/fighter-dedication.md) - -You gain the [Attack of Opportunity](../../../rules/actions/attack-of-opportunity.md) reaction. - -*Source: Core Rulebook p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Maneuver, Feat 6 -collapse: closed -# Advanced Maneuver *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Maneuver](../../../compendium/feats/basic-maneuver.md) - -You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another fighter feat. - -*Source: Core Rulebook p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Diverse Weapon Expert, Feat 12* -collapse: closed -# Diverse Weapon Expert *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Diverse Weapon Expert](../../../compendium/feats/diverse-weapon-expert.md) is intended for use with the Fighter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Fighter Dedication](../../../compendium/feats/fighter-dedication.md), expert in any kind of weapon or unarmed attack - -Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained. - -*Source: Core Rulebook p. 226* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/firebrand-braggart-locg.md b/Compendium/character/archetypes/firebrand-braggart-locg.md deleted file mode 100644 index d64e33dd6..000000000 --- a/Compendium/character/archetypes/firebrand-braggart-locg.md +++ /dev/null @@ -1,145 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Firebrand Braggart"] ---- -# Firebrand Braggart *Dedication Level 4* -[uncommon](../../../Rules/traits/uncommon.md) - -Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds. - -*Source: Lost Omens: Character Guide p. 74* - -```ad-embed-feat -title: Firebrand Braggart Dedication, Feat 4 -collapse: closed -# Firebrand Braggart Dedication [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [misfortune](../../../rules/traits/misfortune.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Charisma 14, second mark member of the Firebrands -- **Activity** Single Action - -Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as [Balance](../../../rules/actions/balance.md), [Demoralize](../../../rules/actions/demoralize.md), or [Recall Knowledge](../../../rules/actions/recall-knowledge.md). The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. - -If you fail this check or don't attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour. - -If the chosen action can be used with multiple skills, such as [Identify Magic](../../../rules/actions/identify-magic.md) or [Recall Knowledge](../../../rules/actions/recall-knowledge.md), you must specify which skill you are using for that particular action, such as using [Arcana](../../../compendium/skills.md#Arcana) to [Identify Magic](../../../rules/actions/identify-magic.md), and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. - -Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype. - -*Source: Lost Omens: Character Guide p. 74* -%% #trait/uncommon #trait/archetype #trait/dedication #trait/misfortune %% -``` - -```ad-embed-feat -title: Boaster's Challenge, Feat 6 -collapse: closed -# Boaster's Challenge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [mental](../../../rules/traits/mental.md) - -- **Prerequisites**: expert in [Deception](../../../compendium/skills.md#Deception), [Diplomacy](../../../compendium/skills.md#Diplomacy), or [Intimidation](../../../compendium/skills.md#Intimidation); [Firebrand Braggart Dedication](../../../compendium/feats/firebrand-braggart-dedication-locg.md) -- **Activity** Single Action - -You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a [Deception](../../../compendium/skills.md#Deception), [Diplomacy](../../../compendium/skills.md#Diplomacy), or [Intimidation](../../../compendium/skills.md#Intimidation) check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed [Strikes](../../../rules/actions/strike.md) against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute. - -*Source: Lost Omens: Character Guide p. 74* -%% #trait/archetype #trait/mental %% -``` - -```ad-embed-feat -title: Daring Act, Feat 6 -collapse: closed -# Daring Act [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: trained in [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics), [Firebrand Braggart Dedication](../../../compendium/feats/firebrand-braggart-dedication-locg.md) -- **Activity** Two-Action - -You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics) check against your target's Reflex DC. If you succeed, you can [Stride](../../../rules/actions/stride.md) up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is [flat-footed](../../../rules/conditions.md#Flat-footed) against the next melee attack you attempt against it before the end of your turn. - -*Source: Lost Omens: Character Guide p. 74* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Bravo's Determination, Feat 8 -collapse: closed -# Bravo's Determination [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: expert in [Deception](../../../compendium/skills.md#Deception), [Firebrand Braggart Dedication](../../../compendium/feats/firebrand-braggart-dedication-locg.md) -- **Trigger** A foe's [Strike](../../../rules/actions/strike.md) reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. -- **Activity** Reaction - -Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a [Deception](../../../compendium/skills.md#Deception) check against the attack DC of the triggering [Strike](../../../rules/actions/strike.md). You take a penalty to this check equal to twice your [wounded](../../../rules/conditions.md#Wounded) value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled. - -> [!success-degree] -> - **Critical Success** You avoid being knocked out and remain at 1 Hit Point. -> - **Success** You avoid being knocked out and remain at 1 Hit Point, but you increase your [wounded](../../../rules/conditions.md#Wounded) value by 1. - -*Source: Lost Omens: Character Guide p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Great Boaster, Feat 8 -collapse: closed -# Great Boaster *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Charisma 16, [Firebrand Braggart Dedication](../../../compendium/feats/firebrand-braggart-dedication-locg.md) - -Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action (page 74), except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a –2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level. - -*Source: Lost Omens: Character Guide p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Daring Flourish, Feat 10 -collapse: closed -# Daring Flourish *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Daring Act](../../../compendium/feats/daring-act-locg.md) - -You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee [Strike](../../../rules/actions/strike.md) against the target or attempt to [Disarm](../../../rules/actions/disarm.md) the target. The target is [flat-footed](../../../rules/conditions.md#Flat-footed) against the [Strike](../../../rules/actions/strike.md) you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn. - -*Source: Lost Omens: Character Guide p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Demanding Challenge, Feat 10 -collapse: closed -# Demanding Challenge *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Boaster's Challenge](../../../compendium/feats/boasters-challenge-locg.md) - -If your skill check to challenge a foe is a success, the target of your challenge takes a–1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn. - -*Source: Lost Omens: Character Guide p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Daredevil's Gambit, Feat 12* -collapse: closed -# Daredevil's Gambit *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Daredevil's Gambit](../../../compendium/feats/daredevils-gambit-locg.md) is intended for use with the Firebrand Braggart Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Daring Act](../../../compendium/feats/daring-act-locg.md) - -If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is [flat-footed](../../../rules/conditions.md#Flat-footed) against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you. - -*Source: Lost Omens: Character Guide p. 75* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/firework-technician-g-g.md b/Compendium/character/archetypes/firework-technician-g-g.md deleted file mode 100644 index 8a1c84209..000000000 --- a/Compendium/character/archetypes/firework-technician-g-g.md +++ /dev/null @@ -1,176 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Firework Technician"] ---- -# Firework Technician *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are the stock and trade of your craft. You know how to perfectly pair light and sound to create fireworks displays that can amaze children and adults, comfort friends, and even confound your foes. - -As a fireworks technician, you might be an itinerant wanderer, roaming from town to town and developing your craft on your own. In that case, you make a living on the road, selling fireworks to the townsfolk, setting up public displays upon request and receipt of payment, and even tailoring individualized performances to those wealthy or interesting enough to be worthy of receiving their own private show. - -On the other hand, you might be part of an established fireworks house from Tian Xia or Vudra and rely on teamwork to perfect your various formulas and displays. Hoping to produce the next great innovation in fireworks technology, you often send back the notes from your studies and field demonstrations to esteemed colleagues from your fireworks house, seeking their opinions on your next big idea. - -> [!pf2-example] Describing your Fireworks Display -> -> As a firework technician, the exact visuals of your character's special abilities might matter significantly to you. No two firework technicians use exactly the same fireworks display, even if they come from the same fireworks house and both use the same feat to generate the display. In fact, it's likely that when you use a feat from the firework technician archetype, the resulting display remains a bit different each time as you tinker, perfect, and refine your technique. Even so, you probably have a few themes that you prefer for each of your firework technician feats. For instance, your Coughing Dragon Display might appear in the sinuous serpentine shape of a literal imperial dragon, coughing out glittering trails. It might also resemble a simple series of geometric shapes, an enigmatic spiraling aeon trailing off in a shape with radial symmetry, a pattern shaped like a tree blossoming with flowers in the sky, or anything else you can imagine. To help your fellow players visualize what your character is doing, you might come up with some go-to descriptions or draw art depicting some of your favorite displays. - -*Source: Guns & Gears p. 134* - -````ad-embed-feat -title: Firework Technician Dedication, Feat 2 -collapse: closed -# Firework Technician Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Crafting](../../../compendium/skills.md#Crafting) - -You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck. - -You become trained in [Fireworks Lore](../../../compendium/skills.md#Lore) or become an expert if you were already trained in it. You gain the [Alchemical Crafting](../../../compendium/feats/alchemical-crafting.md) feat, a pool of infused reagents equal to your level, and advanced alchemy|alchemist||1| (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. - -You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. - -```ad-embed-ability -title: Launch Fireworks Display [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[manipulate](../../../rules/traits/manipulate.md) - -- **Cost**: 1 or more batches of infused reagents -- **Requirements**: You have a free hand - -**Effect** You set off a fireworks display. You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. A firework display has the listed traits, and if it costs more than 1 batch of infused reagents, it is noted in its Cost entry. - -- **Comet** [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](../../../rules/traits/visual.md)) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also [Point Out](../../../rules/actions/point-out.md) a single creature in the line, and your allies do not need to hear or understand you. -- **Flower** [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](../../../rules/traits/visual.md)) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is [dazzled](../../../rules/conditions.md#Dazzled) for 1 round, and on a critical failure they are [dazzled](../../../rules/conditions.md#Dazzled) for 2 rounds. -- **Salute** [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](../../../rules/traits/auditory.md)) You create a startling bang or whistle, adding an [auditory](../../../rules/traits/auditory.md) component to your fireworks display. When you launch a salute display, you can choose a [confused](../../../rules/conditions.md#Confused) or [fascinated](../../../rules/conditions.md#Fascinated) ally within 60 feet. If the ally you chose is [fascinated](../../../rules/conditions.md#Fascinated), the noise is so violent that it acts as a [hostile](../../../rules/conditions.md#Hostile) effect for the purpose of their [fascinated](../../../rules/conditions.md#Fascinated) condition (though it has no negative repercussions) automatically ending most applications of the [fascinated](../../../rules/conditions.md#Fascinated) condition. If they're [confused](../../../rules/conditions.md#Confused), the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the [confused](../../../rules/conditions.md#Confused) condition which normally occurs when a creature is damaged. If the [confused](../../../rules/conditions.md#Confused) condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. -%% #trait/manipulate %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype. - -*Source: Guns & Gears p. 134* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -````ad-embed-feat -title: Coughing Dragon Display, Feat 4 -collapse: closed -# Coughing Dragon Display *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](../../../compendium/feats/firework-technician-dedication-g-g.md) - -This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing [auditory](../../../rules/traits/auditory.md) or [visual](../../../rules/traits/visual.md) effects behind your magnificent display. You gain the Coughing Dragon fireworks display. - -```ad-embed-ability -title: Coughing Dragon [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Cost**: 2 batches of infused reagents - -Choose either [auditory](../../../rules/traits/auditory.md) or [visual](../../../rules/traits/visual.md) effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your [Fireworks Lore](../../../compendium/skills.md#Lore) modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both [auditory](../../../rules/traits/auditory.md) and [visual](../../../rules/traits/visual.md) effects at the same time. -``` - -*Source: Guns & Gears p. 135* -%% #trait/archetype %% -```` - -```ad-embed-feat -title: Expert Fireworks Crafter, Feat 6 -collapse: closed -# Expert Fireworks Crafter *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](../../../compendium/feats/firework-technician-dedication-g-g.md), expert in [Crafting](../../../compendium/skills.md#Crafting) - -You're particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could. Your advanced alchemy level for fireworks increases to your level – 3. - -*Source: Guns & Gears p. 135* -%% #trait/archetype %% -``` - -````ad-embed-feat -title: Jumping Jenny Display, Feat 8 -collapse: closed -# Jumping Jenny Display *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](../../../compendium/feats/firework-technician-dedication-g-g.md) - -This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display. - -```ad-embed-ability -title: Jumping Jenny [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Cost**: 2 batches of infused reagents - -Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to [Fly](../../../rules/actions/fly.md), they must succeed at an [Acrobatics](../../skills.md#Acrobatics) check to [Maneuver in Flight](../../../rules/actions/maneuver-in-flight.md) against the DC of your fireworks display, or the [Fly](../../../rules/actions/fly.md) action is disrupted. If all the creature's attempts to [Fly](../../../rules/actions/fly.md) are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1. -``` - -*Source: Guns & Gears p. 135* -%% #trait/archetype %% -```` - -````ad-embed-feat -title: Goblin Jubilee Display, Feat 10 -collapse: closed -# Goblin Jubilee Display *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](../../../compendium/feats/firework-technician-dedication-g-g.md) - -Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display. - -```ad-embed-ability -title: Goblin Jubilee [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[fire](../../../rules/traits/fire.md) [sonic](../../../rules/traits/sonic.md) [visual](../../../rules/traits/visual.md) - -- **Cost**: 3 batches of infused reagents - -Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes `3d6` fire damage and `3d6` sonic damage and must attempt a Fortitude save. - -A goblin jubilee display costs 3 batches of infused reagents, rather than 1. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../../rules/conditions.md#Dazzled) and [deafened](../../../rules/conditions.md#Deafened) until the end of its next turn and takes half damage. -> - **Failure** The creature is [dazzled](../../../rules/conditions.md#Dazzled) and [deafened](../../../rules/conditions.md#Deafened) for 1 minute and takes full damage. -> - **Critical Failure** The creature is [blinded](../../../rules/conditions.md#Blinded) for 1 round, [dazzled](../../../rules/conditions.md#Dazzled) and [deafened](../../../rules/conditions.md#Deafened) for 1 minute, and takes double damage. -%% #trait/fire #trait/sonic #trait/visual %% -``` - -*Source: Guns & Gears p. 135* -%% #trait/archetype %% -```` - -````ad-embed-feat -title: Banshee Cry Display, Feat 12* -collapse: closed -# Banshee Cry Display *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Banshee Cry Display](../../../compendium/feats/banshee-cry-display-g-g.md) is intended for use with the Firework Technician Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Firework Technician Dedication](../../../compendium/feats/firework-technician-dedication-g-g.md) - -You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the Banshee Cry fireworks display. - -```ad-embed-ability -title: Banshee Cry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature within 30 feet [Casts a Spell](../../../rules/actions/cast-a-spell.md) that has a verbal component or [Activates an Item](../../../rules/actions/activate-an-item.md) using a command Activation - -**Effect** You set off a firework to explode with a loud screech near the creature. The creature must attempt a Will save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature must use an additional action on the triggering action or activity, or it's disrupted. -> - **Critical Failure** The triggering action is disrupted. -``` - -*Source: Guns & Gears p. 135* -%% #trait/archetype %% -```` diff --git a/Compendium/character/archetypes/flexible-spellcaster-som.md b/Compendium/character/archetypes/flexible-spellcaster-som.md deleted file mode 100644 index 270f59d51..000000000 --- a/Compendium/character/archetypes/flexible-spellcaster-som.md +++ /dev/null @@ -1,64 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/som -aliases: ["Flexible Spellcaster"] ---- -# Flexible Spellcaster *Dedication Level 2* - -You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. - -## Flexible Spell Preparation -SoM p. 209 - -This class feature alters your spellcasting class feature (such as Arcane Spellcasting|Wizard||1 for the wizard or Divine Spellcasting|Cleric||1 for the cleric). If you choose this class archetype, you must select [Flexible Spellcaster Dedication](../../feats/flexible-spellcaster-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day. - -**Flexible Spellcaster Adjustments:** You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows. - -- You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5—1). -- Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips. -- During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard. -- You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once. -- Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar. - -![Flexible Spellcaster Spells per Day](../../../Rules/tables/flexible-spellcaster-spells-per-day-som.md) - -> [!pf2-sidebar] Restricted Spell Slots -> -> When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's Arcane School|Wizard||1||specialist school spells or the cleric's divine font|Cleric||1, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast [heal](../../spells/heal.md) spells of the highest level you can cast, but doesn't add [heal](../../spells/heal.md) to your spell collection. A harming font does the same for the [harm](../../spells/harm.md) spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. - -### Heightening Spells -SoM p. 209 - -Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day. - -### Adjucidating Class Feats and Features -SoM p. 209 - -Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing "a spell you have prepared" or "a prepared spell" for "a spell in your collection" or "a spell slot." For example, in [Counterspell](../../feats/counterspell-wizard.md), you'd replace "a spell you have prepared" in the trigger for "a spell in your collection" and "expend a prepared spell" for "expend a spell slot." Similarly, in arcane bond|Wizard||1, you'd replace "cast one spell you prepared today and already cast" with "cast one spell in your collection you've already cast today." - -The [Counterspell](../../feats/counterspell-wizard.md) and [Leyline Conduit](../../feats/leyline-conduit.md) feats in the Core Rulebook need these substitutions, as does [Form Retention](../../feats/form-retention-apg.md) from the Advanced Player's Guide. [Spell Mastery](../../feats/spell-mastery-apg.md) provides additional restricted spells, like divine font|Cleric||1 or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells. - -### Disallowed Feats -SoM p. 209 - -The following feats from the Core Rulebook aren't available for a flexible spellcaster: [Call of the Wild](../../feats/call-of-the-wild.md), [Clever Counterspell](../../feats/clever-counterspell.md), [Infinite Possibilities](../../feats/infinite-possibilities.md), [Reprepare Spell](../../feats/reprepare-spell.md), and [Spell Combination](../../feats/spell-combination.md). The disallowed feats from the Advanced Player's Guide are as follows: [Elemental Summons](../../feats/elemental-summons-apg.md), [Miraculous Possibility](../../feats/miraculous-possibility-apg.md), [Rites of Convocation](../../feats/rites-of-convocation-apg.md), and [Rites of Transfiguration](../../feats/rites-of-transfiguration-apg.md). - -*Source: Secrets of Magic p. 209* - -```ad-embed-feat -title: Flexible Spellcaster Dedication, Feat 2 -collapse: closed -# Flexible Spellcaster Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [class](../../../rules/traits/class-som.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: flexible spell preparation - -You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four. - -*Source: Secrets of Magic p. 209* -%% #trait/archetype #trait/class #trait/dedication %% -``` diff --git a/Compendium/character/archetypes/folklorist-sot2.md b/Compendium/character/archetypes/folklorist-sot2.md deleted file mode 100644 index d1c5d5610..000000000 --- a/Compendium/character/archetypes/folklorist-sot2.md +++ /dev/null @@ -1,101 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/sot2 -- trait/uncommon -aliases: ["Folklorist"] ---- -# Folklorist *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce magical effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* - -````ad-embed-feat -title: Folklorist Dedication, Feat 2 -collapse: closed -# Folklorist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Performance](../../../compendium/skills.md#Performance) - -You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action. - -```ad-embed-ability -title: Spin Tale [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../../../rules/traits/auditory.md) [linguistic](../../../rules/traits/linguistic.md) - -You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](../../../rules/traits/arcane.md) [illusion](../../../rules/traits/illusion.md) effects that have no mechanical impact other than illustrating your tale. -%% #trait/auditory #trait/linguistic %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Folktales Lore, Feat 4 -collapse: closed -# Folktales Lore *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Folklorist Dedication](../../../compendium/feats/folklorist-dedication-sot2.md) - -You can pull bits of wisdom from any tale. You become trained in [Folktales Lore](../../../compendium/skills.md#Lore), a special [Lore](../../../compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) with [Folktales Lore](../../../compendium/skills.md#Lore), you get the effects of the [Dubious Knowledge](../../../compendium/feats/dubious-knowledge.md) skill feat. - -If you are legendary in the [Performance](../../../compendium/skills.md#Performance) skill, you gain expert proficiency in [Folktales Lore](../../../compendium/skills.md#Lore), but you can't increase your proficiency rank in [Folktales Lore](../../../compendium/skills.md#Lore) by any other means. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Narrative Conduit, Feat 6 -collapse: closed -# Narrative Conduit *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [linguistic](../../../rules/traits/linguistic.md) [magical](../../../rules/traits/magical.md) - -- **Prerequisites**: [Folklorist Dedication](../../../compendium/feats/folklorist-dedication-sot2.md) - -You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you Spin a Tale and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% -``` - -```ad-embed-feat -title: Rule Of Three, Feat 8 -collapse: closed -# Rule Of Three [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [linguistic](../../../rules/traits/linguistic.md) [magical](../../../rules/traits/magical.md) - -- **Prerequisites**: [Folklorist Dedication](../../../compendium/feats/folklorist-dedication-sot2.md) -- **Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or -- **Requirements**: You have Spun a Tale. -- **Activity** Reaction - -Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn. - -Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% -``` - -```ad-embed-feat -title: Communal Tale, Feat 10 -collapse: closed -# Communal Tale *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Folklorist Dedication](../../../compendium/feats/folklorist-dedication-sot2.md) - -Stories are an experience meant to be shared as a group. When you Spin a Tale, you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/geomancer-som.md b/Compendium/character/archetypes/geomancer-som.md deleted file mode 100644 index 12fe43c73..000000000 --- a/Compendium/character/archetypes/geomancer-som.md +++ /dev/null @@ -1,209 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/som -aliases: ["Geomancer"] ---- -# Geomancer *Dedication Level 2* - -You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. - -You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible. - -*Source: Secrets of Magic p. 212* - -```ad-embed-feat -title: Geomancer Dedication, Feat 2 -collapse: closed -# Geomancer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../../../compendium/skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](../../../rules/traits/air.md), [cold](../../../rules/traits/cold.md), [earth](../../../rules/traits/earth.md), [fire](../../../rules/traits/fire.md), [plant](../../../rules/traits/plant.md), or [water](../../../rules/traits/water.md) trait - -You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. - -Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. - -- **Aquatic** ([water](../../../rules/traits/water.md)) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. -- **Arctic** ([cold](../../../rules/traits/cold.md)) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). -- **Desert** ([fire](../../../rules/traits/fire.md)) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](../../../rules/conditions.md#Fatigued) until they drink water or another potable liquid. -- **Forest** ([plant](../../../rules/traits/plant.md)) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](../../../rules/conditions.md#Clumsy) for 1 round ([clumsy](../../../rules/conditions.md#Clumsy) on a critical failure). -- **Mountain** ([earth](../../../rules/traits/earth.md)) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. -- **Plains** ([plant](../../../rules/traits/plant.md)) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. -- **Sky** ([air](../../../rules/traits/air.md)) A gust of wind carries you aloft. You can [Fly](../../../rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. -- **Swamp** ([plant](../../../rules/traits/plant.md)) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](../../../rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. -- **Underground** ([earth](../../../rules/traits/earth.md)) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](../../../rules/abilities/darkvision.md) as well as imprecise [tremorsense](../../../rules/abilities/tremorsense.md) out to 15 feet. - -**Special.** You can't select another dedication feat until you've gained two other feats from the geomancer archetype. - -*Source: Secrets of Magic p. 212* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Attunement Shift, Feat 4 -collapse: closed -# Attunement Shift [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md) -- **Frequency**: once per 10 minutes -- **Requirements**: Your previous action was to cast a spell with the [air](../../../rules/traits/air.md), [cold](../../../rules/traits/cold.md), [earth](../../../rules/traits/earth.md), [fire](../../../rules/traits/fire.md), [plant](../../../rules/traits/plant.md), or [water](../../../rules/traits/water.md) trait -- **Activity** Free Action - -The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast [tanglefoot](../../../compendium/spells/tanglefoot.md), your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. - -Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift. - -*Source: Secrets of Magic p. 212* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shared Attunement, Feat 4 -collapse: closed -# Shared Attunement *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md) - -When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. - -This has no effect if the terrain attunement affects your foes instead of granting you a benefit. - -*Source: Secrets of Magic p. 212* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Rough Terrain Stance, Feat 6 -collapse: closed -# Rough Terrain Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [stance](../../../rules/traits/stance.md) - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md), expert in [Nature](../../../compendium/skills.md#Nature) -- **Requirements**: You gained a terrain attunement benefit this turn. -- **Activity** Single Action - -You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain. - -This stance ends if you move into a different type of terrain. - -*Source: Secrets of Magic p. 212* -%% #trait/archetype #trait/stance %% -``` - -```ad-embed-feat -title: Attuned Stride, Feat 8 -collapse: closed -# Attuned Stride *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md), expert in [Nature](../../../compendium/skills.md#Nature) - -You can move freely through terrain you're attuned to. - -When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn. - -*Source: Secrets of Magic p. 213* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Draw From The Land, Feat 10 -collapse: closed -# Draw From The Land [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md), expert in [Nature](../../../compendium/skills.md#Nature) -- **Requirements**: You gained a terrain attunement benefit this turn, and it matched the terrain you're in. -- **Activity** Single Action - -You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together. - -*Source: Secrets of Magic p. 213* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Read The Land, Feat 12* -collapse: closed -# Read The Land *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Read The Land](../../../compendium/feats/read-the-land-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md), master in [Nature](../../../compendium/skills.md#Nature) - -You've learned how to commune with the land to learn information. You learn the commune with nature ritual if you didn't know it already. - -You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster. - -*Source: Secrets of Magic p. 213* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Shifting Terrain, Feat 14* -collapse: closed -# Shifting Terrain [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shifting Terrain](../../../compendium/feats/shifting-terrain-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Rough Terrain Stance](../../../compendium/feats/rough-terrain-stance-som.md), master in [Nature](../../../compendium/skills.md#Nature) -- **Requirements**: Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance. -- **Activity** Single Action - -You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects. After you use this action, you can't use it again for `1d4` rounds. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [clumsy](../../../rules/conditions.md#Clumsy) for 1 round. -> - **Failure** The creature is [clumsy](../../../rules/conditions.md#Clumsy) for 1 round. -> - **Critical Failure** The creature is [clumsy](../../../rules/conditions.md#Clumsy) for 1 round and falls [prone](../../../rules/conditions.md#Prone). - -*Source: Secrets of Magic p. 213* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Terrain Shield, Feat 14* -collapse: closed -# Terrain Shield *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Terrain Shield](../../../compendium/feats/terrain-shield-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md), master in [Nature](../../../compendium/skills.md#Nature) -- **Frequency**: once per 10 minutes -- **Trigger** A [Strike](../../../rules/actions/strike.md) would damage you. -- **Requirements**: You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in. - -You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering [Strike](../../../rules/actions/strike.md). - -*Source: Secrets of Magic p. 213* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Quickened Attunement, Feat 16* -collapse: closed -# Quickened Attunement [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Quickened Attunement](../../../compendium/feats/quickened-attunement-som.md) is intended for use with the Geomancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Geomancer Dedication](../../../compendium/feats/geomancer-dedication-som.md), legendary in [Nature](../../../compendium/skills.md#Nature) -- **Frequency**: once per day -- **Requirements**: Your previous action was [Attunement Shift](../../../compendium/feats/attunement-shift-som.md). -- **Activity** Free Action - -If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action). - -**Special.** You can't use [Quickened](../../../rules/conditions.md#Quickened) Attunement and [Quickened](../../../rules/conditions.md#Quickened) Casting in the same round. - -*Source: Secrets of Magic p. 213* -%% #trait/archetype #trait/concentrate #trait/metamagic %% -``` diff --git a/Compendium/character/archetypes/ghost-botd.md b/Compendium/character/archetypes/ghost-botd.md deleted file mode 100644 index 847b9b2f7..000000000 --- a/Compendium/character/archetypes/ghost-botd.md +++ /dev/null @@ -1,141 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Ghost"] ---- -# Ghost *Dedication Level 2* - -> [!pf2-sidebar] Incorporeality, Flight, and Rejuvenation -> -> Many ghost abilities have been significantly toned down to work for a player character—most notably flight and the ability to move through walls with incorporeality. The GM has the option to loosen the reins on both abilities, allowing movement through walls as normal for the trait, granting an unlimited fly Speed of 15 feet, or both. The fly Speed replaces any other abilities that involve flying, and any feat that upgrades the PC's flying capabilities, such as the Unlimited Ghost Flight feat, might instead upgrade this Speed by an additional 5 feet. However, a PC who can constantly fly and move through walls can trivialize many low- and mid-level challenges, as well as a fair number of high-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly. -> -> Combining the rejuvenation feat with a character whose unfinished business is tied to the adventure essentially makes the character immortal. As with a lich's soul cage, even a group using other undead archetypes might want to avoid the rejuvenation feat or have it function more like a Rejuvenation Token (page 56). - -Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires. - -*Source: Book of the Dead p. 46* - -```ad-embed-feat -title: Ghost Dedication, Feat 2 -collapse: closed -# Ghost Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: You died and returned as a ghost. - -You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](../../../rules/traits/spirit.md), and [undead](../../../rules/traits/undead.md) traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](../../../rules/traits/incorporeal-b1.md) trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](../../../compendium/feats/pass-through-botd.md) feat. Being a ghost has the following major effects. - -- **Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you [Fly](../../../rules/actions/fly.md). This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can [Leap](../../../rules/actions/leap.md), [High Jump](../../../rules/actions/high-jump.md), [Long Jump](../../../rules/actions/long-jump.md), and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. -- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](../../../rules/traits/invested.md) trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](../../../rules/actions/interact.md) with them, [Release](../../../rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. -- **Attacks** Your unarmed attacks become magical and deal negative damage instead of their normal type. -- **Strength** Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically [Athletics](../../../compendium/skills.md#Athletics) checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of [Athletics](../../../compendium/skills.md#Athletics) checks, [Strikes](../../../rules/actions/strike.md) with melee weapons, and any other checks or damage rolls dependent on Strength. -- **Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. - -*Source: Book of the Dead p. 46* -%% #trait/rare #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Frightful Moan, Feat 4 -collapse: closed -# Frightful Moan [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [divine](../../../rules/traits/divine.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) - -- **Prerequisites**: [Ghost Dedication](../../../compendium/feats/ghost-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Activity** Two-Action - -You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher. - -> [!success-degree] -> - **Success** The creature is unaffected and temporarily immune to Frightful Moans for 1 minute. -> - **Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). - -*Source: Book of the Dead p. 47* -%% #trait/archetype #trait/auditory #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% -``` - -```ad-embed-feat -title: Ghostly Resistance, Feat 4 -collapse: closed -# Ghostly Resistance *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Dedication](../../../compendium/feats/ghost-dedication-botd.md) - -Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the [ghost touch](../../../compendium/equipment/items/ghost-touch.md) rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical. - -At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical. - -*Source: Book of the Dead p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ghostly Grasp, Feat 6 -collapse: closed -# Ghostly Grasp *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Dedication](../../../compendium/feats/ghost-dedication-botd.md) - -Your control over your ghostly form grows. You gain the advanced undead benefits (page 44) and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can [Interact](../../../rules/actions/interact.md) with physical objects, but the action has no effect unless you succeed at a DC 20 [Athletics](../../../compendium/skills.md#Athletics) or DC 20 [Thievery](../../../compendium/skills.md#Thievery) check. - -*Source: Book of the Dead p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ghost Flight, Feat 8 -collapse: closed -# Ghost Flight [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Dedication](../../../compendium/feats/ghost-dedication-botd.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose. - -*Source: Book of the Dead p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Pass Through, Feat 10 -collapse: closed -# Pass Through [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: master in [Acrobatics](../../skills.md#Acrobatics), [Ghost Dedication](../../../compendium/feats/ghost-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Activity** Three-Action - -Filtering your form through the substance of an object, you can pass through walls, doors, and more. You [Fly](../../../rules/actions/fly.md) up to your Speed. During this movement, you can try to move through one object. Attempt an [Acrobatics](../../skills.md#Acrobatics) check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a [wall of force](../../../compendium/spells/wall-of-force.md). - -> [!success-degree] -> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](../../../rules/traits/incorporeal-b1.md), starting your turn inside an object makes you [slowed](../../../rules/conditions.md#Slowed) for that turn. -> - **Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in. - -*Source: Book of the Dead p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Unlimited Ghost Flight, Feat 14* -collapse: closed -# Unlimited Ghost Flight *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Unlimited Ghost Flight](../../../compendium/feats/unlimited-ghost-flight-botd.md) is intended for use with the Ghost Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ghost Flight](../../../compendium/feats/ghost-flight-botd.md) - -You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes. - -*Source: Book of the Dead p. 47* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/ghost-eater-frp1.md b/Compendium/character/archetypes/ghost-eater-frp1.md deleted file mode 100644 index a5b63feac..000000000 --- a/Compendium/character/archetypes/ghost-eater-frp1.md +++ /dev/null @@ -1,77 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/frp1 -- trait/uncommon -aliases: ["Ghost Eater"] ---- -# Ghost Eater *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -The warriors of Minata frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Minatan warriors, known as ghost eaters around Bonmu, travel the countless islands of Minata and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* - -```ad-embed-feat -title: Ghost Eater Dedication, Feat 2 -collapse: closed -# Ghost Eater Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Occultism](../../../compendium/skills.md#Occultism) or [Religion](../../../compendium/skills.md#Religion) - -You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack [Strikes](../../../rules/actions/strike.md) become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune. - -**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Reach Beyond, Feat 4 -collapse: closed -# Reach Beyond *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Eater Dedication](../../../compendium/feats/ghost-eater-dedication-frp1.md) - -You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](../../../rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](../../../rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](../../../rules/traits/concentrate.md) trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](../../../rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Disrupting Strikes, Feat 6 -collapse: closed -# Disrupting Strikes [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Eater Dedication](../../../compendium/feats/ghost-eater-dedication-frp1.md) -- **Activity** Single Action - -You call forth positive energy from within to help you destroy undead. Your weapon and unarmed [Strikes](../../../rules/actions/strike.md) gain the effects of a disrupting property rune until the start of your next turn. - -If you're 14th level or higher, your [Strikes](../../../rules/actions/strike.md) instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Cross The Threshold, Feat 16* -collapse: closed -# Cross The Threshold *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Cross The Threshold](../../../compendium/feats/cross-the-threshold-frp1.md) is intended for use with the Ghost Eater Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ghost Eater Dedication](../../../compendium/feats/ghost-eater-dedication-frp1.md) - -You can cast [ethereal jaunt](../../../compendium/spells/ethereal-jaunt.md) as an occult innate spell once per day. You don't need to [Sustain the Spell](../../../rules/actions/sustain-a-spell.md); instead, it lasts for 10 minutes or until you choose to return to your material form as a free action. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/ghost-hunter-av1.md b/Compendium/character/archetypes/ghost-hunter-av1.md deleted file mode 100644 index 2c29df008..000000000 --- a/Compendium/character/archetypes/ghost-hunter-av1.md +++ /dev/null @@ -1,111 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/av1 -- trait/uncommon -aliases: ["Ghost Hunter"] ---- -# Ghost Hunter *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -Ghosts have a wide range of capabilities and features— no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts. - -The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* - -```ad-embed-feat -title: Ghost Hunter Dedication, Feat 2 -collapse: closed -# Ghost Hunter Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Trained in [Occultism](../../../compendium/skills.md#Occultism) or [Religion](../../../compendium/skills.md#Religion) - -You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. [Pick Spirit Lore](../../../compendium/skills.md#Lore) or [Haunt Lore](../../../compendium/skills.md#Lore); you become trained in this skill. If you were already trained in both skills, you become trained in a new [Lore](../../../compendium/skills.md#Lore) skill of your choice. - -Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](../../../rules/traits/enchantment.md), or [necromancy](../../../rules/traits/necromancy.md) trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity if you didn't have it already. - -You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. - -**Special.** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Grave's Voice, Feat 4 -collapse: closed -# Grave's Voice *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](../../../compendium/feats/ghost-hunter-dedication-av1.md) - -You can use your choice of [Spirit Lore](../../../compendium/skills.md#Lore) or [Haunt Lore](../../../compendium/skills.md#Lore) to [Make an Impression](../../../rules/actions/make-an-impression.md) or [Request](../../../rules/actions/request.md) things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Investigate Haunting, Feat 4 -collapse: closed -# Investigate Haunting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](../../../compendium/feats/ghost-hunter-dedication-av1.md) - -You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Spirit Spells, Feat 4 -collapse: closed -# Spirit Spells *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](../../../compendium/feats/ghost-hunter-dedication-av1.md) - -Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](../../../rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](../../../rules/traits/divination.md), [enchantment](../../../rules/traits/enchantment.md), or [necromancy](../../../rules/traits/necromancy.md) trait. You can cast each of these spells once per day. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ghost Strike, Feat 6 -collapse: closed -# Ghost Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](../../../compendium/feats/ghost-hunter-dedication-av1.md) -- **Activity** Two-Action - -Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the [ghost touch](../../../compendium/equipment/items/ghost-touch.md) property rune for 10 minutes. - -At 10th level, you can apply this effect to two weapons instead of one. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Peer Beyond, Feat 8 -collapse: closed -# Peer Beyond *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](../../../compendium/feats/ghost-hunter-dedication-av1.md) - -You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](../../../rules/traits/mental.md) effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](../../../compendium/skills.md#Lore) or [Haunt Lore](../../../compendium/skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. - -If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a [Spirit Lore](../../../compendium/skills.md#Lore) or [Haunt Lore](../../../compendium/skills.md#Lore) check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/ghoul-botd.md b/Compendium/character/archetypes/ghoul-botd.md deleted file mode 100644 index 4a60981c4..000000000 --- a/Compendium/character/archetypes/ghoul-botd.md +++ /dev/null @@ -1,243 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Ghoul"] ---- -# Ghoul *Dedication Level 2* - -> [!pf2-sidebar] Roleplaying A Ghoul -> -> When playing a ghoul, think about how hunger will affect your personality. Perhaps keep your character's personality as close to its original intent as possible, but with a slight twist. The desires and cravings of a ghoul are certainly strange and inhuman, but if you start emphasizing that right away, you don't have room to grow your portrayal of the character's descent into this hunger. -> -> As you get more ghoul feats, you can roleplay your character's diminishing aspects as ghoul-like characteristics emerge. As your character becomes more ghoulish, they loses old inhibitions and becomes more ambitious. Ambition, after all, is another sort of hunger. Adding these new ambitions gives you ways to portray the transformation besides just making your character a cannibal. - -You died from the necrotic disease known as [ghoul fever](../../gm/afflictions/ghoul-fever-b1.md) and rose anew as a ravenous ghoul, forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal. - -Whether they stalk through the graveyards and crypts of Golarion or work together with other ghouls to build empires in the Darklands, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving. - -When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them. - -Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh. - -Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more. - -*Source: Book of the Dead p. 48* - -````ad-embed-feat -title: Ghoul Dedication, Feat 2 -collapse: closed -# Ghoul Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: You were killed by [ghoul fever](../../../rules/conditions.md#Ghoul%20Fever). - -You have succumbed to [ghoul fever](../../../rules/conditions.md#Ghoul%20Fever), dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. - -Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. - -You gain the [ghoul](../../../rules/traits/ghoul-b1.md) and [undead](../../../rules/traits/undead.md) traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](../../../rules/traits/finesse.md) trait. - -You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. - -```ad-embed-ability -title: Consume Flesh [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) - -- **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour - -**Effect** You devour a chunk of the corpse. You become satiated for 1 hour. -%% #trait/manipulate %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the ghoul archetype. - -*Source: Book of the Dead p. 48* -%% #trait/rare #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Replenishing Consumption, Feat 4 -collapse: closed -# Replenishing Consumption *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) - -When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain `1d6` Hit Points for every 2 levels you have, rounded up. - -*Source: Book of the Dead p. 48* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Swift Leap, Feat 4 -collapse: closed -# Swift Leap [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) -- **Activity** Single Action - -Your undead physiology allows you to leap quickly toward or away from your opponent. You [Leap](../../../rules/actions/leap.md). This movement doesn't trigger reactions. - -If you are satiated, you can choose to end your satiation to instead [High Jump](../../../rules/actions/high-jump.md) or [Long Jump](../../../rules/actions/long-jump.md) without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement. - -*Source: Book of the Dead p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Feverish Enzymes, Feat 6 -collapse: closed -# Feverish Enzymes [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) -- **Activity** Two-Action - -Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. [Strike](../../../rules/actions/strike.md) with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two [Interact](../../../rules/actions/interact.md) actions to squeeze the enzymes from the wound and remove the effect. - -If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute. - -*Source: Book of the Dead p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Grave Strength, Feat 6 -collapse: closed -# Grave Strength *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) - -The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits (page 44). In addition, you gain a +5-foot status bonus to your Speed while you're satiated. - -*Source: Book of the Dead p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Guarded Movement, Feat 6* -collapse: closed -# Guarded Movement *Feat 6* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Guarded Movement](../../../compendium/feats/guarded-movement.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. - - -Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement. - -*Source: Core Rulebook p. 160* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Reactive Pursuit, Feat 6* -collapse: closed -# Reactive Pursuit [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Reactive Pursuit](../../../compendium/feats/reactive-pursuit.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. - -- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](../../../rules/actions/stride.md) action. -- **Activity** Reaction - -You keep pace with a retreating foe. You [Stride](../../../rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](../../../rules/actions/burrow.md), [Climb](../../../rules/actions/climb.md), [Fly](../../../rules/actions/fly.md), or [Swim](../../../rules/actions/swim.md) instead of [Stride](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 185* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Paralyzing Slash, Feat 8 -collapse: closed -# Paralyzing Slash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [incapacitation](../../../rules/traits/incapacitation.md) [necromancy](../../../rules/traits/necromancy.md) [occult](../../../rules/traits/occult.md) - -- **Prerequisites**: [Feverish Enzymes](../../../compendium/feats/feverish-enzymes-botd.md) -- **Activity** Two-Action - -Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](../../../rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](../../../rules/traits/elf.md) creature, it becomes [paralyzed](../../../rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](../../../rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. - -*Source: Book of the Dead p. 49* -%% #trait/archetype #trait/incapacitation #trait/occult #trait/necromancy %% -``` - -```ad-embed-feat -title: Sickening Bite, Feat 8 -collapse: closed -# Sickening Bite *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) - -Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](../../../rules/conditions.md#Sickened). This is a [disease](../../../rules/traits/disease.md) effect. If you are satiated, you can end your satiation to make the target [sickened](../../../rules/conditions.md#Sickened) on a regular hit instead. - -*Source: Book of the Dead p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Glutton for Flesh, Feat 10 -collapse: closed -# Glutton for Flesh *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) - -You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have [Grave Strength](../../../compendium/feats/grave-strength-botd.md), you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated. - -*Source: Book of the Dead p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Wall Run, Feat 10* -collapse: closed -# Wall Run [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Wall Run](../../../compendium/feats/wall-run.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You defy gravity, traversing vertical planes as easily as the ground. [Stride](../../../rules/actions/stride.md) up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the [Stride](../../../rules/actions/stride.md) off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can [Grab an Edge](../../../rules/actions/grab-an-edge.md), if applicable). If you have [Water Step](../../../compendium/feats/water-step.md) or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall. - -*Source: Core Rulebook p. 163* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Corpse Stench, Feat 12* -collapse: closed -# Corpse Stench *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [aura](../../../rules/traits/aura.md) [olfactory](../../../rules/traits/olfactory-b1.md) - -> [!pf2-note] This version of [Corpse Stench](../../../compendium/feats/corpse-stench-botd.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) - -Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be [sickened](../../../rules/conditions.md#Sickened) (plus [slowed](../../../rules/conditions.md#Slowed) on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](../../../rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute. - -*Source: Book of the Dead p. 49* -%% #trait/archetype #trait/aura #trait/olfactory %% -``` - -```ad-embed-feat -title: Rejuvenation, Feat 12* -collapse: closed -# Rejuvenation *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [rare](../../../rules/traits/rare.md) - -> [!pf2-note] This version of [Rejuvenation](../../../compendium/feats/rejuvenation-botd.md) is intended for use with the Ghoul Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ghost Dedication](../../../compendium/feats/ghost-dedication-botd.md) - -The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after `2d4` days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business. - -*Source: Book of the Dead p. 47* -%% #trait/rare #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/gladiator-apg.md b/Compendium/character/archetypes/gladiator-apg.md deleted file mode 100644 index fe625e395..000000000 --- a/Compendium/character/archetypes/gladiator-apg.md +++ /dev/null @@ -1,112 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Gladiator"] ---- -# Gladiator *Dedication Level 2* - -The roar of the crowd and thrill of competitive combat drive you to become the best—and the fame isn't bad either. - -If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter. - -*Source: Advanced Player's Guide p. 175* - -```ad-embed-feat -title: Gladiator Dedication, Feat 2 -collapse: closed -# Gladiator Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: [Impressive Performance](../../../compendium/feats/impressive-performance.md) - -You know how to turn combat into a form of entertainment. You become trained in [Gladiatorial Lore](../../../compendium/skills.md#Lore); if already trained in [Gladiatorial Lore](../../../compendium/skills.md#Lore), you instead become trained in another [Lore](../../../compendium/skills.md#Lore) skill of your choice. - -At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll [Performance](../../../compendium/skills.md#Performance) for your initiative. - -**Special.** You can't select another dedication feat until you have gained two other feats from the gladiator archetype. - -*Source: Advanced Player's Guide p. 175* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Fancy Moves, Feat 4 -collapse: closed -# Fancy Moves *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Gladiator Dedication](../../../compendium/feats/gladiator-dedication-apg.md), expert in [Performance](../../../compendium/skills.md#Performance) - -You show off your fighting style to discourage your foes. - -You can use [Performance](../../../compendium/skills.md#Performance) to [Demoralize](../../../rules/actions/demoralize.md). - -*Source: Advanced Player's Guide p. 175* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Play To The Crowd, Feat 4 -collapse: closed -# Play To The Crowd [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Gladiator Dedication](../../../compendium/feats/gladiator-dedication-apg.md) -- **Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. -- **Activity** Reaction - -You show off for the crowd. Attempt a [Performance](../../../compendium/skills.md#Performance) check; the DC is determined by the GM but is typically the standard DC for your level or the DC to [Make an Impression](../../../rules/actions/make-an-impression.md) on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits: - -- A number of temporary Hit Points equal to your character level; these last for 1 minute. -- A +1 circumstance bonus to AC until the end of your next turn. -- A +1 circumstance bonus to your next attack roll before the end of your next turn. - -*Source: Advanced Player's Guide p. 175* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Stage Fighting, Feat 4 -collapse: closed -# Stage Fighting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Gladiator Dedication](../../../compendium/feats/gladiator-dedication-apg.md) - -You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](../../../rules/traits/nonlethal.md) trait. - -*Source: Advanced Player's Guide p. 175* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Performative Weapons Training, Feat 6 -collapse: closed -# Performative Weapons Training *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Gladiator Dedication](../../../compendium/feats/gladiator-dedication-apg.md) - -You're skilled with flashy weapons. You are trained with the [bo staff](../../../compendium/equipment/items/bo-staff.md), [dueling cape](../../../compendium/equipment/items/dueling-cape-apg.md), [spiked chain](../../../compendium/equipment/items/spiked-chain.md), [sword cane](../../../compendium/equipment/items/sword-cane-apg.md), and [whip](../../../compendium/equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. - -*Source: Advanced Player's Guide p. 175* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Call Your Shot, Feat 8 -collapse: closed -# Call Your Shot *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Play to the Crowd](../../../compendium/feats/play-to-the-crowd-apg.md) - -When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: - -- Choose a creature within 30 feet that can see you to become [frightened](../../../rules/conditions.md#Frightened). This effect has the [emotion](../../../rules/traits/emotion.md), [fear](../../../rules/traits/fear.md), [mental](../../../rules/traits/mental.md), and [visual](../../../rules/traits/visual.md) traits. - -*Source: Advanced Player's Guide p. 175* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/golden-league-xun-frp2.md b/Compendium/character/archetypes/golden-league-xun-frp2.md deleted file mode 100644 index 644173c4c..000000000 --- a/Compendium/character/archetypes/golden-league-xun-frp2.md +++ /dev/null @@ -1,92 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/frp2 -- trait/uncommon -aliases: ["Golden League Xun"] ---- -# Golden League Xun *Dedication Level 8* -[uncommon](../../../Rules/traits/uncommon.md) - -You've become a xun, a powerful gang enforcer. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* - -```ad-embed-feat -title: Golden League Xun Dedication, Feat 8 -collapse: closed -# Golden League Xun Dedication *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: master in [Underworld Lore](../../../compendium/skills.md#Lore) - -You are a xun for the Golden League, aiding the organization. - -You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): [Athletics](../../../compendium/skills.md#Athletics), [Deception](../../../compendium/skills.md#Deception), [Intimidation](../../../compendium/skills.md#Intimidation), or [Stealth](../../../compendium/skills.md#Stealth). In addition, if you use [Underworld Lore](../../../compendium/skills.md#Lore) to [Earn Income](../../../rules/actions/earn-income.md) or [Recall Knowledge](../../../rules/actions/recall-knowledge.md), when you get a success, you get a critical success instead. - -**Special.** You can't select another dedication feat until you've gained two other feats from the Golden League Xun archetype. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Beneath Notice, Feat 10 -collapse: closed -# Beneath Notice *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](../../../compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Deception](../../../compendium/skills.md#Deception) - -You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and [Slippery Secrets](../../../compendium/feats/slippery-secrets.md) skill feats. In addition, while in a crowd, you can [Impersonate](../../../rules/actions/impersonate.md) a nondescript member of the crowd as a three action activity (one action if you are legendary in [Deception](../../../compendium/skills.md#Deception)). - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Menacing Prowess, Feat 10 -collapse: closed -# Menacing Prowess *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](../../../compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Intimidation](../../../compendium/skills.md#Intimidation) - -Scaring off multiple people at once is your specialty. When you [Demoralize](../../../rules/actions/demoralize.md), you can target up to 2 creatures within 30 feet of you at once. If you are a master of [Intimidation](../../../compendium/skills.md#Intimidation), you can [Demoralize](../../../rules/actions/demoralize.md) up to 4 creatures at once; if you're legendary, you can [Demoralize](../../../rules/actions/demoralize.md) up to 8 creatures at once. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Rope Mastery, Feat 10 -collapse: closed -# Rope Mastery *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](../../../compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Athletics](../../../compendium/skills.md#Athletics) - -Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of [Quick Climb](../../../compendium/feats/quick-climb.md). - -In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Disarm](../../../rules/actions/disarm.md), [Grapple](../../../rules/actions/grapple.md), or [Trip](../../../rules/actions/trip.md) a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Silent Sting, Feat 10 -collapse: closed -# Silent Sting [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](../../../compendium/feats/golden-league-xun-dedication-frp2.md), expert in [Stealth](../../../compendium/skills.md#Stealth) -- **Trigger** You make a [Strike](../../../rules/actions/strike.md) with a weapon of light bulk. -- **Activity** Reaction - -You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to [Conceal an Object](../../../rules/actions/conceal-an-object.md) to hide the triggering weapon. Your [Stealth](../../../compendium/skills.md#Stealth) check is compared to the [Perception](../../../compendium/skills.md#Perception) DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your [Strike](../../../rules/actions/strike.md) gains a +4 circumstance bonus to their [Perception](../../../compendium/skills.md#Perception) DC for this check. If your [Stealth](../../../compendium/skills.md#Stealth) check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/golem-grafter-ec3.md b/Compendium/character/archetypes/golem-grafter-ec3.md deleted file mode 100644 index 91a219285..000000000 --- a/Compendium/character/archetypes/golem-grafter-ec3.md +++ /dev/null @@ -1,104 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ec3 -- trait/uncommon -aliases: ["Golem Grafter"] ---- -# Golem Grafter *Dedication Level 8* -[uncommon](../../../Rules/traits/uncommon.md) - -You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs. - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* - -```ad-embed-feat -title: Golem Grafter Dedication, Feat 8 -collapse: closed -# Golem Grafter Dedication *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Arcana](../../../compendium/skills.md#Arcana) and [Crafting](../../../compendium/skills.md#Crafting), or an ally with expert proficiency in those skills willing to augment you - -Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype. - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Accursed Clay Fist, Feat 10 -collapse: closed -# Accursed Clay Fist *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [curse](../../../rules/traits/curse.md) - -- **Prerequisites**: [Golem Grafter Dedication](../../../compendium/feats/golem-grafter-dedication-ec3.md), expert in unarmed attacks - -You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](../../../rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](../../../rules/traits/curse.md) effects for 1 hour. - -**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) traits of a typical fist. - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #trait/archetype #trait/curse %% -``` - -```ad-embed-feat -title: Quicken Heartbeat, Feat 10 -collapse: closed -# Quicken Heartbeat [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Golem Grafter Dedication](../../../compendium/feats/golem-grafter-dedication-ec3.md) -- **Frequency**: once per turn -- **Activity** Single Action - -You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your [slowed](../../../rules/conditions.md#Slowed) condition by 1. Alternatively, if you are not [slowed](../../../rules/conditions.md#Slowed), you are [quickened](../../../rules/conditions.md#Quickened) during your next turn, and can use your extra action to [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md). - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Legs Of Stone, Feat 12* -collapse: closed -# Legs Of Stone *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Legs Of Stone](../../../compendium/feats/legs-of-stone-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Golem Grafter Dedication](../../../compendium/feats/golem-grafter-dedication-ec3.md) - -You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to [Shove](../../../rules/actions/shove.md) or [Trip](../../../rules/actions/trip.md) you. You can [Shove](../../../rules/actions/shove.md) creatures even if you don't have a hand free. When you successfully [Shove](../../../rules/actions/shove.md) a foe, you can [Stride](../../../rules/actions/stride.md) away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it. - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #trait/archetype %% -``` - -````ad-embed-feat -title: Iron Lung, Feat 14* -collapse: closed -# Iron Lung *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Iron Lung](../../../compendium/feats/iron-lung-ec3.md) is intended for use with the Golem Grafter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Golem Grafter Dedication](../../../compendium/feats/golem-grafter-dedication-ec3.md) - -Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. - -```ad-embed-ability -title: Exhale Poison [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[arcane](../../../rules/traits/arcane.md) [necromancy](../../../rules/traits/necromancy.md) [poison](../../../rules/traits/poison.md) - -- **Requirements**: You were within the area of an inhaled poison within the last minute - -**Effect** You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged. -%% #trait/arcane #trait/necromancy #trait/poison %% -``` - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #trait/archetype %% -```` diff --git a/Compendium/character/archetypes/gray-gardener-ngd.md b/Compendium/character/archetypes/gray-gardener-ngd.md deleted file mode 100644 index f5a2f3578..000000000 --- a/Compendium/character/archetypes/gray-gardener-ngd.md +++ /dev/null @@ -1,201 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ngd -- trait/uncommon -aliases: ["Gray Gardener"] ---- -# Gray Gardener *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of Night of the Gray Death, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years. - -The following is suitable for heroes to take after the events of Night of the Gray Death. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice. - -Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the [vigilante](vigilante-apg.md) archetype. - -*Source: Night of the Gray Death p. 64* - -```ad-embed-feat -title: Executioner Weapon Training, Feat 4 -collapse: closed -# Executioner Weapon Training *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - -Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, greataxe, and scimitar. - -Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons. - -*Source: Night of the Gray Death p. 64* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Harsh Judgment, Feat 4 -collapse: closed -# Harsh Judgment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners -- **Activity** Single Action - -Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to [Perception](../../../compendium/skills.md#Perception) checks to [Seek](../../../rules/actions/seek.md) your condemned foe and on [Intimidation](../../../compendium/skills.md#Intimidation) checks to [Demoralize](../../../rules/actions/demoralize.md) them. You have a –1 circumstance penalty to [Perception](../../../compendium/skills.md#Perception) checks to [Seek](../../../rules/actions/seek.md) creatures other than your condemned foe and on [Intimidation](../../../compendium/skills.md#Intimidation) checks to [Demoralize](../../../rules/actions/demoralize.md) anyone other than your condemned foe. - -You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter. - -*Source: Night of the Gray Death p. 64* -%% #trait/archetype #trait/vigilante %% -``` - -```ad-embed-feat -title: Voice of Authority, Feat 4 -collapse: closed -# Voice of Authority *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -- **Prerequisites**: expert in [Intimidation](../../../compendium/skills.md#Intimidation), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - -You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter. - -Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar effect. If you roll [Intimidation](../../../compendium/skills.md#Intimidation) for initiative, on the first round of combat, creatures that haven't acted yet are [flat-footed](../../../rules/conditions.md#Flat-footed) to you. - -*Source: Night of the Gray Death p. 64* -%% #trait/archetype #trait/auditory #trait/vigilante %% -``` - -```ad-embed-feat -title: Discerning Gaze, Feat 6 -collapse: closed -# Discerning Gaze *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - -You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret [Perception](../../../compendium/skills.md#Perception) checks to [Sense Motive](../../../rules/actions/sense-motive.md). - -If you use [Sense Motive](../../../rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](../../../compendium/skills.md#Perception) check twice and takes the higher result (this is a [fortune](../../../rules/traits/fortune.md) effect). - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Frightful Condemnation, Feat 6 -collapse: closed -# Frightful Condemnation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Harsh Judgment](../../../compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners -- **Trigger** You hit your condemned foe with a melee [Strike](../../../rules/actions/strike.md) in the same turn during which you condemned it with Harsh Judgment. -- **Requirements**: You have condemned a foe to death with [Harsh Judgment](../../../compendium/feats/harsh-judgment-ngd.md). -- **Activity** Free Action - -Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. - -Your condemned foe is [frightened](../../../rules/conditions.md#Frightened), or [frightened](../../../rules/conditions.md#Frightened) if the triggering [Strike](../../../rules/actions/strike.md) was a critical hit. - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% -``` - -```ad-embed-feat -title: Accurate Swing, Feat 8 -collapse: closed -# Accurate Swing *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Harsh Judgment](../../../compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners - -You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you [Strike](../../../rules/actions/strike.md) a creature you condemned with Harsh Judgment that has the [frightened](../../../rules/conditions.md#Frightened) condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the [Strike](../../../rules/actions/strike.md)'s damage equal to the number of weapon damage dice your weapon deals. - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype #trait/vigilante %% -``` - -```ad-embed-feat -title: Gardener's Resolve, Feat 8 -collapse: closed -# Gardener's Resolve [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners -- **Frequency**: once per day -- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](../../../rules/traits/fear.md) effect. -- **Activity** Reaction - -The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success. - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype #trait/vigilante %% -``` - -```ad-embed-feat -title: Reminder of the Greater Fear, Feat 8 -collapse: closed -# Reminder of the Greater Fear [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -- **Prerequisites**: master in [Intimidation](../../../compendium/skills.md#Intimidation), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) -- **Frequency**: once per 10 minutes -- **Trigger** Another creature within 30 feet of you that can see you would gain the [frightened](../../../rules/conditions.md#Frightened) condition. -- **Activity** Reaction - -You give a target a stern glower to remind them that it is you, and no one else, they should truly fear. Reduce the value of the [frightened](../../../rules/conditions.md#Frightened) condition the creature would take by 1. - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype #trait/vigilante %% -``` - -```ad-embed-feat -title: Strident Command, Feat 10 -collapse: closed -# Strident Command *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: master in [Intimidation](../../../compendium/skills.md#Intimidation), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), [Voice of Authority](../../../compendium/feats/voice-of-authority-ngd.md), member of the Gray Gardeners - -The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast [command](../../../compendium/spells/command.md) once every 10 minutes as a 1st-level occult innate spell. - -If you're in your vigilante identity, you can command the target only to approach you, drop [prone](../../../rules/conditions.md#Prone), or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding. - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Execution, Feat 14* -collapse: closed -# Execution [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -> [!pf2-note] This version of [Execution](../../../compendium/feats/execution-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Harsh Judgment](../../../compendium/feats/harsh-judgment-ngd.md), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners -- **Requirements**: You have condemned a foe with [Harsh Judgment](../../../compendium/feats/harsh-judgment-ngd.md). -- **Activity** Two-Action - -You swing wide, attempting to behead your condemned foe. Make a melee [Strike](../../../rules/actions/strike.md) against your condemned foe. If you hit, your condemned foe takes `8d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day. - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype #trait/vigilante %% -``` - -```ad-embed-feat -title: Terrifying Countenance, Feat 18* -collapse: closed -# Terrifying Countenance [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -> [!pf2-note] This version of [Terrifying Countenance](../../../compendium/feats/terrifying-countenance-ngd.md) is intended for use with the Gray Gardener Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md), member of the Gray Gardeners -- **Activity** Free Action - -You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast [mask of terror](../../../compendium/spells/mask-of-terror.md) as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends. - -*Source: Night of the Gray Death p. 65* -%% #trait/archetype #trait/vigilante %% -``` diff --git a/Compendium/character/archetypes/gunslinger-g-g.md b/Compendium/character/archetypes/gunslinger-g-g.md deleted file mode 100644 index fd927de1d..000000000 --- a/Compendium/character/archetypes/gunslinger-g-g.md +++ /dev/null @@ -1,125 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -aliases: ["Gunslinger"] ---- -# Gunslinger *Dedication Level 2* - -You like a weapon that makes an impression almost as much as you like making an impression. - -## Multiclass Gunslinger characters -G&G p. 127 - -Gunslinger is a great fit for dexterous characters who want a weapon that hits hard from a distance, especially rangers and rogues who already have abilities that can make their first hit count. Spellcasters with [true strike](../../spells/true-strike.md) might favor firearms with the [fatal](../../../Rules/traits/fatal.md) property and gunslinger abilities that improve options for supporting their allies. - -*Source: Guns & Gears p. 127* - -```ad-embed-feat -title: Gunslinger Dedication, Feat 2 -collapse: closed -# Gunslinger Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 14 - -You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC. - -Choose a gunslinger way. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way. - -**Special.** You can't select another dedication feat until you've gained two other feats from the gunslinger archetype. - -*Source: Guns & Gears p. 127* -%% #trait/uncommon #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Shooting, Feat 4 -collapse: closed -# Basic Shooting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](../../../compendium/feats/gunslinger-dedication-g-g.md) - -You gain a 1st- or 2nd-level gunslinger feat of your choice. - -*Source: Guns & Gears p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Shooting, Feat 6 -collapse: closed -# Advanced Shooting *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Shooting](../../../compendium/feats/basic-shooting-g-g.md) - -You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another gunslinger feat. - -*Source: Guns & Gears p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Slinger's Readiness, Feat 6 -collapse: closed -# Slinger's Readiness *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](../../../compendium/feats/gunslinger-dedication-g-g.md) - -You've learned a gunslinger's tricks for staking out your territory in a fight. You gain the initial deed for the way you selected with Gunslinger's Dedication. - -*Source: Guns & Gears p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Practiced Reloads, Feat 10 -collapse: closed -# Practiced Reloads *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](../../../compendium/feats/gunslinger-dedication-g-g.md) - -You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger's reload for the way you selected with Gunslinger's Dedication. - -*Source: Guns & Gears p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Eagle Eye, Feat 12* -collapse: closed -# Eagle Eye *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Eagle Eye](../../../compendium/feats/eagle-eye-g-g.md) is intended for use with the Gunslinger Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Gunslinger Dedication](../../../compendium/feats/gunslinger-dedication-g-g.md), expert in [Perception](../../../compendium/skills.md#Perception) - -Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in [Perception](../../../compendium/skills.md#Perception). - -*Source: Guns & Gears p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Firearm Expert, Feat 12* -collapse: closed -# Firearm Expert *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Firearm Expert](../../../compendium/feats/firearm-expert-g-g.md) is intended for use with the Gunslinger Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Gunslinger Dedication](../../../compendium/feats/gunslinger-dedication-g-g.md), expert in any kind of weapon or unarmed attack - -You've become an expert with your chosen weapons. Your proficiency ranks for simple and martial crossbows and simple and martial firearms increase to expert. - -*Source: Guns & Gears p. 127* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/halcyon-speaker-locg.md b/Compendium/character/archetypes/halcyon-speaker-locg.md deleted file mode 100644 index bf5db4e14..000000000 --- a/Compendium/character/archetypes/halcyon-speaker-locg.md +++ /dev/null @@ -1,168 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Halcyon Speaker"] ---- -# Halcyon Speaker *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. - -*Source: Lost Omens: Character Guide p. 104* - -```ad-embed-feat -title: Halcyon Speaker Dedication, Feat 6 -collapse: closed -# Halcyon Speaker Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank - -You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. - -*Source: Lost Omens: Character Guide p. 104* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Dualistic Synergy, Feat 8 -collapse: closed -# Dualistic Synergy [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Halcyon Speaker Dedication](../../../compendium/feats/halcyon-speaker-dedication-locg.md) -- **Activity** Single Action - -If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits. - -*Source: Lost Omens: Character Guide p. 104* -%% #trait/archetype #trait/metamagic %% -``` - -```ad-embed-feat -title: Persistent Creation, Feat 8 -collapse: closed -# Persistent Creation *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Halcyon Speaker Dedication](../../../compendium/feats/halcyon-speaker-dedication-locg.md) - -You can cast [creation](../../../compendium/spells/creation.md) as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast [creation](../../../compendium/spells/creation.md) again, any persistent creation you previously created with the spell immediately disintegrates. - -*Source: Lost Omens: Character Guide p. 104* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Halcyon Spellcasting Initiate, Feat 10 -collapse: closed -# Halcyon Spellcasting Initiate *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Halcyon Speaker Dedication](../../../compendium/feats/halcyon-speaker-dedication-locg.md) - -Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from [Halcyon Speaker Dedication](../../../compendium/feats/halcyon-speaker-dedication-locg.md). - -*Source: Lost Omens: Character Guide p. 104* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shared Synergy, Feat 10 -collapse: closed -# Shared Synergy *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Dualistic Synergy](../../../compendium/feats/dualistic-synergy-locg.md) - -You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), granting that ally temporary Hit Points, or both, depending on the spell's tradition. - -*Source: Lost Omens: Character Guide p. 104* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Flexible Halcyon Spellcasting, Feat 12* -collapse: closed -# Flexible Halcyon Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Flexible Halcyon Spellcasting](../../../compendium/feats/flexible-halcyon-spellcasting-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Halcyon Spellcasting Initiate](../../../compendium/feats/halcyon-spellcasting-initiate-locg.md) - -You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest. - -*Source: Lost Omens: Character Guide p. 105* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Halcyon Spellcasting Adept, Feat 14* -collapse: closed -# Halcyon Spellcasting Adept *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Halcyon Spellcasting Adept](../../../compendium/feats/halcyon-spellcasting-adept-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Halcyon Spellcasting Initiate](../../../compendium/feats/halcyon-spellcasting-initiate-locg.md); master in either [Arcana](../../../compendium/skills.md#Arcana) or [Nature](../../../compendium/skills.md#Nature), expert in the other - -You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert. - -*Source: Lost Omens: Character Guide p. 105* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Fulminating Synergy, Feat 16* -collapse: closed -# Fulminating Synergy *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Fulminating Synergy](../../../compendium/feats/fulminating-synergy-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dualistic Synergy](../../../compendium/feats/dualistic-synergy-locg.md) - -When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances. - -*Source: Lost Omens: Character Guide p. 105* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Halcyon Spellcasting Sage, Feat 18* -collapse: closed -# Halcyon Spellcasting Sage *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Halcyon Spellcasting Sage](../../../compendium/feats/halcyon-spellcasting-sage-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Halcyon Spellcasting Adept](../../../compendium/feats/halcyon-spellcasting-adept-locg.md); legendary in either [Arcana](../../../compendium/skills.md#Arcana) or [Nature](../../../compendium/skills.md#Nature), master in the other - -Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master. - -*Source: Lost Omens: Character Guide p. 105* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Synergistic Spell, Feat 20* -collapse: closed -# Synergistic Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Synergistic Spell](../../../compendium/feats/synergistic-spell-locg.md) is intended for use with the Halcyon Speaker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Halcyon Spellcasting Initiate](../../../compendium/feats/halcyon-spellcasting-initiate-locg.md), [Fulminating Synergy](../../../compendium/feats/fulminating-synergy-locg.md), legendary in [Arcana](../../../compendium/skills.md#Arcana) and [Nature](../../../compendium/skills.md#Nature) -- **Activity** Single Action - -You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) from one of your halcyon spell slots, after that spell resolves, you can [Cast another Spell](../../../rules/actions/cast-a-spell.md) as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast. - -*Source: Lost Omens: Character Guide p. 105* -%% #trait/archetype #trait/metamagic %% -``` diff --git a/Compendium/character/archetypes/hallowed-necromancer-botd.md b/Compendium/character/archetypes/hallowed-necromancer-botd.md deleted file mode 100644 index feb579c34..000000000 --- a/Compendium/character/archetypes/hallowed-necromancer-botd.md +++ /dev/null @@ -1,139 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Hallowed Necromancer"] ---- -# Hallowed Necromancer *Dedication Level 2* - -> [!pf2-sidebar] Hallowed Necromancy in Geb -> -> As hallowed necromancy lacks any unified credo, its practitioners are found throughout Golarion. It's rare they make their presence known within the borders of Geb, however. Those who hide their profession usually move on to other lands and those who openly crusade against Geb's many undead quickly find themselves utterly overwhelmed. -> -> Hallowed necromancers captured in Geb might be executed only to be risen by their foes with their spellcasting ability intact but moral code absent or twisted. - -It's quite common for mages of all sorts to study necromancy—the surprisingly diverse school holds the secrets of positive and negative energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be. - -Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct positive energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers—a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless. - -The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as [Sarenrae](../../setting/deities/sarenrae.md) or [Pharasma](../../setting/deities/pharasma.md), while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied. - -Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups—such as the Knights of Lastwall or Voices of the Spire—and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies. - -*Source: Book of the Dead p. 24* - -```ad-embed-feat -title: Hallowed Necromancer Dedication, Feat 2 -collapse: closed -# Hallowed Necromancer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in [Religion](../../../compendium/skills.md#Religion) - -You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the [hallowed ground](../../../compendium/spells/hallowed-ground-botd.md) focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../../rules/actions/refocus.md) activity. You can [Refocus](../../../rules/actions/refocus.md) by meditating or praying to connect yourself to conduits of positive energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. - -Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using negative energy isn't anathema, as it serves a natural purpose, but twisting that negative energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an [atone](../../../compendium/spells/rituals/atone.md) ritual. - -**Special.** You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype. - -*Source: Book of the Dead p. 24* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Hallowed Initiate, Feat 4 -collapse: closed -# Hallowed Initiate *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](../../../compendium/feats/hallowed-necromancer-dedication-botd.md) - -You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell [call of the grave](../../../compendium/spells/call-of-the-grave.md) or the initial domain spell of the death domain, [death's call](../../../compendium/spells/deaths-call.md). Increase the number of Focus Points in your focus pool by 1. - -**Special.** You can select this feat a second time, choosing the other initial focus spell. - -*Source: Book of the Dead p. 24* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sacred Spells, Feat 4 -collapse: closed -# Sacred Spells *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](../../../compendium/feats/hallowed-necromancer-dedication-botd.md) - -Add [chill touch](../../../compendium/spells/chill-touch.md), [death ward](../../../compendium/spells/death-ward.md), [disrupt undead](../../../compendium/spells/disrupt-undead.md), [disrupting weapons](../../../compendium/spells/disrupting-weapons.md), [holy cascade](../../../compendium/spells/holy-cascade.md), [magic stone](../../../compendium/spells/magic-stone-apg.md), and [sunburst](../../../compendium/spells/sunburst.md) to your spell list. These are all [necromancy](../../../rules/traits/necromancy.md) spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. - -In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits. - -- If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing. -- If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list. - -*Source: Book of the Dead p. 25* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Death Warden, Feat 6 -collapse: closed -# Death Warden *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [positive](../../../rules/traits/positive.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](../../../compendium/feats/hallowed-necromancer-dedication-botd.md) - -With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](../../../rules/traits/negative.md) trait. - -*Source: Book of the Dead p. 25* -%% #trait/archetype #trait/positive %% -``` - -```ad-embed-feat -title: Advanced Hallowed Spell, Feat 8 -collapse: closed -# Advanced Hallowed Spell *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](../../../compendium/feats/hallowed-necromancer-dedication-botd.md), necromancer initial school spell or death initial domain spell - -You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell [life siphon](../../../compendium/spells/life-siphon.md) or the advanced domain spell of the death domain, [eradicate undeath](../../../compendium/spells/eradicate-undeath.md). Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots. - -**Special.** You can select this feat a second time, choosing the other advanced focus spell. - -*Source: Book of the Dead p. 25* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Positive Luminance, Feat 8 -collapse: closed -# Positive Luminance *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](../../../compendium/feats/hallowed-necromancer-dedication-botd.md) - -You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you. You gain the domain spell [positive luminance](../../../compendium/spells/positive-luminance.md). It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../../rules/actions/refocus.md) activity. - -*Source: Book of the Dead p. 25* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Consecrated Aura, Feat 14* -collapse: closed -# Consecrated Aura *Feat 14* -[abjuration](../../../rules/traits/abjuration.md) [Archetype](../../../rules/traits/archetype.md) [aura](../../../rules/traits/aura.md) [positive](../../../rules/traits/positive.md) - -> [!pf2-note] This version of [Consecrated Aura](../../../compendium/feats/consecrated-aura-botd.md) is intended for use with the Hallowed Necromancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hallowed Necromancer Dedication](../../../compendium/feats/hallowed-necromancer-dedication-botd.md) - -Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from negative energy and can thus affect even mindless creatures. You gain an aura of positive energy in a 20-foot emanation. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become [frightened](../../../rules/conditions.md#Frightened) ([frightened](../../../rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. - -**Special.** Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication. - -*Source: Book of the Dead p. 25* -%% #trait/abjuration #trait/archetype #trait/aura #trait/positive %% -``` diff --git a/Compendium/character/archetypes/hellknight-armiger-lowg.md b/Compendium/character/archetypes/hellknight-armiger-lowg.md deleted file mode 100644 index 59694b989..000000000 --- a/Compendium/character/archetypes/hellknight-armiger-lowg.md +++ /dev/null @@ -1,93 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Hellknight Armiger"] ---- -# Hellknight Armiger *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks. - -*Source: Lost Omens: World Guide p. 107* - -```ad-embed-feat -title: Hellknight Armiger Dedication, Feat 2 -collapse: closed -# Hellknight Armiger Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from Old Cheliax. -- **Prerequisites**: member of a Hellknight order, trained in heavy armor as well as your order's favored weapon - -Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. - -You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in [Intimidation](../../../compendium/skills.md#Intimidation) and [Hell Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. - -**Special.** You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype. - -*Source: Lost Omens: World Guide p. 107* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Ardent Armiger, Feat 4 -collapse: closed -# Ardent Armiger *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md) - -You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](../../../rules/traits/mental.md) effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](../../../rules/actions/make-an-impression.md) on you, or Making a [Request](../../../rules/actions/request.md) of you. - -If a [mental](../../../rules/traits/mental.md) effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. - -*Source: Lost Omens: World Guide p. 107* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Diabolic Certitude, Feat 4 -collapse: closed -# Diabolic Certitude [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md) -- **Trigger** Your turn begins and you can observe a devil. -- **Activity** Free Action - -Your Hellknight training drilled details of Hell's denizens deep into your mind. Make an attempt to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about a devil you're observing. If you roll a critical failure on this check, you get a failure instead. - -*Source: Lost Omens: World Guide p. 107* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Mortification, Feat 4 -collapse: closed -# Mortification *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md) - -Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. - -*Source: Lost Omens: World Guide p. 107* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Armiger's Mobility, Feat 8 -collapse: closed -# Armiger's Mobility *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: expert in heavy armor, [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md) - -You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet. - -*Source: Lost Omens: World Guide p. 107* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/hellknight-locg.md b/Compendium/character/archetypes/hellknight-locg.md deleted file mode 100644 index 81fc695ba..000000000 --- a/Compendium/character/archetypes/hellknight-locg.md +++ /dev/null @@ -1,113 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Hellknight"] ---- -# Hellknight *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear. - -*Source: Lost Omens: Character Guide p. 84* - -```ad-embed-feat -title: Hellknight Dedication, Feat 6 -collapse: closed -# Hellknight Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test - -You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in [Intimidation](../../../compendium/skills.md#Intimidation) (or in another skill in which you're trained of your choice, if you were already an expert in [Intimidation](../../../compendium/skills.md#Intimidation)). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to [Intimidation](../../../compendium/skills.md#Intimidation) checks while wearing your Hellknight plate. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes. - -*Source: Lost Omens: Character Guide p. 84* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Sense Chaos, Feat 8 -collapse: closed -# Sense Chaos *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Dedication](../../../compendium/feats/hellknight-dedication-locg.md) - -You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is [powerful or overwhelming](../../../rules/tables/alignment-aura.md), you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a [Deception](../../../compendium/skills.md#Deception) check against your [Perception](../../../compendium/skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](../../../compendium/skills.md#Deception) check, it is temporarily immune to your Sense Chaos for 1 day. - -*Source: Lost Omens: Character Guide p. 84* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Order Training, Feat 12* -collapse: closed -# Advanced Order Training *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Advanced Order Training](../../../compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](../../../compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md) - -You gain the greater order benefit for the Hellknight order to which you belong. - -*Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Blade Of Law, Feat 12* -collapse: closed -# Blade Of Law [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Blade Of Law](../../../compendium/feats/blade-of-law-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hellknight Dedication](../../../compendium/feats/hellknight-dedication-locg.md) -- **Activity** Two-Action - -You call upon the power of law and make a weapon or unarmed [Strike](../../../rules/actions/strike.md) against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The [Strike](../../../rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](../../../rules/actions/strike.md) is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage. - -*Source: Lost Omens: Character Guide p. 84* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Hell's Armaments, Feat 12* -collapse: closed -# Hell's Armaments *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Hell's Armaments](../../../compendium/feats/hells-armaments-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hellknight Dedication](../../../compendium/feats/hellknight-dedication-locg.md) - -You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well. - -Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. - -*Source: Lost Omens: Character Guide p. 84* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Hellknight Order Cross-training, Feat 12* -collapse: closed -# Hellknight Order Cross-training *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [hellknight](../../../rules/traits/hellknight-locg.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Hellknight Order Cross-training](../../../compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](../../../compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md) - -You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. - -**Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. - -*Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype #trait/hellknight %% -``` diff --git a/Compendium/character/archetypes/hellknight-signifer-locg.md b/Compendium/character/archetypes/hellknight-signifer-locg.md deleted file mode 100644 index 45a59f3ff..000000000 --- a/Compendium/character/archetypes/hellknight-signifer-locg.md +++ /dev/null @@ -1,109 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Hellknight Signifer"] ---- -# Hellknight Signifer *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. - -*Source: Lost Omens: Character Guide p. 85* - -```ad-embed-feat -title: Masked Casting, Feat 8 -collapse: closed -# Masked Casting [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md) -- **Trigger** You begin [Casting a Spell](../../../rules/actions/cast-a-spell.md). -- **Requirements**: You are wearing your signifer's mask. -- **Activity** Free Action - -You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](../../../rules/traits/visual.md) effects. You Avert your Gaze. - -*Source: Lost Omens: Character Guide p. 85* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Gaze Of Veracity, Feat 10 -collapse: closed -# Gaze Of Veracity *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md), ability to cast focus spells - -You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the [glimpse the truth](../../../compendium/spells/glimpse-the-truth.md) cleric domain spell as a divine focus spell. - -*Source: Lost Omens: Character Guide p. 85* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Signifer's Sight, Feat 10 -collapse: closed -# Signifer's Sight *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md) - -The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain [darkvision](../../../rules/abilities/darkvision.md). Additionally, if you are [dazzled](../../../rules/conditions.md#Dazzled) while wearing your signifer's mask and the target is [concealed](../../../rules/conditions.md#Concealed) only because you are [dazzled](../../../rules/conditions.md#Dazzled), you reduce the flat check DC to target that creature from 5 to 3. - -*Source: Lost Omens: Character Guide p. 85* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Order Training, Feat 12* -collapse: closed -# Advanced Order Training *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Advanced Order Training](../../../compendium/feats/advanced-order-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](../../../compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md) - -You gain the greater order benefit for the Hellknight order to which you belong. - -*Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Hellknight Order Cross-training, Feat 12* -collapse: closed -# Hellknight Order Cross-training *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [hellknight](../../../rules/traits/hellknight-locg.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Hellknight Order Cross-training](../../../compendium/feats/hellknight-order-cross-training-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hellknight Armiger Dedication](../../../compendium/feats/hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](../../../compendium/feats/hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md) - -You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. - -**Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. - -*Source: Lost Omens: Character Guide p. 81* -%% #trait/uncommon #trait/archetype #trait/hellknight %% -``` - -```ad-embed-feat -title: Signifer Armor Expertise, Feat 12* -collapse: closed -# Signifer Armor Expertise *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Signifer Armor Expertise](../../../compendium/feats/signifer-armor-expertise-locg.md) is intended for use with the Hellknight Signifer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Hellknight Signifer Dedication](../../../compendium/feats/hellknight-signifer-dedication-locg.md) - -You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor. - -*Source: Lost Omens: Character Guide p. 85* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/herbalist-apg.md b/Compendium/character/archetypes/herbalist-apg.md deleted file mode 100644 index 1529d9e1b..000000000 --- a/Compendium/character/archetypes/herbalist-apg.md +++ /dev/null @@ -1,98 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/alchemy -- compendium/src/pf2e/apg -aliases: ["Herbalist"] ---- -# Herbalist *Dedication Level 2* - -The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use. - -*Source: Advanced Player's Guide p. 176* - -```ad-embed-feat -title: Herbalist Dedication, Feat 2 -collapse: closed -# Herbalist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../../../compendium/skills.md#Nature), [Natural Medicine](../../../compendium/feats/natural-medicine.md) - -You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](../../../rules/traits/healing.md) trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. - -You become an expert in [Nature](../../../compendium/skills.md#Nature) and can use [Nature](../../../compendium/skills.md#Nature) instead of [Crafting](../../../compendium/skills.md#Crafting) to [Craft](../../../rules/actions/craft.md) herbal items. You don't need to be trained in [Crafting](../../../compendium/skills.md#Crafting) or have the [Alchemical Crafting](../../../compendium/feats/alchemical-crafting.md) feat to do so, and you can use [healer's tools](../../../compendium/equipment/items/healers-tools.md) instead of alchemist's tools. - -**Special.** You can't select another dedication feat until you have gained two other feats from the herbalist archetype. - -*Source: Advanced Player's Guide p. 176* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Fresh Ingredients, Feat 2 -collapse: closed -# Fresh Ingredients *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Herbalist Dedication](../../../compendium/feats/herbalist-dedication-apg.md), expert in [Nature](../../../compendium/skills.md#Nature) - -When using [Natural Medicine](../../../compendium/feats/natural-medicine.md) to [Treat Wounds](../../../rules/actions/treat-wounds.md), you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead. - -*Source: Advanced Player's Guide p. 176* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Poultice Preparation, Feat 4 -collapse: closed -# Poultice Preparation *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Herbalist Dedication](../../../compendium/feats/herbalist-dedication-apg.md) - -When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](../../../rules/traits/oil.md) trait (but remains alchemical, not magical) and loses the [elixir](../../../rules/traits/elixir.md) and [ingested](../../../rules/traits/ingested.md) traits. You can apply a poultice by Interacting with one hand. - -When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of [persistent acid, bleed, or fire damage](../../../rules/conditions.md#Persistent%20Damage), with the DC reduction from appropriate assistance. - -*Source: Advanced Player's Guide p. 176* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Endemic Herbs, Feat 6 -collapse: closed -# Endemic Herbs *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Herbalist Dedication](../../../compendium/feats/herbalist-dedication-apg.md), trained in [Survival](../../../compendium/skills.md#Survival) - -During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item. - -- **Aquatic** Gain a +1 circumstance bonus to Fortitude saves. -- **Arctic** For 1 hour, treat environmental [cold](../../../rules/traits/cold.md) effects as if they were one step less severe. -- **Desert** For 1 hour, treat environmental heat effects as if they were one step less severe. -- **Forest** Gain a +2 circumstance bonus to saves against [disease](../../../rules/traits/disease.md) and [poison](../../../rules/traits/poison.md) effects. -- **Mountain** Gain a +1 circumstance bonus to Reflex saves. -- **Plains** Gain a +1 circumstance bonus to Will saves. -- **Swamp** Remove one source of [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage). -- **Underground** Gain a +1 circumstance bonus to [Perception](../../../compendium/skills.md#Perception). - -*Source: Advanced Player's Guide p. 176* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Herbalism, Feat 6 -collapse: closed -# Expert Herbalism *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Herbalist Dedication](../../../compendium/feats/herbalist-dedication-apg.md), expert in [Nature](../../../compendium/skills.md#Nature) - -Your advanced alchemy level for herbalism increases to your level – 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level. - -*Source: Advanced Player's Guide p. 176* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/horizon-walker-apg.md b/Compendium/character/archetypes/horizon-walker-apg.md deleted file mode 100644 index b91710e45..000000000 --- a/Compendium/character/archetypes/horizon-walker-apg.md +++ /dev/null @@ -1,150 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Horizon Walker"] ---- -# Horizon Walker *Dedication Level 2* - -Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world—icecaps, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness. - -*Source: Advanced Player's Guide p. 177* - -```ad-embed-feat -title: Horizon Walker Dedication, Feat 2 -collapse: closed -# Horizon Walker Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Survival](../../../compendium/skills.md#Survival) - -You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat (Core Rulebook 171). When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures [Follow the Expert](../../../rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed. - -**Special.** You can't select another dedication feat until you have gained two other feats from the horizon walker archetype. - -*Source: Advanced Player's Guide p. 177* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Acclimatization, Feat 4 -collapse: closed -# Acclimatization *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Horizon Walker Dedication](../../../compendium/feats/horizon-walker-dedication-apg.md) - -Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures [Follow the Expert](../../../rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they too treat temperature effects as one step less severe. - -*Source: Advanced Player's Guide p. 177* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sure Foot, Feat 4 -collapse: closed -# Sure Foot *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Horizon Walker Dedication](../../../compendium/feats/horizon-walker-dedication-apg.md), expert in [Acrobatics](../../skills.md#Acrobatics) and [Athletics](../../../compendium/skills.md#Athletics) - -You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as [Acrobatics](../../skills.md#Acrobatics) checks to [Balance](../../../rules/actions/balance.md) on ice, [Athletics](../../../compendium/skills.md#Athletics) checks to [Swim](../../../rules/actions/swim.md) in rough water, [Acrobatics](../../skills.md#Acrobatics) checks to [Fly](../../../rules/actions/fly.md) in windy conditions, and so forth. - -*Source: Advanced Player's Guide p. 177* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Perpetual Scout, Feat 6 -collapse: closed -# Perpetual Scout *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Horizon Walker Dedication](../../../compendium/feats/horizon-walker-dedication-apg.md) - -You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the [Scout](../../../rules/actions/scout.md) exploration activity, even if you are performing another exploration activity. If you're legendary in [Survival](../../../compendium/skills.md#Survival), you gain these benefits in any terrain. - -*Source: Advanced Player's Guide p. 177* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Blind-fight (Ranger), Feat 10* -collapse: closed -# Blind-fight (Ranger) *Feat 10* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Blind-fight (Ranger)](../../../compendium/feats/blind-fight-ranger.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Perception](../../../compendium/skills.md#Perception) - -Your battle instincts make you more aware of [concealed](../../../rules/conditions.md#Concealed) and [invisible](../../../rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](../../../rules/conditions.md#Concealed) creatures. You're not [flat-footed](../../../rules/conditions.md#Flat-footed) to creatures that are [hidden](../../../rules/conditions.md#Hidden) from you (unless you're [flat-footed](../../../rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](../../../rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](../../../rules/conditions.md#Hidden) creature. - -While you're adjacent to an [undetected](../../../rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](../../../rules/conditions.md#Hidden) from you. - -*Source: Core Rulebook p. 173* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Magical Adaptation, Feat 10 -collapse: closed -# Magical Adaptation *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Horizon Walker Dedication](../../../compendium/feats/horizon-walker-dedication-apg.md) - -When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast [darkvision](../../../compendium/spells/darkvision.md), [spider climb](../../../compendium/spells/spider-climb.md), and 4th-level [water breathing](../../../compendium/spells/water-breathing.md) as innate primal spells, each once per day. - -*Source: Advanced Player's Guide p. 177* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Terrain Master, Feat 10* -collapse: closed -# Terrain Master *Feat 10* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Terrain Master](../../../compendium/feats/terrain-master.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Survival](../../../compendium/skills.md#Survival), [Favored Terrain](../../../compendium/feats/favored-terrain.md) - -You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat. - -*Source: Core Rulebook p. 174* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Warden's Step, Feat 12* -collapse: closed -# Warden's Step *Feat 12* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Warden's Step](../../../compendium/feats/wardens-step.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Stealth](../../../compendium/skills.md#Stealth) - -You can guide your allies to move quietly through the wilderness. When you [Sneak](../../../rules/actions/sneak.md) during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part. - -*Source: Core Rulebook p. 175* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Wild Strider, Feat 12* -collapse: closed -# Wild Strider *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Wild Strider](../../../compendium/feats/wild-strider-apg.md) is intended for use with the Horizon Walker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Horizon Walker Dedication](../../../compendium/feats/horizon-walker-dedication-apg.md) - -Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from [Favored Terrain](../../../compendium/feats/favored-terrain.md) based on the terrain. - -*Source: Advanced Player's Guide p. 177* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/inventor-g-g.md b/Compendium/character/archetypes/inventor-g-g.md deleted file mode 100644 index 26d64eb1e..000000000 --- a/Compendium/character/archetypes/inventor-g-g.md +++ /dev/null @@ -1,105 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -aliases: ["Inventor"] ---- -# Inventor *Dedication Level 2* - -You revel in the creation of clever inventions, deploying your brilliance to defeat your foes. Explosives, gadgets, and innovative technologies? You have ideas for all of them, and you're eager to test your theories. - -## Multiclass Inventor characters -G&G p. 49 - -Inventor is a great fit for intelligent characters looking to branch out and learn new tricks, especially alchemists, who are already good at [Crafting](../../skills.md#Crafting) and may appreciate [unstable](../../../Rules/traits/unstable-g-g.md) options as an alternative to daily alchemical resources. If they meet the Intelligence requirements, clerics of deities who encourage invention and experimentation like [Brigh](../../setting/deities/brigh-logm.md) are an amazing fit, both because it makes narrative sense and because such characters can usually [Refocus](../../../Rules/actions/refocus.md) while fixing their innovation after using an [unstable](../../../Rules/traits/unstable-g-g.md) ability. - -*Source: Guns & Gears p. 49* - -```ad-embed-feat -title: Inventor Dedication, Feat 2 -collapse: closed -# Inventor Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence 14 - -You become trained in [Crafting](../../../compendium/skills.md#Crafting) and inventor class DC. You gain the [Inventor](../../../compendium/feats/inventor.md) skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or [Explode](../../../rules/actions/explode-g-g.md). - -**Special.** You cannot select another dedication feat until you have first gained two other feats from the inventor archetype. - -*Source: Guns & Gears p. 49* -%% #trait/uncommon #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Breakthrough, Feat 4 -collapse: closed -# Basic Breakthrough *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](../../../compendium/feats/inventor-dedication-g-g.md) - -You gain a 1st- or 2nd-level inventor feat of your choice. - -*Source: Guns & Gears p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Brilliant Crafter, Feat 4 -collapse: closed -# Brilliant Crafter *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](../../../compendium/feats/inventor-dedication-g-g.md) - -Your skill at crafting is unparalleled. You become an expert in [Crafting](../../../compendium/skills.md#Crafting). At 7th level you become a master in [Crafting](../../../compendium/skills.md#Crafting), and at 15th level, you become legendary in [Crafting](../../../compendium/skills.md#Crafting) and you become an expert in your inventor class DC. - -*Source: Guns & Gears p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Breakthrough, Feat 6 -collapse: closed -# Advanced Breakthrough *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Breakthrough](../../../compendium/feats/basic-breakthrough-g-g.md) - -You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another inventor feat. - -*Source: Guns & Gears p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Explosion, Feat 6 -collapse: closed -# Explosion *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](../../../compendium/feats/inventor-dedication-g-g.md) - -Your innovation can explode on command. You gain the [Explode](../../../rules/actions/explode-g-g.md) action (page 19). - -*Source: Guns & Gears p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Modification, Feat 8 -collapse: closed -# Basic Modification *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](../../../compendium/feats/inventor-dedication-g-g.md) - -You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation (page 16). Your innovation must meet any requirements for the modification you choose, as normal. - -*Source: Guns & Gears p. 49* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/investigator-apg.md b/Compendium/character/archetypes/investigator-apg.md deleted file mode 100644 index ebfe34ed6..000000000 --- a/Compendium/character/archetypes/investigator-apg.md +++ /dev/null @@ -1,123 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Investigator"] ---- -# Investigator *Dedication Level 2* - -You've developed a keen eye for investigating mysteries. - -## Multiclass Investigator characters -APG p. 151 - -The investigator archetype is a good choice for a character that wants deeper investigations or to plan out their turns in advance; it's a particularly good match for Intelligence-based characters like alchemists, witches, and wizards. - -*Source: Advanced Player's Guide p. 151* - -```ad-embed-feat -title: Investigator Dedication, Feat 2 -collapse: closed -# Investigator Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You gain the on the case|investigator|apg|1 class feature, which grants you both the [Pursue a Lead](../../../rules/actions/pursue-a-lead-apg.md) activity and [Clue In](../../../rules/actions/clue-in-apg.md) reaction. You become trained in [Society](../../../compendium/skills.md#Society) and another skill of your choice. If you were already trained in [Society](../../../compendium/skills.md#Society), you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. - -**Special.** You can't select another dedication feat until you have gained two other feats from the investigator archetype. - -*Source: Advanced Player's Guide p. 151* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Deduction, Feat 4 -collapse: closed -# Basic Deduction *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](../../../compendium/feats/investigator-dedication-apg.md) - -You gain a 1st- or 2nd-level investigator feat of your choice. - -*Source: Advanced Player's Guide p. 151* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Investigator's Stratagem, Feat 4 -collapse: closed -# Investigator's Stratagem *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](../../../compendium/feats/investigator-dedication-apg.md) - -You play out battles in your head, allowing you to strike when the time is right. You gain the [Devise a Stratagem](../../../rules/actions/devise-a-stratagem-apg.md) action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand [Devise a Stratagem](../../../rules/actions/devise-a-stratagem-apg.md), such as the [Athletic Strategist](../../../compendium/feats/athletic-strategist-apg.md) feat. - -*Source: Advanced Player's Guide p. 151* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Deduction, Feat 6 -collapse: closed -# Advanced Deduction *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Deduction](../../../compendium/feats/basic-deduction-apg.md) - -You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another investigator feat. - -*Source: Advanced Player's Guide p. 151* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Keen Recollection, Feat 6 -collapse: closed -# Keen Recollection *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](../../../compendium/feats/investigator-dedication-apg.md) - -You can recall all sorts of information. You gain the keen recollection|investigator|apg|3 class feature. - -*Source: Advanced Player's Guide p. 151* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Skill Mastery, Feat 8 -collapse: closed -# Skill Mastery *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](../../../compendium/feats/investigator-dedication-apg.md), trained in at least one skill and expert in at least one skill - -Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. - -**Special.** You can select this feat up to five times. - -*Source: Advanced Player's Guide p. 151* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Spotter, Feat 12* -collapse: closed -# Master Spotter *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Spotter](../../../compendium/feats/master-spotter-apg.md) is intended for use with the Investigator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Investigator Dedication](../../../compendium/feats/investigator-dedication-apg.md), expert in [Perception](../../../compendium/skills.md#Perception) - -Your proficiency rank in [Perception](../../../compendium/skills.md#Perception) increases to master. - -*Source: Advanced Player's Guide p. 151* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md b/Compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md deleted file mode 100644 index 6648363f4..000000000 --- a/Compendium/character/archetypes/jalmeri-heavenseeker-aoe2.md +++ /dev/null @@ -1,136 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/aoe2 -- trait/uncommon -aliases: ["Jalmeri Heavenseeker"] ---- -# Jalmeri Heavenseeker *Dedication Level 4* -[uncommon](../../../Rules/traits/uncommon.md) - -Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven; these individuals devote themselves to the esoteric mysteries of the sky and incorporate these lofty abilities into their martial arts maneuvers. You may have learned these skills from the Houses of Perfection in Jalmeray, or from a practitioner of this style who left Jalmeray bearing its secrets (such as Shristi Melipdra). The Houses of Perfection focus on honing elemental powers, but the Jalmeri heavenseeker isn't limited by the powers of air alone. This style's attacks emulate darting flashes of lightning and the crash of thunder from roiling storm clouds. A true practitioner masters control even over dense matter, causing the air to support its weight or bring it crashing down. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* - -```ad-embed-feat -title: Jalmeri Heavenseeker Dedication, Feat 4 -collapse: closed -# Jalmeri Heavenseeker Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: trained by a current or former member of a House of Perfection -- **Prerequisites**: expert in unarmed attacks - -Your skill and dedication have set you on a path to master the techniques of Jalmeray's greatest martial artists: victors of the Challenge of Sky and Heaven. You become trained in either [Acrobatics](../../skills.md#Acrobatics) or [Occultism](../../../compendium/skills.md#Occultism). You gain either the [Ki Rush](../../../compendium/feats/ki-rush.md) or [Ki Strike](../../../compendium/feats/ki-strike.md) monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](../../../rules/actions/refocus.md) activity as a monk does. If you already have both these feats, you can instead choose a single 1st-level monk feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Jalmeri heavenseeker archetype. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Heaven's Thunder, Feat 6 -collapse: closed -# Heaven's Thunder [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [electricity](../../../rules/traits/electricity.md) [evocation](../../../rules/traits/evocation.md) [sonic](../../../rules/traits/sonic.md) verbal - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](../../../compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) -- **Activity** Single Action - -With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body. - -Until the end of your next turn, your unarmed attacks and weapons you wield that have the [monk](../../../rules/traits/monk.md) trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. - -If you also know the [ki blast](../../../compendium/spells/ki-blast.md) ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](../../../rules/traits/force.md) trait and gains the [electricity](../../../rules/traits/electricity.md) or [sonic](../../../rules/traits/sonic.md) trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the [Grapple](../../../rules/actions/grapple.md) check is resolved. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* -%% #trait/archetype #trait/electricity #trait/evocation #trait/sonic #trait/verbal %% -``` - -```ad-embed-feat -title: Sky And Heaven Stance, Feat 6 -collapse: closed -# Sky And Heaven Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [stance](../../../rules/traits/stance.md) - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](../../../compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only [Strikes](../../../rules/actions/strike.md) you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling; and have the [nonlethal](../../../rules/traits/nonlethal.md), [unarmed](../../../rules/traits/unarmed.md), and [versatile

](../../../rules/traits/versatile.md) traits. - -While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* -%% #trait/archetype #trait/stance %% -``` - -```ad-embed-feat -title: Skyseeker, Feat 8 -collapse: closed -# Skyseeker [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) - -- **Prerequisites**: [Sky and Heaven Stance](../../../compendium/feats/sky-and-heaven-stance-aoe2.md) -- **Requirements**: You are in Sky and Heaven Stance. -- **Activity** Two-Action - -You [Leap](../../../rules/actions/leap.md) toward an opponent. At any point in the Leap, you can make a single [Strike](../../../rules/actions/strike.md) against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. - -All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two [Strikes](../../../rules/actions/strike.md) can target the same creature. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #trait/archetype #trait/open %% -``` - -```ad-embed-feat -title: Steal The Sky, Feat 10 -collapse: closed -# Steal The Sky *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](../../../compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) - -You can take away the air that keeps a flying foe aloft. You gain the [steal the sky](../../../compendium/spells/steal-the-sky-aoe2.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Speaking Sky, Feat 12* -collapse: closed -# Speaking Sky *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Speaking Sky](../../../compendium/feats/speaking-sky-aoe2.md) is intended for use with the Jalmeri Heavenseeker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](../../../compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md) - -You can hear air movement like soft whispers. You gain the [speaking sky](../../../compendium/spells/speaking-sky-aoe2.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Cross The Final Horizon, Feat 20* -collapse: closed -# Cross The Final Horizon [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[Archetype](../../../rules/traits/archetype.md) [electricity](../../../rules/traits/electricity.md) [evocation](../../../rules/traits/evocation.md) [force](../../../rules/traits/force.md) [sonic](../../../rules/traits/sonic.md) - -> [!pf2-note] This version of [Cross The Final Horizon](../../../compendium/feats/cross-the-final-horizon-aoe2.md) is intended for use with the Jalmeri Heavenseeker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sky and Heaven Stance](../../../compendium/feats/sky-and-heaven-stance-aoe2.md) -- **Requirements**: You are in Sky and Heaven Stance. -- **Activity** Three-Action - -You [Stride](../../../rules/actions/stride.md) up to your Speed and your ki enshrouds your limbs in a terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. - -At the end of your movement, make up to three [Strikes](../../../rules/actions/strike.md) against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you have made all your attacks. Instead of the usual slashing or piercing damage, the damage for these [Strikes](../../../rules/actions/strike.md) is either electricity or sonic, as you choose with each [Strike](../../../rules/actions/strike.md). If you successfully hit with all three [Strikes](../../../rules/actions/strike.md), the target is [drained](../../../rules/conditions.md#Drained). - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #trait/archetype #trait/electricity #trait/evocation #trait/force #trait/sonic %% -``` diff --git a/Compendium/character/archetypes/juggler-ec1.md b/Compendium/character/archetypes/juggler-ec1.md deleted file mode 100644 index e1151c2af..000000000 --- a/Compendium/character/archetypes/juggler-ec1.md +++ /dev/null @@ -1,116 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ec1 -- trait/uncommon -aliases: ["Juggler"] ---- -# Juggler *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You're a skilled performer, with impressive balance and coordination that help you greatly in battle. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* - -```ad-embed-feat -title: Juggler Dedication, Feat 2 -collapse: closed -# Juggler Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 14 - -You become trained in [Performance](../../../compendium/skills.md#Performance); if you were already trained in [Performance](../../../compendium/skills.md#Performance), you instead become trained in a skill of your choice. You also gain the Juggle skill feat (page 76), even if you don't meet its prerequisites. - -**Special.** You cannot select another dedication feat until you have gained one other feat from the juggler archetype. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Focused Juggler, Feat 4 -collapse: closed -# Focused Juggler [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [manipulate](../../../rules/traits/manipulate.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Juggler Dedication](../../../compendium/feats/juggler-dedication-ec1.md) -- **Trigger** Your turn begins. -- **Activity** Free Action - -You continue Juggling until the end of your next turn. - -Increase the maximum number of items you can Juggle by one. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype #trait/concentrate #trait/manipulate %% -``` - -```ad-embed-feat -title: Quick Juggler, Feat 4 -collapse: closed -# Quick Juggler *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Performance](../../../compendium/skills.md#Performance), [Juggler Dedication](../../../compendium/feats/juggler-dedication-ec1.md) - -When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Reflexive Catch, Feat 4 -collapse: closed -# Reflexive Catch [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [manipulate](../../../rules/traits/manipulate.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Acrobatics](../../skills.md#Acrobatics), [Juggler Dedication](../../../compendium/feats/juggler-dedication-ec1.md) -- **Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. -- **Requirements**: The item or thrown weapon is of a Bulk you can Juggle. -- **Activity** Reaction - -You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](../../../rules/traits/concentrate.md) and [manipulate](../../../rules/traits/manipulate.md) traits. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype #trait/concentrate #trait/manipulate %% -``` - -```ad-embed-feat -title: Lobbed Attack, Feat 8 -collapse: closed -# Lobbed Attack [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: master in [Performance](../../../compendium/skills.md#Performance), [Juggler Dedication](../../../compendium/feats/juggler-dedication-ec1.md) -- **Requirements**: You are Juggling a thrown weapon. -- **Activity** Single Action - -You make a thrown ranged [Strike](../../../rules/actions/strike.md) with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is [flat-footed](../../../rules/conditions.md#Flat-footed) against this attack. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Opportune Throw, Feat 16* -collapse: closed -# Opportune Throw [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Opportune Throw](../../../compendium/feats/opportune-throw-ec1.md) is intended for use with the Juggler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: legendary in [Performance](../../../compendium/skills.md#Performance), [Juggler Dedication](../../../compendium/feats/juggler-dedication-ec1.md) -- **Trigger** A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. -- **Requirements**: You are Juggling a thrown weapon. -- **Activity** Reaction - -You make a thrown ranged [Strike](../../../rules/actions/strike.md) with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. - -This [Strike](../../../rules/actions/strike.md) doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../../rules/actions/strike.md). - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #trait/uncommon #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/knight-reclaimant-locg.md b/Compendium/character/archetypes/knight-reclaimant-locg.md deleted file mode 100644 index 7e590fc5f..000000000 --- a/Compendium/character/archetypes/knight-reclaimant-locg.md +++ /dev/null @@ -1,157 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Knight Reclaimant"] ---- -# Knight Reclaimant *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. - -*Source: Lost Omens: Character Guide p. 74* - -```ad-embed-feat -title: Knight Reclaimant Dedication, Feat 6 -collapse: closed -# Knight Reclaimant Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Survival](../../../compendium/skills.md#Survival) and [Stealth](../../../compendium/skills.md#Stealth), any non-evil alignment, member of the Knights of Lastwall of knight rank - -You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in [Stealth](../../../compendium/skills.md#Stealth) and [Survival](../../../compendium/skills.md#Survival). Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype. - -*Source: Lost Omens: Character Guide p. 95* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Invoke The Crimson Oath, Feat 8 -collapse: closed -# Invoke The Crimson Oath *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](../../../compendium/feats/knight-reclaimant-dedication-locg.md) - -You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the [invoke the Crimson Oath](../../../compendium/spells/invoke-the-crimson-oath-locg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](../../../rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma. - -*Source: Lost Omens: Character Guide p. 95* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Reactive Pursuit, Feat 8* -collapse: closed -# Reactive Pursuit [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Reactive Pursuit](../../../compendium/feats/reactive-pursuit.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. - -- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](../../../rules/actions/stride.md) action. -- **Activity** Reaction - -You keep pace with a retreating foe. You [Stride](../../../rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](../../../rules/actions/burrow.md), [Climb](../../../rules/actions/climb.md), [Fly](../../../rules/actions/fly.md), or [Swim](../../../rules/actions/swim.md) instead of [Stride](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 185* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Scout's Warning (Ranger), Feat 8* -collapse: closed -# Scout's Warning (Ranger) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Scout's Warning (Ranger)](../../../compendium/feats/scouts-warning-ranger.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. - -- **Trigger** You are about to roll a [Perception](../../../compendium/skills.md#Perception) or [Survival](../../../compendium/skills.md#Survival) check for initiative. -- **Activity** Free Action - -You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](../../../rules/traits/visual.md) or the [auditory](../../../rules/traits/auditory.md) trait, respectively. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Survivor Of Desolation, Feat 8 -collapse: closed -# Survivor Of Desolation *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](../../../compendium/feats/knight-reclaimant-dedication-locg.md) - -You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas. - -*Source: Lost Omens: Character Guide p. 95* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Blade Of The Crimson Oath, Feat 12* -collapse: closed -# Blade Of The Crimson Oath [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Blade Of The Crimson Oath](../../../compendium/feats/blade-of-the-crimson-oath-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Knight Reclaimant Dedication](../../../compendium/feats/knight-reclaimant-dedication-locg.md) -- **Activity** Two-Action - -You call upon the Crimson Oath to smite undead and then make a weapon or unarmed [Strike](../../../rules/actions/strike.md) against an undead foe. The [Strike](../../../rules/actions/strike.md) deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage. - -*Source: Lost Omens: Character Guide p. 95* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Camouflage, Feat 12* -collapse: closed -# Camouflage *Feat 12* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Camouflage](../../../compendium/feats/camouflage.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Stealth](../../../compendium/skills.md#Stealth) - -You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](../../../rules/actions/hide.md) and [Sneak](../../../rules/actions/sneak.md) even without cover or being [concealed](../../../rules/conditions.md#Concealed). - -*Source: Core Rulebook p. 174* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Reaper Of Repose, Feat 12* -collapse: closed -# Reaper Of Repose *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Reaper Of Repose](../../../compendium/feats/reaper-of-repose-locg.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Knight Reclaimant Dedication](../../../compendium/feats/knight-reclaimant-dedication-locg.md), master proficiency in a weapon - -Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack. - -*Source: Lost Omens: Character Guide p. 95* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sneak Savant, Feat 12* -collapse: closed -# Sneak Savant *Feat 12* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Sneak Savant](../../../compendium/feats/sneak-savant.md) is intended for use with the Knight Reclaimant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Stealth](../../../compendium/skills.md#Stealth) - -It is almost impossible to spot you without taking effort to look. When you roll a failure on a [Sneak](../../../rules/actions/sneak.md) action, you get a success instead. You can still critically fail. - -*Source: Core Rulebook p. 187* -%% #trait/rogue %% -``` diff --git a/Compendium/character/archetypes/knight-vigilant-locg.md b/Compendium/character/archetypes/knight-vigilant-locg.md deleted file mode 100644 index b481ba6ba..000000000 --- a/Compendium/character/archetypes/knight-vigilant-locg.md +++ /dev/null @@ -1,141 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Knight Vigilant"] ---- -# Knight Vigilant *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor. - -*Source: Lost Omens: Character Guide p. 94* - -```ad-embed-feat -title: Knight Vigilant Dedication, Feat 6 -collapse: closed -# Knight Vigilant Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Religion](../../../compendium/skills.md#Religion), any good alignment, member of the Knights of Lastwall of knight rank - -You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in [Religion](../../../compendium/skills.md#Religion). When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype. - -*Source: Lost Omens: Character Guide p. 94* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Shield Warden (Fighter), Feat 8* -collapse: closed -# Shield Warden (Fighter) *Feat 8* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Shield Warden (Fighter)](../../../compendium/feats/shield-warden-fighter.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shield Block](../../../compendium/feats/shield-block.md) - -You use your shield to protect your allies. When you have a [shield raised](../../../rules/actions/raise-a-shield.md), you can use your [Shield Block](../../../compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](../../../compendium/feats/shield-block.md). - -*Source: Core Rulebook p. 149* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Unshakable Idealism, Feat 8 -collapse: closed -# Unshakable Idealism *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](../../../compendium/feats/knight-vigilant-dedication-locg.md), expert in Will saves - -Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](../../../rules/traits/fear.md) effects and [emotion](../../../rules/traits/emotion.md) effects that inflict despair. When you would gain the [fleeing](../../../rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](../../../rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. - -*Source: Lost Omens: Character Guide p. 94* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Endure Death's Touch, Feat 10 -collapse: closed -# Endure Death's Touch [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](../../../compendium/feats/knight-vigilant-dedication-locg.md), expert in medium or heavy armor -- **Trigger** An undead hits you with an unarmed attack. -- **Requirements**: You are wearing medium or heavy armor in which you have expert proficiency. -- **Activity** Reaction - -Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 94* -%% #trait/archetype %% -``` - -````ad-embed-feat -title: Aegis Of Arnisant, Feat 12* -collapse: closed -# Aegis Of Arnisant [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Aegis Of Arnisant](../../../compendium/feats/aegis-of-arnisant-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Knight Vigilant Dedication](../../../compendium/feats/knight-vigilant-dedication-locg.md), [Shield Block](../../../compendium/feats/shield-block.md), master in [Religion](../../../compendium/skills.md#Religion) -- **Requirements**: You are wielding a shield. -- **Activity** Two-Action - -Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction: - -```ad-embed-ability -title: Absorb into the Aegis [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](../../../rules/traits/manipulate.md) - -- **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. - -**Effect** You interpose your shield's ward against the spell. Attempt a counteract check, using your [Religion](../../../compendium/skills.md#Religion) modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level. -%% #trait/manipulate %% -``` - -*Source: Lost Omens: Character Guide p. 94* -%% #trait/archetype %% -```` - -```ad-embed-feat -title: Knight In Shining Armor, Feat 12* -collapse: closed -# Knight In Shining Armor *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Knight In Shining Armor](../../../compendium/feats/knight-in-shining-armor-locg.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Knight Vigilant Dedication](../../../compendium/feats/knight-vigilant-dedication-locg.md); expert in light armor, medium armor, or unarmored defense; trained in heavy armor - -As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor. - -Knight Reclaimant Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. - -*Source: Lost Omens: Character Guide p. 94* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mirror Shield, Feat 12* -collapse: closed -# Mirror Shield [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Mirror Shield](../../../compendium/feats/mirror-shield.md) is intended for use with the Knight Vigilant Archetype. Its level has been changed accordingly. - -- **Trigger** An opponent casting a spell that targets you critically fails a spell attack roll against your AC. -- **Requirements**: You have a [shield raised](../../../rules/actions/raise-a-shield.md). -- **Activity** Reaction - -You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). - -*Source: Core Rulebook p. 151* -%% #trait/fighter %% -``` diff --git a/Compendium/character/archetypes/lastwall-sentry-lowg.md b/Compendium/character/archetypes/lastwall-sentry-lowg.md deleted file mode 100644 index 3a5f59ac8..000000000 --- a/Compendium/character/archetypes/lastwall-sentry-lowg.md +++ /dev/null @@ -1,105 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Lastwall Sentry"] ---- -# Lastwall Sentry *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion. - -*Source: Lost Omens: World Guide p. 47* - -```ad-embed-feat -title: Lastwall Sentry Dedication, Feat 2 -collapse: closed -# Lastwall Sentry Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from the Eye of Dread region. -- **Prerequisites**: member of the Knights of Lastwall, [Shield Block](../../../compendium/feats/shield-block.md) - -You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in [Athletics](../../../compendium/skills.md#Athletics) and in [Undead Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. Finally, you gain the [Reactive Shield](../../../compendium/feats/reactive-shield.md) fighter feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype. - -*Source: Lost Omens: World Guide p. 47* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Eye Of Ozem, Feat 4 -collapse: closed -# Eye Of Ozem *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](../../../compendium/feats/lastwall-sentry-dedication-lowg.md), expert in [Perception](../../../compendium/skills.md#Perception) - -You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using [Perception](../../../compendium/skills.md#Perception), and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1. - -*Source: Lost Omens: World Guide p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Necromantic Resistance, Feat 4 -collapse: closed -# Necromantic Resistance *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](../../../compendium/feats/lastwall-sentry-dedication-lowg.md) - -As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](../../../rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. - -*Source: Lost Omens: World Guide p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Grave Sense, Feat 6 -collapse: closed -# Grave Sense *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](../../../compendium/feats/lastwall-sentry-dedication-lowg.md) - -Your time spent hunting the undead allows you to sense them. - -You sense undead as a vague sense (Core Rulebook 465) similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a [Deception](../../../compendium/skills.md#Deception) check against your [Perception](../../../compendium/skills.md#Perception) DC to hide its presence from you. If the creature succeeds at its [Deception](../../../compendium/skills.md#Deception) check, it is then temporarily immune to your Grave Sense for 1 day. - -*Source: Lost Omens: World Guide p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Necromantic Tenacity, Feat 8 -collapse: closed -# Necromantic Tenacity *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Necromantic Resistance](../../../compendium/feats/necromantic-resistance-lowg.md) - -Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](../../../rules/traits/necromancy.md) effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. - -*Source: Lost Omens: World Guide p. 47* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Lastwall Warden, Feat 10 -collapse: closed -# Lastwall Warden *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](../../../compendium/feats/lastwall-sentry-dedication-lowg.md) - -You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your [Shield Block](../../../compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a [Shield Block](../../../compendium/feats/shield-block.md). - -If an undead makes an attack against an ally within 10 feet, you can [Step](../../../rules/actions/step.md) to become adjacent to your ally and then use [Shield Block](../../../compendium/feats/shield-block.md) as part of the same reaction. - -*Source: Lost Omens: World Guide p. 47* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/lich-botd.md b/Compendium/character/archetypes/lich-botd.md deleted file mode 100644 index ac1ff08dd..000000000 --- a/Compendium/character/archetypes/lich-botd.md +++ /dev/null @@ -1,170 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Lich"] ---- -# Lich *Dedication Level 12* - -> [!pf2-sidebar] Soul Cage -> -> The soul cage for the lich archetype is very similar to the lich soul cage from the Pathfinder Bestiary but has a few modifications to cover situations that might come up in play. -> -> While the story of the PCs sneaking in to destroy the NPC lich's soul cage is classic, it's difficult to have NPC adversaries do the same to the PC lich's soul cage without coming across poorly, similar to destroying a PC wizard's spellbook while it was off screen. Since that's the only way to defeat a lich, these table-dynamic concerns might effectively grant the lich PC immortality. Because of the way that changes the story and game play, even a group using the other undead archetypes in this book might want to consider whether or not to include the lich archetype. If you're looking for a compromise, consider having the soul cage act similarly to a Rejuvenation Token (page 56), requiring a ritual to awaken the lich's soul from within the cage. - -The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp. - -Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage. A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt. - -As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear. - -Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage's magical energy from afar to fuel their own spellcasting. - -*Source: Book of the Dead p. 50* - -```ad-embed-feat -title: Lich Dedication, Feat 12* -collapse: closed -# Lich Dedication *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -> [!pf2-note] This version of [Lich Dedication](../../../compendium/feats/lich-dedication-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - -- **Prerequisites**: living creature, ability to cast 6th-level or higher spells from spell slots, expert in [Crafting](../../../compendium/skills.md#Crafting), completed ritual to become a lich and crafted a [soul cage](../../../compendium/equipment/items/soul-cage-botd.md) - -After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](../../../rules/traits/undead.md) trait and the basic undead benefits (page 44). Your undead craving is for knowledge. - -You gain a unique [soul cage](../../../compendium/equipment/items/soul-cage-botd.md)—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. - -**Special.** You can't select another dedication feat until you have gained two other feats from the lich archetype. - -*Source: Book of the Dead p. 50* -%% #trait/rare #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Drain Soul Cage, Feat 14* -collapse: closed -# Drain Soul Cage *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Drain Soul Cage](../../../compendium/feats/drain-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Lich Dedication](../../../compendium/feats/lich-dedication-botd.md), [Drain Bonded Item](../../../rules/actions/drain-bonded-item.md), spellbook - -You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use [Drain Bonded Item](../../../rules/actions/drain-bonded-item.md), you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use [Drain Bonded Item](../../../rules/actions/drain-bonded-item.md). If your soul cage is [broken](../../../rules/conditions.md#Broken) or destroyed, you can't use Drain Soul Cage. - -Even if you can [Drain Bonded Item](../../../rules/actions/drain-bonded-item.md) more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day. - -*Source: Book of the Dead p. 50* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Enshroud Soul Cage, Feat 14* -collapse: closed -# Enshroud Soul Cage *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Enshroud Soul Cage](../../../compendium/feats/enshroud-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Lich Dedication](../../../compendium/feats/lich-dedication-botd.md) - -You wreathe your [soul cage](../../../compendium/equipment/items/soul-cage-botd.md) in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the [magic aura](../../../compendium/spells/magic-aura.md) and [nondetection](../../../compendium/spells/nondetection.md) spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged. - -*Source: Book of the Dead p. 50* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Hand of the Lich, Feat 14* -collapse: closed -# Hand of the Lich *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Hand of the Lich](../../../compendium/feats/hand-of-the-lich-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Lich Dedication](../../../compendium/feats/lich-dedication-botd.md) - -Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](../../../rules/traits/nonlethal.md) trait. Your fist becomes magical. - -When you critically hit a living creature with your fist [Strike](../../../rules/actions/strike.md), the creature is [slowed](../../../rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. - -This is a critical specialization effect. - -*Source: Book of the Dead p. 50* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Magic Sense (Wizard), Feat 14* -collapse: closed -# Magic Sense (Wizard) *Feat 14* -[arcane](../../../rules/traits/arcane.md) [detection](../../../rules/traits/detection.md) [divination](../../../rules/traits/divination.md) [wizard](../../../rules/traits/wizard.md) - -> [!pf2-note] This version of [Magic Sense (Wizard)](../../../compendium/feats/magic-sense-wizard.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - - -You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](../../../compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](../../../rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](../../../compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. - -*Source: Core Rulebook p. 212* -%% #trait/arcane #trait/detection #trait/divination #trait/wizard %% -``` - -```ad-embed-feat -title: Bolster Soul Cage, Feat 16* -collapse: closed -# Bolster Soul Cage *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Bolster Soul Cage](../../../compendium/feats/bolster-soul-cage-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Lich Dedication](../../../compendium/feats/lich-dedication-botd.md), legendary in [Crafting](../../../compendium/skills.md#Crafting) - -Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to `1d6` days rather than `1d10` days. - -At 20th level, the time it takes your soul cage to rebuild your body is reduced to `2d12+12` hours. - -*Source: Book of the Dead p. 50* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Spell Gem, Feat 16* -collapse: closed -# Spell Gem *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Spell Gem](../../../compendium/feats/spell-gem-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Lich Dedication, legendary in [Crafting](../../../compendium/skills.md#Crafting) - -Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: [repulsion](../../../compendium/spells/repulsion.md), [scrying](../../../compendium/spells/scrying.md), or [true seeing](../../../compendium/spells/true-seeing.md). You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to [Cast the Spell](../../../rules/actions/cast-a-spell.md) without spending a spell slot. - -At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level [spell turning](../../../compendium/spells/spell-turning.md) without spending a spell slot. - -*Source: Book of the Dead p. 50* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Frightful Aura, Feat 18* -collapse: closed -# Frightful Aura *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [aura](../../../rules/traits/aura.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) - -> [!pf2-note] This version of [Frightful Aura](../../../compendium/feats/frightful-aura-botd.md) is intended for use with the Lich Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Lich Dedication](../../../compendium/feats/lich-dedication-botd.md), master in [Intimidation](../../../compendium/skills.md#Intimidation) - -You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC. - -> [!success-degree] -> - **Success** The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute. -> - **Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). - -*Source: Book of the Dead p. 50* -%% #trait/archetype #trait/aura #trait/emotion #trait/fear #trait/mental %% -``` diff --git a/Compendium/character/archetypes/linguist-apg.md b/Compendium/character/archetypes/linguist-apg.md deleted file mode 100644 index f8bd13207..000000000 --- a/Compendium/character/archetypes/linguist-apg.md +++ /dev/null @@ -1,118 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Linguist"] ---- -# Linguist *Dedication Level 2* - -Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled. - -*Source: Advanced Player's Guide p. 178* - -```ad-embed-feat -title: Linguist Dedication, Feat 2 -collapse: closed -# Linguist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: You speak at least three languages. - -You have studied languages and their development. You become trained in [Society](../../../compendium/skills.md#Society); if you were already trained in [Society](../../../compendium/skills.md#Society), you instead become an expert in [Society](../../../compendium/skills.md#Society). You gain the [Multilingual](../../../compendium/feats/multilingual.md) skill feat twice. - -**Special.** You can't select another dedication feat until you have gained two other feats from the linguist archetype. - -*Source: Advanced Player's Guide p. 178* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Multilingual Cipher, Feat 4 -collapse: closed -# Multilingual Cipher *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](../../../compendium/feats/linguist-dedication-apg.md), expert in [Society](../../../compendium/skills.md#Society) - -You use multiple languages to create and break codes. You gain a +1 circumstance bonus to [Decipher Writing](../../../rules/actions/decipher-writing.md). If another creature attempts to [Decipher Writing](../../../rules/actions/decipher-writing.md) you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing. - -*Source: Advanced Player's Guide p. 178* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Phonetic Training, Feat 4 -collapse: closed -# Phonetic Training *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](../../../compendium/feats/linguist-dedication-apg.md), expert in [Society](../../../compendium/skills.md#Society) - -You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. - -Memorizing long sequences of words remains just as difficult as it is normally. - -*Source: Advanced Player's Guide p. 178* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Spot Translate, Feat 4 -collapse: closed -# Spot Translate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [linguistic](../../../rules/traits/linguistic.md) - -- **Prerequisites**: [Linguist Dedication](../../../compendium/feats/linguist-dedication-apg.md) -- **Trigger** Another creature within 60 feet uses a [linguistic](../../../rules/traits/linguistic.md) effect in a language you understand. -- **Activity** Reaction - -You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected. - -*Source: Advanced Player's Guide p. 178* -%% #trait/archetype #trait/auditory #trait/linguistic %% -``` - -```ad-embed-feat -title: Analyze Idiolect, Feat 6 -collapse: closed -# Analyze Idiolect *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](../../../compendium/feats/linguist-dedication-apg.md), expert in [Deception](../../../compendium/skills.md#Deception) and [Society](../../../compendium/skills.md#Society) - -You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to [Impersonate](../../../rules/actions/impersonate.md) that individual, you gain a +4 circumstance bonus to your [Deception](../../../compendium/skills.md#Deception) checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time. - -*Source: Advanced Player's Guide p. 178* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Read Shibboleths, Feat 7 -collapse: closed -# Read Shibboleths *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [linguistic](../../../rules/traits/linguistic.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](../../../compendium/feats/linguist-dedication-apg.md), master in [Society](../../../compendium/skills.md#Society) - -All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a [Deception](../../../compendium/skills.md#Deception), [Society](../../../compendium/skills.md#Society), or appropriate [Lore](../../../compendium/skills.md#Lore) check against your [Society](../../../compendium/skills.md#Society) DC, providing you a false minor fact consistent with their assumed identity on a success. - -Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your [Diplomacy](../../../compendium/skills.md#Diplomacy) and [Deception](../../../compendium/skills.md#Deception) checks with them. - -*Source: Advanced Player's Guide p. 178* -%% #trait/archetype #trait/linguistic #trait/skill %% -``` - -```ad-embed-feat -title: Crude Communication, Feat 8 -collapse: closed -# Crude Communication *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Linguist Dedication](../../../compendium/feats/linguist-dedication-apg.md) - -Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret [Society](../../../compendium/skills.md#Society) check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in [Society](../../../compendium/skills.md#Society), you can communicate instantly without needing to attempt a [Society](../../../compendium/skills.md#Society) check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate. - -*Source: Advanced Player's Guide p. 178* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/lion-blade-lowg.md b/Compendium/character/archetypes/lion-blade-lowg.md deleted file mode 100644 index 7c540e2d5..000000000 --- a/Compendium/character/archetypes/lion-blade-lowg.md +++ /dev/null @@ -1,107 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Lion Blade"] ---- -# Lion Blade *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools. - -*Source: Lost Omens: World Guide p. 131* - -```ad-embed-feat -title: Lion Blade Dedication, Feat 2 -collapse: closed -# Lion Blade Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from Taldor. -- **Prerequisites**: member of the Lion Blades, trained in [Performance](../../../compendium/skills.md#Performance) - -Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of [Deception](../../../compendium/skills.md#Deception) or [Stealth](../../../compendium/skills.md#Stealth) and in [Espionage Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype. - -*Source: Lost Omens: World Guide p. 131* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Lost In The Crowd, Feat 4 -collapse: closed -# Lost In The Crowd *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lion Blade Dedication](../../../compendium/feats/lion-blade-dedication-lowg.md) - -You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to [Hide](../../../rules/actions/hide.md) and [Sneak](../../../rules/actions/sneak.md), gaining a +2 circumstance bonus on your [Stealth](../../../compendium/skills.md#Stealth) checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your [Stealth](../../../compendium/skills.md#Stealth) checks when in a crowd of at least 100 creatures. - -*Source: Lost Omens: World Guide p. 131* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Crowd Mastery, Feat 6 -collapse: closed -# Crowd Mastery *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lost in the Crowd](../../../compendium/feats/lost-in-the-crowd-lowg.md) - -You use the crowd to your advantage, diverting your foes' attention to potential [hidden](../../../rules/conditions.md#Hidden) dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet. - -*Source: Lost Omens: World Guide p. 131* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expeditious Advance, Feat 6 -collapse: closed -# Expeditious Advance *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lion Blade Dedication](../../../compendium/feats/lion-blade-dedication-lowg.md) -- **Requirements**: You are unarmored or wearing light armor. - -You advance and retreat quickly. You gain a +10-foot status bonus to your speed. - -*Source: Lost Omens: World Guide p. 131* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Spy's Countermeasures, Feat 10 -collapse: closed -# Spy's Countermeasures *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Lion Blade Dedication](../../../compendium/feats/lion-blade-dedication-lowg.md) - -You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](../../../rules/traits/divination.md) or [mental](../../../rules/traits/mental.md) effect, you can [Identify Magic](../../../rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. - -If you successfully identify a [divination](../../../rules/traits/divination.md) effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](../../../rules/traits/mental.md) effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. - -*Source: Lost Omens: World Guide p. 131* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Flicker, Feat 12* -collapse: closed -# Flicker [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Flicker](../../../compendium/feats/flicker-lowg.md) is intended for use with the Lion Blade Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Lion Blade Dedication](../../../compendium/feats/lion-blade-dedication-lowg.md) -- **Activity** Single Action - -You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to [Hide](../../../rules/actions/hide.md). - -*Source: Lost Omens: World Guide p. 131* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/living-monolith-lowg.md b/Compendium/character/archetypes/living-monolith-lowg.md deleted file mode 100644 index 8fe0e3b49..000000000 --- a/Compendium/character/archetypes/living-monolith-lowg.md +++ /dev/null @@ -1,129 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Living Monolith"] ---- -# Living Monolith *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical ka stone to finalize your oaths. - -*Source: Lost Omens: World Guide p. 59* - -```ad-embed-feat -title: Living Monolith Dedication, Feat 2 -collapse: closed -# Living Monolith Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from the Golden Road region. -- **Prerequisites**: Ancient Osiriani and Sphinx languages, trained in [Crafting](../../../compendium/skills.md#Crafting) - -You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone. If you fail a recovery check while [dying](../../../rules/conditions.md#Dying), your [dying](../../../rules/conditions.md#Dying) condition does not increase; if you critically fail, your [dying](../../../rules/conditions.md#Dying) condition increases by only 1. You become trained in [Ancient Osirion Lore](../../../compendium/skills.md#Lore), or expert if you were already trained. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the living monolith archetype. - -*Source: Lost Omens: World Guide p. 59* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -````ad-embed-feat -title: Ka Stone Ritual, Feat 4 -collapse: closed -# Ka Stone Ritual *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: [Living Monolith Dedication](../../../compendium/feats/living-monolith-dedication-lowg.md), a sphinx or living monolith with this feat performs a ritual with you - -You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. - -The ka stone grants you a +1 item bonus to saves against [death](../../../rules/traits/death.md) effects and [negative](../../../rules/traits/negative.md) effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast [enlarge](../../../compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](../../../compendium/character/archetypes/living-monolith-lowg.md) feat. -``` - -*Source: Lost Omens: World Guide p. 59* -%% #trait/rare #trait/archetype %% -```` - -```ad-embed-feat -title: Stone Blood, Feat 6 -collapse: closed -# Stone Blood *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](../../../compendium/feats/ka-stone-ritual-lowg.md) - -You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](../../../rules/traits/concentrate.md) trait to gain an early flat check without physically binding the wounds. - -You recover naturally from the [drained](../../../rules/conditions.md#Drained) condition twice as quickly as normal. - -*Source: Lost Omens: World Guide p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Fortified Flesh, Feat 8 -collapse: closed -# Fortified Flesh *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](../../../compendium/feats/ka-stone-ritual-lowg.md) - -Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the [Living Monolith](../../../compendium/character/archetypes/living-monolith-lowg.md) archetype. - -*Source: Lost Omens: World Guide p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Attunement To Stone, Feat 10 -collapse: closed -# Attunement To Stone *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](../../../compendium/feats/ka-stone-ritual-lowg.md) - -You become attuned to the stone around you. When in contact with a stone surface, you gain [tremorsense](../../../rules/abilities/tremorsense.md) (imprecise) 5 feet along that surface, and you can activate your ka stone to cast [meld into stone](../../../compendium/spells/meld-into-stone.md). - -*Source: Lost Omens: World Guide p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Judgment Of The Monolith, Feat 12* -collapse: closed -# Judgment Of The Monolith *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Judgment Of The Monolith](../../../compendium/feats/judgment-of-the-monolith-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ka Stone Ritual](../../../compendium/feats/ka-stone-ritual-lowg.md) - -You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a [zone of truth](../../../compendium/spells/zone-of-truth.md). You can also activate it with a 10-minute activation (envision) to cast [talking corpse](../../../compendium/spells/talking-corpse.md). - -*Source: Lost Omens: World Guide p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Stone Communion, Feat 14* -collapse: closed -# Stone Communion *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Stone Communion](../../../compendium/feats/stone-communion-lowg.md) is intended for use with the Living Monolith Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ka Stone Ritual](../../../compendium/feats/ka-stone-ritual-lowg.md) - -You gain a unique communion with the earth and stones. You learn the Terran language and you can [Activate](../../../rules/actions/activate-an-item.md) your ka stone with a 10-minute activation (envision) to cast [stone tell](../../../compendium/spells/stone-tell.md). - -*Source: Lost Omens: World Guide p. 59* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/living-vessel-da.md b/Compendium/character/archetypes/living-vessel-da.md deleted file mode 100644 index b7fffae9f..000000000 --- a/Compendium/character/archetypes/living-vessel-da.md +++ /dev/null @@ -1,160 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Living Vessel"] ---- -# Living Vessel *Dedication Level 2* - -With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you. - -You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream. - -Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely. - -**Additional Feats:** Your GM might determine that you can take a pact feat from the [pactbinder](pactbinder-da.md) archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder. - -*Source: Dark Archive p. 140* - -````ad-embed-feat -title: Living Vessel Dedication, Feat 2 -collapse: closed -# Living Vessel Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - - -Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. - -You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats. - -You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become [doomed](../../../rules/conditions.md#Doomed), and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda. - -You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling [unconscious](../../../rules/conditions.md#Unconscious), though at the risk of letting it enact its will. - -```ad-embed-ability -title: Entity's Resurgence [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You would be reduced to 0 Hit Points but not immediately killed - -**Effect** Instead of letting you fall [unconscious](../../../rules/conditions.md#Unconscious), your entity takes control. - -You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key ability modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall [unconscious](../../../rules/conditions.md#Unconscious), whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. - -No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances. -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the living vessel archetype. - -*Source: Dark Archive p. 140* -%% #trait/rare #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Entity's Strike, Feat 4 -collapse: closed -# Entity's Strike *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Living Vessel Dedication](../../../compendium/feats/living-vessel-dedication-da.md) - -The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. - -Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](../../../rules/traits/finesse.md), and [magical](../../../rules/traits/magical.md) traits. - -*Source: Dark Archive p. 140* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Tap Vitality, Feat 6 -collapse: closed -# Tap Vitality [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [healing](../../../rules/traits/healing.md) [necromancy](../../../rules/traits/necromancy.md) [positive](../../../rules/traits/positive.md) - -- **Prerequisites**: [Living Vessel Dedication](../../../compendium/feats/living-vessel-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control. - -**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. - -*Source: Dark Archive p. 140* -%% #trait/archetype #trait/concentrate #trait/healing #trait/necromancy #trait/positive %% -``` - -```ad-embed-feat -title: Exude Abyssal Corruption, Feat 8 -collapse: closed -# Exude Abyssal Corruption [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [manipulate](../../../rules/traits/manipulate.md) [poison](../../../rules/traits/poison.md) - -- **Prerequisites**: [Living Vessel Dedication](../../../compendium/feats/living-vessel-dedication-da.md), your entity is a demon -- **Activity** Single Action - -Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee [Strikes](../../../rules/actions/strike.md) deal an additional `1d6` poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes `1d6` poison damage. - -At 14th level, the poison damage increases to `2d6`, and at 20th level, the poison damage increases to `3d6`. - -*Source: Dark Archive p. 141* -%% #trait/archetype #trait/manipulate #trait/poison %% -``` - -```ad-embed-feat -title: Fey's Trickery, Feat 8 -collapse: closed -# Fey's Trickery [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [illusion](../../../rules/traits/illusion.md) [primal](../../../rules/traits/primal.md) [visual](../../../rules/traits/visual.md) - -- **Prerequisites**: [Living Vessel Dedication](../../../compendium/feats/living-vessel-dedication-da.md), your entity is a fey -- **Frequency**: once per hour -- **Activity** Two-Action - -You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of mirror image. - -*Source: Dark Archive p. 141* -%% #trait/archetype #trait/illusion #trait/primal #trait/visual %% -``` - -```ad-embed-feat -title: Warped Constriction, Feat 8 -collapse: closed -# Warped Constriction [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Living Vessel Dedication](../../../compendium/feats/living-vessel-dedication-da.md), your entity is an aberration or outer entity -- **Requirements**: You have a foe [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC. - -*Source: Dark Archive p. 141* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Vessel's Form, Feat 16* -collapse: closed -# Vessel's Form [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [polymorph](../../../rules/traits/polymorph.md) [transmutation](../../../rules/traits/transmutation.md) - -> [!pf2-note] This version of [Vessel's Form](../../../compendium/feats/vessels-form-da.md) is intended for use with the Living Vessel Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Living Vessel Dedication](../../../compendium/feats/living-vessel-dedication-da.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects. - -- If you were Medium or smaller, you become Large, and your reach increases to 10 feet. -- You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap. -- If you have the [Entity's Strike](../../../compendium/feats/entitys-strike-da.md) feat, the unarmed attack you gained from that feat increases its damage die from `1d6` to `1d8`. -- You gain 40 temporary Hit Points. -- You gain a fly Speed equal to your Speed. - -**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. - -*Source: Dark Archive p. 141* -%% #trait/archetype #trait/concentrate #trait/polymorph #trait/transmutation %% -``` diff --git a/Compendium/character/archetypes/loremaster-apg.md b/Compendium/character/archetypes/loremaster-apg.md deleted file mode 100644 index bcb3e22a8..000000000 --- a/Compendium/character/archetypes/loremaster-apg.md +++ /dev/null @@ -1,153 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Loremaster"] ---- -# Loremaster *Dedication Level 2* - -Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. As you discover deeper secrets of lore, you might develop a power over knowledge that becomes outright magical, allowing you to understand and disguise information even more effectively. - -*Source: Advanced Player's Guide p. 179* - -```ad-embed-feat -title: Loremaster Dedication, Feat 2 -collapse: closed -# Loremaster Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in at least one skill to [Decipher Writing](../../../rules/actions/decipher-writing.md) - -You've compiled a vast repository of information that touches on nearly every subject. You are trained in [Loremaster Lore](../../../compendium/skills.md#Lore), a special [Lore](../../../compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), but on any topic. If you have legendary proficiency in a skill used to [Decipher Writing](../../../rules/actions/decipher-writing.md), you gain expert proficiency in [Loremaster Lore](../../../compendium/skills.md#Lore), but you can't increase your proficiency rank in [Loremaster Lore](../../../compendium/skills.md#Lore) by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite. - -If you have the [Bardic Lore](../../../compendium/feats/bardic-lore.md) class feat, you gain a +1 circumstance bonus to skill checks with [Bardic Lore](../../../compendium/skills.md#Lore). - -**Special.** You can't select another dedication feat until you have gained two other feats from the loremaster archetype. - -*Source: Advanced Player's Guide p. 179* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Loremaster's Etude, Feat 4* -collapse: closed -# Loremaster's Etude *Feat 4* -[bard](../../../rules/traits/bard.md) [fortune](../../../rules/traits/fortune.md) - -> [!pf2-note] This version of [Loremaster's Etude](../../../compendium/feats/loremasters-etude.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Enigma muse - -You magically unlock memories, making them easier to recall. You learn the [loremaster's etude](../../../compendium/spells/loremasters-etude.md) composition spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 100* -%% #trait/bard #trait/fortune %% -``` - -```ad-embed-feat -title: Magical Edification, Feat 4 -collapse: closed -# Magical Edification *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Loremaster Dedication](../../../compendium/feats/loremaster-dedication-apg.md) - -You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain [guidance](../../../compendium/spells/guidance.md), [message](../../../compendium/spells/message.md), and [sigil](../../../compendium/spells/sigil.md) as innate occult cantrips. - -*Source: Advanced Player's Guide p. 179* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Orthographic Mastery, Feat 4 -collapse: closed -# Orthographic Mastery *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Loremaster Dedication](../../../compendium/feats/loremaster-dedication-apg.md) - -You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to [Decipher Writing](../../../rules/actions/decipher-writing.md) using [Loremaster Lore](../../../compendium/skills.md#Lore) in place of the required skill. - -*Source: Advanced Player's Guide p. 179* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Quick Study, Feat 4 -collapse: closed -# Quick Study *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Loremaster Dedication](../../../compendium/feats/loremaster-dedication-apg.md) - -During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one [Lore](../../../compendium/skills.md#Lore) skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a [Lore](../../../compendium/skills.md#Lore) skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. - -*Source: Advanced Player's Guide p. 179* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Assured Knowledge, Feat 8* -collapse: closed -# Assured Knowledge *Feat 8* -[bard](../../../rules/traits/bard.md) - -> [!pf2-note] This version of [Assured Knowledge](../../../compendium/feats/assured-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: enigma muse - -You can procure information with confidence. Whenever you [Recall Knowledge](../../../rules/actions/recall-knowledge.md) using any skill (including [Bardic Lore](../../../compendium/skills.md#Lore)), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the [Automatic Knowledge](../../../compendium/feats/automatic-knowledge.md) skill feat in that skill, even if you don't have [Assurance](../../../compendium/feats/assurance.md) in that skill. - -*Source: Advanced Player's Guide p. 113* -%% #trait/bard %% -``` - -```ad-embed-feat -title: Greater Magical Edification, Feat 10 -collapse: closed -# Greater Magical Edification *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magical Edification](../../../compendium/feats/magical-edification-apg.md) - -You've continued to expand your compendium of tools to compile knowledge. You can cast [comprehend language](../../../compendium/spells/comprehend-language.md), [mindlink](../../../compendium/spells/mindlink.md), and [secret page](../../../compendium/spells/secret-page.md) as innate occult spells, each once per day. When you cast [secret page](../../../compendium/spells/secret-page.md), it is automatically heightened to the same spell level as your cantrips from [Magical Edification](../../../compendium/feats/magical-edification-apg.md). - -*Source: Advanced Player's Guide p. 179* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Enigma's Knowledge, Feat 14* -collapse: closed -# Enigma's Knowledge *Feat 14* -[bard](../../../rules/traits/bard.md) - -> [!pf2-note] This version of [Enigma's Knowledge](../../../compendium/feats/enigmas-knowledge-apg.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Assured Knowledge](../../../compendium/feats/assured-knowledge-apg.md) - -Your muse whispers knowledge to you at all the right times. - -You gain the benefits of the [Automatic Knowledge](../../../compendium/feats/automatic-knowledge.md) skill feat with any skill you can use to [Recall Knowledge](../../../rules/actions/recall-knowledge.md). As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round. - -*Source: Advanced Player's Guide p. 114* -%% #trait/bard %% -``` - -```ad-embed-feat -title: True Hypercognition, Feat 16* -collapse: closed -# True Hypercognition [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[bard](../../../rules/traits/bard.md) - -> [!pf2-note] This version of [True Hypercognition](../../../compendium/feats/true-hypercognition.md) is intended for use with the Loremaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Enigma muse -- **Activity** Single Action - -Your mind works at an incredible pace. You instantly use up to five [Recall Knowledge](../../../rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](../../../rules/actions/recall-knowledge.md), you can't use them for these actions. - -*Source: Core Rulebook p. 103* -%% #trait/bard %% -``` diff --git a/Compendium/character/archetypes/magaambyan-attendant-locg.md b/Compendium/character/archetypes/magaambyan-attendant-locg.md deleted file mode 100644 index ca6d2f25b..000000000 --- a/Compendium/character/archetypes/magaambyan-attendant-locg.md +++ /dev/null @@ -1,247 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Magaambyan Attendant"] ---- -# Magaambyan Attendant *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesn't represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank. - -*Source: Lost Omens: Character Guide p. 101* - -```ad-embed-feat -title: Magaambyan Attendant Dedication, Feat 2 -collapse: closed -# Magaambyan Attendant Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Arcana](../../../compendium/skills.md#Arcana) or [Nature](../../../compendium/skills.md#Nature), member of the Magaambya of attendant rank - -You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal. - -Regardless of whether you choose an arcane or primal cantrip, you also either become trained in [Arcana](../../../compendium/skills.md#Arcana) or [Nature](../../../compendium/skills.md#Nature), or an expert in one of those skills in which you were already trained. - -When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch. - -**Special.** You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype. - -*Source: Lost Omens: Character Guide p. 101* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Mask Familiar, Feat 4 -collapse: closed -# Mask Familiar *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md) - -Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a [Deception](../../../compendium/skills.md#Deception) check to [Impersonate](../../../rules/actions/impersonate.md) a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability. - -*Source: Lost Omens: Character Guide p. 101* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Halcyon Speaker Dedication, Feat 6 -collapse: closed -# Halcyon Speaker Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank - -You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. - -*Source: Lost Omens: Character Guide p. 104* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Adaptive Mask Familiar, Feat 6 -collapse: closed -# Adaptive Mask Familiar *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mask Familiar](../../../compendium/feats/mask-familiar-locg.md) - -Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two. - -*Source: Lost Omens: Character Guide p. 101* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Cascade Bearers Flexibility, Feat 6 -collapse: closed -# Cascade Bearers Flexibility [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation -- **Frequency**: once per day -- **Requirements**: You haven't yet acted on your turn. -- **Activity** Free Action - -You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level. - -*Source: Lost Omens: Character Guide p. 101* -%% #trait/archetype #trait/metamagic %% -``` - -```ad-embed-feat -title: Emerald Boughs Accustomation, Feat 6 -collapse: closed -# Emerald Boughs Accustomation *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation, expert in [Society](../../../compendium/skills.md#Society) - -You are comfortable and socially capable in almost any cultural context. When you use the [Society](../../../compendium/skills.md#Society) skill to [Subsist](../../../rules/actions/subsist.md), if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a [Society](../../../compendium/skills.md#Society) check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about cultural practices and roll a critical failure, you get a failure instead. - -*Source: Lost Omens: Character Guide p. 102* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Rain-scribe Sustenance, Feat 6 -collapse: closed -# Rain-scribe Sustenance *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation - -You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots. - -You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge. - -*Source: Lost Omens: Character Guide p. 102* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Tempest-sun Redirection, Feat 6 -collapse: closed -# Tempest-sun Redirection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Tempest-Sun Mages affiliation -- **Activity** Single Action - -If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level. - -*Source: Lost Omens: Character Guide p. 102* -%% #trait/archetype #trait/metamagic %% -``` - -```ad-embed-feat -title: Uzunjati Storytelling, Feat 6 -collapse: closed -# Uzunjati Storytelling [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Uzunjati affiliation, master in a [Recall Knowledge](../../../rules/actions/recall-knowledge.md) skill -- **Activity** Single Action - -You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) in which you have expert proficiency, using the result entry for the [Perform](../../../rules/actions/perform.md) action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent [Diplomacy](../../../compendium/skills.md#Diplomacy) checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a [Performance](../../../compendium/skills.md#Performance) and cannot be used in place of anything that requires you to [Perform](../../../rules/actions/perform.md). - -*Source: Lost Omens: Character Guide p. 102* -%% #trait/archetype #trait/concentrate #trait/skill %% -``` - -```ad-embed-feat -title: Cascade Bearers Spellcasting, Feat 10 -collapse: closed -# Cascade Bearers Spellcasting *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation - -Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell. - -*Source: Lost Omens: Character Guide p. 103* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Emerald Boughs Hideaway, Feat 10 -collapse: closed -# Emerald Boughs Hideaway *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation - -You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the [Interact](../../../rules/actions/interact.md) component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an [Interact](../../../rules/actions/interact.md) action each round to physically hold it open for another person. A successful [dispel magic](../../../compendium/spells/dispel-magic.md) spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become [unconscious](../../../rules/conditions.md#Unconscious). After a successful [dispel magic](../../../compendium/spells/dispel-magic.md) spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component. - -*Source: Lost Omens: Character Guide p. 103* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Rain-scribe Mobility, Feat 10 -collapse: closed -# Rain-scribe Mobility [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](../../../compendium/feats/magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation -- **Activity** Two-Action - -You surround yourself in a mantle of Rain-Scribe magic and [Stride](../../../rules/actions/stride.md) twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain). - -*Source: Lost Omens: Character Guide p. 103* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Tempest-sun Shielding, Feat 10 -collapse: closed -# Tempest-sun Shielding [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Tempest-Sun Redirection](../../../compendium/feats/tempest-sun-redirection-locg.md) -- **Trigger** You or an ally within 30 feet takes damage. -- **Activity** Reaction - -You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell. - -*Source: Lost Omens: Character Guide p. 103* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Uzunjati Recollection, Feat 10 -collapse: closed -# Uzunjati Recollection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Uzunjati Storytelling](../../../compendium/feats/uzunjati-storytelling-locg.md), master in a [Recall Knowledge](../../../rules/actions/recall-knowledge.md) skill -- **Activity** Single Action - -You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. [Recall Knowledge](../../../rules/actions/recall-knowledge.md) with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details. - -Halcyon Speaker One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. - -*Source: Lost Omens: Character Guide p. 103* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Charged Creation, Feat 12* -collapse: closed -# Charged Creation *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Charged Creation](../../../compendium/feats/charged-creation-locg.md) is intended for use with the Magaambyan Attendant Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Persistent Creation](../../../compendium/feats/persistent-creation-locg.md) - -Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you. - -*Source: Lost Omens: Character Guide p. 104* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/magic-warrior-lowg.md b/Compendium/character/archetypes/magic-warrior-lowg.md deleted file mode 100644 index a0a35c2db..000000000 --- a/Compendium/character/archetypes/magic-warrior-lowg.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Magic Warrior"] ---- -# Magic Warrior *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe. - -*Source: Lost Omens: World Guide p. 95* - -```ad-embed-feat -title: Magic Warrior Dedication, Feat 2 -collapse: closed -# Magic Warrior Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from the Mwangi Expanse. -- **Prerequisites**: ability to cast focus spells - -You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of [Arcana](../../../compendium/skills.md#Arcana) or [Nature](../../../compendium/skills.md#Nature) and in [Magic Warrior Lore](../../../compendium/skills.md#Lore); if you were already trained in the skill, you become an expert instead. - -You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](../../../compendium/spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](../../../rules/traits/divination.md) effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. - -Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. - -Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype. - -*Source: Lost Omens: World Guide p. 95* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Magic Warrior Aspect, Feat 4 -collapse: closed -# Magic Warrior Aspect *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magic Warrior Dedication](../../../compendium/feats/magic-warrior-dedication-lowg.md) - -You can alter your form to gain an aspect of the animal your mask represents. You gain the [magic warrior aspect](../../../compendium/spells/magic-warrior-aspect-lowg.md) focus spell. - -*Source: Lost Omens: World Guide p. 95* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Magic Warrior Transformation, Feat 4 -collapse: closed -# Magic Warrior Transformation *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magic Warrior Dedication](../../../compendium/feats/magic-warrior-dedication-lowg.md) - -You can transform fully into the animal your mask represents. - -You gain the [magic warrior transformation](../../../compendium/spells/magic-warrior-transformation-lowg.md) focus spell. - -*Source: Lost Omens: World Guide p. 95* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Nameless Anonymity, Feat 6 -collapse: closed -# Nameless Anonymity *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magic Warrior Dedication](../../../compendium/feats/magic-warrior-dedication-lowg.md) - -Your mask protects you further from divination. Once per day, you can cast [nondetection](../../../compendium/spells/nondetection.md) on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment. The spell is of the same tradition as your focus spells. - -*Source: Lost Omens: World Guide p. 95* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/magus-som.md b/Compendium/character/archetypes/magus-som.md deleted file mode 100644 index 394ac5db8..000000000 --- a/Compendium/character/archetypes/magus-som.md +++ /dev/null @@ -1,135 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/bounded-spellcasting -- compendium/src/pf2e/som -aliases: ["Magus"] ---- -# Magus *Dedication Level 2* - -You've mixed physical combat with spellcasting. - -*Source: Secrets of Magic p. 75* - -```ad-embed-feat -title: Magus Dedication, Feat 2 -collapse: closed -# Magus Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Strength or Dexterity 14, Intelligence 14 - -You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in [Arcana](../../../compendium/skills.md#Arcana); if you were already trained in [Arcana](../../../compendium/skills.md#Arcana), you instead become trained in a skill of your choice. - -You become trained in simple weapons. - -**Special.** You can't select another dedication feat until you have gained two other feats from the magus archetype. - -*Source: Secrets of Magic p. 75* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Martial Magic, Feat 4 -collapse: closed -# Basic Martial Magic *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](../../../compendium/feats/magus-dedication-som.md) - -You gain a 1st- or 2nd-level magus feat of your choice. - -*Source: Secrets of Magic p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Hybrid Study Spell, Feat 4 -collapse: closed -# Hybrid Study Spell *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](../../../compendium/feats/magus-dedication-som.md) - -Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits. - -*Source: Secrets of Magic p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Spellstriker, Feat 4 -collapse: closed -# Spellstriker *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](../../../compendium/feats/magus-dedication-som.md) - -You gain the magus's [Spellstrike](../../../rules/actions/spellstrike-som.md) activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges [Spellstrike](../../../rules/actions/spellstrike-som.md). - -*Source: Secrets of Magic p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Martial Magic, Feat 6 -collapse: closed -# Advanced Martial Magic *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Martial Magic](../../../compendium/feats/basic-martial-magic-som.md) - -You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another magus feat. - -*Source: Secrets of Magic p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Magus Spellcasting, Feat 6 -collapse: closed -# Basic Magus Spellcasting *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](../../../compendium/feats/magus-dedication-som.md) - -You gain the basic bounded spellcasting benefits. - -*Source: Secrets of Magic p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Magus Spellcasting, Feat 12* -collapse: closed -# Expert Magus Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Magus Spellcasting](../../../compendium/feats/expert-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Magus Spellcasting](../../../compendium/feats/basic-magus-spellcasting-som.md), master in [Arcana](../../../compendium/skills.md#Arcana) - -You gain the expert bounded spellcasting benefits. - -*Source: Secrets of Magic p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Magus Spellcasting, Feat 18* -collapse: closed -# Master Magus Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Magus Spellcasting](../../../compendium/feats/master-magus-spellcasting-som.md) is intended for use with the Magus Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Magus Spellcasting](../../../compendium/feats/expert-magus-spellcasting-som.md), legendary in [Arcana](../../../compendium/skills.md#Arcana) - -You gain the master bounded spellcasting benefits. - -*Source: Secrets of Magic p. 75* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/marshal-apg.md b/Compendium/character/archetypes/marshal-apg.md deleted file mode 100644 index 51900785e..000000000 --- a/Compendium/character/archetypes/marshal-apg.md +++ /dev/null @@ -1,252 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Marshal"] ---- -# Marshal *Dedication Level 2* - -Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group. - -*Source: Advanced Player's Guide p. 180* - -```ad-embed-feat -title: Marshal Dedication, Feat 2 -collapse: closed -# Marshal Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in martial weapons and either [Diplomacy](../../../compendium/skills.md#Diplomacy) or [Intimidation](../../../compendium/skills.md#Intimidation) - -You've combined your social skills and combat training to become a talented combat leader. Choose [Diplomacy](../../../compendium/skills.md#Diplomacy) or [Intimidation](../../../compendium/skills.md#Intimidation). You become trained in that skill or become an expert if you were already trained in it. - -In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](../../../rules/traits/emotion.md), [mental](../../../rules/traits/mental.md), and [visual](../../../rules/traits/visual.md) traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](../../../rules/traits/fear.md). - -**Special.** You can't select another dedication feat until you have gained two other feats from the marshal archetype. - -*Source: Advanced Player's Guide p. 180* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Dread Marshal Stance, Feat 4 -collapse: closed -# Dread Marshal Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) [stance](../../../rules/traits/stance.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md), trained in [Intimidation](../../../compendium/skills.md#Intimidation) -- **Activity** Single Action - -Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. - -When you use this action, attempt an [Intimidation](../../../compendium/skills.md#Intimidation) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. - -The effect depends on the result of your check. - -> [!success-degree] -> - **Critical Success** Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a [Strike](../../../rules/actions/strike.md), that enemy is [frightened](../../../rules/conditions.md#Frightened). -> - **Success** As critical success, but your aura's size doesn't increase. -> - **Failure** You fail to enter the stance. -> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. - -*Source: Advanced Player's Guide p. 180* -%% #trait/archetype #trait/open #trait/stance %% -``` - -```ad-embed-feat -title: Inspiring Marshal Stance, Feat 4 -collapse: closed -# Inspiring Marshal Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) [stance](../../../rules/traits/stance.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md), trained in [Diplomacy](../../../compendium/skills.md#Diplomacy) -- **Activity** Single Action - -You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a [Diplomacy](../../../compendium/skills.md#Diplomacy) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. - -> [!success-degree] -> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](../../../rules/traits/mental.md) effects. -> - **Success** As critical success, but your aura's size doesn't increase. -> - **Failure** You fail to enter the stance. -> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. - -*Source: Advanced Player's Guide p. 180* -%% #trait/archetype #trait/open #trait/stance %% -``` - -```ad-embed-feat -title: Snap Out Of It!, Feat 4 -collapse: closed -# Snap Out Of It! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) -- **Activity** Single Action - -You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](../../../rules/traits/mental.md) effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. - -*Source: Advanced Player's Guide p. 180* -%% #trait/archetype #trait/auditory #trait/emotion #trait/mental %% -``` - -```ad-embed-feat -title: Steel Yourself!, Feat 4 -collapse: closed -# Steel Yourself! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) -- **Activity** Single Action - -You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn. - -*Source: Advanced Player's Guide p. 180* -%% #trait/archetype #trait/auditory #trait/emotion #trait/mental %% -``` - -```ad-embed-feat -title: Cadence Call, Feat 6 -collapse: closed -# Cadence Call [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) -- **Frequency**: once per minute -- **Activity** Single Action - -You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is [quickened](../../../rules/conditions.md#Quickened) until the end of their next turn, and they can use the extra action only to [Stride](../../../rules/actions/stride.md). At the end of each ally's turn, if they used the extra action, they then become [slowed](../../../rules/conditions.md#Slowed) until the end of their following turn. - -*Source: Advanced Player's Guide p. 180* -%% #trait/archetype #trait/auditory #trait/flourish %% -``` - -```ad-embed-feat -title: Rallying Charge, Feat 6 -collapse: closed -# Rallying Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) [visual](../../../rules/traits/visual.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) -- **Activity** Two-Action - -Your fearless charge into battle reinvigorates your allies to carry on the fight. You [Stride](../../../rules/actions/stride.md) up to your Speed and make a melee [Strike](../../../rules/actions/strike.md). If your [Strike](../../../rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn. - -*Source: Advanced Player's Guide p. 180* -%% #trait/archetype #trait/open #trait/visual %% -``` - -```ad-embed-feat -title: Attack Of Opportunity (Barbarian), Feat 8* -collapse: closed -# Attack Of Opportunity (Barbarian) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[barbarian](../../../rules/traits/barbarian.md) - -> [!pf2-note] This version of [Attack Of Opportunity (Barbarian)](../../../compendium/feats/attack-of-opportunity-barbarian.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. - -- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. -- **Activity** Reaction - -You swat a foe that leaves an opening. Make a melee [Strike](../../../rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](../../../rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../../rules/actions/strike.md). - -*Source: Core Rulebook p. 90* -%% #trait/barbarian %% -``` - -```ad-embed-feat -title: Back To Back, Feat 8 -collapse: closed -# Back To Back *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) - -You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become [flat-footed](../../../rules/conditions.md#Flat-footed) due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't. - -*Source: Advanced Player's Guide p. 181* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: To Battle!, Feat 8 -collapse: closed -# To Battle! [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) -- **Activity** Varies ([>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately [Stride](../../../rules/actions/stride.md). If you spend 2 actions, that ally can use their reaction to immediately [Strike](../../../rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 181* -%% #trait/archetype #trait/auditory #trait/flourish %% -``` - -```ad-embed-feat -title: Topple Foe, Feat 10 -collapse: closed -# Topple Foe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md), trained in [Athletics](../../../compendium/skills.md#Athletics) -- **Activity** Reaction - -You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Trip](../../../rules/actions/trip.md) the target of the triggering attack. - -*Source: Advanced Player's Guide p. 181* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Coordinated Charge, Feat 12* -collapse: closed -# Coordinated Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) [visual](../../../rules/traits/visual.md) - -> [!pf2-note] This version of [Coordinated Charge](../../../compendium/feats/coordinated-charge-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) -- **Activity** Two-Action - -You heroically dash into the fray, inspiring your allies to follow. You [Stride](../../../rules/actions/stride.md) up to your Speed and make a melee [Strike](../../../rules/actions/strike.md). - -If your [Strike](../../../rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to [Stride](../../../rules/actions/stride.md), but they each must end their [Stride](../../../rules/actions/stride.md) closer to the creature you hit than where they started. - -*Source: Advanced Player's Guide p. 181* -%% #trait/archetype #trait/open #trait/visual %% -``` - -```ad-embed-feat -title: Tactical Cadence, Feat 14* -collapse: closed -# Tactical Cadence *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Tactical Cadence](../../../compendium/feats/tactical-cadence-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Cadence Call](../../../compendium/feats/cadence-call-apg.md) - -Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the [quickened](../../../rules/conditions.md#Quickened) condition using Cadence Call, they can use the extra action to either [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md), and they aren't [slowed](../../../rules/conditions.md#Slowed) on their following turn if they use the extra action. - -*Source: Advanced Player's Guide p. 181* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Target Of Opportunity, Feat 14* -collapse: closed -# Target Of Opportunity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [manipulate](../../../rules/traits/manipulate.md) - -> [!pf2-note] This version of [Target Of Opportunity](../../../compendium/feats/target-of-opportunity-apg.md) is intended for use with the Marshal Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Marshal Dedication](../../../compendium/feats/marshal-dedication-apg.md) -- **Trigger** An ally succeeds at a ranged [Strike](../../../rules/actions/strike.md) against an opponent within your weapon's first range increment. -- **Requirements**: You have a ranged or thrown weapon in hand. -- **Activity** Reaction - -You capitalize on your ally's attack to create a coordinated barrage. Make a ranged [Strike](../../../rules/actions/strike.md) with a –2 penalty against the opponent targeted by the triggering attack. This [Strike](../../../rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../../rules/actions/strike.md). If this [Strike](../../../rules/actions/strike.md) is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses. - -*Source: Advanced Player's Guide p. 181* -%% #trait/archetype #trait/manipulate %% -``` diff --git a/Compendium/character/archetypes/martial-artist-apg.md b/Compendium/character/archetypes/martial-artist-apg.md deleted file mode 100644 index bcb30ff79..000000000 --- a/Compendium/character/archetypes/martial-artist-apg.md +++ /dev/null @@ -1,385 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Martial Artist"] ---- -# Martial Artist *Dedication Level 2* - -You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination. - -*Source: Advanced Player's Guide p. 182* - -```ad-embed-feat -title: Martial Artist Dedication, Feat 2 -collapse: closed -# Martial Artist Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](../../../rules/traits/nonlethal.md) unarmed attacks. - -Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. - -**Special.** You can't select another dedication feat until you have gained two other feats from the martial artist archetype. - -*Source: Advanced Player's Guide p. 182* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Brawling Focus, Feat 4* -collapse: closed -# Brawling Focus *Feat 4* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Brawling Focus](../../../compendium/feats/brawling-focus.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - - -You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [Monastic Weaponry](../../../compendium/feats/monastic-weaponry.md), you also gain the critical specialization effects of all monk weapons in which you are trained. - -*Source: Core Rulebook p. 160* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Crane Stance, Feat 4* -collapse: closed -# Crane Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../../rules/traits/monk.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Crane Stance](../../../compendium/feats/crane-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](../../../rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), and [unarmed](../../../rules/traits/unarmed.md) traits. - -While in Crane Stance, reduce the DC for [High Jump](../../../rules/actions/high-jump.md) and [Long Jump](../../../rules/actions/long-jump.md) by 5, and when you [Leap](../../../rules/actions/leap.md), you can move an additional 5 feet horizontally or 2 feet vertically. - -*Source: Core Rulebook p. 158* -%% #trait/monk #trait/stance %% -``` - -```ad-embed-feat -title: Dragon Stance, Feat 4* -collapse: closed -# Dragon Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../../rules/traits/monk.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Dragon Stance](../../../compendium/feats/dragon-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](../../../rules/traits/backswing.md), [nonlethal](../../../rules/traits/nonlethal.md), and [unarmed](../../../rules/traits/unarmed.md) traits. - -While in Dragon Stance, you can ignore the first square of difficult terrain while [Striding](../../../rules/actions/stride.md). - -*Source: Core Rulebook p. 158* -%% #trait/monk #trait/stance %% -``` - -```ad-embed-feat -title: Gorilla Stance, Feat 4* -collapse: closed -# Gorilla Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../../rules/traits/monk.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Gorilla Stance](../../../compendium/feats/gorilla-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only [Strikes](../../../rules/actions/strike.md) you can make are gorilla slam unarmed attacks. - -These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](../../../rules/traits/backswing.md), [forceful](../../../rules/traits/forceful.md), [grapple](../../../rules/traits/grapple.md), [nonlethal](../../../rules/traits/nonlethal.md), and [unarmed](../../../rules/traits/unarmed.md) traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](../../../compendium/skills.md#Athletics) checks to [Climb](../../../rules/actions/climb.md), and if you roll a success on an [Athletics](../../../compendium/skills.md#Athletics) check to [Climb](../../../rules/actions/climb.md), you get a critical success instead. - -*Source: Advanced Player's Guide p. 128* -%% #trait/monk #trait/stance %% -``` - -```ad-embed-feat -title: Mountain Stance, Feat 4* -collapse: closed -# Mountain Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../../rules/traits/monk.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Mountain Stance](../../../compendium/feats/mountain-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Requirements**: You are unarmored and touching the ground. -- **Activity** Single Action - -You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only [Strikes](../../../rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](../../../rules/traits/forceful.md), [nonlethal](../../../rules/traits/nonlethal.md), and [unarmed](../../../rules/traits/unarmed.md) traits. - -While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being [Shoved](../../../rules/actions/shove.md) or [Tripped](../../../rules/actions/trip.md). However, you have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your [explorer's clothing](../../../compendium/equipment/items/explorers-clothing.md), [mage armor](../../../compendium/spells/mage-armor.md), and bracers of armor. - -*Source: Core Rulebook p. 159* -%% #trait/monk #trait/stance %% -``` - -```ad-embed-feat -title: Stumbling Stance, Feat 4* -collapse: closed -# Stumbling Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../../rules/traits/monk.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Stumbling Stance](../../../compendium/feats/stumbling-stance-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: trained in [Deception](../../../compendium/skills.md#Deception) -- **Activity** Single Action - -You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](../../../compendium/skills.md#Deception) checks to [Feint](../../../rules/actions/feint.md). The only [Strikes](../../../rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](../../../rules/traits/agile.md), [backstabber](../../../rules/traits/backstabber.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), and [unarmed](../../../rules/traits/unarmed.md) traits. If an enemy hits you with a melee [Strike](../../../rules/actions/strike.md) while in this stance, it becomes [flat-footed](../../../rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](../../../rules/actions/strike.md) you make against it before the end of your next turn. - -*Source: Advanced Player's Guide p. 128* -%% #trait/monk #trait/stance %% -``` - -```ad-embed-feat -title: Tiger Stance, Feat 4* -collapse: closed -# Tiger Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../../rules/traits/monk.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Tiger Stance](../../../compendium/feats/tiger-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), and [unarmed](../../../rules/traits/unarmed.md) traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage). - -As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step](../../../rules/actions/step.md) 10 feet. - -*Source: Core Rulebook p. 159* -%% #trait/monk #trait/stance %% -``` - -```ad-embed-feat -title: Wolf Stance, Feat 4* -collapse: closed -# Wolf Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../../rules/traits/monk.md) [stance](../../../rules/traits/stance.md) - -> [!pf2-note] This version of [Wolf Stance](../../../compendium/feats/wolf-stance.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](../../../rules/traits/agile.md), [backstabber](../../../rules/traits/backstabber.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), and [unarmed](../../../rules/traits/unarmed.md) traits. - -If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](../../../rules/traits/trip.md) trait. - -*Source: Core Rulebook p. 159* -%% #trait/monk #trait/stance %% -``` - -```ad-embed-feat -title: Follow-up Strike, Feat 6 -collapse: closed -# Follow-up Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Martial Artist Dedication](../../../compendium/feats/martial-artist-dedication-apg.md) -- **Requirements**: Your last action was a missed [Strike](../../../rules/actions/strike.md) with a melee unarmed attack. -- **Activity** Single Action - -You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. - -Make another [Strike](../../../rules/actions/strike.md) with a melee unarmed attack, using the same multiple attack penalty as for the missed [Strike](../../../rules/actions/strike.md), if any. - -*Source: Advanced Player's Guide p. 182* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Crane Flutter, Feat 8* -collapse: closed -# Crane Flutter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Crane Flutter](../../../compendium/feats/crane-flutter.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Crane Stance](../../../compendium/feats/crane-stance.md) -- **Trigger** You are targeted with a melee attack by an attacker you can see. -- **Requirements**: You are in Crane Stance. -- **Activity** Reaction - -You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing [Strike](../../../rules/actions/strike.md) against the attacker at a –2 penalty, even if the attacker isn't within your reach. - -*Source: Core Rulebook p. 161* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Dragon Roar, Feat 8* -collapse: closed -# Dragon Roar [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) [monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Dragon Roar](../../../compendium/feats/dragon-roar.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Dragon Stance](../../../compendium/feats/dragon-stance.md) -- **Requirements**: You are in Dragon Stance. -- **Activity** Single Action - -You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your [Intimidation](../../../compendium/skills.md#Intimidation) DC or be [frightened](../../../rules/conditions.md#Frightened) ([frightened](../../../rules/conditions.md#Frightened) on a critical failure). When a creature [frightened](../../../rules/conditions.md#Frightened) by the roar begins its turn adjacent to you, it can't reduce its [frightened](../../../rules/conditions.md#Frightened) value below 1 on that turn. Your first attack that hits a [frightened](../../../rules/conditions.md#Frightened) creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. - -After you use Dragon Roar, you can't use it again for `1d4` rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute. - -*Source: Core Rulebook p. 161* -%% #trait/auditory #trait/emotion #trait/fear #trait/mental #trait/monk %% -``` - -```ad-embed-feat -title: Gorilla Pound, Feat 8* -collapse: closed -# Gorilla Pound [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[emotion](../../../rules/traits/emotion.md) [flourish](../../../rules/traits/flourish.md) [mental](../../../rules/traits/mental.md) [monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Gorilla Pound](../../../compendium/feats/gorilla-pound-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: expert in [Intimidation](../../../compendium/skills.md#Intimidation), [Gorilla Stance](../../../compendium/feats/gorilla-stance-apg.md) -- **Requirements**: You are in Gorilla Stance. -- **Activity** Single Action - -You pound your chest before slamming into your foes. - -Attempt an [Intimidation](../../../compendium/skills.md#Intimidation) check to [Demoralize](../../../rules/actions/demoralize.md), then make one gorilla slam [Strike](../../../rules/actions/strike.md) against the same target. - -If your [Strike](../../../rules/actions/strike.md) hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's [frightened](../../../rules/conditions.md#Frightened) condition. - -**Special.** If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet. - -*Source: Advanced Player's Guide p. 129* -%% #trait/emotion #trait/flourish #trait/mental #trait/monk %% -``` - -```ad-embed-feat -title: Grievous Blow, Feat 8 -collapse: closed -# Grievous Blow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Martial Artist Dedication](../../../compendium/feats/martial-artist-dedication-apg.md) -- **Activity** Two-Action - -You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee [Strike](../../../rules/actions/strike.md). - -This counts as two attacks when calculating your multiple attack penalty. If this [Strike](../../../rules/actions/strike.md) hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. - -This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level. - -*Source: Advanced Player's Guide p. 182* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Mountain Stronghold, Feat 8* -collapse: closed -# Mountain Stronghold [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Mountain Stronghold](../../../compendium/feats/mountain-stronghold.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mountain Stance](../../../compendium/feats/mountain-stance.md) -- **Requirements**: You are in [Mountain Stance](../../../compendium/feats/mountain-stance.md). -- **Activity** Single Action - -You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. - -**Special.** If you have this feat, the Dexterity modifier cap to your AC while you're in [Mountain Stance](../../../compendium/feats/mountain-stance.md) increases from +0 to +1. - -*Source: Core Rulebook p. 161* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Stumbling Feint, Feat 8* -collapse: closed -# Stumbling Feint *Feat 8* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Stumbling Feint](../../../compendium/feats/stumbling-feint-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: expert in [Deception](../../../compendium/skills.md#Deception), [Stumbling Stance](../../../compendium/feats/stumbling-stance-apg.md) -- **Requirements**: You are in Stumbling Stance. - -You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use [Flurry of Blows](../../../rules/actions/flurry-of-blows.md), you can attempt a check to [Feint](../../../rules/actions/feint.md) as a free action just before the first [Strike](../../../rules/actions/strike.md). On a success, instead of making the target [flat-footed](../../../rules/conditions.md#Flat-footed) against your next attack, they become [flat-footed](../../../rules/conditions.md#Flat-footed) against both attacks from the [Flurry of Blows](../../../rules/actions/flurry-of-blows.md). - -*Source: Advanced Player's Guide p. 129* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Tiger Slash, Feat 8* -collapse: closed -# Tiger Slash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Tiger Slash](../../../compendium/feats/tiger-slash.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Tiger Stance](../../../compendium/feats/tiger-stance.md) -- **Requirements**: You are in Tiger Stance. -- **Activity** Two-Action - -You make a fierce swipe with both hands. Make a tiger claw [Strike](../../../rules/actions/strike.md). It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) from your tiger claw. - -*Source: Core Rulebook p. 161* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Wolf Drag, Feat 8* -collapse: closed -# Wolf Drag [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Wolf Drag](../../../compendium/feats/wolf-drag.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Wolf Stance](../../../compendium/feats/wolf-stance.md) -- **Requirements**: You are in Wolf Stance. -- **Activity** Two-Action - -You rip your enemy off their feet. Make a wolf jaw [Strike](../../../rules/actions/strike.md). Your wolf jaw gains the [fatal ](../../../rules/traits/fatal.md) trait for this [Strike](../../../rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](../../../rules/conditions.md#Prone). - -*Source: Core Rulebook p. 162* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Path Of Iron, Feat 14* -collapse: closed -# Path Of Iron [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Path Of Iron](../../../compendium/feats/path-of-iron-apg.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Martial Artist Dedication](../../../compendium/feats/martial-artist-dedication-apg.md) -- **Frequency**: once per minute -- **Activity** Three-Action - -With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You [Stride](../../../rules/actions/stride.md); this movement doesn't trigger reactions. You can [Strike](../../../rules/actions/strike.md) up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks. - -*Source: Advanced Player's Guide p. 182* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Mountain Quake, Feat 16* -collapse: closed -# Mountain Quake [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Mountain Quake](../../../compendium/feats/mountain-quake.md) is intended for use with the Martial Artist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mountain Stronghold](../../../compendium/feats/mountain-stronghold.md) -- **Requirements**: You are in [Mountain Stance](../../../compendium/feats/mountain-stance.md). -- **Activity** Single Action - -You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save against your class DC. On a failure, they also fall [prone](../../../rules/conditions.md#Prone). After you use this action, you can't use it again for `1d4` rounds. - -**Special.** If you have this feat, the Dexterity modifier cap to your AC while using [Mountain Stance](../../../compendium/feats/mountain-stance.md) increases from +1 to +2. - -*Source: Core Rulebook p. 164* -%% #trait/monk %% -``` diff --git a/Compendium/character/archetypes/mauler-apg.md b/Compendium/character/archetypes/mauler-apg.md deleted file mode 100644 index 0fa18d657..000000000 --- a/Compendium/character/archetypes/mauler-apg.md +++ /dev/null @@ -1,186 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Mauler"] ---- -# Mauler *Dedication Level 2* - -You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near. - -*Source: Advanced Player's Guide p. 183* - -```ad-embed-feat -title: Mauler Dedication, Feat 2 -collapse: closed -# Mauler Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: Strength 14 - -You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](../../../rules/traits/two-hand.md) trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. - -**Special.** You can't select another dedication feat until you have gained two other feats from the mauler archetype. - -*Source: Advanced Player's Guide p. 183* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Knockdown, Feat 4* -collapse: closed -# Knockdown [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Knockdown](../../../compendium/feats/knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: trained in [Athletics](../../../compendium/skills.md#Athletics) -- **Activity** Two-Action - -You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee [Strike](../../../rules/actions/strike.md). If it hits and deals damage, you can attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Trip](../../../rules/actions/trip.md) the creature you hit. If you're wielding a two-handed melee weapon, you can ignore [Trip](../../../rules/actions/trip.md)'s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. - -*Source: Core Rulebook p. 146* -%% #trait/fighter #trait/flourish %% -``` - -```ad-embed-feat -title: Power Attack, Feat 4* -collapse: closed -# Power Attack [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Power Attack](../../../compendium/feats/power-attack.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - -- **Activity** Two-Action - -You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee [Strike](../../../rules/actions/strike.md). This counts as two attacks when calculating your multiple attack penalty. If this [Strike](../../../rules/actions/strike.md) hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. - -*Source: Core Rulebook p. 144* -%% #trait/fighter #trait/flourish %% -``` - -```ad-embed-feat -title: Clear The Way, Feat 6 -collapse: closed -# Clear The Way [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mauler Dedication](../../../compendium/feats/mauler-dedication-apg.md) -- **Requirements**: You're wielding a melee weapon in two hands. -- **Activity** Two-Action - -You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to [Shove](../../../rules/actions/shove.md) up to five creatures adjacent to you, rolling a separate [Athletics](../../../compendium/skills.md#Athletics) check for each target. Then [Stride](../../../rules/actions/stride.md) up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved. - -*Source: Advanced Player's Guide p. 183* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shoving Sweep, Feat 8 -collapse: closed -# Shoving Sweep [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mauler Dedication](../../../compendium/feats/mauler-dedication-apg.md), expert in [Athletics](../../../compendium/skills.md#Athletics) -- **Trigger** A creature within your reach leaves a square during a move action it's using. -- **Requirements**: You are wielding a melee weapon in two hands. -- **Activity** Reaction - -You swing your weapon at your foe, rebuffing them back. You attempt to [Shove](../../../rules/actions/shove.md) the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the [Shove](../../../rules/actions/shove.md). - -*Source: Advanced Player's Guide p. 183* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Improved Knockdown, Feat 12* -collapse: closed -# Improved Knockdown *Feat 12* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Improved Knockdown](../../../compendium/feats/improved-knockdown.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Knockdown](../../../compendium/feats/knockdown.md) - -You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a [Strike](../../../rules/actions/strike.md) followed by a [Trip](../../../rules/actions/trip.md), you can attempt a single [Strike](../../../rules/actions/strike.md). If you do and your [Strike](../../../rules/actions/strike.md) hits, instead of rolling a check for your [Trip](../../../rules/actions/trip.md) attempt, you also apply the critical success effect of a [Trip](../../../rules/actions/trip.md). If you used a two-handed melee weapon for the [Strike](../../../rules/actions/strike.md), you can use the weapon's damage die size instead of the regular die size for the damage from a critical [Trip](../../../rules/actions/trip.md). - -*Source: Core Rulebook p. 151* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Brutal Finish, Feat 14* -collapse: closed -# Brutal Finish [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](../../../rules/traits/fighter.md) [press](../../../rules/traits/press.md) - -> [!pf2-note] This version of [Brutal Finish](../../../compendium/feats/brutal-finish.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a melee weapon in two hands. -- **Activity** Single Action - -Your final blow can make an impact even if it rebounds off a foe's defenses. Make a [Strike](../../../rules/actions/strike.md) with the required weapon. After the [Strike](../../../rules/actions/strike.md), your turn ends. The [Strike](../../../rules/actions/strike.md) deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The [Strike](../../../rules/actions/strike.md) also gains the following failure effect. - -> [!success-degree] -> - **Failure** You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level. - -*Source: Core Rulebook p. 151* -%% #trait/fighter #trait/press %% -``` - -```ad-embed-feat -title: Hammer Quake, Feat 14* -collapse: closed -# Hammer Quake [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) [open](../../../rules/traits/open.md) - -> [!pf2-note] This version of [Hammer Quake](../../../compendium/feats/hammer-quake-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mauler Dedication](../../../compendium/feats/mauler-dedication-apg.md) -- **Requirements**: You're wielding a non-[finesse](../../../rules/traits/finesse.md) melee weapon in two hands. -- **Activity** Three-Action - -You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, [Strike](../../../rules/actions/strike.md) that foe with the required weapon. - -Then attempt to [Trip](../../../rules/actions/trip.md) every foe in the chosen square plus each square adjacent to that square, ignoring [Trip](../../../rules/actions/trip.md)'s requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the [Strike](../../../rules/actions/strike.md), if any, and all the [Trip](../../../rules/actions/trip.md) attempts. - -*Source: Advanced Player's Guide p. 183* -%% #trait/archetype #trait/flourish #trait/open %% -``` - -```ad-embed-feat -title: Unbalancing Sweep, Feat 14* -collapse: closed -# Unbalancing Sweep [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[barbarian](../../../rules/traits/barbarian.md) [flourish](../../../rules/traits/flourish.md) [open](../../../rules/traits/open.md) - -> [!pf2-note] This version of [Unbalancing Sweep](../../../compendium/feats/unbalancing-sweep-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - -- **Activity** Three-Action - -You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to [Shove](../../../rules/actions/shove.md) or [Trip](../../../rules/actions/trip.md) all three of them. - -Whichever of the two options you choose, roll a separate [Athletics](../../../compendium/skills.md#Athletics) check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts. - -*Source: Advanced Player's Guide p. 111* -%% #trait/barbarian #trait/flourish #trait/open %% -``` - -```ad-embed-feat -title: Avalanche Strike, Feat 16* -collapse: closed -# Avalanche Strike [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) [open](../../../rules/traits/open.md) - -> [!pf2-note] This version of [Avalanche Strike](../../../compendium/feats/avalanche-strike-apg.md) is intended for use with the Mauler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mauler Dedication](../../../compendium/feats/mauler-dedication-apg.md) -- **Requirements**: You are wielding a melee weapon in two hands. -- **Activity** Three-Action - -You attack all nearby adversaries. Make a melee [Strike](../../../rules/actions/strike.md) with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. - -*Source: Advanced Player's Guide p. 183* -%% #trait/archetype #trait/flourish #trait/open %% -``` diff --git a/Compendium/character/archetypes/medic-apg.md b/Compendium/character/archetypes/medic-apg.md deleted file mode 100644 index 7c1bc6b00..000000000 --- a/Compendium/character/archetypes/medic-apg.md +++ /dev/null @@ -1,98 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Medic"] ---- -# Medic *Dedication Level 2* - -You've studied countless techniques for providing medical aid, making you a peerless doctor and healer. - -*Source: Advanced Player's Guide p. 184* - -```ad-embed-feat -title: Medic Dedication, Feat 2 -collapse: closed -# Medic Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Medicine](../../../compendium/skills.md#Medicine), [Battle Medicine](../../../compendium/feats/battle-medicine.md) - -You become an expert in [Medicine](../../../compendium/skills.md#Medicine). When you succeed with [Battle Medicine](../../../compendium/feats/battle-medicine.md) or [Treat Wounds](../../../rules/actions/treat-wounds.md), the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use [Battle Medicine](../../../compendium/feats/battle-medicine.md) on a creature that's temporarily immune. If you're a master in [Medicine](../../../compendium/skills.md#Medicine), you can do so once per hour. - -**Special.** You can't select another dedication feat until you gain two other feats from the medic archetype. - -*Source: Advanced Player's Guide p. 184* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Doctor's Visitation, Feat 4 -collapse: closed -# Doctor's Visitation [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Medic Dedication](../../../compendium/feats/medic-dedication-apg.md) -- **Activity** Varies ([>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -You move to provide immediate care to those who need it. [Stride](../../../rules/actions/stride.md), then use one of the following: [Battle Medicine](../../../compendium/feats/battle-medicine.md) or [Treat Poison](../../../rules/actions/treat-poison.md). You can spend a second action to instead [Stride](../../../rules/actions/stride.md) and then [Administer First Aid](../../../rules/actions/administer-first-aid.md) or [Treat a Condition](../../../compendium/feats/treat-condition-apg.md) (if you have it). - -*Source: Advanced Player's Guide p. 184* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Treat Condition, Feat 4 -collapse: closed -# Treat Condition [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [healing](../../../rules/traits/healing.md) [manipulate](../../../rules/traits/manipulate.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Medic Dedication](../../../compendium/feats/medic-dedication-apg.md) -- **Requirements**: You are holding healer's tools, or you are wearing them and have a hand free. -- **Activity** Two-Action - -You treat an adjacent creature in an attempt to reduce the [clumsy](../../../rules/conditions.md#Clumsy), [enfeebled](../../../rules/conditions.md#Enfeebled), or [sickened](../../../rules/conditions.md#Sickened) condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your [Medicine](../../../compendium/skills.md#Medicine) modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have [Legendary Medic](../../../compendium/feats/legendary-medic.md); even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the [enfeebled](../../../rules/conditions.md#Enfeebled) condition a good character gains from carrying an [unholy weapon](../../../compendium/equipment/items/unholy.md)) has no effect as long as the circumstances continue. - -> [!success-degree] -> - **Critical Success** Reduce the condition value by 2. -> - **Success** Reduce the condition value by 1. -> - **Critical Failure** Increase the condition value by 1. - -*Source: Advanced Player's Guide p. 184* -%% #trait/archetype #trait/healing #trait/manipulate #trait/skill %% -``` - -```ad-embed-feat -title: Holistic Care, Feat 6 -collapse: closed -# Holistic Care *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../../../compendium/skills.md#Diplomacy), [Treat Condition](../../../compendium/feats/treat-condition-apg.md) - -You provide emotional and spiritual care. - -Add [frightened](../../../rules/conditions.md#Frightened), [stupefied](../../../rules/conditions.md#Stupefied), and [stunned](../../../rules/conditions.md#Stunned) to the list of conditions you can reduce with Treat Condition. If the [stunned](../../../rules/conditions.md#Stunned) condition has a duration instead of a value, you can't use Treat Condition to reduce it. - -*Source: Advanced Player's Guide p. 184* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Resuscitate, Feat 16* -collapse: closed -# Resuscitate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [healing](../../../rules/traits/healing.md) [manipulate](../../../rules/traits/manipulate.md) - -> [!pf2-note] This version of [Resuscitate](../../../compendium/feats/resuscitate-apg.md) is intended for use with the Medic Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Medic Dedication](../../../compendium/feats/medic-dedication-apg.md), legendary in [Medicine](../../../compendium/skills.md#Medicine) -- **Requirements**: You are holding healer's tools or are wearing them and have a hand free. -- **Activity** Three-Action - -You can use [Medicine](../../../compendium/skills.md#Medicine) to resuscitate the dead. Attempt a DC 40 [Medicine](../../../compendium/skills.md#Medicine) check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of [raise dead](../../../compendium/spells/raise-dead.md), except it still has the [wounded](../../../rules/conditions.md#Wounded) condition it had before [dying](../../../rules/conditions.md#Dying), increased by 1 (or [wounded](../../../rules/conditions.md#Wounded) if it wasn't [wounded](../../../rules/conditions.md#Wounded) before [dying](../../../rules/conditions.md#Dying)). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day. - -*Source: Advanced Player's Guide p. 184* -%% #trait/archetype #trait/healing #trait/manipulate %% -``` diff --git a/Compendium/character/archetypes/mind-smith-da.md b/Compendium/character/archetypes/mind-smith-da.md deleted file mode 100644 index 70ac259a1..000000000 --- a/Compendium/character/archetypes/mind-smith-da.md +++ /dev/null @@ -1,190 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Mind Smith"] ---- -# Mind Smith *Dedication Level 2* - -"The mind makes it real." Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance. Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination. - -*Source: Dark Archive p. 204* - -```ad-embed-feat -title: Mind Smith Dedication, Feat 2 -collapse: closed -# Mind Smith Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: - -- A one-handed weapon that deals `1d4` damage and has the [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) traits -- A one-handed weapon that deals `1d6` damage and has the [finesse](../../../rules/traits/finesse.md) trait -- A one-handed weapon that deals `d8` damage -- A two-handed weapon that deals `1d10` damage and has the [reach](../../../rules/traits/reach.md) trait - -Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an [Interact](../../../rules/actions/interact.md) action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an [Interact](../../../rules/actions/interact.md) action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. - -**Special.** You can't select another dedication feat until you have gained two other feats from the mind smith archetype. - -*Source: Dark Archive p. 204* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Malleable Movement, Feat 2 -collapse: closed -# Malleable Movement [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md), expert in [Athletics](../../../compendium/skills.md#Athletics) -- **Trigger** You [Leap](../../../rules/actions/leap.md). -- **Activity** Free Action - -You shift the shape of your weapon to help you [Leap](../../../rules/actions/leap.md) farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to [Leap](../../../rules/actions/leap.md). As normal, this can't increase the distance of your [Leap](../../../rules/actions/leap.md) beyond your Speed. - -*Source: Dark Archive p. 205* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Ghost Blade, Feat 4 -collapse: closed -# Ghost Blade [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a ghost touch property rune for 1 minute. - -*Source: Dark Archive p. 205* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Just the Tool, Feat 4 -collapse: closed -# Just the Tool [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md) -- **Activity** Single Action - -You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon. - -*Source: Dark Archive p. 205* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Mental Forge, Feat 4 -collapse: closed -# Mental Forge *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md) - -Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list. - -*Source: Dark Archive p. 205* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mind Shards, Feat 6 -collapse: closed -# Mind Shards [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [enchantment](../../../rules/traits/enchantment.md) [magical](../../../rules/traits/magical.md) [mental](../../../rules/traits/mental.md) - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md) -- **Activity** Two-Action - -With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. - -You concentrate and unleash a 15-foot cone that deals `3d6` mental damage to all creatures in the area, with a basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by `1d6` at level 7 and every two levels thereafter. - -*Source: Dark Archive p. 205* -%% #trait/archetype #trait/concentrate #trait/enchantment #trait/magical #trait/mental %% -``` - -```ad-embed-feat -title: Malleable Mental Forge, Feat 8 -collapse: closed -# Malleable Mental Forge *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mental Forge](../../../compendium/feats/mental-forge-da.md) - -You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list. - -*Source: Dark Archive p. 205* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mind Projectiles, Feat 8 -collapse: closed -# Mind Projectiles *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md) - -You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon [Strikes](../../../rules/actions/strike.md); these are ranged [Strikes](../../../rules/actions/strike.md) with a maximum range of 30 feet that deal `1d6` damage of the same type as your mind weapon. Your ranged mind weapon [Strike](../../../rules/actions/strike.md) gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. - -For example, if your weapon had +1, striking, and spell storing runes, you would get a +1 item bonus to hit with your ranged mind weapon [Strike](../../../rules/actions/strike.md), and it would deal the additional damage from the striking rune, but it wouldn't be able to unleash a spell from the spell storing rune, as that rune can be etched onto only melee weapons. - -*Source: Dark Archive p. 205* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Runic Mind Smithing, Feat 10 -collapse: closed -# Runic Mind Smithing *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md) - -You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, disrupting, flaming, frost, shock, and thundering. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal. - -*Source: Dark Archive p. 205* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Metallic Envisionment, Feat 12* -collapse: closed -# Metallic Envisionment *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Metallic Envisionment](../../../compendium/feats/metallic-envisionment-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mind Smith Dedication](../../../compendium/feats/mind-smith-dedication-da.md) - -You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon [Strikes](../../../rules/actions/strike.md) are treated as the chosen type of metal. - -*Source: Dark Archive p. 205* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Runic Mind-Smithing, Feat 16* -collapse: closed -# Advanced Runic Mind-Smithing *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Advanced Runic Mind-Smithing](../../../compendium/feats/advanced-runic-mind-smithing-da.md) is intended for use with the Mind Smith Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Runic Mind Smithing](../../../compendium/feats/runic-mind-smithing-da.md) - -Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic, axiomatic, holy, or unholy runes. - -In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations. - -*Source: Dark Archive p. 205* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/monk.md b/Compendium/character/archetypes/monk.md deleted file mode 100644 index f03ca494c..000000000 --- a/Compendium/character/archetypes/monk.md +++ /dev/null @@ -1,127 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/crb -aliases: ["Monk"] ---- -# Monk *Dedication Level 2* - -Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights. - -## Multiclass Monk characters -CRB p. 227 - -The monk archetype is a strong choice for any character that fights unarmored or with unarmed attacks. - -- Barbarian monks with the animal instinct can combine the barbarian's excellent unarmed damage with the monk's diverse unarmed special abilities. -- Champion monks are perfect for champions of Irori or other deities who favor unarmed attacks. -- Fighter monks can supplement free-hand fighting and add mobility to the fighter's toolkit. -- Rogue monks are incredibly effective because stances grant some of the best agile finesse attacks and flurry gives more sneak attacks. -- Spellcaster monks can fight with a free hand and still use material components to cast spells. - -*Source: Core Rulebook p. 227* - -```ad-embed-feat -title: Monk Dedication, Feat 2 -collapse: closed -# Monk Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Dexterity 14 - -You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics); if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. - -**Special.** You can't select another dedication feat until you have gained two other feats from the monk archetype. - -*Source: Core Rulebook p. 227* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Kata, Feat 4 -collapse: closed -# Basic Kata *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](../../../compendium/feats/monk-dedication.md) - -You gain a 1st- or 2nd-level monk feat. - -*Source: Core Rulebook p. 227* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Monk Resiliency, Feat 4 -collapse: closed -# Monk Resiliency *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](../../../compendium/feats/monk-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 227* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Kata, Feat 6 -collapse: closed -# Advanced Kata *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Kata](../../../compendium/feats/basic-kata.md) - -You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another monk feat. - -*Source: Core Rulebook p. 227* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Monk Moves, Feat 8 -collapse: closed -# Monk Moves *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](../../../compendium/feats/monk-dedication.md) - -You gain a +10-foot status bonus to your Speed when you're not wearing armor. - -*Source: Core Rulebook p. 227* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Monk's Flurry, Feat 10 -collapse: closed -# Monk's Flurry *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](../../../compendium/feats/monk-dedication.md) - -You gain the [Flurry of Blows](../../../rules/actions/flurry-of-blows.md) action. - -*Source: Core Rulebook p. 227* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Perfection's Path, Feat 12* -collapse: closed -# Perfection's Path *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Perfection's Path](../../../compendium/feats/perfections-path.md) is intended for use with the Monk Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Monk Dedication](../../../compendium/feats/monk-dedication.md), expert in at least one saving throw - -Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master. - -*Source: Core Rulebook p. 227* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/mummy-botd.md b/Compendium/character/archetypes/mummy-botd.md deleted file mode 100644 index bc18e8e25..000000000 --- a/Compendium/character/archetypes/mummy-botd.md +++ /dev/null @@ -1,222 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Mummy"] ---- -# Mummy *Dedication Level 2* - -Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy—one capable of both motion and thought—is another thing altogether. - -Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects. - -The horrifically painful living mummification process must be performed by others—usually a team of well-trained necromancers, priests, or ritualists—upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs. - -Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing. - -Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire. - -*Source: Book of the Dead p. 52* - -```ad-embed-feat -title: Mummy Dedication, Feat 2 -collapse: closed -# Mummy Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: you are dead and were mummified (by natural or ritualistic means) - -Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](../../../rules/traits/mummy-b1.md) and [undead](../../../rules/traits/undead.md) traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](../../../compendium/feats/toughness.md) feat, but also fire weakness equal to half your level. - -Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](../../../rules/traits/nonlethal.md) trait. - -Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. - -**Special.** You can't select another dedication feat until you have gained two other feats from the mummy archetype. - -*Source: Book of the Dead p. 52* -%% #trait/rare #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: One with the Land, Feat 4 -collapse: closed -# One with the Land *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) - -Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual [Perception](../../../compendium/skills.md#Perception) checks and ignore [concealment](../../../rules/conditions.md#Concealed) caused by certain environmental effects. The types you ignore depend on your bound terrain. - -- **Arctic** Ice or snow -- **Desert** Dust or sand -- **Mountain** Clouds or mist -- **Swamp** Rain or murky water - -*Source: Book of the Dead p. 52* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Semblance of Life, Feat 4 -collapse: closed -# Semblance of Life [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [divine](../../../rules/traits/divine.md) [illusion](../../../rules/traits/illusion.md) [visual](../../../rules/traits/visual.md) - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) -- **Trigger** You deal damage to a living creature with your fist [Strike](../../../rules/actions/strike.md) or with [Desiccating Inhalation](../../../compendium/feats/desiccating-inhalation-botd.md). -- **Activity** Free Action - -You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of [illusory disguise](../../../compendium/spells/illusory-disguise.md), except you can appear only as yourself while you were a living humanoid. - -*Source: Book of the Dead p. 52* -%% #trait/archetype #trait/divine #trait/illusion #trait/visual %% -``` - -```ad-embed-feat -title: Grave Mummification, Feat 6 -collapse: closed -# Grave Mummification *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) - -Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the advanced undead benefits (page 44). In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards. - -*Source: Book of the Dead p. 52* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mummy's Despair, Feat 6 -collapse: closed -# Mummy's Despair [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [aura](../../../rules/traits/aura.md) [divine](../../../rules/traits/divine.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be [frightened](../../../rules/conditions.md#Frightened) ([frightened](../../../rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes. - -*Source: Book of the Dead p. 52* -%% #trait/archetype #trait/aura #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% -``` - -```ad-embed-feat -title: Accursed Touch, Feat 8 -collapse: closed -# Accursed Touch *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) - -You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](../../../rules/actions/strike.md), negative energy binds to it; this is a [curse](../../../rules/traits/curse.md) and a [disease](../../../rules/traits/disease.md). The creature takes `2d6` [persistent negative damage](../../../rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](../../../rules/conditions.md#Persistent%20Damage), it's also [stupefied](../../../rules/conditions.md#Stupefied). The [persistent damage](../../../rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. - -*Source: Book of the Dead p. 52* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Storm Shroud, Feat 8 -collapse: closed -# Storm Shroud [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [conjuration](../../../rules/traits/conjuration.md) [divine](../../../rules/traits/divine.md) - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](../../../rules/traits/earth.md) for sand and [water](../../../rules/traits/water.md) for rain, snow, or clouds. You become [concealed](../../../rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](../../../rules/actions/hide.md) or [Sneak](../../../rules/actions/sneak.md), as normal for concealment that makes your position obvious. - -*Source: Book of the Dead p. 52* -%% #trait/archetype #trait/concentrate #trait/conjuration #trait/divine %% -``` - -```ad-embed-feat -title: Channel Rot, Feat 10 -collapse: closed -# Channel Rot *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Accursed Touch](../../../compendium/feats/accursed-touch-botd.md) - -You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist [Strikes](../../../rules/actions/strike.md). - -*Source: Book of the Dead p. 52* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ensnaring Wrappings, Feat 10 -collapse: closed -# Ensnaring Wrappings [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Mummy Dedication, expert in [Athletics](../../../compendium/skills.md#Athletics) -- **Trigger** Your [Strike](../../../rules/actions/strike.md) deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. -- **Activity** Reaction - -Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to [Grapple](../../../rules/actions/grapple.md) the creature you damaged. - -*Source: Book of the Dead p. 52* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Terrain Form, Feat 10 -collapse: closed -# Terrain Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [divine](../../../rules/traits/divine.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) -- **Frequency**: once per day -- **Activity** Single Action - -You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the [gaseous form](../../../compendium/spells/gaseous-form.md) spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. - -- **Arctic** Snow ([water](../../../rules/traits/water.md)) -- **Desert** Sand ([earth](../../../rules/traits/earth.md)) -- **Mountain** Cloud ([water](../../../rules/traits/water.md)) -- **Swamp** Mud ([earth](../../../rules/traits/earth.md), [water](../../../rules/traits/water.md)) - -*Source: Book of the Dead p. 52* -%% #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% -``` - -```ad-embed-feat -title: Desiccating Inhalation, Feat 12* -collapse: closed -# Desiccating Inhalation [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) - -> [!pf2-note] This version of [Desiccating Inhalation](../../../compendium/feats/desiccating-inhalation-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mummy Dedication](../../../compendium/feats/mummy-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take `6d8` negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also [drained](../../../rules/conditions.md#Drained). As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level. - -At 14th level and every 2 levels thereafter, the damage increases by `1d8`. - -*Source: Book of the Dead p. 52* -%% #trait/archetype #trait/divine #trait/evocation %% -``` - -```ad-embed-feat -title: Greater Despair, Feat 12* -collapse: closed -# Greater Despair *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Greater Despair](../../../compendium/feats/greater-despair-botd.md) is intended for use with the Mummy Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Mummy's Despair - -You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](../../../rules/conditions.md#Paralyzed) for 1 round instead of [frightened](../../../rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](../../../rules/traits/incapacitation.md) trait. - -*Source: Book of the Dead p. 52* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/nantambu-chime-ringer-sot2.md b/Compendium/character/archetypes/nantambu-chime-ringer-sot2.md deleted file mode 100644 index e98bfc0df..000000000 --- a/Compendium/character/archetypes/nantambu-chime-ringer-sot2.md +++ /dev/null @@ -1,104 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/sot2 -- trait/uncommon -aliases: ["Nantambu Chime-Ringer"] ---- -# Nantambu Chime-Ringer *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* - -```ad-embed-feat -title: Nantambu Chime-Ringer Dedication, Feat 2 -collapse: closed -# Nantambu Chime-Ringer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Performance](../../../compendium/skills.md#Performance) and [Society](../../../compendium/skills.md#Society) - -You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in [Arcana](../../../compendium/skills.md#Arcana) or [Occultism](../../../compendium/skills.md#Occultism), or an expert in one of these skills if you are already trained in both. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Fleet Tempo, Feat 4 -collapse: closed -# Fleet Tempo [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](../../../compendium/feats/nantambu-chime-ringer-dedication-sot2.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #trait/archetype #trait/auditory #trait/transmutation %% -``` - -```ad-embed-feat -title: Deny The Songs Of War, Feat 10 -collapse: closed -# Deny The Songs Of War *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](../../../compendium/feats/nantambu-chime-ringer-dedication-sot2.md) - -To keep the peace, you disrupt those who seek to break it. - -You can cast [deafness](../../../compendium/spells/deafness.md) and 4th-level [silence](../../../compendium/spells/silence.md) once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sing To The Steel, Feat 12* -collapse: closed -# Sing To The Steel [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [evocation](../../../rules/traits/evocation.md) - -> [!pf2-note] This version of [Sing To The Steel](../../../compendium/feats/sing-to-the-steel-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](../../../compendium/feats/nantambu-chime-ringer-dedication-sot2.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You strike magical tones that can turn the tide of combat. - -You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive, disrupting, flaming, frost, ghost touch, shock, or thundering. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. - -You choose the rune and the effect applies to all creatures. - -You can use an action, which has the [concentrate](../../../rules/traits/concentrate.md) trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #trait/archetype #trait/auditory #trait/evocation %% -``` - -```ad-embed-feat -title: Song Of Grace And Speed, Feat 16* -collapse: closed -# Song Of Grace And Speed [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [transmutation](../../../rules/traits/transmutation.md) - -> [!pf2-note] This version of [Song Of Grace And Speed](../../../compendium/feats/song-of-grace-and-speed-sot2.md) is intended for use with the Nantambu Chime-Ringer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](../../../compendium/feats/nantambu-chime-ringer-dedication-sot2.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You instill great swiftness into your allies. You and all allies within 30 feet become [quickened](../../../rules/conditions.md#Quickened) for 1 minute and can use the additional action to [Strike](../../../rules/actions/strike.md), [Stride](../../../rules/actions/stride.md), or [Step](../../../rules/actions/step.md). - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #trait/archetype #trait/auditory #trait/transmutation %% -``` diff --git a/Compendium/character/archetypes/oozemorph-sli.md b/Compendium/character/archetypes/oozemorph-sli.md deleted file mode 100644 index 625ee195a..000000000 --- a/Compendium/character/archetypes/oozemorph-sli.md +++ /dev/null @@ -1,139 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/sli -- trait/uncommon -aliases: ["Oozemorph"] ---- -# Oozemorph *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent. - -*Source: The Slithering p. 59* - -```ad-embed-feat -title: Oozemorph Dedication, Feat 2 -collapse: closed -# Oozemorph Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - - -You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in [Occultism](../../../compendium/skills.md#Occultism) and [Ooze Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to [Escape](../../../rules/actions/escape.md) after being Engulfed. - -As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats. - -**Special.** You can't select another dedication feat until you have gained two other feats from the oozemorph archetype. - -*Source: The Slithering p. 59* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Disturbing Defense, Feat 4 -collapse: closed -# Disturbing Defense *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Oozemorph Dedication](../../../compendium/feats/oozemorph-dedication-sli.md) - -Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) is 13, rather than 15. - -*Source: The Slithering p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Hideous Ululation, Feat 4 -collapse: closed -# Hideous Ululation *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Oozemorph Dedication](../../../compendium/feats/oozemorph-dedication-sli.md), trained in [Performance](../../../compendium/skills.md#Performance) - -Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect. - -*Source: The Slithering p. 59* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Vacate Vision, Feat 6 -collapse: closed -# Vacate Vision [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Oozemorph Dedication](../../../compendium/feats/oozemorph-dedication-sli.md) -- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](../../../rules/traits/visual.md) trait. -- **Activity** Reaction - -You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are [blinded](../../../rules/conditions.md#Blinded) for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns. - -*Source: The Slithering p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ooze Empathy, Feat 8 -collapse: closed -# Ooze Empathy *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Oozemorph Dedication](../../../compendium/feats/oozemorph-dedication-sli.md), at least two other class feats from the oozemorph archetype - -You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use [Diplomacy](../../../compendium/skills.md#Diplomacy) to [Make an Impression](../../../rules/actions/make-an-impression.md) on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case. - -*Source: The Slithering p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Rubbery Skin, Feat 10 -collapse: closed -# Rubbery Skin *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Disturbing Defense](../../../compendium/feats/disturbing-defense-sli.md) - -Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. - -*Source: The Slithering p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Uncanny Suction, Feat 12* -collapse: closed -# Uncanny Suction *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Uncanny Suction](../../../compendium/feats/uncanny-suction-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Oozemorph Dedication](../../../compendium/feats/oozemorph-dedication-sli.md) - -Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the [Quick Climb](../../../compendium/feats/quick-climb.md) feat, your climb Speed is equal to your land Speed. - -In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being [Disarmed](../../../rules/actions/disarm.md). - -*Source: The Slithering p. 60* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Peculiar Anatomy, Feat 14* -collapse: closed -# Peculiar Anatomy *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Peculiar Anatomy](../../../compendium/feats/peculiar-anatomy-sli.md) is intended for use with the Oozemorph Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Disturbing Defense](../../../compendium/feats/disturbing-defense-sli.md) - -Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level. - -In addition, your resistance to precision damage from [Disturbing Defense](../../../compendium/feats/disturbing-defense-sli.md) increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) is 8 rather than 13. - -*Source: The Slithering p. 60* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/oracle-apg.md b/Compendium/character/archetypes/oracle-apg.md deleted file mode 100644 index 84a5ae8d1..000000000 --- a/Compendium/character/archetypes/oracle-apg.md +++ /dev/null @@ -1,137 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/apg -aliases: ["Oracle"] ---- -# Oracle *Dedication Level 2* - -A mysterious force granted you divine magic and a curse. - -*Source: Advanced Player's Guide p. 152* - -```ad-embed-feat -title: Oracle Dedication, Feat 2 -collapse: closed -# Oracle Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -Choose a mystery|oracle|apg|1. You become trained in [Religion](../../../compendium/skills.md#Religion) and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the oracle archetype. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Mysteries, Feat 4 -collapse: closed -# Basic Mysteries *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Oracle Dedication](../../../compendium/feats/oracle-dedication-apg.md) - -You gain a 1st- or 2nd-level oracle of your choice. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Oracle Spellcasting, Feat 4 -collapse: closed -# Basic Oracle Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Oracle Dedication](../../../compendium/feats/oracle-dedication-apg.md) - -You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: First Revelation, Feat 4 -collapse: closed -# First Revelation *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Oracle Dedication](../../../compendium/feats/oracle-dedication-apg.md) - -You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](../../../rules/traits/curse.md) effect, you become [flat-footed](../../../rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. - -If you don't have one, you gain a focus pool of 1 Focus Point. - -You can [Refocus](../../../rules/actions/refocus.md) by reconciling the conflicting nature of your mystery, which also reduces your curse to minor. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Mysteries, Feat 6 -collapse: closed -# Advanced Mysteries *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Mysteries](../../../compendium/feats/basic-mysteries-apg.md) - -You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level. - -**Special.** You can select this feat more than once. Each time, you gain another oracle feat. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mysterious Breadth, Feat 8 -collapse: closed -# Mysterious Breadth *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Oracle Spellcasting](../../../compendium/feats/basic-oracle-spellcasting-apg.md) - -Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Oracle Spellcasting, Feat 12* -collapse: closed -# Expert Oracle Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Oracle Spellcasting](../../../compendium/feats/expert-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Oracle Spellcasting](../../../compendium/feats/basic-oracle-spellcasting-apg.md), master in [Religion](../../../compendium/skills.md#Religion) - -You gain the expert spellcasting benefits. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Oracle Spellcasting, Feat 18* -collapse: closed -# Master Oracle Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Oracle Spellcasting](../../../compendium/feats/master-oracle-spellcasting-apg.md) is intended for use with the Oracle Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Oracle Spellcasting](../../../compendium/feats/expert-oracle-spellcasting-apg.md), legendary in [Religion](../../../compendium/skills.md#Religion) - -You gain the master spellcasting benefits. - -*Source: Advanced Player's Guide p. 152* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/overwatch-g-g.md b/Compendium/character/archetypes/overwatch-g-g.md deleted file mode 100644 index 6871b3f8a..000000000 --- a/Compendium/character/archetypes/overwatch-g-g.md +++ /dev/null @@ -1,172 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Overwatch"] ---- -# Overwatch *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -With a stalwart mind and sharp eyes, you observe the battlefield as though you and your allies are pieces on a chessboard. By predicting dangers and hazards and offering your insights to your comrades, you win battles through keen observation and teamwork. Whenever there's a threat or opening, you're the first to point it out, and you're ready to help your allies directly when necessary. - -As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field. - -But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole—if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play. - -*Source: Guns & Gears p. 50* - -```ad-embed-feat -title: Overwatch Dedication, Feat 2 -collapse: closed -# Overwatch Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Perception](../../../compendium/skills.md#Perception) - -You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you're keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger. - -You're surrounded by an overwatch field aura in a 30-foot emanation. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the [auditory](../../../rules/traits/auditory.md) and [visual](../../../rules/traits/visual.md) traits. You and allies within your overwatch field receive a +2 circumstance bonus when using [Perception](../../../compendium/skills.md#Perception) for Initiative checks. - -**Special.** You can't select another dedication feat until after you have gained at least two other feats from the overwatch archetype. - -*Source: Guns & Gears p. 50* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Spyglass Modification, Feat 4 -collapse: closed -# Spyglass Modification *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md) - -Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn't let you see through walls or other barriers. You can't use it to see around a second or further corner, and it doesn't allow you to make ranged attacks or perform other actions that require line of effect with your target. - -*Source: Guns & Gears p. 50* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Swift Intervention, Feat 6 -collapse: closed -# Swift Intervention [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md) -- **Trigger** An ally within your overwatch field fails in their attempt to [Arrest a Fall](../../../rules/actions/arrest-a-fall.md), [Balance](../../../rules/actions/balance.md), Grab a Ledge, or -- **Requirements**: You are wielding a ranged weapon. -- **Activity** Reaction - -You're burdened with noticing potential threats at all times. - -Because of this, you've learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally's clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly. - -Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment). - -*Source: Guns & Gears p. 50* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Topple Giants, Feat 8 -collapse: closed -# Topple Giants *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md) - -When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success. - -When an ally within your overwatch field attempts to [Disarm](../../../rules/actions/disarm.md), [Shove](../../../rules/actions/shove.md), or [Trip](../../../rules/actions/trip.md) an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next [Athletics](../../../compendium/skills.md#Athletics) check rolled by a different ally to attempt the same action on the same target before that target's next turn. - -*Source: Guns & Gears p. 51* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Wide Overwatch, Feat 10 -collapse: closed -# Wide Overwatch *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md), master in [Perception](../../../compendium/skills.md#Perception) - -Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet. - -*Source: Guns & Gears p. 51* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Forewarn, Feat 12* -collapse: closed -# Forewarn [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Forewarn](../../../compendium/feats/forewarn-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md), master in [Perception](../../../compendium/skills.md#Perception) -- **Frequency**: once per minute -- **Trigger** An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field. -- **Activity** Reaction - -Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults. The triggering attack roll targets your [Perception](../../../compendium/skills.md#Perception) DC instead of your ally's AC. Though this allows your ally to avoid taking penalties to their AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are [flat-footed](../../../rules/conditions.md#Flat-footed), even though they wouldn't take the –2 circumstance penalty when defending against the attack. - -*Source: Guns & Gears p. 51* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Spotter, Feat 12* -collapse: closed -# Master Spotter *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Spotter](../../../compendium/feats/master-spotter-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md), expert in [Perception](../../../compendium/skills.md#Perception) - -Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in [Perception](../../../compendium/skills.md#Perception) increases to master. - -*Source: Guns & Gears p. 51* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Control Tower, Feat 14* -collapse: closed -# Control Tower *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Control Tower](../../../compendium/feats/control-tower-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md), master in [Perception](../../../compendium/skills.md#Perception) - -Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the [Seek](../../../rules/actions/seek.md) action to find [hidden](../../../rules/conditions.md#Hidden) or [undetected](../../../rules/conditions.md#Undetected) creatures within the overwatch field. You and your allies don't have to succeed at a flat check to target a [concealed](../../../rules/conditions.md#Concealed) creature within your overwatch field. When you or an ally targets a [hidden](../../../rules/conditions.md#Hidden) creature in your overwatch field, reduce the DC of the flat check to 5. - -*Source: Guns & Gears p. 51* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Converge, Feat 16* -collapse: closed -# Converge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Converge](../../../compendium/feats/converge-g-g.md) is intended for use with the Overwatch Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Overwatch Dedication](../../../compendium/feats/overwatch-dedication-g-g.md), master in [Perception](../../../compendium/skills.md#Perception) -- **Trigger** You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field. -- **Activity** Reaction - -Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time. - -Your ally can make a melee [Strike](../../../rules/actions/strike.md) against the triggering foe as a reaction. This [Strike](../../../rules/actions/strike.md) doesn't count toward that ally's multiple attack penalty, and their multiple attack penalty doesn't apply to this [Strike](../../../rules/actions/strike.md). If your ally's [Strike](../../../rules/actions/strike.md) is successful, combine the damage from your successful ranged attack with the damage from your ally's melee attack for the purpose of determining resistances and weaknesses. - -*Source: Guns & Gears p. 51* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/pactbinder-da.md b/Compendium/character/archetypes/pactbinder-da.md deleted file mode 100644 index dfcf8d05e..000000000 --- a/Compendium/character/archetypes/pactbinder-da.md +++ /dev/null @@ -1,150 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Pactbinder"] ---- -# Pactbinder *Dedication Level 2* - -Some people feel that the universe is a constant struggle. Good against evil, law against chaos, civilization against nature, life against death against undeath. But why fight what you can't change? You prefer to bargain. - -As a pactbinder, you make deals with strange entities, otherworldly beings, and all sorts of multiversal denizens, amiable and unapproachable alike. Over the course of your many negotiations, you've learned something important: while such beings always seek a bargain tilted in their own favor, sometimes your definition of value differs enough from theirs that you can still come out ahead. In fact, sometimes, those who don't understand pacts like you do might mistake the payment for the benefit, or vice versa. Perhaps an ancient being of nightmare demanded to consume something you sought to be rid of, like a painful memory or a negative personality trait, priding itself on how it was taking something personal from you. Little did it know, you let it win on haggling your end of the deal. Of course, this practice isn't without its own risks, as who knows what you might become without that part of you. - -All these things, you can and must consider in every pact. In addition to pacts, you might also pursue magical contracts. While less of a metaphysical commitment than a pact, contracts offer similar benefits you just can't resist— and you can employ your skill set as a pactbinder to manipulate the precise wording of the bargain. - -*Source: Dark Archive p. 166* - -````ad-embed-feat -title: Pactbinder Dedication, Feat 2 -collapse: closed -# Pactbinder Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Diplomacy](../../../compendium/skills.md#Diplomacy) as well as either [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) - -The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in [Diplomacy](../../../compendium/skills.md#Diplomacy) and in one of the following: [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion). - -```ad-embed-ability -title: Binding Vow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../../../rules/traits/auditory.md) [concentrate](../../../rules/traits/concentrate.md) [enchantment](../../../rules/traits/enchantment.md) [occult](../../../rules/traits/occult.md) - -You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](../../../rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). - -When you make a [Request](../../../rules/actions/request.md) or [Coerce](../../../rules/actions/coerce.md) directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. -%% #trait/auditory #trait/concentrate #trait/enchantment #trait/occult %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. - -*Source: Dark Archive p. 166* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Pact of Fey Glamour, Feat 4 -collapse: closed -# Pact of Fey Glamour *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [illusion](../../../rules/traits/illusion.md) [primal](../../../rules/traits/primal.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](../../../compendium/feats/pactbinder-dedication-da.md) - -You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast [illusory disguise](../../../compendium/spells/illusory-disguise.md) as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. - -In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact. - -*Source: Dark Archive p. 166* -%% #trait/uncommon #trait/archetype #trait/illusion #trait/primal %% -``` - -```ad-embed-feat -title: Sociable Vow, Feat 4 -collapse: closed -# Sociable Vow *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Pactbinder Dedication](../../../compendium/feats/pactbinder-dedication-da.md), expert in [Diplomacy](../../../compendium/skills.md#Diplomacy) - -You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to [Gather Information](../../../rules/actions/gather-information.md), [Make an Impression](../../../rules/actions/make-an-impression.md), or [Demoralize](../../../rules/actions/demoralize.md) you make directly in service of fulfilling the vow. - -*Source: Dark Archive p. 166* -%% #trait/archetype #trait/skill %% -``` - -````ad-embed-feat -title: Pact of Draconic Fury, Feat 6 -collapse: closed -# Pact of Draconic Fury *Feat 6* -[arcane](../../../rules/traits/arcane.md) [Archetype](../../../rules/traits/archetype.md) [evocation](../../../rules/traits/evocation.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](../../../compendium/feats/pactbinder-dedication-da.md) - -You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. - -```ad-embed-ability -title: Dragon Breath[two-actions]Frequency once per hour; - -You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. -``` - -*Source: Dark Archive p. 166* -%% #trait/uncommon #trait/arcane #trait/archetype #trait/evocation %% -```` - -```ad-embed-feat -title: Pact of Infernal Prowess, Feat 8 -collapse: closed -# Pact of Infernal Prowess *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [divination](../../../rules/traits/divination.md) [divine](../../../rules/traits/divine.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](../../../compendium/feats/pactbinder-dedication-da.md) - -You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](../../../rules/traits/fortune.md) effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](../../../rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](../../../compendium/spells/discern-location.md) spell. They can also use 10th-level [scrying](../../../compendium/spells/scrying.md) on you at will, and you automatically critically fail your saving throw. - -**Special.** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact. - -*Source: Dark Archive p. 167* -%% #trait/uncommon #trait/archetype #trait/divination #trait/divine %% -``` - -```ad-embed-feat -title: Pact of the Final Breath, Feat 12* -collapse: closed -# Pact of the Final Breath *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Pact of the Final Breath](../../../compendium/feats/pact-of-the-final-breath-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pactbinder Dedication](../../../compendium/feats/pactbinder-dedication-da.md) - -You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. - -As long as you keep your end of the bargain, you live twice as long as you normally would before [dying](../../../rules/conditions.md#Dying) of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the [dying](../../../rules/conditions.md#Dying) condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds. - -In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on. - -*Source: Dark Archive p. 167* -%% #trait/uncommon #trait/archetype #trait/divine #trait/necromancy %% -``` - -```ad-embed-feat -title: Pact of Eldritch Eyes, Feat 14* -collapse: closed -# Pact of Eldritch Eyes *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [divination](../../../rules/traits/divination.md) [occult](../../../rules/traits/occult.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Pact of Eldritch Eyes](../../../compendium/feats/pact-of-eldritch-eyes-da.md) is intended for use with the Pactbinder Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pactbinder Dedication](../../../compendium/feats/pactbinder-dedication-da.md) - -You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast [prying eye](../../../compendium/spells/prying-eye.md) as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. - -In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected [Lore](../../../compendium/skills.md#Lore) skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. - -However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll. - -**Special.** The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void. - -*Source: Dark Archive p. 167* -%% #trait/uncommon #trait/archetype #trait/divination #trait/occult %% -``` diff --git a/Compendium/character/archetypes/pactbound-initiate-lomm.md b/Compendium/character/archetypes/pactbound-initiate-lomm.md deleted file mode 100644 index b104d58f9..000000000 --- a/Compendium/character/archetypes/pactbound-initiate-lomm.md +++ /dev/null @@ -1,122 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lomm -aliases: ["Pactbound Initiate"] ---- -# Pactbound Initiate *Dedication Level 2* - -Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind—sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle—becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos. - -An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the [Bound in Ice](../../feats/bound-in-ice-lomm.md) feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the [Pactbound Dedication](../../feats/pactbound-dedication-lomm.md), [Frostbite Runes](../../feats/frostbite-runes-lomm.md), or [Bound in Ice](../../feats/bound-in-ice-lomm.md) feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time. - -*Source: Lost Omens: Monsters of Myth p. 10* - -```ad-embed-feat -title: Pactbound Dedication, Feat 2 -collapse: closed -# Pactbound Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: Erutaki or Giant language, trained in [Nature](../../../compendium/skills.md#Nature), must have earned the trust of a saumen kar who initiates you into the archetype - -You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can [Hide](../../../rules/actions/hide.md) and [Sneak](../../../rules/actions/sneak.md) while it's snowing even lightly, even if it wouldn't be thick enough to normally grant [concealment](../../../rules/conditions.md#Concealed). Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise ([hostile](../../../rules/conditions.md#Hostile) to [unfriendly](../../../rules/conditions.md#Unfriendly), [unfriendly](../../../rules/conditions.md#Unfriendly) to [indifferent](../../../rules/conditions.md#Indifferent), etc.) Most saumen kar are [unfriendly](../../../rules/conditions.md#Unfriendly) to outsiders; this would make them [indifferent](../../../rules/conditions.md#Indifferent) to you. - -**Special.** You can't select another dedication feat until you have gained two other feats from the pactbound archetype. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #trait/rare #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Ice Crafter, Feat 4 -collapse: closed -# Ice Crafter *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pactbound Dedication](../../../compendium/feats/pactbound-dedication-lomm.md) - -The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in [Crafting](../../../compendium/skills.md#Crafting), or become an expert if you were already trained. You gain the [Magical Crafting](../../../compendium/feats/magical-crafting.md) skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Crown of the Saumen Kar, Feat 6 -collapse: closed -# Crown of the Saumen Kar *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pactbound Dedication](../../../compendium/feats/pactbound-dedication-lomm.md) - -Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](../../../rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](../../../compendium/skills.md#Stealth) checks made to [Sneak](../../../rules/actions/sneak.md) or [Hide](../../../rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](../../../rules/traits/shove.md) and [trip](../../../rules/traits/trip.md) traits. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Frostbite Runes, Feat 12* -collapse: closed -# Frostbite Runes *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [evocation](../../../rules/traits/evocation.md) [primal](../../../rules/traits/primal.md) - -> [!pf2-note] This version of [Frostbite Runes](../../../compendium/feats/frostbite-runes-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pactbound Dedication](../../../compendium/feats/pactbound-dedication-lomm.md) - -Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](../../../rules/traits/evil.md) and [necromancy](../../../rules/traits/necromancy.md) spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](../../../rules/abilities/negative-healing-b2.md) ability, like dhampir. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #trait/archetype #trait/evocation #trait/primal %% -``` - -```ad-embed-feat -title: Curse of the Saumen Kar, Feat 14* -collapse: closed -# Curse of the Saumen Kar [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [conjuration](../../../rules/traits/conjuration.md) [primal](../../../rules/traits/primal.md) - -> [!pf2-note] This version of [Curse of the Saumen Kar](../../../compendium/feats/curse-of-the-saumen-kar-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Frostbite Runes](../../../compendium/feats/frostbite-runes-lomm.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails. - -The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #trait/archetype #trait/conjuration #trait/primal %% -``` - -````ad-embed-feat -title: Bound in Ice, Feat 16* -collapse: closed -# Bound in Ice *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Bound in Ice](../../../compendium/feats/bound-in-ice-lomm.md) is intended for use with the Pactbound Initiate Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Frostbite Runes](../../../compendium/feats/frostbite-runes-lomm.md) - -You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level. - -You also gain the Blizzard Evasion reaction. - -```ad-embed-ability -title: Blizzard Evasion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You take 40 or more physical damage from a single attack - -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](../../../compendium/skills.md#Perception) checks to [Seek](../../../rules/actions/seek.md) your mark and on [Deception](../../../compendium/skills.md#Deception) checks to [Feint](../../../rules/actions/feint.md) against your mark. Your [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) weapons and unarmed attacks gain the backstabber and [deadly ](../../../rules/traits/deadly.md) weapon traits when you're attacking your mark. - -If the weapon or unarmed attack already has the [deadly](../../../rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it deadly . -``` - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #trait/archetype %% -```` diff --git a/Compendium/character/archetypes/pathfinder-agent-lowg.md b/Compendium/character/archetypes/pathfinder-agent-lowg.md deleted file mode 100644 index 299d671e6..000000000 --- a/Compendium/character/archetypes/pathfinder-agent-lowg.md +++ /dev/null @@ -1,89 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Pathfinder Agent"] ---- -# Pathfinder Agent *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity. - -*Source: Lost Omens: World Guide p. 23* - -```ad-embed-feat -title: Pathfinder Agent Dedication, Feat 2 -collapse: closed -# Pathfinder Agent Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from Absalom. -- **Prerequisites**: member of the Pathfinder Society - -Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in [Pathfinder Lore](../../../compendium/skills.md#Lore), or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to [wayfinders](../../../compendium/equipment/items/wayfinder.md). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Pathfinder agent archetype. - -*Source: Lost Omens: World Guide p. 23* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Careful Explorer, Feat 4 -collapse: closed -# Careful Explorer *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](../../../compendium/feats/pathfinder-agent-dedication-lowg.md) - -You've explored enough dusty tombs and [hidden](../../../rules/conditions.md#Hidden) vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to. - -Even if you aren't [Searching](../../../rules/actions/search.md) in exploration mode, you get a check to find traps that normally require you to [Search](../../../rules/actions/search.md) for them. You still need to meet any other requirements to find the trap. - -*Source: Lost Omens: World Guide p. 23* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Deft Cooperation, Feat 4 -collapse: closed -# Deft Cooperation *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](../../../compendium/feats/pathfinder-agent-dedication-lowg.md) - -When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully [Aid](../../../rules/actions/aid.md) an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully [Aid](../../../rules/actions/aid.md) a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to [Climb](../../../rules/actions/climb.md) the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check. - -*Source: Lost Omens: World Guide p. 23* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Thorough Reports, Feat 4 -collapse: closed -# Thorough Reports *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](../../../compendium/feats/pathfinder-agent-dedication-lowg.md) - -Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with [Recall Knowledge](../../../rules/actions/recall-knowledge.md). When attempting [Recall Knowledge](../../../rules/actions/recall-knowledge.md) checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success. - -*Source: Lost Omens: World Guide p. 23* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Wayfinder Resonance Tinkerer, Feat 4 -collapse: closed -# Wayfinder Resonance Tinkerer *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](../../../compendium/feats/pathfinder-agent-dedication-lowg.md) - -You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can [Activate](../../../rules/actions/activate-an-item.md) your wayfinder with a [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour. - -*Source: Lost Omens: World Guide p. 23* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/pirate-apg.md b/Compendium/character/archetypes/pirate-apg.md deleted file mode 100644 index 945c2e790..000000000 --- a/Compendium/character/archetypes/pirate-apg.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Pirate"] ---- -# Pirate *Dedication Level 2* - -You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving. - -Pirates have much in common with swashbucklers, and many pirates have the swashbuckler class or [archetype](swashbuckler-apg.md). Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your [Acrobatics](../../skills.md#Acrobatics) check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache. - -*Source: Advanced Player's Guide p. 185* - -````ad-embed-feat -title: Pirate Dedication, Feat 2 -collapse: closed -# Pirate Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Intimidation](../../../compendium/skills.md#Intimidation) - -As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in [Sailing Lore](../../../compendium/skills.md#Lore), or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. - -```ad-embed-ability -title: Boarding Assault [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[flourish](../../../rules/traits/flourish.md) - -Either [Stride](../../../rules/actions/stride.md) twice or attempt an [Acrobatics](../../skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](../../../rules/actions/strike.md) that deals one additional weapon damage die. -%% #trait/flourish %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the pirate archetype. - -*Source: Advanced Player's Guide p. 185* -%% #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Pirate Weapon Training, Feat 4 -collapse: closed -# Pirate Weapon Training *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pirate Dedication](../../../compendium/feats/pirate-dedication-apg.md) - -You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: [hatchet](../../../compendium/equipment/items/hatchet.md), [rapier](../../../compendium/equipment/items/rapier.md), [scimitar](../../../compendium/equipment/items/scimitar.md), and [whip](../../../compendium/equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons. - -*Source: Advanced Player's Guide p. 185* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Rope Runner, Feat 4 -collapse: closed -# Rope Runner *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Pirate Dedication](../../../compendium/feats/pirate-dedication-apg.md); trained in [Acrobatics](../../skills.md#Acrobatics) and [Athletics](../../../compendium/skills.md#Athletics) - -You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an [Athletics](../../../compendium/skills.md#Athletics) check to [Climb](../../../rules/actions/climb.md) a rope or an [Acrobatics](../../skills.md#Acrobatics) check to [Balance](../../../rules/actions/balance.md) on a rope, you get a critical success instead. You aren't [flat-footed](../../../rules/conditions.md#Flat-footed) while [Climbing](../../../rules/actions/climb.md) or [Balancing](../../../rules/actions/balance.md) on a rope. - -*Source: Advanced Player's Guide p. 185* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Walk The Plank, Feat 8 -collapse: closed -# Walk The Plank [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pirate Dedication](../../../compendium/feats/pirate-dedication-apg.md) -- **Activity** Two-Action - -You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](../../../rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](../../../rules/traits/incapacitation.md) trait. On a success, in addition to the normal effects, you can also force the target to [Stride](../../../rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](../../../rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. - -*Source: Advanced Player's Guide p. 185* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/pistol-phenom-g-g.md b/Compendium/character/archetypes/pistol-phenom-g-g.md deleted file mode 100644 index c5d579ecb..000000000 --- a/Compendium/character/archetypes/pistol-phenom-g-g.md +++ /dev/null @@ -1,215 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Pistol Phenom"] ---- -# Pistol Phenom *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -> [!pf2-quote]- A quote from Unidentified pistol-twirling half-elf desperado, just before absconding with the funds a corrupt Alkenstar shield marshal planned to use to bribe a judge. -> -> You saw what I can do, so you know I'm telling the truth when I say that I don't miss. That was just a warning shot. Now if you'd kindly empty out that coffer into my bag of holding, I don't see any need for this to get unpleasant... do you? -> -> -- Unidentified pistol-twirling half-elf desperado, just before absconding with the funds a corrupt Alkenstar shield marshal planned to use to bribe a judge. - -You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style. - -To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally! - -> [!pf2-example] What makes a Phenom? -> -> Many gunslingers can learn how to twirl a pistol or intimidate a foe, but it's not just your skills that make you a phenom, it's your style and attitude. As a pistol phenom, you understand how to grab everyone's attention with everything you do, especially the way you talk, the way you walk, and the way you use your gun. But what's more, you're well aware of that fact and the power you have over others, and you aren't afraid to flaunt it. -> -> Despite this attitude, or perhaps because of it, as a pistol phenom you likely tend to get along well with groups of allies, understanding both how to take the spotlight to protect your allies and how to share it to make sure they get their time in the sun. The one exception to this can be other pistol phenoms. When two or more pistol phenoms gather in the same group, it's almost inevitable for a duel or other contest to arise. However, such a contest need not end in enmity. Depending on your temperament, and that of the other pistol phenom, the result of the exhilarating rivalry expressed during competition could be a lifelong friendship, albeit one in which you both keep score of your greatest achievements to compare exploits. - -*Source: Guns & Gears p. 136* - -```ad-embed-feat -title: Pistol Phenom Dedication, Feat 2 -collapse: closed -# Pistol Phenom Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in at least one type of one-handed firearm, trained in [Deception](../../../compendium/skills.md#Deception), trained in [Performance](../../../compendium/skills.md#Performance) - -You catch an opponent off-guard by spinning your weapon. - -You gain the [Pistol Twirl](../../../compendium/feats/pistol-twirl-g-g.md) gunslinger feat, enabling you to [Feint](../../../rules/actions/feint.md) against creatures within your weapon's first range increment. - -This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you [Feint](../../../rules/actions/feint.md) with a one-handed firearm, you can choose to attempt a [Performance](../../../compendium/skills.md#Performance) check instead of a [Deception](../../../compendium/skills.md#Deception) check. - -**Special.** You can't select another dedication feat until you've gained at least two other feats from the pistol phenom archetype. - -*Source: Guns & Gears p. 136* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Gunpowder Gauntlet, Feat 4 -collapse: closed -# Gunpowder Gauntlet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pistol Phenom Dedication](../../../compendium/feats/pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded one-handed firearm. -- **Activity** Single Action - -Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a [Performance](../../../compendium/skills.md#Performance) check against the Will DC of a single target within your one-handed firearm's first range increment. - -> [!success-degree] -> - **Critical Success** The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn. -> - **Success** The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn. - -*Source: Guns & Gears p. 136* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sword And Pistol, Feat 4* -collapse: closed -# Sword And Pistol *Feat 4* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Sword And Pistol](../../../compendium/feats/sword-and-pistol-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. - - -You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged [Strike](../../../rules/actions/strike.md) against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is [flat-footed](../../../rules/conditions.md#Flat-footed) against your next melee attack with a one-handed melee weapon. - -When you make a successful melee [Strike](../../../rules/actions/strike.md) against an enemy with your one-handed melee weapon, the next ranged [Strike](../../../rules/actions/strike.md) you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as [Attack of Opportunity](../../../rules/actions/attack-of-opportunity.md). Either of these benefits is lost if not used by the end of your next turn. - -*Source: Guns & Gears p. 111* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Dazzling Bullet, Feat 6 -collapse: closed -# Dazzling Bullet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Pistol Phenom Dedication](../../../compendium/feats/pistol-phenom-dedication-g-g.md) -- **Activity** Single Action - -Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a [Performance](../../../compendium/skills.md#Performance) check against the target creature's Will DC and make a ranged firearm [Strike](../../../rules/actions/strike.md) against that target. If the [Strike](../../../rules/actions/strike.md) deals damage to the target creature and you succeed at the [Performance](../../../compendium/skills.md#Performance) check, the creature is [dazzled](../../../rules/conditions.md#Dazzled) for 1 round. - -*Source: Guns & Gears p. 137* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Hot Foot, Feat 8 -collapse: closed -# Hot Foot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pistol Phenom Dedication](../../../compendium/feats/pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Single Action - -Using a carefully aimed shot, you make a creature "dance." You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have [unconscious](../../../rules/conditions.md#Unconscious) responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment. - -> [!success-degree] -> - **Critical Success** The creature can't use reactions, is [flat-footed](../../../rules/conditions.md#Flat-footed), and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn. -> - **Success** The creature can't use reactions until the start of its next turn. - -*Source: Guns & Gears p. 137* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Phenom's Verve, Feat 10 -collapse: closed -# Phenom's Verve *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Pistol Phenom Dedication](../../../compendium/feats/pistol-phenom-dedication-g-g.md) - -You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a [Performance](../../../compendium/skills.md#Performance) check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn. - -*Source: Guns & Gears p. 137* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Reach For The Sky, Feat 12* -collapse: closed -# Reach For The Sky [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [visual](../../../rules/traits/visual.md) - -> [!pf2-note] This version of [Reach For The Sky](../../../compendium/feats/reach-for-the-sky-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pistol Phenom Dedication](../../../compendium/feats/pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Two-Action - -You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single [Intimidation](../../../compendium/skills.md#Intimidation) check to [Demoralize](../../../rules/actions/demoralize.md) each enemy within 30 feet. Creatures who become [frightened](../../../rules/conditions.md#Frightened) instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these [frightened](../../../rules/conditions.md#Frightened) creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute. - -*Source: Guns & Gears p. 137* -%% #trait/archetype #trait/auditory #trait/visual %% -``` - -```ad-embed-feat -title: Trick Shot, Feat 12* -collapse: closed -# Trick Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Trick Shot](../../../compendium/feats/trick-shot-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. - -- **Requirements**: You're wielding a loaded crossbow or firearm. -- **Activity** Two-Action - -You shoot not at your foe but at an object nearby. Make a [Strike](../../../rules/actions/strike.md) with your firearm against an AC equal to an easy DC for your level (Core Rulebook 504). On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects. - -- **Dislodge Object** Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table. -- **Explosive Barrel** Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take `6d6` damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by `1d6` for every 2 levels you have above 10th. - -*Source: Guns & Gears p. 116* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Whirling Knockdown, Feat 14* -collapse: closed -# Whirling Knockdown [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Whirling Knockdown](../../../compendium/feats/whirling-knockdown-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pistol Phenom Dedication](../../../compendium/feats/pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded one-handed firearm and a one-handed melee weapon. -- **Activity** Two-Action - -You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall. - -Make a ranged firearm [Strike](../../../rules/actions/strike.md) against a creature within the reach of your melee weapon and then attempt a [Performance](../../../compendium/skills.md#Performance) check against the creature's Reflex DC. If the [Strike](../../../rules/actions/strike.md) critically succeeds, the target takes a –2 circumstance penalty to its Reflex DC against this check. The [Performance](../../../compendium/skills.md#Performance) check has the following effects. - -> [!success-degree] -> - **Critical Success** The target falls and lands [prone](../../../rules/conditions.md#Prone). It takes `2d6` bludgeoning damage from the fall. -> - **Success** The target falls and lands [prone](../../../rules/conditions.md#Prone). -> - **Critical Failure** Your plans backfired on you, and you're forced to drop your melee weapon in your space. - -*Source: Guns & Gears p. 137* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Showstopper, Feat 16* -collapse: closed -# Showstopper *Feat 16* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Showstopper](../../../compendium/feats/showstopper-g-g.md) is intended for use with the Pistol Phenom Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Pistol Twirl](../../../compendium/feats/pistol-twirl-g-g.md), master in [Deception](../../../compendium/skills.md#Deception) - -Your twirling weapons create a grand distraction that's difficult to look away from. - -When using Pistol Twirl to [Feint](../../../rules/actions/feint.md), you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one [Deception](../../../compendium/skills.md#Deception) check and compare it against each target's [Perception](../../../compendium/skills.md#Perception) DC. - -*Source: Guns & Gears p. 118* -%% #trait/gunslinger %% -``` diff --git a/Compendium/character/archetypes/poisoner-apg.md b/Compendium/character/archetypes/poisoner-apg.md deleted file mode 100644 index dc5c58fd1..000000000 --- a/Compendium/character/archetypes/poisoner-apg.md +++ /dev/null @@ -1,237 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/alchemy -- compendium/src/pf2e/apg -aliases: ["Poisoner"] ---- -# Poisoner *Dedication Level 2* - -People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed. - -*Source: Advanced Player's Guide p. 186* - -```ad-embed-feat -title: Poisoner Dedication, Feat 2 -collapse: closed -# Poisoner Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Crafting](../../../compendium/skills.md#Crafting) - -You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits (page 150), though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. - -**Special.** You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype. - -*Source: Advanced Player's Guide p. 186* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Poison Resistance (Alchemist), Feat 4* -collapse: closed -# Poison Resistance (Alchemist) *Feat 4* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Poison Resistance (Alchemist)](../../../compendium/feats/poison-resistance-alchemist.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - - -Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. - -*Source: Core Rulebook p. 77* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Poisoner's Twist, Feat 4 -collapse: closed -# Poisoner's Twist [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Poisoner Dedication](../../../compendium/feats/poisoner-dedication-apg.md), trained in [Medicine](../../../compendium/skills.md#Medicine) -- **Requirements**: Your last action was a successful melee [Strike](../../../rules/actions/strike.md) that dealt damage against a target that is afflicted by a poison, and you know which poison. -- **Activity** Single Action - -Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal `1d6` damage of the required [Strike](../../../rules/actions/strike.md)'s damage type and `1d6` poison damage to the target. If you're at least 18th level, you deal `2d6` damage of each type. - -*Source: Advanced Player's Guide p. 186* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Subtle Delivery, Feat 4* -collapse: closed -# Subtle Delivery *Feat 4* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Subtle Delivery](../../../compendium/feats/subtle-delivery-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - - -You can capably deliver toxins with a blowgun. Your blowgun [Strikes](../../../rules/actions/strike.md) can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead. - -*Source: Advanced Player's Guide p. 106* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Expert Poisoner, Feat 6 -collapse: closed -# Expert Poisoner *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Poisoner Dedication](../../../compendium/feats/poisoner-dedication-apg.md), expert in [Crafting](../../../compendium/skills.md#Crafting) - -Your advanced alchemy level for poison increases to your level – 3. - -*Source: Advanced Player's Guide p. 186* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Poison Coat, Feat 6 -collapse: closed -# Poison Coat [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Poisoner Dedication](../../../compendium/feats/poisoner-dedication-apg.md) -- **Trigger** A creature adjacent to you hits you with a melee unarmed [Strike](../../../rules/actions/strike.md). -- **Requirements**: You have prepared your clothing to poison attackers (see below). -- **Activity** Reaction - -In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time. - -When you use this reaction, the triggering creature is exposed to the suffused poison. - -*Source: Advanced Player's Guide p. 186* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Poison Weapon, Feat 6* -collapse: closed -# Poison Weapon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[manipulate](../../../rules/traits/manipulate.md) [rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Poison Weapon](../../../compendium/feats/poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a piercing or slashing weapon. -- **Activity** Single Action - -You apply a [poison](../../../rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](../../../rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. - -**Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. - -*Source: Core Rulebook p. 185* -%% #trait/manipulate #trait/rogue %% -``` - -```ad-embed-feat -title: Tenacious Toxins, Feat 6* -collapse: closed -# Tenacious Toxins *Feat 6* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Tenacious Toxins](../../../compendium/feats/tenacious-toxins-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - - -Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration. - -*Source: Advanced Player's Guide p. 107* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Acquired Tolerance, Feat 8 -collapse: closed -# Acquired Tolerance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [fortune](../../../rules/traits/fortune.md) - -- **Prerequisites**: [Poisoner Dedication](../../../compendium/feats/poisoner-dedication-apg.md) -- **Trigger** You fail a save against a poison. -- **Activity** Reaction - -A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison. - -*Source: Advanced Player's Guide p. 186* -%% #trait/archetype #trait/fortune %% -``` - -```ad-embed-feat -title: Sticky Poison, Feat 8* -collapse: closed -# Sticky Poison *Feat 8* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Sticky Poison](../../../compendium/feats/sticky-poison-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - - -A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your [Strike](../../../rules/actions/strike.md) with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your [Strike](../../../rules/actions/strike.md) being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your [Strike](../../../rules/actions/strike.md) with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn. - -*Source: Advanced Player's Guide p. 107* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Improved Poison Weapon, Feat 10* -collapse: closed -# Improved Poison Weapon *Feat 10* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Improved Poison Weapon](../../../compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Poison Weapon](../../../compendium/feats/poison-weapon.md) - -You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals `2d4` poison damage instead of `1d4` poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll. - -*Source: Core Rulebook p. 187* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Pinpoint Poisoner, Feat 10* -collapse: closed -# Pinpoint Poisoner *Feat 10* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Pinpoint Poisoner](../../../compendium/feats/pinpoint-poisoner-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - - -Unsuspecting targets are especially vulnerable to your poisons. When you successfully [Strike](../../../rules/actions/strike.md) a [flat-footed](../../../rules/conditions.md#Flat-footed) creature with a poisoned weapon or expose a [flat-footed](../../../rules/conditions.md#Flat-footed) creature to an inhaled poison, the [flat-footed](../../../rules/conditions.md#Flat-footed) condition also gives that creature a –2 circumstance penalty to its initial save against that poison. - -*Source: Advanced Player's Guide p. 107* -%% #trait/alchemist %% -``` - -```ad-embed-feat -title: Improved Poison Weapon, Feat 12* -collapse: closed -# Improved Poison Weapon *Feat 12* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Improved Poison Weapon](../../../compendium/feats/improved-poison-weapon.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Poison Weapon](../../../compendium/feats/poison-weapon.md) - -You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals `2d4` poison damage instead of `1d4` poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll. - -*Source: Core Rulebook p. 187* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Chemical Contagion, Feat 18* -collapse: closed -# Chemical Contagion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[alchemist](../../../rules/traits/alchemist.md) - -> [!pf2-note] This version of [Chemical Contagion](../../../compendium/feats/chemical-contagion-apg.md) is intended for use with the Poisoner Archetype. Its level has been changed accordingly. - -- **Trigger** A creature within 30 feet critically fails its initial saving throw against a poison you created. -- **Activity** Reaction - -With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison. - -*Source: Advanced Player's Guide p. 107* -%% #trait/alchemist %% -``` diff --git a/Compendium/character/archetypes/provocator-aoe3.md b/Compendium/character/archetypes/provocator-aoe3.md deleted file mode 100644 index 28859c111..000000000 --- a/Compendium/character/archetypes/provocator-aoe3.md +++ /dev/null @@ -1,124 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/aoe3 -- trait/uncommon -aliases: ["Provocator"] ---- -# Provocator *Dedication Level 10* -[uncommon](../../../Rules/traits/uncommon.md) - -The provocator is a gladiator who mixes brilliant performance with mastery of weapons. - -*Source: Agents of Edgewatch #3: All or Nothing p. 79* - -```ad-embed-feat -title: Provocator Dedication, Feat 10 -collapse: closed -# Provocator Dedication *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: Successfully defeat the ebaraks in the Irorium. -- **Prerequisites**: Strength 14, Charisma 14 - -For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in [Performance](../../../compendium/skills.md#Performance) and your choice of either [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics). If you were an expert in all three of these skills, you instead become an expert in a skill of your choice. - -**Special.** You can't select another dedication feat until you have gained two other feats from the provocator archetype. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Cartwheel Dodge, Feat 12* -collapse: closed -# Cartwheel Dodge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Cartwheel Dodge](../../../compendium/feats/cartwheel-dodge-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Provocator Dedication](../../../compendium/feats/provocator-dedication-aoe3.md) -- **Trigger** You succeed or critically succeed at a Reflex saving throw. -- **Requirements**: You aren't [encumbered](../../../rules/conditions.md#Encumbered) or overburdened. -- **Activity** Reaction - -You [Step](../../../rules/actions/step.md) up to 10 feet. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Flourishing Finish, Feat 12* -collapse: closed -# Flourishing Finish [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -> [!pf2-note] This version of [Flourishing Finish](../../../compendium/feats/flourishing-finish-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Provocator Dedication](../../../compendium/feats/provocator-dedication-aoe3.md) -- **Requirements**: Your last action was a [Strike](../../../rules/actions/strike.md) that dropped an opponent to 0 Hit Points. -- **Activity** Single Action - -Attempt a [Performance](../../../compendium/skills.md#Performance) check, comparing the result to the Will DC of each foe within 30 feet who can see you. - -Regardless of the result, each target is immune to your Flourishing Finish for 10 minutes. - -> [!success-degree] -> - **Critical Success** The target is [frightened](../../../rules/conditions.md#Frightened). -> - **Success** The target is [frightened](../../../rules/conditions.md#Frightened). - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #trait/archetype #trait/concentrate #trait/emotion #trait/mental %% -``` - -```ad-embed-feat -title: Murderer's Circle, Feat 14* -collapse: closed -# Murderer's Circle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Murderer's Circle](../../../compendium/feats/murderers-circle-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Provocator Dedication](../../../compendium/feats/provocator-dedication-aoe3.md) -- **Activity** Single Action - -You [Strike](../../../rules/actions/strike.md) a target within reach and then [Step](../../../rules/actions/step.md) to any other open space adjacent to that target. Your target is then [flat-footed](../../../rules/conditions.md#Flat-footed) against your next [Strike](../../../rules/actions/strike.md) this turn. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Pin To The Spot, Feat 14* -collapse: closed -# Pin To The Spot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Pin To The Spot](../../../compendium/feats/pin-to-the-spot-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Provocator Dedication](../../../compendium/feats/provocator-dedication-aoe3.md) -- **Activity** Two-Action - -You [Strike](../../../rules/actions/strike.md) a target within reach. If you hit and deal damage, the target is also [restrained](../../../rules/conditions.md#Restrained) as if you had critically succeeded at an [Athletics](../../../compendium/skills.md#Athletics) check to [Grapple](../../../rules/actions/grapple.md). - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Performance Weapon Expert, Feat 16* -collapse: closed -# Performance Weapon Expert *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Performance Weapon Expert](../../../compendium/feats/performance-weapon-expert-aoe3.md) is intended for use with the Provocator Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Provocator Dedication](../../../compendium/feats/provocator-dedication-aoe3.md), expert in any kind of weapon or unarmed attack - -Your experience has made you better with a wide variety of weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert, as does your proficiency rank for your chosen advanced weapon. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/psychic-da.md b/Compendium/character/archetypes/psychic-da.md deleted file mode 100644 index 32677a8c1..000000000 --- a/Compendium/character/archetypes/psychic-da.md +++ /dev/null @@ -1,125 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Psychic"] ---- -# Psychic *Dedication Level 2* - -You've awoken the latent abilities of your mind, taking your first steps into wielding psychic magic. - -## Multiclass Psychic Characters -DA p. 48 - -Psychic is a good fit for characters who want a touch of occult power. Intelligence-based characters like investigators and alchemists, as well as Charisma-based characters like bards, can choose the path that best suits their inherent abilities. - -*Source: Dark Archive p. 48* - -```ad-embed-feat -title: Psychic Dedication, Feat 2 -collapse: closed -# Psychic Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 or Charisma 14 - -You feel something awaken within your mind. You become trained in [Occultism](../../../compendium/skills.md#Occultism); if you were already trained in [Occultism](../../../compendium/skills.md#Occultism), you become trained in a skill of your choice. You cast spells like a psychic and gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can [Refocus](../../../rules/actions/refocus.md) by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the psychic archetype. - -*Source: Dark Archive p. 48* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Psychic Spellcasting, Feat 4 -collapse: closed -# Basic Psychic Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Dedication](../../../compendium/feats/psychic-dedication-da.md) - -You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. - -*Source: Dark Archive p. 48* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Thoughtform, Feat 4 -collapse: closed -# Basic Thoughtform *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Dedication](../../../compendium/feats/psychic-dedication-da.md) - -You gain a 1st- or 2nd-level psychic feat of your choice. - -*Source: Dark Archive p. 48* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Thoughtform, Feat 6 -collapse: closed -# Advanced Thoughtform *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Thoughtform](../../../compendium/feats/basic-thoughtform-da.md) - -You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another psychic feat. - -*Source: Dark Archive p. 48* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Psi Development, Feat 6 -collapse: closed -# Psi Development *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Dedication](../../../compendium/feats/psychic-dedication-da.md) - -You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. - -You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1. - -*Source: Dark Archive p. 48* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Psychic Spellcasting, Feat 12* -collapse: closed -# Expert Psychic Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Psychic Spellcasting](../../../compendium/feats/expert-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Psychic Spellcasting](../../../compendium/feats/basic-psychic-spellcasting-da.md), master in [Occultism](../../../compendium/skills.md#Occultism) - -You gain the expert spellcasting benefits. - -*Source: Dark Archive p. 48* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Psychic Spellcasting, Feat 18* -collapse: closed -# Master Psychic Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Psychic Spellcasting](../../../compendium/feats/master-psychic-spellcasting-da.md) is intended for use with the Psychic Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Psychic Spellcasting](../../../compendium/feats/expert-psychic-spellcasting-da.md), legendary in [Occultism](../../../compendium/skills.md#Occultism) - -You gain the master spellcasting benefits. - -*Source: Dark Archive p. 48* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/psychic-duelist-da.md b/Compendium/character/archetypes/psychic-duelist-da.md deleted file mode 100644 index 8590da987..000000000 --- a/Compendium/character/archetypes/psychic-duelist-da.md +++ /dev/null @@ -1,87 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Psychic Duelist"] ---- -# Psychic Duelist *Dedication Level 4* - -The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses. - -*Source: Dark Archive p. 203* - -```ad-embed-feat -title: Psychic Duelist Dedication, Feat 4 -collapse: closed -# Psychic Duelist Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: trained in [Occultism](../../../compendium/skills.md#Occultism), you have been in a psychic duel - -Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel. - -- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's level. -- Psychic Fist You can use your standard ability modifier for [Strike](../../../rules/actions/strike.md) damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC. - -**Special.** You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype. - -*Source: Dark Archive p. 203* -%% #trait/rare #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Duel Spell Advantage, Feat 6 -collapse: closed -# Duel Spell Advantage *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Duelist Dedication](../../../compendium/feats/psychic-duelist-dedication-da.md) - -When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice. - -If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: [confusion](../../../compendium/spells/confusion.md), [crushing despair](../../../compendium/spells/crushing-despair.md), [hallucination](../../../compendium/spells/hallucination.md), [suggestion](../../../compendium/spells/suggestion.md), [synaptic pulse](../../../compendium/spells/synaptic-pulse.md), and [synesthesia](../../../compendium/spells/synesthesia.md). - -*Source: Dark Archive p. 203* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Supreme Psychic Center, Feat 8 -collapse: closed -# Supreme Psychic Center [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Duelist Dedication](../../../compendium/feats/psychic-duelist-dedication-da.md) -- **Trigger** Your turn in a psychic duel begins. -- **Activity** Free Action - -With the merest thought, you realign your mental defenses to your duel's circumstances. You Recenter. - -*Source: Dark Archive p. 203* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Instigate Psychic Duel, Feat 12* -collapse: closed -# Instigate Psychic Duel [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [illusion](../../../rules/traits/illusion.md) [incapacitation](../../../rules/traits/incapacitation.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -> [!pf2-note] This version of [Instigate Psychic Duel](../../../compendium/feats/instigate-psychic-duel-da.md) is intended for use with the Psychic Duelist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Psychic Duelist Dedication](../../../compendium/feats/psychic-duelist-dedication-da.md) -- **Frequency**: once per day -- **Activity** Three-Action - -You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel. -> - **Failure** As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn. -> - **Critical Failure** As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel. - -*Source: Dark Archive p. 203* -%% #trait/archetype #trait/illusion #trait/incapacitation #trait/mental #trait/occult %% -``` diff --git a/Compendium/character/archetypes/ranger.md b/Compendium/character/archetypes/ranger.md deleted file mode 100644 index 93543c236..000000000 --- a/Compendium/character/archetypes/ranger.md +++ /dev/null @@ -1,101 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/crb -aliases: ["Ranger"] ---- -# Ranger *Dedication Level 2* - -You have studied hunting, tracking, and wilderness survival, adding a ranger's tools to your skill set. - -## Multiclass Ranger characters -CRB p. 228 - -The ranger archetype has access to excellent options to improve a character's monster knowledge and survival skills, but ranger is of particular interest to any character wanting to become a dedicated archer. - -- Alchemist rangers can add snares to their daily free items, benefiting from a strong [Crafting](../../skills.md#Crafting) modifier, and their Intelligence makes them exceptional with monster knowledge feats. The ranger archetype is also useful to bombers who want to alternate with bow attacks. -- Champion rangers are particularly fitting for deities who connect thematically to nature or have a bow as their favored weapon. (Or, in the case of Erastil, both!) -- Fighter rangers are among the most fearsome archers, combining the best archery feats from both classes to create a fighting style unique to each fighter ranger. -- Rogue rangers make excellent snipers or ranged skirmishers, and snares let them be on the other side of traps for a change. -- Spellcaster rangers benefit greatly from ranger's feat support, backing up their spells with ranged weapon attacks. Druids have the most thematic overlap with rangers among the spellcasters, allowing you to create a true master of the wilderness. - -*Source: Core Rulebook p. 228* - -```ad-embed-feat -title: Ranger Dedication, Feat 2 -collapse: closed -# Ranger Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Dexterity 14 - -You become trained in [Survival](../../../compendium/skills.md#Survival); if you were already trained in [Survival](../../../compendium/skills.md#Survival), you instead become trained in another skill of your choice. You become trained in ranger class DC. - -You can use the [Hunt Prey](../../../rules/actions/hunt-prey.md) action (page 168). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the ranger archetype. - -*Source: Core Rulebook p. 228* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Hunter's Trick, Feat 4 -collapse: closed -# Basic Hunter's Trick *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ranger Dedication](../../../compendium/feats/ranger-dedication.md) - -You gain a 1st- or 2nd-level ranger feat. - -*Source: Core Rulebook p. 228* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ranger Resiliency, Feat 4 -collapse: closed -# Ranger Resiliency *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ranger Dedication](../../../compendium/feats/ranger-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 228* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Hunter's Trick, Feat 6 -collapse: closed -# Advanced Hunter's Trick *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Hunter's Trick](../../../compendium/feats/basic-hunters-trick.md) - -You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another ranger feat. - -*Source: Core Rulebook p. 228* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Spotter, Feat 12* -collapse: closed -# Master Spotter *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Spotter](../../../compendium/feats/master-spotter.md) is intended for use with the Ranger Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ranger Dedication](../../../compendium/feats/ranger-dedication.md), expert in [Perception](../../../compendium/skills.md#Perception) - -Your proficiency rank in [Perception](../../../compendium/skills.md#Perception) increases to master. - -*Source: Core Rulebook p. 228* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/red-mantis-assassin-aoe3.md b/Compendium/character/archetypes/red-mantis-assassin-aoe3.md deleted file mode 100644 index 674715ce9..000000000 --- a/Compendium/character/archetypes/red-mantis-assassin-aoe3.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/aoe3 -- trait/uncommon -aliases: ["Red Mantis Assassin"] ---- -# Red Mantis Assassin *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond. - -*Source: Agents of Edgewatch #3: All or Nothing p. 71* \ No newline at end of file diff --git a/Compendium/character/archetypes/ritualist-apg.md b/Compendium/character/archetypes/ritualist-apg.md deleted file mode 100644 index 3f3aad9f9..000000000 --- a/Compendium/character/archetypes/ritualist-apg.md +++ /dev/null @@ -1,106 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -- trait/uncommon -aliases: ["Ritualist"] ---- -# Ritualist *Dedication Level 4* -[uncommon](../../../Rules/traits/uncommon.md) - -While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not. - -*Source: Advanced Player's Guide p. 187* - -```ad-embed-feat -title: Ritualist Dedication, Feat 4 -collapse: closed -# Ritualist Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) - -You have begun to master the difficult art of casting rituals. - -You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. - -**Special.** You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it. - -*Source: Advanced Player's Guide p. 187* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Flexible Ritualist, Feat 6 -collapse: closed -# Flexible Ritualist *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ritualist Dedication](../../../compendium/feats/ritualist-dedication-apg.md) - -You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. - -When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual). - -*Source: Advanced Player's Guide p. 187* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Resourceful Ritualist, Feat 6 -collapse: closed -# Resourceful Ritualist *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Ritualist Dedication](../../../compendium/feats/ritualist-dedication-apg.md) - -You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master. - -*Source: Advanced Player's Guide p. 187* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Efficient Rituals, Feat 8 -collapse: closed -# Efficient Rituals *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Ritualist Dedication](../../../compendium/feats/ritualist-dedication-apg.md) - -You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. - -*Source: Advanced Player's Guide p. 187* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Assured Ritualist, Feat 10 -collapse: closed -# Assured Ritualist *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Flexible Ritualist](../../../compendium/feats/flexible-ritualist-apg.md) - -You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better. - -*Source: Advanced Player's Guide p. 187* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Speedy Rituals, Feat 14* -collapse: closed -# Speedy Rituals *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Speedy Rituals](../../../compendium/feats/speedy-rituals-apg.md) is intended for use with the Ritualist Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Efficient Rituals](../../../compendium/feats/efficient-rituals-apg.md) - -You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. - -*Source: Advanced Player's Guide p. 187* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/rogue.md b/Compendium/character/archetypes/rogue.md deleted file mode 100644 index de2893587..000000000 --- a/Compendium/character/archetypes/rogue.md +++ /dev/null @@ -1,131 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/crb -aliases: ["Rogue"] ---- -# Rogue *Dedication Level 2* - -You've learned to sneak, steal, and disable traps. With time and luck, you'll become capable of moving through the shadows, striking unseen, and escaping without notice. - -## Multiclass Rogue characters -CRB p. 229 - -Nearly any character can benefit from the many skills and tricks the rogue archetype grants. - -- Alchemist rogues can use the rogue's Poison Weapon to great effect with their daily poisons, and sneak attack is a nice boost to bomb damage. -- Barbarian rogues can become masters in every save and diversify their skills. -- Champion rogues add damage from sneak attack while protecting their flanking partners from harm. -- Fighter rogues combine the fighter's accuracy with extra damage, a deadly combination for archers or finesse fighters. -- Monk rogues have great synergy, since many stances grant powerful [Strikes](../../../Rules/actions/strike.md) that work with sneak attack. -- Ranger rogues benefit from the shared focus on trailing foes and catching them [flat-footed](../../../Rules/conditions.md#Flat-footed). The flurry edge can get you many sneak attacks, and the precision edge doubles down on precision damage. -- Spellcaster rogues use the rogue multiclass to shore up skills or to pick up tricky rogue feats like Mobility to help keep them safe. - -*Source: Core Rulebook p. 229* - -```ad-embed-feat -title: Rogue Dedication, Feat 2 -collapse: closed -# Rogue Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Dexterity 14 - -You gain a skill feat and the rogue's surprise attack|Rogue||1 class feature. You become trained in light armor. In addition, you become trained in [Stealth](../../../compendium/skills.md#Stealth) or [Thievery](../../../compendium/skills.md#Thievery) plus one skill of your choice; if you are already trained in both [Stealth](../../../compendium/skills.md#Stealth) and [Thievery](../../../compendium/skills.md#Thievery), you become trained in an additional skill of your choice. You become trained in rogue class DC. - -**Special.** You cannot gain another dedication feat until you have gained two other feats from the rogue archetype. - -*Source: Core Rulebook p. 229* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Trickery, Feat 4 -collapse: closed -# Basic Trickery *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](../../../compendium/feats/rogue-dedication.md) - -You gain a 1st- or 2nd-level rogue feat. - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sneak Attacker, Feat 4 -collapse: closed -# Sneak Attacker *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](../../../compendium/feats/rogue-dedication.md) - -You gain the sneak attack class feature (page 181), except it deals `1d4` damage, increasing to `1d6` at 6th level. You don't increase the number of dice as you gain levels. - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Trickery, Feat 6 -collapse: closed -# Advanced Trickery *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Trickery](../../../compendium/feats/basic-trickery.md) - -You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another rogue feat. - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Skill Mastery, Feat 8 -collapse: closed -# Skill Mastery *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](../../../compendium/feats/rogue-dedication.md), trained in at least one skill and expert in at least one skill - -Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. - -**Special.** You can select this feat up to five times. - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Uncanny Dodge, Feat 10 -collapse: closed -# Uncanny Dodge *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](../../../compendium/feats/rogue-dedication.md) - -You gain the deny advantage class feature (page 181). - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Evasiveness, Feat 12* -collapse: closed -# Evasiveness *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Evasiveness](../../../compendium/feats/evasiveness.md) is intended for use with the Rogue Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Rogue Dedication](../../../compendium/feats/rogue-dedication.md), expert in Reflex saves - -Your proficiency rank for Reflex saves increases to master. - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/runelord-som.md b/Compendium/character/archetypes/runelord-som.md deleted file mode 100644 index 00045d8c9..000000000 --- a/Compendium/character/archetypes/runelord-som.md +++ /dev/null @@ -1,226 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/som -- trait/rare -aliases: ["Runelord"] ---- -# Runelord *Dedication Level 2* -[rare](../../../Rules/traits/rare.md) - -You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power. - -You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin. - -## Runelord Specialization -SoM p. 240 - -You draw untold power from runes, sometimes called sin magic. You associate with one of the seven vices, also known as the seven rewards of rule: envy (abjuration), gluttony (necromancy), greed (transmutation), lust (enchantment), pride (illusion), sloth (conjuration), and wrath (evocation). Studying these techniques often tempts you with the associated sin. While leaning into it could corrupt you, it might make you more powerful. If you choose this class archetype, you must select [Runelord Dedication](../../feats/runelord-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must be a wizard specializing in one of the seven schools other than divination. - -**Runelord Adjustments:** In addition to the normal school spell for your chosen school of magic, you learn the initial rune spell associated with your school, with its school adjusted to your chosen school of magic if it wasn't from that school already. The rune spells can be found below. Your pool of Focus Points increases to 2 Focus Points. At 8th level, you also learn the advanced rune spell associated with your school, also adjusting its school to match your chosen school of magic if it wasn't already, and your pool of Focus Points increases to 3 Focus Points. - -You can [Refocus](../../../Rules/actions/refocus.md) by indulging in your school's sin in lieu of studying your spellbook. As you become more powerful, your indulgence grows. At 12th level, if you indulge in your sin to [Refocus](../../../Rules/actions/refocus.md), if you have spent at least 2 Focus Points since the last time you [Refocused](../../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../../Rules/actions/refocus.md) instead of 1. At 18th level, if you indulge in your sin to [Refocus](../../../Rules/actions/refocus.md), if you have spent at least 3 Focus Points since the last time you [Refocused](../../../Rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](../../../Rules/actions/refocus.md) instead of 1. - -You are trained in martial polearms. At 11th level, if you gain weapon expertise, you become an expert in martial polearms. - -Finally, you lose the ability to prepare or cast any spell from your school's prohibited schools. You remove all spells of those schools from your spell list, meaning you can't even activate scrolls or wands of such spells. - -## The Seven Schools -SoM p. 240 - -The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. - -### Abjuration [Envy] -SoM p. 240 - -Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. - -**Prohibited Schools** evocation, necromancy; **Rune Spells** initial: [blind ambition](../../spells/blind-ambition.md), advanced: [competitive edge](../../spells/competitive-edge.md) - -### Conjuration [Sloth] -SoM p. 240 - -Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. - -**Prohibited Schools** evocation, illusion; **Rune Spells** initial: [efficient apport](../../spells/efficient-apport-som.md), advanced: [swamp of sloth](../../spells/swamp-of-sloth.md) - -### Enchantment [Lust] -SoM p. 240 - -Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. - -**Prohibited Schools** necromancy, transmutation; **Rune Spells** initial: [charming touch](../../spells/charming-touch.md), advanced: [captivating adoration](../../spells/captivating-adoration.md) - -### Evocation [Wrath] -SoM p. 240 - -Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. - -**Prohibited Schools** abjuration, conjuration; **Rune Spells** initial: [weapon surge](../../spells/weapon-surge.md), advanced: [zeal for battle](../../spells/zeal-for-battle.md) - -### Illusion [Pride] -SoM p. 240 - -Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. - -**Prohibited Schools** conjuration, transmutation; **Rune Spells** initial: [veil of confidence](../../spells/veil-of-confidence.md), advanced: [delusional pride](../../spells/delusional-pride.md) - -### Necromancy [Gluttony] -SoM p. 240 - -Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. - -**Prohibited Schools** abjuration, enchantment; **Rune Spells** initial: [overstuff](../../spells/overstuff.md), advanced: [take its course](../../spells/take-its-course.md) - -### Transmutation [Greed] -SoM p. 240 - -Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. - -**Prohibited Schools** enchantment, illusion; **Rune Spells** initial: [appearance of wealth](../../spells/appearance-of-wealth.md), advanced: [precious metals](../../spells/precious-metals.md) - -*Source: Secrets of Magic p. 240* - -```ad-embed-feat -title: Runelord Dedication, Feat 2 -collapse: closed -# Runelord Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [class](../../../rules/traits/class-som.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: runelord specialization - -Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add. - -**Special.** You can't select another dedication feat until you have gained two other feats from the runelord archetype. - -*Source: Secrets of Magic p. 240* -%% #trait/rare #trait/archetype #trait/class #trait/dedication %% -``` - -```ad-embed-feat -title: Embed Aeon Stone, Feat 2 -collapse: closed -# Embed Aeon Stone *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [downtime](../../../rules/traits/downtime.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Runelord Dedication](../../../compendium/feats/runelord-dedication-som.md), trained in [Crafting](../../../compendium/skills.md#Crafting) - -You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an aeon stone and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. Aeon stones in your flesh must be invested to function, as usual. - -You can also use this activity to safely remove an embedded aeon stone in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 [Medicine](../../../compendium/skills.md#Medicine) check, or hastily by simply ripping it from a corpse. - -*Source: Secrets of Magic p. 240* -%% #trait/archetype #trait/downtime #trait/skill %% -``` - -```ad-embed-feat -title: Tattoo Artist, Feat 2* -collapse: closed -# Tattoo Artist *Feat 2* -[general](../../../rules/traits/general.md) [skill](../../../rules/traits/skill.md) - -> [!pf2-note] This version of [Tattoo Artist](../../../compendium/feats/tattoo-artist-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. - -- **Prerequisites**: trained in [Crafting](../../../compendium/skills.md#Crafting) - -You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to [Crafting](../../../compendium/skills.md#Crafting) checks to [Craft](../../../rules/actions/craft.md) tattoos. If you're a master in [Crafting](../../../compendium/skills.md#Crafting), this bonus increases to +2. - -*Source: Secrets of Magic p. 164* -%% #trait/general #trait/skill %% -``` - -```ad-embed-feat -title: Aeon Resonance, Feat 4 -collapse: closed -# Aeon Resonance *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Embed Aeon Stone](../../../compendium/feats/embed-aeon-stone-som.md) - -You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder. While you can embed multiple aeon stones in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations. - -**Special.** At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested aeon stones instead of only one. - -*Source: Secrets of Magic p. 240* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Polearm Tricks, Feat 6 -collapse: closed -# Polearm Tricks *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Runelord Dedication](../../../compendium/feats/runelord-dedication-som.md) - -Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms. - -*Source: Secrets of Magic p. 240* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sin Reservoir, Feat 8 -collapse: closed -# Sin Reservoir *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Runelord Dedication](../../../compendium/feats/runelord-dedication-som.md) - -During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else. - -*Source: Secrets of Magic p. 240* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Fused Polearm, Feat 10 -collapse: closed -# Fused Polearm *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Runelord Dedication](../../../compendium/feats/runelord-dedication-som.md) -- **Requirements**: Your arcane bonded item is a polearm. - -During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations. - -While the two are fused, the weapon's haft takes on aesthetic aspects of the staff. - -*Source: Secrets of Magic p. 241* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: School Counterspell, Feat 12* -collapse: closed -# School Counterspell *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [School Counterspell](../../../compendium/feats/school-counterspell-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Counterspell, [Runelord Dedication](../../../compendium/feats/runelord-dedication-som.md) - -Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school. - -*Source: Secrets of Magic p. 241* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: School Spell Redirection, Feat 18* -collapse: closed -# School Spell Redirection *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [School Spell Redirection](../../../compendium/feats/school-spell-redirection-som.md) is intended for use with the Runelord Archetype. Its level has been changed accordingly. - -- **Prerequisites**: Counterspell, [Runelord Dedication](../../../compendium/feats/runelord-dedication-som.md) - -When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects. - -*Source: Secrets of Magic p. 241* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/runescarred-lowg.md b/Compendium/character/archetypes/runescarred-lowg.md deleted file mode 100644 index e4099ce33..000000000 --- a/Compendium/character/archetypes/runescarred-lowg.md +++ /dev/null @@ -1,89 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Runescarred"] ---- -# Runescarred *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon. - -*Source: Lost Omens: World Guide p. 119* - -```ad-embed-feat -title: Runescarred Dedication, Feat 2 -collapse: closed -# Runescarred Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from the Saga Lands. -- **Prerequisites**: trained in [Arcana](../../../compendium/skills.md#Arcana) - -Whether through blood (if you're Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in [Arcana](../../../compendium/skills.md#Arcana) and you also become trained in [Thassilon Lore](../../../compendium/skills.md#Lore), or an expert in [Thassilon Lore](../../../compendium/skills.md#Lore) if you were already trained in it. - -Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the runescarred archetype. - -*Source: Lost Omens: World Guide p. 119* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Spell Runes, Feat 4 -collapse: closed -# Spell Runes *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Runescarred Dedication](../../../compendium/feats/runescarred-dedication-lowg.md) - -The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell. - -*Source: Lost Omens: World Guide p. 119* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Living Rune, Feat 6 -collapse: closed -# Living Rune *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Runescarred Dedication](../../../compendium/feats/runescarred-dedication-lowg.md) - -You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor. - -*Source: Lost Omens: World Guide p. 119* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Warding Rune, Feat 6 -collapse: closed -# Warding Rune *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Runescarred Dedication](../../../compendium/feats/runescarred-dedication-lowg.md) - -Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school. - -*Source: Lost Omens: World Guide p. 119* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Greater Spell Runes, Feat 10 -collapse: closed -# Greater Spell Runes *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Runes](../../../compendium/feats/spell-runes-lowg.md) - -You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell. - -*Source: Lost Omens: World Guide p. 119* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/scout-apg.md b/Compendium/character/archetypes/scout-apg.md deleted file mode 100644 index c31bf8726..000000000 --- a/Compendium/character/archetypes/scout-apg.md +++ /dev/null @@ -1,118 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Scout"] ---- -# Scout *Dedication Level 2* - -You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger. - -*Source: Advanced Player's Guide p. 188* - -```ad-embed-feat -title: Scout Dedication, Feat 2 -collapse: closed -# Scout Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Stealth](../../../compendium/skills.md#Stealth) and [Survival](../../../compendium/skills.md#Survival) - -You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the [Scout's Warning (ranger)](../../../compendium/feats/scouts-warning-ranger.md) ranger feat. When you're using the [Scout](../../../rules/actions/scout.md) exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. - -**Special.** You can't select another dedication feat until you have gained two other feats from the scout archetype. - -*Source: Advanced Player's Guide p. 188* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Scout's Charge, Feat 4 -collapse: closed -# Scout's Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Scout Dedication](../../../compendium/feats/scout-dedication-apg.md) -- **Activity** Two-Action - -You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. [Stride](../../../rules/actions/stride.md), [Feint](../../../rules/actions/feint.md) against that opponent, and then make a [Strike](../../../rules/actions/strike.md) against that foe. For your [Feint](../../../rules/actions/feint.md), you can attempt a [Stealth](../../../compendium/skills.md#Stealth) check instead of the [Deception](../../../compendium/skills.md#Deception) check that's usually required, because you use the terrain around you to catch your foe off-guard. - -*Source: Advanced Player's Guide p. 188* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Terrain Scout, Feat 4 -collapse: closed -# Terrain Scout *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Scout Dedication](../../../compendium/feats/scout-dedication-apg.md) - -You gain the [Terrain Stalker](../../../compendium/feats/terrain-stalker.md) skill feat (Core Rulebook 267) twice, choosing a different terrain each time. If you [Avoid Notice](../../../rules/actions/avoid-notice.md) while exploring and any allies use [Follow the Expert](../../../rules/actions/follow-the-expert.md) to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have. - -*Source: Advanced Player's Guide p. 188* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Fleeting Shadow, Feat 6 -collapse: closed -# Fleeting Shadow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Scout Dedication](../../../compendium/feats/scout-dedication-apg.md) -- **Activity** Two-Action - -You're able to quickly disappear and then move about stealthily. You [Hide](../../../rules/actions/hide.md), then [Sneak](../../../rules/actions/sneak.md) twice. - -*Source: Advanced Player's Guide p. 188* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Scout's Speed, Feat 6 -collapse: closed -# Scout's Speed *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Scout Dedication](../../../compendium/feats/scout-dedication-apg.md) - -You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus. - -*Source: Advanced Player's Guide p. 188* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Scout's Pounce, Feat 10 -collapse: closed -# Scout's Pounce [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Scout Dedication](../../../compendium/feats/scout-dedication-apg.md) -- **Requirements**: You are [hidden](../../../rules/conditions.md#Hidden) from or [undetected](../../../rules/conditions.md#Undetected) by all of your opponents, and you aren't within 10 feet of any enemy. -- **Activity** Two-Action - -You leap from the shadows to strike your foes. [Stride](../../../rules/actions/stride.md) up to your Speed, then [Strike](../../../rules/actions/strike.md) twice. If you were [hidden](../../../rules/conditions.md#Hidden) or [unnoticed](../../../rules/conditions.md#Unnoticed) by the target of these [Strikes](../../../rules/actions/strike.md), your foe is [flat-footed](../../../rules/conditions.md#Flat-footed) against both attacks. Your multiple attack penalty applies normally for both attacks. - -*Source: Advanced Player's Guide p. 188* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Camouflage, Feat 12* -collapse: closed -# Camouflage *Feat 12* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Camouflage](../../../compendium/feats/camouflage.md) is intended for use with the Scout Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Stealth](../../../compendium/skills.md#Stealth) - -You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](../../../rules/actions/hide.md) and [Sneak](../../../rules/actions/sneak.md) even without cover or being [concealed](../../../rules/conditions.md#Concealed). - -*Source: Core Rulebook p. 174* -%% #trait/ranger %% -``` diff --git a/Compendium/character/archetypes/scroll-trickster-apg.md b/Compendium/character/archetypes/scroll-trickster-apg.md deleted file mode 100644 index 959f858d6..000000000 --- a/Compendium/character/archetypes/scroll-trickster-apg.md +++ /dev/null @@ -1,111 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Scroll Trickster"] ---- -# Scroll Trickster *Dedication Level 2* - -Magic has long been written down, and in myriad forms. From the classic rolled parchment to strings tied with a hundred intricate knots, from baked clay tablets covered with incisions to bound collections of bamboo slips, magic is everywhere. You just need to know how to read it. - -*Source: Advanced Player's Guide p. 189* - -```ad-embed-feat -title: Scroll Trickster Dedication, Feat 2 -collapse: closed -# Scroll Trickster Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) - -You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the [Trick Magic Item](../../../compendium/feats/trick-magic-item.md) feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to [Trick a Magic Item](../../../compendium/feats/trick-magic-item.md) that's a scroll, you get a failure instead. - -**Special.** You can't select another dedication feat until you gain two other feats from the scroll trickster archetype. - -*Source: Advanced Player's Guide p. 189* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Basic Scroll Cache, Feat 6 -collapse: closed -# Basic Scroll Cache *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Scroll Trickster Dedication](../../../compendium/feats/scroll-trickster-dedication-apg.md) - -You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly. - -Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via [Learn a Spell](../../../rules/actions/learn-a-spell.md), and it must come from a tradition in which you have the corresponding skill trained. - -This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell. - -At 8th level, add a second temporary scroll containing a 2nd-level spell. - -*Source: Advanced Player's Guide p. 189* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Skim Scroll, Feat 8 -collapse: closed -# Skim Scroll [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Scroll Trickster Dedication](../../../compendium/feats/scroll-trickster-dedication-apg.md) -- **Activity** Single Action - -You can activate the magic of a scroll with a cursory read as you draw it from your belt. You [Interact](../../../rules/actions/interact.md) to draw forth a scroll, then use Trick Magic Item on the scroll. - -*Source: Advanced Player's Guide p. 189* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Camouflage, Feat 12* -collapse: closed -# Camouflage *Feat 12* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Camouflage](../../../compendium/feats/camouflage.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Stealth](../../../compendium/skills.md#Stealth) - -You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](../../../rules/actions/hide.md) and [Sneak](../../../rules/actions/sneak.md) even without cover or being [concealed](../../../rules/conditions.md#Concealed). - -*Source: Core Rulebook p. 174* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Expert Scroll Cache, Feat 12* -collapse: closed -# Expert Scroll Cache *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Scroll Cache](../../../compendium/feats/expert-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Scroll Cache](../../../compendium/feats/basic-scroll-cache-apg.md) - -Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. - -*Source: Advanced Player's Guide p. 189* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Scroll Cache, Feat 18* -collapse: closed -# Master Scroll Cache *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Scroll Cache](../../../compendium/feats/master-scroll-cache-apg.md) is intended for use with the Scroll Trickster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Scroll Cache](../../../compendium/feats/expert-scroll-cache-apg.md) - -Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell. - -*Source: Advanced Player's Guide p. 189* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/scrollmaster-locg.md b/Compendium/character/archetypes/scrollmaster-locg.md deleted file mode 100644 index a43143f1a..000000000 --- a/Compendium/character/archetypes/scrollmaster-locg.md +++ /dev/null @@ -1,80 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Scrollmaster"] ---- -# Scrollmaster *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society's disposal. In addition to maintaining and researching the Society's massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinder's archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society. - -*Source: Lost Omens: Character Guide p. 113* - -```ad-embed-feat -title: Scrollmaster Dedication, Feat 6 -collapse: closed -# Scrollmaster Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: expert in any [Lore](../../../compendium/skills.md#Lore) skill, member of the Pathfinder Society affiliated with the School of Scrolls - -Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact—such as the name of an NPC you have met, the details of your mission briefing, and similar information—you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago. - -If you have the [Thorough Reports](../../../compendium/feats/thorough-reports-lowg.md) feat and have expert proficiency in the skill you're using to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), your circumstance bonus to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about creatures from that feat increases to +4. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype. - -*Source: Lost Omens: Character Guide p. 113* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Lore Seeker, Feat 8 -collapse: closed -# Lore Seeker *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](../../../compendium/feats/scrollmaster-dedication-locg.md) - -You see what others don't, and you've developed magical tricks to find [hidden](../../../rules/conditions.md#Hidden) truth. - -You can cast [comprehend language](../../../compendium/spells/comprehend-language.md), restore senses, and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. - -*Source: Lost Omens: Character Guide p. 113* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Unravel Mysteries, Feat 8 -collapse: closed -# Unravel Mysteries *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: master in a [Decipher Writing](../../../rules/actions/decipher-writing.md) skill, [Scrollmaster Dedication](../../../compendium/feats/scrollmaster-dedication-locg.md) - -You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you [Decipher Writing](../../../rules/actions/decipher-writing.md), you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual –2 circumstance penalty to further checks to decipher that text. - -*Source: Lost Omens: Character Guide p. 113* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Font Of Knowledge, Feat 10 -collapse: closed -# Font Of Knowledge *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](../../../compendium/feats/scrollmaster-dedication-locg.md) - -Experience or focused study have granted you mastery of a number of topics. - -When you know about something, you know about it in great detail. When you succeed at a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), at the GM's discretion, you might gain even more additional information or context than normal. - -Spellmaster Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities. - -*Source: Lost Omens: Character Guide p. 113* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/scrounger-apg.md b/Compendium/character/archetypes/scrounger-apg.md deleted file mode 100644 index b4f6f04dd..000000000 --- a/Compendium/character/archetypes/scrounger-apg.md +++ /dev/null @@ -1,78 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -- trait/uncommon -aliases: ["Scrounger"] ---- -# Scrounger *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution. - -*Source: Advanced Player's Guide p. 190* - -```ad-embed-feat -title: Scrounger Dedication, Feat 2 -collapse: closed -# Scrounger Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Crafting](../../../compendium/skills.md#Crafting) - -You can [Craft](../../../rules/actions/craft.md) items even without appropriate tools or a workshop, though you take a –2 item penalty to your [Crafting](../../../compendium/skills.md#Crafting) check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. - -You can [Craft](../../../rules/actions/craft.md) temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial [Crafting](../../../compendium/skills.md#Crafting) check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6–9 on page 288 of the Core Rulebook) - -Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for `1d4` hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text. - -You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to [Craft](../../../rules/actions/craft.md) a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the [Crafting](../../../compendium/skills.md#Crafting) check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM). - -**Special.** You can't select another dedication feat until you have gained two other feats from the scrounger archetype. - -*Source: Advanced Player's Guide p. 190* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Reverse Engineering, Feat 4 -collapse: closed -# Reverse Engineering *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: expert in [Crafting](../../../compendium/skills.md#Crafting), [Scrounger Dedication](../../../compendium/feats/scrounger-dedication-apg.md) - -You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to [Crafting](../../../compendium/skills.md#Crafting) checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your [Crafting](../../../compendium/skills.md#Crafting) check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. - -*Source: Advanced Player's Guide p. 190* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: High-quality Scrounger, Feat 6 -collapse: closed -# High-quality Scrounger *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Scrounger Dedication](../../../compendium/feats/scrounger-dedication-apg.md) - -When you [Craft](../../../rules/actions/craft.md) a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead [Craft](../../../rules/actions/craft.md) it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it. - -*Source: Advanced Player's Guide p. 190* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Disassembly, Feat 7 -collapse: closed -# Expert Disassembly *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: master in [Crafting](../../../compendium/skills.md#Crafting), [Scrounger Dedication](../../../compendium/feats/scrounger-dedication-apg.md) - -You can apply the same techniques you use to reverse engineer objects to disable them. You can use [Crafting](../../../compendium/skills.md#Crafting) instead of [Thievery](../../../compendium/skills.md#Thievery) to [Disable a Device](../../../rules/actions/disable-a-device.md) or [Pick a Lock](../../../rules/actions/pick-a-lock.md). - -*Source: Advanced Player's Guide p. 190* -%% #trait/archetype #trait/skill %% -``` diff --git a/Compendium/character/archetypes/sentinel-apg.md b/Compendium/character/archetypes/sentinel-apg.md deleted file mode 100644 index 92b206ffa..000000000 --- a/Compendium/character/archetypes/sentinel-apg.md +++ /dev/null @@ -1,123 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Sentinel"] ---- -# Sentinel *Dedication Level 2* - -Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find. When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor. On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability. - -*Source: Advanced Player's Guide p. 191* - -```ad-embed-feat -title: Sentinel Dedication, Feat 2 -collapse: closed -# Sentinel Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. - -Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the sentinel archetype. - -*Source: Advanced Player's Guide p. 191* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Steel Skin, Feat 4 -collapse: closed -# Steel Skin *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: trained in [Survival](../../../compendium/skills.md#Survival), [Sentinel Dedication](../../../compendium/feats/sentinel-dedication-apg.md) - -You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor. - -*Source: Advanced Player's Guide p. 191* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Armor Specialist, Feat 6 -collapse: closed -# Armor Specialist *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sentinel Dedication](../../../compendium/feats/sentinel-dedication-apg.md) - -You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor. - -*Source: Advanced Player's Guide p. 191* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Armored Rebuff, Feat 8 -collapse: closed -# Armored Rebuff [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sentinel Dedication](../../../compendium/feats/sentinel-dedication-apg.md) -- **Trigger** An adjacent foe critically fails an attack roll to [Strike](../../../rules/actions/strike.md) you with a melee weapon or unarmed attack. -- **Requirements**: You are wearing medium armor or heavier. -- **Activity** Reaction - -You rebuff puny attacks with your armor, knocking back your foe. Attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Shove](../../../rules/actions/shove.md) the triggering foe, even if you don't have a hand free. If you succeed, you can't [Stride](../../../rules/actions/stride.md) to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them. - -*Source: Advanced Player's Guide p. 191* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mighty Bulwark, Feat 10 -collapse: closed -# Mighty Bulwark *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sentinel Dedication](../../../compendium/feats/sentinel-dedication-apg.md) - -Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves. - -*Source: Advanced Player's Guide p. 191* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Sacrifice Armor, Feat 10* -collapse: closed -# Sacrifice Armor [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Sacrifice Armor](../../../compendium/feats/sacrifice-armor-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. - -- **Trigger** You are hit by a [Strike](../../../rules/actions/strike.md) that deals physical damage. -- **Activity** Reaction - -With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes [broken](../../../rules/conditions.md#Broken), reducing its Hit Points to its [Broken](../../../rules/conditions.md#Broken) Threshold. If your armor was already damaged, it is destroyed instead. - -*Source: Advanced Player's Guide p. 120* -%% #trait/champion %% -``` - -```ad-embed-feat -title: Greater Interpose, Feat 16* -collapse: closed -# Greater Interpose *Feat 16* -[champion](../../../rules/traits/champion.md) - -> [!pf2-note] This version of [Greater Interpose](../../../compendium/feats/greater-interpose-apg.md) is intended for use with the Sentinel Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sacrifice Armor](../../../compendium/feats/sacrifice-armor-apg.md) - -Your divine grace empowers you to avoid hits when you otherwise could not. You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save. - -When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead. - -*Source: Advanced Player's Guide p. 121* -%% #trait/champion %% -``` diff --git a/Compendium/character/archetypes/shadowcaster-som.md b/Compendium/character/archetypes/shadowcaster-som.md deleted file mode 100644 index c0ca00933..000000000 --- a/Compendium/character/archetypes/shadowcaster-som.md +++ /dev/null @@ -1,232 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/som -- trait/uncommon -aliases: ["Shadowcaster"] ---- -# Shadowcaster *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness... all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow. - -*Source: Secrets of Magic p. 226* - -```ad-embed-feat -title: Shadowcaster Dedication, Feat 2 -collapse: closed -# Shadowcaster Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: ability to cast spells - -You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](../../../rules/traits/light.md) trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](../../../compendium/spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](../../../compendium/spells/dazzling-flash.md) spell, you don't gain that spell. - -You gain the [cloak of shadow](../../../compendium/spells/cloak-of-shadow.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../../rules/actions/refocus.md) activity. You can [Refocus](../../../rules/actions/refocus.md) by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. - -**Special.** You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype. - -*Source: Secrets of Magic p. 226* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Familiar (Sorcerer), Feat 4* -collapse: closed -# Familiar (Sorcerer) *Feat 4* -[sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Familiar (Sorcerer)](../../../compendium/feats/familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - - -An animal serves you and assists your spellcasting. You gain a familiar. - -*Source: Core Rulebook p. 198* -%% #trait/sorcerer %% -``` - -```ad-embed-feat -title: Shadow Spells, Feat 4 -collapse: closed -# Shadow Spells *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Shadowcaster Dedication](../../../compendium/feats/shadowcaster-dedication-som.md) - -Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. - -Add [shadow blast](../../../compendium/spells/shadow-blast.md), [shadow siphon](../../../compendium/spells/shadow-siphon.md), and [shadow walk](../../../compendium/spells/shadow-walk.md) to your spell list, as well as [replicate](../../../compendium/spells/replicate-som.md), [shadow army](../../../compendium/spells/shadow-army-som.md), [shadow projectile](../../../compendium/spells/shadow-projectile-som.md), and [shadow raid](../../../compendium/spells/shadow-raid-som.md). You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. - -*Source: Secrets of Magic p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Disciple Of Shade, Feat 6 -collapse: closed -# Disciple Of Shade *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Shadowcaster Dedication](../../../compendium/feats/shadowcaster-dedication-som.md) - -You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the [inscrutable mask](../../../compendium/spells/inscrutable-mask-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Enhanced Familiar (Sorcerer), Feat 6* -collapse: closed -# Enhanced Familiar (Sorcerer) *Feat 6* -[sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Enhanced Familiar (Sorcerer)](../../../compendium/feats/enhanced-familiar-sorcerer.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: a familiar - -You infuse your familiar with additional primal energy, increasing its abilities. You can select four familiar or master abilities each day, instead of two. - -*Source: Core Rulebook p. 198* -%% #trait/sorcerer %% -``` - -```ad-embed-feat -title: Shadow Spell, Feat 8 -collapse: closed -# Shadow Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [metamagic](../../../rules/traits/metamagic.md) [shadow](../../../rules/traits/shadow.md) - -- **Prerequisites**: [Shadowcaster Dedication](../../../compendium/feats/shadowcaster-dedication-som.md) -- **Activity** Single Action - -You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that has the [shadow](../../../rules/traits/shadow.md) trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](../../../compendium/skills.md#Stealth) or takes a –2 status penalty to [Perception](../../../compendium/skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. - -The effects of Shadow Spell end if you use Shadow Spell again. - -*Source: Secrets of Magic p. 226* -%% #trait/archetype #trait/metamagic #trait/shadow %% -``` - -```ad-embed-feat -title: Shadow Reservoir, Feat 10 -collapse: closed -# Shadow Reservoir *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: ability to cast spells from spell slots, [Shadowcaster Dedication](../../../compendium/feats/shadowcaster-dedication-som.md) - -Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire. - -Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. - -Spells cast from your shadow reservoir gain the [shadow](../../../rules/traits/shadow.md) trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. - -If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. - -*Source: Secrets of Magic p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Secrets Of Shadow, Feat 12* -collapse: closed -# Secrets Of Shadow *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Secrets Of Shadow](../../../compendium/feats/secrets-of-shadow-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadow Reservoir](../../../compendium/feats/shadow-reservoir-som.md) - -Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. - -Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that. - -In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain negative resistance equal to the highest level of spell you can cast from spell slots; if you have negative healing (or are otherwise harmed by positive damage and not negative damage), you instead gain positive resistance in the same amount. - -*Source: Secrets of Magic p. 226* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shadow Magic, Feat 12* -collapse: closed -# Shadow Magic *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadowdancer Dedication](../../../compendium/feats/shadowdancer-dedication-apg.md) - -You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: [dance of darkness](../../../compendium/spells/dance-of-darkness-apg.md) or [shadow jump](../../../compendium/spells/shadow-jump-apg.md). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) by meditating within an area of dim light or darkness. - -Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Additional Shadow Magic, Feat 14* -collapse: closed -# Additional Shadow Magic *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Additional Shadow Magic](../../../compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md) - -Choose an additional shadowdancer focus spell you haven't already selected from [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md). Increase the number of Focus Points in your pool by 1. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shadow Illusion, Feat 14* -collapse: closed -# Shadow Illusion *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shadow Illusion](../../../compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md) - -With an artful eye, you shape shadows into illusory forms. You gain the [shadow illusion](../../../compendium/spells/shadow-illusion-apg.md) focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Unending Emptiness, Feat 14* -collapse: closed -# Unending Emptiness *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Unending Emptiness](../../../compendium/feats/unending-emptiness-som.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: focus pool, [Shadowcaster Dedication](../../../compendium/feats/shadowcaster-dedication-som.md) - -You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the [darklight](../../../compendium/spells/darklight-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 227* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shadow Power, Feat 16* -collapse: closed -# Shadow Power *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shadow Power](../../../compendium/feats/shadow-power-apg.md) is intended for use with the Shadowcaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md) - -You can focus the shadows into a powerful blast. You can cast [shadow blast](../../../compendium/spells/shadow-blast.md) as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/shadowdancer-apg.md b/Compendium/character/archetypes/shadowdancer-apg.md deleted file mode 100644 index 2c4e2ee60..000000000 --- a/Compendium/character/archetypes/shadowdancer-apg.md +++ /dev/null @@ -1,205 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Shadowdancer"] ---- -# Shadowdancer *Dedication Level 8* - -Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the shadow, gain power from it, and dance within its shifting dark. - -A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the dark for good, while others embrace the primordial night, its terror, and its betrayal. - -Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious. - -> [!pf2-brown] CALL OF SHADOWS -> -> The shadows call out to a potential shadowdancer in a myriad of ways. Often it starts with fear—fear of the dark, fear of enemies, or an underlying uncontrolled anxiety and the desire to gain power over the darkness. Many potential shadowdancers hear the shadows whisper in their heads. First dismissed as some perverse trick of the mind, the whispers can seem to ebb and wane, but a true calling becomes more lucid and more compelling. -> -> In some shadow-infused lands in the Pathfinder setting, particularly Nidal, Ustalav, and even Cheliax, organizations search for and recruit those called by the shadows, eager to transform them into spies and assassins. But the call can come to any creature anywhere. It's just a question of whether the creature heeds the call and forms a pact with the shadows. -> -> Though it is hard to convince many folks otherwise, given the fearsome reputations of shadowdancers working for dark powers and cabals, there is nothing intrinsically evil about embracing the shadows. Darkness is amoral but not without its champions for good and even law, though it is true that such shadowdancers are few and far between. - -*Source: Advanced Player's Guide p. 192* - -```ad-embed-feat -title: Shadowdancer Dedication, Feat 8 -collapse: closed -# Shadowdancer Dedication *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: master in [Stealth](../../../compendium/skills.md#Stealth), expert in [Performance](../../../compendium/skills.md#Performance) - -You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain [greater darkvision](../../../rules/abilities/darkvision.md). You also gain a +2 circumstance bonus to [Stealth](../../../compendium/skills.md#Stealth) checks when you are within dim light or darkness. - -**Special.** You can't select another dedication feat until you have gained two other feats from the shadowdancer archetype. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Shadow Magic, Feat 10 -collapse: closed -# Shadow Magic *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Shadowdancer Dedication](../../../compendium/feats/shadowdancer-dedication-apg.md) - -You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: [dance of darkness](../../../compendium/spells/dance-of-darkness-apg.md) or [shadow jump](../../../compendium/spells/shadow-jump-apg.md). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) by meditating within an area of dim light or darkness. - -Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shadow Sneak Attack, Feat 10 -collapse: closed -# Shadow Sneak Attack *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Shadowdancer Dedication](../../../compendium/feats/shadowdancer-dedication-apg.md) - -You gain the sneak attack|rogue|crb|1 class feature, except you deal `1d6` precision damage regardless of your level. - -Sneak attack|rogue|crb|1 from multiple sources isn't cumulative. If you have sneak attack|rogue|crb|1 from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Uncanny Dodge, Feat 10* -collapse: closed -# Uncanny Dodge *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Uncanny Dodge](../../../compendium/feats/uncanny-dodge.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Rogue Dedication](../../../compendium/feats/rogue-dedication.md) - -You gain the deny advantage class feature (page 181). - -*Source: Core Rulebook p. 229* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Additional Shadow Magic, Feat 12* -collapse: closed -# Additional Shadow Magic *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Additional Shadow Magic](../../../compendium/feats/additional-shadow-magic-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md) - -Choose an additional shadowdancer focus spell you haven't already selected from [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md). Increase the number of Focus Points in your pool by 1. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shadow Illusion, Feat 12* -collapse: closed -# Shadow Illusion *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shadow Illusion](../../../compendium/feats/shadow-illusion-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md) - -With an artful eye, you shape shadows into illusory forms. You gain the [shadow illusion](../../../compendium/spells/shadow-illusion-apg.md) focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shadow Power, Feat 14* -collapse: closed -# Shadow Power *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shadow Power](../../../compendium/feats/shadow-power-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadow Magic](../../../compendium/feats/shadow-magic-apg.md) - -You can focus the shadows into a powerful blast. You can cast [shadow blast](../../../compendium/spells/shadow-blast.md) as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Spring From The Shadows, Feat 14* -collapse: closed -# Spring From The Shadows [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[flourish](../../../rules/traits/flourish.md) [rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Spring From The Shadows](../../../compendium/feats/spring-from-the-shadows.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -Leaping out from hiding, you assail your target when they least expect it. You [Stride](../../../rules/actions/stride.md) up to your Speed, but you must end your movement next to an enemy you're [hidden](../../../rules/conditions.md#Hidden) from or [undetected](../../../rules/conditions.md#Undetected) by. You then [Strike](../../../rules/actions/strike.md) that enemy; you remain [hidden](../../../rules/conditions.md#Hidden) from or [undetected](../../../rules/conditions.md#Undetected) by that creature until after you [Strike](../../../rules/actions/strike.md). You can use Spring from the Shadows while [Burrowing](../../../rules/actions/burrow.md), [Climbing](../../../rules/actions/climb.md), [Flying](../../../rules/actions/fly.md), or [Swimming](../../../rules/actions/swim.md) instead of [Striding](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 187* -%% #trait/flourish #trait/rogue %% -``` - -```ad-embed-feat -title: Sense The Unseen (Rogue), Feat 16* -collapse: closed -# Sense The Unseen (Rogue) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Sense The Unseen (Rogue)](../../../compendium/feats/sense-the-unseen-rogue.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Trigger** You fail a check to [Seek](../../../rules/actions/seek.md). -- **Activity** Reaction - -When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any [undetected](../../../rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](../../../rules/conditions.md#Hidden) to you. - -*Source: Core Rulebook p. 188* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Cognitive Loophole, Feat 18* -collapse: closed -# Cognitive Loophole [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Cognitive Loophole](../../../compendium/feats/cognitive-loophole.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Trigger** Your turn ends. -- **Requirements**: You are currently affected by a [mental](../../../rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. -- **Activity** Reaction - -You can find a loophole in a [mental](../../../rules/traits/mental.md) effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](../../../rules/traits/mental.md) effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. - -**Special.** You can use this reaction even if the [mental](../../../rules/traits/mental.md) effect is preventing you from using reactions. - -*Source: Core Rulebook p. 188* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Shadow Master, Feat 18* -collapse: closed -# Shadow Master *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shadow Master](../../../compendium/feats/shadow-master-apg.md) is intended for use with the Shadowdancer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shadowdancer Dedication](../../../compendium/feats/shadowdancer-dedication-apg.md) - -The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](../../../rules/actions/strike.md) with the [ghost touch](../../../compendium/equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](../../../rules/traits/fortune.md) effect. - -*Source: Advanced Player's Guide p. 192* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/shieldmarshal-loil.md b/Compendium/character/archetypes/shieldmarshal-loil.md deleted file mode 100644 index f22213030..000000000 --- a/Compendium/character/archetypes/shieldmarshal-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/loil -aliases: ["Shieldmarshal"] ---- -# Shieldmarshal *Dedication Level 4* - -Gunplay isn't enough to uphold Alkenstar's laws; when firearms are readily available to criminals and the corrupt, relying solely on firepower isn't always the best approach to law enforcement. To stay ahead in their never-ending war against crime and espionage, Alkenstar's elite shieldmarshals instead refine their skills of marksmanship and situational awareness into a potent blend of operational acumen and special tactics. Shieldmarshals study forensics, engineering, law, and etiquette to navigate the city's volatile conditions and politics; advanced lessons include specialized training to deal with criminals using technology as well as tactical analysis for maneuvering in congested urban environments. - -You've undergone specialized training to help you keep the peace in Alkenstar's sprawling streets. Urban operations are dreadfully complex endeavors; closed doors and high walls conceal suspects and belligerents, while every alley and corridor could be a fatal funnel. As a shieldmarshal, you overcome these complexities by reducing and adapting to uncertain elements. You methodically observe your surroundings, make swift decisions, and actualize best practices to pacify hostiles, rescue hostages, and otherwise meet overall mission objectives. - -*Source: Lost Omens: Impossible Lands p. 108* \ No newline at end of file diff --git a/Compendium/character/archetypes/sixth-pillar-frp2.md b/Compendium/character/archetypes/sixth-pillar-frp2.md deleted file mode 100644 index a8ff6f7ba..000000000 --- a/Compendium/character/archetypes/sixth-pillar-frp2.md +++ /dev/null @@ -1,99 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/frp2 -- trait/uncommon -aliases: ["Sixth Pillar"] ---- -# Sixth Pillar *Dedication Level 8* -[uncommon](../../../Rules/traits/uncommon.md) - -The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* - -```ad-embed-feat -title: Sixth Pillar Dedication, Feat 8 -collapse: closed -# Sixth Pillar Dedication *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 14, expert in [Acrobatics](../../skills.md#Acrobatics), able to cast spells - -You use your physical discipline to channel your magic. - -If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in [Athletics](../../../compendium/skills.md#Athletics), or in another trained skill if you were already expert in [Athletics](../../../compendium/skills.md#Athletics). - -**Special.** You can't select another dedication feat until you've gained two other feats from the Sixth Pillar archetype. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Six Pillars Stance, Feat 10 -collapse: closed -# Six Pillars Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [stance](../../../rules/traits/stance.md) - -- **Prerequisites**: [Sixth Pillar Dedication](../../../compendium/feats/sixth-pillar-dedication-frp2.md) -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](../../../rules/traits/concentrate.md) or [manipulate](../../../rules/traits/manipulate.md) traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](../../../rules/actions/strike.md) gain a +1 circumstance bonus to damage. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #trait/archetype #trait/stance %% -``` - -```ad-embed-feat -title: Maneuvering Spell, Feat 12* -collapse: closed -# Maneuvering Spell [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Maneuvering Spell](../../../compendium/feats/maneuvering-spell-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sixth Pillar Dedication](../../../compendium/feats/sixth-pillar-dedication-frp2.md) -- **Trigger** You begin to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that requires at least 2 actions to cast. -- **Activity** Free Action - -You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You [Step](../../../rules/actions/step.md), [Leap](../../../rules/actions/leap.md), or [Stand](../../../rules/actions/stand.md). This action can be before or after you [Cast the Spell](../../../rules/actions/cast-a-spell.md). - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Touch Focus, Feat 14* -collapse: closed -# Touch Focus [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [manipulate](../../../rules/traits/manipulate.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Touch Focus](../../../compendium/feats/touch-focus-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sixth Pillar Dedication](../../../compendium/feats/sixth-pillar-dedication-frp2.md) -- **Activity** Single Action - -You can redirect a spell's power through you to deliver it within striking distance. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) with 1 or more targets and a range farther than touch, you can change the range to touch. If the altered spell requires a spell attack roll, you gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. After you [Cast the Spell](../../../rules/actions/cast-a-spell.md), you can [Disarm](../../../rules/actions/disarm.md), [Shove](../../../rules/actions/shove.md), [Trip](../../../rules/actions/trip.md), or [Strike](../../../rules/actions/strike.md) the target with an unarmed attack. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #trait/archetype #trait/manipulate #trait/metamagic %% -``` - -```ad-embed-feat -title: Sixth Pillar Mastery, Feat 16* -collapse: closed -# Sixth Pillar Mastery *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Sixth Pillar Mastery](../../../compendium/feats/sixth-pillar-mastery-frp2.md) is intended for use with the Sixth Pillar Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sixth Pillar Dedication](../../../compendium/feats/sixth-pillar-dedication-frp2.md) - -Your greater discipline aligns your magical and physical potential. If your proficiency rank in unarmed attacks is at least master, your proficiency rank in spell attacks increases to master. Likewise, if your proficiency rank in spell attacks is at least master, your proficiency rank in unarmed attacks improves to master. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/sleepwalker-da.md b/Compendium/character/archetypes/sleepwalker-da.md deleted file mode 100644 index 1c8151033..000000000 --- a/Compendium/character/archetypes/sleepwalker-da.md +++ /dev/null @@ -1,190 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Sleepwalker"] ---- -# Sleepwalker *Dedication Level 4* - -Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind. - -Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance. - -*Source: Dark Archive p. 206* - -```ad-embed-feat -title: Sleepwalker Dedication, Feat 4 -collapse: closed -# Sleepwalker Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: expert in [Occultism](../../../compendium/skills.md#Occultism) - -You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](../../../rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](../../../rules/traits/concentrate.md) trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. - -Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: - -- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](../../../rules/traits/mental.md) effects. If you're legendary in [Occultism](../../../compendium/skills.md#Occultism), the bonus against [mental](../../../rules/traits/mental.md) effects increases to +3. -- You take a –1 penalty to [Perception](../../../compendium/skills.md#Perception) checks and initiative rolls. - -**Special.** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. - -*Source: Dark Archive p. 206* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Infiltrate Dream, Feat 6 -collapse: closed -# Infiltrate Dream *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) - -Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream. - -While within the dream, you can attempt an [Occultism](../../../compendium/skills.md#Occultism) check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure. - -> [!success-degree] -> - **Critical Success** You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer. -> - **Success** You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information. -> - **Critical Failure** The dreams mislead you, and you learn an erroneous piece of information. - -*Source: Dark Archive p. 206* -%% #trait/archetype #trait/enchantment #trait/mental #trait/occult %% -``` - -```ad-embed-feat -title: Vision of Foresight, Feat 6 -collapse: closed -# Vision of Foresight [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [divination](../../../rules/traits/divination.md) [fortune](../../../rules/traits/fortune.md) [occult](../../../rules/traits/occult.md) - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) -- **Requirements**: You're in a Daydream Trance -- **Activity** Single Action - -You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result. - -*Source: Dark Archive p. 206* -%% #trait/archetype #trait/divination #trait/fortune #trait/occult %% -``` - -```ad-embed-feat -title: Dream Magic, Feat 8 -collapse: closed -# Dream Magic *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) - -You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. - -**Special.** You can take this feat twice, gaining the spell you didn't select initially the second time. - -*Source: Dark Archive p. 206* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Waking Dream, Feat 8 -collapse: closed -# Waking Dream *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) - -While in your trance, you can blur the line between dreams and reality for others. You gain the [waking dream](../../../compendium/spells/waking-dream-da.md) focus spell, which you can use only while you're in a Daydream Trance. - -You gain a pool of Focus Points with 1 Focus Point and you can [Refocus](../../../rules/actions/refocus.md) by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. - -*Source: Dark Archive p. 206* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Oneiric Influence, Feat 12* -collapse: closed -# Oneiric Influence *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [enchantment](../../../rules/traits/enchantment.md) [incapacitation](../../../rules/traits/incapacitation.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -> [!pf2-note] This version of [Oneiric Influence](../../../compendium/feats/oneiric-influence-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Infiltrate Dream](../../../compendium/feats/infiltrate-dream-da.md) - -While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a Will save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a [subconscious suggestion](../../../compendium/spells/subconscious-suggestion.md) spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded. - -*Source: Dark Archive p. 206* -%% #trait/archetype #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% -``` - -```ad-embed-feat -title: Ward Slumber, Feat 12* -collapse: closed -# Ward Slumber *Feat 12* -[abjuration](../../../rules/traits/abjuration.md) [Archetype](../../../rules/traits/archetype.md) [occult](../../../rules/traits/occult.md) - -> [!pf2-note] This version of [Ward Slumber](../../../compendium/feats/ward-slumber-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) - -Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. - -They heal double the usual amount of Hit Points from resting. - -*Source: Dark Archive p. 207* -%% #trait/abjuration #trait/archetype #trait/occult %% -``` - -```ad-embed-feat -title: Dream Logic, Feat 14* -collapse: closed -# Dream Logic *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -> [!pf2-note] This version of [Dream Logic](../../../compendium/feats/dream-logic-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) - -You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a [Perception](../../../compendium/skills.md#Perception) check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar. - -Any [hostile](../../../rules/conditions.md#Hostile) action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them. - -*Source: Dark Archive p. 207* -%% #trait/archetype #trait/enchantment #trait/mental #trait/occult %% -``` - -```ad-embed-feat -title: Shared Dream, Feat 16* -collapse: closed -# Shared Dream *Feat 16* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shared Dream](../../../compendium/feats/shared-dream-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) - -You've learned to create a shared dreamscape to communicate with others. You can cast [dream council](../../../compendium/spells/dream-council.md) as an innate occult spell. - -*Source: Dark Archive p. 207* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ever Dreaming, Feat 18* -collapse: closed -# Ever Dreaming *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Ever Dreaming](../../../compendium/feats/ever-dreaming-da.md) is intended for use with the Sleepwalker Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sleepwalker Dedication](../../../compendium/feats/sleepwalker-dedication-da.md) - -You draw no distinction between the sleeping and waking worlds. - -Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're [unconscious](../../../rules/conditions.md#Unconscious) due to sleep, you don't take the –4 penalty to AC, [Perception](../../../compendium/skills.md#Perception), and Reflex saves, and don't have the [flat-footed](../../../rules/conditions.md#Flat-footed) condition. You're still [blinded](../../../rules/conditions.md#Blinded) while asleep. You can act on your turn while asleep, though you're [slowed](../../../rules/conditions.md#Slowed) until you fully awaken. - -*Source: Dark Archive p. 207* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/snarecrafter-apg.md b/Compendium/character/archetypes/snarecrafter-apg.md deleted file mode 100644 index 76ad18e81..000000000 --- a/Compendium/character/archetypes/snarecrafter-apg.md +++ /dev/null @@ -1,137 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Snarecrafter"] ---- -# Snarecrafter *Dedication Level 2* - -You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place. - -*Source: Advanced Player's Guide p. 194* - -```ad-embed-feat -title: Snarecrafter Dedication, Feat 2 -collapse: closed -# Snarecrafter Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Crafting](../../../compendium/skills.md#Crafting), [Snare Crafting](../../../compendium/feats/snare-crafting.md) - -You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to [Craft](../../../rules/actions/craft.md), you can [Craft](../../../rules/actions/craft.md) them with 3 [Interact](../../../rules/actions/interact.md) actions. The number of snares increases to six if you're a master in [Crafting](../../../compendium/skills.md#Crafting) and eight if you're legendary. Snares prepared in this way don't cost you any resources to [Craft](../../../rules/actions/craft.md). - -**Special.** The feat counts as Snare Specialist for the purpose of feat prerequisites. If you also have the [Snare Specialist](../../../compendium/feats/snare-specialist.md) ranger feat, the quick snares from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the snarecrafter archetype. - -*Source: Advanced Player's Guide p. 194* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Surprise Snare, Feat 4 -collapse: closed -# Surprise Snare [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [manipulate](../../../rules/traits/manipulate.md) - -- **Prerequisites**: [Snarecrafter Dedication](../../../compendium/feats/snarecrafter-dedication-apg.md) -- **Activity** Three-Action - -You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to [Craft](../../../rules/actions/craft.md). The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts. - -*Source: Advanced Player's Guide p. 194* -%% #trait/archetype #trait/manipulate %% -``` - -```ad-embed-feat -title: Remote Trigger, Feat 6 -collapse: closed -# Remote Trigger *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Snarecrafter Dedication](../../../compendium/feats/snarecrafter-dedication-apg.md) - -You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can [Strike](../../../rules/actions/strike.md) a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged [Strike](../../../rules/actions/strike.md) against the [Crafting](../../../compendium/skills.md#Crafting) DC, triggering the snare only if you hit. - -*Source: Advanced Player's Guide p. 194* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Quick Snares, Feat 8* -collapse: closed -# Quick Snares *Feat 8* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Quick Snares](../../../compendium/feats/quick-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: expert in [Crafting](../../../compendium/skills.md#Crafting), [Snare Specialist](../../../compendium/feats/snare-specialist.md) - -You can rig a snare in only moments. You can [Craft](../../../rules/actions/craft.md) snares that normally take 1 minute to [Craft](../../../rules/actions/craft.md) with 3 [Interact](../../../rules/actions/interact.md) actions, even if you haven't prepared them. - -*Source: Core Rulebook p. 173* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Giant Snare, Feat 10 -collapse: closed -# Giant Snare *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Snarecrafter Dedication](../../../compendium/feats/snarecrafter-dedication-apg.md) - -You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. - -When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area. - -*Source: Advanced Player's Guide p. 194* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Powerful Snares, Feat 10* -collapse: closed -# Powerful Snares *Feat 10* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Powerful Snares](../../../compendium/feats/powerful-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Crafting](../../../compendium/skills.md#Crafting), [Snare Specialist](../../../compendium/feats/snare-specialist.md) - -Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher. - -*Source: Core Rulebook p. 174* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Plentiful Snares, Feat 12* -collapse: closed -# Plentiful Snares *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Plentiful Snares](../../../compendium/feats/plentiful-snares-apg.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Snarecrafter Dedication](../../../compendium/feats/snarecrafter-dedication-apg.md) - -You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by [Snarecrafter Dedication](../../../compendium/feats/snarecrafter-dedication-apg.md). - -*Source: Advanced Player's Guide p. 194* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Lightning Snares, Feat 14* -collapse: closed -# Lightning Snares *Feat 14* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Lightning Snares](../../../compendium/feats/lightning-snares.md) is intended for use with the Snarecrafter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: master in [Crafting](../../../compendium/skills.md#Crafting), [Snare Specialist](../../../compendium/feats/snare-specialist.md), [Quick Snares](../../../compendium/feats/quick-snares.md) - -You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to [Craft](../../../rules/actions/craft.md), you can [Craft](../../../rules/actions/craft.md) it using a single [Interact](../../../rules/actions/interact.md) action instead. - -*Source: Core Rulebook p. 175* -%% #trait/ranger %% -``` diff --git a/Compendium/character/archetypes/sniping-duo-g-g.md b/Compendium/character/archetypes/sniping-duo-g-g.md deleted file mode 100644 index c8b937b7d..000000000 --- a/Compendium/character/archetypes/sniping-duo-g-g.md +++ /dev/null @@ -1,241 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -aliases: ["Sniping Duo"] ---- -# Sniping Duo *Dedication Level 2* - -Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo "two heads are better than one," focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect. - -> [!pf2-example] CHOOSING A SPOTTER -> -> The most important aspect when choosing a spotter for the sniping duo archetype is the out of character component; make sure you team up with another player who is excited about the idea of roleplaying out teamwork and coordination in combat, and with granting you benefits and gaining benefits from you. The mechanics of the archetype are not very demanding of your spotter's actions, but that still doesn't mean every player is interested in the narrative component. -> -> Mechanically, a good spotter is likely either another ranged attacker or a melee attacker, and depending on the type of spotter you choose, certain feats might become more or less enticing. For instance, [Targeted Redirection](../../feats/targeted-redirection-g-g.md) is more useful with a melee spotter. - -*Source: Guns & Gears p. 138* - -```ad-embed-feat -title: Sniping Duo Dedication, Feat 2 -collapse: closed -# Sniping Duo Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in at least one type of weapon in the bow or firearm groups, trained in [Stealth](../../../compendium/skills.md#Stealth) - -When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn't need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don't grant your foes lesser cover against one another's [Strikes](../../../rules/actions/strike.md). - -Whenever you or your spotter successfully [Strikes](../../../rules/actions/strike.md) a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next [Strike](../../../rules/actions/strike.md) made against that target before the end of their next turn. - -You can change your designated spotter by spending 3 days of downtime training with another ally. - -**Special.** You can't select another dedication feat until you've gained two other feats from the sniping duo archetype. - -*Source: Guns & Gears p. 138* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Assisting Shot, Feat 4* -collapse: closed -# Assisting Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) [press](../../../rules/traits/press.md) - -> [!pf2-note] This version of [Assisting Shot](../../../compendium/feats/assisting-shot.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. - -- **Requirements**: You are wielding a ranged weapon -- **Activity** Single Action - -With a quick shot, you interfere with a foe in combat. Make a [Strike](../../../rules/actions/strike.md) with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your [Strike](../../../rules/actions/strike.md) was a critical hit. - -*Source: Core Rulebook p. 145* -%% #trait/fighter #trait/press %% -``` - -```ad-embed-feat -title: Cover Fire, Feat 4* -collapse: closed -# Cover Fire [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Cover Fire](../../../compendium/feats/cover-fire-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. - -- **Frequency**: once per round -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Single Action - -You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow [Strike](../../../rules/actions/strike.md); the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that [Strike](../../../rules/actions/strike.md). - -*Source: Guns & Gears p. 111* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Triangulate, Feat 4 -collapse: closed -# Triangulate *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [visual](../../../rules/traits/visual.md) - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) - -Your spotter's quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don't take a penalty for attacking within your weapon's second range increment. - -The penalty you take for firing into further range increments is –3 for the third range increment, with an additional –2 penalty for each additional increment beyond the third (–5 for the fourth range increment, –7 for the fifth, and –9 for the sixth). - -*Source: Guns & Gears p. 138* -%% #trait/archetype #trait/auditory #trait/visual %% -``` - -```ad-embed-feat -title: Exploit Opening, Feat 6 -collapse: closed -# Exploit Opening [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) -- **Trigger** Your spotter critically succeeds at a [Strike](../../../rules/actions/strike.md) against a creature, and that creature is within your ranged weapon's first range increment. -- **Activity** Reaction - -You take advantage of your spotter's devastating attack to unleash your own follow-up attack. Make a ranged [Strike](../../../rules/actions/strike.md) with a –2 penalty against the target of the triggering attack. - -This [Strike](../../../rules/actions/strike.md) doesn't count toward your multiple attack penalty and your multiple attack penalty doesn't apply to the [Strike](../../../rules/actions/strike.md). - -*Source: Guns & Gears p. 138* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Targeted Redirection, Feat 6 -collapse: closed -# Targeted Redirection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) -- **Activity** Single Action - -You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover. - -If your next action is to make a ranged [Strike](../../../rules/actions/strike.md), you treat your spotter's position as your own for the purposes of determining cover and range. Your spotter must be within your weapon's first range increment and they must use a reaction to redirect your shot. - -*Source: Guns & Gears p. 138* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Duo's Aim, Feat 8 -collapse: closed -# Duo's Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) -- **Activity** Two-Action - -With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon [Strike](../../../rules/actions/strike.md) against a foe either within your spotter's melee reach or the first range increment of a ranged weapon your spotter is wielding. On this [Strike](../../../rules/actions/strike.md), you gain a +2 circumstance bonus to the attack roll and ignore the target's concealment. If you're using a firearm with the kickback trait, you don't take the normal circumstance penalty to this [Strike](../../../rules/actions/strike.md) for not having the required Strength score or firing without using a tripod. - -*Source: Guns & Gears p. 139* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Vantage Shot, Feat 8 -collapse: closed -# Vantage Shot *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) - -You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged [Strike](../../../rules/actions/strike.md) against a foe, your spotter can use a reaction to attempt a [Stealth](../../../compendium/skills.md#Stealth) check against the foe's [Perception](../../../compendium/skills.md#Perception) DC. - -On a success, the foe is [flat-footed](../../../rules/conditions.md#Flat-footed) against the spotter's next attack before the end of your spotter's next turn. Similarly, when your spotter successfully makes a ranged [Strike](../../../rules/actions/strike.md) against a foe, you can use a reaction to attempt a [Stealth](../../../compendium/skills.md#Stealth) check against the foe's [Perception](../../../compendium/skills.md#Perception) DC. On a success, the foe is [flat-footed](../../../rules/conditions.md#Flat-footed) against your next attack against them before the end of your next turn. - -*Source: Guns & Gears p. 139* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Tag Team, Feat 10 -collapse: closed -# Tag Team [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) -- **Trigger** You or your spotter misses with a [Strike](../../../rules/actions/strike.md) against a creature, and the creature is within the other's melee reach or first range increment. -- **Activity** Reaction - -Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering [Strike](../../../rules/actions/strike.md), make a ranged [Strike](../../../rules/actions/strike.md) against the same target with a –2 penalty. If you used this reaction after you missed the triggering [Strike](../../../rules/actions/strike.md), your spotter can use their reaction to make a melee or ranged [Strike](../../../rules/actions/strike.md) against the same target. [Strikes](../../../rules/actions/strike.md) granted by this feat don't count toward your or your spotter's multiple attack penalty and your or your spotter's multiple attack penalty doesn't apply to the granted [Strike](../../../rules/actions/strike.md). - -*Source: Guns & Gears p. 139* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Deflecting Shot, Feat 12* -collapse: closed -# Deflecting Shot [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Deflecting Shot](../../../compendium/feats/deflecting-shot-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. - -- **Trigger** An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker. -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Reaction - -You're always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target. The ally gains a +2 circumstance bonus to their AC against the triggering attack. You use this reaction after the result of the attack roll is revealed, so you know whether the +2 will make a sufficient difference. - -*Source: Guns & Gears p. 115* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Eagle Eyes, Feat 12* -collapse: closed -# Eagle Eyes *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [auditory](../../../rules/traits/auditory.md) [visual](../../../rules/traits/visual.md) - -> [!pf2-note] This version of [Eagle Eyes](../../../compendium/feats/eagle-eyes-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) - -You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is [flat-footed](../../../rules/conditions.md#Flat-footed) to [hidden](../../../rules/conditions.md#Hidden), [undetected](../../../rules/conditions.md#Undetected), or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank. - -*Source: Guns & Gears p. 139* -%% #trait/archetype #trait/auditory #trait/visual %% -``` - -```ad-embed-feat -title: Redirecting Shot, Feat 12* -collapse: closed -# Redirecting Shot [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[fortune](../../../rules/traits/fortune.md) [gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Redirecting Shot](../../../compendium/feats/redirecting-shot-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. - -- **Trigger** An ally misses with a ranged attack that uses a thrown weapon or ammunition. -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Reaction - -Seeing your ally's attack about to go astray, you fire your weapon to right its course. - -Discharge your firearm and roll a d20. Your ally uses this roll instead of their own, and the attack ignores bonuses the target would gain against the attack from lesser or standard cover. - -*Source: Guns & Gears p. 116* -%% #trait/fortune #trait/gunslinger %% -``` - -```ad-embed-feat -title: Concentrated Assault, Feat 14* -collapse: closed -# Concentrated Assault *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Concentrated Assault](../../../compendium/feats/concentrated-assault-g-g.md) is intended for use with the Sniping Duo Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sniping Duo Dedication](../../../compendium/feats/sniping-duo-dedication-g-g.md) - -You and your spotter combine your efforts to bring down your target. If you and your spotter both use the [Ready](../../../rules/actions/ready.md) activity to make a [Strike](../../../rules/actions/strike.md) against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your [Strikes](../../../rules/actions/strike.md), each using your own modifier; this is a [fortune](../../../rules/traits/fortune.md) effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses. - -*Source: Guns & Gears p. 139* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/sorcerer.md b/Compendium/character/archetypes/sorcerer.md deleted file mode 100644 index 5bed3d76a..000000000 --- a/Compendium/character/archetypes/sorcerer.md +++ /dev/null @@ -1,140 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/crb -aliases: ["Sorcerer"] ---- -# Sorcerer *Dedication Level 2* - -You coax the magic power in your blood to manifest, accessing magic others don't expect you to have. - -## Multiclass Sorcerer characters -CRB p. 230 - -The sorcerer archetype is a method for anyone to pick up commonly useful spells, such as [invisibility](../../spells/invisibility.md) and [haste](../../spells/haste.md). - -*Source: Core Rulebook p. 230* - -```ad-embed-feat -title: Sorcerer Dedication, Feat 2 -collapse: closed -# Sorcerer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -Choose a bloodline. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. - -You cast spells like a sorcerer. You gain access to the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. - -*Source: Core Rulebook p. 230* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Blood Potency, Feat 4 -collapse: closed -# Basic Blood Potency *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sorcerer Dedication](../../../compendium/feats/sorcerer-dedication.md) - -You gain a 1st- or 2nd-level sorcerer feat. - -*Source: Core Rulebook p. 230* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Bloodline Spell, Feat 4 -collapse: closed -# Basic Bloodline Spell *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sorcerer Dedication](../../../compendium/feats/sorcerer-dedication.md) - -You gain your bloodline|Sorcerer||1's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) without any special effort. - -*Source: Core Rulebook p. 230* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Sorcerer Spellcasting, Feat 4 -collapse: closed -# Basic Sorcerer Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sorcerer Dedication](../../../compendium/feats/sorcerer-dedication.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered. - -*Source: Core Rulebook p. 230* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Blood Potency, Feat 6 -collapse: closed -# Advanced Blood Potency *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Blood Potency](../../../compendium/feats/basic-blood-potency.md) - -You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. - -**Special.** You can select this feat more than once. Each time you do, you gain another sorcerer feat. - -*Source: Core Rulebook p. 230* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Bloodline Breadth, Feat 8 -collapse: closed -# Bloodline Breadth *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Sorcerer Spellcasting](../../../compendium/feats/basic-sorcerer-spellcasting.md) - -Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest Sorcerer spell slots. - -*Source: Core Rulebook p. 230* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Sorcerer Spellcasting, Feat 12* -collapse: closed -# Expert Sorcerer Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Sorcerer Spellcasting](../../../compendium/feats/expert-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Sorcerer Spellcasting](../../../compendium/feats/basic-sorcerer-spellcasting.md); master in [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion), depending on bloodline - -You gain the expert spellcasting benefits. - -*Source: Core Rulebook p. 230* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Sorcerer Spellcasting, Feat 18* -collapse: closed -# Master Sorcerer Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Sorcerer Spellcasting](../../../compendium/feats/master-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Sorcerer Spellcasting](../../../compendium/feats/expert-sorcerer-spellcasting.md); legendary in [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion), depending on bloodline - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 230* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/soul-warden-botd.md b/Compendium/character/archetypes/soul-warden-botd.md deleted file mode 100644 index 76ae7e462..000000000 --- a/Compendium/character/archetypes/soul-warden-botd.md +++ /dev/null @@ -1,207 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Soul Warden"] ---- -# Soul Warden *Dedication Level 2* - -> [!pf2-sidebar] The Soul Cycle -> -> A soul's journey begins on the Positive Energy Plane, where blank, empty souls attach themselves alongside the positive life essence of the plane to mortals on the Material Plane, forming a single living being. At the end of a mortal's life, these souls enter the Ethereal Plane, progressing through the River of Souls to Pharasma's Boneyard, where they're judged and sorted into the appropriate afterlife. Judged souls proceed to their assigned planes, becoming petitioners. These, too, die in time, becoming absorbed by and expanding their associated plane, as their own spiritual essence joins with the plane's as a substance known as quintessence. But the ever-churning Maelstrom breaks these planes down, scattering this planar quintessence throughout the Maelstrom and adjoining planes. Those pieces that land on the Positive Energy Plane eventually form new blank souls and the cycle begins anew. - -You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle. - -While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom. - -Nearly all soul wardens worship [Pharasma](../../setting/deities/pharasma.md) or one of the psychopomp ushers, especially Barzahk the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Ustalav's Ivory Reapers (page 14). - -*Source: Book of the Dead p. 26* - -```ad-embed-feat -title: Soul Warden Dedication, Feat 2 -collapse: closed -# Soul Warden Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Occultism](../../../compendium/skills.md#Occultism) or [Religion](../../../compendium/skills.md#Religion), worships [Pharasma](../../../compendium/setting/deities/pharasma.md) or a psychopomp usher - -You can take 10 minutes to emblazon [Pharasma](../../../compendium/setting/deities/pharasma.md)'s holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of [Pharasma](../../../compendium/setting/deities/pharasma.md) and can be used as a divine focus while emblazoned. - -Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is [hidden](../../../rules/conditions.md#Hidden), it must succeed at a [Stealth](../../../compendium/skills.md#Stealth) check against your [Perception](../../../compendium/skills.md#Perception) DC to fool the sigil and prevent the spiral from glowing. - -In addition, you can cast [disrupt undead](../../../compendium/spells/disrupt-undead.md) as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom. - -When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light. - -**Special.** You can't select another dedication feat until you have gained two other feats from the soul warden archetype. - -*Source: Book of the Dead p. 26* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Cycle Spell, Feat 4 -collapse: closed -# Cycle Spell *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Soul Warden Dedication](../../../compendium/feats/soul-warden-dedication-botd.md) - -Your devotion to the cycle of souls grants you an additional divine spell. Choose from [bless](../../../compendium/spells/bless.md), [disrupting weapons](../../../compendium/spells/disrupting-weapons.md), or [heal](../../../compendium/spells/heal.md). You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell. - -*Source: Book of the Dead p. 26* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Domain Initiate, Feat 4* -collapse: closed -# Domain Initiate *Feat 4* -[cleric](../../../rules/traits/cleric.md) - -> [!pf2-note] This version of [Domain Initiate](../../../compendium/feats/domain-initiate.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. - - -Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in [Table 8–2: Domains](../../../rules/tables/domains.md). - -Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](../../../rules/actions/refocus.md) activity to pray to your deity or do service toward their causes. - -Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells can be found here. - -**Special.** You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. - -*Source: Core Rulebook p. 121* -%% #trait/cleric %% -``` - -```ad-embed-feat -title: Psychopomp Familiar, Feat 4 -collapse: closed -# Psychopomp Familiar *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Soul Warden Dedication](../../../compendium/feats/soul-warden-dedication-botd.md), familiar - -Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](../../../rules/traits/monitor.md) and [psychopomp](../../../rules/traits/psychopomp-b1.md) traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. - -You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. - -- **Soul Sight** Your familiar gains [lifesense](../../../rules/abilities/lifesense.md) with a range of 30 feet. -- **Spirit Touch** Your familiar can touch [incorporeal](../../../rules/traits/incorporeal-b1.md) creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](../../../compendium/equipment/items/ghost-touch.md) property rune. - -*Source: Book of the Dead p. 27* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Liberate Soul, Feat 6 -collapse: closed -# Liberate Soul [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Prerequisites**: [Soul Warden Dedication](../../../compendium/feats/soul-warden-dedication-botd.md) -- **Frequency**: once per hour -- **Requirements**: Your spiral is glowing. -- **Activity** Two-Action - -The light flows from your sigil of [Pharasma](../../../compendium/setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](../../../rules/traits/possession.md) effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](../../../compendium/spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. - -*Source: Book of the Dead p. 27* -%% #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% -``` - -```ad-embed-feat -title: Spiral Sworn, Feat 6 -collapse: closed -# Spiral Sworn [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) - -- **Prerequisites**: [Soul Warden Dedication](../../../compendium/feats/soul-warden-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Activity** Single Action - -You trace a spiral in the air while intoning prayers to [Pharasma](../../../compendium/setting/deities/pharasma.md), gaining her blessing for a time. For 3 rounds, your [Strikes](../../../rules/actions/strike.md) and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your [Strikes](../../../rules/actions/strike.md) against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration. - -If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you. - -*Source: Book of the Dead p. 27* -%% #trait/archetype #trait/concentrate #trait/divine #trait/evocation %% -``` - -```ad-embed-feat -title: Enhanced Psychopomp Familiar, Feat 8 -collapse: closed -# Enhanced Psychopomp Familiar *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Psychopomp Familiar](../../../compendium/feats/psychopomp-familiar-botd.md) - -Your psychopomp's continued service in [Pharasma](../../../compendium/setting/deities/pharasma.md)'s name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability. - -- **Augury** Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast [augury](../../../compendium/spells/augury.md) once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability. - -*Source: Book of the Dead p. 27* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expanded Domain Initiate, Feat 8* -collapse: closed -# Expanded Domain Initiate *Feat 8* -[cleric](../../../rules/traits/cleric.md) - -> [!pf2-note] This version of [Expanded Domain Initiate](../../../compendium/feats/expanded-domain-initiate-logm.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Domain Initiate](../../../compendium/feats/domain-initiate.md) - -You have long venerated one of your deity's lesser-known aspects. Select one domain from your deity's alternate domains. You gain access to that domain and an initial domain spell for that domain. - -*Source: Lost Omens: Gods & Magic p. 8* -%% #trait/cleric %% -``` - -```ad-embed-feat -title: Safeguard Soul, Feat 8 -collapse: closed -# Safeguard Soul *Feat 8* -[abjuration](../../../rules/traits/abjuration.md) [Archetype](../../../rules/traits/archetype.md) [divine](../../../rules/traits/divine.md) - -- **Prerequisites**: [Soul Warden Dedication](../../../compendium/feats/soul-warden-dedication-botd.md) - -You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](../../../rules/traits/death.md) effects, [possession](../../../rules/traits/possession.md) effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. - -*Source: Book of the Dead p. 27* -%% #trait/abjuration #trait/archetype #trait/divine %% -``` - -```ad-embed-feat -title: Expand Spiral, Feat 10 -collapse: closed -# Expand Spiral *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spiral Sworn](../../../compendium/feats/spiral-sworn-botd.md) - -Your prayers encompass your companions, granting you the ability to share [Pharasma](../../../compendium/setting/deities/pharasma.md)'s blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action. - -*Source: Book of the Dead p. 27* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Domain, Feat 16* -collapse: closed -# Advanced Domain *Feat 16* -[cleric](../../../rules/traits/cleric.md) - -> [!pf2-note] This version of [Advanced Domain](../../../compendium/feats/advanced-domain.md) is intended for use with the Soul Warden Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Domain Initiate](../../../compendium/feats/domain-initiate.md) - -Your studies or prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one. - -*Source: Core Rulebook p. 123* -%% #trait/cleric %% -``` diff --git a/Compendium/character/archetypes/soulforger-som.md b/Compendium/character/archetypes/soulforger-som.md deleted file mode 100644 index 13f8d9fae..000000000 --- a/Compendium/character/archetypes/soulforger-som.md +++ /dev/null @@ -1,132 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/som -- trait/uncommon -aliases: ["Soulforger"] ---- -# Soulforger *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit. - -## Essence Powers -SoM p. 236 - -Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a _Corruption Flaw_ that affects you if you have soulforged corruption. Essence powers that only apply to some types of armament indicate which. - -**Adaptable Persona** ([transmutation](../../../Rules/traits/transmutation.md)) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. - -**Bounding Spirit** Melee weapon only. The weapon gains the [thrown](../../../Rules/traits/thrown.md) 30 feet trait and has the [returning](../../equipment/items/returning.md) rune (even if it already has its maximum number of property runes). _Corruption Flaw_ When you make a [Strike](../../../Rules/actions/strike.md) with a thrown or ranged weapon and miss, reroll the [Strike](../../../Rules/actions/strike.md), targeting your ally nearest to the target. This [Strike](../../../Rules/actions/strike.md) uses the same multiple attack penalty as the missed [Strike](../../../Rules/actions/strike.md) and doesn't count toward your multiple attack penalty. - -**Deep-Seeded Fear** You gain a +2 status bonus to your [Intimidation](../../skills.md#Intimidation) checks and don't take any penalties for not sharing a language when [Demoralizing](../../../Rules/actions/demoralize.md) foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to [Demoralize](../../../Rules/actions/demoralize.md) an enemy who can perceive the manifestation. _Corruption Flaw_ If you attempt to [Demoralize](../../../Rules/actions/demoralize.md) an enemy, your [Demoralize](../../../Rules/actions/demoralize.md) also targets the ally closest to you. - -**Determined Toughness** Any status penalties you take from the following conditions are 1 less than their condition's value: [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), [enfeebled](../../../Rules/conditions.md#Enfeebled), [frightened](../../../Rules/conditions.md#Frightened), [sickened](../../../Rules/conditions.md#Sickened), [stupefied](../../../Rules/conditions.md#Stupefied). This doesn't change the actual condition value, or any other effects of the condition (such as [stupefied's](../../../Rules/conditions.md#Stupefied) disruption and its DC). _Corruption Flaw_ Whenever you take a status penalty from the listed conditions, you also take a –1 penalty to the same statistics. - -**Harmful Malice** ([necromancy](../../../Rules/traits/necromancy.md), [negative](../../../Rules/traits/negative.md)) Your [Strikes](../../../Rules/actions/strike.md) deal an additional `1d4` negative damage. Once while the armament is manifested, you can cast [harm](../../spells/harm.md) as an innate spell, with a level equal to half your level rounded up. _Corruption Flaw_ Reduce any damage you would deal by half your level. - -**Heroic Heart** ([enchantment](../../../Rules/traits/enchantment.md), [mental](../../../Rules/traits/mental.md)) You gain a +1 status bonus to attack rolls, [Perception](../../skills.md#Perception) checks, skill checks, and saves. _Corruption Flaw_ You take a –1 penalty to attack rolls. - -**Healing Grace** ([healing](../../../Rules/traits/healing.md), [necromancy](../../../Rules/traits/necromancy.md), [positive](../../../Rules/traits/positive.md)) You gain fast healing equal to half your level. You can cast [heal](../../spells/heal.md) once as an innate spell with a level equal to half your level rounded up. _Corruption Flaw_ Reduce all healing you would receive or grant with a spell by half your level. - -**Magical Resilience** ([abjuration](../../../Rules/traits/abjuration.md)) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast [dispel magic](../../spells/dispel-magic.md) once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). _Corruption Flaw_ You take a –1 penalty to saving throws and AC against spells. - -**Planar Bond** ([abjuration](../../../Rules/traits/abjuration.md)) Armor or shield only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. You gain resistance equal to your level + 2 to damage of the selected type. _Corruption Flaw_ You gain weakness 1 to all damage. - -**Planar Pain** ([evocation](../../../Rules/traits/evocation.md)) Weapon only. When you manifest the essence form, choose one damage type: acid, chaotic, cold, electricity, evil, fire, good, lawful, negative, positive, or sonic. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. _Corruption Flaw_ When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil. - -**Pull of Stasis** ([transmutation](../../../Rules/traits/transmutation.md)) Weapon only. Any time you hit with the soulforged weapon, the target takes a –10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is [immobilized](../../../Rules/conditions.md#Immobilized) for 1 round instead. _Corruption Flaw_ You take a –10-foot penalty to all your Speeds. - -**Reflecting Spirit** Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged [Strike](../../../Rules/actions/strike.md) against the attacker using the projectile that missed. _Corruption Flaw_ You have weakness 5 to physical ranged attacks. - -**Resolute Defiance** Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the [Shield Block](../../feats/shield-block.md) reaction, you gain it while your shield is manifested. _Corruption Flaw_ When you take damage while [Raising a Shield](../../../Rules/actions/raise-a-shield.md) or use [Shield Block](../../feats/shield-block.md), attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield. - -*Source: Secrets of Magic p. 236* - -````ad-embed-feat -title: Soulforger Dedication, Feat 2 -collapse: closed -# Soulforger Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Wis 14 or ability to cast divine spells - -You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament (page 232). Choose one essence power for the armament (below). Changing an essence power requires 1 week of retraining, and you can't retrain it while you have soulforged corruption. - -You can Manifest Soulforged Armament to summon your armaments in combat. - -```ad-embed-ability -title: Manifest Soulforged Armament [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../../../rules/traits/concentrate.md) [conjuration](../../../rules/traits/conjuration.md) [divine](../../../rules/traits/divine.md) [extradimensional](../../../rules/traits/extradimensional.md) - -- **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor - -**Effect** You immediately wield or wear the soulforged armament bound to you. The soulforged armament remains manifested until you [Dismiss](../../../rules/actions/dismiss.md) this effect. - -Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed. - -After 1 minute, the essence form armament is automatically Dismissed. -%% #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional %% -``` - -**Special.** You can't select another dedication feat before gaining two other feats from this archetype. - -*Source: Secrets of Magic p. 236* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Soul Flare, Feat 4 -collapse: closed -# Soul Flare [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) - -- **Prerequisites**: [Soulforger Dedication](../../../compendium/feats/soulforger-dedication-som.md) -- **Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. -- **Requirements**: Your soulforged armament is manifested. -- **Activity** Reaction - -You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed—your weapon if you attacked or your armor or shield if you were defending. - -*Source: Secrets of Magic p. 236* -%% #trait/archetype #trait/concentrate %% -``` - -```ad-embed-feat -title: Rapid Manifestation, Feat 6 -collapse: closed -# Rapid Manifestation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Soulforger Dedication](../../../compendium/feats/soulforger-dedication-som.md) -- **Trigger** You roll initiative or a hazard attacks you. -- **Activity** Free Action - -Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament. - -*Source: Secrets of Magic p. 236* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Soul Arsenal, Feat 6 -collapse: closed -# Soul Arsenal *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Soulforger Dedication](../../../compendium/feats/soulforger-dedication-som.md) - -Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually. - -When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you [Dismiss](../../../rules/actions/dismiss.md) the effect, you can choose to [Dismiss](../../../rules/actions/dismiss.md) some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day. - -When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1. - -At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form. - -**Special.** You can select this feat a second time at 12th level or higher, choosing the final item type. - -*Source: Secrets of Magic p. 236* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/spell-trickster-lotgb.md b/Compendium/character/archetypes/spell-trickster-lotgb.md deleted file mode 100644 index 016ee642c..000000000 --- a/Compendium/character/archetypes/spell-trickster-lotgb.md +++ /dev/null @@ -1,419 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lotgb -aliases: ["Spell Trickster"] ---- -# Spell Trickster *Dedication Level 2* - -Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks. - -> [!pf2-example] The Fruits of Research -> -> While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence. -> -> This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions. -> -> The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary. - -*Source: Lost Omens: The Grand Bazaar p. 122* - -```ad-embed-feat -title: Spell Trickster Dedication, Feat 2 -collapse: closed -# Spell Trickster Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: Able to cast spells; trained in [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) - -Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you [Cast the Spell](../../../rules/actions/cast-a-spell.md) corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal. - -Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite. - -**Special.** You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Agile Hand, Feat 4 -collapse: closed -# Agile Hand *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](../../../compendium/spells/mage-hand.md) - -When you cast [mage hand](../../../compendium/spells/mage-hand.md), you can modify its target to be a set of thieves' tools. When you [Cast the Spell](../../../rules/actions/cast-a-spell.md) in this way, the tools move up to 20 feet towards a device or lock. After you [Sustain the Spell](../../../rules/actions/sustain-a-spell.md) on future turns, you can use the tools to attempt [Thievery](../../../compendium/skills.md#Thievery) checks to [Disable a Device](../../../rules/actions/disable-a-device.md) or [Pick a Lock](../../../rules/actions/pick-a-lock.md) within the spell's range, but you take a –2 penalty to your [Thievery](../../../compendium/skills.md#Thievery) check. If you critically fail, the spell ends and you can't use this modification again for 24 hours. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Barrier Shield, Feat 4 -collapse: closed -# Barrier Shield *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [shield](../../../compendium/spells/shield.md) - -When you cast [shield](../../../compendium/spells/shield.md), you can modify the spell to create a solid barrier you can use for cover, but not for blocking. - -You can't use the [Shield Block](../../../compendium/feats/shield-block.md) reaction when the spell is modified in this way, but you (and only you) can spend an action to [Take Cover](../../../rules/actions/take-cover.md) to gain standard cover from it. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Forceful Push, Feat 4 -collapse: closed -# Forceful Push *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [attack](../../../rules/traits/attack.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mage hand](../../../compendium/spells/mage-hand.md) - -When you cast [mage hand](../../../compendium/spells/mage-hand.md), you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #trait/archetype #trait/attack %% -``` - -```ad-embed-feat -title: Shining Arms, Feat 4 -collapse: closed -# Shining Arms *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [light](../../../compendium/spells/light.md) - -When you cast [light](../../../compendium/spells/light.md), you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can [Dismiss the Spell](../../../rules/actions/dismiss.md) as a reaction, causing the foe to be [dazzled](../../../rules/conditions.md#Dazzled) for 1 round. After you use this reaction, you can't use this modification again for 10 minutes. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Summon Ensemble, Feat 4 -collapse: closed -# Summon Ensemble *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [summon instrument](../../../compendium/spells/summon-instrument-apg.md) - -When you cast [summon instrument](../../../compendium/spells/summon-instrument-apg.md), you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you [Sustain the Spell](../../../rules/actions/sustain-a-spell.md), choose an opponent within 30 feet who can hear your performance. - -The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes [flat-footed](../../../rules/conditions.md#Flat-footed) for 1 round. The target is then temporarily immune for 24 hours. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Tracing Sigil, Feat 4 -collapse: closed -# Tracing Sigil *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sigil](../../../compendium/spells/sigil.md) - -When you cast [sigil](../../../compendium/spells/sigil.md), you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to [Track](../../../rules/actions/track.md) the target, substituting an [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) check (whichever matches the magical tradition of your [sigil](../../../compendium/spells/sigil.md) spell) for the [Survival](../../../compendium/skills.md#Survival) check. Much like [Tracking](../../../rules/actions/track.md) with [Survival](../../../compendium/skills.md#Survival), this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the [sigil](../../../compendium/spells/sigil.md) spell on the first target ends, and your mark fades. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Wild Lights, Feat 4 -collapse: closed -# Wild Lights *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [dancing lights](../../../compendium/spells/dancing-lights.md) - -When you cast [dancing lights](../../../compendium/spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](../../../rules/traits/concentrate.md) trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Animate Net, Feat 6 -collapse: closed -# Animate Net *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [animate rope](../../../compendium/spells/animate-rope-apg.md) APG - -When you cast [animate rope](../../../compendium/spells/animate-rope-apg.md), you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is [flat-footed](../../../rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also [immobilized](../../../rules/conditions.md#Immobilized) until it Escapes. The [Escape](../../../rules/actions/escape.md) DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the [Escape](../../../rules/actions/escape.md) DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can [Interact](../../../rules/actions/interact.md) to remove the net. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Confounding Image, Feat 6 -collapse: closed -# Confounding Image *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [mirror image](../../../compendium/spells/mirror-image.md) - -When you cast [mirror image](../../../compendium/spells/mirror-image.md), you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you [Sustain the Spell](../../../rules/actions/sustain-a-spell.md), you can move the image to an unoccupied square within range. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Disk Rider, Feat 6 -collapse: closed -# Disk Rider *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [floating disk](../../../compendium/spells/floating-disk.md) - -When you cast [floating disk](../../../compendium/spells/floating-disk.md), you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects. - -**Heightened (3rd)** The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being [encumbered](../../../rules/conditions.md#Encumbered). If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you [Sustain the Spell](../../../rules/actions/sustain-a-spell.md). While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Drenching Mist, Feat 6 -collapse: closed -# Drenching Mist *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](../../../compendium/spells/obscuring-mist.md) - -When you cast [obscuring mist](../../../compendium/spells/obscuring-mist.md), you can modify it to add the following heightened entry to its effects. - -**Heightened (3rd)** Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Obscured Terrain, Feat 6 -collapse: closed -# Obscured Terrain *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](../../../compendium/spells/obscuring-mist.md) - -When you cast [obscuring mist](../../../compendium/spells/obscuring-mist.md), you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can [Dismiss](../../../rules/actions/dismiss.md) the cloud. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Uneasy Rest, Feat 6 -collapse: closed -# Uneasy Rest *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [sleep](../../../compendium/spells/sleep.md) - -When you cast [sleep](../../../compendium/spells/sleep.md), you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is [frightened](../../../rules/conditions.md#Frightened). - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Volatile Grease, Feat 6 -collapse: closed -# Volatile Grease *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [grease](../../../compendium/spells/grease.md) - -When you cast [grease](../../../compendium/spells/grease.md), you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an [Interact](../../../rules/actions/interact.md) action, ending the effect. -> - **Failure** As success, except the weakness to fire lasts for 1 minute. - -**Heightened (+2)** The weakness increases by 1. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Beacon Mark, Feat 8 -collapse: closed -# Beacon Mark *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Tracing Sigil](../../../compendium/feats/tracing-sigil-lotgb.md) - -When you cast [sigil](../../../compendium/spells/sigil.md), you can modify the spell to add the following heightened entry. - -**Heightened (4th)** You attune yourself to the marked target. - -While the spell lasts, you can spend a single action, which has the concentrate, [detection](../../../rules/traits/detection.md), and [divination](../../../rules/traits/divination.md) traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](../../../rules/actions/cast-a-spell.md) again on a second target, the [sigil](../../../compendium/spells/sigil.md) spell on the first target ends, and your mark fades. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Larcenous Hand, Feat 8 -collapse: closed -# Larcenous Hand *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Agile Hand](../../../compendium/feats/agile-hand-lotgb.md), [Pickpocket](../../../compendium/feats/pickpocket.md) skill feat - -When you cast [mage hand](../../../compendium/spells/mage-hand.md), you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. - -If the creature is unwilling, you must attempt to [Steal](../../../rules/actions/steal.md) the target object with a [Thievery](../../../compendium/skills.md#Thievery) check. The usual restrictions on attempts to [Steal](../../../rules/actions/steal.md) an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't [Steal](../../../rules/actions/steal.md) from a creature in combat or otherwise on guard. On a successful [Steal](../../../rules/actions/steal.md) check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. - -If you're a master in [Thievery](../../../compendium/skills.md#Thievery), you can attempt to [Steal](../../../rules/actions/steal.md) from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Lingering Flames, Feat 8 -collapse: closed -# Lingering Flames *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](../../../compendium/spells/fireball.md) - -When you cast [fireball](../../../compendium/spells/fireball.md), you can modify its effects, decreasing the base damage to `5d6` and causing it to deal 2 [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage) to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following. - -**Heightened (+1)** The damage is increased by `1d6` and the [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage) is increased by 2. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Scattered Fire, Feat 8 -collapse: closed -# Scattered Fire *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](../../../compendium/spells/fireball.md) - -When you cast [fireball](../../../compendium/spells/fireball.md), you can modify its area to be two non-overlapping 10-foot bursts. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Siphoning Touch, Feat 8 -collapse: closed -# Siphoning Touch *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](../../../compendium/spells/vampiric-touch.md) - -When you cast [vampiric touch](../../../compendium/spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Smoldering Explosion, Feat 8 -collapse: closed -# Smoldering Explosion *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [fireball](../../../compendium/spells/fireball.md) - -When you cast [fireball](../../../compendium/spells/fireball.md) heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your [fireball](../../../compendium/spells/fireball.md) leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [obscuring mist](../../../compendium/spells/obscuring-mist.md), except that it lasts only 1 round. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Steal Vitality, Feat 8 -collapse: closed -# Steal Vitality *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](../../../compendium/spells/vampiric-touch.md) - -When you cast [vampiric touch](../../../compendium/spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the [clumsy](../../../rules/conditions.md#Clumsy) or [enfeebled](../../../rules/conditions.md#Enfeebled) conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Surrounding Flames, Feat 10 -collapse: closed -# Surrounding Flames *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [wall of fire](../../../compendium/spells/wall-of-fire.md) - -When you cast [wall of fire](../../../compendium/spells/wall-of-fire.md), you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Toppling Tentacles, Feat 10 -collapse: closed -# Toppling Tentacles *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [black tentacles](../../../compendium/spells/black-tentacles.md) - -When you cast [black tentacles](../../../compendium/spells/black-tentacles.md), replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to [Trip](../../../rules/actions/trip.md) each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked [prone](../../../rules/conditions.md#Prone) and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to [Trip](../../../rules/actions/trip.md) that creature if it isn't already [prone](../../../rules/conditions.md#Prone), and they deal `1d6` bludgeoning damage to any creature already [prone](../../../rules/conditions.md#Prone). Creatures treat the spell's area as difficult terrain. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Choking Smoke, Feat 12* -collapse: closed -# Choking Smoke *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Choking Smoke](../../../compendium/feats/choking-smoke-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Smoldering Explosion](../../../compendium/feats/smoldering-explosion-lotgb.md) - -When you cast [fireball](../../../compendium/spells/fireball.md) heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by `6d6`. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [stinking cloud](../../../compendium/spells/stinking-cloud.md). - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Directed Poison, Feat 12* -collapse: closed -# Directed Poison *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Directed Poison](../../../compendium/feats/directed-poison-lotgb.md) is intended for use with the Spell Trickster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Spell Trickster Dedication](../../../compendium/feats/spell-trickster-dedication-lotgb.md), ability to cast [cloudkill](../../../compendium/spells/cloudkill.md) - -When you cast [cloudkill](../../../compendium/spells/cloudkill.md), modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. - -Once per round when you [Sustain the Spell](../../../rules/actions/sustain-a-spell.md), you can move the cloud 10 feet in the direction of your choice. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/spellmaster-locg.md b/Compendium/character/archetypes/spellmaster-locg.md deleted file mode 100644 index 1935f593c..000000000 --- a/Compendium/character/archetypes/spellmaster-locg.md +++ /dev/null @@ -1,95 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Spellmaster"] ---- -# Spellmaster *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities. - -*Source: Lost Omens: Character Guide p. 114* - -```ad-embed-feat -title: Spellmaster Dedication, Feat 6 -collapse: closed -# Spellmaster Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells - -As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you [Identify Magic](../../../rules/actions/identify-magic.md) with a skill in which you are trained or better. If you have the [Wayfinder Resonance Tinkerer](../../../compendium/feats/wayfinder-resonance-tinkerer-lowg.md) feat, you can change the cantrip you chose for that feat each day during your daily preparations. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype. - -*Source: Lost Omens: Character Guide p. 114* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Surreptitious Spellcaster, Feat 8 -collapse: closed -# Surreptitious Spellcaster *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](../../../compendium/feats/spellmaster-dedication-locg.md) - -You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the [Conceal Spell](../../../compendium/feats/conceal-spell.md) wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to [Stealth](../../../compendium/skills.md#Stealth) checks to Conceal a Spell and to [Deception](../../../compendium/skills.md#Deception) checks to conceal verbal components. - -*Source: Lost Omens: Character Guide p. 114* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Ward Casting, Feat 10 -collapse: closed -# Ward Casting [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](../../../compendium/feats/spellmaster-dedication-locg.md), Steady Spellcasting -- **Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet. -- **Activity** Reaction - -You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10. - -*Source: Lost Omens: Character Guide p. 114* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Spellmaster's Resilience, Feat 12* -collapse: closed -# Spellmaster's Resilience *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Spellmaster's Resilience](../../../compendium/feats/spellmasters-resilience-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Spellmaster Dedication](../../../compendium/feats/spellmaster-dedication-locg.md) - -Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list. - -*Source: Lost Omens: Character Guide p. 114* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Absorb Spell, Feat 14* -collapse: closed -# Absorb Spell [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Absorb Spell](../../../compendium/feats/absorb-spell-locg.md) is intended for use with the Spellmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Spellmaster Dedication](../../../compendium/feats/spellmaster-dedication-locg.md), spell repertoire or ability to prepare spells -- **Frequency**: once per 10 minutes -- **Trigger** You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast. -- **Activity** Reaction - -You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects. - -*Source: Lost Omens: Character Guide p. 114* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/spellshot-g-g.md b/Compendium/character/archetypes/spellshot-g-g.md deleted file mode 100644 index b2fa5f036..000000000 --- a/Compendium/character/archetypes/spellshot-g-g.md +++ /dev/null @@ -1,183 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Spellshot"] ---- -# Spellshot *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -**Rarity:** [Uncommon](../../../Rules/traits/uncommon.md) - -Spellshots aren't ordinary gunslingers. They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers in the world at large. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Arcadia. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code on page 206. - -Most spellshots continue to come from Arcadia, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Arcadia is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Inner Sea region due to the unique history of guns there and their connection to the Grand Duchy of Alkenstar, which exists in a magic-dead region of the Mana Wastes. - -## Way of the Spellshot -G&G p. 140 - -You've learned the intricacies of magic and technology, blending the two together with deadly results. You combine a knowledge of arcane theories with a strong connection to your chosen weapon that allows you to manifest unique effects, though your knowledge doesn't extend as far as actual spellcasting. You can imbue energy into your weapon and conjure bullets from thin air. As you progress, you eventually learn to phase bullets through walls or even to teleport yourself along the path of your bullets. You must select [Spellshot Dedication](../../feats/spellshot-dedication-g-g.md) as your 2nd-level class feat. - -- **Prerequisites** You must be a gunslinger. -- **Spellshot Adjustments** Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC. - -- **Way Skill** [Arcana](../../skills.md#Arcana) -- **Slinger's Reload** [Thoughtful Reload](../../../Rules/actions/thoughtful-reload-g-g.md) -- **Deeds** _Initial_ [Energy Shot](../../../Rules/actions/energy-shot-g-g.md); _Advanced_ [Recall Ammunition](../../../Rules/actions/recall-ammunition-g-g.md); _Greater_ [Dispelling Bullet](../../../Rules/actions/dispelling-bullet-g-g.md) - -### Slinger's Reload -G&G p. 140 - -```ad-embed-ability -title: Thoughtful Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a [Recall Knowledge](../../../rules/actions/recall-knowledge.md) check against an opponent you can see and then [Interact](../../../rules/actions/interact.md) to reload. -%% #trait/gunslinger %% -``` - -### Initial Deed -G&G p. 140 - -```ad-embed-ability -title: Energy Shot [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) [spellshot](../../../rules/traits/spellshot-g-g.md) - -- **Trigger**: You roll initiative. - -**Effect** You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three [Strikes](../../../rules/actions/strike.md) of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each [Strike](../../../rules/actions/strike.md). -%% #trait/evocation #trait/magical #trait/spellshot %% -``` - -### Initial Deed -G&G p. 140 - -```ad-embed-ability -title: Energy Shot [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) [spellshot](../../../rules/traits/spellshot-g-g.md) - -- **Trigger**: You roll initiative. - -**Effect** You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three [Strikes](../../../rules/actions/strike.md) of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each [Strike](../../../rules/actions/strike.md). -%% #trait/evocation #trait/magical #trait/spellshot %% -``` - -### Advanced Deed -G&G p. 140 - -```ad-embed-ability -title: Recall Ammunition [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) [spellshot](../../../rules/traits/spellshot-g-g.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: You miss with a firearm or crossbow [Strike](../../../rules/actions/strike.md) while using an ordinary level-0 bolt or bullet - -**Effect** You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again. -%% #trait/conjuration #trait/magical #trait/spellshot #trait/teleportation %% -``` - -### Greater Deed -G&G p. 140 - -```ad-embed-ability -title: Dispelling Bullet [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[abjuration](../../../rules/traits/abjuration.md) [magical](../../../rules/traits/magical.md) [spellshot](../../../rules/traits/spellshot-g-g.md) - -You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow [Strike](../../../rules/actions/strike.md) against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. -%% #trait/abjuration #trait/magical #trait/spellshot %% -``` - -*Source: Guns & Gears p. 140* - -````ad-embed-feat -title: Spellshot Dedication, Feat 2 -collapse: closed -# Spellshot Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [class](../../../rules/traits/class-som.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: way of the spellshot - -You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the Conjure Bullet action. - -```ad-embed-ability -title: Conjure Bullet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) - -You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted. -%% #trait/conjuration #trait/magical %% -``` - -**Special.** You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the [spellshot](../../../compendium/character/archetypes/spellshot-g-g.md) or [beast gunner](../../../compendium/character/archetypes/beast-gunner-g-g.md) archetypes. - -*Source: Guns & Gears p. 140* -%% #trait/archetype #trait/class #trait/dedication %% -```` - -```ad-embed-feat -title: Fulminating Shot, Feat 6 -collapse: closed -# Fulminating Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) - -- **Prerequisites**: [Spellshot Dedication](../../../compendium/feats/spellshot-dedication-g-g.md) -- **Frequency**: once per round -- **Activity** Single Action - -You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal `1d6` additional damage of this type. At 12th level, this increases to `2d6` additional damage, and at 18th level, it increases to `3d6` additional damage. - -*Source: Guns & Gears p. 141* -%% #trait/archetype #trait/evocation #trait/magical %% -``` - -```ad-embed-feat -title: Call Gun, Feat 8 -collapse: closed -# Call Gun *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Prerequisites**: [Spellshot Dedication](../../../compendium/feats/spellshot-dedication-g-g.md) - -You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand. - -Call Gun [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (conjuration, magical) Effect You hold aloft a free hand and call the firearm or crossbow you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand. - -*Source: Guns & Gears p. 141* -%% #trait/archetype #trait/conjuration #trait/magical #trait/teleportation %% -``` - -```ad-embed-feat -title: Phase Bullet, Feat 14* -collapse: closed -# Phase Bullet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) - -> [!pf2-note] This version of [Phase Bullet](../../../compendium/feats/phase-bullet-g-g.md) is intended for use with the Spellshot Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Spellshot Dedication](../../../compendium/feats/spellshot-dedication-g-g.md) -- **Frequency**: once per day -- **Activity** Single Action - -You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm [Strike](../../../rules/actions/strike.md) against a foe who's [observed](../../../rules/conditions.md#Observed) or [hidden](../../../rules/conditions.md#Hidden) to you (but not [undetected](../../../rules/conditions.md#Undetected)). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and [force](../../../rules/traits/force.md) effects stop the bullet. The shot ignores all cover, the [concealed](../../../rules/conditions.md#Concealed) condition, the [hidden](../../../rules/conditions.md#Hidden) condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The [Strike](../../../rules/actions/strike.md)'s damage can't be reduced with a Shield Block reaction using a non-magical shield. - -*Source: Guns & Gears p. 141* -%% #trait/archetype #trait/conjuration #trait/magical %% -``` - -```ad-embed-feat -title: Black Powder Embodiment, Feat 18* -collapse: closed -# Black Powder Embodiment [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [conjuration](../../../rules/traits/conjuration.md) [teleportation](../../../rules/traits/teleportation.md) - -> [!pf2-note] This version of [Black Powder Embodiment](../../../compendium/feats/black-powder-embodiment-g-g.md) is intended for use with the Spellshot Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Spellshot Dedication](../../../compendium/feats/spellshot-dedication-g-g.md), master in [Arcana](../../../compendium/skills.md#Arcana) -- **Requirements**: You're wielding a loaded magical firearm or crossbow. -- **Activity** Two-Action - -You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. [Strike](../../../rules/actions/strike.md) a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target. - -*Source: Guns & Gears p. 141* -%% #trait/archetype #trait/conjuration #trait/teleportation %% -``` diff --git a/Compendium/character/archetypes/staff-acrobat-ec1.md b/Compendium/character/archetypes/staff-acrobat-ec1.md deleted file mode 100644 index f098096f0..000000000 --- a/Compendium/character/archetypes/staff-acrobat-ec1.md +++ /dev/null @@ -1,113 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ec1 -- trait/uncommon -aliases: ["Staff Acrobat"] ---- -# Staff Acrobat *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You can perform amazing acts in and out of combat when you have a spear, staff, or polearm. - -*Source: Extinction Curse #1: The Show Must Go On p. 114* - -```ad-embed-feat -title: Staff Acrobat Dedication, Feat 2 -collapse: closed -# Staff Acrobat Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 16; trained in [Acrobatics](../../skills.md#Acrobatics); trained in [Athletics](../../../compendium/skills.md#Athletics); trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff") - -When you [High Jump](../../../rules/actions/high-jump.md), [Leap](../../../rules/actions/leap.md), or [Long Jump](../../../rules/actions/long-jump.md) while wielding your staff, you gain a +2 circumstance bonus to any [Athletics](../../../compendium/skills.md#Athletics) check required and add 5 feet to the distance you can [Leap](../../../rules/actions/leap.md) vertically and horizontally. You can [Shove](../../../rules/actions/shove.md) and [Trip](../../../rules/actions/trip.md) even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to [Balance](../../../rules/actions/balance.md) while wielding your staff, you get a critical success instead. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Bullying Staff, Feat 4 -collapse: closed -# Bullying Staff *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](../../../compendium/feats/staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. - -You can attempt to [Shove](../../../rules/actions/shove.md) or [Trip](../../../rules/actions/trip.md) creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to [Shove](../../../rules/actions/shove.md) or [Trip](../../../rules/actions/trip.md) creatures up to three sizes larger than you. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Staff Sweep, Feat 6 -collapse: closed -# Staff Sweep [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](../../../compendium/feats/staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. -- **Activity** Single Action - -You sweep your foes away with your staff. Roll an [Athletics](../../../compendium/skills.md#Athletics) check to [Shove](../../../rules/actions/shove.md) or [Trip](../../../rules/actions/trip.md), and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Levering Strike, Feat 8 -collapse: closed -# Levering Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [press](../../../rules/traits/press.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](../../../compendium/feats/staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. -- **Activity** Two-Action - -Make a [Strike](../../../rules/actions/strike.md) with your staff. As long as you don't critically fail, the target becomes [flat-footed](../../../rules/conditions.md#Flat-footed) and takes a –2 circumstance penalty to its DC against [Shove](../../../rules/actions/shove.md), [Trip](../../../rules/actions/trip.md), and [Tumble Through](../../../rules/actions/tumble-through.md) attempts until the start of your next turn. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/press %% -``` - -```ad-embed-feat -title: Whirlwind Stance, Feat 10 -collapse: closed -# Whirlwind Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) [stance](../../../rules/traits/stance.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](../../../compendium/feats/staff-acrobat-dedication-ec1.md), expert proficiency in your staff -- **Requirements**: You are wielding your staff, which must have the [parry](../../../rules/traits/parry.md) trait. -- **Activity** Single Action - -You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/flourish #trait/stance %% -``` - -```ad-embed-feat -title: Pivot Strike, Feat 14* -collapse: closed -# Pivot Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [attack](../../../rules/traits/attack.md) [open](../../../rules/traits/open.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Pivot Strike](../../../compendium/feats/pivot-strike-ec1.md) is intended for use with the Staff Acrobat Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Staff Acrobat Dedication](../../../compendium/feats/staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. -- **Activity** Two-Action - -You [Leap](../../../rules/actions/leap.md) and then [Strike](../../../rules/actions/strike.md) using your staff. - -You gain a circumstance bonus to damage for the [Strike](../../../rules/actions/strike.md) equal to twice the number of weapon damage dice. Regardless of whether your [Strike](../../../rules/actions/strike.md) hit, you can then attempt to [Shove](../../../rules/actions/shove.md) or [Trip](../../../rules/actions/trip.md) the target. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #trait/uncommon #trait/archetype #trait/attack #trait/open %% -``` diff --git a/Compendium/character/archetypes/sterling-dynamo-g-g.md b/Compendium/character/archetypes/sterling-dynamo-g-g.md deleted file mode 100644 index 94dd3dbba..000000000 --- a/Compendium/character/archetypes/sterling-dynamo-g-g.md +++ /dev/null @@ -1,152 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Sterling Dynamo"] ---- -# Sterling Dynamo *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -While many people across Golarion use prosthetic devices, you've acquired and outfitted yourself with a particularly advanced combat model of clockwork prosthesis: a piece of cutting edge technology called a sterling dynamo. You know how to maintain your dynamo and how to customize it to suit your needs and style, incorporating any promising new technologies you encounter into its design. - -There's a significant distinction, however, between someone who merely has a sterling dynamo prosthesis and someone like you who is a true sterling dynamo. With their recent invention, people in Absalom and Dongun Hold with access to the technology have begun to adopt sterling dynamos as their prostheses of choice, among the wide variety of amazing options already available in both markets. However, not everyone who chooses to use sterling dynamo technology is a member of the sterling dynamo archetype. - -With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still "feel" what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo. - -As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit! - -*Source: Guns & Gears p. 52* - -```ad-embed-feat -title: Sterling Dynamo Dedication, Feat 2 -collapse: closed -# Sterling Dynamo Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - - -You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects. - -Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves) - -You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals `1d6` bludgeoning damage and has the [shove](../../../rules/traits/shove.md) trait, or a percussive striker dynamo, which deals `1d4` bludgeoning damage and has the [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) traits. - -Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks. - -However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a `1d8` for a power drive dynamo or `1d6` for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. - -Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities. - -You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. - -However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the sterling dynamo archetype. - -*Source: Guns & Gears p. 52* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Modular Dynamo, Feat 4 -collapse: closed -# Modular Dynamo *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sterling Dynamo Dedication](../../../compendium/feats/sterling-dynamo-dedication-g-g.md) - -Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the [modular](../../../rules/traits/modular-logm.md) trait (page 150), as well as one of the following configurations of your choice: power driver (`1d6` bludgeoning damage; shove), percussive striker (`1d4` bludgeoning damage; agile, finesse), rotating sickle (`1d6` slashing damage; trip), or entangling barbs (`1d6` piercing damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton (`1d4` bludgeoning damage; finesse, reach), which has the damage increase already factored in. - -When you use an [Interact](../../../rules/actions/interact.md) action to switch configurations using the [modular](../../../rules/traits/modular-logm.md) trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo. - -**Special.** You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an [Interact](../../../rules/actions/interact.md) action with the [modular](../../../rules/traits/modular-logm.md) trait. - -*Source: Guns & Gears p. 53* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Piston Punch, Feat 6 -collapse: closed -# Piston Punch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Sterling Dynamo Dedication](../../../compendium/feats/sterling-dynamo-dedication-g-g.md) -- **Activity** Two-Action - -You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. - -Make a single bludgeoning or piercing dynamo [Strike](../../../rules/actions/strike.md) and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour. - -*Source: Guns & Gears p. 53* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Stasian Smash, Feat 8 -collapse: closed -# Stasian Smash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from Ustalav. -- **Prerequisites**: [Sterling Dynamo Dedication](../../../compendium/feats/sterling-dynamo-dedication-g-g.md) -- **Activity** Two-Action - -You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. - -Make a dynamo [Strike](../../../rules/actions/strike.md). On a success, the [Strike](../../../rules/actions/strike.md) deals an additional `1d12` electricity damage to the target, as well as `1d4` electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo [Strike](../../../rules/actions/strike.md), you take `1d12` electricity damage. This counts as two attacks when calculating your multiple attack penalty. - -At 18th level, the additional electricity damage to the target increases to `2d12`, and the additional electricity damage to the other foes increases to `2d4`. Reduce the operational time of your sterling dynamo by 1 hour. - -*Source: Guns & Gears p. 53* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Beast Dynamo Howl, Feat 10 -collapse: closed -# Beast Dynamo Howl [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from Arcadia. -- **Activity** Two-Action - -You've incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt a single [Intimidation](../../../compendium/skills.md#Intimidation) check to [Demoralize](../../../rules/actions/demoralize.md) each enemy within 30 feet; you don't take a penalty when you attempt to [Demoralize](../../../rules/actions/demoralize.md) a creature that doesn't understand your language. Then, make a dynamo [Strike](../../../rules/actions/strike.md). Reduce the operational time of your sterling dynamo by 1 hour. - -*Source: Guns & Gears p. 53* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Golem Dynamo, Feat 12* -collapse: closed -# Golem Dynamo *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Golem Dynamo](../../../compendium/feats/golem-dynamo-g-g.md) is intended for use with the Sterling Dynamo Archetype. Its level has been changed accordingly. - -- **Access**: You are an automaton or are otherwise from the ancient Jistka Imperium. -- **Prerequisites**: [Sterling Dynamo Dedication](../../../compendium/feats/sterling-dynamo-dedication-g-g.md) - -You've learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo [Strikes](../../../rules/actions/strike.md) become magical. - -*Source: Guns & Gears p. 53* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Soaring Dynamo, Feat 18* -collapse: closed -# Soaring Dynamo *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Soaring Dynamo](../../../compendium/feats/soaring-dynamo-g-g.md) is intended for use with the Sterling Dynamo Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Sterling Dynamo Dedication](../../../compendium/feats/sterling-dynamo-dedication-g-g.md) - -You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the [Fly](../../../rules/actions/fly.md) action in a given minute. - -*Source: Guns & Gears p. 53* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/student-of-perfection-lowg.md b/Compendium/character/archetypes/student-of-perfection-lowg.md deleted file mode 100644 index ffb623700..000000000 --- a/Compendium/character/archetypes/student-of-perfection-lowg.md +++ /dev/null @@ -1,61 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lowg -- trait/uncommon -aliases: ["Student of Perfection"] ---- -# Student of Perfection *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You studied martial arts at Jalmeray's Houses of Perfection. - -*Source: Lost Omens: World Guide p. 83* - -```ad-embed-feat -title: Student of Perfection Dedication, Feat 2 -collapse: closed -# Student of Perfection Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from Jalmeray. -- **Prerequisites**: powerful fist|monk||1 or expert in unarmed attacks; member of a House of Perfection - -You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics) and [Warfare Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Ki Strike](../../../compendium/feats/ki-strike.md) monk class feat, which grants you the [ki strike](../../../compendium/spells/ki-strike.md) ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](../../../rules/actions/refocus.md) activity as a monk does. Your ki spells from Student of Perfection are occult spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the student of perfection archetype. - -*Source: Lost Omens: World Guide p. 83* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Perfect Strike, Feat 4 -collapse: closed -# Perfect Strike *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Student of Perfection Dedication](../../../compendium/feats/student-of-perfection-dedication-lowg.md) - -You gain the [perfect strike](../../../compendium/spells/perfect-strike-lowg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: World Guide p. 83* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Perfect Ki Adept, Feat 6 -collapse: closed -# Perfect Ki Adept *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Student of Perfection Dedication](../../../compendium/feats/student-of-perfection-dedication-lowg.md) - -You gain the appropriate ki spell for your School of Perfection: [unblinking flame revelation](../../../compendium/spells/unblinking-flame-revelation-lowg.md) for Unblinking Flame, [unbreaking wave advance](../../../compendium/spells/unbreaking-wave-advance-lowg.md) for Unbreaking Waves, [unfolding wind rush](../../../compendium/spells/unfolding-wind-rush-lowg.md) for Unfolding Wind, or [untwisting iron buffer](../../../compendium/spells/untwisting-iron-buffer-lowg.md) for Untwisting Iron. - -Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: World Guide p. 83* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/summoner-som.md b/Compendium/character/archetypes/summoner-som.md deleted file mode 100644 index 1e585dcf5..000000000 --- a/Compendium/character/archetypes/summoner-som.md +++ /dev/null @@ -1,181 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/bounded-spellcasting -- compendium/src/pf2e/som -aliases: ["Summoner"] ---- -# Summoner *Dedication Level 2* - -You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world. - -## Multiclass Summoner Characters -SoM p. 76 - -The summoner archetype grants you an eidolon to join you in battle. It's a particularly helpful multiclass for characters with weaker martial abilities. - -- Alchemist summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for construct or plant eidolons. -- Barbarian summoners find themselves drawn to the fury of anger phantoms, the two fueled by the same inner instinct. -- Bard summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a fey eidolon for a polymath muse or a phantom eidolon for a warrior muse. -- Champion summoners get along best with divine eidolons matching the alignment associated with their cause—angel eidolons for the tenets of good, devil eidolons for a tyrant, and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack. -- Cleric summoners often find a connection to eidolons associated with their deity, such as a [Sarenite](../../setting/deities/sarenrae.md) cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy. -- Druid summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the leaf order or beast eidolons for the animal or wild order. -- Fighter summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style. -- Monk summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife. -- Ranger summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon. -- Rogue summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The Unfetter Eidolon feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes. -- Sorcerer summoners often choose eidolons that match closely to their bloodline, such as a psychopomp eidolon for the psychopomp bloodline. The eidolon might even be part of the story of how the sorcerer gained their bloodline. -- Wizard summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like dragon and construct eidolons. - -*Source: Secrets of Magic p. 76* - -```ad-embed-feat -title: Summoner Dedication, Feat 2 -collapse: closed -# Summoner Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the [Manifest Eidolon](../../../rules/actions/manifest-eidolon-som.md) activity. - -Due to your tenuous link, you can't gain or use [tandem](../../../rules/traits/tandem-som.md) actions. Because you don't have [Act Together](../../../rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](../../../rules/traits/exploration.md) activity at one time, so for instance you couldn't both be [Searching](../../../rules/actions/search.md)} or [Investigating](../../../rules/actions/investigate.md). - -Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for [Perception](../../../compendium/skills.md#Perception), saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice. - -Your eidolon's initial ability scores are reduced. It starts with a 16 in any ability score listed at 18 for its eidolon array. It otherwise gains the statistics listed for an eidolon of that type. - -At 5th level, the eidolon's ability score that was reduced to 16 increases to 18, before applying ability boosts. At levels 5, 10, 15, and 20, your eidolon also gets four ability boosts, which follow the same rules as yours. - -**Special.** You can't select another dedication feat until you have gained two other feats from the summoner archetype. - -*Source: Secrets of Magic p. 76* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Synergy, Feat 4 -collapse: closed -# Basic Synergy *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Summoner Dedication](../../../compendium/feats/summoner-dedication-som.md) - -You gain a 1st- or 2nd-level summoner feat of your choice. - -*Source: Secrets of Magic p. 76* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Initial Eidolon Ability, Feat 4 -collapse: closed -# Initial Eidolon Ability *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Summoner Dedication](../../../compendium/feats/summoner-dedication-som.md) - -Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type. - -*Source: Secrets of Magic p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Synergy, Feat 6 -collapse: closed -# Advanced Synergy *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Synergy](../../../compendium/feats/basic-synergy-som.md) - -You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another summoner feat. - -*Source: Secrets of Magic p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Summoner Spellcasting, Feat 6 -collapse: closed -# Basic Summoner Spellcasting *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Summoner Dedication](../../../compendium/feats/summoner-dedication-som.md) - -You gain the basic bounded spellcasting benefits. - -You gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. - -You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire. - -*Source: Secrets of Magic p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Combat Eidolon, Feat 12* -collapse: closed -# Expert Combat Eidolon *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Combat Eidolon](../../../compendium/feats/expert-combat-eidolon-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Summoner Dedication](../../../compendium/feats/summoner-dedication-som.md) - -Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization. - -*Source: Secrets of Magic p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Summoner Spellcasting, Feat 12* -collapse: closed -# Expert Summoner Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Summoner Spellcasting](../../../compendium/feats/expert-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Summoner Spellcasting](../../../compendium/feats/basic-summoner-spellcasting-som.md), master in the skill associated with your eidolon's tradition - -You gain the expert bounded spellcasting benefits. - -*Source: Secrets of Magic p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Signature Synergy, Feat 14* -collapse: closed -# Signature Synergy *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Signature Synergy](../../../compendium/feats/signature-synergy-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Advanced Synergy](../../../compendium/feats/advanced-synergy-som.md) - -Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list: Airborne Form, Burrowing Form, Ever-Vigilant Senses, or Hulking Size. For the purpose of meeting its prerequisites, your summoner level is equal to your character level – 4. - -*Source: Secrets of Magic p. 77* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Summoner Spellcasting, Feat 18* -collapse: closed -# Master Summoner Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Summoner Spellcasting](../../../compendium/feats/master-summoner-spellcasting-som.md) is intended for use with the Summoner Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Summoner Spellcasting](../../../compendium/feats/expert-summoner-spellcasting-som.md), legendary in the skill associated with your eidolon's tradition - -You gain the master bounded spellcasting benefits. - -*Source: Secrets of Magic p. 77* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/swashbuckler-apg.md b/Compendium/character/archetypes/swashbuckler-apg.md deleted file mode 100644 index d3207e9ba..000000000 --- a/Compendium/character/archetypes/swashbuckler-apg.md +++ /dev/null @@ -1,125 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Swashbuckler"] ---- -# Swashbuckler *Dedication Level 2* - -You fight with flair and style, adding swashbuckling tricks to your combat repertoire. - -## Multiclass Swashbuckler characters -APG p. 153 - -The swashbuckler archetype is a great fit for martial characters who want to be a bit flashier or for Charisma-based spellcasters who want to add a bit of dramatic flair to their routine. Multiclass swashbucklers work especially well for characters who already wanted to perform the actions associated with gaining panache, such as a monk or barbarian with the gymnast style or a braggart, battledancer, or wit-style bard. - -*Source: Advanced Player's Guide p. 153* - -```ad-embed-feat -title: Swashbuckler Dedication, Feat 2 -collapse: closed -# Swashbuckler Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14, Dexterity 14 - -Choose a swashbuckler's style|swashbuckler|apg|1||swashbuckler style. You gain the panache|swashbuckler|apg|1 class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in [Acrobatics](../../skills.md#Acrobatics) or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. - -You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style. - -**Special.** You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype. - -*Source: Advanced Player's Guide p. 153* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Flair, Feat 4 -collapse: closed -# Basic Flair *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](../../../compendium/feats/swashbuckler-dedication-apg.md) - -You gain a 1st- or 2nd-level swashbuckler of your choice. - -*Source: Advanced Player's Guide p. 153* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Finishing Precision, Feat 4 -collapse: closed -# Finishing Precision *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](../../../compendium/feats/swashbuckler-dedication-apg.md) - -You've learned how to land daring blows when you have panache. You gain the precise strike|swashbuckler|apg|1 class feature but you deal 1 additional damage on a hit and `1d6` damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. - -Basic Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](../../../rules/traits/finisher-apg.md), [swashbuckler](../../../rules/traits/swashbuckler-apg.md)) You make a graceful, deadly attack. Make a [Strike](../../../rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. - -*Source: Advanced Player's Guide p. 153* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Flair, Feat 6 -collapse: closed -# Advanced Flair *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Flair](../../../compendium/feats/basic-flair-apg.md) - -You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another swashbuckler feat. - -*Source: Advanced Player's Guide p. 153* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Swashbuckler's Riposte, Feat 6 -collapse: closed -# Swashbuckler's Riposte *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](../../../compendium/feats/swashbuckler-dedication-apg.md) - -You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte|Swashbuckler|APG|3 reaction. - -*Source: Advanced Player's Guide p. 153* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Swashbuckler's Speed, Feat 8 -collapse: closed -# Swashbuckler's Speed *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](../../../compendium/feats/swashbuckler-dedication-apg.md) - -You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache. - -*Source: Advanced Player's Guide p. 153* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Evasiveness, Feat 12* -collapse: closed -# Evasiveness *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Evasiveness](../../../compendium/feats/evasiveness-apg.md) is intended for use with the Swashbuckler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Swashbuckler Dedication](../../../compendium/feats/swashbuckler-dedication-apg.md), expert in Reflex saves - -Your proficiency rank for Reflex saves increases to master. - -*Source: Advanced Player's Guide p. 153* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/swordmaster-locg.md b/Compendium/character/archetypes/swordmaster-locg.md deleted file mode 100644 index fbe57fe66..000000000 --- a/Compendium/character/archetypes/swordmaster-locg.md +++ /dev/null @@ -1,87 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/locg -- trait/uncommon -aliases: ["Swordmaster"] ---- -# Swordmaster *Dedication Level 6* -[uncommon](../../../Rules/traits/uncommon.md) - -Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Pathfinders, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge. - -*Source: Lost Omens: Character Guide p. 115* - -```ad-embed-feat -title: Swordmaster Dedication, Feat 6 -collapse: closed -# Swordmaster Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords - -Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to [Disarm](../../../rules/actions/disarm.md) you. If you have the [Deft Cooperation](../../../compendium/feats/deft-cooperation-lowg.md) feat and critically succeed on a check to [Aid](../../../rules/actions/aid.md) an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype. - -*Source: Lost Omens: Character Guide p. 115* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Harrying Strike, Feat 10 -collapse: closed -# Harrying Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [attack](../../../rules/traits/attack.md) [press](../../../rules/traits/press.md) - -- **Prerequisites**: [Swordmaster Dedication](../../../compendium/feats/swordmaster-dedication-locg.md) -- **Activity** Single Action - -Your attack prevents a foe from pursuing your allies. Make a melee [Strike](../../../rules/actions/strike.md), adding the following effects in addition to the normal effects of the [Strike](../../../rules/actions/strike.md). - -> [!success-degree] -> - **Critical Success** The target takes a –15-foot status penalty to its Speeds until the start of your next turn. -> - **Success** The target takes a –10-foot status penalty to its Speeds until the start of your next turn. -> - **Failure** The target takes a –5-foot status penalty to its Speeds until the start of your next turn. - -*Source: Lost Omens: Character Guide p. 115* -%% #trait/archetype #trait/attack #trait/press %% -``` - -```ad-embed-feat -title: Shoulder Catastrophe, Feat 12* -collapse: closed -# Shoulder Catastrophe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Shoulder Catastrophe](../../../compendium/feats/shoulder-catastrophe-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Swordmaster Dedication](../../../compendium/feats/swordmaster-dedication-locg.md) -- **Trigger** An enemy critically succeeds at a [Strike](../../../rules/actions/strike.md) against an adjacent ally. -- **Activity** Reaction - -You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering [Strike](../../../rules/actions/strike.md) but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success. - -*Source: Lost Omens: Character Guide p. 115* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Death's Door, Feat 14* -collapse: closed -# Death's Door [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Death's Door](../../../compendium/feats/deaths-door-locg.md) is intended for use with the Swordmaster Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Swordmaster Dedication](../../../compendium/feats/swordmaster-dedication-locg.md) -- **Frequency**: once per 10 minutes -- **Trigger** You take damage that would reduce you to 0 Hit Points. -- **Activity** Reaction - -You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked [unconscious](../../../rules/conditions.md#Unconscious), nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds. - -*Source: Lost Omens: Character Guide p. 115* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/talisman-dabbler-apg.md b/Compendium/character/archetypes/talisman-dabbler-apg.md deleted file mode 100644 index a31f8c8b1..000000000 --- a/Compendium/character/archetypes/talisman-dabbler-apg.md +++ /dev/null @@ -1,83 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Talisman Dabbler"] ---- -# Talisman Dabbler *Dedication Level 2* - -The classic idea of magic is that of a hoary wizard, poring over a crumbling book of spells. But magic is so much more than that—it is thought, will, and action, and with the right talismans, you can make even the cut of a sword a deeply magical act. This all hinges on the small magical talismans you affix to your gear. You know how to make and use the perfect talismans for any job. - -*Source: Advanced Player's Guide p. 195* - -```ad-embed-feat -title: Talisman Dabbler Dedication, Feat 2 -collapse: closed -# Talisman Dabbler Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - - -You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. - -Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. - -A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. - -Finally, when you [Affix a Talisman](../../../rules/actions/affix-a-talisman.md), you can (in any combination) affix or remove up to four talismans in the 10-minute span. - -**Special.** You can't select another dedication feat until you have gained two other feats from the talisman dabbler archetype. - -*Source: Advanced Player's Guide p. 195* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Quick Fix, Feat 4 -collapse: closed -# Quick Fix *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Talisman Dabbler Dedication](../../../compendium/feats/talisman-dabbler-dedication-apg.md) - -You can attach a talisman using only a bit of glue and some string. You gain the [Rapid Affixture](../../../compendium/feats/rapid-affixture-apg.md) skill feat, even if you don't meet the prerequisites. - -When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. - -You gain the ability to [Affix a Talisman](../../../rules/actions/affix-a-talisman.md) as a 3-action activity from that feat at 12th level, regardless of your [Crafting](../../../compendium/skills.md#Crafting) proficiency. - -*Source: Advanced Player's Guide p. 195* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Deeper Dabbler, Feat 8 -collapse: closed -# Deeper Dabbler *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Talisman Dabbler Dedication](../../../compendium/feats/talisman-dabbler-dedication-apg.md) - -With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations. - -**Special.** You can select this feat a second time if you are 14th level or higher. - -*Source: Advanced Player's Guide p. 195* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Talismanic Sage, Feat 14* -collapse: closed -# Talismanic Sage *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Talismanic Sage](../../../compendium/feats/talismanic-sage-apg.md) is intended for use with the Talisman Dabbler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Talisman Dabbler Dedication](../../../compendium/feats/talisman-dabbler-dedication-apg.md) - -You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you [Affix a Talisman](../../../rules/actions/affix-a-talisman.md), you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use [Affix a Talisman](../../../rules/actions/affix-a-talisman.md) to treat a new item for this ability. - -*Source: Advanced Player's Guide p. 195* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/thaumaturge-da.md b/Compendium/character/archetypes/thaumaturge-da.md deleted file mode 100644 index bd52f3111..000000000 --- a/Compendium/character/archetypes/thaumaturge-da.md +++ /dev/null @@ -1,117 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Thaumaturge"] ---- -# Thaumaturge *Dedication Level 2* - -Scraps of knowledge have taught you how to exploit the vulnerabilities of creatures and the powers of mystical objects. - -## Multiclass Thaumaturge Characters -DA p. 49 - -Thaumaturge suits characters who want to glean strange knowledge. It's especially useful for those who tend to fight with one-handed weapons, like swashbucklers or rogues, since they have their other hand free for an implement. - -*Source: Dark Archive p. 49* - -````ad-embed-feat -title: Thaumaturge Dedication, Feat 2 -collapse: closed -# Thaumaturge Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](../../../rules/traits/esoterica-da.md) actions. You become trained in your choice of [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. - -```ad-embed-ability -title: Glimpse Vulnerability [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](../../../rules/traits/esoterica-da.md) [manipulate](../../../rules/traits/manipulate.md) - -- **Requirements**: You are holding your implement - -**Effect** You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon [Strikes](../../../rules/actions/strike.md). -%% #trait/esoterica #trait/manipulate %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype. - -*Source: Dark Archive p. 49* -%% #trait/archetype #trait/dedication #trait/multiclass %% -```` - -```ad-embed-feat -title: Basic Thaumaturgy, Feat 4 -collapse: closed -# Basic Thaumaturgy *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Thaumaturge Dedication](../../../compendium/feats/thaumaturge-dedication-da.md) - -You gain a 1st- or 2nd-level thaumaturge feat of your choice. - -*Source: Dark Archive p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Thaumaturgy, Feat 6 -collapse: closed -# Advanced Thaumaturgy *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Thaumaturgy](../../../compendium/feats/basic-thaumaturgy-da.md) - -You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another thaumaturge feat. - -*Source: Dark Archive p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Implement Initiate, Feat 6 -collapse: closed -# Implement Initiate *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Thaumaturge Dedication](../../../compendium/feats/thaumaturge-dedication-da.md) - -You gain your first implement and esoterica|thaumaturge|DA|1||implement's initiate benefit. If the benefit affects the target of [Exploit Vulnerability](../../../rules/actions/exploit-vulnerability-da.md), for you it affects the target of Glimpse Vulnerability instead. - -*Source: Dark Archive p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Magical Knowledge, Feat 8 -collapse: closed -# Magical Knowledge *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Thaumaturge Dedication](../../../compendium/feats/thaumaturge-dedication-da.md), trained in one of [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) and expert in another - -Increase your proficiency rank in one of [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose. - -*Source: Dark Archive p. 49* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Resolute, Feat 12* -collapse: closed -# Resolute *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Resolute](../../../compendium/feats/resolute-da.md) is intended for use with the Thaumaturge Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Thaumaturge Dedication](../../../compendium/feats/thaumaturge-dedication-da.md), expert in Will - -You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master. - -*Source: Dark Archive p. 49* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/time-mage-da.md b/Compendium/character/archetypes/time-mage-da.md deleted file mode 100644 index 68c307468..000000000 --- a/Compendium/character/archetypes/time-mage-da.md +++ /dev/null @@ -1,209 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/da -aliases: ["Time Mage"] ---- -# Time Mage *Dedication Level 6* - -Magic leaves its brand on those who practice it. The veteran pyromancer bears the scorch marks of lessons learned. The archdruid grows to resemble plants or animals in their domain or grove. The professional reanimator can never quite cover up the stench of their grim work. - -The mark left by the practice of time magic is less obvious but no less indelible. With other disciplines, the marks of experience accumulate as magic is learned, creating an equilibrium of sorts between the exercise of power and the necessary consequences. Time magic suffers no such limitations of cause and effect. Distortions and anachronistic thoughts echo back throughout a time mage's entire life, providing a nonlinear perspective that others can find distracting or even alien. The threat of creating a paradox is ever looming. Many a reckless time mage has inadvertently erased themselves from existence, glimpsed a future they now have no choice but to enact, or attracted the attentions of temporal creatures, such as iriis or siktemporas. - -For these reasons, most mages merely dabble in time magic, learning a spell or two here and there. Despite the dangers, a brave few embrace the discipline, for it offers the allure of changing what was and controlling what will be. - -*Source: Dark Archive p. 184* - -```ad-embed-feat -title: Time Mage Dedication, Feat 6 -collapse: closed -# Time Mage Dedication *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: You have a spellcasting class feature. - -You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. - -As some of your future knowledge leaks back to your present self, you gain the [delay consequence](../../../compendium/spells/delay-consequence-logm.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the [Refocus](../../../rules/actions/refocus.md) activity to revisit moments from your past and contemplate futures yet to come. If you already knew [delay consequence](../../../compendium/spells/delay-consequence-logm.md) from a feat or ability that allows you to gain your choice of domain spell, such as [Domain Initiate](../../../compendium/feats/domain-initiate.md), then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain [time sense](../../../compendium/spells/time-sense-da.md) as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites. - -**Special.** You can't select another dedication feat until you have gained two other feats from the time mage archetype. - -*Source: Dark Archive p. 184* -%% #trait/uncommon #trait/archetype %% -``` - -```ad-embed-feat -title: Chronocognizance, Feat 7 -collapse: closed -# Chronocognizance *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Time Mage Dedication](../../../compendium/feats/time-mage-dedication-da.md), master in [Perception](../../../compendium/skills.md#Perception) - -The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the [slowed](../../../rules/conditions.md#Slowed) or [quickened](../../../rules/conditions.md#Quickened) conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a [Perception](../../../compendium/skills.md#Perception) check, as determined by the GM. If you're legendary in [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), or [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion), whenever a creature that you can observe gains the benefits of [time stop](../../../compendium/spells/time-stop.md) or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration. - -*Source: Dark Archive p. 184* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Chronomancer's Secrets, Feat 8 -collapse: closed -# Chronomancer's Secrets *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Time Mage Dedication](../../../compendium/feats/time-mage-dedication-da.md) - -The secrets of time peel back, revealing deeper truths. You gain either the [stasis](../../../compendium/spells/stasis-logm.md) domain spell or the [path of least resistance](../../../compendium/spells/path-of-least-resistance-da.md) focus spell. Increase the number of Focus Points in your pool by 1. - -**Special.** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. - -*Source: Dark Archive p. 185* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Future Spell Learning, Feat 8 -collapse: closed -# Future Spell Learning *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Time Mage Dedication](../../../compendium/feats/time-mage-dedication-da.md) - -More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add [behold the weave](../../../compendium/spells/behold-the-weave-da.md), [cast into time](../../../compendium/spells/cast-into-time-som.md), [haste](../../../compendium/spells/haste.md), [loose time's arrow](../../../compendium/spells/loose-times-arrow-da.md), [quicken time](../../../compendium/spells/quicken-time-da.md), [slow](../../../compendium/spells/slow.md), and [stagnate time](../../../compendium/spells/stagnate-time-da.md) to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. - -*Source: Dark Archive p. 185* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: What Could Have Been, Feat 8 -collapse: closed -# What Could Have Been [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Time Mage Dedication](../../../compendium/feats/time-mage-dedication-da.md) -- **Activity** Free Action - -Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained. - -*Source: Dark Archive p. 185* -%% #trait/archetype #trait/concentrate #trait/metamagic %% -``` - -```ad-embed-feat -title: Into the Future, Feat 10 -collapse: closed -# Into the Future [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -- **Prerequisites**: [Time Mage Dedication](../../../compendium/feats/time-mage-dedication-da.md) -- **Activity** Single Action - -You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of [Casting the Spell](../../../rules/actions/cast-a-spell.md) itself, such as an [Attack of Opportunity](../../../rules/actions/attack-of-opportunity.md) reaction or ending a foe's [fascinated](../../../rules/conditions.md#Fascinated) condition by taking a [hostile](../../../rules/conditions.md#Hostile) action, aren't delayed. - -*Source: Dark Archive p. 185* -%% #trait/archetype #trait/concentrate #trait/metamagic %% -``` - -```ad-embed-feat -title: Read Disaster, Feat 10* -collapse: closed -# Read Disaster *Feat 10* -[divination](../../../rules/traits/divination.md) [exploration](../../../rules/traits/exploration.md) [oracle](../../../rules/traits/oracle-apg.md) [prediction](../../../rules/traits/prediction.md) - -> [!pf2-note] This version of [Read Disaster](../../../compendium/feats/read-disaster-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. - - -You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of [augury](../../../compendium/spells/augury.md), except you learn only about the dangers ahead; any results of "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in [Religion](../../../compendium/skills.md#Religion), you take only 1 minute to Read Disaster. - -*Source: Advanced Player's Guide p. 80* -%% #trait/divination #trait/exploration #trait/oracle #trait/prediction %% -``` - -```ad-embed-feat -title: Quickened Casting (Bard), Feat 12* -collapse: closed -# Quickened Casting (Bard) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[bard](../../../rules/traits/bard.md) [concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Quickened Casting (Bard)](../../../compendium/feats/quickened-casting-bard.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. - -- **Frequency**: once per day -- **Activity** Free Action - -If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). - -*Source: Core Rulebook p. 102* -%% #trait/bard #trait/concentrate #trait/metamagic %% -``` - -```ad-embed-feat -title: Plot The Future, Feat 16* -collapse: closed -# Plot The Future *Feat 16* -[concentrate](../../../rules/traits/concentrate.md) [investigator](../../../rules/traits/investigator-apg.md) [prediction](../../../rules/traits/prediction.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Plot The Future](../../../compendium/feats/plot-the-future-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. - - -You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn. - -*Source: Advanced Player's Guide p. 64* -%% #trait/uncommon #trait/concentrate #trait/investigator #trait/prediction %% -``` - -```ad-embed-feat -title: Purge of Moments, Feat 16* -collapse: closed -# Purge of Moments [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [transmutation](../../../rules/traits/transmutation.md) - -> [!pf2-note] This version of [Purge of Moments](../../../compendium/feats/purge-of-moments-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Time Mage Dedication](../../../compendium/feats/time-mage-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Three-Action - -All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](../../../rules/traits/negative.md) effects, afflictions, conditions, and [persistent damage](../../../rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. - -*Source: Dark Archive p. 185* -%% #trait/archetype #trait/concentrate #trait/transmutation %% -``` - -```ad-embed-feat -title: Timeline-Splitting Spell, Feat 18* -collapse: closed -# Timeline-Splitting Spell [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [divination](../../../rules/traits/divination.md) [manipulate](../../../rules/traits/manipulate.md) [metamagic](../../../rules/traits/metamagic.md) - -> [!pf2-note] This version of [Timeline-Splitting Spell](../../../compendium/feats/timeline-splitting-spell-da.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Time Mage Dedication](../../../compendium/feats/time-mage-dedication-da.md) -- **Frequency**: once per day -- **Activity** Three-Action - -You invest in two futures, then choose the one to make a reality. You [Cast two Spells](../../../rules/actions/cast-a-spell.md) that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. - -Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline. - -*Source: Dark Archive p. 185* -%% #trait/archetype #trait/concentrate #trait/divination #trait/manipulate #trait/metamagic %% -``` - -```ad-embed-feat -title: Echoing Spell, Feat 20* -collapse: closed -# Echoing Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) [sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Echoing Spell](../../../compendium/feats/echoing-spell-apg.md) is intended for use with the Time Mage Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can [Cast the Spell](../../../rules/actions/cast-a-spell.md) a second time before the end of your next turn without expending a spell slot. - -*Source: Advanced Player's Guide p. 141* -%% #trait/concentrate #trait/metamagic #trait/sorcerer %% -``` diff --git a/Compendium/character/archetypes/trapsmith-g-g.md b/Compendium/character/archetypes/trapsmith-g-g.md deleted file mode 100644 index 65b71e865..000000000 --- a/Compendium/character/archetypes/trapsmith-g-g.md +++ /dev/null @@ -1,106 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Trapsmith"] ---- -# Trapsmith *Dedication Level 4* -[uncommon](../../../Rules/traits/uncommon.md) - -Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials—a glorious set of brass fittings and cogwheels—with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes. - -You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the [snarecrafter](snarecrafter-apg.md) archetype. - -*Source: Guns & Gears p. 52* - -```ad-embed-feat -title: Trapsmith Dedication, Feat 4 -collapse: closed -# Trapsmith Dedication *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: [Snarecrafter Dedication](../../../compendium/feats/snarecrafter-dedication-apg.md) or [Snare Specialist](../../../compendium/feats/snare-specialist.md) ranger class feat - -You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are [concealed](../../../rules/conditions.md#Concealed) to that creature for 1 round, as a burst of steam obscures its vision. - -**Special.** You can't select another dedication feat until you have gained two other feats from the snarecrafter or trapsmith archetypes. - -*Source: Guns & Gears p. 54* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Gear Gnash, Feat 4 -collapse: closed -# Gear Gnash *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Trapsmith Dedication](../../../compendium/feats/trapsmith-dedication-g-g.md), expert in [Crafting](../../../compendium/skills.md#Crafting) - -Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional [Thievery](../../../compendium/skills.md#Thievery) check in order to disable the snare. On a failed check, while the snare doesn't fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal. - -*Source: Guns & Gears p. 54* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Propeller Attachment, Feat 7 -collapse: closed -# Propeller Attachment *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Trapsmith Dedication](../../../compendium/feats/trapsmith-dedication-g-g.md), master in [Crafting](../../../compendium/skills.md#Crafting) - -You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare's location is usually obvious. - -*Source: Guns & Gears p. 54* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Recycled Cogwheels, Feat 8 -collapse: closed -# Recycled Cogwheels *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Trapsmith Dedication](../../../compendium/feats/trapsmith-dedication-g-g.md) - -You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears. This allows you to deconstruct a snare that didn't trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location. - -*Source: Guns & Gears p. 54* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Repurposed Parts, Feat 10 -collapse: closed -# Repurposed Parts *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Trapsmith Dedication](../../../compendium/feats/trapsmith-dedication-g-g.md) - -You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to [Craft](../../../rules/actions/craft.md), even if you didn't prepare that snare during your daily preparations. - -*Source: Guns & Gears p. 54* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Finessed Features, Feat 12* -collapse: closed -# Finessed Features *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Finessed Features](../../../compendium/feats/finessed-features-g-g.md) is intended for use with the Trapsmith Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Trapsmith Dedication](../../../compendium/feats/trapsmith-dedication-g-g.md) - -You've learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare's trigger as normal. - -Trick Driver While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance. - -*Source: Guns & Gears p. 54* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/trick-driver-g-g.md b/Compendium/character/archetypes/trick-driver-g-g.md deleted file mode 100644 index fe47f1d45..000000000 --- a/Compendium/character/archetypes/trick-driver-g-g.md +++ /dev/null @@ -1,130 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Trick Driver"] ---- -# Trick Driver *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance. - -*Source: Guns & Gears p. 55* - -```ad-embed-feat -title: Trick Driver Dedication, Feat 2 -collapse: closed -# Trick Driver Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - - -You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. - -Whenever piloting a vehicle requires a [Piloting Lore](../../../compendium/skills.md#Lore) or [Sailing Lore](../../../compendium/skills.md#Lore) check, you can use your [Driving Lore](../../../compendium/skills.md#Lore) proficiency instead. - -You can use Dexterity in place of Intelligence when attempting piloting checks with [Driving Lore](../../../compendium/skills.md#Lore). You become an expert in [Driving Lore](../../../compendium/skills.md#Lore). At 7th level, you become a master in [Driving Lore](../../../compendium/skills.md#Lore), and at 15th level, you become legendary in [Driving Lore](../../../compendium/skills.md#Lore). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the trick driver archetype. - -*Source: Guns & Gears p. 55* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Express Driver, Feat 2 -collapse: closed -# Express Driver *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [exploration](../../../rules/traits/exploration.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Trick Driver Dedication](../../../compendium/feats/trick-driver-dedication-g-g.md) - -You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns. - -When calculating your travel speed for the day while piloting a vehicle, you can attempt a [Driving Lore](../../../compendium/skills.md#Lore) check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters. - -*Source: Guns & Gears p. 55* -%% #trait/archetype #trait/exploration #trait/skill %% -``` - -```ad-embed-feat -title: Power Slide, Feat 4 -collapse: closed -# Power Slide [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [move](../../../rules/traits/move.md) [reckless](../../../rules/traits/reckless-gmg.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Trick Driver Dedication](../../../compendium/feats/trick-driver-dedication-g-g.md) -- **Requirements**: You are piloting a vehicle. -- **Activity** Varies ([>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You [Drive](../../../rules/actions/drive-gmg.md) with a –2 penalty to your piloting check, gaining the effects of the [Drive](../../../rules/actions/drive-gmg.md) action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees. - -*Source: Guns & Gears p. 55* -%% #trait/archetype #trait/move #trait/reckless #trait/skill %% -``` - -```ad-embed-feat -title: Take The Wheel, Feat 4 -collapse: closed -# Take The Wheel [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -- **Prerequisites**: [Trick Driver Dedication](../../../compendium/feats/trick-driver-dedication-g-g.md), expert in [Driving Lore](../../../compendium/skills.md#Lore) -- **Requirements**: You are adjacent to a vehicle's point of entry. -- **Activity** Single Action - -Diving into a moving vehicle and seizing the controls is nothing new for you. You [Board](../../../rules/actions/board-gmg.md) and [Take Control](../../../rules/actions/take-control-gmg.md) of the adjacent vehicle. - -*Source: Guns & Gears p. 55* -%% #trait/archetype #trait/flourish %% -``` - -```ad-embed-feat -title: Push It, Feat 7 -collapse: closed -# Push It *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Trick Driver Dedication](../../../compendium/feats/trick-driver-dedication-g-g.md), master in [Driving Lore](../../../compendium/skills.md#Lore) - -You can push your vehicle's performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet. - -*Source: Guns & Gears p. 55* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Roadkill, Feat 10 -collapse: closed -# Roadkill *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Trick Driver Dedication](../../../compendium/feats/trick-driver-dedication-g-g.md) -- **Requirements**: You are piloting a vehicle. - -In your hands, any vehicle is a weapon. - -When you use [Run Over](../../../rules/actions/run-over-gmg.md), you can use your class DC in place of the vehicle's collision DC. Your vehicle can [Run Over](../../../rules/actions/run-over-gmg.md) any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle. - -*Source: Guns & Gears p. 55* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Drive-by Attack, Feat 12* -collapse: closed -# Drive-by Attack [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Drive-by Attack](../../../compendium/feats/drive-by-attack-g-g.md) is intended for use with the Trick Driver Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Trick Driver Dedication](../../../compendium/feats/trick-driver-dedication-g-g.md) -- **Requirements**: You are piloting a vehicle. -- **Activity** Varies ([>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You can smoothly line up an attack without disrupting your control. You [Drive](../../../rules/actions/drive-gmg.md), gaining the effects of the [Drive](../../../rules/actions/drive-gmg.md) action for the same number of actions you spent to [Drive](../../../rules/actions/drive-gmg.md)- By Attack. At any point during your vehicle's movement, you [Strike](../../../rules/actions/strike.md). - -*Source: Guns & Gears p. 55* -%% #trait/archetype #trait/flourish %% -``` diff --git a/Compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md b/Compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md deleted file mode 100644 index 96df81529..000000000 --- a/Compendium/character/archetypes/turpin-rowe-lumberjack-ec3.md +++ /dev/null @@ -1,91 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/ec3 -- trait/uncommon -aliases: ["Turpin Rowe Lumberjack"] ---- -# Turpin Rowe Lumberjack *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You are a feller of trees and a skilled axe wielder, trained in the art of forestry by the hard-working loggers of Turpin Rowe. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* - -```ad-embed-feat -title: Turpin Rowe Lumberjack Dedication, Feat 2 -collapse: closed -# Turpin Rowe Lumberjack Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You must befriend at least one Turpin Rowe logger. -- **Prerequisites**: trained in [Survival](../../../compendium/skills.md#Survival) - -Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in [Milling Lore](../../../compendium/skills.md#Lore) and [Forest Lore](../../../compendium/skills.md#Lore), or an expert if you were already trained. You can always [Take Cover](../../../rules/actions/take-cover.md) when you are within forest terrain to gain cover, even if you're not next to an obstacle you can [Take Cover](../../../rules/actions/take-cover.md) behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Axe Climber, Feat 4 -collapse: closed -# Axe Climber *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](../../../compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) - -When you are climbing a wooden surface and have a hatchet or battle axe in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a light pick in each hand. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Log Roll, Feat 4 -collapse: closed -# Log Roll [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](../../../compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) -- **Requirements**: You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is [flat-footed](../../../rules/conditions.md#Flat-footed). -- **Activity** Single Action - -You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. - -Attempt an [Acrobatics](../../skills.md#Acrobatics) check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Axe Thrower, Feat 6 -collapse: closed -# Axe Thrower *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](../../../compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) - -You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](../../../rules/traits/thrown.md) trait with a range of 10 feet. For axes that already have the [thrown](../../../rules/traits/thrown.md) trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Widen The Gap, Feat 10 -collapse: closed -# Widen The Gap *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](../../../compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md) - -Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe [Strike](../../../rules/actions/strike.md) to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe [Strike](../../../rules/actions/strike.md) to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/undead-master-botd.md b/Compendium/character/archetypes/undead-master-botd.md deleted file mode 100644 index 4e40c0856..000000000 --- a/Compendium/character/archetypes/undead-master-botd.md +++ /dev/null @@ -1,170 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Undead Master"] ---- -# Undead Master *Dedication Level 2* - -Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end. - -This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. - -The additional feats below are found in the [beastmaster](beastmaster-apg.md) archetype. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead. - -*Source: Book of the Dead p. 41* - -```ad-embed-feat -title: Undead Master Dedication, Feat 2 -collapse: closed -# Undead Master Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: evil alignment - -You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214. - -Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your "active companion," follows you during exploration and encounters; the rest are reduced to an "inactive" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the Call Companion action (Advanced Player's Guide 160), with your undead companions taking the place of animal companions. - -**Special.** You can't select another dedication feat until you have gained two other feats from the undead master archetype. - -*Source: Book of the Dead p. 41* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Additional Companion, Feat 4* -collapse: closed -# Additional Companion *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Additional Companion](../../../compendium/feats/additional-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md) - -Another animal joins you in your travels. It is a young animal companion that has the [minion](../../../rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. - -**Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Mature Beastmaster Companion, Feat 4* -collapse: closed -# Mature Beastmaster Companion *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Mature Beastmaster Companion](../../../compendium/feats/mature-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Beastmaster Dedication](../../../compendium/feats/beastmaster-dedication-apg.md) - -All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). During an encounter, even if you don't use the [Command an Animal](../../../rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to either [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Companion's Cry, Feat 6* -collapse: closed -# Companion's Cry *Feat 6* -[ranger](../../../rules/traits/ranger.md) - -> [!pf2-note] This version of [Companion's Cry](../../../compendium/feats/companions-cry.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: an animal companion - -You can urge your companion to do its utmost. You can spend 2 actions to [Command an Animal](../../../rules/actions/command-an-animal.md) instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. - -*Source: Core Rulebook p. 172* -%% #trait/ranger %% -``` - -```ad-embed-feat -title: Guardian Ghosts, Feat 8 -collapse: closed -# Guardian Ghosts [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Prerequisites**: [Undead Master Dedication](../../../compendium/feats/undead-master-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Trigger** You would take damage from a [Strike](../../../rules/actions/strike.md) while one of your undead companions is adjacent to you. -- **Activity** Reaction - -You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering [Strike](../../../rules/actions/strike.md) by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from [Their Master's Call](../../../compendium/feats/their-masters-call-botd.md). - -*Source: Book of the Dead p. 41* -%% #trait/archetype #trait/divine #trait/necromancy %% -``` - -```ad-embed-feat -title: Incredible Beastmaster Companion, Feat 8* -collapse: closed -# Incredible Beastmaster Companion *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Incredible Beastmaster Companion](../../../compendium/feats/incredible-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mature Beastmaster Companion](../../../compendium/feats/mature-beastmaster-companion-apg.md) - -Your mature animal companions continue to grow and develop. - -They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. - -*Source: Advanced Player's Guide p. 160* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Their Master's Call, Feat 12* -collapse: closed -# Their Master's Call [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -> [!pf2-note] This version of [Their Master's Call](../../../compendium/feats/their-masters-call-botd.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Undead Master Dedication](../../../compendium/feats/undead-master-dedication-botd.md), Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession. -- **Activity** Single Action - -In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately. - -*Source: Book of the Dead p. 41* -%% #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% -``` - -```ad-embed-feat -title: Specialized Beastmaster Companion, Feat 14* -collapse: closed -# Specialized Beastmaster Companion *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Specialized Beastmaster Companion](../../../compendium/feats/specialized-beastmaster-companion-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Incredible Beastmaster Companion](../../../compendium/feats/incredible-beastmaster-companion-apg.md) - -Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately). - -**Special.** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. - -*Source: Advanced Player's Guide p. 161* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Lead The Pack, Feat 16* -collapse: closed -# Lead The Pack *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Lead The Pack](../../../compendium/feats/lead-the-pack-apg.md) is intended for use with the Undead Master Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Mature Beastmaster Companion](../../../compendium/feats/mature-beastmaster-companion-apg.md), you have multiple animal companions - -You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](../../../rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](../../../rules/actions/stride.md) or [Strike](../../../rules/actions/strike.md). Either way, you can't [Command an Animal](../../../rules/actions/command-an-animal.md) to make either companion act again until your next turn. - -*Source: Advanced Player's Guide p. 161* -%% #trait/uncommon #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/undead-slayer-botd.md b/Compendium/character/archetypes/undead-slayer-botd.md deleted file mode 100644 index f0fb3b8c5..000000000 --- a/Compendium/character/archetypes/undead-slayer-botd.md +++ /dev/null @@ -1,167 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Undead Slayer"] ---- -# Undead Slayer *Dedication Level 2* - -> [!pf2-sidebar] Undead Slayers in The Inner Sea -> -> Just as undead stalk prey across the world, undead slayers wander every land in the Inner Sea region, seeking to end the threat and keep people safe. Organizations such as the Knights of Lastwall or the militant anti-undead Pharasmin sect called the Voices of the Spire count many undead slayers within their ranks, and thus undead slayers are particularly common in places where forces of those organizations fight undead, such as the Gravelands and Ustalav. Many undead hunting organizations are described in more detail on pages 14–15. -> -> The occupation of undead slayer is illegal in Geb, where the undead citizenry see the title as something similar to declaring oneself a serial killer. Nonetheless, a few undead slayers manage to ply their trade in Geb and avoid retribution by reluctantly marketing themselves as assassins specialized in eliminating undead rivals. Still other undead slayers in Geb simply keep hidden and continue their hunts in secret. -> -> Undead slayers are able to operate more easily in the city of Mzali in the Mwangi Expanse, despite the city being ruled by the mummy god-king [Walkena](../../setting/deities/walkena-logm.md) and guarded by [Walkena](../../setting/deities/walkena-logm.md)'s undead servants. Nonetheless, [Walkena](../../setting/deities/walkena-logm.md) doesn't control every undead in the region or offer them citizenship like in Geb, so undead slayers can ply their trade. Those who wish to assist the rebel group known as the Bright Lions should tread lightly, however, as known undead slayers are the first suspects if any of [Walkena](../../setting/deities/walkena-logm.md)'s undead guardians perish. -> -> With the conflict between the nations of Geb and Nex, Nex is only too happy to host as many undead slayers as possible within their borders, particularly the warmongers among the ruling Arclords, who want to be ready for the end of their tenuous peace. Yet most prefer not to hasten the hostilities, finding means to support undead slayers more subtly, rather than vocally condoning or promoting them. Grant programs or financial incentives just happen to go to undead slayers instead of other applicants. -> -> Ustalav is home to undead slayers of many kinds, from wandering mercenaries taking on jobs for coin to aristocratic bloodlines that have been hunting undead for generations. Given that undead could lurk disguised in society, these slayers often disguise their trade. Aristocratic ones in particular keep a different trade public, with the undead slaying a more personal source of familial pride. On the border of Virlych, undead slayers protect the residents of the other regions safe from undead predators that escape the gloomy land. - -Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield—you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like vampires; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead. - -Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like-minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay. - -*Source: Book of the Dead p. 28* - -````ad-embed-feat -title: Undead Slayer Dedication, Feat 2 -collapse: closed -# Undead Slayer Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Religion](../../../compendium/skills.md#Religion) - -Your training has prepared you to recognize most undead on sight. You become trained in two [Lore](../../../compendium/skills.md#Lore) skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. - -```ad-embed-ability -title: Slayer's Identification [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You roll initiative and can observe a creature you know is undead - -**Effect** You attempt to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) to identify the undead creature with a +1 circumstance bonus. If you're a master in the skill you're using to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), you gain a +2 circumstance bonus instead. -``` - -*Source: Book of the Dead p. 28* -%% #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Blessed Medicine, Feat 4 -collapse: closed -# Blessed Medicine *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [fortune](../../../rules/traits/fortune.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Undead Slayer Dedication](../../../compendium/feats/undead-slayer-dedication-botd.md) -- **Trigger** You fail a check to [Treat a Disease](../../../rules/actions/treat-disease.md) that was inflicted by an undead (such as [ghoul fever](../../../compendium/gm/afflictions/ghoul-fever-b1.md) or mummy rot). - -Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result. - -*Source: Book of the Dead p. 28* -%% #trait/archetype #trait/fortune #trait/skill %% -``` - -```ad-embed-feat -title: Hunter's Sanctum, Feat 4 -collapse: closed -# Hunter's Sanctum *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](../../../compendium/feats/undead-slayer-dedication-botd.md) - -You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of nondetection, using your [Religion](../../../compendium/skills.md#Religion) modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane [Perception](../../../compendium/skills.md#Perception) must succeed against either your [Religion](../../../compendium/skills.md#Religion) DC or the normal DC to find the sanctum, whichever is higher. - -*Source: Book of the Dead p. 28* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Necromantic Resistance, Feat 4 -collapse: closed -# Necromantic Resistance *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](../../../compendium/feats/undead-slayer-dedication-botd.md) - -As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](../../../rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. - -*Source: Book of the Dead p. 28* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Slayer's Strike, Feat 4 -collapse: closed -# Slayer's Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) [necromancy](../../../rules/traits/necromancy.md) [occult](../../../rules/traits/occult.md) [positive](../../../rules/traits/positive.md) - -- **Prerequisites**: [Undead Slayer Dedication](../../../compendium/feats/undead-slayer-dedication-botd.md) -- **Activity** Two-Action - -You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a [Strike](../../../rules/actions/strike.md) against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this [Strike](../../../rules/actions/strike.md) hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further [Strikes](../../../rules/actions/strike.md) you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing. - -If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. - -*Source: Book of the Dead p. 28* -%% #trait/archetype #trait/flourish #trait/necromancy #trait/occult #trait/positive %% -``` - -```ad-embed-feat -title: Frighten Undead, Feat 6 -collapse: closed -# Frighten Undead [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](../../../compendium/feats/undead-slayer-dedication-botd.md), trained in [Intimidation](../../../compendium/skills.md#Intimidation) -- **Activity** Single Action - -Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](../../../rules/actions/demoralize.md) an undead target using your [Religion](../../../compendium/skills.md#Religion) modifier instead of your [Intimidation](../../../compendium/skills.md#Intimidation) modifier if it's higher. If you use your [Religion](../../../compendium/skills.md#Religion) modifier, the [Demoralize](../../../rules/actions/demoralize.md) action loses the [emotion](../../../rules/traits/emotion.md) and [mental](../../../rules/traits/mental.md) traits, as your faith connects to the undead on an instinctual level. - -*Source: Book of the Dead p. 29* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Gear Up, Feat 6 -collapse: closed -# Gear Up *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](../../../compendium/feats/undead-slayer-dedication-botd.md) - -Whether it's wooden stakes, [holy water](../../../compendium/equipment/items/holy-water.md), or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the [Prescient Planner](../../../compendium/feats/prescient-planner-apg.md) and [Prescient Consumable](../../../compendium/feats/prescient-consumable-apg.md) feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute. If you have the [Hunter's Sanctum](../../../compendium/feats/hunters-sanctum-botd.md) feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods. - -*Source: Book of the Dead p. 29* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Slayer's Blessing, Feat 8 -collapse: closed -# Slayer's Blessing *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [manipulate](../../../rules/traits/manipulate.md) - -- **Prerequisites**: [Slayer's Strike](../../../compendium/feats/slayers-strike-botd.md) - -You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the [Strike](../../../rules/actions/strike.md), you can choose either the [ghost touch](../../../compendium/equipment/items/ghost-touch.md) property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material. - -At 14th level, add adamantine and mithral to the list of materials you can choose from. - -*Source: Book of the Dead p. 29* -%% #trait/archetype #trait/manipulate %% -``` - -```ad-embed-feat -title: Slayer's Presence, Feat 10 -collapse: closed -# Slayer's Presence *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Frighten Undead](../../../compendium/feats/frighten-undead-botd.md) - -Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is [fleeing](../../../rules/conditions.md#Fleeing) for 1 round. - -*Source: Book of the Dead p. 29* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/unexpected-sharpshooter-g-g.md b/Compendium/character/archetypes/unexpected-sharpshooter-g-g.md deleted file mode 100644 index 7f5415fad..000000000 --- a/Compendium/character/archetypes/unexpected-sharpshooter-g-g.md +++ /dev/null @@ -1,227 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Unexpected Sharpshooter"] ---- -# Unexpected Sharpshooter *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -> [!pf2-quote]- A quote from Viri, gnome ornithologist, just before a series of strange accidents mysteriously took down a hardened bandit squad of eight former Alkenstar veterans. -> -> Oh would you look at that, there's a bunch of bullet holes around here... so that's what all the ruckus was about! Six... seven... eight of you, huh? Oh, but did you notice the northern finch over there in that tree a minute ago? Its nest is up there, but I think all those gunshots startled it. You think you could quiet down so maybe it'll come back? -> -> -- Viri, gnome ornithologist, just before a series of strange accidents mysteriously took down a hardened bandit squad of eight former Alkenstar veterans. - -Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself. - -Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it? - -> [!pf2-example] Skilled or Lucky? -> -> Part of the fun of roleplaying an unexpected sharpshooter is the ambiguity and mystery of how your character achieves their surprising success. Your character at first seems like they bumble into their successes through sheer circumstance. However, when the circumstances pile up, others might start to suspect another possibility: perhaps your character is secretly so incredible that they not only achieve impressive results but do so in a way that hides their skill behind a veneer of lucky breaks. Ultimately, either could be true about your character, or some combination of both. You might decide the truth together with the GM as soon as you take this archetype or hold off until later to make that call. Because this archetype hints at hidden talent intentionally obfuscated, it offers a good choice for a character who's secretly more powerful or skilled than they seem or who must hide their abilities for some reason—perhaps associated with the plot of the campaign. -> -> If your inclination is to play a character who hides their abilities, consider training in the [Deception](../../skills.md#Deception) skill and taking skill feats like [Charming Liar](../../feats/charming-liar.md) and [Confabulator](../../feats/confabulator.md) that emphasize your character's crafty nature and skill at concealing their true intent. -> -> If you instead prefer to play a character who's legitimately a bit uncoordinated but abnormally lucky, you might choose to pursue actions that have a high chance of earning you a Hero Point. You could also consider taking abilities with the [fortune](../../../Rules/traits/fortune.md) or [misfortune](../../../Rules/traits/misfortune.md) traits, such as [Halfling Luck](../../feats/halfling-luck.md) or Harbinger's Caw. - -*Source: Guns & Gears p. 138* - -````ad-embed-feat -title: Unexpected Sharpshooter Dedication, Feat 2 -collapse: closed -# Unexpected Sharpshooter Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Frequency**: once per day - -Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity. - -```ad-embed-ability -title: Accidental Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](../../../rules/traits/fortune.md) - -You make a [Strike](../../../rules/actions/strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](../../../rules/conditions.md#Concealed) or [hidden](../../../rules/conditions.md#Hidden). -%% #trait/fortune %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype. - -*Source: Guns & Gears p. 142* -%% #trait/uncommon #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Hit The Dirt!, Feat 4* -collapse: closed -# Hit The Dirt! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Hit The Dirt!](../../../compendium/feats/hit-the-dirt-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. - -- **Trigger** A creature you can see attempts a ranged [Strike](../../../rules/actions/strike.md) against you. -- **Activity** Reaction - -You fling yourself out of harm's way. You [Leap](../../../rules/actions/leap.md). Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land [prone](../../../rules/conditions.md#Prone) after completing your [Leap](../../../rules/actions/leap.md). - -*Source: Guns & Gears p. 111* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Lucky Escape, Feat 4 -collapse: closed -# Lucky Escape [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [misfortune](../../../rules/traits/misfortune.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](../../../compendium/feats/unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per day -- **Trigger** A creature targets you with an attack, even if you aren't aware of it. -- **Activity** Reaction - -Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result. - -*Source: Guns & Gears p. 142* -%% #trait/archetype #trait/misfortune %% -``` - -```ad-embed-feat -title: Risky Reload, Feat 4* -collapse: closed -# Risky Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[flourish](../../../rules/traits/flourish.md) [gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Risky Reload](../../../compendium/feats/risky-reload-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. - -- **Requirements**: You're wielding a firearm. -- **Activity** Single Action - -You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. [Interact](../../../rules/actions/interact.md) to reload a firearm, then make a [Strike](../../../rules/actions/strike.md) with that firearm. If the [Strike](../../../rules/actions/strike.md) fails, the firearm misfires. - -*Source: Guns & Gears p. 112* -%% #trait/flourish #trait/gunslinger %% -``` - -```ad-embed-feat -title: No Hard Feelings, Feat 6 -collapse: closed -# No Hard Feelings *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](../../../compendium/feats/unexpected-sharpshooter-dedication-g-g.md) - -Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes. You can choose to add the [nonlethal](../../../rules/traits/nonlethal.md) trait to your ranged weapons, making the choice of whether to add the trait or not just before each [Strike](../../../rules/actions/strike.md). - -*Source: Guns & Gears p. 142* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: That Was A Close One, Huh?, Feat 7 -collapse: closed -# That Was A Close One, Huh? [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: master in [Deception](../../../compendium/skills.md#Deception), [Unexpected Sharpshooter Dedication](../../../compendium/feats/unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per round -- **Requirements**: Either you used [Accidental Shot](../../../rules/actions/accidental-shot-g-g.md) and hit your opponent with the [Strike](../../../rules/actions/strike.md) this turn, or you used [Lucky Escape](../../../compendium/feats/lucky-escape-g-g.md) since your last turn and the triggering attack missed you. -- **Activity** Single Action - -You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle. - -Attempt to [Demoralize](../../../rules/actions/demoralize.md) either the foe you hit with [Accidental Shot](../../../rules/actions/accidental-shot-g-g.md) or the foe that missed you due to [Lucky Escape](../../../compendium/feats/lucky-escape-g-g.md). You use [Deception](../../../compendium/skills.md#Deception) instead of [Intimidation](../../../compendium/skills.md#Intimidation) to attempt the check to [Demoralize](../../../rules/actions/demoralize.md). - -*Source: Guns & Gears p. 142* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Unbelievable Luck, Feat 8 -collapse: closed -# Unbelievable Luck *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](../../../compendium/feats/unexpected-sharpshooter-dedication-g-g.md) - -While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the [Accidental Shot](../../../rules/actions/accidental-shot-g-g.md) activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day. - -*Source: Guns & Gears p. 143* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: I Meant To Do That, Feat 10 -collapse: closed -# I Meant To Do That [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: trained in [Deception](../../../compendium/skills.md#Deception), [Unexpected Sharpshooter Dedication](../../../compendium/feats/unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per hour -- **Requirements**: Your previous action was a ranged weapon [Strike](../../../rules/actions/strike.md) that missed a foe within 60 feet. -- **Activity** Single Action - -Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a [Deception](../../../compendium/skills.md#Deception) check to attempt to [Shove](../../../rules/actions/shove.md), [Trip](../../../rules/actions/trip.md), or [Disarm](../../../rules/actions/disarm.md) the foe you missed. - -*Source: Guns & Gears p. 143* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Trick Shot, Feat 10* -collapse: closed -# Trick Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[gunslinger](../../../rules/traits/gunslinger-g-g.md) - -> [!pf2-note] This version of [Trick Shot](../../../compendium/feats/trick-shot-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. - -- **Requirements**: You're wielding a loaded crossbow or firearm. -- **Activity** Two-Action - -You shoot not at your foe but at an object nearby. Make a [Strike](../../../rules/actions/strike.md) with your firearm against an AC equal to an easy DC for your level (Core Rulebook 504). On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects. - -- **Dislodge Object** Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table. -- **Explosive Barrel** Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take `6d6` damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by `1d6` for every 2 levels you have above 10th. - -*Source: Guns & Gears p. 116* -%% #trait/gunslinger %% -``` - -```ad-embed-feat -title: Unbelievable Escape, Feat 10 -collapse: closed -# Unbelievable Escape *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](../../../compendium/feats/unexpected-sharpshooter-dedication-g-g.md) - -Your ability to narrowly evade danger defies all logic. You can use [Lucky Escape](../../../compendium/feats/lucky-escape-g-g.md) once per hour instead of once per day. - -*Source: Guns & Gears p. 143* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Chain Reaction, Feat 12* -collapse: closed -# Chain Reaction [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Chain Reaction](../../../compendium/feats/chain-reaction-g-g.md) is intended for use with the Unexpected Sharpshooter Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](../../../compendium/feats/unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per 10 minutes -- **Activity** Three-Action - -You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone. - -Make a [Strike](../../../rules/actions/strike.md) with a ranged weapon, and if you hit, you can make another [Strike](../../../rules/actions/strike.md) at a target within 30 feet of the first target. If you hit the second target, attempt to [Strike](../../../rules/actions/strike.md) a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. - -However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a [Strike](../../../rules/actions/strike.md) against yet during this particular use of Chain Reaction. - -This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your [Strike](../../../rules/actions/strike.md). Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage. - -*Source: Guns & Gears p. 143* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/vampire-botd.md b/Compendium/character/archetypes/vampire-botd.md deleted file mode 100644 index c484141ed..000000000 --- a/Compendium/character/archetypes/vampire-botd.md +++ /dev/null @@ -1,222 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Vampire"] ---- -# Vampire *Dedication Level 2* - -> [!pf2-sidebar] Vampire Vulnerabilities -> -> Your power comes with a price. As a vampire, you have the following vulnerabilities. -> -> **Revulsion:** You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must [Interact](../../../Rules/actions/interact.md) to brandish garlic or a religious symbol for 1 round (similar to [Raising a Shield](../../../Rules/actions/raise-a-shield.md)). If you involuntarily come within 10 feet of an object of your revulsion, you gain the fleeing condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for `1d6` rounds, or 1 hour on a critical success. -> -> **Sunlight:** If exposed to direct sunlight, you immediately become [slowed](../../../Rules/conditions.md#Slowed). The [slowed](../../../Rules/conditions.md#Slowed) value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors. - -After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood. - -*Source: Book of the Dead p. 58* - -````ad-embed-feat -title: Vampire Dedication, Feat 2 -collapse: closed -# Vampire Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: You were a killed by a vampire drinking your blood. - -You're a newly risen vampire. You gain the [undead](../../../rules/traits/undead.md) and [vampire](../../../rules/traits/vampire-b1.md) traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](../../../rules/traits/grapple.md) and [unarmed](../../../rules/traits/unarmed.md) traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. - -```ad-embed-ability -title: Drink Blood [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Requirements**: A [grabbed](../../../rules/conditions.md#Grabbed), [paralyzed](../../../rules/conditions.md#Paralyzed), [restrained](../../../rules/conditions.md#Restrained), [unconscious](../../../rules/conditions.md#Unconscious), or willing creature is within your reach - -**Effect** You sink your fangs into that creature and drink its blood. This requires an [Athletics](../../../compendium/skills.md#Athletics) check against the victim's Fortitude DC if the victim is [grabbed](../../../rules/conditions.md#Grabbed), and automatically succeeds for any of the other conditions. If you succeed, the creature becomes [drained](../../../rules/conditions.md#Drained), and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the [drained](../../../rules/conditions.md#Drained) condition or grant you more temporary HP. -%% #trait/divine #trait/necromancy %% -``` - -*Source: Book of the Dead p. 58* -%% #trait/rare #trait/archetype #trait/dedication %% -```` - -```ad-embed-feat -title: Clinging Climber, Feat 4 -collapse: closed -# Clinging Climber *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vampire Dedication](../../../compendium/feats/vampire-dedication-botd.md), trained in [Athletics](../../../compendium/skills.md#Athletics) - -You climb like a spider. You gain a climb Speed of 15 feet. - -*Source: Book of the Dead p. 58* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Manipulative Charm, Feat 4 -collapse: closed -# Manipulative Charm *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Vampire Dedication, trained in [Deception](../../../compendium/skills.md#Deception) or [Diplomacy](../../../compendium/skills.md#Diplomacy) - -Against humanoids, you gain a +1 circumstance bonus to [Deception](../../../compendium/skills.md#Deception) checks to [Lie](../../../rules/actions/lie.md), and to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks to [Gather Information](../../../rules/actions/gather-information.md) and [Make an Impression](../../../rules/actions/make-an-impression.md). - -Once per day, you can cast [charm](../../../compendium/spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](../../../rules/traits/visual.md) trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](../../../compendium/spells/charm.md) when you are 19th level. - -*Source: Book of the Dead p. 58* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Nocturnal Kindred, Feat 4 -collapse: closed -# Nocturnal Kindred *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: Vampire Dedication, trained in [Nature](../../../compendium/skills.md#Nature) - -You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use [Diplomacy](../../../compendium/skills.md#Diplomacy) with bats, rats, and wolves. You also gain a +1 circumstance bonus to [Make an Impression](../../../rules/actions/make-an-impression.md) on such animals. - -Once per day, you can cast [animal allies](../../../compendium/spells/animal-allies-som.md) (Pathfinder Secrets of Magic 89) as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [animal allies](../../../compendium/spells/animal-allies-som.md) when you are 19th level. - -*Source: Book of the Dead p. 58* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Daywalker, Feat 6 -collapse: closed -# Daywalker *Feat 6* -[abjuration](../../../rules/traits/abjuration.md) [Archetype](../../../rules/traits/archetype.md) [divine](../../../rules/traits/divine.md) - -- **Prerequisites**: [Vampire Dedication](../../../compendium/feats/vampire-dedication-botd.md) - -Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits (page 44) and can't be destroyed by sunlight. This doesn't prevent you from becoming [slowed](../../../rules/conditions.md#Slowed) by exposure to the sun. - -*Source: Book of the Dead p. 58* -%% #trait/archetype #trait/abjuration #trait/divine %% -``` - -```ad-embed-feat -title: Predatory Claws, Feat 6 -collapse: closed -# Predatory Claws *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vampire Dedication](../../../compendium/feats/vampire-dedication-botd.md) - -Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), and [unarmed](../../../rules/traits/unarmed.md) traits. - -If you hit the same enemy with two consecutive claw [Strikes](../../../rules/actions/strike.md) in the same round, you can attempt to [Grapple](../../../rules/actions/grapple.md) that same target as a free action, provided you take that action immediately after the second [Strike](../../../rules/actions/strike.md). - -*Source: Book of the Dead p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Vicious Fangs, Feat 8 -collapse: closed -# Vicious Fangs *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vampire Dedication](../../../compendium/feats/vampire-dedication-botd.md) - -You aim for your victim's prominent arteries. Your fangs [Strike](../../../rules/actions/strike.md) deals an additional `1d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) on a critical hit. - -At 14th level, the [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) increases to `2d6`, and at 20th level, the [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) increases to `3d6`. - -*Source: Book of the Dead p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Bat Form, Feat 10 -collapse: closed -# Bat Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [divine](../../../rules/traits/divine.md) [polymorph](../../../rules/traits/polymorph.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Prerequisites**: [Vampire Dedication](../../../compendium/feats/vampire-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You can transform into a bat. You gain the effects of a 4th-level [pest form](../../../compendium/spells/pest-form.md) spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level [aerial form](../../../compendium/spells/aerial-form.md) spell instead (bat form only). - -*Source: Book of the Dead p. 59* -%% #trait/archetype #trait/concentrate #trait/divine #trait/polymorph #trait/transmutation %% -``` - -```ad-embed-feat -title: Turn to Mist, Feat 10 -collapse: closed -# Turn to Mist [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [concentrate](../../../rules/traits/concentrate.md) [divine](../../../rules/traits/divine.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Prerequisites**: [Vampire Dedication](../../../compendium/feats/vampire-dedication-botd.md) -- **Frequency**: once per day -- **Activity** Single Action - -You turn into vapor, gaining the effects of [gaseous form](../../../compendium/spells/gaseous-form.md). - -*Source: Book of the Dead p. 59* -%% #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% -``` - -```ad-embed-feat -title: Coffin Bound, Feat 12* -collapse: closed -# Coffin Bound *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) [negative](../../../rules/traits/negative.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Coffin Bound](../../../compendium/feats/coffin-bound-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Vampire Dedication](../../../compendium/feats/vampire-dedication-botd.md) - -You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. You can still be healed in other ways during that time, though you're [unconscious](../../../rules/conditions.md#Unconscious) and therefore unable to heal yourself. The GM might allow you to [Refocus](../../../rules/actions/refocus.md) while resting, depending on whether it's a type of Refocusing you can achieve while you slumber. - -If you would be destroyed, you instead remain near death. This doesn't change your [dying](../../../rules/conditions.md#Dying) or [wounded](../../../rules/conditions.md#Wounded) value, and you remain [unconscious](../../../rules/conditions.md#Unconscious). After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the [dying](../../../rules/conditions.md#Dying) and [wounded](../../../rules/conditions.md#Wounded) conditions. You can't be healed in any other way when near death. - -Your coffin can't heal you if you're staked through the chest. You can be staked only if [unconscious](../../../rules/conditions.md#Unconscious), and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function. - -*Source: Book of the Dead p. 59* -%% #trait/uncommon #trait/archetype #trait/divine #trait/necromancy #trait/negative %% -``` - -```ad-embed-feat -title: Mist Escape, Feat 14* -collapse: closed -# Mist Escape [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Mist Escape](../../../compendium/feats/mist-escape-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Coffin Bound](../../../compendium/feats/coffin-bound-botd.md), [Turn to Mist](../../../compendium/feats/turn-to-mist-botd.md) -- **Trigger** You are reduced to 0 HP. -- **Activity** Free Action - -As you fall, your body reacts to defend itself. You [Turn to Mist](../../../compendium/feats/turn-to-mist-botd.md). This doesn't expend a use of Turn to Mist, and you can use Mist [Escape](../../../rules/actions/escape.md) even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, [unconscious](../../../rules/conditions.md#Unconscious), if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first. - -*Source: Book of the Dead p. 59* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Dominating Gaze, Feat 16* -collapse: closed -# Dominating Gaze *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [uncommon](../../../rules/traits/uncommon.md) - -> [!pf2-note] This version of [Dominating Gaze](../../../compendium/feats/dominating-gaze-botd.md) is intended for use with the Vampire Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Manipulative Charm](../../../compendium/feats/manipulative-charm-botd.md) - -You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](../../../compendium/spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](../../../rules/traits/visual.md) trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](../../../rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](../../../compendium/spells/dominate.md) spells from Dominating Gaze immediately end. - -*Source: Book of the Dead p. 59* -%% #trait/uncommon #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/vehicle-mechanic-g-g.md b/Compendium/character/archetypes/vehicle-mechanic-g-g.md deleted file mode 100644 index 8faadf7ee..000000000 --- a/Compendium/character/archetypes/vehicle-mechanic-g-g.md +++ /dev/null @@ -1,138 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/g&g -- trait/uncommon -aliases: ["Vehicle Mechanic"] ---- -# Vehicle Mechanic *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project. - -You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like Abadar or deities interested in crafting such as the goddess Brigh—the Whisper in Bronze—the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold. - -*Source: Guns & Gears p. 56* - -```ad-embed-feat -title: Vehicle Mechanic Dedication, Feat 2 -collapse: closed -# Vehicle Mechanic Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence 14, trained in [Crafting](../../../compendium/skills.md#Crafting) - -You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in [Crafting](../../../compendium/skills.md#Crafting), and you choose one vehicle you own—or your party owns collectively—to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages. - -You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in [Crafting](../../../compendium/skills.md#Crafting), this bonus increases to +2. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the mechanic archetype. - -*Source: Guns & Gears p. 56* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Engine Bay, Feat 4 -collapse: closed -# Engine Bay *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](../../../compendium/feats/vehicle-mechanic-dedication-g-g.md), expert in [Crafting](../../../compendium/skills.md#Crafting) - -You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in [Crafting](../../../compendium/skills.md#Crafting), you can fix up to four targets. If you're legendary in [Crafting](../../../compendium/skills.md#Crafting), you can fix up to eight targets. - -This feat has no effect when using [Quick Repair](../../../compendium/feats/quick-repair.md) or another ability to reduce the time spent Repairing. - -*Source: Guns & Gears p. 56* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Patch Job, Feat 4 -collapse: closed -# Patch Job *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](../../../compendium/feats/vehicle-mechanic-dedication-g-g.md) - -You can patch up damage to an object with a quick fix. You gain the Improvised Repair general feat. When you use Improvised Repair, you can attempt a [Crafting](../../../compendium/skills.md#Crafting) check with the same DC as [Repair](../../../rules/actions/repair.md). If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type. - -*Source: Guns & Gears p. 56* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Superior Propulsion, Feat 6 -collapse: closed -# Superior Propulsion *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](../../../compendium/feats/vehicle-mechanic-dedication-g-g.md) - -By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to [Drive](../../../rules/actions/drive-gmg.md) the vehicle as a 2- or 3-action activity. - -Alchemical The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level. - -Clockwork More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is [broken](../../../rules/conditions.md#Broken), it does not need to make the flat check to avoid losing operating time. - -Magical The residual magic from your signature vehicle interferes with [hostile](../../../rules/conditions.md#Hostile) spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot's next turn. - -Pulled You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed. - -Rowed Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage. - -Steam The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is [concealed](../../../rules/conditions.md#Concealed). - -Wind The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action [Drive](../../../rules/actions/drive-gmg.md). - -*Source: Guns & Gears p. 57* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Efficient Controls, Feat 7 -collapse: closed -# Efficient Controls *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](../../../compendium/feats/vehicle-mechanic-dedication-g-g.md), master in [Crafting](../../../compendium/skills.md#Crafting) - -By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn't reduce the vehicle's need for a pilot. - -*Source: Guns & Gears p. 57* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Impervious Vehicle, Feat 8 -collapse: closed -# Impervious Vehicle *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](../../../compendium/feats/vehicle-mechanic-dedication-g-g.md) - -From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. - -Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level. - -*Source: Guns & Gears p. 57* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Miraculous Flight, Feat 18* -collapse: closed -# Miraculous Flight *Feat 18* -[Archetype](../../../rules/traits/archetype.md) [magical](../../../rules/traits/magical.md) - -> [!pf2-note] This version of [Miraculous Flight](../../../compendium/feats/miraculous-flight-g-g.md) is intended for use with the Vehicle Mechanic Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Vehicle Mechanic Dedication](../../../compendium/feats/vehicle-mechanic-dedication-g-g.md) - -With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle). - -*Source: Guns & Gears p. 57* -%% #trait/archetype #trait/magical %% -``` diff --git a/Compendium/character/archetypes/vigilante-apg.md b/Compendium/character/archetypes/vigilante-apg.md deleted file mode 100644 index e1c824ccb..000000000 --- a/Compendium/character/archetypes/vigilante-apg.md +++ /dev/null @@ -1,210 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -- trait/uncommon -aliases: ["Vigilante"] ---- -# Vigilante *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -As a vigilante, you have two faces: a public persona, and a secret identity that lets you hide your extralegal actions from polite society. Your secret identity lets you adventure and carry out clandestine missions while keeping the civilians you care about safe. Whatever your purpose—fighting crime, inciting rebellion, sowing chaos—your vigilante identity makes you both hard to pin down and a mysterious, intriguing subject of gossip. - -*Source: Advanced Player's Guide p. 196* - -```ad-embed-feat -title: Vigilante Dedication, Feat 2 -collapse: closed -# Vigilante Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Deception](../../../compendium/skills.md#Deception) - -You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a [Seek](../../../rules/actions/seek.md) action to attempt a [Perception](../../../compendium/skills.md#Perception) check against your [Deception](../../../compendium/skills.md#Deception) DC, as if you were using the [Impersonate](../../../rules/actions/impersonate.md) action. Your [Deception](../../../compendium/skills.md#Deception) DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with [Impersonate](../../../rules/actions/impersonate.md), you don't have to attempt a [Deception](../../../compendium/skills.md#Deception) check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity. - -Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities. - -Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the [detect alignment](../../../compendium/spells/detect-alignment.md) spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist. - -To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. - -You can use social feats only while in your social identity. - -Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity. - -**Special.** You can't select another dedication feat until you have gained two other feats from the vigilante archetype. - -*Source: Advanced Player's Guide p. 196* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Hidden Magic, Feat 4 -collapse: closed -# Hidden Magic *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: expert in [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion); [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) - -You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. - -A spellcaster using [detect magic](../../../compendium/spells/detect-magic.md) or [read aura](../../../compendium/spells/read-aura.md) must succeed at a [Perception](../../../compendium/skills.md#Perception) check against your [Deception](../../../compendium/skills.md#Deception) DC to see through your obfuscations. - -*Source: Advanced Player's Guide p. 196* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Minion Guise, Feat 4 -collapse: closed -# Minion Guise *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) social - -- **Prerequisites**: animal companion or familiar, expert in [Deception](../../../compendium/skills.md#Deception), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) - -When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity. - -*Source: Advanced Player's Guide p. 196* -%% #trait/archetype #trait/skill #trait/social %% -``` - -```ad-embed-feat -title: Quick Draw (Rogue), Feat 4* -collapse: closed -# Quick Draw (Rogue) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](../../../rules/traits/rogue.md) - -> [!pf2-note] This version of [Quick Draw (Rogue)](../../../compendium/feats/quick-draw-rogue.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You draw your weapon and attack with the same motion. You [Interact](../../../rules/actions/interact.md) to draw a weapon, then [Strike](../../../rules/actions/strike.md) with that weapon. - -*Source: Core Rulebook p. 184* -%% #trait/rogue %% -``` - -```ad-embed-feat -title: Safe House, Feat 4 -collapse: closed -# Safe House *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) - -You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your [Deception](../../../compendium/skills.md#Deception) modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in [Deception](../../../compendium/skills.md#Deception), eight cubes if you're a master, and 16 cubes if you're legendary. - -*Source: Advanced Player's Guide p. 196* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Social Purview, Feat 4 -collapse: closed -# Social Purview *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) - -You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure. - -*Source: Advanced Player's Guide p. 196* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Startling Appearance, Feat 6 -collapse: closed -# Startling Appearance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) -- **Requirements**: You are completely [unnoticed](../../../rules/conditions.md#Unnoticed) by the target creature. -- **Activity** Single Action - -You can startle foes who are unaware of your presence. - -Make a [Strike](../../../rules/actions/strike.md) against your target. That creature is [flat-footed](../../../rules/conditions.md#Flat-footed) against this [Strike](../../../rules/actions/strike.md), as normal. If your [Strike](../../../rules/actions/strike.md) hits, the target remains [flat-footed](../../../rules/conditions.md#Flat-footed) for the rest of your turn and is [frightened](../../../rules/conditions.md#Frightened) ([frightened](../../../rules/conditions.md#Frightened) on a critical hit). - -*Source: Advanced Player's Guide p. 197* -%% #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% -``` - -```ad-embed-feat -title: Quick Change, Feat 7 -collapse: closed -# Quick Change *Feat 7* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: master in [Deception](../../../compendium/skills.md#Deception), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) - -You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in [Deception](../../../compendium/skills.md#Deception), you can perform this change as a 1-action activity. - -*Source: Advanced Player's Guide p. 197* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Subjective Truth, Feat 7 -collapse: closed -# Subjective Truth *Feat 7* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: master in [Deception](../../../compendium/skills.md#Deception), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) - -Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like [zone of truth](../../../compendium/spells/zone-of-truth.md) that force you to speak the truth. - -*Source: Advanced Player's Guide p. 197* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Many Guises, Feat 8 -collapse: closed -# Many Guises *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: master in [Deception](../../../compendium/skills.md#Deception), [Vigilante Dedication](../../../compendium/feats/vigilante-dedication-apg.md) - -You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual—rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your [Deception](../../../compendium/skills.md#Deception) DC. - -You can't use either social abilities or vigilante abilities while in this identity. - -*Source: Advanced Player's Guide p. 197* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Frightening Appearance, Feat 12* -collapse: closed -# Frightening Appearance *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -> [!pf2-note] This version of [Frightening Appearance](../../../compendium/feats/frightening-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. - -- **Prerequisites**: expert in [Intimidation](../../../compendium/skills.md#Intimidation), [Startling Appearance](../../../compendium/feats/startling-appearance-loag.md) - -Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to [Demoralize](../../../rules/actions/demoralize.md) each opponent within 10 feet to whom you were [unnoticed](../../../rules/conditions.md#Unnoticed) before your [Strike](../../../rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 197* -%% #trait/archetype #trait/vigilante %% -``` - -```ad-embed-feat -title: Stunning Appearance, Feat 16* -collapse: closed -# Stunning Appearance *Feat 16* -[Archetype](../../../rules/traits/archetype.md) [vigilante](../../../rules/traits/vigilante-apg.md) - -> [!pf2-note] This version of [Stunning Appearance](../../../compendium/feats/stunning-appearance-apg.md) is intended for use with the Vigilante Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Startling Appearance](../../../compendium/feats/startling-appearance-loag.md) - -Your sudden appearance leaves your foe unable to respond. - -When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also [stunned](../../../rules/conditions.md#Stunned) on a hit, or [stunned](../../../rules/conditions.md#Stunned) on a critical hit. - -*Source: Advanced Player's Guide p. 197* -%% #trait/archetype #trait/vigilante %% -``` diff --git a/Compendium/character/archetypes/viking-apg.md b/Compendium/character/archetypes/viking-apg.md deleted file mode 100644 index 52ae1c506..000000000 --- a/Compendium/character/archetypes/viking-apg.md +++ /dev/null @@ -1,136 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Viking"] ---- -# Viking *Dedication Level 2* - -To go "a-viking" is to raid by sea, and thus vikings have spread far and wide. Some have even settled in the very communities they once raided. Vikings traditionally travel in longboats; a score of these warriors might live aboard their ship for days at a time, sailing the seas (or, as they call it, the "whale-road") to ambush coastal communities. Once they arrive at a settlement, they charge ashore, plundering all they can find and slaying anyone foolish enough to get in their way. The ferocity of viking raids is legendary. - -*Source: Advanced Player's Guide p. 198* - -```ad-embed-feat -title: Viking Dedication, Feat 2 -collapse: closed -# Viking Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Athletics](../../../compendium/skills.md#Athletics) - -Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in [Sailing Lore](../../../compendium/skills.md#Lore). When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your [Athletics](../../../compendium/skills.md#Athletics) check to [Swim](../../../rules/actions/swim.md), you get a critical success instead. - -**Special.** You can't select another dedication feat until you have gained two other feats from the viking archetype. - -*Source: Advanced Player's Guide p. 198* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Hurling Charge, Feat 4 -collapse: closed -# Hurling Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Viking Dedication](../../../compendium/feats/viking-dedication-apg.md) -- **Activity** Two-Action - -You make a ranged [Strike](../../../rules/actions/strike.md) with a thrown weapon you already have in your hand, [Stride](../../../rules/actions/stride.md), and then [Interact](../../../rules/actions/interact.md) to draw another weapon. If you are [raging](../../../rules/actions/rage.md), you can add the additional damage with melee weapons you receive from [raging](../../../rules/actions/rage.md) to your damage with the thrown weapon. - -*Source: Advanced Player's Guide p. 198* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Reactive Shield, Feat 4* -collapse: closed -# Reactive Shield [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Reactive Shield](../../../compendium/feats/reactive-shield.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. - -- **Trigger** An enemy hits you with a melee [Strike](../../../rules/actions/strike.md). -- **Requirements**: You are wielding a shield. -- **Activity** Reaction - -You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the [Raise a Shield](../../../rules/actions/raise-a-shield.md) action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack. - -*Source: Core Rulebook p. 145* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Viking Weapon Familiarity, Feat 4 -collapse: closed -# Viking Weapon Familiarity *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Viking Dedication](../../../compendium/feats/viking-dedication-apg.md) - -From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the [battle axe](../../../compendium/equipment/items/battle-axe.md), [hatchet](../../../compendium/equipment/items/hatchet.md), [longsword](../../../compendium/equipment/items/longsword.md), and [shortsword](../../../compendium/equipment/items/shortsword.md). In addition, you gain the [Shield Block](../../../compendium/feats/shield-block.md) reaction. - -*Source: Advanced Player's Guide p. 198* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Second Shield, Feat 6 -collapse: closed -# Second Shield [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Viking Dedication](../../../compendium/feats/viking-dedication-apg.md) -- **Trigger** Your [Shield Block](../../../compendium/feats/shield-block.md) causes your shield to break or be destroyed. -- **Activity** Free Action - -You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can [Interact](../../../rules/actions/interact.md) to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can [Interact](../../../rules/actions/interact.md) to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the [Raise a Shield](../../../rules/actions/raise-a-shield.md) action, as normal. - -*Source: Advanced Player's Guide p. 198* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shielded Stride, Feat 6* -collapse: closed -# Shielded Stride *Feat 6* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Shielded Stride](../../../compendium/feats/shielded-stride.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. - - -When your shield is up, your enemies' blows can't touch you. When you have your [shield raised](../../../rules/actions/raise-a-shield.md), you can [Stride](../../../rules/actions/stride.md) to move half your Speed without triggering reactions that are triggered by your movement (such as [Attacks of Opportunity](../../../rules/abilities/attack-of-opportunity.md)). You can use Shielded Stride while Flying or Swimming instead of [Striding](../../../rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 146* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Viking Weapon Specialist, Feat 6 -collapse: closed -# Viking Weapon Specialist *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Viking Weapon Familiarity](../../../compendium/feats/viking-weapon-familiarity-apg.md) - -You are even more skilled in the weapons of your people. You gain the critical specialization effects of the [battle axe](../../../compendium/equipment/items/battle-axe.md), [hatchet](../../../compendium/equipment/items/hatchet.md), [longsword](../../../compendium/equipment/items/longsword.md), and [shortsword](../../../compendium/equipment/items/shortsword.md). Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons. - -*Source: Advanced Player's Guide p. 198* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Quick Shield Block (Fighter), Feat 10* -collapse: closed -# Quick Shield Block (Fighter) *Feat 10* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Quick Shield Block (Fighter)](../../../compendium/feats/quick-shield-block-fighter.md) is intended for use with the Viking Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Shield Block](../../../compendium/feats/shield-block.md) - -You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to [Shield Block](../../../compendium/feats/shield-block.md). - -*Source: Core Rulebook p. 149* -%% #trait/fighter %% -``` diff --git a/Compendium/character/archetypes/weapon-improviser-apg.md b/Compendium/character/archetypes/weapon-improviser-apg.md deleted file mode 100644 index e36640bfa..000000000 --- a/Compendium/character/archetypes/weapon-improviser-apg.md +++ /dev/null @@ -1,122 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/apg -aliases: ["Weapon Improviser"] ---- -# Weapon Improviser *Dedication Level 2* - -As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard. - -Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later. - -## Improvised Weapon Ideas -APG p. 198 - -**Cavern:** broken stalagmites, large mushrooms, old bones - -**Docks:** barrel, crate, hook - -**Forest:** branch, needles or thorns - -**Market:** box, fruit, scale, sign - -**Noble Court:** gavel, goblet, quill, lectern - -**Tavern:** bottle, mug, serving tray, stool - -*Source: Advanced Player's Guide p. 198* - -```ad-embed-feat -title: Weapon Improviser Dedication, Feat 2 -collapse: closed -# Weapon Improviser Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in all martial weapons - -You don't take the normal –2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons. - -**Special.** You can't select another dedication feat until you have gained two other feats from the weapon improviser archetype. - -*Source: Advanced Player's Guide p. 199* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Improvised Pummel, Feat 4 -collapse: closed -# Improvised Pummel [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](../../../compendium/feats/weapon-improviser-dedication-apg.md) -- **Requirements**: You are wielding an improvised weapon. -- **Activity** Single Action - -You make a [Strike](../../../rules/actions/strike.md) with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the [Strike](../../../rules/actions/strike.md) deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit. - -At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the [Strike](../../../rules/actions/strike.md) deals three weapon damage dice if it would have dealt fewer, instead of two. - -*Source: Advanced Player's Guide p. 199* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Surprise Strike, Feat 6 -collapse: closed -# Surprise Strike *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](../../../compendium/feats/weapon-improviser-dedication-apg.md) - -Whenever you make a [Strike](../../../rules/actions/strike.md) with an improvised weapon against a creature that hasn't seen you make a [Strike](../../../rules/actions/strike.md) using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is [flat-footed](../../../rules/conditions.md#Flat-footed) against you for that [Strike](../../../rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 199* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Improvised Critical, Feat 8 -collapse: closed -# Improvised Critical *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](../../../compendium/feats/weapon-improviser-dedication-apg.md) - -You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is. - -*Source: Advanced Player's Guide p. 199* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Makeshift Strike, Feat 8 -collapse: closed -# Makeshift Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](../../../compendium/feats/weapon-improviser-dedication-apg.md) -- **Activity** Single Action - -You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You [Interact](../../../rules/actions/interact.md) to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either [Strike](../../../rules/actions/strike.md) or make an [Improvised Pummel](../../../compendium/feats/improvised-pummel-apg.md) with the improvised weapon. - -*Source: Advanced Player's Guide p. 199* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Shattering Strike, Feat 10 -collapse: closed -# Shattering Strike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Improvised Pummel](../../../compendium/feats/improvised-pummel-apg.md) -- **Trigger** An improvised weapon that you are wielding becomes [broken](../../../rules/conditions.md#Broken) as a result of a critical success on an [Improvised Pummel](../../../compendium/feats/improvised-pummel-apg.md). -- **Activity** Reaction - -The improvised weapon shatters, destroying it completely but dealing an additional `3d6` piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal. - -*Source: Advanced Player's Guide p. 199* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/wellspring-mage-som.md b/Compendium/character/archetypes/wellspring-mage-som.md deleted file mode 100644 index 4032f62df..000000000 --- a/Compendium/character/archetypes/wellspring-mage-som.md +++ /dev/null @@ -1,222 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/som -- trait/rare -aliases: ["Wellspring Mage"] ---- -# Wellspring Mage *Dedication Level 2* -[rare](../../../Rules/traits/rare.md) - -The source of your magic buckles against your control, always pressing to be released. - -## Wellspring Magic -SoM p. 248 - -You regain magic power quickly, but it can be difficult for you to control. You must select [Wellspring Mage Dedication](../../feats/wellspring-mage-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must have a class that casts spells with a spell repertoire. - -**Wellspring Mage Adjustments:** You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways. - -You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1. - -A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check. - -> [!success-degree] -> - **Critical Success** You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate wellspring surge. -> - **Success** As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute. -> - **Failure** You generate a wellspring surge, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three). - -You can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for wellspring magic while you currently have a temporary spell slot, you automatically fail the flat check. - -## Wellspring Surges -SoM p. 248 - -When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so. - -Roll `1d20` and use [Table 5–2: Wellspring Surges](../../../Rules/tables/wellspring-surges-som.md) below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead. - -If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies. - -A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects. - -| `d20` | Effect | -|-------|--------| -| 1 | **Energy Unleashed** ([evocation](../../../Rules/traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | -| 2 | **Positive Energy Expulsion** ([healing](../../../Rules/traits/healing.md), [necromancy](../../../Rules/traits/necromancy.md), [positive](../../../Rules/traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | -| 3 | **Mass Siphon** ([transmutation](../../../Rules/traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](../../../Rules/actions/climb.md) at their land Speed and can [Leap](../../../Rules/actions/leap.md) as far upward as they could normally [Leap](../../../Rules/actions/leap.md) horizontally. | -| 4 | **Magical Nemesis** ([conjuration](../../../Rules/traits/conjuration.md), [teleportation](../../../Rules/traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](../../spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](../../../Rules/conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](../../../Rules/traits/summoned.md) or a [minion](../../../Rules/traits/minion.md). | -| 5 | **Monstrous Transformation** ([mental](../../../Rules/traits/mental.md), [morph](../../../Rules/traits/morph.md), [transmutation](../../../Rules/traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](../../../Rules/conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | -| 6 | **Sudden Gale** ([air](../../../Rules/traits/air.md), [evocation](../../../Rules/traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](../../../Rules/conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | -| 7 | **Tremor** ([earth](../../../Rules/traits/earth.md), [evocation](../../../Rules/traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](../../../Rules/conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | -| 8 | **Oppressive Voice** ([divination](../../../Rules/traits/divination.md), [mental](../../../Rules/traits/mental.md), [nonlethal](../../../Rules/traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](../../../Rules/conditions.md#Stunned) ([stunned](../../../Rules/conditions.md#Stunned) on a critical failure). | -| 9 | **Trinket Squall** ([illusion](../../../Rules/traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | -| 10 | **Antimagic Eruption** ([abjuration](../../../Rules/traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | -| 11 | **Mental Broadcast** ([detection](../../../Rules/traits/detection.md), [divination](../../../Rules/traits/divination.md), [mental](../../../Rules/traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | -| 12 | **Verdant Clutch** ([conjuration](../../../Rules/traits/conjuration.md), [plant](../../../Rules/traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](../../../Rules/conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](../../../Rules/actions/escape.md) DC is equal to the spell DC. | -| 13 | **Tinge of Terror** ([emotion](../../../Rules/traits/emotion.md), [enchantment](../../../Rules/traits/enchantment.md), [fear](../../../Rules/traits/fear.md), [mental](../../../Rules/traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](../../../Rules/conditions.md#Frightened) on a failure or [frightened](../../../Rules/conditions.md#Frightened) on a critical failure. | -| 14 | **Strike up the Band** ([auditory](../../../Rules/traits/auditory.md), [illusion](../../../Rules/traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](../../skills.md#Diplomacy), [Intimidation](../../skills.md#Intimidation), and [Performance](../../skills.md#Performance) checks, a –2 status penalty to [Deception](../../skills.md#Deception) checks, and makes certain uses of [Stealth](../../skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | -| 15 | **Life Sap** ([necromancy](../../../Rules/traits/necromancy.md)) The surge drains your life force and strength. You become [drained](../../../Rules/conditions.md#Drained) and [doomed](../../../Rules/conditions.md#Doomed), and you are [enfeebled](../../../Rules/conditions.md#Enfeebled) for 1 minute. | -| 16 | **Ablative Barrier** ([abjuration](../../../Rules/traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | -| 17 | **Luminous Pests** ([illusion](../../../Rules/traits/illusion.md), [visual](../../../Rules/traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](../../../Rules/conditions.md#Dazzled) for 1 minute, or [blinded](../../../Rules/conditions.md#Blinded) for 1 round and then [dazzled](../../../Rules/conditions.md#Dazzled) for 1 minute on a critical failure. | -| 18 | **Emotional Turmoil** ([emotion](../../../Rules/traits/emotion.md), [enchantment](../../../Rules/traits/enchantment.md), [mental](../../../Rules/traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | -| 19 | **Sudden Downpour** ([evocation](../../../Rules/traits/evocation.md), [water](../../../Rules/traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | -| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | - - -*Source: Secrets of Magic p. 248* - -```ad-embed-feat -title: Wellspring Mage Dedication, Feat 2 -collapse: closed -# Wellspring Mage Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [class](../../../rules/traits/class-som.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: wellspring magic - -There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic. - -**Special.** You can't select another dedication feat until you gain two other feats from the wellspring mage archetype. - -*Source: Secrets of Magic p. 249* -%% #trait/rare #trait/archetype #trait/class #trait/dedication %% -``` - -```ad-embed-feat -title: Wellspring Control, Feat 4 -collapse: closed -# Wellspring Control *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [fortune](../../../rules/traits/fortune.md) - -- **Prerequisites**: [Wellspring Mage Dedication](../../../compendium/feats/wellspring-mage-dedication-som.md) - -When you generate a wellspring surge, roll twice on [Table 5–2](../../../rules/tables/wellspring-surges-som.md) and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge. - -*Source: Secrets of Magic p. 249* -%% #trait/archetype #trait/fortune %% -``` - -```ad-embed-feat -title: Urgent Upwelling, Feat 6 -collapse: closed -# Urgent Upwelling [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wellspring Mage Dedication](../../../compendium/feats/wellspring-mage-dedication-som.md) -- **Frequency**: once per 10 minutes -- **Trigger** An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect. -- **Activity** Reaction - -Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy. - -*Source: Secrets of Magic p. 249* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Energetic Resonance, Feat 8* -collapse: closed -# Energetic Resonance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[abjuration](../../../rules/traits/abjuration.md) [sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Energetic Resonance](../../../compendium/feats/energetic-resonance-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. - -- **Trigger** You would take acid, cold, electricity, fire, or sonic damage from a spell. -- **Requirements**: You have an unexpended spell slot of a level equal to or higher than the triggering spell. -- **Activity** Reaction - -Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level. - -*Source: Advanced Player's Guide p. 139* -%% #trait/abjuration #trait/sorcerer %% -``` - -```ad-embed-feat -title: Spell Relay, Feat 8* -collapse: closed -# Spell Relay [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[concentrate](../../../rules/traits/concentrate.md) [sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Spell Relay](../../../compendium/feats/spell-relay-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. - -- **Trigger** An ally [Casts a Spell](../../../rules/actions/cast-a-spell.md) and you are within that spell's range. -- **Activity** Reaction - -You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own. - -*Source: Advanced Player's Guide p. 139* -%% #trait/concentrate #trait/sorcerer %% -``` - -```ad-embed-feat -title: Surging Might, Feat 10* -collapse: closed -# Surging Might [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](../../../rules/traits/manipulate.md) [metamagic](../../../rules/traits/metamagic.md) [oracle](../../../rules/traits/oracle-apg.md) - -> [!pf2-note] This version of [Surging Might](../../../compendium/feats/surging-might-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including [persistent damage](../../../rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances. - -*Source: Advanced Player's Guide p. 80* -%% #trait/manipulate #trait/metamagic #trait/oracle %% -``` - -```ad-embed-feat -title: Interfering Surge, Feat 12* -collapse: closed -# Interfering Surge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[abjuration](../../../rules/traits/abjuration.md) [Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Interfering Surge](../../../compendium/feats/interfering-surge-som.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Wellspring Mage Dedication](../../../compendium/feats/wellspring-mage-dedication-som.md) -- **Trigger** A creature you can see Casts a Spell. -- **Requirements**: You have an unexpended spell slot and can see the triggering spell's manifestations. -- **Activity** Reaction - -You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition. - -If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult). - -*Source: Secrets of Magic p. 249* -%% #trait/abjuration #trait/archetype %% -``` - -```ad-embed-feat -title: Scintillating Spell, Feat 16* -collapse: closed -# Scintillating Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[concentrate](../../../rules/traits/concentrate.md) [light](../../../rules/traits/light.md) [metamagic](../../../rules/traits/metamagic.md) [sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Scintillating Spell](../../../compendium/feats/scintillating-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that doesn't have the [darkness](../../../rules/traits/darkness.md) trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](../../../rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](../../../rules/conditions.md#Blinded) for 1 round. - -*Source: Advanced Player's Guide p. 141* -%% #trait/concentrate #trait/light #trait/metamagic #trait/sorcerer %% -``` - -```ad-embed-feat -title: Echoing Spell, Feat 18* -collapse: closed -# Echoing Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](../../../rules/traits/concentrate.md) [metamagic](../../../rules/traits/metamagic.md) [sorcerer](../../../rules/traits/sorcerer.md) - -> [!pf2-note] This version of [Echoing Spell](../../../compendium/feats/echoing-spell-apg.md) is intended for use with the Wellspring Mage Archetype. Its level has been changed accordingly. - -- **Activity** Single Action - -You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can [Cast the Spell](../../../rules/actions/cast-a-spell.md) a second time before the end of your next turn without expending a spell slot. - -*Source: Advanced Player's Guide p. 141* -%% #trait/concentrate #trait/metamagic #trait/sorcerer %% -``` diff --git a/Compendium/character/archetypes/witch-apg.md b/Compendium/character/archetypes/witch-apg.md deleted file mode 100644 index 1fde0974c..000000000 --- a/Compendium/character/archetypes/witch-apg.md +++ /dev/null @@ -1,124 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/apg -aliases: ["Witch"] ---- -# Witch *Dedication Level 2* - -You have heard the whispers of a distant patron, who sent an emissary to teach you powerful magic. - -## Multiclass Witch characters -APG p. 154 - -The witch archetype grants versatile prepared spells, perfect for characters looking to add some extra utility. - -*Source: Advanced Player's Guide p. 154* - -```ad-embed-feat -title: Witch Dedication, Feat 2 -collapse: closed -# Witch Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You cast spells like a witch. Choose a patron; You gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. - -**Special.** You can't select another dedication feat until you have gained two other feats from the witch archetype. - -*Source: Advanced Player's Guide p. 154* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Basic Witch Spellcasting, Feat 4 -collapse: closed -# Basic Witch Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Witch Dedication](../../../compendium/feats/witch-dedication-apg.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar. - -*Source: Advanced Player's Guide p. 154* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Witchcraft, Feat 4 -collapse: closed -# Basic Witchcraft *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Witch Dedication](../../../compendium/feats/witch-dedication-apg.md) - -You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal. - -*Source: Advanced Player's Guide p. 154* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Witchcraft, Feat 6 -collapse: closed -# Advanced Witchcraft *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Witchcraft](../../../compendium/feats/basic-witchcraft-apg.md) - -You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another witch feat. - -*Source: Advanced Player's Guide p. 154* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Patron's Breadth, Feat 8 -collapse: closed -# Patron's Breadth *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Witch Spellcasting](../../../compendium/feats/basic-witch-spellcasting-apg.md) - -You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels. - -*Source: Advanced Player's Guide p. 154* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Witch Spellcasting, Feat 12* -collapse: closed -# Expert Witch Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Witch Spellcasting](../../../compendium/feats/expert-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Witch Spellcasting](../../../compendium/feats/basic-witch-spellcasting-apg.md), master in the skill associated with your patron's tradition - -You gain the expert spellcasting benefits. - -*Source: Advanced Player's Guide p. 154* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Witch Spellcasting, Feat 18* -collapse: closed -# Master Witch Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Witch Spellcasting](../../../compendium/feats/master-witch-spellcasting-apg.md) is intended for use with the Witch Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Witch Spellcasting](../../../compendium/feats/expert-witch-spellcasting-apg.md), legendary in the skill associated with your patron's tradition - -You gain the master spellcasting benefits. - -*Source: Advanced Player's Guide p. 154* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/wizard.md b/Compendium/character/archetypes/wizard.md deleted file mode 100644 index a2f0bd96a..000000000 --- a/Compendium/character/archetypes/wizard.md +++ /dev/null @@ -1,140 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- archetype/benefit/spellcasting -- compendium/src/pf2e/crb -aliases: ["Wizard"] ---- -# Wizard *Dedication Level 2* - -You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells. - -## Multiclass Wizard characters -CRB p. 231 - -The wizard archetype grants versatile prepared spells, perfect for characters looking to add some extra utility. - -*Source: Core Rulebook p. 231* - -```ad-embed-feat -title: Wizard Dedication, Feat 2 -collapse: closed -# Wizard Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [multiclass](../../../rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](../../../rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in [Arcana](../../../compendium/skills.md#Arcana); if you were already trained in [Arcana](../../../compendium/skills.md#Arcana), you instead become trained in a skill of your choice. - -Select one arcane arcane school|wizard||1||school of magic; you don't gain any abilities from your choice of school. - -**Special.** You can't select another dedication feat until you have gained two other feats from the wizard archetype. - -*Source: Core Rulebook p. 231* -%% #trait/archetype #trait/dedication #trait/multiclass %% -``` - -```ad-embed-feat -title: Arcane School Spell, Feat 4 -collapse: closed -# Arcane School Spell *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wizard Dedication](../../../compendium/feats/wizard-dedication.md) - -You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../../rules/actions/refocus.md) by studying. - -*Source: Core Rulebook p. 231* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Arcana, Feat 4 -collapse: closed -# Basic Arcana *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wizard Dedication](../../../compendium/feats/wizard-dedication.md) - -You gain a 1st- or 2nd-level wizard feat of your choice. - -*Source: Core Rulebook p. 231* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Basic Wizard Spellcasting, Feat 4 -collapse: closed -# Basic Wizard Spellcasting *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wizard Dedication](../../../compendium/feats/wizard-dedication.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. - -*Source: Core Rulebook p. 231* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Advanced Arcana, Feat 6 -collapse: closed -# Advanced Arcana *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Arcana](../../../compendium/feats/basic-arcana.md) - -You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another wizard feat. - -*Source: Core Rulebook p. 231* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Arcane Breadth, Feat 8 -collapse: closed -# Arcane Breadth *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Basic Wizard Spellcasting](../../../compendium/feats/basic-wizard-spellcasting.md) - -You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest Wizard spell slots. - -*Source: Core Rulebook p. 231* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Expert Wizard Spellcasting, Feat 12* -collapse: closed -# Expert Wizard Spellcasting *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Expert Wizard Spellcasting](../../../compendium/feats/expert-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Basic Wizard Spellcasting](../../../compendium/feats/basic-wizard-spellcasting.md), master in [Arcana](../../../compendium/skills.md#Arcana) - -You gain the expert spellcasting benefits. - -*Source: Core Rulebook p. 231* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Master Wizard Spellcasting, Feat 18* -collapse: closed -# Master Wizard Spellcasting *Feat 18* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Master Wizard Spellcasting](../../../compendium/feats/master-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Expert Wizard Spellcasting](../../../compendium/feats/expert-wizard-spellcasting.md), legendary in [Arcana](../../../compendium/skills.md#Arcana) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 231* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/wrestler-lotgb.md b/Compendium/character/archetypes/wrestler-lotgb.md deleted file mode 100644 index 0cacaa872..000000000 --- a/Compendium/character/archetypes/wrestler-lotgb.md +++ /dev/null @@ -1,312 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/lotgb -aliases: ["Wrestler"] ---- -# Wrestler *Dedication Level 2* - -Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life. - -The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed. - -Wrestlers have storied traditions in the Hold of Belkzen, where orcs use specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing the creature creates a stronger bond between mount and rider. - -Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on grappling techniques to make sure they're never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers. - -*Source: Lost Omens: The Grand Bazaar p. 126* - -```ad-embed-feat -title: Wrestler Dedication, Feat 2 -collapse: closed -# Wrestler Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) - -- **Prerequisites**: trained in [Athletics](../../../compendium/skills.md#Athletics), unarmed attacks, and unarmored defense - -Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. - -You become an expert in [Athletics](../../../compendium/skills.md#Athletics) and gain the [Titan Wrestler](../../../compendium/feats/titan-wrestler.md) skill feat. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to [Grapple](../../../rules/actions/grapple.md) you or Swallow you Whole. - -**Special.** You can't select another dedication feat until you have gained two other feats from the wrestler archetype. - -*Source: Lost Omens: The Grand Bazaar p. 126* -%% #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Combat Grab, Feat 4* -collapse: closed -# Combat Grab [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) [press](../../../rules/traits/press.md) - -> [!pf2-note] This version of [Combat Grab](../../../compendium/feats/combat-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. - -- **Requirements**: You have one hand free, and your target is within reach of that hand. -- **Activity** Single Action - -You swipe at your opponent and grab at them. Make a melee [Strike](../../../rules/actions/strike.md) while keeping one hand free. If the [Strike](../../../rules/actions/strike.md) hits, you grab the target using your free hand. The creature remains [grabbed](../../../rules/conditions.md#Grabbed) until the end of your next turn or until it [Escapes](../../../rules/actions/escape.md), whichever comes first. - -*Source: Core Rulebook p. 146* -%% #trait/fighter #trait/press %% -``` - -```ad-embed-feat -title: Crushing Grab, Feat 4* -collapse: closed -# Crushing Grab *Feat 4* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Crushing Grab](../../../compendium/feats/crushing-grab.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. - - -Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](../../../rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](../../../rules/traits/nonlethal.md) with no penalty. - -*Source: Core Rulebook p. 160* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Disengaging Twist, Feat 4 -collapse: closed -# Disengaging Twist [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Trigger** A creature gives you the [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) condition. -- **Activity** Reaction - -Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Escape](../../../rules/actions/escape.md) the triggering condition. You gain a +2 circumstance bonus to this check. - -*Source: Lost Omens: The Grand Bazaar p. 126* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Elbow Breaker, Feat 4 -collapse: closed -# Elbow Breaker [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. - -Make an unarmed melee [Strike](../../../rules/actions/strike.md) against the creature you have [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). This [Strike](../../../rules/actions/strike.md) has the following effects in addition to its usual effects. - -> [!success-degree] -> - **Critical Success** You knock one held item out of the creature's grasp. It falls to the ground in the creature's space. -> - **Success** You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to [Disarm](../../../rules/actions/disarm.md) the opponent of that item gain a +2 circumstance bonus, and Wrestler - -*Source: Lost Omens: The Grand Bazaar p. 126* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Snagging Strike, Feat 4* -collapse: closed -# Snagging Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) - -> [!pf2-note] This version of [Snagging Strike](../../../compendium/feats/snagging-strike.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. - -- **Requirements**: You have one hand free, and your target is within reach of that hand. -- **Activity** Single Action - -You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a [Strike](../../../rules/actions/strike.md) while keeping one hand free. If this [Strike](../../../rules/actions/strike.md) hits, the target is [flat-footed](../../../rules/conditions.md#Flat-footed) until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first. - -*Source: Core Rulebook p. 145* -%% #trait/fighter %% -``` - -```ad-embed-feat -title: Suplex, Feat 4 -collapse: closed -# Suplex [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee [Strike](../../../rules/actions/strike.md) against the creature you have [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained); on a success, the target lands [prone](../../../rules/conditions.md#Prone), and on a critical success, the target lands [prone](../../../rules/conditions.md#Prone) and takes an additional `2d6` bludgeoning damage. Regardless of whether the [Strike](../../../rules/actions/strike.md) is successful, you immediately release your hold on the target. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Clinch Strike, Feat 6 -collapse: closed -# Clinch Strike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Trigger** A creature you had [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) successfully [Escapes](../../../rules/actions/escape.md) -- **Activity** Reaction - -Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee [Strike](../../../rules/actions/strike.md) against the triggering creature. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Running Tackle, Feat 8 -collapse: closed -# Running Tackle [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Activity** Two-Action - -You charge toward your opponent, throwing your body at them in a vicious tackle. [Stride](../../../rules/actions/stride.md) up to your Speed and then make an unarmed melee [Strike](../../../rules/actions/strike.md). If you hit, you can attempt to [Shove](../../../rules/actions/shove.md) the target. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype #trait/open %% -``` - -```ad-embed-feat -title: Strangle, Feat 8 -collapse: closed -# Strangle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -You twist and squeeze the breath out of your foe. Make an unarmed melee [Strike](../../../rules/actions/strike.md) against the creature you have [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like [Casting a Spell](../../../rules/actions/cast-a-spell.md) with somatic and verbal components, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being [grabbed](../../../rules/conditions.md#Grabbed). - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Submission Hold, Feat 8 -collapse: closed -# Submission Hold [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -Your iron grip slowly saps your opponent's strength. Attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Grapple](../../../rules/actions/grapple.md) the creature you have [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained), with the following effects instead of the usual effects. - -> [!success-degree] -> - **Critical Success** The target is [enfeebled](../../../rules/conditions.md#Enfeebled) until the end of its next turn and [enfeebled](../../../rules/conditions.md#Enfeebled) for 1 minute. -> - **Success** The target is [enfeebled](../../../rules/conditions.md#Enfeebled) until the end of its next turn. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Whirling Throw, Feat 8* -collapse: closed -# Whirling Throw [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Whirling Throw](../../../compendium/feats/whirling-throw.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. - -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -You propel your [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus `1d6` per 10 feet you threw it. - -Attempt an [Athletics](../../../compendium/skills.md#Athletics) check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. - -> [!success-degree] -> - **Critical Success** You throw the creature the desired distance and it lands [prone](../../../rules/conditions.md#Prone). -> - **Success** You throw the creature the desired distance. -> - **Failure** You don't throw the creature. -> - **Critical Failure** You don't throw the creature, and it's no longer [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) by you. - -*Source: Core Rulebook p. 162* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Aerial Piledriver, Feat 10 -collapse: closed -# Aerial Piledriver [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) [attack](../../../rules/traits/attack.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Two-Action - -Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee [Strike](../../../rules/actions/strike.md) against the creature you have [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). - -This [Strike](../../../rules/actions/strike.md) deals `1d6` additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. - -> [!success-degree] -> - **Success** The target lands [prone](../../../rules/conditions.md#Prone). -> - **Failure** You lose your grip on the target, and it is no longer [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) by you. -> - **Critical Failure** You lose both your grip on the target and your balance. You fall [prone](../../../rules/conditions.md#Prone), and the target is no longer [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) by you. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype #trait/attack %% -``` - -```ad-embed-feat -title: Spinebreaker, Feat 10 -collapse: closed -# Spinebreaker [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. - -Attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Grapple](../../../rules/actions/grapple.md) the creature you have [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained), with the following effects instead of the usual effects. - -> [!success-degree] -> - **Critical Success** The target is [clumsy](../../../rules/conditions.md#Clumsy) until the end of its next turn and [clumsy](../../../rules/conditions.md#Clumsy) for 1 minute. -> - **Success** The target is [clumsy](../../../rules/conditions.md#Clumsy) until the end of its next turn. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Inescapable Grasp, Feat 12* -collapse: closed -# Inescapable Grasp *Feat 12* -[Archetype](../../../rules/traits/archetype.md) - -> [!pf2-note] This version of [Inescapable Grasp](../../../compendium/feats/inescapable-grasp-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) - -Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. - -If a creature you have [grabbed](../../../rules/conditions.md#Grabbed) attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have [grabbed](../../../rules/conditions.md#Grabbed) attempts to [Escape](../../../rules/actions/escape.md) while under the effect of freedom of movement, it must succeed at a DC 15 flat check or be forced to roll the [Escape](../../../rules/actions/escape.md) attempt normally, rather than automatically succeeding. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Form Lock, Feat 14* -collapse: closed -# Form Lock [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [attack](../../../rules/traits/attack.md) - -> [!pf2-note] This version of [Form Lock](../../../compendium/feats/form-lock-lotgb.md) is intended for use with the Wrestler Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Wrestler Dedication](../../../compendium/feats/wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). -- **Activity** Single Action - -Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](../../../compendium/skills.md#Athletics) check to counteract a [polymorph](../../../rules/traits/polymorph.md) effect currently affecting the creature you have [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](../../../rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #trait/archetype #trait/attack %% -``` diff --git a/Compendium/character/archetypes/zephyr-guard-aoa5.md b/Compendium/character/archetypes/zephyr-guard-aoa5.md deleted file mode 100644 index 096f50ca4..000000000 --- a/Compendium/character/archetypes/zephyr-guard-aoa5.md +++ /dev/null @@ -1,94 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/aoa5 -- trait/uncommon -aliases: ["Zephyr Guard"] ---- -# Zephyr Guard *Dedication Level 2* -[uncommon](../../../Rules/traits/uncommon.md) - -You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* - -```ad-embed-feat -title: Zephyr Guard Dedication, Feat 2 -collapse: closed -# Zephyr Guard Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [uncommon](../../../rules/traits/uncommon.md) - -- **Access**: You are from Katapesh. -- **Prerequisites**: member of the Zephyr Guard - -As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to [Perception](../../../compendium/skills.md#Perception) checks against attempts to [Palm an Object](../../../rules/actions/palm-an-object.md), [Steal](../../../rules/actions/steal.md), or [Conceal an Object](../../../rules/actions/conceal-an-object.md) (including you're Seeking [concealed](../../../rules/conditions.md#Concealed) objects). You become trained in [Society](../../../compendium/skills.md#Society) and [Katapesh Lore](../../../compendium/skills.md#Lore); if you were already trained, you become an expert instead. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #trait/uncommon #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Know The Beat, Feat 3 -collapse: closed -# Know The Beat *Feat 3* -[Archetype](../../../rules/traits/archetype.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: [Zephyr Guard Dedication](../../../compendium/feats/zephyr-guard-dedication-aoa5.md) - -You become trained in your choice of [Guild Lore](../../../compendium/skills.md#Lore), [Legal Lore](../../../compendium/skills.md#Lore), [Mercantile Lore](../../../compendium/skills.md#Lore), or [Underworld Lore](../../../compendium/skills.md#Lore). You gain a +1 circumstance bonus to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks to [Gather Information](../../../rules/actions/gather-information.md) and to checks made to investigate crimes. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #trait/archetype #trait/skill %% -``` - -```ad-embed-feat -title: Decry Thief, Feat 4 -collapse: closed -# Decry Thief *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zephyr Guard Dedication](../../../compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Intimidation](../../../compendium/skills.md#Intimidation) - -When you attempt to [Demoralize](../../../rules/actions/demoralize.md), you can make it harder for the target to flee, in place of the action's normal effects. - -> [!success-degree] -> - **Critical Success** For 1 round, the target takes a –10-foot status penalty to Speed and a –4 status penalty to [Stealth](../../../compendium/skills.md#Stealth). -> - **Success** For 1 round, the target takes a –5-foot status penalty to Speed and a –2 status penalty to [Stealth](../../../compendium/skills.md#Stealth). - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Relentless Disarm, Feat 6 -collapse: closed -# Relentless Disarm *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zephyr Guard Dedication](../../../compendium/feats/zephyr-guard-dedication-aoa5.md), trained in [Athletics](../../../compendium/skills.md#Athletics) - -When you succeed, but don't critically succeed, at a check to [Disarm](../../../rules/actions/disarm.md) a creature, your circumstance bonus to further checks to [Disarm](../../../rules/actions/disarm.md) that creature is +4 instead of +2. Other creatures gain only the normal bonus. - -When you critically succeed at a [Disarm](../../../rules/actions/disarm.md) check, you can immediately [Demoralize](../../../rules/actions/demoralize.md) your target as a reaction. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Unfazed Assessment, Feat 8 -collapse: closed -# Unfazed Assessment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zephyr Guard Dedication](../../../compendium/feats/zephyr-guard-dedication-aoa5.md), expert in [Perception](../../../compendium/skills.md#Perception) -- **Activity** Single Action - -You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a [Perception](../../../compendium/skills.md#Perception) check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #trait/archetype %% -``` diff --git a/Compendium/character/archetypes/zombie-botd.md b/Compendium/character/archetypes/zombie-botd.md deleted file mode 100644 index b84a881a1..000000000 --- a/Compendium/character/archetypes/zombie-botd.md +++ /dev/null @@ -1,270 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-archetype -tags: -- compendium/src/pf2e/botd -aliases: ["Zombie"] ---- -# Zombie *Dedication Level 2* - -You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies. - -It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere. - -Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time. - -One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way. - -*Source: Book of the Dead p. 60* - -```ad-embed-feat -title: Zombie Dedication, Feat 2 -collapse: closed -# Zombie Dedication *Feat 2* -[Archetype](../../../rules/traits/archetype.md) [dedication](../../../rules/traits/dedication.md) [rare](../../../rules/traits/rare.md) - -- **Prerequisites**: You died and were animated as a husk zombie. - -Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](../../../rules/traits/undead.md) and [zombie](../../../rules/traits/zombie-b1.md) traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](../../../rules/traits/mindless.md). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](../../../rules/traits/nonlethal.md) trait. - -Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. - -While your body is deteriorated, you're [slowed](../../../rules/conditions.md#Slowed). You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the [slowed](../../../rules/conditions.md#Slowed) condition from deterioration through any other means. - -You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](../../../rules/traits/unarmed.md) trait. You can use your jaws [Strike](../../../rules/actions/strike.md) only against a creature that's [grabbed](../../../rules/conditions.md#Grabbed) or [restrained](../../../rules/conditions.md#Restrained) by you. - -**Special.** You can't select another dedication feat until you have gained two other feats from the zombie archetype. - -*Source: Book of the Dead p. 60* -%% #trait/rare #trait/archetype #trait/dedication %% -``` - -```ad-embed-feat -title: Ankle Biter, Feat 4 -collapse: closed -# Ankle Biter *Feat 4* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) - -You fight just as well on the ground as you do standing up. While you are [prone](../../../rules/conditions.md#Prone), you are always [Taking Cover](../../../rules/actions/take-cover.md) against ranged attacks, you ignore the status penalty on your attack rolls from being [prone](../../../rules/conditions.md#Prone), and you gain a +1 circumstance bonus to [Athletics](../../../compendium/skills.md#Athletics) checks to [Trip](../../../rules/actions/trip.md). You can choose to move up to half your Speed when you [Crawl](../../../rules/actions/crawl.md). You can instead move up to your full Speed when you [Crawl](../../../rules/actions/crawl.md), but if you do, you must succeed at a DC 6 flat check or your body deteriorates. - -*Source: Book of the Dead p. 60* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Bashing Charge, Feat 4* -collapse: closed -# Bashing Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](../../../rules/traits/barbarian.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Bashing Charge](../../../compendium/feats/bashing-charge-apg.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. - -- **Prerequisites**: trained in [Athletics](../../../compendium/skills.md#Athletics) -- **Activity** Two-Action - -You smash, bust, and charge through solid obstacles without hesitation. [Stride](../../../rules/actions/stride.md) twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an [Athletics](../../../compendium/skills.md#Athletics) check to [Force Open](../../../rules/actions/force-open.md) the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle. - -*Source: Advanced Player's Guide p. 108* -%% #trait/barbarian #trait/flourish %% -``` - -```ad-embed-feat -title: Combat Grab, Feat 4* -collapse: closed -# Combat Grab [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../../rules/traits/fighter.md) [press](../../../rules/traits/press.md) - -> [!pf2-note] This version of [Combat Grab](../../../compendium/feats/combat-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. - -- **Requirements**: You have one hand free, and your target is within reach of that hand. -- **Activity** Single Action - -You swipe at your opponent and grab at them. Make a melee [Strike](../../../rules/actions/strike.md) while keeping one hand free. If the [Strike](../../../rules/actions/strike.md) hits, you grab the target using your free hand. The creature remains [grabbed](../../../rules/conditions.md#Grabbed) until the end of your next turn or until it [Escapes](../../../rules/actions/escape.md), whichever comes first. - -*Source: Core Rulebook p. 146* -%% #trait/fighter #trait/press %% -``` - -```ad-embed-feat -title: Crushing Grab, Feat 4* -collapse: closed -# Crushing Grab *Feat 4* -[monk](../../../rules/traits/monk.md) - -> [!pf2-note] This version of [Crushing Grab](../../../compendium/feats/crushing-grab.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. - - -Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](../../../rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](../../../rules/traits/nonlethal.md) with no penalty. - -*Source: Core Rulebook p. 160* -%% #trait/monk %% -``` - -```ad-embed-feat -title: Feast, Feat 4 -collapse: closed -# Feast [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [manipulate](../../../rules/traits/manipulate.md) - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) -- **Requirements**: You are adjacent to a [restrained](../../../rules/conditions.md#Restrained) or [unconscious](../../../rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. -- **Activity** Two-Action - -You feast upon an adjacent [restrained](../../../rules/conditions.md#Restrained) or [unconscious](../../../rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute. - -You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a DC 6 flat check or your body deteriorates. - -*Source: Book of the Dead p. 60* -%% #trait/archetype #trait/manipulate %% -``` - -```ad-embed-feat -title: Ravenous Charge, Feat 4 -collapse: closed -# Ravenous Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[Archetype](../../../rules/traits/archetype.md) [open](../../../rules/traits/open.md) - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) -- **Activity** Two-Action - -Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You [Stride](../../../rules/actions/stride.md). If you end your movement within melee reach of a living creature, you can make an [Athletics](../../../compendium/skills.md#Athletics) check to [Grapple](../../../rules/actions/grapple.md) that creature. If you succeed, you then make a jaws [Strike](../../../rules/actions/strike.md) against that creature. - -*Source: Book of the Dead p. 61* -%% #trait/archetype #trait/open %% -``` - -```ad-embed-feat -title: Brains!, Feat 6 -collapse: closed -# Brains! [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Feast](../../../compendium/feats/feast-botd.md) -- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](../../../rules/traits/mindless.md) (or, if you're Feasting on a corpse, can't have been mindless while alive). -- **Activity** Free Action - -You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) for 1 hour. If the humanoid had a higher modifier to the skill check you're using to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) than you do, the status bonus increases to +2. - -*Source: Book of the Dead p. 61* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Numb, Feat 6 -collapse: closed -# Numb *Feat 6* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) - -As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](../../../rules/traits/emotion.md) and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](../../../rules/traits/emotion.md) or pain effect, you get a critical success instead. - -*Source: Book of the Dead p. 61* -%% #trait/archetype %% -``` - -````ad-embed-feat -title: Out of Hand, Feat 8 -collapse: closed -# Out of Hand *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) - -Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](../../../rules/traits/minion.md) trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](../../../rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](../../../rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](../../../rules/actions/strike.md)). Any [Strikes](../../../rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](../../../compendium/feats/form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. - -```ad-embed-ability -title: Lay Down Arms [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action. -``` - -*Source: Book of the Dead p. 61* -%% #trait/archetype %% -```` - -```ad-embed-feat -title: Shamble, Feat 8 -collapse: closed -# Shamble [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) -- **Activity** Varies ([>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You may be slower than you were in life, but your pace is unfaltering. [Stride](../../../rules/actions/stride.md) twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain. - -You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a DC 6 flat check when you finish Shambling or your body deteriorates. - -*Source: Book of the Dead p. 61* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Unkillable, Feat 8 -collapse: closed -# Unkillable [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[Archetype](../../../rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) -- **Frequency**: once per hour -- **Trigger** You would be reduced to 0 HP. -- **Activity** Reaction - -You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a DC 6 flat check or your body deteriorates. - -*Source: Book of the Dead p. 61* -%% #trait/archetype %% -``` - -```ad-embed-feat -title: Festering Wounds, Feat 12* -collapse: closed -# Festering Wounds *Feat 12* -[Archetype](../../../rules/traits/archetype.md) [disease](../../../rules/traits/disease.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -> [!pf2-note] This version of [Festering Wounds](../../../compendium/feats/festering-wounds-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) - -Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to [Treat these Wounds](../../../rules/actions/treat-wounds.md) using [Medicine](../../../compendium/skills.md#Medicine) increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means. - -*Source: Book of the Dead p. 61* -%% #trait/archetype #trait/disease #trait/divine #trait/necromancy %% -``` - -```ad-embed-feat -title: Corpse Stench, Feat 14* -collapse: closed -# Corpse Stench *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [aura](../../../rules/traits/aura.md) [olfactory](../../../rules/traits/olfactory-b1.md) - -> [!pf2-note] This version of [Corpse Stench](../../../compendium/feats/corpse-stench-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Ghoul Dedication](../../../compendium/feats/ghoul-dedication-botd.md) - -Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be [sickened](../../../rules/conditions.md#Sickened) (plus [slowed](../../../rules/conditions.md#Slowed) on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](../../../rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute. - -*Source: Book of the Dead p. 49* -%% #trait/archetype #trait/aura #trait/olfactory %% -``` - -```ad-embed-feat -title: Seize, Feat 14* -collapse: closed -# Seize [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[Archetype](../../../rules/traits/archetype.md) [flourish](../../../rules/traits/flourish.md) - -> [!pf2-note] This version of [Seize](../../../compendium/feats/seize-botd.md) is intended for use with the Zombie Archetype. Its level has been changed accordingly. - -- **Prerequisites**: [Zombie Dedication](../../../compendium/feats/zombie-dedication-botd.md) -- **Requirements**: Your last action was a successful fist [Strike](../../../rules/actions/strike.md) against a creature no more than one size larger than you. -- **Activity** Single Action - -You seize your foe and pull it close. The foe you hit is [grabbed](../../../rules/conditions.md#Grabbed) as if you succeeded at an [Athletics](../../../compendium/skills.md#Athletics) check to [Grapple](../../../rules/actions/grapple.md) the foe. - -*Source: Book of the Dead p. 61* -%% #trait/archetype #trait/flourish %% -``` diff --git a/Compendium/character/backgrounds/abadars-avenger-frp0.md b/Compendium/character/backgrounds/abadars-avenger-frp0.md deleted file mode 100644 index fae4fa6da..000000000 --- a/Compendium/character/backgrounds/abadars-avenger-frp0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/assurance -- background/skill/religion -- compendium/src/pf2e/frp0 -aliases: ["Abadar's Avenger"] ---- -# Abadar's Avenger -*Source: Fists of the Ruby Phoenix Player's Guide p. 6* - -Hao Jin really has some nerve for a supposed disciple of [Abadar](../../setting/deities/abadar.md). First, she dares to start a collection of trinkets in hopes of emulating the great [Abadar](../../setting/deities/abadar.md)'s unsurpassable First Vault. As if that weren't enough, she also sets up a contest to give away her most powerful treasures to anyone who can throw a punch! [Abadar](../../setting/deities/abadar.md) hasn't directly told you as much, per se, but surely this kind of hubris can't sit well with your beloved deity, regardless of Hao Jin's own supposed ties to the Master of the First Vault. At the very least, someone's got to check out this shoddy imitation of the First Vault and write a report for the church of [Abadar](../../setting/deities/abadar.md)—and you've decided that someone is you. - -With or without the blessing of an actual priest of [Abadar](../../setting/deities/abadar.md), you've taken it upon yourself to investigate Hao Jin's "wondrous" vault by winning her Ruby Phoenix Tournament. You read a few flyers about the tournament's home city and joined the first team that could handle your righteous zealotry, but any more preparation would be a waste of time. You clearly have the divine will of [Abadar](../../setting/deities/abadar.md) on your side (but again, no actual proof of this), which is all you'll need to win this tournament and dispel any notions of Hao Jin's ties to your patron deity. - -Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost. - -You're trained in [Religion](../../skills.md#Religion) and the [Goka Lore](../../skills.md#Lore) skill. You gain the [Assurance](../../feats/assurance.md) skill feat with [Religion](../../skills.md#Religion). \ No newline at end of file diff --git a/Compendium/character/backgrounds/academy-dropout-som.md b/Compendium/character/backgrounds/academy-dropout-som.md deleted file mode 100644 index d1d53939b..000000000 --- a/Compendium/character/backgrounds/academy-dropout-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/dubious-knowledge -- background/skill/arcana -- compendium/src/pf2e/som -aliases: ["Academy Dropout"] ---- -# Academy Dropout -*Source: Secrets of Magic p. 28* - -You were enrolled at a prestigious magical academy, but you've since dropped out. Maybe there was a momentous incident, maybe you had to return to other responsibilities, or perhaps it was just too much for you. Whatever the case, your exit from the academy has shaped your life as much as your entrance and led you to a life of adventure. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in [Arcana](../../skills.md#Arcana) and [Academia Lore](../../skills.md#Lore). You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/acolyte.md b/Compendium/character/backgrounds/acolyte.md deleted file mode 100644 index 7945a59bd..000000000 --- a/Compendium/character/backgrounds/acolyte.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/student-of-the-canon -- background/skill/religion -- compendium/src/pf2e/crb -aliases: ["Acolyte"] ---- -# Acolyte -*Source: Core Rulebook p. 60* - -You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you'll always carry within you the lessons you learned. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Scribing Lore](../../skills.md#Lore) skill. You gain the [Student of the Canon](../../feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/acrobat.md b/Compendium/character/backgrounds/acrobat.md deleted file mode 100644 index 2611ce92d..000000000 --- a/Compendium/character/backgrounds/acrobat.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/steady-balance -- background/skill/acrobatics -- compendium/src/pf2e/crb -aliases: ["Acrobat"] ---- -# Acrobat -*Source: Core Rulebook p. 60* - -In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Acrobatics](../../skills.md#Acrobatics) skill and the [Circus Lore](../../skills.md#Lore) skill. You gain the [Steady Balance](../../feats/steady-balance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/aerialist-ec0.md b/Compendium/character/backgrounds/aerialist-ec0.md deleted file mode 100644 index 4be37b520..000000000 --- a/Compendium/character/backgrounds/aerialist-ec0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/cat-fall -- background/skill/acrobatics -- compendium/src/pf2e/ec0 -aliases: ["Aerialist"] ---- -# Aerialist -*Source: Extinction Curse Player's Guide p. 4* - -Experienced with trapezes, aerial silks, and hoops, your skill is in performing death-defying stunts high above the ground. The Celestial Menagerie skimped on safety devices such as nets and quality ropes, so you also learned to take a fall better than most. After a harrowing near-death experience involving a cracked trapeze bar, you decided to take your expertise elsewhere. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Acrobatics](../../skills.md#Acrobatics) skill and the [Rope Lore](../../skills.md#Lore) skill. You gain the [Cat Fall](../../feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/aiudara-seeker-aoa6.md b/Compendium/character/backgrounds/aiudara-seeker-aoa6.md deleted file mode 100644 index df022d8fb..000000000 --- a/Compendium/character/backgrounds/aiudara-seeker-aoa6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/quick-identification -- background/skill/arcana -- compendium/src/pf2e/aoa6 -aliases: ["Aiudara Seeker"] ---- -# Aiudara Seeker -*Source: Age of Ashes #6: Broken Promises p. 73* - -The aiudara of [Alseta](../../setting/deities/alseta-logm.md)'s Ring have become more well known, and you are interested in learning more about them. - -Choose two ability boosts. One must be in Intelligence or Wisdom, and the other is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Portal Lore](../../skills.md#Lore) skill. You gain the [Quick Identification](../../feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/alkenstar-outlaw-g-g.md b/Compendium/character/backgrounds/alkenstar-outlaw-g-g.md deleted file mode 100644 index b1aad2184..000000000 --- a/Compendium/character/backgrounds/alkenstar-outlaw-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- background/feat/subtle-theft -- background/skill/thievery -- compendium/src/pf2e/g&g -aliases: ["Alkenstar Outlaw"] ---- -# Alkenstar Outlaw -*Source: Guns & Gears p. 124* - -You're an outlaw whose first crime was stealing the guns from Alkenstar's Gunworks which allowed you to commence a crime spree of epic proportions. You don't know where your road ends, but it's probably going to be a bloody affair. - -The life of an adventurer might even be a relief compared to a life forever on the run from Alkenstar authorities and their allies. - -Choose two ability boosts. One boost must be to Dexterity or Constitution, and one is a free ability boost. - -You're trained in [Thievery](../../skills.md#Thievery) and [Underworld Lore](../../skills.md#Lore). You gain the [Subtle Theft](../../feats/subtle-theft.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/alkenstar-sojourner-g-g.md b/Compendium/character/backgrounds/alkenstar-sojourner-g-g.md deleted file mode 100644 index 7d8458919..000000000 --- a/Compendium/character/backgrounds/alkenstar-sojourner-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/streetwise -- background/skill/society -- compendium/src/pf2e/g&g -aliases: ["Alkenstar Sojourner"] ---- -# Alkenstar Sojourner -*Source: Guns & Gears p. 124* - -You came to Alkenstar because you heard they had guns, but you stayed because of the atmosphere. Or the guns. - -Either way, journalism and scientific curiosity opened the door to a life of adventure. Now you continue to adventure in the Alkenstar area, using your skills to deal with whatever situations present themselves. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in [Society](../../skills.md#Society) and [Engineering Lore](../../skills.md#Lore). You gain the [Streetwise](../../feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/alkenstar-tinker-lowg.md b/Compendium/character/backgrounds/alkenstar-tinker-lowg.md deleted file mode 100644 index 99017043d..000000000 --- a/Compendium/character/backgrounds/alkenstar-tinker-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/alchemical-crafting -- background/skill/crafting -- compendium/src/pf2e/lowg -aliases: ["Alkenstar Tinker"] ---- -# Alkenstar Tinker -*Source: Lost Omens: World Guide p. 82* - -Your dedication to the scientific inquiry of your native Alkenstar provides great insight into mechanical and chemical innovation. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Alchemical Crafting](../../feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/amnesiac-apg.md b/Compendium/character/backgrounds/amnesiac-apg.md deleted file mode 100644 index 4cc61d245..000000000 --- a/Compendium/character/backgrounds/amnesiac-apg.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- compendium/src/pf2e/apg -aliases: ["Amnesiac"] ---- -# Amnesiac -*Source: Advanced Player's Guide p. 50* - -Your background is... well... honestly, you can't remember! You might have inklings deep within your mind, undercurrents of unusual emotions or unexpected responses to certain people or situations, but ultimately you don't know who you once were. You might be adventuring specifically to help discover yourself. It's up to you and the GM how to handle the truth of your character's backstory. You could leave it to the GM so it's a secret, work together with the GM, or even choose to leave it undecided until later. In any case, you and your GM should determine a few noteworthy details about your character or their belongings to get the first clues to your past. - -You gain three free ability boosts. You choose two, and the GM chooses the third based on their first inklings of your character's possible history. \ No newline at end of file diff --git a/Compendium/character/backgrounds/animal-whisperer.md b/Compendium/character/backgrounds/animal-whisperer.md deleted file mode 100644 index 3d5ac1ec0..000000000 --- a/Compendium/character/backgrounds/animal-whisperer.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/train-animal -- background/skill/nature -- compendium/src/pf2e/crb -aliases: ["Animal Whisperer"] ---- -# Animal Whisperer -*Source: Core Rulebook p. 60* - -You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter different creatures, befriending them along the way. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill and a [Lore](../../skills.md#Lore) skill related to one terrain inhabited by animals you like (such as [Plains Lore](../../skills.md#Lore) or [Swamp Lore](../../skills.md#Lore)). You gain the [Train Animal](../../feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/animal-wrangler-ec0.md b/Compendium/character/backgrounds/animal-wrangler-ec0.md deleted file mode 100644 index 5243a583e..000000000 --- a/Compendium/character/backgrounds/animal-wrangler-ec0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/skill/athletics -- background/skill/nature -- compendium/src/pf2e/ec0 -aliases: ["Animal Wrangler"] ---- -# Animal Wrangler -*Source: Extinction Curse Player's Guide p. 4* - -You have a long history of working with large circus animals for the Celestial Menagerie, such as performing in an animal act, jostling animals back into their cages, or even sweeping dung out of squalid pens. Mistress Dusklight's ongoing mistreatment of her animals compelled you to quit, and you now strive to ensure animals aren't abused. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in your choice of the [Athletics](../../skills.md#Athletics) or [Nature](../../skills.md#Nature) skills. You gain a skill feat: Titan Wrestler if you chose [Athletics](../../skills.md#Athletics), or Train Animal if you chose [Nature](../../skills.md#Nature). You are also trained in a [Lore](../../skills.md#Lore) skill related to a particular kind of common animal (such as [Equine Lore](../../skills.md#Lore), [Feline Lore](../../skills.md#Lore), or [Pachyderm Lore](../../skills.md#Lore)). \ No newline at end of file diff --git a/Compendium/character/backgrounds/anti-magical-som.md b/Compendium/character/backgrounds/anti-magical-som.md deleted file mode 100644 index 303bd6dcf..000000000 --- a/Compendium/character/backgrounds/anti-magical-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- compendium/src/pf2e/som -aliases: ["Anti-magical"] ---- -# Anti-magical -*Source: Secrets of Magic p. 30* - -Magic has never worked quite right around you. Perhaps you have become a magic-user in spite of that, or perhaps you use your unique ability to fight magic-users. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in a [Lore](../../skills.md#Lore) skill of your choice, though it can't be about a magical subject (as determined by the GM if it's unclear). Whenever you would be affected by magic, even your own magic or that of an ally, the originator of the effect must attempt a DC 3 flat check. - -On a failure, the magic doesn't affect you (though it still has its normal effects on anyone else). On a success, the magic affects you and there is no need to attempt further flat checks for the same [magical](../../../Rules/traits/magical.md) effect, even if it affects you again later. \ No newline at end of file diff --git a/Compendium/character/backgrounds/anti-tech-activist-g-g.md b/Compendium/character/backgrounds/anti-tech-activist-g-g.md deleted file mode 100644 index f167ad9a3..000000000 --- a/Compendium/character/backgrounds/anti-tech-activist-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/group-coercion -- background/skill/intimidation -- compendium/src/pf2e/g&g -aliases: ["Anti-tech Activist"] ---- -# Anti-tech Activist -*Source: Guns & Gears p. 44* - -You've seen the sorts of things that technology brings— polluted environments, workers put out of their jobs or horribly injured, and the slow erosion of society—and you've vowed to inform the larger world of these ills. You do so with long, impassioned speeches on street corners and village squares and by talking personally with the heads of various guilds. Adventuring into the wider world could help spread your message even farther. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Guild Lore](../../skills.md#Lore) skill. You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/archaeologist-lopsg.md b/Compendium/character/backgrounds/archaeologist-lopsg.md deleted file mode 100644 index 6ad3bf968..000000000 --- a/Compendium/character/backgrounds/archaeologist-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/additional-lore -- background/skill/society -- compendium/src/pf2e/lopsg -aliases: ["Archaeologist"] ---- -# Archaeologist -*Source: Lost Omens: Pathfinder Society Guide p. 8* - -You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Architecture Lore](../../skills.md#Lore) skill. You gain the [Additional Lore](../../feats/additional-lore.md) skill feat related to an ancient culture or the history of a culture you've studied (such as [Azlanti Lore](../../skills.md#Lore) or [Osirian History Lore](../../skills.md#Lore)). \ No newline at end of file diff --git a/Compendium/character/backgrounds/artisan.md b/Compendium/character/backgrounds/artisan.md deleted file mode 100644 index bcf8cb771..000000000 --- a/Compendium/character/backgrounds/artisan.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/strength -- background/feat/specialty-crafting -- background/skill/crafting -- compendium/src/pf2e/crb -aliases: ["Artisan"] ---- -# Artisan -*Source: Core Rulebook p. 60* - -As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. You might have been a blacksmith's apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships. - -Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Guild Lore](../../skills.md#Lore) skill. - -You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/artist.md b/Compendium/character/backgrounds/artist.md deleted file mode 100644 index 4f1c70ece..000000000 --- a/Compendium/character/backgrounds/artist.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/specialty-crafting -- background/skill/crafting -- compendium/src/pf2e/crb -aliases: ["Artist"] ---- -# Artist -*Source: Core Rulebook p. 60* - -Your art is your greatest passion, whatever form it takes. - -Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Art Lore](../../skills.md#Lore) skill. You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/aspiring-free-captain-lowg.md b/Compendium/character/backgrounds/aspiring-free-captain-lowg.md deleted file mode 100644 index 482202cd9..000000000 --- a/Compendium/character/backgrounds/aspiring-free-captain-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/group-coercion -- background/skill/intimidation -- compendium/src/pf2e/lowg -aliases: ["Aspiring Free Captain"] ---- -# Aspiring Free Captain -*Source: Lost Omens: World Guide p. 70* - -You seek to join the Free Captains of the Shackles and have learned everything you need to know about sailing and bossing people around. Now you just need a crew and a ship. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Sailing Lore](../../skills.md#Lore) skill. - -You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/aspiring-river-monarch-lowg.md b/Compendium/character/backgrounds/aspiring-river-monarch-lowg.md deleted file mode 100644 index 0e1e0dd63..000000000 --- a/Compendium/character/backgrounds/aspiring-river-monarch-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/courtly-graces -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Aspiring River Monarch"] ---- -# Aspiring River Monarch -*Source: Lost Omens: World Guide p. 34* - -New realms rise constantly in the River Kingdoms, and you intend to lead one of them. Making your reign last, however, will require both strength and grace. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Politics Lore](../../skills.md#Lore) skill. You gain the [Courtly Graces](../../feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/astrologer-som.md b/Compendium/character/backgrounds/astrologer-som.md deleted file mode 100644 index dbe88cd1d..000000000 --- a/Compendium/character/backgrounds/astrologer-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/oddity-identification -- background/skill/occultism -- compendium/src/pf2e/som -aliases: ["Astrologer"] ---- -# Astrologer -*Source: Secrets of Magic p. 28* - -Astrologers look to the stars for signs and portents, using their positions to chart courses for those living beneath them. As the celestial spheres move, so does fate itself. You studied the stars and learned to divine your path based on their guidance. Whether the stars directly called you to a life of adventure or you use the stars to guide your wanderlust, you're living out the stars' guidance in a life of adventure. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in [Occultism](../../skills.md#Occultism) and [Astrology Lore](../../skills.md#Lore). You gain the [Oddity Identification](../../feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/astrological-augur-lotg.md b/Compendium/character/backgrounds/astrological-augur-lotg.md deleted file mode 100644 index 7d6c9da1e..000000000 --- a/Compendium/character/backgrounds/astrological-augur-lotg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- compendium/src/pf2e/lotg -aliases: ["Astrological Augur"] ---- -# Astrological Augur -*Source: Lost Omens: Travel Guide p. 122* - -During your formative years, you learned the stars are a gateway to mystical power or glimpses into the future. Perhaps you grew up surrounded by Iruxi culture or were raised in one of the remaining Lirgeni sanctuaries. You've studied the constellations, using their alignment to predict fortune (or misfortune) and gaining magical powers unlike any of the other astrologers you know. Your readings might primarily focus on the [Cosmic Caravan](../../setting/deities/cosmic-caravan-lotg.md), or perhaps you use other stars to guide you, like the zodiac of Tian Xia. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in [Astrology Lore](../../skills.md#Lore). You can cast [augury](../../spells/augury.md) as a divine innate spell once per week, and the spell's effects can see up to 1 hour in the future rather than 30 minutes. \ No newline at end of file diff --git a/Compendium/character/backgrounds/attention-addict-frp0.md b/Compendium/character/backgrounds/attention-addict-frp0.md deleted file mode 100644 index e1ad6d77a..000000000 --- a/Compendium/character/backgrounds/attention-addict-frp0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/impressive-performance -- background/skill/performance -- compendium/src/pf2e/frp0 -aliases: ["Attention Addict"] ---- -# Attention Addict -*Source: Fists of the Ruby Phoenix Player's Guide p. 6* - -A roaring crowd chanting your name. Your face plastered all over the city. Fawning fans begging for your autograph. - -Jealous rivals. Endless fame. The promise of all this and more is what drove you to enter this year's Ruby Phoenix Tournament, and with your prodigious star power it's no wonder why they selected you for the prequalifier on Danger Island. You've got champion stamped all over you. Obviously, the organizers knew a winner when they saw one. - -It's already clear that you'll be named Ruby Phoenix Champion—the challenges leading up to your prize ceremony are mere formalities, but you're happy to indulge the impassioned masses. After all, the people want a show, and what kind of celebrity would you be if you denied them? You might even deign to compete in some fights, too, as long as your hair doesn't get mussed. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in [Performance](../../skills.md#Performance) and the [Gladiatorial Lore](../../skills.md#Lore) skill. You gain the [Impressive Performance](../../feats/impressive-performance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/atteran-rancher-lowg.md b/Compendium/character/backgrounds/atteran-rancher-lowg.md deleted file mode 100644 index 94f439212..000000000 --- a/Compendium/character/backgrounds/atteran-rancher-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/train-animal -- background/skill/nature -- compendium/src/pf2e/lowg -aliases: ["Atteran Rancher"] ---- -# Atteran Rancher -*Source: Lost Omens: World Guide p. 106* - -You grew up breeding and training the famous horses of the Atteran Ranches in northern Nidal. You may even be sympathetic to the Desnan dissidents who hide there from the Umbral Court. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill and the [Animal Lore](../../skills.md#Lore) skill. You gain the [Train Animal](../../feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/back-alley-doctor-g-g.md b/Compendium/character/backgrounds/back-alley-doctor-g-g.md deleted file mode 100644 index 4d647bb12..000000000 --- a/Compendium/character/backgrounds/back-alley-doctor-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/skill/medicine -- compendium/src/pf2e/g&g -aliases: ["Back-alley Doctor"] ---- -# Back-alley Doctor -*Source: Guns & Gears p. 122* - -You're the medic many turn to when a more official clinic or healer might not be available. You may specialize in stitching up bullet wounds or have a standing, confidential deal with a criminal syndicate to provide your services any time of day or night. In either case, you've perhaps turned to the adventuring life because a former client is unhappy with your work or members of the local constabulary have been asking too many questions. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Risky Surgery](../../feats/risky-surgery-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/backgrounds.md b/Compendium/character/backgrounds/backgrounds.md deleted file mode 100644 index 44bbdd9f3..000000000 --- a/Compendium/character/backgrounds/backgrounds.md +++ /dev/null @@ -1,293 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Backgrounds - -- [Abadar's Avenger](abadars-avenger-frp0.md) -- [Academy Dropout](academy-dropout-som.md) -- [Acolyte](acolyte.md) -- [Acrobat](acrobat.md) -- [Aerialist](aerialist-ec0.md) -- [Aiudara Seeker](aiudara-seeker-aoa6.md) -- [Alkenstar Outlaw](alkenstar-outlaw-g-g.md) -- [Alkenstar Sojourner](alkenstar-sojourner-g-g.md) -- [Alkenstar Tinker](alkenstar-tinker-lowg.md) -- [Amnesiac](amnesiac-apg.md) -- [Animal Whisperer](animal-whisperer.md) -- [Animal Wrangler](animal-wrangler-ec0.md) -- [Anti-magical](anti-magical-som.md) -- [Anti-tech Activist](anti-tech-activist-g-g.md) -- [Archaeologist](archaeologist-lopsg.md) -- [Artisan](artisan.md) -- [Artist](artist.md) -- [Aspiring Free Captain](aspiring-free-captain-lowg.md) -- [Aspiring River Monarch](aspiring-river-monarch-lowg.md) -- [Astrologer](astrologer-som.md) -- [Astrological Augur](astrological-augur-lotg.md) -- [Attention Addict](attention-addict-frp0.md) -- [Atteran Rancher](atteran-rancher-lowg.md) -- [Back-alley Doctor](back-alley-doctor-g-g.md) -- [Bandit](bandit-apg.md) -- [Banished Brighite](banished-brighite-ooa0.md) -- [Barber](barber-apg.md) -- [Barkeep](barkeep.md) -- [Barker](barker-ec0.md) -- [Barrister](barrister.md) -- [Bekyar Restorer](bekyar-restorer-lowg.md) -- [Belkzen Slayer](belkzen-slayer-lowg.md) -- [Bellflower Agent](bellflower-agent-lowg.md) -- [Bibliophile](bibliophile-av0.md) -- [Black Market Smuggler](black-market-smuggler-lowg.md) -- [Blessed](blessed-apg.md) -- [Blow-in](blow-in-ec0.md) -- [Bonuwat Wavetouched](bonuwat-wavetouched-lowg.md) -- [Bookkeeper](bookkeeper-apg.md) -- [Bounty Hunter](bounty-hunter.md) -- [Bright Lion](bright-lion-lowg.md) -- [Butcher](butcher-ec0.md) -- [Cannoneer](cannoneer-g-g.md) -- [Charlatan](charlatan.md) -- [Chelish Rebel](chelish-rebel-lowg.md) -- [Child Of The Puddles](child-of-the-puddles-lowg.md) -- [Child of the Twin Village](child-of-the-twin-village-da.md) -- [Child Of Westcrown](child-of-westcrown-lowg.md) -- [Chosen One](chosen-one-som.md) -- [Circuit Judge](circuit-judge-g-g.md) -- [Circus Born](circus-born-ec0.md) -- [Clockfighter](clockfighter-g-g.md) -- [Clockwork Researcher](clockwork-researcher-g-g.md) -- [Clown](clown-ec0.md) -- [Codebreaker](codebreaker-g-g.md) -- [Cook](cook-apg.md) -- [Courier](courier-apg.md) -- [Criminal](criminal.md) -- [Cultist](cultist-apg.md) -- [Curandero](curandero-botd.md) -- [Cursed](cursed-apg.md) -- [Cursed Family](cursed-family-lowg.md) -- [Deputy](deputy-g-g.md) -- [Desert Tracker](desert-tracker-lowg.md) -- [Detective](detective.md) -- [Diobel Pearl Diver](diobel-pearl-diver-lowg.md) -- [Discarded Duplicate](discarded-duplicate-g-g.md) -- [Disciple Of The Gear](disciple-of-the-gear-g-g.md) -- [Doomcaller](doomcaller-lotg.md) -- [Dragon Scholar](dragon-scholar-aoa0.md) -- [Dreamer Of The Verdant Moon](dreamer-of-the-verdant-moon-ec3.md) -- [Driver](driver-g-g.md) -- [Droskari Disciple](droskari-disciple-aoa4.md) -- [Eclipseborn](eclipseborn-lotg.md) -- [Eidolon Contact](eidolon-contact-som.md) -- [Eldritch Anatomist](eldritch-anatomist-av0.md) -- [Emancipated](emancipated-aoa0.md) -- [Emissary](emissary.md) -- [Energy Scarred](energy-scarred-som.md) -- [Entertainer](entertainer.md) -- [Ex-con Token Guard](ex-con-token-guard-aoe0.md) -- [False Medium](false-medium-som.md) -- [Farmhand](farmhand.md) -- [Farmsteader](farmsteader-g-g.md) -- [Feral Child](feral-child-apg.md) -- [Feybound](feybound-apg.md) -- [Field Medic](field-medic.md) -- [Final Blade Survivor](final-blade-survivor-lowg.md) -- [Fireworks Performer](fireworks-performer-g-g.md) -- [Fogfen Tale-teller](fogfen-tale-teller-av0.md) -- [Fortune Teller](fortune-teller.md) -- [Framed in Ferrous Quarter](framed-in-ferrous-quarter-ooa0.md) -- [Freed Slave Of Absalom](freed-slave-of-absalom-lowg.md) -- [Gambler](gambler.md) -- [Geb Crusader](geb-crusader-lowg.md) -- [Genie-blessed](genie-blessed-som.md) -- [Gladiator](gladiator.md) -- [Goblinblood Orphan](goblinblood-orphan-lowg.md) -- [Godless Graycloak](godless-graycloak-aoe0.md) -- [Goldhand Arms Dealer](goldhand-arms-dealer-g-g.md) -- [Grand Council Bureaucrat](grand-council-bureaucrat-lowg.md) -- [Grave Robber](grave-robber-botd.md) -- [Grizzled Muckrucker](grizzled-muckrucker-aoe0.md) -- [Guard](guard.md) -- [Gunsmith](gunsmith-g-g.md) -- [Harbor Guard Moonlighter](harbor-guard-moonlighter-aoe0.md) -- [Harrow-led](harrow-led-aoe4.md) -- [Haunted](haunted-apg.md) -- [Haunted Citizen](haunted-citizen-botd.md) -- [Haunting Vision](haunting-vision-aoa0.md) -- [Hellknight Historian](hellknight-historian-aoa0.md) -- [Herbalist](herbalist.md) -- [Hermean Expatriate](hermean-expatriate-lowg.md) -- [Hermean Heritor](hermean-heritor-aoa6.md) -- [Hermit](hermit.md) -- [Hired Killer](hired-killer-g-g.md) -- [Hounded Thief](hounded-thief-g-g.md) -- [Hunter](hunter.md) -- [Inexplicably Expelled](inexplicably-expelled-ooa0.md) -- [Inlander](inlander-lowg.md) -- [Insurgent](insurgent-apg.md) -- [Issian Partisan](issian-partisan-lowg.md) -- [Junk Collector](junk-collector-g-g.md) -- [Junker](junker-g-g.md) -- [Kalistrade Follower](kalistrade-follower-lowg.md) -- [Kyonin Emissary](kyonin-emissary-lowg.md) -- [Laborer](laborer.md) -- [Lastwall Survivor](lastwall-survivor-lowg.md) -- [Learned Guard Prodigy](learned-guard-prodigy-aoe0.md) -- [Legacy of the Hammer](legacy-of-the-hammer-da.md) -- [Legendary Parents](legendary-parents-aoa6.md) -- [Local Scion](local-scion-aoa0.md) -- [Lumber Consortium Laborer](lumber-consortium-laborer-lowg.md) -- [Magaambya Academic](magaambya-academic-lowg.md) -- [Magical Experiment](magical-experiment-som.md) -- [Magical Merchant](magical-merchant-som.md) -- [Magical Misfit](magical-misfit-som.md) -- [Mammoth Speaker](mammoth-speaker-lowg.md) -- [Mana Wastes Refugee](mana-wastes-refugee-lowg.md) -- [Mantis Scion](mantis-scion-lowg.md) -- [Market Runner](market-runner-av0.md) -- [Martial Disciple](martial-disciple.md) -- [Mechanic](mechanic-g-g.md) -- [Mechanical Symbiosis](mechanical-symbiosis-g-g.md) -- [Medicinal Clocksmith](medicinal-clocksmith-g-g.md) -- [Menagerie Dung Sweeper](menagerie-dung-sweeper-lowg.md) -- [Merabite Prodigy](merabite-prodigy-lowg.md) -- [Merchant](merchant.md) -- [Miner](miner.md) -- [Molthuni Mercenary](molthuni-mercenary-lowg.md) -- [Musical Prodigy](musical-prodigy-som.md) -- [Mystic Seer](mystic-seer-ec0.md) -- [Mystic Tutor](mystic-tutor-som.md) -- [Necromancer's Apprentice](necromancers-apprentice-botd.md) -- [Newcomer In Need](newcomer-in-need-frp0.md) -- [Nexian Mystic](nexian-mystic-lowg.md) -- [Night Watch](night-watch-botd.md) -- [Nirmathi Guerrilla](nirmathi-guerrilla-lowg.md) -- [Noble](noble.md) -- [Nocturnal Navigator](nocturnal-navigator-lotg.md) -- [Nomad](nomad.md) -- [Occult Librarian](occult-librarian-som.md) -- [Oenopion Ooze-tender](oenopion-ooze-tender-lowg.md) -- [Once Bitten](once-bitten-lokl.md) -- [Onyx Trader](onyx-trader-lowg.md) -- [Osirionologist](osirionologist-lowg.md) -- [Otherworldly Mission](otherworldly-mission-g-g.md) -- [Out-of-towner](out-of-towner-aoa0.md) -- [Outrider](outrider-apg.md) -- [Ozem Experience](ozem-experience-lokl.md) -- [Pathfinder Hopeful](pathfinder-hopeful-lowg.md) -- [Pathfinder Recruiter](pathfinder-recruiter-lopsg.md) -- [Perfection Seeker](perfection-seeker-lowg.md) -- [Pilgrim](pilgrim-apg.md) -- [Pillar](pillar-lokl.md) -- [Plant Whisperer](plant-whisperer-som.md) -- [Political Scion](political-scion-aoe0.md) -- [Post Guard Of All Trades](post-guard-of-all-trades-aoe0.md) -- [Press-ganged](press-ganged-g-g.md) -- [Press-ganged](press-ganged-lowg.md) -- [Printer](printer-g-g.md) -- [Prisoner](prisoner.md) -- [Purveyor Of The Bizarre](purveyor-of-the-bizarre-lowg.md) -- [Pyre Tender](pyre-tender-botd.md) -- [Quick](quick-lowg.md) -- [Raised by Belief](raised-by-belief-logm.md) -- [Ratted-Out Gun Runner](ratted-out-gun-runner-ooa0.md) -- [Razmiran Faithful](razmiran-faithful-lowg.md) -- [Reborn Soul](reborn-soul-da.md) -- [Reclaimed](reclaimed-lokl.md) -- [Reclaimer Investigator](reclaimer-investigator-lokl.md) -- [Refugee](refugee-apg.md) -- [Relentless Dedication](relentless-dedication-lokl.md) -- [Reputation Seeker](reputation-seeker-aoa0.md) -- [Returned](returned-apg.md) -- [Returning Descendant](returning-descendant-aoa0.md) -- [Revenant](revenant-g-g.md) -- [Rigger](rigger-ec0.md) -- [Rivethun Adherent](rivethun-adherent-lowg.md) -- [Root Worker](root-worker-apg.md) -- [Rostland Partisan](rostland-partisan-lowg.md) -- [Royalty](royalty-apg.md) -- [Ruby Phoenix Fanatic](ruby-phoenix-fanatic-frp0.md) -- [Ruin Delver](ruin-delver-av0.md) -- [Saboteur](saboteur-g-g.md) -- [Sailor](sailor.md) -- [Sally Guard Neophyte](sally-guard-neophyte-aoe0.md) -- [Saloon Entertainer](saloon-entertainer-g-g.md) -- [Sarkorian Reclaimer](sarkorian-reclaimer-lowg.md) -- [Sarkorian Survivor](sarkorian-survivor-lowg.md) -- [Saved By Clockwork](saved-by-clockwork-g-g.md) -- [Scavenger](scavenger-apg.md) -- [Scholar Of The Ancients](scholar-of-the-ancients-lowg.md) -- [Scholar](scholar.md) -- [Scion of Slayers](scion-of-slayers-botd.md) -- [Scout](scout.md) -- [Second Chance Champion](second-chance-champion-frp0.md) -- [Secular Medic](secular-medic-lowg.md) -- [Seer Of The Dead](seer-of-the-dead-som.md) -- [Senghor Sailor](senghor-sailor-lowg.md) -- [Sentinel Reflectance](sentinel-reflectance-lokl.md) -- [Servant](servant-apg.md) -- [Shadow Haunted](shadow-haunted-lowg.md) -- [Sheriff](sheriff-g-g.md) -- [Shoanti Name-bearer](shoanti-name-bearer-lowg.md) -- [Shory Seeker](shory-seeker-lowg.md) -- [Sign Bound](sign-bound-lotg.md) -- [Sleepless Suns Star](sleepless-suns-star-aoe0.md) -- [Snubbed Out Stoolie](snubbed-out-stoolie-ooa0.md) -- [Sodden Scavenger](sodden-scavenger-lowg.md) -- [Song Of The Deep](song-of-the-deep-som.md) -- [Spell Seeker](spell-seeker-lopsg.md) -- [Sponsored By A Stranger](sponsored-by-a-stranger-sot0.md) -- [Sponsored By A Village](sponsored-by-a-village-sot0.md) -- [Sponsored By Family](sponsored-by-family-sot0.md) -- [Sponsored By Teacher Ot](sponsored-by-teacher-ot-sot0.md) -- [Spotter](spotter-g-g.md) -- [Squire](squire-apg.md) -- [Starless One](starless-one-lotg.md) -- [Starwatcher](starwatcher-av0.md) -- [Storm Survivor](storm-survivor-lowg.md) -- [Street Preacher](street-preacher-som.md) -- [Street Urchin](street-urchin.md) -- [Student Of Magic](student-of-magic-som.md) -- [Sun Dancer](sun-dancer-lotg.md) -- [Surge Investigator](surge-investigator-som.md) -- [Taldan Schemer](taldan-schemer-lowg.md) -- [Tall Tale](tall-tale-g-g.md) -- [Tax Collector](tax-collector-apg.md) -- [Teacher](teacher-apg.md) -- [Tech-reliant](tech-reliant-g-g.md) -- [Thassilonian Traveler](thassilonian-traveler-lowg.md) -- [Thrune Loyalist](thrune-loyalist-lowg.md) -- [Thuvian Unifier](thuvian-unifier-lowg.md) -- [Tide Watcher](tide-watcher-lotg.md) -- [Time Traveler](time-traveler-som.md) -- [Tinker](tinker.md) -- [Tomb Born](tomb-born-botd.md) -- [Touched By Dahak](touched-by-dahak-aoa6.md) -- [Toymaker](toymaker-g-g.md) -- [Trade Consortium Underling](trade-consortium-underling-lowg.md) -- [Trailblazer](trailblazer-lopsg.md) -- [Translator](translator-lopsg.md) -- [Truth Seeker](truth-seeker-aoa0.md) -- [Tyrant Witness](tyrant-witness-lokl.md) -- [Ulfen Raider](ulfen-raider-lowg.md) -- [Undercover Contender](undercover-contender-frp0.md) -- [Undercover Lotus Guard](undercover-lotus-guard-aoe0.md) -- [Undersea Enthusiast](undersea-enthusiast-lowg.md) -- [Undertaker](undertaker-g-g.md) -- [Unsponsored](unsponsored-sot0.md) -- [Ustalavic Academic](ustalavic-academic-lowg.md) -- [Varisian Wanderer](varisian-wanderer-lowg.md) -- [Vidrian Reformer](vidrian-reformer-lowg.md) -- [Wandering Preacher](wandering-preacher-g-g.md) -- [Wanted Witness](wanted-witness-ooa0.md) -- [Ward](ward-apg.md) -- [Warrior](warrior.md) -- [Waste Walker](waste-walker-g-g.md) -- [Whispering Way Scion](whispering-way-scion-lowg.md) -- [Wildwood Local](wildwood-local-lowg.md) -- [Willing Host](willing-host-botd.md) -- [Winter's Child](winters-child-lowg.md) -- [Wished Alive](wished-alive-g-g.md) -- [Witch Wary](witch-wary-lowg.md) -- [Witchlight Follower](witchlight-follower-av0.md) -- [Wonder Taster](wonder-taster-lowg.md) diff --git a/Compendium/character/backgrounds/bandit-apg.md b/Compendium/character/backgrounds/bandit-apg.md deleted file mode 100644 index 14bc75906..000000000 --- a/Compendium/character/backgrounds/bandit-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/group-coercion -- background/skill/intimidation -- compendium/src/pf2e/apg -aliases: ["Bandit"] ---- -# Bandit -*Source: Advanced Player's Guide p. 48* - -Your past includes no small amount of rural banditry, robbing travelers on the road and scraping by. Whether your robbery was sanctioned by a local noble or you did so of your own accord, you eventually got caught up in the adventuring life. - -Now, adventure is your stock and trade, and years of camping and skirmishing have only helped. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and a [Lore](../../skills.md#Lore) skill related to the terrain you worked in (such as [Desert Lore](../../skills.md#Lore) or [Plains Lore](../../skills.md#Lore)). You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/banished-brighite-ooa0.md b/Compendium/character/backgrounds/banished-brighite-ooa0.md deleted file mode 100644 index 3b6a6fa9c..000000000 --- a/Compendium/character/backgrounds/banished-brighite-ooa0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/lore -- background/skill/religion -- compendium/src/pf2e/ooa0 -aliases: ["Banished Brighite"] ---- -# Banished Brighite -*Source: Outlaws of Alkenstar Player's Guide p. 11* - -Once, you were a dedicated and important priest of [Brigh](../../setting/deities/brigh-logm.md), goddess of clockwork and invention, based out of the largest church to your deity, the Temple of [Brigh](../../setting/deities/brigh-logm.md) in Alkenstar. Here, you made important discoveries in the annals of your religion's canon and furthered the Bronze Lady's agendas of innovation and creation. Your future seemed bright, and you predicted that it was only a matter of time until you ascended to the rank of primary cog or, someday, grand cog. Then, your years of devout service were undone in an instant. A man named Ambrost Mugland came to the Temple and demanded not only access to the religious formulas you'd been uncovering, but exclusive rights to the precious knowledge. When you refused, Mugland sent word to the church's leaders that you'd been meddling in heretical doctrine. He also implicated you in the theft of church funds that had mysteriously gone missing as of late. Sure enough, you found yourself being asked to hand in your robes. Your church colleagues didn't turn you in, but they told you in no uncertain terms that you wouldn't be able to find sanctuary for your alleged crimes in the halls of the Temple of [Brigh](../../setting/deities/brigh-logm.md). On the run and with nowhere to turn, your faith has been thoroughly tested, though so far you've remained true to your religion and maintained your sacred skills and divine powers. It's unclear what the Bronze Lady has in store for you, but at least one thing's for certain: - -Ambrost Mugland will pay for what he did. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Brigh](../../setting/deities/brigh-logm.md) [Lore](../../skills.md#Lore) skill. You gain the [Quick Identification](../../feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/barber-apg.md b/Compendium/character/backgrounds/barber-apg.md deleted file mode 100644 index fabf88ff5..000000000 --- a/Compendium/character/backgrounds/barber-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/risky-surgery -- background/skill/medicine -- compendium/src/pf2e/apg -aliases: ["Barber"] ---- -# Barber -*Source: Advanced Player's Guide p. 48* - -Haircuts, dentistry, bloodletting, and surgery—if it takes a steady hand and a razor, you do it. You may have taken to the road to expand your skills, or to test yourself against a world that leaves your patients so battered and bruised. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Surgery Lore](../../skills.md#Lore) skill. You gain the [Risky Surgery](../../feats/risky-surgery-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/barkeep.md b/Compendium/character/backgrounds/barkeep.md deleted file mode 100644 index c614df51f..000000000 --- a/Compendium/character/backgrounds/barkeep.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/hobnobber -- background/skill/diplomacy -- compendium/src/pf2e/crb -aliases: ["Barkeep"] ---- -# Barkeep -*Source: Core Rulebook p. 60* - -You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Alcohol Lore](../../skills.md#Lore) skill. You gain the [Hobnobber](../../feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/barker-ec0.md b/Compendium/character/backgrounds/barker-ec0.md deleted file mode 100644 index 19974c2ff..000000000 --- a/Compendium/character/backgrounds/barker-ec0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/group-coercion -- background/skill/intimidation -- compendium/src/pf2e/ec0 -aliases: ["Barker"] ---- -# Barker -*Source: Extinction Curse Player's Guide p. 5* - -You're skilled at shouting to catch and keep the attention of passersby. A few well-timed and forcefully spoken words not only get people to notice you but also engage them to respond to you. You may have previously worked as a crier or in a more formal barker capacity with Mistress Dusklight's Celestial Menagerie. Either way, your ability to bully a crowd is impressive. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Crowd Lore](../../skills.md#Lore) skill. You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/barrister.md b/Compendium/character/backgrounds/barrister.md deleted file mode 100644 index a34d4a64e..000000000 --- a/Compendium/character/backgrounds/barrister.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/group-impression -- background/skill/diplomacy -- compendium/src/pf2e/crb -aliases: ["Barrister"] ---- -# Barrister -*Source: Core Rulebook p. 60* - -Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You're capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Legal Lore](../../skills.md#Lore) skill. - -You gain the [Group Impression](../../feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/bekyar-restorer-lowg.md b/Compendium/character/backgrounds/bekyar-restorer-lowg.md deleted file mode 100644 index 09e71c8e6..000000000 --- a/Compendium/character/backgrounds/bekyar-restorer-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/group-impression -- background/skill/diplomacy -- compendium/src/pf2e/lowg -aliases: ["Bekyar Restorer"] ---- -# Bekyar Restorer -*Source: Lost Omens: World Guide p. 94* - -Though many Bekyars worship demons, you seek to pave a different path for yourself and your kindred, while also attempting to change other Mwangi's treatment of your culture. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Abyss Lore](../../skills.md#Lore) skill. - -You gain the [Group Impression](../../feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/belkzen-slayer-lowg.md b/Compendium/character/backgrounds/belkzen-slayer-lowg.md deleted file mode 100644 index 37a861f7d..000000000 --- a/Compendium/character/backgrounds/belkzen-slayer-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/intimidating-glare -- background/skill/intimidation -- compendium/src/pf2e/lowg -aliases: ["Belkzen Slayer"] ---- -# Belkzen Slayer -*Source: Lost Omens: World Guide p. 46* - -You are a fearsome warrior from the Hold of Belkzen, and your clan counts on you for support, counsel, and defense. With the rising threat of the Whispering Tyrant threatening the safety of your home, you must not let your people down. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Orc Lore](../../skills.md#Lore) skill. - -You gain the [Intimidating Glare](../../feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/bellflower-agent-lowg.md b/Compendium/character/backgrounds/bellflower-agent-lowg.md deleted file mode 100644 index b2eac412c..000000000 --- a/Compendium/character/backgrounds/bellflower-agent-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/experienced-smuggler -- background/skill/stealth -- compendium/src/pf2e/lowg -aliases: ["Bellflower Agent"] ---- -# Bellflower Agent -*Source: Lost Omens: World Guide p. 106* - -You joined a secret society dedicated to freeing halfling slaves, most likely from the cruelty of Chelish reign. You know how to smuggle people in and out of countries. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Experienced Smuggler](../../feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/bibliophile-av0.md b/Compendium/character/backgrounds/bibliophile-av0.md deleted file mode 100644 index f7f8be7be..000000000 --- a/Compendium/character/backgrounds/bibliophile-av0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/arcane-sense -- background/skill/arcana -- compendium/src/pf2e/av0 -aliases: ["Bibliophile"] ---- -# Bibliophile -*Source: Abomination Vaults Player's Guide p. 4* - -You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he's always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Library Lore](../../skills.md#Lore) skill. You gain the [Arcane Sense](../../feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/black-market-smuggler-lowg.md b/Compendium/character/backgrounds/black-market-smuggler-lowg.md deleted file mode 100644 index 875da2492..000000000 --- a/Compendium/character/backgrounds/black-market-smuggler-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/experienced-smuggler -- background/skill/stealth -- compendium/src/pf2e/lowg -aliases: ["Black Market Smuggler"] ---- -# Black Market Smuggler -*Source: Lost Omens: World Guide p. 58* - -You know how to work the less-than-legal side of the region's markets and know how to slip contraband past the authorities. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Underworld Lore](../../skills.md#Lore) skill. - -You gain the [Experienced Smuggler](../../feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/blessed-apg.md b/Compendium/character/backgrounds/blessed-apg.md deleted file mode 100644 index 147e3cd6f..000000000 --- a/Compendium/character/backgrounds/blessed-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- compendium/src/pf2e/apg -aliases: ["Blessed"] ---- -# Blessed -*Source: Advanced Player's Guide p. 50* - -You have been blessed by a divinity. For an unknown reason, and irrespective of your actual beliefs, a deity has granted you a boon to use for good or ill. Your blessing grants wisdom and insight to aid you in your struggles. You may or may not even know the identity of the being who blessed you, and the blessing might come with a cost you discover later on. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You are trained in a [Lore](../../skills.md#Lore) skill associated with the deity who blessed you (such as [Shelyn Lore](../../skills.md#Lore)) if you know their identity, or else in a [Lore](../../skills.md#Lore) skill of the GM's choice if you don't. Either you can cast [guidance](../../spells/guidance.md) as a divine innate spell at will, or you gain a similar blessing determined by the GM. \ No newline at end of file diff --git a/Compendium/character/backgrounds/blow-in-ec0.md b/Compendium/character/backgrounds/blow-in-ec0.md deleted file mode 100644 index cc91ecedb..000000000 --- a/Compendium/character/backgrounds/blow-in-ec0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/lengthy-diversion -- background/feat/subtle-theft -- background/skill/deception -- background/skill/thievery -- compendium/src/pf2e/ec0 -aliases: ["Blow-in"] ---- -# Blow-in -*Source: Extinction Curse Player's Guide p. 5* - -You never expected to join a circus, but you were looking for a good place to lie low for reasons of your own. The Circus of Wayward Wonders came together with several different workers and performers a few months ago. Many came from a circus in Escadar called the Celestial Menagerie, but not all of them. It was easy to slip in among the roustabouts. - -Although you'd planned to move on quickly, the circus folk have adopted you as one of their own, and they don't ask questions about your past. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in your choice of the [Deception](../../skills.md#Deception) or [Thievery](../../skills.md#Thievery) skills. You gain a skill feat: [Lengthy Diversion](../../feats/lengthy-diversion.md) if you chose [Deception](../../skills.md#Deception), or [Subtle Theft](../../feats/subtle-theft.md) if you chose [Thievery](../../skills.md#Thievery). You are also trained in the [Underworld Lore](../../skills.md#Lore) skill. \ No newline at end of file diff --git a/Compendium/character/backgrounds/bonuwat-wavetouched-lowg.md b/Compendium/character/backgrounds/bonuwat-wavetouched-lowg.md deleted file mode 100644 index 571bc1823..000000000 --- a/Compendium/character/backgrounds/bonuwat-wavetouched-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/underwater-marauder -- background/skill/athletics -- compendium/src/pf2e/lowg -aliases: ["Bonuwat Wavetouched"] ---- -# Bonuwat Wavetouched -*Source: Lost Omens: World Guide p. 94* - -You are a child of the Bonuwat people, and the sea's salt flows through your veins. You've taken to sailing and swimming gracefully and with ease, earning you the honorific "wavetouched." Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Ocean Lore](../../skills.md#Lore) skill. - -You gain the [Underwater Marauder](../../feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/bookkeeper-apg.md b/Compendium/character/backgrounds/bookkeeper-apg.md deleted file mode 100644 index f0f610ad8..000000000 --- a/Compendium/character/backgrounds/bookkeeper-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/eye-for-numbers -- background/skill/society -- compendium/src/pf2e/apg -aliases: ["Bookkeeper"] ---- -# Bookkeeper -*Source: Advanced Player's Guide p. 48* - -You ran the numbers on a large farm, for a merchant's endeavors, or with a major guild in the city. You kept track of expenses, payroll, profits, and anything else that had to do with money, for better or worse. If better, you might be adventuring to learn how others ply this trade. If worse, you may be fleeing from impending consequences, in the hope that no one finds you. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Accounting Lore](../../skills.md#Lore) skill. You gain the [Eye for Numbers](../../feats/eye-for-numbers-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/bounty-hunter.md b/Compendium/character/backgrounds/bounty-hunter.md deleted file mode 100644 index 936bd7ec4..000000000 --- a/Compendium/character/backgrounds/bounty-hunter.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/experienced-tracker -- background/skill/survival -- compendium/src/pf2e/crb -aliases: ["Bounty Hunter"] ---- -# Bounty Hunter -*Source: Core Rulebook p. 61* - -Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Legal Lore](../../skills.md#Lore) skill. - -You gain the [Experienced Tracker](../../feats/experienced-tracker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/bright-lion-lowg.md b/Compendium/character/backgrounds/bright-lion-lowg.md deleted file mode 100644 index ca80703a5..000000000 --- a/Compendium/character/backgrounds/bright-lion-lowg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/lie-to-me -- background/skill/deception -- compendium/src/pf2e/lowg -aliases: ["Bright Lion"] ---- -# Bright Lion -*Source: Lost Omens: World Guide p. 94* - -You are a member of the Bright Lions and seek to overthrow the tyrannical reign of Walkena and free Mzali from his cruel whims. - -You're experienced operating undercover and have had to be cautious of what you say and who you trust, lest you fall afoul of the god-king's terrible punishments. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Mzali Lore](../../skills.md#Lore) skill. - -You gain the [Lie to Me](../../feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/butcher-ec0.md b/Compendium/character/backgrounds/butcher-ec0.md deleted file mode 100644 index 8c74a0625..000000000 --- a/Compendium/character/backgrounds/butcher-ec0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/read-lips -- background/skill/society -- compendium/src/pf2e/ec0 -aliases: ["Butcher"] ---- -# Butcher -*Source: Extinction Curse Player's Guide p. 5* - -You've spent uncounted hours walking up and down crowded and noisy circus stands, inventing innovative means to sell refreshments, food, and novelties at inflated prices. (You might know very little about slaughtering animals; "butcher" is a circus slang term for a vendor.) The Celestial Menagerie constantly pushed you to figure out how to sell increasingly shoddy toys to children and how to conceal the taste of spoiled treats that should have been discarded days earlier. You peddled disappointment and hated it, so you left to seek a new line of work—although you're not yet willing to leave the circus life altogether. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Mercantile Lore](../../skills.md#Lore) skill. You gain the [Read Lips](../../feats/read-lips.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/cannoneer-g-g.md b/Compendium/character/backgrounds/cannoneer-g-g.md deleted file mode 100644 index 626403e2d..000000000 --- a/Compendium/character/backgrounds/cannoneer-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/hefty-hauler -- background/skill/athletics -- compendium/src/pf2e/g&g -aliases: ["Cannoneer"] ---- -# Cannoneer -*Source: Guns & Gears p. 122* - -You served as a crewmate aboard a military vessel or pirate ship and were responsible for the use and maintenance of the ship's cannons. A strong back and quick reflexes were equally important to you in your duties, and you know your way around explosives and the dangers that lie therein. These skills serve you well in your new life as an adventurer, as compared to the weight of a cannon, a gear load that makes your allies blanche just makes you laugh instead. - -Choose two ability boosts. One boost must be to Dexterity or Strength, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Warfare Lore](../../skills.md#Lore) skill. You gain the [Hefty Hauler](../../feats/hefty-hauler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/chelish-rebel-lowg.md b/Compendium/character/backgrounds/chelish-rebel-lowg.md deleted file mode 100644 index c4a6c0a51..000000000 --- a/Compendium/character/backgrounds/chelish-rebel-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/streetwise -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Chelish Rebel"] ---- -# Chelish Rebel -*Source: Lost Omens: World Guide p. 106* - -You joined the fight against House Thrune. You may have helped liberate the nation of Ravounel, or you might be involved in another rebellion, such as Pezzack's, that studied Ravounel's successes. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Kintargo Lore](../../skills.md#Lore) skill. You gain the [Streetwise](../../feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/child-of-the-puddles-lowg.md b/Compendium/character/backgrounds/child-of-the-puddles-lowg.md deleted file mode 100644 index c46a4016d..000000000 --- a/Compendium/character/backgrounds/child-of-the-puddles-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/steady-balance -- background/skill/acrobatics -- compendium/src/pf2e/lowg -aliases: ["Child Of The Puddles"] ---- -# Child Of The Puddles -*Source: Lost Omens: World Guide p. 22* - -You grew up in the soggy, squalid quarter of Absalom known as the Puddles. You're at home in tightly packed urban environments. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Acrobatics](../../skills.md#Acrobatics) skill and the [Absalom Lore](../../skills.md#Lore) skill. You gain the [Steady Balance](../../feats/steady-balance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/child-of-the-twin-village-da.md b/Compendium/character/backgrounds/child-of-the-twin-village-da.md deleted file mode 100644 index 8af793a32..000000000 --- a/Compendium/character/backgrounds/child-of-the-twin-village-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/skill/diplomacy -- compendium/src/pf2e/da -aliases: ["Child of the Twin Village"] ---- -# Child of the Twin Village -*Source: Dark Archive p. 73* - -You were born in a village where everyone has a twin with a special link. You have moved to the wider world for reasons of your own, but you still have an unbreakable connection to your twin through your dreams. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in [Diplomacy](../../skills.md#Diplomacy) and [Dreamlands Lore](../../skills.md#Lore). You gain the ability to communicate with your twin in your dreams. You and your twin gain the effects of [dream message](../../spells/dream-message.md) every night, only between the two of you; this isn't a spell, but a natural effect. Unless your twin is another PC, your GM roleplays your twin or summarizes your interaction during these dreams. \ No newline at end of file diff --git a/Compendium/character/backgrounds/child-of-westcrown-lowg.md b/Compendium/character/backgrounds/child-of-westcrown-lowg.md deleted file mode 100644 index a1c20c549..000000000 --- a/Compendium/character/backgrounds/child-of-westcrown-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/group-impression -- background/skill/diplomacy -- compendium/src/pf2e/lowg -aliases: ["Child Of Westcrown"] ---- -# Child Of Westcrown -*Source: Lost Omens: World Guide p. 106* - -Whether you come from Westcrown or elsewhere, you hold the values of pre-Thrune Cheliax dear. You disdain the infernal government, but you are proud of your country and do not consider yourself a rebel. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Westcrown Lore](../../skills.md#Lore) skill. You gain the [Group Impression](../../feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/chosen-one-som.md b/Compendium/character/backgrounds/chosen-one-som.md deleted file mode 100644 index fa61431f8..000000000 --- a/Compendium/character/backgrounds/chosen-one-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- compendium/src/pf2e/som -aliases: ["Chosen One"] ---- -# Chosen One -*Source: Secrets of Magic p. 30* - -Your birth has fulfilled a prediction, and people close to you are counting on you to do great things. There's intense pressure on you to be up to the task, and the fickle nature of prophecy complicates your path. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -Decide with your GM the basics of the prophecy in which you're meant to play a major part. You're trained in one skill related to the prophecy, and the [Fortune-Telling Lore](../../skills.md#Lore) skill. You gain the Prophecy's Pawn free action. - -```ad-embed-ability -title: Prophecy's Pawn [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[abjuration](../../../rules/traits/abjuration.md) [divine](../../../rules/traits/divine.md) [fortune](../../../rules/traits/fortune.md) - -- **Trigger**: You fail a saving throw, attack roll, or skill check - -**Effect** You twist the prophecy in your favor, which will have consequences later. Reroll the failed check. You must use the result of the second roll. - -For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale. - -This is a [misfortune](../../../rules/traits/misfortune.md) effect. You can't use prophecy's pawn again until the GM uses this option or 24 hours pass, whichever comes first. -%% #trait/abjuration #trait/divine #trait/fortune %% -``` diff --git a/Compendium/character/backgrounds/circuit-judge-g-g.md b/Compendium/character/backgrounds/circuit-judge-g-g.md deleted file mode 100644 index e15944fdd..000000000 --- a/Compendium/character/backgrounds/circuit-judge-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/deception -- compendium/src/pf2e/g&g -aliases: ["Circuit Judge"] ---- -# Circuit Judge -*Source: Guns & Gears p. 124* - -You're a circuit judge, a courtroom on horseback who serves a group of communities out in the Mana Wastes or a similar backwoods region. You show up every couple of months, hear the cases that have piled up since your last visit, give verdicts, and then it's on to the next town in your itinerary. It's not the easiest life in the world, but it's an interesting one, and you hear some mighty strange cases. Chances are, it was one of those cases that set you on the road to adventure. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in [Deception](../../skills.md#Deception) and [Legal Lore](../../skills.md#Lore). You gain the [Lie to Me](../../feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/circus-born-ec0.md b/Compendium/character/backgrounds/circus-born-ec0.md deleted file mode 100644 index 3e16bd594..000000000 --- a/Compendium/character/backgrounds/circus-born-ec0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/experienced-professional -- background/skill/performance -- compendium/src/pf2e/ec0 -aliases: ["Circus Born"] ---- -# Circus Born -*Source: Extinction Curse Player's Guide p. 5* - -The itinerant life of a traveling circus performer is nothing new to you; you were born and raised in the circus. You've seen more acts than you can count and grew up hearing the tall tales of circus performers while gathered around their campfires. You've experienced the thrill of captivating a crowd ever since you were young. You may have tried a few times to settle down, but the lure of the open road and the glamor of the big top always called you back. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and the [Circus Lore](../../skills.md#Lore) skill. You gain the [Experienced Professional](../../feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/clockfighter-g-g.md b/Compendium/character/backgrounds/clockfighter-g-g.md deleted file mode 100644 index 32e354cd7..000000000 --- a/Compendium/character/backgrounds/clockfighter-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/experienced-professional -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Clockfighter"] ---- -# Clockfighter -*Source: Guns & Gears p. 44* - -While others choose to use their engineering ability to heal the injured or make brilliant innovations, you've used your skill to repair and modify clockwork constructs that battle in gladiatorial combat. You know how to get a crowd electrified for your clockwork gladiator, win or lose, and you know how to repair it when it gets damaged. These skills serve you well as an adventurer. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Gladiatorial Lore](../../skills.md#Lore) skill. You gain the [Experienced Professional](../../feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/clockwork-researcher-g-g.md b/Compendium/character/backgrounds/clockwork-researcher-g-g.md deleted file mode 100644 index 83916efa5..000000000 --- a/Compendium/character/backgrounds/clockwork-researcher-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/eye-for-numbers -- background/skill/society -- compendium/src/pf2e/g&g -aliases: ["Clockwork Researcher"] ---- -# Clockwork Researcher -*Source: Guns & Gears p. 44* - -New forms of clockwork technology are incredibly interesting to you, and you've been studying examples of them to see where else they might be best put to use. - -You might eventually develop a new prototype machine or find a way to make related technologies practical enough for everyone to benefit. Though before you do, you must continue your research! Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Eye for Numbers](../../feats/eye-for-numbers-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/clown-ec0.md b/Compendium/character/backgrounds/clown-ec0.md deleted file mode 100644 index ea75ef227..000000000 --- a/Compendium/character/backgrounds/clown-ec0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/virtuosic-performer-comedy -- background/skill/performance -- compendium/src/pf2e/ec0 -aliases: ["Clown"] ---- -# Clown -*Source: Extinction Curse Player's Guide p. 6* - -Although you've spent time in greasepaint and colorful clothing to amuse crowds, your skills with buffoonery and physical comedy are exceptional whether or not you're in costume. In the employ of Mistress Dusklight's Celestial Menagerie, you spent too many routines distracting an audience from an ill-timed accident or evidence of abused animals or performers. You've had enough of that, and the Celestial Menagerie isn't your home any longer. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and the [Clown Lore](../../skills.md#Lore) skill. You gain the [Virtuosic Performer (comedy)](../../feats/virtuosic-performer.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/codebreaker-g-g.md b/Compendium/character/backgrounds/codebreaker-g-g.md deleted file mode 100644 index 3db582f2f..000000000 --- a/Compendium/character/backgrounds/codebreaker-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/society -- compendium/src/pf2e/g&g -aliases: ["Codebreaker"] ---- -# Codebreaker -*Source: Guns & Gears p. 44* - -Whether you're employed by a military organization to decipher coded messages sent by enemy factions or work independently to crack an enigma created by a past civilization, you have a head for patterns and linguistics. - -You might even use new clockwork devices to aid you in your efforts. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Cryptography Lore](../../skills.md#Lore) skill. You gain the [Glean Contents](../../feats/glean-contents-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/cook-apg.md b/Compendium/character/backgrounds/cook-apg.md deleted file mode 100644 index 462a94936..000000000 --- a/Compendium/character/backgrounds/cook-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/seasoned -- background/skill/survival -- compendium/src/pf2e/apg -aliases: ["Cook"] ---- -# Cook -*Source: Advanced Player's Guide p. 48* - -You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you've spent lots of time out of sight. It's about time you went out into the world to catch some sights for yourself. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Cooking Lore](../../skills.md#Lore) skill. You gain the [Seasoned](../../feats/seasoned-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/courier-apg.md b/Compendium/character/backgrounds/courier-apg.md deleted file mode 100644 index c754344ae..000000000 --- a/Compendium/character/backgrounds/courier-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/glean-contents -- background/skill/society -- compendium/src/pf2e/apg -aliases: ["Courier"] ---- -# Courier -*Source: Advanced Player's Guide p. 48* - -In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded cobblestone streets. Your dogged commitment to deliver your message was good training for the life of an adventurer. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Lore](../../skills.md#Lore) skill for the city in which you were raised. You gain the [Glean Contents](../../feats/glean-contents-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/criminal.md b/Compendium/character/backgrounds/criminal.md deleted file mode 100644 index a51f422b9..000000000 --- a/Compendium/character/backgrounds/criminal.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/experienced-smuggler -- background/skill/stealth -- compendium/src/pf2e/crb -aliases: ["Criminal"] ---- -# Criminal -*Source: Core Rulebook p. 61* - -As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Experienced Smuggler](../../feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/cultist-apg.md b/Compendium/character/backgrounds/cultist-apg.md deleted file mode 100644 index f3593202d..000000000 --- a/Compendium/character/backgrounds/cultist-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/schooled-in-secrets -- background/skill/occultism -- compendium/src/pf2e/apg -aliases: ["Cultist"] ---- -# Cultist -*Source: Advanced Player's Guide p. 48* - -You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult's aims, to initiate yourself into the world's grander mysteries, or to flee unsavory practices or strictures. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Lore](../../skills.md#Lore) skill related to your deity or cult. You gain the [Schooled in Secrets](../../feats/schooled-in-secrets-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/curandero-botd.md b/Compendium/character/backgrounds/curandero-botd.md deleted file mode 100644 index 48d14a243..000000000 --- a/Compendium/character/backgrounds/curandero-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/skill/medicine -- compendium/src/pf2e/botd -aliases: ["Curandero"] ---- -# Curandero -*Source: Book of the Dead p. 16* - -You learned the healing arts of your community wielding your ceremonial chonta, a tool you carved yourself and imbued with sacred oils and herbs. This process opened your eyes to ailments of a more mystical nature: malefic spirits, haunts, possession, and more. You likely took up adventuring to combat these horrors, or you may have fled an evil beyond your power to vanquish. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Herbalism Lore](../../skills.md#Lore) skill. You gain the [Inoculation](../../feats/inoculation-apg.md) skill feat (Pathfinder Advanced Player's Guide 207). \ No newline at end of file diff --git a/Compendium/character/backgrounds/cursed-apg.md b/Compendium/character/backgrounds/cursed-apg.md deleted file mode 100644 index ccb838f4a..000000000 --- a/Compendium/character/backgrounds/cursed-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/skill/occultism -- compendium/src/pf2e/apg -aliases: ["Cursed"] ---- -# Cursed -*Source: Advanced Player's Guide p. 50* - -You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You are trained in [Occultism](../../skills.md#Occultism) and [Curse Lore](../../skills.md#Lore). You gain the Warding Sign reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects. - -```ad-embed-ability -title: Warding Sign [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You attempt a saving throw against a [magical](../../../rules/traits/magical.md) effect, but you haven't rolled yet - -**Effect** You call on the power of a personal, eldritch sign of protection, which flares brightly before slowly fading. You gain a +2 circumstance bonus to the triggering saving throw, or a +3 circumstance bonus if the effect is a curse. -``` diff --git a/Compendium/character/backgrounds/cursed-family-lowg.md b/Compendium/character/backgrounds/cursed-family-lowg.md deleted file mode 100644 index 5f00b3297..000000000 --- a/Compendium/character/backgrounds/cursed-family-lowg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/skill/occultism -- compendium/src/pf2e/lowg -aliases: ["Cursed Family"] ---- -# Cursed Family -*Source: Lost Omens: World Guide p. 46* - -Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Curse Lore](../../skills.md#Lore) skill. You gain the [Oddity Identification](../../feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/deputy-g-g.md b/Compendium/character/backgrounds/deputy-g-g.md deleted file mode 100644 index 94e130ea7..000000000 --- a/Compendium/character/backgrounds/deputy-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/experienced-tracker -- background/skill/survival -- compendium/src/pf2e/g&g -aliases: ["Deputy"] ---- -# Deputy -*Source: Guns & Gears p. 122* - -While your life may have taken some twists and turns in the intervening years, you were once deputized as the lawful protector of a community. While the role was temporary and you've since turned in your badge, that responsibility shaped you. Whenever a community is in trouble, and the sheriff is nowhere to be found, residents call on you to capture a criminal, rescue the mayor's offspring from bandits, or go toe to toe with outlaws. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Hunting Lore](../../skills.md#Lore) skill. You gain the [Experienced Tracker](../../feats/experienced-tracker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/desert-tracker-lowg.md b/Compendium/character/backgrounds/desert-tracker-lowg.md deleted file mode 100644 index df5302c12..000000000 --- a/Compendium/character/backgrounds/desert-tracker-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/experienced-tracker -- background/skill/survival -- compendium/src/pf2e/lowg -aliases: ["Desert Tracker"] ---- -# Desert Tracker -*Source: Lost Omens: World Guide p. 58* - -You're at home blazing trails in the burning sands, and you made a living guiding or following creatures in the desert. You might be a native nomad, an experienced desert guide, a naturalist, a bandit driven into the dunes by the law—or all of the above. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Desert Lore](../../skills.md#Lore) skill. You gain the [Experienced Tracker](../../feats/experienced-tracker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/detective.md b/Compendium/character/backgrounds/detective.md deleted file mode 100644 index c0d514697..000000000 --- a/Compendium/character/backgrounds/detective.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/streetwise -- background/skill/society -- compendium/src/pf2e/crb -aliases: ["Detective"] ---- -# Detective -*Source: Core Rulebook p. 61* - -You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Streetwise](../../feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/diobel-pearl-diver-lowg.md b/Compendium/character/backgrounds/diobel-pearl-diver-lowg.md deleted file mode 100644 index c694fa27e..000000000 --- a/Compendium/character/backgrounds/diobel-pearl-diver-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- background/feat/underwater-marauder -- background/skill/athletics -- compendium/src/pf2e/lowg -aliases: ["Diobel Pearl Diver"] ---- -# Diobel Pearl Diver -*Source: Lost Omens: World Guide p. 22* - -You spent a portion of your youth diving and gathering precious pearls under the attentive eyes of Kortos Consortium merchants. - -Choose two ability boosts. One must be to Constitution or Dexterity, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Ocean Lore](../../skills.md#Lore) skill. - -You gain the [Underwater Marauder](../../feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/discarded-duplicate-g-g.md b/Compendium/character/backgrounds/discarded-duplicate-g-g.md deleted file mode 100644 index 3b32bd49b..000000000 --- a/Compendium/character/backgrounds/discarded-duplicate-g-g.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- compendium/src/pf2e/g&g -aliases: ["Discarded Duplicate"] ---- -# Discarded Duplicate -*Source: Guns & Gears p. 46* - -Someone created you for a specific purpose. Some important person, be they a storied royal, a contentious politician, or a stark military leader, needed a body double for their most dangerous appearances. Using a mixture of fringe science and magic, you were commissioned and trained to emulate this person in every way, and have stood in for them in countless deadly circumstances. You may or may not know the reason behind your decommissioning, but whoever discarded you didn't finish you off. Now, the world is yours to explore—but "you" may have a bold or brutish reputation, or the individual you were duplicating may be long dead. Regardless of the fate of this individual, your way of life has changed drastically. - -You and the GM can work out how to incorporate your previous life into your story. The GM can keep this knowledge hidden even from you, or you or another character know what happened. You and the GM can also leave the information unspecified and fill it in later. - -You gain three free ability boosts. You choose two, and the GM chooses one based on the attributes of the character you were built to duplicate. \ No newline at end of file diff --git a/Compendium/character/backgrounds/disciple-of-the-gear-g-g.md b/Compendium/character/backgrounds/disciple-of-the-gear-g-g.md deleted file mode 100644 index 15adc194e..000000000 --- a/Compendium/character/backgrounds/disciple-of-the-gear-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/quick-repair -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Disciple Of The Gear"] ---- -# Disciple Of The Gear -*Source: Guns & Gears p. 45* - -While many regard science and faith as incompatible, you believe scientific advancement is your deity's will. Perhaps you're a follower of [Brigh](../../setting/deities/brigh-logm.md), [Casandalee](../../setting/deities/casandalee-logm.md), or some other god of technology, or perhaps you see the furnaces and sparks of modernity as the latest manifestation of [Sarenrae](../../setting/deities/sarenrae.md)'s flame or [Gozreh](../../setting/deities/gozreh.md)'s lightning—whatever the case, you're always willing to spread the word of your deity, and you've learned some basic tinkering to show how your deity's focus can increase the common standard of living. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Lore](../../skills.md#Lore) skill for the deity you worship. You gain the [Quick Repair](../../feats/quick-repair.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/doomcaller-lotg.md b/Compendium/character/backgrounds/doomcaller-lotg.md deleted file mode 100644 index c4aff7609..000000000 --- a/Compendium/character/backgrounds/doomcaller-lotg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/occultism -- compendium/src/pf2e/lotg -aliases: ["Doomcaller"] ---- -# Doomcaller -*Source: Lost Omens: Travel Guide p. 122* - -In the stars you see not guidance or wisdom but a twinkling door to the impending end of all things. You might have been raised in this ideology, gleaned it from superstition, or received a prophetic vision. Regardless, you've come to view the stars and whatever power they evoke as a path to doom, a curse to warn the masses. Others might spurn your warnings, while some might join you in enlightening the ignorant. To you, there's no greater truth than the coming end, and you know that whatever the cause for it will come from the stars—or perhaps the stars are just a gate to a more terrifying beyond. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in Occultism and Star Lore. You also gain the Stellar Misfortune action. - -```ad-embed-ability -title: Stellar Misfortune [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](../../../rules/traits/divination.md) [misfortune](../../../rules/traits/misfortune.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature you can see is about to attempt a saving throw, attack roll, or skill check -- **Requirements**: You must be under the night sky with the stars visible - -**Effect** You call upon the power of a dooming star, exacerbating the target's bad luck. The target must roll the triggering check twice and take the worse result. -%% #trait/divination #trait/misfortune #trait/occult %% -``` diff --git a/Compendium/character/backgrounds/dragon-scholar-aoa0.md b/Compendium/character/backgrounds/dragon-scholar-aoa0.md deleted file mode 100644 index 14bf5aab9..000000000 --- a/Compendium/character/backgrounds/dragon-scholar-aoa0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/intimidating-glare -- background/skill/intimidation -- compendium/src/pf2e/aoa0 -aliases: ["Dragon Scholar"] ---- -# Dragon Scholar -*Source: Age of Ashes Player's Guide p. 4* - -Dragons have fascinated you for as long as you can remember. The potent power they possess, the long lives they lead, the ancient traditions they inspire—whatever the source of your interest, you've spent much of your life to this point immersed in all things draconic. These studies have bolstered your self-confidence and given you a wide range of methods and tactics you can use to impose your will on others. - -You've likely chosen to attend the Call for Heroes as a way to seek funds as an adventurer to afford more texts about dragons or perhaps out of a desire to encounter one in real life. - -Choose two ability boosts. One must be Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Dragon Lore](../../skills.md#Lore) skill. You gain the [Intimidating Glare](../../feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/dreamer-of-the-verdant-moon-ec3.md b/Compendium/character/backgrounds/dreamer-of-the-verdant-moon-ec3.md deleted file mode 100644 index 5cf4927bc..000000000 --- a/Compendium/character/backgrounds/dreamer-of-the-verdant-moon-ec3.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/ravenings-desperation -- background/skill/survival -- compendium/src/pf2e/ec3 -aliases: ["Dreamer Of The Verdant Moon"] ---- -# Dreamer Of The Verdant Moon -*Source: Extinction Curse #3: Life's Long Shadows p. 67* - -You spent your early days in the aftermath of one of the great ravenings. You survived thanks to your resourcefulness and perhaps your patron's favor and were blessed with skills and drive thereafter, but you must always hold to his standards, lest the hunger from the depths seek you out once again. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You gain the [Ravening's Desperation](../../feats/ravenings-desperation-ec3.md) skill feat (below), and you're trained in the [Survival](../../skills.md#Survival) and [Zevgavizeb Lore](../../skills.md#Lore) skills. \ No newline at end of file diff --git a/Compendium/character/backgrounds/driver-g-g.md b/Compendium/character/backgrounds/driver-g-g.md deleted file mode 100644 index e59b3ade4..000000000 --- a/Compendium/character/backgrounds/driver-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/assurance -- background/skill/acrobatics -- compendium/src/pf2e/g&g -aliases: ["Driver"] ---- -# Driver -*Source: Guns & Gears p. 45* - -You practically live behind the controls of a vehicle, and can handle just about anything the road, waves, and sky can throw at you. You likely adventure to test your skills in unusual environments and new and interesting vehicles. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Acrobatics](../../skills.md#Acrobatics) skill and the [Piloting Lore](../../skills.md#Lore) skill. You gain the [Assurance](../../feats/assurance.md) skill feat with [Piloting Lore](../../skills.md#Lore). \ No newline at end of file diff --git a/Compendium/character/backgrounds/droskari-disciple-aoa4.md b/Compendium/character/backgrounds/droskari-disciple-aoa4.md deleted file mode 100644 index b66f44a34..000000000 --- a/Compendium/character/backgrounds/droskari-disciple-aoa4.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/skill-training -- compendium/src/pf2e/aoa4 -aliases: ["Droskari Disciple"] ---- -# Droskari Disciple -*Source: Age of Ashes #4: Fires of the Haunted City p. 63* - -You grew up in the church of the Dark Smith, where you learned the value of hard work and achieving vocational mastery. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You gain the [Skill Training](../../feats/skill-training.md) skill feat, and you're trained in the [Droskar Lore](../../skills.md#Lore) skill. \ No newline at end of file diff --git a/Compendium/character/backgrounds/eclipseborn-lotg.md b/Compendium/character/backgrounds/eclipseborn-lotg.md deleted file mode 100644 index b90c2ff7f..000000000 --- a/Compendium/character/backgrounds/eclipseborn-lotg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- compendium/src/pf2e/lotg -aliases: ["Eclipseborn"] ---- -# Eclipseborn -*Source: Lost Omens: Travel Guide p. 122* - -You were born at the exact moment of a solar or lunar eclipse. At the eclipse's junction, or not long after, a catastrophe fell upon the area of your birth—perhaps it affected only the people around you, a city, or even spanned the entire region. Whatever the scope, those present at your arrival came to believe the eclipse was the omen of ill fortune, and you were its harbinger. You grew up distinctly aware others viewed you as a child of misfortune and, to a certain extent, they were right. - -Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. - -Decide with the GM what catastrophic event coincided with your birth; you're trained in a [Lore](../../skills.md#Lore) skill related to that event. You can cast ill omen as an occult innate spell once per day. After you [Cast this Spell](../../../Rules/actions/cast-a-spell.md), but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a [misfortune](../../../Rules/traits/misfortune.md) effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast ill omen again a second time that day. \ No newline at end of file diff --git a/Compendium/character/backgrounds/eidolon-contact-som.md b/Compendium/character/backgrounds/eidolon-contact-som.md deleted file mode 100644 index de4804922..000000000 --- a/Compendium/character/backgrounds/eidolon-contact-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/dubious-knowledge -- background/skill/arcana -- background/skill/nature -- background/skill/occultism -- background/skill/religion -- compendium/src/pf2e/som -aliases: ["Eidolon Contact"] ---- -# Eidolon Contact -*Source: Secrets of Magic p. 28* - -You've come into contact with a disembodied being of magical essence known as an eidolon. - -You might have forged a powerful conduit with that eidolon, allowing you to manifest it as a summoner, but it's much more likely that you lost contact over time, though not before learning a few half-remembered secrets. If you lost contact, you might have become an adventurer to try to reach the eidolon again, or to be sure that you're rid of it forever. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in your choice of [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), or [Religion](../../skills.md#Religion), and a [Lore](../../skills.md#Lore) skill for the creature associated with your contacted eidolon (such as [Angel Lore](../../skills.md#Lore) or [Dragon Lore](../../skills.md#Lore)). You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/eldritch-anatomist-av0.md b/Compendium/character/backgrounds/eldritch-anatomist-av0.md deleted file mode 100644 index 4a3d02f29..000000000 --- a/Compendium/character/backgrounds/eldritch-anatomist-av0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/assurance -- background/skill/medicine -- compendium/src/pf2e/av0 -aliases: ["Eldritch Anatomist"] ---- -# Eldritch Anatomist -*Source: Abomination Vaults Player's Guide p. 4* - -You're a trained physician who can ably tend wounds of many kinds. But more than a practitioner, you're a scholar. - -Some cultures shape flesh to extreme degrees, creating aberrations from humanoid forms. The fleshforges of distant Nex practice this fleshwarping, as do certain subterranean societies you hope to one day study— preferably from a safe and clinical distance. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Fleshwarp Lore](../../skills.md#Lore) skill. You gain the [Assurance](../../feats/assurance.md) skill feat with [Medicine](../../skills.md#Medicine). \ No newline at end of file diff --git a/Compendium/character/backgrounds/emancipated-aoa0.md b/Compendium/character/backgrounds/emancipated-aoa0.md deleted file mode 100644 index a0b483e7e..000000000 --- a/Compendium/character/backgrounds/emancipated-aoa0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/terrain-stalker -- background/skill/stealth -- compendium/src/pf2e/aoa0 -aliases: ["Emancipated"] ---- -# Emancipated -*Source: Age of Ashes Player's Guide p. 4* - -Until recently, the nation of Ravounel was part of the larger nation of Cheliax, where the church of [Asmodeus](../../setting/deities/asmodeus.md) is the law and slaves are traded freely in the open market. You had the poor fortune to be born into slavery, but the good luck to have grown up in the city of Kintargo. When Ravounel seceded from Cheliax, the leaders of this new nation freed all slaves, and you've wasted no time in exploring and establishing your new life. How and why you've come to Breachill is left to you to decide—but the fact that you feel empowered to determine your own destiny continues to drive you! The chance to become an adventurer has excited you for some time, as you hope to build a new life for yourself as a hero rewarded with fame and fortune. Joining the Call for Heroes is a great opportunity to find a group to adventure with. - -Choose two ability boosts. One must be Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Kintargo Lore](../../skills.md#Lore) skill. You gain the [Terrain Stalker](../../feats/terrain-stalker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/emissary.md b/Compendium/character/backgrounds/emissary.md deleted file mode 100644 index d35f16112..000000000 --- a/Compendium/character/backgrounds/emissary.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/multilingual -- background/skill/society -- compendium/src/pf2e/crb -aliases: ["Emissary"] ---- -# Emissary -*Source: Core Rulebook p. 61* - -As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and a [Lore](../../skills.md#Lore) skill related to one city you've visited often. You gain the [Multilingual](../../feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/energy-scarred-som.md b/Compendium/character/backgrounds/energy-scarred-som.md deleted file mode 100644 index 93b82e9d6..000000000 --- a/Compendium/character/backgrounds/energy-scarred-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- compendium/src/pf2e/som -aliases: ["Energy Scarred"] ---- -# Energy Scarred -*Source: Secrets of Magic p. 219* - -Exposure to a significant magical event overloaded you with magical energy. Perhaps you were exposed to dangerous levels of magical energy that left you near death, or it built up over long-term exposure to a powerful source of magic. - -Choose two ability boosts. One must be Constitution and one is a free ability boost. - -Your innate [magical](../../../Rules/traits/magical.md) trait is [primal](../../../Rules/traits/primal.md). Choose acid, cold, electricity, fire, force, negative, positive, or sonic. You are trained in a [Lore](../../skills.md#Lore) skill associated with the chosen energy (such as [Fire Lore](../../skills.md#Lore)) and you gain resistance to that energy type equal to half your level (minimum 1). \ No newline at end of file diff --git a/Compendium/character/backgrounds/entertainer.md b/Compendium/character/backgrounds/entertainer.md deleted file mode 100644 index 67b526c3d..000000000 --- a/Compendium/character/backgrounds/entertainer.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/fascinating-performance -- background/skill/performance -- compendium/src/pf2e/crb -aliases: ["Entertainer"] ---- -# Entertainer -*Source: Core Rulebook p. 61* - -Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and the [Theater Lore](../../skills.md#Lore) skill. You gain the [Fascinating Performance](../../feats/fascinating-performance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/ex-con-token-guard-aoe0.md b/Compendium/character/backgrounds/ex-con-token-guard-aoe0.md deleted file mode 100644 index 6cd7a2704..000000000 --- a/Compendium/character/backgrounds/ex-con-token-guard-aoe0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/pickpocket -- background/skill/thievery -- compendium/src/pf2e/aoe0 -aliases: ["Ex-con Token Guard"] ---- -# Ex-con Token Guard -*Source: Agents of Edgewatch Player's Guide p. 6* - -Not everyone starts life on easy street—your own experience is testament to that. You took a wrong turn at some point early on and became a career criminal. Perhaps you were a petty pickpocket, or maybe you've even murdered someone. - -Either way, your crimes landed you with a transformative prison sentence in the Brine prison. Only then did you realize that something needed to change. After your release, you dedicated yourself to helping other downtrodden individuals and those forced to resort to crime to survive. You joined the Coins District Guard, but soon learned that this precinct was a haven for the very corruption you sought to undo. Your efforts at reform never took root and you feared that your decision to become an officer of the law was a huge mistake. - -You transferred to the Edgewatch, the Precipice Quarter's new precinct, in the hope that you might meet others who sought to help—not exploit—Absalom's misguided. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Thievery](../../skills.md#Thievery) skill and your choice of [Legal Lore](../../skills.md#Lore) or [Underworld Lore](../../skills.md#Lore). You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with Token Guards and convicted criminals such as prison inmates. You gain the [Pickpocket](../../feats/pickpocket.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/false-medium-som.md b/Compendium/character/backgrounds/false-medium-som.md deleted file mode 100644 index 16f543e82..000000000 --- a/Compendium/character/backgrounds/false-medium-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/deceptive-worship -- background/skill/occultism -- compendium/src/pf2e/som -aliases: ["False Medium"] ---- -# False Medium -*Source: Secrets of Magic p. 28* - -There are people in this world who possess the ability to pierce the veil between the world of the living and the world of the dead, allowing them to communicate with spirits. You... are not one of them. But you know enough about the occult, as well as cold reading tricks and various practices from local religions, to scam your way into people's coinpurses. Unlike a through-and-through charlatan, there's some real occult methodology behind your flimflam, but that's likely cold comfort to the people you swindle. - -Whether you decided to take a more righteous path, were caught and pledged to make it right, or still slip in a few "séances" between adventures, you've taken to an adventuring lifestyle as you move from place to place. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in [Occultism](../../skills.md#Occultism) and [Fortune-Telling Lore](../../skills.md#Lore). - -You gain the [Deceptive Worship](../../feats/deceptive-worship-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/farmhand.md b/Compendium/character/backgrounds/farmhand.md deleted file mode 100644 index 7e8ed8574..000000000 --- a/Compendium/character/backgrounds/farmhand.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/assurance -- background/skill/athletics -- compendium/src/pf2e/crb -aliases: ["Farmhand"] ---- -# Farmhand -*Source: Core Rulebook p. 62* - -With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you became an adventurer. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Farming Lore](../../skills.md#Lore) skill. You gain the [Assurance](../../feats/assurance.md) skill feat with [Athletics](../../skills.md#Athletics). \ No newline at end of file diff --git a/Compendium/character/backgrounds/farmsteader-g-g.md b/Compendium/character/backgrounds/farmsteader-g-g.md deleted file mode 100644 index 3c9e9d1a3..000000000 --- a/Compendium/character/backgrounds/farmsteader-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/forager -- background/skill/survival -- compendium/src/pf2e/g&g -aliases: ["Farmsteader"] ---- -# Farmsteader -*Source: Guns & Gears p. 123* - -You built your house using wood from the trees surrounding it. Raised it up from the dirt and called it home. You thought that it would be where you would grow old and die. But despite your best efforts, you were wrong. The land that once gave you food fell fallow, and dust took to the air and choked the livestock. Now you wander the world as an adventurer. Are you in search of a new place to settle down and try again, or have you become disillusioned by your old dreams, leading you to seek out a new purpose? Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Farming Lore](../../skills.md#Lore) skill. You gain the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/feral-child-apg.md b/Compendium/character/backgrounds/feral-child-apg.md deleted file mode 100644 index 070ad9826..000000000 --- a/Compendium/character/backgrounds/feral-child-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- background/boost/strength -- background/feat/forager -- background/skill/nature -- background/skill/survival -- compendium/src/pf2e/apg -aliases: ["Feral Child"] ---- -# Feral Child -*Source: Advanced Player's Guide p. 50* - -You spent your youth in the wilderness, living close to or perhaps raised by animals. You have a close, mystical connection with these animals and gained certain abilities from them, though this limited your well-roundedness in mental pursuits. - -Choose one ability boost. It must be Strength, Dexterity, or Constitution. - -You are trained in [Nature](../../skills.md#Nature) and [Survival](../../skills.md#Survival). You gain [low-light vision](../../../Rules/abilities/low-light-vision.md) (or [darkvision](../../../Rules/abilities/darkvision.md) if you already had [low-light vision](../../../Rules/abilities/low-light-vision.md)), imprecise [scent](../../../Rules/abilities/scent.md) with a range of 30 feet, and the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/feybound-apg.md b/Compendium/character/backgrounds/feybound-apg.md deleted file mode 100644 index 018333373..000000000 --- a/Compendium/character/backgrounds/feybound-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/skill/nature -- compendium/src/pf2e/apg -aliases: ["Feybound"] ---- -# Feybound -*Source: Advanced Player's Guide p. 50* - -You have spent time in the First World or another realm of the fey and aren't entirely the same person you were before. - -Perhaps you made a purchase at the legendary Witchmarket or partook deeply of fey food and wine. Whatever the case, willingly or inadvertently, you made a bargain with the fey, the benefits of which come at a price. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You are trained in [Fey Lore](../../skills.md#Lore) and gain the Fey's Fortune free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful atone ritual using the [Nature](../../skills.md#Nature) skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name. - -```ad-embed-ability -title: Fey's Fortune [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You attempt a skill check and haven't yet rolled - -**Effect** Roll the skill check twice and use the better result. -``` diff --git a/Compendium/character/backgrounds/field-medic.md b/Compendium/character/backgrounds/field-medic.md deleted file mode 100644 index 5f5bf949b..000000000 --- a/Compendium/character/backgrounds/field-medic.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/battle-medicine -- background/skill/medicine -- compendium/src/pf2e/crb -aliases: ["Field Medic"] ---- -# Field Medic -*Source: Core Rulebook p. 62* - -In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. - -You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Warfare Lore](../../skills.md#Lore) skill. You gain the [Battle Medicine](../../feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/final-blade-survivor-lowg.md b/Compendium/character/backgrounds/final-blade-survivor-lowg.md deleted file mode 100644 index 07c55e0e9..000000000 --- a/Compendium/character/backgrounds/final-blade-survivor-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/charming-liar -- background/skill/deception -- compendium/src/pf2e/lowg -aliases: ["Final Blade Survivor"] ---- -# Final Blade Survivor -*Source: Lost Omens: World Guide p. 130* - -You fell prey to the whims of the Galtan mob and were scheduled for execution by final blade, but through skill—or sheer luck—you managed to talk your way out of it. - -Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Revolution Lore](../../skills.md#Lore) skill. You gain the [Charming Liar](../../feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/fireworks-performer-g-g.md b/Compendium/character/backgrounds/fireworks-performer-g-g.md deleted file mode 100644 index c72555f0c..000000000 --- a/Compendium/character/backgrounds/fireworks-performer-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/fascinating-performance -- background/skill/performance -- compendium/src/pf2e/g&g -aliases: ["Fireworks Performer"] ---- -# Fireworks Performer -*Source: Guns & Gears p. 122* - -Few celebrations in Tian-Xia are complete without a show of fireworks, and your job is to make sure they go off without a hitch. You load the fireworks, set the fuses, and choreograph the performance, bringing the show together in a finale of lights and explosions. Then it's time to pack up your gear and move on to the next civic holiday or religious festival. - -Of course, someone who travels the roads with a pack full of high explosives is bound to run into an adventure or two along the way, and so over time, your fireworks have been spent in support of that life. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Fascinating Performance](../../feats/fascinating-performance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/fogfen-tale-teller-av0.md b/Compendium/character/backgrounds/fogfen-tale-teller-av0.md deleted file mode 100644 index 000c8aed5..000000000 --- a/Compendium/character/backgrounds/fogfen-tale-teller-av0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/titan-wrestler -- background/skill/athletics -- compendium/src/pf2e/av0 -aliases: ["Fogfen Tale-teller"] ---- -# Fogfen Tale-teller -*Source: Abomination Vaults Player's Guide p. 4* - -You know there are monstrous things out in the swamp known as Fogfen; you've seen these things through the mist, gliding through the murky water and heaving themselves over sodden bits of land. No one in Otari believes your tales of swamp monsters from the depths, even when you embellish the creatures of your stories with fangs, wings, or tentacles. You'll just have to prove to them that there are truly monsters out there, and that they were wrong to doubt you. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in [Athletics](../../skills.md#Athletics) and the [Swamp Lore](../../skills.md#Lore) skill. You gain the [Titan Wrestler](../../feats/titan-wrestler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/fortune-teller.md b/Compendium/character/backgrounds/fortune-teller.md deleted file mode 100644 index 58e1ae2f0..000000000 --- a/Compendium/character/backgrounds/fortune-teller.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/oddity-identification -- background/skill/occultism -- compendium/src/pf2e/crb -aliases: ["Fortune Teller"] ---- -# Fortune Teller -*Source: Core Rulebook p. 62* - -The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. - -You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Fortune-Telling Lore](../../skills.md#Lore) skill. You gain the [Oddity Identification](../../feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/framed-in-ferrous-quarter-ooa0.md b/Compendium/character/backgrounds/framed-in-ferrous-quarter-ooa0.md deleted file mode 100644 index 01d90e11e..000000000 --- a/Compendium/character/backgrounds/framed-in-ferrous-quarter-ooa0.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- background/skill/crafting -- compendium/src/pf2e/ooa0 -aliases: ["Framed in Ferrous Quarter"] ---- -# Framed in Ferrous Quarter -*Source: Outlaws of Alkenstar Player's Guide p. 12* - -Everyone knows that Ferrous Quarter isn't exactly the nicest part of Alkenstar. Hard-working laborers, gunsmiths suffering from black lung, and red-eyed tinkerers alike can toil their entire lives on these grimy streets and still wind up dead in an alley with nothing to show for it. You were once one of these humble artisans, until one day, out of nowhere, things broke bad. - -Maybe you hung out with the wrong crowd. Maybe it was just bad luck. Whatever the case, you were framed for a crime you didn't commit—larceny, smuggling, possibly even murder. You didn't stick around long enough to find out what, exactly, the shieldmarshals banging on your door were charging you with. Now, you're on the lam, uncertain where you'll be able to get a good night's sleep, let alone your next meal. - -At least one thing's for sure, though: before you turned heel and ran into the streets, you saw a telltale signature on the arrest warrant. It was the scrawl of a corrupt shieldmarshal who's framed countless other hardworking folks in your neighborhood on the basis of cooked-up evidence. Yes, you're sure of it—the crooked guard who took you down is none other than Deputy Anjelique Loveless, and you're determined to return the favor. - -Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/freed-slave-of-absalom-lowg.md b/Compendium/character/backgrounds/freed-slave-of-absalom-lowg.md deleted file mode 100644 index c0885fb31..000000000 --- a/Compendium/character/backgrounds/freed-slave-of-absalom-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/streetwise -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Freed Slave Of Absalom"] ---- -# Freed Slave Of Absalom -*Source: Lost Omens: World Guide p. 22* - -As a recently freed slave in Absalom, you belong to a new, closeknit social class at the heart of the city's most important trades. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Absalom Lore](../../skills.md#Lore) skill. - -You gain the [Streetwise](../../feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/gambler.md b/Compendium/character/backgrounds/gambler.md deleted file mode 100644 index cd163d913..000000000 --- a/Compendium/character/backgrounds/gambler.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/lie-to-me -- background/skill/deception -- compendium/src/pf2e/crb -aliases: ["Gambler"] ---- -# Gambler -*Source: Core Rulebook p. 62* - -The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring as a way out of a spiral. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Games Lore](../../skills.md#Lore) skill. You gain the [Lie to Me](../../feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/geb-crusader-lowg.md b/Compendium/character/backgrounds/geb-crusader-lowg.md deleted file mode 100644 index 8999b5d42..000000000 --- a/Compendium/character/backgrounds/geb-crusader-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/student-of-the-canon -- background/skill/religion -- compendium/src/pf2e/lowg -aliases: ["Geb Crusader"] ---- -# Geb Crusader -*Source: Lost Omens: World Guide p. 82* - -You grew up considering the existence of the undead nation of Geb an atrocity and trained to one day take part in destroying it and putting its vile inhabitants to their final rest. Key to your preparations is a thorough study of Pharasma, Urgathoa, and other undead-related deities and their philosophies. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Undead Lore](../../skills.md#Lore) skill. - -You gain the [Student of the Canon](../../feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/genie-blessed-som.md b/Compendium/character/backgrounds/genie-blessed-som.md deleted file mode 100644 index bdc4acd97..000000000 --- a/Compendium/character/backgrounds/genie-blessed-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/skill/diplomacy -- compendium/src/pf2e/som -aliases: ["Genie-blessed"] ---- -# Genie-blessed -*Source: Secrets of Magic p. 30* - -You've sought out a powerful genie and requested their blessing, hoping to increase your fortune. Your wish was vague, but fortune and the genie favored you with a more powerful effect than an ordinary wish, granting you bits of wish-twisted luck throughout the rest of your life. - -Meanwhile, other genies of the same kind recognize you as one blessed by one of their most powerful nobles, and might treat you with greater respect or envy. - -Choose two ability boosts. One must be to Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Genie Lore](../../skills.md#Lore) skill. You gain the Wish for Luck free action. - -```ad-embed-ability -title: Wish for Luck [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[arcane](../../../rules/traits/arcane.md) [auditory](../../../rules/traits/auditory.md) [divination](../../../rules/traits/divination.md) [fortune](../../../rules/traits/fortune.md) - -- **Trigger**: You are about to roll an attack roll, saving throw, or skill check - -**Effect** You wish aloud for success. Roll the check twice and take the higher result. -%% #trait/arcane #trait/auditory #trait/divination #trait/fortune %% -``` diff --git a/Compendium/character/backgrounds/gladiator.md b/Compendium/character/backgrounds/gladiator.md deleted file mode 100644 index afc9b3875..000000000 --- a/Compendium/character/backgrounds/gladiator.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/impressive-performance -- background/skill/performance -- compendium/src/pf2e/crb -aliases: ["Gladiator"] ---- -# Gladiator -*Source: Core Rulebook p. 62* - -The bloody games of the arena taught you the art of combat. - -Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd's attention pay off in a new adventuring life. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and the [Gladiatorial Lore](../../skills.md#Lore) skill. You gain the [Impressive Performance](../../feats/impressive-performance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/goblinblood-orphan-lowg.md b/Compendium/character/backgrounds/goblinblood-orphan-lowg.md deleted file mode 100644 index 28678369e..000000000 --- a/Compendium/character/backgrounds/goblinblood-orphan-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- background/feat/assurance -- background/skill/survival -- compendium/src/pf2e/lowg -aliases: ["Goblinblood Orphan"] ---- -# Goblinblood Orphan -*Source: Lost Omens: World Guide p. 106* - -Your family, whether goblin, hobgoblin, or human, died in the Goblinblood Wars. Though you were marked by these losses, you managed to survive through your own resilience and resourcefulness. - -Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Goblin Lore](../../skills.md#Lore) skill. You gain the [Assurance](../../feats/assurance.md) skill feat with [Survival](../../skills.md#Survival). \ No newline at end of file diff --git a/Compendium/character/backgrounds/godless-graycloak-aoe0.md b/Compendium/character/backgrounds/godless-graycloak-aoe0.md deleted file mode 100644 index 36f3b73b4..000000000 --- a/Compendium/character/backgrounds/godless-graycloak-aoe0.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/skill/religion -- compendium/src/pf2e/aoe0 -aliases: ["Godless Graycloak"] ---- -# Godless Graycloak -*Source: Agents of Edgewatch Player's Guide p. 6* - -You were a member of a church once, and you saw some things among Absalom's religious elite that put you off piety for good. Maybe it was one too many beggars turned away at the temple's front door, or maybe it was a high-ranking priests consistent abuses of power. What got to you most, though, was that according to just about every belief system out there, sinners and saints, priests and paupers were all alike in one key way: they never saw retribution or accolades until buried 6 feet under. You wanted more from Absalom. You wanted more from the world. You wanted justice now, on this plane, not in some indeterminate afterlife. So you left the church and wandered the city, a ghost of your former self. - -You finally found a like mind in Captain Runewulf, "the Unbeliever," whose reputation and similar distaste for religion inspired you to join the Graycloaks. As a sworn protector of the Ascendant Court, you didn't differentiate between Sarenites or Pharasmins, Iomedaeans or Norgorberites; if you saw someone in danger, you put your life on the line to save them, whatever their place within or outside a church. - -Your good record has earned you a transfer—temporary or not, the choice is yours—to the newly formed Edgewatch, where you'll use your authority to guard the lives of not just Absalomians, but all who have come to your grand city to experience its wonders. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and your choice of a specific religion [Lore](../../skills.md#Lore) skill (such as [Iomedae Lore](../../skills.md#Lore) or [Norgorber Lore](../../skills.md#Lore)) - -You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with Graycloaks, priests, and clerics. You gain the [Quick Identification](../../feats/quick-identification.md) feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/goldhand-arms-dealer-g-g.md b/Compendium/character/backgrounds/goldhand-arms-dealer-g-g.md deleted file mode 100644 index 182ba4a71..000000000 --- a/Compendium/character/backgrounds/goldhand-arms-dealer-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/group-impression -- background/skill/diplomacy -- compendium/src/pf2e/g&g -aliases: ["Goldhand Arms Dealer"] ---- -# Goldhand Arms Dealer -*Source: Guns & Gears p. 124* - -You're a dwarven agent of the Goldhand Lodge, a collection of dwarven merchants based out of Dongun Hold who seeks to sell guns far and wide. High King Anong Arunak hasn't expressed approval for such a method of distribution yet, but in the meantime you're still out and about, talking up your wares and occasionally providing visceral demonstrations of the overwhelming stopping power of your firearms. These demonstrations and sales have given you a taste for adventure, and the constant threat of piracy has convinced you of the importance of adventuring with a group. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in [Diplomacy](../../skills.md#Diplomacy) and [Mercantile Lore](../../skills.md#Lore). You gain the [Group Impression](../../feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/grand-council-bureaucrat-lowg.md b/Compendium/character/backgrounds/grand-council-bureaucrat-lowg.md deleted file mode 100644 index 2a1cd13e4..000000000 --- a/Compendium/character/backgrounds/grand-council-bureaucrat-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/group-impression -- background/skill/diplomacy -- compendium/src/pf2e/lowg -aliases: ["Grand Council Bureaucrat"] ---- -# Grand Council Bureaucrat -*Source: Lost Omens: World Guide p. 22* - -You spent years working as a clerk to a functionary in Absalom's government. Your service taught you a thing or two about rousing speeches and manipulating the city's bureaucracy. - -Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Government Lore](../../skills.md#Lore) skill. You gain the [Group Impression](../../feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/grave-robber-botd.md b/Compendium/character/backgrounds/grave-robber-botd.md deleted file mode 100644 index 12e7c2fea..000000000 --- a/Compendium/character/backgrounds/grave-robber-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/skill/stealth -- compendium/src/pf2e/botd -aliases: ["Grave Robber"] ---- -# Grave Robber -*Source: Book of the Dead p. 16* - -Resurrectionist. Body snatcher. No matter what you're called, you know where the bodies are buried, and how many coins they'll fetch when dug up. Adventuring comes naturally to you—in your mind dungeons are just oversized tombs—as does returning home with your loot [undetected](../../../Rules/conditions.md#Undetected). - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Experienced Smuggler](../../feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/grizzled-muckrucker-aoe0.md b/Compendium/character/backgrounds/grizzled-muckrucker-aoe0.md deleted file mode 100644 index 21bdfd32c..000000000 --- a/Compendium/character/backgrounds/grizzled-muckrucker-aoe0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/experienced-tracker -- background/skill/survival -- compendium/src/pf2e/aoe0 -aliases: ["Grizzled Muckrucker"] ---- -# Grizzled Muckrucker -*Source: Agents of Edgewatch Player's Guide p. 7* - -You've served on the Muckruckers, the unofficial guards of the flooded Puddles district. The pay's no good, the conditions are squalid, and you've seen things during your time on the force that've made you question your career entirely. - -Perhaps you joined the group out of a sense of duty to your fellow Absalomians, or maybe you felt an obligation to help restore your apocalyptic home district to some semblance of normalcy. Either way, the traumas you've endured, the double-crossers who've betrayed you, the wretched monsters that have crawled out of the muck to assail you—it's enough to turn an officer to weary cynicism or self-destruction through merciful drink. - -Thankfully, you found an out: an invitation to transfer to the newly formed Edgewatch. You accepted the offer in the hope that some fresh experience in a new district, surrounded by new people, might reignite the hope and passion you felt for the job so long ago. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill, as well as either [Labor Lore](../../skills.md#Lore) or [Underworld Lore](../../skills.md#Lore). You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with Muckruckers, mercenaries, and adventurers. You gain the [Experienced Tracker](../../feats/experienced-tracker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/guard.md b/Compendium/character/backgrounds/guard.md deleted file mode 100644 index 52e6b89e4..000000000 --- a/Compendium/character/backgrounds/guard.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/quick-coercion -- background/skill/intimidation -- compendium/src/pf2e/crb -aliases: ["Guard"] ---- -# Guard -*Source: Core Rulebook p. 62* - -You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. - -However you left the guard, you might think of adventuring as a way to use your skills on a wider stage. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Legal Lore](../../skills.md#Lore) or [Warfare Lore](../../skills.md#Lore) skill. You gain the [Quick Coercion](../../feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/gunsmith-g-g.md b/Compendium/character/backgrounds/gunsmith-g-g.md deleted file mode 100644 index 8197b8342..000000000 --- a/Compendium/character/backgrounds/gunsmith-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Gunsmith"] ---- -# Gunsmith -*Source: Guns & Gears p. 122* - -From a young age, you apprenticed to an experienced gunsmith and over time your skill and knowledge rose to match that of your master. - -Today, you can easily repair, modify, or improve nearly any firearm you've seen before, and even if you haven't seen it, you'll break it down to learn about what makes it tick in no time. - -You've taken those skills on the road, using them to assist yourself and your allies as an adventurer when it comes to maintaining their weapons, shields, armor, and more. - -Choose two ability boosts. One of these boosts must be to Intelligence or Dexterity, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Quick Repair](../../feats/quick-repair.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/harbor-guard-moonlighter-aoe0.md b/Compendium/character/backgrounds/harbor-guard-moonlighter-aoe0.md deleted file mode 100644 index 35a8dfe63..000000000 --- a/Compendium/character/backgrounds/harbor-guard-moonlighter-aoe0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/quick-jump -- background/skill/athletics -- compendium/src/pf2e/aoe0 -aliases: ["Harbor Guard Moonlighter"] ---- -# Harbor Guard Moonlighter -*Source: Agents of Edgewatch Player's Guide p. 7* - -The Harbor Guard isn't known for being the most honorable precinct in town. A few years after you joined the force, you became disillusioned by the rampant corruption within the precinct and the district at large. One night, you stumbled on an ad for a local monster hunter's guild. You joined on a whim, but fell in love with the swashbuckling lifestyle of an independent bounty hunter. You've since earned quite a reputation for your nocturnal adventures; everyone still knows that you're a Harbor Guard, but stories of your dungeondelving adventures have long overshadowed that facet of your life. Unfortunately, long nights of monster-hunting have negatively impacted your performance at your day job, so maybe it wasn't a surprise when your supervising officer put in a transfer request for you, spelling the end of your plucky nighttime antics with that particular guild. - -Despite the decline in your performance, Lieutenant Lavarsus of Edgewatch sees potential (and even, maybe, a bit of himself) in you. You're eager to be on a new unit and for the chance to bring your monster-hunting skills to a district that has been plagued by such supernatural beasts for far too long. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and your choice of [Sailing Lore](../../skills.md#Lore) or [Hunting Lore](../../skills.md#Lore). You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with Harbor Guards, ship captains, and freelance adventurers. - -You gain the [Quick Jump](../../feats/quick-jump.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/harrow-led-aoe4.md b/Compendium/character/backgrounds/harrow-led-aoe4.md deleted file mode 100644 index 10fa6a2de..000000000 --- a/Compendium/character/backgrounds/harrow-led-aoe4.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/boost/dexterity -- background/boost/intelligence -- background/boost/strength -- background/boost/wisdom -- background/feat/dubious-knowledge -- background/skill/occultism -- background/skill/performance -- background/skill/society -- compendium/src/pf2e/aoe4 -aliases: ["Harrow-led"] ---- -# Harrow-led -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 66* - -You were the subject of a harrow reading at a pivotal point in your life, such as on an important birthday, or upon reaching adulthood. The reading was eerily accurate and has been relevant, for good or ill, at more points in your life than you could call mere coincidence. - -Randomly determine two harrow suits tied to your character, each reflecting a specific ability score. You can do so by drawing cards from a harrow deck or by rolling a d6: 1 = hammers (Strength), 2 = keys (Dexterity), 3 = shields (Constitution), 4 = books (Intelligence), 5 = stars (Wisdom), 6 = crowns (Charisma). The first suit is your aligned score, and the second suit is your misaligned score. - -Choose two ability boosts. One must be to your aligned or misaligned score, and one is a free ability boost. - -You're trained in your choice of the [Occultism](../../skills.md#Occultism), [Performance](../../skills.md#Performance), or [Society](../../skills.md#Society) skill and the [Harrow Lore](../../skills.md#Lore) skill. You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/haunted-apg.md b/Compendium/character/backgrounds/haunted-apg.md deleted file mode 100644 index 5c5fa1fb8..000000000 --- a/Compendium/character/backgrounds/haunted-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/skill/occultism -- compendium/src/pf2e/apg -aliases: ["Haunted"] ---- -# Haunted -*Source: Advanced Player's Guide p. 51* - -You are followed by a spirit or entity, either from childhood or since a traumatic or momentous event. You may have seen this entity. Others may have seen it as well. You have studied esoteric subjects trying to understand your situation, but this presence in your life remains a mystery. Whatever this entity is or wants, it influences your life in subtle ways, not always good. Sometimes the entity helps you, but at other times, its influence is malevolent or harmful. The entity is most likely to surface in stressful situations. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You are trained in [Occultism](../../skills.md#Occultism) and an additional skill in which the haunting entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were [Aiding](../../../Rules/actions/aid.md) you. If you accept but fail the check, you are [frightened](../../../Rules/conditions.md#Frightened) ([frightened](../../../Rules/conditions.md#Frightened) on a critical failure). The initial [frightened](../../../Rules/conditions.md#Frightened) value can't be reduced by effects that would reduce or prevent the condition (such as a fighter's bravery). \ No newline at end of file diff --git a/Compendium/character/backgrounds/haunted-citizen-botd.md b/Compendium/character/backgrounds/haunted-citizen-botd.md deleted file mode 100644 index 36186cb1a..000000000 --- a/Compendium/character/backgrounds/haunted-citizen-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/skill/diplomacy -- background/skill/lore -- compendium/src/pf2e/botd -aliases: ["Haunted Citizen"] ---- -# Haunted Citizen -*Source: Book of the Dead p. 16* - -You grew up in a region where undead lurk everywhere. This could be a domain as small as a vampire's fief or as vast as the nation of Ustalav. As an ever-present concern, the undead greatly shaped your life. Living with fear became an everyday skill... as did pleading for your life. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Lore](../../skills.md#Lore) skill for your home settlement. You gain the [No Cause for Alarm](../../feats/no-cause-for-alarm-apg.md) skill feat (Advanced Player's Guide 208). \ No newline at end of file diff --git a/Compendium/character/backgrounds/haunting-vision-aoa0.md b/Compendium/character/backgrounds/haunting-vision-aoa0.md deleted file mode 100644 index 73a4ce54b..000000000 --- a/Compendium/character/backgrounds/haunting-vision-aoa0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/student-of-the-canon -- background/skill/religion -- compendium/src/pf2e/aoa0 -aliases: ["Haunting Vision"] ---- -# Haunting Vision -*Source: Age of Ashes Player's Guide p. 4* - -You've been haunted by frightening dreams of fires your whole life. This could be the result of a past, neardeath experience with fire or it might have no obvious source that you know of. Recently, you stumbled upon an image, story, or other omen featuring the dragon god of destruction, [Dahak](../../setting/deities/dahak-logm.md), and you were struck with an unnerving sense of deja vu—you've come to think that the draconic deity might have something to do with your dreams, and as such have been studying all you can about the god. Your visions have bolstered your faith as well; even if you don't worship a specific deity, you have a deep passion for matters of faith. - -Your latest dream, for the first time, had enough details to identify its setting—in this last dream, you saw the town of Breachill burning. You've decided to join the Call for Heroes hoping to save the town you fear might burn to the ground soon. - -Choose two ability boosts. One must be Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Dahak Lore](../../skills.md#Lore) skill. You gain the [Student of the Canon](../../feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/hellknight-historian-aoa0.md b/Compendium/character/backgrounds/hellknight-historian-aoa0.md deleted file mode 100644 index af88810c0..000000000 --- a/Compendium/character/backgrounds/hellknight-historian-aoa0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/strength -- background/feat/courtly-graces -- background/skill/society -- compendium/src/pf2e/aoa0 -aliases: ["Hellknight Historian"] ---- -# Hellknight Historian -*Source: Age of Ashes Player's Guide p. 5* - -The various Hellknight Orders intrigue you, whether you seek to become one of their number yourself, wish to oppose their goals at every turn, or are merely inspired by or curious to learn more about them. You've heard that when the Order of the Nail abandoned Citadel Altaerein, they left behind the deed to the castle so anyone brave enough to explore the ruins and the defenses no doubt left behind would be rewarded with ownership of the abandoned fortress. - -You decided to join the Call for Heroes to hoping to gain an opportunity to explore Citadel Altaerein. - -Choose two ability boosts. One must be Strength or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Architecture Lore](../../skills.md#Lore) skill. You gain the [Courtly Graces](../../feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/herbalist.md b/Compendium/character/backgrounds/herbalist.md deleted file mode 100644 index 895aa5ba3..000000000 --- a/Compendium/character/backgrounds/herbalist.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/natural-medicine -- background/skill/medicine -- background/skill/nature -- compendium/src/pf2e/crb -aliases: ["Herbalist"] ---- -# Herbalist -*Source: Core Rulebook p. 62* - -As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. - -You're adept at collecting the right natural cures in all sorts of environments and preparing them properly. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill and the [Herbalism Lore](../../skills.md#Lore) skill. You gain the [Natural Medicine](../../feats/natural-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/hermean-expatriate-lowg.md b/Compendium/character/backgrounds/hermean-expatriate-lowg.md deleted file mode 100644 index a18db03c8..000000000 --- a/Compendium/character/backgrounds/hermean-expatriate-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/skill-training -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Hermean Expatriate"] ---- -# Hermean Expatriate -*Source: Lost Omens: World Guide p. 70* - -You have been exiled from Hermea, perhaps of your own accord or perhaps because you didn't measure up. However, you take with you some of the benefits of the excellent education afforded to its citizenry. - -Choose two ability boosts. - -One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Dragon Lore](../../skills.md#Lore) skill. You gain the [Skill Training](../../feats/skill-training.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/hermean-heritor-aoa6.md b/Compendium/character/backgrounds/hermean-heritor-aoa6.md deleted file mode 100644 index a9cfb5bcc..000000000 --- a/Compendium/character/backgrounds/hermean-heritor-aoa6.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/multilingual -- background/skill/society -- compendium/src/pf2e/aoa6 -aliases: ["Hermean Heritor"] ---- -# Hermean Heritor -*Source: Age of Ashes #6: Broken Promises p. 73* - -With the restrictions on Hermean citizenship lifted, you may have fled the city of Promise or have spent some of your childhood in the company of someone who did. - -Choose two ability boosts. One must be in Constitution or Wisdom, and the other is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Legal Lore](../../skills.md#Lore) skill. - -You gain the [Multilingual](../../feats/multilingual.md) skill feat or the [Assurance](../../feats/assurance.md) skill feat for [Society](../../skills.md#Society). \ No newline at end of file diff --git a/Compendium/character/backgrounds/hermit.md b/Compendium/character/backgrounds/hermit.md deleted file mode 100644 index bde94dc99..000000000 --- a/Compendium/character/backgrounds/hermit.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/dubious-knowledge -- background/skill/nature -- background/skill/occultism -- compendium/src/pf2e/crb -aliases: ["Hermit"] ---- -# Hermit -*Source: Core Rulebook p. 62* - -In an isolated place—like a cave, remote oasis, or secluded mansion—you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. - -This might be a welcome reprieve from solitude or an unwanted change, but in either case, you're likely still rough around the edges. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) or [Occultism](../../skills.md#Occultism) skill, plus a [Lore](../../skills.md#Lore) skill related to the terrain you lived in as a hermit (such as [Cave Lore](../../skills.md#Lore) or [Desert Lore](../../skills.md#Lore)). You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/hired-killer-g-g.md b/Compendium/character/backgrounds/hired-killer-g-g.md deleted file mode 100644 index 3d0ea2d20..000000000 --- a/Compendium/character/backgrounds/hired-killer-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/terrain-stalker -- background/skill/stealth -- compendium/src/pf2e/g&g -aliases: ["Hired Killer"] ---- -# Hired Killer -*Source: Guns & Gears p. 122* - -Your life truly began after your first kill. - -Maybe you killed in self-defense, maybe it was a crime of passion, or maybe it was just an accident and you were a kid in the wrong place at the wrong time. In the end, the why doesn't matter. You got away with it. - -And then you found that maybe it didn't bother you as much as it should have. And maybe, just maybe, you had a talent you could use to forge a life for yourself. A blood-soaked talent and a blood-soaked life, sure. But it's yours. - -Choose two ability boosts. One boost must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Terrain Stalker](../../feats/terrain-stalker.md) skill feat, choosing a terrain appropriate for where you make your kills. \ No newline at end of file diff --git a/Compendium/character/backgrounds/hounded-thief-g-g.md b/Compendium/character/backgrounds/hounded-thief-g-g.md deleted file mode 100644 index 2f7e42486..000000000 --- a/Compendium/character/backgrounds/hounded-thief-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/pickpocket -- background/skill/thievery -- compendium/src/pf2e/g&g -aliases: ["Hounded Thief"] ---- -# Hounded Thief -*Source: Guns & Gears p. 45* - -Some time ago, you stole a unique item from a strange individual. It might have been a piece of clockwork from a far-off land or some other bit of strange technology. You might still have it or you might have sold it, but either way, you can't shake the feeling that you're being followed and watched, likely by forces who want to retrieve what you took. Luckily, a life of adventure keeps you on the move. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Thievery](../../skills.md#Thievery) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Pickpocket](../../feats/pickpocket.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/hunter.md b/Compendium/character/backgrounds/hunter.md deleted file mode 100644 index 03991c97a..000000000 --- a/Compendium/character/backgrounds/hunter.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/survey-wildlife -- background/skill/survival -- compendium/src/pf2e/crb -aliases: ["Hunter"] ---- -# Hunter -*Source: Core Rulebook p. 62* - -You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Tanning Lore](../../skills.md#Lore) skill. You gain the [Survey Wildlife](../../feats/survey-wildlife.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/inexplicably-expelled-ooa0.md b/Compendium/character/backgrounds/inexplicably-expelled-ooa0.md deleted file mode 100644 index 1498de383..000000000 --- a/Compendium/character/backgrounds/inexplicably-expelled-ooa0.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/skill/crafting -- compendium/src/pf2e/ooa0 -aliases: ["Inexplicably Expelled"] ---- -# Inexplicably Expelled -*Source: Outlaws of Alkenstar Player's Guide p. 12* - -Gaining admission to Blythir College is a difficult task, even for Alkenstar's most well-to-do families. In the magic-warped Mana Wastes, it's next to impossible to fake arcane talents or alchemical aptitude. So when you were accepted to the school, it was one of the most triumphant moments of your life. - -Unfortunately, your victory was short-lived. Just as you were you making significant headway on a promising series of explosive experiments, you found a letter on your desk informing you that, effective immediately, you were permanently expelled from Blythir College. - -As bogus as the punishment was, the charges leveled against you were even more puzzling: theft of property, both intellectual and physical. And just like that, you found your prestigious honors replaced with a ruined reputation, and your colleagues and mentors became bitter rivals and accusers. In an instant, you'd gone from promising scholar to wanted criminal. - -You followed the money for answers and learned that a shady financier named Ambrost Mugland didn't want you to finish your research at Blythir. He'd learned that you were on the brink of a great discovery—one that even you weren't fully aware of—and he decided that your imminent breakthrough would be bad for business. - -Unfortunately for Mugland, he chose the wrong student to destroy. Now, you'll do whatever's necessary to get your revenge on the villain who stole the future you had worked so hard to build for yourself. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Academia Lore](../../skills.md#Lore) skill. You gain the [Alchemical Crafting](../../feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/inlander-lowg.md b/Compendium/character/backgrounds/inlander-lowg.md deleted file mode 100644 index 62af5d715..000000000 --- a/Compendium/character/backgrounds/inlander-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/survey-wildlife -- background/skill/survival -- compendium/src/pf2e/lowg -aliases: ["Inlander"] ---- -# Inlander -*Source: Lost Omens: World Guide p. 22* - -You grew up in an untamed region of the Isle of Kortos, and you know how to survive in the wild. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and a [Lore](../../skills.md#Lore) skill related to the terrain type associated with your home region (such as [Hills Lore](../../skills.md#Lore) or [Mountains Lore](../../skills.md#Lore)). You gain the [Survey Wildlife](../../feats/survey-wildlife.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/insurgent-apg.md b/Compendium/character/backgrounds/insurgent-apg.md deleted file mode 100644 index 0ffdaa250..000000000 --- a/Compendium/character/backgrounds/insurgent-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/lengthy-diversion -- background/skill/deception -- compendium/src/pf2e/apg -aliases: ["Insurgent"] ---- -# Insurgent -*Source: Advanced Player's Guide p. 48* - -You were more than a rebel; you were a revolutionary, fighting for the promise of a new or better country. You may or may not still believe in the cause, or perhaps victory or exile has led you on this new journey to trumpet your glory... or to escape the consequences of your defeat. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Warfare Lore](../../skills.md#Lore) skill. You gain the [Lengthy Diversion](../../feats/lengthy-diversion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/issian-partisan-lowg.md b/Compendium/character/backgrounds/issian-partisan-lowg.md deleted file mode 100644 index ef00ade24..000000000 --- a/Compendium/character/backgrounds/issian-partisan-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/charming-liar -- background/skill/deception -- compendium/src/pf2e/lowg -aliases: ["Issian Partisan"] ---- -# Issian Partisan -*Source: Lost Omens: World Guide p. 34* - -You grew up among the northern houses of Brevoy in old Issia. - -Steeped in the cultural legacy of pirates and smugglers, you rely on your cleverness and charm as you make your way throughout the world. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Charming Liar](../../feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/junk-collector-g-g.md b/Compendium/character/backgrounds/junk-collector-g-g.md deleted file mode 100644 index 7b0c63d5f..000000000 --- a/Compendium/character/backgrounds/junk-collector-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/crafters-appraisal -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Junk Collector"] ---- -# Junk Collector -*Source: Guns & Gears p. 123* - -You live by the adage that one person's trash is another's treasure. Whether by sifting through scrap heaps or digging up old battlefields, you remain on the lookout for lost or discarded objects that you might be able to turn into something useful. More often than not, what you find is just junk... but you're convinced that one of these days, you're going to hit the jackpot. You've even taken up adventuring as a means to supercharge your access to all sorts of junk, gear, and loot. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and your choice of either the [Engineering Lore](../../skills.md#Lore) or [Mining Lore](../../skills.md#Lore) skill. You gain the [Crafter's Appraisal](../../feats/crafters-appraisal-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/junker-g-g.md b/Compendium/character/backgrounds/junker-g-g.md deleted file mode 100644 index a9b97aff8..000000000 --- a/Compendium/character/backgrounds/junker-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/hefty-hauler -- background/skill/athletics -- compendium/src/pf2e/g&g -aliases: ["Junker"] ---- -# Junker -*Source: Guns & Gears p. 45* - -You live on the outskirts of civilization, combing through the detritus left behind for interesting trinkets to sell or use in your own crafting. Though you have a preferred terrain to search, you know that the greatest treasures occur where people make greater use of technology. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Lore](../../skills.md#Lore) skill of the terrain in which you scavenge. You gain the [Hefty Hauler](../../feats/hefty-hauler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/kalistrade-follower-lowg.md b/Compendium/character/backgrounds/kalistrade-follower-lowg.md deleted file mode 100644 index b79a83f65..000000000 --- a/Compendium/character/backgrounds/kalistrade-follower-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/bargain-hunter -- background/skill/diplomacy -- compendium/src/pf2e/lowg -aliases: ["Kalistrade Follower"] ---- -# Kalistrade Follower -*Source: Lost Omens: World Guide p. 130* - -You follow the philosophy of the Prophecies of Kalistrade, seeking to build up your wealth in this life so that you might meet the next world on your own terms. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Kalistrade Lore](../../skills.md#Lore) skill. You gain the [Bargain Hunter](../../feats/bargain-hunter.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/kyonin-emissary-lowg.md b/Compendium/character/backgrounds/kyonin-emissary-lowg.md deleted file mode 100644 index 0f8f14f4e..000000000 --- a/Compendium/character/backgrounds/kyonin-emissary-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/multilingual -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Kyonin Emissary"] ---- -# Kyonin Emissary -*Source: Lost Omens: World Guide p. 130* - -You were trained to be an ambassador of the elven land of Kyonin, and you have now been sent out into the wider world to build alliances between Kyonin and the neighboring kingdoms. - -Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Politics Lore](../../skills.md#Lore) skill. You gain the [Multilingual](../../feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/laborer.md b/Compendium/character/backgrounds/laborer.md deleted file mode 100644 index f91bf1508..000000000 --- a/Compendium/character/backgrounds/laborer.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/hefty-hauler -- background/skill/athletics -- compendium/src/pf2e/crb -aliases: ["Laborer"] ---- -# Laborer -*Source: Core Rulebook p. 62* - -You've spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else's command. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Labor Lore](../../skills.md#Lore) skill. - -You gain the [Hefty Hauler](../../feats/hefty-hauler.md) skill feat in [Athletics](../../skills.md#Athletics). \ No newline at end of file diff --git a/Compendium/character/backgrounds/lastwall-survivor-lowg.md b/Compendium/character/backgrounds/lastwall-survivor-lowg.md deleted file mode 100644 index 2637bf567..000000000 --- a/Compendium/character/backgrounds/lastwall-survivor-lowg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/skill/medicine -- compendium/src/pf2e/lowg -aliases: ["Lastwall Survivor"] ---- -# Lastwall Survivor -*Source: Lost Omens: World Guide p. 46* - -You managed to escape the devastation that the Whispering Tyrant brought to your nation, but you lost everything to the lich-king's minions, including your home and many friends and family. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Undead Lore](../../skills.md#Lore) skill. You gain the [Battle Medicine](../../feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/learned-guard-prodigy-aoe0.md b/Compendium/character/backgrounds/learned-guard-prodigy-aoe0.md deleted file mode 100644 index 8609fa592..000000000 --- a/Compendium/character/backgrounds/learned-guard-prodigy-aoe0.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/recognize-spell -- background/skill/arcana -- background/skill/occultism -- compendium/src/pf2e/aoe0 -aliases: ["Learned Guard Prodigy"] ---- -# Learned Guard Prodigy -*Source: Agents of Edgewatch Player's Guide p. 7* - -For some, the nuts and bolts of keeping the peace are practically second nature. Such is the case for you, a member of the Learned Guard with an incredible mind for investigation as well as a gift for understanding magic. You probably aren't a hit with your peers, who find your intellect and natural gift of deduction perhaps a bit off-putting, but when left to your own devices you excel, and you get along well with professors and mages such as those who work in Forae Logos or the [Arcana](../../skills.md#Arcana)mirium. - -After no shortage of debating the pros and cons, you decided to transfer to the Edgewatch precinct. Sure, you have a keen understanding of the theories and principles behind law enforcement, but you've reasoned that in order to be a truly effective guard you'll need some first-hand experience in a high-risk area nabbing suspects and protecting innocents— all the while taking fastidious notes and writing your grand thesis on the merits and shortcomings of Absalom's laws. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in your choice of the [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) skill, as well as [Legal Lore](../../skills.md#Lore). You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with Learned Guards and with academics such as librarians and scholars. You gain the [Recognize Spell](../../feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/legacy-of-the-hammer-da.md b/Compendium/character/backgrounds/legacy-of-the-hammer-da.md deleted file mode 100644 index 2422aa718..000000000 --- a/Compendium/character/backgrounds/legacy-of-the-hammer-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/skill/thievery -- compendium/src/pf2e/da -aliases: ["Legacy of the Hammer"] ---- -# Legacy of the Hammer -*Source: Dark Archive p. 135* - -Your introduction to the criminal life was spurred forward by a seemingly innocuous hammer that provided you with all kinds of innovative criminal ideas. It has since left your possession, but every now and then you hear a faint whisper urging you toward crime. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Thievery](../../skills.md#Thievery) skill and [Engineering Lore](../../skills.md#Lore). You gain the [Concealing Legerdemain](../../feats/concealing-legerdemain-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/legendary-parents-aoa6.md b/Compendium/character/backgrounds/legendary-parents-aoa6.md deleted file mode 100644 index 22a2e2dad..000000000 --- a/Compendium/character/backgrounds/legendary-parents-aoa6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/group-coercion -- background/skill/intimidation -- compendium/src/pf2e/aoa6 -aliases: ["Legendary Parents"] ---- -# Legendary Parents -*Source: Age of Ashes #6: Broken Promises p. 73* - -One or more of your parents (either biological or adoptive) were heroes of the Age of Ashes Adventure Path. Others tend to treat you with a bit more respect, or perhaps fear your connections to people of great power. - -Choose two ability boosts. One must be in Dexterity or Charisma, and the other is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Genealogy Lore](../../skills.md#Lore) skill. You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/local-scion-aoa0.md b/Compendium/character/backgrounds/local-scion-aoa0.md deleted file mode 100644 index 950010395..000000000 --- a/Compendium/character/backgrounds/local-scion-aoa0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/specialty-crafting -- background/skill/crafting -- compendium/src/pf2e/aoa0 -aliases: ["Local Scion"] ---- -# Local Scion -*Source: Age of Ashes Player's Guide p. 5* - -You're from Breachill and have lived there most, if not all, of your life. You might be the son or daughter of a wellknown local adventuring family, or a family with a storied tradition of military or other martial service. You likely also have some sort of skill with your hands, as the people of Breachill are very self-sufficient. - -The Call for Heroes is one of your hometown's most iconic traditions, and you want to attend so you can prove your own merits to the council—beyond simply those of your family's name. - -Choose two ability boosts. One must be Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Breachill Lore](../../skills.md#Lore) skill. You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/lumber-consortium-laborer-lowg.md b/Compendium/character/backgrounds/lumber-consortium-laborer-lowg.md deleted file mode 100644 index 61716e1ec..000000000 --- a/Compendium/character/backgrounds/lumber-consortium-laborer-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/assurance -- background/skill/athletics -- compendium/src/pf2e/lowg -aliases: ["Lumber Consortium Laborer"] ---- -# Lumber Consortium Laborer -*Source: Lost Omens: World Guide p. 130* - -You have suffered as a worker for the unscrupulous Lumber Consortium, laboring under harsh conditions in dangerous wooded regions of Andoran. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Forest Lore](../../skills.md#Lore) skill. - -You gain the [Assurance](../../feats/assurance.md) skill feat with [Athletics](../../skills.md#Athletics). \ No newline at end of file diff --git a/Compendium/character/backgrounds/magaambya-academic-lowg.md b/Compendium/character/backgrounds/magaambya-academic-lowg.md deleted file mode 100644 index 9fc5daffa..000000000 --- a/Compendium/character/backgrounds/magaambya-academic-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/skill/arcana -- background/skill/nature -- compendium/src/pf2e/lowg -aliases: ["Magaambya Academic"] ---- -# Magaambya Academic -*Source: Lost Omens: World Guide p. 94* - -You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in your choice of either the [Arcana](../../skills.md#Arcana) or [Nature](../../skills.md#Nature) skill, as well as the [Academia Lore](../../skills.md#Lore) skill. You gain the [Recognize Spell](../../feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/magical-experiment-som.md b/Compendium/character/backgrounds/magical-experiment-som.md deleted file mode 100644 index 8224b21bf..000000000 --- a/Compendium/character/backgrounds/magical-experiment-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/skill/occultism -- compendium/src/pf2e/som -aliases: ["Magical Experiment"] ---- -# Magical Experiment -*Source: Secrets of Magic p. 30* - -At some point in your life, powerful people performed magical experiments on you that changed you permanently. - -You may have signed up for this voluntarily, but it may have been against your will. You still bear the marks, as well as the abilities. - -You gain one ability boost. It must be to Constitution. - -You're trained in [Occultism](../../skills.md#Occultism) and the [Academia Lore](../../skills.md#Lore) skill. - -You gain one special ability as a result of the magical experimentation. Work with the GM to select an appropriate ability from the following list or to come up with another special ability. - -- **Enhanced Senses** You gain [low-light vision](../../../Rules/abilities/low-light-vision.md) (or [darkvision](../../../Rules/abilities/darkvision.md) if you already had [low-light vision](../../../Rules/abilities/low-light-vision.md)) and an imprecise sense with a range of 30 feet, such as [scent](../../../Rules/abilities/scent.md), thoughtsense, [tremorsense](../../../Rules/abilities/tremorsense.md), or [wavesense](../../../Rules/abilities/wavesense.md). -- **Resistant Skin** The experiments rendered your skin tougher and resilient to a particular type of damage. You gain resistance equal to half your level (minimum resistance 1) against two of the following types of energy damage, one chosen by you and the other chosen by the GM: acid, cold, electricity, fire, or sonic. -- **Touch Telepathy** The experiments to your body allowed you to link minds via touch. You gain telepathy with creatures as long as you are in physical contact. This allows you to communicate mentally with any creatures you're in physical contact with, as long as you both share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. \ No newline at end of file diff --git a/Compendium/character/backgrounds/magical-merchant-som.md b/Compendium/character/backgrounds/magical-merchant-som.md deleted file mode 100644 index 81271fd98..000000000 --- a/Compendium/character/backgrounds/magical-merchant-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/crafters-appraisal -- background/skill/crafting -- compendium/src/pf2e/som -aliases: ["Magical Merchant"] ---- -# Magical Merchant -*Source: Secrets of Magic p. 29* - -Selling magic items isn't like being an ordinary merchant. The wares you buy and sell are expensive, making each sale rare and lucrative. You've developed knowledge of expert handiwork to ensure you don't fall for a scam, since buying a single counterfeit item can lead to bankruptcy. Whether you went out of business and had to find alternative employment, or took up adventuring to acquire new merchandise, you've taken to adventuring yourself. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in [Crafting](../../skills.md#Crafting) and [Mercantile Lore](../../skills.md#Lore). You gain the [Crafter's Appraisal](../../feats/crafters-appraisal-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/magical-misfit-som.md b/Compendium/character/backgrounds/magical-misfit-som.md deleted file mode 100644 index 62dc02b28..000000000 --- a/Compendium/character/backgrounds/magical-misfit-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/trick-magic-item -- background/skill/arcana -- compendium/src/pf2e/som -aliases: ["Magical Misfit"] ---- -# Magical Misfit -*Source: Secrets of Magic p. 29* - -You don't understand folks who claim that magical talent is some sort of burden or great responsibility; you've always used your magic to cause trouble and to escape the consequences. Whether becoming an adventurer is your attempt to make amends or just a new way to make some mischief, you're excited to see where it takes you, and you still delight in using your skills to get out of trouble. - -Choose two ability boosts. One must be to Intelligence or Dexterity, and one is a free ability boost. - -You're trained in [Arcana](../../skills.md#Arcana) and [Underworld Lore](../../skills.md#Lore). You gain the [Trick Magic Item](../../feats/trick-magic-item.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/mammoth-speaker-lowg.md b/Compendium/character/backgrounds/mammoth-speaker-lowg.md deleted file mode 100644 index ceb91d7b1..000000000 --- a/Compendium/character/backgrounds/mammoth-speaker-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/train-animal -- background/skill/nature -- compendium/src/pf2e/lowg -aliases: ["Mammoth Speaker"] ---- -# Mammoth Speaker -*Source: Lost Omens: World Guide p. 118* - -You have learned the secrets of taming the mighty mammoths and other megafauna of the far north. Perhaps these talents are a part of your people's traditional customs, or perhaps you sought out these massive animals of your own accord. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill and the [Animal Lore](../../skills.md#Lore) skill. You gain the [Train Animal](../../feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/mana-wastes-refugee-lowg.md b/Compendium/character/backgrounds/mana-wastes-refugee-lowg.md deleted file mode 100644 index 823be54f8..000000000 --- a/Compendium/character/backgrounds/mana-wastes-refugee-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/trick-magic-item -- background/skill/arcana -- compendium/src/pf2e/lowg -aliases: ["Mana Wastes Refugee"] ---- -# Mana Wastes Refugee -*Source: Lost Omens: World Guide p. 82* - -Exposure to the corrupting influence of the Mana Wastes' strange energies has warped your inner essence, resulting in unpredictable interactions with magic items and more than a little know-how about surviving under bizarre and adverse natural conditions. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Wilderness Lore](../../skills.md#Lore) skill. - -You gain the [Trick Magic Item](../../feats/trick-magic-item.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/mantis-scion-lowg.md b/Compendium/character/backgrounds/mantis-scion-lowg.md deleted file mode 100644 index 6ea110e49..000000000 --- a/Compendium/character/backgrounds/mantis-scion-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/assurance -- background/skill/stealth -- compendium/src/pf2e/lowg -aliases: ["Mantis Scion"] ---- -# Mantis Scion -*Source: Lost Omens: World Guide p. 70* - -At least one of your parents is a member of the notorious Red Mantis assassins, merciless killers for hire who rarely fail to claim their marks. Whether on purpose or by simple exposure, you were trained from a young age in the art of stalking and killing people. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Assassin Lore](../../skills.md#Lore) skill. - -You gain the [Assurance](../../feats/assurance.md) skill feat with [Stealth](../../skills.md#Stealth). \ No newline at end of file diff --git a/Compendium/character/backgrounds/market-runner-av0.md b/Compendium/character/backgrounds/market-runner-av0.md deleted file mode 100644 index 4e06b407f..000000000 --- a/Compendium/character/backgrounds/market-runner-av0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/hobnobber -- background/skill/diplomacy -- compendium/src/pf2e/av0 -aliases: ["Market Runner"] ---- -# Market Runner -*Source: Abomination Vaults Player's Guide p. 4* - -Keeleno Lathenar, the proprietor of Otari Market, is a grim and bitter man. A werewolf named Jaul Mezmin mauled his wife, Ayla, to death 30 years ago. Keeleno has never forgotten nor forgiven this attack, and he believes against all odds that Jaul has evaded justice and is alive and well. Running errands for Keeleno around town, you've gotten to know him almost as well as you know Otari. Keeleno's suspicions have rubbed off on you a bit, so you keep a wary eye on other people— particularly around the full moon. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Otari Lore](../../skills.md#Lore) skill. You gain the [Hobnobber](../../feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/martial-disciple.md b/Compendium/character/backgrounds/martial-disciple.md deleted file mode 100644 index c4e90829f..000000000 --- a/Compendium/character/backgrounds/martial-disciple.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/skill/acrobatics -- background/skill/athletics -- compendium/src/pf2e/crb -aliases: ["Martial Disciple"] ---- -# Martial Disciple -*Source: Core Rulebook p. 63* - -You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in your choice of the [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../skills.md#Athletics) skill. You gain a skill feat: [Cat Fall](../../feats/cat-fall.md) if you chose [Acrobatics](../../skills.md#Acrobatics) or [Quick Jump](../../feats/quick-jump.md) if you chose [Athletics](../../skills.md#Athletics). You're also trained in the [Warfare Lore](../../skills.md#Lore) skill. \ No newline at end of file diff --git a/Compendium/character/backgrounds/mechanic-g-g.md b/Compendium/character/backgrounds/mechanic-g-g.md deleted file mode 100644 index 867528ba5..000000000 --- a/Compendium/character/backgrounds/mechanic-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/strength -- background/feat/quick-repair -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Mechanic"] ---- -# Mechanic -*Source: Guns & Gears p. 45* - -The intricate inner workings of machines are no stranger to you. Whether they are mundane devices or complex clockworks, you know what makes them tick and how to maintain them. An adventuring group might keep you around to repair their equipment, or you might travel around to offer your rare services to those in need—for a price, of course! Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Quick Repair](../../feats/quick-repair.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/mechanical-symbiosis-g-g.md b/Compendium/character/backgrounds/mechanical-symbiosis-g-g.md deleted file mode 100644 index bad481ab1..000000000 --- a/Compendium/character/backgrounds/mechanical-symbiosis-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/arcana -- compendium/src/pf2e/g&g -aliases: ["Mechanical Symbiosis"] ---- -# Mechanical Symbiosis -*Source: Guns & Gears p. 46* - -Whether you purposefully took it on or had it thrust upon you, a bronze, clockwork object latched onto some part of your body. It may have sunk its needles into you or locked its spidery legs around your neck, torso, or upper arm. - -Some entity or spirit lives in this collection of gears and wires—whether or not other people hear its whispers is up to you. The entity may be an ancient, terrible being that has razed villages with its hosts, or it may be a brilliant, starry-eyed child who barely understands you're not part of its own body. - -You have studied and searched for information on these rare, crab-like machines, leaving you an expert in the binding of elemental spirits or mortal souls to mechanical objects. - -Though you have several theories on what the symbiotic entity might be, you have no definitive answers—this may be why you're adventuring in the first place, or perhaps you've made a deal with someone to get it removed. - -The entity might talk to you periodically, or it might only speak when it wants you to do something in particular or finds the two of you in danger. You and the GM should decide on the entity's motivations, or if the motivations should be a secret known only to the GM. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and an additional skill in which the clockwork entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were [Aiding](../../../Rules/actions/aid.md) you. - -If you accept but fail the check, the entity clenches up and you are [stunned](../../../Rules/conditions.md#Stunned) ([stunned](../../../Rules/conditions.md#Stunned) on a critical failure). \ No newline at end of file diff --git a/Compendium/character/backgrounds/medicinal-clocksmith-g-g.md b/Compendium/character/backgrounds/medicinal-clocksmith-g-g.md deleted file mode 100644 index bccdc90d4..000000000 --- a/Compendium/character/backgrounds/medicinal-clocksmith-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/risky-surgery -- background/skill/medicine -- compendium/src/pf2e/g&g -aliases: ["Medicinal Clocksmith"] ---- -# Medicinal Clocksmith -*Source: Guns & Gears p. 45* - -While others might have looked to clockwork as a mechanical innovation, you see the potential in the technology to improve the health of patients. You might be an experienced field medic who reached for a scrapped construct to help a wounded soldier, or a vanguard surgeon who's found replacing organs with clockwork more effective than repairing them. Perhaps you've also worked to "optimize" organic bodies with fine machinery, with or without the permission of your patients. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Risky Surgery](../../feats/risky-surgery-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md b/Compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md deleted file mode 100644 index 1d956178d..000000000 --- a/Compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/train-animal -- background/skill/nature -- compendium/src/pf2e/lowg -aliases: ["Menagerie Dung Sweeper"] ---- -# Menagerie Dung Sweeper -*Source: Lost Omens: World Guide p. 22* - -Whether you washed warrior beasts below the Irorium's arena floor or tended to the mutated animals of a Puddle sideshow, you are experienced with all manner of weird wildlife. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill and the [Animal Lore](../../skills.md#Lore) skill. You gain the [Train Animal](../../feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/merabite-prodigy-lowg.md b/Compendium/character/backgrounds/merabite-prodigy-lowg.md deleted file mode 100644 index 5233cd724..000000000 --- a/Compendium/character/backgrounds/merabite-prodigy-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/specialty-crafting -- background/skill/crafting -- compendium/src/pf2e/lowg -aliases: ["Merabite Prodigy"] ---- -# Merabite Prodigy -*Source: Lost Omens: World Guide p. 58* - -Even in a city renowned for its alchemy, you were able to rise above the competition. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Alchemical Lore](../../skills.md#Lore) skill. - -You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat with alchemy. \ No newline at end of file diff --git a/Compendium/character/backgrounds/merchant.md b/Compendium/character/backgrounds/merchant.md deleted file mode 100644 index 649cfcfba..000000000 --- a/Compendium/character/backgrounds/merchant.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/bargain-hunter -- background/skill/diplomacy -- compendium/src/pf2e/crb -aliases: ["Merchant"] ---- -# Merchant -*Source: Core Rulebook p. 63* - -In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Mercantile Lore](../../skills.md#Lore) skill. You gain the [Bargain Hunter](../../feats/bargain-hunter.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/miner.md b/Compendium/character/backgrounds/miner.md deleted file mode 100644 index b5af99425..000000000 --- a/Compendium/character/backgrounds/miner.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/terrain-expertise -- background/skill/survival -- compendium/src/pf2e/crb -aliases: ["Miner"] ---- -# Miner -*Source: Core Rulebook p. 63* - -You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor— and if you have to head back underground, this time you plan to do so armed with a real weapon instead of a miner's pick. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Mining Lore](../../skills.md#Lore) skill. You gain the [Terrain Expertise](../../feats/terrain-expertise.md) skill feat with underground terrain. \ No newline at end of file diff --git a/Compendium/character/backgrounds/molthuni-mercenary-lowg.md b/Compendium/character/backgrounds/molthuni-mercenary-lowg.md deleted file mode 100644 index 6eb7428e3..000000000 --- a/Compendium/character/backgrounds/molthuni-mercenary-lowg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/skill/athletics -- compendium/src/pf2e/lowg -aliases: ["Molthuni Mercenary"] ---- -# Molthuni Mercenary -*Source: Lost Omens: World Guide p. 46* - -Whether you sought citizenship or simply needed a steady paycheck, you spent some of your time as a paid mercenary in the armed forces of Molthune, where you fought against Molthune's enemies such as Nirmathas or the Ironfang Legion. Alternatively, you might have worked at sea, protecting Molthune's military and trading ships against pirates on Lake Encarthan. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Mercenary Lore](../../skills.md#Lore) skill. You gain the [Experienced Professional](../../feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/musical-prodigy-som.md b/Compendium/character/backgrounds/musical-prodigy-som.md deleted file mode 100644 index 5373b1629..000000000 --- a/Compendium/character/backgrounds/musical-prodigy-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/virtuosic-performer -- background/skill/performance -- compendium/src/pf2e/som -aliases: ["Musical Prodigy"] ---- -# Musical Prodigy -*Source: Secrets of Magic p. 29* - -Ever since you were young, you've been almost supernaturally skilled in a particular type of music. The people around you were sure you'd grow up to perform at royal courts or to become a world-famous composer, but you've chosen a life of adventure instead. You might have given up on those dreams to find your own meaning, or you might find that adventuring allows you to experience unfiltered emotions and exploits that you can translate into a wondrous symphony some day. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in [Performance](../../skills.md#Performance) and [Music Lore](../../skills.md#Lore). You gain the [Virtuosic Performer](../../feats/virtuosic-performer.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/mystic-seer-ec0.md b/Compendium/character/backgrounds/mystic-seer-ec0.md deleted file mode 100644 index ec55010bb..000000000 --- a/Compendium/character/backgrounds/mystic-seer-ec0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/arcane-sense -- background/skill/arcana -- compendium/src/pf2e/ec0 -aliases: ["Mystic Seer"] ---- -# Mystic Seer -*Source: Extinction Curse Player's Guide p. 6* - -You delight crowds by reading minds, telling futures, and contacting spirits. Although much of your work is misdirection and showmanship, your cons have inadvertently awakened a genuine awareness of magic in your mind. This new sense is both thrilling and frightening, and you hope that you can hone it further in the Circus of Wayward Wonders. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Scam Lore](../../skills.md#Lore) skill. - -You gain the [Arcane Sense](../../feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/mystic-tutor-som.md b/Compendium/character/backgrounds/mystic-tutor-som.md deleted file mode 100644 index 356497a41..000000000 --- a/Compendium/character/backgrounds/mystic-tutor-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/arcana -- background/skill/occultism -- compendium/src/pf2e/som -aliases: ["Mystic Tutor"] ---- -# Mystic Tutor -*Source: Secrets of Magic p. 219* - -You spent years predicting, identifying, and harnessing the innate magical talents of those around you. A magic-rich world has taught you that you can never have too much training when everyone around you is capable of magic. - -Choose two ability boosts. One must be Intelligence or Wisdom and one is a free ability boost. - -Your innate [magical](../../../Rules/traits/magical.md) trait is [arcane](../../../Rules/traits/arcane.md) or [occult](../../../Rules/traits/occult.md). You're trained in either [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism), depending on your innate [magical](../../../Rules/traits/magical.md) trait, and the [Academia Lore](../../skills.md#Lore) skill. You gain the [Recognize Spell](../../feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/necromancers-apprentice-botd.md b/Compendium/character/backgrounds/necromancers-apprentice-botd.md deleted file mode 100644 index e550b39c0..000000000 --- a/Compendium/character/backgrounds/necromancers-apprentice-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/skill/arcana -- compendium/src/pf2e/botd -aliases: ["Necromancer's Apprentice"] ---- -# Necromancer's Apprentice -*Source: Book of the Dead p. 16* - -You apprenticed under a necromancer—a hard education in a field where a cadaver you were dissecting could suddenly animate and every magical artifact seemed deadly. Now on your own, you're grateful you learned to identify magical threats quickly and thoroughly. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Necromancy Lore](../../skills.md#Lore) skill. You gain the [Quick Identification](../../feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/newcomer-in-need-frp0.md b/Compendium/character/backgrounds/newcomer-in-need-frp0.md deleted file mode 100644 index 49c5dc898..000000000 --- a/Compendium/character/backgrounds/newcomer-in-need-frp0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- background/feat/streetwise -- background/skill/society -- compendium/src/pf2e/frp0 -aliases: ["Newcomer In Need"] ---- -# Newcomer In Need -*Source: Fists of the Ruby Phoenix Player's Guide p. 7* - -You're a Gokan native in a bad spot, and you're going to need a miracle to get you out of your current fix. Miracles are in short supply, but the title of Ruby Phoenix Champion might just do the trick. - -Maybe you need the prize money to pay for a relative's expensive operation or to free your family from debt to Golden League gangsters. Or maybe there's a particular prize in Hao Jin's vault that could literally save your life—an amulet you can use to flee to the farthest corners of the multiverse or even an artifact that could resurrect you if you die, just like the Ruby Phoenix. - -The tough circumstances of your upbringing in one of Goka's more downtrodden neighborhoods—such as industrial Oldtown, the slums of the Scales district, or even the crime-ridden undercity—taught you lessons of self-reliance and how to quickly make friends in unlikely circumstances. You've scraped together an entry into the Ruby Phoenix Tournament's prequalifier with a team you can trust. Now all that's left is to pull off the impossible and win this thing once and for all. - -Choose two ability boosts. One must be to Constitution or Dexterity, and one is a free ability boost. - -You're trained in [Society](../../skills.md#Society) and the [Goka Lore](../../skills.md#Lore) skill. You gain the [Streetwise](../../feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/nexian-mystic-lowg.md b/Compendium/character/backgrounds/nexian-mystic-lowg.md deleted file mode 100644 index a2d066d67..000000000 --- a/Compendium/character/backgrounds/nexian-mystic-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/arcane-sense -- background/skill/arcana -- compendium/src/pf2e/lowg -aliases: ["Nexian Mystic"] ---- -# Nexian Mystic -*Source: Lost Omens: World Guide p. 82* - -Your initiations into the Nexian mysteries and the philosophies of the Arclords of Nex grant you a preternatural comprehension of the arcane underpinnings of existence. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and a [Lore](../../skills.md#Lore) skill related to one plane of your choice (other than the Material Plane). You gain the [Arcane Sense](../../feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/night-watch-botd.md b/Compendium/character/backgrounds/night-watch-botd.md deleted file mode 100644 index 9280a6945..000000000 --- a/Compendium/character/backgrounds/night-watch-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/skill/intimidation -- background/skill/lore -- compendium/src/pf2e/botd -aliases: ["Night Watch"] ---- -# Night Watch -*Source: Book of the Dead p. 16* - -When everyone else slumbers, you're on guard. You might have been a watch member in a teeming metropolis, the guard in an unquiet cemetery, or a lonely shepherd. Many a night you've shouted out warnings into the dark, unsure of what lurked just beyond the range of your lantern's light. More than once you've seen things shambling in the dark that never should have been up and about. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and either [Legal Lore](../../skills.md#Lore) or the [Lore](../../skills.md#Lore) skill for your home settlement. You gain the [Quick Coercion](../../feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/nirmathi-guerrilla-lowg.md b/Compendium/character/backgrounds/nirmathi-guerrilla-lowg.md deleted file mode 100644 index 1504e7116..000000000 --- a/Compendium/character/backgrounds/nirmathi-guerrilla-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/terrain-stalker -- background/skill/stealth -- compendium/src/pf2e/lowg -aliases: ["Nirmathi Guerrilla"] ---- -# Nirmathi Guerrilla -*Source: Lost Omens: World Guide p. 46* - -Woodcraft comes naturally to you, and you have learned how to use the forest to your tactical advantage against superior forces in skirmishes against the Molthuni army or the Ironfang Legion. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Forest Lore](../../skills.md#Lore) skill. You gain the [Terrain Stalker (underbrush)](../../feats/terrain-stalker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/noble.md b/Compendium/character/backgrounds/noble.md deleted file mode 100644 index a190fbb98..000000000 --- a/Compendium/character/backgrounds/noble.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/courtly-graces -- background/skill/society -- compendium/src/pf2e/crb -aliases: ["Noble"] ---- -# Noble -*Source: Core Rulebook p. 63* - -To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble's lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer's life. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and your choice of the [Genealogy Lore](../../skills.md#Lore) or [Heraldry Lore](../../skills.md#Lore) skill. You gain the [Courtly Graces](../../feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/nocturnal-navigator-lotg.md b/Compendium/character/backgrounds/nocturnal-navigator-lotg.md deleted file mode 100644 index f33b626da..000000000 --- a/Compendium/character/backgrounds/nocturnal-navigator-lotg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/skill/survival -- compendium/src/pf2e/lotg -aliases: ["Nocturnal Navigator"] ---- -# Nocturnal Navigator -*Source: Lost Omens: Travel Guide p. 122* - -You have a great affinity for the night skies. You watch the stars, and you feel they speak secret messages specifically to you, which help you navigate your surroundings or perhaps determine your next course of action. Often, the stars have led you to places of great adventure, where you find new experiences and challenges. You might have come to make use of your talents as a guide for traveling groups, or maybe you preferred using your talents in pursuing a star-driven journey for personal enlightenment. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in [Survival](../../skills.md#Survival). Whenever you can clearly identify the stars, if you roll a success on a check to [Sense Direction](../../../Rules/actions/sense-direction.md) or otherwise orienteer, you get a critical success instead; if you roll a critical failure at such a check, you get a failure instead. \ No newline at end of file diff --git a/Compendium/character/backgrounds/nomad.md b/Compendium/character/backgrounds/nomad.md deleted file mode 100644 index 729fe485a..000000000 --- a/Compendium/character/backgrounds/nomad.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/assurance -- background/skill/survival -- compendium/src/pf2e/crb -aliases: ["Nomad"] ---- -# Nomad -*Source: Core Rulebook p. 63* - -Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and a [Lore](../../skills.md#Lore) skill related to one terrain you traveled in (such as [Desert Lore](../../skills.md#Lore) or [Swamp Lore](../../skills.md#Lore)). You gain the [Assurance](../../feats/assurance.md) skill feat with [Survival](../../skills.md#Survival). \ No newline at end of file diff --git a/Compendium/character/backgrounds/occult-librarian-som.md b/Compendium/character/backgrounds/occult-librarian-som.md deleted file mode 100644 index 801fe0d28..000000000 --- a/Compendium/character/backgrounds/occult-librarian-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/schooled-in-secrets -- background/skill/occultism -- compendium/src/pf2e/som -aliases: ["Occult Librarian"] ---- -# Occult Librarian -*Source: Secrets of Magic p. 29* - -Hours spent reading numerous compendiums dedicated to various occult topics honed your knowledge of these more obscure magical arts. You might have taken to adventuring to finance your acquisition of rare tomes, to explore occult mysteries that can't be found in the pages of a book, or perhaps to put your skills to the test. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Academia Lore](../../skills.md#Lore) skill. You gain the [Schooled in Secrets](../../feats/schooled-in-secrets-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/oenopion-ooze-tender-lowg.md b/Compendium/character/backgrounds/oenopion-ooze-tender-lowg.md deleted file mode 100644 index b20b1a381..000000000 --- a/Compendium/character/backgrounds/oenopion-ooze-tender-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/dubious-knowledge -- background/skill/crafting -- compendium/src/pf2e/lowg -aliases: ["Oenopion Ooze-tender"] ---- -# Oenopion Ooze-tender -*Source: Lost Omens: World Guide p. 82* - -Your apprenticeship in one of Oenopion's unorthodox arcane and alchemical academies instilled in you a deep reservoir of mostly reliable esoteric knowledge, not to mention a deep resentment born of countless hours spent mucking ooze pens and feeding helpless creatures to ravenous, belching jellies and gelatinous puddings. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Ooze Lore](../../skills.md#Lore) skill. You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/once-bitten-lokl.md b/Compendium/character/backgrounds/once-bitten-lokl.md deleted file mode 100644 index 36632506b..000000000 --- a/Compendium/character/backgrounds/once-bitten-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/skill/medicine -- compendium/src/pf2e/lokl -aliases: ["Once Bitten"] ---- -# Once Bitten -*Source: Lost Omens: Knights of Lastwall p. 73* - -After an altercation with an undead creature, you feared you might be infected. Either through medical intervention, luck, or misunderstanding how undeath spreads, your fears abated. However, your brush with living death taught you the value of life. You do whatever you can to avoid the end you thought you'd been fated. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Undead Lore](../../skills.md#Lore) skill. You gain the [Battle Medicine](../../feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/onyx-trader-lowg.md b/Compendium/character/backgrounds/onyx-trader-lowg.md deleted file mode 100644 index a1588f007..000000000 --- a/Compendium/character/backgrounds/onyx-trader-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/multilingual -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Onyx Trader"] ---- -# Onyx Trader -*Source: Lost Omens: World Guide p. 46* - -Oprak doesn't share the secrets of the Onyx Vault with many, but you are one of the lucky few to be permitted into the heart of the nation. You have traveled the extradimensional paths of the Stone Roads and traded goods across a wide variety of lands. You've learned to step lively in foreign markets of all types. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Mercantile Lore](../../skills.md#Lore) skill. You gain the [Multilingual](../../feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/osirionologist-lowg.md b/Compendium/character/backgrounds/osirionologist-lowg.md deleted file mode 100644 index 5b54bfb68..000000000 --- a/Compendium/character/backgrounds/osirionologist-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/oddity-identification -- background/skill/occultism -- compendium/src/pf2e/lowg -aliases: ["Osirionologist"] ---- -# Osirionologist -*Source: Lost Omens: World Guide p. 58* - -Whether you're a fascinated outsider or a local proud of your nation's storied past, you're a devoted student of Osirion's history. - -You might be a traveling professor, a member of a society like the Pathfinders or the Esoteric Order of the Palatine Eye, or even a simple tomb robber cashing in on the glories of the past. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Ancient Osirion Lore](../../skills.md#Lore) skill. You gain the [Oddity Identification](../../feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/otherworldly-mission-g-g.md b/Compendium/character/backgrounds/otherworldly-mission-g-g.md deleted file mode 100644 index b0f3889e5..000000000 --- a/Compendium/character/backgrounds/otherworldly-mission-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/skill/religion -- compendium/src/pf2e/g&g -aliases: ["Otherworldly Mission"] ---- -# Otherworldly Mission -*Source: Guns & Gears p. 125* - -You're called to serve a specific purpose—your deity told you so, and so it must be true. Maybe you grew up knowing all along, or maybe it came to you one day in a vision, clear as a bell and twice as loud. You have some task that only you can accomplish. You mission might be as dangerous as killing a deadly tyrant or as simple as opening a particular door on a particular day. - -You should work with your GM on how to handle the truth of your character's backstory or leave it to the GM to decide in secret. Is this call to action a message from the character's own mind, are they being manipulated by some manner of supernatural entity, or are they actually getting marching orders from one of the deities of the setting? Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in [Religion](../../skills.md#Religion). Once per adventure, you can ask the voice you believe to be a deity for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn't always safe, but it's usually interesting. \ No newline at end of file diff --git a/Compendium/character/backgrounds/out-of-towner-aoa0.md b/Compendium/character/backgrounds/out-of-towner-aoa0.md deleted file mode 100644 index 61e57d914..000000000 --- a/Compendium/character/backgrounds/out-of-towner-aoa0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/hobnobber -- background/skill/diplomacy -- compendium/src/pf2e/aoa0 -aliases: ["Out-of-towner"] ---- -# Out-of-towner -*Source: Age of Ashes Player's Guide p. 5* - -You've never been to Breachill, nor do you have roots in the town, but as chance has it you find yourself visiting. - -You might be here traveling with a friend, visiting an old acquaintance, or merely here to see a new part of the world. Before coming to town, though, you spent many years living with an ancestry other than your own, and your diverse childhood has left you with an open mind and a curious nature. - -You're excited to meet new people and cultures, and answering the Call for Heroes seems to be an interesting way to do so. - -Choose two ability boosts. One must be Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and one of the following [Lore](../../skills.md#Lore) skills thematically associated with the members of the ancestry you grew up with: Dwarf, Elf, Gnome, Goblin, or Halfling. You gain the [Hobnobber](../../feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/outrider-apg.md b/Compendium/character/backgrounds/outrider-apg.md deleted file mode 100644 index 075d3ea19..000000000 --- a/Compendium/character/backgrounds/outrider-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/express-rider -- background/skill/nature -- compendium/src/pf2e/apg -aliases: ["Outrider"] ---- -# Outrider -*Source: Advanced Player's Guide p. 48* - -In your youth, you galloped on horseback over vast prairies, serving as a vanguard for your settlement, an army, or another group. Seeing so many different lands built a thirst in you to adventure and explore the world instead of just racing past it. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill and the [Plains Lore](../../skills.md#Lore) skill. - -You gain the [Express Rider](../../feats/express-rider-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/ozem-experience-lokl.md b/Compendium/character/backgrounds/ozem-experience-lokl.md deleted file mode 100644 index 5dee5f286..000000000 --- a/Compendium/character/backgrounds/ozem-experience-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/strength -- background/skill/society -- compendium/src/pf2e/lokl -aliases: ["Ozem Experience"] ---- -# Ozem Experience -*Source: Lost Omens: Knights of Lastwall p. 73* - -You or someone close to you worked with the Knights of Ozem before Lastwall fell. In addition to knowledge of the organization's tenets and goals, you have germane understanding of the order's history. You believe there are valuable lessons in the Knights of Ozem's exploits. - -Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Warfare Lore](../../skills.md#Lore) skill. You gain the [Courtly Graces](../../feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/pathfinder-hopeful-lowg.md b/Compendium/character/backgrounds/pathfinder-hopeful-lowg.md deleted file mode 100644 index 3f9b0b1aa..000000000 --- a/Compendium/character/backgrounds/pathfinder-hopeful-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/additional-lore -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Pathfinder Hopeful"] ---- -# Pathfinder Hopeful -*Source: Lost Omens: World Guide p. 22* - -You've long wanted to join the adventurous Pathfinder Society. - -You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Pathfinder Society Lore](../../skills.md#Lore) skill. You gain the [Additional Lore](../../feats/additional-lore.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/pathfinder-recruiter-lopsg.md b/Compendium/character/backgrounds/pathfinder-recruiter-lopsg.md deleted file mode 100644 index 55463f169..000000000 --- a/Compendium/character/backgrounds/pathfinder-recruiter-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/group-impression -- background/skill/diplomacy -- background/skill/society -- compendium/src/pf2e/lopsg -aliases: ["Pathfinder Recruiter"] ---- -# Pathfinder Recruiter -*Source: Lost Omens: Pathfinder Society Guide p. 8* - -The Pathfinder Society's always on the lookout for talent, but that talent rarely just stumbles into the Grand Lodge. Whether you're professionally trained to encourage new recruits or the [Society](../../skills.md#Society)'s own scouts identified your potential and raised you from childhood, you're committed to expanding the [Society](../../skills.md#Society)'s roster. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and a [Lore](../../skills.md#Lore) skill related to one city you've visited often. You gain the [Group Impression](../../feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/perfection-seeker-lowg.md b/Compendium/character/backgrounds/perfection-seeker-lowg.md deleted file mode 100644 index 1710ef0c9..000000000 --- a/Compendium/character/backgrounds/perfection-seeker-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/cat-fall -- background/skill/acrobatics -- compendium/src/pf2e/lowg -aliases: ["Perfection Seeker"] ---- -# Perfection Seeker -*Source: Lost Omens: World Guide p. 82* - -You aspire to perfect your body and mind in the tradition of Jalmeray's Houses of Perfection, honing your acrobatic skills and mental faculties in preparation for a lifetime pushing the edge of what most consider possible. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Acrobatics](../../skills.md#Acrobatics) skill as well as the [Warfare Lore](../../skills.md#Lore) skill. You gain the [Cat Fall](../../feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/pilgrim-apg.md b/Compendium/character/backgrounds/pilgrim-apg.md deleted file mode 100644 index 50e10a4f0..000000000 --- a/Compendium/character/backgrounds/pilgrim-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/pilgrims-token -- background/skill/religion -- compendium/src/pf2e/apg -aliases: ["Pilgrim"] ---- -# Pilgrim -*Source: Advanced Player's Guide p. 49* - -In your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Lore](../../skills.md#Lore) skill for your patron deity. You gain the [Pilgrim's Token](../../feats/pilgrims-token-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/pillar-lokl.md b/Compendium/character/backgrounds/pillar-lokl.md deleted file mode 100644 index 636ef48c1..000000000 --- a/Compendium/character/backgrounds/pillar-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/medicine -- background/skill/society -- background/skill/survival -- compendium/src/pf2e/lokl -aliases: ["Pillar"] ---- -# Pillar -*Source: Lost Omens: Knights of Lastwall p. 73* - -Not every Knight of Lastwall contributes to the crusade through combat. Pillars provide essential upkeep and service at camps, enjoying the same rank of knight as the crusaders and strategists for which the knights are known. You spent time as an assistant among the pillars, learning how noncombatants provide for the physical and mental wellbeing of an army. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in one of your choice of the [Medicine](../../skills.md#Medicine), [Society](../../skills.md#Society), or [Survival](../../skills.md#Survival) skills, as well as the [Labor Lore](../../skills.md#Lore) skill. You gain the [Additional Lore](../../feats/additional-lore.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/plant-whisperer-som.md b/Compendium/character/backgrounds/plant-whisperer-som.md deleted file mode 100644 index 73c4c9596..000000000 --- a/Compendium/character/backgrounds/plant-whisperer-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/natural-medicine -- background/skill/nature -- compendium/src/pf2e/som -aliases: ["Plant Whisperer"] ---- -# Plant Whisperer -*Source: Secrets of Magic p. 29* - -You've always had a green thumb, allowing you to care for plants that others found too difficult to grow and tend with a skill that borders on the magical. As you travel, you encounter all sorts of new plants and plant creatures, allowing you to expand your horizons and deepen your understanding of flora. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in [Nature](../../skills.md#Nature) and [Plant Lore](../../skills.md#Lore). You gain the [Natural Medicine](../../feats/natural-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/political-scion-aoe0.md b/Compendium/character/backgrounds/political-scion-aoe0.md deleted file mode 100644 index 94bc952f5..000000000 --- a/Compendium/character/backgrounds/political-scion-aoe0.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/hobnobber -- background/skill/diplomacy -- compendium/src/pf2e/aoe0 -aliases: ["Political Scion"] ---- -# Political Scion -*Source: Agents of Edgewatch Player's Guide p. 8* - -Like your parents and your parents before them, you initially followed the long path toward politics from an early age. Your close association with Absalom's upper echelons put you in touch with the city's various military or special operations units—the First Guard, the Wave Riders, the Varlokkur— though you avoided any actual duty with these groups. - -Thanks to your strict upbringing and the connections of your family, you soon became a lauded and highly respected member of Absalom's political elite. But you couldn't stifle a certain feeling that you were destined for more than simply filling the pointed shoes of your forebears. Despite your easily earned accolades and a relatively cushy life as a young lawyer or councilmember, you sought to do more with your diplomatic training and not live out the exact same life as your ancestors. - -Your decision to transfer to the Edgewatch has rubbed your traditionalist family the wrong way, and they've cut off the financial aid they've provided you your whole life. - -But you don't care—you know you're doing the right thing by taking on the rough jobs of a low-ranking guard, and you're ready to shine based on your own merits, not those of your lofty kin. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and [Legal Lore](../../skills.md#Lore). You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with members of Absalom's political establishment. You gain the [Hobnobber](../../feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/post-guard-of-all-trades-aoe0.md b/Compendium/character/backgrounds/post-guard-of-all-trades-aoe0.md deleted file mode 100644 index 4173cbc8e..000000000 --- a/Compendium/character/backgrounds/post-guard-of-all-trades-aoe0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/dubious-knowledge -- background/skill/performance -- compendium/src/pf2e/aoe0 -aliases: ["Post Guard Of All Trades"] ---- -# Post Guard Of All Trades -*Source: Agents of Edgewatch Player's Guide p. 8* - -Not all cops are passionate about their jobs. For some, the pursuit of justice is just another way to pay the bills. - -Honestly, it was probably the Post Guard's generous time-off policy that drew you to their service, and during your yearly sabbaticals you've dabbled in hobbies as diverse as fishing, baking, or even stand-up comedy. Even while on duty, you're probably idly fiddling with a lucky coin or practicing magic tricks with a deck of cards. You probably irritate your fellow guards a bit with your non sequiturs, casual attitude, and tendency to daydream, but results don't lie, and more often than not you prove your worth when the chips are down. - -For all the excitement of guarding Absalom's Postern Gate, the Post Guard wasn't really the right fit for someone as distractible as yourself, so your boss put in a "promotion" for you to transfer to the newly formed Edgewatch. You're all for the reassignment, since it will put you smack in the middle of the most entertaining and diverse gathering of the century, the Radiant Festival. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill, a [Lore](../../skills.md#Lore) skill of your choice, and you gain a bonus language. You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with Post Guards. You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/press-ganged-g-g.md b/Compendium/character/backgrounds/press-ganged-g-g.md deleted file mode 100644 index 232ab9bc4..000000000 --- a/Compendium/character/backgrounds/press-ganged-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/armor-assist -- background/skill/athletics -- compendium/src/pf2e/g&g -aliases: ["Press-ganged"] ---- -# Press-ganged -*Source: Guns & Gears p. 124* - -Was it five shots or six? It doesn't really matter in the end, because after those nice folks bought all your drinks, you woke up on the lowest rung of the ladder. Whether a crewmate on a ship, a conscript in an army, or something worse, you've nowhere to go but up. This background generally requires buy-in with the entire group to tell a story allowing you to play a character starting their adventuring due to circumstances outside their own control. However, you can also play a character who was once press-ganged and has since escaped that life. If you do, press-ganged doesn't have the [uncommon](../../../Rules/traits/uncommon.md) trait, and it has the same [mechanical](../../../Rules/traits/mechanical.md) effects either way. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Labor Lore](../../skills.md#Lore) skill. You gain the [Armor Assist](../../feats/armor-assist-apg.md) skill feat (Advanced Player's Guide 203). \ No newline at end of file diff --git a/Compendium/character/backgrounds/press-ganged-lowg.md b/Compendium/character/backgrounds/press-ganged-lowg.md deleted file mode 100644 index e9d511e8f..000000000 --- a/Compendium/character/backgrounds/press-ganged-lowg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/experienced-professional -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Press-ganged"] ---- -# Press-ganged -*Source: Lost Omens: World Guide p. 70* - -You were forced into service as a sailor against your will. - -Perhaps you were punished for a crime, were drafted into military service, are repaying a debt, or simply were abducted. - -Though you were initially trained as a simple deckhand, you may have subsequently studied a trade under one of the vessel's specialists. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Sailing Lore](../../skills.md#Lore) skill. You gain the [Experienced Professional](../../feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/printer-g-g.md b/Compendium/character/backgrounds/printer-g-g.md deleted file mode 100644 index 65434d2ec..000000000 --- a/Compendium/character/backgrounds/printer-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/multilingual -- background/skill/society -- compendium/src/pf2e/g&g -aliases: ["Printer"] ---- -# Printer -*Source: Guns & Gears p. 45* - -Keeping your finger on the pulse of the city, you write a small news broadsheet to sell on street corners. You rent the use of a printing press to achieve this goal, so you're familiar with such machines. However, people and their stories are your main focus, and you adventure to chase the latest scoop. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Scribing Lore](../../skills.md#Lore) skill. You gain the [Multilingual](../../feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/prisoner.md b/Compendium/character/backgrounds/prisoner.md deleted file mode 100644 index 2581fa64b..000000000 --- a/Compendium/character/backgrounds/prisoner.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/experienced-smuggler -- background/skill/stealth -- compendium/src/pf2e/crb -aliases: ["Prisoner"] ---- -# Prisoner -*Source: Core Rulebook p. 63* - -You might have been imprisoned for crimes (whether you were guilty or not), or enslaved for some part of your upbringing. - -In your adventuring life, you take full advantage of your newfound freedom. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Experienced Smuggler](../../feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md b/Compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md deleted file mode 100644 index bfdbce8e9..000000000 --- a/Compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/quick-identification -- background/skill/arcana -- compendium/src/pf2e/lowg -aliases: ["Purveyor Of The Bizarre"] ---- -# Purveyor Of The Bizarre -*Source: Lost Omens: World Guide p. 58* - -Whether in Katapesh or one of the bustling markets along the Path of Salt, you've spent enough time buying and selling ancient or unusual items to give you an instinctive ability to quickly sort valuable trinkets from worthless baubles. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Mercantile Lore](../../skills.md#Lore) skill. - -You gain the [Quick Identification](../../feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/pyre-tender-botd.md b/Compendium/character/backgrounds/pyre-tender-botd.md deleted file mode 100644 index 79f18a1b5..000000000 --- a/Compendium/character/backgrounds/pyre-tender-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/skill/crafting -- compendium/src/pf2e/botd -aliases: ["Pyre Tender"] ---- -# Pyre Tender -*Source: Book of the Dead p. 16* - -You're experienced at building funeral pyres. You might have lit flaming biers in the Land of the Linnorm Kings, tended the cremation pits of Cheliax or Vudra, or been a backwoods charcoal burner, using the right mixture of alchemy to act as an accelerant. However you worship, you know nothing sends off the departed like flame. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Funeral Lore](../../skills.md#Lore) skill. - -You gain the [Alchemical Crafting](../../feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/quick-lowg.md b/Compendium/character/backgrounds/quick-lowg.md deleted file mode 100644 index ee0c5ff92..000000000 --- a/Compendium/character/backgrounds/quick-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/charming-liar -- background/skill/deception -- compendium/src/pf2e/lowg -aliases: ["Quick"] ---- -# Quick -*Source: Lost Omens: World Guide p. 82* - -Staying alive among the scheming, ravenous undead of Geb required a deep knowledge of their motivations, capabilities, and weaknesses. More often than not, it also required the ability to weave alibis and life-preserving half-truths capable of swaying a stilled heart. - -Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Undead Lore](../../skills.md#Lore) skill. - -You gain the [Charming Liar](../../feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/raised-by-belief-logm.md b/Compendium/character/backgrounds/raised-by-belief-logm.md deleted file mode 100644 index c9628148d..000000000 --- a/Compendium/character/backgrounds/raised-by-belief-logm.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/divine-ability -- background/feat/assurance -- background/skill/acrobatics -- background/skill/arcana -- background/skill/athletics -- background/skill/crafting -- background/skill/deception -- background/skill/diplomacy -- background/skill/intimidation -- background/skill/medicine -- background/skill/nature -- background/skill/occultism -- background/skill/performance -- background/skill/religion -- background/skill/society -- background/skill/stealth -- background/skill/survival -- background/skill/thievery -- compendium/src/pf2e/logm -aliases: ["Raised by Belief"] ---- -# Raised by Belief -*Source: Lost Omens: Gods & Magic p. 9* - -Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a faith or philosophy. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion. - -Choose two ability boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free ability boost. - -You're trained in your deity's associated skill, and you gain Assurance with that skill. You gain a [Lore](../../skills.md#Lore) skill with a subcategory associated with your deity ([Abadar Lore](../../skills.md#Lore), for instance). \ No newline at end of file diff --git a/Compendium/character/backgrounds/ratted-out-gun-runner-ooa0.md b/Compendium/character/backgrounds/ratted-out-gun-runner-ooa0.md deleted file mode 100644 index ddc86dd08..000000000 --- a/Compendium/character/backgrounds/ratted-out-gun-runner-ooa0.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/skill/stealth -- compendium/src/pf2e/ooa0 -aliases: ["Ratted-Out Gun Runner"] ---- -# Ratted-Out Gun Runner -*Source: Outlaws of Alkenstar Player's Guide p. 12* - -Sure, you've got a checkered past. Who doesn't? It's hard to make a living in the City of Smog, so you did what you could to put silvers in your pocket and food on the table. You made a good deal of money selling firearms from the Gunworks to people who perhaps shouldn't have had them. You even worked with wasteland marauders a few times, sticking up Ustradi barges plying the river between the Gunworks and Alkenstar. Of course, you never hurt any innocents or did anything truly heinous; your criminal career was always just a matter of money. - -One day, a corrupt financier named Ambrost Mugland—a true crook if there ever was one—approached you, demanding a cut of your business. When you refused, he put in a word with the shieldmarshals that you'd be a certain somewhere at a certain time with a certain large quantity of illegally obtained firearms. - -Even though you escaped arrest, your identity was compromised, and your old accomplices have all turned their backs on you. Your gun-running days are clearly over. Now, you're just running. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Firearm Lore](../../skills.md#Lore) skill. You gain the [Experienced Smuggler](../../feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/razmiran-faithful-lowg.md b/Compendium/character/backgrounds/razmiran-faithful-lowg.md deleted file mode 100644 index 06720ebd3..000000000 --- a/Compendium/character/backgrounds/razmiran-faithful-lowg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/skill/intimidation -- compendium/src/pf2e/lowg -aliases: ["Razmiran Faithful"] ---- -# Razmiran Faithful -*Source: Lost Omens: World Guide p. 34* - -You serve a living god who rules upon the face of Golarion, and this gives your actions a divine mandate not to be trifled with. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Razmir Lore](../../skills.md#Lore) skill. You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/reborn-soul-da.md b/Compendium/character/backgrounds/reborn-soul-da.md deleted file mode 100644 index 4eed16746..000000000 --- a/Compendium/character/backgrounds/reborn-soul-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/skill/lore -- compendium/src/pf2e/da -aliases: ["Reborn Soul"] ---- -# Reborn Soul -*Source: Dark Archive p. 176* - -You were given a second opportunity at life by mysterious forces in the Lands of Second Souls. You remember your life before your death and now live with an extra lifetime of knowledge. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You become trained in two [Lore](../../skills.md#Lore) skills, which you and your GM choose from [Lore](../../skills.md#Lore) skills associated with your past life. At 3rd level, 7th level, and 15th level, you receive skill increases, which you can apply only to these [Lore](../../skills.md#Lore) skills. In certain situations analogous to your past life, fragments of memories resurface, potentially helping or distracting you. The GM can offer you a +1 circumstance bonus on skill checks with either of these [Lore](../../skills.md#Lore) skills or on other skill checks that echo your past life. If you accept but fail the check, you're [stupefied](../../../Rules/conditions.md#Stupefied) for 1 minute by the mental distraction of your past-life memories, or [stupefied](../../../Rules/conditions.md#Stupefied) for 1 minute on a critical failure. \ No newline at end of file diff --git a/Compendium/character/backgrounds/reclaimed-lokl.md b/Compendium/character/backgrounds/reclaimed-lokl.md deleted file mode 100644 index edc2df0de..000000000 --- a/Compendium/character/backgrounds/reclaimed-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/skill/intimidation -- compendium/src/pf2e/lokl -aliases: ["Reclaimed"] ---- -# Reclaimed -*Source: Lost Omens: Knights of Lastwall p. 73* - -A unit of Crimson Reclaimers saved you from certain death in the Gravelands. You spent time with one or more Crimson Reclaimers as they escorted you to safety, and you've learned the ways of this faction of the Knights of Lastwall. You consider yourself forever in their debt and defend their reputation unquestioningly against any accusations of duplicity. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Crimson Reclaimers Lore](../../skills.md#Lore) skill. You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/reclaimer-investigator-lokl.md b/Compendium/character/backgrounds/reclaimer-investigator-lokl.md deleted file mode 100644 index 48bbf9d69..000000000 --- a/Compendium/character/backgrounds/reclaimer-investigator-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/occultism -- compendium/src/pf2e/lokl -aliases: ["Reclaimer Investigator"] ---- -# Reclaimer Investigator -*Source: Lost Omens: Knights of Lastwall p. 73* - -You believe the mysterious patron of the Crimson Reclaimers has an ulterior motive that bedevils the Knights of Lastwall. - -Whatever the organization gains from the pact, some mysterious force with its own agenda and a need for anonymity benefits as well. You've made it your mission to determine what that agenda is before the patron decides it has manipulated from the shadows long enough. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Crimson Reclaimers Lore](../../skills.md#Lore) skill. You gain the [Oddity Identification](../../feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/refugee-apg.md b/Compendium/character/backgrounds/refugee-apg.md deleted file mode 100644 index 4bede696d..000000000 --- a/Compendium/character/backgrounds/refugee-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/streetwise -- background/skill/society -- compendium/src/pf2e/apg -aliases: ["Refugee"] ---- -# Refugee -*Source: Advanced Player's Guide p. 49* - -You come from a land very distant from the one you now find yourself in, driven by war, plague, or simply in the pursuit of opportunity. Regardless of your origin or the reason you left your home, you find yourself an outsider in this new land. - -Adventuring is a way to support yourself while offering hope to those who need it most. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and a [Lore](../../skills.md#Lore) skill related to the settlement you came from. You gain the [Streetwise](../../feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/relentless-dedication-lokl.md b/Compendium/character/backgrounds/relentless-dedication-lokl.md deleted file mode 100644 index 7c2ac41ff..000000000 --- a/Compendium/character/backgrounds/relentless-dedication-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- compendium/src/pf2e/lokl -aliases: ["Relentless Dedication"] ---- -# Relentless Dedication -*Source: Lost Omens: Knights of Lastwall p. 73* - -Recruiters invite many candidates like you to train to be Knights of Lastwall, but only a select few make the cut. Whereas others lose heart, your perseverance paid off. - -Your commitment to the cause is so clear, it overcame whatever disqualified your previous attempts to join the new Shining Crusade. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Warfare Lore](../../skills.md#Lore) skill, and you gain the [Canny Acumen](../../feats/canny-acumen.md) feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/reputation-seeker-aoa0.md b/Compendium/character/backgrounds/reputation-seeker-aoa0.md deleted file mode 100644 index 4c2aabe61..000000000 --- a/Compendium/character/backgrounds/reputation-seeker-aoa0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/terrain-expertise -- background/skill/survival -- compendium/src/pf2e/aoa0 -aliases: ["Reputation Seeker"] ---- -# Reputation Seeker -*Source: Age of Ashes Player's Guide p. 5* - -You're likely from Breachill, but unlike the Local Scion, your family has no notable legacy in the area. You might not even have much of a family at all to call your own, and could be an orphan. You've seen so many people make names for themselves that you set out on your own and spent some time abroad in the jungles or deserts of Garund or in the upper reaches of the Darklands—regions that proved too dangerous to remain in for long on your own. - -You returned home with more caution and knowledge of the world beyond Breachill's borders, but still determined to win fame. - -You've decided that joining an adventuring group would be the best way to secure aid in your quest to build your own reputation, and are attending the Call for Heroes to find such allies. - -Choose two ability boosts. One must be Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the Darklands, Desert, or [Jungle Lore](../../skills.md#Lore) skill. You gain the [Terrain Expertise](../../feats/terrain-expertise.md) skill feat (underground if you have [Darklands Lore](../../skills.md#Lore), desert if you have [Desert Lore](../../skills.md#Lore), or forest if you have [Jungle Lore](../../skills.md#Lore)). \ No newline at end of file diff --git a/Compendium/character/backgrounds/returned-apg.md b/Compendium/character/backgrounds/returned-apg.md deleted file mode 100644 index 9111a6ef4..000000000 --- a/Compendium/character/backgrounds/returned-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/additional-lore -- background/feat/diehard -- compendium/src/pf2e/apg -aliases: ["Returned"] ---- -# Returned -*Source: Advanced Player's Guide p. 51* - -You died and miraculously returned with knowledge of the realms beyond death and a stronger link to life. Some dead and undead souls might feel a strange, instinctual kinship with you. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You gain the [Diehard](../../feats/diehard.md) feat and the [Additional Lore](../../feats/additional-lore.md) feat for [Boneyard Lore](../../skills.md#Lore). \ No newline at end of file diff --git a/Compendium/character/backgrounds/returning-descendant-aoa0.md b/Compendium/character/backgrounds/returning-descendant-aoa0.md deleted file mode 100644 index 3f4dc3d8f..000000000 --- a/Compendium/character/backgrounds/returning-descendant-aoa0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/pickpocket -- background/skill/thievery -- compendium/src/pf2e/aoa0 -aliases: ["Returning Descendant"] ---- -# Returning Descendant -*Source: Age of Ashes Player's Guide p. 5* - -You aren't from Breachill yourself—you might not even be from Isger or Avistan at all. You've lived a hard life, in any event. You have often had to make tough decisions, and have developed a knack for understanding how things work (and the best way to take them apart) that has helped you support yourself. Recently you discovered that an ancestor was from the town of Breachill and had a modest career as an adventurer. You can't help but wonder if you would have had an easier life if you'd grown up there instead, and have decided to seek out this small town to learn more about it. - -You've decided to respond to the Call for Heroes to follow in your ancestor's footsteps, either to honor their memory or accomplish the great deeds they did not. - -Choose two ability boosts. One must be Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Thievery](../../skills.md#Thievery) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Pickpocket](../../feats/pickpocket.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/revenant-g-g.md b/Compendium/character/backgrounds/revenant-g-g.md deleted file mode 100644 index 471c67182..000000000 --- a/Compendium/character/backgrounds/revenant-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/skill/religion -- compendium/src/pf2e/g&g -aliases: ["Revenant"] ---- -# Revenant -*Source: Guns & Gears p. 125* - -You died. No real doubt about that. Bullet to the brain or knife to the throat, you were dead as dead can be. Then you got back up again. Maybe you had some unfinished business, or maybe you were just so tough and so mean that Hell itself spat you out. Either way, you came back for a reason. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in [Religion](../../skills.md#Religion) and [Boneyard Lore](../../skills.md#Lore). You're still alive, not [undead](../../../Rules/traits/undead.md), but you have the [negative healing](../../../Rules/abilities/negative-healing-b2.md) ability, which means you're harmed by positive damage and healed by [negative](../../../Rules/traits/negative.md) effects as if you were [undead](../../../Rules/traits/undead.md). \ No newline at end of file diff --git a/Compendium/character/backgrounds/rigger-ec0.md b/Compendium/character/backgrounds/rigger-ec0.md deleted file mode 100644 index 4182e32d0..000000000 --- a/Compendium/character/backgrounds/rigger-ec0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/combat-climber -- background/skill/athletics -- compendium/src/pf2e/ec0 -aliases: ["Rigger"] ---- -# Rigger -*Source: Extinction Curse Player's Guide p. 6* - -You've worked as a roustabout to erect tents and set up rigging for acrobatic performances; you've sometimes even aided aerialists and acrobats in their death-defying training. - -Even though your work is often done before the crowds arrive, you know your skills contribute to the success and safety of the circus. Mistress Dusklight treats her roustabouts as little more than slaves, and you've resolved to join a company where your expertise is appreciated. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Circus Lore](../../skills.md#Lore) skill. You gain the [Combat Climber](../../feats/combat-climber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/rivethun-adherent-lowg.md b/Compendium/character/backgrounds/rivethun-adherent-lowg.md deleted file mode 100644 index e048874e8..000000000 --- a/Compendium/character/backgrounds/rivethun-adherent-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/recognize-spell -- background/skill/occultism -- compendium/src/pf2e/lowg -aliases: ["Rivethun Adherent"] ---- -# Rivethun Adherent -*Source: Lost Omens: World Guide p. 130* - -You have spent time learning the practices and traditions of the ancient Rivethun dwarven shamans and can recognize all sorts of magic. You may have chosen your own road since then, or you may remain an adherent of the philosophy. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Spirit Lore](../../skills.md#Lore) skill. - -You gain the [Recognize Spell](../../feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/root-worker-apg.md b/Compendium/character/backgrounds/root-worker-apg.md deleted file mode 100644 index c5f346440..000000000 --- a/Compendium/character/backgrounds/root-worker-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/root-magic -- background/skill/occultism -- compendium/src/pf2e/apg -aliases: ["Root Worker"] ---- -# Root Worker -*Source: Advanced Player's Guide p. 49* - -Some ailments can't be cured by herbs alone. You learned ritual remedies as well, calling on nature spirits to soothe aches and ward off the evil eye. Taking up with adventurers has given you company on the road, as well as protection from those who would brand you a fake—or worse. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Herbalism Lore](../../skills.md#Lore) skill. You gain the [Root Magic](../../feats/root-magic-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/rostland-partisan-lowg.md b/Compendium/character/backgrounds/rostland-partisan-lowg.md deleted file mode 100644 index b175ea0c4..000000000 --- a/Compendium/character/backgrounds/rostland-partisan-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/group-impression -- background/skill/diplomacy -- compendium/src/pf2e/lowg -aliases: ["Rostland Partisan"] ---- -# Rostland Partisan -*Source: Lost Omens: World Guide p. 34* - -You grew up among the southern houses of Brevoy in old Rostland. You're accustomed to arguing from a position of underappreciated worth. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Politics Lore](../../skills.md#Lore) skill. - -You gain the [Group Impression](../../feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/royalty-apg.md b/Compendium/character/backgrounds/royalty-apg.md deleted file mode 100644 index f39e1b96e..000000000 --- a/Compendium/character/backgrounds/royalty-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/courtly-graces -- background/skill/society -- compendium/src/pf2e/apg -aliases: ["Royalty"] ---- -# Royalty -*Source: Advanced Player's Guide p. 51* - -You are a prominent member of a royal family. You have taken up the life of an adventurer—perhaps you're a deposed queen hoping to regain her throne, a prince seeking a more exciting life, or a princess on a secret mission. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You are trained in [Society](../../skills.md#Society). You gain the [Courtly Graces](../../feats/courtly-graces.md) skill feat and can influence commoners in your family's territory, as well as nobility anywhere. If you later gain the [Connections](../../feats/connections.md) skill feat, you automatically have common and noble connections within any community in your royal family's territory and have noble connections in large communities outside your territory. \ No newline at end of file diff --git a/Compendium/character/backgrounds/ruby-phoenix-fanatic-frp0.md b/Compendium/character/backgrounds/ruby-phoenix-fanatic-frp0.md deleted file mode 100644 index a4c946031..000000000 --- a/Compendium/character/backgrounds/ruby-phoenix-fanatic-frp0.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/dubious-knowledge -- compendium/src/pf2e/frp0 -aliases: ["Ruby Phoenix Fanatic"] ---- -# Ruby Phoenix Fanatic -*Source: Fists of the Ruby Phoenix Player's Guide p. 7* - -Have you heard of the peerless sorcerer Hao Jin, also known as the Ruby Phoenix? Of course you have! You're her biggest fan! She's got amazing powers of self-resurrection, her hair is as red and fiery as a phoenix, and she has a huge vault full of the most incredible treasures in the multiverse. - -Now she's finally back from a mysterious 300-year quest on the plane of Axis so she can host this year's Ruby Phoenix Tournament—and you can't wait to meet her! In order to get as close to Hao Jin as possible, you've researched everything there is to know about the Ruby Phoenix's home, her planar escapades, and her competition. - -You've also trained your body to prove yourself a worthy champion. When Hao Jin's committee invited you and some friends to take part in the tournament's prequalifier, you just about fainted from excitement. Is your dream of meeting the Ruby Phoenix about to come true? As long as you win enough matches to get into the actual tournament, it just might! Just try not to act too star-struck when you finally get a chance to talk to her, okay? Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Axis Lore](../../skills.md#Lore), [Gladiatorial Lore](../../skills.md#Lore), and [Goka Lore](../../skills.md#Lore) skills. You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/ruin-delver-av0.md b/Compendium/character/backgrounds/ruin-delver-av0.md deleted file mode 100644 index 63cf36832..000000000 --- a/Compendium/character/backgrounds/ruin-delver-av0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/cat-fall -- background/skill/acrobatics -- compendium/src/pf2e/av0 -aliases: ["Ruin Delver"] ---- -# Ruin Delver -*Source: Abomination Vaults Player's Guide p. 4* - -You've looked through some of the smaller ruins in the Otari hinterlands but have never quite built up the courage to check out the creepy lighthouse called Gauntlight. - -You've heard that these ruins are pretty well picked over, and mostly collapsed, but you always planned to some day explore them and perhaps find some bauble left behind from the centuries-old battle where the Roseguard slew an evil sorcerer. You know that the crumbled stone of old ruins has a tendency to shift, so you'd better step lightly if you get the chance to explore Gauntlight. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in [Acrobatics](../../skills.md#Acrobatics) and the [Roseguard Lore](../../skills.md#Lore) skill. You gain the [Cat Fall](../../feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/saboteur-g-g.md b/Compendium/character/backgrounds/saboteur-g-g.md deleted file mode 100644 index 7f8c68f16..000000000 --- a/Compendium/character/backgrounds/saboteur-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/concealing-legerdemain -- background/skill/thievery -- compendium/src/pf2e/g&g -aliases: ["Saboteur"] ---- -# Saboteur -*Source: Guns & Gears p. 45* - -Whether you do it for personal enjoyment or at the behest of a mercenary company or military organization, you have a knack for destroying things. You have a sense for an object or structure's weak spots and know where to deliver a hammer strike or alchemical bomb. You adventure to hone your skills or complete a particular mission. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Thievery](../../skills.md#Thievery) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Concealing Legerdemain](../../feats/concealing-legerdemain-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sailor.md b/Compendium/character/backgrounds/sailor.md deleted file mode 100644 index 5412a12e6..000000000 --- a/Compendium/character/backgrounds/sailor.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/underwater-marauder -- background/skill/athletics -- compendium/src/pf2e/crb -aliases: ["Sailor"] ---- -# Sailor -*Source: Core Rulebook p. 63* - -You heard the call of the sea from a young age. Perhaps you signed onto a merchant's vessel, joined the navy, or even fell in with a crew of pirates and scalawags. - -Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Sailing Lore](../../skills.md#Lore) skill. - -You gain the [Underwater Marauder](../../feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sally-guard-neophyte-aoe0.md b/Compendium/character/backgrounds/sally-guard-neophyte-aoe0.md deleted file mode 100644 index 0c73e0a61..000000000 --- a/Compendium/character/backgrounds/sally-guard-neophyte-aoe0.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/skill/nature -- compendium/src/pf2e/aoe0 -aliases: ["Sally Guard Neophyte"] ---- -# Sally Guard Neophyte -*Source: Agents of Edgewatch Player's Guide p. 8* - -You joined the Sally Guard, Westgate's guard precinct, at an early age, bringing with you the requisite steel armor, sword, and lance, though your gear is of dubious make. The other guards may have suspected that you were a novice with less combat experience than them; if so, you proved their suspicions on your first day of training when your mount immediately threw you in the mud. A supervisor took mercy on you and offered to transfer you to another guard unit in the city, promising that you'd have a place on the Sally Guard when you decided you were ready for the challenge. - -Biting your lip in shame, you took the Edgewatch reassignment in order to gain the experience necessary to go back to your home district with your head held high. - -You'll prove them wrong, one way or another, and show everyone that you can protect the ones you hold most dear. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill and your choice of [Hunting Lore](../../skills.md#Lore) or [Stabling Lore](../../skills.md#Lore). You start out with a riding horse, as well as a suit of shoddy [half plate](../../equipment/items/half-plate.md) armor, a shoddy [longsword](../../equipment/items/longsword.md), and a shoddy [lance](../../equipment/items/lance.md). \ No newline at end of file diff --git a/Compendium/character/backgrounds/saloon-entertainer-g-g.md b/Compendium/character/backgrounds/saloon-entertainer-g-g.md deleted file mode 100644 index 3a0240e24..000000000 --- a/Compendium/character/backgrounds/saloon-entertainer-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/virtuosic-performer -- background/skill/performance -- compendium/src/pf2e/g&g -aliases: ["Saloon Entertainer"] ---- -# Saloon Entertainer -*Source: Guns & Gears p. 123* - -All you want to do is entertain the people, but sure enough, bad news seems to follow you. Gunfights, brawls, robberies, and more befall establishments you play at, and word is quick to spread. Keep one town ahead of the gossip, and you just might be able to play a gig, command a stage, or run a table again. - -Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and a [Lore](../../skills.md#Lore) skill of your choice. You gain the [Virtuosic Performer](../../feats/virtuosic-performer.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sarkorian-reclaimer-lowg.md b/Compendium/character/backgrounds/sarkorian-reclaimer-lowg.md deleted file mode 100644 index c0205fd19..000000000 --- a/Compendium/character/backgrounds/sarkorian-reclaimer-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/battle-medicine -- background/skill/medicine -- compendium/src/pf2e/lowg -aliases: ["Sarkorian Reclaimer"] ---- -# Sarkorian Reclaimer -*Source: Lost Omens: World Guide p. 34* - -Whether you trace your heritage to lost Sarkoris or are a crusader trying to atone for past fanatics' wrongs, you seek to liberate the Sarkorian homeland from the demons who have defiled it. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Abyssal Lore](../../skills.md#Lore) skill. - -You gain the [Battle Medicine](../../feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sarkorian-survivor-lowg.md b/Compendium/character/backgrounds/sarkorian-survivor-lowg.md deleted file mode 100644 index 7ffc52e27..000000000 --- a/Compendium/character/backgrounds/sarkorian-survivor-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/forager -- background/skill/survival -- compendium/src/pf2e/lowg -aliases: ["Sarkorian Survivor"] ---- -# Sarkorian Survivor -*Source: Lost Omens: World Guide p. 34* - -The devastation and carnage of the Worldwound were nearly complete, but you somehow managed to survive it. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Sarkorian History Lore](../../skills.md#Lore) skill. You gain the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/saved-by-clockwork-g-g.md b/Compendium/character/backgrounds/saved-by-clockwork-g-g.md deleted file mode 100644 index 72f549809..000000000 --- a/Compendium/character/backgrounds/saved-by-clockwork-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/strength -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Saved By Clockwork"] ---- -# Saved By Clockwork -*Source: Guns & Gears p. 47* - -Through bloody combat, a terrible accident, or purposeful sacrifice, you've lost some piece of your body that has been replaced with a clockwork mechanism. - -Whether your arm is now a whirring series of pumps, steel coils, and iron gears; your heart a intricate crystal clock that requires winding every day; or your lower leg a sculpted metal tube powered by adamantine springs and steam, part of you needs regular maintenance and repair. You might have received instructions from the brilliant inventor who saved you, or you might have woken up on a battlefield with no memory of the procedure or the individuals involved. Regardless, you possess the knowledge to take care of yourself—even if it's how to wind a key in your own heart or reconstruct a mechanical foot. - -Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill. Every day you must perform 10 minutes of maintenance and wind up your clockwork parts, or you risk failure of the components, with consequences depending on what you replaced (determined by you and the GM). Your clockwork components allow you to react to danger with alacrity. You gain a +2 circumstance bonus to initiative rolls. \ No newline at end of file diff --git a/Compendium/character/backgrounds/scavenger-apg.md b/Compendium/character/backgrounds/scavenger-apg.md deleted file mode 100644 index 00ad1bc20..000000000 --- a/Compendium/character/backgrounds/scavenger-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/forager -- background/skill/survival -- compendium/src/pf2e/apg -aliases: ["Scavenger"] ---- -# Scavenger -*Source: Advanced Player's Guide p. 49* - -You've made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you've left that life behind, you still keep one eye on the ground out of habit. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Lore](../../skills.md#Lore) skill for the settlement you grew up scavenging in. You gain the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/scholar-of-the-ancients-lowg.md b/Compendium/character/backgrounds/scholar-of-the-ancients-lowg.md deleted file mode 100644 index e8847b778..000000000 --- a/Compendium/character/backgrounds/scholar-of-the-ancients-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/quick-identification -- background/skill/arcana -- compendium/src/pf2e/lowg -aliases: ["Scholar Of The Ancients"] ---- -# Scholar Of The Ancients -*Source: Lost Omens: World Guide p. 70* - -You're fascinated by the lost Azlanti Empire and have dedicated yourself to seeking out and studying every broken artifact or scrap of knowledge that remains, whether as an academic pursuit or simply for the joy of treasure hunting. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Azlant Lore](../../skills.md#Lore) skills. You gain the [Quick Identification](../../feats/quick-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/scholar.md b/Compendium/character/backgrounds/scholar.md deleted file mode 100644 index 6544f9e85..000000000 --- a/Compendium/character/backgrounds/scholar.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/assurance -- background/skill/arcana -- background/skill/nature -- background/skill/occultism -- background/skill/religion -- compendium/src/pf2e/crb -aliases: ["Scholar"] ---- -# Scholar -*Source: Core Rulebook p. 63* - -You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. - -Eventually, that curiosity led you to leave your studies and become an adventurer. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in your choice of the [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), or [Religion](../../skills.md#Religion) skill, and gain the [Assurance](../../feats/assurance.md) skill feat in your chosen skill. You're also trained in the [Academia Lore](../../skills.md#Lore) skill. \ No newline at end of file diff --git a/Compendium/character/backgrounds/scion-of-slayers-botd.md b/Compendium/character/backgrounds/scion-of-slayers-botd.md deleted file mode 100644 index 481f1f653..000000000 --- a/Compendium/character/backgrounds/scion-of-slayers-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/strength -- background/skill/athletics -- compendium/src/pf2e/botd -aliases: ["Scion of Slayers"] ---- -# Scion of Slayers -*Source: Book of the Dead p. 16* - -You were born into a lineage of undead slayers. No mere occupation, in your family slaying is a mantle of almost mystic responsibility passed from parent to child. Over the generations, this single-minded focus has begun to manifest in uncanny ways during combat. - -Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Undead Lore](../../skills.md#Lore) skill. You can cast [disrupt undead](../../spells/disrupt-undead.md) as an innate divine cantrip. - -You can use Intelligence as your spellcasting ability for this innate spell. \ No newline at end of file diff --git a/Compendium/character/backgrounds/scout.md b/Compendium/character/backgrounds/scout.md deleted file mode 100644 index 1837dc9e6..000000000 --- a/Compendium/character/backgrounds/scout.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/forager -- background/skill/survival -- compendium/src/pf2e/crb -aliases: ["Scout"] ---- -# Scout -*Source: Core Rulebook p. 64* - -You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and a [Lore](../../skills.md#Lore) skill related to one terrain you scouted in (such as [Forest Lore](../../skills.md#Lore) or [Cavern Lore](../../skills.md#Lore)). You gain the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/second-chance-champion-frp0.md b/Compendium/character/backgrounds/second-chance-champion-frp0.md deleted file mode 100644 index aca2c42ac..000000000 --- a/Compendium/character/backgrounds/second-chance-champion-frp0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/strength -- background/feat/cat-fall -- background/skill/acrobatics -- compendium/src/pf2e/frp0 -aliases: ["Second Chance Champion"] ---- -# Second Chance Champion -*Source: Fists of the Ruby Phoenix Player's Guide p. 7* - -You competed in the last Ruby Phoenix Tournament 10 years ago, though you didn't make it to the end. One wrong step, one mistimed punch, one blocked spell—whatever it was, that was all it took for your opponent to get the upper hand and knock you out of the tournament. Well, maybe it was a simple mistake or maybe you just weren't up to snuff, and you're too headstrong to admit it. - -Now, after training for a decade to ensure you don't repeat any of your prior mistakes, you've joined forces with a team of fellow fighters in order to maximize your odds of making it all the way to the finals. Whatever happened before, you've vowed to return to the ring in Goka for an epic rematch, and this time you're not walking out until you've been named Ruby Phoenix Champion. - -Choose two ability boosts. One must be to Dexterity or Strength, and one is a free ability boost. - -You're trained in [Acrobatics](../../skills.md#Acrobatics) and the [Gladiatorial Lore](../../skills.md#Lore) skill. You gain the [Cat Fall](../../feats/cat-fall.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/secular-medic-lowg.md b/Compendium/character/backgrounds/secular-medic-lowg.md deleted file mode 100644 index 047ddd8a4..000000000 --- a/Compendium/character/backgrounds/secular-medic-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/battle-medicine -- background/skill/medicine -- compendium/src/pf2e/lowg -aliases: ["Secular Medic"] ---- -# Secular Medic -*Source: Lost Omens: World Guide p. 58* - -You're from Rahadoum, where the Laws of Mortality taught you to reject the gods, yet you've seen firsthand how dangerous it can be to go without healing magic. As a result, you've thrown yourself into the study of medicine, so you can save lives without saving souls. - -Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and the [Anatomy Lore](../../skills.md#Lore) skill. - -You gain the [Battle Medicine](../../feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/seer-of-the-dead-som.md b/Compendium/character/backgrounds/seer-of-the-dead-som.md deleted file mode 100644 index 07aa1785c..000000000 --- a/Compendium/character/backgrounds/seer-of-the-dead-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/skill/religion -- compendium/src/pf2e/som -aliases: ["Seer Of The Dead"] ---- -# Seer Of The Dead -*Source: Secrets of Magic p. 31* - -You have long been gifted with the ability to see and speak with the departed. This could have manifested at your birth or when a chance encounter linked you inextricably to the spirits of the dead. Their constant presence might feel like a curse, or it might provide you with welcome companionship. - -You gain one ability boost. It must be to Constitution or Wisdom. - -You're trained in [Religion](../../skills.md#Religion) and [Undead Lore](../../skills.md#Lore). You gain the effects of the [spirit sense](../../spells/spirit-sense-apg.md) spell at all times. \ No newline at end of file diff --git a/Compendium/character/backgrounds/senghor-sailor-lowg.md b/Compendium/character/backgrounds/senghor-sailor-lowg.md deleted file mode 100644 index c59b87421..000000000 --- a/Compendium/character/backgrounds/senghor-sailor-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/quick-repair -- background/skill/crafting -- compendium/src/pf2e/lowg -aliases: ["Senghor Sailor"] ---- -# Senghor Sailor -*Source: Lost Omens: World Guide p. 94* - -As an experienced sailor from Senghor, you know that the only thing saving you from disaster on the high seas is a properly maintained ship. You know boat-building inside and out and you can quickly cobble together a solution in the event that something breaks. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Sailing Lore](../../skills.md#Lore) skill. You gain the [Quick Repair](../../feats/quick-repair.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sentinel-reflectance-lokl.md b/Compendium/character/backgrounds/sentinel-reflectance-lokl.md deleted file mode 100644 index d665cefb9..000000000 --- a/Compendium/character/backgrounds/sentinel-reflectance-lokl.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/skill/diplomacy -- compendium/src/pf2e/lokl -aliases: ["Sentinel Reflectance"] ---- -# Sentinel Reflectance -*Source: Lost Omens: Knights of Lastwall p. 73* - -Either through witnessing their deeds and devout heroics firsthand, or through reading chronicles of their exploits, the Shining Sentinels of the Knights of Lastwall inspire you. You may idealize their philosophy or one day hope to join their ranks; the Shining Sentinels are your guiding star. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Shining Sentinels Lore](../../skills.md#Lore) skill. You gain the [No Cause for Alarm](../../feats/no-cause-for-alarm-apg.md) skill feat (Advanced Player's Guide 208). \ No newline at end of file diff --git a/Compendium/character/backgrounds/servant-apg.md b/Compendium/character/backgrounds/servant-apg.md deleted file mode 100644 index a63ea8bb3..000000000 --- a/Compendium/character/backgrounds/servant-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/read-lips -- background/skill/society -- compendium/src/pf2e/apg -aliases: ["Servant"] ---- -# Servant -*Source: Advanced Player's Guide p. 49* - -You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you're adventuring for a change and finding that in this new role, the skills you've learned now serve you. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Labor Lore](../../skills.md#Lore) skill. - -You gain the [Read Lips](../../feats/read-lips.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/shadow-haunted-lowg.md b/Compendium/character/backgrounds/shadow-haunted-lowg.md deleted file mode 100644 index 527587485..000000000 --- a/Compendium/character/backgrounds/shadow-haunted-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/quick-coercion -- background/skill/intimidation -- compendium/src/pf2e/lowg -aliases: ["Shadow Haunted"] ---- -# Shadow Haunted -*Source: Lost Omens: World Guide p. 106* - -You are from Nidal, and regardless of your personal values, Zon-Kuthon has a claim on your soul due to an ancient pact. The Midnight Lord's unsettling influence is bred deep into your bones. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Shadow Plane Lore](../../skills.md#Lore) skill. You gain the [Quick Coercion](../../feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sheriff-g-g.md b/Compendium/character/backgrounds/sheriff-g-g.md deleted file mode 100644 index ff5c92f10..000000000 --- a/Compendium/character/backgrounds/sheriff-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/group-coercion -- background/skill/intimidation -- compendium/src/pf2e/g&g -aliases: ["Sheriff"] ---- -# Sheriff -*Source: Guns & Gears p. 124* - -You hold an official title of sheriff or deputy in a small community. Those that would do harm to others flee your gaze, for they know it brings the promise of castigation. - -You protect your town, watch over those who have placed their trust in you, and make sure those that would do others harm are brought to justice. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Hunting Lore](../../skills.md#Lore) skill. You gain the [Group Coercion](../../feats/group-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/shoanti-name-bearer-lowg.md b/Compendium/character/backgrounds/shoanti-name-bearer-lowg.md deleted file mode 100644 index 870a8b008..000000000 --- a/Compendium/character/backgrounds/shoanti-name-bearer-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/combat-climber -- background/skill/athletics -- compendium/src/pf2e/lowg -aliases: ["Shoanti Name-bearer"] ---- -# Shoanti Name-bearer -*Source: Lost Omens: World Guide p. 118* - -You are a member of a Shoanti quah and have gone through its coming of age ceremony, gaining the traditional tattoo of your quah and earning your adult name. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Quah Lore](../../skills.md#Lore) skill. You gain the [Combat Climber](../../feats/combat-climber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/shory-seeker-lowg.md b/Compendium/character/backgrounds/shory-seeker-lowg.md deleted file mode 100644 index c58e0ecaa..000000000 --- a/Compendium/character/backgrounds/shory-seeker-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/specialty-crafting -- background/skill/crafting -- compendium/src/pf2e/lowg -aliases: ["Shory Seeker"] ---- -# Shory Seeker -*Source: Lost Omens: World Guide p. 94* - -You've dedicated your life to unraveling the secrets of the ancient Shory Empire, either through meticulous research or by traveling into dangerous and distant ruins to track down longlost artifacts. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Shory Lore](../../skills.md#Lore) skill. You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sign-bound-lotg.md b/Compendium/character/backgrounds/sign-bound-lotg.md deleted file mode 100644 index 2b2884f55..000000000 --- a/Compendium/character/backgrounds/sign-bound-lotg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/boost/dexterity -- background/boost/intelligence -- background/boost/strength -- background/boost/wisdom -- compendium/src/pf2e/lotg -aliases: ["Sign Bound"] ---- -# Sign Bound -*Source: Lost Omens: Travel Guide p. 122* - -You were born under a powerful manifestation of a specific constellation, and its connection to you is obvious. You tend to feel most at ease while your constellation is prominent and can draw upon your sign's influence from time to time. When you gain this background, choose a specific constellation, such as the Thrush or the Wagon. Your associated constellation determines one of the ability boosts you gain and an innate spell. The list includes benefits for the constellations of the [Cosmic Caravan](../../setting/deities/cosmic-caravan-lotg.md), but you might have been born under a different constellation and gain different benefits as determined by the GM. - -Choose two ability boosts. One must be to the ability tied to your sign, and one is a free ability boost. - -You're trained in [Astrology Lore](../../skills.md#Lore). You also gain the ability to cast an occult innate spell, as determined by your sign. The frequency with which you can cast this spell is listed below; cantrips can be used as often as you wish. As normal, you cast non-cantrip innate spells at the lowest level available to that spell, such as 2nd level for [speak with animals](../../spells/speak-with-animals.md), and cantrips are heightened to half your level. Additionally, once during the prominent time for your sign (such as 12 Pharast–18 Gozran for the Bridge), you can cast your sign's spell without expending its normal use. - -- **The Thrush (Dexterity)** [ghost sound](../../spells/ghost-sound.md); at will -- **The Lantern Bearer (Wisdom)** [light](../../spells/light.md); at will -- **The Newlyweds (Charisma)** [charm](../../spells/charm.md); once per day -- **The Bridge (Constitution)** [endure elements](../../spells/endure-elements.md); once per week -- **The Daughter (Charisma)** [guidance](../../spells/guidance.md); at will -- **The Rider (Strength)** [phantom steed](../../spells/phantom-steed.md); once per week -- **The Patriarch (Strength)** [know direction](../../spells/know-direction.md); at will -- **The Wagon (Constitution)** [longstrider](../../spells/longstrider.md); once per week -- **The Pack (Dexterity)** [speak with animals](../../spells/speak-with-animals.md); once per week -- **The Mother (Wisdom)** [remove fear](../../spells/remove-fear.md); once per week -- **The Star Gazer (Intelligence)** [true strike](../../spells/true-strike.md); once per week -- **The Stranger (Charisma)** [message](../../spells/message.md); at will -- **The Follower (Intelligence)** [stabilize](../../spells/stabilize.md); at will \ No newline at end of file diff --git a/Compendium/character/backgrounds/sleepless-suns-star-aoe0.md b/Compendium/character/backgrounds/sleepless-suns-star-aoe0.md deleted file mode 100644 index d8423281d..000000000 --- a/Compendium/character/backgrounds/sleepless-suns-star-aoe0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/multilingual -- background/skill/society -- compendium/src/pf2e/aoe0 -aliases: ["Sleepless Suns Star"] ---- -# Sleepless Suns Star -*Source: Agents of Edgewatch Player's Guide p. 9* - -Among your fellow guards who patrol the Foreign Quarter, you're something of a big deal. Your good work and big personality have made a big enough splash that word has gotten out about your status as a rising star among the watchdogs of Absalom. Your popularity has also earned you the trust of many citizens of the Foreign Quarter. - -Your laudable performance has earned you a transfer to the newly formed Edgewatch in the Precipice Quarter, where you'll put your formidable reputation to good use by patrolling the Radiant Festival and ensuring the safety of Absalom's most vulnerable visitors. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society), plus either [Gladiatorial Lore](../../skills.md#Lore) or [Genealogy Lore](../../skills.md#Lore). You gain a +1 circumstance bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) checks to interact with members of the Sleepless Suns and residents of the Foreign Quarter. You gain the [Multilingual](../../feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/snubbed-out-stoolie-ooa0.md b/Compendium/character/backgrounds/snubbed-out-stoolie-ooa0.md deleted file mode 100644 index 625ef2e1f..000000000 --- a/Compendium/character/backgrounds/snubbed-out-stoolie-ooa0.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/skill/deception -- compendium/src/pf2e/ooa0 -aliases: ["Snubbed Out Stoolie"] ---- -# Snubbed Out Stoolie -*Source: Outlaws of Alkenstar Player's Guide p. 12* - -You were once a distinguished informant for the shieldmarshals, working deep undercover to infiltrate gangs of bootleggers and assassins. Then, one day, you discovered that the records of your service had all been completely destroyed. In an instant, you were no longer an elite spy impersonating a criminal—you were just a plain criminal. - -Now, not a trace remains of your work for the city. - -Not only is it as though you were never a shieldmarshal at all, but you've got a rap sheet implicating you as a key member in the criminal organizations you spent your career infiltrating. Luckily, no one could take away the skills you learned from your deep-cover missions, and your new notoriety has earned you quite a reputation among Alkenstar's criminal elite. Through your underworld connections, you've identified Deputy Shieldmarshal Anjelique Loveless as the one responsible for your fall from grace. It seems you were onto something that she didn't want you to know about, but there's only one way to figure out exactly why Loveless ruined your reputation and gave you your outlaw status—find her. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Lie to Me](../../feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sodden-scavenger-lowg.md b/Compendium/character/backgrounds/sodden-scavenger-lowg.md deleted file mode 100644 index a45153868..000000000 --- a/Compendium/character/backgrounds/sodden-scavenger-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/forager -- background/skill/survival -- compendium/src/pf2e/lowg -aliases: ["Sodden Scavenger"] ---- -# Sodden Scavenger -*Source: Lost Omens: World Guide p. 94* - -You've managed to eke out an existence in the storm-wracked Sodden Lands and have become an expert at scavenging food and tools. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Swamp Lore](../../skills.md#Lore) skill. - -You gain the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/song-of-the-deep-som.md b/Compendium/character/backgrounds/song-of-the-deep-som.md deleted file mode 100644 index e227b1bb4..000000000 --- a/Compendium/character/backgrounds/song-of-the-deep-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/boost/strength -- background/skill/athletics -- compendium/src/pf2e/som -aliases: ["Song Of The Deep"] ---- -# Song Of The Deep -*Source: Secrets of Magic p. 31* - -During a sea voyage, you washed overboard, ingested sea water, and drowned. Merfolk, kelpies, sea serpents, or another magical denizen of the sea pulled your unconscious body from the briny depths. Having spent so much time underwater, your lungs were filled with salt water. To restore your ability to breathe, they exhaled into your lungs and shared the ability to breathe underwater in the process. You came back with the ability to breathe water, as well as a newfound knowledge of your time beneath the waves. - -You gain one ability boost. It must be to Strength, Constitution, or Charisma. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Ocean Lore](../../skills.md#Lore) skill. You have the ability to breathe underwater. - -**Special** You can choose to lose the ability to breathe air when you take this background, making you only able to breathe underwater. If you do, you gain a second ability boost, which is a free ability boost. \ No newline at end of file diff --git a/Compendium/character/backgrounds/spell-seeker-lopsg.md b/Compendium/character/backgrounds/spell-seeker-lopsg.md deleted file mode 100644 index 21716c759..000000000 --- a/Compendium/character/backgrounds/spell-seeker-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/recognize-spell -- background/skill/arcana -- compendium/src/pf2e/lopsg -aliases: ["Spell Seeker"] ---- -# Spell Seeker -*Source: Lost Omens: Pathfinder Society Guide p. 8* - -Conventional magic can only hold your attention for so long. - -Instead, you've devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in either the [Arcana](../../skills.md#Arcana) skill or Occult skill, as well as the [Library Lore](../../skills.md#Lore) skill. You gain the [Recognize Spell](../../feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sponsored-by-a-stranger-sot0.md b/Compendium/character/backgrounds/sponsored-by-a-stranger-sot0.md deleted file mode 100644 index 9fd608976..000000000 --- a/Compendium/character/backgrounds/sponsored-by-a-stranger-sot0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/nature -- background/skill/occultism -- compendium/src/pf2e/sot0 -aliases: ["Sponsored By A Stranger"] ---- -# Sponsored By A Stranger -*Source: Strength of Thousands Player's Guide p. 6* - -You remember the day the stranger approached you to make several peculiar inquiries. You don't remember much about them, other than a large head and a frail body. At first, the stranger's questions seemed odd: how might forgotten history nevertheless shape the present, whether an insect hive mind could be manipulated at a distance, and so on. You don't remember all of the questions, and you don't know why you could refuse to answer some but felt compelled to answer others. The stranger nevertheless seemed pleased with your responses and insisted you would find study at the Magaambya enlightening. You never saw them again, but you're now here at the Magaambya, with more questions than answers about your future. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in your choice of the [Occultism](../../skills.md#Occultism) or [Nature](../../skills.md#Nature) skill. You gain your choice of the [Dubious Knowledge](../../feats/dubious-knowledge.md) or [Quick Identification](../../feats/quick-identification.md) skill feat. You're also trained in [Insect Lore](../../skills.md#Lore). - -Your recommended primary branch is the Rain-Scribes. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sponsored-by-a-village-sot0.md b/Compendium/character/backgrounds/sponsored-by-a-village-sot0.md deleted file mode 100644 index 352abda26..000000000 --- a/Compendium/character/backgrounds/sponsored-by-a-village-sot0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/crafting -- background/skill/survival -- compendium/src/pf2e/sot0 -aliases: ["Sponsored By A Village"] ---- -# Sponsored By A Village -*Source: Strength of Thousands Player's Guide p. 7* - -You come from a small community far from any large cities, but the Magaambya is known even in your isolated corner of the world. You have shown more scholarly talent than anyone from your village in many years, perhaps even generations, and the village elders have insisted you explore your potential at the Magaambya. Whether you were eager to leave or not seemed irrelevant to the elders; you had the talent, so you must go. You don't know how the elders had the connections or influence to sponsor your education there, but you've left your tightknit community behind for the city of Nantambu and the Magaambya at its heart. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in your choice of the [Crafting](../../skills.md#Crafting) or [Survival](../../skills.md#Survival) skill. You gain a skill feat: [Crafter's Appraisal](../../feats/crafters-appraisal-apg.md) if you chose [Crafting](../../skills.md#Crafting) or [Forager](../../feats/forager.md) if you chose [Survival](../../skills.md#Survival). You're also trained in the [Mafika Ayuwari Lore](../../skills.md#Lore) skill appropriate for the terrain around your community (such as [Forest Lore](../../skills.md#Lore) or [Jungle Lore](../../skills.md#Lore)) - -Your recommended primary branch is the Cascade Bearers. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sponsored-by-family-sot0.md b/Compendium/character/backgrounds/sponsored-by-family-sot0.md deleted file mode 100644 index 9524db943..000000000 --- a/Compendium/character/backgrounds/sponsored-by-family-sot0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/skill/diplomacy -- background/skill/society -- compendium/src/pf2e/sot0 -aliases: ["Sponsored By Family"] ---- -# Sponsored By Family -*Source: Strength of Thousands Player's Guide p. 6* - -Several members of your family have studied at the Magaambya, although not all of them have graduated as lore-speakers (or even advanced past initiates to become attendants). Your family has decided that you're an excellent candidate to join their ranks. Although lore-speakers of the Magaambya know they are supported by the strength of thousands of graduates who have come before them, you can take the smaller, more personal comfort in the support of your family. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in your choice of the [Diplomacy](../../skills.md#Diplomacy) or [Society](../../skills.md#Society) skill. You gain a skill feat: [Hobnobber](../../feats/hobnobber.md) if you chose [Diplomacy](../../skills.md#Diplomacy) or [Eye for Numbers](../../feats/eye-for-numbers-apg.md) if you chose [Society](../../skills.md#Society). You're also trained in [Magaambya Lore](../../skills.md#Lore). - -Your recommended primary branch is the Uzunjati. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sponsored-by-teacher-ot-sot0.md b/Compendium/character/backgrounds/sponsored-by-teacher-ot-sot0.md deleted file mode 100644 index 1c9556699..000000000 --- a/Compendium/character/backgrounds/sponsored-by-teacher-ot-sot0.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/skill/performance -- background/skill/survival -- compendium/src/pf2e/sot0 -aliases: ["Sponsored By Teacher Ot"] ---- -# Sponsored By Teacher Ot -*Source: Strength of Thousands Player's Guide p. 6* - -You have known the Magaambyan teacher Takulu Ot and his wife Niana for many years. Both are amateur bird-watchers and musicians, and you share one of these hobbies. They are pleasant people and well-regarded in Nantambu, although their unshakable generosity and friendliness strike cynics as too earnest to be genuine. - -You know otherwise; Takulu and Niana are just as sincere as they appear. - -Takulu always seemed to watch you with a discerning eye, and one day he idly observed that you'd do well at the Magaambya. - -Talking about it further with him, Takulu agreed that he would sponsor you personally and be the one to give your intake interview. With a twinkle in his eye, he asked that you call him Teacher Ot from now on, just as all of his students do. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in your choice of the [Survival](../../skills.md#Survival) or [Performance](../../skills.md#Performance) skill. You gain a skill feat: [Survey Wildlife](../../feats/survey-wildlife.md) if you chose [Survival](../../skills.md#Survival) or [Impressive Performance](../../feats/impressive-performance.md) if you chose [Performance](../../skills.md#Performance). You're also trained in [Nantambu Lore](../../skills.md#Lore). - -Your recommended primary branch is the Emerald Boughs. \ No newline at end of file diff --git a/Compendium/character/backgrounds/spotter-g-g.md b/Compendium/character/backgrounds/spotter-g-g.md deleted file mode 100644 index 185e53078..000000000 --- a/Compendium/character/backgrounds/spotter-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/terrain-stalker -- background/skill/stealth -- compendium/src/pf2e/g&g -aliases: ["Spotter"] ---- -# Spotter -*Source: Guns & Gears p. 123* - -An eye for detail, a sense for the wind, and a strong trust in your gut feelings. These qualities have set you apart from others when it comes to assisting a sharpshooter with setting up the perfect shot against their target. Elevation, velocity, and concealment—these are all vital factors that need to be considered to pull off a feat of true marksmanship, and no sniper would be able to function without an experienced spotter. Since your younger days, you've put your skills as a spotter to work as an adventurer. Whether you're taking your own shots now or spotting for others, your talents grant you an edge in an adventuring career. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Stealth](../../skills.md#Stealth) skill and the [Scouting Lore](../../skills.md#Lore) skill. You gain the [Terrain Stalker](../../feats/terrain-stalker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/squire-apg.md b/Compendium/character/backgrounds/squire-apg.md deleted file mode 100644 index 4314f6eb5..000000000 --- a/Compendium/character/backgrounds/squire-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/armor-assist -- background/skill/athletics -- compendium/src/pf2e/apg -aliases: ["Squire"] ---- -# Squire -*Source: Advanced Player's Guide p. 49* - -You trained at the feet of a knight, maintaining their gear and supporting them at tourneys and in battle. Now you search for a challenge that will prove you worthy of full knighthood, or you've spurned pomp and ceremony to test yourself in honest, albeit less formal, combat. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and your choice of the [Heraldry Lore](../../skills.md#Lore) or [Warfare Lore](../../skills.md#Lore) skill. You gain the [Armor Assist](../../feats/armor-assist-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/starless-one-lotg.md b/Compendium/character/backgrounds/starless-one-lotg.md deleted file mode 100644 index cd38d2114..000000000 --- a/Compendium/character/backgrounds/starless-one-lotg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/skill/occultism -- compendium/src/pf2e/lotg -aliases: ["Starless One"] ---- -# Starless One -*Source: Lost Omens: Travel Guide p. 123* - -You were born on a night when not a single star was in the night sky. While this is likely due to a haze, cloud cover, or other natural phenomena, there is always a chance that the stars hid from you on purpose. You have never been able to rely on the stars to guide you and you choose to exert your own will on your fortune rather than rely on the heavens. You've learned to reject outside influence on your fate, maintaining control of your own destiny. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in [Occultism](../../skills.md#Occultism) and [Astrology Lore](../../skills.md#Lore). You also gain the Reclaim Destiny action. - -```ad-embed-ability -title: Reclaim Destiny [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](../../../rules/traits/divination.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: You are about to attempt a check and are affected by a [fortune](../../../rules/traits/fortune.md) or [misfortune](../../../rules/traits/misfortune.md) effect that modifies the triggering effect - -**Effect** You break the influence over your fortunes and claim a stable hold over your fate. You ignore the [fortune](../../../rules/traits/fortune.md) or [misfortune](../../../rules/traits/misfortune.md) effect and can roll the triggering roll normally. -%% #trait/divination #trait/occult %% -``` diff --git a/Compendium/character/backgrounds/starwatcher-av0.md b/Compendium/character/backgrounds/starwatcher-av0.md deleted file mode 100644 index 1921e9f74..000000000 --- a/Compendium/character/backgrounds/starwatcher-av0.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/dubious-knowledge -- background/skill/occultism -- compendium/src/pf2e/av0 -aliases: ["Starwatcher"] ---- -# Starwatcher -*Source: Abomination Vaults Player's Guide p. 4* - -You're one of Wrin Sivinxi's closest confidantes. You've spent many long nights with her under the stars, learning the tales associated with the Cosmic Caravan and how the heavens can predict the future. You know that Wrin has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all domed canvas that opens to the sky. If Wrin thinks there's trouble, you'll be the first to offer to help. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Astrology Lore](../../skills.md#Lore) skill. You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/storm-survivor-lowg.md b/Compendium/character/backgrounds/storm-survivor-lowg.md deleted file mode 100644 index 06301f659..000000000 --- a/Compendium/character/backgrounds/storm-survivor-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/forager -- background/skill/survival -- compendium/src/pf2e/lowg -aliases: ["Storm Survivor"] ---- -# Storm Survivor -*Source: Lost Omens: World Guide p. 70* - -Through luck or through skill, you managed to survive a catastrophic maritime disaster, such as a shipwreck or being thrown overboard. You have a keen sense for weather or situations that are similar to the one you escaped. - -Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Weather Lore](../../skills.md#Lore) skill. - -You gain the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/street-preacher-som.md b/Compendium/character/backgrounds/street-preacher-som.md deleted file mode 100644 index 2234e2c4a..000000000 --- a/Compendium/character/backgrounds/street-preacher-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- background/feat/dubious-knowledge -- background/skill/religion -- compendium/src/pf2e/som -aliases: ["Street Preacher"] ---- -# Street Preacher -*Source: Secrets of Magic p. 29* - -Forget the church orthodoxy and the stuffy cloisters— spreading the word of your god to the people is your calling. You've preached on the street corners and in public houses, to wanderers on the road and to captives in the stocks. Adventuring can take you across the world. What vocation could better serve to take your holy words to fresh ears? - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Lore](../../skills.md#Lore) skill for your patron deity. You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/street-urchin.md b/Compendium/character/backgrounds/street-urchin.md deleted file mode 100644 index a99b0df98..000000000 --- a/Compendium/character/backgrounds/street-urchin.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- background/feat/pickpocket -- background/skill/thievery -- compendium/src/pf2e/crb -aliases: ["Street Urchin"] ---- -# Street Urchin -*Source: Core Rulebook p. 64* - -You eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive. - -Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. - -You're trained in [Thievery](../../skills.md#Thievery) and a [Lore](../../skills.md#Lore) skill for the city you lived in as a street urchin (such as [Absalom Lore](../../skills.md#Lore) or [Magnimar Lore](../../skills.md#Lore)). You gain the [Pickpocket](../../feats/pickpocket.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/student-of-magic-som.md b/Compendium/character/backgrounds/student-of-magic-som.md deleted file mode 100644 index fa99034db..000000000 --- a/Compendium/character/backgrounds/student-of-magic-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/recognize-spell -- background/skill/arcana -- background/skill/nature -- background/skill/occultism -- background/skill/religion -- compendium/src/pf2e/som -aliases: ["Student Of Magic"] ---- -# Student Of Magic -*Source: Secrets of Magic p. 29* - -You are currently enrolled at a school of magic, where you're learning the fundamentals of your magical tradition. Whether your adventuring occurs during breaks between semesters, as part of a work study program, or even within the halls of the academy itself, you'll have to learn to juggle your dual life. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in your choice of [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), or [Religion](../../skills.md#Religion), as well as [Academia Lore](../../skills.md#Lore). You gain the [Recognize Spell](../../feats/recognize-spell.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/sun-dancer-lotg.md b/Compendium/character/backgrounds/sun-dancer-lotg.md deleted file mode 100644 index aab4df228..000000000 --- a/Compendium/character/backgrounds/sun-dancer-lotg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/fascinating-performance -- background/skill/performance -- compendium/src/pf2e/lotg -aliases: ["Sun Dancer"] ---- -# Sun Dancer -*Source: Lost Omens: Travel Guide p. 123* - -You've been taught the Burning Mother's blessings could be invited through dances done under its presence, such as in welcoming the first rays of warmth in the spring. You could have been the apprentice of some [primal](../../../Rules/traits/primal.md) caster who wished to harness the sun's power for their incantations or lived in a community who reveres the Daughter of the [Cosmic Caravan](../../setting/deities/cosmic-caravan-lotg.md) through displays of veneration for the sun. Whatever the case, you developed a supernatural connection to the sun. - -Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. - -You're trained in [Performance](../../skills.md#Performance). You gain the [Fascinating Performance](../../feats/fascinating-performance.md) skill feat. If you use this feat outdoors in direct sunlight, you gain a +1 circumstance bonus to the skill check. \ No newline at end of file diff --git a/Compendium/character/backgrounds/surge-investigator-som.md b/Compendium/character/backgrounds/surge-investigator-som.md deleted file mode 100644 index 8015a6b79..000000000 --- a/Compendium/character/backgrounds/surge-investigator-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/skill/nature -- background/skill/occultism -- compendium/src/pf2e/som -aliases: ["Surge Investigator"] ---- -# Surge Investigator -*Source: Secrets of Magic p. 219* - -From rivers that [charm](../../spells/charm.md) all who come near to forests that speak through [dream messages](../../spells/dream-message.md), you have seen and studied many kinds of magical terrain. The world is so rich in magic that it can affect the land itself, and you have traveled extensively to learn the ways of identifying the oddities of magical terrain wherever it arises. - -Choose two ability boosts. One must be Constitution or Wisdom and one is a free ability boost. - -You're trained in your choice of [Nature](../../skills.md#Nature) or [Occultism](../../skills.md#Occultism) and the [Magical Terrain Lore](../../skills.md#Lore) skill. You gain the [Terrain Expertise](../../feats/terrain-expertise.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/taldan-schemer-lowg.md b/Compendium/character/backgrounds/taldan-schemer-lowg.md deleted file mode 100644 index 24d4c7fff..000000000 --- a/Compendium/character/backgrounds/taldan-schemer-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/hobnobber -- background/skill/diplomacy -- compendium/src/pf2e/lowg -aliases: ["Taldan Schemer"] ---- -# Taldan Schemer -*Source: Lost Omens: World Guide p. 130* - -Whether willing or unwilling, you have been involved in the many cutthroat political intrigues within Taldor. You might have been born into it as a member of the aristocracy, or you might have taken an active role in the recent events of the War for the Crown. - -Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Politics Lore](../../skills.md#Lore) skill. You gain the [Hobnobber](../../feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/tall-tale-g-g.md b/Compendium/character/backgrounds/tall-tale-g-g.md deleted file mode 100644 index 32f78cf82..000000000 --- a/Compendium/character/backgrounds/tall-tale-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/impressive-performance -- background/skill/performance -- compendium/src/pf2e/g&g -aliases: ["Tall Tale"] ---- -# Tall Tale -*Source: Guns & Gears p. 125* - -You've ridden a tornado, lassoed a river, mooned a dragon under a full moon, and shot six zombies with one bullet. That's what the stories say, anyway, and even if people don't strictly believe them, they are curious about you. Certainly, the stories keep spreading, and it would appear that you either have a unique destiny or are trying to convince the world that you do. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in [Performance](../../skills.md#Performance). You gain the [Impressive Performance](../../feats/impressive-performance.md) skill feat. You can gain the [Connections](../../feats/connections.md) skill feat later without being expert in [Society](../../skills.md#Society) or having [Courtly Graces](../../feats/courtly-graces.md)—this represents less traditional social connections and more the way that your legend has spread, and you've learned to leverage your legend, with people wanting to meet you and see you for themselves. \ No newline at end of file diff --git a/Compendium/character/backgrounds/tax-collector-apg.md b/Compendium/character/backgrounds/tax-collector-apg.md deleted file mode 100644 index ee2439684..000000000 --- a/Compendium/character/backgrounds/tax-collector-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/skill/intimidation -- compendium/src/pf2e/apg -aliases: ["Tax Collector"] ---- -# Tax Collector -*Source: Advanced Player's Guide p. 49* - -Reviled but required, you were sent when taxes were due. Performing your job might have required travel and persuasion, or perhaps you were responsible for collecting taxes on trade. Either way, it sometimes meant dirty hands, and adventuring seemed the next logical step to you. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Lore](../../skills.md#Lore) skill for the settlement that employed you. You gain the [Quick Coercion](../../feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/teacher-apg.md b/Compendium/character/backgrounds/teacher-apg.md deleted file mode 100644 index 9612a3267..000000000 --- a/Compendium/character/backgrounds/teacher-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/performance -- background/skill/society -- compendium/src/pf2e/apg -aliases: ["Teacher"] ---- -# Teacher -*Source: Advanced Player's Guide p. 49* - -You are incredibly knowledgeable, skilled, and perhaps even trained to teach children and adults about the world and its wonders. From books to classes, you're committed to imparting knowledge to all. Not everything can be taught or learned from a book, though, so you've become an adventurer to learn subjects more directly and bring that wisdom back to your students. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in your choice of the [Performance](../../skills.md#Performance) or [Society](../../skills.md#Society) skills, along with the [Academia Lore](../../skills.md#Lore) skill. You gain the [Experienced Professional](../../feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/tech-reliant-g-g.md b/Compendium/character/backgrounds/tech-reliant-g-g.md deleted file mode 100644 index f121a33cc..000000000 --- a/Compendium/character/backgrounds/tech-reliant-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/battle-medicine -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Tech-reliant"] ---- -# Tech-reliant -*Source: Guns & Gears p. 47* - -Some event, be it an accident, attack, or disaster, has left you horribly scarred by magic. Your body no longer tolerates magical healing, and you can't use magic, forcing you to rely on gadgets and ingenuity where others trust in spells and magical items. You might have been well-versed in magic before, or barely familiar with its use. This event may have injured your body in visible ways, but no matter the extent of your injuries, your body no longer interacts with healing magic in any capacity. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Medicine](../../skills.md#Medicine) skill. You gain the [Battle Medicine](../../feats/battle-medicine.md) skill feat, and a +1 circumstance bonus to saving throws against spells. Healing spells, healing magic items, and [magical](../../../Rules/traits/magical.md) effects with the [healing](../../../Rules/traits/healing.md) trait have no effect on you. \ No newline at end of file diff --git a/Compendium/character/backgrounds/thassilonian-traveler-lowg.md b/Compendium/character/backgrounds/thassilonian-traveler-lowg.md deleted file mode 100644 index 07b8daf93..000000000 --- a/Compendium/character/backgrounds/thassilonian-traveler-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/dubious-knowledge -- background/skill/arcana -- compendium/src/pf2e/lowg -aliases: ["Thassilonian Traveler"] ---- -# Thassilonian Traveler -*Source: Lost Omens: World Guide p. 118* - -You come from ancient Thassilon, one of the citizens that appeared out of time alongside the city of Xin-Edasseril. You know many things that have been long forgotten... along with many things that are no longer correct. - -Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Thassilon Lore](../../skills.md#Lore) skill. - -You gain the [Dubious Knowledge](../../feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/thrune-loyalist-lowg.md b/Compendium/character/backgrounds/thrune-loyalist-lowg.md deleted file mode 100644 index dc3ec580b..000000000 --- a/Compendium/character/backgrounds/thrune-loyalist-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/student-of-the-canon -- background/skill/religion -- compendium/src/pf2e/lowg -aliases: ["Thrune Loyalist"] ---- -# Thrune Loyalist -*Source: Lost Omens: World Guide p. 106* - -Despite the setbacks Cheliax has suffered recently, your loyalties lie with the devil-backed House Thrune. You consider the current queen to be the rightful ruler of your homeland, and you are willing to act against her enemies. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Hell Lore](../../skills.md#Lore) skill You gain the [Student of the Canon](../../feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/thuvian-unifier-lowg.md b/Compendium/character/backgrounds/thuvian-unifier-lowg.md deleted file mode 100644 index 8d5e4a100..000000000 --- a/Compendium/character/backgrounds/thuvian-unifier-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/quick-coercion -- background/skill/intimidation -- compendium/src/pf2e/lowg -aliases: ["Thuvian Unifier"] ---- -# Thuvian Unifier -*Source: Lost Omens: World Guide p. 58* - -You believe the city-states of Thuvia should be united into one nation under the rule of your home city (most commonly Aspenthar), and you're willing to do whatever it takes to make it happen. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Politics Lore](../../skills.md#Lore) skill. You gain the [Quick Coercion](../../feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/tide-watcher-lotg.md b/Compendium/character/backgrounds/tide-watcher-lotg.md deleted file mode 100644 index e37781fd1..000000000 --- a/Compendium/character/backgrounds/tide-watcher-lotg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/skill/nature -- compendium/src/pf2e/lotg -aliases: ["Tide Watcher"] ---- -# Tide Watcher -*Source: Lost Omens: Travel Guide p. 123* - -Where you hail from, the ocean is the lifeblood of your community; knowing how it changes according to the moon was integral to everyday life. You've studied the moon's phases to predict the rise and fall of the ocean waters. Eventually, you gained a supernatural ability to foretell to some degree of accuracy the coming of more severe changes, such as tidal waves or encroaching storms. At times, it fell on you to warn settlements of such oncoming natural disasters. - -Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. - -You're trained in [Nature](../../skills.md#Nature) and [Ocean Lore](../../skills.md#Lore). During the night when you can see the moon, you gain a +1 circumstance bonus to [Survival](../../skills.md#Survival) checks to discern weather patterns and predict upcoming weather conditions—this bonus increases to +2 if you're in the vicinity of the ocean. \ No newline at end of file diff --git a/Compendium/character/backgrounds/time-traveler-som.md b/Compendium/character/backgrounds/time-traveler-som.md deleted file mode 100644 index c6e562c7c..000000000 --- a/Compendium/character/backgrounds/time-traveler-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- compendium/src/pf2e/som -aliases: ["Time Traveler"] ---- -# Time Traveler -*Source: Secrets of Magic p. 31* - -You come from a different time. Whether by your own doing or a terrible accident, powerful magic has resulted in you coming to this time from the future or from the past, but you are unable to return. You might be from New Thassilon, an entire nation of time travelers. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You are trained in three [Lore](../../skills.md#Lore) skills of your choice that represent your knowledge from your old time. You gain the Bend Time reaction. - -```ad-embed-ability -title: Bend Time [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[occult](../../../rules/traits/occult.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: Your turn begins - -**Effect** You are [quickened](../../../rules/conditions.md#Quickened) this turn. You can use your extra action to [Stride](../../../rules/actions/stride.md). -%% #trait/occult #trait/transmutation %% -``` diff --git a/Compendium/character/backgrounds/tinker.md b/Compendium/character/backgrounds/tinker.md deleted file mode 100644 index 5d979569c..000000000 --- a/Compendium/character/backgrounds/tinker.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/specialty-crafting -- background/skill/crafting -- compendium/src/pf2e/crb -aliases: ["Tinker"] ---- -# Tinker -*Source: Core Rulebook p. 64* - -Creating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you'll come up with next. - -It might be a genius device with tremendous potential... or it might explode. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Engineering Lore](../../skills.md#Lore) skill. You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/tomb-born-botd.md b/Compendium/character/backgrounds/tomb-born-botd.md deleted file mode 100644 index 1a78ccf4a..000000000 --- a/Compendium/character/backgrounds/tomb-born-botd.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/dexterity -- compendium/src/pf2e/botd -aliases: ["Tomb Born"] ---- -# Tomb Born -*Source: Book of the Dead p. 17* - -Your parents conceived you for a fell purpose at a site tainted by death, like a wight's barrow, mass grave, or ossuary. Their reasons could be a mystery, or you might know of their grand design and seek to escape—or fulfill—their plans. Either way, you're at your most dangerous when near death. - -Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. - -You're trained in the [Undead Lore](../../skills.md#Lore) skill. You gain the Final Spite reaction. - -```ad-embed-ability -title: Final Spite [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You're reduced to 0 Hit Points - -**Effect** You make a [Strike](../../../rules/actions/strike.md) before falling [unconscious](../../../rules/conditions.md#Unconscious). -``` diff --git a/Compendium/character/backgrounds/touched-by-dahak-aoa6.md b/Compendium/character/backgrounds/touched-by-dahak-aoa6.md deleted file mode 100644 index 294409bc4..000000000 --- a/Compendium/character/backgrounds/touched-by-dahak-aoa6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/titan-wrestler -- background/skill/athletics -- compendium/src/pf2e/aoa6 -aliases: ["Touched By Dahak"] ---- -# Touched By Dahak -*Source: Age of Ashes #6: Broken Promises p. 73* - -As the manifestation of [Dahak](../../setting/deities/dahak-logm.md) was destroyed, a shard of the dragon god's wrathful nature infused you, resulting in a violent temper, strange apocalyptic dreams, an obsession with dragon hunting, or some other touch of his influence. - -Choose two ability boosts. One must be in Strength or Charisma, and the other is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Dragon Lore](../../skills.md#Lore) skill. You gain the [Titan Wrestler](../../feats/titan-wrestler.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/toymaker-g-g.md b/Compendium/character/backgrounds/toymaker-g-g.md deleted file mode 100644 index 23f316b97..000000000 --- a/Compendium/character/backgrounds/toymaker-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/specialty-crafting -- background/skill/crafting -- compendium/src/pf2e/g&g -aliases: ["Toymaker"] ---- -# Toymaker -*Source: Guns & Gears p. 45* - -You delight in making little trinkets for children of all ages, and seeing their faces light up thanks to one of your creations brings joy to your heart. Perhaps you sell your wares from a particular shop or from the back of a wagon as you travel from town to town. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Mercantile Lore](../../skills.md#Lore) skill. You gain the [Specialty Crafting](../../feats/specialty-crafting.md) skill feat, choosing artistry, blacksmithing, glassmaking, leatherworking, tailoring, or woodworking as your specialty. - -While most backgrounds are available to any character, some backgrounds are so unusual that just having them makes a character rare and extraordinary. - -These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. For example, when a character with the discarded duplicate background is the duplicate of a world-shaking or plot-essential NPC, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and other players as to whether one would apply for a particular character in your group's game. \ No newline at end of file diff --git a/Compendium/character/backgrounds/trade-consortium-underling-lowg.md b/Compendium/character/backgrounds/trade-consortium-underling-lowg.md deleted file mode 100644 index a288d2a83..000000000 --- a/Compendium/character/backgrounds/trade-consortium-underling-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/experienced-professional -- background/skill/society -- compendium/src/pf2e/lowg -aliases: ["Trade Consortium Underling"] ---- -# Trade Consortium Underling -*Source: Lost Omens: World Guide p. 22* - -Your experience as a ledger-keeper for one of Absalom's trade guilds has made you a canny investor and shrewd entrepreneur. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Business Lore](../../skills.md#Lore) skill. - -You gain the [Experienced Professional](../../feats/experienced-professional.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/trailblazer-lopsg.md b/Compendium/character/backgrounds/trailblazer-lopsg.md deleted file mode 100644 index 4772041c6..000000000 --- a/Compendium/character/backgrounds/trailblazer-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/terrain-expertise -- background/skill/survival -- compendium/src/pf2e/lopsg -aliases: ["Trailblazer"] ---- -# Trailblazer -*Source: Lost Omens: Pathfinder Society Guide p. 8* - -Uncharted realms have always intrigued you, and you've explored and mapped large territories in service to merchants, governments, or your own curiosity. Where some see a blank spot on a map, you see the potential for something new and undiscovered. - -Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill and the [Cartography Lore](../../skills.md#Lore) skill. - -You gain the [Terrain Expertise](../../feats/terrain-expertise.md) skill feat with one terrain you've explored (such as forest or underground). \ No newline at end of file diff --git a/Compendium/character/backgrounds/translator-lopsg.md b/Compendium/character/backgrounds/translator-lopsg.md deleted file mode 100644 index 37f0e95b7..000000000 --- a/Compendium/character/backgrounds/translator-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/multilingual -- background/skill/society -- compendium/src/pf2e/lopsg -aliases: ["Translator"] ---- -# Translator -*Source: Lost Omens: Pathfinder Society Guide p. 8* - -In your youth, you learned to transcribe books and translate scrolls to preserve knowledge or perhaps to aid wealthy merchants and politicians. Whether you set out to make your own fortune or are drawn to decipher the strangest codes, your linguistic training will guide your discoveries. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Scribing Lore](../../skills.md#Lore) skill. You gain the [Multilingual](../../feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/truth-seeker-aoa0.md b/Compendium/character/backgrounds/truth-seeker-aoa0.md deleted file mode 100644 index 32db2eee7..000000000 --- a/Compendium/character/backgrounds/truth-seeker-aoa0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/lie-to-me -- background/skill/deception -- compendium/src/pf2e/aoa0 -aliases: ["Truth Seeker"] ---- -# Truth Seeker -*Source: Age of Ashes Player's Guide p. 6* - -Whether you are a local or from out of town, you've heard rumors that Breachill's past contains a hidden secret. - -Perhaps you've heard strange rumors that the town's founder, Lamond Breachton, was not the hero everyone touts, or maybe your grandmother heard stories from her own grandmother that contradict the town's accepted narrative of its establishment. In the pursuit of the truth, you've learned to navigate the tangles of politics, and to never take anyone's word at face value. - -You plan to join the Call for Heroes so that you can make yourself known to the council, or perhaps even ingratiating yourself to them, so you can seek the truth and eventually uncover Breachill's secrets! Choose two ability boosts. One must be Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill and the [Politics Lore](../../skills.md#Lore) skill. You gain the [Lie to Me](../../feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/tyrant-witness-lokl.md b/Compendium/character/backgrounds/tyrant-witness-lokl.md deleted file mode 100644 index 19d88b72b..000000000 --- a/Compendium/character/backgrounds/tyrant-witness-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- compendium/src/pf2e/lokl -aliases: ["Tyrant Witness"] ---- -# Tyrant Witness -*Source: Lost Omens: Knights of Lastwall p. 73* - -When Tar-Baphon broke free of Gallowspire, you saw him emerge. When the god-slaying lich obliterated Vigil and Roslar's Coffer, you scrambled to safety. And when necrotic rainfall swept through the lands and the Gallowgarden grew, you weathered the storms. Others talk of what the Whispering Tyrant's return did to Lastwall, but you were there. And it changed you. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Undead Lore](../../skills.md#Lore) skill. You can cast [disrupt undead](../../spells/disrupt-undead.md) as a divine innate cantrip. As normal, the cantrip heightens to half your level rounded up. \ No newline at end of file diff --git a/Compendium/character/backgrounds/ulfen-raider-lowg.md b/Compendium/character/backgrounds/ulfen-raider-lowg.md deleted file mode 100644 index a88dd1a1b..000000000 --- a/Compendium/character/backgrounds/ulfen-raider-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/strength -- background/feat/intimidating-glare -- background/skill/intimidation -- compendium/src/pf2e/lowg -aliases: ["Ulfen Raider"] ---- -# Ulfen Raider -*Source: Lost Omens: World Guide p. 118* - -You are an Ulfen warrior, feared among Avistan for the merciless and devastating raids your people once conducted along the shores. Though the days of these Ulfen raids are largely past, you have been trained to strike terror into the hearts of those who face you. - -Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Sailing Lore](../../skills.md#Lore) skill. - -You gain the [Intimidating Glare](../../feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/undercover-contender-frp0.md b/Compendium/character/backgrounds/undercover-contender-frp0.md deleted file mode 100644 index 3615d5ef3..000000000 --- a/Compendium/character/backgrounds/undercover-contender-frp0.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/lengthy-diversion -- background/skill/deception -- compendium/src/pf2e/frp0 -aliases: ["Undercover Contender"] ---- -# Undercover Contender -*Source: Fists of the Ruby Phoenix Player's Guide p. 7* - -Gangsters and cheats seem as drawn to the Ruby Phoenix Tournament as piranhas to a bloody hippo, and you're dead set on making sure this tournament is as scandal-free as possible. Your reasons are your own—maybe a high-ranking official in Goka has tasked you with the case, or maybe foul play led to losing someone dear to you in the last tournament. - -Maybe you just hate to see fair fighters get knocked out by crooked contenders. Whatever your motives, you've promised to be in the ring in case anyone tries to derail the contest. The Golden League crime syndicate is the most obvious suspect, what with their meddling in the Ruby Phoenix Tournament a decade ago, but maybe there will be others—unscrupulous contenders trying to pull one over on Hao Jin, perhaps, or an entirely new devious conspiracy hoping to hijack the event for their own evil purposes. In any case, you'll be around to deliver the hammer of justice. - -You've told a small squad of your closest confidants about your mission, and you've managed to secure a spot in the tournament's prequalifier along with them. You and your team have to win fights to stay in the competition long enough to make sure things go smoothly. If that means you end up being the Ruby Phoenix Champions, all the better. - -Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. - -You're trained in [Deception](../../skills.md#Deception) and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Lengthy Diversion](../../feats/lengthy-diversion.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/undercover-lotus-guard-aoe0.md b/Compendium/character/backgrounds/undercover-lotus-guard-aoe0.md deleted file mode 100644 index d7d9df495..000000000 --- a/Compendium/character/backgrounds/undercover-lotus-guard-aoe0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/intelligence -- background/feat/charming-liar -- background/skill/deception -- compendium/src/pf2e/aoe0 -aliases: ["Undercover Lotus Guard"] ---- -# Undercover Lotus Guard -*Source: Agents of Edgewatch Player's Guide p. 9* - -It's a well-known secret that for every playhouse in the Ivy District, there's an underground criminal element lurking somewhere in the shadows. To get intel on the occultists, assassins, and thieves' guilds that pull the strings of power in the Ivy District, the Lotus Guard trains some of the best undercover agents and operatives in all of Absalom. You're one such agent, and you've put your life on the line more times than you can count by getting close to the Ivy's most dangerous criminals. Your risky missions and thrill-seeking derring-do have earned you many accolades—but also no shortage of enemies. - -You transferred to the Edgewatch after your cover was unexpectedly blown and you needed a safe place to lie low away from the Ivy District. With your mastery of disguise and your ability to confidently converse with criminal masterminds, it won't be long before you've made yourself an indispensable undercover operator in this precinct as well. - -Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. - -You're trained in the [Deception](../../skills.md#Deception) skill, [Art Lore](../../skills.md#Lore), and [Underworld Lore](../../skills.md#Lore). You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Lotus Guards and high-ranking criminals like guild masters, gang leaders, and mob bosses. You gain the [Charming Liar](../../feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/undersea-enthusiast-lowg.md b/Compendium/character/backgrounds/undersea-enthusiast-lowg.md deleted file mode 100644 index f3c74948c..000000000 --- a/Compendium/character/backgrounds/undersea-enthusiast-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/underwater-marauder -- background/skill/athletics -- compendium/src/pf2e/lowg -aliases: ["Undersea Enthusiast"] ---- -# Undersea Enthusiast -*Source: Lost Omens: World Guide p. 70* - -You love diving and exploring the world beneath the waves, and long periods of swimming have trained you to move easily through the water. You're also fascinated by undersea creatures and cultures—and may even have a trace of one of them in your own lineage. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Athletics](../../skills.md#Athletics) skill and the [Ocean Lore](../../skills.md#Lore) skill. - -You gain the [Underwater Marauder](../../feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/undertaker-g-g.md b/Compendium/character/backgrounds/undertaker-g-g.md deleted file mode 100644 index 495d34095..000000000 --- a/Compendium/character/backgrounds/undertaker-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/skill/medicine -- compendium/src/pf2e/g&g -aliases: ["Undertaker"] ---- -# Undertaker -*Source: Guns & Gears p. 123* - -People die. This is the unfortunate fact of life on which you've founded your business, because wherever people die, there is a demand for mortuary services. You might be a Pharasmin priest or a secular professional, but your job is seeing to the body, comforting the bereaved, and making sure that the deceased goes to their ultimate reward with all due dignity. Of course, someone in your position sees a lot of strange deaths, and chances are one of them set you on the road to adventure. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Medicine](../../skills.md#Medicine) skill and a [Lore](../../skills.md#Lore) skill specializing in one local type of undead. You gain the [Forensic Acumen](../../feats/forensic-acumen-apg.md) skill feat (Advanced Player's Guide 206). \ No newline at end of file diff --git a/Compendium/character/backgrounds/unsponsored-sot0.md b/Compendium/character/backgrounds/unsponsored-sot0.md deleted file mode 100644 index 8306b96e3..000000000 --- a/Compendium/character/backgrounds/unsponsored-sot0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/skill/diplomacy -- background/skill/intimidation -- compendium/src/pf2e/sot0 -aliases: ["Unsponsored"] ---- -# Unsponsored -*Source: Strength of Thousands Player's Guide p. 7* - -You have aspirations of attending the Magaambya academy of magic, but fate seemed to thwart you at every turn. You were unable to obtain a sponsorship and lost a collection of helpful textbooks to unexpected insect damage. You nevertheless made the long trip to Nantambu through terrible weather, uncharacteristically bad roads, and indifferent fellow travelers. Yet you have persevered. Now that you are here, alone but determined, you won't let anything stand in your way. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in your choice of the [Diplomacy](../../skills.md#Diplomacy) or [Intimidation](../../skills.md#Intimidation) skill. You gain a skill feat: [Group Impression](../../feats/group-impression.md) if you chose [Diplomacy](../../skills.md#Diplomacy) or [Intimidating Glare](../../feats/intimidating-glare.md) if you chose [Intimidation](../../skills.md#Intimidation). You're also trained in [Academia Lore](../../skills.md#Lore). - -Your recommended primary branch is the Tempest-Sun Mages. \ No newline at end of file diff --git a/Compendium/character/backgrounds/ustalavic-academic-lowg.md b/Compendium/character/backgrounds/ustalavic-academic-lowg.md deleted file mode 100644 index cd0aee477..000000000 --- a/Compendium/character/backgrounds/ustalavic-academic-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/skill-training -- background/skill/crafting -- compendium/src/pf2e/lowg -aliases: ["Ustalavic Academic"] ---- -# Ustalavic Academic -*Source: Lost Omens: World Guide p. 46* - -You were educated at a famed Ustalavic academy, such as the University of Lepidstadt or the Sincomakti School of Sciences, and received quality instruction in advanced concepts of mathematics, science, and engineering. - -Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Academia Lore](../../skills.md#Lore) skill. You gain the [Skill Training](../../feats/skill-training.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/varisian-wanderer-lowg.md b/Compendium/character/backgrounds/varisian-wanderer-lowg.md deleted file mode 100644 index bb3b92590..000000000 --- a/Compendium/character/backgrounds/varisian-wanderer-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/fascinating-performance -- background/skill/performance -- compendium/src/pf2e/lowg -aliases: ["Varisian Wanderer"] ---- -# Varisian Wanderer -*Source: Lost Omens: World Guide p. 118* - -You have spent your youth wandering the lands of Varisia and beyond among the brightly painted wagons of a Varisian caravan. You have heard endless tales of your people's history and lore, and have learned many songs and stories from the disparate people you have met. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and the [Circus Lore](../../skills.md#Lore) skill. You gain the [Fascinating Performance](../../feats/fascinating-performance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/vidrian-reformer-lowg.md b/Compendium/character/backgrounds/vidrian-reformer-lowg.md deleted file mode 100644 index 448cb5741..000000000 --- a/Compendium/character/backgrounds/vidrian-reformer-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/dexterity -- background/feat/hobnobber -- background/skill/diplomacy -- compendium/src/pf2e/lowg -aliases: ["Vidrian Reformer"] ---- -# Vidrian Reformer -*Source: Lost Omens: World Guide p. 94* - -You know that the only way your homeland of Vidrian can remain free from outside conquerors is by forging a strong and unified government. As such, you seek to bind your fellow citizens together through careful diplomacy and force of personality—or, if necessary, subterfuge and intrigue. - -Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill and the [Politics Lore](../../skills.md#Lore) skill. - -You gain the [Hobnobber](../../feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/wandering-preacher-g-g.md b/Compendium/character/backgrounds/wandering-preacher-g-g.md deleted file mode 100644 index 6e155c4a3..000000000 --- a/Compendium/character/backgrounds/wandering-preacher-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/wisdom -- background/feat/pilgrims-token -- background/skill/religion -- compendium/src/pf2e/g&g -aliases: ["Wandering Preacher"] ---- -# Wandering Preacher -*Source: Guns & Gears p. 123* - -While you once spoke to a small congregation in a ramshackle church, those days are behind you now. Your church was destroyed, your congregants scattered, and now you meander the lands holding a worn copy of your religious text in one hand, and a fiery conviction in the other. - -Choose two ability boosts. One boost must be to Constitution or Wisdom, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and a [Lore](../../skills.md#Lore) skill associated with the deity you preach for (such as [Pharasmin Lore](../../skills.md#Lore)). You gain the [Pilgrim's Token](../../feats/pilgrims-token-apg.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/wanted-witness-ooa0.md b/Compendium/character/backgrounds/wanted-witness-ooa0.md deleted file mode 100644 index ceb15b452..000000000 --- a/Compendium/character/backgrounds/wanted-witness-ooa0.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/skill/society -- compendium/src/pf2e/ooa0 -aliases: ["Wanted Witness"] ---- -# Wanted Witness -*Source: Outlaws of Alkenstar Player's Guide p. 13* - -You saw something you shouldn't have, plain and simple. The shame is that you don't even know what it is, exactly, that you saw. - -After moving to Alkenstar, you swiftly fell in love with the City of Smog, but you found it difficult to get a foothold in the fast-paced metropolis. Luckily, a chance invitation promised good work for someone with your unique social talents. You went to an inconspicuous chamber in a humble tower somewhere in the Capital District. There, you met some clearly powerful, clearly corrupt members of the Alkenstar elite. Among the faces you recognized were the notorious mogul Ambrost Mugland and the steely-eyed shieldmarshal Anjelique Loveless. Before you were asked to leave, you made quite an impression—but not a good one. - -Not only did you not make the cut for whatever kinds of jobs were on offer that day, but you soon discovered that you couldn't get a room at any inn in the city, and there were wanted posters with your name on them plastered all over town. Friends and families turned their backs on you, afraid to get involved. Clearly, someone at that meeting—Mugland, maybe, or perhaps Loveless— believed you were a liability, and they had you excised from Alkenstar society. All you want is to be able to walk the streets without fearing for your life, and there's only one way to make that happen: find the villains responsible for your predicament and get them to undo the curse now attached to your name. Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Society](../../skills.md#Society) skill and the [Alkenstar Lore](../../skills.md#Lore) skill. You gain the [Read Lips](../../feats/read-lips.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/ward-apg.md b/Compendium/character/backgrounds/ward-apg.md deleted file mode 100644 index 9c1aed9ce..000000000 --- a/Compendium/character/backgrounds/ward-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/fascinating-performance -- background/skill/performance -- compendium/src/pf2e/apg -aliases: ["Ward"] ---- -# Ward -*Source: Advanced Player's Guide p. 49* - -When you were young, you became the ward of another house—boarded, fed, and educated, but never quite a part of the family. Perhaps you had to tend to their needs in return for feeding and raising you, or perhaps you were provided for but disregarded. Now, adventuring is your chance to grow and roam free. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Performance](../../skills.md#Performance) skill and the [Genealogy Lore](../../skills.md#Lore) skill. You gain the [Fascinating Performance](../../feats/fascinating-performance.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/warrior.md b/Compendium/character/backgrounds/warrior.md deleted file mode 100644 index 142d5fd6e..000000000 --- a/Compendium/character/backgrounds/warrior.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/strength -- background/feat/intimidating-glare -- background/skill/intimidation -- compendium/src/pf2e/crb -aliases: ["Warrior"] ---- -# Warrior -*Source: Core Rulebook p. 64* - -In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now. - -Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. - -You're trained in the [Intimidation](../../skills.md#Intimidation) skill and the [Warfare Lore](../../skills.md#Lore) skill. You gain the [Intimidating Glare](../../feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/waste-walker-g-g.md b/Compendium/character/backgrounds/waste-walker-g-g.md deleted file mode 100644 index 648d337d1..000000000 --- a/Compendium/character/backgrounds/waste-walker-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/strength -- background/boost/wisdom -- background/feat/forager -- background/skill/survival -- compendium/src/pf2e/g&g -aliases: ["Waste Walker"] ---- -# Waste Walker -*Source: Guns & Gears p. 123* - -Whether you grew up in the Mana Wastes or another similarly desolate place, you quickly learned that only the strong survive. You and your family were forced to evade monsters, mutants, wild magic, and worse, as each new day heralded the possibility of a danger or threat you'd never seen before. You learned to adapt to the worst possible conditions and how to forage and survive in a place few others would dare to live. - -Choose two ability boosts. One boost must be to Strength or Wisdom, and one is a free ability boost. - -You're trained in the [Survival](../../skills.md#Survival) skill, and [Mana Wastes Lore](../../skills.md#Lore) (or another similar [Lore](../../skills.md#Lore) skill associated with the wastes where you grew up). You gain the [Forager](../../feats/forager.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/whispering-way-scion-lowg.md b/Compendium/character/backgrounds/whispering-way-scion-lowg.md deleted file mode 100644 index 6c43bc06b..000000000 --- a/Compendium/character/backgrounds/whispering-way-scion-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/intelligence -- background/boost/wisdom -- background/feat/canon -- background/skill/religion -- compendium/src/pf2e/lowg -aliases: ["Whispering Way Scion"] ---- -# Whispering Way Scion -*Source: Lost Omens: World Guide p. 46* - -Your family has long been associated with the enigmatic death cult known as the Whispering Way, which was recently responsible for the terrible devastation in the nation of Lastwall. Whether or not you have followed in their footsteps, you know many of the philosophy's secrets. - -Choose two ability boosts. - -One must be to Intelligence or Wisdom, and one is a free ability boost. - -You're trained in the [Religion](../../skills.md#Religion) skill and the [Undead Lore](../../skills.md#Lore) skill. You gain the [Student of the Canon](../../feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/wildwood-local-lowg.md b/Compendium/character/backgrounds/wildwood-local-lowg.md deleted file mode 100644 index 85f37b717..000000000 --- a/Compendium/character/backgrounds/wildwood-local-lowg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/natural-medicine -- background/skill/medicine -- background/skill/nature -- compendium/src/pf2e/lowg -aliases: ["Wildwood Local"] ---- -# Wildwood Local -*Source: Lost Omens: World Guide p. 130* - -You might have been born and raised among the druids of the Verduran Forest, or you may have spent time among them as an adult and come to know their ways. - -Choose two ability boosts. - -One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in the [Nature](../../skills.md#Nature) skill as well as the [Forest Lore](../../skills.md#Lore) skill. You gain the [Natural Medicine](../../feats/natural-medicine.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/willing-host-botd.md b/Compendium/character/backgrounds/willing-host-botd.md deleted file mode 100644 index 121e54af0..000000000 --- a/Compendium/character/backgrounds/willing-host-botd.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/wisdom -- compendium/src/pf2e/botd -aliases: ["Willing Host"] ---- -# Willing Host -*Source: Book of the Dead p. 17* - -You speak to spirits only you can perceive: wispy shreds of lost souls, household guardians, ancestral spirits, and other entities. You can negotiate with these beings, allowing them into your body to impart knowledge or aid in a task for the price of a favor. - -Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. - -You're trained in the [Spirit Lore](../../skills.md#Lore) skill. You gain the Host Spirit action. - -```ad-embed-ability -title: Host Spirit -[exploration](../../../rules/traits/exploration.md) [necromancy](../../../rules/traits/necromancy.md) [occult](../../../rules/traits/occult.md) - -You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're [fatigued](../../../rules/conditions.md#Fatigued) until the obligation is fulfilled. -%% #trait/exploration #trait/necromancy #trait/occult %% -``` diff --git a/Compendium/character/backgrounds/winters-child-lowg.md b/Compendium/character/backgrounds/winters-child-lowg.md deleted file mode 100644 index a26777104..000000000 --- a/Compendium/character/backgrounds/winters-child-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/feat/arcane-sense -- background/skill/arcana -- compendium/src/pf2e/lowg -aliases: ["Winter's Child"] ---- -# Winter's Child -*Source: Lost Omens: World Guide p. 118* - -Your or one of your ancestors hails from Irrisen, and some spark of the icy region's magic has manifested itself within your bones. The blood of Baba Yaga's legacy runs in your veins, and you are at one with the mysteries and dangers of the frozen land. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Arcana](../../skills.md#Arcana) skill and the [Weather Lore](../../skills.md#Lore) skill. You gain the [Arcane Sense](../../feats/arcane-sense.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/wished-alive-g-g.md b/Compendium/character/backgrounds/wished-alive-g-g.md deleted file mode 100644 index 23e18c650..000000000 --- a/Compendium/character/backgrounds/wished-alive-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/charisma -- background/boost/constitution -- background/skill/diplomacy -- compendium/src/pf2e/g&g -aliases: ["Wished Alive"] ---- -# Wished Alive -*Source: Guns & Gears p. 47* - -Once you were a simple construct or inanimate doll, but due to a deeply felt wish, either yours or another's, you came to life, and so you're now a living, breathing creature. - -Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. - -You're trained in the [Diplomacy](../../skills.md#Diplomacy) skill. Once per day, you can fervently wish for something you could work towards achieving as a single action which has the [concentrate](../../../Rules/traits/concentrate.md) trait. If you do, you gain a +2 circumstance bonus on the first skill check you attempt before the end of your turn to fulfill that wish. \ No newline at end of file diff --git a/Compendium/character/backgrounds/witch-wary-lowg.md b/Compendium/character/backgrounds/witch-wary-lowg.md deleted file mode 100644 index 3b3c66c5f..000000000 --- a/Compendium/character/backgrounds/witch-wary-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/intelligence -- background/feat/oddity-identification -- background/skill/occultism -- compendium/src/pf2e/lowg -aliases: ["Witch Wary"] ---- -# Witch Wary -*Source: Lost Omens: World Guide p. 118* - -You have little love or trust for spellcraft and those who practice it, and have developed a paranoid knack for recognizing such tricks. You are constantly on guard for the magic of witches and have been trained to spot the signs of those with minds affected by magic. - -Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. - -You're trained in the [Occultism](../../skills.md#Occultism) skill and the [Curse Lore](../../skills.md#Lore) skill. You gain the [Oddity Identification](../../feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/witchlight-follower-av0.md b/Compendium/character/backgrounds/witchlight-follower-av0.md deleted file mode 100644 index 1e950bb16..000000000 --- a/Compendium/character/backgrounds/witchlight-follower-av0.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/dexterity -- background/boost/wisdom -- background/feat/terrain-expertise -- background/skill/survival -- compendium/src/pf2e/av0 -aliases: ["Witchlight Follower"] ---- -# Witchlight Follower -*Source: Abomination Vaults Player's Guide p. 5* - -While in a dismal forest or remote swamp, you caught sight of a string of lights bobbing through the trees. - -You stepped forward for a closer look, and then still further when the lights retreated a few paces. Then you remembered the rumors. Will-o'-wisps, rushlights, corpse lanterns—whatever they're called—such evil creatures lead people to their doom. With a supreme effort of will, you broke free from the alluring enchantment, and you've resolved to never let the strange lights of remote wildernesses claim you again. - -Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. - -You're trained in [Survival](../../skills.md#Survival) and the [Wisp Lore](../../skills.md#Lore) skill. You gain the [Terrain Expertise](../../feats/terrain-expertise.md) skill feat with both swamp terrain and subterranean bodies of water. \ No newline at end of file diff --git a/Compendium/character/backgrounds/wonder-taster-lowg.md b/Compendium/character/backgrounds/wonder-taster-lowg.md deleted file mode 100644 index 4fad1a79a..000000000 --- a/Compendium/character/backgrounds/wonder-taster-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-background -tags: -- background/boost/constitution -- background/boost/intelligence -- background/feat/alchemical-crafting -- background/skill/crafting -- compendium/src/pf2e/lowg -aliases: ["Wonder Taster"] ---- -# Wonder Taster -*Source: Lost Omens: World Guide p. 34* - -Having once sampled Numerian fluids, you've tasted knowledge beyond comprehension. You are driven to recapture that astounding experience. - -Choose two ability boosts. One must be to Intelligence or Constitution, and one is a free ability boost. - -You're trained in the [Crafting](../../skills.md#Crafting) skill and the [Alchemical Lore](../../skills.md#Lore) skill. You gain the [Alchemical Crafting](../../feats/alchemical-crafting.md) skill feat. \ No newline at end of file diff --git a/Compendium/equipment/items/abadars-flawless-scale-logm.md b/Compendium/equipment/items/abadars-flawless-scale-logm.md deleted file mode 100644 index 8201ed243..000000000 --- a/Compendium/equipment/items/abadars-flawless-scale-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Abadar's Flawless Scale"] ---- -# Abadar's Flawless Scale *Item 3* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Abadar](../../setting/deities/abadar.md) -- **Price** 50 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This immaculate golden set of merchant's scales is considered a divine instrument among [Abadar](../../setting/deities/abadar.md)'s most faithful. Unlike most scales, this one has only a single dish for placing small objects, and calculates value rather than weight. On the other side of the fulcrum, a steel arrow indicator points to various numbers engraved on the side of the scale. By placing an object of light Bulk onto the dish, you can determine its value in gold pieces in the market in which the scale was made (most of these scales are made in Katapesh or Absalom), based on its material composition and artisanship. For example, after placing a gemstone on the dish, the scale will indicate the fairest (average, in most cases) price you can expect to fetch in the market to which the scale is calibrated, but the scale wouldn't detect the gemstone's historical significance or any magical properties. Abadar's flawless scale can be calibrated to a different market by performing a 1-hour ritual in the proximity of that market. - -*Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/Compendium/equipment/items/ablative-armor-plating-g-g.md b/Compendium/equipment/items/ablative-armor-plating-g-g.md deleted file mode 100644 index df475ed56..000000000 --- a/Compendium/equipment/items/ablative-armor-plating-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Ablative Armor Plating"] ---- -# Ablative Armor Plating *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** attached ; **Bulk** 1 -- **Category** Consumable - -Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement. - -The process of attaching the plating takes 10 minutes and grants the wearer of the armor the listed temporary Hit Points for the stated duration or until lost. Removing the plating early destroys it. - -*Source: Guns & Gears p. 66* \ No newline at end of file diff --git a/Compendium/equipment/items/ablative-shield-plating-g-g.md b/Compendium/equipment/items/ablative-shield-plating-g-g.md deleted file mode 100644 index 7ce94f70b..000000000 --- a/Compendium/equipment/items/ablative-shield-plating-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Ablative Shield Plating"] ---- -# Ablative Shield Plating *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** attached ; **Bulk** 1 -- **Category** Consumable - -Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes. - -When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield temporary Hit Points that last for the stated duration or until lost. Removing the plating early destroys it. - -*Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/abysium-armor-lotgb.md b/Compendium/equipment/items/abysium-armor-lotgb.md deleted file mode 100644 index 59d2cb715..000000000 --- a/Compendium/equipment/items/abysium-armor-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/rare -aliases: ["Abysium Armor"] ---- -# Abysium Armor *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Typically only creatures immune to abysium's effects would don abysium armor. You're [sickened](../../../Rules/conditions.md#Sickened) while wearing standard-grade armor made from abysium, or [sickened](../../../Rules/conditions.md#Sickened) while wearing high-grade armor made from abysium. You can't reduce your [sickened](../../../Rules/conditions.md#Sickened) condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become [sickened](../../../Rules/conditions.md#Sickened) ([sickened](../../../Rules/conditions.md#Sickened) on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save. - -*Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/Compendium/equipment/items/abysium-lotgb.md b/Compendium/equipment/items/abysium-lotgb.md deleted file mode 100644 index 7baaaa219..000000000 --- a/Compendium/equipment/items/abysium-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/material -- trait/precious -- trait/rare -aliases: ["Abysium"] ---- -# Abysium *Item 0+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is [sickened](../../../Rules/conditions.md#Sickened) for a standard-grade object of light Bulk, [sickened](../../../Rules/conditions.md#Sickened) for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or [sickened](../../../Rules/conditions.md#Sickened) for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are [poison](../../../Rules/traits/poison.md) effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius. - -| Abysium Items | Hardness | HP | BT | -|---------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 10 | 40 | 20 | -| **Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | -| **Structures** | | | | -| Standard-grade | 20 | 80 | 40 | -| High-grade | 26 | 104 | 52 | - - -*Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/Compendium/equipment/items/abysium-powder-lotgb.md b/Compendium/equipment/items/abysium-powder-lotgb.md deleted file mode 100644 index 06e289ca0..000000000 --- a/Compendium/equipment/items/abysium-powder-lotgb.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -- trait/rare -aliases: ["Abysium Powder"] ---- -# Abysium Powder *Item 9* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 150 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This faintly glowing powder rapidly induces the symptoms of abysium poisoning. - -```ad-inline-affliction -title: Saving Throw: DC 27 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** `8d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) - -**Stage 2** `9d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) - -**Stage 3** `10d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) -``` - -*Source: Lost Omens: The Grand Bazaar p. 96* diff --git a/Compendium/equipment/items/abysium-shield-lotgb.md b/Compendium/equipment/items/abysium-shield-lotgb.md deleted file mode 100644 index b89386133..000000000 --- a/Compendium/equipment/items/abysium-shield-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/shield -- trait/rare -aliases: ["Abysium Shield"] ---- -# Abysium Shield *Item 8+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by shield -- **Category** Shield; **Group** Shield - -These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the [Shield Block](../../feats/shield-block.md) reaction against an adjacent creature's melee [Strike](../../../Rules/actions/strike.md), if the shield breaks, the creature is exposed to the abysium and is [sickened](../../../Rules/conditions.md#Sickened) for a standard-grade shield or [sickened](../../../Rules/conditions.md#Sickened) for a high-grade shield. - -*Source: Lost Omens: The Grand Bazaar p. 96* \ No newline at end of file diff --git a/Compendium/equipment/items/abysium-weapon-lotgb.md b/Compendium/equipment/items/abysium-weapon-lotgb.md deleted file mode 100644 index e7ad7fcd9..000000000 --- a/Compendium/equipment/items/abysium-weapon-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon -- trait/rare -aliases: ["Abysium Weapon"] ---- -# Abysium Weapon *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon - -Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal `1d4` poison damage on a successful [Strike](../../../Rules/actions/strike.md), and on a critical hit, the target is [sickened](../../../Rules/conditions.md#Sickened), or [sickened](../../../Rules/conditions.md#Sickened) with high-grade abysium. - -*Source: Lost Omens: The Grand Bazaar p. 97* \ No newline at end of file diff --git a/Compendium/equipment/items/acid-flask.md b/Compendium/equipment/items/acid-flask.md deleted file mode 100644 index 0cb7ea660..000000000 --- a/Compendium/equipment/items/acid-flask.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/bomb -- trait/acid -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/splash -aliases: ["Acid Flask"] ---- -# Acid Flask *Item 1+* -[acid](../../../Rules/traits/acid.md) [alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -This flask filled with corrosive acid deals 1 acid damage, the listed [persistent acid damage](../../../Rules/conditions.md#Persistent%20Damage), and the listed acid splash damage. Many types grant an item bonus to attack rolls. - -*Source: Core Rulebook p. 544* \ No newline at end of file diff --git a/Compendium/equipment/items/acid-spitter-g-g.md b/Compendium/equipment/items/acid-spitter-g-g.md deleted file mode 100644 index 405cecc7d..000000000 --- a/Compendium/equipment/items/acid-spitter-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/acid -- trait/clockwork -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Acid Spitter"] ---- -# Acid Spitter *Item 4* -[acid](../../../Rules/traits/acid.md) [clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Category** Snare - -This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a DC 20 Reflex saving throw or take `3d6` acid damage. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes full damage. -> - **Failure** The creature takes full damage and 5 [persistent acid damage](../../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The creature takes double damage and 10 [persistent acid damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: Guns & Gears p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/acrobats-staff-ec2.md b/Compendium/equipment/items/acrobats-staff-ec2.md deleted file mode 100644 index 82a0b7e79..000000000 --- a/Compendium/equipment/items/acrobats-staff-ec2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/held -- trait/fortune -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Acrobat's Staff"] ---- -# Acrobat's Staff *Item 6* -[fortune](../../../Rules/traits/fortune.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 235 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat's staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to [Disarm](../../../Rules/actions/disarm.md) you of it. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You fail or critically fail an - -**Effect** Reroll the [Acrobatics](../../skills.md#Acrobatics) check and take the better result. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 73* diff --git a/Compendium/equipment/items/adamantine.md b/Compendium/equipment/items/adamantine.md deleted file mode 100644 index d863fcf75..000000000 --- a/Compendium/equipment/items/adamantine.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/material -- trait/precious -- trait/uncommon -aliases: ["Adamantine"] ---- -# Adamantine *Item 8+* -[precious](../../../Rules/traits/precious.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Category** Material - -Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. - -| Adamantine Items | Hardness | HP | BT | -|------------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | -| **Items** | | | | -| Standard-grade | 14 | 56 | 28 | -| High-grade | 17 | 68 | 34 | -| **Structures** | | | | -| Standard-grade | 28 | 112 | 56 | -| High-grade | 34 | 136 | 68 | - - -*Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/Compendium/equipment/items/adaptive-cogwheel-g-g.md b/Compendium/equipment/items/adaptive-cogwheel-g-g.md deleted file mode 100644 index 526c7dd92..000000000 --- a/Compendium/equipment/items/adaptive-cogwheel-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Adaptive Cogwheel"] ---- -# Adaptive Cogwheel *Item 2* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 5 gp -- **Usage** affixed to a firearm; **Bulk** – -- **Activate** envision; **Requirements** You're wielding the affixed firearm. -- **Category** Talisman - -This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically transfigures itself into the form of any simple or martial firearm to which you have access, harmlessly ejecting any contained ammunition in the process. Any runes or attached items present on the affixed weapon remain active unless incompatible with its new form, in which case they're suppressed for the duration of the transformation. The effect lasts until the beginning of your next turn. - -*Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/Compendium/equipment/items/addiction-suppressant-lol.md b/Compendium/equipment/items/addiction-suppressant-lol.md deleted file mode 100644 index a68a7375c..000000000 --- a/Compendium/equipment/items/addiction-suppressant-lol.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/elixir -- trait/consumable -- trait/elixir -- trait/rare -aliases: ["Addiction Suppressant"] ---- -# Addiction Suppressant *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant. - -*Source: Lost Omens: Legends p. 72* \ No newline at end of file diff --git a/Compendium/equipment/items/addlebrain-aoa3.md b/Compendium/equipment/items/addlebrain-aoa3.md deleted file mode 100644 index 54705ddb0..000000000 --- a/Compendium/equipment/items/addlebrain-aoa3.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa3 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/inhaled -- trait/poison -- trait/rare -aliases: ["Addlebrain"] ---- -# Addlebrain *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 58 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Certain Scarlet Triad poisoners use toxins like addlebrain to keep captured prisoners docile and compliant for short periods of time until they can be properly shackled and imprisoned. - -Addlebrain is distilled from a hallucinogenic lichen that can often be found growing in the sewers below particularly large cities like Katapesh. - -Once soaked in special reagents and then dried, a dose of addlebrain must be either lit with flame or tossed into a fire to activate, whereupon it unleashes a cloud of toxin as normal for an inhaled poison. - -```ad-inline-affliction -title: Saving Throw: DC 25 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 1 day - -## Stages - -**Stage 1** [enfeebled](../../../rules/conditions.md#Enfeebled) and [stupefied](../../../rules/conditions.md#Stupefied) (10 minutes) - -**Stage 2** [enfeebled](../../../rules/conditions.md#Enfeebled) and [stupefied](../../../rules/conditions.md#Stupefied) (1 hour) - -**Stage 3** [fatigued](../../../rules/conditions.md#Fatigued), [enfeebled](../../../rules/conditions.md#Enfeebled), and [stupefied](../../../rules/conditions.md#Stupefied) (1 day) -``` - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* diff --git a/Compendium/equipment/items/admonishing-band-g-g.md b/Compendium/equipment/items/admonishing-band-g-g.md deleted file mode 100644 index cc9aec11f..000000000 --- a/Compendium/equipment/items/admonishing-band-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/consumable -- trait/enchantment -- trait/magical -- trait/talisman -aliases: ["Admonishing Band"] ---- -# Admonishing Band *Item 4* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 20 gp -- **Usage** affixed to a firearm; **Bulk** – -- **Activate** envision; **Requirements** You're trained in [Intimidation](../../skills.md#Intimidation). -- **Category** Talisman - -This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. When you activate it, you fire your gun into the air with the effects of Warning Shot (page 112). If you already have the Warning Shot feat, the target doesn't become temporarily immune to your [Demoralize](../../../Rules/actions/demoralize.md), potentially allowing you to [Demoralize](../../../Rules/actions/demoralize.md) them again. - -*Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/Compendium/equipment/items/adventurers-pack.md b/Compendium/equipment/items/adventurers-pack.md deleted file mode 100644 index ed996deae..000000000 --- a/Compendium/equipment/items/adventurers-pack.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Adventurer's Pack"] ---- -# Adventurer's Pack *Item 0* - -- **Price** 15 sp -- **Bulk** 1 -- **Category** Adventuring Gear - -This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: a [backpack](backpack.md), a [bedroll](bedroll.md), [10 pieces of chalk](chalk-10.md), [flint and steel](flint-and-steel.md), [50 feet of rope](rope-50-feet.md), 2 weeks' [rations](rations-1-week.md), [soap](soap.md), 5 [torches](torch.md), and a [waterskin](waterskin.md). - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/adze-loag.md b/Compendium/equipment/items/adze-loag.md deleted file mode 100644 index 2691924f3..000000000 --- a/Compendium/equipment/items/adze-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/forceful -- trait/grippli -- trait/sweep -aliases: ["Adze"] ---- -# Adze *Item 0* -[forceful](../../../Rules/traits/forceful.md) [grippli](../../../Rules/traits/grippli-b2.md) [sweep](../../../Rules/traits/sweep.md) - -- **Price** 1 gp -- **Bulk** 2 -- **Damage** `1d10` S -- **Hands** 2 -- **Category** Martial; **Group** Axe - -A common cutting tool, an adze resembles an axe—but the cutting edge is horizontal, rather than vertical. The adze's shape makes it popular among wood workers, and grippli builders often use them to construct their treetop homes. The tool also serves as an effective weapon, due in part to the immense strength required to swing it. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md b/Compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md deleted file mode 100644 index a88b1f063..000000000 --- a/Compendium/equipment/items/aeon-stone-clear-quartz-octagon-ooa2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Aeon Stone (Clear Quartz Octagon)"] ---- -# Aeon Stone (Clear Quartz Octagon) *Item 4* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 90 gp -- **Usage** worn; **Bulk** — -- **Category** Worn - -This clear quartz stone appears to have been smashed and then repaired by pouring molten copper into the cracks and fitting the shards back together using the copper as a sort of mortar. When a non-magical item in your possession with a value of 90 gp or less and a Bulk of 1 Bulk or less would become [broken](../../../Rules/conditions.md#Broken), this aeon stone automatically activates, preventing the item from breaking by restoring the item's current Hit Points to the item's maximum Hit Points. The stone then turns permanently into a dull gray aeon stone. The stone's resonant power allows you to cast 1st-level [mending](../../spells/mending.md) as a divine innate spell once per day. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* \ No newline at end of file diff --git a/Compendium/equipment/items/aeon-stone.md b/Compendium/equipment/items/aeon-stone.md deleted file mode 100644 index 172787dc3..000000000 --- a/Compendium/equipment/items/aeon-stone.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Aeon Stone"] ---- -# Aeon Stone *Item 1+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. - -When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. - -You can stow an aeon stone with an [Interact](../../../Rules/actions/interact.md) action, and an orbiting stone can be snatched out of the air with a successful [Disarm](../../../Rules/actions/disarm.md) action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. - -There are various types of aeon stones, each with a different shape, color, and [magical](../../../Rules/traits/magical.md) effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a [wayfinder](wayfinder.md). - -*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/Compendium/equipment/items/air-bladder-lotgb.md b/Compendium/equipment/items/air-bladder-lotgb.md deleted file mode 100644 index 5bdbc26aa..000000000 --- a/Compendium/equipment/items/air-bladder-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Air Bladder"] ---- -# Air Bladder *Item 0* - -- **Price** 1 sp -- **Usage** held in 1 hand; **Bulk** L (1 if inflated) -- **Category** Held - -This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you can inhale the contents of the air bladder, which resets the number of rounds you can hold your breath (see the rules for drowning and suffocating on page 478 of the Core Rulebook). You can inflate the bladder or remove its attached weight as an [Interact](../../../Rules/actions/interact.md) action. An unattached inflated bladder without the weight will float toward the surface of the water at a rate of 60 feet per round. - -*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/air-cartridge-firing-system-g-g.md b/Compendium/equipment/items/air-cartridge-firing-system-g-g.md deleted file mode 100644 index 93f285807..000000000 --- a/Compendium/equipment/items/air-cartridge-firing-system-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/firing-mechanism -- trait/uncommon -aliases: ["Air Cartridge Firing System"] ---- -# Air Cartridge Firing System *Item 4* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 75 gp -- **Usage** attached -- **Category** Firing Mechanism - -Air cartridge firing mechanisms use a container of compressed air affixed to a sealed system that releases the air in a small burst to propel ammunition, and they're the default used in Arcadian air repeaters. Any firearm can be modified to replace its normal firing mechanism with an air cartridge firing system, allowing the weapon to be fired underwater or in other conditions that would normally prevent the ignition of black powder. The air cartridges lack much of the propulsive power of black powder, however, imposing a –10-foot penalty to the attached firearm's range increment. Weapons with the kickback trait don't gain that trait's benefits when using an air cartridge firing system. - -Attaching an air cartridge firing system takes one hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. - -*Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/Compendium/equipment/items/air-repeater-g-g.md b/Compendium/equipment/items/air-repeater-g-g.md deleted file mode 100644 index 6918beb69..000000000 --- a/Compendium/equipment/items/air-repeater-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/agile -- trait/repeating -- trait/uncommon -aliases: ["Air Repeater"] ---- -# Air Repeater *Item 0* -[agile](../../../Rules/traits/agile.md) [repeating](../../../Rules/traits/repeating-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 5 gp -- **Bulk** L -- **Damage** `1d4` P -- **Ammunution** Pellets; **Range** 30 ft.; **Reload** 0 -- **Hands** 1 -- **Category** Simple; **Group** Firearm - -A thin-barreled firearm that uses a container of pressurized air instead of black powder to propel small metal bullets from an attached cartridge, the air repeater has fallen out of common use in Arcadia due to its poor stopping power, though it's still used occasionally for casual hunting and sport shooting. The air repeater and its [longer-ranged, two-handed variant](long-air-repeater-g-g.md) are still valued by some for their ability to allow a shooter to fire multiple rounds without needing to stop to reload or crank to a new chamber. A typical air repeater magazine holds 6 pellets. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/aklys-b1.md b/Compendium/equipment/items/aklys-b1.md deleted file mode 100644 index dc98205c4..000000000 --- a/Compendium/equipment/items/aklys-b1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/b1 -- item/category/weapon/advanced -- trait/ranged-trip -- trait/tethered -- trait/thrown-20-ft -- trait/trip -- trait/uncommon -aliases: ["Aklys"] ---- -# Aklys *Item 0* -[ranged trip](../../../Rules/traits/ranged-trip-b1.md) [tethered](../../../Rules/traits/tethered-b1.md) [thrown <20 ft.>](../../../Rules/traits/thrown.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Advanced; **Group** Club - -The aklys is a throwing club with a hook on one end and a lengthy cord attached to the other. It is an uncommon advanced melee weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the ranged trip, tethered, thrown <20 feet>, and trip weapon traits; the new traits are described below. Though aklyses aren't available in most shops, one might be purchased for 5 gp from a vendor that specializes in strange weapons. - -*Source: Bestiary p. 85* \ No newline at end of file diff --git a/Compendium/equipment/items/alarm-snare.md b/Compendium/equipment/items/alarm-snare.md deleted file mode 100644 index 2d5dd20f0..000000000 --- a/Compendium/equipment/items/alarm-snare.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/auditory -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Alarm Snare"] ---- -# Alarm Snare *Item 1* -[auditory](../../../Rules/traits/auditory.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 3 gp -- **Category** Snare - -You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated. - -*Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/Compendium/equipment/items/alchemical-atomizer-lol.md b/Compendium/equipment/items/alchemical-atomizer-lol.md deleted file mode 100644 index 3e65cd5b2..000000000 --- a/Compendium/equipment/items/alchemical-atomizer-lol.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/held -- trait/alchemical -- trait/rare -aliases: ["Alchemical Atomizer"] ---- -# Alchemical Atomizer *Item 10* -[alchemical](../../../Rules/traits/alchemical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 175 gp -- **Usage** held in 1 hands, Bulk L -- **Category** Held - -Khismar developed this unique atomizer that allows for the distribution of elixirs, oils, and potions as a fine spray or mist. The atomizer can hold a single elixir, oil, or potion. An atomizer contains enough reagents to use it up to 10 times before the reagents must be replaced. A new batch of reagents costs 5 gp and requires an [Interact](../../../Rules/actions/interact.md) action to replace. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You spray the contents of the atomizer on yourself or an adjacent willing ally or unattended object. The target gains the effects of the applied elixir, oil, or potion. The target must be a valid target for the effect, such as food or drink for a nectar of purification, or the consumable is lost. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil, the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first. -``` - -*Source: Lost Omens: Legends p. 80* diff --git a/Compendium/equipment/items/alchemical-crossbow-fop.md b/Compendium/equipment/items/alchemical-crossbow-fop.md deleted file mode 100644 index 4cd66c22e..000000000 --- a/Compendium/equipment/items/alchemical-crossbow-fop.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/weapon/simple -- trait/alchemical -- trait/uncommon -aliases: ["Alchemical Crossbow"] ---- -# Alchemical Crossbow *Item 0* -[alchemical](../../../Rules/traits/alchemical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** [Bolt](bolt.md); **Range** 30 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Simple; **Group** Bow - -This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single lesser alchemical bomb into the bracket; this bomb must be one that deals energy damage (such as an acid flask, alchemist's fire, bottled lightning, frost vial, or thunderstone). The next three attacks made with the crossbow deal `1d6` damage of the bomb's damage type in addition to the crossbow's normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb's energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb's effect. The addition of the bracket serves to unbalance the weapon, reducing its range to 30 feet. - -It otherwise functions as a [crossbow](crossbow.md) (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow. The alchemical crossbow costs 25 gp. - -*Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/Compendium/equipment/items/alchemical-fuse-ooa2.md b/Compendium/equipment/items/alchemical-fuse-ooa2.md deleted file mode 100644 index 202fb59cd..000000000 --- a/Compendium/equipment/items/alchemical-fuse-ooa2.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/fire -aliases: ["Alchemical Fuse"] ---- -# Alchemical Fuse *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) - -- **Usage** held in one hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same [Interact](../../../rules/actions/interact.md) action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn. - -For a bomb, this deals splash damage, and for pyronite, it deals pyronite's normal damage. An alchemical fuse burns underwater or in up to moderate wind. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You extinguish the fuse. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 75* diff --git a/Compendium/equipment/items/alchemical-springald-g-g.md b/Compendium/equipment/items/alchemical-springald-g-g.md deleted file mode 100644 index 753f757f3..000000000 --- a/Compendium/equipment/items/alchemical-springald-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/huge -- trait/uncommon -aliases: ["Alchemical Springald"] ---- -# Alchemical Springald *Item 13* -[huge](../../../Rules/traits/huge-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6000 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -30 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <100 feet> - -`10d6` damage and 3 splash damage, three different targets within a 15-foot burst, DC 30 Reflex. The damage type depends on the alchemical ammunition used: acid, cold, electricity, or fire. Creatures take the splash damage only once from the launch, even if they're in the area of more than one of the three splashes. -%% #trait/manipulate #trait/range-increment-100-feet %% -``` - -*Source: Guns & Gears p. 173* diff --git a/Compendium/equipment/items/alchemist-goggles.md b/Compendium/equipment/items/alchemist-goggles.md deleted file mode 100644 index 33200382f..000000000 --- a/Compendium/equipment/items/alchemist-goggles.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Alchemist Goggles"] ---- -# Alchemist Goggles *Item 4+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn eyepiece -- **Category** Worn - -These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to [Crafting](../../skills.md#Crafting) checks to [Craft](../../../Rules/actions/craft.md) alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making [Strikes](../../../Rules/actions/strike.md) with alchemical bombs. - -*Source: Core Rulebook p. 605* \ No newline at end of file diff --git a/Compendium/equipment/items/alchemists-damper-ooa2.md b/Compendium/equipment/items/alchemists-damper-ooa2.md deleted file mode 100644 index d6fd4faf0..000000000 --- a/Compendium/equipment/items/alchemists-damper-ooa2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -- trait/uncommon -aliases: ["Alchemist's Damper"] ---- -# Alchemist's Damper *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** attached ; **Bulk** — -- **Activate** envision -- **Category** Talisman - -A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering [Strike](../../../Rules/actions/strike.md), the mercury turns briefly to gold, reducing the effect of recoil, allowing you to ignore the circumstance penalty of the attached weapon's kickback weapon trait. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/alchemists-fire.md b/Compendium/equipment/items/alchemists-fire.md deleted file mode 100644 index c418fe87b..000000000 --- a/Compendium/equipment/items/alchemists-fire.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/fire -- trait/splash -aliases: ["Alchemist's Fire"] ---- -# Alchemist's Fire *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. - -*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/Compendium/equipment/items/alchemists-lab.md b/Compendium/equipment/items/alchemists-lab.md deleted file mode 100644 index 3aaa8baa0..000000000 --- a/Compendium/equipment/items/alchemists-lab.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Alchemist's Lab"] ---- -# Alchemist's Lab *Item 0* - -- **Price** 5 gp -- **Bulk** 6 -- **Hands** 2 -- **Category** Adventuring Gear - -You need an alchemist's lab to [Craft](../../../Rules/actions/craft.md) alchemical items during downtime. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/alcohol-gmg.md b/Compendium/equipment/items/alcohol-gmg.md deleted file mode 100644 index b1e4b8242..000000000 --- a/Compendium/equipment/items/alcohol-gmg.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -aliases: ["Alcohol"] ---- -# Alcohol *Item 0* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can't recover from the [sickened](../../../Rules/conditions.md#Sickened) condition from alcohol while affected. - -If you fail a saving throw against alcohol other than initial saves, the affliction's stage doesn't increase; the only way to increase the stage of alcohol's affliction is to consume more alcohol. - -```ad-inline-affliction -title: Saving Throw: DC 12 Fortitude - -- **Onset**: 10 minutes - -## Stages - -**Stage 1** +1 item bonus to saving throws against [fear](../../../rules/traits/fear.md) effects (10 minutes) - -**Stage 2** [flat-footed](../../../rules/conditions.md#Flat-footed), +1 item bonus to saving throws against [fear](../../../rules/traits/fear.md) effects (10 minutes) - -**Stage 3** [clumsy](../../../rules/conditions.md#Clumsy), [flat-footed](../../../rules/conditions.md#Flat-footed), [stupefied](../../../rules/conditions.md#Stupefied) (10 minutes) - -**Stage 4** [clumsy](../../../rules/conditions.md#Clumsy) and [sickened](../../../rules/conditions.md#Sickened) (10 minutes) - -**Stage 5** [clumsy](../../../rules/conditions.md#Clumsy), [sickened](../../../rules/conditions.md#Sickened), and [stupefied](../../../rules/conditions.md#Stupefied) (10 minutes) - -**Stage 6** [unconscious](../../../rules/conditions.md#Unconscious) (8 hours) - -**Stage 7** death -``` - -*Source: Gamemastery Guide p. 120* diff --git a/Compendium/equipment/items/aldori-dueling-sword-lowg.md b/Compendium/equipment/items/aldori-dueling-sword-lowg.md deleted file mode 100644 index 2a4e20ea9..000000000 --- a/Compendium/equipment/items/aldori-dueling-sword-lowg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/weapon/advanced -- trait/finesse -- trait/uncommon -- trait/versatile-p -aliases: ["Aldori Dueling Sword"] ---- -# Aldori Dueling Sword *Item 1* -[finesse](../../../Rules/traits/finesse.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d8` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -An Aldori dueling sword is a slim, single-bladed dueling sword with a slight curve and a sharp, reinforced point. It deals `1d8` slashing damage. An aldori dueling sword is an advanced one-handed melee weapon in the sword weapon group. - -*Source: Lost Omens: World Guide p. 28* \ No newline at end of file diff --git a/Compendium/equipment/items/aligned-oil.md b/Compendium/equipment/items/aligned-oil.md deleted file mode 100644 index 35bb9e14a..000000000 --- a/Compendium/equipment/items/aligned-oil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/divine -- trait/evocation -- trait/oil -aliases: ["Aligned Oil"] ---- -# Aligned Oil *Item 9* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [oil](../../../Rules/traits/oil.md) - -- **Price** 140 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a good-aligned oil). A weapon anointed with this oil gains the effects of the property rune matching its alignment: anarchic (chaos), axiomatic (law), holy (good), or unholy (evil) - -This lasts for 1 minute. - -*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/Compendium/equipment/items/alignment-ampoule-lopsg.md b/Compendium/equipment/items/alignment-ampoule-lopsg.md deleted file mode 100644 index e7d0780a3..000000000 --- a/Compendium/equipment/items/alignment-ampoule-lopsg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/uncommon -aliases: ["Alignment Ampoule"] ---- -# Alignment Ampoule *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Bomb - -This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack. - -If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types. - -*Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/Compendium/equipment/items/alkenstar-cannon-g-g.md b/Compendium/equipment/items/alkenstar-cannon-g-g.md deleted file mode 100644 index 41973d20b..000000000 --- a/Compendium/equipment/items/alkenstar-cannon-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/huge -- trait/rare -aliases: ["Alkenstar Cannon"] ---- -# Alkenstar Cannon *Item 15* -[huge](../../../Rules/traits/huge-b1.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 12000 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -Named for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just how mobile it actually is. The barrel of an Alkenstar cannon is nearly 3 feet in diameter, making it impractical to manufacture and handle cannonballs of sufficient size. Instead, Alkenstar cannons spray buckshot in a similar way to blunderbusses, firing large barrels that break apart mid-flight and release a rain of scattershot over a massive area. The slow movement and short range make this siege weapon fit fewer situations than most, but when used effectively, such as to stop a charge of Mana Waste mutants against the walls of Alkenstar, the results are devastating. - -```ad-embed-ability -title: Aim [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -50 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times, requires a successful DC 20 Athletics check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <50 feet> - -`10d12` bludgeoning, 50-foot burst, DC 33 Reflex -%% #trait/manipulate #trait/range-increment-50-feet %% -``` - -*Source: Guns & Gears p. 176* diff --git a/Compendium/equipment/items/alkenstar-ice-wine-loil.md b/Compendium/equipment/items/alkenstar-ice-wine-loil.md deleted file mode 100644 index 53551dc01..000000000 --- a/Compendium/equipment/items/alkenstar-ice-wine-loil.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -- trait/positive -- trait/uncommon -aliases: ["Alkenstar Ice Wine"] ---- -# Alkenstar Ice Wine *Item 5+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [positive](../../../Rules/traits/positive.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison - -This bottle of delicately sweet ice wine has the properties of alcohol (Pathfinder Gamemastery Guide 120). Made exclusively from grapes frozen in the Mana Wastes' erratic surge storms, Alkenstar ice wine finds a ready market among Geb, though undead are still immune to the drug's listed effects. - -The listed price is for a mediocre vintage, but finer vintages are higher level and commensurately more expensive. - -*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/Compendium/equipment/items/alluring-scarf-lotgb.md b/Compendium/equipment/items/alluring-scarf-lotgb.md deleted file mode 100644 index ae40c3c9f..000000000 --- a/Compendium/equipment/items/alluring-scarf-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Alluring Scarf"] ---- -# Alluring Scarf *Item 8+* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand -- **Category** Held - -This thin, multicolored scarf shifts between hues in almost dizzying patterns. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [visual](../../../rules/traits/visual.md) - -You [Stride](../../../rules/actions/stride.md). All creatures within 10 feet of you when you started the [Stride](../../../rules/actions/stride.md) must attempt a DC 24 Will save. On a failure, a creature becomes [fascinated](../../../rules/conditions.md#Fascinated) and must spend at least one of its actions on its next turn to move toward you. A [fascinated](../../../rules/conditions.md#Fascinated) creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting [hostile](../../../rules/conditions.md#Hostile) to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting [hostile](../../../rules/conditions.md#Hostile) to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute. -%% #trait/emotion #trait/enchantment #trait/mental #trait/visual %% -``` - -*Source: Lost Omens: The Grand Bazaar p. 84* diff --git a/Compendium/equipment/items/alpaca-lotg.md b/Compendium/equipment/items/alpaca-lotg.md deleted file mode 100644 index a4574db65..000000000 --- a/Compendium/equipment/items/alpaca-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Alpaca"] ---- -# Alpaca *Item 0* - -- **Price** 75 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/aluum-charm-aoa5.md b/Compendium/equipment/items/aluum-charm-aoa5.md deleted file mode 100644 index 161ff3806..000000000 --- a/Compendium/equipment/items/aluum-charm-aoa5.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Aluum Charm"] ---- -# Aluum Charm *Item 10* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn; **Bulk** – -- **Category** Worn - -This ornate pendant of brass is adorned with a vibrant blue gemstone. An aluum charm grants control over a particular aluum and lesser influence over other such constructs. As long as you wear an aluum's linked aluum charm, that aluum follows your verbal commands, including somewhat nuanced orders like "subdue this target" or "strike anyone wearing a blue robe." - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected. -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 82* diff --git a/Compendium/equipment/items/amaranthine-pavise-lotgb.md b/Compendium/equipment/items/amaranthine-pavise-lotgb.md deleted file mode 100644 index 161ebd757..000000000 --- a/Compendium/equipment/items/amaranthine-pavise-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Amaranthine Pavise"] ---- -# Amaranthine Pavise *Item 10* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** 4 -- **Category** Held - -This tower shield (Hardness 9, HP 54, BT 27) was developed by followers of [Ketephys](../../setting/deities/ketephys-logm.md), the elven god of the hunt. It's distinct for having a central ridge, and for being made from only wood and hide. [Ketephys](../../setting/deities/ketephys-logm.md)'s religious symbol, a hawk rising over a silver crescent, is painted on the hide stretched across the front of the shield. Each amaranthine pavise is blessed by Ketephysian priests to aid in liberating Tanglebriar and defeating the nascent demon lord [Treerazer](../../setting/deities/treerazer-b1.md). While you have the shield raised, you gain a +2 circumstance bonus to saving throws against the innate spells and special abilities of demons. When your allies have cover from the amaranthine pavise, the circumstance bonus they gain from cover to Reflex saves against area effects also applies to Fortitude and Will saves against demons' area effects. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -[Ketephys](../../../compendium/setting/deities/ketephys-logm.md)'s wrath descends upon your foes. The shield casts good divine wrath with a DC of 27. -``` - -*Source: Lost Omens: The Grand Bazaar p. 30* diff --git a/Compendium/equipment/items/ambrosia-of-undying-hope-ec6.md b/Compendium/equipment/items/ambrosia-of-undying-hope-ec6.md deleted file mode 100644 index e733a7c54..000000000 --- a/Compendium/equipment/items/ambrosia-of-undying-hope-ec6.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/necromancy -- trait/rare -aliases: ["Ambrosia Of Undying Hope"] ---- -# Ambrosia Of Undying Hope *Item 19* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 6200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to [Cayden Cailean](../../setting/deities/cayden-cailean.md) and to the cults of the Failed in Absalom. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from [dying](../../../Rules/conditions.md#Dying), you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours. - -The ambrosia can't protect you from [death](../../../Rules/traits/death.md) effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/amphibious-chair-lotgb.md b/Compendium/equipment/items/amphibious-chair-lotgb.md deleted file mode 100644 index 02b1e9dbc..000000000 --- a/Compendium/equipment/items/amphibious-chair-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair-upgrade -- trait/magical -- trait/transmutation -aliases: ["Amphibious Chair"] ---- -# Amphibious Chair *Item 9* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 575 gp -- **Category** Wheelchair Upgrade - -This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the water or on land with equal ease. Your chair has a base land Speed of 20 feet if that's faster than your land Speed (for example, if you are an aquatic creature with no land Speed or a very slow land Speed), and your chair has a base swim Speed of 20 feet if that's faster than any swim Speed you have. Additionally, while riding in the chair, you can magically breathe underwater if you normally breathe air, or breathe air if you can normally only breathe underwater. - -*Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/anarchic.md b/Compendium/equipment/items/anarchic.md deleted file mode 100644 index d5e36d3d0..000000000 --- a/Compendium/equipment/items/anarchic.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/chaotic -- trait/evocation -- trait/magical -aliases: ["Anarchic"] ---- -# Anarchic *Item 11* -[chaotic](../../../Rules/traits/chaotic.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1400 gp -- **Usage** etched onto a weapon without an axiomatic rune -- **Category** Rune - -An anarchic rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this rune deals an additional `1d6` chaotic damage against lawful targets. If you are lawful, you are [enfeebled](../../../Rules/conditions.md#Enfeebled) while carrying or wielding this weapon. - -When you critically succeed at a [Strike](../../../Rules/actions/strike.md) with this weapon against a lawful creature, roll `1d6`. On a 1 or 2, you deal double minimum damage; on a 3 or 4, double your damage normally; on a 5 or 6, you deal double maximum damage. - -*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/Compendium/equipment/items/ancestral-echoing-aoa4.md b/Compendium/equipment/items/ancestral-echoing-aoa4.md deleted file mode 100644 index 7a7f26ab4..000000000 --- a/Compendium/equipment/items/ancestral-echoing-aoa4.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa4 -- item/category/rune -- trait/dwarf -- trait/evocation -- trait/magical -- trait/rare -- trait/saggorak -aliases: ["Ancestral Echoing"] ---- -# Ancestral Echoing *Item 15* -[dwarf](../../../Rules/traits/dwarf.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [saggorak](../../../Rules/traits/saggorak-aoa4.md) - -- **Price** 9500 gp -- **Usage** etched onto a weapon -- **Category** Rune - -The wisdom of this weapon's past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon is one step higher than normal, to a maximum of the highest proficiency rank you have in any weapon. For instance, if you had master proficieny with martial weapons and expert proficiency with advanced weapons, you would have master proficiency with advanced weapon that had this rune. - -In addition, while wielding the ancestral echoing weapon, you have expert proficiency in one [Lore](../../skills.md#Lore) skill relevant to one or more of the weapon's previous owners. This is typically [Dwarven Lore](../../skills.md#Lore) but is ultimately determined by the GM depending on the weapon's history. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/ancestral-embrace-sot6.md b/Compendium/equipment/items/ancestral-embrace-sot6.md deleted file mode 100644 index 80735b5e6..000000000 --- a/Compendium/equipment/items/ancestral-embrace-sot6.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot6 -- item/category/artifact -- trait/artifact -- trait/divine -- trait/invested -- trait/necromancy -- trait/unique -aliases: ["Ancestral Embrace"] ---- -# Ancestral Embrace *Item 26* -[artifact](../../../Rules/traits/artifact-gmg.md) [divine](../../../Rules/traits/divine.md) [invested](../../../Rules/traits/invested.md) [necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** worn armor; **Bulk** 1 -- **Category** Artifact - -This brightly colored +4 major resilient leather armor is inscribed with a spiral that has no end or beginning. Though it is a symbol of the ancient religion of Holy Xatramba, it also serves as a religious symbol of [Pharasma](../../setting/deities/pharasma.md). When you invest the armor, you gain negative resistance 25 and can draw on the power of your ancestors. You gain an ancestry feat from your ancestry; the feat can be any level, but you must meet any other prerequisites of the feat. - -You lose the feat when the investment ends, and you can select a different feat each time you invest the armor again. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You use an ancestry feat that has a limited number of uses per day - -**Effect** You gain an additional use of the ancestry feat. If you do not use it before the next time you make your daily preparations, the use is lost. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You begin casting a legend lore ritual to learn legends about your ancestry or about someone of your ancestry - -**Effect** Ancestral Embrace reduces the casting time of this ritual to 1 hour, and you don't need secondary casters for this ritual. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The armor casts avatar, granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear (reach <15 feet>, thrown <50 feet>), Damage `6d6+6` piercing; Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blowgun (range <120 feet>), Damage `1d6+3` piercing plus `5d6` poison. Destruction Ancestral Embrace crumbles if its wearer intentionally and knowingly kills or desecrates the remains of six generations of their family. -``` - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 76* diff --git a/Compendium/equipment/items/anchor-spear-ec5.md b/Compendium/equipment/items/anchor-spear-ec5.md deleted file mode 100644 index f770f8b95..000000000 --- a/Compendium/equipment/items/anchor-spear-ec5.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/held -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Anchor Spear"] ---- -# Anchor Spear *Item 13* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2800 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the weapon. Wielded by specially trained xulgath cavalry, anchor spears are used to prevent the escape of gogiteths or other monsters capable of climbing or burrowing. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The anchor spear extends into a +2 greater striking longspear or back to its original form as a +2 greater striking spear. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You damage a creature using the anchor spear - -**Effect** The spear embeds itself into the creature, and the spear's haft splits along the silver lines to become a series of hooks attached to a thin but strong cable. As long as the anchor spear remains embedded in the creature, any time the creature burrows or climbs, it treats normal terrain as difficult terrain and difficult terrain as greater difficult terrain. The creature can spend an [Interact](../../../rules/actions/interact.md) action to attempt a DC 32 [Athletics](../../../compendium/skills.md#Athletics) check to remove the spearhead. - -> [!success-degree] -> - **Critical Success** The anchor spear is removed, becomes [broken](../../../rules/conditions.md#Broken), and falls to the ground in the creature's space. -> - **Success** The anchor spear is removed, the creature takes `1d8` piercing damage, and the spear falls to the ground in a random space adjacent to the creature. -> - **Failure** The anchor spear remains in place, and the creature takes `1d8` piercing damage. -> - **Critical Failure** As failure, except the creature takes `2d8` piercing damage. -``` - -*Source: Extinction Curse #5: Lord of the Black Sands p. 75* diff --git a/Compendium/equipment/items/anchoring-lotgb.md b/Compendium/equipment/items/anchoring-lotgb.md deleted file mode 100644 index e58a48a30..000000000 --- a/Compendium/equipment/items/anchoring-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Anchoring"] ---- -# Anchoring *Item 10+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -This rune prevents enemies from escaping your grasp by [fleeing](../../../Rules/conditions.md#Fleeing) to other planes. If you critically hit a target with an anchoring weapon, the weapon casts [dimensional anchor](../../spells/dimensional-anchor.md) on the target (DC 27, counteract modifier +17). - -*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/animal-bed-lotg.md b/Compendium/equipment/items/animal-bed-lotg.md deleted file mode 100644 index a5b005bfb..000000000 --- a/Compendium/equipment/items/animal-bed-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Animal Bed"] ---- -# Animal Bed *Item 0* - -- **Price** 1 sp -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/animal-staff.md b/Compendium/equipment/items/animal-staff.md deleted file mode 100644 index b0c3fab8c..000000000 --- a/Compendium/equipment/items/animal-staff.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/staff -- trait/divination -- trait/magical -- trait/staff -aliases: ["Animal Staff"] ---- -# Animal Staff *Item 4+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This staff is topped with carved animal and monster heads. - -While wielding the staff, you gain a +2 circumstance bonus to [Nature](../../skills.md#Nature) checks to identify animals. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Core Rulebook p. 592* \ No newline at end of file diff --git a/Compendium/equipment/items/animate-dreamer-g-g.md b/Compendium/equipment/items/animate-dreamer-g-g.md deleted file mode 100644 index 07e501a07..000000000 --- a/Compendium/equipment/items/animate-dreamer-g-g.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/cn -- trait/evocation -- trait/intelligent -- trait/occult -- trait/rare -aliases: ["Animate Dreamer"] ---- -# Animate Dreamer *Item 15* -[cn](../../../Rules/traits/chaotic-neutral-b1.md) [evocation](../../../Rules/traits/evocation.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [occult](../../../Rules/traits/occult.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -The gunsmith that created this marvelous scattergun poured so much love and care into its creation that the weapon gained a spark of sentience. However, at first it was completely incapable of expressing itself. This led a seething frustration to grow within the weapon, as it yearned desperately to respond to Animate Dreamer the same love and affection that created it. Through decades of effort, it gained the ability to communicate empathically, then telepathically. Now, the weapon is capable of exerting its influence over other inanimate objects. Despite the weapon's progress, years of feeling helpless have given the animate dreamer a singular goal: to obtain and occupy a body of its own. - -An animate dreamer is cunning, intelligent, and patient. It urges you to create a body for it and is willing to go to any lengths to see its goals come to fruition, including coercion, deception, and violence. An animate dreamer desires a permanent body but isn't picky about the body's form or the methods it has to use in order to gain it. Therefore, an animate dreamer is just as happy in a living body stolen from an innocent as it would be in an artificially constructed body, or even an undead corpse. If you refuse to work towards creating or obtaining a body for the animate dreamer, it will likely use its possession ability to try and take control of you and use your body to find a permanent replacement for itself. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The animate dreamer has a stored spell. - -**Effect** The animate dreamer casts its stored spell at a target that meets the requirements. This empties the spell from the weapon and allows a spell to be cast into it again. The animate dreamer has a spell attack roll of +25 and a spell DC of 33 with the stored spell. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The animate dreamer focuses on a single unattended inanimate object in an area it can see and exerts its will over the object, temporarily levitating it around. The animate dreamer casts [mage hand](../../../compendium/spells/mage-hand.md) as a 5th-level occult spell. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The animate dreamer attempts to achieve its goal of occupying a body of its own and casts [possession](../../../compendium/spells/possession.md) as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it. -``` - -*Source: Guns & Gears p. 161* diff --git a/Compendium/equipment/items/anklets-of-alacrity.md b/Compendium/equipment/items/anklets-of-alacrity.md deleted file mode 100644 index 6bcc7be88..000000000 --- a/Compendium/equipment/items/anklets-of-alacrity.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/apex -- trait/apex -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Anklets of Alacrity"] ---- -# Anklets of Alacrity *Item 17* -[apex](../../../Rules/traits/apex.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 15000 gp -- **Usage** worn anklets -- **Category** Apex - -These gem-studded golden anklets give you a +3 item bonus to [Acrobatics](../../skills.md#Acrobatics) checks. When you invest the anklets, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes. -``` - -*Source: Core Rulebook p. 603* diff --git a/Compendium/equipment/items/ankylostar-ec4.md b/Compendium/equipment/items/ankylostar-ec4.md deleted file mode 100644 index 63318c060..000000000 --- a/Compendium/equipment/items/ankylostar-ec4.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec4 -- item/category/held -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Ankylostar"] ---- -# Ankylostar *Item 13* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2800 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The ankylostar grows and transforms into a +2 greater striking greatclub, but it retains the versatile (piercing) trait of a morningstar. - -While in this form, the ankylostar has Bulk 2 and requires two hands to wield. It can be returned to its morningstar form with another 1-action command. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The ankylostar is in its greatclub form - -**Effect** The ankylostar's length extends as you swing the club in a wide arc. You [Strike](../../../rules/actions/strike.md) up to three creatures in a 15-foot cone; this counts as one attack for the purpose of calculating your multiple attack penalty. Alternatively, you [Shove](../../../rules/actions/shove.md) up to three creatures in a 15-foot cone, rolling a separate [Athletics](../../../compendium/skills.md#Athletics) check for each creature. -``` - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* diff --git a/Compendium/equipment/items/anointed-waterskin-som.md b/Compendium/equipment/items/anointed-waterskin-som.md deleted file mode 100644 index 50e4f92d8..000000000 --- a/Compendium/equipment/items/anointed-waterskin-som.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/divine -- trait/evocation -- trait/good -- trait/water -aliases: ["Anointed Waterskin"] ---- -# Anointed Waterskin *Item 9* -[divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [good](../../../Rules/traits/good.md) [water](../../../Rules/traits/water.md) - -- **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This waterskin coruscates with holy energy, causing it to slowly fill itself with special blessed water unique to the item. After using any of the activations, the waterskin is empty, but slowly refills itself. It becomes full enough to use again at the next dawn. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You throw the anointed waterskin up to 60 feet. The water explodes out of it, with the effects of holy cascade. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The anointed waterskin is full - -**Effect** You drink the water within the waterskin, granting you the effects of bless. As normal with the spell, you can increase the radius with a single action with the [concentrate](../../../rules/traits/concentrate.md) trait. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: The anointed waterskin is full - -**Effect** You decant the water, creating up to 10 vials of holy water. You must provide the vials. -``` - -*Source: Secrets of Magic p. 179* diff --git a/Compendium/equipment/items/anointing-oil-lokl.md b/Compendium/equipment/items/anointing-oil-lokl.md deleted file mode 100644 index 721a1d9e7..000000000 --- a/Compendium/equipment/items/anointing-oil-lokl.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/oil -- trait/consumable -- trait/magical -- trait/necromancy -- trait/oil -- trait/uncommon -aliases: ["Anointing Oil"] ---- -# Anointing Oil *Item 4+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [oil](../../../Rules/traits/oil.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. - -The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is [enfeebled](../../../Rules/conditions.md#Enfeebled) until the contact is [broken](../../../Rules/conditions.md#Broken) or the oil's effect wears off. - -*Source: Lost Omens: Knights of Lastwall p. 88* \ No newline at end of file diff --git a/Compendium/equipment/items/antidote.md b/Compendium/equipment/items/antidote.md deleted file mode 100644 index 3efd1de14..000000000 --- a/Compendium/equipment/items/antidote.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Antidote"] ---- -# Antidote *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. - -*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/Compendium/equipment/items/antimagic-oil.md b/Compendium/equipment/items/antimagic-oil.md deleted file mode 100644 index f6caac745..000000000 --- a/Compendium/equipment/items/antimagic-oil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/abjuration -- trait/consumable -- trait/magical -- trait/oil -- trait/rare -aliases: ["Antimagic Oil"] ---- -# Antimagic Oil *Item 20* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 13000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This oil contains energy that repels nearly all types of magic. - -When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the [magical](../../../Rules/traits/magical.md) trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer. - -Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer. - -*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/Compendium/equipment/items/antimagic.md b/Compendium/equipment/items/antimagic.md deleted file mode 100644 index 86426de52..000000000 --- a/Compendium/equipment/items/antimagic.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Antimagic"] ---- -# Antimagic *Item 15* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6500 gp -- **Usage** etched onto armor -- **Category** Rune - -This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against [magical](../../../Rules/traits/magical.md) effects. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A spell targets you or includes you in its area - -**Effect** The armor attempts to counteract the triggering spell with the effect of a 7th-level [dispel magic](../../../compendium/spells/dispel-magic.md) spell and a counteract modifier of +26. -``` - -*Source: Core Rulebook p. 582* diff --git a/Compendium/equipment/items/antiplague.md b/Compendium/equipment/items/antiplague.md deleted file mode 100644 index 47da50ffd..000000000 --- a/Compendium/equipment/items/antiplague.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Antiplague"] ---- -# Antiplague *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Antiplague can fortify the body's defenses against diseases. - -Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. - -*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/Compendium/equipment/items/antivenom-potion-tio.md b/Compendium/equipment/items/antivenom-potion-tio.md deleted file mode 100644 index 3b74d02e1..000000000 --- a/Compendium/equipment/items/antivenom-potion-tio.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/tio -- item/category/potion -- trait/consumable -- trait/magical -- trait/necromancy -- trait/potion -aliases: ["Antivenom Potion"] ---- -# Antivenom Potion *Item 2* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Potion - -This cloudy, white liquid helps protect against poisons. - -When you drink an antivenom potion, you can immediately attempt a DC 10 flat check to end any [persistent poison damage](../../../Rules/conditions.md#Persistent%20Damage) you're taking. In addition, for 1 minute after drinking the potion, you gain a +1 bonus to Fortitude saving throws to avoid taking [persistent poison damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/Compendium/equipment/items/antler-arrow-apg.md b/Compendium/equipment/items/antler-arrow-apg.md deleted file mode 100644 index 2c441ca75..000000000 --- a/Compendium/equipment/items/antler-arrow-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -aliases: ["Antler Arrow"] ---- -# Antler Arrow *Item 2* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 7 gp -- **Ammunition** [arrow](arrow.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain their foes. When an activated antler arrow hits a target, bone antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow (Core Rulebook 284) - -If the hit with the antler arrow is a critical hit and you have access to the bow critical specialization effect, the DC of the [Athletics](../../skills.md#Athletics) check increases to 15. - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/apotropaic-fulu-som.md b/Compendium/equipment/items/apotropaic-fulu-som.md deleted file mode 100644 index 57bf1ea58..000000000 --- a/Compendium/equipment/items/apotropaic-fulu-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -aliases: ["Apotropaic Fulu"] ---- -# Apotropaic Fulu *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 25 gp -- **Usage** affixed over an entrance -- **Category** Consumable - -This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic, good, lawful, or evil. When a creature with the opposing alignment trait of the fulu (good for an evil fulu, and so on) passes through the entrance, it must succeed at a DC 17 Fortitude save or become [sickened](../../../Rules/conditions.md#Sickened); regardless of whether they succeed, the creature becomes temporarily immune for 1 day. - -*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/Compendium/equipment/items/applereed-mutagen-lol.md b/Compendium/equipment/items/applereed-mutagen-lol.md deleted file mode 100644 index 590e845c6..000000000 --- a/Compendium/equipment/items/applereed-mutagen-lol.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -- trait/rare -aliases: ["Applereed Mutagen"] ---- -# Applereed Mutagen *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it. - -**Benefit** You gain an item bonus to [Athletics](../../skills.md#Athletics) checks and you gain the listed status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space. - -**Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. - -*Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/apricot-of-bestial-might-frp2.md b/Compendium/equipment/items/apricot-of-bestial-might-frp2.md deleted file mode 100644 index f984f4720..000000000 --- a/Compendium/equipment/items/apricot-of-bestial-might-frp2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -- trait/uncommon -aliases: ["Apricot Of Bestial Might"] ---- -# Apricot Of Bestial Might *Item 16* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack. - -Benefit You gain 8 resistance to all physical damage and gain a tusk unarmed attack with the [deadly ](../../../Rules/traits/deadly.md) trait that deals `1d10` piercing damage. - -Drawback You become [clumsy](../../../Rules/conditions.md#Clumsy). If you perform an action with the [auditory](../../../Rules/traits/auditory.md) or [linguistic](../../../Rules/traits/linguistic.md) traits, you must succeed at a DC 5 flat check or the action is lost. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/aquarium-lamp-g-g.md b/Compendium/equipment/items/aquarium-lamp-g-g.md deleted file mode 100644 index 74dfa6d41..000000000 --- a/Compendium/equipment/items/aquarium-lamp-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/electricity -- trait/light -- trait/uncommon -aliases: ["Aquarium Lamp"] ---- -# Aquarium Lamp *Item 8* -[electricity](../../../Rules/traits/electricity.md) [light](../../../Rules/traits/light.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1500 gp -- **Bulk** 20 -- **Category** Adventuring Gear - -The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the shape of a glass cube 50 feet wide and seven feet high filled with sea water, flanked by two much smaller water tanks. A sparse brass frame around the device keeps the tanks themselves from touching the ground and serves as a mounting point for a pair of electrical coils on the top, which are enclosed within separate glass tubes. Six electric eels swim within the central tank, while a number of animals belonging to species considered to be the eels' natural prey swim in the smaller feeding tanks. - -With the simple pull of a lever attached to either smaller tank, one of the prey animals is released into the eel tank. - -Within seconds, the eels converge on the hapless animal, using their electrical charges to stun their victims. When this happens, the salty seawater conducts the electrical energy into transfer coils [hidden](../../../Rules/conditions.md#Hidden) within the brass frame, which send the energy to the top-mounted electrical coils. The end result produces enough light to fully illuminate a room as though it were midday. - -This device is an expression of a recent trend among certain Avistani nobles to blend form and function in their manors' interior decorations. In such circles, ostentatious decorations that serve no functional purpose are derided as "tacky" and "unrefined." If a noble in such company wishes not to be ridiculed, they must be sure that each decoration adds something to the room beyond the aesthetic. The aquarium lamp is the latest tool in this social arms race, and it's already proven popular with its target market. - -When active, the aquarium lamp produces bright light in a 60-foot radius (and dim light for the next 60 feet). Each activation provides enough energy for 10 minutes of use, and the two feeding tanks combined carry enough prey animals for 50 activations before needing to be refilled, though electric eels usually need feeding only once per day, and won't go after the prey if they're all full. While electric eels are not aggressive to their aquarium keepers and will gradually learn to associate them with food, they can engage in violent social behavior, especially when they are young. This behavior leads to small fights involving tail slapping, biting, and discharged electricity, the last of which causes the lamp to illuminate without hitting the lever to release prey. The electric eels live around 15 years if kept well-fed. - -*Source: Guns & Gears p. 84* \ No newline at end of file diff --git a/Compendium/equipment/items/arboreals-revenge-g-g.md b/Compendium/equipment/items/arboreals-revenge-g-g.md deleted file mode 100644 index 9b795e70c..000000000 --- a/Compendium/equipment/items/arboreals-revenge-g-g.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/cursed -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Arboreal's Revenge"] ---- -# Arboreal's Revenge *Item 6* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a wellpositioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes. - -Arboreal's revenge is a haunted firearm constructed with wood hewn from a living arboreal, slaying the arboreal and trapping its spirit in the firearm. Perhaps a patient wielder could one day put the arboreal's spirit to rest, or at least come to terms with it, abating the drawbacks of the weapon while keeping its advantages. - -When you first fire arboreal's revenge, the blunderbuss fuses with you, after which it's almost impossible to remove it from your possession with a remove curse or similar effect, like many cursed items. You gain weakness 5 to fire and the flat check for you to recover from [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) increases from 15 to 17, or from 10 to 12 if you receive appropriate help. - -Whenever you wield arboreal's revenge, the arboreal spirit bound to the blunderbuss attempts to overtake you. - -The wood handgrip sprouts roots which grow around your hand, binding both of your hands to the firearm. You gain a +4 circumstance bonus to your Reflex DC when defending against checks to [Disarm](../../../Rules/actions/disarm.md) you. However, you can't [Release](../../../Rules/actions/release.md) your grip on the blunderbuss until you forcibly tear off the roots, though they do allow you to move your hands enough (and only enough) to reload and fire the blunderbuss. Tearing off the roots takes 1 minute. - -The arboreal haunting the firearm can use the following two effects whenever it wants, often using them at random. - -You can coax it into performing them each intentionally once per day, with the following activations. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -The arboreal haunting the blunderbuss attempts to regrow itself into a new physical body by sprouting from the bodies of all the creatures that the firearm recently harmed. You and all creatures within 60 feet damaged by arboreal's revenge within the last minute must attempt a DC 20 Fortitude saving throw. On a failure, they take a –10-foot circumstance penalty to their Speeds as roots rapidly sprout from their wounds, which lasts until they [Escape](../../../rules/actions/escape.md) (DC 20). -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast [barkskin](../../../compendium/spells/barkskin.md) from the blunderbuss as a 2ndlevel primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire. -``` - -*Source: Guns & Gears p. 160* diff --git a/Compendium/equipment/items/archaic-wayfinder-lowg.md b/Compendium/equipment/items/archaic-wayfinder-lowg.md deleted file mode 100644 index e6cccab04..000000000 --- a/Compendium/equipment/items/archaic-wayfinder-lowg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/held -- trait/evocation -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Archaic Wayfinder"] ---- -# Archaic Wayfinder *Item 2* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** held in 1 hand -- **Category** Held - -An archaic wayfinder functions as a compass and acts as a repository for one cantrip cast into it. To fill an archaic wayfinder, a spellcaster casts the chosen cantrip into the empty device, providing any necessary cost; the spell cannot be one that is normally cast as a free action or reaction. [Activating](../../../Rules/actions/activate-an-item.md) an archaic wayfinder is the same as the casting for the relevant spell. Once it has been activated, it becomes empty again. An archaic wayfinder can hold an aeon stone and activate its resonant power. An archaic wayfinder counts against the limit of one wayfinder with a slotted resonant aeon stone. - -*Source: Lost Omens: World Guide p. 17* \ No newline at end of file diff --git a/Compendium/equipment/items/archivists-gaze-som.md b/Compendium/equipment/items/archivists-gaze-som.md deleted file mode 100644 index 850ac1fca..000000000 --- a/Compendium/equipment/items/archivists-gaze-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/apex -- trait/apex -- trait/divination -- trait/invested -- trait/magical -aliases: ["Archivist's Gaze"] ---- -# Archivist's Gaze *Item 18* -[apex](../../../Rules/traits/apex.md) [divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 24000 gp -- **Usage** worn eyepiece -- **Category** Apex - -This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to you, telling all sorts of things about the subject of your gaze. You gain a +3 item bonus to [Occultism](../../skills.md#Occultism) (though some entities might grant a bonus to a different skill, as determined by your GM). In addition, when you employ an exploration tactic other than Investigating, you also gain the benefits of Investigating unless you choose not to. - -When you invest the spectacles, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you the higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same archivist's gaze, you get the same skills and languages you chose the first time. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either [true seeing](../../../compendium/spells/true-seeing.md) or a 3rd-level [comprehend language](../../../compendium/spells/comprehend-language.md) on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language). The spell lasts for 1 minute. -``` - -*Source: Secrets of Magic p. 179* diff --git a/Compendium/equipment/items/arctic-vigor-lotgb.md b/Compendium/equipment/items/arctic-vigor-lotgb.md deleted file mode 100644 index 0fd6d1533..000000000 --- a/Compendium/equipment/items/arctic-vigor-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/tattoo -- trait/cold -- trait/evocation -- trait/invested -- trait/magical -- trait/tattoo -- trait/uncommon -aliases: ["Arctic Vigor"] ---- -# Arctic Vigor *Item 10+* -[cold](../../../Rules/traits/cold.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** tattoo -- **Category** Tattoo - -This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold (Core Rulebook 518). - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals `7d6` cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save. -``` - -*Source: Lost Omens: The Grand Bazaar p. 38* diff --git a/Compendium/equipment/items/armbands-of-athleticism.md b/Compendium/equipment/items/armbands-of-athleticism.md deleted file mode 100644 index c696b9f48..000000000 --- a/Compendium/equipment/items/armbands-of-athleticism.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Armbands of Athleticism"] ---- -# Armbands of Athleticism *Item 9+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn armbands; **Bulk** L -- **Category** Worn - -Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to [Athletics](../../skills.md#Athletics) checks. In addition, whenever you use an action to [Climb](../../../Rules/actions/climb.md) or [Swim](../../../Rules/actions/swim.md) and you succeed at the [Athletics](../../skills.md#Athletics) check, add a +5-foot item bonus to the distance you move. - -*Source: Core Rulebook p. 605* \ No newline at end of file diff --git a/Compendium/equipment/items/armor-of-the-holy-warrior-lokl.md b/Compendium/equipment/items/armor-of-the-holy-warrior-lokl.md deleted file mode 100644 index f1188097c..000000000 --- a/Compendium/equipment/items/armor-of-the-holy-warrior-lokl.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/armor -- trait/divine -- trait/good -- trait/invested -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Armor of the Holy Warrior"] ---- -# Armor of the Holy Warrior *Item 16* -[divine](../../../Rules/traits/divine.md) [good](../../../Rules/traits/good.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 9000 gp -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor - -Based on the armors used by the holy warriors who served under General Arnisant in the Shining Crusade, this well-polished +2 greater resilient half plate is decorated with religious motifs and carved with sacred scripture. - -While wearing armor of the holy warrior, your item bonus from the greater resilient rune increases from +2 to +3; if you upgrade to a major resilient rune, the item bonus instead increases from +3 to +4. An undead that critically fails an unarmed attack against you while you wear this armor takes `1d6` positive damage. - -If you are evil, you're [enfeebled](../../../Rules/conditions.md#Enfeebled) while wearing the armor. If you're undead, you also take `2d6` positive damage each round that you wear the armor. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The armor casts the three-action version of a 6th-level [heal](../../../compendium/spells/heal.md) spell. -``` - -*Source: Lost Omens: Knights of Lastwall p. 88* diff --git a/Compendium/equipment/items/armored-coat-lokl.md b/Compendium/equipment/items/armored-coat-lokl.md deleted file mode 100644 index 72d039b7c..000000000 --- a/Compendium/equipment/items/armored-coat-lokl.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/armor/light -- trait/comfort -- trait/flexible -aliases: ["Armored Coat"] ---- -# Armored Coat *Item 0* -[comfort](../../../Rules/traits/comfort.md) [flexible](../../../Rules/traits/flexible.md) - -- **Price** 20 gp -- **Bulk** 2 -- **AC Bonus** +2; **Dex Cap** +2 -- **Strength** 14; **Check Penalty** -1; **Speed Penalty** — -- **Category** Light; **Group** Leather - -A custom, lightweight mail is fitted within the lining of a coat or similar apparel, physically hiding the armor while maintaining the wearer's fashion. While not nearly as protective as heavier armors, the armored coat allows the wearer to blend in more aesthetically during civilian functions. Like other suits of armor, the armored coat is custom-fitted to an individual's body type, ensuring comfort without sacrificing its defensive capabilities. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/armored-skirt-locg.md b/Compendium/equipment/items/armored-skirt-locg.md deleted file mode 100644 index f351bb1ff..000000000 --- a/Compendium/equipment/items/armored-skirt-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/adventuring-gear -aliases: ["Armored Skirt"] ---- -# Armored Skirt *Item 0* - -- **Price** 20 sp -- **Bulk** 1 -- **Category** Adventuring Gear - -These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 [Interact](../../../Rules/actions/interact.md) actions when it's worn with light or medium armor, or as part of donning heavy armor. - -When worn with a breastplate, chain shirt, chain mail, or scale mail, an armored skirt increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, and adds the [noisy](../../../Rules/traits/noisy.md) trait. This also makes the armor one step heavier (from light to medium, or medium to heavy), and you use the proficiency bonus appropriate to this adjusted armor type. - -Alternatively, when wearing an armored skirt to replace appropriate portions of a set of half plate or full plate, reduce the armor's item bonus to AC by 1, lessen the check penalty by 1, decrease the Strength score required to ignore the check penalty and reduce the Speed penalty by 2, increase the armor's Dex cap by 1, and add the [noisy](../../../Rules/traits/noisy.md) trait to the armor. An armored skirt grants no benefit when worn by itself or with armors other than those listed here. - -*Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/arodens-hearthstone-ec6.md b/Compendium/equipment/items/arodens-hearthstone-ec6.md deleted file mode 100644 index 8fdc979a4..000000000 --- a/Compendium/equipment/items/arodens-hearthstone-ec6.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/artifact -- trait/arcane -- trait/artifact -- trait/enchantment -- trait/unique -aliases: ["Aroden's Hearthstone"] ---- -# Aroden's Hearthstone *Item 25* -[arcane](../../../Rules/traits/arcane.md) [artifact](../../../Rules/traits/artifact-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact - -This coin-sized gemstone can be used on its own but must be included in the construction of a hearth in order to fully activate its magic. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: You have Legendary proficiency in [Crafting](../../../compendium/skills.md#Crafting) - -**Effect** You craft a magical weapon or armor of up to 20th level. You must attempt a [Crafting](../../../compendium/skills.md#Crafting) check as usual to create the item, but you need supply only raw materials worth a quarter of the item's Price, and you need not pay the remaining portion of the item's Price or spend additional downtime days working on it. While Aroden's Hearthstone is active, the stars in the sky, including Golarion's sun, appear to glow brighter within a 100-mile radius of the hearthstone. -``` - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. - -Within 1 mile of the Hearthstone, the temperature drops to –200°F, rivaling the frigid cold of outer space and dealing `4d6` cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Golarion's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals `25d6` fire damage to creatures and objects within 150 feet. -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 66* diff --git a/Compendium/equipment/items/aromatic-ammunition-g-g.md b/Compendium/equipment/items/aromatic-ammunition-g-g.md deleted file mode 100644 index d2498992c..000000000 --- a/Compendium/equipment/items/aromatic-ammunition-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Aromatic Ammunition"] ---- -# Aromatic Ammunition *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 5 gp -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a distinct odor for up to 1 hour or until the scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). Any creatures within 30 feet smell the target, allowing even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to [Track](../../../Rules/actions/track.md) the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which they can detect the target using their scent compared to the normal range of their scent. - -*Source: Guns & Gears p. 168* \ No newline at end of file diff --git a/Compendium/equipment/items/arquebus-g-g.md b/Compendium/equipment/items/arquebus-g-g.md deleted file mode 100644 index 04f5f8428..000000000 --- a/Compendium/equipment/items/arquebus-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/fatal-d12 -- trait/kickback -- trait/uncommon -aliases: ["Arquebus"] ---- -# Arquebus *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [kickback](../../../Rules/traits/kickback-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 10 gp -- **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 150 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Martial; **Group** Firearm - -This is a long rifle that offers more range than the average firearm, though the long barrel and ferocious kickback make the weapon particularly unsteady unless a tripod or other stand is used to stabilize it. The arquebus is one of the most commonly used long guns among the soldiers of Dongun Hold and Alkenstar. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/arrow-attracting-gmg.md b/Compendium/equipment/items/arrow-attracting-gmg.md deleted file mode 100644 index 148880b5a..000000000 --- a/Compendium/equipment/items/arrow-attracting-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/abjuration -- trait/cursed -- trait/magical -- trait/rare -aliases: ["Arrow Attracting"] ---- -# Arrow Attracting *Item 8* -[abjuration](../../../Rules/traits/abjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses armor or shield -- **Category** Curse - -An item affected by an arrow attracting curse protects you normally, but it draws ranged attacks like a magnet. Whenever a creature within 120 feet misses with a ranged attack, it must immediately reroll the attack against your AC, affecting you depending on the result of the new attack roll. The arrow attraction curse activates only if you could have been a legitimate target. Creatures that intentionally attempt to miss a ranged attack do not activate an arrow attraction curse. Once the curse has activated for the first time, the item fuses to you. - -*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/arrow-catching-shield.md b/Compendium/equipment/items/arrow-catching-shield.md deleted file mode 100644 index de602c585..000000000 --- a/Compendium/equipment/items/arrow-catching-shield.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/abjuration -- trait/magical -aliases: ["Arrow-catching Shield"] ---- -# Arrow-catching Shield *Item 11* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1350 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield - -This remarkable wooden shield (Hardness 10, HP 60, BT 30) is carved with images of overlapping fletched arrows. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A ranged weapon [Strike](../../../rules/actions/strike.md) targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack - -**Effect** The triggering [Strike](../../../rules/actions/strike.md) targets you instead of its normal target. - -If it hits, you gain the effects of the [Shield Block](../../../compendium/feats/shield-block.md) reaction. -``` - -*Source: Core Rulebook p. 587* diff --git a/Compendium/equipment/items/arrow.md b/Compendium/equipment/items/arrow.md deleted file mode 100644 index 3632728a0..000000000 --- a/Compendium/equipment/items/arrow.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -aliases: ["Arrow"] ---- -# Arrow *Item 0* - -- **Price** 1 sp -- **Bulk** L -- **Category** Ammunition - -These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other. - -*Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/Compendium/equipment/items/arsenic.md b/Compendium/equipment/items/arsenic.md deleted file mode 100644 index ed83fc73c..000000000 --- a/Compendium/equipment/items/arsenic.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -aliases: ["Arsenic"] ---- -# Arsenic *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This toxin is a compound of arsenic and other substances. You can't reduce your [sickened](../../../Rules/conditions.md#Sickened) condition while affected. - -```ad-inline-affliction -title: Saving Throw: DC 18 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 5 minutes - -## Stages - -**Stage 1** `1d4` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) - -**Stage 2** `1d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) - -**Stage 3** `2d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) -``` - -*Source: Core Rulebook p. 550* diff --git a/Compendium/equipment/items/arsonous-gmg.md b/Compendium/equipment/items/arsonous-gmg.md deleted file mode 100644 index 87118e9d7..000000000 --- a/Compendium/equipment/items/arsonous-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/evocation -- trait/fire -- trait/magical -- trait/rare -aliases: ["Arsonous"] ---- -# Arsonous *Item 7* -[cursed](../../../Rules/traits/cursed-gmg.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a ring, staff, or wand -- **Category** Curse - -An _arsonous_ curse creates flaws in the mystic pathways that channel magic through an item, allowing excess power to escape as sparks. Whenever you [activate](../../../Rules/actions/activate-an-item.md) the magic item, a random ally within 30 feet takes `1d10` persistent fire damage. If no ally is in range, you take the damage instead. At the GM's discretion, this curse might ignite an unattended object or the surrounding environment instead. - -*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/artevil-suspension-lotg.md b/Compendium/equipment/items/artevil-suspension-lotg.md deleted file mode 100644 index d44ac8aef..000000000 --- a/Compendium/equipment/items/artevil-suspension-lotg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/plant -- trait/alchemical -- trait/consumable -aliases: ["Artevil Suspension"] ---- -# Artevil Suspension *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 11 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Treat Poison](../../../Rules/actions/treat-poison.md) -- **Category** Plant - -This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, [Activating](../../../Rules/actions/activate-an-item.md) the item as part of the same activity you use to [Treat Poison](../../../Rules/actions/treat-poison.md). If you succeed at your [Medicine](../../skills.md#Medicine) check to [Treat Poison](../../../Rules/actions/treat-poison.md) against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes [sickened](../../../Rules/conditions.md#Sickened) as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work. - -*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/artisans-tools.md b/Compendium/equipment/items/artisans-tools.md deleted file mode 100644 index 0dea83719..000000000 --- a/Compendium/equipment/items/artisans-tools.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Artisan's Tools"] ---- -# Artisan's Tools *Item 0* - -- **Price** 4 gp -- **Bulk** 2 -- **Hands** 1 or 2* -- **Category** Adventuring Gear - -You need these tools to create items from raw materials with the [Craft](../../../Rules/actions/craft.md) skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. - -> [!pf2-note] -> You can use the set of tools with one hand if you are wearing it. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/asp-coil-lotgb.md b/Compendium/equipment/items/asp-coil-lotgb.md deleted file mode 100644 index bcbc00c0a..000000000 --- a/Compendium/equipment/items/asp-coil-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/reach -- trait/uncommon -- trait/versatile-p -aliases: ["Asp Coil"] ---- -# Asp Coil *Item 0* -[reach](../../../Rules/traits/reach.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 10 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -The asp coil, named both for its slithering striking style and its usage among Aspis Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables. Agents of the Aspis Consortium have access to this weapon. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/astrolabe-lopsg.md b/Compendium/equipment/items/astrolabe-lopsg.md deleted file mode 100644 index 702b4b607..000000000 --- a/Compendium/equipment/items/astrolabe-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/held -- trait/uncommon -aliases: ["Astrolabe"] ---- -# Astrolabe *Item 2+* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in [Survival](../../skills.md#Survival). By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground. - -*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/Compendium/equipment/items/aurifying-salts-aoe1.md b/Compendium/equipment/items/aurifying-salts-aoe1.md deleted file mode 100644 index 2390fc313..000000000 --- a/Compendium/equipment/items/aurifying-salts-aoe1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Aurifying Salts"] ---- -# Aurifying Salts *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You can apply this pale eggshell powder to one outfit, one object of up to Medium size, or up to 10 smaller objects in the same space, such as jewelry, to make them appear gilded for 1 hour. If used as part of [Making an Impression](../../../Rules/actions/make-an-impression.md) on an audience swayed by expensive clothing, it makes most clothing or jewelry seem to be worth 10 times as much as they really are. Only someone who closely inspects an affected item notices it's not real gold. If you apply the salts to an object made of metal, the metal softens like gold, reducing its Hardness by 4 (to a minimum of Hardness 10) for 1 hour. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/auspicious-scepter-som.md b/Compendium/equipment/items/auspicious-scepter-som.md deleted file mode 100644 index a128134f5..000000000 --- a/Compendium/equipment/items/auspicious-scepter-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/divination -- trait/magical -aliases: ["Auspicious Scepter"] ---- -# Auspicious Scepter *Item 5* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This imperious mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about a creature after you've dealt it damage with the auspicious scepter, you learn one of its resistances in addition to any other information. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divination](../../../rules/traits/divination.md) [magical](../../../rules/traits/magical.md) - -- **Trigger**: You Cast a divination spell - -**Effect** The next attack by a creature who was targeted by the triggering divination spell bypasses an amount of resistance equal to the spell's level. If the triggering spell targeted an enemy, this benefit instead applies to the next attack against that enemy, regardless of who makes it. - -This benefit is lost if it isn't used by the end of your next turn. If more than one type of resistance would apply against the attack, the attack bypasses only one—whichever would result in the highest amount of damage getting through, as determined by the GM. -%% #trait/divination #trait/magical %% -``` - -*Source: Secrets of Magic p. 179* diff --git a/Compendium/equipment/items/avalanche-of-stones-snare-lotgb.md b/Compendium/equipment/items/avalanche-of-stones-snare-lotgb.md deleted file mode 100644 index 251fc3dd5..000000000 --- a/Compendium/equipment/items/avalanche-of-stones-snare-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Avalanche Of Stones Snare"] ---- -# Avalanche Of Stones Snare *Item 18* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3750 gp -- **Category** Snare - -When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing `22d8` bludgeoning damage (DC 40 basic Reflex). - -*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/Compendium/equipment/items/awakened-metal-shot-g-g.md b/Compendium/equipment/items/awakened-metal-shot-g-g.md deleted file mode 100644 index 1eb89090b..000000000 --- a/Compendium/equipment/items/awakened-metal-shot-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Awakened Metal Shot"] ---- -# Awakened Metal Shot *Item 17+* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Ammunition** round -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect. - -*Source: Guns & Gears p. 168* \ No newline at end of file diff --git a/Compendium/equipment/items/axe-musket-g-g.md b/Compendium/equipment/items/axe-musket-g-g.md deleted file mode 100644 index 2c222f023..000000000 --- a/Compendium/equipment/items/axe-musket-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-d10 -- trait/sweep -- trait/uncommon -aliases: ["Axe Musket"] ---- -# Axe Musket *Item 1* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 10 gp -- **Bulk** 2 -- **Ranged** - - **Damage** `1d6` P - - **Ammunution** [round](round-10-g-g.md); **Range** 40 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial - -This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md b/Compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md deleted file mode 100644 index c0640f279..000000000 --- a/Compendium/equipment/items/axe-of-the-dwarven-lords-gmg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/conjuration -- trait/magical -- trait/transmutation -- trait/unique -aliases: ["Axe Of The Dwarven Lords"] ---- -# Axe Of The Dwarven Lords *Item 26* -[artifact](../../../Rules/traits/artifact-gmg.md) [conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Artifact - -The blade of this Dwarven War Axe is carved with an intricate design depicting countless generations of great dwarven warriors and leaders. - -The axe has the [thrown <30 feet>](../../../Rules/traits/thrown.md) weapon trait, in addition to the normal weapon traits for a dwarven waraxe. [Strikes](../../../Rules/actions/strike.md) with the axe deal an additional `1d6` damage to orcs. While the axe is in your possession, you gain a +4 item bonus when [Crafting](../../../Rules/actions/craft.md) armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain [greater darkvision](../../../Rules/abilities/darkvision.md) while holding the axe. If you are not a dwarf, you are [stupefied](../../../Rules/conditions.md#Stupefied) while holding the axe, and if you are an orc, you are also [drained](../../../Rules/conditions.md#Drained) and [enfeebled](../../../Rules/conditions.md#Enfeebled) while holding it. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The axe casts a 10th-level [summon elemental](../../../compendium/spells/summon-elemental.md) spell to conjure an elite elemental avalanche. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can [Dismiss](../../../rules/actions/dismiss.md) the Spell. -``` - -*Source: Gamemastery Guide p. 106* diff --git a/Compendium/equipment/items/axolotl-lotg.md b/Compendium/equipment/items/axolotl-lotg.md deleted file mode 100644 index aea91e3b6..000000000 --- a/Compendium/equipment/items/axolotl-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Axolotl"] ---- -# Axolotl *Item 0* - -- **Price** 40 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/backbiting-gmg.md b/Compendium/equipment/items/backbiting-gmg.md deleted file mode 100644 index a92955dd7..000000000 --- a/Compendium/equipment/items/backbiting-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Backbiting"] ---- -# Backbiting *Item 4* -[cursed](../../../Rules/traits/cursed-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a weapon -- **Category** Curse - -A weapon with the _backbiting_ curse warps space in response to catastrophic mishaps. Whenever you critically fail at a [Strike](../../../Rules/actions/strike.md) with this weapon, the weapon curls around (or its projectile swerves through the air) to strike you in the back as though you hit yourself, automatically dealing maximum damage to you. - -*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/backfire-mantle-som.md b/Compendium/equipment/items/backfire-mantle-som.md deleted file mode 100644 index bb2627207..000000000 --- a/Compendium/equipment/items/backfire-mantle-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -aliases: ["Backfire Mantle"] ---- -# Backfire Mantle *Item 3+* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn - -This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies. - -*Source: Secrets of Magic p. 179* \ No newline at end of file diff --git a/Compendium/equipment/items/backpack-ballista-bolts-g-g.md b/Compendium/equipment/items/backpack-ballista-bolts-g-g.md deleted file mode 100644 index 10b733bf5..000000000 --- a/Compendium/equipment/items/backpack-ballista-bolts-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/ammunition -aliases: ["Backpack Ballista Bolts"] ---- -# Backpack Ballista Bolts *Item 0* - -- **Price** 1 sp -- **Bulk** 1 -- **Category** Ammunition; **Group** Bow - -> [!pf2-note] -> For use with the [Backpack Ballista](backpack-ballista-g-g.md). - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/backpack-ballista-g-g.md b/Compendium/equipment/items/backpack-ballista-g-g.md deleted file mode 100644 index c5d8ff1ae..000000000 --- a/Compendium/equipment/items/backpack-ballista-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/uncommon -aliases: ["Backpack Ballista"] ---- -# Backpack Ballista *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 18 gp -- **Bulk** 2 -- **Damage** `1d12` P -- **Ammunution** [Backpack Ballista Bolts](backpack-ballista-bolts-g-g.md); **Range** 180 ft.; **Reload** 1 min. -- **Hands** 1+ -- **Category** Martial; **Group** Bow - -This complex wooden device, worn on the back, contains a miniature ballista on a retractable arm. As an [Interact](../../../Rules/actions/interact.md) action, you can pull a lever to deploy or retract the ballista. As long as it remains deployed, you must hold the ballista using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the ballista up over your shoulder. While retracted, the ballista and its mount slide down and are [concealed](../../../Rules/conditions.md#Concealed) within the device. Although a backpack ballista packs a punch, the device is a challenge to operate. Reloading it takes 1 minute and can't be done while worn. As normal, you can't wear a backpack ballista with another backpack. - -*Source: Guns & Gears p. 62* \ No newline at end of file diff --git a/Compendium/equipment/items/backpack-catapult-g-g.md b/Compendium/equipment/items/backpack-catapult-g-g.md deleted file mode 100644 index 413d5ea3b..000000000 --- a/Compendium/equipment/items/backpack-catapult-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/advanced -- trait/uncommon -- trait/volley-50-ft -aliases: ["Backpack Catapult"] ---- -# Backpack Catapult *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) [volley <50 ft.>](../../../Rules/traits/volley.md) - -- **Price** 20 gp -- **Bulk** 3 -- **Damage** `1d12` B -- **Ammunution** [Backpack Catapult Stones](backpack-catapult-stones-g-g.md); **Range** 240 ft.; **Reload** 1 min. -- **Hands** 1+ -- **Category** Advanced; **Group** Sling - -This wooden device is worn on the back and contains a miniature catapult mounted on a retractable frame. As an [Interact](../../../Rules/actions/interact.md) action, you can pull a lever to deploy or retract the catapult. As long as it remains deployed, you must hold the catapult using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the catapult up over your shoulder. While retracted, the catapult and its mount slide down and are [concealed](../../../Rules/conditions.md#Concealed) within the device. A backpack catapult fires specialized stone spheres that are loaded into the bucket while unworn and retracted, through a sliding hatch; the reloading process takes 1 minute. To prevent misfires and accidental injury, the bucket fully encloses the stone while deployed, only opening when fired. As normal, you can't wear a backpack catapult with another backpack. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/backpack-catapult-stones-g-g.md b/Compendium/equipment/items/backpack-catapult-stones-g-g.md deleted file mode 100644 index d3b44397a..000000000 --- a/Compendium/equipment/items/backpack-catapult-stones-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/ammunition -aliases: ["Backpack Catapult Stones"] ---- -# Backpack Catapult Stones *Item 0* - -- **Price** 1 sp -- **Bulk** 1 -- **Category** Ammunition; **Group** Sling - -> [!pf2-note] -> For use with the [Backpack Catapult](backpack-catapult-g-g.md). - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/badger-lotg.md b/Compendium/equipment/items/badger-lotg.md deleted file mode 100644 index a04076ffe..000000000 --- a/Compendium/equipment/items/badger-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Badger"] ---- -# Badger *Item 0* - -- **Price** 15 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/bag-of-cats-sot2.md b/Compendium/equipment/items/bag-of-cats-sot2.md deleted file mode 100644 index 4b1945d68..000000000 --- a/Compendium/equipment/items/bag-of-cats-sot2.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/held -- trait/conjuration -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Bag Of Cats"] ---- -# Bag Of Cats *Item 8* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This beautiful leather bag is lined in soft fur and purrs quietly when pet. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You shake the bag to produce a single cat. You cast a 3rd-level [summon animal](../../../compendium/spells/summon-animal.md) to produce a leopard (Bestiary 52). -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. - -You gain the effects of 3rd-level [animal form](../../../compendium/spells/animal-form.md) but must use the cat battle form. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* diff --git a/Compendium/equipment/items/bag-of-devouring-gmg.md b/Compendium/equipment/items/bag-of-devouring-gmg.md deleted file mode 100644 index 1d76ef04b..000000000 --- a/Compendium/equipment/items/bag-of-devouring-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/held -- trait/conjuration -- trait/cursed -- trait/extradimensional -- trait/magical -- trait/rare -aliases: ["Bag Of Devouring"] ---- -# Bag Of Devouring *Item 7+* -[conjuration](../../../Rules/traits/conjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [extradimensional](../../../Rules/traits/extradimensional.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal or plant. - -*Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/Compendium/equipment/items/bag-of-holding.md b/Compendium/equipment/items/bag-of-holding.md deleted file mode 100644 index 534496ed0..000000000 --- a/Compendium/equipment/items/bag-of-holding.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/conjuration -- trait/extradimensional -- trait/magical -aliases: ["Bag of Holding"] ---- -# Bag of Holding *Item 4+* -[conjuration](../../../Rules/traits/conjuration.md) [extradimensional](../../../Rules/traits/extradimensional.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. - -You can [Interact](../../../Rules/actions/interact.md) with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. - -If the bag is overloaded or [broken](../../../Rules/conditions.md#Broken), it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to [Escape](../../../Rules/actions/escape.md) against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. - -*Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/Compendium/equipment/items/bag-of-weasels-gmg.md b/Compendium/equipment/items/bag-of-weasels-gmg.md deleted file mode 100644 index e00e2debb..000000000 --- a/Compendium/equipment/items/bag-of-weasels-gmg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/held -- trait/conjuration -- trait/cursed -- trait/extradimensional -- trait/magical -- trait/rare -aliases: ["Bag Of Weasels"] ---- -# Bag Of Weasels *Item 4* -[conjuration](../../../Rules/traits/conjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [extradimensional](../../../Rules/traits/extradimensional.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This item appears to be and functions as a type I bag of holding, until you try to retrieve an item from the bag. - -Whenever you retrieve an item from the bag of weasels, roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn't affect artifacts, cursed items, or other hard-to-destroy items. - -This weasel has the statistics of a giant rat, except that it is Tiny and exudes an aura of transmutation magic. The weasel has no loyalty to you and typically attempts to escape as quickly as possible. If the weasel is targeted with a [remove curse](../../spells/remove-curse.md) spell or a similar [magical](../../../Rules/traits/magical.md) effect, it transforms back into the original item that was taken from the bag of weasels. If it dies or is slain, the weasel disappears and the item is permanently destroyed. - -Because the weasel is a transformed item, you don't gain any benefit you would receive from attacking a creature, defeating one, damaging one, or the like, but you do gain any benefit you would gain from destroying an item. - -*Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/Compendium/equipment/items/baleblood-draft-da.md b/Compendium/equipment/items/baleblood-draft-da.md deleted file mode 100644 index 658eeb025..000000000 --- a/Compendium/equipment/items/baleblood-draft-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/rare -aliases: ["Baleblood Draft"] ---- -# Baleblood Draft *Item 10* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 155 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir's duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions. After drinking a baleblood draft, the next elixir you drink within 1 minute that has a duration of at least 1 minute and at most 1 hour has its duration extended by 50% (so a lesser cheetah's elixir lasts for a minute and a half instead of 1 minute). However, after pairing baleblood draft with another elixir, you suffer an eerie side effect for 1 week. This side effect never causes serious harm, although it might be inconvenient and is always ominous in appearance. All elixirs made in the same batch cause the same side effect. Drinking another draft with the same side effect extends the side effect's duration by another week, and drinking one with a different side effect causes you to suffer both effects simultaneously. - -*Source: Dark Archive p. 62* \ No newline at end of file diff --git a/Compendium/equipment/items/balisse-feather-apg.md b/Compendium/equipment/items/balisse-feather-apg.md deleted file mode 100644 index 51ee32670..000000000 --- a/Compendium/equipment/items/balisse-feather-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/talisman -- trait/consumable -- trait/divine -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Balisse Feather"] ---- -# Balisse Feather *Item 12* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 400 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You deal damage using the affixed weapon to a creature you have seen commit an evil act. -- **Category** Talisman - -This long, fire-red feather seems to catch flame every time the weapon it adorns strikes a purveyor of evil. When you activate the feather, the creature you damaged burns with holy light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/ball-lotgb.md b/Compendium/equipment/items/ball-lotgb.md deleted file mode 100644 index 81fdbe64a..000000000 --- a/Compendium/equipment/items/ball-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Ball"] ---- -# Ball *Item 0* - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like bean-filled sacks and hard-hide balls. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/ballista-g-g.md b/Compendium/equipment/items/ballista-g-g.md deleted file mode 100644 index 90c3d7486..000000000 --- a/Compendium/equipment/items/ballista-g-g.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/mounted -- trait/uncommon -aliases: ["Ballista"] ---- -# Ballista *Item 5* -[large](../../../Rules/traits/large-b1.md) [mounted](../../../Rules/traits/mounted-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 320 gp -- **Usage** mounted -- **Category** Siege Weapon - -Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly. - -```ad-embed-ability -title: Aim [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -35 feet, minimum distance 25 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -2 times -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../../../rules/traits/attack.md) [manipulate](../../../rules/traits/manipulate.md) range increment <100 feet> - -`4d12` piercing, single target, DC 19 Reflex -%% #trait/attack #trait/manipulate #trait/range-increment-100-feet %% -``` - -*Source: Guns & Gears p. 74* diff --git a/Compendium/equipment/items/bandalore-lotgb.md b/Compendium/equipment/items/bandalore-lotgb.md deleted file mode 100644 index 01c2de86f..000000000 --- a/Compendium/equipment/items/bandalore-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Bandalore"] ---- -# Bandalore *Item 0* - -- **Usage** held in 1 hand -- **Category** Held - -Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string. - -By holding the end of the string and releasing the bandalore, a skilled user can move the bandalore up and down, performing a variety of tricks. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/bane-som.md b/Compendium/equipment/items/bane-som.md deleted file mode 100644 index e7cff15e5..000000000 --- a/Compendium/equipment/items/bane-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/rune -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Bane"] ---- -# Bane *Item 4* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** etched onto a weapon -- **Category** Rune - -A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses [aberration](../../../Rules/traits/aberration.md), [animal](../../../Rules/traits/animal.md), [beast](../../../Rules/traits/beast.md), [celestial](../../../Rules/traits/celestial.md), [construct](../../../Rules/traits/construct.md), [dragon](../../../Rules/traits/dragon.md), [elemental](../../../Rules/traits/elemental.md), [fey](../../../Rules/traits/fey.md), [fiend](../../../Rules/traits/fiend.md), [giant](../../../Rules/traits/giant.md), [monitor](../../../Rules/traits/monitor.md), [ooze](../../../Rules/traits/ooze.md), or both [fungus](../../../Rules/traits/fungus-b1.md) and [plant](../../../Rules/traits/plant.md). The weapon deals `1d6` additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type. - -The GM might allow bane runes for other creature traits, such as [astral](../../../Rules/traits/astral-b1.md), [dream](../../../Rules/traits/dream-b2.md), or [demon](../../../Rules/traits/demon.md). However, [humanoids](../../../Rules/traits/humanoid.md), [undead](../../../Rules/traits/undead.md), and specific types of [humanoids](../../../Rules/traits/humanoid.md) (such as [elves](../../../Rules/traits/elf.md)) are never a valid option. - -*Source: Secrets of Magic p. 180* \ No newline at end of file diff --git a/Compendium/equipment/items/banner-of-the-restful-lokl.md b/Compendium/equipment/items/banner-of-the-restful-lokl.md deleted file mode 100644 index 8792c077d..000000000 --- a/Compendium/equipment/items/banner-of-the-restful-lokl.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Banner of the Restful"] ---- -# Banner of the Restful *Item 9* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -Carried by knights who expect to spend the night in the open, this simple-looking banner is accompanied by a long cross pole from which it hangs. Usually, the banner appears to be a piece of plain cloth; when activated, it automatically adopts whatever insignia the person activating it desires. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You plant the banner firmly in the ground, and a comfortable environment is created around it in a 20-foot radius. Those within the area are shielded against your choice of hot or cold temperatures, gaining the effects of 1st-level [endure elements](../../../compendium/spells/endure-elements.md). The area created by the banner lasts for 8 hours or until it is removed from the ground. - -As part of the activation, you can choose to ward the same area with an [alarm](../../../compendium/spells/alarm.md) spell. In addition to a mental alert for the person who Activates the banner, the alert sent by the [alarm](../../../compendium/spells/alarm.md) spell also includes an audible alarm with the sound and volume of a hand bell, which has the [auditory](../../../rules/traits/auditory.md) trait. You choose the password as you decide to ward the area. -``` - -*Source: Lost Omens: Knights of Lastwall p. 88* diff --git a/Compendium/equipment/items/barbed-vest-aoe3.md b/Compendium/equipment/items/barbed-vest-aoe3.md deleted file mode 100644 index 5d9a29770..000000000 --- a/Compendium/equipment/items/barbed-vest-aoe3.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe3 -- item/category/armor -- trait/cursed -- trait/invested -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Barbed Vest"] ---- -# Barbed Vest *Item 10* -[cursed](../../../Rules/traits/cursed-gmg.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -Viciously sharp spiked chains wrap around this studded leather armor that can be used to magically harm the wearer and channel supernatural abilities without somehow tearing at the leather itself. - -The barbed vest doesn't fuse to you in the usual way (as described on page 90 of the Pathfinder Gamemastery Guide). It can be removed and discarded, but 1 day after doing so, you feel driven to recollect the vest at any cost until the curse is removed with a [remove curse](../../spells/remove-curse.md) spell. - -Anytime you activate the barbed vest, its chains tighten around you, dealing `1d6` [persistent piercing damage](../../../Rules/conditions.md#Persistent%20Damage). You can remove this [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) as normal, but only after deactivating the item's magic as a single action. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The barbed vest casts spiritual weapon, summoning a spiked chain to fight for you. -``` - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* diff --git a/Compendium/equipment/items/barding-of-the-zephyr.md b/Compendium/equipment/items/barding-of-the-zephyr.md deleted file mode 100644 index 4ba05c6b3..000000000 --- a/Compendium/equipment/items/barding-of-the-zephyr.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/companion -- trait/companion -- trait/invested -- trait/primal -- trait/transmutation -aliases: ["Barding of the Zephyr"] ---- -# Barding of the Zephyr *Item 10* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 900 gp -- **Usage** worn barding; **Bulk** L -- **Category** Companion - -This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape. - -When your companion falls, wind picks it up from below; it gains the effects of feather fall. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still [Fly](../../../rules/actions/fly.md) while being ridden. -``` - -*Source: Core Rulebook p. 604* diff --git a/Compendium/equipment/items/barding-saddle-lokl.md b/Compendium/equipment/items/barding-saddle-lokl.md deleted file mode 100644 index 120c949f8..000000000 --- a/Compendium/equipment/items/barding-saddle-lokl.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/companion -- trait/companion -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Barding Saddle"] ---- -# Barding Saddle *Item 7* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 330 gp -- **Usage** worn saddle; **Bulk** 4 -- **Category** Companion - -This saddle is covered with well-polished metal plates on the outside and adjusts itself to fit any mount. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You touch the metal plates of the saddle, and they begin to unfold and adapt to the creature, covering your mount in heavy barding (Core Rulebook 295). This leaves the mount covered with the barding and wearing a simple-looking saddle. The bulk of the saddle is unchanged in either form, but your mount is not affected by the restrictions, nor the benefits, of wearing barding while in saddle form. If the mount is already wearing any barding, this has no effect. You can make the barding return to its saddle form by following the same process. -``` - -*Source: Lost Omens: Knights of Lastwall p. 88* diff --git a/Compendium/equipment/items/barkskin-potion.md b/Compendium/equipment/items/barkskin-potion.md deleted file mode 100644 index 98286f820..000000000 --- a/Compendium/equipment/items/barkskin-potion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/abjuration -- trait/consumable -- trait/potion -- trait/primal -aliases: ["Barkskin Potion"] ---- -# Barkskin Potion *Item 4* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [potion](../../../Rules/traits/potion.md) [primal](../../../Rules/traits/primal.md) - -- **Price** 15 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level [barkskin](../../spells/barkskin.md) spell for 10 minutes. - -*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/Compendium/equipment/items/barricade-stone-sot3.md b/Compendium/equipment/items/barricade-stone-sot3.md deleted file mode 100644 index 9619d4364..000000000 --- a/Compendium/equipment/items/barricade-stone-sot3.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot3 -- item/category/structure -- trait/conjuration -- trait/consumable -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Barricade Stone"] ---- -# Barricade Stone *Item 6+* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Bulk** — (when not activated) -- **Activate** command, , [Interact](../../../Rules/actions/interact.md) -- **Category** Structure - -The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone. - -When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the [structure](../../../Rules/traits/structure.md) trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56). - -*Source: Strength of Thousands #3: Hurricane's Howl p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/basic-cane-lotgb.md b/Compendium/equipment/items/basic-cane-lotgb.md deleted file mode 100644 index 945bf29a1..000000000 --- a/Compendium/equipment/items/basic-cane-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/canes-crutches -aliases: ["Basic Cane"] ---- -# Basic Cane *Item 0* - -- **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Canes & Crutches - -A basic cane is a straight cane with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed. - -*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/basic-chair-g-g.md b/Compendium/equipment/items/basic-chair-g-g.md deleted file mode 100644 index 75f123059..000000000 --- a/Compendium/equipment/items/basic-chair-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/assistive-item/wheelchair -aliases: ["Basic Chair"] ---- -# Basic Chair *Item 0* - -- **Price** 5 sp -- **Bulk** 2 -- **Category** Wheelchair - -This common wheelchair is ideal for everyday use, but isn't designed for adventuring. Basic chairs are most common among non-adventurers. - -*Source: Guns & Gears p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/basic-corrective-lenses-lotgb.md b/Compendium/equipment/items/basic-corrective-lenses-lotgb.md deleted file mode 100644 index 26fefeeee..000000000 --- a/Compendium/equipment/items/basic-corrective-lenses-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/vision -aliases: ["Basic Corrective Lenses"] ---- -# Basic Corrective Lenses *Item 0* - -- **Price** 5 sp -- **Usage** worn -- **Category** Vision - -A set of corrective lenses might take the form of eyeglasses or specialized goggles. You can don or remove your corrective lenses as an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Lost Omens: The Grand Bazaar p. 70* \ No newline at end of file diff --git a/Compendium/equipment/items/basic-crafters-book.md b/Compendium/equipment/items/basic-crafters-book.md deleted file mode 100644 index d2967eb7f..000000000 --- a/Compendium/equipment/items/basic-crafters-book.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Basic Crafter's Book"] ---- -# Basic Crafter's Book *Item 0* - -- **Price** 1 sp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This book contains the 0 for [Crafting](../../../Rules/actions/craft.md) all 0-level common items in Chapter 6: Equipment of the Core Rulebook. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/basic-crutch-lotgb.md b/Compendium/equipment/items/basic-crutch-lotgb.md deleted file mode 100644 index 64fcde33b..000000000 --- a/Compendium/equipment/items/basic-crutch-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/canes-crutches -aliases: ["Basic Crutch"] ---- -# Basic Crutch *Item 0* - -- **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Canes & Crutches - -Crutches come as singles or a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them. - -*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/basic-hearing-aid-lotgb.md b/Compendium/equipment/items/basic-hearing-aid-lotgb.md deleted file mode 100644 index a342bebb2..000000000 --- a/Compendium/equipment/items/basic-hearing-aid-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/hearing -aliases: ["Basic Hearing Aid"] ---- -# Basic Hearing Aid *Item 0* - -- **Price** 5 sp -- **Usage** worn -- **Category** Hearing - -A basic hearing aid rests on the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those that are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/basic-prosthesis-lotgb.md b/Compendium/equipment/items/basic-prosthesis-lotgb.md deleted file mode 100644 index 197c3d753..000000000 --- a/Compendium/equipment/items/basic-prosthesis-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/prosthesis -aliases: ["Basic Prosthesis"] ---- -# Basic Prosthesis *Item 0* - -- **Price** 5 sp -- **Usage** worn -- **Category** Prosthesis - -A basic prosthesis replaces a missing or damaged body part. - -Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. A prosthesis has a number of belts or cuffs that keep it attached to your body. You can attach or remove a prosthesis as an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/Compendium/equipment/items/basilisk-eye-apg.md b/Compendium/equipment/items/basilisk-eye-apg.md deleted file mode 100644 index e1222e0e5..000000000 --- a/Compendium/equipment/items/basilisk-eye-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -- trait/visual -aliases: ["Basilisk Eye"] ---- -# Basilisk Eye *Item 9* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) [visual](../../../Rules/traits/visual.md) - -- **Price** 150 gp -- **Usage** affixed to a shield -- **Activate** envision; **Trigger** You [Shield Block](../../feats/shield-block.md) a melee attack with the affixed shield. -- **Category** Talisman - -This slimy green stone glows with a strong light whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become [slowed](../../../Rules/conditions.md#Slowed) for 1 minute as its body slowly stiffens in partial petrification. - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/bat-lotg.md b/Compendium/equipment/items/bat-lotg.md deleted file mode 100644 index f13bd2b80..000000000 --- a/Compendium/equipment/items/bat-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Bat"] ---- -# Bat *Item 0* - -- **Price** 3 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/battering-ram-g-g.md b/Compendium/equipment/items/battering-ram-g-g.md deleted file mode 100644 index 257df8343..000000000 --- a/Compendium/equipment/items/battering-ram-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/portable -- trait/uncommon -aliases: ["Battering Ram"] ---- -# Battering Ram *Item 5+* -[large](../../../Rules/traits/large-b1.md) [portable](../../../Rules/traits/portable-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** portable, held in 12 hands; **Bulk** 20 -- **Category** Siege Weapon - -Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew. - -```ad-embed-ability -title: Ram [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: The other members of the crew have [Readied](../../../rules/actions/ready.md) to [Stride](../../../rules/actions/stride.md) on your order - -**Effect** You and the crew [Stride](../../../rules/actions/stride.md), with a maximum distance equal to the slowest crew member's Speed, then make a melee Strike with the ram against a structure or an unattended, stationary object. The damage of this Strike is `5d8` + the highest Strength modifier among members of the crew. -``` - -*Source: Guns & Gears p. 74* diff --git a/Compendium/equipment/items/battle-lute-av2.md b/Compendium/equipment/items/battle-lute-av2.md deleted file mode 100644 index 89473888b..000000000 --- a/Compendium/equipment/items/battle-lute-av2.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/weapon/simple -- trait/shove -- trait/two-hand-d8 -- trait/uncommon -aliases: ["Battle Lute"] ---- -# Battle Lute *Item 0* -[shove](../../../Rules/traits/shove.md) [two-hand ](../../../Rules/traits/two-hand.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Bulk** 1 -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Simple; **Group** Club - -This reinforced lute is suitable both for use as a handheld musical instrument and for bashing heads should a crowd turn sour. Its strings are finely braided wires that run along its sturdy metal neck. - -*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/bayonet-g-g.md b/Compendium/equipment/items/bayonet-g-g.md deleted file mode 100644 index e27d293df..000000000 --- a/Compendium/equipment/items/bayonet-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/agile -- trait/attached-to-crossbow-or-firearm -- trait/finesse -aliases: ["Bayonet"] ---- -# Bayonet *Item 0* -[agile](../../../Rules/traits/agile.md) [attached ](../../../Rules/traits/attached.md) [finesse](../../../Rules/traits/finesse.md) - -- **Price** 2 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 or 2* -- **Category** Martial; **Group** Knife - -This blade or spike can be attached to a crossbow or firearm but, unlike other attached weapons, can be wielded in one hand as its own weapon. When used as a separate weapon, it can't benefit from any runes or abilities that function only for attached weapons. - -> [!pf2-note] -> An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand. - -*Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/Compendium/equipment/items/beacon-shot.md b/Compendium/equipment/items/beacon-shot.md deleted file mode 100644 index 0c3487484..000000000 --- a/Compendium/equipment/items/beacon-shot.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/evocation -- trait/magical -aliases: ["Beacon Shot"] ---- -# Beacon Shot *Item 3* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 10 gp -- **Ammunition** [arrow](arrow.md), [bolt](bolt.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is [invisible](../../../Rules/conditions.md#Invisible), it becomes merely [hidden](../../../Rules/conditions.md#Hidden) to creatures who would otherwise be unable to see it. The sparks also negate the [concealed](../../../Rules/conditions.md#Concealed) condition if the target was otherwise [concealed](../../../Rules/conditions.md#Concealed). - -A creature can remove the arrow or bolt by using an [Interact](../../../Rules/actions/interact.md) basic action and succeeding at a DC 20 [Athletics](../../skills.md#Athletics) check. - -*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/Compendium/equipment/items/beckoning-cat-amulet-ec2.md b/Compendium/equipment/items/beckoning-cat-amulet-ec2.md deleted file mode 100644 index def231ba5..000000000 --- a/Compendium/equipment/items/beckoning-cat-amulet-ec2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/talisman -- trait/consumable -- trait/divination -- trait/fortune -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Beckoning Cat Amulet"] ---- -# Beckoning Cat Amulet *Item 5* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [fortune](../../../Rules/traits/fortune.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 26 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as [Cat's Luck](../../feats/cats-luck-apg.md) or [Halfling Luck](../../feats/halfling-luck.md)) -- **Category** Talisman - -This clay figurine resembles a white cat with a paw outstretched. When it's activated, any allies within 10 feet who also just failed or critically failed a Reflex saving throw from the same source (such as a [fireball](../../spells/fireball.md) spell) can also reroll their saving throw and use the better result. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/beehive-lotg.md b/Compendium/equipment/items/beehive-lotg.md deleted file mode 100644 index 324e2cb0e..000000000 --- a/Compendium/equipment/items/beehive-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Beehive"] ---- -# Beehive *Item 0* - -- **Price** 1 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/belladonna.md b/Compendium/equipment/items/belladonna.md deleted file mode 100644 index 8471fa748..000000000 --- a/Compendium/equipment/items/belladonna.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -aliases: ["Belladonna"] ---- -# Belladonna *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Sometimes called "deadly nightshade," belladonna is a widely available toxin produced from a plant similar to a tomato. - -```ad-inline-affliction -title: Saving Throw: DC 19 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 30 minutes - -## Stages - -**Stage 1** [dazzled](../../../rules/conditions.md#Dazzled) (10 minutes) - -**Stage 2** `1d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (10 minutes) - -**Stage 3** `1d6` poison damage, [confused](../../../rules/conditions.md#Confused), and [sickened](../../../rules/conditions.md#Sickened) (1 minute) -``` - -*Source: Core Rulebook p. 551* diff --git a/Compendium/equipment/items/bellflower-toolbelt-aoa3.md b/Compendium/equipment/items/bellflower-toolbelt-aoa3.md deleted file mode 100644 index 560d47213..000000000 --- a/Compendium/equipment/items/bellflower-toolbelt-aoa3.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa3 -- item/category/worn -- trait/invested -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Bellflower Toolbelt"] ---- -# Bellflower Toolbelt *Item 6* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 220 gp -- **Usage** worn belt; **Bulk** 1 -- **Category** Worn - -Different versions of this belt are customized to appear to suit specific trades, so a belt used for carpentry would look somewhat different than a belt for baking. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. As long as there are enough transformed items, the belt can be used as artisan's tools for that trade. - -Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single [Interact](../../../rules/actions/interact.md) action to return it to its normal form. -``` - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* diff --git a/Compendium/equipment/items/belt-of-giant-strength.md b/Compendium/equipment/items/belt-of-giant-strength.md deleted file mode 100644 index 5d38f7a63..000000000 --- a/Compendium/equipment/items/belt-of-giant-strength.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/apex -- trait/apex -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Belt of Giant Strength"] ---- -# Belt of Giant Strength *Item 17* -[apex](../../../Rules/traits/apex.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 15000 gp -- **Usage** worn belt; **Bulk** L -- **Category** Apex - -This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to [Athletics](../../skills.md#Athletics) checks and a +2 circumstance bonus to [Athletics](../../skills.md#Athletics) checks to lift a heavy object, [Escape](../../../Rules/actions/escape.md), and [Force Open](../../../Rules/actions/force-open.md). When you invest the belt, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are targeted by a thrown rock attack, or a rock would fall on you - -**Effect** Attempt an [Athletics](../../../compendium/skills.md#Athletics) check to grab the triggering rock. Use the [Athletics](../../../compendium/skills.md#Athletics) DC of the creature throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free hand to catch the rock, but you can [Release](../../../rules/actions/release.md) anything you're holding in a hand as part of this reaction. - -> [!success-degree] -> - **Success** You safely catch the rock, take no damage, and are now holding the rock. -> - **Failure** You take half damage. -> - **Critical Failure** You take full damage. -``` - -*Source: Core Rulebook p. 603* diff --git a/Compendium/equipment/items/belt-of-regeneration.md b/Compendium/equipment/items/belt-of-regeneration.md deleted file mode 100644 index 33578097b..000000000 --- a/Compendium/equipment/items/belt-of-regeneration.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/apex -- trait/apex -- trait/invested -- trait/magical -- trait/necromancy -aliases: ["Belt of Regeneration"] ---- -# Belt of Regeneration *Item 17* -[apex](../../../Rules/traits/apex.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 15000 gp -- **Usage** worn belt; **Bulk** L -- **Category** Apex - -This belt is crafted from rubbery troll hide that's green and orange in color. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You tighten the belt one notch to gain a regeneration effect. For `2d4` rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn. -``` - -*Source: Core Rulebook p. 603* diff --git a/Compendium/equipment/items/belt-of-the-five-kings.md b/Compendium/equipment/items/belt-of-the-five-kings.md deleted file mode 100644 index 5c8d76da2..000000000 --- a/Compendium/equipment/items/belt-of-the-five-kings.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Belt of the Five Kings"] ---- -# Belt of the Five Kings *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** worn belt; **Bulk** L -- **Category** Worn - -Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance bonus to [Diplomacy](../../skills.md#Diplomacy) checks to [Make an Impression](../../../Rules/actions/make-an-impression.md) with dwarves or make a [Request](../../../Rules/actions/request.md) from dwarves. You also gain a +1 circumstance bonus to [Intimidation](../../skills.md#Intimidation) checks against giants and orcs. - -The belt also grants you [darkvision](../../../Rules/abilities/darkvision.md) and the ability to understand, speak, and write the Dwarven language. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You are a dwarf - -**Effect** You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you [darkvision](../../../rules/abilities/darkvision.md). Both effects last for 10 minutes. -``` - -*Source: Core Rulebook p. 606* diff --git a/Compendium/equipment/items/berserkers-cloak.md b/Compendium/equipment/items/berserkers-cloak.md deleted file mode 100644 index 1ca35e2c7..000000000 --- a/Compendium/equipment/items/berserkers-cloak.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/primal -- trait/transmutation -aliases: ["Berserker's Cloak"] ---- -# Berserker's Cloak *Item 12+* -[invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn - -This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the [Rage](../../../Rules/actions/rage.md) action, while raging you grow jaws that deal `1d10` piercing damage and claws that deal `1d6` slashing damage and have the [agile](../../../Rules/traits/agile.md) trait. - -This transformation is a [morph](../../../Rules/traits/morph.md) effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a [striking](striking.md) rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one). - -If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two). - -*Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/Compendium/equipment/items/bestial-mutagen.md b/Compendium/equipment/items/bestial-mutagen.md deleted file mode 100644 index 94a0ab9c3..000000000 --- a/Compendium/equipment/items/bestial-mutagen.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -aliases: ["Bestial Mutagen"] ---- -# Bestial Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy. - -**Benefit** You gain an item bonus to [Athletics](../../skills.md#Athletics) checks and unarmed attack rolls. You gain a claw unarmed attack with the [agile](../../../Rules/traits/agile.md) trait and a jaws unarmed attack. - -**Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. - -*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/Compendium/equipment/items/bestiary-of-metamorphosis-som.md b/Compendium/equipment/items/bestiary-of-metamorphosis-som.md deleted file mode 100644 index cb0626f63..000000000 --- a/Compendium/equipment/items/bestiary-of-metamorphosis-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/grimoire -- trait/magical -- trait/transmutation -aliases: ["Bestiary Of Metamorphosis"] ---- -# Bestiary Of Metamorphosis *Item 6* -[grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 210 gp -- **Bulk** L -- **Category** Grimoire - -This grimoire fancifully illustrates the spells you inscribe within it with illuminated drawings of creatures that have never existed, the pictures changing to depict new ones from time to time. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[polymorph](../../../rules/traits/polymorph.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Requirements**: You're under the effect of a [polymorph](../../../rules/traits/polymorph.md) spell you prepared from this grimoire that offers a choice of multiple forms - -**Effect** You transform into a different form allowed by the [polymorph](../../../rules/traits/polymorph.md) by bending and molding the spell's energy. This reduces the spell's remaining duration by half. -%% #trait/polymorph #trait/transmutation %% -``` - -*Source: Secrets of Magic p. 162* diff --git a/Compendium/equipment/items/bi-resonant-wayfinder-locg.md b/Compendium/equipment/items/bi-resonant-wayfinder-locg.md deleted file mode 100644 index f2a7cfa61..000000000 --- a/Compendium/equipment/items/bi-resonant-wayfinder-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/worn -- trait/evocation -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Bi-resonant Wayfinder"] ---- -# Bi-resonant Wayfinder *Item 6* -[evocation](../../../Rules/traits/evocation.md) [illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** worn -- **Category** Worn - -A bi-resonant wayfinder is inlaid with intricate platinum wires in a complex array of conduits for magical energy. These conduits control the resonant interference of aeon stones. A bi-resonant wayfinder works just like a regular [wayfinder](wayfinder.md) except it has two aeon stone slots, and the aeon stones in both slots grant their resonant powers without interfering with each other. The bi-resonant wayfinder and the two aeon stones count as two items toward your investiture limit. - -*Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/Compendium/equipment/items/big-boom-gun-g-g.md b/Compendium/equipment/items/big-boom-gun-g-g.md deleted file mode 100644 index 6bdfd1837..000000000 --- a/Compendium/equipment/items/big-boom-gun-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/cobbled -- trait/fatal-d12 -- trait/goblin -- trait/modular-b-p-or-s -- trait/uncommon -aliases: ["Big Boom Gun"] ---- -# Big Boom Gun *Item 1* -[cobbled](../../../Rules/traits/cobbled-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [goblin](../../../Rules/traits/goblin.md) [modular ](../../../Rules/traits/modular-logm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** 2 -- **Damage** `1d6` modular -- **Range** 20 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -Developed by a goblin weaponsmith who missed the 'hand' part of 'hand cannon', this comically-oversized gun has a heavily reinforced barrel and is loaded with a worrisome quantity of gunpowder. - -This [hand cannon](hand-cannon-g-g.md) is a martial weapon, instead of a simple weapon. It has the [fatal ](../../../Rules/traits/fatal.md) trait and a range of 20 feet. It also has the following modified critical failure condition: - -> [!success-degree] -> - **Critical Failure** The attack misses, the weapon misfires, and you take `1d12` fire damage as it explodes in your face. - -*Source: Guns & Gears p. 157* \ No newline at end of file diff --git a/Compendium/equipment/items/big-rock-bullet-lotgb.md b/Compendium/equipment/items/big-rock-bullet-lotgb.md deleted file mode 100644 index 2237b3a96..000000000 --- a/Compendium/equipment/items/big-rock-bullet-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/earth -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Big Rock Bullet"] ---- -# Big Rock Bullet *Item 7+* -[consumable](../../../Rules/traits/consumable.md) [earth](../../../Rules/traits/earth.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Ammunition** sling bullet -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes `4d6` additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes `2d6` bludgeoning damage. Creatures with the [Catch Rock](../../../Rules/abilities/catch-rock.md) reaction can use it against a big rock bullet. - -*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/Compendium/equipment/items/binding-coil-som.md b/Compendium/equipment/items/binding-coil-som.md deleted file mode 100644 index f66bb60c5..000000000 --- a/Compendium/equipment/items/binding-coil-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Binding Coil"] ---- -# Binding Coil *Item 6+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** Your [Strike](../../../Rules/actions/strike.md) with the affixed weapon damages a creature; **Requirements** You're an expert in [Athletics](../../skills.md#Athletics). -- **Category** Talisman - -This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to [Grapple](../../../Rules/actions/grapple.md) the creature you hit. On a success, rather than the normal [Grapple](../../../Rules/traits/grapple.md) effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. - -Your opponent must succeed at a DC 20 [Escape](../../../Rules/actions/escape.md) check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer. - -*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/Compendium/equipment/items/binding-snare-g-g.md b/Compendium/equipment/items/binding-snare-g-g.md deleted file mode 100644 index ca999dfe4..000000000 --- a/Compendium/equipment/items/binding-snare-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Binding Snare"] ---- -# Binding Snare *Item 10* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Category** Snare - -When a creature enters the snare's square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The snare deals `2d6` piercing damage, and the targeted creature must attempt a DC 28 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is knocked [prone](../../../Rules/conditions.md#Prone) and [immobilized](../../../Rules/conditions.md#Immobilized) for 1 round ([Escape](../../../Rules/actions/escape.md) DC 28). -> - **Critical Failure** The creature takes double damage, is knocked [prone](../../../Rules/conditions.md#Prone), and is [restrained](../../../Rules/conditions.md#Restrained) for 1 round ([Escape](../../../Rules/actions/escape.md) DC 28). - -*Source: Guns & Gears p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/bird-lotg.md b/Compendium/equipment/items/bird-lotg.md deleted file mode 100644 index e7c735ca5..000000000 --- a/Compendium/equipment/items/bird-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Bird"] ---- -# Bird *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/bitter-lotgb.md b/Compendium/equipment/items/bitter-lotgb.md deleted file mode 100644 index 8f610bf43..000000000 --- a/Compendium/equipment/items/bitter-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/magical -- trait/poison -- trait/transmutation -- trait/uncommon -aliases: ["Bitter"] ---- -# Bitter *Item 9* -[magical](../../../Rules/traits/magical.md) [poison](../../../Rules/traits/poison.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 135 gp -- **Usage** etched onto armor -- **Category** Rune - -While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is [sickened](../../../Rules/conditions.md#Sickened); if it spends an action retching to reduce the [sickened](../../../Rules/conditions.md#Sickened) condition, you can attempt to [Escape](../../../Rules/actions/escape.md) as a reaction. - -*Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/Compendium/equipment/items/black-adder-venom.md b/Compendium/equipment/items/black-adder-venom.md deleted file mode 100644 index 84aca375c..000000000 --- a/Compendium/equipment/items/black-adder-venom.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Black Adder Venom"] ---- -# Black Adder Venom *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 6 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Adder venom is a simple but effective way to enhance a weapon. - -```ad-inline-affliction -title: Saving Throw: DC 18 Fortitude - -- **Maximum Duration**: 3 rounds - -## Stages - -**Stage 1** `1d8` poison damage (1 round) - -**Stage 2** `1d10` poison damage (1 round) - -**Stage 3** `2d6` poison damage (1 round) -``` - -*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/Compendium/equipment/items/black-lotus-extract.md b/Compendium/equipment/items/black-lotus-extract.md deleted file mode 100644 index 61074832a..000000000 --- a/Compendium/equipment/items/black-lotus-extract.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -- trait/virulent -aliases: ["Black Lotus Extract"] ---- -# Black Lotus Extract *Item 19* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) [virulent](../../../Rules/traits/virulent.md) - -- **Price** 6500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Black lotus extract causes severe internal bleeding. - -```ad-inline-affliction -title: Saving Throw: DC 42 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `15d6` poison damage and [drained](../../../rules/conditions.md#Drained) (1 round) - -**Stage 2** `17d6` poison damage and [drained](../../../rules/conditions.md#Drained) (1 round) - -**Stage 3** `20d6` poison damage and [drained](../../../rules/conditions.md#Drained) (1 round) -``` - -*Source: Core Rulebook p. 551* diff --git a/Compendium/equipment/items/black-powder-g-g.md b/Compendium/equipment/items/black-powder-g-g.md deleted file mode 100644 index b57474e61..000000000 --- a/Compendium/equipment/items/black-powder-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Black Powder"] ---- -# Black Powder *Item 0+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Ammunition** rounds -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. - -Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container. - -*Source: Guns & Gears p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/black-powder-knuckle-dusters-g-g.md b/Compendium/equipment/items/black-powder-knuckle-dusters-g-g.md deleted file mode 100644 index ba7d82d3e..000000000 --- a/Compendium/equipment/items/black-powder-knuckle-dusters-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/agile -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-d8 -- trait/uncommon -aliases: ["Black Powder Knuckle Dusters"] ---- -# Black Powder Knuckle Dusters *Item 0* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 8 gp -- **Bulk** L -- **Ranged** - - **Damage** `1d4` P - - **Ammunution** [round](round-10-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` B -- **Hands** 1 -- **Category** Martial - -This pair of knuckle dusters is fitted with an explosive charge of black powder within the hollowed spikes of the weapon and a firing mechanism you hold in your hand while in use. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/blackfinger-blight-aoe3.md b/Compendium/equipment/items/blackfinger-blight-aoe3.md deleted file mode 100644 index e483db3bc..000000000 --- a/Compendium/equipment/items/blackfinger-blight-aoe3.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe3 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -- trait/rare -- trait/virulent -aliases: ["Blackfinger Blight"] ---- -# Blackfinger Blight *Item 12* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) [virulent](../../../Rules/traits/virulent.md) - -- **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of blackfinger blight is recognizable by the pores of their fingertips weeping an inky oil that coats their hands and makes it difficult to hold things. Each round, at the beginning of their turn, a creature affected by blackfinger blight must succeed at a flat DC 5 check or drop one random item they're holding. - -```ad-inline-affliction -title: Saving Throw: DC 32 Fortitude - -- **Onset**: 1 round -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `6d6` poison damage (1 round) - -**Stage 2** `8d6` poison damage (1 round) - -**Stage 3** `10d6` poison damage and [confused](../../../rules/conditions.md#Confused) (1 round) -``` - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* diff --git a/Compendium/equipment/items/blade-launcher-g-g.md b/Compendium/equipment/items/blade-launcher-g-g.md deleted file mode 100644 index 9c521d2f8..000000000 --- a/Compendium/equipment/items/blade-launcher-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/uncommon -aliases: ["Blade Launcher"] ---- -# Blade Launcher *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 18 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger, dart, shuriken, or starknife. Configuring a blade launcher requires three [Interact](../../../Rules/actions/interact.md) actions. Once properly configured, loading an appropriate thrown weapon into a blade launcher requires a single [Interact](../../../Rules/actions/interact.md) action. A blade launcher can't fire weapons for which it's not currently configured. A weapon fired with a blade launcher loses the agile, monk, [thrown](../../../Rules/traits/thrown.md), and [versatile](../../../Rules/traits/versatile.md) traits, if it has them, and has a range increment of 40 feet. Due to losing the thrown weapon trait, returning and most other effects that allow a weapon to return don't function; even if a launched weapon did return, you'd still need to load it into the blade launcher with an [Interact](../../../Rules/actions/interact.md) action to fire the blade launcher again. - -*Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/Compendium/equipment/items/blade-of-four-energies-som.md b/Compendium/equipment/items/blade-of-four-energies-som.md deleted file mode 100644 index 2bf6a332e..000000000 --- a/Compendium/equipment/items/blade-of-four-energies-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/evocation -- trait/magical -aliases: ["Blade Of Four Energies"] ---- -# Blade Of Four Energies *Item 13+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You draw magical energy from one of the gems. Roll `1d4`. - -Until the start of your next turn, the weapon gains the corresponding rune: 1—corrosive, 2—flaming, 3—frost, or 4—shock. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The blade has an energy rune from the first activation - -**Effect** You call upon the energy stored in the blade to explode outward. The blade of four energies casts a 5th-level spell that depends on the active rune: acid arrow for corrosive, fireball for flaming, cone of cold for frost, or lightning bolt for shock. -``` - -*Source: Secrets of Magic p. 180* diff --git a/Compendium/equipment/items/blade-of-the-black-sovereign-lol.md b/Compendium/equipment/items/blade-of-the-black-sovereign-lol.md deleted file mode 100644 index e033d8560..000000000 --- a/Compendium/equipment/items/blade-of-the-black-sovereign-lol.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/held -- trait/electricity -- trait/evocation -- trait/magical -- trait/unique -aliases: ["Blade Of The Black Sovereign"] ---- -# Blade Of The Black Sovereign *Item 15* -[electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 6500 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This +2 greater striking shock greatsword is forged from standard-grade adamantine, with inlays of [broken](../../../Rules/conditions.md#Broken) circuitry and a robot's ocular lens on the cross guard. A soft thrum comes from the blade, which you feel as a subtle pulse through the grip when wielding it. - -It sparks when unsheathed, emitting dim light within 5 feet. On a hit against a foe made of metal, wearing metal armor, or using a metal shield, if the foe takes electricity damage from the blade, the makes the foe [flat-footed](../../../Rules/conditions.md#Flat-footed) for 1 round; if the [Strike](../../../Rules/actions/strike.md) was a critical hit, it also makes them [clumsy](../../../Rules/conditions.md#Clumsy) for 1 round. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast the [electric arc](../../../compendium/spells/electric-arc.md) cantrip from the sword as an 8th-level primal spell, using 10 + your melee attack modifier with the Blade of the Black Sovereign as your spell DC. -``` - -*Source: Lost Omens: Legends p. 76* diff --git a/Compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md b/Compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md deleted file mode 100644 index eccb2d629..000000000 --- a/Compendium/equipment/items/blade-of-the-rabbit-prince-aoe4.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/held -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Blade Of The Rabbit Prince"] ---- -# Blade Of The Rabbit Prince *Item 15* -[magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 6250 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +2 greater striking dancing shortsword has a golden handguard resembling a bird with outstretched wings. The sword's blade is [broken](../../../Rules/conditions.md#Broken) halfway up its length, but this doesn't impair the sword's function. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You attempt to [Trip](../../../rules/actions/trip.md) or [Disarm](../../../rules/actions/disarm.md) an opponent using [Thievery](../../../compendium/skills.md#Thievery) instead of [Athletics](../../../compendium/skills.md#Athletics), and you add the blade of the Rabbit Prince's item bonus to the check. You do not need to have a hand free if you're wielding the blade of the Rabbit Prince, and your target can be up to two sizes larger than you. -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* diff --git a/Compendium/equipment/items/bladed-diabolo-ec1.md b/Compendium/equipment/items/bladed-diabolo-ec1.md deleted file mode 100644 index 8657db7fe..000000000 --- a/Compendium/equipment/items/bladed-diabolo-ec1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/weapon/advanced -- trait/backswing -- trait/disarm -- trait/finesse -- trait/thrown-40-feet -- trait/trip -- trait/uncommon -aliases: ["Bladed Diabolo"] ---- -# Bladed Diabolo *Item 0* -[backswing](../../../Rules/traits/backswing.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [thrown <40 feet>](../../../Rules/traits/thrown.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 sp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 2 -- **Category** Advanced; **Group** Flail - -This weapon consists of two bladed discs joined by a central axel, and is spun on a rope whose ends are attached to wand-like sticks. The wielder can hurl the diabolo from the rope like a stone from a sling, or swing it on the rope in melee. - -*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/bladed-gauntlet-lokl.md b/Compendium/equipment/items/bladed-gauntlet-lokl.md deleted file mode 100644 index 397fc12fc..000000000 --- a/Compendium/equipment/items/bladed-gauntlet-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/weapon/martial -- trait/agile -- trait/finesse -- trait/free-hand -- trait/modular-b-p-or-s -- trait/uncommon -aliases: ["Bladed Gauntlet"] ---- -# Bladed Gauntlet *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [free-hand](../../../Rules/traits/free-hand.md) [modular ](../../../Rules/traits/modular-logm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** L -- **Damage** `1d4` modular -- **Hands** 1 -- **Category** Martial; **Group** Brawling - -A dagger attached to a retractable mechanism is integrated in this gauntlet's dorsum, so a combatant can quickly arm themself with a blade to exploit the weak points in an enemy's armor. Switching configurations on the gauntlet reveals or retracts the contained dagger as appropriate. The dagger isn't removable, and thus can't be wielded or etched with runes separately from the gauntlet. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/bladed-hoop-ec1.md b/Compendium/equipment/items/bladed-hoop-ec1.md deleted file mode 100644 index b773abb45..000000000 --- a/Compendium/equipment/items/bladed-hoop-ec1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/weapon/advanced -- trait/finesse -- trait/sweep -- trait/two-hand-d8 -- trait/uncommon -aliases: ["Bladed Hoop"] ---- -# Bladed Hoop *Item 0* -[finesse](../../../Rules/traits/finesse.md) [sweep](../../../Rules/traits/sweep.md) [two-hand ](../../../Rules/traits/two-hand.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 sp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 0+ -- **Category** Advanced; **Group** Knife - -This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the free-hand trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to Climb) interferes with the hoop's spinning and forces you to Release the hoop. You can't spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to Hustling. - -*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/bladed-scarf-logm.md b/Compendium/equipment/items/bladed-scarf-logm.md deleted file mode 100644 index 24bdfbf7e..000000000 --- a/Compendium/equipment/items/bladed-scarf-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/disarm -- trait/finesse -- trait/reach -- trait/sweep -- trait/trip -- trait/uncommon -aliases: ["Bladed Scarf"] ---- -# Bladed Scarf *Item 0* -[disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [reach](../../../Rules/traits/reach.md) [sweep](../../../Rules/traits/sweep.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 2 -- **Category** Martial; **Group** Flail - -The thin metal plates interwoven throughout this long scarf turn a fashion accessory into a deadly weapon. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/blast-boots-g-g.md b/Compendium/equipment/items/blast-boots-g-g.md deleted file mode 100644 index 0ab1278a3..000000000 --- a/Compendium/equipment/items/blast-boots-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Blast Boots"] ---- -# Blast Boots *Item 1* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn (attached to footwear or feet); **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you [Activate](../../../Rules/actions/activate-an-item.md) the blast boots, you can [High Jump](../../../Rules/actions/high-jump.md) or [Long Jump](../../../Rules/actions/long-jump.md), without the need to [Stride](../../../Rules/actions/stride.md) first. Higher-level versions increase the distance of your [High Jump](../../../Rules/actions/high-jump.md) or [Long Jump](../../../Rules/actions/long-jump.md). - -*Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/blast-foot-lotgb.md b/Compendium/equipment/items/blast-foot-lotgb.md deleted file mode 100644 index 29dfdfecf..000000000 --- a/Compendium/equipment/items/blast-foot-lotgb.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/prosthesis -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Blast Foot"] ---- -# Blast Foot *Item 6+* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn; **Bulk** 1 -- **Category** Prosthesis - -These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You blast off from the ground, using the force to leap through the air. The blast feet cast [jump](../../../compendium/spells/jump.md) on you. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You blast from your feet, dealing `4d6` force damage to all creatures in a 15-foot cone, with a basic Reflex save. -``` - -*Source: Lost Omens: The Grand Bazaar p. 73* diff --git a/Compendium/equipment/items/blast-lance-ooa3.md b/Compendium/equipment/items/blast-lance-ooa3.md deleted file mode 100644 index dd0f552cf..000000000 --- a/Compendium/equipment/items/blast-lance-ooa3.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/held -- trait/evocation -- trait/fire -- trait/magical -- trait/uncommon -aliases: ["Blast Lance"] ---- -# Blast Lance *Item 4+* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You strike a foe with the blast lance -- **Requirements**: The blast lance is loaded with a round - -**Effect** You fire a blast of gunpowder through the weapon that deals `2d8` fire damage. The foe must attempt a DC 18 Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected by the blast of gunpowder and the blast lance misfires and jams (Guns & Gears 107, 153). -> - **Success** The target takes half the fire damage. -> - **Failure** The target takes the full fire damage and is pushed back 5 feet. You can [Stride](../../../rules/actions/stride.md) after it, but you must move the same distance and in the same direction. -> - **Critical Failure** The target takes double damage and is pushed back 10 feet. You can [Stride](../../../rules/actions/stride.md) after it, but you must move the same distance and in the same direction. -``` - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 74* diff --git a/Compendium/equipment/items/blast-suit-ooa3.md b/Compendium/equipment/items/blast-suit-ooa3.md deleted file mode 100644 index 237f8137a..000000000 --- a/Compendium/equipment/items/blast-suit-ooa3.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/armor -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Blast Suit"] ---- -# Blast Suit *Item 9* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor - -Crafted from heavy steel plating and riveted together with cunning precision, this suit of +1 resilient full plate is specifically designed to protect against sudden explosions. This added layer of security comes at the cost of movement, however. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You're affected by an area effect that requires a Reflex save, or you would take splash damage from a scatter weapon - -**Effect** The blast suit locks together into a rigid bulwark, protecting you from the blast but preventing you from moving from your position under any circumstances. You become [immobilized](../../../rules/conditions.md#Immobilized), gain a +2 circumstance bonus to your Reflex save against area effects, and gain resistance 5 to all damage you would normally take from area effects and scatter splash damage (this doesn't damage the blast suit). These effects persist for as long as the suit remains in the locked position. You can [Interact](../../../rules/actions/interact.md) with the suit to unlock it. -``` - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 74* diff --git a/Compendium/equipment/items/blasting-ram-g-g.md b/Compendium/equipment/items/blasting-ram-g-g.md deleted file mode 100644 index bf0696235..000000000 --- a/Compendium/equipment/items/blasting-ram-g-g.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/uncommon -aliases: ["Blasting Ram"] ---- -# Blasting Ram *Item 7* -[large](../../../Rules/traits/large-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** portable (black powder), held in 8 hands; **Bulk** 14 -- **Category** Siege Weapon - -A blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder that ignites on impact. The body of the ram is reinforced to absorb the force of the explosion, while the head itself has a blast shield to protect the crew. - -Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head. - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -2 times -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Ram [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](../../../rules/traits/attack.md) [manipulate](../../../rules/traits/manipulate.md) range increment <100 feet> - -- **Requirements**: The other members of the crew have Readied to [Stride](../../../rules/actions/stride.md) on your order - -**Effect** You and the crew [Stride](../../../rules/actions/stride.md), with a maximum distance equal to the slowest crew member's Speed. Then, make a melee [Strike](../../../rules/actions/strike.md) with the ram against a structure or unattended stationary object. As you do, the black powder in the steel reservoir explodes, significantly increasing the damage of your attack. Due to the black powder's additional force, the damage of this [Strike](../../../rules/actions/strike.md) is `7d8` + the highest Strength modifier among members of the crew. -%% #trait/attack #trait/manipulate #trait/range-increment-100-feet %% -``` - -*Source: Guns & Gears p. 173* diff --git a/Compendium/equipment/items/blaze-ooa1.md b/Compendium/equipment/items/blaze-ooa1.md deleted file mode 100644 index 20ba8ca6f..000000000 --- a/Compendium/equipment/items/blaze-ooa1.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa1 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Blaze"] ---- -# Blaze *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 7 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This acrid blend of black powder, honey, saltpeter, sulfur, and stranger ingredients sees plenty of use in the Mana Wastes, where magical environmental protection is unreliable. Users experience euphoric feelings of warmth and wellbeing followed by intense bouts of dehydration and disorientation. - -```ad-inline-affliction -title: Saving Throw: DC 17 Fortitude - -- **Maximum Duration**: 4 hours - -## Stages - -**Stage 1** +1 item bonus to saves versus [fire](../../../rules/traits/fire.md) effects, and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour) - -**Stage 2** [stupefied](../../../rules/conditions.md#Stupefied), and you treat severe or extreme environmental heat effects as if they were one step lower (1 hour) - -**Stage 3** [fatigued](../../../rules/conditions.md#Fatigued) and [stupefied](../../../rules/conditions.md#Stupefied) (1 hour) -``` - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* diff --git a/Compendium/equipment/items/blazons-of-shared-power-g-g.md b/Compendium/equipment/items/blazons-of-shared-power-g-g.md deleted file mode 100644 index a54daf3fe..000000000 --- a/Compendium/equipment/items/blazons-of-shared-power-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Blazons Of Shared Power"] ---- -# Blazons Of Shared Power *Item 3+* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn and attached to two weapons (see below); **Bulk** – -- **Category** Worn - -These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time. - -*Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/Compendium/equipment/items/bleeding-spines-snare.md b/Compendium/equipment/items/bleeding-spines-snare.md deleted file mode 100644 index 855387184..000000000 --- a/Compendium/equipment/items/bleeding-spines-snare.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Bleeding Spines Snare"] ---- -# Bleeding Spines Snare *Item 12* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 320 gp -- **Category** Snare - -When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing `8d8` piercing damage and `2d8` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to attempt a Reflex save against the spines' damage. - -*Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/Compendium/equipment/items/blessed-tattoo-lowg.md b/Compendium/equipment/items/blessed-tattoo-lowg.md deleted file mode 100644 index b0aed2ac6..000000000 --- a/Compendium/equipment/items/blessed-tattoo-lowg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/tattoo -- trait/abjuration -- trait/invested -- trait/magical -- trait/tattoo -- trait/uncommon -aliases: ["Blessed Tattoo"] ---- -# Blessed Tattoo *Item 4* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 90 gp -- **Usage** tattoo -- **Category** Tattoo - -You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon's ability. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You gain the effect of protection against evil. -``` - -*Source: Lost Omens: World Guide p. 92* diff --git a/Compendium/equipment/items/blight-bomb-apg.md b/Compendium/equipment/items/blight-bomb-apg.md deleted file mode 100644 index c9d671bd6..000000000 --- a/Compendium/equipment/items/blight-bomb-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/poison -- trait/splash -aliases: ["Blight Bomb"] ---- -# Blight Bomb *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [poison](../../../Rules/traits/poison.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, [persistent poison damage](../../../Rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. - -*Source: Advanced Player's Guide p. 252* \ No newline at end of file diff --git a/Compendium/equipment/items/blightburn-resin.md b/Compendium/equipment/items/blightburn-resin.md deleted file mode 100644 index 7d51d825c..000000000 --- a/Compendium/equipment/items/blightburn-resin.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -aliases: ["Blightburn Resin"] ---- -# Blightburn Resin *Item 11* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 225 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. - -```ad-inline-affliction -title: Saving Throw: DC 31 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `8d6` poison damage (1 round) - -**Stage 2** `10d6` poison damage (1 round) - -**Stage 3** `15d6` poison damage (1 round) -``` - -*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/Compendium/equipment/items/blightburn-ward-ec5.md b/Compendium/equipment/items/blightburn-ward-ec5.md deleted file mode 100644 index f805dd747..000000000 --- a/Compendium/equipment/items/blightburn-ward-ec5.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Blightburn Ward"] ---- -# Blightburn Ward *Item 13* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2300 gp -- **Usage** worn necklace -- **Category** Worn - -This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have invested this item, you cannot contract blightburn sickness. It doesn't cure blightburn sickness if you already have it, but the disease's stage can't progress while you wear it. - -*Source: Extinction Curse #5: Lord of the Black Sands p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/blindpepper-bolt-lotgb.md b/Compendium/equipment/items/blindpepper-bolt-lotgb.md deleted file mode 100644 index 5bc3a3cb4..000000000 --- a/Compendium/equipment/items/blindpepper-bolt-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Blindpepper Bolt"] ---- -# Blindpepper Bolt *Item 3* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Ammunition** [bolt](bolt.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The head of this bolt is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no damage; instead the creature must attempt a DC 17 Fortitude save. If the [Strike](../../../Rules/actions/strike.md) was a critical success, the target takes a –2 circumstance penalty to its Fortitude save. At the GM's discretion, a creature with no eyes or olfactory organs might not be affected by this item. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [dazzled](../../../Rules/conditions.md#Dazzled) until the end of your next turn. It can end the effect early if it spends an action, which has the [manipulate](../../../Rules/traits/manipulate.md) trait, to wipe down its eyes. -> - **Failure** The target is [dazzled](../../../Rules/conditions.md#Dazzled) for 1 minute. -> - **Critical Failure** The target is [blinded](../../../Rules/conditions.md#Blinded) until the end of your next turn and [dazzled](../../../Rules/conditions.md#Dazzled) for 1 minute. - -*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/Compendium/equipment/items/blindpepper-bomb-aoe1.md b/Compendium/equipment/items/blindpepper-bomb-aoe1.md deleted file mode 100644 index 625a047b1..000000000 --- a/Compendium/equipment/items/blindpepper-bomb-aoe1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/uncommon -- trait/visual -aliases: ["Blindpepper Bomb"] ---- -# Blindpepper Bomb *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) [visual](../../../Rules/traits/visual.md) - -- **Price** 40 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking permanent physical injury to either officers or civilians. The bomb can be thrown up to 30 feet, causing it to explode, spraying the aerosolized pepper dust in a 15-foot-radius burst. All creatures in the area must succeed at a DC 18 Reflex save to avoid inhaling the dust or getting it in their eyes. On a failed save, the creature is [blinded](../../../Rules/conditions.md#Blinded) for 1 round and then [dazzled](../../../Rules/conditions.md#Dazzled) for 1 round. On a critical failure, the creature is [blinded](../../../Rules/conditions.md#Blinded) for 1 round, [sickened](../../../Rules/conditions.md#Sickened), and [dazzled](../../../Rules/conditions.md#Dazzled) until it removes the [sickened](../../../Rules/conditions.md#Sickened) condition. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/blindpepper-tube-aoe1.md b/Compendium/equipment/items/blindpepper-tube-aoe1.md deleted file mode 100644 index 98e5ee102..000000000 --- a/Compendium/equipment/items/blindpepper-tube-aoe1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -- trait/visual -aliases: ["Blindpepper Tube"] ---- -# Blindpepper Tube *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) [visual](../../../Rules/traits/visual.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube with a one-way valve and a range of 5 feet. To use it, the wielder must tear open the tube's seal as an [Interact](../../../Rules/actions/interact.md) action, then spend another action to blow the hot pepper into an adjacent creature's face. These actions don't have to be taken in the same round. The target must attempt a DC 15 Reflex save to avoid inhaling the pepper or getting it in their eyes. On a failed save, the creature is [blinded](../../../Rules/conditions.md#Blinded) for 1 round and then [dazzled](../../../Rules/conditions.md#Dazzled) for 1 round. On a critical failure, the creature is [blinded](../../../Rules/conditions.md#Blinded) for 1 round, [sickened](../../../Rules/conditions.md#Sickened), and [dazzled](../../../Rules/conditions.md#Dazzled) until it removes the [sickened](../../../Rules/conditions.md#Sickened) condition. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/blocks-lotgb.md b/Compendium/equipment/items/blocks-lotgb.md deleted file mode 100644 index be90a7a95..000000000 --- a/Compendium/equipment/items/blocks-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Blocks"] ---- -# Blocks *Item 0* - -- **Price** 1 sp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -These wooden blocks can be stacked to build flimsy structures. - -A standard set comes in a small sack with 12 blocks. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/blood-sap-gmg.md b/Compendium/equipment/items/blood-sap-gmg.md deleted file mode 100644 index 9c6194039..000000000 --- a/Compendium/equipment/items/blood-sap-gmg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -aliases: ["Blood Sap"] ---- -# Blood Sap *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 4 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user's lips and teeth a vivid shade of red. - -```ad-inline-affliction -title: Saving Throw: DC 16 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 3 hours - -## Stages - -**Stage 1** [drained](../../../rules/conditions.md#Drained), +1 item bonus to weapon and unarmed attack rolls, [Acrobatics](../../skills.md#Acrobatics) checks, and [Athletics](../../../compendium/skills.md#Athletics) checks (10 minutes) - -**Stage 2** [slowed](../../../rules/conditions.md#Slowed) (1 hour) -``` - -*Source: Gamemastery Guide p. 120* diff --git a/Compendium/equipment/items/bloodbane-aoa4.md b/Compendium/equipment/items/bloodbane-aoa4.md deleted file mode 100644 index 951a27e5a..000000000 --- a/Compendium/equipment/items/bloodbane-aoa4.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa4 -- item/category/rune -- trait/dwarf -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Bloodbane"] ---- -# Bloodbane *Item 8* -[dwarf](../../../Rules/traits/dwarf.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** etched onto a clan dagger -- **Category** Rune - -A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc. - -In addition, whenever you inflict [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) with a bloodbane weapon (whether from its innate ability or in some other way), the weapon leaves ragged wounds. The bleeding creature must succeed at a DC 25 Fortitude save or become [sickened](../../../Rules/conditions.md#Sickened). The creature is then temporarily immune for 1 hour. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/bloodbiter-gmg.md b/Compendium/equipment/items/bloodbiter-gmg.md deleted file mode 100644 index a11d1aea2..000000000 --- a/Compendium/equipment/items/bloodbiter-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Bloodbiter"] ---- -# Bloodbiter *Item 6* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a piercing or slashing weapon -- **Category** Curse - -A _bloodbiter_ weapon is awakened by violence and fueled by blood. When you make a successful attack with the weapon, it inflicts a wound that deals `1d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) (in addition to its normal damage), but it also deals `1d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) to you. The curse remains dormant until the weapon hits a creature, at which point black thorns protrude from the weapon and dig into your body; the weapon fuses to you and you can't use the hand that holds the weapon for any other purpose. If the weapon is two-handed, it attaches itself to only a single hand (GM's choice). - -*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/bloodeye-coffee-gmg.md b/Compendium/equipment/items/bloodeye-coffee-gmg.md deleted file mode 100644 index 89d46ff2a..000000000 --- a/Compendium/equipment/items/bloodeye-coffee-gmg.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -aliases: ["Bloodeye Coffee"] ---- -# Bloodeye Coffee *Item 0* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -A strong blend including several spices common in the Padishah Empire of Kelesh, bloodeye coffee is a favorite morning drink across the Inner Sea region. The maximum addiction stage of bloodeye coffee never progresses beyond stage 1. - -```ad-inline-affliction -title: Saving Throw: DC 14 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 8 hours - -## Stages - -**Stage 1** +1 item bonus to AC and saves to which you are taking penalties caused by the [fatigued](../../../rules/conditions.md#Fatigued) condition (10 minutes) - -**Stage 2** [stupefied](../../../rules/conditions.md#Stupefied) (1 hour) - -**Stage 3** can't recover from [fatigued](../../../rules/conditions.md#Fatigued) (1 day, after which the drug ends) -``` - -*Source: Gamemastery Guide p. 120* diff --git a/Compendium/equipment/items/bloodhound-mask-apg.md b/Compendium/equipment/items/bloodhound-mask-apg.md deleted file mode 100644 index 50f8de561..000000000 --- a/Compendium/equipment/items/bloodhound-mask-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Bloodhound Mask"] ---- -# Bloodhound Mask *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. - -When you use [Survival](../../skills.md#Survival) to [Track](../../../Rules/actions/track.md) a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your [Survival](../../skills.md#Survival) check. The GM sets the [Survival](../../skills.md#Survival) DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent. - -*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/Compendium/equipment/items/bloodletting-kukri.md b/Compendium/equipment/items/bloodletting-kukri.md deleted file mode 100644 index 2a8218da8..000000000 --- a/Compendium/equipment/items/bloodletting-kukri.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Bloodletting Kukri"] ---- -# Bloodletting Kukri *Item 6* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 240 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon - -This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals `1d8` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). If the target didn't already have [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) when you scored the critical hit, you also gain `1d8` temporary Hit Points. - -*Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/Compendium/equipment/items/bloodseeker-beak.md b/Compendium/equipment/items/bloodseeker-beak.md deleted file mode 100644 index a5cdd3c20..000000000 --- a/Compendium/equipment/items/bloodseeker-beak.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/necromancy -- trait/talisman -aliases: ["Bloodseeker Beak"] ---- -# Bloodseeker Beak *Item 4* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 20 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You hit a [flat-footed](../../../Rules/conditions.md#Flat-footed) creature with the affixed weapon. -- **Category** Talisman - -This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra `1d4` precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal `1d4` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: Core Rulebook p. 565* \ No newline at end of file diff --git a/Compendium/equipment/items/bloodthirsty-lotgb.md b/Compendium/equipment/items/bloodthirsty-lotgb.md deleted file mode 100644 index eccc72a20..000000000 --- a/Compendium/equipment/items/bloodthirsty-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Bloodthirsty"] ---- -# Bloodthirsty *Item 16* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8500 gp -- **Usage** etched onto a slashing or piercing -- **Category** Rune - -The magic in this rune sings in time with your attacks and coaxes you into finishing your opponent. When you critically hit a target that's taking [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage), your target becomes [drained](../../../Rules/conditions.md#Drained). - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You reduce a creature to 0 - -**Effect** You gain a number of temporary Hit Points equal to twice the creature's level. - -These Hit Points remain for 1 minute. -``` - -*Source: Lost Omens: The Grand Bazaar p. 42* diff --git a/Compendium/equipment/items/blowgun.md b/Compendium/equipment/items/blowgun.md deleted file mode 100644 index f794ce580..000000000 --- a/Compendium/equipment/items/blowgun.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/simple -- trait/agile -- trait/nonlethal -aliases: ["Blowgun"] ---- -# Blowgun *Item 0* -[agile](../../../Rules/traits/agile.md) [nonlethal](../../../Rules/traits/nonlethal.md) - -- **Price** 1 sp -- **Bulk** L -- **Damage** `1` P -- **Ammunution** [Blowgun Dart](blowgun-dart.md); **Range** 20 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Simple; **Group** Dart - -This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/blunderbuss-g-g.md b/Compendium/equipment/items/blunderbuss-g-g.md deleted file mode 100644 index f769a1d7e..000000000 --- a/Compendium/equipment/items/blunderbuss-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/scatter-10-ft -- trait/uncommon -aliases: ["Blunderbuss"] ---- -# Blunderbuss *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [scatter <10 ft.>](../../../Rules/traits/scatter-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 8 gp -- **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 40 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Martial; **Group** Firearm - -This weapon fires pellets from a trumpet-shaped barrel, making it an excellent choice for hunting brush fowl or dealing damage within a short, broad area. Adventuring gunslingers often carry a blunderbuss to deal with swarms of vermin and similar threats. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/boarding-axe-aaws.md b/Compendium/equipment/items/boarding-axe-aaws.md deleted file mode 100644 index a48468ca0..000000000 --- a/Compendium/equipment/items/boarding-axe-aaws.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aaws -- item/category/weapon/martial -- trait/agile -- trait/azarketi -- trait/climbing -- trait/uncommon -- trait/versatile-p -aliases: ["Boarding Axe"] ---- -# Boarding Axe *Item 0* -[agile](../../../Rules/traits/agile.md) [azarketi](../../../Rules/traits/azarketi-loag.md) [climbing](../../../Rules/traits/climbing-aaws.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 1 gp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Axe - -This small axe sports a spike opposite the blade that aids in climbing and is useful in clearing obstacles, such as fallen rigging. This weapon is common in the High Seas region, on the Isle of Kortos and within azarketi settlements. - -*Source: Azarketi Ancestry Web Supplement p. 1* \ No newline at end of file diff --git a/Compendium/equipment/items/boarding-pike-lopsg.md b/Compendium/equipment/items/boarding-pike-lopsg.md deleted file mode 100644 index f24ea140f..000000000 --- a/Compendium/equipment/items/boarding-pike-lopsg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/weapon/martial -- trait/reach -- trait/shove -- trait/uncommon -aliases: ["Boarding Pike"] ---- -# Boarding Pike *Item 1* -[reach](../../../Rules/traits/reach.md) [shove](../../../Rules/traits/shove.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 sp -- **Bulk** 2 -- **Damage** `1d10` P -- **Hands** 2 -- **Category** Martial; **Group** Polearm - -Taking the form of a longspear fitted with crossbars or hooks, a boarding pike provides its wielder a sharp implement that's as adept at shoving enemies off a ship's railings as facilitating the boarding of other vessels. This is a martial melee weapon. - -*Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/Compendium/equipment/items/boastful-hunter-g-g.md b/Compendium/equipment/items/boastful-hunter-g-g.md deleted file mode 100644 index 67cb9af84..000000000 --- a/Compendium/equipment/items/boastful-hunter-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/evocation -- trait/intelligent -- trait/ln -- trait/primal -- trait/rare -aliases: ["Boastful Hunter"] ---- -# Boastful Hunter *Item 3* -[evocation](../../../Rules/traits/evocation.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [ln](../../../Rules/traits/lawful-neutral-b1.md) [primal](../../../Rules/traits/primal.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** Held in 1 or 2 hands; **Bulk** 1 -- **Category** Held - -Possessing a boisterous, proud demeanor, this jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and predatory conquests—although the veracity of such tales is often questionable. A boastful hunter enjoys tracking and hunting animals of all kinds but takes particular pleasure in taking down large, dangerous, or rare animals. Against an animal, the boastful hunter deals `1d6` additional damage. On a critical hit against an animal, the boastful hunter also deals `1d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -A boastful hunter urges you to face off against tougher and tougher creatures—a challenge the ambitious rifle may not be adequate to deal with. If the boastful hunter goes one week without participating in a hunt against an animal of at least your level, it becomes bored. A bored boastful hunter complains incessantly and imposes a –1 item penalty to attack rolls against non-animal targets. A bored boastful hunter can be appeased by using it in combat against an animal of at least your level. - -Unable to accept its own weaknesses, a boastful hunter blames any failed hunts on you, and considers remarks about its strength or quality a terrible insult. An insulted boastful hunter badmouths you to sentient creatures you interact with, imposing a –1 item penalty to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), and [Intimidation](../../skills.md#Intimidation) skill checks, and all attacks with it incur a misfire chance until the weapon is appeased. An insulted boastful hunter can be appeased by complimenting it and succeeding at a [Diplomacy](../../skills.md#Diplomacy) check against its Will DC two days in a row. You can only attempt a [Diplomacy](../../skills.md#Diplomacy) check to appease the boastful hunter once each day. - -*Source: Guns & Gears p. 162* \ No newline at end of file diff --git a/Compendium/equipment/items/body-recovery-kit-lopsg.md b/Compendium/equipment/items/body-recovery-kit-lopsg.md deleted file mode 100644 index 334c64800..000000000 --- a/Compendium/equipment/items/body-recovery-kit-lopsg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/healing -- trait/uncommon -aliases: ["Body Recovery Kit"] ---- -# Body Recovery Kit *Item 9* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 101 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Consumable - -This small silver tin is filled with a herb-infused salve and a shroud of fine silk fabric. - -The salve smells of lavender and hyssop and is waxy to the touch. The shroud, made of spun silk, can a hold a Medium or smaller creature. If you apply the salve and shroud to a creature that died within the past 3 days, a process which normally takes 1 hour, it slows the decomposition process, allowing a creature to be brought back to life with raise dead up to 1 week after its death. - -*Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/Compendium/equipment/items/bola-apg.md b/Compendium/equipment/items/bola-apg.md deleted file mode 100644 index 3f0ec1501..000000000 --- a/Compendium/equipment/items/bola-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/weapon/martial -- trait/nonlethal -- trait/ranged-trip -- trait/thrown -- trait/uncommon -aliases: ["Bola"] ---- -# Bola *Item 0* -[nonlethal](../../../Rules/traits/nonlethal.md) [ranged trip](../../../Rules/traits/ranged-trip-b1.md) [thrown](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 sp -- **Bulk** L -- **Damage** `1d6` B -- **Range** 20 ft. -- **Hands** 1 -- **Category** Martial; **Group** Sling - -This throwing weapon consists of weights tied to the end of long cords, which can be used to bludgeon foes or entangle their legs. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/bolt.md b/Compendium/equipment/items/bolt.md deleted file mode 100644 index bbe3f91c1..000000000 --- a/Compendium/equipment/items/bolt.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -aliases: ["Bolt"] ---- -# Bolt *Item 0* - -- **Price** 1 sp -- **Bulk** L -- **Category** Ammunition - -Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/bomb-launcher-g-g.md b/Compendium/equipment/items/bomb-launcher-g-g.md deleted file mode 100644 index 86933bc17..000000000 --- a/Compendium/equipment/items/bomb-launcher-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/uncommon -aliases: ["Bomb Launcher"] ---- -# Bomb Launcher *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs. A chute in the top delivers an alchemical bomb into the internal basket, while a lever on the underside pulls the basket back and locks it in place. Loading an alchemical bomb into a bomb launcher requires a single [Interact](../../../Rules/actions/interact.md) action. With a pull of a trigger, the basket speeds forward, allowing you to [Strike](../../../Rules/actions/strike.md) with the loaded alchemical bomb over long distances. Bombs fired with a bomb launcher have a range increment of 60 feet. - -*Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/Compendium/equipment/items/bombard-g-g.md b/Compendium/equipment/items/bombard-g-g.md deleted file mode 100644 index 26fdb7113..000000000 --- a/Compendium/equipment/items/bombard-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/uncommon -aliases: ["Bombard"] ---- -# Bombard *Item 5* -[large](../../../Rules/traits/large-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 300 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their [clumsy](../../../Rules/conditions.md#Clumsy) and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -30 feet, minimum distance 30 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -2 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <150 feet> - -`4d10` bludgeoning, 10-foot burst, DC 19 Reflex -%% #trait/manipulate #trait/range-increment-150-feet %% -``` - -*Source: Guns & Gears p. 173* diff --git a/Compendium/equipment/items/bombers-eye-elixir.md b/Compendium/equipment/items/bombers-eye-elixir.md deleted file mode 100644 index a643eff90..000000000 --- a/Compendium/equipment/items/bombers-eye-elixir.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Bomber's Eye Elixir"] ---- -# Bomber's Eye Elixir *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb [Strikes](../../../Rules/actions/strike.md) reduce the circumstance bonus to AC your targets gain from cover. - -*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/bombers-saddle-ec5.md b/Compendium/equipment/items/bombers-saddle-ec5.md deleted file mode 100644 index 2f29e192e..000000000 --- a/Compendium/equipment/items/bombers-saddle-ec5.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/companion -- trait/companion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Bomber's Saddle"] ---- -# Bomber's Saddle *Item 13* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2800 gp -- **Usage** worn saddle; **Bulk** 2 -- **Category** Companion - -Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount. The compartment can hold up to six alchemical bombs of light or negligible Bulk. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb, make a ranged [Strike](../../../rules/actions/strike.md) with it. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The saddle's compartment is loaded with two to six bombs - -**Effect** You drop the saddle's entire payload, scattering the bombs below. Make a single ranged [Strike](../../../rules/actions/strike.md) against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are. On a failure, the bombs fly away wildly and deal no damage. On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances. - -Apply [any](../../../rules/traits/any-b1.md) effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat). -``` - -*Source: Extinction Curse #5: Lord of the Black Sands p. 76* diff --git a/Compendium/equipment/items/bonmuan-swapping-stone-frp1.md b/Compendium/equipment/items/bonmuan-swapping-stone-frp1.md deleted file mode 100644 index ae8e95387..000000000 --- a/Compendium/equipment/items/bonmuan-swapping-stone-frp1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp1 -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Bonmuan Swapping Stone"] ---- -# Bonmuan Swapping Stone *Item 11+* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone. - -You can instead hurl the stone at a creature in an attempt to bring that creature closer to you. - -Make a ranged [Strike](../../../Rules/actions/strike.md) against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/book-of-lingering-blaze-som.md b/Compendium/equipment/items/book-of-lingering-blaze-som.md deleted file mode 100644 index ddbd95618..000000000 --- a/Compendium/equipment/items/book-of-lingering-blaze-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/evocation -- trait/grimoire -- trait/magical -aliases: ["Book Of Lingering Blaze"] ---- -# Book Of Lingering Blaze *Item 10* -[evocation](../../../Rules/traits/evocation.md) [grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 900 gp -- **Bulk** L -- **Category** Grimoire - -The common saying, "Where there is progress in the field of magic, there is always someone who uses it to set things on fire," is engraved in gold on the cover of this red spellbook. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](../../../rules/traits/metamagic.md) - -If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell. -%% #trait/metamagic %% -``` - -*Source: Secrets of Magic p. 162* diff --git a/Compendium/equipment/items/book-of-lost-days-da.md b/Compendium/equipment/items/book-of-lost-days-da.md deleted file mode 100644 index 834755205..000000000 --- a/Compendium/equipment/items/book-of-lost-days-da.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/cursed -- trait/enchantment -- trait/magical -- trait/unique -aliases: ["Book of Lost Days"] ---- -# Book of Lost Days *Item 15* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it always opens to a page that seems to perfectly answer the question you had in mind, but reading more than a few lines causes your head to swim alarmingly. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: You aren't [drained](../../../rules/conditions.md#Drained) - -**Effect** You open the book while trying to learn information about any topic. - -The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about the topic, with additional context provided on a success or critical success. - -The price for this knowledge is the memory of a day in your past, and the vitality of a day in your future. You lose the memory of that day completely, and the total of all the knowledge you learned on that date is added to the book's repository of information. The book, not you, chooses which memories are taken, preferring days with concentrated emotional resonance, and thus tends to steal significant life moments. This loss affects only your memories; it has no effect on your level, class, feats, or other character choices. - -Your natural lifespan is also shortened by 1 day. The loss of this life energy causes you to be [drained](../../../rules/conditions.md#Drained). You can't reduce the [drained](../../../rules/conditions.md#Drained) condition for 2 days, after which you can recover normally from the condition. - -Creatures have occasionally managed to use the Book of Lost Days not to gain others' knowledge but to wipe their minds clean of painful memories or deadly secrets. Their memories aren't destroyed but merely stored in the book, where someone else might later retrieve them. -``` - -*Source: Dark Archive p. 160* diff --git a/Compendium/equipment/items/bookthief-brew-lopsg.md b/Compendium/equipment/items/bookthief-brew-lopsg.md deleted file mode 100644 index dc1d6f295..000000000 --- a/Compendium/equipment/items/bookthief-brew-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Bookthief Brew"] ---- -# Bookthief Brew *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will make an exact copy of the words it is in contact with while it dries, though it doesn't contain any [magical](../../../Rules/traits/magical.md) effect or other special properties of the original words. Once dried, you can remove the dried substance as an [Interact](../../../Rules/actions/interact.md) action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet's copy is flipped, requiring a mirror to properly read. - -*Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/Compendium/equipment/items/boom-snare-pfum.md b/Compendium/equipment/items/boom-snare-pfum.md deleted file mode 100644 index 9837c065e..000000000 --- a/Compendium/equipment/items/boom-snare-pfum.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Boom Snare"] ---- -# Boom Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 18 gp -- **Category** Snare - -By combining a lesser alchemist's fire, a lesser thunderstone, and other catalysts with a pressure sensitive trigger, you create a snare that creates a fiery and thunderous explosion when triggered. The target and all creatures in adjacent squares take `2d6` fire damage and `2d6` sonic damage with a basic DC 19 Reflex save. On a failure, they are [deafened](../../../Rules/conditions.md#Deafened) for `1d4` rounds and take `1d4` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/boots-of-bounding.md b/Compendium/equipment/items/boots-of-bounding.md deleted file mode 100644 index ba50eb167..000000000 --- a/Compendium/equipment/items/boots-of-bounding.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Boots of Bounding"] ---- -# Boots of Bounding *Item 7+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to [Athletics](../../skills.md#Athletics) checks to [High Jump](../../../Rules/actions/high-jump.md) and [Long Jump](../../../Rules/actions/long-jump.md). In addition, when you use the [Leap](../../../Rules/actions/leap.md) action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. - -*Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/Compendium/equipment/items/boots-of-dancing-gmg.md b/Compendium/equipment/items/boots-of-dancing-gmg.md deleted file mode 100644 index a5c4cee18..000000000 --- a/Compendium/equipment/items/boots-of-dancing-gmg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/worn -- trait/cursed -- trait/enchantment -- trait/invested -- trait/magical -- trait/rare -aliases: ["Boots Of Dancing"] ---- -# Boots Of Dancing *Item 11* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an [Athletics](../../skills.md#Athletics) check or [Stride](../../../Rules/actions/stride.md) more than once in a single round during an encounter. - -The boots cast an 8th-level [uncontrollable dance](../../spells/uncontrollable-dance.md) spell on you, - -*Source: Gamemastery Guide p. 90* \ No newline at end of file diff --git a/Compendium/equipment/items/boots-of-elvenkind.md b/Compendium/equipment/items/boots-of-elvenkind.md deleted file mode 100644 index e337fe755..000000000 --- a/Compendium/equipment/items/boots-of-elvenkind.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Boots of Elvenkind"] ---- -# Boots of Elvenkind *Item 5+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to [Acrobatics](../../skills.md#Acrobatics) checks. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn. -``` - -*Source: Core Rulebook p. 606* diff --git a/Compendium/equipment/items/boots-of-speed.md b/Compendium/equipment/items/boots-of-speed.md deleted file mode 100644 index 659e64aab..000000000 --- a/Compendium/equipment/items/boots-of-speed.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Boots of Speed"] ---- -# Boots of Speed *Item 13* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 3000 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -These sleek red boots make your legs feel like they're bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You click the heels of the boots together and gain the [quickened](../../../rules/conditions.md#Quickened) condition for 1 minute. You can use the extra action to [Stride](../../../rules/actions/stride.md), [Climb](../../../rules/actions/climb.md), or [Swim](../../../rules/actions/swim.md). (You must still attempt an [Athletics](../../../compendium/skills.md#Athletics) check for the [Climb](../../../rules/actions/climb.md) and [Swim](../../../rules/actions/swim.md) actions unless you have the appropriate movement type.) -``` - -*Source: Core Rulebook p. 606* diff --git a/Compendium/equipment/items/borts-blessing-fop.md b/Compendium/equipment/items/borts-blessing-fop.md deleted file mode 100644 index 1a59dcdbd..000000000 --- a/Compendium/equipment/items/borts-blessing-fop.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/worn -- trait/divination -- trait/invested -- trait/rare -aliases: ["Bort's Blessing"] ---- -# Bort's Blessing *Item 5* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 160 gp -- **Usage** worn -- **Category** Worn - -This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks to [Make an Impression](../../../Rules/actions/make-an-impression.md). - -*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/bottled-air.md b/Compendium/equipment/items/bottled-air.md deleted file mode 100644 index 530f68895..000000000 --- a/Compendium/equipment/items/bottled-air.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/air -- trait/conjuration -- trait/magical -aliases: ["Bottled Air"] ---- -# Bottled Air *Item 7* -[air](../../../Rules/traits/air.md) [conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 320 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an [Interact](../../../Rules/actions/interact.md) action before you can activate it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment. -``` - -*Source: Core Rulebook p. 572* diff --git a/Compendium/equipment/items/bottled-lightning.md b/Compendium/equipment/items/bottled-lightning.md deleted file mode 100644 index 9abdb16e6..000000000 --- a/Compendium/equipment/items/bottled-lightning.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/electricity -- trait/splash -aliases: ["Bottled Lightning"] ---- -# Bottled Lightning *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes [flat-footed](../../../Rules/conditions.md#Flat-footed) until the start of your next turn. Many types grant an item bonus to attack rolls. - -*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/Compendium/equipment/items/bottled-screams-loil.md b/Compendium/equipment/items/bottled-screams-loil.md deleted file mode 100644 index cdf540882..000000000 --- a/Compendium/equipment/items/bottled-screams-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Bottled Screams"] ---- -# Bottled Screams *Item 10* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** held in one hand; **Bulk** L -- **Activate** envision -- **Category** Consumable - -The vengeful wails of a revenant, barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails its saving throw against your seal fate (Advanced Player's Guide 224) spell after you've added this catalyst, it takes `1d6` [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) of the type chosen for the spell (`2d6` if it critically fails). - -*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/Compendium/equipment/items/bottled-sunlight-botd.md b/Compendium/equipment/items/bottled-sunlight-botd.md deleted file mode 100644 index d64eb5cd0..000000000 --- a/Compendium/equipment/items/bottled-sunlight-botd.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/fire -- trait/light -- trait/positive -- trait/splash -aliases: ["Bottled Sunlight"] ---- -# Bottled Sunlight *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [light](../../../Rules/traits/light.md) [positive](../../../Rules/traits/positive.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Bomb - -This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a [Strike](../../../Rules/actions/strike.md), like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed. - -*Source: Book of the Dead p. 18* \ No newline at end of file diff --git a/Compendium/equipment/items/bottomless-purse-da.md b/Compendium/equipment/items/bottomless-purse-da.md deleted file mode 100644 index 7a32500a9..000000000 --- a/Compendium/equipment/items/bottomless-purse-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Bottomless Purse"] ---- -# Bottomless Purse *Item 8* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. - -You then upend the pouch. The item you envisioned comes tumbling out into your hand. -``` - -*Source: Dark Archive p. 164* diff --git a/Compendium/equipment/items/bottomless-stein-logm.md b/Compendium/equipment/items/bottomless-stein-logm.md deleted file mode 100644 index 6b6c9a8b7..000000000 --- a/Compendium/equipment/items/bottomless-stein-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Bottomless Stein"] ---- -# Bottomless Stein *Item 2* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Cayden Cailean](../../setting/deities/cayden-cailean.md) -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -A magic item regarded as holy by followers of Cayden Cailean, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the bottomless stein will fill again within 1 round as long as it is right side up, though it's impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item's creation, and cannot be changed thereafter. - -*Source: Lost Omens: Gods & Magic p. 121* \ No newline at end of file diff --git a/Compendium/equipment/items/boulderhead-bock-lopsg.md b/Compendium/equipment/items/boulderhead-bock-lopsg.md deleted file mode 100644 index 4445d44c8..000000000 --- a/Compendium/equipment/items/boulderhead-bock-lopsg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/uncommon -aliases: ["Boulderhead Bock"] ---- -# Boulderhead Bock *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -No one is sure if Gorm brews this malty ale himself, but it seems to be an off-duty favorite of the Grand Archive faction leader. The brew packs a heavy punch, and while Gorm officially discourages drinking on the job, boulderhead bock does makes the drinker more self-assured and protects them from conditions that would addle their mental faculties. For 1 hour, you gain a +1 item bonus to saving throws against effects that would make you [stunned](../../../Rules/conditions.md#Stunned) or [stupefied](../../../Rules/conditions.md#Stupefied). However, you also become less aware of your surroundings, taking a –2 item penalty to [Perception](../../skills.md#Perception) for 1 hour. - -*Source: Lost Omens: Pathfinder Society Guide p. 30* \ No newline at end of file diff --git a/Compendium/equipment/items/bountiful-cauldron-aoa3.md b/Compendium/equipment/items/bountiful-cauldron-aoa3.md deleted file mode 100644 index 093f72c83..000000000 --- a/Compendium/equipment/items/bountiful-cauldron-aoa3.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa3 -- item/category/other -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Bountiful Cauldron"] ---- -# Bountiful Cauldron *Item 9* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 680 gp -- **Bulk** 2 -- **Category** Other - -This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and delicious) vegetable stew. It can also be put to a much greater use in the pursuit of crafting certain items. - -When used to [Craft](../../../Rules/actions/craft.md) alchemical items, potions, or oils, a bountiful cauldron grants a +2 item bonus to the [Crafting](../../skills.md#Crafting) check. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You stir the cauldron, and it casts a 4th-level [create food](../../../compendium/spells/create-food.md) spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures. -``` - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* diff --git a/Compendium/equipment/items/bracelet-of-dashing.md b/Compendium/equipment/items/bracelet-of-dashing.md deleted file mode 100644 index f91f421cc..000000000 --- a/Compendium/equipment/items/bracelet-of-dashing.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Bracelet of Dashing"] ---- -# Bracelet of Dashing *Item 3* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 58 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to [Acrobatics](../../skills.md#Acrobatics) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain a +10-foot status bonus to Speed for 1 minute. -``` - -*Source: Core Rulebook p. 607* diff --git a/Compendium/equipment/items/bracers-of-missile-deflection.md b/Compendium/equipment/items/bracers-of-missile-deflection.md deleted file mode 100644 index 926163c59..000000000 --- a/Compendium/equipment/items/bracers-of-missile-deflection.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -aliases: ["Bracers of Missile Deflection"] ---- -# Bracers of Missile Deflection *Item 3* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn bracers; **Bulk** L -- **Category** Worn - -These bracers are made from plates of durable mithral and gleam like the summer sun. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A ranged weapon attack hits you but doesn't critically hit -- **Requirements**: You are aware of the attack and not [flat-footed](../../../rules/conditions.md#Flat-footed) - -**Effect** The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you. -``` - -*Source: Core Rulebook p. 607* diff --git a/Compendium/equipment/items/brass-ear-apg.md b/Compendium/equipment/items/brass-ear-apg.md deleted file mode 100644 index 5559edad0..000000000 --- a/Compendium/equipment/items/brass-ear-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/adventuring-gear -aliases: ["Brass Ear"] ---- -# Brass Ear *Item 0* - -- **Price** 1 gp -- **Hands** 1 -- **Category** Adventuring Gear - -A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using a brass ear to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your [Perception](../../skills.md#Perception) check to hear sounds on the other side, the DC increases by only half as much as normal. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/bravos-brew.md b/Compendium/equipment/items/bravos-brew.md deleted file mode 100644 index 3d6a96ebf..000000000 --- a/Compendium/equipment/items/bravos-brew.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mental -aliases: ["Bravo's Brew"] ---- -# Bravo's Brew *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mental](../../../Rules/traits/mental.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against [fear](../../../Rules/traits/fear.md). - -*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/breastplate-of-command.md b/Compendium/equipment/items/breastplate-of-command.md deleted file mode 100644 index 82c76e773..000000000 --- a/Compendium/equipment/items/breastplate-of-command.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Breastplate of Command"] ---- -# Breastplate of Command *Item 10+* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor - -This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion's heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks, but you take a –2 item penalty to [Stealth](../../skills.md#Stealth) checks to [Hide](../../../Rules/actions/hide.md) and [Sneak](../../../Rules/actions/sneak.md) and [Deception](../../skills.md#Deception) checks to [Impersonate](../../../Rules/actions/impersonate.md). - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You grant allies within 100 feet a +2 status bonus to saves against [fear](../../../rules/traits/fear.md) effects for 1 minute. When you activate this ability, each affected ally who's [frightened](../../../rules/conditions.md#Frightened) reduces their [frightened](../../../rules/conditions.md#Frightened) value by 1. -``` - -*Source: Core Rulebook p. 557* diff --git a/Compendium/equipment/items/breastplate.md b/Compendium/equipment/items/breastplate.md deleted file mode 100644 index 21bfb7d24..000000000 --- a/Compendium/equipment/items/breastplate.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor/medium -aliases: ["Breastplate"] ---- -# Breastplate *Item 0* - -- **Price** 8 gp -- **Bulk** 2 -- **AC Bonus** +4; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** -2; **Speed Penalty** -5 ft. -- **Category** Medium; **Group** Plate - -Though referred to as a breastplate, this type of armor consists of several pieces of [plate](full-plate.md) or [half plate](half-plate.md) armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of [plate](full-plate.md) while allowing greater flexibility and speed. - -*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/Compendium/equipment/items/breath-blaster-g-g.md b/Compendium/equipment/items/breath-blaster-g-g.md deleted file mode 100644 index a04a0439f..000000000 --- a/Compendium/equipment/items/breath-blaster-g-g.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Breath Blaster"] ---- -# Breath Blaster *Item 8+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Beast Gun - -A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity. - -A breath blaster's [Strikes](../../../Rules/actions/strike.md) deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it's created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created. - -In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) - -You fire the breath blaster, dealing `4d6` damage of the appropriate type in the appropriate area. - -Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison). -%% #trait/evocation #trait/magical %% -``` - -*Source: Guns & Gears p. 154* diff --git a/Compendium/equipment/items/breech-ejectors-g-g.md b/Compendium/equipment/items/breech-ejectors-g-g.md deleted file mode 100644 index 7061af5e5..000000000 --- a/Compendium/equipment/items/breech-ejectors-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/uncommon -aliases: ["Breech Ejectors"] ---- -# Breech Ejectors *Item 3* -[consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Usage** attached -- **Category** Consumable - -These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm's daily maintenance. After the weapon is fired, the ejectors hasten the reloading process by ejecting the spent detritus from the fired rounds. - -This allows you to reload both barrels of the doublebarreled weapon as a single [Interact](../../../Rules/actions/interact.md) action the next time you reload the weapon as long as you do so before the end of your next turn. However, the ejectors are consumed in the process, and you must spend the time to insert a new set to gain the benefit again. - -*Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/Compendium/equipment/items/brewers-regret-lotgb.md b/Compendium/equipment/items/brewers-regret-lotgb.md deleted file mode 100644 index 8684cfc90..000000000 --- a/Compendium/equipment/items/brewers-regret-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Brewer's Regret"] ---- -# Brewer's Regret *Item 9+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against [death](../../../Rules/traits/death.md) and [negative](../../../Rules/traits/negative.md) effects. - -In addition, your [doomed](../../../Rules/conditions.md#Doomed) value decreases by 1 (minimum 0) - -You can reduce the [doomed](../../../Rules/conditions.md#Doomed) condition with brewer's regret only once per day, and after you do, you can't reduce the [doomed](../../../Rules/conditions.md#Doomed) condition from the [restoration](../../spells/restoration.md) spell that same day (or vice versa). - -*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/Compendium/equipment/items/brilliant-rapier-lotgb.md b/Compendium/equipment/items/brilliant-rapier-lotgb.md deleted file mode 100644 index 8e6609369..000000000 --- a/Compendium/equipment/items/brilliant-rapier-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/evocation -- trait/light -- trait/magical -- trait/uncommon -aliases: ["Brilliant Rapier"] ---- -# Brilliant Rapier *Item 14* -[evocation](../../../Rules/traits/evocation.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has left its physical form behind entirely. Instead of dealing piercing damage, it deals fire damage, and in addition to a rapier's normal weapon traits, it gains the versatile [good](../../../Rules/traits/good.md) or [positive](../../../Rules/traits/positive.md) trait. - -*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/Compendium/equipment/items/brilliant-som.md b/Compendium/equipment/items/brilliant-som.md deleted file mode 100644 index ece5f9fcf..000000000 --- a/Compendium/equipment/items/brilliant-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/rune -- trait/evocation -- trait/magical -aliases: ["Brilliant"] ---- -# Brilliant *Item 12+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional `1d4` fire damage on a successful [Strike](../../../Rules/actions/strike.md), as well as `1d4` good damage to fiends and `1d4` positive damage to undead. - -On a critical hit, the target must succeed at a DC 29 Fortitude save or be [blinded](../../../Rules/conditions.md#Blinded) for 1 round. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[light](../../../rules/traits/light.md) - -You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract level of 5 and a +19 counteract modifier to end a magical [darkness](../../../rules/traits/darkness.md) effect whose area is within reach of the weapon. -%% #trait/light %% -``` - -*Source: Secrets of Magic p. 180* diff --git a/Compendium/equipment/items/brimstone-fumes.md b/Compendium/equipment/items/brimstone-fumes.md deleted file mode 100644 index a63c7697a..000000000 --- a/Compendium/equipment/items/brimstone-fumes.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/evil -- trait/inhaled -- trait/poison -aliases: ["Brimstone Fumes"] ---- -# Brimstone Fumes *Item 16* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [evil](../../../Rules/traits/evil.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 1500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Fumes from the forges of Hell drain health and strength alike. - -```ad-inline-affliction -title: Saving Throw: DC 36 Fortitude - -- **Onset**: 1 round -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `7d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 2** `8d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 3** `10d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) -``` - -*Source: Core Rulebook p. 551* diff --git a/Compendium/equipment/items/broadspear-loil.md b/Compendium/equipment/items/broadspear-loil.md deleted file mode 100644 index 13f9e50e1..000000000 --- a/Compendium/equipment/items/broadspear-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/advanced -- trait/reach -- trait/sweep -- trait/versatile-s -aliases: ["Broadspear"] ---- -# Broadspear *Item 0* -[reach](../../../Rules/traits/reach.md) [sweep](../../../Rules/traits/sweep.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** 2 -- **Damage** `1d10` P -- **Hands** 2 -- **Category** Advanced; **Group** Spear - -The spearhead of this weapon is in the shape of a long leaf. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/bronze-bull-pendant.md b/Compendium/equipment/items/bronze-bull-pendant.md deleted file mode 100644 index 4127a88f6..000000000 --- a/Compendium/equipment/items/bronze-bull-pendant.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Bronze Bull Pendant"] ---- -# Bronze Bull Pendant *Item 2* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 7 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt an [Athletics](../../skills.md#Athletics) check to [Shove](../../../Rules/actions/shove.md), but you haven't rolled yet; **Requirements** You are trained in [Athletics](../../skills.md#Athletics). -- **Category** Talisman - -This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, you gain a +2 status bonus to the [Athletics](../../skills.md#Athletics) check to [Shove](../../../Rules/actions/shove.md), and if you roll a critical failure on the check, you get a failure instead. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/brooch-of-inspiration-lotgb.md b/Compendium/equipment/items/brooch-of-inspiration-lotgb.md deleted file mode 100644 index 3026c8dc3..000000000 --- a/Compendium/equipment/items/brooch-of-inspiration-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Brooch Of Inspiration"] ---- -# Brooch Of Inspiration *Item 8+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) with [Lore](../../skills.md#Lore) skills. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You think hard on a topic and receive a sudden inspiration. You attempt to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) using [Lore](../../../compendium/skills.md#Lore). - -On this check, you roll twice and take the higher result. -``` - -*Source: Lost Omens: The Grand Bazaar p. 110* diff --git a/Compendium/equipment/items/brooch-of-shielding.md b/Compendium/equipment/items/brooch-of-shielding.md deleted file mode 100644 index bb9f1fa2e..000000000 --- a/Compendium/equipment/items/brooch-of-shielding.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Brooch of Shielding"] ---- -# Brooch of Shielding *Item 2* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** worn -- **Category** Worn - -This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs [magic missile](../../spells/magic-missile.md) spells targeting you. A brooch of shielding can absorb 30 individual [magic missile](../../spells/magic-missile.md)s before it melts and becomes useless. - -Sometimes when found, a brooch of shielding has already absorbed a number of missiles. - -*Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/Compendium/equipment/items/buckler.md b/Compendium/equipment/items/buckler.md deleted file mode 100644 index 84209a1b0..000000000 --- a/Compendium/equipment/items/buckler.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -aliases: ["Buckler"] ---- -# Buckler *Item 0* - -- **Price** 1 gp -- **Bulk** L -- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 6 (BT 3); **Speed Penalty** — -- **Category** Shield; **Group** Shield - -This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can [Raise a Shield](../../../Rules/actions/raise-a-shield.md) with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand. - -*Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/Compendium/equipment/items/bullhook-ec2.md b/Compendium/equipment/items/bullhook-ec2.md deleted file mode 100644 index 36258557b..000000000 --- a/Compendium/equipment/items/bullhook-ec2.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Bullhook"] ---- -# Bullhook *Item 3+* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to [Nature](../../skills.md#Nature) checks to [Command an Animal](../../../Rules/actions/command-an-animal.md) while you are holding it. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You wave the bullhook to produce the effects of a [command](../../../compendium/spells/command.md) spell. This spell loses the [linguistic](../../../rules/traits/linguistic.md) trait and can target only animals. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 73* diff --git a/Compendium/equipment/items/buoyancy-vest-lopsg.md b/Compendium/equipment/items/buoyancy-vest-lopsg.md deleted file mode 100644 index e4df0c75a..000000000 --- a/Compendium/equipment/items/buoyancy-vest-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -aliases: ["Buoyancy Vest"] ---- -# Buoyancy Vest *Item 0* - -- **Price** 5 gp -- **Bulk** 1 -- **Category** Adventuring Gear - -This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/burning-badger-guts-snare-lotgb.md b/Compendium/equipment/items/burning-badger-guts-snare-lotgb.md deleted file mode 100644 index d32c9b697..000000000 --- a/Compendium/equipment/items/burning-badger-guts-snare-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/fire -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Burning Badger Guts Snare"] ---- -# Burning Badger Guts Snare *Item 10* -[consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 170 gp -- **Category** Snare - -When a creature enters the trapped square, putrefied badger guts coated in hyper-flammable oil and several other incendiary reactants catch fire and are dumped in the snare's square, as well as up to two adjacent squares that you choose when you set the snare. The burning oil deals `5d8` fire damage to any creatures in the affected squares. Those creatures must attempt a DC 27 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and `1d8` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The creature takes full damage and `2d8` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage), and is [sickened](../../../Rules/conditions.md#Sickened). -> - **Critical Failure** As failure, but the creature is [sickened](../../../Rules/conditions.md#Sickened). - -*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/Compendium/equipment/items/burnished-plating-lotgb.md b/Compendium/equipment/items/burnished-plating-lotgb.md deleted file mode 100644 index ee9c67b1a..000000000 --- a/Compendium/equipment/items/burnished-plating-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/armor -- trait/adjustment -- trait/uncommon -aliases: ["Burnished Plating"] ---- -# Burnished Plating *Item 1* -[adjustment](../../../Rules/traits/adjustment-lotgb.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Usage** applied to metal armor; **Bulk** L -- **Category** Armor - -These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, you take a –4 circumstance penalty to [Stealth](../../skills.md#Stealth) checks except in darkness, and your armor's Strength entry increases its value by 2, requiring you to have a higher Strength score to overcome the armor's penalties. Even if you meet your armor's new Strength entry, you still take the penalty to [Stealth](../../skills.md#Stealth) checks. When you are critically hit by an attack that deals bludgeoning damage, burnished plating stops working until someone spends 10 minutes repairing and polishing it; this doesn't require a [Crafting](../../skills.md#Crafting) check. - -```ad-embed-ability -title: Sunshine! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature you can see targets you with an attack -- **Requirements**: You are in an area of bright light - -**Effect** You twist to reflect light in your foe's eyes. The attacking creature must succeed at a DC 3 flat check or the attack fails. The attacker doesn't need to roll this flat check if it has a precise sense other than vision or if it would already need to roll a flat check with a higher DC to target you, such as if you are [concealed](../../../rules/conditions.md#Concealed) or [hidden](../../../rules/conditions.md#Hidden). -``` - -*Source: Lost Omens: The Grand Bazaar p. 104* diff --git a/Compendium/equipment/items/burr-shield-som.md b/Compendium/equipment/items/burr-shield-som.md deleted file mode 100644 index 752a5b24d..000000000 --- a/Compendium/equipment/items/burr-shield-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/magical -- trait/necromancy -aliases: ["Burr Shield"] ---- -# Burr Shield *Item 5* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This well-crafted wooden shield (Hardness 5, HP 30, BT 15) is covered in numerous seed pods with long spurs. You can [Strike](../../../Rules/actions/strike.md) with these burrs as though they were +1 striking shield spikes. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: Your previous action was a successful [Strike](../../../rules/actions/strike.md) with the burrs - -**Effect** One of the burrs catches on the [Strike](../../../rules/actions/strike.md)'s target, inflicting `1d10` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -*Source: Secrets of Magic p. 181* diff --git a/Compendium/equipment/items/busine-of-divine-reinforcements-lokl.md b/Compendium/equipment/items/busine-of-divine-reinforcements-lokl.md deleted file mode 100644 index 4d5e8b10e..000000000 --- a/Compendium/equipment/items/busine-of-divine-reinforcements-lokl.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/conjuration -- trait/divine -- trait/good -- trait/magical -- trait/uncommon -aliases: ["Busine of Divine Reinforcements"] ---- -# Busine of Divine Reinforcements *Item 15* -[conjuration](../../../Rules/traits/conjuration.md) [divine](../../../Rules/traits/divine.md) [good](../../../Rules/traits/good.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 6000 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols. - -When played as an instrument, the busine generates powerful and harmonious notes and grants a +2 item bonus to [Performance](../../skills.md#Performance) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](../../../rules/traits/auditory.md) - -You play a few notes on the busine. - -Evil creatures within 60 feet who hear the notes must succeed at a DC 34 Will save or be [stunned](../../../rules/conditions.md#Stunned) for 1 round, or 2 rounds on a critical failure; this is an [incapacitation](../../../rules/traits/incapacitation.md) effect. -%% #trait/auditory %% -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You blow into the busine and conjure a celestial with the effects of a 6th-level [summon celestial](../../../compendium/spells/summon-celestial.md) spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. - -If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level [summon celestial](../../../compendium/spells/summon-celestial.md) spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command. -``` - -*Source: Lost Omens: Knights of Lastwall p. 89* diff --git a/Compendium/equipment/items/butchering-axe-lotgb.md b/Compendium/equipment/items/butchering-axe-lotgb.md deleted file mode 100644 index 13bd12edf..000000000 --- a/Compendium/equipment/items/butchering-axe-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/advanced -- trait/orc -- trait/shove -- trait/sweep -- trait/uncommon -aliases: ["Butchering Axe"] ---- -# Butchering Axe *Item 0* -[orc](../../../Rules/traits/orc.md) [shove](../../../Rules/traits/shove.md) [sweep](../../../Rules/traits/sweep.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 gp -- **Bulk** 2 -- **Damage** `1d12` S -- **Hands** 2 -- **Category** Advanced; **Group** Axe - -Invented by Belkzen's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Whispering Tyrant. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Reclaimers of Lastwall. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/butterfly-lotg.md b/Compendium/equipment/items/butterfly-lotg.md deleted file mode 100644 index 583d7880e..000000000 --- a/Compendium/equipment/items/butterfly-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Butterfly"] ---- -# Butterfly *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/butterfly-sword-frp2.md b/Compendium/equipment/items/butterfly-sword-frp2.md deleted file mode 100644 index dbb3e56f3..000000000 --- a/Compendium/equipment/items/butterfly-sword-frp2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/weapon/advanced -- trait/agile -- trait/disarm -- trait/finesse -- trait/monk -- trait/parry -- trait/twin -- trait/uncommon -aliases: ["Butterfly Sword"] ---- -# Butterfly Sword *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [monk](../../../Rules/traits/monk.md) [parry](../../../Rules/traits/parry.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** If the player character come from a region in Tian Xia, this weapon is common -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -This short, single-edged sword typically features a cross guard that helps catch oncoming attacks. It is the preferred weapon of Butterfly Blades—highly skilled Gokan assassins. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/buugeng-loag.md b/Compendium/equipment/items/buugeng-loag.md deleted file mode 100644 index 3bd4c02ba..000000000 --- a/Compendium/equipment/items/buugeng-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/agile -- trait/conrasu -- trait/sweep -- trait/twin -- trait/uncommon -aliases: ["Buugeng"] ---- -# Buugeng *Item 0* -[agile](../../../Rules/traits/agile.md) [conrasu](../../../Rules/traits/conrasu-loag.md) [sweep](../../../Rules/traits/sweep.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 gp -- **Bulk** 1 -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/buzzsaw-axe-som.md b/Compendium/equipment/items/buzzsaw-axe-som.md deleted file mode 100644 index ecc6a5546..000000000 --- a/Compendium/equipment/items/buzzsaw-axe-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/evocation -- trait/magical -aliases: ["Buzzsaw Axe"] ---- -# Buzzsaw Axe *Item 11+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A [Strike](../../../Rules/actions/strike.md) with this axe that benefits from the [sweep](../../../Rules/traits/sweep.md) trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You hurl the axe, which spins at great speed as it flies to a distant point and returns to you, leaving a trail of carnage. Each creature in a 120-foot line must succeed at a DC 28 basic Reflex save or take damage equal to the weapon's melee damage, including your Strength modifier. -``` - -*Source: Secrets of Magic p. 181* diff --git a/Compendium/equipment/items/cage-lotg.md b/Compendium/equipment/items/cage-lotg.md deleted file mode 100644 index cc6a4ab04..000000000 --- a/Compendium/equipment/items/cage-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Cage"] ---- -# Cage *Item 0* - -- **Price** 5 sp -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/calamity-glass-da.md b/Compendium/equipment/items/calamity-glass-da.md deleted file mode 100644 index 08b90703a..000000000 --- a/Compendium/equipment/items/calamity-glass-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/cursed -- trait/divination -- trait/magical -- trait/scrying -aliases: ["Calamity Glass"] ---- -# Calamity Glass *Item 11* -[cursed](../../../Rules/traits/cursed-gmg.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [scrying](../../../Rules/traits/scrying.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing doom upon those they hope to save. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related. - -No matter what, the mirror shows only tragedies. The mirror's visions are accurate but misleading, as they depict tragedies that could be averted but in so doing might lead to greater suffering. - -For example, a calamity glass might show a family starving as the result of harbor officials turning away a boatload of improperly documented grain. Without intervention, this future will come to pass. - -What the mirror didn't show is the grain was improperly labeled and carelessly stored, resulting in its contamination with poisonous mold capable of killing hundreds. Purifying and then distributing the grain would avert both the calamity glass's vision and the greater suffering its curse attempted to create. -``` - -*Source: Dark Archive p. 160* diff --git a/Compendium/equipment/items/called-lokl.md b/Compendium/equipment/items/called-lokl.md deleted file mode 100644 index 478cb66b2..000000000 --- a/Compendium/equipment/items/called-lokl.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/rune -- trait/conjuration -- trait/magical -aliases: ["Called"] ---- -# Called *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 350 gp -- **Usage** etched onto a weapon -- **Category** Rune - -A called weapon can be teleported to its owner's hand. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You imprint upon the weapon, proclaiming yourself as its owner. This allows you to use the rune's second activation until someone else uses this activation or succeeds at a Will save to prevent you from using the second activation. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was [restrained](../../../rules/conditions.md#Restrained). If the weapon is in another creature's possession, that creature can attempt a Will save against your Will DC. If the creature succeeds, your bond as the owner is [broken](../../../rules/conditions.md#Broken), and you can't use this activation again until you use the first activation to restore the connection. -``` - -*Source: Lost Omens: Knights of Lastwall p. 89* diff --git a/Compendium/equipment/items/called-lotgb.md b/Compendium/equipment/items/called-lotgb.md deleted file mode 100644 index 0c0802f32..000000000 --- a/Compendium/equipment/items/called-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Called"] ---- -# Called *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Usage** applied to any item of light or negligible Bulk -- **Category** Rune - -With this rune, you can instantly retrieve an item in your possession without digging around looking for it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The item teleports to a free hand. -``` - -*Source: Lost Omens: The Grand Bazaar p. 88* diff --git a/Compendium/equipment/items/caltrop-snare.md b/Compendium/equipment/items/caltrop-snare.md deleted file mode 100644 index 296ce5bdb..000000000 --- a/Compendium/equipment/items/caltrop-snare.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Caltrop Snare"] ---- -# Caltrop Snare *Item 1* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 3 gp -- **Category** Snare - -This snare consists of a [hidden](../../../Rules/conditions.md#Hidden) canister of [caltrops](caltrops.md) attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare's square or a square adjacent to the snare. You choose which square when you set up the snare. - -If the [caltrops](caltrops.md) scatter into the same square as a creature, that creature must attempt the [Acrobatics](../../skills.md#Acrobatics) check immediately. - -*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/caltrops.md b/Compendium/equipment/items/caltrops.md deleted file mode 100644 index 50b2d70fd..000000000 --- a/Compendium/equipment/items/caltrops.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Caltrops"] ---- -# Caltrops *Item 0* - -- **Price** 3 sp -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 [Acrobatics](../../skills.md#Acrobatics) check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can't be salvaged. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/camouflage-suit-g-g.md b/Compendium/equipment/items/camouflage-suit-g-g.md deleted file mode 100644 index bb7f4ef83..000000000 --- a/Compendium/equipment/items/camouflage-suit-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Camouflage Suit"] ---- -# Camouflage Suit *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently. - -A suit prepared in this manner grants you a +1 item bonus to [Stealth](../../skills.md#Stealth) checks while you attempt to [Hide](../../../Rules/actions/hide.md) or [Sneak](../../../Rules/actions/sneak.md) in the specific environment it has been prepared for. - -The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/camp-shroud-lokl.md b/Compendium/equipment/items/camp-shroud-lokl.md deleted file mode 100644 index 72bde4b14..000000000 --- a/Compendium/equipment/items/camp-shroud-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/consumable -- trait/consumable -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Camp Shroud"] ---- -# Camp Shroud *Item 4+* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Usage** held in 1 hand; **Bulk** — -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen. - -A creature outside the area that uses the [Seek](../../../Rules/actions/seek.md) action or [Search](../../../Rules/actions/search.md) activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 [Perception](../../skills.md#Perception) check to disbelieve the illusion. - -*Source: Lost Omens: Knights of Lastwall p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/campaign-stable-lokl.md b/Compendium/equipment/items/campaign-stable-lokl.md deleted file mode 100644 index 01f3f3177..000000000 --- a/Compendium/equipment/items/campaign-stable-lokl.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Campaign Stable"] ---- -# Campaign Stable *Item 8* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 500 gp -- **Bulk** L (when not activated) -- **Category** Structure - -Used to facilitate the care of mounts during long campaigns or when it's necessary to move camp frequently, this object appears to be a simple, worn wooden horseshoe. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. - -The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the [concentrate](../../../rules/traits/concentrate.md) trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout. - -A metal horseshoe hangs inside the stable near the entrance. You can remove the horseshoe with an [Interact](../../../rules/actions/interact.md) action, which causes the stable to fold into the horseshoe, leaving it again looking as if it's made of worn wood. -``` - -*Source: Lost Omens: Knights of Lastwall p. 89* diff --git a/Compendium/equipment/items/candle-of-invocation-apg.md b/Compendium/equipment/items/candle-of-invocation-apg.md deleted file mode 100644 index 19c169956..000000000 --- a/Compendium/equipment/items/candle-of-invocation-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/divine -- trait/uncommon -aliases: ["Candle Of Invocation"] ---- -# Candle Of Invocation *Item 16* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2000 gp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. Once lit, this candle burns for 1 hour, and it can't be extinguished. - -Characters who cast divine spells and worship the deity emblazoned on the candle can perform their daily preparations within 10 feet of the lit candle to gain two additional spell slots for the day, each at half the highest spell slot level the character can cast (for example, 4th level slots if the caster can cast 8th-level spells). Prepared casters must prepare spells in these spell slots as they do for all their other spell slots. - -A caster's additional spell slots from the candle are lost the next time that caster performs their daily preparations. - -No one can benefit from more than one candle of invocation in a day, but multiple characters can benefit from a single candle's effects. - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/candle-of-revealing-apg.md b/Compendium/equipment/items/candle-of-revealing-apg.md deleted file mode 100644 index 8c819eed7..000000000 --- a/Compendium/equipment/items/candle-of-revealing-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/consumable -- trait/divination -- trait/magical -aliases: ["Candle Of Revealing"] ---- -# Candle Of Revealing *Item 7* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 60 gp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -When lit, this black candle's eerie blue flame reveals the presence of [invisible](../../../Rules/conditions.md#Invisible) creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the [invisible](../../../Rules/conditions.md#Invisible) condition. Their bodies are outlined, not fully visible, so they are [concealed](../../../Rules/conditions.md#Concealed). Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit. - -*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/Compendium/equipment/items/candle-of-truth.md b/Compendium/equipment/items/candle-of-truth.md deleted file mode 100644 index a4c912191..000000000 --- a/Compendium/equipment/items/candle-of-truth.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/consumable -- trait/enchantment -- trait/magical -- trait/mental -- trait/uncommon -aliases: ["Candle of Truth"] ---- -# Candle of Truth *Item 8* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 75 gp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This tapered candle has a golden wick that burns with white fire. - -You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods. - -Creatures in the area receive a –4 status penalty to [Lie](../../../Rules/actions/lie.md). - -In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished. - -*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/cane-of-the-maelstrom-aoe6.md b/Compendium/equipment/items/cane-of-the-maelstrom-aoe6.md deleted file mode 100644 index 23c3a03e8..000000000 --- a/Compendium/equipment/items/cane-of-the-maelstrom-aoe6.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe6 -- item/category/artifact -- trait/artifact -- trait/conjuration -- trait/cursed -- trait/divine -- trait/unique -aliases: ["Cane Of The Maelstrom"] ---- -# Cane Of The Maelstrom *Item 22* -[artifact](../../../Rules/traits/artifact-gmg.md) [conjuration](../../../Rules/traits/conjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [divine](../../../Rules/traits/divine.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact - -A large crystal of [warpglass](warpglass-aoe6.md) floats above the head of this silvery purple +3 anarchic greater striking club. If you successfully [Strike](../../../Rules/actions/strike.md) a creature, the cane also affects the target with a [warpwave](../../../Rules/abilities/warpwave-aoe6.md). While you carry the cane, you hear a constant, distracting chorus of laughing, incoherent Protean whispers and sing-song voices in your mind. Blatant acts of self-indulgence or narcissism quell these whispers, from a few minutes up to a full day depending on the scope of the act, but they immediately return when you use the artifact's powers. - -The gradually rising chorus eventually drives away rational thought and renders the cane's owner insane, even if staved off from time to time with self-centered acts. As the artifact's abilities pull material from the Maelstrom, it doesn't function in areas where planar connections are severed. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are targeted by a ranged attack from an opponent you can see - -**Effect** You draw a temporary shield of chaotic turbulence with a cerulean flash. You gain a +3 circumstance bonus to AC against the triggering attack. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The Cane of the Maelstrom casts a 5th-level [hallucinatory terrain](../../../compendium/spells/hallucinatory-terrain.md) spell and infuses the illusion with quasi-real substance drawn from the primal chaos of the Maelstrom. Creatures that don't 0 treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. If no creature 0 during its duration, the changes become wholly real and permanent when its duration expires. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The Cane of the Maelstrom casts a 5th-level [creation](../../../compendium/spells/creation.md) spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable [Crafting](../../../compendium/skills.md#Crafting) skill check when you activate this ability. -``` - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 73* diff --git a/Compendium/equipment/items/cane-pistol-g-g.md b/Compendium/equipment/items/cane-pistol-g-g.md deleted file mode 100644 index 7fa55db7e..000000000 --- a/Compendium/equipment/items/cane-pistol-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-d8 -- trait/thrown-10-ft -- trait/uncommon -aliases: ["Cane Pistol"] ---- -# Cane Pistol *Item 0* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 8 gp -- **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P - - **Ammunution** [round](round-10-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial - -This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/cannon-g-g.md b/Compendium/equipment/items/cannon-g-g.md deleted file mode 100644 index 8664f4807..000000000 --- a/Compendium/equipment/items/cannon-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/uncommon -aliases: ["Cannon"] ---- -# Cannon *Item 8* -[large](../../../Rules/traits/large-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 900 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Alkenstar prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies. - -```ad-embed-ability -title: Aim [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -100 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -2 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <200 feet> - -`6d12` bludgeoning, single target, DC 23 Reflex -%% #trait/manipulate #trait/range-increment-200-feet %% -``` - -*Source: Guns & Gears p. 174* diff --git a/Compendium/equipment/items/cantrip-deck-som.md b/Compendium/equipment/items/cantrip-deck-som.md deleted file mode 100644 index 5005fbecc..000000000 --- a/Compendium/equipment/items/cantrip-deck-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/evocation -- trait/magical -aliases: ["Cantrip Deck"] ---- -# Cantrip Deck *Item 1* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand -- **Category** Held - -In an effort to spread the knowledge of magic as widely as possible, worshippers of [Nethys](../../setting/deities/nethys.md) discovered a way to bind cantrips into cards accessible even to non-spellcasters. - -The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast. -``` - -*Source: Secrets of Magic p. 181* diff --git a/Compendium/equipment/items/cape-of-the-mountebank.md b/Compendium/equipment/items/cape-of-the-mountebank.md deleted file mode 100644 index 8d769a7ab..000000000 --- a/Compendium/equipment/items/cape-of-the-mountebank.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Cape of the Mountebank"] ---- -# Cape of the Mountebank *Item 10* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 980 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to [Deception](../../skills.md#Deception) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast [dimension door](../../../compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with puffs of smoke that make anyone within [concealed](../../../rules/conditions.md#Concealed) until they leave the smoke or the end of your next turn, at which point the smoke dissipates. - -Strong winds immediately disperse the smoke. -``` - -*Source: Core Rulebook p. 607* diff --git a/Compendium/equipment/items/cape-of-the-open-sky-frp2.md b/Compendium/equipment/items/cape-of-the-open-sky-frp2.md deleted file mode 100644 index d8dd5f6cb..000000000 --- a/Compendium/equipment/items/cape-of-the-open-sky-frp2.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/worn -- trait/invested -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Cape Of The Open Sky"] ---- -# Cape Of The Open Sky *Item 18* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 22000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -This cloth of gold cape was originally gifted to one of Goka's emperors centuries ago. Since then, it has spawned many imitations, which are all alike in that they are dyed with an elaborate seal depicting two drakes flanking Goka's palace and the Seven Dragons Bridge. The beautiful cape grants you a +3 item bonus to checks to [Lie](../../../Rules/actions/lie.md) and to [Make an Impression](../../../Rules/actions/make-an-impression.md). While you wear the cape, the weather (including wind and fog) doesn't affect your movement or vision. - -Additionally, whenever you fall while wearing the cape of the open sky, the cape automatically casts feather fall on you. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The cape becomes a pair of golden drake wings that grant you a fly Speed of 30 feet for 1 hour. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The cloak pushes you onward. You [Stride](../../../rules/actions/stride.md) or [Fly](../../../rules/actions/fly.md) up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement. -``` - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* diff --git a/Compendium/equipment/items/capsaicin-tonic-tio.md b/Compendium/equipment/items/capsaicin-tonic-tio.md deleted file mode 100644 index 16157f36a..000000000 --- a/Compendium/equipment/items/capsaicin-tonic-tio.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/tio -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/uncommon -aliases: ["Capsaicin Tonic"] ---- -# Capsaicin Tonic *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 17 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Elixir - -This translucent, pale-yellow drink has several pepper seeds suspended within it. - -Although the tonic is painfully spicy when first consumed, the heat soon fades as the tonic coats your throat. In the next hour, you can use the activation below up to three times; the third time you use it, the effects of the capsaicin tonic end. While under the effects of the tonic, you can easily consume even the spiciest of foods without trouble. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are [concealed](../../../rules/conditions.md#Concealed), and all creatures outside the cloud are [concealed](../../../rules/conditions.md#Concealed) to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals `1d4` fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round). -``` - -*Source: Troubles in Otari p. 60* diff --git a/Compendium/equipment/items/carrion-cask-loil.md b/Compendium/equipment/items/carrion-cask-loil.md deleted file mode 100644 index 0cb93faed..000000000 --- a/Compendium/equipment/items/carrion-cask-loil.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/other -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Carrion Cask"] ---- -# Carrion Cask *Item 8* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Bulk** L -- **Category** Other - -This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a necromantic sludge. - -```ad-embed-ability -title: Activate - -You feed a corpse of a Small-sized or larger creature to the cask, little by little. The activation requires a three-action activity for a Small or Medium creature, a 1-minute activity for a Larger creature, and a 10-minute activity for a Huge creature. A Gargantuan creature is too large for the cask to devour. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The carrion cask has consumed a corpse since the last time it was activated - -**Effect** You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take `6d6` negative damage, with a DC 24 basic Fortitude save. -``` - -*Source: Lost Omens: Impossible Lands p. 178* diff --git a/Compendium/equipment/items/cartographers-kit-lopsg.md b/Compendium/equipment/items/cartographers-kit-lopsg.md deleted file mode 100644 index ce88f9dcf..000000000 --- a/Compendium/equipment/items/cartographers-kit-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Cartographer's Kit"] ---- -# Cartographer's Kit *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 42 gp -- **Bulk** 1 -- **Category** Adventuring Gear - -This kit includes a [writing set](writing-set.md), a compass, a standard astrolabe, a [ruler](ruler-lopsg.md), and a survey map. - -*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/Compendium/equipment/items/cassock-of-devotion.md b/Compendium/equipment/items/cassock-of-devotion.md deleted file mode 100644 index a525d8138..000000000 --- a/Compendium/equipment/items/cassock-of-devotion.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/divine -- trait/focused -- trait/invested -aliases: ["Cassock of Devotion"] ---- -# Cassock of Devotion *Item 11* -[divination](../../../Rules/traits/divination.md) [divine](../../../Rules/traits/divine.md) [focused](../../../Rules/traits/focused.md) [invested](../../../Rules/traits/invested.md) - -- **Price** 1150 gp -- **Usage** worn garment; **Bulk** L -- **Category** Worn - -Each cassock of devotion depicts scenes related to the domains of a certain deity. It serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. You gain a +2 item bonus to [Religion](../../skills.md#Religion) checks and a +1 item bonus to the divine skill of the deity to whom the cassock is dedicated (as listed on pages 437–440). - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it is lost. -``` - -*Source: Core Rulebook p. 607* diff --git a/Compendium/equipment/items/cat-lotg.md b/Compendium/equipment/items/cat-lotg.md deleted file mode 100644 index 8cb169d6f..000000000 --- a/Compendium/equipment/items/cat-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Cat"] ---- -# Cat *Item 0* - -- **Price** 3 cp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/catapult-g-g.md b/Compendium/equipment/items/catapult-g-g.md deleted file mode 100644 index a0052b86e..000000000 --- a/Compendium/equipment/items/catapult-g-g.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/mounted -- trait/uncommon -aliases: ["Catapult"] ---- -# Catapult *Item 7* -[large](../../../Rules/traits/large-b1.md) [mounted](../../../Rules/traits/mounted-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** mounted -- **Category** Siege Weapon - -A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -50 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -2 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../../../rules/traits/attack.md) [manipulate](../../../rules/traits/manipulate.md) range increment <150 feet> - -`5d10` bludgeoning, 10-foot burst, DC 22 Reflex. -%% #trait/attack #trait/manipulate #trait/range-increment-150-feet %% -``` - -*Source: Guns & Gears p. 75* diff --git a/Compendium/equipment/items/caterwaul-sling.md b/Compendium/equipment/items/caterwaul-sling.md deleted file mode 100644 index 263976326..000000000 --- a/Compendium/equipment/items/caterwaul-sling.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/evocation -- trait/magical -aliases: ["Caterwaul Sling"] ---- -# Caterwaul Sling *Item 5* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 155 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon - -Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[sonic](../../../rules/traits/sonic.md) - -You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. - -Each creature in a 30-foot cone takes `4d6` sonic damage (DC 21 basic Fortitude save). Any creature that fails is [deafened](../../../rules/conditions.md#Deafened) for 1 round, or 1 hour on a critical failure. -%% #trait/sonic %% -``` - -*Source: Core Rulebook p. 600* diff --git a/Compendium/equipment/items/cats-eye-elixir.md b/Compendium/equipment/items/cats-eye-elixir.md deleted file mode 100644 index b0a4ea5be..000000000 --- a/Compendium/equipment/items/cats-eye-elixir.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Cat's Eye Elixir"] ---- -# Cat's Eye Elixir *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Price** 7 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target [hidden](../../../Rules/conditions.md#Hidden) creatures to 5, and you don't need to attempt a flat check to target [concealed](../../../Rules/conditions.md#Concealed) creatures. These benefits apply only against creatures within 30 feet of you. - -*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/cauldron-of-nightmares-aoe5.md b/Compendium/equipment/items/cauldron-of-nightmares-aoe5.md deleted file mode 100644 index d92600987..000000000 --- a/Compendium/equipment/items/cauldron-of-nightmares-aoe5.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/held -- trait/illusion -- trait/invested -- trait/magical -- trait/rare -aliases: ["Cauldron Of Nightmares"] ---- -# Cauldron Of Nightmares *Item 17* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 13000 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -Engraved with carvings of tortured souls, this green cauldron has two abilities that allow it to capture nightmares and then unleash them on the world. The cauldron has an affinity for preying on the minds of captives and prisoners, who take a –2 circumstance penalty to saving throws against it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The cauldron casts nightmare (DC 35) on a target creature that you know by name. The target must be on the same plane as you. If the target fails its save and is 15th level or lower, you add its nightmare to the cauldron. The cauldron can hold only six nightmares at a time; when you add a new nightmare, you choose which six to keep. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror. - -The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a [fear](../../../compendium/spells/fear.md) spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week. -``` - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 78* diff --git a/Compendium/equipment/items/cauterizing-torch-g-g.md b/Compendium/equipment/items/cauterizing-torch-g-g.md deleted file mode 100644 index 0371c777c..000000000 --- a/Compendium/equipment/items/cauterizing-torch-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Cauterizing Torch"] ---- -# Cauterizing Torch *Item 2* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly cauterizing wounds and helping to stop bleeding. The cauterizing torch is applied to yourself or an adjacent target. The target attempts an immediate flat check to end any [persistent bleed](../../../Rules/conditions.md#Persistent%20Damage) effect with the lower DC for particularly effective assistance. - -*Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/cave-worm-repellent-ec5.md b/Compendium/equipment/items/cave-worm-repellent-ec5.md deleted file mode 100644 index d6f98c7eb..000000000 --- a/Compendium/equipment/items/cave-worm-repellent-ec5.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Cave Worm Repellent"] ---- -# Cave Worm Repellent *Item 13+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-footradius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work. - -When applied to a creature, the repellent causes cave worms of the indicated type to avoid attacking that creature in melee as long as they have something else nearby to attack. The repellent does not deter a cave worm from making ranged attacks against a coated target. If no creatures are within a cave worm's reach and it wants to approach and make a melee attack, it approaches and attacks a non-coated creature if it can without spending more actions to do so. - -If the coated creature is swallowed by the designated type of cave worm, the cave worm must succeed at a Fortitude save or involuntarily regurgitate the swallowed creature on the next round (a single action) - -When sprinkled around an area, cave worm repellent negates any chance of a random encounter with the particular type of cave worm in that area, as the creatures purposefully avoid the affected area. - -Other types of repellent that function similarly to this one might exist at the GM's discretion. Uncommon or rare creatures are typically much harder to repel, and repellent against them might necessitate harvesting ingredients from the creatures themselves (such as the creature's liver or a certain gland). - -*Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/celestial-armor.md b/Compendium/equipment/items/celestial-armor.md deleted file mode 100644 index 65254680d..000000000 --- a/Compendium/equipment/items/celestial-armor.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/divine -- trait/good -- trait/invested -- trait/transmutation -aliases: ["Celestial Armor"] ---- -# Celestial Armor *Item 13* -[divine](../../../Rules/traits/divine.md) [good](../../../Rules/traits/good.md) [invested](../../../Rules/traits/invested.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 2500 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1. - -You gain a +1 circumstance bonus to AC and saving throws against fiends. You appear radiant while you wear the armor, giving you a +2 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks against all creatures except fiends. - -If you are not good, you are [drained](../../../Rules/conditions.md#Drained) while wearing celestial armor. You can't recover from this condition while wearing the armor. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes. -``` - -*Source: Core Rulebook p. 557* diff --git a/Compendium/equipment/items/celestial-hair-ec6.md b/Compendium/equipment/items/celestial-hair-ec6.md deleted file mode 100644 index 9c3cf96cb..000000000 --- a/Compendium/equipment/items/celestial-hair-ec6.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/rare -- trait/talisman -aliases: ["Celestial Hair"] ---- -# Celestial Hair *Item 20* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 12500 gp -- **Usage** affixed to armor -- **Activate** [Interact](../../../Rules/actions/interact.md); **Trigger** You critically fail a saving throw or are critically hit by an attack. -- **Category** Talisman - -This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving throw becomes a failure or the triggering attack roll becomes a regular hit, not critical one. If the source of the attack or effect is an evil creature, that creature must succeed at a DC 41 Will saving throw or be [enfeebled](../../../Rules/conditions.md#Enfeebled) and [stupefied](../../../Rules/conditions.md#Stupefied) until the end of its next turn. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/celestial-peach-lol.md b/Compendium/equipment/items/celestial-peach-lol.md deleted file mode 100644 index 03d66ade0..000000000 --- a/Compendium/equipment/items/celestial-peach-lol.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/consumable -- trait/consumable -- trait/divine -- trait/healing -- trait/magical -- trait/necromancy -- trait/positive -- trait/rare -aliases: ["Celestial Peach"] ---- -# Celestial Peach *Item 17+* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [positive](../../../Rules/traits/positive.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in one hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries. - -*Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/Compendium/equipment/items/celestial-peachwood-sword-botd.md b/Compendium/equipment/items/celestial-peachwood-sword-botd.md deleted file mode 100644 index 6709372d1..000000000 --- a/Compendium/equipment/items/celestial-peachwood-sword-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/held -- trait/good -- trait/magical -- trait/necromancy -- trait/positive -- trait/rare -aliases: ["Celestial Peachwood Sword"] ---- -# Celestial Peachwood Sword *Item 17* -[good](../../../Rules/traits/good.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [positive](../../../Rules/traits/positive.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 15000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking disrupting holy peachwood (page 20) shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price. An undead creature of 12th level or lower that takes damage from a [Strike](../../../Rules/actions/strike.md) with the sword takes `10d6` positive damage (DC 35 basic Fortitude save). This damage is separate from the [Strike](../../../Rules/actions/strike.md) itself and isn't included in [any](../../../Rules/traits/any-b1.md) effect based on the [Strike](../../../Rules/actions/strike.md)'s damage. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You critically hit an undead creature with the celestial peachwood sword - -**Effect** The creature must succeed at a DC 35 Fortitude save or be destroyed. If the undead fails its saving throw and is destroyed, you suffer a backlash, taking `1d6` negative damage per level of the destroyed undead. -``` - -*Source: Book of the Dead p. 18* diff --git a/Compendium/equipment/items/cerulean-scourge-apg.md b/Compendium/equipment/items/cerulean-scourge-apg.md deleted file mode 100644 index b2dca6cfe..000000000 --- a/Compendium/equipment/items/cerulean-scourge-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Cerulean Scourge"] ---- -# Cerulean Scourge *Item 16* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 1450 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Made from a carefully distilled blend of serpentine hemotoxins, the fast-acting cerulean scourge is infamous for transforming the blood vessels near the original wound, which glow with a bright blue light before painfully bursting. - -```ad-inline-affliction -title: Saving Throw: DC 36 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `9d6` poison damage (1 round) - -**Stage 2** `12d6` poison damage (1 round) - -**Stage 3** `15d6` poison damage (1 round) -``` - -*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/Compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md b/Compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md deleted file mode 100644 index 11a834519..000000000 --- a/Compendium/equipment/items/chain-of-the-stilled-spirit-aoe2.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe2 -- item/category/held -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Chain Of The Stilled Spirit"] ---- -# Chain Of The Stilled Spirit *Item 9* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This 3-foot length of chain is made of a mystical blue-white steel. You can wrap the chain around an item or creature; if a ghost of 9th level or lower is bound to the item or creature via its rejuvenation ability, it cannot rejuvenate if it is destroyed. This chain can't impede a ghost's rejuvenation that is tied to an area, only to an item or creature. At the GM's discretion, the chain of the stilled spirit might work on abilities similar to Rejuvenation that prevent a spirit from going being fully destroyed. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/chair-storage-lotgb.md b/Compendium/equipment/items/chair-storage-lotgb.md deleted file mode 100644 index ba25ea8c9..000000000 --- a/Compendium/equipment/items/chair-storage-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair-upgrade -aliases: ["Chair Storage"] ---- -# Chair Storage *Item 0* - -- **Price** 1 gp -- **Category** Wheelchair Upgrade - -The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time. - -*Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/chakram-lotgb.md b/Compendium/equipment/items/chakram-lotgb.md deleted file mode 100644 index dffc2dc89..000000000 --- a/Compendium/equipment/items/chakram-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/thrown -aliases: ["Chakram"] ---- -# Chakram *Item 0* -[thrown](../../../Rules/traits/thrown.md) - -- **Price** 5 sp -- **Bulk** L -- **Damage** `1d8` S -- **Range** 20 ft. -- **Hands** 1 -- **Category** Martial; **Group** Knife - -Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/chakri-loil.md b/Compendium/equipment/items/chakri-loil.md deleted file mode 100644 index c5ca56492..000000000 --- a/Compendium/equipment/items/chakri-loil.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/advanced -- trait/agile -- trait/deadly-d8 -- trait/thrown -- trait/uncommon -aliases: ["Chakri"] ---- -# Chakri *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [thrown](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 cp -- **Damage** `1d4` S -- **Range** 30 ft.; **Reload** 0 -- **Hands** 1 -- **Category** Advanced; **Group** Dart - -A chakri is a small, circular throwing weapon with a sharp outer edge. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/chameleon-suit-g-g.md b/Compendium/equipment/items/chameleon-suit-g-g.md deleted file mode 100644 index 8deaf9750..000000000 --- a/Compendium/equipment/items/chameleon-suit-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Chameleon Suit"] ---- -# Chameleon Suit *Item 4+* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn over armor and clothes; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This complex clockwork outerwear, worn over armor or other clothing, is composed of thin, interlocking scales of myriad colors attached to numerous clockwork gears that can rotate between all visible colors and shades. - -When activated, the clockwork gears work double-time to temporarily switch and adjust the scales to match the exact coloration of the area around you, allowing you to blend in as long as you stay still. For the duration, you can [Hide](../../../Rules/actions/hide.md) without needing cover or concealment to do so. This doesn't allow you to [Sneak](../../../Rules/actions/sneak.md) without ending your movement in cover or concealment, however, as the clockwork flips over and adjusts the scales to match your background as you move, giving the impression of rippling waves of color and revealing your movement. Once the duration expires, the overworked clockwork and scales fall apart. - -*Source: Guns & Gears p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/channel-protection-amulet.md b/Compendium/equipment/items/channel-protection-amulet.md deleted file mode 100644 index 483e366a4..000000000 --- a/Compendium/equipment/items/channel-protection-amulet.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Channel Protection Amulet"] ---- -# Channel Protection Amulet *Item 3* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 56 gp -- **Usage** worn -- **Category** Worn - -This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from [harm](../../spells/harm.md) spells if you're living, or against [heal](../../spells/heal.md) spells if you're undead. - -*Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/Compendium/equipment/items/chaos-collar-da.md b/Compendium/equipment/items/chaos-collar-da.md deleted file mode 100644 index 5b397ed68..000000000 --- a/Compendium/equipment/items/chaos-collar-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/companion -- trait/companion -- trait/invested -- trait/primal -- trait/transmutation -aliases: ["Chaos Collar"] ---- -# Chaos Collar *Item 5* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 125 gp -- **Usage** worn collar; **Bulk** L -- **Category** Companion - -This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns. - -A chaos collar fuses to its animal bearer the first time it's clasped around the creature's neck. Three nights per month, it transforms the animal into the form of a terrifying monster. The appearance is the same size as the original animal and doesn't change the animal's statistics, but it's always something new, horrifying, and unique to that particular chaos collar. The transformation lasts from dusk until dawn, and it occurs with complete randomness throughout the month. - -An animal slain while wearing a chaos collar remains in the form it had at the time of its death. Once its bearer dies, the collar transforms into a scrap of dirty string and falls off, where the unscrupulous hunter can collect and use it again. - -*Source: Dark Archive p. 62* \ No newline at end of file diff --git a/Compendium/equipment/items/chatterer-of-follies-som.md b/Compendium/equipment/items/chatterer-of-follies-som.md deleted file mode 100644 index ee11035f2..000000000 --- a/Compendium/equipment/items/chatterer-of-follies-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/enchantment -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Chatterer Of Follies"] ---- -# Chatterer Of Follies *Item 6* -[enchantment](../../../Rules/traits/enchantment.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This heavy +1 striking khakarra (Advanced Player's Guide 248) is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle. - -Whenever you complete a move action during your turn, choose a creature adjacent to you at the end of your movement. Until the end of your turn, that creature takes a –1 status penalty to Will saves against your enchantment spells and your illusion spells. Any time you cast your enchantment and illusion spells, you become [concealed](../../../Rules/conditions.md#Concealed) during your move actions for the rest of the turn. - -*Source: Secrets of Magic p. 181* \ No newline at end of file diff --git a/Compendium/equipment/items/cheetahs-elixir.md b/Compendium/equipment/items/cheetahs-elixir.md deleted file mode 100644 index eac39bda0..000000000 --- a/Compendium/equipment/items/cheetahs-elixir.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Cheetah's Elixir"] ---- -# Cheetah's Elixir *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. - -*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/chime-of-opening.md b/Compendium/equipment/items/chime-of-opening.md deleted file mode 100644 index 4d72be475..000000000 --- a/Compendium/equipment/items/chime-of-opening.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Chime of Opening"] ---- -# Chime of Opening *Item 6* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 235 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and [broken](../../../Rules/conditions.md#Broken) chains. - -The chime can be activated 10 times before it cracks and becomes useless. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a [Thievery](../../../compendium/skills.md#Thievery) check against the lock's DC, with a [Thievery](../../../compendium/skills.md#Thievery) bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection. -``` - -*Source: Core Rulebook p. 572* diff --git a/Compendium/equipment/items/chimera-thread-da.md b/Compendium/equipment/items/chimera-thread-da.md deleted file mode 100644 index 834ccc64e..000000000 --- a/Compendium/equipment/items/chimera-thread-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/consumable -- trait/magical -- trait/transmutation -aliases: ["Chimera Thread"] ---- -# Chimera Thread *Item 4* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 15 gp -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures. - -*Source: Dark Archive p. 62* \ No newline at end of file diff --git a/Compendium/equipment/items/choker-of-elocution.md b/Compendium/equipment/items/choker-of-elocution.md deleted file mode 100644 index 78982d3a8..000000000 --- a/Compendium/equipment/items/choker-of-elocution.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Choker of Elocution"] ---- -# Choker of Elocution *Item 6+* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn collar; **Bulk** L -- **Category** Worn - -This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to [Society](../../skills.md#Society) checks and the ability to understand, speak, and write the chosen language. - -Your excellent elocution reduces the DC of the flat check to perform an auditory action while [deafened](../../../Rules/conditions.md#Deafened) from 5 to 3. - -*Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/Compendium/equipment/items/chopping-evisceration-snare-lotgb.md b/Compendium/equipment/items/chopping-evisceration-snare-lotgb.md deleted file mode 100644 index b82dcb41b..000000000 --- a/Compendium/equipment/items/chopping-evisceration-snare-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Chopping Evisceration Snare"] ---- -# Chopping Evisceration Snare *Item 14* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Category** Snare - -An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a storm of sharpened metal, which deals `16d8` slashing damage (DC 33 basic Reflex). - -*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/Compendium/equipment/items/chronicler-wayfinder-lopsg.md b/Compendium/equipment/items/chronicler-wayfinder-lopsg.md deleted file mode 100644 index 3ab88e157..000000000 --- a/Compendium/equipment/items/chronicler-wayfinder-lopsg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Chronicler Wayfinder"] ---- -# Chronicler Wayfinder *Item 6* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** worn -- **Category** Worn - -Chronicler wayfinders bear a mystical connection to the Pathfinder Chronicles themselves, granting them the ability to assist in situations where unusual lore is needed by drawing on lore from a particular topic. Each chronicler wayfinder is attuned to a specific [Lore](../../skills.md#Lore) skill, chosen at the time of creation. In addition to the effects of a wayfinder (Core Rulebook 617), a chronicler wayfinder has the following activation. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You tap into the Pathfinder Chronicles on the chronicler wayfinder's attuned topic, gaining the effects of a [Recall Knowledge](../../../rules/actions/recall-knowledge.md) action with the chosen [Lore](../../../compendium/skills.md#Lore) skill. For the [Lore](../../../compendium/skills.md#Lore) check's modifier, use whichever is better of +12 or your own modifier, using your level as your proficiency bonus even if you're untrained in the attuned [Lore](../../../compendium/skills.md#Lore) skill. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 31* diff --git a/Compendium/equipment/items/cinderclaw-gauntlet-aoa1.md b/Compendium/equipment/items/cinderclaw-gauntlet-aoa1.md deleted file mode 100644 index 62d54e03d..000000000 --- a/Compendium/equipment/items/cinderclaw-gauntlet-aoa1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa1 -- item/category/worn -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Cinderclaw Gauntlet"] ---- -# Cinderclaw Gauntlet *Item 5* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 150 gp -- **Usage** worn on 1 hand; **Bulk** L -- **Category** Worn - -This sharp-taloned spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a Cinderclaw gauntlet has the versatile S trait. - -On a critical hit, the Cinderclaw gauntlet deals an additional `1d6` fire damage. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Your attack roll with the Cinderclaw gauntlet is a critical success. - -**Effect** The creature you hit must succeed at a DC 19 Fortitude save or be [sickened](../../../rules/conditions.md#Sickened) by the gauntlet's acrid smoke. Creatures that don't need to breathe are immune. -``` - -*Source: Age of Ashes #1: Hellknight Hill p. 77* diff --git a/Compendium/equipment/items/circlet-of-persuasion.md b/Compendium/equipment/items/circlet-of-persuasion.md deleted file mode 100644 index c92aef9f9..000000000 --- a/Compendium/equipment/items/circlet-of-persuasion.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/apex -- trait/apex -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Circlet of Persuasion"] ---- -# Circlet of Persuasion *Item 17* -[apex](../../../Rules/traits/apex.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 15000 gp -- **Usage** worn circlet -- **Category** Apex - -This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to [Deception](../../skills.md#Deception) and [Diplomacy](../../skills.md#Diplomacy) checks. - -When you invest the circlet, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast a 4th-level [charm](../../../compendium/spells/charm.md) spell (DC 38). -``` - -*Source: Core Rulebook p. 603* diff --git a/Compendium/equipment/items/clan-dagger.md b/Compendium/equipment/items/clan-dagger.md deleted file mode 100644 index 892a28fa4..000000000 --- a/Compendium/equipment/items/clan-dagger.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/simple -- trait/agile -- trait/dwarf -- trait/parry -- trait/uncommon -- trait/versatile-b -aliases: ["Clan Dagger"] ---- -# Clan Dagger *Item 0* -[agile](../../../Rules/traits/agile.md) [dwarf](../../../Rules/traits/dwarf.md) [parry](../../../Rules/traits/parry.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Simple; **Group** Knife - -This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves. - -*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/Compendium/equipment/items/clan-pistol-g-g.md b/Compendium/equipment/items/clan-pistol-g-g.md deleted file mode 100644 index 002f70ec2..000000000 --- a/Compendium/equipment/items/clan-pistol-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/dwarf -- trait/fatal-d10 -- trait/uncommon -aliases: ["Clan Pistol"] ---- -# Clan Pistol *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [dwarf](../../../Rules/traits/dwarf.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 5 gp -- **Bulk** L -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 80 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -The tradition of dwarves displaying their clan affiliations with special clan daggers goes back millennia, but many of the dwarf clans of Dongun Hold have their own take on the tradition, with promising young gunsmiths claiming their adulthood by crafting a specialized personal firearm using the clan's unique smithing traditions. Losing or being forced to surrender their clan pistol is a terrible embarrassment for the dwarves that carry them. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/clandestine-cloak.md b/Compendium/equipment/items/clandestine-cloak.md deleted file mode 100644 index 4d7ca8220..000000000 --- a/Compendium/equipment/items/clandestine-cloak.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Clandestine Cloak"] ---- -# Clandestine Cloak *Item 6+* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -When you pull up the hood of this nondescript gray cloak (an [Interact](../../../Rules/actions/interact.md) action), you become drab and uninteresting, gaining a +1 item bonus to [Stealth](../../skills.md#Stealth) checks and to [Deception](../../skills.md#Deception) checks to [Impersonate](../../../Rules/actions/impersonate.md) a forgettable background character, such as a servant, but also taking a –1 item penalty to [Diplomacy](../../skills.md#Diplomacy) and [Intimidation](../../skills.md#Intimidation) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You pull the cloak's hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first. -``` - -*Source: Core Rulebook p. 608* diff --git a/Compendium/equipment/items/claw-blade-apg.md b/Compendium/equipment/items/claw-blade-apg.md deleted file mode 100644 index 35aee39b8..000000000 --- a/Compendium/equipment/items/claw-blade-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/weapon/martial -- trait/agile -- trait/catfolk -- trait/deadly-d8 -- trait/disarm -- trait/finesse -- trait/uncommon -- trait/versatile-p -aliases: ["Claw Blade"] ---- -# Claw Blade *Item 0* -[agile](../../../Rules/traits/agile.md) [catfolk](../../../Rules/traits/catfolk-b1.md) [deadly ](../../../Rules/traits/deadly.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Knife - -The three parallel blades of this handheld weapon extend between the fingers to resemble the natural claws of the amurruns who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/clay-lotgb.md b/Compendium/equipment/items/clay-lotgb.md deleted file mode 100644 index af61f060c..000000000 --- a/Compendium/equipment/items/clay-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Clay"] ---- -# Clay *Item 0* - -- **Usage** held in 2 hands -- **Category** Held - -This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/climbing-bolt.md b/Compendium/equipment/items/climbing-bolt.md deleted file mode 100644 index f710d3f90..000000000 --- a/Compendium/equipment/items/climbing-bolt.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/conjuration -- trait/consumable -- trait/magical -aliases: ["Climbing Bolt"] ---- -# Climbing Bolt *Item 4* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 15 gp -- **Ammunition** [bolt](bolt.md) -- **Category** Ammunition - -The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an [Interact](../../../Rules/actions/interact.md) action and a successful DC 20 [Athletics](../../skills.md#Athletics) check. - -*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/Compendium/equipment/items/climbing-kit.md b/Compendium/equipment/items/climbing-kit.md deleted file mode 100644 index e346d5a49..000000000 --- a/Compendium/equipment/items/climbing-kit.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Climbing Kit"] ---- -# Climbing Kit *Item 0* - -- **Price** 5 sp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're [Climbing](../../../Rules/actions/climb.md), moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a [Climb](../../../Rules/actions/climb.md) action. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/clinging-ooze-snare-pfum.md b/Compendium/equipment/items/clinging-ooze-snare-pfum.md deleted file mode 100644 index cd13580a9..000000000 --- a/Compendium/equipment/items/clinging-ooze-snare-pfum.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/snare -- trait/acid -- trait/consumable -- trait/mechanical -- trait/rare -- trait/snare -- trait/trap -aliases: ["Clinging Ooze Snare"] ---- -# Clinging Ooze Snare *Item 4* -[acid](../../../Rules/traits/acid.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [rare](../../../Rules/traits/rare.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 25 gp -- **Category** Snare - -Complex traps that incorporate ooze monsters into their ingenious construction have long been a favorite of those who seek devious ways to protect their [hidden](../../../Rules/conditions.md#Hidden) laboratories, and it is from this tradition that the clinging ooze snare takes its inspiration. With its ingenious mixture of rare reagents, dried protoplasm harvested from ooze creatures, and a little pinch of alchemy, this snare triggers into an ooze-like hazard that temporarily mimics the dangers presented by a creature like a sewer ooze or other carnivorous protoplasmic monster. When a creature triggers a clinging ooze snare, the snare creates a short lived protoplasmic mass that lashes out in all directions, dealing `2d6` bludgeoning damage and `2d6` acid damage. The triggering creature must attempt a DC 21 Relfex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected -> - **Success** The creature takes half damage -> - **Failure** The target takes full damage and is [flat-footed](../../../Rules/conditions.md#Flat-footed) until the start of their next turn as the ooze impedes their movement. -> - **Critical Failure** The target takes double damage and is both [flat-footed](../../../Rules/conditions.md#Flat-footed) and [immobilized](../../../Rules/conditions.md#Immobilized) for 1 round. The target can [Escape](../../../Rules/actions/escape.md) (DC 21) to end this effect early. - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/cloak-of-elvenkind.md b/Compendium/equipment/items/cloak-of-elvenkind.md deleted file mode 100644 index 0fa7f496c..000000000 --- a/Compendium/equipment/items/cloak-of-elvenkind.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -aliases: ["Cloak of Elvenkind"] ---- -# Cloak of Elvenkind *Item 7+* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the [ghost sound](../../spells/ghost-sound.md) cantrip as an arcane innate spell. When you adjust the cloak's clasp (an [Interact](../../../Rules/actions/interact.md) action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to [Stealth](../../skills.md#Stealth) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day. -``` - -*Source: Core Rulebook p. 608* diff --git a/Compendium/equipment/items/cloak-of-feline-rest-som.md b/Compendium/equipment/items/cloak-of-feline-rest-som.md deleted file mode 100644 index 05fc3317a..000000000 --- a/Compendium/equipment/items/cloak-of-feline-rest-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Cloak Of Feline Rest"] ---- -# Cloak Of Feline Rest *Item 1* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 20 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory [Perception](../../skills.md#Perception) checks, rather than a –4 status penalty. - -*Source: Secrets of Magic p. 182* \ No newline at end of file diff --git a/Compendium/equipment/items/cloak-of-immolation-gmg.md b/Compendium/equipment/items/cloak-of-immolation-gmg.md deleted file mode 100644 index bedc90b82..000000000 --- a/Compendium/equipment/items/cloak-of-immolation-gmg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/worn -- trait/cursed -- trait/evocation -- trait/invested -- trait/magical -- trait/rare -aliases: ["Cloak Of Immolation"] ---- -# Cloak Of Immolation *Item 7* -[cursed](../../../Rules/traits/cursed-gmg.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -Appearing as a magic cloak such as a cloak of elvenkind, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take `1d10` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). Taking fire damage while the [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) is in effect has no additional effect. You can extinguish the [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) as normal. - -Any creature that hits you with a melee unarmed attack while you are taking this [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) takes fire damage equal to the [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) you took on your previous turn. Once the curse has activated for the first time, the boots fuse to you. - -*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/cloak-of-repute-locg.md b/Compendium/equipment/items/cloak-of-repute-locg.md deleted file mode 100644 index 9284d2afd..000000000 --- a/Compendium/equipment/items/cloak-of-repute-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/worn -aliases: ["Cloak Of Repute"] ---- -# Cloak Of Repute *Item 4+* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) worn - -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn - -This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks to [Make an Impression](../../../Rules/actions/make-an-impression.md). Creatures attempting to learn about you gain the same bonus to [Gather Information](../../../Rules/actions/gather-information.md) about you. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You wield your great stature to make a [Request](../../../rules/actions/request.md) of a creature. If you roll a success on the check, you get a critical success instead. -``` - -*Source: Lost Omens: Character Guide p. 72* diff --git a/Compendium/equipment/items/cloak-of-the-bat.md b/Compendium/equipment/items/cloak-of-the-bat.md deleted file mode 100644 index efa1f81b6..000000000 --- a/Compendium/equipment/items/cloak-of-the-bat.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Cloak of the Bat"] ---- -# Cloak of the Bat *Item 10+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to [Stealth](../../skills.md#Stealth) checks as well as to [Acrobatics](../../skills.md#Acrobatics) checks to [Maneuver in Flight](../../../Rules/actions/maneuver-in-flight.md). You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt [Athletics](../../skills.md#Athletics) checks to [Climb](../../../Rules/actions/climb.md) in order to move around while inverted. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level [pest form](../../../compendium/spells/pest-form.md) spell on you. -``` - -*Source: Core Rulebook p. 608* diff --git a/Compendium/equipment/items/cloak-of-the-false-foe-da.md b/Compendium/equipment/items/cloak-of-the-false-foe-da.md deleted file mode 100644 index 477973c5d..000000000 --- a/Compendium/equipment/items/cloak-of-the-false-foe-da.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/worn -- trait/invested -- trait/primal -- trait/transmutation -aliases: ["Cloak of the False Foe"] ---- -# Cloak of the False Foe *Item 12* -[invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 1850 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[polymorph](../../../rules/traits/polymorph.md) [primal](../../../rules/traits/primal.md) [transmutation](../../../rules/traits/transmutation.md) - -The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level [humanoid form](../../../compendium/spells/humanoid-form.md) spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level [humanoid form](../../../compendium/spells/humanoid-form.md) spell that lasts for 10 minutes if you turn into a Large cryptid. - -While you're in cryptid form, any wounds left by your spells and [Strikes](../../../rules/actions/strike.md) appear to be the result of the cryptid's unarmed attacks and special abilities to a casual inspection. This doesn't alter the actual damage type inflicted or the effects of such attack. Someone closely studying the wounds can, with a successful DC 30 [Medicine](../../../compendium/skills.md#Medicine) check, realize that magic has altered the appearance of the injuries. -%% #trait/polymorph #trait/primal #trait/transmutation %% -``` - -*Source: Dark Archive p. 62* diff --git a/Compendium/equipment/items/clockwork-bookshelf-g-g.md b/Compendium/equipment/items/clockwork-bookshelf-g-g.md deleted file mode 100644 index b260100fa..000000000 --- a/Compendium/equipment/items/clockwork-bookshelf-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/clockwork -- trait/uncommon -aliases: ["Clockwork Bookshelf"] ---- -# Clockwork Bookshelf *Item 1* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Bulk** 4 -- **Category** Adventuring Gear - -This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the bookshelf's six levels is actually loaded with a pair of shelves instead of a single shelf. A simple switch on the side of the bookshelf flips the corresponding shelf to the other side, revealing any books stored in the paired shelf. While this makes the clockwork bookshelf a little deeper than a normal bookshelf, in order to fit both shelves, it effectively allows you to store twice as many books using the same amount of wall space. Those who wish to keep volumes [hidden](../../../Rules/conditions.md#Hidden) from visitors (or perhaps stow a weapon or potion within a false book) often load the [hidden](../../../Rules/conditions.md#Hidden) shelf first, then switch to the second shelf lined with more respectable volumes. - -*Source: Guns & Gears p. 85* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-box-packer-g-g.md b/Compendium/equipment/items/clockwork-box-packer-g-g.md deleted file mode 100644 index 21be3633d..000000000 --- a/Compendium/equipment/items/clockwork-box-packer-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/clockwork -- trait/uncommon -aliases: ["Clockwork Box Packer"] ---- -# Clockwork Box Packer *Item 3* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 50 gp -- **Bulk** 4 -- **Category** Adventuring Gear - -This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for their staff as a status symbol, and merchants who are in the shipping trade can afford to slowly reap the benefits of its usage. It takes 1 minute to wind a clockwork box packer; after which, it can function for up to 1 hour. - -You can indicate how high you want the clockwork box packer to stack boxes and what the packing storage dimensions are. Once packing instructions have been input, you can load a crate onto the clockwork box packer, and it begins its task. Once the box is stacked, the clockwork box packer closes the box, if necessary, then ties a ribbon or cord around it from a supply loaded into the clockwork box packer in advance. Once the package is secure, the clockwork box packer stacks it and then swivels back into position, ready to accept another box. In this way, the clockwork device can finish within minutes a packing job that might take humanoid workers an hour. - -*Source: Guns & Gears p. 85* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-chirper-g-g.md b/Compendium/equipment/items/clockwork-chirper-g-g.md deleted file mode 100644 index 778aa956a..000000000 --- a/Compendium/equipment/items/clockwork-chirper-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/auditory -- trait/clockwork -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Clockwork Chirper"] ---- -# Clockwork Chirper *Item 3* -[auditory](../../../Rules/traits/auditory.md) [clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 gp -- **Category** Snare - -This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains immobile and silent until a Small or larger creature enters the square beneath its perch, at which point it springs into action. Once activated, it flies around making a loud chirping sound that can be heard up to 500 feet away. The bird then follows the creature that activated it for up to one hour or until it is destroyed, doing its best to stay just above the creature and out of reach, and continuing its string of loud chirps. The bird is an object with a Speed 10 feet, and a fly Speed of 25 feet. It has AC 15, Hardness 5, HP 10 (BT 5) and object immunities. Once [broken](../../../Rules/conditions.md#Broken), it can no longer fly. It can't attack or otherwise damage other creatures. After an hour has passed after its activation, the clockwork chirper falls into a pile of useless components. - -*Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-cloak-aoe5.md b/Compendium/equipment/items/clockwork-cloak-aoe5.md deleted file mode 100644 index f4da84c2e..000000000 --- a/Compendium/equipment/items/clockwork-cloak-aoe5.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/worn -- trait/clockwork -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Clockwork Cloak"] ---- -# Clockwork Cloak *Item 18* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -Paper-thin interlocking gears and winding cogs make up this bronze cloak. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You're struck by a melee attack with a held weapon - -**Effect** You deflect the blow and attempt to catch the weapon in the cloak's gears. Make an [Athletics](../../../compendium/skills.md#Athletics) check to [Disarm](../../../rules/actions/disarm.md) the weapon. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to [Perception](../../../compendium/skills.md#Perception) checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll. -``` - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* diff --git a/Compendium/equipment/items/clockwork-dial-lopsg.md b/Compendium/equipment/items/clockwork-dial-lopsg.md deleted file mode 100644 index 603cc1180..000000000 --- a/Compendium/equipment/items/clockwork-dial-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Clockwork Dial"] ---- -# Clockwork Dial *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Hands** 1 -- **Category** Adventuring Gear - -This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-disguise-g-g.md b/Compendium/equipment/items/clockwork-disguise-g-g.md deleted file mode 100644 index b8eb8b8cd..000000000 --- a/Compendium/equipment/items/clockwork-disguise-g-g.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/armor/light -- trait/clockwork -- trait/uncommon -aliases: ["Clockwork Disguise"] ---- -# Clockwork Disguise *Item 6* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** worn armor; **Bulk** 2 -- **AC Bonus** +2; **Dex Cap** +3 -- **Strength** 12; **Check Penalty** -1; **Speed Penalty** — -- **Category** Light; **Group** Plate - -Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Golarion. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there—or else have a very good explanation for their commander as to why they're out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations. - -The clockwork disguise looks like a harness connected to hundreds of small metal plates that cover the user's torso and arms. Each of these plates is equipped with several hinges, allowing them to be shaped into a wide variety of patterns. When these shaped plates are arranged and connected, they can be made to look like almost any basic suit of light or medium metal armor, though armor embellishments such as those worn by highranking officers are beyond this device. The arrangement process takes some time, but once it's completed, the user need only perform a few simple adjustments to a clockwork mechanism in the disguise to make the plate arrangement into a new preset configuration. Afterwards, when the user flips a switch on the harness's belt to one of three positions, the plates shift, overlap, and connect as necessary to transform the disguise into the desired preset configuration. The clockwork disguise can have up to three preset configurations at a time, and most users use a minimum of two: the one required for their current task, and a suitably inconspicuous configuration for when the first configuration is unnecessary. - -Giving a clockwork disguise a new preset configuration requires 20 minutes of work. The clockwork disguise can have a maximum of three preset configurations at a time, and it can only mimic light and medium armor suits made of metal. - -The clockwork disguise is light armor and has the stats listed above, regardless of which type of armor it mimics. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Transform the clockwork disguise into any one current preset configuration of the user's choice. -``` - -*Source: Guns & Gears p. 85* diff --git a/Compendium/equipment/items/clockwork-diving-suit-g-g.md b/Compendium/equipment/items/clockwork-diving-suit-g-g.md deleted file mode 100644 index 72d77aea1..000000000 --- a/Compendium/equipment/items/clockwork-diving-suit-g-g.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/air -- trait/clockwork -- trait/uncommon -- trait/water -aliases: ["Clockwork Diving Suit"] ---- -# Clockwork Diving Suit *Item 6* -[air](../../../Rules/traits/air.md) [clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) [water](../../../Rules/traits/water.md) - -- **Price** 200 gp -- **Usage** Worn; **Bulk** 4 -- **Category** Adventuring Gear - -The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared to a more traditional magically-assisted diving suit using a bottle of air, a clockwork diving suit is both less expensive and better protected, making clockwork diving suits a good choice for characters who prefer more protection. However, they also come with a built-in time limit, which magical diving suits circumvent. A clockwork diving suit is a bulky, fully sealed suit of armor lined with a complex series of filter-equipped bladders that store and circulate air for the user to breathe. - -A glass faceplate on the front of the helmet allows the user to see what's going on in front of them. - -The suit's rigidity and mechanisms severely restrict the user's range of movement and keeps them from moving faster than a slow walk on the sea floor. To compensate for this, a clockwork water jet mechanism is installed in the suit's back. The water jet includes both a vacuum system and separate air bladder; it's activated with a simple pull of a lever on the suit's belt. When the lever is pulled, the vacuum system sucks in seawater, and seconds later, the air bladder sprays the water out and propels the user short distances. - -This mechanism is also necessary for the suit to surface without walking to shore—it's too heavy to float on its own. - -Most wearers can only swim a few feet before sinking back to the water's floor. - -The diving suit contains enough air for three hours of operation, and the clockwork components can operate for up to 3 hours before the suit needs winding. If you run out of air, drowning and suffocation rules begin to apply as normal. - -This air supply can be refilled by spending one hour in an area with air, and you can rewind the clockwork in a process that takes 10 minutes to complete. - -The diving suit is a suit of medium armor, and it has the following stats: AC Bonus +4; Dex Cap +1; Check Penalty –4; Speed Penalty –15 ft; Strength 18. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The diving suit shoots out a water jet that causes you to [Swim](../../../rules/actions/swim.md) 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor's Speed penalty. - -However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement. -``` - -*Source: Guns & Gears p. 86* diff --git a/Compendium/equipment/items/clockwork-goggles-g-g.md b/Compendium/equipment/items/clockwork-goggles-g-g.md deleted file mode 100644 index f0641ab81..000000000 --- a/Compendium/equipment/items/clockwork-goggles-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Clockwork Goggles"] ---- -# Clockwork Goggles *Item 1+* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn eyepiece; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This heavy set of mechanical goggles contains a variety of different lenses for different situations, including lenses that filter light at different intensities and frequencies and even some that capture heat and other stimuli. Clockwork mechanisms can swap between the lenses rapidly as needed. - -However, many of these lenses can only capture a single stimulus once and then are forever etched with it, making them unsuitable for long-term use. When activated, the clockwork mechanism on the goggles rapidly switches between the different lenses, granting you the benefits of all of them for a brief period of time. - -*Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-heels-lotgb.md b/Compendium/equipment/items/clockwork-heels-lotgb.md deleted file mode 100644 index 192dd847b..000000000 --- a/Compendium/equipment/items/clockwork-heels-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/clockwork -- trait/rare -aliases: ["Clockwork Heels"] ---- -# Clockwork Heels *Item 7* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 300 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a springboard triggers and pops out small metal wheels that propel you forward. You gain a +5-foot item bonus to your Speed. - -*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-helm-aoe5.md b/Compendium/equipment/items/clockwork-helm-aoe5.md deleted file mode 100644 index f14ff0012..000000000 --- a/Compendium/equipment/items/clockwork-helm-aoe5.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/worn -- trait/clockwork -- trait/invested -- trait/magical -- trait/rare -aliases: ["Clockwork Helm"] ---- -# Clockwork Helm *Item 17* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 13000 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn - -Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a [mental](../../../Rules/traits/mental.md) or [emotion](../../../Rules/traits/emotion.md) effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1. - -This effect works only if the condition's value can normally be reduced by simply waiting; otherwise the helmet has no effect. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: You've wound the clockwork helm for 10 minutes within the last 24 hours - -**Effect** You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes `10d8` fire damage and is [drained](../../../rules/conditions.md#Drained). -``` - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* diff --git a/Compendium/equipment/items/clockwork-macuahuitl-lotgb.md b/Compendium/equipment/items/clockwork-macuahuitl-lotgb.md deleted file mode 100644 index 65287247c..000000000 --- a/Compendium/equipment/items/clockwork-macuahuitl-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/advanced -- trait/backswing -- trait/clockwork -- trait/forceful -- trait/rare -- trait/versatile-b -aliases: ["Clockwork Macuahuitl"] ---- -# Clockwork Macuahuitl *Item 0* -[backswing](../../../Rules/traits/backswing.md) [clockwork](../../../Rules/traits/clockwork-g-g.md) [forceful](../../../Rules/traits/forceful.md) [rare](../../../Rules/traits/rare.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 550 gp -- **Bulk** 1 -- **Damage** `1d10` S -- **Hands** 2 -- **Category** Advanced; **Group** Club - -This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon. - -The clockwork macuahuitl deals `1d10` slashing damage and has the [backswing](../../../Rules/traits/backswing.md), [forceful](../../../Rules/traits/forceful.md), and versatile B traits. The clockwork macuahuitl is a two-handed advanced weapon in the club weapon group. - -*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-megaphone-g-g.md b/Compendium/equipment/items/clockwork-megaphone-g-g.md deleted file mode 100644 index 722e97b84..000000000 --- a/Compendium/equipment/items/clockwork-megaphone-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/clockwork -- trait/uncommon -aliases: ["Clockwork Megaphone"] ---- -# Clockwork Megaphone *Item 1* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Bulk** 1 -- **Category** Adventuring Gear - -A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the volume, widen or contract the angle in which you project your voice, or both at the same time. This makes a clockwork megaphone far more useful than an ordinary megaphone for situations where you want to make sure that everyone in a particular venue or location can hear you without being so loud that your voice comes across as a painful shout. It takes 1 minute to wind up a clockwork megaphone, which allows it to remain active for up to 1 hour of adjustments, only counting the time you change the megaphone's settings, not the time you spend speaking. - -Since it automatically enters standby mode when not in use, this typically means you don't have to wind up the clockwork megaphone for months, or even years, depending on how often you adjust the settings each day. - -*Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-monkey-g-g.md b/Compendium/equipment/items/clockwork-monkey-g-g.md deleted file mode 100644 index 48035dcec..000000000 --- a/Compendium/equipment/items/clockwork-monkey-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/auditory -- trait/clockwork -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Clockwork Monkey"] ---- -# Clockwork Monkey *Item 2* -[auditory](../../../Rules/traits/auditory.md) [clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Category** Snare - -These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the [Escape](../../../Rules/actions/escape.md) action (DC 18) or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities. - -*Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-recorder-lol.md b/Compendium/equipment/items/clockwork-recorder-lol.md deleted file mode 100644 index 56a628955..000000000 --- a/Compendium/equipment/items/clockwork-recorder-lol.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/held -- trait/rare -aliases: ["Clockwork Recorder"] ---- -# Clockwork Recorder *Item 6* -[rare](../../../Rules/traits/rare.md) - -- **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This small recording device can be as tiny as a music box or around the size of large book and is typically [concealed](../../../Rules/conditions.md#Concealed) in hollowed-out books and jewelry. A clockwork recorder can record up to 1 hour of sound before its wax cylinders must be retrieved and replaced. - -Any given clockwork recorder can play back the recordings of a cylinder, regardless of whether it was the recorder used for the original recording. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later. -``` - -*Source: Lost Omens: Legends p. 24* diff --git a/Compendium/equipment/items/clockwork-rejuvenator-aoe5.md b/Compendium/equipment/items/clockwork-rejuvenator-aoe5.md deleted file mode 100644 index c3b0d60b8..000000000 --- a/Compendium/equipment/items/clockwork-rejuvenator-aoe5.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Clockwork Rejuvenator"] ---- -# Clockwork Rejuvenator *Item 18* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md); **Requirements** The round you activate the rejuvenator, you must first spend either 1 -- **Category** Consumable - -This device has four finger-like latches centered around a whirring mass of gears. - -After winding the clockwork rejuvenator, you can latch it to the chest of an adjacent recently dead creature and return it to life. - -If you wound the rejuvenator using 1 [Interact](../../../Rules/actions/interact.md) action, you can return to life a creature that died in the last 2 rounds, restoring it to 1 HP. If you wound the rejuvenator using 2 [Interact](../../../Rules/actions/interact.md) actions, you can return to life a creature that died within the last 3 rounds. After attaching, the device continues to whirl for 1 minute, restoring 10 HP per round to the target. Thereafter, the clockwork rejuvenator loses its magic and becomes inert. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* \ No newline at end of file diff --git a/Compendium/equipment/items/clockwork-spider-bomb-lotgb.md b/Compendium/equipment/items/clockwork-spider-bomb-lotgb.md deleted file mode 100644 index 3b61881a3..000000000 --- a/Compendium/equipment/items/clockwork-spider-bomb-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Clockwork Spider Bomb"] ---- -# Clockwork Spider Bomb *Item 8* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate the spider bomb, you place it on the ground and the clockwork spider crawls 5 feet in a straight line, continuing to advance 5 feet in the same straight line at the end of each of your turns for the next 4 rounds (traveling a total of 25 feet). If it takes any damage during this time, its bulbous abdomen detonates in a raging flame, dealing `5d6` fire damage to all creatures in a 5-foot burst (DC 24 basic Reflex save). You can also activate it a second time with a single-action command word activation, causing it to explode. The spider bomb has an AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the spider bomb is completely destroyed, regardless of the effects of its detonation. If it survives to the end of the 4-round duration without being detonated, the spider harmlessly loses its explosive charge and falls apart. - -*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/Compendium/equipment/items/coat-pistol-g-g.md b/Compendium/equipment/items/coat-pistol-g-g.md deleted file mode 100644 index 62f3df1be..000000000 --- a/Compendium/equipment/items/coat-pistol-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/concealable -- trait/concussive -- trait/fatal-d8 -- trait/uncommon -aliases: ["Coat Pistol"] ---- -# Coat Pistol *Item 0* -[concealable](../../../Rules/traits/concealable-g-g.md) [concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 6 gp -- **Bulk** L -- **Damage** `1d4` P -- **Range** 30 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Simple; **Group** Firearm - -This small pistol is easily concealed inside a jacket or some other article of clothing. Rarely kept as a primary weapon, coat pistols are equally favored by clever assassins and traveling Alkenstar aristocrats. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/codebreakers-parchment-som.md b/Compendium/equipment/items/codebreakers-parchment-som.md deleted file mode 100644 index 57b32d437..000000000 --- a/Compendium/equipment/items/codebreakers-parchment-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/illusion -- trait/magical -aliases: ["Codebreaker's Parchment"] ---- -# Codebreaker's Parchment *Item 3+* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to [Decipher Writing](../../../Rules/actions/decipher-writing.md). - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The scrambled words align into the originally written script. Identifying the parchment reveals that it can be activated with a command, but a critical success to [Identify Magic](../../../rules/actions/identify-magic.md) is needed to learn the command word. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text. -``` - -*Source: Secrets of Magic p. 182* diff --git a/Compendium/equipment/items/codex-of-unimpeded-sight-som.md b/Compendium/equipment/items/codex-of-unimpeded-sight-som.md deleted file mode 100644 index 7b7f3ae04..000000000 --- a/Compendium/equipment/items/codex-of-unimpeded-sight-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/divination -- trait/grimoire -- trait/magical -aliases: ["Codex Of Unimpeded Sight"] ---- -# Codex Of Unimpeded Sight *Item 6+* -[divination](../../../Rules/traits/divination.md) [grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) - -- **Bulk** L -- **Category** Grimoire - -A female figure peers through her blindfold from the cover of this stately tome. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Requirements**: Your last action was to cast a divination spell prepared from this grimoire - -**Effect** The grimoire offers you a glimpse into the truth of things. [Seek](../../../rules/actions/seek.md) or [Recall Knowledge](../../../rules/actions/recall-knowledge.md). -``` - -*Source: Secrets of Magic p. 162* diff --git a/Compendium/equipment/items/cognitive-mutagen.md b/Compendium/equipment/items/cognitive-mutagen.md deleted file mode 100644 index 888ee41b6..000000000 --- a/Compendium/equipment/items/cognitive-mutagen.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -aliases: ["Cognitive Mutagen"] ---- -# Cognitive Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral. - -**Benefit** You gain an item bonus to [Arcana](../../skills.md#Arcana), [Crafting](../../skills.md#Crafting), [Lore](../../skills.md#Lore), [Occultism](../../skills.md#Occultism), and [Society](../../skills.md#Society) checks and all checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md). Your critical failures on [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) checks become failures instead. - -**Drawback** You take a –2 penalty to weapon and unarmed attack rolls, [Athletics](../../skills.md#Athletics) checks, and [Acrobatics](../../skills.md#Acrobatics) checks. You can carry 2 less Bulk than normal before becoming [encumbered](../../../Rules/conditions.md#Encumbered), and the maximum Bulk you can carry is reduced by 4. - -*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/coin-of-comfort-lotgb.md b/Compendium/equipment/items/coin-of-comfort-lotgb.md deleted file mode 100644 index 398dfd046..000000000 --- a/Compendium/equipment/items/coin-of-comfort-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Coin Of Comfort"] ---- -# Coin Of Comfort *Item 3* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 45 gp -- **Usage** held in 1 hand -- **Category** Held - -This thick silver coin is deeply worn on one side, creating a shallow dip. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your [frightened](../../../rules/conditions.md#Frightened) condition by 1. -``` - -*Source: Lost Omens: The Grand Bazaar p. 26* diff --git a/Compendium/equipment/items/cold-comfort-lotgb.md b/Compendium/equipment/items/cold-comfort-lotgb.md deleted file mode 100644 index 78143e246..000000000 --- a/Compendium/equipment/items/cold-comfort-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/alchemical -- trait/cold -- trait/consumable -- trait/uncommon -aliases: ["Cold Comfort"] ---- -# Cold Comfort *Item 7+* -[alchemical](../../../Rules/traits/alchemical.md) [cold](../../../Rules/traits/cold.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes `2d6` cold damage and is [immobilized](../../../Rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 20) or the ice is [broken](../../../Rules/conditions.md#Broken). The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one [Large](../../../Rules/traits/large-b1.md) creature or up to four [Medium](../../../Rules/traits/medium-b1.md) or [Small](../../../Rules/traits/small-b1.md) creatures. Traversing the slippery ice requires a successful DC 20 [Acrobatics](../../skills.md#Acrobatics) check to [Balance](../../../Rules/actions/balance.md). - -*Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/Compendium/equipment/items/cold-iron-armor.md b/Compendium/equipment/items/cold-iron-armor.md deleted file mode 100644 index 11f1a143b..000000000 --- a/Compendium/equipment/items/cold-iron-armor.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -aliases: ["Cold Iron Armor"] ---- -# Cold Iron Armor *Item 5+* - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes [sickened](../../../Rules/conditions.md#Sickened). A creature with weakness to cold iron is [sickened](../../../Rules/conditions.md#Sickened) as long as it wears cold iron armor. - -*Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/Compendium/equipment/items/cold-iron.md b/Compendium/equipment/items/cold-iron.md deleted file mode 100644 index f6c3ebd8a..000000000 --- a/Compendium/equipment/items/cold-iron.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/material -- trait/precious -aliases: ["Cold Iron"] ---- -# Cold Iron *Item 2+* -[precious](../../../Rules/traits/precious.md) - -- **Category** Material - -Weapons made from cold iron are deadly to demons and fey alike. - -Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. - -| Cold Iron Items | Hardness | HP | BT | -|-----------------|----------|----|----| -| **Thin Items** | | | | -| Low-grade | 5 | 20 | 10 | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | -| **Items** | | | | -| Low-grade | 9 | 36 | 18 | -| Standard-grade | 11 | 44 | 22 | -| High-grade | 14 | 56 | 28 | -| **Structures** | | | | -| Low-grade | 18 | 72 | 36 | -| Standard-grade | 22 | 88 | 44 | -| High-grade | 28 | 112 | 56 | - - -*Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/Compendium/equipment/items/collar-lotg.md b/Compendium/equipment/items/collar-lotg.md deleted file mode 100644 index be9a806a6..000000000 --- a/Compendium/equipment/items/collar-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Collar"] ---- -# Collar *Item 0* - -- **Price** 1 sp -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/collar-of-inconspicuousness.md b/Compendium/equipment/items/collar-of-inconspicuousness.md deleted file mode 100644 index dab8b442a..000000000 --- a/Compendium/equipment/items/collar-of-inconspicuousness.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/companion -- trait/companion -- trait/invested -- trait/primal -- trait/transmutation -aliases: ["Collar of Inconspicuousness"] ---- -# Collar of Inconspicuousness *Item 8* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 475 gp -- **Usage** worn collar; **Bulk** 1 -- **Category** Companion - -This leather collar's worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you [Dismiss](../../../rules/actions/dismiss.md) it. -``` - -*Source: Core Rulebook p. 604* diff --git a/Compendium/equipment/items/collar-of-the-eternal-bond-som.md b/Compendium/equipment/items/collar-of-the-eternal-bond-som.md deleted file mode 100644 index cb4e35198..000000000 --- a/Compendium/equipment/items/collar-of-the-eternal-bond-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/conjuration -- trait/eidolon -- trait/invested -- trait/magical -aliases: ["Collar Of The Eternal Bond"] ---- -# Collar Of The Eternal Bond *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [eidolon](../../../Rules/traits/eidolon-som.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 330 gp -- **Usage** worn collar; **Bulk** L -- **Category** Worn - -When you invest this collar for your eidolon, it changes its appearance to match the eidolon's form, possibly into a different sort of neckpiece such as a choker, and it glows brightly with the symbol you and your eidolon share. - -While your eidolon wears a collar of the eternal bond, the collar bolsters their connection to you, allowing them to move up to 150 feet from you before unmanifesting instead of 100 feet. The eidolon can also Activate the collar to move even further. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest. -``` - -*Source: Secrets of Magic p. 182* diff --git a/Compendium/equipment/items/combat-grapnel-lopsg.md b/Compendium/equipment/items/combat-grapnel-lopsg.md deleted file mode 100644 index 642945626..000000000 --- a/Compendium/equipment/items/combat-grapnel-lopsg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/weapon/martial -- trait/finesse -- trait/grapple -- trait/tethered -- trait/thrown-20-feet -- trait/uncommon -aliases: ["Combat Grapnel"] ---- -# Combat Grapnel *Item 1* -[finesse](../../../Rules/traits/finesse.md) [grapple](../../../Rules/traits/grapple.md) [tethered](../../../Rules/traits/tethered-b1.md) [thrown <20 feet>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 9 sp -- **Bulk** 1 -- **Damage** `1d6` P -- **Hands** 2 -- **Category** Martial; **Group** Flail - -Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung as a weapon. This is a martial melee weapon. - -*Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/Compendium/equipment/items/comealong-lopsg.md b/Compendium/equipment/items/comealong-lopsg.md deleted file mode 100644 index d030193f4..000000000 --- a/Compendium/equipment/items/comealong-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Comealong"] ---- -# Comealong *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/communication-bangle-lopsg.md b/Compendium/equipment/items/communication-bangle-lopsg.md deleted file mode 100644 index 47010116f..000000000 --- a/Compendium/equipment/items/communication-bangle-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/uncommon -aliases: ["Communication Bangle"] ---- -# Communication Bangle *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Usage** worn -- **Category** Worn - -This simple brass ring is meant to be worn as an ornamentation piece to an outfit, oftentimes as a bangle on the wrist, as the ring closure of a scarf or sash, or as an ornamentation piece of a headdress. While decorative, this serves a cover for the bangle's function as a message bearer. Messages can be coded into the bangle, either through a series of raised dots and dashes or a pattern of notches of different depths and spacings. A bangle is large enough to hold a simple message consisting of a few words like "Danger. Flee." or "Meeting. Sunset. Fountain." Coding a message into a bangle requires 1 minute of time. All Pathfinders with access to communication bangles are taught how to code and read most basic messages, but anyone with a bangle can develop their own communication system. - -A creature inspecting a bangle can discover its true purpose by succeeding at a DC 20 [Perception](../../skills.md#Perception) check. Deciphering a message requires a creature to succeed at a [Society](../../skills.md#Society) check against the coder's [Deception](../../skills.md#Deception) DC. - -*Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/Compendium/equipment/items/communication-pendants-pfum.md b/Compendium/equipment/items/communication-pendants-pfum.md deleted file mode 100644 index c8a8efbb6..000000000 --- a/Compendium/equipment/items/communication-pendants-pfum.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/worn -- trait/auditory -- trait/divination -- trait/invested -- trait/magical -- trait/rare -aliases: ["Communication Pendants"] ---- -# Communication Pendants *Item 13* -[auditory](../../../Rules/traits/auditory.md) [divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 3000 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with the other pendant in their pair and must be crafted together. If one pendant becomes [broken](../../../Rules/conditions.md#Broken), the other shatters into non-magical shards. The Price listed above is for a pair of pendants. - -```ad-embed-ability -title: Activate - -You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire. -``` - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/compass-of-transpositional-awareness-da.md b/Compendium/equipment/items/compass-of-transpositional-awareness-da.md deleted file mode 100644 index 8dd9e270c..000000000 --- a/Compendium/equipment/items/compass-of-transpositional-awareness-da.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/conjuration -- trait/invested -- trait/magical -- trait/rare -- trait/teleportation -aliases: ["Compass of Transpositional Awareness"] ---- -# Compass of Transpositional Awareness *Item 10* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [teleportation](../../../Rules/traits/teleportation.md) - -- **Price** 950 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../../../rules/traits/concentrate.md) - -You point the compass of transpositional awareness at an extant [teleportation](../../../rules/traits/teleportation.md) effect (such as a magical portal) or the site of a [teleportation](../../../rules/traits/teleportation.md) effect that existed within the last 1 minute (such as the space where a creature just cast [dimension door](../../../compendium/spells/dimension-door.md)). Attempt an [Occultism](../../../compendium/skills.md#Occultism) check to determine to where the effect leads or led. The DC of this check is the effect's counteract DC. On a success, you know roughly the destination of the [teleportation](../../../rules/traits/teleportation.md) effect (for example "the Plane of Fire," "north," or "Avistan"). On a critical success, you ascertain the exact destination within mere feet for local effects (such as dimension door) or within a few miles for long-range effects (such as teleport, plane shift, or interdimensional portals). -%% #trait/concentrate %% -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet. -``` - -*Source: Dark Archive p. 153* diff --git a/Compendium/equipment/items/compass.md b/Compendium/equipment/items/compass.md deleted file mode 100644 index 52074e413..000000000 --- a/Compendium/equipment/items/compass.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Compass"] ---- -# Compass *Item 0* - -- **Price** 1 gp -- **Hands** 1 -- **Category** Adventuring Gear - -A compass helps you [Sense Direction](../../../Rules/actions/sense-direction.md) or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/comprehension-elixir.md b/Compendium/equipment/items/comprehension-elixir.md deleted file mode 100644 index 8e5cbbe60..000000000 --- a/Compendium/equipment/items/comprehension-elixir.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mental -aliases: ["Comprehension Elixir"] ---- -# Comprehension Elixir *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mental](../../../Rules/traits/mental.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to [Decipher Writing](../../../Rules/actions/decipher-writing.md). - -*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/concealed-holster-g-g.md b/Compendium/equipment/items/concealed-holster-g-g.md deleted file mode 100644 index d654406ce..000000000 --- a/Compendium/equipment/items/concealed-holster-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -aliases: ["Concealed Holster"] ---- -# Concealed Holster *Item 3* - -- **Price** 25 gp -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with this holster. You gain a +1 item bonus to [Stealth](../../skills.md#Stealth) checks and DCs to hide or conceal a firearm or [hand crossbow](hand-crossbow.md) in this holster. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/concealed-sheath-apg.md b/Compendium/equipment/items/concealed-sheath-apg.md deleted file mode 100644 index 9bf9d7c5a..000000000 --- a/Compendium/equipment/items/concealed-sheath-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/adventuring-gear -aliases: ["Concealed Sheath"] ---- -# Concealed Sheath *Item 3* - -- **Price** 25 gp -- **Category** Adventuring Gear - -This leather sheath is large enough to hold an item of up to light Bulk and is typically used for [daggers](dagger.md), wands, [thieves' tools](thieves-tools.md), and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to [Stealth](../../skills.md#Stealth) checks and DCs to hide or conceal the item within. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/condensed-mana-loil.md b/Compendium/equipment/items/condensed-mana-loil.md deleted file mode 100644 index c414c6c53..000000000 --- a/Compendium/equipment/items/condensed-mana-loil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/rare -aliases: ["Condensed Mana"] ---- -# Condensed Mana *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 69 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Consumable - -Condensed mana is a crystal vial filled with concentrated miasma from the Mana Wastes. The colors shift abruptly and unpredictably within and the opening of the bottle is sealed tighter than any other potion or alchemical item, emphasizing its dangers. - -On a successful [Strike](../../../Rules/actions/strike.md), the creature takes 1 force damage. Then, roll on the Wellspring Surge table (Secrets of Magic 250). The result affects all creatures within the emanation indiscriminately. For the purpose of determining the effects of the surge, use a spell level of 4 and a DC of 23. The person Striking with this vial is considered to be the caster for the purposes of determining effects on the Mana Surge table. The emanation is centered on the target's space, and both the caster and the target of the wellspring surge are the target of the condensed mana. On a failed [Strike](../../../Rules/actions/strike.md), the surge only has an effect if it would normally affect an area; if you roll an effect that depends on a caster or a target, nothing happens. - -If the effect normally doesn't have a DC, creatures affected by the surge or within the surge's area must attempt a DC 23 Reflex save instead. On a critical failure on any saving throw against condensed mana, the creature is [stunned](../../../Rules/conditions.md#Stunned) by the wild energies of the surge. - -Sometimes a wellspring surge's effects make it difficult to determine exactly who is affected. The GM makes the determination, basing it on creatures directly affected; for example, while many creatures can hear the music from the surge "strike up the band," only the creature emanating the music is directly affected by it. - -*Source: Lost Omens: Impossible Lands p. 234* \ No newline at end of file diff --git a/Compendium/equipment/items/conducting-loag.md b/Compendium/equipment/items/conducting-loag.md deleted file mode 100644 index 892c7f09f..000000000 --- a/Compendium/equipment/items/conducting-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/rune -- trait/evocation -- trait/magical -aliases: ["Conducting"] ---- -# Conducting *Item 7* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 300 gp -- **Usage** etched onto a weapon -- **Category** Rune - -A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you [Conduct Energy](../../../Rules/actions/conduct-energy-loag.md), the weapon deals an additional `1d8` damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals `1d8` damage plus 1 damage per die instead. On a critical hit, the weapon deals `1d8` [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) of the same type. - -*Source: Lost Omens: Ancestry Guide p. 140* \ No newline at end of file diff --git a/Compendium/equipment/items/conflagration-club-som.md b/Compendium/equipment/items/conflagration-club-som.md deleted file mode 100644 index c71971271..000000000 --- a/Compendium/equipment/items/conflagration-club-som.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/weapon/martial -- trait/evocation -- trait/magical -aliases: ["Conflagration Club"] ---- -# Conflagration Club *Item 6* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 250 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Martial - -A ring of magical crystals encircles the base of this greatclub, allowing it to absorb and store magical energy. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You [Cast a Spell](../../../rules/actions/cast-a-spell.md) from a spell slot, and the spell has the acid, cold, electricity, [fire](../../../rules/traits/fire.md), or [sonic](../../../rules/traits/sonic.md) trait -- **Requirements**: The club has no charges - -**Effect** You mentally align the club's crystals to reverberate with energy from the spell. It gains a number of charges equal to the level of the spell slot, and the charges are attuned to the damage type matching the spell's trait. If the spell has more than one eligible trait, choose one when the charges are stored. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) - -- **Requirements**: The club has at least 1 charge - -**Effect** You flip the club around to blast a cone of energy from its base. Each creature in a 15-foot cone takes `1d6` damage per charge stored in the club, with a basic Reflex save against your spell DC or DC 19, whichever is greater. The damage type is the same type the charges were attuned to. The club loses all of its charges. -%% #trait/magical #trait/evocation %% -``` - -*Source: Secrets of Magic p. 182* diff --git a/Compendium/equipment/items/conrasu-coin-da.md b/Compendium/equipment/items/conrasu-coin-da.md deleted file mode 100644 index d0204800f..000000000 --- a/Compendium/equipment/items/conrasu-coin-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Conrasu Coin"] ---- -# Conrasu Coin *Item 3+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** affixed to armor; **Bulk** — -- **Activate** envision; **Trigger** varies, see entry -- **Category** Talisman - -These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon. - -*Source: Dark Archive p. 154* \ No newline at end of file diff --git a/Compendium/equipment/items/containment-contraption-ooa2.md b/Compendium/equipment/items/containment-contraption-ooa2.md deleted file mode 100644 index 2531f125c..000000000 --- a/Compendium/equipment/items/containment-contraption-ooa2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/armor -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Containment Contraption"] ---- -# Containment Contraption *Item 8* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Usage** worn armor; **Bulk** 6 -- **Category** Armor - -This heavy, mechanized brass suit is studded with pistons, gears, dials, and gauges and topped with a front-facing thick glass porthole. The suit is a suit of +1 full plate. While worn, it completely encloses you, providing protection against inhaled toxins—you gain a +1 circumstance bonus to all saving throws made against such effects. The suit isn't airtight, however, and doesn't protect against drowning if you're immersed in water or suffocation if you're placed in a vacuum—at least, not until you activate it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The containment contraption fills with breathable air and filters exterior air or water to create more breathable air for you, as needed. This state persists for up to 1 hour, during which time you can breathe normally in environments where you normally couldn't. - -During this time, your circumstance bonus to saving throws against inhaled toxins increases to +2, and you also gain a +2 circumstance bonus to saves against [olfactory](../../../rules/traits/olfactory-b1.md) effects. This effect ends immediately if the containment contraption becomes [broken](../../../rules/conditions.md#Broken). -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* diff --git a/Compendium/equipment/items/conundrum-spectacles-pfum.md b/Compendium/equipment/items/conundrum-spectacles-pfum.md deleted file mode 100644 index c1319e455..000000000 --- a/Compendium/equipment/items/conundrum-spectacles-pfum.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Conundrum Spectacles"] ---- -# Conundrum Spectacles *Item 5+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn eyepiece -- **Category** Worn - -These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to [Decipher Writing](../../../Rules/actions/decipher-writing.md). - -```ad-embed-ability -title: Activate - -- **Requirements**: You are attempting to read something in a language you don't understand - -**Effect** You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour. -``` - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/cooperative-blade-av2.md b/Compendium/equipment/items/cooperative-blade-av2.md deleted file mode 100644 index 2d7f95441..000000000 --- a/Compendium/equipment/items/cooperative-blade-av2.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/held -- trait/divination -- trait/magical -- trait/unique -aliases: ["Cooperative Blade"] ---- -# Cooperative Blade *Item 6* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to checks to [Aid](../../../Rules/actions/aid.md). If you're an expert with the skill or attack roll you're using to [Aid](../../../Rules/actions/aid.md) and you critically succeed, you grant your ally a +3 circumstance bonus to the triggering check instead of a +2 bonus. - -*Source: Abomination Vaults #2: Hands of the Devil p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/cordelias-construct-key-lopsg.md b/Compendium/equipment/items/cordelias-construct-key-lopsg.md deleted file mode 100644 index adc7bebc8..000000000 --- a/Compendium/equipment/items/cordelias-construct-key-lopsg.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Cordelia's Construct Key"] ---- -# Cordelia's Construct Key *Item 8+* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is [Arcana](../../skills.md#Arcana), [Crafting](../../skills.md#Crafting), or an appropriate [Lore](../../skills.md#Lore) skill. On a success, you recognize the presence of the construct and gain the usual benefits of [Recall Knowledge](../../../Rules/actions/recall-knowledge.md). - -While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it. Even if you don't subvert it, you can [Repair](../../../Rules/actions/repair.md) a construct rendered dormant this way, allowing you to return tomb guardians to their vigil after you've battled them. Additionally, you can activate the key in two ways to call a construct to serve you. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You turn the key in the air and create a magic glyph. - -The key casts 3rd-level [summon construct](../../../compendium/spells/summon-construct.md). -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles [Strike](../../../rules/actions/strike.md) and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 124* diff --git a/Compendium/equipment/items/corpse-compass-ooa3.md b/Compendium/equipment/items/corpse-compass-ooa3.md deleted file mode 100644 index 5490b40da..000000000 --- a/Compendium/equipment/items/corpse-compass-ooa3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/held -- trait/divination -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Corpse Compass"] ---- -# Corpse Compass *Item 3* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 45 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This bone compass, made of the bones of sapient creatures that died violent deaths, is eerily effective when it comes to locating corpses. If you know you're Tracking a creature that's dead, you can use the compass's idiosyncrasies to your advantage and gain a +2 item bonus to your [Survival](../../skills.md#Survival) check to do so. Otherwise, it works as a normal compass. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/corpsecaller-round-ooa3.md b/Compendium/equipment/items/corpsecaller-round-ooa3.md deleted file mode 100644 index 34fe3746b..000000000 --- a/Compendium/equipment/items/corpsecaller-round-ooa3.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/consumable -- trait/consumable -- trait/magical -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Corpsecaller Round"] ---- -# Corpsecaller Round *Item 9* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 130 gp -- **Ammunition** round -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When an activated corpsecaller round hits a target, the struck creature is called to the grave. It takes `4d10` negative damage with a DC 25 Fortitude saving throw. - -> [!success-degree] -> - **Critical Success** The foe is unaffected. -> - **Success** The foe takes half damage. -> - **Failure** The foe takes full damage and is [doomed](../../../Rules/conditions.md#Doomed). If the foe dies within the next 24 hours, its corpse is tethered to the Negative Energy Plane, making it easier to raise as an undead. Creatures using the create undead ritual on the foe's corpse receive a +2 circumstance bonus to their primary and secondary skill checks for the ritual. -> - **Critical Failure** As failure, except the foe takes double damage and is [doomed](../../../Rules/conditions.md#Doomed). - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/corpseward-pendant-aoe1.md b/Compendium/equipment/items/corpseward-pendant-aoe1.md deleted file mode 100644 index 7116049d5..000000000 --- a/Compendium/equipment/items/corpseward-pendant-aoe1.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Corpseward Pendant"] ---- -# Corpseward Pendant *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 150 gp -- **Usage** worn amulet; **Bulk** – -- **Category** Worn - -This small pendant is usually shaped like a humanoid skull or small animal skull. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You become undetectable to undead creatures for 10 minutes. Undead can't see, hear, or smell you, nor detect you with sensory capabilities such as scent or [tremorsense](../../../rules/abilities/tremorsense.md). A creature can attempt a single DC 18 Will saving throw to ignore this effect. - -If an undead has reason to believe that [undetected](../../../rules/conditions.md#Undetected) opponents are present, it can still attempt to [Seek](../../../rules/actions/seek.md) or [Strike](../../../rules/actions/strike.md) you. If you attempt to use a positive spell to damage undead, use Command Undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant's effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours. -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* diff --git a/Compendium/equipment/items/corrosive-ammunition-apg.md b/Compendium/equipment/items/corrosive-ammunition-apg.md deleted file mode 100644 index df0f032c6..000000000 --- a/Compendium/equipment/items/corrosive-ammunition-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/consumable -- trait/evocation -- trait/magical -aliases: ["Corrosive Ammunition"] ---- -# Corrosive Ammunition *Item 7* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 70 gp -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes `1d8` [persistent acid damage](../../../Rules/conditions.md#Persistent%20Damage) that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns. - -The creature can end this effect by spending an [Interact](../../../Rules/actions/interact.md) action to wipe off the corrosive dust, and otherwise the effect ends once the armor becomes [broken](../../../Rules/conditions.md#Broken). - -*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/Compendium/equipment/items/cow-lotg.md b/Compendium/equipment/items/cow-lotg.md deleted file mode 100644 index c9799f17b..000000000 --- a/Compendium/equipment/items/cow-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Cow"] ---- -# Cow *Item 0* - -- **Price** 8 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/coyote-cloak.md b/Compendium/equipment/items/coyote-cloak.md deleted file mode 100644 index 2c8b93c61..000000000 --- a/Compendium/equipment/items/coyote-cloak.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -aliases: ["Coyote Cloak"] ---- -# Coyote Cloak *Item 3+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn cloak -- **Category** Worn - -This dusty coat is made of mangy brown-and-gray coyote fur. - -You gain a +1 item bonus to [Survival](../../skills.md#Survival) checks. If you critically succeed at your [Survival](../../skills.md#Survival) check to [Subsist](../../../Rules/actions/subsist.md), you can feed twice as many additional creatures. - -*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/Compendium/equipment/items/cradle-minder-lotg.md b/Compendium/equipment/items/cradle-minder-lotg.md deleted file mode 100644 index c1a397a9c..000000000 --- a/Compendium/equipment/items/cradle-minder-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Cradle Minder"] ---- -# Cradle Minder *Item 0* - -- **Price** 50 gp -- **Category** Pet - -Sought after in Cheliax, the cradle minder resembles an imp. Despite rumors they were given as part of household pacts with devils, these creatures were bred from fiendish frogs. Amphibious, they have leathery wings, frog-like eyes, and a forgiving temperament. They're ideal companions for children, as they tend to bond closely with one person and let out loud croaks when they become aware of danger. They require fiendish earthworms (unique feed) regularly, so ensuring you have a stable food supply is a necessity for ownership. - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/crafters-eyepiece.md b/Compendium/equipment/items/crafters-eyepiece.md deleted file mode 100644 index f0e236d5c..000000000 --- a/Compendium/equipment/items/crafters-eyepiece.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Crafter's Eyepiece"] ---- -# Crafter's Eyepiece *Item 3+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn eyepiece -- **Category** Worn - -This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to [Crafting](../../skills.md#Crafting) checks. When you [Repair](../../../Rules/actions/repair.md) an item, increase the Hit Points restored by 15 per proficiency rank instead of 10. - -*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/Compendium/equipment/items/crimson-brand-locg.md b/Compendium/equipment/items/crimson-brand-locg.md deleted file mode 100644 index 628b566bd..000000000 --- a/Compendium/equipment/items/crimson-brand-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/held -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Crimson Brand"] ---- -# Crimson Brand *Item 9* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Held - -These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath's power. The first was granted to Clarethe Iomedar by a mysterious patron who many Reclaimers believe to be an emissary of Ragathiel. - -A crimson brand is a +1 striking wounding bastard sword. When the wielder uses the crimson brand to cast [invoke the Crimson Oath](../../spells/invoke-the-crimson-oath-locg.md) (page 90), they can generate a 60-foot line or a 30-foot cone instead of the normal 20-foot cone. Whenever the wielder would inflict [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) on an undead creature with the crimson brand, they can instead wreathe the creature in ruby energy, inflicting the same amount of [persistent positive damage](../../../Rules/conditions.md#Persistent%20Damage) instead of [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/crimson-fulcrum-lens-av3.md b/Compendium/equipment/items/crimson-fulcrum-lens-av3.md deleted file mode 100644 index ea71b2391..000000000 --- a/Compendium/equipment/items/crimson-fulcrum-lens-av3.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/other -- trait/enchantment -- trait/invested -- trait/occult -- trait/unique -aliases: ["Crimson Fulcrum Lens"] ---- -# Crimson Fulcrum Lens *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [occult](../../../Rules/traits/occult.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 700 gp -- **Bulk** 1 -- **Category** Other - -This concave lens has a drifting crimson cloud resembling slowly swirling blood within it. While you have the Crimson Fulcrum Lens invested, you seethe with malevolent fury you can barely contain. You gain a +2 item bonus to saving throws against [fear](../../../Rules/traits/fear.md) effects and a +2 item bonus to your melee [Strike](../../../Rules/actions/strike.md) damage (this increases to a +4 item bonus to damage if the melee [Strike](../../../Rules/actions/strike.md) is a jaws attack). You can also activate the lens in the following ways. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You grasp the Crimson Fulcrum Lens in one hand and make a [Strike](../../../rules/actions/strike.md) that doesn't require that hand. The [Strike](../../../rules/actions/strike.md) deals an additional `1d8` precision damage (or `2d8` precision damage if you make a jaws [Strike](../../../rules/actions/strike.md)) and doesn't count toward your multiple attack penalty. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](../../../rules/traits/attack.md) [possession](../../../rules/traits/possession.md) - -While grasping the lens, make a melee spell attack roll with a modifier of +18. On a hit, you force the splinter of [Nhimbaloth](../../../compendium/setting/deities/nhimbaloth-logm.md)'s essence from the lens to possess the target. You're no longer invested in the lens, and the target gains the benefits as though it had invested the lens but can't activate the lens's other abilities. This effect is permanent, but it can be ended by [any](../../../rules/traits/any-b1.md) effect that removes a [possession](../../../rules/traits/possession.md) effect. The lens doesn't have any magical abilities until the [possession](../../../rules/traits/possession.md) effect ends; when it does, the essence returns to the lens. -%% #trait/attack #trait/possession %% -``` - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 75* diff --git a/Compendium/equipment/items/crowbar.md b/Compendium/equipment/items/crowbar.md deleted file mode 100644 index 01f68d331..000000000 --- a/Compendium/equipment/items/crowbar.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Crowbar"] ---- -# Crowbar *Item 0* - -- **Price** 5 sp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -When [Forcing Open](../../../Rules/actions/force-open.md) an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the [Athletics](../../skills.md#Athletics) check to [Force Open](../../../Rules/actions/force-open.md). - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/crown-of-insight-lotgb.md b/Compendium/equipment/items/crown-of-insight-lotgb.md deleted file mode 100644 index ce63ca3fd..000000000 --- a/Compendium/equipment/items/crown-of-insight-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/tattoo -- trait/abjuration -- trait/invested -- trait/magical -- trait/tattoo -- trait/uncommon -aliases: ["Crown Of Insight"] ---- -# Crown Of Insight *Item 7* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** tattoo -- **Category** Tattoo - -A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are [unnoticed](../../../Rules/conditions.md#Unnoticed) to you, the GM rolls a secret [Perception](../../skills.md#Perception) check for you against the creatures' [Stealth](../../skills.md#Stealth) DCs. On a success, the creature becomes [undetected](../../../Rules/conditions.md#Undetected) by you, rather than [unnoticed](../../../Rules/conditions.md#Unnoticed), and on a critical success, the creature becomes [hidden](../../../Rules/conditions.md#Hidden) to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find [hidden](../../../Rules/conditions.md#Hidden) items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an [unnoticed](../../../Rules/conditions.md#Unnoticed) creature Sneaking up on you. - -*Source: Lost Omens: The Grand Bazaar p. 38* \ No newline at end of file diff --git a/Compendium/equipment/items/crown-of-the-companion-sot2.md b/Compendium/equipment/items/crown-of-the-companion-sot2.md deleted file mode 100644 index 5022483ca..000000000 --- a/Compendium/equipment/items/crown-of-the-companion-sot2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/worn -- trait/healing -- trait/invested -- trait/magical -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Crown Of The Companion"] ---- -# Crown Of The Companion *Item 6* -[healing](../../../Rules/traits/healing.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [positive](../../../Rules/traits/positive.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 250 gp -- **Usage** worn crown; **Bulk** L -- **Category** Worn - -Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale. It's ringed with images of the same kingly figure giving more and more of himself to a throng of needy subjects. While wearing it, you gain a +1 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast [shield other](../../../compendium/spells/shield-other.md) targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers `4d8` Hit Points and you recover half of what they recover. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* diff --git a/Compendium/equipment/items/crown-of-the-fire-eater-lotgb.md b/Compendium/equipment/items/crown-of-the-fire-eater-lotgb.md deleted file mode 100644 index 004a724d8..000000000 --- a/Compendium/equipment/items/crown-of-the-fire-eater-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Crown Of The Fire Eater"] ---- -# Crown Of The Fire Eater *Item 8+* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn; **Bulk** L -- **Category** Worn - -A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You take fire damage - -**Effect** You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less. -``` - -*Source: Lost Omens: The Grand Bazaar p. 110* diff --git a/Compendium/equipment/items/crushing-lotgb.md b/Compendium/equipment/items/crushing-lotgb.md deleted file mode 100644 index 88c81e823..000000000 --- a/Compendium/equipment/items/crushing-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Crushing"] ---- -# Crushing *Item 3+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** etched onto a bludgeoning weapon -- **Category** Rune - -Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes [clumsy](../../../Rules/conditions.md#Clumsy) and [enfeebled](../../../Rules/conditions.md#Enfeebled) until the end of your next turn. - -*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/Compendium/equipment/items/crying-angel-pendant.md b/Compendium/equipment/items/crying-angel-pendant.md deleted file mode 100644 index 2b4a9c1e9..000000000 --- a/Compendium/equipment/items/crying-angel-pendant.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/divine -- trait/necromancy -- trait/talisman -aliases: ["Crying Angel Pendant"] ---- -# Crying Angel Pendant *Item 2* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [necromancy](../../../Rules/traits/necromancy.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 7 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You critically fail to [Administer First Aid](../../../Rules/actions/administer-first-aid.md); **Requirements** You are trained in [Medicine](../../skills.md#Medicine). -- **Category** Talisman - -When you activate this alabaster pendant, your critical failure becomes a normal failure instead. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/cryolite-eye-da.md b/Compendium/equipment/items/cryolite-eye-da.md deleted file mode 100644 index a8fae106d..000000000 --- a/Compendium/equipment/items/cryolite-eye-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Cryolite Eye"] ---- -# Cryolite Eye *Item 6* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. - -This eye allows you to see as normal, and when you succeed at a [Perception](../../skills.md#Perception) check against an illusion, you get a critical success instead. Once per day, from any distance, the entity that holds your bargained contract can overwhelm your cryolite eye with magical energy, causing images to float over your vision that inflict the [dazzled](../../../Rules/conditions.md#Dazzled) condition on you for 1 minute. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You look through the glass eye sealing your bargained contract. The contract casts see invisibility affecting you. -``` - -*Source: Dark Archive p. 164* diff --git a/Compendium/equipment/items/cryomister-g-g.md b/Compendium/equipment/items/cryomister-g-g.md deleted file mode 100644 index aeb924e82..000000000 --- a/Compendium/equipment/items/cryomister-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/cold -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Cryomister"] ---- -# Cryomister *Item 1+* -[cold](../../../Rules/traits/cold.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -When you [Activate](../../../Rules/actions/activate-an-item.md) a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a burst with a radius depending on the type, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an [Acrobatics](../../skills.md#Acrobatics) check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one or more creatures of the listed size. - -*Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/Compendium/equipment/items/crystal-ball.md b/Compendium/equipment/items/crystal-ball.md deleted file mode 100644 index 956cccbb5..000000000 --- a/Compendium/equipment/items/crystal-ball.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/divination -- trait/magical -- trait/scrying -- trait/uncommon -aliases: ["Crystal Ball"] ---- -# Crystal Ball *Item 14+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [scrying](../../../Rules/traits/scrying.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the [scrying](../../../Rules/traits/scrying.md) trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a [scrying](../../spells/scrying.md) spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. - -The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The crystal ball casts clairvoyance to your specifications. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The crystal ball casts a DC 33 [scrying](../../../compendium/spells/scrying.md) spell to your specifications. -``` - -*Source: Core Rulebook p. 572* diff --git a/Compendium/equipment/items/crystal-shards-apg.md b/Compendium/equipment/items/crystal-shards-apg.md deleted file mode 100644 index a57236f69..000000000 --- a/Compendium/equipment/items/crystal-shards-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/earth -- trait/splash -aliases: ["Crystal Shards"] ---- -# Crystal Shards *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [earth](../../../Rules/traits/earth.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. - -Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next [Athletics](../../skills.md#Athletics) check to [Climb](../../../Rules/actions/climb.md) each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops. - -*Source: Advanced Player's Guide p. 252* \ No newline at end of file diff --git a/Compendium/equipment/items/cube-of-force-loil.md b/Compendium/equipment/items/cube-of-force-loil.md deleted file mode 100644 index 59606d327..000000000 --- a/Compendium/equipment/items/cube-of-force-loil.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/held -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Cube of Force"] ---- -# Cube of Force *Item 13* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 3000 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held - -A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated so that they can be distinguished by touch. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple [Interact](../../../rules/actions/interact.md) action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force. -``` - -| Cube Face | Duration | Effect | -|-----------|----------|--------| -| 1 | 30 minutes | The walls keep out gas and wind, attempting to counteract such effects that cross the threshold with a +20 counteract modifier but allowing all other things through. | -| 2 | 10 minutes | The walls block nonliving matter from crossing; a nonliving creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure, and unattended objects can't cross. Non-magical ranged attacks can't cross either and instead attack the wall. A living creature can bring attended objects across the walls without needing to attempt a saving throw. | -| 3 | 10 minutes | The walls block living matter from crossing; a living creature must succeed at a DC 30 Will save to cross the threshold, wasting their move action on a failure. | -| 4 | 5 minutes | The walls keep out magical effects that cross the threshold, attempting to counteract magical effects with a +20 counteract modifier, though they don't prevent a creature with magical items or effects from entering. | -| 5 | 1 minute | The walls block everything, with the effects of wall of force. | -| 6 | — | The cube is Dismissed (this takes only an Interact action and isn't an activation). | - - -*Source: Lost Omens: Impossible Lands p. 304* diff --git a/Compendium/equipment/items/cube-of-nex-loil.md b/Compendium/equipment/items/cube-of-nex-loil.md deleted file mode 100644 index 20841ade5..000000000 --- a/Compendium/equipment/items/cube-of-nex-loil.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/artifact -- trait/artifact -- trait/evocation -- trait/magical -- trait/unique -aliases: ["Cube of Nex"] ---- -# Cube of Nex *Item 25* -[artifact](../../../Rules/traits/artifact-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand -- **Category** Artifact - -The Cube of Nex acts as a [Lesser Cube of Nex](lesser-cube-of-nex-loil.md) except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic field spell, instead of just one school. However, spells you cast and magic items you wield ignore the [antimagic field](../../spells/antimagic-field.md) from the Cube of Nex. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -A [cube of force](../../../compendium/equipment/items/cube-of-force-loil.md) or [Lesser Cube of Nex](../../../compendium/equipment/items/lesser-cube-of-nex-loil.md) within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function. -``` - -*Source: Lost Omens: Impossible Lands p. 304* diff --git a/Compendium/equipment/items/cunning-lopsg.md b/Compendium/equipment/items/cunning-lopsg.md deleted file mode 100644 index ddc8e955f..000000000 --- a/Compendium/equipment/items/cunning-lopsg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/rune -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Cunning"] ---- -# Cunning *Item 5* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 140 gp -- **Usage** etched on a slashing or piercing weapon -- **Category** Rune - -The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Requirements**: On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids - -**Effect** You learn the secrets the weapon gleaned from the creature's blood. Attempt to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about the target of the required attack, gaining an item bonus to the [Recall Knowledge](../../../rules/actions/recall-knowledge.md) skill check equal to the weapon's item bonus to attack rolls from its potency rune. - -If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 124* diff --git a/Compendium/equipment/items/curled-cure-gel-lotg.md b/Compendium/equipment/items/curled-cure-gel-lotg.md deleted file mode 100644 index 80986b54b..000000000 --- a/Compendium/equipment/items/curled-cure-gel-lotg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/plant -- trait/alchemical -- trait/consumable -aliases: ["Curled Cure Gel"] ---- -# Curled Cure Gel *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Treat Wounds](../../../Rules/actions/treat-wounds.md) -- **Category** Plant - -Curled cure secretes a gel that gently warms the skin and stimulates healing. You can [Activate the item](../../../Rules/actions/activate-an-item.md) as part of the same activity you use to [Treat Wounds](../../../Rules/actions/treat-wounds.md). If you successfully [Treat Wounds](../../../Rules/actions/treat-wounds.md), you can also reduce the value of one of the targets' [clumsy](../../../Rules/conditions.md#Clumsy), [enfeebled](../../../Rules/conditions.md#Enfeebled), or [stupefied](../../../Rules/conditions.md#Stupefied) conditions by 1. The target of your [Treat Wounds](../../../Rules/actions/treat-wounds.md) is then temporarily immune to curled cure gel for 24 hours, whether or not your attempt to [Treat Wounds](../../../Rules/actions/treat-wounds.md) was successful - -*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/cursebreak-bulwark-lotgb.md b/Compendium/equipment/items/cursebreak-bulwark-lotgb.md deleted file mode 100644 index b33c526c2..000000000 --- a/Compendium/equipment/items/cursebreak-bulwark-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Cursebreak Bulwark"] ---- -# Cursebreak Bulwark *Item 17* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 14500 gp -- **Usage** held in one hand; **Bulk** 4 -- **Category** Held - -This tower shield (Hardness 14, HP 56, BT 28) is composed of interlocking hexagonal wooden tiles lined with metal. The tiles are painted a verdant green, and each is marked with a faded rune that protects against curses. While you have this shield raised, you gain a +1 circumstance bonus to saving throws against spells that Catfish Salvage Wares. - -*Source: Lost Omens: The Grand Bazaar p. 18* \ No newline at end of file diff --git a/Compendium/equipment/items/cytillesh-gmg.md b/Compendium/equipment/items/cytillesh-gmg.md deleted file mode 100644 index af6975f61..000000000 --- a/Compendium/equipment/items/cytillesh-gmg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Cytillesh"] ---- -# Cytillesh *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory. The save for addiction to cytillesh is DC 20, and the addiction has the [virulent](../../../Rules/traits/virulent.md) trait. - -```ad-inline-affliction -title: Saving Throw: DC 15 Fortitude - -- **Maximum Duration**: 8 hours - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied) (1 minute) - -**Stage 2** lose all memories made in the previous hour (1 hour) -``` - -*Source: Gamemastery Guide p. 121* diff --git a/Compendium/equipment/items/cytillesh-oil.md b/Compendium/equipment/items/cytillesh-oil.md deleted file mode 100644 index 18e905e54..000000000 --- a/Compendium/equipment/items/cytillesh-oil.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Cytillesh Oil"] ---- -# Cytillesh Oil *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 10 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. - -```ad-inline-affliction -title: Saving Throw: DC 19 Fortitude - -- **Maximum Duration**: 4 rounds - -## Stages - -**Stage 1** `1d10` poison damage (1 round) - -**Stage 2** `1d12` poison damage (1 round) - -**Stage 3** `2d10` poison damage (1 round) -``` - -*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/Compendium/equipment/items/dagger-of-eternal-sleep-logm.md b/Compendium/equipment/items/dagger-of-eternal-sleep-logm.md deleted file mode 100644 index 9977c4bd7..000000000 --- a/Compendium/equipment/items/dagger-of-eternal-sleep-logm.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/consumable -- trait/consumable -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Dagger Of Eternal Sleep"] ---- -# Dagger Of Eternal Sleep *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Achaekek](../../setting/deities/achaekek-logm.md) -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This tiny serrated dagger looks like a miniature sawtooth sabre. Until activated, it is too small and ornamental to function as a weapon, which might allow it to be passed off as a weapon-shaped decoration. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You transform the dagger of eternal sleep into a +1 grievous striking dagger and [Strike](../../../rules/actions/strike.md) an [unconscious](../../../rules/conditions.md#Unconscious) target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your [Strike](../../../rules/actions/strike.md), you get a critical hit instead. The damage from the [Strike](../../../rules/actions/strike.md) and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use. -``` - -*Source: Lost Omens: Gods & Magic p. 121* diff --git a/Compendium/equipment/items/dagger-of-venom.md b/Compendium/equipment/items/dagger-of-venom.md deleted file mode 100644 index 52bddc2b1..000000000 --- a/Compendium/equipment/items/dagger-of-venom.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/magical -- trait/necromancy -- trait/poison -aliases: ["Dagger of Venom"] ---- -# Dagger of Venom *Item 5* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon - -The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes [sickened](../../../Rules/conditions.md#Sickened) unless it succeeds at a DC 19 Fortitude save. This is a [poison](../../../Rules/traits/poison.md) effect. In addition, you can activate the dagger to poison a creature with a more potent poison. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You poison the creature you hit with dagger venom. -``` - -```ad-inline-affliction -title: Dagger Venom - -[poison](../../../rules/traits/poison.md) -- **Saving Throws**: DC 21 Fortitude -- **Maximum Duration**: 4 rounds - -## Stages - -**Stage 1** `1d8` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled). (null) - - -%% #trait/poison %% -``` - -*Source: Core Rulebook p. 600* diff --git a/Compendium/equipment/items/dagger-pistol-g-g.md b/Compendium/equipment/items/dagger-pistol-g-g.md deleted file mode 100644 index 979f063dd..000000000 --- a/Compendium/equipment/items/dagger-pistol-g-g.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/agile -- trait/concussive -- trait/critical-fusion -- trait/fatal-d8 -- trait/finesse -- trait/thrown-10-ft -- trait/uncommon -- trait/versatile-p -aliases: ["Dagger Pistol"] ---- -# Dagger Pistol *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 8 gp -- **Bulk** L -- **Ranged** - - **Damage** `1d4` P - - **Ammunution** [round](round-10-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial - -This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the barrel and extending out past the muzzle. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/dagger.md b/Compendium/equipment/items/dagger.md deleted file mode 100644 index f39180fd2..000000000 --- a/Compendium/equipment/items/dagger.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/simple -- trait/agile -- trait/finesse -- trait/thrown-10-ft -- trait/versatile-s -aliases: ["Dagger"] ---- -# Dagger *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [thrown <10 ft.>](../../../Rules/traits/thrown.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 2 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Simple; **Group** Knife - -This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown. - -*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/Compendium/equipment/items/daikyu-apg.md b/Compendium/equipment/items/daikyu-apg.md deleted file mode 100644 index 29a7f89f9..000000000 --- a/Compendium/equipment/items/daikyu-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/weapon/advanced -- trait/propulsive -- trait/uncommon -aliases: ["Daikyu"] ---- -# Daikyu *Item 0* -[propulsive](../../../Rules/traits/propulsive.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 gp -- **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** [Arrow](arrow.md); **Range** 80 ft.; **Reload** 0 -- **Hands** 1+ -- **Category** Advanced; **Group** Bow - -This asymmetrical bow, made of laminated bamboo, wood, and leather, stands 6 feet or more in height. Using a daikyu while mounted limits its firing range to your left side. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/dancing-scarf.md b/Compendium/equipment/items/dancing-scarf.md deleted file mode 100644 index 66abfc151..000000000 --- a/Compendium/equipment/items/dancing-scarf.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/visual -aliases: ["Dancing Scarf"] ---- -# Dancing Scarf *Item 3+* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [visual](../../../Rules/traits/visual.md) - -- **Usage** worn belt -- **Category** Worn - -This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to [Performance](../../skills.md#Performance) checks to dance. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: On your most recent action, you succeeded at a [Performance](../../../compendium/skills.md#Performance) check to dance - -**Effect** You become [concealed](../../../rules/conditions.md#Concealed) until the beginning of your next turn. -``` - -*Source: Core Rulebook p. 609* diff --git a/Compendium/equipment/items/dancing.md b/Compendium/equipment/items/dancing.md deleted file mode 100644 index aee3a46ac..000000000 --- a/Compendium/equipment/items/dancing.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Dancing"] ---- -# Dancing *Item 13* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2700 gp -- **Usage** etched onto a melee weapon -- **Category** Rune - -A dancing weapon flies autonomously and strikes your foes. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You [Release](../../../rules/actions/release.md) the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can [Fly](../../../rules/actions/fly.md) up to its fly Speed of 40 feet, and then can either [Fly](../../../rules/actions/fly.md) again or [Strike](../../../rules/actions/strike.md) one creature within its reach. - -The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't move through an enemy's space. The weapon can't use reactions, and its [Fly](../../../rules/actions/fly.md) actions don't trigger reactions. - -While it's activated, a dancing weapon makes [Strikes](../../../rules/actions/strike.md) with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon's normal damage but has a +0 Strength modifier. - -The weapon's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be activated or benefit from any of your abilities while dancing. - -Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can't activate the item again for 10 minutes. -``` - -*Source: Core Rulebook p. 583* diff --git a/Compendium/equipment/items/dandpatta-loil.md b/Compendium/equipment/items/dandpatta-loil.md deleted file mode 100644 index 8a3a51da7..000000000 --- a/Compendium/equipment/items/dandpatta-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/martial -- trait/agile -- trait/twin -- trait/uncommon -aliases: ["Dandpatta"] ---- -# Dandpatta *Item 0* -[agile](../../../Rules/traits/agile.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 sp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This long, narrow blade is attached to a gauntlet that also acts as a handguard. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/daredevil-boots.md b/Compendium/equipment/items/daredevil-boots.md deleted file mode 100644 index 75c0ff12a..000000000 --- a/Compendium/equipment/items/daredevil-boots.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -aliases: ["Daredevil Boots"] ---- -# Daredevil Boots *Item 10+* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to [Acrobatics](../../skills.md#Acrobatics) checks and a +1 circumstance bonus to checks to [Tumble Through](../../../Rules/actions/tumble-through.md) an enemy's space. - -The boots can grip solid surfaces and help you avoid a fall, allowing you to use the [Grab an Edge](../../../Rules/actions/grab-an-edge.md) reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in [Acrobatics](../../skills.md#Acrobatics) as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in [Acrobatics](../../skills.md#Acrobatics), you can choose the speed of your fall, from 60 feet per round up to normal falling speed. - -*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/Compendium/equipment/items/darkvision-elixir.md b/Compendium/equipment/items/darkvision-elixir.md deleted file mode 100644 index 4235d4d5f..000000000 --- a/Compendium/equipment/items/darkvision-elixir.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Darkvision Elixir"] ---- -# Darkvision Elixir *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -After you drink this elixir, your sight becomes sharper in darkness. You gain [darkvision](../../../Rules/abilities/darkvision.md) for the listed duration. - -*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/darkvision-scope-g-g.md b/Compendium/equipment/items/darkvision-scope-g-g.md deleted file mode 100644 index 16cb6c51f..000000000 --- a/Compendium/equipment/items/darkvision-scope-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/scope -- trait/divination -- trait/magical -aliases: ["Darkvision Scope"] ---- -# Darkvision Scope *Item 5+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** attached ; **Bulk** L -- **Category** Scope - -These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to [Perception](../../skills.md#Perception) checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated). - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain [darkvision](../../../rules/abilities/darkvision.md) until the beginning of your next turn, as long as you continue to look through the scope. -``` - -*Source: Guns & Gears p. 180* diff --git a/Compendium/equipment/items/darkwood.md b/Compendium/equipment/items/darkwood.md deleted file mode 100644 index c19064f0b..000000000 --- a/Compendium/equipment/items/darkwood.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/material -- trait/precious -- trait/uncommon -aliases: ["Darkwood"] ---- -# Darkwood *Item 8+* -[precious](../../../Rules/traits/precious.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Category** Material - -Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. - -| Darkwood Items | Hardness | HP | BT | -|----------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | -| **Items** | | | | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | -| **Structures** | | | | -| Standard-grade | 14 | 56 | 28 | -| High-grade | 20 | 80 | 40 | - - -*Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/Compendium/equipment/items/dart-umbrella-g-g.md b/Compendium/equipment/items/dart-umbrella-g-g.md deleted file mode 100644 index 84ddfa863..000000000 --- a/Compendium/equipment/items/dart-umbrella-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/agile -- trait/concealable -- trait/nonlethal -- trait/uncommon -aliases: ["Dart Umbrella"] ---- -# Dart Umbrella *Item 0* -[agile](../../../Rules/traits/agile.md) [concealable](../../../Rules/traits/concealable-g-g.md) [nonlethal](../../../Rules/traits/nonlethal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** 1 -- **Damage** `1` P -- **Range** 30 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Dart - -This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/dawnlight-botd.md b/Compendium/equipment/items/dawnlight-botd.md deleted file mode 100644 index 90489c8e1..000000000 --- a/Compendium/equipment/items/dawnlight-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/held -- trait/divine -- trait/evocation -- trait/uncommon -aliases: ["Dawnlight"] ---- -# Dawnlight *Item 3+* -[divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This shining symbol of [Sarenrae](../../setting/deities/sarenrae.md) depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess. - -```ad-embed-ability -title: Activate - -The dawnlight casts 1st-level [disrupt undead](../../../compendium/spells/disrupt-undead.md) or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the [light](../../../rules/traits/light.md) trait is treated as though its counteract level were 1 higher for counteracting darkness. -``` - -*Source: Book of the Dead p. 18* diff --git a/Compendium/equipment/items/day-goggles-g-g.md b/Compendium/equipment/items/day-goggles-g-g.md deleted file mode 100644 index 3ce3282c2..000000000 --- a/Compendium/equipment/items/day-goggles-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/worn -- trait/uncommon -aliases: ["Day Goggles"] ---- -# Day Goggles *Item 2* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** worn eyepiece; **Bulk** L -- **Category** Worn - -The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult. - -While wearing day goggles, you gain a +1 item bonus to saving throws against visual [light](../../../Rules/traits/light.md) effects. However, while wearing the goggles, you take a –2 item penalty to visual [Perception](../../skills.md#Perception) checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren't [dazzled](../../../Rules/conditions.md#Dazzled) in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single [Interact](../../../Rules/actions/interact.md) action, without having to withdraw them first. - -*Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/Compendium/equipment/items/daylight-vapor-aoe4.md b/Compendium/equipment/items/daylight-vapor-aoe4.md deleted file mode 100644 index 5c565ec0e..000000000 --- a/Compendium/equipment/items/daylight-vapor-aoe4.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/divine -- trait/inhaled -- trait/poison -- trait/uncommon -aliases: ["Daylight Vapor"] ---- -# Daylight Vapor *Item 13* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the [light](../../../Rules/traits/light.md) trait (although the poison itself doesn't, so only the [light](../../../Rules/traits/light.md) effect can be counteracted by [darkness](../../../Rules/traits/darkness.md) effects). The [sickened](../../../Rules/conditions.md#Sickened) condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again. - -```ad-inline-affliction -title: Saving Throw: DC 31 Fortitude - -- **Onset**: 1 round -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `4d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) - -**Stage 2** `6d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) - -**Stage 3** `10d6` damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 77* diff --git a/Compendium/equipment/items/dazing-coil.md b/Compendium/equipment/items/dazing-coil.md deleted file mode 100644 index 2c22f5e05..000000000 --- a/Compendium/equipment/items/dazing-coil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/enchantment -- trait/magical -- trait/talisman -aliases: ["Dazing Coil"] ---- -# Dazing Coil *Item 14* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 900 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You deal damage to a [flat-footed](../../../Rules/conditions.md#Flat-footed) creature with the affixed weapon. -- **Category** Talisman - -This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be [stunned](../../../Rules/conditions.md#Stunned). If it critically fails, it instead becomes [stunned](../../../Rules/conditions.md#Stunned). - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/dazzling-rosary-som.md b/Compendium/equipment/items/dazzling-rosary-som.md deleted file mode 100644 index 173829c81..000000000 --- a/Compendium/equipment/items/dazzling-rosary-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Dazzling Rosary"] ---- -# Dazzling Rosary *Item 4+* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically [Strikes](../../../Rules/actions/strike.md) a target, causing the target to be [dazzled](../../../Rules/conditions.md#Dazzled) until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst. - -*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/Compendium/equipment/items/deadweight-snare-lotgb.md b/Compendium/equipment/items/deadweight-snare-lotgb.md deleted file mode 100644 index 49cd27375..000000000 --- a/Compendium/equipment/items/deadweight-snare-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/kobold -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Deadweight Snare"] ---- -# Deadweight Snare *Item 2* -[consumable](../../../Rules/traits/consumable.md) [kobold](../../../Rules/traits/kobold-b1.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 gp -- **Category** Snare - -This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –1 status penalty to attack rolls for 1 round or until it [Escapes](../../../Rules/actions/escape.md) (DC 18). -> - **Failure** The creature takes a –2 status penalty to attack rolls for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 18). -> - **Critical Failure** As failure, but the creature drops any metallic items it's holding. - -*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/Compendium/equipment/items/deafening-music-box-aoe2.md b/Compendium/equipment/items/deafening-music-box-aoe2.md deleted file mode 100644 index 3a5fd7484..000000000 --- a/Compendium/equipment/items/deafening-music-box-aoe2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe2 -- item/category/held -- trait/auditory -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Deafening Music Box"] ---- -# Deafening Music Box *Item 8* -[auditory](../../../Rules/traits/auditory.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the box's top at an angle, though it feels surprisingly light. The box has a large button on its side, and it must be set down on a flat surface in order to activate it; while it's activated, the rumbling and churning gears inside the box make it impossible to carry without dropping it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its entire melody, and it can't be shut off prematurely. - -The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become [deafened](../../../rules/conditions.md#Deafened) for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box. -``` - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* diff --git a/Compendium/equipment/items/death-coil-g-g.md b/Compendium/equipment/items/death-coil-g-g.md deleted file mode 100644 index 82239d94a..000000000 --- a/Compendium/equipment/items/death-coil-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/consumable -- trait/electricity -- trait/mechanical -- trait/rare -- trait/snare -- trait/trap -aliases: ["Death Coil"] ---- -# Death Coil *Item 20* -[consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [mechanical](../../../Rules/traits/mechanical.md) [rare](../../../Rules/traits/rare.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 9000 gp -- **Category** Snare - -This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing `7d12` electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare (Advanced Player's Guide 194) don't work with a death coil. Creatures within that area must attempt a DC 43 Fortitude saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [stunned](../../../Rules/conditions.md#Stunned). -> - **Critical Failure** The creature takes double damage is [stunned](../../../Rules/conditions.md#Stunned). - -*Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/Compendium/equipment/items/death-knell-powder-aoe4.md b/Compendium/equipment/items/death-knell-powder-aoe4.md deleted file mode 100644 index 8ca60ffb4..000000000 --- a/Compendium/equipment/items/death-knell-powder-aoe4.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/divine -- trait/injury -- trait/poison -- trait/uncommon -aliases: ["Death Knell Powder"] ---- -# Death Knell Powder *Item 14* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 625 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This poison is made from toxic spores of death knell mushrooms, which are reduced to a gray powder and suffused with necromantic energy. If you're reduced to 0 Hit Points while under the effect of death knell powder, you must succeed at a DC 34 Will save or die (this is a [death](../../../Rules/traits/death.md) effect). If you die, a random creature adjacent to you is bolstered by your departing life force and gains 20 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. - -```ad-inline-affliction -title: Saving Throw: DC 34 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `7d6` poison damage (1 round) - -**Stage 2** `9d6` poison damage (1 round) - -**Stage 3** `12d6` poison damage (1 round) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/deathcap-powder.md b/Compendium/equipment/items/deathcap-powder.md deleted file mode 100644 index 7c99589d0..000000000 --- a/Compendium/equipment/items/deathcap-powder.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -aliases: ["Deathcap Powder"] ---- -# Deathcap Powder *Item 13* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. - -```ad-inline-affliction -title: Saving Throw: DC 33 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** `13d6` poison damage (1 minute) - -**Stage 2** `17d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) - -**Stage 3** `20d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 minute) -``` - -*Source: Core Rulebook p. 551* diff --git a/Compendium/equipment/items/deathless-light-sot4.md b/Compendium/equipment/items/deathless-light-sot4.md deleted file mode 100644 index 6d3fec920..000000000 --- a/Compendium/equipment/items/deathless-light-sot4.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Deathless Light"] ---- -# Deathless Light *Item 10* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 165 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** envision -- **Category** Consumable - -This glowing piece of flesh increases the spell level of a spell with the [light](../../../Rules/traits/light.md) trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a [darkness](../../spells/darkness.md) spell. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 85* \ No newline at end of file diff --git a/Compendium/equipment/items/deathless-lotgb.md b/Compendium/equipment/items/deathless-lotgb.md deleted file mode 100644 index ea3de56b6..000000000 --- a/Compendium/equipment/items/deathless-lotgb.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/healing -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Deathless"] ---- -# Deathless *Item 7* -[healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 330 gp -- **Usage** etched onto armor -- **Category** Rune - -These symbols fortify your body's grasp on your soul, keeping it tethered when death approaches. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You gain the [doomed](../../../rules/conditions.md#Doomed) or [wounded](../../../rules/conditions.md#Wounded) condition - -**Effect** You reduce the value of the triggering condition by 1. -``` - -*Source: Lost Omens: The Grand Bazaar p. 10* diff --git a/Compendium/equipment/items/decanter-of-endless-water.md b/Compendium/equipment/items/decanter-of-endless-water.md deleted file mode 100644 index d49dd5640..000000000 --- a/Compendium/equipment/items/decanter-of-endless-water.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/conjuration -- trait/magical -- trait/water -aliases: ["Decanter of Endless Water"] ---- -# Decanter of Endless Water *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [water](../../../Rules/traits/water.md) - -- **Price** 320 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This item looks like an ordinary glass flask full of water. - -The stopper can't be removed unless you speak one of the item's three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like). - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Speaking "stream," you cause water to pour out at a rate of 1 gallon per round. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Speaking "fountain," you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Speaking "geyser," you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an [Interact](../../../rules/actions/interact.md) action to direct the geyser each time. -``` - -*Source: Core Rulebook p. 573* diff --git a/Compendium/equipment/items/deck-of-illusions-som.md b/Compendium/equipment/items/deck-of-illusions-som.md deleted file mode 100644 index 52fbd90bb..000000000 --- a/Compendium/equipment/items/deck-of-illusions-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Deck Of Illusions"] ---- -# Deck Of Illusions *Item 6* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** held in 2 hands -- **Category** Held - -This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no [magical](../../../Rules/traits/magical.md) effect takes place until you Activate the deck, shuffling and drawing randomly. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature, except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck. -``` - -*Source: Secrets of Magic p. 182* diff --git a/Compendium/equipment/items/deck-of-many-things-gmg.md b/Compendium/equipment/items/deck-of-many-things-gmg.md deleted file mode 100644 index cfb0ce33c..000000000 --- a/Compendium/equipment/items/deck-of-many-things-gmg.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Deck Of Many Things"] ---- -# Deck Of Many Things *Item 22* -[artifact](../../../Rules/traits/artifact-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand -- **Category** Artifact - -These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no [magical](../../../Rules/traits/magical.md) effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck. Advice on randomly selecting cards appears on page 108. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don't voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again. - -Once a card is drawn, it produces its effect immediately and then disappears back into the deck, which immediately shuffles itself. (The Dullard and Jester are exceptions, as described in their entries below.) The effects of each card are as follows. - -- **Balance** Your alignment changes to a radically different one. If you fail to adhere to that alignment, you lose a level and all the benefits you gained at that level. Your XP total doesn't change when you lose a level this way. -- **Comet** If you alone defeat the next low-threat or harder [hostile](../../../rules/conditions.md#Hostile) enemy or enemies you encounter, you gain enough XP to reach the next level. Otherwise, you gain no benefit. -- **Donjon** You're imprisoned by a 10th-level imprisonment ritual. This uses the prison option, typically sequestering you in a distant part of the world. You also lose all your items. Cease drawing cards. -- **Dullard** Immediately reduce your Intelligence score by `1d4+1`. You can then draw an additional card, and the Dullard card then disappears forever. -- **Euryale** ([curse](../../../rules/traits/curse.md)) A medusa's image curses you with a permanent –1 status penalty to all saving throws. This can be removed by only a deity or the Fates card. -- **The Fates** The Fates respin the fabric of reality to save you from any situation you choose. This can reverse even a past event, and you can make the decision instantly even if the event would slay you. This intervention saves only you, not anyone else affected by the event. There's no limit on how long you can wait before using this effect. -- **Flames** A fiend becomes filled with anger, jealousy, envy, or some other reason to despise you. Its hatred for you doesn't cease until either it or you is dead. It attacks you or otherwise attempts to foil you within `1d20` days. The GM determines the specifics of the fiend. -- **Fool** You lose `1d10`×100 XP unless you choose to draw two more cards. -- **Gem** Gain your choice of 25 pieces of jewelry worth 200 gp each or 50 gems worth 100 gp each. -- **Jester** You can either draw two more cards or gain `1d10`×100 XP. The card then disappears forever. -- **Key** Gain a magic weapon of 12th level or higher. The GM determines the item and what runes it has, if any. -- **Knight** A palace guard (page 206) arrives and swears unfailing loyalty to you. -- **Moon** Roll `1d4` to determine how many wishes the card grants you, which also affects the phase of the moon depicted on the card (1: crescent moon; 2: half moon; 3: gibbous moon; 4: full moon). These wishes each take one action to speak and have the effect of a [wish](../../../compendium/spells/wish.md) spell. -- **Rogue** One NPC ally becomes filled with hatred and immediately turns against you forever. The NPC might keep this hatred secret until an opportune moment. -- **Ruin** You lose all your nonmagical possessions, including any wealth and property. -- **Skull** You must immediately battle a lesser death (Bestiary 197). If slain in the battle, you can never be revived, except by a deity. -- **Star** Gain an ability boost you must use immediately on one ability score of your choice. -- **Sun** Gain 1,000 XP and a beneficial permanent magic item of 6th to 11th level, chosen by the GM. -- **Talons** All your magic items disappear permanently, except for the deck and any artifact of higher level than the deck. -- **Throne** You gain a permanent +4 status bonus to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks, and you now own a small castle in any open area you wish. You must choose its location within 1 hour. -- **Vizier** Upon request, you can learn the solution to any one problem or the correct answer to any one question, unless that information is obscured by a deity. This doesn't necessarily give you the means to act on that solution. You have 1 year to take the vizier's advice or lose its benefits. -- **The Void** Your mind becomes trapped forever. This card is fickle, but it often throws the psyche into a prison in an object on a distant plane or planet. Wish or similarly powerful magic can reveal your psyche's location, but it doesn't bring you back. Your comatose body continues to function. Cease drawing cards. -``` - -*Source: Gamemastery Guide p. 107* diff --git a/Compendium/equipment/items/deck-of-mischief-som.md b/Compendium/equipment/items/deck-of-mischief-som.md deleted file mode 100644 index f84a13f62..000000000 --- a/Compendium/equipment/items/deck-of-mischief-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Deck Of Mischief"] ---- -# Deck Of Mischief *Item 4* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 75 gp -- **Usage** held in 2 hands -- **Category** Held - -This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance—or to at least nudge the odds in their favor. If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck. - -The deck is true to its name and less likely to comply with your wishes if not well cared for. While surprisingly resistant to the elements, a waterlogged, dirty, or battered deck may not function as desired, giving you incorrect information about which cards are still in the deck or failing to hold the illusion at a critical moment. If a deck becomes incomplete due to damaged or missing cards, it rapidly loses its deceptive capabilities and might even purposefully sabotage you. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have any) with the face of one still in the deck. A creature who Seeks or touches the card can attempt to disbelieve this illusion ([Perception](../../../compendium/skills.md#Perception) DC 20). -``` - -*Source: Secrets of Magic p. 183* diff --git a/Compendium/equipment/items/deepdread-claw-lol.md b/Compendium/equipment/items/deepdread-claw-lol.md deleted file mode 100644 index b8534f4ba..000000000 --- a/Compendium/equipment/items/deepdread-claw-lol.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/held -- trait/evocation -- trait/invested -- trait/magical -- trait/rare -aliases: ["Deepdread Claw"] ---- -# Deepdread Claw *Item 14* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 4000 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Held - -One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear, but in darkness or dim light, it becomes a +2 greater striking spear. You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear, but its fundamental runes are always one type worse in bright light. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You establish a telepathic link with someone else wielding a deepdread claw, enabling you to telepathically communicate with the creature while they possess the deepdread claw regardless of distance, so long as you remain on the same plane. You can end a telepathic link you create or that you are part of as an action, which has the [concentrate](../../../rules/traits/concentrate.md) trait. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast 4th-level [darkness](../../../compendium/spells/darkness.md). You can see clearly in this darkness. -``` - -*Source: Lost Omens: Legends p. 28* diff --git a/Compendium/equipment/items/defiled-costa-loil.md b/Compendium/equipment/items/defiled-costa-loil.md deleted file mode 100644 index 4ee8b9485..000000000 --- a/Compendium/equipment/items/defiled-costa-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -- trait/rare -aliases: ["Defiled Costa"] ---- -# Defiled Costa *Item 14* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 900 gp -- **Usage** held in one hand; **Bulk** L -- **Activate** envision -- **Category** Consumable - -This still-bloody rib was taken from a priest of [Urgathoa](../../setting/deities/urgathoa.md) at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a [mask of terror](../../spells/mask-of-terror.md) spell cast using this catalyst, it also takes `6d10` mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail. - -*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/Compendium/equipment/items/deflecting-branch-sot4.md b/Compendium/equipment/items/deflecting-branch-sot4.md deleted file mode 100644 index c13ceddd0..000000000 --- a/Compendium/equipment/items/deflecting-branch-sot4.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Deflecting Branch"] ---- -# Deflecting Branch *Item 14* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4500 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub. On a critical hit, you knock the target [prone](../../../Rules/conditions.md#Prone). - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are the target of a physical ranged attack -- **Requirements**: You're aware of the attack and are not [flat-footed](../../../rules/conditions.md#Flat-footed) against it - -**Effect** You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have knocked it away. You can't use this ability to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You knock away a physical ranged attack by using the deflecting branch's other activation - -**Effect** You swing the club and reflect the oncoming attack. The attack is redirected toward a creature within 60 feet. Make a ranged attack against the creature using your highest proficiency with a ranged weapon. -``` - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 75* diff --git a/Compendium/equipment/items/degenerating-gmg.md b/Compendium/equipment/items/degenerating-gmg.md deleted file mode 100644 index 6fa9496a8..000000000 --- a/Compendium/equipment/items/degenerating-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/acid -- trait/cursed -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Degenerating"] ---- -# Degenerating *Item 5* -[acid](../../../Rules/traits/acid.md) [cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a weapon -- **Category** Curse - -Failure makes the weapon crumble. Whenever you critically fail an attack roll with the weapon, the _degenerating_ curse deals `1d10` acid damage to the weapon, ignoring its Hardness and resistances. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/demilich-eye-gem-b1.md b/Compendium/equipment/items/demilich-eye-gem-b1.md deleted file mode 100644 index 7bf1aa3f2..000000000 --- a/Compendium/equipment/items/demilich-eye-gem-b1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/b1 -- item/category/held -- trait/arcane -- trait/rare -aliases: ["Demilich Eye Gem"] ---- -# Demilich Eye Gem *Item 15* -[arcane](../../../Rules/traits/arcane.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 3000 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held - -This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains. - -```ad-embed-ability -title: Activate - -The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again. -``` - -*Source: Bestiary p. 223* \ No newline at end of file diff --git a/Compendium/equipment/items/demolishing-pfum.md b/Compendium/equipment/items/demolishing-pfum.md deleted file mode 100644 index 35deada8e..000000000 --- a/Compendium/equipment/items/demolishing-pfum.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/rune -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Demolishing"] ---- -# Demolishing *Item 6* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 225 gp -- **Usage** etched onto a weapon -- **Category** Rune - -A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the creature—cracks form, linkages fail, surfaces erode—and otherwise dismantle its body. When you damage a construct using a demolishing weapon, you deal an extra `1d6` [persistent force damage](../../../Rules/conditions.md#Persistent%20Damage). On a critical hit, you deal an extra `1d12` [persistent force damage](../../../Rules/conditions.md#Persistent%20Damage) instead. - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/demon-armor.md b/Compendium/equipment/items/demon-armor.md deleted file mode 100644 index 598933799..000000000 --- a/Compendium/equipment/items/demon-armor.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/divine -- trait/evil -- trait/invested -- trait/necromancy -aliases: ["Demon Armor"] ---- -# Demon Armor *Item 13* -[divine](../../../Rules/traits/divine.md) [evil](../../../Rules/traits/evil.md) [invested](../../../Rules/traits/invested.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 2500 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor - -Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon, with your face peering out of the screaming maw of the beast. - -While wearing the armor, you can attack with the helmet's horns. They are a martial melee weapon with the effects of a +2 weapon potency rune. They deal `2d8` piercing damage and have the [deadly ](../../../Rules/traits/deadly.md) trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease (page 316). The horns can't be etched with any runes. - -If you aren't evil, you're [drained](../../../Rules/conditions.md#Drained) and can't recover from this condition while wearing demon armor. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast [dimension door](../../../compendium/spells/dimension-door.md). -``` - -*Source: Core Rulebook p. 557* diff --git a/Compendium/equipment/items/demon-mask.md b/Compendium/equipment/items/demon-mask.md deleted file mode 100644 index be1adc284..000000000 --- a/Compendium/equipment/items/demon-mask.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Demon Mask"] ---- -# Demon Mask *Item 4+* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn mask; **Bulk** L -- **Category** Worn - -This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to [Intimidation](../../skills.md#Intimidation) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The mask casts a [fear](../../../compendium/spells/fear.md) spell with a DC of 20. -``` - -*Source: Core Rulebook p. 609* diff --git a/Compendium/equipment/items/dependent-gmg.md b/Compendium/equipment/items/dependent-gmg.md deleted file mode 100644 index 4dabfc54d..000000000 --- a/Compendium/equipment/items/dependent-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Dependent"] ---- -# Dependent *Item 9* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** curses gear used for skills or a weapon -- **Category** Curse - -The _dependent_ curse makes an item function properly only under certain circumstances. Whenever you use the item to perform a skill check or use the weapon in combat, your degree of success is one worse than the result you rolled unless those specific conditions are met. The most common types of _dependent_ curses are nocturnal or diurnal—functioning normally only at night or only during the day, respectively—but more restrictive curses do exist, such as a curse that restricts the item's use to underground or a curse that allows the item to function effectively only during autumn. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/deployable-cover-g-g.md b/Compendium/equipment/items/deployable-cover-g-g.md deleted file mode 100644 index eff2bf1e2..000000000 --- a/Compendium/equipment/items/deployable-cover-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/uncommon -aliases: ["Deployable Cover"] ---- -# Deployable Cover *Item 1+* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a batonlike shape, and clamped shut. You can rapidly deploy it on the ground with an [Interact](../../../Rules/actions/interact.md) action to create cover. Deployable cover is large enough to [Take Cover](../../../Rules/actions/take-cover.md) behind, allowing you (and others) to gain standard cover when you use the [Take Cover](../../../Rules/actions/take-cover.md) action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute. - -*Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/Compendium/equipment/items/depth-gauge-lopsg.md b/Compendium/equipment/items/depth-gauge-lopsg.md deleted file mode 100644 index 4800941be..000000000 --- a/Compendium/equipment/items/depth-gauge-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Depth Gauge"] ---- -# Depth Gauge *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/detect-anathema-fulu-som.md b/Compendium/equipment/items/detect-anathema-fulu-som.md deleted file mode 100644 index 5a11156aa..000000000 --- a/Compendium/equipment/items/detect-anathema-fulu-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Detect Anathema Fulu"] ---- -# Detect Anathema Fulu *Item 8* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** affixed to armor -- **Category** Consumable - -Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals `4d6` fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it. - -*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/Compendium/equipment/items/detectives-kit-apg.md b/Compendium/equipment/items/detectives-kit-apg.md deleted file mode 100644 index 6cee7e94f..000000000 --- a/Compendium/equipment/items/detectives-kit-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/adventuring-gear -aliases: ["Detective's Kit"] ---- -# Detective's Kit *Item 3* - -- **Price** 25 gp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/detector-stone-lokl.md b/Compendium/equipment/items/detector-stone-lokl.md deleted file mode 100644 index ad7207fb5..000000000 --- a/Compendium/equipment/items/detector-stone-lokl.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Detector Stone"] ---- -# Detector Stone *Item 7* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 360 gp -- **Usage** worn; **Bulk** — -- **Category** Worn - -During their journeys across the Gravelands, the Knights of Lastwall found several smoky, gemstone-like objects that knights refer to as detector stones. Some of the knights' Magaambyan allies believe the stones are aeon stones corrupted by the same energies that corrupted the Gravelands, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead. - -While you have a detector stone invested, it glows faintly when an undead creature is within 30 feet of you, unless the undead is [hidden](../../../Rules/conditions.md#Hidden) or disguised with a [Deception](../../skills.md#Deception) or [Stealth](../../skills.md#Stealth) result of 20 or higher. An invested stone may be carried in a pocket, but some knights set them in necklaces, bracelets, or weapon hilts. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional [Deception](../../../compendium/skills.md#Deception) or [Stealth](../../../compendium/skills.md#Stealth) check to remain disguised or [hidden](../../../rules/conditions.md#Hidden) from the activation, and the DC of the check is 23 rather than 20. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You focus on the stone as it glows, and your eyes glow with the same tainted light. You detect the auras of evil undead in a 30-foot radius around you and learn each aura's location and strength. This has the effects of a 2nd-level [detect alignment](../../../compendium/spells/detect-alignment.md) spell but only detects evil undead. -``` - -*Source: Lost Omens: Knights of Lastwall p. 90* diff --git a/Compendium/equipment/items/deteriorating-dust-logm.md b/Compendium/equipment/items/deteriorating-dust-logm.md deleted file mode 100644 index 8fb582aae..000000000 --- a/Compendium/equipment/items/deteriorating-dust-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/consumable -- trait/consumable -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Deteriorating Dust"] ---- -# Deteriorating Dust *Item 4+* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Rovagug](../../setting/deities/rovagug.md) -- **Usage** held in 1 hand -- **Category** Consumable - -Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug's more discreet followers. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. - -For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object's Hardness instead. If the deteriorating dust is still active after the object's Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust's duration expires, but any damage remains. -``` - -*Source: Lost Omens: Gods & Magic p. 122* diff --git a/Compendium/equipment/items/detonating-gears-snare-g-g.md b/Compendium/equipment/items/detonating-gears-snare-g-g.md deleted file mode 100644 index 5f4508252..000000000 --- a/Compendium/equipment/items/detonating-gears-snare-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/auditory -- trait/clockwork -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Detonating Gears Snare"] ---- -# Detonating Gears Snare *Item 3* -[auditory](../../../Rules/traits/auditory.md) [clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 12 gp -- **Category** Snare - -This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals `3d8` piercing damage to the first creature entering the snare's square. The creature must attempt a DC 19 Reflex saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and 3 [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The creature takes double damage and 6 [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/Compendium/equipment/items/devils-luck-av2.md b/Compendium/equipment/items/devils-luck-av2.md deleted file mode 100644 index 49f1035f7..000000000 --- a/Compendium/equipment/items/devils-luck-av2.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/contract -- trait/contract -- trait/enchantment -- trait/fortune -- trait/invested -- trait/magical -- trait/rare -aliases: ["Devil's Luck"] ---- -# Devil's Luck *Item 3* -[contract](../../../Rules/traits/contract-lol.md) [enchantment](../../../Rules/traits/enchantment.md) [fortune](../../../Rules/traits/fortune.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Devil** imp; **Decipher Writing** [Arcana](../../skills.md#Arcana), [Occultism](../../skills.md#Occultism), [Society](../../skills.md#Society) -- **Category** Contract - -You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck. - -**Benefit** Once per day, you can roll a saving throw twice and use the higher result. - -**Payment** At the termination of your mortal life, your soul must serve the imp for 100 years. - -**Hidden Condition** The "termination of mortal life" clause is carefully worded to hasten your demise. You can't use the benefit against a [death](../../../Rules/traits/death.md) effect, and if you roll a failure on a saving throw against a [death](../../../Rules/traits/death.md) effect, you get a critical failure instead. - -**Termination Clause** If you critically fail a saving throw against a [death](../../../Rules/traits/death.md) effect and do not die, the contract becomes unenforceable on its terms and is voided. - -*Source: Abomination Vaults #2: Hands of the Devil p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/devils-trident-lomm.md b/Compendium/equipment/items/devils-trident-lomm.md deleted file mode 100644 index 038c08f01..000000000 --- a/Compendium/equipment/items/devils-trident-lomm.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/weapon -- trait/enchantment -- trait/magical -- trait/unique -aliases: ["Devil's Trident"] ---- -# Devil's Trident *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon - -This trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this trident drip with metallic lake water. Strikes with the Devil's Trident trigger the weaknesses of any creature with a weakness to water. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You critically hit a creature - -**Effect** The target must succeed at a DC 25 Fortitude save or become infected with [sewer haze](../../../compendium/gm/afflictions/sewer-haze.md) -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The trident casts 3rd-level [quench](../../../compendium/spells/quench-apg.md) with a DC of 25 and a counteract modifier of +15. You can [Sustain the Spell](../../../rules/actions/sustain-a-spell.md) as normal. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You call upon the corrupted power of the trident to stay a foe. Attempt a [Strike](../../../rules/actions/strike.md). On a hit, the trident casts 3rd-level [paralyze](../../../compendium/spells/paralyze.md) on the target (DC 25). If the Strike was a critical hit, the target is [stunned](../../../rules/conditions.md#Stunned) even if it critically succeeds at the save. -``` - -*Source: Lost Omens: Monsters of Myth p. 47* diff --git a/Compendium/equipment/items/diadem-of-intellect.md b/Compendium/equipment/items/diadem-of-intellect.md deleted file mode 100644 index 9abe08d67..000000000 --- a/Compendium/equipment/items/diadem-of-intellect.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/apex -- trait/apex -- trait/divination -- trait/invested -- trait/magical -aliases: ["Diadem of Intellect"] ---- -# Diadem of Intellect *Item 17* -[apex](../../../Rules/traits/apex.md) [divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 15000 gp -- **Usage** worn circlet; **Bulk** L -- **Category** Apex - -An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect, you get the same skills and languages you chose the first time. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain the effects of [hypercognition](../../../compendium/spells/hypercognition.md). -``` - -*Source: Core Rulebook p. 603* diff --git a/Compendium/equipment/items/diluted-hype-lol.md b/Compendium/equipment/items/diluted-hype-lol.md deleted file mode 100644 index a9b09f380..000000000 --- a/Compendium/equipment/items/diluted-hype-lol.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Diluted Hype"] ---- -# Diluted Hype *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production. - -```ad-inline-affliction -title: Saving Throw: DC 21 Fortitude - -- **Maximum Duration**: 1 minute - -## Stages - -**Stage 1** [quickened](../../../rules/conditions.md#Quickened) and can use the additional action to [Step](../../../rules/actions/step.md) (1 round) - -**Stage 2** [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** [drained](../../../rules/conditions.md#Drained) and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Lost Omens: Legends p. 81* diff --git a/Compendium/equipment/items/dimensional-knot-som.md b/Compendium/equipment/items/dimensional-knot-som.md deleted file mode 100644 index e8a96ea46..000000000 --- a/Compendium/equipment/items/dimensional-knot-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Dimensional Knot"] ---- -# Dimensional Knot *Item 7* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level [dimension door](../../spells/dimension-door.md) spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become [stunned](../../../Rules/conditions.md#Stunned). - -*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/Compendium/equipment/items/dinosaur-boots-lotgb.md b/Compendium/equipment/items/dinosaur-boots-lotgb.md deleted file mode 100644 index 151ddaa51..000000000 --- a/Compendium/equipment/items/dinosaur-boots-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Dinosaur Boots"] ---- -# Dinosaur Boots *Item 10+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn; **Bulk** 1 -- **Category** Worn - -The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. - -You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from `1d4` to `1d6`. Once during the duration, you can use the Trample 3-action activity (Bestiary 344) to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can [Dismiss](../../../rules/actions/dismiss.md) the activation. -``` - -*Source: Lost Omens: The Grand Bazaar p. 42* diff --git a/Compendium/equipment/items/dinosaur-lotg.md b/Compendium/equipment/items/dinosaur-lotg.md deleted file mode 100644 index 2abfbbbf3..000000000 --- a/Compendium/equipment/items/dinosaur-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Dinosaur"] ---- -# Dinosaur *Item 0* - -- **Price** 10 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/diplomats-badge.md b/Compendium/equipment/items/diplomats-badge.md deleted file mode 100644 index 6b8aa86c9..000000000 --- a/Compendium/equipment/items/diplomats-badge.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Diplomat's Badge"] ---- -# Diplomat's Badge *Item 5* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 125 gp -- **Usage** worn -- **Category** Worn - -When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Attempt a DC 20 check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for [Diplomacy](../../../compendium/skills.md#Diplomacy) checks with creatures of that group for the rest of the day. -``` - -*Source: Core Rulebook p. 609* diff --git a/Compendium/equipment/items/disguise-kit.md b/Compendium/equipment/items/disguise-kit.md deleted file mode 100644 index bac4ebbf3..000000000 --- a/Compendium/equipment/items/disguise-kit.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Disguise Kit"] ---- -# Disguise Kit *Item 0* - -- **Price** 2 gp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to [Impersonate](../../../Rules/actions/impersonate.md) someone using the [Deception](../../skills.md#Deception) skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with [replacement cosmetics](replacement-cosmetics.md) suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/disintegration-bolt.md b/Compendium/equipment/items/disintegration-bolt.md deleted file mode 100644 index b1b2635c6..000000000 --- a/Compendium/equipment/items/disintegration-bolt.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Disintegration Bolt"] ---- -# Disintegration Bolt *Item 15* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1300 gp -- **Ammunition** [bolt](bolt.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it is subject to a [disintegrate](../../spells/disintegrate.md) spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target's saving throw outcome to be one degree worse. - -*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/Compendium/equipment/items/dispelling-sliver.md b/Compendium/equipment/items/dispelling-sliver.md deleted file mode 100644 index 8369d3c91..000000000 --- a/Compendium/equipment/items/dispelling-sliver.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -aliases: ["Dispelling Sliver"] ---- -# Dispelling Sliver *Item 17* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 2400 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** Your [Strike](../../../Rules/actions/strike.md) damages a target; **Requirements** You're a master with the affixed weapon. -- **Category** Talisman - -Made from a treated sliver of cold iron, this talisman allows you to counteract [magical](../../../Rules/traits/magical.md) effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level [dispel magic](../../spells/dispel-magic.md) spell (counteract modifier +29). - -If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/dispersing-bullet-som.md b/Compendium/equipment/items/dispersing-bullet-som.md deleted file mode 100644 index d6d529612..000000000 --- a/Compendium/equipment/items/dispersing-bullet-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/ammunition -- trait/ammunition -- trait/consumable -- trait/evocation -- trait/magical -aliases: ["Dispersing Bullet"] ---- -# Dispersing Bullet *Item 6* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) ammunition - -- **Price** 50 gp -- **Ammunition** sling bullet -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure). - -*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/Compendium/equipment/items/disrupting.md b/Compendium/equipment/items/disrupting.md deleted file mode 100644 index 7b0866244..000000000 --- a/Compendium/equipment/items/disrupting.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/magical -- trait/necromancy -aliases: ["Disrupting"] ---- -# Disrupting *Item 5+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Usage** etched onto a melee weapon -- **Category** Rune - -A disrupting weapon pulses with positive energy, dealing an extra `1d6` positive damage to undead. On a critical hit, the undead is also [enfeebled](../../../Rules/conditions.md#Enfeebled) until the end of your next turn. - -*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/diviners-nose-chain-lopsg.md b/Compendium/equipment/items/diviners-nose-chain-lopsg.md deleted file mode 100644 index c94847744..000000000 --- a/Compendium/equipment/items/diviners-nose-chain-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Diviner's Nose Chain"] ---- -# Diviner's Nose Chain *Item 9* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you [scent](../../../Rules/abilities/scent.md) out to 30 feet as an imprecise sense, and a +1 item bonus to checks to [Seek](../../../Rules/actions/seek.md) or [Sense Motive](../../../Rules/actions/sense-motive.md). - -*Source: Lost Omens: Pathfinder Society Guide p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/diving-suit-lotgb.md b/Compendium/equipment/items/diving-suit-lotgb.md deleted file mode 100644 index 11965e101..000000000 --- a/Compendium/equipment/items/diving-suit-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -aliases: ["Diving Suit"] ---- -# Diving Suit *Item 3* - -- **Price** 100 gp -- **Usage** worn clothing; **Bulk** 1 -- **Category** Worn - -Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers. - -The suit grants a +1 item bonus to [Swim](../../../Rules/actions/swim.md) checks made underwater, and the helmet features tubes for connecting [bottled air](bottled-air.md). When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become [clumsy](../../../Rules/conditions.md#Clumsy) until you remove the diving suit. - -*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/Compendium/equipment/items/djezet-armor-lotgb.md b/Compendium/equipment/items/djezet-armor-lotgb.md deleted file mode 100644 index 21e471d95..000000000 --- a/Compendium/equipment/items/djezet-armor-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/rare -aliases: ["Djezet Armor"] ---- -# Djezet Armor *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor). - -*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/Compendium/equipment/items/djezet-dose-lotgb.md b/Compendium/equipment/items/djezet-dose-lotgb.md deleted file mode 100644 index ac5b69131..000000000 --- a/Compendium/equipment/items/djezet-dose-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/magical -- trait/rare -aliases: ["Djezet Dose"] ---- -# Djezet Dose *Item 13* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to [Cast a Spell](../../../Rules/actions/cast-a-spell.md), you can apply the effects of the Reach Spell (Core Rulebook 122) or Widen Spell (Core Rulebook 134) metamagic feats. - -*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/Compendium/equipment/items/djezet-lotgb.md b/Compendium/equipment/items/djezet-lotgb.md deleted file mode 100644 index fa03312e9..000000000 --- a/Compendium/equipment/items/djezet-lotgb.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/material -- trait/precious -- trait/rare -aliases: ["Djezet"] ---- -# Djezet *Item 0+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places. - -Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98). - -| Djezet Alloy Items | Hardness | HP | BT | -|--------------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | -| **Items** | | | | -| Standard-grade | 9 | 36 | 18 | -| High-grade | 12 | 48 | 24 | -| **Structures** | | | | -| Standard-grade | 18 | 72 | 36 | -| High-grade | 24 | 96 | 48 | - - -*Source: Lost Omens: The Grand Bazaar p. 97* \ No newline at end of file diff --git a/Compendium/equipment/items/djezet-shield-lotgb.md b/Compendium/equipment/items/djezet-shield-lotgb.md deleted file mode 100644 index 57e8fcddb..000000000 --- a/Compendium/equipment/items/djezet-shield-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/shield -- trait/rare -aliases: ["Djezet Shield"] ---- -# Djezet Shield *Item 9+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by shield -- **Category** Shield; **Group** Shield - -The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger. - -When taking energy damage from a spell, the shield's listed Hardness doubles. - -*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/Compendium/equipment/items/djezet-weapon-lotgb.md b/Compendium/equipment/items/djezet-weapon-lotgb.md deleted file mode 100644 index b9acf4dc8..000000000 --- a/Compendium/equipment/items/djezet-weapon-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon -- trait/rare -aliases: ["Djezet Weapon"] ---- -# Djezet Weapon *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon - -The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster). - -*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/Compendium/equipment/items/doctrine-of-blissful-eternity-loil.md b/Compendium/equipment/items/doctrine-of-blissful-eternity-loil.md deleted file mode 100644 index 2ab456b7e..000000000 --- a/Compendium/equipment/items/doctrine-of-blissful-eternity-loil.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/grimoire -- trait/grimoire -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Doctrine of Blissful Eternity"] ---- -# Doctrine of Blissful Eternity *Item 7* -[grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 340 gp -- **Bulk** L -- **Category** Grimoire - -The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of [Pharasma](../../setting/deities/pharasma.md)'s holy symbol. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points - -**Effect** You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a [harm](../../../compendium/spells/harm.md) spell to restore `1d8` Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed. -``` - -*Source: Lost Omens: Impossible Lands p. 178* diff --git a/Compendium/equipment/items/dog-bone-knife-da.md b/Compendium/equipment/items/dog-bone-knife-da.md deleted file mode 100644 index f8f19f7f7..000000000 --- a/Compendium/equipment/items/dog-bone-knife-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Dog-Bone Knife"] ---- -# Dog-Bone Knife *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent [polymorph](../../../Rules/traits/polymorph.md) effect damaged by a dog‑bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks. - -*Source: Dark Archive p. 134* \ No newline at end of file diff --git a/Compendium/equipment/items/dog-lotg.md b/Compendium/equipment/items/dog-lotg.md deleted file mode 100644 index 220a1c3bb..000000000 --- a/Compendium/equipment/items/dog-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Dog"] ---- -# Dog *Item 0* - -- **Price** 2 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/dogslicer.md b/Compendium/equipment/items/dogslicer.md deleted file mode 100644 index 9c65268dc..000000000 --- a/Compendium/equipment/items/dogslicer.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/backstabber -- trait/finesse -- trait/goblin -- trait/uncommon -aliases: ["Dogslicer"] ---- -# Dogslicer *Item 0* -[agile](../../../Rules/traits/agile.md) [backstabber](../../../Rules/traits/backstabber.md) [finesse](../../../Rules/traits/finesse.md) [goblin](../../../Rules/traits/goblin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 sp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/doll-lotgb.md b/Compendium/equipment/items/doll-lotgb.md deleted file mode 100644 index fafca8476..000000000 --- a/Compendium/equipment/items/doll-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Doll"] ---- -# Doll *Item 0+* - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/donchak-loil.md b/Compendium/equipment/items/donchak-loil.md deleted file mode 100644 index dfb7cb0b7..000000000 --- a/Compendium/equipment/items/donchak-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/advanced -- trait/hampering -- trait/reach -- trait/tethered -- trait/thrown-20-ft -- trait/uncommon -aliases: ["Donchak"] ---- -# Donchak *Item 0* -[hampering](../../../Rules/traits/hampering-loag.md) [reach](../../../Rules/traits/reach.md) [tethered](../../../Rules/traits/tethered-b1.md) [thrown <20 ft.>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 gp -- **Bulk** 2 -- **Damage** `1d8` S -- **Hands** 2 -- **Category** Advanced; **Group** Polearm - -This long metal pole has a large [chakram](chakram-lotgb.md) attached at the end. A mechanism within the handle allows the wielder to launch and retract the [chakram](chakram-lotgb.md), which is connected with wire to the inside of the weapon. The donchak is seldom seen used outside training scenarios. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/door-ram-g-g.md b/Compendium/equipment/items/door-ram-g-g.md deleted file mode 100644 index 4d1cb1b24..000000000 --- a/Compendium/equipment/items/door-ram-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/portable -- trait/small -- trait/uncommon -aliases: ["Door Ram"] ---- -# Door Ram *Item 2* -[portable](../../../Rules/traits/portable-g-g.md) [small](../../../Rules/traits/small-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** portable, held in 4 hands; **Bulk** 3 -- **Category** Siege Weapon - -A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it. - -```ad-embed-ability -title: Ram [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The other member of the crew has [Readied](../../../rules/actions/ready.md) to [Stride](../../../rules/actions/stride.md) on your order - -**Effect** You and the other crew member [Stride](../../../rules/actions/stride.md), with a maximum distance equal to the slowest crew member's Speed, then make a melee [Strike](../../../rules/actions/strike.md) with the ram against a structure or an unattended, stationary object. The damage of this [Strike](../../../rules/actions/strike.md) is `2d8` + the highest Strength modifier among members of the crew. -``` - -*Source: Guns & Gears p. 75* diff --git a/Compendium/equipment/items/double-barreled-musket-g-g.md b/Compendium/equipment/items/double-barreled-musket-g-g.md deleted file mode 100644 index 4d77dc879..000000000 --- a/Compendium/equipment/items/double-barreled-musket-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/double-barrel -- trait/fatal-d10 -- trait/uncommon -aliases: ["Double-barreled Musket"] ---- -# Double-barreled Musket *Item 1* -[concussive](../../../Rules/traits/concussive-g-g.md) [double barrel](../../../Rules/traits/double-barrel-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 11 gp -- **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 60 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Martial; **Group** Firearm - -This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/double-barreled-pistol-g-g.md b/Compendium/equipment/items/double-barreled-pistol-g-g.md deleted file mode 100644 index ddafc23a1..000000000 --- a/Compendium/equipment/items/double-barreled-pistol-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/double-barrel -- trait/fatal-d8 -- trait/uncommon -aliases: ["Double-barreled Pistol"] ---- -# Double-barreled Pistol *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [double barrel](../../../Rules/traits/double-barrel-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 7 gp -- **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -This flintlock pistol has two side-by-side barrels. Though less accurate than a standard pistol, a double-barreled pistol is a useful and versatile weapon. It's generally banned in areas where duels with pistols are relatively common, in much the same way that arriving at an aristocratic duel with a scattergun would be considered crass, at best. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/dragon-bile.md b/Compendium/equipment/items/dragon-bile.md deleted file mode 100644 index e733425bf..000000000 --- a/Compendium/equipment/items/dragon-bile.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -aliases: ["Dragon Bile"] ---- -# Dragon Bile *Item 15* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 925 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within. - -```ad-inline-affliction -title: Saving Throw: DC 37 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `6d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) - -**Stage 2** `7d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) - -**Stage 3** `9d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) -``` - -*Source: Core Rulebook p. 551* diff --git a/Compendium/equipment/items/dragon-mouth-pistol-g-g.md b/Compendium/equipment/items/dragon-mouth-pistol-g-g.md deleted file mode 100644 index 7445f2756..000000000 --- a/Compendium/equipment/items/dragon-mouth-pistol-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/scatter-5-ft -- trait/uncommon -aliases: ["Dragon Mouth Pistol"] ---- -# Dragon Mouth Pistol *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [scatter <5 ft.>](../../../Rules/traits/scatter-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 9 gp -- **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 20 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -Similar to the blunderbuss, a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragon-mouth pistol is appreciated for its portability and one-handed design. Though the name was coined because of the destructive belch of this handheld scatter weapon, many gunsmiths craft dragon-mouth pistols with elaborate embellishments that resemble a stylized dragon's maw framing the barrel. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/dragon-rune-bracelet-sot3.md b/Compendium/equipment/items/dragon-rune-bracelet-sot3.md deleted file mode 100644 index 6d9958689..000000000 --- a/Compendium/equipment/items/dragon-rune-bracelet-sot3.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot3 -- item/category/worn -- trait/enchantment -- trait/focused -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Dragon Rune Bracelet"] ---- -# Dragon Rune Bracelet *Item 11* -[enchantment](../../../Rules/traits/enchantment.md) [focused](../../../Rules/traits/focused.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1400 gp -- **Usage** worn bracelet; **Bulk** – -- **Category** Worn - -This polished golden bracelet is formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words—always in Draconic—that indicate kinship with dragons. As many types of dragon rune bracelets exist as there are types of dragons, though dragon rune bracelets associated with Uncommon or Rare dragons are Rare. - -While wearing a dragon rune bracelet, you gain a +2 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks while interacting with dragons of the same type as the pendant's scale (such as red dragons or cloud dragons). You also gain a +2 item bonus to saving throws against [fear](../../../Rules/traits/fear.md) effects from any kind of dragon. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Requirements**: You can cast bloodline spells from the draconic bloodline, such as from the sorcerer class or sorcerer multiclass archetype - -**Effect** You regain 1 Focus Point, which you can spend only to cast a sorcerer bloodline spell. If you don't spend this Focus Point by the end of your turn, it is lost. -``` - -*Source: Strength of Thousands #3: Hurricane's Howl p. 75* diff --git a/Compendium/equipment/items/dragon-turtle-scale.md b/Compendium/equipment/items/dragon-turtle-scale.md deleted file mode 100644 index fab5e777b..000000000 --- a/Compendium/equipment/items/dragon-turtle-scale.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Dragon Turtle Scale"] ---- -# Dragon Turtle Scale *Item 4* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 13 gp -- **Usage** affixed to armor -- **Activate** envision; **Requirements** You're an expert in [Athletics](../../skills.md#Athletics). -- **Category** Talisman - -This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/dragonbone-arrowhead-som.md b/Compendium/equipment/items/dragonbone-arrowhead-som.md deleted file mode 100644 index 631989d2a..000000000 --- a/Compendium/equipment/items/dragonbone-arrowhead-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Dragonbone Arrowhead"] ---- -# Dragonbone Arrowhead *Item 4* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 20 gp -- **Usage** affixed to a melee weapon or a ranged weapon -- **Activate** [Interact](../../../Rules/actions/interact.md); **Requirements** You're an expert with the affixed weapon. -- **Category** Talisman - -This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown <20 feet> weapon trait, and when you make a thrown [Strike](../../../Rules/actions/strike.md) with it, it flies back to your hand after the [Strike](../../../Rules/actions/strike.md) completes. If your hands are full when the weapon returns, it falls to the ground in your space. - -*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/Compendium/equipment/items/dragonfly-potion-lotgb.md b/Compendium/equipment/items/dragonfly-potion-lotgb.md deleted file mode 100644 index f1f97cb01..000000000 --- a/Compendium/equipment/items/dragonfly-potion-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/potion -- trait/consumable -- trait/magical -- trait/morph -- trait/potion -- trait/transmutation -- trait/uncommon -aliases: ["Dragonfly Potion"] ---- -# Dragonfly Potion *Item 12* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [morph](../../../Rules/traits/morph.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 310 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, insectile wings grow from your upper back. You gain a fly Speed equal to your land Speed. - -Additionally, you gain low-light vision and a +2 item bonus to visual [Perception](../../skills.md#Perception) checks, and you can't be flanked except by creatures higher level than you are (though lower-level creatures can still help their higher-level allies flank). These effects last for 1 minute. - -*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/Compendium/equipment/items/dragonhide.md b/Compendium/equipment/items/dragonhide.md deleted file mode 100644 index 1247222d4..000000000 --- a/Compendium/equipment/items/dragonhide.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/material -- trait/precious -- trait/uncommon -aliases: ["Dragonhide"] ---- -# Dragonhide *Item 8+* -[precious](../../../Rules/traits/precious.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Category** Material - -The hide and scales of a dragon can be used to [Craft](../../../Rules/actions/craft.md) any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to [Craft](../../../Rules/actions/craft.md) armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below). - -| Dragon Type | Resistance | -|-------------|------------| -| Black or copper | Acid | -| Blue or bronze | Electricity | -| Brass, gold, or red | Fire | -| Green | Poison | -| Silver or white | Cold | - -| Dragonhide Items | Hardness | HP | BT | -|------------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 4 | 16 | 8 | -| High-grade | 8 | 32 | 16 | -| **Items** | | | | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 11 | 44 | 22 | - - -*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/Compendium/equipment/items/dragonplate.md b/Compendium/equipment/items/dragonplate.md deleted file mode 100644 index 3f1bd6e56..000000000 --- a/Compendium/equipment/items/dragonplate.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/evocation -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Dragonplate"] ---- -# Dragonplate *Item 16* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10000 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor - -This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in 10 varieties corresponding to the 10 common dragon types, though other varieties undoubtedly exist. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals `14d6` damage; each creature in the area must attempt a DC 36 basic saving throw. -``` - -*Source: Core Rulebook p. 557* diff --git a/Compendium/equipment/items/dragons-blood-pudding-lotgb.md b/Compendium/equipment/items/dragons-blood-pudding-lotgb.md deleted file mode 100644 index 6235b3df4..000000000 --- a/Compendium/equipment/items/dragons-blood-pudding-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Dragon's Blood Pudding"] ---- -# Dragon's Blood Pudding *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the [slowed](../../../Rules/conditions.md#Slowed) condition from a single source, using the source of that condition to determine the counteract level and DC. - -*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/Compendium/equipment/items/dragons-breath-lotgb.md b/Compendium/equipment/items/dragons-breath-lotgb.md deleted file mode 100644 index 77fd304a9..000000000 --- a/Compendium/equipment/items/dragons-breath-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Dragon's Breath"] ---- -# Dragon's Breath *Item 4+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** applied to dueling cape or shield -- **Category** Rune - -This rune depicts a specific type of dragon, resizing after application to fit the surface of the item. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Requirements**: You're receiving a bonus to AC from your dragon's breath cape or shield - -**Effect** If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat (Core Rulebook 210). The rune can only affect spells of a specific level or lower, determined by the type of rune. -``` - -*Source: Lost Omens: The Grand Bazaar p. 88* diff --git a/Compendium/equipment/items/dragons-crest-lotgb.md b/Compendium/equipment/items/dragons-crest-lotgb.md deleted file mode 100644 index 98917bbaf..000000000 --- a/Compendium/equipment/items/dragons-crest-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/shield -- trait/adjustment -- trait/uncommon -aliases: ["Dragon's Crest"] ---- -# Dragon's Crest *Item 1* -[adjustment](../../../Rules/traits/adjustment-lotgb.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Usage** applied to a shield -- **Category** Shield - -This variant on the shield boss is usually shaped like a dragon's head, its jaws open wide enough to wedge a small vessel of liquid within. A dragon's crest can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing a dragon's crest can't be combined with an attached weapon, like shield spikes. - -You can use an [Interact](../../../Rules/actions/interact.md) action to wedge an alchemical bomb into the crest's jaws. While a bomb is wedged in the shield, you take a –1 penalty to attack rolls with the shield. - -When you successfully [Strike](../../../Rules/actions/strike.md) a creature with the shield, the vessel shatters, exposing the creature you hit—and yourself— to the substance within. This counts as a successful hit with the bomb against the creature if it's adjacent to you or a successful hit against the appropriate adjacent square if it's not. The bomb deals splash damage as normal to surrounding creatures, including you. In addition, the bomb deals full damage to the attached shield. - -*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/Compendium/equipment/items/dragons-eye-charm-aoa2.md b/Compendium/equipment/items/dragons-eye-charm-aoa2.md deleted file mode 100644 index 43b7a854c..000000000 --- a/Compendium/equipment/items/dragons-eye-charm-aoa2.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa2 -- item/category/held -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Dragon's Eye Charm"] ---- -# Dragon's Eye Charm *Item 7* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be held in one hand to be used (pressing the palm of one's hand to the charm also works, provided that your hand is otherwise empty). It has four distinct powers. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The dragon's eye charm manifests fire for you to wield against your foe. You cast a 5th-level [produce flame](../../../compendium/spells/produce-flame.md) spell with a spell attack roll of +13. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The charm's pupil becomes plainly visible. You can look through the charm to gain darkvision for as long as you Sustain the Activation, to a maximum of 10 minutes. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The dragon's eye charm shrouds you in a faintly glowing layer of golden energy. You gain fire resistance 5 for 10 minutes. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You can speak and understand Draconic as long as you Sustain the Activation, to a maximum of 10 minutes. -``` - -*Source: Age of Ashes #2: Cult of Cinders p. 71* diff --git a/Compendium/equipment/items/dragonscale-amulet-aoa4.md b/Compendium/equipment/items/dragonscale-amulet-aoa4.md deleted file mode 100644 index f3d29936e..000000000 --- a/Compendium/equipment/items/dragonscale-amulet-aoa4.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa4 -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/rare -aliases: ["Dragonscale Amulet"] ---- -# Dragonscale Amulet *Item 15* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 5800 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon's Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon's frightful presence, you can roll your saving throw twice and use the higher result to determine the aura's effects. This is a [fortune](../../../Rules/traits/fortune.md) effect. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You exude an aura that terrifies all foes in a 60-foot radius, as the [frightful presence](../../../rules/abilities/frightful-presence.md) ability with a DC 34 Will save. -``` - -*Source: Age of Ashes #4: Fires of the Haunted City p. 73* diff --git a/Compendium/equipment/items/dragonslayers-shield.md b/Compendium/equipment/items/dragonslayers-shield.md deleted file mode 100644 index 327d5a916..000000000 --- a/Compendium/equipment/items/dragonslayers-shield.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Dragonslayer's Shield"] ---- -# Dragonslayer's Shield *Item 9* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 670 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield - -A dragonslayer's shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal) - -While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation (see dragonhide on page 579); this applies after reducing the damage for Hardness, so when you use [Shield Block](../../feats/shield-block.md), the dragonslayer's shield takes 18 less damage from attacks of that damage type. You can use [Shield Block](../../feats/shield-block.md) against attacks that deal damage of that type. - -*Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/Compendium/equipment/items/drake-rifle-g-g.md b/Compendium/equipment/items/drake-rifle-g-g.md deleted file mode 100644 index 5f9ef1bcb..000000000 --- a/Compendium/equipment/items/drake-rifle-g-g.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Drake Rifle"] ---- -# Drake Rifle *Item 4* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Beast Gun - -A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle is a +1 weapon. It's a distinct type of martial firearm that deals `1d10` damage with a range increment of 150 feet and reload <1>. It deals acid, cold, electricity, fire, or poison damage, depending on the drake from which it was made. On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to `1d4` + the number of weapon damage dice. A drake rifle does not add critical specialization effects. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) - -You fire a large, specialized burst designed to hamper your foes. Make a ranged [Strike](../../../rules/actions/strike.md) with the drake rifle. As long as the [Strike](../../../rules/actions/strike.md) isn't a critical failure, the drake rifle deals 1 splash damage per weapon damage die to the target and creatures within 5 feet of the target. This splash damage is of the same type as its normal damage. - -On a hit, the drake rifle provides one of the following additional effects based on its damage type: - -- **Acid** Clinging acid makes it painful and sickening to move. The target becomes [sickened](../../../rules/conditions.md#Sickened). -- **Cold** Frozen spittle clings to the target. The target takes a –10-foot status penalty to their Speeds for 1 minute. -- **Electricity** Small bursts of electricity continue to spark and jolt the target. The target becomes [dazzled](../../../rules/conditions.md#Dazzled) and [flat-footed](../../../rules/conditions.md#Flat-footed) for `1d4` rounds. -- **Fire** A massive explosion knocks the target back. The target is pushed 10 feet away from you, and if it's on the ground, it falls [prone](../../../rules/conditions.md#Prone). -- **Poison** Noxious vapors fill the target's lungs. The target becomes [enfeebled](../../../rules/conditions.md#Enfeebled) and [clumsy](../../../rules/conditions.md#Clumsy) for 1 minute. -%% #trait/evocation #trait/magical %% -``` - -*Source: Guns & Gears p. 154* diff --git a/Compendium/equipment/items/drakeheart-mutagen-apg.md b/Compendium/equipment/items/drakeheart-mutagen-apg.md deleted file mode 100644 index 9d3e41566..000000000 --- a/Compendium/equipment/items/drakeheart-mutagen-apg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -aliases: ["Drakeheart Mutagen"] ---- -# Drakeheart Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow. - -**Benefit** You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to [Perception](../../skills.md#Perception) checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. - -You also gain the Final Surge action. - -```ad-embed-ability -title: Final Surge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You [Stride](../../../rules/actions/stride.md) twice. The drakeheart mutagen's duration ends. -``` - -**Drawback** You take a –1 penalty to Will saves, Reflex saves, and all skill checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md). - -*Source: Advanced Player's Guide p. 253* diff --git a/Compendium/equipment/items/dread-ampoule-apg.md b/Compendium/equipment/items/dread-ampoule-apg.md deleted file mode 100644 index 357a62279..000000000 --- a/Compendium/equipment/items/dread-ampoule-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/emotion -- trait/fear -- trait/mental -- trait/poison -- trait/splash -aliases: ["Dread Ampoule"] ---- -# Dread Ampoule *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [emotion](../../../Rules/traits/emotion.md) [fear](../../../Rules/traits/fear.md) [mental](../../../Rules/traits/mental.md) [poison](../../../Rules/traits/poison.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. - -On a hit, the target becomes [frightened](../../../Rules/conditions.md#Frightened), or [frightened](../../../Rules/conditions.md#Frightened) on a critical hit. Many types also grant an item bonus to attack rolls. - -*Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/Compendium/equipment/items/dread-blindfold.md b/Compendium/equipment/items/dread-blindfold.md deleted file mode 100644 index c5d99d94d..000000000 --- a/Compendium/equipment/items/dread-blindfold.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/emotion -- trait/enchantment -- trait/fear -- trait/invested -- trait/magical -- trait/mental -aliases: ["Dread Blindfold"] ---- -# Dread Blindfold *Item 17* -[emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -- **Price** 15000 gp -- **Usage** worn eyepiece -- **Category** Worn - -When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to [Intimidation](../../skills.md#Intimidation) checks and [darkvision](../../../Rules/abilities/darkvision.md). You can see through the blindfold, but only using [darkvision](../../../Rules/abilities/darkvision.md). - -The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be [frightened](../../../Rules/conditions.md#Frightened). This is an emotion, [fear](../../../Rules/traits/fear.md), and [mental](../../../Rules/traits/mental.md) effect, and your allies become immune to it after about a week. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You damage a creature with a [Strike](../../../rules/actions/strike.md) - -**Effect** Your target is gripped by intense fear. This has the effect of a DC 37 [phantasmal killer](../../../compendium/spells/phantasmal-killer.md) spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours. -``` - -*Source: Core Rulebook p. 610* diff --git a/Compendium/equipment/items/dread-lotgb.md b/Compendium/equipment/items/dread-lotgb.md deleted file mode 100644 index 00992b27b..000000000 --- a/Compendium/equipment/items/dread-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/emotion -- trait/enchantment -- trait/fear -- trait/magical -- trait/mental -- trait/uncommon -- trait/visual -aliases: ["Dread"] ---- -# Dread *Item 6+* -[emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) [visual](../../../Rules/traits/visual.md) - -- **Usage** etched onto armor -- **Category** Rune - -Eerie symbols cover your armor, inspiring terror in your foes. [Frightened](../../../Rules/conditions.md#Frightened) enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their [frightened](../../../Rules/conditions.md#Frightened) condition doesn't decrease below 1 that turn. - -*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/Compendium/equipment/items/dreadsmoke-thurible-logm.md b/Compendium/equipment/items/dreadsmoke-thurible-logm.md deleted file mode 100644 index 3dfc05799..000000000 --- a/Compendium/equipment/items/dreadsmoke-thurible-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Dreadsmoke Thurible"] ---- -# Dreadsmoke Thurible *Item 9* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Urgathoa](../../setting/deities/urgathoa.md) -- **Price** 600 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with incense as an action. A long, thin chain is connected to the top of the thurible. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist. - -Undead creatures can see through the smoke as if it didn't exist. Negative energy also disrupts the magic of the smoke; anyone who uses a [negative](../../../rules/traits/negative.md) effect, along with creatures affected by a [negative](../../../rules/traits/negative.md) effect, can see through the smoke for 1 round. -``` - -*Source: Lost Omens: Gods & Magic p. 122* diff --git a/Compendium/equipment/items/dreaming-round-g-g.md b/Compendium/equipment/items/dreaming-round-g-g.md deleted file mode 100644 index 79ce3cc67..000000000 --- a/Compendium/equipment/items/dreaming-round-g-g.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/enchantment -- trait/incapacitation -- trait/magical -- trait/mental -- trait/sleep -- trait/uncommon -aliases: ["Dreaming Round"] ---- -# Dreaming Round *Item 14* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [incapacitation](../../../Rules/traits/incapacitation.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [sleep](../../../Rules/traits/sleep.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 900 gp -- **Ammunition** round -- **Activate** command -- **Category** Consumable - -The night sky seems contained in this glass projectile. - -When an activated dreaming round damages a creature, it induces drowsiness. The creature must attempt a DC 30 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and becomes temporarily immune for 1 minute. -> - **Success** The creature becomes [slowed](../../../Rules/conditions.md#Slowed) and [fatigued](../../../Rules/conditions.md#Fatigued) for 1 round. -> - **Failure** The creature becomes [fatigued](../../../Rules/conditions.md#Fatigued) and [slowed](../../../Rules/conditions.md#Slowed), and must attempt another Fortitude save at the end of each of its turns. If it fails, its [slowed](../../../Rules/conditions.md#Slowed) condition increases by 1. A successful save reduces the [slowed](../../../Rules/conditions.md#Slowed) condition by 1. If the [slowed](../../../Rules/conditions.md#Slowed) condition is removed or reduced to 0, the effect and the [fatigued](../../../Rules/conditions.md#Fatigued) condition end. If the target's actions are reduced to 0 by this effect, it immediately falls into a deep sleep and is [unconscious](../../../Rules/conditions.md#Unconscious), during which it no longer attempts a save at the end of its turn. It wakes up automatically after 1 hour or if it takes damage, but not due to non-painful stimuli (such as noise or being nudged). When it wakes up, its [slowed](../../../Rules/conditions.md#Slowed) condition decreases by 1, though it must once again save at the end of each of its turns and might risk falling asleep again. -> - **Critical Failure** As failure, except the target is initially [slowed](../../../Rules/conditions.md#Slowed). - -*Source: Guns & Gears p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/dreamstone-aoa3.md b/Compendium/equipment/items/dreamstone-aoa3.md deleted file mode 100644 index da99de6e2..000000000 --- a/Compendium/equipment/items/dreamstone-aoa3.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa3 -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Dreamstone"] ---- -# Dreamstone *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -A dreamstone is a disc-shaped object carved with imagery or words sacred to [Desna](../../setting/deities/desna.md)—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone, you gain a +2 item bonus to saving throws against [sleep](../../../Rules/traits/sleep.md) effects. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](../../../rules/traits/metamagic.md) - -If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) of 4th level or lower that has the [sleep](../../../rules/traits/sleep.md) trait or is associated with dreams, the spell slot is not expended. -%% #trait/metamagic %% -``` - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* diff --git a/Compendium/equipment/items/dreamstone-cursed-aoa3.md b/Compendium/equipment/items/dreamstone-cursed-aoa3.md deleted file mode 100644 index 0251aca0a..000000000 --- a/Compendium/equipment/items/dreamstone-cursed-aoa3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa3 -- item/category/held -- trait/cursed -- trait/enchantment -- trait/magical -- trait/rare -aliases: ["Dreamstone, Cursed"] ---- -# Dreamstone, Cursed *Item 9* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed dreamstone seems to function as a normal dreamstone until the bearer falls asleep or is forced to attempt a saving throw against a [sleep](../../../Rules/traits/sleep.md) effect. At this point, the person carrying the cursed dreamstone must attempt a DC 26 Will save to resist the curse's effects. - -> [!success-degree] -> - **Critical Success** The character resists the curse entirely and experiences a vivid dream while sleeping that warms them of the nature of the cursed dreamstone. -> - **Success** The character resists the curse. -> - **Failure** As long as the cursed character possesses the stone, they are [fatigued](../../../Rules/conditions.md#Fatigued) whenever they wake from sleep, whether natural or magically induced, and they take a –2 item penalty to all saving throws against [sleep](../../../Rules/traits/sleep.md) effects instead of gaining the normal bonus from a dreamstone. -> - **Critical Failure** As failure, and whenever the bearer attempts a saving throw against a [sleep](../../../Rules/traits/sleep.md) effect, they get the outcome that is one degree worse than the result of their saving throw. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/dreamtime-tea-gmg.md b/Compendium/equipment/items/dreamtime-tea-gmg.md deleted file mode 100644 index f5baec83e..000000000 --- a/Compendium/equipment/items/dreamtime-tea-gmg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -aliases: ["Dreamtime Tea"] ---- -# Dreamtime Tea *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 13 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This lemony tea blended from rare Vudrani herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. The saving throw for addiction to dreamtime tea is DC 19. - -```ad-inline-affliction -title: Saving Throw: DC 21 Fortitude - -- **Maximum Duration**: 30 minutes - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied) (1 minute) - -**Stage 2** [unconscious](../../../rules/conditions.md#Unconscious) and can ask a question with the effects of [augury](../../../compendium/spells/augury.md) except the flat check DC is 10 (10 minutes) -``` - -*Source: Gamemastery Guide p. 121* diff --git a/Compendium/equipment/items/dreary-gmg.md b/Compendium/equipment/items/dreary-gmg.md deleted file mode 100644 index a41e9dcf7..000000000 --- a/Compendium/equipment/items/dreary-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/conjuration -- trait/cursed -- trait/magical -- trait/rare -aliases: ["Dreary"] ---- -# Dreary *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses armor -- **Category** Curse - -When you invest this armor, a personal-sized cloud appears over your head and begins to rain on you, and the armor fuses to you. This extinguishes uncovered flames and soaks other objects you are carrying or holding, potentially ruining them. 10 are one step worse under the cloud, and at the GM's discretion it might cause other problems, such as interfering with sleep. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/drovers-band-av2.md b/Compendium/equipment/items/drovers-band-av2.md deleted file mode 100644 index f5d82d362..000000000 --- a/Compendium/equipment/items/drovers-band-av2.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/worn -- trait/enchantment -- trait/incapacitation -- trait/invested -- trait/magical -- trait/rare -aliases: ["Drover's Band"] ---- -# Drover's Band *Item 7* -[enchantment](../../../Rules/traits/enchantment.md) [incapacitation](../../../Rules/traits/incapacitation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 675 gp -- **Usage** worn bracers; **Bulk** L -- **Category** Worn - -This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the gem. Your words become harsh and clipped when you have this magic item invested. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw. - -> [!success-degree] -> - **Critical Success** The target creature is unaffected. -> - **Success** The target creature is [slowed](../../../rules/conditions.md#Slowed) for 1 round as its responses are muddled by your commands. -> - **Failure** The creature is [controlled](../../../rules/conditions.md#Controlled) by you for 1 hour, although it doesn't follow commands that are obviously self-destructive. -> - **Critical Failure** As failure, but the duration is 1 day. -``` - -*Source: Abomination Vaults #2: Hands of the Devil p. 72* diff --git a/Compendium/equipment/items/drowsy-sun-eye-drops-lotg.md b/Compendium/equipment/items/drowsy-sun-eye-drops-lotg.md deleted file mode 100644 index 4f2e2d5f6..000000000 --- a/Compendium/equipment/items/drowsy-sun-eye-drops-lotg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/plant -- trait/alchemical -- trait/consumable -aliases: ["Drowsy Sun Eye Drops"] ---- -# Drowsy Sun Eye Drops *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 9 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Seek](../../../Rules/actions/seek.md) -- **Category** Plant - -These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a [Perception](../../skills.md#Perception) check to [Seek](../../../Rules/actions/seek.md), you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you [darkvision](../../../Rules/abilities/darkvision.md) to a range of 30 feet for 1 round. If you do, your [Seek](../../../Rules/actions/seek.md) action gains the [manipulate](../../../Rules/traits/manipulate.md) trait, due to drawing and applying the eye drops. - -*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/druids-vestments.md b/Compendium/equipment/items/druids-vestments.md deleted file mode 100644 index cf31d71a4..000000000 --- a/Compendium/equipment/items/druids-vestments.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/focused -- trait/invested -- trait/primal -- trait/transmutation -aliases: ["Druid's Vestments"] ---- -# Druid's Vestments *Item 10* -[focused](../../../Rules/traits/focused.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 1000 gp -- **Usage** worn garment; **Bulk** L -- **Category** Worn - -This brown-and-green tunic is embroidered with patterns that resemble interlocking elk antlers. You gain a +2 item bonus to [Nature](../../skills.md#Nature) checks. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost. -``` - -*Source: Core Rulebook p. 610* diff --git a/Compendium/equipment/items/drum-of-upheaval-lotgb.md b/Compendium/equipment/items/drum-of-upheaval-lotgb.md deleted file mode 100644 index 3efa88c4d..000000000 --- a/Compendium/equipment/items/drum-of-upheaval-lotgb.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/conjuration -- trait/earth -- trait/magical -- trait/uncommon -aliases: ["Drum Of Upheaval"] ---- -# Drum Of Upheaval *Item 20* -[conjuration](../../../Rules/traits/conjuration.md) [earth](../../../Rules/traits/earth.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60000 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on [Performance](../../skills.md#Performance) checks you make using the drum. - -Additionally, it imparts the rhythms of two songs upon your mind as soon as you touch it. One is a fast marching cadence; the other is a frenetic ritual dance. Each song has a different activation. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Dozens of spectral centaurs burst from the drum and stampede in a 60-foot cone. The stampede deals `7d10` force damage (DC 43 basic Reflex save). -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The drum casts a DC 43 [earthquake](../../../compendium/spells/earthquake.md) spell. -``` - -*Source: Lost Omens: The Grand Bazaar p. 30* diff --git a/Compendium/equipment/items/duchy-defender-g-g.md b/Compendium/equipment/items/duchy-defender-g-g.md deleted file mode 100644 index 7c13f5587..000000000 --- a/Compendium/equipment/items/duchy-defender-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/conjuration -- trait/intelligent -- trait/lg -- trait/occult -- trait/rare -aliases: ["Duchy Defender"] ---- -# Duchy Defender *Item 13* -[conjuration](../../../Rules/traits/conjuration.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [lg](../../../Rules/traits/lawful-goo-b1.md) [occult](../../../Rules/traits/occult.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -Patriotic to the extreme, this flintlock musket was among the first firearms forged in the Gunworks and was wielded by Ancil Alkenstar, founder of the Grand Duchy of Alkenstar. In Alkenstar's hands, the musket was used to defend the burgeoning Grand Duchy from outside threats, including mutants of the Mana Wastes, Nexian constructs, and undead from Geb. After Ancil's death, the weapon was passed down, per his own decree, not to his heirs but to the greatest defender of Alkenstar, as determined by the weapon's previous owner. Over time, the devotion and heroism of each successive wielder left a psychic imprint on the weapon, until it developed an intellect and drive of its own. - -A duchy defender is a powerful weapon with a rigid personality. It follows the laws of Alkenstar to the letter, and fights in defense of its nation. If these two priorities ever clash, a duchy defender prioritizes the protection of Alkenstar and its citizens over following the laws themselves, since laws can change, but the people will always need protecting. - -If you break the laws of Alkenstar, a duchy defender goes out of its way to call attention to you at inopportune times, such as when you're engaged in an illegal activity, and attempts to see you pay for your crimes, up to and including outing you to law enforcement and providing testimony against you in court. If a duchy defender is used unjustly against a citizen of Alkenstar, the weapon automatically misfires. - -If the weapon is removed from the Grand Duchy of Alkenstar without a reason that directly benefits the duchy, the duchy defender transports itself away, reappearing in the hands of a previous worthy owner, or elsewhere in Alkenstar if no such previous owner lives. In the hands of a worthy owner, a duchy defender is nearly impossible to steal, since it transports itself back to you at the first opportunity after someone takes it, and it grants you a +2 circumstance bonus to their Reflex DC to resist being disarmed of it. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The duchy defender focuses its will on a single target it can see and who it knows is guilty of committing a crime within Alkenstar's borders. The next time the duchy defender damages this target, it deals an additional `2d8` precision damage. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) [teleportation](../../../rules/traits/teleportation.md) - -The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner's hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Alkenstar. Traveling to an unknown location is draining; after doing so, the duchy defender can't transport itself anywhere for `1d4` days. -%% #trait/conjuration #trait/magical #trait/teleportation %% -``` - -*Source: Guns & Gears p. 162* diff --git a/Compendium/equipment/items/duck-lotg.md b/Compendium/equipment/items/duck-lotg.md deleted file mode 100644 index 4139fb10b..000000000 --- a/Compendium/equipment/items/duck-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Duck"] ---- -# Duck *Item 0* - -- **Price** 5 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/dueling-cape-apg.md b/Compendium/equipment/items/dueling-cape-apg.md deleted file mode 100644 index b6e439a7c..000000000 --- a/Compendium/equipment/items/dueling-cape-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/adventuring-gear -aliases: ["Dueling Cape"] ---- -# Dueling Cape *Item 0* - -- **Price** 5 sp -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an [Interact](../../../Rules/actions/interact.md) action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to [Deception](../../skills.md#Deception) checks to [Feint](../../../Rules/actions/feint.md) until the start of your next turn. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/dueling-pistol-g-g.md b/Compendium/equipment/items/dueling-pistol-g-g.md deleted file mode 100644 index d78c4b3df..000000000 --- a/Compendium/equipment/items/dueling-pistol-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concealable -- trait/concussive -- trait/fatal-d10 -- trait/uncommon -aliases: ["Dueling Pistol"] ---- -# Dueling Pistol *Item 1* -[concealable](../../../Rules/traits/concealable-g-g.md) [concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 12 gp -- **Bulk** L -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 60 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket. Noble and wealthy merchants in both Alkenstar and Dongun Hold often own matching pairs of dueling pistols in case they're called upon to address a challenge—though this practice has become increasingly rare in the modern age. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/dueling-spear-lotgb.md b/Compendium/equipment/items/dueling-spear-lotgb.md deleted file mode 100644 index d26f9d1e2..000000000 --- a/Compendium/equipment/items/dueling-spear-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/disarm -- trait/finesse -- trait/uncommon -- trait/versatile-s -aliases: ["Dueling Spear"] ---- -# Dueling Spear *Item 0* -[disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** 2 -- **Damage** `1d8` P -- **Hands** 2 -- **Category** Martial; **Group** Spear - -This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/duelists-beacon-lotgb.md b/Compendium/equipment/items/duelists-beacon-lotgb.md deleted file mode 100644 index 8e612fa9d..000000000 --- a/Compendium/equipment/items/duelists-beacon-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/evocation -- trait/light -- trait/magical -- trait/uncommon -aliases: ["Duelist's Beacon"] ---- -# Duelist's Beacon *Item 8* -[evocation](../../../Rules/traits/evocation.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 450 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held - -A spiked glove is attached to the front of this buckler (Hardness 6, HP 24, BT 12), functioning as +1 striking shield spikes. Perforations and slits line the defensive side, shining bright light through them when the item's magic is activated. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You activate the shield's inner light. Attempt a melee [Strike](../../../rules/actions/strike.md) with the duelist's beacon. On a hit, the target must succeed at a DC 22 Fortitude save or be [blinded](../../../rules/conditions.md#Blinded) for 1 round. On a critical hit, the target uses the result one degree of success worse than it rolled for its Fortitude save. -``` - -*Source: Lost Omens: The Grand Bazaar p. 10* diff --git a/Compendium/equipment/items/dupes-gold-nugget-ooa2.md b/Compendium/equipment/items/dupes-gold-nugget-ooa2.md deleted file mode 100644 index a2a05c164..000000000 --- a/Compendium/equipment/items/dupes-gold-nugget-ooa2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -- trait/uncommon -aliases: ["Dupe's Gold Nugget"] ---- -# Dupe's Gold Nugget *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** affixed to a ranged weapon; **Bulk** — -- **Activate** envision -- **Category** Talisman - -This nugget of gold and lead amalgam is attached to the weapon by thick, twisted wire or chain. When activated, the target's limbs become like lead weights. For 2 rounds, each time the target Strides it must attempt a DC 23 Fortitude save. On a failure, it takes a –10-foot status penalty to its Speed for that [Stride](../../../Rules/actions/stride.md) (to a minimum Speed of 5 feet). On a critical success, the dupe's gold nugget effect ends early. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/dust-of-appearance.md b/Compendium/equipment/items/dust-of-appearance.md deleted file mode 100644 index 3759ceb7e..000000000 --- a/Compendium/equipment/items/dust-of-appearance.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/consumable -- trait/divination -- trait/magical -aliases: ["Dust of Appearance"] ---- -# Dust of Appearance *Item 6* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 50 gp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can't be [concealed](../../../Rules/conditions.md#Concealed) or [invisible](../../../Rules/conditions.md#Invisible), nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect. - -*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/dust-of-corpse-animation-apg.md b/Compendium/equipment/items/dust-of-corpse-animation-apg.md deleted file mode 100644 index 373e7cd6e..000000000 --- a/Compendium/equipment/items/dust-of-corpse-animation-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/consumable -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Dust Of Corpse Animation"] ---- -# Dust Of Corpse Animation *Item 8+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This black pouch contains what appears to be fine bone dust. - -Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie (Bestiary 298 and 340, respectively). If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose. - -The animated undead has the [minion](../../../Rules/traits/minion.md) trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. - -The undead creature remains animated for 1 minute before collapsing back into its corpse form. As usual, you can have a maximum of four minions under your control. - -*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/Compendium/equipment/items/dust-of-disappearance.md b/Compendium/equipment/items/dust-of-disappearance.md deleted file mode 100644 index 7ad107991..000000000 --- a/Compendium/equipment/items/dust-of-disappearance.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/consumable -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Dust of Disappearance"] ---- -# Dust of Disappearance *Item 9* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 135 gp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This powder shimmers like a thousand tiny motes of light. - -Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level [invisibility](../../spells/invisibility.md) spell with a duration of 1 minute on that creature. This invisibility can't be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower. - -*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/dust-pods-ec1.md b/Compendium/equipment/items/dust-pods-ec1.md deleted file mode 100644 index deb46b104..000000000 --- a/Compendium/equipment/items/dust-pods-ec1.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Dust Pods"] ---- -# Dust Pods *Item 1* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Category** Snare - -You hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare's square. The creature must attempt a DC 17 Reflex saving throw. A creature [dazzled](../../../Rules/conditions.md#Dazzled) by the pollen can use an [Interact](../../../Rules/actions/interact.md) action to attempt a DC 5 flat check to remove the condition. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [dazzled](../../../Rules/conditions.md#Dazzled) for 10 minutes. -> - **Critical Failure** The creature is [blinded](../../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../../Rules/conditions.md#Dazzled) for 10 minutes after. - -*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/dwarven-scattergun-g-g.md b/Compendium/equipment/items/dwarven-scattergun-g-g.md deleted file mode 100644 index 585909c89..000000000 --- a/Compendium/equipment/items/dwarven-scattergun-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/advanced -- trait/concussive -- trait/dwarf -- trait/kickback -- trait/scatter-10-ft -- trait/uncommon -aliases: ["Dwarven Scattergun"] ---- -# Dwarven Scattergun *Item 1* -[concussive](../../../Rules/traits/concussive-g-g.md) [dwarf](../../../Rules/traits/dwarf.md) [kickback](../../../Rules/traits/kickback-g-g.md) [scatter <10 ft.>](../../../Rules/traits/scatter-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 10 gp -- **Bulk** 2 -- **Damage** `1d8` P -- **Ammunution** [rounds](round-5-g-g.md); **Range** 50 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Advanced; **Group** Firearm - -A favored weapon of dwarf scouts from Dongun Hold, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy frame. A dwarven scattergun fires a large paper cartridge stuffed with black powder and knuckle-sized lumps of metal, creating a devastating burst so destructive that a foolish dwarf might find themself catching painful ricochets when firing at a too-close target. Some scatterguns are crafted with a clockwork firing tray that can quickly sort and load black powder and shot without needing a prepackaged cartridge, though this is largely an aesthetic feature with no real mechanical benefit. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/dwarven-war-axe.md b/Compendium/equipment/items/dwarven-war-axe.md deleted file mode 100644 index db8d0f45e..000000000 --- a/Compendium/equipment/items/dwarven-war-axe.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/advanced -- trait/dwarf -- trait/sweep -- trait/two-hand-d12 -- trait/uncommon -aliases: ["Dwarven War Axe"] ---- -# Dwarven War Axe *Item 0* -[dwarf](../../../Rules/traits/dwarf.md) [sweep](../../../Rules/traits/sweep.md) [two-hand ](../../../Rules/traits/two-hand.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Bulk** 2 -- **Damage** `1d8` S -- **Hands** 1 -- **Category** Advanced; **Group** Axe - -This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/dweomerweave-robe-lotgb.md b/Compendium/equipment/items/dweomerweave-robe-lotgb.md deleted file mode 100644 index 59780d7bf..000000000 --- a/Compendium/equipment/items/dweomerweave-robe-lotgb.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Dweomerweave Robe"] ---- -# Dweomerweave Robe *Item 2* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Usage** worn clothing; **Bulk** L -- **Category** Worn - -This robe is made from dweomerweave, a magical fabric created by spinning minor illusions into the threads of ether spider silk. Dweomerweave is naturally hazy and translucent. - -It can take on the illusory appearances of other fabrics and garments, and dweomerweave robes are coveted by adventurers who want to travel light without compromising on fashion. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You gain the effects of a 1st-level [illusory disguise](../../../compendium/spells/illusory-disguise.md) except that the illusion only alters the appearance of the dweomerweave robe, changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can [Dismiss](../../../rules/actions/dismiss.md) the activation. -``` - -*Source: Lost Omens: The Grand Bazaar p. 50* diff --git a/Compendium/equipment/items/eagle-eye-elixir.md b/Compendium/equipment/items/eagle-eye-elixir.md deleted file mode 100644 index 516ea9f26..000000000 --- a/Compendium/equipment/items/eagle-eye-elixir.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Eagle-eye Elixir"] ---- -# Eagle-eye Elixir *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to [Perception](../../skills.md#Perception) checks that is greater when attempting to find secret doors and traps. - -*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/Compendium/equipment/items/earplugs-g-g.md b/Compendium/equipment/items/earplugs-g-g.md deleted file mode 100644 index fa3858894..000000000 --- a/Compendium/equipment/items/earplugs-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -aliases: ["Earplugs"] ---- -# Earplugs *Item 0* - -- **Price** 1 sp -- **Hands** 1 -- **Category** Adventuring Gear - -These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature's ears with a single [Interact](../../../Rules/actions/interact.md) action using one hand. They take a –2 circumstance penalty to all [auditory](../../../Rules/traits/auditory.md) [Perception](../../skills.md#Perception) checks but also gain a +2 circumstance bonus to saving throws against [auditory](../../../Rules/traits/auditory.md) effects. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/earplugs-lopsg.md b/Compendium/equipment/items/earplugs-lopsg.md deleted file mode 100644 index 3cbc0d5a9..000000000 --- a/Compendium/equipment/items/earplugs-lopsg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -aliases: ["Earplugs"] ---- -# Earplugs *Item 0* - -- **Price** 1 cp -- **Category** Adventuring Gear - -Made of waxed cotton or cork, earplugs give you a +1 item bonus to saves against effects with the [auditory](../../../Rules/traits/auditory.md) trait. The earplugs make it difficult to hear, however, imposing a –2 item penalty on [Perception](../../skills.md#Perception) checks involving sound. Inserting or removing the earplugs requires an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/earthglide-cloak-apg.md b/Compendium/equipment/items/earthglide-cloak-apg.md deleted file mode 100644 index 778b19024..000000000 --- a/Compendium/equipment/items/earthglide-cloak-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/worn -- trait/earth -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Earthglide Cloak"] ---- -# Earthglide Cloak *Item 15* -[earth](../../../Rules/traits/earth.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 6500 gp -- **Usage** worn cloak -- **Category** Worn - -This brown-and-gold robe covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You [Burrow](../../../rules/actions/burrow.md) through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking `1d6` bludgeoning damage for every 5 feet between the end of your movement and the open area. -``` - -*Source: Advanced Player's Guide p. 260* diff --git a/Compendium/equipment/items/earthsight-box-apg.md b/Compendium/equipment/items/earthsight-box-apg.md deleted file mode 100644 index 7aea0cef4..000000000 --- a/Compendium/equipment/items/earthsight-box-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/divination -- trait/magical -- trait/scrying -- trait/uncommon -aliases: ["Earthsight Box"] ---- -# Earthsight Box *Item 9* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [scrying](../../../Rules/traits/scrying.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 575 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of forged iron. - -The box contains a few handfuls of fine sand. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You hold the box closed and, while envisioning the earth around you, turn the box clockwise three times and then give it three slow shakes. When you open the box, the sand has arranged itself to replicate, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths; hills; embankments; boulders; and even artificial structures like walls, ditches, and tunnels, as long as they're made of stone and earth. - -If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box. -``` - -*Source: Advanced Player's Guide p. 260* diff --git a/Compendium/equipment/items/ebon-fulcrum-lens-av3.md b/Compendium/equipment/items/ebon-fulcrum-lens-av3.md deleted file mode 100644 index 62546f68a..000000000 --- a/Compendium/equipment/items/ebon-fulcrum-lens-av3.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/other -- trait/invested -- trait/necromancy -- trait/occult -- trait/unique -aliases: ["Ebon Fulcrum Lens"] ---- -# Ebon Fulcrum Lens *Item 12* -[invested](../../../Rules/traits/invested.md) [necromancy](../../../Rules/traits/necromancy.md) [occult](../../../Rules/traits/occult.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 2000 gp -- **Bulk** L -- **Category** Other - -This strangest and most powerful of the fulcrum lenses resembles a chip of smooth obsidian containing three dark glimmers of [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md)'s essence. Incorporeal creatures can touch and hold the Ebon Fulcrum Lens. While you have the Ebon Fulcrum Lens invested, and you're a corporeal creature, you become insubstantial, gain the [incorporeal](../../../Rules/traits/incorporeal-b1.md) trait, and are [drained](../../../Rules/conditions.md#Drained). Your [drained](../../../Rules/conditions.md#Drained) condition can't be reduced below 2 as long as you have the lens invested. You can activate the lens in the following ways. Both require expenditures of glimmers within the lens; once the lens is depleted of its three glimmers, it retains its ability to make corporeal creatures insubstantial but can't be used for its other abilities until its glimmers are restored (which generally requires a ritual or being steeped in an area of [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md)'s power). - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: you would be destroyed and are able to rejuvenate -- **Requirements**: At least one glimmer remains in the Ebon Fulcrum Lens - -**Effect** For the first 24 hours after you rejuvenate, you gain a +1 item bonus to attack rolls, saving throws, and DCs. Reduce the number of glimmers remaining in the lens by 1. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: At least one glimmer remains in the Ebon Fulcrum Lens - -**Effect** You draw upon a glimmer of [Nhimbaloth](../../../compendium/setting/deities/nhimbaloth-logm.md)'s essence for power; reduce the number of glimmers remaining in the lens by 1. You're [quickened](../../../rules/conditions.md#Quickened) for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to [Stride](../../../rules/actions/stride.md) or [Step](../../../rules/actions/step.md), or for an action in a special ghost ability you have. -``` - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* diff --git a/Compendium/equipment/items/eclipse-aoa2.md b/Compendium/equipment/items/eclipse-aoa2.md deleted file mode 100644 index 2be61c6e1..000000000 --- a/Compendium/equipment/items/eclipse-aoa2.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa2 -- item/category/held -- trait/evocation -- trait/light -- trait/magical -- trait/unique -aliases: ["Eclipse"] ---- -# Eclipse *Item 8* -[evocation](../../../Rules/traits/evocation.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This +1 returning striking cold iron starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which wrap over and around the handle in knots to support the weapon's four cold iron blades. While the handle is polished to a mirrorlike shine, the blades of Eclipse are a flat black and entirely unreflective. Eclipse is also the portal key required to activate Dreamgate at [Alseta](../../setting/deities/alseta-logm.md)'s Ring. - -Whenever you score a critical hit with Eclipse, the target creature's eyes are plunged into darkness; if that creature doesn't have darkvision, it is [blinded](../../../Rules/conditions.md#Blinded) for 1 round. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Eclipse's blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the [concentrate](../../../rules/traits/concentrate.md) trait. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You attempt a [Stealth](../../../compendium/skills.md#Stealth) check to [Hide](../../../rules/actions/hide.md) or [Sneak](../../../rules/actions/sneak.md), but you haven't rolled yet - -**Effect** You absorb light, gaining a +2 status bonus to the [Stealth](../../../compendium/skills.md#Stealth) check. -``` - -*Source: Age of Ashes #2: Cult of Cinders p. 72* diff --git a/Compendium/equipment/items/ectoplasmic-tracer-botd.md b/Compendium/equipment/items/ectoplasmic-tracer-botd.md deleted file mode 100644 index ce83fb992..000000000 --- a/Compendium/equipment/items/ectoplasmic-tracer-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Ectoplasmic Tracer"] ---- -# Ectoplasmic Tracer *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This sticky, fluorescing substance, stored in an atomizing nozzle, sprays all creatures within a 15-foot cone when released. This marks any incorporeal creatures in the cone for `1d4` days. Anyone attempting to [Track](../../../Rules/actions/track.md) a marked creature gains a +2 item bonus to the check. The tracer has no effect on corporeal creatures, nor incorporeal creatures not formed of spiritual essence, such as animate dreams that are purely mental in nature. - -A marked creature that's aware of the tracer can attempt to remove it, but the process is lengthy and unpleasant. It takes 10 minutes of scraping through its incorporeal form to remove the tracer's effects. - -*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/Compendium/equipment/items/effervescent-ampoule.md b/Compendium/equipment/items/effervescent-ampoule.md deleted file mode 100644 index aeff629a6..000000000 --- a/Compendium/equipment/items/effervescent-ampoule.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Effervescent Ampoule"] ---- -# Effervescent Ampoule *Item 2* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 7 gp -- **Usage** affixed to armor -- **Activate** [Interact](../../../Rules/actions/interact.md); **Requirements** You're an expert in [Acrobatics](../../skills.md#Acrobatics). -- **Category** Talisman - -Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the armor lets you move across water and other liquids as if they were solid ground. If you [Stride](../../../Rules/actions/stride.md) or [Step](../../../Rules/actions/step.md) over a weight-sensitive pressure plate, you don't cause the plate to depress, which prevents you from triggering any device or hazard attached to the pressure plate. When the ampoule's effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/effervescent-decoction-ooa3.md b/Compendium/equipment/items/effervescent-decoction-ooa3.md deleted file mode 100644 index f23c0e59e..000000000 --- a/Compendium/equipment/items/effervescent-decoction-ooa3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/potion -- trait/air -- trait/consumable -- trait/evocation -- trait/magical -- trait/potion -- trait/uncommon -aliases: ["Effervescent Decoction"] ---- -# Effervescent Decoction *Item 10* -[air](../../../Rules/traits/air.md) [consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This bubbly potion is purportedly made from winds gathered from the Mana Wastes and distilled into a liquor. - -For 1 hour after you imbibe the decoction, you can belch fizzy foam around willing creatures or unattended objects, surrounding them with a pink bubble. Once per minute, you can belch a bubble by using two [Interact](../../../Rules/actions/interact.md) actions. This has effects similar to a [levitate](../../spells/levitate.md) spell, except you can't control the bubbles; they rise 10 feet per round on their own. The bubble is sturdy enough to resist minor bumps or heavy winds, but if the item or creature takes any damage, the bubble pops, causing the levitation effect to end. If the creature surrounded by the bubble uses a move action rather than just ride within the bubble, the bubble also pops. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/elder-sign-gmg.md b/Compendium/equipment/items/elder-sign-gmg.md deleted file mode 100644 index 79a96e500..000000000 --- a/Compendium/equipment/items/elder-sign-gmg.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/abjuration -- trait/artifact -- trait/occult -- trait/rare -aliases: ["Elder Sign"] ---- -# Elder Sign *Item 25* -[abjuration](../../../Rules/traits/abjuration.md) [artifact](../../../Rules/traits/artifact-gmg.md) [occult](../../../Rules/traits/occult.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in one hand; **Bulk** 1 -- **Category** Artifact - -This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, the universe's doom creeps inexorably closer. Reciting one of three different occult mantras (DC 20 [Occultism](../../skills.md#Occultism) check to do so correctly) allows three different activations. All three abilities work only on a creature connected to the Elder Mythos or a cosmic horror, such as a wendigo or gug; the activations refer to them as "eldritch creatures." - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The elder sign casts a 10th-level [banishment](../../../compendium/spells/banishment.md) spell on an eldritch creature. Even if the creature isn't extraplanar, the elder sign can still banish it, sending it back to the part of the Material Plane from which it originated. If the creature is a Great Old One, the elder sign banishes it automatically (as if it critically failed its save) but is then forever destroyed. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The elder sign casts [dispel magic](../../../compendium/spells/dispel-magic.md) on an effect from an eldritch creature, using a counteract level of 10 and +30 modifier for the roll. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The elder sign casts [dimensional lock](../../../compendium/spells/dimensional-lock.md), though it wards against travel by only eldritch creatures. Each time the elder sign casts [dimensional lock](../../../compendium/spells/dimensional-lock.md) in this way, the previous [dimensional lock](../../../compendium/spells/dimensional-lock.md) spell ends. -``` - -*Source: Gamemastery Guide p. 108* diff --git a/Compendium/equipment/items/electric-eelskin.md b/Compendium/equipment/items/electric-eelskin.md deleted file mode 100644 index 8e2d455d0..000000000 --- a/Compendium/equipment/items/electric-eelskin.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Electric Eelskin"] ---- -# Electric Eelskin *Item 10* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 950 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor. The armor gives you the ability to breathe water and grants you a +2 item bonus to [Athletics](../../skills.md#Athletics) checks to [Swim](../../../Rules/actions/swim.md) and [Stealth](../../skills.md#Stealth) checks you attempt in the water. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast a 2nd-level [shocking grasp](../../../compendium/spells/shocking-grasp.md) with a spell attack modifier of +19. -``` - -*Source: Core Rulebook p. 557* diff --git a/Compendium/equipment/items/electrocable-g-g.md b/Compendium/equipment/items/electrocable-g-g.md deleted file mode 100644 index 2cf5cedb7..000000000 --- a/Compendium/equipment/items/electrocable-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/electricity -- trait/fire -- trait/rare -aliases: ["Electrocable"] ---- -# Electrocable *Item 3* -[electricity](../../../Rules/traits/electricity.md) [fire](../../../Rules/traits/fire.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 45 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as a single action. While on, the coils electrify the cable, dealing `1d6` electricity and `1d6` fire damage in a thin precise line to anything the cable touches, though the cable is too unwieldy to use as a weapon. Electrocables are typically used to "cut" a thin straight line through metal. They ignore 10 points of a metal object's hardness. - -*Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/Compendium/equipment/items/electromuscular-stimulator-g-g.md b/Compendium/equipment/items/electromuscular-stimulator-g-g.md deleted file mode 100644 index 67d7619da..000000000 --- a/Compendium/equipment/items/electromuscular-stimulator-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/rare -aliases: ["Electromuscular Stimulator"] ---- -# Electromuscular Stimulator *Item 5* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 30 gp -- **Usage** worn; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you [Activate](../../../Rules/actions/activate-an-item.md) an attached electromuscular stimulator, roll a [Crafting](../../skills.md#Crafting) check, using the [Crafting](../../skills.md#Crafting) modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the [Crafting](../../skills.md#Crafting) check. - -> [!success-degree] -> - **Critical Success** You gain the [quickened](../../../Rules/conditions.md#Quickened) condition for 1 minute and can use the extra action each round only to [Stride](../../../Rules/actions/stride.md) or [Strike](../../../Rules/actions/strike.md). -> - **Success** As critical success, but you also take 3 persistent electrical damage. -> - **Failure** You gain the [quickened](../../../Rules/conditions.md#Quickened) condition for 2 rounds and can use the extra action each round only to [Stride](../../../Rules/actions/stride.md) or [Strike](../../../Rules/actions/strike.md). You take 3 persistent electrical damage. -> - **Critical Failure** You take `2d6` electrical damage and 3 persistent electrical damage. - -*Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/Compendium/equipment/items/elemental-gem.md b/Compendium/equipment/items/elemental-gem.md deleted file mode 100644 index 4a7907906..000000000 --- a/Compendium/equipment/items/elemental-gem.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -aliases: ["Elemental Gem"] ---- -# Elemental Gem *Item 10* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 200 gp -- **Usage** held in 1 hand -- **Activate** command, , [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level [summon elemental](../../spells/summon-elemental.md) spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation. - -This gem comes in four varieties: transparent for a living whirlwind, light brown for a living landslide, reddish orange for a living wildfire, and blue-green for a living waterfall. - -*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/elemental-wayfinder-lopsg.md b/Compendium/equipment/items/elemental-wayfinder-lopsg.md deleted file mode 100644 index 7c4d04bb5..000000000 --- a/Compendium/equipment/items/elemental-wayfinder-lopsg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Elemental Wayfinder"] ---- -# Elemental Wayfinder *Item 9+* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -Pathfinder Society researchers recently created elemental wayfinders with the assistance of the Society's elemental allies. In addition to the effects of a [wayfinder](wayfinder.md), these wayfinders each grant the ability to cast a particular elemental spell once per day, and can assist Pathfinders in exploring areas associated with their element. Each has the trait associated with its element. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The wayfinder casts its associated spell. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 122* diff --git a/Compendium/equipment/items/elixir-of-life.md b/Compendium/equipment/items/elixir-of-life.md deleted file mode 100644 index 2e02f0624..000000000 --- a/Compendium/equipment/items/elixir-of-life.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/healing -aliases: ["Elixir of Life"] ---- -# Elixir of Life *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [healing](../../../Rules/traits/healing.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. - -*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/Compendium/equipment/items/elven-absinthe-gmg.md b/Compendium/equipment/items/elven-absinthe-gmg.md deleted file mode 100644 index 3cfa2d877..000000000 --- a/Compendium/equipment/items/elven-absinthe-gmg.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -aliases: ["Elven Absinthe"] ---- -# Elven Absinthe *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Specialists in Kyonin prepare this emerald-green beverage. - -```ad-inline-affliction -title: Saving Throw: DC 20 Fortitude - -- **Onset**: 1 hour -- **Maximum Duration**: 1 day - -## Stages - -**Stage 1** +2 item bonus to [Diplomacy](../../../compendium/skills.md#Diplomacy) and [Performance](../../../compendium/skills.md#Performance) checks (1 hour) - -**Stage 2** [drained](../../../rules/conditions.md#Drained) (1 hour) - -**Stage 3** [stupefied](../../../rules/conditions.md#Stupefied) (1 hour) -``` - -*Source: Gamemastery Guide p. 121* diff --git a/Compendium/equipment/items/elven-branched-spear-lotgb.md b/Compendium/equipment/items/elven-branched-spear-lotgb.md deleted file mode 100644 index 8d694caf1..000000000 --- a/Compendium/equipment/items/elven-branched-spear-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/deadly-d8 -- trait/elf -- trait/finesse -- trait/reach -- trait/uncommon -aliases: ["Elven Branched Spear"] ---- -# Elven Branched Spear *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [elf](../../../Rules/traits/elf.md) [finesse](../../../Rules/traits/finesse.md) [reach](../../../Rules/traits/reach.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Bulk** 1 -- **Damage** `1d6` P -- **Hands** 2 -- **Category** Martial; **Group** Spear - -Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/elven-chain.md b/Compendium/equipment/items/elven-chain.md deleted file mode 100644 index d7730addf..000000000 --- a/Compendium/equipment/items/elven-chain.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/uncommon -aliases: ["Elven Chain"] ---- -# Elven Chain *Item 13+* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn armor; **Bulk** L -- **Category** Armor - -Elven chain is a chain shirt made of [mithral](mithral.md) that glitters in even the faintest light. It has no check penalty. - -Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the [noisy](../../../Rules/traits/noisy.md) trait. This suit of armor can be etched with runes like any other mithral chain shirt. - -*Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/Compendium/equipment/items/elven-curve-blade.md b/Compendium/equipment/items/elven-curve-blade.md deleted file mode 100644 index 0ff35721f..000000000 --- a/Compendium/equipment/items/elven-curve-blade.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/elf -- trait/finesse -- trait/forceful -- trait/uncommon -aliases: ["Elven Curve Blade"] ---- -# Elven Curve Blade *Item 0* -[elf](../../../Rules/traits/elf.md) [finesse](../../../Rules/traits/finesse.md) [forceful](../../../Rules/traits/forceful.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 gp -- **Bulk** 2 -- **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial; **Group** Sword - -Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/emberheart-som.md b/Compendium/equipment/items/emberheart-som.md deleted file mode 100644 index 58aa273fe..000000000 --- a/Compendium/equipment/items/emberheart-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/apex -- trait/apex -- trait/invested -- trait/magical -- trait/necromancy -aliases: ["Emberheart"] ---- -# Emberheart *Item 18* -[apex](../../../Rules/traits/apex.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 24000 gp -- **Usage** worn -- **Category** Apex - -This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath ashes. When worn, the amulet gives off a gentle warmth, akin to being near a fireplace. You gain poison resistance 15 when wearing this amulet. - -When you invest the amulet, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[healing](../../../rules/traits/healing.md) [magical](../../../rules/traits/magical.md) [necromancy](../../../rules/traits/necromancy.md) [positive](../../../rules/traits/positive.md) - -You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn. -%% #trait/healing #trait/magical #trait/necromancy #trait/positive %% -``` - -*Source: Secrets of Magic p. 184* diff --git a/Compendium/equipment/items/emerald-fulcrum-lens-av3.md b/Compendium/equipment/items/emerald-fulcrum-lens-av3.md deleted file mode 100644 index 319e1791d..000000000 --- a/Compendium/equipment/items/emerald-fulcrum-lens-av3.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/other -- trait/invested -- trait/necromancy -- trait/negative -- trait/occult -- trait/unique -aliases: ["Emerald Fulcrum Lens"] ---- -# Emerald Fulcrum Lens *Item 10* -[invested](../../../Rules/traits/invested.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) [occult](../../../Rules/traits/occult.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 1000 gp -- **Bulk** 3 -- **Category** Other - -This concave green lens is pitted and flawed; its jagged edges can cut those who don't handle it with care. While you have the Emerald Fulcrum Lens invested, your flesh appears waxen and pallid. You gain negative healing and [harm](../../spells/harm.md) spells gain a +4 status bonus to the Hit Points they restore to you. - -You can also activate the lens in the following ways. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[healing](../../../rules/traits/healing.md) - -You grasp the Emerald Fulcrum Lens in one hand, regain 30 Hit Points, and gain a +2 item bonus to saving throws against magic for 1 round. -%% #trait/healing %% -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](../../../rules/traits/attack.md) [possession](../../../rules/traits/possession.md) - -as Crimson Fulcrum Lens, but the melee spell attack modifier is +20. -%% #trait/attack #trait/possession %% -``` - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* diff --git a/Compendium/equipment/items/emerald-grasshopper.md b/Compendium/equipment/items/emerald-grasshopper.md deleted file mode 100644 index 89d87ef2c..000000000 --- a/Compendium/equipment/items/emerald-grasshopper.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Emerald Grasshopper"] ---- -# Emerald Grasshopper *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 30 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a [High Jump](../../../Rules/actions/high-jump.md) but haven't rolled yet; **Requirements** You are an expert in [Athletics](../../skills.md#Athletics). -- **Category** Talisman - -This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the [Athletics](../../skills.md#Athletics) check, you [Leap](../../../Rules/actions/leap.md) up to 50 feet vertically and up to 10 feet horizontally. If you critically succeed, you can [Leap](../../../Rules/actions/leap.md) up to 75 feet vertically and 20 feet horizontally. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/emergency-disguise-lopsg.md b/Compendium/equipment/items/emergency-disguise-lopsg.md deleted file mode 100644 index a93a58f06..000000000 --- a/Compendium/equipment/items/emergency-disguise-lopsg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/talisman -- trait/conjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Emergency Disguise"] ---- -# Emergency Disguise *Item 1* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Usage** affixed to armor; **Bulk** – -- **Activate** envision; **Requirements** You're trained in [Deception](../../skills.md#Deception). -- **Category** Talisman - -In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Galt's soul-trapping guillotines, the infamous final blades. Each of these talismans stores a specific disguise, chosen at the time of its creation. When activated, the talisman applies a disguise to its wearer, allowing them to [Impersonate](../../../Rules/actions/impersonate.md) without taking the time to assemble a convincing disguise first. The components the disguise creates can appear to be worth up to 3 gp total. - -The instant nature of the disguise leaves a few traces of its haphazard nature, imposing a –2 circumstance penalty on checks to [Impersonate](../../../Rules/actions/impersonate.md) using the disguise. - -Wearers with the Quick Disguise feat don't take this penalty. Any objects created as a part of the disguise disappear after 24 hours or after you remove them. - -*Source: Lost Omens: Pathfinder Society Guide p. 109* \ No newline at end of file diff --git a/Compendium/equipment/items/empathic-cords-pfum.md b/Compendium/equipment/items/empathic-cords-pfum.md deleted file mode 100644 index 02558feaf..000000000 --- a/Compendium/equipment/items/empathic-cords-pfum.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/mental -- trait/rare -aliases: ["Empathic Cords"] ---- -# Empathic Cords *Item 8* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 450 gp -- **Usage** worn -- **Category** Worn - -These intracately braided lenghts of leather, twince, and ribbon can be worn around the neck. Empathic cords function only with the other cord in their pair and must be crafted together. If one cord becomes [broken](../../../Rules/conditions.md#Broken), the other dissolves in to non-magical dust. The Price listed above is for a pair of cords. The creatures wearing a pair of empathic cords can sense each other's feelings and communicate empathically, no matter how far away they are, as long as the creatures are on the same planet. - -```ad-embed-ability -title: Activate - -You cast [message](../../../compendium/spells/message.md), targeting the creature wearing the matching cord. The range of this message is planetary. -``` - -*Source: PATHFINDER: FUMBUS! p. 0* diff --git a/Compendium/equipment/items/encompassing-lockpick-lotgb.md b/Compendium/equipment/items/encompassing-lockpick-lotgb.md deleted file mode 100644 index 04f6ff309..000000000 --- a/Compendium/equipment/items/encompassing-lockpick-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/conjuration -- trait/extradimensional -- trait/magical -- trait/uncommon -aliases: ["Encompassing Lockpick"] ---- -# Encompassing Lockpick *Item 8* -[conjuration](../../../Rules/traits/conjuration.md) [extradimensional](../../../Rules/traits/extradimensional.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, belying the components within. An almost-impossible number of other tools are [hidden](../../../Rules/conditions.md#Hidden) in the compartment, including an entire set of infiltrator thieves' tools and any replacement picks, an elite disguise kit and any replacement cosmetics, and an extreme climber's kit, all while still somehow remaining only light Bulk. This makes the encompassing lockpick a favorite discreet option for rogues infiltrating high society events, as formal wear generally has few pockets and only allows a character to wear a single tool kit of light Bulk. - -*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/Compendium/equipment/items/endless-grimoire-som.md b/Compendium/equipment/items/endless-grimoire-som.md deleted file mode 100644 index 3d1e688ae..000000000 --- a/Compendium/equipment/items/endless-grimoire-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/divination -- trait/grimoire -- trait/magical -aliases: ["Endless Grimoire"] ---- -# Endless Grimoire *Item 6+* -[divination](../../../Rules/traits/divination.md) [grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) - -- **Bulk** L -- **Category** Grimoire - -When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to [Learn a Spell](../../../Rules/actions/learn-a-spell.md) if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell. - -*Source: Secrets of Magic p. 162* \ No newline at end of file diff --git a/Compendium/equipment/items/energized-cartridge-g-g.md b/Compendium/equipment/items/energized-cartridge-g-g.md deleted file mode 100644 index be2ca6b16..000000000 --- a/Compendium/equipment/items/energized-cartridge-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Energized Cartridge"] ---- -# Energized Cartridge *Item 4* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 20 gp -- **Usage** affixed to a firearm or crossbow; **Bulk** - -- **Activate** envision; **Trigger** You attempt an attack roll with the affixed firearm or crossbow; **Requirements** You're trained in use of the affixed firearm or crossbow. -- **Category** Talisman - -This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon's barrel. When activated, it causes the ammunition fired from the affixed weapon to transform into your choice of acid, cold, electricity, or fire, dealing damage of the appropriate energy type instead of its usual damage as well as `1d6` [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) of the same type on a critical hit. - -*Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/Compendium/equipment/items/energizing-lotgb.md b/Compendium/equipment/items/energizing-lotgb.md deleted file mode 100644 index 0f1ea5ec5..000000000 --- a/Compendium/equipment/items/energizing-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Energizing"] ---- -# Energizing *Item 6* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 250 gp -- **Usage** etched onto a weapon -- **Category** Rune - -A weapon with this rune can absorb energy damage to empower it. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You take acid, cold, electricity, fire, or sonic damage - -**Effect** The weapon becomes imbued with the triggering energy type. It deals an additional `1d8` damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the `1d8` damage to the new triggering type of damage and change the duration to the end of your next turn. -``` - -*Source: Lost Omens: The Grand Bazaar p. 10* diff --git a/Compendium/equipment/items/energy-mutagen-fop.md b/Compendium/equipment/items/energy-mutagen-fop.md deleted file mode 100644 index 544701e0e..000000000 --- a/Compendium/equipment/items/energy-mutagen-fop.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -- trait/uncommon -aliases: ["Energy Mutagen"] ---- -# Energy Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. - -When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts. - -**Benefit** You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type. - -**Drawback** You gain weakness 5 to the other three energy types. - -*Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/Compendium/equipment/items/energy-robe-lotgb.md b/Compendium/equipment/items/energy-robe-lotgb.md deleted file mode 100644 index 272dfc8a7..000000000 --- a/Compendium/equipment/items/energy-robe-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Energy Robe"] ---- -# Energy Robe *Item 7+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn clothing; **Bulk** L -- **Category** Worn - -This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type. -``` - -*Source: Lost Omens: The Grand Bazaar p. 50* diff --git a/Compendium/equipment/items/enfilading-arrow-lotgb.md b/Compendium/equipment/items/enfilading-arrow-lotgb.md deleted file mode 100644 index f6e5155bb..000000000 --- a/Compendium/equipment/items/enfilading-arrow-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Enfilading Arrow"] ---- -# Enfilading Arrow *Item 9* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 125 gp -- **Ammunition** [Arrow](arrow.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat. - -When you fire an activated enfilading arrow, it sails upward and shatters into countless copies. The arrows then rain Bellwether Lodge Wares. - -*Source: Lost Omens: The Grand Bazaar p. 14* \ No newline at end of file diff --git a/Compendium/equipment/items/engulfing-snare-apg.md b/Compendium/equipment/items/engulfing-snare-apg.md deleted file mode 100644 index f3a509dc9..000000000 --- a/Compendium/equipment/items/engulfing-snare-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Engulfing Snare"] ---- -# Engulfing Snare *Item 14* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 900 gp -- **Category** Snare - -You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. - -The snare deals `9d8` piercing damage to the first creature to enter this square; that creature must attempt a DC 31 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is knocked aside by the snare's deployment, taking half damage, and is [flat-footed](../../../Rules/conditions.md#Flat-footed) until the end of its next turn. -> - **Failure** The creature is captured by the cage, taking full damage and falling [prone](../../../Rules/conditions.md#Prone). It is [immobilized](../../../Rules/conditions.md#Immobilized) while it remains within the cage. It can get free by Escaping (DC 31) or by destroying the cage (Hardness 5, HP 30, object immunities). -> - **Critical Failure** As failure, but the creature takes double damage. - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/enhanced-hearing-aids-lotgb.md b/Compendium/equipment/items/enhanced-hearing-aids-lotgb.md deleted file mode 100644 index 493445769..000000000 --- a/Compendium/equipment/items/enhanced-hearing-aids-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/hearing -- trait/divination -- trait/magical -aliases: ["Enhanced Hearing Aids"] ---- -# Enhanced Hearing Aids *Item 3* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 50 gp -- **Usage** worn; **Bulk** L -- **Category** Hearing - -These hearing aids work like [magical hearing aids](magical-hearing-aids-lotgb.md), but they're designed with a more potent and focused magic. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Requirements**: Your hearing aids are currently on - -**Effect** You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based [Perception](../../../compendium/skills.md#Perception) checks for 10 minutes. -``` - -*Source: Lost Omens: The Grand Bazaar p. 68* diff --git a/Compendium/equipment/items/enveloping-light-lotgb.md b/Compendium/equipment/items/enveloping-light-lotgb.md deleted file mode 100644 index df4bd9b95..000000000 --- a/Compendium/equipment/items/enveloping-light-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/tattoo -- trait/invested -- trait/magical -- trait/necromancy -- trait/positive -- trait/tattoo -- trait/uncommon -aliases: ["Enveloping Light"] ---- -# Enveloping Light *Item 3+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [positive](../../../Rules/traits/positive.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** tattoo -- **Category** Tattoo - -This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to [Treat your Wounds](../../../Rules/actions/treat-wounds.md) and rolls a critical failure, they get a failure instead. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -For 5 rounds, your entire body begins to glow, with the effects of a 1st-level [light](../../../compendium/spells/light.md) spell. At the end of each of your turns during this time, you regain `1d4` Hit Points. -``` - -*Source: Lost Omens: The Grand Bazaar p. 38* diff --git a/Compendium/equipment/items/envenomed-snare-lotgb.md b/Compendium/equipment/items/envenomed-snare-lotgb.md deleted file mode 100644 index 30cb848e1..000000000 --- a/Compendium/equipment/items/envenomed-snare-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/poison -- trait/consumable -- trait/mechanical -- trait/poison -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Envenomed Snare"] ---- -# Envenomed Snare *Item 7* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [poison](../../../Rules/traits/poison.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Category** Poison - -This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That creature takes `4d6` damage (DC 23 basic Reflex) and, on a failure, the creature is exposed to the giant wasp venom. - -*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/Compendium/equipment/items/envisioning-mask-apg.md b/Compendium/equipment/items/envisioning-mask-apg.md deleted file mode 100644 index fbd8f521c..000000000 --- a/Compendium/equipment/items/envisioning-mask-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/mental -aliases: ["Envisioning Mask"] ---- -# Envisioning Mask *Item 11* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -- **Price** 1200 gp -- **Usage** worn mask -- **Category** Worn - -These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in the hope that sharing the means of aeon communication would reduce the misunderstandings and conflicts among mortal civilizations. An envisioning mask covers your entire face, though it doesn't hinder your vision or other senses. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes. -``` - -*Source: Advanced Player's Guide p. 260* diff --git a/Compendium/equipment/items/eroding-bullet-g-g.md b/Compendium/equipment/items/eroding-bullet-g-g.md deleted file mode 100644 index fd2b3ee5c..000000000 --- a/Compendium/equipment/items/eroding-bullet-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/acid -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Eroding Bullet"] ---- -# Eroding Bullet *Item 5* -[acid](../../../Rules/traits/acid.md) [alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 22 gp -- **Ammunition** round -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without gloves deals 1 point of acid damage and leaves the putrid scent coated on your fingers. Upon Striking an enemy, the glass casing inside the bullet bursts, releasing a splattering of bubbling green acid that coats the target. The target takes `2d6` [persistent acid damage](../../../Rules/conditions.md#Persistent%20Damage) in addition to the damage normally dealt by the attack. - -*Source: Guns & Gears p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/erratic-transposing-gmg.md b/Compendium/equipment/items/erratic-transposing-gmg.md deleted file mode 100644 index 799331b49..000000000 --- a/Compendium/equipment/items/erratic-transposing-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/conjuration -- trait/cursed -- trait/magical -- trait/rare -aliases: ["Erratic Transposing"] ---- -# Erratic Transposing *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a weapon -- **Category** Curse - -This curse bursts with uncontrolled teleportation magic when activated, unreliably transporting creatures across the battlefield. On a critical hit with the affected weapon, you and an ally within 60 feet (chosen randomly) teleport to switch places with one another. If either of the affected creatures is unable to entirely fit within its new space, the creature is placed in the nearest available squares instead. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/erraticannon-ooa3.md b/Compendium/equipment/items/erraticannon-ooa3.md deleted file mode 100644 index 07a44db26..000000000 --- a/Compendium/equipment/items/erraticannon-ooa3.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/held -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Erraticannon"] ---- -# Erraticannon *Item 9* -[magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +1 striking hand cannon (Guns & Gears 153) is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the top of the gun allows any type of ammunition (including arrows, bolts, stone bullets, and firearm rounds) to be fed into the machine, which converts the ammunition into blasts of raw, destructive energy. - -Each time you attack with the weapon, roll `1d8` to determine the damage type of the [Strike](../../../Rules/actions/strike.md)—all of the erraticannon's weapon damage is converted to that damage type for the [Strike](../../../Rules/actions/strike.md). Additionally, roll another d8, and the erraticannon deals `1d6` additional damage of this second damage type. d8 Damage Type 1 Acid 2 Cold 3 Electricity 4 Fire 5 Sonic 6 Bludgeoning 7 Piercing 8 Slashing - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You set the erraticannon to maximum power and unleash a blast that deals `1d6` acid, `1d6` cold, `1d6` electricity, `1d6` fire, `1d6` sonic, `1d6` bludgeoning, `1d6` piercing, and `1d6` slashing damage to all creatures in a 30-foot cone (DC 25 basic Reflex save). -``` - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* diff --git a/Compendium/equipment/items/essence-prism-gmg.md b/Compendium/equipment/items/essence-prism-gmg.md deleted file mode 100644 index 04a641868..000000000 --- a/Compendium/equipment/items/essence-prism-gmg.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/transmutation -- trait/unique -aliases: ["Essence Prism"] ---- -# Essence Prism *Item 28* -[artifact](../../../Rules/traits/artifact-gmg.md) [transmutation](../../../Rules/traits/transmutation.md) [unique](../../../Rules/traits/unique.md) - -- **Bulk** 5 -- **Category** Artifact - -This enormous, multifaceted prism normally rests on a pedestal, eerily refracting many-colored lights even when no light source is present. In reality, the prism refracts the four magical essences into the visible spectrum (see page 300 in the Core Rulebook for more on the four essences). A creature adjacent to the prism can adjust its facets with an [Interact](../../../Rules/actions/interact.md) action to change between two polarities. Two essences flow from two input streams into the prism, where the prism combines them into a single output stream; alternatively, a single essence flows from one input stream into the prism and is split into two output streams. A creature that enters and stays within an input essence stream for 1 minute is slowly encased in solid magic, at which point it is [paralyzed](../../../Rules/conditions.md#Paralyzed) until anyone reverses the prism's flow or finishes activating the prism. A creature stepping into an output essence stream is gently pushed back and out of the stream. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The prism has only one input stream - -**Effect** You alter and rearrange the facets of the essence prism, adjusting the essences to select for a single quality, which might be associated with mental essence, like a personality trait; material essence, like a physical quality; vital essence, like a belief or instinct; or spiritual essence, like an alignment component such as good or lawful. You must succeed at a secret DC 30 skill check with a skill associated with a magical tradition that uses the essence you chose (for instance, [Arcana](../../../compendium/skills.md#Arcana) or [Occultism](../../../compendium/skills.md#Occultism) for mental essence, as arcane and occult magic both use mental essence). On a failure, you accidentally set the prism for some other quality. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: The prism has only one input stream, and a creature is encased in magic in the input stream - -**Effect** Over the course of the next hour, the creature in the input stream has its essences refracted through the prism, creating two cocoons of magic in the output streams that each contain a new creature. At the end of the process, the original creature is gone, and the two new creatures break free of their cocoons. Each creature is part of the original, separated from the rest based on the last quality set by the prism's first activation. For instance, if you set the prism to "good," one creature would have all the original creature's good aspects and the other would be the original creature's evil side. Unless you selected a physical quality, both new creatures look just like the original. The new creatures are usually 2 levels lower than the original, but if the original creature was strongly biased with respect to the quality you chose (for instance, if splitting out the good and evil side of a redeemer), the stronger creature is 1 level lower and the weaker creature is 3 or more levels lower. If calibrated correctly, this activation can also reverse the effect of the third activation. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: The prism has two input streams, and a creature is encased in magic in each of the input streams - -**Effect** Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation. -``` - -*Source: Gamemastery Guide p. 108* diff --git a/Compendium/equipment/items/ethereal.md b/Compendium/equipment/items/ethereal.md deleted file mode 100644 index 118721112..000000000 --- a/Compendium/equipment/items/ethereal.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Ethereal"] ---- -# Ethereal *Item 17* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 13500 gp -- **Usage** etched onto armor -- **Category** Rune - -An ethereal rune replicates armor on the Ethereal Plane. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain the effects of an [ethereal jaunt](../../../compendium/spells/ethereal-jaunt.md) spell. This doesn't require concentration and lasts for 10 minutes or until you choose to return to material form as a free action. -``` - -*Source: Core Rulebook p. 582* diff --git a/Compendium/equipment/items/etheric-essence-disruptor-g-g.md b/Compendium/equipment/items/etheric-essence-disruptor-g-g.md deleted file mode 100644 index 9e814e690..000000000 --- a/Compendium/equipment/items/etheric-essence-disruptor-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Etheric Essence Disruptor"] ---- -# Etheric Essence Disruptor *Item 3+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Stasian etheric-spirit singers, though without the need for a Stasian coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active [divine](../../../Rules/traits/divine.md) or [occult](../../../Rules/traits/occult.md) spell within the listed range, with the listed counteract modifier and counteract level. - -*Source: Guns & Gears p. 68* \ No newline at end of file diff --git a/Compendium/equipment/items/ethersight-ring-aoe2.md b/Compendium/equipment/items/ethersight-ring-aoe2.md deleted file mode 100644 index 3d88b1ef2..000000000 --- a/Compendium/equipment/items/ethersight-ring-aoe2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe2 -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/revelation -- trait/uncommon -aliases: ["Ethersight Ring"] ---- -# Ethersight Ring *Item 7* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [revelation](../../../Rules/traits/revelation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 325 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -This glass ring contains a swirling cloud of grayish smoke. - -When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are also visible to creatures in the Ethereal Plane within the same range. Although you can see these creatures and they can see you, you can't affect each other except with abilities that cross between the Ethereal Plane and the Material Plane. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/everburning-torch.md b/Compendium/equipment/items/everburning-torch.md deleted file mode 100644 index 8bf2a8184..000000000 --- a/Compendium/equipment/items/everburning-torch.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/evocation -- trait/light -- trait/magical -aliases: ["Everburning Torch"] ---- -# Everburning Torch *Item 1* -[evocation](../../../Rules/traits/evocation.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 15 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. - -The flame can be covered or [hidden](../../../Rules/conditions.md#Hidden), but can't be smothered or quenched. - -*Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/Compendium/equipment/items/everyneed-pack-lopsg.md b/Compendium/equipment/items/everyneed-pack-lopsg.md deleted file mode 100644 index 74c22a201..000000000 --- a/Compendium/equipment/items/everyneed-pack-lopsg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Everyneed Pack"] ---- -# Everyneed Pack *Item 3+* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn on belt -- **Category** Worn - -Constructed of green material and decorated with a white Glyph of the Open Road, a dozen or more small pockets line the inside of this pack. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of any kind of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack empties after 8 gp worth of items of your choice are removed, after which it becomes a mundane backpack. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 86* diff --git a/Compendium/equipment/items/experimental-clothing-lotgb.md b/Compendium/equipment/items/experimental-clothing-lotgb.md deleted file mode 100644 index 4d150cda0..000000000 --- a/Compendium/equipment/items/experimental-clothing-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/uncommon -aliases: ["Experimental Clothing"] ---- -# Experimental Clothing *Item 2* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Usage** worn clothing; **Bulk** L -- **Category** Worn - -Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and unconventional patterns. - -At the GM's discretion, wearing experimental clothing may impart a +1 item bonus or –1 item penalty on checks to [Make An Impression](../../../Rules/actions/make-an-impression.md), depending on the target's fashion sense. - -*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/Compendium/equipment/items/exploding-shield-apg.md b/Compendium/equipment/items/exploding-shield-apg.md deleted file mode 100644 index 204d9833f..000000000 --- a/Compendium/equipment/items/exploding-shield-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/evocation -- trait/magical -aliases: ["Exploding Shield"] ---- -# Exploding Shield *Item 5* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: The exploding shield is destroyed - -**Effect** The shield explodes outward, dealing `4d6` piercing damage to each creature in a 15-foot cone (DC 19 basic Reflex save). -``` - -*Source: Advanced Player's Guide p. 260* diff --git a/Compendium/equipment/items/exploration-lens-sot3.md b/Compendium/equipment/items/exploration-lens-sot3.md deleted file mode 100644 index cfc648be0..000000000 --- a/Compendium/equipment/items/exploration-lens-sot3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot3 -- item/category/held -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Exploration Lens"] ---- -# Exploration Lens *Item 10+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** – -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Held - -An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or [light](../../spells/light.md) spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function. - -There are several different types of exploration lens, each granting benefits with a different type of exploration activity. - -Each type of lens is distinguishable from all the other types by holding it up to a bright light. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/explorers-yurt.md b/Compendium/equipment/items/explorers-yurt.md deleted file mode 100644 index 06693ca0f..000000000 --- a/Compendium/equipment/items/explorers-yurt.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -aliases: ["Explorer's Yurt"] ---- -# Explorer's Yurt *Item 10* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) - -- **Price** 880 gp -- **Bulk** 1 (when not activated) -- **Category** Structure - -Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 [bedrolls](../../../compendium/equipment/items/bedroll.md), various cooking utensils, and basic food and water. - -The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a [Survival](../../../compendium/skills.md#Survival) check to [Subsist](../../../rules/actions/subsist.md) when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance. - -A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an [Interact](../../../rules/actions/interact.md) action, the entire yurt immediately folds back up into its deactivated form, ready for further travel. -``` - -*Source: Core Rulebook p. 596* diff --git a/Compendium/equipment/items/explosive-ammunition.md b/Compendium/equipment/items/explosive-ammunition.md deleted file mode 100644 index 85babdcbf..000000000 --- a/Compendium/equipment/items/explosive-ammunition.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/evocation -- trait/fire -- trait/magical -aliases: ["Explosive Ammunition"] ---- -# Explosive Ammunition *Item 9+* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) - -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing `6d6` fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save. - -*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/Compendium/equipment/items/explosive-dogslicer-g-g.md b/Compendium/equipment/items/explosive-dogslicer-g-g.md deleted file mode 100644 index efb2c45d9..000000000 --- a/Compendium/equipment/items/explosive-dogslicer-g-g.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/advanced -- trait/backstabber -- trait/combination -- trait/critical-fusion -- trait/finesse -- trait/goblin -- trait/scatter-5-ft -- trait/uncommon -aliases: ["Explosive Dogslicer"] ---- -# Explosive Dogslicer *Item 1* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 10 gp -- **Bulk** 2 -- **Ranged** - - **Damage** `1d6` S - - **Ammunution** [round](round-5-g-g.md); **Range** 20 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` S -- **Hands** 2 -- **Category** Advanced - -An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed [dogslicer](dogslicer.md) with an oversized guard. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/explosive-mine-g-g.md b/Compendium/equipment/items/explosive-mine-g-g.md deleted file mode 100644 index 83818f59b..000000000 --- a/Compendium/equipment/items/explosive-mine-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Explosive Mine"] ---- -# Explosive Mine *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -When you [Activate](../../../Rules/actions/activate-an-item.md) an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use [Stealth](../../skills.md#Stealth) to [Conceal an Object](../../../Rules/actions/conceal-an-object.md) before you [Activate](../../../Rules/actions/activate-an-item.md) the mine. If you don't [Conceal](../../../Rules/actions/conceal-an-object.md) the mine, its position is obvious at a glance. - -Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located. - -Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing the listed fire damage to any creatures in a 5-foot emanation with a basic Reflex save. - -*Source: Guns & Gears p. 69* \ No newline at end of file diff --git a/Compendium/equipment/items/exsanguinating-ammunition-g-g.md b/Compendium/equipment/items/exsanguinating-ammunition-g-g.md deleted file mode 100644 index 8c2c7a2f1..000000000 --- a/Compendium/equipment/items/exsanguinating-ammunition-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Exsanguinating Ammunition"] ---- -# Exsanguinating Ammunition *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). In addition, the DC of any flat checks to end [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration. - -*Source: Guns & Gears p. 170* \ No newline at end of file diff --git a/Compendium/equipment/items/extendable-pincer-g-g.md b/Compendium/equipment/items/extendable-pincer-g-g.md deleted file mode 100644 index 76f406a44..000000000 --- a/Compendium/equipment/items/extendable-pincer-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/clockwork -- trait/uncommon -aliases: ["Extendable Pincer"] ---- -# Extendable Pincer *Item 0* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an [Interact](../../../Rules/actions/interact.md) action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to [Interact](../../../Rules/actions/interact.md) to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away. - -*Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/Compendium/equipment/items/extending-som.md b/Compendium/equipment/items/extending-som.md deleted file mode 100644 index d82c8db8e..000000000 --- a/Compendium/equipment/items/extending-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/rune -- trait/magical -- trait/transmutation -aliases: ["Extending"] ---- -# Extending *Item 9+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** etched onto a melee weapon -- **Category** Rune - -An extending rune allows you to extend your weapon to impossible lengths. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You extend your weapon for an instant, giving you an impossible reach. You [Strike](../../../rules/actions/strike.md) with the weapon, and you have reach <60 feet> for the [Strike](../../../rules/actions/strike.md). -``` - -*Source: Secrets of Magic p. 184* diff --git a/Compendium/equipment/items/extra-ink-and-paper.md b/Compendium/equipment/items/extra-ink-and-paper.md deleted file mode 100644 index b192f8bfa..000000000 --- a/Compendium/equipment/items/extra-ink-and-paper.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Extra Ink and Paper"] ---- -# Extra Ink and Paper *Item 0* - -- **Price** 1 sp -- **Category** Adventuring Gear - -Using a [writing set](writing-set.md), you can draft correspondence and scribe scrolls. If you've written a large amount, you can refill your kit with extra ink and paper. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/eye-of-apprehension.md b/Compendium/equipment/items/eye-of-apprehension.md deleted file mode 100644 index 4b21982c1..000000000 --- a/Compendium/equipment/items/eye-of-apprehension.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/divination -- trait/fortune -- trait/talisman -aliases: ["Eye of Apprehension"] ---- -# Eye of Apprehension *Item 12* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [fortune](../../../Rules/traits/fortune.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 400 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You are about to roll [Perception](../../skills.md#Perception) for initiative but haven't rolled yet; **Requirements** You are a master in [Perception](../../skills.md#Perception). -- **Category** Talisman - -This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll [Perception](../../skills.md#Perception) twice and use the higher result. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/eye-of-enlightenment-som.md b/Compendium/equipment/items/eye-of-enlightenment-som.md deleted file mode 100644 index fb2e29032..000000000 --- a/Compendium/equipment/items/eye-of-enlightenment-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/consumable -- trait/divination -- trait/magical -- trait/talisman -aliases: ["Eye Of Enlightenment"] ---- -# Eye Of Enlightenment *Item 5* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 25 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You succeed at a [Strike](../../../Rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert in [Arcana](../../skills.md#Arcana), Occult, [Nature](../../skills.md#Nature), [Religion](../../skills.md#Religion), [Society](../../skills.md#Society), or a [Lore](../../skills.md#Lore) skill. -- **Category** Talisman - -This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your [Strike](../../../Rules/actions/strike.md) with the stores of magical wisdom within the talisman to try to glean more information about the foe's true nature. When you activate this talisman, you attempt to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about the creature you hit. If you roll a critical failure, you get a failure instead. - -*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/Compendium/equipment/items/eye-of-fortune.md b/Compendium/equipment/items/eye-of-fortune.md deleted file mode 100644 index 0cae2aa26..000000000 --- a/Compendium/equipment/items/eye-of-fortune.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -aliases: ["Eye of Fortune"] ---- -# Eye of Fortune *Item 13* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 2700 gp -- **Usage** worn eyepiece -- **Category** Worn - -Adherents of Erastil, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You attack a [concealed](../../../rules/conditions.md#Concealed) or [hidden](../../../rules/conditions.md#Hidden) creature and haven't attempted the flat check yet - -**Effect** You can roll the flat check for the [concealed](../../../rules/conditions.md#Concealed) or [hidden](../../../rules/conditions.md#Hidden) condition twice and use the higher result. -``` - -*Source: Core Rulebook p. 610* diff --git a/Compendium/equipment/items/eye-of-the-unseen-lotgb.md b/Compendium/equipment/items/eye-of-the-unseen-lotgb.md deleted file mode 100644 index 1742632cc..000000000 --- a/Compendium/equipment/items/eye-of-the-unseen-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/prosthesis -- trait/divination -- trait/invested -- trait/magical -aliases: ["Eye Of The Unseen"] ---- -# Eye Of The Unseen *Item 8+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn; **Bulk** L -- **Category** Prosthesis - -This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. - -While wearing the eye, you gain a +1 item bonus to visual [Perception](../../skills.md#Perception) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You focus on the eye to see the unseen. The eye casts see invisibility on you. -``` - -*Source: Lost Omens: The Grand Bazaar p. 73* diff --git a/Compendium/equipment/items/eye-of-the-wise-aoa3.md b/Compendium/equipment/items/eye-of-the-wise-aoa3.md deleted file mode 100644 index d70de1212..000000000 --- a/Compendium/equipment/items/eye-of-the-wise-aoa3.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa3 -- item/category/artifact -- trait/artifact -- trait/divination -- trait/invested -- trait/unique -aliases: ["Eye Of The Wise"] ---- -# Eye Of The Wise *Item 11* -[artifact](../../../Rules/traits/artifact-gmg.md) [divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact - -This fist-sized, 12-rayed black star sapphire is sacred to Yueral, the elven goddess of magic and jewels, and most accounts of its creation attribute its crafting to a circle of her worshippers. In addition to the abilities listed below, the gem functions as a portal key for Jewelgate at [Alseta](../../setting/deities/alseta-logm.md)'s Ring. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You touch the Eye of the Wise to a gem worth at least 10 gp, whereupon the Eye of the Wise assumes the appearance of the touched gemstone. While this connection is active, the carriers of the Eye of the Wise and of the other gemstone can communicate telepathically with one another over any distance, as long as both are on the same plane. - -This connection is [broken](../../../rules/conditions.md#Broken) if the other gemstone is damaged, if the Eye of the Wise becomes attuned to another gemstone, or if the bearer of the Eye of the Wise Dismisses the activation. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You hold the Eye of the Wise up to your own eye and peer through it. The Eye of the Wise grows transparent and grants you a +2 item bonus to attempts to [Decipher Writing](../../../rules/actions/decipher-writing.md), [Disable a Device](../../../rules/actions/disable-a-device.md), [Identify Magic](../../../rules/actions/identify-magic.md), [Pick a Lock](../../../rules/actions/pick-a-lock.md), [Seek](../../../rules/actions/seek.md), or [Sense Motive](../../../rules/actions/sense-motive.md). You can Sustain this activation as long as you hold the gem in place. -``` - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 72* diff --git a/Compendium/equipment/items/eyes-of-the-eagle.md b/Compendium/equipment/items/eyes-of-the-eagle.md deleted file mode 100644 index 2636e3005..000000000 --- a/Compendium/equipment/items/eyes-of-the-eagle.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Eyes of the Eagle"] ---- -# Eyes of the Eagle *Item 9* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 700 gp -- **Usage** worn eyepiece -- **Category** Worn - -These lenses of amber crystal fit over your eyes. They grant you [low-light vision](../../../Rules/abilities/low-light-vision.md) and a +2 item bonus to [Perception](../../skills.md#Perception) checks that involve sight. - -*Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/Compendium/equipment/items/fade-band.md b/Compendium/equipment/items/fade-band.md deleted file mode 100644 index c5cbabf13..000000000 --- a/Compendium/equipment/items/fade-band.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/illusion -- trait/magical -- trait/talisman -aliases: ["Fade Band"] ---- -# Fade Band *Item 12* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 320 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** An attack misses you; **Requirements** You are a master in [Stealth](../../skills.md#Stealth). -- **Category** Talisman - -This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level [invisibility](../../spells/invisibility.md) spell on you. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/fairy-bullet-g-g.md b/Compendium/equipment/items/fairy-bullet-g-g.md deleted file mode 100644 index f21d4074d..000000000 --- a/Compendium/equipment/items/fairy-bullet-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/fey -- trait/magical -- trait/uncommon -aliases: ["Fairy Bullet"] ---- -# Fairy Bullet *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [fey](../../../Rules/traits/fey.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 65 gp -- **Ammunition** round -- **Activate** command, , envision -- **Category** Consumable - -These bullets are seaweed-green, refract light like an emerald, and are covered in a thin film of gray-green powder. When fired, a fairy bullet creates an effect that functions as the [glitterdust](../../spells/glitterdust.md) spell in a line between you and your target. This line can be no more than 60 feet long, so if the target is more than 60 feet away from you, the line simply ends after reaching its maximum distance. Since the fairy bullet is fired before the glitterdust can reveal the target, the effects don't affect the flat check for the attack roll with the fairy bullet. - -*Source: Guns & Gears p. 170* \ No newline at end of file diff --git a/Compendium/equipment/items/fake-blood-pack-lotgb.md b/Compendium/equipment/items/fake-blood-pack-lotgb.md deleted file mode 100644 index 0b1bd8596..000000000 --- a/Compendium/equipment/items/fake-blood-pack-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -aliases: ["Fake Blood Pack"] ---- -# Fake Blood Pack *Item 0* -[consumable](../../../Rules/traits/consumable.md) - -- **Price** 1 gp -- **Usage** worn under light armor or clothes; **Bulk** L -- **Category** Consumable - -Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC 11 flat check. On a success, the blood pack is punctured. - -You or an ally can puncture the [hidden](../../../Rules/conditions.md#Hidden) pack intentionally. - -When faking an injury, the blood pack grants a +2 item bonus to relevant [Deception](../../skills.md#Deception) checks, such as to [Lie](../../../Rules/actions/lie.md) about being injured. Abilities that trigger when a creature deals bleed damage, determine if a creature is bleeding, or are otherwise based on bleed damage don't trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse. - -*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/false-bottomed-mug-da.md b/Compendium/equipment/items/false-bottomed-mug-da.md deleted file mode 100644 index 0e361a2e0..000000000 --- a/Compendium/equipment/items/false-bottomed-mug-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/uncommon -aliases: ["False-Bottomed Mug"] ---- -# False-Bottomed Mug *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of the Bellflower Network -- **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This mug looks like any other; however, the bottom part unscrews to reveal a velvetlined chamber. These are primarily used by members of the Bellflower Network to sneak messages and small objects to other possible members. The [Perception](../../skills.md#Perception) DC to discover the false bottom is 15 if someone specifically examines the mug. - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/false-death-aoa5.md b/Compendium/equipment/items/false-death-aoa5.md deleted file mode 100644 index 0e88a64fb..000000000 --- a/Compendium/equipment/items/false-death-aoa5.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["False Death"] ---- -# False Death *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Typically used to fake one's death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the [unconscious](../../../Rules/conditions.md#Unconscious) target must succeed at a [Medicine](../../skills.md#Medicine) check against the imbiber's [Deception](../../skills.md#Deception) DC + 4 to determine that the target is alive, and a critical success allows the examiner to determine that a toxin is causing the effect. The false death toxin has an extremely bitter taste ([Perception](../../skills.md#Perception) DC 10 to detect), making it difficult to trick a creature into consuming the poison against its wishes. - -```ad-inline-affliction -title: Saving Throw: DC 18 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 5 days - -## Stages - -**Stage 1** [clumsy](../../../rules/conditions.md#Clumsy) (1 round) - -**Stage 2** [unconscious](../../../rules/conditions.md#Unconscious) (1 hour) - -**Stage 3** [unconscious](../../../rules/conditions.md#Unconscious) (1 day) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* diff --git a/Compendium/equipment/items/false-manacles-lopsg.md b/Compendium/equipment/items/false-manacles-lopsg.md deleted file mode 100644 index db294e853..000000000 --- a/Compendium/equipment/items/false-manacles-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["False Manacles"] ---- -# False Manacles *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Hands** 2 -- **Category** Adventuring Gear - -These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single [Interact](../../../Rules/actions/interact.md) action. An observer who examines the manacles and succeeds at a DC 20 [Perception](../../skills.md#Perception) check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/familiar-satchel-lopsg.md b/Compendium/equipment/items/familiar-satchel-lopsg.md deleted file mode 100644 index e1836625e..000000000 --- a/Compendium/equipment/items/familiar-satchel-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Familiar satchel"] ---- -# Familiar satchel *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Category** Adventuring Gear - -This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an [Interact](../../../Rules/actions/interact.md) action to open the satchel and a single action with the [move](../../../Rules/traits/move.md) trait to enter or exit. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/familiar-tattoo-som.md b/Compendium/equipment/items/familiar-tattoo-som.md deleted file mode 100644 index a6b644467..000000000 --- a/Compendium/equipment/items/familiar-tattoo-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/tattoo -- trait/invested -- trait/magical -- trait/tattoo -- trait/transmutation -aliases: ["Familiar Tattoo"] ---- -# Familiar Tattoo *Item 3* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 60 gp -- **Usage** tattooed on the body -- **Category** Tattoo - -This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, [move](../../../Rules/traits/move.md), and [transmutation](../../../Rules/traits/transmutation.md) traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you. - -Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo. - -*Source: Secrets of Magic p. 164* \ No newline at end of file diff --git a/Compendium/equipment/items/fang-snare-ec1.md b/Compendium/equipment/items/fang-snare-ec1.md deleted file mode 100644 index ae44579fc..000000000 --- a/Compendium/equipment/items/fang-snare-ec1.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Fang Snare"] ---- -# Fang Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Category** Snare - -You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare's square. - -The first creature to enter the square must attempt a DC 20 Reflex saving throw. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target takes 1 piercing damage and `2d8` poison damage. -> - **Critical Failure** The target takes 2 piercing damage and `4d8` poison damage. - -*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/fanged-lotgb.md b/Compendium/equipment/items/fanged-lotgb.md deleted file mode 100644 index 0cc20b817..000000000 --- a/Compendium/equipment/items/fanged-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Fanged"] ---- -# Fanged *Item 2+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** etched onto a melee weapon -- **Category** Rune - -When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](../../../rules/traits/magical.md) [polymorph](../../../rules/traits/polymorph.md) [transmutation](../../../rules/traits/transmutation.md) - -You transform into a [Small](../../../rules/traits/small-b1.md) or [Medium](../../../rules/traits/medium-b1.md) animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the [two-hand](../../../rules/traits/two-hand.md) trait, you are holding the weapon in two hands. You can [Dismiss](../../../rules/actions/dismiss.md) this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition). -%% #trait/magical #trait/polymorph #trait/transmutation %% -``` - -*Source: Lost Omens: The Grand Bazaar p. 106* diff --git a/Compendium/equipment/items/fangwire-loag.md b/Compendium/equipment/items/fangwire-loag.md deleted file mode 100644 index 05c77c959..000000000 --- a/Compendium/equipment/items/fangwire-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/agile -- trait/backstabber -- trait/deadly-1d8 -- trait/finesse -- trait/grapple -- trait/kobold -- trait/uncommon -aliases: ["Fangwire"] ---- -# Fangwire *Item 0* -[agile](../../../Rules/traits/agile.md) [backstabber](../../../Rules/traits/backstabber.md) [deadly <1d8>](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [grapple](../../../Rules/traits/grapple.md) [kobold](../../../Rules/traits/kobold-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 gp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Brawling - -This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word "slow" removed, as a fangwire gets quick results. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/fashionable-wayfinder-lopsg.md b/Compendium/equipment/items/fashionable-wayfinder-lopsg.md deleted file mode 100644 index bf681439e..000000000 --- a/Compendium/equipment/items/fashionable-wayfinder-lopsg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Fashionable Wayfinder"] ---- -# Fashionable Wayfinder *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 50 gp -- **Usage** worn -- **Category** Worn - -Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder (Core Rulebook 617), a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don't have a free hand to hold it. This activation can't change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can't transport any other creatures or items that might have been stored in the clothing. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 122* diff --git a/Compendium/equipment/items/fauchard-locg.md b/Compendium/equipment/items/fauchard-locg.md deleted file mode 100644 index 00133c0a9..000000000 --- a/Compendium/equipment/items/fauchard-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/weapon/martial -- trait/deadly-d8 -- trait/reach -- trait/sweep -- trait/trip -aliases: ["Fauchard"] ---- -# Fauchard *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [reach](../../../Rules/traits/reach.md) [sweep](../../../Rules/traits/sweep.md) [trip](../../../Rules/traits/trip.md) - -- **Price** 14 sp -- **Bulk** 2 -- **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial; **Group** Polearm - -A fauchard is similar to a [glaive](glaive.md), save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon. - -*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/fear-gem.md b/Compendium/equipment/items/fear-gem.md deleted file mode 100644 index 2f8ff9f3f..000000000 --- a/Compendium/equipment/items/fear-gem.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/enchantment -- trait/fear -- trait/magical -- trait/mental -- trait/talisman -aliases: ["Fear Gem"] ---- -# Fear Gem *Item 4* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 20 gp -- **Usage** affixed to a weapon -- **Activate** [Intimidating Strike](../../feats/intimidating-strike.md) -- **Category** Talisman - -Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an [Intimidating Strike](../../feats/intimidating-strike.md), as the fighter feat. - -If you have the [Intimidating Strike](../../feats/intimidating-strike.md) feat, increase the [frightened](../../../Rules/conditions.md#Frightened) condition value from this Intimidating [Strike](../../../Rules/actions/strike.md) to [frightened](../../../Rules/conditions.md#Frightened), or [frightened](../../../Rules/conditions.md#Frightened) on a critical hit. - -*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/fearsome-apg.md b/Compendium/equipment/items/fearsome-apg.md deleted file mode 100644 index 946c26209..000000000 --- a/Compendium/equipment/items/fearsome-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/rune -- trait/emotion -- trait/enchantment -- trait/fear -- trait/magical -- trait/mental -aliases: ["Fearsome"] ---- -# Fearsome *Item 5+* -[emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -When you critically hit with this weapon, the target becomes [frightened](../../../Rules/conditions.md#Frightened). - -*Source: Advanced Player's Guide p. 260* \ No newline at end of file diff --git a/Compendium/equipment/items/fearweed-aoe4.md b/Compendium/equipment/items/fearweed-aoe4.md deleted file mode 100644 index 5a6c86efa..000000000 --- a/Compendium/equipment/items/fearweed-aoe4.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/contact -- trait/divine -- trait/poison -- trait/uncommon -aliases: ["Fearweed"] ---- -# Fearweed *Item 10* -[consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [divine](../../../Rules/traits/divine.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Cultivated by mashing and fermenting toxic weeds found in lonely graveyards, fearweed is a greenish paste magically infused with psychic horror. The [frightened](../../../Rules/conditions.md#Frightened) condition from fearweed can't be removed while the poison lasts. - -```ad-inline-affliction -title: Saving Throw: DC 30 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** `7d6` poison damage and [frightened](../../../rules/conditions.md#Frightened) (1 minute) - -**Stage 2** `8d6` poison damage and [frightened](../../../rules/conditions.md#Frightened) (1 minute) - -**Stage 3** `9d6` poison damage and [frightened](../../../rules/conditions.md#Frightened) (1 minute) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 77* diff --git a/Compendium/equipment/items/feast-of-hungry-ghosts-botd.md b/Compendium/equipment/items/feast-of-hungry-ghosts-botd.md deleted file mode 100644 index 6e8b61d7f..000000000 --- a/Compendium/equipment/items/feast-of-hungry-ghosts-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/consumable -- trait/consumable -- trait/enchantment -- trait/magical -aliases: ["Feast of Hungry Ghosts"] ---- -# Feast of Hungry Ghosts *Item 9+* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) - -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes [friendly](../../../Rules/conditions.md#Friendly) to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time. - -If you eat or drink a morsel of the leftover meal after the undead has eaten its fill, you can communicate with the undead as if you shared a language. Though you can feed a meal to a mindless undead, it does not give the mindless undead or you the ability to communicate with one another. - -*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/Compendium/equipment/items/feather-step-stone.md b/Compendium/equipment/items/feather-step-stone.md deleted file mode 100644 index 39f3ed37b..000000000 --- a/Compendium/equipment/items/feather-step-stone.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Feather Step Stone"] ---- -# Feather Step Stone *Item 3* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 8 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You [Stride](../../../Rules/actions/stride.md) or [Step](../../../Rules/actions/step.md) -- **Category** Talisman - -You are an expert in [Acrobatics](../../skills.md#Acrobatics). - -This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. - -When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/feather-token.md b/Compendium/equipment/items/feather-token.md deleted file mode 100644 index 536448ab2..000000000 --- a/Compendium/equipment/items/feather-token.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -aliases: ["Feather Token"] ---- -# Feather Token *Item 1+* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. [Activating](../../../Rules/actions/activate-an-item.md) a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. - -*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/feed-lotg.md b/Compendium/equipment/items/feed-lotg.md deleted file mode 100644 index 7e8dabd94..000000000 --- a/Compendium/equipment/items/feed-lotg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Feed"] ---- -# Feed *Item 0* - -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/ferret-lotg.md b/Compendium/equipment/items/ferret-lotg.md deleted file mode 100644 index 347512c91..000000000 --- a/Compendium/equipment/items/ferret-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Ferret"] ---- -# Ferret *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/fiendish-teleportation-lol.md b/Compendium/equipment/items/fiendish-teleportation-lol.md deleted file mode 100644 index a15b932c2..000000000 --- a/Compendium/equipment/items/fiendish-teleportation-lol.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/contract -- trait/conjuration -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Fiendish Teleportation"] ---- -# Fiendish Teleportation *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -You tap into the fiendish ability to slip through space. When you [Stride](../../../Rules/actions/stride.md), you gain a +3 item bonus to Armor Class against reactions triggered by your movement. Once per day, from any distance, Abrogail Thrune II can call on a provision in your Thrune contract as a single action, causing you to become [paralyzed](../../../Rules/conditions.md#Paralyzed) for 1 hour or until Abrogail releases you, whichever comes first. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You recite a subclause of your contract regarding change in venue. You cast [dimension door](../../../compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with the scent of brimstone, dealing `2d6` evil damage to creatures adjacent to both spaces. -``` - -*Source: Lost Omens: Legends p. 10* diff --git a/Compendium/equipment/items/fiends-mouth-cannon-g-g.md b/Compendium/equipment/items/fiends-mouth-cannon-g-g.md deleted file mode 100644 index 1ee59648b..000000000 --- a/Compendium/equipment/items/fiends-mouth-cannon-g-g.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/huge -- trait/uncommon -aliases: ["Fiend's Mouth Cannon"] ---- -# Fiend's Mouth Cannon *Item 11* -[huge](../../../Rules/traits/huge-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2800 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -Fiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. - -They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -200 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -2 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <300 feet> - -`8d12` bludgeoning, single target, DC 27 Reflex. -%% #trait/manipulate #trait/range-increment-300-feet %% -``` - -*Source: Guns & Gears p. 174* diff --git a/Compendium/equipment/items/fighters-fork.md b/Compendium/equipment/items/fighters-fork.md deleted file mode 100644 index 77832bb3e..000000000 --- a/Compendium/equipment/items/fighters-fork.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/magical -- trait/transmutation -aliases: ["Fighter's Fork"] ---- -# Fighter's Fork *Item 3* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 50 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Weapon - -This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the [reach](../../../rules/traits/reach.md) trait, but loses the trident's normal [thrown](../../../rules/traits/thrown.md) trait. -``` - -*Source: Core Rulebook p. 600* diff --git a/Compendium/equipment/items/fighting-fan-logm.md b/Compendium/equipment/items/fighting-fan-logm.md deleted file mode 100644 index 5c711ecb4..000000000 --- a/Compendium/equipment/items/fighting-fan-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/agile -- trait/backstabber -- trait/deadly-d6 -- trait/finesse -- trait/monk -- trait/uncommon -aliases: ["Fighting Fan"] ---- -# Fighting Fan *Item 0* -[agile](../../../Rules/traits/agile.md) [backstabber](../../../Rules/traits/backstabber.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [monk](../../../Rules/traits/monk.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 11 sp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Knife - -This fan is useful for elegant dances as well as for slicing unsuspecting foes with the blades along its outer edge. If used in performances, it might be disguised as a frilly accessory, or it might be an obvious, though elegant, weapon. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/filchers-fork.md b/Compendium/equipment/items/filchers-fork.md deleted file mode 100644 index 6ef943923..000000000 --- a/Compendium/equipment/items/filchers-fork.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/backstabber -- trait/deadly-d6 -- trait/finesse -- trait/halfling -- trait/thrown-20-ft -- trait/uncommon -aliases: ["Filcher's Fork"] ---- -# Filcher's Fork *Item 0* -[agile](../../../Rules/traits/agile.md) [backstabber](../../../Rules/traits/backstabber.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [halfling](../../../Rules/traits/halfling.md) [thrown <20 ft.>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Spear - -This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/final-blade-lowg.md b/Compendium/equipment/items/final-blade-lowg.md deleted file mode 100644 index 96cbf8f5d..000000000 --- a/Compendium/equipment/items/final-blade-lowg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/artifact -- trait/artifact -- trait/death -- trait/evil -- trait/necromancy -- trait/occult -- trait/rare -aliases: ["Final Blade"] ---- -# Final Blade *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [death](../../../Rules/traits/death.md) [evil](../../../Rules/traits/evil.md) [necromancy](../../../Rules/traits/necromancy.md) [occult](../../../Rules/traits/occult.md) [rare](../../../Rules/traits/rare.md) - -- **Bulk** 40 -- **Category** Artifact - -A [Large](../../../Rules/traits/large-b1.md) or smaller [restrained](../../../Rules/conditions.md#Restrained) or willing creature can be executed by a final blade. - -As an artifact, a final blade cannot be harmed by any but a very specific means. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You execute a creature [restrained](../../../rules/conditions.md#Restrained) beneath the blade. The executed creature takes `11d10` slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a scythe. - -The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life through any means, even a miracle or similar magic. A final blade can hold any number of souls in this way, and they can be released only through a complex ritual known only to the Gray Gardeners or through the destruction of the final blade. -``` - -*Source: Lost Omens: World Guide p. 126* diff --git a/Compendium/equipment/items/final-rest-botd.md b/Compendium/equipment/items/final-rest-botd.md deleted file mode 100644 index 103d50edb..000000000 --- a/Compendium/equipment/items/final-rest-botd.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/held -- trait/magical -- trait/necromancy -aliases: ["Final Rest"] ---- -# Final Rest *Item 18* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 24000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +3 greater disrupting greater striking silver longsword is made from the purest silver. The blade is carefully etched to depict a vast and sprawling necropolis, a place where the dead are laid to rest. Whenever you critically hit an undead creature with final rest, the undead creature takes `3d6` [persistent good damage](../../../Rules/conditions.md#Persistent%20Damage), with a DC 36 Fortitude save. - -> [!success-degree] -> - **Critical Success** No effect. -> - **Success** The creature takes half the [persistent good damage](../../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The creature is [stunned](../../../Rules/conditions.md#Stunned) and takes the full [persistent good damage](../../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The creature is [stunned](../../../Rules/conditions.md#Stunned) and takes double the [persistent good damage](../../../Rules/conditions.md#Persistent%20Damage). - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You hold the sword aloft, making it cast [sunburst](../../../compendium/spells/sunburst.md) (DC 38 Reflex save). -``` - -*Source: Book of the Dead p. 19* diff --git a/Compendium/equipment/items/fingerprinting-kit-aoe1.md b/Compendium/equipment/items/fingerprinting-kit-aoe1.md deleted file mode 100644 index 8d0c3fc5f..000000000 --- a/Compendium/equipment/items/fingerprinting-kit-aoe1.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/held -- trait/uncommon -aliases: ["Fingerprinting Kit"] ---- -# Fingerprinting Kit *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a crime. - -The kit consists of two parts. The first, a delicate brush and a jar of extremely fine dust, is used to reveal fingerprints left behind by most humanoid creatures. The dust sticks to the natural oils left behind on smooth surfaces. When you use the kit to determine whether or not creatures left behind a fingerprint at a crime scene, the GM rolls a secret [Thievery](../../skills.md#Thievery) check against the [Thievery](../../skills.md#Thievery) DC of every creature capable of leaving prints that has interacted with the scene. On a success, you locate a clear print from that creature and carefully transfer it to a special sheet of sticky paper. (Note that fingerprints can last for days, and prints collected in this manner often include those of victims, witnesses, and unrelated passersby.) At the GM's discretion, the print-leaving creature might get a bonus to its [Thievery](../../skills.md#Thievery) DC for taking special precautions. In other cases, finding a print might be impossible (such as if the creature was wearing gloves or if the location has been significantly compromised) - -The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature's fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 [Perception](../../skills.md#Perception) check—the GM should roll this check secretly as well, since a failed check may result in false information. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/fire-and-iceberg-lotgb.md b/Compendium/equipment/items/fire-and-iceberg-lotgb.md deleted file mode 100644 index 060a41a48..000000000 --- a/Compendium/equipment/items/fire-and-iceberg-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Fire And Iceberg"] ---- -# Fire And Iceberg *Item 7+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Fiery Anulite paprika, sunrise cinnamon, and winterbite are [hidden](../../../Rules/conditions.md#Hidden) inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute. - -*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/Compendium/equipment/items/fire-box-g-g.md b/Compendium/equipment/items/fire-box-g-g.md deleted file mode 100644 index ec1559702..000000000 --- a/Compendium/equipment/items/fire-box-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/clockwork -- trait/consumable -- trait/fire -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Fire Box"] ---- -# Fire Box *Item 3* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Category** Snare - -Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined by the GM but always including the creature who opened the box. Those within the cone must succeed at a DC 17 basic Reflex save or take `4d6` fire damage. - -*Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/fire-jump-ring-apg.md b/Compendium/equipment/items/fire-jump-ring-apg.md deleted file mode 100644 index 5f52df61e..000000000 --- a/Compendium/equipment/items/fire-jump-ring-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/worn -- trait/conjuration -- trait/fire -- trait/invested -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Fire-jump Ring"] ---- -# Fire-jump Ring *Item 10* -[conjuration](../../../Rules/traits/conjuration.md) [fire](../../../Rules/traits/fire.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 940 gp -- **Usage** worn -- **Category** Worn - -This dark-red ring is engraved with ashen symbols and smells faintly of smoke. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You [Stride](../../../rules/actions/stride.md) (or [Burrow](../../../rules/actions/burrow.md) or [Fly](../../../rules/actions/fly.md), if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal. -``` - -*Source: Advanced Player's Guide p. 260* diff --git a/Compendium/equipment/items/fire-lance-g-g.md b/Compendium/equipment/items/fire-lance-g-g.md deleted file mode 100644 index e2bce1e45..000000000 --- a/Compendium/equipment/items/fire-lance-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/fatal-d10 -- trait/uncommon -aliases: ["Fire Lance"] ---- -# Fire Lance *Item 0* -[fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 5 gp -- **Bulk** 2 -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 10 ft.; **Reload** 2 -- **Hands** 2 -- **Category** Simple; **Group** Firearm - -This amazingly simple projectile weapon is nothing more than a metal tube packed with black powder and a stopper, attached to the sharpened head of a javelin. A loaded fire lance can be wielded as a normal [spear](spear.md), though it requires an [Interact](../../../Rules/actions/interact.md) action to regrip the weapon and hold it properly when switching from one use to another. Fire lances are most commonly found in Tian Xia, though occasionally one makes its way all the way to Avistan, typically in the hands of a Tien mercenary or caravan guard. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/fire-poi-ec1.md b/Compendium/equipment/items/fire-poi-ec1.md deleted file mode 100644 index e7542923e..000000000 --- a/Compendium/equipment/items/fire-poi-ec1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/weapon/advanced -- trait/agile -- trait/backswing -- trait/finesse -- trait/twin -- trait/uncommon -aliases: ["Fire Poi"] ---- -# Fire Poi *Item 0* -[agile](../../../Rules/traits/agile.md) [backswing](../../../Rules/traits/backswing.md) [finesse](../../../Rules/traits/finesse.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 50 sp -- **Bulk** L -- **Damage** `1d4` B and `1d4` F -- **Hands** 1 -- **Category** Advanced; **Group** Flail - -These special poi are made from a rare, light metal or from fire-retardant fibers and can be ignited before being wielded. Igniting a pair of fire poi is an Interact action and requires 1 pint of oil for every 10 minutes the poi remain ignited. While lit, fire poi cast dim light in a 10-foot radius; in combat, they deal 1d4 bludgeoning plus `1d4` fire damage. On a critical hit with a lit fire poi, the target takes 1 [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). The fire can be extinguished using the [Interact](../../../Rules/actions/interact.md) action. When unlit, the poi deal only the listed bludgeoning damage. Regardless of whether it is lit, the poi's `1d4` bludgeoning damage is the weapon damage dice, so striking runes and other effects don't affect the fire damage. - -*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/firearm-cleaning-kit-g-g.md b/Compendium/equipment/items/firearm-cleaning-kit-g-g.md deleted file mode 100644 index 250d253c4..000000000 --- a/Compendium/equipment/items/firearm-cleaning-kit-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -aliases: ["Firearm Cleaning Kit"] ---- -# Firearm Cleaning Kit *Item 0* - -- **Price** 1 sp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/firedrake-g-g.md b/Compendium/equipment/items/firedrake-g-g.md deleted file mode 100644 index d782de5c7..000000000 --- a/Compendium/equipment/items/firedrake-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/huge -- trait/uncommon -aliases: ["Firedrake"] ---- -# Firedrake *Item 8* -[huge](../../../Rules/traits/huge-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1000 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -This alchemical black powder hybrid siege weapon uses a blast of black powder to spray alchemical fire from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -rotate 45º -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) - -`8d6` fire plus `1d6` [persistent fire](../../../rules/conditions.md#Persistent%20Damage), 60-foot line or 30-foot cone, DC 23 Reflex. Switching between the firedrake's line or cone mode takes an [Interact](../../../rules/actions/interact.md) action, and any of the crew can perform the action. -%% #trait/manipulate %% -``` - -*Source: Guns & Gears p. 175* diff --git a/Compendium/equipment/items/firestarter-pellets-som.md b/Compendium/equipment/items/firestarter-pellets-som.md deleted file mode 100644 index ebfa35a79..000000000 --- a/Compendium/equipment/items/firestarter-pellets-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Firestarter Pellets"] ---- -# Firestarter Pellets *Item 5+* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a [fireball](../../spells/fireball.md) spell produces clinging flames that deal [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) to all who fail the saving throw against the effect (doubling on a critical failure). - -*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/Compendium/equipment/items/fish-lotg.md b/Compendium/equipment/items/fish-lotg.md deleted file mode 100644 index 9389673dd..000000000 --- a/Compendium/equipment/items/fish-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Fish"] ---- -# Fish *Item 0* - -- **Price** 1 cp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/five-feather-wreath-som.md b/Compendium/equipment/items/five-feather-wreath-som.md deleted file mode 100644 index f169eba76..000000000 --- a/Compendium/equipment/items/five-feather-wreath-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/spellheart -- trait/air -- trait/magical -- trait/spellheart -- trait/transmutation -aliases: ["Five-feather Wreath"] ---- -# Five-feather Wreath *Item 4+* -[air](../../../Rules/traits/air.md) [magical](../../../Rules/traits/magical.md) [spellheart](../../../Rules/traits/spellheart-som.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** affixed to armor or a weapon -- **Category** Spellheart - -Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by [Activating](../../../Rules/actions/activate-an-item.md) this item is +8, and the spell DC is 18. - -- **Armor** You gain a +1 item bonus to [Acrobatics](../../skills.md#Acrobatics) checks and resistance 2 to falling damage. -- **Weapon** After you cast an air spell by [Activating](../../../Rules/actions/activate-an-item.md) the wreath, you can [Fly](../../../Rules/actions/fly.md) 5 feet as a single action, or you can [Fly](../../../Rules/actions/fly.md) 10 feet as a free action if the spell you cast wasn't a cantrip. This must be your next action, and if you don't have a fly Speed, you must end the flight on solid ground or fall. - -```ad-embed-ability -title: Activate - -You cast [gale blast](../../../compendium/spells/gale-blast-som.md). -``` - -*Source: Secrets of Magic p. 170* diff --git a/Compendium/equipment/items/flame-drake-snare-g-g.md b/Compendium/equipment/items/flame-drake-snare-g-g.md deleted file mode 100644 index 3a036a2da..000000000 --- a/Compendium/equipment/items/flame-drake-snare-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/clockwork -- trait/consumable -- trait/fire -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Flame Drake Snare"] ---- -# Flame Drake Snare *Item 5* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Category** Snare - -The snare takes the form of a Tiny, drake-like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a gout of fire in a 15-foot cone in the direction from which the creature entered. - -For instance, if a creature entered the square coming from the east, the cone would point east, to hit any allies behind the triggering creature. Those within the cone must succeed a DC 19 basic Reflex save or take `6d6` fire damage. After spitting its fire, the snare falls apart. - -*Source: Guns & Gears p. 79* \ No newline at end of file diff --git a/Compendium/equipment/items/flame-navette.md b/Compendium/equipment/items/flame-navette.md deleted file mode 100644 index e1d24d9c9..000000000 --- a/Compendium/equipment/items/flame-navette.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -aliases: ["Flame Navette"] ---- -# Flame Navette *Item 16* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 1800 gp -- **Usage** affixed to armor -- **Activate** envision; **Requirements** You're an expert in Will saves. -- **Category** Talisman - -This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter's [Determination](../../feats/determination.md) class feat, with a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it's better. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/flame-tongue.md b/Compendium/equipment/items/flame-tongue.md deleted file mode 100644 index 12991239a..000000000 --- a/Compendium/equipment/items/flame-tongue.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/evocation -- trait/fire -- trait/magical -aliases: ["Flame Tongue"] ---- -# Flame Tongue *Item 13+* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon - -This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast the [produce flame](../../../compendium/spells/produce-flame.md) cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier. -``` - -*Source: Core Rulebook p. 600* diff --git a/Compendium/equipment/items/flaming-star-som.md b/Compendium/equipment/items/flaming-star-som.md deleted file mode 100644 index 90ba8ff9f..000000000 --- a/Compendium/equipment/items/flaming-star-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/spellheart -- trait/evocation -- trait/fire -- trait/magical -- trait/spellheart -aliases: ["Flaming Star"] ---- -# Flaming Star *Item 3+* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [spellheart](../../../Rules/traits/spellheart-som.md) - -- **Usage** affixed to armor or a weapon -- **Category** Spellheart - -A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by [Activating](../../../Rules/actions/activate-an-item.md) this item is +7, and the spell DC is 17. - -- **Armor** You gain resistance 2 to fire. -- **Weapon** After you cast a fire spell by [Activating](../../../Rules/actions/activate-an-item.md) the star, your [Strikes](../../../Rules/actions/strike.md) with the weapon deal an additional `1d4` fire damage until the end of your next turn. - -```ad-embed-ability -title: Activate - -You cast [produce flame](../../../compendium/spells/produce-flame.md). -``` - -*Source: Secrets of Magic p. 170* diff --git a/Compendium/equipment/items/flaming.md b/Compendium/equipment/items/flaming.md deleted file mode 100644 index 42e6ec2d9..000000000 --- a/Compendium/equipment/items/flaming.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/conjuration -- trait/fire -- trait/magical -aliases: ["Flaming"] ---- -# Flaming *Item 8+* -[conjuration](../../../Rules/traits/conjuration.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -This weapon is empowered by flickering flame. The weapon deals an additional `1d6` fire damage on a successful [Strike](../../../Rules/actions/strike.md), plus `1d10` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) on a critical hit. - -*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/flare-beacon-g-g.md b/Compendium/equipment/items/flare-beacon-g-g.md deleted file mode 100644 index d2aa30753..000000000 --- a/Compendium/equipment/items/flare-beacon-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Flare Beacon"] ---- -# Flare Beacon *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you [Activate](../../../Rules/actions/activate-an-item.md) a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be [dazzled](../../../Rules/conditions.md#Dazzled) until they are no longer adjacent to it. - -*Source: Guns & Gears p. 69* \ No newline at end of file diff --git a/Compendium/equipment/items/flare-snare-apg.md b/Compendium/equipment/items/flare-snare-apg.md deleted file mode 100644 index 61ed9b6ec..000000000 --- a/Compendium/equipment/items/flare-snare-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/visual -aliases: ["Flare Snare"] ---- -# Flare Snare *Item 2* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [visual](../../../Rules/traits/visual.md) - -- **Price** 5 gp -- **Category** Snare - -Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night. - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/flask-of-fellowship-som.md b/Compendium/equipment/items/flask-of-fellowship-som.md deleted file mode 100644 index b61ae1766..000000000 --- a/Compendium/equipment/items/flask-of-fellowship-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/conjuration -- trait/magical -aliases: ["Flask Of Fellowship"] ---- -# Flask Of Fellowship *Item 2* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 25 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -If you share drinks from a flask of fellowship as part of your [Make an Impression](../../../rules/actions/make-an-impression.md) action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your [Diplomacy](../../../compendium/skills.md#Diplomacy) check. - -The GM can disallow the flask's use if it doesn't make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won't intoxicate anyone, nor alleviate serious thirst. -``` - -*Source: Secrets of Magic p. 184* diff --git a/Compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md b/Compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md deleted file mode 100644 index 2a5f056bc..000000000 --- a/Compendium/equipment/items/flawed-orb-of-gold-dragonkind-aoa6.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa6 -- item/category/artifact -- trait/artifact -- trait/enchantment -- trait/magical -- trait/unique -aliases: ["Flawed Orb Of Gold Dragonkind"] ---- -# Flawed Orb Of Gold Dragonkind *Item 25* -[artifact](../../../Rules/traits/artifact-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact - -Each of the legendary Orbs of Dragonkind contains the essence and personality of a powerful dragon. The Orb of Gold Dragonkind was the most powerful of them all, until it was shattered by Mengkare's draconic breath. - -Reconstructed at great expense by enslaved spellcasters toiling under the Scarlet Triad's watch, the Flawed Orb of Gold Dragonkind is a shadow of its prior self, yet it remains a potent weapon against dragons of all types. - -While carried, the Flawed Orb of Gold Dragonkind grants its owner resistance 30 to the Breath Weapons of gold dragons. The owner also can sense if there are any dragons within 10 miles, or any gold dragons within 100 miles. When within 1 mile of a dragon, they can determine the direction to the dragon and the dragon's age category (such as young, ancient, or wyrm). - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You attempt to overwhelm a dragon's mind— while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards) - -Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a [hostile](../../../rules/conditions.md#Hostile) act other than that of the orb. - -> [!success-degree] -> - **Critical Success** The dragon is unaffected. -> - **Success** The dragon is [stunned](../../../rules/conditions.md#Stunned). -> - **Failure** The dragon is [stunned](../../../rules/conditions.md#Stunned) for as long as the orb's wielder Sustains the Activation. -> - **Critical Failure** As failure, but [hostile](../../../rules/conditions.md#Hostile) actions don't end the dragon's stun. Destruction The Flawed Orb of Gold Dragonkind is resilient, but its imperfect nature leaves it vulnerable. It can be damaged or even destroyed by mundane attacks (Hardness 40, HP 200, BT 100). It has weakness 30 to the Breath Weapons and [Strikes](../../../rules/actions/strike.md) of gold dragons. -``` - -*Source: Age of Ashes #6: Broken Promises p. 75* diff --git a/Compendium/equipment/items/flaying-knife-sli.md b/Compendium/equipment/items/flaying-knife-sli.md deleted file mode 100644 index 563eadccc..000000000 --- a/Compendium/equipment/items/flaying-knife-sli.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/held -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Flaying Knife"] ---- -# Flaying Knife *Item 8* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 480 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) comes from slicing away long strips of the target's flesh, and it deals `1d8` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) on a hit instead of `1d6`. A creature takes a –2 status penalty to saving throws against diseases for as long as it has [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) from this knife. - -*Source: The Slithering p. 60* \ No newline at end of file diff --git a/Compendium/equipment/items/flayleaf-gmg.md b/Compendium/equipment/items/flayleaf-gmg.md deleted file mode 100644 index 5d26f683f..000000000 --- a/Compendium/equipment/items/flayleaf-gmg.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/inhaled -- trait/poison -aliases: ["Flayleaf"] ---- -# Flayleaf *Item 0* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 1 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it's sourced from plants specifically grown to produce such effects. - -```ad-inline-affliction -title: Saving Throw: DC 12 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 4 hours - -## Stages - -**Stage 1** +1 item bonus to saving throws against [mental](../../../rules/traits/mental.md) effects (1 hour) - -**Stage 2** [fatigued](../../../rules/conditions.md#Fatigued) and +1 item bonus to saving throws against [mental](../../../rules/traits/mental.md) effects (1 hour) - -**Stage 3** [fatigued](../../../rules/conditions.md#Fatigued) and [stupefied](../../../rules/conditions.md#Stupefied) (1 hour) - -**Stage 4** [fatigued](../../../rules/conditions.md#Fatigued), [frightened](../../../rules/conditions.md#Frightened), [stupefied](../../../rules/conditions.md#Stupefied) (1 hour) -``` - -*Source: Gamemastery Guide p. 120* diff --git a/Compendium/equipment/items/fleshgem-lotgb.md b/Compendium/equipment/items/fleshgem-lotgb.md deleted file mode 100644 index 37289e177..000000000 --- a/Compendium/equipment/items/fleshgem-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/evocation -- trait/invested -- trait/primal -- trait/uncommon -aliases: ["Fleshgem"] ---- -# Fleshgem *Item 5+* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** envision -- **Category** Worn - -Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles. - -*Source: Lost Omens: The Grand Bazaar p. 110* \ No newline at end of file diff --git a/Compendium/equipment/items/flingflenser-g-g.md b/Compendium/equipment/items/flingflenser-g-g.md deleted file mode 100644 index 826f91e2b..000000000 --- a/Compendium/equipment/items/flingflenser-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/advanced -- trait/backstabber -- trait/fatal-d10 -- trait/goblin -- trait/scatter-5-ft -- trait/uncommon -aliases: ["Flingflenser"] ---- -# Flingflenser *Item 0* -[backstabber](../../../Rules/traits/backstabber.md) [fatal ](../../../Rules/traits/fatal.md) [goblin](../../../Rules/traits/goblin.md) [scatter <5 ft.>](../../../Rules/traits/scatter-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 6 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Ammunution** [rounds](round-5-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Advanced; **Group** Firearm - -A flingflenser is a goblin-designed weapon ending in an ovoid tube with a hatch and handle on the narrow end. A cluster of circular blades held together and attached to a black powder packet with a thin leather strap serves as ammunition and is loaded through the hatch before being fired with a flintlock or other external ignition mechanism. The flingflenser's sturdy design also places it among the more reliable goblin weapons. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/flintlock-musket-g-g.md b/Compendium/equipment/items/flintlock-musket-g-g.md deleted file mode 100644 index 6d5c5572d..000000000 --- a/Compendium/equipment/items/flintlock-musket-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/concussive -- trait/fatal-d10 -- trait/uncommon -aliases: ["Flintlock Musket"] ---- -# Flintlock Musket *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 7 gp -- **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 70 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Simple; **Group** Firearm - -The most commonly available of firearms in Alkenstar, the flintlock musket includes an external firing mechanism and an efficient and relatively compact frame. Though lacking the range and firing power of the arquebus preferred by Alkenstar and Dongun Hold's military members, the flintlock musket is popular among civilians for its ease of use. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/flintlock-pistol-g-g.md b/Compendium/equipment/items/flintlock-pistol-g-g.md deleted file mode 100644 index 985dfe8eb..000000000 --- a/Compendium/equipment/items/flintlock-pistol-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/concussive -- trait/fatal-d8 -- trait/uncommon -aliases: ["Flintlock Pistol"] ---- -# Flintlock Pistol *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 6 gp -- **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 40 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Simple; **Group** Firearm - -Though less accurate and powerful than a flintlock musket, the flintlock pistol is a preferred weapon of privateers thanks to its more compact size and affordability. Pirate captains often wear a brace of such pistols in a bandolier so they can draw and fire without stopping to reload. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/floating-shield.md b/Compendium/equipment/items/floating-shield.md deleted file mode 100644 index 3e7d7e68b..000000000 --- a/Compendium/equipment/items/floating-shield.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/magical -- trait/uncommon -aliases: ["Floating Shield"] ---- -# Floating Shield *Item 11+* -[magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** strapped to 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield - -A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as [Shield Block](../../../compendium/feats/shield-block.md) with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can [Interact](../../../rules/actions/interact.md) to grasp it, ending its floating effect early. -``` - -*Source: Core Rulebook p. 587* diff --git a/Compendium/equipment/items/floorbell-aoe2.md b/Compendium/equipment/items/floorbell-aoe2.md deleted file mode 100644 index f915dd7d8..000000000 --- a/Compendium/equipment/items/floorbell-aoe2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe2 -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Floorbell"] ---- -# Floorbell *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 120 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This surprisingly sturdy 3-foot-by-3-foot clay tile resembles a thick pressure plate. It can support up to 500 pounds of weight atop it before it is destroyed. The floorbell's nature is obvious at a glance, but mundane or magical means can obscure or camouflage the tile (such as by covering it in scattered leaves or by casting an [illusory object](../../spells/illusory-object.md) spell) to make it harder to detect. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the amount of weight you specify (or more) is placed on the floorbell, it emits an ear-piercing wail clearly audible to a range of 150 feet. A floorbell can also ring an alarm if a weight you specify is removed from the floorbell, such as if you activated it while a heavy sack was on it. -``` - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 75* diff --git a/Compendium/equipment/items/flying-blade-wheel-snare.md b/Compendium/equipment/items/flying-blade-wheel-snare.md deleted file mode 100644 index 62040117a..000000000 --- a/Compendium/equipment/items/flying-blade-wheel-snare.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Flying Blade Wheel Snare"] ---- -# Flying Blade Wheel Snare *Item 20* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 10000 gp -- **Category** Snare - -When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a [Strike](../../../Rules/actions/strike.md) with an attack modifier of +33 and dealing `8d8` slashing damage. Once on each of your turns, you can use an [Interact](../../../Rules/actions/interact.md) action within 120 feet of the wheel to cause it to [Fly](../../../Rules/actions/fly.md) up to 60 feet toward the creature it's chasing and make another [Strike](../../../Rules/actions/strike.md) if it's within 5 feet of its target after it moves. After 1 minute, the spinning ceases and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 200, Hardness 10, object immunities). - -*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/focus-cathartic-apg.md b/Compendium/equipment/items/focus-cathartic-apg.md deleted file mode 100644 index 6108f6f38..000000000 --- a/Compendium/equipment/items/focus-cathartic-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/healing -aliases: ["Focus Cathartic"] ---- -# Focus Cathartic *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [healing](../../../Rules/traits/healing.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Focus briefly calms your neurons, helping ease [mental](../../../Rules/traits/mental.md) effects. - -When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the [confused](../../../Rules/conditions.md#Confused) or [stupefied](../../../Rules/conditions.md#Stupefied) condition from a single source, using the source of that condition to determine the counteract level and DC. - -*Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/Compendium/equipment/items/folding-boat-lotgb.md b/Compendium/equipment/items/folding-boat-lotgb.md deleted file mode 100644 index 0d3d7b4ef..000000000 --- a/Compendium/equipment/items/folding-boat-lotgb.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Folding Boat"] ---- -# Folding Boat *Item 8+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This simple carved box can fold or unfold into a boat when activated. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat (Gamemastery Guide 179). If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. - -If the boat is occupied, the item can't be activated. Much like a magical structure (Core Rulebook 596), a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds. - -Any items that were stored inside the box appear in the boat or ship. Items stored on the boat or ship form that are too large to fit inside the box form are ejected from the vehicle and appear on the ground adjacent to the box. - -A folding boat with the [broken](../../../rules/conditions.md#Broken) condition must be repaired before it can change form again. -``` - -*Source: Lost Omens: The Grand Bazaar p. 76* diff --git a/Compendium/equipment/items/folding-drums-av2.md b/Compendium/equipment/items/folding-drums-av2.md deleted file mode 100644 index f44b61f3b..000000000 --- a/Compendium/equipment/items/folding-drums-av2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/held -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Folding Drums"] ---- -# Folding Drums *Item 5* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** varies (see text); **Bulk** varies (see text) -- **Category** Held - -You can unfold this virtuoso percussion instrument into a hand drum (1 Bulk), a marching drum set with a shoulder harness and back brace (3 Bulk), or a large standing drum set with a built-in stool (16 Bulk). Changing the folding drum's size is a 3-action [Interact](../../../Rules/actions/interact.md) activity, and the drums must have sufficient open space to accommodate their new size. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet. -``` - -*Source: Abomination Vaults #2: Hands of the Devil p. 72* diff --git a/Compendium/equipment/items/folding-ladder-lotgb.md b/Compendium/equipment/items/folding-ladder-lotgb.md deleted file mode 100644 index c08907410..000000000 --- a/Compendium/equipment/items/folding-ladder-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Folding Ladder"] ---- -# Folding Ladder *Item 0* - -- **Price** 3 gp -- **Usage** held in 2 hands; **Bulk** 1 (3 unfolded) -- **Category** Held - -This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total [Interact](../../../Rules/actions/interact.md) actions, which don't need to consecutive. - -*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/follypops-lotgb.md b/Compendium/equipment/items/follypops-lotgb.md deleted file mode 100644 index d38d7d3fb..000000000 --- a/Compendium/equipment/items/follypops-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Follypops"] ---- -# Follypops *Item 10* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -These savory breaded snacks stuffed with cheese, peppers, and "secret ingredients" of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. - -During this time, you can unleash magic in the area up to three times as a single action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop. - -*Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/Compendium/equipment/items/force-shield.md b/Compendium/equipment/items/force-shield.md deleted file mode 100644 index 4d7299ae8..000000000 --- a/Compendium/equipment/items/force-shield.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/evocation -- trait/force -- trait/magical -- trait/uncommon -aliases: ["Force Shield"] ---- -# Force Shield *Item 9* -[evocation](../../../Rules/traits/evocation.md) [force](../../../Rules/traits/force.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield - -The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield. -``` - -*Source: Core Rulebook p. 587* diff --git a/Compendium/equipment/items/force-tiles-som.md b/Compendium/equipment/items/force-tiles-som.md deleted file mode 100644 index f47e06bd8..000000000 --- a/Compendium/equipment/items/force-tiles-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Force Tiles"] ---- -# Force Tiles *Item 13* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 525 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this catalyst to a [wall of force](../../spells/wall-of-force.md) spell increases the wall's maximum length to 80 feet and maximum height to 40 feet and causes creatures that try to move into the wall's space (or are Shoved into the wall) to take `2d6` force damage. - -*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/Compendium/equipment/items/forensic-dye-apg.md b/Compendium/equipment/items/forensic-dye-apg.md deleted file mode 100644 index 67c31f1fa..000000000 --- a/Compendium/equipment/items/forensic-dye-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Forensic Dye"] ---- -# Forensic Dye *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance. - -Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present. - -*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/Compendium/equipment/items/forge-warden.md b/Compendium/equipment/items/forge-warden.md deleted file mode 100644 index 2f6751a8a..000000000 --- a/Compendium/equipment/items/forge-warden.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Forge Warden"] ---- -# Forge Warden *Item 10* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 975 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield - -The religious symbol of Torag, the forge god—an ornate hammer of dwarven construction—adorns the face of this reinforced steel shield (Hardness 10, HP 24, BT 12). The shield is a religious symbol of Torag. - -You and any adjacent allies have fire resistance 5 while you have the shield raised. When used for a [Shield Block](../../feats/shield-block.md), the forge warden rings out like the hammer strike of a blacksmith, and the symbol glows as if lit by the fires of a furnace. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You use the forge warden to [Shield Block](../../../compendium/feats/shield-block.md) an adjacent creature's attack and the shield takes damage - -**Effect** The attacking creature takes `2d6` fire damage. -``` - -*Source: Core Rulebook p. 587* diff --git a/Compendium/equipment/items/forgefathers-seal-gmg.md b/Compendium/equipment/items/forgefathers-seal-gmg.md deleted file mode 100644 index 340140c32..000000000 --- a/Compendium/equipment/items/forgefathers-seal-gmg.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/ -- trait/abjuration -- trait/artifact -- trait/divine -- trait/rare -aliases: ["Forgefather's Seal"] ---- -# Forgefather's Seal *Item 24* -[abjuration](../../../Rules/traits/abjuration.md) [artifact](../../../Rules/traits/artifact-gmg.md) [divine](../../../Rules/traits/divine.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** etched onto armor - -This rune was created by [Torag](../../setting/deities/torag.md), god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. [Torag](../../setting/deities/torag.md) designed a small number of these seals as gifts to allied good deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, [Sarenrae](../../setting/deities/sarenrae.md)'s seal casts [sunburst](../../spells/sunburst.md) instead of [earthquake](../../spells/earthquake.md). - -A seal constantly rings with the quiet sound of a hammer striking an anvil when etched onto a runestone. A Forgefather's seal can be etched only onto armor that can bear two or more property runes, and it is so powerful that it takes the place of two property runes. While wearing armor etched with a Forgefather's seal, you gain fire resistance 40. You ignore the armor's check penalty and Speed penalty (if any); if the armor is light or medium, increase its item bonus to AC by 1. - -In addition, any shield you wield automatically recovers 10 Hit Points at the start of your turn each round. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are hit by an attack - -**Effect** The Forgefather's seal glows and your armor shakes as it absorbs the blow. The attack's damage is reduced by 100 and you cast [earthquake](../../../compendium/spells/earthquake.md) (DC 40), centered directly on the triggering creature. You decide the area of the earthquake when you [Cast the Spell](../../../rules/actions/cast-a-spell.md), from as small as the size of the creature and up to a 60-foot burst. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You call upon on the restorative powers of the seal to repair an item within reach. The rune instantly restores the item to full Hit Points, even if the item was destroyed, using the effects of the [remake](../../../compendium/spells/remake.md) spell, so long as the majority of the item is available for the repair. The seal can restore even magic items and artifacts of its level or lower. Once you have used this ability, the seal's ability to automatically repair shields becomes inactive until the next time you make your daily preparations. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You have not acted yet on your turn - -**Effect** You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a [miracle](../../../compendium/spells/miracle.md) spell or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover. - -Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal. -``` - -*Source: Gamemastery Guide p. 109* diff --git a/Compendium/equipment/items/forgetful-drops-da.md b/Compendium/equipment/items/forgetful-drops-da.md deleted file mode 100644 index 7bbd50738..000000000 --- a/Compendium/equipment/items/forgetful-drops-da.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Forgetful Drops"] ---- -# Forgetful Drops *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's mind slightly, making them easier to fool; in later stages, they can lead to the victim entering a murderous [confused](../../../Rules/conditions.md#Confused) state. Secret societies use these drops to befuddle a target or to frame them for violence. - -```ad-inline-affliction -title: Saving Throw: DC 18 Fortitude - -- **Onset**: 5 minutes -- **Maximum Duration**: 1 hour - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied) (10 minutes) - -**Stage 2** [stupefied](../../../rules/conditions.md#Stupefied) and [clumsy](../../../rules/conditions.md#Clumsy) (20 minutes) - -**Stage 3** [stupefied](../../../rules/conditions.md#Stupefied), [clumsy](../../../rules/conditions.md#Clumsy), and [confused](../../../rules/conditions.md#Confused) (30 minutes) -``` - -*Source: Dark Archive p. 78* diff --git a/Compendium/equipment/items/forgetful-ink-sot1.md b/Compendium/equipment/items/forgetful-ink-sot1.md deleted file mode 100644 index 98b1607c1..000000000 --- a/Compendium/equipment/items/forgetful-ink-sot1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -- trait/uncommon -aliases: ["Forgetful Ink"] ---- -# Forgetful Ink *Item 6* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 32 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. Anyone handling the page is exposed to the poison. This includes casual reading, unless the reader specifically takes precautions not to physically touch it. Unlike other poisons, forgetful ink retains its potency for one year, regardless of the number of victims exposed. - -Saving Throw DC 20 Fortitude (secret); Onset 1 minute; Stage 1 The reader forgets the contents of the writing, recalling it as blank or as inconsequential text. - -*Source: Strength of Thousands #1: Kindled Magic p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/forgotten-shell-aoe5.md b/Compendium/equipment/items/forgotten-shell-aoe5.md deleted file mode 100644 index c4029d85d..000000000 --- a/Compendium/equipment/items/forgotten-shell-aoe5.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/armor -- trait/divination -- trait/invested -- trait/magical -- trait/rare -aliases: ["Forgotten Shell"] ---- -# Forgotten Shell *Item 13* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 2500 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor - -This +2 resilient full plate, crafted from grim plates of iron, covers the entire body except for small holes for the eyes and mouth. While wearing the armor, you gain the benefits of a [nondetection](../../spells/nondetection.md) spell. Additionally, creatures attempting to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about a subject involving you must succeed at a DC 30 Will save. On a success, they can attempt the check normally. On a failure, they can still attempt the check, but even if they successfully [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), they don't remember you (although they might remember other details about the event). Creatures that fail their save can make another attempt to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about you, but they must wait 24 hours to do so. - -You can spend 1 hour using blacksmithing tools to bind a helpless Medium humanoid inside the suit, which welds the suit shut and makes it impossible to remove without breaking it (Hardness 9, HP 36, BT 18). The humanoid inside the suit counts as being Invested while bound in this fashion and can't break out of the suit on its own. If the suit is welded shut, the creature gains the benefits above but also the following penalties: Whenever the humanoid attempts a [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), [Intimidation](../../skills.md#Intimidation), or [Performance](../../skills.md#Performance) check, they must roll twice and use the worse result. Additionally, creatures the humanoid encounters have an initial attitude toward them of one degree worse than they normally would (for instance, [unfriendly](../../../Rules/conditions.md#Unfriendly) instead of [indifferent](../../../Rules/conditions.md#Indifferent)). - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/forked-bipod-g-g.md b/Compendium/equipment/items/forked-bipod-g-g.md deleted file mode 100644 index 8f51bddb0..000000000 --- a/Compendium/equipment/items/forked-bipod-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/agile -- trait/deadly-d6 -- trait/finesse -aliases: ["Forked Bipod"] ---- -# Forked Bipod *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) - -- **Price** 3 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Simple; **Group** Spear - -Developed by Alkenstar scouts who often don't have time to break down a tripod when beset by the chaotic mutant monsters of the Mana Wastes, this two-pronged stabbing weapon can be used as a bipod to stabilize a gun with potent kickback. A forked bipod can be deployed or retrieved for use as a melee weapon as an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/Compendium/equipment/items/fortifying-pebble-locg.md b/Compendium/equipment/items/fortifying-pebble-locg.md deleted file mode 100644 index 318873f4d..000000000 --- a/Compendium/equipment/items/fortifying-pebble-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Fortifying Pebble"] ---- -# Fortifying Pebble *Item 4* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 13 gp -- **Usage** affixed to armor, shield, or weapon -- **Activate** envision; **Trigger** The affixed object would take damage. -- **Category** Talisman - -This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the affixed object takes 10 less damage. - -*Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/Compendium/equipment/items/four-ways-dogslicer-apg.md b/Compendium/equipment/items/four-ways-dogslicer-apg.md deleted file mode 100644 index 92e1800f2..000000000 --- a/Compendium/equipment/items/four-ways-dogslicer-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/cold -- trait/electricity -- trait/evocation -- trait/fire -- trait/magical -- trait/uncommon -aliases: ["Four-ways Dogslicer"] ---- -# Four-ways Dogslicer *Item 12* -[cold](../../../Rules/traits/cold.md) [electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line the blade's cutting edge, three of which glow—one with fiery red light, one with a chill blue, and one that gives off sparks—while the last is a glistening black. Each of these gems embodies a weapon property rune, but only one rune can be active at a time. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You twist the gem along the blade corresponding with the desired weapon rune: red for flaming, blue for frost, or yellow for shock. You take `1d6` damage of the type the chosen rune deals. You can instead twist the black gem to disable the active property rune, taking no damage. -``` - -*Source: Advanced Player's Guide p. 261* diff --git a/Compendium/equipment/items/fox-lotg.md b/Compendium/equipment/items/fox-lotg.md deleted file mode 100644 index d6c57f9c0..000000000 --- a/Compendium/equipment/items/fox-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Fox"] ---- -# Fox *Item 0* - -- **Price** 8 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/freezing-ammunition-apg.md b/Compendium/equipment/items/freezing-ammunition-apg.md deleted file mode 100644 index ebfce76df..000000000 --- a/Compendium/equipment/items/freezing-ammunition-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/cold -- trait/consumable -- trait/evocation -- trait/magical -aliases: ["Freezing Ammunition"] ---- -# Freezing Ammunition *Item 5* -[cold](../../../Rules/traits/cold.md) [consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 25 gp -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This chilly ammunition is dark blue and cold to the touch. - -When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be [slowed](../../../Rules/conditions.md#Slowed) for 1 round by the intense cold ([slowed](../../../Rules/conditions.md#Slowed) for 1 minute on a critical failure). - -*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/Compendium/equipment/items/frenzy-oil-aoa5.md b/Compendium/equipment/items/frenzy-oil-aoa5.md deleted file mode 100644 index b27bc0647..000000000 --- a/Compendium/equipment/items/frenzy-oil-aoa5.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -- trait/uncommon -aliases: ["Frenzy Oil"] ---- -# Frenzy Oil *Item 16* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, initially inspiring irritability that unpredictably manifests as berserk rage. - -```ad-inline-affliction -title: Saving Throw: DC 37 Fortitude - -- **Onset**: `1d6` minutes -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `4d6` mental damage, [quickened](../../../rules/conditions.md#Quickened), attack nearby creatures as if [confused](../../../rules/conditions.md#Confused) (1 round) - -**Stage 2** `6d6` mental damage, attack nearby creatures as if [confused](../../../rules/conditions.md#Confused) (1 round) - -**Stage 3** `8d6` mental damage, [fatigued](../../../rules/conditions.md#Fatigued), attack nearby creatures as if [confused](../../../rules/conditions.md#Confused) (1 round) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* diff --git a/Compendium/equipment/items/frog-chair-g-g.md b/Compendium/equipment/items/frog-chair-g-g.md deleted file mode 100644 index 837194e02..000000000 --- a/Compendium/equipment/items/frog-chair-g-g.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/assistive-item/wheelchair -- trait/clockwork -- trait/magical -- trait/uncommon -aliases: ["Frog Chair"] ---- -# Frog Chair *Item 8* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 475 gp -- **Bulk** 3 -- **Category** Wheelchair - -This clockwork traveler's chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You activate the wheelchair's springs to make hopping leaps. - -For 1 minute, whenever you [Leap](../../../rules/actions/leap.md) with the wheelchair, you can jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You activate the wheelchair's tongue to grab a nearby object and bring it to you. [Interact](../../../rules/actions/interact.md) to pick up an unattended object within 15 feet and bring it to your empty hand. If you don't have a hand to take the object, it falls in your space instead. -``` - -*Source: Guns & Gears p. 91* diff --git a/Compendium/equipment/items/frog-lotg.md b/Compendium/equipment/items/frog-lotg.md deleted file mode 100644 index 2a1789991..000000000 --- a/Compendium/equipment/items/frog-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Frog"] ---- -# Frog *Item 0* - -- **Price** 2 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/frost-brand.md b/Compendium/equipment/items/frost-brand.md deleted file mode 100644 index bc441d9f7..000000000 --- a/Compendium/equipment/items/frost-brand.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/cold -- trait/evocation -- trait/magical -aliases: ["Frost Brand"] ---- -# Frost Brand *Item 16* -[cold](../../../Rules/traits/cold.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 10000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Weapon - -The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again. -``` - -*Source: Core Rulebook p. 601* diff --git a/Compendium/equipment/items/frost-vial.md b/Compendium/equipment/items/frost-vial.md deleted file mode 100644 index 04bfcd5fd..000000000 --- a/Compendium/equipment/items/frost-vial.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/cold -- trait/consumable -- trait/splash -aliases: ["Frost Vial"] ---- -# Frost Vial *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [cold](../../../Rules/traits/cold.md) [consumable](../../../Rules/traits/consumable.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. - -*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/Compendium/equipment/items/frost-worm-snare-g-g.md b/Compendium/equipment/items/frost-worm-snare-g-g.md deleted file mode 100644 index a1e8e4e76..000000000 --- a/Compendium/equipment/items/frost-worm-snare-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/clockwork -- trait/cold -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Frost Worm Snare"] ---- -# Frost Worm Snare *Item 9* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [cold](../../../Rules/traits/cold.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 115 gp -- **Category** Snare - -The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose a 30-foot line of frost in the direction from which the creature entered the square. For instance, if a creature entered the square coming from the south, the worm would shoot the line south, to hit any allies of the triggering creature. Those within the line must succeed a DC 25 basic Reflex save or take `10d6` cold damage. After spitting its frost, the snare falls apart. - -*Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/frost.md b/Compendium/equipment/items/frost.md deleted file mode 100644 index bcf1edb56..000000000 --- a/Compendium/equipment/items/frost.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/cold -- trait/conjuration -- trait/magical -aliases: ["Frost"] ---- -# Frost *Item 8+* -[cold](../../../Rules/traits/cold.md) [conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -This weapon is empowered with freezing ice. It deals an additional `1d6` cold damage on a successful [Strike](../../../Rules/actions/strike.md). On a critical hit, the target is also [slowed](../../../Rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a DC 24 Fortitude save. - -*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/fu-water-som.md b/Compendium/equipment/items/fu-water-som.md deleted file mode 100644 index a8af7c621..000000000 --- a/Compendium/equipment/items/fu-water-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/potion -- trait/consumable -- trait/divine -- trait/good -- trait/necromancy -- trait/potion -- trait/splash -aliases: ["Fu Water"] ---- -# Fu Water *Item 5* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [good](../../../Rules/traits/good.md) [necromancy](../../../Rules/traits/necromancy.md) [potion](../../../Rules/traits/potion.md) [splash](../../../Rules/traits/splash.md) - -- **Price** 21 gp -- **Usage** held in 1 hand -- **Category** Potion - -Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -This potion functions as a bottle of holy water. Like holy water, you throw it as a [Strike](../../../rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](../../../rules/traits/manipulate.md) trait to the attack made with it. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the [confused](../../../rules/conditions.md#Confused), [fascinated](../../../rules/conditions.md#Fascinated), [frightened](../../../rules/conditions.md#Frightened), or [stupefied](../../../rules/conditions.md#Stupefied) condition. You are then [sickened](../../../rules/conditions.md#Sickened). -``` - -*Source: Secrets of Magic p. 161* diff --git a/Compendium/equipment/items/fulcrum-lattice-av3.md b/Compendium/equipment/items/fulcrum-lattice-av3.md deleted file mode 100644 index d5afbb65d..000000000 --- a/Compendium/equipment/items/fulcrum-lattice-av3.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/held -- trait/occult -- trait/transmutation -- trait/unique -aliases: ["Fulcrum Lattice"] ---- -# Fulcrum Lattice *Item 11* -[occult](../../../Rules/traits/occult.md) [transmutation](../../../Rules/traits/transmutation.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 1200 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be mounted into a stand, such as that found in a lighthouse lantern. The Fulcrum Lattice was specifically designed to hold the four fulcrum lenses from smallest to largest (ebon, crimson, ochre, emerald), and it hums slightly while within 10 feet of any fulcrum lens. A fulcrum lens slotted into the Fulcrum Lattice has no Bulk; the lattice remains at 1 Bulk and can be carried easily. Inserting or removing a lens from the Fulcrum Lattice requires a single [Interact](../../../Rules/actions/interact.md) action. - -The Fulcrum Lattice channels the power of fulcrum lenses joined with it. While you hold the Fulcrum Lattice, lenses socketed into it are considered to be in your hand for the purpose of activating their abilities. When you make a melee spell attack with a lens in the Fulcrum Lattice, you use the highest melee spell attack modifier of any lens in the lattice, or you can use your melee attack modifier with simple weapons if it's greater. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/fulminating-spear-sot2.md b/Compendium/equipment/items/fulminating-spear-sot2.md deleted file mode 100644 index 106345f05..000000000 --- a/Compendium/equipment/items/fulminating-spear-sot2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/held -- trait/evocation -- trait/fire -- trait/magical -- trait/uncommon -aliases: ["Fulminating Spear"] ---- -# Fulminating Spear *Item 7* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You touch the ruby and hurl the spear at a square within 40 feet. When the spear lands, it detonates, dealing `6d6` fire damage (DC 23 basic Reflex save) to all creatures in a 10-foot emanation. It then flies back to your hand. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* diff --git a/Compendium/equipment/items/fulu-compendium-som.md b/Compendium/equipment/items/fulu-compendium-som.md deleted file mode 100644 index 0ee4248ed..000000000 --- a/Compendium/equipment/items/fulu-compendium-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Fulu Compendium"] ---- -# Fulu Compendium *Item 9* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 550 gp -- **Category** Consumable - -This pamphlet-sized book records the various symbols seen on fulu and also contains some ready-made magic on a special page that restores itself every day at sunrise. - -Using the compendium as a reference grants a +2 item bonus to any skill checks to determine a fulu's function or authenticity. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25. -``` - -*Source: Secrets of Magic p. 161* diff --git a/Compendium/equipment/items/fulu-of-fire-suppression-som.md b/Compendium/equipment/items/fulu-of-fire-suppression-som.md deleted file mode 100644 index ca21bbe07..000000000 --- a/Compendium/equipment/items/fulu-of-fire-suppression-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -aliases: ["Fulu Of Fire Suppression"] ---- -# Fulu Of Fire Suppression *Item 3* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 10 gp -- **Usage** affixed to a wall -- **Category** Consumable - -Duration 1 week The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half. - -If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical [fire](../../../Rules/traits/fire.md) effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. - -*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/Compendium/equipment/items/fulu-of-flood-suppression-som.md b/Compendium/equipment/items/fulu-of-flood-suppression-som.md deleted file mode 100644 index 9e140169e..000000000 --- a/Compendium/equipment/items/fulu-of-flood-suppression-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -aliases: ["Fulu Of Flood Suppression"] ---- -# Fulu Of Flood Suppression *Item 3* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 10 gp -- **Usage** affixed to a wall -- **Category** Consumable - -Duration 1 week This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits. - -The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical [water](../../../Rules/traits/water.md) effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu's duration ends early. - -*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/Compendium/equipment/items/fulu-of-the-drunken-monkey-som.md b/Compendium/equipment/items/fulu-of-the-drunken-monkey-som.md deleted file mode 100644 index dd5029658..000000000 --- a/Compendium/equipment/items/fulu-of-the-drunken-monkey-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -- trait/talisman -aliases: ["Fulu Of The Drunken Monkey"] ---- -# Fulu Of The Drunken Monkey *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 25 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a Fortitude save against an ingested poison. -- **Category** Consumable - -The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on Fortitude saves against the same poison for the next minute. - -If the triggering poison was normal alcohol, you instead automatically succeed at the triggering save and gain a +4 status bonus on saves against alcohol for 1 minute. - -*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/Compendium/equipment/items/fulu-of-the-stoic-ox-som.md b/Compendium/equipment/items/fulu-of-the-stoic-ox-som.md deleted file mode 100644 index 0fea85d13..000000000 --- a/Compendium/equipment/items/fulu-of-the-stoic-ox-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -- trait/talisman -aliases: ["Fulu Of The Stoic Ox"] ---- -# Fulu Of The Stoic Ox *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 25 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a -- **Category** Consumable - -The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding their health. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on all Fortitude saves against the same disease for the next minute. - -*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/Compendium/equipment/items/fulus-of-concealment-som.md b/Compendium/equipment/items/fulus-of-concealment-som.md deleted file mode 100644 index f06f6b043..000000000 --- a/Compendium/equipment/items/fulus-of-concealment-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/fulu -- trait/illusion -- trait/magical -aliases: ["Fulus Of Concealment"] ---- -# Fulus Of Concealment *Item 6* -[consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 40 gp -- **Usage** affixed to the ground in four spaces along -- **Category** Consumable - -Duration 1 hour This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when [Activating](../../../Rules/actions/activate-an-item.md) the fulus: animal, beast, celestial, fey, fiend, humanoid, monitor, plant, or undead. Those within the fulus' circle upon activation (including the fulus themselves) gain the effect of invisibility sphere, but only against creatures with the chosen trait. If any of the fulus are moved or destroyed after activation, the effect ends. - -*Source: Secrets of Magic p. 159* \ No newline at end of file diff --git a/Compendium/equipment/items/fungal-armor-aoe5.md b/Compendium/equipment/items/fungal-armor-aoe5.md deleted file mode 100644 index f72924035..000000000 --- a/Compendium/equipment/items/fungal-armor-aoe5.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/armor -- trait/invested -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Fungal Armor"] ---- -# Fungal Armor *Item 15* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 7200 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -This studded leather is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used for cooking, infused reagents, or common spell material components. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -- **Trigger**: You are hit by a melee, ranged, or spell attack - -**Effect** The attack misses you, dealing no damage as you transform into a cloud of spores. You gain the benefits of a [gaseous form](../../../compendium/spells/gaseous-form.md) spell for 1 minute. For the duration, a cloud of deadly spores surrounds you. Each breathing creature that begins its turn within 10 feet of you takes `6d8` poison damage (DC 35 basic Fortitude save). You can [Dismiss](../../../rules/actions/dismiss.md) the cloud form. -``` - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 77* diff --git a/Compendium/equipment/items/fungal-walk-musk-av3.md b/Compendium/equipment/items/fungal-walk-musk-av3.md deleted file mode 100644 index 56c1b1250..000000000 --- a/Compendium/equipment/items/fungal-walk-musk-av3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/olfactory -aliases: ["Fungal Walk Musk"] ---- -# Fungal Walk Musk *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [olfactory](../../../Rules/traits/olfactory-b1.md) - -- **Price** 21 gp -- **Usage** Held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus creatures take a –4 penalty to [Perception](../../skills.md#Perception) checks to [Seek](../../../Rules/actions/seek.md) you or otherwise notice you. If a fungus creature is mindless, it instead has a –6 penalty. - -The musk also grants you a +1 item bonus to AC against melee attacks from fungus creatures with no vision for the same period of time. The effects of fungal walk musk end immediately if you're submerged in water or subject to another olfactory effect. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/gada-loil.md b/Compendium/equipment/items/gada-loil.md deleted file mode 100644 index 01410102f..000000000 --- a/Compendium/equipment/items/gada-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/advanced -- trait/backswing -- trait/two-hand-d12 -- trait/vanara -aliases: ["Gada"] ---- -# Gada *Item 0* -[backswing](../../../Rules/traits/backswing.md) [two-hand ](../../../Rules/traits/two-hand.md) [vanara](../../../Rules/traits/vanara-loil.md) - -- **Price** 1 gp -- **Bulk** 2 -- **Damage** `1d8` B -- **Hands** 2 -- **Category** Advanced; **Group** Club - -A large spherical head with a spike on top sits mounted to a long shaft. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/gadget-skates-g-g.md b/Compendium/equipment/items/gadget-skates-g-g.md deleted file mode 100644 index 2eeb2614a..000000000 --- a/Compendium/equipment/items/gadget-skates-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Gadget Skates"] ---- -# Gadget Skates *Item 5* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 21 gp -- **Usage** worn (attached to footwear or feet); **Bulk** L -- **Activate** Interact (move) -- **Category** Consumable - -Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature's feet) - -When you [Activate](../../../Rules/actions/activate-an-item.md) gadget skates, clockwork gears reveal small wheels that propel you along the ground, moving you up to twice your Speed. During this movement, you must succeed at a DC 20 [Acrobatics](../../skills.md#Acrobatics) check to turn up to 90 degrees, and you can't turn more than once or more than 90 degrees. During the activation and after the activation is complete, you can't [Stride](../../../Rules/actions/stride.md), [Step](../../../Rules/actions/step.md), or otherwise move on the ground until the end of your next turn. However, you can use this movement instead of a [Stride](../../../Rules/actions/stride.md) to perform a [High Jump](../../../Rules/actions/high-jump.md) or [Long Jump](../../../Rules/actions/long-jump.md) just after the activation ends, in the direction of your last movement using the gadget skates. - -You can Sustain the Activation of your gadget skates for up to 1 minute. Starting on the turn after you [Activate](../../../Rules/actions/activate-an-item.md) the gadget skates, the first time you Sustain the Activation each turn, you gain the effects of the activation again: you move up to twice your Speed in the same direction as your last movement with the gadget skates, and the restrictions continue to apply until you choose to cease Sustaining the Activation or you reach the maximum duration. Once the effect ends, the skates fall away and you can move normally. - -*Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/Compendium/equipment/items/gaff-b1.md b/Compendium/equipment/items/gaff-b1.md deleted file mode 100644 index edefbd2d8..000000000 --- a/Compendium/equipment/items/gaff-b1.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/b1 -- item/category/weapon/martial -- trait/deadly-d10 -- trait/trip -- trait/uncommon -aliases: ["Gaff"] ---- -# Gaff *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** 1 -- **Damage** `1d10` P -- **Hands** 2 -- **Category** Martial; **Group** Pick - -Ogres are known for using immense, curved picks called ogre hooks. - -*Source: Bestiary p. 253* \ No newline at end of file diff --git a/Compendium/equipment/items/gaff-b2.md b/Compendium/equipment/items/gaff-b2.md deleted file mode 100644 index abd988398..000000000 --- a/Compendium/equipment/items/gaff-b2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/b2 -- item/category/weapon/martial -- trait/trip -- trait/versatile -aliases: ["Gaff"] ---- -# Gaff *Item 0* -[trip](../../../Rules/traits/trip.md) [versatile](../../../Rules/traits/versatile.md) - -- **Price** 1 gp -- **Bulk** 1 -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Club - -These hooked staffs are popular among Senghor fishers and warriors alike. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals `1d6` bludgeoning damage and has 1 Bulk. It requires one hand to use and has the [trip](../../../Rules/traits/trip.md) and [versatile

](../../../Rules/traits/versatile.md) weapon traits. Gaffs are readily available in Senghor and nearby settlements for 1 gp. - -*Source: Bestiary 2 p. 125* \ No newline at end of file diff --git a/Compendium/equipment/items/gallows-tooth.md b/Compendium/equipment/items/gallows-tooth.md deleted file mode 100644 index ed0d166be..000000000 --- a/Compendium/equipment/items/gallows-tooth.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/divination -- trait/magical -- trait/talisman -aliases: ["Gallows Tooth"] ---- -# Gallows Tooth *Item 8* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 100 gp -- **Usage** affixed to a weapon -- **Activate** [Interact](../../../Rules/actions/interact.md); **Trigger** You attack an adjacent creature and haven't rolled your attack roll; **Requirements** You're a master in [Intimidation](../../skills.md#Intimidation). -- **Category** Talisman - -This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature you're attacking becomes [flat-footed](../../../Rules/conditions.md#Flat-footed) until the end of the current turn. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/galtan-orange-cat-lotg.md b/Compendium/equipment/items/galtan-orange-cat-lotg.md deleted file mode 100644 index 22121380a..000000000 --- a/Compendium/equipment/items/galtan-orange-cat-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Galtan Orange Cat"] ---- -# Galtan Orange Cat *Item 0* - -- **Price** 3 cp -- **Category** Pet - -The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Galtan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Galtan orange cats remains, making them highly sought after. - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/galvanic-mortal-coil-g-g.md b/Compendium/equipment/items/galvanic-mortal-coil-g-g.md deleted file mode 100644 index 60223b4c2..000000000 --- a/Compendium/equipment/items/galvanic-mortal-coil-g-g.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Galvanic Mortal Coil"] ---- -# Galvanic Mortal Coil *Item 10* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 970 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy. When embedded in a body comprised of flesh, the blood and other fluids catalyze electrical pulses within the coil, activating the necromantic energies. In living creatures, this causes a dangerous surge that can damage the heart. In corpses, however, this can create a limited window of reanimation, with access to the corpse's final memories. Galvanic mortal coils are even rarer than other galvaspheres, and thought by most to be merely hypothetical. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You drive the coil into a living creature that has 0 HP while attaching the other end to yourself, in order to damage their heart and possibly siphon their life force. The galvanic mortal coil casts death knell on the creature (DC 27). -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You implant the coil into a corpse. The coil casts talking corpse on the body. -``` - -*Source: Guns & Gears p. 82* diff --git a/Compendium/equipment/items/galvasphere-g-g.md b/Compendium/equipment/items/galvasphere-g-g.md deleted file mode 100644 index 0e8ad074b..000000000 --- a/Compendium/equipment/items/galvasphere-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/rare -aliases: ["Galvasphere"] ---- -# Galvasphere *Item 4* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent intact Medium or Small humanoid corpse, the corpse animates as a galvaheart zombie for 1 minute. The galvaheart zombie has the statistics of a zombie shambler except that it is a [construct](../../../Rules/traits/construct.md) instead of an [undead](../../../Rules/traits/undead.md), isn't [evil](../../../Rules/traits/evil.md), can't be harmed by positive energy, and is the same size as the corpse (Medium or Small). The zombie is your [minion](../../../Rules/traits/minion.md) and performs the actions you choose when you [Command](../../../Rules/actions/command-an-animal.md) it. If you don't [Command](../../../Rules/actions/command-an-animal.md) it, it takes no action, twitching in place as the electricity that animates it slowly expends itself. - -*Source: Guns & Gears p. 82* \ No newline at end of file diff --git a/Compendium/equipment/items/gamepiece-chariot-lomm.md b/Compendium/equipment/items/gamepiece-chariot-lomm.md deleted file mode 100644 index dca4d4534..000000000 --- a/Compendium/equipment/items/gamepiece-chariot-lomm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/held -- trait/conjuration -- trait/magical -- trait/rare -aliases: ["Gamepiece Chariot"] ---- -# Gamepiece Chariot *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 1200 gp -- **Usage** held in one hand; **Bulk** — -- **Category** Held - -This stone figurine of a chariot pulled by two horses was used by Tekritanin adults during strategy game competitions. Sometimes, though, mischievous adolescents snatched pieces like this one for joyriding. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing `4d8+10` bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked [prone](../../../rules/conditions.md#Prone). The chariot returns to its figurine form once it stops moving. -``` - -*Source: Lost Omens: Monsters of Myth p. 65* diff --git a/Compendium/equipment/items/games-lotgb.md b/Compendium/equipment/items/games-lotgb.md deleted file mode 100644 index 504fb1a4f..000000000 --- a/Compendium/equipment/items/games-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Games"] ---- -# Games *Item 0+* - -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. [Board](../../../Rules/actions/board-gmg.md) games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/ganjay-book-lopsg.md b/Compendium/equipment/items/ganjay-book-lopsg.md deleted file mode 100644 index f3132380a..000000000 --- a/Compendium/equipment/items/ganjay-book-lopsg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Ganjay Book"] ---- -# Ganjay Book *Item 1* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** L or — -- **Category** Adventuring Gear - -This item is a [formula book](formula-book-blank.md), [religious text](religious-text.md), or [spellbook](spellbook-blank.md) that has been creased—possibly by Princess Ganjay herself—to fold up into an impossibly small shape. When folded up, the book can't be read or used, but its Bulk is reduced by 1 (a book that is 1 Bulk becomes light Bulk, and a book that is light Bulk becomes negligible in weight) - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You fold or unfold the Ganjay book, manipulating the cunning creases. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 97* diff --git a/Compendium/equipment/items/garrote-bolt-aoe5.md b/Compendium/equipment/items/garrote-bolt-aoe5.md deleted file mode 100644 index fe7e90bad..000000000 --- a/Compendium/equipment/items/garrote-bolt-aoe5.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/consumable -- trait/consumable -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Garrote Bolt"] ---- -# Garrote Bolt *Item 15* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1200 gp -- **Ammunition** [bolt](bolt.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The shaft of this silver bolt is engraved with wiry designs. - -When a garrote bolt hits a target, it transforms into a silver garrote and wraps around one of the target's appendages, dealing an additional `2d12` [persistent slashing damage](../../../Rules/conditions.md#Persistent%20Damage). On a critical hit, it wraps around the target's throat, and the target can't breathe until the [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) ends. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/gauntlet.md b/Compendium/equipment/items/gauntlet.md deleted file mode 100644 index c0f4c0d9d..000000000 --- a/Compendium/equipment/items/gauntlet.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/simple -- trait/agile -- trait/free-hand -aliases: ["Gauntlet"] ---- -# Gauntlet *Item 0* -[agile](../../../Rules/traits/agile.md) [free-hand](../../../Rules/traits/free-hand.md) - -- **Price** 2 sp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Simple; **Group** Brawling - -A pair of these metal gloves comes with [full plate](full-plate.md), [half plate](half-plate.md), and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons. - -*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/Compendium/equipment/items/gauntlight-av1.md b/Compendium/equipment/items/gauntlight-av1.md deleted file mode 100644 index 86948d521..000000000 --- a/Compendium/equipment/items/gauntlight-av1.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av1 -- item/category/artifact -- trait/artifact -- trait/magical -- trait/necromancy -- trait/unique -aliases: ["Gauntlight"] ---- -# Gauntlight *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Category** Artifact - -Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md) herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Belcorra Haruvex used this spot as a source of power to infuse the walls, floors, and ceilings of each of Gauntlight's levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Belcorra's plans were cut short before she could replace the mundane lenses with dangerous magical ones. - -As an artifact, Gauntlight can't be damaged by normal means. Its walls are impenetrable and impervious to any attempt to breach them by anybody except for followers of [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md). They block effects that allow temporary passage, such as passwall, and also create a barrier against dimensional travel. The walls attempt to counteract [teleportation](../../../Rules/traits/teleportation.md) effects and planar travel into or out of areas within Gauntlight and efforts to summon creatures into the area (using a +37 counteract modifier); this effect does not stop a summoned creature from departing when the summoning ends. - -In Gauntlight's current state of diminished functionality, it can be activated only in the two ways below. By swapping in a series of magical lighthouse lenses that focus [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md)'s baleful gaze—lenses so powerful that even Belcorra takes special care with them—the artifact gains significantly greater power, including the ability to reach all the way to Absalom and to activate its effects every minute. These lenses are described in "Eyes of Empty Death," the third adventure in the Abomination Vaults Adventure Path. - -To activate Gauntlight, a creature must be in the deepest portion of the artifact (this chamber is in the Temple level and is presented in "Eyes of Empty Death") - -From this point, a creature can observe the world outside remotely through Gauntlight's lens, including any area Gauntlight's beam can reach. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The light saturates the region, causing any corpses in the area or within 10 feet of the surface of the illuminated area to animate as level –1 undead (typically as skeleton guards or zombie shamblers). Once animated, the undead remain active until slain. Until then, they remain uncontrolled and are driven only by the desire to slaughter the living. If Gauntlight is fully restored, the undead instead animate as any Common undead of 15th level or less, as the user wishes. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a [teleportation](../../../rules/traits/teleportation.md) effect. -``` - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 77* diff --git a/Compendium/equipment/items/gearblade-aoe5.md b/Compendium/equipment/items/gearblade-aoe5.md deleted file mode 100644 index e8652060a..000000000 --- a/Compendium/equipment/items/gearblade-aoe5.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/held -- trait/clockwork -- trait/invested -- trait/magical -- trait/rare -aliases: ["Gearblade"] ---- -# Gearblade *Item 17* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 13000 gp -- **Usage** held in 1 or 2 hands; **Bulk** 2 -- **Category** Held - -Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a [bastard sword](bastard-sword.md), [greatsword](greatsword.md), [longsword](longsword.md), or [shortsword](shortsword.md). It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the [disarm](../../../Rules/traits/disarm.md) weapon trait and the versatile B weapon trait (which replaces any other [versatile](../../../Rules/traits/versatile.md) trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a [greatclub](greatclub.md). - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Requirements**: You've wound the gearblade for 10 minutes within the last 24 hours - -**Effect** The target's weapon is pulled through the gearblade's gears and shoots out the other side, landing 20 feet away in a direction of your choice. The target must attempt a DC 36 Reflex save. On a failure, the limb holding their weapon is also pulled into the gearblade, and the creature takes `3d12` bludgeoning damage. On a critical failure, they take `6d12` bludgeoning damage and the limb becomes unusable until healed by a [regenerate](../../../compendium/spells/regenerate.md) spell or a similar effect. -``` - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 79* diff --git a/Compendium/equipment/items/gecko-pads-g-g.md b/Compendium/equipment/items/gecko-pads-g-g.md deleted file mode 100644 index 303c8eac8..000000000 --- a/Compendium/equipment/items/gecko-pads-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Gecko Pads"] ---- -# Gecko Pads *Item 5+* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn (attached to handwear or hands); **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Gecko pads are thin, clockwork devices shaped like palms, which can be strapped onto existing handwear or a creature's hands. When activated, they whir to life and improve your grip on surfaces, while slowly releasing a sticky substance stored within the device's surface to help you climb. The pads give you a climb Speed equal to your Speed as long as your hands are free. - -*Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/Compendium/equipment/items/gecko-potion-apg.md b/Compendium/equipment/items/gecko-potion-apg.md deleted file mode 100644 index a109c548f..000000000 --- a/Compendium/equipment/items/gecko-potion-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Gecko Potion"] ---- -# Gecko Potion *Item 1* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to [Climb](../../../Rules/actions/climb.md) and [Palm an Object](../../../Rules/actions/palm-an-object.md), and to your Reflex DC against [Disarm](../../../Rules/actions/disarm.md) attempts. - -*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/Compendium/equipment/items/genealogy-mask-lome.md b/Compendium/equipment/items/genealogy-mask-lome.md deleted file mode 100644 index 24648f20c..000000000 --- a/Compendium/equipment/items/genealogy-mask-lome.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lome -- item/category/worn -- trait/divination -- trait/invested -- trait/uncommon -aliases: ["Genealogy Mask"] ---- -# Genealogy Mask *Item 1* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Alijae ethnicity -- **Price** 10 gp -- **Usage** Worn; **Bulk** L -- **Category** Worn - -These large masks are forged of precious metals or carved of wood and tasked with guarding the history of a family. Most Alijae are granted a genealogy mask when they come of age, which they bequeath to their next of kin upon death. When a member of the family recounted in the genealogy mask performs a particularly significant event while wearing the mask, its eyes and ears animate, allowing the item to witness and record the deeds for posterity. Different families have different standards for their genealogy masks—some may value accuracy and objective, clinical facts, while others may relish embellishing their stories to the very brink of believability in the name of a good story. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it. -``` - -*Source: Lost Omens: The Mwangi Expanse p. 34* diff --git a/Compendium/equipment/items/genius-diadem-gmg.md b/Compendium/equipment/items/genius-diadem-gmg.md deleted file mode 100644 index b91fa80f3..000000000 --- a/Compendium/equipment/items/genius-diadem-gmg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/apex -- trait/apex -- trait/arcane -- trait/divination -- trait/intelligent -- trait/n -- trait/rare -aliases: ["Genius Diadem"] ---- -# Genius Diadem *Item 18* -[apex](../../../Rules/traits/apex.md) [arcane](../../../Rules/traits/arcane.md) [divination](../../../Rules/traits/divination.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [n](../../../Rules/traits/neutral-b1.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn circlet; **Bulk** L -- **Category** Apex - -The genius diadem is a [diadem of intellect](diadem-of-intellect.md) that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater intellect and far superior to your own intelligence, even after the benefits the diadem grants you. The genius diadem encourages you to learn things for yourself rather than actually attempting to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) for you, though you or your allies might be able to play on its arrogance using [Deception](../../skills.md#Deception) to trick it into doing so. In addition to allowing you to activate it, the diadem can use the diadem of intellect's hypercognition activation with its own actions, though if it does so, the diadem gains the benefits instead of you. Only the diadem can use the following activation. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The genius diadem casts 7th-level [feeblemind](../../../compendium/spells/feeblemind.md). -``` - -*Source: Gamemastery Guide p. 89* diff --git a/Compendium/equipment/items/gerbil-lotg.md b/Compendium/equipment/items/gerbil-lotg.md deleted file mode 100644 index d99c8711b..000000000 --- a/Compendium/equipment/items/gerbil-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Gerbil"] ---- -# Gerbil *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/ghost-ammunition.md b/Compendium/equipment/items/ghost-ammunition.md deleted file mode 100644 index e48c5d1b0..000000000 --- a/Compendium/equipment/items/ghost-ammunition.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/magical -- trait/transmutation -aliases: ["Ghost Ammunition"] ---- -# Ghost Ammunition *Item 14* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 900 gp -- **Ammunition** any -- **Category** Ammunition - -Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being [concealed](../../../Rules/conditions.md#Concealed) or [hidden](../../../Rules/conditions.md#Hidden). You still can't target an [undetected](../../../Rules/conditions.md#Undetected) creature without guessing. - -After it is launched, the ammunition vanishes into mist. - -However, in the dead of the night `1d4` days later, it reappears in the last quiver or other container it was taken from. - -*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/Compendium/equipment/items/ghost-charge-apg.md b/Compendium/equipment/items/ghost-charge-apg.md deleted file mode 100644 index 9ee0401d5..000000000 --- a/Compendium/equipment/items/ghost-charge-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/positive -- trait/splash -aliases: ["Ghost Charge"] ---- -# Ghost Charge *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [positive](../../../Rules/traits/positive.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes [enfeebled](../../../Rules/conditions.md#Enfeebled) until the start of your next turn. Many types grant an item bonus to attack rolls. - -*Source: Advanced Player's Guide p. 253* \ No newline at end of file diff --git a/Compendium/equipment/items/ghost-dust.md b/Compendium/equipment/items/ghost-dust.md deleted file mode 100644 index 41bf8b7cd..000000000 --- a/Compendium/equipment/items/ghost-dust.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/illusion -- trait/occult -- trait/talisman -aliases: ["Ghost Dust"] ---- -# Ghost Dust *Item 16* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [occult](../../../Rules/traits/occult.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 1800 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You use an action with the [move](../../../Rules/traits/move.md) trait; **Requirements** You are legendary in [Stealth](../../skills.md#Stealth). -- **Category** Talisman - -This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level [invisibility](../../spells/invisibility.md) spell on you. This comes into effect before you move during the triggering action. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/ghost-ink-apg.md b/Compendium/equipment/items/ghost-ink-apg.md deleted file mode 100644 index 31fb969b5..000000000 --- a/Compendium/equipment/items/ghost-ink-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Ghost Ink"] ---- -# Ghost Ink *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes [invisible](../../../Rules/conditions.md#Invisible) again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an [alchemical](../../../Rules/traits/alchemical.md) effect such as a sunrod. - -While the text isn't glowing, a creature closely examining a surface marked with ghost ink can detect the presence of the ink with a successful DC 25 [Perception](../../skills.md#Perception) check. On a critical success, they can make out the ink well enough to use [Society](../../skills.md#Society) to [Decipher Writing](../../../Rules/actions/decipher-writing.md). One vial of ghost ink is sufficient to write a page worth of text. - -*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/Compendium/equipment/items/ghost-oil-lokl.md b/Compendium/equipment/items/ghost-oil-lokl.md deleted file mode 100644 index 9ec70ec6f..000000000 --- a/Compendium/equipment/items/ghost-oil-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -aliases: ["Ghost Oil"] ---- -# Ghost Oil *Item 4* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 18 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -The vials containing this translucent, unsubstantial oil are always cold to the touch. Applying ghost oil to a melee weapon you're wielding or carrying causes it to become semitransparent and gain the effects of a ghost touch rune, but it also makes the weapon unable to harm corporeal creatures. The oil has no effect when applied to another creature's weapon. The effect of the oil lasts for 1 minute. - -*Source: Lost Omens: Knights of Lastwall p. 90* \ No newline at end of file diff --git a/Compendium/equipment/items/ghost-touch.md b/Compendium/equipment/items/ghost-touch.md deleted file mode 100644 index 075f9162d..000000000 --- a/Compendium/equipment/items/ghost-touch.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/magical -- trait/transmutation -aliases: ["Ghost Touch"] ---- -# Ghost Touch *Item 4* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 75 gp -- **Usage** etched onto a melee weapon -- **Category** Rune - -The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific weakness to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects). - -*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/ghostbane-fulu-som.md b/Compendium/equipment/items/ghostbane-fulu-som.md deleted file mode 100644 index 2265a98b0..000000000 --- a/Compendium/equipment/items/ghostbane-fulu-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/fulu -- trait/magical -- trait/necromancy -- trait/talisman -- trait/transmutation -aliases: ["Ghostbane Fulu"] ---- -# Ghostbane Fulu *Item 6* -[consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 40 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You successfully [Strike](../../../Rules/actions/strike.md) an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage. -- **Category** Consumable - -This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the ghost touch property rune against the triggering incorporeal creature for 1 minute. - -*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/ghostly-portal-paint-som.md b/Compendium/equipment/items/ghostly-portal-paint-som.md deleted file mode 100644 index 6b294cb96..000000000 --- a/Compendium/equipment/items/ghostly-portal-paint-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -- trait/uncommon -aliases: ["Ghostly Portal Paint"] ---- -# Ghostly Portal Paint *Item 9* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 120 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a 5-foot-wide, 10-foot-tall section of a wall, the paint turns that section of wall ghostly and incorporeal to a depth of 10 feet, allowing corporeal creatures and objects to pass through it. The portal persists for 10 minutes. When this effect wears off, anything remaining within the portal is shunted to the nearest exit. - -Force effects, other incorporeal objects and creatures, and ghost touch weapons can't cross through the wall, as is normal for incorporeality. An incorporeal creature that's inside the wall when the paint is used is shunted to the nearest exit. - -*Source: Secrets of Magic p. 173* \ No newline at end of file diff --git a/Compendium/equipment/items/ghostshot-wrapping-g-g.md b/Compendium/equipment/items/ghostshot-wrapping-g-g.md deleted file mode 100644 index 1ac416e2b..000000000 --- a/Compendium/equipment/items/ghostshot-wrapping-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/consumable -- trait/illusion -- trait/magical -- trait/talisman -aliases: ["Ghostshot Wrapping"] ---- -# Ghostshot Wrapping *Item 11* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 300 gp -- **Usage** affixed to a ranged weapon; **Bulk** – -- **Activate** envision; **Trigger** You attempt a ranged [Strike](../../../Rules/actions/strike.md) with the affixed weapon while [hidden](../../../Rules/conditions.md#Hidden) or [undetected](../../../Rules/conditions.md#Undetected). -- **Category** Talisman - -This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman's magic dampens the sound of the triggering shot, rendering it completely silent, and additionally skews the angle of the shot, so it appears to come from a different location and direction than your actual position. You don't become automatically [observed](../../../Rules/conditions.md#Observed) to any creatures due to making the triggering [Strike](../../../Rules/actions/strike.md). - -*Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/Compendium/equipment/items/ghoul-hide.md b/Compendium/equipment/items/ghoul-hide.md deleted file mode 100644 index 800600cad..000000000 --- a/Compendium/equipment/items/ghoul-hide.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/invested -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Ghoul Hide"] ---- -# Ghoul Hide *Item 6* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 220 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor - -Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against disease and paralysis by 1 (maximum +4) - -Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the [elf](../../../Rules/traits/elf.md) trait, the armor gains the [noisy](../../../Rules/traits/noisy.md) trait. - -*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/Compendium/equipment/items/giant-centipede-venom.md b/Compendium/equipment/items/giant-centipede-venom.md deleted file mode 100644 index 5ac9f3444..000000000 --- a/Compendium/equipment/items/giant-centipede-venom.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Giant Centipede Venom"] ---- -# Giant Centipede Venom *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 4 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Giant centipede venom causes severe muscle stiffness. - -```ad-inline-affliction -title: Saving Throw: DC 17 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d6` poison damage (1 round) - -**Stage 2** `1d8` poison damage and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) - -**Stage 3** `1d12` poison damage, [clumsy](../../../rules/conditions.md#Clumsy), and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) -``` - -*Source: Core Rulebook p. 551* diff --git a/Compendium/equipment/items/giant-scorpion-venom.md b/Compendium/equipment/items/giant-scorpion-venom.md deleted file mode 100644 index c9fdb5849..000000000 --- a/Compendium/equipment/items/giant-scorpion-venom.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Giant Scorpion Venom"] ---- -# Giant Scorpion Venom *Item 6* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 40 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Scorpion venom is excruciating and its effects are somewhat debilitating. - -```ad-inline-affliction -title: Saving Throw: DC 22 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d10` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 2** `2d10` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 3** `2d10` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) -``` - -*Source: Core Rulebook p. 551* diff --git a/Compendium/equipment/items/giant-wasp-venom.md b/Compendium/equipment/items/giant-wasp-venom.md deleted file mode 100644 index aa60f532f..000000000 --- a/Compendium/equipment/items/giant-wasp-venom.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Giant Wasp Venom"] ---- -# Giant Wasp Venom *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 55 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Giant wasp venom interferes with a victim's movement. - -```ad-inline-affliction -title: Saving Throw: DC 25 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `2d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round) - -**Stage 2** `3d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round) - -**Stage 3** `4d6` poison and [clumsy](../../../rules/conditions.md#Clumsy) (1 round) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/gift-of-the-poisoned-heart-da.md b/Compendium/equipment/items/gift-of-the-poisoned-heart-da.md deleted file mode 100644 index 7e0bd550b..000000000 --- a/Compendium/equipment/items/gift-of-the-poisoned-heart-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/consumable -- trait/cursed -- trait/evil -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Gift of the Poisoned Heart"] ---- -# Gift of the Poisoned Heart *Item 16* -[consumable](../../../Rules/traits/consumable.md) [cursed](../../../Rules/traits/cursed-gmg.md) [evil](../../../Rules/traits/evil.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** – -- **Activate** command, , [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this diamond lies a single flaw: a fissured occlusion of sickly, tainted red. To activate the diamond, place it on the relatively intact body of a creature that died within the past year. The stone shatters, restoring the recipient to life with the effects of a successful resurrect ritual, except there is no limit to the level of the creature that may be revived. - -This gift of life comes with a terrible cost: the recipient believes you—and anyone else who aided in the resurrection— deliberately caused their death and revived them only in furtherance of some nefarious scheme. Having a proxy activate the gift of the poisoned heart is of no use, as the item's magic sniffs out all coconspirators and uses your attempt to avoid the drawback to feed the resurrected creature's paranoia. - -No amount of information or persuasion can alleviate this mistrust, as the cursed creature twists the facts endlessly to fit their delusion. Only magic such as remove curse can neutralize this effect, and the subject resists any attempt to alter their beliefs by magic. - -*Source: Dark Archive p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/gill-hook-aaws.md b/Compendium/equipment/items/gill-hook-aaws.md deleted file mode 100644 index 9c98af6a5..000000000 --- a/Compendium/equipment/items/gill-hook-aaws.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aaws -- item/category/weapon/martial -- trait/azarketi -- trait/grapple -- trait/reach -- trait/uncommon -aliases: ["Gill Hook"] ---- -# Gill Hook *Item 0* -[azarketi](../../../Rules/traits/azarketi-loag.md) [grapple](../../../Rules/traits/grapple.md) [reach](../../../Rules/traits/reach.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Bulk** 2 -- **Damage** `1d10` P -- **Hands** 2 -- **Category** Martial; **Group** Spear - -This spear has a specialized hook just before the tip that can catch on the gills of large fish. Azarketis primarily use this to hunt sharks, but it can also be used to hook flesh or armor. This weapon is common on the Isle of Kortos and within azarketi settlements. - -*Source: Azarketi Ancestry Web Supplement p. 1* \ No newline at end of file diff --git a/Compendium/equipment/items/glaive-of-the-artist-logm.md b/Compendium/equipment/items/glaive-of-the-artist-logm.md deleted file mode 100644 index 2612d96da..000000000 --- a/Compendium/equipment/items/glaive-of-the-artist-logm.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Glaive Of The Artist"] ---- -# Glaive Of The Artist *Item 14* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Shelyn](../../setting/deities/shelyn.md) -- **Price** 4000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Shelyn's religious symbol. While wielding the glaive, you gain a +2 item bonus on [Crafting](../../skills.md#Crafting) and [Performance](../../skills.md#Performance) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You furl one of the colored tails around the pole, causing the glaive to gain the effects of your choice of the corrosive, flaming, frost, shocking, or thundering property runes for 1 round, depending on the tail you chose. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You thrust the blade of the glaive into the ground, activating the power of the banner. (The blade can penetrate any non-metallic surface when used in this way, and does not leave a mark when withdrawn.) As long as the glaive is thrust into the ground and standing upright, all allies within 60 feet who can see the glaive's banner gain a +2 item bonus to [Performance](../../../compendium/skills.md#Performance) checks. -``` - -*Source: Lost Omens: Gods & Magic p. 122* diff --git a/Compendium/equipment/items/glamered.md b/Compendium/equipment/items/glamered.md deleted file mode 100644 index 5c21c10e8..000000000 --- a/Compendium/equipment/items/glamered.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/illusion -- trait/magical -aliases: ["Glamered"] ---- -# Glamered *Item 5* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 140 gp -- **Usage** etched onto armor -- **Category** Rune - -This armor can be disguised with a mere thought. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor's statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to 0, with a DC of 25. -``` - -*Source: Core Rulebook p. 583* diff --git a/Compendium/equipment/items/glamorous-buckler-apg.md b/Compendium/equipment/items/glamorous-buckler-apg.md deleted file mode 100644 index 8d6283f3c..000000000 --- a/Compendium/equipment/items/glamorous-buckler-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/illusion -- trait/magical -aliases: ["Glamorous Buckler"] ---- -# Glamorous Buckler *Item 2* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 35 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to [Deception](../../skills.md#Deception) checks to [Feint](../../../Rules/actions/feint.md). - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You [Feint](../../../rules/actions/feint.md) -- **Requirements**: You have the glamorous buckler raised - -**Effect** As you [Feint](../../../rules/actions/feint.md), the glamorous buckler sparkles mightily. On a successful [Feint](../../../rules/actions/feint.md), the target is [dazzled](../../../rules/conditions.md#Dazzled) for 1 round. -``` - -*Source: Advanced Player's Guide p. 261* diff --git a/Compendium/equipment/items/glass-cutter-lopsg.md b/Compendium/equipment/items/glass-cutter-lopsg.md deleted file mode 100644 index abe72830d..000000000 --- a/Compendium/equipment/items/glass-cutter-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Glass Cutter"] ---- -# Glass Cutter *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a [Thievery](../../skills.md#Thievery) check against the [Perception](../../skills.md#Perception) DC of nearby creatures to go unnoticed. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/glasses-of-sociability-som.md b/Compendium/equipment/items/glasses-of-sociability-som.md deleted file mode 100644 index cc304ca34..000000000 --- a/Compendium/equipment/items/glasses-of-sociability-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -aliases: ["Glasses Of Sociability"] ---- -# Glasses Of Sociability *Item 3* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 60 gp -- **Usage** worn eyepiece; **Bulk** L -- **Category** Worn - -These wire-rim glasses with large, circular lenses were invented for the sole purpose of avoiding awkward confrontations at social gatherings. They grant you a +1 item bonus to [Diplomacy](../../skills.md#Diplomacy). - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. - -If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name. -``` - -*Source: Secrets of Magic p. 185* diff --git a/Compendium/equipment/items/glittering-scarab-da.md b/Compendium/equipment/items/glittering-scarab-da.md deleted file mode 100644 index 4bb65083d..000000000 --- a/Compendium/equipment/items/glittering-scarab-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/worn -- trait/uncommon -aliases: ["Glittering Scarab"] ---- -# Glittering Scarab *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of the [Esoteric Order of the Palatine Eye](../../setting/deities/esoteric-order-of-the-palatine-eye-logm.md) -- **Price** 10 gp -- **Usage** worn; **Bulk** — -- **Category** Worn - -This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The glittering scarab, though, can be squeezed gently, causing the wings to part and reveal an eye painted underneath them. This pin is used to gain entrance to most meetings of the [Esoteric Order of the Palatine Eye](../../setting/deities/esoteric-order-of-the-palatine-eye-logm.md). Someone who specifically examines the scarab can find the [hidden](../../../Rules/conditions.md#Hidden) eye with a successful DC 20 [Perception](../../skills.md#Perception) check, though if they know about glittering scarabs, they can simply squeeze it to check for the eye. - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/glittering-snare-lotgb.md b/Compendium/equipment/items/glittering-snare-lotgb.md deleted file mode 100644 index bbcf32f25..000000000 --- a/Compendium/equipment/items/glittering-snare-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -- trait/visual -aliases: ["Glittering Snare"] ---- -# Glittering Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) [visual](../../../Rules/traits/visual.md) - -- **Price** 18 gp -- **Category** Snare - -[Small](../../../Rules/traits/small-b1.md) flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or [hidden](../../../Rules/conditions.md#Hidden) in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –1 status penalty to [Stealth](../../skills.md#Stealth) checks for 1 minute or until it uses an [Interact](../../../Rules/actions/interact.md) action to remove the glitter. -> - **Failure** The creature takes a –2 status penalty to [Stealth](../../skills.md#Stealth) checks for 2 minutes or until it spends a 2-action activity, which has the [manipulate](../../../Rules/traits/manipulate.md) trait, to remove the glitter. If the creature was [invisible](../../../Rules/conditions.md#Invisible), the glitter outlines it for 1 round, making it [concealed](../../../Rules/conditions.md#Concealed) rather than [undetected](../../../Rules/conditions.md#Undetected) to visual senses. -> - **Critical Failure** As failure, but the penalty is –4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the [manipulate](../../../Rules/traits/manipulate.md) trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is [hidden](../../../Rules/conditions.md#Hidden), rather than [undetected](../../../Rules/conditions.md#Undetected), to any creature that can see the glitter whenever it would otherwise have been [undetected](../../../Rules/conditions.md#Undetected). - -*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/Compendium/equipment/items/gloaming-shard-som.md b/Compendium/equipment/items/gloaming-shard-som.md deleted file mode 100644 index cc0d1e26d..000000000 --- a/Compendium/equipment/items/gloaming-shard-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/conjuration -- trait/magical -- trait/shadow -aliases: ["Gloaming Shard"] ---- -# Gloaming Shard *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [shadow](../../../Rules/traits/shadow.md) - -- **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The blade of this +2 striking returning dagger shines the color of twilight, with a triangular lattice design on the hilt. A thin string of darkness connects your shadow to that of the blade, even once it leaves your hand. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[shadow](../../../rules/traits/shadow.md) [teleportation](../../../rules/traits/teleportation.md) - -You make a thrown [Strike](../../../rules/actions/strike.md) with the gloaming shard at a target within 60 feet. Whether you hit or miss, rather than returning to you, the blade pulls you down into your own shadow and along the connecting thread. - -You instantly teleport to a space adjacent to the target of your [Strike](../../../rules/actions/strike.md), as dimension door, and then catch the dagger in your hand. -%% #trait/teleportation #trait/shadow %% -``` - -*Source: Secrets of Magic p. 185* diff --git a/Compendium/equipment/items/glorious-plate-locg.md b/Compendium/equipment/items/glorious-plate-locg.md deleted file mode 100644 index 3ceac1961..000000000 --- a/Compendium/equipment/items/glorious-plate-locg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/worn -- trait/evocation -- trait/good -- trait/light -- trait/magical -- trait/rare -aliases: ["Glorious Plate"] ---- -# Glorious Plate *Item 14* -[evocation](../../../Rules/traits/evocation.md) [good](../../../Rules/traits/good.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 4500 gp -- **Usage** worn, armor; **Bulk** 4 -- **Category** Worn - -This elegant full plate is embossed with heraldic imagery and never tarnishes or loses its shine. Glorious plate is +2 resilient full plate. In battle, glorious plate sheds bright light in a 10-foot radius, which enemies see as a blinding halo that obscures creatures other than the wearer. When an enemy looks at the wearer, it must attempt a DC 33 Will saving throw. The enemy is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Success** The enemy is unaffected. -> - **Failure** For 1 minute, the wearer's allies within the glorious plate's 10-foot radius of light are [concealed](../../../Rules/conditions.md#Concealed) to the enemy. Allies are [concealed](../../../Rules/conditions.md#Concealed) only while they remain within the light; if allies enter the light later, they are [concealed](../../../Rules/conditions.md#Concealed) as well. -> - **Critical Failure** As failure, except the wearer's allies are [hidden](../../../Rules/conditions.md#Hidden) to the enemy instead of [concealed](../../../Rules/conditions.md#Concealed). Activate [>>](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](../../../Rules/actions/interact.md); Frequency once per 10 minutes; Effect The armor casts sanctuary on you. - -*Source: Lost Omens: Character Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/gloves-of-carelessness-gmg.md b/Compendium/equipment/items/gloves-of-carelessness-gmg.md deleted file mode 100644 index 249ea54e3..000000000 --- a/Compendium/equipment/items/gloves-of-carelessness-gmg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/worn -- trait/abjuration -- trait/cursed -- trait/extradimensional -- trait/invested -- trait/magical -- trait/rare -aliases: ["Gloves Of Carelessness"] ---- -# Gloves Of Carelessness *Item 7* -[abjuration](../../../Rules/traits/abjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [extradimensional](../../../Rules/traits/extradimensional.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn gloves; **Bulk** L -- **Category** Worn - -These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you [Interact](../../../Rules/actions/interact.md) to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure, you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item's curse. - -The first time the curse activates, the gloves fuse to you. - -*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/gloves-of-storing.md b/Compendium/equipment/items/gloves-of-storing.md deleted file mode 100644 index e50de9d36..000000000 --- a/Compendium/equipment/items/gloves-of-storing.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/extradimensional -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Gloves of Storing"] ---- -# Gloves of Storing *Item 7* -[extradimensional](../../../Rules/traits/extradimensional.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 340 gp -- **Usage** worn gloves -- **Category** Worn - -An item can be stored inside these supple leather gloves, held in an extradimensional space. When an item is inside the glove, an image of the item appears as a simple, stitched pattern on the back of each glove. - -Many gloves of storing are found with an item already inside. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: No item is stored in the gloves - -**Effect** One item you're holding with a Bulk of 1 or less vanishes into the gloves' extradimensional space. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Requirements**: An item is stored in the gloves, and you have a free hand - -**Effect** The item stored in the gloves appears in your hand. The gloves can't be activated again for 1 minute. -``` - -*Source: Core Rulebook p. 610* diff --git a/Compendium/equipment/items/glue-bullet-g-g.md b/Compendium/equipment/items/glue-bullet-g-g.md deleted file mode 100644 index 052df3b26..000000000 --- a/Compendium/equipment/items/glue-bullet-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Glue Bullet"] ---- -# Glue Bullet *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 16 gp -- **Ammunition** round -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a –10-foot circumstance penalty to its Speeds for `2d4` rounds, or until it Escapes against a DC of 18. On a critical hit, the target is also [immobilized](../../../Rules/conditions.md#Immobilized) until it Escapes. - -*Source: Guns & Gears p. 170* \ No newline at end of file diff --git a/Compendium/equipment/items/gluttonous-spear-sli.md b/Compendium/equipment/items/gluttonous-spear-sli.md deleted file mode 100644 index e4a6b36a1..000000000 --- a/Compendium/equipment/items/gluttonous-spear-sli.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/held -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Gluttonous Spear"] ---- -# Gluttonous Spear *Item 6* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 250 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger. - -On a critical hit, the target is [enfeebled](../../../Rules/conditions.md#Enfeebled) for 1 minute, and you gain `1d8` temporary Hit Points that last for 1 minute. - -*Source: The Slithering p. 60* \ No newline at end of file diff --git a/Compendium/equipment/items/gnome-amalgam-musket-g-g.md b/Compendium/equipment/items/gnome-amalgam-musket-g-g.md deleted file mode 100644 index 6e942298e..000000000 --- a/Compendium/equipment/items/gnome-amalgam-musket-g-g.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-1d10 -- trait/gnome -- trait/trip -- trait/uncommon -- trait/versatile-p -aliases: ["Gnome Amalgam Musket"] ---- -# Gnome Amalgam Musket *Item 1* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 10 gp -- **Bulk** 2 -- **Ranged** - - **Damage** `1d6` P - - **Ammunution** [round](round-10-g-g.md); **Range** 40 ft.; **Reload** 2 -- **Melee** - - **Damage** `1d8` B -- **Hands** 2 -- **Category** Martial - -Rumored to be the result of a gnomish dare to make a variant of a hooked hammer that's even more intricate and complex, this weapon adds a musket to the mix of an already overcomplicated device. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/gnome-hooked-hammer.md b/Compendium/equipment/items/gnome-hooked-hammer.md deleted file mode 100644 index ab36b8c80..000000000 --- a/Compendium/equipment/items/gnome-hooked-hammer.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/gnome -- trait/trip -- trait/two-hand-d10 -- trait/uncommon -- trait/versatile-p -aliases: ["Gnome Hooked Hammer"] ---- -# Gnome Hooked Hammer *Item 0* -[gnome](../../../Rules/traits/gnome.md) [trip](../../../Rules/traits/trip.md) [two-hand ](../../../Rules/traits/two-hand.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Hammer - -This gnome tool and weapon features a hammer at one end and a curved pick on the other. It's such a strange and awkward weapon that others think the gnomes are slightly erratic for using it. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/goblin-eye-orb-g-g.md b/Compendium/equipment/items/goblin-eye-orb-g-g.md deleted file mode 100644 index 93665293c..000000000 --- a/Compendium/equipment/items/goblin-eye-orb-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/consumable -- trait/divination -- trait/magical -- trait/talisman -aliases: ["Goblin-eye Orb"] ---- -# Goblin-eye Orb *Item 5* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 24 gp -- **Usage** affixed to a weapon; **Bulk** – -- **Activate** envision; **Trigger** You attempt a [Strike](../../../Rules/actions/strike.md) with the affixed firearm or crossbow against an enemy that's [concealed](../../../Rules/conditions.md#Concealed) or [hidden](../../../Rules/conditions.md#Hidden) to you; **Requirements** You're an expert with the affixed firearm or crossbow and an expert in [Perception](../../skills.md#Perception). -- **Category** Talisman - -This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering [Strike](../../../Rules/actions/strike.md), you don't need to attempt a flat check due to the enemy being [concealed](../../../Rules/conditions.md#Concealed) or [hidden](../../../Rules/conditions.md#Hidden) to you. - -*Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/Compendium/equipment/items/goggles-of-night.md b/Compendium/equipment/items/goggles-of-night.md deleted file mode 100644 index 8fa8fd44a..000000000 --- a/Compendium/equipment/items/goggles-of-night.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Goggles of Night"] ---- -# Goggles of Night *Item 5+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn eyepiece -- **Category** Worn - -The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to [Perception](../../skills.md#Perception) checks involving sight. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Rotating the lenses 90 degrees, you gain [darkvision](../../../rules/abilities/darkvision.md) for 1 hour. -``` - -*Source: Core Rulebook p. 610* diff --git a/Compendium/equipment/items/golden-blade-of-mzali-sot4.md b/Compendium/equipment/items/golden-blade-of-mzali-sot4.md deleted file mode 100644 index 091a28ce6..000000000 --- a/Compendium/equipment/items/golden-blade-of-mzali-sot4.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/held -- trait/evocation -- trait/fire -- trait/light -- trait/magical -- trait/rare -aliases: ["Golden Blade of Mzali"] ---- -# Golden Blade of Mzali *Item 15* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 6500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -Each of these golden spears was forged in the days of old Mzali, when the sun kings ruled the city. The majority of these weapons are lost, most likely buried with warriors in tombs and temples sealed by [Walkena](../../setting/deities/walkena-logm.md)'s decrees. - -[Walkena](../../setting/deities/walkena-logm.md) retains a single golden blade, which he grants to his Master of Spears. - -This +2 greater striking returning spear is coated in brilliant gold, and beautiful engravings run along the shaft, depicting the rising and setting of the sun against Mzali's skyline. The spear glows with the effects of 4th-level [light](../../spells/light.md). You can suppress or resume this light by using an action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait. When you hit a creature with the spear, it takes `1d6` additional fire damage. When you critically hit a creature with the spear, the creature takes `1d8` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) and `1d8` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) as its blood boils away. Unlike normal when taking two types of [persistent damage](../../../Rules/conditions.md#Persistent%20Damage), a creature needs only a single successful flat check to remove both the fire and bleed damage. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You critically hit a creature with the weapon - -**Effect** You call upon the spear's light to guide the creature away from violence. The creature must choose one of the following options: - -- The creature surrenders, immediately receiving the critical failure effects of calm emotions and paralyze. -- The weapon casts 7th-level [blindness](../../../compendium/spells/blindness.md) on the creature with a DC of 34. Regardless of the choice, the spear loses its ability to glow with light until your next daily preparations. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The spear casts 7th-level [elemental form](../../../compendium/spells/elemental-form.md) on you, choosing fire as the form's trait. The spear loses its additional fire damage until your next daily preparations. -``` - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* diff --git a/Compendium/equipment/items/golden-branding-iron-ooa2.md b/Compendium/equipment/items/golden-branding-iron-ooa2.md deleted file mode 100644 index 79e34e7f5..000000000 --- a/Compendium/equipment/items/golden-branding-iron-ooa2.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -- trait/uncommon -aliases: ["Golden Branding Iron"] ---- -# Golden Branding Iron *Item 5+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** affixed to a two-handed firearm or crossbow; **Bulk** — -- **Activate** envision; **Trigger** You hit a target with a ranged [Strike](../../../Rules/actions/strike.md) with the affixed weapon; **Requirements** You're an expert with the affixed weapon. -- **Category** Talisman - -This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/golden-cased-bullet-ooa2.md b/Compendium/equipment/items/golden-cased-bullet-ooa2.md deleted file mode 100644 index 2fea1a2bc..000000000 --- a/Compendium/equipment/items/golden-cased-bullet-ooa2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/consumable -- trait/consumable -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Golden-Cased Bullet"] ---- -# Golden-Cased Bullet *Item 4+* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Ammunition** round -- **Activate** envision -- **Category** Consumable - -The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/golden-chrysalis-som.md b/Compendium/equipment/items/golden-chrysalis-som.md deleted file mode 100644 index e7920b14e..000000000 --- a/Compendium/equipment/items/golden-chrysalis-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/ammunition -- trait/ammunition -- trait/consumable -- trait/evocation -- trait/magical -aliases: ["Golden Chrysalis"] ---- -# Golden Chrysalis *Item 5* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) ammunition - -- **Price** 27 gp -- **Ammunition** sling bullet -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -Threads of iridescent golden silk wrap around the core of this magical sling stone. When you activate and shoot a golden chrysalis, rather than making an attack roll for your [Strike](../../../Rules/actions/strike.md), you cause the chrysalis to unwind in midair to reveal a magical butterfly that flies in a 30-foot line, scattering golden scale dust that hangs in the air for 1 minute. - -A creature that enters or begins its turn in the dust must attempt a DC 19 Reflex save or have its invisibility negated, becoming [concealed](../../../Rules/conditions.md#Concealed) instead of [invisible](../../../Rules/conditions.md#Invisible). This effect applies both if the creature was already [invisible](../../../Rules/conditions.md#Invisible) and if it benefits from any new invisibility effects before the end of the invisibility negation effect from the golden chrysalis. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's invisibility is negated for 2 rounds. -> - **Failure** The target is [dazzled](../../../Rules/conditions.md#Dazzled) for 1 minute and its invisibility is negated for 1 minute. - -*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/Compendium/equipment/items/golden-goose-da.md b/Compendium/equipment/items/golden-goose-da.md deleted file mode 100644 index ec705b36c..000000000 --- a/Compendium/equipment/items/golden-goose-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/cursed -- trait/evil -- trait/magical -- trait/transmutation -aliases: ["Golden Goose"] ---- -# Golden Goose *Item 11* -[cursed](../../../Rules/traits/cursed-gmg.md) [evil](../../../Rules/traits/evil.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time. - -```ad-embed-ability -title: Activate - -You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose. - -After 12 such eggs are laid, the next time you activate the golden goose, it transmutes your heart to gold. This effect functions as flesh to stone, with a DC 30 Fortitude save to resist. If you become [petrified](../../../rules/conditions.md#Petrified), you turn to solid, transparent stone. Your heart becomes a golden egg worth 100 gp, which can be retrieved only by shattering your body. Whether or not you turn to stone, the golden goose dissipates with a honk into sulfurous smoke. -``` - -*Source: Dark Archive p. 160* diff --git a/Compendium/equipment/items/golden-legion-epaulet-lowg.md b/Compendium/equipment/items/golden-legion-epaulet-lowg.md deleted file mode 100644 index d2fd426ba..000000000 --- a/Compendium/equipment/items/golden-legion-epaulet-lowg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Golden Legion Epaulet"] ---- -# Golden Legion Epaulet *Item 3* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 55 gp -- **Usage** worn epaulet; **Bulk** L -- **Category** Worn - -These gleaming golden epaulets are issued to Eagle Knight officers and worn as part of the uniform. While they can be enchanted to provide a variety of effects, the Golden Legion epaulet remains the most common. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn. -``` - -*Source: Lost Omens: World Guide p. 124* diff --git a/Compendium/equipment/items/golden-rod-memento-lomm.md b/Compendium/equipment/items/golden-rod-memento-lomm.md deleted file mode 100644 index 3b8b29731..000000000 --- a/Compendium/equipment/items/golden-rod-memento-lomm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/worn -- trait/abjuration -- trait/cursed -- trait/magical -- trait/rare -aliases: ["Golden Rod Memento"] ---- -# Golden Rod Memento *Item 20* -[abjuration](../../../Rules/traits/abjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn; **Bulk** — -- **Category** Worn - -This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as [status](../../spells/status.md). The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against a good-aligned champion's code of conduct, plus the following third tenet: - -- You must never knowingly steal or inflict harm with the goal of stealing the victim's wealth. This tenet doesn't prevent you from looting those you harm primarily in the defense of yourself and others. - -Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining. - -- **5 Branches** The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 25, or it grants you absolution for your misdeeds as a critically successful [atone](../../spells/rituals/atone.md) ritual for any good-aligned faith. You don't need to perform a special quest; your exemplary behavior over the past year qualifies. -- **3-4 Branches** The pin either becomes a non-magical golden pin worth 10 gp, or it grants you absolution for your misdeeds as a successful [atone](../../spells/rituals/atone.md) ritual for any good-aligned faith. -- **1-2 Branches** The pin transforms into a leering Krampus face. As long as you wear it, it grants you weakness 5 to bludgeoning damage, and you still can't remove it. -- **0 Branches** The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin. - -*Source: Lost Omens: Monsters of Myth p. 59* \ No newline at end of file diff --git a/Compendium/equipment/items/golden-silencer-ooa2.md b/Compendium/equipment/items/golden-silencer-ooa2.md deleted file mode 100644 index bd24459a2..000000000 --- a/Compendium/equipment/items/golden-silencer-ooa2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/talisman -- trait/consumable -- trait/illusion -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Golden Silencer"] ---- -# Golden Silencer *Item 6+* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** affixed to a firearm; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Talisman - -[Stealth](../../skills.md#Stealth). - -The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures [wounded](../../../Rules/conditions.md#Wounded) by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged [Strike](../../../Rules/actions/strike.md) from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the [auditory](../../../Rules/traits/auditory.md) trait. This prevents it from casting spells that include verbal components. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/golden-spur-ooa2.md b/Compendium/equipment/items/golden-spur-ooa2.md deleted file mode 100644 index 6bfefecb2..000000000 --- a/Compendium/equipment/items/golden-spur-ooa2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/talisman -- trait/conjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/teleportation -- trait/uncommon -aliases: ["Golden Spur"] ---- -# Golden Spur *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 300 gp -- **Usage** affixed to a firearm or crossbow; **Bulk** — -- **Activate** command -- **Category** Talisman - -This golden spur is affixed to a weapon by a braided leather cord. You teleport to a space you can see within 10 feet of the target. You must have line of effect to the space. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/golem-stylus-ec3.md b/Compendium/equipment/items/golem-stylus-ec3.md deleted file mode 100644 index 67c725a8b..000000000 --- a/Compendium/equipment/items/golem-stylus-ec3.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec3 -- item/category/held -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Golem Stylus"] ---- -# Golem Stylus *Item 10* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 850 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem's body and possibly gain control over it. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A [controlled](../../../rules/conditions.md#Controlled) golem is [helpful](../../../rules/conditions.md#Helpful) toward you and follows your orders to the best of its ability as long as it is under your control. If the golem's original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic. - -If the golem you are targeting has already been inscribed with a golem stylus, you must attempt a counteract check against the previous inscription as part of activating the item, using your golem stylus's item level or your [Arcana](../../../compendium/skills.md#Arcana) skill check modifier as your counteract check modifier. If successful, you modify the existing inscription so that the golem falls under your control. -``` - -*Source: Extinction Curse #3: Life's Long Shadows p. 69* diff --git a/Compendium/equipment/items/goo-grenade-loil.md b/Compendium/equipment/items/goo-grenade-loil.md deleted file mode 100644 index 26aa56397..000000000 --- a/Compendium/equipment/items/goo-grenade-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/splash -- trait/uncommon -aliases: ["Goo Grenade"] ---- -# Goo Grenade *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes [persistent acid damage](../../../Rules/conditions.md#Persistent%20Damage) and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) caused by the bomb by Escaping or spending a total of 3 [Interact](../../../Rules/actions/interact.md) actions to pry themselves free of the ooze. These [Interact](../../../Rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. - -*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/Compendium/equipment/items/gorget-of-the-primal-roar.md b/Compendium/equipment/items/gorget-of-the-primal-roar.md deleted file mode 100644 index 4a273f53a..000000000 --- a/Compendium/equipment/items/gorget-of-the-primal-roar.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Gorget of the Primal Roar"] ---- -# Gorget of the Primal Roar *Item 11* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1250 gp -- **Usage** worn collar; **Bulk** L -- **Category** Worn - -This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to [Intimidation](../../skills.md#Intimidation) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You're in a non-humanoid form via a [polymorph](../../../rules/traits/polymorph.md) effect - -**Effect** You unleash a bestial roar, attempting a single [Intimidation](../../../compendium/skills.md#Intimidation) check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Though this activation has the command component, you can issue this command without the need for language. - -> [!success-degree] -> - **Critical Success** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Success** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Failure** The creature is unaffected. -``` - -*Source: Core Rulebook p. 611* diff --git a/Compendium/equipment/items/gorgons-breath-aoa5.md b/Compendium/equipment/items/gorgons-breath-aoa5.md deleted file mode 100644 index 2d5b3914c..000000000 --- a/Compendium/equipment/items/gorgons-breath-aoa5.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/inhaled -- trait/poison -- trait/uncommon -aliases: ["Gorgon's Breath"] ---- -# Gorgon's Breath *Item 13* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 475 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden. - -```ad-inline-affliction -title: Saving Throw: DC 32 Fortitude - -- **Onset**: 1 round -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** [slowed](../../../rules/conditions.md#Slowed) (1 round) - -**Stage 2** `4d6` bludgeoning damage and [slowed](../../../rules/conditions.md#Slowed) (1 round) - -**Stage 3** [petrified](../../../rules/conditions.md#Petrified) ; (1 round) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* diff --git a/Compendium/equipment/items/gourd-home-aoa3.md b/Compendium/equipment/items/gourd-home-aoa3.md deleted file mode 100644 index cd96e4b59..000000000 --- a/Compendium/equipment/items/gourd-home-aoa3.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa3 -- item/category/structure -- trait/conjuration -- trait/extradimensional -- trait/magical -- trait/rare -- trait/structure -aliases: ["Gourd Home"] ---- -# Gourd Home *Item 9* -[conjuration](../../../Rules/traits/conjuration.md) [extradimensional](../../../Rules/traits/extradimensional.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [structure](../../../Rules/traits/structure.md) - -- **Price** 650 gp -- **Bulk** L (when not activated) -- **Category** Structure - -This dried gourd seems entirely nondescript, as it is hollow and has a sturdy cord wrapped around its neck for easy carrying. Closer inspection reveals the gourd has grown in the rough shape of a hut or similar small dwelling. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You place the gourd home on the ground (in an open area large enough to contain it) and cause it to expand in size to a 30-foot-square structure with one door. The interior of the gourd is a single large room that can hold 10 Small or Medium creatures with moderate comfort. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The gourd home must be expanded into its house form atop earth or soil. - -**Effect** By rapping on the door from either outside or inside, you cause the gourd home to shrink back into its normal size and appear to be a non-magical gourd sitting on the ground. For the following 8 hours, the interior of the gourd home becomes an extradimensional space whose size appears unchanged to those within. - -If anyone outside picks up or damages the gourd, or if anyone inside the gourd home attempts to exit, all creatures within the gourd home immediately reappear in the area surrounding the gourd, and the gourd home becomes inactive for 24 hours. -``` - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 72* diff --git a/Compendium/equipment/items/goz-mask-sot1.md b/Compendium/equipment/items/goz-mask-sot1.md deleted file mode 100644 index c1eed637d..000000000 --- a/Compendium/equipment/items/goz-mask-sot1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Goz Mask"] ---- -# Goz Mask *Item 2+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn mask -- **Category** Worn - -Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but they remain in use by people all around the Mwangi Expanse. These masks are typically made of wood and crafted to sport round, exaggerated features. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute. -``` - -*Source: Strength of Thousands #1: Kindled Magic p. 73* diff --git a/Compendium/equipment/items/grail-of-twisted-desires-ec2.md b/Compendium/equipment/items/grail-of-twisted-desires-ec2.md deleted file mode 100644 index 329db8e56..000000000 --- a/Compendium/equipment/items/grail-of-twisted-desires-ec2.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/held -- trait/conjuration -- trait/illusion -- trait/magical -- trait/unique -aliases: ["Grail Of Twisted Desires"] ---- -# Grail Of Twisted Desires *Item 10* -[conjuration](../../../Rules/traits/conjuration.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 850 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This timeworn chalice is constructed of dull tin. It has an unassuming appearance save for the gold, silver, and ebony rings that encircle its rim. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical. - -- Ordinary wine. -- Wine that, when imbibed, casts a 2nd-level [restoration](../../../compendium/spells/restoration.md) spell on the drinker. -- Wine that, when imbibed, casts a 4th-level [nightmare](../../../compendium/spells/nightmare.md) spell on the drinker - -If you aren't chaotic, the first time each day you activate the chalice, there is a one-in-six chance that the liquid you conjure is a different type (the GM should roll `1d6` as a secret roll) instead. The second and third times you activate the chalice in the same day, the odds of this happening increase to two-in-six or three-insix, respectively. If you are chaotic, the chalice always works as intended. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 73* diff --git a/Compendium/equipment/items/grandstanding-gmg.md b/Compendium/equipment/items/grandstanding-gmg.md deleted file mode 100644 index 4ee25f4f5..000000000 --- a/Compendium/equipment/items/grandstanding-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/enchantment -- trait/magical -- trait/rare -aliases: ["Grandstanding"] ---- -# Grandstanding *Item 11* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a weapon -- **Category** Curse - -Weapons with the _grandstanding_ curse inspire overconfidence in their wielders, demanding style over pragmatism. Whenever you reduce a foe to 0 Hit Points, you lose all remaining actions on your turn, as you are compelled to flourish, gloat, pose, or otherwise waste your time in response. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/grannys-hedge-trimmer-ltiba.md b/Compendium/equipment/items/grannys-hedge-trimmer-ltiba.md deleted file mode 100644 index a088df1bd..000000000 --- a/Compendium/equipment/items/grannys-hedge-trimmer-ltiba.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ltiba -- item/category/weapon/simple -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Granny's Hedge Trimmer"] ---- -# Granny's Hedge Trimmer *Item 1* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Damage** `1d4` S -- **Hands** 2 -- **Category** Simple; **Group** Polearm - -Granny's hedge trimmer resembles a polearm, with whirring blades attached to the end of a pole. The item can be used as a simple weapon in the polearm that deals `1d4` slashing damage. - -*Source: Little Trouble in Big Absalom p. 10* \ No newline at end of file diff --git a/Compendium/equipment/items/grappling-arrow-lopsg.md b/Compendium/equipment/items/grappling-arrow-lopsg.md deleted file mode 100644 index c2f54f655..000000000 --- a/Compendium/equipment/items/grappling-arrow-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/ammunition -- trait/uncommon -aliases: ["Grappling Arrow"] ---- -# Grappling Arrow *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 sp -- **Ammunition** [arrow](arrow.md) -- **Bulk** L -- **Hands** 1 -- **Category** Ammunition - -This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/grappling-bolt-lopsg.md b/Compendium/equipment/items/grappling-bolt-lopsg.md deleted file mode 100644 index 05a22c3b9..000000000 --- a/Compendium/equipment/items/grappling-bolt-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/ammunition -- trait/uncommon -aliases: ["Grappling Bolt"] ---- -# Grappling Bolt *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 sp -- **Ammunition** [bolt](bolt.md) -- **Bulk** L -- **Hands** 1 -- **Category** Ammunition - -This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the weapon. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/grappling-gun-g-g.md b/Compendium/equipment/items/grappling-gun-g-g.md deleted file mode 100644 index 567a4edcb..000000000 --- a/Compendium/equipment/items/grappling-gun-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/uncommon -aliases: ["Grappling Gun"] ---- -# Grappling Gun *Item 0+* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute. - -*Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/Compendium/equipment/items/grasping-snare.md b/Compendium/equipment/items/grasping-snare.md deleted file mode 100644 index c5ae65385..000000000 --- a/Compendium/equipment/items/grasping-snare.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Grasping Snare"] ---- -# Grasping Snare *Item 8* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 75 gp -- **Category** Snare - -You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following effects. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –5-foot status penalty to its Speed for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 26). -> - **Failure** The creature is [immobilized](../../../Rules/conditions.md#Immobilized) for 1 round, then takes a –5-foot status penalty to its Speed for 1 minute. Both effects end early if it [Escapes](../../../Rules/actions/escape.md) (DC 26) -> - **Critical Failure** The creature is [immobilized](../../../Rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 26). - -*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/grasping-tree-ec1.md b/Compendium/equipment/items/grasping-tree-ec1.md deleted file mode 100644 index d8fad896a..000000000 --- a/Compendium/equipment/items/grasping-tree-ec1.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Grasping Tree"] ---- -# Grasping Tree *Item 3* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 9 gp -- **Category** Snare - -You rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare's square. The first creature to enter the square must attempt a DC 19 Reflex saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `1d4` slashing damage. -> - **Failure** As success, plus the target is [flat-footed](../../../Rules/conditions.md#Flat-footed). -> - **Critical Failure** The target takes `2d4` slashing damage and is [immobilized](../../../Rules/conditions.md#Immobilized) until it destroys the snare (AC 16, HP 25) or Escapes (DC 19). - -*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/grave-token-loil.md b/Compendium/equipment/items/grave-token-loil.md deleted file mode 100644 index 5cd58f7b8..000000000 --- a/Compendium/equipment/items/grave-token-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Grave Token"] ---- -# Grave Token *Item 4* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 18 gp -- **Usage** held in one hand; **Bulk** L -- **Activate** envision -- **Category** Consumable - -This simple charm is made from compacted grave dirt infused with bone dust. A [harm](../../spells/harm.md) spell that's empowered by this catalyst can reach faraway targets. If the [harm](../../spells/harm.md) spell is cast with 1 action, its range is 30 feet; if it's cast with 2 actions, its range is 60 feet. This has no effect on the three-action area version of harm, though in most cases, you don't have enough actions to Activate the token and cast a three-action harm anyway. - -*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/Compendium/equipment/items/graveroot.md b/Compendium/equipment/items/graveroot.md deleted file mode 100644 index b35209430..000000000 --- a/Compendium/equipment/items/graveroot.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Graveroot"] ---- -# Graveroot *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 10 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -The opaque white sap from the graveroot shrub clouds the mind. - -```ad-inline-affliction -title: Saving Throw: DC 19 Fortitude - -- **Maximum Duration**: 4 rounds - -## Stages - -**Stage 1** `1d10` poison damage (1 round) - -**Stage 2** `1d12` poison damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** `2d6` poison damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/greengut-ec5.md b/Compendium/equipment/items/greengut-ec5.md deleted file mode 100644 index 37b343521..000000000 --- a/Compendium/equipment/items/greengut-ec5.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/poison -- trait/uncommon -aliases: ["Greengut"] ---- -# Greengut *Item 17* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This watery, mint-green emetic of xulgath design is often carried in a delicate obsidian vial or other fragile container. - -In the unfortunate circumstance that a creature has been Swallowed Whole by another creature, the swallowed creature can break open a vial of greengut to immediately induce vomiting. The swallower must succeed at a DC 40 Fortitude save or take `18d6` poison damage and possibly vomit the contents of its stomach. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage, is [sickened](../../../Rules/conditions.md#Sickened), and vomits up any and all creatures Swallowed Whole on its next turn (a single action, which also allows it a Fortitude save against the [sickened](../../../Rules/conditions.md#Sickened) condition), as well as any stones or other objects it swallowed. -> - **Critical Failure** As failure, but the creature takes double damage and is [sickened](../../../Rules/conditions.md#Sickened). - -*Source: Extinction Curse #5: Lord of the Black Sands p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/grievous.md b/Compendium/equipment/items/grievous.md deleted file mode 100644 index f62d1f10b..000000000 --- a/Compendium/equipment/items/grievous.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/enchantment -- trait/magical -aliases: ["Grievous"] ---- -# Grievous *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 700 gp -- **Usage** etched onto a weapon -- **Category** Rune - -When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group. - -- **Axe** You can damage a third creature, with the same restrictions. -- **Bow** The [Athletics](../../skills.md#Athletics) check to pull the missile free is DC 20. -- **Brawling** The target takes a –4 circumstance penalty to its save. -- **Club** You can knock the target up to 15 feet away. -- **Dart** The base [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) increases to `2d6`. -- **Flail** You move the target 5 feet. You can't move it away from you, but you can move it in another direction of your choice. -- **Hammer** You can also knock the target 5 feet away from you. -- **Knife** The target takes a –5-foot status penalty to its Speed while it has the [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). -- **Pick** The extra damage from the critical specialization effect increases to 4 per weapon damage die. -- **Polearm** You can move the target up to 10 feet. -- **Shield** You can knock the target up to 10 feet away. -- **Sling** The target also takes a –10-foot status penalty to its Speed for 1 round if it fails the save. -- **Spear** The [clumsy](../../../Rules/conditions.md#Clumsy) condition lasts for 2 rounds. -- **Sword** The target is [flat-footed](../../../Rules/conditions.md#Flat-footed) until the end of your next turn. - -*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/griffon-cane-lotgb.md b/Compendium/equipment/items/griffon-cane-lotgb.md deleted file mode 100644 index 4e8dab4e7..000000000 --- a/Compendium/equipment/items/griffon-cane-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/backswing -- trait/two-hand-d10 -aliases: ["Griffon Cane"] ---- -# Griffon Cane *Item 0* -[backswing](../../../Rules/traits/backswing.md) [two-hand ](../../../Rules/traits/two-hand.md) - -- **Price** 1 gp -- **Bulk** L -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Club - -A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals `1d6` bludgeoning damage, has the [backswing](../../../Rules/traits/backswing.md) and [two-hand ](../../../Rules/traits/two-hand.md) traits, and is a martial melee weapon in the club weapon group. - -*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/grim-ring-botd.md b/Compendium/equipment/items/grim-ring-botd.md deleted file mode 100644 index 456c5dccf..000000000 --- a/Compendium/equipment/items/grim-ring-botd.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/worn -- trait/detection -- trait/divination -- trait/divine -- trait/invested -- trait/uncommon -aliases: ["Grim Ring"] ---- -# Grim Ring *Item 5* -[detection](../../../Rules/traits/detection.md) [divination](../../../Rules/traits/divination.md) [divine](../../../Rules/traits/divine.md) [invested](../../../Rules/traits/invested.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 150 gp -- **Usage** worn; **Bulk** — -- **Category** Worn - -This golden ring is sculpted with the visage of a grinning skull on the side. While wearing the ring, you can attempt to detect the presence of undead creatures as an exploration activity. - -This reveals the presence or absence of undead in the area, but it doesn't pinpoint their locations. This ring can't detect undead whose appearance is masked by any illusion spell that is 2nd level or higher. If an undead is hiding or disguised, the GM rolls a secret [Perception](../../skills.md#Perception) check for you against the undead's [Stealth](../../skills.md#Stealth) or [Deception](../../skills.md#Deception) DC, as appropriate, with a +2 item bonus to your check. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[positive](../../../rules/traits/positive.md) - -- **Trigger**: You gain the [drained](../../../rules/conditions.md#Drained) condition from an undead creature - -**Effect** Reduce the value of the [drained](../../../rules/conditions.md#Drained) condition you gain by 1, and the undead that caused the condition takes `2d6` positive damage. -%% #trait/positive %% -``` - -*Source: Book of the Dead p. 19* diff --git a/Compendium/equipment/items/grim-sandglass-som.md b/Compendium/equipment/items/grim-sandglass-som.md deleted file mode 100644 index c04b243d7..000000000 --- a/Compendium/equipment/items/grim-sandglass-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/spellheart -- trait/magical -- trait/necromancy -- trait/spellheart -aliases: ["Grim Sandglass"] ---- -# Grim Sandglass *Item 3+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [spellheart](../../../Rules/traits/spellheart-som.md) - -- **Usage** affixed to armor or a weapon -- **Category** Spellheart - -One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by [Activating](../../../Rules/actions/activate-an-item.md) this item is 17. - -- **Armor** You gain resistance 2 to negative. -- **Weapon** After you cast a necromancy spell by [Activating](../../../Rules/actions/activate-an-item.md) the sandglass, your [Strikes](../../../Rules/actions/strike.md) with the weapon deal an additional `1d4` negative damage until the end of your next turn. - -```ad-embed-ability -title: Activate - -You cast [chill touch](../../../compendium/spells/chill-touch.md). -``` - -*Source: Secrets of Magic p. 171* diff --git a/Compendium/equipment/items/grim-trophy.md b/Compendium/equipment/items/grim-trophy.md deleted file mode 100644 index 35a0d5d1e..000000000 --- a/Compendium/equipment/items/grim-trophy.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/enchantment -- trait/magical -- trait/talisman -aliases: ["Grim Trophy"] ---- -# Grim Trophy *Item 7* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 55 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt an [Intimidation](../../skills.md#Intimidation) check to [Coerce](../../../Rules/actions/coerce.md) or [Demoralize](../../../Rules/actions/demoralize.md), but you haven't rolled yet; **Requirements** You are an expert in [Intimidation](../../skills.md#Intimidation). -- **Category** Talisman - -This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, select two targets and compare your [Intimidation](../../skills.md#Intimidation) check result to both of their DCs. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md b/Compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md deleted file mode 100644 index 6d0626801..000000000 --- a/Compendium/equipment/items/grimoire-of-unknown-necessities-sot5.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot5 -- item/category/grimoire -- trait/divination -- trait/grimoire -- trait/invested -- trait/magical -- trait/unique -aliases: ["Grimoire of Unknown Necessities"] ---- -# Grimoire of Unknown Necessities *Item 16* -[divination](../../../Rules/traits/divination.md) [grimoire](../../../Rules/traits/grimoire-som.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 8000 gp -- **Bulk** L -- **Category** Grimoire - -The cover of this grimoire is bound in a strange crimson, pebbly leather that a DC 40 [Occultism](../../skills.md#Occultism) check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) identifies as the hide of a rare monster from the distant plane of Leng. The grimoire's spine is bound in copper and a spiral of shifting runes slowly swirls across its surface. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[arcane](../../../rules/traits/arcane.md) [divination](../../../rules/traits/divination.md) - -- **Requirements**: You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day - -**Effect** The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have recorded in it or any of your other spellbooks, chosen by the GM based on their knowledge of the adventure to be particularly useful to you during the upcoming day. A strange quirk of the tome prevents the spell's knowledge from ever traveling further than your own mind. The granted spell is not only removed from the tome's pages at the start of the next day, but is also removed from any other scroll, spellbook, or grimoire the granted spell is copied into, as well as any other way it might have been learned or copied. -%% #trait/arcane #trait/divination %% -``` - -*Source: Strength of Thousands #5: Doorway to the Red Star p. 77* diff --git a/Compendium/equipment/items/grinning-pugwampi-aoa5.md b/Compendium/equipment/items/grinning-pugwampi-aoa5.md deleted file mode 100644 index d133b4ec8..000000000 --- a/Compendium/equipment/items/grinning-pugwampi-aoa5.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/talisman -- trait/consumable -- trait/enchantment -- trait/magical -- trait/misfortune -- trait/talisman -- trait/uncommon -aliases: ["Grinning Pugwampi"] ---- -# Grinning Pugwampi *Item 14* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [misfortune](../../../Rules/traits/misfortune.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** affixed to weapon; **Bulk** – -- **Category** Talisman - -This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune unto those you strike. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You damage a [flat-footed](../../../rules/conditions.md#Flat-footed) creature with the affixed weapon - -**Effect** The damaged creature must attempt a DC 33 Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature must roll twice and take the worse result on the next check it attempts. -> - **Failure** The creature must roll twice and take the worse result on all checks until the end of its next turn. -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 77* diff --git a/Compendium/equipment/items/grisantian-pelt-armor-lomm.md b/Compendium/equipment/items/grisantian-pelt-armor-lomm.md deleted file mode 100644 index 450c63150..000000000 --- a/Compendium/equipment/items/grisantian-pelt-armor-lomm.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/armor -- trait/rare -aliases: ["Grisantian Pelt Armor"] ---- -# Grisantian Pelt Armor *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage. - -*Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/Compendium/equipment/items/grisantian-pelt-lomm.md b/Compendium/equipment/items/grisantian-pelt-lomm.md deleted file mode 100644 index c1c23f62e..000000000 --- a/Compendium/equipment/items/grisantian-pelt-lomm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/material -- trait/precious -- trait/rare -aliases: ["Grisantian Pelt"] ---- -# Grisantian Pelt *Item 12+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of grisantian pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor). - -| Grisantian Pelt Items | | | | -|-----------------------|--|--|--| -| **Thin Items** | Hardness | HP | BT | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 8 | 32 | 16 | -| **Items** | Hardness | HP | BT | -| Standard-grade | 9 | 36 | 18 | -| High-grade | 11 | 44 | 22 | - - -*Source: Lost Omens: Monsters of Myth p. 35* \ No newline at end of file diff --git a/Compendium/equipment/items/grolna-aoe1.md b/Compendium/equipment/items/grolna-aoe1.md deleted file mode 100644 index d0499e5fe..000000000 --- a/Compendium/equipment/items/grolna-aoe1.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Grolna"] ---- -# Grolna *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This caligni-made, murky-green drug supercharges a creature's olfactory senses at the expense of dulling their mind. Popular throughout the Darklands for its ability to transform normally dull scents and flavors into intense, euphoric experiences, grolna can also be a great aid to trackers who want to follow scent trails, turning ordinary humanoids into effective bloodhounds. - -Taking an additional dose of grolna while affected by the effects of stage 1 of a previous dose resets the duration of stage 1 and postpones the onset of stage 2 effects. - -```ad-inline-affliction -title: Saving Throw: DC 13 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 8 hours - -## Stages - -**Stage 1** gain scent (imprecise) -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* \ No newline at end of file diff --git a/Compendium/equipment/items/growth-gun-g-g.md b/Compendium/equipment/items/growth-gun-g-g.md deleted file mode 100644 index 81fa4f022..000000000 --- a/Compendium/equipment/items/growth-gun-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Growth Gun"] ---- -# Growth Gun *Item 9* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Beast Gun - -A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its [modular](../../../Rules/traits/modular-logm.md) trait. A growth gun can be fired underwater, though it's still limited by the selected damage type as normal. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](../../../rules/traits/magical.md) [transmutation](../../../rules/traits/transmutation.md) - -Make a ranged [Strike](../../../rules/actions/strike.md). On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes [slowed](../../../rules/conditions.md#Slowed) for 1 round, after which the growth withers and falls off. -%% #trait/magical #trait/transmutation %% -``` - -*Source: Guns & Gears p. 155* diff --git a/Compendium/equipment/items/guardian-shield-lokl.md b/Compendium/equipment/items/guardian-shield-lokl.md deleted file mode 100644 index 13d014b11..000000000 --- a/Compendium/equipment/items/guardian-shield-lokl.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/abjuration -- trait/divine -- trait/magical -- trait/uncommon -aliases: ["Guardian Shield"] ---- -# Guardian Shield *Item 11* -[abjuration](../../../Rules/traits/abjuration.md) [divine](../../../Rules/traits/divine.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 1200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -A guardian shield is a steel shield (Hardness 9, HP 36, BT 18) engraved with the symbol of a good deity. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You conjure a Medium guardian with the effects of the [spiritual guardian](../../../compendium/spells/spiritual-guardian.md) spell, but it carries a shield instead of weapons and can't attack. The guardian appears in an unoccupied space next to an ally of your choice within range and uses the [Raise a Shield](../../../rules/actions/raise-a-shield.md) action, granting that ally a +2 circumstance bonus to AC until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. - -Each time you Sustain the Activation, the guardian moves to the ally, as long as the ally remains within range, and Raises its Shield, granting its bonus again until the beginning of your next turn or until your ally is no longer adjacent to the spiritual guardian. When the ally receiving the AC bonus takes damage beyond the 10 that's redirected to the guardian, you can use a reaction to have the guardian reduce damage for your ally even more by interposing itself further. When it blocks damage in this way, it reduces the damage your ally takes by an additional 20 (for a total of 30 damage reduced), but Dismisses the guardian, immediately ending the activation. -``` - -*Source: Lost Omens: Knights of Lastwall p. 90* diff --git a/Compendium/equipment/items/guiding-chisel-aoa4.md b/Compendium/equipment/items/guiding-chisel-aoa4.md deleted file mode 100644 index 9e00b20f6..000000000 --- a/Compendium/equipment/items/guiding-chisel-aoa4.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa4 -- item/category/held -- trait/conjuration -- trait/elf -- trait/magical -- trait/unique -aliases: ["Guiding Chisel"] ---- -# Guiding Chisel *Item 16* -[conjuration](../../../Rules/traits/conjuration.md) [elf](../../../Rules/traits/elf.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 10000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This magical chisel evokes the holy symbol of the elven goddess of art and architecture, [Findeladlara](../../setting/deities/findeladlara-logm.md). The Guiding Chisel's original function was as a portal key to Duskgate, but as [Alseta](../../setting/deities/alseta-logm.md)'s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship. - -You gain a +3 item bonus to [Crafting](../../skills.md#Crafting) checks related to stonemasonry. In addition, it takes you only 1 day to [Craft](../../../Rules/actions/craft.md) items using the Guiding Chisel instead of 4 days, and you quadruple the discount you get for spending additional days [Crafting](../../skills.md#Crafting) items with the Guiding Chisel. If it's unclear whether you could use the Guiding Chisel to [Craft](../../../Rules/actions/craft.md) an item, the GM decides. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the [structure](../../../rules/traits/structure.md) trait. -``` - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* diff --git a/Compendium/equipment/items/guiding-star-som.md b/Compendium/equipment/items/guiding-star-som.md deleted file mode 100644 index 989d17a6b..000000000 --- a/Compendium/equipment/items/guiding-star-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/chaotic -- trait/divine -- trait/evocation -- trait/good -aliases: ["Guiding Star"] ---- -# Guiding Star *Item 7* -[chaotic](../../../Rules/traits/chaotic.md) [divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [good](../../../Rules/traits/good.md) - -- **Price** 325 gp -- **Usage** held in 1 hand Bulk L -- **Category** Held - -This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast an evocation Spell, your next attack this turn with this starknife reduces the target's cover, changing greater cover to standard cover or ignoring standard and lesser cover. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You successfully [Strike](../../../rules/actions/strike.md) a creature with a thrown [Strike](../../../rules/actions/strike.md) with guiding star - -**Effect** Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune. -``` - -*Source: Secrets of Magic p. 185* diff --git a/Compendium/equipment/items/gun-sword-g-g.md b/Compendium/equipment/items/gun-sword-g-g.md deleted file mode 100644 index 80877f71e..000000000 --- a/Compendium/equipment/items/gun-sword-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/kickback -- trait/uncommon -- trait/versatile-p -aliases: ["Gun Sword"] ---- -# Gun Sword *Item 1* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 13 gp -- **Bulk** 2 -- **Ranged** - - **Damage** `1d8` P - - **Ammunution** [round](round-10-g-g.md); **Range** 50 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial - -This weapon consists of a large sword with a powerful gun based on a harmona gun down the center. Vanguards and other characters who rely on Strength and Dexterity enjoy the power and flexibility of a gun sword. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/gunners-bandolier-g-g.md b/Compendium/equipment/items/gunners-bandolier-g-g.md deleted file mode 100644 index 608ff9e91..000000000 --- a/Compendium/equipment/items/gunners-bandolier-g-g.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/holsters -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Gunner's Bandolier"] ---- -# Gunner's Bandolier *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Usage** worn; **Bulk** L -- **Category** Holsters - -This incredibly spacious bandolier can hold up to 4 onehanded crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won't fit in the bandolier's holsters). A gunner's bandolier can be etched with runes as though it were a ranged weapon. When you invest the gunner's bandolier, you can attune it to each of the 4 weapons holstered in it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You empower one of the attuned weapons in the bandolier, granting it the runes etched onto the gunner's bandolier and removing the runes from any previously drawn weapon. Then, you [Interact](../../../rules/actions/interact.md) to draw the weapon. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded. -``` - -*Source: Guns & Gears p. 179* diff --git a/Compendium/equipment/items/gunners-saddle-g-g.md b/Compendium/equipment/items/gunners-saddle-g-g.md deleted file mode 100644 index 935af657b..000000000 --- a/Compendium/equipment/items/gunners-saddle-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/stabilizers -- trait/uncommon -aliases: ["Gunner's Saddle"] ---- -# Gunner's Saddle *Item 2* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Usage** worn saddle; **Bulk** 2 -- **Category** Stabilizers - -Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize a weapon with the kickback trait. Just like a normal tripod, you [Interact](../../../Rules/actions/interact.md) to deploy the tripod to stabilize the firearm, and then again to retract the tripod to move it. The saddle uses complex hydraulics to protect the steed from the firearm's recoil. - -*Source: Guns & Gears p. 182* \ No newline at end of file diff --git a/Compendium/equipment/items/gyroscopic-stabilizer-ooa2.md b/Compendium/equipment/items/gyroscopic-stabilizer-ooa2.md deleted file mode 100644 index 9e746d540..000000000 --- a/Compendium/equipment/items/gyroscopic-stabilizer-ooa2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/customization/stabilizers -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Gyroscopic Stabilizer"] ---- -# Gyroscopic Stabilizer *Item 4* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 115 gp -- **Usage** attached ; **Bulk** L -- **Category** Stabilizers - -A gyroscopic stabilizer appears as a gold disk suspended within three rotating golden bands inside a gilded case, itself attached to a set of clamps. These clamps allow you to attach the gyroscopic stabilizer to any one-handed firearm as an [Interact](../../../Rules/actions/interact.md) action. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The gyroscopic stabilizer is attached to a one-handed firearm without the [fatal](../../../rules/traits/fatal.md) or [fatal aim](../../../rules/traits/fatal-aim-g-g.md) traits - -**Effect** The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait (Pathfinder Guns & Gears 232) with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the [fatal](../../../rules/traits/fatal.md) trait. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* diff --git a/Compendium/equipment/items/habus-cudgel-sot2.md b/Compendium/equipment/items/habus-cudgel-sot2.md deleted file mode 100644 index 7a9e7ea30..000000000 --- a/Compendium/equipment/items/habus-cudgel-sot2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/held -- trait/magical -- trait/necromancy -- trait/unique -aliases: ["Habu's Cudgel"] ---- -# Habu's Cudgel *Item 8* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 415 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -Long associated with a notorious crime boss in Nantambu, this stout +1 striking fearsomeAPG club is studded with vicious-looking knobs of obsidian and wrapped in cloth for a better grip. - -It emits a ghastly groan when swung. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You gesture at a square within 40 feet with Habu's Cudgel. The club causes a frightful wail to unleash from that square and casts fear (DC 24 Will save) targeting the creature in that square and all adjacent creatures. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* diff --git a/Compendium/equipment/items/halcyon-heart-sot6.md b/Compendium/equipment/items/halcyon-heart-sot6.md deleted file mode 100644 index ae60e462a..000000000 --- a/Compendium/equipment/items/halcyon-heart-sot6.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot6 -- item/category/artifact -- trait/artifact -- trait/divination -- trait/magical -- trait/rare -aliases: ["Halcyon Heart"] ---- -# Halcyon Heart *Item 21* -[artifact](../../../Rules/traits/artifact-gmg.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Artifact - -This shekere features carved prayers barely visible under a fine silk net of colorful beads. The handheld percussion instrument grants a +3 item bonus to [Performance](../../skills.md#Performance) checks while playing music with it. In addition, when you [Perform](../../../Rules/actions/perform.md) with it, you can make it heard by any number of creatures within 100 miles. You can specify one or more specific creatures, or otherwise describe those who will hear it, such as all humans, or all inhabitants of a village. You can send a message through the music that the targets understand. Demons and creatures connected to demons (such as a creature whose deity is a demon lord or a sorcerer with the demonic bloodline) can't easily understand any messages conveyed in this way, even if you wish to send the message to them. They must attempt a [Society](../../skills.md#Society) check against your [Performance](../../skills.md#Performance) DC or against DC 40, whichever is higher. If your [Performance](../../skills.md#Performance) DC is higher than DC 40 and you want demons to be able to understand the message, you can choose to use DC 40 instead. - -> [!success-degree] -> - **Success** They understand the message. -> - **Failure** They don't understand the message but are aware there was one. -> - **Critical Failure** They don't realize the sound of the halcyon heart contains a message. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The halcyon heart has its net of beads - -**Effect** You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes [flat-footed](../../../rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](../../../rules/conditions.md#Immobilized) until it Escapes. The net also attempts to counteract [teleportation](../../../rules/traits/teleportation.md) effects and planar travel of the creature it's entrapping. The [Escape](../../../rules/actions/escape.md) DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to [Escape](../../../rules/actions/escape.md) (this is a [misfortune](../../../rules/traits/misfortune.md) effect), and for counter act checks, the net rolls twice and takes the higher result (this is a [fortune](../../../rules/traits/fortune.md) effect). You can't [Perform](../../../rules/actions/perform.md) with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the [concentrate](../../../rules/traits/concentrate.md) trait. - -Destruction If the Gorilla King plays a halcyon heart in front of [Angazhan](../../../compendium/setting/deities/angazhan-logm.md)'s totem, the gourd decomposes, the net frays, and the beads shatter. -``` - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 77* diff --git a/Compendium/equipment/items/half-plate.md b/Compendium/equipment/items/half-plate.md deleted file mode 100644 index 79b8d35e7..000000000 --- a/Compendium/equipment/items/half-plate.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor/heavy -aliases: ["Half Plate"] ---- -# Half Plate *Item 1* - -- **Price** 18 gp -- **Bulk** 3 -- **AC Bonus** +5; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** -3; **Speed Penalty** -10 ft. -- **Category** Heavy; **Group** Plate - -Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of [full plate](full-plate.md) with greater flexibility and speed. A suit of this armor comes with an undercoat of [padded armor](padded-armor.md) and a pair of [gauntlets](gauntlet.md). - -*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/Compendium/equipment/items/halfling-sling-staff.md b/Compendium/equipment/items/halfling-sling-staff.md deleted file mode 100644 index d584cd00e..000000000 --- a/Compendium/equipment/items/halfling-sling-staff.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/halfling -- trait/propulsive -- trait/uncommon -aliases: ["Halfling Sling Staff"] ---- -# Halfling Sling Staff *Item 0* -[halfling](../../../Rules/traits/halfling.md) [propulsive](../../../Rules/traits/propulsive.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d10` B -- **Ammunution** [Sling Bullets](sling-bullets.md); **Range** 80 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Martial; **Group** Sling - -This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/hammer-gun-g-g.md b/Compendium/equipment/items/hammer-gun-g-g.md deleted file mode 100644 index 1f1ff8f28..000000000 --- a/Compendium/equipment/items/hammer-gun-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-d10 -- trait/shove -- trait/uncommon -aliases: ["Hammer Gun"] ---- -# Hammer Gun *Item 1* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 13 gp -- **Bulk** 2 -- **Ranged** - - **Damage** `1d6` P - - **Ammunution** [round](round-10-g-g.md); **Range** 60 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` B -- **Hands** 2 -- **Category** Martial - -This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus with a hammer head built into the muzzle, decreasing kickback but limiting range. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/hampering-snare.md b/Compendium/equipment/items/hampering-snare.md deleted file mode 100644 index b3d2fd9e6..000000000 --- a/Compendium/equipment/items/hampering-snare.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Hampering Snare"] ---- -# Hampering Snare *Item 1* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 3 gp -- **Category** Snare - -You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare's square. The difficult terrain affects the creature's movement right away, including its movement into the triggering square, and it lasts for `1d4` rounds after the snare is triggered. A creature can use an [Interact](../../../Rules/actions/interact.md) action to clear the difficult terrain out of a single square early. - -*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/hamster-lotg.md b/Compendium/equipment/items/hamster-lotg.md deleted file mode 100644 index d23b42f3a..000000000 --- a/Compendium/equipment/items/hamster-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Hamster"] ---- -# Hamster *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/hand-adze-loag.md b/Compendium/equipment/items/hand-adze-loag.md deleted file mode 100644 index 78978c978..000000000 --- a/Compendium/equipment/items/hand-adze-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/agile -- trait/forceful -- trait/grippli -- trait/sweep -- trait/thrown-10-ft -aliases: ["Hand Adze"] ---- -# Hand Adze *Item 0* -[agile](../../../Rules/traits/agile.md) [forceful](../../../Rules/traits/forceful.md) [grippli](../../../Rules/traits/grippli-b2.md) [sweep](../../../Rules/traits/sweep.md) [thrown <10 ft.>](../../../Rules/traits/thrown.md) - -- **Price** 5 sp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Axe - -This is a smaller version of an [adze](adze-loag.md), useful for more delicate woodworking or projects in cramped spaces. Gripplis use the hand adze for crafting and as close quarters weapons. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/hand-cannon-g-g.md b/Compendium/equipment/items/hand-cannon-g-g.md deleted file mode 100644 index 6ac1c12dd..000000000 --- a/Compendium/equipment/items/hand-cannon-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/modular-b-p-or-s -- trait/uncommon -aliases: ["Hand Cannon"] ---- -# Hand Cannon *Item 0* -[modular ](../../../Rules/traits/modular-logm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d6` modular -- **Ammunution** [rounds](round-10-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Simple; **Group** Firearm - -Popular among privateers and mercenaries in Goka, hand cannons are little more than a hardened tube with a handle and external ignition attached. A hand cannon can be used to fire almost anything that can be packed into its barrel. The wielder of a hand cannon can change the damage type granted by its [modular](../../../Rules/traits/modular-logm.md) trait as part of the same [Interact](../../../Rules/actions/interact.md) action used to reload. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/hand-hewed-face-da.md b/Compendium/equipment/items/hand-hewed-face-da.md deleted file mode 100644 index da09d95b4..000000000 --- a/Compendium/equipment/items/hand-hewed-face-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Hand-Hewed Face"] ---- -# Hand-Hewed Face *Item 7* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck to hide the seam. Your true appearance changes to that of a generic member of your ancestry. You can shape your facial features with your hands and thus don't need a disguise kit to [Impersonate](../../../Rules/actions/impersonate.md), and you don't take circumstance penalties to [Impersonate](../../../Rules/actions/impersonate.md) someone due to the difference in your facial features. Once per day, from any distance, the entity that holds your bargained contract can change their appearance to match your appearance from before you sealed the contract, or the appearance you are currently using through [Impersonate](../../../Rules/actions/impersonate.md). When they do, your face transforms to your new true appearance, that of a generic member of your ancestry, and you become [stunned](../../../Rules/conditions.md#Stunned) by the sudden backlash. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: You have used [Impersonate](../../../rules/actions/impersonate.md) and molded your face into a different face - -**Effect** You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away. -``` - -*Source: Dark Archive p. 164* diff --git a/Compendium/equipment/items/hand-of-the-mage.md b/Compendium/equipment/items/hand-of-the-mage.md deleted file mode 100644 index f63cdd708..000000000 --- a/Compendium/equipment/items/hand-of-the-mage.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Hand of the Mage"] ---- -# Hand of the Mage *Item 2* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 30 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast [mage hand](../../../compendium/spells/mage-hand.md). -``` - -*Source: Core Rulebook p. 611* diff --git a/Compendium/equipment/items/handcuffs-aoe1.md b/Compendium/equipment/items/handcuffs-aoe1.md deleted file mode 100644 index 8f992b8f3..000000000 --- a/Compendium/equipment/items/handcuffs-aoe1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/held -- trait/uncommon -aliases: ["Handcuffs"] ---- -# Handcuffs *Item 3+* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting. - -To apply handcuffs, you must first grab or restrain your opponent, then attempt an [Athletics](../../skills.md#Athletics) check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an [Interact](../../../Rules/actions/interact.md) action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an [Athletics](../../skills.md#Athletics) check against its Fortitude DC. The DC to make the [Athletics](../../skills.md#Athletics) check against your own wrist is 5, or 10 for an unattended object. - -If you bind a creature to itself, it takes the same penalties as those imposed by manacles (Core Rulebook 290). If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the [clumsy](../../../Rules/conditions.md#Clumsy) condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is [immobilized](../../../Rules/conditions.md#Immobilized). (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be [Broken](../../../Rules/conditions.md#Broken) Open with a single [Athletics](../../skills.md#Athletics) check. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/handling-gloves-lotg.md b/Compendium/equipment/items/handling-gloves-lotg.md deleted file mode 100644 index 092efbf16..000000000 --- a/Compendium/equipment/items/handling-gloves-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Handling Gloves"] ---- -# Handling Gloves *Item 0* - -- **Price** 5 sp -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/hardened-harrow-deck-aoe4.md b/Compendium/equipment/items/hardened-harrow-deck-aoe4.md deleted file mode 100644 index eddb670e0..000000000 --- a/Compendium/equipment/items/hardened-harrow-deck-aoe4.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/held -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Hardened Harrow Deck"] ---- -# Hardened Harrow Deck *Item 14* -[magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 4350 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The harrow is a traditional fortunetelling deck used by Varisian soothsayers. The hardened harrow deck is a magical version of the deck with cards made of thin metallic plates adorned with all the imagery common in standard harrow decks, but with more angular designs. You can hurl cards from the hardened harrow deck as +2 greater striking darts with the [deadly ](../../../Rules/traits/deadly.md) trait. A card used as a weapon isn't destroyed and can be recovered with 1 minute of searching if it can't be recalled back to the deck (see the deck's Activate entry on page 80) - -However, if even a single card is missing from the deck, the deck can't be used to perform a traditional harrow reading. - -As long as you carry more than half the cards in the hardened harrow deck, when you roll a success on a saving throw against a [fear](../../../Rules/traits/fear.md) effect, you get a critical success instead; if you already have an ability that would make a successful saving throw against a [fear](../../../Rules/traits/fear.md) effect a critical success, you instead gain a +1 circumstance bonus to saving throws against [fear](../../../Rules/traits/fear.md) effects. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -All cards from the hardened harrow deck within 60 feet that you can see fly back into the deck. -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* diff --git a/Compendium/equipment/items/harmona-gun-g-g.md b/Compendium/equipment/items/harmona-gun-g-g.md deleted file mode 100644 index c087308ad..000000000 --- a/Compendium/equipment/items/harmona-gun-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/kickback -- trait/uncommon -aliases: ["Harmona Gun"] ---- -# Harmona Gun *Item 0* -[kickback](../../../Rules/traits/kickback-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 10 gp -- **Bulk** 2 -- **Damage** `1d10` B -- **Ammunution** [rounds](round-10-g-g.md); **Range** 150 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Martial; **Group** Firearm - -A favored weapon of monster hunters in Arcadia, the harmona gun is a large-bore long gun that fires a heavy, slow-moving round. The gun got its name due to the eerie similarity between the buzzing sound its oversized projectiles make flying through the air and the flight of a fey bird called a harmona. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/harmonic-hauberk-lotgb.md b/Compendium/equipment/items/harmonic-hauberk-lotgb.md deleted file mode 100644 index fadd08b3e..000000000 --- a/Compendium/equipment/items/harmonic-hauberk-lotgb.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/auditory -- trait/focused -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Harmonic Hauberk"] ---- -# Harmonic Hauberk *Item 13* -[auditory](../../../Rules/traits/auditory.md) [focused](../../../Rules/traits/focused.md) [illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2500 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the [auditory](../../../Rules/traits/auditory.md) trait must first counteract the harmonic hauberk or they have no effect on you. - -The harmonic hauberk attempts to counteract [silence](../../spells/silence.md) spells cast on you and 4th-level or higher heightened [silence](../../spells/silence.md) spells the first time the armor enters their area (counteract level 4, counteract modifier +20). After failing to counteract a [silence](../../spells/silence.md) spell, the armor can't attempt to counteract the same spell again, even if you leave and enter the spell's area multiple times. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain 1 Focus Point and immediately use the Focus Point to cast [lingering composition](../../../compendium/spells/lingering-composition.md) (Core Rulebook 387), using your [Performance](../../../compendium/skills.md#Performance) check to determine the effects of the spell, followed by the [inspire defense](../../../compendium/spells/inspire-defense.md) composition cantrip (Core Rulebook 386). You can use this activation to cast those spells even if you don't have the Lingering Composition or Inspire Defense feats. -``` - -*Source: Lost Omens: The Grand Bazaar p. 84* diff --git a/Compendium/equipment/items/harness-lotg.md b/Compendium/equipment/items/harness-lotg.md deleted file mode 100644 index f8934e4fb..000000000 --- a/Compendium/equipment/items/harness-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Harness"] ---- -# Harness *Item 0* - -- **Price** 8 sp -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/harpoon-bolt-ooa2.md b/Compendium/equipment/items/harpoon-bolt-ooa2.md deleted file mode 100644 index 4471668cd..000000000 --- a/Compendium/equipment/items/harpoon-bolt-ooa2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Harpoon Bolt"] ---- -# Harpoon Bolt *Item 4* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Ammunition** round -- **Category** Consumable - -This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter property with an [Interact](../../../Rules/actions/interact.md) action. The spike is attached to a 50-foot-long coil of rope held in a simple spool that can be attached to a weapon's barrel. The weight and awkward balance of the bolt and its spool reduce the range of the weapon by 10 feet when fired. A creature hit by a harpoon bolt takes normal damage from the shot and must succeed at a DC 18 Fortitude save. On a failure, the harpoon bolt becomes lodged in its body. - -Once a harpoon bolt is lodged, a creature can remove the harpoon bolt with a DC 18 check to [Escape](../../../Rules/actions/escape.md) or [Force Open](../../../Rules/actions/force-open.md), but on a failure, the creature takes `1d4` piercing damage. As long as the harpoon bolt remains lodged, the creature can't move more than 50 feet away from you. You can attempt to [Trip](../../../Rules/actions/trip.md) a creature by tugging on the rope attached to the harpoon bolt, even if it isn't within your reach, but if you fail this attempt, the bolt rips free, causing `1d4` piercing damage to the target but releasing it from the bolt. If you reload, drop, or fire the firearm again, the creature is no longer limited in its movement. Once a harpoon bolt is removed from a creature, the bolt, its rope, and the spool all decay away, consumed by the same magic that empowers the unusual ammunition to function in the first place. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/hat-of-disguise.md b/Compendium/equipment/items/hat-of-disguise.md deleted file mode 100644 index 184d315ac..000000000 --- a/Compendium/equipment/items/hat-of-disguise.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -aliases: ["Hat of Disguise"] ---- -# Hat of Disguise *Item 2+* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn headwear -- **Category** Worn - -This ordinary-looking hat allows you to cloak yourself in illusions. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The hat casts a 1st-level [illusory disguise](../../../compendium/spells/illusory-disguise.md) spell on you. - -While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. -``` - -*Source: Core Rulebook p. 611* diff --git a/Compendium/equipment/items/hat-of-many-minds-som.md b/Compendium/equipment/items/hat-of-many-minds-som.md deleted file mode 100644 index 8ec66f7e4..000000000 --- a/Compendium/equipment/items/hat-of-many-minds-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/conjuration -- trait/magical -aliases: ["Hat Of Many Minds"] ---- -# Hat Of Many Minds *Item 12* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1800 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn - -This pointy, brimmed hat made up of a rainbow patchwork of various materials seems to sit just a little lopsided on your head, no matter how you adjust it. You gain a +2 item bonus to checks to [Earn Income](../../../Rules/actions/earn-income.md). - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions. - -The copy disappears and returns to the hat as a piece of cloth when the given task has been completed, or when you [Dismiss](../../../rules/actions/dismiss.md) the activation. -``` - -*Source: Secrets of Magic p. 185* diff --git a/Compendium/equipment/items/hat-of-the-magi.md b/Compendium/equipment/items/hat-of-the-magi.md deleted file mode 100644 index a659834ed..000000000 --- a/Compendium/equipment/items/hat-of-the-magi.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/arcane -- trait/conjuration -- trait/invested -aliases: ["Hat of the Magi"] ---- -# Hat of the Magi *Item 3+* -[arcane](../../../Rules/traits/arcane.md) [conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) - -- **Usage** worn headwear -- **Category** Worn - -This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to [Arcana](../../skills.md#Arcana) checks and allows you to cast the [prestidigitation](../../spells/prestidigitation.md) cantrip as an arcane innate spell. - -*Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/Compendium/equipment/items/hatchet.md b/Compendium/equipment/items/hatchet.md deleted file mode 100644 index de49afa47..000000000 --- a/Compendium/equipment/items/hatchet.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/sweep -- trait/thrown-10-ft -aliases: ["Hatchet"] ---- -# Hatchet *Item 0* -[agile](../../../Rules/traits/agile.md) [sweep](../../../Rules/traits/sweep.md) [thrown <10 ft.>](../../../Rules/traits/thrown.md) - -- **Price** 4 sp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Axe - -This small axe can be used in close combat or thrown. - -*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/Compendium/equipment/items/hauling-lotgb.md b/Compendium/equipment/items/hauling-lotgb.md deleted file mode 100644 index 56d2b6422..000000000 --- a/Compendium/equipment/items/hauling-lotgb.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Hauling"] ---- -# Hauling *Item 6+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -Hauling weapons are adept at moving creatures around the battlefield after a successful attack. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You succeed at an attack roll to [Strike](../../../rules/actions/strike.md) with a weapon with the hauling rune - -**Effect** The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. - -This is forced movement. -``` - -*Source: Lost Omens: The Grand Bazaar p. 80* diff --git a/Compendium/equipment/items/headband-of-inspired-wisdom.md b/Compendium/equipment/items/headband-of-inspired-wisdom.md deleted file mode 100644 index 0784ce459..000000000 --- a/Compendium/equipment/items/headband-of-inspired-wisdom.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/apex -- trait/abjuration -- trait/apex -- trait/invested -- trait/magical -aliases: ["Headband of Inspired Wisdom"] ---- -# Headband of Inspired Wisdom *Item 17* -[abjuration](../../../Rules/traits/abjuration.md) [apex](../../../Rules/traits/apex.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 15000 gp -- **Usage** worn circlet -- **Category** Apex - -This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an [augury](../../../compendium/spells/augury.md) spell, except that you receive the result from your own instincts rather than an external source. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You fail a saving throw against an effect that makes you [confused](../../../rules/conditions.md#Confused), [fascinated](../../../rules/conditions.md#Fascinated), or [stupefied](../../../rules/conditions.md#Stupefied) - -**Effect** The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result. -``` - -*Source: Core Rulebook p. 604* diff --git a/Compendium/equipment/items/headbands-of-translocation-frp2.md b/Compendium/equipment/items/headbands-of-translocation-frp2.md deleted file mode 100644 index 9e39b4216..000000000 --- a/Compendium/equipment/items/headbands-of-translocation-frp2.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Headbands Of Translocation"] ---- -# Headbands Of Translocation *Item 16* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10000 gp -- **Usage** worn headband -- **Category** Worn - -These silk headbands always come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. - -As long as you both have Invested your headbands, you can [Aid](../../../Rules/actions/aid.md) each other without taking an action to prepare and when you get a critical failure when attempting to [Aid](../../../Rules/actions/aid.md) an ally with a paired headband, you get a failure instead. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, if you are within 1 mile of each other. -``` - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* diff --git a/Compendium/equipment/items/healers-gel-som.md b/Compendium/equipment/items/healers-gel-som.md deleted file mode 100644 index a3fd7fb58..000000000 --- a/Compendium/equipment/items/healers-gel-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Healer's Gel"] ---- -# Healer's Gel *Item 5+* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a [heal](../../spells/heal.md) spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute. - -*Source: Secrets of Magic p. 168* \ No newline at end of file diff --git a/Compendium/equipment/items/healers-gloves.md b/Compendium/equipment/items/healers-gloves.md deleted file mode 100644 index 9db26e2a9..000000000 --- a/Compendium/equipment/items/healers-gloves.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/necromancy -aliases: ["Healer's Gloves"] ---- -# Healer's Gloves *Item 4+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Usage** worn gloves; **Bulk** L -- **Category** Worn - -These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to [Medicine](../../skills.md#Medicine) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You can soothe a willing, living, adjacent creature, restoring `2d6+7` Hit Points to that creature. This is a [positive](../../../rules/traits/positive.md) [healing](../../../rules/traits/healing.md) effect. You can't harm undead with this healing. -``` - -*Source: Core Rulebook p. 612* diff --git a/Compendium/equipment/items/healers-tools.md b/Compendium/equipment/items/healers-tools.md deleted file mode 100644 index e0b5f3272..000000000 --- a/Compendium/equipment/items/healers-tools.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Healer's Tools"] ---- -# Healer's Tools *Item 0* - -- **Price** 5 gp -- **Bulk** 1 -- **Hands** 1 or 2* -- **Category** Adventuring Gear - -This kit of bandages, herbs, and suturing tools is necessary for [Medicine](../../skills.md#Medicine) checks to [Administer First Aid](../../../Rules/actions/administer-first-aid.md), [Treat Disease](../../../Rules/actions/treat-disease.md), [Treat Poison](../../../Rules/actions/treat-poison.md), or [Treat Wounds](../../../Rules/actions/treat-wounds.md). If you wear your healer's tools, you can draw and replace them as part of the action that uses them. - -> [!pf2-note] -> You can use the set of tools with one hand if you are wearing it. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/healing-potion.md b/Compendium/equipment/items/healing-potion.md deleted file mode 100644 index dd2ba7381..000000000 --- a/Compendium/equipment/items/healing-potion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/healing -- trait/magical -- trait/necromancy -- trait/potion -aliases: ["Healing Potion"] ---- -# Healing Potion *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [potion](../../../Rules/traits/potion.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/heated-cloak-g-g.md b/Compendium/equipment/items/heated-cloak-g-g.md deleted file mode 100644 index a956e4354..000000000 --- a/Compendium/equipment/items/heated-cloak-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/worn -- trait/uncommon -aliases: ["Heated Cloak"] ---- -# Heated Cloak *Item 5* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the cloak by the wearer's movements. - -While active, the wearer is protected from severe cold. The cloak offers no protection from extreme or incredible cold. It operates for 24 hours and can be reset with a simple process that takes 1 minute. - -*Source: Guns & Gears p. 87* \ No newline at end of file diff --git a/Compendium/equipment/items/heavy-ballista-g-g.md b/Compendium/equipment/items/heavy-ballista-g-g.md deleted file mode 100644 index 3a590f6c5..000000000 --- a/Compendium/equipment/items/heavy-ballista-g-g.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/huge -- trait/mounted -- trait/uncommon -aliases: ["Heavy Ballista"] ---- -# Heavy Ballista *Item 8* -[huge](../../../Rules/traits/huge-b1.md) [mounted](../../../Rules/traits/mounted-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 900 gp -- **Usage** mounted -- **Category** Siege Weapon - -Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -60 feet, minimum distance 40 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check. -%% #trait/manipulate %% -``` - -`4d12` piercing, single target, DC 19 Reflex - -*Source: Guns & Gears p. 75* diff --git a/Compendium/equipment/items/heavy-bombard-g-g.md b/Compendium/equipment/items/heavy-bombard-g-g.md deleted file mode 100644 index d900bb623..000000000 --- a/Compendium/equipment/items/heavy-bombard-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/gargantuan -- trait/uncommon -aliases: ["Heavy Bombard"] ---- -# Heavy Bombard *Item 9* -[gargantuan](../../../Rules/traits/gargantuan-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1400 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard. - -```ad-embed-ability -title: Aim [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -50 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <250 feet> - -`7d10` bludgeoning, 20-foot burst, DC 25 Reflex. -%% #trait/manipulate #trait/range-increment-250-feet %% -``` - -*Source: Guns & Gears p. 175* diff --git a/Compendium/equipment/items/heavy-power-suit-g-g.md b/Compendium/equipment/items/heavy-power-suit-g-g.md deleted file mode 100644 index f8c7fab24..000000000 --- a/Compendium/equipment/items/heavy-power-suit-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/armor/heavy -- trait/bulwark -- trait/uncommon -aliases: ["Heavy Power Suit"] ---- -# Heavy Power Suit *Item 0* -[bulwark](../../../Rules/traits/bulwark.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Bulk** 3 -- **AC Bonus** +5; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** -2; **Speed Penalty** -10 ft. -- **Category** Heavy; **Group** Composite - -If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet. - -> [!pf2-note] -> This armor is exclusive to the Inventor class with the Armor innovation and the Heavy Construction breakthrough armor modification. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in heavy armor. - -*Source: Guns & Gears p. 16* \ No newline at end of file diff --git a/Compendium/equipment/items/heedless-spurs-ec5.md b/Compendium/equipment/items/heedless-spurs-ec5.md deleted file mode 100644 index f5de6d05b..000000000 --- a/Compendium/equipment/items/heedless-spurs-ec5.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/worn -- trait/abjuration -- trait/magical -- trait/rare -aliases: ["Heedless Spurs"] ---- -# Heedless Spurs *Item 15* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 5200 gp -- **Usage** worn anklets; **Bulk** L -- **Category** Worn - -These wicked-looking spiked metal wheels fit around the ankles and jingle when the wearer walks, imposing a –1 item penalty on [Stealth](../../skills.md#Stealth) checks. If used as a weapon, they are treated as a spiked gauntlet. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You are riding a mount - -**Effect** You kick both spurs into your mount's flank. Your mount takes `2d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) and gains the [quickened](../../../rules/conditions.md#Quickened) condition for 1 minute or until the [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) ends, whichever comes first. It can use the extra action only to [Stride](../../../rules/actions/stride.md). -``` - -*Source: Extinction Curse #5: Lord of the Black Sands p. 76* diff --git a/Compendium/equipment/items/hellfire-boots-apg.md b/Compendium/equipment/items/hellfire-boots-apg.md deleted file mode 100644 index 4f2da4440..000000000 --- a/Compendium/equipment/items/hellfire-boots-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/worn -- trait/evocation -- trait/fire -- trait/invested -- trait/magical -aliases: ["Hellfire Boots"] ---- -# Hellfire Boots *Item 13* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 3000 gp -- **Usage** worn; **Bulk** 1 -- **Category** Worn - -These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots, you gain resistance 10 to fire damage. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -[Stride](../../../rules/actions/stride.md). Each square you move through during your [Stride](../../../rules/actions/stride.md) is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes `3d6` fire damage. -``` - -*Source: Advanced Player's Guide p. 261* diff --git a/Compendium/equipment/items/hellknight-plate-locg.md b/Compendium/equipment/items/hellknight-plate-locg.md deleted file mode 100644 index bf8fa2e0b..000000000 --- a/Compendium/equipment/items/hellknight-plate-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/armor/heavy -- trait/bulwark -- trait/uncommon -aliases: ["Hellknight Plate"] ---- -# Hellknight Plate *Item 2* -[bulwark](../../../Rules/traits/bulwark.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 35 gp -- **Usage** worn armor; **Bulk** 4 -- **AC Bonus** +6; **Dex Cap** +0 -- **Strength** 18; **Check Penalty** -3; **Speed Penalty** -10 ft. -- **Category** Heavy; **Group** Plate - -Few armors in the Inner Sea region are as memorable as the iconic Hellknight plate. While each order has its own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights. - -Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to [full plate](full-plate.md). - -*Source: Lost Omens: Character Guide p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/hemlock.md b/Compendium/equipment/items/hemlock.md deleted file mode 100644 index 3a15adb86..000000000 --- a/Compendium/equipment/items/hemlock.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -aliases: ["Hemlock"] ---- -# Hemlock *Item 17* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 2250 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. - -```ad-inline-affliction -title: Saving Throw: DC 40 Fortitude - -- **Onset**: 30 minutes -- **Maximum Duration**: 60 minutes - -## Stages - -**Stage 1** `17d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (10 minutes) - -**Stage 2** `21d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (10 minutes) - -**Stage 3** `26d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (10 minutes) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/herd-mask-sot1.md b/Compendium/equipment/items/herd-mask-sot1.md deleted file mode 100644 index b0e9cbaac..000000000 --- a/Compendium/equipment/items/herd-mask-sot1.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Herd Mask"] ---- -# Herd Mask *Item 6* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 210 gp -- **Usage** worn mask -- **Category** Worn - -All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look similar to one another, with only the slightest of differences to tell them apart. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate [Perception](../../../compendium/skills.md#Perception) check against the lower of your or the other wearer's [Deception](../../../compendium/skills.md#Deception) DCs to [Impersonate](../../../rules/actions/impersonate.md) each other. On a failure, they don't realize the swap occurred. -``` - -*Source: Strength of Thousands #1: Kindled Magic p. 73* diff --git a/Compendium/equipment/items/hex-blaster-ooa3.md b/Compendium/equipment/items/hex-blaster-ooa3.md deleted file mode 100644 index dbe7884d8..000000000 --- a/Compendium/equipment/items/hex-blaster-ooa3.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/curse -- trait/curse -- trait/emotion -- trait/enchantment -- trait/fear -- trait/magical -- trait/mental -- trait/occult -- trait/unique -aliases: ["Hex Blaster"] ---- -# Hex Blaster *Item 11* -[curse](../../../Rules/traits/curse.md) [emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [occult](../../../Rules/traits/occult.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 1400 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Curse - -This +2 striking fearsome arquebus (Advanced Players Guide 260, Guns & Gears 152) is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast sometimes sounds like the cackling of a diabolical witch. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You afflict a creature you can see with a hex of impending doom. The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [frightened](../../../rules/conditions.md#Frightened). It also takes `1d6` [persistent mental damage](../../../rules/conditions.md#Persistent%20Damage). -> - **Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). It also takes `2d6` [persistent mental damage](../../../rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The creature is [frightened](../../../rules/conditions.md#Frightened) and [slowed](../../../rules/conditions.md#Slowed) for 1 minute. It also takes `4d6` [persistent mental damage](../../../rules/conditions.md#Persistent%20Damage) and is cursed with a hex of impending doom. If the target falls [unconscious](../../../rules/conditions.md#Unconscious) from damage dealt by this [Strike](../../../rules/actions/strike.md) or the [persistent mental damage](../../../rules/conditions.md#Persistent%20Damage), it remains [unconscious](../../../rules/conditions.md#Unconscious) for 1 day or until this curse is removed. After 1 day, if the creature is still [unconscious](../../../rules/conditions.md#Unconscious), it must succeed at a DC 28 Fortitude save or die; this effect has the [death](../../../rules/traits/death.md) and [incapacitation](../../../rules/traits/incapacitation.md) traits. -``` - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* diff --git a/Compendium/equipment/items/hoax-hunters-kit-da.md b/Compendium/equipment/items/hoax-hunters-kit-da.md deleted file mode 100644 index 8a05a12b9..000000000 --- a/Compendium/equipment/items/hoax-hunters-kit-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/uncommon -aliases: ["Hoax-Hunter's Kit"] ---- -# Hoax-Hunter's Kit *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 50 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about the creature or to [Track](../../../Rules/actions/track.md) the creature. - -In addition, if you fail to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about the creature (but don't critically fail), you're able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn't an owlbear, even if you get no further information. - -*Source: Dark Archive p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/hobbling-snare.md b/Compendium/equipment/items/hobbling-snare.md deleted file mode 100644 index a36a762ac..000000000 --- a/Compendium/equipment/items/hobbling-snare.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Hobbling Snare"] ---- -# Hobbling Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Category** Snare - -You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –5-foot status penalty to its Speed for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 18). -> - **Failure** As success, but the penalty is –10 feet. -> - **Critical Failure** As success, but the penalty is –20 feet. - -*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/hollowed-hilt-lokl.md b/Compendium/equipment/items/hollowed-hilt-lokl.md deleted file mode 100644 index 28da086cb..000000000 --- a/Compendium/equipment/items/hollowed-hilt-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Hollowed Hilt"] ---- -# Hollowed Hilt *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 3 gp -- **Category** Adventuring Gear - -A hollowed hilt is a weapon modification that allows a pommel to be detached and its hilt meticulously hollowed out to create a small compartment without greatly affecting its balance. Often used by knight emissaries to hide important missives, this space can hold an object of light Bulk about the size of a scroll. A creature studying the weapon can find the hilt compartment with a successful DC 20 [Perception](../../skills.md#Perception) check. Any weapon with an appropriate hilt or pommel can be converted into a hollowed one by paying the equipment's price. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/holy-avenger.md b/Compendium/equipment/items/holy-avenger.md deleted file mode 100644 index 23bc32e20..000000000 --- a/Compendium/equipment/items/holy-avenger.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/divine -- trait/evocation -- trait/good -- trait/lawful -- trait/uncommon -aliases: ["Holy Avenger"] ---- -# Holy Avenger *Item 14* -[divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [good](../../../Rules/traits/good.md) [lawful](../../../Rules/traits/lawful.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon - -The gleaming holy avenger is the iconic weapon of powerful paladins. The crossbar of this +2 greater striking holy cold iron longsword is styled to look like angel wings. - -Tradition holds that those who see their reflection in a holy avenger's highly polished blade have their faults laid bare. If you are evil, you are [enfeebled](../../../Rules/conditions.md#Enfeebled) while carrying or wielding this weapon. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected creature instead of detecting in an area. - -Paladin Wielder If you're a champion of the paladin cause, you also gain the following two benefits. - -- When you critically hit an evil creature with the holy avenger, the creature is [slowed](../../../rules/conditions.md#Slowed) and [enfeebled](../../../rules/conditions.md#Enfeebled) for 1 round. -- You can activate the sword in the following way. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You hit a creature using the holy avenger on your previous action - -**Effect** You cast [dispel magic](../../../compendium/spells/dispel-magic.md) at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting the creature you hit, or an item the creature you hit wears or carries. The spell or item you attempt to counteract must be within 120 feet of you. -``` - -*Source: Core Rulebook p. 601* diff --git a/Compendium/equipment/items/holy-prayer-beads.md b/Compendium/equipment/items/holy-prayer-beads.md deleted file mode 100644 index c72d31b62..000000000 --- a/Compendium/equipment/items/holy-prayer-beads.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/divine -- trait/healing -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Holy Prayer Beads"] ---- -# Holy Prayer Beads *Item 5+* -[divine](../../../Rules/traits/divine.md) [healing](../../../Rules/traits/healing.md) [necromancy](../../../Rules/traits/necromancy.md) [positive](../../../Rules/traits/positive.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand -- **Category** Held - -This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster. - -Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive [healing](../../../Rules/traits/healing.md) effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself. - -```ad-embed-ability -title: Activate - -Cast [bless](../../../compendium/spells/bless.md) or heal, each once per day. -``` - -*Source: Core Rulebook p. 573* diff --git a/Compendium/equipment/items/holy-steam-ball-g-g.md b/Compendium/equipment/items/holy-steam-ball-g-g.md deleted file mode 100644 index 82998c48c..000000000 --- a/Compendium/equipment/items/holy-steam-ball-g-g.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/divine -- trait/enchantment -- trait/good -- trait/mental -- trait/uncommon -aliases: ["Holy Steam Ball"] ---- -# Holy Steam Ball *Item 2* -[divine](../../../Rules/traits/divine.md) [enchantment](../../../Rules/traits/enchantment.md) [good](../../../Rules/traits/good.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The holy steam ball is an odd-looking device that's nevertheless effective at reinforcing its user's mind against fiendish control. It's a hollow black-rubber ball with small, flexible twin tubes sticking out from its center. Sealed within the rubber ball is vapor made from a mixture of evaporated holy water and a special type of incense smoke. The tube's twin prongs are placed into the user's nostrils, after which the user squeezes the rubber ball to activate the device, forcing the vapor into the user's body through their nose. - -The holy power contained within the vapor strengthens the user's will against creatures that are weak to holy water, making it tougher for malevolent creatures to subvert the user's mind. - -When the holy steam ball was first introduced in Mendev fifty years ago, few trusted it's efficacy. The nation had seen many charlatans peddle so-called "anti-demon" products, and most thought this was no different. Only when soldiers of the Mendevian Crusades used the ball and personally testified to its effectiveness did suspicion gave way to enthusiastic use. Nobody remembers who first invented the holy steam ball; they're likely lost to history because most initially thought it was a scam. After receiving endorsement from the Mendevian Crusade, a team of alchemists and inventors were able to determine the vapor's exact composition and mass produce them. The holy steam ball's highly specialized purpose kept it from widespread use outside of the nations that once bordered the Worldwound. Yet with the return of the Whispering Tyrant in the past few years, the growing undead threat presents a new opportunity for more citizens to use holy steam balls for protection against the mind control powers of vampires and other undead. - -After using a holy steam ball, you must refill it before the next use in a process that takes five minutes to complete. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The holy steam ball is filled with evaporated holy water and incense smoke - -**Effect** You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against [possession](../../../rules/traits/possession.md) effects from fiends and undead and effects from fiends and undead that cause the [controlled](../../../rules/conditions.md#Controlled) condition. -``` - -*Source: Guns & Gears p. 87* diff --git a/Compendium/equipment/items/holy-water.md b/Compendium/equipment/items/holy-water.md deleted file mode 100644 index 812d1bbe0..000000000 --- a/Compendium/equipment/items/holy-water.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/consumable -- trait/divine -- trait/good -- trait/necromancy -- trait/splash -aliases: ["Holy Water"] ---- -# Holy Water *Item 1* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [good](../../../Rules/traits/good.md) [necromancy](../../../Rules/traits/necromancy.md) [splash](../../../Rules/traits/splash.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Consumable - -This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a [Strike](../../../Rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](../../../Rules/traits/manipulate.md) trait to the attack made with it. - -Holy water deals `1d6` good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage. - -*Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/Compendium/equipment/items/holy.md b/Compendium/equipment/items/holy.md deleted file mode 100644 index 78bbc7f3a..000000000 --- a/Compendium/equipment/items/holy.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/evocation -- trait/good -- trait/magical -aliases: ["Holy"] ---- -# Holy *Item 11* -[evocation](../../../Rules/traits/evocation.md) [good](../../../Rules/traits/good.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1400 gp -- **Usage** etched onto a weapon without an unholy rune -- **Category** Rune - -Holy weapons command powerful celestial energy. A weapon with this rune deals an extra `1d6` good damage against evil targets. If you are evil, you are [enfeebled](../../../Rules/conditions.md#Enfeebled) while carrying or wielding this weapon. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You critically succeed at an attack roll against an [evil](../../../rules/traits/evil.md) creature with the weapon - -**Effect** You regain HP equal to double the evil creature's level. This is a [good](../../../rules/traits/good.md), [positive](../../../rules/traits/positive.md), [healing](../../../rules/traits/healing.md) effect. -``` - -*Source: Core Rulebook p. 584* diff --git a/Compendium/equipment/items/homeward-wayfinder-lopsg.md b/Compendium/equipment/items/homeward-wayfinder-lopsg.md deleted file mode 100644 index fcd522757..000000000 --- a/Compendium/equipment/items/homeward-wayfinder-lopsg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/conjuration -- trait/evocation -- trait/invested -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Homeward Wayfinder"] ---- -# Homeward Wayfinder *Item 13* -[conjuration](../../../Rules/traits/conjuration.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2750 gp -- **Usage** worn -- **Category** Worn - -Homeward wayfinders are powerful escape tools in the hands of a Pathfinder agent, drawing upon a special connection to the Maze of the Open Road. In addition to the effects of a wayfinder (Core Rulebook 617), a homeward wayfinder attunes itself to the most recent Pathfinder Lodge you've visited and has the following activation. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This [teleportation](../../../rules/traits/teleportation.md) effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 122* diff --git a/Compendium/equipment/items/honeyscent-lol.md b/Compendium/equipment/items/honeyscent-lol.md deleted file mode 100644 index a4296f114..000000000 --- a/Compendium/equipment/items/honeyscent-lol.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/inhaled -- trait/poison -- trait/rare -aliases: ["Honeyscent"] ---- -# Honeyscent *Item 10* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 180 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are feeding on them. So vivid are these hallucinations that the victims damage themselves by scratching and clawing at the imaginary swarm. At the GM's discretion, a creature incapable of clawing at itself might instead slam against solid objects, in which case the poison inflicts bludgeoning damage. - -```ad-inline-affliction -title: Saving Throw: DC 30 Will - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `2d6` slashing damage (1 round) - -**Stage 2** `2d6` slashing damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** `2d6` slashing damage, [drained](../../../rules/conditions.md#Drained), and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Lost Omens: Legends p. 86* diff --git a/Compendium/equipment/items/hongali-hornbow-lotgb.md b/Compendium/equipment/items/hongali-hornbow-lotgb.md deleted file mode 100644 index f9f5f2578..000000000 --- a/Compendium/equipment/items/hongali-hornbow-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/advanced -- trait/deadly-d6 -- trait/propulsive -- trait/uncommon -aliases: ["Hongali Hornbow"] ---- -# Hongali Hornbow *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [propulsive](../../../Rules/traits/propulsive.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 11 gp -- **Bulk** 2 -- **Damage** `1d8` P -- **Range** 40 ft.; **Reload** 0 -- **Hands** 1+ -- **Category** Advanced; **Group** Bow - -These immense bows are traditionally made from the horns of great beasts, though modern residents of Hongal, the northernmost nation in Tian Xia, often use composite materials or even small trees as the weapon's base. While Hongali hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback—perfect for the skirmishing fighting style of mounted Hongali troops. While it's difficult for those in Avistan to get their hands on these Hongali weapons, a small warband of beast-riding orcs from the Hold of Belkzen managed to arm themselves with Hongali hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Avistani adventurers with little knowledge of Tian Xia to associate the bows with orcs. Hongali characters have access to the Hongali hornbow. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/hook-sword-frp2.md b/Compendium/equipment/items/hook-sword-frp2.md deleted file mode 100644 index 14e9706c0..000000000 --- a/Compendium/equipment/items/hook-sword-frp2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/weapon/advanced -- trait/disarm -- trait/monk -- trait/parry -- trait/trip -- trait/twin -- trait/uncommon -aliases: ["Hook Sword"] ---- -# Hook Sword *Item 0* -[disarm](../../../Rules/traits/disarm.md) [monk](../../../Rules/traits/monk.md) [parry](../../../Rules/traits/parry.md) [trip](../../../Rules/traits/trip.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** If the player character come from a region in Tian Xia, this weapon is common -- **Price** 3 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -This long sword has a hook near the tip which makes it easy to snag an opponent or their weapons. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/hopeful-lotgb.md b/Compendium/equipment/items/hopeful-lotgb.md deleted file mode 100644 index 35cb54592..000000000 --- a/Compendium/equipment/items/hopeful-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Hopeful"] ---- -# Hopeful *Item 11* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1200 gp -- **Usage** etched onto a weapon -- **Category** Rune - -A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn. - -*Source: Lost Omens: The Grand Bazaar p. 84* \ No newline at end of file diff --git a/Compendium/equipment/items/horn-of-blasting.md b/Compendium/equipment/items/horn-of-blasting.md deleted file mode 100644 index 84e49ad49..000000000 --- a/Compendium/equipment/items/horn-of-blasting.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/evocation -- trait/sonic -aliases: ["Horn of Blasting"] ---- -# Horn of Blasting *Item 9* -[evocation](../../../Rules/traits/evocation.md) [sonic](../../../Rules/traits/sonic.md) - -- **Price** 700 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your [Performance](../../skills.md#Performance) check. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -When you activate the horn by blowing into it with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals `3d6` sonic damage. (DC 28 basic Fortitude save). -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You can blow even louder to create an intense blast wave in a 30-foot cone that deals `8d6` sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects. - -> [!success-degree] -> - **Critical Success** The creature takes no damage. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [deafened](../../../rules/conditions.md#Deafened) for `2d6` rounds. -``` - -*Source: Core Rulebook p. 573* diff --git a/Compendium/equipment/items/horn-of-fog.md b/Compendium/equipment/items/horn-of-fog.md deleted file mode 100644 index 14b783df8..000000000 --- a/Compendium/equipment/items/horn-of-fog.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/conjuration -- trait/magical -- trait/water -aliases: ["Horn of Fog"] ---- -# Horn of Fog *Item 6* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [water](../../../Rules/traits/water.md) - -- **Price** 230 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This large ram's horn perpetually glistens with tiny droplets of water, much like condensation. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level [obscuring mist](../../../compendium/spells/obscuring-mist.md) spell. You can [Dismiss](../../../rules/actions/dismiss.md) the mist at any time by blowing a second note on the horn using an [Interact](../../../rules/actions/interact.md) action. -``` - -*Source: Core Rulebook p. 573* diff --git a/Compendium/equipment/items/horn-of-the-aoyin-da.md b/Compendium/equipment/items/horn-of-the-aoyin-da.md deleted file mode 100644 index 7efcbb43c..000000000 --- a/Compendium/equipment/items/horn-of-the-aoyin-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/cursed -- trait/enchantment -- trait/magical -- trait/rare -aliases: ["Horn of the Aoyin"] ---- -# Horn of the Aoyin *Item 13* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, and hair as coarse as straw—and carved with fell symbols. If the horn of the aoyin's owner doesn't use the instrument's activation on sapient creatures at least once a day, the horn of the aoyin activates at some point of its own choosing on the owner, and the owner critically fails with no saving throw. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [incapacitation](../../../rules/traits/incapacitation.md) [magical](../../../rules/traits/magical.md) [mental](../../../rules/traits/mental.md) - -- **Requirements**: You're trained in [Performance](../../../compendium/skills.md#Performance) - -**Effect** You blow the horn, creating a low growling sound. - -Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals `1d8` piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against [mental](../../../rules/traits/mental.md) effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours. -%% #trait/auditory #trait/emotion #trait/enchantment #trait/incapacitation #trait/magical #trait/mental %% -``` - -*Source: Dark Archive p. 115* diff --git a/Compendium/equipment/items/horned-hand-rests-lotgb.md b/Compendium/equipment/items/horned-hand-rests-lotgb.md deleted file mode 100644 index 475e57673..000000000 --- a/Compendium/equipment/items/horned-hand-rests-lotgb.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/companion -- trait/companion -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Horned Hand Rests"] ---- -# Horned Hand Rests *Item 6+* -[companion](../../../Rules/traits/companion.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn; **Bulk** 1 -- **Category** Companion - -These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent. - -- **[>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")** Your legchair draws force from its momentum. Until the end of this turn, if your legchair Strides, it deals `2d6` additional force damage on its next [Strike](../../../rules/actions/strike.md) and, on a critical success, pushes the target away by 5 feet. -- **[>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")** Your legchair fires a beam of force from its ram horns. The target takes `4d6` force damage and must attempt a DC 22 Fortitude save. - - > [!success-degree] - > - **Critical Success** The target is unaffected. - > - **Success** The target takes half damage and is pushed 5 feet. - > - **Failure** The target takes full damage and is pushed 10 feet. - > - **Critical Failure** The target takes double damage and is pushed 20 feet. -``` - -*Source: Lost Omens: The Grand Bazaar p. 72* diff --git a/Compendium/equipment/items/horns-of-naraga-gmg.md b/Compendium/equipment/items/horns-of-naraga-gmg.md deleted file mode 100644 index 4d4513aa6..000000000 --- a/Compendium/equipment/items/horns-of-naraga-gmg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/invested -- trait/magical -- trait/necromancy -- trait/unique -aliases: ["Horns Of Naraga"] ---- -# Horns Of Naraga *Item 26* -[artifact](../../../Rules/traits/artifact-gmg.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** worn headwear; **Bulk** 2 -- **Category** Artifact - -This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Naraga, you gain [greater darkvision](../../../Rules/abilities/darkvision.md) and immunity to acid. If you are undead, you gain resistance 40 to positive damage. If you are not undead, the helm quickly saps the life from you, dealing `10d6` negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in `1d4` rounds. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You touch a creature as part of an unarmed attack or melee spell attack roll - -**Effect** The creature takes `5d6` negative damage. If you are an undead, you regain Hit Points equal to the negative damage the creature took. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The Horns of Naraga transform into Naraga, an ancient black dragon (Bestiary 106). Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an [Interact](../../../rules/actions/interact.md) action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can't be summoned for 1 week. You don't receive any of the helm's other benefits while it is transformed. -``` - -*Source: Gamemastery Guide p. 109* diff --git a/Compendium/equipment/items/horse-lotg.md b/Compendium/equipment/items/horse-lotg.md deleted file mode 100644 index 8aebc3cfd..000000000 --- a/Compendium/equipment/items/horse-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Horse"] ---- -# Horse *Item 0* - -- **Price** 2 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/horsechopper.md b/Compendium/equipment/items/horsechopper.md deleted file mode 100644 index 088761d1c..000000000 --- a/Compendium/equipment/items/horsechopper.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/goblin -- trait/reach -- trait/trip -- trait/uncommon -- trait/versatile-p -aliases: ["Horsechopper"] ---- -# Horsechopper *Item 0* -[goblin](../../../Rules/traits/goblin.md) [reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 9 sp -- **Bulk** 2 -- **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial; **Group** Polearm - -Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/horseshoes-of-speed.md b/Compendium/equipment/items/horseshoes-of-speed.md deleted file mode 100644 index d08ddcb8f..000000000 --- a/Compendium/equipment/items/horseshoes-of-speed.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/companion -- trait/companion -- trait/invested -- trait/primal -- trait/transmutation -aliases: ["Horseshoes of Speed"] ---- -# Horseshoes of Speed *Item 7+* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn horseshoes; **Bulk** 1 -- **Category** Companion - -When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to [Athletics](../../skills.md#Athletics) checks to [High Jump](../../../Rules/actions/high-jump.md) and [Long Jump](../../../Rules/actions/long-jump.md). In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. - -*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/Compendium/equipment/items/hosteling-statuette-lotgb.md b/Compendium/equipment/items/hosteling-statuette-lotgb.md deleted file mode 100644 index 5c4c22baa..000000000 --- a/Compendium/equipment/items/hosteling-statuette-lotgb.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/companion -- trait/companion -- trait/invested -- trait/primal -- trait/transmutation -- trait/uncommon -aliases: ["Hosteling Statuette"] ---- -# Hosteling Statuette *Item 4* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 80 gp -- **Usage** worn; **Bulk** L -- **Category** Companion - -This soapstone statuette resembles an unidentified lump with a vaguely animal shape, worn on a band or cord around the companion's neck. When your companion invests the item, the statuette changes to appear as a miniature carved soapstone version of the companion. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You touch your companion, merging it into the statuette and ending the activation with the statuette in your hand (or on the ground in your space if you don't have a hand free). While in statuette form, your companion has the [petrified](../../../rules/conditions.md#Petrified) condition, and its size is Tiny. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: Your companion is in statuette form - -**Effect** You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you. -``` - -*Source: Lost Omens: The Grand Bazaar p. 55* diff --git a/Compendium/equipment/items/house-eagle-lotg.md b/Compendium/equipment/items/house-eagle-lotg.md deleted file mode 100644 index 46fa0b8d7..000000000 --- a/Compendium/equipment/items/house-eagle-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["House Eagle"] ---- -# House Eagle *Item 0* - -- **Price** 10 gp -- **Category** Pet - -These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs. - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/hummingbird-wayfinder-lopsg.md b/Compendium/equipment/items/hummingbird-wayfinder-lopsg.md deleted file mode 100644 index df548bb32..000000000 --- a/Compendium/equipment/items/hummingbird-wayfinder-lopsg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Hummingbird Wayfinder"] ---- -# Hummingbird Wayfinder *Item 12* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1750 gp -- **Usage** worn -- **Category** Worn - -Hummingbird wayfinders blend a few Arcadian secrets into the original wayfinder design, allowing the wayfinder to gain mobility for a time and act as a spy. In addition to the effects of a wayfinder (Core Rulebook 617), a hummingbird wayfinder has the following activation. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cause the wayfinder to transform into a Tiny bee hummingbird, only 2 inches long. Other than the wayfinder being a visible bird, this has the effects of prying eye. In addition to Seeking through the hummingbird, you can activate any aeon stone within the wayfinder as if the wayfinder were still on your person. When the effect ends, the wayfinder transforms back to normal in its current position. Damaging the bird ends the effect but does not destroy the wayfinder. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 122* diff --git a/Compendium/equipment/items/hundred-moth-caress-som.md b/Compendium/equipment/items/hundred-moth-caress-som.md deleted file mode 100644 index a8b74815e..000000000 --- a/Compendium/equipment/items/hundred-moth-caress-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/divine -- trait/necromancy -- trait/negative -aliases: ["Hundred-moth Caress"] ---- -# Hundred-moth Caress *Item 8* -[divine](../../../Rules/traits/divine.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) - -- **Price** 475 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of [Urgathoa](../../setting/deities/urgathoa.md), you can use this scythe as a divine focus, and with every [Strike](../../../Rules/actions/strike.md), it exudes a pallid cloud of powdery dust. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) [negative](../../../rules/traits/negative.md) - -You deal `1d10` negative damage to yourself. If your next action is to [Strike](../../../rules/actions/strike.md) with the scythe or to [Cast a Spell](../../../rules/actions/cast-a-spell.md) with the [disease](../../../rules/traits/disease.md) or [negative](../../../rules/traits/negative.md) trait, that [Strike](../../../rules/actions/strike.md) or spell deals additional negative damage equal to the damage you took (after any reductions or increases from immunity, resistances, weaknesses). -%% #trait/divine #trait/necromancy #trait/negative %% -``` - -*Source: Secrets of Magic p. 185* diff --git a/Compendium/equipment/items/hunger-oil-aoe4.md b/Compendium/equipment/items/hunger-oil-aoe4.md deleted file mode 100644 index febf3bfb4..000000000 --- a/Compendium/equipment/items/hunger-oil-aoe4.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/contact -- trait/divine -- trait/poison -- trait/uncommon -aliases: ["Hunger Oil"] ---- -# Hunger Oil *Item 11* -[consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [divine](../../../Rules/traits/divine.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 235 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the [enfeebled](../../../Rules/conditions.md#Enfeebled) condition from hunger oil for 1 minute. While under the effect of hunger oil, you regain only half as many Hit Points from [healing](../../../Rules/traits/healing.md) effects unless you've eaten at least a mouthful of humanoid flesh in the last minute. - -```ad-inline-affliction -title: Saving Throw: DC 30 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** [enfeebled](../../../rules/conditions.md#Enfeebled) (1 minute) - -**Stage 2** [enfeebled](../../../rules/conditions.md#Enfeebled) (1 minute) - -**Stage 3** [enfeebled](../../../rules/conditions.md#Enfeebled) (`1d4` minutes) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* diff --git a/Compendium/equipment/items/hunters-arrowhead-aoa1.md b/Compendium/equipment/items/hunters-arrowhead-aoa1.md deleted file mode 100644 index 69c898620..000000000 --- a/Compendium/equipment/items/hunters-arrowhead-aoa1.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa1 -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/rare -aliases: ["Hunter's Arrowhead"] ---- -# Hunter's Arrowhead *Item 4* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 80 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -This arrowhead-shaped charm is not meant to be affixed to an arrow, but instead to be carried in a pocket or inside of a quiver. A hunter's arrowhead is etched with images sacred to the elven god [Ketephys](../../setting/deities/ketephys-logm.md). If you carry one on your person, you are infused with great skill at hunting, and gain a +1 item bonus to [Survival](../../skills.md#Survival) skill checks and attack rolls against any creature you've currently designated as your prey for the [Hunt Prey](../../../Rules/actions/hunt-prey.md) ranger ability (note that the bonus to attack rolls is an item bonus, and therefore not cumulative with an item bonus from a magic weapon). A hunter's arrowhead is also a religious symbol of [Ketephys](../../setting/deities/ketephys-logm.md). - -This specific hunter's arrowhead (and no other) is a key to the Huntergate aiudara. If this hunter's arrowhead is touched to the stone within Huntergate, it activates the portal—provided the portal is fully functional. See "Cult of Cinders" for more information about Huntergate and what lies beyond its archway. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You would miss with an attack made with a bow. - -**Effect** You get a +2 circumstance bonus to your attack roll. This can turn a miss into a hit. -``` - -*Source: Age of Ashes #1: Hellknight Hill p. 77* diff --git a/Compendium/equipment/items/hunters-bane.md b/Compendium/equipment/items/hunters-bane.md deleted file mode 100644 index edfa152cd..000000000 --- a/Compendium/equipment/items/hunters-bane.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/divination -- trait/magical -- trait/talisman -aliases: ["Hunter's Bane"] ---- -# Hunter's Bane *Item 2* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 6 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** An [undetected](../../../Rules/conditions.md#Undetected) enemy hits you with an attack; **Requirements** You are trained in [Survival](../../skills.md#Survival). -- **Category** Talisman - -This talisman is a ring of dried, interwoven leaves. When you activate the hunter's bane, you sense the exact location of the attacker, making it [hidden](../../../Rules/conditions.md#Hidden) from you instead of [undetected](../../../Rules/conditions.md#Undetected). If the attacker is behind lead, the hunter's bane fails and is wasted. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/hunters-brooch-av2.md b/Compendium/equipment/items/hunters-brooch-av2.md deleted file mode 100644 index b53795694..000000000 --- a/Compendium/equipment/items/hunters-brooch-av2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/worn -- trait/divine -- trait/invested -- trait/positive -- trait/transmutation -- trait/unique -aliases: ["Hunter's Brooch"] ---- -# Hunter's Brooch *Item 4* -[divine](../../../Rules/traits/divine.md) [invested](../../../Rules/traits/invested.md) [positive](../../../Rules/traits/positive.md) [transmutation](../../../Rules/traits/transmutation.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 80 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -While wearing this silver religious symbol of [Erastil](../../setting/deities/erastil.md), you can cast the [disrupt undead](../../spells/disrupt-undead.md) cantrip as an innate divine spell. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -By touching a weapon you wield to the symbol and uttering a plea for [Erastil](../../../compendium/setting/deities/erastil.md)'s steadying hand, you grant that weapon the [deadly ](../../../rules/traits/deadly.md) trait. Against undead, the weapon instead gains the fatal trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon. -``` - -*Source: Abomination Vaults #2: Hands of the Devil p. 71* diff --git a/Compendium/equipment/items/hunters-dawn-ec6.md b/Compendium/equipment/items/hunters-dawn-ec6.md deleted file mode 100644 index bc78914ab..000000000 --- a/Compendium/equipment/items/hunters-dawn-ec6.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/artifact -- trait/arcane -- trait/artifact -- trait/enchantment -- trait/unique -aliases: ["Hunter's Dawn"] ---- -# Hunter's Dawn *Item 23* -[arcane](../../../Rules/traits/arcane.md) [artifact](../../../Rules/traits/artifact-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact - -Hunter's Dawn is a +3 greater striking speed ghost touch club. However, the notched head of the weapon marks it as an atlatl, an ancient tool used for throwing darts and javelins. You can use Hunter's Dawn with a mundane dart or javelin like you would use a bow with an arrow; when you do so, the range of the dart or javelin is doubled, and the dart or javelin uses Hunter's Dawn to determine its attack modifier and damage dice. - -Activate [>](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), [>>](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), or [>>>](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([Interact](../../../Rules/actions/interact.md)) You swing Hunter's Dawn and launch a magically conjured javelin at a target within 60 feet, making a ranged [Strike](../../../Rules/actions/strike.md). The javelin has the statistics of a javelin but gains the magical properties of Hunter's Dawn and disappears immediately after hitting or missing its target. On a successful hit, you deal damage (`3d6` piercing, due to the atlatl's greater striking rune, plus your Strength modifier); in addition, a gazelle leaps from the hit target to one or more targets within 20 feet of the first, dealing `2d6` piercing damage plus your Strength modifier. - -The number of additional targets hit in this way is equal to the number of actions you spend to activate this ability (one additional target if you used one action, two additional targets for two actions, and so forth). - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -The target is marked. Once per day, you can cast a 5th-level [locate](../../../compendium/spells/locate.md) spell on the marked target, regardless of its distance from you or your ability to cast spells. This effect persists until it is dispelled (counterspell DC 46), the creature dies, or a new target is marked. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take `6d6` fire damage (DC 46 basic Reflex save) -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 67* diff --git a/Compendium/equipment/items/hunting-spider-venom.md b/Compendium/equipment/items/hunting-spider-venom.md deleted file mode 100644 index e853b9ec9..000000000 --- a/Compendium/equipment/items/hunting-spider-venom.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Hunting Spider Venom"] ---- -# Hunting Spider Venom *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 25 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This venom erodes its target's defenses, aiding the spider in securing prey. - -```ad-inline-affliction -title: Saving Throw: DC 21 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d10` poison damage and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) - -**Stage 2** `1d12` poison damage, [clumsy](../../../rules/conditions.md#Clumsy), and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) - -**Stage 3** `2d6` poison damage, [clumsy](../../../rules/conditions.md#Clumsy), and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/hwacha-g-g.md b/Compendium/equipment/items/hwacha-g-g.md deleted file mode 100644 index a18edbfa9..000000000 --- a/Compendium/equipment/items/hwacha-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/uncommon -aliases: ["Hwacha"] ---- -# Hwacha *Item 4* -[large](../../../Rules/traits/large-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 180 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -Rather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha holds 100 tubes, each loaded with an arrow or a small bundle of arrows wrapped with a small amount Fiend's Mouth Cannon Hwacha of black powder and attached to a fuse. By lighting a master fuse, you can make all of the arrows fire in rapid succession. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -40 feet, minimum distance 40 feet -``` - -```ad-embed-ability -title: Load [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[manipulate](../../../rules/traits/manipulate.md) - -Each Load action loads 10 hwacha arrows. Taking the Launch action requires three Load actions to load 30 hwacha arrows, but you can continue to Load more arrows to increase the effect of the next Launch action, as detailed below. -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <300 feet> - -`4d8` piercing, 20-foot burst, DC 18 Reflex. If you loaded at least 70 hwacha arrows, the area increases to a 25-foot burst. If you loaded 100 hwacha arrows, the area increases to a 30-foot burst and the damage to `5d8` piercing. -%% #trait/manipulate #trait/range-increment-300-feet %% -``` - -*Source: Guns & Gears p. 175* diff --git a/Compendium/equipment/items/hyldarfs-fang-g-g.md b/Compendium/equipment/items/hyldarfs-fang-g-g.md deleted file mode 100644 index 5b8172968..000000000 --- a/Compendium/equipment/items/hyldarfs-fang-g-g.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/poison -- trait/evocation -- trait/fire -- trait/magical -- trait/poison -- trait/unique -aliases: ["Hyldarf's Fang"] ---- -# Hyldarf's Fang *Item 15* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [poison](../../../Rules/traits/poison.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Poison - -This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the fang has been filed down, but still leaks black fluid occasionally. It was fashioned from the tooth of the tor linnorm Hyldarf by a half-Ulfen gunsmith from Tian Xia who sought the title of linnorm king. Though the smith failed to slay the linnorm, he did claim the mighty dragon's tooth and fashion it into a magic firearm that still drips warm venom. Hyldarf survived the encounter with her attacker and slew the gunsmith years later, though by then the smith had already bequeathed the weapon to his chosen heir and it was far out of her grasp. The linnorm still searches for her missing tooth, portending potential doom for the weapon's owner. - -The weapon deals an additional `2d6` fire damage on a successful [Strike](../../../Rules/actions/strike.md), plus `3d10` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) on a critical hit. Fire damage dealt by this weapon (including [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) and damage from Hyldarf's Venom) ignores the target's fire resistance. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You call upon Hyldarf's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly, freedom of movement, and true seeing as well as fire resistance 20. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You soak your shot in the fluid of the fang, imbuing it with Hyldarf's venom. The next [Strike](../../../rules/actions/strike.md) you make with Hydalf's Fang before the end of your next turn delivers the venom to the target. - -Hyldarf's Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 `3d6` fire damage and [sickened](../../../rules/conditions.md#Sickened); Stage 2 `6d6` fire damage and [sickened](../../../rules/conditions.md#Sickened). -``` - -*Source: Guns & Gears p. 164* diff --git a/Compendium/equipment/items/hype-lol.md b/Compendium/equipment/items/hype-lol.md deleted file mode 100644 index 27c508f2c..000000000 --- a/Compendium/equipment/items/hype-lol.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -- trait/rare -aliases: ["Hype"] ---- -# Hype *Item 8* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 100 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -A synthetic adrenaline supplement that increases awareness and reaction time. - -```ad-inline-affliction -title: Saving Throw: DC 25 Fortitude - -- **Maximum Duration**: 1 minute - -## Stages - -**Stage 1** [quickened](../../../rules/conditions.md#Quickened) and can use the additional action to [Step](../../../rules/actions/step.md) or [Stride](../../../rules/actions/stride.md) (1 round) - -**Stage 2** [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** [drained](../../../rules/conditions.md#Drained) and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Lost Omens: Legends p. 81* diff --git a/Compendium/equipment/items/ice-slick-snare-pfum.md b/Compendium/equipment/items/ice-slick-snare-pfum.md deleted file mode 100644 index 97872ba93..000000000 --- a/Compendium/equipment/items/ice-slick-snare-pfum.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/snare -- trait/cold -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Ice Slick Snare"] ---- -# Ice Slick Snare *Item 4* -[cold](../../../Rules/traits/cold.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 40 gp -- **Category** Snare - -Using a moderate frost vial as a catalyst, this snare spills out over the ground when triggered to create a slippery patch of ice on the ground. When a creature triggers this snare, it takes `2d6` cold damage and must attempt a DC 22 Reflex saving throw. - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/ichthyosis-mutagen-av2.md b/Compendium/equipment/items/ichthyosis-mutagen-av2.md deleted file mode 100644 index 39fae7fc4..000000000 --- a/Compendium/equipment/items/ichthyosis-mutagen-av2.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -- trait/rare -aliases: ["Ichthyosis Mutagen"] ---- -# Ichthyosis Mutagen *Item 5* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 24 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -After you drink this mutagen, your skin continually renews itself, thickening into large, scaly patches. - -Benefit For 1 minute, you gain fast healing 2 and automatically succeed at flat checks to recover from [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -Drawback Your thickened skin makes quick movement difficult, and your excess skin flakes off with the slightest movement. - -You take a –2 penalty to Reflex saves for 1 minute. Any creature attempting to [Track](../../../Rules/actions/track.md) you in the next 24 hours gains a +4 circumstance bonus to their check. - -*Source: Abomination Vaults #2: Hands of the Devil p. 72* \ No newline at end of file diff --git a/Compendium/equipment/items/icy-disposition-av2.md b/Compendium/equipment/items/icy-disposition-av2.md deleted file mode 100644 index 29741aac5..000000000 --- a/Compendium/equipment/items/icy-disposition-av2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/contract -- trait/abjuration -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Icy Disposition"] ---- -# Icy Disposition *Item 11* -[abjuration](../../../Rules/traits/abjuration.md) [contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Devil** gelugon; **Decipher Writing** [Nature](../../skills.md#Nature), [Games Lore](../../skills.md#Lore) -- **Category** Contract - -Your flesh looks no different, but is cold to the touch. - -**Benefit** You gain cold resistance equal to your level and a +1 status bonus to saving throws against [mental](../../../Rules/traits/mental.md) effects. - -**Payment** Liquids in your possession, including potions and liquid alchemical items, freeze over the course of 1 minute and thaw 1 minute after they leave your possession. Frozen potions and elixirs take 1 minute to consume. - -**Hidden Condition** ([conjuration](../../../Rules/traits/conjuration.md), [teleportation](../../../Rules/traits/teleportation.md)) No more than once per week, the gelugon can move you like a piece on a game board to advance its schemes. The gelugon can appear and transport you and any items you're wearing and holding from your current space to a clear space within 500 feet (the gelugon need not see this location, but must know its relative location and distance from you). This effect doesn't transport any other creatures. The gelugon is unlikely to place you in a less dangerous space than the one you left. - -**Termination Clause** The contract provides you the benefits of "the eternal ice of Cocytus." If you travel to Cocytus, Hell's seventh layer, and stand within an area at least 100 feet across that contains no ice and has a temperature above freezing, the contract is void. Such locations are exceptionally rare in Cocytus, and the efforts to create such an area are likely to attract unpleasant attention. - -*Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/ignitor-g-g.md b/Compendium/equipment/items/ignitor-g-g.md deleted file mode 100644 index 6179af7eb..000000000 --- a/Compendium/equipment/items/ignitor-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/clockwork -aliases: ["Ignitor"] ---- -# Ignitor *Item 1* -[clockwork](../../../Rules/traits/clockwork-g-g.md) - -- **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** - -- **Category** Held - -An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can [Interact](../../../Rules/actions/interact.md) with it to ignite a flammable object within reach. - -*Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/Compendium/equipment/items/immaculate-holsters-g-g.md b/Compendium/equipment/items/immaculate-holsters-g-g.md deleted file mode 100644 index 7f267b934..000000000 --- a/Compendium/equipment/items/immaculate-holsters-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/holster -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Immaculate Holsters"] ---- -# Immaculate Holsters *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 52 gp -- **Usage** worn; **Bulk** L -- **Category** Holster - -This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that can each fit a one-handed firearm or hand crossbow. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can't reload the cartridge of a repeating weapon. -``` - -*Source: Guns & Gears p. 180* diff --git a/Compendium/equipment/items/immolation-clan-pistol-g-g.md b/Compendium/equipment/items/immolation-clan-pistol-g-g.md deleted file mode 100644 index c680efceb..000000000 --- a/Compendium/equipment/items/immolation-clan-pistol-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/cursed -- trait/evocation -- trait/fire -- trait/magical -- trait/rare -aliases: ["Immolation Clan Pistol"] ---- -# Immolation Clan Pistol *Item 10* -[cursed](../../../Rules/traits/cursed-gmg.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. Clearly at dangerous risk of misfire, this weapon claimed the life of its dwarven crafter shortly after completion and is haunted by that pained spirit. - -This ever-burning spirit keeps the firearm warm to the touch, regardless of surrounding environment. - -No matter how much you clean and maintain it, an immolation clan pistol is always at risk of a misfire, and the flat check to avoid a misfire is DC 7 rather than DC 5. - -On a misfire, an immolation hand cannon releases a blast of concentrated fire, dealing you `2d6` fire damage and `2d6` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). - -An immolation clan pistol fuses with you when you first fire it. While you're fused with the immolation clan pistol, the pained spirit haunts your dreams, forcing you to relive its death each night. If you fired the immolation clan pistol that day, you are unharmed by these dreams. If you didn't fire the immolation clan pistol that day, but still possess it, you awaken [fatigued](../../../Rules/conditions.md#Fatigued). If you no longer possess the immolation clan pistol, the spirit of its dwarven smith is enraged by your neglect; you awaken [fatigued](../../../Rules/conditions.md#Fatigued) and aflame, taking `2d6` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: Guns & Gears p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/immovable-arm-lotgb.md b/Compendium/equipment/items/immovable-arm-lotgb.md deleted file mode 100644 index c05124e1a..000000000 --- a/Compendium/equipment/items/immovable-arm-lotgb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/prosthesis -- trait/magical -- trait/transmutation -aliases: ["Immovable Arm"] ---- -# Immovable Arm *Item 9* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 700 gp -- **Usage** worn; **Bulk** 1 -- **Category** Prosthesis - -The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of the hand. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying gravity if necessary. You can still move the fingers of this hand and your elbow, shoulder, and rest of your body while the magic is in effect, but you can't move your wrist. If you press the button again, the rod inside your arm is deactivated, ending the magic that anchors it in place. While anchored, the arm can be moved only if 8,000 pounds of pressure is placed upon it or if a creature succeeds at a DC 40 [Athletics](../../../compendium/skills.md#Athletics) check to [Force Open](../../../rules/actions/force-open.md) your arm. A creature can notice the button [hidden](../../../rules/conditions.md#Hidden) in the hand of the prosthesis with a successful DC 25 [Perception](../../../compendium/skills.md#Perception) check to [Seek](../../../rules/actions/seek.md). -``` - -*Source: Lost Omens: The Grand Bazaar p. 73* diff --git a/Compendium/equipment/items/immovable-rod.md b/Compendium/equipment/items/immovable-rod.md deleted file mode 100644 index 4aff2aa8c..000000000 --- a/Compendium/equipment/items/immovable-rod.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/magical -- trait/transmutation -aliases: ["Immovable Rod"] ---- -# Immovable Rod *Item 9* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This flat iron bar is almost completely nondescript, except for one small button appearing on its surface. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You push the button to anchor the rod in place. It doesn't move, defying gravity if need be. If the button is pushed again, the rod deactivates, ending the anchoring magic. While anchored, the rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses [Athletics](../../../compendium/skills.md#Athletics) to [Force Open](../../../rules/actions/force-open.md) the rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod). -``` - -*Source: Core Rulebook p. 574* diff --git a/Compendium/equipment/items/immovable-tripod-g-g.md b/Compendium/equipment/items/immovable-tripod-g-g.md deleted file mode 100644 index ccfb9f249..000000000 --- a/Compendium/equipment/items/immovable-tripod-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/stabilizers -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Immovable Tripod"] ---- -# Immovable Tripod *Item 10* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Bulk** 1 -- **Category** Stabilizers - -This copper tripod with an immovable rod at its core is a perfect example of engineering ingenuity applied to magic items, adapting the eccentric power of an immovable rod for the pragmatic use of stabilizing weapons without the need for solid ground on which to stabilize them. In addition to extraplanar and aquatic environments, these devices have seen use by flying and climbing snipers who would otherwise have no way to mitigate their weapons' fierce kickback. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You deploy the tripod and press a button to lock it into place via the immovable rod, allowing you to deploy the tripod in midair, underwater, or anywhere else where you don't have a solid horizontal surface available. If you [Activate](../../../rules/actions/activate-an-item.md) the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses [Athletics](../../../compendium/skills.md#Athletics) to [Force Open](../../../rules/actions/force-open.md) the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod). -``` - -*Source: Guns & Gears p. 182* diff --git a/Compendium/equipment/items/impact-foam-chassis-g-g.md b/Compendium/equipment/items/impact-foam-chassis-g-g.md deleted file mode 100644 index ea0a9749e..000000000 --- a/Compendium/equipment/items/impact-foam-chassis-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Impact Foam Chassis"] ---- -# Impact Foam Chassis *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn over armor and clothes; **Bulk** L -- **Category** Consumable - -While you're wearing an impact foam chassis wrapped around your body, it [Activates](../../../Rules/actions/activate-an-item.md) automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are [immobilized](../../../Rules/conditions.md#Immobilized) and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an [Escape](../../../Rules/actions/escape.md) DC of 15; a creature can also remove it by spending three [Interact](../../../Rules/actions/interact.md) actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points. - -*Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/Compendium/equipment/items/impactful-som.md b/Compendium/equipment/items/impactful-som.md deleted file mode 100644 index 5b24fdf30..000000000 --- a/Compendium/equipment/items/impactful-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/rune -- trait/evocation -- trait/force -- trait/magical -aliases: ["Impactful"] ---- -# Impactful *Item 10+* -[evocation](../../../Rules/traits/evocation.md) [force](../../../Rules/traits/force.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -This rune thrums with pure magical energy. Weapons with the rune deal an additional `1d6` force damage on a successful [Strike](../../../Rules/actions/strike.md). On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you. - -*Source: Secrets of Magic p. 185* \ No newline at end of file diff --git a/Compendium/equipment/items/implacable-lotgb.md b/Compendium/equipment/items/implacable-lotgb.md deleted file mode 100644 index e73284ed4..000000000 --- a/Compendium/equipment/items/implacable-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Implacable"] ---- -# Implacable *Item 11* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1200 gp -- **Usage** etched onto medium or heavy armor -- **Category** Rune - -This substantial rune makes you difficult to hold back. - -Whenever you are affected by an effect that lasts until you [Escape](../../../Rules/actions/escape.md) (for instance, from the [Grapple](../../../Rules/actions/grapple.md) action or a tanglefoot bag), you become [quickened](../../../Rules/conditions.md#Quickened). You can use the extra action each round only to [Step](../../../Rules/actions/step.md) or [Escape](../../../Rules/actions/escape.md). - -*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/impossible-cake-lotgb.md b/Compendium/equipment/items/impossible-cake-lotgb.md deleted file mode 100644 index eb12c8dc9..000000000 --- a/Compendium/equipment/items/impossible-cake-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Impossible Cake"] ---- -# Impossible Cake *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your [Deception](../../skills.md#Deception) checks to [Impersonate](../../../Rules/actions/impersonate.md), as well as to [Lie](../../../Rules/actions/lie.md) to convince others that you possess knowledge about the type of item that the cake resembles. - -*Source: Lost Omens: The Grand Bazaar p. 46* \ No newline at end of file diff --git a/Compendium/equipment/items/impulse-control-lotgb.md b/Compendium/equipment/items/impulse-control-lotgb.md deleted file mode 100644 index 501e9c5f6..000000000 --- a/Compendium/equipment/items/impulse-control-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair-upgrade -- trait/divination -- trait/magical -aliases: ["Impulse Control"] ---- -# Impulse Control *Item 1* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 5 gp -- **Category** Wheelchair Upgrade - -The magical impulse control upgrade attaches the wheelchair to your fingers or nerve impulses, making it accessible for those with mobility restrictions or other health conditions. - -You still can't move the wheelchair if you're physically or magically prevented from doing so, such as by being [grabbed](../../../Rules/conditions.md#Grabbed) or magically [paralyzed](../../../Rules/conditions.md#Paralyzed). - -*Source: Lost Omens: The Grand Bazaar p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/incense-of-distilled-death-apg.md b/Compendium/equipment/items/incense-of-distilled-death-apg.md deleted file mode 100644 index 1561a52c3..000000000 --- a/Compendium/equipment/items/incense-of-distilled-death-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/consumable -- trait/magical -- trait/necromancy -- trait/negative -aliases: ["Incense Of Distilled Death"] ---- -# Incense Of Distilled Death *Item 12* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) - -- **Price** 350 gp -- **Usage** held in 1 hands -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent negative energy. Undead creatures, including incorporeal undead, gain fast healing 4 while in the area; though this healing comes from negative energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished. - -*Source: Advanced Player's Guide p. 257* \ No newline at end of file diff --git a/Compendium/equipment/items/indestructible-shield.md b/Compendium/equipment/items/indestructible-shield.md deleted file mode 100644 index 3e61406b9..000000000 --- a/Compendium/equipment/items/indestructible-shield.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/abjuration -- trait/magical -- trait/rare -aliases: ["Indestructible Shield"] ---- -# Indestructible Shield *Item 18* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 24000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield - -An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged only by a [disintegrate](../../spells/disintegrate.md) spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation. - -*Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/Compendium/equipment/items/indomitable-keepsake-g-g.md b/Compendium/equipment/items/indomitable-keepsake-g-g.md deleted file mode 100644 index 07a4e500e..000000000 --- a/Compendium/equipment/items/indomitable-keepsake-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/fortune -- trait/magical -- trait/talisman -aliases: ["Indomitable Keepsake"] ---- -# Indomitable Keepsake *Item 3+* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fortune](../../../Rules/traits/fortune.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Usage** affixed to armor; **Bulk** – -- **Activate** envision; **Trigger** You're critically hit by a firearm attack. -- **Category** Talisman - -This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit. - -*Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/Compendium/equipment/items/inexplicable-apparatus.md b/Compendium/equipment/items/inexplicable-apparatus.md deleted file mode 100644 index 5299db162..000000000 --- a/Compendium/equipment/items/inexplicable-apparatus.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Inexplicable Apparatus"] ---- -# Inexplicable Apparatus *Item 18* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 19000 gp -- **Usage** worn garment; **Bulk** 2 -- **Category** Worn - -This strange and intricate harness fits snugly to the torso. - -Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly. - -When using this apparatus, you gain a +3 item bonus to [Crafting](../../skills.md#Crafting) checks to [Craft](../../../Rules/actions/craft.md), [Earn Income](../../../Rules/actions/earn-income.md), and [Repair](../../../Rules/actions/repair.md), and you reduce the minimum time required to [Craft](../../../Rules/actions/craft.md) an item to 1 day. If you succeed at your [Crafting](../../skills.md#Crafting) check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in [Crafting](../../skills.md#Crafting); on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-level [mending](../../../compendium/spells/mending.md) spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then. -``` - -*Source: Core Rulebook p. 612* diff --git a/Compendium/equipment/items/infernal-health-lol.md b/Compendium/equipment/items/infernal-health-lol.md deleted file mode 100644 index 48e005251..000000000 --- a/Compendium/equipment/items/infernal-health-lol.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/contract -- trait/contract -- trait/healing -- trait/invested -- trait/magical -- trait/rare -aliases: ["Infernal Health"] ---- -# Infernal Health *Item 15* -[contract](../../../Rules/traits/contract-lol.md) [healing](../../../Rules/traits/healing.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -You regain triple the normal number of Hit Points when resting (meaning you regain triple your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly tripled. Once per day, from any distance, Abrogail Thrune II can recite a voidability clause in your Thrune contract as a 1-minute activity to prevent you from regaining Hit Points from resting for 1 day. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn. -``` - -*Source: Lost Omens: Legends p. 10* diff --git a/Compendium/equipment/items/infiltrators-accessory-apg.md b/Compendium/equipment/items/infiltrators-accessory-apg.md deleted file mode 100644 index 90b20ba9f..000000000 --- a/Compendium/equipment/items/infiltrators-accessory-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/illusion -- trait/magical -aliases: ["Infiltrator's Accessory"] ---- -# Infiltrator's Accessory *Item 5* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 150 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This elegant +1 striking sword cane serves equally well as a fashionable accessory and [hidden](../../../Rules/conditions.md#Hidden) weapon suitable for highsociety events where weapons aren't typically permitted. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-level [magic aura](../../../compendium/spells/magic-aura.md) spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 [Perception](../../../compendium/skills.md#Perception)) - -Activating the sword cane again releases the blade, allowing it to be drawn normally. -``` - -*Source: Advanced Player's Guide p. 261* diff --git a/Compendium/equipment/items/infiltrators-elixir.md b/Compendium/equipment/items/infiltrators-elixir.md deleted file mode 100644 index 292a14446..000000000 --- a/Compendium/equipment/items/infiltrators-elixir.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/polymorph -aliases: ["Infiltrator's Elixir"] ---- -# Infiltrator's Elixir *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Favored by spies and tricksters, an infiltrator's elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren't a humanoid, you might take on a form more similar to your own, at the GM's discretion. - -The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can't change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes. - -Drinking this elixir counts as setting up a disguise to [Impersonate](../../../Rules/actions/impersonate.md). You gain a +4 status bonus to your [Deception](../../skills.md#Deception) DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained. - -*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/Compendium/equipment/items/injection-spear-g-g.md b/Compendium/equipment/items/injection-spear-g-g.md deleted file mode 100644 index 810c4b022..000000000 --- a/Compendium/equipment/items/injection-spear-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/injection -- trait/reach -- trait/uncommon -aliases: ["Injection Spear"] ---- -# Injection Spear *Item 0* -[injection](../../../Rules/traits/injection-g-g.md) [reach](../../../Rules/traits/reach.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Bulk** 1 -- **Damage** `1d8` P -- **Hands** 2 -- **Category** Martial; **Group** Spear - -A hollow receptacle inside this spear's head can store a single dose of poison. A sliding trigger along the spear's shaft can inject the loaded poison into a damaged target. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/insistent-door-knocker-locg.md b/Compendium/equipment/items/insistent-door-knocker-locg.md deleted file mode 100644 index ef6caff00..000000000 --- a/Compendium/equipment/items/insistent-door-knocker-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/held -- trait/conjuration -- trait/magical -aliases: ["Insistent Door Knocker"] ---- -# Insistent Door Knocker *Item 6+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an [Interact](../../../Rules/actions/interact.md) action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to [Thievery](../../skills.md#Thievery) checks to [Pick a Lock](../../../Rules/actions/pick-a-lock.md). - -Removing the door knocker from a surface requires you to use an [Interact](../../../Rules/actions/interact.md) action. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an [Interact](../../../rules/actions/interact.md) action to release the door knocker from the surface and return the surface to its previous shape. -``` - -*Source: Lost Omens: Character Guide p. 72* diff --git a/Compendium/equipment/items/inspiring-spotlight-ec2.md b/Compendium/equipment/items/inspiring-spotlight-ec2.md deleted file mode 100644 index 2ebb360af..000000000 --- a/Compendium/equipment/items/inspiring-spotlight-ec2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/held -- trait/enchantment -- trait/light -- trait/magical -- trait/uncommon -aliases: ["Inspiring Spotlight"] ---- -# Inspiring Spotlight *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Held - -An inspiring spotlight is a bulky contraption consisting of a drum-shaped metal housing around several reflective metal plates. Two handles on either side, each with a small button, allow you to aim the spotlight outward from your body. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -When you push the left-hand button, the inspiring spotlight emits a beam of bright magical light in a 120-foot line that hangs in the air and remains in place even if you move the spotlight. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, the inspiring spotlight attempts to counteract the darkness. Creatures within the line gain a +1 item bonus to saving throws and Charisma-based skill checks. In addition, creatures in the line who are [frightened](../../../rules/conditions.md#Frightened) reduce the value of their [frightened](../../../rules/conditions.md#Frightened) condition by 1 at the beginning of each turn they start in the area of the line. The beam remains in place for 1 minute or until you push the righthand button with another [Interact](../../../rules/actions/interact.md) action to extinguish the light. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 73* diff --git a/Compendium/equipment/items/instant-evisceration-snare.md b/Compendium/equipment/items/instant-evisceration-snare.md deleted file mode 100644 index 46b2ccf99..000000000 --- a/Compendium/equipment/items/instant-evisceration-snare.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Instant Evisceration Snare"] ---- -# Instant Evisceration Snare *Item 20* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 10000 gp -- **Category** Snare - -When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades, dealing `24d8` piercing damage (DC 45 basic Reflex). - -*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/instant-fortress.md b/Compendium/equipment/items/instant-fortress.md deleted file mode 100644 index 69217bf5a..000000000 --- a/Compendium/equipment/items/instant-fortress.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Instant Fortress"] ---- -# Instant Fortress *Item 16* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 9300 gp -- **Bulk** L (when not activated) -- **Category** Structure - -This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded thousands of times. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You toss the cube on the ground, and it immediately unfolds into an adamantine fortress. - -The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There's no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure. - -As a magical structure, the fortress has the [structure](../../../rules/traits/structure.md) trait. - -Because it expands outward, the fortress can't catch creatures inside it as a magical structure normally does. Instead, it pushes those creatures back. It can't push a creature into a surface or hazard this way, and stops expanding if that would happen. - -The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you're within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the [auditory](../../../rules/traits/auditory.md) trait. The DC to [Force Open](../../../rules/actions/force-open.md) the door or Pick its Lock is 40. - -You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the [auditory](../../../rules/traits/auditory.md) trait. Once deactivated, the fortress can't be activated again for 4 hours. - -If the fortress becomes damaged, it can be repaired only with a [remake](../../../compendium/spells/remake.md) spell or by someone who is legendary at [Crafting](../../../compendium/skills.md#Crafting). -``` - -*Source: Core Rulebook p. 596* diff --git a/Compendium/equipment/items/instant-spy-g-g.md b/Compendium/equipment/items/instant-spy-g-g.md deleted file mode 100644 index dd92b8f8d..000000000 --- a/Compendium/equipment/items/instant-spy-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Instant Spy"] ---- -# Instant Spy *Item 2* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -An instant spy is a tiny clockwork device that is small enough to be easily [hidden](../../../Rules/conditions.md#Hidden). It contains the same audio-recording mechanisms as a clockwork spy, as well as a short-lived gemstone that can store up to 1 hour of sound to play back later. - -Once you have activated the instant spy, it surreptitiously begins recording all the sounds around it for an hour. In general, it can hear sounds that are clearly audible in the location where you activated it, but not sounds that would require a [Perception](../../skills.md#Perception) check with a DC of 10 or greater to hear. The GM determines exactly what the instant spy can hear and record, as well as whether or not the recording is clear in a situation where the original sound is quiet, distorted, or intentionally obscured. - -When the recording is complete, once within the next 24 hours, you or another creature can use an [Interact](../../../Rules/actions/interact.md) action to play back the stored audio in its entirety, after which the gem crumbles to dust. If no one plays the recorded sounds back within 1 day, the gem crumbles into dust anyway. - -This prevents the information from falling into the wrong hands later. It's typical to use the [Conceal an Object](../../../Rules/actions/conceal-an-object.md) action to hide an instant spy in a location once you've activated it, since if you don't hide it, it's relatively easy to discover in a thorough search, despite the fact that it's small and relatively unobtrusive. - -*Source: Guns & Gears p. 70* \ No newline at end of file diff --git a/Compendium/equipment/items/instructions-for-lasting-agony-som.md b/Compendium/equipment/items/instructions-for-lasting-agony-som.md deleted file mode 100644 index f16993a40..000000000 --- a/Compendium/equipment/items/instructions-for-lasting-agony-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/grimoire -- trait/magical -- trait/necromancy -aliases: ["Instructions For Lasting Agony"] ---- -# Instructions For Lasting Agony *Item 5* -[grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 200 gp -- **Bulk** L -- **Category** Grimoire - -This worn and stained manual emits a chill when opened. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](../../../rules/traits/metamagic.md) - -If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes [sickened](../../../rules/conditions.md#Sickened) by the pain. -%% #trait/metamagic %% -``` - -*Source: Secrets of Magic p. 163* diff --git a/Compendium/equipment/items/inubrix-armor-lotgb.md b/Compendium/equipment/items/inubrix-armor-lotgb.md deleted file mode 100644 index 4047c9122..000000000 --- a/Compendium/equipment/items/inubrix-armor-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/rare -aliases: ["Inubrix Armor"] ---- -# Inubrix Armor *Item 11+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1. - -*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/Compendium/equipment/items/inubrix-lotgb.md b/Compendium/equipment/items/inubrix-lotgb.md deleted file mode 100644 index b41e1d328..000000000 --- a/Compendium/equipment/items/inubrix-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/material -- trait/precious -- trait/rare -aliases: ["Inubrix"] ---- -# Inubrix *Item 0+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor. - -| Inubrix Items | Hardness | HP | BT | -|---------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 4 | 16 | 8 | -| High-grade | 7 | 28 | 14 | -| **Items** | | | | -| Standard-grade | 8 | 32 | 16 | -| High-grade | 11 | 44 | 22 | -| **Structures** | | | | -| Standard-grade | 17 | 68 | 34 | -| High-grade | 23 | 92 | 46 | - - -*Source: Lost Omens: The Grand Bazaar p. 98* \ No newline at end of file diff --git a/Compendium/equipment/items/inubrix-shield-lotgb.md b/Compendium/equipment/items/inubrix-shield-lotgb.md deleted file mode 100644 index 7c4949a57..000000000 --- a/Compendium/equipment/items/inubrix-shield-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/shield -- trait/rare -aliases: ["Inubrix Shield"] ---- -# Inubrix Shield *Item 8+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by shield -- **Category** Shield; **Group** Shield - -Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to [Disarm](../../../Rules/actions/disarm.md) a metal item with the [Athletics](../../skills.md#Athletics) skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](../../skills.md#Athletics) check. If you critically fail a check to [Disarm](../../../Rules/actions/disarm.md) a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. - -*Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/Compendium/equipment/items/inubrix-weapon-lotgb.md b/Compendium/equipment/items/inubrix-weapon-lotgb.md deleted file mode 100644 index da4924c94..000000000 --- a/Compendium/equipment/items/inubrix-weapon-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon -- trait/rare -aliases: ["Inubrix Weapon"] ---- -# Inubrix Weapon *Item 11+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon - -While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. - -A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields. - -[Strikes](../../../Rules/actions/strike.md) with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal `1d4` damage can't be crafted from inubrix. - -*Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/Compendium/equipment/items/invisibility-potion.md b/Compendium/equipment/items/invisibility-potion.md deleted file mode 100644 index abe55e582..000000000 --- a/Compendium/equipment/items/invisibility-potion.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/illusion -- trait/magical -- trait/potion -- trait/uncommon -aliases: ["Invisibility Potion"] ---- -# Invisibility Potion *Item 4* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-level [invisibility](../../spells/invisibility.md) spell. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/invisibility.md b/Compendium/equipment/items/invisibility.md deleted file mode 100644 index 4d6482f0a..000000000 --- a/Compendium/equipment/items/invisibility.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/illusion -- trait/magical -aliases: ["Invisibility"] ---- -# Invisibility *Item 8+* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** etched onto light armor -- **Category** Rune - -Light seems to partially penetrate this armor. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Whispering the command word, you become [invisible](../../../rules/conditions.md#Invisible) for 1 minute, gaining the effects of a 2nd-level [invisibility](../../../compendium/spells/invisibility.md) spell. -``` - -*Source: Core Rulebook p. 583* diff --git a/Compendium/equipment/items/invisible-chain-shirt-som.md b/Compendium/equipment/items/invisible-chain-shirt-som.md deleted file mode 100644 index 3bc9a5a64..000000000 --- a/Compendium/equipment/items/invisible-chain-shirt-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/armor -- trait/evocation -- trait/magical -aliases: ["Invisible Chain Shirt"] ---- -# Invisible Chain Shirt *Item 13* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 2750 gp -- **Usage** worn armor -- **Category** Armor - -This +2 resilient invisibility chain shirt is itself [invisible](../../../Rules/conditions.md#Invisible). Other creatures can't see it at all, allowing you to wear it surreptitiously. Additionally, the armor's [invisible](../../../Rules/conditions.md#Invisible) composition is quieter and more comfortable than a normal chain shirt. - -It loses the [noisy](../../../Rules/traits/noisy.md) trait and gains the [comfort](../../../Rules/traits/comfort.md) trait. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You [Stride](../../../rules/actions/stride.md) and turn partially [invisible](../../../rules/conditions.md#Invisible), becoming [concealed](../../../rules/conditions.md#Concealed) until the end of your next turn or until you use a [hostile](../../../rules/conditions.md#Hostile) action, whichever comes first. As normal, you can use the concealment from this activation to [Hide](../../../rules/actions/hide.md). -``` - -*Source: Secrets of Magic p. 186* diff --git a/Compendium/equipment/items/invisible-net-ec2.md b/Compendium/equipment/items/invisible-net-ec2.md deleted file mode 100644 index 6aa13d427..000000000 --- a/Compendium/equipment/items/invisible-net-ec2.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Invisible Net"] ---- -# Invisible Net *Item 7* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-footby- 30-foot square area. Pale and diaphanous, the spread handkerchief is exceptionally difficult to see from more than 30 feet away and evaporates entirely after 1 minute. Any creature that falls on the net doesn't take falling damage. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/iris-of-the-sky-g-g.md b/Compendium/equipment/items/iris-of-the-sky-g-g.md deleted file mode 100644 index cf790e13b..000000000 --- a/Compendium/equipment/items/iris-of-the-sky-g-g.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/evocation -- trait/magical -- trait/unique -aliases: ["Iris Of The Sky"] ---- -# Iris Of The Sky *Item 6* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 240 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you take 5 [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). - -The first firearm of this type came as the result of a gunslinger who entreated an efreeti, wishing for the might of the desert sun. The weapon constantly glows and burns with a brilliant intensity. The firearm has since belonged to an extensive string of users and been replicated several times, though each wielder of the weapon, whether the original or one of its copies, has eventually ended up as a charred husk, slain by fire in battle or unusual accidents that no one could quite explain except, perhaps, the efreet. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You focus the solar energy housed in the ruby to release a gout of solar flame instead of a bullet. Make a [Strike](../../../rules/actions/strike.md) with the iris of the sky. All damage from this [Strike](../../../rules/actions/strike.md) is fire damage and the target takes an additional `1d6` fire damage and `1d6` [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You make a wish into the iris of the sky, yearning for it to strike true, and then fire. [Strike](../../../rules/actions/strike.md) against a foe with the iris, rolling the attack roll twice and taking the better result. If the attack is a failure, you take 5 [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -*Source: Guns & Gears p. 165* diff --git a/Compendium/equipment/items/iron-cube.md b/Compendium/equipment/items/iron-cube.md deleted file mode 100644 index fc65e6e53..000000000 --- a/Compendium/equipment/items/iron-cube.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Iron Cube"] ---- -# Iron Cube *Item 6* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 50 gp -- **Usage** affixed to a weapon -- **Activate** [Knockdown](../../feats/knockdown.md); **Requirements** You are an expert with the affixed weapon. -- **Category** Talisman - -This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use [Knockdown](../../feats/knockdown.md), as the fighter feat. - -If you have the [Knockdown](../../feats/knockdown.md) feat, ignore its normal size restrictions. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/iron-cudgel.md b/Compendium/equipment/items/iron-cudgel.md deleted file mode 100644 index 75f29be8f..000000000 --- a/Compendium/equipment/items/iron-cudgel.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Iron Cudgel"] ---- -# Iron Cudgel *Item 14* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 900 gp -- **Usage** affixed to a weapon -- **Activate** Brutal Finish -- **Category** Talisman - -You are a master with the affixed weapon. - -This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat (page 151). You must meet the normal requirements, including those of the [press](../../../Rules/traits/press.md) trait. - -If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/iron-equalizer.md b/Compendium/equipment/items/iron-equalizer.md deleted file mode 100644 index e3b1fc93a..000000000 --- a/Compendium/equipment/items/iron-equalizer.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Iron Equalizer"] ---- -# Iron Equalizer *Item 12* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 400 gp -- **Usage** affixed to a weapon -- **Activate** [Certain Strike](../../feats/certain-strike.md); **Requirements** You are a master with the affixed weapon. -- **Category** Talisman - -This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use [Certain Strike](../../feats/certain-strike.md), as the fighter feat. You must meet the normal requirements, including those of the [press](../../../Rules/traits/press.md) trait. - -If you have the [Certain Strike](../../feats/certain-strike.md) feat, the failure effect increases to deal the weapon's normal damage. - -*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/isolation-draught-aoa5.md b/Compendium/equipment/items/isolation-draught-aoa5.md deleted file mode 100644 index 52bed2b17..000000000 --- a/Compendium/equipment/items/isolation-draught-aoa5.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Isolation Draught"] ---- -# Isolation Draught *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber's senses. - -```ad-inline-affliction -title: Saving Throw: DC 25 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 30 minutes - -## Stages - -**Stage 1** [dazzled](../../../rules/conditions.md#Dazzled), –3 to all [Perception](../../../compendium/skills.md#Perception) checks (1 minute) - -**Stage 2** [dazzled](../../../rules/conditions.md#Dazzled), [deafened](../../../rules/conditions.md#Deafened), –5 to all [Perception](../../../compendium/skills.md#Perception) checks (1 minute) - -**Stage 3** [blinded](../../../rules/conditions.md#Blinded), [deafened](../../../rules/conditions.md#Deafened), –5 to all [Perception](../../../compendium/skills.md#Perception) checks (5 minutes) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* diff --git a/Compendium/equipment/items/items.md b/Compendium/equipment/items/items.md deleted file mode 100644 index 82c5b26cb..000000000 --- a/Compendium/equipment/items/items.md +++ /dev/null @@ -1,1896 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Items - -- [Abadar's Flawless Scale](abadars-flawless-scale-logm.md) -- [Ablative Armor Plating](ablative-armor-plating-g-g.md) -- [Ablative Shield Plating](ablative-shield-plating-g-g.md) -- [Abysium Armor](abysium-armor-lotgb.md) -- [Abysium](abysium-lotgb.md) -- [Abysium Powder](abysium-powder-lotgb.md) -- [Abysium Shield](abysium-shield-lotgb.md) -- [Abysium Weapon](abysium-weapon-lotgb.md) -- [Acid Flask](acid-flask.md) -- [Acid Spitter](acid-spitter-g-g.md) -- [Acrobat's Staff](acrobats-staff-ec2.md) -- [Adamantine Armor](adamantine-armor.md) -- [Adamantine Shield](adamantine-shield.md) -- [Adamantine Weapon](adamantine-weapon.md) -- [Adamantine](adamantine.md) -- [Adaptive Cogwheel](adaptive-cogwheel-g-g.md) -- [Addiction Suppressant](addiction-suppressant-lol.md) -- [Addlebrain](addlebrain-aoa3.md) -- [Admonishing Band](admonishing-band-g-g.md) -- [Adventurer's Pack](adventurers-pack.md) -- [Adze](adze-loag.md) -- [Aeon Stone (Clear Quartz Octagon)](aeon-stone-clear-quartz-octagon-ooa2.md) -- [Aeon Stone](aeon-stone.md) -- [Air Bladder](air-bladder-lotgb.md) -- [Air Cartridge Firing System](air-cartridge-firing-system-g-g.md) -- [Air Repeater](air-repeater-g-g.md) -- [Aklys](aklys-b1.md) -- [Alarm Snare](alarm-snare.md) -- [Alchemical Atomizer](alchemical-atomizer-lol.md) -- [Alchemical Crossbow](alchemical-crossbow-fop.md) -- [Alchemical Fuse](alchemical-fuse-ooa2.md) -- [Alchemical Springald](alchemical-springald-g-g.md) -- [Alchemist Goggles](alchemist-goggles.md) -- [Alchemist's Damper](alchemists-damper-ooa2.md) -- [Alchemist's Fire](alchemists-fire.md) -- [Alchemist's Lab](alchemists-lab.md) -- [Alchemist's Tools](alchemists-tools.md) -- [Alcohol](alcohol-gmg.md) -- [Aldori Dueling Sword](aldori-dueling-sword-lowg.md) -- [Aligned Oil](aligned-oil.md) -- [Alignment Ampoule](alignment-ampoule-lopsg.md) -- [Alkenstar Cannon](alkenstar-cannon-g-g.md) -- [Alkenstar Ice Wine](alkenstar-ice-wine-loil.md) -- [Alluring Scarf](alluring-scarf-lotgb.md) -- [Alpaca](alpaca-lotg.md) -- [Aluum Charm](aluum-charm-aoa5.md) -- [Amaranthine Pavise](amaranthine-pavise-lotgb.md) -- [Ambrosia Of Undying Hope](ambrosia-of-undying-hope-ec6.md) -- [Amphibious Chair](amphibious-chair-lotgb.md) -- [Anarchic](anarchic.md) -- [Ancestral Echoing](ancestral-echoing-aoa4.md) -- [Ancestral Embrace](ancestral-embrace-sot6.md) -- [Anchor Spear](anchor-spear-ec5.md) -- [Anchoring](anchoring-lotgb.md) -- [Animal Bed](animal-bed-lotg.md) -- [Animal Staff](animal-staff.md) -- [Animate Dreamer](animate-dreamer-g-g.md) -- [Anklets of Alacrity](anklets-of-alacrity.md) -- [Ankylostar](ankylostar-ec4.md) -- [Anointed Waterskin](anointed-waterskin-som.md) -- [Anointing Oil](anointing-oil-lokl.md) -- [Antidote](antidote.md) -- [Antimagic Oil](antimagic-oil.md) -- [Antimagic](antimagic.md) -- [Antiplague](antiplague.md) -- [Antivenom Potion](antivenom-potion-tio.md) -- [Antler Arrow](antler-arrow-apg.md) -- [Apotropaic Fulu](apotropaic-fulu-som.md) -- [Applereed Mutagen](applereed-mutagen-lol.md) -- [Apricot Of Bestial Might](apricot-of-bestial-might-frp2.md) -- [Aquarium Lamp](aquarium-lamp-g-g.md) -- [Arboreal's Revenge](arboreals-revenge-g-g.md) -- [Archaic Wayfinder](archaic-wayfinder-lowg.md) -- [Archivist's Gaze](archivists-gaze-som.md) -- [Arctic Vigor](arctic-vigor-lotgb.md) -- [Armbands of Athleticism](armbands-of-athleticism.md) -- [Armor of the Holy Warrior](armor-of-the-holy-warrior-lokl.md) -- [Armor Potency](armor-potency.md) -- [Armored Coat](armored-coat-lokl.md) -- [Armored Skirt](armored-skirt-locg.md) -- [Aroden's Hearthstone](arodens-hearthstone-ec6.md) -- [Aromatic Ammunition](aromatic-ammunition-g-g.md) -- [Arquebus](arquebus-g-g.md) -- [Arrow Attracting](arrow-attracting-gmg.md) -- [Arrow-catching Shield](arrow-catching-shield.md) -- [Arrow](arrow.md) -- [Arsenic](arsenic.md) -- [Arsonous](arsonous-gmg.md) -- [Artevil Suspension](artevil-suspension-lotg.md) -- [Artisan's Tools](artisans-tools.md) -- [Asp Coil](asp-coil-lotgb.md) -- [Astrolabe](astrolabe-lopsg.md) -- [Aurifying Salts](aurifying-salts-aoe1.md) -- [Auspicious Scepter](auspicious-scepter-som.md) -- [Avalanche Of Stones Snare](avalanche-of-stones-snare-lotgb.md) -- [Awakened Metal Shot](awakened-metal-shot-g-g.md) -- [Axe Musket](axe-musket-g-g.md) -- [Axe Of The Dwarven Lords](axe-of-the-dwarven-lords-gmg.md) -- [Axiomatic](axiomatic.md) -- [Axolotl](axolotl-lotg.md) -- [Backbiting](backbiting-gmg.md) -- [Backfire Mantle](backfire-mantle-som.md) -- [Backpack Ballista Bolts](backpack-ballista-bolts-g-g.md) -- [Backpack Ballista](backpack-ballista-g-g.md) -- [Backpack Catapult](backpack-catapult-g-g.md) -- [Backpack Catapult Stones](backpack-catapult-stones-g-g.md) -- [Backpack](backpack.md) -- [Badger](badger-lotg.md) -- [Bag Of Cats](bag-of-cats-sot2.md) -- [Bag Of Devouring](bag-of-devouring-gmg.md) -- [Bag of Holding](bag-of-holding.md) -- [Bag Of Weasels](bag-of-weasels-gmg.md) -- [Baleblood Draft](baleblood-draft-da.md) -- [Balisse Feather](balisse-feather-apg.md) -- [Ball](ball-lotgb.md) -- [Ballista](ballista-g-g.md) -- [Bandalore](bandalore-lotgb.md) -- [Bane](bane-som.md) -- [Banner of the Restful](banner-of-the-restful-lokl.md) -- [Barbed Vest](barbed-vest-aoe3.md) -- [Barding of the Zephyr](barding-of-the-zephyr.md) -- [Barding Saddle](barding-saddle-lokl.md) -- [Barkskin Potion](barkskin-potion.md) -- [Barricade Stone](barricade-stone-sot3.md) -- [Basic Cane](basic-cane-lotgb.md) -- [Basic Chair](basic-chair-g-g.md) -- [Basic Corrective Lenses](basic-corrective-lenses-lotgb.md) -- [Basic Crafter's Book](basic-crafters-book.md) -- [Basic Crutch](basic-crutch-lotgb.md) -- [Basic Hearing Aid](basic-hearing-aid-lotgb.md) -- [Basic Prosthesis](basic-prosthesis-lotgb.md) -- [Basilisk Eye](basilisk-eye-apg.md) -- [Bastard Sword](bastard-sword.md) -- [Bat](bat-lotg.md) -- [Battering Ram](battering-ram-g-g.md) -- [Battle Axe](battle-axe.md) -- [Battle Lute](battle-lute-av2.md) -- [Bayonet](bayonet-g-g.md) -- [Beacon Shot](beacon-shot.md) -- [Beckoning Cat Amulet](beckoning-cat-amulet-ec2.md) -- [Bedroll](bedroll.md) -- [Beehive](beehive-lotg.md) -- [Belladonna](belladonna.md) -- [Bellflower Toolbelt](bellflower-toolbelt-aoa3.md) -- [Belt of Giant Strength](belt-of-giant-strength.md) -- [Belt of Regeneration](belt-of-regeneration.md) -- [Belt of the Five Kings](belt-of-the-five-kings.md) -- [Berserker's Cloak](berserkers-cloak.md) -- [Bestial Mutagen](bestial-mutagen.md) -- [Bestiary Of Metamorphosis](bestiary-of-metamorphosis-som.md) -- [Bi-resonant Wayfinder](bi-resonant-wayfinder-locg.md) -- [Big Boom Gun](big-boom-gun-g-g.md) -- [Big Rock Bullet](big-rock-bullet-lotgb.md) -- [Binding Coil](binding-coil-som.md) -- [Binding Snare](binding-snare-g-g.md) -- [Bird](bird-lotg.md) -- [Biting Snare](biting-snare.md) -- [Bitter](bitter-lotgb.md) -- [Black Adder Venom](black-adder-venom.md) -- [Black Lotus Extract](black-lotus-extract.md) -- [Black Powder](black-powder-g-g.md) -- [Black Powder Knuckle Dusters](black-powder-knuckle-dusters-g-g.md) -- [Blackfinger Blight](blackfinger-blight-aoe3.md) -- [Blade Launcher](blade-launcher-g-g.md) -- [Blade Of Four Energies](blade-of-four-energies-som.md) -- [Blade Of The Black Sovereign](blade-of-the-black-sovereign-lol.md) -- [Blade Of The Rabbit Prince](blade-of-the-rabbit-prince-aoe4.md) -- [Bladed Diabolo](bladed-diabolo-ec1.md) -- [Bladed Gauntlet](bladed-gauntlet-lokl.md) -- [Bladed Hoop](bladed-hoop-ec1.md) -- [Bladed Scarf](bladed-scarf-logm.md) -- [Blast Boots](blast-boots-g-g.md) -- [Blast Foot](blast-foot-lotgb.md) -- [Blast Lance](blast-lance-ooa3.md) -- [Blast Suit](blast-suit-ooa3.md) -- [Blasting Ram](blasting-ram-g-g.md) -- [Blaze](blaze-ooa1.md) -- [Blazons Of Shared Power](blazons-of-shared-power-g-g.md) -- [Bleeding Spines Snare](bleeding-spines-snare.md) -- [Blessed Tattoo](blessed-tattoo-lowg.md) -- [Blight Bomb](blight-bomb-apg.md) -- [Blightburn Resin](blightburn-resin.md) -- [Blightburn Ward](blightburn-ward-ec5.md) -- [Blindpepper Bolt](blindpepper-bolt-lotgb.md) -- [Blindpepper Bomb](blindpepper-bomb-aoe1.md) -- [Blindpepper Tube](blindpepper-tube-aoe1.md) -- [Blocks](blocks-lotgb.md) -- [Blood Sap](blood-sap-gmg.md) -- [Bloodbane](bloodbane-aoa4.md) -- [Bloodbiter](bloodbiter-gmg.md) -- [Bloodeye Coffee](bloodeye-coffee-gmg.md) -- [Bloodhound Mask](bloodhound-mask-apg.md) -- [Bloodletting Kukri](bloodletting-kukri.md) -- [Bloodseeker Beak](bloodseeker-beak.md) -- [Bloodthirsty](bloodthirsty-lotgb.md) -- [Blowgun Dart](blowgun-dart.md) -- [Blowgun](blowgun.md) -- [Blunderbuss](blunderbuss-g-g.md) -- [Bo Staff](bo-staff.md) -- [Boarding Axe](boarding-axe-aaws.md) -- [Boarding Pike](boarding-pike-lopsg.md) -- [Boastful Hunter](boastful-hunter-g-g.md) -- [Body Recovery Kit](body-recovery-kit-lopsg.md) -- [Bola](bola-apg.md) -- [Bolt](bolt.md) -- [Bomb Launcher](bomb-launcher-g-g.md) -- [Bomb Snare](bomb-snare.md) -- [Bombard](bombard-g-g.md) -- [Bomber's Eye Elixir](bombers-eye-elixir.md) -- [Bomber's Saddle](bombers-saddle-ec5.md) -- [Bonmuan Swapping Stone](bonmuan-swapping-stone-frp1.md) -- [Book Of Lingering Blaze](book-of-lingering-blaze-som.md) -- [Book of Lost Days](book-of-lost-days-da.md) -- [Bookthief Brew](bookthief-brew-lopsg.md) -- [Boom Snare](boom-snare-pfum.md) -- [Boots of Bounding](boots-of-bounding.md) -- [Boots Of Dancing](boots-of-dancing-gmg.md) -- [Boots of Elvenkind](boots-of-elvenkind.md) -- [Boots of Speed](boots-of-speed.md) -- [Bort's Blessing](borts-blessing-fop.md) -- [Bottled Air](bottled-air.md) -- [Bottled Lightning](bottled-lightning.md) -- [Bottled Screams](bottled-screams-loil.md) -- [Bottled Sunlight](bottled-sunlight-botd.md) -- [Bottomless Purse](bottomless-purse-da.md) -- [Bottomless Stein](bottomless-stein-logm.md) -- [Boulderhead Bock](boulderhead-bock-lopsg.md) -- [Bountiful Cauldron](bountiful-cauldron-aoa3.md) -- [Bracelet of Dashing](bracelet-of-dashing.md) -- [Bracers of Armor](bracers-of-armor.md) -- [Bracers of Missile Deflection](bracers-of-missile-deflection.md) -- [Brass Ear](brass-ear-apg.md) -- [Bravo's Brew](bravos-brew.md) -- [Breastplate of Command](breastplate-of-command.md) -- [Breastplate](breastplate.md) -- [Breath Blaster](breath-blaster-g-g.md) -- [Breech Ejectors](breech-ejectors-g-g.md) -- [Brewer's Regret](brewers-regret-lotgb.md) -- [Brilliant Rapier](brilliant-rapier-lotgb.md) -- [Brilliant](brilliant-som.md) -- [Brimstone Fumes](brimstone-fumes.md) -- [Broadspear](broadspear-loil.md) -- [Bronze Bull Pendant](bronze-bull-pendant.md) -- [Brooch Of Inspiration](brooch-of-inspiration-lotgb.md) -- [Brooch of Shielding](brooch-of-shielding.md) -- [Broom of Flying](broom-of-flying.md) -- [Buckler](buckler.md) -- [Bullhook](bullhook-ec2.md) -- [Buoyancy Vest](buoyancy-vest-lopsg.md) -- [Burning Badger Guts Snare](burning-badger-guts-snare-lotgb.md) -- [Burnished Plating](burnished-plating-lotgb.md) -- [Burr Shield](burr-shield-som.md) -- [Busine of Divine Reinforcements](busine-of-divine-reinforcements-lokl.md) -- [Butchering Axe](butchering-axe-lotgb.md) -- [Butterfly](butterfly-lotg.md) -- [Butterfly Sword](butterfly-sword-frp2.md) -- [Buugeng](buugeng-loag.md) -- [Buzzsaw Axe](buzzsaw-axe-som.md) -- [Cage](cage-lotg.md) -- [Calamity Glass](calamity-glass-da.md) -- [Called](called-lokl.md) -- [Called](called-lotgb.md) -- [Caltrop Snare](caltrop-snare.md) -- [Caltrops](caltrops.md) -- [Camouflage Suit](camouflage-suit-g-g.md) -- [Camp Shroud](camp-shroud-lokl.md) -- [Campaign Stable](campaign-stable-lokl.md) -- [Candle (10)](candle-10.md) -- [Candle Of Invocation](candle-of-invocation-apg.md) -- [Candle Of Revealing](candle-of-revealing-apg.md) -- [Candle of Truth](candle-of-truth.md) -- [Cane Of The Maelstrom](cane-of-the-maelstrom-aoe6.md) -- [Cane Pistol](cane-pistol-g-g.md) -- [Cannon](cannon-g-g.md) -- [Cantrip Deck](cantrip-deck-som.md) -- [Cape of the Mountebank](cape-of-the-mountebank.md) -- [Cape Of The Open Sky](cape-of-the-open-sky-frp2.md) -- [Capsaicin Tonic](capsaicin-tonic-tio.md) -- [Carrion Cask](carrion-cask-loil.md) -- [Cartographer's Kit](cartographers-kit-lopsg.md) -- [Cassock of Devotion](cassock-of-devotion.md) -- [Cat](cat-lotg.md) -- [Catapult](catapult-g-g.md) -- [Caterwaul Sling](caterwaul-sling.md) -- [Cat's Eye Elixir](cats-eye-elixir.md) -- [Cauldron Of Nightmares](cauldron-of-nightmares-aoe5.md) -- [Cauterizing Torch](cauterizing-torch-g-g.md) -- [Cave Worm Repellent](cave-worm-repellent-ec5.md) -- [Celestial Armor](celestial-armor.md) -- [Celestial Hair](celestial-hair-ec6.md) -- [Celestial Peach](celestial-peach-lol.md) -- [Celestial Peachwood Sword](celestial-peachwood-sword-botd.md) -- [Cerulean Scourge](cerulean-scourge-apg.md) -- [Chain (10 feet)](chain-10-feet.md) -- [Chain Mail](chain-mail.md) -- [Chain Of The Stilled Spirit](chain-of-the-stilled-spirit-aoe2.md) -- [Chain Shirt](chain-shirt.md) -- [Chair Storage](chair-storage-lotgb.md) -- [Chakram](chakram-lotgb.md) -- [Chakri](chakri-loil.md) -- [Chalk (10)](chalk-10.md) -- [Chameleon Suit](chameleon-suit-g-g.md) -- [Channel Protection Amulet](channel-protection-amulet.md) -- [Chaos Collar](chaos-collar-da.md) -- [Chatterer Of Follies](chatterer-of-follies-som.md) -- [Cheetah's Elixir](cheetahs-elixir.md) -- [Chest](chest.md) -- [Chime of Opening](chime-of-opening.md) -- [Chimera Thread](chimera-thread-da.md) -- [Choker of Elocution](choker-of-elocution.md) -- [Chopping Evisceration Snare](chopping-evisceration-snare-lotgb.md) -- [Chronicler Wayfinder](chronicler-wayfinder-lopsg.md) -- [Cinderclaw Gauntlet](cinderclaw-gauntlet-aoa1.md) -- [Circlet of Persuasion](circlet-of-persuasion.md) -- [Clan Dagger](clan-dagger.md) -- [Clan Pistol](clan-pistol-g-g.md) -- [Clandestine Cloak](clandestine-cloak.md) -- [Claw Blade](claw-blade-apg.md) -- [Clay](clay-lotgb.md) -- [Climbing Bolt](climbing-bolt.md) -- [Climbing Kit](climbing-kit.md) -- [Clinging Ooze Snare](clinging-ooze-snare-pfum.md) -- [Cloak of Elvenkind](cloak-of-elvenkind.md) -- [Cloak Of Feline Rest](cloak-of-feline-rest-som.md) -- [Cloak Of Immolation](cloak-of-immolation-gmg.md) -- [Cloak Of Repute](cloak-of-repute-locg.md) -- [Cloak of the Bat](cloak-of-the-bat.md) -- [Cloak of the False Foe](cloak-of-the-false-foe-da.md) -- [Clockwork Bookshelf](clockwork-bookshelf-g-g.md) -- [Clockwork Box Packer](clockwork-box-packer-g-g.md) -- [Clockwork Chirper](clockwork-chirper-g-g.md) -- [Clockwork Cloak](clockwork-cloak-aoe5.md) -- [Clockwork Dial](clockwork-dial-lopsg.md) -- [Clockwork Disguise](clockwork-disguise-g-g.md) -- [Clockwork Diving Suit](clockwork-diving-suit-g-g.md) -- [Clockwork Goggles](clockwork-goggles-g-g.md) -- [Clockwork Heels](clockwork-heels-lotgb.md) -- [Clockwork Helm](clockwork-helm-aoe5.md) -- [Clockwork Macuahuitl](clockwork-macuahuitl-lotgb.md) -- [Clockwork Megaphone](clockwork-megaphone-g-g.md) -- [Clockwork Monkey](clockwork-monkey-g-g.md) -- [Clockwork Recorder](clockwork-recorder-lol.md) -- [Clockwork Rejuvenator](clockwork-rejuvenator-aoe5.md) -- [Clockwork Spider Bomb](clockwork-spider-bomb-lotgb.md) -- [Clothing](clothing.md) -- [Club](club.md) -- [Coat Pistol](coat-pistol-g-g.md) -- [Codebreaker's Parchment](codebreakers-parchment-som.md) -- [Codex Of Unimpeded Sight](codex-of-unimpeded-sight-som.md) -- [Cognitive Mutagen](cognitive-mutagen.md) -- [Coin Of Comfort](coin-of-comfort-lotgb.md) -- [Cold Comfort](cold-comfort-lotgb.md) -- [Cold Iron Armor](cold-iron-armor.md) -- [Cold Iron Shield](cold-iron-shield.md) -- [Cold Iron Weapon](cold-iron-weapon.md) -- [Cold Iron](cold-iron.md) -- [Collar](collar-lotg.md) -- [Collar of Empathy](collar-of-empathy.md) -- [Collar of Inconspicuousness](collar-of-inconspicuousness.md) -- [Collar Of The Eternal Bond](collar-of-the-eternal-bond-som.md) -- [Combat Grapnel](combat-grapnel-lopsg.md) -- [Comealong](comealong-lopsg.md) -- [Communication Bangle](communication-bangle-lopsg.md) -- [Communication Pendants](communication-pendants-pfum.md) -- [Compass of Transpositional Awareness](compass-of-transpositional-awareness-da.md) -- [Compass](compass.md) -- [Composite Longbow](composite-longbow.md) -- [Composite Shortbow](composite-shortbow.md) -- [Comprehension Elixir](comprehension-elixir.md) -- [Concealed Holster](concealed-holster-g-g.md) -- [Concealed Sheath](concealed-sheath-apg.md) -- [Condensed Mana](condensed-mana-loil.md) -- [Conducting](conducting-loag.md) -- [Conflagration Club](conflagration-club-som.md) -- [Conrasu Coin](conrasu-coin-da.md) -- [Containment Contraption](containment-contraption-ooa2.md) -- [Conundrum Spectacles](conundrum-spectacles-pfum.md) -- [Cookware](cookware.md) -- [Cooperative Blade](cooperative-blade-av2.md) -- [Cordelia's Construct Key](cordelias-construct-key-lopsg.md) -- [Corpse Compass](corpse-compass-ooa3.md) -- [Corpsecaller Round](corpsecaller-round-ooa3.md) -- [Corpseward Pendant](corpseward-pendant-aoe1.md) -- [Corrosive Ammunition](corrosive-ammunition-apg.md) -- [Corrosive](corrosive.md) -- [Cow](cow-lotg.md) -- [Coyote Cloak](coyote-cloak.md) -- [Cradle Minder](cradle-minder-lotg.md) -- [Crafter's Eyepiece](crafters-eyepiece.md) -- [Crimson Brand](crimson-brand-locg.md) -- [Crimson Fulcrum Lens](crimson-fulcrum-lens-av3.md) -- [Crossbow](crossbow.md) -- [Crowbar](crowbar.md) -- [Crown Of Insight](crown-of-insight-lotgb.md) -- [Crown Of The Companion](crown-of-the-companion-sot2.md) -- [Crown Of The Fire Eater](crown-of-the-fire-eater-lotgb.md) -- [Crushing](crushing-lotgb.md) -- [Crying Angel Pendant](crying-angel-pendant.md) -- [Cryolite Eye](cryolite-eye-da.md) -- [Cryomister](cryomister-g-g.md) -- [Crystal Ball](crystal-ball.md) -- [Crystal Shards](crystal-shards-apg.md) -- [Cube of Force](cube-of-force-loil.md) -- [Cube of Nex](cube-of-nex-loil.md) -- [Cunning](cunning-lopsg.md) -- [Curled Cure Gel](curled-cure-gel-lotg.md) -- [Cursebreak Bulwark](cursebreak-bulwark-lotgb.md) -- [Cytillesh](cytillesh-gmg.md) -- [Cytillesh Oil](cytillesh-oil.md) -- [Dagger Of Eternal Sleep](dagger-of-eternal-sleep-logm.md) -- [Dagger of Venom](dagger-of-venom.md) -- [Dagger Pistol](dagger-pistol-g-g.md) -- [Dagger](dagger.md) -- [Daikyu](daikyu-apg.md) -- [Dancing Scarf](dancing-scarf.md) -- [Dancing](dancing.md) -- [Dandpatta](dandpatta-loil.md) -- [Daredevil Boots](daredevil-boots.md) -- [Darkvision Elixir](darkvision-elixir.md) -- [Darkvision Scope](darkvision-scope-g-g.md) -- [Darkwood Armor](darkwood-armor.md) -- [Darkwood Shield](darkwood-shield.md) -- [Darkwood Weapon](darkwood-weapon.md) -- [Darkwood](darkwood.md) -- [Dart Umbrella](dart-umbrella-g-g.md) -- [Dart](dart.md) -- [Dawnlight](dawnlight-botd.md) -- [Day Goggles](day-goggles-g-g.md) -- [Daylight Vapor](daylight-vapor-aoe4.md) -- [Dazing Coil](dazing-coil.md) -- [Dazzling Rosary](dazzling-rosary-som.md) -- [Deadweight Snare](deadweight-snare-lotgb.md) -- [Deafening Music Box](deafening-music-box-aoe2.md) -- [Death Coil](death-coil-g-g.md) -- [Death Knell Powder](death-knell-powder-aoe4.md) -- [Deathcap Powder](deathcap-powder.md) -- [Deathless Light](deathless-light-sot4.md) -- [Deathless](deathless-lotgb.md) -- [Decanter of Endless Water](decanter-of-endless-water.md) -- [Deck Of Illusions](deck-of-illusions-som.md) -- [Deck Of Many Things](deck-of-many-things-gmg.md) -- [Deck Of Mischief](deck-of-mischief-som.md) -- [Deepdread Claw](deepdread-claw-lol.md) -- [Defiled Costa](defiled-costa-loil.md) -- [Deflecting Branch](deflecting-branch-sot4.md) -- [Degenerating](degenerating-gmg.md) -- [Demilich Eye Gem](demilich-eye-gem-b1.md) -- [Demolishing](demolishing-pfum.md) -- [Demon Armor](demon-armor.md) -- [Demon Mask](demon-mask.md) -- [Dependent](dependent-gmg.md) -- [Deployable Cover](deployable-cover-g-g.md) -- [Depth Gauge](depth-gauge-lopsg.md) -- [Detect Anathema Fulu](detect-anathema-fulu-som.md) -- [Detective's Kit](detectives-kit-apg.md) -- [Detector Stone](detector-stone-lokl.md) -- [Deteriorating Dust](deteriorating-dust-logm.md) -- [Detonating Gears Snare](detonating-gears-snare-g-g.md) -- [Devil's Luck](devils-luck-av2.md) -- [Devil's Trident](devils-trident-lomm.md) -- [Diadem of Intellect](diadem-of-intellect.md) -- [Diluted Hype](diluted-hype-lol.md) -- [Dimensional Knot](dimensional-knot-som.md) -- [Dinosaur Boots](dinosaur-boots-lotgb.md) -- [Dinosaur](dinosaur-lotg.md) -- [Diplomat's Badge](diplomats-badge.md) -- [Disguise Kit](disguise-kit.md) -- [Disintegration Bolt](disintegration-bolt.md) -- [Dispelling Sliver](dispelling-sliver.md) -- [Dispersing Bullet](dispersing-bullet-som.md) -- [Disrupting](disrupting.md) -- [Diviner's Nose Chain](diviners-nose-chain-lopsg.md) -- [Diving Suit](diving-suit-lotgb.md) -- [Djezet Armor](djezet-armor-lotgb.md) -- [Djezet Dose](djezet-dose-lotgb.md) -- [Djezet](djezet-lotgb.md) -- [Djezet Shield](djezet-shield-lotgb.md) -- [Djezet Weapon](djezet-weapon-lotgb.md) -- [Doctrine of Blissful Eternity](doctrine-of-blissful-eternity-loil.md) -- [Dog-Bone Knife](dog-bone-knife-da.md) -- [Dog](dog-lotg.md) -- [Dogslicer](dogslicer.md) -- [Doll](doll-lotgb.md) -- [Donchak](donchak-loil.md) -- [Door Ram](door-ram-g-g.md) -- [Double-barreled Musket](double-barreled-musket-g-g.md) -- [Double-barreled Pistol](double-barreled-pistol-g-g.md) -- [Doubling Rings](doubling-rings.md) -- [Dragon Bile](dragon-bile.md) -- [Dragon Mouth Pistol](dragon-mouth-pistol-g-g.md) -- [Dragon Rune Bracelet](dragon-rune-bracelet-sot3.md) -- [Dragon Turtle Scale](dragon-turtle-scale.md) -- [Dragonbone Arrowhead](dragonbone-arrowhead-som.md) -- [Dragonfly Potion](dragonfly-potion-lotgb.md) -- [Dragonhide Armor](dragonhide-armor.md) -- [Dragonhide Shield](dragonhide-shield.md) -- [Dragonhide](dragonhide.md) -- [Dragonplate](dragonplate.md) -- [Dragon's Blood Pudding](dragons-blood-pudding-lotgb.md) -- [Dragon's Breath](dragons-breath-lotgb.md) -- [Dragon's Breath Potion](dragons-breath-potion.md) -- [Dragon's Crest](dragons-crest-lotgb.md) -- [Dragon's Eye Charm](dragons-eye-charm-aoa2.md) -- [Dragonscale Amulet](dragonscale-amulet-aoa4.md) -- [Dragonslayer's Shield](dragonslayers-shield.md) -- [Drake Rifle](drake-rifle-g-g.md) -- [Drakeheart Mutagen](drakeheart-mutagen-apg.md) -- [Dread Ampoule](dread-ampoule-apg.md) -- [Dread Blindfold](dread-blindfold.md) -- [Dread](dread-lotgb.md) -- [Dreadsmoke Thurible](dreadsmoke-thurible-logm.md) -- [Dreaming Round](dreaming-round-g-g.md) -- [Dreamstone](dreamstone-aoa3.md) -- [Dreamstone, Cursed](dreamstone-cursed-aoa3.md) -- [Dreamtime Tea](dreamtime-tea-gmg.md) -- [Dreary](dreary-gmg.md) -- [Drover's Band](drovers-band-av2.md) -- [Drowsy Sun Eye Drops](drowsy-sun-eye-drops-lotg.md) -- [Druid's Vestments](druids-vestments.md) -- [Drum Of Upheaval](drum-of-upheaval-lotgb.md) -- [Duchy Defender](duchy-defender-g-g.md) -- [Duck](duck-lotg.md) -- [Dueling Cape](dueling-cape-apg.md) -- [Dueling Pistol](dueling-pistol-g-g.md) -- [Dueling Spear](dueling-spear-lotgb.md) -- [Duelist's Beacon](duelists-beacon-lotgb.md) -- [Dupe's Gold Nugget](dupes-gold-nugget-ooa2.md) -- [Dust of Appearance](dust-of-appearance.md) -- [Dust Of Corpse Animation](dust-of-corpse-animation-apg.md) -- [Dust of Disappearance](dust-of-disappearance.md) -- [Dust Pods](dust-pods-ec1.md) -- [Dwarven Scattergun](dwarven-scattergun-g-g.md) -- [Dwarven Thrower](dwarven-thrower.md) -- [Dwarven War Axe](dwarven-war-axe.md) -- [Dweomerweave Robe](dweomerweave-robe-lotgb.md) -- [Eagle-eye Elixir](eagle-eye-elixir.md) -- [Earplugs](earplugs-g-g.md) -- [Earplugs](earplugs-lopsg.md) -- [Earthglide Cloak](earthglide-cloak-apg.md) -- [Earthsight Box](earthsight-box-apg.md) -- [Ebon Fulcrum Lens](ebon-fulcrum-lens-av3.md) -- [Eclipse](eclipse-aoa2.md) -- [Ectoplasmic Tracer](ectoplasmic-tracer-botd.md) -- [Effervescent Ampoule](effervescent-ampoule.md) -- [Effervescent Decoction](effervescent-decoction-ooa3.md) -- [Elder Sign](elder-sign-gmg.md) -- [Electric Eelskin](electric-eelskin.md) -- [Electrocable](electrocable-g-g.md) -- [Electromuscular Stimulator](electromuscular-stimulator-g-g.md) -- [Elemental Gem](elemental-gem.md) -- [Elemental Wayfinder](elemental-wayfinder-lopsg.md) -- [Elixir of Life](elixir-of-life.md) -- [Elixir of Rejuvenation](elixir-of-rejuvenation.md) -- [Elven Absinthe](elven-absinthe-gmg.md) -- [Elven Branched Spear](elven-branched-spear-lotgb.md) -- [Elven Chain](elven-chain.md) -- [Elven Curve Blade](elven-curve-blade.md) -- [Emberheart](emberheart-som.md) -- [Emerald Fulcrum Lens](emerald-fulcrum-lens-av3.md) -- [Emerald Grasshopper](emerald-grasshopper.md) -- [Emergency Disguise](emergency-disguise-lopsg.md) -- [Empathic Cords](empathic-cords-pfum.md) -- [Encompassing Lockpick](encompassing-lockpick-lotgb.md) -- [Endless Grimoire](endless-grimoire-som.md) -- [Energized Cartridge](energized-cartridge-g-g.md) -- [Energizing](energizing-lotgb.md) -- [Energy Mutagen](energy-mutagen-fop.md) -- [Energy-Resistant](energy-resistant.md) -- [Energy Robe](energy-robe-lotgb.md) -- [Enfilading Arrow](enfilading-arrow-lotgb.md) -- [Engulfing Snare](engulfing-snare-apg.md) -- [Enhanced Hearing Aids](enhanced-hearing-aids-lotgb.md) -- [Enveloping Light](enveloping-light-lotgb.md) -- [Envenomed Snare](envenomed-snare-lotgb.md) -- [Envisioning Mask](envisioning-mask-apg.md) -- [Eroding Bullet](eroding-bullet-g-g.md) -- [Erratic Transposing](erratic-transposing-gmg.md) -- [Erraticannon](erraticannon-ooa3.md) -- [Essence Prism](essence-prism-gmg.md) -- [Ethereal](ethereal.md) -- [Etheric Essence Disruptor](etheric-essence-disruptor-g-g.md) -- [Ethersight Ring](ethersight-ring-aoe2.md) -- [Everburning Torch](everburning-torch.md) -- [Everyneed Pack](everyneed-pack-lopsg.md) -- [Experimental Clothing](experimental-clothing-lotgb.md) -- [Exploding Shield](exploding-shield-apg.md) -- [Exploration Lens](exploration-lens-sot3.md) -- [Explorer's Clothing](explorers-clothing.md) -- [Explorer's Yurt](explorers-yurt.md) -- [Explosive Ammunition](explosive-ammunition.md) -- [Explosive Dogslicer](explosive-dogslicer-g-g.md) -- [Explosive Mine](explosive-mine-g-g.md) -- [Exsanguinating Ammunition](exsanguinating-ammunition-g-g.md) -- [Extendable Pincer](extendable-pincer-g-g.md) -- [Extending](extending-som.md) -- [Extra Ink and Paper](extra-ink-and-paper.md) -- [Eye of Apprehension](eye-of-apprehension.md) -- [Eye Of Enlightenment](eye-of-enlightenment-som.md) -- [Eye of Fortune](eye-of-fortune.md) -- [Eye Of The Unseen](eye-of-the-unseen-lotgb.md) -- [Eye Of The Wise](eye-of-the-wise-aoa3.md) -- [Eyes of the Eagle](eyes-of-the-eagle.md) -- [Fade Band](fade-band.md) -- [Fairy Bullet](fairy-bullet-g-g.md) -- [Fake Blood Pack](fake-blood-pack-lotgb.md) -- [Falchion](falchion.md) -- [False-Bottomed Mug](false-bottomed-mug-da.md) -- [False Death](false-death-aoa5.md) -- [False Manacles](false-manacles-lopsg.md) -- [Familiar satchel](familiar-satchel-lopsg.md) -- [Familiar Tattoo](familiar-tattoo-som.md) -- [Fang Snare](fang-snare-ec1.md) -- [Fanged](fanged-lotgb.md) -- [Fangwire](fangwire-loag.md) -- [Fashionable Wayfinder](fashionable-wayfinder-lopsg.md) -- [Fauchard](fauchard-locg.md) -- [Fear Gem](fear-gem.md) -- [Fearsome](fearsome-apg.md) -- [Fearweed](fearweed-aoe4.md) -- [Feast of Hungry Ghosts](feast-of-hungry-ghosts-botd.md) -- [Feather Step Stone](feather-step-stone.md) -- [Feather Token](feather-token.md) -- [Feed](feed-lotg.md) -- [Ferret](ferret-lotg.md) -- [Fiendish Teleportation](fiendish-teleportation-lol.md) -- [Fiend's Mouth Cannon](fiends-mouth-cannon-g-g.md) -- [Fighter's Fork](fighters-fork.md) -- [Fighting Fan](fighting-fan-logm.md) -- [Filcher's Fork](filchers-fork.md) -- [Final Blade](final-blade-lowg.md) -- [Final Rest](final-rest-botd.md) -- [Fingerprinting Kit](fingerprinting-kit-aoe1.md) -- [Fire And Iceberg](fire-and-iceberg-lotgb.md) -- [Fire Box](fire-box-g-g.md) -- [Fire-jump Ring](fire-jump-ring-apg.md) -- [Fire Lance](fire-lance-g-g.md) -- [Fire Poi](fire-poi-ec1.md) -- [Firearm Cleaning Kit](firearm-cleaning-kit-g-g.md) -- [Firedrake](firedrake-g-g.md) -- [Firestarter Pellets](firestarter-pellets-som.md) -- [Fish](fish-lotg.md) -- [Fishing Tackle](fishing-tackle.md) -- [Five-feather Wreath](five-feather-wreath-som.md) -- [Flail](flail.md) -- [Flame Drake Snare](flame-drake-snare-g-g.md) -- [Flame Navette](flame-navette.md) -- [Flame Tongue](flame-tongue.md) -- [Flaming Star](flaming-star-som.md) -- [Flaming](flaming.md) -- [Flare Beacon](flare-beacon-g-g.md) -- [Flare Snare](flare-snare-apg.md) -- [Flask Of Fellowship](flask-of-fellowship-som.md) -- [Flawed Orb Of Gold Dragonkind](flawed-orb-of-gold-dragonkind-aoa6.md) -- [Flaying Knife](flaying-knife-sli.md) -- [Flayleaf](flayleaf-gmg.md) -- [Fleshgem](fleshgem-lotgb.md) -- [Flingflenser](flingflenser-g-g.md) -- [Flint and Steel](flint-and-steel.md) -- [Flintlock Musket](flintlock-musket-g-g.md) -- [Flintlock Pistol](flintlock-pistol-g-g.md) -- [Floating Shield](floating-shield.md) -- [Floorbell](floorbell-aoe2.md) -- [Flying Blade Wheel Snare](flying-blade-wheel-snare.md) -- [Focus Cathartic](focus-cathartic-apg.md) -- [Folding Boat](folding-boat-lotgb.md) -- [Folding Drums](folding-drums-av2.md) -- [Folding Ladder](folding-ladder-lotgb.md) -- [Follypops](follypops-lotgb.md) -- [Force Shield](force-shield.md) -- [Force Tiles](force-tiles-som.md) -- [Forensic Dye](forensic-dye-apg.md) -- [Forge Warden](forge-warden.md) -- [Forgefather's Seal](forgefathers-seal-gmg.md) -- [Forgetful Drops](forgetful-drops-da.md) -- [Forgetful Ink](forgetful-ink-sot1.md) -- [Forgotten Shell](forgotten-shell-aoe5.md) -- [Forked Bipod](forked-bipod-g-g.md) -- [Formula Book (blank)](formula-book-blank.md) -- [Fortification](fortification.md) -- [Fortifying Pebble](fortifying-pebble-locg.md) -- [Four-ways Dogslicer](four-ways-dogslicer-apg.md) -- [Fox](fox-lotg.md) -- [Freezing Ammunition](freezing-ammunition-apg.md) -- [Frenzy Oil](frenzy-oil-aoa5.md) -- [Frog Chair](frog-chair-g-g.md) -- [Frog](frog-lotg.md) -- [Frost Brand](frost-brand.md) -- [Frost Vial](frost-vial.md) -- [Frost Worm Snare](frost-worm-snare-g-g.md) -- [Frost](frost.md) -- [Fu Water](fu-water-som.md) -- [Fulcrum Lattice](fulcrum-lattice-av3.md) -- [Full Plate](full-plate.md) -- [Fulminating Spear](fulminating-spear-sot2.md) -- [Fulu Compendium](fulu-compendium-som.md) -- [Fulu Of Fire Suppression](fulu-of-fire-suppression-som.md) -- [Fulu Of Flood Suppression](fulu-of-flood-suppression-som.md) -- [Fulu Of The Drunken Monkey](fulu-of-the-drunken-monkey-som.md) -- [Fulu Of The Stoic Ox](fulu-of-the-stoic-ox-som.md) -- [Fulus Of Concealment](fulus-of-concealment-som.md) -- [Fungal Armor](fungal-armor-aoe5.md) -- [Fungal Walk Musk](fungal-walk-musk-av3.md) -- [Gada](gada-loil.md) -- [Gadget Skates](gadget-skates-g-g.md) -- [Gaff](gaff-b1.md) -- [Gaff](gaff-b2.md) -- [Gallows Tooth](gallows-tooth.md) -- [Galtan Orange Cat](galtan-orange-cat-lotg.md) -- [Galvanic Mortal Coil](galvanic-mortal-coil-g-g.md) -- [Galvasphere](galvasphere-g-g.md) -- [Gamepiece Chariot](gamepiece-chariot-lomm.md) -- [Games](games-lotgb.md) -- [Ganjay Book](ganjay-book-lopsg.md) -- [Garrote Bolt](garrote-bolt-aoe5.md) -- [Gauntlet](gauntlet.md) -- [Gauntlight](gauntlight-av1.md) -- [Gearblade](gearblade-aoe5.md) -- [Gecko Pads](gecko-pads-g-g.md) -- [Gecko Potion](gecko-potion-apg.md) -- [Genealogy Mask](genealogy-mask-lome.md) -- [Genius Diadem](genius-diadem-gmg.md) -- [Gerbil](gerbil-lotg.md) -- [Ghost Ammunition](ghost-ammunition.md) -- [Ghost Charge](ghost-charge-apg.md) -- [Ghost Dust](ghost-dust.md) -- [Ghost Ink](ghost-ink-apg.md) -- [Ghost Oil](ghost-oil-lokl.md) -- [Ghost Touch](ghost-touch.md) -- [Ghostbane Fulu](ghostbane-fulu-som.md) -- [Ghostly Portal Paint](ghostly-portal-paint-som.md) -- [Ghostshot Wrapping](ghostshot-wrapping-g-g.md) -- [Ghoul Hide](ghoul-hide.md) -- [Giant Centipede Venom](giant-centipede-venom.md) -- [Giant Scorpion Venom](giant-scorpion-venom.md) -- [Giant Wasp Venom](giant-wasp-venom.md) -- [Gift of the Poisoned Heart](gift-of-the-poisoned-heart-da.md) -- [Gill Hook](gill-hook-aaws.md) -- [Glaive Of The Artist](glaive-of-the-artist-logm.md) -- [Glaive](glaive.md) -- [Glamered](glamered.md) -- [Glamorous Buckler](glamorous-buckler-apg.md) -- [Glass Cutter](glass-cutter-lopsg.md) -- [Glasses Of Sociability](glasses-of-sociability-som.md) -- [Glittering Scarab](glittering-scarab-da.md) -- [Glittering Snare](glittering-snare-lotgb.md) -- [Gloaming Shard](gloaming-shard-som.md) -- [Gloom Blade](gloom-blade.md) -- [Glorious Plate](glorious-plate-locg.md) -- [Gloves Of Carelessness](gloves-of-carelessness-gmg.md) -- [Gloves of Storing](gloves-of-storing.md) -- [Glue Bullet](glue-bullet-g-g.md) -- [Gluttonous Spear](gluttonous-spear-sli.md) -- [Gnome Amalgam Musket](gnome-amalgam-musket-g-g.md) -- [Gnome Flickmace](gnome-flickmace.md) -- [Gnome Hooked Hammer](gnome-hooked-hammer.md) -- [Goblin-eye Orb](goblin-eye-orb-g-g.md) -- [Goggles of Night](goggles-of-night.md) -- [Golden Blade of Mzali](golden-blade-of-mzali-sot4.md) -- [Golden Branding Iron](golden-branding-iron-ooa2.md) -- [Golden-Cased Bullet](golden-cased-bullet-ooa2.md) -- [Golden Chrysalis](golden-chrysalis-som.md) -- [Golden Goose](golden-goose-da.md) -- [Golden Legion Epaulet](golden-legion-epaulet-lowg.md) -- [Golden Rod Memento](golden-rod-memento-lomm.md) -- [Golden Silencer](golden-silencer-ooa2.md) -- [Golden Spur](golden-spur-ooa2.md) -- [Golem Stylus](golem-stylus-ec3.md) -- [Goo Grenade](goo-grenade-loil.md) -- [Gorget of the Primal Roar](gorget-of-the-primal-roar.md) -- [Gorgon's Breath](gorgons-breath-aoa5.md) -- [Gourd Home](gourd-home-aoa3.md) -- [Goz Mask](goz-mask-sot1.md) -- [Grail Of Twisted Desires](grail-of-twisted-desires-ec2.md) -- [Grandstanding](grandstanding-gmg.md) -- [Granny's Hedge Trimmer](grannys-hedge-trimmer-ltiba.md) -- [Grappling Arrow](grappling-arrow-lopsg.md) -- [Grappling Bolt](grappling-bolt-lopsg.md) -- [Grappling Gun](grappling-gun-g-g.md) -- [Grappling Hook](grappling-hook.md) -- [Grasping Snare](grasping-snare.md) -- [Grasping Tree](grasping-tree-ec1.md) -- [Grave Token](grave-token-loil.md) -- [Graveroot](graveroot.md) -- [Greataxe](greataxe.md) -- [Greatclub](greatclub.md) -- [Greatpick](greatpick.md) -- [Greatsword](greatsword.md) -- [Greengut](greengut-ec5.md) -- [Grievous](grievous.md) -- [Griffon Cane](griffon-cane-lotgb.md) -- [Grim Ring](grim-ring-botd.md) -- [Grim Sandglass](grim-sandglass-som.md) -- [Grim Trophy](grim-trophy.md) -- [Grimoire of Unknown Necessities](grimoire-of-unknown-necessities-sot5.md) -- [Grinning Pugwampi](grinning-pugwampi-aoa5.md) -- [Grisantian Pelt Armor](grisantian-pelt-armor-lomm.md) -- [Grisantian Pelt](grisantian-pelt-lomm.md) -- [Grolna](grolna-aoe1.md) -- [Growth Gun](growth-gun-g-g.md) -- [Guardian Shield](guardian-shield-lokl.md) -- [Guiding Chisel](guiding-chisel-aoa4.md) -- [Guiding Star](guiding-star-som.md) -- [Guisarme](guisarme.md) -- [Gun Sword](gun-sword-g-g.md) -- [Gunner's Bandolier](gunners-bandolier-g-g.md) -- [Gunner's Saddle](gunners-saddle-g-g.md) -- [Gyroscopic Stabilizer](gyroscopic-stabilizer-ooa2.md) -- [Habu's Cudgel](habus-cudgel-sot2.md) -- [Hail of Arrows Snare](hail-of-arrows-snare.md) -- [Halberd](halberd.md) -- [Halcyon Heart](halcyon-heart-sot6.md) -- [Half Plate](half-plate.md) -- [Halfling Sling Staff](halfling-sling-staff.md) -- [Hammer Gun](hammer-gun-g-g.md) -- [Hammer](hammer.md) -- [Hampering Snare](hampering-snare.md) -- [Hamster](hamster-lotg.md) -- [Hand Adze](hand-adze-loag.md) -- [Hand Cannon](hand-cannon-g-g.md) -- [Hand Crossbow](hand-crossbow.md) -- [Hand-Hewed Face](hand-hewed-face-da.md) -- [Hand of the Mage](hand-of-the-mage.md) -- [Handcuffs](handcuffs-aoe1.md) -- [Handling Gloves](handling-gloves-lotg.md) -- [Handwraps of Mighty Blows](handwraps-of-mighty-blows.md) -- [Hardened Harrow Deck](hardened-harrow-deck-aoe4.md) -- [Harmona Gun](harmona-gun-g-g.md) -- [Harmonic Hauberk](harmonic-hauberk-lotgb.md) -- [Harness](harness-lotg.md) -- [Harpoon Bolt](harpoon-bolt-ooa2.md) -- [Hat of Disguise](hat-of-disguise.md) -- [Hat Of Many Minds](hat-of-many-minds-som.md) -- [Hat of the Magi](hat-of-the-magi.md) -- [Hatchet](hatchet.md) -- [Hauling](hauling-lotgb.md) -- [Headband of Inspired Wisdom](headband-of-inspired-wisdom.md) -- [Headbands Of Translocation](headbands-of-translocation-frp2.md) -- [Healer's Gel](healers-gel-som.md) -- [Healer's Gloves](healers-gloves.md) -- [Healer's Tools](healers-tools.md) -- [Healing Potion](healing-potion.md) -- [Heated Cloak](heated-cloak-g-g.md) -- [Heavy Ballista](heavy-ballista-g-g.md) -- [Heavy Bombard](heavy-bombard-g-g.md) -- [Heavy Crossbow](heavy-crossbow.md) -- [Heavy Power Suit](heavy-power-suit-g-g.md) -- [Heedless Spurs](heedless-spurs-ec5.md) -- [Hellfire Boots](hellfire-boots-apg.md) -- [Hellknight Plate](hellknight-plate-locg.md) -- [Hemlock](hemlock.md) -- [Herd Mask](herd-mask-sot1.md) -- [Hex Blaster](hex-blaster-ooa3.md) -- [Hide](hide.md) -- [Hoax-Hunter's Kit](hoax-hunters-kit-da.md) -- [Hobbling Snare](hobbling-snare.md) -- [Hollowed Hilt](hollowed-hilt-lokl.md) -- [Holly and Mistletoe](holly-and-mistletoe.md) -- [Holy Avenger](holy-avenger.md) -- [Holy Prayer Beads](holy-prayer-beads.md) -- [Holy Steam Ball](holy-steam-ball-g-g.md) -- [Holy Water](holy-water.md) -- [Holy](holy.md) -- [Homeward Wayfinder](homeward-wayfinder-lopsg.md) -- [Honeyscent](honeyscent-lol.md) -- [Hongali Hornbow](hongali-hornbow-lotgb.md) -- [Hook Sword](hook-sword-frp2.md) -- [Hopeful](hopeful-lotgb.md) -- [Horn of Blasting](horn-of-blasting.md) -- [Horn of Fog](horn-of-fog.md) -- [Horn of the Aoyin](horn-of-the-aoyin-da.md) -- [Horned Hand Rests](horned-hand-rests-lotgb.md) -- [Horns Of Naraga](horns-of-naraga-gmg.md) -- [Horse](horse-lotg.md) -- [Horsechopper](horsechopper.md) -- [Horseshoes of Speed](horseshoes-of-speed.md) -- [Hosteling Statuette](hosteling-statuette-lotgb.md) -- [Hourglass](hourglass.md) -- [House Eagle](house-eagle-lotg.md) -- [Hummingbird Wayfinder](hummingbird-wayfinder-lopsg.md) -- [Hundred-moth Caress](hundred-moth-caress-som.md) -- [Hunger Oil](hunger-oil-aoe4.md) -- [Hunter's Arrowhead](hunters-arrowhead-aoa1.md) -- [Hunter's Bane](hunters-bane.md) -- [Hunter's Brooch](hunters-brooch-av2.md) -- [Hunter's Dawn](hunters-dawn-ec6.md) -- [Hunting Spider Venom](hunting-spider-venom.md) -- [Hwacha](hwacha-g-g.md) -- [Hyldarf's Fang](hyldarfs-fang-g-g.md) -- [Hype](hype-lol.md) -- [Ice Slick Snare](ice-slick-snare-pfum.md) -- [Ichthyosis Mutagen](ichthyosis-mutagen-av2.md) -- [Icy Disposition](icy-disposition-av2.md) -- [Ignitor](ignitor-g-g.md) -- [Immaculate Holsters](immaculate-holsters-g-g.md) -- [Immolation Clan Pistol](immolation-clan-pistol-g-g.md) -- [Immovable Arm](immovable-arm-lotgb.md) -- [Immovable Rod](immovable-rod.md) -- [Immovable Tripod](immovable-tripod-g-g.md) -- [Impact Foam Chassis](impact-foam-chassis-g-g.md) -- [Impactful](impactful-som.md) -- [Impenetrable Scale](impenetrable-scale.md) -- [Implacable](implacable-lotgb.md) -- [Impossible Cake](impossible-cake-lotgb.md) -- [Impulse Control](impulse-control-lotgb.md) -- [Incense Of Distilled Death](incense-of-distilled-death-apg.md) -- [Indestructible Shield](indestructible-shield.md) -- [Indomitable Keepsake](indomitable-keepsake-g-g.md) -- [Inexplicable Apparatus](inexplicable-apparatus.md) -- [Infernal Health](infernal-health-lol.md) -- [Infiltrator's Accessory](infiltrators-accessory-apg.md) -- [Infiltrator's Elixir](infiltrators-elixir.md) -- [Injection Spear](injection-spear-g-g.md) -- [Insistent Door Knocker](insistent-door-knocker-locg.md) -- [Inspiring Spotlight](inspiring-spotlight-ec2.md) -- [Instant Evisceration Snare](instant-evisceration-snare.md) -- [Instant Fortress](instant-fortress.md) -- [Instant Spy](instant-spy-g-g.md) -- [Instructions For Lasting Agony](instructions-for-lasting-agony-som.md) -- [Inubrix Armor](inubrix-armor-lotgb.md) -- [Inubrix](inubrix-lotgb.md) -- [Inubrix Shield](inubrix-shield-lotgb.md) -- [Inubrix Weapon](inubrix-weapon-lotgb.md) -- [Invisibility Potion](invisibility-potion.md) -- [Invisibility](invisibility.md) -- [Invisible Chain Shirt](invisible-chain-shirt-som.md) -- [Invisible Net](invisible-net-ec2.md) -- [Iris Of The Sky](iris-of-the-sky-g-g.md) -- [Iron Cube](iron-cube.md) -- [Iron Cudgel](iron-cudgel.md) -- [Iron Equalizer](iron-equalizer.md) -- [Iron Medallion](iron-medallion.md) -- [Isolation Draught](isolation-draught-aoa5.md) -- [Ixamè's Eye](ixames-eye-sot3.md) -- [Jade Bauble](jade-bauble.md) -- [Jade Cat](jade-cat.md) -- [Jahan Waystone](jahan-waystone-lome.md) -- [Jar Of Shifting Sands](jar-of-shifting-sands-som.md) -- [Javelin of Lightning](javelin-of-lightning.md) -- [Javelin](javelin.md) -- [Jawbreaker Shield](jawbreaker-shield-ec4.md) -- [Jax](jax-ooa2.md) -- [Jellyfish Lamp](jellyfish-lamp-lowg.md) -- [Jerkin Of Liberation](jerkin-of-liberation-ec6.md) -- [Jezail](jezail-g-g.md) -- [Juggernaut Mutagen](juggernaut-mutagen.md) -- [Juggling Club](juggling-club-ec1.md) -- [Junk Bomb](junk-bomb-pfum.md) -- [Juxtaposition Ammunition](juxtaposition-ammunition-lotgb.md) -- [Kalis](kalis-loil.md) -- [Kama](kama.md) -- [Karambit](karambit-frp2.md) -- [Katana](katana.md) -- [Katar](katar.md) -- [Kayalini](kayalini-lotg.md) -- [Keen](keen.md) -- [Key to the Stomach](key-to-the-stomach-da.md) -- [Keymaking Tools](keymaking-tools-som.md) -- [Khakkara](khakkara-apg.md) -- [Khopesh](khopesh-logm.md) -- [Kin-warding](kin-warding-aoa4.md) -- [King's Sleep](kings-sleep.md) -- [Kite](kite-lotgb.md) -- [Knapsack of Halflingkind](knapsack-of-halflingkind.md) -- [Knight Captain's Lance](knight-captains-lance-lokl.md) -- [Knight's Maintenance Kit](knights-maintenance-kit-lokl.md) -- [Knight's Standard](knights-standard-lokl.md) -- [Knight's Tabard](knights-tabard-lokl.md) -- [Knockout Dram](knockout-dram-aoe1.md) -- [Knuckle Duster](knuckle-duster-g-g.md) -- [Kortos Diamond](kortos-diamond-ec6.md) -- [Kraken's Guard](krakens-guard-lotgb.md) -- [Kris](kris-loil.md) -- [Kukri](kukri.md) -- [Kusarigama](kusarigama-frp2.md) -- [Ladder (10-foot)](ladder-10-foot.md) -- [Lady's Blessing Oil](ladys-blessing-oil-lotg.md) -- [Lady's Chalice](ladys-chalice-botd.md) -- [Lady's Knife](ladys-knife-lotgb.md) -- [Lady's Spiral](ladys-spiral-botd.md) -- [Lance](lance.md) -- [Lantern Of Empty Light](lantern-of-empty-light-av1.md) -- [Lantern](lantern.md) -- [Large Bore Modifications](large-bore-modifications-g-g.md) -- [Lastwall Soup](lastwall-soup-locg.md) -- [Lawbringer's Lasso](lawbringers-lasso-ooa3.md) -- [Leadenleg](leadenleg-apg.md) -- [Leaper's Elixir](leapers-elixir.md) -- [Leash](leash-lotg.md) -- [Leather](leather.md) -- [Leiomano](leiomano-frp2.md) -- [Leopard's Armor](leopards-armor-sot2.md) -- [Lesser Cube of Nex](lesser-cube-of-nex-loil.md) -- [Lethargy Poison](lethargy-poison.md) -- [Liar's Demise](liars-demise-aoe4.md) -- [Liar's Gun](liars-gun-g-g.md) -- [Librarian's Baton](librarians-baton-pfum.md) -- [Lich Dust](lich-dust.md) -- [Lich Phylactery](lich-phylactery-b1.md) -- [Life Salt](life-salt-botd.md) -- [Lifeblight Residue](lifeblight-residue-aoe4.md) -- [Life's Last Breath](lifes-last-breath-ec5.md) -- [Lifting Belt](lifting-belt.md) -- [Light Hammer](light-hammer.md) -- [Light Mace](light-mace.md) -- [Light Pick](light-pick.md) -- [Light Writer](light-writer-g-g.md) -- [Lini's Leafstick](linis-leafstick-som.md) -- [Lion Claw](lion-claw-som.md) -- [Lion Scythe](lion-scythe-sot4.md) -- [Lion's Shield](lions-shield.md) -- [Liquid Gold](liquid-gold-ooa2.md) -- [Lizard](lizard-lotg.md) -- [Lock](lock.md) -- [Locket Of Sealed Nightmares](locket-of-sealed-nightmares-ec6.md) -- [Lodestone Pellet](lodestone-pellet-ooa2.md) -- [Long Air Repeater](long-air-repeater-g-g.md) -- [Longbow](longbow.md) -- [Longspear](longspear.md) -- [Longsword](longsword.md) -- [Looter's Lethargy](looters-lethargy-aoe1.md) -- [Lost Ember](lost-ember-da.md) -- [Lover's Gloves](lovers-gloves-apg.md) -- [Lovers' Ink](lovers-ink-lol.md) -- [Luck Blade](luck-blade.md) -- [Lucky Draw Bandolier](lucky-draw-bandolier-g-g.md) -- [Lucky Rabbit's Foot](lucky-rabbits-foot-logm.md) -- [Mace Multipistol](mace-multipistol-g-g.md) -- [Mace](mace.md) -- [Machete](machete-logm.md) -- [Maestro's Chair](maestros-chair-lotgb.md) -- [Maestro's Instrument](maestros-instrument.md) -- [Mage Bane](mage-bane-aoa5.md) -- [Magic Wand](magic-wand.md) -- [Magical Hearing Aids](magical-hearing-aids-lotgb.md) -- [Magical Lock Fulu](magical-lock-fulu-som.md) -- [Magnetic Construction Set](magnetic-construction-set-lotgb.md) -- [Magnetic Suit](magnetic-suit-g-g.md) -- [Magnetite Scope](magnetite-scope-g-g.md) -- [Magnifying Glass Of Elucidation](magnifying-glass-of-elucidation-lotgb.md) -- [Magnifying Glass](magnifying-glass.md) -- [Magnifying Scope](magnifying-scope-g-g.md) -- [Mail of Luck](mail-of-luck.md) -- [Main-gauche](main-gauche.md) -- [Malleable Mixture](malleable-mixture-lotgb.md) -- [Malyass Root Paste](malyass-root-paste.md) -- [Mambele](mambele-logm.md) -- [Mana-Rattler Liniment](mana-rattler-liniment-ooa3.md) -- [Manacles Of Persuasion](manacles-of-persuasion-logm.md) -- [Manacles](manacles.md) -- [Mantle of the Grogrisant](mantle-of-the-grogrisant-lomm.md) -- [Marbles](marbles-lotgb.md) -- [Marked Playing Cards](marked-playing-cards-lopsg.md) -- [Marking Snare](marking-snare.md) -- [Martyr's Shield](martyrs-shield-gmg.md) -- [Marvelous Calliope](marvelous-calliope-ec2.md) -- [Marvelous Medicines](marvelous-medicines.md) -- [Mask](mask-lotgb.md) -- [Mask Of Allure](mask-of-allure-som.md) -- [Mask Of Mercy](mask-of-mercy-sot1.md) -- [Mask Of The Banshee](mask-of-the-banshee-apg.md) -- [Mask Of The Cursed Eye](mask-of-the-cursed-eye-sot1.md) -- [Matchmaker Fulu](matchmaker-fulu-som.md) -- [Material Component Pouch](material-component-pouch.md) -- [Material Essence Disruptor](material-essence-disruptor-g-g.md) -- [Mattock of the Titans](mattock-of-the-titans.md) -- [Maul](maul.md) -- [Mechanical Torch](mechanical-torch-g-g.md) -- [Medusa Armor](medusa-armor-gmg.md) -- [Medusa's Scream](medusas-scream-apg.md) -- [Membership Cords](membership-cords-da.md) -- [Memory Palace](memory-palace-lotgb.md) -- [Mending Lattice](mending-lattice.md) -- [Mentalist's Staff](mentalists-staff.md) -- [Merchant's Guile](merchants-guile-fop.md) -- [Merchant's Scale](merchants-scale.md) -- [Mercurial Mantle](mercurial-mantle-som.md) -- [Mesmerizing Opal](mesmerizing-opal.md) -- [Messenger's Ring](messengers-ring.md) -- [Metalmist Sphere](metalmist-sphere-lopsg.md) -- [Meteor Hammer](meteor-hammer-logm.md) -- [Meteor Shot](meteor-shot-g-g.md) -- [Metronomic Hammer](metronomic-hammer-ooa2.md) -- [Midday Lantern](midday-lantern-sot4.md) -- [Mindfog Mist](mindfog-mist.md) -- [Minotaur Chair](minotaur-chair-lotgb.md) -- [Miogimo's Mask](miogimos-mask-aoe5.md) -- [Mirror-ball Snare](mirror-ball-snare-lotgb.md) -- [Mirror Of Sleeping Vigil](mirror-of-sleeping-vigil-lotgb.md) -- [Mirror Of Sorshen](mirror-of-sorshen-gmg.md) -- [Mirror Robe](mirror-robe-lotgb.md) -- [Mirror](mirror.md) -- [Misdirecting Haversack](misdirecting-haversack-lotgb.md) -- [Mistform Elixir](mistform-elixir.md) -- [Mistranslator's Draft](mistranslators-draft-da.md) -- [Miter Of Communion](miter-of-communion-logm.md) -- [Mithral Armor](mithral-armor.md) -- [Mithral Shield](mithral-shield.md) -- [Mithral Tree](mithral-tree-g-g.md) -- [Mithral Weapon](mithral-weapon.md) -- [Mithral](mithral.md) -- [Mnemonic Acid](mnemonic-acid-aoe3.md) -- [Monkey](monkey-lotg.md) -- [Monkey Pin](monkey-pin.md) -- [Monkey's Fist](monkeys-fist-aoe1.md) -- [Monkey's Paw](monkeys-paw-gmg.md) -- [Moonlit Chain](moonlit-chain.md) -- [Moonlit Ink](moonlit-ink-da.md) -- [Moonstone Diadem](moonstone-diadem-ec2.md) -- [Morningstar](morningstar.md) -- [Mortar](mortar-g-g.md) -- [Mortar Of Hidden Meaning](mortar-of-hidden-meaning-logm.md) -- [Moth](moth-lotg.md) -- [Mountain To The Sky](mountain-to-the-sky-lol.md) -- [Mountebank's Passage](mountebanks-passage-g-g.md) -- [Mouse](mouse-lotg.md) -- [Mudrock Snare](mudrock-snare-lotgb.md) -- [Mug](mug.md) -- [Mummified Bat](mummified-bat.md) -- [Murderer's Knot](murderers-knot.md) -- [Musical Instrument](musical-instrument.md) -- [Mutagenic Renovator](mutagenic-renovator-ooa3.md) -- [Naginata](naginata-logm.md) -- [Nauseating Snare](nauseating-snare-apg.md) -- [Necklace of Fireballs](necklace-of-fireballs.md) -- [Necklace Of Knives](necklace-of-knives-logm.md) -- [Necklace Of Strangulation](necklace-of-strangulation-gmg.md) -- [Necrotic Bomb](necrotic-bomb-av3.md) -- [Nectar of Purification](nectar-of-purification.md) -- [Net](net-apg.md) -- [Net Launcher](net-launcher-g-g.md) -- [Nethysian Bulwark](nethysian-bulwark-aoa5.md) -- [Nettleweed Residue](nettleweed-residue.md) -- [Nightbreeze Machine](nightbreeze-machine-g-g.md) -- [Nightmare Cudgel](nightmare-cudgel-aoe5.md) -- [Nightmare Salt](nightmare-salt-aoa5.md) -- [Nightmare Vapor](nightmare-vapor.md) -- [Nightstick](nightstick-aoe1.md) -- [Nine-Ring Sword](nine-ring-sword-logm.md) -- [Noisemaker Snare](noisemaker-snare-g-g.md) -- [Noqual Armor](noqual-armor-lotgb.md) -- [Noqual](noqual-lotgb.md) -- [Noqual Shield](noqual-shield-lotgb.md) -- [Noqual Weapon](noqual-weapon-lotgb.md) -- [North Wind's Night Verse](north-winds-night-verse-som.md) -- [Nosoi Charm](nosoi-charm-ngd.md) -- [Noxious Incense](noxious-incense-som.md) -- [Noxious Jerkin](noxious-jerkin-ec4.md) -- [Nunchaku](nunchaku.md) -- [Oath Of The Devoted](oath-of-the-devoted-lome.md) -- [Oathbow](oathbow.md) -- [Obfuscation Oil](obfuscation-oil.md) -- [Oblivion Essence](oblivion-essence-aoa5.md) -- [Ochre Fulcrum Lens](ochre-fulcrum-lens-av3.md) -- [Ogre Hook](ogre-hook-b1.md) -- [Oil (1 pint)](oil-1-pint.md) -- [Oil of Animation](oil-of-animation.md) -- [Oil of Keen Edges](oil-of-keen-edges.md) -- [Oil of Mending](oil-of-mending.md) -- [Oil Of Object Animation](oil-of-object-animation-apg.md) -- [Oil of Potency](oil-of-potency.md) -- [Oil of Repulsion](oil-of-repulsion.md) -- [Oil Of Revelation](oil-of-revelation-apg.md) -- [Oil Of Unlife](oil-of-unlife-apg.md) -- [Oil of Weightlessness](oil-of-weightlessness.md) -- [Oily Button](oily-button-sli.md) -- [Old Tillimaquin](old-tillimaquin-da.md) -- [Olfactory Obfuscator](olfactory-obfuscator-apg.md) -- [Omnidirectional Spear Snare](omnidirectional-spear-snare.md) -- [Onyx Panther](onyx-panther.md) -- [Oozepick](oozepick-loil.md) -- [Open Mind](open-mind-loil.md) -- [Opossum, Domestic](opossum-domestic-lotg.md) -- [Orb Of Dragonkind](orb-of-dragonkind-gmg.md) -- [Orb Shard](orb-shard-aoa6.md) -- [Orc Knuckle Dagger](orc-knuckle-dagger.md) -- [Orc Necksplitter](orc-necksplitter.md) -- [Orchestral Brooch](orchestral-brooch-som.md) -- [Orichalcum Armor](orichalcum-armor.md) -- [Orichalcum Shield](orichalcum-shield.md) -- [Orichalcum Weapon](orichalcum-weapon.md) -- [Orichalcum](orichalcum.md) -- [Origin Unguent](origin-unguent-apg.md) -- [Ouroboros Flail](ouroboros-flail-som.md) -- [Overdramatic](overdramatic-gmg.md) -- [Overloaded Brain Grenade](overloaded-brain-grenade-pfum.md) -- [Owlbear Claw](owlbear-claw.md) -- [Oxygen Ooze](oxygen-ooze-loil.md) -- [Pacifying](pacifying-aoe1.md) -- [Pact-bound Pistol](pact-bound-pistol-g-g.md) -- [Pact Of Blood-taking](pact-of-blood-taking-av2.md) -- [Pactmasters' Grace](pactmasters-grace-aoa5.md) -- [Padded Armor](padded-armor.md) -- [Paint Set](paint-set-lotgb.md) -- [Paired](paired-lotgb.md) -- [Palanquin of Night](palanquin-of-night-loil.md) -- [Palm Crossbow](palm-crossbow-lol.md) -- [Panabas](panabas-loil.md) -- [Panacea Fruit](panacea-fruit-ec6.md) -- [Panacea](panacea.md) -- [Pantograph Gauntlet](pantograph-gauntlet-g-g.md) -- [Paper Shredder](paper-shredder-g-g.md) -- [Parade Armor](parade-armor-lokl.md) -- [Parchment of Secrets](parchment-of-secrets-da.md) -- [Parrying Scabbard](parrying-scabbard-apg.md) -- [Pathfinder Chronicle](pathfinder-chronicle-locg.md) -- [Pathfinder's Coin](pathfinders-coin-locg.md) -- [Pathfinder's Pouch](pathfinders-pouch-locg.md) -- [Peacemaker](peacemaker-g-g.md) -- [Peachwood](peachwood-botd.md) -- [Peachwood Talisman](peachwood-talisman-botd.md) -- [Peachwood Weapon](peachwood-weapon-botd.md) -- [Pendant of the Occult](pendant-of-the-occult.md) -- [Penetrating Ammunition](penetrating-ammunition.md) -- [Pepperbox](pepperbox-g-g.md) -- [Perfect Droplet](perfect-droplet-som.md) -- [Periscope](periscope-apg.md) -- [Periscopic Viewfinder](periscopic-viewfinder-lotgb.md) -- [Persistent Lodestone](persistent-lodestone-g-g.md) -- [Persona Mask](persona-mask.md) -- [Peshspine Grenade](peshspine-grenade-aoa5.md) -- [Petrification Cannon](petrification-cannon-g-g.md) -- [Philosopher's Extractor](philosophers-extractor-gmg.md) -- [Philosopher's Stone](philosophers-stone.md) -- [Phoenix Fighting Fan](phoenix-fighting-fan-frp1.md) -- [Phoenix Flask](phoenix-flask-som.md) -- [Phoenix Necklace](phoenix-necklace-frp1.md) -- [Phylactery of Faithfulness](phylactery-of-faithfulness.md) -- [Pick](pick.md) -- [Pickpocket's Tailoring](pickpockets-tailoring-lotgb.md) -- [Piercing Wind](piercing-wind-g-g.md) -- [Piereta](piereta-ec6.md) -- [Pig](pig-lotg.md) -- [Pillow Shield](pillow-shield-lotgb.md) -- [Pinwheel](pinwheel-lotgb.md) -- [Piranha Kiss](piranha-kiss-lotgb.md) -- [Pistol Of Wonder](pistol-of-wonder-g-g.md) -- [Piton](piton.md) -- [Planar Ribbon](planar-ribbon-ec6.md) -- [Plasma Hype](plasma-hype-lol.md) -- [Plate Armor of the Deep](plate-armor-of-the-deep.md) -- [Plated Duster](plated-duster-loil.md) -- [Playing Cards](playing-cards-lopsg.md) -- [Pocket Gala](pocket-gala-lotgb.md) -- [Pocket Stage](pocket-stage.md) -- [Pocket Watch](pocket-watch-loil.md) -- [Poi](poi-ec1.md) -- [Poisoner's Staff](poisoners-staff-aoe4.md) -- [Poisonous Cloak](poisonous-cloak-gmg.md) -- [Polytool](polytool-logm.md) -- [Popdust](popdust-lotgb.md) -- [Portable Altar](portable-altar-lokl.md) -- [Portable Gaming Hall](portable-gaming-hall-lotgb.md) -- [Portable Ram](portable-ram-lotgb.md) -- [Portable Weapon Mount](portable-weapon-mount-g-g.md) -- [Possibility Tome](possibility-tome.md) -- [Potency Crystal](potency-crystal.md) -- [Potion Of Disguise](potion-of-disguise-apg.md) -- [Potion Of Expeditious Retreat](potion-of-expeditious-retreat-apg.md) -- [Potion of Flying](potion-of-flying.md) -- [Potion Of Grounding](potion-of-grounding-som.md) -- [Potion of Leaping](potion-of-leaping.md) -- [Potion Of Minute Echoes](potion-of-minute-echoes-som.md) -- [Potion of Quickness](potion-of-quickness.md) -- [Potion of Resistance](potion-of-resistance.md) -- [Potion Of Retaliation](potion-of-retaliation-apg.md) -- [Potion Of Shared Life](potion-of-shared-life-som.md) -- [Potion Of Shared Memories](potion-of-shared-memories-apg.md) -- [Potion Of Stable Form](potion-of-stable-form-som.md) -- [Potion of Swimming](potion-of-swimming.md) -- [Potion of Tongues](potion-of-tongues.md) -- [Potion of Undetectability](potion-of-undetectability.md) -- [Potion of Water Breathing](potion-of-water-breathing.md) -- [Powder](powder-lotgb.md) -- [Power Suit](power-suit-g-g.md) -- [Practice Targets](practice-targets-g-g.md) -- [Praying Mantis](praying-mantis-lotg.md) -- [Predictable Silver Piece](predictable-silver-piece-apg.md) -- [Presentable](presentable-lotgb.md) -- [Pressure Bomb](pressure-bomb-pfum.md) -- [Primeval Mistletoe](primeval-mistletoe.md) -- [Printing Press](printing-press-g-g.md) -- [Prismatic Plate](prismatic-plate-lotgb.md) -- [Private Workshop](private-workshop-lotgb.md) -- [Probing Cane](probing-cane-lotgb.md) -- [Psychic Brigandine](psychic-brigandine-lotgb.md) -- [Psychic Warding Bracelet](psychic-warding-bracelet-lopsg.md) -- [Psychopomp Mask](psychopomp-mask-sot1.md) -- [Puff Dragon](puff-dragon-g-g.md) -- [Pummeling Snare](pummeling-snare-lotgb.md) -- [Purple Worm Venom](purple-worm-venom.md) -- [Putrescent Glob](putrescent-glob-sli.md) -- [Puzzle Box](puzzle-box-lotgb.md) -- [Pyronite](pyronite-ooa2.md) -- [Queasy Lantern](queasy-lantern-lotgb.md) -- [Quick Runner's Shirt](quick-runners-shirt-lotgb.md) -- [Quick Wig](quick-wig-lotgb.md) -- [Quickpatch Glue](quickpatch-glue-lopsg.md) -- [Quicksilver Mutagen](quicksilver-mutagen.md) -- [Quill Of Passage](quill-of-passage-lopsg.md) -- [Rabbit](rabbit-lotg.md) -- [Raccoon](raccoon-lotg.md) -- [Radiant Lance](radiant-lance-locg.md) -- [Radiant Spark](radiant-spark-aoe6.md) -- [Raining Knives Snare](raining-knives-snare-lotgb.md) -- [Rampart Shield](rampart-shield-lotgb.md) -- [Ranseur](ranseur.md) -- [Rapier Pistol](rapier-pistol-g-g.md) -- [Rapier](rapier.md) -- [Rat-catcher Trident](rat-catcher-trident-logm.md) -- [Rat](rat-lotg.md) -- [Ration Tonic](ration-tonic-apg.md) -- [Rations (1 week)](rations-1-week.md) -- [Raucous](raucous-gmg.md) -- [Ravenous](ravenous-gmg.md) -- [Razmiri Wayfinder](razmiri-wayfinder-lopsg.md) -- [Reading Ring](reading-ring-lotgb.md) -- [Ready](ready-apg.md) -- [Reaper's Grasp](reapers-grasp-g-g.md) -- [Reaper's Lancet](reapers-lancet-aoe1.md) -- [Rebound Fulu](rebound-fulu-som.md) -- [Rebounding Breastplate](rebounding-breastplate-som.md) -- [Recording Rod](recording-rod-aoe1.md) -- [Recovery Bladder](recovery-bladder-lotgb.md) -- [Red-Rib Gill Mask](red-rib-gill-mask-sot3.md) -- [Redeemer's Pistol](redeemers-pistol-ooa3.md) -- [Reducer Round](reducer-round-ooa3.md) -- [Refined Pesh](refined-pesh-gmg.md) -- [Reflecting Shield](reflecting-shield.md) -- [Reflexive Tattoo](reflexive-tattoo-lotgb.md) -- [Reforging Shield](reforging-shield-aoa4.md) -- [Reinforced Stock](reinforced-stock-g-g.md) -- [Reinforced Surcoat](reinforced-surcoat-lotgb.md) -- [Reinforced Wheels](reinforced-wheels-lotgb.md) -- [Religious Symbol](religious-symbol.md) -- [Religious Text](religious-text.md) -- [Rending Snare](rending-snare-lotgb.md) -- [Repair Kit](repair-kit.md) -- [Repeating Crossbow](repeating-crossbow-g-g.md) -- [Repeating Hand Crossbow](repeating-hand-crossbow-g-g.md) -- [Repeating Heavy Crossbow](repeating-heavy-crossbow-g-g.md) -- [Repeating Magazine](repeating-magazine-g-g.md) -- [Replacement Cosmetics](replacement-cosmetics.md) -- [Replacement Filter](replacement-filter-lopsg.md) -- [Replacement Picks](replacement-picks.md) -- [Repulsion Resin](repulsion-resin-aoe4.md) -- [Resilient](resilient.md) -- [Resonating Ammunition](resonating-ammunition-som.md) -- [Restful Sleep Fulu](restful-sleep-fulu-som.md) -- [Restful Tent](restful-tent-som.md) -- [Retribution Axe](retribution-axe.md) -- [Retrieval Prism](retrieval-prism-som.md) -- [Returning](returning.md) -- [Rhino Hide Brooch](rhino-hide-brooch-sot2.md) -- [Rhino Hide](rhino-hide.md) -- [Rhino Shot](rhino-shot-lotgb.md) -- [Rhinoceros Mask](rhinoceros-mask-sot1.md) -- [Rhoka Sword](rhoka-sword-av3.md) -- [Rhythm Bone](rhythm-bone-sot1.md) -- [Ridill](ridill-lomm.md) -- [Right Of Retribution](right-of-retribution-av2.md) -- [Ring of Climbing](ring-of-climbing.md) -- [Ring of Counterspells](ring-of-counterspells.md) -- [Ring Of Discretion](ring-of-discretion-aoe1.md) -- [Ring of Energy Resistance](ring-of-energy-resistance.md) -- [Ring of Lies](ring-of-lies.md) -- [Ring of Maniacal Devices](ring-of-maniacal-devices.md) -- [Ring Of Minor Arcana](ring-of-minor-arcana-fop.md) -- [Ring Of Recalcitrant Wishes](ring-of-recalcitrant-wishes-aoe6.md) -- [Ring of Sneering Charity](ring-of-sneering-charity-da.md) -- [Ring of Spell Turning](ring-of-spell-turning.md) -- [Ring Of Stoneshifting](ring-of-stoneshifting-ec3.md) -- [Ring of Sustenance](ring-of-sustenance.md) -- [Ring of Swimming](ring-of-swimming.md) -- [Ring of the Ram](ring-of-the-ram.md) -- [Ring Of The Weary Traveler](ring-of-the-weary-traveler-fop.md) -- [Ring Of Truth](ring-of-truth-gmg.md) -- [Ring of Wizardry](ring-of-wizardry.md) -- [Ringmaster's Staff](ringmasters-staff-ec2.md) -- [Robe of Eyes](robe-of-eyes.md) -- [Robe of the Archmagi](robe-of-the-archmagi.md) -- [Rock-braced](rock-braced-aoa4.md) -- [Rock Ripper Snare](rock-ripper-snare-lotgb.md) -- [Rod Of Cancellation](rod-of-cancellation-apg.md) -- [Rod of Negation](rod-of-negation.md) -- [Rod of Wonder](rod-of-wonder.md) -- [Rope (50 feet)](rope-50-feet.md) -- [Rope Of Climbing](rope-of-climbing-apg.md) -- [Rose of Loves Lost](rose-of-loves-lost-da.md) -- [Round (10)](round-10-g-g.md) -- [Round (5)](round-5-g-g.md) -- [Rowan Rifle](rowan-rifle-g-g.md) -- [Rubbing Set](rubbing-set-lopsg.md) -- [Ruby String](ruby-string-lol.md) -- [Ruler](ruler-lopsg.md) -- [Rune Of Sin](rune-of-sin-som.md) -- [Runestone](runestone.md) -- [Rungu](rungu-loag.md) -- [S Ring](s-ring-som.md) -- [Sack (5)](sack-5.md) -- [Saddlebags](saddlebags.md) -- [Sage's Lash](sages-lash-som.md) -- [Sai](sai.md) -- [Saints' Balm](saints-balm-ec2.md) -- [Salamander Elixir](salamander-elixir.md) -- [Salve of Antiparalysis](salve-of-antiparalysis.md) -- [Salve of Slipperiness](salve-of-slipperiness.md) -- [Sambuca](sambuca-g-g.md) -- [Sampling Ammunition](sampling-ammunition-da.md) -- [Sandstorm Top](sandstorm-top-lomm.md) -- [Sap](sap.md) -- [Sarkorian God-caller Garb](sarkorian-god-caller-garb-lotgb.md) -- [Savior Spike](savior-spike.md) -- [Sawtooth Saber](sawtooth-saber.md) -- [Scale Mail](scale-mail.md) -- [Scarab Cuirass](scarab-cuirass-lotgb.md) -- [Scholarly Journal](scholarly-journal.md) -- [Scimitar](scimitar.md) -- [Scope Of Limning](scope-of-limning-g-g.md) -- [Scope Of Truth](scope-of-truth-g-g.md) -- [Scorpion Whip](scorpion-whip-ec1.md) -- [Scour](scour-gmg.md) -- [Scourge](scourge-locg.md) -- [Screech Shooter](screech-shooter-g-g.md) -- [Scroll Case Of Simplicity](scroll-case-of-simplicity-locg.md) -- [Scroll](scroll.md) -- [Scrollstaff](scrollstaff-locg.md) -- [Scythe](scythe.md) -- [Scything Blade Snare](scything-blade-snare.md) -- [Sea Touch Elixir](sea-touch-elixir.md) -- [Sealing Chest](sealing-chest-lopsg.md) -- [Searing Suture](searing-suture-ooa1.md) -- [Self-Emptying Pocket](self-emptying-pocket-da.md) -- [Self-Immolating Note](self-immolating-note-da.md) -- [Serene Mutagen](serene-mutagen.md) -- [Serithtial](serithtial-gmg.md) -- [Serrating](serrating-locg.md) -- [Serum of Sex Shift](serum-of-sex-shift.md) -- [Server's Stew](servers-stew-lotgb.md) -- [Shade Hat](shade-hat-lotgb.md) -- [Shadow Essence](shadow-essence.md) -- [Shadow Signet](shadow-signet-som.md) -- [Shadow](shadow.md) -- [Shadowed Scale, the Jungle Secret](shadowed-scale-the-jungle-secret-sot6.md) -- [Shapespeak Mask](shapespeak-mask-sot1.md) -- [Shark Tooth Charm](shark-tooth-charm.md) -- [Shauth Blade](shauth-blade-av3.md) -- [Shauth Lash](shauth-lash-av3.md) -- [Shears](shears-b2.md) -- [Shield Augmentation](shield-augmentation-lotgb.md) -- [Shield Boss](shield-boss.md) -- [Shield Of The Unified Legion](shield-of-the-unified-legion-ec6.md) -- [Shield Sconce](shield-sconce-lopsg.md) -- [Shield Spikes](shield-spikes.md) -- [Shielding Salve](shielding-salve-apg.md) -- [Shifter Prosthesis](shifter-prosthesis-lotgb.md) -- [Shifting](shifting.md) -- [Shimmering Dust](shimmering-dust-som.md) -- [Shining Ammunition](shining-ammunition.md) -- [Shining Shield](shining-shield-lokl.md) -- [Shining Wayfinder](shining-wayfinder-locg.md) -- [Shiver](shiver-gmg.md) -- [Shobhad Longrifle](shobhad-longrifle-sot5.md) -- [Shock](shock.md) -- [Shockguard Coil](shockguard-coil-g-g.md) -- [Shoony Shovel](shoony-shovel-ec3.md) -- [Shootist Bandolier](shootist-bandolier-av3.md) -- [Shortbow](shortbow.md) -- [Shortbread Spy](shortbread-spy-som.md) -- [Shortsword](shortsword.md) -- [Shot Of The First Vault](shot-of-the-first-vault-gmg.md) -- [Shrapnel Snare](shrapnel-snare-g-g.md) -- [Shrieking Skull](shrieking-skull-g-g.md) -- [Shrinking Potion](shrinking-potion.md) -- [Shuriken](shuriken.md) -- [Sibling's Coin](siblings-coin-da.md) -- [Siccatite Armor](siccatite-armor-lotgb.md) -- [Siccatite](siccatite-lotgb.md) -- [Siccatite Shield](siccatite-shield-lotgb.md) -- [Siccatite Weapon](siccatite-weapon-lotgb.md) -- [Sickle-Saber](sickle-saber-lotgb.md) -- [Sickle](sickle.md) -- [Sight-theft Grit](sight-theft-grit-aoe4.md) -- [Signal Whistle](signal-whistle.md) -- [Signaling Snare](signaling-snare.md) -- [Silencer](silencer-g-g.md) -- [Silencing Ammunition](silencing-ammunition-lotgb.md) -- [Silencing Shot](silencing-shot-g-g.md) -- [Silent Bell](silent-bell-da.md) -- [Silent Heart](silent-heart-loil.md) -- [Silhouette Cloak](silhouette-cloak-lotgb.md) -- [Silkspinner's Shield](silkspinners-shield-lotgb.md) -- [Silver Armor](silver-armor.md) -- [Silver Shield](silver-shield.md) -- [Silver Tripod](silver-tripod-g-g.md) -- [Silver Weapon](silver-weapon.md) -- [Silver](silver.md) -- [Silversheen](silversheen.md) -- [Silvertongue Mutagen](silvertongue-mutagen.md) -- [Sinew-shock Serum](sinew-shock-serum-apg.md) -- [Singing Bowl Of The Versatile Stance](singing-bowl-of-the-versatile-stance-logm.md) -- [Singing Muse](singing-muse-sot2.md) -- [Singing Shortbow](singing-shortbow-som.md) -- [Singing Sword](singing-sword-gmg.md) -- [Singularity Ammunition](singularity-ammunition-lotgb.md) -- [Sinister Knight](sinister-knight-locg.md) -- [Sixfingers Elixir](sixfingers-elixir-sli.md) -- [Skarja's Heartstone](skarjas-heartstone-ec3.md) -- [Skeleton Key](skeleton-key.md) -- [Skeptic's Elixir](skeptics-elixir-av1.md) -- [Skinsaw Mask](skinsaw-mask-aoe2.md) -- [Skinstitch Salve](skinstitch-salve-apg.md) -- [Skittering Mask](skittering-mask-sot1.md) -- [Skull Bomb](skull-bomb-ooa3.md) -- [Sky Hammer](sky-hammer.md) -- [Sky-piercing Bow](sky-piercing-bow-frp2.md) -- [Sky Serpent Bolt](sky-serpent-bolt-lotgb.md) -- [Skyrider Sword](skyrider-sword-lotgb.md) -- [Slates Of Distant Letters](slates-of-distant-letters-apg.md) -- [Sleep Arrow](sleep-arrow.md) -- [Sleeves Of Storage](sleeves-of-storage-apg.md) -- [Slick](slick.md) -- [Slide Pistol](slide-pistol-g-g.md) -- [Slime Whip](slime-whip-sli.md) -- [Sling Bullets](sling-bullets.md) -- [Sling](sling.md) -- [Slippers of Spider Climbing](slippers-of-spider-climbing.md) -- [Slippery Ribbon](slippery-ribbon-sli.md) -- [Sloughing Toxin](sloughing-toxin-av2.md) -- [Slumber Wine](slumber-wine.md) -- [Smogger](smogger-ooa2.md) -- [Smoke Fan](smoke-fan-g-g.md) -- [Smoked Goggles](smoked-goggles-lotgb.md) -- [Smokestick](smokestick.md) -- [Snagging Hook Snare](snagging-hook-snare-apg.md) -- [Snagging](snagging-lotgb.md) -- [Snake](snake-lotg.md) -- [Snake Oil](snake-oil.md) -- [Snapleaf](snapleaf-locg.md) -- [Snare Kit](snare-kit.md) -- [Sneaky Key](sneaky-key.md) -- [Sneezing Powder](sneezing-powder-lotgb.md) -- [Sniper's Bead](snipers-bead-g-g.md) -- [Snowshoes](snowshoes-lopsg.md) -- [Snowshoes Of The Long Trek](snowshoes-of-the-long-trek-lopsg.md) -- [Soap](soap.md) -- [Soaring](soaring-loag.md) -- [Society Portrait](society-portrait-da.md) -- [Soft-landing](soft-landing-lotgb.md) -- [Sonic Tuning Mace](sonic-tuning-mace-som.md) -- [Soothing Scents](soothing-scents-som.md) -- [Soul Cage](soul-cage-botd.md) -- [South Wind's Scorch Song](south-winds-scorch-song-som.md) -- [Sovereign Glue](sovereign-glue-apg.md) -- [Sovereign Steel Armor](sovereign-steel-armor-lol.md) -- [Sovereign Steel](sovereign-steel-lol.md) -- [Sovereign Steel Weapon](sovereign-steel-weapon-lol.md) -- [Spangled Rider's Suit](spangled-riders-suit-ec2.md) -- [Sparkblade](sparkblade-tio.md) -- [Spear of the Destroyer's Flame](spear-of-the-destroyers-flame-lomm.md) -- [Spear](spear.md) -- [Spectacles Of Understanding](spectacles-of-understanding-lopsg.md) -- [Spectral Nightshade](spectral-nightshade-aoe4.md) -- [Speed](speed.md) -- [Spell-bastion](spell-bastion-lotgb.md) -- [Spell-eating Pitch](spell-eating-pitch-aoe4.md) -- [Spell-storing](spell-storing.md) -- [Spellbook (Blank)](spellbook-blank.md) -- [Spellbook Of Redundant Enchantment](spellbook-of-redundant-enchantment-som.md) -- [Spellcutter](spellcutter-sot5.md) -- [Spellender](spellender-sot2.md) -- [Spellguard Blade](spellguard-blade-apg.md) -- [Spellguard Shield](spellguard-shield.md) -- [Spellstrike Ammunition](spellstrike-ammunition.md) -- [Sphere Of Annihilation](sphere-of-annihilation-gmg.md) -- [Spider Chair](spider-chair-g-g.md) -- [Spider Gun](spider-gun-g-g.md) -- [Spider](spider-lotg.md) -- [Spider Root](spider-root.md) -- [Spiderfoot Brew](spiderfoot-brew-pfum.md) -- [Spike Launcher](spike-launcher-g-g.md) -- [Spike Snare](spike-snare.md) -- [Spiked Chain](spiked-chain.md) -- [Spiked Gauntlet](spiked-gauntlet.md) -- [Spined Shield](spined-shield.md) -- [Spiral Rapier](spiral-rapier-lotgb.md) -- [Spirit-sealing Fulu](spirit-sealing-fulu-som.md) -- [Spirit-Singer](spirit-singer-g-g.md) -- [Spirit Snare](spirit-snare-g-g.md) -- [Spiritsight Crossbow](spiritsight-crossbow-apg.md) -- [Splint](splint-lotgb.md) -- [Splint Mail](splint-mail.md) -- [Spoon Gun](spoon-gun-g-g.md) -- [Spore Sap](spore-sap-ec4.md) -- [Spring-loaded Net Launcher](spring-loaded-net-launcher-lotgb.md) -- [Springald](springald-g-g.md) -- [Spyglass](spyglass.md) -- [Squirrel](squirrel-lotg.md) -- [Staff of Abjuration](staff-of-abjuration.md) -- [Staff of Conjuration](staff-of-conjuration.md) -- [Staff of Divination](staff-of-divination.md) -- [Staff of Enchantment](staff-of-enchantment.md) -- [Staff of Evocation](staff-of-evocation.md) -- [Staff of Final Rest](staff-of-final-rest-lotgb.md) -- [Staff of Fire](staff-of-fire.md) -- [Staff of Healing](staff-of-healing.md) -- [Staff of Illumination](staff-of-illumination.md) -- [Staff of Illusion](staff-of-illusion.md) -- [Staff Of Impossible Visions](staff-of-impossible-visions-apg.md) -- [Staff Of Nature's Cunning](staff-of-natures-cunning-som.md) -- [Staff Of Nature's Vengeance](staff-of-natures-vengeance-apg.md) -- [Staff of Necromancy](staff-of-necromancy.md) -- [Staff of Power](staff-of-power.md) -- [Staff Of Providence](staff-of-providence-apg.md) -- [Staff Of Sieges](staff-of-sieges-ec6.md) -- [Staff Of The Black Desert](staff-of-the-black-desert-ec5.md) -- [Staff Of The Desert Winds](staff-of-the-desert-winds-som.md) -- [Staff Of The Dreamlands](staff-of-the-dreamlands-lotgb.md) -- [Staff of the Magi](staff-of-the-magi.md) -- [Staff of Transmutation](staff-of-transmutation.md) -- [Staff-storing Shield](staff-storing-shield-som.md) -- [Staff](staff.md) -- [Staining](staining-gmg.md) -- [Stalker Bane Snare](stalker-bane-snare.md) -- [Stalwart's Ring](stalwarts-ring-fop.md) -- [Stampede Medallion](stampede-medallion-som.md) -- [Stanching](stanching-lotgb.md) -- [Star Grenade](star-grenade-ooa3.md) -- [Starknife](starknife.md) -- [Starshot Arrow](starshot-arrow-lol.md) -- [Static Snare](static-snare-lotgb.md) -- [Steam Winch](steam-winch-g-g.md) -- [Steamflight Pack](steamflight-pack-g-g.md) -- [Steel Shield](steel-shield.md) -- [Steelheart 21](steelheart-21-g-g.md) -- [Stepping Stone Shot](stepping-stone-shot-g-g.md) -- [Stiletto Pen](stiletto-pen-lopsg.md) -- [Stole Of Civility](stole-of-civility-ec2.md) -- [Stone Body Mutagen](stone-body-mutagen-fop.md) -- [Stone Bullet](stone-bullet.md) -- [Stone Circle](stone-circle-lotgb.md) -- [Stone Fist Elixir](stone-fist-elixir.md) -- [Stone of Unrivaled Skill](stone-of-unrivaled-skill-da.md) -- [Stone Of Weight](stone-of-weight-gmg.md) -- [Stoneraiser Javelin](stoneraiser-javelin-ec4.md) -- [Stonethroat Ammunition](stonethroat-ammunition-lotgb.md) -- [Storm Arrow](storm-arrow.md) -- [Storm Chair](storm-chair-g-g.md) -- [Storm Flash](storm-flash.md) -- [Stormbreaker Fulu](stormbreaker-fulu-frp2.md) -- [Stormbreaker Fulu](stormbreaker-fulu-som.md) -- [Stormfeather](stormfeather-som.md) -- [Storyteller's Opus](storytellers-opus-som.md) -- [Striking Snare](striking-snare.md) -- [Striking](striking.md) -- [Studded Leather](studded-leather.md) -- [Stunning Snare](stunning-snare.md) -- [Stupor Poison](stupor-poison-av3.md) -- [Sturdy Satchel](sturdy-satchel-lopsg.md) -- [Sturdy Shield](sturdy-shield.md) -- [Subterfuge Suit](subterfuge-suit-g-g.md) -- [Sulfur Bomb](sulfur-bomb-lotgb.md) -- [Summoning Handscroll](summoning-handscroll-som.md) -- [Sun Orchid Elixir](sun-orchid-elixir-lowg.md) -- [Sun Orchid Poultice](sun-orchid-poultice-lol.md) -- [Sun Shot](sun-shot-sot4.md) -- [Sun Sling](sun-sling-sot4.md) -- [Sun Wheel](sun-wheel-tio.md) -- [Sunflower Censer](sunflower-censer-loil.md) -- [Sunken Pistol](sunken-pistol-g-g.md) -- [Sunrod](sunrod.md) -- [Support](support-lotgb.md) -- [Survey Map](survey-map.md) -- [Swamp Lily Quilt](swamp-lily-quilt-lol.md) -- [Swarmeater's Clasp](swarmeaters-clasp-aoe2.md) -- [Swarmform Collar](swarmform-collar-lotgb.md) -- [Swarmsuit](swarmsuit-lotgb.md) -- [Swift Block Cabochon](swift-block-cabochon.md) -- [Swiftmount Saddle](swiftmount-saddle-lokl.md) -- [Swim Fins](swim-fins-lowg.md) -- [Swirling Sand](swirling-sand-da.md) -- [Switchscythe](switchscythe-lotgb.md) -- [Sword Cane](sword-cane-apg.md) -- [Tablet of Chained Souls](tablet-of-chained-souls-da.md) -- [Tack](tack.md) -- [Taleteller's Ring](taletellers-ring-da.md) -- [Talisman Cord](talisman-cord-lopsg.md) -- [Talisman Of The Sphere](talisman-of-the-sphere-gmg.md) -- [Talwar](talwar-loil.md) -- [Tamchal Chakram](tamchal-chakram-av2.md) -- [Tanglefoot Bag](tanglefoot-bag.md) -- [Tank](tank-lotg.md) -- [Tar Rocket Snare](tar-rocket-snare-lotgb.md) -- [Taw Launcher](taw-launcher-loag.md) -- [Tear-away Clothing](tear-away-clothing-lotgb.md) -- [Tears of Death](tears-of-death.md) -- [Tears Of The Last Azlanti](tears-of-the-last-azlanti-ec6.md) -- [Tekko-Kagi](tekko-kagi-logm.md) -- [Temple Sword](temple-sword.md) -- [Ten-Foot Pole](ten-foot-pole.md) -- [Tengu Gale Blade](tengu-gale-blade-apg.md) -- [Tent](tent.md) -- [Tentacle Cannon](tentacle-cannon-g-g.md) -- [Terrifying Ammunition](terrifying-ammunition-apg.md) -- [The Whispering Reeds](the-whispering-reeds-av1.md) -- [Thieves' Tools](thieves-tools.md) -- [Third Eye](third-eye.md) -- [Thorn whip](thorn-whip-loil.md) -- [Thoughtwhip Claw](thoughtwhip-claw-loil.md) -- [Thousand-blade Thesis](thousand-blade-thesis-som.md) -- [Three Peaked Tree](three-peaked-tree-g-g.md) -- [Thrice-fried Mudwings](thrice-fried-mudwings-lotgb.md) -- [Throwing Knife](throwing-knife-ec1.md) -- [Throwing Shield](throwing-shield-lokl.md) -- [Thunder Helm](thunder-helm-ooa2.md) -- [Thunder Sling](thunder-sling-loag.md) -- [Thunder Snare](thunder-snare-ec1.md) -- [Thunderbird Tuft](thunderbird-tuft-som.md) -- [Thundering](thundering.md) -- [Thundermace](thundermace-lotgb.md) -- [Thunderstone](thunderstone.md) -- [Thurible of Revelation](thurible-of-revelation.md) -- [Tiger Menuki](tiger-menuki.md) -- [Tiger's Claw](tigers-claw-g-g.md) -- [Time Shield Potion](time-shield-potion-apg.md) -- [Timeless Salts](timeless-salts-apg.md) -- [Timepiece](timepiece-g-g.md) -- [Tin Cobra](tin-cobra-g-g.md) -- [Tindertwig](tindertwig.md) -- [Titan's Grasp](titans-grasp-som.md) -- [Tlil Mask](tlil-mask-sot1.md) -- [Toadskin Salve](toadskin-salve-lotgb.md) -- [Tonfa](tonfa-lotgb.md) -- [Tool](tool.md) -- [Toothwort Extract](toothwort-extract-lotg.md) -- [Topology Protoplasm](topology-protoplasm-som.md) -- [Torag's Silver Anvil](torags-silver-anvil-logm.md) -- [Torch](torch.md) -- [Torrent Snare](torrent-snare-ec1.md) -- [Tower Shield](tower-shield.md) -- [Toy Carriage](toy-carriage-lotgb.md) -- [Tracker's Goggles](trackers-goggles.md) -- [Tracking Fulu](tracking-fulu-som.md) -- [Traitor's Ring](traitors-ring-da.md) -- [Transposition Ammunition](transposition-ammunition-lotgb.md) -- [Traveler's Any-tool](travelers-any-tool.md) -- [Traveler's Chair](travelers-chair-g-g.md) -- [Traveler's Cloak](travelers-cloak-lokl.md) -- [Treats](treats-lotg.md) -- [Trebuchet](trebuchet-g-g.md) -- [Tri-bladed Katar](tri-bladed-katar-lotgb.md) -- [Tricky Pick](tricky-pick-loag.md) -- [Trident](trident.md) -- [Triggerbrand](triggerbrand-loil.md) -- [Trinity Geode](trinity-geode-som.md) -- [Trip Snare](trip-snare.md) -- [Tripod](tripod-g-g.md) -- [Triton's Conch](tritons-conch.md) -- [True Name Amulet](true-name-amulet-som.md) -- [Truesight Potion](truesight-potion.md) -- [Trustworthy Round](trustworthy-round-g-g.md) -- [Truth Potion](truth-potion.md) -- [Turtle](turtle-lotg.md) -- [Tusk And Fang Chain](tusk-and-fang-chain-frp2.md) -- [Twilight Lantern](twilight-lantern-sot4.md) -- [Twining Chains](twining-chains-lotgb.md) -- [Twining Staff](twining-staff.md) -- [Tyrant's Writs](tyrants-writs-loil.md) -- [Umbrella Injector](umbrella-injector-g-g.md) -- [Undead Compendium](undead-compendium-lokl.md) -- [Undead Detection Dye](undead-detection-dye-botd.md) -- [Undead Scourge](undead-scourge-lokl.md) -- [Underwater Firing Mechanism](underwater-firing-mechanism-g-g.md) -- [Unending Youth](unending-youth-lol.md) -- [Unholy Water](unholy-water.md) -- [Unholy](unholy.md) -- [Universal Solvent](universal-solvent-apg.md) -- [Unmemorable Mantle](unmemorable-mantle-locg.md) -- [Unsullied Blood](unsullied-blood-loil.md) -- [Urn Of Ashes](urn-of-ashes-apg.md) -- [Urumi](urumi-logm.md) -- [Vaccine](vaccine-lol.md) -- [Vampiric Scythe](vampiric-scythe-lotgb.md) -- [Vanishing Coin](vanishing-coin.md) -- [Vanishing Wayfinder](vanishing-wayfinder-locg.md) -- [Vapor Sphere](vapor-sphere-som.md) -- [Vaultbreaker's Harness](vaultbreakers-harness-aoe2.md) -- [Vengeful Arm](vengeful-arm-loil.md) -- [Venomed Tongue](venomed-tongue-loil.md) -- [Venomous Cure Fulu](venomous-cure-fulu-som.md) -- [Ventriloquist's Ring](ventriloquists-ring.md) -- [Verdant Staff](verdant-staff.md) -- [Vermin Repellent Agent](vermin-repellent-agent-lopsg.md) -- [Vestige Lenses](vestige-lenses-lol.md) -- [Vexing Vapor](vexing-vapor-lotgb.md) -- [Vial of the Immortal Wellspring](vial-of-the-immortal-wellspring-da.md) -- [Victory Plate](victory-plate-apg.md) -- [Vine Arrow](vine-arrow.md) -- [Vine Of Roses](vine-of-roses-lotgb.md) -- [Violet Ray](violet-ray-g-g.md) -- [Viper Arrow](viper-arrow.md) -- [Viper's Fang](vipers-fang.md) -- [Visap](visap-loil.md) -- [Vorpal](vorpal.md) -- [Voyager's Pack](voyagers-pack.md) -- [Vulture's Wing](vultures-wing-loil.md) -- [Waffle Iron](waffle-iron-lotgb.md) -- [Wakizashi](wakizashi-apg.md) -- [Walking Cauldron](walking-cauldron-apg.md) -- [Wand of Caustic Effluence](wand-of-caustic-effluence-pfum.md) -- [Wand of Continuation](wand-of-continuation.md) -- [Wand Of Crackling Lightning](wand-of-crackling-lightning-apg.md) -- [Wand Of Fey Flames](wand-of-fey-flames-lotgb.md) -- [Wand Of Hopeless Night](wand-of-hopeless-night-apg.md) -- [Wand of Manifold Missiles](wand-of-manifold-missiles.md) -- [Wand Of Noisome Acid](wand-of-noisome-acid-sli.md) -- [Wand Of Overflowing Life](wand-of-overflowing-life-apg.md) -- [Wand of Slaying](wand-of-slaying.md) -- [Wand of Smoldering Fireballs](wand-of-smoldering-fireballs.md) -- [Wand Of Spiritual Warfare](wand-of-spiritual-warfare-lotgb.md) -- [Wand Of Teeming Ghosts](wand-of-teeming-ghosts-sli.md) -- [Wand Of The Snowfields](wand-of-the-snowfields-apg.md) -- [Wand Of The Spider](wand-of-the-spider-apg.md) -- [Wand Of Thundering Echoes](wand-of-thundering-echoes-lotgb.md) -- [Wand of Widening](wand-of-widening.md) -- [War Blood Mutagen](war-blood-mutagen-ooa1.md) -- [War Flail](war-flail.md) -- [War Lance](war-lance-lokl.md) -- [War Razor](war-razor-logm.md) -- [War Saddle](war-saddle-lokl.md) -- [Warcaller's Chime](warcallers-chime-sot2.md) -- [Warding Tablets](warding-tablets-som.md) -- [Warding Tattoo](warding-tattoo-som.md) -- [Wardrobe Stone](wardrobe-stone-lotgb.md) -- [Warhammer](warhammer.md) -- [Warning Snare](warning-snare.md) -- [Warpglass](warpglass-aoe6.md) -- [Warpglass Weapon](warpglass-weapon-aoe6.md) -- [Warrior's Training Ring](warriors-training-ring-fop.md) -- [Water Purifier](water-purifier-lopsg.md) -- [Waterproof Firearm Carrying Case](waterproof-firearm-carrying-case-g-g.md) -- [Waterproof Journal](waterproof-journal-lopsg.md) -- [Waterproofing Wax](waterproofing-wax-som.md) -- [Waterskin](waterskin.md) -- [Waverider Barding](waverider-barding-lotgb.md) -- [Wax Key Blank](wax-key-blank-lopsg.md) -- [Wayfinder](wayfinder.md) -- [Weapon Potency](weapon-potency.md) -- [Weeping Midnight](weeping-midnight-aoa5.md) -- [Wet Shock Snare](wet-shock-snare-lotgb.md) -- [Wheel Blades](wheel-blades-lotgb.md) -- [Wheel Spikes](wheel-spikes-lotgb.md) -- [Wheelbarrow](wheelbarrow-lotgb.md) -- [Whip Claw](whip-claw-loag.md) -- [Whip Of Compliance](whip-of-compliance-ec2.md) -- [Whip](whip.md) -- [Whisper Briolette](whisper-briolette-aoe4.md) -- [Whisper of the First Lie](whisper-of-the-first-lie.md) -- [Whistle of Calling](whistle-of-calling-lokl.md) -- [Wig Of Holding](wig-of-holding-lotgb.md) -- [Wind and Fire Wheel](wind-and-fire-wheel-frp2.md) -- [Wind-catcher](wind-catcher-lotgb.md) -- [Wind-up Cart](wind-up-cart-g-g.md) -- [Wind-up Wings](wind-up-wings-g-g.md) -- [Winder's Ring](winders-ring-ooa2.md) -- [Wine of the Blood](wine-of-the-blood-da.md) -- [Winged](winged-apg.md) -- [Winged Boots](winged-boots.md) -- [Winter Wolf Elixir](winter-wolf-elixir.md) -- [Wish Blade](wish-blade-loag.md) -- [Wish Knife](wish-knife-loag.md) -- [Withering](withering-gmg.md) -- [Wizard's Tower](wizards-tower-lotgb.md) -- [Wolf Fang](wolf-fang.md) -- [Wolfsbane](wolfsbane.md) -- [Wondrous Figurine](wondrous-figurine.md) -- [Wondrous Figurines](wondrous-figurines-ec2.md) -- [Wondrous Figurines](wondrous-figurines-sot2.md) -- [Wooden Shield](wooden-shield.md) -- [Wooden Taws](wooden-taws-loag.md) -- [Wounding](wounding.md) -- [Wovenwood Shield](wovenwood-shield-lotgb.md) -- [Wrenchgear](wrenchgear-loil.md) -- [Writ Of Authenticity](writ-of-authenticity-lopsg.md) -- [Writing Set](writing-set.md) -- [Wyrm Drinker](wyrm-drinker-sot5.md) -- [Wyvern Poison](wyvern-poison.md) -- [X's Lizard](xs-lizard-lotg.md) -- [Yarrow-Root Bandage](yarrow-root-bandage-lotg.md) -- [Zerk](zerk-gmg.md) -- [Zulfikar](zulfikar-loil.md) diff --git a/Compendium/equipment/items/ixames-eye-sot3.md b/Compendium/equipment/items/ixames-eye-sot3.md deleted file mode 100644 index b6a6a1083..000000000 --- a/Compendium/equipment/items/ixames-eye-sot3.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot3 -- item/category/talisman -- trait/consumable -- trait/divination -- trait/magical -- trait/rare -- trait/talisman -aliases: ["Ixamè's Eye"] ---- -# Ixamè's Eye *Item 9* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 150 gp -- **Usage** affixed to headgear; **Bulk** – -- **Activate** envision -- **Category** Talisman - -Via some strange alchemical reaction with the gasses of Terwa Lake, the cloud dragon Ixamè's eyeballs have shriveled into sky-blue gems. - -The dragon's sense of vision isn't impaired, and her eyes can't be removed from her head until she's destroyed. - -Once removed, each gem functions as a special talisman. Ixamè's eye sparkles when it's in an area of fog or mist. Activating the talisman enables you to see clearly through fog and mist for 1 minute; any creature [concealed](../../../Rules/conditions.md#Concealed) only by fog or mist is no longer [concealed](../../../Rules/conditions.md#Concealed) to you. If such a creature was relying on the concealment to [Hide](../../../Rules/actions/hide.md) or [Sneak](../../../Rules/actions/sneak.md), this also means it's no longer [hidden](../../../Rules/conditions.md#Hidden) or [undetected](../../../Rules/conditions.md#Undetected). - -*Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/jade-bauble.md b/Compendium/equipment/items/jade-bauble.md deleted file mode 100644 index 39df760c4..000000000 --- a/Compendium/equipment/items/jade-bauble.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/enchantment -- trait/magical -- trait/mental -- trait/talisman -aliases: ["Jade Bauble"] ---- -# Jade Bauble *Item 8* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 100 gp -- **Usage** affixed to a melee weapon -- **Activate** command; **Requirements** You are a master with the affixed weapon. -- **Category** Talisman - -This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. - -When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are [flat-footed](../../../Rules/conditions.md#Flat-footed). - -*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/jade-cat.md b/Compendium/equipment/items/jade-cat.md deleted file mode 100644 index dff96fab1..000000000 --- a/Compendium/equipment/items/jade-cat.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -aliases: ["Jade Cat"] ---- -# Jade Cat *Item 2* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 6 gp -- **Usage** affixed to armor -- **Activate** command; **Trigger** You fall or attempt an [Acrobatics](../../skills.md#Acrobatics) check to [Balance](../../../Rules/actions/balance.md); **Requirements** You are trained in [Acrobatics](../../skills.md#Acrobatics). -- **Category** Talisman - -A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not [flat-footed](../../../Rules/conditions.md#Flat-footed) when you [Balance](../../../Rules/actions/balance.md), and narrow surfaces and uneven ground are not difficult terrain for you. - -*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/jahan-waystone-lome.md b/Compendium/equipment/items/jahan-waystone-lome.md deleted file mode 100644 index 27b930b3c..000000000 --- a/Compendium/equipment/items/jahan-waystone-lome.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lome -- item/category/artifact -- trait/artifact -- trait/conjuration -- trait/magical -- trait/rare -- trait/teleportation -aliases: ["Jahan Waystone"] ---- -# Jahan Waystone *Item 21* -[artifact](../../../Rules/traits/artifact-gmg.md) [conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [teleportation](../../../Rules/traits/teleportation.md) - -- **Usage** Worn -- **Category** Artifact - -This enormous stone glows with a pale light and emits a quiet hum. Each Jahan waystone is part of a paired link. The paired stones correspond in the color of the light they emit, as well as the specific tone at which they hum. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save. -``` - -*Source: Lost Omens: The Mwangi Expanse p. 207* diff --git a/Compendium/equipment/items/jar-of-shifting-sands-som.md b/Compendium/equipment/items/jar-of-shifting-sands-som.md deleted file mode 100644 index f53aaa688..000000000 --- a/Compendium/equipment/items/jar-of-shifting-sands-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/conjuration -- trait/earth -- trait/magical -aliases: ["Jar Of Shifting Sands"] ---- -# Jar Of Shifting Sands *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [earth](../../../Rules/traits/earth.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 320 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This small, ceramic jar is full, holding approximately a quarter gallon of sand. - -When poured out, the jar immediately begins to conjure more sand. It is said, however improbably, that this jar is responsible for creating at least one desert in the world. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You cause sand to pour out of the jar at a rate of 1 gallon per round. This doesn't end until the cap is placed back on the jar. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute. -``` - -*Source: Secrets of Magic p. 186* diff --git a/Compendium/equipment/items/javelin-of-lightning.md b/Compendium/equipment/items/javelin-of-lightning.md deleted file mode 100644 index 02c29eb36..000000000 --- a/Compendium/equipment/items/javelin-of-lightning.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/consumable -- trait/electricity -- trait/evocation -- trait/magical -aliases: ["Javelin of Lightning"] ---- -# Javelin of Lightning *Item 9* -[consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 110 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** command, , [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you **Activate** the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level [lightning bolt](../../spells/lightning-bolt.md) originating from your space. The bolt deals `5d12` electricity damage and has a Reflex save DC of 25. - -*Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/Compendium/equipment/items/jawbreaker-shield-ec4.md b/Compendium/equipment/items/jawbreaker-shield-ec4.md deleted file mode 100644 index 79d03ec1c..000000000 --- a/Compendium/equipment/items/jawbreaker-shield-ec4.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec4 -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Jawbreaker Shield"] ---- -# Jawbreaker Shield *Item 12* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1650 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This heavy bone shield is composed of a massive plate of dinosaur bone with jagged, tooth-like ridges ringing its edge. It has Hardness 12, HP 48, and BT 24. The ridges are unremovable +1 striking shield spikes that deal slashing damage instead of piercing damage. - -While holding the jawbreaker shield, you gain a +3 item bonus to your Reflex DC to resist Swallow Whole attacks. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature attacks you with a jaws or fangs - -**Effect** You make a shield bash [Strike](../../../rules/actions/strike.md) as a reaction against the attacker. If the shield bash hits, the target takes damage and must attempt a DC 31 Fortitude saving throw. The effects of the saving throw are determined after the effects of the triggering [Strike](../../../rules/actions/strike.md) are resolved. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** You wound the target's mouth. It takes `1d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) and takes a –2 status penalty to attack and damage rolls with jaws, fangs, or similar [Strikes](../../../rules/actions/strike.md) for 24 hours. -> - **Critical Failure** You break the target's jaw. As failure, and the creature can't make [Strikes](../../../rules/actions/strike.md) using its mouth for 1 minute. At the end of its turn, it can attempt a Fortitude save to regain the ability to make [Strikes](../../../rules/actions/strike.md) using its mouth. -``` - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* diff --git a/Compendium/equipment/items/jax-ooa2.md b/Compendium/equipment/items/jax-ooa2.md deleted file mode 100644 index cc5797748..000000000 --- a/Compendium/equipment/items/jax-ooa2.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/held -- trait/cursed -- trait/divine -- trait/evocation -- trait/intelligent -- trait/ln -- trait/unique -aliases: ["Jax"] ---- -# Jax *Item 8* -[cursed](../../../Rules/traits/cursed-gmg.md) [divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [ln](../../../Rules/traits/lawful-neutral-b1.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -[Perception](../../skills.md#Perception) +13; precise vision 30 feet, imprecise hearing 30 feet Communication empathy Skills [Diplomacy](../../skills.md#Diplomacy) +14, [Survival](../../skills.md#Survival) +16 Int +1, Wis +5, Cha +3 Will +18 Jax was a caravan guard who died defending her charges from a pack of Lamashtan cultists in the Spellscar Desert. - -Her spirit of fury and hopelessness infused her weapon upon her death, imbuing the firearm with a fragment of her soul and intelligence. The rifle, upon awakening, remembered just enough of Jax's former life to think of her former wielder's name as her own. - -Jax is a +1 striking fearsome piercing wind (Guns & Gears 159) whose driving purpose is to protect innocent travelers in the Spellscar Desert from raiders, bandits, and cultists. Jax allows any creature to wield her, but she doesn't reveal her intelligence or powers until she detects an innocent in danger or if her wielder has proven themselves a worthy champion of justice. If she deems a wielder to be unworthy, Jax uses her dominate ability to control the wielder until she can find a new one. - -If ever used to attack an innocent traveler, or if, in Jax's opinion, the attack could be considered banditry, the weapon automatically misfires. If Jax witnesses an innocent harmed or killed, she empathically urges her wielder to avenge the victim. If the wielder doesn't comply, Jax attempts to cast [dominate](../../spells/dominate.md) (below). Even if the [dominate](../../spells/dominate.md) spell fails, Jax withholds all magical abilities, including the +1 weapon potency rune and striking rune, until her wielder redeems themself. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -command - -Jax casts heroism on you. -%% #trait/command %% -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -command - -Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of [Lamashtu](../../../compendium/setting/deities/lamashtu.md), you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways. -%% #trait/command %% -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* diff --git a/Compendium/equipment/items/jellyfish-lamp-lowg.md b/Compendium/equipment/items/jellyfish-lamp-lowg.md deleted file mode 100644 index 6149db152..000000000 --- a/Compendium/equipment/items/jellyfish-lamp-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/held -aliases: ["Jellyfish Lamp"] ---- -# Jellyfish Lamp *Item 0* - -- **Price** 2 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they're allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients. - -Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities. - -*Source: Lost Omens: World Guide p. 68* \ No newline at end of file diff --git a/Compendium/equipment/items/jerkin-of-liberation-ec6.md b/Compendium/equipment/items/jerkin-of-liberation-ec6.md deleted file mode 100644 index 68a746dc0..000000000 --- a/Compendium/equipment/items/jerkin-of-liberation-ec6.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/armor -- trait/abjuration -- trait/armor -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Jerkin Of Liberation"] ---- -# Jerkin Of Liberation *Item 17* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) armor - -- **Price** 14000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -This +2 greater resilient studded leather is traditionally inscribed with a symbol of either [Norgorber](../../setting/deities/norgorber.md) or [Cayden Cailean](../../setting/deities/cayden-cailean.md). Its leather is light as silk, and its buttons and studs are gleaming crystal. While you wear it, you get a +15-foot item bonus to your Speed, and effects that attempt to impose penalties on your Speed must first counteract the jerkin of liberation or they have no effect on you. - -In addition, you are hard to incapacitate. You use the jerkin's item level or your own level, whichever is higher, to determine effects of the [incapacitation](../../../Rules/traits/incapacitation.md) trait. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/jezail-g-g.md b/Compendium/equipment/items/jezail-g-g.md deleted file mode 100644 index 43b6ca4a4..000000000 --- a/Compendium/equipment/items/jezail-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/fatal-aim-d12 -- trait/uncommon -aliases: ["Jezail"] ---- -# Jezail *Item 1* -[concussive](../../../Rules/traits/concussive-g-g.md) [fatal aim ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 11 gp -- **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 90 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -Jezails are simple, efficient long guns developed in Casmaron that typically feature a custom stock and a flintlock firing mechanism. Though lacking the range and stopping power of an arquebus or the raw force of a harmona gun, the jezail is an elegant, well-balanced weapon suitable for a variety of combat situations. It's even possible to tuck it under one arm to fire a less accurate attack that uses only one hand. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/juggernaut-mutagen.md b/Compendium/equipment/items/juggernaut-mutagen.md deleted file mode 100644 index 8474fa322..000000000 --- a/Compendium/equipment/items/juggernaut-mutagen.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -aliases: ["Juggernaut Mutagen"] ---- -# Juggernaut Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant. - -**Benefit** You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points. - -**Drawback** You take a –2 penalty to Will saves, [Perception](../../skills.md#Perception) checks, and initiative rolls. - -*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/Compendium/equipment/items/juggling-club-ec1.md b/Compendium/equipment/items/juggling-club-ec1.md deleted file mode 100644 index ad3bc0c9b..000000000 --- a/Compendium/equipment/items/juggling-club-ec1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/weapon/simple -- trait/agile -- trait/nonlethal -- trait/thrown-20-feet -- trait/uncommon -aliases: ["Juggling Club"] ---- -# Juggling Club *Item 0* -[agile](../../../Rules/traits/agile.md) [nonlethal](../../../Rules/traits/nonlethal.md) [thrown <20 feet>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 sp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Simple; **Group** Club - -A juggling club is lighter than a typical club and balanced to be easily caught and thrown again by a juggler. While a juggling club deals less damage, the extra throwing distance its light weight allows is important for Juggling. - -*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/junk-bomb-pfum.md b/Compendium/equipment/items/junk-bomb-pfum.md deleted file mode 100644 index 32ce2d655..000000000 --- a/Compendium/equipment/items/junk-bomb-pfum.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/splash -- trait/uncommon -aliases: ["Junk Bomb"] ---- -# Junk Bomb *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage), and piercing splash damage. Many types grant an item bonus to attack rolls. - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/juxtaposition-ammunition-lotgb.md b/Compendium/equipment/items/juxtaposition-ammunition-lotgb.md deleted file mode 100644 index 1357dabe9..000000000 --- a/Compendium/equipment/items/juxtaposition-ammunition-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Juxtaposition Ammunition"] ---- -# Juxtaposition Ammunition *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 225 gp -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition ammunition hits a creature, it doesn't deal the [Strike](../../../Rules/actions/strike.md)'s normal damage. Instead, the target must succeed at a DC 28 Will save or be teleported to a safe, unoccupied square of your choice within 60 feet of its original position and within the weapon's first range increment. On a critical failure, the target is also [sickened](../../../Rules/conditions.md#Sickened) from the gut-wrenching sensation of sudden movement. Any relocation from the juxtaposition ammunition is forced movement. - -*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/Compendium/equipment/items/kalis-loil.md b/Compendium/equipment/items/kalis-loil.md deleted file mode 100644 index 6b1f28c5f..000000000 --- a/Compendium/equipment/items/kalis-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/advanced -- trait/deadly-d8 -- trait/uncommon -- trait/versatile-p -aliases: ["Kalis"] ---- -# Kalis *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 3 gp -- **Bulk** 1 -- **Damage** `1d8` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -A larger version of the asymmetrical, wavy-bladed kris, this double-edged sword is effective at creating grievous injuries. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/kama.md b/Compendium/equipment/items/kama.md deleted file mode 100644 index e4f5b106a..000000000 --- a/Compendium/equipment/items/kama.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/monk -- trait/trip -- trait/uncommon -aliases: ["Kama"] ---- -# Kama *Item 0* -[agile](../../../Rules/traits/agile.md) [monk](../../../Rules/traits/monk.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Knife - -Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/karambit-frp2.md b/Compendium/equipment/items/karambit-frp2.md deleted file mode 100644 index 004d413df..000000000 --- a/Compendium/equipment/items/karambit-frp2.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/weapon/advanced -- trait/agile -- trait/fatal-d8 -- trait/finesse -- trait/uncommon -- trait/versatile-s -aliases: ["Karambit"] ---- -# Karambit *Item 0* -[agile](../../../Rules/traits/agile.md) [fatal ](../../../Rules/traits/fatal.md) [finesse](../../../Rules/traits/finesse.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Access** If the player character come from a region in Tian Xia, this weapon is common -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Advanced; **Group** Knife - -This small curved blade resembles a tiger's claw and is capable of delivering deep wounds. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/katana.md b/Compendium/equipment/items/katana.md deleted file mode 100644 index 90dd51850..000000000 --- a/Compendium/equipment/items/katana.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/deadly-d8 -- trait/two-hand-d10 -- trait/uncommon -- trait/versatile-p -aliases: ["Katana"] ---- -# Katana *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [two-hand ](../../../Rules/traits/two-hand.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -A katana is a curved, single-edged sword known for its wickedly sharped blade. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/katar.md b/Compendium/equipment/items/katar.md deleted file mode 100644 index 4a51b7fd9..000000000 --- a/Compendium/equipment/items/katar.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/simple -- trait/agile -- trait/deadly-d6 -- trait/monk -- trait/uncommon -aliases: ["Katar"] ---- -# Katar *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [monk](../../../Rules/traits/monk.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Simple; **Group** Knife - -Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles. - -*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/Compendium/equipment/items/kayalini-lotg.md b/Compendium/equipment/items/kayalini-lotg.md deleted file mode 100644 index 947376597..000000000 --- a/Compendium/equipment/items/kayalini-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Kayalini"] ---- -# Kayalini *Item 0* - -- **Price** 5 gp -- **Category** Pet - -Originally brought to Absalom by kayals fleeing the Shadow Plane, kayalinis are shy creatures made from shadow. They resemble small monkeys with reptilian features like claws, short horns, and long, shadowy tongues. When in a new home, they tend to hide under beds or in closets. Around people they trust, they'll sit quietly on a lap for hours. - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/key-to-the-stomach-da.md b/Compendium/equipment/items/key-to-the-stomach-da.md deleted file mode 100644 index 760e9fb8e..000000000 --- a/Compendium/equipment/items/key-to-the-stomach-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Key to the Stomach"] ---- -# Key to the Stomach *Item 9* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief from hunger. You swallowed a key, which remains in your stomach, that continuously satiates you. You no longer need to eat or drink. Once per day, from any distance, the entity that holds your bargained contract can have the key sealing your bargained contract absorb all items in your stomach, which prevents you from benefiting from items that require you to eat or drink them, such as potions and elixirs, for 10 minutes. - -During this time, the entity gains the benefits of these items instead. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison. -``` - -*Source: Dark Archive p. 165* diff --git a/Compendium/equipment/items/keymaking-tools-som.md b/Compendium/equipment/items/keymaking-tools-som.md deleted file mode 100644 index df5dac0fd..000000000 --- a/Compendium/equipment/items/keymaking-tools-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/conjuration -- trait/magical -aliases: ["Keymaking Tools"] ---- -# Keymaking Tools *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 55 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. - -They grant a +1 item bonus to [Thievery](../../skills.md#Thievery) checks to [Pick a Lock](../../../Rules/actions/pick-a-lock.md). Upon completely opening a lock by picking it with these tools, the tools produce a temporary copy of the key for the picked lock. This phantom key can lock or unlock the lock just like the original key. The key appears attached to the thieves' tools case by a fine silver chain and lasts for 12 hours before it fades into nothing. Only one key created this way can exist in the same set of thieves' tools. - -Creating a new key replaces the previous one. - -*Source: Secrets of Magic p. 186* \ No newline at end of file diff --git a/Compendium/equipment/items/khakkara-apg.md b/Compendium/equipment/items/khakkara-apg.md deleted file mode 100644 index e7fd09073..000000000 --- a/Compendium/equipment/items/khakkara-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/weapon/martial -- trait/shove -- trait/two-hand-1d10 -- trait/uncommon -- trait/versatile-p -aliases: ["Khakkara"] ---- -# Khakkara *Item 0* -[shove](../../../Rules/traits/shove.md) [two-hand <1d10>](../../../Rules/traits/two-hand.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Club - -This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/khopesh-logm.md b/Compendium/equipment/items/khopesh-logm.md deleted file mode 100644 index 5286c508d..000000000 --- a/Compendium/equipment/items/khopesh-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/trip -- trait/uncommon -aliases: ["Khopesh"] ---- -# Khopesh *Item 0* -[trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d8` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This curved sickle sword has a pointed tip, allowing it to be swung like a handaxe or thrust like a short sword. The tip of a khopesh is usually hooked so that it can be used to disarm an opponent's shield or weapon. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/kin-warding-aoa4.md b/Compendium/equipment/items/kin-warding-aoa4.md deleted file mode 100644 index e02d28298..000000000 --- a/Compendium/equipment/items/kin-warding-aoa4.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa4 -- item/category/rune -- trait/abjuration -- trait/dwarf -- trait/magical -- trait/uncommon -aliases: ["Kin-warding"] ---- -# Kin-warding *Item 3* -[abjuration](../../../Rules/traits/abjuration.md) [dwarf](../../../Rules/traits/dwarf.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 52 gp -- **Usage** etched onto a clan dagger -- **Category** Rune - -A kin-warding clan dagger can deflect attacks aimed at your allies. When you use the weapon's [parry](../../../Rules/traits/parry.md) trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon's circumstance bonus to AC, but you do not gain the bonus yourself. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/kings-sleep.md b/Compendium/equipment/items/kings-sleep.md deleted file mode 100644 index aa8f165d1..000000000 --- a/Compendium/equipment/items/kings-sleep.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -- trait/virulent -aliases: ["King's Sleep"] ---- -# King's Sleep *Item 18* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [virulent](../../../Rules/traits/virulent.md) - -- **Price** 4000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The [drained](../../../Rules/conditions.md#Drained) condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts. - -```ad-inline-affliction -title: Saving Throw: DC 41 Fortitude - -- **Onset**: 1 day - -## Stages - -**Stage 1** [drained](../../../rules/conditions.md#Drained) (1 day) - -**Stage 2** [drained](../../../rules/conditions.md#Drained) (1 day) - -**Stage 3** [drained](../../../rules/conditions.md#Drained) (1 day) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/kite-lotgb.md b/Compendium/equipment/items/kite-lotgb.md deleted file mode 100644 index 04caea6d4..000000000 --- a/Compendium/equipment/items/kite-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Kite"] ---- -# Kite *Item 0* - -- **Usage** held in 1 hand -- **Category** Held - -This colorful canvas kite is [controlled](../../../Rules/conditions.md#Controlled) by twine and flies when it catches the wind. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/knapsack-of-halflingkind.md b/Compendium/equipment/items/knapsack-of-halflingkind.md deleted file mode 100644 index 372a6db7f..000000000 --- a/Compendium/equipment/items/knapsack-of-halflingkind.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/conjuration -- trait/extradimensional -- trait/healing -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Knapsack of Halflingkind"] ---- -# Knapsack of Halflingkind *Item 9+* -[conjuration](../../../Rules/traits/conjuration.md) [extradimensional](../../../Rules/traits/extradimensional.md) [healing](../../../Rules/traits/healing.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn backpack; **Bulk** L -- **Category** Worn - -This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding. - -The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food. - -The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an [Interact](../../../Rules/actions/interact.md) action to regain `2d8+4` Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. - -*Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/Compendium/equipment/items/knight-captains-lance-lokl.md b/Compendium/equipment/items/knight-captains-lance-lokl.md deleted file mode 100644 index 3d4f87440..000000000 --- a/Compendium/equipment/items/knight-captains-lance-lokl.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/divine -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Knight Captain's Lance"] ---- -# Knight Captain's Lance *Item 13* -[divine](../../../Rules/traits/divine.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 3000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes. - -If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Your attack roll with the knight captain's lance is a critical success - -**Effect** You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage rolls for 1 round. -``` - -*Source: Lost Omens: Knights of Lastwall p. 90* diff --git a/Compendium/equipment/items/knights-maintenance-kit-lokl.md b/Compendium/equipment/items/knights-maintenance-kit-lokl.md deleted file mode 100644 index f5ad590fe..000000000 --- a/Compendium/equipment/items/knights-maintenance-kit-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Knight's Maintenance Kit"] ---- -# Knight's Maintenance Kit *Item 5* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 50 gp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -This set of gear contains a repair kit, cloth rolls for storing or covering equipment, and specialized mixtures developed by the Knights of Lastwall to clean and treat armaments for continued use. This kit gives you a +1 item bonus to checks to [Repair](../../../Rules/actions/repair.md) weapons, shields, and armor using the [Crafting](../../skills.md#Crafting) skill, and you restore an additional 5 Hit Points when you successfully [Repair](../../../Rules/actions/repair.md) such items using it. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/knights-standard-lokl.md b/Compendium/equipment/items/knights-standard-lokl.md deleted file mode 100644 index e01dda465..000000000 --- a/Compendium/equipment/items/knights-standard-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Knight's Standard"] ---- -# Knight's Standard *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 5 gp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -This cloth flag or banner, no larger than a few feet long, bears the symbol or heraldry of a deity, knightly house, nation, or similar organization. A typical standard comes with a stand or pole to hold it aloft. You can instead spend 2 consecutive Interact actions to mount a knight's standard on a two-handed polearm or spear weapon; the standard is visible as long as you wield the weapon with two hands. Some individuals are inspired by the sight of a standard or demoralized by the destruction of one. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/knights-tabard-lokl.md b/Compendium/equipment/items/knights-tabard-lokl.md deleted file mode 100644 index 7446e2e1d..000000000 --- a/Compendium/equipment/items/knights-tabard-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Knight's Tabard"] ---- -# Knight's Tabard *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 15 gp -- **Bulk** L -- **Category** Adventuring Gear - -This cloth vestment features the heraldry or symbol associated with an entity (such as a deity, kingdom, or organization). Knights typically wear it over armor and other clothing, helping them identify allies on the battlefield or distinguishing themselves in more peaceful situations. An individual wearing a tabard gains a +1 item bonus to [Make an Impression](../../../Rules/actions/make-an-impression.md) on creatures who have a positive association with the entity represented on the tabard. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/knockout-dram-aoe1.md b/Compendium/equipment/items/knockout-dram-aoe1.md deleted file mode 100644 index 3e04f2212..000000000 --- a/Compendium/equipment/items/knockout-dram-aoe1.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Knockout Dram"] ---- -# Knockout Dram *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 70 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This soporific chemical comes in liquid form and is virtually undetectable by taste or scent. It's most commonly slipped into a victim's drink to quickly induce a deep unconsciousness. - -```ad-inline-affliction -title: Saving Throw: DC 23 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 10 hours - -## Stages - -**Stage 1** fall [unconscious](../../../rules/conditions.md#Unconscious) and can't attempt [Perception](../../../compendium/skills.md#Perception) checks to wake up (1 minute) - -**Stage 2** sleep normally (`1d4` hours) -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* diff --git a/Compendium/equipment/items/knuckle-duster-g-g.md b/Compendium/equipment/items/knuckle-duster-g-g.md deleted file mode 100644 index b4bb4e18e..000000000 --- a/Compendium/equipment/items/knuckle-duster-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/agile -- trait/free-hand -- trait/monk -aliases: ["Knuckle Duster"] ---- -# Knuckle Duster *Item 0* -[agile](../../../Rules/traits/agile.md) [free-hand](../../../Rules/traits/free-hand.md) [monk](../../../Rules/traits/monk.md) - -- **Price** 3 sp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Simple; **Group** Brawling - -This bit of hardened metal, favored by street toughs, is typically made of brass and features four finger holes so that it can sit atop the knuckles, adding extra power to a punch. - -*Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/Compendium/equipment/items/kortos-diamond-ec6.md b/Compendium/equipment/items/kortos-diamond-ec6.md deleted file mode 100644 index a0c822a68..000000000 --- a/Compendium/equipment/items/kortos-diamond-ec6.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/artifact -- trait/artifact -- trait/divine -- trait/evocation -- trait/unique -aliases: ["Kortos Diamond"] ---- -# Kortos Diamond *Item 22* -[artifact](../../../Rules/traits/artifact-gmg.md) [divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact - -The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies. - -Whenever the Kortos Diamond is in an area of dim or brighter light, it glows faintly, as if reflecting the light of a setting sun. - -While wielding the Kortos Diamond, you gain a +2 item bonus on saving throws against [mental](../../../Rules/traits/mental.md) effects. You can never harm yourself with the Kortos Diamond, even if [confused](../../../Rules/conditions.md#Confused). - -If you ever travel farther than 100 miles from the Isle of Kortos while in possession of the Kortos Diamond, the sword becomes impossibly heavy; you are [encumbered](../../../Rules/conditions.md#Encumbered) as long as you carry the sword and remain outside of this area. If you relinquish the Kortos Diamond while away from Kortos, the sword gradually makes its way back to the isle over the course of a year. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You attempt a melee [Strike](../../../rules/actions/strike.md) with the Kortos Diamond against a creature within reach. On a hit, you deal damage as normal and the target's mind is inflicted with a powerful disruptive energy. - -When the creature attempts to [Cast a Spell](../../../rules/actions/cast-a-spell.md), it must attempt a DC 44 Will save; on a failure, the spell fails and both the spell and the actions spent to cast it are lost. This effect lasts for up to 1 minute. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You damage an aberration with the Kortos - -**Effect** You deal an additional `2d8` force damage to the struck creature. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast [overwhelming presence](../../../compendium/spells/overwhelming-presence.md) (DC 42) -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 68* diff --git a/Compendium/equipment/items/krakens-guard-lotgb.md b/Compendium/equipment/items/krakens-guard-lotgb.md deleted file mode 100644 index 2c52f6e16..000000000 --- a/Compendium/equipment/items/krakens-guard-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Kraken's Guard"] ---- -# Kraken's Guard *Item 19* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 40000 gp -- **Usage** held in one hand; **Bulk** 1 -- **Category** Held - -This steel shield (Hardness 16, HP 96, BT 48) is painted a mottled crimson, and it always glistens as if wet. Its crest is composed of eight appendages that curl around each other, resembling the swirling tentacles of a giant kraken. Two ferocious eyes sit in its center, gleaming with an inner light. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You unleash the kraken's wrath. You Raise the Shield. The shield's appendages briefly extend to impossible length as they wriggle and lash out at your foes, dealing `10d10` bludgeoning damage to all enemies in a 30-foot cone (DC 41 basic Reflex save). The shield remains animated for 1 minute, during which you can use it to [Grapple](../../../rules/actions/grapple.md) a creature within 10 feet of you without needing a free hand. When you use the shield to [Grapple](../../../rules/actions/grapple.md), you gain a +3 item bonus to your [Athletics](../../../compendium/skills.md#Athletics) check. - -Kraken's Ink Wares. -``` - -*Source: Lost Omens: The Grand Bazaar p. 38* diff --git a/Compendium/equipment/items/kris-loil.md b/Compendium/equipment/items/kris-loil.md deleted file mode 100644 index f024ee4b9..000000000 --- a/Compendium/equipment/items/kris-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/martial -- trait/agile -- trait/deadly-d8 -- trait/finesse -aliases: ["Kris"] ---- -# Kris *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) - -- **Price** 7 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Knife - -This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/kukri.md b/Compendium/equipment/items/kukri.md deleted file mode 100644 index 350ee508d..000000000 --- a/Compendium/equipment/items/kukri.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/finesse -- trait/trip -- trait/uncommon -aliases: ["Kukri"] ---- -# Kukri *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 sp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Knife - -The blade of this foot-long knife curves inward and lacks a cross guard at the hilt. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/kusarigama-frp2.md b/Compendium/equipment/items/kusarigama-frp2.md deleted file mode 100644 index 47a6c7001..000000000 --- a/Compendium/equipment/items/kusarigama-frp2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/weapon/martial -- trait/disarm -- trait/monk -- trait/reach -- trait/trip -- trait/uncommon -- trait/versatile-b -aliases: ["Kusarigama"] ---- -# Kusarigama *Item 0* -[disarm](../../../Rules/traits/disarm.md) [monk](../../../Rules/traits/monk.md) [reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Access** If the player character come from a region in Tian Xia, this weapon is common -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial; **Group** Knife - -This impressive weapon consists of a weight attached to a kama via a length of chain, which aids with disarming an opponent or attacking from a distance. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/ladys-blessing-oil-lotg.md b/Compendium/equipment/items/ladys-blessing-oil-lotg.md deleted file mode 100644 index f74ff5758..000000000 --- a/Compendium/equipment/items/ladys-blessing-oil-lotg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/plant -- trait/alchemical -- trait/consumable -aliases: ["Lady's Blessing Oil"] ---- -# Lady's Blessing Oil *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Administer First Aid](../../../Rules/actions/administer-first-aid.md) -- **Category** Plant - -Lady's blessing oil is favored by Pharasmin healers who ease the transitions of life. You can [Activate the item](../../../Rules/actions/activate-an-item.md) as part of the same activity you use to [Administer First Aid](../../../Rules/actions/administer-first-aid.md) to stabilize a creature. If you use lady's blessing oil, the DC of the check to [Administer First Aid](../../../Rules/actions/administer-first-aid.md) is reduced to the creature's recovery roll DC, rather than 5 + the recovery roll DC. However, if you roll a failure on the check, you get a critical failure instead. - -*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/ladys-chalice-botd.md b/Compendium/equipment/items/ladys-chalice-botd.md deleted file mode 100644 index 2106a4037..000000000 --- a/Compendium/equipment/items/ladys-chalice-botd.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/held -- trait/conjuration -- trait/divine -- trait/good -- trait/uncommon -aliases: ["Lady's Chalice"] ---- -# Lady's Chalice *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [divine](../../../Rules/traits/divine.md) [good](../../../Rules/traits/good.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This silver chalice bears the symbol of [Pharasma](../../setting/deities/pharasma.md), a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The chalice can be activated in one of two ways, though only once per day total. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The chalice fills with a single vial's worth of holy water. The water loses its potency after 1 day if poured into any container other than a font specifically sanctified by a cleric of [Pharasma](../../../compendium/setting/deities/pharasma.md). It similarly loses its potency 1 day after being removed from such a font. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The Lady's chalice is full of a vial's worth of holy water - -**Effect** The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](../../../rules/traits/manipulate.md) trait to the attack made with it. If it hits, it deals `2d6` good damage and 2 good splash damage (including to you, if you're evil). -``` - -*Source: Book of the Dead p. 200* diff --git a/Compendium/equipment/items/ladys-knife-lotgb.md b/Compendium/equipment/items/ladys-knife-lotgb.md deleted file mode 100644 index 2a97748c6..000000000 --- a/Compendium/equipment/items/ladys-knife-lotgb.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Lady's Knife"] ---- -# Lady's Knife *Item 6* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This +1 striking returning dagger has an elaborate, gemmed handle and can be worn strapped to the inside of a wrist or tucked within a decorative bodice. Despite the name, which stems from the dagger's historical basis in Oppara as a lady's favor, this dagger is common among wielders of all genders and has become quite fashionable in Absalom of late, with most nobles who carry them matching their evening finery to the gems on the hilt. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You offer this weapon as a romantic or platonic favor to an ally. You and the ally become linked for 1 day. During this time, you each benefit from the effects of status, using each other as the targets. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You call forth the blade. The lady's knife instantly teleports to your hand. The attempt to recall the knife fails if you are more than 1 mile away from the knife's current location. Your linked ally can use the same Activation to recall the knife once per day as well. -``` - -*Source: Lost Omens: The Grand Bazaar p. 110* diff --git a/Compendium/equipment/items/ladys-spiral-botd.md b/Compendium/equipment/items/ladys-spiral-botd.md deleted file mode 100644 index 665ece698..000000000 --- a/Compendium/equipment/items/ladys-spiral-botd.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/held -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Lady's Spiral"] ---- -# Lady's Spiral *Item 7* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +1 disrupting striking whip has a single strip of anointed leather wrapped around its hilt in a spiral pattern. The handle of the whip ends in an oak spike that has been sanctified with ashes from [Pharasma](../../setting/deities/pharasma.md)'s Boneyard. If the spike is used to stake a vampire that's vulnerable to being staked, the vampire is immediately destroyed, without having to sever its head and anoint it with holy water. If the whip is buried with a creature, that creature can't rise as an undead as long as the whip remains by its side. - -*Source: Book of the Dead p. 19* \ No newline at end of file diff --git a/Compendium/equipment/items/lantern-of-empty-light-av1.md b/Compendium/equipment/items/lantern-of-empty-light-av1.md deleted file mode 100644 index e5ab58b7a..000000000 --- a/Compendium/equipment/items/lantern-of-empty-light-av1.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av1 -- item/category/held -- trait/enchantment -- trait/magical -- trait/rare -aliases: ["Lantern Of Empty Light"] ---- -# Lantern Of Empty Light *Item 6* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 240 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md). A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You direct the lantern's light upon a single living creature within 60 feet. That creature must attempt a DC 20 Will save to resist the light's effects. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and realizes that you attempted to mentally influence them with the light. -> - **Success** The creature is unaffected but thinks the light was harmless, unless it knows the true nature of the lantern already. -> - **Failure** The creature becomes [fascinated](../../../rules/conditions.md#Fascinated) by the lantern's light, and remains [fascinated](../../../rules/conditions.md#Fascinated) as long as you Sustain the Activation, up to 10 minutes. -> - **Critical Failure** As failure, but you can Sustain the Activation for up to 1 hour. When the effect ends, the [fascinated](../../../rules/conditions.md#Fascinated) creature remembers any events that took place while [fascinated](../../../rules/conditions.md#Fascinated) only as indistinct, dream-like memories. Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") [Interact](../../../rules/actions/interact.md); Frequency once per day; Effect You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing `4d8` positive damage to the creature (DC 20 basic Will save). -``` - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* diff --git a/Compendium/equipment/items/lantern.md b/Compendium/equipment/items/lantern.md deleted file mode 100644 index 54cbc897a..000000000 --- a/Compendium/equipment/items/lantern.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Lantern"] ---- -# Lantern *Item 0* - -- **Category** Adventuring Gear - -A lantern sheds bright light and requires 1 pint of [oil](oil-1-pint.md) to function for 6 hours. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/large-bore-modifications-g-g.md b/Compendium/equipment/items/large-bore-modifications-g-g.md deleted file mode 100644 index 2675533da..000000000 --- a/Compendium/equipment/items/large-bore-modifications-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization -- trait/uncommon -aliases: ["Large Bore Modifications"] ---- -# Large Bore Modifications *Item 5* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 120 gp -- **Usage** attached ; **Bulk** 1 -- **Category** Customization - -These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. - -When you attach large bore modifications to a [kickback](../../../Rules/traits/kickback-g-g.md) weapon, the circumstance bonus to damage granted by the kickback trait increases from 1 to 2 additional damage and the Strength requirement to fire the weapon without penalty increases to 18. - -When you attach large bore modifications to a weapon with the [scatter](../../../Rules/traits/scatter-g-g.md) trait, the radius of the scatter effect increases by 5 feet, but the weapon imposes a –2 penalty on attack rolls if the wielder's Strength score is less than 14. If the weapon has both the [kickback](../../../Rules/traits/kickback-g-g.md) and [scatter](../../../Rules/traits/scatter-g-g.md) traits, apply both sets of modifications with the Strength requirement raised to 18 to avoid penalties when firing. - -*Source: Guns & Gears p. 183* \ No newline at end of file diff --git a/Compendium/equipment/items/lastwall-soup-locg.md b/Compendium/equipment/items/lastwall-soup-locg.md deleted file mode 100644 index 6be82ced3..000000000 --- a/Compendium/equipment/items/lastwall-soup-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/uncommon -aliases: ["Lastwall Soup"] ---- -# Lastwall Soup *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Elixir - -Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Lastwall soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Lastwall soup, you gain a +2 item bonus to [Stealth](../../skills.md#Stealth) checks and DCs against undead. - -*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/lawbringers-lasso-ooa3.md b/Compendium/equipment/items/lawbringers-lasso-ooa3.md deleted file mode 100644 index 5b2a60160..000000000 --- a/Compendium/equipment/items/lawbringers-lasso-ooa3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/held -- trait/evocation -- trait/lawful -- trait/magical -- trait/uncommon -aliases: ["Lawbringer's Lasso"] ---- -# Lawbringer's Lasso *Item 4* -[evocation](../../../Rules/traits/evocation.md) [lawful](../../../Rules/traits/lawful.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This enchanted lasso is a net (Advanced Player's Guide 249) that can be used to [Grapple](../../../Rules/actions/grapple.md) creatures up to 30 feet away, requires a DC 18 [Athletics](../../skills.md#Athletics) check to [Force Open](../../../Rules/actions/force-open.md), and has an [Escape](../../../Rules/actions/escape.md) DC of 18. It's permanently attached to a 30-foot rope. - -While using the lawbringer's lasso to [Grapple](../../../Rules/actions/grapple.md), you receive a +1 item bonus to [Grapple](../../../Rules/actions/grapple.md) checks against creatures with the [chaotic](../../../Rules/traits/chaotic.md) trait. If you roll a critical failure on your attempt to [Grapple](../../../Rules/actions/grapple.md) a chaotic creature with the lawbringer's lasso, you get a failure instead. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/leadenleg-apg.md b/Compendium/equipment/items/leadenleg-apg.md deleted file mode 100644 index 7a5faaa0b..000000000 --- a/Compendium/equipment/items/leadenleg-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Leadenleg"] ---- -# Leadenleg *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 15 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. - -```ad-inline-affliction -title: Saving Throw: DC 20 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d10` poison damage and –5-foot status penalty to all Speeds (1 round) - -**Stage 2** `2d6` poison damage and –10-foot status penalty to all Speeds (1 round) - -**Stage 3** `2d6` poison damage and –20-foot status penalty to all Speeds (1 round) -``` - -*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/Compendium/equipment/items/leapers-elixir.md b/Compendium/equipment/items/leapers-elixir.md deleted file mode 100644 index 12c79bd96..000000000 --- a/Compendium/equipment/items/leapers-elixir.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Leaper's Elixir"] ---- -# Leaper's Elixir *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can [High Jump](../../../Rules/actions/high-jump.md) or [Long Jump](../../../Rules/actions/long-jump.md) as a single action instead of 2 actions. If you do, you don't perform the initial [Stride](../../../Rules/actions/stride.md) (nor do you fail if you don't [Stride](../../../Rules/actions/stride.md) 10 feet). - -*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/leash-lotg.md b/Compendium/equipment/items/leash-lotg.md deleted file mode 100644 index 273f22038..000000000 --- a/Compendium/equipment/items/leash-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Leash"] ---- -# Leash *Item 0* - -- **Price** 1 sp -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/leiomano-frp2.md b/Compendium/equipment/items/leiomano-frp2.md deleted file mode 100644 index be020c0d7..000000000 --- a/Compendium/equipment/items/leiomano-frp2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/weapon/martial -- trait/deadly-d10 -- trait/uncommon -- trait/versatile-s -aliases: ["Leiomano"] ---- -# Leiomano *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Access** If the player character come from a region in Tian Xia, this weapon is common -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Club - -This thick club is inset with sharp teeth, typically from a shark, that easily tear flesh. It is the preferred weapon of many Minatan warriors. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/leopards-armor-sot2.md b/Compendium/equipment/items/leopards-armor-sot2.md deleted file mode 100644 index 2e3a1bb26..000000000 --- a/Compendium/equipment/items/leopards-armor-sot2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/armor -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Leopard's Armor"] ---- -# Leopard's Armor *Item 9* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor - -Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face covering. The armor is said to be based on the same armor once worn by Azure Leopard, one of Old-Mage Jatembe's magic warriors. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You call upon the ferocity and grace of the leopard. The armor's rings flatten out to become a solid piece of flexible armor. You gain a +2 item bonus to [Stealth](../../../compendium/skills.md#Stealth) checks and [Intimidation](../../../compendium/skills.md#Intimidation) checks to [Demoralize](../../../rules/actions/demoralize.md), but take a –2 penalty to [Diplomacy](../../../compendium/skills.md#Diplomacy) and [Society](../../../compendium/skills.md#Society) checks. - -This lasts for 1 hour, but you can Activate the armor again to revert it back to its original form. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* diff --git a/Compendium/equipment/items/lesser-cube-of-nex-loil.md b/Compendium/equipment/items/lesser-cube-of-nex-loil.md deleted file mode 100644 index b763886f7..000000000 --- a/Compendium/equipment/items/lesser-cube-of-nex-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/artifact -- trait/artifact -- trait/evocation -- trait/magical -- trait/unique -aliases: ["Lesser Cube of Nex"] ---- -# Lesser Cube of Nex *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand -- **Category** Artifact - -A Lesser Cube of Nex acts as a cube of force, but the effect lasts until you press the sixth face to [Dismiss](../../../Rules/actions/dismiss.md) it, and the activation can be used once per hour. You must first [Dismiss](../../../Rules/actions/dismiss.md) any previous activation before you use it again. Additionally, each Lesser Cube of Nex is attuned to a single school of magic. Within 5 feet of the Lesser Cube, all magic from that school is suppressed or impossible to cast, with the effects of a 10th-level [antimagic field](../../spells/antimagic-field.md) spell. While there are eight Lesser Cubes of Nex, each of the artifacts is unique, as there's only one Lesser Cube of Nex for each school of magic. - -*Source: Lost Omens: Impossible Lands p. 304* \ No newline at end of file diff --git a/Compendium/equipment/items/lethargy-poison.md b/Compendium/equipment/items/lethargy-poison.md deleted file mode 100644 index 91dc94a58..000000000 --- a/Compendium/equipment/items/lethargy-poison.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/incapacitation -- trait/injury -- trait/poison -- trait/sleep -- trait/uncommon -aliases: ["Lethargy Poison"] ---- -# Lethargy Poison *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [incapacitation](../../../Rules/traits/incapacitation.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [sleep](../../../Rules/traits/sleep.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 7 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls [unconscious](../../../Rules/conditions.md#Unconscious). Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage. - -```ad-inline-affliction -title: Saving Throw: DC 18 Fortitude - -- **Maximum Duration**: 4 hours - -## Stages - -**Stage 1** [slowed](../../../rules/conditions.md#Slowed) (1 round) - -**Stage 2** [slowed](../../../rules/conditions.md#Slowed) (1 minute) - -**Stage 3** [unconscious](../../../rules/conditions.md#Unconscious) with no [Perception](../../../compendium/skills.md#Perception) check to wake up (1 round) - -**Stage 4** [unconscious](../../../rules/conditions.md#Unconscious) with no [Perception](../../../compendium/skills.md#Perception) check to wake up. (`1d4` hours) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/liars-demise-aoe4.md b/Compendium/equipment/items/liars-demise-aoe4.md deleted file mode 100644 index f44ac380a..000000000 --- a/Compendium/equipment/items/liars-demise-aoe4.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/contact -- trait/divine -- trait/poison -- trait/uncommon -aliases: ["Liar's Demise"] ---- -# Liar's Demise *Item 14* -[consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [divine](../../../Rules/traits/divine.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 650 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, you take the listed poison damage and mental damage for any time you voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to your brain. - -You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a [mental](../../../Rules/traits/mental.md) effect. - -```ad-inline-affliction -title: Saving Throw: DC 34 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied), `3d6` poison damage and `3d6` mental damage for lying (1 minute) - -**Stage 2** [stupefied](../../../rules/conditions.md#Stupefied), `4d6` poison damage and `4d6` mental damage for lying (1 minute) - -**Stage 3** [stupefied](../../../rules/conditions.md#Stupefied), `5d6` poison damage and `5d6` mental damage for lying, and the damage becomes a [death](../../../rules/traits/death.md) effect. (null) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* diff --git a/Compendium/equipment/items/liars-gun-g-g.md b/Compendium/equipment/items/liars-gun-g-g.md deleted file mode 100644 index f0d06fcf8..000000000 --- a/Compendium/equipment/items/liars-gun-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/cobbled -- trait/magical -- trait/uncommon -aliases: ["Liar's Gun"] ---- -# Liar's Gun *Item 7* -[cobbled](../../../Rules/traits/cobbled-g-g.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a pepperbox with [capacity <4>](../../../Rules/traits/capacity-g-g.md) instead of [capacity <3>](../../../Rules/traits/capacity-g-g.md), albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Make up to four [Strikes](../../../rules/actions/strike.md) with the liar's gun. Each of the four [Strikes](../../../rules/actions/strike.md) must be against a different target within a 20-foot cone. You apply and increasing your multiple attack penalty for the four [Strikes](../../../rules/actions/strike.md) only after resolving all attacks. If the weapon misfires on any of these attacks, wait to apply the misfire until you resolve all of the attacks. -``` - -*Source: Guns & Gears p. 157* diff --git a/Compendium/equipment/items/librarians-baton-pfum.md b/Compendium/equipment/items/librarians-baton-pfum.md deleted file mode 100644 index d9fd250d6..000000000 --- a/Compendium/equipment/items/librarians-baton-pfum.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/held -- trait/detection -- trait/divination -- trait/magical -- trait/rare -aliases: ["Librarian's Baton"] ---- -# Librarian's Baton *Item 9* -[detection](../../../Rules/traits/detection.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 650 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who have problems with customers (or thieves) who can't be trusted to return the books they borrow, but they're equally valuable to wizards who are particularly worried about having ther spellbooks stolen. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You focus your attention on the crystal pendulum, repeatedly passing it over the covers of up to 10 Bulk of books. Doing so causes the librarian's baton to permanently attune itself to those books, while simultaneously removing any attunement it may have had to previous books. If an attuned book is damage significantly, the librarian's baton loses attunement to it (although it can be reattuned at a later date to the damaged book as long as it retains some of its functionality). The librarian's baton grants a +2 item bonus to perception checks to [Search](../../../rules/actions/search.md) for attuned books [hidden](../../../rules/conditions.md#Hidden) within 60 feet of you. -``` - -```ad-embed-ability -title: Activate - -When you activate the librarian's baton, concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures -``` - -*Source: PATHFINDER: FUMBUS! p. 0* diff --git a/Compendium/equipment/items/lich-dust.md b/Compendium/equipment/items/lich-dust.md deleted file mode 100644 index a0b9820cf..000000000 --- a/Compendium/equipment/items/lich-dust.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -aliases: ["Lich Dust"] ---- -# Lich Dust *Item 9* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 110 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison. - -```ad-inline-affliction -title: Saving Throw: DC 28 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** [fatigued](../../../rules/conditions.md#Fatigued) (1 minute) - -**Stage 2** `5d6` poison damage and [fatigued](../../../rules/conditions.md#Fatigued) (1 minute) - -**Stage 3** `5d6` poison damage, [fatigued](../../../rules/conditions.md#Fatigued), and [paralyzed](../../../rules/conditions.md#Paralyzed) (1 minute) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/lich-phylactery-b1.md b/Compendium/equipment/items/lich-phylactery-b1.md deleted file mode 100644 index 93b21b0dd..000000000 --- a/Compendium/equipment/items/lich-phylactery-b1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/b1 -- item/category/held -- trait/arcane -- trait/necromancy -- trait/negative -- trait/rare -aliases: ["Lich Phylactery"] ---- -# Lich Phylactery *Item 12* -[arcane](../../../Rules/traits/arcane.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 1600 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held - -This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the phylactery. The phylactery then rebuilds the lich's undead body over the course of `1d10` days. Afterward, the lich manifests next to the phylactery, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich's phylactery must be destroyed to prevent a lich from returning. The standard phylactery is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain phylacteries. A phylactery might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator - -*Source: Bestiary p. 222* \ No newline at end of file diff --git a/Compendium/equipment/items/life-salt-botd.md b/Compendium/equipment/items/life-salt-botd.md deleted file mode 100644 index f059ff37e..000000000 --- a/Compendium/equipment/items/life-salt-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/consumable -- trait/consumable -- trait/divine -- trait/positive -aliases: ["Life Salt"] ---- -# Life Salt *Item 5* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [positive](../../../Rules/traits/positive.md) - -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Consumable - -This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire. - -You can activate this vial by throwing it as a [Strike](../../../Rules/actions/strike.md). It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](../../../Rules/traits/manipulate.md) trait to the attack made with it. On a hit against an undead, life salt deals 1 [persistent positive damage](../../../Rules/conditions.md#Persistent%20Damage), and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the [persistent positive damage](../../../Rules/conditions.md#Persistent%20Damage). - -If you use a [hostile](../../../Rules/conditions.md#Hostile) action against any undead, this second effect ends, and the undead can attack you normally. - -*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/Compendium/equipment/items/lifeblight-residue-aoe4.md b/Compendium/equipment/items/lifeblight-residue-aoe4.md deleted file mode 100644 index a867502e2..000000000 --- a/Compendium/equipment/items/lifeblight-residue-aoe4.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/divine -- trait/injury -- trait/poison -- trait/uncommon -- trait/virulent -aliases: ["Lifeblight Residue"] ---- -# Lifeblight Residue *Item 15* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) [virulent](../../../Rules/traits/virulent.md) - -- **Price** 1100 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, creating a dangerous sludge that leeches life force as aggressively as it rots flesh. - -```ad-inline-affliction -title: Saving Throw: DC 35 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `5d6` negative damage and `3d6` poison damage (1 round) - -**Stage 2** `6d6` negative damage and `4d6` poison damage (1 round) - -**Stage 3** `7d6` negative damage and `5d6` poison damage (1 round) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/lifes-last-breath-ec5.md b/Compendium/equipment/items/lifes-last-breath-ec5.md deleted file mode 100644 index c86b75991..000000000 --- a/Compendium/equipment/items/lifes-last-breath-ec5.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/held -- trait/evil -- trait/magical -- trait/necromancy -- trait/unique -aliases: ["Life's Last Breath"] ---- -# Life's Last Breath *Item 18* -[evil](../../../Rules/traits/evil.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 23500 gp -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Held - -The twin serrated blades of this legendary rhoka sword (page 83) are dull black and constantly drip with blood. - -Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords. - -Life's Last Breath is a +3 greater striking unholy wounding rhoka sword with the following special abilities. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -You cast a 9th-level [paralyze](../../../compendium/spells/paralyze.md) spell on the target. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You successfully [Strike](../../../rules/actions/strike.md) a creature with Life's - -**Effect** The target must succeed at a DC 38 Fortitude save or take `4d6` negative damage; you gain an equal amount of temporary Hit Points that last 1 minute. - -> [!success-degree] -> - **Success** The target is [doomed](../../../rules/conditions.md#Doomed) and takes half damage. -> - **Failure** The target is [doomed](../../../rules/conditions.md#Doomed) and takes full damage. -> - **Critical Failure** The target is [doomed](../../../rules/conditions.md#Doomed), [drained](../../../rules/conditions.md#Drained), and takes double damage. -``` - -*Source: Extinction Curse #5: Lord of the Black Sands p. 76* diff --git a/Compendium/equipment/items/lifting-belt.md b/Compendium/equipment/items/lifting-belt.md deleted file mode 100644 index 507f5e843..000000000 --- a/Compendium/equipment/items/lifting-belt.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Lifting Belt"] ---- -# Lifting Belt *Item 4* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 80 gp -- **Usage** worn belt; **Bulk** L -- **Category** Worn - -This wide leather belt grants you a +1 item bonus to [Athletics](../../skills.md#Athletics) checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming [encumbered](../../../Rules/conditions.md#Encumbered), and you can hold and carry a total Bulk up to 11 + your Strength modifier. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to [Force it Open](../../../rules/actions/force-open.md) using [Athletics](../../../compendium/skills.md#Athletics) as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn. -``` - -*Source: Core Rulebook p. 613* diff --git a/Compendium/equipment/items/light-writer-g-g.md b/Compendium/equipment/items/light-writer-g-g.md deleted file mode 100644 index 64e3b92e4..000000000 --- a/Compendium/equipment/items/light-writer-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/clockwork -- trait/evocation -- trait/light -- trait/rare -aliases: ["Light Writer"] ---- -# Light Writer *Item 6* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [evocation](../../../Rules/traits/evocation.md) [light](../../../Rules/traits/light.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 200 gp -- **Bulk** 2 -- **Category** Held - -The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure. - -It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer. Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image. - -*Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/Compendium/equipment/items/linis-leafstick-som.md b/Compendium/equipment/items/linis-leafstick-som.md deleted file mode 100644 index 606d365dc..000000000 --- a/Compendium/equipment/items/linis-leafstick-som.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/staff -- trait/magical -- trait/plant -- trait/staff -- trait/transmutation -- trait/unique -aliases: ["Lini's Leafstick"] ---- -# Lini's Leafstick *Item 15* -[magical](../../../Rules/traits/magical.md) [plant](../../../Rules/traits/plant.md) [staff](../../../Rules/traits/staff.md) [transmutation](../../../Rules/traits/transmutation.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 6500 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. - -- **Cantrip** [tanglefoot](../../../compendium/spells/tanglefoot.md) -- **1st** [protector tree](../../../compendium/spells/protector-tree-som.md), [shillelagh](../../../compendium/spells/shillelagh.md) -- **2nd** [entangle](../../../compendium/spells/entangle.md), [shape wood](../../../compendium/spells/shape-wood.md) -- **3rd** [tree shape](../../../compendium/spells/tree-shape.md), [wall of thorns](../../../compendium/spells/wall-of-thorns.md) -- **4th** [barkskin](../../../compendium/spells/barkskin.md), [speak with plants](../../../compendium/spells/speak-with-plants.md) -- **5th** [plant form](../../../compendium/spells/plant-form.md), [wall of thorns](../../../compendium/spells/wall-of-thorns.md) -- **6th** [nature's reprisal](../../../compendium/spells/natures-reprisal-som.md), [plant form](../../../compendium/spells/plant-form.md) -``` - -*Source: Secrets of Magic p. 167* diff --git a/Compendium/equipment/items/lion-claw-som.md b/Compendium/equipment/items/lion-claw-som.md deleted file mode 100644 index f69422816..000000000 --- a/Compendium/equipment/items/lion-claw-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Lion Claw"] ---- -# Lion Claw *Item 11* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 300 gp -- **Usage** affixed to a weapon -- **Activate** [Interact](../../../Rules/actions/interact.md); **Requirements** You're [undetected](../../../Rules/conditions.md#Undetected) by a creature and are a master in [Stealth](../../skills.md#Stealth). -- **Category** Talisman - -This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You [Stride](../../../Rules/actions/stride.md) and then [Strike](../../../Rules/actions/strike.md) with the affixed weapon against one creature you were [undetected](../../../Rules/conditions.md#Undetected) by. You remain [undetected](../../../Rules/conditions.md#Undetected) by the creature until after you [Strike](../../../Rules/actions/strike.md). - -*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/Compendium/equipment/items/lion-scythe-sot4.md b/Compendium/equipment/items/lion-scythe-sot4.md deleted file mode 100644 index 061f3233a..000000000 --- a/Compendium/equipment/items/lion-scythe-sot4.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/weapon/martial -- trait/agile -- trait/finesse -- trait/trip -- trait/uncommon -aliases: ["Lion Scythe"] ---- -# Lion Scythe *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Knife - -A lion scythe resembles a common sickle but is specially weighted to allow for greater power when attacking. This is a martial melee weapon. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/lions-shield.md b/Compendium/equipment/items/lions-shield.md deleted file mode 100644 index f7b0e414e..000000000 --- a/Compendium/equipment/items/lions-shield.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/conjuration -- trait/magical -aliases: ["Lion's Shield"] ---- -# Lion's Shield *Item 6* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 245 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield - -This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion's head. - -The lion's head functions as +1 striking shield boss that can't be removed from the shield. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You animate the lion's head. You Raise the Shield and make a melee [Strike](../../../rules/actions/strike.md) with it as part of the same action. The shield's biting maw is a martial melee weapon that deals `2d6` piercing damage and has the deadly `1d6` trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can [Strike](../../../rules/actions/strike.md) with it each time you Raise the Shield, as well as with a [Strike](../../../rules/actions/strike.md) action. -``` - -*Source: Core Rulebook p. 588* diff --git a/Compendium/equipment/items/liquid-gold-ooa2.md b/Compendium/equipment/items/liquid-gold-ooa2.md deleted file mode 100644 index 6121b1194..000000000 --- a/Compendium/equipment/items/liquid-gold-ooa2.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Liquid Gold"] ---- -# Liquid Gold *Item 6+* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** affixed to a one-handed firearm or hand crossbow; **Bulk** — -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Talisman - -This glass vial containing liquid gold is fastened to a weapon by a fine gold chain. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/lizard-lotg.md b/Compendium/equipment/items/lizard-lotg.md deleted file mode 100644 index 4625bee49..000000000 --- a/Compendium/equipment/items/lizard-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Lizard"] ---- -# Lizard *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/lock.md b/Compendium/equipment/items/lock.md deleted file mode 100644 index 781ca6ec3..000000000 --- a/Compendium/equipment/items/lock.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Lock"] ---- -# Lock *Item 0* - -- **Hands** 2 -- **Category** Adventuring Gear - -Picking a poor lock requires two successful DC 15 [Thievery](../../skills.md#Thievery) checks, a simple lock requires three successful DC 20 [Thievery](../../skills.md#Thievery) checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/locket-of-sealed-nightmares-ec6.md b/Compendium/equipment/items/locket-of-sealed-nightmares-ec6.md deleted file mode 100644 index 1fa3ae004..000000000 --- a/Compendium/equipment/items/locket-of-sealed-nightmares-ec6.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/rare -aliases: ["Locket Of Sealed Nightmares"] ---- -# Locket Of Sealed Nightmares *Item 19* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 36000 gp -- **Usage** worn necklace -- **Category** Worn - -As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming [fatigued](../../../Rules/conditions.md#Fatigued) or to remove the [fatigued](../../../Rules/conditions.md#Fatigued) condition. - -You also gain a +4 item bonus on saving throws against mental illusions, [magical](../../../Rules/traits/magical.md) effects that would make you [unconscious](../../../Rules/conditions.md#Unconscious), and effects that would make you [fatigued](../../../Rules/conditions.md#Fatigued). - -Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours. - -Daily preparations still take about an hour, as normal. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: You aren't [fatigued](../../../rules/conditions.md#Fatigued) - -**Effect** You open the locket to unleash the dreams it has kept at bay. You become [fatigued](../../../rules/conditions.md#Fatigued) and cast one of the following spells at 9th level (DC 41): [hallucination](../../../compendium/spells/hallucination.md), [sleep](../../../compendium/spells/sleep.md), or [weird](../../../compendium/spells/weird.md). -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* diff --git a/Compendium/equipment/items/lodestone-pellet-ooa2.md b/Compendium/equipment/items/lodestone-pellet-ooa2.md deleted file mode 100644 index 9879b0274..000000000 --- a/Compendium/equipment/items/lodestone-pellet-ooa2.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/consumable -- trait/consumable -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Lodestone Pellet"] ---- -# Lodestone Pellet *Item 3* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 12 gp -- **Ammunition** pellet -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater. When activated, lodestone pellets provide a +1 circumstance bonus to ranged Strikes made against creatures made of metal or wearing metal armor. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/long-air-repeater-g-g.md b/Compendium/equipment/items/long-air-repeater-g-g.md deleted file mode 100644 index 8f67f24a5..000000000 --- a/Compendium/equipment/items/long-air-repeater-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/simple -- trait/repeating -- trait/uncommon -aliases: ["Long Air Repeater"] ---- -# Long Air Repeater *Item 0* -[repeating](../../../Rules/traits/repeating-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 9 gp -- **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** Pellets; **Range** 60 ft.; **Reload** 0 -- **Hands** 2 -- **Category** Simple; **Group** Firearm - -Like the [one-handed air repeater](air-repeater-g-g.md), this thin-barreled firearm uses a container of pressurized air instead of black powder to propel small metal pellets from an attached cartridge. The long air repeater has better range and ammo capacity than the [one-handed variant](air-repeater-g-g.md), though it still lacks significant stopping power. A typical long air repeater magazine holds 8 pellets. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/looters-lethargy-aoe1.md b/Compendium/equipment/items/looters-lethargy-aoe1.md deleted file mode 100644 index c1f33edfd..000000000 --- a/Compendium/equipment/items/looters-lethargy-aoe1.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -- trait/uncommon -aliases: ["Looter's Lethargy"] ---- -# Looter's Lethargy *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Traps may keep many a thief at bay, but the poison known as looter's lethargy ensures that no thieves are strong enough to walk off with pilfered treasures. - -Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. - -Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser. - -```ad-inline-affliction -title: Saving Throw: DC 19 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 1 hour - -## Stages - -**Stage 1** reduce Bulk limit by 3 (1 minute) - -**Stage 2** [flat-footed](../../../rules/conditions.md#Flat-footed), reduce Bulk limit by 4 (10 minutes) - -**Stage 3** [flat-footed](../../../rules/conditions.md#Flat-footed), reduce Bulk limit by 5 (10 minutes) -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* diff --git a/Compendium/equipment/items/lost-ember-da.md b/Compendium/equipment/items/lost-ember-da.md deleted file mode 100644 index 30939e306..000000000 --- a/Compendium/equipment/items/lost-ember-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Lost Ember"] ---- -# Lost Ember *Item 10* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories. - -This functions as a casting of modify memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You start your turn [flat-footed](../../../rules/conditions.md#Flat-footed) or [confused](../../../rules/conditions.md#Confused) - -**Effect** A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the [flat-footed](../../../rules/conditions.md#Flat-footed) or [confused](../../../rules/conditions.md#Confused) condition until the start of your next turn. You can use this free action when you are [confused](../../../rules/conditions.md#Confused), even though you normally can't take actions of your choice when [confused](../../../rules/conditions.md#Confused). -``` - -*Source: Dark Archive p. 165* diff --git a/Compendium/equipment/items/lovers-gloves-apg.md b/Compendium/equipment/items/lovers-gloves-apg.md deleted file mode 100644 index f1ef9b75e..000000000 --- a/Compendium/equipment/items/lovers-gloves-apg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/worn -- trait/emotion -- trait/enchantment -- trait/invested -- trait/magical -- trait/mental -aliases: ["Lover's Gloves"] ---- -# Lover's Gloves *Item 8* -[emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -- **Price** 500 gp -- **Usage** worn gloves -- **Category** Worn - -These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. - -They buoy your spirit, giving you a +1 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. - -The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. - -If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an [emotion](../../../rules/traits/emotion.md) effect that causes negative emotions, you both get a critical success instead. -``` - -*Source: Advanced Player's Guide p. 261* diff --git a/Compendium/equipment/items/lovers-ink-lol.md b/Compendium/equipment/items/lovers-ink-lol.md deleted file mode 100644 index 5ec311791..000000000 --- a/Compendium/equipment/items/lovers-ink-lol.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/rare -aliases: ["Lovers' Ink"] ---- -# Lovers' Ink *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 5 gp -- **Usage** with writing set; **Bulk** L -- **Category** Consumable - -This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the [hidden](../../../Rules/conditions.md#Hidden) message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 [Interact](../../../Rules/actions/interact.md) actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is [hidden](../../../Rules/conditions.md#Hidden), a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 [Perception](../../skills.md#Perception) check. On a critical success, they can make out the ink well enough to use [Society](../../skills.md#Society) to [Decipher Writing](../../../Rules/actions/decipher-writing.md). - -*Source: Lost Omens: Legends p. 24* \ No newline at end of file diff --git a/Compendium/equipment/items/luck-blade.md b/Compendium/equipment/items/luck-blade.md deleted file mode 100644 index cb8572896..000000000 --- a/Compendium/equipment/items/luck-blade.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/divination -- trait/fortune -- trait/magical -- trait/rare -aliases: ["Luck Blade"] ---- -# Luck Blade *Item 17+* -[divination](../../../Rules/traits/divination.md) [fortune](../../../Rules/traits/fortune.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Weapon - -Luck and good fortune bless the wielder of this +3 greater striking shortsword. Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You miss on a [Strike](../../../rules/actions/strike.md) with the luck blade - -**Effect** Reroll the triggering attack roll and use the new result. This is a [fortune](../../../rules/traits/fortune.md) effect. -``` - -*Source: Core Rulebook p. 601* diff --git a/Compendium/equipment/items/lucky-draw-bandolier-g-g.md b/Compendium/equipment/items/lucky-draw-bandolier-g-g.md deleted file mode 100644 index 8e270d050..000000000 --- a/Compendium/equipment/items/lucky-draw-bandolier-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/holster -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Lucky Draw Bandolier"] ---- -# Lucky Draw Bandolier *Item 9+* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn; **Bulk** L -- **Category** Holster - -This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You draw a card from the bandolier and [Interact](../../../rules/actions/interact.md) to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again. - -When the card transforms into ammunition, it transforms into a firearm round or crossbow bolt appropriate for the weapon you chose to reload, even if magical ammunition of the drawn variety would normally be limited to ammunition of a different type (such as a storm arrow normally only being available in arrow form). Either draw a card from the Harrow deck or roll `1d6` to determine the suit of the card. - -The result determines the type of magical ammunition the card becomes, as per the table below. Magical ammunition created this way lasts 10 minutes or until you fire it, whichever comes first. -``` - -*Source: Guns & Gears p. 180* diff --git a/Compendium/equipment/items/lucky-rabbits-foot-logm.md b/Compendium/equipment/items/lucky-rabbits-foot-logm.md deleted file mode 100644 index ba4e43f29..000000000 --- a/Compendium/equipment/items/lucky-rabbits-foot-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/talisman -- trait/consumable -- trait/divination -- trait/fortune -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Lucky Rabbit's Foot"] ---- -# Lucky Rabbit's Foot *Item 10* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [fortune](../../../Rules/traits/fortune.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Desna](../../setting/deities/desna.md) -- **Price** 175 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You fail a Reflex save against a damaging effect. -- **Category** Talisman - -This treated rabbit's foot has shockingly blue fur and is often carried by vagabonds who worship Desna. When you activate the foot, reroll the triggering Reflex save. If you fail the second roll as well, you can [Stride](../../../Rules/actions/stride.md) up to your Speed. - -*Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/Compendium/equipment/items/mace-multipistol-g-g.md b/Compendium/equipment/items/mace-multipistol-g-g.md deleted file mode 100644 index 1eb07d1db..000000000 --- a/Compendium/equipment/items/mace-multipistol-g-g.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/capacity-3 -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-d8 -- trait/shove -- trait/uncommon -aliases: ["Mace Multipistol"] ---- -# Mace Multipistol *Item 0* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 13 gp -- **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P - - **Ammunution** [round](round-10-g-g.md); **Range** 20 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial - -At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/machete-logm.md b/Compendium/equipment/items/machete-logm.md deleted file mode 100644 index 94f4d59f1..000000000 --- a/Compendium/equipment/items/machete-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/deadly-d8 -- trait/sweep -aliases: ["Machete"] ---- -# Machete *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [sweep](../../../Rules/traits/sweep.md) - -- **Price** 7 sp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This medium-length sword has a wide blade and long grip. Though it is typically used to hack through heavy foliage, the machete can also be used as a deadly weapon. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/maestros-chair-lotgb.md b/Compendium/equipment/items/maestros-chair-lotgb.md deleted file mode 100644 index 3d1b554ea..000000000 --- a/Compendium/equipment/items/maestros-chair-lotgb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair -- trait/enchantment -- trait/magical -aliases: ["Maestro's Chair"] ---- -# Maestro's Chair *Item 7* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 350 gp -- **Bulk** 6 -- **Category** Wheelchair - -A maestro's chair is a traveler's chair with the impulse control upgrade (see below) and a small pipe organ installed into the frame. You can use the maestro's chair to make [Performance](../../skills.md#Performance) checks in the same manner that you could use any mundane instrument, using both of your hands. When you make a [Performance](../../skills.md#Performance) check using your chair, you gain a +1 item bonus to the check. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You use your chair to [Stride](../../../rules/actions/stride.md) up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action. -``` - -*Source: Lost Omens: The Grand Bazaar p. 70* diff --git a/Compendium/equipment/items/maestros-instrument.md b/Compendium/equipment/items/maestros-instrument.md deleted file mode 100644 index a86fe3813..000000000 --- a/Compendium/equipment/items/maestros-instrument.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/enchantment -- trait/magical -aliases: ["Maestro's Instrument"] ---- -# Maestro's Instrument *Item 3+* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to [Performance](../../skills.md#Performance) checks while playing music with the instrument. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You play the instrument, causing it to cast a DC 17 [charm](../../../compendium/spells/charm.md) spell. -``` - -*Source: Core Rulebook p. 574* diff --git a/Compendium/equipment/items/mage-bane-aoa5.md b/Compendium/equipment/items/mage-bane-aoa5.md deleted file mode 100644 index 1cd99ed11..000000000 --- a/Compendium/equipment/items/mage-bane-aoa5.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -- trait/uncommon -aliases: ["Mage Bane"] ---- -# Mage Bane *Item 12* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 325 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim's ability to piece together coherent thoughts and spells. - -```ad-inline-affliction -title: Saving Throw: DC 32 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `2d6` mental damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 2** `3d6` mental damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** `4d6` mental damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* diff --git a/Compendium/equipment/items/magic-wand.md b/Compendium/equipment/items/magic-wand.md deleted file mode 100644 index 9d2108454..000000000 --- a/Compendium/equipment/items/magic-wand.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/wand -- trait/magical -- trait/wand -aliases: ["Magic Wand"] ---- -# Magic Wand *Item 3+* -[magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. - -```ad-embed-ability -title: Activate - -You [Cast the Spell](../../../rules/actions/cast-a-spell.md) at the indicated level. -``` - -*Source: Core Rulebook p. 597* diff --git a/Compendium/equipment/items/magical-hearing-aids-lotgb.md b/Compendium/equipment/items/magical-hearing-aids-lotgb.md deleted file mode 100644 index 2c80bd742..000000000 --- a/Compendium/equipment/items/magical-hearing-aids-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/hearing -- trait/divination -- trait/magical -aliases: ["Magical Hearing Aids"] ---- -# Magical Hearing Aids *Item 1* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 5 gp -- **Usage** worn -- **Category** Hearing - -These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Lost Omens: The Grand Bazaar p. 68* \ No newline at end of file diff --git a/Compendium/equipment/items/magical-lock-fulu-som.md b/Compendium/equipment/items/magical-lock-fulu-som.md deleted file mode 100644 index cfb6c8caf..000000000 --- a/Compendium/equipment/items/magical-lock-fulu-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/fulu -- trait/magical -- trait/transmutation -aliases: ["Magical Lock Fulu"] ---- -# Magical Lock Fulu *Item 4* -[consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 15 gp -- **Usage** affixed to a door, window, or container -- **Category** Consumable - -Duration 1 hour The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock. - -As many as nine fulus can be applied to the same target. One fulu equates a poor lock (DC 15), three a simple lock (DC 20), and nine an average lock (DC 25). - -*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/magnetic-construction-set-lotgb.md b/Compendium/equipment/items/magnetic-construction-set-lotgb.md deleted file mode 100644 index be174744e..000000000 --- a/Compendium/equipment/items/magnetic-construction-set-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Magnetic Construction Set"] ---- -# Magnetic Construction Set *Item 1* - -- **Price** 2 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/magnetic-suit-g-g.md b/Compendium/equipment/items/magnetic-suit-g-g.md deleted file mode 100644 index 3b1171c3a..000000000 --- a/Compendium/equipment/items/magnetic-suit-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/aura -- trait/consumable -aliases: ["Magnetic Suit"] ---- -# Magnetic Suit *Item 4+* -[aura](../../../Rules/traits/aura.md) [consumable](../../../Rules/traits/consumable.md) - -- **Usage** worn over armor and clothes; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This magnetized suit is strapped to your body over your armor or clothes. When you [Activate](../../../Rules/actions/activate-an-item.md) it, you must choose whether to set it to attract or repel. - -While set to attract, you take a –1 item penalty to your AC against attacks made by metal weapons, while creatures within a 5-foot emanation other than you gain a +1 item bonus to their AC. If set to repel, you gain a +1 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 item bonus to [Athletics](../../skills.md#Athletics) checks to [Climb](../../../Rules/actions/climb.md) metal objects and [Grapple](../../../Rules/actions/grapple.md) metal creatures and a –1 item penalty to [Athletics](../../skills.md#Athletics) checks to [Shove](../../../Rules/actions/shove.md) metal creatures. While repelling metal, you gain a +1 item bonus to [Athletics](../../skills.md#Athletics) checks to [Shove](../../../Rules/actions/shove.md) metal creatures, but you take a –1 item penalty to [Climb](../../../Rules/actions/climb.md) metal objects and [Grapple](../../../Rules/actions/grapple.md) metal creatures. - -*Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/magnetite-scope-g-g.md b/Compendium/equipment/items/magnetite-scope-g-g.md deleted file mode 100644 index f9cd703bd..000000000 --- a/Compendium/equipment/items/magnetite-scope-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/scope -- trait/magical -- trait/transmutation -aliases: ["Magnetite Scope"] ---- -# Magnetite Scope *Item 9+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** attached ; **Bulk** L -- **Category** Scope - -More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to [Survival](../../skills.md#Survival) checks to [Sense Direction](../../../Rules/actions/sense-direction.md) when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The next [Strike](../../../rules/actions/strike.md) you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet. -``` - -*Source: Guns & Gears p. 181* diff --git a/Compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md b/Compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md deleted file mode 100644 index d517f3ef6..000000000 --- a/Compendium/equipment/items/magnifying-glass-of-elucidation-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Magnifying Glass Of Elucidation"] ---- -# Magnifying Glass Of Elucidation *Item 5* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 125 gp -- **Usage** held in 1 hand -- **Category** Held - -These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language. - -When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language Urban Garden Wares you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when [observed](../../../Rules/conditions.md#Observed) through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to [Decipher Writing](../../../Rules/actions/decipher-writing.md). - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any [magical](../../../rules/traits/magical.md) effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any [magical](../../../rules/traits/magical.md) effect. The magnifying glass can only hold one instance of information at a given time; [Activating](../../../rules/actions/activate-an-item.md) the magnifying glass a second time or reproducing the information clears out the magnifying glass's information. -``` - -*Source: Lost Omens: The Grand Bazaar p. 110* diff --git a/Compendium/equipment/items/magnifying-glass.md b/Compendium/equipment/items/magnifying-glass.md deleted file mode 100644 index 8b7efcd74..000000000 --- a/Compendium/equipment/items/magnifying-glass.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Magnifying Glass"] ---- -# Magnifying Glass *Item 3* - -- **Price** 40 gp -- **Hands** 1 -- **Category** Adventuring Gear - -This quality handheld lens gives you a +1 item bonus to [Perception](../../skills.md#Perception) checks to notice minute details of documents, fabric, and the like. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/magnifying-scope-g-g.md b/Compendium/equipment/items/magnifying-scope-g-g.md deleted file mode 100644 index 8cdcfc365..000000000 --- a/Compendium/equipment/items/magnifying-scope-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/scope -- trait/divination -- trait/magical -aliases: ["Magnifying Scope"] ---- -# Magnifying Scope *Item 3+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** attached ; **Bulk** L -- **Category** Scope - -These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual [Perception](../../skills.md#Perception) checks to [Seek](../../../Rules/actions/seek.md) creatures through the scope. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first. -``` - -*Source: Guns & Gears p. 181* diff --git a/Compendium/equipment/items/main-gauche.md b/Compendium/equipment/items/main-gauche.md deleted file mode 100644 index 32676a6c3..000000000 --- a/Compendium/equipment/items/main-gauche.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/disarm -- trait/finesse -- trait/parry -- trait/versatile-s -aliases: ["Main-gauche"] ---- -# Main-gauche *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [parry](../../../Rules/traits/parry.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 5 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Knife - -This parrying dagger features a robust guard to protect the wielder's hand. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/malleable-mixture-lotgb.md b/Compendium/equipment/items/malleable-mixture-lotgb.md deleted file mode 100644 index 6755f2685..000000000 --- a/Compendium/equipment/items/malleable-mixture-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/uncommon -aliases: ["Malleable Mixture"] ---- -# Malleable Mixture *Item 8+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to [Grapple](../../../Rules/actions/grapple.md), [Shove](../../../Rules/actions/shove.md), or [Trip](../../../Rules/actions/trip.md) you. - -*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/Compendium/equipment/items/malyass-root-paste.md b/Compendium/equipment/items/malyass-root-paste.md deleted file mode 100644 index a6168adcb..000000000 --- a/Compendium/equipment/items/malyass-root-paste.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -aliases: ["Malyass Root Paste"] ---- -# Malyass Root Paste *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 55 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking. - -```ad-inline-affliction -title: Saving Throw: DC 26 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** [clumsy](../../../rules/conditions.md#Clumsy) and –10-foot status penalty to all Speeds (1 minute) - -**Stage 2** [clumsy](../../../rules/conditions.md#Clumsy) and –20-foot status penalty to all Speeds ; (1 minute) -``` - -*Source: Core Rulebook p. 552* diff --git a/Compendium/equipment/items/mambele-logm.md b/Compendium/equipment/items/mambele-logm.md deleted file mode 100644 index 7e3af1d39..000000000 --- a/Compendium/equipment/items/mambele-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/deadly-d8 -- trait/disarm -- trait/thrown-20-feet -- trait/uncommon -aliases: ["Mambele"] ---- -# Mambele *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [disarm](../../../Rules/traits/disarm.md) [thrown <20 feet>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 sp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Axe - -Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/mana-rattler-liniment-ooa3.md b/Compendium/equipment/items/mana-rattler-liniment-ooa3.md deleted file mode 100644 index 92e72f563..000000000 --- a/Compendium/equipment/items/mana-rattler-liniment-ooa3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/morph -- trait/uncommon -aliases: ["Mana-Rattler Liniment"] ---- -# Mana-Rattler Liniment *Item 9* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [morph](../../../Rules/traits/morph.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 110 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a [poison](../../../Rules/traits/poison.md) or [disease](../../../Rules/traits/disease.md) effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals `1d6` piercing damage plus 1 poison damage. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/manacles-of-persuasion-logm.md b/Compendium/equipment/items/manacles-of-persuasion-logm.md deleted file mode 100644 index 562326e8d..000000000 --- a/Compendium/equipment/items/manacles-of-persuasion-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/worn -- trait/magical -- trait/necromancy -- trait/nonlethal -- trait/uncommon -aliases: ["Manacles Of Persuasion"] ---- -# Manacles Of Persuasion *Item 3* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [nonlethal](../../../Rules/traits/nonlethal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Zon-Kuthon](../../setting/deities/zon-kuthon.md) -- **Price** 45 gp -- **Usage** worn on wrists; **Bulk** 1 -- **Category** Worn - -These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance. - -Followers of Zon-Kuthon sometimes employ manacles of persuasion against captured enemies and spies. When the manacles are locked around an [immobilized](../../../Rules/conditions.md#Immobilized) creature's wrists, they begin to sap the life out of the victim, dealing 2 negative damage per hour until the creature falls [unconscious](../../../Rules/conditions.md#Unconscious). The effect is nonlethal, so the damage doesn't cause the creature to become [dying](../../../Rules/conditions.md#Dying). - -While the creature is [unconscious](../../../Rules/conditions.md#Unconscious), the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not [immobilized](../../../Rules/conditions.md#Immobilized). - -*Source: Lost Omens: Gods & Magic p. 122* \ No newline at end of file diff --git a/Compendium/equipment/items/manacles.md b/Compendium/equipment/items/manacles.md deleted file mode 100644 index 2a6a2983a..000000000 --- a/Compendium/equipment/items/manacles.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Manacles"] ---- -# Manacles *Item 0* - -- **Hands** 2 -- **Category** Adventuring Gear - -You can manacle someone who is willing or otherwise at your mercy as an [exploration](../../../Rules/traits/exploration.md) activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a [manipulate](../../../Rules/traits/manipulate.md) action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](../../skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/mantle-of-the-grogrisant-lomm.md b/Compendium/equipment/items/mantle-of-the-grogrisant-lomm.md deleted file mode 100644 index ccd9ffa04..000000000 --- a/Compendium/equipment/items/mantle-of-the-grogrisant-lomm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/worn -- trait/abjuration -- trait/invested -- trait/primal -- trait/unique -aliases: ["Mantle of the Grogrisant"] ---- -# Mantle of the Grogrisant *Item 18* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 22000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -This long, golden cloak is among the royal regalia of the emperors of Taldor. It was fashioned from the pelt of Grogrisant itself, after being slain by Taldaris, and Grogrisant's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Grogrisant cross beneath the wearer's throat, giving you an imposing appearance. The Mantle of the Grogrisant grants you fire resistance 15 and physical resistance 5 (except bludgeoning). - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[evocation](../../../rules/traits/evocation.md) [incapacitation](../../../rules/traits/incapacitation.md) [light](../../../rules/traits/light.md) [primal](../../../rules/traits/primal.md) [visual](../../../rules/traits/visual.md) - -You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're [blinded](../../../rules/conditions.md#Blinded) for 1 minute. On a critical failure, they're permanently blinded. -%% #trait/evocation #trait/incapacitation #trait/light #trait/primal #trait/visual %% -``` - -*Source: Lost Omens: Monsters of Myth p. 35* diff --git a/Compendium/equipment/items/marbles-lotgb.md b/Compendium/equipment/items/marbles-lotgb.md deleted file mode 100644 index f35111c2e..000000000 --- a/Compendium/equipment/items/marbles-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Marbles"] ---- -# Marbles *Item 0* - -- **Price** 2 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an [Interact](../../../Rules/actions/interact.md) action. The first creature that moves into that square must succeed at a DC 13 [Acrobatics](../../skills.md#Acrobatics) check or Reflex save (its choice) or fall [prone](../../../Rules/conditions.md#Prone). Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling. - -Merrygleam Toys. - -*Source: Lost Omens: The Grand Bazaar p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/marked-playing-cards-lopsg.md b/Compendium/equipment/items/marked-playing-cards-lopsg.md deleted file mode 100644 index b0703973a..000000000 --- a/Compendium/equipment/items/marked-playing-cards-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -aliases: ["Marked Playing Cards"] ---- -# Marked Playing Cards *Item 0* - -- **Price** 1 gp -- **Hands** 2 -- **Category** Adventuring Gear - -A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to [Games Lore](../../skills.md#Games%20Lore) checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a [Perception](../../skills.md#Perception) check against the dealer's [Games Lore](../../skills.md#Lore) or [Thievery](../../skills.md#Thievery) DC. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/marking-snare.md b/Compendium/equipment/items/marking-snare.md deleted file mode 100644 index 5d52826c4..000000000 --- a/Compendium/equipment/items/marking-snare.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Marking Snare"] ---- -# Marking Snare *Item 1* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 3 gp -- **Category** Snare - -This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to [Track](../../../Rules/actions/track.md) the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The snare marks the creature. -> - **Critical Failure** The snare marks the creature, and the creature is [blinded](../../../Rules/conditions.md#Blinded) until the end of its next turn. - -*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/martyrs-shield-gmg.md b/Compendium/equipment/items/martyrs-shield-gmg.md deleted file mode 100644 index 15ba058cf..000000000 --- a/Compendium/equipment/items/martyrs-shield-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/held -- trait/abjuration -- trait/divine -- trait/intelligent -- trait/lg -- trait/rare -aliases: ["Martyr's Shield"] ---- -# Martyr's Shield *Item 7* -[abjuration](../../../Rules/traits/abjuration.md) [divine](../../../Rules/traits/divine.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [lg](../../../Rules/traits/lawful-goo-b1.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis, who sacrificed themself to save an ally. In addition to good-naturedly attempting to convert you to its religion, the martyr's shield can use 1 reaction each round that, when raised, it uses to [Shield Block](../../feats/shield-block.md) to protect an ally adjacent to you, with the effects of the [Shield Warden](../../feats/shield-warden-champion.md) feat. The martyr's shield uses this reaction whether you would prefer it did so or not. The martyr's shield can be upgraded to a stronger form of sturdy shield by paying the difference in cost between its current type of sturdy shield and the new type. - -*Source: Gamemastery Guide p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/marvelous-calliope-ec2.md b/Compendium/equipment/items/marvelous-calliope-ec2.md deleted file mode 100644 index db8ad2b8a..000000000 --- a/Compendium/equipment/items/marvelous-calliope-ec2.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Marvelous Calliope"] ---- -# Marvelous Calliope *Item 4* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Bulk** L (when not activated) -- **Category** Structure - -This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You blow a tune upon the slide whistle, causing the whistle to expand. The whistle sprouts from one into several, and then creates a large wooden frame and keyboard. - -By the time the unfolding is complete, the whistle fully transforms into a calliope, a wagon-sized contraption consisting of several steam whistles played like an organ. The calliope is heavy and anchored in place. - -You have a +1 item bonus to [Performance](../../../compendium/skills.md#Performance) checks to play the calliope. The calliope has a tendency to produce music for a few seconds after you cease playing it, adding a jaunty and overlong conclusion to your music. - -If you use an [Interact](../../../rules/actions/interact.md) action to pull the small metal ring on the underside of the marvelous calliope, the calliope collapses back down into a slide whistle. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You play the calliope, causing it to cast [charm](../../../compendium/spells/charm.md) on one of the listeners. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 74* diff --git a/Compendium/equipment/items/marvelous-medicines.md b/Compendium/equipment/items/marvelous-medicines.md deleted file mode 100644 index 410041fcc..000000000 --- a/Compendium/equipment/items/marvelous-medicines.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/magical -- trait/necromancy -aliases: ["Marvelous Medicines"] ---- -# Marvelous Medicines *Item 12+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to [Medicine](../../skills.md#Medicine) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You can activate the tools when you use them to [Treat Poison](../../../rules/actions/treat-poison.md) in order to produce the effects of neutralize poison, or when you [Treat Disease](../../../rules/actions/treat-disease.md) in order to produce the effects of remove disease. Once these medicines have been used to treat a patient's poison or disease, they can't be used again to treat the same affliction for that patient. -``` - -*Source: Core Rulebook p. 574* diff --git a/Compendium/equipment/items/mask-lotgb.md b/Compendium/equipment/items/mask-lotgb.md deleted file mode 100644 index eab86f975..000000000 --- a/Compendium/equipment/items/mask-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -aliases: ["Mask"] ---- -# Mask *Item 0+* - -- **Usage** worn mask -- **Category** Worn - -A mask helps you use the [Impersonate](../../../Rules/actions/impersonate.md) action to pass yourself off as someone you aren't. - -*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/mask-of-allure-som.md b/Compendium/equipment/items/mask-of-allure-som.md deleted file mode 100644 index 59b9312b5..000000000 --- a/Compendium/equipment/items/mask-of-allure-som.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/apex -- trait/apex -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Mask Of Allure"] ---- -# Mask Of Allure *Item 18* -[apex](../../../Rules/traits/apex.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 24000 gp -- **Usage** worn mask; **Bulk** L -- **Category** Apex - -This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate. - -When you place it against your face, it melds to the shape of your head. The material is breathable and light, and does not obscure vision. You gain a +2 item bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), [Intimidation](../../skills.md#Intimidation), and [Performance](../../skills.md#Performance) checks while wearing the mask. - -When you invest the mask, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[visual](../../../rules/traits/visual.md) - -- **Trigger**: You attempt a [Deception](../../../compendium/skills.md#Deception), [Diplomacy](../../../compendium/skills.md#Diplomacy), [Intimidation](../../../compendium/skills.md#Intimidation), or [Performance](../../../compendium/skills.md#Performance) check - -**Effect** You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of allure. Depending on the skill used, the mirrored silver transforms into one of the following appearances. - -- **Deception** A swirl of silver, which entirely obscures and conceals your normal features. -- **Diplomacy** A kind, gentle and inviting expression. -- **Intimidation** A monstrous visage that shocks viewers into paying attention. -- **Performance** A jovial humanoid face, the mouth cracked wide with a comedic smile or a tragic frown, depending on the nature of the performance. -%% #trait/visual %% -``` - -*Source: Secrets of Magic p. 186* diff --git a/Compendium/equipment/items/mask-of-mercy-sot1.md b/Compendium/equipment/items/mask-of-mercy-sot1.md deleted file mode 100644 index 7b731b7d7..000000000 --- a/Compendium/equipment/items/mask-of-mercy-sot1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/fortune -- trait/invested -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Mask Of Mercy"] ---- -# Mask Of Mercy *Item 4* -[fortune](../../../Rules/traits/fortune.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** worn mask -- **Category** Worn - -This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You are about to roll a variable number of Hit Points you restore from an action with the [healing](../../../rules/traits/healing.md) trait - -**Effect** Roll twice to determine the number of Hit Points you restore and take the higher result. -``` - -*Source: Strength of Thousands #1: Kindled Magic p. 74* diff --git a/Compendium/equipment/items/mask-of-the-banshee-apg.md b/Compendium/equipment/items/mask-of-the-banshee-apg.md deleted file mode 100644 index 0326af693..000000000 --- a/Compendium/equipment/items/mask-of-the-banshee-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/worn -- trait/auditory -- trait/invested -- trait/magical -- trait/necromancy -- trait/negative -aliases: ["Mask Of The Banshee"] ---- -# Mask Of The Banshee *Item 9+* -[auditory](../../../Rules/traits/auditory.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) - -- **Usage** worn mask -- **Category** Worn - -This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to [Intimidation](../../skills.md#Intimidation) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The mask emits a soul-chilling scream that deals `6d10` negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). -``` - -*Source: Advanced Player's Guide p. 261* diff --git a/Compendium/equipment/items/mask-of-the-cursed-eye-sot1.md b/Compendium/equipment/items/mask-of-the-cursed-eye-sot1.md deleted file mode 100644 index ea0856fbb..000000000 --- a/Compendium/equipment/items/mask-of-the-cursed-eye-sot1.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/invested -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Mask Of The Cursed Eye"] ---- -# Mask Of The Cursed Eye *Item 8* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 475 gp -- **Usage** worn mask -- **Category** Worn - -These masks are always decorated with at least one wide, staring eye. - -The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information. -> - **Failure** The creature is [sickened](../../../Rules/conditions.md#Sickened) and [dazzled](../../../Rules/conditions.md#Dazzled) for 1 minute. You know you've been targeted with a divination spell, but the mask gives you no additional information. -> - **Critical Failure** The creature is [sickened](../../../Rules/conditions.md#Sickened) and [dazzled](../../../Rules/conditions.md#Dazzled) for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction. - -*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/matchmaker-fulu-som.md b/Compendium/equipment/items/matchmaker-fulu-som.md deleted file mode 100644 index 6c7dd6c06..000000000 --- a/Compendium/equipment/items/matchmaker-fulu-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/enchantment -- trait/fortune -- trait/fulu -- trait/magical -- trait/talisman -aliases: ["Matchmaker Fulu"] ---- -# Matchmaker Fulu *Item 3* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [fortune](../../../Rules/traits/fortune.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 10 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a [Diplomacy](../../skills.md#Diplomacy) check to [Make an Impression](../../../Rules/actions/make-an-impression.md). -- **Category** Consumable - -This red fulu contains blessings for one's relationship from [Shelyn](../../setting/deities/shelyn.md), goddess of beauty and love. You get a +2 status bonus to the [Diplomacy](../../skills.md#Diplomacy) check, and if you roll a critical failure on the check, you get a failure instead. - -*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/material-essence-disruptor-g-g.md b/Compendium/equipment/items/material-essence-disruptor-g-g.md deleted file mode 100644 index 20fdc33c5..000000000 --- a/Compendium/equipment/items/material-essence-disruptor-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Material Essence Disruptor"] ---- -# Material Essence Disruptor *Item 3+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active [arcane](../../../Rules/traits/arcane.md) or [primal](../../../Rules/traits/primal.md) spell within the listed range, with the listed counteract modifier and counteract level. - -*Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/mattock-of-the-titans.md b/Compendium/equipment/items/mattock-of-the-titans.md deleted file mode 100644 index eddc40273..000000000 --- a/Compendium/equipment/items/mattock-of-the-titans.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Mattock of the Titans"] ---- -# Mattock of the Titans *Item 19* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 36000 gp -- **Usage** held in 2 hands; **Bulk** 16 -- **Category** Weapon - -This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you're a Small or larger creature, you can wield it while wearing a belt of giant strength, as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you're a Large barbarian with the giant instinct or are a Huge creature. When it's used as a weapon, the mattock of the titans has the statistics of a +3 greater striking keen adamantine great pick. - -While you're wielding the mattock of the titans, you gain a +3 item bonus to [Athletics](../../skills.md#Athletics) checks. You can use it to loosen or push soft earth at a rate of 1 minute per 5-foot cube or smash through solid stone at the rate of 5 minutes per 5-foot-cube. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You dig furiously with the mattock to non-magically replicate the effects of an [earthquake](../../../compendium/spells/earthquake.md) spell. -``` - -*Source: Core Rulebook p. 601* diff --git a/Compendium/equipment/items/mechanical-torch-g-g.md b/Compendium/equipment/items/mechanical-torch-g-g.md deleted file mode 100644 index 3ddaec361..000000000 --- a/Compendium/equipment/items/mechanical-torch-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/clockwork -aliases: ["Mechanical Torch"] ---- -# Mechanical Torch *Item 1* -[clockwork](../../../Rules/traits/clockwork-g-g.md) - -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an [Interact](../../../Rules/actions/interact.md) action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40-foot cone (and dim light to the next 40 feet). Changing this area requires a single [Interact](../../../Rules/actions/interact.md) action to flip a switch. The torch carries sufficient charge to operate for ten minutes. - -You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands. - -*Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/Compendium/equipment/items/medusa-armor-gmg.md b/Compendium/equipment/items/medusa-armor-gmg.md deleted file mode 100644 index 24662cd31..000000000 --- a/Compendium/equipment/items/medusa-armor-gmg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/armor -- trait/cursed -- trait/invested -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Medusa Armor"] ---- -# Medusa Armor *Item 14* -[cursed](../../../Rules/traits/cursed-gmg.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn armor; **Bulk** 3 -- **Category** Armor - -This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become [petrified](../../../Rules/conditions.md#Petrified) for 1 round. - -Once the curse has activated for the first time, the armor fuses to you. - -*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/medusas-scream-apg.md b/Compendium/equipment/items/medusas-scream-apg.md deleted file mode 100644 index 325392cb0..000000000 --- a/Compendium/equipment/items/medusas-scream-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/magical -- trait/transmutation -aliases: ["Medusa's Scream"] ---- -# Medusa's Scream *Item 13+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You reveal the medusa's face, focusing its gaze on one creature within 30 feet. The shield casts flesh to stone with a range of 30 feet. -``` - -*Source: Advanced Player's Guide p. 261* diff --git a/Compendium/equipment/items/membership-cords-da.md b/Compendium/equipment/items/membership-cords-da.md deleted file mode 100644 index 2ed336905..000000000 --- a/Compendium/equipment/items/membership-cords-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/worn -- trait/uncommon -aliases: ["Membership Cords"] ---- -# Membership Cords *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 5 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry. - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/memory-palace-lotgb.md b/Compendium/equipment/items/memory-palace-lotgb.md deleted file mode 100644 index 0400ae2aa..000000000 --- a/Compendium/equipment/items/memory-palace-lotgb.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Memory Palace"] ---- -# Memory Palace *Item 14* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4200 gp -- **Bulk** — (when not activated) -- **Category** Structure - -A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Taldan villa small enough to fit in the palm of a human hand. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node. - -Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Mwangi Expanse would help with [Recall Knowledge](../../../rules/actions/recall-knowledge.md) checks for such trees, but it wouldn't grant the benefits for all [Nature](../../../compendium/skills.md#Nature) checks to [Recall Knowledge](../../../rules/actions/recall-knowledge.md). - -A memory palace node can also store the text from a spellbook or magical tome, but these memories aren't a substitute for having the book in your possession. A wizard can't prepare spells from a memory palace, though they could use it as source material to try to [Learn a Spell](../../../rules/actions/learn-a-spell.md). - -However, since storing spells in a node would only benefit someone else who later discovers the memory palace, few choose to take such an action. The memories contained within the nodes aren't real, and thus don't cause harmful effects, even if the source of the memory was a mental danger. Many memory palaces have leftover memories from previous users—now long dead—imprinted on their various nodes. -``` - -*Source: Lost Omens: The Grand Bazaar p. 80* diff --git a/Compendium/equipment/items/mending-lattice.md b/Compendium/equipment/items/mending-lattice.md deleted file mode 100644 index 5644ec0bf..000000000 --- a/Compendium/equipment/items/mending-lattice.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Mending Lattice"] ---- -# Mending Lattice *Item 13* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 525 gp -- **Usage** affixed to a shield or weapon -- **Activate** command; **Trigger** The affixed item would take damage; **Requirements** You are a master in [Crafting](../../skills.md#Crafting). -- **Category** Talisman - -This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item. - -*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/merchants-guile-fop.md b/Compendium/equipment/items/merchants-guile-fop.md deleted file mode 100644 index 03b048c0b..000000000 --- a/Compendium/equipment/items/merchants-guile-fop.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/worn -- trait/enchantment -- trait/invested -- trait/uncommon -aliases: ["Merchant's Guile"] ---- -# Merchant's Guile *Item 5* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** worn -- **Category** Worn - -The band of this ring is made from bluecolored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable. - -Wearing this ring grants you a +2 item bonus to [Deception](../../skills.md#Deception) and [Diplomacy](../../skills.md#Diplomacy) checks, but only if the associated checks involve haggling or bargaining over a purchase or trade. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level [detect magic](../../../compendium/spells/detect-magic.md) spell that affects only the object. -``` - -*Source: The Fall of Plaguestone p. 58* diff --git a/Compendium/equipment/items/mercurial-mantle-som.md b/Compendium/equipment/items/mercurial-mantle-som.md deleted file mode 100644 index 37bc6d109..000000000 --- a/Compendium/equipment/items/mercurial-mantle-som.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/apex -- trait/apex -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Mercurial Mantle"] ---- -# Mercurial Mantle *Item 18* -[apex](../../../Rules/traits/apex.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 24000 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Apex - -This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels smoother than silk, rippling and swaying like liquid when in motion. You feel a lively energy infusing your arms and legs. You gain a +3 item bonus to [Acrobatics](../../skills.md#Acrobatics) and [Stealth](../../skills.md#Stealth), and a +2 circumstance bonus to AC against attacks from reactions triggered by your movement. - -When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An enemy misses you with a melee [Strike](../../../rules/actions/strike.md) - -**Effect** You slip around the attacking creature with ease. You [Step](../../../rules/actions/step.md), without moving away from the triggering enemy, and then make a melee [Strike](../../../rules/actions/strike.md) against the triggering enemy if it's within reach. If you do make a [Strike](../../../rules/actions/strike.md), the target attempts a DC 38 [Perception](../../../compendium/skills.md#Perception) check before you roll. - -> [!success-degree] -> - **Failure** This creature is [flat-footed](../../../rules/conditions.md#Flat-footed) against the [Strike](../../../rules/actions/strike.md). -> - **Critical Failure** This creature is [flat-footed](../../../rules/conditions.md#Flat-footed) against all your attacks until the end of their next turn. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[conjuration](../../../rules/traits/conjuration.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: An enemy misses you with a melee [Strike](../../../rules/actions/strike.md) - -**Effect** The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee [Strike](../../../rules/actions/strike.md) against a creature within reach, if there is one. -%% #trait/conjuration #trait/teleportation %% -``` - -*Source: Secrets of Magic p. 187* diff --git a/Compendium/equipment/items/mesmerizing-opal.md b/Compendium/equipment/items/mesmerizing-opal.md deleted file mode 100644 index eace3330c..000000000 --- a/Compendium/equipment/items/mesmerizing-opal.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/enchantment -- trait/magical -- trait/talisman -aliases: ["Mesmerizing Opal"] ---- -# Mesmerizing Opal *Item 2* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 7 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a [Deception](../../skills.md#Deception) check to [Feint](../../../Rules/actions/feint.md), but you haven't rolled yet. -- **Category** Talisman - -This silver-bound opal pendant is afire with iridescence. - -When you activate it, if the outcome of your triggering [Deception](../../skills.md#Deception) check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead). - -*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/messengers-ring.md b/Compendium/equipment/items/messengers-ring.md deleted file mode 100644 index 2d3899404..000000000 --- a/Compendium/equipment/items/messengers-ring.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Messenger's Ring"] ---- -# Messenger's Ring *Item 9+* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn -- **Category** Worn - -This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks and lets you cast [message](../../spells/message.md) as an arcane innate spell at will. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring. -``` - -*Source: Core Rulebook p. 613* diff --git a/Compendium/equipment/items/metalmist-sphere-lopsg.md b/Compendium/equipment/items/metalmist-sphere-lopsg.md deleted file mode 100644 index c6000559c..000000000 --- a/Compendium/equipment/items/metalmist-sphere-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Metalmist Sphere"] ---- -# Metalmist Sphere *Item 3+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are [concealed](../../../Rules/conditions.md#Concealed), and all other creatures are [concealed](../../../Rules/conditions.md#Concealed) to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist. - -*Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/Compendium/equipment/items/meteor-hammer-logm.md b/Compendium/equipment/items/meteor-hammer-logm.md deleted file mode 100644 index dcb0211cd..000000000 --- a/Compendium/equipment/items/meteor-hammer-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/backswing -- trait/disarm -- trait/reach -- trait/trip -aliases: ["Meteor Hammer"] ---- -# Meteor Hammer *Item 0* -[backswing](../../../Rules/traits/backswing.md) [disarm](../../../Rules/traits/disarm.md) [reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) - -- **Price** 3 gp -- **Bulk** 2 -- **Damage** `1d8` B -- **Hands** 2 -- **Category** Martial; **Group** Flail - -This weapon consists of a long chain connected to a heavy weight at one end. When a wielder swings the weight by the chain, it builds momentum and can serve as a deadly bludgeon with incredible reach. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/meteor-shot-g-g.md b/Compendium/equipment/items/meteor-shot-g-g.md deleted file mode 100644 index 70297ef86..000000000 --- a/Compendium/equipment/items/meteor-shot-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/evocation -- trait/fire -- trait/magical -- trait/splash -- trait/uncommon -aliases: ["Meteor Shot"] ---- -# Meteor Shot *Item 7+* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Ammunition** round -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain. - -In addition, the [Strike](../../../Rules/actions/strike.md) gains the following critical failure effect. - -> [!success-degree] -> - **Critical Failure** The weapon misfires. - -*Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/Compendium/equipment/items/metronomic-hammer-ooa2.md b/Compendium/equipment/items/metronomic-hammer-ooa2.md deleted file mode 100644 index 457ee104e..000000000 --- a/Compendium/equipment/items/metronomic-hammer-ooa2.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/held -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Metronomic Hammer"] ---- -# Metronomic Hammer *Item 5* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** held in 1 or 2 hands; **Bulk** 1 -- **Category** Held - -A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer. - -Gnome adherents of [Brigh](../../setting/deities/brigh-logm.md) often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You attempt to [Trip](../../../rules/actions/trip.md) a creature with the metronomic hammer - -**Effect** By timing the sweeping arcs of your [Trip](../../../rules/actions/trip.md) attempt to the built-in metronome of a metronomic hammer, you gain a +1 item bonus to your [Athletics](../../../compendium/skills.md#Athletics) check to [Trip](../../../rules/actions/trip.md) the target. This item bonus increases by 1 with every subsequent [Trip](../../../rules/actions/trip.md) attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third [Trip](../../../rules/actions/trip.md). The bonus resets to +1 if you successfully [Trip](../../../rules/actions/trip.md) the target, if you critically fail to [Trip](../../../rules/actions/trip.md) the target, or if your turn ends. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* diff --git a/Compendium/equipment/items/midday-lantern-sot4.md b/Compendium/equipment/items/midday-lantern-sot4.md deleted file mode 100644 index 2b2c4c7fb..000000000 --- a/Compendium/equipment/items/midday-lantern-sot4.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/held -- trait/light -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Midday Lantern"] ---- -# Midday Lantern *Item 6+* -[light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level [scorching ray](../../../compendium/spells/scorching-ray-som.md) (Pathfinder Secrets of Magic 127) using a spell attack roll of +14, with its effect determined by the number of actions you used to Activate the lantern. -``` - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* diff --git a/Compendium/equipment/items/mindfog-mist.md b/Compendium/equipment/items/mindfog-mist.md deleted file mode 100644 index 53bd4a009..000000000 --- a/Compendium/equipment/items/mindfog-mist.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/inhaled -- trait/poison -aliases: ["Mindfog Mist"] ---- -# Mindfog Mist *Item 15* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. - -```ad-inline-affliction -title: Saving Throw: DC 35 Fortitude - -- **Onset**: 1 round -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 2** [confused](../../../rules/conditions.md#Confused) and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** [confused](../../../rules/conditions.md#Confused) and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Core Rulebook p. 553* diff --git a/Compendium/equipment/items/minotaur-chair-lotgb.md b/Compendium/equipment/items/minotaur-chair-lotgb.md deleted file mode 100644 index 17adab209..000000000 --- a/Compendium/equipment/items/minotaur-chair-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair -- trait/evocation -- trait/magical -aliases: ["Minotaur Chair"] ---- -# Minotaur Chair *Item 9* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 600 gp -- **Bulk** 4 -- **Category** Wheelchair - -A minotaur chair is a traveler's chair with chair storage, impulse control (see below), and +1 striking wounding wheel spikes (page 72). The wheel spikes can have runes upgraded, transferred, or added as normal. The chair magically stores the kinetic energy from movement throughout the day, allowing you to expend it to make a powerful rushing charge. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. [Stride](../../../rules/actions/stride.md) in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is [prone](../../../rules/conditions.md#Prone), the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals `1d12` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) on a hit (or `3d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) on a critical hit) - -Wheelchair uPgraDes A wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade. -``` - -*Source: Lost Omens: The Grand Bazaar p. 71* diff --git a/Compendium/equipment/items/miogimos-mask-aoe5.md b/Compendium/equipment/items/miogimos-mask-aoe5.md deleted file mode 100644 index 29994978c..000000000 --- a/Compendium/equipment/items/miogimos-mask-aoe5.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/worn -- trait/invested -- trait/magical -- trait/necromancy -- trait/unique -aliases: ["Miogimo's Mask"] ---- -# Miogimo's Mask *Item 16* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 9500 gp -- **Usage** worn mask; **Bulk** L -- **Category** Worn - -The crime lord Miogimo almost always appears with this special mask, crafted with a piece of his soul. It has two forms. - -In its first form, the mask depicts a silvery and angelic face; while wearing the mask in this form, your alignment appears as lawful good to creatures attempting to detect your alignment. In its second form, the mask depicts a gold-skinned demonic face; while wearing the mask in this form, your alignment appears as chaotic evil to creatures attempting to detect your alignment. - -If you die while wearing the mask, a fragment of your soul is trapped in the mask, forming a life link. If there was already a soul fragment in the mask when this happens, you roll a Will save against the Will DC of the person who left the previous fragment. If you succeed, your soul fragment replaces the old one. On a failure, you die normally. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You switch the mask to its other form. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast [crisis of faith](../../../compendium/spells/crisis-of-faith.md) (DC 34), targeting up to four creatures within 30 feet. If the mask is in its angelic form, you can target only evil and neutral creatures. - -If the mask is in its demonic form, you can target only good and neutral creatures. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: A soul fragment is in the mask - -**Effect** You cast [talking corpse](../../../compendium/spells/talking-corpse.md) on the soul fragment, except you communicate telepathically and don't require the fragment's body to speak. -``` - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 77* diff --git a/Compendium/equipment/items/mirror-ball-snare-lotgb.md b/Compendium/equipment/items/mirror-ball-snare-lotgb.md deleted file mode 100644 index 267ab30c8..000000000 --- a/Compendium/equipment/items/mirror-ball-snare-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -- trait/visual -aliases: ["Mirror-ball Snare"] ---- -# Mirror-ball Snare *Item 6* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) [visual](../../../Rules/traits/visual.md) - -- **Price** 40 gp -- **Category** Snare - -A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become [dazzled](../../../Rules/conditions.md#Dazzled) for 1 round. On a critical failure, affected creatures are instead [dazzled](../../../Rules/conditions.md#Dazzled) for 1 minute. - -*Source: Lost Omens: The Grand Bazaar p. 26* \ No newline at end of file diff --git a/Compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md b/Compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md deleted file mode 100644 index fa7e7f998..000000000 --- a/Compendium/equipment/items/mirror-of-sleeping-vigil-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/sleep -- trait/uncommon -aliases: ["Mirror Of Sleeping Vigil"] ---- -# Mirror Of Sleeping Vigil *Item 7* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [sleep](../../../Rules/traits/sleep.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 300 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self. - -You do not take the –4 status penalty to visual [Perception](../../skills.md#Perception) checks in that area or gain the [blinded](../../../Rules/conditions.md#Blinded) condition from being [unconscious](../../../Rules/conditions.md#Unconscious) against creatures in that area. As long as you fell asleep voluntarily and not from a [sleep](../../../Rules/traits/sleep.md) effect, you can automatically wake up from sleep if there is visible activity around you. - -*Source: Lost Omens: The Grand Bazaar p. 111* \ No newline at end of file diff --git a/Compendium/equipment/items/mirror-of-sorshen-gmg.md b/Compendium/equipment/items/mirror-of-sorshen-gmg.md deleted file mode 100644 index 1f7cdf9e7..000000000 --- a/Compendium/equipment/items/mirror-of-sorshen-gmg.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/enchantment -- trait/magical -- trait/unique -aliases: ["Mirror Of Sorshen"] ---- -# Mirror Of Sorshen *Item 25* -[artifact](../../../Rules/traits/artifact-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** bonded (see below); **Bulk** L -- **Category** Artifact - -The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with the shapes of a male figure on one edge of the glass and a female figure on the other side. - -The mirror can form a bond with a spellcaster who has legendary proficiency in [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism), who becomes the mirror's owner. Regardless of where the mirror is, as long as the bond remains, the owner is aware of everything the mirror is currently reflecting and can use the mirror's activations. - -Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are [fascinated](../../../Rules/conditions.md#Fascinated) by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, [incapacitation](../../../Rules/traits/incapacitation.md), and [visual](../../../Rules/traits/visual.md) effect. Creatures that are [fascinated](../../../Rules/conditions.md#Fascinated) by the mirror are so deeply entranced that they don't end their [fascinated](../../../Rules/conditions.md#Fascinated) condition automatically even if a creature uses [hostile](../../../Rules/conditions.md#Hostile) actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You force a creature looking at the mirror to attempt an additional Will save against the mirror's fascination effect, even if they succeeded at their save. -``` - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -- **Requirements**: The target must be [fascinated](../../../rules/conditions.md#Fascinated) by the mirror - -**Effect** You control the target for 30 days, with the effect of a critically failed saving throw against dominate. If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35. -``` - -*Source: Gamemastery Guide p. 110* diff --git a/Compendium/equipment/items/mirror-robe-lotgb.md b/Compendium/equipment/items/mirror-robe-lotgb.md deleted file mode 100644 index 67470794d..000000000 --- a/Compendium/equipment/items/mirror-robe-lotgb.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Mirror Robe"] ---- -# Mirror Robe *Item 3* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 55 gp -- **Usage** worn clothing; **Bulk** L -- **Category** Worn - -Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The mirror robe was last activated to draw attention toward you, or you haven't used the mirror robe today - -**Effect** The mirror robe [Creates a Diversion](../../../rules/actions/create-a-diversion.md) for you with a +9 [Deception](../../../compendium/skills.md#Deception) modifier. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The mirror robe was last activated to divert attention away from you and you are [hidden](../../../rules/conditions.md#Hidden) or [undetected](../../../rules/conditions.md#Undetected) by at least one foe - -**Effect** You draw attention toward yourself. Choose one foe to which you were [hidden](../../../rules/conditions.md#Hidden) or [undetected](../../../rules/conditions.md#Undetected). You reveal yourself to all, becoming [observed](../../../rules/conditions.md#Observed). The foe you chose diverts its attention to you, becoming [flat-footed](../../../rules/conditions.md#Flat-footed) to your allies until the beginning of your next turn. If you are [invisible](../../../rules/conditions.md#Invisible) or otherwise can't become [observed](../../../rules/conditions.md#Observed), you can't use this activation. -``` - -*Source: Lost Omens: The Grand Bazaar p. 50* diff --git a/Compendium/equipment/items/misdirecting-haversack-lotgb.md b/Compendium/equipment/items/misdirecting-haversack-lotgb.md deleted file mode 100644 index 1f9d83e53..000000000 --- a/Compendium/equipment/items/misdirecting-haversack-lotgb.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Misdirecting Haversack"] ---- -# Misdirecting Haversack *Item 6* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -Documents inside the haversack become magically disguised as documents of a similar type but with misleading information. Anyone inspecting a document notices the disguise with a successful DC 20 [Perception](../../../compendium/skills.md#Perception) check, but determining the actual text requires a successful DC 20 [Society](../../../compendium/skills.md#Society) check to [Decipher Writing](../../../rules/actions/decipher-writing.md). This lasts until you use this activation again, which ends the effect for all previously disguised documents; until you use the second activation to end the effect for a single document; or until a document in the haversack remains outside the haversack for at least 1 hour, ending the effect for that document. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You revert one of the documents back to its original state. -``` - -*Source: Lost Omens: The Grand Bazaar p. 10* diff --git a/Compendium/equipment/items/mistform-elixir.md b/Compendium/equipment/items/mistform-elixir.md deleted file mode 100644 index a7ae12db4..000000000 --- a/Compendium/equipment/items/mistform-elixir.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/illusion -- trait/visual -aliases: ["Mistform Elixir"] ---- -# Mistform Elixir *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [illusion](../../../Rules/traits/illusion.md) [visual](../../../Rules/traits/visual.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -A faint mist emanates from your skin, making you [concealed](../../../Rules/conditions.md#Concealed) for the listed duration. As usual being [concealed](../../../Rules/conditions.md#Concealed) when your position is still obvious, you can't use this concealment to [Hide](../../../Rules/actions/hide.md) or [Sneak](../../../Rules/actions/sneak.md). - -*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/mistranslators-draft-da.md b/Compendium/equipment/items/mistranslators-draft-da.md deleted file mode 100644 index 7395af6db..000000000 --- a/Compendium/equipment/items/mistranslators-draft-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/potion -- trait/consumable -- trait/cursed -- trait/divination -- trait/magical -- trait/potion -aliases: ["Mistranslator's Draft"] ---- -# Mistranslator's Draft *Item 9* -[consumable](../../../Rules/traits/consumable.md) [cursed](../../../Rules/traits/cursed-gmg.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) languages for 1 hour. However, if you attempt to translate any spoken language, your translation is always erroneous in a way likely to cause substantial confusion or anger, typically reducing the listener's attitude toward you by one step. You aren't aware of your error, and any attempt to correct the mistake only compounds it. - -*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/miter-of-communion-logm.md b/Compendium/equipment/items/miter-of-communion-logm.md deleted file mode 100644 index 1d742bad0..000000000 --- a/Compendium/equipment/items/miter-of-communion-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Miter Of Communion"] ---- -# Miter Of Communion *Item 10* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 800 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn - -This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it was made. The miter brings you spiritually closer to your deity's servitors, granting you a +2 item bonus to [Religion](../../skills.md#Religion) checks. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You chant for a minute about a task at hand for the coming week to cast a 4th-level [read omens](../../../compendium/spells/read-omens.md) spell that grants you cryptic but useful advice. -``` - -*Source: Lost Omens: Gods & Magic p. 123* diff --git a/Compendium/equipment/items/mithral-tree-g-g.md b/Compendium/equipment/items/mithral-tree-g-g.md deleted file mode 100644 index 2297f2a90..000000000 --- a/Compendium/equipment/items/mithral-tree-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concussive -- trait/elf -- trait/fatal-d10 -- trait/parry -- trait/uncommon -aliases: ["Mithral Tree"] ---- -# Mithral Tree *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [elf](../../../Rules/traits/elf.md) [fatal ](../../../Rules/traits/fatal.md) [parry](../../../Rules/traits/parry.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 9 gp -- **Bulk** 1 -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 150 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Martial; **Group** Firearm - -Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/mithral.md b/Compendium/equipment/items/mithral.md deleted file mode 100644 index aa31abdd3..000000000 --- a/Compendium/equipment/items/mithral.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/material -- trait/precious -- trait/uncommon -aliases: ["Mithral"] ---- -# Mithral *Item 8+* -[precious](../../../Rules/traits/precious.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Category** Material - -Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. - -| Mithral Items | Hardness | HP | BT | -|---------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | -| **Items** | | | | -| Standard-grade | 9 | 36 | 18 | -| High-grade | 12 | 48 | 24 | -| **Structures** | | | | -| Standard-grade | 18 | 72 | 36 | -| High-grade | 24 | 96 | 48 | - - -*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/Compendium/equipment/items/mnemonic-acid-aoe3.md b/Compendium/equipment/items/mnemonic-acid-aoe3.md deleted file mode 100644 index c6e416d1d..000000000 --- a/Compendium/equipment/items/mnemonic-acid-aoe3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe3 -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/uncommon -aliases: ["Mnemonic Acid"] ---- -# Mnemonic Acid *Item 8* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 75 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact with skin. To unlock its true potential, you must submerge a piece of an intelligent creature's brain matter in the acid and allow the material to completely dissolve. This takes `2d10` minutes, during which time the mnemonic acid bubbles and steams eagerly. - -Once the brain matter fully dissolves, you can consume the acid as an [Interact](../../../Rules/actions/interact.md) action to experience a powerful vision and relive one of the memories of the creature whose brain matter was dissolved. You have no control over which memory you experience, although such visions are almost always of memories that were meaningful to the owner of the dissolved brain matter. The memory might be of a single event or a series of related and interconnected events; the memory lasts no longer than 10 minutes, and you're blind to the world around you for the duration. - -Each dose of mnemonic acid requires roughly 10% of the brain matter of the creature whose visions are to be experienced, meaning that up to 10 different memories from the same creature can be experienced, each with a different dose of mnemonic acid, before the brain matter is exhausted. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/monkey-lotg.md b/Compendium/equipment/items/monkey-lotg.md deleted file mode 100644 index d229ebe61..000000000 --- a/Compendium/equipment/items/monkey-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Monkey"] ---- -# Monkey *Item 0* - -- **Price** 3 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/monkey-pin.md b/Compendium/equipment/items/monkey-pin.md deleted file mode 100644 index 9fb570b78..000000000 --- a/Compendium/equipment/items/monkey-pin.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Monkey Pin"] ---- -# Monkey Pin *Item 2* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 6 gp -- **Usage** affixed to armor -- **Activate** Climb; **Requirements** You are trained in [Athletics](../../skills.md#Athletics) -- **Category** Talisman - -This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a [Climb](../../../Rules/actions/climb.md) action. - -If you succeed, you move your full Speed during the [Climb](../../../Rules/actions/climb.md). If you roll a critical failure, you get a failure instead. - -*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/monkeys-fist-aoe1.md b/Compendium/equipment/items/monkeys-fist-aoe1.md deleted file mode 100644 index 925df3402..000000000 --- a/Compendium/equipment/items/monkeys-fist-aoe1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/weapon/martial -- trait/finesse -- trait/monk -- trait/nonlethal -aliases: ["Monkey's Fist"] ---- -# Monkey's Fist *Item 0* -[finesse](../../../Rules/traits/finesse.md) [monk](../../../Rules/traits/monk.md) [nonlethal](../../../Rules/traits/nonlethal.md) - -- **Price** 1 sp -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Flail - -Also called a "slungshot," the monkey's fist is a short length of rope ending in a thick knot wrapped around a metal weight. You can tie the loose end of a monkey's fist to your wrist; if you are [disarmed](../../../Rules/actions/disarm.md), the weapon remains secured to your wrist rather than falling to the ground, though you must use an [Interact](../../../Rules/actions/interact.md) action to grip it before using it again. A monkey's fist is a martial melee weapon. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/monkeys-paw-gmg.md b/Compendium/equipment/items/monkeys-paw-gmg.md deleted file mode 100644 index 295f65813..000000000 --- a/Compendium/equipment/items/monkeys-paw-gmg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/held -- trait/cursed -- trait/magical -- trait/misfortune -- trait/necromancy -- trait/rare -aliases: ["Monkey's Paw"] ---- -# Monkey's Paw *Item 20* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [misfortune](../../../Rules/traits/misfortune.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw, the hand opens, revealing three withered fingers. The monkey's paw grants you three wishes, curling one finger after every one. Once you pick up the monkey's paw, you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a [miracle](../../spells/miracle.md) or [wish](../../spells/wish.md) spell, are unsuccessful as the monkey's paw reappears among your possessions within `1d4` hours; it doesn't work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey's paw uses plane shift to travel to a random point in the multiverse. - -Whenever the monkey's paw hears you utter a statement that sounds like a wish, even if you don't use the words "I wish," it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality, miracle, primal phenomenon, or wish, and potentially a greater effect at the GM's discretion. - -*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/moonlit-chain.md b/Compendium/equipment/items/moonlit-chain.md deleted file mode 100644 index d71a94878..000000000 --- a/Compendium/equipment/items/moonlit-chain.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/divination -- trait/invested -- trait/magical -aliases: ["Moonlit Chain"] ---- -# Moonlit Chain *Item 7* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 360 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor - -This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had [low-light vision](../../../Rules/abilities/low-light-vision.md). - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You touch the stitched image of the new moon on the armor's collar and suppress the [dazzled](../../../rules/conditions.md#Dazzled) condition for 1 minute. -``` - -*Source: Core Rulebook p. 558* diff --git a/Compendium/equipment/items/moonlit-ink-da.md b/Compendium/equipment/items/moonlit-ink-da.md deleted file mode 100644 index d6f177f02..000000000 --- a/Compendium/equipment/items/moonlit-ink-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Moonlit Ink"] ---- -# Moonlit Ink *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 5 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the seal is pressed to paper, the ink briefly shows up before fading into invisibility. The stamp can be revealed by exposing the stamped item to direct moonlight for 1 minute. A character checking a good or document marked by a moonlit ink stamp must succeed at a DC 25 [Perception](../../skills.md#Perception) check to spot the stamp without exposure to moonlight. In addition to its use by secret societies for their secret books, papers, and messages, some smugglers use moonlit ink to mark their goods. - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/moonstone-diadem-ec2.md b/Compendium/equipment/items/moonstone-diadem-ec2.md deleted file mode 100644 index 58f8d307b..000000000 --- a/Compendium/equipment/items/moonstone-diadem-ec2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/rare -aliases: ["Moonstone Diadem"] ---- -# Moonstone Diadem *Item 8* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 500 gp -- **Usage** worn circlet; **Bulk** L -- **Category** Worn - -This delicate and elegant diadem is woven of intricate silver wires set with three tear-shaped pearlescent moonstones. You gain a +1 item bonus to [Religion](../../skills.md#Religion) checks. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You are within 10 feet of a moonstone pool - -**Effect** You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject you wish to see. Conversely, you can choose to deposit your own memories into the pool by concentrating for 1 hour on the information you wish to impart. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 74* diff --git a/Compendium/equipment/items/mortar-g-g.md b/Compendium/equipment/items/mortar-g-g.md deleted file mode 100644 index 559952b71..000000000 --- a/Compendium/equipment/items/mortar-g-g.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/medium -- trait/uncommon -aliases: ["Mortar"] ---- -# Mortar *Item 7* -[medium](../../../Rules/traits/medium-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 720 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -A mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a wall or in another hard-to-access area to protect themselves while retaining full functionality. - -Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -40 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <100 feet> - -`5d10` slashing, 20-foot burst, DC 21. Because a mortar launches its round at a high angle, the mortar round descends on the center of the burst from above, not in a straight line from the mortar. This affects whether creatures have cover from the mortar launch. -%% #trait/manipulate #trait/range-increment-100-feet %% -``` - -*Source: Guns & Gears p. 176* diff --git a/Compendium/equipment/items/mortar-of-hidden-meaning-logm.md b/Compendium/equipment/items/mortar-of-hidden-meaning-logm.md deleted file mode 100644 index 0d57057e0..000000000 --- a/Compendium/equipment/items/mortar-of-hidden-meaning-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/divination -- trait/magical -aliases: ["Mortar Of Hidden Meaning"] ---- -# Mortar Of Hidden Meaning *Item 4* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 75 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This matching mortar and pestle are made from immaculate darkwood that looks nearly olive in the right light. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You use the mortar of [hidden](../../../rules/conditions.md#Hidden) meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear. -``` - -*Source: Lost Omens: Gods & Magic p. 123* diff --git a/Compendium/equipment/items/moth-lotg.md b/Compendium/equipment/items/moth-lotg.md deleted file mode 100644 index a1d56ebe2..000000000 --- a/Compendium/equipment/items/moth-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Moth"] ---- -# Moth *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/mountain-to-the-sky-lol.md b/Compendium/equipment/items/mountain-to-the-sky-lol.md deleted file mode 100644 index 4814f25f6..000000000 --- a/Compendium/equipment/items/mountain-to-the-sky-lol.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/unique -aliases: ["Mountain To The Sky"] ---- -# Mountain To The Sky *Item 16* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 10000 gp -- **Usage** held in 1 hand -- **Category** Structure - -This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 [Athletics](../../skills.md#Athletics) check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the [concentrate](../../../Rules/traits/concentrate.md) and [manipulate](../../../Rules/traits/manipulate.md) traits, so long as no living creatures are present on the mountain. - -*Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/Compendium/equipment/items/mountebanks-passage-g-g.md b/Compendium/equipment/items/mountebanks-passage-g-g.md deleted file mode 100644 index d5b5d744f..000000000 --- a/Compendium/equipment/items/mountebanks-passage-g-g.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/conjuration -- trait/magical -- trait/unique -aliases: ["Mountebank's Passage"] ---- -# Mountebank's Passage *Item 15* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Blythir College in Alkenstar, the mountebank's passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: the mountebank's passage isn't loaded - -**Effect** You pull the soapstone trigger. Choose a vertical surface within 120 feet. A beam of white energy crackles to the vertical surface and creates a white portal on that surface. Any creature who moves through the white portal comes out through the mountebank's passage's black portal, if one exists on the same plane. Using this activation causes any previous white portal to disappear, even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: the mountebank's passage isn't loaded - -**Effect** You pull the onyx trigger. - -Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the mountebank's passage's white portal, if one exists on the same plane. - -Using this activation causes any previous black portal to disappear; even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations. -``` - -*Source: Guns & Gears p. 165* diff --git a/Compendium/equipment/items/mouse-lotg.md b/Compendium/equipment/items/mouse-lotg.md deleted file mode 100644 index 553d8992b..000000000 --- a/Compendium/equipment/items/mouse-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Mouse"] ---- -# Mouse *Item 0* - -- **Price** 1 cp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/mudrock-snare-lotgb.md b/Compendium/equipment/items/mudrock-snare-lotgb.md deleted file mode 100644 index a4d238323..000000000 --- a/Compendium/equipment/items/mudrock-snare-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/kobold -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Mudrock Snare"] ---- -# Mudrock Snare *Item 10* -[consumable](../../../Rules/traits/consumable.md) [kobold](../../../Rules/traits/kobold-b1.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 170 gp -- **Category** Snare - -Fired clay covers a pit of thin mud interspersed with fragile vials of blue dragon blood. The first creature to step into the square breaks through the clay and sinks into the pit, fracturing the vials and rapidly hardening the mud as it touches the blue dragon blood. That creature must attempt a DC 29 Fortitude save as the mud hardens over its legs. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –5-foot circumstance penalty to its Speed for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 27). -> - **Failure** The creature is [stunned](../../../Rules/conditions.md#Stunned), and it takes a –10-foot circumstance penalty to its Speed for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 27). -> - **Critical Failure** The creature is [stunned](../../../Rules/conditions.md#Stunned), and it's [immobilized](../../../Rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 27). - -*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/Compendium/equipment/items/mummified-bat.md b/Compendium/equipment/items/mummified-bat.md deleted file mode 100644 index 7b8b8ecf4..000000000 --- a/Compendium/equipment/items/mummified-bat.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/divination -- trait/magical -- trait/talisman -aliases: ["Mummified Bat"] ---- -# Mummified Bat *Item 10* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 175 gp -- **Usage** affixed to a weapon -- **Activate** command; **Requirements** You are a master in [Perception](../../skills.md#Perception). -- **Category** Talisman - -This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around you and guides your perception. You gain the benefits of the fighter Blind-Fight class feat (page 149) for 1 minute. - -If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be [undetected](../../../Rules/conditions.md#Undetected) by you because you can't see them [hidden](../../../Rules/conditions.md#Hidden) instead. - -*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/murderers-knot.md b/Compendium/equipment/items/murderers-knot.md deleted file mode 100644 index 11bedf06f..000000000 --- a/Compendium/equipment/items/murderers-knot.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Murderer's Knot"] ---- -# Murderer's Knot *Item 7* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 66 gp -- **Usage** affixed to a weapon -- **Activate** command; **Trigger** You damage a [flat-footed](../../../Rules/conditions.md#Flat-footed) creature with a [Strike](../../../Rules/actions/strike.md) using the affixed weapon; **Requirements** You are an expert with the affixed weapon. -- **Category** Talisman - -This black strand of leather is tied to look like a peace knot when the weapon is stowed, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes `1d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -If you have the Twist the Knife feat, the talisman instead deals [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) equal to your sneak attack damage. - -*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/mutagenic-renovator-ooa3.md b/Compendium/equipment/items/mutagenic-renovator-ooa3.md deleted file mode 100644 index 5b8b444f9..000000000 --- a/Compendium/equipment/items/mutagenic-renovator-ooa3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/potion -- trait/abjuration -- trait/consumable -- trait/magical -- trait/potion -- trait/uncommon -aliases: ["Mutagenic Renovator"] ---- -# Mutagenic Renovator *Item 10* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 180 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This sludgy concoction is said to be derived from liquefied mutant scales. For 1 hour after you imbibe the potion, your skin warps and mutates to grant you resistance 5 to one type of energy damage. When you first drink the potion, choose either acid, cold, electricity, fire, or sonic damage. The potion starts by granting you resistance against this type of damage. Each time you take damage from one of these listed energy types other than the one you currently resist, your skin mutates, causing you to lose the energy resistance previously granted by this potion and gain resistance to the type of energy by which you were most recently damaged, and the potion's duration decreases by 10 minutes. The resistance shifts only after you take the damage, so it doesn't apply to the first instance of damage. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/naginata-logm.md b/Compendium/equipment/items/naginata-logm.md deleted file mode 100644 index 81de0e86a..000000000 --- a/Compendium/equipment/items/naginata-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/deadly-d8 -- trait/reach -- trait/uncommon -- trait/versatile-p -aliases: ["Naginata"] ---- -# Naginata *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [reach](../../../Rules/traits/reach.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 3 gp -- **Bulk** 2 -- **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial; **Group** Polearm - -This 6-foot staff has a 2-foot-long, slightly curved, swordlike blade attached at one end. The long pole helps keep the wielder out of reach of swords and shorter weapons. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/nauseating-snare-apg.md b/Compendium/equipment/items/nauseating-snare-apg.md deleted file mode 100644 index c3a53afb5..000000000 --- a/Compendium/equipment/items/nauseating-snare-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/poison -- trait/consumable -- trait/mechanical -- trait/poison -- trait/snare -- trait/trap -aliases: ["Nauseating Snare"] ---- -# Nauseating Snare *Item 6* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [poison](../../../Rules/traits/poison.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 40 gp -- **Category** Poison - -You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 20 Fortitude saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature becomes [sickened](../../../Rules/conditions.md#Sickened). -> - **Failure** The creature becomes [sickened](../../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature becomes [sickened](../../../Rules/conditions.md#Sickened). - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/necklace-of-fireballs.md b/Compendium/equipment/items/necklace-of-fireballs.md deleted file mode 100644 index 6970fa931..000000000 --- a/Compendium/equipment/items/necklace-of-fireballs.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Necklace of Fireballs"] ---- -# Necklace of Fireballs *Item 5+* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn -- **Category** Worn - -This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. - -Numerous varieties of the necklace of fireballs exist. Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an [Interact](../../../rules/actions/interact.md) action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the [fireball](../../../compendium/spells/fireball.md) anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. -``` - -*Source: Core Rulebook p. 613* diff --git a/Compendium/equipment/items/necklace-of-knives-logm.md b/Compendium/equipment/items/necklace-of-knives-logm.md deleted file mode 100644 index e11138d8a..000000000 --- a/Compendium/equipment/items/necklace-of-knives-logm.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Necklace Of Knives"] ---- -# Necklace Of Knives *Item 2* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Pharasma](../../setting/deities/pharasma.md) -- **Price** 25 gp -- **Usage** worn -- **Category** Worn - -This necklace strung with miniature stone throwing knives. - -As long as you wear it, you are never without a weapon, a crude surgical tool, or stake for a vampire, if necessary in following Pharasma's teachings. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many knives you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires. -``` - -*Source: Lost Omens: Gods & Magic p. 123* diff --git a/Compendium/equipment/items/necklace-of-strangulation-gmg.md b/Compendium/equipment/items/necklace-of-strangulation-gmg.md deleted file mode 100644 index b16b70ebe..000000000 --- a/Compendium/equipment/items/necklace-of-strangulation-gmg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/worn -- trait/cursed -- trait/invested -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Necklace Of Strangulation"] ---- -# Necklace Of Strangulation *Item 15* -[cursed](../../../Rules/traits/cursed-gmg.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn necklace; **Bulk** L -- **Category** Worn - -This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you (Core Rulebook 478) and dealing 30 bludgeoning damage to you at the end of each of your turns. - -Once per round, you can spend a single action to attempt a DC 34 [Athletics](../../skills.md#Athletics) check or Fortitude save; success means you don't take the damage on your current turn, but you continue suffocating. The necklace loosens after you've been dead for a month. - -*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/necrotic-bomb-av3.md b/Compendium/equipment/items/necrotic-bomb-av3.md deleted file mode 100644 index 23d127728..000000000 --- a/Compendium/equipment/items/necrotic-bomb-av3.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/negative -- trait/splash -aliases: ["Necrotic Bomb"] ---- -# Necrotic Bomb *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [negative](../../../Rules/traits/negative.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. - -Many types grant an item bonus to attack rolls. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/nectar-of-purification.md b/Compendium/equipment/items/nectar-of-purification.md deleted file mode 100644 index cedeeb727..000000000 --- a/Compendium/equipment/items/nectar-of-purification.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/magical -- trait/necromancy -- trait/oil -aliases: ["Nectar of Purification"] ---- -# Nectar of Purification *Item 1* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [oil](../../../Rules/traits/oil.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level [purify food and drink](../../spells/purify-food-and-drink.md) spell over any food or drink onto which it's poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered. - -*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/Compendium/equipment/items/net-apg.md b/Compendium/equipment/items/net-apg.md deleted file mode 100644 index f6a568b55..000000000 --- a/Compendium/equipment/items/net-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/adventuring-gear -aliases: ["Net"] ---- -# Net *Item 0* - -- **Price** 1 gp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to [Grapple](../../../Rules/actions/grapple.md) a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to [Grapple](../../../Rules/actions/grapple.md) to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to [Escape](../../../Rules/actions/escape.md) unless you are adjacent to them, and it can attempt a DC 16 [Athletics](../../skills.md#Athletics) check to [Force Open](../../../Rules/actions/force-open.md) the net entirely. Once the target is no longer [grabbed](../../../Rules/conditions.md#Grabbed), the net is unwieldy until refolded as a [Concentrate](../../../Rules/traits/concentrate.md) action that requires two hands; if used without being refolded, [Grapple](../../../Rules/actions/grapple.md) checks made with the net take a –2 penalty. - -When the net is unattached, you can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is [flat-footed](../../../Rules/conditions.md#Flat-footed) and takes a –10- foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also [immobilized](../../../Rules/conditions.md#Immobilized) until it Escapes. The [Escape](../../../Rules/actions/escape.md) DC is 16. A creature adjacent to the target can [Interact](../../../Rules/actions/interact.md) to remove the net. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/net-launcher-g-g.md b/Compendium/equipment/items/net-launcher-g-g.md deleted file mode 100644 index 13e7363c1..000000000 --- a/Compendium/equipment/items/net-launcher-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/rare -aliases: ["Net Launcher"] ---- -# Net Launcher *Item 1* -[rare](../../../Rules/traits/rare.md) - -- **Price** 16 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown. - -A net launcher can be wielded while propped up on your shoulder or cradled under your arm. A net must be carefully folded to be launched without tangling. Properly loading a net into a net launcher takes 1 minute. A net fired with a net launcher can target a Medium or smaller creature within 40 feet, rather than 20 feet. - -*Source: Guns & Gears p. 65* \ No newline at end of file diff --git a/Compendium/equipment/items/nethysian-bulwark-aoa5.md b/Compendium/equipment/items/nethysian-bulwark-aoa5.md deleted file mode 100644 index 23facac94..000000000 --- a/Compendium/equipment/items/nethysian-bulwark-aoa5.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/held -- trait/abjuration -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Nethysian Bulwark"] ---- -# Nethysian Bulwark *Item 16* -[abjuration](../../../Rules/traits/abjuration.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This round shield is often fashioned to resemble the religious symbol of its dual-natured namesake. - -A Nethysian bulwark is a high-grade cold iron shield (Hardness 10, HP 40, BT 20) that defends the wielder and can explode with retributive force when struck. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: The shield becomes [broken](../../../rules/conditions.md#Broken) when performing a - -**Effect** The shield explodes in a burst of bright light and shadowy tendrils, releasing a 15-foot cone of force that must include the attacker if possible. The cone deals `6d8` force damage to all creatures in the area (DC 34 basic Reflex save). -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 77* diff --git a/Compendium/equipment/items/nettleweed-residue.md b/Compendium/equipment/items/nettleweed-residue.md deleted file mode 100644 index 9ecf98b8b..000000000 --- a/Compendium/equipment/items/nettleweed-residue.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -aliases: ["Nettleweed Residue"] ---- -# Nettleweed Residue *Item 8* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 75 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Concentrated sap of stinging weeds makes an effective toxin. - -```ad-inline-affliction -title: Saving Throw: DC 27 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** `8d6` poison damage (1 minute) - -**Stage 2** `10d6` poison damage (1 minute) - -**Stage 3** `13d6` poison damage (1 minute) -``` - -*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/Compendium/equipment/items/nightbreeze-machine-g-g.md b/Compendium/equipment/items/nightbreeze-machine-g-g.md deleted file mode 100644 index 0589aea30..000000000 --- a/Compendium/equipment/items/nightbreeze-machine-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/air -- trait/clockwork -- trait/uncommon -aliases: ["Nightbreeze Machine"] ---- -# Nightbreeze Machine *Item 5* -[air](../../../Rules/traits/air.md) [clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 125 gp -- **Bulk** 4 -- **Category** Adventuring Gear - -The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as tall as the average human that houses a series of flat metal "blades" in a circular arrangement. When placed on a flat surface, a creature within reach can [Interact](../../../Rules/actions/interact.md) to flip the lever, turning the machine on. When the machine is active, the blades begin to spin rapidly, setting the air in the room into motion, which cools off the room's inhabitants. A front-mounted metal grate prevents anyone from coming into accidental contact with the spinning blades without impeding airflow. - -The nightbreeze machine was recently commissioned by Malduoni, Keeper of the First Law, leader of the nation of Rahadoum. - -He tasked the country's brightest inventors with creating devices that would, in his words, "Ensure that no mortal need fear death from the desert heat." This machine was the first creation to come out of this consolidated engineering effort, but it won't be the last. - -A nightbreeze machine can affect an enclosed area of no more than 50 feet by 50 feet and has negligible effect when used in a larger enclosed area or outside. While active, it reduces the effects of severe heat by one step to mild heat, and reduces extreme heat to severe heat (Core Rulebook page 518). A nightbreeze machine isn't powerful enough to reduce the effects of incredible heat, though fortunately such heat isn't found naturally in the deserts of Rahadoum. A nightbreeze machine runs for 8 hours, after which it must be wound in a process that takes 10 minutes to complete. The 8 hours of activity don't have to be consecutive. - -*Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/Compendium/equipment/items/nightmare-cudgel-aoe5.md b/Compendium/equipment/items/nightmare-cudgel-aoe5.md deleted file mode 100644 index cb7111564..000000000 --- a/Compendium/equipment/items/nightmare-cudgel-aoe5.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe5 -- item/category/held -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Nightmare Cudgel"] ---- -# Nightmare Cudgel *Item 11* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -Crafted from polished wood, this seemingly mundane club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can [Stride](../../../rules/actions/stride.md) twice. For the next minute, whenever you successfully [Strike](../../../rules/actions/strike.md) a creature with the nightmare cudgel, you can use a free action to attempt an [Intimidation](../../../compendium/skills.md#Intimidation) check to [Demoralize](../../../rules/actions/demoralize.md) the struck creature. -%% #trait/mental #trait/emotion %% -``` - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 78* diff --git a/Compendium/equipment/items/nightmare-salt-aoa5.md b/Compendium/equipment/items/nightmare-salt-aoa5.md deleted file mode 100644 index dbb329252..000000000 --- a/Compendium/equipment/items/nightmare-salt-aoa5.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -- trait/rare -aliases: ["Nightmare Salt"] ---- -# Nightmare Salt *Item 20* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 14000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly: victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion. - -```ad-inline-affliction -title: Saving Throw: DC 43 Fortitude - -- **Onset**: 1 hour -- **Maximum Duration**: 5 days - -## Stages - -**Stage 1** [frightened](../../../rules/conditions.md#Frightened) once every `1d4` hours, plus [fatigued](../../../rules/conditions.md#Fatigued) (1 day) - -**Stage 2** [confused](../../../rules/conditions.md#Confused) for 1 minute once every `1d4` hours, plus [frightened](../../../rules/conditions.md#Frightened) and [fatigued](../../../rules/conditions.md#Fatigued) (1 day) - -**Stage 3** [frightened](../../../rules/conditions.md#Frightened), plus [confused](../../../rules/conditions.md#Confused) for `1d4` minutes, once every hour, plus [fatigued](../../../rules/conditions.md#Fatigued) ; (1 day) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* diff --git a/Compendium/equipment/items/nightmare-vapor.md b/Compendium/equipment/items/nightmare-vapor.md deleted file mode 100644 index 916fa1853..000000000 --- a/Compendium/equipment/items/nightmare-vapor.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/inhaled -- trait/poison -aliases: ["Nightmare Vapor"] ---- -# Nightmare Vapor *Item 16* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares. - -```ad-inline-affliction -title: Saving Throw: DC 36 Fortitude - -- **Onset**: 1 round -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** [confused](../../../rules/conditions.md#Confused) (1 round) - -**Stage 2** [confused](../../../rules/conditions.md#Confused) and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) - -**Stage 3** [confused](../../../rules/conditions.md#Confused), flatfooted, and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Core Rulebook p. 553* diff --git a/Compendium/equipment/items/nightstick-aoe1.md b/Compendium/equipment/items/nightstick-aoe1.md deleted file mode 100644 index e95df27bb..000000000 --- a/Compendium/equipment/items/nightstick-aoe1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/weapon/simple -- trait/agile -- trait/finesse -- trait/nonlethal -- trait/parry -- trait/uncommon -aliases: ["Nightstick"] ---- -# Nightstick *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [nonlethal](../../../Rules/traits/nonlethal.md) [parry](../../../Rules/traits/parry.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Simple; **Group** Club - -This collapsible baton consists of several nested, telescoping metal shafts that can be extended as a free action by flicking the wrist. Once extended to its full length (usually around 2 feet), the baton locks into shape until the wielder uses an [Interact](../../../Rules/actions/interact.md) action to collapse it—a collapsed nightstick is 8 inches long, making it easily [concealed](../../../Rules/actions/conceal-an-object.md). - -Lighter and more maneuverable than an ordinary [club](club.md) or truncheon, nightsticks are designed to subdue foes without causing permanent injury. A nightstick is an uncommon simple melee weapon. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/nine-ring-sword-logm.md b/Compendium/equipment/items/nine-ring-sword-logm.md deleted file mode 100644 index b34a6ae3b..000000000 --- a/Compendium/equipment/items/nine-ring-sword-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/disarm -- trait/uncommon -aliases: ["Nine-Ring Sword"] ---- -# Nine-Ring Sword *Item 0* -[disarm](../../../Rules/traits/disarm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 9 sp -- **Bulk** 1 -- **Damage** `1d8` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This sword has a broad blade, along which are threaded nine heavy metal rings. The rings add weight to the weapon for downward swings, as well as clashing together to make noise. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/noisemaker-snare-g-g.md b/Compendium/equipment/items/noisemaker-snare-g-g.md deleted file mode 100644 index f152e7486..000000000 --- a/Compendium/equipment/items/noisemaker-snare-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/clockwork -- trait/consumable -- trait/fire -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Noisemaker Snare"] ---- -# Noisemaker Snare *Item 2* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 gp -- **Category** Snare - -When a creature enters this snare's square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 feet away and deals `1d8` fire damage. The creature must attempt a DC 18 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [deafened](../../../Rules/conditions.md#Deafened) for 1 round. -> - **Critical Failure** The creature takes double damage and is [deafened](../../../Rules/conditions.md#Deafened) for 1 minute. - -*Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/noqual-armor-lotgb.md b/Compendium/equipment/items/noqual-armor-lotgb.md deleted file mode 100644 index 3a2482f3b..000000000 --- a/Compendium/equipment/items/noqual-armor-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/rare -aliases: ["Noqual Armor"] ---- -# Noqual Armor *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. - -While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](../../../Rules/actions/cast-a-spell.md) while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails. - -*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/Compendium/equipment/items/noqual-lotgb.md b/Compendium/equipment/items/noqual-lotgb.md deleted file mode 100644 index 91813bd5a..000000000 --- a/Compendium/equipment/items/noqual-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/material -- trait/precious -- trait/rare -aliases: ["Noqual"] ---- -# Noqual *Item 0+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](../../spells/rusting-grasp-apg.md) spell). - -| Noqual Items | Hardness | HP | BT | -|--------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 10 | 40 | 20 | -| **Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | -| **Structures** | | | | -| Standard-grade | 20 | 80 | 40 | -| High-grade | 26 | 104 | 52 | - - -*Source: Lost Omens: The Grand Bazaar p. 99* \ No newline at end of file diff --git a/Compendium/equipment/items/noqual-shield-lotgb.md b/Compendium/equipment/items/noqual-shield-lotgb.md deleted file mode 100644 index fbe61fcb7..000000000 --- a/Compendium/equipment/items/noqual-shield-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/shield -- trait/rare -aliases: ["Noqual Shield"] ---- -# Noqual Shield *Item 17* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by shield -- **Category** Shield; **Group** Shield - -Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). - -*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/Compendium/equipment/items/noqual-weapon-lotgb.md b/Compendium/equipment/items/noqual-weapon-lotgb.md deleted file mode 100644 index 046cbc5e9..000000000 --- a/Compendium/equipment/items/noqual-weapon-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon -- trait/rare -aliases: ["Noqual Weapon"] ---- -# Noqual Weapon *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon - -Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. - -Against such targets, a [Strike](../../../Rules/actions/strike.md) with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become [stupefied](../../../Rules/conditions.md#Stupefied) for 1 round on a critical hit. - -*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/Compendium/equipment/items/north-winds-night-verse-som.md b/Compendium/equipment/items/north-winds-night-verse-som.md deleted file mode 100644 index 5d156d96d..000000000 --- a/Compendium/equipment/items/north-winds-night-verse-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/cold -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["North Wind's Night Verse"] ---- -# North Wind's Night Verse *Item 10* -[cold](../../../Rules/traits/cold.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 900 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved from a single tusk of dragon-turtle ivory and wrapped in strips of winter wolf hide. [Strikes](../../../Rules/actions/strike.md) with the katana gain a +2 status bonus to damage rolls against creatures that have a status penalty to their Speed or are [slowed](../../../Rules/conditions.md#Slowed). The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[cold](../../../rules/traits/cold.md) [evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) - -- **Trigger**: Your spell deals cold damage to a creature - -**Effect** Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round. -%% #trait/evocation #trait/magical #trait/cold %% -``` - -*Source: Secrets of Magic p. 187* diff --git a/Compendium/equipment/items/nosoi-charm-ngd.md b/Compendium/equipment/items/nosoi-charm-ngd.md deleted file mode 100644 index dbb01e9ec..000000000 --- a/Compendium/equipment/items/nosoi-charm-ngd.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ngd -- item/category/held -- trait/divination -- trait/invested -- trait/magical -- trait/rare -aliases: ["Nosoi Charm"] ---- -# Nosoi Charm *Item 12+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held - -Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to [Performance](../../skills.md#Performance) checks to play an instrument, orate, or sing. You can cast [sending](../../spells/sending.md) once per day as a divine innate spell. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You twist the base of the charm, and the twittering it emits becomes [helpful](../../../rules/conditions.md#Helpful) words to boost your arguments. You lose the item bonus to [Performance](../../../compendium/skills.md#Performance) checks and gain a +2 item bonus to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks to make Requests until you use this activation again. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two. -``` - -*Source: Night of the Gray Death p. 63* diff --git a/Compendium/equipment/items/noxious-incense-som.md b/Compendium/equipment/items/noxious-incense-som.md deleted file mode 100644 index 0d60992ba..000000000 --- a/Compendium/equipment/items/noxious-incense-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Noxious Incense"] ---- -# Noxious Incense *Item 9+* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a [wall of fire](../../spells/wall-of-fire.md) spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are [concealed](../../../Rules/conditions.md#Concealed), and other creatures are [concealed](../../../Rules/conditions.md#Concealed) to creatures in the area. The smoke lasts for the duration of the spell. - -*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/noxious-jerkin-ec4.md b/Compendium/equipment/items/noxious-jerkin-ec4.md deleted file mode 100644 index cecc11707..000000000 --- a/Compendium/equipment/items/noxious-jerkin-ec4.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec4 -- item/category/worn -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Noxious Jerkin"] ---- -# Noxious Jerkin *Item 13* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 2800 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -This +2 resilient padded armor is woven from many strands of gut cord strung with dried organs and preserved xulgath scent glands. When worn, it infuses your body with a ghastly and nauseating flavor. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You are [grabbed](../../../rules/conditions.md#Grabbed) or are hit by an unarmed attack - -**Effect** Your attacker must attempt a DC 28 Fortitude saving throw. Creatures with a stench aura, such as otyughs and xulgaths, are immune to this effect. - -> [!success-degree] -> - **Success** The creature is unaffected and is immune to the effects of the noxious jerkin for 1 minute. -> - **Failure** The creature is [sickened](../../../rules/conditions.md#Sickened). -> - **Critical Failure** The creature is [sickened](../../../rules/conditions.md#Sickened) and is [slowed](../../../rules/conditions.md#Slowed) for 1 round. -``` - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* diff --git a/Compendium/equipment/items/nunchaku.md b/Compendium/equipment/items/nunchaku.md deleted file mode 100644 index 56fc972f2..000000000 --- a/Compendium/equipment/items/nunchaku.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/backswing -- trait/disarm -- trait/finesse -- trait/monk -- trait/uncommon -aliases: ["Nunchaku"] ---- -# Nunchaku *Item 0* -[backswing](../../../Rules/traits/backswing.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [monk](../../../Rules/traits/monk.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 sp -- **Bulk** L -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Club - -The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/oath-of-the-devoted-lome.md b/Compendium/equipment/items/oath-of-the-devoted-lome.md deleted file mode 100644 index 88e37409d..000000000 --- a/Compendium/equipment/items/oath-of-the-devoted-lome.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lome -- item/category/contract -- trait/contract -- trait/divine -- trait/invested -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Oath Of The Devoted"] ---- -# Oath Of The Devoted *Item 9* -[contract](../../../Rules/traits/contract-lol.md) [divine](../../../Rules/traits/divine.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -You gain fire and mental resistance 5. - -When you die, you rise as an undead creature with the [zombie](../../../Rules/traits/zombie-b1.md) trait on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed [Strike](../../../rules/actions/strike.md); your chosen attack deals an extra `1d6` fire damage for the next 1 minute. -``` - -*Source: Lost Omens: The Mwangi Expanse p. 231* diff --git a/Compendium/equipment/items/oathbow.md b/Compendium/equipment/items/oathbow.md deleted file mode 100644 index 5b4541034..000000000 --- a/Compendium/equipment/items/oathbow.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/divination -- trait/magical -aliases: ["Oathbow"] ---- -# Oathbow *Item 11* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1300 gp -- **Usage** held in 1 hand; **Bulk** 2 -- **Category** Weapon - -Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal `1d6` additional damage, and you gain a +2 circumstance bonus to [Survival](../../../compendium/skills.md#Survival) checks to [Track](../../../rules/actions/track.md) that creature. Your critical hits against the target gain the bow's critical specialization effect (page 283); if they would already do so, they instead increase the DC of the [Athletics](../../../compendium/skills.md#Athletics) check to [Escape](../../../rules/actions/escape.md) when critically hit to DC 20. - -After you activate the bow, you can't activate it again for 7 days. If you kill the creature you've sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again. -``` - -*Source: Core Rulebook p. 602* diff --git a/Compendium/equipment/items/oblivion-essence-aoa5.md b/Compendium/equipment/items/oblivion-essence-aoa5.md deleted file mode 100644 index e8f377acc..000000000 --- a/Compendium/equipment/items/oblivion-essence-aoa5.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -- trait/uncommon -aliases: ["Oblivion Essence"] ---- -# Oblivion Essence *Item 19* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6500 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Created from a daemon's powdered soul gems or refined from the waters of Abaddon's rivers, oblivion essence causes victims to rapidly age and decay. - -```ad-inline-affliction -title: Saving Throw: DC 42 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `8d6` poison damage and [slowed](../../../rules/conditions.md#Slowed) (1 round) - -**Stage 2** `10d6` poison damage, [enfeebled](../../../rules/conditions.md#Enfeebled), and [slowed](../../../rules/conditions.md#Slowed) (1 round) - -**Stage 3** `12d6` poison damage, [enfeebled](../../../rules/conditions.md#Enfeebled), [slowed](../../../rules/conditions.md#Slowed) (1 round) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* diff --git a/Compendium/equipment/items/ochre-fulcrum-lens-av3.md b/Compendium/equipment/items/ochre-fulcrum-lens-av3.md deleted file mode 100644 index b8af136da..000000000 --- a/Compendium/equipment/items/ochre-fulcrum-lens-av3.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/other -- trait/enchantment -- trait/invested -- trait/occult -- trait/unique -aliases: ["Ochre Fulcrum Lens"] ---- -# Ochre Fulcrum Lens *Item 11* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [occult](../../../Rules/traits/occult.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 1400 gp -- **Bulk** 2 -- **Category** Other - -This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against [emotion](../../../Rules/traits/emotion.md) effects. You can also activate the lens in the following ways. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You hold up the Ochre Fulcrum Lens in your hand and the item casts crushing despair (DC 31 Will save). -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -as Crimson Fulcrum Lens, but the melee spell attack modifier is +21. -``` - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 76* diff --git a/Compendium/equipment/items/ogre-hook-b1.md b/Compendium/equipment/items/ogre-hook-b1.md deleted file mode 100644 index 01dd3710c..000000000 --- a/Compendium/equipment/items/ogre-hook-b1.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/b1 -- item/category/weapon/martial -- trait/deadly-d10 -- trait/trip -- trait/uncommon -aliases: ["Ogre Hook"] ---- -# Ogre Hook *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** 2 -- **Damage** `1d10` P -- **Hands** 2 -- **Category** Martial; **Group** Pick - -Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal `1d10` piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the [deadly <1d10>](../../../Rules/traits/deadly.md) and [trip](../../../Rules/traits/trip.md) weapon traits. - -*Source: Bestiary p. 253* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-animation.md b/Compendium/equipment/items/oil-of-animation.md deleted file mode 100644 index 836d536a4..000000000 --- a/Compendium/equipment/items/oil-of-animation.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -- trait/uncommon -aliases: ["Oil of Animation"] ---- -# Oil of Animation *Item 12* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 330 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune (page 583). Once you fail a flat check for the weapon, causing it to fall, this effect ends. - -*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-keen-edges.md b/Compendium/equipment/items/oil-of-keen-edges.md deleted file mode 100644 index e315d92b5..000000000 --- a/Compendium/equipment/items/oil-of-keen-edges.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -- trait/uncommon -aliases: ["Oil of Keen Edges"] ---- -# Oil of Keen Edges *Item 11* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 250 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune. - -*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-mending.md b/Compendium/equipment/items/oil-of-mending.md deleted file mode 100644 index 063f75a79..000000000 --- a/Compendium/equipment/items/oil-of-mending.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -aliases: ["Oil of Mending"] ---- -# Oil of Mending *Item 3* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 9 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Oil - -A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level [mending](../../spells/mending.md) spell to repair the item. - -*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-object-animation-apg.md b/Compendium/equipment/items/oil-of-object-animation-apg.md deleted file mode 100644 index 0cfc68fe7..000000000 --- a/Compendium/equipment/items/oil-of-object-animation-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -- trait/uncommon -aliases: ["Oil Of Object Animation"] ---- -# Oil Of Object Animation *Item 8+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails. - -This animated object has the [minion](../../../Rules/traits/minion.md) trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control. - -*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-potency.md b/Compendium/equipment/items/oil-of-potency.md deleted file mode 100644 index 1cefbb206..000000000 --- a/Compendium/equipment/items/oil-of-potency.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -aliases: ["Oil of Potency"] ---- -# Oil of Potency *Item 2* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 7 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute. - -*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-repulsion.md b/Compendium/equipment/items/oil-of-repulsion.md deleted file mode 100644 index 465e31c79..000000000 --- a/Compendium/equipment/items/oil-of-repulsion.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/abjuration -- trait/consumable -- trait/magical -- trait/oil -aliases: ["Oil of Repulsion"] ---- -# Oil of Repulsion *Item 11* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) - -- **Price** 175 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee [Strike](../../../Rules/actions/strike.md) must attempt a DC 28 Fortitude save with the following effects. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is pushed up to 10 feet away from you (the GM determines the direction). -> - **Critical Failure** As failure, and the creature is also knocked [prone](../../../Rules/conditions.md#Prone). - -*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-revelation-apg.md b/Compendium/equipment/items/oil-of-revelation-apg.md deleted file mode 100644 index b5bcca504..000000000 --- a/Compendium/equipment/items/oil-of-revelation-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/oil -- trait/consumable -- trait/evocation -- trait/magical -- trait/oil -aliases: ["Oil Of Revelation"] ---- -# Oil Of Revelation *Item 5* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) - -- **Price** 25 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck tindertwig. - -The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is [invisible](../../../Rules/conditions.md#Invisible), the light's position means it is merely [hidden](../../../Rules/conditions.md#Hidden) to creatures that would otherwise be unable to see it, rather than [undetected](../../../Rules/conditions.md#Undetected). The light also negates the [concealed](../../../Rules/conditions.md#Concealed) condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power. - -*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-unlife-apg.md b/Compendium/equipment/items/oil-of-unlife-apg.md deleted file mode 100644 index b036284f9..000000000 --- a/Compendium/equipment/items/oil-of-unlife-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/oil -- trait/consumable -- trait/magical -- trait/necromancy -- trait/negative -- trait/oil -aliases: ["Oil Of Unlife"] ---- -# Oil Of Unlife *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) [oil](../../../Rules/traits/oil.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. - -You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself. - -*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/Compendium/equipment/items/oil-of-weightlessness.md b/Compendium/equipment/items/oil-of-weightlessness.md deleted file mode 100644 index fc1dc0ab6..000000000 --- a/Compendium/equipment/items/oil-of-weightlessness.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -aliases: ["Oil of Weightlessness"] ---- -# Oil of Weightlessness *Item 2+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour. - -*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/Compendium/equipment/items/oily-button-sli.md b/Compendium/equipment/items/oily-button-sli.md deleted file mode 100644 index b5a5514d1..000000000 --- a/Compendium/equipment/items/oily-button-sli.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/talisman -- trait/conjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Oily Button"] ---- -# Oily Button *Item 5* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You succeed at an [Athletics](../../skills.md#Athletics) check to [Disarm](../../../Rules/actions/disarm.md); **Requirements** You are an expert in [Athletics](../../skills.md#Athletics) -- **Category** Talisman - -A thin sheen of slick oil covers this gaudy button. When you activate the oily button, your attempts to [Disarm](../../../Rules/actions/disarm.md) your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an [Interact](../../../Rules/actions/interact.md) action to adjust its grip. - -*Source: The Slithering p. 60* \ No newline at end of file diff --git a/Compendium/equipment/items/old-tillimaquin-da.md b/Compendium/equipment/items/old-tillimaquin-da.md deleted file mode 100644 index 92609e5df..000000000 --- a/Compendium/equipment/items/old-tillimaquin-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/other -- trait/enchantment -- trait/magical -- trait/unique -aliases: ["Old Tillimaquin"] ---- -# Old Tillimaquin *Item 12* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 2000 gp -- **Bulk** 3 -- **Category** Other - -This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Tillimaquin originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been [observed](../../../Rules/conditions.md#Observed) for so long that the front claws are worn to stubs. Local belief holds that as long as Old Tillimaquin stands, neither fire nor flood will claim its town. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[divination](../../../rules/traits/divination.md) [fortune](../../../rules/traits/fortune.md) [occult](../../../rules/traits/occult.md) - -You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck. -%% #trait/divination #trait/fortune #trait/occult %% -``` - -*Source: Dark Archive p. 63* diff --git a/Compendium/equipment/items/olfactory-obfuscator-apg.md b/Compendium/equipment/items/olfactory-obfuscator-apg.md deleted file mode 100644 index 71221e947..000000000 --- a/Compendium/equipment/items/olfactory-obfuscator-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Olfactory Obfuscator"] ---- -# Olfactory Obfuscator *Item 3+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they [Seek](../../../Rules/actions/seek.md) for you, and you are [concealed](../../../Rules/conditions.md#Concealed) from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to [Seek](../../../Rules/actions/seek.md) you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply. - -*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/Compendium/equipment/items/omnidirectional-spear-snare.md b/Compendium/equipment/items/omnidirectional-spear-snare.md deleted file mode 100644 index 242369e62..000000000 --- a/Compendium/equipment/items/omnidirectional-spear-snare.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Omnidirectional Spear Snare"] ---- -# Omnidirectional Spear Snare *Item 16* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 1500 gp -- **Category** Snare - -As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing `19d8` piercing damage (DC 37 basic Reflex). - -*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/onyx-panther.md b/Compendium/equipment/items/onyx-panther.md deleted file mode 100644 index dba6cdb84..000000000 --- a/Compendium/equipment/items/onyx-panther.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Onyx Panther"] ---- -# Onyx Panther *Item 2* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 7 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You use a [Sneak](../../../Rules/actions/sneak.md) action; **Requirements** You are trained in [Stealth](../../skills.md#Stealth). -- **Category** Talisman - -This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering [Sneak](../../../Rules/actions/sneak.md) and any other time you [Sneak](../../../Rules/actions/sneak.md) this turn. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/oozepick-loil.md b/Compendium/equipment/items/oozepick-loil.md deleted file mode 100644 index a438828cf..000000000 --- a/Compendium/equipment/items/oozepick-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Oozepick"] ---- -# Oozepick *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to [Thievery](../../skills.md#Thievery) checks to Pick Lock or Disable Device against the mechanism into which they were first poured. - -*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/Compendium/equipment/items/open-mind-loil.md b/Compendium/equipment/items/open-mind-loil.md deleted file mode 100644 index d1e3c8f77..000000000 --- a/Compendium/equipment/items/open-mind-loil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/tattoo -- trait/invested -- trait/magical -- trait/tattoo -- trait/uncommon -aliases: ["Open Mind"] ---- -# Open Mind *Item 10* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 900 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo - -[Abraxas](../../setting/deities/abraxas-logm.md) teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to [Lore](../../skills.md#Lore) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -[Abraxas](../../../compendium/setting/deities/abraxas-logm.md) opens your inner eye; you gain the effects of hypercognition. -``` - -*Source: Lost Omens: Impossible Lands p. 305* diff --git a/Compendium/equipment/items/opossum-domestic-lotg.md b/Compendium/equipment/items/opossum-domestic-lotg.md deleted file mode 100644 index 9938d2eeb..000000000 --- a/Compendium/equipment/items/opossum-domestic-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Opossum, Domestic"] ---- -# Opossum, Domestic *Item 0* - -- **Price** 2 gp -- **Category** Pet - -This tamed version of the wild Arcadian opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates clothing and accessories. They're very tolerant of travel and can eat table scraps, making them popular with caravan drivers or ship captains. - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/orb-of-dragonkind-gmg.md b/Compendium/equipment/items/orb-of-dragonkind-gmg.md deleted file mode 100644 index c44cc65db..000000000 --- a/Compendium/equipment/items/orb-of-dragonkind-gmg.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/arcane -- trait/artifact -- trait/enchantment -- trait/unique -aliases: ["Orb Of Dragonkind"] ---- -# Orb Of Dragonkind *Item 25* -[arcane](../../../Rules/traits/arcane.md) [artifact](../../../Rules/traits/artifact-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact - -Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon's spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed. - -While holding an orb of dragonkind, you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon's age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb. - -The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast [dominate](../../spells/dominate.md) on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Golarion indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Lost Omens might decide the gold orb is still intact for their campaigns. - -Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb. - -Spell Granted (DC 40) black dragon (darkness), blue dragon (hallucinatory terrain), brass dragon (speak with animals), bronze dragon (control water), copper dragon (hideous laughter), green dragon (entangle), red dragon (wall of fire), silver dragon (detect alignment [evil only]), white dragon (wall of ice) - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You cast a 10th-level [dominate](../../../compendium/spells/dominate.md) spell (DC 40) on a dragon of the type associated with the orb within 500 feet, except the effect lasts for 1 month rather than unlimited. The dragon does not receive its status bonus to saving throws against magic. The dragon is then temporarily immune to further domination via the orb for 24 hours. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You breathe an elemental blast that deals `25d6` damage (DC 40 basic Reflex save) in either a 60-foot cone or a 100-foot line (your choice). The breath's damage type matches the Breath Weapon of the dragon type associated with the orb of dragonkind (acid for the black orb, electricity for the blue orb, and so on) -``` - -*Source: Gamemastery Guide p. 110* diff --git a/Compendium/equipment/items/orb-shard-aoa6.md b/Compendium/equipment/items/orb-shard-aoa6.md deleted file mode 100644 index dc3faa0c3..000000000 --- a/Compendium/equipment/items/orb-shard-aoa6.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa6 -- item/category/artifact -- trait/artifact -- trait/enchantment -- trait/magical -- trait/rare -aliases: ["Orb Shard"] ---- -# Orb Shard *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** – -- **Category** Artifact - -A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals `2d6` extra damage to dragons. - -Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent. - -*Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/orc-necksplitter.md b/Compendium/equipment/items/orc-necksplitter.md deleted file mode 100644 index 890dd7150..000000000 --- a/Compendium/equipment/items/orc-necksplitter.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/advanced -- trait/forceful -- trait/orc -- trait/sweep -- trait/uncommon -aliases: ["Orc Necksplitter"] ---- -# Orc Necksplitter *Item 0* -[forceful](../../../Rules/traits/forceful.md) [orc](../../../Rules/traits/orc.md) [sweep](../../../Rules/traits/sweep.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d8` S -- **Hands** 1 -- **Category** Advanced; **Group** Axe - -This single-bladed bearded axe has a jagged blade that's perfect for separating bone from tendon and cartilage. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/orchestral-brooch-som.md b/Compendium/equipment/items/orchestral-brooch-som.md deleted file mode 100644 index f552c26fa..000000000 --- a/Compendium/equipment/items/orchestral-brooch-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/auditory -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Orchestral Brooch"] ---- -# Orchestral Brooch *Item 8* -[auditory](../../../Rules/traits/auditory.md) [consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 100 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a [Performance](../../skills.md#Performance) check, but you haven't rolled yet; **Requirements** You're a master in [Performance](../../skills.md#Performance). -- **Category** Talisman - -This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your [Performance](../../skills.md#Performance) check. If you roll a success, you get a critical success instead. - -After being used, the talisman remains a mundane silver brooch with the appearance of the chosen instrument, though it possesses no remaining power. - -*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/Compendium/equipment/items/orichalcum.md b/Compendium/equipment/items/orichalcum.md deleted file mode 100644 index e6ae188ec..000000000 --- a/Compendium/equipment/items/orichalcum.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/material -- trait/precious -- trait/rare -aliases: ["Orichalcum"] ---- -# Orichalcum *Item 17+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. - -| Orichalcum Items | Hardness | HP | BT | -|------------------|----------|----|----| -| **Thin Items** | | | | -| High-grade | 16 | 64 | 32 | -| **Items** | | | | -| High-grade | 18 | 72 | 36 | -| **Structures** | | | | -| High-grade | 35 | 140 | 70 | - - -*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/Compendium/equipment/items/origin-unguent-apg.md b/Compendium/equipment/items/origin-unguent-apg.md deleted file mode 100644 index e9da6ebf9..000000000 --- a/Compendium/equipment/items/origin-unguent-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Origin Unguent"] ---- -# Origin Unguent *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were [broken](../../../Rules/conditions.md#Broken) from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky. - -*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/Compendium/equipment/items/ouroboros-flail-som.md b/Compendium/equipment/items/ouroboros-flail-som.md deleted file mode 100644 index 890c3ae1a..000000000 --- a/Compendium/equipment/items/ouroboros-flail-som.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/magical -- trait/transmutation -aliases: ["Ouroboros Flail"] ---- -# Ouroboros Flail *Item 14+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -You can easily expand and contract the chain of this +2 greater striking [extending](extending-som.md) [war flail](war-flail.md). - -It magically grows new links when extended and loses them when contracted. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You successfully [Strike](../../../rules/actions/strike.md) with the flail while activating its [extending](../../../compendium/equipment/items/extending-som.md) rune - -**Effect** The head of the flail wraps around the target of the triggering [Strike](../../../rules/actions/strike.md) and drags it in your direction. The target must succeed at a DC 31 Fortitude save or be pulled adjacent to you. A creature pulled in is then [grabbed](../../../rules/conditions.md#Grabbed) by the flail until the end of your next turn unless you move, your target [Escapes](../../../rules/actions/escape.md) (DC 31), or you use the flail. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You extend the flail's chain, then wrap it across itself and strike two links together. - -This severs a usable 60-foot loop of chain from the flail, which instantly returns to its normal length. If you use this activation again, any previous chain you created with it disappears after 1 round. As with most obviously magical and temporary constructs, the chain cannot be sold. -``` - -*Source: Secrets of Magic p. 187* diff --git a/Compendium/equipment/items/overdramatic-gmg.md b/Compendium/equipment/items/overdramatic-gmg.md deleted file mode 100644 index 27afc72db..000000000 --- a/Compendium/equipment/items/overdramatic-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Overdramatic"] ---- -# Overdramatic *Item 5* -[cursed](../../../Rules/traits/cursed-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a weapon -- **Category** Curse - -The weapon flashes excessive light with each attack. On a critical hit with the weapon, you are [blinded](../../../Rules/conditions.md#Blinded) until the end of your turn and take the effects of a _[faerie fire](../../spells/faerie-fire.md)_ spell until the start of your next turn. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/overloaded-brain-grenade-pfum.md b/Compendium/equipment/items/overloaded-brain-grenade-pfum.md deleted file mode 100644 index f5dbb8fd5..000000000 --- a/Compendium/equipment/items/overloaded-brain-grenade-pfum.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/fire -- trait/mental -- trait/splash -- trait/unique -aliases: ["Overloaded Brain Grenade"] ---- -# Overloaded Brain Grenade *Item 10* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [mental](../../../Rules/traits/mental.md) [splash](../../../Rules/traits/splash.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 200 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -It's possible for a desperate alchemist to rig the brain container of a defeated alchemical golem to create a volatile (if unusual) explosive. You throw the grenade up to 60 feet, and it explodes, dealing `3d6` fire damage and `3d6` mental damage in a 10-foot burst (DC 27 basic Reflex save). On a critical failure, a creature takes `2d6` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/owlbear-claw.md b/Compendium/equipment/items/owlbear-claw.md deleted file mode 100644 index 0aa829580..000000000 --- a/Compendium/equipment/items/owlbear-claw.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Owlbear Claw"] ---- -# Owlbear Claw *Item 1* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 3 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You critically succeed at an attack roll with the affixed weapon. -- **Category** Talisman - -This claw set in an iron clasp and chain isn't always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon's critical specialization effect. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/oxygen-ooze-loil.md b/Compendium/equipment/items/oxygen-ooze-loil.md deleted file mode 100644 index f80692a98..000000000 --- a/Compendium/equipment/items/oxygen-ooze-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Oxygen Ooze"] ---- -# Oxygen Ooze *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You can chew on this translucent green ooze to cause it to expand into a bubble of slime that envelops your mouth and nose. For the next hour, the ooze provides breathable oxygen, allowing you to breathe in environments where you couldn't normally breathe. It then harmlessly dries up and falls away. - -*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/Compendium/equipment/items/pacifying-aoe1.md b/Compendium/equipment/items/pacifying-aoe1.md deleted file mode 100644 index cea03bba7..000000000 --- a/Compendium/equipment/items/pacifying-aoe1.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/rune -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Pacifying"] ---- -# Pacifying *Item 5* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 150 gp -- **Usage** etched onto a weapon -- **Category** Rune - -This rune turns weapons into instruments of peacemaking. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You damage a creature with a pacifying weapon - -**Effect** The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop dealing lethal damage. -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 78* diff --git a/Compendium/equipment/items/pact-bound-pistol-g-g.md b/Compendium/equipment/items/pact-bound-pistol-g-g.md deleted file mode 100644 index 90b147fff..000000000 --- a/Compendium/equipment/items/pact-bound-pistol-g-g.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/cursed -- trait/enchantment -- trait/evil -- trait/fire -- trait/magical -- trait/rare -aliases: ["Pact-bound Pistol"] ---- -# Pact-bound Pistol *Item 10* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [evil](../../../Rules/traits/evil.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -Wielded in over a hundred duels by the famed Ustalavic noblewoman Countess Tasya Iserav, this +1 striking fearsome dueling pistol (Advanced Player's Guide 260) is a work of master craftsmanship, almost eerie in the axiomatic perfection present in each dimension and detail. - -Commissioned at great expense and artfully designed by a team of the finest gunsmiths, this exquisite mahogany pistol has adamantine detailing. The ruby-eyed, leering devil's face that surrounds the barrel was intended to strike fear into the Countess's opponents—of which there were many. Countess Tasya credited this weapon with her exceptional success in dueling circles and refused to name the weapon's creators for fear their works would fall into an opponent's hands. In the past decade, seven replicas of the Countess's famed pistol have arisen, each said to be crafted by the Countess's anonymous gunsmiths. - -That each of these weapon's wielders have quickly risen to become exceptional duelists in their own right has lent credence to their claims. Despite public pressure, wielders of these replicas have refused to square off against the Countess. - -Despite the weapon's beauty and utility, a pact-bound pistol is a cursed weapon and a physical manifestation of an infernal contract sworn between the bearer of the weapon and the Archdevil [Mephistopheles](../../setting/deities/mephistopheles-logm.md). Each pact-bound pistol was crafted not by a team of master artisans, but by Countess Tasya Iserav herself, a secret diabolist and devoted priestess of The Crimson Son. The very act of firing the weapon is an acceptance of the contract's terms and causes the weapon to fuse to you. Thereafter, the weapon reappears in your possessions within 1 minute of you discarding it, and can't be destroyed or thrown away permanently, until the curse is removed. - -Whenever you attack a living creature with the pact-bound pistol, text from the infernal contract is seared into your flesh, causing you to lose 1 Hit Point, or 2 Hit Points if the attack was a critical success. The text appears one sentence at a time, from the beginning to the end and is written in Infernal. When the contract is fully scribed (see below), you no longer lose Hit Points when you attack a living creature. - -These burned phrases heal over as scars which can't be removed while you are fused to the weapon, although they can be covered and disguised. - -Each time a creature dies within 1 hour of being damaged by a pact-bound pistol, that creature must attempt a DC 25 Will saving throw. On a failure, their soul is consigned to the Archdevil [Mephistopheles](../../setting/deities/mephistopheles-logm.md); their soul immediately goes to Hell and they can't be returned to life through any means short of divine intervention, a heist, or a successful appeal in the courts of Hell; even powerful magic such as wish is insufficient. - -After you have consigned 9 souls to [Mephistopheles](../../setting/deities/mephistopheles-logm.md) in this way, the contract is fully scribed upon your flesh. You become immune to fire damage and the pact-bound pistol becomes a +2 striking greater fearsome dueling pistol. Your soul belongs to [Mephistopheles](../../setting/deities/mephistopheles-logm.md) and immediately goes to Hell when you die. You can't be returned to life through any means, even through the divine intervention of a deity. - -Failing to wield a pact-bound pistol is a breach of contract. Each day you go without firing the pact-bound pistol at a living creature, you must attempt a Will saving throw. On a failure, you become [stupefied](../../../Rules/conditions.md#Stupefied). If you are already [stupefied](../../../Rules/conditions.md#Stupefied), the value of your [stupefied](../../../Rules/conditions.md#Stupefied) condition increases by 1, to a maximum of [stupefied](../../../Rules/conditions.md#Stupefied). While you're fused with the pact-bound pistol, you can't reduce the value of your [stupefied](../../../Rules/conditions.md#Stupefied) condition except by damaging a living creature with it. Whenever you damage a living creature with it, if you are suffering from the [stupefied](../../../Rules/conditions.md#Stupefied) condition due to the pact-bound pistol, your [stupefied](../../../Rules/conditions.md#Stupefied) condition is removed. - -*Source: Guns & Gears p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/pact-of-blood-taking-av2.md b/Compendium/equipment/items/pact-of-blood-taking-av2.md deleted file mode 100644 index d719689a3..000000000 --- a/Compendium/equipment/items/pact-of-blood-taking-av2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Pact Of Blood-taking"] ---- -# Pact Of Blood-taking *Item 5* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Devil** barbazu; **Decipher Writing** [Society](../../skills.md#Society), [Warfare Lore](../../skills.md#Lore) -- **Category** Contract - -You negotiate for might and viciousness. - -**Benefit** Your successful [Strikes](../../../Rules/actions/strike.md) with slashing and piercing melee weapons deal 1 [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). On a critical success, this [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) is equal to half your level. - -**Payment** You regain half the normal number of Hit Points from resting (including Hit Points gained from long-term rest) and from any application of the [Medicine](../../skills.md#Medicine) skill. - -**Hidden Condition** The barbazu owns any weapons you find. No more often than once per month, the barbazu can demand a single weapon of its choice (often the best weapon in your possession). You are compelled to hand over the weapon immediately, without question. - -**Termination Clause** The contract guarantees that you will not "be slain by the barbazu or by barbazu action." This wording is vague; if any barbazu kills you, or if you die from [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) from any source, the contract is voided. - -*Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/pactmasters-grace-aoa5.md b/Compendium/equipment/items/pactmasters-grace-aoa5.md deleted file mode 100644 index d129d9c7d..000000000 --- a/Compendium/equipment/items/pactmasters-grace-aoa5.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Pactmasters' Grace"] ---- -# Pactmasters' Grace *Item 14* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4000 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, these blue crystal–studded platinum rings sharpen their wearers' urban instincts. You gain a +3 item bonus to [Mercantile Lore](../../skills.md#Lore) checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in [Society](../../skills.md#Society). While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in [Guild Lore](../../skills.md#Lore), [Katapesh Lore](../../skills.md#Lore), [Mercantile Lore](../../skills.md#Lore), or [Society](../../skills.md#Society). - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/paint-set-lotgb.md b/Compendium/equipment/items/paint-set-lotgb.md deleted file mode 100644 index 5951663fd..000000000 --- a/Compendium/equipment/items/paint-set-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Paint Set"] ---- -# Paint Set *Item 0* - -- **Price** 1 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint set with extra paints and canvas for 1 sp. - -*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/Compendium/equipment/items/paired-lotgb.md b/Compendium/equipment/items/paired-lotgb.md deleted file mode 100644 index d2ed2a4bb..000000000 --- a/Compendium/equipment/items/paired-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/conjuration -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Paired"] ---- -# Paired *Item 5+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** each rune applied to a separate item that has pockets -- **Category** Rune - -These runes always come in pairs and can be applied to a garment's pockets to be activated. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation. -``` - -*Source: Lost Omens: The Grand Bazaar p. 88* diff --git a/Compendium/equipment/items/palanquin-of-night-loil.md b/Compendium/equipment/items/palanquin-of-night-loil.md deleted file mode 100644 index 2bd9af690..000000000 --- a/Compendium/equipment/items/palanquin-of-night-loil.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/other -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Palanquin of Night"] ---- -# Palanquin of Night *Item 10* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 825 gp -- **Bulk** L (when not activated) -- **Category** Other - -This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the previous night. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count. - -The palanquin's interior ceiling is painted with the same night sky pattern as the cloth, and dark curtains hang over the windows. The palanquin protects its occupants from sunlight and severe heat and cold (though not extreme or incredible heat or cold) as well as blocks most non-damaging forms of weather. The palanquin is only as sturdy as a standard wooden carriage—if it would be destroyed, it instantly reverts to a square of fabric and can't be Activated again for 1 month. - -You can return the palanquin to its original shape by using an [Interact](../../../rules/actions/interact.md) action to command the spectral bearers to collapse it. They disappear the moment it returns to its fabric form. -``` - -*Source: Lost Omens: Impossible Lands p. 178* diff --git a/Compendium/equipment/items/palm-crossbow-lol.md b/Compendium/equipment/items/palm-crossbow-lol.md deleted file mode 100644 index c7ba9fe7e..000000000 --- a/Compendium/equipment/items/palm-crossbow-lol.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/worn -- trait/rare -aliases: ["Palm Crossbow"] ---- -# Palm Crossbow *Item 3* -[rare](../../../Rules/traits/rare.md) - -- **Price** 60 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -This thick, elegant bracelet conceals a specialized firing mechanism that can hold a single blowgun dart. You can fire the dart normally from the bracelet. Recognizing the bracelet's nature requires a successful DC 25 [Perception](../../skills.md#Perception) check. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet. -``` - -*Source: Lost Omens: Legends p. 25* diff --git a/Compendium/equipment/items/panabas-loil.md b/Compendium/equipment/items/panabas-loil.md deleted file mode 100644 index 6164bfc21..000000000 --- a/Compendium/equipment/items/panabas-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/martial -- trait/forceful -- trait/sweep -- trait/two-hand-d10 -aliases: ["Panabas"] ---- -# Panabas *Item 0* -[forceful](../../../Rules/traits/forceful.md) [sweep](../../../Rules/traits/sweep.md) [two-hand ](../../../Rules/traits/two-hand.md) - -- **Price** 1 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/panacea-fruit-ec6.md b/Compendium/equipment/items/panacea-fruit-ec6.md deleted file mode 100644 index 9bfa75209..000000000 --- a/Compendium/equipment/items/panacea-fruit-ec6.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/consumable -- trait/consumable -- trait/healing -- trait/necromancy -- trait/primal -- trait/rare -aliases: ["Panacea Fruit"] ---- -# Panacea Fruit *Item 19* -[consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) [necromancy](../../../Rules/traits/necromancy.md) [primal](../../../Rules/traits/primal.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 8000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you consume the fruit, it attempts to counteract all curses, diseases, and poisons affecting you, and you immediately regain `8d8+30` Hit Points. The fruit has a counteract level of 9 and a +30 modifier for the rolls against each condition. The fruit's seed remains after consumption and can be planted later, becoming a seed-shaped tree feather token that sprouts a tree bearing many kinds of mundane fruit. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/panacea.md b/Compendium/equipment/items/panacea.md deleted file mode 100644 index bab053e96..000000000 --- a/Compendium/equipment/items/panacea.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/healing -- trait/magical -- trait/necromancy -- trait/potion -- trait/uncommon -aliases: ["Panacea"] ---- -# Panacea *Item 13* -[consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [potion](../../../Rules/traits/potion.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the [blinded](../../../Rules/conditions.md#Blinded) and [deafened](../../../Rules/conditions.md#Deafened) conditions from spells affecting you. - -The potion has a counteract level of 7 and a +20 modifier for the roll. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/pantograph-gauntlet-g-g.md b/Compendium/equipment/items/pantograph-gauntlet-g-g.md deleted file mode 100644 index b81960bf5..000000000 --- a/Compendium/equipment/items/pantograph-gauntlet-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/deadly-d6 -- trait/monk -- trait/reach -- trait/shove -- trait/uncommon -aliases: ["Pantograph Gauntlet"] ---- -# Pantograph Gauntlet *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [monk](../../../Rules/traits/monk.md) [reach](../../../Rules/traits/reach.md) [shove](../../../Rules/traits/shove.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Martial; **Group** Brawling - -A pantograph gauntlet is a heavy, fist-like weight, mounted on an extendable frame and attached to your outer arm with a series of leather straps. The frame's set of mechanical linkages connected at various hinges allow movements to propagate across the frame based on reshaping parallelograms, further [controlled](../../../Rules/conditions.md#Controlled) by a crossbar grasped in your hand. A pantograph gauntlet is driven by your own motion and mirrors your arm's movements—a punch thrown with your fist moves the pantograph, extending the weight out at a rapid speed to land blows up to 10 feet away. In some regions, such as Alkenstar and Ustalav, pantograph gauntlets are occasionally constructed entirely of metal and fashioned in the likeness of oversized arms, incorporating a complex system of gears or a miniature steam engine in place of the simpler pantograph mechanism. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/paper-shredder-g-g.md b/Compendium/equipment/items/paper-shredder-g-g.md deleted file mode 100644 index 9c1ef2b06..000000000 --- a/Compendium/equipment/items/paper-shredder-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/clockwork -- trait/uncommon -aliases: ["Paper Shredder"] ---- -# Paper Shredder *Item 2* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Bulk** 2 -- **Category** Adventuring Gear - -Whether it's a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper waste, sometimes you just need to make sure a document is completely destroyed in a way that makes it nearly impossible to read afterwards. Enter the paper shredder, a clockwork device that performs exactly this function. - -With 1 minute of wind-up, a paper shredder can function for up to 1 hour of shredding, and it automatically enters standby mode when not in use, meaning the device can typically go for weeks between wind-ups unless you shred an exceptionally large volume of paper. - -Setting a piece of paper or parchment into the paper shredder takes a single Interact action, which means you can shred up to three pages of paper or parchment each round. If the page is longer than normal, it takes longer to shred, as determined by the GM. Additionally, only one person can use the shredder each round, limiting it to shredding three pages per round regardless of how many people are available to feed paper into it. The paper shredders rips and tears the paper or parchment apart into tiny disjointed strips. This is typically sufficient to destroy glyphs of warding and other similar dangerous magical traps on the paper, though the GM might determine that particularly resilient magical traps find some way to survive their shredding. If the paper is magically protected or otherwise has more Hardness than a normal sheet of paper or parchment, the shredder can't shred it. After churning such hardened paper for 1 round, the shredder spits it back out without harming the shredder. This prevents shredding any other paper during that round. - -*Source: Guns & Gears p. 88* \ No newline at end of file diff --git a/Compendium/equipment/items/parade-armor-lokl.md b/Compendium/equipment/items/parade-armor-lokl.md deleted file mode 100644 index 2cd97298a..000000000 --- a/Compendium/equipment/items/parade-armor-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adjustment -- trait/adjustment -- trait/uncommon -aliases: ["Parade Armor"] ---- -# Parade Armor *Item 2* -[adjustment](../../../Rules/traits/adjustment-lotgb.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 10 gp -- **Usage** applied to medium or heavy armor -- **Category** Adjustment - -Parade armor is an armor adjustment that creates a set of pseudo-decorative armor to wear during noncombat functions. Any medium or heavy armor can be fashioned into parade armor, which features custom designs based on the wearer's affiliation, military branch, or rank. A particular faction typically has one uniform appearance for its set of parade armor. - -While wearing this armor, you gain a +1 item bonus to [Diplomacy](../../skills.md#Diplomacy) and [Intimidation](../../skills.md#Intimidation) checks against creatures of the same affiliation as your parade armor, though the bonus to [Intimidation](../../skills.md#Intimidation) doesn't apply when interacting with creatures of higher rank than you. The armor is slightly bulkier, increasing the Bulk by 1. - -*Source: Lost Omens: Knights of Lastwall p. 87* \ No newline at end of file diff --git a/Compendium/equipment/items/parchment-of-secrets-da.md b/Compendium/equipment/items/parchment-of-secrets-da.md deleted file mode 100644 index 53fa6836f..000000000 --- a/Compendium/equipment/items/parchment-of-secrets-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/consumable -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Parchment of Secrets"] ---- -# Parchment of Secrets *Item 3* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 8 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of text, encoding your secret message within the innocuous message. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent. -``` - -*Source: Dark Archive p. 78* diff --git a/Compendium/equipment/items/parrying-scabbard-apg.md b/Compendium/equipment/items/parrying-scabbard-apg.md deleted file mode 100644 index 53f18825d..000000000 --- a/Compendium/equipment/items/parrying-scabbard-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/adventuring-gear -aliases: ["Parrying Scabbard"] ---- -# Parrying Scabbard *Item 0* - -- **Price** 5 sp -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the [parry](../../../Rules/traits/parry.md) trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/pathfinder-chronicle-locg.md b/Compendium/equipment/items/pathfinder-chronicle-locg.md deleted file mode 100644 index d274250a7..000000000 --- a/Compendium/equipment/items/pathfinder-chronicle-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/held -- trait/uncommon -aliases: ["Pathfinder Chronicle"] ---- -# Pathfinder Chronicle *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held - -Numerous volumes and editions of the Pathfinder Chronicles exist, each cataloging different adventures. Pathfinder Chronicles are a type of scholarly journal that specifically devotes topics to Pathfinder discoveries, rather than more theoretical academic topics. Because Pathfinders have better access to these chronicles than other scholarly journals, they are particularly common among Pathfinder agents building a library of reference texts. - -*Source: Lost Omens: Character Guide p. 110* \ No newline at end of file diff --git a/Compendium/equipment/items/pathfinders-coin-locg.md b/Compendium/equipment/items/pathfinders-coin-locg.md deleted file mode 100644 index 931b0d749..000000000 --- a/Compendium/equipment/items/pathfinders-coin-locg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/held -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Pathfinder's Coin"] ---- -# Pathfinder's Coin *Item 2* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** held in 1 hand -- **Category** Held - -This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air and spin if placed on a wayfinder. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The coin is levitating above a wayfinder - -**Effect** You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder. A Pathfinder's coin can hold only one message at a time, and it replays its message only once. -``` - -*Source: Lost Omens: Character Guide p. 110* diff --git a/Compendium/equipment/items/pathfinders-pouch-locg.md b/Compendium/equipment/items/pathfinders-pouch-locg.md deleted file mode 100644 index 059e14060..000000000 --- a/Compendium/equipment/items/pathfinders-pouch-locg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/extradimensional -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Pathfinder's Pouch"] ---- -# Pathfinder's Pouch *Item 6* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [extradimensional](../../../Rules/traits/extradimensional.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** worn belt pouch; **Bulk** L -- **Category** Consumable - -This unobtrusive belt pouch is popular among Pathfinders who operate in places where the [Society](../../skills.md#Society) is not welcome. It is constantly under the effects of a 3rd-level [magic aura](../../spells/magic-aura.md) spell to appear non-magical. The pouch's normal space holds as much as an ordinary belt pouch, but it also has a small extradimensional space that holds up to 1 Bulk of items. - -A creature actively inspecting the pouch in its ordinary state discovers the existence of the extradimensional space only on a critical success to [Search](../../../Rules/actions/search.md) the pouch (see the Concealing an Item action of the [Stealth](../../skills.md#Stealth) skill), though when the extradimensional space is active, it's obvious to anyone examining the pouch that it is more than it seems. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back. -``` - -*Source: Lost Omens: Character Guide p. 111* diff --git a/Compendium/equipment/items/peacemaker-g-g.md b/Compendium/equipment/items/peacemaker-g-g.md deleted file mode 100644 index 973233043..000000000 --- a/Compendium/equipment/items/peacemaker-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -aliases: ["Peacemaker"] ---- -# Peacemaker *Item 6* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 35 gp -- **Usage** affixed to a weapon; **Bulk** – -- **Activate** envision, manipulate; **Requirements** Your last action was an [Interact](../../../Rules/actions/interact.md) action to stow the affixed firearm or crossbow. -- **Category** Talisman - -This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon. - -When you activate the talisman, you gain the effects of a [sanctuary](../../spells/sanctuary.md) spell (DC 20) lasting for 1 minute. If you draw the affixed firearm, the effect ends immediately and the talisman crumbles. - -*Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/Compendium/equipment/items/peachwood-botd.md b/Compendium/equipment/items/peachwood-botd.md deleted file mode 100644 index 1c3842b77..000000000 --- a/Compendium/equipment/items/peachwood-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/material -- trait/precious -- trait/uncommon -aliases: ["Peachwood"] ---- -# Peachwood *Item 8+* -[precious](../../../Rules/traits/precious.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Category** Material - -Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it. - -*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/Compendium/equipment/items/peachwood-talisman-botd.md b/Compendium/equipment/items/peachwood-talisman-botd.md deleted file mode 100644 index b85792dbe..000000000 --- a/Compendium/equipment/items/peachwood-talisman-botd.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Peachwood Talisman"] ---- -# Peachwood Talisman *Item 6* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 40 gp -- **Usage** affixed to armor; Bulk— -- **Activate** envision; **Requirements** You are an expert in [Perception](../../skills.md#Perception). -- **Category** Talisman - -Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute, you can sense attacks from undead. You aren't [flat-footed](../../../Rules/conditions.md#Flat-footed) to [hidden](../../../Rules/conditions.md#Hidden), [undetected](../../../Rules/conditions.md#Undetected), or flanking undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank. - -*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/Compendium/equipment/items/peachwood-weapon-botd.md b/Compendium/equipment/items/peachwood-weapon-botd.md deleted file mode 100644 index 4b87a4958..000000000 --- a/Compendium/equipment/items/peachwood-weapon-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/weapon -- trait/uncommon -aliases: ["Peachwood Weapon"] ---- -# Peachwood Weapon *Item 12+* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon - -Peachwood weapons have a particularly auburn tinge to them when under direct sunlight. - -Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. [Strikes](../../../Rules/actions/strike.md) with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standardgrade peachwood, and 4 lower for high-grade. - -*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/Compendium/equipment/items/pendant-of-the-occult.md b/Compendium/equipment/items/pendant-of-the-occult.md deleted file mode 100644 index ea8ebe0eb..000000000 --- a/Compendium/equipment/items/pendant-of-the-occult.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/invested -- trait/occult -aliases: ["Pendant of the Occult"] ---- -# Pendant of the Occult *Item 3+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [occult](../../../Rules/traits/occult.md) - -- **Usage** worn -- **Category** Worn - -This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to [Occultism](../../skills.md#Occultism) checks, and you can cast the [guidance](../../spells/guidance.md) cantrip as an occult innate spell. - -*Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/Compendium/equipment/items/penetrating-ammunition.md b/Compendium/equipment/items/penetrating-ammunition.md deleted file mode 100644 index 14b30f257..000000000 --- a/Compendium/equipment/items/penetrating-ammunition.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/magical -- trait/transmutation -aliases: ["Penetrating Ammunition"] ---- -# Penetrating Ammunition *Item 12* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 400 gp -- **Ammunition** [arrow](arrow.md), [bolt](bolt.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition, the [Strike](../../../Rules/actions/strike.md) takes the shape of a 60-foot line originating from you. - -Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target's resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes `1d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow's critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line. - -*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/Compendium/equipment/items/pepperbox-g-g.md b/Compendium/equipment/items/pepperbox-g-g.md deleted file mode 100644 index bc6456f49..000000000 --- a/Compendium/equipment/items/pepperbox-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/capacity-3 -- trait/concussive -- trait/fatal-d8 -- trait/uncommon -aliases: ["Pepperbox"] ---- -# Pepperbox *Item 0* -[capacity <3>](../../../Rules/traits/capacity-g-g.md) [concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 12 gp -- **Bulk** 1 -- **Damage** `1d4` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 60 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -This weapon is a specialty of the smiths of Alkenstar. The pepperbox has three barrels that each hold a single shot, and the shooter can manually rotate the whole barrel assembly to align a loaded barrel with the firing mechanism. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/perfect-droplet-som.md b/Compendium/equipment/items/perfect-droplet-som.md deleted file mode 100644 index 73a0fdfbb..000000000 --- a/Compendium/equipment/items/perfect-droplet-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/spellheart -- trait/evocation -- trait/magical -- trait/spellheart -- trait/water -aliases: ["Perfect Droplet"] ---- -# Perfect Droplet *Item 3+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [spellheart](../../../Rules/traits/spellheart-som.md) [water](../../../Rules/traits/water.md) - -- **Usage** affixed to armor or a weapon -- **Category** Spellheart - -Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by [Activating](../../../Rules/actions/activate-an-item.md) this item is 17. - -- **Armor** You gain resistance 2 to [water](../../../Rules/traits/water.md) effects and attacks by water creatures. -- **Weapon** After you cast a water spell by [Activating](../../../Rules/actions/activate-an-item.md) the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the [water](../../../Rules/traits/water.md) trait in this way. - -```ad-embed-ability -title: Activate - -You cast [spout](../../../compendium/spells/spout-som.md). -``` - -*Source: Secrets of Magic p. 171* diff --git a/Compendium/equipment/items/periscope-apg.md b/Compendium/equipment/items/periscope-apg.md deleted file mode 100644 index 44bdffb40..000000000 --- a/Compendium/equipment/items/periscope-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/adventuring-gear -aliases: ["Periscope"] ---- -# Periscope *Item 2* - -- **Price** 25 gp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/periscopic-viewfinder-lotgb.md b/Compendium/equipment/items/periscopic-viewfinder-lotgb.md deleted file mode 100644 index 48141bd87..000000000 --- a/Compendium/equipment/items/periscopic-viewfinder-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/rare -aliases: ["Periscopic Viewfinder"] ---- -# Periscopic Viewfinder *Item 3* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb. - -Clockwork Items. - -*Source: Lost Omens: The Grand Bazaar p. 22* \ No newline at end of file diff --git a/Compendium/equipment/items/persistent-lodestone-g-g.md b/Compendium/equipment/items/persistent-lodestone-g-g.md deleted file mode 100644 index 2682afb10..000000000 --- a/Compendium/equipment/items/persistent-lodestone-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/conjuration -- trait/consumable -- trait/magical -- trait/talisman -aliases: ["Persistent Lodestone"] ---- -# Persistent Lodestone *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 55 gp -- **Usage** affixed to a firearm with a reload of 1; **Bulk** – -- **Activate** envision; **Trigger** You miss on a ranged [Strike](../../../Rules/actions/strike.md) with the affixed weapon using an ordinary 0-level piece of ammunition. -- **Category** Talisman - -This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the lodestone, the ammunition from your missed shot is immediately recalled to your firearm, allowing you to fire again without reloading. - -*Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/Compendium/equipment/items/persona-mask.md b/Compendium/equipment/items/persona-mask.md deleted file mode 100644 index 4e0b231b3..000000000 --- a/Compendium/equipment/items/persona-mask.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/fortune -- trait/illusion -- trait/invested -- trait/magical -aliases: ["Persona Mask"] ---- -# Persona Mask *Item 3+* -[fortune](../../../Rules/traits/fortune.md) [illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn mask -- **Category** Worn - -Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to [Performance](../../skills.md#Performance) checks while acting, orating, performing comedy, or singing. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You change the mask's appearance into an artistic rendition of a dramatic character of your choice. -``` - -*Source: Core Rulebook p. 613* diff --git a/Compendium/equipment/items/peshspine-grenade-aoa5.md b/Compendium/equipment/items/peshspine-grenade-aoa5.md deleted file mode 100644 index 179b26bb6..000000000 --- a/Compendium/equipment/items/peshspine-grenade-aoa5.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/splash -- trait/uncommon -aliases: ["Peshspine Grenade"] ---- -# Peshspine Grenade *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the [stupefied](../../../Rules/conditions.md#Stupefied) condition until the end of its next turn. - -Many types of peshpine grenade grant an item bonus to attack rolls. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/petrification-cannon-g-g.md b/Compendium/equipment/items/petrification-cannon-g-g.md deleted file mode 100644 index d1d162df8..000000000 --- a/Compendium/equipment/items/petrification-cannon-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Petrification Cannon"] ---- -# Petrification Cannon *Item 15* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6500 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Beast Gun - -Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket. A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](../../../rules/traits/magical.md) [transmutation](../../../rules/traits/transmutation.md) - -Frequency once per hour Effect A beam of coiling energy leaps from the petrification cannon at a target within 60 feet. The target must attempt a Fortitude save against DC 34 with the effects of flesh to stone. -%% #trait/magical #trait/transmutation %% -``` - -*Source: Guns & Gears p. 155* diff --git a/Compendium/equipment/items/philosophers-extractor-gmg.md b/Compendium/equipment/items/philosophers-extractor-gmg.md deleted file mode 100644 index 3ebd24b43..000000000 --- a/Compendium/equipment/items/philosophers-extractor-gmg.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/evocation -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Philosopher's Extractor"] ---- -# Philosopher's Extractor *Item 28* -[artifact](../../../Rules/traits/artifact-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Bulk** 8 -- **Category** Artifact - -This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher's extractor is designed to create the ultimate alchemical concoctions. - -The extractor functions as an exceptional set of [alchemist's tools](alchemists-tools.md), granting a +4 item bonus to [Crafting](../../skills.md#Crafting) checks related to alchemy. When using the extractor to [Craft](../../../Rules/actions/craft.md) an alchemical item or with infused reagents as part of your daily preparations, you can create impeccable alchemical items. An impeccable alchemical item always uses the maximum numerical value possible for any rolls it requires, such as dealing maximum damage with alchemist's fire or restoring the maximum number of Hit Points with an elixir of life. If the impeccable item has a duration, it lasts twice as long as normal. Finally, an impeccable alchemical item never has a drawback. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You use the extractor to produce an alchemical item of your level or lower whose formula you know. The extractor can create 56 levels' worth of items per day in this way. - -For example, the extractor could create two true elixirs of life (19th level) and two moderate elixirs of life (9th level), or eight comprehension elixirs (7th level), and so on. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's Breath Weapon, [darkvision](../../../rules/abilities/darkvision.md), flight, [frightful presence](../../../rules/abilities/frightful-presence.md), or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC. - -The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants. - -Unlike normal for mutagens and [polymorph](../../../rules/traits/polymorph.md) effects, you can drink multiple transmogrifying mutagens and gain benefits from each. When you drink transmogrifying mutagens made from different creatures, you receive abilities from each creature. When you drink multiple transmogrifying mutagens made from the same type of creature, such as multiple mutagens made from trolls, you gain an additional ability for each transmogrifying mutagen you drink, and the duration of the abilities from that creature type increases by 1 hour for each additional concoction you drink. - -However, these additional benefits come with a risk; if you drink a transmogrifying mutagen while at least one other is active, after drinking it, you must succeed at a flat check with a DC equal to the total number of active transmogrifying mutagens you've consumed. On a failure, you fully transform into a member of the species of the latest transmogrifying mutagen you drank, and you almost always go berserk from your change. The transformation may leave some amount of your personality and memories intact, at the GM's discretion. -``` - -*Source: Gamemastery Guide p. 111* diff --git a/Compendium/equipment/items/philosophers-stone.md b/Compendium/equipment/items/philosophers-stone.md deleted file mode 100644 index 59c5980df..000000000 --- a/Compendium/equipment/items/philosophers-stone.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/tool -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Philosopher's Stone"] ---- -# Philosopher's Stone *Item 20* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** null null -- **Usage** held in 2 hands; **Bulk** 2 -- **Activate** [Interact](../../../Rules/actions/interact.md) or 1 or more days -- **Category** Tool - -An alchemist with the [Craft Philosopher's Stone](../../feats/craft-philosophers-stone.md) feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher's stone. - -At a glance, a philosopher's stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a [Force Open](../../../Rules/actions/force-open.md) action (DC 35) reveals a cavity at the stone's heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an [elixir of rejuvenation](elixir-of-rejuvenation.md). - -To use the quicksilver, you must be legendary in [Crafting](../../skills.md#Crafting) and have the [Alchemical Crafting](../../feats/alchemical-crafting.md) feat. You can then use the stone's quicksilver for one of two effects: - -- You can apply the stone's quicksilver to an [infused](../../../Rules/traits/infused.md) true elixir of life using an [Interact](../../../Rules/actions/interact.md) action. This turns the elixir into an [infused](../../../Rules/traits/infused.md) [elixir of rejuvenation](elixir-of-rejuvenation.md) instantaneously. This doesn't require any crafting time or additional materials. -- You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to [Earn Income](../../../Rules/actions/earn-income.md) using [Crafting](../../skills.md#Crafting), except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success. - -*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/Compendium/equipment/items/phoenix-fighting-fan-frp1.md b/Compendium/equipment/items/phoenix-fighting-fan-frp1.md deleted file mode 100644 index e87eacba4..000000000 --- a/Compendium/equipment/items/phoenix-fighting-fan-frp1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp1 -- item/category/artifact -- trait/artifact -- trait/conjuration -- trait/healing -- trait/magical -- trait/rare -aliases: ["Phoenix Fighting Fan"] ---- -# Phoenix Fighting Fan *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [conjuration](../../../Rules/traits/conjuration.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact - -This elegant silver fighting fan features sharp silver feathers instead of traditional paper leaves in its design. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you [Strike](../../../rules/actions/strike.md) a creature with it each round. - -The [Survival](../../../compendium/skills.md#Survival) or [Perception](../../../compendium/skills.md#Perception) DC to escape the demiplane is 34. The spell ends once the creature escapes, you fail to [Strike](../../../rules/actions/strike.md) a creature with the fan during a round, or after 1 minute, whichever comes first. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The fan casts 8th-level [raise dead](../../../compendium/spells/raise-dead.md), consuming the phoenix fighting fan in the process. -``` - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* diff --git a/Compendium/equipment/items/phoenix-flask-som.md b/Compendium/equipment/items/phoenix-flask-som.md deleted file mode 100644 index bee9823ec..000000000 --- a/Compendium/equipment/items/phoenix-flask-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/potion -- trait/consumable -- trait/evocation -- trait/fire -- trait/magical -- trait/potion -aliases: ["Phoenix Flask"] ---- -# Phoenix Flask *Item 12* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air. - -For 1 minute, you gain a [Fly](../../../Rules/actions/fly.md) speed of 40 feet. - -The first time each round that you [Fly](../../../Rules/actions/fly.md) (including to hover in place), you shed burning feathers that deal `3d4` fire damage to all creatures in a 10-foot emanation at the end of your movement (DC 29 basic Reflex save). - -*Source: Secrets of Magic p. 174* \ No newline at end of file diff --git a/Compendium/equipment/items/phoenix-necklace-frp1.md b/Compendium/equipment/items/phoenix-necklace-frp1.md deleted file mode 100644 index 7f7ec014d..000000000 --- a/Compendium/equipment/items/phoenix-necklace-frp1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp1 -- item/category/artifact -- trait/artifact -- trait/healing -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Phoenix Necklace"] ---- -# Phoenix Necklace *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn necklace -- **Category** Artifact - -This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a flickering fire. Hao Jin created the necklaces to mitigate the potential of death during the Ruby Phoenix Tournament pre-qualifier, and she specially attuned each phoenix necklace to the silver feathers she created for the pre-qualifying round. While the silver feathers themselves aren't magical, they are required to activate the necklace's power. Each team starts with 3 feathers [hidden](../../../Rules/conditions.md#Hidden) in their headquarters; they acquire more through challenges and events. - -Additionally, the tournament emissary's enforcers have the ability to deliver messages to the necklace's wearer at any time by casting sending, though the wearer can't respond. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You select any number of willing creatures you can see within 30 feet, including yourself. The selected creatures can make nonlethal attacks without taking a penalty to their attack rolls. This effect remains in place until you remove the necklace or use this activation again. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The necklace consumes one of the attached silver feathers and casts 7th-level [raise dead](../../../compendium/spells/raise-dead.md). Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation. -``` - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 75* diff --git a/Compendium/equipment/items/phylactery-of-faithfulness.md b/Compendium/equipment/items/phylactery-of-faithfulness.md deleted file mode 100644 index 85120030a..000000000 --- a/Compendium/equipment/items/phylactery-of-faithfulness.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/divine -- trait/invested -aliases: ["Phylactery of Faithfulness"] ---- -# Phylactery of Faithfulness *Item 9+* -[divination](../../../Rules/traits/divination.md) [divine](../../../Rules/traits/divine.md) [invested](../../../Rules/traits/invested.md) - -- **Usage** worn circlet; **Bulk** L -- **Category** Worn - -This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don't gain any benefit from the phylactery if you don't worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to [Religion](../../skills.md#Religion) checks. Just before you perform an action that would be anathema to the phylactery's deity, the phylactery warns you of the potential transgression in time for you to change your mind. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You ask for guidance about a particular course of action, gaining the effects of an [augury](../../../compendium/spells/augury.md) spell. -``` - -*Source: Core Rulebook p. 614* diff --git a/Compendium/equipment/items/pickpockets-tailoring-lotgb.md b/Compendium/equipment/items/pickpockets-tailoring-lotgb.md deleted file mode 100644 index ab4df2c4c..000000000 --- a/Compendium/equipment/items/pickpockets-tailoring-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/clothing -- trait/uncommon -aliases: ["Pickpocket's Tailoring"] ---- -# Pickpocket's Tailoring *Item 4* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** sewn into clothing -- **Category** Clothing - -Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to [Stealth](../../skills.md#Stealth) checks to [Conceal an Object](../../../Rules/actions/conceal-an-object.md) of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a [Stealth](../../skills.md#Stealth) check to Conceal such an Object, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 [Perception](../../skills.md#Perception) check to locate the seams in the garment. - -*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/Compendium/equipment/items/piercing-wind-g-g.md b/Compendium/equipment/items/piercing-wind-g-g.md deleted file mode 100644 index 321382fa7..000000000 --- a/Compendium/equipment/items/piercing-wind-g-g.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-aim-d10 -- trait/finesse -- trait/forceful -- trait/sweep -- trait/uncommon -aliases: ["Piercing Wind"] ---- -# Piercing Wind *Item 0* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 15 gp -- **Bulk** 1 -- **Ranged** - - **Damage** `1d6` P - - **Ammunution** [round](round-10-g-g.md); **Range** 40 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial - -Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail, in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/piereta-ec6.md b/Compendium/equipment/items/piereta-ec6.md deleted file mode 100644 index 569b751a8..000000000 --- a/Compendium/equipment/items/piereta-ec6.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/held -- trait/divine -- trait/evocation -- trait/intelligent -- trait/unique -aliases: ["Piereta"] ---- -# Piereta *Item 20* -[divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -Piereta was a Knight of Ozem during the Shining Crusade, sworn to the service of Aroden's herald, [Arazni](../../setting/deities/arazni-logm.md). After [Arazni](../../setting/deities/arazni-logm.md) perished at the hands of the Whispering Tyrant, Piereta became the first paladin to swear her service to the newly ascended goddess, [Iomedae](../../setting/deities/iomedae.md). When she fell in battle, a fragment of her spirit clung to the sword through which she had wielded her faith in countless battles, granting the weapon a sentience of its own. The sword named herself after her fallen bearer and has been a faithful companion to many Iomedaean warriors since. - -Piereta is a rapier devoted to the principles of [Iomedae](../../setting/deities/iomedae.md) as an exemplar of valorous action and as a protector of the innocent. - -Piereta is very particular about who she permits to wield her. She agrees to work with you if you are a follower of [Iomedae](../../setting/deities/iomedae.md), or if you are lawful good or neutral good and worship a different good deity. Otherwise, you must convince Piereta of the rightness of your cause. If Piereta doesn't want you to wield her, once per minute she can attempt to force you to put her down (DC 42 Will save to resist this command). Even if you succeed at this saving throw, Piereta refuses to apply any of her fundamental or property runes and gives you a –2 penalty on attack rolls with Piereta or any other weapon until you drop her. - -Piereta can use the following activations. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -Piereta makes a [Retributive Strike](../../../rules/actions/retributive-strike.md), resolved as though you had used the ability, including any benefits from champion feats you have. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Piereta casts a 9th-level [field of life](../../../compendium/spells/field-of-life.md). -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 74* diff --git a/Compendium/equipment/items/pig-lotg.md b/Compendium/equipment/items/pig-lotg.md deleted file mode 100644 index df80dcc54..000000000 --- a/Compendium/equipment/items/pig-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Pig"] ---- -# Pig *Item 0* - -- **Price** 5 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/pillow-shield-lotgb.md b/Compendium/equipment/items/pillow-shield-lotgb.md deleted file mode 100644 index 69651d6bf..000000000 --- a/Compendium/equipment/items/pillow-shield-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Pillow Shield"] ---- -# Pillow Shield *Item 4* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 80 gp -- **Usage** held in one hand; **Bulk** 1 -- **Category** Held - -The shield's blue enameled face is cool to the touch, and displays the moon's current phase at night. When you lay your head on the reverse side of this steel shield (Hardness 6, HP 36, BT 18), it becomes as pliant and supportive as the best pillows. If you complete a period of rest using the pillow shield, you can choose to transfer your recovery to the shield. Instead of recovering a number of Hit Points after resting (Core Rulebook 480), the shield is restored an equal number of Hit Points instead. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The shield creates an area of vigilance. It casts alarm centered on itself; you decide whether it creates a mental alarm or an audible alarm. The alarm goes off at the end of the spell's duration or when triggered as normal, whichever comes first. -``` - -*Source: Lost Omens: The Grand Bazaar p. 42* diff --git a/Compendium/equipment/items/pinwheel-lotgb.md b/Compendium/equipment/items/pinwheel-lotgb.md deleted file mode 100644 index 00493baad..000000000 --- a/Compendium/equipment/items/pinwheel-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Pinwheel"] ---- -# Pinwheel *Item 0* - -- **Usage** held in 1 hand -- **Category** Held - -This paper and wood pinwheel spins when blown upon by a person or the wind. - -*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/Compendium/equipment/items/piranha-kiss-lotgb.md b/Compendium/equipment/items/piranha-kiss-lotgb.md deleted file mode 100644 index fcbedd3fd..000000000 --- a/Compendium/equipment/items/piranha-kiss-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/agile -- trait/disarm -- trait/finesse -- trait/uncommon -aliases: ["Piranha Kiss"] ---- -# Piranha Kiss *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 sp -- **Bulk** L -- **Damage** `1d6` P -- **Hands** 1 -- **Category** Martial; **Group** Knife - -Made of a jagged blade with teeth pointing toward a leather-wrapped hilt, these weapons are particularly effective at disarming opponents. Piranha kisses were occasionally used during the Vidric Revolution, and some Firebrands carry them today. Members of the Firebrands have access to this weapon. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/pistol-of-wonder-g-g.md b/Compendium/equipment/items/pistol-of-wonder-g-g.md deleted file mode 100644 index bbedc413c..000000000 --- a/Compendium/equipment/items/pistol-of-wonder-g-g.md +++ /dev/null @@ -1,96 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/chaotic -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Pistol Of Wonder"] ---- -# Pistol Of Wonder *Item 13* -[chaotic](../../../Rules/traits/chaotic.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 3000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated to produce a variety of unusual effects. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Choose a creature within 60 feet and roll a percentile die on the table below to determine the pistol's effect. If an entry lists a spell, the pistol Casts that Spell at the indicated level (or at its lowest level, if no level is listed). You make any decisions for a spell cast by the pistol unless otherwise indicated, except that it must only target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. The only exception to the limitation on targeting is if the effect specifically states it targets you. If the spell's range is less than 60 feet, increase the range to 60 feet. - -Any spell DC required is DC 29, and any spell attack roll required is +21. If the pistol casts a spell on you, you don't get a saving throw or any other defense against it. Once activated, the pistol can't be activated again for `1d4` hours. - -d% Wondrous Effect 1–2 The pistol casts phantom steed (4th level) to produce a pale horse adjacent to you; only you can ride it. - -3 The target becomes a shiny metal color (bronze, copper, or iron) and any sound or speech becomes tinny and robotic in nature; this effect lasts 1 month. - -4–5 The pistol casts dimensional anchor. - -6 Modify memory (6th level) causes the target to forget you ever existed; you can't [Sustain the Spell](../../../rules/actions/sustain-a-spell.md). - -7–13 A short rod protrudes from the pistol and unfurls a small flag that reads "Bang!". The pistol can't be fired until the flag is removed, which requires a single [Interact](../../../rules/actions/interact.md) action. - -14–16 You are pushed 30 feet directly away from the target; if you hit an object or creature, you stop, but take falling damage equal to the distance you moved (if you hit a creature, it takes the same amount of falling damage) - -17–19 The target is pushed 30 feet directly away from you; if it hits an object or creature, it stops, but takes falling damage equal to the distance it moved (if it hits another creature, the other creature takes the same amount of falling damage) - -20 You don't need to eat or drink for 1 week. - -21–25 The pistol casts cloudkill. - -26–30 The pistol casts heroism on you. - -31 The pistol casts tree shape on you, except you appear as a Medium wooden grave marker bearing your name and the current date; you can't [Dismiss](../../../rules/actions/dismiss.md) the spell for 1 round. - -32 The pistol casts mask of terror, except the target appears as a more fearsome and violent version of itself to all observers. - -33–35 The target knows you have a bullet with its name on it; the first time you [Strike](../../../rules/actions/strike.md) the target with the pistol before the end of your next turn, roll the attack roll twice and take the highest result (this is a [fortune](../../../rules/traits/fortune.md) effect) - -36–37 The pistol casts cloak of colors on you with a duration of `1d10` rounds. - -38–47 The pistol casts hydraulic push (4th level) as water streams from the pistol. - -48–50 The pistol casts dimension door on you, teleporting you to the space adjacent to the target opposite your current position; if that space isn't clear, you instead teleport to the nearest open space. - -51 The pistol casts disintegrate. - -52 Dozens of tattered, nonmagical playing cards burst from the pistol's barrel. - -53–54 Shadows crowd around the target, making all creatures [concealed](../../../rules/conditions.md#Concealed) to the target while not in bright light; this effect lasts for 1 hour. - -55–57 Normal vegetation within 30 feet of the target immediately dies and turns to ash. - -58 The pistol casts dinosaur form on you to transform you into a triceratops; the pistol protrudes from the base of your front horn, and you can fire (but not reload) the pistol while in this form. - -59 All non-artifact ammunition in your possession crumbles to dust. - -60–69 You are [quickened](../../../rules/conditions.md#Quickened) for 1 minute. You can use the extra action only to reload or fire the pistol. - -70–71 The target is [quickened](../../../rules/conditions.md#Quickened) for 1 minute. It can use the extra action only to [Step](../../../rules/actions/step.md) or [Stride](../../../rules/actions/stride.md). - -72-79 The pistol casts phantasmal killer. - -80–81 Dozens of bullet holes appear in the target's nonmagical clothing. The effect is purely cosmetic. - -82–85 The pistol casts outcast's curse. - -86 The pistol vanishes, reappearing among your possessions once it can be activated again. - -87–91 The pistol casts solid fog, but with swirling dust and sand instead of fog. - -92–96 The pistol casts stoneskin on you, making your skin rough and leathery; the target ignores the resistance you gain from this spell, and the target's attacks don't reduce the spell's duration. - -97–99 The pistol casts uncontrollable dance with a duration of 3 rounds, even on a failure or critical failure. - -100 Reroll two results and apply both in the order rolled; further results of 100 on these rerolls have no effect. - -No gunslinger's or arbalist's repertoire is complete without a selection of magical ammunition to amplify the effectiveness and impact of their shots. While many of the following options are limited to firearm rounds, others work for a variety of ammunition. -``` - -*Source: Guns & Gears p. 167* diff --git a/Compendium/equipment/items/planar-ribbon-ec6.md b/Compendium/equipment/items/planar-ribbon-ec6.md deleted file mode 100644 index c1342f809..000000000 --- a/Compendium/equipment/items/planar-ribbon-ec6.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/held -- trait/conjuration -- trait/occult -- trait/unique -aliases: ["Planar Ribbon"] ---- -# Planar Ribbon *Item 20* -[conjuration](../../../Rules/traits/conjuration.md) [occult](../../../Rules/traits/occult.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 60000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -By twisting and twirling this ordinary-looking leather ribbon, you can temporarily bend a rift in space. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The ribbon spins and swirls, creating a circular loop in the air through which you can spy on a creature on another plane. This has the effects of a [scrying](../../../compendium/spells/scrying.md) spell (DC 40) against the creature but functions more as a mundane —albeit interplanar—window; a similar loop appears before the target, and for the duration, both sides can clearly see and hear each other through the created portal, but nothing can pass through. You can Sustain the Activation to gain the effects of Sustaining the Spell. - -This activation has the [scrying](../../../rules/traits/scrying.md) trait. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are [flat-footed](../../../rules/conditions.md#Flat-footed) to you until the end of your turn. This activation has the [teleportation](../../../rules/traits/teleportation.md) trait. -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 75* diff --git a/Compendium/equipment/items/plasma-hype-lol.md b/Compendium/equipment/items/plasma-hype-lol.md deleted file mode 100644 index dbd92682a..000000000 --- a/Compendium/equipment/items/plasma-hype-lol.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -- trait/rare -aliases: ["Plasma Hype"] ---- -# Plasma Hype *Item 12* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids and other alchemical reagents to improve upon the original hype formula. - -```ad-inline-affliction -title: Saving Throw: DC 30 Fortitude - -- **Maximum Duration**: 1 minute - -## Stages - -**Stage 1** +10-foot status bonus to speed, [quickened](../../../rules/conditions.md#Quickened) and can use the additional action to [Step](../../../rules/actions/step.md), [Stride](../../../rules/actions/stride.md), [Climb](../../../rules/actions/climb.md), or [Swim](../../../rules/actions/swim.md) (1 round) - -**Stage 2** [quickened](../../../rules/conditions.md#Quickened) and can use the additional action to [Step](../../../rules/actions/step.md) or [Stride](../../../rules/actions/stride.md) (1 round) - -**Stage 3** [drained](../../../rules/conditions.md#Drained) and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Lost Omens: Legends p. 81* diff --git a/Compendium/equipment/items/plate-armor-of-the-deep.md b/Compendium/equipment/items/plate-armor-of-the-deep.md deleted file mode 100644 index e3ce30894..000000000 --- a/Compendium/equipment/items/plate-armor-of-the-deep.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Plate Armor of the Deep"] ---- -# Plate Armor of the Deep *Item 15* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6500 gp -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor - -This suit of +2 greater resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no Speed reduction or check penalty from armor when Swimming, gain a +2 item bonus to [Athletics](../../skills.md#Athletics) checks to [Swim](../../../Rules/actions/swim.md), can breathe underwater, and can speak Aquan. - -*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/Compendium/equipment/items/plated-duster-loil.md b/Compendium/equipment/items/plated-duster-loil.md deleted file mode 100644 index 3e3626b33..000000000 --- a/Compendium/equipment/items/plated-duster-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/armor -- trait/uncommon -aliases: ["Plated Duster"] ---- -# Plated Duster *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Category** Armor - -These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog stains as well as modest protection against bullets and knives. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 [Interact](../../../Rules/actions/interact.md) actions or as part of donning light armor. - -When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the [noisy](../../../Rules/traits/noisy.md) trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an [armored skirt](armored-skirt-locg.md) or any other item that adjusts an armor's statistics. - -*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/Compendium/equipment/items/playing-cards-lopsg.md b/Compendium/equipment/items/playing-cards-lopsg.md deleted file mode 100644 index 695ba492a..000000000 --- a/Compendium/equipment/items/playing-cards-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -aliases: ["Playing Cards"] ---- -# Playing Cards *Item 0* - -- **Price** 5 sp -- **Hands** 2 -- **Category** Adventuring Gear - -A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/pocket-gala-lotgb.md b/Compendium/equipment/items/pocket-gala-lotgb.md deleted file mode 100644 index 13019b2c9..000000000 --- a/Compendium/equipment/items/pocket-gala-lotgb.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Pocket Gala"] ---- -# Pocket Gala *Item 16* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10000 gp -- **Bulk** L (when not activated) -- **Category** Structure - -This item appears to be a miniature stone replica of an aristocratic home or a simple castle. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry. - -Inside, the ballroom is fully stocked with tables and chairs along both sides. A feasting table in the center of each seating area provides enough food and drink for up to 36 guests, and a cadre of unseen servants tend to guests' basic needs. - -While inside, you can utter a command word to call forth music, which echoes through the ballroom. Repeating the command word can alter the dynamics of the music, such as the musical style or tempo, or stop the music entirely. A second command word produces a set of masked, illusory dancers that immediately take to the floor and begin dancing to the current music. When there's no music, the illusory guests chatter among themselves in a nonsense language. An illusory dancer will gladly dance with anyone who asks. Repeating the command word dismisses the dancers. - -You can utter a third command word declaring the gala over to revert the ballroom to its original form. As it reverts, the illusory dancers clap and cheer for your hospitality. If you don't revert the ballroom on your own, it automatically returns to its original state at the next sunrise. -``` - -*Source: Lost Omens: The Grand Bazaar p. 84* diff --git a/Compendium/equipment/items/pocket-stage.md b/Compendium/equipment/items/pocket-stage.md deleted file mode 100644 index e3ae252c8..000000000 --- a/Compendium/equipment/items/pocket-stage.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -aliases: ["Pocket Stage"] ---- -# Pocket Stage *Item 5* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) - -- **Price** 138 gp -- **Bulk** L (when not activated) -- **Category** Structure - -This item appears to be a miniature replica of a theater. - -It includes a small pocket full of minute set dressing and costumed paper dolls. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. - -As a magical structure, the stage has the [structure](../../../rules/traits/structure.md) trait. - -All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks. -``` - -*Source: Core Rulebook p. 596* diff --git a/Compendium/equipment/items/pocket-watch-loil.md b/Compendium/equipment/items/pocket-watch-loil.md deleted file mode 100644 index 997b8e47a..000000000 --- a/Compendium/equipment/items/pocket-watch-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Pocket Watch"] ---- -# Pocket Watch *Item 2* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Adventuring Gear - -This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize precision and reduce time loss. This pocket watch has the properties of a clockwork dial, except it has a maximum duration of 24 hours and is available to characters from Alkenstar. - -*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/Compendium/equipment/items/poi-ec1.md b/Compendium/equipment/items/poi-ec1.md deleted file mode 100644 index b86e91663..000000000 --- a/Compendium/equipment/items/poi-ec1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/weapon/simple -- trait/agile -- trait/backswing -- trait/finesse -- trait/nonlethal -- trait/uncommon -aliases: ["Poi"] ---- -# Poi *Item 0* -[agile](../../../Rules/traits/agile.md) [backswing](../../../Rules/traits/backswing.md) [finesse](../../../Rules/traits/finesse.md) [nonlethal](../../../Rules/traits/nonlethal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 sp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Simple; **Group** Flail - -Poi are light weights tethered to ropes or chains. Performers swing the weights, usually one in each hand, in rhythmic patterns. - -*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/poisoners-staff-aoe4.md b/Compendium/equipment/items/poisoners-staff-aoe4.md deleted file mode 100644 index 6a92258cb..000000000 --- a/Compendium/equipment/items/poisoners-staff-aoe4.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/staff -- trait/conjuration -- trait/magical -- trait/necromancy -- trait/staff -- trait/uncommon -aliases: ["Poisoner's Staff"] ---- -# Poisoner's Staff *Item 4+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [staff](../../../Rules/traits/staff.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. - -While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome [persistent poison damage](../../../Rules/conditions.md#Persistent%20Damage). - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/poisonous-cloak-gmg.md b/Compendium/equipment/items/poisonous-cloak-gmg.md deleted file mode 100644 index 8b319f685..000000000 --- a/Compendium/equipment/items/poisonous-cloak-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/worn -- trait/cursed -- trait/invested -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Poisonous Cloak"] ---- -# Poisonous Cloak *Item 13+* -[cursed](../../../Rules/traits/cursed-gmg.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -This innocuous-looking cloak is associated with a type of poison, set at the cloak's creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it's not an injury poison. Once the curse has activated for the first time, the cloak fuses to you. - -*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/polytool-logm.md b/Compendium/equipment/items/polytool-logm.md deleted file mode 100644 index 8e0a9603a..000000000 --- a/Compendium/equipment/items/polytool-logm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/agile -- trait/modular-b-p-or-s -- trait/uncommon -aliases: ["Polytool"] ---- -# Polytool *Item 1* -[agile](../../../Rules/traits/agile.md) [modular ](../../../Rules/traits/modular-logm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** 1 -- **Damage** `1d6` modular -- **Hands** 1 -- **Category** Martial; **Group** Sword - -The polytool is a small metal rod with a number of simple tools folded inside. The user can extend a long ceramic blade, as well as an awl, a chisel, a file, flint and steel, a hook, an inkpen, a magnifying glass, pliers, scissors, and a small saw. The flint and steel can be used up to 10 times before needing to be replaced. Though inspired by advanced Numerian technology, the polytool is a simple enough feat of metalworking that any blacksmith could produce it—perfect for the goddess Casandalee to spread innovation farther than actual Numerian tech could reach. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/popdust-lotgb.md b/Compendium/equipment/items/popdust-lotgb.md deleted file mode 100644 index 3c9704e01..000000000 --- a/Compendium/equipment/items/popdust-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/sonic -- trait/uncommon -aliases: ["Popdust"] ---- -# Popdust *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [sonic](../../../Rules/traits/sonic.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You can sprinkle popdust in an empty square adjacent to you. - -The first creature that applies pressure to the popdust, such as by moving into that square, causes it to emit a series of thunderous cracks. - -*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/Compendium/equipment/items/portable-altar-lokl.md b/Compendium/equipment/items/portable-altar-lokl.md deleted file mode 100644 index da8824bae..000000000 --- a/Compendium/equipment/items/portable-altar-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Portable Altar"] ---- -# Portable Altar *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 25 gp -- **Bulk** 3 -- **Hands** 2 -- **Category** Adventuring Gear - -This travel-ready kit contains a small altar featuring a deity's iconography. The altar's top can be lifted to reveal a compartment for materials of no more than light Bulk (such as candles, incense, oils, and small texts). The altar grants a +1 item bonus to checks made to conduct religious rites using [Performance](../../skills.md#Performance) or [Religion](../../skills.md#Religion). - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/portable-gaming-hall-lotgb.md b/Compendium/equipment/items/portable-gaming-hall-lotgb.md deleted file mode 100644 index c71e4eec5..000000000 --- a/Compendium/equipment/items/portable-gaming-hall-lotgb.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Portable Gaming Hall"] ---- -# Portable Gaming Hall *Item 8* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Bulk** L (when not activated) -- **Category** Structure - -A portable gaming hall resembles a miniature roulette wheel, except it's marked with indecipherable runes, not numbers. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides. - -You can flip the central table over as a 3-action activity, which has the [manipulate](../../../rules/traits/manipulate.md) trait, to revert the gaming hall to its original form. -``` - -*Source: Lost Omens: The Grand Bazaar p. 26* diff --git a/Compendium/equipment/items/portable-ram-lotgb.md b/Compendium/equipment/items/portable-ram-lotgb.md deleted file mode 100644 index 34e788341..000000000 --- a/Compendium/equipment/items/portable-ram-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Portable Ram"] ---- -# Portable Ram *Item 3+* - -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Held - -A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to [Force Open](../../../Rules/actions/force-open.md) these obstacles. - -*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/portable-weapon-mount-g-g.md b/Compendium/equipment/items/portable-weapon-mount-g-g.md deleted file mode 100644 index 4fc1d0f6c..000000000 --- a/Compendium/equipment/items/portable-weapon-mount-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/stabilizers -- trait/uncommon -aliases: ["Portable Weapon Mount"] ---- -# Portable Weapon Mount *Item 1+* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Bulk** 1 -- **Category** Stabilizers - -Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Inner Sea. - -The standard tripod takes an [Interact](../../../Rules/actions/interact.md) action to deploy using one hand. - -*Source: Guns & Gears p. 182* \ No newline at end of file diff --git a/Compendium/equipment/items/possibility-tome.md b/Compendium/equipment/items/possibility-tome.md deleted file mode 100644 index 90ccfce4d..000000000 --- a/Compendium/equipment/items/possibility-tome.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/divination -- trait/magical -aliases: ["Possibility Tome"] ---- -# Possibility Tome *Item 18* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 22000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it's been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: [Arcana](../../../compendium/skills.md#Arcana), [Crafting](../../../compendium/skills.md#Crafting), [Medicine](../../../compendium/skills.md#Medicine), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), [Religion](../../../compendium/skills.md#Religion), [Society](../../../compendium/skills.md#Society), or a single subcategory of [Lore](../../../compendium/skills.md#Lore). The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an [Interact](../../../rules/actions/interact.md) action perusing the book just before attempting a check to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. - -The information within the book disappears after 24 hours or when the tome is activated again. -``` - -*Source: Core Rulebook p. 574* diff --git a/Compendium/equipment/items/potency-crystal.md b/Compendium/equipment/items/potency-crystal.md deleted file mode 100644 index 04e26518c..000000000 --- a/Compendium/equipment/items/potency-crystal.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Potency Crystal"] ---- -# Potency Crystal *Item 1* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 4 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You make an attack with the affixed weapon, but you haven't rolled yet. -- **Category** Talisman - -This fluorite crystal glows with a strange phosphorescence. - -When you activate the crystal, the weapon becomes a +1 [striking](striking.md) weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-disguise-apg.md b/Compendium/equipment/items/potion-of-disguise-apg.md deleted file mode 100644 index 60408cb69..000000000 --- a/Compendium/equipment/items/potion-of-disguise-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/potion -- trait/consumable -- trait/magical -- trait/polymorph -- trait/potion -- trait/transmutation -- trait/uncommon -aliases: ["Potion Of Disguise"] ---- -# Potion Of Disguise *Item 5+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [polymorph](../../../Rules/traits/polymorph.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Upon imbibing this potion, you take on the appearance of a specific type of creature for `2d12` hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret. - -The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear (for example, your new form might lack opposable thumbs). The potion shrinks you down to a minimum of size Small, or maintains your size if the creature is your size or larger. For example, if you are Medium and drink a potion of fire giant disguise, you'll take on the appearance of a fire giant but remain Medium. The creature has to be of a specific kind, such as "leopard" or "lion" rather than just "cat," or "fire giant" or "ogre" rather than just "giant," but the potion can't cause you to mimic a specific individual creature. - -The effects of this potion use the same rules as the [Impersonate](../../../Rules/actions/impersonate.md) activity of [Deception](../../skills.md#Deception). Onlookers always assume you're the chosen type of creature unless they're actively Seeking. You gain a +4 status bonus to your [Deception](../../skills.md#Deception) DC against such [Perception](../../skills.md#Perception) checks and add your level even if untrained. - -*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-expeditious-retreat-apg.md b/Compendium/equipment/items/potion-of-expeditious-retreat-apg.md deleted file mode 100644 index 648a440e8..000000000 --- a/Compendium/equipment/items/potion-of-expeditious-retreat-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Potion Of Expeditious Retreat"] ---- -# Potion Of Expeditious Retreat *Item 1* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -The stopper for a potion of expeditious retreat is crafted to easily snap open in dire circumstances. When you drink this potion, you become [fleeing](../../../Rules/conditions.md#Fleeing) for 1 minute, and you gain a +40-foot status bonus to all your Speeds for the duration as long as you are [fleeing](../../../Rules/conditions.md#Fleeing). You immediately [Stride](../../../Rules/actions/stride.md). - -*Source: Advanced Player's Guide p. 258* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-flying.md b/Compendium/equipment/items/potion-of-flying.md deleted file mode 100644 index 8807cd29e..000000000 --- a/Compendium/equipment/items/potion-of-flying.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Potion of Flying"] ---- -# Potion of Flying *Item 8+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-grounding-som.md b/Compendium/equipment/items/potion-of-grounding-som.md deleted file mode 100644 index 1d924bd4d..000000000 --- a/Compendium/equipment/items/potion-of-grounding-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/potion -- trait/abjuration -- trait/consumable -- trait/electricity -- trait/magical -- trait/potion -aliases: ["Potion Of Grounding"] ---- -# Potion Of Grounding *Item 10* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 185 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Sparks flash within this amber syrup. Drinking this potion turns you into a living lightning rod for 1 minute, drawing nearby electricity to strike you instead of allies. You gain the following reaction while the effect lasts. - -```ad-embed-ability -title: Divert Lightning [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](../../../rules/traits/electricity.md) - -- **Requirements**: You aren't immune to electricity - -**Effect** A creature within 30 feet of you is targeted by an [electricity](../../../rules/traits/electricity.md) effect or is in the area of an [electricity](../../../rules/traits/electricity.md) effect. Effect You draw the electricity to yourself like a lightning rod in order to shield the target. If the triggering effect was targeted, it targets you instead of the triggering creature. If it was an area effect, it leaps from the triggering creature's space to fill your space instead. - -This doesn't divert lightning from any other creatures targeted by or in the area of the lightning. You're automatically hit by or automatically fail your save against the effect. You then can't Divert Lightning for `1d4` rounds. -%% #trait/electricity %% -``` - -*Source: Secrets of Magic p. 174* diff --git a/Compendium/equipment/items/potion-of-leaping.md b/Compendium/equipment/items/potion-of-leaping.md deleted file mode 100644 index 337fe8c04..000000000 --- a/Compendium/equipment/items/potion-of-leaping.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Potion of Leaping"] ---- -# Potion of Leaping *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 21 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -For 1 minute after you drink this fizzy potion, whenever you [Leap](../../../Rules/actions/leap.md), you gain the effect of the 1st-level [jump](../../spells/jump.md) spell. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-minute-echoes-som.md b/Compendium/equipment/items/potion-of-minute-echoes-som.md deleted file mode 100644 index aa327c8d4..000000000 --- a/Compendium/equipment/items/potion-of-minute-echoes-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/potion -- trait/consumable -- trait/divination -- trait/magical -- trait/potion -aliases: ["Potion Of Minute Echoes"] ---- -# Potion Of Minute Echoes *Item 9* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 125 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 status bonus to [Perception](../../skills.md#Perception) checks to hear. - -In addition, each time you [Seek](../../../Rules/actions/seek.md), your hearing becomes a precise sense until the beginning of your next turn, allowing you to pinpoint creatures' locations and otherwise perceive the world in detail by listening to the sound of echoes. - -*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-quickness.md b/Compendium/equipment/items/potion-of-quickness.md deleted file mode 100644 index 868bedf04..000000000 --- a/Compendium/equipment/items/potion-of-quickness.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Potion of Quickness"] ---- -# Potion of Quickness *Item 8* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 90 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Drinking this silver potion grants you the effects of haste for 1 minute. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-resistance.md b/Compendium/equipment/items/potion-of-resistance.md deleted file mode 100644 index 38fd61d7d..000000000 --- a/Compendium/equipment/items/potion-of-resistance.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/abjuration -- trait/consumable -- trait/magical -- trait/potion -aliases: ["Potion of Resistance"] ---- -# Potion of Resistance *Item 6+* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-retaliation-apg.md b/Compendium/equipment/items/potion-of-retaliation-apg.md deleted file mode 100644 index 07a413f51..000000000 --- a/Compendium/equipment/items/potion-of-retaliation-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/potion -- trait/consumable -- trait/evocation -- trait/magical -- trait/potion -aliases: ["Potion Of Retaliation"] ---- -# Potion Of Retaliation *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon [Strike](../../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-shared-life-som.md b/Compendium/equipment/items/potion-of-shared-life-som.md deleted file mode 100644 index 947d3a72c..000000000 --- a/Compendium/equipment/items/potion-of-shared-life-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/potion -- trait/consumable -- trait/magical -- trait/necromancy -- trait/potion -aliases: ["Potion Of Shared Life"] ---- -# Potion Of Shared Life *Item 8* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 95 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only half of the contents. If another willing creature consumes the remainder of the contents within 1 minute, your vitalities become linked for 1 minute from the moment the second one of you drinks. The two of you share breath, so as long as you're within 60 feet of one another, neither of you can begin suffocating unless you're both suffocating. You both gain the following reaction. - -Share Life [R](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Trigger Your linked ally takes damage and is within 60 feet; Effect The ally takes half damage from the triggering effect (rounded down), and you lose a number of Hit Points equal to the remainder of the damage. You can't trigger this reaction to share damage caused by your ally using this reaction. - -*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-shared-memories-apg.md b/Compendium/equipment/items/potion-of-shared-memories-apg.md deleted file mode 100644 index 93a2b76c7..000000000 --- a/Compendium/equipment/items/potion-of-shared-memories-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/potion -- trait/consumable -- trait/divination -- trait/magical -- trait/mental -- trait/potion -aliases: ["Potion Of Shared Memories"] ---- -# Potion Of Shared Memories *Item 1* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 4 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute. - -The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste. - -Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory. - -*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-stable-form-som.md b/Compendium/equipment/items/potion-of-stable-form-som.md deleted file mode 100644 index 90d11b5fc..000000000 --- a/Compendium/equipment/items/potion-of-stable-form-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/potion -- trait/abjuration -- trait/consumable -- trait/magical -- trait/potion -aliases: ["Potion Of Stable Form"] ---- -# Potion Of Stable Form *Item 10+* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all [hostile](../../../Rules/conditions.md#Hostile) [transmutation](../../../Rules/traits/transmutation.md) effects affecting you. For the next hour, you gain an item bonus against [transmutation](../../../Rules/traits/transmutation.md) effects, which is greater against [polymorph](../../../Rules/traits/polymorph.md) effects. If you roll a success against a [polymorph](../../../Rules/traits/polymorph.md) effect during that time, you get a critical success instead. - -*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-swimming.md b/Compendium/equipment/items/potion-of-swimming.md deleted file mode 100644 index eb6cb1ddb..000000000 --- a/Compendium/equipment/items/potion-of-swimming.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Potion of Swimming"] ---- -# Potion of Swimming *Item 6+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-tongues.md b/Compendium/equipment/items/potion-of-tongues.md deleted file mode 100644 index b1ac43be8..000000000 --- a/Compendium/equipment/items/potion-of-tongues.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/divination -- trait/magical -- trait/potion -- trait/uncommon -aliases: ["Potion of Tongues"] ---- -# Potion of Tongues *Item 12* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 320 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn't allow you to read these languages in their written form. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-undetectability.md b/Compendium/equipment/items/potion-of-undetectability.md deleted file mode 100644 index 8c4cc0dba..000000000 --- a/Compendium/equipment/items/potion-of-undetectability.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/illusion -- trait/magical -- trait/potion -aliases: ["Potion of Undetectability"] ---- -# Potion of Undetectability *Item 18* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 4400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against [mental](../../../Rules/traits/mental.md) effects. You also gain the effects of a 4th-level [invisibility](../../spells/invisibility.md) spell, which protects against [see invisibility](../../spells/see-invisibility.md) spells of 8th level and lower and has a DC of 36 against true seeing. The potion's effects last for 10 minutes. - -*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/potion-of-water-breathing.md b/Compendium/equipment/items/potion-of-water-breathing.md deleted file mode 100644 index fcdbc2552..000000000 --- a/Compendium/equipment/items/potion-of-water-breathing.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Potion of Water Breathing"] ---- -# Potion of Water Breathing *Item 3* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 11 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level [water breathing](../../spells/water-breathing.md) spell for 1 hour. - -*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/Compendium/equipment/items/powder-lotgb.md b/Compendium/equipment/items/powder-lotgb.md deleted file mode 100644 index f50ab080a..000000000 --- a/Compendium/equipment/items/powder-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -aliases: ["Powder"] ---- -# Powder *Item 0* -[consumable](../../../Rules/traits/consumable.md) - -- **Price** 1 sp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint [invisible](../../../Rules/conditions.md#Invisible) creatures. - -You can throw the powder into an adjacent square as an [Interact](../../../Rules/actions/interact.md) action. If there's a creature in that square, it becomes temporarily [observed](../../../Rules/conditions.md#Observed) until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes [invisible](../../../Rules/conditions.md#Invisible) itself, preventing you from tracking the creature indefinitely. - -*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/power-suit-g-g.md b/Compendium/equipment/items/power-suit-g-g.md deleted file mode 100644 index 2ff46e82b..000000000 --- a/Compendium/equipment/items/power-suit-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/armor/medium -aliases: ["Power Suit"] ---- -# Power Suit *Item 0* - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Bulk** 2 -- **AC Bonus** +4; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** -2; **Speed Penalty** -5 ft. -- **Category** Medium; **Group** Composite - -> [!pf2-note] -> This armor is exclusive to the Inventor class with the Armor innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor. - -*Source: Guns & Gears p. 16* \ No newline at end of file diff --git a/Compendium/equipment/items/practice-targets-g-g.md b/Compendium/equipment/items/practice-targets-g-g.md deleted file mode 100644 index 6bfad1b74..000000000 --- a/Compendium/equipment/items/practice-targets-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -aliases: ["Practice Targets"] ---- -# Practice Targets *Item 0* - -- **Price** 2 sp -- **Bulk** L -- **Category** Adventuring Gear - -While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger's progress over time, keeping score of how close they came to hitting the most vital spots. These targets are also used in situations where more detailed accuracy must be recorded, such as firearm competitions. Practice targets can appear in many shapes and sizes and usually come in packs of 10 held in protective cases made of heavy cloth or light leather. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/praying-mantis-lotg.md b/Compendium/equipment/items/praying-mantis-lotg.md deleted file mode 100644 index 49f69a0a4..000000000 --- a/Compendium/equipment/items/praying-mantis-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Praying Mantis"] ---- -# Praying Mantis *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/predictable-silver-piece-apg.md b/Compendium/equipment/items/predictable-silver-piece-apg.md deleted file mode 100644 index 3849dc0fc..000000000 --- a/Compendium/equipment/items/predictable-silver-piece-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/divination -- trait/magical -aliases: ["Predictable Silver Piece"] ---- -# Predictable Silver Piece *Item 1* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 3 gp -- **Usage** held in 1 hand -- **Category** Held - -This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved— letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up. -``` - -*Source: Advanced Player's Guide p. 262* diff --git a/Compendium/equipment/items/presentable-lotgb.md b/Compendium/equipment/items/presentable-lotgb.md deleted file mode 100644 index 11919866d..000000000 --- a/Compendium/equipment/items/presentable-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Presentable"] ---- -# Presentable *Item 3+* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** applied to any visible article of clothing -- **Category** Rune - -A garment with this rune is always clean, as though it had just been affected by [prestidigitation](../../spells/prestidigitation.md). You gain a +1 item bonus to [Make an Impression](../../../Rules/actions/make-an-impression.md) on those who would be impressed by a particular presentable outfit while wearing this garment. - -*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/pressure-bomb-pfum.md b/Compendium/equipment/items/pressure-bomb-pfum.md deleted file mode 100644 index 616952d2f..000000000 --- a/Compendium/equipment/items/pressure-bomb-pfum.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/force -- trait/splash -- trait/uncommon -aliases: ["Pressure Bomb"] ---- -# Pressure Bomb *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [force](../../../Rules/traits/force.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked [prone](../../../Rules/conditions.md#Prone). Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back. - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/primeval-mistletoe.md b/Compendium/equipment/items/primeval-mistletoe.md deleted file mode 100644 index f224da29c..000000000 --- a/Compendium/equipment/items/primeval-mistletoe.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/primal -- trait/transmutation -aliases: ["Primeval Mistletoe"] ---- -# Primeval Mistletoe *Item 6+* -[primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand -- **Category** Held - -This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to [Nature](../../skills.md#Nature) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You squeeze juice from one of the berries and smear it onto a club or staff to cast [shillelagh](../../../compendium/spells/shillelagh.md) upon it. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You can twine the sprig around the wrist of one hand and touch a tree to cast [tree shape](../../../compendium/spells/tree-shape.md) upon yourself, except instead of a becoming a tree, you become a vine on the touched tree. -``` - -*Source: Core Rulebook p. 574* diff --git a/Compendium/equipment/items/printing-press-g-g.md b/Compendium/equipment/items/printing-press-g-g.md deleted file mode 100644 index 04d4083b7..000000000 --- a/Compendium/equipment/items/printing-press-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/clockwork -- trait/rare -aliases: ["Printing Press"] ---- -# Printing Press *Item 9* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 600 gp -- **Bulk** 20 -- **Category** Adventuring Gear - -The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass production of large volumes of text. Using the press, a worker can produce up to 3,600 identical pages per day. In order to use the printing press, you must first set the type for the page you want to print. - -Time required to set type varies depending on the number of characters used; from 1 hour for small pages with brief text, to 8 hours for a full-sized normal page of text, though extreme examples may be outside this range. When you prepare a page for printing, you can include engraved images in addition to text. No magical properties of text are transferred in the printing process, so it cannot be used to mass-produce magical scrolls, glyphs of warding, or similar spells or magic items. - -*Source: Guns & Gears p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/prismatic-plate-lotgb.md b/Compendium/equipment/items/prismatic-plate-lotgb.md deleted file mode 100644 index 432c760bd..000000000 --- a/Compendium/equipment/items/prismatic-plate-lotgb.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Prismatic Plate"] ---- -# Prismatic Plate *Item 17* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 14000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon—[Desna](../../setting/deities/desna.md), [Sarenrae](../../setting/deities/sarenrae.md), and [Shelyn](../../setting/deities/shelyn.md)—surrounded by a rainbow-colored set of gems. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You surround yourself in a coruscating field of red, orange, yellow, green, blue, indigo, and violet light for 1 minute. Each color has a different effect, based on the effects of a 7th-level [chromatic wall](../../../compendium/spells/chromatic-wall.md) spell, and you apply the effects of each color once before it disappears from your field of light, which can happen in the following two ways. - -First, the field attempts a counteract check (counteract level 7, counteract modifier +27) against [any](../../../rules/traits/any-b1.md) effect that would be blocked by a chromatic wall of any of the colors still surrounding you in your field of light. Succeed or fail, that color then disappears from your field of light. - -Second, any creature that touches you or damages you with an unarmed attack or non-reach melee weapon is affected by a random remaining color from your field. As normal, this doesn't affect creatures you choose to touch. - -A creature can also remove a color from your field of light by using a specific spell, as described in chromatic wall. The effect ends early if each color disappears from your field of light, or if you choose to [Dismiss](../../../rules/actions/dismiss.md) it. -``` - -*Source: Lost Omens: The Grand Bazaar p. 85* diff --git a/Compendium/equipment/items/private-workshop-lotgb.md b/Compendium/equipment/items/private-workshop-lotgb.md deleted file mode 100644 index b8e365630..000000000 --- a/Compendium/equipment/items/private-workshop-lotgb.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Private Workshop"] ---- -# Private Workshop *Item 6* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Bulk** L (when not activated) -- **Category** Structure - -A private workshop is a model building about the size of a music box that resembles a smithy, tannery, alchemy lab, or other crafting facility. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to [Craft](../../../rules/actions/craft.md) items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials. - -You can pull on a cord hanging from the workshop's ceiling as an [Interact](../../../rules/actions/interact.md) action to revert the private workshop to its model form. -``` - -*Source: Lost Omens: The Grand Bazaar p. 30* diff --git a/Compendium/equipment/items/probing-cane-lotgb.md b/Compendium/equipment/items/probing-cane-lotgb.md deleted file mode 100644 index 3e0f91f9e..000000000 --- a/Compendium/equipment/items/probing-cane-lotgb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/finesse -- trait/sweep -aliases: ["Probing Cane"] ---- -# Probing Cane *Item 0* -[finesse](../../../Rules/traits/finesse.md) [sweep](../../../Rules/traits/sweep.md) - -- **Price** 5 sp -- **Bulk** L -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Club - -Your cane indicates that you have low vision or are blind. By holding this cane in front of you, you indicate to those around that you're partially sighted, which is particularly useful in urban or busy places to let others know to give you enough space. - -The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed. - -Probing canes are made from reinforced wood with the same strengthening process and treatment as a [longbow](longbow.md), creating a cane that is both high quality and durable enough for an adventuring owner to use as a weapon. A probing cane deals `1d6` bludgeoning damage, has the [finesse](../../../Rules/traits/finesse.md) and [sweep](../../../Rules/traits/sweep.md) traits, and is a martial melee weapon in the club weapon group. - -*Source: Lost Omens: The Grand Bazaar p. 67* \ No newline at end of file diff --git a/Compendium/equipment/items/psychic-brigandine-lotgb.md b/Compendium/equipment/items/psychic-brigandine-lotgb.md deleted file mode 100644 index 26bc54626..000000000 --- a/Compendium/equipment/items/psychic-brigandine-lotgb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Psychic Brigandine"] ---- -# Psychic Brigandine *Item 13* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3000 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor - -Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail. - -Also known as a coat of a thousand thoughts in Vudra and Jalmeray, where it was first developed by psychic warriors, it makes your mind an indomitable fortress. You gain resistance 5 to mental damage. - -Whenever you use the armor to become [invisible](../../../Rules/conditions.md#Invisible), you also become psychically [invisible](../../../Rules/conditions.md#Invisible). Each time you would be affected by an effect with the [mental](../../../Rules/traits/mental.md) trait while you are Lost & Found Wares. - -*Source: Lost Omens: The Grand Bazaar p. 42* \ No newline at end of file diff --git a/Compendium/equipment/items/psychic-warding-bracelet-lopsg.md b/Compendium/equipment/items/psychic-warding-bracelet-lopsg.md deleted file mode 100644 index 40c8f425c..000000000 --- a/Compendium/equipment/items/psychic-warding-bracelet-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/consumable -- trait/consumable -aliases: ["Psychic Warding Bracelet"] ---- -# Psychic Warding Bracelet *Item 3* -[consumable](../../../Rules/traits/consumable.md) - -- **Price** 10 gp -- **Usage** worn; **Bulk** L -- **Category** Consumable - -This set of reflective metal wires takes 10 minutes to properly tie along the wrist's energy meridians, then repels attempts at mental manipulation. You gain a +2 item bonus to your next save against a [mental](../../../Rules/traits/mental.md) effect after tying on the bracelet. After this save, the metal strands tarnish and fall off (possibly alerting the wearer or others that their mind has been tampered with) - -You can remove the bracelet with an [Interact](../../../Rules/actions/interact.md) action, but doing so breaks the bracelet's alignment and requires you to spend another 10 minutes to carefully tie it back on. - -*Source: Lost Omens: Pathfinder Society Guide p. 39* \ No newline at end of file diff --git a/Compendium/equipment/items/psychopomp-mask-sot1.md b/Compendium/equipment/items/psychopomp-mask-sot1.md deleted file mode 100644 index 5c0971502..000000000 --- a/Compendium/equipment/items/psychopomp-mask-sot1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/invested -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Psychopomp Mask"] ---- -# Psychopomp Mask *Item 1* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Usage** worn mask -- **Category** Worn - -These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask in your place. If you begin your turn with a [dying](../../../Rules/conditions.md#Dying) value of 3 or greater, instead of making your recovery check, you lose the [dying](../../../Rules/conditions.md#Dying) condition but remain [unconscious](../../../Rules/conditions.md#Unconscious) at 0 Hit Points. The mask then cracks in half and is destroyed. The psychopomps won't be so easily fooled again—you are temporarily immune to the effects of any psychopomp mask for 1 year. - -*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/puff-dragon-g-g.md b/Compendium/equipment/items/puff-dragon-g-g.md deleted file mode 100644 index 9e3d08a48..000000000 --- a/Compendium/equipment/items/puff-dragon-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/poison -- trait/clockwork -- trait/consumable -- trait/mechanical -- trait/poison -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Puff Dragon"] ---- -# Puff Dragon *Item 9* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [poison](../../../Rules/traits/poison.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 120 gp -- **Category** Poison - -This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot emanation. Those within the emanation when the snare is activated must attempt a DC 25 Fortitude saving throw or take `3d6` poison damage. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [sickened](../../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature takes double damage and is [sickened](../../../Rules/conditions.md#Sickened). - -*Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/pummeling-snare-lotgb.md b/Compendium/equipment/items/pummeling-snare-lotgb.md deleted file mode 100644 index 570c68421..000000000 --- a/Compendium/equipment/items/pummeling-snare-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Pummeling Snare"] ---- -# Pummeling Snare *Item 5* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Category** Snare - -This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing `6d8` bludgeoning damage (DC 21 basic Reflex save). - -*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/Compendium/equipment/items/purple-worm-venom.md b/Compendium/equipment/items/purple-worm-venom.md deleted file mode 100644 index 29a88e411..000000000 --- a/Compendium/equipment/items/purple-worm-venom.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Purple Worm Venom"] ---- -# Purple Worm Venom *Item 13* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 500 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Venom from enormous purple worms leaves a victim weakened. - -```ad-inline-affliction -title: Saving Throw: DC 32 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `5d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 2** `6d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 3** `8d6` poison and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) -``` - -*Source: Core Rulebook p. 553* diff --git a/Compendium/equipment/items/putrescent-glob-sli.md b/Compendium/equipment/items/putrescent-glob-sli.md deleted file mode 100644 index 0de3806b2..000000000 --- a/Compendium/equipment/items/putrescent-glob-sli.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/talisman -- trait/conjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Putrescent Glob"] ---- -# Putrescent Glob *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 65 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You damage a creature that is [sickened](../../../Rules/conditions.md#Sickened) with a [Strike](../../../Rules/actions/strike.md) using the affixed weapon; **Requirements** You are an expert with the affixed weapon. -- **Category** Talisman - -This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob, the creature you damaged must succeed at a DC 23 Fortitude save or its [sickened](../../../Rules/conditions.md#Sickened) condition increases to [sickened](../../../Rules/conditions.md#Sickened), and it can't reduce its [sickened](../../../Rules/conditions.md#Sickened) condition until the end of its next turn. On a critical failure, it's also [slowed](../../../Rules/conditions.md#Slowed) until the end of its next turn. - -*Source: The Slithering p. 61* \ No newline at end of file diff --git a/Compendium/equipment/items/puzzle-box-lotgb.md b/Compendium/equipment/items/puzzle-box-lotgb.md deleted file mode 100644 index c32bcd007..000000000 --- a/Compendium/equipment/items/puzzle-box-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Puzzle Box"] ---- -# Puzzle Box *Item 0+* - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful [Games Lore](../../skills.md#Lore) or [Thievery](../../skills.md#Thievery) checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate. - -*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/Compendium/equipment/items/pyronite-ooa2.md b/Compendium/equipment/items/pyronite-ooa2.md deleted file mode 100644 index 56a8aaa28..000000000 --- a/Compendium/equipment/items/pyronite-ooa2.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/fire -- trait/rare -aliases: ["Pyronite"] ---- -# Pyronite *Item 11* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 250 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Consumable - -A stick of pyronite is a devastating explosive that fills an area with fire and concussive force when it detonates— as long as its fuse has been lit! - -Pyronite is an unstable material with a limited shelf life. Sticks of pyronite must be kept dry and cool; otherwise, the raw pyronite will leak out of the rods and collect as a semi-transparent goo that explodes on any impact or loud noise, with an explosive effect equal to half the number of rods. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -``` - -[Interact](../../../Rules/actions/interact.md); Activating a stick of pyronite is usually a two-action activity. - -First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an [Interact](../../../Rules/actions/interact.md) action with the ranged trait) up to 50 feet away—if you hurl it into an existing fire, you don't need to take the initial action to light its fuse and can - -```ad-embed-ability -title: Activate -``` - -You can toss the pyronite anywhere within 50 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. - -Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, regardless of whether you've thrown it or not. (A lit fuse can be extinguished with an [Interact](../../../Rules/actions/interact.md) action.) If multiple sticks of pyronite detonate at the end of your turn, you can increase the area, but not the damage, of this effect. When the pyronite explodes, all creatures in a 20-foot burst must attempt a DC 28 Reflex save or take `3d6` fire damage and `3d6` bludgeoning damage. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [deafened](../../../Rules/conditions.md#Deafened) for 1 round. -> - **Failure** The creature takes full damage and is [deafened](../../../Rules/conditions.md#Deafened) for 1 minute. -> - **Critical Failure** The creature takes double damage and is knocked [prone](../../../Rules/conditions.md#Prone), [stunned](../../../Rules/conditions.md#Stunned), and [deafened](../../../Rules/conditions.md#Deafened) for 1 hour. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 75* diff --git a/Compendium/equipment/items/queasy-lantern-lotgb.md b/Compendium/equipment/items/queasy-lantern-lotgb.md deleted file mode 100644 index b84dffdfd..000000000 --- a/Compendium/equipment/items/queasy-lantern-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/light -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Queasy Lantern"] ---- -# Queasy Lantern *Item 7+* -[light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an [Interact](../../../Rules/actions/interact.md) action to block or reveal the light. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes [sickened](../../../rules/conditions.md#Sickened) ([sickened](../../../rules/conditions.md#Sickened) on a critical failure). The light then reverts to normal as the lens slides out of place. -``` - -*Source: Lost Omens: The Grand Bazaar p. 39* diff --git a/Compendium/equipment/items/quick-runners-shirt-lotgb.md b/Compendium/equipment/items/quick-runners-shirt-lotgb.md deleted file mode 100644 index 478b7be61..000000000 --- a/Compendium/equipment/items/quick-runners-shirt-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Quick Runner's Shirt"] ---- -# Quick Runner's Shirt *Item 5+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -This light shirt is made of thin fabric embroidered with arrangements of winged feet. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Your feet feel lighter, allowing you to move with greater speed. - -You [Stride](../../../rules/actions/stride.md) twice and gain a +10-foot item bonus to your Speed during those [Stride](../../../rules/actions/stride.md) actions. -``` - -*Source: Lost Omens: The Grand Bazaar p. 43* diff --git a/Compendium/equipment/items/quick-wig-lotgb.md b/Compendium/equipment/items/quick-wig-lotgb.md deleted file mode 100644 index 4c80b9978..000000000 --- a/Compendium/equipment/items/quick-wig-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Quick Wig"] ---- -# Quick Wig *Item 2* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn - -A quick wig magically conceals your natural hair while worn, eliminating the need to braid or pin your hair beneath it. - -In addition, your facial hair and eyebrows change color to match the wig while you wear it. When used as part of a [Deception](../../skills.md#Deception) check to [Impersonate](../../../Rules/actions/impersonate.md) to go unrecognized by changing your hair, you no longer require a disguise kit, you Material Changes Wares gain a +1 item bonus on the check, and you reduce the time to create the disguise from 10 minutes to 5 minutes. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise or Impersonating a specific person, and the wig only provides its item bonus when Impersonating a specific person if that person's hair color and style match the wig's. Quick wigs detangle themselves while not in use. - -*Source: Lost Omens: The Grand Bazaar p. 50* \ No newline at end of file diff --git a/Compendium/equipment/items/quickpatch-glue-lopsg.md b/Compendium/equipment/items/quickpatch-glue-lopsg.md deleted file mode 100644 index 275e9a7c8..000000000 --- a/Compendium/equipment/items/quickpatch-glue-lopsg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Quickpatch Glue"] ---- -# Quickpatch Glue *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -Quickpatch glue is a fast-setting adhesive designed for rapid but temporary repairs. - -When applied to a [broken](../../../Rules/conditions.md#Broken) item, the glue adheres the item's pieces back together. - -This does not restore the item's hit points, but it allows the item to be used for its normal function and removes the [broken](../../../Rules/conditions.md#Broken) condition. The glue is fragile and degrades over time. An item repaired by quickpatch glue regains the [broken](../../../Rules/conditions.md#Broken) condition after it takes damage or 1 hour passes (whichever comes first). In order to apply a new vial of quickpatch glue to or repair the item, the item's holder must first remove the glue residue, a process that requires 10 minutes of effort and a set of alchemist's tools. - -*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/Compendium/equipment/items/quicksilver-mutagen.md b/Compendium/equipment/items/quicksilver-mutagen.md deleted file mode 100644 index ec865445f..000000000 --- a/Compendium/equipment/items/quicksilver-mutagen.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -aliases: ["Quicksilver Mutagen"] ---- -# Quicksilver Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile. - -**Benefit** You gain an item bonus to [Acrobatics](../../skills.md#Acrobatics) checks, [Stealth](../../skills.md#Stealth) checks, [Thievery](../../skills.md#Thievery) checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. - -**Drawback** You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. - -*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/quill-of-passage-lopsg.md b/Compendium/equipment/items/quill-of-passage-lopsg.md deleted file mode 100644 index 7fa713fb4..000000000 --- a/Compendium/equipment/items/quill-of-passage-lopsg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Quill Of Passage"] ---- -# Quill Of Passage *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1200 gp -- **Usage** held in one hand -- **Category** Held - -This black-feathered quill has a glowing nib with a small amount of glowing ink inside it. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 118* diff --git a/Compendium/equipment/items/rabbit-lotg.md b/Compendium/equipment/items/rabbit-lotg.md deleted file mode 100644 index 94dfc5a39..000000000 --- a/Compendium/equipment/items/rabbit-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Rabbit"] ---- -# Rabbit *Item 0* - -- **Price** 1 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/raccoon-lotg.md b/Compendium/equipment/items/raccoon-lotg.md deleted file mode 100644 index c7fd00d22..000000000 --- a/Compendium/equipment/items/raccoon-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Raccoon"] ---- -# Raccoon *Item 0* - -- **Price** 5 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/radiant-lance-locg.md b/Compendium/equipment/items/radiant-lance-locg.md deleted file mode 100644 index ddd83a285..000000000 --- a/Compendium/equipment/items/radiant-lance-locg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/held -- trait/divine -- trait/evocation -- trait/fire -- trait/good -- trait/light -- trait/uncommon -aliases: ["Radiant Lance"] ---- -# Radiant Lance *Item 15* -[divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [good](../../../Rules/traits/good.md) [light](../../../Rules/traits/light.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5750 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -When wielded in battle, these silver lances blaze with light. - -A radiant lance is a +2 greater striking holy flaming silver lance. - -When wielded in battle, the radiant lance sheds bright light in a 60-foot radius. On a hit against an undead creature that is specifically vulnerable to sunlight, the lance bursts with a brilliant flash of light, and that undead must attempt a DC 35 Fortitude save. If the attack was a critical hit, the undead uses an outcome one degree of success worse than the result of its saving throw. - -> [!success-degree] -> - **Success** The undead is unaffected. -> - **Failure** The undead is [slowed](../../../Rules/conditions.md#Slowed) for 1 round. -> - **Critical Failure** The undead is [slowed](../../../Rules/conditions.md#Slowed) for 1 minute. Activate [>>](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") command, [Interact](../../../Rules/actions/interact.md); Frequency once per day; Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-level [searing light](../../spells/searing-light.md). - -*Source: Lost Omens: Character Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/radiant-spark-aoe6.md b/Compendium/equipment/items/radiant-spark-aoe6.md deleted file mode 100644 index 036f9c04c..000000000 --- a/Compendium/equipment/items/radiant-spark-aoe6.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe6 -- item/category/artifact -- trait/artifact -- trait/conjuration -- trait/occult -- trait/unique -aliases: ["Radiant Spark"] ---- -# Radiant Spark *Item 25* -[artifact](../../../Rules/traits/artifact-gmg.md) [conjuration](../../../Rules/traits/conjuration.md) [occult](../../../Rules/traits/occult.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Artifact - -This shining prism is bound within a golden frame. The bright glow within the artifact is the gleaming essence of celestials bound within it in ancient times. Each activation consumes a bit of this celestial energy, projecting the screams of the celestials into your mind. While holding the Radiant Spark, you gain a +2 item bonus to saving throws against divine spells and effects and you are aware of its powers. If you are good, while holding the Radiant Spark, you are [sickened](../../../Rules/conditions.md#Sickened) and can't recover from this condition. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The Radiant Spark casts a 10th-level [dominate](../../../compendium/spells/dominate.md) spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You begin casting a planar binding ritual - -**Effect** The Radiant Spark reduces the casting time of the ritual to 1 hour, and you don't need secondary casters for this ritual. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The target critically fails their save against the Radiant Spark's [dominate](../../../compendium/spells/dominate.md) spell or you critically succeed at binding the target with the planar binding ritual using the artifact - -**Effect** The target must attempt a DC 49 Will save and is immune to further attempts for 24 hours. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [drained](../../../rules/conditions.md#Drained). -> - **Failure** The target dies and its essence is trapped within the Radiant Spark. It can be brought back to life only with powerful magic such as wish or miracle. -> - **Critical Failure** As failure, and the target can't be brought back to life until the Radiant Spark is destroyed. Destruction An archfiend or evil demigod must willingly swap their essence with that of a celestial dominated or bound by the artifact, then critically fail the saving throw against having their essence consumed. This permanently destroys both the artifact and the fiend or demigod. -``` - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 74* diff --git a/Compendium/equipment/items/raining-knives-snare-lotgb.md b/Compendium/equipment/items/raining-knives-snare-lotgb.md deleted file mode 100644 index 381f8871d..000000000 --- a/Compendium/equipment/items/raining-knives-snare-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Raining Knives Snare"] ---- -# Raining Knives Snare *Item 10* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 170 gp -- **Category** Snare - -As soon as a creature enters the snare's square, it unleashes a barrage of knives at the creature from all directions, dealing `11d8` piercing damage (DC 29 basic Reflex). - -*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/Compendium/equipment/items/rampart-shield-lotgb.md b/Compendium/equipment/items/rampart-shield-lotgb.md deleted file mode 100644 index d92ad38fb..000000000 --- a/Compendium/equipment/items/rampart-shield-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Rampart Shield"] ---- -# Rampart Shield *Item 12* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1900 gp -- **Usage** held in one hand; **Bulk** 4 -- **Category** Held - -This massive tower shield (Hardness 10, HP 60, BT 30) is painted a cool cyan green and is decorated with an image of Absalom's mother-sphinx emerging from a cresting wave. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You transform the shield into a 1-foot-thick, 10-foot-by-10-foot stone rampart topped with a battlement and adorned with the flags of Absalom. If any part of the rampart would pass through any creatures or objects, the activation fails. - -At the center of each 5-foot length of the rampart is an arrow slit. The rampart has AC 10, Hardness 15, and 30 Hit Points. The rampart is immune to critical hits and precision damage. Attacks that would destroy the rampart cause it to instead revert back to its shield form and drop to the ground in an open space below the rampart. When this happens, the shield loses 30 Hit Points. You can [Dismiss](../../../rules/actions/dismiss.md) the activation, causing the wall to revert back to its shield form. The shield then returns secured to your arm if you are adjacent to the rampart, or drops to the ground in an open space if you're not adjacent to the rampart. If neither destroyed nor Dismissed, the rampart reverts back to a shield automatically after 1 hour. -``` - -*Source: Lost Omens: The Grand Bazaar p. 30* diff --git a/Compendium/equipment/items/rapier-pistol-g-g.md b/Compendium/equipment/items/rapier-pistol-g-g.md deleted file mode 100644 index 981d44a06..000000000 --- a/Compendium/equipment/items/rapier-pistol-g-g.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/deadly-d8 -- trait/disarm -- trait/fatal-d8 -- trait/finesse -- trait/uncommon -aliases: ["Rapier Pistol"] ---- -# Rapier Pistol *Item 0* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 10 gp -- **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P - - **Ammunution** [round](round-10-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial - -This elegant weapon is shaped similarly to a rapier with a pistol down the length of the blade. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/rat-catcher-trident-logm.md b/Compendium/equipment/items/rat-catcher-trident-logm.md deleted file mode 100644 index f283fb17f..000000000 --- a/Compendium/equipment/items/rat-catcher-trident-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Rat-catcher Trident"] ---- -# Rat-catcher Trident *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Hanspur](../../setting/deities/hanspur-logm.md) -- **Price** 1200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Hanspur, the drowned god of the Sellen River. When used against a swarm, it ignores the swarm's resistance to piercing damage, if any. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -While floating down a river on a raft or boat, you plunge the rat-catcher trident into the water. The trident casts a 5th-level [control water](../../../compendium/spells/control-water.md) spell on the body of water. -``` - -*Source: Lost Omens: Gods & Magic p. 123* diff --git a/Compendium/equipment/items/rat-lotg.md b/Compendium/equipment/items/rat-lotg.md deleted file mode 100644 index 88071b729..000000000 --- a/Compendium/equipment/items/rat-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Rat"] ---- -# Rat *Item 0* - -- **Price** 1 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/ration-tonic-apg.md b/Compendium/equipment/items/ration-tonic-apg.md deleted file mode 100644 index b2a1e158f..000000000 --- a/Compendium/equipment/items/ration-tonic-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/potion -- trait/conjuration -- trait/consumable -- trait/magical -- trait/potion -aliases: ["Ration Tonic"] ---- -# Ration Tonic *Item 1+* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. - -The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted. - -*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/Compendium/equipment/items/raucous-gmg.md b/Compendium/equipment/items/raucous-gmg.md deleted file mode 100644 index 6fcc42e0c..000000000 --- a/Compendium/equipment/items/raucous-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Raucous"] ---- -# Raucous *Item 3* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** curses gear or a weapon -- **Category** Curse - -While more annoying than deadly, a _raucous_ curse is the bane of subtlety. Whenever you use the affected item, you must loudly yell what you are attempting to do with it, ruining any attempts at stealth. Failure to announce your action or speak at an appropriate volume automatically causes the attempted action to become a critical failure. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/ravenous-gmg.md b/Compendium/equipment/items/ravenous-gmg.md deleted file mode 100644 index 2ec69988f..000000000 --- a/Compendium/equipment/items/ravenous-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Ravenous"] ---- -# Ravenous *Item 1* -[cursed](../../../Rules/traits/cursed-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a ring, staff, or wand -- **Category** Curse - -A _ravenous_ curse draws power from the wielder's body. Whenever you [activate](../../../Rules/actions/activate-an-item.md) the item, you become incredibly hungry and immediately begin to starve ("_Core Rulebook" 500|CRB|10|Starvation and Thirst_). You require 10 times as much food as normal for the next day. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/razmiri-wayfinder-lopsg.md b/Compendium/equipment/items/razmiri-wayfinder-lopsg.md deleted file mode 100644 index 634a8e6a9..000000000 --- a/Compendium/equipment/items/razmiri-wayfinder-lopsg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/illusion -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Razmiri Wayfinder"] ---- -# Razmiri Wayfinder *Item 10* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 900 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -Worn on a chain around the neck, a Razmiri wayfinder functions as a compass and provides its wearer a +1 item bonus to [Deception](../../skills.md#Deception) checks to [Lie](../../../Rules/actions/lie.md) or [Impersonate](../../../Rules/actions/impersonate.md). Razmiri wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You touch an adjacent creature, granting them `3d8` temporary Hit Points for 1 hour. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You touch an adjacent creature and attempt a counteract check against one poison or disease afflicting the creature. On a success, you halt the effects of the poison or disease for 1 day, rather than removing it. This temporarily relieves any penalties imposed by the affliction but doesn't cure the effect or count against its duration; the poison or disease is merely halted for a time, and it resumes where it left off once this effect ends. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 73* diff --git a/Compendium/equipment/items/reading-ring-lotgb.md b/Compendium/equipment/items/reading-ring-lotgb.md deleted file mode 100644 index 7b88979bf..000000000 --- a/Compendium/equipment/items/reading-ring-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/reading -- trait/divination -- trait/magical -aliases: ["Reading Ring"] ---- -# Reading Ring *Item 1+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn -- **Category** Reading - -A reading ring is personalized to its user and capable of reading only languages in which the user is fluent. Each ring is unique and can't be used by anyone other than its specific bonded user. A reading ring is bonded to its user in a process that taps into the user's inner potential, similar to an invested item, except the process takes 10 minutes, is permanent, and doesn't count toward your number of invested items. You can wear the ring in various ways, often either on a finger or a chain worn about your person if you can't have it on a digit. You can use the reading ring to read text by taking an [Interact](../../../Rules/actions/interact.md) action, and you read with the ring at roughly the same rate as a visual reader. There is no limit to how often you can use the ring to read in this manner. - -*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/Compendium/equipment/items/ready-apg.md b/Compendium/equipment/items/ready-apg.md deleted file mode 100644 index 2b53fced4..000000000 --- a/Compendium/equipment/items/ready-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/rune -- trait/evocation -- trait/magical -aliases: ["Ready"] ---- -# Ready *Item 6+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** etched onto armor -- **Category** Rune - -A ready rune draws component pieces of a suit of armor toward one another, making it easier and faster to get into. You can don light armor with this rune as a 3-action activity or medium or heavy armor with this rune in 1 minute. - -*Source: Advanced Player's Guide p. 262* \ No newline at end of file diff --git a/Compendium/equipment/items/reapers-grasp-g-g.md b/Compendium/equipment/items/reapers-grasp-g-g.md deleted file mode 100644 index 9dd13e43a..000000000 --- a/Compendium/equipment/items/reapers-grasp-g-g.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/evil -- trait/magical -- trait/necromancy -- trait/unique -aliases: ["Reaper's Grasp"] ---- -# Reaper's Grasp *Item 11* -[evil](../../../Rules/traits/evil.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Galt's infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation's constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Alkenstar and was reforged into a deadly firearm that retained the guillotine's soul-stealing properties. - -Whenever the reaper's grasp kills a sapient living or undead creature, a portion of that creature's soul is drawn inexorably into the weapon, and another skull is added to the mosaic as if scrawled by an [invisible](../../../Rules/conditions.md#Invisible) hand, to a maximum of 10 souls. Creatures whose souls are protected by outside forces, such as a lich's soul cage, are immune to this effect, though the process, while painful, does not prevent the soul from going to the afterlife or being resurrected. - -Keep track of the level of each creature whose souls are stored in the reaper's grasp. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: There's at least one soul stored in the reaper's grasp - -**Effect** You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul stored in the weapon. The next [Strike](../../../rules/actions/strike.md) you make with the reaper's grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose. - -Using this ability releases the chosen soul, and a skull on the mosaic fades away. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: There's at least one soul stored in the reaper's grasp - -**Effect** You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away. -``` - -*Source: Guns & Gears p. 165* diff --git a/Compendium/equipment/items/reapers-lancet-aoe1.md b/Compendium/equipment/items/reapers-lancet-aoe1.md deleted file mode 100644 index 9539a0c55..000000000 --- a/Compendium/equipment/items/reapers-lancet-aoe1.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/poison -- trait/magical -- trait/necromancy -- trait/poison -- trait/unique -aliases: ["Reaper's Lancet"] ---- -# Reaper's Lancet *Item 5* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [poison](../../../Rules/traits/poison.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 200 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Poison - -Hendrid Pratchett himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first victim was the very smith whom Pratchett commissioned to craft the weapon, so the means of its construction are a secret known only to Pratchett. The magic of the Reaper's Lancet applies to both the blade and the sheath, making them each effectively a +1 striking weapon, but only if both are wielded by the same creature—if the two components are shared between creatures, only the blade retains the rune's magic. - -Reaper's Lancet has a [hidden](../../../Rules/conditions.md#Hidden) reservoir inside the skull that automatically applies a new dose of poison to the blade after the previous dose was expended with a successful [Strike](../../../Rules/actions/strike.md). The reservoir must be filled manually (a process requiring 1 minute) and is large enough to hold only 3 doses at a time. Any sort of injury-delivered poison can be placed in it, though all doses must be of the same poison. The Price of the poison is not reflected in this weapon's listed Price. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You damage a creature with - -**Effect** You poison the creature you hit with the poison currently in the reservoir. -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 81* diff --git a/Compendium/equipment/items/rebound-fulu-som.md b/Compendium/equipment/items/rebound-fulu-som.md deleted file mode 100644 index 6b416b416..000000000 --- a/Compendium/equipment/items/rebound-fulu-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -- trait/talisman -aliases: ["Rebound Fulu"] ---- -# Rebound Fulu *Item 9* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 125 gp -- **Usage** affixed to a shield -- **Activate** envision; **Trigger** You use the Shield -- **Category** Consumable - -Block reaction with the shield to which this fulu is affixed. - -The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects your foe's violence back against them. The foe that triggered the Shield Block reaction takes damage equal to your shield's Hardness or the damage they would have dealt before the Shield Block reaction, whichever is less. - -*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/rebounding-breastplate-som.md b/Compendium/equipment/items/rebounding-breastplate-som.md deleted file mode 100644 index 23863bbe3..000000000 --- a/Compendium/equipment/items/rebounding-breastplate-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/armor -- trait/evocation -- trait/force -- trait/magical -aliases: ["Rebounding Breastplate"] ---- -# Rebounding Breastplate *Item 20* -[evocation](../../../Rules/traits/evocation.md) [force](../../../Rules/traits/force.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 70000 gp -- **Usage** worn armor -- **Category** Armor - -This +3 greater resilient greater fortification breastplate absorbs impacts for later release. While wearing the armor, you gain resistance 5 to bludgeoning, piercing, and slashing damage and resistance 10 to force damage. - -Keep track of how much damage the armor prevents from enemy attacks, as the armor absorbs that damage. - -After 1 minute, the absorbed damage disperses harmlessly and resets to 0. Only damage caused by foes or hazards powers the armor, not damage you take from yourself, allies, or the environment. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: Your armor has absorbed at least 30 damage - -**Effect** The absorbed energy explodes from your armor in a pulse of force. Creatures in a 30-foot emanation take `10d6` force damage with a DC 43 basic Fortitude save. On a failure, they're pushed 10 feet away from you, and on a critical failure, they're pushed 20 feet away from you and fall [prone](../../../rules/conditions.md#Prone). The armor's absorbed damage resets to 0. -``` - -*Source: Secrets of Magic p. 188* diff --git a/Compendium/equipment/items/recording-rod-aoe1.md b/Compendium/equipment/items/recording-rod-aoe1.md deleted file mode 100644 index 678c53e63..000000000 --- a/Compendium/equipment/items/recording-rod-aoe1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/consumable -- trait/consumable -- trait/divination -- trait/magical -- trait/scrying -- trait/uncommon -aliases: ["Recording Rod"] ---- -# Recording Rod *Item 3+* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [scrying](../../../Rules/traits/scrying.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** varies; **Bulk** 1 -- **Category** Consumable - -This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. - -Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often [concealed](../../../Rules/conditions.md#Concealed) and triggered covertly to avoid raising the subject's suspicion. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity. - -For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over. - -Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the [consumable](../../../rules/traits/consumable.md) trait. -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* diff --git a/Compendium/equipment/items/recovery-bladder-lotgb.md b/Compendium/equipment/items/recovery-bladder-lotgb.md deleted file mode 100644 index 09f90f03d..000000000 --- a/Compendium/equipment/items/recovery-bladder-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/rare -aliases: ["Recovery Bladder"] ---- -# Recovery Bladder *Item 3* -[consumable](../../../Rules/traits/consumable.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 10 gp -- **Bulk** L (8 if inflated) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Tattletail developed this tether-covered bladder to help divers in Anuli's Crater Lake recover heavy salvage or escape dangerous underwater beasts. Pulling the ripcord causes a small, pressurized air tank to instantly inflate the bladder to the size of a rowboat, forcing up to 16 Bulk of attached items or creatures to jet to the surface of the water at a rate of 60 feet per round. Pulling the ripcord, or removing or affixing something to one of the many tethers on the recovery bladder, takes an [Interact](../../../Rules/actions/interact.md) action. A recovery bladder can only be used once, as the quick inflation permanently stretches the bladder, and only a few tinkerers have the skills and equipment to refill a pressurized air tank. - -*Source: Lost Omens: The Grand Bazaar p. 19* \ No newline at end of file diff --git a/Compendium/equipment/items/red-rib-gill-mask-sot3.md b/Compendium/equipment/items/red-rib-gill-mask-sot3.md deleted file mode 100644 index 60c76157f..000000000 --- a/Compendium/equipment/items/red-rib-gill-mask-sot3.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot3 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/rare -aliases: ["Red-Rib Gill Mask"] ---- -# Red-Rib Gill Mask *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn mask; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source [undetected](../../../Rules/conditions.md#Undetected) instead of [unnoticed](../../../Rules/conditions.md#Unnoticed)). You can't wear other masks while you're wearing a red-rib gill mask. - -After Activating the mask, you also gain the listed item bonus to Fortitude saves against [inhaled](../../../Rules/traits/inhaled.md) effects; this bonus is increased against the deadly volcanic gas known around Terwa Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/redeemers-pistol-ooa3.md b/Compendium/equipment/items/redeemers-pistol-ooa3.md deleted file mode 100644 index ec5acbbd9..000000000 --- a/Compendium/equipment/items/redeemers-pistol-ooa3.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/held -- trait/abjuration -- trait/good -- trait/magical -- trait/mental -- trait/unique -aliases: ["Redeemer's Pistol"] ---- -# Redeemer's Pistol *Item 11* -[abjuration](../../../Rules/traits/abjuration.md) [good](../../../Rules/traits/good.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This +2 striking dueling pistol (Guns & Gears 152) is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a –2 penalty; if you do so, the attack deals `1d6` additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An enemy within 30 feet damages you - -**Effect** The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options. - -- You're unharmed by the triggering damage. -- You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes [enfeebled](../../../rules/conditions.md#Enfeebled) until the end of its next turn and takes 4 [persistent good damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 73* diff --git a/Compendium/equipment/items/reducer-round-ooa3.md b/Compendium/equipment/items/reducer-round-ooa3.md deleted file mode 100644 index 5eb051b28..000000000 --- a/Compendium/equipment/items/reducer-round-ooa3.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/consumable -- trait/consumable -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Reducer Round"] ---- -# Reducer Round *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Ammunition** round -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This bullet is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The bullet deals no damage on a successful hit. Instead, the target must attempt a DC 19 Fortitude save. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target shrinks to Tiny size for `1d4` rounds. -> -> Its reach becomes 0 feet, and it's [enfeebled](../../../Rules/conditions.md#Enfeebled) for this duration. -> - **Critical Failure** The target shrinks to Tiny size for 1 minute. -> -> Its reach becomes 0 feet, and it's [enfeebled](../../../Rules/conditions.md#Enfeebled) for this duration. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/refined-pesh-gmg.md b/Compendium/equipment/items/refined-pesh-gmg.md deleted file mode 100644 index c4a57d44e..000000000 --- a/Compendium/equipment/items/refined-pesh-gmg.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/inhaled -- trait/poison -aliases: ["Refined Pesh"] ---- -# Refined Pesh *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 2 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion. - -```ad-inline-affliction -title: Saving Throw: DC 12 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 hours - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied) and a +2 item bonus to saves versus [fear](../../../rules/traits/fear.md) effects (1 minute) - -**Stage 2** 1 temporary Hit Point per level , +2 item bonus to saves versus [fear](../../../rules/traits/fear.md) effects, [clumsy](../../../rules/conditions.md#Clumsy), and [stupefied](../../../rules/conditions.md#Stupefied) (first time you reach this stage only) - -**Stage 3** [clumsy](../../../rules/conditions.md#Clumsy) and [stupefied](../../../rules/conditions.md#Stupefied) (1 hour) -``` - -*Source: Gamemastery Guide p. 120* diff --git a/Compendium/equipment/items/reflecting-shield.md b/Compendium/equipment/items/reflecting-shield.md deleted file mode 100644 index f652ec435..000000000 --- a/Compendium/equipment/items/reflecting-shield.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Reflecting Shield"] ---- -# Reflecting Shield *Item 18* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 18000 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield - -This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield (see below) that can also reflect spells. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Requirements**: The reflecting shield is raised - -**Effect** You attempt to reflect the spell on its caster, with the effects of a 9th-level [spell turning](../../../compendium/spells/spell-turning.md) with a counteract modifier of +30. -``` - -*Source: Core Rulebook p. 588* diff --git a/Compendium/equipment/items/reflexive-tattoo-lotgb.md b/Compendium/equipment/items/reflexive-tattoo-lotgb.md deleted file mode 100644 index f75fa28b3..000000000 --- a/Compendium/equipment/items/reflexive-tattoo-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/tattoo -- trait/invested -- trait/magical -- trait/necromancy -- trait/tattoo -- trait/uncommon -aliases: ["Reflexive Tattoo"] ---- -# Reflexive Tattoo *Item 7* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 350 gp -- **Usage** tattoo -- **Category** Tattoo - -This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a barrier facing inward, this tattoo prevents ostentatious expressions of spells that are internal to you, making them easier to hide. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -If the next action you use is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) of 2nd level or lower that affects or targets only you, you can hide that you're casting it. - -This has the same effect as the Conceal Spell feat (Core Rulebook 210). -``` - -*Source: Lost Omens: The Grand Bazaar p. 38* diff --git a/Compendium/equipment/items/reforging-shield-aoa4.md b/Compendium/equipment/items/reforging-shield-aoa4.md deleted file mode 100644 index 11d2b650c..000000000 --- a/Compendium/equipment/items/reforging-shield-aoa4.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa4 -- item/category/held -- trait/abjuration -- trait/magical -- trait/rare -aliases: ["Reforging Shield"] ---- -# Reforging Shield *Item 15* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 6000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **AC Bonus** +2/+2; **null Hardness** 15, **null HP** 120 (BT 60) -- **Category** Held - -This steel shield contains a smoldering core of magma that never cools. Whenever the reforging shield's current Hit Points are below its Break Threshold, the shield recovers 5 Hit Points at the start of its wielder's turn each round until it is no longer [broken](../../../Rules/conditions.md#Broken). Each time a character [Repairs](../../../Rules/actions/repair.md) the shield, the shield recovers double the number of Hit Points. - -The shield has Hardness 15, HP 120, and BT 60. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/reinforced-stock-g-g.md b/Compendium/equipment/items/reinforced-stock-g-g.md deleted file mode 100644 index 2c88bcbbf..000000000 --- a/Compendium/equipment/items/reinforced-stock-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/attached-to-crossbow-or-firearm -- trait/finesse -- trait/two-hand-d6 -aliases: ["Reinforced Stock"] ---- -# Reinforced Stock *Item 0* -[attached ](../../../Rules/traits/attached.md) [finesse](../../../Rules/traits/finesse.md) [two-hand ](../../../Rules/traits/two-hand.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 2 sp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 or 2* -- **Category** Martial; **Group** Club - -A reinforced stock is a weighted crossbow, firearm haft, or grip customized for striking in melee. - -> [!pf2-note] -> An attached bayonet or reinforced stock requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand. - -*Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/Compendium/equipment/items/reinforced-surcoat-lotgb.md b/Compendium/equipment/items/reinforced-surcoat-lotgb.md deleted file mode 100644 index d906cbdde..000000000 --- a/Compendium/equipment/items/reinforced-surcoat-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/armor -- trait/adjustment -- trait/uncommon -aliases: ["Reinforced Surcoat"] ---- -# Reinforced Surcoat *Item 0* -[adjustment](../../../Rules/traits/adjustment-lotgb.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Usage** applied to medium or heavy armor; **Bulk** L -- **Category** Armor - -This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage. - -If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet. - -*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/Compendium/equipment/items/reinforced-wheels-lotgb.md b/Compendium/equipment/items/reinforced-wheels-lotgb.md deleted file mode 100644 index 40565d2a0..000000000 --- a/Compendium/equipment/items/reinforced-wheels-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair-upgrade -aliases: ["Reinforced Wheels"] ---- -# Reinforced Wheels *Item 0* - -- **Price** 5 sp -- **Category** Wheelchair Upgrade - -The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel [Strike](../../../Rules/actions/strike.md). Your wheel deals `1d4` bludgeoning damage and has the agile, [attached](../../../Rules/traits/attached.md), and [free-hand](../../../Rules/traits/free-hand.md) traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon. - -*Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/Compendium/equipment/items/rending-snare-lotgb.md b/Compendium/equipment/items/rending-snare-lotgb.md deleted file mode 100644 index a4a22bc18..000000000 --- a/Compendium/equipment/items/rending-snare-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/kobold -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Rending Snare"] ---- -# Rending Snare *Item 14* -[consumable](../../../Rules/traits/consumable.md) [kobold](../../../Rules/traits/kobold-b1.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Category** Snare - -Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals `10d8` piercing damage to the first creature to enter the square; that creature must attempt a DC 33 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [flat-footed](../../../Rules/conditions.md#Flat-footed) until the end of its next turn. -> - **Failure** The creature takes full damage plus `2d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage), and it becomes [clumsy](../../../Rules/conditions.md#Clumsy) for 1 round. -> - **Critical Failure** The creature takes double damage plus `4d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage), and it becomes [clumsy](../../../Rules/conditions.md#Clumsy) for 1 minute. - -*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/Compendium/equipment/items/repair-kit.md b/Compendium/equipment/items/repair-kit.md deleted file mode 100644 index f295cd892..000000000 --- a/Compendium/equipment/items/repair-kit.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Repair Kit"] ---- -# Repair Kit *Item 0* - -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to [Repair](../../../Rules/actions/repair.md) items using the [Crafting](../../skills.md#Crafting) skill. You can draw and replace a worn repair kit as part of the action that uses it. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/repeating-crossbow-g-g.md b/Compendium/equipment/items/repeating-crossbow-g-g.md deleted file mode 100644 index 195277ed1..000000000 --- a/Compendium/equipment/items/repeating-crossbow-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/advanced -- trait/repeating -- trait/uncommon -aliases: ["Repeating Crossbow"] ---- -# Repeating Crossbow *Item 1* -[repeating](../../../Rules/traits/repeating-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** Repeating Crossbow Magazine; **Range** 120 ft.; **Reload** 0 -- **Hands** 2 -- **Category** Advanced; **Group** Bow - -This crossbow has an internal chamber that can be loaded with up to five bolts. An automated catch mechanism at the top of the flight groove, just in front of the latch, locks the bowstring and launches bolts with the pull of a trigger. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/repeating-hand-crossbow-g-g.md b/Compendium/equipment/items/repeating-hand-crossbow-g-g.md deleted file mode 100644 index 2fc3bf074..000000000 --- a/Compendium/equipment/items/repeating-hand-crossbow-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/advanced -- trait/repeating -- trait/uncommon -aliases: ["Repeating Hand Crossbow"] ---- -# Repeating Hand Crossbow *Item 1* -[repeating](../../../Rules/traits/repeating-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** L -- **Damage** `1d6` P -- **Ammunution** Repeating Hand Crossbow Magazine; **Range** 60 ft.; **Reload** 0 -- **Hands** 1 -- **Category** Advanced; **Group** Bow - -This handheld crossbow features an ingeniously designed catch mechanism at the top of the flight groove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeating hand crossbow magazine holds five bolts. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/repeating-heavy-crossbow-g-g.md b/Compendium/equipment/items/repeating-heavy-crossbow-g-g.md deleted file mode 100644 index ef36da0f6..000000000 --- a/Compendium/equipment/items/repeating-heavy-crossbow-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/repeating -- trait/uncommon -aliases: ["Repeating Heavy Crossbow"] ---- -# Repeating Heavy Crossbow *Item 1* -[repeating](../../../Rules/traits/repeating-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Bulk** 2 -- **Damage** `1d10` P -- **Ammunution** Repeating Heavy Crossbow Magazine; **Range** 180 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Martial; **Group** Bow - -This large crossbow has an internal chamber that can be loaded with up to five bolts. While it uses the same automated catch mechanism as other repeating crossbows, a repeating heavy crossbow's design has significant trade-offs. It has increased range and damage and is easier to learn how to use, but requires a small amount of effort to reload. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/repeating-magazine-g-g.md b/Compendium/equipment/items/repeating-magazine-g-g.md deleted file mode 100644 index d436b7a62..000000000 --- a/Compendium/equipment/items/repeating-magazine-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/ammunition -aliases: ["Repeating Magazine"] ---- -# Repeating Magazine *Item 0* - -- **Price** 9 sp -- **Bulk** L -- **Category** Ammunition; **Group** Bow - -> [!pf2-note] -> For use with repeating crossbows. - -*Source: Guns & Gears p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/replacement-filter-lopsg.md b/Compendium/equipment/items/replacement-filter-lopsg.md deleted file mode 100644 index 8e545cf83..000000000 --- a/Compendium/equipment/items/replacement-filter-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Replacement Filter"] ---- -# Replacement Filter *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Category** Adventuring Gear - -> [!pf2-note] -> See [Water Purifier](water-purifier-lopsg.md) for information. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/repulsion-resin-aoe4.md b/Compendium/equipment/items/repulsion-resin-aoe4.md deleted file mode 100644 index ebd056401..000000000 --- a/Compendium/equipment/items/repulsion-resin-aoe4.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/divine -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Repulsion Resin"] ---- -# Repulsion Resin *Item 16* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1650 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures. - -Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're [stupefied](../../../Rules/conditions.md#Stupefied) from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 Will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a [mental](../../../Rules/traits/mental.md) effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin. - -```ad-inline-affliction -title: Saving Throw: DC 38 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** `12d6` mental damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 minute) - -**Stage 2** `16d6` poison damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 minute) - -**Stage 3** `20d6` poison damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 minute) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* diff --git a/Compendium/equipment/items/resonating-ammunition-som.md b/Compendium/equipment/items/resonating-ammunition-som.md deleted file mode 100644 index 7b87bea1b..000000000 --- a/Compendium/equipment/items/resonating-ammunition-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/evocation -- trait/magical -- trait/sonic -aliases: ["Resonating Ammunition"] ---- -# Resonating Ammunition *Item 11* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [sonic](../../../Rules/traits/sonic.md) - -- **Price** 1200 gp -- **Ammunition** arrow, bolt -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork resonates with residual energy from the shot, transforming it into dangerous sound waves. This deals `5d10` sonic damage to the target and each creature within 10 feet of it with a basic DC 28 Fortitude save. - -*Source: Secrets of Magic p. 175* \ No newline at end of file diff --git a/Compendium/equipment/items/restful-sleep-fulu-som.md b/Compendium/equipment/items/restful-sleep-fulu-som.md deleted file mode 100644 index 83fdcef2f..000000000 --- a/Compendium/equipment/items/restful-sleep-fulu-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/enchantment -- trait/fulu -- trait/magical -- trait/necromancy -aliases: ["Restful Sleep Fulu"] ---- -# Restful Sleep Fulu *Item 6* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 32 gp -- **Usage** affixed to a creature -- **Activate** envision -- **Category** Consumable - -Duration 1 hour This fulu depicts the five-spoke wheel of [Qi Zhong](../../setting/deities/qi-zhong-logm.md), god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against [mental](../../../Rules/traits/mental.md) effects that occur in your dreams, such as the [nightmare](../../spells/nightmare.md) spell. - -*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/restful-tent-som.md b/Compendium/equipment/items/restful-tent-som.md deleted file mode 100644 index ff3a082c3..000000000 --- a/Compendium/equipment/items/restful-tent-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/structure -- trait/enchantment -- trait/magical -aliases: ["Restful Tent"] ---- -# Restful Tent *Item 7* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 320 gp -- **Bulk** 1 -- **Category** Structure - -This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater can still damage or destroy the tent. Mundane pests such as solitary ordinary insects avoid the tent, though swarms and giant insects can attack the tent as normal. Once you pitch the tent, only you can easily move it; any other creatures must succeed at a DC 20 [Athletics](../../skills.md#Athletics) check to do so. Finally, the tent automatically camouflages with its surroundings, requiring a [Searching](../../../Rules/actions/search.md) creature to succeed at a DC 22 [Perception](../../skills.md#Perception) check to notice it. - -*Source: Secrets of Magic p. 188* \ No newline at end of file diff --git a/Compendium/equipment/items/retribution-axe.md b/Compendium/equipment/items/retribution-axe.md deleted file mode 100644 index d78f5f282..000000000 --- a/Compendium/equipment/items/retribution-axe.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/enchantment -- trait/magical -aliases: ["Retribution Axe"] ---- -# Retribution Axe *Item 3* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 60 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Weapon - -The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn. - -Because the face reshapes each time you're damaged, you get the additional damage only if you attack the creature that damaged you most recently. - -*Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/Compendium/equipment/items/retrieval-prism-som.md b/Compendium/equipment/items/retrieval-prism-som.md deleted file mode 100644 index bb6f21583..000000000 --- a/Compendium/equipment/items/retrieval-prism-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/conjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/teleportation -aliases: ["Retrieval Prism"] ---- -# Retrieval Prism *Item 3+* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [teleportation](../../../Rules/traits/teleportation.md) - -- **Usage** affixed to armor -- **Activate** command; **Requirements** You have a free hand. -- **Category** Talisman - -This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of [Affixing the Talisman](../../../Rules/actions/affix-a-talisman.md), you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand. - -The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by [Affixing the Talisman](../../../Rules/actions/affix-a-talisman.md) again. - -*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/Compendium/equipment/items/returning.md b/Compendium/equipment/items/returning.md deleted file mode 100644 index 5a14fe01a..000000000 --- a/Compendium/equipment/items/returning.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/evocation -- trait/magical -aliases: ["Returning"] ---- -# Returning *Item 3* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 55 gp -- **Usage** etched onto a thrown weapon -- **Category** Rune - -When you make a thrown [Strike](../../../Rules/actions/strike.md) with this weapon, it flies back to your hand after the [Strike](../../../Rules/actions/strike.md) is complete. If your hands are full when the weapon returns, it falls to the ground in your space. - -*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/rhino-hide-brooch-sot2.md b/Compendium/equipment/items/rhino-hide-brooch-sot2.md deleted file mode 100644 index 4ba0960bf..000000000 --- a/Compendium/equipment/items/rhino-hide-brooch-sot2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Rhino Hide Brooch"] ---- -# Rhino Hide Brooch *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 28 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You would take physical damage. -- **Category** Talisman - -This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the talisman grants you resistance 5 to physical damage until the end of the current creature's turn. This resistance applies to the triggering attack. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/rhino-hide.md b/Compendium/equipment/items/rhino-hide.md deleted file mode 100644 index bd170cb75..000000000 --- a/Compendium/equipment/items/rhino-hide.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Rhino Hide"] ---- -# Rhino Hide *Item 9* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 700 gp -- **Usage** worn armor; **Bulk** 2 -- **Category** Armor - -This +1 resilient hide armor is made from rhinoceros hide. It has an armor check penalty of –1 instead of –3. When you use the Sudden Charge class feat while wearing this armor, your [Strike](../../../Rules/actions/strike.md) deals an additional `1d8` damage. - -*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/Compendium/equipment/items/rhino-shot-lotgb.md b/Compendium/equipment/items/rhino-shot-lotgb.md deleted file mode 100644 index be5a529be..000000000 --- a/Compendium/equipment/items/rhino-shot-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Rhino Shot"] ---- -# Rhino Shot *Item 5* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 22 gp -- **Ammunition** Any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead. - -When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful [Strike](../../../Rules/actions/strike.md), the attack deals an additional `2d6` force damage, and the target must succeed at a DC 19 Fortitude save or be knocked [prone](../../../Rules/conditions.md#Prone). If the hit with the rhino shot was a critical success, the target is knocked [prone](../../../Rules/conditions.md#Prone) unless it critically succeeds at its save. - -*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/Compendium/equipment/items/rhinoceros-mask-sot1.md b/Compendium/equipment/items/rhinoceros-mask-sot1.md deleted file mode 100644 index fe4057329..000000000 --- a/Compendium/equipment/items/rhinoceros-mask-sot1.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Rhinoceros Mask"] ---- -# Rhinoceros Mask *Item 4+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn mask -- **Category** Worn - -Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you [Stride](../../../Rules/actions/stride.md) at least 10 feet, your next melee [Strike](../../../Rules/actions/strike.md) before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit. - -*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/rhoka-sword-av3.md b/Compendium/equipment/items/rhoka-sword-av3.md deleted file mode 100644 index 84cbab269..000000000 --- a/Compendium/equipment/items/rhoka-sword-av3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/weapon/advanced -- trait/deadly-d8 -- trait/two-hand-d10 -aliases: ["Rhoka Sword"] ---- -# Rhoka Sword *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [two-hand ](../../../Rules/traits/two-hand.md) - -- **Price** 4 gp -- **Bulk** 2 -- **Damage** `1d8` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -These dual-bladed swords are commonly used by urdefhan warriors. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/rhythm-bone-sot1.md b/Compendium/equipment/items/rhythm-bone-sot1.md deleted file mode 100644 index 2bc6835ec..000000000 --- a/Compendium/equipment/items/rhythm-bone-sot1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/held -- trait/auditory -- trait/magical -- trait/uncommon -aliases: ["Rhythm Bone"] ---- -# Rhythm Bone *Item 1* -[auditory](../../../Rules/traits/auditory.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower [Perception](../../../compendium/skills.md#Perception) check to hear. - -The bone's recording doesn't copy magical [auditory](../../../rules/traits/auditory.md) effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The bone replays its recorded sounds. -``` - -*Source: Strength of Thousands #1: Kindled Magic p. 76* diff --git a/Compendium/equipment/items/ridill-lomm.md b/Compendium/equipment/items/ridill-lomm.md deleted file mode 100644 index 0be183ede..000000000 --- a/Compendium/equipment/items/ridill-lomm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/artifact -- trait/artifact -- trait/evocation -- trait/magical -- trait/transmutation -- trait/unique -aliases: ["Ridill"] ---- -# Ridill *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 2 hands; **Bulk** 4 -- **Category** Artifact - -This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Ridill is a greatsword. While wielding Ridill, you gain a +2 circumstance bonus to saves against [fear](../../../Rules/traits/fear.md). This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Ridill. - -Ridill is always considered to have the appropriate material or damage type necessary to deactivate a dragon's [regeneration](../../../Rules/abilities/regeneration.md) or cause the dragon's weakness to apply. For example, Ridill is considered to be cold iron when attacking a linnorm, while it would be treated as having dealt cold damage when attacking a red dragon. If the dragon has more than one weakness, only the highest value applies. - -*Source: Lost Omens: Monsters of Myth p. 29* \ No newline at end of file diff --git a/Compendium/equipment/items/right-of-retribution-av2.md b/Compendium/equipment/items/right-of-retribution-av2.md deleted file mode 100644 index ba3ee6368..000000000 --- a/Compendium/equipment/items/right-of-retribution-av2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/contract -- trait/contract -- trait/enchantment -- trait/invested -- trait/magical -- trait/rare -aliases: ["Right Of Retribution"] ---- -# Right Of Retribution *Item 8* -[contract](../../../Rules/traits/contract-lol.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Devil** erinys; **Decipher Writing** [Nature](../../skills.md#Nature), [Religion](../../skills.md#Religion) -- **Category** Contract - -Profane powers of vengeance are yours to inflict. - -**Benefit** When a creature deals damage to you, you can call out for retribution as a reaction. Until the end of your next turn, you gain a +1 status bonus to attack rolls against that creature. - -**Payment** If you wound a creature, it is your duty to kill it. If a creature survives for 24 hours after you deal it damage, you are [doomed](../../../Rules/conditions.md#Doomed). If you already have the [doomed](../../../Rules/conditions.md#Doomed) condition, it increases by 1. - -**Hidden Condition** No more than once per year, the erinys can compel you to attack a creature of the erinys's choice that you can see. You are [controlled](../../../Rules/conditions.md#Controlled) by the erinys and must fight the chosen creature for 1 minute. - -**Termination Clause** The contract demands that you enact bloody vengeance against anyone who has ever wronged you, but the nature of the vengeance is vague. You can end the contract by creating effigies of everyone you believe has ever wronged you, bleeding upon them all at once (at least 1 Hit Point per effigy), and destroying them. - -*Source: Abomination Vaults #2: Hands of the Devil p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-counterspells.md b/Compendium/equipment/items/ring-of-counterspells.md deleted file mode 100644 index 8dd12f312..000000000 --- a/Compendium/equipment/items/ring-of-counterspells.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Ring of Counterspells"] ---- -# Ring of Counterspells *Item 10* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 925 gp -- **Usage** worn -- **Category** Worn - -This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to [Cast the Spell](../../../Rules/actions/cast-a-spell.md). The spell's effect doesn't occur; the spell's power is instead stored within the ring. - -When you invest a ring of counterspells, you immediately know the name and level of the spell stored inside, if any. A ring of counterspells found as treasure has a 50% chance of having a spell stored in it. The GM determines that spell. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are targeted by or within the area of the spell stored within the ring - -**Effect** You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19. - -Once you do, the stored spell's energy is spent, and the ring is empty. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it. -``` - -*Source: Core Rulebook p. 614* diff --git a/Compendium/equipment/items/ring-of-discretion-aoe1.md b/Compendium/equipment/items/ring-of-discretion-aoe1.md deleted file mode 100644 index b34c4c0f2..000000000 --- a/Compendium/equipment/items/ring-of-discretion-aoe1.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe1 -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -- trait/visual -aliases: ["Ring Of Discretion"] ---- -# Ring Of Discretion *Item 1* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) [visual](../../../Rules/traits/visual.md) - -- **Price** 15 gp -- **Usage** worn ring; **Bulk** – -- **Category** Worn - -This ring magically conceals any armor and sheathed weapons you're wearing by either turning them [invisible](../../../Rules/conditions.md#Invisible) or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon, the weapon becomes obvious to onlookers and is no longer affected by the ring until you sheathe the weapon for at least 1 minute. A creature can 0 by Seeking or any time it hits you with an attack. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-lies.md b/Compendium/equipment/items/ring-of-lies.md deleted file mode 100644 index 67b44cda1..000000000 --- a/Compendium/equipment/items/ring-of-lies.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Ring of Lies"] ---- -# Ring of Lies *Item 10* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 850 gp -- **Usage** worn -- **Category** Worn - -This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to [Deception](../../skills.md#Deception) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Snapping your fingers on the hand that wears the ring causes the ring to cast [glibness](../../../compendium/spells/glibness.md) on you with no visual manifestations of a spell being cast. -``` - -*Source: Core Rulebook p. 614* diff --git a/Compendium/equipment/items/ring-of-maniacal-devices.md b/Compendium/equipment/items/ring-of-maniacal-devices.md deleted file mode 100644 index 4944525ad..000000000 --- a/Compendium/equipment/items/ring-of-maniacal-devices.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -aliases: ["Ring of Maniacal Devices"] ---- -# Ring of Maniacal Devices *Item 11+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn -- **Category** Worn - -This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an [Interact](../../../Rules/actions/interact.md) action to pull a set of [thieves' tools](thieves-tools.md) from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to [Thievery](../../skills.md#Thievery) checks to [Disable a Device](../../../Rules/actions/disable-a-device.md) and to [Pick a Lock](../../../Rules/actions/pick-a-lock.md), and the ring's insights grant you the same bonus to [Crafting](../../skills.md#Crafting) checks to [Craft](../../../Rules/actions/craft.md) and [Repair](../../../Rules/actions/repair.md) snares and traps. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You create a 4th-level [glyph of warding](../../../compendium/spells/glyph-of-warding.md) containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring. -``` - -*Source: Core Rulebook p. 614* diff --git a/Compendium/equipment/items/ring-of-minor-arcana-fop.md b/Compendium/equipment/items/ring-of-minor-arcana-fop.md deleted file mode 100644 index 7c4f60348..000000000 --- a/Compendium/equipment/items/ring-of-minor-arcana-fop.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/worn -- trait/arcane -- trait/evocation -- trait/invested -- trait/uncommon -aliases: ["Ring Of Minor Arcana"] ---- -# Ring Of Minor Arcana *Item 5* -[arcane](../../../Rules/traits/arcane.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** worn -- **Category** Worn - -This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. - -This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. - -If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips. - -*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md b/Compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md deleted file mode 100644 index c5d48ca18..000000000 --- a/Compendium/equipment/items/ring-of-recalcitrant-wishes-aoe6.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe6 -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/rare -aliases: ["Ring Of Recalcitrant Wishes"] ---- -# Ring Of Recalcitrant Wishes *Item 20* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 10000 gp -- **Usage** worn -- **Category** Worn - -This band of interwoven gold and copper, traced with Aklo symbols, is topped with a gleaming, luminescent opal gently bleeding wisps of shadowstuff. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You attempt to make the ring cast an arcane [wish](../../../compendium/spells/wish.md) spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't cast and the ring can't be activated for 24 hours. You are [drained](../../../rules/conditions.md#Drained), whether or not the ring refuses the wish. - -Once the wish is cast, the Ring of Recalcitrant Wishes has no powers, though it is rumored that the wearer's death in an act of profound self-sacrifice restores the wish to the ring. -``` - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 74* diff --git a/Compendium/equipment/items/ring-of-sneering-charity-da.md b/Compendium/equipment/items/ring-of-sneering-charity-da.md deleted file mode 100644 index d4557b978..000000000 --- a/Compendium/equipment/items/ring-of-sneering-charity-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/worn -- trait/cursed -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Ring of Sneering Charity"] ---- -# Ring of Sneering Charity *Item 7* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn ring; **Bulk** – -- **Category** Worn - -This gold ring seems to offer good fortune to the wearer when they are charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity. - -Upon donning the ring, you must attempt a secret DC 25 Will save to avoid activating its magic. If you succeed, the ring's curse remains dormant, and it appears to be an exhausted item with no magic left. If you fail, the curse awakens, and the ring fuses to you. - -You are compelled to spend 10% of your wealth—and 10% of any future wealth you obtain—on charity. However, your acts of charity are insensitive and so insulting that they earn the recipients' enmity. For example, upon learning someone lost a child, you might toss money at them "to buy a new one. " You can't understand why your gifts aren't met with gratitude and resent the unappreciative recipients, and you firmly believe you should be able to call upon them for favors. You consider yourself an ideal philanthropist, and you constantly try to ingratiate yourself with other charitable organizations and individuals by offering to guide their donations to be more like your own. - -*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-spell-turning.md b/Compendium/equipment/items/ring-of-spell-turning.md deleted file mode 100644 index 215516daa..000000000 --- a/Compendium/equipment/items/ring-of-spell-turning.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/rare -aliases: ["Ring of Spell Turning"] ---- -# Ring of Spell Turning *Item 20* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 67000 gp -- **Usage** worn -- **Category** Worn - -This golden ring has three diamonds set into its face. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are targeted by a spell - -**Effect** The ring replicates the effects of an 8th-level [spell turning](../../../compendium/spells/spell-turning.md) with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit. -``` - -*Source: Core Rulebook p. 615* diff --git a/Compendium/equipment/items/ring-of-stoneshifting-ec3.md b/Compendium/equipment/items/ring-of-stoneshifting-ec3.md deleted file mode 100644 index fbda58e5f..000000000 --- a/Compendium/equipment/items/ring-of-stoneshifting-ec3.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec3 -- item/category/worn -- trait/conjuration -- trait/earth -- trait/invested -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Ring Of Stoneshifting"] ---- -# Ring Of Stoneshifting *Item 12* -[conjuration](../../../Rules/traits/conjuration.md) [earth](../../../Rules/traits/earth.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1800 gp -- **Usage** worn; **Bulk** L -- **Category** Worn - -This simple iron ring is faceted with a bulbous geode lined with bright purple crystals. A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand) - -**Effect** You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can't carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails. -``` - -*Source: Extinction Curse #3: Life's Long Shadows p. 69* diff --git a/Compendium/equipment/items/ring-of-swimming.md b/Compendium/equipment/items/ring-of-swimming.md deleted file mode 100644 index d1afef6f4..000000000 --- a/Compendium/equipment/items/ring-of-swimming.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Ring of Swimming"] ---- -# Ring of Swimming *Item 12* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 1750 gp -- **Usage** worn -- **Category** Worn - -This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving. - -*Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-the-ram.md b/Compendium/equipment/items/ring-of-the-ram.md deleted file mode 100644 index a0ff8c767..000000000 --- a/Compendium/equipment/items/ring-of-the-ram.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/evocation -- trait/force -- trait/invested -- trait/magical -aliases: ["Ring of the Ram"] ---- -# Ring of the Ram *Item 6+* -[evocation](../../../Rules/traits/evocation.md) [force](../../../Rules/traits/force.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn -- **Category** Worn - -This heavy iron ring is shaped to look like the head of a ram, with curling horns. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to **Activate** this Item (from 1 to 3) determines the intensity of the force. The blow deals `2d6` force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and is pushed half the distance. -> - **Failure** The target takes full damage and is pushed the full distance. -> - **Critical Failure** The target takes double damage and is pushed twice the distance. -``` - -*Source: Core Rulebook p. 615* diff --git a/Compendium/equipment/items/ring-of-the-weary-traveler-fop.md b/Compendium/equipment/items/ring-of-the-weary-traveler-fop.md deleted file mode 100644 index 20a196245..000000000 --- a/Compendium/equipment/items/ring-of-the-weary-traveler-fop.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/worn -- trait/invested -- trait/transmutation -- trait/uncommon -aliases: ["Ring Of The Weary Traveler"] ---- -# Ring Of The Weary Traveler *Item 5* -[invested](../../../Rules/traits/invested.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** worn -- **Category** Worn - -This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the [fatigued](../../../rules/conditions.md#Fatigued) condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become [fatigued](../../../rules/conditions.md#Fatigued) again while the ring's power is in effect, the suppression ends, and you immediately take the penalties again. -``` - -*Source: The Fall of Plaguestone p. 58* diff --git a/Compendium/equipment/items/ring-of-truth-gmg.md b/Compendium/equipment/items/ring-of-truth-gmg.md deleted file mode 100644 index c96982f43..000000000 --- a/Compendium/equipment/items/ring-of-truth-gmg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/worn -- trait/cursed -- trait/enchantment -- trait/invested -- trait/magical -- trait/rare -aliases: ["Ring Of Truth"] ---- -# Ring Of Truth *Item 10* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn -- **Category** Worn - -This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures [hidden](../../../Rules/conditions.md#Hidden) on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring's curse. - -Once the curse has activated for the first time, the ring fuses to you. - -*Source: Gamemastery Guide p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-wizardry.md b/Compendium/equipment/items/ring-of-wizardry.md deleted file mode 100644 index a02fe6a74..000000000 --- a/Compendium/equipment/items/ring-of-wizardry.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/arcane -- trait/divination -- trait/invested -- trait/uncommon -aliases: ["Ring of Wizardry"] ---- -# Ring of Wizardry *Item 7+* -[arcane](../../../Rules/traits/arcane.md) [divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to [Arcana](../../skills.md#Arcana) checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. - -If you take off the ring for any reason, you lose the additional spell slots. You can't gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. - -If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. - -*Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/Compendium/equipment/items/ringmasters-staff-ec2.md b/Compendium/equipment/items/ringmasters-staff-ec2.md deleted file mode 100644 index d23b71ef3..000000000 --- a/Compendium/equipment/items/ringmasters-staff-ec2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/staff -- trait/illusion -- trait/magical -- trait/staff -- trait/uncommon -aliases: ["Ringmaster's Staff"] ---- -# Ringmaster's Staff *Item 6+* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This highly polished black wooden staff resembles an aristocrat's oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster's staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster's staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can't penetrate magical silence and you can't use this to extend an [auditory](../../../Rules/traits/auditory.md) or [sonic](../../../Rules/traits/sonic.md) effect through barriers that would otherwise block it. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/robe-of-eyes.md b/Compendium/equipment/items/robe-of-eyes.md deleted file mode 100644 index cdf48f3e7..000000000 --- a/Compendium/equipment/items/robe-of-eyes.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Robe of Eyes"] ---- -# Robe of Eyes *Item 17* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 13000 gp -- **Usage** worn garment; **Bulk** 1 -- **Category** Worn - -This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to [Perception](../../skills.md#Perception) checks, and you constantly benefit from the effects of a 2nd-level [see invisibility](../../spells/see-invisibility.md) spell. - -You can also see powerful magic auras. The highest-level [magic aura](../../spells/magic-aura.md) within 30 feet of you glows in a color that reveals its school to you and allows you to determine where the effect originates. This can narrow down the origin point of the effect to a 5-foot-cube, but not more precisely than that. - -The robe of eyes is not without its dangers. If any spell with the [light](../../../Rules/traits/light.md) trait is cast on you or your square while you are wearing the robe, you are [blinded](../../../Rules/conditions.md#Blinded) for a number of rounds equal to the spell's level unless you succeed at a Fortitude save against the spell's DC. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You pluck an eye from the robe and toss it into the air, where it turns [invisible](../../../rules/conditions.md#Invisible) and floats to a destination you choose, with the same effect as a 5th-level [prying eye](../../../compendium/spells/prying-eye.md) spell. - -You can Sustain the Activation just as you would be able to [Sustain the Spell](../../../rules/actions/sustain-a-spell.md). -``` - -*Source: Core Rulebook p. 615* diff --git a/Compendium/equipment/items/robe-of-the-archmagi.md b/Compendium/equipment/items/robe-of-the-archmagi.md deleted file mode 100644 index e6e18ca76..000000000 --- a/Compendium/equipment/items/robe-of-the-archmagi.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/abjuration -- trait/arcane -- trait/invested -- trait/uncommon -aliases: ["Robe of the Archmagi"] ---- -# Robe of the Archmagi *Item 15+* -[abjuration](../../../Rules/traits/abjuration.md) [arcane](../../../Rules/traits/arcane.md) [invested](../../../Rules/traits/invested.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn garment; **Bulk** 1 -- **Category** Worn - -Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An [evil](../../../Rules/traits/evil.md) or [good](../../../Rules/traits/good.md) robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead [stupefied](../../../Rules/conditions.md#Stupefied) while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe. - -The robes are explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You attempt a saving throw against an arcane spell, but you haven't rolled yet - -**Effect** You automatically succeed at your save against the triggering arcane spell. -``` - -*Source: Core Rulebook p. 616* diff --git a/Compendium/equipment/items/rock-braced-aoa4.md b/Compendium/equipment/items/rock-braced-aoa4.md deleted file mode 100644 index 2b1ca1ac6..000000000 --- a/Compendium/equipment/items/rock-braced-aoa4.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa4 -- item/category/rune -- trait/abjuration -- trait/dwarf -- trait/magical -- trait/rare -- trait/saggorak -aliases: ["Rock-braced"] ---- -# Rock-braced *Item 13* -[abjuration](../../../Rules/traits/abjuration.md) [dwarf](../../../Rules/traits/dwarf.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [saggorak](../../../Rules/traits/saggorak-aoa4.md) - -- **Price** 3000 gp -- **Usage** etched onto medium or heavy armor -- **Category** Rune - -Rock-braced armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 item bonus to your Fortitude DC against the check to move you. If the creature would not normally need to attempt a check to move you, then the creature must succeed at an [Athletics](../../skills.md#Athletics) check against your Fortitude DC (including the +4 item bonus) or you are unmoved. - -Clan Dagger Runes Clan daggers are weapons of great cultural and personal significance to many dwarves. The following runes were invented specifically to enhance clan daggers, but they can be applied to any weapon that meets the runes' requirements. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/rock-ripper-snare-lotgb.md b/Compendium/equipment/items/rock-ripper-snare-lotgb.md deleted file mode 100644 index d3c6978be..000000000 --- a/Compendium/equipment/items/rock-ripper-snare-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Rock Ripper Snare"] ---- -# Rock Ripper Snare *Item 3* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 9 gp -- **Category** Snare - -You weave plant matter among loose stones in an area with trees or a ceiling overhead. When a creature enters the square, the snare's square and each adjacent square becomes difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target takes `1d6` bludgeoning damage. -> - **Critical Failure** The target takes `2d6` bludgeoning damage. - -*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/Compendium/equipment/items/rod-of-cancellation-apg.md b/Compendium/equipment/items/rod-of-cancellation-apg.md deleted file mode 100644 index 851046a98..000000000 --- a/Compendium/equipment/items/rod-of-cancellation-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/abjuration -- trait/magical -- trait/rare -aliases: ["Rod Of Cancellation"] ---- -# Rod Of Cancellation *Item 20* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 75000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This powerful magic rod is inimical to all magic. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You touch the rod to a [magical](../../../rules/traits/magical.md) effect or magic item and attempt to counteract the effect or item. - -Regardless of the result, the rod of cancellation can't be activated again for `2d6` hours. - -On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. If you choose, you can instead completely drain the rod of cancellation's magic on a success in order to completely drain the magic from the effect or item. If you do, both become completely non-magical and their magic can't be recovered, even by the [remake](../../../compendium/spells/remake.md) spell. - -The rod of cancellation automatically fails to counteract most artifacts and similarly powerful items, but it reacts explosively when activated against a sphere of annihilation without a counteract check (Gamemastery Guide 113). -``` - -*Source: Advanced Player's Guide p. 262* diff --git a/Compendium/equipment/items/rod-of-negation.md b/Compendium/equipment/items/rod-of-negation.md deleted file mode 100644 index 95f25959b..000000000 --- a/Compendium/equipment/items/rod-of-negation.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/abjuration -- trait/magical -aliases: ["Rod of Negation"] ---- -# Rod of Negation *Item 14* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 4300 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This long, plain, leaden rod can disrupt magic. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level [dispel magic](../../../compendium/spells/dispel-magic.md) spell with a counteract modifier of +23. Once activated, the rod can't be activated again for `2d6` hours. -``` - -*Source: Core Rulebook p. 574* diff --git a/Compendium/equipment/items/rod-of-wonder.md b/Compendium/equipment/items/rod-of-wonder.md deleted file mode 100644 index 016452d26..000000000 --- a/Compendium/equipment/items/rod-of-wonder.md +++ /dev/null @@ -1,64 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/chaotic -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Rod of Wonder"] ---- -# Rod of Wonder *Item 8* -[chaotic](../../../Rules/traits/chaotic.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 465 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This peculiar rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Choose a creature within 60 feet and roll d% on the table below to determine the rod's effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet. - -Any spell DC required is DC 27, and any spell attack roll required is +17. If the rod casts a spell on you, you don't get a saving throw or other defense against it. - -Once activated, the rod can't be activated again for `1d4` hours. -``` - -| `d100` | Wondrous Effect | -|--------|-----------------| -| 1–3 | Leaves grow from the target; they last 24 hours | -| 4–8 | [Darkness](../../spells/darkness.md) | -| 10–13 | A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are [blinded](../../../Rules/conditions.md#Blinded) while in the cloud of butterflies | -| 14–15 | All the target's weapons animate with the effects of the [dancing rune](dancing.md) | -| 16–25 | [Lightning bolt](../../spells/lightning-bolt.md) | -| 26–29 | Grass grows in a 60-foot cone in front of the rod, or existing grass grows at 10 × normal rate | -| 30 | Target turns blue, green, or purple with an unlimited duration | -| 31 | Summon an elephant (6th-level [summon animal](../../spells/summon-animal.md)) | -| 32–34 | Heavy rain falls in a 60-foot radius around you for 1 round | -| 35–38 | [Stinking cloud](../../spells/stinking-cloud.md) | -| 39 | Summon an ineffective mouse (1st-level [summon animal](../../spells/summon-animal.md)) | -| 40–42 | [Vibrant pattern](../../spells/vibrant-pattern.md), with a 1-round duration | -| 43–44 | The rod casts [mirror image](../../spells/mirror-image.md) on you | -| 45–46 | [Gust of wind](../../spells/gust-of-wind.md) | -| 47–48 | The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration | -| 49–53 | [Slow](../../spells/slow.md) | -| 54 | You turn blue, green, or purple with an unlimited duration | -| 55–59 | The rod casts [pest form](../../spells/pest-form.md) on you, lasting `1d4` rounds | -| 60–61 | `1d4 * 10` gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone | -| 62 | [Sleep](../../spells/sleep.md), with a 100-foot burst | -| 63–72 | [Fireball](../../spells/fireball.md) | -| 73–77 | [Mind reading](../../spells/mind-reading.md) | -| 78–80 | Roll again; the target believes you created the effect of the second roll | -| 81–84 | [Enlarge](../../spells/enlarge.md) | -| 85–87 | Target is coated in nectar, making it [clumsy](../../../Rules/conditions.md#Clumsy) for 1 round | -| 88–92 | [Faerie fire](../../spells/faerie-fire.md) | -| 93–97 | The rod casts [invisibility](../../spells/invisibility.md) on you | -| 98–100 | The rod casts [shrink](../../spells/shrink.md) on you, lasting 1 day | - - -*Source: Core Rulebook p. 575* diff --git a/Compendium/equipment/items/rope-of-climbing-apg.md b/Compendium/equipment/items/rope-of-climbing-apg.md deleted file mode 100644 index 12255493d..000000000 --- a/Compendium/equipment/items/rope-of-climbing-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/magical -- trait/transmutation -aliases: ["Rope Of Climbing"] ---- -# Rope Of Climbing *Item 3+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You hold one end of the rope and point to a destination. - -The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an [Interact](../../../rules/actions/interact.md) action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself. -``` - -*Source: Advanced Player's Guide p. 262* diff --git a/Compendium/equipment/items/rose-of-loves-lost-da.md b/Compendium/equipment/items/rose-of-loves-lost-da.md deleted file mode 100644 index 7990f7ceb..000000000 --- a/Compendium/equipment/items/rose-of-loves-lost-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/consumable -- trait/cursed -- trait/enchantment -- trait/evil -- trait/magical -aliases: ["Rose of Loves Lost"] ---- -# Rose of Loves Lost *Item 10* -[consumable](../../../Rules/traits/consumable.md) [cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [evil](../../../Rules/traits/evil.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere—even buried innocently in a treasure hoard. - -You activate the rose of loves lost by giving it to someone toward whom you feel romantic attraction. This item functions only if you feel genuine attraction and desire, and it doesn't function if you know the item's curse. If the target accepts the gift, they must succeed at a DC 27 Will save with the effects of charm, except the duration is unlimited. Every 24 hours, the victim attempts another Will save to break the spell. If they fail three consecutive Will saves, they become [doomed](../../../Rules/conditions.md#Doomed), as the rose inflicts a lethal wasting disease upon the recipient. This value can't decrease while the curse continues. Instead, it worsens every 3 days the victim fails to break the rose's spell, until the victim either dies or shakes off the enchantment. A successful saving throw or remove curse ends the charm and enables the victim to begin decreasing their [doomed](../../../Rules/conditions.md#Doomed) value. - -*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/round-10-g-g.md b/Compendium/equipment/items/round-10-g-g.md deleted file mode 100644 index 2087b4983..000000000 --- a/Compendium/equipment/items/round-10-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/ammunition -- trait/alchemical -aliases: ["Round (10)"] ---- -# Round (10) *Item 0* -[alchemical](../../../Rules/traits/alchemical.md) - -- **Price** 1 sp -- **Bulk** L -- **Category** Ammunition - -Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the [Alchemical Crafting](../../feats/alchemical-crafting.md) skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like [arrows](arrow.md) or [bolts](bolt.md). Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items. - -*Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/Compendium/equipment/items/round-5-g-g.md b/Compendium/equipment/items/round-5-g-g.md deleted file mode 100644 index 0acb6b036..000000000 --- a/Compendium/equipment/items/round-5-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/ammunition -- trait/alchemical -aliases: ["Round (5)"] ---- -# Round (5) *Item 0* -[alchemical](../../../Rules/traits/alchemical.md) - -- **Price** 1 sp -- **Bulk** L -- **Category** Ammunition - -Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the [Alchemical Crafting](../../feats/alchemical-crafting.md) skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like [arrows](arrow.md) or [bolts](bolt.md). Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items. - -*Source: Guns & Gears p. 150* \ No newline at end of file diff --git a/Compendium/equipment/items/rowan-rifle-g-g.md b/Compendium/equipment/items/rowan-rifle-g-g.md deleted file mode 100644 index fd1c547fd..000000000 --- a/Compendium/equipment/items/rowan-rifle-g-g.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/enchantment -- trait/magical -- trait/primal -- trait/unique -aliases: ["Rowan Rifle"] ---- -# Rowan Rifle *Item 16* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [primal](../../../Rules/traits/primal.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in two hands; **Bulk** 2 -- **Category** Held - -In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the plant life growing nearby, one stubborn rowan tree refused to die, its roots slowly absorbing djezet in small particles from the ground until the entire plant was suffused with it. Fey bowyers discovered the remarkable plant and coaxed it into growing into a very particular shape, its branching trunks woven together into a tightly twisted and naturally rifled barrel. - -One of the legendary star guns, Arcadia's greatest treasures, the Rowan Rifle is a +2 greater fearsome speed greater striking (Advanced Player's Guide 260) advanced firearm with a range of increment of 300 feet. It deals `1d8` fire damage and has the backstabber, concussive, and fatal traits. - -As a star gun, the Rowan Rifle runs on magic, and doesn't use ammunition or black powder. As a weapon forged to protect the fey peoples of Arcadia, the Rowan Rifle's enchantments prevent it from ever causing harm to a creature with the [fey](../../../Rules/traits/fey.md) trait; any attempt to shoot a fey with it results in an automatic misfire. This legendary star gun is as much a badge of office as a weapon, as it denotes dominion over all Briarbough. If the Rowan Rifle's wielder is fey, or if they were specifically given the Rowan Rifle by a fey creature who recognized them as a worthy champion, they can use the following activations. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You will the Rowan Rifle to change the energy it fires from the white-hot energy of summer that glows like a star to the shivering chill of winter, the crackling electricity of the storm, or even the sonic vibrations of a roar. The Rowan Rifle's damage type changes from its current damage type to cold, electricity, fire, or sonic. On the next sunrise, the Rowan Rifle returns to dealing fire damage. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The Rowan Rifle fires a 60-foot line of liquid djezet that wraps around all creatures in the affected area before hardening, which impedes them with metallic vines unless the affected creature succeeds at a DC 35 Reflex save. A creature who fails the save takes a –15-foot circumstance penalty to their Speeds, and a creature who critically fails is [immobilized](../../../rules/conditions.md#Immobilized). A creature who succeeds at a DC 35 [Escape](../../../rules/actions/escape.md) check ends this effect. Otherwise, the djezet vines last for 10 minutes before crumbling away. -``` - -```ad-embed-ability -title: Activate - -You hold aloft the Rowan Rifle and step into a tree in Briarbough, and you tree stride to another tree in Briarbough. -``` - -*Source: Guns & Gears p. 166* diff --git a/Compendium/equipment/items/rubbing-set-lopsg.md b/Compendium/equipment/items/rubbing-set-lopsg.md deleted file mode 100644 index 509fb7e3d..000000000 --- a/Compendium/equipment/items/rubbing-set-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Rubbing Set"] ---- -# Rubbing Set *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/ruby-string-lol.md b/Compendium/equipment/items/ruby-string-lol.md deleted file mode 100644 index 4633e0b93..000000000 --- a/Compendium/equipment/items/ruby-string-lol.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/rare -aliases: ["Ruby String"] ---- -# Ruby String *Item 14* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 900 gp -- **Usage** held in 1 hand -- **Category** Consumable - -The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of these loose strings, but others occasionally find these potent silk strands in unexpected places. A ruby string can fulfill the cost requirement for an 8th-level create demiplane ritual (Advanced Player's Guide 241). When used in this way, the ruby string negates the need for secondary casters, and you get a success for all secondary checks. Alternatively, you can activate it to create a smaller demiplane without requiring the ritual. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane, but the space is a single 10-foot cube. -``` - -*Source: Lost Omens: Legends p. 48* diff --git a/Compendium/equipment/items/ruler-lopsg.md b/Compendium/equipment/items/ruler-lopsg.md deleted file mode 100644 index 7033a432a..000000000 --- a/Compendium/equipment/items/ruler-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/held -aliases: ["Ruler"] ---- -# Ruler *Item 0* - -- **Price** 5 sp -- **Usage** held in 1 hand; **Bulk** – -- **Category** Held - -A ruler is a straight-edged object used for measuring small distances accurately and drawing straight lines. - -*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/Compendium/equipment/items/rune-of-sin-som.md b/Compendium/equipment/items/rune-of-sin-som.md deleted file mode 100644 index c3715555f..000000000 --- a/Compendium/equipment/items/rune-of-sin-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/tattoo -- trait/arcane -- trait/invested -- trait/tattoo -- trait/uncommon -aliases: ["Rune Of Sin"] ---- -# Rune Of Sin *Item 12* -[arcane](../../../Rules/traits/arcane.md) [invested](../../../Rules/traits/invested.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1700 gp -- **Usage** tattooed on the body -- **Category** Tattoo - -This jagged glyph, one of the Thassilonian runes of sin, reacts to magic of a particular school (there's no rune for divination, as it was considered lesser within sin magic) - -When you [Cast a Spell](../../../Rules/actions/cast-a-spell.md) of the school matching the sin, you gain resistance 5 to damage from spells until the start of your next turn. This resistance is increased to 7 against spells of the matching school. This tattoo has the school trait matching the rune: abjuration for envy, necromancy for gluttony, transmutation for greed, enchantment for lust, illusion for pride, conjuration for sloth, and evocation for wrath. - -*Source: Secrets of Magic p. 165* \ No newline at end of file diff --git a/Compendium/equipment/items/rungu-loag.md b/Compendium/equipment/items/rungu-loag.md deleted file mode 100644 index 1bd45ed12..000000000 --- a/Compendium/equipment/items/rungu-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/grippli -- trait/shove -- trait/thrown-30-ft -aliases: ["Rungu"] ---- -# Rungu *Item 0* -[grippli](../../../Rules/traits/grippli-b2.md) [shove](../../../Rules/traits/shove.md) [thrown <30 ft.>](../../../Rules/traits/thrown.md) - -- **Price** 4 sp -- **Bulk** L -- **Damage** `1d6` B -- **Hands** 1 -- **Category** Martial; **Group** Club - -This specialized club is designed for throwing and is useful for both combat and hunting. Rungus were invented by Zenj humans of the Mwangi Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/s-ring-som.md b/Compendium/equipment/items/s-ring-som.md deleted file mode 100644 index ece95710d..000000000 --- a/Compendium/equipment/items/s-ring-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/focused -- trait/invested -- trait/magical -aliases: ["S Ring"] ---- -# S Ring *Item 10* -[focused](../../../Rules/traits/focused.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1000 gp -- **Usage** worn -- **Category** Worn - -Each specialist's ring is dedicated to a single school of magic, and the ring is covered in symbols and glyphs related to that school according to the creator's arcane studies. A specialist's ring has the trait corresponding to its school of magic. You gain a +2 item bonus to [Arcana](../../skills.md#Arcana) checks, and a +1 circumstance bonus to recognize [magical](../../../Rules/traits/magical.md) effects and items of the specific school of magic. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You gain 1 Focus Point, which you can use only to cast a wizard school spell of the corresponding school. If not used by the end of your turn, this Focus Point is lost. -``` - -*Source: Secrets of Magic p. 190* diff --git a/Compendium/equipment/items/sages-lash-som.md b/Compendium/equipment/items/sages-lash-som.md deleted file mode 100644 index a203c1a44..000000000 --- a/Compendium/equipment/items/sages-lash-som.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/apex -- trait/apex -- trait/invested -- trait/magical -- trait/necromancy -aliases: ["Sage's Lash"] ---- -# Sage's Lash *Item 18* -[apex](../../../Rules/traits/apex.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 24000 gp -- **Usage** worn belt -- **Category** Apex - -The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of four multicolored, perfectly spherical beads: jade, turquoise, quartz, and amethyst. - -While wearing the lash, you gain a +3 item bonus to [Religion](../../skills.md#Religion). - -When you invest the belt, you either increase your Wisdom score by 2 or to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn. - -- **Jade** (healing, positive) Speak "purity" to produce a wave of green light that ends any [sickened](../../../rules/conditions.md#Sickened) condition and any ongoing poison damage affecting creatures in the emanation. -- **Turquoise** Speak "clarity" to grant all affected a +2 status bonus to their next Will save for 1 minute. -- **Quartz** (healing, positive) Speak "lenity" to have each creature regain 30 Hit Points. -- **Amethyst** (divination, light, revelation) Speak "verity" to emit a magical trail of light from the lash that reveals the location of each creature in the emanation. For 1 round, if they would be [invisible](../../../rules/conditions.md#Invisible), they become [concealed](../../../rules/conditions.md#Concealed) instead, and if they would be [undetected](../../../rules/conditions.md#Undetected) or [unnoticed](../../../rules/conditions.md#Unnoticed) by a creature, they're [hidden](../../../rules/conditions.md#Hidden) instead. A creature can attempt a DC 43 [Stealth](../../../compendium/skills.md#Stealth) check to avoid the lash's detection. -``` - -*Source: Secrets of Magic p. 189* diff --git a/Compendium/equipment/items/sai.md b/Compendium/equipment/items/sai.md deleted file mode 100644 index d0d3ab037..000000000 --- a/Compendium/equipment/items/sai.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/disarm -- trait/finesse -- trait/monk -- trait/uncommon -- trait/versatile-b -aliases: ["Sai"] ---- -# Sai *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [monk](../../../Rules/traits/monk.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 6 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Knife - -This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy's weapon. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/saints-balm-ec2.md b/Compendium/equipment/items/saints-balm-ec2.md deleted file mode 100644 index e8f33f909..000000000 --- a/Compendium/equipment/items/saints-balm-ec2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/oil -- trait/consumable -- trait/healing -- trait/magical -- trait/necromancy -- trait/oil -- trait/uncommon -aliases: ["Saints' Balm"] ---- -# Saints' Balm *Item 7* -[consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [oil](../../../Rules/traits/oil.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 70 gp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a tightly sealed, palmsized dish etched with holy symbols. Applying saints' balm to yourself or a creature within reach restores `3d8+10` Hit Points to the creature to which it's applied. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/salamander-elixir.md b/Compendium/equipment/items/salamander-elixir.md deleted file mode 100644 index 2216cad22..000000000 --- a/Compendium/equipment/items/salamander-elixir.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Salamander Elixir"] ---- -# Salamander Elixir *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. - -*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/salve-of-antiparalysis.md b/Compendium/equipment/items/salve-of-antiparalysis.md deleted file mode 100644 index f027c4cb1..000000000 --- a/Compendium/equipment/items/salve-of-antiparalysis.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/healing -- trait/magical -- trait/necromancy -- trait/oil -aliases: ["Salve of Antiparalysis"] ---- -# Salve of Antiparalysis *Item 6+* -[consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [oil](../../../Rules/traits/oil.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level [remove paralysis](../../spells/remove-paralysis.md) spell. - -*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/Compendium/equipment/items/salve-of-slipperiness.md b/Compendium/equipment/items/salve-of-slipperiness.md deleted file mode 100644 index 2da258349..000000000 --- a/Compendium/equipment/items/salve-of-slipperiness.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -aliases: ["Salve of Slipperiness"] ---- -# Salve of Slipperiness *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 25 gp -- **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to [Acrobatics](../../skills.md#Acrobatics) checks to [Escape](../../../Rules/actions/escape.md) or to [Squeeze](../../../Rules/actions/squeeze.md). - -*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/Compendium/equipment/items/sambuca-g-g.md b/Compendium/equipment/items/sambuca-g-g.md deleted file mode 100644 index 967c896b5..000000000 --- a/Compendium/equipment/items/sambuca-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/rare -aliases: ["Sambuca"] ---- -# Sambuca *Item 3* -[rare](../../../Rules/traits/rare.md) - -- **Price** 120 gp -- **Category** Siege Weapon - -A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys or other ships of similar size. The sambuca is then mounted across the ships on one end with its length suspended upward, and attached to pulleys fastened to the tops of the ships' masts. Once the ships are moved into position, the sambuca can be lowered to rest on a battlement or other surface, allowing troops to rush from the ships onto their intended destination. - -The sambuca has AC 17, Fort +11, Ref +5, Hardness 8, HP 32 (BT 16), and object immunities. It's covered on all sides to protect those who cross, granting them greater cover. The end of the sambuca can be lowered by teams operating the pulleys in concert. This requires three crew members on each ship, and they can lower the far end of the sambuca by 15 feet each round they work. - -*Source: Guns & Gears p. 177* \ No newline at end of file diff --git a/Compendium/equipment/items/sampling-ammunition-da.md b/Compendium/equipment/items/sampling-ammunition-da.md deleted file mode 100644 index cc2ac507c..000000000 --- a/Compendium/equipment/items/sampling-ammunition-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/consumable -- trait/magical -- trait/necromancy -aliases: ["Sampling Ammunition"] ---- -# Sampling Ammunition *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 22 gp -- **Ammunition** [arrow](arrow.md), [bolt](bolt.md) -- **Category** Consumable - -The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target's skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can't collect samples from creatures made entirely of metal, stone, or other hard substances. - -*Source: Dark Archive p. 63* \ No newline at end of file diff --git a/Compendium/equipment/items/sandstorm-top-lomm.md b/Compendium/equipment/items/sandstorm-top-lomm.md deleted file mode 100644 index 324d993a7..000000000 --- a/Compendium/equipment/items/sandstorm-top-lomm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/held -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Sandstorm Top"] ---- -# Sandstorm Top *Item 13* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 3000 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held - -On Tekritanin holidays, children reenacted legendary battles of deities by playing with magical tops. Though the paint on this wooden top has long since faded, its magical runes once gleamed yellow-gold and fiery orange, evoking the color of the sky during a sandstorm. To set the top in motion, wind a string around its bottom and upward along its body, and then throw it while gripping the string. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes `4d6` slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating. -``` - -*Source: Lost Omens: Monsters of Myth p. 65* diff --git a/Compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md b/Compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md deleted file mode 100644 index 0f4b45d12..000000000 --- a/Compendium/equipment/items/sarkorian-god-caller-garb-lotgb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Sarkorian God-caller Garb"] ---- -# Sarkorian God-caller Garb *Item 6* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 250 gp -- **Usage** worn armor; **Bulk** L -- **Category** Armor - -Each Sarkorian god-caller garb is emblazoned with a unique sigil of a particular Sarkorian deity and adorned with symbols sacred to Sarkorian god callers, the summoners and religious leaders of Sarkoris. These +1 explorer's clothing outfits look as if they were stitched together from multiple types of animals, featuring feathers, fur, leather, and scales. - -Relics & Remembrance Wares When you cast a 3-action summoning spell while wearing this armor, the summoned creature gains a magical sigil that matches the one on the armor. As long as it is within 30 feet of you, the summoned creature gains a +1 status bonus to AC. - -If it ever moves farther than 30 feet from you, the sigil fades and the creature loses the status bonus to AC, even if it later comes within 30 feet of you again. - -*Source: Lost Omens: The Grand Bazaar p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/savior-spike.md b/Compendium/equipment/items/savior-spike.md deleted file mode 100644 index 9fd385081..000000000 --- a/Compendium/equipment/items/savior-spike.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/force -- trait/magical -- trait/talisman -aliases: ["Savior Spike"] ---- -# Savior Spike *Item 2* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [force](../../../Rules/traits/force.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 7 gp -- **Usage** affixed to armor -- **Activate** command; **Trigger** You attempt to [Grab an Edge](../../../Rules/actions/grab-an-edge.md) but haven't rolled; **Requirements** You're an expert in Reflex. -- **Category** Talisman - -This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. If you roll a success on the triggering attempt, you get a critical success instead (if you roll a critical failure, you get a failure instead). - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/sawtooth-saber.md b/Compendium/equipment/items/sawtooth-saber.md deleted file mode 100644 index 64bb10d91..000000000 --- a/Compendium/equipment/items/sawtooth-saber.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/advanced -- trait/agile -- trait/finesse -- trait/twin -- trait/uncommon -aliases: ["Sawtooth Saber"] ---- -# Sawtooth Saber *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/scarab-cuirass-lotgb.md b/Compendium/equipment/items/scarab-cuirass-lotgb.md deleted file mode 100644 index 903a04afc..000000000 --- a/Compendium/equipment/items/scarab-cuirass-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Scarab Cuirass"] ---- -# Scarab Cuirass *Item 10* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1000 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -The cuirass of this +1 deathless (see above) resilient leather armor, stitched to resemble an Osiriani scarab beetle, feels strangely chitinous. You gain resistance 5 to negative damage. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast a 1st-level [pest form](../../../compendium/spells/pest-form.md). You can only become a scarab beetle. -``` - -*Source: Lost Omens: The Grand Bazaar p. 10* diff --git a/Compendium/equipment/items/scholarly-journal.md b/Compendium/equipment/items/scholarly-journal.md deleted file mode 100644 index 105eaa42e..000000000 --- a/Compendium/equipment/items/scholarly-journal.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Scholarly Journal"] ---- -# Scholarly Journal *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/scope-of-limning-g-g.md b/Compendium/equipment/items/scope-of-limning-g-g.md deleted file mode 100644 index 7e3e46792..000000000 --- a/Compendium/equipment/items/scope-of-limning-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/scope -- trait/magical -- trait/transmutation -aliases: ["Scope Of Limning"] ---- -# Scope Of Limning *Item 10* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 900 gp -- **Usage** attached ; **Bulk** L -- **Category** Scope - -The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the sound that echoes off a creature hit by the firearm and transforms it into light, illuminating the target for all to see. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -If your next [Strike](../../../rules/actions/strike.md) from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be [concealed](../../../rules/conditions.md#Concealed) while they glow. If a creature is [invisible](../../../rules/conditions.md#Invisible), they're [concealed](../../../rules/conditions.md#Concealed) while glowing, rather than being [undetected](../../../rules/conditions.md#Undetected). Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune. -``` - -*Source: Guns & Gears p. 182* diff --git a/Compendium/equipment/items/scope-of-truth-g-g.md b/Compendium/equipment/items/scope-of-truth-g-g.md deleted file mode 100644 index c1277eddf..000000000 --- a/Compendium/equipment/items/scope-of-truth-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/scope -- trait/divination -- trait/magical -aliases: ["Scope Of Truth"] ---- -# Scope Of Truth *Item 13* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 3000 gp -- **Usage** attached ; **Bulk** L -- **Category** Scope - -The scope of truth is a bit bigger than most to accommodate larger lenses, which have been magically prepared with tiny shards from crystal balls to reveal the truth. The scope grants you a +2 item bonus to [Perception](../../skills.md#Perception) checks made to [Seek](../../../Rules/actions/seek.md) in areas you can see through the scope. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell. -``` - -*Source: Guns & Gears p. 182* diff --git a/Compendium/equipment/items/scorpion-whip-ec1.md b/Compendium/equipment/items/scorpion-whip-ec1.md deleted file mode 100644 index 291171538..000000000 --- a/Compendium/equipment/items/scorpion-whip-ec1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/weapon/martial -- trait/disarm -- trait/finesse -- trait/reach -- trait/trip -- trait/uncommon -aliases: ["Scorpion Whip"] ---- -# Scorpion Whip *Item 0* -[disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 sp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Flail - -A scorpion whip has a series of razor-sharp blades set along its tip. Unlike ordinary whips, a scorpion whip doesn't have the nonlethal trait, making it deadlier in combat but less effective when the wielder seeks to bring in foes alive. - -*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/scour-gmg.md b/Compendium/equipment/items/scour-gmg.md deleted file mode 100644 index 3bedd4f1c..000000000 --- a/Compendium/equipment/items/scour-gmg.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/inhaled -- trait/poison -- trait/uncommon -aliases: ["Scour"] ---- -# Scour *Item 8* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [inhaled](../../../Rules/traits/inhaled.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 80 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the addiction is virulent. - -```ad-inline-affliction -title: Saving Throw: DC 25 Fortitude - -- **Onset**: 1 hour -- **Maximum Duration**: 6 hours - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied) and +2 item bonus to Reflex saves and Dexterity-based skill checks (1 hour) - -**Stage 2** [fatigued](../../../rules/conditions.md#Fatigued) (1 hour) - -**Stage 3** [drained](../../../rules/conditions.md#Drained) and [fatigued](../../../rules/conditions.md#Fatigued) (1 hour) -``` - -*Source: Gamemastery Guide p. 121* diff --git a/Compendium/equipment/items/scourge-locg.md b/Compendium/equipment/items/scourge-locg.md deleted file mode 100644 index 5e3f40463..000000000 --- a/Compendium/equipment/items/scourge-locg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/weapon/martial -- trait/agile -- trait/disarm -- trait/finesse -- trait/nonlethal -- trait/sweep -aliases: ["Scourge"] ---- -# Scourge *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [nonlethal](../../../Rules/traits/nonlethal.md) [sweep](../../../Rules/traits/sweep.md) - -- **Price** 1 sp -- **Bulk** 1 -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Flail - -A scourge—also known as a cat-o'-nine-tails—is a set of several knotted cords made from cotton or leather and attached to a handle. While most scourges are more suitable for torture than combat, the weapons used by the Order of the Scourge have metal barbs woven in to pierce clothing and armor. The scourge is a martial melee weapon. - -*Source: Lost Omens: Character Guide p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/screech-shooter-g-g.md b/Compendium/equipment/items/screech-shooter-g-g.md deleted file mode 100644 index 9701ad957..000000000 --- a/Compendium/equipment/items/screech-shooter-g-g.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Screech Shooter"] ---- -# Screech Shooter *Item 9+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Beast Gun - -Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [fear](../../../rules/traits/fear.md) [magical](../../../rules/traits/magical.md) [mental](../../../rules/traits/mental.md) - -The screech shooter unleashes a frightening wail. All creatures in a 30-foot emanation from you must attempt a DC 25 Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../../rules/conditions.md#Frightened) and [fleeing](../../../rules/conditions.md#Fleeing) for 1 round. -%% #trait/emotion #trait/enchantment #trait/fear #trait/magical #trait/mental %% -``` - -*Source: Guns & Gears p. 155* diff --git a/Compendium/equipment/items/scroll-case-of-simplicity-locg.md b/Compendium/equipment/items/scroll-case-of-simplicity-locg.md deleted file mode 100644 index bc9118954..000000000 --- a/Compendium/equipment/items/scroll-case-of-simplicity-locg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/held -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Scroll Case Of Simplicity"] ---- -# Scroll Case Of Simplicity *Item 4* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand -- **Category** Held - -The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The scroll case contains a single scroll of a 1st-level spell - -**Effect** You transfer the scroll's energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case's spells. If you use any action other than to [Cast a Spell](../../../rules/actions/cast-a-spell.md) from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost. -``` - -*Source: Lost Omens: Character Guide p. 111* diff --git a/Compendium/equipment/items/scroll.md b/Compendium/equipment/items/scroll.md deleted file mode 100644 index 75206d855..000000000 --- a/Compendium/equipment/items/scroll.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/scroll -- trait/consumable -- trait/magical -- trait/scroll -aliases: ["Scroll"] ---- -# Scroll *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [scroll](../../../Rules/traits/scroll.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Cast a Spell](../../../Rules/actions/cast-a-spell.md) -- **Category** Scroll - -A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be [Crafted](../../../Rules/actions/craft.md) to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of [magic missile](../../spells/magic-missile.md) (1st level) can be used to cast the 1st-level version of [magic missile](../../spells/magic-missile.md), but not a [magic missile](../../spells/magic-missile.md) heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level. - -If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) action and automatically succeed at identifying the scroll's spell. If it's not, you must use [Identify Magic](../../../Rules/actions/identify-magic.md) to learn what spell the scroll holds. - -## Casting a Spell from a Scroll -CRB p. 564 - -[Casting a Spell](../../../Rules/actions/cast-a-spell.md) from a scroll requires holding the scroll in one hand and activating it with a [Cast a Spell](../../../Rules/actions/cast-a-spell.md) activity using the normal number of actions for that spell. - -To [Cast a Spell](../../../Rules/actions/cast-a-spell.md) from a scroll, the spell must appear on your spell list. Because you're the one [Casting the Spell](../../../Rules/actions/cast-a-spell.md), use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal). - -Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when [Casting a Spell](../../../Rules/actions/cast-a-spell.md) from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to [Cast the Spell](../../../Rules/actions/cast-a-spell.md) from a scroll. - -> [!pf2-note] -> See the following for more details on the rules for Scrolls. - -*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/Compendium/equipment/items/scrollstaff-locg.md b/Compendium/equipment/items/scrollstaff-locg.md deleted file mode 100644 index 02acf5c94..000000000 --- a/Compendium/equipment/items/scrollstaff-locg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/weapon/simple -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Scrollstaff"] ---- -# Scrollstaff *Item 1* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 12 gp -- **Usage** held, 1 hand; **Bulk** 1 -- **Category** Simple - -A band of pliant wood encircles the head of this slender mahogany staff. - -The Magaambya created the first scrollstaves millennia ago, and even the few scrollstaves found beyond the organization often incorporate Magaambyan iconography as an homage to their source. - -A scrollstaff serves as a weapon just like an ordinary [staff](staff.md) and can be improved via runes like any other [staff](staff.md). In addition, if you are capable of creating magical scrolls, you can inscribe a single scroll (generic) onto the staff's head for the same cost as normal for Crafting the scroll. If necessary, you can embed a required material focus into the staff as part of the same [Craft](../../../Rules/actions/craft.md) activity. - -As long as you are holding the staff, you can cast the spell from the staff's head. - -Casting the written spell works just like casting from a scroll (generic), but you can perform the necessary material component with the staff, even if you don't have a free hand. - -Once you cast the inscribed spell, any material focus remains embedded in the staff until removed as an [Interact](../../../Rules/actions/interact.md) action. - -The staff can hold only a single scroll (generic) at a time. If you inscribe a new scroll (generic) before casting the previous spell, you replace the existing spell and remove any previous material focus as part of the [Craft](../../../Rules/actions/craft.md) activity to write the new scroll (generic). - -*Source: Lost Omens: Character Guide p. 100* \ No newline at end of file diff --git a/Compendium/equipment/items/scything-blade-snare.md b/Compendium/equipment/items/scything-blade-snare.md deleted file mode 100644 index 706d3b3a8..000000000 --- a/Compendium/equipment/items/scything-blade-snare.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Scything Blade Snare"] ---- -# Scything Blade Snare *Item 12* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 320 gp -- **Category** Snare - -This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing `14d8` slashing damage (DC 31 basic Reflex). - -*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/sea-touch-elixir.md b/Compendium/equipment/items/sea-touch-elixir.md deleted file mode 100644 index 18d5560c2..000000000 --- a/Compendium/equipment/items/sea-touch-elixir.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/polymorph -aliases: ["Sea Touch Elixir"] ---- -# Sea Touch Elixir *Item 5+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This briny concoction alters the skin on your hands and feet. - -The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. - -*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/sealing-chest-lopsg.md b/Compendium/equipment/items/sealing-chest-lopsg.md deleted file mode 100644 index 197fbf64a..000000000 --- a/Compendium/equipment/items/sealing-chest-lopsg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Sealing Chest"] ---- -# Sealing Chest *Item 4+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -Vigilant Seal members use these containers when transporting samples and relics. - -The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest. - -*Source: Lost Omens: Pathfinder Society Guide p. 38* \ No newline at end of file diff --git a/Compendium/equipment/items/searing-suture-ooa1.md b/Compendium/equipment/items/searing-suture-ooa1.md deleted file mode 100644 index beb665225..000000000 --- a/Compendium/equipment/items/searing-suture-ooa1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa1 -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/fire -- trait/uncommon -aliases: ["Searing Suture"] ---- -# Searing Suture *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes `1d6` fire damage and can immediately attempt a flat check to remove the [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage)—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/self-emptying-pocket-da.md b/Compendium/equipment/items/self-emptying-pocket-da.md deleted file mode 100644 index 5598af9a5..000000000 --- a/Compendium/equipment/items/self-emptying-pocket-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Self-Emptying Pocket"] ---- -# Self-Emptying Pocket *Item 9* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting with the attendees at your events, you can use [Performance](../../skills.md#Performance) instead of [Diplomacy](../../skills.md#Diplomacy) to [Gather Information](../../../Rules/actions/gather-information.md). When you would use [Performance](../../skills.md#Performance) to [Earn Income](../../../Rules/actions/earn-income.md), you don't earn any gold pieces, as the money disappears before you can even count it. - -The entity that holds your bargained contract can influence your reception any time you perform for a crowd or Activate the pocket. If they influence your performance favorably, you gain a +2 item bonus to your [Performance](../../skills.md#Performance) check. If they influence your performance unfavorably, you gain a -2 item penalty to your [Performance](../../skills.md#Performance) check. If you've failed to earn the entity money in quite a while, it typically influences your performance unfavorably. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single [Performance](../../../compendium/skills.md#Performance) check against the [Perception](../../../compendium/skills.md#Perception) DC of the creature. On a success, the creature is affected as though by a successful [Deception](../../../compendium/skills.md#Deception) check to [Create a Diversion](../../../rules/actions/create-a-diversion.md). The entity that holds your contract can influence this performance as well. -``` - -*Source: Dark Archive p. 165* diff --git a/Compendium/equipment/items/self-immolating-note-da.md b/Compendium/equipment/items/self-immolating-note-da.md deleted file mode 100644 index 82633bf85..000000000 --- a/Compendium/equipment/items/self-immolating-note-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/fire -- trait/uncommon -aliases: ["Self-Immolating Note"] ---- -# Self-Immolating Note *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** — -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. - -The item activates automatically when the envelope is opened, which typically takes an [Interact](../../../Rules/actions/interact.md) action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming meetings or any other relevant news. These letters must be written in haste and require the use of their accompanying envelopes, which prevent air from interacting with the paper until the envelope's seal is [broken](../../../Rules/conditions.md#Broken). - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/serene-mutagen.md b/Compendium/equipment/items/serene-mutagen.md deleted file mode 100644 index 14f551b8b..000000000 --- a/Compendium/equipment/items/serene-mutagen.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -aliases: ["Serene Mutagen"] ---- -# Serene Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting. - -**Benefit** You gain an item bonus to Will saves and [Perception](../../skills.md#Perception), [Medicine](../../skills.md#Medicine), [Nature](../../skills.md#Nature), [Religion](../../skills.md#Religion), and [Survival](../../skills.md#Survival) checks. This bonus improves when you attempt Will saves against [mental](../../../Rules/traits/mental.md) effects. - -**Drawback** You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. - -*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/serithtial-gmg.md b/Compendium/equipment/items/serithtial-gmg.md deleted file mode 100644 index d0c6cb561..000000000 --- a/Compendium/equipment/items/serithtial-gmg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/abjuration -- trait/artifact -- trait/divine -- trait/intelligent -- trait/lg -- trait/unique -aliases: ["Serithtial"] ---- -# Serithtial *Item 23* -[abjuration](../../../Rules/traits/abjuration.md) [artifact](../../../Rules/traits/artifact-gmg.md) [divine](../../../Rules/traits/divine.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [lg](../../../Rules/traits/lawful-goo-b1.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Artifact - -The legendary blade Serithtial is said to have been forged by [Iomedae](../../setting/deities/iomedae.md), goddess of honor, justice, and valor. She is an [intelligent](../../../Rules/traits/intelligent-gmg.md) bastard sword. Although the sword is made of steel, Serithtial is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Serithtial can suppress or resume this glow as a single action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait. In addition, [Strikes](../../../Rules/actions/strike.md) with Serithtial deal an additional `2d6` damage against creatures that are worshippers of [Zon-Kuthon](../../setting/deities/zon-kuthon.md), and while wielding Serithtial, you constantly benefit from [death ward](../../spells/death-ward.md) and [freedom of movement](../../spells/freedom-of-movement.md) spells that function only against effects created by followers of [Zon-Kuthon](../../setting/deities/zon-kuthon.md). - -Serithtial was forged as a [bastard sword](bastard-sword.md), and she reverts to this shape when no one wields her, but she can also detect what sort of blade her current wielder prefers and transform into it (choosing from [dagger](dagger.md), [shortsword](shortsword.md), [longsword](longsword.md), [scimitar](scimitar.md), [falchion](falchion.md), [greatsword](greatsword.md), [rapier](rapier.md), or [bastard sword](bastard-sword.md)) using an action, which she does when first held. The wielder can empathically tell Serithtial to transform at any time by using a single action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait, after which Serithtial uses an action to transform. - -Serithtial is willing to work with a partner of almost any alignment as long as they are dedicated to defeating the great wyrm Kazavon and the forces of [Zon-Kuthon](../../setting/deities/zon-kuthon.md). If you ignore those threats and pursue your own agenda instead, before long Serithtial attempts to seize control of your body (DC 45 Will save to resist her control), though she typically remains in control for only long enough to find a more worthy partner. You can attempt a new Will save each day to retake control of your body. - -```ad-embed-ability -title: Activate - -Serithtial spends the appropriate number of actions and casts a 9th level [heal](../../../compendium/spells/heal.md) or [zone of truth](../../../compendium/spells/zone-of-truth.md) spell (DC 45 for either of the two spells). -``` - -*Source: Gamemastery Guide p. 112* diff --git a/Compendium/equipment/items/serrating-locg.md b/Compendium/equipment/items/serrating-locg.md deleted file mode 100644 index 07453fa39..000000000 --- a/Compendium/equipment/items/serrating-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/rune -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Serrating"] ---- -# Serrating *Item 10* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1000 gp -- **Usage** etched onto a slashing melee weapon -- **Category** Rune - -A serrating weapon's bladed edge separates into jagged, swirling shards that spin along the blade. When dealing slashing damage, the weapon deals an additional `1d4` damage. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional `1d12` damage instead of the additional `1d4` damage, and then the shards return to their usual speed. -``` - -*Source: Lost Omens: Character Guide p. 93* diff --git a/Compendium/equipment/items/servers-stew-lotgb.md b/Compendium/equipment/items/servers-stew-lotgb.md deleted file mode 100644 index c2deacbbe..000000000 --- a/Compendium/equipment/items/servers-stew-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Server's Stew"] ---- -# Server's Stew *Item 7* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with refined pesh. Eating this restaurant-staff favorite empowers you to speak and understand a single language for 1 hour. This must be a language the stew's cook could speak and understand, chosen at the time of the stew's creation. It also helps your words land smoothly, granting you a +2 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks made in that language for the same duration. It doesn't allow you to read the newly acquired language in its written form. - -*Source: Lost Omens: The Grand Bazaar p. 47* \ No newline at end of file diff --git a/Compendium/equipment/items/shade-hat-lotgb.md b/Compendium/equipment/items/shade-hat-lotgb.md deleted file mode 100644 index ae4100444..000000000 --- a/Compendium/equipment/items/shade-hat-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Shade Hat"] ---- -# Shade Hat *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 150 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn - -This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from the sun. While wearing the shade hat, you are protected from mild and severe heat (but not extreme heat). - -*Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/Compendium/equipment/items/shadow-essence.md b/Compendium/equipment/items/shadow-essence.md deleted file mode 100644 index 05f1cdf91..000000000 --- a/Compendium/equipment/items/shadow-essence.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/negative -- trait/poison -aliases: ["Shadow Essence"] ---- -# Shadow Essence *Item 10* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [negative](../../../Rules/traits/negative.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 160 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The [enfeebled](../../../Rules/conditions.md#Enfeebled) condition from shadow essence lasts for 24 hours. - -```ad-inline-affliction -title: Saving Throw: DC 29 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `3d6` negative damage and `2d6` poison damage (1 round) - -**Stage 2** `3d6` negative damage, `2d6` poison damage, and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 3** `3d6` negative damage, `2d6` poison damage, and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) -``` - -*Source: Core Rulebook p. 553* diff --git a/Compendium/equipment/items/shadow-signet-som.md b/Compendium/equipment/items/shadow-signet-som.md deleted file mode 100644 index ff88245ed..000000000 --- a/Compendium/equipment/items/shadow-signet-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Shadow Signet"] ---- -# Shadow Signet *Item 10* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1000 gp -- **Usage** worn -- **Category** Worn - -This obsidian ring allows you to partially warp your spells through the Shadow Plane, allowing them to strike directly at a target's body. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](../../../rules/traits/metamagic.md) - -If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them. -%% #trait/metamagic %% -``` - -*Source: Secrets of Magic p. 189* diff --git a/Compendium/equipment/items/shadow.md b/Compendium/equipment/items/shadow.md deleted file mode 100644 index e2e38ab8f..000000000 --- a/Compendium/equipment/items/shadow.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/magical -- trait/transmutation -aliases: ["Shadow"] ---- -# Shadow *Item 5+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** etched onto light or medium nonmetallic armor -- **Category** Rune - -Armor with this rune becomes hazy black. You gain a +1 item bonus to [Stealth](../../skills.md#Stealth) checks while wearing the armor. - -*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/Compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md b/Compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md deleted file mode 100644 index 5e1bca56b..000000000 --- a/Compendium/equipment/items/shadowed-scale-the-jungle-secret-sot6.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot6 -- item/category/artifact -- trait/artifact -- trait/conjuration -- trait/invested -- trait/magical -- trait/primal -- trait/unique -aliases: ["Shadowed Scale, the Jungle Secret"] ---- -# Shadowed Scale, the Jungle Secret *Item 22* -[artifact](../../../Rules/traits/artifact-gmg.md) [conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [primal](../../../Rules/traits/primal.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** worn mask; **Bulk** L -- **Category** Artifact - -This gold-inlaid wooden mask depicts the reptilian visage of a mokele-mbembe, a jungle predator seen by the Mwangi as embodiments of nature's strength and majesty. - -If you're a Magaambyan who already has a mask, you can use Shadowed Scale, the Jungle Secret in lieu of your own mask for the purposes of mask-related abilities, such as Magic Warrior Dedication (Lost Omens World Guide 95). When you wear the mask, you are always [concealed](../../../Rules/conditions.md#Concealed) while in a jungle. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: Your last action was a melee [Strike](../../../rules/actions/strike.md) that killed a living creature or destroyed an undead creature - -**Effect** You cause the body to decompose into a pile of fertile soil. The creature's body is completely destroyed at the start of your next turn, and it can only be returned to life with the use of powerful magic such as miracle or wish. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You are adjacent to the body of a creature you killed that has decomposed into soil - -**Effect** You pull a seed from the mask and throw it into the soil, where it sprouts. You cast [summon plant or fungus](../../../compendium/spells/summon-plant-or-fungus.md); the spell is heightened to a level equal to one-half of the slain creature's level, rounded up. When the spell's duration ends, the plant creature returns to the soil, where it roots itself and becomes a non-creature piece of flora. - -Destruction If the progenitor of all mokele-mbembes stomps on the mask, it is crushed to splinters. -``` - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 77* diff --git a/Compendium/equipment/items/shapespeak-mask-sot1.md b/Compendium/equipment/items/shapespeak-mask-sot1.md deleted file mode 100644 index 029b755f1..000000000 --- a/Compendium/equipment/items/shapespeak-mask-sot1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Shapespeak Mask"] ---- -# Shapespeak Mask *Item 4* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 80 gp -- **Usage** worn mask -- **Category** Worn - -This simple wooden mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak even when polymorphed into an animal. The shapespeak mask does not otherwise remove any limitations, such as the inability to cast spells when transformed. - -*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/shark-tooth-charm.md b/Compendium/equipment/items/shark-tooth-charm.md deleted file mode 100644 index 150041832..000000000 --- a/Compendium/equipment/items/shark-tooth-charm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -aliases: ["Shark Tooth Charm"] ---- -# Shark Tooth Charm *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 23 gp -- **Usage** affixed to armor -- **Activate** command; **Trigger** You attempt to [Escape](../../../Rules/actions/escape.md) using [Acrobatics](../../skills.md#Acrobatics) for your roll, but you haven't rolled yet; **Requirements** You are an expert in [Acrobatics](../../skills.md#Acrobatics). -- **Category** Talisman - -This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the triggering check, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the [Acrobatics](../../skills.md#Acrobatics) check against a grabbing creature, the creature must either release you as a free action or take `2d8` piercing damage as shark's teeth momentarily emerge from your skin. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/shauth-blade-av3.md b/Compendium/equipment/items/shauth-blade-av3.md deleted file mode 100644 index fbda465fa..000000000 --- a/Compendium/equipment/items/shauth-blade-av3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/weapon/martial -- trait/agile -- trait/deadly-d8 -- trait/finesse -- trait/versatile-p -aliases: ["Shauth Blade"] ---- -# Shauth Blade *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Knife - -These strange curved blades are jagged and deadly weapons made from the alchemically strengthened teeth of dead urdefhans. Each weapon is typically named for the urdefhan whose teeth were forged into the weapon, which are often carried (and revered) by that urdefhan's descendants. Magical shauth blades allow an urdefhan wielder to channel their Wicked Bite ability through shauth blade [Strikes](../../../Rules/actions/strike.md). - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/shauth-lash-av3.md b/Compendium/equipment/items/shauth-lash-av3.md deleted file mode 100644 index a8daa9af0..000000000 --- a/Compendium/equipment/items/shauth-lash-av3.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/weapon/advanced -- trait/deadly-d10 -- trait/finesse -- trait/trip -aliases: ["Shauth Lash"] ---- -# Shauth Lash *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [trip](../../../Rules/traits/trip.md) - -- **Price** 8 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 2 -- **Category** Advanced; **Group** Flail - -This metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. Magical shauth lashes have the same ability to channel an urdefhan wielder's Wicked Bite as magical shauth blades, and urdefhans hold these weapons with the same reverence as they do shauth blades. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/shears-b2.md b/Compendium/equipment/items/shears-b2.md deleted file mode 100644 index c1995f9c1..000000000 --- a/Compendium/equipment/items/shears-b2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/b2 -- item/category/weapon/simple -- trait/deadly-d8 -- trait/finesse -- trait/uncommon -- trait/versatile-p -aliases: ["Shears"] ---- -# Shears *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 5 sp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Simple; **Group** Knife - - - -*Source: Bestiary 2 p. 184* \ No newline at end of file diff --git a/Compendium/equipment/items/shield-augmentation-lotgb.md b/Compendium/equipment/items/shield-augmentation-lotgb.md deleted file mode 100644 index ad1fa69a6..000000000 --- a/Compendium/equipment/items/shield-augmentation-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/shield -- trait/adjustment -- trait/uncommon -aliases: ["Shield Augmentation"] ---- -# Shield Augmentation *Item 0* -[adjustment](../../../Rules/traits/adjustment-lotgb.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 sp -- **Usage** applied to a shield -- **Category** Shield - -There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes. - -A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the [backswing](../../../Rules/traits/backswing.md) or [forceful](../../../Rules/traits/forceful.md) trait, or you can choose two of the following weapon traits: [disarm](../../../Rules/traits/disarm.md), [nonlethal](../../../Rules/traits/nonlethal.md), [shove](../../../Rules/traits/shove.md), [thrown <10 feet>](../../../Rules/traits/thrown.md), [trip](../../../Rules/traits/trip.md), or versatile S. - -*Source: Lost Omens: The Grand Bazaar p. 104* \ No newline at end of file diff --git a/Compendium/equipment/items/shield-of-the-unified-legion-ec6.md b/Compendium/equipment/items/shield-of-the-unified-legion-ec6.md deleted file mode 100644 index bed497546..000000000 --- a/Compendium/equipment/items/shield-of-the-unified-legion-ec6.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/shield -- trait/evocation -- trait/magical -- trait/shield -- trait/uncommon -aliases: ["Shield Of The Unified Legion"] ---- -# Shield Of The Unified Legion *Item 20* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) shield - -- **Price** 70000 gp -- **Usage** strapped to 1 hand; **Bulk** L -- **Category** Shield; **Group** Shield - -This high-grade orichalcum shield (Hardness 16, HP 64, and BT 32) bears a +3 major striking shield boss that cannot be removed. It gleams brightly in any light, drawing attention at all times. When you Raise this Shield, ephemeral reflections of it appear in front of each of your allies within 30 feet, granting them its +2 circumstance bonus to AC for as long as they are within 30 feet of you and your shield is raised. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash [Strike](../../../rules/actions/strike.md) against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked [prone](../../../rules/conditions.md#Prone)). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks. -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 75* diff --git a/Compendium/equipment/items/shield-sconce-lopsg.md b/Compendium/equipment/items/shield-sconce-lopsg.md deleted file mode 100644 index 8832effdf..000000000 --- a/Compendium/equipment/items/shield-sconce-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Shield Sconce"] ---- -# Shield Sconce *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 sp -- **Category** Adventuring Gear - -This carefully balanced metal bracket can be attached to the front or top of a shield or [tower shield](tower-shield.md) (but not a [buckler](buckler.md)), allowing you to carry a [torch](torch.md) without giving up your shield or holding it in your other hand. While carrying a [torch](torch.md) in this way, you must attempt a DC 11 flat check every time you use the [Shield Block](../../feats/shield-block.md) reaction; on a failure, the [torch](torch.md) is extinguished. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/shielding-salve-apg.md b/Compendium/equipment/items/shielding-salve-apg.md deleted file mode 100644 index c13ff83aa..000000000 --- a/Compendium/equipment/items/shielding-salve-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/oil -- trait/abjuration -- trait/consumable -- trait/magical -- trait/oil -aliases: ["Shielding Salve"] ---- -# Shielding Salve *Item 1* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) - -- **Price** 4 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This shimmering paste has many properties of a [shield](../../spells/shield.md) spell. - -When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a magic missile hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends. - -*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/Compendium/equipment/items/shifter-prosthesis-lotgb.md b/Compendium/equipment/items/shifter-prosthesis-lotgb.md deleted file mode 100644 index b8e660bc4..000000000 --- a/Compendium/equipment/items/shifter-prosthesis-lotgb.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/prosthesis -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Shifter Prosthesis"] ---- -# Shifter Prosthesis *Item 6* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 210 gp -- **Usage** worn; **Bulk** 1 -- **Category** Prosthesis - -This prosthetic arm is imbued with transmutation magic that can transform it into a weapon. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You are holding a one-handed weapon - -**Effect** The prosthesis engulfs the weapon and absorbs it entirely. The weapon is unavailable until you use this Activation to release it from the prosthesis. The prosthesis can hold up to two items at a time. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis. -``` - -*Source: Lost Omens: The Grand Bazaar p. 73* diff --git a/Compendium/equipment/items/shifting.md b/Compendium/equipment/items/shifting.md deleted file mode 100644 index aa53d7ef7..000000000 --- a/Compendium/equipment/items/shifting.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/magical -- trait/transmutation -aliases: ["Shifting"] ---- -# Shifting *Item 6* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 225 gp -- **Usage** etched onto a melee weapon -- **Category** Rune - -With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply. -``` - -*Source: Core Rulebook p. 585* diff --git a/Compendium/equipment/items/shimmering-dust-som.md b/Compendium/equipment/items/shimmering-dust-som.md deleted file mode 100644 index c08bb37ce..000000000 --- a/Compendium/equipment/items/shimmering-dust-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Shimmering Dust"] ---- -# Shimmering Dust *Item 5* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 25 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save against a cloud of glitterdust created using this catalyst, glowing grains stick to them, causing them to shed dim light in a 20-foot radius for as long as their invisibility is negated by the spell as well as causing them to take a –2 circumstance penalty to [Stealth](../../skills.md#Stealth) for that duration. - -*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/shining-ammunition.md b/Compendium/equipment/items/shining-ammunition.md deleted file mode 100644 index bbca16710..000000000 --- a/Compendium/equipment/items/shining-ammunition.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/evocation -- trait/light -- trait/magical -aliases: ["Shining Ammunition"] ---- -# Shining Ammunition *Item 1* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 3 gp -- **Ammunition** any -- **Category** Ammunition - -A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an [Interact](../../../Rules/actions/interact.md) action, but the ammunition itself continues to glow for the rest of the duration or until destroyed. - -*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/Compendium/equipment/items/shining-shield-lokl.md b/Compendium/equipment/items/shining-shield-lokl.md deleted file mode 100644 index 9bc6a54f5..000000000 --- a/Compendium/equipment/items/shining-shield-lokl.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Shining Shield"] ---- -# Shining Shield *Item 10* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 1000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -Kalabrynne Iomedar commissioned the first of these shields, which have become some of the Shining Sentinels' most valued equipment, replicated among these knights. A shining shield is a seemingly simple wooden shield (Hardness 6, HP 24, BT 12) with the Shining Oath engraved on the inside. While raised, a shining shield moves itself to provide cover for your allies. If you have this shield raised and would provide cover to an ally against a foe by standing between them, the cover you provide increases one step. Thus, if you were to grant lesser cover, you grant standard cover instead; if you were to grant standard cover, you instead grant greater cover. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You shout an oath to protect the innocent and weak, and the shield gives off bright light. All enemies in a 30- foot radius around you must attempt a DC 27 Will save, with the following effects. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** For 1 round, the creature ignores other creatures in the area and concentrates on bringing you down. The creature will still attack anyone preventing them from attacking you, uses tactics deemed most convenient to defeat you, and works with other creatures that confront you. -> - **Critical Failure** As failure, but the duration is 1 minute. -``` - -*Source: Lost Omens: Knights of Lastwall p. 90* diff --git a/Compendium/equipment/items/shining-wayfinder-locg.md b/Compendium/equipment/items/shining-wayfinder-locg.md deleted file mode 100644 index 19639646d..000000000 --- a/Compendium/equipment/items/shining-wayfinder-locg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/worn -- trait/abjuration -- trait/divination -- trait/evocation -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Shining Wayfinder"] ---- -# Shining Wayfinder *Item 4* -[abjuration](../../../Rules/traits/abjuration.md) [divination](../../../Rules/traits/divination.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** worn -- **Category** Worn - -A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder, except instead of an activation to cast [light](../../spells/light.md), the shining wayfinder has the following two activations. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the [concentrate](../../../rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. -``` - -*Source: Lost Omens: Character Guide p. 111* diff --git a/Compendium/equipment/items/shiver-gmg.md b/Compendium/equipment/items/shiver-gmg.md deleted file mode 100644 index f5201125f..000000000 --- a/Compendium/equipment/items/shiver-gmg.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/ingested -- trait/poison -aliases: ["Shiver"] ---- -# Shiver *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets. - -The addiction to shiver has the [virulent](../../../Rules/traits/virulent.md) trait. - -```ad-inline-affliction -title: Saving Throw: DC 19 Fortitude - -- **Maximum Duration**: 4 hours - -## Stages - -**Stage 1** whenever you become [frightened](../../../rules/conditions.md#Frightened), reduce that condition's value by 1 (10 minutes) - -**Stage 2** [clumsy](../../../rules/conditions.md#Clumsy) (1 hour) - -**Stage 3** asleep (1 hour) -``` - -*Source: Gamemastery Guide p. 121* diff --git a/Compendium/equipment/items/shobhad-longrifle-sot5.md b/Compendium/equipment/items/shobhad-longrifle-sot5.md deleted file mode 100644 index a718ebfc6..000000000 --- a/Compendium/equipment/items/shobhad-longrifle-sot5.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot5 -- item/category/weapon/martial -- trait/backstabber -- trait/concussive -- trait/fatal-d12 -- trait/kickback -- trait/rare -- trait/volley-30-feet -aliases: ["Shobhad Longrifle"] ---- -# Shobhad Longrifle *Item 1* -[backstabber](../../../Rules/traits/backstabber.md) [concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [kickback](../../../Rules/traits/kickback-g-g.md) [rare](../../../Rules/traits/rare.md) [volley <30 feet>](../../../Rules/traits/volley.md) - -- **Price** 20 gp -- **Bulk** 1 -- **Damage** `1d8` P -- **Ammunution** Round; **Range** 120 ft.; **Reload** 1 -- **Category** Martial; **Group** Firearm - -The shobhad longrifle is a firearm with a long, rifled barrel. Often mounted with a multi-lensed scope for targeting at an array of ranges and a chambering mechanism that can adjust the speed and penetrating power of each shot, it's the preferred weapon of many shobhad warriors. Shobhad longrifles are equipped with a built-in [silencer](silencer-g-g.md) so they make no more noise than a crossbow when fired. - -For more information on firearms, see Pathfinder Guns & Gears. If you don't wish to include firearms in your Strength of Thousands campaign, simply substitute the longrifles wielded by shobhads in this adventure with [composite longbows](composite-longbow.md). - -*Source: Strength of Thousands #5: Doorway to the Red Star p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/shockguard-coil-g-g.md b/Compendium/equipment/items/shockguard-coil-g-g.md deleted file mode 100644 index 1d0c05fc5..000000000 --- a/Compendium/equipment/items/shockguard-coil-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/rare -- trait/talisman -aliases: ["Shockguard Coil"] ---- -# Shockguard Coil *Item 10* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 175 gp -- **Usage** affixed to a shield -- **Activate** [Interact](../../../Rules/actions/interact.md); **Trigger** You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield. -- **Category** Talisman - -This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in electricity when discharged. - -When you activate the coil, the foe takes `2d12` electricity damage (DC 27 basic Reflex save). On a failed save, the foe is [flat-footed](../../../Rules/conditions.md#Flat-footed) until the start of its next turn. - -*Source: Guns & Gears p. 83* \ No newline at end of file diff --git a/Compendium/equipment/items/shoony-shovel-ec3.md b/Compendium/equipment/items/shoony-shovel-ec3.md deleted file mode 100644 index 5fd167dde..000000000 --- a/Compendium/equipment/items/shoony-shovel-ec3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec3 -- item/category/held -- trait/earth -- trait/magical -- trait/rare -aliases: ["Shoony Shovel"] ---- -# Shoony Shovel *Item 9* -[earth](../../../Rules/traits/earth.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 600 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter how much you use it. Its true magic, however, is in its ability to dig on its own. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You place the shovel in a starting position and specify the dimensions and direction to dig (such as "Dig down 8 feet in a rectangle sized 30 feet by 40 feet" or "Dig straight ahead for 30 feet"). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging. -``` - -*Source: Extinction Curse #3: Life's Long Shadows p. 69* diff --git a/Compendium/equipment/items/shootist-bandolier-av3.md b/Compendium/equipment/items/shootist-bandolier-av3.md deleted file mode 100644 index 831a13a23..000000000 --- a/Compendium/equipment/items/shootist-bandolier-av3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Shootist Bandolier"] ---- -# Shootist Bandolier *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Category** Adventuring Gear - -This leather bandolier holds up to three repeating hand crossbow magazines in leather pockets that pop open with the quick flick of a thumb. You reduce the reload time for a repeating hand crossbow magazine from the bandolier by 1, to a total of 2 actions. You can wear only one shootist bandolier at a time. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/shortbread-spy-som.md b/Compendium/equipment/items/shortbread-spy-som.md deleted file mode 100644 index 92a8f6d72..000000000 --- a/Compendium/equipment/items/shortbread-spy-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/divination -- trait/magical -- trait/scrying -- trait/uncommon -aliases: ["Shortbread Spy"] ---- -# Shortbread Spy *Item 6* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [scrying](../../../Rules/traits/scrying.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 40 gp -- **Usage** held in 2 hands -- **Category** Consumable - -Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The cookie then scrambles away at a Speed of 15 feet, returning to the same spot about 1 hour later, which gives it enough time to travel roughly a half-mile away and then return along the same path. The cookie spy is oblivious to your instructions and can't be given directions, instead following a path of its own choosing. Upon its return, it falls to the ground, never to move again. - -As long as you decorated the shortbread spy with eyes, it gains normal vision, which it uses to see and magically record the sights along its path. Any creature that eats the cookie once it returns can then see what the spy saw. The images are relatively clear, but the passage of time is a bit muddied, so it might be difficult to tell when the cookie witnessed a given sight. - -*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/Compendium/equipment/items/shot-of-the-first-vault-gmg.md b/Compendium/equipment/items/shot-of-the-first-vault-gmg.md deleted file mode 100644 index d62532e80..000000000 --- a/Compendium/equipment/items/shot-of-the-first-vault-gmg.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/divine -- trait/evocation -- trait/rare -aliases: ["Shot Of The First Vault"] ---- -# Shot Of The First Vault *Item 23* -[artifact](../../../Rules/traits/artifact-gmg.md) [divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) [rare](../../../Rules/traits/rare.md) - -- **Ammunition** any -- **Category** Artifact - -Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar's repository. - -Since then, individual pieces have turned up throughout the multiverse. When you pick up a shot of the First Vault, it immediately reshapes itself to function with any ranged weapon and establishes you as its owner until another creature picks it up. As its owner, you can use the shot's single-action activation after shooting it. - -Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon's damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are [clumsy](../../../Rules/conditions.md#Clumsy) while the fragments remain in place. A total of 3 actions, which have the [manipulate](../../../Rules/traits/manipulate.md) trait, are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 [Medicine](../../skills.md#Medicine) check can be used. A critical failure on this [Medicine](../../skills.md#Medicine) check deals 10 [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) to the creature with the embedded fragment. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You recall the shot of the First Vault, which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) to each creature in which they were embedded. - -The fragments then unite to re-form the shot of the First Vault, which automatically reloads itself into your weapon. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0 - -**Effect** You line up a perfectly aimed attack directly toward the First Vault. You [Strike](../../../rules/actions/strike.md) a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the [incapacitation](../../../rules/traits/incapacitation.md) trait. Regardless, the shot of the First Vault returns to the First Vault. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is moved `1d20`×50 feet in the direction you fired. If this causes it to hit a solid object, it takes 50 bludgeoning damage. -> - **Failure** The creature is transported to a random location on the plane of Axis. -> - **Critical Failure** The creature is transported to the First Vault. Unless it is capable of eluding Abadar's precautions, it is likely unable to escape the Vault on its own. Destruction If 10 shots of the First Vault are all fired at the same group of keketar or izfiitar proteans within 1 minute of each other, each shot was a hit, and the shots are then recalled, the shots collide as they attempt to re-form and crumble to dust. -``` - -*Source: Gamemastery Guide p. 112* diff --git a/Compendium/equipment/items/shrapnel-snare-g-g.md b/Compendium/equipment/items/shrapnel-snare-g-g.md deleted file mode 100644 index 846e6205a..000000000 --- a/Compendium/equipment/items/shrapnel-snare-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Shrapnel Snare"] ---- -# Shrapnel Snare *Item 14* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Category** Snare - -This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare's square, the trap releases, dealing `12d6` piercing damage in a deafening explosion. Everyone in a 10-foot radius of the snare's square must attempt a DC 31 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature in unaffected -> - **Success** The creature takes half damage and is [deafened](../../../Rules/conditions.md#Deafened) for 1 round. -> - **Failure** The creature takes full damage, `2d6` [persistent piercing damage](../../../Rules/conditions.md#Persistent%20Damage), and is [deafened](../../../Rules/conditions.md#Deafened) for 1 minute. -> - **Critical Failure** The creature takes double damage, `4d6` [persistent piercing damage](../../../Rules/conditions.md#Persistent%20Damage), and is [deafened](../../../Rules/conditions.md#Deafened) for 1 minute. - -*Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/shrieking-skull-g-g.md b/Compendium/equipment/items/shrieking-skull-g-g.md deleted file mode 100644 index fd3ac70f5..000000000 --- a/Compendium/equipment/items/shrieking-skull-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/auditory -- trait/consumable -- trait/enchantment -- trait/magical -- trait/talisman -aliases: ["Shrieking Skull"] ---- -# Shrieking Skull *Item 12* -[auditory](../../../Rules/traits/auditory.md) [consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 400 gp -- **Usage** affixed to a firearm or crossbow; **Bulk** – -- **Activate** envision; **Requirements** You're an expert in [Intimidation](../../skills.md#Intimidation) and the affixed weapon is loaded. -- **Category** Talisman - -This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you [Strike](../../../Rules/actions/strike.md) with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the [Strike](../../../Rules/actions/strike.md) is a success, the screaming skull allows you to attempt to [Demoralize](../../../Rules/actions/demoralize.md) the target as well as each enemy within 30 feet of the target. - -*Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/Compendium/equipment/items/shrinking-potion.md b/Compendium/equipment/items/shrinking-potion.md deleted file mode 100644 index ab18e441d..000000000 --- a/Compendium/equipment/items/shrinking-potion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Shrinking Potion"] ---- -# Shrinking Potion *Item 4+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Onset** 1 minute -- **Category** Potion - -This fungus-flavored potion conveys the effects of the [shrink](../../spells/shrink.md) spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. - -*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/Compendium/equipment/items/shuriken.md b/Compendium/equipment/items/shuriken.md deleted file mode 100644 index c6fd64b02..000000000 --- a/Compendium/equipment/items/shuriken.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/monk -- trait/thrown -- trait/uncommon -aliases: ["Shuriken"] ---- -# Shuriken *Item 0* -[agile](../../../Rules/traits/agile.md) [monk](../../../Rules/traits/monk.md) [thrown](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 cp -- **Damage** `1d4` P -- **Range** 20 ft.; **Reload** 0 -- **Hands** 1 -- **Category** Martial; **Group** Dart - -This "throwing star" is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/siblings-coin-da.md b/Compendium/equipment/items/siblings-coin-da.md deleted file mode 100644 index 97f8fef70..000000000 --- a/Compendium/equipment/items/siblings-coin-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/uncommon -aliases: ["Sibling's Coin"] ---- -# Sibling's Coin *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held - -Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this would be obvious in the middle of a crowded street or busy tavern. Instead, societies tend to mark each other by carrying sibling's coins. The name was originally coined by a past secret society that has since fallen into obscurity, but its ingenious coins remain. The coins are innocuous, resembling common silver coins until the owner twists the outer edge clockwise. At this point, the face of the coin rotates to reveal the symbol of the secret society of the owner. - -Suspected compatriots often toy with their coins as a half-recognized fidget, before trying to subtly flash the inscription to their fellow conversationalist. - -While it's possible to notice the coin's mechanism if you specifically check the coin (DC 20 [Perception](../../skills.md#Perception)), few people individually inspect coins unless they have a reason to be suspicious of them. - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/siccatite-armor-lotgb.md b/Compendium/equipment/items/siccatite-armor-lotgb.md deleted file mode 100644 index 3ce4e9ce3..000000000 --- a/Compendium/equipment/items/siccatite-armor-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/armor -- trait/rare -aliases: ["Siccatite Armor"] ---- -# Siccatite Armor *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. - -When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you [grabbed](../../../Rules/conditions.md#Grabbed) or [restrained](../../../Rules/conditions.md#Restrained) with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor. - -*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/Compendium/equipment/items/siccatite-lotgb.md b/Compendium/equipment/items/siccatite-lotgb.md deleted file mode 100644 index f91a61f1c..000000000 --- a/Compendium/equipment/items/siccatite-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/material -- trait/precious -- trait/rare -aliases: ["Siccatite"] ---- -# Siccatite *Item 0+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively). - -| Siccatite Items | Hardness | HP | BT | -|-----------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 6 | 24 | 12 | -| High-grade | 10 | 40 | 20 | -| **Items** | | | | -| Standard-grade | 10 | 40 | 20 | -| High-grade | 13 | 52 | 26 | -| **Structures** | | | | -| Standard-grade | 20 | 80 | 40 | -| High-grade | 26 | 104 | 52 | - - -*Source: Lost Omens: The Grand Bazaar p. 100* \ No newline at end of file diff --git a/Compendium/equipment/items/siccatite-shield-lotgb.md b/Compendium/equipment/items/siccatite-shield-lotgb.md deleted file mode 100644 index 6e307db11..000000000 --- a/Compendium/equipment/items/siccatite-shield-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/shield -- trait/rare -aliases: ["Siccatite Shield"] ---- -# Siccatite Shield *Item 8+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by shield -- **Category** Shield; **Group** Shield - -Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well. - -For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type. - -*Source: Lost Omens: The Grand Bazaar p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/siccatite-weapon-lotgb.md b/Compendium/equipment/items/siccatite-weapon-lotgb.md deleted file mode 100644 index b73547a84..000000000 --- a/Compendium/equipment/items/siccatite-weapon-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon -- trait/rare -aliases: ["Siccatite Weapon"] ---- -# Siccatite Weapon *Item 11+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon - -[Crafting](../../skills.md#Crafting) weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals `1d8` damage instead of `1d6` damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead. - -*Source: Lost Omens: The Grand Bazaar p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/sickle-saber-lotgb.md b/Compendium/equipment/items/sickle-saber-lotgb.md deleted file mode 100644 index 6f65ac6f5..000000000 --- a/Compendium/equipment/items/sickle-saber-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/advanced -- trait/backswing -- trait/forceful -- trait/uncommon -aliases: ["Sickle-Saber"] ---- -# Sickle-Saber *Item 0* -[backswing](../../../Rules/traits/backswing.md) [forceful](../../../Rules/traits/forceful.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -A classical weapon of Irrisenis who lacked magical talent, the sickle-saber has seen a resurgence since the coronation of Queen Anastasia. The queen was fascinated with the sickle-sabers in the palace treasury, and now the unusual blades are carried by her honor guard and Irriseni diplomats alike. The sickle-saber's blade curves multiple times along its 4-foot length, and its hilt is similarly curved. A small, secondary grip on the blade lets the wielder rapidly and unpredictably twist the cutting edges. Characters from Irrisen have access to the sickle-saber. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/sight-theft-grit-aoe4.md b/Compendium/equipment/items/sight-theft-grit-aoe4.md deleted file mode 100644 index b4643059d..000000000 --- a/Compendium/equipment/items/sight-theft-grit-aoe4.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/divine -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Sight-theft Grit"] ---- -# Sight-theft Grit *Item 9* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 115 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the [blindness](../../spells/blindness.md) spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The [blinded](../../../Rules/conditions.md#Blinded) condition from this poison lasts for an additional 24 hours once the poison has run its course. - -```ad-inline-affliction -title: Saving Throw: DC 28 Fortitude - -- **Onset**: 10 minutes -- **Maximum Duration**: 14 hours - -## Stages - -**Stage 1** [dazzled](../../../rules/conditions.md#Dazzled) and a –2 status penalty to visual [Perception](../../../compendium/skills.md#Perception) checks (1 hour) - -**Stage 2** [dazzled](../../../rules/conditions.md#Dazzled) and a –4 status penalty to visual [Perception](../../../compendium/skills.md#Perception) checks (1 hour) - -**Stage 3** [blinded](../../../rules/conditions.md#Blinded) (`2d6` hours) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 78* diff --git a/Compendium/equipment/items/silencer-g-g.md b/Compendium/equipment/items/silencer-g-g.md deleted file mode 100644 index 18ef78261..000000000 --- a/Compendium/equipment/items/silencer-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -aliases: ["Silencer"] ---- -# Silencer *Item 0* - -- **Price** 1 sp -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most of the weapons' explosive sound when fired. Without a silencer, a firearm's shot makes a loud and distinctive bang, which can easily be heard through doors and thin walls, but firearms equipped with silencers only make a quiet noise when fired. Due to engineering constraints, a silencer can't be attached to any firearm with the [scatter](../../../Rules/traits/scatter-g-g.md) trait. Attaching a silencer to a firearm takes 1 minute, and the silencer is consumed the first time a shot is fired through it. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/silencing-ammunition-lotgb.md b/Compendium/equipment/items/silencing-ammunition-lotgb.md deleted file mode 100644 index 492205614..000000000 --- a/Compendium/equipment/items/silencing-ammunition-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Silencing Ammunition"] ---- -# Silencing Ammunition *Item 9* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 125 gp -- **Ammunition** arrow, bolt -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful [Strike](../../../Rules/actions/strike.md), an activated piece of silencing ammunition creates a 2nd-level [silence](../../spells/silence.md) effect on the target. The target can resist the effects of the ammunition with a successful DC 25 Will save, though it takes a –2 circumstance penalty if the [Strike](../../../Rules/actions/strike.md) was a critical hit. While the effect is active, the target can use an [Interact](../../../Rules/actions/interact.md) action to try to tug out the arrow or bolt and end the effect early; this requires a successful DC 25 Will save. - -*Source: Lost Omens: The Grand Bazaar p. 10* \ No newline at end of file diff --git a/Compendium/equipment/items/silencing-shot-g-g.md b/Compendium/equipment/items/silencing-shot-g-g.md deleted file mode 100644 index 149315b9f..000000000 --- a/Compendium/equipment/items/silencing-shot-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/illusion -- trait/magical -aliases: ["Silencing Shot"] ---- -# Silencing Shot *Item 11* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 300 gp -- **Ammunition** any -- **Activate** envision -- **Category** Consumable - -This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-level [silence](../../spells/silence.md) spell (DC 25). - -*Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/Compendium/equipment/items/silent-bell-da.md b/Compendium/equipment/items/silent-bell-da.md deleted file mode 100644 index 40f437736..000000000 --- a/Compendium/equipment/items/silent-bell-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Silent Bell"] ---- -# Silent Bell *Item 9* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied people sitting around a table with clouds obscuring anyone in the background. The clapper is curiously absent from this bell and, when idly rung, it produces no audible sound. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The silent bell creates an [invisible](../../../rules/conditions.md#Invisible) wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is [invisible](../../../rules/conditions.md#Invisible), creatures can still read lips and body language through the wall. -``` - -*Source: Dark Archive p. 78* diff --git a/Compendium/equipment/items/silent-heart-loil.md b/Compendium/equipment/items/silent-heart-loil.md deleted file mode 100644 index 1f49f4234..000000000 --- a/Compendium/equipment/items/silent-heart-loil.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/tattoo -- trait/invested -- trait/magical -- trait/tattoo -- trait/uncommon -aliases: ["Silent Heart"] ---- -# Silent Heart *Item 5* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 130 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo - -[Abraxas](../../setting/deities/abraxas-logm.md) teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to [Occultism](../../skills.md#Occultism) checks. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You're about to attempt a saving throw against an [emotion](../../../rules/traits/emotion.md) effect or an effect that would make you [controlled](../../../rules/conditions.md#Controlled) - -**Effect** [Abraxas](../../../compendium/setting/deities/abraxas-logm.md) envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect. -``` - -*Source: Lost Omens: Impossible Lands p. 305* diff --git a/Compendium/equipment/items/silhouette-cloak-lotgb.md b/Compendium/equipment/items/silhouette-cloak-lotgb.md deleted file mode 100644 index f2ff51f1c..000000000 --- a/Compendium/equipment/items/silhouette-cloak-lotgb.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -- trait/worn -aliases: ["Silhouette Cloak"] ---- -# Silhouette Cloak *Item 20* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) worn - -- **Price** 70000 gp -- **Usage** worn cloak -- **Category** Worn - -In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak seems to blend into your surroundings and grants you a +3 item bonus to [Stealth](../../skills.md#Stealth) checks. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -You and objects you wear or carry fall into your shadow, becoming a twodimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the [light](../../../rules/traits/light.md) trait, and damage from [Strikes](../../../rules/actions/strike.md) with the ghost touch property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you. - -Your land and climb Speeds both become 40 feet. You can't use actions except [Climb](../../../rules/actions/climb.md), [Step](../../../rules/actions/step.md), or [Stride](../../../rules/actions/stride.md) actions using the granted Speeds or an [Interact](../../../rules/actions/interact.md) activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You take damage - -**Effect** You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage. -``` - -*Source: Lost Omens: The Grand Bazaar p. 43* diff --git a/Compendium/equipment/items/silkspinners-shield-lotgb.md b/Compendium/equipment/items/silkspinners-shield-lotgb.md deleted file mode 100644 index 8d6306f51..000000000 --- a/Compendium/equipment/items/silkspinners-shield-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Silkspinner's Shield"] ---- -# Silkspinner's Shield *Item 15* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6000 gp -- **Usage** held in one hand; **Bulk** L -- **Category** Held - -This oddly fuzzy buckler (Hardness 10, HP 60, BT 30) resembles the abdomen of a spider. Its defensive side is covered in fine hairs, and two small spinnerets protrude from the bottom of its rim. The spinnerets serve as +2 greater striking shield spikes. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You animate the silkspinner's shield. Eight spider legs sprout from the shield's rim, granting you a climb Speed of 25 feet until the end of your next turn. Additionally, the spinnerets animate and produce silk for 1 minute. - -Successful shield bash [Strikes](../../../rules/actions/strike.md) made with the silkspinner's shield during this time entangle the target in silk. The target takes a –10-foot circumstance penalty to its Speeds for 1 round. If your [Strike](../../../rules/actions/strike.md) was a critical hit, the target becomes [immobilized](../../../rules/conditions.md#Immobilized) for 1 round instead. Regardless, the target can attempt to [Escape](../../../rules/actions/escape.md) (DC 30) to end the effect early. -``` - -*Source: Lost Omens: The Grand Bazaar p. 11* diff --git a/Compendium/equipment/items/silver-armor.md b/Compendium/equipment/items/silver-armor.md deleted file mode 100644 index 3986c791c..000000000 --- a/Compendium/equipment/items/silver-armor.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor -aliases: ["Silver Armor"] ---- -# Silver Armor *Item 5+* - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes [sickened](../../../Rules/conditions.md#Sickened). A creature with weakness to silver is [sickened](../../../Rules/conditions.md#Sickened) as long as it wears silver armor. - -*Source: Core Rulebook p. 556* \ No newline at end of file diff --git a/Compendium/equipment/items/silver-tripod-g-g.md b/Compendium/equipment/items/silver-tripod-g-g.md deleted file mode 100644 index 14dafa368..000000000 --- a/Compendium/equipment/items/silver-tripod-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/conjuration -- trait/consumable -- trait/force -- trait/magical -- trait/talisman -aliases: ["Silver Tripod"] ---- -# Silver Tripod *Item 1* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [force](../../../Rules/traits/force.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 3 gp -- **Usage** affixed to a firearm with the kickback trait; **Bulk** – -- **Activate** envision -- **Category** Talisman - -This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon's barrel. - -When activated, it creates an [invisible](../../../Rules/conditions.md#Invisible) construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you [Dismiss](../../../Rules/actions/dismiss.md) it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active. - -*Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/Compendium/equipment/items/silver.md b/Compendium/equipment/items/silver.md deleted file mode 100644 index 828a7746f..000000000 --- a/Compendium/equipment/items/silver.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/material -- trait/precious -aliases: ["Silver"] ---- -# Silver *Item 2+* -[precious](../../../Rules/traits/precious.md) - -- **Category** Material - -Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. - -| Silver Items | Hardness | HP | BT | -|--------------|----------|----|----| -| **Thin Items** | | | | -| Low-grade | 3 | 12 | 6 | -| Standard-grade | 5 | 20 | 10 | -| High-grade | 8 | 32 | 16 | -| **Items** | | | | -| Low-grade | 5 | 20 | 10 | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | -| **Structures** | | | | -| Low-grade | 10 | 40 | 20 | -| Standard-grade | 14 | 56 | 28 | -| High-grade | 20 | 80 | 40 | - - -*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/Compendium/equipment/items/silvertongue-mutagen.md b/Compendium/equipment/items/silvertongue-mutagen.md deleted file mode 100644 index 1fe92f3f3..000000000 --- a/Compendium/equipment/items/silvertongue-mutagen.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -aliases: ["Silvertongue Mutagen"] ---- -# Silvertongue Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason. - -**Benefit** You gain an item bonus to [Deception](../../skills.md#Deception), [Diplomacy](../../skills.md#Diplomacy), [Intimidation](../../skills.md#Intimidation), and [Performance](../../skills.md#Performance) checks. Your critical failures with any of these skill become failures instead. - -**Drawback** You take a –2 item penalty to [Arcana](../../skills.md#Arcana), [Crafting](../../skills.md#Crafting), [Lore](../../skills.md#Lore), [Occultism](../../skills.md#Occultism), and [Society](../../skills.md#Society) checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) become critical failures. - -*Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/Compendium/equipment/items/sinew-shock-serum-apg.md b/Compendium/equipment/items/sinew-shock-serum-apg.md deleted file mode 100644 index 90aa6cc4d..000000000 --- a/Compendium/equipment/items/sinew-shock-serum-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/healing -aliases: ["Sinew-shock Serum"] ---- -# Sinew-shock Serum *Item 2+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [healing](../../../Rules/traits/healing.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This serum jolts the body to help shake off physical debilitations. - -When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the [clumsy](../../../Rules/conditions.md#Clumsy) or [enfeebled](../../../Rules/conditions.md#Enfeebled) condition from a single source, using the source of that condition to determine the counteract level and DC. - -*Source: Advanced Player's Guide p. 254* \ No newline at end of file diff --git a/Compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md b/Compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md deleted file mode 100644 index 4e7755a73..000000000 --- a/Compendium/equipment/items/singing-bowl-of-the-versatile-stance-logm.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Singing Bowl Of The Versatile Stance"] ---- -# Singing Bowl Of The Versatile Stance *Item 11* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Irori](../../setting/deities/irori.md) -- **Price** 1175 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -In true Iroran form, the simplicity of this small, inverted copper bell belies its flawlessness. - -When struck with a mallet (included with the singing bowl), it emits a harmonious tone that inspires bodily perfection in those who know how to hear it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. - -Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance. -``` - -*Source: Lost Omens: Gods & Magic p. 123* diff --git a/Compendium/equipment/items/singing-muse-sot2.md b/Compendium/equipment/items/singing-muse-sot2.md deleted file mode 100644 index e50c6e30b..000000000 --- a/Compendium/equipment/items/singing-muse-sot2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Singing Muse"] ---- -# Singing Muse *Item 6* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 250 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a [Performance](../../skills.md#Performance) check. -- **Category** Talisman - -This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you activate the muse, you are momentarily enlightened with inspiration that bolsters your performance. If you roll a success on your triggering check, you get a critical success instead. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/singing-shortbow-som.md b/Compendium/equipment/items/singing-shortbow-som.md deleted file mode 100644 index ef1e01d54..000000000 --- a/Compendium/equipment/items/singing-shortbow-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/enchantment -- trait/magical -aliases: ["Singing Shortbow"] ---- -# Singing Shortbow *Item 14+* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -Rather than a normal bowstring, this +2 greater striking [thundering](thundering.md) [composite shortbow](composite-shortbow.md) has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[abjuration](../../../rules/traits/abjuration.md) [auditory](../../../rules/traits/auditory.md) - -You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a [Strike](../../../rules/actions/strike.md) with the bow. If it hits, the bow generates a [magical](../../../rules/traits/magical.md) effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected. - -- **Song of Soothing** ([emotion](../../../rules/traits/emotion.md), [enchantment](../../../rules/traits/enchantment.md), [healing](../../../rules/traits/healing.md), [mental](../../../rules/traits/mental.md)) Each creature regains `3d10` Hit Points and gains a +1 status bonus to saves against [mental](../../../rules/traits/mental.md) effects for 1 minute. -- **Song of Suffering** ([evocation](../../../rules/traits/evocation.md), [sonic](../../../rules/traits/sonic.md)) Each creature takes `3d10` sonic damage with a DC 31 basic Fortitude save. -%% #trait/auditory #trait/abjuration %% -``` - -*Source: Secrets of Magic p. 189* diff --git a/Compendium/equipment/items/singing-sword-gmg.md b/Compendium/equipment/items/singing-sword-gmg.md deleted file mode 100644 index 731c4a985..000000000 --- a/Compendium/equipment/items/singing-sword-gmg.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/held -- trait/cg -- trait/enchantment -- trait/intelligent -- trait/occult -- trait/rare -aliases: ["Singing Sword"] ---- -# Singing Sword *Item 5* -[cg](../../../Rules/traits/chaotic-good-b1.md) [enchantment](../../../Rules/traits/enchantment.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [occult](../../../Rules/traits/occult.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -A singing sword is a longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A singing sword can't stop singing and in fact communicates in no way other than by singing. A successful [Diplomacy](../../skills.md#Diplomacy) or [Intimidation](../../skills.md#Intimidation) check against its Will DC can convince it to quiet its singing to a whisper for 10 minutes, or 20 minutes on a critical success, though it quickly grows displeased at anyone who attempts this repeatedly. - -The singing sword can spend its actions to attack on its own, with the effects of a [dancing](dancing.md) weapon's activation, except that its attack modifier is ++12. Additionally, it can perform the following activations; each casts a composition spell and follows all the usual rules for compositions. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The singing sword casts [inspire courage](../../../compendium/spells/inspire-courage.md). -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The singing sword casts [inspire defense](../../../compendium/spells/inspire-defense.md). -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You or an ally within 60 feet rolls a saving throw against an [auditory](../../../rules/traits/auditory.md) effect - -**Effect** The singing sword casts [counter performance](../../../compendium/spells/counter-performance.md). -``` - -*Source: Gamemastery Guide p. 89* diff --git a/Compendium/equipment/items/singularity-ammunition-lotgb.md b/Compendium/equipment/items/singularity-ammunition-lotgb.md deleted file mode 100644 index c3f7313c0..000000000 --- a/Compendium/equipment/items/singularity-ammunition-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Singularity Ammunition"] ---- -# Singularity Ammunition *Item 13* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 550 gp -- **Ammunition** Any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow creates a strong gravitational force, centered on the creature hit. - -All creatures in a 10-foot emanation from the target must succeed at a DC 30 Fortitude save or be pulled 5 feet closer to the target. The singularity then explodes, dealing `7d12` bludgeoning damage to the original target and all creatures in a 5-foot emanation (DC 28 basic Reflex save). - -*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/Compendium/equipment/items/sinister-knight-locg.md b/Compendium/equipment/items/sinister-knight-locg.md deleted file mode 100644 index 58c778c97..000000000 --- a/Compendium/equipment/items/sinister-knight-locg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/rune -- trait/abjuration -- trait/illusion -- trait/magical -- trait/uncommon -aliases: ["Sinister Knight"] ---- -# Sinister Knight *Item 8* -[abjuration](../../../Rules/traits/abjuration.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Usage** etched onto heavy armor -- **Category** Rune - -Sinister knight armor shrouds the wearer's identity in secrecy, allowing Crimson Reclaimers to pass among foes without being immediately unmasked. The wearer gains a +1 item bonus to [Deception](../../skills.md#Deception) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -With a thought, the wearer activates a disguise. While the sinister knight armor's disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its [Perception](../../../compendium/skills.md#Perception) check or the wearer critically fails a [Deception](../../../compendium/skills.md#Deception) or [Stealth](../../../compendium/skills.md#Stealth) check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment) - -The wearer can [Dismiss](../../../rules/actions/dismiss.md) the disguise, and if the wearer's armor is removed, the disguise deactivates automatically. -``` - -*Source: Lost Omens: Character Guide p. 92* diff --git a/Compendium/equipment/items/sixfingers-elixir-sli.md b/Compendium/equipment/items/sixfingers-elixir-sli.md deleted file mode 100644 index bb77f3d11..000000000 --- a/Compendium/equipment/items/sixfingers-elixir-sli.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/polymorph -- trait/uncommon -aliases: ["Sixfingers Elixir"] ---- -# Sixfingers Elixir *Item 5+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [polymorph](../../../Rules/traits/polymorph.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. - -You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration. - -*Source: The Slithering p. 61* \ No newline at end of file diff --git a/Compendium/equipment/items/skarjas-heartstone-ec3.md b/Compendium/equipment/items/skarjas-heartstone-ec3.md deleted file mode 100644 index 14987a806..000000000 --- a/Compendium/equipment/items/skarjas-heartstone-ec3.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec3 -- item/category/worn -- trait/abjuration -- trait/invested -- trait/occult -- trait/uncommon -aliases: ["Skarja's Heartstone"] ---- -# Skarja's Heartstone *Item 13* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [occult](../../../Rules/traits/occult.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2500 gp -- **Usage** worn -- **Category** Worn - -This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment, but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone. - -Like all hag heartstones, this gemstone is powered by Skarja's spirit. Skarja does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Skarja's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Skarja's heartstone allows her to use additional occult innate spells: [ethereal jaunt](../../spells/ethereal-jaunt.md) (9th level) and [bind soul](../../spells/bind-soul.md) at will, [shadow blast](../../spells/shadow-blast.md) (6th level) twice per day, and [spirit blast](../../spells/spirit-blast.md) once per day. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You must be touching the heartstone - -**Effect** The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23). -``` - -*Source: Extinction Curse #3: Life's Long Shadows p. 89* diff --git a/Compendium/equipment/items/skeleton-key.md b/Compendium/equipment/items/skeleton-key.md deleted file mode 100644 index c26dbe1f9..000000000 --- a/Compendium/equipment/items/skeleton-key.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/magical -- trait/transmutation -aliases: ["Skeleton Key"] ---- -# Skeleton Key *Item 5+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand -- **Category** Held - -A grinning skull tops the bow of this macabre key. This key can be used in place of [thieves' tools](thieves-tools.md) when attempting to [Pick a Lock](../../../Rules/actions/pick-a-lock.md), and it grants a +1 item bonus to the [Thievery](../../skills.md#Thievery) check. - -If the skeleton key becomes [broken](../../../Rules/conditions.md#Broken) due to a critical failure on the check, it works as normal [thieves' tools](thieves-tools.md) and loses its benefits until repaired. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You attempt to [Pick a Lock](../../../rules/actions/pick-a-lock.md) but haven't rolled yet - -**Effect** The key casts knock on the lock you're trying to pick. -``` - -*Source: Core Rulebook p. 575* diff --git a/Compendium/equipment/items/skeptics-elixir-av1.md b/Compendium/equipment/items/skeptics-elixir-av1.md deleted file mode 100644 index 204ab5020..000000000 --- a/Compendium/equipment/items/skeptics-elixir-av1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av1 -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/uncommon -aliases: ["Skeptic's Elixir"] ---- -# Skeptic's Elixir *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. - -You gain an item bonus to [Perception](../../skills.md#Perception) checks and [Perception](../../skills.md#Perception) DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/skinsaw-mask-aoe2.md b/Compendium/equipment/items/skinsaw-mask-aoe2.md deleted file mode 100644 index 7aef9319a..000000000 --- a/Compendium/equipment/items/skinsaw-mask-aoe2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe2 -- item/category/worn -- trait/divination -- trait/divine -- trait/evil -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Skinsaw Mask"] ---- -# Skinsaw Mask *Item 3* -[divination](../../../Rules/traits/divination.md) [divine](../../../Rules/traits/divine.md) [evil](../../../Rules/traits/evil.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** worn mask; **Bulk** L -- **Category** Worn - -A patchwork of humanoid flesh makes up this grotesque mask stitched together with black silk or wire. It is distinctive for its bulbous orange eye— crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You automatically know the value of the [frightened](../../../Rules/conditions.md#Frightened) condition of any [observed](../../../Rules/conditions.md#Observed) creature, and you gain a +1 item bonus to [Perception](../../skills.md#Perception) checks to [Seek](../../../Rules/actions/seek.md) [frightened](../../../Rules/conditions.md#Frightened) creatures. Whenever you deal precision damage to a [frightened](../../../Rules/conditions.md#Frightened) creature, you deal 1 additional precision damage. If you are not evil, you are [drained](../../../Rules/conditions.md#Drained) while wearing the Skinsaw mask. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/skinstitch-salve-apg.md b/Compendium/equipment/items/skinstitch-salve-apg.md deleted file mode 100644 index f5ab0dc63..000000000 --- a/Compendium/equipment/items/skinstitch-salve-apg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/healing -aliases: ["Skinstitch Salve"] ---- -# Skinstitch Salve *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) - -- **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You [Administer First Aid](../../../rules/actions/administer-first-aid.md) without requiring healer's tools. You either gain a +2 item bonus to the [Medicine](../../../compendium/skills.md#Medicine) check, or you can use the skinstitch salve's [Medicine](../../../compendium/skills.md#Medicine) modifier of +13 instead of your own. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You [Treat Wounds](../../../rules/actions/treat-wounds.md) or use Battle - -**Effect** You gain a +2 item bonus to the triggering [Medicine](../../../compendium/skills.md#Medicine) check. If you roll a success on the [Medicine](../../../compendium/skills.md#Medicine) check, you get a critical success instead. -``` - -*Source: Advanced Player's Guide p. 255* diff --git a/Compendium/equipment/items/skittering-mask-sot1.md b/Compendium/equipment/items/skittering-mask-sot1.md deleted file mode 100644 index c196755e0..000000000 --- a/Compendium/equipment/items/skittering-mask-sot1.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Skittering Mask"] ---- -# Skittering Mask *Item 2+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn mask; **Bulk** 1 -- **Category** Worn - -This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn [unconscious](../../../Rules/conditions.md#Unconscious) and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and [Step](../../../Rules/actions/step.md) 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask [Steps](../../../Rules/actions/step.md) away from one of them at random. The mask possesses no special senses and does not react to [hidden](../../../Rules/conditions.md#Hidden) or [undetected](../../../Rules/conditions.md#Undetected) enemies, nor can it distinguish that a creature not acting openly [hostile](../../../Rules/conditions.md#Hostile) is an enemy. - -*Source: Strength of Thousands #1: Kindled Magic p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/skull-bomb-ooa3.md b/Compendium/equipment/items/skull-bomb-ooa3.md deleted file mode 100644 index ae85ff860..000000000 --- a/Compendium/equipment/items/skull-bomb-ooa3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/fire -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Skull Bomb"] ---- -# Skull Bomb *Item 8* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 80 gp -- **Usage** held in 1 hand (see text); **Bulk** L -- **Category** Consumable - -This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the [humanoid](../../../Rules/traits/humanoid.md) trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability. - -Throw Skull [>>](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (manipulate) The creature detaches its skull bomb and hurls the volatile explosive at a point within 30 feet. The skull explodes, dealing `7d6` fire damage to creatures within a 15-foot burst (DC 24 basic Reflex save). The skull is permanently destroyed and can't be used again, and the throwing creature is permanently [blinded](../../../Rules/conditions.md#Blinded) and headless. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/sky-hammer.md b/Compendium/equipment/items/sky-hammer.md deleted file mode 100644 index f79d2beda..000000000 --- a/Compendium/equipment/items/sky-hammer.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Sky Hammer"] ---- -# Sky Hammer *Item 20* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 70000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon - -The sturdy, steel head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Your attack roll with the sky hammer is a critical success - -**Effect** A 6th-level arcane [fireball](../../../compendium/spells/fireball.md) spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your allies are not. -``` - -*Source: Core Rulebook p. 602* diff --git a/Compendium/equipment/items/sky-piercing-bow-frp2.md b/Compendium/equipment/items/sky-piercing-bow-frp2.md deleted file mode 100644 index ea08e24c1..000000000 --- a/Compendium/equipment/items/sky-piercing-bow-frp2.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/held -- trait/evocation -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Sky-piercing Bow"] ---- -# Sky-piercing Bow *Item 19* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 40000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -Large turquoise gems stud the outer edge of this sturdy +3 greater striking ghost touch composite shortbow. Arrows shot from the bow are unimpaired by wind and [air](../../../Rules/traits/air.md) effects. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you [Dismiss](../../../rules/actions/dismiss.md) the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an [Interact](../../../rules/actions/interact.md) action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes `5d12` lightning damage and must attempt a DC 41 basic Reflex save. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual. -``` - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 74* diff --git a/Compendium/equipment/items/sky-serpent-bolt-lotgb.md b/Compendium/equipment/items/sky-serpent-bolt-lotgb.md deleted file mode 100644 index c7ffc4092..000000000 --- a/Compendium/equipment/items/sky-serpent-bolt-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/air -- trait/consumable -- trait/electricity -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Sky Serpent Bolt"] ---- -# Sky Serpent Bolt *Item 5* -[air](../../../Rules/traits/air.md) [consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Ammunition** [bolt](bolt.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning, dealing `2d12` electricity damage to all creatures in a 30-foot line (DC 19 basic Reflex save) starting from the target. - -If you spent 2 actions to activate the sky serpent bolt, then the line is 60 feet long, and at a single point in the line, you can change the remainder of the line's path by up to a 90-degree angle. - -*Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/Compendium/equipment/items/skyrider-sword-lotgb.md b/Compendium/equipment/items/skyrider-sword-lotgb.md deleted file mode 100644 index 92265219d..000000000 --- a/Compendium/equipment/items/skyrider-sword-lotgb.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/air -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Skyrider Sword"] ---- -# Skyrider Sword *Item 14+* -[air](../../../Rules/traits/air.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a [Medium](../../../Rules/traits/medium-b1.md)-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't [Strike](../../../rules/actions/strike.md) with your weapon except via the weapon's other activation (see below). You can [Dismiss](../../../rules/actions/dismiss.md) the activation, and it ends automatically if you cease holding the weapon with at least one hand. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: You are riding on your weapon - -**Effect** You ride your weapon into a foe, attacking it as you fly past. You [Fly](../../../rules/actions/fly.md), making a melee [Strike](../../../rules/actions/strike.md) with the weapon once at any point during your movement. -``` - -*Source: Lost Omens: The Grand Bazaar p. 106* diff --git a/Compendium/equipment/items/slates-of-distant-letters-apg.md b/Compendium/equipment/items/slates-of-distant-letters-apg.md deleted file mode 100644 index 9ef07cf88..000000000 --- a/Compendium/equipment/items/slates-of-distant-letters-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/divination -- trait/magical -aliases: ["Slates Of Distant Letters"] ---- -# Slates Of Distant Letters *Item 13* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 2450 gp -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. - -Slates are crafted in pairs, and each works with only the other of its pair. - -If one slate of a pair is ever [broken](../../../Rules/conditions.md#Broken), the other shatters into non-magical shards. The listed price is for a pair of slates. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour. -``` - -*Source: Advanced Player's Guide p. 262* diff --git a/Compendium/equipment/items/sleep-arrow.md b/Compendium/equipment/items/sleep-arrow.md deleted file mode 100644 index 28b3d71ca..000000000 --- a/Compendium/equipment/items/sleep-arrow.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/enchantment -- trait/magical -- trait/mental -- trait/sleep -aliases: ["Sleep Arrow"] ---- -# Sleep Arrow *Item 3* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [sleep](../../../Rules/traits/sleep.md) - -- **Price** 11 gp -- **Ammunition** [arrow](arrow.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a [sleep](../../spells/sleep.md) spell (DC 17). - -*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/Compendium/equipment/items/sleeves-of-storage-apg.md b/Compendium/equipment/items/sleeves-of-storage-apg.md deleted file mode 100644 index bdfa4e36e..000000000 --- a/Compendium/equipment/items/sleeves-of-storage-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/worn -- trait/conjuration -- trait/extradimensional -- trait/invested -- trait/magical -aliases: ["Sleeves Of Storage"] ---- -# Sleeves Of Storage *Item 4+* -[conjuration](../../../Rules/traits/conjuration.md) [extradimensional](../../../Rules/traits/extradimensional.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn garment; **Bulk** L -- **Category** Worn - -This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an [Interact](../../../Rules/actions/interact.md) action. - -If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by [any](../../../Rules/traits/any-b1.md) effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the [manipulate](../../../Rules/traits/manipulate.md) and [move](../../../Rules/traits/move.md) traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve. - -*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/Compendium/equipment/items/slick.md b/Compendium/equipment/items/slick.md deleted file mode 100644 index 9488c85c5..000000000 --- a/Compendium/equipment/items/slick.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/magical -- trait/transmutation -aliases: ["Slick"] ---- -# Slick *Item 5+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** etched onto armor -- **Category** Rune - -This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to [Acrobatics](../../skills.md#Acrobatics) checks to [Escape](../../../Rules/actions/escape.md) and [Squeeze](../../../Rules/actions/squeeze.md). - -*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/Compendium/equipment/items/slide-pistol-g-g.md b/Compendium/equipment/items/slide-pistol-g-g.md deleted file mode 100644 index 1659cac19..000000000 --- a/Compendium/equipment/items/slide-pistol-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/capacity-5 -- trait/concussive -- trait/fatal-d10 -- trait/uncommon -aliases: ["Slide Pistol"] ---- -# Slide Pistol *Item 1* -[capacity <5>](../../../Rules/traits/capacity-g-g.md) [concussive](../../../Rules/traits/concussive-g-g.md) [fatal ](../../../Rules/traits/fatal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 16 gp -- **Bulk** 2 -- **Damage** `1d6` P -- **Ammunution** [rounds](round-10-g-g.md); **Range** 60 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -Also known as a harmonica gun, this weapon is essentially a stock, trigger, and firing mechanism attached to a sliding brace of barrels that can each hold a round of ammunition. - -*Source: Guns & Gears p. 151* \ No newline at end of file diff --git a/Compendium/equipment/items/slime-whip-sli.md b/Compendium/equipment/items/slime-whip-sli.md deleted file mode 100644 index 967800db0..000000000 --- a/Compendium/equipment/items/slime-whip-sli.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/held -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Slime Whip"] ---- -# Slime Whip *Item 7* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual –2 circumstance penalty to your attack rolls when using the slime whip to make a lethal attack. The whip's form can be changed just like any weapon with the shifting rune, but it reverts to its original form as soon as it isn't wielded. When in its whip form, you can use the following action. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals [persistent damage](../../../rules/conditions.md#Persistent%20Damage), the [persistent damage](../../../rules/conditions.md#Persistent%20Damage) is also acid damage instead of its usual type. -``` - -*Source: The Slithering p. 61* diff --git a/Compendium/equipment/items/sling.md b/Compendium/equipment/items/sling.md deleted file mode 100644 index 36f4a0f5b..000000000 --- a/Compendium/equipment/items/sling.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/simple -- trait/propulsive -aliases: ["Sling"] ---- -# Sling *Item 0* -[propulsive](../../../Rules/traits/propulsive.md) - -- **Price** 0 gp -- **Bulk** L -- **Damage** `1d6` B -- **Ammunution** [Sling Bullets](sling-bullets.md); **Range** 50 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Simple; **Group** Sling - -Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range. - -*Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/Compendium/equipment/items/slippers-of-spider-climbing.md b/Compendium/equipment/items/slippers-of-spider-climbing.md deleted file mode 100644 index b4fd93e0b..000000000 --- a/Compendium/equipment/items/slippers-of-spider-climbing.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Slippers of Spider Climbing"] ---- -# Slippers of Spider Climbing *Item 7* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 325 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -These soft slippers are made of fine gray silk. If the slippers are left unattended for a while, they tend to attract spiders that nest inside. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to [Climb](../../../rules/actions/climb.md). However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces. -``` - -*Source: Core Rulebook p. 616* diff --git a/Compendium/equipment/items/slippery-ribbon-sli.md b/Compendium/equipment/items/slippery-ribbon-sli.md deleted file mode 100644 index 445e8fa6e..000000000 --- a/Compendium/equipment/items/slippery-ribbon-sli.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -- trait/uncommon -aliases: ["Slippery Ribbon"] ---- -# Slippery Ribbon *Item 1* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 12 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You succeed at an [Acrobatics](../../skills.md#Acrobatics) check to [Tumble Through](../../../Rules/actions/tumble-through.md), but you don't have enough Speed to move all the way through the enemy's space; **Requirements** You are an expert in [Acrobatics](../../skills.md#Acrobatics) -- **Category** Talisman - -This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon, your Speed increases by an amount necessary for you to move all the way through the enemy's space. - -*Source: The Slithering p. 61* \ No newline at end of file diff --git a/Compendium/equipment/items/sloughing-toxin-av2.md b/Compendium/equipment/items/sloughing-toxin-av2.md deleted file mode 100644 index 3fdb9b864..000000000 --- a/Compendium/equipment/items/sloughing-toxin-av2.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -- trait/rare -aliases: ["Sloughing Toxin"] ---- -# Sloughing Toxin *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 60 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky movements the victim performs concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away. - -```ad-inline-affliction -title: Saving Throw: DC 25 Fortitude - -- **Onset**: 1 round -- **Maximum Duration**: 1 hour - -## Stages - -**Stage 1** `1d6` poison damage for each action with the [attack](../../../rules/traits/attack.md) or [move](../../../rules/traits/move.md) trait the victim uses (1 round) - -**Stage 2** `1d6` poison damage and `1d6` slashing damage for each action with the attack, [manipulate](../../../rules/traits/manipulate.md), or [move](../../../rules/traits/move.md) trait the victim uses (1 round) - -**Stage 3** as Stage 2, but `1d6` poison damage and `2d6` slashing damage, and forced movement also causes damage (1 hour) -``` - -*Source: Abomination Vaults #2: Hands of the Devil p. 72* diff --git a/Compendium/equipment/items/slumber-wine.md b/Compendium/equipment/items/slumber-wine.md deleted file mode 100644 index c2be3a833..000000000 --- a/Compendium/equipment/items/slumber-wine.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/ingested -- trait/poison -- trait/sleep -aliases: ["Slumber Wine"] ---- -# Slumber Wine *Item 12* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [sleep](../../../Rules/traits/sleep.md) - -- **Price** 325 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. - -Characters [unconscious](../../../Rules/conditions.md#Unconscious) from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while [unconscious](../../../Rules/conditions.md#Unconscious) in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 [Medicine](../../skills.md#Medicine) check. - -```ad-inline-affliction -title: Saving Throw: DC 32 Fortitude - -- **Onset**: 1 hour -- **Maximum Duration**: 7 days - -## Stages - -**Stage 1** [unconscious](../../../rules/conditions.md#Unconscious) (1 day) - -**Stage 2** [unconscious](../../../rules/conditions.md#Unconscious) (2 days) - -**Stage 3** [unconscious](../../../rules/conditions.md#Unconscious). (3 days) -``` - -*Source: Core Rulebook p. 553* diff --git a/Compendium/equipment/items/smogger-ooa2.md b/Compendium/equipment/items/smogger-ooa2.md deleted file mode 100644 index 136f07834..000000000 --- a/Compendium/equipment/items/smogger-ooa2.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Smogger"] ---- -# Smogger *Item 9* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 600 gp -- **Usage** worn backpack; **Bulk** 2 -- **Category** Worn - -Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recreates this pollution by sucking in clean air and spewing it back out as pungent smog. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](../../../rules/traits/poison.md) - -The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are [concealed](../../../rules/conditions.md#Concealed) while inside the smog, and other creatures are [concealed](../../../rules/conditions.md#Concealed) to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-footradius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes [sickened](../../../rules/conditions.md#Sickened). The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can [Dismiss](../../../rules/actions/dismiss.md) the effect. -%% #trait/poison %% -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[poison](../../../rules/traits/poison.md) - -- **Requirements**: The smogger's above activation is in effect - -**Effect** The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [sickened](../../../rules/conditions.md#Sickened). -> - **Failure** The creature is [sickened](../../../rules/conditions.md#Sickened) (or increases their [sickened](../../../rules/conditions.md#Sickened) condition value to 2 if it isn't holding its breath). The creature also takes `4d6` poison damage. -> - **Critical Failure** As failure, but the creature takes `8d6` poison damage. -%% #trait/poison %% -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* diff --git a/Compendium/equipment/items/smoke-fan-g-g.md b/Compendium/equipment/items/smoke-fan-g-g.md deleted file mode 100644 index f9eeb0d01..000000000 --- a/Compendium/equipment/items/smoke-fan-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Smoke Fan"] ---- -# Smoke Fan *Item 2+* -[consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -When you [Activate](../../../Rules/actions/activate-an-item.md) a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are [concealed](../../../Rules/conditions.md#Concealed), and all other creatures are [concealed](../../../Rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dissipated by a strong wind. - -*Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/smoked-goggles-lotgb.md b/Compendium/equipment/items/smoked-goggles-lotgb.md deleted file mode 100644 index 84bbbef84..000000000 --- a/Compendium/equipment/items/smoked-goggles-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -aliases: ["Smoked Goggles"] ---- -# Smoked Goggles *Item 3* - -- **Price** 20 gp -- **Usage** worn eyepiece -- **Category** Worn - -These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always considered to be [Averting your Gaze](../../../Rules/actions/avert-gaze.md), but all creatures have [concealment](../../../Rules/conditions.md#Concealed) from you. The fact that the goggles conceal creatures is part of what grants the wearer the item's benefits. If you have a way to negate the [concealment](../../../Rules/conditions.md#Concealment) from the smoked goggles, you no longer gain the benefit, either. - -*Source: Lost Omens: The Grand Bazaar p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/smokestick.md b/Compendium/equipment/items/smokestick.md deleted file mode 100644 index d2c78fb9b..000000000 --- a/Compendium/equipment/items/smokestick.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/tool -- trait/alchemical -- trait/consumable -aliases: ["Smokestick"] ---- -# Smokestick *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Tool - -With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are [concealed](../../../Rules/conditions.md#Concealed), and all other creatures are [concealed](../../../Rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dispersed by a strong wind. - -*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/Compendium/equipment/items/snagging-hook-snare-apg.md b/Compendium/equipment/items/snagging-hook-snare-apg.md deleted file mode 100644 index afba44edf..000000000 --- a/Compendium/equipment/items/snagging-hook-snare-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Snagging Hook Snare"] ---- -# Snagging Hook Snare *Item 10* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 180 gp -- **Category** Snare - -This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes `5d8` piercing damage and `5d8` slashing damage, with a DC 27 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature [immobilized](../../../Rules/conditions.md#Immobilized) until it successfully Escapes (DC 27) - -Magic Consumables Though they might last a fleeting moment, these magic items can decide the outcome of an entire battle or quest. You can find these magic consumables organized by level and subcategory on the treasure tables on pages 250–251. The Core Rulebook contains full rules for special categories of items, such as talismans, and the page numbers where they appear can be found in the glossary and index, starting on page 266 of this book. - -*Source: Advanced Player's Guide p. 256* \ No newline at end of file diff --git a/Compendium/equipment/items/snagging-lotgb.md b/Compendium/equipment/items/snagging-lotgb.md deleted file mode 100644 index df390d9c8..000000000 --- a/Compendium/equipment/items/snagging-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Snagging"] ---- -# Snagging *Item 3* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Usage** applied to belt, cape, cloak, or scarf -- **Category** Rune - -This animated item attempts to catch you when you fall. You can attempt to [Grab an Edge](../../../Rules/actions/grab-an-edge.md) (Core Rulebook 472), even if your hands are tied behind your back or otherwise [restrained](../../../Rules/conditions.md#Restrained), so long as there's a solid edge within 10 feet. If you roll a success, you can Grab the Edge even if you don't have a hand free. - -*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/snake-lotg.md b/Compendium/equipment/items/snake-lotg.md deleted file mode 100644 index 43ee81d8b..000000000 --- a/Compendium/equipment/items/snake-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Snake"] ---- -# Snake *Item 0* - -- **Price** 1 gp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/snake-oil.md b/Compendium/equipment/items/snake-oil.md deleted file mode 100644 index 314879707..000000000 --- a/Compendium/equipment/items/snake-oil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/tool -- trait/alchemical -- trait/consumable -aliases: ["Snake Oil"] ---- -# Snake Oil *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 2 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Tool - -You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the [wounded](../../../Rules/conditions.md#Wounded) or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 [Perception](../../skills.md#Perception) check, but only if it uses a [Seek](../../../Rules/actions/seek.md) action to specifically examine the snake oil's effects. - -*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/Compendium/equipment/items/snapleaf-locg.md b/Compendium/equipment/items/snapleaf-locg.md deleted file mode 100644 index d31cbb145..000000000 --- a/Compendium/equipment/items/snapleaf-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/talisman -- trait/consumable -- trait/illusion -- trait/magical -- trait/talisman -aliases: ["Snapleaf"] ---- -# Snapleaf *Item 3* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 9 gp -- **Usage** affixed to armor -- **Activate** [Interact](../../../Rules/actions/interact.md); **Trigger** You begin to fall. -- **Category** Talisman - -This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level [invisibility](../../spells/invisibility.md) spell for 1 minute or until you stop falling, whichever comes first. - -*Source: Lost Omens: Character Guide p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/snare-kit.md b/Compendium/equipment/items/snare-kit.md deleted file mode 100644 index 6765d2669..000000000 --- a/Compendium/equipment/items/snare-kit.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Snare Kit"] ---- -# Snare Kit *Item 0* - -- **Price** 5 gp -- **Bulk** 2 -- **Hands** 2 -- **Category** Adventuring Gear - -This kit contains tools and materials for creating snares. A snare kit allows you to [Craft](../../../Rules/actions/craft.md) snares using the [Crafting](../../skills.md#Crafting) skill. You can draw and replace a worn snare kit as part of the action to use it. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/sneaky-key.md b/Compendium/equipment/items/sneaky-key.md deleted file mode 100644 index b6664d493..000000000 --- a/Compendium/equipment/items/sneaky-key.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Sneaky Key"] ---- -# Sneaky Key *Item 5* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 22 gp -- **Usage** affixed to armor -- **Activate** [Interact](../../../Rules/actions/interact.md); **Requirements** You are an expert in [Thievery](../../skills.md#Thievery). -- **Category** Talisman - -This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to [Pick a Lock](../../../Rules/actions/pick-a-lock.md) is a critical failure, you get a failure instead. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/sneezing-powder-lotgb.md b/Compendium/equipment/items/sneezing-powder-lotgb.md deleted file mode 100644 index 2880939a7..000000000 --- a/Compendium/equipment/items/sneezing-powder-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/inhaled -- trait/uncommon -aliases: ["Sneezing Powder"] ---- -# Sneezing Powder *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [inhaled](../../../Rules/traits/inhaled.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 7 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You can toss sneezing powder at an adjacent creature as an [Interact](../../../Rules/actions/interact.md) action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a failed save, the creature sneezes uncontrollably, becoming [slowed](../../../Rules/conditions.md#Slowed) for 1 round. On a critical failure, the creature is instead [slowed](../../../Rules/conditions.md#Slowed) for 3 rounds. - -*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/Compendium/equipment/items/snipers-bead-g-g.md b/Compendium/equipment/items/snipers-bead-g-g.md deleted file mode 100644 index bbc33d49d..000000000 --- a/Compendium/equipment/items/snipers-bead-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Sniper's Bead"] ---- -# Sniper's Bead *Item 4+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** affixed to a two-handed firearm or crossbow; **Bulk** – -- **Activate** envision; **Trigger** You attempt a ranged [Strike](../../../Rules/actions/strike.md) with the affixed weapon before rolling; **Requirements** You're a master with the affixed weapon. -- **Category** Talisman - -This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack. - -*Source: Guns & Gears p. 185* \ No newline at end of file diff --git a/Compendium/equipment/items/snowshoes-lopsg.md b/Compendium/equipment/items/snowshoes-lopsg.md deleted file mode 100644 index 487d58e83..000000000 --- a/Compendium/equipment/items/snowshoes-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -aliases: ["Snowshoes"] ---- -# Snowshoes *Item 0* - -- **Price** 10 gp -- **Bulk** 1 -- **Category** Adventuring Gear - -These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a –10-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md b/Compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md deleted file mode 100644 index a0d408ac4..000000000 --- a/Compendium/equipment/items/snowshoes-of-the-long-trek-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Snowshoes Of The Long Trek"] ---- -# Snowshoes Of The Long Trek *Item 5* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 550 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow. - -*Source: Lost Omens: Pathfinder Society Guide p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/soaring-loag.md b/Compendium/equipment/items/soaring-loag.md deleted file mode 100644 index 4c071ad58..000000000 --- a/Compendium/equipment/items/soaring-loag.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/rune -- trait/abjuration -- trait/magical -aliases: ["Soaring"] ---- -# Soaring *Item 14* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 3750 gp -- **Usage** etched onto armor -- **Category** Rune - -A set of soaring armor helps you fly faster and protects you and nearby allies from falling. While wearing soaring armor, you gain a +10-foot item bonus to your fly Speed, if you have one. As normal, if your fly Speed is based on your land Speed and you already have an item bonus to your land Speed, these bonuses aren't cumulative. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You or a creature within 60 feet of you is falling - -**Effect** You cast [feather fall](../../../compendium/spells/feather-fall.md) on the triggering creature. -``` - -*Source: Lost Omens: Ancestry Guide p. 140* diff --git a/Compendium/equipment/items/society-portrait-da.md b/Compendium/equipment/items/society-portrait-da.md deleted file mode 100644 index bb6806c8d..000000000 --- a/Compendium/equipment/items/society-portrait-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/other -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Society Portrait"] ---- -# Society Portrait *Item 6* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 210 gp -- **Bulk** 1 -- **Category** Other - -These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would break their vows to keep their secrets. Each member being painted gives their consent to be traced by the portrait, and they agree to keep their vows for as long as their membership stands or until death, whichever comes first. This consent can be transferred to a new portrait if one is needed once the society expands, without needing another confirmation. - -Should a member betray the secrets of their society, their image in the society portrait changes within 10 minutes, altering the image of the member by spelling out "TRAITOR" across their form. It provides no details on the specifics of the betrayal. The traitor can attempt a DC 30 Will save or [Deception](../../skills.md#Deception) check at the time they betrayed a secret to avoid the portrait revealing their treachery. The traitorous scrawl can be counteracted by dispel magic targeted at the portrait (counteract DC 20, counteract level of 3). - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/soft-landing-lotgb.md b/Compendium/equipment/items/soft-landing-lotgb.md deleted file mode 100644 index a47432902..000000000 --- a/Compendium/equipment/items/soft-landing-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Soft-landing"] ---- -# Soft-landing *Item 3* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 60 gp -- **Usage** applied to boots, cape, cloak, or umbrella -- **Category** Rune - -This item creates a small cushion of air that catches you when you fall. You treat falls as 10 feet shorter. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You begin to fall - -**Effect** You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first. -``` - -*Source: Lost Omens: The Grand Bazaar p. 89* diff --git a/Compendium/equipment/items/sonic-tuning-mace-som.md b/Compendium/equipment/items/sonic-tuning-mace-som.md deleted file mode 100644 index 2797acddc..000000000 --- a/Compendium/equipment/items/sonic-tuning-mace-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/evocation -- trait/magical -- trait/sonic -aliases: ["Sonic Tuning Mace"] ---- -# Sonic Tuning Mace *Item 9+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [sonic](../../../Rules/traits/sonic.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You tap the tuning mace against a nearby surface to cast 4th-level [sound burst](../../../compendium/spells/sound-burst.md) with a DC of 25. -``` - -*Source: Secrets of Magic p. 189* diff --git a/Compendium/equipment/items/soothing-scents-som.md b/Compendium/equipment/items/soothing-scents-som.md deleted file mode 100644 index d31951a0f..000000000 --- a/Compendium/equipment/items/soothing-scents-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Soothing Scents"] ---- -# Soothing Scents *Item 3* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found them especially useful for clearing fear during particularly tumultuous battles. Adding this catalyst to a [soothe](../../spells/soothe.md) spell also causes the spell to reduce the target's [frightened](../../../Rules/conditions.md#Frightened) condition value by 1. - -*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/soul-cage-botd.md b/Compendium/equipment/items/soul-cage-botd.md deleted file mode 100644 index 371ee83c6..000000000 --- a/Compendium/equipment/items/soul-cage-botd.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/held -- trait/arcane -- trait/necromancy -- trait/negative -- trait/rare -aliases: ["Soul Cage"] ---- -# Soul Cage *Item 12* -[arcane](../../../Rules/traits/arcane.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 1600 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held - -As you [Craft](../../../Rules/actions/craft.md) your soul cage, you trap your soul within it, an integral part of the complicated process of becoming a lich. - -When you're destroyed, your soul flees to the soul cage, which rebuilds your undead body over the course of `1d10` days. Afterward, you manifest next to the soul cage, fully healed and in a new body (lacking any equipment you had on your old body). Only destroying your soul cage can prevent you from returning. - -You choose the form of your soul cage when you [Craft](../../../Rules/actions/craft.md) it. A few options include a miniature cage, a ring, an amulet, or a crown. Work with your GM to adjust the usage and Bulk as needed, though a soul cage is rarely more than light Bulk. The soul cage has Hardness 9 and 36 HP. - -If your soul cage is destroyed but you aren't, you can attempt to find your soul and trap it again, building a new soul cage. This is no trivial feat and often takes an entire adventure to accomplish. If you don't cage your soul again, you suffer a long decline as described on page 119. - -*Source: Book of the Dead p. 50* \ No newline at end of file diff --git a/Compendium/equipment/items/south-winds-scorch-song-som.md b/Compendium/equipment/items/south-winds-scorch-song-som.md deleted file mode 100644 index 6e5071628..000000000 --- a/Compendium/equipment/items/south-winds-scorch-song-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/evocation -- trait/fire -- trait/magical -- trait/uncommon -aliases: ["South Wind's Scorch Song"] ---- -# South Wind's Scorch Song *Item 10* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 900 gp -- **Usage** held in 1 hands; **Bulk** 1 -- **Category** Held - -This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed to its curved and blackened blade, and its pommel ends in a brilliant tassel of phoenix feathers. While you have a status bonus to at least one of your Speeds, your [Strikes](../../../Rules/actions/strike.md) with this scimitar that deal fire damage gain a +2 status bonus to their fire damage. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](../../../rules/traits/evocation.md) [fire](../../../rules/traits/fire.md) [magical](../../../rules/traits/magical.md) - -- **Trigger**: Your spell deals fire damage to a creature - -**Effect** You gain a +10-foot status bonus to your Speed until the end of your next turn. -%% #trait/evocation #trait/fire #trait/magical %% -``` - -*Source: Secrets of Magic p. 190* diff --git a/Compendium/equipment/items/sovereign-glue-apg.md b/Compendium/equipment/items/sovereign-glue-apg.md deleted file mode 100644 index b028378e6..000000000 --- a/Compendium/equipment/items/sovereign-glue-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Sovereign Glue"] ---- -# Sovereign Glue *Item 7* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 55 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This peculiar amber glue bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails and the glue is wasted. - -Once two surfaces are joined with sovereign glue, they can be separated only with a successful DC 50 [Athletics](../../skills.md#Athletics) check. The adhered objects tend to break before the glue does unless they're particularly durable, though a creature determined to separate the objects can break off the parts connected by the sovereign glue and later [Repair](../../../Rules/actions/repair.md) the objects. - -Sovereign glue can affect creatures only if they are willing, and its bond can be harmlessly [broken](../../../Rules/conditions.md#Broken) by carefully exfoliating the outermost layer of skin or waiting a short while for the skin to shed. - -*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/Compendium/equipment/items/sovereign-steel-armor-lol.md b/Compendium/equipment/items/sovereign-steel-armor-lol.md deleted file mode 100644 index 9a30b01b4..000000000 --- a/Compendium/equipment/items/sovereign-steel-armor-lol.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/armor -- trait/rare -aliases: ["Sovereign Steel Armor"] ---- -# Sovereign Steel Armor *Item 13+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor - -Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes [sickened](../../../Rules/conditions.md#Sickened), and such a creature is [sickened](../../../Rules/conditions.md#Sickened) as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you [Cast a Spell](../../../Rules/actions/cast-a-spell.md) while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails. - -*Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/sovereign-steel-lol.md b/Compendium/equipment/items/sovereign-steel-lol.md deleted file mode 100644 index fad161a3e..000000000 --- a/Compendium/equipment/items/sovereign-steel-lol.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/material -- trait/precious -- trait/rare -aliases: ["Sovereign Steel"] ---- -# Sovereign Steel *Item 9+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the [rusting grasp](../../spells/rusting-grasp-apg.md) spell). - -| Sovereign Steel Items | Hardness | HP | BT | -|-----------------------|----------|----|----| -| **Thin Items** | | | | -| Standard-grade | 7 | 28 | 14 | -| High-grade | 10 | 40 | 20 | -| **Items** | | | | -| Standard-grade | 11 | 44 | 22 | -| High-grade | 14 | 56 | 28 | -| **Structures** | | | | -| Standard-grade | 22 | 88 | 44 | -| High-grade | 28 | 112 | 56 | - - -*Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/sovereign-steel-weapon-lol.md b/Compendium/equipment/items/sovereign-steel-weapon-lol.md deleted file mode 100644 index 64f9ac3eb..000000000 --- a/Compendium/equipment/items/sovereign-steel-weapon-lol.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/material -- trait/rare -aliases: ["Sovereign Steel Weapon"] ---- -# Sovereign Steel Weapon *Item 12+* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Material - -Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become [stupefied](../../../Rules/conditions.md#Stupefied) for 1 round on a critical hit. - -*Source: Lost Omens: Legends p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/spangled-riders-suit-ec2.md b/Compendium/equipment/items/spangled-riders-suit-ec2.md deleted file mode 100644 index 8ec6d8f08..000000000 --- a/Compendium/equipment/items/spangled-riders-suit-ec2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/armor -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Spangled Rider's Suit"] ---- -# Spangled Rider's Suit *Item 9* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** worn armor; **Bulk** 1 -- **Category** Armor - -This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled rider's suit, you gain a +2 item bonus to [Command an Animal](../../../Rules/actions/command-an-animal.md) you are riding. Any animal you ride automatically knows the [Drop Prone](../../../Rules/actions/drop-prone.md) and [Step](../../../Rules/actions/step.md) basic actions, in addition to any other basic actions it knows (normally only [Leap](../../../Rules/actions/leap.md), [Seek](../../../Rules/actions/seek.md), [Stand](../../../Rules/actions/stand.md), [Stride](../../../Rules/actions/stride.md), and [Strike](../../../Rules/actions/strike.md)). - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You take damage while mounted or your mount Drops [Prone](../../../rules/conditions.md#Prone) - -**Effect** You dismount, moving off your mount into a space adjacent to it. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* diff --git a/Compendium/equipment/items/sparkblade-tio.md b/Compendium/equipment/items/sparkblade-tio.md deleted file mode 100644 index 03be51ae7..000000000 --- a/Compendium/equipment/items/sparkblade-tio.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/tio -- item/category/weapon -- trait/evocation -- trait/magical -aliases: ["Sparkblade"] ---- -# Sparkblade *Item 3* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 70 gp -- **Category** Weapon - -Faint, delicate etchings of lightning trace across the blade of this cold iron shortsword. Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing `2d4+4` electricity damage to each creature (DC 19 basic Reflex save). - -*Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/Compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md b/Compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md deleted file mode 100644 index b2d96022e..000000000 --- a/Compendium/equipment/items/spear-of-the-destroyers-flame-lomm.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lomm -- item/category/artifact -- trait/artifact -- trait/evocation -- trait/magical -- trait/unique -aliases: ["Spear of the Destroyer's Flame"] ---- -# Spear of the Destroyer's Flame *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** held in 2 hands; **Bulk** 3 -- **Category** Artifact - -The tip of this longspear is edged with several razor-sharp obsidian blades. The spear has the [thrown 30 feet](../../../Rules/traits/thrown.md) weapon trait, in addition to the normal weapon traits for a longspear. - -While the Spear of the Destroyer's Flame is in your possession, you gain fire resistance 20. When you critically hit a creature with the spear, the creature's blood begins to boil, unleashing blasts of heat from the wound. The creature takes `2d8` [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage), in addition to the persistent fire damage from the greater flaming rune; all creatures adjacent to the creature when it takes the persistent fire damage take an equal amount of fire damage. Like the fire damage from the greater flaming rune, this fire damage ignores a creature's fire resistance, though it doesn't ignore fire immunity. - -In addition to its deadliness as a weapon, the Spear of the Destroyer's Flame gives its wielder full control over the Army of Fire, though the orders of the Commander of Flame supersede the orders of anyone wielding the spear, as noted below. While the spear is in your possession, you're aware of the location of the Army of Fire and the army's distance from you. In addition, you can give orders to the Army of Fire, and the army's members will understand and obey you, regardless of what language you speak. If you're within 1 mile of the Army of Fire, the army and its members gain a +10 circumstance bonus to their Speeds. Any members of the Army of Fire within 100 feet of you become [quickened](../../../Rules/conditions.md#Quickened) and can use the additional action to [Step](../../../Rules/actions/step.md), [Stride](../../../Rules/actions/stride.md), or [Strike](../../../Rules/actions/strike.md). The army remains quickened for 1 minute after moving further than 100 feet from you. - -The Army of Fire has unwavering loyalty to the Commander of Flame, an individual who has completed a special activation that ties their soul to the spear. As long as the Army of Fire can see and hear the Commander of Flame, the army will follow the Commander's orders. The Commander of Flame can sense the presence of the Army of Fire and issue orders, regardless of language, with the same effects as for someone in possession of the spear. The Commander of Flame still needs the spear in hand to muster the Army of Fire, however. - -If the Commander of Flame doesn't hold the Spear of the Destroyer's Flame for 1 week, it returns to Cuetzmonquali's gut, instantly teleporting to the creature's location. If Cuetzmonquali is dead at this time, the spear also resurrects the creature, using the effects of a critical success on a 10th-level [resurrect](../../spells/rituals/resurrect.md) ritual. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You attempt to tie your soul to the spear. If the current Commander of Flame still lives, you must attempt either a Will save, [Diplomacy](../../../compendium/skills.md#Diplomacy) check, [Intimidation](../../../compendium/skills.md#Intimidation) check, or [Warfare Lore](../../../compendium/skills.md#Lore) check. The DC of this check is equal to the current Commander's Will DC, Diplomacy DC, Intimidation DC, or Warfare Lore DC, whichever is highest. On a success, you become the Commander of Flame. On a failure, the current Commander knows your name and appearance and is aware of your exact location for 24 hours. -``` - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead. -``` - -*Source: Lost Omens: Monsters of Myth p. 16* diff --git a/Compendium/equipment/items/spectacles-of-understanding-lopsg.md b/Compendium/equipment/items/spectacles-of-understanding-lopsg.md deleted file mode 100644 index 3d04aa5ab..000000000 --- a/Compendium/equipment/items/spectacles-of-understanding-lopsg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Spectacles Of Understanding"] ---- -# Spectacles Of Understanding *Item 5+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to [Decipher Writing](../../../Rules/actions/decipher-writing.md). - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level [comprehend language](../../../compendium/spells/comprehend-language.md) for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear. -``` - -*Source: Lost Omens: Pathfinder Society Guide p. 118* diff --git a/Compendium/equipment/items/spectral-nightshade-aoe4.md b/Compendium/equipment/items/spectral-nightshade-aoe4.md deleted file mode 100644 index 2a4967e65..000000000 --- a/Compendium/equipment/items/spectral-nightshade-aoe4.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/divine -- trait/ingested -- trait/poison -- trait/uncommon -aliases: ["Spectral Nightshade"] ---- -# Spectral Nightshade *Item 13* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 450 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Belladonna cultivated in planes hazardous to living visitors, such as the Shadow Plane or the Boneyard, grow with a strange, skeletal look to their branches. The leaves and berries of these extraplanar plants are partly incorporeal and significantly more toxic than belladonna grown on the Material Plane. When imbued with spirit-twisting magic, spectral nightshade quickly drains away the victim's vitality and makes colors painfully bright and bewildering. Spectral nightshade doesn't affect creatures that have no spirit; if a possessing spirit inhabits a body that takes poison damage from spectral nightshade, the possessor takes an equal amount of force damage, even if the possessor can't be affected directly by poisons. - -```ad-inline-affliction -title: Saving Throw: DC 33 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** `10d6` poison damage and [dazzled](../../../rules/conditions.md#Dazzled) (1 minute) - -**Stage 2** `13d6` poison damage and [drained](../../../rules/conditions.md#Drained) (1 minute) - -**Stage 3** `15d6` poison damage, [confused](../../../rules/conditions.md#Confused), and [drained](../../../rules/conditions.md#Drained) (1 minute) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* diff --git a/Compendium/equipment/items/speed.md b/Compendium/equipment/items/speed.md deleted file mode 100644 index 3b215ac95..000000000 --- a/Compendium/equipment/items/speed.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Speed"] ---- -# Speed *Item 16* -[magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 10000 gp -- **Usage** etched onto a weapon -- **Category** Rune - -Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the [quickened](../../../Rules/conditions.md#Quickened) condition, but you can use the additional action granted only to make a [Strike](../../../Rules/actions/strike.md) with the etched weapon. - -*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/Compendium/equipment/items/spell-bastion-lotgb.md b/Compendium/equipment/items/spell-bastion-lotgb.md deleted file mode 100644 index e60e78a2b..000000000 --- a/Compendium/equipment/items/spell-bastion-lotgb.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Spell-bastion"] ---- -# Spell-bastion *Item 13* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2700 gp -- **Usage** applied to shield -- **Category** Rune - -A spell-bastion rune creates a reservoir of eldritch energy within the shield. A spellcaster can spend 1 minute to [Cast a Spell](../../../Rules/actions/cast-a-spell.md) of 3rd level or lower into the shield. The spell must take 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it's instead stored for later. When you invest a spell-bastion shield, you immediately know the name and level of the stored spell. A spell-bastion shield found as treasure has a 50% chance of having a spell of the GM's choice stored in it. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: Your spell-bastion shield is storing a spell, and you have your shield raised - -**Effect** You prepare to unleash the stored spell on any foe that hits you until your next turn. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You use the Shield Block reaction against a foe that the stored spell can target -- **Requirements**: You have a spell stored in your spell-bastion shield, and you've activated the shield since your last turn in preparation for unleashing the spell - -**Effect** You unleash the stored spell, which uses the target of the triggering attack as the target of the spell. This empties the spell from the shield and allows a spell to be cast into it again. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it. -``` - -*Source: Lost Omens: The Grand Bazaar p. 89* diff --git a/Compendium/equipment/items/spell-eating-pitch-aoe4.md b/Compendium/equipment/items/spell-eating-pitch-aoe4.md deleted file mode 100644 index d89414202..000000000 --- a/Compendium/equipment/items/spell-eating-pitch-aoe4.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/poison -- trait/consumable -- trait/divine -- trait/injury -- trait/poison -- trait/uncommon -aliases: ["Spell-eating Pitch"] ---- -# Spell-eating Pitch *Item 12* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 325 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This gummy resin contains sparkling motes of magical energy that dramatically impair your cognitive functions and dispel spells as you cast them. Spell energy manifests but then sputters out, as though [drained](../../../Rules/conditions.md#Drained) away by the sparkling motes. While you're [stupefied](../../../Rules/conditions.md#Stupefied) by this poison, the DC of flat checks to avoid disruption from the [stupefied](../../../Rules/conditions.md#Stupefied) condition when you [Cast a Spell](../../../Rules/actions/cast-a-spell.md) is 5 + twice the [stupefied](../../../Rules/conditions.md#Stupefied) value, rather than 5 + the [stupefied](../../../Rules/conditions.md#Stupefied) value. - -```ad-inline-affliction -title: Saving Throw: DC 31 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `5d6` poison damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 2** `6d6` poison damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** `7d6` poison damage and [stupefied](../../../rules/conditions.md#Stupefied) (1 round) -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 79* diff --git a/Compendium/equipment/items/spellbook-of-redundant-enchantment-som.md b/Compendium/equipment/items/spellbook-of-redundant-enchantment-som.md deleted file mode 100644 index a81ae1145..000000000 --- a/Compendium/equipment/items/spellbook-of-redundant-enchantment-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/enchantment -- trait/grimoire -- trait/magical -aliases: ["Spellbook Of Redundant Enchantment"] ---- -# Spellbook Of Redundant Enchantment *Item 8* -[enchantment](../../../Rules/traits/enchantment.md) [grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 420 gp -- **Bulk** L -- **Category** Grimoire - -When opening the book, whispers can be heard on the wind, or laughter rings in the distance. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws - -**Effect** You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again. -``` - -*Source: Secrets of Magic p. 163* diff --git a/Compendium/equipment/items/spellcutter-sot5.md b/Compendium/equipment/items/spellcutter-sot5.md deleted file mode 100644 index 71857f2f3..000000000 --- a/Compendium/equipment/items/spellcutter-sot5.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot5 -- item/category/held -- trait/abjuration -- trait/cursed -- trait/magical -- trait/unique -aliases: ["Spellcutter"] ---- -# Spellcutter *Item 17* -[abjuration](../../../Rules/traits/abjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 15000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -The blade of this +2 greater striking adamantine longsword seems to absorb light from the air around it, giving the impression the wielder is standing in the shadow of a much larger creature. While Spellcutter is a potent weapon for battling undead and constructs, an ancient restriction on the blade prevents it from harming living creatures; attacks against living beings deal no damage. This restriction doesn't apply to dhampirs or creatures with the negative healing ability who are otherwise living; the magic of the blade can't distinguish between such beings and undead. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You're targeted by a spell while wielding Spellcutter - -**Effect** Spellcutter attempts to absorb the magic of the triggering spell, giving you a +4 status bonus to your AC and saves against the effect. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Touching Spellcutter to any light source of 12th level or lower (including 6th-level spells with the [light](../../../rules/traits/light.md) trait) instantly extinguishes the effect. If the source of the light is a large flame, such as a forest fire or bonfire, it only extinguishes the light source in a 5-foot radius burst from the point of contact. -``` - -*Source: Strength of Thousands #5: Doorway to the Red Star p. 76* diff --git a/Compendium/equipment/items/spellender-sot2.md b/Compendium/equipment/items/spellender-sot2.md deleted file mode 100644 index 5428cc9a7..000000000 --- a/Compendium/equipment/items/spellender-sot2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Spellender"] ---- -# Spellender *Item 9* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This knife is a +1 striking returning dagger with a wide blade and thick wooden handle. A prayer for protection from evil magic is carved into the handle in tiny script, running around the handle in a spiral. The grooves of the carved prayer provide a good grip on the knife and make it easy to catch when it returns to your hand. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -The dagger casts a 4th-level [dispel magic](../../../compendium/spells/dispel-magic.md) targeting the most powerful spell effect affecting the creature you critically hit. The counteract check is +15. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 76* diff --git a/Compendium/equipment/items/spellguard-blade-apg.md b/Compendium/equipment/items/spellguard-blade-apg.md deleted file mode 100644 index e38f7a7e3..000000000 --- a/Compendium/equipment/items/spellguard-blade-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/abjuration -- trait/magical -aliases: ["Spellguard Blade"] ---- -# Spellguard Blade *Item 7* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 320 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you are benefiting from the +1 circumstance bonus to AC from this weapon's [parry](../../../Rules/traits/parry.md) trait, you also apply that circumstance bonus to your saving throws against spells that target you. - -*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/Compendium/equipment/items/spellstrike-ammunition.md b/Compendium/equipment/items/spellstrike-ammunition.md deleted file mode 100644 index 0f5b4a2a8..000000000 --- a/Compendium/equipment/items/spellstrike-ammunition.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/magical -- trait/transmutation -aliases: ["Spellstrike Ammunition"] ---- -# Spellstrike Ammunition *Item 3+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Ammunition** any -- **Activate** [Cast a Spell](../../../Rules/actions/cast-a-spell.md) -- **Category** Ammunition - -Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by [Casting a Spell](../../../Rules/actions/cast-a-spell.md) into the ammunition. The spell must be of a spell level the ammunition can hold, and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. - -The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC. - -The maximum level of spell the ammunition can hold determines its item level and Price. - -*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/Compendium/equipment/items/sphere-of-annihilation-gmg.md b/Compendium/equipment/items/sphere-of-annihilation-gmg.md deleted file mode 100644 index f58f9974c..000000000 --- a/Compendium/equipment/items/sphere-of-annihilation-gmg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Sphere Of Annihilation"] ---- -# Sphere Of Annihilation *Item 27* -[artifact](../../../Rules/traits/artifact-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Category** Artifact - -A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity's direct intervention. The sphere can't be counteracted by dispel magic or similar effects. - -The sphere stays entirely still until caused to move by a creature controlling it. Taking control of the sphere requires succeeding at an attempt to activate it. A talisman of the sphere (see below) makes it easier to control the sphere. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You are within 40 feet of the sphere - -**Effect** You attempt a DC 30 [Arcana](../../../compendium/skills.md#Arcana) or [Occultism](../../../compendium/skills.md#Occultism) check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round. - -When you Sustain the Activation, you must attempt a DC 30 [Arcana](../../../compendium/skills.md#Arcana) or [Occultism](../../../compendium/skills.md#Occultism) check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure) -``` - -*Source: Gamemastery Guide p. 113* diff --git a/Compendium/equipment/items/spider-chair-g-g.md b/Compendium/equipment/items/spider-chair-g-g.md deleted file mode 100644 index 181003c88..000000000 --- a/Compendium/equipment/items/spider-chair-g-g.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/assistive-item/wheelchair -- trait/clockwork -- trait/magical -- trait/uncommon -aliases: ["Spider Chair"] ---- -# Spider Chair *Item 12* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1800 gp -- **Bulk** 3 -- **Category** Wheelchair - -This clockwork traveler's chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct foes with webs. While using the chair, you gain a climb Speed equal to your Speed. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The chair shoots a web line at a solid wall, floor, or ceiling up to 60 feet away and then pulls itself and you to that location. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level [web](../../../compendium/spells/web.md) spell. -``` - -*Source: Guns & Gears p. 91* diff --git a/Compendium/equipment/items/spider-gun-g-g.md b/Compendium/equipment/items/spider-gun-g-g.md deleted file mode 100644 index c0b2a0394..000000000 --- a/Compendium/equipment/items/spider-gun-g-g.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Spider Gun"] ---- -# Spider Gun *Item 6+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Beast Gun - -A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals `1d10` poison damage with a range increment of 30 feet and [reload <1>](../../../Rules/traits/reload.md). On a critical hit, the venom clings to the target and they take [persistent poison damage](../../../Rules/conditions.md#Persistent%20Damage) equal to `1d4` + the number of weapon damage dice. - -A spider gun does not add critical specialization effects. - -The gun can be activated to fire webbing that hampers other creatures. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) - -You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an [Athletics](../../../compendium/skills.md#Athletics) check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's [immobilized](../../../rules/conditions.md#Immobilized) for 1 round or until it Escapes (DC 20) or destroys the webbing. -%% #trait/conjuration #trait/magical %% -``` - -*Source: Guns & Gears p. 155* diff --git a/Compendium/equipment/items/spider-lotg.md b/Compendium/equipment/items/spider-lotg.md deleted file mode 100644 index 7b027995d..000000000 --- a/Compendium/equipment/items/spider-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Spider"] ---- -# Spider *Item 0* - -- **Price** 2 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/spider-root.md b/Compendium/equipment/items/spider-root.md deleted file mode 100644 index 3f2f1b546..000000000 --- a/Compendium/equipment/items/spider-root.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -aliases: ["Spider Root"] ---- -# Spider Root *Item 9* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 110 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim [clumsy](../../../Rules/conditions.md#Clumsy) and maladroit. - -```ad-inline-affliction -title: Saving Throw: DC 28 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 6 minutes - -## Stages - -**Stage 1** `8d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 minute) - -**Stage 2** `9d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 minute) - -**Stage 3** `10d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 minute) -``` - -*Source: Core Rulebook p. 553* diff --git a/Compendium/equipment/items/spiderfoot-brew-pfum.md b/Compendium/equipment/items/spiderfoot-brew-pfum.md deleted file mode 100644 index 6435cc34d..000000000 --- a/Compendium/equipment/items/spiderfoot-brew-pfum.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/polymorph -- trait/uncommon -aliases: ["Spiderfoot Brew"] ---- -# Spiderfoot Brew *Item 3+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [polymorph](../../../Rules/traits/polymorph.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to [Athletics](../../skills.md#Athletics) checks made to climb for the listed duration. - -*Source: PATHFINDER: FUMBUS! p. 0* \ No newline at end of file diff --git a/Compendium/equipment/items/spike-launcher-g-g.md b/Compendium/equipment/items/spike-launcher-g-g.md deleted file mode 100644 index a57c02959..000000000 --- a/Compendium/equipment/items/spike-launcher-g-g.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Spike Launcher"] ---- -# Spike Launcher *Item 6* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 250 gp -- **Usage** held in 1 or 2 hands; **Bulk** 2 -- **Category** Beast Gun - -Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon. It's a distinct type of martial firearm that deals `1d8` piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload <2>. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) - -- **Requirements**: The spike launcher is loaded - -**Effect** The spike launcher fires a volley of smaller spikes in a 10-foot burst centered anywhere within its range. - -Make a [Strike](../../../rules/actions/strike.md) with the spike launcher against each creature in the area. On a success, the spike causes the creature to take a –5-foot status penalty to their Speed. - -On a critical success, the creature becomes [immobilized](../../../rules/conditions.md#Immobilized) instead. In either case, the creature, or an adjacent creature, can use an [Interact](../../../rules/actions/interact.md) action to remove the spike and end the penalty or [immobilized](../../../rules/conditions.md#Immobilized) condition. -%% #trait/evocation #trait/magical %% -``` - -*Source: Guns & Gears p. 156* diff --git a/Compendium/equipment/items/spike-snare.md b/Compendium/equipment/items/spike-snare.md deleted file mode 100644 index ba289b69e..000000000 --- a/Compendium/equipment/items/spike-snare.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Spike Snare"] ---- -# Spike Snare *Item 1* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 3 gp -- **Category** Snare - -This basic snare consists of [hidden](../../../Rules/conditions.md#Hidden) spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, dealing `2d8` piercing damage. The creature must attempt a DC 17 basic Reflex saving throw. - -*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/spiked-chain.md b/Compendium/equipment/items/spiked-chain.md deleted file mode 100644 index 768ff04e1..000000000 --- a/Compendium/equipment/items/spiked-chain.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/disarm -- trait/finesse -- trait/trip -- trait/uncommon -aliases: ["Spiked Chain"] ---- -# Spiked Chain *Item 0* -[disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Bulk** 1 -- **Damage** `1d8` S -- **Hands** 2 -- **Category** Martial; **Group** Flail - -This 4-foot-long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/spined-shield.md b/Compendium/equipment/items/spined-shield.md deleted file mode 100644 index c6a7e9b59..000000000 --- a/Compendium/equipment/items/spined-shield.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -- trait/evocation -- trait/magical -aliases: ["Spined Shield"] ---- -# Spined Shield *Item 7* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Shield; **Group** Shield - -Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes. When you use the [Shield Block](../../feats/shield-block.md) reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal. - -When all the spines are gone, you lose the ability to attack with them until the spines regenerate the next day. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it is a martial ranged weapon with a range increment of 120 feet. -``` - -*Source: Core Rulebook p. 588* diff --git a/Compendium/equipment/items/spiral-rapier-lotgb.md b/Compendium/equipment/items/spiral-rapier-lotgb.md deleted file mode 100644 index 4a0e0c5c1..000000000 --- a/Compendium/equipment/items/spiral-rapier-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/advanced -- trait/disarm -- trait/finesse -- trait/parry -- trait/uncommon -aliases: ["Spiral Rapier"] ---- -# Spiral Rapier *Item 0* -[disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [parry](../../../Rules/traits/parry.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d6` P -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -An old Taldan dueling weapon from the empire's height, this rapier has a thicker blade than normal, which is shaped into a corkscrew-like spiral well suited to catching enemy weapons. Characters from Taldor have access to the spiral rapier. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/spirit-sealing-fulu-som.md b/Compendium/equipment/items/spirit-sealing-fulu-som.md deleted file mode 100644 index 95c490c04..000000000 --- a/Compendium/equipment/items/spirit-sealing-fulu-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/fulu -- trait/incapacitation -- trait/magical -- trait/necromancy -aliases: ["Spirit-sealing Fulu"] ---- -# Spirit-sealing Fulu *Item 3+* -[consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [incapacitation](../../../Rules/traits/incapacitation.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Usage** affixed to one undead creature -- **Duration** 1 round (or 4 rounds) -- **Category** Consumable - -This classic fulu seals the negative energy within an undead, freezing it in its tracks. Upon affixing, the target undead must attempt a Will save or be [paralyzed](../../../Rules/conditions.md#Paralyzed) for 1 round. - -*Source: Secrets of Magic p. 160* \ No newline at end of file diff --git a/Compendium/equipment/items/spirit-singer-g-g.md b/Compendium/equipment/items/spirit-singer-g-g.md deleted file mode 100644 index 932a4f58c..000000000 --- a/Compendium/equipment/items/spirit-singer-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/rare -aliases: ["Spirit-Singer"] ---- -# Spirit-Singer *Item 5+* -[rare](../../../Rules/traits/rare.md) - -- **Category** Adventuring Gear - -Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to [Performance](../../skills.md#Performance) checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively [Searching](../../../Rules/actions/search.md) for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play. - -*Source: Guns & Gears p. 83* \ No newline at end of file diff --git a/Compendium/equipment/items/spirit-snare-g-g.md b/Compendium/equipment/items/spirit-snare-g-g.md deleted file mode 100644 index 9ec018ccb..000000000 --- a/Compendium/equipment/items/spirit-snare-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/consumable -- trait/electricity -- trait/mechanical -- trait/rare -- trait/snare -- trait/trap -aliases: ["Spirit Snare"] ---- -# Spirit Snare *Item 8* -[consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [mechanical](../../../Rules/traits/mechanical.md) [rare](../../../Rules/traits/rare.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 90 gp -- **Category** Snare - -This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working. - -*Source: Guns & Gears p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/spiritsight-crossbow-apg.md b/Compendium/equipment/items/spiritsight-crossbow-apg.md deleted file mode 100644 index 728dc1cb3..000000000 --- a/Compendium/equipment/items/spiritsight-crossbow-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/conjuration -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Spiritsight Crossbow"] ---- -# Spiritsight Crossbow *Item 8* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 450 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You aim through the crossbow's crystalline lenses, gaining imprecise vision onto the Ethereal Plane with a range of 60 feet in addition to your normal senses for the rest of your turn. While this effect lasts, your next [Strike](../../../rules/actions/strike.md) with the spiritsight crossbow can also affect targets on the Ethereal Plane during the first 60 feet of its flight. -``` - -*Source: Advanced Player's Guide p. 263* diff --git a/Compendium/equipment/items/splint-lotgb.md b/Compendium/equipment/items/splint-lotgb.md deleted file mode 100644 index 9be91529b..000000000 --- a/Compendium/equipment/items/splint-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/supports-and-splints -aliases: ["Splint"] ---- -# Splint *Item 0* - -- **Price** 5 sp -- **Usage** worn -- **Category** Supports and Splints - -Splints can be applied to the following joints: finger, hand, wrist, elbow, knee, and shin. They are strapped to the desired area but are more rigid in structure than supports and braces, with metal or wooden bars pulled firmly against the bone structure to provide constant support (ring splints only attach to a single digit) - -They are a little less flexible, but you still have full use of your limbs and fingers when using one. You still have full mobility of the limb when not wearing it, but the limb becomes painful and feels less secure without the extra support it normally has, which might present physical symptoms. - -*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/Compendium/equipment/items/splint-mail.md b/Compendium/equipment/items/splint-mail.md deleted file mode 100644 index b84a674e2..000000000 --- a/Compendium/equipment/items/splint-mail.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor/heavy -aliases: ["Splint Mail"] ---- -# Splint Mail *Item 1* - -- **Price** 13 gp -- **Bulk** 3 -- **AC Bonus** +5; **Dex Cap** +1 -- **Strength** 16; **Check Penalty** -3; **Speed Penalty** -10 ft. -- **Category** Heavy; **Group** Composite - -This type of armor is [chain mail](chain-mail.md) reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of [padded armor](padded-armor.md) and a pair of [gauntlets](gauntlet.md). - -*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/Compendium/equipment/items/spoon-gun-g-g.md b/Compendium/equipment/items/spoon-gun-g-g.md deleted file mode 100644 index f8b937b25..000000000 --- a/Compendium/equipment/items/spoon-gun-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/cobbled -- trait/goblin -- trait/modular-b-p-or-s -- trait/scatter-5-ft -- trait/uncommon -aliases: ["Spoon Gun"] ---- -# Spoon Gun *Item 1* -[cobbled](../../../Rules/traits/cobbled-g-g.md) [goblin](../../../Rules/traits/goblin.md) [modular ](../../../Rules/traits/modular-logm.md) [scatter <5 ft.>](../../../Rules/traits/scatter-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** 1 -- **Damage** `1d6` modular -- **Range** 30 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Firearm - -No one's entirely certain who developed the spoon gun, but all authorities agree that it was probably a goblin. Essentially a terrible idea in firearm form, the spoon gun is a spring-powered hand cannon with a modified grip that uses miscellaneous knives, forks, chopsticks, and spoons as ammunition. Users typically upend the entire contents of their cutlery drawer into the gun, aim it in the general direction of the foe, and hope it hits something. - -This [hand cannon](hand-cannon-g-g.md) is a martial weapon, instead of a simple weapon. It has the scatter (5 feet) trait and uses cutlery or similar-sized objects as ammunition instead of bullets (enough cheap cutlery to fire ten shots costs 1 sp). - -*Source: Guns & Gears p. 157* \ No newline at end of file diff --git a/Compendium/equipment/items/spore-sap-ec4.md b/Compendium/equipment/items/spore-sap-ec4.md deleted file mode 100644 index 31c21ce30..000000000 --- a/Compendium/equipment/items/spore-sap-ec4.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec4 -- item/category/held -- trait/evocation -- trait/fungus -- trait/magical -- trait/uncommon -aliases: ["Spore Sap"] ---- -# Spore Sap *Item 11* -[evocation](../../../Rules/traits/evocation.md) [fungus](../../../Rules/traits/fungus-b1.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1250 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This flexible +2 striking sap is crafted from the stalks of cave fungi and bound around a mesh of spore-infused gills. Demon-worshipping xulgaths use spore saps to capture spellcasters alive for later sacrifice. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You successfully [Strike](../../../rules/actions/strike.md) a creature with the spore sap - -**Effect** The spore sap releases a puff of stupefying fungal spores. The target must succeed at a DC 28 Fortitude save or become [stupefied](../../../rules/conditions.md#Stupefied) for 1 minute ([stupefied](../../../rules/conditions.md#Stupefied) on a critical failure). -``` - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* diff --git a/Compendium/equipment/items/spring-loaded-net-launcher-lotgb.md b/Compendium/equipment/items/spring-loaded-net-launcher-lotgb.md deleted file mode 100644 index 55324756c..000000000 --- a/Compendium/equipment/items/spring-loaded-net-launcher-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Spring-loaded Net Launcher"] ---- -# Spring-loaded Net Launcher *Item 2* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a [Medium](../../../Rules/traits/medium-b1.md) or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached [net](net-apg.md). - -*Source: Lost Omens: The Grand Bazaar p. 23* \ No newline at end of file diff --git a/Compendium/equipment/items/springald-g-g.md b/Compendium/equipment/items/springald-g-g.md deleted file mode 100644 index 981090904..000000000 --- a/Compendium/equipment/items/springald-g-g.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/huge -- trait/mounted -- trait/uncommon -aliases: ["Springald"] ---- -# Springald *Item 7* -[huge](../../../Rules/traits/huge-b1.md) [mounted](../../../Rules/traits/mounted-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** mounted -- **Category** Siege Weapon - -A springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has a flat back end. Releasing the board strikes the backs of the arrows, sending them hurtling through the air. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -30 feet, minimum distance 50 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[attack](../../../rules/traits/attack.md) [manipulate](../../../rules/traits/manipulate.md) range increment <100 feet> - -`5d8` piercing, three different targets within a 15-foot burst, DC 22 Reflex. -%% #trait/attack #trait/manipulate #trait/range-increment-100-feet %% -``` - -*Source: Guns & Gears p. 76* diff --git a/Compendium/equipment/items/squirrel-lotg.md b/Compendium/equipment/items/squirrel-lotg.md deleted file mode 100644 index bdcbea85a..000000000 --- a/Compendium/equipment/items/squirrel-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Squirrel"] ---- -# Squirrel *Item 0* - -- **Price** 7 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-final-rest-lotgb.md b/Compendium/equipment/items/staff-of-final-rest-lotgb.md deleted file mode 100644 index 43d5914f2..000000000 --- a/Compendium/equipment/items/staff-of-final-rest-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/staff -- trait/magical -- trait/necromancy -- trait/staff -- trait/uncommon -aliases: ["Staff of Final Rest"] ---- -# Staff of Final Rest *Item 6+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [staff](../../../Rules/traits/staff.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the [versatile

](../../../Rules/traits/versatile.md) trait and functions as a wooden stake, allowing you to use it to stake vampires, and your [Strikes](../../../Rules/actions/strike.md) with the staff gain a +1 circumstance bonus to damage rolls against undead. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Lost Omens: The Grand Bazaar p. 30* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-fire.md b/Compendium/equipment/items/staff-of-fire.md deleted file mode 100644 index 97efe37c5..000000000 --- a/Compendium/equipment/items/staff-of-fire.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/staff -- trait/evocation -- trait/magical -- trait/staff -aliases: ["Staff of Fire"] ---- -# Staff of Fire *Item 3+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers. - -You can use an [Interact](../../../Rules/actions/interact.md) action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-healing.md b/Compendium/equipment/items/staff-of-healing.md deleted file mode 100644 index c18f3c710..000000000 --- a/Compendium/equipment/items/staff-of-healing.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/staff -- trait/magical -- trait/necromancy -- trait/staff -aliases: ["Staff of Healing"] ---- -# Staff of Healing *Item 4+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [staff](../../../Rules/traits/staff.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the [heal](../../spells/heal.md) spell using your own spell slots or using charges from the staff. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-illumination.md b/Compendium/equipment/items/staff-of-illumination.md deleted file mode 100644 index 766c2c982..000000000 --- a/Compendium/equipment/items/staff-of-illumination.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/staff -- trait/evocation -- trait/magical -- trait/staff -aliases: ["Staff of Illumination"] ---- -# Staff of Illumination *Item 8* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) - -- **Price** 425 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This simple iron staff is capped with a faceted, clear gem. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. -``` - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. - -- **Cantrip** [light](../../../compendium/spells/light.md) -- **2nd** [continual flame](../../../compendium/spells/continual-flame.md) -- **3rd** [continual flame](../../../compendium/spells/continual-flame.md), [searing light](../../../compendium/spells/searing-light.md) -``` - -*Source: Core Rulebook p. 594* diff --git a/Compendium/equipment/items/staff-of-illusion.md b/Compendium/equipment/items/staff-of-illusion.md deleted file mode 100644 index 148411abf..000000000 --- a/Compendium/equipment/items/staff-of-illusion.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/staff -- trait/illusion -- trait/magical -- trait/staff -aliases: ["Staff of Illusion"] ---- -# Staff of Illusion *Item 6+* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This ornately designed metal staff shines with precious inlays of gold. When you [Cast a Spell](../../../Rules/actions/cast-a-spell.md) from the staff, the illusory image of something you desire flashes across its surface. - -While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-impossible-visions-apg.md b/Compendium/equipment/items/staff-of-impossible-visions-apg.md deleted file mode 100644 index 9e8dbd7ac..000000000 --- a/Compendium/equipment/items/staff-of-impossible-visions-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/staff -- trait/illusion -- trait/magical -- trait/staff -- trait/uncommon -aliases: ["Staff Of Impossible Visions"] ---- -# Staff Of Impossible Visions *Item 6+* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. - -The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-natures-cunning-som.md b/Compendium/equipment/items/staff-of-natures-cunning-som.md deleted file mode 100644 index ce98c402a..000000000 --- a/Compendium/equipment/items/staff-of-natures-cunning-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/staff -- trait/magical -- trait/plant -- trait/staff -- trait/transmutation -aliases: ["Staff Of Nature's Cunning"] ---- -# Staff Of Nature's Cunning *Item 7+* -[magical](../../../Rules/traits/magical.md) [plant](../../../Rules/traits/plant.md) [staff](../../../Rules/traits/staff.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Secrets of Magic p. 167* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-natures-vengeance-apg.md b/Compendium/equipment/items/staff-of-natures-vengeance-apg.md deleted file mode 100644 index d9ba68f53..000000000 --- a/Compendium/equipment/items/staff-of-natures-vengeance-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/staff -- trait/evocation -- trait/magical -- trait/staff -aliases: ["Staff Of Nature's Vengeance"] ---- -# Staff Of Nature's Vengeance *Item 10+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of [shillelagh](../../spells/shillelagh.md). - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Advanced Player's Guide p. 263* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-power.md b/Compendium/equipment/items/staff-of-power.md deleted file mode 100644 index 343b3c2f1..000000000 --- a/Compendium/equipment/items/staff-of-power.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/staff -- trait/evocation -- trait/magical -- trait/rare -- trait/staff -aliases: ["Staff of Power"] ---- -# Staff of Power *Item 16* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [staff](../../../Rules/traits/staff.md) - -- **Price** 10000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a +2 greater striking staff. - -Voluntarily destroying a staff of power unleashes an incredible blast of energy. When wielding the staff, you can [Interact](../../../Rules/actions/interact.md) to break it. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d8` force damage per charge remaining in the staff (DC 40 basic Reflex save) - -You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](../../../Rules/traits/death.md) effect. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. - -- **1st** [ray of enfeeblement](../../../compendium/spells/ray-of-enfeeblement.md) -- **2nd** [continual flame](../../../compendium/spells/continual-flame.md) -- **3rd** [levitate](../../../compendium/spells/levitate.md) -- **4th** [globe of invulnerability](../../../compendium/spells/globe-of-invulnerability.md), [paralyze](../../../compendium/spells/paralyze.md) -- **5th** [magic missile](../../../compendium/spells/magic-missile.md) -- **6th** [wall of force](../../../compendium/spells/wall-of-force.md) -- **7th** [cone of cold](../../../compendium/spells/cone-of-cold.md), [fireball](../../../compendium/spells/fireball.md), [lightning bolt](../../../compendium/spells/lightning-bolt.md) -``` - -*Source: Core Rulebook p. 595* diff --git a/Compendium/equipment/items/staff-of-providence-apg.md b/Compendium/equipment/items/staff-of-providence-apg.md deleted file mode 100644 index 553491101..000000000 --- a/Compendium/equipment/items/staff-of-providence-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/staff -- trait/divination -- trait/magical -- trait/staff -aliases: ["Staff Of Providence"] ---- -# Staff Of Providence *Item 6+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on [Survival](../../skills.md#Survival) checks to [Sense Direction](../../../Rules/actions/sense-direction.md) or [Subsist](../../../Rules/actions/subsist.md), and to [Religion](../../skills.md#Religion) checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md). - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-sieges-ec6.md b/Compendium/equipment/items/staff-of-sieges-ec6.md deleted file mode 100644 index aab7ddf85..000000000 --- a/Compendium/equipment/items/staff-of-sieges-ec6.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/staff -- trait/evocation -- trait/magical -- trait/staff -- trait/uncommon -aliases: ["Staff Of Sieges"] ---- -# Staff Of Sieges *Item 20* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 65000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This adamantine staff is fitted with mithral plates resembling battlements on a castle. Lesser cover, cover, and greater cover don't grant any bonus against your spell attacks or to saving throws against your spells that you cast from the staff. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. - -Cantrips shield, telekinetic projectile 1st gust of wind, longstrider 2nd obscuring mist, web 3rd fireball, wall of wind 4th hallucinatory terrain, solid fog, wall of fire 5th cloudkill, wall of stone 6th fireball, wall of force 7th magnificent mansion, prismatic spray 8th earthquake, scintillating pattern 9th meteor swarm. -``` - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-the-black-desert-ec5.md b/Compendium/equipment/items/staff-of-the-black-desert-ec5.md deleted file mode 100644 index 1b6cb41da..000000000 --- a/Compendium/equipment/items/staff-of-the-black-desert-ec5.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec5 -- item/category/staff -- trait/divination -- trait/magical -- trait/staff -- trait/uncommon -aliases: ["Staff Of The Black Desert"] ---- -# Staff Of The Black Desert *Item 12+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to [Occultism](../../skills.md#Occultism) checks to identify aberrations and oozes native to the Darklands. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from this list. -``` - -*Source: Extinction Curse #5: Lord of the Black Sands p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-the-desert-winds-som.md b/Compendium/equipment/items/staff-of-the-desert-winds-som.md deleted file mode 100644 index a87409c1e..000000000 --- a/Compendium/equipment/items/staff-of-the-desert-winds-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/staff -- trait/abjuration -- trait/magical -- trait/staff -aliases: ["Staff Of The Desert Winds"] ---- -# Staff Of The Desert Winds *Item 6+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to [Survival](../../skills.md#Survival) checks to [Subsist](../../../Rules/actions/subsist.md), [Track](../../../Rules/actions/track.md), and [Cover Tracks](../../../Rules/actions/cover-tracks.md). - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from the staff's list. -``` - -*Source: Secrets of Magic p. 190* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-the-dreamlands-lotgb.md b/Compendium/equipment/items/staff-of-the-dreamlands-lotgb.md deleted file mode 100644 index 7a9b15306..000000000 --- a/Compendium/equipment/items/staff-of-the-dreamlands-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/staff -- trait/enchantment -- trait/magical -- trait/staff -- trait/uncommon -aliases: ["Staff Of The Dreamlands"] ---- -# Staff Of The Dreamlands *Item 6+* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to [Survival](../../skills.md#Survival) checks while in the Dreamlands and to checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about creatures with the [dream](../../../Rules/traits/dream-b2.md) trait. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. -``` - -*Source: Lost Omens: The Grand Bazaar p. 111* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-the-magi.md b/Compendium/equipment/items/staff-of-the-magi.md deleted file mode 100644 index 468df0d5c..000000000 --- a/Compendium/equipment/items/staff-of-the-magi.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/staff -- trait/evocation -- trait/magical -- trait/rare -- trait/staff -aliases: ["Staff of the Magi"] ---- -# Staff of the Magi *Item 20* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [staff](../../../Rules/traits/staff.md) - -- **Price** 90000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells. - -Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an [Interact](../../../Rules/actions/interact.md) action. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d10` force damage per charge remaining in the staff (DC 40 basic Reflex save), You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](../../../Rules/traits/death.md) effect. - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from its list. - -- **Cantrip** [detect magic](../../../compendium/spells/detect-magic.md), [light](../../../compendium/spells/light.md), [mage hand](../../../compendium/spells/mage-hand.md), [telekinetic projectile](../../../compendium/spells/telekinetic-projectile.md) -- **1st** [lock](../../../compendium/spells/lock.md) -- **2nd** [enlarge](../../../compendium/spells/enlarge.md), [glitterdust](../../../compendium/spells/glitterdust.md), [invisibility](../../../compendium/spells/invisibility.md), [knock](../../../compendium/spells/knock.md), [telekinetic maneuver](../../../compendium/spells/telekinetic-maneuver.md), [web](../../../compendium/spells/web.md) -- **3rd** [dispel magic](../../../compendium/spells/dispel-magic.md), [fireball](../../../compendium/spells/fireball.md), [lightning bolt](../../../compendium/spells/lightning-bolt.md) -- **4th** [invisibility](../../../compendium/spells/invisibility.md), [enlarge](../../../compendium/spells/enlarge.md), [fireball](../../../compendium/spells/fireball.md), [wall of fire](../../../compendium/spells/wall-of-fire.md), [web](../../../compendium/spells/web.md) -- **5th** [cone of cold](../../../compendium/spells/cone-of-cold.md), [passwall](../../../compendium/spells/passwall.md), [telekinetic haul](../../../compendium/spells/telekinetic-haul.md) -- **6th** [disintegrate](../../../compendium/spells/disintegrate.md), [dispel magic](../../../compendium/spells/dispel-magic.md), [fireball](../../../compendium/spells/fireball.md), [lightning bolt](../../../compendium/spells/lightning-bolt.md) -- **7th** [cone of cold](../../../compendium/spells/cone-of-cold.md), [passwall](../../../compendium/spells/passwall.md), [plane shift](../../../compendium/spells/plane-shift.md), [wall of fire](../../../compendium/spells/wall-of-fire.md) -- **8th** [fireball](../../../compendium/spells/fireball.md), [mage armor](../../../compendium/spells/mage-armor.md) -- **9th** [dispel magic](../../../compendium/spells/dispel-magic.md), [meteor swarm](../../../compendium/spells/meteor-swarm.md), [summon dragon](../../../compendium/spells/summon-dragon.md) -``` - -*Source: Core Rulebook p. 595* diff --git a/Compendium/equipment/items/staff-storing-shield-som.md b/Compendium/equipment/items/staff-storing-shield-som.md deleted file mode 100644 index 134a9ebd8..000000000 --- a/Compendium/equipment/items/staff-storing-shield-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/extradimensional -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Staff-storing Shield"] ---- -# Staff-storing Shield *Item 7+* -[extradimensional](../../../Rules/traits/extradimensional.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This magically reinforced [wooden shield](wooden-shield.md) normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield. -``` - -*Source: Secrets of Magic p. 190* diff --git a/Compendium/equipment/items/staining-gmg.md b/Compendium/equipment/items/staining-gmg.md deleted file mode 100644 index d8101438d..000000000 --- a/Compendium/equipment/items/staining-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Staining"] ---- -# Staining *Item 1* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** curses gear or a weapon -- **Category** Curse - -This property is associated with a specific color, which is defined at the time of the curse's creation. Whenever you use the affected equipment while taking a [manipulate](../../../Rules/traits/manipulate.md) action with another object, the second object is permanently stained the associated color. For instance, if you used a set of yellow _staining lockpicks_ to open a door, the lock would permanently become yellow. This color change does not otherwise unnaturally persist and can be changed via any normal mundane or magical means. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/stalker-bane-snare.md b/Compendium/equipment/items/stalker-bane-snare.md deleted file mode 100644 index f5a1e88ca..000000000 --- a/Compendium/equipment/items/stalker-bane-snare.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Stalker Bane Snare"] ---- -# Stalker Bane Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Category** Snare - -This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** Powder sticks to the target, causing it to leave behind telltale footprints. Being [invisible](../../../Rules/conditions.md#Invisible) makes the target [hidden](../../../Rules/conditions.md#Hidden), rather than [undetected](../../../Rules/conditions.md#Undetected), to creatures that could see it if it weren't [invisible](../../../Rules/conditions.md#Invisible). -> - **Failure** Powder clumps on the target, constantly flaking away. Being [invisible](../../../Rules/conditions.md#Invisible) makes the target [concealed](../../../Rules/conditions.md#Concealed), rather than [hidden](../../../Rules/conditions.md#Hidden) or [undetected](../../../Rules/conditions.md#Undetected), to creatures that could see it if it weren't [invisible](../../../Rules/conditions.md#Invisible). -> - **Critical Failure** As failure, and the creature is [blinded](../../../Rules/conditions.md#Blinded) until the end of its next turn. - -*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/stalwarts-ring-fop.md b/Compendium/equipment/items/stalwarts-ring-fop.md deleted file mode 100644 index d5271e7da..000000000 --- a/Compendium/equipment/items/stalwarts-ring-fop.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/worn -- trait/invested -- trait/necromancy -- trait/uncommon -aliases: ["Stalwart's Ring"] ---- -# Stalwart's Ring *Item 5* -[invested](../../../Rules/traits/invested.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** worn -- **Category** Worn - -This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf's head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points. - -These last until your next daily preparation, as long as you are wearing the ring. - -*Source: The Fall of Plaguestone p. 58* \ No newline at end of file diff --git a/Compendium/equipment/items/stampede-medallion-som.md b/Compendium/equipment/items/stampede-medallion-som.md deleted file mode 100644 index ab58e9ae7..000000000 --- a/Compendium/equipment/items/stampede-medallion-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/eidolon -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Stampede Medallion"] ---- -# Stampede Medallion *Item 12+* -[eidolon](../../../Rules/traits/eidolon-som.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn; **Bulk** L -- **Category** Worn - -When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to [Athletics](../../skills.md#Athletics) checks to [Shove](../../../Rules/actions/shove.md) or [Trip](../../../Rules/actions/trip.md). - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. - -Each of these foes takes `8d6` bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked [prone](../../../rules/conditions.md#Prone). After dealing damage, the stampede of eidolons vanishes as quickly as it appeared. -``` - -*Source: Secrets of Magic p. 190* diff --git a/Compendium/equipment/items/stanching-lotgb.md b/Compendium/equipment/items/stanching-lotgb.md deleted file mode 100644 index 6ffc1397f..000000000 --- a/Compendium/equipment/items/stanching-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Stanching"] ---- -# Stanching *Item 5+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** etched onto armor -- **Category** Rune - -These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) from 15 to 12 (7 with particularly effective assistance). - -*Source: Lost Omens: The Grand Bazaar p. 39* \ No newline at end of file diff --git a/Compendium/equipment/items/star-grenade-ooa3.md b/Compendium/equipment/items/star-grenade-ooa3.md deleted file mode 100644 index 8f185ceb3..000000000 --- a/Compendium/equipment/items/star-grenade-ooa3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa3 -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/fire -- trait/splash -- trait/uncommon -aliases: ["Star Grenade"] ---- -# Star Grenade *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** These unusual gunpowder bombs, , typically marked with a -- **Category** Bomb - -symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they [Strike](../../../Rules/actions/strike.md) a target. - -When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). [Any](../../../Rules/traits/any-b1.md) effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/starknife.md b/Compendium/equipment/items/starknife.md deleted file mode 100644 index 5db2d15a5..000000000 --- a/Compendium/equipment/items/starknife.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/agile -- trait/deadly-d6 -- trait/finesse -- trait/thrown-20-ft -- trait/versatile-s -aliases: ["Starknife"] ---- -# Starknife *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [thrown <20 ft.>](../../../Rules/traits/thrown.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Knife - -From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/starshot-arrow-lol.md b/Compendium/equipment/items/starshot-arrow-lol.md deleted file mode 100644 index b4e5c898d..000000000 --- a/Compendium/equipment/items/starshot-arrow-lol.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -- trait/rare -aliases: ["Starshot Arrow"] ---- -# Starshot Arrow *Item 7+* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Ammunition** [arrow](arrow.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target. - -*Source: Lost Omens: Legends p. 48* \ No newline at end of file diff --git a/Compendium/equipment/items/static-snare-lotgb.md b/Compendium/equipment/items/static-snare-lotgb.md deleted file mode 100644 index 0c2d29f97..000000000 --- a/Compendium/equipment/items/static-snare-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/electricity -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Static Snare"] ---- -# Static Snare *Item 2* -[consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 gp -- **Category** Snare - -You hide insulating crystals or other material that releases a strong static charge when the first creature enters the snare's square. That creature must attempt a DC 18 Reflex saving throw. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target takes 1 [persistent electricity damage](../../../Rules/conditions.md#Persistent%20Damage) and takes a –1 circumstance penalty to saving throws against [electricity](../../../Rules/traits/electricity.md) effects for as long as the [persistent electricity damage](../../../Rules/conditions.md#Persistent%20Damage) lasts. -> - **Critical Failure** As failure, and the target attracts nearby dirt and dust. If the target is or becomes [invisible](../../../Rules/conditions.md#Invisible), it's merely [hidden](../../../Rules/conditions.md#Hidden) to creatures that have sight as a precise sense. This effect lasts as long as the [persistent electricity damage](../../../Rules/conditions.md#Persistent%20Damage) does. "I've bit off more than I can chew? Oh no, the bite's not just for me—meals are meant to be shared!" The Mask and Moon is one of the most notable restaurants in Absalom; its proprietor is equally famous. The main dining area is beneath a soaring, open-sided oak timber frame roofed with glazed clay tiles in white, red, blue, and gold. Two spiraling posts evoking the Mordant Spire flank the wide entrance. At the apex of the entryway hangs a full moon shield inlaid with a simplified Spire mask emblem. - -*Source: Lost Omens: The Grand Bazaar p. 43* \ No newline at end of file diff --git a/Compendium/equipment/items/steam-winch-g-g.md b/Compendium/equipment/items/steam-winch-g-g.md deleted file mode 100644 index e0e80ea61..000000000 --- a/Compendium/equipment/items/steam-winch-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/rare -- trait/steam -aliases: ["Steam Winch"] ---- -# Steam Winch *Item 8* -[rare](../../../Rules/traits/rare.md) [steam](../../../Rules/traits/steam-g-g.md) - -- **Price** 425 gp -- **Usage** operated with two hands; **Bulk** 2 -- **Category** Adventuring Gear - -This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you could with a hand cranked winch or [comealong](comealong-lopsg.md). A steam winch allows you to slowly pull a heavy load (usually up to 50 Bulk) along a flat surface or up and down a vertical expanse. - -Attaching a steam winch to a device takes three [Interact](../../../Rules/actions/interact.md) actions, while starting the winch (and getting it warm enough to operate) takes 10 minutes. Once in operation, a steam winch requires regular maintenance to function. - -Every twenty minutes, the boiler must be refilled and heat levels maintained. - -*Source: Guns & Gears p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/steamflight-pack-g-g.md b/Compendium/equipment/items/steamflight-pack-g-g.md deleted file mode 100644 index 5fdf519d2..000000000 --- a/Compendium/equipment/items/steamflight-pack-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/worn -- trait/clockwork -- trait/rare -- trait/steam -aliases: ["Steamflight Pack"] ---- -# Steamflight Pack *Item 15* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [rare](../../../Rules/traits/rare.md) [steam](../../../Rules/traits/steam-g-g.md) - -- **Price** 6000 gp -- **Usage** worn backpack; **Bulk** 2 -- **Category** Worn - -The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large nozzles mounted on the sides pointing downward. It also features metal arms reaching around the front that terminate in handles with activation buttons on them. When the user holds down an activation button, a complex series of mechanisms pumps water from the large tank in the backpack and releases it through the nozzles as powerful jets of steam, enabling the user to fly short distances. Tilting the handle adjusts the nozzles' angles, allowing the user to control the direction of their flight. - -When active, the steamflight pack gives the user a fly Speed of 20 feet. It carries enough water for 20 minutes of operation and can be refilled in five minutes with a supply of normal water and a funnel. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You turn the steamflight pack on or off. -``` - -*Source: Guns & Gears p. 89* diff --git a/Compendium/equipment/items/steelheart-21-g-g.md b/Compendium/equipment/items/steelheart-21-g-g.md deleted file mode 100644 index 59ddc65b7..000000000 --- a/Compendium/equipment/items/steelheart-21-g-g.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/large -- trait/rare -aliases: ["Steelheart 21"] ---- -# Steelheart 21 *Item 13* -[large](../../../Rules/traits/large-b1.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 6000 gp -- **Usage** mounted (black powder) -- **Category** Siege Weapon - -Named for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun artillery uses metallurgy and alchemy to negate nearly all of the immense amount of recoil a shot from a siege weapon usually produces. The barrel of the Steelheart 21 is suspended in a mix of alchemical fluids that first compress to dampen the recoil when fired, then expand to push the barrel back into place afterwards. The result reduces the amount of time needed to reset the aim of the siege weapon. The crew member who launches the Steelheart 21 can use the Quick Aim reaction (below), allowing them to adjust the weapon's aim on the fly as they fire to adapt to a faulty initial target, changing battlefield conditions, the use of illusions by the enemy, or any of a variety of other factors that lead to the need to alter the siege weapon's course. - -```ad-embed-ability -title: Quick Aim [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You Launch this siege weapon, after determining the effects of the Launch action. - -**Effect** You Aim this siege weapon, moving the aim up to 10 feet instead of its normal distance. -``` - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -100 feet, minimum distance 150 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) range increment <500 feet> - -`8d12` bludgeoning, 20-foot burst, DC 30 Reflex -%% #trait/manipulate #trait/range-increment-500-feet %% -``` - -*Source: Guns & Gears p. 175* diff --git a/Compendium/equipment/items/stepping-stone-shot-g-g.md b/Compendium/equipment/items/stepping-stone-shot-g-g.md deleted file mode 100644 index 66fd315cc..000000000 --- a/Compendium/equipment/items/stepping-stone-shot-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Stepping Stone Shot"] ---- -# Stepping Stone Shot *Item 7+* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Ammunition** round -- **Activate** envision, , [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the [manipulate](../../../Rules/traits/manipulate.md) trait, to [Stride](../../../Rules/actions/stride.md) up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the [scatter](../../../Rules/traits/scatter-g-g.md) trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a [Strike](../../../Rules/actions/strike.md) from your firearm (usually six times the firearm's range increment). - -*Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/Compendium/equipment/items/stiletto-pen-lopsg.md b/Compendium/equipment/items/stiletto-pen-lopsg.md deleted file mode 100644 index e8a37688e..000000000 --- a/Compendium/equipment/items/stiletto-pen-lopsg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/weapon/martial -- trait/agile -- trait/concealable -- trait/finesse -- trait/thrown-10-feet -- trait/uncommon -aliases: ["Stiletto Pen"] ---- -# Stiletto Pen *Item 1* -[agile](../../../Rules/traits/agile.md) [concealable](../../../Rules/traits/concealable-g-g.md) [finesse](../../../Rules/traits/finesse.md) [thrown <10 feet>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 gp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Dart - -This weapon is a fully functional, lavish ink pen with a clip that can be attached to a pocket or bandoleer and easily retrieved as a free action. Using an action to Interact with the pen allows its wielder to disengage a stiletto blade that slides free of the upper body or reattach the previously removed blade. - -*Source: Lost Omens: Pathfinder Society Guide p. 81* \ No newline at end of file diff --git a/Compendium/equipment/items/stole-of-civility-ec2.md b/Compendium/equipment/items/stole-of-civility-ec2.md deleted file mode 100644 index cc7093f69..000000000 --- a/Compendium/equipment/items/stole-of-civility-ec2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Stole Of Civility"] ---- -# Stole Of Civility *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 700 gp -- **Usage** worn cloak; **Bulk** L -- **Category** Worn - -Woven from swaths of rich brocade silk and embroidered with ancient Azlanti script in golden thread, this stole imparts a noble appearance to even the homeliest of individuals when draped over the shoulders. While wearing a stole of civility, you receive a +2 item bonus to [Diplomacy](../../skills.md#Diplomacy) checks to [Make an Impression](../../../Rules/actions/make-an-impression.md) with humans or Make a [Request](../../../Rules/actions/request.md) of humans, and a +2 item bonus to [Intimidation](../../skills.md#Intimidation) checks against humans. The stole also grants you full understanding of the Azlanti language. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You gain 10 temporary Hit Points, which last for 10 minutes. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* diff --git a/Compendium/equipment/items/stone-body-mutagen-fop.md b/Compendium/equipment/items/stone-body-mutagen-fop.md deleted file mode 100644 index 31233f9fe..000000000 --- a/Compendium/equipment/items/stone-body-mutagen-fop.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -- trait/uncommon -aliases: ["Stone Body Mutagen"] ---- -# Stone Body Mutagen *Item 5+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This mutagen calcifies your body making it as hard as stone. - -Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount. - -Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves. - -*Source: The Fall of Plaguestone p. 56* \ No newline at end of file diff --git a/Compendium/equipment/items/stone-bullet.md b/Compendium/equipment/items/stone-bullet.md deleted file mode 100644 index 9e2f47faf..000000000 --- a/Compendium/equipment/items/stone-bullet.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/consumable -- trait/magical -- trait/transmutation -aliases: ["Stone Bullet"] ---- -# Stone Bullet *Item 15* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 1300 gp -- **Ammunition** [sling bullets](sling-bullets.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Ammunition - -This sling bullet looks like a [petrified](../../../Rules/conditions.md#Petrified) serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level [flesh to stone](../../spells/flesh-to-stone.md) spell (DC 34). - -*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/Compendium/equipment/items/stone-circle-lotgb.md b/Compendium/equipment/items/stone-circle-lotgb.md deleted file mode 100644 index 7cdb0cdc8..000000000 --- a/Compendium/equipment/items/stone-circle-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Stone Circle"] ---- -# Stone Circle *Item 10+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in one hand; **Bulk** — (when not activated) -- **Category** Structure - -A stone circle appears to be a thumb-sized rectangular gray stone until activated. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an [Interact](../../../rules/actions/interact.md) action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state. - -When you cast a ritual of 5th level or lower within the stone circle, the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form. -``` - -*Source: Lost Omens: The Grand Bazaar p. 39* diff --git a/Compendium/equipment/items/stone-fist-elixir.md b/Compendium/equipment/items/stone-fist-elixir.md deleted file mode 100644 index f7c4896f6..000000000 --- a/Compendium/equipment/items/stone-fist-elixir.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/morph -aliases: ["Stone Fist Elixir"] ---- -# Stone Fist Elixir *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [morph](../../../Rules/traits/morph.md) - -- **Price** 13 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Your fists become hard as stone. For 1 hour, your fists deal `1d6` bludgeoning damage and lose the [nonlethal](../../../Rules/traits/nonlethal.md) trait. - -*Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/Compendium/equipment/items/stone-of-unrivaled-skill-da.md b/Compendium/equipment/items/stone-of-unrivaled-skill-da.md deleted file mode 100644 index 554a2d079..000000000 --- a/Compendium/equipment/items/stone-of-unrivaled-skill-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Stone of Unrivaled Skill"] ---- -# Stone of Unrivaled Skill *Item 17* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. - -Your bargained contract is sealed by sleeping with a pitch-black stone under your pillow every night. Choose one skill when you seal this bargained contract. You become an expert in that skill; if you were already an expert, you become a master, and if you were already a master, you become legendary. Once per day, from any distance, the hag that holds your contract can take over your senses for 10 minutes, during which time the hag hears, sees, smells, tastes, and feels everything you would typically experience. During this time, you are [dazzled](../../../Rules/conditions.md#Dazzled) by your own disjointed senses. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract. -``` - -*Source: Dark Archive p. 165* diff --git a/Compendium/equipment/items/stone-of-weight-gmg.md b/Compendium/equipment/items/stone-of-weight-gmg.md deleted file mode 100644 index 56e80c749..000000000 --- a/Compendium/equipment/items/stone-of-weight-gmg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/held -- trait/conjuration -- trait/cursed -- trait/magical -- trait/rare -aliases: ["Stone Of Weight"] ---- -# Stone Of Weight *Item 2* -[conjuration](../../../Rules/traits/conjuration.md) [cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you've carried the stone on your person for 1 minute, its curse activates: the stone's size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can't be destroyed or thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a [remove curse](../../spells/remove-curse.md) spell or similar magic effect. - -Once the curse has activated for the first time, the stone fuses to you. - -*Source: Gamemastery Guide p. 92* \ No newline at end of file diff --git a/Compendium/equipment/items/stoneraiser-javelin-ec4.md b/Compendium/equipment/items/stoneraiser-javelin-ec4.md deleted file mode 100644 index 051ade0f4..000000000 --- a/Compendium/equipment/items/stoneraiser-javelin-ec4.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec4 -- item/category/held -- trait/conjuration -- trait/earth -- trait/magical -- trait/uncommon -aliases: ["Stoneraiser Javelin"] ---- -# Stoneraiser Javelin *Item 11* -[conjuration](../../../Rules/traits/conjuration.md) [earth](../../../Rules/traits/earth.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1200 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. - -The stalagmites are 10 feet tall. Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites' spaces are difficult terrain. - -A creature takes `4d4` piercing damage for every move action it takes that enters at least one of the affected spaces. Each 5-foot-by-5-foot section has AC 10, Hardness 14, and 30 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely. - -The stalagmites crumble to dust after 1 minute. - -Any creature in the area when the stalagmites appear is pushed to the nearest unoccupied space of its choice; this movement is forced movement. Pushed creatures must attempt a DC 28 Reflex saving throw or take `4d4` piercing damage. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage. -> - **Critical Failure** The creature takes double damage and is knocked [prone](../../../rules/conditions.md#Prone). -``` - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 76* diff --git a/Compendium/equipment/items/stonethroat-ammunition-lotgb.md b/Compendium/equipment/items/stonethroat-ammunition-lotgb.md deleted file mode 100644 index 86e6ccd93..000000000 --- a/Compendium/equipment/items/stonethroat-ammunition-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/consumable -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Stonethroat Ammunition"] ---- -# Stonethroat Ammunition *Item 12* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 325 gp -- **Ammunition** arrow, bolt -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Each piece of stonethroat ammunition is tipped with an unusual yellow stone. When an activated piece of stonethroat ammunition hits a target, the target must attempt a DC 30 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The ammunition lodges itself loosely into the target's throat. For 1 round, the target takes a –2 status penalty to attack rolls with its jaws or fangs, and to [Athletics](../../skills.md#Athletics) checks. -> - **Failure** The ammunition embeds itself deep in the target's throat. The target can't use its jaws or fangs [Strike](../../../Rules/actions/strike.md) (if it has one) or the Swallow Whole ability until the end of its next turn. -> - **Critical Failure** As failure, and the target is [enfeebled](../../../Rules/conditions.md#Enfeebled) for 1 round. - -*Source: Lost Omens: The Grand Bazaar p. 11* \ No newline at end of file diff --git a/Compendium/equipment/items/storm-chair-g-g.md b/Compendium/equipment/items/storm-chair-g-g.md deleted file mode 100644 index a056c9245..000000000 --- a/Compendium/equipment/items/storm-chair-g-g.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/assistive-item/wheelchair -- trait/electricity -- trait/magical -- trait/rare -aliases: ["Storm Chair"] ---- -# Storm Chair *Item 14* -[electricity](../../../Rules/traits/electricity.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 4400 gp -- **Bulk** 3 -- **Category** Wheelchair - -This traveler's chair uses magic and Stasian technology, storing up power in its Stasian coils to arc lightning through your foes and grant brief spurts of flight. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take `2d6` electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31. -``` - -*Source: Guns & Gears p. 91* diff --git a/Compendium/equipment/items/storm-flash.md b/Compendium/equipment/items/storm-flash.md deleted file mode 100644 index f3ce20336..000000000 --- a/Compendium/equipment/items/storm-flash.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/electricity -- trait/evocation -- trait/magical -aliases: ["Storm Flash"] ---- -# Storm Flash *Item 14+* -[electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Weapon - -This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast a 6th-level [lightning bolt](../../../compendium/spells/lightning-bolt.md) (DC 33). -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An [electricity](../../../rules/traits/electricity.md) effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area - -**Effect** You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the [electricity](../../../rules/traits/electricity.md) effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. -``` - -*Source: Core Rulebook p. 602* diff --git a/Compendium/equipment/items/stormbreaker-fulu-frp2.md b/Compendium/equipment/items/stormbreaker-fulu-frp2.md deleted file mode 100644 index 9d65b10cb..000000000 --- a/Compendium/equipment/items/stormbreaker-fulu-frp2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -- trait/uncommon -aliases: ["Stormbreaker Fulu"] ---- -# Stormbreaker Fulu *Item 16* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1900 gp -- **Usage** affixed to armor -- **Activate** command; **Trigger** You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. -- **Category** Consumable - -This paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/stormbreaker-fulu-som.md b/Compendium/equipment/items/stormbreaker-fulu-som.md deleted file mode 100644 index 13f26ffe1..000000000 --- a/Compendium/equipment/items/stormbreaker-fulu-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Stormbreaker Fulu"] ---- -# Stormbreaker Fulu *Item 16* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1900 gp -- **Usage** affixed to armor -- **Activate** command; **Trigger** You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage. -- **Category** Consumable - -This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather, and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect. - -*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/stormfeather-som.md b/Compendium/equipment/items/stormfeather-som.md deleted file mode 100644 index d9222e26a..000000000 --- a/Compendium/equipment/items/stormfeather-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Stormfeather"] ---- -# Stormfeather *Item 8* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 100 gp -- **Usage** affixed to armor -- **Activate** [Interact](../../../Rules/actions/interact.md); **Requirements** You're an expert in [Acrobatics](../../skills.md#Acrobatics). -- **Category** Talisman - -Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze. - -When activated, the talisman casts fly on you, though the duration is 1 minute. You can [Dismiss](../../../Rules/actions/dismiss.md) this activation. - -If you do, you're affected by feather fall. - -*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/Compendium/equipment/items/storytellers-opus-som.md b/Compendium/equipment/items/storytellers-opus-som.md deleted file mode 100644 index 1ea4da8d3..000000000 --- a/Compendium/equipment/items/storytellers-opus-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/grimoire -- trait/illusion -- trait/magical -aliases: ["Storyteller's Opus"] ---- -# Storyteller's Opus *Item 6* -[grimoire](../../../Rules/traits/grimoire-som.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 230 gp -- **Bulk** L -- **Category** Grimoire - -This green spellbook with gold trim contains a cautionary story about a boy who was eaten by a wolf after he previously lied about wolf attacks. - -When opened, the engravings on the front seem to move in a loop, enacting this story. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature succeeds, but doesn't critically succeed, at a [Perception](../../../compendium/skills.md#Perception) check to 0 spell you prepared from this grimoire - -**Effect** You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a [Deception](../../../compendium/skills.md#Deception) check against the triggering creature's [Perception](../../../compendium/skills.md#Perception) DC. If you succeed, the creature doesn't 0. -``` - -*Source: Secrets of Magic p. 163* diff --git a/Compendium/equipment/items/studded-leather.md b/Compendium/equipment/items/studded-leather.md deleted file mode 100644 index 240191024..000000000 --- a/Compendium/equipment/items/studded-leather.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/armor/light -aliases: ["Studded Leather"] ---- -# Studded Leather *Item 0* - -- **Price** 3 gp -- **Bulk** 1 -- **AC Bonus** +2; **Dex Cap** +3 -- **Strength** 12; **Check Penalty** -1; **Speed Penalty** — -- **Category** Light; **Group** Leather - -This [leather armor](leather.md) is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection. - -*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/Compendium/equipment/items/stunning-snare.md b/Compendium/equipment/items/stunning-snare.md deleted file mode 100644 index d63010dec..000000000 --- a/Compendium/equipment/items/stunning-snare.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Stunning Snare"] ---- -# Stunning Snare *Item 12* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 320 gp -- **Category** Snare - -You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals `6d6` bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 31 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [flat-footed](../../../Rules/conditions.md#Flat-footed) for 1 round and [stunned](../../../Rules/conditions.md#Stunned). -> - **Failure** The creature takes full damage and is [flat-footed](../../../Rules/conditions.md#Flat-footed) for 1 round and [stunned](../../../Rules/conditions.md#Stunned). -> - **Critical Failure** The creature takes double damage and is [flat-footed](../../../Rules/conditions.md#Flat-footed) for 1 minute and [stunned](../../../Rules/conditions.md#Stunned). - -*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/stupor-poison-av3.md b/Compendium/equipment/items/stupor-poison-av3.md deleted file mode 100644 index e8f8f0477..000000000 --- a/Compendium/equipment/items/stupor-poison-av3.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av3 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/incapacitation -- trait/injury -- trait/poison -- trait/sleep -- trait/uncommon -aliases: ["Stupor Poison"] ---- -# Stupor Poison *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [incapacitation](../../../Rules/traits/incapacitation.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [sleep](../../../Rules/traits/sleep.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 16 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage. - -```ad-inline-affliction -title: Saving Throw: DC 20 Fortitude - -- **Maximum Duration**: 6 hours - -## Stages - -**Stage 1** [slowed](../../../rules/conditions.md#Slowed) and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) - -**Stage 2** [slowed](../../../rules/conditions.md#Slowed) and [flat-footed](../../../rules/conditions.md#Flat-footed) (1 round) - -**Stage 3** [unconscious](../../../rules/conditions.md#Unconscious) with no [Perception](../../../compendium/skills.md#Perception) check to wake up (1 round) - -**Stage 4** [unconscious](../../../rules/conditions.md#Unconscious) with no [Perception](../../../compendium/skills.md#Perception) check to wake up (`1d6` hours) -``` - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 74* diff --git a/Compendium/equipment/items/sturdy-satchel-lopsg.md b/Compendium/equipment/items/sturdy-satchel-lopsg.md deleted file mode 100644 index 640d4fac3..000000000 --- a/Compendium/equipment/items/sturdy-satchel-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/uncommon -aliases: ["Sturdy Satchel"] ---- -# Sturdy Satchel *Item 2* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 30 gp -- **Usage** worn; **Bulk** 1 -- **Category** Worn - -This heavy backpack of alchemically treated cloth layered over a metal mesh protects its contents from water damage and other harmful effects. It holds up to 4 Bulk of items, and the first 2 Bulk contained within the sturdy satchel do not count against your Bulk limits. The bag has Hardness 5 and 20 Hit Points. As long as the bag remains closed and is not [broken](../../../Rules/conditions.md#Broken), water and other liquids can't seep into it. - -*Source: Lost Omens: Pathfinder Society Guide p. 35* \ No newline at end of file diff --git a/Compendium/equipment/items/subterfuge-suit-g-g.md b/Compendium/equipment/items/subterfuge-suit-g-g.md deleted file mode 100644 index 5fb9ed4fe..000000000 --- a/Compendium/equipment/items/subterfuge-suit-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/armor/medium -- trait/uncommon -aliases: ["Subterfuge Suit"] ---- -# Subterfuge Suit *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Bulk** 1 -- **AC Bonus** +1; **Dex Cap** +4 -- **Strength** 10; **Check Penalty** -1; **Speed Penalty** -null ft. -- **Category** Medium; **Group** Composite - -> [!pf2-note] -> This armor is exclusive to the Inventor class with the Armor innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor. - -*Source: Guns & Gears p. 16* \ No newline at end of file diff --git a/Compendium/equipment/items/sulfur-bomb-lotgb.md b/Compendium/equipment/items/sulfur-bomb-lotgb.md deleted file mode 100644 index d8a4591c3..000000000 --- a/Compendium/equipment/items/sulfur-bomb-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/bomb -- trait/acid -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/olfactory -- trait/splash -- trait/uncommon -aliases: ["Sulfur Bomb"] ---- -# Sulfur Bomb *Item 1+* -[acid](../../../Rules/traits/acid.md) [alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [olfactory](../../../Rules/traits/olfactory-b1.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -A thick, sulfurous, irritating gas fills this golden-yellow flask. - -A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to [Perception](../../skills.md#Perception) checks and attack rolls until the end of its next turn, or becomes [sickened](../../../Rules/conditions.md#Sickened) on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute. - -*Source: Lost Omens: The Grand Bazaar p. 15* \ No newline at end of file diff --git a/Compendium/equipment/items/summoning-handscroll-som.md b/Compendium/equipment/items/summoning-handscroll-som.md deleted file mode 100644 index 57145c057..000000000 --- a/Compendium/equipment/items/summoning-handscroll-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/conjuration -- trait/grimoire -- trait/magical -aliases: ["Summoning Handscroll"] ---- -# Summoning Handscroll *Item 8* -[conjuration](../../../Rules/traits/conjuration.md) [grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 480 gp -- **Bulk** L -- **Category** Grimoire - -Classic summoning circles are engraved into the batons of this massive papyrus scroll. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](../../../rules/traits/metamagic.md) - -If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute. -%% #trait/metamagic %% -``` - -*Source: Secrets of Magic p. 163* diff --git a/Compendium/equipment/items/sun-orchid-elixir-lowg.md b/Compendium/equipment/items/sun-orchid-elixir-lowg.md deleted file mode 100644 index 2a76bef93..000000000 --- a/Compendium/equipment/items/sun-orchid-elixir-lowg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/necromancy -- trait/rare -aliases: ["Sun Orchid Elixir"] ---- -# Sun Orchid Elixir *Item 20* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** (Interact) -- **Category** Elixir - -When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age. - -Any physical or mental imperfections— including scars, lost limbs, and curses, diseases, poisons of 20th level or lower— are removed, and you regain your full Hit Points. You immediately begin to age normally again, with your natural lifespan extended as if you had never aged past your new apparent age. You retain all your memories. - -Unlike [Crafting](../../skills.md#Crafting) most items, brewing the sun orchid elixir takes 1 month's time. While an individual vial of sun orchid elixir isn't unique, the formula is unique, and it's known only to Artokus Kirran of Thuvia. - -*Source: Lost Omens: World Guide p. 56* \ No newline at end of file diff --git a/Compendium/equipment/items/sun-orchid-poultice-lol.md b/Compendium/equipment/items/sun-orchid-poultice-lol.md deleted file mode 100644 index d600d626b..000000000 --- a/Compendium/equipment/items/sun-orchid-poultice-lol.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/rare -aliases: ["Sun Orchid Poultice"] ---- -# Sun Orchid Poultice *Item 18* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 5000 gp -- **Usage** held in 1 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Artokus commonly sells this paste to Thuvian natives who can't purchase the elixir proper and uses the income to support his alchemy students. When you apply the sun orchid poultice, it reduces your [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), and [enfeebled](../../../Rules/conditions.md#Enfeebled) condition values by 2. In addition, the poultice provides a youthful burst of energy, granting you a +3 item bonus to saves and 20 temporary Hit Points for 1 hour. - -*Source: Lost Omens: Legends p. 20* \ No newline at end of file diff --git a/Compendium/equipment/items/sun-shot-sot4.md b/Compendium/equipment/items/sun-shot-sot4.md deleted file mode 100644 index 17daedcf2..000000000 --- a/Compendium/equipment/items/sun-shot-sot4.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/ammunition -aliases: ["Sun Shot"] ---- -# Sun Shot *Item 0* - -- **Price** 1 sp -- **Bulk** L -- **Category** Ammunition - -A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/sun-sling-sot4.md b/Compendium/equipment/items/sun-sling-sot4.md deleted file mode 100644 index a5fbc577d..000000000 --- a/Compendium/equipment/items/sun-sling-sot4.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/weapon/martial -- trait/concussive -- trait/propulsive -- trait/uncommon -aliases: ["Sun Sling"] ---- -# Sun Sling *Item 0* -[concussive](../../../Rules/traits/concussive-g-g.md) [propulsive](../../../Rules/traits/propulsive.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 gp -- **Bulk** L -- **Damage** `1d8` P -- **Ammunution** [Sun Shot](sun-shot-sot4.md); **Range** 100 ft.; **Reload** 1 -- **Damage** `1d8` P -- **Category** Martial - -A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/sun-wheel-tio.md b/Compendium/equipment/items/sun-wheel-tio.md deleted file mode 100644 index 597424583..000000000 --- a/Compendium/equipment/items/sun-wheel-tio.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/tio -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/rare -aliases: ["Sun Wheel"] ---- -# Sun Wheel *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 150 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -Created by the priests of a Qadiran sect of Sarenites, the sun wheels were designed to protect the Dawnflower's followers in their quest to hunt down a dangerous cult trying to raise a spawn of the evil god [Rovagug](../../setting/deities/rovagug.md). Once they completed their crusade, these priests disbanded and went on to minister other congregations. They each took their sun wheels with them, handing them down to the next generations. - -This copper medallion is etched with a stylized sun, its rays shaped like the spokes of a wagon wheel. It tends to glint brightly when exposed to sunlight. While wearing this pendant, you gain a +1 item bonus to [Religion](../../skills.md#Religion) checks. - -You must be good-aligned to use the sun wheel's true power: the following activation, which provides you a shield of burning force. - -Activate [>](../../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (concentrate) Effect The sun wheel casts a [shield](../../spells/shield.md) spell benefiting you (Hero's Handbook 22). When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal `2d6` fire damage to it, which it gets a DC 21 basic Reflex save to resist. - -If you choose to deal the fire damage, you can't Activate the sun wheel again until the next morning. - -If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for shield. - -*Source: Troubles in Otari p. 60* \ No newline at end of file diff --git a/Compendium/equipment/items/sunflower-censer-loil.md b/Compendium/equipment/items/sunflower-censer-loil.md deleted file mode 100644 index 81cec2644..000000000 --- a/Compendium/equipment/items/sunflower-censer-loil.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/worn -- trait/illusion -- trait/magical -- trait/rare -aliases: ["Sunflower Censer"] ---- -# Sunflower Censer *Item 8* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 480 gp -- **Usage** worn or held in one hand; **Bulk** L -- **Category** Worn - -This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily affixed to a belt or bag, allowing it to be worn without a free hand. As long as the censer is burning, the bearer benefits from the [undetectable alignment](../../spells/undetectable-alignment.md) spell. They also don't appear undead to divination spells or abilities, or to senses such as lifesense, unless those abilities successfully counteract the censer. The censer can be lit or extinguished with an [Interact](../../../Rules/actions/interact.md) action. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Smoke bellows from the censer with the effects of an obscuring mist centered on you. -``` - -*Source: Lost Omens: Impossible Lands p. 179* diff --git a/Compendium/equipment/items/sunken-pistol-g-g.md b/Compendium/equipment/items/sunken-pistol-g-g.md deleted file mode 100644 index 0b1973dfb..000000000 --- a/Compendium/equipment/items/sunken-pistol-g-g.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/arcane -- trait/cn -- trait/enchantment -- trait/intelligent -- trait/rare -aliases: ["Sunken Pistol"] ---- -# Sunken Pistol *Item 8* -[arcane](../../../Rules/traits/arcane.md) [cn](../../../Rules/traits/chaotic-neutral-b1.md) [enchantment](../../../Rules/traits/enchantment.md) [intelligent](../../../Rules/traits/intelligent-gmg.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a beautiful and artistically wrought weapon, a sunken pistol is coated in a fine layer of dried salt and encrusted with barnacles. Each shot fired from this dragon mouth pistol is now coated in a layer of salty ectoplasm and has the effects of a ghost touch rune. You can shoot the sunken pistol underwater, even when using black powder ammunition. - -A sunken pistol urges you to amass a horde of treasure even a dragon would be proud of. The methods used to acquire these riches matter not to the greedy pirate pistol, so long as you amass and hoard excessive wealth. Above all else, a sunken pistol desires the return of its own treasure, which might rest in the wreck of its sunken ship's hold or be [hidden](../../../Rules/conditions.md#Hidden) on a dangerous island. - -In pursuit of treasure, a sunken pistol offers nautical and navigation advice to you, though it refuses such aid during less lucrative ventures. If you prove a profitable partner, the sunken pistol aids you in combat by Demoralizing your opponents (see the first Activation below). If you prove charitable or unwilling to retrieve its treasure, the sunken pistol turns its ire on you, Demoralizing you during combat until you relent. If you repeatedly refuse the sunken pistol, it would be wise to not accept water breathing from it, as it might attempt to drown you to allow a more suitable wielder to acquire it from your corpse. The sunken pistol can use the following activations. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The sunken pistol curses and insults a creature it can see, attempting an [Intimidation](../../../compendium/skills.md#Intimidation) check to [Demoralize](../../../rules/actions/demoralize.md) that creature. -``` - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can [Dismiss](../../../rules/actions/dismiss.md) this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe! -``` - -*Source: Guns & Gears p. 163* diff --git a/Compendium/equipment/items/sunrod.md b/Compendium/equipment/items/sunrod.md deleted file mode 100644 index d04eb0c0e..000000000 --- a/Compendium/equipment/items/sunrod.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/tool -- trait/alchemical -- trait/consumable -- trait/light -aliases: ["Sunrod"] ---- -# Sunrod *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [light](../../../Rules/traits/light.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Tool - -This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet). - -*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/Compendium/equipment/items/support-lotgb.md b/Compendium/equipment/items/support-lotgb.md deleted file mode 100644 index dcd98e120..000000000 --- a/Compendium/equipment/items/support-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/supports-and-splints -aliases: ["Support"] ---- -# Support *Item 0* - -- **Price** 5 sp -- **Usage** worn -- **Category** Supports and Splints - -Supports, also commonly known as braces, can be applied to any of the following major joints: wrist, elbow, knee, and ankle. They typically strap around the desired area and provide not only support but warmth that soothes aches and pains. - -You can still use your limb or joint even if you're not wearing your support, but you might feel aches and pains that are worse than usual and may manifest into physical symptoms. - -*Source: Lost Omens: The Grand Bazaar p. 69* \ No newline at end of file diff --git a/Compendium/equipment/items/survey-map.md b/Compendium/equipment/items/survey-map.md deleted file mode 100644 index 712134a14..000000000 --- a/Compendium/equipment/items/survey-map.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Survey Map"] ---- -# Survey Map *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Bulk** L -- **Hands** 1 -- **Category** Adventuring Gear - -Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](../../skills.md#Survival) checks and any skill checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/swamp-lily-quilt-lol.md b/Compendium/equipment/items/swamp-lily-quilt-lol.md deleted file mode 100644 index 109e683b8..000000000 --- a/Compendium/equipment/items/swamp-lily-quilt-lol.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/rare -aliases: ["Swamp Lily Quilt"] ---- -# Swamp Lily Quilt *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 12 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a reagent that activates when the quilt is laid out across soil or earth. One round after you lay out the quilt, the ground beneath it becomes soft and muddy, creating difficult terrain in the area where the quilt was. You can leave the quilt to maintain the difficult terrain indefinitely, but the affected ground begins to dry once you remove the quilt with an [Interact](../../../Rules/actions/interact.md) action. The ground dries over the span of 1 hour, after which the ground returns to normal terrain. - -Placing the quilt on the ground uses up its infused reagents, and it becomes an ordinary quilt once removed from the ground. - -*Source: Lost Omens: Legends p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/swarmeaters-clasp-aoe2.md b/Compendium/equipment/items/swarmeaters-clasp-aoe2.md deleted file mode 100644 index 71fc2b970..000000000 --- a/Compendium/equipment/items/swarmeaters-clasp-aoe2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe2 -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Swarmeater's Clasp"] ---- -# Swarmeater's Clasp *Item 8* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 460 gp -- **Usage** worn; **Bulk** – -- **Category** Worn - -These small brooches usually feature carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover `3d10+8` Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive [healing](../../../rules/traits/healing.md) effect. -``` - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* diff --git a/Compendium/equipment/items/swarmform-collar-lotgb.md b/Compendium/equipment/items/swarmform-collar-lotgb.md deleted file mode 100644 index 795851a14..000000000 --- a/Compendium/equipment/items/swarmform-collar-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/companion -- trait/companion -- trait/invested -- trait/primal -- trait/transmutation -- trait/uncommon -aliases: ["Swarmform Collar"] ---- -# Swarmform Collar *Item 7* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 350 gp -- **Usage** worn collar; **Bulk** 1 -- **Category** Companion - -This sturdy leather collar is imprinted with tessellated animal shapes. When invested, the animal shapes change to match that of your companion. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes [Large](../../../rules/traits/large-b1.md), it gains the weaknesses and resistances of a spider swarm (Bestiary 306), and the [swarm](../../../rules/traits/swarm-b1.md) trait, though it doesn't gain swarm mind, as it's [controlled](../../../rules/conditions.md#Controlled) by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals `1d8` damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points. -``` - -*Source: Lost Omens: The Grand Bazaar p. 55* diff --git a/Compendium/equipment/items/swarmsuit-lotgb.md b/Compendium/equipment/items/swarmsuit-lotgb.md deleted file mode 100644 index 1ce393eb0..000000000 --- a/Compendium/equipment/items/swarmsuit-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/armor -aliases: ["Swarmsuit"] ---- -# Swarmsuit *Item 1+* - -- **Usage** attached -- **Category** Armor - -These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength. - -*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/swift-block-cabochon.md b/Compendium/equipment/items/swift-block-cabochon.md deleted file mode 100644 index 9300d6f3e..000000000 --- a/Compendium/equipment/items/swift-block-cabochon.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/abjuration -- trait/consumable -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Swift Block Cabochon"] ---- -# Swift Block Cabochon *Item 7* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 70 gp -- **Usage** affixed to a shield -- **Activate** envision; **Trigger** You take damage from a physical attack while you don't have the affixed shield raised. -- **Category** Talisman - -This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, you use the [Shield Block](../../feats/shield-block.md) reaction even if you hadn't raised the affixed shield (and even if you don't normally have that reaction). - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/swiftmount-saddle-lokl.md b/Compendium/equipment/items/swiftmount-saddle-lokl.md deleted file mode 100644 index 6cbf7b086..000000000 --- a/Compendium/equipment/items/swiftmount-saddle-lokl.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/companion -- trait/companion -- trait/divination -- trait/invested -- trait/magical -- trait/primal -- trait/uncommon -aliases: ["Swiftmount Saddle"] ---- -# Swiftmount Saddle *Item 7* -[companion](../../../Rules/traits/companion.md) [divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [primal](../../../Rules/traits/primal.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 360 gp -- **Usage** worn saddle; **Bulk** 2 -- **Category** Companion - -This sturdy leather saddle was designed to improve communication between mount and rider, allowing even inexperienced knights to command their mounts in battle. A swiftmount saddle grants a +2 item bonus to [Nature](../../skills.md#Nature) checks made to [Command an Animal](../../../Rules/actions/command-an-animal.md) for anyone who is riding the creature wearing it. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Requirements**: You're adjacent to the creature wearing the swiftmount saddle and could [Mount](../../../rules/actions/mount.md) it - -**Effect** You [Mount](../../../rules/actions/mount.md) the creature wearing the swiftmount saddle. -``` - -*Source: Lost Omens: Knights of Lastwall p. 91* diff --git a/Compendium/equipment/items/swim-fins-lowg.md b/Compendium/equipment/items/swim-fins-lowg.md deleted file mode 100644 index d89b33038..000000000 --- a/Compendium/equipment/items/swim-fins-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lowg -- item/category/worn -aliases: ["Swim Fins"] ---- -# Swim Fins *Item 0* - -- **Price** 5 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -These flippers attach to your feet like tight shoes—donning or removing them requires three [Interact](../../../Rules/actions/interact.md) actions. While worn, you gain a +5-foot item bonus to the distance you move when rolling [Athletics](../../skills.md#Athletics) to [Swim](../../../Rules/actions/swim.md), not when using a swim Speed, and you take a –10-foot item penalty to your Speed. - -*Source: Lost Omens: World Guide p. 69* \ No newline at end of file diff --git a/Compendium/equipment/items/swirling-sand-da.md b/Compendium/equipment/items/swirling-sand-da.md deleted file mode 100644 index e92dd224c..000000000 --- a/Compendium/equipment/items/swirling-sand-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -- trait/rare -aliases: ["Swirling Sand"] ---- -# Swirling Sand *Item 7* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 52 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Cast a Spell](../../../Rules/actions/cast-a-spell.md) -- **Category** Consumable - -Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a [suggestion](../../spells/suggestion.md) spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the [move](../../../Rules/traits/move.md) trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand. - -*Source: Dark Archive p. 72* \ No newline at end of file diff --git a/Compendium/equipment/items/switchscythe-lotgb.md b/Compendium/equipment/items/switchscythe-lotgb.md deleted file mode 100644 index 4a1e3b32a..000000000 --- a/Compendium/equipment/items/switchscythe-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/advanced -- trait/fatal-d10 -- trait/gnome -- trait/modular-p-and-grapple-or-s-and-sweep -- trait/uncommon -aliases: ["Switchscythe"] ---- -# Switchscythe *Item 1* -[fatal ](../../../Rules/traits/fatal.md) [gnome](../../../Rules/traits/gnome.md) [modular <(p and grapple, or s and sweep)>](../../../Rules/traits/modular-logm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 12 gp -- **Bulk** 2 -- **Damage** `1d6` P -- **Hands** 1 -- **Category** Advanced; **Group** Pick - -Another complex gnome invention, the switchscythe is designed for versatility. The curved blade is partly hollow, containing a long rod of wood or metal; the rod can be pulled perpendicular to the blade, turning the switchscythe from a [sweeping](../../../Rules/traits/sweep.md), axe-like blade into a hooked pick capable of [grappling](../../../Rules/traits/grapple.md) a foe. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/sword-cane-apg.md b/Compendium/equipment/items/sword-cane-apg.md deleted file mode 100644 index 023861d38..000000000 --- a/Compendium/equipment/items/sword-cane-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/weapon/martial -- trait/agile -- trait/concealable -- trait/finesse -aliases: ["Sword Cane"] ---- -# Sword Cane *Item 0* -[agile](../../../Rules/traits/agile.md) [concealable](../../../Rules/traits/concealable-g-g.md) [finesse](../../../Rules/traits/finesse.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d6` P -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/tablet-of-chained-souls-da.md b/Compendium/equipment/items/tablet-of-chained-souls-da.md deleted file mode 100644 index 07ed47efa..000000000 --- a/Compendium/equipment/items/tablet-of-chained-souls-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/held -- trait/cursed -- trait/magical -- trait/necromancy -aliases: ["Tablet of Chained Souls"] ---- -# Tablet of Chained Souls *Item 8* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Category** Held - -Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead order of scholars dedicated to [Pharasma](../../setting/deities/pharasma.md), the tablet of chained souls can be a powerful tool in laying uneasy spirits to rest, but its magic exacts a heavy cost. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You present the tablet to a ghost, or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the unfinished business that keeps this spirit from rest. Upon reading the tablet's words, you are subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty -``` - -*Source: Dark Archive p. 161* diff --git a/Compendium/equipment/items/taletellers-ring-da.md b/Compendium/equipment/items/taletellers-ring-da.md deleted file mode 100644 index d8050f36b..000000000 --- a/Compendium/equipment/items/taletellers-ring-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/worn -- trait/cursed -- trait/enchantment -- trait/invested -- trait/magical -aliases: ["Taleteller's Ring"] ---- -# Taleteller's Ring *Item 9* -[cursed](../../../Rules/traits/cursed-gmg.md) [enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn ring; **Bulk** – -- **Category** Worn - -Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to [Deception](../../skills.md#Deception) checks to [Lie](../../../Rules/actions/lie.md), [Deception](../../skills.md#Deception) DCs against [Sense Motive](../../../Rules/actions/sense-motive.md), and [Performance](../../skills.md#Performance) checks for storytelling. Whenever you're under suspicion or being questioned by an authority figure, you find yourself compulsively spinning absurd, tall tales that are so unconvincing that they make you look guilty even when you're innocent. The ring's bonuses vanish, and any listener can quickly determine you're lying. Nevertheless, you're completely unable to be honest in such situations. - -*Source: Dark Archive p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/talisman-cord-lopsg.md b/Compendium/equipment/items/talisman-cord-lopsg.md deleted file mode 100644 index 86ff2fb39..000000000 --- a/Compendium/equipment/items/talisman-cord-lopsg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/worn -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Talisman Cord"] ---- -# Talisman Cord *Item 4+* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn -- **Category** Worn - -This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans. - -When you [Affix a Talisman](../../../Rules/actions/affix-a-talisman.md) to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again. - -*Source: Lost Omens: Pathfinder Society Guide p. 118* \ No newline at end of file diff --git a/Compendium/equipment/items/talisman-of-the-sphere-gmg.md b/Compendium/equipment/items/talisman-of-the-sphere-gmg.md deleted file mode 100644 index 8f42ca3e0..000000000 --- a/Compendium/equipment/items/talisman-of-the-sphere-gmg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/artifact -- trait/artifact -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Talisman Of The Sphere"] ---- -# Talisman Of The Sphere *Item 20* -[artifact](../../../Rules/traits/artifact-gmg.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand -- **Category** Artifact - -This loop of adamantine can be slung on a chain to be worn as a necklace, but must be held to convey its benefits. A creature that can't cast either arcane or occult spells takes `8d6` mental damage just from picking up the item, and they take that damage again at the start of each of their turns if they continue to hold it. - -If the wielder can cast arcane or occult spells, they can use the talisman of the sphere to more easily control a sphere of annihilation. This reduces the DC of the check to control the sphere or Sustain the Activation by 10. - -*Source: Gamemastery Guide p. 113* \ No newline at end of file diff --git a/Compendium/equipment/items/talwar-loil.md b/Compendium/equipment/items/talwar-loil.md deleted file mode 100644 index 920c48198..000000000 --- a/Compendium/equipment/items/talwar-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/martial -- trait/forceful -- trait/two-hand-d10 -- trait/versatile-p -aliases: ["Talwar"] ---- -# Talwar *Item 0* -[forceful](../../../Rules/traits/forceful.md) [two-hand ](../../../Rules/traits/two-hand.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -Longer, and with less curve than a scimitar, this blade is ubiquitous in guard and mercenary groups throughout Casmaron. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/tamchal-chakram-av2.md b/Compendium/equipment/items/tamchal-chakram-av2.md deleted file mode 100644 index 8251aab15..000000000 --- a/Compendium/equipment/items/tamchal-chakram-av2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av2 -- item/category/weapon/advanced -- trait/agile -- trait/deadly-d6 -- trait/finesse -- trait/thrown-20-feet -- trait/uncommon -aliases: ["Tamchal Chakram"] ---- -# Tamchal Chakram *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [thrown <20 feet>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Advanced; **Group** Dart - -These circular weapons are among the many strange weapons used by urdefhans. The sharp metal circle contains numerous protruding blades, while an angled central handle provides a decent grip that spins the weapon as it's thrown. - -*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/Compendium/equipment/items/tanglefoot-bag.md b/Compendium/equipment/items/tanglefoot-bag.md deleted file mode 100644 index d10426793..000000000 --- a/Compendium/equipment/items/tanglefoot-bag.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -aliases: ["Tanglefoot Bag"] ---- -# Tanglefoot Bag *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -A tanglefoot bag is filled with sticky substances. - -When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. - -Many types of tanglefoot bag also grant an item bonus on attack rolls. - -On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and [immobilized](../../../Rules/conditions.md#Immobilized) for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to [Fly](../../../Rules/actions/fly.md) again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. - -The target can end any effects by [Escaping](../../../Rules/actions/escape.md) or spending a total of 3 [Interact](../../../Rules/actions/interact.md) actions to carefully remove the sticky substances. These [Interact](../../../Rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. - -*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/Compendium/equipment/items/tank-lotg.md b/Compendium/equipment/items/tank-lotg.md deleted file mode 100644 index f82591dcf..000000000 --- a/Compendium/equipment/items/tank-lotg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Tank"] ---- -# Tank *Item 0* - -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/tar-rocket-snare-lotgb.md b/Compendium/equipment/items/tar-rocket-snare-lotgb.md deleted file mode 100644 index aeee8d2b3..000000000 --- a/Compendium/equipment/items/tar-rocket-snare-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Tar Rocket Snare"] ---- -# Tar Rocket Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 15 gp -- **Category** Snare - -You coat a small firework with a thick layer of resin and tar, so it sticks firmly onto a target. When a creature enters the square, the rocket launches at the creature and potentially sticks to it. You determine the direction the rocket faces when crafting the snare. The triggering creature must attempt a DC 20 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is dealt a glancing blow by the rocket and becomes [flat-footed](../../../Rules/conditions.md#Flat-footed) until the start of its next turn. -> - **Failure** The rocket's coating of tar and resin sticks to the creature, and it can't be shaken loose. The creature becomes [flat-footed](../../../Rules/conditions.md#Flat-footed) for 1 round, and [clumsy](../../../Rules/conditions.md#Clumsy) for 1 minute or until it [Escapes](../../../Rules/actions/escape.md) (DC 20). -> - **Critical Failure** As failure, but the creature takes a direct hit. It takes `2d6` bludgeoning damage and is pushed 10 feet in the direction the rocket faces. - -*Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/Compendium/equipment/items/taw-launcher-loag.md b/Compendium/equipment/items/taw-launcher-loag.md deleted file mode 100644 index 1c7415dee..000000000 --- a/Compendium/equipment/items/taw-launcher-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/advanced -- trait/conrasu -- trait/deadly-1d10 -- trait/modular-b-p-or-s -- trait/uncommon -aliases: ["Taw Launcher"] ---- -# Taw Launcher *Item 0* -[conrasu](../../../Rules/traits/conrasu-loag.md) [deadly <1d10>](../../../Rules/traits/deadly.md) [modular ](../../../Rules/traits/modular-logm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** 1 -- **Damage** `1d6` modular -- **Ammunution** [Wooden Taws](wooden-taws-loag.md); **Range** 100 ft.; **Reload** 1 -- **Hands** 2 -- **Category** Advanced; **Group** Bow - -Designed by conrasu warriors, this complex device is a crossbow and fires small wooden bullets known as taws. A system of blades within the launcher can rapidly reshape a taw as it's loaded, allowing the launcher to fire taws of different shapes, such as fléchettes. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/tear-away-clothing-lotgb.md b/Compendium/equipment/items/tear-away-clothing-lotgb.md deleted file mode 100644 index 21dbfe243..000000000 --- a/Compendium/equipment/items/tear-away-clothing-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/clothing -aliases: ["Tear-away Clothing"] ---- -# Tear-away Clothing *Item 0* - -- **Price** 5 sp -- **Usage** modifies existing clothing -- **Category** Clothing - -Performers and criminals are both known to use disposable clothing designed to be torn off the body quickly and easily. - -This garment is loose enough to be worn over another outfit, including light armor. You can remove tear-away clothing with an [Interact](../../../Rules/actions/interact.md) action. The price for tear-away clothing is to modify an existing outfit. If purchasing a new outfit, add the tear-away clothing's price to the outfit to modify it as part of the purchase. - -*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/tears-of-death.md b/Compendium/equipment/items/tears-of-death.md deleted file mode 100644 index 0d7ff2e77..000000000 --- a/Compendium/equipment/items/tears-of-death.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/contact -- trait/poison -- trait/virulent -aliases: ["Tears of Death"] ---- -# Tears of Death *Item 20* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [contact](../../../Rules/traits/contact.md) [poison](../../../Rules/traits/poison.md) [virulent](../../../Rules/traits/virulent.md) - -- **Price** 12000 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. - -```ad-inline-affliction -title: Saving Throw: DC 46 Fortitude - -- **Onset**: 1 minute -- **Maximum Duration**: 10 minutes - -## Stages - -**Stage 1** `18d6` poison damage and [paralyzed](../../../rules/conditions.md#Paralyzed) (1 round) - -**Stage 2** `25d6` poison damage and [paralyzed](../../../rules/conditions.md#Paralyzed) (1 minute) - -**Stage 3** `30d6` poison damage and [paralyzed](../../../rules/conditions.md#Paralyzed) (1 minute) -``` - -*Source: Core Rulebook p. 553* diff --git a/Compendium/equipment/items/tears-of-the-last-azlanti-ec6.md b/Compendium/equipment/items/tears-of-the-last-azlanti-ec6.md deleted file mode 100644 index 2ec638ece..000000000 --- a/Compendium/equipment/items/tears-of-the-last-azlanti-ec6.md +++ /dev/null @@ -1,65 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec6 -- item/category/artifact -- trait/arcane -- trait/artifact -- trait/invested -- trait/transmutation -- trait/unique -aliases: ["Tears Of The Last Azlanti"] ---- -# Tears Of The Last Azlanti *Item 25* -[arcane](../../../Rules/traits/arcane.md) [artifact](../../../Rules/traits/artifact-gmg.md) [invested](../../../Rules/traits/invested.md) [transmutation](../../../Rules/traits/transmutation.md) [unique](../../../Rules/traits/unique.md) - -- **Usage** worn necklace; **Bulk** L -- **Category** Artifact - -This gold necklace sports six bails, each with a different aeon stone. The backside of each bail is engraved with a single ancient Azlanti rune: Patience, Remembrance, Resilience, Tenacity, Wisdom, Invention. - -While a bail is active, you recall pieces of childhood memories, brief stories and lessons spoken to you by Aroden. The knowledge imparted by each bail carries a specific power but also allows you to access the invested and resonant powers of the aeon stone in the active bail's slot as though the stone orbited your head. Each day at dawn, a new bail becomes active; roll `1d6` to determine which bail is active, determined by the table below. Only one bail can be active at any time. - -Once per day, you can attempt to exchange the aeon stone in a given bail for another aeon stone with a successful DC 35 [Arcana](../../skills.md#Arcana) check. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
`D6`BailDefault Aeon Stone
1
**Active Power:** Telepathy with a range of 100 feet
PatienceGold nodule
2
**Active Power:** Cast [hypercognition](../../../compendium/spells/hypercognition.md) at will
RemembranceTourmaline sphere
3
**Active Power:** Worn armor gains the antimagic property rune
ResilienceClear spindle
4
**Active Power:** Wielded weapons gain the vorpal property rune
TenacityPink rhomboid
5
**Active Power:** Skill checks for downtime activities or to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) are one degree of success higher
WisdomOrange prism
6
**Active Power:** You can craft items up to 5 levels higher than your actual level
InventionLavender and green ellipsoid
- - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 69* diff --git a/Compendium/equipment/items/tekko-kagi-logm.md b/Compendium/equipment/items/tekko-kagi-logm.md deleted file mode 100644 index 3b4bd24f8..000000000 --- a/Compendium/equipment/items/tekko-kagi-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/agile -- trait/disarm -- trait/finesse -- trait/parry -- trait/trip -- trait/uncommon -aliases: ["Tekko-Kagi"] ---- -# Tekko-Kagi *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [parry](../../../Rules/traits/parry.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 sp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Brawling - -Four curved blades attached to a sturdy handlebar give the wielder of this close-combat weapon the illusion of having claws that extend from their fist. Adherents of Bastet favor the tekko-kagi for catching their foes off guard. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/ten-foot-pole.md b/Compendium/equipment/items/ten-foot-pole.md deleted file mode 100644 index c74aae262..000000000 --- a/Compendium/equipment/items/ten-foot-pole.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Ten-Foot Pole"] ---- -# Ten-Foot Pole *Item 0* - -- **Price** 1 cp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -When wielding this long pole, you can use [Seek](../../../Rules/actions/seek.md) to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/tengu-gale-blade-apg.md b/Compendium/equipment/items/tengu-gale-blade-apg.md deleted file mode 100644 index e8406614a..000000000 --- a/Compendium/equipment/items/tengu-gale-blade-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/weapon/martial -- trait/agile -- trait/disarm -- trait/finesse -- trait/tengu -- trait/uncommon -aliases: ["Tengu Gale Blade"] ---- -# Tengu Gale Blade *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [tengu](../../../Rules/traits/tengu-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 gp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This fan-shaped sword, designed by members of the tengu ancestry, has five broad blades that join at its hilt. Tengu sailors also use gale blades as makeshift weather vanes, as the sword spins to show the wind's direction when loosely held aloft. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/tentacle-cannon-g-g.md b/Compendium/equipment/items/tentacle-cannon-g-g.md deleted file mode 100644 index a9377be06..000000000 --- a/Compendium/equipment/items/tentacle-cannon-g-g.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/beast-gun -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Tentacle Cannon"] ---- -# Tentacle Cannon *Item 7+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Beast Gun - -A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals `1d8` piercing damage. It has the [capacity <5>](../../../Rules/traits/capacity-g-g.md), [concussive](../../../Rules/traits/concussive-g-g.md), and [fatal ](../../../Rules/traits/fatal.md) traits, a range increment of 30 feet, and [reload <2>](../../../Rules/traits/reload.md). The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magical](../../../rules/traits/magical.md) [transmutation](../../../rules/traits/transmutation.md) - -You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to [Grapple](../../../rules/actions/grapple.md) with a +13 bonus. It can attempt to [Grapple](../../../rules/actions/grapple.md) any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you. -%% #trait/magical #trait/transmutation %% -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The tentacle cannon has a creature [grabbed](../../../rules/conditions.md#Grabbed) - -**Effect** You continue to keep the tentacle cannon's hold on one creature it has [grabbed](../../../rules/conditions.md#Grabbed). - -Attempt another check to [Grapple](../../../rules/actions/grapple.md) the creature with a +13 bonus. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes [blinded](../../../rules/conditions.md#Blinded) for 1 round and [dazzled](../../../rules/conditions.md#Dazzled) for 1 minute or until it removes the ink. On a critical failure, the creature becomes [blinded](../../../rules/conditions.md#Blinded) and [dazzled](../../../rules/conditions.md#Dazzled); both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an [Interact](../../../rules/actions/interact.md) action to remove the ink from its eyes to remove the [blinded](../../../rules/conditions.md#Blinded) and [dazzled](../../../rules/conditions.md#Dazzled) conditions. -``` - -*Source: Guns & Gears p. 156* diff --git a/Compendium/equipment/items/terrifying-ammunition-apg.md b/Compendium/equipment/items/terrifying-ammunition-apg.md deleted file mode 100644 index 756df6fcc..000000000 --- a/Compendium/equipment/items/terrifying-ammunition-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/consumable -- trait/emotion -- trait/enchantment -- trait/fear -- trait/magical -- trait/mental -aliases: ["Terrifying Ammunition"] ---- -# Terrifying Ammunition *Item 6* -[consumable](../../../Rules/traits/consumable.md) [emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -- **Price** 50 gp -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, it fills the creature's mind with visions of their own failures, tragedies, and eventually, their own death. The creature must attempt a DC 20 Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [frightened](../../../Rules/conditions.md#Frightened). -> - **Failure** The creature is [frightened](../../../Rules/conditions.md#Frightened) and can't reduce its [frightened](../../../Rules/conditions.md#Frightened) value below 1 until it spends an action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait, to calm itself down. -> - **Critical Failure** As failure, but the creature is [frightened](../../../Rules/conditions.md#Frightened). - -*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/Compendium/equipment/items/the-whispering-reeds-av1.md b/Compendium/equipment/items/the-whispering-reeds-av1.md deleted file mode 100644 index d6f184bab..000000000 --- a/Compendium/equipment/items/the-whispering-reeds-av1.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/av1 -- item/category/artifact -- trait/artifact -- trait/divination -- trait/occult -- trait/rare -aliases: ["The Whispering Reeds"] ---- -# The Whispering Reeds *Item 10* -[artifact](../../../Rules/traits/artifact-gmg.md) [divination](../../../Rules/traits/divination.md) [occult](../../../Rules/traits/occult.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Artifact - -This hefty tome was compiled centuries ago by an anonymous author who sought to collect all parables, myths, stories, and encounters with the Outer Goddess [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md). According to the introduction, the author's original intent was to create a work that foes of the Empty Death could use to fight against her influence, but as one reads through the book, it becomes apparent that the opposite effect has been achieved—by compiling these stories, the author inadvertently generated a work that made it easier for [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md) to influence the world. Those who venerate the Empty Death seek copies of this book to use as a guide and religious text, while those who don't know better and peruse the book as though it were merely an anthology of stories find themselves unwittingly falling prey to [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md)'s cult or agents of the entity herself. Those who study from The Whispering Reeds for too long are often cursed to rise as ghosts after death— though their existence never lasts for long, as they are inevitably consumed by [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md). - -If a character understands the dangers of this book, however, moderated use can stall or even prevent such a fate from befalling them. If a character takes special care, they can even potentially use The Whispering Reeds for its original purpose—as a weapon against the cult of [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md). Using the text too often or leveraging some of its more powerful effects, however, causes the user to feel an ominous chill. In these cases, the user is exposed to the tome's curse, Empty Death (see below) - -The anonymous compiler wanted to produce an enormous print run of The Whispering Reeds, but after the initial run they realized the danger and scuttled those plans, instead attempting to destroy those copies already created. This crusade caught the attention of [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md)'s cult, who swiftly assassinated the compiler. - -Fewer than two dozen copies of this rare tome are believed to still exist. The book's sinister nature causes all attempts to transcribe it to fail, resulting in bodies of gibberish, nonsense text. - -The Whispering Reeds provides several abilities, but you can't activate any of them while you are [stupefied](../../../Rules/conditions.md#Stupefied) unless you are a follower of [Nhimbaloth](../../setting/deities/nhimbaloth-logm.md). - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You gain a +2 item bonus to skill checks to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about [Nhimbaloth](../../../compendium/setting/deities/nhimbaloth-logm.md), her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes `5d6` positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take `4d6` mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the [emotion](../../../rules/traits/emotion.md) trait for 1 minute. You are exposed to the Empty Death each time you use this ability. -``` - -```ad-embed-ability -title: Activate - -You cast one of the following spells at the lowest level possible (unless otherwise specified): [crushing despair](../../../compendium/spells/crushing-despair.md) (one target within 30 feet only), [fear](../../../compendium/spells/fear.md) (3rd), [paranoia](../../../compendium/spells/paranoia.md), or [phantasmal killer](../../../compendium/spells/phantasmal-killer.md). You are exposed to the Empty Death each time you use this ability. - -Empty Death (curse, necromancy, occult) Saving Throw DC 27 Will; Effect If you activate The Whispering Reeds and are not a worshipper of [Nhimbaloth](../../../compendium/setting/deities/nhimbaloth-logm.md), you become [stupefied](../../../rules/conditions.md#Stupefied) for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a chaotic evil ghost. Every 7 days that pass after you become a ghost, you must succeed at a DC 2 flat check— failure indicates that you are consumed by [Nhimbaloth](../../../compendium/setting/deities/nhimbaloth-logm.md). - -A creature whose ghost is consumed in this way does not travel to the River of Souls and is utterly annihilated; this creature can only be restored to life via a 10th-level spell effect or ritual like [wish](../../../compendium/spells/wish.md). -``` - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 78* diff --git a/Compendium/equipment/items/thieves-tools.md b/Compendium/equipment/items/thieves-tools.md deleted file mode 100644 index ab5bd2c46..000000000 --- a/Compendium/equipment/items/thieves-tools.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/adventuring-gear -aliases: ["Thieves' Tools"] ---- -# Thieves' Tools *Item 0* - -- **Price** 3 gp -- **Bulk** L -- **Hands** 1 or 2* -- **Category** Adventuring Gear - -You need thieves' tools to [Pick Locks](../../../Rules/actions/pick-a-lock.md) or [Disable Devices](../../../Rules/actions/disable-a-device.md) (of some types) using the [Thievery](../../skills.md#Thievery) skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the [Repair](../../../Rules/actions/repair.md) action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. - -> [!pf2-note] -> You can use the set of tools with one hand if you are wearing it. - -*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/third-eye.md b/Compendium/equipment/items/third-eye.md deleted file mode 100644 index 15d27caa6..000000000 --- a/Compendium/equipment/items/third-eye.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -aliases: ["Third Eye"] ---- -# Third Eye *Item 19* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 40000 gp -- **Usage** worn -- **Category** Worn - -When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. - -This grants you otherworldly sight and allows you to read auras. No one but you can manipulate the third eye while it's invested by you. Your heightened senses and ability to sense emotional auras grant you a +3 item bonus to [Perception](../../skills.md#Perception) checks. - -You continuously see magic auras, as a 9thlevel [detect magic](../../spells/detect-magic.md) spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a [Seek](../../../Rules/actions/seek.md) action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature's health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You gain the effects of an 8th-level [true seeing](../../../compendium/spells/true-seeing.md) spell. -``` - -*Source: Core Rulebook p. 616* diff --git a/Compendium/equipment/items/thorn-whip-loil.md b/Compendium/equipment/items/thorn-whip-loil.md deleted file mode 100644 index 28e499d23..000000000 --- a/Compendium/equipment/items/thorn-whip-loil.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/martial -- trait/disarm -- trait/finesse -- trait/ghoran -- trait/reach -- trait/trip -- trait/uncommon -aliases: ["Thorn whip"] ---- -# Thorn whip *Item 0* -[disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [ghoran](../../../Rules/traits/ghoran-loil.md) [reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 sp -- **Bulk** 1 -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Brawling - -Carefully woven from plant fibers, the thorn whip sports small spikes that protrude from various locations. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/thoughtwhip-claw-loil.md b/Compendium/equipment/items/thoughtwhip-claw-loil.md deleted file mode 100644 index 8d0a54975..000000000 --- a/Compendium/equipment/items/thoughtwhip-claw-loil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/tattoo -- trait/invested -- trait/magical -- trait/rare -- trait/tattoo -aliases: ["Thoughtwhip Claw"] ---- -# Thoughtwhip Claw *Item 11* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) - -- **Price** 1350 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo - -[Abraxas](../../setting/deities/abraxas-logm.md) teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to [Thievery](../../skills.md#Thievery) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -[Abraxas](../../../compendium/setting/deities/abraxas-logm.md) reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts [mind probe](../../../compendium/spells/mind-probe.md) on a creature within range, with a DC of 28. -``` - -*Source: Lost Omens: Impossible Lands p. 305* diff --git a/Compendium/equipment/items/thousand-blade-thesis-som.md b/Compendium/equipment/items/thousand-blade-thesis-som.md deleted file mode 100644 index 5fad1f6a5..000000000 --- a/Compendium/equipment/items/thousand-blade-thesis-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/held -- trait/extradimensional -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Thousand-blade Thesis"] ---- -# Thousand-blade Thesis *Item 9* -[extradimensional](../../../Rules/traits/extradimensional.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This collection of lacquered rice paper scrolls mounted on flexible bamboo contains a wealth of calligraphic essays and paintings on the art of war, specifically focused on the use of various weapons in warfare and how to tactically deploy warriors using those weapons to the best possible advantage. Consulting the thesis grants a +2 item bonus to [Warfare Lore](../../skills.md#Lore) checks. Like most scholarly compendiums, this usage requires holding the thesis in one hand. - -The thesis also serves as an extradimensional armory for weapons and ammunition. The thesis has a capacity of 5 Bulk, and only weapons and ammunition can be stored within it. You and others can [Interact](../../../Rules/actions/interact.md) with the thesis to store or retrieve a weapon or piece of ammunition in it, like a mundane container. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to [Interact](../../../rules/actions/interact.md) to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a [Disarm](../../../rules/actions/disarm.md) check. You can't place weapons back into the thesis until the minute elapses. -``` - -*Source: Secrets of Magic p. 191* diff --git a/Compendium/equipment/items/three-peaked-tree-g-g.md b/Compendium/equipment/items/three-peaked-tree-g-g.md deleted file mode 100644 index 25d7310ea..000000000 --- a/Compendium/equipment/items/three-peaked-tree-g-g.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/elf -- trait/fatal-d8 -- trait/parry -- trait/tethered -- trait/thrown-20-ft -- trait/uncommon -aliases: ["Three Peaked Tree"] ---- -# Three Peaked Tree *Item 1* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles -- **Price** 12 gp -- **Bulk** 2 -- **Ranged** - - **Damage** `1d4` P - - **Ammunution** [round](round-10-g-g.md); **Range** 60 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d8` P -- **Hands** 2 -- **Category** Martial - -A recently developed weapon created for an elven champion from Jinin, the three-peaked tree can be used as both a trident and a mithral tree. A three-peaked tree has a length of silken rope attached to the butt of its haft, allowing it to be quickly retrieved after thrown. - -*Source: Guns & Gears p. 158* \ No newline at end of file diff --git a/Compendium/equipment/items/thrice-fried-mudwings-lotgb.md b/Compendium/equipment/items/thrice-fried-mudwings-lotgb.md deleted file mode 100644 index 91b10b368..000000000 --- a/Compendium/equipment/items/thrice-fried-mudwings-lotgb.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Thrice-fried Mudwings"] ---- -# Thrice-fried Mudwings *Item 12* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Frying mudwings—the remains of magical winged creatures found in blighted swamps—is a delicate balance. Cooked for too long and they lose their potency; cooked too briefly and the toxins in their system could end up harming whoever eats them. When you consume a perfectly cooked tapas, you grow two sets of mudwings that grant you a fly Speed of 30 feet or your Speed, whichever is lower, for 10 minutes. You can also use the following Activation. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You would take damage from a physical attack - -**Effect** You intercept the attack with a pair of your wings. You gain resistance 15 against physical damage for the triggering attack only, shattering one set of your wings in the process. The first time you use this Activation, your fly Speed becomes 15 feet, or half your Speed, whichever is lower, for the duration. After the second time, your mudwings are shattered entirely, ending the effect. - -"Beauty can be a cage, and the flesh can be a prison. The purpose of our art is not the obfuscation of truth, but its revelation." This boutique is seamlessly constructed from polished white stone, with nearly every inch covered in sprawling, lifelike reliefs of blooming ivy, berry-laden branches, and small animals such as songbirds, foxes, and hares. - -The shop's interior, which smells brightly of fresh fir tips and petrichor, is a marriage between opulence and austerity. Marble floors the color of freshly fallen snow and plaster bas-reliefs depicting birch trees frame arched entryways and extend upwards, supporting the vaulted ceilings. -``` - -*Source: Lost Omens: The Grand Bazaar p. 47* diff --git a/Compendium/equipment/items/throwing-knife-ec1.md b/Compendium/equipment/items/throwing-knife-ec1.md deleted file mode 100644 index 762c68720..000000000 --- a/Compendium/equipment/items/throwing-knife-ec1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/weapon/simple -- trait/agile -- trait/finesse -- trait/thrown-20-feet -- trait/uncommon -aliases: ["Throwing Knife"] ---- -# Throwing Knife *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [thrown <20 feet>](../../../Rules/traits/thrown.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Simple; **Group** Knife - -This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for characters focused on thrown weapons. - -*Source: Extinction Curse #1: The Show Must Go On p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/throwing-shield-lokl.md b/Compendium/equipment/items/throwing-shield-lokl.md deleted file mode 100644 index 5bcd725bc..000000000 --- a/Compendium/equipment/items/throwing-shield-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adjustment -- trait/adjustment -- trait/uncommon -aliases: ["Throwing Shield"] ---- -# Throwing Shield *Item 1* -[adjustment](../../../Rules/traits/adjustment-lotgb.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 5 gp -- **Usage** applied to a buckler or shield -- **Category** Adjustment - -These special straps and weightings fit over a shield or buckler, but not a tower shield. They are designed to let you doff and throw the shield in one swift movement. You can quickly remove the shield by spending a free action as part of the [Strike](../../../Rules/actions/strike.md) to throw the shield. When thrown in this way, the shield is a martial thrown weapon that deals `1d6` bludgeoning damage and has the thrown <20 feet> trait. A shield with the throwing shield attachment can't have any attached weapons, such as shield spikes or a shield boss, and the adjustments to make it more aerodynamic make it slightly less sturdy, reducing its Hardness by 1. - -*Source: Lost Omens: Knights of Lastwall p. 87* \ No newline at end of file diff --git a/Compendium/equipment/items/thunder-helm-ooa2.md b/Compendium/equipment/items/thunder-helm-ooa2.md deleted file mode 100644 index 530b5c15b..000000000 --- a/Compendium/equipment/items/thunder-helm-ooa2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Thunder Helm"] ---- -# Thunder Helm *Item 5* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn - -The creator of the original thunder helm tried and failed time and again to craft a reliable, helmet-mounted firearm that enabled hands-free gunplay, but even after resorting to magical enhancements, they were never quite able to realize their vision. The allure of the thunder helm continues to compel certain mindsets in the Mana Wastes, and these items continue to be crafted to this day. - -A thunder helm appears as a cylindrical iron helmet adorned with a crown-like display of gun barrels extending out in all directions. A slit in the front allows for limited visibility, while sound is muffled by the inner lining. As long as a creature wears a thunder helm, it takes a –1 circumstance penalty to auditory and visual [Perception](../../skills.md#Perception) checks but also gain a +1 circumstance bonus to saving throws against [auditory](../../../Rules/traits/auditory.md) and [visual](../../../Rules/traits/visual.md) effects. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within a 20-foot emanation takes `4d6` piercing damage (DC 19 basic Reflex save). When determining a creature's resistance or immunity to this damage, use the weaker of the target's resistance or immunity to piercing or bludgeoning. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 78* diff --git a/Compendium/equipment/items/thunder-sling-loag.md b/Compendium/equipment/items/thunder-sling-loag.md deleted file mode 100644 index fe73ec093..000000000 --- a/Compendium/equipment/items/thunder-sling-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/agile -- trait/propulsive -- trait/tengu -- trait/uncommon -aliases: ["Thunder Sling"] ---- -# Thunder Sling *Item 0* -[agile](../../../Rules/traits/agile.md) [propulsive](../../../Rules/traits/propulsive.md) [tengu](../../../Rules/traits/tengu-b1.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** L -- **Damage** `1d6` P -- **Range** 50 ft.; **Reload** 1 -- **Hands** 1 -- **Category** Martial; **Group** Sling - -Tengu use these specialized slings to fire darts further and with greater force than when thrown by hand, which is particularly effective when attacking from great heights. A thunder sling uses [darts](dart.md) as ammunition. It can also hurl [blowgun darts](blowgun-dart.md) as ammunition but deals `1d4` piercing damage instead of `1d6` when used this way. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/thunder-snare-ec1.md b/Compendium/equipment/items/thunder-snare-ec1.md deleted file mode 100644 index 281a34f5b..000000000 --- a/Compendium/equipment/items/thunder-snare-ec1.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/snare -- trait/auditory -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Thunder Snare"] ---- -# Thunder Snare *Item 2* -[auditory](../../../Rules/traits/auditory.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 6 gp -- **Category** Snare - -The snare makes a thunderous noise when a creature enters the snare's square, which can be heard up to 1,000 feet away. The creature must attempt a DC 18 Fortitude saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [deafened](../../../Rules/conditions.md#Deafened) until the end of its next turn. -> - **Failure** As success, and the target also takes 1 sonic damage. -> - **Critical Failure** As success, and the target also takes `1d4` sonic damage. - -*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/thunderbird-tuft-som.md b/Compendium/equipment/items/thunderbird-tuft-som.md deleted file mode 100644 index 233af34c5..000000000 --- a/Compendium/equipment/items/thunderbird-tuft-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Thunderbird Tuft"] ---- -# Thunderbird Tuft *Item 1+* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a [shocking grasp](../../spells/shocking-grasp.md) spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage. - -*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/thundering.md b/Compendium/equipment/items/thundering.md deleted file mode 100644 index 754aa90f8..000000000 --- a/Compendium/equipment/items/thundering.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/evocation -- trait/magical -- trait/sonic -aliases: ["Thundering"] ---- -# Thundering *Item 8+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [sonic](../../../Rules/traits/sonic.md) - -- **Usage** etched onto a weapon -- **Category** Rune - -This weapon lets out a peal of thunder when it hits, dealing an extra `1d6` sonic damage on a successful [Strike](../../../Rules/actions/strike.md). On a critical hit, the target has to succeed at a DC 24 Fortitude save or be [deafened](../../../Rules/conditions.md#Deafened) for 1 minute (or 1 hour on a critical failure). - -*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/Compendium/equipment/items/thundermace-lotgb.md b/Compendium/equipment/items/thundermace-lotgb.md deleted file mode 100644 index 6bc3478e6..000000000 --- a/Compendium/equipment/items/thundermace-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/simple -- trait/backswing -- trait/uncommon -aliases: ["Thundermace"] ---- -# Thundermace *Item 0* -[backswing](../../../Rules/traits/backswing.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 sp -- **Bulk** 2 -- **Damage** `1d8` B -- **Hands** 2 -- **Category** Simple; **Group** Club - -This deceptively dangerous weapon is essentially a mace with a longer haft and larger, often flanged head. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/thunderstone.md b/Compendium/equipment/items/thunderstone.md deleted file mode 100644 index a682d1d66..000000000 --- a/Compendium/equipment/items/thunderstone.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/sonic -- trait/splash -aliases: ["Thunderstone"] ---- -# Thunderstone *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [sonic](../../../Rules/traits/sonic.md) [splash](../../../Rules/traits/splash.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be [deafened](../../../Rules/conditions.md#Deafened) until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. - -*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/Compendium/equipment/items/thurible-of-revelation.md b/Compendium/equipment/items/thurible-of-revelation.md deleted file mode 100644 index 71859d7ae..000000000 --- a/Compendium/equipment/items/thurible-of-revelation.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/divination -- trait/divine -aliases: ["Thurible of Revelation"] ---- -# Thurible of Revelation *Item 3+* -[divination](../../../Rules/traits/divination.md) [divine](../../../Rules/traits/divine.md) - -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This brass censer dangles on a length of chain. - -Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to [Religion](../../../compendium/skills.md#Religion) checks, and any critical failure you roll when you [Decipher Writing](../../../rules/actions/decipher-writing.md) of a religious nature is a failure instead. -``` - -*Source: Core Rulebook p. 575* diff --git a/Compendium/equipment/items/tiger-menuki.md b/Compendium/equipment/items/tiger-menuki.md deleted file mode 100644 index d5a82b785..000000000 --- a/Compendium/equipment/items/tiger-menuki.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Tiger Menuki"] ---- -# Tiger Menuki *Item 5* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 30 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** You [Strike](../../../Rules/actions/strike.md) with the affixed weapon. -- **Category** Talisman - -This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the affixed weapon gains the [sweep](../../../Rules/traits/sweep.md) trait for the triggering attack and all other attacks for 1 minute. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/tigers-claw-g-g.md b/Compendium/equipment/items/tigers-claw-g-g.md deleted file mode 100644 index b3fc62892..000000000 --- a/Compendium/equipment/items/tigers-claw-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/illusion -- trait/primal -- trait/rare -aliases: ["Tiger's Claw"] ---- -# Tiger's Claw *Item 11* -[illusion](../../../Rules/traits/illusion.md) [primal](../../../Rules/traits/primal.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 1400 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Held - -This +2 striking fearsome dueling pistol (Advanced Player's Guide 260) is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Zenj family for delivery of rare healing and diseaseabating herbs during an outbreak of a deadly disease in the Grand Duchy of Alkenstar, these firearms are now passed down to those who have done brave acts in service to the Zenj people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm's report sounds like a tiger's growl. Clever wielders use the firearm's report to panic their prey into mistakes and then pounce for the kill. - -This firearm's bullets deal slashing damage instead of piercing and add an additional `1d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) on a critical hit. This [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) causes tiger-claw-shaped wounds to appear on the target. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged [Strike](../../../rules/actions/strike.md) with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level [phantasmal killer](../../../compendium/spells/phantasmal-killer.md) with a spell DC of 28. While phantasmal killer typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger. -``` - -*Source: Guns & Gears p. 166* diff --git a/Compendium/equipment/items/time-shield-potion-apg.md b/Compendium/equipment/items/time-shield-potion-apg.md deleted file mode 100644 index 794170b05..000000000 --- a/Compendium/equipment/items/time-shield-potion-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/potion -- trait/consumable -- trait/magical -- trait/potion -- trait/transmutation -aliases: ["Time Shield Potion"] ---- -# Time Shield Potion *Item 13* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 600 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion, you are frozen in time for `2d4` rounds. You can't act or be targeted, you become immune to all effects, and you vanish from your space; as far as the universe is concerned, you simply don't exist as long as the potion lasts. The durations of [any](../../../Rules/traits/any-b1.md) effects targeting you when you drink the potion are suspended until it wears off. - -Once the potion's duration expires, you return to the normal flow of time and your former space; if that space is now occupied, you get shunted to the nearest unoccupied space. - -Effects with durations immediately resume affecting you, elapsing as though no time has passed. If you are within the area of an effect created while you were outside of time, you immediately take those effects upon returning. The GM might determine that other changes that occurred while you were outside of time (such as the ground beneath you crumbling) also affect you upon your return. - -Permanent Magic Items and Runes These peculiar or awe-inspiring magic items might be the spoils of bold adventures or the creations of diligent research and toil in a crafter's workshop. As permanent items, they can be used repeatedly over an adventurer's career. You can find these permanent items organized by level and subcategory on the treasure tables on pages 250–251. - -Full rules for special types of items, such as staves and wands, are in the Core Rulebook, and the page numbers where they appear can be found in the glossary and index, starting on page 266 of this book. - -*Source: Advanced Player's Guide p. 259* \ No newline at end of file diff --git a/Compendium/equipment/items/timeless-salts-apg.md b/Compendium/equipment/items/timeless-salts-apg.md deleted file mode 100644 index 8b06b8510..000000000 --- a/Compendium/equipment/items/timeless-salts-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Timeless Salts"] ---- -# Timeless Salts *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 14 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. - -The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic, as well as the wait time required before a corpse can be targeted again with [talking corpse](../../spells/talking-corpse.md). The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an [Interact](../../../Rules/actions/interact.md) action to disperse the salts from an unattended object and end this effect. - -*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/Compendium/equipment/items/timepiece-g-g.md b/Compendium/equipment/items/timepiece-g-g.md deleted file mode 100644 index f6c77e128..000000000 --- a/Compendium/equipment/items/timepiece-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -- trait/clockwork -- trait/uncommon -aliases: ["Timepiece"] ---- -# Timepiece *Item 1+* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Category** Adventuring Gear - -Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second. - -Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete. - -*Source: Guns & Gears p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/tin-cobra-g-g.md b/Compendium/equipment/items/tin-cobra-g-g.md deleted file mode 100644 index 22da363a3..000000000 --- a/Compendium/equipment/items/tin-cobra-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/snare -- trait/clockwork -- trait/consumable -- trait/mechanical -- trait/poison -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Tin Cobra"] ---- -# Tin Cobra *Item 5* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [poison](../../../Rules/traits/poison.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 23 gp -- **Category** Snare - -This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing `3d6` poison damage. The target must attempt a DC 21 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [sickened](../../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature takes double damage is [sickened](../../../Rules/conditions.md#Sickened). Simple Hazards The following hazards have simple effects, but they create those effects using steam or Stasian technology. - -*Source: Guns & Gears p. 81* \ No newline at end of file diff --git a/Compendium/equipment/items/tindertwig.md b/Compendium/equipment/items/tindertwig.md deleted file mode 100644 index 60629e4d9..000000000 --- a/Compendium/equipment/items/tindertwig.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/tool -- trait/alchemical -- trait/consumable -- trait/fire -aliases: ["Tindertwig"] ---- -# Tindertwig *Item 1* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [fire](../../../Rules/traits/fire.md) - -- **Price** 2 sp -- **Usage** held in 1 hand -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Tool - -An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same [Interact](../../../Rules/actions/interact.md) action. - -*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/Compendium/equipment/items/titans-grasp-som.md b/Compendium/equipment/items/titans-grasp-som.md deleted file mode 100644 index 2d63f89af..000000000 --- a/Compendium/equipment/items/titans-grasp-som.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/apex -- trait/apex -- trait/evocation -- trait/invested -- trait/magical -aliases: ["Titan's Grasp"] ---- -# Titan's Grasp *Item 18* -[apex](../../../Rules/traits/apex.md) [evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 24000 gp -- **Usage** worn gloves; **Bulk** L -- **Category** Apex - -These bronze gauntlets each have a small red gem embedded in the wrist. You gain a +3 item bonus to [Athletics](../../skills.md#Athletics) checks and a +1 circumstance bonus to [Athletics](../../skills.md#Athletics) checks to [Grapple](../../../Rules/actions/grapple.md). If you successfully [Grapple](../../../Rules/actions/grapple.md) an enemy that's at least one size category larger than you, the gauntlets dig into it, dealing bludgeoning damage equal to your Strength modifier, plus an additional `2d6` on a critical success. - -When you invest the gloves, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[sonic](../../../rules/traits/sonic.md) - -- **Requirements**: You have two hands free - -**Effect** You clap the gauntlets together with a thunderous crack that deals `6d10` sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [deafened](../../../rules/conditions.md#Deafened) for 1 round. -> - **Critical Failure** The creature takes double damage, is [deafened](../../../rules/conditions.md#Deafened) for 1 minute, and is [stunned](../../../rules/conditions.md#Stunned). -%% #trait/sonic %% -``` - -*Source: Secrets of Magic p. 191* diff --git a/Compendium/equipment/items/tlil-mask-sot1.md b/Compendium/equipment/items/tlil-mask-sot1.md deleted file mode 100644 index 8994a8867..000000000 --- a/Compendium/equipment/items/tlil-mask-sot1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot1 -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Tlil Mask"] ---- -# Tlil Mask *Item 5+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn mask; **Bulk** L -- **Category** Worn - -Colorful, beaded tlil masks are most commonly found on the distant continent of Arcadia, but trade between the two regions means that they can be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. - -While this effect is active, creatures can't be [concealed](../../../rules/conditions.md#Concealed) from you due to living plants, such as small trees, vines, and grass. This also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to [Hide](../../../rules/actions/hide.md) or [Sneak](../../../rules/actions/sneak.md), this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. - -The effect lasts for 1 minute. -``` - -*Source: Strength of Thousands #1: Kindled Magic p. 75* diff --git a/Compendium/equipment/items/toadskin-salve-lotgb.md b/Compendium/equipment/items/toadskin-salve-lotgb.md deleted file mode 100644 index 323b16b16..000000000 --- a/Compendium/equipment/items/toadskin-salve-lotgb.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/poison -- trait/uncommon -aliases: ["Toadskin Salve"] ---- -# Toadskin Salve *Item 3+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison - -This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You hit a creature with a melee - -**Effect** You fling mucus on the creature, dealing `1d4` [persistent poison damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are hit with a melee attack that deals physical damage - -**Effect** The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack. -``` - -*Source: Lost Omens: The Grand Bazaar p. 27* diff --git a/Compendium/equipment/items/tonfa-lotgb.md b/Compendium/equipment/items/tonfa-lotgb.md deleted file mode 100644 index 487e994f7..000000000 --- a/Compendium/equipment/items/tonfa-lotgb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/martial -- trait/agile -- trait/finesse -- trait/monk -- trait/parry -- trait/twin -- trait/uncommon -aliases: ["Tonfa"] ---- -# Tonfa *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [monk](../../../Rules/traits/monk.md) [parry](../../../Rules/traits/parry.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 sp -- **Bulk** L -- **Damage** `1d4` B -- **Hands** 1 -- **Category** Martial; **Group** Brawling - -These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/toothwort-extract-lotg.md b/Compendium/equipment/items/toothwort-extract-lotg.md deleted file mode 100644 index e6c8aaa84..000000000 --- a/Compendium/equipment/items/toothwort-extract-lotg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/plant -- trait/additive-1 -- trait/alchemical -- trait/consumable -aliases: ["Toothwort Extract"] ---- -# Toothwort Extract *Item 3* -[additive <1>](../../../Rules/traits/additive.md) [alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 9 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** **Trigger** You use [Quick Alchemy](../../../Rules/actions/quick-alchemy.md) to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level. -- **Category** Plant - -Originally used in dental procedures, toothwort numbs the gums by deadening nerves. When the oils are extracted and distilled, toothwort has a secondary reputation among alchemists for enhancing the duration of poisons. When adding toothwort extract to an alchemical poison, you can extend the maximum duration of the poison by 1 round. - -*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/topology-protoplasm-som.md b/Compendium/equipment/items/topology-protoplasm-som.md deleted file mode 100644 index 82aedb2d5..000000000 --- a/Compendium/equipment/items/topology-protoplasm-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/oil -- trait/consumable -- trait/magical -- trait/oil -- trait/transmutation -aliases: ["Topology Protoplasm"] ---- -# Topology Protoplasm *Item 7* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 70 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Oil - -This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet in any dimension, the protoplasm shifts it into an ooze-like state for 1 minute, allowing the subject to squash and stretch harmlessly. In this state, a creature that attempts a check to [Squeeze](../../../Rules/actions/squeeze.md) uses the outcome one degree of success better than it rolls and can move its full Speed while [Squeezing](../../../Rules/actions/squeeze.md), and an object can fit through a space 2 feet across. One vial can cover a creature or object of up to Large size, but as each vial is made from a specific ooze, multiple vials can't be combined together to cover a larger object, as the two gels simply negate each other. - -*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/Compendium/equipment/items/torags-silver-anvil-logm.md b/Compendium/equipment/items/torags-silver-anvil-logm.md deleted file mode 100644 index 7ecac8ce0..000000000 --- a/Compendium/equipment/items/torags-silver-anvil-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/held -- trait/divine -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Torag's Silver Anvil"] ---- -# Torag's Silver Anvil *Item 18* -[divine](../../../Rules/traits/divine.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** follower of [Torag](../../setting/deities/torag.md) -- **Price** 24000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung. - -Torag's Silver Anvil can be wielded as a +3 holy greater flaming greater striking silver meteor hammer. - -Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to [Crafting](../../skills.md#Crafting) checks involving metalworking. When you use the anvil to successfully [Repair](../../../Rules/actions/repair.md) a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success). - -*Source: Lost Omens: Gods & Magic p. 123* \ No newline at end of file diff --git a/Compendium/equipment/items/torrent-snare-ec1.md b/Compendium/equipment/items/torrent-snare-ec1.md deleted file mode 100644 index fbdfcd82b..000000000 --- a/Compendium/equipment/items/torrent-snare-ec1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec1 -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Torrent Snare"] ---- -# Torrent Snare *Item 3* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 9 gp -- **Category** Snare - -You pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare's square. When a creature enters the square, the snare's square and all adjacent squares become slippery difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw, with the following effects. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target falls [prone](../../../Rules/conditions.md#Prone). -> - **Critical Failure** The target falls [prone](../../../Rules/conditions.md#Prone) and is forced into one of the other squares soaked by the snare. - -*Source: Extinction Curse #1: The Show Must Go On p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/tower-shield.md b/Compendium/equipment/items/tower-shield.md deleted file mode 100644 index 458f1827a..000000000 --- a/Compendium/equipment/items/tower-shield.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/shield -aliases: ["Tower Shield"] ---- -# Tower Shield *Item 0* - -- **Price** 10 gp -- **Bulk** 4 -- **AC Bonus** +2/+2; **null Hardness** 5, **null HP** 20 (BT 10); **Speed Penalty** -5 ft. -- **Category** Shield; **Group** Shield - -These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal. - -> [!pf2-note] -> When you have a [tower shield](../../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/equipment/items/tower-shield.md) raised, you can use the [Take Cover](../../../Rules/actions/take-cover.md) action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can [Take Cover](../../../Rules/actions/take-cover.md) as normal using the cover from your shield). - -*Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/Compendium/equipment/items/toy-carriage-lotgb.md b/Compendium/equipment/items/toy-carriage-lotgb.md deleted file mode 100644 index 4e7cc34e6..000000000 --- a/Compendium/equipment/items/toy-carriage-lotgb.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adventuring-gear -aliases: ["Toy Carriage"] ---- -# Toy Carriage *Item 0+* - -- **Category** Adventuring Gear - -A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course. - -*Source: Lost Omens: The Grand Bazaar p. 59* \ No newline at end of file diff --git a/Compendium/equipment/items/trackers-goggles.md b/Compendium/equipment/items/trackers-goggles.md deleted file mode 100644 index a1d20bcea..000000000 --- a/Compendium/equipment/items/trackers-goggles.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/divination -- trait/invested -- trait/magical -aliases: ["Tracker's Goggles"] ---- -# Tracker's Goggles *Item 3+* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn eyepiece -- **Category** Worn - -These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to [Survival](../../skills.md#Survival) checks to [Sense Direction](../../../Rules/actions/sense-direction.md) and [Track](../../../Rules/actions/track.md). If you fail a check to [Track](../../../Rules/actions/track.md), you can try again after 30 minutes rather than an hour. - -*Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/Compendium/equipment/items/tracking-fulu-som.md b/Compendium/equipment/items/tracking-fulu-som.md deleted file mode 100644 index 82997a1a0..000000000 --- a/Compendium/equipment/items/tracking-fulu-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/abjuration -- trait/consumable -- trait/fulu -- trait/magical -aliases: ["Tracking Fulu"] ---- -# Tracking Fulu *Item 5* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 25 gp -- **Usage** affixed to creature or object -- **Activate** envision -- **Category** Consumable - -Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target before activating its pair. When activated, the unaffixed fulu flutters toward the affixed one at a speed of 30 feet per round, traveling for up to 1 hour and fluttering more rapidly the closer it comes to its pair. The unaffixed fulu always moves in a straight line towards the affixed fulu; it can't solve mazes or find its way through winding paths. - -*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/traitors-ring-da.md b/Compendium/equipment/items/traitors-ring-da.md deleted file mode 100644 index 0f73ee131..000000000 --- a/Compendium/equipment/items/traitors-ring-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/worn -- trait/uncommon -aliases: ["Traitor's Ring"] ---- -# Traitor's Ring *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Member of a secret society -- **Price** 15 sp -- **Usage** worn; **Bulk** — -- **Category** Worn - -This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be taken to any jeweler or blacksmith to be adjusted to different hands or fingers from the original make. There is a tiny clasp at the side of the gem that, when pressed, opens the gem, revealing a small, hinged compartment. This compartment is designed to hold one dose of poison, allowing wearers to slip the contents of the ring into the food or drink of an intended target. The compartment can be closed again by gently pressing the gem back into place. - -Noticing the compartment requires a DC 15 [Perception](../../skills.md#Perception) check for anyone inspecting the ring. - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/equipment/items/transposition-ammunition-lotgb.md b/Compendium/equipment/items/transposition-ammunition-lotgb.md deleted file mode 100644 index 091e1e829..000000000 --- a/Compendium/equipment/items/transposition-ammunition-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/consumable -- trait/conjuration -- trait/consumable -- trait/magical -- trait/teleportation -- trait/uncommon -aliases: ["Transposition Ammunition"] ---- -# Transposition Ammunition *Item 9+* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Ammunition** any -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your [Strike](../../../Rules/actions/strike.md) against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails. - -*Source: Lost Omens: The Grand Bazaar p. 31* \ No newline at end of file diff --git a/Compendium/equipment/items/travelers-any-tool.md b/Compendium/equipment/items/travelers-any-tool.md deleted file mode 100644 index 2a6757927..000000000 --- a/Compendium/equipment/items/travelers-any-tool.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/magical -- trait/transmutation -aliases: ["Traveler's Any-tool"] ---- -# Traveler's Any-tool *Item 6* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 200 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -Before it's activated, this item appears to be an ash rod capped with steel on either end. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You imagine a specific simple tool, and the any-tool transforms into it. - -(Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an [Interact](../../../rules/actions/interact.md) action. -``` - -*Source: Core Rulebook p. 576* diff --git a/Compendium/equipment/items/travelers-chair-g-g.md b/Compendium/equipment/items/travelers-chair-g-g.md deleted file mode 100644 index 8f669ae01..000000000 --- a/Compendium/equipment/items/travelers-chair-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/assistive-item/wheelchair -aliases: ["Traveler's Chair"] ---- -# Traveler's Chair *Item 1* - -- **Price** 5 gp -- **Bulk** 3 -- **Category** Wheelchair - -This wheelchair is tailored for adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other such environments that adventurers and travelers encounter without any additional difficulty, such as ladders and uneven ground. - -Magical Wheelchairs The following wheelchairs use technology and magic for incredible effects, in addition to the basic benefits granted from the base wheelchair (typically a traveler's chair). - -*Source: Guns & Gears p. 91* \ No newline at end of file diff --git a/Compendium/equipment/items/travelers-cloak-lokl.md b/Compendium/equipment/items/travelers-cloak-lokl.md deleted file mode 100644 index 4dc204ece..000000000 --- a/Compendium/equipment/items/travelers-cloak-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Traveler's Cloak"] ---- -# Traveler's Cloak *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 7 gp -- **Bulk** L -- **Category** Adventuring Gear - -These cloaks are designed to accommodate long treks through various climates. Traveler's cloaks for hot climates might be bleached white and created from lighter materials, while those intended for cold climates are made of thicker materials and have linings intended to retain heat. While wearing a traveler's cloak for the appropriate type of weather, increase the time it takes to become fatigued from temperature effects by 2 hours (Core Rulebook 518). A traveler's cloak has no effect at extreme or incredible temperatures. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/treats-lotg.md b/Compendium/equipment/items/treats-lotg.md deleted file mode 100644 index b31a25d0d..000000000 --- a/Compendium/equipment/items/treats-lotg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/adventuring-gear/animal-caretaking -aliases: ["Treats"] ---- -# Treats *Item 0* - -- **Category** Animal Caretaking - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/trebuchet-g-g.md b/Compendium/equipment/items/trebuchet-g-g.md deleted file mode 100644 index dcd6fc744..000000000 --- a/Compendium/equipment/items/trebuchet-g-g.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/siege-weapon -- trait/gargantuan -- trait/mounted -- trait/uncommon -aliases: ["Trebuchet"] ---- -# Trebuchet *Item 10* -[gargantuan](../../../Rules/traits/gargantuan-b1.md) [mounted](../../../Rules/traits/mounted-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2000 gp -- **Usage** mounted -- **Category** Siege Weapon - -Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc. - -```ad-embed-ability -title: Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -100 feet, minimum distance 200 feet -``` - -```ad-embed-ability -title: Load [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../../../rules/traits/manipulate.md) - -3 times, requires a successful DC 20 [Athletics](../../../compendium/skills.md#Athletics) check -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Launch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../../../rules/traits/attack.md) [manipulate](../../../rules/traits/manipulate.md) range increment <400 feet> - -`8d10` bludgeoning, 20-foot burst, DC 26 Reflex -%% #trait/attack #trait/manipulate #trait/range-increment-400-feet %% -``` - -*Source: Guns & Gears p. 76* diff --git a/Compendium/equipment/items/tri-bladed-katar-lotgb.md b/Compendium/equipment/items/tri-bladed-katar-lotgb.md deleted file mode 100644 index e1ba5160c..000000000 --- a/Compendium/equipment/items/tri-bladed-katar-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/weapon/simple -- trait/disarm -- trait/fatal-d8 -- trait/monk -- trait/uncommon -aliases: ["Tri-bladed Katar"] ---- -# Tri-bladed Katar *Item 0* -[disarm](../../../Rules/traits/disarm.md) [fatal ](../../../Rules/traits/fatal.md) [monk](../../../Rules/traits/monk.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 8 sp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Simple; **Group** Knife - -This punching dagger resembles the standard katar, save that a pair of blades can be folded out from the center blade, transforming the weapon into a starburst shape well suited to catching foes' weapons. - -*Source: Lost Omens: The Grand Bazaar p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/tricky-pick-loag.md b/Compendium/equipment/items/tricky-pick-loag.md deleted file mode 100644 index d44ef2801..000000000 --- a/Compendium/equipment/items/tricky-pick-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/advanced -- trait/backstabber -- trait/fatal-d10 -- trait/kobold -- trait/modular-b-p-or-s -- trait/uncommon -aliases: ["Tricky Pick"] ---- -# Tricky Pick *Item 0* -[backstabber](../../../Rules/traits/backstabber.md) [fatal ](../../../Rules/traits/fatal.md) [kobold](../../../Rules/traits/kobold-b1.md) [modular ](../../../Rules/traits/modular-logm.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** 1 -- **Damage** `1d6` modular -- **Hands** 1 -- **Category** Advanced; **Group** Pick - -This ingenious kobold pick conceals several hidden traps, which the wielder can activate to trick and befuddle foes with a variety of damaging blades and bludgeoning surfaces. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/triggerbrand-loil.md b/Compendium/equipment/items/triggerbrand-loil.md deleted file mode 100644 index d4f53c48f..000000000 --- a/Compendium/equipment/items/triggerbrand-loil.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/martial -- trait/combination -- trait/concussive -- trait/critical-fusion -- trait/fatal-d8 -- trait/finesse -- trait/uncommon -- trait/versatile-s -aliases: ["Triggerbrand"] ---- -# Triggerbrand *Item 1* -[combination](../../../Rules/traits/combination-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 10 gp -- **Bulk** 1 -- **Ranged** - - **Damage** `1d4` P - - **Ammunution** [round](round-10-g-g.md); **Range** 30 ft.; **Reload** 1 -- **Melee** - - **Damage** `1d6` P -- **Hands** 1 -- **Category** Martial - -This unusual combination weapon integrates features of a [flintlock pistol](flintlock-pistol-g-g.md) and a [shortsword](shortsword.md). Like other combination weapons, a wielder can transform it between ranged and melee modes as an [Interact](../../../Rules/actions/interact.md) action. - -*Source: Lost Omens: Impossible Lands p. 107* \ No newline at end of file diff --git a/Compendium/equipment/items/trinity-geode-som.md b/Compendium/equipment/items/trinity-geode-som.md deleted file mode 100644 index 3cdd8f56f..000000000 --- a/Compendium/equipment/items/trinity-geode-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/spellheart -- trait/earth -- trait/evocation -- trait/magical -- trait/spellheart -aliases: ["Trinity Geode"] ---- -# Trinity Geode *Item 3+* -[earth](../../../Rules/traits/earth.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [spellheart](../../../Rules/traits/spellheart-som.md) - -- **Usage** affixed to armor or a weapon -- **Category** Spellheart - -The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by [Activating](../../../Rules/actions/activate-an-item.md) this item is 17. - -- **Armor** After you cast an earth spell by [Activating](../../../Rules/actions/activate-an-item.md) the geode, you gain resistance 1 to physical damage (except adamantine) until the end of your next turn, or double the resistance for a non-cantrip spell. -- **Weapon** After you cast an earth spell by [Activating](../../../Rules/actions/activate-an-item.md) the geode, your [Strikes](../../../Rules/actions/strike.md) with the weapon deal an additional `1d4` bludgeoning damage until the end of your next turn. - -```ad-embed-ability -title: Activate - -You cast [scatter scree](../../../compendium/spells/scatter-scree-som.md). -``` - -*Source: Secrets of Magic p. 171* diff --git a/Compendium/equipment/items/trip-snare.md b/Compendium/equipment/items/trip-snare.md deleted file mode 100644 index 7559a879d..000000000 --- a/Compendium/equipment/items/trip-snare.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Trip Snare"] ---- -# Trip Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 15 gp -- **Category** Snare - -You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 20 Reflex save. - -If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares. - -For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [flat-footed](../../../Rules/conditions.md#Flat-footed) until the start of its next turn. -> - **Failure** The creature falls [prone](../../../Rules/conditions.md#Prone). -> - **Critical Failure** The creature falls [prone](../../../Rules/conditions.md#Prone) and takes `1d6` bludgeoning damage. - -*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/tripod-g-g.md b/Compendium/equipment/items/tripod-g-g.md deleted file mode 100644 index a3aa583da..000000000 --- a/Compendium/equipment/items/tripod-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -aliases: ["Tripod"] ---- -# Tripod *Item 0* - -- **Price** 2 sp -- **Bulk** 1 -- **Hands** 2 -- **Category** Adventuring Gear - -Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single [Interact](../../../Rules/actions/interact.md) action using one hand, setting the tripod in your square. While this sturdy piece of engineering is in use, you don't take the –2 penalty for firing a [kickback](../../../Rules/traits/kickback-g-g.md) weapon, even if your Strength isn't high enough to avoid the penalty. However, you must retrieve the tripod with a single [Interact](../../../Rules/actions/interact.md) action before you can move the firearm to a different position. Normally, when you're [hidden](../../../Rules/conditions.md#Hidden) or [undetected](../../../Rules/conditions.md#Undetected), you become [observed](../../../Rules/conditions.md#Observed) if you do anything except [Hide](../../../Rules/actions/hide.md), [Sneak](../../../Rules/actions/sneak.md), or [Step](../../../Rules/actions/step.md). However, deploying or retrieving a tripod with an [Interact](../../../Rules/actions/interact.md) action doesn't automatically make you [observed](../../../Rules/conditions.md#Observed), so long as you don't set up or remove the tripod when it's in a spot where creatures can see the tripod itself. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/tritons-conch.md b/Compendium/equipment/items/tritons-conch.md deleted file mode 100644 index fcfee8bfa..000000000 --- a/Compendium/equipment/items/tritons-conch.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/held -- trait/magical -- trait/transmutation -aliases: ["Triton's Conch"] ---- -# Triton's Conch *Item 9* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 640 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to [Athletics](../../../compendium/skills.md#Athletics) checks to [Swim](../../../rules/actions/swim.md) and can breathe under water. -``` - -*Source: Core Rulebook p. 576* diff --git a/Compendium/equipment/items/true-name-amulet-som.md b/Compendium/equipment/items/true-name-amulet-som.md deleted file mode 100644 index f50d8e436..000000000 --- a/Compendium/equipment/items/true-name-amulet-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/worn -- trait/invested -- trait/magical -- trait/rare -aliases: ["True Name Amulet"] ---- -# True Name Amulet *Item 5+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** worn amulet -- **Category** Worn - -This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested. - -If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any [magical](../../../Rules/traits/magical.md) effect against you, you can immediately attempt to counteract it using [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), Occult, or [Religion](../../skills.md#Religion) for the counteract check and the true name amulet's level to determine the counteract level. - -Legendary amulets bearing the true names of creatures of level 21+ may exist. - -*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/Compendium/equipment/items/truesight-potion.md b/Compendium/equipment/items/truesight-potion.md deleted file mode 100644 index 08a975e9f..000000000 --- a/Compendium/equipment/items/truesight-potion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/potion -- trait/consumable -- trait/divination -- trait/magical -- trait/potion -aliases: ["Truesight Potion"] ---- -# Truesight Potion *Item 16* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) - -- **Price** 1500 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level [true seeing](../../spells/true-seeing.md) spell that has a counteract modifier of +25. - -*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/Compendium/equipment/items/trustworthy-round-g-g.md b/Compendium/equipment/items/trustworthy-round-g-g.md deleted file mode 100644 index 1d61c614c..000000000 --- a/Compendium/equipment/items/trustworthy-round-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/consumable -- trait/divination -- trait/magical -aliases: ["Trustworthy Round"] ---- -# Trustworthy Round *Item 3* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 9 gp -- **Ammunition** any -- **Activate** command -- **Category** Consumable - -This ammunition was developed in Dongun Hold to minimize casualties to [friendly](../../../Rules/conditions.md#Friendly) fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round, you must call out a target. You don't need to specify a name; the target could be "The angry tiger attacking our group on the left." The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn't have any capabilities beyond your own to determine whether someone is who you think they are, so you can't use it to determine a disguised creature's identity. - -If you specify a target of "Seltyiel" and shoot someone disguised as Seltyiel who you thought was Seltyiel, the attack will still hit, whereas if you were about to hit a disguised Seltyiel who you didn't recognize to be Seltyiel, the round would dissolve. - -*Source: Guns & Gears p. 171* \ No newline at end of file diff --git a/Compendium/equipment/items/turtle-lotg.md b/Compendium/equipment/items/turtle-lotg.md deleted file mode 100644 index e3a1d433f..000000000 --- a/Compendium/equipment/items/turtle-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["Turtle"] ---- -# Turtle *Item 0* - -- **Price** 3 sp -- **Category** Pet - - - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/tusk-and-fang-chain-frp2.md b/Compendium/equipment/items/tusk-and-fang-chain-frp2.md deleted file mode 100644 index 6ae9ff031..000000000 --- a/Compendium/equipment/items/tusk-and-fang-chain-frp2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/talisman -- trait/consumable -- trait/incapacitation -- trait/magical -- trait/talisman -- trait/uncommon -aliases: ["Tusk And Fang Chain"] ---- -# Tusk And Fang Chain *Item 16* -[consumable](../../../Rules/traits/consumable.md) [incapacitation](../../../Rules/traits/incapacitation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1800 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You Grab or restrain a creature or become [grabbed](../../../Rules/conditions.md#Grabbed) or [restrained](../../../Rules/conditions.md#Restrained) by a creature -- **Category** Talisman - -This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral chain encircles the target creature's head and a cacophony of animal sounds clouds its mind. It must attempt a DC 35 Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [confused](../../../Rules/conditions.md#Confused) on its next action. -> - **Failure** The creature is [confused](../../../Rules/conditions.md#Confused) for 1 round. -> - **Critical Failure** The creature is [confused](../../../Rules/conditions.md#Confused) for 1 minute and the creature doesn't receive a flat check to end its confusion if it takes damage. At the end of each of its turns, it attempts a new Will save, ending the effect on a success. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/twilight-lantern-sot4.md b/Compendium/equipment/items/twilight-lantern-sot4.md deleted file mode 100644 index 6d5637904..000000000 --- a/Compendium/equipment/items/twilight-lantern-sot4.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot4 -- item/category/held -- trait/light -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Twilight Lantern"] ---- -# Twilight Lantern *Item 6+* -[light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You concentrate on the lantern's light and reduce or increase its radius. - -The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You raise the lantern and unleash a beam of powerful moonlight, targeting a [darkness](../../../rules/traits/darkness.md) effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10. -``` - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 76* diff --git a/Compendium/equipment/items/twining-chains-lotgb.md b/Compendium/equipment/items/twining-chains-lotgb.md deleted file mode 100644 index 11ff9a341..000000000 --- a/Compendium/equipment/items/twining-chains-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adjustment/armor -- trait/adjustment -- trait/uncommon -aliases: ["Twining Chains"] ---- -# Twining Chains *Item 1* -[adjustment](../../../Rules/traits/adjustment-lotgb.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Usage** applied to armor; **Bulk** 1 -- **Category** Armor - -This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a user's body as a deterrent to attackers—and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2. - -```ad-embed-ability -title: Thorns [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You are hit by an unarmed attack - -**Effect** You twist to harm your attacker with your chains' spikes and blades. Make an attack roll against the triggering attacker using your unarmed attack modifier. On a hit, the attacking creature takes `1d6` piercing damage. This damage increases to `2d6` damage if the armor has a +1 potency rune, `3d6` damage if the armor has a +2 potency rune, or `4d6` damage if the armor has a +3 potency rune. However, whether you hit or miss, you take piercing damage equal to the number of d6s of piercing damage you would deal your attacker. -``` - -*Source: Lost Omens: The Grand Bazaar p. 104* diff --git a/Compendium/equipment/items/twining-staff.md b/Compendium/equipment/items/twining-staff.md deleted file mode 100644 index 6d5b9dfc7..000000000 --- a/Compendium/equipment/items/twining-staff.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon -- trait/magical -- trait/transmutation -aliases: ["Twining Staff"] ---- -# Twining Staff *Item 6* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 250 gp -- **Usage** held in 1 or 2 hands; **Bulk** — to 2 -- **Category** Weapon - -Appearing to be just a small, flat disc made of twigs, this item can grow and shrink. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff, or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation. - -When you expand the item, you can use the force of the expansion to [High Jump](../../../rules/actions/high-jump.md) or to try to [Force Open](../../../rules/actions/force-open.md) a door or the like by wedging the disc into a gap before activation. The staff makes the [Athletics](../../../compendium/skills.md#Athletics) check with a +15 modifier. -``` - -*Source: Core Rulebook p. 602* diff --git a/Compendium/equipment/items/tyrants-writs-loil.md b/Compendium/equipment/items/tyrants-writs-loil.md deleted file mode 100644 index 50b76b495..000000000 --- a/Compendium/equipment/items/tyrants-writs-loil.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/grimoire -- trait/grimoire -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Tyrant's Writs"] ---- -# Tyrant's Writs *Item 8* -[grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 500 gp -- **Bulk** L -- **Category** Grimoire - -A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Tar-Baphon, the necromancer Geb, or even the goddess [Urgathoa](../../setting/deities/urgathoa.md) herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the [animate dead](../../spells/animate-dead-apg.md) spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[metamagic](../../../rules/traits/metamagic.md) - -If your next action is to [Cast a Spell](../../../rules/actions/cast-a-spell.md) to cast an [animate dead](../../../compendium/spells/animate-dead-apg.md) spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead. - -- Bloody The undead gains fast healing equal to its level. -- Explosive When it reaches 0 Hit Points, the undead explodes, dealing `4d6` fire damage to adjacent creatures, with a basic Reflex save using the [animate dead](../../../compendium/spells/animate-dead-apg.md) spell's DC. As normal, since the [final sacrifice](../../../compendium/spells/final-sacrifice-apg.md) spell doesn't reduce the target to 0 Hit Points, it doesn't cause this explosion. -- Necrotic Speed The undead gains a +10-foot status bonus to all its Speeds. -- Rotten Any living creature who starts its turn adjacent to the undead who isn't at full Hit Points takes `1d6` poison damage. -%% #trait/metamagic %% -``` - -*Source: Lost Omens: Impossible Lands p. 179* diff --git a/Compendium/equipment/items/umbrella-injector-g-g.md b/Compendium/equipment/items/umbrella-injector-g-g.md deleted file mode 100644 index edfedfdbd..000000000 --- a/Compendium/equipment/items/umbrella-injector-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/weapon/martial -- trait/concealable -- trait/finesse -- trait/injection -- trait/parry -- trait/uncommon -aliases: ["Umbrella Injector"] ---- -# Umbrella Injector *Item 0* -[concealable](../../../Rules/traits/concealable-g-g.md) [finesse](../../../Rules/traits/finesse.md) [injection](../../../Rules/traits/injection-g-g.md) [parry](../../../Rules/traits/parry.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 gp -- **Bulk** 1 -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This umbrella's ferrule is a hollow-tipped blade three to four inches in length and often overlooked as decorative. - -A receptacle inside the umbrella's shaft can be loaded with a single dose of injury poison and injected into a damaged target with the pull of a sliding trigger. Reinforced ribs enable you to parry and deflect blows with the umbrella's tear-resistant canopy. - -*Source: Guns & Gears p. 64* \ No newline at end of file diff --git a/Compendium/equipment/items/undead-compendium-lokl.md b/Compendium/equipment/items/undead-compendium-lokl.md deleted file mode 100644 index 1fec067bd..000000000 --- a/Compendium/equipment/items/undead-compendium-lokl.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/divination -- trait/magical -- trait/uncommon -aliases: ["Undead Compendium"] ---- -# Undead Compendium *Item 14* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 6300 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The best minds among the Magaambyan, Iomedaean, and Pharasmin Knights of Lastwall joined together to create these small, leather-bound journals. While you're holding an undead compendium, the information it contains slips into your mind, granting you a +2 item bonus to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) checks to obtain information about undead creatures. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[auditory](../../../rules/traits/auditory.md) [linguistic](../../../rules/traits/linguistic.md) - -You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time. -%% #trait/auditory #trait/linguistic %% -``` - -*Source: Lost Omens: Knights of Lastwall p. 91* diff --git a/Compendium/equipment/items/undead-detection-dye-botd.md b/Compendium/equipment/items/undead-detection-dye-botd.md deleted file mode 100644 index c33c275b3..000000000 --- a/Compendium/equipment/items/undead-detection-dye-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/botd -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Undead Detection Dye"] ---- -# Undead Detection Dye *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -The liquid in this test tube is as clear as water. You can drop in a sample collected from the environment or a creature to reveal what kind of undead has been in contact with the sample in the past 24 hours. The water changes color, as seen on the table, or remains clear if it doesn't detect any traces of undead. The higher the undead's level or number of undead in contact with the sample, the more intense the color. This isn't a foolproof way to identify a disguised creature as undead, since any contact with undead causes the sample to change colors. If an undead has been disguising its undead nature or its presence in an area, the GM can roll a secret DC 20 [Deception](../../skills.md#Deception) or [Stealth](../../skills.md#Stealth) check for the creature when the dye is activated. On a success, the creature avoided leaving traces. - -This can't protect the undead from discovery if it actively uses its undead abilities on an area or creature, though it can attempt to remove any evidence with activities like [Cover Tracks](../../../Rules/actions/cover-tracks.md) and [Conceal an Object](../../../Rules/actions/conceal-an-object.md). - -Color Undead Detected Red Vampire Orange Wight Yellow Mummy Green Ghost Blue Ghoul Indigo Wraith Purple Shadow Gray Mindless undead such as zombie or skeleton Black Lich White Other undead - -*Source: Book of the Dead p. 20* \ No newline at end of file diff --git a/Compendium/equipment/items/undead-scourge-lokl.md b/Compendium/equipment/items/undead-scourge-lokl.md deleted file mode 100644 index e529f1dee..000000000 --- a/Compendium/equipment/items/undead-scourge-lokl.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/magical -- trait/necromancy -- trait/uncommon -aliases: ["Undead Scourge"] ---- -# Undead Scourge *Item 7* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 350 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -An undead scourge is a +1 striking disrupting dagger with a bluish-white metal blade that emits a faint glow. - -These used to be weapons of Pharasmin undead slayers only, but the slayers have since shared these daggers with the Knights of Lastwall. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You damage an undead creature with the undead scourge - -**Effect** You disrupt the undead's connection to negative energy. For 1 minute, the undead damaged with the dagger can't be healed by negative energy unless the effect attempting to heal the undead first counteracts the undead scourge's effect, with a counteract level of 4 and DC of 25. Positive energy still has the usual effects on the undead. -``` - -*Source: Lost Omens: Knights of Lastwall p. 91* diff --git a/Compendium/equipment/items/underwater-firing-mechanism-g-g.md b/Compendium/equipment/items/underwater-firing-mechanism-g-g.md deleted file mode 100644 index a568b5114..000000000 --- a/Compendium/equipment/items/underwater-firing-mechanism-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/firing-mechanism -- trait/magical -- trait/uncommon -aliases: ["Underwater Firing Mechanism"] ---- -# Underwater Firing Mechanism *Item 9* -[magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 600 gp -- **Usage** attached -- **Category** Firing Mechanism - -This device replaces the attached firearm's normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing mechanism). When the firearm's wielder fires the weapon, a small rune etched on a piece of stone affixed inside the mechanism releases a magical spark that's propelled through the firing mechanism and into the firearm, launching its bullet. An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires. - -Talismans A talisman is a small object affixed to armor, a shield, or a weapon (which is called the affixed item). You must be wielding or wearing an item to activate a talisman attached to that item. Once activated, a talisman burns out permanently. The talismans included in this section are particularly useful for characters who wield firearms or crossbows. - -*Source: Guns & Gears p. 184* \ No newline at end of file diff --git a/Compendium/equipment/items/unending-youth-lol.md b/Compendium/equipment/items/unending-youth-lol.md deleted file mode 100644 index faa66fa03..000000000 --- a/Compendium/equipment/items/unending-youth-lol.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/contract -- trait/conjuration -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Unending Youth"] ---- -# Unending Youth *Item 20* -[conjuration](../../../Rules/traits/conjuration.md) [contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against [death](../../../Rules/traits/death.md) effects and resistance to negative damage equal to half your level. Once per day, from any distance, Abrogail Thrune II can recite a mandatory appearance clause in your Thrune contract as a 3-action activity to summon you to her side, where you are [controlled](../../../Rules/conditions.md#Controlled) by Abrogail for 1 minute before you return. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You recite a hold harmless provision from your Thrune contract. Reduce your [doomed](../../../rules/conditions.md#Doomed) value to 0. Abrogail Thrune II is immediately made aware that you have used this ability. -``` - -*Source: Lost Omens: Legends p. 10* diff --git a/Compendium/equipment/items/unholy-water.md b/Compendium/equipment/items/unholy-water.md deleted file mode 100644 index e3fa6c94c..000000000 --- a/Compendium/equipment/items/unholy-water.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/consumable -- trait/consumable -- trait/divine -- trait/evil -- trait/necromancy -- trait/splash -aliases: ["Unholy Water"] ---- -# Unholy Water *Item 1* -[consumable](../../../Rules/traits/consumable.md) [divine](../../../Rules/traits/divine.md) [evil](../../../Rules/traits/evil.md) [necromancy](../../../Rules/traits/necromancy.md) [splash](../../../Rules/traits/splash.md) - -- **Price** 3 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Consumable - -An evil deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a [Strike](../../../Rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](../../../Rules/traits/manipulate.md) trait to the attack made with it. - -Unholy water deals `1d6` evil damage and 1 evil splash damage. - -It damages only celestials and creatures that have a weakness to evil damage. - -*Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/Compendium/equipment/items/unholy.md b/Compendium/equipment/items/unholy.md deleted file mode 100644 index 609e1ff07..000000000 --- a/Compendium/equipment/items/unholy.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/evil -- trait/evocation -- trait/magical -aliases: ["Unholy"] ---- -# Unholy *Item 11* -[evil](../../../Rules/traits/evil.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 1400 gp -- **Usage** etched onto a weapon without a holy rune -- **Category** Rune - -An unholy rune instills fiendish power into the etched weapon. - -A weapon with this rune deals an additional `1d6` evil damage when it hits a good target. If you are good, you are [enfeebled](../../../Rules/conditions.md#Enfeebled) while carrying or wielding this weapon. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You critically succeed at an attack roll against a good creature with the weapon - -**Effect** The target takes [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) equal to `1d8` per weapon damage die of the etched weapon. -``` - -*Source: Core Rulebook p. 585* diff --git a/Compendium/equipment/items/universal-solvent-apg.md b/Compendium/equipment/items/universal-solvent-apg.md deleted file mode 100644 index 3dd1677e4..000000000 --- a/Compendium/equipment/items/universal-solvent-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/consumable -- trait/alchemical -- trait/consumable -aliases: ["Universal Solvent"] ---- -# Universal Solvent *Item 5+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip. - -As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type. - -*Source: Advanced Player's Guide p. 255* \ No newline at end of file diff --git a/Compendium/equipment/items/unmemorable-mantle-locg.md b/Compendium/equipment/items/unmemorable-mantle-locg.md deleted file mode 100644 index 497645bee..000000000 --- a/Compendium/equipment/items/unmemorable-mantle-locg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -- trait/worn -aliases: ["Unmemorable Mantle"] ---- -# Unmemorable Mantle *Item 7+* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) worn - -- **Usage** worn cloak; **Bulk** 1 -- **Category** Worn - -This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to [Deception](../../skills.md#Deception) checks to [Impersonate](../../../Rules/actions/impersonate.md) an individual and to [Lie](../../../Rules/actions/lie.md) while in character as that individual. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -- **Requirements**: You are Impersonating someone else - -**Effect** While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save. - -> [!success-degree] -> - **Critical Success** The creature recalls the interaction clearly and realizes you were trying to alter their memory. -> - **Success** The creature recalls the interaction clearly. -> - **Failure** You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM. -> - **Critical Failure** You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM. -``` - -*Source: Lost Omens: Character Guide p. 73* diff --git a/Compendium/equipment/items/unsullied-blood-loil.md b/Compendium/equipment/items/unsullied-blood-loil.md deleted file mode 100644 index 8c144ba98..000000000 --- a/Compendium/equipment/items/unsullied-blood-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Unsullied Blood"] ---- -# Unsullied Blood *Item 5+* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in one hand; **Bulk** L -- **Activate** envision -- **Category** Consumable - -Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a [vampiric touch](../../spells/vampiric-touch.md) spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points. - -*Source: Lost Omens: Impossible Lands p. 177* \ No newline at end of file diff --git a/Compendium/equipment/items/urn-of-ashes-apg.md b/Compendium/equipment/items/urn-of-ashes-apg.md deleted file mode 100644 index 8d2ceebd0..000000000 --- a/Compendium/equipment/items/urn-of-ashes-apg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/held -- trait/magical -- trait/necromancy -- trait/negative -aliases: ["Urn Of Ashes"] ---- -# Urn Of Ashes *Item 9* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) - -- **Price** 700 gp -- **Usage** held in 1 hand -- **Category** Held - -This sealed pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You would become [doomed](../../../rules/conditions.md#Doomed) or your [doomed](../../../rules/conditions.md#Doomed) value would increase -- **Requirements**: The ashes aren't [doomed](../../../rules/conditions.md#Doomed) - -**Effect** The ashes in the urn intervene, taking the [doomed](../../../rules/conditions.md#Doomed) condition in your place, and you don't gain or increase the value of your own [doomed](../../../rules/conditions.md#Doomed) condition. Each night when you get a full night's rest, you can reduce your own [doomed](../../../rules/conditions.md#Doomed) condition or that of the urn, but not both. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals `4d4` negative damage (doubled on a critical success). -``` - -*Source: Advanced Player's Guide p. 264* diff --git a/Compendium/equipment/items/urumi-logm.md b/Compendium/equipment/items/urumi-logm.md deleted file mode 100644 index 98eaceaab..000000000 --- a/Compendium/equipment/items/urumi-logm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/deadly-d10 -- trait/sweep -- trait/uncommon -aliases: ["Urumi"] ---- -# Urumi *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [sweep](../../../Rules/traits/sweep.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2 gp -- **Bulk** 2 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Flail - -A bouquet of whiplike blades extends from the hilt of this sword. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/vaccine-lol.md b/Compendium/equipment/items/vaccine-lol.md deleted file mode 100644 index 63ca690d4..000000000 --- a/Compendium/equipment/items/vaccine-lol.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/elixir -- trait/consumable -- trait/elixir -- trait/rare -aliases: ["Vaccine"] ---- -# Vaccine *Item 1+* -[consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat. - -*Source: Lost Omens: Legends p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/vampiric-scythe-lotgb.md b/Compendium/equipment/items/vampiric-scythe-lotgb.md deleted file mode 100644 index 5e468bf57..000000000 --- a/Compendium/equipment/items/vampiric-scythe-lotgb.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/evil -- trait/magical -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Vampiric Scythe"] ---- -# Vampiric Scythe *Item 13* -[evil](../../../Rules/traits/evil.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3000 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An enemy critically succeeds at an attempt to [Disarm](../../../rules/actions/disarm.md) you - -**Effect** As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become [drained](../../../rules/conditions.md#Drained) ([drained](../../../rules/conditions.md#Drained) on a critical failure). If the triggering creature becomes [drained](../../../rules/conditions.md#Drained), you gain temporary Hit Points equal to the triggering creature's level. You lose any remaining temporary Hit Points after 1 minute. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 1 minute. -``` - -*Source: Lost Omens: The Grand Bazaar p. 31* diff --git a/Compendium/equipment/items/vanishing-coin.md b/Compendium/equipment/items/vanishing-coin.md deleted file mode 100644 index 59e37c5bd..000000000 --- a/Compendium/equipment/items/vanishing-coin.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/illusion -- trait/magical -- trait/talisman -aliases: ["Vanishing Coin"] ---- -# Vanishing Coin *Item 10* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 160 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a [Stealth](../../skills.md#Stealth) check for initiative, but you haven't rolled yet; **Requirements** You are a master in [Stealth](../../skills.md#Stealth). -- **Category** Talisman - -This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes [invisible](../../../Rules/conditions.md#Invisible) for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level [invisibility](../../spells/invisibility.md) spell on you, lasting until the end of your next turn. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/vanishing-wayfinder-locg.md b/Compendium/equipment/items/vanishing-wayfinder-locg.md deleted file mode 100644 index 21b5f33d6..000000000 --- a/Compendium/equipment/items/vanishing-wayfinder-locg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/locg -- item/category/worn -- trait/evocation -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Vanishing Wayfinder"] ---- -# Vanishing Wayfinder *Item 5* -[evocation](../../../Rules/traits/evocation.md) [illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 150 gp -- **Usage** worn -- **Category** Worn - -A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level [invisibility](../../../compendium/spells/invisibility.md) spell for 5 minutes. -``` - -*Source: Lost Omens: Character Guide p. 112* diff --git a/Compendium/equipment/items/vapor-sphere-som.md b/Compendium/equipment/items/vapor-sphere-som.md deleted file mode 100644 index ee10b7c3f..000000000 --- a/Compendium/equipment/items/vapor-sphere-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/talisman -- trait/consumable -- trait/magical -- trait/talisman -- trait/transmutation -aliases: ["Vapor Sphere"] ---- -# Vapor Sphere *Item 14* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 900 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You trigger a trap's reaction or an enemy that was [undetected](../../../Rules/conditions.md#Undetected) by you makes an attack against you -- **Category** Talisman - -You're an expert in the affixed armor and an expert in Reflex saves. - -Within this strange glass sphere swirls a cloud of smoke that occasionally appears as if it's trying to escape. You react to a surprise encounter with haste, activating this talisman and causing your body to momentarily become like vapor. Against the trap's reaction or the attack, you gain resistance 25 to physical damage and are immune to precision damage. - -This effect also prevents the reaction or attack from physically moving you (such as falling down a pit or being knocked [prone](../../../Rules/conditions.md#Prone)), and after the reaction or attack, you can [Fly](../../../Rules/actions/fly.md) 5 feet. When you end this flight, you leave your vaporous state and are exposed to any danger still at your location. - -*Source: Secrets of Magic p. 176* \ No newline at end of file diff --git a/Compendium/equipment/items/vaultbreakers-harness-aoe2.md b/Compendium/equipment/items/vaultbreakers-harness-aoe2.md deleted file mode 100644 index 2fc7a7e69..000000000 --- a/Compendium/equipment/items/vaultbreakers-harness-aoe2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe2 -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Vaultbreaker's Harness"] ---- -# Vaultbreaker's Harness *Item 6* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 230 gp -- **Usage** worn backpack; **Bulk** 1 -- **Category** Worn - -This bulky leather harness has four pockets across the chest. - -The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. [Broken](../../../Rules/conditions.md#Broken) or destroyed items similarly reappear, restored, in their proper pockets at sunset. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cinch the harness to prepare for mischief. You gain a +1 item bonus to [Stealth](../../../compendium/skills.md#Stealth) checks and a +10-foot item bonus to your Speed for 1 minute. -``` - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* diff --git a/Compendium/equipment/items/vengeful-arm-loil.md b/Compendium/equipment/items/vengeful-arm-loil.md deleted file mode 100644 index 8c9eb3e3e..000000000 --- a/Compendium/equipment/items/vengeful-arm-loil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/tattoo -- trait/invested -- trait/magical -- trait/tattoo -- trait/uncommon -aliases: ["Vengeful Arm"] ---- -# Vengeful Arm *Item 4* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 100 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo - -[Abraxas](../../setting/deities/abraxas-logm.md) teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to [Society](../../skills.md#Society) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -[Abraxas](../../../compendium/setting/deities/abraxas-logm.md) transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes, you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking. -``` - -*Source: Lost Omens: Impossible Lands p. 305* diff --git a/Compendium/equipment/items/venomed-tongue-loil.md b/Compendium/equipment/items/venomed-tongue-loil.md deleted file mode 100644 index 3a9d943f5..000000000 --- a/Compendium/equipment/items/venomed-tongue-loil.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/tattoo -- trait/invested -- trait/magical -- trait/tattoo -- trait/uncommon -aliases: ["Venomed Tongue"] ---- -# Venomed Tongue *Item 7* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 333 gp -- **Usage** worn; **Bulk** — -- **Category** Tattoo - -Secrets must be unraveled, no matter how painful. - -This tattoo of braided tongues provides a +1 item bonus to [Deception](../../skills.md#Deception) checks. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -[Abraxas](../../../compendium/setting/deities/abraxas-logm.md) fills your tongue with venom, causing your deceptions to poison your foes. You use [Deception](../../../compendium/skills.md#Deception) to [Create a Diversion](../../../rules/actions/create-a-diversion.md), [Feint](../../../rules/actions/feint.md), or [Lie](../../../rules/actions/lie.md). Choose one target against whom your [Deception](../../../compendium/skills.md#Deception) check succeeded; that target takes `2d6` [persistent poison damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -*Source: Lost Omens: Impossible Lands p. 305* diff --git a/Compendium/equipment/items/venomous-cure-fulu-som.md b/Compendium/equipment/items/venomous-cure-fulu-som.md deleted file mode 100644 index c9fc6c072..000000000 --- a/Compendium/equipment/items/venomous-cure-fulu-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/consumable -- trait/fulu -- trait/magical -- trait/necromancy -- trait/talisman -aliases: ["Venomous Cure Fulu"] ---- -# Venomous Cure Fulu *Item 3* -[consumable](../../../Rules/traits/consumable.md) [fulu](../../../Rules/traits/fulu-som.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 10 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You attempt a saving throw against an injected poison. -- **Category** Consumable - -This green fulu depicts venomous creatures and vermin. - -When activated, the venom from the fulu fights against the venom in your system, granting you a +2 status bonus to the triggering saving throw. - -*Source: Secrets of Magic p. 161* \ No newline at end of file diff --git a/Compendium/equipment/items/ventriloquists-ring.md b/Compendium/equipment/items/ventriloquists-ring.md deleted file mode 100644 index 93d22c040..000000000 --- a/Compendium/equipment/items/ventriloquists-ring.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/illusion -- trait/invested -- trait/magical -aliases: ["Ventriloquist's Ring"] ---- -# Ventriloquist's Ring *Item 3+* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) - -- **Usage** worn -- **Category** Worn - -This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to [Deception](../../skills.md#Deception) checks. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Twisting the ring around your finger allows you to magically throw your voice, with the effects of a [ventriloquism](../../../compendium/spells/ventriloquism.md) spell (DC 19). -``` - -*Source: Core Rulebook p. 617* diff --git a/Compendium/equipment/items/vermin-repellent-agent-lopsg.md b/Compendium/equipment/items/vermin-repellent-agent-lopsg.md deleted file mode 100644 index d14f1f8c4..000000000 --- a/Compendium/equipment/items/vermin-repellent-agent-lopsg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/consumable -- trait/alchemical -- trait/consumable -- trait/uncommon -aliases: ["Vermin Repellent Agent"] ---- -# Vermin Repellent Agent *Item 3+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This specialized cream serves as a repellent to stave off insects. - -The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee [Strike](../../../Rules/actions/strike.md), or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The creature can act normally. -> - **Success** The creature is [frightened](../../../Rules/conditions.md#Frightened). -> - **Failure** The creature is [frightened](../../../Rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../../Rules/conditions.md#Frightened) and [fleeing](../../../Rules/conditions.md#Fleeing). - -*Source: Lost Omens: Pathfinder Society Guide p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/vestige-lenses-lol.md b/Compendium/equipment/items/vestige-lenses-lol.md deleted file mode 100644 index 32bca1115..000000000 --- a/Compendium/equipment/items/vestige-lenses-lol.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lol -- item/category/worn -- trait/alchemical -- trait/rare -aliases: ["Vestige Lenses"] ---- -# Vestige Lenses *Item 3* -[alchemical](../../../Rules/traits/alchemical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 40 gp -- **Usage** worn eyepiece; **Bulk** L -- **Category** Worn - -These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to [Survival](../../skills.md#Survival) checks to [Track](../../../Rules/actions/track.md) a creature marked with the incense and to [Perception](../../skills.md#Perception) checks to [Seek](../../../Rules/actions/seek.md) any alchemical vapors. If the smoke is fresh, [Tracking](../../../Rules/actions/track.md) via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces. - -*Source: Lost Omens: Legends p. 25* \ No newline at end of file diff --git a/Compendium/equipment/items/vexing-vapor-lotgb.md b/Compendium/equipment/items/vexing-vapor-lotgb.md deleted file mode 100644 index 3636e4a13..000000000 --- a/Compendium/equipment/items/vexing-vapor-lotgb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/bomb -- trait/alchemical -- trait/bomb -- trait/consumable -- trait/inhaled -- trait/mental -- trait/poison -- trait/splash -- trait/uncommon -aliases: ["Vexing Vapor"] ---- -# Vexing Vapor *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [bomb](../../../Rules/traits/bomb.md) [consumable](../../../Rules/traits/consumable.md) [inhaled](../../../Rules/traits/inhaled.md) [mental](../../../Rules/traits/mental.md) [poison](../../../Rules/traits/poison.md) [splash](../../../Rules/traits/splash.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Strike](../../../Rules/actions/strike.md) -- **Category** Bomb - -This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the [concentrate](../../../Rules/traits/concentrate.md) trait. This lasts until the end of its next turn (1 minute on a critical hit). - -*Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/Compendium/equipment/items/vial-of-the-immortal-wellspring-da.md b/Compendium/equipment/items/vial-of-the-immortal-wellspring-da.md deleted file mode 100644 index 20dcae4f1..000000000 --- a/Compendium/equipment/items/vial-of-the-immortal-wellspring-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/contract -- trait/contract -- trait/invested -- trait/magical -- trait/rare -aliases: ["Vial of the Immortal Wellspring"] ---- -# Vial of the Immortal Wellspring *Item 20* -[contract](../../../Rules/traits/contract-lol.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Contract - -At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your [dying](../../../Rules/conditions.md#Dying) value would increase above 3, you instead become [unconscious](../../../Rules/conditions.md#Unconscious) and are no longer [dying](../../../Rules/conditions.md#Dying); this doesn't prevent you from being killed by [death](../../../Rules/traits/death.md) effects or the [doomed](../../../Rules/conditions.md#Doomed) condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You drink from the vial of water that seals your bargained contract. You gain the effects of a 9th-level, 2-action [heal](../../../compendium/spells/heal.md) spell. -``` - -*Source: Dark Archive p. 165* diff --git a/Compendium/equipment/items/victory-plate-apg.md b/Compendium/equipment/items/victory-plate-apg.md deleted file mode 100644 index 258ed89a9..000000000 --- a/Compendium/equipment/items/victory-plate-apg.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/armor -- trait/abjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Victory Plate"] ---- -# Victory Plate *Item 9+* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** worn armor; **Bulk** 4 -- **Category** Armor - -The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You kill or destroy a creature of a level equal to or greater than your victory plate (adjusted as usual if you add fundamental runes to victory plate). - -**Effect** You direct the armor to commemorate your victory. The coat of arms on the armor's tabard shifts to incorporate heraldry related to the slain creature, and the victory is recorded within the tabard. If you have already recorded four victories, choose one to replace with the new victory. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You touch one of the tabard's four fields representing one of your victories and recall your triumph over that creature. That creature vanishes from the tabard, and for 1 minute, you gain resistance 5 to a damage type based on the creature's trait (you gain resistance to only one type, even if the creature has more than one trait that could apply): - -- **Aberration or Fey** mental -- **Celestial** good -- **Construct** poison -- **Dragon or Elemental** one energy type that matches one of the dragon's or elemental's traits -- **Fiend** evil -- **Ooze** precision, and the resistance is 10 -- **Undead** negative -``` - -*Source: Advanced Player's Guide p. 264* diff --git a/Compendium/equipment/items/vine-arrow.md b/Compendium/equipment/items/vine-arrow.md deleted file mode 100644 index 6cd222b33..000000000 --- a/Compendium/equipment/items/vine-arrow.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/conjuration -- trait/consumable -- trait/magical -aliases: ["Vine Arrow"] ---- -# Vine Arrow *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 10 gp -- **Ammunition** [arrow](arrow.md) -- **Activate** command -- **Category** Ammunition - -Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for `2d4` rounds, or until it [Escapes](../../../Rules/actions/escape.md) against a DC of 19. On a critical hit, the target is also [immobilized](../../../Rules/conditions.md#Immobilized) until it [Escapes](../../../Rules/actions/escape.md). - -*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/Compendium/equipment/items/vine-of-roses-lotgb.md b/Compendium/equipment/items/vine-of-roses-lotgb.md deleted file mode 100644 index 5412e4586..000000000 --- a/Compendium/equipment/items/vine-of-roses-lotgb.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/evocation -- trait/good -- trait/light -- trait/magical -- trait/uncommon -aliases: ["Vine Of Roses"] ---- -# Vine Of Roses *Item 9* -[evocation](../../../Rules/traits/evocation.md) [good](../../../Rules/traits/good.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 600 gp -- **Usage** held in 2 hands; **Bulk** 1 -- **Category** Held - -This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by [Activating](../../../rules/actions/activate-an-item.md) the weapon again. -``` - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You critically succeed at a [Strike](../../../rules/actions/strike.md) against a fiend or undead - -**Effect** The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level [searing light](../../../compendium/spells/searing-light.md) spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering [Strike](../../../rules/actions/strike.md). -``` - -*Source: Lost Omens: The Grand Bazaar p. 85* diff --git a/Compendium/equipment/items/violet-ray-g-g.md b/Compendium/equipment/items/violet-ray-g-g.md deleted file mode 100644 index 145746460..000000000 --- a/Compendium/equipment/items/violet-ray-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/held -- trait/rare -aliases: ["Violet Ray"] ---- -# Violet Ray *Item 12* -[rare](../../../Rules/traits/rare.md) - -- **Price** 1893 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Category** Held - -One of the many wondrous devices brought into the world by Stasian technology is the seemingly miraculous violet ray. - -Physicians claim it anything from headaches to heartburn, or nausea to deafness, all with an easy and painless treatment. - -The device is a glass vacuum with an insulated handle connected to a small Stasian coil. When powered, the glass tube fills with purple light and becomes warm to the touch. Pressing the tube to one's body is said to increase blood flow, eliminate toxins, and many other beneficial effects. A violet ray functions as a set of healer's tools and provides a +2 item bonus to [Medicine](../../skills.md#Medicine) checks to [Administer First Aid](../../../Rules/actions/administer-first-aid.md), [Treat Disease](../../../Rules/actions/treat-disease.md), [Treat Poison](../../../Rules/actions/treat-poison.md), or [Treat Wounds](../../../Rules/actions/treat-wounds.md). - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You apply the violet ray to an adjacent creature and attempt to counteract the [blinded](../../../rules/conditions.md#Blinded), [clumsy](../../../rules/conditions.md#Clumsy), [confused](../../../rules/conditions.md#Confused), [deafened](../../../rules/conditions.md#Deafened), [drained](../../../rules/conditions.md#Drained), [enfeebled](../../../rules/conditions.md#Enfeebled), [sickened](../../../rules/conditions.md#Sickened), or [stupefied](../../../rules/conditions.md#Stupefied) condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition. - -Shockguard Coil Violet Ray. -``` - -*Source: Guns & Gears p. 83* diff --git a/Compendium/equipment/items/viper-arrow.md b/Compendium/equipment/items/viper-arrow.md deleted file mode 100644 index ea7a429df..000000000 --- a/Compendium/equipment/items/viper-arrow.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/ammunition -- trait/conjuration -- trait/consumable -- trait/magical -aliases: ["Viper Arrow"] ---- -# Viper Arrow *Item 4* -[conjuration](../../../Rules/traits/conjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 17 gp -- **Ammunition** [arrow](arrow.md) -- **Activate** command -- **Category** Ammunition - -The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper's poison, as if it had been bitten. The viper then lands in an open space adjacent to the target. - -The viper has the summoned trait and acts at the end of your turn, even though you didn't use the [Sustain a Spell](../../../Rules/actions/sustain-a-spell.md) action. It is under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain. - -*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/Compendium/equipment/items/vipers-fang.md b/Compendium/equipment/items/vipers-fang.md deleted file mode 100644 index 214c13644..000000000 --- a/Compendium/equipment/items/vipers-fang.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Viper's Fang"] ---- -# Viper's Fang *Item 14* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 850 gp -- **Usage** affixed to a weapon -- **Activate** envision; **Trigger** A creature within your reach uses a [manipulate](../../../Rules/traits/manipulate.md) or [move](../../../Rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using -- **Category** Talisman - -You are a master with the affixed weapon. - -When you activate this resin-strengthened viper skull, you make an [Attack of Opportunity](../../../Rules/actions/attack-of-opportunity.md) against the triggering creature. - -If you have [Attack of Opportunity](../../../Rules/actions/attack-of-opportunity.md), you can activate the viper's fang as a free action. - -*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/visap-loil.md b/Compendium/equipment/items/visap-loil.md deleted file mode 100644 index 7425e7f07..000000000 --- a/Compendium/equipment/items/visap-loil.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/advanced -- trait/agile -- trait/finesse -- trait/injection -- trait/uncommon -- trait/versatile-p -- trait/vishkanya -aliases: ["Visap"] ---- -# Visap *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [injection](../../../Rules/traits/injection-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) [vishkanya](../../../Rules/traits/vishkanya-loil.md) - -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Advanced; **Group** Knife - -Two small, curved blades extend from a single hilt. There's a hollow area inside that vishkanyas can use to store an unused dose of their blood, or other poison, for the future. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/equipment/items/vorpal.md b/Compendium/equipment/items/vorpal.md deleted file mode 100644 index 800b199a6..000000000 --- a/Compendium/equipment/items/vorpal.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Vorpal"] ---- -# Vorpal *Item 17* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 15000 gp -- **Usage** etched onto a slashing melee weapon -- **Category** Rune - -Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You roll a natural 20 on a [Strike](../../../rules/actions/strike.md) with the weapon, critically succeed, and deal slashing damage. - -**Effect** The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head. -``` - -*Source: Core Rulebook p. 585* diff --git a/Compendium/equipment/items/voyagers-pack.md b/Compendium/equipment/items/voyagers-pack.md deleted file mode 100644 index c5ba5f9ac..000000000 --- a/Compendium/equipment/items/voyagers-pack.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/conjuration -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Voyager's Pack"] ---- -# Voyager's Pack *Item 17* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 14800 gp -- **Usage** worn backpack -- **Category** Worn - -This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to [Survival](../../skills.md#Survival) checks. - -It also enables you to see the magical traces of creatures' passage, allowing you to [Track](../../../Rules/actions/track.md) a creature that has teleported. The GM sets the DC of this check, usually using the level and DC of the teleportation spell. This lets you find the location of the creature's destination, and you can use that destination when casting teleport or activating the pack, even though you don't know what it looks like. - -The pack contains an extradimensional space with the same properties as a type II bag of holding. This space contains the contents of a climber's kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level [plane shift](../../../compendium/spells/plane-shift.md) or [teleport](../../../compendium/spells/teleport.md) spell, transporting you and everyone attached to the pack. Attempt a DC 45 [Survival](../../../compendium/skills.md#Survival) check. On a success, you arrive 25 miles off target using plane shift or halve the distance you're off-target with teleport. On a critical success, you arrive exactly on target. -``` - -*Source: Core Rulebook p. 617* diff --git a/Compendium/equipment/items/vultures-wing-loil.md b/Compendium/equipment/items/vultures-wing-loil.md deleted file mode 100644 index fab62cf07..000000000 --- a/Compendium/equipment/items/vultures-wing-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -- trait/uncommon -aliases: ["Vulture's Wing"] ---- -# Vulture's Wing *Item 10* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 200 gp -- **Usage** held in one hand; **Bulk** L -- **Activate** [Cast a Spell](../../../Rules/actions/cast-a-spell.md) -- **Category** Consumable - -This fan of vulture feathers scatters on an unnatural gust of wind. If this catalyst is used to cast a [ray of enfeeblement](../../spells/ray-of-enfeeblement.md) spell that has been heightened to at least 5th level, instead of targeting a single creature, you cast the spell in a 30-foot-area cone. You don't make a spell attack roll, instead affecting all creatures within the area with the effect the spell would normally have on a hit. This means creatures within the area must attempt a Fortitude save to determine whether they're [enfeebled](../../../Rules/conditions.md#Enfeebled). - -*Source: Lost Omens: Impossible Lands p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/waffle-iron-lotgb.md b/Compendium/equipment/items/waffle-iron-lotgb.md deleted file mode 100644 index 849e74e73..000000000 --- a/Compendium/equipment/items/waffle-iron-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/adventuring-gear -aliases: ["Waffle Iron"] ---- -# Waffle Iron *Item 0+* - -- **Bulk** 1 -- **Category** Adventuring Gear - -This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook. - -*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/wakizashi-apg.md b/Compendium/equipment/items/wakizashi-apg.md deleted file mode 100644 index 7f6fb46d9..000000000 --- a/Compendium/equipment/items/wakizashi-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/weapon/martial -- trait/agile -- trait/deadly-d8 -- trait/finesse -- trait/uncommon -- trait/versatile-p -aliases: ["Wakizashi"] ---- -# Wakizashi *Item 0* -[agile](../../../Rules/traits/agile.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 1 gp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana. - -*Source: Advanced Player's Guide p. 248* \ No newline at end of file diff --git a/Compendium/equipment/items/walking-cauldron-apg.md b/Compendium/equipment/items/walking-cauldron-apg.md deleted file mode 100644 index 3d023c515..000000000 --- a/Compendium/equipment/items/walking-cauldron-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/other -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Walking Cauldron"] ---- -# Walking Cauldron *Item 1* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 12 gp -- **Bulk** 4 -- **Category** Other - -This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to [Craft](../../../Rules/actions/craft.md) potions, oils, or other liquids. - -As a single action, which has the [auditory](../../../Rules/traits/auditory.md) and [concentrate](../../../Rules/traits/concentrate.md) traits, you can command the cauldron to either follow you or to stand in place. When following you, the cauldron does its best to remain within 30 feet of you, but its ungainly movements are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. - -It can carry up to 2 Bulk of ingredients for potions or other liquids inside of itself while following you, but if overloaded or if you put anything else inside it, it stands in place and refuses to move until 10 minutes after you remove the excess. - -*Source: Advanced Player's Guide p. 264* \ No newline at end of file diff --git a/Compendium/equipment/items/wand-of-caustic-effluence-pfum.md b/Compendium/equipment/items/wand-of-caustic-effluence-pfum.md deleted file mode 100644 index 38920077e..000000000 --- a/Compendium/equipment/items/wand-of-caustic-effluence-pfum.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/pfum -- item/category/wand -- trait/acid -- trait/conjuration -- trait/magical -- trait/rare -- trait/wand -aliases: ["Wand of Caustic Effluence"] ---- -# Wand of Caustic Effluence *Item 5* -[acid](../../../Rules/traits/acid.md) [conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [wand](../../../Rules/traits/wand.md) - -- **Price** 160 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This dirty metal wand is covered in an oily acrid smelling film. - -```ad-embed-ability -title: Activate - -You cast [grease](../../../compendium/spells/grease.md), but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls [prone](../../../rules/conditions.md#Prone), or that begins their turn [prone](../../../rules/conditions.md#Prone), takes `1d6` acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes `1d6` [persistent acid damage](../../../rules/conditions.md#Persistent%20Damage). If you cast this spell on an attended object and the holder or wielder fails their [Acrobatics](../../skills.md#Acrobatics) or Reflex save, the holder or wielder takes `1d6` [persistent acid damage](../../../rules/conditions.md#Persistent%20Damage). If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes `1d6` acid damage. -``` - -*Source: PATHFINDER: FUMBUS! p. 0* diff --git a/Compendium/equipment/items/wand-of-continuation.md b/Compendium/equipment/items/wand-of-continuation.md deleted file mode 100644 index 276a9f637..000000000 --- a/Compendium/equipment/items/wand-of-continuation.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/wand -- trait/magical -- trait/wand -aliases: ["Wand of Continuation"] ---- -# Wand of Continuation *Item 5+* -[magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This wand increases a spell's duration. Yellow embers spiral over its surface until the spell ends. - -```ad-embed-ability -title: Activate - -You [Cast the Spell](../../../rules/actions/cast-a-spell.md), and its duration is increased by half. -``` - -*Source: Core Rulebook p. 598* diff --git a/Compendium/equipment/items/wand-of-crackling-lightning-apg.md b/Compendium/equipment/items/wand-of-crackling-lightning-apg.md deleted file mode 100644 index d428a75fe..000000000 --- a/Compendium/equipment/items/wand-of-crackling-lightning-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/wand -- trait/electricity -- trait/evocation -- trait/magical -- trait/wand -aliases: ["Wand Of Crackling Lightning"] ---- -# Wand Of Crackling Lightning *Item 8+* -[electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This wand is made of two copper plates separated by a ceramic center. - -```ad-embed-ability -title: Activate - -You cast [lightning bolt](../../../compendium/spells/lightning-bolt.md), but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are [flat-footed](../../../rules/conditions.md#Flat-footed) for 1 round. -``` - -*Source: Advanced Player's Guide p. 265* diff --git a/Compendium/equipment/items/wand-of-fey-flames-lotgb.md b/Compendium/equipment/items/wand-of-fey-flames-lotgb.md deleted file mode 100644 index 2e225a0b7..000000000 --- a/Compendium/equipment/items/wand-of-fey-flames-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/wand -- trait/evocation -- trait/light -- trait/magical -- trait/uncommon -- trait/wand -aliases: ["Wand Of Fey Flames"] ---- -# Wand Of Fey Flames *Item 7* -[evocation](../../../Rules/traits/evocation.md) [light](../../../Rules/traits/light.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) [wand](../../../Rules/traits/wand.md) - -- **Price** 360 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This red maple wand carved into a tongue of flame feels warm in your hand. - -```ad-embed-ability -title: Activate - -You cast [faerie fire](../../../compendium/spells/faerie-fire.md). For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire. - -You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire. -``` - -*Source: Lost Omens: The Grand Bazaar p. 81* diff --git a/Compendium/equipment/items/wand-of-hopeless-night-apg.md b/Compendium/equipment/items/wand-of-hopeless-night-apg.md deleted file mode 100644 index 510586fea..000000000 --- a/Compendium/equipment/items/wand-of-hopeless-night-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/wand -- trait/darkness -- trait/evocation -- trait/magical -- trait/wand -aliases: ["Wand Of Hopeless Night"] ---- -# Wand Of Hopeless Night *Item 6+* -[darkness](../../../Rules/traits/darkness.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This wand is a length of wrought black iron. - -```ad-embed-ability -title: Activate - -You cast [darkness](../../../compendium/spells/darkness.md). Each creature that ends its turn within the spell's area must succeed at a DC 27 Will save or become [frightened](../../../rules/conditions.md#Frightened) ([frightened](../../../rules/conditions.md#Frightened) on a critical failure). -``` - -*Source: Advanced Player's Guide p. 265* diff --git a/Compendium/equipment/items/wand-of-manifold-missiles.md b/Compendium/equipment/items/wand-of-manifold-missiles.md deleted file mode 100644 index d6deea655..000000000 --- a/Compendium/equipment/items/wand-of-manifold-missiles.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/wand -- trait/evocation -- trait/force -- trait/magical -- trait/wand -aliases: ["Wand of Manifold Missiles"] ---- -# Wand of Manifold Missiles *Item 5+* -[evocation](../../../Rules/traits/evocation.md) [force](../../../Rules/traits/force.md) [magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This wand features a carved dragon's head at its top and a polished metal sphere set in its midsection. - -```ad-embed-ability -title: Activate - -You cast [magic missile](../../../compendium/spells/magic-missile.md) of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of [magic missile](../../../compendium/spells/magic-missile.md). Choose targets each time. This lasts for 1 minute, until you're no longer wielding the wand, or until you try to activate the wand again. -``` - -*Source: Core Rulebook p. 598* diff --git a/Compendium/equipment/items/wand-of-noisome-acid-sli.md b/Compendium/equipment/items/wand-of-noisome-acid-sli.md deleted file mode 100644 index f190d29f2..000000000 --- a/Compendium/equipment/items/wand-of-noisome-acid-sli.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/wand -- trait/acid -- trait/evocation -- trait/magical -- trait/uncommon -- trait/wand -aliases: ["Wand Of Noisome Acid"] ---- -# Wand Of Noisome Acid *Item 6+* -[acid](../../../Rules/traits/acid.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This greasy stick emits a stomach-churning scent when held in a hand. - -```ad-embed-ability -title: Activate - -You cast [acid arrow](../../../compendium/spells/acid-arrow.md) of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become [sickened](../../../rules/conditions.md#Sickened). -``` - -*Source: The Slithering p. 61* diff --git a/Compendium/equipment/items/wand-of-overflowing-life-apg.md b/Compendium/equipment/items/wand-of-overflowing-life-apg.md deleted file mode 100644 index 1bf370b9d..000000000 --- a/Compendium/equipment/items/wand-of-overflowing-life-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/wand -- trait/healing -- trait/magical -- trait/necromancy -- trait/positive -- trait/wand -aliases: ["Wand Of Overflowing Life"] ---- -# Wand Of Overflowing Life *Item 9+* -[healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [positive](../../../Rules/traits/positive.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This alabaster wand has a clear crystal at the tip. - -```ad-embed-ability -title: Activate - -You cast [heal](../../../compendium/spells/heal.md) at the indicated level. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell level. - -You gain this benefit only once, even if you cast multiple [heal](../../../compendium/spells/heal.md) spells from wands of overflowing life in the same turn. -``` - -*Source: Advanced Player's Guide p. 265* diff --git a/Compendium/equipment/items/wand-of-slaying.md b/Compendium/equipment/items/wand-of-slaying.md deleted file mode 100644 index 0a4d58712..000000000 --- a/Compendium/equipment/items/wand-of-slaying.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/wand -- trait/illusion -- trait/magical -- trait/wand -aliases: ["Wand of Slaying"] ---- -# Wand of Slaying *Item 16+* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. - -```ad-embed-ability -title: Activate - -You cast [finger of death](../../../compendium/spells/finger-of-death.md) of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell's level. -``` - -*Source: Core Rulebook p. 598* diff --git a/Compendium/equipment/items/wand-of-smoldering-fireballs.md b/Compendium/equipment/items/wand-of-smoldering-fireballs.md deleted file mode 100644 index af2842591..000000000 --- a/Compendium/equipment/items/wand-of-smoldering-fireballs.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/wand -- trait/evocation -- trait/fire -- trait/magical -- trait/wand -aliases: ["Wand of Smoldering Fireballs"] ---- -# Wand of Smoldering Fireballs *Item 8+* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This blackened, heavily burned stick smells faintly of bat guano. - -```ad-embed-ability -title: Activate - -You cast [fireball](../../../compendium/spells/fireball.md) of the indicated level. Each creature that fails its save takes [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -*Source: Core Rulebook p. 598* diff --git a/Compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md b/Compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md deleted file mode 100644 index 85ff6d3fd..000000000 --- a/Compendium/equipment/items/wand-of-spiritual-warfare-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/wand -- trait/evocation -- trait/force -- trait/magical -- trait/uncommon -- trait/wand -aliases: ["Wand Of Spiritual Warfare"] ---- -# Wand Of Spiritual Warfare *Item 7+* -[evocation](../../../Rules/traits/evocation.md) [force](../../../Rules/traits/force.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This wand juts from an ornate hilt like a short, wooden dagger blade. - -```ad-embed-ability -title: Activate - -You cast [spiritual weapon](../../../compendium/spells/spiritual-weapon.md) of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: [corrosive](../../../compendium/equipment/items/corrosive.md), [flaming](../../../compendium/equipment/items/flaming.md), [frost](../../../compendium/equipment/items/frost.md), [shock](../../../compendium/equipment/items/shock.md), [thundering](../../../compendium/equipment/items/thundering.md), or their respective greater versions. The spiritual weapon's [Strikes](../../../rules/actions/strike.md) gain the effects of this rune. -``` - -*Source: Lost Omens: The Grand Bazaar p. 11* diff --git a/Compendium/equipment/items/wand-of-teeming-ghosts-sli.md b/Compendium/equipment/items/wand-of-teeming-ghosts-sli.md deleted file mode 100644 index c82883851..000000000 --- a/Compendium/equipment/items/wand-of-teeming-ghosts-sli.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sli -- item/category/wand -- trait/magical -- trait/necromancy -- trait/uncommon -- trait/wand -aliases: ["Wand Of Teeming Ghosts"] ---- -# Wand Of Teeming Ghosts *Item 6+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often. - -```ad-embed-ability -title: Activate - -You cast [false life](../../../compendium/spells/false-life.md) of the indicated level. During the duration of the spell, wisps that resemble spirits flit around you as long as you have any temporary Hit Points from false life, and you can use the following action. -``` - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You successfully impart the [frightened](../../../rules/conditions.md#Frightened) condition to a creature - -**Effect** You end false life and increase the creature's [frightened](../../../rules/conditions.md#Frightened) condition value to 2. -``` - -*Source: The Slithering p. 61* diff --git a/Compendium/equipment/items/wand-of-the-snowfields-apg.md b/Compendium/equipment/items/wand-of-the-snowfields-apg.md deleted file mode 100644 index ba82560be..000000000 --- a/Compendium/equipment/items/wand-of-the-snowfields-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/wand -- trait/cold -- trait/evocation -- trait/magical -- trait/wand -aliases: ["Wand Of The Snowfields"] ---- -# Wand Of The Snowfields *Item 14+* -[cold](../../../Rules/traits/cold.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -This wand is a slender length of ice-blue glass. - -```ad-embed-ability -title: Activate - -You cast [cone of cold](../../../compendium/spells/cone-of-cold.md). The ground within the spell's area is swathed in deep snow, becoming difficult terrain for 1 minute. -``` - -*Source: Advanced Player's Guide p. 265* diff --git a/Compendium/equipment/items/wand-of-the-spider-apg.md b/Compendium/equipment/items/wand-of-the-spider-apg.md deleted file mode 100644 index eb01d0296..000000000 --- a/Compendium/equipment/items/wand-of-the-spider-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/poison -- trait/conjuration -- trait/magical -- trait/poison -- trait/wand -aliases: ["Wand Of The Spider"] ---- -# Wand Of The Spider *Item 7+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [poison](../../../Rules/traits/poison.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Poison - -The handle of this wand is a 5-inch-long piece of rosewood, but most of its length is a pair of twisted spider legs covered in gossamer webbing. - -```ad-embed-ability -title: Activate - -You cast [web](../../../compendium/spells/web.md), but the strands of webbing are envenomed. Any creature that fails their [Athletics](../../../compendium/skills.md#Athletics) check or Reflex save to navigate the web takes `1d6` poison damage. -``` - -*Source: Advanced Player's Guide p. 265* diff --git a/Compendium/equipment/items/wand-of-thundering-echoes-lotgb.md b/Compendium/equipment/items/wand-of-thundering-echoes-lotgb.md deleted file mode 100644 index 5b07bd227..000000000 --- a/Compendium/equipment/items/wand-of-thundering-echoes-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/wand -- trait/evocation -- trait/magical -- trait/sonic -- trait/uncommon -- trait/wand -aliases: ["Wand Of Thundering Echoes"] ---- -# Wand Of Thundering Echoes *Item 9+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [sonic](../../../Rules/traits/sonic.md) [uncommon](../../../Rules/traits/uncommon.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder. - -```ad-embed-ability -title: Activate - -You cast [sound burst](../../../compendium/spells/sound-burst.md) of the indicated level. After you [Cast the Spell](../../../rules/actions/cast-a-spell.md), at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below `2d10`. The echoes don't affect structures or other items. -``` - -*Source: Lost Omens: The Grand Bazaar p. 85* diff --git a/Compendium/equipment/items/wand-of-widening.md b/Compendium/equipment/items/wand-of-widening.md deleted file mode 100644 index d1ca205f2..000000000 --- a/Compendium/equipment/items/wand-of-widening.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/wand -- trait/magical -- trait/wand -aliases: ["Wand of Widening"] ---- -# Wand of Widening *Item 4+* -[magical](../../../Rules/traits/magical.md) [wand](../../../Rules/traits/wand.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Wand - -The end of this wand is forked instead of tapered. - -```ad-embed-ability -title: Activate - -You [Cast the Spell](../../../rules/actions/cast-a-spell.md), and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. -``` - -*Source: Core Rulebook p. 598* diff --git a/Compendium/equipment/items/war-blood-mutagen-ooa1.md b/Compendium/equipment/items/war-blood-mutagen-ooa1.md deleted file mode 100644 index ad20d4c3a..000000000 --- a/Compendium/equipment/items/war-blood-mutagen-ooa1.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa1 -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -- trait/mutagen -- trait/polymorph -- trait/uncommon -aliases: ["War Blood Mutagen"] ---- -# War Blood Mutagen *Item 1+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [mutagen](../../../Rules/traits/mutagen.md) [polymorph](../../../Rules/traits/polymorph.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding. - -Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against [fear](../../../Rules/traits/fear.md) effects. Any attempt to [Disarm](../../../Rules/actions/disarm.md) or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails. - -Drawback You can't voluntarily remove the weapon unless you succeed at an [Athletics](../../skills.md#Athletics) check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the [concentrate](../../../Rules/traits/concentrate.md) trait, you must succeed at a DC 5 flat check or the action is lost. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/war-lance-lokl.md b/Compendium/equipment/items/war-lance-lokl.md deleted file mode 100644 index 94764375a..000000000 --- a/Compendium/equipment/items/war-lance-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/weapon/martial -- trait/deadly-d8 -- trait/jousting-d6 -- trait/parry -- trait/shove -- trait/uncommon -aliases: ["War Lance"] ---- -# War Lance *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [jousting ](../../../Rules/traits/jousting.md) [parry](../../../Rules/traits/parry.md) [shove](../../../Rules/traits/shove.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 4 gp -- **Bulk** 2 -- **Damage** `1d8` P -- **Hands** 2 -- **Category** Martial; **Group** Spear - -This lance appears shorter and stockier in comparison to other weapons of its type. The war lance most notably features shielding integrated into its vamplate, exchanging its reach for a sturdier base when defending against attacks or attempting to overpower an opponent. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/war-razor-logm.md b/Compendium/equipment/items/war-razor-logm.md deleted file mode 100644 index 50c0f2de4..000000000 --- a/Compendium/equipment/items/war-razor-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/logm -- item/category/weapon/martial -- trait/agile -- trait/backstabber -- trait/deadly-d8 -- trait/finesse -aliases: ["War Razor"] ---- -# War Razor *Item 0* -[agile](../../../Rules/traits/agile.md) [backstabber](../../../Rules/traits/backstabber.md) [deadly ](../../../Rules/traits/deadly.md) [finesse](../../../Rules/traits/finesse.md) - -- **Price** 3 sp -- **Bulk** L -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Knife - -A war razor is an exaggerated version of the barbers' tool. It is a brittle but extremely sharp weapon that is very easy to slip into a pocket or sleeve. - -*Source: Lost Omens: Gods & Magic p. 120* \ No newline at end of file diff --git a/Compendium/equipment/items/war-saddle-lokl.md b/Compendium/equipment/items/war-saddle-lokl.md deleted file mode 100644 index 53309e1eb..000000000 --- a/Compendium/equipment/items/war-saddle-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/adventuring-gear -- trait/uncommon -aliases: ["War Saddle"] ---- -# War Saddle *Item 5* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 50 gp -- **Bulk** 1 -- **Category** Adventuring Gear - -Each war saddle is specifically fitted to a mount's body type and has numerous straps that can secure you on your mount. You remain mounted even if you fall unconscious until either you or someone else uses an [Interact](../../../Rules/actions/interact.md) action to unfasten the straps on the saddle. A creature or effect can separate you from your mount by pulling so hard it tears the straps, but to do so, the effect's DC, attack roll, or skill check must exceed 20. - -*Source: Lost Omens: Knights of Lastwall p. 86* \ No newline at end of file diff --git a/Compendium/equipment/items/warcallers-chime-sot2.md b/Compendium/equipment/items/warcallers-chime-sot2.md deleted file mode 100644 index f92af290a..000000000 --- a/Compendium/equipment/items/warcallers-chime-sot2.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/held -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Warcaller's Chime"] ---- -# Warcaller's Chime *Item 4+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The Nantambu Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 77* diff --git a/Compendium/equipment/items/warding-tablets-som.md b/Compendium/equipment/items/warding-tablets-som.md deleted file mode 100644 index 79762259e..000000000 --- a/Compendium/equipment/items/warding-tablets-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/grimoire -- trait/abjuration -- trait/grimoire -- trait/magical -aliases: ["Warding Tablets"] ---- -# Warding Tablets *Item 8* -[abjuration](../../../Rules/traits/abjuration.md) [grimoire](../../../Rules/traits/grimoire-som.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 450 gp -- **Bulk** L -- **Category** Grimoire - -This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[metamagic](../../../rules/traits/metamagic.md) - -If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. - -Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects. -%% #trait/metamagic %% -``` - -*Source: Secrets of Magic p. 163* diff --git a/Compendium/equipment/items/warding-tattoo-som.md b/Compendium/equipment/items/warding-tattoo-som.md deleted file mode 100644 index 992267939..000000000 --- a/Compendium/equipment/items/warding-tattoo-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/tattoo -- trait/abjuration -- trait/invested -- trait/magical -- trait/tattoo -aliases: ["Warding Tattoo"] ---- -# Warding Tattoo *Item 5+* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [tattoo](../../../Rules/traits/tattoo-lowg.md) - -- **Usage** tattooed on the body -- **Category** Tattoo - -Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles. - -```ad-embed-ability -title: Activate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically - -**Effect** Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage. -``` - -*Source: Secrets of Magic p. 165* diff --git a/Compendium/equipment/items/wardrobe-stone-lotgb.md b/Compendium/equipment/items/wardrobe-stone-lotgb.md deleted file mode 100644 index dac6a959d..000000000 --- a/Compendium/equipment/items/wardrobe-stone-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/illusion -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Wardrobe Stone"] ---- -# Wardrobe Stone *Item 3+* -[illusion](../../../Rules/traits/illusion.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You enter a brief trance in which you envision yourself entering a large dressing room. You maneuver through the endless dressing-room mindscape and search for whatever articles of clothing, accessories, and other garments you desire. - -After the activation, you gain the effects of [illusory disguise](../../../compendium/spells/illusory-disguise.md), except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise. - -You can actively [Dismiss](../../../rules/actions/dismiss.md) the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone. -``` - -*Source: Lost Omens: The Grand Bazaar p. 51* diff --git a/Compendium/equipment/items/warning-snare.md b/Compendium/equipment/items/warning-snare.md deleted file mode 100644 index ac6ed0777..000000000 --- a/Compendium/equipment/items/warning-snare.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/snare -- trait/auditory -- trait/consumable -- trait/mechanical -- trait/snare -- trait/trap -aliases: ["Warning Snare"] ---- -# Warning Snare *Item 4* -[auditory](../../../Rules/traits/auditory.md) [consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) - -- **Price** 15 gp -- **Category** Snare - -Using materials specific to the area, you connect a sound-making component to a trip wire or a pressure plate. - -This snare is like an [alarm snare](alarm-snare.md), but its subtle sound blends into ambient noise. You can detect this sound as long as you're within 1,000 feet of the snare and aren't prevented from hearing it. Other creatures in that area who are searching might notice the sound if their [Perception](../../skills.md#Perception) check result meets or exceeds your Craft DC. - -*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/warpglass-aoe6.md b/Compendium/equipment/items/warpglass-aoe6.md deleted file mode 100644 index e0c048591..000000000 --- a/Compendium/equipment/items/warpglass-aoe6.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe6 -- item/category/material -- trait/precious -- trait/rare -aliases: ["Warpglass"] ---- -# Warpglass *Item 17+* -[precious](../../../Rules/traits/precious.md) [rare](../../../Rules/traits/rare.md) - -- **Category** Material - -Raw warpglass is an opalescent glassy material with surprising strength. When worked, it changes its appearance—though not its properties—to appear as random striations of other metals and types of stone. - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 74* \ No newline at end of file diff --git a/Compendium/equipment/items/warpglass-weapon-aoe6.md b/Compendium/equipment/items/warpglass-weapon-aoe6.md deleted file mode 100644 index 3e1fd691b..000000000 --- a/Compendium/equipment/items/warpglass-weapon-aoe6.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe6 -- item/category/material -- trait/rare -aliases: ["Warpglass Weapon"] ---- -# Warpglass Weapon *Item 17* -[rare](../../../Rules/traits/rare.md) - -- **Usage** varies by weapon; **Bulk** varies -- **Category** Material - -If you critically hit a creature with a [Strike](../../../Rules/actions/strike.md) with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw. - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/warriors-training-ring-fop.md b/Compendium/equipment/items/warriors-training-ring-fop.md deleted file mode 100644 index 994982da2..000000000 --- a/Compendium/equipment/items/warriors-training-ring-fop.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/fop -- item/category/worn -- trait/divination -- trait/invested -- trait/uncommon -aliases: ["Warrior's Training Ring"] ---- -# Warrior's Training Ring *Item 5* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 160 gp -- **Usage** worn -- **Category** Worn - -This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band's center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained. - -```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You make an attack with a weapon in which you're untrained - -**Effect** You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll. -``` - -*Source: The Fall of Plaguestone p. 58* diff --git a/Compendium/equipment/items/water-purifier-lopsg.md b/Compendium/equipment/items/water-purifier-lopsg.md deleted file mode 100644 index bcf669b5e..000000000 --- a/Compendium/equipment/items/water-purifier-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Water Purifier"] ---- -# Water Purifier *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/waterproof-firearm-carrying-case-g-g.md b/Compendium/equipment/items/waterproof-firearm-carrying-case-g-g.md deleted file mode 100644 index 0f8918d44..000000000 --- a/Compendium/equipment/items/waterproof-firearm-carrying-case-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/adventuring-gear -aliases: ["Waterproof Firearm Carrying Case"] ---- -# Waterproof Firearm Carrying Case *Item 0* - -- **Price** 2 sp -- **Bulk** L -- **Hands** 2 -- **Category** Adventuring Gear - -This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects. - -*Source: Guns & Gears p. 178* \ No newline at end of file diff --git a/Compendium/equipment/items/waterproof-journal-lopsg.md b/Compendium/equipment/items/waterproof-journal-lopsg.md deleted file mode 100644 index 8b84b7905..000000000 --- a/Compendium/equipment/items/waterproof-journal-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Waterproof Journal"] ---- -# Waterproof Journal *Item 1* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Category** Adventuring Gear - -This leather-bound tome is specially treated to protect from water damage and comes with a key and a treated slipcase that bears a simple lock to keep the tome secure. This journal is commonly used by adventuring scholars and ship navigators for recording their journeys. - -*Source: Lost Omens: Pathfinder Society Guide p. 31* \ No newline at end of file diff --git a/Compendium/equipment/items/waterproofing-wax-som.md b/Compendium/equipment/items/waterproofing-wax-som.md deleted file mode 100644 index 4fe52c991..000000000 --- a/Compendium/equipment/items/waterproofing-wax-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/som -- item/category/consumable -- trait/catalyst -- trait/consumable -- trait/magical -aliases: ["Waterproofing Wax"] ---- -# Waterproofing Wax *Item 3* -[catalyst](../../../Rules/traits/catalyst-som.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) - -- **Price** 10 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Consumable - -Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties can be further applied to split up a [grease](../../spells/grease.md) spell into useful smaller sections. When the spell is cast in an area while using this catalyst, the conjured grease fills three 5-foot squares within 30 feet instead of its normal area; these squares don't need to be contiguous. - -*Source: Secrets of Magic p. 169* \ No newline at end of file diff --git a/Compendium/equipment/items/waverider-barding-lotgb.md b/Compendium/equipment/items/waverider-barding-lotgb.md deleted file mode 100644 index 601d3b523..000000000 --- a/Compendium/equipment/items/waverider-barding-lotgb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/companion -- trait/companion -- trait/invested -- trait/primal -- trait/transmutation -- trait/uncommon -aliases: ["Waverider Barding"] ---- -# Waverider Barding *Item 5* -[companion](../../../Rules/traits/companion.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 130 gp -- **Usage** worn barding; **Bulk** L -- **Category** Companion - -This light barding is covered in wavelike patterns. The barding adjusts to fit your animal companion regardless of its shape. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still [Swim](../../../rules/actions/swim.md) while being ridden. - -"Share a giggle, make a friend!" Merrygleam is a combination toy shop, joke shop, and empyreal shrine run by a fun-loving Arcadian goblin and her siblings—a clever coral capuchin and a prank-pulling living doll. -``` - -*Source: Lost Omens: The Grand Bazaar p. 55* diff --git a/Compendium/equipment/items/wax-key-blank-lopsg.md b/Compendium/equipment/items/wax-key-blank-lopsg.md deleted file mode 100644 index e58047a4b..000000000 --- a/Compendium/equipment/items/wax-key-blank-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/adventuring-gear -- trait/uncommon -aliases: ["Wax Key Blank"] ---- -# Wax Key Blank *Item 0* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1 gp -- **Hands** 2 -- **Category** Adventuring Gear - -This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an [Interact](../../../Rules/actions/interact.md) action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression. - -*Source: Lost Omens: Pathfinder Society Guide p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/wayfinder.md b/Compendium/equipment/items/wayfinder.md deleted file mode 100644 index 25665fa10..000000000 --- a/Compendium/equipment/items/wayfinder.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/evocation -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Wayfinder"] ---- -# Wayfinder *Item 2* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 28 gp -- **Usage** worn -- **Category** Worn - -This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. - -An indentation in the middle of the wayfinder can hold a single [aeon stone](aeon-stone.md). Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. - -If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The wayfinder is targeted by a 1st-level [light](../../../compendium/spells/light.md) spell. -``` - -*Source: Core Rulebook p. 617* diff --git a/Compendium/equipment/items/weeping-midnight-aoa5.md b/Compendium/equipment/items/weeping-midnight-aoa5.md deleted file mode 100644 index cc42a1c4d..000000000 --- a/Compendium/equipment/items/weeping-midnight-aoa5.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoa5 -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -- trait/uncommon -aliases: ["Weeping Midnight"] ---- -# Weeping Midnight *Item 16* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 1400 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim's eyes to leak mucus and swell shut. - -```ad-inline-affliction -title: Saving Throw: DC 36 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `6d6` poison damage and [dazzled](../../../rules/conditions.md#Dazzled) (1 round) - -**Stage 2** `7d6` poison damage, [dazzled](../../../rules/conditions.md#Dazzled), and [sickened](../../../rules/conditions.md#Sickened) (1 round) - -**Stage 3** `8d6` poison damage and [blinded](../../../rules/conditions.md#Blinded) (1 round) -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 79* diff --git a/Compendium/equipment/items/wet-shock-snare-lotgb.md b/Compendium/equipment/items/wet-shock-snare-lotgb.md deleted file mode 100644 index 0c13d7786..000000000 --- a/Compendium/equipment/items/wet-shock-snare-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/snare -- trait/consumable -- trait/electricity -- trait/mechanical -- trait/snare -- trait/trap -- trait/uncommon -aliases: ["Wet Shock Snare"] ---- -# Wet Shock Snare *Item 5* -[consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 25 gp -- **Category** Snare - -A [hidden](../../../Rules/conditions.md#Hidden) copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes `4d8` electricity damage (DC 21 basic Reflex save). On a critical failure, the current causes the creature to become [stunned](../../../Rules/conditions.md#Stunned). The eels are unharmed after use, but the mechanism is [broken](../../../Rules/conditions.md#Broken) as usual for snares. - -An intricate maze of well-ordered exhibits and shelves, the Historia Reliquary is almost more of a museum than a store. The front is covered with a heavy black curtain that is pinned in place with wooden stakes to prevent passersby from sneaking a look at what is inside. - -Erikanesh charges a modest admission fee of one silver piece, though they happily waive it for anyone with items to add to the Reliquary's inventory. - -*Source: Lost Omens: The Grand Bazaar p. 27* \ No newline at end of file diff --git a/Compendium/equipment/items/wheel-blades-lotgb.md b/Compendium/equipment/items/wheel-blades-lotgb.md deleted file mode 100644 index b35d1eed7..000000000 --- a/Compendium/equipment/items/wheel-blades-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair-upgrade -aliases: ["Wheel Blades"] ---- -# Wheel Blades *Item 0* - -- **Price** 5 sp -- **Category** Wheelchair Upgrade - -A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade [Strike](../../../Rules/actions/strike.md). - -Your wheel blade deals `1d4` slashing damage and has the agile, [attached](../../../Rules/traits/attached.md), and [free-hand](../../../Rules/traits/free-hand.md) traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon. - -*Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/Compendium/equipment/items/wheel-spikes-lotgb.md b/Compendium/equipment/items/wheel-spikes-lotgb.md deleted file mode 100644 index bda781fca..000000000 --- a/Compendium/equipment/items/wheel-spikes-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/assistive-item/wheelchair-upgrade -aliases: ["Wheel Spikes"] ---- -# Wheel Spikes *Item 0* - -- **Price** 5 sp -- **Category** Wheelchair Upgrade - -A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike [Strike](../../../Rules/actions/strike.md). Your wheel spike deals `1d4` piercing damage and has the agile, [attached](../../../Rules/traits/attached.md), and [free-hand](../../../Rules/traits/free-hand.md) traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes. - -A wheelchair can only have one attached weapon. - -*Source: Lost Omens: The Grand Bazaar p. 72* \ No newline at end of file diff --git a/Compendium/equipment/items/wheelbarrow-lotgb.md b/Compendium/equipment/items/wheelbarrow-lotgb.md deleted file mode 100644 index 2a11d61f9..000000000 --- a/Compendium/equipment/items/wheelbarrow-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -aliases: ["Wheelbarrow"] ---- -# Wheelbarrow *Item 0* - -- **Price** 5 sp -- **Usage** held in 2 hands; **Bulk** 5 -- **Category** Held - -This small, hand-propelled vehicle has a single wheel and is designed to carry large loads over a distance. A wheelbarrow can typically hold up to 5 Bulk of objects without issue. The GM might rule that it can hold more Bulk of particular items, such as sand, or less Bulk of other items, like awkwardly shaped rocks. - -You can raise or place a wheelbarrow using an [Interact](../../../Rules/actions/interact.md) action and can [Stride](../../../Rules/actions/stride.md) your normal Speed while you have the wheelbarrow raised, though you're [encumbered](../../../Rules/conditions.md#Encumbered) while pushing a wheelbarrow. You can [Release](../../../Rules/actions/release.md) a wheelbarrow as normal, but a loaded wheelbarrow has a chance of tipping over if you don't place it down with care. When you [Release](../../../Rules/actions/release.md) a wheelbarrow, attempt a DC 7 flat check. On a failure, the wheelbarrow tips over, spilling its contents into a randomly determined adjacent space. - -"Of course I have a half-gallon of djezet in stock. And you're lucky I'm the one selling it, because frankly, whatever you plan to do with that would make a less professional merchant rather curious." Tesyovensku works out of a moderately-sized warehouse off the Bazaar proper that they rent out as storage to construction material suppliers. The warehouse is often full of wooden beams, bricks, and bags of cement as a result, giving it an aroma of fresh-milled lumber and damp stone. - -*Source: Lost Omens: The Grand Bazaar p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/whip-claw-loag.md b/Compendium/equipment/items/whip-claw-loag.md deleted file mode 100644 index 8b52bdad2..000000000 --- a/Compendium/equipment/items/whip-claw-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/advanced -- trait/catfolk -- trait/finesse -- trait/hampering -- trait/reach -- trait/uncommon -aliases: ["Whip Claw"] ---- -# Whip Claw *Item 0* -[catfolk](../../../Rules/traits/catfolk-b1.md) [finesse](../../../Rules/traits/finesse.md) [hampering](../../../Rules/traits/hampering-loag.md) [reach](../../../Rules/traits/reach.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 2 -- **Category** Advanced; **Group** Flail - -The whip claw is a long tether affixed to clawlike daggers, allowing the wielder to fling and retract them with deadly precision. Catfolk developed this weapon to provide extended reach when hunting dangerous animals and wield them with unmatched expertise. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/whip-of-compliance-ec2.md b/Compendium/equipment/items/whip-of-compliance-ec2.md deleted file mode 100644 index 50e9353d3..000000000 --- a/Compendium/equipment/items/whip-of-compliance-ec2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/held -- trait/enchantment -- trait/magical -- trait/uncommon -aliases: ["Whip Of Compliance"] ---- -# Whip Of Compliance *Item 9* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 3000 gp -- **Usage** held, 1 hand; **Bulk** 1 -- **Category** Held - -The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands. - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Until the end of your current turn, any animals you [Strike](../../../rules/actions/strike.md) with the whip must attempt a DC 25 Will save. - -On a failed or critically failed saving throw, the whip casts a 4th-level [suggestion](../../../compendium/spells/suggestion.md) spell on the animal with a base duration of 1 round, and the spell loses the [linguistic](../../../rules/traits/linguistic.md) trait. The course of action must still fulfill suggestion's requirements. If you can cast spells, you can expend one of your spells of 4th level or higher as a part of activating the whip; if you do so, the suggestions this turn have their normal base duration. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* diff --git a/Compendium/equipment/items/whip.md b/Compendium/equipment/items/whip.md deleted file mode 100644 index 2090d237d..000000000 --- a/Compendium/equipment/items/whip.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/weapon/martial -- trait/disarm -- trait/finesse -- trait/nonlethal -- trait/reach -- trait/trip -aliases: ["Whip"] ---- -# Whip *Item 0* -[disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [nonlethal](../../../Rules/traits/nonlethal.md) [reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) - -- **Price** 1 sp -- **Bulk** 1 -- **Damage** `1d4` S -- **Hands** 1 -- **Category** Martial; **Group** Flail - -This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound. - -*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/whisper-briolette-aoe4.md b/Compendium/equipment/items/whisper-briolette-aoe4.md deleted file mode 100644 index 28a3b332d..000000000 --- a/Compendium/equipment/items/whisper-briolette-aoe4.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/aoe4 -- item/category/talisman -- trait/consumable -- trait/divination -- trait/magical -- trait/mental -- trait/talisman -- trait/uncommon -aliases: ["Whisper Briolette"] ---- -# Whisper Briolette *Item 7* -[consumable](../../../Rules/traits/consumable.md) [divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [talisman](../../../Rules/traits/talisman.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 55 gp -- **Usage** affixed to armor or to an outfit if a character has no -- **Activate** envision; **Requirements** You are an expert in [Stealth](../../skills.md#Stealth) -- **Category** Talisman - -This teardrop-shaped gemstone has triangular facets and looks suitable for fancy attire, although close inspection shows that it's hollow. When it's activated, you can instantly impart up to 1 minute of speech (roughly 150 words) telepathically to any creatures you choose within 100 feet. You can impart this instantaneous telepathic message to creatures that you perceive and creatures [hidden](../../../Rules/conditions.md#Hidden) to you, but you can't do so to [undetected](../../../Rules/conditions.md#Undetected) creatures. - -Once used, the whisper briolette becomes unusable and subtly vanishes within the next few minutes, rather than crumbling to dust. - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 80* \ No newline at end of file diff --git a/Compendium/equipment/items/whisper-of-the-first-lie.md b/Compendium/equipment/items/whisper-of-the-first-lie.md deleted file mode 100644 index 0d679d0e4..000000000 --- a/Compendium/equipment/items/whisper-of-the-first-lie.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/enchantment -- trait/invested -- trait/magical -- trait/rare -aliases: ["Whisper of the First Lie"] ---- -# Whisper of the First Lie *Item 20* -[enchantment](../../../Rules/traits/enchantment.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 60000 gp -- **Usage** worn -- **Category** Worn - -This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. - -While wearing the necklace, you gain a +3 item bonus to [Deception](../../skills.md#Deception) checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract level is 9, with a counteract modifier of +35. - -```ad-embed-ability -title: Activate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again. -``` - -*Source: Core Rulebook p. 617* diff --git a/Compendium/equipment/items/whistle-of-calling-lokl.md b/Compendium/equipment/items/whistle-of-calling-lokl.md deleted file mode 100644 index 0cd877968..000000000 --- a/Compendium/equipment/items/whistle-of-calling-lokl.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lokl -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Whistle of Calling"] ---- -# Whistle of Calling *Item 15* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Access** Knights of Lastwall have access to this item. -- **Price** 6300 gp -- **Usage** held in 1 hand; **Bulk** — -- **Category** Held - -A whistle of calling appears to be a simple brass whistle. It changes slightly in appearance depending on the type of creature to which it's attuned, depicting small carvings of hooves, feather patterns, claws, or other appropriate motifs. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -You blow the whistle at different tones in the presence of a companion or another allied creature willing to be your mount. At the end of the 10 minutes, the whistle is attuned to that creature. - -The whistle can be attuned to only one creature at any time, but you can attune it to a new one with another 10-minute activation. -``` - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range. -``` - -*Source: Lost Omens: Knights of Lastwall p. 91* diff --git a/Compendium/equipment/items/wig-of-holding-lotgb.md b/Compendium/equipment/items/wig-of-holding-lotgb.md deleted file mode 100644 index 203cedd54..000000000 --- a/Compendium/equipment/items/wig-of-holding-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/worn -- trait/conjuration -- trait/extradimensional -- trait/invested -- trait/magical -- trait/uncommon -aliases: ["Wig Of Holding"] ---- -# Wig Of Holding *Item 3* -[conjuration](../../../Rules/traits/conjuration.md) [extradimensional](../../../Rules/traits/extradimensional.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 45 gp -- **Usage** worn headwear; **Bulk** L -- **Category** Worn - -Wigs of holding are created from planar fibers and contain small extradimensional spaces accessible within the hair. - -They can hold up to four items of light Bulk inside them, and Bulk held within the wig of holding doesn't increase the Bulk of the wig itself. You can [Interact](../../../Rules/actions/interact.md) with a wig of holding to put items inside or remove items from it, and you can do so more easily than with a mundane container. It only takes a single [Interact](../../../Rules/actions/interact.md) action to withdraw these items, like a worn item, rather than taking two [Interact](../../../Rules/actions/interact.md) actions, like a stowed item. - -*Source: Lost Omens: The Grand Bazaar p. 51* \ No newline at end of file diff --git a/Compendium/equipment/items/wind-and-fire-wheel-frp2.md b/Compendium/equipment/items/wind-and-fire-wheel-frp2.md deleted file mode 100644 index e66d04b1f..000000000 --- a/Compendium/equipment/items/wind-and-fire-wheel-frp2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/frp2 -- item/category/weapon/advanced -- trait/agile -- trait/disarm -- trait/finesse -- trait/monk -- trait/parry -- trait/twin -- trait/uncommon -- trait/versatile-p -aliases: ["Wind and Fire Wheel"] ---- -# Wind and Fire Wheel *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [monk](../../../Rules/traits/monk.md) [parry](../../../Rules/traits/parry.md) [twin](../../../Rules/traits/twin.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Access** If the player character come from a region in Tian Xia, this weapon is common -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Advanced; **Group** Knife - -This large, flat steel ring features several protruding blades typically stylized to resemble flames. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* \ No newline at end of file diff --git a/Compendium/equipment/items/wind-catcher-lotgb.md b/Compendium/equipment/items/wind-catcher-lotgb.md deleted file mode 100644 index 6da16a11f..000000000 --- a/Compendium/equipment/items/wind-catcher-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/rune -- trait/evocation -- trait/magical -- trait/uncommon -aliases: ["Wind-catcher"] ---- -# Wind-catcher *Item 7+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** applied to a wind-powered vehicle -- **Category** Rune - -This rune is invested by the captain or pilot of the vehicle. - -The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet. - -*Source: Lost Omens: The Grand Bazaar p. 89* \ No newline at end of file diff --git a/Compendium/equipment/items/wind-up-cart-g-g.md b/Compendium/equipment/items/wind-up-cart-g-g.md deleted file mode 100644 index 801c733e4..000000000 --- a/Compendium/equipment/items/wind-up-cart-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/consumable -- trait/clockwork -- trait/consumable -- trait/gadget -- trait/uncommon -aliases: ["Wind-up Cart"] ---- -# Wind-up Cart *Item 2* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [consumable](../../../Rules/traits/consumable.md) [gadget](../../../Rules/traits/gadget-g-g.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 6 gp -- **Usage** held in 2 hands; **Bulk** 2 -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Consumable - -This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to trigger traps. It can be loaded with up to 4 Bulk of items. Most creatures aren't small enough to fit on the cart, and even for Tiny creatures, it makes for a choppy ride; while riding the cart, a creature gains two actions at the start of each of its turns, instead of three. Once activated, the cart moves forward at a speed of 30 feet per round on your turn for up to 1 minute. If it strikes an obstruction, it attempts to continue its movement, pushing with an [Athletics](../../skills.md#Athletics) bonus of +5, once per round. The wind-up cart has AC 15, Hardness 2, 24 Hit Points, and a Break Threshold of 12. After its 1-minute duration completes, the cart collapses back into scrap. - -*Source: Guns & Gears p. 71* \ No newline at end of file diff --git a/Compendium/equipment/items/wind-up-wings-g-g.md b/Compendium/equipment/items/wind-up-wings-g-g.md deleted file mode 100644 index 9d7939a23..000000000 --- a/Compendium/equipment/items/wind-up-wings-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/g&g -- item/category/customization/weapon -- trait/clockwork -- trait/rare -aliases: ["Wind-up Wings"] ---- -# Wind-up Wings *Item 3+* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** attached -- **Category** Weapon - -These delicate clockwork wings enable thrown weapons to soar through the air at high speeds, performing turns and other aerial maneuvers midflight. Wind-up wings also have different types of special effects depending on the type. - -Wind-up wings must be attached to a thrown weapon and wound to function. A thrown weapon with an attached set of wind-up wings can't have anything else attached to it, or the wings cease to function. - -Attaching or detaching a pair of wind-up wings to a thrown weapon requires a [repair kit](repair-kit.md), and the process takes 10 minutes. Winding an attached pair of wind-up wings takes three [Interact](../../../Rules/actions/interact.md) actions. There are a variety of wind-up wings, with different effects. - -*Source: Guns & Gears p. 65* \ No newline at end of file diff --git a/Compendium/equipment/items/winders-ring-ooa2.md b/Compendium/equipment/items/winders-ring-ooa2.md deleted file mode 100644 index d82650662..000000000 --- a/Compendium/equipment/items/winders-ring-ooa2.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ooa2 -- item/category/worn -- trait/magical -- trait/transmutation -- trait/uncommon -aliases: ["Winder's Ring"] ---- -# Winder's Ring *Item 7* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 360 gp -- **Usage** worn; **Bulk** — -- **Category** Worn - -This ring contains dozens of minute, interlocking bronze gears that buzz incessantly. The ring grants you a +1 item bonus to all [Crafting](../../skills.md#Crafting) checks to construct or repair clockworks. - -```ad-embed-ability -title: Activate [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") - -The winder's ring extends a winding key that fits any clockwork contraption or creature, allowing you to fully wind a clockwork device or creature in half the usual time. When you activate a winder's ring in this way, attempt a DC 16 flat check. - -On a failure, the winder's ring exhausts itself, and you can't activate it again until the next time you make your daily preparations. -``` - -```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The winder's ring transforms into a clockwork spy (Pathfinder Bestiary 3 48) that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the [minion](../../../rules/traits/minion.md) trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 79* diff --git a/Compendium/equipment/items/wine-of-the-blood-da.md b/Compendium/equipment/items/wine-of-the-blood-da.md deleted file mode 100644 index 007dddc48..000000000 --- a/Compendium/equipment/items/wine-of-the-blood-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/da -- item/category/potion -- trait/consumable -- trait/healing -- trait/magical -- trait/necromancy -- trait/potion -- trait/rare -aliases: ["Wine of the Blood"] ---- -# Wine of the Blood *Item 5* -[consumable](../../../Rules/traits/consumable.md) [healing](../../../Rules/traits/healing.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [potion](../../../Rules/traits/potion.md) [rare](../../../Rules/traits/rare.md) - -- **Price** 30 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Potion - -This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood, you recover `2d10` Hit Points. - -Additionally, the wine attempts to counteract every negative [emotion](../../../Rules/traits/emotion.md) effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against [emotion](../../../Rules/traits/emotion.md) effects, for 1 minute. - -*Source: Dark Archive p. 114* \ No newline at end of file diff --git a/Compendium/equipment/items/winged-apg.md b/Compendium/equipment/items/winged-apg.md deleted file mode 100644 index 684582c57..000000000 --- a/Compendium/equipment/items/winged-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/apg -- item/category/rune -- trait/magical -- trait/transmutation -aliases: ["Winged"] ---- -# Winged *Item 13+* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Usage** etched onto armor -- **Category** Rune - -This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You trace the rune on the front of the breastplate and the armor's ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you [Dismiss](../../../rules/actions/dismiss.md) it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later. -``` - -*Source: Advanced Player's Guide p. 265* diff --git a/Compendium/equipment/items/winged-boots.md b/Compendium/equipment/items/winged-boots.md deleted file mode 100644 index 9b86e0f03..000000000 --- a/Compendium/equipment/items/winged-boots.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/worn -- trait/invested -- trait/magical -- trait/transmutation -aliases: ["Winged Boots"] ---- -# Winged Boots *Item 10* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Price** 850 gp -- **Usage** worn shoes; **Bulk** L -- **Category** Worn - -Made from soft leather, with delicate white wings attached to the heel, these boots are ensorcelled with powerful air magic. Whenever you fall while wearing these boots, the boots automatically cast [feather fall](../../spells/feather-fall.md) on you. This benefit can't trigger again for 10 minutes. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You speak a command word and click the boots' heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes. -``` - -*Source: Core Rulebook p. 617* diff --git a/Compendium/equipment/items/winter-wolf-elixir.md b/Compendium/equipment/items/winter-wolf-elixir.md deleted file mode 100644 index 1ba476240..000000000 --- a/Compendium/equipment/items/winter-wolf-elixir.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/elixir -- trait/alchemical -- trait/consumable -- trait/elixir -aliases: ["Winter Wolf Elixir"] ---- -# Winter Wolf Elixir *Item 4+* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Elixir - -This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. - -*Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/Compendium/equipment/items/wish-blade-loag.md b/Compendium/equipment/items/wish-blade-loag.md deleted file mode 100644 index 5158504c8..000000000 --- a/Compendium/equipment/items/wish-blade-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/disarm -- trait/geniekin -- trait/resonant -- trait/two-hand-d10 -- trait/uncommon -aliases: ["Wish Blade"] ---- -# Wish Blade *Item 0* -[disarm](../../../Rules/traits/disarm.md) [geniekin](../../../Rules/traits/geniekin-loag.md) [resonant](../../../Rules/traits/resonant-loag.md) [two-hand ](../../../Rules/traits/two-hand.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Martial; **Group** Sword - -Specialized grooves lined with unique, alchemically treated metals capable of retaining energy score the length of this sword. The first wish blades originated from genie smiths, and the knowledge of these weapons has been passed on to generations of geniekin, earning them the name wish blades. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/wish-knife-loag.md b/Compendium/equipment/items/wish-knife-loag.md deleted file mode 100644 index 8ab8e3343..000000000 --- a/Compendium/equipment/items/wish-knife-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/weapon/martial -- trait/agile -- trait/disarm -- trait/finesse -- trait/geniekin -- trait/resonant -- trait/uncommon -- trait/versatile-s -aliases: ["Wish Knife"] ---- -# Wish Knife *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) [geniekin](../../../Rules/traits/geniekin-loag.md) [resonant](../../../Rules/traits/resonant-loag.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile ](../../../Rules/traits/versatile.md) - -- **Price** 2 gp -- **Bulk** L -- **Damage** `1d4` P -- **Hands** 1 -- **Category** Martial; **Group** Knife - -Much like a [wish blade](wish-blade-loag.md), the length of this knife is scored with intricate grooves capable of retaining energy. Wish knives are lighter than their counterparts, making them the weapon of choice for agile combatants. - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/withering-gmg.md b/Compendium/equipment/items/withering-gmg.md deleted file mode 100644 index 33233530f..000000000 --- a/Compendium/equipment/items/withering-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/curse -- trait/cursed -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Withering"] ---- -# Withering *Item 13* -[cursed](../../../Rules/traits/cursed-gmg.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Usage** curses a ring, staff, or wand -- **Category** Curse - -A _withering_ curse shrivels vulnerable flesh. Whenever you [activate](../../../Rules/actions/activate-an-item.md) the item, one of your fingers turns black and falls off. You take a –1 status penalty to [Thievery](../../skills.md#Thievery) checks and Dexterity-based attack rolls with a hand missing two or three fingers; if you lose more than four fingers on one hand, you can't use that hand to hold objects or use [manipulate](../../../Rules/traits/manipulate.md) actions. These fingers can be replaced by magic but are otherwise gone forever. The GM has the final say on how creatures with unusual appendages or numbers of fingers are affected by this curse. - -*Source: Gamemastery Guide p. 93* \ No newline at end of file diff --git a/Compendium/equipment/items/wizards-tower-lotgb.md b/Compendium/equipment/items/wizards-tower-lotgb.md deleted file mode 100644 index a08cec62a..000000000 --- a/Compendium/equipment/items/wizards-tower-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/structure -- trait/conjuration -- trait/magical -- trait/structure -- trait/uncommon -aliases: ["Wizard's Tower"] ---- -# Wizard's Tower *Item 13* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [structure](../../../Rules/traits/structure.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 2500 gp -- **Bulk** — (when not activated) -- **Category** Structure - -A wizard's tower is a tiny gaming piece carved into the form of a stone tower. - -```ad-embed-ability -title: Activate [⏲](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") - -The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word. -``` - -*Source: Lost Omens: The Grand Bazaar p. 19* diff --git a/Compendium/equipment/items/wolf-fang.md b/Compendium/equipment/items/wolf-fang.md deleted file mode 100644 index 9b5a3243d..000000000 --- a/Compendium/equipment/items/wolf-fang.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/talisman -- trait/consumable -- trait/evocation -- trait/magical -- trait/talisman -aliases: ["Wolf Fang"] ---- -# Wolf Fang *Item 1* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) - -- **Price** 4 gp -- **Usage** affixed to armor -- **Activate** envision; **Trigger** You successfully [Trip](../../../Rules/actions/trip.md) a foe; **Requirements** You are trained in [Athletics](../../skills.md#Athletics). -- **Category** Talisman - -This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your [Trip](../../../Rules/actions/trip.md). If your [Trip](../../../Rules/actions/trip.md) would already deal physical damage that doesn't include an ability modifier, add your Strength modifier to that damage. - -*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/wondrous-figurines-ec2.md b/Compendium/equipment/items/wondrous-figurines-ec2.md deleted file mode 100644 index e9c5d0d67..000000000 --- a/Compendium/equipment/items/wondrous-figurines-ec2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/ec2 -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Wondrous Figurines"] ---- -# Wondrous Figurines *Item 5+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The magical statuettes known as wondrous figurines are described on page 576 of the Pathfinder Core Rulebook. - -The following additional figurines are less common versions sometimes found in the pockets of menagerie owners who often find themselves in need of a quick act or diversion. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* \ No newline at end of file diff --git a/Compendium/equipment/items/wondrous-figurines-sot2.md b/Compendium/equipment/items/wondrous-figurines-sot2.md deleted file mode 100644 index 37210841c..000000000 --- a/Compendium/equipment/items/wondrous-figurines-sot2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot2 -- item/category/held -- trait/conjuration -- trait/magical -- trait/uncommon -aliases: ["Wondrous Figurines"] ---- -# Wondrous Figurines *Item 8+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The magical statuettes known as wondrous figurines are described on page 576 of the Pathfinder Core Rulebook. - -The following additional figurines are uncommon versions sometimes found among the magical creations of the Magaambya or for sale in the streets of Nantambu. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 77* \ No newline at end of file diff --git a/Compendium/equipment/items/wooden-taws-loag.md b/Compendium/equipment/items/wooden-taws-loag.md deleted file mode 100644 index f64efb809..000000000 --- a/Compendium/equipment/items/wooden-taws-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loag -- item/category/ammunition -aliases: ["Wooden Taws"] ---- -# Wooden Taws *Item 0* - -- **Price** 1 sp -- **Category** Ammunition - - - -*Source: Lost Omens: Ancestry Guide p. 139* \ No newline at end of file diff --git a/Compendium/equipment/items/wounding.md b/Compendium/equipment/items/wounding.md deleted file mode 100644 index 77a15c800..000000000 --- a/Compendium/equipment/items/wounding.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/rune -- trait/magical -- trait/necromancy -aliases: ["Wounding"] ---- -# Wounding *Item 7* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -- **Price** 340 gp -- **Usage** etched onto a piercing or slashing melee weapon -- **Category** Rune - -Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra `1d6` [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage). - -*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/Compendium/equipment/items/wovenwood-shield-lotgb.md b/Compendium/equipment/items/wovenwood-shield-lotgb.md deleted file mode 100644 index 5454b3cd2..000000000 --- a/Compendium/equipment/items/wovenwood-shield-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotgb -- item/category/held -- trait/abjuration -- trait/magical -- trait/uncommon -aliases: ["Wovenwood Shield"] ---- -# Wovenwood Shield *Item 4+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Usage** held in one hand; **Bulk** 1 -- **Category** Held - -This magically reinforced wooden shield is made by skilled Ekujae mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it. - -*Source: Lost Omens: The Grand Bazaar p. 81* \ No newline at end of file diff --git a/Compendium/equipment/items/wrenchgear-loil.md b/Compendium/equipment/items/wrenchgear-loil.md deleted file mode 100644 index 6336cfef4..000000000 --- a/Compendium/equipment/items/wrenchgear-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/held -- trait/uncommon -aliases: ["Wrenchgear"] ---- -# Wrenchgear *Item 3* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 50 gp -- **Usage** held in 1 hand; **Bulk** L -- **Category** Held - -The ubiquity of clockwork constructs in Alkenstar spurred the development of the wrenchgear (a shortened "wrench in the gears") by innovative criminals ("wrenchers") to create security exploits and larcenous opportunities. You gain a +2 item bonus to [Disable a Device](../../../Rules/actions/disable-a-device.md) checks made against clockwork creatures (typically to wind them down). - -*Source: Lost Omens: Impossible Lands p. 106* \ No newline at end of file diff --git a/Compendium/equipment/items/writ-of-authenticity-lopsg.md b/Compendium/equipment/items/writ-of-authenticity-lopsg.md deleted file mode 100644 index 707deb65a..000000000 --- a/Compendium/equipment/items/writ-of-authenticity-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lopsg -- item/category/held -- trait/uncommon -aliases: ["Writ Of Authenticity"] ---- -# Writ Of Authenticity *Item 2* -[uncommon](../../../Rules/traits/uncommon.md) - -- **Price** 5 gp -- **Usage** held in 1 hand -- **Category** Held - -A typical Pathfinder writ of authenticity confirms the holder's status as a member of the Pathfinder Society and their intended business. Most writs are pieces of fine parchment folded, bound with gold cord, and sealed with three wax seals. The top seal is always the Glyph of the Open Road and the middle one is the Envoy's Alliance open door emblem. The bottom seal uses the preparer's personal sigil. Inside, the text describes a specific instance of a legitimate business activity, with blanks for the Pathfinder to fill in and personalize the writ to the persons and activity desired. Presenting a writ of authenticity grants a +2 item bonus to Make a [Request](../../../Rules/actions/request.md) for the associated business, assuming the writ is legitimate and the viewer expects to work with the Pathfinder Society for that activity. - -*Source: Lost Omens: Pathfinder Society Guide p. 2277* \ No newline at end of file diff --git a/Compendium/equipment/items/wyrm-drinker-sot5.md b/Compendium/equipment/items/wyrm-drinker-sot5.md deleted file mode 100644 index 653541d77..000000000 --- a/Compendium/equipment/items/wyrm-drinker-sot5.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/sot5 -- item/category/staff -- trait/conjuration -- trait/magical -- trait/staff -- trait/unique -aliases: ["Wyrm Drinker"] ---- -# Wyrm Drinker *Item 17* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) [unique](../../../Rules/traits/unique.md) - -- **Price** 13000 gp -- **Usage** held in 1 hand; **Bulk** 1 -- **Category** Staff - -This staff is made from the femur of a gold dragon wrapped in the multicolored scales of every type of chromatic and metallic dragon. When wielding this staff, you gain a +1 circumstance bonus to skill checks to [Coerce](../../../Rules/actions/coerce.md), [Make an Impression](../../../Rules/actions/make-an-impression.md), [Request](../../../Rules/actions/request.md), or [Lie](../../../Rules/actions/lie.md) to dragons and creatures with strong draconic ties (such as kobolds, dragon instinct barbarians, and draconic sorcerers). - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -Attempt a melee [Strike](../../../rules/actions/strike.md) with Wyrm Drinker. If your target is a dragon or a creature with a strong draconic tie, such as a kobold, and you damage the target, the target is [drained](../../../rules/conditions.md#Drained), or [drained](../../../rules/conditions.md#Drained) on a critical hit. -``` - -```ad-embed-ability -title: Activate - -You expend a number of charges from the staff to cast a spell from this list. - -- 2nd illusory creature (dragons only) -- 4th reflective scales (Lost Omens Gods & Magic 109) -- 5th summon dragon -- 6th dragon form, summon dragon (6th) -- 7th summon dragon (7th) -``` - -*Source: Strength of Thousands #5: Doorway to the Red Star p. 75* diff --git a/Compendium/equipment/items/wyvern-poison.md b/Compendium/equipment/items/wyvern-poison.md deleted file mode 100644 index 3ed982741..000000000 --- a/Compendium/equipment/items/wyvern-poison.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/crb -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/injury -- trait/poison -aliases: ["Wyvern Poison"] ---- -# Wyvern Poison *Item 8* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 80 gp -- **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -Properly harvested and preserved, the poison from a wyvern's sting is effective and direct. - -```ad-inline-affliction -title: Saving Throw: DC 26 Fortitude - -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `5d6` poison damage (1 round) - -**Stage 2** `6d6` poison damage (1 round) - -**Stage 3** `8d6` poison damage (1 round) -``` - -*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/Compendium/equipment/items/xs-lizard-lotg.md b/Compendium/equipment/items/xs-lizard-lotg.md deleted file mode 100644 index 532d35535..000000000 --- a/Compendium/equipment/items/xs-lizard-lotg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/pet -aliases: ["X's Lizard"] ---- -# X's Lizard *Item 0* - -- **Price** 1 gp -- **Category** Pet - -Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained these lizards to keep valuables in their stomachs. They swallow specially treated purses with attached chains that clip to a collar, which can hold objects up to 1 Bulk. The contents of the purse stay safe for one month before slowly dissolving. - -*Source: Lost Omens: Travel Guide p. 103* \ No newline at end of file diff --git a/Compendium/equipment/items/yarrow-root-bandage-lotg.md b/Compendium/equipment/items/yarrow-root-bandage-lotg.md deleted file mode 100644 index 83ef49ee0..000000000 --- a/Compendium/equipment/items/yarrow-root-bandage-lotg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/lotg -- item/category/plant -- trait/alchemical -- trait/consumable -aliases: ["Yarrow-Root Bandage"] ---- -# Yarrow-Root Bandage *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) - -- **Price** 12 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Administer First Aid](../../../Rules/actions/administer-first-aid.md) -- **Category** Plant - -This root is often infused into bandages for life-threatening bleeding. [Activating the item](../../../Rules/actions/activate-an-item.md) is part of the same activity you use to [Administer First Aid](../../../Rules/actions/administer-first-aid.md) to stop bleeding on a creature who's also [dying](../../../Rules/conditions.md#Dying). When you do, you can [Administer First Aid](../../../Rules/actions/administer-first-aid.md) to stop bleeding and [dying](../../../Rules/conditions.md#Dying) as part of the same activity with only one [Medicine](../../skills.md#Medicine) check. However, the DC for the [Medicine](../../skills.md#Medicine) check is equal to the 5 + the higher of the two DCs to [Administer First Aid](../../../Rules/actions/administer-first-aid.md). - -*Source: Lost Omens: Travel Guide p. 101* \ No newline at end of file diff --git a/Compendium/equipment/items/zerk-gmg.md b/Compendium/equipment/items/zerk-gmg.md deleted file mode 100644 index d54835800..000000000 --- a/Compendium/equipment/items/zerk-gmg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/gmg -- item/category/poison -- trait/alchemical -- trait/consumable -- trait/drug -- trait/injury -- trait/poison -aliases: ["Zerk"] ---- -# Zerk *Item 4* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [drug](../../../Rules/traits/drug-gmg.md) [injury](../../../Rules/traits/injury.md) [poison](../../../Rules/traits/poison.md) - -- **Price** 20 gp -- **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) -- **Category** Poison - -This bitter paste is used among some gladiatorial rings for its short-term benefits in a fight. - -```ad-inline-affliction -title: Saving Throw: DC 20 Fortitude - -- **Maximum Duration**: 1 hour - -## Stages - -**Stage 1** +2 item bonus to [Perception](../../../compendium/skills.md#Perception) rolls for initiative, and if you have an addiction to zerk, your melee weapon and unarmed attacks deal an extra 2 damage during the first round of a combat encounter (1 minute) - -**Stage 2** [drained](../../../rules/conditions.md#Drained) (1 hour) -``` - -*Source: Gamemastery Guide p. 121* diff --git a/Compendium/equipment/items/zulfikar-loil.md b/Compendium/equipment/items/zulfikar-loil.md deleted file mode 100644 index 212da0b59..000000000 --- a/Compendium/equipment/items/zulfikar-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-item -tags: -- compendium/src/pf2e/loil -- item/category/weapon/advanced -- trait/deadly-d8 -- trait/disarm -- trait/sweep -- trait/uncommon -- trait/versatile-p -aliases: ["Zulfikar"] ---- -# Zulfikar *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [disarm](../../../Rules/traits/disarm.md) [sweep](../../../Rules/traits/sweep.md) [uncommon](../../../Rules/traits/uncommon.md) [versatile

](../../../Rules/traits/versatile.md) - -- **Price** 4 gp -- **Bulk** 1 -- **Damage** `1d6` S -- **Hands** 1 -- **Category** Advanced; **Group** Sword - -This curved blade has a bifurcated tip, creating what looks like a second blade. It's a customary practice among zulfikar users to have religious or personal inscriptions upon the blade. - -*Source: Lost Omens: Impossible Lands p. 221* \ No newline at end of file diff --git a/Compendium/feats/a-home-in-every-port-apg.md b/Compendium/feats/a-home-in-every-port-apg.md deleted file mode 100644 index 43ce13794..000000000 --- a/Compendium/feats/a-home-in-every-port-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/downtime -- trait/general -aliases: ["A Home In Every Port"] ---- -# A Home In Every Port *Feat 11* -[downtime](../../Rules/traits/downtime.md) [general](../../Rules/traits/general.md) - -- **Prerequisites**: Charisma 16 - -You have a reputation in towns and villages you've visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you. - -*Source: Advanced Player's Guide p. 202* -%% #compendium/src/pf2e/apg #trait/downtime #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/aasimars-mercy-apg.md b/Compendium/feats/aasimars-mercy-apg.md deleted file mode 100644 index b077a4b0c..000000000 --- a/Compendium/feats/aasimars-mercy-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Aasimar's Mercy"] ---- -# Aasimar's Mercy *Feat 13* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -Your celestial powers allow you to remove lesser afflictions with ease. Each day, you can cast two 4th-level divine innate spells. You can choose from the following spells each time you cast: [remove curse](../spells/remove-curse.md), [remove disease](../spells/remove-disease.md), and [neutralize poison](../spells/neutralize-poison.md). - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/aberration-kinship-loag.md b/Compendium/feats/aberration-kinship-loag.md deleted file mode 100644 index bb022fef6..000000000 --- a/Compendium/feats/aberration-kinship-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Aberration Kinship"] ---- -# Aberration Kinship *Feat 1* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -Your mind resonates with the inscrutable thought processes that inhuman aberrations use to communicate. You can cast [mindlink](../spells/mindlink.md) as an innate occult spell once per day, but you can target only aberrations. - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/able-ritualist-av2.md b/Compendium/feats/able-ritualist-av2.md deleted file mode 100644 index 1def39b44..000000000 --- a/Compendium/feats/able-ritualist-av2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Able Ritualist"] ---- -# Able Ritualist *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/aboleth-transmutation-aaws.md b/Compendium/feats/aboleth-transmutation-aaws.md deleted file mode 100644 index 437474640..000000000 --- a/Compendium/feats/aboleth-transmutation-aaws.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Aboleth Transmutation"] ---- -# Aboleth Transmutation *Feat 9* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You have tapped into the ancient magic used by alghollthu masters (also known as aboleths) to mold the flesh of your ancestors. You can use this magic to transfigure other beings. You gain 3rd-level [feet to fins](../spells/feet-to-fins.md) and 2nd-level [water breathing](../spells/water-breathing.md) as arcane innate spells. You can cast each of these arcane innate spells once per day. - -*Source: Azarketi Ancestry Web Supplement p. 5* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/absorb-spell-locg.md b/Compendium/feats/absorb-spell-locg.md deleted file mode 100644 index 7dd2564ed..000000000 --- a/Compendium/feats/absorb-spell-locg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Absorb Spell"] ---- -# Absorb Spell [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md), spell repertoire or ability to prepare spells -- **Frequency**: once per 10 minutes -- **Trigger** You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast. -- **Activity** Reaction - -You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects. - -## Absorb Spell leads to... - -[Retain Absorbed Spell](retain-absorbed-spell-lopsg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 114* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/absorb-toxin-lome.md b/Compendium/feats/absorb-toxin-lome.md deleted file mode 100644 index 30683af75..000000000 --- a/Compendium/feats/absorb-toxin-lome.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Absorb Toxin"] ---- -# Absorb Toxin [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: You are not immune to diseases or poisons -- **Trigger** You attempt a saving throw against a [disease](../../Rules/traits/disease.md) or [poison](../../Rules/traits/poison.md) effect that affects an area. -- **Activity** Reaction - -Your skin readily absorbs poison and can consciously draw toxins into your body to spare others. Attempt a counteract check against the triggering effect; your counteract level equals half your level (rounded up), and for the roll use either your class DC –10 or your spellcasting ability modifier plus your spellcasting proficiency bonus. If you counteract the triggering effect, you end the effect for all other creatures in the area; however, you must still save against the effect with a –2 penalty to the initial save. - -*Source: Lost Omens: The Mwangi Expanse p. 122* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/abundant-step.md b/Compendium/feats/abundant-step.md deleted file mode 100644 index f44d6ac17..000000000 --- a/Compendium/feats/abundant-step.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Abundant Step"] ---- -# Abundant Step *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: incredible movement, ki spells - -You can teleport yourself a short distance. You gain the [abundant step](../spells/abundant-step.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/accelerating-touch-apg.md b/Compendium/feats/accelerating-touch-apg.md deleted file mode 100644 index 9285ef43a..000000000 --- a/Compendium/feats/accelerating-touch-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Accelerating Touch"] ---- -# Accelerating Touch *Feat 4* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: devotion spell ([lay on hands](../spells/lay-on-hands.md)) - -Your healing energies are infused with bounding energy. A creature that recovers Hit Points from your lay on hands gains a +10-foot status bonus to its Speed until the end of its next turn. - -*Source: Advanced Player's Guide p. 119* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/acclimatization-apg.md b/Compendium/feats/acclimatization-apg.md deleted file mode 100644 index fec99666b..000000000 --- a/Compendium/feats/acclimatization-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Acclimatization"] ---- -# Acclimatization *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Horizon Walker Dedication](horizon-walker-dedication-apg.md) - -Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on). When other creatures [Follow the Expert](../../Rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they too treat temperature effects as one step less severe. - -*Source: Advanced Player's Guide p. 177* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/accompany-apg.md b/Compendium/feats/accompany-apg.md deleted file mode 100644 index 581064da9..000000000 --- a/Compendium/feats/accompany-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -- trait/concentrate -- trait/manipulate -aliases: ["Accompany"] ---- -# Accompany [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Trigger** An ally within 30 feet [Casts a Spell](../../Rules/actions/cast-a-spell.md). -- **Activity** Reaction - -You use your performances to supplement an ally's spellcasting, providing magical energy for their spells. Attempt a [Performance](../skills.md#Performance) check, [using a very high DC for the ally's level](../../Rules/tables/dcs-by-level.md), and either spend a Focus Point (if the triggering spell is a focus spell) or expend a spell slot at least 1 level higher than the triggering spell. If you succeed at the [Performance](../skills.md#Performance) check, your ally's spell doesn't cost the Focus Point or spell slot. - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/bard #trait/concentrate #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/accurate-flurry-apg.md b/Compendium/feats/accurate-flurry-apg.md deleted file mode 100644 index acfc43e06..000000000 --- a/Compendium/feats/accurate-flurry-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Accurate Flurry"] ---- -# Accurate Flurry *Feat 20* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Impossible Flurry](impossible-flurry.md) -- **Requirements**: You are wielding two melee weapons, each in a different hand. - -You refine the precision of your unbelievable storm of blows. When you perform an [Impossible Flurry](impossible-flurry.md), your first attack with each weapon instead takes the multiple attack penalty as though you had already made one attack this turn. All subsequent attacks take the maximum multiple attack penalty, as though you had already made two or more attacks this turn. - -*Source: Advanced Player's Guide p. 133* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/accurate-swing-ngd.md b/Compendium/feats/accurate-swing-ngd.md deleted file mode 100644 index 833ab1092..000000000 --- a/Compendium/feats/accurate-swing-ngd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/vigilante -aliases: ["Accurate Swing"] ---- -# Accurate Swing *Feat 8* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Harsh Judgment](harsh-judgment-ngd.md), [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners - -You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you [Strike](../../Rules/actions/strike.md) a creature you condemned with Harsh Judgment that has the [frightened](../../Rules/conditions.md#Frightened) condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the [Strike](../../Rules/actions/strike.md)'s damage equal to the number of weapon damage dice your weapon deals. - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/accursed-claws-apg.md b/Compendium/feats/accursed-claws-apg.md deleted file mode 100644 index 66a6f1b48..000000000 --- a/Compendium/feats/accursed-claws-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Accursed Claws"] ---- -# Accursed Claws *Feat 9* -[changeling](../../Rules/traits/changeling-b1.md) - -- **Prerequisites**: claw unarmed attack - -Your claws carry your mother's hag magic. When you critically hit with a claw [Strike](../../Rules/actions/strike.md), the target takes an additional `1d4` [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/accursed-clay-fist-ec3.md b/Compendium/feats/accursed-clay-fist-ec3.md deleted file mode 100644 index 12530601b..000000000 --- a/Compendium/feats/accursed-clay-fist-ec3.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -- trait/curse -aliases: ["Accursed Clay Fist"] ---- -# Accursed Clay Fist *Feat 10* -[archetype](../../Rules/traits/archetype.md) [curse](../../Rules/traits/curse.md) - -- **Prerequisites**: [Golem Grafter Dedication](golem-grafter-dedication-ec3.md), expert in unarmed attacks - -You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed [Strike](../../Rules/actions/strike.md) with your clay fist and hit, your target takes a –2 status penalty to saving throws against [curse](../../Rules/traits/curse.md) effects for 1 hour. - -**Special.** The damage die for your clay fist is `1d8`, and it loses the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits of a typical fist. - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #compendium/src/pf2e/ec3 #trait/archetype #trait/curse %% \ No newline at end of file diff --git a/Compendium/feats/accursed-magic-da.md b/Compendium/feats/accursed-magic-da.md deleted file mode 100644 index ecdd12356..000000000 --- a/Compendium/feats/accursed-magic-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Accursed Magic"] ---- -# Accursed Magic *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](curse-maelstrom-dedication-da.md) - -When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast [claim curse](../spells/claim-curse-som.md) (Secrets of Magic 95). At 10th level, you can also cast [seal fate](../spells/seal-fate-apg.md) (Advanced Player's Guide 224), and at 12th level, you can also cast [inevitable disaster](../spells/inevitable-disaster-som.md) (Secrets of Magic 111). You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. - -If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells. - -*Source: Dark Archive p. 169* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/accursed-touch-botd.md b/Compendium/feats/accursed-touch-botd.md deleted file mode 100644 index c4b41651c..000000000 --- a/Compendium/feats/accursed-touch-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Accursed Touch"] ---- -# Accursed Touch *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) - -You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist [Strike](../../Rules/actions/strike.md), negative energy binds to it; this is a [curse](../../Rules/traits/curse.md) and a [disease](../../Rules/traits/disease.md). The creature takes `2d6` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage). While the creature has this [persistent damage](../../Rules/conditions.md#Persistent%20Damage), it's also [stupefied](../../Rules/conditions.md#Stupefied). The [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases to `3d6` at 14th level and `4d6` at 20th level. This is a critical specialization effect. - -## Accursed Touch leads to... - -[Channel Rot](channel-rot-botd.md) - -## Summary - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/achaekeks-grip-lol.md b/Compendium/feats/achaekeks-grip-lol.md deleted file mode 100644 index a8fd8ce24..000000000 --- a/Compendium/feats/achaekeks-grip-lol.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/rare -aliases: ["Achaekek's Grip"] ---- -# Achaekek's Grip *Feat 8* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Basic Red Mantis Magic](basic-red-mantis-magic-lowg.md) - -You sense if a creature you have slain in the last year has been restored to life, as long as you and that creature are on the same plane. You also gain the [Achaekek's clutch](../spells/achaekeks-clutch-lol.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by praying to [Achaekek](../setting/deities/achaekek-logm.md) or researching your assigned kill. - -## Achaekek's Grip leads to... - -[Vernai Training](vernai-training-lol.md) - -## Summary - -*Source: Lost Omens: Legends p. 58* -%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/acquired-tolerance-apg.md b/Compendium/feats/acquired-tolerance-apg.md deleted file mode 100644 index f3571cea4..000000000 --- a/Compendium/feats/acquired-tolerance-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/fortune -aliases: ["Acquired Tolerance"] ---- -# Acquired Tolerance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [fortune](../../Rules/traits/fortune.md) - -- **Prerequisites**: [Poisoner Dedication](poisoner-dedication-apg.md) -- **Trigger** You fail a save against a poison. -- **Activity** Reaction - -A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison. - -*Source: Advanced Player's Guide p. 186* -%% #compendium/src/pf2e/apg #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/acrobat-dedication-apg.md b/Compendium/feats/acrobat-dedication-apg.md deleted file mode 100644 index d24a6aea8..000000000 --- a/Compendium/feats/acrobat-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Acrobat Dedication"] ---- -# Acrobat Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Acrobatics](../skills.md#Acrobatics) - -You become an expert in [Acrobatics](../skills.md#Acrobatics). At 7th level, you become a master in [Acrobatics](../skills.md#Acrobatics), and at 15th level, you become legendary in [Acrobatics](../skills.md#Acrobatics). Whenever you critically succeed at an [Acrobatics](../skills.md#Acrobatics) check to [Tumble Through](../../Rules/actions/tumble-through.md) an enemy's space, you don't treat the enemy's space as difficult terrain. - -**Special.** You can't select another dedication feat until you have gained two other feats from the acrobat archetype. - -## Acrobat Dedication leads to... - -[Contortionist](contortionist-apg.md), [Dodge Away](dodge-away-apg.md), [Graceful Leaper](graceful-leaper-apg.md), [Tumbling Opportunist](tumbling-opportunist-apg.md), [Tumbling Strike](tumbling-strike-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 155* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/acrobatic-performer-apg.md b/Compendium/feats/acrobatic-performer-apg.md deleted file mode 100644 index 6ba725212..000000000 --- a/Compendium/feats/acrobatic-performer-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Acrobatic Performer"] ---- -# Acrobatic Performer *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Acrobatics](../skills.md#Acrobatics) - -You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an [Acrobatics](../skills.md#Acrobatics) check instead of a [Performance](../skills.md#Performance) check when using the [Perform](../../Rules/actions/perform.md) action. - -*Source: Advanced Player's Guide p. 202* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/acute-scent.md b/Compendium/feats/acute-scent.md deleted file mode 100644 index 400370f43..000000000 --- a/Compendium/feats/acute-scent.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Acute Scent"] ---- -# Acute Scent *Feat 2* -[barbarian](../../Rules/traits/barbarian.md) - -- **Prerequisites**: [Acute Vision](acute-vision.md) or [darkvision](../../Rules/abilities/darkvision.md) - -When you [Rage](../../Rules/actions/rage.md), your sense of smell improves. You gain imprecise [scent](../../Rules/abilities/scent.md) with a range of 30 feet. - -## Acute Scent leads to... - -[Instinctive Strike](instinctive-strike-apg.md), [Nocturnal Sense](nocturnal-sense-apg.md), [Supernatural Senses](supernatural-senses-apg.md) - -## Summary - -*Source: Core Rulebook p. 88* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/acute-vision.md b/Compendium/feats/acute-vision.md deleted file mode 100644 index 21abdbb7e..000000000 --- a/Compendium/feats/acute-vision.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Acute Vision"] ---- -# Acute Vision *Feat 1* -[barbarian](../../Rules/traits/barbarian.md) - - -When you are raging, your visual senses improve, granting you [darkvision](../../Rules/abilities/darkvision.md). - -## Acute Vision leads to... - -[Acute Scent](acute-scent.md), [Instinctive Strike](instinctive-strike-apg.md), [Nocturnal Sense](nocturnal-sense-apg.md), [Supernatural Senses](supernatural-senses-apg.md) - -## Summary - -*Source: Core Rulebook p. 88* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/adaptive-adept.md b/Compendium/feats/adaptive-adept.md deleted file mode 100644 index 802549c7f..000000000 --- a/Compendium/feats/adaptive-adept.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/human -aliases: ["Adaptive Adept"] ---- -# Adaptive Adept *Feat 5* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Adapted Cantrip](adapted-cantrip.md), can cast 3rd-level spells - -You've continued adapting your magic to blend your class's tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from [Adapted Cantrip](adapted-cantrip.md). You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from [Adapted Cantrip](adapted-cantrip.md). You can cast this spell as a spell of your class's magical tradition. If you choose a 1st-level spell, you don't gain access to the heightened versions of that spell, meaning you can't prepare them if you prepare spells and you can't learn them or select the spell as a signature spell if you have a spell repertoire. - -*Source: Core Rulebook p. 57* -%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/adaptive-mask-familiar-locg.md b/Compendium/feats/adaptive-mask-familiar-locg.md deleted file mode 100644 index d67a31b5d..000000000 --- a/Compendium/feats/adaptive-mask-familiar-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Adaptive Mask Familiar"] ---- -# Adaptive Mask Familiar *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mask Familiar](mask-familiar-locg.md) - -Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two. - -*Source: Lost Omens: Character Guide p. 101* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/adaptive-vision-g-g.md b/Compendium/feats/adaptive-vision-g-g.md deleted file mode 100644 index c16b7eed0..000000000 --- a/Compendium/feats/adaptive-vision-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Adaptive Vision"] ---- -# Adaptive Vision *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -After years of using black powder weaponry in dimly lit spaces, you've become accustomed to dazzling flashes of light and sudden shifts in illumination. You gain a +1 circumstance bonus to saving throws against [visual](../../Rules/traits/visual.md) effects. - -If you roll a success on a saving throw against a [visual](../../Rules/traits/visual.md) effect, you get a critical success instead. - -*Source: Guns & Gears p. 200* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/additional-companion-apg.md b/Compendium/feats/additional-companion-apg.md deleted file mode 100644 index c4908c075..000000000 --- a/Compendium/feats/additional-companion-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Additional Companion"] ---- -# Additional Companion *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](beastmaster-dedication-apg.md) - -Another animal joins you in your travels. It is a young animal companion that has the [minion](../../Rules/traits/minion.md) trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works. - -**Special.** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype). - -*Source: Advanced Player's Guide p. 160* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/additional-lore.md b/Compendium/feats/additional-lore.md deleted file mode 100644 index 3ded54245..000000000 --- a/Compendium/feats/additional-lore.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Additional Lore"] ---- -# Additional Lore *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Lore](../skills.md#Lore) - -Your knowledge has expanded to encompass a new field. Choose an additional [Lore](../skills.md#Lore) skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen [Lore](../skills.md#Lore) subcategory. - -**Special.** You can select this feat more than once. Each time you must select a new subcategory of [Lore](../skills.md#Lore) and you gain the additional skill increases to that subcategory for the listed levels. - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/additional-recollection-apg.md b/Compendium/feats/additional-recollection-apg.md deleted file mode 100644 index 417b3e269..000000000 --- a/Compendium/feats/additional-recollection-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Additional Recollection"] ---- -# Additional Recollection [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[ranger](../../Rules/traits/ranger.md) - -- **Trigger** You succeed or critically succeed at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) on your hunted prey. -- **Activity** Free Action - -You scan the battlefield quickly, remembering critical details about multiple opponents you face. You immediately attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a different creature you can perceive. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/additional-shadow-magic-apg.md b/Compendium/feats/additional-shadow-magic-apg.md deleted file mode 100644 index c74b7ed74..000000000 --- a/Compendium/feats/additional-shadow-magic-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Additional Shadow Magic"] ---- -# Additional Shadow Magic *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadow Magic](shadow-magic-apg.md) - -Choose an additional shadowdancer focus spell you haven't already selected from [Shadow Magic](shadow-magic-apg.md). Increase the number of Focus Points in your pool by 1. - -*Source: Advanced Player's Guide p. 192* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/adhyabhau-loag.md b/Compendium/feats/adhyabhau-loag.md deleted file mode 100644 index 9798cc7d5..000000000 --- a/Compendium/feats/adhyabhau-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -- trait/lineage -aliases: ["Adhyabhau"] ---- -# Adhyabhau *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the [emotion](../../Rules/traits/emotion.md) trait, and when you roll a success on a saving throw against such an effect, you get a critical success instead. - -## Adhyabhau leads to... - -[Feed On Pain](feed-on-pain-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 26* -%% #compendium/src/pf2e/loag #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/adrenaline-rush-apg.md b/Compendium/feats/adrenaline-rush-apg.md deleted file mode 100644 index c98c526e1..000000000 --- a/Compendium/feats/adrenaline-rush-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Adrenaline Rush"] ---- -# Adrenaline Rush *Feat 1* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - - -In the heat of battle, you are capable of amazing feats of strength. While you are [raging](../../Rules/actions/rage.md), increase your [encumbered](../../Rules/conditions.md#Encumbered) and maximum Bulk limits by 2; you also gain a +1 status bonus to [Athletics](../skills.md#Athletics) checks to lift heavy objects, [Escape](../../Rules/actions/escape.md), and [Force Open](../../Rules/actions/force-open.md). - -*Source: Advanced Player's Guide p. 108* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/adroit-manipulation-locg.md b/Compendium/feats/adroit-manipulation-locg.md deleted file mode 100644 index dfbe1f365..000000000 --- a/Compendium/feats/adroit-manipulation-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -- trait/uncommon -aliases: ["Adroit Manipulation"] ---- -# Adroit Manipulation *Feat 1* -[halfling](../../Rules/traits/halfling.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Mihrini ethnicity - -You've fiddled with knots, locks, and blacksmith's puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in [Thievery](../skills.md#Thievery) (or another skill of your choice, if you're already trained in [Thievery](../skills.md#Thievery)). If you roll a success on a [Thievery](../skills.md#Thievery) check to [Pick a Lock](../../Rules/actions/pick-a-lock.md), you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 44* -%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/advanced-bow-training-apg.md b/Compendium/feats/advanced-bow-training-apg.md deleted file mode 100644 index 0a59f9234..000000000 --- a/Compendium/feats/advanced-bow-training-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Advanced Bow Training"] ---- -# Advanced Bow Training *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Archer Dedication](archer-dedication-apg.md) - -Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group. - -*Source: Advanced Player's Guide p. 157* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-breakthrough-g-g.md b/Compendium/feats/advanced-breakthrough-g-g.md deleted file mode 100644 index 015a423f1..000000000 --- a/Compendium/feats/advanced-breakthrough-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Advanced Breakthrough"] ---- -# Advanced Breakthrough *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Breakthrough](basic-breakthrough-g-g.md) - -You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another inventor feat. - -*Source: Guns & Gears p. 49* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-construct-companion-g-g.md b/Compendium/feats/advanced-construct-companion-g-g.md deleted file mode 100644 index c6d9f7cab..000000000 --- a/Compendium/feats/advanced-construct-companion-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Advanced Construct Companion"] ---- -# Advanced Construct Companion *Feat 4* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: construct companion - -You've upgraded your construct companion's power and decision-making ability. It becomes an advanced construct companion (page 33). During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). - -## Advanced Construct Companion leads to... - -[Incredible Construct Companion](incredible-construct-companion-g-g.md) - -## Summary - -*Source: Guns & Gears p. 26* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/advanced-deduction-apg.md b/Compendium/feats/advanced-deduction-apg.md deleted file mode 100644 index 9d63a175c..000000000 --- a/Compendium/feats/advanced-deduction-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Advanced Deduction"] ---- -# Advanced Deduction *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Deduction](basic-deduction-apg.md) - -You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another investigator feat. - -*Source: Advanced Player's Guide p. 151* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-deitys-domain.md b/Compendium/feats/advanced-deitys-domain.md deleted file mode 100644 index 1c3868071..000000000 --- a/Compendium/feats/advanced-deitys-domain.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Advanced Deity's Domain"] ---- -# Advanced Deity's Domain *Feat 8* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Deity's Domain](deitys-domain.md) - -Through your conviction, you have glimpsed the deeper secrets of your deity's domain. You gain an advanced domain spell from the domain you chose with [Deity's Domain](deitys-domain.md). You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 112* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/advanced-domain.md b/Compendium/feats/advanced-domain.md deleted file mode 100644 index a8bc5f7b5..000000000 --- a/Compendium/feats/advanced-domain.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Advanced Domain"] ---- -# Advanced Domain *Feat 8* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Domain Initiate](domain-initiate.md) - -Your studies or prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one. - -## Advanced Domain leads to... - -[Deity's Protection](deitys-protection.md) - -## Summary - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/advanced-elemental-spell-som.md b/Compendium/feats/advanced-elemental-spell-som.md deleted file mode 100644 index 3c6c3d27d..000000000 --- a/Compendium/feats/advanced-elemental-spell-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -aliases: ["Advanced Elemental Spell"] ---- -# Advanced Elemental Spell *Feat 6* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: flame order, stone order, storm order, or wave order - -Your connection to one of the great elemental aspects of nature deepens, allowing you further control over its powers. You gain the advanced order spell associated with your order: if you're a member of the flame order, you gain [combustion](../spells/combustion-som.md); if you're a member of the stone order, you gain [stone lance](../spells/stone-lance-som.md); if you're a member of the storm order, you gain [powerful inhalation](../spells/powerful-inhalation-som.md); if you're a member of the wave order, you gain [pulverizing cascade](../spells/pulverizing-cascade-som.md). Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 199* -%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/advanced-first-aid-apg.md b/Compendium/feats/advanced-first-aid-apg.md deleted file mode 100644 index 657348840..000000000 --- a/Compendium/feats/advanced-first-aid-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/healing -- trait/manipulate -- trait/skill -aliases: ["Advanced First Aid"] ---- -# Advanced First Aid *Feat 7* -[general](../../Rules/traits/general.md) [healing](../../Rules/traits/healing.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Medicine](../skills.md#Medicine) - -You use your medical training to ameliorate sickness or assuage fears. When you use [Medicine](../skills.md#Medicine) to [Administer First Aid](../../Rules/actions/administer-first-aid.md), instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally's [frightened](../../Rules/conditions.md#Frightened) or [sickened](../../Rules/conditions.md#Sickened) condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the [Medicine](../skills.md#Medicine) check is usually the DC of the effect that caused the condition. - -*Source: Advanced Player's Guide p. 202* -%% #compendium/src/pf2e/apg #trait/general #trait/healing #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/advanced-flair-apg.md b/Compendium/feats/advanced-flair-apg.md deleted file mode 100644 index c0143cbb1..000000000 --- a/Compendium/feats/advanced-flair-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Advanced Flair"] ---- -# Advanced Flair *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Flair](basic-flair-apg.md) - -You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another swashbuckler feat. - -*Source: Advanced Player's Guide p. 153* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-general-training-apg.md b/Compendium/feats/advanced-general-training-apg.md deleted file mode 100644 index adcb4b92a..000000000 --- a/Compendium/feats/advanced-general-training-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/human -aliases: ["Advanced General Training"] ---- -# Advanced General Training *Feat 13* -[human](../../Rules/traits/human.md) - - -Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general feat of 7th level or lower. You must meet the feat's prerequisites. - -**Special.** You can select this feat multiple times, choosing a different feat each time. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/advanced-hallowed-spell-botd.md b/Compendium/feats/advanced-hallowed-spell-botd.md deleted file mode 100644 index 3c2e58fef..000000000 --- a/Compendium/feats/advanced-hallowed-spell-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Advanced Hallowed Spell"] ---- -# Advanced Hallowed Spell *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](hallowed-necromancer-dedication-botd.md), necromancer initial school spell or death initial domain spell - -You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell [life siphon](../spells/life-siphon.md) or the advanced domain spell of the death domain, [eradicate undeath](../spells/eradicate-undeath.md). Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots. - -**Special.** You can select this feat a second time, choosing the other advanced focus spell. - -*Source: Book of the Dead p. 25* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-martial-magic-som.md b/Compendium/feats/advanced-martial-magic-som.md deleted file mode 100644 index 9e5aca145..000000000 --- a/Compendium/feats/advanced-martial-magic-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Advanced Martial Magic"] ---- -# Advanced Martial Magic *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Martial Magic](basic-martial-magic-som.md) - -You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another magus feat. - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-mysteries-apg.md b/Compendium/feats/advanced-mysteries-apg.md deleted file mode 100644 index b9cd51368..000000000 --- a/Compendium/feats/advanced-mysteries-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Advanced Mysteries"] ---- -# Advanced Mysteries *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Mysteries](basic-mysteries-apg.md) - -You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level. - -**Special.** You can select this feat more than once. Each time, you gain another oracle feat. - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-order-training-locg.md b/Compendium/feats/advanced-order-training-locg.md deleted file mode 100644 index 60378142e..000000000 --- a/Compendium/feats/advanced-order-training-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/uncommon -aliases: ["Advanced Order Training"] ---- -# Advanced Order Training *Feat 12* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](hellknight-signifer-dedication-locg.md) - -You gain the greater order benefit for the Hellknight order to which you belong. - -*Source: Lost Omens: Character Guide p. 81* -%% #compendium/src/pf2e/locg #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/advanced-reanimated-companion-ooa3.md b/Compendium/feats/advanced-reanimated-companion-ooa3.md deleted file mode 100644 index 2e84b2d60..000000000 --- a/Compendium/feats/advanced-reanimated-companion-ooa3.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Advanced Reanimated Companion"] ---- -# Advanced Reanimated Companion *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Clockwork Reanimator Dedication](clockwork-reanimator-dedication-ooa3.md) - -Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command an Animal action, your construct companion can still use 1 action on your turn that round to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). - -## Advanced Reanimated Companion leads to... - -[Incredible Reanimated Companion](incredible-reanimated-companion-ooa3.md), [Paragon Reanimated Companion](paragon-reanimated-companion-ooa3.md) - -## Summary - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-red-mantis-magic-lowg.md b/Compendium/feats/advanced-red-mantis-magic-lowg.md deleted file mode 100644 index 0fbe6aff5..000000000 --- a/Compendium/feats/advanced-red-mantis-magic-lowg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Advanced Red Mantis Magic"] ---- -# Advanced Red Mantis Magic *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Red Mantis Magic](basic-red-mantis-magic-lowg.md) - -Your Red Mantis magical training has improved. Add two 2nd-level spells to your Red Mantis assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. - -At 8th level, add two 3rd-level spells to your Red Mantis assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. - -At 10th level, add two 4th-level spells to your Red Mantis assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. - -## Advanced Red Mantis Magic leads to... - -[Vernai Training](vernai-training-lol.md) - -## Summary - -*Source: Lost Omens: World Guide p. 71* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-revelation-apg.md b/Compendium/feats/advanced-revelation-apg.md deleted file mode 100644 index 34a2b8f42..000000000 --- a/Compendium/feats/advanced-revelation-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Advanced Revelation"] ---- -# Advanced Revelation *Feat 6* -[oracle](../../Rules/traits/oracle-apg.md) - -- **Prerequisites**: initial revelation spell - -You learn an advanced revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1. - -## Advanced Revelation leads to... - -[Diverse Mystery](diverse-mystery-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/advanced-runic-mind-smithing-da.md b/Compendium/feats/advanced-runic-mind-smithing-da.md deleted file mode 100644 index bc07686bd..000000000 --- a/Compendium/feats/advanced-runic-mind-smithing-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Advanced Runic Mind-Smithing"] ---- -# Advanced Runic Mind-Smithing *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Runic Mind Smithing](runic-mind-smithing-da.md) - -Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic, axiomatic, holy, or unholy runes. - -In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-school-spell.md b/Compendium/feats/advanced-school-spell.md deleted file mode 100644 index f0d334500..000000000 --- a/Compendium/feats/advanced-school-spell.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Advanced School Spell"] ---- -# Advanced School Spell *Feat 8* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: arcane school - -You gain access to a powerful new school spell depending on your arcane school. If you're an abjurer, you gain [energy absorption](../spells/energy-absorption.md); if you're a conjurer, you gain [dimensional steps](../spells/dimensional-steps.md); if you're a diviner, you gain [vigilant eye](../spells/vigilant-eye.md); if you're an enchanter, you gain [dread aura](../spells/dread-aura.md); if you're an evoker, you gain [elemental tempest](../spells/elemental-tempest.md); if you're an illusionist, you gain [invisibility cloak](../spells/invisibility-cloak.md); if you're a necromancer, you gain [life siphon](../spells/life-siphon.md); and if you're a transmuter, you gain [shifting form](../spells/shifting-form.md). Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 211* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/advanced-seeker-of-truths-av2.md b/Compendium/feats/advanced-seeker-of-truths-av2.md deleted file mode 100644 index cdf4c2ec1..000000000 --- a/Compendium/feats/advanced-seeker-of-truths-av2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Advanced Seeker Of Truths"] ---- -# Advanced Seeker Of Truths *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md), [Seeker of Truths](seeker-of-truths-av2.md) - -You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1. - -**Special.** You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths. - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-shooter-g-g.md b/Compendium/feats/advanced-shooter-g-g.md deleted file mode 100644 index 6e91d21d3..000000000 --- a/Compendium/feats/advanced-shooter-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Advanced Shooter"] ---- -# Advanced Shooter *Feat 6* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -You've dedicated your training to the most complex and weird weapons of your favorite group. Choose firearms or crossbows. You gain proficiency with all advanced firearms as if they were martial firearms or with all advanced crossbows as if they were martial crossbows. - -*Source: Guns & Gears p. 113* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/advanced-shooting-g-g.md b/Compendium/feats/advanced-shooting-g-g.md deleted file mode 100644 index e0c7b1387..000000000 --- a/Compendium/feats/advanced-shooting-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Advanced Shooting"] ---- -# Advanced Shooting *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Shooting](basic-shooting-g-g.md) - -You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another gunslinger feat. - -*Source: Guns & Gears p. 127* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-synergy-som.md b/Compendium/feats/advanced-synergy-som.md deleted file mode 100644 index 4ac2d7d79..000000000 --- a/Compendium/feats/advanced-synergy-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Advanced Synergy"] ---- -# Advanced Synergy *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Synergy](basic-synergy-som.md) - -You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another summoner feat. - -## Advanced Synergy leads to... - -[Signature Synergy](signature-synergy-som.md) - -## Summary - -*Source: Secrets of Magic p. 77* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-targeting-system-loag.md b/Compendium/feats/advanced-targeting-system-loag.md deleted file mode 100644 index 5cba906f8..000000000 --- a/Compendium/feats/advanced-targeting-system-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Advanced Targeting System"] ---- -# Advanced Targeting System *Feat 5* -[android](../../Rules/traits/android-loag.md) - - -Your ocular processors are augmented with advanced targeting systems, which allow you to more easily pinpoint your enemy and read their movements. You can cast [true strike](../spells/true-strike.md) once per day as a 1st-level arcane innate spell. - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/advanced-thaumaturgy-da.md b/Compendium/feats/advanced-thaumaturgy-da.md deleted file mode 100644 index 39f9c4319..000000000 --- a/Compendium/feats/advanced-thaumaturgy-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Advanced Thaumaturgy"] ---- -# Advanced Thaumaturgy *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Thaumaturgy](basic-thaumaturgy-da.md) - -You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another thaumaturge feat. - -*Source: Dark Archive p. 49* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-thoughtform-da.md b/Compendium/feats/advanced-thoughtform-da.md deleted file mode 100644 index 12edfc1d6..000000000 --- a/Compendium/feats/advanced-thoughtform-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Advanced Thoughtform"] ---- -# Advanced Thoughtform *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Thoughtform](basic-thoughtform-da.md) - -You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another psychic feat. - -*Source: Dark Archive p. 48* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advanced-weaponry-som.md b/Compendium/feats/advanced-weaponry-som.md deleted file mode 100644 index 5b228251a..000000000 --- a/Compendium/feats/advanced-weaponry-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Advanced Weaponry"] ---- -# Advanced Weaponry *Feat 1* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: [disarm](../../Rules/traits/disarm.md), [grapple](../../Rules/traits/grapple.md), [nonlethal](../../Rules/traits/nonlethal.md), [shove](../../Rules/traits/shove.md), [trip](../../Rules/traits/trip.md), or [versatile](../../Rules/traits/versatile.md) bludgeoning, piercing, or slashing. - -*Source: Secrets of Magic p. 67* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/advanced-witchcraft-apg.md b/Compendium/feats/advanced-witchcraft-apg.md deleted file mode 100644 index bb46ae49a..000000000 --- a/Compendium/feats/advanced-witchcraft-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Advanced Witchcraft"] ---- -# Advanced Witchcraft *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Witchcraft](basic-witchcraft-apg.md) - -You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level. - -**Special.** You can select this feat more than once. Each time you select it, you gain another witch feat. - -*Source: Advanced Player's Guide p. 154* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/advantageous-assault.md b/Compendium/feats/advantageous-assault.md deleted file mode 100644 index fe7a64051..000000000 --- a/Compendium/feats/advantageous-assault.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Advantageous Assault"] ---- -# Advantageous Assault [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Activity** Single Action - -When an enemy's movement is compromised, you deliver a more deadly blow. Make a [Strike](../../Rules/actions/strike.md) against a creature that is [grabbed](../../Rules/conditions.md#Grabbed), [prone](../../Rules/conditions.md#Prone), or [restrained](../../Rules/conditions.md#Restrained). You gain a circumstance bonus to damage on this [Strike](../../Rules/actions/strike.md) equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. The [Strike](../../Rules/actions/strike.md) gains the following failure effect. - -> [!success-degree] -> - **Failure** You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. This damage has the same damage type as the weapon. - -*Source: Core Rulebook p. 147* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/aegis-of-arnisant-locg.md b/Compendium/feats/aegis-of-arnisant-locg.md deleted file mode 100644 index 7c25d48c9..000000000 --- a/Compendium/feats/aegis-of-arnisant-locg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Aegis Of Arnisant"] ---- -# Aegis Of Arnisant [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md), [Shield Block](shield-block.md), master in [Religion](../skills.md#Religion) -- **Requirements**: You are wielding a shield. -- **Activity** Two-Action - -Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction: - -```ad-embed-ability -title: Absorb into the Aegis [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](../../../rules/traits/manipulate.md) - -- **Trigger**: An enemy casts a spell that targets you or an ally within 15 feet of you. - -**Effect** You interpose your shield's ward against the spell. Attempt a counteract check, using your [Religion](../../../compendium/skills.md#Religion) modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level. -%% #trait/manipulate %% -``` - -*Source: Lost Omens: Character Guide p. 94* -%% #compendium/src/pf2e/locg #trait/archetype %% diff --git a/Compendium/feats/aeon-resonance-som.md b/Compendium/feats/aeon-resonance-som.md deleted file mode 100644 index 4cce53460..000000000 --- a/Compendium/feats/aeon-resonance-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Aeon Resonance"] ---- -# Aeon Resonance *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Embed Aeon Stone](embed-aeon-stone-som.md) - -You gain the resonant power of one embedded aeon stone as if it were placed in a wayfinder. While you can embed multiple aeon stones in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations. - -**Special.** At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested aeon stones instead of only one. - -*Source: Secrets of Magic p. 240* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/aerial-piledriver-lotgb.md b/Compendium/feats/aerial-piledriver-lotgb.md deleted file mode 100644 index 0100f3235..000000000 --- a/Compendium/feats/aerial-piledriver-lotgb.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/attack -aliases: ["Aerial Piledriver"] ---- -# Aerial Piledriver [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Two-Action - -Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee [Strike](../../Rules/actions/strike.md) against the creature you have [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). - -This [Strike](../../Rules/actions/strike.md) deals `1d6` additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure. - -> [!success-degree] -> - **Success** The target lands [prone](../../Rules/conditions.md#Prone). -> - **Failure** You lose your grip on the target, and it is no longer [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) by you. -> - **Critical Failure** You lose both your grip on the target and your balance. You fall [prone](../../Rules/conditions.md#Prone), and the target is no longer [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) by you. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/Compendium/feats/aerobatics-mastery-apg.md b/Compendium/feats/aerobatics-mastery-apg.md deleted file mode 100644 index 0fb4732b7..000000000 --- a/Compendium/feats/aerobatics-mastery-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Aerobatics Mastery"] ---- -# Aerobatics Mastery *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Acrobatics](../skills.md#Acrobatics) - -You move with grace in flight and can perform amazing aerial stunts. You gain a +2 circumstance bonus to [Acrobatics](../skills.md#Acrobatics) checks to [Maneuver in Flight](../../Rules/actions/maneuver-in-flight.md) and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds. The DC of the [Acrobatics](../skills.md#Acrobatics) check is equal to the DC of the most difficult maneuver + 5. If you're legendary in [Acrobatics](../skills.md#Acrobatics), you can combine three such maneuvers into a single action; the DC of the [Acrobatics](../skills.md#Acrobatics) check is equal to the DC of the most difficult maneuver + 10. Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed. - -*Source: Advanced Player's Guide p. 202* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/affliction-mercy.md b/Compendium/feats/affliction-mercy.md deleted file mode 100644 index 422cd651e..000000000 --- a/Compendium/feats/affliction-mercy.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Affliction Mercy"] ---- -# Affliction Mercy *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Mercy](mercy.md) - -The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](mercy.md), you can instead attempt to counteract a [curse](../../Rules/traits/curse.md), [disease](../../Rules/traits/disease.md), or [poison](../../Rules/traits/poison.md). - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/after-you-apg.md b/Compendium/feats/after-you-apg.md deleted file mode 100644 index ed60b7b26..000000000 --- a/Compendium/feats/after-you-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["After You"] ---- -# After You [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Trigger** You're about to roll initiative. -- **Activity** Free Action - -You allow your foes to make the first move in a show of incredible confidence. You don't roll initiative; instead you voluntarily go last. You gain Panache|Swashbuckler|APG|1. If more than one character uses this ability or another ability to go last, use the normal rules for resolving a tie: NPCs and monsters act before PCs, and within those groups, the creatures can choose whichever order they want. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/agathion-magic-loag.md b/Compendium/feats/agathion-magic-loag.md deleted file mode 100644 index bbcb1aae5..000000000 --- a/Compendium/feats/agathion-magic-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -aliases: ["Agathion Magic"] ---- -# Agathion Magic *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Idyllkin](idyllkin-loag.md) - -The harmonious magic of Nirvana flows through you. You can cast [animal form](../spells/animal-form.md) and [calm emotions](../spells/calm-emotions.md) each once per day as 2nd-level divine innate spells. - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/ageless-patience.md b/Compendium/feats/ageless-patience.md deleted file mode 100644 index 4a52e6fcc..000000000 --- a/Compendium/feats/ageless-patience.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Ageless Patience"] ---- -# Ageless Patience *Feat 5* -[elf](../../Rules/traits/elf.md) - - -You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a [Perception](../skills.md#Perception) check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to [Seek](../../Rules/actions/seek.md), which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. - -The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature. - -*Source: Core Rulebook p. 40* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/ageless-spirit-loag.md b/Compendium/feats/ageless-spirit-loag.md deleted file mode 100644 index f7d07d443..000000000 --- a/Compendium/feats/ageless-spirit-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -aliases: ["Ageless Spirit"] ---- -# Ageless Spirit *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - - -You remember more about your previous incarnations than most leshys. During your daily preparations, you can meditate upon fragmentary memories of your past lives to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. - -*Source: Lost Omens: Ancestry Guide p. 43* -%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/aggravating-scratch-apg.md b/Compendium/feats/aggravating-scratch-apg.md deleted file mode 100644 index caac47626..000000000 --- a/Compendium/feats/aggravating-scratch-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -- trait/disease -aliases: ["Aggravating Scratch"] ---- -# Aggravating Scratch *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) [disease](../../Rules/traits/disease.md) - -- **Prerequisites**: claw unarmed attack - -Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw [Strikes](../../Rules/actions/strike.md) deal an additional `1d4` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit. - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk #trait/disease %% \ No newline at end of file diff --git a/Compendium/feats/aggressive-block.md b/Compendium/feats/aggressive-block.md deleted file mode 100644 index dda342028..000000000 --- a/Compendium/feats/aggressive-block.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Aggressive Block"] ---- -# Aggressive Block [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) - -- **Trigger** You use the [Shield Block](shield-block.md) reaction, and the opponent that triggered [Shield Block](shield-block.md) is adjacent to you and is your size or smaller. -- **Activity** Free Action - -You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically [Shoving](../../Rules/actions/shove.md) it 5 feet or causing it to become [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn. The triggering creature chooses whether to be moved or become [flat-footed](../../Rules/conditions.md#Flat-footed). If it chooses to be moved, you choose the direction. If the [Shove](../../Rules/actions/shove.md) would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become [flat-footed](../../Rules/conditions.md#Flat-footed) instead of being moved. - -## Aggressive Block leads to... - -[Flinging Shove](flinging-shove.md), [Powerful Shove](powerful-shove.md) - -## Summary - -*Source: Core Rulebook p. 145* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/agile-grace.md b/Compendium/feats/agile-grace.md deleted file mode 100644 index 175326611..000000000 --- a/Compendium/feats/agile-grace.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Agile Grace"] ---- -# Agile Grace *Feat 10* -[fighter](../../Rules/traits/fighter.md) - - -Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with [agile](../../Rules/traits/agile.md) weapons and [agile](../../Rules/traits/agile.md) unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8). - -*Source: Core Rulebook p. 150* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/agile-hand-lotgb.md b/Compendium/feats/agile-hand-lotgb.md deleted file mode 100644 index d8afc60d4..000000000 --- a/Compendium/feats/agile-hand-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Agile Hand"] ---- -# Agile Hand *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [mage hand](../spells/mage-hand.md) - -When you cast [mage hand](../spells/mage-hand.md), you can modify its target to be a set of thieves' tools. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md) in this way, the tools move up to 20 feet towards a device or lock. After you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) on future turns, you can use the tools to attempt [Thievery](../skills.md#Thievery) checks to [Disable a Device](../../Rules/actions/disable-a-device.md) or [Pick a Lock](../../Rules/actions/pick-a-lock.md) within the spell's range, but you take a –2 penalty to your [Thievery](../skills.md#Thievery) check. If you critically fail, the spell ends and you can't use this modification again for 24 hours. - -## Agile Hand leads to... - -[Larcenous Hand](larcenous-hand-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/agile-maneuvers-apg.md b/Compendium/feats/agile-maneuvers-apg.md deleted file mode 100644 index 93c8f2de7..000000000 --- a/Compendium/feats/agile-maneuvers-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Agile Maneuvers"] ---- -# Agile Maneuvers *Feat 6* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -Your easily maneuver against your foes. Your [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), and [Trip](../../Rules/actions/trip.md) actions have a lower multiple attack penalty: –4 instead of –5 if they're the second attack on your turn, or –8 instead of –10 if they're the third or subsequent attack on your turn. - -*Source: Advanced Player's Guide p. 90* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/agile-shield-grip-lokl.md b/Compendium/feats/agile-shield-grip-lokl.md deleted file mode 100644 index 6db0c643a..000000000 --- a/Compendium/feats/agile-shield-grip-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/fighter -- trait/uncommon -aliases: ["Agile Shield Grip"] ---- -# Agile Shield Grip [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[champion](../../Rules/traits/champion.md) [fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Requirements**: You are wielding a shield with a [shield boss](../equipment/items/shield-boss.md) or [shield spikes](../equipment/items/shield-spikes.md) in one hand. -- **Activity** Single Action - -You change your grip on the shield, allowing you to combine rapid attacks with your [shield boss](../equipment/items/shield-boss.md) or [shield spikes](../equipment/items/shield-spikes.md) and your main weapon's [Strikes](../../Rules/actions/strike.md) in a series of swift motions. You reduce your [shield boss](../equipment/items/shield-boss.md) and [shield spikes](../equipment/items/shield-spikes.md) weapon damage die to `1d4`. As long as the weapon damage die is `1d4`, your [shield boss](../equipment/items/shield-boss.md) and shield spike [Strikes](../../Rules/actions/strike.md) gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the [agile](../../Rules/traits/agile.md) trait. - -*Source: Lost Omens: Knights of Lastwall p. 82* -%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/agonizing-rebuke-locg.md b/Compendium/feats/agonizing-rebuke-locg.md deleted file mode 100644 index b1e0fb6ce..000000000 --- a/Compendium/feats/agonizing-rebuke-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Agonizing Rebuke"] ---- -# Agonizing Rebuke *Feat 5* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -When you terrorize your enemies, you also cause them painful mental distress. - -When you successfully [Demoralize](../../Rules/actions/demoralize.md) a foe, that foe takes `1d4` mental damage at the start of each of its turns as long as it remains [frightened](../../Rules/conditions.md#Frightened) and continues to engage in combat with you. If you have master proficiency in [Intimidation](../skills.md#Intimidation), the damage increases to `2d4`, and if you have legendary proficiency, the damage increases to `3d4`. - -*Source: Lost Omens: Character Guide p. 50* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/airborne-form-som.md b/Compendium/feats/airborne-form-som.md deleted file mode 100644 index 739cc175a..000000000 --- a/Compendium/feats/airborne-form-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Airborne Form"] ---- -# Airborne Form *Feat 14* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Glider Form](glider-form-som.md) - -Your eidolon can fly. It gains a fly Speed equal to its Speed. - -*Source: Secrets of Magic p. 72* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/airy-step-loag.md b/Compendium/feats/airy-step-loag.md deleted file mode 100644 index a9b6a7823..000000000 --- a/Compendium/feats/airy-step-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Airy Step"] ---- -# Airy Step [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[sylph](../../Rules/traits/sylph-b2.md) - -- **Frequency**: once per day -- **Trigger** A creature targets you with an attack or other targeted effect, and you can see the attacker. -- **Activity** Reaction - -You create a blanket of fog in a 5–foot burst centered on one corner of your space. All creatures within that area are [concealed](../../Rules/conditions.md#Concealed), and all others are [concealed](../../Rules/conditions.md#Concealed) to them. This concealment applies to the triggering effect, and the fog lasts for 1 minute or until dispersed by a strong wind. After resolving the triggering effect, you [Step](../../Rules/actions/step.md). If an effect prevents you from [Stepping](../../Rules/actions/step.md), you attempt to [Escape](../../Rules/actions/escape.md) the effect and [Step](../../Rules/actions/step.md) if you succeed. - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/alabaster-eyes-loil.md b/Compendium/feats/alabaster-eyes-loil.md deleted file mode 100644 index ca1a0a4a4..000000000 --- a/Compendium/feats/alabaster-eyes-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Alabaster Eyes"] ---- -# Alabaster Eyes *Feat 1* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - - -In place of the normal vishkanyan golden eyes, you were born with especially perceptive snow-white eyes. You gain darkvision. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Lost Omens: Impossible Lands p. 60* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/alacritous-action-som.md b/Compendium/feats/alacritous-action-som.md deleted file mode 100644 index 3fcd2a987..000000000 --- a/Compendium/feats/alacritous-action-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Alacritous Action"] ---- -# Alacritous Action *Feat 2* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed. - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/alchemical-crafting.md b/Compendium/feats/alchemical-crafting.md deleted file mode 100644 index 7d2aba0b4..000000000 --- a/Compendium/feats/alchemical-crafting.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Alchemical Crafting"] ---- -# Alchemical Crafting *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You can use the [Craft](../../Rules/actions/craft.md) activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. - -## Alchemical Crafting leads to... - -[Assassin Dedication](assassin-dedication-apg.md), [Angel Of Death](angel-of-death-apg.md), [Assassinate](assassinate-apg.md), [Expert Backstabber](expert-backstabber-apg.md), [Surprise Attack](surprise-attack-apg.md), [Angel of Vindication](angel-of-vindication-lokl.md), [Eclipsed Vitality](eclipsed-vitality-lokl.md) - -## Summary - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/alchemical-discoveries-apg.md b/Compendium/feats/alchemical-discoveries-apg.md deleted file mode 100644 index 4f6468257..000000000 --- a/Compendium/feats/alchemical-discoveries-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Alchemical Discoveries"] ---- -# Alchemical Discoveries *Feat 4* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: alchemical sciences methodology - -You've devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by 1 if you're an expert in [Crafting](../skills.md#Crafting), 2 if you're a master, or 3 if you're legendary. - -*Source: Advanced Player's Guide p. 61* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/alchemical-familiar.md b/Compendium/feats/alchemical-familiar.md deleted file mode 100644 index be26b730e..000000000 --- a/Compendium/feats/alchemical-familiar.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Alchemical Familiar"] ---- -# Alchemical Familiar *Feat 1* -[alchemist](../../Rules/traits/alchemist.md) - - -You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its [Perception](../skills.md#Perception), [Acrobatics](../skills.md#Acrobatics), and [Stealth](../skills.md#Stealth) modifiers (see Familiars for more information). - -*Source: Core Rulebook p. 76* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/alchemical-savant.md b/Compendium/feats/alchemical-savant.md deleted file mode 100644 index 8286db504..000000000 --- a/Compendium/feats/alchemical-savant.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Alchemical Savant"] ---- -# Alchemical Savant *Feat 1* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You can identify alchemical items quickly. When using the [Crafting](../skills.md#Crafting) skill to [Identify Alchemy](../../Rules/actions/identify-alchemy.md) on an alchemical item you hold, you can do so as a single action, which has the [concentrate](../../Rules/traits/concentrate.md) and [manipulate](../../Rules/traits/manipulate.md) traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. - -*Source: Core Rulebook p. 76* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/alchemical-scholar-locg.md b/Compendium/feats/alchemical-scholar-locg.md deleted file mode 100644 index 25c6abb18..000000000 --- a/Compendium/feats/alchemical-scholar-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Alchemical Scholar"] ---- -# Alchemical Scholar *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You learn formulas more easily. You gain four common 1st-level alchemical formulas when you take this feat, and each time you gain a level, you gain a common alchemical formula of that level. You still need [Alchemical Crafting](alchemical-crafting.md) to [Craft](../../Rules/actions/craft.md) alchemical items. - -**Special.** You can take this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Lost Omens: Character Guide p. 50* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/alchemical-shot-g-g.md b/Compendium/feats/alchemical-shot-g-g.md deleted file mode 100644 index f68a898c2..000000000 --- a/Compendium/feats/alchemical-shot-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Alchemical Shot"] ---- -# Alchemical Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You have an alchemical bomb worn or in one hand, and are wielding a firearm or crossbow in the other. -- **Activity** Two-Action - -You've practiced a technique for mixing alchemical bombs with your loaded shot. You [Interact](../../Rules/actions/interact.md) to retrieve the bomb (if it's not already in your hand) and pour its contents onto your ammunition, consuming the bomb. Next, [Strike](../../Rules/actions/strike.md) with your firearm. The [Strike](../../Rules/actions/strike.md) deals damage of the same type as the bomb (for instance, fire damage for alchemist's fire), and it deals an additional `1d6` [persistent damage](../../Rules/conditions.md#Persistent%20Damage) of the same type as the bomb. If the [Strike](../../Rules/actions/strike.md) is a failure, you take `1d6` damage of the same type as the bomb you used, and the firearm misfires. - -The [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases to `2d6` if the bomb is 11th level or higher, or `3d6` if it's 17th level or higher. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/alchemist-dedication.md b/Compendium/feats/alchemist-dedication.md deleted file mode 100644 index e0758b6fc..000000000 --- a/Compendium/feats/alchemist-dedication.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Alchemist Dedication"] ---- -# Alchemist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You put your alchemical interest into practice. You become trained in alchemical bombs and [Crafting](../skills.md#Crafting); if you were already trained in [Crafting](../skills.md#Crafting), you instead become trained in a skill of your choice. You become trained in alchemist class DC. - -You gain the alchemist's infused reagents|Alchemist|CRB|1 class feature, gaining a number of reagents each day equal to your level. - -You also gain the [Alchemical Crafting](alchemical-crafting.md) feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. - -## Alchemist Dedication leads to... - -[Basic Concoction](basic-concoction.md), [Advanced Concoction](advanced-concoction.md), [Expert Alchemy](expert-alchemy.md), [Master Alchemy](master-alchemy.md), [Quick Alchemy](quick-alchemy.md) - -## Summary - -*Source: Core Rulebook p. 220* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/aldori-duelist-dedication-lowg.md b/Compendium/feats/aldori-duelist-dedication-lowg.md deleted file mode 100644 index 5130f0df0..000000000 --- a/Compendium/feats/aldori-duelist-dedication-lowg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Aldori Duelist Dedication"] ---- -# Aldori Duelist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from the [Broken](../../Rules/conditions.md#Broken) Lands region. -- **Prerequisites**: trained in [Aldori dueling swords](../equipment/items/aldori-dueling-sword-lowg.md) - -Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics) and in [Dueling Lore](../skills.md#Lore); if you were already trained, you become an expert instead. - -Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with [Aldori dueling swords](../equipment/items/aldori-dueling-sword-lowg.md). You gain access to [Aldori dueling swords](../equipment/items/aldori-dueling-sword-lowg.md). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Aldori duelist archetype. - -## Aldori Duelist Dedication leads to... - -[Aldori Parry](aldori-parry-lowg.md), [Aldori Riposte](aldori-riposte-lowg.md), [Duelist's Edge](duelists-edge-lowg.md), [Saving Slash](saving-slash-lowg.md), [Unnerving Prowess](unnerving-prowess-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 35* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/aldori-parry-lowg.md b/Compendium/feats/aldori-parry-lowg.md deleted file mode 100644 index 695acd025..000000000 --- a/Compendium/feats/aldori-parry-lowg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Aldori Parry"] ---- -# Aldori Parry [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](aldori-duelist-dedication-lowg.md) -- **Requirements**: You are wielding only an Aldori dueling sword and have your other hand or hands free. -- **Activity** Single Action - -You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement. - -## Aldori Parry leads to... - -[Aldori Riposte](aldori-riposte-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 35* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/aldori-riposte-lowg.md b/Compendium/feats/aldori-riposte-lowg.md deleted file mode 100644 index 9b6d0f6e4..000000000 --- a/Compendium/feats/aldori-riposte-lowg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Aldori Riposte"] ---- -# Aldori Riposte [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Parry](aldori-parry-lowg.md) -- **Trigger** An opponent within your reach critically fails a [Strike](../../Rules/actions/strike.md) against you. -- **Requirements**: You are benefiting from Aldori Parry. -- **Activity** Varies ([R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) - -You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee [Strike](../../Rules/actions/strike.md) or use a [Disarm](../../Rules/actions/disarm.md) action against the triggering opponent using your Aldori dueling sword. - -*Source: Lost Omens: World Guide p. 35* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/alghollthu-bound-aaws.md b/Compendium/feats/alghollthu-bound-aaws.md deleted file mode 100644 index 83bf54141..000000000 --- a/Compendium/feats/alghollthu-bound-aaws.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Alghollthu Bound"] ---- -# Alghollthu Bound *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -Although you may not even be aware, the alghollthus your ancestors once served maintain a stranglehold on the deepest, tethered parts of your mind. You receive a +2 circumstance bonus to Will saves against [mental](../../Rules/traits/mental.md) effects that would make you [controlled](../../Rules/conditions.md#Controlled), and if you roll a success against such an effect, you get a critical success instead. However, you gain none of these benefits against effects originating from alghollthus and instead take a –2 circumstance penalty against [mental](../../Rules/traits/mental.md) effects from alghollthus. - -*Source: Azarketi Ancestry Web Supplement p. 4* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/align-ki-apg.md b/Compendium/feats/align-ki-apg.md deleted file mode 100644 index de4480e0b..000000000 --- a/Compendium/feats/align-ki-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Align Ki"] ---- -# Align Ki [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells -- **Frequency**: once per hour -- **Trigger** You [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has the [monk](../../Rules/traits/monk.md) trait. -- **Activity** Reaction - -The power of your ki soothes your wounds and energizes you for battle. You regain Hit Points equal to your level plus your Wisdom modifier. - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/alkenstar-agent-dedication-ooa1.md b/Compendium/feats/alkenstar-agent-dedication-ooa1.md deleted file mode 100644 index 8fbe6d5ba..000000000 --- a/Compendium/feats/alkenstar-agent-dedication-ooa1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Alkenstar Agent Dedication"] ---- -# Alkenstar Agent Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You have been initiated by the grand duchess of Alkenstar or one of her agents. -- **Prerequisites**: trained in [Deception](../skills.md#Deception) and at least one firearm - -You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in [Deception](../skills.md#Deception) and trained in your choice of [Underworld Lore](../skills.md#Lore) or [Legal Lore](../skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Lie to Me](lie-to-me.md) skill feat. - -**Special.** You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/all-in-my-head-apg.md b/Compendium/feats/all-in-my-head-apg.md deleted file mode 100644 index bec303805..000000000 --- a/Compendium/feats/all-in-my-head-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -- trait/illusion -- trait/mental -aliases: ["All In My Head"] ---- -# All In My Head [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[bard](../../Rules/traits/bard.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Trigger** You would take damage from a [Strike](../../Rules/actions/strike.md) or spell that doesn't have the [death](../../Rules/traits/death.md) trait or otherwise cause instant death (such as [disintegrate](../spells/disintegrate.md)). -- **Activity** Reaction - -Using your occult connections and incredible powers of persuasion, you convince yourself that the triggering damage is a figment of your imagination. The damage changes from its usual damage type to mental damage, and the damaging effect gains the [nonlethal](../../Rules/traits/nonlethal.md) trait. You can't use this reaction if you are immune to [mental](../../Rules/traits/mental.md) effects or mental damage. - -*Source: Advanced Player's Guide p. 115* -%% #compendium/src/pf2e/apg #trait/bard #trait/illusion #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/all-in-your-head-da.md b/Compendium/feats/all-in-your-head-da.md deleted file mode 100644 index 7e8e5d79c..000000000 --- a/Compendium/feats/all-in-your-head-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psyche -- trait/psychic -aliases: ["All in Your Head"] ---- -# All in Your Head [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Trigger** You're about to attempt a Fortitude save or a Reflex save. -- **Activity** Reaction - -Flames scouring at your body, venom coursing through your veins—you refuse to believe they exist, and nothing can affect you if you don't believe in it. You attempt a Will save against the triggering effect, instead of a Reflex or Fortitude save. You don't gain the benefits of fortress of will or walls of will on this save. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/all-the-time-in-the-world-frp3.md b/Compendium/feats/all-the-time-in-the-world-frp3.md deleted file mode 100644 index 35c8ab9d5..000000000 --- a/Compendium/feats/all-the-time-in-the-world-frp3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/investigator -- trait/uncommon -aliases: ["All The Time In The World"] ---- -# All The Time In The World [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[investigator](../../Rules/traits/investigator-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per hour -- **Activity** Three-Action - -Your firsthand experience of the subjective nature of time and space has given you new observational insights. Your mind processes information so quickly that time appears to stop for all creatures but you. You can take up to 9 actions in 3 sets of up to 3 actions each. During this time, you can use purely mental and observational abilities such as [Recall Knowledge](../../Rules/actions/recall-knowledge.md), [Seek](../../Rules/actions/seek.md), and [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md), and you can use an action to move a mental projection of yourself to a location within a 60- foot radius to observe objects more closely and from different angles, though you can't affect your surroundings in any way (for instance, you could move your mental projection more closely to a distant door to read a minute inscription on its handle, but you could not open it to observe the other side) - -When the duration elapses, time resumes its normal flow. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* -%% #compendium/src/pf2e/frp3 #trait/investigator #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/allegro.md b/Compendium/feats/allegro.md deleted file mode 100644 index c3d77c0c7..000000000 --- a/Compendium/feats/allegro.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Allegro"] ---- -# Allegro *Feat 14* -[bard](../../Rules/traits/bard.md) - - -You can quicken your allies with a fast-paced performance. You learn the [allegro](../spells/allegro.md) composition cantrip. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/alluring-performance-loil.md b/Compendium/feats/alluring-performance-loil.md deleted file mode 100644 index 47b04dc8f..000000000 --- a/Compendium/feats/alluring-performance-loil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/incapacitation -- trait/mental -- trait/vishkanya -- trait/visual -aliases: ["Alluring Performance"] ---- -# Alluring Performance [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [vishkanya](../../Rules/traits/vishkanya-loil.md) [visual](../../Rules/traits/visual.md) - -- **Frequency**: once per day -- **Requirements**: trained in [Performance](../skills.md#Performance) -- **Activity** Two-Action - -You command the attention of those around you with an elegant display. Attempt a [Performance](../skills.md#Performance) check and compare it to the Will DC of each creature in a 15-foot emanation. - -> [!success-degree] -> - **Critical Success** The target is [fascinated](../../Rules/conditions.md#Fascinated) with you for as long as you perform (unless it breaks from the fascination, as normal for the condition) and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round or as long as it's [fascinated](../../Rules/conditions.md#Fascinated), whichever is longer. -> - **Success** The target is [fascinated](../../Rules/conditions.md#Fascinated) for 1 round and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Critical Failure** The target is unaffected. - -*Source: Lost Omens: Impossible Lands p. 62* -%% #compendium/src/pf2e/loil #trait/incapacitation #trait/mental #trait/vishkanya #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/allys-shelter-apg.md b/Compendium/feats/allys-shelter-apg.md deleted file mode 100644 index c3cda9a80..000000000 --- a/Compendium/feats/allys-shelter-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fortune -- trait/kobold -aliases: ["Ally's Shelter"] ---- -# Ally's Shelter [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[fortune](../../Rules/traits/fortune.md) [kobold](../../Rules/traits/kobold-b1.md) - -- **Frequency**: once per day -- **Trigger** You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet. -- **Activity** Reaction - -In stressful circumstances, you find strength in your allies' example. Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own. - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/fortune #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/alter-ego-dedication-da.md b/Compendium/feats/alter-ego-dedication-da.md deleted file mode 100644 index 433857fef..000000000 --- a/Compendium/feats/alter-ego-dedication-da.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Alter Ego Dedication"] ---- -# Alter Ego Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) and [Stealth](../skills.md#Stealth) - -You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in [Deception](../skills.md#Deception). You gain the Assume a Role activity. - -```ad-embed-ability -title: Assume a Role -[concentrate](../../../rules/traits/concentrate.md) - -- **Requirements**: You've spent at least 1 hour studying a creature whose role you intend to copy and have done so within the last 3 days. This could include meeting and learning from someone in that role, tailing and spying on someone, using magic to observe them at work, or some other method, as long as you have a visual source of information - -**Effect** You quickly and accurately learn how to do mundane jobs or at least copy the movements enough to appear as if you do. A chosen role can take many forms—from cook, cleaner, or librarian to cult member, priest, or duke—but it's always a role and never a specific individual. - -You perform the [Impersonate](../../../rules/actions/impersonate.md) activity to pass as a member of the role you [observed](../../../rules/conditions.md#Observed) and gain a +1 circumstance bonus to any [Deception](../../../compendium/skills.md#Deception) checks you attempt in your impersonation. This takes the normal amount of time it takes you to [Impersonate](../../../rules/actions/impersonate.md). You also choose one [Lore](../../../compendium/skills.md#Lore) skill relevant to that role (such as [Farming Lore](../../../compendium/skills.md#Lore) for a farmer). While in your role, you gain a +1 circumstance bonus to checks for that [Lore](../../../compendium/skills.md#Lore) skill, and if you're untrained in it, you can use your level as your proficiency bonus. - -You stop assuming the role after 24 hours, if you start studying for a new role, or if you choose to. -%% #trait/concentrate %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the alter ego archetype. - -## Alter Ego Dedication leads to... - -[Change of Face](change-of-face-da.md), [Fake It Till You Make It](fake-it-till-you-make-it-da.md), [In Plain Sight](in-plain-sight-da.md), [Sound Mirror](sound-mirror-da.md), [Muscle Mimicry](muscle-mimicry-da.md), [Swap Reflections](swap-reflections-da.md), [Borrow Memories](borrow-memories-da.md) - -## Summary - -*Source: Dark Archive p. 126* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/alter-resistance-loag.md b/Compendium/feats/alter-resistance-loag.md deleted file mode 100644 index 6c17e720f..000000000 --- a/Compendium/feats/alter-resistance-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Alter Resistance"] ---- -# Alter Resistance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[ganzi](../../Rules/traits/ganzi-loag.md) - -- **Frequency**: once per hour -- **Trigger** You take acid, electricity, or sonic damage. -- **Activity** Reaction - -You focus on your protean forebears to change your energy resistance. The energy resistance you gain from your ganzi heritage changes to match the triggering damage. This change occurs after the damage is dealt. - -*Source: Lost Omens: Ancestry Guide p. 98* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/always-ready-lokl.md b/Compendium/feats/always-ready-lokl.md deleted file mode 100644 index 418276adf..000000000 --- a/Compendium/feats/always-ready-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Always Ready"] ---- -# Always Ready *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -Extensive training against undead has taught you to cover your weak points, even when you think that you're alone. You aren't [flat-footed](../../Rules/conditions.md#Flat-footed) to [hidden](../../Rules/conditions.md#Hidden), [undetected](../../Rules/conditions.md#Undetected), or flanking undead of your level or lower. However, the undead can still help their allies flank. If all of your opponents are undead, you gain a +1 circumstance bonus to initiative rolls; the GM determines whether to apply this bonus if undead are disguised as another type of creature, if another type of creature is disguised as undead, or if there are additional opponents you haven't noticed who aren't undead. - -*Source: Lost Omens: Knights of Lastwall p. 78* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ambush-awareness-lome.md b/Compendium/feats/ambush-awareness-lome.md deleted file mode 100644 index 9215436b9..000000000 --- a/Compendium/feats/ambush-awareness-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Ambush Awareness"] ---- -# Ambush Awareness *Feat 5* -[goloma](../../Rules/traits/goloma-lome.md) - - -You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks attempted as initiative rolls. - -Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled [Perception](../skills.md#Perception) or not. - -*Source: Lost Omens: The Mwangi Expanse p. 118* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/ambushing-knockdown-aoe3.md b/Compendium/feats/ambushing-knockdown-aoe3.md deleted file mode 100644 index eab180595..000000000 --- a/Compendium/feats/ambushing-knockdown-aoe3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/rogue -- trait/uncommon -aliases: ["Ambushing Knockdown"] ---- -# Ambushing Knockdown [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Side with the Washboard Dogs in the gang conflict. -- **Prerequisites**: ruffian racket -- **Requirements**: You're wielding a melee weapon that deals bludgeoning damage and you're [hidden](../../Rules/conditions.md#Hidden) from or [undetected](../../Rules/conditions.md#Undetected) by an enemy. -- **Activity** Two-Action - -You emerge from hiding and deliver a blow that can knock an enemy sprawling to the ground. You [Stride](../../Rules/actions/stride.md) up to half your Speed, but you must end your movement next to a foe you're [hidden](../../Rules/conditions.md#Hidden) from or [undetected](../../Rules/conditions.md#Undetected) by. You then [Strike](../../Rules/actions/strike.md) that enemy with the required weapon; if you hit, the target is knocked [prone](../../Rules/conditions.md#Prone). - -*Source: Agents of Edgewatch #3: All or Nothing p. 75* -%% #compendium/src/pf2e/aoe3 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ammunition-thaumaturgy-da.md b/Compendium/feats/ammunition-thaumaturgy-da.md deleted file mode 100644 index bef70ec70..000000000 --- a/Compendium/feats/ammunition-thaumaturgy-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Ammunition Thaumaturgy"] ---- -# Ammunition Thaumaturgy *Feat 1* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -You're so used to handling your implement, weapon, and esoterica in the heat of combat that adding a few bullets or arrows to the mix is no extra burden. You can [Interact](../../Rules/actions/interact.md) to reload a weapon using the hand holding your implement. - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/amorphous-aspect-loag.md b/Compendium/feats/amorphous-aspect-loag.md deleted file mode 100644 index 48a874c40..000000000 --- a/Compendium/feats/amorphous-aspect-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Amorphous Aspect"] ---- -# Amorphous Aspect *Feat 5* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -Your body is supremely flexible. You gain a +1 circumstance bonus on checks to [Escape](../../Rules/actions/escape.md) or [Squeeze](../../Rules/actions/squeeze.md), and when you critically fail when [Squeezing](../../Rules/actions/squeeze.md), you get a failure instead. - -*Source: Lost Omens: Ancestry Guide p. 97* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/amphibious-form-som.md b/Compendium/feats/amphibious-form-som.md deleted file mode 100644 index 5269506d0..000000000 --- a/Compendium/feats/amphibious-form-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Amphibious Form"] ---- -# Amphibious Form *Feat 2* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon adapts to life on land and underwater. It gains the [amphibious](../../Rules/traits/amphibious-b1.md) trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed [Strikes](../../Rules/actions/strike.md) underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less. - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/amplifying-touch-apg.md b/Compendium/feats/amplifying-touch-apg.md deleted file mode 100644 index 08f5fe961..000000000 --- a/Compendium/feats/amplifying-touch-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Amplifying Touch"] ---- -# Amplifying Touch *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: devotion spell (lay on hands) - -Your healing energies empower attacks. An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their attack rolls and deals 1 additional good damage on all their [Strikes](../../Rules/actions/strike.md) until the end of their next turn. - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/anadi-lore-lome.md b/Compendium/feats/anadi-lore-lome.md deleted file mode 100644 index 9503a0e36..000000000 --- a/Compendium/feats/anadi-lore-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Anadi Lore"] ---- -# Anadi Lore *Feat 1* -[anadi](../../Rules/traits/anadi-lome.md) - - -You've learned how to provide for your community, be it through hard-earned sustenance or useful crafts. You gain the trained proficiency rank in [Crafting](../skills.md#Crafting) and [Survival](../skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in [Anadi Lore](../skills.md#Lore). - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/analyze-idiolect-apg.md b/Compendium/feats/analyze-idiolect-apg.md deleted file mode 100644 index 627c66955..000000000 --- a/Compendium/feats/analyze-idiolect-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Analyze Idiolect"] ---- -# Analyze Idiolect *Feat 6* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](linguist-dedication-apg.md), expert in [Deception](../skills.md#Deception) and [Society](../skills.md#Society) - -You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to [Impersonate](../../Rules/actions/impersonate.md) that individual, you gain a +4 circumstance bonus to your [Deception](../skills.md#Deception) checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time. - -*Source: Advanced Player's Guide p. 178* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/analyze-information-loag.md b/Compendium/feats/analyze-information-loag.md deleted file mode 100644 index faf2df005..000000000 --- a/Compendium/feats/analyze-information-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Analyze Information"] ---- -# Analyze Information *Feat 9* -[aphorite](../../Rules/traits/aphorite-loag.md) - - -You can stoke your mind into a burst of analytical prowess. You can cast 3rd-level [hypercognition](../spells/hypercognition.md) once per day as a divine innate spell. - -*Source: Lost Omens: Ancestry Guide p. 78* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/analyze-weakness-apg.md b/Compendium/feats/analyze-weakness-apg.md deleted file mode 100644 index f52787318..000000000 --- a/Compendium/feats/analyze-weakness-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Analyze Weakness"] ---- -# Analyze Weakness [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: sneak attack `2d6` -- **Requirements**: You must have identified a creature with [Recall Knowledge](../../Rules/actions/recall-knowledge.md). -- **Activity** Single Action - -Your knowledge of a creature's physiology and understanding of tactics helps you attack with pinpoint accuracy. You carefully study a creature that you've identified to scope out particularly weak points in its positioning or physical form. - -The next time you deal sneak attack damage to the chosen creature with a [Strike](../../Rules/actions/strike.md) before the end of your turn, add an additional `2d6` precision damage. At 11th and 17th levels, if your additional damage from sneak attack increases, increase the additional damage from Analyze Weakness to `3d6` at 11th level and `4d6` at 17th level. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/anarchic-arcana-loag.md b/Compendium/feats/anarchic-arcana-loag.md deleted file mode 100644 index f9be2a446..000000000 --- a/Compendium/feats/anarchic-arcana-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Anarchic Arcana"] ---- -# Anarchic Arcana *Feat 9* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -The magic in your blood is unpredictable. When you make your daily preparations, roll `1d12` twice and consult the following list. 1: [acid arrow](../spells/acid-arrow.md); 2: [blur](../spells/blur.md); 3: [hideous laughter](../spells/hideous-laughter.md); 4: [humanoid form](../spells/humanoid-form.md); 5: [illusory object](../spells/illusory-object.md); 6: [mirror image](../spells/mirror-image.md); 7: [resist energy](../spells/resist-energy.md); 8: [see invisibility](../spells/see-invisibility.md); 9: [shatter](../spells/shatter.md); 10: [sound burst](../spells/sound-burst.md); 11: [spider climb](../spells/spider-climb.md); 12: [telekinetic maneuver](../spells/telekinetic-maneuver.md). You can cast each of those two spells once during the following day (or one spell twice if you rolled doubles) as 2nd-level divine innate spells. - -*Source: Lost Omens: Ancestry Guide p. 98* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/ancestors-rage-lome.md b/Compendium/feats/ancestors-rage-lome.md deleted file mode 100644 index aa0aea6b4..000000000 --- a/Compendium/feats/ancestors-rage-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Ancestor's Rage"] ---- -# Ancestor's Rage *Feat 13* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -You transform into an enormous otherworldly hyena. You can cast [animal form](../spells/animal-form.md) (canine form only) once per day as a 5th-level occult innate spell. - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/ancestors-transformation-loag.md b/Compendium/feats/ancestors-transformation-loag.md deleted file mode 100644 index e9d0963a3..000000000 --- a/Compendium/feats/ancestors-transformation-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Ancestor's Transformation"] ---- -# Ancestor's Transformation *Feat 13* -[strix](../../Rules/traits/strix-loag.md) - - -You can commune with ancestor spirits to assume the form of an enormous primeval strix. You can cast 5th-level [aerial form](../spells/aerial-form.md) as a primal innate spell once per day, but you take the form of a primeval strix, using the statistics for a bird form. - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-blood-magic-apg.md b/Compendium/feats/ancestral-blood-magic-apg.md deleted file mode 100644 index b81a0daf7..000000000 --- a/Compendium/feats/ancestral-blood-magic-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Ancestral Blood Magic"] ---- -# Ancestral Blood Magic *Feat 1* -[sorcerer](../../Rules/traits/sorcerer.md) - - -The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic. - -## Ancestral Blood Magic leads to... - -[Ancestral Mage](ancestral-mage-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-insight-loag.md b/Compendium/feats/ancestral-insight-loag.md deleted file mode 100644 index 2f129c476..000000000 --- a/Compendium/feats/ancestral-insight-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Ancestral Insight"] ---- -# Ancestral Insight *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You have extensive knowledge of your ancestors' ancient origins. You gain the trained proficiency rank in [Alghollthu Lore](../skills.md#Lore) and [Azlanti Lore](../skills.md#Lore). If you roll a critical failure on an [Alghollthu Lore](../skills.md#Lore) or [Azlanti Lore](../skills.md#Lore) check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you get a failure instead. - -*Source: Lost Omens: Ancestry Guide p. 14* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-linguistics-apg.md b/Compendium/feats/ancestral-linguistics-apg.md deleted file mode 100644 index fe5862d64..000000000 --- a/Compendium/feats/ancestral-linguistics-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Ancestral Linguistics"] ---- -# Ancestral Linguistics *Feat 1* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: at least 100 years old - -Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-mage-apg.md b/Compendium/feats/ancestral-mage-apg.md deleted file mode 100644 index f648f0757..000000000 --- a/Compendium/feats/ancestral-mage-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Ancestral Mage"] ---- -# Ancestral Mage *Feat 10* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [Ancestral Blood Magic](ancestral-blood-magic-apg.md) - -The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots. - -*Source: Advanced Player's Guide p. 140* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-mind-da.md b/Compendium/feats/ancestral-mind-da.md deleted file mode 100644 index ec67a24f0..000000000 --- a/Compendium/feats/ancestral-mind-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Ancestral Mind"] ---- -# Ancestral Mind *Feat 1* -[psychic](../../Rules/traits/psychic-da.md) - - -By unraveling memories and connections passed down from your progenitors and buried within your unconscious mind, you learn to convert your inherent magic into psychic power. You can cast any innate spells you know from an ancestry feat or heritage using your psychic spellcasting components. When you do so, the spell's tradition becomes occult, if it wasn't already, and you can use your psychic spellcasting ability modifier instead of Charisma to determine your spell attack roll and spell DC. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-suspicion-apg.md b/Compendium/feats/ancestral-suspicion-apg.md deleted file mode 100644 index 9a84d15aa..000000000 --- a/Compendium/feats/ancestral-suspicion-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Ancestral Suspicion"] ---- -# Ancestral Suspicion *Feat 5* -[elf](../../Rules/traits/elf.md) - - -Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you [controlled](../../Rules/conditions.md#Controlled), such as [dominate](../spells/dominate.md), and to [Perception](../skills.md#Perception) checks to [Sense Motive](../../Rules/actions/sense-motive.md) when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-weaponry-apg.md b/Compendium/feats/ancestral-weaponry-apg.md deleted file mode 100644 index 113bdb7cb..000000000 --- a/Compendium/feats/ancestral-weaponry-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Ancestral Weaponry"] ---- -# Ancestral Weaponry *Feat 2* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Monastic Weaponry](monastic-weaponry.md), a feat granting access to all weapons with an ancestry trait (such as [elf](elven-weapon-familiarity.md) or orc) - -You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the [agile](../../Rules/traits/agile.md) or [finesse](../../Rules/traits/finesse.md) trait gain the [monk](../../Rules/traits/monk.md) trait. - -*Source: Advanced Player's Guide p. 128* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/anchoring-aura.md b/Compendium/feats/anchoring-aura.md deleted file mode 100644 index 381569f16..000000000 --- a/Compendium/feats/anchoring-aura.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Anchoring Aura"] ---- -# Anchoring Aura *Feat 14* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Fiendsbane Oath](fiendsbane-oath.md) - -Your aura hampers fiends' teleportation. Your aura attempts to counteract [teleportation](../../Rules/traits/teleportation.md) spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells. - -*Source: Core Rulebook p. 114* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/anchoring-roots-loag.md b/Compendium/feats/anchoring-roots-loag.md deleted file mode 100644 index de1a51a97..000000000 --- a/Compendium/feats/anchoring-roots-loag.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -aliases: ["Anchoring Roots"] ---- -# Anchoring Roots *Feat 5* -[leshy](../../Rules/traits/leshy-b1.md) - - -Small roots sprout from your feet, steadying you as you move. You gain the [Steady Balance](steady-balance.md) skill feat, even if you aren't trained in [Acrobatics](../skills.md#Acrobatics), and you can use the Anchor action. - -```ad-embed-ability -title: Anchor [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You send your roots deeper into the ground, making it harder for you to stumble. Until you move, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to [Shove](../../../rules/actions/shove.md) or [Trip](../../../rules/actions/trip.md) you (or a +4 circumstance bonus if you're a root leshy). This bonus also applies to saving throws against spells or effects that attempt to move you or knock you [prone](../../../rules/conditions.md#Prone). - -If an effect forces you to move, you move only half the normal distance, as some of the effort goes to tearing out the roots. At the GM's discretion, this ability might not work on ground that's more resilient than stone, such as metal flooring or magically-reinforced masonry. -``` - -*Source: Lost Omens: Ancestry Guide p. 43* -%% #compendium/src/pf2e/loag #trait/leshy %% diff --git a/Compendium/feats/ancient-memories-loil.md b/Compendium/feats/ancient-memories-loil.md deleted file mode 100644 index 7735b3ef4..000000000 --- a/Compendium/feats/ancient-memories-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Ancient Memories"] ---- -# Ancient Memories *Feat 1* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -In the long years since Ghorus's day, you've done pretty much everything at one time or another. During your daily preparations, you can explore your memories of your past lives to become trained in one skill of your choice. - -This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. - -*Source: Lost Omens: Impossible Lands p. 37* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/ancillary-motes-loag.md b/Compendium/feats/ancillary-motes-loag.md deleted file mode 100644 index a19c880db..000000000 --- a/Compendium/feats/ancillary-motes-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Ancillary Motes"] ---- -# Ancillary Motes *Feat 9* -[aphorite](../../Rules/traits/aphorite-loag.md) - -- **Prerequisites**: [Crystalline Dust](crystalline-dust-loag.md) - -You can use Crystalline Dust one more time per day. - -**Special.** You can take this feat more than once, gaining one more use of Crystalline Dust per day each time. - -*Source: Lost Omens: Ancestry Guide p. 78* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/android-lore-loag.md b/Compendium/feats/android-lore-loag.md deleted file mode 100644 index 3d7d6057f..000000000 --- a/Compendium/feats/android-lore-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Android Lore"] ---- -# Android Lore *Feat 1* -[android](../../Rules/traits/android-loag.md) - - -You have a keen interest in the origins of your people. You gain the trained proficiency rank in [Crafting](../skills.md#Crafting) and [Thievery](../skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Android Lore](../skills.md#Lore). - -*Source: Lost Omens: Ancestry Guide p. 72* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/angel-of-death-apg.md b/Compendium/feats/angel-of-death-apg.md deleted file mode 100644 index a1d6e8942..000000000 --- a/Compendium/feats/angel-of-death-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Angel Of Death"] ---- -# Angel Of Death *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Assassin Dedication](assassin-dedication-apg.md) - -All your [Strikes](../../Rules/actions/strike.md) against a creature you have [Marked For Death](assassin-dedication-apg.md) have the [death](../../Rules/traits/death.md) trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity. - -*Source: Advanced Player's Guide p. 158* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/angel-of-vindication-lokl.md b/Compendium/feats/angel-of-vindication-lokl.md deleted file mode 100644 index 00df6c5b5..000000000 --- a/Compendium/feats/angel-of-vindication-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/uncommon -aliases: ["Angel of Vindication"] ---- -# Angel of Vindication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Assassin Dedication](assassin-dedication-apg.md) -- **Requirements**: Your mark is an undead creature. - -To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you [Strike](../../Rules/actions/strike.md) a [flat-footed](../../Rules/conditions.md#Flat-footed) undead foe with a weapon that has the backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity. Finally, if you have the Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/angelic-magic-apg.md b/Compendium/feats/angelic-magic-apg.md deleted file mode 100644 index 5f0969d84..000000000 --- a/Compendium/feats/angelic-magic-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Angelic Magic"] ---- -# Angelic Magic *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Angelkin](angelkin-apg.md) - -You can tap into the magic of angels that runs through your blood. You can cast [humanoid form](../spells/humanoid-form.md) and [remove fear](../spells/remove-fear.md) each once per day as 2nd-level divine innate spells. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/angelkin-apg.md b/Compendium/feats/angelkin-apg.md deleted file mode 100644 index bd3670243..000000000 --- a/Compendium/feats/angelkin-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -- trait/lineage -aliases: ["Angelkin"] ---- -# Angelkin *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in [Society](../skills.md#Society). If you would automatically become trained in [Society](../skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the [Multilingual](multilingual.md) skill feat. - -## Angelkin leads to... - -[Angelic Magic](angelic-magic-apg.md), [Truespeech](truespeech-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 35* -%% #compendium/src/pf2e/apg #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/animal-companion-druid.md b/Compendium/feats/animal-companion-druid.md deleted file mode 100644 index 8a9ae0a0b..000000000 --- a/Compendium/feats/animal-companion-druid.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Animal Companion (Druid)"] ---- -# Animal Companion (Druid) *Feat 1* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Animal order - -You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information. - -## Animal Companion (Druid) leads to... - -[Mature Animal Companion (Druid)](mature-animal-companion-druid.md), [Incredible Companion (Druid)](incredible-companion-druid.md) - -## Summary - -*Source: Core Rulebook p. 133* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/animal-companion-ranger.md b/Compendium/feats/animal-companion-ranger.md deleted file mode 100644 index 22d084447..000000000 --- a/Compendium/feats/animal-companion-ranger.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Animal Companion (Ranger)"] ---- -# Animal Companion (Ranger) *Feat 1* -[ranger](../../Rules/traits/ranger.md) - - -You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions. When you [Hunt Prey](../../Rules/actions/hunt-prey.md), your animal companion gains the action's benefits and your hunter's edge benefit if you have one. - -## Animal Companion (Ranger) leads to... - -[Mature Animal Companion (Ranger)](mature-animal-companion-ranger.md), [Incredible Companion (Ranger)](incredible-companion-ranger.md), [Specialized Companion (Ranger)](specialized-companion-ranger.md), [Stealthy Companion](stealthy-companion.md) - -## Summary - -*Source: Core Rulebook p. 170* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/animal-elocutionist.md b/Compendium/feats/animal-elocutionist.md deleted file mode 100644 index b005a4044..000000000 --- a/Compendium/feats/animal-elocutionist.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Animal Elocutionist"] ---- -# Animal Elocutionist *Feat 5* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: [Burrow Elocutionist](burrow-elocutionist.md) - -You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to [Make an Impression](../../Rules/actions/make-an-impression.md) on animals (which usually uses the [Diplomacy](../skills.md#Diplomacy) skill). - -*Source: Core Rulebook p. 45* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/animal-feature-apg.md b/Compendium/feats/animal-feature-apg.md deleted file mode 100644 index 3a6f804e6..000000000 --- a/Compendium/feats/animal-feature-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Animal Feature"] ---- -# Animal Feature *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden spells - -You are so connected with the animal world that you can grant yourself an animal's features and abilities. You gain the [animal feature](../spells/animal-feature-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/animal-magic-loag.md b/Compendium/feats/animal-magic-loag.md deleted file mode 100644 index 4b3f5c2f2..000000000 --- a/Compendium/feats/animal-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Animal Magic"] ---- -# Animal Magic *Feat 9* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -Your shapeshifting grants you a magical connection to the animal world. You can cast [animal messenger](../spells/animal-messenger.md), [calm emotions](../spells/calm-emotions.md) (animals only), and [speak with animals](../spells/speak-with-animals.md) as 2nd-level primal innate spells once per day each. These spells use your class DC or spell DC, whichever is higher. - -*Source: Lost Omens: Ancestry Guide p. 81* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/animal-rage.md b/Compendium/feats/animal-rage.md deleted file mode 100644 index 90b4f7c5f..000000000 --- a/Compendium/feats/animal-rage.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/instinct -- trait/polymorph -- trait/primal -- trait/rage -- trait/transmutation -aliases: ["Animal Rage"] ---- -# Animal Rage [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [instinct](../../Rules/traits/instinct.md) [polymorph](../../Rules/traits/polymorph.md) [primal](../../Rules/traits/primal.md) [rage](../../Rules/traits/rage.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: Animal instinct -- **Activity** Single Action - -You transform into your animal. You gain the effects of the 3rd-level [animal form](../spells/animal-form.md) spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue's reach increases to 15 feet. Dismissing the transformation gains the [rage](../../Rules/traits/rage.md) trait. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/polymorph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/animal-senses-loag.md b/Compendium/feats/animal-senses-loag.md deleted file mode 100644 index 37aba4ac4..000000000 --- a/Compendium/feats/animal-senses-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Animal Senses"] ---- -# Animal Senses *Feat 1* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -You gain one of the following senses available to your inherent animal: [darkvision](../../Rules/abilities/darkvision.md), [low-light vision](../../Rules/abilities/low-light-vision.md), or [scent](../../Rules/abilities/scent.md) (imprecise) 30 feet. You must have [low-light vision](../../Rules/abilities/low-light-vision.md) before you can gain [darkvision](../../Rules/abilities/darkvision.md) with this feat. If your inherent animal doesn't typically have a specific type of sense, you can't gain that sense with this feat. - -**Special.** You can select this feat multiple times, choosing a different sense each time. - -*Source: Lost Omens: Ancestry Guide p. 81* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/animal-shape-loag.md b/Compendium/feats/animal-shape-loag.md deleted file mode 100644 index 2529cfd33..000000000 --- a/Compendium/feats/animal-shape-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Animal Shape"] ---- -# Animal Shape *Feat 17* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -You have full control over your shape and can transform into your inherent animal. - -You can use [Change Shape](../../Rules/actions/change-shape-beastkin-loag.md) to enter an animal shape. When you gain this feat, choose either [aerial form](../spells/aerial-form.md), [animal form](../spells/animal-form.md), [dinosaur form](../spells/dinosaur-form.md) or [insect form](../spells/insect-form.md); after you choose a form, you can't change the form. While in animal shape, you gain the effects of a 5th-level casting of your chosen form spell, except you always transform into an animal matching your inherent animal and can use your humanoid form's AC if it's higher than what the animal form grants. If your inherent animal isn't among the animals listed in the form, you default to the statistics and abilities of the bird battle form, cat battle form, deinonychus battle form or ant battle form for [aerial form](../spells/aerial-form.md), [animal form](../spells/animal-form.md), [dinosaur form](../spells/dinosaur-form.md), and [insect form](../spells/insect-form.md), respectively (at the GM's discretion, you instead default to a different form that is closest to your inherent animal). You can remain in animal shape indefinitely and can use [Change Shape](../../Rules/actions/change-shape-beastkin-loag.md) to return to your humanoid or hybrid shape at any time. - -If you have the [Critter Shape](critter-shape-loag.md) feat, you can choose to gain the effects of a 4th-level [pest form](../spells/pest-form.md), can remain in critter shape indefinitely, and can return to your critter shape at any time after leaving the shape, just as you can with Animal Shape. - -*Source: Lost Omens: Ancestry Guide p. 82* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/animal-speaker-loag.md b/Compendium/feats/animal-speaker-loag.md deleted file mode 100644 index e83c5548a..000000000 --- a/Compendium/feats/animal-speaker-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Animal Speaker"] ---- -# Animal Speaker *Feat 5* -[sprite](../../Rules/traits/sprite-b1.md) - -- **Prerequisites**: ability to communicate with some type of animals (such as bats or arthropods) - -You can speak to all animals, not just a particular subset. You gain a +1 circumstance bonus to [Make an Impression](../../Rules/actions/make-an-impression.md) on animals (which usually uses the [Diplomacy](../skills.md#Diplomacy) skill). - -*Source: Lost Omens: Ancestry Guide p. 131* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/animal-swiftness-loag.md b/Compendium/feats/animal-swiftness-loag.md deleted file mode 100644 index 3a6472374..000000000 --- a/Compendium/feats/animal-swiftness-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Animal Swiftness"] ---- -# Animal Swiftness *Feat 17* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -You move like an animal. Your Speed increases by 5 feet. In addition, you gain one of the following Speeds available to your inherent animal: climb, fly, or swim. You gain this Speed only while in your hybrid shape. - -The new movement is as fast as your standard Speed; for example, if you have a 30-foot Speed, you can gain a 30-foot climb Speed. If your inherent animal doesn't typically have a specific type of Speed, you can't gain it with this feat. If your inherent animal doesn't typically have a climb, fly, or swim Speed, your Speed increases by 10 feet instead. - -*Source: Lost Omens: Ancestry Guide p. 82* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/animal-trainer-dedication-ec2.md b/Compendium/feats/animal-trainer-dedication-ec2.md deleted file mode 100644 index fd74ef666..000000000 --- a/Compendium/feats/animal-trainer-dedication-ec2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec2 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Animal Trainer Dedication"] ---- -# Animal Trainer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Trained in [Nature](../skills.md#Nature) - -You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in [Performance](../skills.md#Performance) instead of the skill listed for its type. - -**Special.** You can't select another dedication feat until you've gained two other feats from the animal trainer archetype. - -## Animal Trainer Dedication leads to... - -[Beast Speaker](beast-speaker-ec2.md), [Mature Trained Companion](mature-trained-companion-ec2.md), [Splendid Companion](splendid-companion-ec2.md), [Specialized Companion](specialized-companion-ec2.md) - -## Summary - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #compendium/src/pf2e/ec2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/animalistic-resistance-loag.md b/Compendium/feats/animalistic-resistance-loag.md deleted file mode 100644 index b815e1a75..000000000 --- a/Compendium/feats/animalistic-resistance-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Animalistic Resistance"] ---- -# Animalistic Resistance *Feat 5* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -Your animalistic connections help you resist natural afflictions. - -You gain a +2 circumstance bonus to saves to resist diseases and poisons. - -*Source: Lost Omens: Ancestry Guide p. 81* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/animate-net-lotgb.md b/Compendium/feats/animate-net-lotgb.md deleted file mode 100644 index af719ce89..000000000 --- a/Compendium/feats/animate-net-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Animate Net"] ---- -# Animate Net *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [animate rope](../spells/animate-rope-apg.md) APG - -When you cast [animate rope](../spells/animate-rope-apg.md), you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) and takes a –10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also [immobilized](../../Rules/conditions.md#Immobilized) until it Escapes. The [Escape](../../Rules/actions/escape.md) DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the [Escape](../../Rules/actions/escape.md) DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can [Interact](../../Rules/actions/interact.md) to remove the net. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ankle-bite-locg.md b/Compendium/feats/ankle-bite-locg.md deleted file mode 100644 index 050eb94e5..000000000 --- a/Compendium/feats/ankle-bite-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Ankle Bite"] ---- -# Ankle Bite [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: [Fang Sharpener](fang-sharpener-locg.md) or razortooth goblin heritage -- **Trigger** A foe gives you the [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) condition using a part of its body. -- **Activity** Reaction - -Whenever someone grabs onto you, you instinctively bite down hard. Sometimes that makes them let go, and sometimes it just makes them angrier, but either way, it's both satisfying and tasty. Make a jaws [Strike](../../Rules/actions/strike.md) against the triggering foe. - -On a critical hit, you are no longer [grabbed](../../Rules/conditions.md#Grabbed). This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Lost Omens: Character Guide p. 38* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/ankle-biter-botd.md b/Compendium/feats/ankle-biter-botd.md deleted file mode 100644 index 311f99ebd..000000000 --- a/Compendium/feats/ankle-biter-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Ankle Biter"] ---- -# Ankle Biter *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) - -You fight just as well on the ground as you do standing up. While you are [prone](../../Rules/conditions.md#Prone), you are always [Taking Cover](../../Rules/actions/take-cover.md) against ranged attacks, you ignore the status penalty on your attack rolls from being [prone](../../Rules/conditions.md#Prone), and you gain a +1 circumstance bonus to [Athletics](../skills.md#Athletics) checks to [Trip](../../Rules/actions/trip.md). You can choose to move up to half your Speed when you [Crawl](../../Rules/actions/crawl.md). You can instead move up to your full Speed when you [Crawl](../../Rules/actions/crawl.md), but if you do, you must succeed at a DC 6 flat check or your body deteriorates. - -*Source: Book of the Dead p. 60* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/annihilating-swing-ec6.md b/Compendium/feats/annihilating-swing-ec6.md deleted file mode 100644 index a08e709de..000000000 --- a/Compendium/feats/annihilating-swing-ec6.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/barbarian -- trait/uncommon -aliases: ["Annihilating Swing"] ---- -# Annihilating Swing [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[barbarian](../../Rules/traits/barbarian.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Activity** Two-Action - -You have learned from the brute destructive power of xulgaths and their kind. You make a melee [Strike](../../Rules/actions/strike.md) that ignores any resistances the target has. If you target a solid unattended object or surface with your [Strike](../../Rules/actions/strike.md), you might automatically destroy it without an attack roll. If you target any object or surface with Hardness 20 or less that isn't a magic item or the effect of a spell, you destroy it. If the target object or surface is a magic item or the effect of a spell, you attempt to counteract it using your attack bonus with the [Strike](../../Rules/actions/strike.md) for the counteract check. On a successful counteract check, you destroy the object or surface unless it has Hardness greater than 20, is an artifact, or is similarly difficult to destroy. You destroy up to a 5-foot cube of an object or surface larger than Medium. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/barbarian #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/annotate-composition-apg.md b/Compendium/feats/annotate-composition-apg.md deleted file mode 100644 index 67c712ccb..000000000 --- a/Compendium/feats/annotate-composition-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -- trait/exploration -- trait/linguistic -aliases: ["Annotate Composition"] ---- -# Annotate Composition *Feat 10* -[bard](../../Rules/traits/bard.md) [exploration](../../Rules/traits/exploration.md) [linguistic](../../Rules/traits/linguistic.md) - - -By putting composition to paper, you can create a source of stirring words or song that others can read and understand. - -You spend 10 minutes and 1 Focus Point to transpose a composition spell on a special scroll that you or another creature can later activate. This composition spell must take a single action to cast. If the chosen composition spell requires a [Performance](../skills.md#Performance) check as part of the casting, the GM rolls this check as a secret check when you annotate your score. If you have inspire heroics or lingering performance and the chosen composition spell allows, you can also use one of those spells to modify the annotated composition, with the GM rolling the secret [Performance](../skills.md#Performance) check. If you do, you spend an additional Focus Point, even if the secret check fails. - -Any creature that can read the language you used when annotating your composition can Activate the Item by spending a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -This produces the effects of the composition as though the activating creature had [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -A composition you create this way loses its power the next time you make your daily preparations. While the composition is in your possession, you can render it inert using a single action that has the [concentrate](../../Rules/traits/concentrate.md) trait. You can't regain the Focus Points you spent to create the annotated composition until it is activated or loses its magic. - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/bard #trait/exploration #trait/linguistic %% \ No newline at end of file diff --git a/Compendium/feats/anoint-ally-apg.md b/Compendium/feats/anoint-ally-apg.md deleted file mode 100644 index b48931d2c..000000000 --- a/Compendium/feats/anoint-ally-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/manipulate -- trait/sorcerer -aliases: ["Anoint Ally"] ---- -# Anoint Ally [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[manipulate](../../Rules/traits/manipulate.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic. - -You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead. You can anoint only one ally at a time; if you place another rune, your previous designation ends. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/manipulate #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/antagonize-apg.md b/Compendium/feats/antagonize-apg.md deleted file mode 100644 index 3e688a0dc..000000000 --- a/Compendium/feats/antagonize-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Antagonize"] ---- -# Antagonize *Feat 2* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -Your taunts and threats earn your foes ire. When you successfully [Demoralize](../../Rules/actions/demoralize.md) a creature, its [frightened](../../Rules/conditions.md#Frightened) condition can't decrease to less than 1 at the end of its turn until it either uses a [hostile](../../Rules/conditions.md#Hostile) action against you or can no longer observe or sense you for at least 1 round. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/anticipate-ambush-apg.md b/Compendium/feats/anticipate-ambush-apg.md deleted file mode 100644 index 510d7da97..000000000 --- a/Compendium/feats/anticipate-ambush-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/exploration -- trait/rogue -aliases: ["Anticipate Ambush"] ---- -# Anticipate Ambush *Feat 6* -[exploration](../../Rules/traits/exploration.md) [rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: expert in [Stealth](../skills.md#Stealth) - -Using your extensive knowledge of ambush tactics, you keep watch for any [hidden](../../Rules/conditions.md#Hidden) creatures or dangerous sites, moving at half your travel speed. If you're Anticipating an Ambush at the start of an encounter, you roll a [Perception](../skills.md#Perception) check for initiative, and all enemies rolling [Stealth](../skills.md#Stealth) for initiative take a –2 circumstance penalty to their [Stealth](../skills.md#Stealth) checks. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/exploration #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/apex-companion-aoa6.md b/Compendium/feats/apex-companion-aoa6.md deleted file mode 100644 index 179cf8b3f..000000000 --- a/Compendium/feats/apex-companion-aoa6.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/druid -- trait/uncommon -aliases: ["Apex Companion"] ---- -# Apex Companion *Feat 20* -[druid](../../Rules/traits/druid.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Animal Companion - -You can call upon the essence of every individual animal of a particular species to temporarily transform your animal into an exemplar of its kind. You learn the [apex companion](../spells/apex-companion-aoa6.md) order spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/aquatic-adaptation-loag.md b/Compendium/feats/aquatic-adaptation-loag.md deleted file mode 100644 index 62786939c..000000000 --- a/Compendium/feats/aquatic-adaptation-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -- trait/concentrate -- trait/primal -- trait/transmutation -- trait/water -aliases: ["Aquatic Adaptation"] ---- -# Aquatic Adaptation *Feat 13* -[azarketi](../../Rules/traits/azarketi-loag.md) [concentrate](../../Rules/traits/concentrate.md) [primal](../../Rules/traits/primal.md) [transmutation](../../Rules/traits/transmutation.md) [water](../../Rules/traits/water.md) - -- **Frequency**: once per day - -If you and up to four other creatures are in contact with a body of water deep enough for you to fully submerge, you can spend 10 minutes adapting the creatures to that specific body of water. This allows them to breathe normally while within that body of water and protects them from deep ocean pressure. These effects last until the creatures are no longer in contact with that body of water or until you use this ability again, whichever comes first for each creature. - -*Source: Lost Omens: Ancestry Guide p. 16* -%% #compendium/src/pf2e/loag #trait/azarketi #trait/concentrate #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/aquatic-camouflage-loag.md b/Compendium/feats/aquatic-camouflage-loag.md deleted file mode 100644 index 4bbcbeae2..000000000 --- a/Compendium/feats/aquatic-camouflage-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Aquatic Camouflage"] ---- -# Aquatic Camouflage *Feat 13* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You blend into the waves. While fully submerged in water, as long as an observer is at least 20 feet away from you, you don't need cover from that observer to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md). - -*Source: Lost Omens: Ancestry Guide p. 16* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/aquatic-conversationalist-loag.md b/Compendium/feats/aquatic-conversationalist-loag.md deleted file mode 100644 index fc922217c..000000000 --- a/Compendium/feats/aquatic-conversationalist-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Aquatic Conversationalist"] ---- -# Aquatic Conversationalist *Feat 5* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with animals with the [amphibious](../../Rules/traits/amphibious-b1.md) or [aquatic](../../Rules/traits/aquatic-b1.md) traits. You gain a +1 circumstance bonus to [Make an Impression](../../Rules/actions/make-an-impression.md) on such animals. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/aquatic-eyes-loag.md b/Compendium/feats/aquatic-eyes-loag.md deleted file mode 100644 index b9db9f364..000000000 --- a/Compendium/feats/aquatic-eyes-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/undine -aliases: ["Aquatic Eyes"] ---- -# Aquatic Eyes *Feat 1* -[undine](../../Rules/traits/undine-b2.md) - - -As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain [low-light vision](../../Rules/abilities/low-light-vision.md), or you gain [darkvision](../../Rules/abilities/darkvision.md) if your ancestry already has [low-light vision](../../Rules/abilities/low-light-vision.md). - -**Special.** If your ancestry has neither [low-light vision](../../Rules/abilities/low-light-vision.md) nor [darkvision](../../Rules/abilities/darkvision.md), you can take this ancestry feat a second time to gain [darkvision](../../Rules/abilities/darkvision.md). You can't retrain out of this feat. - -*Source: Lost Omens: Ancestry Guide p. 119* -%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/arcane-camouflage-g-g.md b/Compendium/feats/arcane-camouflage-g-g.md deleted file mode 100644 index 15611f043..000000000 --- a/Compendium/feats/arcane-camouflage-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Arcane Camouflage"] ---- -# Arcane Camouflage *Feat 9* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Prerequisites**: hunter automaton - -You have developed magical techniques to aid you with stalking your prey. You can cast [blur](../spells/blur.md) and [invisibility](../spells/invisibility.md) each once per day as 2nd-level arcane innate spells. - -**Enhancement** Your camouflage is more potent. Your [blur](../spells/blur.md) spell now lasts 10 minutes and when you cast [invisibility](../spells/invisibility.md), you can choose to gain the effects of the 4th-level version of the spell. In addition, you can now cast [blur](../spells/blur.md) and [invisibility](../spells/invisibility.md) each twice per day. - -*Source: Guns & Gears p. 41* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/arcane-communication-g-g.md b/Compendium/feats/arcane-communication-g-g.md deleted file mode 100644 index 10a8aa571..000000000 --- a/Compendium/feats/arcane-communication-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Arcane Communication"] ---- -# Arcane Communication *Feat 1* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You can deliver silent messages. You gain touch telepathy, allowing you to communicate silently and mentally with any creature you're touching, as long as you share a language. - -**Enhancement** You can send your messages even further. Your telepathy gains a range of 10 feet, but you still have to share a language with your target. - -*Source: Guns & Gears p. 40* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/arcane-evolution.md b/Compendium/feats/arcane-evolution.md deleted file mode 100644 index 77970be79..000000000 --- a/Compendium/feats/arcane-evolution.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/arcane -- trait/sorcerer -aliases: ["Arcane Evolution"] ---- -# Arcane Evolution *Feat 4* -[arcane](../../Rules/traits/arcane.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: bloodline that grants arcane spells - -Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard's spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your [Arcana](../skills.md#Arcana) skill, similarly to how a wizard can [Learn Spells](../../Rules/actions/learn-a-spell.md) to add those spells to his spellbook. - -During your daily preparations, choose any one spell from your book of arcane spells. If it isn't in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it's already in your spell repertoire, add it as an additional signature spell for that day. - -## Arcane Evolution leads to... - -[Greater Mental Evolution](greater-mental-evolution.md), [Greater Physical Evolution](greater-physical-evolution-apg.md) - -## Summary - -*Source: Core Rulebook p. 199* -%% #compendium/src/pf2e/crb #trait/arcane #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/arcane-eye-g-g.md b/Compendium/feats/arcane-eye-g-g.md deleted file mode 100644 index c55f9c9e0..000000000 --- a/Compendium/feats/arcane-eye-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Arcane Eye"] ---- -# Arcane Eye *Feat 1* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Prerequisites**: [low-light vision](../../Rules/abilities/low-light-vision.md) - -Your eye has been magically enhanced to pierce darkness. You gain [darkvision](../../Rules/abilities/darkvision.md). - -**Enhancement** Your eye can see [invisible](../../Rules/conditions.md#Invisible) creatures in brief spurts. You can cast [see invisibility](../spells/see-invisibility.md) as an arcane innate spell once per hour. - -*Source: Guns & Gears p. 40* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/arcane-fists-som.md b/Compendium/feats/arcane-fists-som.md deleted file mode 100644 index 6a158753d..000000000 --- a/Compendium/feats/arcane-fists-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Arcane Fists"] ---- -# Arcane Fists *Feat 1* -[magus](../../Rules/traits/magus-som.md) - - -Your physical training encompasses unarmed combat forms. The damage die for your fist changes to `1d6` instead of `1d4`. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks. Your unarmed attacks gain the [arcane](../../Rules/traits/arcane.md) trait, making them magical. At 5th level, you also gain the critical specialization effects of unarmed attacks in the brawling group and weapons in the brawling group. - -*Source: Secrets of Magic p. 42* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/arcane-locomotion-g-g.md b/Compendium/feats/arcane-locomotion-g-g.md deleted file mode 100644 index 5be80603b..000000000 --- a/Compendium/feats/arcane-locomotion-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Arcane Locomotion"] ---- -# Arcane Locomotion *Feat 13* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You've modified your body to allow you to augment your movement. You gain either a climb Speed of 20 feet or a swim Speed of 20 feet, your choice. - -**Enhancement** Your body allows for even further forms of movement. You can either select the option from this feat you haven't chosen yet (climb Speed or swim Speed), or you can increase your land Speed by 5 feet and increase the Speed you chose from this feat increase to be equal to your adjusted land Speed. - -*Source: Guns & Gears p. 42* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/arcane-propulsion-g-g.md b/Compendium/feats/arcane-propulsion-g-g.md deleted file mode 100644 index cc439be6e..000000000 --- a/Compendium/feats/arcane-propulsion-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/arcane -- trait/automaton -- trait/transmutation -aliases: ["Arcane Propulsion"] ---- -# Arcane Propulsion [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[arcane](../../Rules/traits/arcane.md) [automaton](../../Rules/traits/automaton-g-g.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this redirected energy for 5 minutes. You gain a fly Speed equal to your Speed while redirecting the energy. - -**Enhancement** You can maintain your flight for longer. You can redirect your energy at all times, allowing you to fly whenever you want, rather than just once per day for 5 minutes. - -*Source: Guns & Gears p. 41* -%% #compendium/src/pf2e/g&g #trait/arcane #trait/automaton #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/arcane-safeguards-g-g.md b/Compendium/feats/arcane-safeguards-g-g.md deleted file mode 100644 index 39141a459..000000000 --- a/Compendium/feats/arcane-safeguards-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Arcane Safeguards"] ---- -# Arcane Safeguards *Feat 5* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Trigger** You attempt a saving throw against a harmful [magical](../../Rules/traits/magical.md) effect but haven't rolled yet. - -Your innate magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. Additionally, if the triggering effect is arcane, if you roll a success, you get a critical success instead. - -*Source: Guns & Gears p. 41* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/arcane-school-spell.md b/Compendium/feats/arcane-school-spell.md deleted file mode 100644 index 50cc8587e..000000000 --- a/Compendium/feats/arcane-school-spell.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Arcane School Spell"] ---- -# Arcane School Spell *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wizard Dedication](wizard-dedication.md) - -You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by studying. - -*Source: Core Rulebook p. 231* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/arcane-sense.md b/Compendium/feats/arcane-sense.md deleted file mode 100644 index c888345fe..000000000 --- a/Compendium/feats/arcane-sense.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Arcane Sense"] ---- -# Arcane Sense *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana) - -Your study of magic allows you to instinctively sense its presence. You can cast 1st-level [detect magic](../spells/detect-magic.md) at will as an arcane innate spell. If you're a master in [Arcana](../skills.md#Arcana), the spell is heightened to 3rd level; if you're legendary, it is heightened to 4th level. - -## Arcane Sense leads to... - -[Eye Of The Arclords](eye-of-the-arclords-lowg.md) - -## Summary - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/arcane-sensitivity-aoe1.md b/Compendium/feats/arcane-sensitivity-aoe1.md deleted file mode 100644 index 1e93bdcd5..000000000 --- a/Compendium/feats/arcane-sensitivity-aoe1.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe1 -- trait/archetype -aliases: ["Arcane Sensitivity"] ---- -# Arcane Sensitivity *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Edgewatch Detective Dedication](edgewatch-detective-dedication-aoe1.md) - -You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the [concentrate](../../Rules/traits/concentrate.md) trait) to determine if any magical auras are present in the area. - -This has the effects of a 1st-level [detect magic](../spells/detect-magic.md) spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level [detect magic](../spells/detect-magic.md) spell), but doing so prevents you from using this ability again until you've rested for 8 hours. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #compendium/src/pf2e/aoe1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/arcane-shroud-som.md b/Compendium/feats/arcane-shroud-som.md deleted file mode 100644 index ac3ddfd0a..000000000 --- a/Compendium/feats/arcane-shroud-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Arcane Shroud"] ---- -# Arcane Shroud [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Frequency**: once per turn -- **Requirements**: Your most recent action was to [Cast a Spell](../../Rules/actions/cast-a-spell.md) from a spell slot or make a [Spellstrike](../../Rules/actions/spellstrike-som.md) with a spell from a spell slot. -- **Activity** Single Action - -Your spell has a powerful aftereffect, briefly granting you a certain spell depending on the spell you cast. You use [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) and are subject to an additional aftereffect spell depending on the school of your most recent spell. This aftereffect spell's duration lasts until the end of your next turn or its normal duration, whichever is longer. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud. - -- **Abjuration** [stoneskin](../spells/stoneskin.md) -- **Conjuration** [blink](../spells/blink.md) -- **Divination** [see invisibility](../spells/see-invisibility.md) -- **Enchantment** [heroism](../spells/heroism.md) -- **Evocation** [fire shield](../spells/fire-shield.md) -- **Illusion** [invisibility](../spells/invisibility.md) (ends after a [hostile](../../Rules/conditions.md#Hostile) action, as normal) -- **Necromancy** [false life](../spells/false-life.md) -- **Transmutation** [fleet step](../spells/fleet-step.md) - -*Source: Secrets of Magic p. 48* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/arcane-sight-lome.md b/Compendium/feats/arcane-sight-lome.md deleted file mode 100644 index bfcaf54b7..000000000 --- a/Compendium/feats/arcane-sight-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Arcane Sight"] ---- -# Arcane Sight *Feat 13* -[goloma](../../Rules/traits/goloma-lome.md) - -- **Prerequisites**: ability to cast the [detect magic](../spells/detect-magic.md) cantrip - -You've trained yourself to constantly be on the lookout for [magical](../../Rules/traits/magical.md) effects, even when focusing on looking out for other things. When you are [Searching](../../Rules/actions/search.md), you also gain the benefits of Detect Magic unless you choose not to. See page 479 of the Core Rulebook for more information about exploration activities. - -*Source: Lost Omens: The Mwangi Expanse p. 118* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/arcane-slam-g-g.md b/Compendium/feats/arcane-slam-g-g.md deleted file mode 100644 index 616a82767..000000000 --- a/Compendium/feats/arcane-slam-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Arcane Slam"] ---- -# Arcane Slam [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Prerequisites**: warrior automaton -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Two-Action - -You channel magical power from your core into your arm, empowering your attack as you attempt to slam your foe into the ground. Attempt an [Athletics](../skills.md#Athletics) check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. - -> [!success-degree] -> - **Critical Success** You slam the foe down and the magical energy overwhelms it. The creature is knocked [prone](../../Rules/conditions.md#Prone), becomes [dazzled](../../Rules/conditions.md#Dazzled) for 1 round, and takes damage equal to `2d6` plus your Strength modifier. The foe is no longer [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) by you. -> - **Success** You slam the foe down. The creature is knocked [prone](../../Rules/conditions.md#Prone) and takes damage equal to your Strength modifier. The foe is no longer [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) by you. -> - **Failure** You are unable to slam the creature, but your hold on the creature remains. -> - **Critical Failure** The creature breaks free and is no longer [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) by you. - -**Enhancement** Your arms better channel your core's power. You no longer take penalties for attempting to slam larger foes. Your foe takes damage equal to `2d6` plus your Strength modifier on a success (or double that on a critical success). - -*Source: Guns & Gears p. 41* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/arcane-tattoos-locg.md b/Compendium/feats/arcane-tattoos-locg.md deleted file mode 100644 index b705cd4fc..000000000 --- a/Compendium/feats/arcane-tattoos-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -- trait/uncommon -aliases: ["Arcane Tattoos"] ---- -# Arcane Tattoos *Feat 1* -[human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Varisian ethnicity or New Thassilon nationality - -You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: [abjuration](../../Rules/traits/abjuration.md) ([shield](../spells/shield.md)), [conjuration](../../Rules/traits/conjuration.md) ([tanglefoot](../spells/tanglefoot.md)), [enchantment](../../Rules/traits/enchantment.md) ([daze](../spells/daze.md)), [evocation](../../Rules/traits/evocation.md) ([electric arc](../spells/electric-arc.md)), [illusion](../../Rules/traits/illusion.md) ([ghost sound](../spells/ghost-sound.md)), [necromancy](../../Rules/traits/necromancy.md) ([chill touch](../spells/chill-touch.md)), or [transmutation](../../Rules/traits/transmutation.md) ([sigil](../spells/sigil.md)). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. - -## Arcane Tattoos leads to... - -[Ornate Tattoo](ornate-tattoo-locg.md), [Virtue-forged Tattoos](virtue-forged-tattoos-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 11* -%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/archaeologist-dedication-apg.md b/Compendium/feats/archaeologist-dedication-apg.md deleted file mode 100644 index 2ee4c99b0..000000000 --- a/Compendium/feats/archaeologist-dedication-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Archaeologist Dedication"] ---- -# Archaeologist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Perception](../skills.md#Perception), [Society](../skills.md#Society), and [Thievery](../skills.md#Thievery) - -You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. - -You become an expert in [Society](../skills.md#Society) and [Thievery](../skills.md#Thievery), and you gain a +1 circumstance bonus to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about ancient history, peoples, and cultures. - -**Special.** You can't select another dedication feat until you have gained two other feats from the archaeologist archetype. - -## Archaeologist Dedication leads to... - -[Archaeologist's Luck](archaeologists-luck-apg.md), [Greater Magical Scholastics](greater-magical-scholastics-apg.md), [Magical Scholastics](magical-scholastics-apg.md), [Scholastic Identification](scholastic-identification-apg.md), [Settlement Scholastics](settlement-scholastics-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 156* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/archaeologists-luck-apg.md b/Compendium/feats/archaeologists-luck-apg.md deleted file mode 100644 index 5104d88b5..000000000 --- a/Compendium/feats/archaeologists-luck-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/fortune -aliases: ["Archaeologist's Luck"] ---- -# Archaeologist's Luck *Feat 8* -[archetype](../../Rules/traits/archetype.md) [fortune](../../Rules/traits/fortune.md) - -- **Prerequisites**: [Archaeologist Dedication](archaeologist-dedication-apg.md) -- **Frequency**: once per hour -- **Trigger** You fail a check against a trap, such as a [Thievery](../skills.md#Thievery) check to [Disable](../../Rules/actions/disable-a-device.md) the trap or a Reflex save to avoid its effects. - -You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result. - -*Source: Advanced Player's Guide p. 156* -%% #compendium/src/pf2e/apg #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/archaeologists-warning-lopsg.md b/Compendium/feats/archaeologists-warning-lopsg.md deleted file mode 100644 index ef38b7cb8..000000000 --- a/Compendium/feats/archaeologists-warning-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Archaeologist's Warning"] ---- -# Archaeologist's Warning [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Trigger** You are about to roll a [Perception](../skills.md#Perception), [Society](../skills.md#Society), or [Thievery](../skills.md#Thievery) check for initiative. -- **Activity** Free Action - -You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the [visual](../../Rules/traits/visual.md) or [auditory](../../Rules/traits/auditory.md) trait. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/archer-dedication-apg.md b/Compendium/feats/archer-dedication-apg.md deleted file mode 100644 index e7c6cca6d..000000000 --- a/Compendium/feats/archer-dedication-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Archer Dedication"] ---- -# Archer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow. - -**Special.** You can't select another dedication feat until you have gained two other feats from the archer archetype. - -## Archer Dedication leads to... - -[Advanced Bow Training](advanced-bow-training-apg.md), [Archer's Aim](archers-aim-apg.md), [Crossbow Terror](crossbow-terror-apg.md), [Quick Shot](quick-shot-apg.md), [Staggering Fire](staggering-fire-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 157* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/archers-aim-apg.md b/Compendium/feats/archers-aim-apg.md deleted file mode 100644 index 747ab166a..000000000 --- a/Compendium/feats/archers-aim-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/concentrate -aliases: ["Archer's Aim"] ---- -# Archer's Aim [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Archer Dedication](archer-dedication-apg.md) -- **Activity** Two-Action - -You slow down, focus, and take a careful shot. Make a ranged [Strike](../../Rules/actions/strike.md) with a weapon in the bow weapon group. - -You gain a +2 circumstance bonus to the attack roll and ignore the target's [concealed](../../Rules/conditions.md#Concealed) condition. If the target is [hidden](../../Rules/conditions.md#Hidden), reduce the flat check from being [hidden](../../Rules/conditions.md#Hidden) from 11 to 5. - -*Source: Advanced Player's Guide p. 157* -%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/archon-magic-apg.md b/Compendium/feats/archon-magic-apg.md deleted file mode 100644 index 936ca68e9..000000000 --- a/Compendium/feats/archon-magic-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Archon Magic"] ---- -# Archon Magic *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Lawbringer](lawbringer-apg.md) - -You can tap into the heavenly magic that is your birthright. - -You can cast [continual flame](../spells/continual-flame.md) and [shield other](../spells/shield-other.md) each once per day as 2nd-level divine innate spells. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/ardent-armiger-lowg.md b/Compendium/feats/ardent-armiger-lowg.md deleted file mode 100644 index a0d66de55..000000000 --- a/Compendium/feats/ardent-armiger-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Ardent Armiger"] ---- -# Ardent Armiger *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md) - -You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against [mental](../../Rules/traits/mental.md) effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, [Making an Impression](../../Rules/actions/make-an-impression.md) on you, or Making a [Request](../../Rules/actions/request.md) of you. - -If a [mental](../../Rules/traits/mental.md) effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times. - -*Source: Lost Omens: World Guide p. 107* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/arise-ye-worthy-loag.md b/Compendium/feats/arise-ye-worthy-loag.md deleted file mode 100644 index c87764a1a..000000000 --- a/Compendium/feats/arise-ye-worthy-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Arise, Ye Worthy!"] ---- -# Arise, Ye Worthy! *Feat 13* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -You are descended from the valkyries who protect worthy souls, and can hold back death's grasp. You can cast [breath of life](../spells/breath-of-life.md) as a divine innate spell once per day. - -*Source: Lost Omens: Ancestry Guide p. 98* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/armigers-mobility-lowg.md b/Compendium/feats/armigers-mobility-lowg.md deleted file mode 100644 index c3e301e11..000000000 --- a/Compendium/feats/armigers-mobility-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Armiger's Mobility"] ---- -# Armiger's Mobility *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: expert in heavy armor, [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md) - -You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet. - -*Source: Lost Omens: World Guide p. 107* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/armor-assist-apg.md b/Compendium/feats/armor-assist-apg.md deleted file mode 100644 index e39c8a1f9..000000000 --- a/Compendium/feats/armor-assist-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Armor Assist"] ---- -# Armor Assist *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) or [Warfare Lore](../skills.md#Lore) - -After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear. You can attempt an [Athletics](../skills.md#Athletics) or [Warfare Lore](../skills.md#Lore) check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor. You can halve an ally's time to don armor by working with them to don the armor and succeeding at an [Athletics](../skills.md#Athletics) or [Warfare Lore](../skills.md#Lore) check against the same DC. - -*Source: Advanced Player's Guide p. 203* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/armor-rune-shifter-aoa4.md b/Compendium/feats/armor-rune-shifter-aoa4.md deleted file mode 100644 index b6bf8afa8..000000000 --- a/Compendium/feats/armor-rune-shifter-aoa4.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa4 -- trait/archetype -aliases: ["Armor Rune Shifter"] ---- -# Armor Rune Shifter *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](crystal-keeper-dedication-aoa4.md) - -You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [energy-resistant](../equipment/items/energy-resistant.md), [fortification](../equipment/items/fortification.md), [glamered](../equipment/items/glamered.md), [invisibility](../equipment/items/invisibility.md), [shadow](../equipment/items/shadow.md), or [slick](../equipment/items/slick.md). The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 75* -%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/armor-specialist-apg.md b/Compendium/feats/armor-specialist-apg.md deleted file mode 100644 index 765d5f2b2..000000000 --- a/Compendium/feats/armor-specialist-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Armor Specialist"] ---- -# Armor Specialist *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sentinel Dedication](sentinel-dedication-apg.md) - -You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor. - -*Source: Advanced Player's Guide p. 191* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/armored-exercise-lopsg.md b/Compendium/feats/armored-exercise-lopsg.md deleted file mode 100644 index 98c1fb0f3..000000000 --- a/Compendium/feats/armored-exercise-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Armored Exercise"] ---- -# Armored Exercise *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md); trained in light, medium, or heavy armor - -You've spent time training in your armor alongside other agents from the Swords. Your proficiency rank for light, medium, and heavy armor increases to expert for whichever of those you already had the trained proficiency rank in. - -*Source: Lost Omens: Pathfinder Society Guide p. 53* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/armored-rebuff-apg.md b/Compendium/feats/armored-rebuff-apg.md deleted file mode 100644 index 11b424d6f..000000000 --- a/Compendium/feats/armored-rebuff-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Armored Rebuff"] ---- -# Armored Rebuff [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sentinel Dedication](sentinel-dedication-apg.md) -- **Trigger** An adjacent foe critically fails an attack roll to [Strike](../../Rules/actions/strike.md) you with a melee weapon or unarmed attack. -- **Requirements**: You are wearing medium armor or heavier. -- **Activity** Reaction - -You rebuff puny attacks with your armor, knocking back your foe. Attempt an [Athletics](../skills.md#Athletics) check to [Shove](../../Rules/actions/shove.md) the triggering foe, even if you don't have a hand free. If you succeed, you can't [Stride](../../Rules/actions/stride.md) to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them. - -*Source: Advanced Player's Guide p. 191* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/armored-rest-lopsg.md b/Compendium/feats/armored-rest-lopsg.md deleted file mode 100644 index 23e547830..000000000 --- a/Compendium/feats/armored-rest-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Armored Rest"] ---- -# Armored Rest *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md); trained in light, medium, or heavy armor - -You've slept many nights in your armor and gotten used to it. - -You can sleep in armor overnight without being [fatigued](../../Rules/conditions.md#Fatigued) the next day. If you were already [fatigued](../../Rules/conditions.md#Fatigued) before sleeping, the armor doesn't prevent you from recovering from being [fatigued](../../Rules/conditions.md#Fatigued). - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/armored-stealth-apg.md b/Compendium/feats/armored-stealth-apg.md deleted file mode 100644 index 10095190f..000000000 --- a/Compendium/feats/armored-stealth-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Armored Stealth"] ---- -# Armored Stealth *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Stealth](../skills.md#Stealth) - -You have learned techniques to adjust and modify your armor and movements to reduce the noise you make. When you wear non-noisy armor with which you are trained, your penalty to [Stealth](../skills.md#Stealth) checks is reduced by 1 (to a minimum penalty of 0). If you're a master in [Stealth](../skills.md#Stealth), reduce the penalty by 2, and if you're legendary, reduce the penalty by 3. If your armor has the [noisy](../../Rules/traits/noisy.md) trait, instead of reducing the penalty to [Stealth](../skills.md#Stealth) checks, you ignore the effects of the [noisy](../../Rules/traits/noisy.md) trait, enabling you to remove the penalty with a sufficient Strength score as normal. - -*Source: Advanced Player's Guide p. 203* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/arrow-of-death-apg.md b/Compendium/feats/arrow-of-death-apg.md deleted file mode 100644 index 99a194965..000000000 --- a/Compendium/feats/arrow-of-death-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/magical -- trait/necromancy -aliases: ["Arrow Of Death"] ---- -# Arrow Of Death [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[archetype](../../Rules/traits/archetype.md) [magical](../../Rules/traits/magical.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: [Eldritch Archer Dedication](eldritch-archer-dedication-apg.md) -- **Frequency**: once per day -- **Activity** Three-Action - -You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow [Strike](../../Rules/actions/strike.md). On a hit, you deal an additional `10d10` precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the [death](../../Rules/traits/death.md) and [incapacitation](../../Rules/traits/incapacitation.md) traits. - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype #trait/magical #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/arrow-snatching.md b/Compendium/feats/arrow-snatching.md deleted file mode 100644 index d2636fd4c..000000000 --- a/Compendium/feats/arrow-snatching.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Arrow Snatching"] ---- -# Arrow Snatching *Feat 8* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Deflect Arrow](deflect-arrow.md) - -You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged [Strike](../../Rules/actions/strike.md) against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack. - -*Source: Core Rulebook p. 162* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/artillerist-dedication-g-g.md b/Compendium/feats/artillerist-dedication-g-g.md deleted file mode 100644 index d488c4e1a..000000000 --- a/Compendium/feats/artillerist-dedication-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -aliases: ["Artillerist Dedication"] ---- -# Artillerist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in martial weapons - -Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You've taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon's deployment and usage. If you're serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or [Repair](../../Rules/actions/repair.md) the weapon. When you Aim a siege weapon, you can move the weapon's aim twice as far as normal. - -**Special.** You can't select another dedication feat until you've gained at least two other feats from the artillerist archetype. - -*Source: Guns & Gears p. 128* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/artokuss-fire-lol.md b/Compendium/feats/artokuss-fire-lol.md deleted file mode 100644 index 064845099..000000000 --- a/Compendium/feats/artokuss-fire-lol.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/additive-2 -- trait/alchemist -- trait/rare -aliases: ["Artokus's Fire"] ---- -# Artokus's Fire [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) [rare](../../Rules/traits/rare.md) - -- **Frequency**: once per round -- **Trigger** You use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to craft an alchemist's fire, and that bomb's level is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire. The alchemist's fire deals `1d4` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals `1d4+2` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage)) - -A creature taking [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) from the alchemist's fire requires two successful flat checks to end the [persistent damage](../../Rules/conditions.md#Persistent%20Damage), or one check if the creature had an assisted recovery that reduces the flat check to DC 10. The enhanced alchemist's fire burns even underwater, and any attempts to end the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) by using water have no effect. - -*Source: Lost Omens: Legends p. 20* -%% #compendium/src/pf2e/lol #trait/additive-2 #trait/alchemist #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/as-in-life-so-in-death-botd.md b/Compendium/feats/as-in-life-so-in-death-botd.md deleted file mode 100644 index 412bda1c3..000000000 --- a/Compendium/feats/as-in-life-so-in-death-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["As in Life, So in Death"] ---- -# As in Life, So in Death *Feat 1* -[skeleton](../../Rules/traits/skeleton-b1.md) - - -Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the [Adopted Ancestry](adopted-ancestry.md) feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt [Deception](../skills.md#Deception) checks against a creature's [Perception](../skills.md#Perception) DC to successfully [Impersonate](../../Rules/actions/impersonate.md) yourself as a member of that ancestry. This is a non-magical disguise that doesn't protect against divination. - -This disguise doesn't provide any benefit against a creature actively attempting a [Perception](../skills.md#Perception) check against you. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/ashen-veil-lokl.md b/Compendium/feats/ashen-veil-lokl.md deleted file mode 100644 index 4425827de..000000000 --- a/Compendium/feats/ashen-veil-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/manipulate -- trait/skill -aliases: ["Ashen Veil"] ---- -# Ashen Veil [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 7* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md), expert in [Religion](../skills.md#Religion), master in [Stealth](../skills.md#Stealth) -- **Activity** Three-Action - -By smearing ash or tainted earth over your skin and armor, you shroud yourself from the dead. You become [concealed](../../Rules/conditions.md#Concealed) to undead using vision or lifesense, allowing you to [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md) without other sources of cover or concealment. This effect lasts only as long as you continue to take no actions other than to [Hide](../../Rules/actions/hide.md), [Sneak](../../Rules/actions/sneak.md), or other surreptitious actions. The GM determines which actions end the effect, but attacking, casting spells, activating items, and the like always do. - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/assassin-dedication-apg.md b/Compendium/feats/assassin-dedication-apg.md deleted file mode 100644 index f12584c5e..000000000 --- a/Compendium/feats/assassin-dedication-apg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Assassin Dedication"] ---- -# Assassin Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: [Alchemical Crafting](alchemical-crafting.md); trained in [Crafting](../skills.md#Crafting), [Deception](../skills.md#Deception), and [Stealth](../skills.md#Stealth) - -You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the Mark for Death activity. - -```ad-embed-ability -title: Mark for Death [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You can see and hear the creature you intend to mark - -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](../../../compendium/skills.md#Perception) checks to [Seek](../../../rules/actions/seek.md) your mark and on [Deception](../../../compendium/skills.md#Deception) checks to [Feint](../../../rules/actions/feint.md) against your mark. Your [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) weapons and unarmed attacks gain the [backstabber](../../../rules/traits/backstabber.md) and [deadly ](../../../rules/traits/deadly.md) weapon traits when you're attacking your mark. - -If the weapon or unarmed attack already has the [deadly](../../../rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it [deadly ](../../../rules/traits/deadly.md). -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the assassin archetype. - -## Assassin Dedication leads to... - -[Angel Of Death](angel-of-death-apg.md), [Assassinate](assassinate-apg.md), [Expert Backstabber](expert-backstabber-apg.md), [Surprise Attack](surprise-attack-apg.md), [Angel of Vindication](angel-of-vindication-lokl.md), [Eclipsed Vitality](eclipsed-vitality-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 158* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% diff --git a/Compendium/feats/assassinate-apg.md b/Compendium/feats/assassinate-apg.md deleted file mode 100644 index 0137560fd..000000000 --- a/Compendium/feats/assassinate-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Assassinate"] ---- -# Assassinate [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Assassin Dedication](assassin-dedication-apg.md) -- **Requirements**: You have designated a mark using Mark for Death and are completely [unnoticed](../../Rules/conditions.md#Unnoticed) by your mark. -- **Activity** Two-Action - -You strike with one swift movement, trying to instantly slay your mark. Make a [Strike](../../Rules/actions/strike.md) against your mark. If you hit, your mark takes `6d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. - -If the mark critically fails, they die. This is an [incapacitation](../../Rules/traits/incapacitation.md) effect. The creature then becomes temporarily immune to your Assassinate for 1 day. - -*Source: Advanced Player's Guide p. 158* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/assisting-shot.md b/Compendium/feats/assisting-shot.md deleted file mode 100644 index 41b433aa8..000000000 --- a/Compendium/feats/assisting-shot.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Assisting Shot"] ---- -# Assisting Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You are wielding a ranged weapon -- **Activity** Single Action - -With a quick shot, you interfere with a foe in combat. Make a [Strike](../../Rules/actions/strike.md) with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your [Strike](../../Rules/actions/strike.md) was a critical hit. - -*Source: Core Rulebook p. 145* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/assured-identification-apg.md b/Compendium/feats/assured-identification-apg.md deleted file mode 100644 index 206262d82..000000000 --- a/Compendium/feats/assured-identification-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Assured Identification"] ---- -# Assured Identification *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -You rarely misidentify an item. When using [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) checks to [Identify Magic](../../Rules/actions/identify-magic.md), if you roll a critical failure, you get a failure instead. If you would misidentify a cursed item because you roll a success but not a critical success, you simply can't identify it instead. - -*Source: Advanced Player's Guide p. 203* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/assured-knowledge-apg.md b/Compendium/feats/assured-knowledge-apg.md deleted file mode 100644 index ffa200825..000000000 --- a/Compendium/feats/assured-knowledge-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Assured Knowledge"] ---- -# Assured Knowledge *Feat 6* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: enigma muse - -You can procure information with confidence. Whenever you [Recall Knowledge](../../Rules/actions/recall-knowledge.md) using any skill (including [Bardic Lore](../skills.md#Lore)), you can forgo rolling your check to instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). As long as you are an expert in a skill, you meet the prerequisites for the [Automatic Knowledge](automatic-knowledge.md) skill feat in that skill, even if you don't have [Assurance](assurance.md) in that skill. - -## Assured Knowledge leads to... - -[Enigma's Knowledge](enigmas-knowledge-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/assured-ritualist-apg.md b/Compendium/feats/assured-ritualist-apg.md deleted file mode 100644 index 442efbccf..000000000 --- a/Compendium/feats/assured-ritualist-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Assured Ritualist"] ---- -# Assured Ritualist *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Flexible Ritualist](flexible-ritualist-apg.md) - -You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better. - -*Source: Advanced Player's Guide p. 187* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/astonishing-explosion-ec6.md b/Compendium/feats/astonishing-explosion-ec6.md deleted file mode 100644 index 85ede7109..000000000 --- a/Compendium/feats/astonishing-explosion-ec6.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/additive-2 -- trait/alchemist -- trait/uncommon -aliases: ["Astonishing Explosion"] ---- -# Astonishing Explosion [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per minute -- **Trigger** You use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -Your bomb incorporates an explosive spark of wonder that leaves witnesses dumbfounded. Any target hit by your [Strike](../../Rules/actions/strike.md) with the bomb is [fascinated](../../Rules/conditions.md#Fascinated) by you for 1 round. On a critical success, the target is also [stunned](../../Rules/conditions.md#Stunned). - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/additive-2 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/astral-blink-g-g.md b/Compendium/feats/astral-blink-g-g.md deleted file mode 100644 index e582477a8..000000000 --- a/Compendium/feats/astral-blink-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Astral Blink"] ---- -# Astral Blink *Feat 13* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You've attuned your core to allow you to phase in and out of the Astral Plane, allowing you to teleport periodically. You can cast [dimension door](../spells/dimension-door.md) once per hour as a 4th-level innate arcane spell. - -**Enhancement** Your attunement allows you to teleport in a series of quick jumps rather than in one big leap. You can expend your hourly use of [dimension door](../spells/dimension-door.md) as a free action when you begin your turn. If you do, your [Strides](../../Rules/actions/stride.md) are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your Speed instead of traversing normally to the location. While augmented, your [Strides](../../Rules/actions/stride.md) gain the [conjuration](../../Rules/traits/conjuration.md) and [teleportation](../../Rules/traits/teleportation.md) traits. Your augmented [Strides](../../Rules/actions/stride.md) don't trigger reactions that can be triggered by [move](../../Rules/traits/move.md) actions or upon leaving or entering a square, unless those reactions trigger on teleportation. - -*Source: Guns & Gears p. 42* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/astral-tether-da.md b/Compendium/feats/astral-tether-da.md deleted file mode 100644 index 30e367c16..000000000 --- a/Compendium/feats/astral-tether-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/occult -- trait/psychic -aliases: ["Astral Tether"] ---- -# Astral Tether [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[abjuration](../../Rules/traits/abjuration.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Activity** Single Action - -You spin out a thread of psychic energy that connects you to an ally, using it as a conduit for your abilities. Choose a willing creature within 60 feet and connect to it. Whenever you would gain a benefit from a psychic amp, you can have the amp affect the tethered creature instead. You can do so only if the amp grants a distinct benefit, not if it alters the amped spell. - -The tether can't be severed physically but breaks if the distance between you and the tethered ally ever exceeds 60 feet, if you become [unconscious](../../Rules/conditions.md#Unconscious), or if you use Astral Tether again. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/abjuration #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/asura-magic-loil.md b/Compendium/feats/asura-magic-loil.md deleted file mode 100644 index 7981f0a20..000000000 --- a/Compendium/feats/asura-magic-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/tiefling -aliases: ["Asura Magic"] ---- -# Asura Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Faultspawn](faultspawn-loil.md) - -You can cast [blood vendetta](../spells/blood-vendetta-apg.md) and death knell once per day each as 2nd-level divine innate spells. - -*Source: Lost Omens: Impossible Lands p. 33* -%% #compendium/src/pf2e/loil #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/athletic-might-apg.md b/Compendium/feats/athletic-might-apg.md deleted file mode 100644 index 1b172ea28..000000000 --- a/Compendium/feats/athletic-might-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Athletic Might"] ---- -# Athletic Might *Feat 5* -[orc](../../Rules/traits/orc.md) - - -Surviving in [hostile](../../Rules/conditions.md#Hostile) terrain has given you a great talent for mobility. Whenever you roll a success on an [Athletics](../skills.md#Athletics) check to [Climb](../../Rules/actions/climb.md) or [Swim](../../Rules/actions/swim.md), you get a critical success instead. - -*Source: Advanced Player's Guide p. 18* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/athletic-strategist-apg.md b/Compendium/feats/athletic-strategist-apg.md deleted file mode 100644 index 429c1258b..000000000 --- a/Compendium/feats/athletic-strategist-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Athletic Strategist"] ---- -# Athletic Strategist *Feat 2* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) - -You know how to calculatedly manipulate joints and body weight. In addition to using [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md) to modify a [Strike](../../Rules/actions/strike.md), you can use it to modify a [Disarm](../../Rules/actions/disarm.md), [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md) attempt, substituting your [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md) roll for the [Athletics](../skills.md#Athletics) check. You must apply the substitution to the first eligible attack you make, whether it's a [Strike](../../Rules/actions/strike.md) or one of the [Athletics](../skills.md#Athletics) actions. - -You can also use your Intelligence modifier instead of Strength for the [Athletics](../skills.md#Athletics) check when you substitute your [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md) roll, unless you're using a weapon for the maneuver and the weapon doesn't fit the restrictions for using Intelligence with a stratagem. - -*Source: Advanced Player's Guide p. 60* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/attack-of-opportunity-barbarian.md b/Compendium/feats/attack-of-opportunity-barbarian.md deleted file mode 100644 index 413ccf46d..000000000 --- a/Compendium/feats/attack-of-opportunity-barbarian.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Attack Of Opportunity (Barbarian)"] ---- -# Attack Of Opportunity (Barbarian) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) - -- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. -- **Activity** Reaction - -You swat a foe that leaves an opening. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Core Rulebook p. 90* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/attack-of-opportunity-champion.md b/Compendium/feats/attack-of-opportunity-champion.md deleted file mode 100644 index d750dd668..000000000 --- a/Compendium/feats/attack-of-opportunity-champion.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Attack Of Opportunity (Champion)"] ---- -# Attack Of Opportunity (Champion) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[champion](../../Rules/traits/champion.md) - -- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. -- **Activity** Reaction - -You lash out at a foe that leaves an opening. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Core Rulebook p. 111* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/attack-of-opportunity-magus-som.md b/Compendium/feats/attack-of-opportunity-magus-som.md deleted file mode 100644 index 125cf64fd..000000000 --- a/Compendium/feats/attack-of-opportunity-magus-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Attack Of Opportunity (Magus)"] ---- -# Attack Of Opportunity (Magus) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[magus](../../Rules/traits/magus-som.md) - -- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. -- **Activity** Reaction - -You lash out at a vulnerable foe. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/attack-of-opportunity-swashbuckler-apg.md b/Compendium/feats/attack-of-opportunity-swashbuckler-apg.md deleted file mode 100644 index 310118cf2..000000000 --- a/Compendium/feats/attack-of-opportunity-swashbuckler-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Attack Of Opportunity (Swashbuckler)"] ---- -# Attack Of Opportunity (Swashbuckler) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Trigger** A creature within your reach uses a [manipulate](../../Rules/traits/manipulate.md) action or a [move](../../Rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using. -- **Activity** Reaction - -You swat a foe that leaves an opening. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. - -This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/attuned-stride-som.md b/Compendium/feats/attuned-stride-som.md deleted file mode 100644 index 49bd24ab8..000000000 --- a/Compendium/feats/attuned-stride-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Attuned Stride"] ---- -# Attuned Stride *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md), expert in [Nature](../skills.md#Nature) - -You can move freely through terrain you're attuned to. - -When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn. - -*Source: Secrets of Magic p. 213* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/attunement-shift-som.md b/Compendium/feats/attunement-shift-som.md deleted file mode 100644 index a90c6406e..000000000 --- a/Compendium/feats/attunement-shift-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Attunement Shift"] ---- -# Attunement Shift [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md) -- **Frequency**: once per 10 minutes -- **Requirements**: Your previous action was to cast a spell with the [air](../../Rules/traits/air.md), [cold](../../Rules/traits/cold.md), [earth](../../Rules/traits/earth.md), [fire](../../Rules/traits/fire.md), [plant](../../Rules/traits/plant.md), or [water](../../Rules/traits/water.md) trait -- **Activity** Free Action - -The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast [tanglefoot](../spells/tanglefoot.md), your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell. - -Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift. - -*Source: Secrets of Magic p. 212* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/attunement-to-stone-lowg.md b/Compendium/feats/attunement-to-stone-lowg.md deleted file mode 100644 index 4d8cae15d..000000000 --- a/Compendium/feats/attunement-to-stone-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Attunement To Stone"] ---- -# Attunement To Stone *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](ka-stone-ritual-lowg.md) - -You become attuned to the stone around you. When in contact with a stone surface, you gain [tremorsense](../../Rules/abilities/tremorsense.md) (imprecise) 5 feet along that surface, and you can activate your ka stone to cast [meld into stone](../spells/meld-into-stone.md). - -*Source: Lost Omens: World Guide p. 59* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/augment-senses-loag.md b/Compendium/feats/augment-senses-loag.md deleted file mode 100644 index 140ad76d2..000000000 --- a/Compendium/feats/augment-senses-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Augment Senses"] ---- -# Augment Senses [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - -- **Activity** Single Action - -You open vestigial eyes, unfurl tympanic flaps of skin, or otherwise enhance your senses. Until the start of your next turn, you gain the following benefits: you can't be flanked; when you [Seek](../../Rules/actions/seek.md) for creatures, you can scan a 60-foot cone or a 30-foot burst instead of the normal area; and when you [Seek](../../Rules/actions/seek.md) for [hidden](../../Rules/conditions.md#Hidden) objects, you can search a 15-foot square instead of the normal area. - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-courage.md b/Compendium/feats/aura-of-courage.md deleted file mode 100644 index 6429afbf9..000000000 --- a/Compendium/feats/aura-of-courage.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Aura Of Courage"] ---- -# Aura Of Courage *Feat 4* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good - -You stand strong in the face of danger and inspire your allies to do the same. Whenever you become [frightened](../../Rules/conditions.md#Frightened), reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your [frightened](../../Rules/conditions.md#Frightened) condition value by 1, you also reduce the value by 1 for all allies within 15 feet. - -*Source: Core Rulebook p. 111* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-despair-apg.md b/Compendium/feats/aura-of-despair-apg.md deleted file mode 100644 index b699cc059..000000000 --- a/Compendium/feats/aura-of-despair-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Aura Of Despair"] ---- -# Aura Of Despair *Feat 4* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of evil - -Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies within 15 feet of you take a –1 circumstance penalty to saving throws against [fear](../../Rules/traits/fear.md). In addition, an enemy that ends its turn within 15 feet of you can't reduce the value of its [frightened](../../Rules/conditions.md#Frightened) condition below 1. - -*Source: Advanced Player's Guide p. 119* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-faith.md b/Compendium/feats/aura-of-faith.md deleted file mode 100644 index 6e28b48a2..000000000 --- a/Compendium/feats/aura-of-faith.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Aura Of Faith"] ---- -# Aura Of Faith *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good - -You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your [Strikes](../../Rules/actions/strike.md) deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first [Strike](../../Rules/actions/strike.md) that hits an evil creature each round. - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-life.md b/Compendium/feats/aura-of-life.md deleted file mode 100644 index 040373ead..000000000 --- a/Compendium/feats/aura-of-life.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Aura Of Life"] ---- -# Aura Of Life *Feat 14* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Shining Oath](shining-oath.md) - -Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against [necromancy](../../Rules/traits/necromancy.md) effects. - -*Source: Core Rulebook p. 114* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-preservation-apg.md b/Compendium/feats/aura-of-preservation-apg.md deleted file mode 100644 index db1a63804..000000000 --- a/Compendium/feats/aura-of-preservation-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Aura Of Preservation"] ---- -# Aura Of Preservation *Feat 14* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Esoteric Oath](esoteric-oath-apg.md) - -Your aura protects against the twisting powers of aberrations. - -You and all allies within 15 feet gain a +1 status bonus to Fortitude and Will saves against effects from aberrations. You also gain a +1 status bonus to Fortitude saves against [morph](../../Rules/traits/morph.md) or [polymorph](../../Rules/traits/polymorph.md) effects and Will saves against [mental](../../Rules/traits/mental.md) effects; this bonus increases to +2 against aberrations' morph, [polymorph](../../Rules/traits/polymorph.md), or [mental](../../Rules/traits/mental.md) effects. - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-unbreakable-virtue-aoa6.md b/Compendium/feats/aura-of-unbreakable-virtue-aoa6.md deleted file mode 100644 index 7eccd75e5..000000000 --- a/Compendium/feats/aura-of-unbreakable-virtue-aoa6.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/champion -- trait/uncommon -aliases: ["Aura Of Unbreakable Virtue"] ---- -# Aura Of Unbreakable Virtue *Feat 20* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of good - -You are a paragon of all that is good, your overwhelming aura causing evildoers to cower. All evil creatures within 15 feet of you take a –1 status penalty to checks and DCs that target you or your allies. This penalty is –2 against creatures you have taken an oath against (such as dragons if you have the [Dragonslayer Oath](dragonslayer-oath.md) feat). You can choose to suppress or resume this aura as an action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-vengeance.md b/Compendium/feats/aura-of-vengeance.md deleted file mode 100644 index 02f45d98b..000000000 --- a/Compendium/feats/aura-of-vengeance.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Aura Of Vengeance"] ---- -# Aura Of Vengeance *Feat 14* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: exalt, [Vengeful Oath](vengeful-oath.md) - -When you call upon others to take retribution, you also guide their aim. When you use [Retributive Strike](../../Rules/actions/retributive-strike.md), your allies who make [Strikes](../../Rules/actions/strike.md) take only a –2 penalty, instead of a –5 penalty. - -*Source: Core Rulebook p. 114* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/aura-sight-da.md b/Compendium/feats/aura-sight-da.md deleted file mode 100644 index f14b61b29..000000000 --- a/Compendium/feats/aura-sight-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/exploration -- trait/general -- trait/secret -- trait/skill -- trait/uncommon -aliases: ["Aura Sight"] ---- -# Aura Sight *Feat 2* -[concentrate](../../Rules/traits/concentrate.md) [exploration](../../Rules/traits/exploration.md) [general](../../Rules/traits/general.md) [secret](../../Rules/traits/secret.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Occultism](../skills.md#Occultism) -- **Frequency**: once per hour - -You've learned how to read the natural auras of other living creatures. To do this, you must focus on a single living target without blinking for 1 minute. You can do this while performing some other minor task—such as making conversation to distract from your intentions—but you can't blink or otherwise lose your concentration. You can then perceive any or all of the following information. - -- The target's current apparent attitude toward you ([friendly](../../Rules/conditions.md#Friendly), [indifferent](../../Rules/conditions.md#Indifferent), and so on). -- The target's current apparent emotional state. -- A general assessment of the target's physical health, such as what conditions or afflictions it has. You might need to succeed at an [Occultism](../skills.md#Occultism) check against the affliction or condition's DC to detect the presence of a specifically [hidden](../../Rules/conditions.md#Hidden) or subtle condition or affliction. In addition, the GM rolls a secret [Occultism](../skills.md#Occultism) check for you against the target's [Deception](../skills.md#Deception) DC. If your result exceeds your target's, you can identify if they're being deceptive in some way (such as expressing a false attitude toward you or faking an emotional state). This doesn't allow you to automatically identify the exact nature of that deception, only to tell the outward appearance is false. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/concentrate #trait/exploration #trait/general #trait/secret #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/auspicious-mount.md b/Compendium/feats/auspicious-mount.md deleted file mode 100644 index 21d3054e8..000000000 --- a/Compendium/feats/auspicious-mount.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Auspicious Mount"] ---- -# Auspicious Mount *Feat 16* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (steed), [Imposing Destrier](imposing-destrier.md) - -Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the [divine ally](divine-ally.md) class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. - -Auspice mounts gain the following benefits: Your companion is marked by your deity's religious symbol as a sacred creature of your deity. Its proficiency rank in [Religion](../skills.md#Religion) increases to expert, it can speak the language associated with your deity's servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1. - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/automatic-knowledge.md b/Compendium/feats/automatic-knowledge.md deleted file mode 100644 index 1c4bfed8e..000000000 --- a/Compendium/feats/automatic-knowledge.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Automatic Knowledge"] ---- -# Automatic Knowledge *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in a skill with the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action, [Assurance](assurance.md) in that skill - -You know basic facts off the top of your head. Choose a skill you're an expert in that has the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action and for which you have the [Assurance](assurance.md) feat. You can use the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action with that skill as a free action once per round. If you do, you must use [Assurance](assurance.md) on the skill check. - -**Special.** You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round. - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/automatic-writing-da.md b/Compendium/feats/automatic-writing-da.md deleted file mode 100644 index df756c98d..000000000 --- a/Compendium/feats/automatic-writing-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/exploration -- trait/general -- trait/manipulate -- trait/skill -- trait/uncommon -aliases: ["Automatic Writing"] ---- -# Automatic Writing *Feat 2* -[concentrate](../../Rules/traits/concentrate.md) [exploration](../../Rules/traits/exploration.md) [general](../../Rules/traits/general.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Occultism](../skills.md#Occultism) -- **Frequency**: once per day - -When confronted with the unknown, you can receive knowledge beyond your own experience via written messages delivered by your hand. You spend 10 minutes seated while holding a writing utensil, using it to make small circular motions as you open your mind to the forces around you. You receive information as your hand writes on its own, guided by spirits. At the end of these 10 minutes, [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with any [Lore](../skills.md#Lore) skill in which you are not trained, using your [Occultism](../skills.md#Occultism) modifier instead of your modifier with that skill. The strain of this spirit channeling leaves you [stupefied](../../Rules/conditions.md#Stupefied) for the next 10 minutes. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/concentrate #trait/exploration #trait/general #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/automaton-armament-g-g.md b/Compendium/feats/automaton-armament-g-g.md deleted file mode 100644 index 3696e0bca..000000000 --- a/Compendium/feats/automaton-armament-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Automaton Armament"] ---- -# Automaton Armament *Feat 1* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You've been provided a body part designed for combat. - -You gain either a claw or pincer unarmed attack. The claw deals `1d4` slashing damage, is in the brawling group, and has the agile, [finesse](../../Rules/traits/finesse.md), and [unarmed](../../Rules/traits/unarmed.md) traits. The pincer deals `1d6` piercing damage, is in the brawling group, and has the [grapple](../../Rules/traits/grapple.md) and [unarmed](../../Rules/traits/unarmed.md) traits. - -*Source: Guns & Gears p. 39* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/automaton-lore-g-g.md b/Compendium/feats/automaton-lore-g-g.md deleted file mode 100644 index 3380d6b6c..000000000 --- a/Compendium/feats/automaton-lore-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Automaton Lore"] ---- -# Automaton Lore *Feat 1* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You have come to better understand the process that made your body and the magic that powers it. You gain the trained proficiency rank in [Arcana](../skills.md#Arcana) and [Crafting](../skills.md#Crafting). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Automaton Lore](../skills.md#Lore). - -**Enhancement** Your gain greater understanding. Increase your proficiency rank in either [Arcana](../skills.md#Arcana) or [Crafting](../skills.md#Crafting), as well as [Automaton Lore](../skills.md#Lore), to expert. If you were already an expert in the chosen skill, increase your rank to master instead. - -*Source: Guns & Gears p. 40* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/avalanche-strike-apg.md b/Compendium/feats/avalanche-strike-apg.md deleted file mode 100644 index 8eaf3b20e..000000000 --- a/Compendium/feats/avalanche-strike-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -- trait/open -aliases: ["Avalanche Strike"] ---- -# Avalanche Strike [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Prerequisites**: [Mauler Dedication](mauler-dedication-apg.md) -- **Requirements**: You are wielding a melee weapon in two hands. -- **Activity** Three-Action - -You attack all nearby adversaries. Make a melee [Strike](../../Rules/actions/strike.md) with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. - -*Source: Advanced Player's Guide p. 183* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/avatars-audience.md b/Compendium/feats/avatars-audience.md deleted file mode 100644 index 6e5543be7..000000000 --- a/Compendium/feats/avatars-audience.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Avatar's Audience"] ---- -# Avatar's Audience *Feat 20* -[cleric](../../Rules/traits/cleric.md) - - -Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the [commune](../spells/rituals/commune.md) ritual to contact your deity, you don't have to pay any cost and you automatically get a critical success. Third, once per day, you can cast [plane shift](../spells/plane-shift.md) as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you're in your deity's realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the [concentrate](../../Rules/traits/concentrate.md) and [divine](../../Rules/traits/divine.md) traits. - -*Source: Core Rulebook p. 127* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/avenge-ally-apg.md b/Compendium/feats/avenge-ally-apg.md deleted file mode 100644 index 3662dc29a..000000000 --- a/Compendium/feats/avenge-ally-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -- trait/fortune -aliases: ["Avenge Ally"] ---- -# Avenge Ally [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[elf](../../Rules/traits/elf.md) [fortune](../../Rules/traits/fortune.md) - -- **Frequency**: once every 10 minutes -- **Requirements**: You are adjacent to an ally with the [dying](../../Rules/conditions.md#Dying) condition. -- **Activity** Single Action - -Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a [Strike](../../Rules/actions/strike.md). Roll twice on the attack roll and use the higher result. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/avenge-in-glory-locg.md b/Compendium/feats/avenge-in-glory-locg.md deleted file mode 100644 index cbbb296e4..000000000 --- a/Compendium/feats/avenge-in-glory-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -- trait/uncommon -aliases: ["Avenge In Glory"] ---- -# Avenge In Glory [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: mountain dwarf ethnicity -- **Frequency**: once per day -- **Trigger** An ally within 30 feet gains the [dying](../../Rules/conditions.md#Dying) condition. -- **Activity** Reaction - -You honor your ally's life, gaining temporary Hit Points equal to your level for 1 minute. As long as you have these temporary Hit Points, you gain a +1 circumstance bonus to attack and damage rolls. - -*Source: Lost Omens: Character Guide p. 20* -%% #compendium/src/pf2e/locg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/awakened-power-da.md b/Compendium/feats/awakened-power-da.md deleted file mode 100644 index 24cfcbc1d..000000000 --- a/Compendium/feats/awakened-power-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/rare -aliases: ["Awakened Power"] ---- -# Awakened Power *Feat 4* -[deviant](../../Rules/traits/deviant-da.md) [rare](../../Rules/traits/rare.md) - - -Your power spontaneously evolves or reconfigures itself. You gain one awakening benefit for a deviant feat of 4th level or lower. - -**Special.** You can take this feat multiple times. Each time you do, choose a different deviant feat of 4th level or lower, and gain one of its awakening benefits. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/awesome-blow.md b/Compendium/feats/awesome-blow.md deleted file mode 100644 index 4624b52d3..000000000 --- a/Compendium/feats/awesome-blow.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/rage -aliases: ["Awesome Blow"] ---- -# Awesome Blow *Feat 14* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Knockback](knockback.md) - -Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an [Athletics](../skills.md#Athletics) check against your target's Fortitude DC. - -> [!success-degree] -> - **Critical Success** You gain the critical success effect of a [Shove](../../Rules/actions/shove.md), then the critical success effect of a [Trip](../../Rules/actions/trip.md) against the target. -> - **Success** You gain the success effect of a [Shove](../../Rules/actions/shove.md), then the success effect of a [Trip](../../Rules/actions/trip.md) against the target. -> - **Failure** You gain the normal effect of Knockback. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/axe-climber-ec3.md b/Compendium/feats/axe-climber-ec3.md deleted file mode 100644 index 4ddc8fcb2..000000000 --- a/Compendium/feats/axe-climber-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -aliases: ["Axe Climber"] ---- -# Axe Climber *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](turpin-rowe-lumberjack-dedication-ec3.md) - -When you are climbing a wooden surface and have a hatchet or battle axe in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a light pick in each hand. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/axe-thrower-ec3.md b/Compendium/feats/axe-thrower-ec3.md deleted file mode 100644 index a48dfab2f..000000000 --- a/Compendium/feats/axe-thrower-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -aliases: ["Axe Thrower"] ---- -# Axe Thrower *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](turpin-rowe-lumberjack-dedication-ec3.md) - -You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the [thrown](../../Rules/traits/thrown.md) trait with a range of 10 feet. For axes that already have the [thrown](../../Rules/traits/thrown.md) trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/axial-recall-g-g.md b/Compendium/feats/axial-recall-g-g.md deleted file mode 100644 index e344e150e..000000000 --- a/Compendium/feats/axial-recall-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -- trait/uncommon -aliases: ["Axial Recall"] ---- -# Axial Recall *Feat 17* -[automaton](../../Rules/traits/automaton-g-g.md) [uncommon](../../Rules/traits/uncommon.md) - - -You have reconfigured the magical resonance of your core to attune to the planar energies of Axis. You can cast [plane shift](../spells/plane-shift.md) twice per week as an arcane innate spell that can only target yourself; you can travel only to Axis or the Material Plane, and your body serves as the focus component. - -*Source: Guns & Gears p. 43* -%% #compendium/src/pf2e/g&g #trait/automaton #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/axiomatic-lore-loag.md b/Compendium/feats/axiomatic-lore-loag.md deleted file mode 100644 index 6b3becb1c..000000000 --- a/Compendium/feats/axiomatic-lore-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Axiomatic Lore"] ---- -# Axiomatic Lore *Feat 1* -[aphorite](../../Rules/traits/aphorite-loag.md) - - -You possess a strong understanding of process among mortals and lawful outsiders alike. The source of this knowledge might be intuition, study, or a childhood spent among other aphorites. You gain the trained proficiency rank in [Diplomacy](../skills.md#Diplomacy) and [Society](../skills.md#Society). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Axis Lore](../skills.md#Lore). - -*Source: Lost Omens: Ancestry Guide p. 77* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/azaersis-roads-lol.md b/Compendium/feats/azaersis-roads-lol.md deleted file mode 100644 index 8ce372edc..000000000 --- a/Compendium/feats/azaersis-roads-lol.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/hobgoblin -- trait/rare -aliases: ["Azaersi's Roads"] ---- -# Azaersi's Roads *Feat 17* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) [rare](../../Rules/traits/rare.md) - - -Azaersi has granted you limited access to the Stone Roads, attuning you to the tiniest sliver of the Onyx Key. You gain [plane shift](../spells/plane-shift.md) as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the Plane of Earth and the Material Plane. Due to your attunement to the Onyx Key, you can act as the spell focus, and you do not require a tuning fork. - -*Source: Lost Omens: Legends p. 28* -%% #compendium/src/pf2e/lol #trait/hobgoblin #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/azarketi-lore-aaws.md b/Compendium/feats/azarketi-lore-aaws.md deleted file mode 100644 index 60e7eca16..000000000 --- a/Compendium/feats/azarketi-lore-aaws.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Azarketi Lore"] ---- -# Azarketi Lore *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You have learned the history and origins of your people and how to connect to both your land and sea heritage. You become trained in [Athletics](../skills.md#Athletics) and [Nature](../skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Azarketi Lore](../skills.md#Lore). - -*Source: Azarketi Ancestry Web Supplement p. 4* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/azarketi-purification-loag.md b/Compendium/feats/azarketi-purification-loag.md deleted file mode 100644 index a3d7c6d91..000000000 --- a/Compendium/feats/azarketi-purification-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Azarketi Purification"] ---- -# Azarketi Purification *Feat 9* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You can cast [purify food and drink](../spells/purify-food-and-drink.md) as a primal innate spell, but only on liquids. - -You can cast this spell once every 10 minutes. You can also use your innate purify food and drink on a touched creature instead of a liquid to purify their blood, giving that creature a +2 status bonus for 1 minute on their ongoing saves against poisons already present in their body when you cast the spell. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/azarketi-weapon-aptitude-aaws.md b/Compendium/feats/azarketi-weapon-aptitude-aaws.md deleted file mode 100644 index 9a264569b..000000000 --- a/Compendium/feats/azarketi-weapon-aptitude-aaws.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Azarketi Weapon Aptitude"] ---- -# Azarketi Weapon Aptitude *Feat 5* -[azarketi](../../Rules/traits/azarketi-loag.md) - -- **Prerequisites**: [Azarketi Weapon Familiarity](azarketi-weapon-familiarity-aaws.md) - -You become familiar with using your weapons both in and out of water. Whenever you critically hit using an [azarketi](../../Rules/traits/azarketi-loag.md) weapon or one of the weapons listed in [Azarketi Weapon Familiarity](azarketi-weapon-familiarity-aaws.md), you apply the weapon's critical specialization effect. - -*Source: Azarketi Ancestry Web Supplement p. 5* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/azarketi-weapon-expertise-aaws.md b/Compendium/feats/azarketi-weapon-expertise-aaws.md deleted file mode 100644 index 1b8e49752..000000000 --- a/Compendium/feats/azarketi-weapon-expertise-aaws.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Azarketi Weapon Expertise"] ---- -# Azarketi Weapon Expertise *Feat 13* -[azarketi](../../Rules/traits/azarketi-loag.md) - -- **Prerequisites**: [Azarketi Weapon Familiarity](azarketi-weapon-familiarity-aaws.md) - -Your mastery with weapons both above and below water is unmatched. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in crossbows, hand crossbows, longspears, spears, tridents, and all azarketi weapons in which you are trained. - -*Source: Azarketi Ancestry Web Supplement p. 5* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/azarketi-weapon-familiarity-aaws.md b/Compendium/feats/azarketi-weapon-familiarity-aaws.md deleted file mode 100644 index 7c9818a2a..000000000 --- a/Compendium/feats/azarketi-weapon-familiarity-aaws.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Azarketi Weapon Familiarity"] ---- -# Azarketi Weapon Familiarity *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You are familiar with weapons that excel underwater. You are trained with crossbows, hand crossbows, longspears, spears, and tridents. - -In addition, you gain access to all uncommon azarketi weapons. For the purpose of determining your proficiency, martial azarketi weapons are simple weapons and advanced azarketi weapons are martial weapons. - -## Azarketi Weapon Familiarity leads to... - -[Azarketi Weapon Aptitude](azarketi-weapon-aptitude-aaws.md), [Azarketi Weapon Expertise](azarketi-weapon-expertise-aaws.md) - -## Summary - -*Source: Azarketi Ancestry Web Supplement p. 4* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/azata-magic-apg.md b/Compendium/feats/azata-magic-apg.md deleted file mode 100644 index 7e5e6b3f8..000000000 --- a/Compendium/feats/azata-magic-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Azata Magic"] ---- -# Azata Magic *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Musetouched](musetouched-apg.md) - -Your lineage traces back to the realm of Elysium, and you can harness its magic using this connection. You can cast [glitterdust](../spells/glitterdust.md) and [remove paralysis](../spells/remove-paralysis.md) each once per day as 2nd-level divine innate spells. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/back-to-back-apg.md b/Compendium/feats/back-to-back-apg.md deleted file mode 100644 index 945f4efc3..000000000 --- a/Compendium/feats/back-to-back-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Back To Back"] ---- -# Back To Back *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) - -You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become [flat-footed](../../Rules/conditions.md#Flat-footed) due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't. - -*Source: Advanced Player's Guide p. 181* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/backup-disguise-locg.md b/Compendium/feats/backup-disguise-locg.md deleted file mode 100644 index 4ab93283f..000000000 --- a/Compendium/feats/backup-disguise-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Backup Disguise"] ---- -# Backup Disguise *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception) - -You have a specific disguise that you keep at the ready, worn underneath your outer garment. You can change into this disguise to [Impersonate](../../Rules/actions/impersonate.md) as a 3-action activity. - -If you have master proficiency in [Deception](../skills.md#Deception), it is instead a 2-action activity, and if you have legendary proficiency, it is a single action. You can create a new backup disguise by spending the normal amount of time it takes you to [Impersonate](../../Rules/actions/impersonate.md), but you can have only one backup disguise at a time. Having a backup disguise doesn't allow you to remove your armor or any other complex piece of clothing any more quickly, but once you have those off, the disguise is readily available. Because you have the backup disguise at the ready, it's possible that a thorough search might reveal some elements of the disguise (see [Conceal an Object](../../Rules/actions/conceal-an-object.md) in the [Stealth](../skills.md#Stealth) skill). - -*Source: Lost Omens: Character Guide p. 71* -%% #compendium/src/pf2e/locg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/banishing-blow-ec6.md b/Compendium/feats/banishing-blow-ec6.md deleted file mode 100644 index 38e23dbfc..000000000 --- a/Compendium/feats/banishing-blow-ec6.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/champion -- trait/uncommon -aliases: ["Banishing Blow"] ---- -# Banishing Blow [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Fiendsbane Oath](fiendsbane-oath.md) -- **Trigger** You use your champion's reaction, triggered by a fiend within your reach. -- **Activity** Free Action - -The erratic teleportation magic you experienced in the Kortos Mounts has taught you a few tricks. You attempt an [Athletics](../skills.md#Athletics) check to [Shove](../../Rules/actions/shove.md) the fiend that triggered your champion's reaction; on a success, the target can't teleport or summon creatures for 1 minute. On a critical success, the target is also [stunned](../../Rules/conditions.md#Stunned) and can't teleport or summon creatures for 1 hour, and if you are on your home plane and the target is a fiend of level 18 or lower from another plane, it is also banished to its home plane. Your multiple attack penalty doesn't apply to this attack. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/banshee-cry-display-g-g.md b/Compendium/feats/banshee-cry-display-g-g.md deleted file mode 100644 index f6c953f90..000000000 --- a/Compendium/feats/banshee-cry-display-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Banshee Cry Display"] ---- -# Banshee Cry Display *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](firework-technician-dedication-g-g.md) - -You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the Banshee Cry fireworks display. - -```ad-embed-ability -title: Banshee Cry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature within 30 feet [Casts a Spell](../../../rules/actions/cast-a-spell.md) that has a verbal component or [Activates an Item](../../../rules/actions/activate-an-item.md) using a command Activation - -**Effect** You set off a firework to explode with a loud screech near the creature. The creature must attempt a Will save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature must use an additional action on the triggering action or activity, or it's disrupted. -> - **Critical Failure** The triggering action is disrupted. -``` - -*Source: Guns & Gears p. 135* -%% #compendium/src/pf2e/g&g #trait/archetype %% diff --git a/Compendium/feats/barbarian-dedication.md b/Compendium/feats/barbarian-dedication.md deleted file mode 100644 index abebab953..000000000 --- a/Compendium/feats/barbarian-dedication.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Barbarian Dedication"] ---- -# Barbarian Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Constitution 14 - -You become trained in [Athletics](../skills.md#Athletics); if you were already trained in [Athletics](../skills.md#Athletics), you instead become trained in a skill of your choice. You become trained in barbarian class DC. - -You can use the [Rage](../../Rules/actions/rage.md) action. - -Choose an instinct|Barbarian||1 as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the barbarian archetype. - -## Barbarian Dedication leads to... - -[Barbarian Resiliency](barbarian-resiliency.md), [Basic Fury](basic-fury.md), [Advanced Fury](advanced-fury.md), [Instinct Ability](instinct-ability.md), [Juggernaut's Fortitude](juggernauts-fortitude.md) - -## Summary - -*Source: Core Rulebook p. 221* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/barbarian-resiliency.md b/Compendium/feats/barbarian-resiliency.md deleted file mode 100644 index d233fc87f..000000000 --- a/Compendium/feats/barbarian-resiliency.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Barbarian Resiliency"] ---- -# Barbarian Resiliency *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Barbarian Dedication](barbarian-dedication.md), class granting no more Hit Points per level than 10 + your Constitution modifier - -You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 221* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bard-dedication.md b/Compendium/feats/bard-dedication.md deleted file mode 100644 index debb89df4..000000000 --- a/Compendium/feats/bard-dedication.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Bard Dedication"] ---- -# Bard Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -You cast spells like a bard and gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in [Occultism](../skills.md#Occultism) and [Performance](../skills.md#Performance); for each of these skills in which you were already trained, you instead become trained in a skill of your choice. - -Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the bard archetype. - -## Bard Dedication leads to... - -[Basic Bard Spellcasting](basic-bard-spellcasting.md), [Expert Bard Spellcasting](expert-bard-spellcasting.md), [Master Bard Spellcasting](master-bard-spellcasting.md), [Occult Breadth](occult-breadth.md), [Basic Muse's Whispers](basic-muses-whispers.md), [Advanced Muse's Whispers](advanced-muses-whispers.md), [Counter Perform](counter-perform.md), [Inspirational Performance](inspirational-performance.md) - -## Summary - -*Source: Core Rulebook p. 222* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/bardic-lore.md b/Compendium/feats/bardic-lore.md deleted file mode 100644 index de2120c40..000000000 --- a/Compendium/feats/bardic-lore.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Bardic Lore"] ---- -# Bardic Lore *Feat 1* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Enigma muse - -Your studies make you informed on every subject. You are trained in [Bardic Lore](../skills.md#Lore), a special [Lore](../skills.md#Lore) skill that can be used only to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), but on any topic. If you have legendary proficiency in [Occultism](../skills.md#Occultism), you gain expert proficiency in [Bardic Lore](../skills.md#Lore), but you can't increase your proficiency rank in [Bardic Lore](../skills.md#Lore) by any other means. - -*Source: Core Rulebook p. 99* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/bargain-hunter.md b/Compendium/feats/bargain-hunter.md deleted file mode 100644 index a0dd6ec4f..000000000 --- a/Compendium/feats/bargain-hunter.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Bargain Hunter"] ---- -# Bargain Hunter *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) - -You can [Earn Income](../../Rules/actions/earn-income.md) using [Diplomacy](../skills.md#Diplomacy), spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using [Earn Income](../../Rules/actions/earn-income.md) with [Diplomacy](../skills.md#Diplomacy), except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp. - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/bark-and-tendril-locg.md b/Compendium/feats/bark-and-tendril-locg.md deleted file mode 100644 index a08e4cf65..000000000 --- a/Compendium/feats/bark-and-tendril-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Bark And Tendril"] ---- -# Bark And Tendril *Feat 9* -[leshy](../../Rules/traits/leshy-b1.md) - - -You wield primal magic. You can cast [barkskin](../spells/barkskin.md) and entangle as 2nd-level primal innate spells once per day each. - -*Source: Lost Omens: Character Guide p. 55* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/barreling-charge-barbarian-apg.md b/Compendium/feats/barreling-charge-barbarian-apg.md deleted file mode 100644 index eda795b46..000000000 --- a/Compendium/feats/barreling-charge-barbarian-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/flourish -aliases: ["Barreling Charge (Barbarian)"] ---- -# Barreling Charge (Barbarian) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Activity** Two-Action - -You rush forward, moving enemies aside to reach your foe. - -You [Stride](../../Rules/actions/stride.md), attempting to move through your enemies' spaces, and make a melee [Strike](../../Rules/actions/strike.md). Roll an [Athletics](../skills.md#Athletics) check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your [Stride](../../Rules/actions/stride.md), moving through its space on a success but ending your movement before entering its space on a failure. You can use Barreling Charge to [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) instead of [Stride](../../Rules/actions/stride.md), as long as you have the corresponding movement type. - -*Source: Advanced Player's Guide p. 108* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/barreling-charge-fighter-apg.md b/Compendium/feats/barreling-charge-fighter-apg.md deleted file mode 100644 index c08c90a83..000000000 --- a/Compendium/feats/barreling-charge-fighter-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -- trait/flourish -aliases: ["Barreling Charge (Fighter)"] ---- -# Barreling Charge (Fighter) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Activity** Two-Action - -You rush forward, moving enemies aside to reach your foe. - -You [Stride](../../Rules/actions/stride.md), attempting to move through your enemies' spaces, and make a melee [Strike](../../Rules/actions/strike.md). Roll an [Athletics](../skills.md#Athletics) check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your [Stride](../../Rules/actions/stride.md), moving through their space on a success but ending your movement before entering their space on a failure. You can use Barreling Charge to [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) instead of [Stride](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/barrier-shield-lotgb.md b/Compendium/feats/barrier-shield-lotgb.md deleted file mode 100644 index 7f83e60dc..000000000 --- a/Compendium/feats/barrier-shield-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Barrier Shield"] ---- -# Barrier Shield *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [shield](../spells/shield.md) - -When you cast [shield](../spells/shield.md), you can modify the spell to create a solid barrier you can use for cover, but not for blocking. - -You can't use the [Shield Block](shield-block.md) reaction when the spell is modified in this way, but you (and only you) can spend an action to [Take Cover](../../Rules/actions/take-cover.md) to gain standard cover from it. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bashing-charge-apg.md b/Compendium/feats/bashing-charge-apg.md deleted file mode 100644 index 89cfdeb97..000000000 --- a/Compendium/feats/bashing-charge-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/flourish -aliases: ["Bashing Charge"] ---- -# Bashing Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Activity** Two-Action - -You smash, bust, and charge through solid obstacles without hesitation. [Stride](../../Rules/actions/stride.md) twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an [Athletics](../skills.md#Athletics) check to [Force Open](../../Rules/actions/force-open.md) the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle. - -*Source: Advanced Player's Guide p. 108* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/basic-arcana.md b/Compendium/feats/basic-arcana.md deleted file mode 100644 index 0d2fb0f96..000000000 --- a/Compendium/feats/basic-arcana.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Arcana"] ---- -# Basic Arcana *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wizard Dedication](wizard-dedication.md) - -You gain a 1st- or 2nd-level wizard feat of your choice. - -## Basic Arcana leads to... - -[Advanced Arcana](advanced-arcana.md) - -## Summary - -*Source: Core Rulebook p. 231* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-bard-spellcasting.md b/Compendium/feats/basic-bard-spellcasting.md deleted file mode 100644 index af1f2c9cd..000000000 --- a/Compendium/feats/basic-bard-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Bard Spellcasting"] ---- -# Basic Bard Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](bard-dedication.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level. - -## Basic Bard Spellcasting leads to... - -[Expert Bard Spellcasting](expert-bard-spellcasting.md), [Master Bard Spellcasting](master-bard-spellcasting.md), [Occult Breadth](occult-breadth.md) - -## Summary - -*Source: Core Rulebook p. 222* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-beast-gunner-spellcasting-g-g.md b/Compendium/feats/basic-beast-gunner-spellcasting-g-g.md deleted file mode 100644 index 4211681d8..000000000 --- a/Compendium/feats/basic-beast-gunner-spellcasting-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Basic Beast Gunner Spellcasting"] ---- -# Basic Beast Gunner Spellcasting *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Beast Gunner Dedication](beast-gunner-dedication-g-g.md) - -You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic. You gain the basic spellcasting benefits (Core Rulebook 219). Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered. - -## Basic Beast Gunner Spellcasting leads to... - -[Expert Beast Gunner Spellcasting](expert-beast-gunner-spellcasting-g-g.md), [Master Beast Gunner Spellcasting](master-beast-gunner-spellcasting-g-g.md) - -## Summary - -*Source: Guns & Gears p. 131* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-blood-potency.md b/Compendium/feats/basic-blood-potency.md deleted file mode 100644 index b123847a1..000000000 --- a/Compendium/feats/basic-blood-potency.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Blood Potency"] ---- -# Basic Blood Potency *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sorcerer Dedication](sorcerer-dedication.md) - -You gain a 1st- or 2nd-level sorcerer feat. - -## Basic Blood Potency leads to... - -[Advanced Blood Potency](advanced-blood-potency.md) - -## Summary - -*Source: Core Rulebook p. 230* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-bloodline-spell.md b/Compendium/feats/basic-bloodline-spell.md deleted file mode 100644 index 185d7d025..000000000 --- a/Compendium/feats/basic-bloodline-spell.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Bloodline Spell"] ---- -# Basic Bloodline Spell *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sorcerer Dedication](sorcerer-dedication.md) - -You gain your bloodline|Sorcerer||1's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) without any special effort. - -*Source: Core Rulebook p. 230* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-breakthrough-g-g.md b/Compendium/feats/basic-breakthrough-g-g.md deleted file mode 100644 index f06b5e0bb..000000000 --- a/Compendium/feats/basic-breakthrough-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Basic Breakthrough"] ---- -# Basic Breakthrough *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](inventor-dedication-g-g.md) - -You gain a 1st- or 2nd-level inventor feat of your choice. - -## Basic Breakthrough leads to... - -[Advanced Breakthrough](advanced-breakthrough-g-g.md) - -## Summary - -*Source: Guns & Gears p. 49* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-captivator-spellcasting-lotgb.md b/Compendium/feats/basic-captivator-spellcasting-lotgb.md deleted file mode 100644 index 2294565bd..000000000 --- a/Compendium/feats/basic-captivator-spellcasting-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Basic Captivator Spellcasting"] ---- -# Basic Captivator Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Captivator Dedication](captivator-dedication-lotgb.md) - -Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. - -Choose a 1st-level occult spell from either the enchantment or illusion school. You can [Cast this Spell](../../Rules/actions/cast-a-spell.md) as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school. - -## Basic Captivator Spellcasting leads to... - -[Captivating Intensity](captivating-intensity-lotgb.md), [Countercharm](countercharm-lotgb.md), [Expert Captivator Spellcasting](expert-captivator-spellcasting-lotgb.md), [Master Captivator Spellcasting](master-captivator-spellcasting-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 120* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-cathartic-spellcasting-som.md b/Compendium/feats/basic-cathartic-spellcasting-som.md deleted file mode 100644 index d626a4725..000000000 --- a/Compendium/feats/basic-cathartic-spellcasting-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Basic Cathartic Spellcasting"] ---- -# Basic Cathartic Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cathartic Mage Dedication](cathartic-mage-dedication-som.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire—either a common spell or another spell you've learned or discovered. - -## Basic Cathartic Spellcasting leads to... - -[Expert Cathartic Spellcasting](expert-cathartic-spellcasting-som.md), [Master Cathartic Spellcasting](master-cathartic-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 195* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-cleric-spellcasting.md b/Compendium/feats/basic-cleric-spellcasting.md deleted file mode 100644 index 023aaaded..000000000 --- a/Compendium/feats/basic-cleric-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Cleric Spellcasting"] ---- -# Basic Cleric Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cleric Dedication](cleric-dedication.md) - -You gain the basic spellcasting benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype. - -## Basic Cleric Spellcasting leads to... - -[Divine Breadth](divine-breadth.md), [Expert Cleric Spellcasting](expert-cleric-spellcasting.md), [Master Cleric Spellcasting](master-cleric-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 224* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-concoction.md b/Compendium/feats/basic-concoction.md deleted file mode 100644 index 483f9e25f..000000000 --- a/Compendium/feats/basic-concoction.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Concoction"] ---- -# Basic Concoction *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Alchemist Dedication](alchemist-dedication.md) - -You gain a 1st- or 2nd-level alchemist feat. - -## Basic Concoction leads to... - -[Advanced Concoction](advanced-concoction.md) - -## Summary - -*Source: Core Rulebook p. 220* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-deduction-apg.md b/Compendium/feats/basic-deduction-apg.md deleted file mode 100644 index d4d9f104e..000000000 --- a/Compendium/feats/basic-deduction-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Deduction"] ---- -# Basic Deduction *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](investigator-dedication-apg.md) - -You gain a 1st- or 2nd-level investigator feat of your choice. - -## Basic Deduction leads to... - -[Advanced Deduction](advanced-deduction-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 151* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-devotion.md b/Compendium/feats/basic-devotion.md deleted file mode 100644 index 812fbb3aa..000000000 --- a/Compendium/feats/basic-devotion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Devotion"] ---- -# Basic Devotion *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](champion-dedication.md) - -You gain a 1st- or 2nd-level champion feat. - -## Basic Devotion leads to... - -[Advanced Devotion](advanced-devotion.md) - -## Summary - -*Source: Core Rulebook p. 223* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-dogma.md b/Compendium/feats/basic-dogma.md deleted file mode 100644 index 7a92c2174..000000000 --- a/Compendium/feats/basic-dogma.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Dogma"] ---- -# Basic Dogma *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cleric Dedication](cleric-dedication.md) - -You gain a 1st- or 2nd-level cleric feat. - -## Basic Dogma leads to... - -[Advanced Dogma](advanced-dogma.md) - -## Summary - -*Source: Core Rulebook p. 224* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-druid-spellcasting.md b/Compendium/feats/basic-druid-spellcasting.md deleted file mode 100644 index a6dc79854..000000000 --- a/Compendium/feats/basic-druid-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Druid Spellcasting"] ---- -# Basic Druid Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Druid Dedication](druid-dedication.md) - -You gain the basic spellcasting benefits. - -## Basic Druid Spellcasting leads to... - -[Expert Druid Spellcasting](expert-druid-spellcasting.md), [Master Druid Spellcasting](master-druid-spellcasting.md), [Primal Breadth](primal-breadth.md) - -## Summary - -*Source: Core Rulebook p. 225* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-eldritch-archer-spellcasting-apg.md b/Compendium/feats/basic-eldritch-archer-spellcasting-apg.md deleted file mode 100644 index 694ff4a5f..000000000 --- a/Compendium/feats/basic-eldritch-archer-spellcasting-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Eldritch Archer Spellcasting"] ---- -# Basic Eldritch Archer Spellcasting *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Archer Dedication](eldritch-archer-dedication-apg.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. - -## Basic Eldritch Archer Spellcasting leads to... - -[Expert Eldritch Archer Spellcasting](expert-eldritch-archer-spellcasting-apg.md), [Master Eldritch Archer Spellcasting](master-eldritch-archer-spellcasting-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 172* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-flair-apg.md b/Compendium/feats/basic-flair-apg.md deleted file mode 100644 index 23f680bd3..000000000 --- a/Compendium/feats/basic-flair-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Flair"] ---- -# Basic Flair *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](swashbuckler-dedication-apg.md) - -You gain a 1st- or 2nd-level swashbuckler of your choice. - -## Basic Flair leads to... - -[Advanced Flair](advanced-flair-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 153* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-fury.md b/Compendium/feats/basic-fury.md deleted file mode 100644 index e09155446..000000000 --- a/Compendium/feats/basic-fury.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Fury"] ---- -# Basic Fury *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Barbarian Dedication](barbarian-dedication.md) - -You gain a 1st- or 2nd-level barbarian feat. - -## Basic Fury leads to... - -[Advanced Fury](advanced-fury.md) - -## Summary - -*Source: Core Rulebook p. 221* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-hunters-trick.md b/Compendium/feats/basic-hunters-trick.md deleted file mode 100644 index 6583154cc..000000000 --- a/Compendium/feats/basic-hunters-trick.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Hunter's Trick"] ---- -# Basic Hunter's Trick *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ranger Dedication](ranger-dedication.md) - -You gain a 1st- or 2nd-level ranger feat. - -## Basic Hunter's Trick leads to... - -[Advanced Hunter's Trick](advanced-hunters-trick.md) - -## Summary - -*Source: Core Rulebook p. 228* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-kata.md b/Compendium/feats/basic-kata.md deleted file mode 100644 index 5168c85e8..000000000 --- a/Compendium/feats/basic-kata.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Kata"] ---- -# Basic Kata *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](monk-dedication.md) - -You gain a 1st- or 2nd-level monk feat. - -## Basic Kata leads to... - -[Advanced Kata](advanced-kata.md) - -## Summary - -*Source: Core Rulebook p. 227* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-lesson-apg.md b/Compendium/feats/basic-lesson-apg.md deleted file mode 100644 index 25a024287..000000000 --- a/Compendium/feats/basic-lesson-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Basic Lesson"] ---- -# Basic Lesson *Feat 2* -[witch](../../Rules/traits/witch-apg.md) - - -Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 101* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/basic-magus-spellcasting-som.md b/Compendium/feats/basic-magus-spellcasting-som.md deleted file mode 100644 index f681b73ca..000000000 --- a/Compendium/feats/basic-magus-spellcasting-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Basic Magus Spellcasting"] ---- -# Basic Magus Spellcasting *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](magus-dedication-som.md) - -You gain the basic bounded spellcasting benefits. - -## Basic Magus Spellcasting leads to... - -[Expert Magus Spellcasting](expert-magus-spellcasting-som.md), [Master Magus Spellcasting](master-magus-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-maneuver.md b/Compendium/feats/basic-maneuver.md deleted file mode 100644 index 208d4c4b2..000000000 --- a/Compendium/feats/basic-maneuver.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Maneuver"] ---- -# Basic Maneuver *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Fighter Dedication](fighter-dedication.md) - -You gain a 1st- or 2nd-level fighter feat. - -## Basic Maneuver leads to... - -[Advanced Maneuver](advanced-maneuver.md) - -## Summary - -*Source: Core Rulebook p. 226* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-martial-magic-som.md b/Compendium/feats/basic-martial-magic-som.md deleted file mode 100644 index 3db71c354..000000000 --- a/Compendium/feats/basic-martial-magic-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Basic Martial Magic"] ---- -# Basic Martial Magic *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](magus-dedication-som.md) - -You gain a 1st- or 2nd-level magus feat of your choice. - -## Basic Martial Magic leads to... - -[Advanced Martial Magic](advanced-martial-magic-som.md) - -## Summary - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-modification-g-g.md b/Compendium/feats/basic-modification-g-g.md deleted file mode 100644 index 3b98ba349..000000000 --- a/Compendium/feats/basic-modification-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Basic Modification"] ---- -# Basic Modification *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](inventor-dedication-g-g.md) - -You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation (page 16). Your innovation must meet any requirements for the modification you choose, as normal. - -*Source: Guns & Gears p. 49* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-muses-whispers.md b/Compendium/feats/basic-muses-whispers.md deleted file mode 100644 index cb8fbc6da..000000000 --- a/Compendium/feats/basic-muses-whispers.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Muse's Whispers"] ---- -# Basic Muse's Whispers *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](bard-dedication.md) - -You gain a 1st- or 2nd-level bard feat. - -## Basic Muse's Whispers leads to... - -[Advanced Muse's Whispers](advanced-muses-whispers.md) - -## Summary - -*Source: Core Rulebook p. 222* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-mysteries-apg.md b/Compendium/feats/basic-mysteries-apg.md deleted file mode 100644 index 5c3da6333..000000000 --- a/Compendium/feats/basic-mysteries-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Mysteries"] ---- -# Basic Mysteries *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Oracle Dedication](oracle-dedication-apg.md) - -You gain a 1st- or 2nd-level oracle of your choice. - -## Basic Mysteries leads to... - -[Advanced Mysteries](advanced-mysteries-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-oracle-spellcasting-apg.md b/Compendium/feats/basic-oracle-spellcasting-apg.md deleted file mode 100644 index 94ebf5d46..000000000 --- a/Compendium/feats/basic-oracle-spellcasting-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Oracle Spellcasting"] ---- -# Basic Oracle Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Oracle Dedication](oracle-dedication-apg.md) - -You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level. - -## Basic Oracle Spellcasting leads to... - -[Expert Oracle Spellcasting](expert-oracle-spellcasting-apg.md), [Master Oracle Spellcasting](master-oracle-spellcasting-apg.md), [Mysterious Breadth](mysterious-breadth-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-psychic-spellcasting-da.md b/Compendium/feats/basic-psychic-spellcasting-da.md deleted file mode 100644 index b501a1355..000000000 --- a/Compendium/feats/basic-psychic-spellcasting-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Basic Psychic Spellcasting"] ---- -# Basic Psychic Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Dedication](psychic-dedication-da.md) - -You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. - -## Basic Psychic Spellcasting leads to... - -[Expert Psychic Spellcasting](expert-psychic-spellcasting-da.md), [Master Psychic Spellcasting](master-psychic-spellcasting-da.md) - -## Summary - -*Source: Dark Archive p. 48* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-red-mantis-magic-lowg.md b/Compendium/feats/basic-red-mantis-magic-lowg.md deleted file mode 100644 index e8f551dbb..000000000 --- a/Compendium/feats/basic-red-mantis-magic-lowg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Basic Red Mantis Magic"] ---- -# Basic Red Mantis Magic *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: trained in [Religion](../skills.md#Religion), [Red Mantis Assassin Dedication](red-mantis-assassin-dedication-lowg.md) - -You have learned limited divine magic from your Red Mantis training. - -You gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You're a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Red Mantis assassin spellbook, similar to a wizard's, containing three cantrips and two 1st-level spells. - -All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: [clairaudience](../spells/clairaudience.md), [clairvoyance](../spells/clairvoyance.md), [darkness](../spells/darkness.md), [dimension door](../spells/dimension-door.md), [modify memory](../spells/modify-memory.md), [obscuring mist](../spells/obscuring-mist.md), [paralyze](../spells/paralyze.md), [see invisibility](../spells/see-invisibility.md), [true strike](../spells/true-strike.md). Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain. - -You can prepare two cantrips and one 1st-level spell each day from those found in your Red Mantis assassin spellbook. You're trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma. - -## Basic Red Mantis Magic leads to... - -[Advanced Red Mantis Magic](advanced-red-mantis-magic-lowg.md), [Vernai Training](vernai-training-lol.md), [Mantis Form](mantis-form-lowg.md), [Achaekek's Grip](achaekeks-grip-lol.md) - -## Summary - -*Source: Lost Omens: World Guide p. 71* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-scroll-cache-apg.md b/Compendium/feats/basic-scroll-cache-apg.md deleted file mode 100644 index 7a5a2dbb3..000000000 --- a/Compendium/feats/basic-scroll-cache-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Scroll Cache"] ---- -# Basic Scroll Cache *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scroll Trickster Dedication](scroll-trickster-dedication-apg.md) - -You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning—briefly. - -Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via [Learn a Spell](../../Rules/actions/learn-a-spell.md), and it must come from a tradition in which you have the corresponding skill trained. - -This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell. - -At 8th level, add a second temporary scroll containing a 2nd-level spell. - -## Basic Scroll Cache leads to... - -[Expert Scroll Cache](expert-scroll-cache-apg.md), [Master Scroll Cache](master-scroll-cache-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 189* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-shooting-g-g.md b/Compendium/feats/basic-shooting-g-g.md deleted file mode 100644 index 73159c5a6..000000000 --- a/Compendium/feats/basic-shooting-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Basic Shooting"] ---- -# Basic Shooting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](gunslinger-dedication-g-g.md) - -You gain a 1st- or 2nd-level gunslinger feat of your choice. - -## Basic Shooting leads to... - -[Advanced Shooting](advanced-shooting-g-g.md) - -## Summary - -*Source: Guns & Gears p. 127* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-sorcerer-spellcasting.md b/Compendium/feats/basic-sorcerer-spellcasting.md deleted file mode 100644 index 1003261b8..000000000 --- a/Compendium/feats/basic-sorcerer-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Sorcerer Spellcasting"] ---- -# Basic Sorcerer Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sorcerer Dedication](sorcerer-dedication.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered. - -## Basic Sorcerer Spellcasting leads to... - -[Bloodline Breadth](bloodline-breadth.md), [Expert Sorcerer Spellcasting](expert-sorcerer-spellcasting.md), [Master Sorcerer Spellcasting](master-sorcerer-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 230* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-spellcasting-som.md b/Compendium/feats/basic-spellcasting-som.md deleted file mode 100644 index 7484d336c..000000000 --- a/Compendium/feats/basic-spellcasting-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/class -- trait/pervasive-magic -- trait/rare -aliases: ["Basic Spellcasting"] ---- -# Basic Spellcasting *Feat 4* -[[class]](/rules/traits/any-class-som.md) [pervasive magic](../../Rules/traits/pervasive-magic-som.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Cantrip Casting](cantrip-casting-som.md) - -You increase your ability to cast spells. You gain the basic spellcasting benefits granted by spellcasting archetypes, gaining a spell repertoire. Each time you gain a spell slot of a new level from the basic, expert, and master spellcasting benefits from pervasive magic feats, add a spell of the appropriate spell level to your repertoire: a common spell of the magical tradition matching your trait, or another spell of that tradition that you have learned or discovered. - -## Basic Spellcasting leads to... - -[Expert Spellcasting](expert-spellcasting-som.md), [Master Spellcasting](master-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 219* -%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/basic-summoner-spellcasting-som.md b/Compendium/feats/basic-summoner-spellcasting-som.md deleted file mode 100644 index 51e74c6a8..000000000 --- a/Compendium/feats/basic-summoner-spellcasting-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Basic Summoner Spellcasting"] ---- -# Basic Summoner Spellcasting *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Summoner Dedication](summoner-dedication-som.md) - -You gain the basic bounded spellcasting benefits. - -You gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. - -You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire. - -## Basic Summoner Spellcasting leads to... - -[Expert Summoner Spellcasting](expert-summoner-spellcasting-som.md), [Master Summoner Spellcasting](master-summoner-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 77* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-synergy-som.md b/Compendium/feats/basic-synergy-som.md deleted file mode 100644 index 3a9c568f0..000000000 --- a/Compendium/feats/basic-synergy-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Basic Synergy"] ---- -# Basic Synergy *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Summoner Dedication](summoner-dedication-som.md) - -You gain a 1st- or 2nd-level summoner feat of your choice. - -## Basic Synergy leads to... - -[Advanced Synergy](advanced-synergy-som.md), [Signature Synergy](signature-synergy-som.md) - -## Summary - -*Source: Secrets of Magic p. 76* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-thaumaturgy-da.md b/Compendium/feats/basic-thaumaturgy-da.md deleted file mode 100644 index 8cc21239c..000000000 --- a/Compendium/feats/basic-thaumaturgy-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Basic Thaumaturgy"] ---- -# Basic Thaumaturgy *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Thaumaturge Dedication](thaumaturge-dedication-da.md) - -You gain a 1st- or 2nd-level thaumaturge feat of your choice. - -## Basic Thaumaturgy leads to... - -[Advanced Thaumaturgy](advanced-thaumaturgy-da.md) - -## Summary - -*Source: Dark Archive p. 49* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-thoughtform-da.md b/Compendium/feats/basic-thoughtform-da.md deleted file mode 100644 index b85950032..000000000 --- a/Compendium/feats/basic-thoughtform-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Basic Thoughtform"] ---- -# Basic Thoughtform *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Dedication](psychic-dedication-da.md) - -You gain a 1st- or 2nd-level psychic feat of your choice. - -## Basic Thoughtform leads to... - -[Advanced Thoughtform](advanced-thoughtform-da.md) - -## Summary - -*Source: Dark Archive p. 48* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-trickery.md b/Compendium/feats/basic-trickery.md deleted file mode 100644 index a0a97a37a..000000000 --- a/Compendium/feats/basic-trickery.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Trickery"] ---- -# Basic Trickery *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](rogue-dedication.md) - -You gain a 1st- or 2nd-level rogue feat. - -## Basic Trickery leads to... - -[Advanced Trickery](advanced-trickery.md) - -## Summary - -*Source: Core Rulebook p. 229* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-wilding.md b/Compendium/feats/basic-wilding.md deleted file mode 100644 index 1f2ec2c65..000000000 --- a/Compendium/feats/basic-wilding.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Wilding"] ---- -# Basic Wilding *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Druid Dedication](druid-dedication.md) - -You gain a 1st- or 2nd-level druid feat. - -## Basic Wilding leads to... - -[Advanced Wilding](advanced-wilding.md) - -## Summary - -*Source: Core Rulebook p. 225* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-witch-spellcasting-apg.md b/Compendium/feats/basic-witch-spellcasting-apg.md deleted file mode 100644 index a86dfc2e6..000000000 --- a/Compendium/feats/basic-witch-spellcasting-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Witch Spellcasting"] ---- -# Basic Witch Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Witch Dedication](witch-dedication-apg.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar. - -## Basic Witch Spellcasting leads to... - -[Expert Witch Spellcasting](expert-witch-spellcasting-apg.md), [Master Witch Spellcasting](master-witch-spellcasting-apg.md), [Patron's Breadth](patrons-breadth-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 154* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-witchcraft-apg.md b/Compendium/feats/basic-witchcraft-apg.md deleted file mode 100644 index 04b014f0d..000000000 --- a/Compendium/feats/basic-witchcraft-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Basic Witchcraft"] ---- -# Basic Witchcraft *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Witch Dedication](witch-dedication-apg.md) - -You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal. - -## Basic Witchcraft leads to... - -[Advanced Witchcraft](advanced-witchcraft-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 154* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/basic-wizard-spellcasting.md b/Compendium/feats/basic-wizard-spellcasting.md deleted file mode 100644 index b30633e06..000000000 --- a/Compendium/feats/basic-wizard-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Basic Wizard Spellcasting"] ---- -# Basic Wizard Spellcasting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wizard Dedication](wizard-dedication.md) - -You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. - -## Basic Wizard Spellcasting leads to... - -[Arcane Breadth](arcane-breadth.md), [Expert Wizard Spellcasting](expert-wizard-spellcasting.md), [Master Wizard Spellcasting](master-wizard-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 231* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bastion-dedication-apg.md b/Compendium/feats/bastion-dedication-apg.md deleted file mode 100644 index b9cc969c3..000000000 --- a/Compendium/feats/bastion-dedication-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Bastion Dedication"] ---- -# Bastion Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: [Shield Block](shield-block.md) - -You are particularly skilled at using a shield in combat. You gain the [Reactive Shield](reactive-shield.md) fighter feat. - -This fulfills any prerequisites requiring [Reactive Shield](reactive-shield.md) as normal. - -**Special.** You can't select another dedication feat until you have gained two other feats from the bastion archetype. - -## Bastion Dedication leads to... - -[Destructive Block](destructive-block-apg.md), [Disarming Block](disarming-block-apg.md), [Nimble Shield Hand](nimble-shield-hand-apg.md), [Shield Salvation](shield-salvation-apg.md), [Drive Back](drive-back-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 159* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/bat-form-botd.md b/Compendium/feats/bat-form-botd.md deleted file mode 100644 index 6ef41f659..000000000 --- a/Compendium/feats/bat-form-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/concentrate -- trait/divine -- trait/polymorph -- trait/transmutation -aliases: ["Bat Form"] ---- -# Bat Form [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Vampire Dedication](vampire-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You can transform into a bat. You gain the effects of a 4th-level [pest form](../spells/pest-form.md) spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level [aerial form](../spells/aerial-form.md) spell instead (bat form only). - -*Source: Book of the Dead p. 59* -%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/battle-assessment.md b/Compendium/feats/battle-assessment.md deleted file mode 100644 index 3f2eb3879..000000000 --- a/Compendium/feats/battle-assessment.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -- trait/secret -aliases: ["Battle Assessment"] ---- -# Battle Assessment [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](../../Rules/traits/rogue.md) [secret](../../Rules/traits/secret.md) - -- **Activity** Single Action - -With careful observation during battle, you identify an enemy's strengths and weaknesses. The GM rolls a secret [Perception](../skills.md#Perception) check for you against the [Deception](../skills.md#Deception) or [Stealth](../skills.md#Stealth) DC (whichever is higher) of an enemy of your choice who is not [concealed](../../Rules/conditions.md#Concealed) from you, [hidden](../../Rules/conditions.md#Hidden) from you, or [undetected](../../Rules/conditions.md#Undetected) by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day. - -> [!success-degree] -> - **Critical Success** The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. If the event of a tie, the GM should pick one at random. -> - **Success** The GM chooses one piece of information from the above list to tell you about the enemy. -> - **Critical Failure** The GM gives you false information (the GM makes up the information). - -*Source: Core Rulebook p. 184* -%% #compendium/src/pf2e/crb #trait/rogue #trait/secret %% \ No newline at end of file diff --git a/Compendium/feats/battle-cry.md b/Compendium/feats/battle-cry.md deleted file mode 100644 index 701037510..000000000 --- a/Compendium/feats/battle-cry.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Battle Cry"] ---- -# Battle Cry *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Intimidation](../skills.md#Intimidation) - -When you roll initiative, you can yell a mighty battle cry and [Demoralize](../../Rules/actions/demoralize.md) an [observed](../../Rules/conditions.md#Observed) foe as a free action. If you're legendary in [Intimidation](../skills.md#Intimidation), you can use a reaction to [Demoralize](../../Rules/actions/demoralize.md) your foe when you critically succeed at an attack roll. - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/battle-medicine.md b/Compendium/feats/battle-medicine.md deleted file mode 100644 index 7695a5fb0..000000000 --- a/Compendium/feats/battle-medicine.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/healing -- trait/manipulate -- trait/skill -aliases: ["Battle Medicine"] ---- -# Battle Medicine [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[general](../../Rules/traits/general.md) [healing](../../Rules/traits/healing.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine) -- **Requirements**: You are holding or wearing [healer's tools](../equipment/items/healers-tools.md) and have a hand free. -- **Activity** Single Action - -You can patch up yourself or an adjacent ally, even in combat. Attempt a [Medicine](../skills.md#Medicine) check with the same DC as for [Treat Wounds](../../Rules/actions/treat-wounds.md), and restore a corresponding amount of Hit Points; this does not remove the [wounded](../../Rules/conditions.md#Wounded) condition. As with [Treat Wounds](../../Rules/actions/treat-wounds.md), you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your [Battle Medicine](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/feats/battle-medicine.md) for 1 day. - -## Battle Medicine leads to... - -[Medic Dedication](medic-dedication-apg.md), [Doctor's Visitation](doctors-visitation-apg.md), [Resuscitate](resuscitate-apg.md), [Treat Condition](treat-condition-apg.md), [Holistic Care](holistic-care-apg.md), [Preventative Treatment](preventative-treatment-lokl.md), [Godless Healing](godless-healing-lowg.md), [Mortal Healing](mortal-healing-logm.md), [Paragon Battle Medicine](paragon-battle-medicine-lol.md) - -## Summary - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/healing #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/battle-planner-apg.md b/Compendium/feats/battle-planner-apg.md deleted file mode 100644 index 932417e89..000000000 --- a/Compendium/feats/battle-planner-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Battle Planner"] ---- -# Battle Planner *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Warfare Lore](../skills.md#Lore) - -You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use. - -When you scout an enemy's position or receive a detailed report from an ally who scouted the enemy's position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation. Roll a [Warfare Lore](../skills.md#Lore) check. As long as the information was accurate and remains accurate when you roll initiative against those enemies, you can use the [Warfare Lore](../skills.md#Lore) result you previously rolled for your initiative roll; if you do, this is a [fortune](../../Rules/traits/fortune.md) effect. - -*Source: Advanced Player's Guide p. 203* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/battle-prayer-logm.md b/Compendium/feats/battle-prayer-logm.md deleted file mode 100644 index 95f4963f5..000000000 --- a/Compendium/feats/battle-prayer-logm.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/divine -- trait/general -- trait/skill -aliases: ["Battle Prayer"] ---- -# Battle Prayer [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[divine](../../Rules/traits/divine.md) [general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Religion](../skills.md#Religion), you follow a deity -- **Activity** Single Action - -Calling out to your deity, you recite scripture to harm a foe. - -When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity's alignment components. - -This action has the trait corresponding to the chosen alignment. - -Attempt a [Religion](../skills.md#Religion) check against the Will DC of a foe within 30 feet. The foe is then temporarily immune to Battle Prayers from your deity for 1 day. - -> [!success-degree] -> - **Critical Success** You deal `2d6` damage of the chosen alignment type, or `6d6` damage if you have legendary proficiency in [Religion](../skills.md#Religion). -> - **Success** You deal `1d6` damage of the chosen alignment type, or `3d6` damage if you have legendary proficiency in [Religion](../skills.md#Religion). -> - **Failure** There is no effect. -> - **Critical Failure** The backlash of your foe's will against your prayer prevents you from using Battle Prayer again for 10 minutes. - -*Source: Lost Omens: Gods & Magic p. 104* -%% #compendium/src/pf2e/logm #trait/divine #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/battleforger-locg.md b/Compendium/feats/battleforger-locg.md deleted file mode 100644 index 82eb748bb..000000000 --- a/Compendium/feats/battleforger-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -aliases: ["Battleforger"] ---- -# Battleforger *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting) - -You can sharpen weapons, polish armor, and apply special techniques to temporarily gain better effects from your armaments. By spending 1 hour working on a weapon or armor, you can grant it the effects of a +1 potency rune until your next daily preparations, gaining a +1 item bonus to attack rolls for a weapon or increasing armor's item bonus to AC by 1. This has no effect if the weapon or armor already had a potency rune. - -*Source: Lost Omens: Character Guide p. 21* -%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/beacon-mark-lotgb.md b/Compendium/feats/beacon-mark-lotgb.md deleted file mode 100644 index 8b96a0e80..000000000 --- a/Compendium/feats/beacon-mark-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Beacon Mark"] ---- -# Beacon Mark *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Tracing Sigil](tracing-sigil-lotgb.md) - -When you cast [sigil](../spells/sigil.md), you can modify the spell to add the following heightened entry. - -**Heightened (4th)** You attune yourself to the marked target. - -While the spell lasts, you can spend a single action, which has the concentrate, [detection](../../Rules/traits/detection.md), and [divination](../../Rules/traits/divination.md) traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you [Cast this Spell](../../Rules/actions/cast-a-spell.md) again on a second target, the [sigil](../spells/sigil.md) spell on the first target ends, and your mark fades. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/beast-dynamo-howl-g-g.md b/Compendium/feats/beast-dynamo-howl-g-g.md deleted file mode 100644 index e1005cee2..000000000 --- a/Compendium/feats/beast-dynamo-howl-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/uncommon -aliases: ["Beast Dynamo Howl"] ---- -# Beast Dynamo Howl [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Arcadia. -- **Activity** Two-Action - -You've incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt a single [Intimidation](../skills.md#Intimidation) check to [Demoralize](../../Rules/actions/demoralize.md) each enemy within 30 feet; you don't take a penalty when you attempt to [Demoralize](../../Rules/actions/demoralize.md) a creature that doesn't understand your language. Then, make a dynamo [Strike](../../Rules/actions/strike.md). Reduce the operational time of your sterling dynamo by 1 hour. - -*Source: Guns & Gears p. 53* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/beast-gunner-dedication-g-g.md b/Compendium/feats/beast-gunner-dedication-g-g.md deleted file mode 100644 index afd1494e7..000000000 --- a/Compendium/feats/beast-gunner-dedication-g-g.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/magical -- trait/uncommon -aliases: ["Beast Gunner Dedication"] ---- -# Beast Gunner Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [magical](../../Rules/traits/magical.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert with at least one type of firearm, trained in [Arcana](../skills.md#Arcana) or [Crafting](../skills.md#Crafting), you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above) - -You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun. - -The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma. - -If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. - -You also gain Spellsling. - -```ad-embed-ability -title: Spellsling [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You're wielding your bonded beast gun - -**Effect** You [Cast a Spell](../../../rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the beast gun you're wielding. Make a [Strike](../../../rules/actions/strike.md) with that beast gun. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the [Strike](../../../rules/actions/strike.md) and the spell. This counts as two attacks for the purposes of determining your multiple attack penalty, but you don't apply the penalty until after you've completed resolving the attack and spell. -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the beast gunner archetype. - -## Beast Gunner Dedication leads to... - -[Basic Beast Gunner Spellcasting](basic-beast-gunner-spellcasting-g-g.md), [Expert Beast Gunner Spellcasting](expert-beast-gunner-spellcasting-g-g.md), [Master Beast Gunner Spellcasting](master-beast-gunner-spellcasting-g-g.md), [Controlled Bullet](controlled-bullet-g-g.md), [Drain Vitality](drain-vitality-g-g.md) - -## Summary - -*Source: Guns & Gears p. 130* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/magical #trait/uncommon %% diff --git a/Compendium/feats/beast-speaker-ec2.md b/Compendium/feats/beast-speaker-ec2.md deleted file mode 100644 index 6dc5d5e43..000000000 --- a/Compendium/feats/beast-speaker-ec2.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec2 -- trait/archetype -- trait/uncommon -aliases: ["Beast Speaker"] ---- -# Beast Speaker *Feat 4* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Animal Trainer Dedication](animal-trainer-dedication-ec2.md) - -You constantly have the effects of [speak with animals](../spells/speak-with-animals.md) as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to [Diplomacy](../skills.md#Diplomacy) checks to Make a [Request](../../Rules/actions/request.md) of animals while this spell is active. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/beast-trainer-apg.md b/Compendium/feats/beast-trainer-apg.md deleted file mode 100644 index c14a3c4cc..000000000 --- a/Compendium/feats/beast-trainer-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Beast Trainer"] ---- -# Beast Trainer *Feat 1* -[orc](../../Rules/traits/orc.md) - - -You have an impressive innate ability to tame and command ferocious beasts. You become trained in the [Nature](../skills.md#Nature) skill and gain the [Train Animal](train-animal.md) skill feat. - -## Beast Trainer leads to... - -[Ferocious Beasts](ferocious-beasts-apg.md), [Dragon Grip](dragon-grip-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 18* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/beastbrood-loag.md b/Compendium/feats/beastbrood-loag.md deleted file mode 100644 index 5ec869f0a..000000000 --- a/Compendium/feats/beastbrood-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/tiefling -aliases: ["Beastbrood"] ---- -# Beastbrood *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [tiefling](../../Rules/traits/tiefling-b1.md) - - -One of your ancestors was a [rakshasa](../../Rules/traits/rakshasa-b1.md), the corrupt and aristocratic reincarnated souls that call Golarion home. You have some dim echo of your ancestor's memories— enough to play the role of noble as needed, no matter your origins. You're trained in [Society](../skills.md#Society). If you're already trained in [Society](../skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Courtly Graces](courtly-graces.md) skill feat. - -## Beastbrood leads to... - -[Reveal Hidden Self](reveal-hidden-self-loil.md), [Jalmeri Rakshasa Magic](jalmeri-rakshasa-magic-loil.md), [Idol Threat](idol-threat-loil.md), [Rakshasa Magic](rakshasa-magic-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 62* -%% #compendium/src/pf2e/loag #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/beastmaster-bond-apg.md b/Compendium/feats/beastmaster-bond-apg.md deleted file mode 100644 index e425c2cb5..000000000 --- a/Compendium/feats/beastmaster-bond-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/divination -- trait/mental -- trait/primal -aliases: ["Beastmaster Bond"] ---- -# Beastmaster Bond *Feat 10* -[archetype](../../Rules/traits/archetype.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [primal](../../Rules/traits/primal.md) - -- **Prerequisites**: [Beastmaster Dedication](beastmaster-dedication-apg.md) - -You can communicate telepathically with your animal companions within 100 feet. If you're legendary in [Nature](../skills.md#Nature), you can communicate telepathically with your animal companions anywhere on the planet. - -*Source: Advanced Player's Guide p. 160* -%% #compendium/src/pf2e/apg #trait/archetype #trait/divination #trait/mental #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/beastmaster-dedication-apg.md b/Compendium/feats/beastmaster-dedication-apg.md deleted file mode 100644 index 3cf06bdbf..000000000 --- a/Compendium/feats/beastmaster-dedication-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Beastmaster Dedication"] ---- -# Beastmaster Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature) - -You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. - -Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook. - -When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can [Refocus](../../Rules/actions/refocus.md) by grooming, feeding, playing with, or otherwise tending to an animal companion. - -**Special.** You can't select another dedication feat until you have gained two other feats from the beastmaster archetype. - -## Beastmaster Dedication leads to... - -[Additional Companion](additional-companion-apg.md), [Beastmaster Bond](beastmaster-bond-apg.md), [Beastmaster's Call](beastmasters-call-apg.md), [Beastmaster's Trance](beastmasters-trance-apg.md), [Heal Animal](heal-animal-apg.md), [Mature Beastmaster Companion](mature-beastmaster-companion-apg.md), [Incredible Beastmaster Companion](incredible-beastmaster-companion-apg.md), [Specialized Beastmaster Companion](specialized-beastmaster-companion-apg.md), [Lead The Pack](lead-the-pack-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 160* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/beastmasters-call-apg.md b/Compendium/feats/beastmasters-call-apg.md deleted file mode 100644 index d16770433..000000000 --- a/Compendium/feats/beastmasters-call-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/auditory -- trait/concentrate -- trait/conjuration -- trait/primal -aliases: ["Beastmaster's Call"] ---- -# Beastmaster's Call [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [conjuration](../../Rules/traits/conjuration.md) [primal](../../Rules/traits/primal.md) - -- **Prerequisites**: [Beastmaster Dedication](beastmaster-dedication-apg.md), Call Companion -- **Frequency**: once per turn -- **Activity** Single Action - -You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately. - -*Source: Advanced Player's Guide p. 161* -%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/concentrate #trait/conjuration #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/beastmasters-trance-apg.md b/Compendium/feats/beastmasters-trance-apg.md deleted file mode 100644 index 98c158a93..000000000 --- a/Compendium/feats/beastmasters-trance-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Beastmaster's Trance"] ---- -# Beastmaster's Trance *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](beastmaster-dedication-apg.md) - -You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. - -You gain the focus spell [beastmaster trance](../spells/beastmaster-trance-apg.md). Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 160* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/become-thought-da.md b/Compendium/feats/become-thought-da.md deleted file mode 100644 index 8f4339c87..000000000 --- a/Compendium/feats/become-thought-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -- trait/transmutation -aliases: ["Become Thought"] ---- -# Become Thought *Feat 20* -[psychic](../../Rules/traits/psychic-da.md) [transmutation](../../Rules/traits/transmutation.md) - - -You shed some of your material form, becoming a being of pure thought. This has the following effects. - -- You gain resistance 10 to physical damage but weakness 5 to mental damage and weakness 10 to [any](../../Rules/traits/any-b1.md) effect that deals damage by targeting the spirit, such as spirit blast. -- You can change your appearance on a whim. This takes a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, has the effects of illusory disguise, and lasts until you change your appearance again. -- Once per year, when you die, you automatically return to life the next day as long as one living sentient creature on your plane remembers you; the memories enable you to reconstruct yourself from their thoughts. You appear in the vicinity of the creature that remembers you most strongly. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/psychic #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/bellflower-dedication-aoa3.md b/Compendium/feats/bellflower-dedication-aoa3.md deleted file mode 100644 index 931125d42..000000000 --- a/Compendium/feats/bellflower-dedication-aoa3.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Bellflower Dedication"] ---- -# Bellflower Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Charisma 14, expert in [Stealth](../skills.md#Stealth) and [Survival](../skills.md#Survival), member of the Bellflower Network - -You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. - -Choose up to six other people to be your "crop." Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype. - -## Bellflower Dedication leads to... - -[Cut The Bonds](cut-the-bonds-aoa3.md), [Garden Path](garden-path-aoa3.md), [Practiced Guidance](practiced-guidance-aoa3.md), [Scarecrow](scarecrow-aoa3.md), [Tiller's Aid](tillers-aid-aoa3.md), [Tiller's Drive](tillers-drive-aoa3.md) - -## Summary - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/bend-space-loil.md b/Compendium/feats/bend-space-loil.md deleted file mode 100644 index 2bdb96dcc..000000000 --- a/Compendium/feats/bend-space-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -- trait/uncommon -aliases: ["Bend Space"] ---- -# Bend Space *Feat 17* -[kashrishi](../../Rules/traits/kashrishi-loil.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Transcendent Realization - -Not even space itself is a match for the unleashed power of your mind. You can cast [teleport](../spells/teleport.md) as an innate occult spell. You don't need to touch creatures to target them with this innate spell as long as they're in range of your empathic sense. - -*Source: Lost Omens: Impossible Lands p. 45* -%% #compendium/src/pf2e/loil #trait/kashrishi #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/beneath-notice-frp2.md b/Compendium/feats/beneath-notice-frp2.md deleted file mode 100644 index 43cd8edec..000000000 --- a/Compendium/feats/beneath-notice-frp2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -aliases: ["Beneath Notice"] ---- -# Beneath Notice *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](golden-league-xun-dedication-frp2.md), expert in [Deception](../skills.md#Deception) - -You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and [Slippery Secrets](slippery-secrets.md) skill feats. In addition, while in a crowd, you can [Impersonate](../../Rules/actions/impersonate.md) a nondescript member of the crowd as a three action activity (one action if you are legendary in [Deception](../skills.md#Deception)). - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bespell-weapon-apg.md b/Compendium/feats/bespell-weapon-apg.md deleted file mode 100644 index 40952d249..000000000 --- a/Compendium/feats/bespell-weapon-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Bespell Weapon"] ---- -# Bespell Weapon [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[oracle](../../Rules/traits/oracle-apg.md) - -- **Frequency**: once per turn -- **Requirements**: Your most recent action was to cast a noncantrip spell. -- **Activity** Free Action - -You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra `1d6` damage of a type depending on the school of the spell you just cast. - -- **Abjuration** force damage -- **Conjuration or Transmutation** same type as the weapon -- **Divination, Enchantment, or Illusion** mental damage -- **Evocation** a type the spell dealt, or force damage if the spell didn't deal damage -- **Necromancy** negative damage - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/bestiary-scholar-lopsg.md b/Compendium/feats/bestiary-scholar-lopsg.md deleted file mode 100644 index f4dd1230c..000000000 --- a/Compendium/feats/bestiary-scholar-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Bestiary Scholar"] ---- -# Bestiary Scholar *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: master in [Arcana](../skills.md#Arcana), [Crafting](../skills.md#Crafting), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion); [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You learn how to apply your extensive knowledge of certain creatures using the lore you know. When you gain this feat, choose one of the following skills in which you have attained master proficiency: [Arcana](../skills.md#Arcana), [Crafting](../skills.md#Crafting), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion). You can use the chosen skill to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) to identify any creature normally identifiable by any of the above skills. In addition, when you critically succeed at identifying a creature, you gain a +1 circumstance bonus to your next attack roll or saving throw against that creature. - -*Source: Lost Omens: Pathfinder Society Guide p. 45* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/between-the-scales-apg.md b/Compendium/feats/between-the-scales-apg.md deleted file mode 100644 index cb5ce9105..000000000 --- a/Compendium/feats/between-the-scales-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Between The Scales"] ---- -# Between The Scales *Feat 9* -[kobold](../../Rules/traits/kobold-b1.md) - - -Underestimating you is a grave mistake, but it's one others keep making. You've learned to take advantage of slips in your foes' defenses. When you [Strike](../../Rules/actions/strike.md) a [flat-footed](../../Rules/conditions.md#Flat-footed) creature using a melee weapon or unarmed attack that has the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits, it gains the [backstabber](../../Rules/traits/backstabber.md) trait. - -*Source: Advanced Player's Guide p. 15* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/big-mouth-apg.md b/Compendium/feats/big-mouth-apg.md deleted file mode 100644 index 97836479b..000000000 --- a/Compendium/feats/big-mouth-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Big Mouth"] ---- -# Big Mouth *Feat 9* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - -- **Prerequisites**: [Cheek Pouches](cheek-pouches-apg.md) - -Your cheek pouches are especially stretchy. Instead of storing up to four items of Light Bulk in your cheek pouches, you can store up to 1 Bulk worth of items. The maximum size of a given item is unchanged. - -*Source: Advanced Player's Guide p. 23* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/biographical-eye-apg.md b/Compendium/feats/biographical-eye-apg.md deleted file mode 100644 index 62b598441..000000000 --- a/Compendium/feats/biographical-eye-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/secret -- trait/skill -aliases: ["Biographical Eye"] ---- -# Biographical Eye *Feat 7* -[general](../../Rules/traits/general.md) [secret](../../Rules/traits/secret.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Society](../skills.md#Society) - -In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're an herbalist, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire. - -Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 [Society](../skills.md#Society) check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your [Society](../skills.md#Society) check exceeds their Will DC. - -> [!success-degree] -> - **Critical Success** You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years. -> - **Success** You learn the creature's profession and specialty within that profession. You learn the nation or settlement where they normally live. -> - **Failure** You learn the creature's profession and the region of the world they hail from, but no more. -> - **Critical Failure** You learn a piece of erroneous information about the creature. - -*Source: Advanced Player's Guide p. 203* -%% #compendium/src/pf2e/apg #trait/general #trait/secret #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/bizarre-magic.md b/Compendium/feats/bizarre-magic.md deleted file mode 100644 index b4bdcd10b..000000000 --- a/Compendium/feats/bizarre-magic.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Bizarre Magic"] ---- -# Bizarre Magic *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Occultism](../skills.md#Occultism) - -You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to [Recognize Spells](recognize-spell.md) you cast and [Identify Magic](../../Rules/actions/identify-magic.md) you use increase by 5. - -*Source: Core Rulebook p. 258* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/bizarre-transformation-da.md b/Compendium/feats/bizarre-transformation-da.md deleted file mode 100644 index a588962a5..000000000 --- a/Compendium/feats/bizarre-transformation-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/druid -- trait/manipulate -- trait/metamagic -aliases: ["Bizarre Transformation"] ---- -# Bizarre Transformation [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[druid](../../Rules/traits/druid.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: Wild Shape -- **Activity** Single Action - -The forms you take on defy belief—chimerical sights of twisted antlers or acidic drool. If your next action is to cast [wild shape](../spells/wild-shape.md), you can change the damage type of a single unarmed attack granted by the wild shape form to one of the following: acid, bludgeoning, cold, electricity, fire, poison, piercing, or slashing. - -The chosen attack gains the appropriate trait. - -*Source: Dark Archive p. 65* -%% #compendium/src/pf2e/da #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/black-cat-curse-apg.md b/Compendium/feats/black-cat-curse-apg.md deleted file mode 100644 index 8cc27f851..000000000 --- a/Compendium/feats/black-cat-curse-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -- trait/divination -- trait/misfortune -- trait/occult -aliases: ["Black Cat Curse"] ---- -# Black Cat Curse [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[catfolk](../../Rules/traits/catfolk-b1.md) [divination](../../Rules/traits/divination.md) [misfortune](../../Rules/traits/misfortune.md) [occult](../../Rules/traits/occult.md) - -- **Frequency**: once per day -- **Trigger** A creature within 30 feet you can see would succeed at a save. -- **Activity** Reaction - -You hiss a spiteful curse at the creature. The target must reroll the triggering saving throw and use the worse result. - -*Source: Advanced Player's Guide p. 11* -%% #compendium/src/pf2e/apg #trait/catfolk #trait/divination #trait/misfortune #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/black-powder-blaze-g-g.md b/Compendium/feats/black-powder-blaze-g-g.md deleted file mode 100644 index c8c0800b8..000000000 --- a/Compendium/feats/black-powder-blaze-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Black Powder Blaze"] ---- -# Black Powder Blaze [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Black Powder Boost](black-powder-boost-g-g.md) -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Two-Action - -You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. [Stride](../../Rules/actions/stride.md) and use Black Powder Boost. Make a ranged [Strike](../../Rules/actions/strike.md) with the required weapon at any point during the Black Powder Boost. - -*Source: Guns & Gears p. 132* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/black-powder-boost-g-g.md b/Compendium/feats/black-powder-boost-g-g.md deleted file mode 100644 index e04949b16..000000000 --- a/Compendium/feats/black-powder-boost-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Black Powder Boost"] ---- -# Black Powder Boost [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Varies ([>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -You fire your weapon as you jump, using the kickback to go farther. You [Leap](../../Rules/actions/leap.md) and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) instead. - -**Special.** An ability that allows you to [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) as a single action (like the [Quick Jump](quick-jump.md) skill feat) lets you use Black Powder Boost as a single action for those jumps as well. - -## Black Powder Boost leads to... - -[Black Powder Blaze](black-powder-blaze-g-g.md), [Reach For The Stars](reach-for-the-stars-g-g.md) - -## Summary - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/black-powder-embodiment-g-g.md b/Compendium/feats/black-powder-embodiment-g-g.md deleted file mode 100644 index 595e11e95..000000000 --- a/Compendium/feats/black-powder-embodiment-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/conjuration -- trait/teleportation -aliases: ["Black Powder Embodiment"] ---- -# Black Powder Embodiment [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[archetype](../../Rules/traits/archetype.md) [conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Prerequisites**: [Spellshot Dedication](spellshot-dedication-g-g.md), master in [Arcana](../skills.md#Arcana) -- **Requirements**: You're wielding a loaded magical firearm or crossbow. -- **Activity** Two-Action - -You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. [Strike](../../Rules/actions/strike.md) a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target. - -*Source: Guns & Gears p. 141* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/conjuration #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/black-powder-flash-ooa1.md b/Compendium/feats/black-powder-flash-ooa1.md deleted file mode 100644 index 802ef16c7..000000000 --- a/Compendium/feats/black-powder-flash-ooa1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/archetype -- trait/visual -aliases: ["Black Powder Flash"] ---- -# Black Powder Flash [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Powder Punch Stance](powder-punch-stance-ooa1.md) -- **Requirements**: You're in [Powder Punch Stance](powder-punch-stance-ooa1.md). -- **Activity** Two-Action - -You ignite a pinch of black powder in a foe's face. Choose an adjacent creature. It must attempt a Fortitude save against your class DC. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. The creature can rub its eyes as an [Interact](../../Rules/actions/interact.md) action to end this [blinded](../../Rules/conditions.md#Blinded) condition. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 1 hour. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* -%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/blade-of-justice.md b/Compendium/feats/blade-of-justice.md deleted file mode 100644 index ffdd3cc97..000000000 --- a/Compendium/feats/blade-of-justice.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Blade Of Justice"] ---- -# Blade Of Justice [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good -- **Activity** Two-Action - -You call upon divine power and make a weapon or unarmed [Strike](../../Rules/actions/strike.md) against a foe you have witnessed harming an ally or innocent. The [Strike](../../Rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](../../Rules/actions/strike.md) is evil. Whether or not the target is [evil](../../Rules/traits/evil.md), you can convert all the physical damage from the attack into good damage, and if you are a paladin, the [Strike](../../Rules/actions/strike.md) applies all effects that normally apply on a [Retributive Strike](../../Rules/actions/retributive-strike.md) (such as divine smite|Champion||Paladin||9). - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/blade-of-law-locg.md b/Compendium/feats/blade-of-law-locg.md deleted file mode 100644 index c837321e2..000000000 --- a/Compendium/feats/blade-of-law-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Blade Of Law"] ---- -# Blade Of Law [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Dedication](hellknight-dedication-locg.md) -- **Activity** Two-Action - -You call upon the power of law and make a weapon or unarmed [Strike](../../Rules/actions/strike.md) against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The [Strike](../../Rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](../../Rules/actions/strike.md) is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage. - -*Source: Lost Omens: Character Guide p. 84* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/blade-of-the-crimson-oath-locg.md b/Compendium/feats/blade-of-the-crimson-oath-locg.md deleted file mode 100644 index bc7025eef..000000000 --- a/Compendium/feats/blade-of-the-crimson-oath-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Blade Of The Crimson Oath"] ---- -# Blade Of The Crimson Oath [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md) -- **Activity** Two-Action - -You call upon the Crimson Oath to smite undead and then make a weapon or unarmed [Strike](../../Rules/actions/strike.md) against an undead foe. The [Strike](../../Rules/actions/strike.md) deals two extra weapon damage dice, and you can convert all the physical damage from the attack into positive damage. - -*Source: Lost Omens: Character Guide p. 95* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/blank-slate.md b/Compendium/feats/blank-slate.md deleted file mode 100644 index 401723ec0..000000000 --- a/Compendium/feats/blank-slate.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Blank Slate"] ---- -# Blank Slate *Feat 16* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: legendary in [Deception](../skills.md#Deception) - -Your deceptions confound even the most powerful mortal divinations. [Detection](../../Rules/traits/detection.md), [revelation](../../Rules/traits/revelation.md), and [scrying](../../Rules/traits/scrying.md) effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, [detect magic](../spells/detect-magic.md) would still detect other magic in the area but not any magic on you, [true seeing](../spells/true-seeing.md) wouldn't reveal you, [locate](../spells/locate.md) or [scrying](../spells/scrying.md) wouldn't find you, and so on. - -*Source: Core Rulebook p. 188* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/blast-lock-g-g.md b/Compendium/feats/blast-lock-g-g.md deleted file mode 100644 index f68678a83..000000000 --- a/Compendium/feats/blast-lock-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/attack -- trait/gunslinger -aliases: ["Blast Lock"] ---- -# Blast Lock [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[attack](../../Rules/traits/attack.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Single Action - -Sometimes taking the shortest distance between two points involves removing an obstacle or two. You shoot your firearm at a lock within 10 feet. Make an attack roll against the DC required to Pick the Lock. - -> [!success-degree] -> - **Critical Success** You open the lock, or you achieve two successes toward opening a complex lock. -> - **Success** You open the lock, or you achieve one success toward opening a complex lock. -> - **Failure** You fail to open the lock, and your shot makes it harder to open. Future attempts to Pick the Lock or Blast the Lock take a –2 circumstance penalty. -> - **Critical Failure** You fail to open the lock, and your shot makes it much harder to open. Future attempts to Pick the Lock or Blast the Lock take a –4 circumstance penalty. - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/attack #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/blast-resistance-g-g.md b/Compendium/feats/blast-resistance-g-g.md deleted file mode 100644 index 8f4177af9..000000000 --- a/Compendium/feats/blast-resistance-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Blast Resistance"] ---- -# Blast Resistance *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -You're used to the clamor of steel, the crack of a firearm, and the thunderous blast of explosions. You gain resistance 3 to sonic. If you roll a success on a saving throw against an [auditory](../../Rules/traits/auditory.md) effect that causes the [deafened](../../Rules/conditions.md#Deafened) condition, you get a critical success instead. - -*Source: Guns & Gears p. 200* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/blast-tackle-g-g.md b/Compendium/feats/blast-tackle-g-g.md deleted file mode 100644 index d75718e18..000000000 --- a/Compendium/feats/blast-tackle-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Blast Tackle"] ---- -# Blast Tackle [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the vanguard -- **Requirements**: You're wielding a two-handed crossbow or a firearm that has the kickback or scatter trait. -- **Activity** Two-Action - -You throw yourself at an enemy, bracing your weapon against it and pulling it close before releasing a destructive shot. Attempt to [Grapple](../../Rules/actions/grapple.md); if you're wielding your weapon in both hands, you [Release](../../Rules/actions/release.md) one hand to do so. If your [Grapple](../../Rules/actions/grapple.md) succeeds, you can immediately [Strike](../../Rules/actions/strike.md) the target of the [Grapple](../../Rules/actions/grapple.md) with the required weapon, even if it's a two-handed weapon you're holding in one hand. This [Strike](../../Rules/actions/strike.md) deals an additional `3d6` precision damage. - -As long the creature remains [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained), you can use just one hand to reload the weapon and [Strike](../../Rules/actions/strike.md) that creature with it. - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/blasting-beams-da.md b/Compendium/feats/blasting-beams-da.md deleted file mode 100644 index f0ff37e32..000000000 --- a/Compendium/feats/blasting-beams-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/attack -- trait/deviant -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Blasting Beams"] ---- -# Blasting Beams [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[attack](../../Rules/traits/attack.md) [deviant](../../Rules/traits/deviant-da.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Requirements**: You have a free hand. -- **Activity** Single Action - -A directed beam of heat or an arc of lightning is one of the simplest ways to project energy. You fire a blast or beam from one hand. Make an attack roll against a creature within 30 feet. - -If you succeed, the beam deals `1d6` damage for every 2 levels you have to the target, or double damage on a critical success. - -**Awakening** Your beams blast through targets. Instead of making an attack roll to damage a single creature within 30 feet, you can use Blasting Beams as a 2-action activity to damage all creatures in a 60-foot line, with a basic Reflex save. - -**Awakening** You can choose to launch smaller, quicker beams from your eyes instead. These deal d4s instead of d6s, but the attack has the [agile](../../Rules/traits/agile.md) trait, and you don't need a hand free to make it, though your eyes must be uncovered. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/attack #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/blaze-of-revelation-apg.md b/Compendium/feats/blaze-of-revelation-apg.md deleted file mode 100644 index 415c69a16..000000000 --- a/Compendium/feats/blaze-of-revelation-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Blaze Of Revelation"] ---- -# Blaze Of Revelation *Feat 18* -[oracle](../../Rules/traits/oracle-apg.md) - - -Your mind and body can, for a short time, withstand the devastation of overdrawing your curse. When you would become overwhelmed by your curse, you can forestall the effects for up to 1 minute. On each of your turns during that time, you can cast one revelation spell granted by your mystery (but not domain spells, spells from [Diverse Mystery](diverse-mystery-apg.md), or other revelation spells you gained from other abilities) without spending Focus Points or taking any further [negative](../../Rules/traits/negative.md) effects. - -At the end of the minute, the durations of any revelation spells you cast during that time end, you take the normal effects from being overwhelmed by your curse, and you must attempt a DC 40 Fortitude save. - -> [!success-degree] -> - **Critical Success** You aren't otherwise affected. -> - **Success** You are [drained](../../Rules/conditions.md#Drained) and can't reduce or remove this condition until your next preparations. -> - **Failure** You are [drained](../../Rules/conditions.md#Drained) and can't reduce or remove this condition until your next preparations. -> - **Critical Failure** You die. - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/blazing-aura-loag.md b/Compendium/feats/blazing-aura-loag.md deleted file mode 100644 index b173826e3..000000000 --- a/Compendium/feats/blazing-aura-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/concentrate -- trait/evocation -- trait/fire -- trait/ifrit -- trait/primal -aliases: ["Blazing Aura"] ---- -# Blazing Aura [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[concentrate](../../Rules/traits/concentrate.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [ifrit](../../Rules/traits/ifrit-b2.md) [primal](../../Rules/traits/primal.md) - -- **Frequency**: once per day -- **Trigger** Your turn begins. -- **Activity** Reaction - -You explode in flame. Enemies in a 20-foot emanation take `7d6` fire damage (basic Reflex save using your class DC or spell DC, whichever is higher). Allies in the area are [quickened](../../Rules/conditions.md#Quickened) for 1 round and can use the additional action to [Strike](../../Rules/actions/strike.md) or [Stride](../../Rules/actions/stride.md). - -*Source: Lost Omens: Ancestry Guide p. 104* -%% #compendium/src/pf2e/loag #trait/concentrate #trait/evocation #trait/fire #trait/ifrit #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/blazing-streak-som.md b/Compendium/feats/blazing-streak-som.md deleted file mode 100644 index be4d0ba74..000000000 --- a/Compendium/feats/blazing-streak-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/flourish -- trait/monk -aliases: ["Blazing Streak"] ---- -# Blazing Streak [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[flourish](../../Rules/traits/flourish.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Stoked Flame Stance](stoked-flame-stance-som.md) -- **Requirements**: You're in Stoked Flame Stance. -- **Activity** Three-Action - -[Stride](../../Rules/actions/stride.md) twice, making [Strikes](../../Rules/actions/strike.md) against up to four different creatures within reach at any point during your movement. - -Flashing sparks [Strikes](../../Rules/actions/strike.md) made during Blazing Streak deal fire damage instead of slashing. - -*Source: Secrets of Magic p. 202* -%% #compendium/src/pf2e/som #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/blazing-talon-surge-lopsg.md b/Compendium/feats/blazing-talon-surge-lopsg.md deleted file mode 100644 index f8a1d2ab8..000000000 --- a/Compendium/feats/blazing-talon-surge-lopsg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/fire -- trait/flourish -- trait/monk -aliases: ["Blazing Talon Surge"] ---- -# Blazing Talon Surge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fire](../../Rules/traits/fire.md) [flourish](../../Rules/traits/flourish.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Rain of Embers Stance](rain-of-embers-stance-lopsg.md) -- **Requirements**: You are in Rain of Embers Stance. -- **Activity** Two-Action - -You rush forward and latch onto your enemy with talons of hungering fire. [Stride](../../Rules/actions/stride.md) once. If you end your movement within reach of at least one enemy, you can make a fire talon [Strike](../../Rules/actions/strike.md) against that enemy that deals an additional `1d4` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). If it hits and deals damage, you can attempt an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the creature you hit. - -## Blazing Talon Surge leads to... - -[Explosive Death Drop](explosive-death-drop-lopsg.md) - -## Summary - -*Source: Lost Omens: Pathfinder Society Guide p. 119* -%% #compendium/src/pf2e/lopsg #trait/fire #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/bleeding-finisher-apg.md b/Compendium/feats/bleeding-finisher-apg.md deleted file mode 100644 index f1fa3fd13..000000000 --- a/Compendium/feats/bleeding-finisher-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Bleeding Finisher"] ---- -# Bleeding Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -Your blow inflicts profuse bleeding. Make a slashing or piercing [Strike](../../Rules/actions/strike.md) with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) equal to your precise strike finisher damage. - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/bless-shield-lokl.md b/Compendium/feats/bless-shield-lokl.md deleted file mode 100644 index 1a4d8d6ff..000000000 --- a/Compendium/feats/bless-shield-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/divine -aliases: ["Bless Shield"] ---- -# Bless Shield [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), you worship a good-aligned deity -- **Activity** Single Action - -Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield. Until the beginning of your next turn your shield, any [shield boss](../equipment/items/shield-boss.md), or [shield spikes](../equipment/items/shield-spikes.md) gain the effects of a ghost touch property rune. Additionally, damage you take as a result of an incorporeal creature's [Strike](../../Rules/actions/strike.md) can trigger your Shield Block reaction, even if the damage isn't physical damage. - -*Source: Lost Omens: Knights of Lastwall p. 78* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/divine %% \ No newline at end of file diff --git a/Compendium/feats/bless-tonic-logm.md b/Compendium/feats/bless-tonic-logm.md deleted file mode 100644 index ab783e34b..000000000 --- a/Compendium/feats/bless-tonic-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/general -- trait/positive -- trait/skill -aliases: ["Bless Tonic"] ---- -# Bless Tonic *Feat 7* -[general](../../Rules/traits/general.md) [positive](../../Rules/traits/positive.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting), deity who grants heal divine font - -You channel positive energy into restoratives that ward against harm. When you [Craft](../../Rules/actions/craft.md) an alchemical item that restores Hit Points (rather than create it with advanced alchemy, [Quick Alchemy](../../Rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical item and gains the [positive](../../Rules/traits/positive.md) trait. For example, an elixir of life would become a blessed elixir of life. When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in [Crafting](../skills.md#Crafting). - -*Source: Lost Omens: Gods & Magic p. 104* -%% #compendium/src/pf2e/logm #trait/general #trait/positive #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/bless-toxin-logm.md b/Compendium/feats/bless-toxin-logm.md deleted file mode 100644 index f29ab4bcf..000000000 --- a/Compendium/feats/bless-toxin-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/general -- trait/negative -- trait/skill -aliases: ["Bless Toxin"] ---- -# Bless Toxin *Feat 7* -[general](../../Rules/traits/general.md) [negative](../../Rules/traits/negative.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting), deity who grants harm divine font - -You pour negative energy into toxins you create to further debilitate your targets. When you [Craft](../../Rules/actions/craft.md) an alchemical poison (rather than create it with advanced alchemy, [Quick Alchemy](../../Rules/actions/quick-alchemy.md), or another means), it becomes a blessed alchemical poison and gains the [negative](../../Rules/traits/negative.md) trait. When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a [positive](../../Rules/traits/positive.md) effect are reduced by 5, or by 10 if you are legendary in [Crafting](../skills.md#Crafting). - -*Source: Lost Omens: Gods & Magic p. 104* -%% #compendium/src/pf2e/logm #trait/general #trait/negative #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/blessed-blood-apg.md b/Compendium/feats/blessed-blood-apg.md deleted file mode 100644 index d306283fd..000000000 --- a/Compendium/feats/blessed-blood-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Blessed Blood"] ---- -# Blessed Blood *Feat 5* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of [holy water](../equipment/items/holy-water.md) - -Whenever a fiend, undead, or creature with a weakness to good damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes `1d6` good damage. You gain a +4 circumstance bonus to [Crafting](../skills.md#Crafting) checks to [Craft](../../Rules/actions/craft.md) holy water using your own blood as one of the ingredients. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/blessed-blood-logm.md b/Compendium/feats/blessed-blood-logm.md deleted file mode 100644 index 0bf4ed3bc..000000000 --- a/Compendium/feats/blessed-blood-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/sorcerer -aliases: ["Blessed Blood"] ---- -# Blessed Blood *Feat 1* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: bloodline that grants divine spells, you follow a deity - -Your deity's blessings manifest in your blood-borne power. - -Add up to three of your deity's spells (spells your deity grants to clerics) to your spell list. They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list. - -*Source: Lost Omens: Gods & Magic p. 104* -%% #compendium/src/pf2e/logm #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/blessed-denial-apg.md b/Compendium/feats/blessed-denial-apg.md deleted file mode 100644 index 8f42e9da8..000000000 --- a/Compendium/feats/blessed-denial-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Blessed Denial"] ---- -# Blessed Denial [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Blessed One Dedication](blessed-one-dedication-apg.md) -- **Trigger** An ally within 30 feet would become [frightened](../../Rules/conditions.md#Frightened), [drained](../../Rules/conditions.md#Drained), [enfeebled](../../Rules/conditions.md#Enfeebled), [sickened](../../Rules/conditions.md#Sickened), or [stupefied](../../Rules/conditions.md#Stupefied). -- **Activity** Reaction - -You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce. - -*Source: Advanced Player's Guide p. 162* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/blessed-medicine-botd.md b/Compendium/feats/blessed-medicine-botd.md deleted file mode 100644 index 7748c2637..000000000 --- a/Compendium/feats/blessed-medicine-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/fortune -- trait/skill -aliases: ["Blessed Medicine"] ---- -# Blessed Medicine *Feat 4* -[archetype](../../Rules/traits/archetype.md) [fortune](../../Rules/traits/fortune.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Undead Slayer Dedication](undead-slayer-dedication-botd.md) -- **Trigger** You fail a check to [Treat a Disease](../../Rules/actions/treat-disease.md) that was inflicted by an undead (such as [ghoul fever](../gm/afflictions/ghoul-fever-b1.md) or mummy rot). - -Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result. - -*Source: Book of the Dead p. 28* -%% #compendium/src/pf2e/botd #trait/archetype #trait/fortune #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/blessed-one-dedication-apg.md b/Compendium/feats/blessed-one-dedication-apg.md deleted file mode 100644 index c72edce47..000000000 --- a/Compendium/feats/blessed-one-dedication-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Blessed One Dedication"] ---- -# Blessed One Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the [lay on hands](../spells/lay-on-hands.md) devotion spell. It costs 1 Focus Point to cast a focus spell. - -This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../Rules/actions/refocus.md) activity. You can [Refocus](../../Rules/actions/refocus.md) by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the blessed one archetype. - -## Blessed One Dedication leads to... - -[Blessed Denial](blessed-denial-apg.md), [Blessed Sacrifice](blessed-sacrifice-apg.md), [Blessed Spell](blessed-spell-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 162* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/blessed-sacrifice-apg.md b/Compendium/feats/blessed-sacrifice-apg.md deleted file mode 100644 index c8f5c2353..000000000 --- a/Compendium/feats/blessed-sacrifice-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Blessed Sacrifice"] ---- -# Blessed Sacrifice *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Blessed One Dedication](blessed-one-dedication-apg.md) - -You gain the [protector's sacrifice](../spells/protectors-sacrifice.md) domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 162* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/blessed-spell-apg.md b/Compendium/feats/blessed-spell-apg.md deleted file mode 100644 index a362a0d04..000000000 --- a/Compendium/feats/blessed-spell-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/concentrate -- trait/metamagic -aliases: ["Blessed Spell"] ---- -# Blessed Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Blessed One Dedication](blessed-one-dedication-apg.md), ability to cast spells from spell slots, [Mercy](mercy.md) -- **Frequency**: once per 10 minutes -- **Activity** Single Action - -When you focus your magic on an ally, you can remove harmful conditions. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your [Mercy](mercy.md) feat, including those granted by later feats such as [Greater Mercy](greater-mercy.md). Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell. - -*Source: Advanced Player's Guide p. 162* -%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/blessing-of-the-sun-gods-sot4.md b/Compendium/feats/blessing-of-the-sun-gods-sot4.md deleted file mode 100644 index 471c22047..000000000 --- a/Compendium/feats/blessing-of-the-sun-gods-sot4.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot4 -- trait/archetype -aliases: ["Blessing of the Sun Gods"] ---- -# Blessing of the Sun Gods *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Bright Lion Dedication - -The Old Sun Gods share their power with you. Select the ambition, cities, darkness, dreams, family, fire, freedom, healing, moon, passion, or sun domain. You gain an initial domain spell for that domain. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](../../Rules/actions/refocus.md) activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. - -**Special.** You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* -%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/blind-fight-fighter.md b/Compendium/feats/blind-fight-fighter.md deleted file mode 100644 index f59cff0fe..000000000 --- a/Compendium/feats/blind-fight-fighter.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Blind-fight (Fighter)"] ---- -# Blind-fight (Fighter) *Feat 8* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: master in [Perception](../skills.md#Perception) - -Your battle instincts make you more aware of [concealed](../../Rules/conditions.md#Concealed) and [invisible](../../Rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](../../Rules/conditions.md#Concealed) creatures. You're not [flat-footed](../../Rules/conditions.md#Flat-footed) to creatures that are [hidden](../../Rules/conditions.md#Hidden) from you (unless you're [flat-footed](../../Rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](../../Rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](../../Rules/conditions.md#Hidden) creature. - -While you're adjacent to an [undetected](../../Rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](../../Rules/conditions.md#Hidden) from you. - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/blind-fight-investigator-apg.md b/Compendium/feats/blind-fight-investigator-apg.md deleted file mode 100644 index 78fcf36e2..000000000 --- a/Compendium/feats/blind-fight-investigator-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Blind-fight (Investigator)"] ---- -# Blind-fight (Investigator) *Feat 8* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: master in [Perception](../skills.md#Perception) - -Your battle insights make you more aware of [concealed](../../Rules/conditions.md#Concealed) and [invisible](../../Rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](../../Rules/conditions.md#Concealed) creatures. You're not [flat-footed](../../Rules/conditions.md#Flat-footed) to creatures that are [hidden](../../Rules/conditions.md#Hidden) from you (unless you're [flat-footed](../../Rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](../../Rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](../../Rules/conditions.md#Hidden) creature. - -While you're adjacent to an [undetected](../../Rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](../../Rules/conditions.md#Hidden) from you. - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/blind-fight-ranger.md b/Compendium/feats/blind-fight-ranger.md deleted file mode 100644 index eabb0b39f..000000000 --- a/Compendium/feats/blind-fight-ranger.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Blind-fight (Ranger)"] ---- -# Blind-fight (Ranger) *Feat 8* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: master in [Perception](../skills.md#Perception) - -Your battle instincts make you more aware of [concealed](../../Rules/conditions.md#Concealed) and [invisible](../../Rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](../../Rules/conditions.md#Concealed) creatures. You're not [flat-footed](../../Rules/conditions.md#Flat-footed) to creatures that are [hidden](../../Rules/conditions.md#Hidden) from you (unless you're [flat-footed](../../Rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](../../Rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](../../Rules/conditions.md#Hidden) creature. - -While you're adjacent to an [undetected](../../Rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](../../Rules/conditions.md#Hidden) from you. - -*Source: Core Rulebook p. 173* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/blind-fight-rogue.md b/Compendium/feats/blind-fight-rogue.md deleted file mode 100644 index 609fc3b61..000000000 --- a/Compendium/feats/blind-fight-rogue.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Blind-fight (Rogue)"] ---- -# Blind-fight (Rogue) *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: master in [Perception](../skills.md#Perception) - -Your battle instincts make you more aware of [concealed](../../Rules/conditions.md#Concealed) and [invisible](../../Rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](../../Rules/conditions.md#Concealed) creatures. You're not [flat-footed](../../Rules/conditions.md#Flat-footed) to creatures that are [hidden](../../Rules/conditions.md#Hidden) from you (unless you're [flat-footed](../../Rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](../../Rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](../../Rules/conditions.md#Hidden) creature. - -While you're adjacent to an [undetected](../../Rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](../../Rules/conditions.md#Hidden) from you. - -*Source: Core Rulebook p. 186* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/blood-component-substitution-apg.md b/Compendium/feats/blood-component-substitution-apg.md deleted file mode 100644 index 081fbe929..000000000 --- a/Compendium/feats/blood-component-substitution-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Blood Component Substitution"] ---- -# Blood Component Substitution *Feat 12* -[sorcerer](../../Rules/traits/sorcerer.md) - - -You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you [Cast a Spell](../../Rules/actions/cast-a-spell.md), you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell's level as the energy in your blood is depleted, and you can't decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to [Cast the Spell](../../Rules/actions/cast-a-spell.md), and your [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity gains the [concentrate](../../Rules/traits/concentrate.md) trait but not the [manipulate](../../Rules/traits/manipulate.md) trait. You can't use blood components to replace any required part of a spell's cost. - -*Source: Advanced Player's Guide p. 140* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/blood-frenzy-som.md b/Compendium/feats/blood-frenzy-som.md deleted file mode 100644 index d3f67c60e..000000000 --- a/Compendium/feats/blood-frenzy-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/eidolon -- trait/evolution -- trait/summoner -aliases: ["Blood Frenzy"] ---- -# Blood Frenzy [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Bloodletting Claws](bloodletting-claws-som.md) -- **Requirements**: Your eidolon's last action dealt bleed damage to a living creature. -- **Activity** Single Action - -Your eidolon flies into a frenzy. It gains the benefits of [boost eidolon](../spells/boost-eidolon-som.md) and gains temporary HP equal to your level, but takes a –2 penalty to AC. It can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which your eidolon is [fatigued](../../Rules/conditions.md#Fatigued) for 1 minute and can't start another frenzy for 1 minute. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/blood-in-the-air-g-g.md b/Compendium/feats/blood-in-the-air-g-g.md deleted file mode 100644 index 03b4b1da9..000000000 --- a/Compendium/feats/blood-in-the-air-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/concentrate -- trait/gunslinger -aliases: ["Blood In The Air"] ---- -# Blood In The Air [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: An enemy you've damaged with a ranged weapon during the last minute is [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden) from you. -- **Activity** Single Action - -Once you've locked on to a target, little can obscure your aim. Make a ranged weapon [Strike](../../Rules/actions/strike.md) against the required target. This [Strike](../../Rules/actions/strike.md) ignores the target's [concealed](../../Rules/conditions.md#Concealed) condition and reduces the flat check for the [hidden](../../Rules/conditions.md#Hidden) condition from 11 to 5. - -*Source: Guns & Gears p. 116* -%% #compendium/src/pf2e/g&g #trait/concentrate #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/bloodletting-claws-som.md b/Compendium/feats/bloodletting-claws-som.md deleted file mode 100644 index 2129742d6..000000000 --- a/Compendium/feats/bloodletting-claws-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Bloodletting Claws"] ---- -# Bloodletting Claws *Feat 4* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon inflicts bleeding wounds on a telling blow. If your eidolon critically hits with a melee unarmed [Strike](../../Rules/actions/strike.md) that deals slashing or piercing, its target takes `1d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). Your eidolon gains an item bonus to this bleed damage equal to the unarmed attack's item bonus to attack rolls. This is a critical specialization effect. - -## Bloodletting Claws leads to... - -[Blood Frenzy](blood-frenzy-som.md) - -## Summary - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/bloodletting-fangs-apg.md b/Compendium/feats/bloodletting-fangs-apg.md deleted file mode 100644 index da62a2e05..000000000 --- a/Compendium/feats/bloodletting-fangs-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Bloodletting Fangs"] ---- -# Bloodletting Fangs *Feat 9* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: fangs unarmed attack - -You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs [Strikes](../../Rules/actions/strike.md) deal an additional `1d4` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-conduit.md b/Compendium/feats/bloodline-conduit.md deleted file mode 100644 index 85d04700b..000000000 --- a/Compendium/feats/bloodline-conduit.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/metamagic -- trait/sorcerer -aliases: ["Bloodline Conduit"] ---- -# Bloodline Conduit [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Frequency**: once per minute -- **Activity** Single Action - -Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) of 5th level or lower that has no duration, you don't expend the spell's slot when you cast it. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-focus.md b/Compendium/feats/bloodline-focus.md deleted file mode 100644 index 1b1a9ae86..000000000 --- a/Compendium/feats/bloodline-focus.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Bloodline Focus"] ---- -# Bloodline Focus *Feat 12* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: bloodline spell - -Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -## Bloodline Focus leads to... - -[Bloodline Wellspring](bloodline-wellspring.md) - -## Summary - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-metamorphosis-aoa6.md b/Compendium/feats/bloodline-metamorphosis-aoa6.md deleted file mode 100644 index 81542a039..000000000 --- a/Compendium/feats/bloodline-metamorphosis-aoa6.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/sorcerer -- trait/uncommon -aliases: ["Bloodline Metamorphosis"] ---- -# Bloodline Metamorphosis *Feat 20* -[sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - - -You have learned to manipulate the innate power of your bloodline and adapt it to your needs. When making your daily preparations, you can swap out a single spell of 9th level or lower for another spell of the same level. You can't swap out spells granted specifically by your bloodline. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-mutation-apg.md b/Compendium/feats/bloodline-mutation-apg.md deleted file mode 100644 index 0caf60317..000000000 --- a/Compendium/feats/bloodline-mutation-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Bloodline Mutation"] ---- -# Bloodline Mutation *Feat 20* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: a bloodline based on a specific type of creature - -You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, psychopomp and monitor for psychopomp, and so on). You gain [low-light vision](../../Rules/abilities/low-light-vision.md) or [darkvision](../../Rules/abilities/darkvision.md), if one is appropriate for creatures with those traits. Choose one of the following. - -- If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed. -- If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your Speed. -- If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, negative, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type. - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-resistance.md b/Compendium/feats/bloodline-resistance.md deleted file mode 100644 index e4ab2f866..000000000 --- a/Compendium/feats/bloodline-resistance.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Bloodline Resistance"] ---- -# Bloodline Resistance *Feat 8* -[sorcerer](../../Rules/traits/sorcerer.md) - - -Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and [magical](../../Rules/traits/magical.md) effects. - -*Source: Core Rulebook p. 200* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-wellspring.md b/Compendium/feats/bloodline-wellspring.md deleted file mode 100644 index ffbd7fdb8..000000000 --- a/Compendium/feats/bloodline-wellspring.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Bloodline Wellspring"] ---- -# Bloodline Wellspring *Feat 18* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [Bloodline Focus](bloodline-focus.md) - -Your blood's power replenishes your focus. If you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/bloody-blows-apg.md b/Compendium/feats/bloody-blows-apg.md deleted file mode 100644 index 223c4cdee..000000000 --- a/Compendium/feats/bloody-blows-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Bloody Blows"] ---- -# Bloody Blows *Feat 5* -[orc](../../Rules/traits/orc.md) - - -Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a [Strike](../../Rules/actions/strike.md) using an unarmed attack that isn't [nonlethal](../../Rules/traits/nonlethal.md), the target takes `1d4` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the [nonlethal](../../Rules/traits/nonlethal.md) trait due to [Iron Fists](iron-fists-apg.md), [Tusks](tusks-apg.md), or a similar ability. - -*Source: Advanced Player's Guide p. 18* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/bloody-debilitation-apg.md b/Compendium/feats/bloody-debilitation-apg.md deleted file mode 100644 index bb9412121..000000000 --- a/Compendium/feats/bloody-debilitation-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Bloody Debilitation"] ---- -# Bloody Debilitation *Feat 12* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine), [Debilitating Strike](../../Rules/actions/debilitating-strike.md) - -Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use [Debilitating Strike](../../Rules/actions/debilitating-strike.md). - -- **Debilitation** The target takes `3d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/boasters-challenge-locg.md b/Compendium/feats/boasters-challenge-locg.md deleted file mode 100644 index 7bfb37908..000000000 --- a/Compendium/feats/boasters-challenge-locg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/mental -aliases: ["Boaster's Challenge"] ---- -# Boaster's Challenge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), or [Intimidation](../skills.md#Intimidation); [Firebrand Braggart Dedication](firebrand-braggart-dedication-locg.md) -- **Activity** Single Action - -You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), or [Intimidation](../skills.md#Intimidation) check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed [Strikes](../../Rules/actions/strike.md) against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute. - -## Boaster's Challenge leads to... - -[Demanding Challenge](demanding-challenge-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 74* -%% #compendium/src/pf2e/locg #trait/archetype #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/boleras-interrogation-aoe1.md b/Compendium/feats/boleras-interrogation-aoe1.md deleted file mode 100644 index 52a9ae422..000000000 --- a/Compendium/feats/boleras-interrogation-aoe1.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe1 -- trait/archetype -aliases: ["Bolera's Interrogation"] ---- -# Bolera's Interrogation [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Edgewatch Detective Dedication](edgewatch-detective-dedication-aoe1.md) -- **Frequency**: three per day -- **Activity** Three-Action - -You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your [Perception](../skills.md#Perception) DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a –2 penalty to [Deception](../skills.md#Deception) checks. On a critical failure, the penalty to [Deception](../skills.md#Deception) checks is –4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. - -If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #compendium/src/pf2e/aoe1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bolster-soul-cage-botd.md b/Compendium/feats/bolster-soul-cage-botd.md deleted file mode 100644 index 965a3a4bb..000000000 --- a/Compendium/feats/bolster-soul-cage-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Bolster Soul Cage"] ---- -# Bolster Soul Cage *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lich Dedication](lich-dedication-botd.md), legendary in [Crafting](../skills.md#Crafting) - -Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to `1d6` days rather than `1d10` days. - -At 20th level, the time it takes your soul cage to rebuild your body is reduced to `2d12+12` hours. - -*Source: Book of the Dead p. 50* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bon-mot-apg.md b/Compendium/feats/bon-mot-apg.md deleted file mode 100644 index 2c03e2484..000000000 --- a/Compendium/feats/bon-mot-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/general -- trait/linguistic -- trait/mental -- trait/skill -aliases: ["Bon Mot"] ---- -# Bon Mot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [general](../../Rules/traits/general.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) -- **Activity** Single Action - -You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a [Diplomacy](../skills.md#Diplomacy) check against the target's Will DC. - -> [!success-degree] -> - **Critical Success** The target is distracted and takes a –3 status penalty to [Perception](../skills.md#Perception) and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the [concentrate](../../Rules/traits/concentrate.md) trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. -> - **Success** As critical success, but the penalty is –2. -> - **Critical Failure** Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. - -*Source: Advanced Player's Guide p. 203* -%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/bond-conservation.md b/Compendium/feats/bond-conservation.md deleted file mode 100644 index f2e683bdb..000000000 --- a/Compendium/feats/bond-conservation.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/manipulate -- trait/metamagic -- trait/wizard -aliases: ["Bond Conservation"] ---- -# Bond Conservation [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: arcane bond -- **Requirements**: The last action you used was [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md). -- **Activity** Single Action - -By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) using the energy from [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md), you gain an extra use of [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md). You must use this extra use of [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md) before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md). - -*Source: Core Rulebook p. 211* -%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/bonded-animal.md b/Compendium/feats/bonded-animal.md deleted file mode 100644 index 283910d86..000000000 --- a/Compendium/feats/bonded-animal.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/downtime -- trait/general -- trait/skill -aliases: ["Bonded Animal"] ---- -# Bonded Animal *Feat 2* -[downtime](../../Rules/traits/downtime.md) [general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Nature](../skills.md#Nature) - -You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal) that is [friendly](../../Rules/conditions.md#Friendly) or [helpful](../../Rules/conditions.md#Helpful) to you. After this duration, attempt a DC 20 [Nature](../skills.md#Nature) check. If successful, you bond with the animal. The animal is permanently [helpful](../../Rules/conditions.md#Helpful) to you, unless you do something egregious to break your bond. A [helpful](../../Rules/conditions.md#Helpful) animal is easier to direct, as described under [Command an Animal](../../Rules/actions/command-an-animal.md). - -Bonding with a new animal ends any previous bond you had. You can't have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar). - -*Source: Core Rulebook p. 259* -%% #compendium/src/pf2e/crb #trait/downtime #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/bonded-focus.md b/Compendium/feats/bonded-focus.md deleted file mode 100644 index bd64507a1..000000000 --- a/Compendium/feats/bonded-focus.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Bonded Focus"] ---- -# Bonded Focus *Feat 14* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: arcane bond - -Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md) and your bonded item is in your possession, you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Core Rulebook p. 212* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/bonds-of-death-botd.md b/Compendium/feats/bonds-of-death-botd.md deleted file mode 100644 index 28947c629..000000000 --- a/Compendium/feats/bonds-of-death-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Bonds of Death"] ---- -# Bonds of Death [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Reanimator Dedication](reanimator-dedication-botd.md) -- **Frequency**: once per day -- **Requirements**: You have cast [animate dead](../spells/animate-dead-apg.md) this turn. -- **Activity** Free Action - -You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead, binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both [animate dead](../spells/animate-dead-apg.md) spells with a single action to [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). This benefit lasts until either of the spells ends. - -*Source: Book of the Dead p. 35* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bone-caller-loag.md b/Compendium/feats/bone-caller-loag.md deleted file mode 100644 index 20e82757d..000000000 --- a/Compendium/feats/bone-caller-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Bone Caller"] ---- -# Bone Caller *Feat 9* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -Using a mixture of dinosaur bones and the bones of your ancestors to focus your magic, you animate lizards and dinosaurs to carry messages or serve as mounts. - -You can cast [animal messenger](../spells/animal-messenger.md) and [phantom steed](../spells/phantom-steed.md) as primal innate spells once per day each. The animal messenger is always a Tiny dinosaur or lizard, and your innate spell transforms it from bones to flesh, even if there are no dinosaurs or lizards nearby. The phantom steed looks like a dinosaur rather than a horse but functions identically. - -*Source: Lost Omens: Ancestry Guide p. 48* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/bone-investiture-loag.md b/Compendium/feats/bone-investiture-loag.md deleted file mode 100644 index 71fa64b61..000000000 --- a/Compendium/feats/bone-investiture-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Bone Investiture"] ---- -# Bone Investiture *Feat 13* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You encase yourself in spiritual dinosaur bones to become a Huge dinosaur. You can cast [dinosaur form](../spells/dinosaur-form.md) on yourself as a 5th-level primal innate spell once per day. - -*Source: Lost Omens: Ancestry Guide p. 48* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/bone-magic-loag.md b/Compendium/feats/bone-magic-loag.md deleted file mode 100644 index e70fb8069..000000000 --- a/Compendium/feats/bone-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Bone Magic"] ---- -# Bone Magic *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones. Choose one cantrip from the primal spell list. You can cast this cantrip as a primal innate spell at will, and it's heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Ancestry Guide p. 46* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/bone-missile-botd.md b/Compendium/feats/bone-missile-botd.md deleted file mode 100644 index b068defca..000000000 --- a/Compendium/feats/bone-missile-botd.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Bone Missile"] ---- -# Bone Missile *Feat 9* -[skeleton](../../Rules/traits/skeleton-b1.md) - - -You can remove your ribs to use them as arrows or bolts. When you draw a rib, you lose 2 HP, and the projectile deals 2 extra negative damage if you [Strike](../../Rules/actions/strike.md) with it before the end of your next turn. The HP loss and extra damage both increase to 3 at 12th level and 4 at 19th level. Your rib cage magically replenishes, and any rib you draw crumbles to dust after being used for a [Strike](../../Rules/actions/strike.md) or at the end of your next turn, whichever comes first. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/bone-rider-lome.md b/Compendium/feats/bone-rider-lome.md deleted file mode 100644 index c97db3662..000000000 --- a/Compendium/feats/bone-rider-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/lizardfolk -aliases: ["Bone Rider"] ---- -# Bone Rider *Feat 17* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -Using your ancestors' bones, you manifest their spirits around you in a fossilized form, terrifying your foes. You can cast [mask of terror](../spells/mask-of-terror.md) on yourself as a primal innate spell once per day. When you do, you appear as a skeletal lizardfolk ancestor, twisted in a way that inspires the deepest fears of those who observe you. - -*Source: Lost Omens: The Mwangi Expanse p. 205* -%% #compendium/src/pf2e/lome #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/bone-spikes-da.md b/Compendium/feats/bone-spikes-da.md deleted file mode 100644 index faf1eae98..000000000 --- a/Compendium/feats/bone-spikes-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Bone Spikes"] ---- -# Bone Spikes [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[deviant](../../Rules/traits/deviant-da.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Activity** Single Action - -Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body. For 1 minute, you can make bone spike unarmed [Strikes](../../Rules/actions/strike.md), which deal `1d6` piercing damage and have the versatile S and sweep trails. When you take the Bone Spikes action, you can choose one weapon on your person and duplicate its weapon runes onto your bone spikes (with the exception of any runes that couldn't apply to the bone spears). - -**Awakening** Your bones grow longer, lashing flexibly at range. While you have bone spikes, you can [Interact](../../Rules/actions/interact.md) to give your bone spikes reach <10 feet> until the end of the current turn. - -**Awakening** Grooves in your bone spikes form a channel for venom. Your bone spikes deal `1d4` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage), which increases to `2d4` at 10th level and `3d4` at 18th level. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/bone-swarm-botd.md b/Compendium/feats/bone-swarm-botd.md deleted file mode 100644 index af04838ee..000000000 --- a/Compendium/feats/bone-swarm-botd.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/concentrate -- trait/polymorph -- trait/skeleton -- trait/transmutation -aliases: ["Bone Swarm"] ---- -# Bone Swarm [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[concentrate](../../Rules/traits/concentrate.md) [polymorph](../../Rules/traits/polymorph.md) [skeleton](../../Rules/traits/skeleton-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You scatter your body and transform into a whirling storm of bones for up to 1 minute or until you spend a single action to return to your normal shape. You become Huge, gain the [swarm](../../Rules/traits/swarm-b1.md) trait, and gain a fly Speed of 40 feet. As a swarm, you have the following characteristics. - -- You are immune to the grappled, [prone](../../Rules/conditions.md#Prone), and [restrained](../../Rules/conditions.md#Restrained) conditions. -- You have weakness 5 to area and splash damage. -- You can occupy the same space as other creatures and must do so to use your damaging ability. -- As a 2-action activity, you can deal `10d6` bludgeoning damage to all creatures sharing your space (basic Reflex save with a DC equal to your class DC or spell DC, whichever is higher). -- You can't speak, Cast Spells, use manipulate actions requiring your hands, Activate magic items, or make any [Strikes](../../Rules/actions/strike.md) with your normal body. -- You don't gain the swarm mind ability, so you are still affected normally by [mental](../../Rules/traits/mental.md) effects. You also retain the benefits of skeleton feats that don't require communication or the use of hands. - -*Source: Book of the Dead p. 57* -%% #compendium/src/pf2e/botd #trait/concentrate #trait/polymorph #trait/skeleton #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/boneyards-call-apg.md b/Compendium/feats/boneyards-call-apg.md deleted file mode 100644 index 8502f0dc7..000000000 --- a/Compendium/feats/boneyards-call-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -- trait/uncommon -aliases: ["Boneyard's Call"] ---- -# Boneyard's Call *Feat 17* -[duskwalker](../../Rules/traits/duskwalker-apg.md) [uncommon](../../Rules/traits/uncommon.md) - - -You have a powerful connection to the Boneyard and its courts, granting you the ability to travel to and from the Boneyard. You gain [plane shift](../spells/plane-shift.md) as a divine innate spell. You can cast it twice per week. This can be used only to travel to the Boneyard or from the Boneyard to the Material Plane. Due to your unique connection to the Boneyard, your body serves as the focus, and you don't require a tuning fork. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/boost-modulation-g-g.md b/Compendium/feats/boost-modulation-g-g.md deleted file mode 100644 index 29e6e9820..000000000 --- a/Compendium/feats/boost-modulation-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Boost Modulation"] ---- -# Boost Modulation *Feat 12* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: offensive boost|inventor|G&G|9 - -You aren't satisfied with keeping to just one kind of boost from your constant tinkering, so you've learned to modulate between several possibilities at once. Choose two additional offensive boost|inventor|G&G|9||offensive boosts (page 22). You can use an [Interact](../../Rules/actions/interact.md) action to change the offensive boost|inventor|G&G|9|offensive boosts currently affecting your weapon, choosing between the one you chose for the class feature and the two you chose for this modification. If your weapon has the [modular](../../Rules/traits/modular-logm.md) trait, you can swap the offensive boost|inventor|G&G|9|offensive boosts as part of the [Interact](../../Rules/actions/interact.md) action you take to use that trait. - -*Source: Guns & Gears p. 29* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/boost-summons-som.md b/Compendium/feats/boost-summons-som.md deleted file mode 100644 index bddcf5aa9..000000000 --- a/Compendium/feats/boost-summons-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Boost Summons"] ---- -# Boost Summons *Feat 8* -[summoner](../../Rules/traits/summoner-som.md) - - -Augmenting your eidolon extends to creatures you summon. - -When you cast [boost eidolon](../spells/boost-eidolon-som.md), in addition to your eidolon, it also targets your summoned creatures within 60 feet. - -*Source: Secrets of Magic p. 70* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/borrow-memories-da.md b/Compendium/feats/borrow-memories-da.md deleted file mode 100644 index 047bbba32..000000000 --- a/Compendium/feats/borrow-memories-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/uncommon -aliases: ["Borrow Memories"] ---- -# Borrow Memories *Feat 14* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Alter Ego Dedication](alter-ego-dedication-da.md) - -Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast [mind probe](../spells/mind-probe.md) as an innate occult spell once per day, using your class DC or spell DC, whichever is higher. - -If you cast [mind probe](../spells/mind-probe.md) on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) to extend its duration—only when asking a question—nor do you need to be in range or have line of effect to Sustain it. - -*Source: Dark Archive p. 127* -%% #compendium/src/pf2e/da #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/borrow-time-da.md b/Compendium/feats/borrow-time-da.md deleted file mode 100644 index ecb7bbe9c..000000000 --- a/Compendium/feats/borrow-time-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Borrow Time"] ---- -# Borrow Time [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Frequency**: once per minute -- **Trigger** Your turn begins. -- **Activity** Free Action - -You reach ahead and make use of time that's yet to be. You become [quickened](../../Rules/conditions.md#Quickened) and can use the extra action to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md). You gain this extra action immediately and can use it this turn. At the end of your turn, you become [stunned](../../Rules/conditions.md#Stunned). - -*Source: Dark Archive p. 186* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/boulder-roll.md b/Compendium/feats/boulder-roll.md deleted file mode 100644 index bb8e59290..000000000 --- a/Compendium/feats/boulder-roll.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Boulder Roll"] ---- -# Boulder Roll [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: [Rock Runner](rock-runner.md) -- **Activity** Two-Action - -Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a [Step](../../Rules/actions/step.md) into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your [Athletics](../skills.md#Athletics) DC to block your [Step](../../Rules/actions/step.md). If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. - -If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect. - -*Source: Core Rulebook p. 36* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/bounce-back-apg.md b/Compendium/feats/bounce-back-apg.md deleted file mode 100644 index 699825aef..000000000 --- a/Compendium/feats/bounce-back-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/human -aliases: ["Bounce Back"] ---- -# Bounce Back [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[human](../../Rules/traits/human.md) - -- **Frequency**: once per day -- **Trigger** You lose the [dying](../../Rules/conditions.md#Dying) condition. -- **Activity** Free Action - -You recover from near-death experiences with astounding resilience. Don't increase the value of your [wounded](../../Rules/conditions.md#Wounded) condition due to losing the [dying](../../Rules/conditions.md#Dying) condition. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/bouncy-goblin-locg.md b/Compendium/feats/bouncy-goblin-locg.md deleted file mode 100644 index 52e693977..000000000 --- a/Compendium/feats/bouncy-goblin-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Bouncy Goblin"] ---- -# Bouncy Goblin *Feat 1* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: unbreakable goblin heritage - -You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in [Acrobatics](../skills.md#Acrobatics) (or another skill of your choice, if you were already trained in [Acrobatics](../skills.md#Acrobatics)). You also gain a +2 circumstance bonus to [Acrobatics](../skills.md#Acrobatics) checks to [Tumble Through](../../Rules/actions/tumble-through.md) a foe's space. - -## Bouncy Goblin leads to... - -[Roll With It](roll-with-it-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 37* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/bound-in-ice-lomm.md b/Compendium/feats/bound-in-ice-lomm.md deleted file mode 100644 index b2a11d78f..000000000 --- a/Compendium/feats/bound-in-ice-lomm.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lomm -- trait/archetype -aliases: ["Bound in Ice"] ---- -# Bound in Ice *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Frostbite Runes](frostbite-runes-lomm.md) - -You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level. - -You also gain the Blizzard Evasion reaction. - -```ad-embed-ability -title: Blizzard Evasion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You take 40 or more physical damage from a single attack - -**Effect** You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to [Perception](../../../compendium/skills.md#Perception) checks to [Seek](../../../rules/actions/seek.md) your mark and on [Deception](../../../compendium/skills.md#Deception) checks to [Feint](../../../rules/actions/feint.md) against your mark. Your [agile](../../../rules/traits/agile.md) and [finesse](../../../rules/traits/finesse.md) weapons and unarmed attacks gain the backstabber and [deadly ](../../../rules/traits/deadly.md) weapon traits when you're attacking your mark. - -If the weapon or unarmed attack already has the [deadly](../../../rules/traits/deadly.md) trait, increase the size of the deadly damage die by one step instead of giving it deadly . -``` - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #compendium/src/pf2e/lomm #trait/archetype %% diff --git a/Compendium/feats/bounty-hunter-dedication-apg.md b/Compendium/feats/bounty-hunter-dedication-apg.md deleted file mode 100644 index f0b29b55d..000000000 --- a/Compendium/feats/bounty-hunter-dedication-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Bounty Hunter Dedication"] ---- -# Bounty Hunter Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -When focused on finding your quarry, you're relentless. You gain the [Hunt Prey](../../Rules/actions/hunt-prey.md) action. You can use [Hunt Prey](../../Rules/actions/hunt-prey.md) to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of [Hunt Prey](../../Rules/actions/hunt-prey.md), you gain a +2 circumstance bonus to checks to [Gather Information](../../Rules/actions/gather-information.md) regarding your prey. - -If you already have [Hunt Prey](../../Rules/actions/hunt-prey.md), you become an expert in [Survival](../skills.md#Survival) and gain the circumstance bonus to [Gather Information](../../Rules/actions/gather-information.md) about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above. - -**Special.** You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype. - -*Source: Advanced Player's Guide p. 163* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/brain-drain-da.md b/Compendium/feats/brain-drain-da.md deleted file mode 100644 index b0e74ef31..000000000 --- a/Compendium/feats/brain-drain-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/divination -- trait/mental -- trait/occult -- trait/psyche -- trait/psychic -aliases: ["Brain Drain"] ---- -# Brain Drain [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Activity** Two-Action - -With a wresting of will, you siphon off a creature's mental energy to replenish your own. One non-mindless creature within 30 feet must attempt a Will save against your spell DC. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute, and you regain 1 Focus Point, up to your normal maximum. You can't use Brain Drain again until after the next time you make your daily preparations. -> - **Critical Failure** As failure, but the creature is [stupefied](../../Rules/conditions.md#Stupefied). - -*Source: Dark Archive p. 26* -%% #compendium/src/pf2e/da #trait/divination #trait/mental #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/brains-botd.md b/Compendium/feats/brains-botd.md deleted file mode 100644 index 063aa7382..000000000 --- a/Compendium/feats/brains-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Brains!"] ---- -# Brains! [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Feast](feast-botd.md) -- **Trigger** You Feast upon a humanoid's brain. The humanoid can't be [mindless](../../Rules/traits/mindless.md) (or, if you're Feasting on a corpse, can't have been mindless while alive). -- **Activity** Free Action - -You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) for 1 hour. If the humanoid had a higher modifier to the skill check you're using to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) than you do, the status bonus increases to +2. - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bravos-determination-locg.md b/Compendium/feats/bravos-determination-locg.md deleted file mode 100644 index 46b929d67..000000000 --- a/Compendium/feats/bravos-determination-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Bravo's Determination"] ---- -# Bravo's Determination [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception), [Firebrand Braggart Dedication](firebrand-braggart-dedication-locg.md) -- **Trigger** A foe's [Strike](../../Rules/actions/strike.md) reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed. -- **Activity** Reaction - -Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a [Deception](../skills.md#Deception) check against the attack DC of the triggering [Strike](../../Rules/actions/strike.md). You take a penalty to this check equal to twice your [wounded](../../Rules/conditions.md#Wounded) value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled. - -> [!success-degree] -> - **Critical Success** You avoid being knocked out and remain at 1 Hit Point. -> - **Success** You avoid being knocked out and remain at 1 Hit Point, but you increase your [wounded](../../Rules/conditions.md#Wounded) value by 1. - -*Source: Lost Omens: Character Guide p. 75* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/brawling-focus.md b/Compendium/feats/brawling-focus.md deleted file mode 100644 index 15125de67..000000000 --- a/Compendium/feats/brawling-focus.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Brawling Focus"] ---- -# Brawling Focus *Feat 2* -[monk](../../Rules/traits/monk.md) - - -You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [Monastic Weaponry](monastic-weaponry.md), you also gain the critical specialization effects of all monk weapons in which you are trained. - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/breached-defenses-da.md b/Compendium/feats/breached-defenses-da.md deleted file mode 100644 index 3e096882c..000000000 --- a/Compendium/feats/breached-defenses-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Breached Defenses"] ---- -# Breached Defenses *Feat 4* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) - -You can find the one weak point in a creature's scales, wards, or armor to get past its resistances. When you succeed at [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md), you learn about the highest of the creature's resistances that can be bypassed (for example, if the creature has resistance to physical damage except silver), if the creature has one. If you prefer, you can choose the following benefit instead of one of the usual two benefits from [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) Breached Defenses You can choose this benefit only if you succeeded at [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon [Strikes](../../Rules/actions/strike.md) bypass the chosen resistance. - -*Source: Dark Archive p. 43* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/breath-control.md b/Compendium/feats/breath-control.md deleted file mode 100644 index 0db9600b2..000000000 --- a/Compendium/feats/breath-control.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Breath Control"] ---- -# Breath Control *Feat 1* -[general](../../Rules/traits/general.md) - - -You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against [inhaled](../../Rules/traits/inhaled.md) threats, such as [inhaled](../../Rules/traits/inhaled.md) [poisons](../../Rules/traits/poison.md), and if you roll a success on such a saving throw, you get a critical success instead. - -*Source: Core Rulebook p. 259* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/breath-like-honey-lome.md b/Compendium/feats/breath-like-honey-lome.md deleted file mode 100644 index fe1c42c24..000000000 --- a/Compendium/feats/breath-like-honey-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Breath Like Honey"] ---- -# Breath Like Honey *Feat 9* -[gnoll](../../Rules/traits/gnoll-b1.md) - -- **Prerequisites**: sweetbreath gnoll heritage - -You smell of honey and savory things. You can cast [enthrall](../spells/enthrall.md) as a 3rd-level occult innate spell once per day, except the spell has a range of 30 feet and the [inhaled](../../Rules/traits/inhaled.md) trait instead of the [auditory](../../Rules/traits/auditory.md) trait. Targets don't gain any circumstance bonus for disagreeing with you. Your circumstance bonus to checks to [Make an Impression](../../Rules/actions/make-an-impression.md) if the target can smell your breath increases to +2. - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/breath-of-calamity-loil.md b/Compendium/feats/breath-of-calamity-loil.md deleted file mode 100644 index 193517120..000000000 --- a/Compendium/feats/breath-of-calamity-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Breath of Calamity"] ---- -# Breath of Calamity *Feat 17* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -Your roar shakes the earth and splits the heavens. Once per day, you can cast [chain lightning](../spells/chain-lightning.md) as a 7th-level innate occult spell. - -Any creature that critically fails its save against the spell is [blinded](../../Rules/conditions.md#Blinded) and [deafened](../../Rules/conditions.md#Deafened) for 1 round. - -*Source: Lost Omens: Impossible Lands p. 51* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/breath-of-the-dragon-apg.md b/Compendium/feats/breath-of-the-dragon-apg.md deleted file mode 100644 index 067de53fa..000000000 --- a/Compendium/feats/breath-of-the-dragon-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Breath Of The Dragon"] ---- -# Breath Of The Dragon *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -You can use a powerful breath weapon, much like the dragon you emulate. You gain the [dragon breath](../spells/dragon-breath.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. - -*Source: Advanced Player's Guide p. 169* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/briar-battler-loag.md b/Compendium/feats/briar-battler-loag.md deleted file mode 100644 index df49942e8..000000000 --- a/Compendium/feats/briar-battler-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Briar Battler"] ---- -# Briar Battler *Feat 9* -[kobold](../../Rules/traits/kobold-b1.md) - - -You've learned to use roots, crevices, uneven ground, and dense underbrush to your advantage. When you're in difficult terrain from an environmental feature, you can [Take Cover](../../Rules/actions/take-cover.md), even if the feature wouldn't ordinarily be large enough for you to [Take Cover](../../Rules/actions/take-cover.md). - -*Source: Lost Omens: Ancestry Guide p. 39* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/bright-lion-dedication-lol.md b/Compendium/feats/bright-lion-dedication-lol.md deleted file mode 100644 index 9f7274820..000000000 --- a/Compendium/feats/bright-lion-dedication-lol.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Bright Lion Dedication"] ---- -# Bright Lion Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: [Bright Lion](../character/backgrounds/bright-lion-lowg.md) background -- **Prerequisites**: member of the Bright Lions, not a worshipper of Walkena, trained in [Stealth](../skills.md#Stealth) - -You become trained in your choice of [Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy) and in [Mzali Lore](../skills.md#Lore); if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to [Lie](../../Rules/actions/lie.md) or [Impersonate](../../Rules/actions/impersonate.md) to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to [Deception](../skills.md#Deception) checks specifically to pass yourself off as a version of yourself faithful to Walkena. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. - -## Bright Lion Dedication leads to... - -[Elude The Divine](elude-the-divine-lol.md), [Sun's Fury](suns-fury-lol.md), [Warding Light](warding-light-lol.md) - -## Summary - -*Source: Lost Omens: Legends p. 101* -%% #compendium/src/pf2e/lol #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/bright-lion-dedication-sot4.md b/Compendium/feats/bright-lion-dedication-sot4.md deleted file mode 100644 index 6d48c4a2c..000000000 --- a/Compendium/feats/bright-lion-dedication-sot4.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot4 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Bright Lion Dedication"] ---- -# Bright Lion Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Bright Lion background (Lost Omens World Guide 95) You become trained in [Mzali Lore](../skills.md#Lore) and your choice of -- **Prerequisites**: member of the Bright Lions, not a worshipper of [Walkena](../setting/deities/walkena-logm.md), trained in [Stealth](../skills.md#Stealth) - -[Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy); if you were already trained, you become an expert instead. You incorporate enough worship of [Walkena](../setting/deities/walkena-logm.md) in your daily life to avoid suspicion. - -You typically don't need to [Lie](../../Rules/actions/lie.md) or [Impersonate](../../Rules/actions/impersonate.md) to pass yourself off as a worshipper of [Walkena](../setting/deities/walkena-logm.md). Against careful inspection, you gain a +4 circumstance bonus to [Deception](../skills.md#Deception) checks specifically to pass yourself off as a version of yourself faithful to [Walkena](../setting/deities/walkena-logm.md). - -**Special.** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* -%% #compendium/src/pf2e/sot4 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/brightness-seeker-locg.md b/Compendium/feats/brightness-seeker-locg.md deleted file mode 100644 index 4d47afe9e..000000000 --- a/Compendium/feats/brightness-seeker-locg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Brightness Seeker"] ---- -# Brightness Seeker *Feat 9* -[elf](../../Rules/traits/elf.md) - - -Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast [augury](../spells/augury.md) as an innate divine spell. Unless the result of the [augury](../spells/augury.md) was "nothing," you gain the following reaction for the next 30 minutes: - -```ad-embed-ability -title: Call Upon the Brightness [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) - -- **Trigger**: You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven't rolled yet - -**Effect** You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the [augury](../../../compendium/spells/augury.md) was "woe" and you proceeded anyway. -%% #trait/concentrate %% -``` - -*Source: Lost Omens: Character Guide p. 27* -%% #compendium/src/pf2e/locg #trait/elf %% diff --git a/Compendium/feats/brightsoul-loag.md b/Compendium/feats/brightsoul-loag.md deleted file mode 100644 index 4e342d905..000000000 --- a/Compendium/feats/brightsoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/lineage -aliases: ["Brightsoul"] ---- -# Brightsoul *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) [lineage](../../Rules/traits/lineage-apg.md) - - -The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal [light](../spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in `1d4` rounds. You suffer a –2 circumstance penalty on [Stealth](../skills.md#Stealth) checks to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md) and gain a +1 circumstance bonus on saves against [light](../../Rules/traits/light.md) effects and effects that inflict the [blinded](../../Rules/conditions.md#Blinded) or [dazzled](../../Rules/conditions.md#Dazzled) conditions. - -*Source: Lost Omens: Ancestry Guide p. 103* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/brilliant-crafter-g-g.md b/Compendium/feats/brilliant-crafter-g-g.md deleted file mode 100644 index d54f8fe76..000000000 --- a/Compendium/feats/brilliant-crafter-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Brilliant Crafter"] ---- -# Brilliant Crafter *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](inventor-dedication-g-g.md) - -Your skill at crafting is unparalleled. You become an expert in [Crafting](../skills.md#Crafting). At 7th level you become a master in [Crafting](../skills.md#Crafting), and at 15th level, you become legendary in [Crafting](../skills.md#Crafting) and you become an expert in your inventor class DC. - -*Source: Guns & Gears p. 49* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/brine-may-apg.md b/Compendium/feats/brine-may-apg.md deleted file mode 100644 index e2eab2e18..000000000 --- a/Compendium/feats/brine-may-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -- trait/lineage -aliases: ["Brine May"] ---- -# Brine May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Your mother was a sea hag, granting you one sea-green or blue eye. You find comfort both in the sea and on the shore. - -Whenever you roll a success on an [Athletics](../skills.md#Athletics) check to [Swim](../../Rules/actions/swim.md), you get a critical success instead. If you end your turn in water without having succeeded at a [Swim](../../Rules/actions/swim.md) action that round, you don't sink (but you might still be moved by the current). - -## Brine May leads to... - -[Invoke The Elements](invoke-the-elements-loag.md), [Stormy Heart](stormy-heart-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/brinesoul-loag.md b/Compendium/feats/brinesoul-loag.md deleted file mode 100644 index 1d5d724ce..000000000 --- a/Compendium/feats/brinesoul-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/undine -aliases: ["Brinesoul"] ---- -# Brinesoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [undine](../../Rules/traits/undine-b2.md) - - -Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction. - -```ad-embed-ability -title: Salt Wound [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[undine](../../../rules/traits/undine-b2.md) - -- **Trigger**: A creature that has blood and is not at its maximum Hit Points hits you with a melee [Strike](../../../rules/actions/strike.md) - -**Effect** You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes `1d6` [persistent acid damage](../../../rules/conditions.md#Persistent%20Damage) and is [sickened](../../../rules/conditions.md#Sickened) by the pain. On a critical failure, it instead takes `2d6` [persistent acid damage](../../../rules/conditions.md#Persistent%20Damage) and is [sickened](../../../rules/conditions.md#Sickened). -%% #trait/undine %% -``` - -*Source: Lost Omens: Ancestry Guide p. 119* -%% #compendium/src/pf2e/loag #trait/lineage #trait/undine %% diff --git a/Compendium/feats/bristle-lome.md b/Compendium/feats/bristle-lome.md deleted file mode 100644 index c4b5dd1b9..000000000 --- a/Compendium/feats/bristle-lome.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Bristle"] ---- -# Bristle [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[shisk](../../Rules/traits/shisk-lome.md) - -- **Activity** Single Action - -You curl into a posture that splays out your bone spines. - -You gain a +1 circumstance to AC until the start of your next turn. - -**Special.** If you have the Barbed Quills reaction or a quills unarmed attack, each gains a +1 circumstance bonus to damage rolls until the start of your next turn. - -*Source: Lost Omens: The Mwangi Expanse p. 125* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/brutal-beating.md b/Compendium/feats/brutal-beating.md deleted file mode 100644 index df5eb9cd8..000000000 --- a/Compendium/feats/brutal-beating.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Brutal Beating"] ---- -# Brutal Beating *Feat 2* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: Ruffian racket - -The brutality of your critical hits shakes your foes' confidence. Whenever your [Strike](../../Rules/actions/strike.md) is a critical hit and deals damage, the target is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Core Rulebook p. 183* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/brutal-bully.md b/Compendium/feats/brutal-bully.md deleted file mode 100644 index 3a385b579..000000000 --- a/Compendium/feats/brutal-bully.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Brutal Bully"] ---- -# Brutal Bully *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -You push your foes around and leave bruises. While raging, when you successfully [Disarm](../../Rules/actions/disarm.md), [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md) a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to [Trip](../../Rules/actions/trip.md). - -*Source: Core Rulebook p. 90* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/brutal-critical.md b/Compendium/feats/brutal-critical.md deleted file mode 100644 index e93769adc..000000000 --- a/Compendium/feats/brutal-critical.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Brutal Critical"] ---- -# Brutal Critical *Feat 18* -[barbarian](../../Rules/traits/barbarian.md) - - -Your critical hits are particularly devastating. On a critical hit with a melee [Strike](../../Rules/actions/strike.md), add one extra damage die. This is in addition to any extra dice you gain if the weapon is [deadly](../../Rules/traits/deadly.md) or [fatal](../../Rules/traits/fatal.md). The target also takes [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) equal to two damage dice. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/brutal-finish.md b/Compendium/feats/brutal-finish.md deleted file mode 100644 index ea85d0879..000000000 --- a/Compendium/feats/brutal-finish.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Brutal Finish"] ---- -# Brutal Finish [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You are wielding a melee weapon in two hands. -- **Activity** Single Action - -Your final blow can make an impact even if it rebounds off a foe's defenses. Make a [Strike](../../Rules/actions/strike.md) with the required weapon. After the [Strike](../../Rules/actions/strike.md), your turn ends. The [Strike](../../Rules/actions/strike.md) deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The [Strike](../../Rules/actions/strike.md) also gains the following failure effect. - -> [!success-degree] -> - **Failure** You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/brutish-shove.md b/Compendium/feats/brutish-shove.md deleted file mode 100644 index 6c59cca18..000000000 --- a/Compendium/feats/brutish-shove.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Brutish Shove"] ---- -# Brutish Shove [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You are wielding a two-handed melee weapon. -- **Activity** Single Action - -Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a [Strike](../../Rules/actions/strike.md) with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your current turn, and you can automatically [Shove](../../Rules/actions/shove.md) it, with the same benefits as the [Shove](../../Rules/actions/shove.md) action (including the critical success effect, if your [Strike](../../Rules/actions/strike.md) was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. - -This [Strike](../../Rules/actions/strike.md) has the following failure effect. - -**Failure** The target becomes [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your current turn. - -## Brutish Shove leads to... - -[Flinging Shove](flinging-shove.md), [Powerful Shove](powerful-shove.md) - -## Summary - -*Source: Core Rulebook p. 145* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/buckler-dance-apg.md b/Compendium/feats/buckler-dance-apg.md deleted file mode 100644 index 0be1e3421..000000000 --- a/Compendium/feats/buckler-dance-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/stance -- trait/swashbuckler -aliases: ["Buckler Dance"] ---- -# Buckler Dance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[stance](../../Rules/traits/stance.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Requirements**: You are wielding a buckler. -- **Activity** Single Action - -You spin your buckler defensively toward every attack. While you are in this stance, you constantly have your buckler raised as if you'd used [Raise a Shield](../../Rules/actions/raise-a-shield.md), as long as you meet that action's requirements. - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/buckler-expertise-apg.md b/Compendium/feats/buckler-expertise-apg.md deleted file mode 100644 index ca8c0a941..000000000 --- a/Compendium/feats/buckler-expertise-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Buckler Expertise"] ---- -# Buckler Expertise *Feat 1* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -You've learned a flexible way to position your buckler to provide more protection. When you [Raise a Shield](../../Rules/actions/raise-a-shield.md) to gain a circumstance bonus to AC from a buckler, increase the bonus from +1 to +2. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/built-in-tools-g-g.md b/Compendium/feats/built-in-tools-g-g.md deleted file mode 100644 index 2e2f2560b..000000000 --- a/Compendium/feats/built-in-tools-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/modification -aliases: ["Built-in Tools"] ---- -# Built-in Tools *Feat 1* -[inventor](../../Rules/traits/inventor-g-g.md) [modification](../../Rules/traits/modification-g-g.md) - - -You've built tools into your innovation so you can access and use them easily. When you take this feat, choose up to two sets of tools you own, such as thieves' tools or healer's tools, that weigh a total of 2 Bulk or less. These tools become part of your innovation. The innovation's Bulk doesn't increase from this addition. As long as you are wielding, wearing, or adjacent to your innovation, you have the same quick access to these tools as the tools you are wearing, and they don't count against the usual limit of tools you can wear. - -*Source: Guns & Gears p. 24* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/bullet-dancer-burn-g-g.md b/Compendium/feats/bullet-dancer-burn-g-g.md deleted file mode 100644 index fa80421ac..000000000 --- a/Compendium/feats/bullet-dancer-burn-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Bullet Dancer Burn"] ---- -# Bullet Dancer Burn *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Bullet Dancer Stance -- **Requirements**: You're wielding a firearm with an attached [bayonet](../equipment/items/bayonet-g-g.md) or [reinforced stock](../equipment/items/reinforced-stock-g-g.md). - -The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in Bullet Dancer Stance, when you successfully [Strike](../../Rules/actions/strike.md) an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged [Strike](../../Rules/actions/strike.md) you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md). While in Bullet Dancer Stance, when you make a successful ranged [Strike](../../Rules/actions/strike.md) against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage per weapon damage die. - -The benefit on your next [Strike](../../Rules/actions/strike.md) from either use of Bullet Dancer Burn is lost if not used by the end of your next turn. - -## Bullet Dancer Burn leads to... - -[Bullet Dancer Reload](bullet-dancer-reload-g-g.md) - -## Summary - -*Source: Guns & Gears p. 132* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/bullet-dancer-dedication-g-g.md b/Compendium/feats/bullet-dancer-dedication-g-g.md deleted file mode 100644 index 1b69731d9..000000000 --- a/Compendium/feats/bullet-dancer-dedication-g-g.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Bullet Dancer Dedication"] ---- -# Bullet Dancer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in unarmored defense and trained in simple weapons - -You've learned how to synchronize traditional martial arts and guns. You gain the Bullet Dancer Stance action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks. - -```ad-embed-ability -title: Bullet Dancer Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[stance](../../../rules/traits/stance.md) - -- **Requirements**: You're unarmored and wielding a simple firearm, [bayonet](../../../compendium/equipment/items/bayonet-g-g.md), or [reinforced stock](../../../compendium/equipment/items/reinforced-stock-g-g.md) - -**Effect** You enter a specialized stance for a unique martial art centered around the use of simple firearms. While in this stance, the only [Strikes](../../../rules/actions/strike.md) you can make are those using bayonets, reinforced stocks, and simple firearms. You can use Flurry of Blows with these weapons. You can use your other monk feats or monk abilities that normally require unarmed attacks with bayonets and reinforced stocks, so long as the feat or ability doesn't require a single, specific Strike. You can also use them with simple firearms when attacking within half the first range increment. -%% #trait/stance %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the bullet dancer dedication archetype. - -## Bullet Dancer Dedication leads to... - -[Ranged Disarm](ranged-disarm-g-g.md) - -## Summary - -*Source: Guns & Gears p. 132* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/bullet-dancer-reload-g-g.md b/Compendium/feats/bullet-dancer-reload-g-g.md deleted file mode 100644 index be4cf5c73..000000000 --- a/Compendium/feats/bullet-dancer-reload-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/flourish -aliases: ["Bullet Dancer Reload"] ---- -# Bullet Dancer Reload [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Bullet Dancer Burn](bullet-dancer-burn-g-g.md) -- **Requirements**: You're in Bullet Dancer Stance -- **Activity** Single Action - -You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You [Strike](../../Rules/actions/strike.md) with a simple firearm, and then [Interact](../../Rules/actions/interact.md) to reload that same firearm. You don't need a free hand to reload your simple firearm in this way. - -*Source: Guns & Gears p. 132* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/bullet-split-g-g.md b/Compendium/feats/bullet-split-g-g.md deleted file mode 100644 index 9cb0a2384..000000000 --- a/Compendium/feats/bullet-split-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Bullet Split"] ---- -# Bullet Split [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a firearm or crossbow in one hand and a slashing (or versatile S) melee weapon in the other. -- **Activity** Single Action - -You carefully align your weapon with the edge of your blade, splitting the projectile in two as you fire to attack two different targets. Make two [Strikes](../../Rules/actions/strike.md), one each against two separate targets. The targets must be adjacent to each other and within your weapon's maximum range. Each of these attacks takes a –2 penalty to the attack roll, but the two count as only one attack when calculating your multiple attack penalty. - -*Source: Guns & Gears p. 114* -%% #compendium/src/pf2e/g&g #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/bullseye-apg.md b/Compendium/feats/bullseye-apg.md deleted file mode 100644 index 5a1642920..000000000 --- a/Compendium/feats/bullseye-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Bullseye"] ---- -# Bullseye [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -You carefully take aim before making your attack in order to avoid your foe's concealment and cover. On your next [Strike](../../Rules/actions/strike.md) with a thrown weapon before the end of your turn, you gain a +1 circumstance bonus to your attack roll and ignore your target's [concealed](../../Rules/conditions.md#Concealed) condition, as well as the target's lesser cover or standard cover; if the target had greater cover, they instead have only standard cover against the [Strike](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/bullying-staff-ec1.md b/Compendium/feats/bullying-staff-ec1.md deleted file mode 100644 index af164f34b..000000000 --- a/Compendium/feats/bullying-staff-ec1.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/uncommon -aliases: ["Bullying Staff"] ---- -# Bullying Staff *Feat 4* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. - -You can attempt to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) creatures up to three sizes larger than you. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/burn-it.md b/Compendium/feats/burn-it.md deleted file mode 100644 index 9ec606535..000000000 --- a/Compendium/feats/burn-it.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Burn It!"] ---- -# Burn It! *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -Fire fascinates you. Your spells and [alchemical](../../Rules/traits/alchemical.md) items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) you deal. - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/burning-spell-som.md b/Compendium/feats/burning-spell-som.md deleted file mode 100644 index fe9711eaf..000000000 --- a/Compendium/feats/burning-spell-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/fire -- trait/metamagic -aliases: ["Burning Spell"] ---- -# Burning Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [fire](../../Rules/traits/fire.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Elementalist Dedication](elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to [Cast a non-cantrip Spell](../../Rules/actions/cast-a-spell.md) that deals damage at a single target, the spell deals additional [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) equal to the spell level, in addition to its other effects. This has no effect if the spell already deals [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). The spell gains the [fire](../../Rules/traits/fire.md) trait. - -*Source: Secrets of Magic p. 207* -%% #compendium/src/pf2e/som #trait/archetype #trait/fire #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/burrow-elocutionist.md b/Compendium/feats/burrow-elocutionist.md deleted file mode 100644 index f5aedb988..000000000 --- a/Compendium/feats/burrow-elocutionist.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Burrow Elocutionist"] ---- -# Burrow Elocutionist *Feat 1* -[gnome](../../Rules/traits/gnome.md) - - -You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability. - -## Burrow Elocutionist leads to... - -[Animal Elocutionist](animal-elocutionist.md) - -## Summary - -*Source: Core Rulebook p. 44* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/burrowing-form-som.md b/Compendium/feats/burrowing-form-som.md deleted file mode 100644 index 7d4d3203a..000000000 --- a/Compendium/feats/burrowing-form-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Burrowing Form"] ---- -# Burrowing Form *Feat 10* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon can burrow through loose dirt. Your eidolon gains a burrow Speed of 15 feet. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/butterfly-blade-dedication-frp1.md b/Compendium/feats/butterfly-blade-dedication-frp1.md deleted file mode 100644 index 5e6366839..000000000 --- a/Compendium/feats/butterfly-blade-dedication-frp1.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Butterfly Blade Dedication"] ---- -# Butterfly Blade Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Defeat a member of the Butterfly Blades in a sanctioned bout. -- **Prerequisites**: trained in butterfly swords - -You become trained in [Deception](../skills.md#Deception) and [Stealth](../skills.md#Stealth); if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords. - -**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. - -## Butterfly Blade Dedication leads to... - -[Butterfly's Kiss](butterflys-kiss-frp1.md), [Butterfly's Sting](butterflys-sting-frp1.md), [Deadly Butterfly](deadly-butterfly-frp1.md), [Innocent Butterfly](innocent-butterfly-frp1.md), [Mastermind's Eye](masterminds-eye-frp1.md) - -## Summary - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #compendium/src/pf2e/frp1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/butterflys-kiss-frp1.md b/Compendium/feats/butterflys-kiss-frp1.md deleted file mode 100644 index 03a7b652d..000000000 --- a/Compendium/feats/butterflys-kiss-frp1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Butterfly's Kiss"] ---- -# Butterfly's Kiss *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](butterfly-blade-dedication-frp1.md) - -You can make nonlethal [Strikes](../../Rules/actions/strike.md) with a butterfly sword without taking a penalty. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/butterflys-sting-frp1.md b/Compendium/feats/butterflys-sting-frp1.md deleted file mode 100644 index fde1855a5..000000000 --- a/Compendium/feats/butterflys-sting-frp1.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Butterfly's Sting"] ---- -# Butterfly's Sting *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](butterfly-blade-dedication-frp1.md) - -You gain the sneak attack class feature (Core Rulebook 181) - -You don't increase the number of dice as you gain levels. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cackle-apg.md b/Compendium/feats/cackle-apg.md deleted file mode 100644 index 7c6c53f17..000000000 --- a/Compendium/feats/cackle-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Cackle"] ---- -# Cackle *Feat 1* -[witch](../../Rules/traits/witch-apg.md) - - -You can extend one of your spells with a quick burst of laughter. You learn the [cackle](../spells/cackle-apg.md) hex. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 100* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/cadence-call-apg.md b/Compendium/feats/cadence-call-apg.md deleted file mode 100644 index 07a7b51f3..000000000 --- a/Compendium/feats/cadence-call-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/auditory -- trait/flourish -aliases: ["Cadence Call"] ---- -# Cadence Call [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Frequency**: once per minute -- **Activity** Single Action - -You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is [quickened](../../Rules/conditions.md#Quickened) until the end of their next turn, and they can use the extra action only to [Stride](../../Rules/actions/stride.md). At the end of each ally's turn, if they used the extra action, they then become [slowed](../../Rules/conditions.md#Slowed) until the end of their following turn. - -## Cadence Call leads to... - -[Tactical Cadence](tactical-cadence-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 180* -%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/calacas-showstopper-loag.md b/Compendium/feats/calacas-showstopper-loag.md deleted file mode 100644 index 8644d807b..000000000 --- a/Compendium/feats/calacas-showstopper-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/auditory -- trait/divine -- trait/duskwalker -- trait/enchantment -- trait/incapacitation -aliases: ["Calaca's Showstopper"] ---- -# Calaca's Showstopper [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[auditory](../../Rules/traits/auditory.md) [divine](../../Rules/traits/divine.md) [duskwalker](../../Rules/traits/duskwalker-apg.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) - -- **Prerequisites**: expert in [Performance](../skills.md#Performance) -- **Frequency**: once per day -- **Activity** Two-Action - -You've spent many an evening learning songs and tales featuring calacas, death's wandering minstrels. You dramatically unleash a stunning blast of sound by smashing an instrument you hold or belting out a discordant note. This has the effects of synaptic pulse, but the effect is auditory rather than mental. The DC is either your class DC or spell DC, whichever is higher. - -*Source: Lost Omens: Ancestry Guide p. 32* -%% #compendium/src/pf2e/loag #trait/auditory #trait/divine #trait/duskwalker #trait/enchantment #trait/incapacitation %% \ No newline at end of file diff --git a/Compendium/feats/calculated-splash.md b/Compendium/feats/calculated-splash.md deleted file mode 100644 index 8615ef2f2..000000000 --- a/Compendium/feats/calculated-splash.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Calculated Splash"] ---- -# Calculated Splash *Feat 4* -[alchemist](../../Rules/traits/alchemist.md) - - -You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the [splash](../../Rules/traits/splash.md) trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. - -## Calculated Splash leads to... - -[Expanded Splash](expanded-splash.md), [Mega Bomb](mega-bomb.md), [Controlled Blast](controlled-blast-g-g.md) - -## Summary - -*Source: Core Rulebook p. 77* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/call-and-response-apg.md b/Compendium/feats/call-and-response-apg.md deleted file mode 100644 index 4a5583b8a..000000000 --- a/Compendium/feats/call-and-response-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Call And Response"] ---- -# Call And Response [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -Your composition takes the form of a call-and-response chant, which lets your allies continue the effect without you. If your next action is to cast a composition cantrip with a duration of 1 round, it becomes a call. While the spell is active, one ally affected by the spell can respond to your call as a single action that has the [auditory](../../Rules/traits/auditory.md) and [concentrate](../../Rules/traits/concentrate.md) traits to extend the spell's duration by 1 round. Only one ally can respond to a given call, and responding to the ally's response has no additional effect. - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/call-bonded-item-apg.md b/Compendium/feats/call-bonded-item-apg.md deleted file mode 100644 index 358005e2b..000000000 --- a/Compendium/feats/call-bonded-item-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/conjuration -- trait/teleportation -- trait/wizard -aliases: ["Call Bonded Item"] ---- -# Call Bonded Item [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](../../Rules/traits/concentrate.md) [conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: arcane bond -- **Activity** Single Action - -You're mystically connected to your bonded item and can call it to your hand. If your bonded item is 1 Bulk or less, you teleport your bonded item into your hand from up to 1 mile away. - -*Source: Advanced Player's Guide p. 142* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/conjuration #trait/teleportation #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/call-gun-g-g.md b/Compendium/feats/call-gun-g-g.md deleted file mode 100644 index 560a11290..000000000 --- a/Compendium/feats/call-gun-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/conjuration -- trait/magical -- trait/teleportation -aliases: ["Call Gun"] ---- -# Call Gun *Feat 8* -[archetype](../../Rules/traits/archetype.md) [conjuration](../../Rules/traits/conjuration.md) [magical](../../Rules/traits/magical.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Prerequisites**: [Spellshot Dedication](spellshot-dedication-g-g.md) - -You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the Call Gun action to call the gun to your hand. - -Call Gun [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (conjuration, magical) Effect You hold aloft a free hand and call the firearm or crossbow you chose during your daily preparations into your hand. As long as the weapon you chose is on the same plane, it appears in your hand. - -*Source: Guns & Gears p. 141* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/conjuration #trait/magical #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/call-implement-da.md b/Compendium/feats/call-implement-da.md deleted file mode 100644 index a37c933ee..000000000 --- a/Compendium/feats/call-implement-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/arcane -- trait/conjuration -- trait/manipulate -- trait/teleportation -- trait/thaumaturge -aliases: ["Call Implement"] ---- -# Call Implement [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[arcane](../../Rules/traits/arcane.md) [conjuration](../../Rules/traits/conjuration.md) [manipulate](../../Rules/traits/manipulate.md) [teleportation](../../Rules/traits/teleportation.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Requirements**: You have a free hand. -- **Activity** Single Action - -You can tug on the bonds of ownership between yourself and your implement, causing it to find its way back to you. You look down and find that your implement has mysteriously appeared in your free hand, as long as the implement was within 1 mile and on the same plane of existence. If your implement is attended by another creature, that creature can prevent the implement from teleporting away if it succeeds at a Will save against your class DC. If the creature succeeds, you can't attempt to Call that Implement again; you must track the creature down to get the implement back. - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/arcane #trait/conjuration #trait/manipulate #trait/teleportation #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/call-of-elysium-loag.md b/Compendium/feats/call-of-elysium-loag.md deleted file mode 100644 index 932da9d9a..000000000 --- a/Compendium/feats/call-of-elysium-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -aliases: ["Call Of Elysium"] ---- -# Call Of Elysium *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Musetouched](musetouched-apg.md) - -The wild wonder of Elysium harmonizes within you, and in dire straits, you can share its benefits with your allies. Your Speed increases by 5 feet; the Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf). Allies who begin their turn in combat adjacent to you gain a +5-foot status bonus to their Speed for the round. - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/call-of-the-green-man-loag.md b/Compendium/feats/call-of-the-green-man-loag.md deleted file mode 100644 index 3e9ec8d75..000000000 --- a/Compendium/feats/call-of-the-green-man-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -aliases: ["Call Of The Green Man"] ---- -# Call Of The Green Man *Feat 13* -[leshy](../../Rules/traits/leshy-b1.md) - - -You can call forth nearby nature spirits to augment your body. Once per day, you can cast [plant form](../spells/plant-form.md) as a 5th-level primal innate spell. When you reach 17th level, this spell can be heightened to 6th level. - -*Source: Lost Omens: Ancestry Guide p. 44* -%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/call-of-the-wild.md b/Compendium/feats/call-of-the-wild.md deleted file mode 100644 index 26c0f8ccf..000000000 --- a/Compendium/feats/call-of-the-wild.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Call Of The Wild"] ---- -# Call Of The Wild *Feat 2* -[druid](../../Rules/traits/druid.md) - - -You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a [summon animal](../spells/summon-animal.md) or summon plants and fungi spell of the same level. - -## Call Of The Wild leads to... - -[Primal Summons](primal-summons.md) - -## Summary - -*Source: Core Rulebook p. 134* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/call-your-shot-apg.md b/Compendium/feats/call-your-shot-apg.md deleted file mode 100644 index 472914914..000000000 --- a/Compendium/feats/call-your-shot-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Call Your Shot"] ---- -# Call Your Shot *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Play to the Crowd](play-to-the-crowd-apg.md) - -When you successfully Play to the Crowd, add the following to the list of benefits you can choose from: - -- Choose a creature within 30 feet that can see you to become [frightened](../../Rules/conditions.md#Frightened). This effect has the [emotion](../../Rules/traits/emotion.md), [fear](../../Rules/traits/fear.md), [mental](../../Rules/traits/mental.md), and [visual](../../Rules/traits/visual.md) traits. - -*Source: Advanced Player's Guide p. 175* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/called-apg.md b/Compendium/feats/called-apg.md deleted file mode 100644 index cb3ec464a..000000000 --- a/Compendium/feats/called-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Called"] ---- -# Called *Feat 5* -[changeling](../../Rules/traits/changeling-b1.md) - - -You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against [mental](../../Rules/traits/mental.md) effects. If you roll a success on your saving throw against a [mental](../../Rules/traits/mental.md) effect that would make you [controlled](../../Rules/conditions.md#Controlled), you get a critical success instead. - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/called-shot-g-g.md b/Compendium/feats/called-shot-g-g.md deleted file mode 100644 index 9eb237dbc..000000000 --- a/Compendium/feats/called-shot-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Called Shot"] ---- -# Called Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Activity** Two-Action - -You target a specific area of your foe's anatomy to debilitating effect. Declare a part of your foe's anatomy to target and make a ranged weapon [Strike](../../Rules/actions/strike.md). If you hit and deal damage, the target takes one of the following effects, based on the body part you targeted. The GM should use the stated effects as a guideline when attacking creatures with stranger anatomy—for instance, applying the "arms" effect to a creature's tentacles if those are what the creature uses to attack. - -- **Arms** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) until the end of your next turn. On a critical hit, it's also [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute. -- **Head** The target is [stupefied](../../Rules/conditions.md#Stupefied) until the end of your next turn. On a critical hit, it's also [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute. -- **Legs** The target takes a –10-foot status penalty to its Speeds until the end of your next turn. On a critical hit, it also takes a –5-foot penalty to its Speeds for 1 minute. -- **Wings** If the target is flying using its wings, it immediately falls 20 feet, or 40 feet on a critical hit. The fall is gradual enough that if the target hits the ground, it takes no damage from the fall. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/callow-may-apg.md b/Compendium/feats/callow-may-apg.md deleted file mode 100644 index 35af634d7..000000000 --- a/Compendium/feats/callow-may-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -- trait/lineage -aliases: ["Callow May"] ---- -# Callow May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You are among the most common of changelings—those born to green hags—and a vibrant green eye signifies that parentage. - -Your mother's manipulative nature and versatile voice gives you an edge when deceiving others. You gain the [Charming Liar](charming-liar.md) skill feat. If you roll [Deception](../skills.md#Deception) for initiative, foes in that combat encounter that haven't acted yet are [flat-footed](../../Rules/conditions.md#Flat-footed) against you. - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/camouflage.md b/Compendium/feats/camouflage.md deleted file mode 100644 index 008216803..000000000 --- a/Compendium/feats/camouflage.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Camouflage"] ---- -# Camouflage *Feat 10* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth) - -You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md) even without cover or being [concealed](../../Rules/conditions.md#Concealed). - -## Camouflage leads to... - -[Shadow Hunter](shadow-hunter.md), [Stealthy Companion](stealthy-companion.md) - -## Summary - -*Source: Core Rulebook p. 174* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/cannibalize-magic-loil.md b/Compendium/feats/cannibalize-magic-loil.md deleted file mode 100644 index 97addea69..000000000 --- a/Compendium/feats/cannibalize-magic-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/rare -aliases: ["Cannibalize Magic"] ---- -# Cannibalize Magic [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Fey Influence](fey-influence-loil.md) -- **Frequency**: once per day -- **Activity** Two-Action - -The fey magic inside of you is a vital part of your body, and you can steal other sources of magic to replenish yours. You can draw power from your magical equipment to replenish your health. You drain one of your invested items, in the process regaining Hit Points equal to double the item's level. - -In addition, you can attempt a counteract check with a total bonus equal to 10 + the [drained](../../Rules/conditions.md#Drained) item's level against one effect that gave you the [drained](../../Rules/conditions.md#Drained), [doomed](../../Rules/conditions.md#Doomed), [enfeebled](../../Rules/conditions.md#Enfeebled), [fatigued](../../Rules/conditions.md#Fatigued), or [slowed](../../Rules/conditions.md#Slowed) condition. If you succeed, you reduce the chosen condition's value by 1. - -An item [drained](../../Rules/conditions.md#Drained) by this action becomes non-magical until the next time you make your daily preparations. - -**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). - -*Source: Lost Omens: Impossible Lands p. 126* -%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/cannon-corner-shot-g-g.md b/Compendium/feats/cannon-corner-shot-g-g.md deleted file mode 100644 index 1a17c7bd6..000000000 --- a/Compendium/feats/cannon-corner-shot-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Cannon Corner Shot"] ---- -# Cannon Corner Shot *Feat 6* -[archetype](../../Rules/traits/archetype.md) - - -By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon's loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst). - -*Source: Guns & Gears p. 129* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/canny-acumen.md b/Compendium/feats/canny-acumen.md deleted file mode 100644 index f7ae2010c..000000000 --- a/Compendium/feats/canny-acumen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Canny Acumen"] ---- -# Canny Acumen *Feat 1* -[general](../../Rules/traits/general.md) - - -Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or [Perception](../skills.md#Perception). You become an expert in your choice. At 17th level, you become a master in your choice. - -*Source: Core Rulebook p. 259* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/canopy-sight-loil.md b/Compendium/feats/canopy-sight-loil.md deleted file mode 100644 index 786739048..000000000 --- a/Compendium/feats/canopy-sight-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Canopy Sight"] ---- -# Canopy Sight *Feat 1* -[vanara](../../Rules/traits/vanara-loil.md) - - -You can see equally well even in dense jungles where only a small amount of light shines through. You gain low-light vision. - -*Source: Lost Omens: Impossible Lands p. 54* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/cant-fall-here-loag.md b/Compendium/feats/cant-fall-here-loag.md deleted file mode 100644 index 77ca32545..000000000 --- a/Compendium/feats/cant-fall-here-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/auditory -- trait/hobgoblin -- trait/manipulate -aliases: ["Can't Fall Here"] ---- -# Can't Fall Here [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[auditory](../../Rules/traits/auditory.md) [hobgoblin](../../Rules/traits/hobgoblin-locg.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Frequency**: once per day -- **Trigger** An adjacent and willing ally would be reduced to 0 HP but not killed. -- **Activity** Reaction - -You physically help an ally remain standing and encourage them to push through their pain against dire odds. Your ally doesn't fall [unconscious](../../Rules/conditions.md#Unconscious) and remains at 1 Hit Point. The ally also gains a number of temporary Hit Points equal to your level that last for 1 minute. Fighting onward with such an injury isn't without consequence; your ally's [wounded](../../Rules/conditions.md#Wounded) condition increases by 1. - -*Source: Lost Omens: Ancestry Guide p. 36* -%% #compendium/src/pf2e/loag #trait/auditory #trait/hobgoblin #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/cant-you-see-da.md b/Compendium/feats/cant-you-see-da.md deleted file mode 100644 index 0b412bb28..000000000 --- a/Compendium/feats/cant-you-see-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/druid -- trait/ranger -aliases: ["Can't You See?"] ---- -# Can't You See? *Feat 8* -[druid](../../Rules/traits/druid.md) [ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism), expert in [Stealth](../skills.md#Stealth) - -The eye rebels, the mind recoils—no matter how much those who can see you try to explain what's there, their friends' gazes just skitter over you, like a bird afraid to land. A character who attempts to [Point Out](../../Rules/actions/point-out.md) your location must attempt a DC 14 flat check. If they fail, their allies misunderstand them and aren't sure where you are. On a critical failure, their allies think they pointed you out in a different location entirely, chosen by the GM. Similarly, when a creature critically fails to [Seek](../../Rules/actions/seek.md) you while you're [hidden](../../Rules/conditions.md#Hidden) to or [undetected](../../Rules/conditions.md#Undetected) by it, it thinks you're in a different location chosen by the GM. In either case, you appear to be [hidden](../../Rules/conditions.md#Hidden) to a creature that thinks you're in a different location, though you're actually [undetected](../../Rules/conditions.md#Undetected) by it for targeting and further uses of the [Seek](../../Rules/actions/seek.md) action. - -*Source: Dark Archive p. 64* -%% #compendium/src/pf2e/da #trait/druid #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/cantorian-reinforcement-loag.md b/Compendium/feats/cantorian-reinforcement-loag.md deleted file mode 100644 index f9c150779..000000000 --- a/Compendium/feats/cantorian-reinforcement-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["Cantorian Reinforcement"] ---- -# Cantorian Reinforcement *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -The life energy that helped create the first hobgoblins is particularly potent in you, protecting you from ongoing maladies. When you succeed at a saving throw against a disease or poison, you reduce the stage by 2 (or 1 for a virulent disease or poison), and when you critically succeed, you reduce the stage by 3 (or 2 for a virulent disease or poison). - -*Source: Lost Omens: Ancestry Guide p. 35* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/cantorian-rejuvenation-loag.md b/Compendium/feats/cantorian-rejuvenation-loag.md deleted file mode 100644 index 3865eac3f..000000000 --- a/Compendium/feats/cantorian-rejuvenation-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/healing -- trait/hobgoblin -- trait/necromancy -- trait/positive -aliases: ["Cantorian Rejuvenation"] ---- -# Cantorian Rejuvenation [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[healing](../../Rules/traits/healing.md) [hobgoblin](../../Rules/traits/hobgoblin-locg.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -The life-giving energy that flows in your blood revitalizes you. You recover `4d6` Hit Points and gain 10 temporary Hit Points for 1 minute. - -When you reach 15th level, you instead recover `6d6` HP and gain 15 temporary HP. - -*Source: Lost Omens: Ancestry Guide p. 35* -%% #compendium/src/pf2e/loag #trait/healing #trait/hobgoblin #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/cantorian-restoration-loag.md b/Compendium/feats/cantorian-restoration-loag.md deleted file mode 100644 index 98a601770..000000000 --- a/Compendium/feats/cantorian-restoration-loag.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/healing -- trait/hobgoblin -- trait/necromancy -- trait/positive -aliases: ["Cantorian Restoration"] ---- -# Cantorian Restoration [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[healing](../../Rules/traits/healing.md) [hobgoblin](../../Rules/traits/hobgoblin-locg.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Frequency**: once per day -- **Trigger** A living creature within 60 feet would die. -- **Activity** Reaction - -The energy that flows in your blood can save a life in the direst of times. - -The triggering creature receives the effects of [breath of life](../spells/breath-of-life.md), except they recover a number of Hit Points equal to `6d8` plus your Constitution modifier. - -*Source: Lost Omens: Ancestry Guide p. 36* -%% #compendium/src/pf2e/loag #trait/healing #trait/hobgoblin #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/cantrip-casting-som.md b/Compendium/feats/cantrip-casting-som.md deleted file mode 100644 index 228da0d46..000000000 --- a/Compendium/feats/cantrip-casting-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/class -- trait/pervasive-magic -- trait/rare -aliases: ["Cantrip Casting"] ---- -# Cantrip Casting *Feat 2* -[[class]](/rules/traits/any-class-som.md) [pervasive magic](../../Rules/traits/pervasive-magic-som.md) [rare](../../Rules/traits/rare.md) - - -You increase your ability to cast simple spells. You gain two additional cantrips from the tradition matching your trait. - -## Cantrip Casting leads to... - -[Basic Spellcasting](basic-spellcasting-som.md), [Expert Spellcasting](expert-spellcasting-som.md), [Master Spellcasting](master-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 219* -%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/cantrip-expansion-magus-som.md b/Compendium/feats/cantrip-expansion-magus-som.md deleted file mode 100644 index 30389ab98..000000000 --- a/Compendium/feats/cantrip-expansion-magus-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Cantrip Expansion (Magus)"] ---- -# Cantrip Expansion (Magus) *Feat 2* -[magus](../../Rules/traits/magus-som.md) - - -Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. - -*Source: Secrets of Magic p. 42* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/cantrip-expansion-oracle-apg.md b/Compendium/feats/cantrip-expansion-oracle-apg.md deleted file mode 100644 index bd9c9445a..000000000 --- a/Compendium/feats/cantrip-expansion-oracle-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Cantrip Expansion (Oracle)"] ---- -# Cantrip Expansion (Oracle) *Feat 2* -[oracle](../../Rules/traits/oracle-apg.md) - - -Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire. - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/cantrip-expansion-psychic-da.md b/Compendium/feats/cantrip-expansion-psychic-da.md deleted file mode 100644 index 2fa6c5970..000000000 --- a/Compendium/feats/cantrip-expansion-psychic-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Cantrip Expansion (Psychic)"] ---- -# Cantrip Expansion (Psychic) *Feat 2* -[psychic](../../Rules/traits/psychic-da.md) - - -You expand what your mind can accomplish. Add two additional occult cantrips to your repertoire. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/cantrip-expansion-witch-apg.md b/Compendium/feats/cantrip-expansion-witch-apg.md deleted file mode 100644 index f4ff9c806..000000000 --- a/Compendium/feats/cantrip-expansion-witch-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Cantrip Expansion (Witch)"] ---- -# Cantrip Expansion (Witch) *Feat 2* -[witch](../../Rules/traits/witch-apg.md) - - -Your patron recognizes your need for flexibility and versatility, and grants you the power to prepare a wider range of simple spells. You can prepare two additional cantrips each day. - -*Source: Advanced Player's Guide p. 101* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/captivating-curiosity-loag.md b/Compendium/feats/captivating-curiosity-loag.md deleted file mode 100644 index f33c2c3f4..000000000 --- a/Compendium/feats/captivating-curiosity-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Captivating Curiosity"] ---- -# Captivating Curiosity *Feat 9* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -You can snare the attentions of onlookers with your unique appearance. You can cast [enthrall](../spells/enthrall.md) as a 3rd-level occult innate spell once per day. - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/captivating-intensity-lotgb.md b/Compendium/feats/captivating-intensity-lotgb.md deleted file mode 100644 index 39d16d9b4..000000000 --- a/Compendium/feats/captivating-intensity-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Captivating Intensity"] ---- -# Captivating Intensity *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Captivator Spellcasting](basic-captivator-spellcasting-lotgb.md) - -Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have [Heightened Captivation](heightened-captivation-lotgb.md), you can [Cast the chosen Spell](../../Rules/actions/cast-a-spell.md) a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/captivator-dedication-lotgb.md b/Compendium/feats/captivator-dedication-lotgb.md deleted file mode 100644 index 273dfaa97..000000000 --- a/Compendium/feats/captivator-dedication-lotgb.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/dedication -aliases: ["Captivator Dedication"] ---- -# Captivator Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: Charisma 14, trained in [Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy) - -Your ability to captivate others borders on the preternatural. - -You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose [Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy). You become trained in that skill, or become an expert if you were already trained. - -Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma. - -**Special.** You can't select another dedication feat until you have gained two other feats from the captivator archetype. - -## Captivator Dedication leads to... - -[Basic Captivator Spellcasting](basic-captivator-spellcasting-lotgb.md), [Captivating Intensity](captivating-intensity-lotgb.md), [Countercharm](countercharm-lotgb.md), [Expert Captivator Spellcasting](expert-captivator-spellcasting-lotgb.md), [Master Captivator Spellcasting](master-captivator-spellcasting-lotgb.md), [Effortless Captivation](effortless-captivation-lotgb.md), [Heightened Captivation](heightened-captivation-lotgb.md), [Look Again](look-again-lotgb.md), [Reactive Charm](reactive-charm-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 120* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/capture-magic-som.md b/Compendium/feats/capture-magic-som.md deleted file mode 100644 index 74ab67ff4..000000000 --- a/Compendium/feats/capture-magic-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Capture Magic"] ---- -# Capture Magic [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) -- **Trigger** You succeed at your save against a foe's harmful spell, or a foe fails a spell attack roll against you from a harmful spell. -- **Activity** Reaction - -When you resist a spell, you capture some of its magic for your own use. You enter your [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance, using the triggering spell to determine what damage type your [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) deals. Alternatively, if you're already in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), you can instead amplify its effects temporarily. Until the end of your next turn, you gain a +2 status bonus to the damage from your [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md). - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/caravan-leader-apg.md b/Compendium/feats/caravan-leader-apg.md deleted file mode 100644 index 0b1a0b9b0..000000000 --- a/Compendium/feats/caravan-leader-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Caravan Leader"] ---- -# Caravan Leader *Feat 11* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: Constitution 18, [Pick Up the Pace](pick-up-the-pace-apg.md) - -You know how to get the most effort out of your allies on the road. When Hustling in a group during exploration mode, your group can [Hustle](../../Rules/actions/hustle.md) for as long as the member who could [Hustle](../../Rules/actions/hustle.md) longest on their own, plus an additional 20 minutes beyond that. - -*Source: Advanced Player's Guide p. 204* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/careful-explorer-lowg.md b/Compendium/feats/careful-explorer-lowg.md deleted file mode 100644 index 2511489b0..000000000 --- a/Compendium/feats/careful-explorer-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Careful Explorer"] ---- -# Careful Explorer *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -You've explored enough dusty tombs and [hidden](../../Rules/conditions.md#Hidden) vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to. - -Even if you aren't [Searching](../../Rules/actions/search.md) in exploration mode, you get a check to find traps that normally require you to [Search](../../Rules/actions/search.md) for them. You still need to meet any other requirements to find the trap. - -*Source: Lost Omens: World Guide p. 23* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cartwheel-dodge-aoe3.md b/Compendium/feats/cartwheel-dodge-aoe3.md deleted file mode 100644 index 1e743bfcf..000000000 --- a/Compendium/feats/cartwheel-dodge-aoe3.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/archetype -aliases: ["Cartwheel Dodge"] ---- -# Cartwheel Dodge [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Provocator Dedication](provocator-dedication-aoe3.md) -- **Trigger** You succeed or critically succeed at a Reflex saving throw. -- **Requirements**: You aren't [encumbered](../../Rules/conditions.md#Encumbered) or overburdened. -- **Activity** Reaction - -You [Step](../../Rules/actions/step.md) up to 10 feet. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #compendium/src/pf2e/aoe3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cascade-bearers-flexibility-locg.md b/Compendium/feats/cascade-bearers-flexibility-locg.md deleted file mode 100644 index 4c90fa4b8..000000000 --- a/Compendium/feats/cascade-bearers-flexibility-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/metamagic -aliases: ["Cascade Bearers Flexibility"] ---- -# Cascade Bearers Flexibility [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation -- **Frequency**: once per day -- **Requirements**: You haven't yet acted on your turn. -- **Activity** Free Action - -You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level. - -*Source: Lost Omens: Character Guide p. 101* -%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/cascade-bearers-spellcasting-locg.md b/Compendium/feats/cascade-bearers-spellcasting-locg.md deleted file mode 100644 index 60b83eff7..000000000 --- a/Compendium/feats/cascade-bearers-spellcasting-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Cascade Bearers Spellcasting"] ---- -# Cascade Bearers Spellcasting *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Cascade Bearers affiliation - -Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell. - -*Source: Lost Omens: Character Guide p. 103* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cascade-countermeasure-som.md b/Compendium/feats/cascade-countermeasure-som.md deleted file mode 100644 index b55ac37d8..000000000 --- a/Compendium/feats/cascade-countermeasure-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Cascade Countermeasure"] ---- -# Cascade Countermeasure *Feat 6* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), focus pool - -When in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), you can make yourself resistant to magic. You learn the [cascade countermeasure](../spells/cascade-countermeasure-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/cascading-ray-som.md b/Compendium/feats/cascading-ray-som.md deleted file mode 100644 index 12f507408..000000000 --- a/Compendium/feats/cascading-ray-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/attack -- trait/magus -aliases: ["Cascading Ray"] ---- -# Cascading Ray [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[attack](../../Rules/traits/attack.md) [magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Requirements**: Your last action was a successful [Spellstrike](../../Rules/actions/spellstrike-som.md), and the spell you cast dealt energy damage (acid, cold, electricity, fire, force, negative, positive, or sonic). -- **Activity** Single Action - -Magical energy spills out to extend beyond the creature you struck. The flowing energy forms a ray with a range of 60 feet from the creature you damaged. You can't target any of the creatures you damaged with your [Spellstrike](../../Rules/actions/spellstrike-som.md) with the ray. Make a spell attack roll against the new target's AC, at the same multiple attack penalty as the [Strike](../../Rules/actions/strike.md). On a hit, the target of the ray takes `1d4` damage per spell level of the same type of energy damage the spell deals (double damage on a critical hit). If you cast the spell in your [Spellstrike](../../Rules/actions/spellstrike-som.md) from a spell slot, the damage from Cascading Ray increases to `1d8` damage per spell level. - -If the spell deals more than one type of energy damage, you choose only one for the ray. This ray has the [attack](../../Rules/traits/attack.md) trait, the school and tradition traits of the original spell, and the trait matching the damage type. - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/attack #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/cast-down.md b/Compendium/feats/cast-down.md deleted file mode 100644 index 5bb3fef65..000000000 --- a/Compendium/feats/cast-down.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Cast Down"] ---- -# Cast Down [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: harmful font or healing font -- **Activity** Single Action - -The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast [harm](../spells/harm.md) or heal to damage one creature, the target is knocked [prone](../../Rules/conditions.md#Prone) if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/cast-out-botd.md b/Compendium/feats/cast-out-botd.md deleted file mode 100644 index 6b8ba9623..000000000 --- a/Compendium/feats/cast-out-botd.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/abjuration -- trait/archetype -- trait/concentrate -- trait/manipulate -aliases: ["Cast Out"] ---- -# Cast Out [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[abjuration](../../Rules/traits/abjuration.md) [archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Exorcist Dedication](exorcist-dedication-botd.md) -- **Activity** Two-Action - -You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the [possession](../../Rules/traits/possession.md) effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your [Occultism](../skills.md#Occultism) modifier, [Religion](../skills.md#Religion) modifier, or spell DC – 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day. - -*Source: Book of the Dead p. 23* -%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/concentrate #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/castigating-weapon.md b/Compendium/feats/castigating-weapon.md deleted file mode 100644 index dfcaf183d..000000000 --- a/Compendium/feats/castigating-weapon.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Castigating Weapon"] ---- -# Castigating Weapon *Feat 10* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Holy Castigation](holy-castigation.md) - -The force of your deity's castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a [heal](../spells/heal.md) spell, your weapon or unarmed [Strikes](../../Rules/actions/strike.md) deal extra good damage to fiends equal to half the level of the [heal](../spells/heal.md) spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune). - -*Source: Core Rulebook p. 125* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/cat-fall.md b/Compendium/feats/cat-fall.md deleted file mode 100644 index 3eab56dce..000000000 --- a/Compendium/feats/cat-fall.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Cat Fall"] ---- -# Cat Fall *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Acrobatics](../skills.md#Acrobatics) - -Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in [Acrobatics](../skills.md#Acrobatics), treat falls as 25 feet shorter. If you're a master in [Acrobatics](../skills.md#Acrobatics), treat them as 50 feet shorter. If you're legendary in [Acrobatics](../skills.md#Acrobatics), you always land on your feet and don't take damage, regardless of the distance of the fall. - -*Source: Core Rulebook p. 259* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/cat-nap-loag.md b/Compendium/feats/cat-nap-loag.md deleted file mode 100644 index cbc0df2e5..000000000 --- a/Compendium/feats/cat-nap-loag.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -- trait/concentrate -- trait/exploration -aliases: ["Cat Nap"] ---- -# Cat Nap *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) [concentrate](../../Rules/traits/concentrate.md) [exploration](../../Rules/traits/exploration.md) - - -You can briefly sleep to regain your energy quickly. Once per hour, by sleeping for 10 minutes, you can gain temporary Hit Points equal to your level that last for 10 minutes. - -## Cat Nap leads to... - -[Focused Cat Nap](focused-cat-nap-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk #trait/concentrate #trait/exploration %% \ No newline at end of file diff --git a/Compendium/feats/catch-the-details-lome.md b/Compendium/feats/catch-the-details-lome.md deleted file mode 100644 index d29750710..000000000 --- a/Compendium/feats/catch-the-details-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Catch The Details"] ---- -# Catch The Details *Feat 1* -[goloma](../../Rules/traits/goloma-lome.md) - - -You are quick at recognizing broad details about people and things around you. You are trained in [Society](../skills.md#Society) and gain the [Eye for Numbers](eye-for-numbers-apg.md) skill feat (Advanced Player's Guide 206) - -If you would automatically become trained in [Society](../skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. - -*Source: Lost Omens: The Mwangi Expanse p. 117* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/catchy-tune-loag.md b/Compendium/feats/catchy-tune-loag.md deleted file mode 100644 index 92c4ddfea..000000000 --- a/Compendium/feats/catchy-tune-loag.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/mental -- trait/sprite -aliases: ["Catchy Tune"] ---- -# Catchy Tune [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [sprite](../../Rules/traits/sprite-b1.md) - -- **Activity** Single Action - -You create a tune so catchy, your foes can't help but dance along. - -Attempt a [Performance](../skills.md#Performance) check against the Will DCs of all enemies in a 30-foot emanation. - -> [!success-degree] -> - **Critical Success** The target takes a –10-foot status penalty to its Speed and is [flat-footed](../../Rules/conditions.md#Flat-footed), both for 1 round. -> - **Success** The target takes a –5-foot status penalty to its Speed for 1 round. -> - **Critical Failure** The target is temporarily immune for 1 hour. - -*Source: Lost Omens: Ancestry Guide p. 131* -%% #compendium/src/pf2e/loag #trait/auditory #trait/concentrate #trait/emotion #trait/mental #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/caterwaul-apg.md b/Compendium/feats/caterwaul-apg.md deleted file mode 100644 index b164af4c4..000000000 --- a/Compendium/feats/caterwaul-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/catfolk -- trait/concentrate -- trait/emotion -- trait/mental -aliases: ["Caterwaul"] ---- -# Caterwaul [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[auditory](../../Rules/traits/auditory.md) [catfolk](../../Rules/traits/catfolk-b1.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) - -- **Frequency**: once per day -- **Trigger** An ally within 30 feet would be reduced to 0 HP but not immediately killed. -- **Activity** Reaction - -You give a daring yowl in the face of adversity, calling your companion back from the brink of unconsciousness. Your ally isn't knocked out and remains at 1 Hit Point. Your ally's [wounded](../../Rules/conditions.md#Wounded) condition still increases by 1 as though they had been [dying](../../Rules/conditions.md#Dying) and recovered. - -*Source: Advanced Player's Guide p. 11* -%% #compendium/src/pf2e/apg #trait/auditory #trait/catfolk #trait/concentrate #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/catfolk-dance-loag.md b/Compendium/feats/catfolk-dance-loag.md deleted file mode 100644 index bc6409984..000000000 --- a/Compendium/feats/catfolk-dance-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Catfolk Dance"] ---- -# Catfolk Dance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Activity** Single Action - -You have a habit of always being in the way when other creatures attempt to move. - -Attempt an [Acrobatics](../skills.md#Acrobatics) check against an adjacent creature's Reflex DC. - -> [!success-degree] -> - **Critical Success** The target creature gains a –2 circumstance penalty to Reflex saves and is [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn. -> - **Success** The target creature gains a –2 circumstance penalty to Reflex saves until the start of your next turn. - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/catfolk-lore-apg.md b/Compendium/feats/catfolk-lore-apg.md deleted file mode 100644 index d2f210910..000000000 --- a/Compendium/feats/catfolk-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Catfolk Lore"] ---- -# Catfolk Lore *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -Growing up among catfolk has taught you the traditional values of freedom to travel, stewardship of the land, and quick reactions when your curiosity lands you in trouble. You gain the trained proficiency rank in [Acrobatics](../skills.md#Acrobatics) and [Survival](../skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Catfolk Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/catfolk-weapon-expertise-apg.md b/Compendium/feats/catfolk-weapon-expertise-apg.md deleted file mode 100644 index 500aa6742..000000000 --- a/Compendium/feats/catfolk-weapon-expertise-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Catfolk Weapon Expertise"] ---- -# Catfolk Weapon Expertise *Feat 13* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Catfolk Weapon Familiarity](catfolk-weapon-familiarity-apg.md) - -Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from [Catfolk Weapon Familiarity](catfolk-weapon-familiarity-apg.md). - -*Source: Advanced Player's Guide p. 11* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/catfolk-weapon-familiarity-apg.md b/Compendium/feats/catfolk-weapon-familiarity-apg.md deleted file mode 100644 index 64ca79b77..000000000 --- a/Compendium/feats/catfolk-weapon-familiarity-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Catfolk Weapon Familiarity"] ---- -# Catfolk Weapon Familiarity *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You favor weapons that you can use with quick, darting slashes like a cat's claws. You are trained with the [hatchet](../equipment/items/hatchet.md), [kama](../equipment/items/kama.md), [kukri](../equipment/items/kukri.md), [scimitar](../equipment/items/scimitar.md), and [sickle](../equipment/items/sickle.md). In addition, you gain access to [kama](../equipment/items/kama.md), [kukris](../equipment/items/kukri.md), and all uncommon catfolk weapons. For you, martial catfolk weapons are simple weapons and advanced catfolk weapons are martial weapons. - -## Catfolk Weapon Familiarity leads to... - -[Catfolk Weapon Expertise](catfolk-weapon-expertise-apg.md), [Catfolk Weapon Rake](catfolk-weapon-rake-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/catfolk-weapon-rake-apg.md b/Compendium/feats/catfolk-weapon-rake-apg.md deleted file mode 100644 index c2ad6a395..000000000 --- a/Compendium/feats/catfolk-weapon-rake-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Catfolk Weapon Rake"] ---- -# Catfolk Weapon Rake *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Catfolk Weapon Familiarity](catfolk-weapon-familiarity-apg.md) - -You know how to efficiently use weapons that rake across your enemies. Whenever you critically hit using a catfolk weapon or one of the weapons listed in [Catfolk Weapon Familiarity](catfolk-weapon-familiarity-apg.md), you apply the weapon's critical specialization effect. - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/cathartic-focus-spell-som.md b/Compendium/feats/cathartic-focus-spell-som.md deleted file mode 100644 index 14d1733d4..000000000 --- a/Compendium/feats/cathartic-focus-spell-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Cathartic Focus Spell"] ---- -# Cathartic Focus Spell *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cathartic Mage Dedication](cathartic-mage-dedication-som.md) - -You learn the focus spell listed under your emotion's entry. - -You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) while you use Settle Emotions. - -*Source: Secrets of Magic p. 195* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cathartic-mage-dedication-som.md b/Compendium/feats/cathartic-mage-dedication-som.md deleted file mode 100644 index c22c64520..000000000 --- a/Compendium/feats/cathartic-mage-dedication-som.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Cathartic Mage Dedication"] ---- -# Cathartic Mage Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Cha 14 or ability to cast spells from spell slots - -You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion. - -If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. - -You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. - -If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. - -You gain the Catharsis reaction and the Settle Emotions activity. - -```ad-embed-ability -title: Catharsis [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: determined by your catharsis emotion - -**Effect** You gain the catharsis activation effects listed for your catharsis emotion. You gain that emotion's emotional fervor benefits for 3 rounds. When your emotional fervor ends, you suffer the listed emotional fallout. After using Catharsis, you can't use it again until you use the Settle Emotions activity. -%% #trait/concentrate #trait/emotion #trait/mental %% -``` - -```ad-embed-ability -title: Settle Emotions -[concentrate](../../../rules/traits/concentrate.md) [emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -You spend 10 minutes using techniques you've developed to calm your emotions and bring them back under control. This allows you to access your Catharsis again. -%% #trait/concentrate #trait/emotion #trait/mental %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype. - -## Cathartic Mage Dedication leads to... - -[Basic Cathartic Spellcasting](basic-cathartic-spellcasting-som.md), [Expert Cathartic Spellcasting](expert-cathartic-spellcasting-som.md), [Master Cathartic Spellcasting](master-cathartic-spellcasting-som.md), [Cathartic Focus Spell](cathartic-focus-spell-som.md), [Infectious Emotions](infectious-emotions-som.md), [Work Yourself Up](work-yourself-up-som.md) - -## Summary - -*Source: Secrets of Magic p. 194* -%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/catrinas-presence-loag.md b/Compendium/feats/catrinas-presence-loag.md deleted file mode 100644 index 2a638afff..000000000 --- a/Compendium/feats/catrinas-presence-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Catrina's Presence"] ---- -# Catrina's Presence *Feat 9* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -You've adopted the calming presence of catrinas, the festive dead; you might have even danced with a catrina yourself! So long as you are visibly carrying fresh flowers or colorful ribbons somewhere on your person, you can cast [calm emotions](../spells/calm-emotions.md) twice per day as a 2nd-level divine innate spell. - -*Source: Lost Omens: Ancestry Guide p. 31* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/cats-luck-apg.md b/Compendium/feats/cats-luck-apg.md deleted file mode 100644 index 952862229..000000000 --- a/Compendium/feats/cats-luck-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -- trait/fortune -aliases: ["Cat's Luck"] ---- -# Cat's Luck [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) [fortune](../../Rules/traits/fortune.md) - -- **Frequency**: once per day -- **Trigger** You fail a Reflex saving throw. -- **Activity** Free Action - -You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result. - -## Cat's Luck leads to... - -[Expanded Luck](expanded-luck-apg.md), [Reliable Luck](reliable-luck-apg.md), [Shared Luck](shared-luck-apg.md), [Lucky Break](lucky-break-loag.md), [Sense For Trouble](sense-for-trouble-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/cauldron-apg.md b/Compendium/feats/cauldron-apg.md deleted file mode 100644 index 4f863f462..000000000 --- a/Compendium/feats/cauldron-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Cauldron"] ---- -# Cauldron *Feat 1* -[witch](../../Rules/traits/witch-apg.md) - - -You can use the [Craft](../../Rules/actions/craft.md) activity to create oils and potions. You immediately gain the formulas for four common 1st-level oils or potions. At 4th level and every 2 levels beyond that, you gain the formula for a common oil or potion of that level or lower (a 4th-level potion if you're 4th level, a 6th-level potion if you're 6th level, and so on). If you have a familiar, you can have your familiar learn these formulas rather than storing them in a formula book. Your familiar can learn new formulas in the same way it learns new spells, and these formulas are transferred from a slain familiar to a new familiar in the same way spells are. - -You can brew a great deal of magic within your cauldron. When you [Craft](../../Rules/actions/craft.md) a batch of oils or potions, you can make up to six in a batch instead of the usual four per batch. - -## Cauldron leads to... - -[Temporary Potions](temporary-potions-apg.md), [Witch's Bottle](witchs-bottle-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 100* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/cauterize-g-g.md b/Compendium/feats/cauterize-g-g.md deleted file mode 100644 index 9e70f589f..000000000 --- a/Compendium/feats/cauterize-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Cauterize"] ---- -# Cauterize [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm and you or an adjacent ally are taking [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). -- **Activity** Single Action - -You use the smoking barrel of your firearm to sear shut a bleeding wound. Make a [Strike](../../Rules/actions/strike.md) with your firearm. You then press the heated barrel to the wounds of you or an ally within reach that is taking [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage), giving an immediate flat check to end the bleed with the lower DC for particularly effective assistance (Core Rulebook 62). - -*Source: Guns & Gears p. 113* -%% #compendium/src/pf2e/g&g #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/cautious-curiosity-apg.md b/Compendium/feats/cautious-curiosity-apg.md deleted file mode 100644 index 0c331a724..000000000 --- a/Compendium/feats/cautious-curiosity-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/gnome -aliases: ["Cautious Curiosity"] ---- -# Cautious Curiosity *Feat 9* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat - -You've learned a few magical techniques for getting yourself both into and out of trouble unnoticed. - -You gain [misdirection](../spells/misdirection.md) and [silence](../spells/silence.md) as 2nd-level arcane or occult innate spells. The tradition of these spells must match the tradition you use for your gnome ancestry options. You can cast each spell once per day and can target only yourself. - -*Source: Advanced Player's Guide p. 44* -%% #compendium/src/pf2e/apg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/cautious-delver-lopsg.md b/Compendium/feats/cautious-delver-lopsg.md deleted file mode 100644 index 466868e8d..000000000 --- a/Compendium/feats/cautious-delver-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Cautious Delver"] ---- -# Cautious Delver *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them. You can cast [dispel magic](../spells/dispel-magic.md), knock, and resist energy as innate spells, each once per day. If you can already cast spells, these spells are of the same tradition. - -Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. - -*Source: Lost Omens: Pathfinder Society Guide p. 45* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cavalier-dedication-apg.md b/Compendium/feats/cavalier-dedication-apg.md deleted file mode 100644 index 31fe315fb..000000000 --- a/Compendium/feats/cavalier-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Cavalier Dedication"] ---- -# Cavalier Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature) or [Society](../skills.md#Society) - -You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first. - -## Cavalier Dedication leads to... - -[Cavalier's Banner](cavaliers-banner-apg.md), [Stalwart Standard](stalwart-standard-lokl.md), [Wave the Flag](wave-the-flag-lokl.md), [Cavalier's Charge](cavaliers-charge-apg.md), [Defend Mount](defend-mount-apg.md), [Impressive Mount](impressive-mount-apg.md), [Incredible Mount](incredible-mount-apg.md), [Specialized Mount](specialized-mount-apg.md), [Legendary Rider](legendary-rider-apg.md), [Mounted Shield](mounted-shield-apg.md), [Quick Mount](quick-mount-apg.md), [Trampling Charge](trampling-charge-apg.md), [Unseat](unseat-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 164* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/cavaliers-banner-apg.md b/Compendium/feats/cavaliers-banner-apg.md deleted file mode 100644 index 5b206ffd3..000000000 --- a/Compendium/feats/cavaliers-banner-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/emotion -- trait/mental -- trait/uncommon -- trait/visual -aliases: ["Cavalier's Banner"] ---- -# Cavalier's Banner *Feat 4* -[archetype](../../Rules/traits/archetype.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) -- **Requirements**: You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar). - -You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against [fear](../../Rules/traits/fear.md) effects. - -If your banner is destroyed or removed, allies within 30 feet become [frightened](../../Rules/conditions.md#Frightened). - -## Cavalier's Banner leads to... - -[Stalwart Standard](stalwart-standard-lokl.md), [Wave the Flag](wave-the-flag-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 164* -%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/mental #trait/uncommon #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/cavaliers-charge-apg.md b/Compendium/feats/cavaliers-charge-apg.md deleted file mode 100644 index eb4b39c2f..000000000 --- a/Compendium/feats/cavaliers-charge-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Cavalier's Charge"] ---- -# Cavalier's Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) -- **Requirements**: You are riding your mount. -- **Activity** Two-Action - -You [Command an Animal](../../Rules/actions/command-an-animal.md) to order your mount to [Stride](../../Rules/actions/stride.md) twice. At any point during this movement, you can [Strike](../../Rules/actions/strike.md) one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll. - -*Source: Advanced Player's Guide p. 164* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/ceaseless-shadows.md b/Compendium/feats/ceaseless-shadows.md deleted file mode 100644 index 2dc9da153..000000000 --- a/Compendium/feats/ceaseless-shadows.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Ceaseless Shadows"] ---- -# Ceaseless Shadows *Feat 13* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Distracting Shadows](distracting-shadows.md) - -You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be [concealed](../../Rules/conditions.md#Concealed) to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md). If you would have lesser cover from creatures, you gain cover and can [Take Cover](../../Rules/actions/take-cover.md), and if you would have cover from creatures, you gain greater cover. - -*Source: Core Rulebook p. 53* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/cel-rau-loag.md b/Compendium/feats/cel-rau-loag.md deleted file mode 100644 index 973ae08c9..000000000 --- a/Compendium/feats/cel-rau-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -- trait/lineage -aliases: ["Cel Rau"] ---- -# Cel Rau *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You are a cel rau, child of a strigoi, one of the first vampires to walk Golarion. Your heritage ties you to the Shadow Plane and grants you strange resilience to light and darkness alike. You gain a +1 circumstance bonus to saving throws against effects with the [darkness](../../Rules/traits/darkness.md), [light](../../Rules/traits/light.md), or [shadow](../../Rules/traits/shadow.md) traits, and whenever you become [dazzled](../../Rules/conditions.md#Dazzled) or [blinded](../../Rules/conditions.md#Blinded) for at least 2 rounds, you can reduce the duration by 1 round. - -## Cel Rau leads to... - -[Taste Blood](taste-blood-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 27* -%% #compendium/src/pf2e/loag #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/celebrity-dedication-apg.md b/Compendium/feats/celebrity-dedication-apg.md deleted file mode 100644 index 9e2d8e27d..000000000 --- a/Compendium/feats/celebrity-dedication-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Celebrity Dedication"] ---- -# Celebrity Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you [Earn Income](../../Rules/actions/earn-income.md), if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to [Earn Income](../../Rules/actions/earn-income.md). - -```ad-embed-ability -title: Upstage [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A foe attempts a skill check and doesn't get a critical success - -**Effect** After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction. - -> [!success-degree] -> - **Critical Success** You gain a +1 status bonus to attack rolls, [Perception](../../../compendium/skills.md#Perception) checks, saving throws, and skill checks until the end of your next turn. -> - **Success** As critical success, except you gain the benefits only if the triggering creature failed their skill check. -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the celebrity archetype. - -## Celebrity Dedication leads to... - -[Command Attention](command-attention-apg.md), [Mesmerizing Gaze](mesmerizing-gaze-apg.md), [Never Tire](never-tire-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 166* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% diff --git a/Compendium/feats/celestial-eyes-apg.md b/Compendium/feats/celestial-eyes-apg.md deleted file mode 100644 index 283a4b2b6..000000000 --- a/Compendium/feats/celestial-eyes-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Celestial Eyes"] ---- -# Celestial Eyes *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: low-light vision - -You can see through darkness. You gain [darkvision](../../Rules/abilities/darkvision.md). - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Advanced Player's Guide p. 35* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/celestial-form.md b/Compendium/feats/celestial-form.md deleted file mode 100644 index 0c76cb76c..000000000 --- a/Compendium/feats/celestial-form.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Celestial Form"] ---- -# Celestial Form *Feat 18* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good - -You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain [darkvision](../../Rules/abilities/darkvision.md) if you don't already have it, and you gain the [celestial](../../Rules/traits/celestial.md) trait and the trait appropriate to the type of servitor you've become ([archon](../../Rules/traits/archon.md), [angel](../../Rules/traits/angel.md), or [azata](../../Rules/traits/azata.md), for example). - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/celestial-lore-apg.md b/Compendium/feats/celestial-lore-apg.md deleted file mode 100644 index 9aeec1b53..000000000 --- a/Compendium/feats/celestial-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Celestial Lore"] ---- -# Celestial Lore *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -You were raised with an aasimar or celestial relative, or you've devoted yourself to researching the secrets of the celestial realms. You gain the trained proficiency rank in [Diplomacy](../skills.md#Diplomacy) and [Religion](../skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a [Lore](../skills.md#Lore) skill related to the celestial realm from which you trace your lineage (usually [Elysium Lore](../skills.md#Lore), [Heaven Lore](../skills.md#Lore), or [Nirvana Lore](../skills.md#Lore)). - -*Source: Advanced Player's Guide p. 35* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/celestial-mount.md b/Compendium/feats/celestial-mount.md deleted file mode 100644 index f6eff6a9d..000000000 --- a/Compendium/feats/celestial-mount.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Celestial Mount"] ---- -# Celestial Mount *Feat 20* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (steed), tenets of good - -Your steed gains incredible celestial powers granted by your deity. It gains [darkvision](../../Rules/abilities/darkvision.md), its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage. - -Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the [celestial](../../Rules/traits/celestial.md) trait and the trait appropriate to the type of servitor it has become ([archon](../../Rules/traits/archon.md), [angel](../../Rules/traits/angel.md), or [azata](../../Rules/traits/azata.md), for example). - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/celestial-resistance-apg.md b/Compendium/feats/celestial-resistance-apg.md deleted file mode 100644 index 9d6d70993..000000000 --- a/Compendium/feats/celestial-resistance-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Celestial Resistance"] ---- -# Celestial Resistance *Feat 5* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -Your growing connection to your celestial forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. - -Though you can choose any of these energy damage types, the damage type typically matches a celestial associated with your bloodline. For instance, an angelkin might choose resistance to cold or fire with a cassisian forebear, resistance to fire with a balisse forebear, or resistance to sonic with a choral forebear. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/celestial-strikes-apg.md b/Compendium/feats/celestial-strikes-apg.md deleted file mode 100644 index 3f1d1ed18..000000000 --- a/Compendium/feats/celestial-strikes-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Celestial Strikes"] ---- -# Celestial Strikes *Feat 13* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -Your connection to good arms all your attacks against forces of evil. All your weapon and unarmed [Strikes](../../Rules/actions/strike.md) deal 1 additional good damage and have the [good](../../Rules/traits/good.md) and [magical](../../Rules/traits/magical.md) traits. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/celestial-wings-apg.md b/Compendium/feats/celestial-wings-apg.md deleted file mode 100644 index 048553406..000000000 --- a/Compendium/feats/celestial-wings-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -- trait/divine -- trait/morph -- trait/transmutation -aliases: ["Celestial Wings"] ---- -# Celestial Wings [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) [divine](../../Rules/traits/divine.md) [morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -With effort, you can call forth magical wings from your back, similar in appearance to those of your celestial forebears. - -These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings. - -## Celestial Wings leads to... - -[Eternal Wings](eternal-wings-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar #trait/divine #trait/morph #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/celestial-word-apg.md b/Compendium/feats/celestial-word-apg.md deleted file mode 100644 index e6896ee1f..000000000 --- a/Compendium/feats/celestial-word-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Celestial Word"] ---- -# Celestial Word *Feat 17* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -You can call forth a holy word from the celestial realms to punish your foes. Once per day, you can cast [divine decree](../spells/divine-decree.md) as a 7th-level divine innate spell. You must choose good for the spell's alignment, and you can [Cast the Spell](../../Rules/actions/cast-a-spell.md) regardless of whether you worship a deity or what their alignment is. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-aeons-guidance-lome.md b/Compendium/feats/ceremony-of-aeons-guidance-lome.md deleted file mode 100644 index 8f03c9040..000000000 --- a/Compendium/feats/ceremony-of-aeons-guidance-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of Aeon's Guidance"] ---- -# Ceremony Of Aeon's Guidance *Feat 9* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -Your patron aeon has allowed you to call upon their gifts to serve their ends. You can cast [augury](../spells/augury.md) and [calm emotions](../spells/calm-emotions.md) each once per day as 2nd-level divine innate spells. - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-aeons-shield-lome.md b/Compendium/feats/ceremony-of-aeons-shield-lome.md deleted file mode 100644 index b6f0851a6..000000000 --- a/Compendium/feats/ceremony-of-aeons-shield-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of Aeon's Shield"] ---- -# Ceremony Of Aeon's Shield *Feat 9* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -Your patron aeon graced you with powers of protection. You can cast [resist energy](../spells/resist-energy.md) and [shield other](../spells/shield-other.md) each once per day as 2nd-level divine innate spells. - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-fortification-lome.md b/Compendium/feats/ceremony-of-fortification-lome.md deleted file mode 100644 index b324f06c6..000000000 --- a/Compendium/feats/ceremony-of-fortification-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of Fortification"] ---- -# Ceremony Of Fortification *Feat 9* -[conrasu](../../Rules/traits/conrasu-loag.md) - -- **Prerequisites**: [Ceremony of Protection](ceremony-of-protection-lome.md) - -Your exoskeleton arranges itself into an optimal defensive shape. When you use your Ceremony of Protection, you also gain resistance to either bludgeoning, piercing, or slashing damage equal to half your level against the next [Strike](../../Rules/actions/strike.md) that hits you and deals one of those types of damage until the start of your next turn. - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-growth-lome.md b/Compendium/feats/ceremony-of-growth-lome.md deleted file mode 100644 index bf74a5d2b..000000000 --- a/Compendium/feats/ceremony-of-growth-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of Growth"] ---- -# Ceremony Of Growth *Feat 13* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -You can alter your exoskeleton's size. You constantly gain the effects of enlarge. You can dismiss or resume these effects as an action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-knowledge-lome.md b/Compendium/feats/ceremony-of-knowledge-lome.md deleted file mode 100644 index 12f5e0a39..000000000 --- a/Compendium/feats/ceremony-of-knowledge-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of Knowledge"] ---- -# Ceremony Of Knowledge *Feat 5* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -You tap into aeon knowledge. You gain the [Untrained Improvisation](untrained-improvisation.md) general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. - -*Source: Lost Omens: The Mwangi Expanse p. 109* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-protection-lome.md b/Compendium/feats/ceremony-of-protection-lome.md deleted file mode 100644 index d64f9df09..000000000 --- a/Compendium/feats/ceremony-of-protection-lome.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -- trait/manipulate -aliases: ["Ceremony Of Protection"] ---- -# Ceremony Of Protection [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[conrasu](../../Rules/traits/conrasu-loag.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Activity** Single Action - -You manipulate your exoskeleton to overlap itself. You gain a +1 circumstance bonus to AC until the start of your next turn. - -## Ceremony Of Protection leads to... - -[Ceremony Of Fortification](ceremony-of-fortification-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 109* -%% #compendium/src/pf2e/lome #trait/conrasu #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-sunlight-lome.md b/Compendium/feats/ceremony-of-sunlight-lome.md deleted file mode 100644 index 120564d84..000000000 --- a/Compendium/feats/ceremony-of-sunlight-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of Sunlight"] ---- -# Ceremony Of Sunlight *Feat 5* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -You have learned how to master the power contained within sunlight, just like the trees that form your body. Your Sunlight Healing recovers `1d8` Hit Points per level. - -*Source: Lost Omens: The Mwangi Expanse p. 109* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-suns-gift-lome.md b/Compendium/feats/ceremony-of-suns-gift-lome.md deleted file mode 100644 index 76448473d..000000000 --- a/Compendium/feats/ceremony-of-suns-gift-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of Sun's Gift"] ---- -# Ceremony Of Sun's Gift *Feat 17* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -Your connection to the sun has become an unbreakable bond. You don't become temporarily immune to the effects of your Sunlight Healing, and instead of rolling to recover Hit Points, you gain the maximum number of HP possible (for example, 64 HP instead of `8d8`). - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-the-evened-hand-lome.md b/Compendium/feats/ceremony-of-the-evened-hand-lome.md deleted file mode 100644 index f03410838..000000000 --- a/Compendium/feats/ceremony-of-the-evened-hand-lome.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of The Evened Hand"] ---- -# Ceremony Of The Evened Hand *Feat 1* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -You have cultivated your exoskeleton's form for close combat, using knots, whorls, and reinforced branches. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits or a branch unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](../../Rules/traits/backswing.md) trait. Each of these unarmed attacks is in the brawling weapon group and uses one of your hands. - -**Special.** You can select this feat twice, choosing the other unarmed attack the second time you take it. - -## Ceremony Of The Evened Hand leads to... - -[Ceremony Of The Strengthened Hand](ceremony-of-the-strengthened-hand-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 109* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/ceremony-of-the-strengthened-hand-lome.md b/Compendium/feats/ceremony-of-the-strengthened-hand-lome.md deleted file mode 100644 index cb20d7d55..000000000 --- a/Compendium/feats/ceremony-of-the-strengthened-hand-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Ceremony Of The Strengthened Hand"] ---- -# Ceremony Of The Strengthened Hand *Feat 9* -[conrasu](../../Rules/traits/conrasu-loag.md) - -- **Prerequisites**: [Ceremony of the Evened Hand](ceremony-of-the-evened-hand-lome.md) - -Your exoskeleton's weapons are even more potent. If you have a claws unarmed attack, it gains the [deadly ](../../Rules/traits/deadly.md) trait. If you have a branch unarmed attack, it gains the [shove](../../Rules/traits/shove.md) and [trip](../../Rules/traits/trip.md) traits. - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/certain-strike.md b/Compendium/feats/certain-strike.md deleted file mode 100644 index 7beb1fc25..000000000 --- a/Compendium/feats/certain-strike.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Certain Strike"] ---- -# Certain Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Activity** Single Action - -Even when you don't hit squarely, you can still score a glancing blow. Make a melee [Strike](../../Rules/actions/strike.md). It gains the following failure effect. - -> [!success-degree] -> - **Failure** Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.) - -*Source: Core Rulebook p. 150* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/chain-reaction-g-g.md b/Compendium/feats/chain-reaction-g-g.md deleted file mode 100644 index 4b29efebd..000000000 --- a/Compendium/feats/chain-reaction-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Chain Reaction"] ---- -# Chain Reaction [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per 10 minutes -- **Activity** Three-Action - -You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone. - -Make a [Strike](../../Rules/actions/strike.md) with a ranged weapon, and if you hit, you can make another [Strike](../../Rules/actions/strike.md) at a target within 30 feet of the first target. If you hit the second target, attempt to [Strike](../../Rules/actions/strike.md) a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. - -However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a [Strike](../../Rules/actions/strike.md) against yet during this particular use of Chain Reaction. - -This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your [Strike](../../Rules/actions/strike.md). Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage. - -*Source: Guns & Gears p. 143* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/champion-dedication.md b/Compendium/feats/champion-dedication.md deleted file mode 100644 index b988ba355..000000000 --- a/Compendium/feats/champion-dedication.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Champion Dedication"] ---- -# Champion Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Charisma 14 - -Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in [Religion](../skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. - -You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the champion archetype. - -## Champion Dedication leads to... - -[Basic Devotion](basic-devotion.md), [Advanced Devotion](advanced-devotion.md), [Champion Resiliency](champion-resiliency.md), [Champion's Reaction](champions-reaction.md), [Diverse Armor Expert](diverse-armor-expert.md), [Divine Ally](divine-ally.md), [Healing Touch](healing-touch.md) - -## Summary - -*Source: Core Rulebook p. 223* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/champion-resiliency.md b/Compendium/feats/champion-resiliency.md deleted file mode 100644 index 9c7420aed..000000000 --- a/Compendium/feats/champion-resiliency.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Champion Resiliency"] ---- -# Champion Resiliency *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](champion-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 223* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/champions-reaction.md b/Compendium/feats/champions-reaction.md deleted file mode 100644 index cee5cedbb..000000000 --- a/Compendium/feats/champions-reaction.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Champion's Reaction"] ---- -# Champion's Reaction *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](champion-dedication.md) - -You can use the champion's reaction associated with your cause. - -*Source: Core Rulebook p. 223* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/champions-sacrifice.md b/Compendium/feats/champions-sacrifice.md deleted file mode 100644 index f44364fa0..000000000 --- a/Compendium/feats/champions-sacrifice.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Champion's Sacrifice"] ---- -# Champion's Sacrifice *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good - -You can suffer so that others might live. You can cast the [champion's sacrifice](../spells/champions-sacrifice.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 114* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/chance-death-loag.md b/Compendium/feats/chance-death-loag.md deleted file mode 100644 index ea181358e..000000000 --- a/Compendium/feats/chance-death-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -- trait/fortune -aliases: ["Chance Death"] ---- -# Chance Death [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) [fortune](../../Rules/traits/fortune.md) - -- **Frequency**: once per day -- **Trigger** You would die as a result of a failed saving throw or recovery check. -- **Activity** Reaction - -Your previous life ended due to sheer poor luck, struck by lightning or choking on a fish bone. You can reroll the triggering recovery check or saving throw, but you must use the new result, even if it's worse than the first roll. - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Lost Omens: Ancestry Guide p. 30* -%% #compendium/src/pf2e/loag #trait/duskwalker #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/change-of-face-da.md b/Compendium/feats/change-of-face-da.md deleted file mode 100644 index f988c6089..000000000 --- a/Compendium/feats/change-of-face-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/skill -aliases: ["Change of Face"] ---- -# Change of Face *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Alter Ego Dedication](alter-ego-dedication-da.md) - -You know that for the best disguise to work, one requires not only the right skills but also the right look—luckily you can copy both using special magical techniques. When you [Impersonate](../../Rules/actions/impersonate.md), you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you [Impersonate](../../Rules/actions/impersonate.md) in this way, your [Impersonate](../../Rules/actions/impersonate.md) activity gains the [occult](../../Rules/traits/occult.md) trait. - -*Source: Dark Archive p. 126* -%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/changeling-lore-apg.md b/Compendium/feats/changeling-lore-apg.md deleted file mode 100644 index bdda84b9e..000000000 --- a/Compendium/feats/changeling-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Changeling Lore"] ---- -# Changeling Lore *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) - - -All too aware of your true nature, you've studied hags and their powers. You gain the trained proficiency rank in [Deception](../skills.md#Deception) and [Occultism](../skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Hag Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/channel-rot-botd.md b/Compendium/feats/channel-rot-botd.md deleted file mode 100644 index b00bb0f3d..000000000 --- a/Compendium/feats/channel-rot-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Channel Rot"] ---- -# Channel Rot *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Accursed Touch](accursed-touch-botd.md) - -You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist [Strikes](../../Rules/actions/strike.md). - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/channel-smite.md b/Compendium/feats/channel-smite.md deleted file mode 100644 index 10bce7232..000000000 --- a/Compendium/feats/channel-smite.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/divine -- trait/necromancy -aliases: ["Channel Smite"] ---- -# Channel Smite [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[cleric](../../Rules/traits/cleric.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: harmful font or healing font -- **Cost**: Expend a [harm](../spells/harm.md) or [heal](../spells/heal.md) spell. -- **Activity** Two-Action - -You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee [Strike](../../Rules/actions/strike.md) and add the spell's damage to the [Strike](../../Rules/actions/strike.md)'s damage. This is negative damage if you expended a [harm](../spells/harm.md) spell or positive damage if you expended a [heal](../spells/heal.md) spell. The spell is expended with no effect if your [Strike](../../Rules/actions/strike.md) fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a [heal](../spells/heal.md) spell). - -*Source: Core Rulebook p. 122* -%% #compendium/src/pf2e/crb #trait/cleric #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/channel-the-godmind-loag.md b/Compendium/feats/channel-the-godmind-loag.md deleted file mode 100644 index bac785394..000000000 --- a/Compendium/feats/channel-the-godmind-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Channel The Godmind"] ---- -# Channel The Godmind [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[aphorite](../../Rules/traits/aphorite-loag.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You tap into the Godmind's collective cognitive well, rapidly parsing near-infinite variables to read your surroundings. For 1 minute, you gain precise motion sense out to 60 feet, you can see [invisible](../../Rules/conditions.md#Invisible) creatures and objects, and you gain the effects of a 9th-level [true seeing](../spells/true-seeing.md). - -*Source: Lost Omens: Ancestry Guide p. 78* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/channeled-succor.md b/Compendium/feats/channeled-succor.md deleted file mode 100644 index 48e67fbb0..000000000 --- a/Compendium/feats/channeled-succor.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Channeled Succor"] ---- -# Channeled Succor *Feat 8* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: healing font - -You can remove conditions with divine grace. You can sacrifice one [heal](../spells/heal.md) spell you've prepared in your extra slots from healing font to cast one of the following spells instead: [remove curse](../spells/remove-curse.md), [remove disease](../spells/remove-disease.md), [remove paralysis](../spells/remove-paralysis.md), or [restoration](../spells/restoration.md). The spell is heightened to the same level as the [heal](../spells/heal.md) spell you sacrificed. - -*Source: Core Rulebook p. 124* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/charged-creation-locg.md b/Compendium/feats/charged-creation-locg.md deleted file mode 100644 index c9f711028..000000000 --- a/Compendium/feats/charged-creation-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Charged Creation"] ---- -# Charged Creation *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Persistent Creation](persistent-creation-locg.md) - -Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a lightning bolt could originate from the persistent creation rather than from you. - -*Source: Lost Omens: Character Guide p. 104* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/charlatan-logm.md b/Compendium/feats/charlatan-logm.md deleted file mode 100644 index dc9247ae0..000000000 --- a/Compendium/feats/charlatan-logm.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/general -- trait/skill -aliases: ["Charlatan"] ---- -# Charlatan *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -You've learned to mimic the abilities of spellcasters by studying their flourishes and words. When you activate a magic item to generate a spell effect, attempt a [Deception](../skills.md#Deception) check. If you succeed against an onlooker's [Perception](../skills.md#Perception) DC, to that onlooker, you appear to [Cast that Spell](../../Rules/actions/cast-a-spell.md) instead. Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can't determine that the source of the effect was a magic item. - -*Source: Lost Omens: Gods & Magic p. 104* -%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/charmed-life-apg.md b/Compendium/feats/charmed-life-apg.md deleted file mode 100644 index 7baf968da..000000000 --- a/Compendium/feats/charmed-life-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Charmed Life"] ---- -# Charmed Life [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: Charisma 14 -- **Trigger** You attempt a saving throw, but you haven't rolled yet. -- **Activity** Reaction - -When danger calls, you have a strange knack for coming out on top. You gain a +2 circumstance bonus to the triggering save. - -## Charmed Life leads to... - -[Incredible Luck](incredible-luck-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 89* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/charming-liar.md b/Compendium/feats/charming-liar.md deleted file mode 100644 index 443e5dfd6..000000000 --- a/Compendium/feats/charming-liar.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Charming Liar"] ---- -# Charming Liar *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -Your charm allows you to win over those you lie to. When you get a critical success using the [Lie](../../Rules/actions/lie.md) action, the target's attitude toward you improves by one step, as though you'd succeeded at using [Diplomacy](../skills.md#Diplomacy) to [Make an Impression](../../Rules/actions/make-an-impression.md). This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve. - -*Source: Core Rulebook p. 259* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/charred-remains-loag.md b/Compendium/feats/charred-remains-loag.md deleted file mode 100644 index 3b961ffb2..000000000 --- a/Compendium/feats/charred-remains-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fire -- trait/ifrit -- trait/metamagic -aliases: ["Charred Remains"] ---- -# Charred Remains [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* -[fire](../../Rules/traits/fire.md) [ifrit](../../Rules/traits/ifrit-b2.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Frequency**: once per day -- **Activity** Free Action - -Your next fire spell leaves embers in its wake. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with an area and the [fire](../../Rules/traits/fire.md) trait, for 1 minute, your spell's area becomes difficult terrain as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through. - -*Source: Lost Omens: Ancestry Guide p. 104* -%% #compendium/src/pf2e/loag #trait/fire #trait/ifrit #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/cheat-death-apg.md b/Compendium/feats/cheat-death-apg.md deleted file mode 100644 index 82dc3b729..000000000 --- a/Compendium/feats/cheat-death-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Cheat Death"] ---- -# Cheat Death [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Trigger** You take damage that would reduce you to 0 Hit Points. -- **Activity** Reaction - -Somehow you always escape the reaper by a hair's breadth. - -You avoid being knocked out or killed and remain at 1 Hit Point, but you become [doomed](../../Rules/conditions.md#Doomed) (or increase your [doomed](../../Rules/conditions.md#Doomed) value by 1 if you were already [doomed](../../Rules/conditions.md#Doomed)). You can't reduce or ignore the [doomed](../../Rules/conditions.md#Doomed) condition from Cheating Death. The [doomed](../../Rules/conditions.md#Doomed) condition from Cheating Death lasts for 10 minutes, though this doesn't affect the duration of any other [doomed](../../Rules/conditions.md#Doomed) condition you have. - -*Source: Advanced Player's Guide p. 92* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/cheek-pouches-apg.md b/Compendium/feats/cheek-pouches-apg.md deleted file mode 100644 index 47700c00b..000000000 --- a/Compendium/feats/cheek-pouches-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Cheek Pouches"] ---- -# Cheek Pouches *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an [Interact](../../Rules/actions/interact.md) action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square. - -## Cheek Pouches leads to... - -[Big Mouth](big-mouth-apg.md), [Quick Stow](quick-stow-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/chemical-contagion-apg.md b/Compendium/feats/chemical-contagion-apg.md deleted file mode 100644 index 2fcf3a3ef..000000000 --- a/Compendium/feats/chemical-contagion-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Chemical Contagion"] ---- -# Chemical Contagion [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[alchemist](../../Rules/traits/alchemist.md) - -- **Trigger** A creature within 30 feet critically fails its initial saving throw against a poison you created. -- **Activity** Reaction - -With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier. A creature adjacent to the triggering creature is exposed to the triggering poison. - -*Source: Advanced Player's Guide p. 107* -%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/chemical-purification-lokl.md b/Compendium/feats/chemical-purification-lokl.md deleted file mode 100644 index 36acb8761..000000000 --- a/Compendium/feats/chemical-purification-lokl.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/additive-2 -- trait/alchemist -- trait/uncommon -aliases: ["Chemical Purification"] ---- -# Chemical Purification [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Frequency**: once per round -- **Trigger** You use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to craft an alchemist's fire or ghost charge, and that bomb's level is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -You developed a method to chemically purify and consecrate your bombs on the fly. - -You include this additive mixture when crafting your alchemist's fire or ghost charge. - -The created bomb deals `1d4` [persistent positive damage](../../Rules/conditions.md#Persistent%20Damage) in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with [negative healing](../../Rules/abilities/negative-healing-b2.md). - -*Source: Lost Omens: Knights of Lastwall p. 83* -%% #compendium/src/pf2e/lokl #trait/additive-2 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/choking-smoke-lotgb.md b/Compendium/feats/choking-smoke-lotgb.md deleted file mode 100644 index 206e3f3d9..000000000 --- a/Compendium/feats/choking-smoke-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Choking Smoke"] ---- -# Choking Smoke *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Smoldering Explosion](smoldering-explosion-lotgb.md) - -When you cast [fireball](../spells/fireball.md) heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by `6d6`. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [stinking cloud](../spells/stinking-cloud.md). - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/chosen-of-lamashtu-locg.md b/Compendium/feats/chosen-of-lamashtu-locg.md deleted file mode 100644 index db2917f39..000000000 --- a/Compendium/feats/chosen-of-lamashtu-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Chosen Of Lamashtu"] ---- -# Chosen Of Lamashtu *Feat 5* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: worshipper of Lamashtu - -You bear the favor and blessings of Lamashtu, the Mother of Monsters. She has bestowed a mutation upon you, granting you the benefits of another heritage. - -Choose one goblin heritage that you do not already have; you gain that heritage and its benefits. - -*Source: Lost Omens: Character Guide p. 38* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/chromotherapy-da.md b/Compendium/feats/chromotherapy-da.md deleted file mode 100644 index 649abe1a2..000000000 --- a/Compendium/feats/chromotherapy-da.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/general -- trait/healing -- trait/manipulate -- trait/skill -- trait/uncommon -aliases: ["Chromotherapy"] ---- -# Chromotherapy [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[general](../../Rules/traits/general.md) [healing](../../Rules/traits/healing.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Medicine](../skills.md#Medicine) -- **Activity** Two-Action - -You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light. When using a torch, lantern, or other artificial light source to illuminate an area of dim light or darker, you use a combination of alchemical reagents, medicinal components, and colored lenses to turn that light one of seven colors, allowing you to help an ally recover from [persistent damage](../../Rules/conditions.md#Persistent%20Damage). You give that target an assisted recovery, but the target can be anywhere within the bright light of the light source instead of needing to be adjacent to you. - -Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of [persistent damage](../../Rules/conditions.md#Persistent%20Damage) from which you help the target recover. Color Description Red You increase blood flow to heat the body, attempting to end [persistent cold damage](../../Rules/conditions.md#Persistent%20Damage). - -Orange You cancel out electric charge, attempting to end [persistent electricity damage](../../Rules/conditions.md#Persistent%20Damage). - -Yellow You reduce pain and mental stress, attempting to end [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage). - -Green You promote blood flow in a way that helps clot wounds, attempting to end [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -Blue You cool the body, attempting to end [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). - -Indigo You render acids inert, attempting to end [persistent acid damage](../../Rules/conditions.md#Persistent%20Damage). - -Violet You purify the body, attempting to end [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/general #trait/healing #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/chronocognizance-da.md b/Compendium/feats/chronocognizance-da.md deleted file mode 100644 index a5adce158..000000000 --- a/Compendium/feats/chronocognizance-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/skill -aliases: ["Chronocognizance"] ---- -# Chronocognizance *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Time Mage Dedication](time-mage-dedication-da.md), master in [Perception](../skills.md#Perception) - -The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the [slowed](../../Rules/conditions.md#Slowed) or [quickened](../../Rules/conditions.md#Quickened) conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a [Perception](../skills.md#Perception) check, as determined by the GM. If you're legendary in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), or [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion), whenever a creature that you can observe gains the benefits of [time stop](../spells/time-stop.md) or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration. - -*Source: Dark Archive p. 184* -%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/chronomancers-secrets-da.md b/Compendium/feats/chronomancers-secrets-da.md deleted file mode 100644 index 1e37bdb92..000000000 --- a/Compendium/feats/chronomancers-secrets-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Chronomancer's Secrets"] ---- -# Chronomancer's Secrets *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Time Mage Dedication](time-mage-dedication-da.md) - -The secrets of time peel back, revealing deeper truths. You gain either the [stasis](../spells/stasis-logm.md) domain spell or the [path of least resistance](../spells/path-of-least-resistance-da.md) focus spell. Increase the number of Focus Points in your pool by 1. - -**Special.** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1. - -*Source: Dark Archive p. 185* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/chronoskimmer-dedication-da.md b/Compendium/feats/chronoskimmer-dedication-da.md deleted file mode 100644 index e978c705e..000000000 --- a/Compendium/feats/chronoskimmer-dedication-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/rare -aliases: ["Chronoskimmer Dedication"] ---- -# Chronoskimmer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - - -You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. - -Both stabilizing and destabilizing your timestream are [fortune](../../Rules/traits/fortune.md) effects. - -Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC. - -**Special.** You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype. - -## Chronoskimmer Dedication leads to... - -[Turn Back the Clock](turn-back-the-clock-da.md), [Guide the Timeline](guide-the-timeline-da.md), [Reversing Charge](reversing-charge-da.md), [Superimpose Time Duplicates](superimpose-time-duplicates-da.md), [Borrow Time](borrow-time-da.md), [Steal Time](steal-time-da.md), [Combat Premonition](combat-premonition-da.md), [Escape Timeline](escape-timeline-da.md), [Space-Time Shift](space-time-shift-da.md) - -## Summary - -*Source: Dark Archive p. 186* -%% #compendium/src/pf2e/da #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/cindersoul-loag.md b/Compendium/feats/cindersoul-loag.md deleted file mode 100644 index 3cbf92249..000000000 --- a/Compendium/feats/cindersoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/lineage -aliases: ["Cindersoul"] ---- -# Cindersoul *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) [lineage](../../Rules/traits/lineage-apg.md) - - -The fire of your elemental ancestor manifests like [dying](../../Rules/conditions.md#Dying) embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from [persistent acid](../../Rules/conditions.md#Persistent%20Damage), bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance). - -*Source: Lost Omens: Ancestry Guide p. 103* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/city-scavenger.md b/Compendium/feats/city-scavenger.md deleted file mode 100644 index 3ce8fa2c5..000000000 --- a/Compendium/feats/city-scavenger.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["City Scavenger"] ---- -# City Scavenger *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to [Subsist](../../Rules/actions/subsist.md), and you can use [Society](../skills.md#Society) or [Survival](../skills.md#Survival) when you [Subsist](../../Rules/actions/subsist.md) in a settlement. - -When you [Subsist](../../Rules/actions/subsist.md) in a city, you also gather valuable junk that silly longshanks threw away. You can [Earn Income](../../Rules/actions/earn-income.md) using [Society](../skills.md#Society) or [Survival](../skills.md#Survival) in the same time as you [Subsist](../../Rules/actions/subsist.md), without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check. - -**Special.** If you have the irongut goblin heritage, increase the bonuses to +2. - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/clan-pistol-g-g.md b/Compendium/feats/clan-pistol-g-g.md deleted file mode 100644 index 7353227bb..000000000 --- a/Compendium/feats/clan-pistol-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Clan Pistol"] ---- -# Clan Pistol *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your clan dagger. Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to [Gather Information](../../Rules/actions/gather-information.md) or [Make an Impression](../../Rules/actions/make-an-impression.md) when interacting with citizens of Alkenstar, Dongun Hold, or their allies. - -*Source: Guns & Gears p. 200* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/clan-protector-locg.md b/Compendium/feats/clan-protector-locg.md deleted file mode 100644 index b9ae9adeb..000000000 --- a/Compendium/feats/clan-protector-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -aliases: ["Clan Protector"] ---- -# Clan Protector *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) - - -Your clan dagger can protect your allies as easily as yourself. When you use an [Interact](../../Rules/actions/interact.md) action to gain a circumstance bonus to AC from your clan dagger's [parry](../../Rules/traits/parry.md) trait, you can grant the circumstance bonus to an adjacent ally instead of gaining it yourself. You can use multiple [Interact](../../Rules/actions/interact.md) actions to protect multiple allies, or to protect yourself and an ally. The ally benefits from the bonus to AC only when they are adjacent to you. - -*Source: Lost Omens: Character Guide p. 20* -%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/clans-edge-locg.md b/Compendium/feats/clans-edge-locg.md deleted file mode 100644 index b4642bcd1..000000000 --- a/Compendium/feats/clans-edge-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -aliases: ["Clan's Edge"] ---- -# Clan's Edge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: trained in clan daggers -- **Activity** Two-Action - -By moving your clan dagger with rapid precision, you can protect yourself more effectively. Make two clan dagger [Strikes](../../Rules/actions/strike.md) against different targets. Your multiple attack penalty applies normally to these [Strikes](../../Rules/actions/strike.md). You then use an [Interact](../../Rules/actions/interact.md) action to gain the +1 circumstance bonus to your AC from your clan dagger's parrying trait. - -## Clan's Edge leads to... - -[Protective Sheath](protective-sheath-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 20* -%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/claws-of-the-dragon-apg.md b/Compendium/feats/claws-of-the-dragon-apg.md deleted file mode 100644 index 257a0b1a3..000000000 --- a/Compendium/feats/claws-of-the-dragon-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Claws Of The Dragon"] ---- -# Claws Of The Dragon *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md) unarmed attacks that deal `1d6` slashing damage and are in the brawling weapon group. - -If you're a draconic sorcerer, when you cast [dragon claws](../spells/dragon-claws.md), increase the spell's slashing damage die from `d4` to `d6` and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level. - -*Source: Advanced Player's Guide p. 168* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cleansing-light-loil.md b/Compendium/feats/cleansing-light-loil.md deleted file mode 100644 index 65d8a114d..000000000 --- a/Compendium/feats/cleansing-light-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/concentrate -- trait/kashrishi -- trait/light -- trait/necromancy -- trait/occult -aliases: ["Cleansing Light"] ---- -# Cleansing Light [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[concentrate](../../Rules/traits/concentrate.md) [kashrishi](../../Rules/traits/kashrishi-loil.md) [light](../../Rules/traits/light.md) [necromancy](../../Rules/traits/necromancy.md) [occult](../../Rules/traits/occult.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -A burst of light from your horn cleanses your allies of ailments and sends your foes reeling. You and all allies in a 20-foot emanation benefit from a 4th-level [restoration](../spells/restoration.md) spell. All enemies within the emanation are [dazzled](../../Rules/conditions.md#Dazzled) until the end of your next turn. - -*Source: Lost Omens: Impossible Lands p. 45* -%% #compendium/src/pf2e/loil #trait/concentrate #trait/kashrishi #trait/light #trait/necromancy #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/cleansing-subroutine-loag.md b/Compendium/feats/cleansing-subroutine-loag.md deleted file mode 100644 index 6d4e9988f..000000000 --- a/Compendium/feats/cleansing-subroutine-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Cleansing Subroutine"] ---- -# Cleansing Subroutine *Feat 1* -[android](../../Rules/traits/android-loag.md) - - -Your nanites help purge your body of harmful chemicals and toxins. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison. - -*Source: Lost Omens: Ancestry Guide p. 72* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/clear-the-way-apg.md b/Compendium/feats/clear-the-way-apg.md deleted file mode 100644 index ebd81169d..000000000 --- a/Compendium/feats/clear-the-way-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Clear The Way"] ---- -# Clear The Way [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mauler Dedication](mauler-dedication-apg.md) -- **Requirements**: You're wielding a melee weapon in two hands. -- **Activity** Two-Action - -You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to [Shove](../../Rules/actions/shove.md) up to five creatures adjacent to you, rolling a separate [Athletics](../skills.md#Athletics) check for each target. Then [Stride](../../Rules/actions/stride.md) up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved. - -*Source: Advanced Player's Guide p. 183* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cleave.md b/Compendium/feats/cleave.md deleted file mode 100644 index 409657e47..000000000 --- a/Compendium/feats/cleave.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Cleave"] ---- -# Cleave [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Trigger** Your melee [Strike](../../Rules/actions/strike.md) kills a creature or knocks it [unconscious](../../Rules/conditions.md#Unconscious), and another foe is adjacent to that creature. -- **Activity** Reaction - -You swing clear through one foe and into another. Make a melee [Strike](../../Rules/actions/strike.md) against the second foe. - -## Cleave leads to... - -[Great Cleave](great-cleave.md) - -## Summary - -*Source: Core Rulebook p. 90* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/cleric-dedication.md b/Compendium/feats/cleric-dedication.md deleted file mode 100644 index 9ad25d5cc..000000000 --- a/Compendium/feats/cleric-dedication.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Cleric Dedication"] ---- -# Cleric Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Wisdom 14 - -You cast spells like a cleric. You gain access to the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. You become trained in [Religion](../skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the cleric archetype. - -## Cleric Dedication leads to... - -[Basic Cleric Spellcasting](basic-cleric-spellcasting.md), [Divine Breadth](divine-breadth.md), [Expert Cleric Spellcasting](expert-cleric-spellcasting.md), [Master Cleric Spellcasting](master-cleric-spellcasting.md), [Basic Dogma](basic-dogma.md), [Advanced Dogma](advanced-dogma.md) - -## Summary - -*Source: Core Rulebook p. 224* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/clever-counterspell.md b/Compendium/feats/clever-counterspell.md deleted file mode 100644 index 79bbfbbe7..000000000 --- a/Compendium/feats/clever-counterspell.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Clever Counterspell"] ---- -# Clever Counterspell *Feat 12* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: [Counterspell](counterspell-wizard.md), Quick Recognition - -You creatively apply your prepared spells to [Counterspell](counterspell-wizard.md) a much wider variety of your opponents' magic. Instead of being able to counter a foe's spell with [Counterspell](counterspell-wizard.md) only if you have that same spell prepared, you can use [Counterspell](counterspell-wizard.md) as long as you have the spell the foe is casting in your spellbook. When you use [Counterspell](counterspell-wizard.md) in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM's discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a [cold](../../Rules/traits/cold.md) or [water](../../Rules/traits/water.md) spell to counter [fireball](../spells/fireball.md) or using [remove fear](../spells/remove-fear.md) to counter a [fear](../spells/fear.md) spell) - -Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate. - -*Source: Core Rulebook p. 212* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/clever-gambit-apg.md b/Compendium/feats/clever-gambit-apg.md deleted file mode 100644 index 00f3455bf..000000000 --- a/Compendium/feats/clever-gambit-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Clever Gambit"] ---- -# Clever Gambit [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: mastermind racket -- **Trigger** Your [Strike](../../Rules/actions/strike.md) critically hits and deals damage to a creature you've identified with [Recall Knowledge](../../Rules/actions/recall-knowledge.md). -- **Activity** Reaction - -Your battle tactics are aided by your assessment of your foes' capabilities, allowing you to instantly adjust your movements to maximum advantage. You [Step](../../Rules/actions/step.md) or [Stride](../../Rules/actions/stride.md); this movement doesn't trigger reactions from the triggering creature. - -*Source: Advanced Player's Guide p. 134* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/clever-improviser.md b/Compendium/feats/clever-improviser.md deleted file mode 100644 index 361cb3a41..000000000 --- a/Compendium/feats/clever-improviser.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/human -aliases: ["Clever Improviser"] ---- -# Clever Improviser *Feat 5* -[human](../../Rules/traits/human.md) - - -You've learned how to handle situations when you're out of your depth. You gain the [Untrained Improvisation](untrained-improvisation.md) general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. - -## Clever Improviser leads to... - -[Incredible Improvisation](incredible-improvisation.md) - -## Summary - -*Source: Core Rulebook p. 57* -%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/clever-shadow-loag.md b/Compendium/feats/clever-shadow-loag.md deleted file mode 100644 index f2f790171..000000000 --- a/Compendium/feats/clever-shadow-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/evocation -- trait/fetchling -- trait/occult -- trait/shadow -aliases: ["Clever Shadow"] ---- -# Clever Shadow *Feat 5* -[evocation](../../Rules/traits/evocation.md) [fetchling](../../Rules/traits/fetchling-b2.md) [occult](../../Rules/traits/occult.md) [shadow](../../Rules/traits/shadow.md) - - -You can perform simple [Interact](../../Rules/actions/interact.md) actions with your shadow, such as opening an unlocked door. Anything your shadow Interacts with must be within your reach. Your shadow can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. - -## Clever Shadow leads to... - -[Hefting Shadow](hefting-shadow-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/evocation #trait/fetchling #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/Compendium/feats/climbing-claws-apg.md b/Compendium/feats/climbing-claws-apg.md deleted file mode 100644 index 497946a5c..000000000 --- a/Compendium/feats/climbing-claws-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Climbing Claws"] ---- -# Climbing Claws *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You can extend your claws to aid you in climbing. You gain a climb Speed of 10 feet. - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/climbing-tail-loil.md b/Compendium/feats/climbing-tail-loil.md deleted file mode 100644 index 82d6ebd8d..000000000 --- a/Compendium/feats/climbing-tail-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Climbing Tail"] ---- -# Climbing Tail *Feat 1* -[vanara](../../Rules/traits/vanara-loil.md) - - -Your tail makes it much easier for you to climb. You gain a +2 circumstance bonus to [Athletics](../skills.md#Athletics) checks to [Climb](../../Rules/actions/climb.md), you gain the [Combat Climber](combat-climber.md) skill feat, and you reduce the number of free hands required to [Climb](../../Rules/actions/climb.md) or [Trip](../../Rules/actions/trip.md) by one. - -*Source: Lost Omens: Impossible Lands p. 55* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/clinch-strike-lotgb.md b/Compendium/feats/clinch-strike-lotgb.md deleted file mode 100644 index de6724eaf..000000000 --- a/Compendium/feats/clinch-strike-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Clinch Strike"] ---- -# Clinch Strike [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Trigger** A creature you had [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) successfully [Escapes](../../Rules/actions/escape.md) -- **Activity** Reaction - -Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee [Strike](../../Rules/actions/strike.md) against the triggering creature. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cling-apg.md b/Compendium/feats/cling-apg.md deleted file mode 100644 index f8628fc17..000000000 --- a/Compendium/feats/cling-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/goblin -aliases: ["Cling"] ---- -# Cling [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[goblin](../../Rules/traits/goblin.md) - -- **Requirements**: Your last action was a successful [Strike](../../Rules/actions/strike.md). -- **Activity** Single Action - -You hang onto a foe to harry them into submission. If your target moves while you're hanging onto it, you can choose to move with the target. The target is released if you choose not to move with it, at the start of your next turn, or if the target [Escapes](../../Rules/actions/escape.md). Attempts to [Escape](../../Rules/actions/escape.md) from a Cling follow the rules for [Escape](../../Rules/actions/escape.md), but use your [Acrobatics](../skills.md#Acrobatics) DC and end the Cling instead of the conditions normally ended by the [Escape](../../Rules/actions/escape.md) action. - -**Special.** You can use this action without a free hand if your preceding [Strike](../../Rules/actions/strike.md) was made with your jaws or a similar unarmed attack you could use to hang on. The GM determines which unarmed attacks apply. Hanging on in this way prevents you from using that unarmed attack. - -*Source: Advanced Player's Guide p. 45* -%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/clinging-climber-botd.md b/Compendium/feats/clinging-climber-botd.md deleted file mode 100644 index 75f259551..000000000 --- a/Compendium/feats/clinging-climber-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Clinging Climber"] ---- -# Clinging Climber *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vampire Dedication](vampire-dedication-botd.md), trained in [Athletics](../skills.md#Athletics) - -You climb like a spider. You gain a climb Speed of 15 feet. - -*Source: Book of the Dead p. 58* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/clinging-shadows-initiate-apg.md b/Compendium/feats/clinging-shadows-initiate-apg.md deleted file mode 100644 index eb54c5418..000000000 --- a/Compendium/feats/clinging-shadows-initiate-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Clinging Shadows Initiate"] ---- -# Clinging Shadows Initiate *Feat 8* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the [clinging shadows stance](../spells/clinging-shadows-stance-apg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance. - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/cloak-of-poison-loag.md b/Compendium/feats/cloak-of-poison-loag.md deleted file mode 100644 index ca5c2cd37..000000000 --- a/Compendium/feats/cloak-of-poison-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -- trait/poison -aliases: ["Cloak Of Poison"] ---- -# Cloak Of Poison [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[leshy](../../Rules/traits/leshy-b1.md) [poison](../../Rules/traits/poison.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the [reach](../../Rules/traits/reach.md) trait takes `3d6` poison damage. - -*Source: Lost Omens: Ancestry Guide p. 44* -%% #compendium/src/pf2e/loag #trait/leshy #trait/poison %% \ No newline at end of file diff --git a/Compendium/feats/clockwork-celerity-g-g.md b/Compendium/feats/clockwork-celerity-g-g.md deleted file mode 100644 index ddda8a51b..000000000 --- a/Compendium/feats/clockwork-celerity-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -- trait/unstable -aliases: ["Clockwork Celerity"] ---- -# Clockwork Celerity [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) [unstable](../../Rules/traits/unstable-g-g.md) - -- **Prerequisites**: armor, construct, or weapon innovation -- **Trigger** Your turn begins. -- **Activity** Free Action - -You can use unstable clockwork devices in your innovation to push your invention to act more quickly. You are [quickened](../../Rules/conditions.md#Quickened) for this turn. How you can use the extra action depends on your innovation. - -- **Armor** You can use the extra action to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or use another movement action granted by your innovation (such as [Swim](../../Rules/actions/swim.md) if you have the Diving Armor feat). -- **Construct** You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you spend 2 actions to Command your construct). -- **Weapon** You can use the extra action to [Strike](../../Rules/actions/strike.md) with your innovation or Reload your innovation. - -*Source: Guns & Gears p. 27* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate #trait/unstable %% \ No newline at end of file diff --git a/Compendium/feats/clockwork-reanimator-dedication-ooa3.md b/Compendium/feats/clockwork-reanimator-dedication-ooa3.md deleted file mode 100644 index 6a618548e..000000000 --- a/Compendium/feats/clockwork-reanimator-dedication-ooa3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Clockwork Reanimator Dedication"] ---- -# Clockwork Reanimator Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a [minion](../../Rules/traits/minion.md). Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess. - -**Special.** You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it. - -## Clockwork Reanimator Dedication leads to... - -[Advanced Reanimated Companion](advanced-reanimated-companion-ooa3.md), [Incredible Reanimated Companion](incredible-reanimated-companion-ooa3.md), [Paragon Reanimated Companion](paragon-reanimated-companion-ooa3.md), [Hijack Undead](hijack-undead-ooa3.md), [Improved Hijack Undead](improved-hijack-undead-ooa3.md), [It's Alive!](its-alive-ooa3.md), [Self-Destruct](self-destruct-ooa3.md), [Unwind Death](unwind-death-ooa3.md), [Zombie Horde](zombie-horde-ooa3.md) - -## Summary - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 78* -%% #compendium/src/pf2e/ooa3 #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/clone-risen-da.md b/Compendium/feats/clone-risen-da.md deleted file mode 100644 index 8237fc051..000000000 --- a/Compendium/feats/clone-risen-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/lineage -- trait/reflection -aliases: ["Clone-Risen"] ---- -# Clone-Risen *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [reflection](../../Rules/traits/reflection-da.md) - - -You were formed from a clone ritual or alchemical experiment. Created as a vessel for another creature, you can suppress your sentience momentarily, making your mind harder to alter. You gain the Empty Vessel reaction. - -```ad-embed-ability -title: Empty Vessel [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) - -- **Trigger**: You would take mental damage or be affected by a [mental](../../../rules/traits/mental.md) effect - -**Effect** You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, [persistent mental damage](../../../rules/conditions.md#Persistent%20Damage), or other repeated effects. -%% #trait/concentrate %% -``` - -## Clone-Risen leads to... - -[Replicate](replicate-da.md) - -## Summary - -*Source: Dark Archive p. 120* -%% #compendium/src/pf2e/da #trait/lineage #trait/reflection %% diff --git a/Compendium/feats/close-quarters-loag.md b/Compendium/feats/close-quarters-loag.md deleted file mode 100644 index 2b8c00445..000000000 --- a/Compendium/feats/close-quarters-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Close Quarters"] ---- -# Close Quarters *Feat 9* -[kobold](../../Rules/traits/kobold-b1.md) - - -You've trained to fight with allies in tunnel warrens, dense undergrowth, or similarly cramped terrain. If you are Small or smaller, you can end your movement in the same square as a Small or smaller ally. No more than two creatures can share the same space when using this ability or a similar one. - -*Source: Lost Omens: Ancestry Guide p. 39* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/cloud-gazer-loag.md b/Compendium/feats/cloud-gazer-loag.md deleted file mode 100644 index a38748491..000000000 --- a/Compendium/feats/cloud-gazer-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Cloud Gazer"] ---- -# Cloud Gazer *Feat 5* -[sylph](../../Rules/traits/sylph-b2.md) - - -Your connection to air allows you to see through obscuring mists. You can see well enough through fog, mist, and clouds that would normally cause creatures to be [concealed](../../Rules/conditions.md#Concealed) that you don't need to succeed at a flat check to target creatures benefiting from such concealment. - -*Source: Lost Omens: Ancestry Guide p. 115* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/cloud-jump.md b/Compendium/feats/cloud-jump.md deleted file mode 100644 index 34ce8f7d5..000000000 --- a/Compendium/feats/cloud-jump.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Cloud Jump"] ---- -# Cloud Jump *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Athletics](../skills.md#Athletics) - -You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you [Long Jump](../../Rules/actions/long-jump.md) (so you could jump 60 feet on a successful DC 20 check). When you [High Jump](../../Rules/actions/high-jump.md), use the calculation for a [Long Jump](../../Rules/actions/long-jump.md) but don't triple the distance. - -You can jump a distance greater than your Speed by spending additional actions when you [Long Jump](../../Rules/actions/long-jump.md) or [High Jump](../../Rules/actions/high-jump.md). For each additional action spent, add your Speed to the limit on how far you can Leap.[^1] - -[^1]: As an example, supposing you had a Speed of 40 feet and 25 on your [Athletics](../skills.md#Athletics) check, Cloud Jump triples the 25 feet to 75 feet, but the limit of 40 feet still applies so you would jump 40 feet. If you spent another action, the limit based on your Speed would raise from 40 feet to 80 feet, so you would jump 75 feet. (Pathfinder Core Rulebook Errata (https://paizo.com/pathfinder/faq)) - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/cloud-step.md b/Compendium/feats/cloud-step.md deleted file mode 100644 index 3a2ca94aa..000000000 --- a/Compendium/feats/cloud-step.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Cloud Step"] ---- -# Cloud Step *Feat 16* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: legendary in [Acrobatics](../skills.md#Acrobatics) - -Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you [Stride](../../Rules/actions/stride.md), you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you [Stride](../../Rules/actions/stride.md) over a trap with a weight-sensitive pressure plate, you don't trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location. - -*Source: Core Rulebook p. 188* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/cloud-walk-sot3.md b/Compendium/feats/cloud-walk-sot3.md deleted file mode 100644 index 3aaadeffa..000000000 --- a/Compendium/feats/cloud-walk-sot3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot3 -- trait/archetype -- trait/uncommon -aliases: ["Cloud Walk"] ---- -# Cloud Walk *Feat 10* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -Your growing link to cloud dragons has granted you the ability to walk on clouds. Once per hour, you can cast [air walk](../spells/air-walk.md) on yourself as an innate arcane spell, but only to walk on clouds or fog. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 79* -%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/clue-them-all-in-apg.md b/Compendium/feats/clue-them-all-in-apg.md deleted file mode 100644 index c3655ad54..000000000 --- a/Compendium/feats/clue-them-all-in-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Clue Them All In"] ---- -# Clue Them All In *Feat 8* -[investigator](../../Rules/traits/investigator-apg.md) - - -You can clue in all your allies at once. When you use the [Clue In](../../Rules/actions/clue-in-apg.md) reaction, any of your allies who are attempting the same check to investigate a lead receive the circumstance bonus from [Clue In](../../Rules/actions/clue-in-apg.md). If you use this ability during an encounter, they must attempt their check within 1 round of when you Clued them In. - -## Clue Them All In leads to... - -[Lead Investigator](lead-investigator-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/coating-of-slime-loag.md b/Compendium/feats/coating-of-slime-loag.md deleted file mode 100644 index cf359ccb7..000000000 --- a/Compendium/feats/coating-of-slime-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Coating Of Slime"] ---- -# Coating Of Slime *Feat 9* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -An acidic ooze coats your limbs. Your unarmed attacks deal an additional `1d4` [persistent acid damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit. - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/cobble-dancer-locg.md b/Compendium/feats/cobble-dancer-locg.md deleted file mode 100644 index fbe5b3fc1..000000000 --- a/Compendium/feats/cobble-dancer-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Cobble Dancer"] ---- -# Cobble Dancer *Feat 13* -[halfling](../../Rules/traits/halfling.md) - - -You know how to take advantage of foes thrown off-balance by unstable flooring, loose cobblestones, or similar impediments. While in an outdoor urban environment, you can [Step](../../Rules/actions/step.md) into difficult terrain and enemies in difficult terrain are [flat-footed](../../Rules/conditions.md#Flat-footed) to you. - -*Source: Lost Omens: Character Guide p. 45* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/cobra-envenom-apg.md b/Compendium/feats/cobra-envenom-apg.md deleted file mode 100644 index fe067590b..000000000 --- a/Compendium/feats/cobra-envenom-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/poison -aliases: ["Cobra Envenom"] ---- -# Cobra Envenom [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[monk](../../Rules/traits/monk.md) [poison](../../Rules/traits/poison.md) - -- **Prerequisites**: [Cobra Stance](cobra-stance-apg.md), expert in unarmed attacks -- **Frequency**: once per minute -- **Requirements**: You are in Cobra Stance. -- **Activity** Single Action - -You lash out with devious intent and the power to envenom your foe. Make a cobra fang [Strike](../../Rules/actions/strike.md). Your reach with this [Strike](../../Rules/actions/strike.md) is 5 feet greater than normal. If this [Strike](../../Rules/actions/strike.md) hits, the target takes `1d4` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) per weapon damage die. - -**Special.** If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2. - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/monk #trait/poison %% \ No newline at end of file diff --git a/Compendium/feats/cobra-stance-apg.md b/Compendium/feats/cobra-stance-apg.md deleted file mode 100644 index 2a739a8d5..000000000 --- a/Compendium/feats/cobra-stance-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/stance -aliases: ["Cobra Stance"] ---- -# Cobra Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Activity** Single Action - -You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. While in this stance, the only [Strikes](../../Rules/actions/strike.md) you can make are cobra fang unarmed attacks. - -These deal `1d4` poison damage; are in the brawling group; and have the [agile](../../Rules/traits/agile.md), [deadly ](../../Rules/traits/deadly.md), [finesse](../../Rules/traits/finesse.md), [nonlethal](../../Rules/traits/nonlethal.md), [poison](../../Rules/traits/poison.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level. - -## Cobra Stance leads to... - -[Cobra Envenom](cobra-envenom-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 128* -%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/coffin-bound-botd.md b/Compendium/feats/coffin-bound-botd.md deleted file mode 100644 index e6f2a7a93..000000000 --- a/Compendium/feats/coffin-bound-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/divine -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Coffin Bound"] ---- -# Coffin Bound *Feat 12* -[archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Vampire Dedication](vampire-dedication-botd.md) - -You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. You can still be healed in other ways during that time, though you're [unconscious](../../Rules/conditions.md#Unconscious) and therefore unable to heal yourself. The GM might allow you to [Refocus](../../Rules/actions/refocus.md) while resting, depending on whether it's a type of Refocusing you can achieve while you slumber. - -If you would be destroyed, you instead remain near death. This doesn't change your [dying](../../Rules/conditions.md#Dying) or [wounded](../../Rules/conditions.md#Wounded) value, and you remain [unconscious](../../Rules/conditions.md#Unconscious). After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the [dying](../../Rules/conditions.md#Dying) and [wounded](../../Rules/conditions.md#Wounded) conditions. You can't be healed in any other way when near death. - -Your coffin can't heal you if you're staked through the chest. You can be staked only if [unconscious](../../Rules/conditions.md#Unconscious), and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function. - -## Coffin Bound leads to... - -[Mist Escape](mist-escape-botd.md) - -## Summary - -*Source: Book of the Dead p. 59* -%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/necromancy #trait/negative #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/cognitive-loophole.md b/Compendium/feats/cognitive-loophole.md deleted file mode 100644 index 25a5f41aa..000000000 --- a/Compendium/feats/cognitive-loophole.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Cognitive Loophole"] ---- -# Cognitive Loophole [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** Your turn ends. -- **Requirements**: You are currently affected by a [mental](../../Rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. -- **Activity** Reaction - -You can find a loophole in a [mental](../../Rules/traits/mental.md) effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](../../Rules/traits/mental.md) effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. - -**Special.** You can use this reaction even if the [mental](../../Rules/traits/mental.md) effect is preventing you from using reactions. - -*Source: Core Rulebook p. 188* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/cold-minded-loil.md b/Compendium/feats/cold-minded-loil.md deleted file mode 100644 index 61247fb2b..000000000 --- a/Compendium/feats/cold-minded-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Cold Minded"] ---- -# Cold Minded *Feat 1* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -The subtle strands of beguiling magic leave little impression on your mind. You gain a +1 circumstance bonus to saving throws against [emotion](../../Rules/traits/emotion.md) effects, and whenever you roll a success on a saving throw against an [emotion](../../Rules/traits/emotion.md) effect, you get a critical success instead. - -*Source: Lost Omens: Impossible Lands p. 48* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/collapse-armor-g-g.md b/Compendium/feats/collapse-armor-g-g.md deleted file mode 100644 index a166b610d..000000000 --- a/Compendium/feats/collapse-armor-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -- trait/modification -aliases: ["Collapse Armor"] ---- -# Collapse Armor [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) [modification](../../Rules/traits/modification-g-g.md) - -- **Prerequisites**: armor innovation -- **Requirements**: You are wearing your armor innovation, or holding it in both hands in its compact form (see text). -- **Activity** Single Action - -You've modified your armor innovation to collapse into a more compact form so you can don or remove it in an instant. If you're wearing your innovation when you Collapse your Armor, you remove it instantly, and it compresses into its compact form, which is held in both of your hands (if you don't have both hands available, it falls to the ground in an adjacent space). If you're holding your armor in compact form when you take this action, it unfolds back into its armor form onto your body. - -In compact form, your armor innovation is easier to carry, with a Bulk 1 lower than the Bulk listed for it, to a minimum of light Bulk (carried armor normally has a Bulk 1 higher than listed in the armor entry). - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/collapse-botd.md b/Compendium/feats/collapse-botd.md deleted file mode 100644 index 93fc765dd..000000000 --- a/Compendium/feats/collapse-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Collapse"] ---- -# Collapse [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[skeleton](../../Rules/traits/skeleton-b1.md) - -- **Frequency**: once per 10 minutes -- **Trigger** An enemy's [Strike](../../Rules/actions/strike.md) against you is a critical hit. -- **Activity** Reaction - -You collapse into a pile of bones, mitigating the worst of the damage you would have taken, and the triggering attack deals only the amount it would deal on a hit (typically full damage instead of double damage). Any other effects caused by a critical hit still occur. While collapsed, you're [flat-footed](../../Rules/conditions.md#Flat-footed) and can't act except to [Stand](../../Rules/actions/stand.md), which re-forms you into a skeleton in a standing position. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/collapse-construct-g-g.md b/Compendium/feats/collapse-construct-g-g.md deleted file mode 100644 index 17ee9afee..000000000 --- a/Compendium/feats/collapse-construct-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -- trait/modification -aliases: ["Collapse Construct"] ---- -# Collapse Construct [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) [modification](../../Rules/traits/modification-g-g.md) - -- **Prerequisites**: construct innovation -- **Activity** Single Action - -You've modified your construct companion and built it out of light materials, enabling you to collapse it into a carrying case or other compact and innocuous form. Either your construct or you (if you're adjacent to it) can Collapse your Construct to turn it into its compact form or back into its normal form. - -In compact form, your construct can't act but is easily carried, with a Bulk of 2 if it's Small, 4 if it's Medium, or 8 if it's Large. The compact form has wheels, so you can easily drag it behind you at half your Speed (rather than the usual slower Speed for dragging). - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/collapse-wall-g-g.md b/Compendium/feats/collapse-wall-g-g.md deleted file mode 100644 index fe81615fc..000000000 --- a/Compendium/feats/collapse-wall-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Collapse Wall"] ---- -# Collapse Wall [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Demolitionist Dedication](demolitionist-dedication-g-g.md) -- **Trigger** A creature moves into the bombs' splash area. -- **Requirements**: You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge -- **Activity** Reaction - -You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its [Broken](../../Rules/conditions.md#Broken) Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an [Interact](../../Rules/actions/interact.md) action to dig themselves out of the collapse, and on a critical failure, they must spend 2 [Interact](../../Rules/actions/interact.md) actions to do so. - -*Source: Guns & Gears p. 133* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/collateral-thrash.md b/Compendium/feats/collateral-thrash.md deleted file mode 100644 index 6a7af8041..000000000 --- a/Compendium/feats/collateral-thrash.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Collateral Thrash"] ---- -# Collateral Thrash *Feat 16* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Thrash](thrash.md) - -When you Thrash a [grabbed](../../Rules/conditions.md#Grabbed) foe, you smack that foe into another nearby. Another foe adjacent to the [grabbed](../../Rules/conditions.md#Grabbed) foe also takes your Thrash damage, with a basic Reflex save against your class DC. - -## Collateral Thrash leads to... - -[Whirlwind Toss](whirlwind-toss-frp3.md) - -## Summary - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/combat-assessment-apg.md b/Compendium/feats/combat-assessment-apg.md deleted file mode 100644 index 3bc8297e4..000000000 --- a/Compendium/feats/combat-assessment-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Combat Assessment"] ---- -# Combat Assessment [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](../../Rules/traits/fighter.md) - -- **Activity** Single Action - -You make a telegraphed attack to learn about your foe. Make a melee [Strike](../../Rules/actions/strike.md). On a hit, you can immediately attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about the target. On a critical hit, you gain a +2 circumstance bonus to the check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). The target is temporarily immune to Combat Assessment for 1 day. - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/combat-climber.md b/Compendium/feats/combat-climber.md deleted file mode 100644 index 2700328fb..000000000 --- a/Compendium/feats/combat-climber.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Combat Climber"] ---- -# Combat Climber *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) - -Your techniques allow you to fight as you climb. You're not [flat-footed](../../Rules/conditions.md#Flat-footed) while Climbing and can [Climb](../../Rules/actions/climb.md) with a hand occupied. You must still use another hand and both legs to [Climb](../../Rules/actions/climb.md). - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/combat-grab.md b/Compendium/feats/combat-grab.md deleted file mode 100644 index 8b1dd3816..000000000 --- a/Compendium/feats/combat-grab.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Combat Grab"] ---- -# Combat Grab [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You have one hand free, and your target is within reach of that hand. -- **Activity** Single Action - -You swipe at your opponent and grab at them. Make a melee [Strike](../../Rules/actions/strike.md) while keeping one hand free. If the [Strike](../../Rules/actions/strike.md) hits, you grab the target using your free hand. The creature remains [grabbed](../../Rules/conditions.md#Grabbed) until the end of your next turn or until it [Escapes](../../Rules/actions/escape.md), whichever comes first. - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/combat-premonition-da.md b/Compendium/feats/combat-premonition-da.md deleted file mode 100644 index b51d5ac6a..000000000 --- a/Compendium/feats/combat-premonition-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Combat Premonition"] ---- -# Combat Premonition *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) - -By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a [fortune](../../Rules/traits/fortune.md) effect. You roll your initiative roll twice and take the worse result; this is a [misfortune](../../Rules/traits/misfortune.md) effect. The two effects are tied together: if you would avoid the [misfortune](../../Rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](../../Rules/traits/fortune.md) effect, your Combat Premonition does nothing. - -*Source: Dark Archive p. 187* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/combat-reading-apg.md b/Compendium/feats/combat-reading-apg.md deleted file mode 100644 index 5ef67629d..000000000 --- a/Compendium/feats/combat-reading-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -- trait/secret -aliases: ["Combat Reading"] ---- -# Combat Reading [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[bard](../../Rules/traits/bard.md) [secret](../../Rules/traits/secret.md) - -- **Activity** Single Action - -You use a performer's cold reading techniques, aura reading, and other tricks to discover your foe's strengths and weaknesses. The GM rolls a secret [Occultism](../skills.md#Occultism) check for you against the [Deception](../skills.md#Deception) or [Stealth](../skills.md#Stealth) DC (whichever is higher) of an enemy of your choice who is engaged in combat and isn't [concealed](../../Rules/conditions.md#Concealed) from you, [hidden](../../Rules/conditions.md#Hidden) from you, or [undetected](../../Rules/conditions.md#Undetected) by you. - -The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Combat Reading for 1 day. - -> [!success-degree] -> - **Critical Success** The GM chooses and tells you two of the following pieces of information about the enemy: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. In the event of a tie, the GM should pick one at random. -> - **Success** The GM chooses one piece of information from the above list to tell you about the enemy. -> - **Critical Failure** The GM gives you false information (the GM makes up the information). - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/bard #trait/secret %% \ No newline at end of file diff --git a/Compendium/feats/combination-finisher-apg.md b/Compendium/feats/combination-finisher-apg.md deleted file mode 100644 index c3bf8b5a1..000000000 --- a/Compendium/feats/combination-finisher-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Combination Finisher"] ---- -# Combination Finisher *Feat 6* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -You combine a series of attacks with a powerful finishing blow. - -Your finishers' [Strikes](../../Rules/actions/strike.md) have a lower multiple attack penalty: –4 (or –3 with an agile weapon) if it's the second attack on your turn, or –8 (or –6 with an agile weapon) if it's the third or subsequent attack on your turn, instead of –5 and –10, respectively. - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/combine-elixirs.md b/Compendium/feats/combine-elixirs.md deleted file mode 100644 index 6da844049..000000000 --- a/Compendium/feats/combine-elixirs.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/additive-2 -- trait/alchemist -aliases: ["Combine Elixirs"] ---- -# Combine Elixirs [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Frequency**: once per round -- **Trigger** You use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to craft an alchemical item that has the [elixir](../../Rules/traits/elixir.md) trait and is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -You've discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you're crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs' levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain [darkvision](../../Rules/abilities/darkvision.md) and find secret doors. - -*Source: Core Rulebook p. 78* -%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/come-and-get-me.md b/Compendium/feats/come-and-get-me.md deleted file mode 100644 index 66120b195..000000000 --- a/Compendium/feats/come-and-get-me.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/rage -aliases: ["Come And Get Me"] ---- -# Come And Get Me [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Single Action - -You open yourself to attacks so you can respond in turn. Until your rage ends, you are [flat-footed](../../Rules/conditions.md#Flat-footed), and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is [flat-footed](../../Rules/conditions.md#Flat-footed) to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. - -## Come And Get Me leads to... - -[Vengeful Strike](vengeful-strike.md) - -## Summary - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/come-at-me-g-g.md b/Compendium/feats/come-at-me-g-g.md deleted file mode 100644 index 5cd99d05a..000000000 --- a/Compendium/feats/come-at-me-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Come At Me!"] ---- -# Come At Me! *Feat 14* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Pistolero's Challenge](pistoleros-challenge-g-g.md) - -You're a legendary duelist, welcoming all challengers, enabling you to challenge many foes even while other challenges are active. There is no longer a limit to the number of Pistolero's Challenges you can have in effect at one time. - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/command-attention-apg.md b/Compendium/feats/command-attention-apg.md deleted file mode 100644 index dc59be701..000000000 --- a/Compendium/feats/command-attention-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/auditory -- trait/emotion -- trait/enchantment -- trait/mental -- trait/visual -aliases: ["Command Attention"] ---- -# Command Attention [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Celebrity Dedication](celebrity-dedication-apg.md) -- **Activity** Single Action - -You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other [visual](../../Rules/traits/visual.md) effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a [visual](../../Rules/traits/visual.md) effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to [Hide](../../Rules/actions/hide.md) even if they don't have cover, as you are continually providing a distraction. - -*Source: Advanced Player's Guide p. 166* -%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/enchantment #trait/mental #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/command-undead.md b/Compendium/feats/command-undead.md deleted file mode 100644 index 931525581..000000000 --- a/Compendium/feats/command-undead.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Command Undead"] ---- -# Command Undead [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: harmful font, evil alignment -- **Activity** Single Action - -You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast [harm](../spells/harm.md) targeting one undead creature, you transform the effects of that [harm](../spells/harm.md) spell. Instead of harm's normal effects, the target becomes [controlled](../../Rules/conditions.md#Controlled) by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being [controlled](../../Rules/conditions.md#Controlled) by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result. - -> [!success-degree] -> - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. -> - **Success** The target is unaffected. -> - **Failure** The undead creature becomes a [minion](../../Rules/traits/minion.md) under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead. -> - **Critical Failure** As failure, but the duration is 1 hour. - -## Command Undead leads to... - -[Improved Command Undead](improved-command-undead.md) - -## Summary - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/communal-healing.md b/Compendium/feats/communal-healing.md deleted file mode 100644 index f335efcee..000000000 --- a/Compendium/feats/communal-healing.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/healing -- trait/positive -aliases: ["Communal Healing"] ---- -# Communal Healing *Feat 2* -[cleric](../../Rules/traits/cleric.md) [healing](../../Rules/traits/healing.md) [positive](../../Rules/traits/positive.md) - - -You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the [heal](../spells/heal.md) spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the [heal](../spells/heal.md) spell. - -## Communal Healing leads to... - -[Improved Communal Healing](improved-communal-healing.md) - -## Summary - -*Source: Core Rulebook p. 122* -%% #compendium/src/pf2e/crb #trait/cleric #trait/healing #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/communal-sustain-lopsg.md b/Compendium/feats/communal-sustain-lopsg.md deleted file mode 100644 index c3869628c..000000000 --- a/Compendium/feats/communal-sustain-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Communal Sustain"] ---- -# Communal Sustain [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) -- **Frequency**: once per round -- **Activity** Single Action - -Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) once as a free action, triggered at the start of their next turn. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/communal-tale-sot2.md b/Compendium/feats/communal-tale-sot2.md deleted file mode 100644 index 617f7b338..000000000 --- a/Compendium/feats/communal-tale-sot2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -aliases: ["Communal Tale"] ---- -# Communal Tale *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Folklorist Dedication](folklorist-dedication-sot2.md) - -Stories are an experience meant to be shared as a group. When you Spin a Tale, you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #compendium/src/pf2e/sot2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/community-knowledge-loil.md b/Compendium/feats/community-knowledge-loil.md deleted file mode 100644 index 1a7925d18..000000000 --- a/Compendium/feats/community-knowledge-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/concentrate -- trait/divination -- trait/kashrishi -- trait/occult -aliases: ["Community Knowledge"] ---- -# Community Knowledge [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [kashrishi](../../Rules/traits/kashrishi-loil.md) [occult](../../Rules/traits/occult.md) - -- **Frequency**: once per hour -- **Trigger** You attempt a skill check requiring 3 actions or fewer. -- **Activity** Reaction - -You commune with the psychic echoes of your ancestors and community, channeling their experiences into yourself. You gain a +2 status bonus on the triggering skill check. - -*Source: Lost Omens: Impossible Lands p. 42* -%% #compendium/src/pf2e/loil #trait/concentrate #trait/divination #trait/kashrishi #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/companions-cry.md b/Compendium/feats/companions-cry.md deleted file mode 100644 index 01b1d606c..000000000 --- a/Compendium/feats/companions-cry.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Companion's Cry"] ---- -# Companion's Cry *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: an animal companion - -You can urge your companion to do its utmost. You can spend 2 actions to [Command an Animal](../../Rules/actions/command-an-animal.md) instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/conceal-spell-apg.md b/Compendium/feats/conceal-spell-apg.md deleted file mode 100644 index 06ce0e6cf..000000000 --- a/Compendium/feats/conceal-spell-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/manipulate -- trait/metamagic -- trait/witch -aliases: ["Conceal Spell"] ---- -# Conceal Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [witch](../../Rules/traits/witch-apg.md) - -- **Activity** Single Action - -You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), attempt a [Stealth](../skills.md#Stealth) check against one or more observers' [Perception](../skills.md#Perception) DCs; if the spell has verbal components, you must also attempt a [Deception](../skills.md#Deception) check against the observers' [Perception](../skills.md#Perception) DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're [Casting a Spell](../../Rules/actions/cast-a-spell.md), even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. - -This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. - -*Source: Advanced Player's Guide p. 101* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/manipulate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/conceal-spell.md b/Compendium/feats/conceal-spell.md deleted file mode 100644 index dbc6b6385..000000000 --- a/Compendium/feats/conceal-spell.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/manipulate -- trait/metamagic -- trait/wizard -aliases: ["Conceal Spell"] ---- -# Conceal Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Single Action - -Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are [Casting a Spell](../../Rules/actions/cast-a-spell.md). If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), attempt a [Stealth](../skills.md#Stealth) check against one or more observers' [Perception](../skills.md#Perception) DCs; if the spell has verbal components, you must also attempt a [Deception](../skills.md#Deception) check against the observers' [Perception](../skills.md#Perception) DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. - -This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. - -## Conceal Spell leads to... - -[Silent Spell](silent-spell.md) - -## Summary - -*Source: Core Rulebook p. 210* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/concealing-legerdemain-apg.md b/Compendium/feats/concealing-legerdemain-apg.md deleted file mode 100644 index ca603d0a8..000000000 --- a/Compendium/feats/concealing-legerdemain-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Concealing Legerdemain"] ---- -# Concealing Legerdemain *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Thievery](../skills.md#Thievery) - -Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you [Conceal an Object](../../Rules/actions/conceal-an-object.md) of light Bulk or less, you can use [Thievery](../skills.md#Thievery) instead of [Stealth](../skills.md#Stealth) for your checks and for the DC of an active searcher's [Perception](../skills.md#Perception) check. You roll the check only once, but you must continue to use actions to [Conceal an Object](../../Rules/actions/conceal-an-object.md) throughout the process. - -*Source: Advanced Player's Guide p. 204* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/conceited-mindset-apg.md b/Compendium/feats/conceited-mindset-apg.md deleted file mode 100644 index 7e36f45d2..000000000 --- a/Compendium/feats/conceited-mindset-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Conceited Mindset"] ---- -# Conceited Mindset *Feat 2* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of evil - -Because you know your mind is superior, you scoff at anyone who would alter your mental state—but this hubris gets the better of you when you're wrong. You gain a +2 circumstance bonus to saves against [mental](../../Rules/traits/mental.md) effects. If you succeed at a save against a [mental](../../Rules/traits/mental.md) effect, you critically succeed instead; similarly, if you fail at a save against a [mental](../../Rules/traits/mental.md) effect, you critically fail instead. - -*Source: Advanced Player's Guide p. 118* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/concentrated-assault-g-g.md b/Compendium/feats/concentrated-assault-g-g.md deleted file mode 100644 index aa62babf2..000000000 --- a/Compendium/feats/concentrated-assault-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Concentrated Assault"] ---- -# Concentrated Assault *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) - -You and your spotter combine your efforts to bring down your target. If you and your spotter both use the [Ready](../../Rules/actions/ready.md) activity to make a [Strike](../../Rules/actions/strike.md) against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your [Strikes](../../Rules/actions/strike.md), each using your own modifier; this is a [fortune](../../Rules/traits/fortune.md) effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses. - -*Source: Guns & Gears p. 139* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/confabulator.md b/Compendium/feats/confabulator.md deleted file mode 100644 index 8a89e81f3..000000000 --- a/Compendium/feats/confabulator.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Confabulator"] ---- -# Confabulator *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception) - -Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to [Create a Diversion](../../Rules/actions/create-a-diversion.md) or [Lie](../../Rules/actions/lie.md) to it from +4 to +2. If you're a master in [Deception](../skills.md#Deception), reduce the bonus to +1, and if you're legendary, your targets don't get these bonuses at all. - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/conflux-focus-som.md b/Compendium/feats/conflux-focus-som.md deleted file mode 100644 index 91a7a302b..000000000 --- a/Compendium/feats/conflux-focus-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Conflux Focus"] ---- -# Conflux Focus *Feat 12* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: conflux spells - -You imagine how you'll weave magic and combat into future battles, improving your focus. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -## Conflux Focus leads to... - -[Conflux Wellspring](conflux-wellspring-som.md) - -## Summary - -*Source: Secrets of Magic p. 48* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/conflux-wellspring-som.md b/Compendium/feats/conflux-wellspring-som.md deleted file mode 100644 index 27825010e..000000000 --- a/Compendium/feats/conflux-wellspring-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Conflux Wellspring"] ---- -# Conflux Wellspring *Feat 18* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Conflux Focus](conflux-focus-som.md) - -You've achieved perfect magical and physical balance, allowing magic to flow into and through you more easily. - -You can recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1 if you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md). - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/confounding-image-lotgb.md b/Compendium/feats/confounding-image-lotgb.md deleted file mode 100644 index 26076be02..000000000 --- a/Compendium/feats/confounding-image-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Confounding Image"] ---- -# Confounding Image *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [mirror image](../spells/mirror-image.md) - -When you cast [mirror image](../spells/mirror-image.md), you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC – 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the image to an unoccupied square within range. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/connect-the-dots-apg.md b/Compendium/feats/connect-the-dots-apg.md deleted file mode 100644 index 7aaa616c2..000000000 --- a/Compendium/feats/connect-the-dots-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/investigator -- trait/secret -- trait/uncommon -aliases: ["Connect The Dots"] ---- -# Connect The Dots *Feat 6* -[concentrate](../../Rules/traits/concentrate.md) [investigator](../../Rules/traits/investigator-apg.md) [secret](../../Rules/traits/secret.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Requirements**: You must be pursuing at least two leads. - -Ephemeral connections between people, places, and concepts are invisible to most, but seeing them is your stock and trade. You spend 10 minutes considering two different leads you're pursuing. You then attempt a check to investigate how connected the two are. Unless the GM determines otherwise, this is a [Crafting](../skills.md#Crafting) check if they're both items or a [Society](../skills.md#Society) check for other combinations of leads. If any subjects are creatures, this check usually uses the highest DC among their [Deception](../skills.md#Deception) and Will DCs. - -If no subjects are creatures, but at least one is an item, the DC is usually a hard DC for the level of the highest-level item. If neither case applies, the DC is usually a hard expert or hard master DC (22 or 32). Once you try to Connect the Dots between two particular leads, you can never try to Connect the Dots between those same leads again unless the GM allows it after you've learned a substantial amount of new information. - -> [!success-degree] -> - **Critical Success** The GM tells you how connected the two leads are to one another: highly connected, somewhat connected, tangentially connected, or not connected. The GM also tells you one specific way in which they're connected, if they are. -> - **Success** As critical success, but the GM doesn't tell you a specific connection. -> - **Failure** Your results are inconclusive. -> - **Critical Failure** You misconstrue the information. As success, but the GM provides an incorrect degree of connection. - -*Source: Advanced Player's Guide p. 62* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator #trait/secret #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/connections.md b/Compendium/feats/connections.md deleted file mode 100644 index dfca33e87..000000000 --- a/Compendium/feats/connections.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Connections"] ---- -# Connections *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Society](../skills.md#Society), [Courtly Graces](courtly-graces.md) - -You have social connections you can leverage to trade favors or meet important people. When you're in an area with connections (typically a settlement where you've spent downtime building connections, or possibly another area in the same nation), you can attempt a [Society](../skills.md#Society) check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact's choice. The GM decides the DC based on the difficulty of the favor and the figure's prominence. - -## Connections leads to... - -[Quick Contacts](quick-contacts-apg.md) - -## Summary - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/conrasu-lore-lome.md b/Compendium/feats/conrasu-lore-lome.md deleted file mode 100644 index 4ae3e9e2f..000000000 --- a/Compendium/feats/conrasu-lore-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Conrasu Lore"] ---- -# Conrasu Lore *Feat 1* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -You have learned about your history and your people from shapers. You gain the trained proficiency rank in [Crafting](../skills.md#Crafting) and [Occultism](../skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Conrasu Lore](../skills.md#Lore). - -*Source: Lost Omens: The Mwangi Expanse p. 109* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/conrasu-weapon-expertise-lome.md b/Compendium/feats/conrasu-weapon-expertise-lome.md deleted file mode 100644 index 5b3ec9b85..000000000 --- a/Compendium/feats/conrasu-weapon-expertise-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Conrasu Weapon Expertise"] ---- -# Conrasu Weapon Expertise *Feat 13* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for composite shortbow, glaive, longspear, longsword, shortbow, spear, and all conrasu weapons in which you are trained. - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/conrasu-weapon-familiarity-lome.md b/Compendium/feats/conrasu-weapon-familiarity-lome.md deleted file mode 100644 index 81f7d0383..000000000 --- a/Compendium/feats/conrasu-weapon-familiarity-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Conrasu Weapon Familiarity"] ---- -# Conrasu Weapon Familiarity *Feat 1* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -You have taken it upon yourself to learn the ways of combat to aid with your tasks, perhaps in a role as a corrector. You are trained with the [composite shortbow](../equipment/items/composite-shortbow.md), [glaive](../equipment/items/glaive.md), [longspear](../equipment/items/longspear.md), [longsword](../equipment/items/longsword.md), [shortbow](../equipment/items/shortbow.md), and [spear](../equipment/items/spear.md). You also gain access to all uncommon conrasu weapons. For the purpose of determining your proficiency, martial conrasu weapons are simple weapons and advanced conrasu weapons are martial weapons. - -*Source: Lost Omens: The Mwangi Expanse p. 109* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/conrasu-weapon-understanding-lome.md b/Compendium/feats/conrasu-weapon-understanding-lome.md deleted file mode 100644 index 28ae4a6e6..000000000 --- a/Compendium/feats/conrasu-weapon-understanding-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/conrasu -aliases: ["Conrasu Weapon Understanding"] ---- -# Conrasu Weapon Understanding *Feat 5* -[conrasu](../../Rules/traits/conrasu-loag.md) - - -You have come to know conrasu weapons as you know yourself. Whenever you critically hit using a composite shortbow, glaive, longspear, longsword, shortbow, spear, or a conrasu weapon, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: The Mwangi Expanse p. 110* -%% #compendium/src/pf2e/lome #trait/conrasu %% \ No newline at end of file diff --git a/Compendium/feats/conscious-spell-specialization-da.md b/Compendium/feats/conscious-spell-specialization-da.md deleted file mode 100644 index 553977af0..000000000 --- a/Compendium/feats/conscious-spell-specialization-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Conscious Spell Specialization"] ---- -# Conscious Spell Specialization *Feat 14* -[psychic](../../Rules/traits/psychic-da.md) - - -You become more adept with the spells that are always in your mind. - -You gain an additional spell slot of 1st, 2nd, 3rd, and 4th levels. You can use these spell slots to cast only a spell granted by your conscious mind. - -At 18th level, you also gain an additional 5th-level spell slot, with the same restrictions. - -*Source: Dark Archive p. 28* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/consecrate-spell-lokl.md b/Compendium/feats/consecrate-spell-lokl.md deleted file mode 100644 index fa9d1b335..000000000 --- a/Compendium/feats/consecrate-spell-lokl.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/cleric -- trait/concentrate -- trait/metamagic -- trait/oracle -- trait/sorcerer -- trait/uncommon -aliases: ["Consecrate Spell"] ---- -# Consecrate Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: ability to cast focus spells, divine spells -- **Activity** Single Action - -You infuse a spell with the power of your faith, consecrating it. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that targets a single undead, you can expend a Focus Point, channeling the power of your focus spells into the primary spell. If you do, the spell you cast deals additional good or positive damage (your choice) equal to the level of your focus spells. As normal for additional damage, this additional damage is doubled if the spell cast requires an attack roll and the result of the attack roll is a critical hit, or if the spell cast requires a saving throw and the result of the saving throw is a critical failure. - -*Source: Lost Omens: Knights of Lastwall p. 84* -%% #compendium/src/pf2e/lokl #trait/cleric #trait/concentrate #trait/metamagic #trait/oracle #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/consecrated-aura-botd.md b/Compendium/feats/consecrated-aura-botd.md deleted file mode 100644 index 45a57ac09..000000000 --- a/Compendium/feats/consecrated-aura-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/abjuration -- trait/archetype -- trait/aura -- trait/positive -aliases: ["Consecrated Aura"] ---- -# Consecrated Aura *Feat 14* -[abjuration](../../Rules/traits/abjuration.md) [archetype](../../Rules/traits/archetype.md) [aura](../../Rules/traits/aura.md) [positive](../../Rules/traits/positive.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](hallowed-necromancer-dedication-botd.md) - -Your body radiates positive energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from negative energy and can thus affect even mindless creatures. You gain an aura of positive energy in a 20-foot emanation. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become [frightened](../../Rules/conditions.md#Frightened) ([frightened](../../Rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. - -**Special.** Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication. - -*Source: Book of the Dead p. 25* -%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/aura #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/consistent-surge-loag.md b/Compendium/feats/consistent-surge-loag.md deleted file mode 100644 index 783ac356d..000000000 --- a/Compendium/feats/consistent-surge-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Consistent Surge"] ---- -# Consistent Surge *Feat 13* -[android](../../Rules/traits/android-loag.md) - -- **Prerequisites**: [Nanite Surge](nanite-surge-loag.md) - -Your nanites are incredibly effective, capable of improving your body's efficiency regularly. You can use Nanite Surge with a frequency of once per 10 minutes, rather than once per hour. - -*Source: Lost Omens: Ancestry Guide p. 74* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/consolidated-overlay-panopticon-loil.md b/Compendium/feats/consolidated-overlay-panopticon-loil.md deleted file mode 100644 index 9fdbba50b..000000000 --- a/Compendium/feats/consolidated-overlay-panopticon-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Consolidated Overlay Panopticon"] ---- -# Consolidated Overlay Panopticon [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Shieldmarshal Dedication -- **Frequency**: once per hour -- **Activity** Single Action - -You volunteered for a controversial experimental procedure to install clockwork prosthetic eyes. These eyes relay what you see to shieldmarshal headquarters, which consolidates and analyzes environmental data—Bronzetime/Surgetime probabilities, pressure, temperature, wind, and so on—and feeds them back to you. The Ironmaster periodically reviews the information archives in their ongoing efforts to root out police corruption. When you use your Consolidated Overlay Panopticon, you supercharge the prosthetic eyes; for the next minute, you gain darkvision and low-light vision, and you gain a +1 status bonus to visual [Perception](../skills.md#Perception) checks. Even when the prosthetic eyes aren't supercharged, you retain your normal vision. - -*Source: Lost Omens: Impossible Lands p. 109* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/constant-gaze-lome.md b/Compendium/feats/constant-gaze-lome.md deleted file mode 100644 index 0193de670..000000000 --- a/Compendium/feats/constant-gaze-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Constant Gaze"] ---- -# Constant Gaze *Feat 9* -[goloma](../../Rules/traits/goloma-lome.md) - -- **Prerequisites**: [Watchful Gaze](watchful-gaze-lome.md) - -Your eyes keep a continual watch for dangers from all sides. You can't be flanked by creatures of your level or lower, even when you haven't used [Watchful Gaze](watchful-gaze-lome.md). - -*Source: Lost Omens: The Mwangi Expanse p. 118* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/constant-levitation-da.md b/Compendium/feats/constant-levitation-da.md deleted file mode 100644 index 344b9e134..000000000 --- a/Compendium/feats/constant-levitation-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Constant Levitation"] ---- -# Constant Levitation *Feat 16* -[psychic](../../Rules/traits/psychic-da.md) - - -Your power has unbound you from the earth below. You're affected by a constant [fly](../spells/fly.md) spell, and when your [Psyche is Unleashed](../../Rules/actions/unleash-psyche-da.md), you gain a +10-foot status bonus to your fly Speed. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/constricting-hold-som.md b/Compendium/feats/constricting-hold-som.md deleted file mode 100644 index 28fe8e3e3..000000000 --- a/Compendium/feats/constricting-hold-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/eidolon -- trait/evolution -- trait/summoner -aliases: ["Constricting Hold"] ---- -# Constricting Hold [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Requirements**: Your eidolon has a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -Your eidolon constricts the creature, dealing bludgeoning damage equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC. - -*Source: Secrets of Magic p. 70* -%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/construct-shell-g-g.md b/Compendium/feats/construct-shell-g-g.md deleted file mode 100644 index defa2e4e3..000000000 --- a/Compendium/feats/construct-shell-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Construct Shell"] ---- -# Construct Shell *Feat 6* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: construct innovation - -You've adjusted your construct innovation so that when you ride it, special plates, hollows, or similar form partial barriers around you to add additional protection. You have lesser cover from all attacks when mounted on your construct innovation, not just from attacks where the construct would be in the way. - -Additionally, if your construct uses an emanation while you're riding on it, such as [Explode](../../Rules/actions/explode-g-g.md), you can choose not to be affected by the emanation. - -*Source: Guns & Gears p. 27* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/consult-the-spirits-apg.md b/Compendium/feats/consult-the-spirits-apg.md deleted file mode 100644 index ee13cafa3..000000000 --- a/Compendium/feats/consult-the-spirits-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/secret -- trait/skill -aliases: ["Consult The Spirits"] ---- -# Consult The Spirits *Feat 7* -[general](../../Rules/traits/general.md) [secret](../../Rules/traits/secret.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) -- **Frequency**: once per day - -You have learned rites or meditations that enable you to perceive minor, [invisible](../../Rules/conditions.md#Invisible) spirits within a place. Choose [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) when you select this feat. - -[Nature](../skills.md#Nature) allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life. [Religion](../skills.md#Religion) reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead. [Occultism](../skills.md#Occultism) allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings. - -Spend 10 minutes and attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area). If you're legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can't use it again on any area that overlaps a previous area. - -> [!success-degree] -> - **Critical Success** The spirits reveal themselves to you and have a [helpful](../../Rules/conditions.md#Helpful) attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest. -> - **Success** As with a critical success, but the spirits are [indifferent](../../Rules/conditions.md#Indifferent) to you and answer only one question. -> - **Failure** You are unable to contact the spirits of this place. -> - **Critical Failure** You contact one or more malevolent spirits. They are [hostile](../../Rules/conditions.md#Hostile) toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM. - -**Special.** You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you're legendary). - -*Source: Advanced Player's Guide p. 204* -%% #compendium/src/pf2e/apg #trait/general #trait/secret #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/consult-the-stars-loag.md b/Compendium/feats/consult-the-stars-loag.md deleted file mode 100644 index 27ec24fbd..000000000 --- a/Compendium/feats/consult-the-stars-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Consult The Stars"] ---- -# Consult The Stars *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You find wisdom in the movements of the heavens. Once per day, you can spend 10 minutes to draw upon your readings of a recent night's sky to gain the trained proficiency rank in one skill of your choice; the chosen skill's key attribute must be Charisma, Intelligence, or Wisdom. This proficiency lasts until your next daily preparation. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. - -*Source: Lost Omens: Ancestry Guide p. 47* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/consume-energy-da.md b/Compendium/feats/consume-energy-da.md deleted file mode 100644 index 7906940dd..000000000 --- a/Compendium/feats/consume-energy-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/deviant -- trait/magical -- trait/rare -aliases: ["Consume Energy"] ---- -# Consume Energy [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[abjuration](../../Rules/traits/abjuration.md) [deviant](../../Rules/traits/deviant-da.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Trigger** An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. -- **Activity** Reaction - -Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute. - -**Awakening** The energy you consume helps empower your abilities. The next ability from the dragon classification that you use increases its range by 30 feet if it has a range, or increases its area by 10 feet if it's a cone or line. If you don't use this benefit within 1 minute, it fades. - -**Awakening** You channel some of the seized energy into your next attack. Choose one of your weapons or unarmed attacks. Until the end of your next turn, [Strikes](../../Rules/actions/strike.md) with the chosen weapon or unarmed attack deal an additional `1d6` damage of a type matching the energy you consumed. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/abjuration #trait/deviant #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/consume-spell-apg.md b/Compendium/feats/consume-spell-apg.md deleted file mode 100644 index 80c88eb77..000000000 --- a/Compendium/feats/consume-spell-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Consume Spell"] ---- -# Consume Spell *Feat 14* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: Counterspell - -When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy. When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell. - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/contagious-rage.md b/Compendium/feats/contagious-rage.md deleted file mode 100644 index f373d3974..000000000 --- a/Compendium/feats/contagious-rage.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/auditory -- trait/barbarian -- trait/rage -- trait/visual -aliases: ["Contagious Rage"] ---- -# Contagious Rage *Feat 20* -[auditory](../../Rules/traits/auditory.md) [barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Share Rage](share-rage.md) - -You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on [Share Rage](share-rage.md), using it multiple times in a [Rage](../../Rules/actions/rage.md). Allies affected by [Share Rage](share-rage.md) who accept your anathema for the duration of the [Rage](../../Rules/actions/rage.md) gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/auditory #trait/barbarian #trait/rage #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/contingency-gadgets-g-g.md b/Compendium/feats/contingency-gadgets-g-g.md deleted file mode 100644 index 5e7b4e806..000000000 --- a/Compendium/feats/contingency-gadgets-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Contingency Gadgets"] ---- -# Contingency Gadgets *Feat 12* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: [Gadget Specialist](gadget-specialist-g-g.md) - -You are too brilliant to be caught off guard, and you always have just the right gadget for the situation. When you prepare your gadgets during your daily preparations, you can choose to leave one of them as a contingency gadget that you keep ready for just this situation, rather than declaring which gadget you're making. You can pull the contingency gadget out using an [Interact](../../Rules/actions/interact.md) action, at which point you must choose which gadget you had prepared as a contingency. - -If you're legendary in [Crafting](../skills.md#Crafting), you can leave two contingency gadgets during your daily preparations, instead of just one. - -*Source: Guns & Gears p. 29* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/continual-recovery.md b/Compendium/feats/continual-recovery.md deleted file mode 100644 index 8350373c6..000000000 --- a/Compendium/feats/continual-recovery.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Continual Recovery"] ---- -# Continual Recovery *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Medicine](../skills.md#Medicine) - -You zealously monitor a patient's progress to administer treatment faster. When you [Treat Wounds](../../Rules/actions/treat-wounds.md), your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your [Treat Wounds](../../Rules/actions/treat-wounds.md) activities, not any other the patient receives. - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/continuous-assault-loag.md b/Compendium/feats/continuous-assault-loag.md deleted file mode 100644 index 182f902bb..000000000 --- a/Compendium/feats/continuous-assault-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Continuous Assault"] ---- -# Continuous Assault *Feat 13* -[suli](../../Rules/traits/suli-b2.md) - -- **Prerequisites**: [Elemental Assault](elemental-assault-loag.md) - -You can use Elemental Assault once per hour instead of once per day. - -*Source: Lost Omens: Ancestry Guide p. 112* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/contortionist-apg.md b/Compendium/feats/contortionist-apg.md deleted file mode 100644 index 4f564f2a5..000000000 --- a/Compendium/feats/contortionist-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Contortionist"] ---- -# Contortionist *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Acrobat Dedication](acrobat-dedication-apg.md) - -You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. - -You gain the [Quick Squeeze](quick-squeeze.md) skill feat, and if you're a master in [Acrobatics](../skills.md#Acrobatics), you can [Squeeze](../../Rules/actions/squeeze.md) at full Speed. Whenever you successfully [Escape](../../Rules/actions/escape.md) using [Acrobatics](../skills.md#Acrobatics), the creature you [Escaped](../../Rules/actions/escape.md) from is [flat-footed](../../Rules/conditions.md#Flat-footed) against the next attack you make against it before the end of your next turn. - -*Source: Advanced Player's Guide p. 155* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/control-tower-g-g.md b/Compendium/feats/control-tower-g-g.md deleted file mode 100644 index 0d904021f..000000000 --- a/Compendium/feats/control-tower-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Control Tower"] ---- -# Control Tower *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md), master in [Perception](../skills.md#Perception) - -Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the [Seek](../../Rules/actions/seek.md) action to find [hidden](../../Rules/conditions.md#Hidden) or [undetected](../../Rules/conditions.md#Undetected) creatures within the overwatch field. You and your allies don't have to succeed at a flat check to target a [concealed](../../Rules/conditions.md#Concealed) creature within your overwatch field. When you or an ally targets a [hidden](../../Rules/conditions.md#Hidden) creature in your overwatch field, reduce the DC of the flat check to 5. - -*Source: Guns & Gears p. 51* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/controlled-blast-g-g.md b/Compendium/feats/controlled-blast-g-g.md deleted file mode 100644 index 22cef703f..000000000 --- a/Compendium/feats/controlled-blast-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Controlled Blast"] ---- -# Controlled Blast *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Demolitionist Dedication](demolitionist-dedication-g-g.md); [Calculated Splash](calculated-splash.md), [Directional Bombs](directional-bombs.md), or [Expanded Splash](expanded-splash.md) - -You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the [Directional Bombs](directional-bombs.md) feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the [Calculated Splash](calculated-splash.md) or [Expanded Splash](expanded-splash.md) feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from [Expanded Splash](expanded-splash.md) to all the bombs. - -*Source: Guns & Gears p. 133* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/controlled-bullet-g-g.md b/Compendium/feats/controlled-bullet-g-g.md deleted file mode 100644 index f0a39ff2f..000000000 --- a/Compendium/feats/controlled-bullet-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/evocation -- trait/magical -aliases: ["Controlled Bullet"] ---- -# Controlled Bullet [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Beast Gunner Dedication](beast-gunner-dedication-g-g.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun [Strike](../../Rules/actions/strike.md) against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a [Strike](../../Rules/actions/strike.md) against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target. - -You can continue to make [Strikes](../../Rules/actions/strike.md) against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a [Strike](../../Rules/actions/strike.md) against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks. - -*Source: Guns & Gears p. 131* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/evocation #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/converge-g-g.md b/Compendium/feats/converge-g-g.md deleted file mode 100644 index 7a26649dc..000000000 --- a/Compendium/feats/converge-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Converge"] ---- -# Converge [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md), master in [Perception](../skills.md#Perception) -- **Trigger** You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field. -- **Activity** Reaction - -Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time. - -Your ally can make a melee [Strike](../../Rules/actions/strike.md) against the triggering foe as a reaction. This [Strike](../../Rules/actions/strike.md) doesn't count toward that ally's multiple attack penalty, and their multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). If your ally's [Strike](../../Rules/actions/strike.md) is successful, combine the damage from your successful ranged attack with the damage from your ally's melee attack for the purpose of determining resistances and weaknesses. - -*Source: Guns & Gears p. 51* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/convincing-illusion-apg.md b/Compendium/feats/convincing-illusion-apg.md deleted file mode 100644 index a0b77df8d..000000000 --- a/Compendium/feats/convincing-illusion-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/illusion -- trait/wizard -aliases: ["Convincing Illusion"] ---- -# Convincing Illusion [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[illusion](../../Rules/traits/illusion.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception) -- **Trigger** A creature succeeded, but didn't critically succeed, at a [Perception](../skills.md#Perception) check or Will save to 0 from a spell that you cast. -- **Requirements**: You are within 30 feet of the observer and the illusion. -- **Activity** Reaction - -You use your deceptive skills to make your illusions seem even more real. Attempt a [Deception](../skills.md#Deception) check against the target's [Perception](../skills.md#Perception) DC. If you succeed, the target fails to 0. - -*Source: Advanced Player's Guide p. 142* -%% #compendium/src/pf2e/apg #trait/illusion #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/cooperative-soul.md b/Compendium/feats/cooperative-soul.md deleted file mode 100644 index 0d565ab4c..000000000 --- a/Compendium/feats/cooperative-soul.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/human -aliases: ["Cooperative Soul"] ---- -# Cooperative Soul *Feat 9* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Cooperative Nature](cooperative-nature.md) - -You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to [Aid](../../Rules/actions/aid.md) other than a critical success. - -*Source: Core Rulebook p. 57* -%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/coordinated-charge-apg.md b/Compendium/feats/coordinated-charge-apg.md deleted file mode 100644 index 886027986..000000000 --- a/Compendium/feats/coordinated-charge-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/open -- trait/visual -aliases: ["Coordinated Charge"] ---- -# Coordinated Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Activity** Two-Action - -You heroically dash into the fray, inspiring your allies to follow. You [Stride](../../Rules/actions/stride.md) up to your Speed and make a melee [Strike](../../Rules/actions/strike.md). - -If your [Strike](../../Rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to [Stride](../../Rules/actions/stride.md), but they each must end their [Stride](../../Rules/actions/stride.md) closer to the creature you hit than where they started. - -*Source: Advanced Player's Guide p. 181* -%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/coordinated-distraction-aoe3.md b/Compendium/feats/coordinated-distraction-aoe3.md deleted file mode 100644 index 50b4bb3ac..000000000 --- a/Compendium/feats/coordinated-distraction-aoe3.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/concentrate -- trait/rogue -- trait/uncommon -aliases: ["Coordinated Distraction"] ---- -# Coordinated Distraction [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Help either the Washboard Dogs or the Diobel Sweepers destroy their rival. -- **Activity** Single Action - -With a sharp whistle or wave of your hands, you distract an opponent from the fact that one of your allies is about to attack them. Choose a target and an ally, both of whom must be within 30 feet. The target is [flat-footed](../../Rules/conditions.md#Flat-footed) against the first [Strike](../../Rules/actions/strike.md) the ally makes on their next turn; if your ally doesn't [Strike](../../Rules/actions/strike.md) that target, the effect is lost. Depending on how you describe your distraction, this action gains either the [auditory](../../Rules/traits/auditory.md) or [visual](../../Rules/traits/visual.md) trait. - -*Source: Agents of Edgewatch #3: All or Nothing p. 75* -%% #compendium/src/pf2e/aoe3 #trait/concentrate #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/core-attunement-g-g.md b/Compendium/feats/core-attunement-g-g.md deleted file mode 100644 index bad2c48bc..000000000 --- a/Compendium/feats/core-attunement-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Core Attunement"] ---- -# Core Attunement *Feat 9* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Prerequisites**: mage automaton - -Your core allows you to draw more power from it. Select one 1st-level arcane spell and one 2nd-level or lower arcane spell, to which you have access. You can cast your chosen spells as arcane innate spells each once per day. - -**Enhancement** Your attunement grows stronger. Select one 5th-level or lower arcane spell and one 6th-level or lower arcane spell, to which you have access. You can cast them as arcane innate spells each once per day, in addition to the original spells. - -*Source: Guns & Gears p. 42* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/core-cannon-g-g.md b/Compendium/feats/core-cannon-g-g.md deleted file mode 100644 index 204fcd630..000000000 --- a/Compendium/feats/core-cannon-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/arcane -- trait/automaton -- trait/concentrate -- trait/polymorph -- trait/transmutation -aliases: ["Core Cannon"] ---- -# Core Cannon [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[arcane](../../Rules/traits/arcane.md) [automaton](../../Rules/traits/automaton-g-g.md) [concentrate](../../Rules/traits/concentrate.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -Your body transforms into a powerful magical cannon. - -While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become [immobilized](../../Rules/conditions.md#Immobilized) until you use an [Interact](../../Rules/actions/interact.md) action to revert back to your standard form. While in your cannon form, the only actions you can use are to [Strike](../../Rules/actions/strike.md) with an energy blast unarmed attack or to [Interact](../../Rules/actions/interact.md) to revert back to your standard form. You can remain in your cannon form for up to 1 minute or until you take the action to revert back to your standard form, whichever comes first. - -Energy blasts are a special ranged unarmed attack. You can only make energy blast [Strikes](../../Rules/actions/strike.md) while you're in your cannon form. Your energy blasts deal `3d8` fire damage and `3d6` force damage, which increases to `4d8` fire damage and `3d6` force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any handwraps of mighty blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). - -Your energy blast doesn't add critical specialization effects. - -If it matters for an effect dependent on weapon damage dice, an energy blast's number of weapon damage dice is three, or four at level 20. - -*Source: Guns & Gears p. 43* -%% #compendium/src/pf2e/g&g #trait/arcane #trait/automaton #trait/concentrate #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/core-rejuvenation-g-g.md b/Compendium/feats/core-rejuvenation-g-g.md deleted file mode 100644 index 3e1627e31..000000000 --- a/Compendium/feats/core-rejuvenation-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Core Rejuvenation"] ---- -# Core Rejuvenation [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Frequency**: once per day -- **Trigger** You have the [dying](../../Rules/conditions.md#Dying) condition and are about to attempt a recovery check. -- **Activity** Free Action - -Your soul taps into your core's power to push against the grasp of death and allow you to recover consciousness. - -You're restored to 1 Hit Point, lose the [dying](../../Rules/conditions.md#Dying) and [unconscious](../../Rules/conditions.md#Unconscious) conditions, and can act normally on this turn. You gain or increase the [wounded](../../Rules/conditions.md#Wounded) condition as normal when losing the [dying](../../Rules/conditions.md#Dying) condition in this way. - -**Enhancement** Your soul can draw even more power from your core, granting you additional benefits. When you use Core Rejuvenation, you also gain a number of temporary Hit Points equal to three times your level. These Hit Points remain for 1 minute. - -*Source: Guns & Gears p. 43* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/corgi-mount-loag.md b/Compendium/feats/corgi-mount-loag.md deleted file mode 100644 index d14a764c6..000000000 --- a/Compendium/feats/corgi-mount-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Corgi Mount"] ---- -# Corgi Mount *Feat 1* -[sprite](../../Rules/traits/sprite-b1.md) - - -The smallest of fey have ridden corgis as mounts since time immemorial, leading to a pattern on corgis' backs called a "faerie saddle." You have formed a magical connection with a corgi that can serve as your mount. Your corgi familiar is Small rather than Tiny, and it's appropriate for use as your mount, unlike most familiars. - -It has the [scent](../../Rules/abilities/scent.md) ability, which counts against your limit for familiar and master abilities as normal. Furthermore, it can never gain a familiar ability that grants it any Speeds other than a land Speed. If you're a pixie, you can't ride a corgi due to your Size, but you can take this feat to gain a corgi familiar. - -*Source: Lost Omens: Ancestry Guide p. 130* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/cornered-fury-loag.md b/Compendium/feats/cornered-fury-loag.md deleted file mode 100644 index 05bc49634..000000000 --- a/Compendium/feats/cornered-fury-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Cornered Fury"] ---- -# Cornered Fury *Feat 5* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -When physically outmatched, you fight with unexpected ferocity. If a foe of a larger size than you critically hits and damages you, that foe is [flat-footed](../../Rules/conditions.md#Flat-footed) to you for 1 round. - -*Source: Lost Omens: Ancestry Guide p. 55* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/corpse-killers-defiance-lokl.md b/Compendium/feats/corpse-killers-defiance-lokl.md deleted file mode 100644 index d54afc0d6..000000000 --- a/Compendium/feats/corpse-killers-defiance-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/barbarian -- trait/swashbuckler -- trait/uncommon -aliases: ["Corpse-Killer's Defiance"] ---- -# Corpse-Killer's Defiance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Trigger** You destroy an undead foe. -- **Activity** Reaction - -You defy Tar-Baphon with every undead you destroy, using your victory to rally your allies. Allies that can see you gain a +1 status bonus to attack and damage rolls against undead for 1 round, or a +2 status bonus to attack and damage rolls against undead for 2 rounds if the undead foe destroyed was a creature of your level or higher. - -*Source: Lost Omens: Knights of Lastwall p. 85* -%% #compendium/src/pf2e/lokl #trait/barbarian #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/corpse-stench-botd.md b/Compendium/feats/corpse-stench-botd.md deleted file mode 100644 index 2bab5b353..000000000 --- a/Compendium/feats/corpse-stench-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/aura -- trait/olfactory -aliases: ["Corpse Stench"] ---- -# Corpse Stench *Feat 12* -[archetype](../../Rules/traits/archetype.md) [aura](../../Rules/traits/aura.md) [olfactory](../../Rules/traits/olfactory-b1.md) - -- **Prerequisites**: [Ghoul Dedication](ghoul-dedication-botd.md) - -Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be [sickened](../../Rules/conditions.md#Sickened) (plus [slowed](../../Rules/conditions.md#Slowed) on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the [sickened](../../Rules/conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute. - -*Source: Book of the Dead p. 49* -%% #compendium/src/pf2e/botd #trait/archetype #trait/aura #trait/olfactory %% \ No newline at end of file diff --git a/Compendium/feats/corrupted-shield-apg.md b/Compendium/feats/corrupted-shield-apg.md deleted file mode 100644 index 61046885c..000000000 --- a/Compendium/feats/corrupted-shield-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/divine -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Corrupted Shield"] ---- -# Corrupted Shield *Feat 6* -[champion](../../Rules/traits/champion.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: divine ally (shield), tenets of evil - -Your shield ally is more than just a spirit of protection— it's a conduit for deadly divine magic. When you use your shield ally to [Shield Block](shield-block.md) a melee unarmed attack or a melee weapon [Strike](../../Rules/actions/strike.md) from an adjacent creature, the attacker takes `1d6` evil or negative damage (your choice). If the attack or [Strike](../../Rules/actions/strike.md) breaks or destroys your shield, double this additional damage. - -The damage the attacker takes increases to `2d6` at 11th level and `3d6` at 16th level. - -*Source: Advanced Player's Guide p. 119* -%% #compendium/src/pf2e/apg #trait/champion #trait/divine #trait/necromancy #trait/negative #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/coughing-dragon-display-g-g.md b/Compendium/feats/coughing-dragon-display-g-g.md deleted file mode 100644 index ba6c9ead2..000000000 --- a/Compendium/feats/coughing-dragon-display-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Coughing Dragon Display"] ---- -# Coughing Dragon Display *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](firework-technician-dedication-g-g.md) - -This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing [auditory](../../Rules/traits/auditory.md) or [visual](../../Rules/traits/visual.md) effects behind your magnificent display. You gain the Coughing Dragon fireworks display. - -```ad-embed-ability -title: Coughing Dragon [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Cost**: 2 batches of infused reagents - -Choose either [auditory](../../../rules/traits/auditory.md) or [visual](../../../rules/traits/visual.md) effects. The display gains that trait, and you attempt to counteract one or more effects within 60 feet that have this trait. On a success, the effect is suppressed until the start of your next turn, rather than ending entirely. Use your [Fireworks Lore](../../../compendium/skills.md#Lore) modifier as your counteract modifier, and your counteract level is equal to half your advanced alchemy level (rounded up). A coughing dragon costs 2 batches of infused reagents rather than 1, but you can increase the cost to 3 batches and spend an additional action to create an even bigger coughing dragon display that attempts to counteract both [auditory](../../../rules/traits/auditory.md) and [visual](../../../rules/traits/visual.md) effects at the same time. -``` - -*Source: Guns & Gears p. 135* -%% #compendium/src/pf2e/g&g #trait/archetype %% diff --git a/Compendium/feats/counter-curse-da.md b/Compendium/feats/counter-curse-da.md deleted file mode 100644 index e7ce1cc90..000000000 --- a/Compendium/feats/counter-curse-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Counter Curse"] ---- -# Counter Curse [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](curse-maelstrom-dedication-da.md) -- **Trigger** You or an ally within 30 feet is targeted by or in the emanation of a [curse](../../Rules/traits/curse.md) or [misfortune](../../Rules/traits/misfortune.md) effect from an opponent or object of which you are aware. -- **Requirements**: You are in a curse maelstrom state. -- **Activity** Reaction - -You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the [curse](../../Rules/traits/curse.md) or [misfortune](../../Rules/traits/misfortune.md) effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends. - -*Source: Dark Archive p. 169* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/counter-perform.md b/Compendium/feats/counter-perform.md deleted file mode 100644 index 6b4de47cc..000000000 --- a/Compendium/feats/counter-perform.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Counter Perform"] ---- -# Counter Perform *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](bard-dedication.md) - -You gain the [counter performance](../spells/counter-performance.md) composition spells|Bard||1||composition spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by engaging your muse. - -*Source: Core Rulebook p. 222* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/counter-thought-da.md b/Compendium/feats/counter-thought-da.md deleted file mode 100644 index c307bfd82..000000000 --- a/Compendium/feats/counter-thought-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/occult -- trait/psychic -aliases: ["Counter Thought"] ---- -# Counter Thought [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](../../Rules/traits/abjuration.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Trigger** A creature Casts a Spell with the [mental](../../Rules/traits/mental.md) trait. -- **Requirements**: You have an unexpended spell slot you could use to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with the [mental](../../Rules/traits/mental.md) trait. -- **Activity** Reaction - -When a foe Casts a Spell that has the [mental](../../Rules/traits/mental.md) trait and you can see its manifestations, you can use your own mental magic to disrupt it. You expend one of your spell slots to counter the triggering creature's casting of a spell with the [mental](../../Rules/traits/mental.md) trait. - -You lose your spell slot as if you had cast the triggering spell; this spell slot must be one for which you could [Cast a Spell](../../Rules/actions/cast-a-spell.md) with the [mental](../../Rules/traits/mental.md) trait. You then attempt to counteract the triggering spell. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/abjuration #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/countercharm-lotgb.md b/Compendium/feats/countercharm-lotgb.md deleted file mode 100644 index faa4d259b..000000000 --- a/Compendium/feats/countercharm-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Countercharm"] ---- -# Countercharm [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Captivator Spellcasting](basic-captivator-spellcasting-lotgb.md) -- **Trigger** A creature Casts a Spell from the enchantment or illusion school. -- **Requirements**: You have an innate non-cantrip captivator spell of the same school. -- **Activity** Reaction - -Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. - -When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had [Cast the Spell](../../Rules/actions/cast-a-spell.md). You then attempt to counteract the triggering spell with your spell. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/counterclockwork-focus-loil.md b/Compendium/feats/counterclockwork-focus-loil.md deleted file mode 100644 index 36bb2e582..000000000 --- a/Compendium/feats/counterclockwork-focus-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Counterclockwork Focus"] ---- -# Counterclockwork Focus [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Shieldmarshal Dedication -- **Frequency**: once per round -- **Activity** Single Action - -You understand the need for law enforcement doctrine to adapt to the ever-changing innovations in technology and arcana. Your training in special weapons and tactics give you access to unusual techniques to respond to clockwork- and magic-related crimes. You apply special additives to a loaded firearm. On your next [Strike](../../Rules/actions/strike.md) with that firearm before the end of your turn, you deal an additional `2d6` damage if the target is a construct, and you can treat the ammunition as your choice of cold iron or adamantine. At 18th level, this additional damage increases to `3d6`, and you can choose to instead treat the ammunition as orichalcum. - -*Source: Lost Omens: Impossible Lands p. 109* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/counterspell-sorcerer.md b/Compendium/feats/counterspell-sorcerer.md deleted file mode 100644 index 7ed67bb37..000000000 --- a/Compendium/feats/counterspell-sorcerer.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/abjuration -- trait/sorcerer -aliases: ["Counterspell (Sorcerer)"] ---- -# Counterspell (Sorcerer) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](../../Rules/traits/abjuration.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Trigger** A creature casts a spell that you have in your repertoire. -- **Requirements**: You have an unexpended spell slot you could use to cast the triggering spell. -- **Activity** Reaction - -When a foe [Casts a Spell](../../Rules/actions/cast-a-spell.md) you know and you can see its manifestations, you can use your own magic to counter it. - -You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), natural, or [occult](../../Rules/traits/occult.md)). - -## Counterspell (Sorcerer) leads to... - -[Reflect Spell (Sorcerer)](reflect-spell-sorcerer.md) - -## Summary - -*Source: Core Rulebook p. 198* -%% #compendium/src/pf2e/crb #trait/abjuration #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/counterspell-witch-apg.md b/Compendium/feats/counterspell-witch-apg.md deleted file mode 100644 index 37da33057..000000000 --- a/Compendium/feats/counterspell-witch-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/abjuration -- trait/witch -aliases: ["Counterspell (Witch)"] ---- -# Counterspell (Witch) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](../../Rules/traits/abjuration.md) [witch](../../Rules/traits/witch-apg.md) - -- **Trigger** A creature [Casts a Spell](../../Rules/actions/cast-a-spell.md) that you have prepared. -- **Activity** Reaction - -When a foe [Casts a Spell](../../Rules/actions/cast-a-spell.md) and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md), or [occult](../../Rules/traits/occult.md)). - -## Counterspell (Witch) leads to... - -[Reflect Spell (Witch)](reflect-spell-witch-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 100* -%% #compendium/src/pf2e/apg #trait/abjuration #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/counterspell-wizard.md b/Compendium/feats/counterspell-wizard.md deleted file mode 100644 index fb769732b..000000000 --- a/Compendium/feats/counterspell-wizard.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/abjuration -- trait/arcane -- trait/wizard -aliases: ["Counterspell (Wizard)"] ---- -# Counterspell (Wizard) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[abjuration](../../Rules/traits/abjuration.md) [arcane](../../Rules/traits/arcane.md) [wizard](../../Rules/traits/wizard.md) - -- **Trigger** A creature [Casts a Spell](../../Rules/actions/cast-a-spell.md) that you have prepared. -- **Activity** Reaction - -When a foe [Casts a Spell](../../Rules/actions/cast-a-spell.md) and you can see its manifestations, you can use your own magic to counter it. - -You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. - -## Counterspell (Wizard) leads to... - -[Clever Counterspell](clever-counterspell.md), [Reflect Spell (Wizard)](reflect-spell-wizard.md) - -## Summary - -*Source: Core Rulebook p. 209* -%% #compendium/src/pf2e/crb #trait/abjuration #trait/arcane #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/courageous-advance-apg.md b/Compendium/feats/courageous-advance-apg.md deleted file mode 100644 index 0e1162c85..000000000 --- a/Compendium/feats/courageous-advance-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Courageous Advance"] ---- -# Courageous Advance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: warrior muse -- **Activity** Single Action - -With a rousing call, you exhort an ally to advance. If your next action is to cast the [inspire courage](../spells/inspire-courage.md) composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to [Stride](../../Rules/actions/stride.md). - -## Courageous Advance leads to... - -[Courageous Onslaught](courageous-onslaught-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/courageous-assault-apg.md b/Compendium/feats/courageous-assault-apg.md deleted file mode 100644 index 8fc2c65ca..000000000 --- a/Compendium/feats/courageous-assault-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Courageous Assault"] ---- -# Courageous Assault [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: warrior muse -- **Activity** Single Action - -With a mighty shout, you can stir an ally to attack. If your next action is to cast the [inspire courage](../spells/inspire-courage.md) composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to make a melee [Strike](../../Rules/actions/strike.md). - -## Courageous Assault leads to... - -[Courageous Onslaught](courageous-onslaught-apg.md), [Shared Assault](shared-assault-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/courageous-onslaught-apg.md b/Compendium/feats/courageous-onslaught-apg.md deleted file mode 100644 index a989b46ca..000000000 --- a/Compendium/feats/courageous-onslaught-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Courageous Onslaught"] ---- -# Courageous Onslaught [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Courageous Advance](courageous-advance-apg.md), [Courageous Assault](courageous-assault-apg.md) -- **Activity** Single Action - -You use your performance to orchestrate an onslaught against your enemies. If your next action is to cast the [inspire courage](../spells/inspire-courage.md) composition cantrip, one ally who gains a status bonus from the spell can immediately use a reaction to [Stride](../../Rules/actions/stride.md) and then make a melee [Strike](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 115* -%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/courageous-opportunity-apg.md b/Compendium/feats/courageous-opportunity-apg.md deleted file mode 100644 index 1c4c995ef..000000000 --- a/Compendium/feats/courageous-opportunity-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/bard -- trait/concentrate -aliases: ["Courageous Opportunity"] ---- -# Courageous Opportunity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: warrior muse -- **Trigger** A creature within your reach uses an [auditory](../../Rules/traits/auditory.md) effect, [manipulate](../../Rules/traits/manipulate.md) action, or [move](../../Rules/traits/move.md) action; makes a ranged attack; or leaves a square during its [move](../../Rules/traits/move.md) action. -- **Requirements**: You are affected by [inspire courage](../spells/inspire-courage.md). -- **Activity** Reaction - -You bellow a ferocious call to arms, inspiring yourself to lash out at a foe. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a [manipulate](../../Rules/traits/manipulate.md) action, the action is disrupted. - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/courteous-comeback-locg.md b/Compendium/feats/courteous-comeback-locg.md deleted file mode 100644 index 1269bf738..000000000 --- a/Compendium/feats/courteous-comeback-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/fortune -- trait/human -- trait/uncommon -aliases: ["Courteous Comeback"] ---- -# Courteous Comeback [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[fortune](../../Rules/traits/fortune.md) [human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Keleshite nationality -- **Trigger** You critically fail a [Diplomacy](../skills.md#Diplomacy) check. -- **Requirements**: You're in a settlement or community, and you haven't used Courteous Comeback in this settlement or community within the past month. -- **Activity** Free Action - -You grew up in the proud Padishah Empire, where even insults have a certain poetic wit. Reroll the triggering [Diplomacy](../skills.md#Diplomacy) check, using the second result. - -*Source: Lost Omens: Character Guide p. 11* -%% #compendium/src/pf2e/locg #trait/fortune #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/courtly-graces.md b/Compendium/feats/courtly-graces.md deleted file mode 100644 index 7dc2246ac..000000000 --- a/Compendium/feats/courtly-graces.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Courtly Graces"] ---- -# Courtly Graces *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Society](../skills.md#Society) - -You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use [Society](../skills.md#Society) to [Make an Impression](../../Rules/actions/make-an-impression.md) on a noble, as well as with [Impersonate](../../Rules/actions/impersonate.md) to pretend to be a noble if you aren't one. If you want to impersonate a specific noble, you still need to use [Deception](../skills.md#Deception) to [Impersonate](../../Rules/actions/impersonate.md) normally, and to [Lie](../../Rules/actions/lie.md) when necessary. - -## Courtly Graces leads to... - -[Connections](connections.md), [Quick Contacts](quick-contacts-apg.md) - -## Summary - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/cover-fire-g-g.md b/Compendium/feats/cover-fire-g-g.md deleted file mode 100644 index 30d3de62a..000000000 --- a/Compendium/feats/cover-fire-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Cover Fire"] ---- -# Cover Fire [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Frequency**: once per round -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Single Action - -You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow [Strike](../../Rules/actions/strike.md); the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that [Strike](../../Rules/actions/strike.md). - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/craft-anything.md b/Compendium/feats/craft-anything.md deleted file mode 100644 index 24bc05c08..000000000 --- a/Compendium/feats/craft-anything.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Craft Anything"] ---- -# Craft Anything *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Crafting](../skills.md#Crafting) - -You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate [Crafting](../skills.md#Crafting) skill feat (such as [Magical Crafting](magical-crafting.md) for magic items) and meet the item's level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item's cost, including castings of spells that themselves have a cost, and requirements of special items such as the [philosopher's stone](../equipment/items/philosophers-stone.md) that have exclusive means of access and [Crafting](../skills.md#Crafting). The GM decides whether you can ignore a requirement. - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/craft-facsimile-lopsg.md b/Compendium/feats/craft-facsimile-lopsg.md deleted file mode 100644 index accfd0dc4..000000000 --- a/Compendium/feats/craft-facsimile-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/skill -aliases: ["Craft Facsimile"] ---- -# Craft Facsimile *Feat 6* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting), [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -You're renowned for your ability to recover important items, whether they're from a long-abandoned temple or a thieves' den, and sometimes that requires creating a stand-in. You can spend 1 minute to assemble a facsimile of an object of no more than 1 Bulk that you can see from available materials. The facsimile has the same shape and Bulk as the replaced object and can pass as the object if not examined. - -A creature familiar with the original who examines the object automatically realizes that it is a fake. A creature not familiar with the original can still tell it was a hastily jury-rigged stand-in of some kind, but they might not know the object was supposed to be something else. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/crafters-appraisal-apg.md b/Compendium/feats/crafters-appraisal-apg.md deleted file mode 100644 index 8b3e4d322..000000000 --- a/Compendium/feats/crafters-appraisal-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Crafter's Appraisal"] ---- -# Crafter's Appraisal *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -Your knowledge of items' construction allows you to discern their [magical](../../Rules/traits/magical.md) effects as well. You can use [Crafting](../skills.md#Crafting) instead of a skill associated with a magic tradition to [Identify Magic](../../Rules/actions/identify-magic.md) on magic items, though not on any other sorts of magic. - -*Source: Advanced Player's Guide p. 204* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/crafters-instinct-g-g.md b/Compendium/feats/crafters-instinct-g-g.md deleted file mode 100644 index 2a8d76ec0..000000000 --- a/Compendium/feats/crafters-instinct-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/fortune -- trait/uncommon -aliases: ["Crafter's Instinct"] ---- -# Crafter's Instinct [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[dwarf](../../Rules/traits/dwarf.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. -- **Prerequisites**: master in [Crafting](../skills.md#Crafting) -- **Frequency**: once per day -- **Trigger** You misfire with a firearm or you roll a failure on a [Strike](../../Rules/actions/strike.md) with a ranged weapon -- **Activity** Reaction - -You sense a minor flaw in the weapon as you fire it, and quickly adjust your aim on the fly to avoid the flaw. If the triggering [Strike](../../Rules/actions/strike.md) was a misfire, you get a normal failure instead. If the triggering [Strike](../../Rules/actions/strike.md) was a failure, it becomes a glancing blow that deals minimum damage for the [Strike](../../Rules/actions/strike.md) (adding any bonuses as normal but getting a result of 1 for all damage dice that would be rolled on a success). The glancing blow does not apply other effects that would normally happen only on a hit. - -*Source: Guns & Gears p. 201* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/fortune #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/crane-flutter.md b/Compendium/feats/crane-flutter.md deleted file mode 100644 index 898427c3a..000000000 --- a/Compendium/feats/crane-flutter.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Crane Flutter"] ---- -# Crane Flutter [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Crane Stance](crane-stance.md) -- **Trigger** You are targeted with a melee attack by an attacker you can see. -- **Requirements**: You are in Crane Stance. -- **Activity** Reaction - -You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing [Strike](../../Rules/actions/strike.md) against the attacker at a –2 penalty, even if the attacker isn't within your reach. - -*Source: Core Rulebook p. 161* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/crane-stance.md b/Compendium/feats/crane-stance.md deleted file mode 100644 index c9e0a9067..000000000 --- a/Compendium/feats/crane-stance.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/stance -aliases: ["Crane Stance"] ---- -# Crane Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](../../Rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in Crane Stance, reduce the DC for [High Jump](../../Rules/actions/high-jump.md) and [Long Jump](../../Rules/actions/long-jump.md) by 5, and when you [Leap](../../Rules/actions/leap.md), you can move an additional 5 feet horizontally or 2 feet vertically. - -## Crane Stance leads to... - -[Crane Flutter](crane-flutter.md) - -## Summary - -*Source: Core Rulebook p. 158* -%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/cranial-detonation-da.md b/Compendium/feats/cranial-detonation-da.md deleted file mode 100644 index edb8c2330..000000000 --- a/Compendium/feats/cranial-detonation-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/death -- trait/mindshift -- trait/psyche -- trait/psychic -aliases: ["Cranial Detonation"] ---- -# Cranial Detonation [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[death](../../Rules/traits/death.md) [mindshift](../../Rules/traits/mindshift-da.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Frequency**: once per round -- **Trigger** You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell. -- **Activity** Free Action - -As your overwhelming psyche fells a creature, you use its flickering consciousness to detonate psychic energy from the creature's head. Each enemy you reduced to 0 Hit Points dies and its head explodes. Each exploding head generates a shockwave in a 15-foot emanation around that enemy. Each creature in any of the emanations takes `10d6` bludgeoning damage with a basic Reflex save. If this damage reduces an enemy to 0 Hit Points, its head also explodes, potentially damaging more creatures and potentially causing more detonations. A given creature can take damage only once from a single use of Cranial Detonation. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/death #trait/mindshift #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/creative-prodigy-loag.md b/Compendium/feats/creative-prodigy-loag.md deleted file mode 100644 index 5d141ea6c..000000000 --- a/Compendium/feats/creative-prodigy-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Creative Prodigy"] ---- -# Creative Prodigy *Feat 1* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -You have a powerful creative drive, useful for prevarication and performance. You gain the trained proficiency rank in [Deception](../skills.md#Deception) and [Performance](../skills.md#Performance). If you are already trained in either of these skills, you become trained in a skill of your choice in its place. You also become trained in [Art Lore](../skills.md#Lore). - -*Source: Lost Omens: Ancestry Guide p. 97* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/cremate-undead.md b/Compendium/feats/cremate-undead.md deleted file mode 100644 index 3c6f45e3f..000000000 --- a/Compendium/feats/cremate-undead.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Cremate Undead"] ---- -# Cremate Undead *Feat 8* -[cleric](../../Rules/traits/cleric.md) - - -Your positive energy sets undead alight. When you use a [heal](../spells/heal.md) spell to damage undead, each undead that takes damage also takes [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) equal to the spell's level. - -*Source: Core Rulebook p. 124* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/criminal-connections-apg.md b/Compendium/feats/criminal-connections-apg.md deleted file mode 100644 index ad7a1f9ab..000000000 --- a/Compendium/feats/criminal-connections-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Criminal Connections"] ---- -# Criminal Connections *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Society](../skills.md#Society), [Streetwise](streetwise.md) - -You have dealings with a variety of unsavory characters, which you can leverage to trade favors or meet powerful people. When you're in an area where you have connections (typically a settlement where you've spent downtime building connections or possibly another area in the same nation), you can attempt a [Society](../skills.md#Society) check to arrange a meeting with an important criminal, such as a thieves' guild leader, or ask for a favor in exchange for a later favor of your contact's choice. - -The GM decides the DC based on the difficulty of the favor and the figure's prominence. - -*Source: Advanced Player's Guide p. 204* -%% #compendium/src/pf2e/apg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/crimson-oath-devotion-lokl.md b/Compendium/feats/crimson-oath-devotion-lokl.md deleted file mode 100644 index 77a116bf3..000000000 --- a/Compendium/feats/crimson-oath-devotion-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Crimson Oath Devotion"] ---- -# Crimson Oath Devotion *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md), ability to cast focus spells - -You've made the Crimson Oath a part of yourself; you mumble it in your sleep and recite it under your breath as you march. - -You become an expert in divine spell attacks and spell DCs. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/crimson-shroud-lowg.md b/Compendium/feats/crimson-shroud-lowg.md deleted file mode 100644 index 29ac9aee3..000000000 --- a/Compendium/feats/crimson-shroud-lowg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/healing -- trait/magical -- trait/necromancy -aliases: ["Crimson Shroud"] ---- -# Crimson Shroud [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [healing](../../Rules/traits/healing.md) [magical](../../Rules/traits/magical.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: [Red Mantis Assassin Dedication](red-mantis-assassin-dedication-lowg.md) -- **Frequency**: A number of times per day equal to your number of class feats from the [Red Mantis assassin](../character/archetypes/red-mantis-assassin-aoe3.md) archetype -- **Activity** Single Action - -You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. - -You can [Interact](../../Rules/actions/interact.md) with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud. - -## Crimson Shroud leads to... - -[Fading](fading-lol.md) - -## Summary - -*Source: Lost Omens: World Guide p. 71* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/healing #trait/magical #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/cringe-apg.md b/Compendium/feats/cringe-apg.md deleted file mode 100644 index 72581853b..000000000 --- a/Compendium/feats/cringe-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/emotion -- trait/kobold -- trait/mental -- trait/visual -aliases: ["Cringe"] ---- -# Cringe [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[emotion](../../Rules/traits/emotion.md) [kobold](../../Rules/traits/kobold-b1.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Trigger** A creature you are aware of critically succeeds on a [Strike](../../Rules/actions/strike.md) against you and would deal damage to you. -- **Activity** Reaction - -With pitiful posturing, you cause your foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering [Strike](../../Rules/actions/strike.md) equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours. - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/emotion #trait/kobold #trait/mental #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/cringe-ltiba.md b/Compendium/feats/cringe-ltiba.md deleted file mode 100644 index 1001110ba..000000000 --- a/Compendium/feats/cringe-ltiba.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ltiba -- trait/kobold -- trait/mental -aliases: ["Cringe"] ---- -# Cringe [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) [mental](../../Rules/traits/mental.md) - -- **Trigger** A creature you are aware of critically succeeds at a [Strike](../../Rules/actions/strike.md) against you and would deal damage to you. -- **Activity** Reaction - -With pitiful posturing, you cause your foe to pull its blow on a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering [Strike](../../Rules/actions/strike.md) equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours. - -*Source: Little Trouble in Big Absalom p. 10* -%% #compendium/src/pf2e/ltiba #trait/kobold #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/critical-debilitation.md b/Compendium/feats/critical-debilitation.md deleted file mode 100644 index 894e66395..000000000 --- a/Compendium/feats/critical-debilitation.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/incapacitation -- trait/rogue -aliases: ["Critical Debilitation"] ---- -# Critical Debilitation *Feat 12* -[incapacitation](../../Rules/traits/incapacitation.md) [rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: [Debilitating Strike](../../Rules/actions/debilitating-strike.md) - -Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use [Debilitating Strike](../../Rules/actions/debilitating-strike.md), add the following debilitation to the list you can choose from. - -- **Debilitation** The target attempts a Fortitude save against your class DC with the following effects. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [slowed](../../Rules/conditions.md#Slowed) until the end of your next turn. -> - **Failure** The target is [slowed](../../Rules/conditions.md#Slowed) until the end of your next turn. -> - **Critical Failure** The target is [paralyzed](../../Rules/conditions.md#Paralyzed) until the end of your next turn. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/incapacitation #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/critter-shape-loag.md b/Compendium/feats/critter-shape-loag.md deleted file mode 100644 index 7593b2713..000000000 --- a/Compendium/feats/critter-shape-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Critter Shape"] ---- -# Critter Shape *Feat 1* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -Once per hour, you can use [Change Shape](../../Rules/actions/change-shape-beastkin-loag.md) to enter a critter shape. While in critter shape, you gain the effect of a 1st-level [pest form](../spells/pest-form.md), except you can only transform into an animal matching your inherent animal. You can remain in critter shape for up to 10 minutes, after which you transform back into your hybrid shape and can't enter your critter shape again for 1 hour. You can instead use [Change Shape](../../Rules/actions/change-shape-beastkin-loag.md) to return to your humanoid or hybrid shape at any time during the duration of Critter Shape. If your inherent animal is normally larger than Tiny, you transform into a smaller, younger version of the animal, such as a Tiny bear cub. If your inherent animal has a fly Speed, you can turn into that animal (unlike normal for 1st-level [pest form](../spells/pest-form.md)), but you still don't gain a fly Speed. - -*Source: Lost Omens: Ancestry Guide p. 81* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/crones-cruelty-loag.md b/Compendium/feats/crones-cruelty-loag.md deleted file mode 100644 index 4b1416b9a..000000000 --- a/Compendium/feats/crones-cruelty-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -aliases: ["Crone's Cruelty"] ---- -# Crone's Cruelty *Feat 17* -[changeling](../../Rules/traits/changeling-b1.md) - - -Filled with rancor and hate, you rend the minds of those who displease you. You can cast [warp mind](../spells/warp-mind.md) once per day as an occult innate spell. - -*Source: Lost Omens: Ancestry Guide p. 24* -%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/cross-the-final-horizon-aoe2.md b/Compendium/feats/cross-the-final-horizon-aoe2.md deleted file mode 100644 index 549e3f82f..000000000 --- a/Compendium/feats/cross-the-final-horizon-aoe2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe2 -- trait/archetype -- trait/electricity -- trait/evocation -- trait/force -- trait/sonic -aliases: ["Cross The Final Horizon"] ---- -# Cross The Final Horizon [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](../../Rules/traits/archetype.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [sonic](../../Rules/traits/sonic.md) - -- **Prerequisites**: [Sky and Heaven Stance](sky-and-heaven-stance-aoe2.md) -- **Requirements**: You are in Sky and Heaven Stance. -- **Activity** Three-Action - -You [Stride](../../Rules/actions/stride.md) up to your Speed and your ki enshrouds your limbs in a terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. - -At the end of your movement, make up to three [Strikes](../../Rules/actions/strike.md) against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you have made all your attacks. Instead of the usual slashing or piercing damage, the damage for these [Strikes](../../Rules/actions/strike.md) is either electricity or sonic, as you choose with each [Strike](../../Rules/actions/strike.md). If you successfully hit with all three [Strikes](../../Rules/actions/strike.md), the target is [drained](../../Rules/conditions.md#Drained). - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #compendium/src/pf2e/aoe2 #trait/archetype #trait/electricity #trait/evocation #trait/force #trait/sonic %% \ No newline at end of file diff --git a/Compendium/feats/cross-the-final-horizon-loil.md b/Compendium/feats/cross-the-final-horizon-loil.md deleted file mode 100644 index c8afde868..000000000 --- a/Compendium/feats/cross-the-final-horizon-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -- trait/electricity -- trait/evocation -- trait/force -- trait/sonic -aliases: ["Cross the Final Horizon"] ---- -# Cross the Final Horizon [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](../../Rules/traits/archetype.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [sonic](../../Rules/traits/sonic.md) - -- **Prerequisites**: Sky and Heaven Stance -- **Requirements**: You're in Sky and Heaven Stance. -- **Activity** Three-Action - -You [Stride](../../Rules/actions/stride.md) up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each [Strike](../../Rules/actions/strike.md). If you successfully hit with all three Strikes, the target is [drained](../../Rules/conditions.md#Drained). - -*Source: Lost Omens: Impossible Lands p. 225* -%% #compendium/src/pf2e/loil #trait/archetype #trait/electricity #trait/evocation #trait/force #trait/sonic %% \ No newline at end of file diff --git a/Compendium/feats/cross-the-threshold-frp1.md b/Compendium/feats/cross-the-threshold-frp1.md deleted file mode 100644 index d97de91b3..000000000 --- a/Compendium/feats/cross-the-threshold-frp1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Cross The Threshold"] ---- -# Cross The Threshold *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Eater Dedication](ghost-eater-dedication-frp1.md) - -You can cast [ethereal jaunt](../spells/ethereal-jaunt.md) as an occult innate spell once per day. You don't need to [Sustain the Spell](../../Rules/actions/sustain-a-spell.md); instead, it lasts for 10 minutes or until you choose to return to your material form as a free action. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/crossbow-ace.md b/Compendium/feats/crossbow-ace.md deleted file mode 100644 index e6c6781ba..000000000 --- a/Compendium/feats/crossbow-ace.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Crossbow Ace"] ---- -# Crossbow Ace *Feat 1* -[ranger](../../Rules/traits/ranger.md) - - -You have a deep understanding of the crossbow. When you're wielding a crossbow and use [Hunt Prey](../../Rules/actions/hunt-prey.md) or use [Interact](../../Rules/actions/interact.md) to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next [Strike](../../Rules/actions/strike.md) with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost. - -*Source: Core Rulebook p. 171* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/crossbow-crack-shot-g-g.md b/Compendium/feats/crossbow-crack-shot-g-g.md deleted file mode 100644 index 0dab127df..000000000 --- a/Compendium/feats/crossbow-crack-shot-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Crossbow Crack Shot"] ---- -# Crossbow Crack Shot *Feat 1* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -You have a deep understanding of the crossbow. When you're wielding a crossbow and [Interact](../../Rules/actions/interact.md) to reload it, including [Interact](../../Rules/actions/interact.md) actions as part of your slinger's reload and similar effects, you gain a +2 circumstance bonus to the damage roll on your next [Strike](../../Rules/actions/strike.md) with that crossbow. As normal, this isn't cumulative with the +1 circumstance bonus from singular expertise. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your turn or these benefits are lost. - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/crossbow-terror-apg.md b/Compendium/feats/crossbow-terror-apg.md deleted file mode 100644 index 88ab7a86c..000000000 --- a/Compendium/feats/crossbow-terror-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Crossbow Terror"] ---- -# Crossbow Terror *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Archer Dedication](archer-dedication-apg.md) - -You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat [Crossbow Ace](crossbow-ace.md)). - -*Source: Advanced Player's Guide p. 157* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/crowd-mastery-lowg.md b/Compendium/feats/crowd-mastery-lowg.md deleted file mode 100644 index 6a39a0c6e..000000000 --- a/Compendium/feats/crowd-mastery-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Crowd Mastery"] ---- -# Crowd Mastery *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lost in the Crowd](lost-in-the-crowd-lowg.md) - -You use the crowd to your advantage, diverting your foes' attention to potential [hidden](../../Rules/conditions.md#Hidden) dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet. - -*Source: Lost Omens: World Guide p. 131* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/crown-of-the-saumen-kar-lomm.md b/Compendium/feats/crown-of-the-saumen-kar-lomm.md deleted file mode 100644 index 5be054d76..000000000 --- a/Compendium/feats/crown-of-the-saumen-kar-lomm.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lomm -- trait/archetype -aliases: ["Crown of the Saumen Kar"] ---- -# Crown of the Saumen Kar *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pactbound Dedication](pactbound-dedication-lomm.md) - -Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain [scent](../../Rules/abilities/scent.md) as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to [Stealth](../skills.md#Stealth) checks made to [Sneak](../../Rules/actions/sneak.md) or [Hide](../../Rules/actions/hide.md) in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals `1d8` bludgeoning damage. Your horns are in the brawling group and have the [shove](../../Rules/traits/shove.md) and [trip](../../Rules/traits/trip.md) traits. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #compendium/src/pf2e/lomm #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/crude-communication-apg.md b/Compendium/feats/crude-communication-apg.md deleted file mode 100644 index dbe50bf1d..000000000 --- a/Compendium/feats/crude-communication-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Crude Communication"] ---- -# Crude Communication *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Linguist Dedication](linguist-dedication-apg.md) - -Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret [Society](../skills.md#Society) check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in [Society](../skills.md#Society), you can communicate instantly without needing to attempt a [Society](../skills.md#Society) check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate. - -*Source: Advanced Player's Guide p. 178* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cruelty-apg.md b/Compendium/feats/cruelty-apg.md deleted file mode 100644 index 4c3743e8a..000000000 --- a/Compendium/feats/cruelty-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/concentrate -- trait/metamagic -- trait/uncommon -aliases: ["Cruelty"] ---- -# Cruelty [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](../../Rules/traits/champion.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: devotion spell ([touch of corruption](../spells/touch-of-corruption-apg.md)) -- **Activity** Single Action - -The harm you deal with your corrupting touch saps the strength from your enemy's body. If your next action is to cast [touch of corruption](../spells/touch-of-corruption-apg.md) on a living creature, the target is also [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute if it fails its save ([enfeebled](../../Rules/conditions.md#Enfeebled) if it critically fails). - -## Cruelty leads to... - -[Greater Cruelty](greater-cruelty-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 119* -%% #compendium/src/pf2e/apg #trait/champion #trait/concentrate #trait/metamagic #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/crunch-lome.md b/Compendium/feats/crunch-lome.md deleted file mode 100644 index 9ac60be07..000000000 --- a/Compendium/feats/crunch-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Crunch"] ---- -# Crunch *Feat 1* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -Your jaws can crush bone and bite through armor. Your jaws unarmed attack deals `1d8` piercing damage instead of `1d6` and gains the [grapple](../../Rules/traits/grapple.md) trait. - -*Source: Lost Omens: The Mwangi Expanse p. 113* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/crushing-grab.md b/Compendium/feats/crushing-grab.md deleted file mode 100644 index 8d72689af..000000000 --- a/Compendium/feats/crushing-grab.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Crushing Grab"] ---- -# Crushing Grab *Feat 2* -[monk](../../Rules/traits/monk.md) - - -Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](../../Rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](../../Rules/traits/nonlethal.md) with no penalty. - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/cryptic-spell-da.md b/Compendium/feats/cryptic-spell-da.md deleted file mode 100644 index 83930920a..000000000 --- a/Compendium/feats/cryptic-spell-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/druid -- trait/manipulate -- trait/metamagic -aliases: ["Cryptic Spell"] ---- -# Cryptic Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Requirements**: You're in natural terrain. -- **Activity** Single Action - -You hide your magic in the croak of a frog, in the sway of the trees, in the howl of the wind, and the flicker of the will-o'-wisp. - -If the next action you take is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), attempt a [Nature](../skills.md#Nature) check against all observers' [Perception](../skills.md#Perception) DCs. If you succeed at your check against an observer's [Perception](../skills.md#Perception) DC, that observer doesn't notice that you're [Casting a Spell](../../Rules/actions/cast-a-spell.md), even though verbal, somatic, and material components are usually noticeable, and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. All of these are instead [hidden](../../Rules/conditions.md#Hidden) in the natural sights and sounds of the environment. - -This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see you transform into a giant bear. - -*Source: Dark Archive p. 64* -%% #compendium/src/pf2e/da #trait/concentrate #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/crystal-healing-da.md b/Compendium/feats/crystal-healing-da.md deleted file mode 100644 index c951eed93..000000000 --- a/Compendium/feats/crystal-healing-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/general -- trait/healing -- trait/manipulate -- trait/skill -- trait/uncommon -aliases: ["Crystal Healing"] ---- -# Crystal Healing *Feat 1* -[general](../../Rules/traits/general.md) [healing](../../Rules/traits/healing.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) - -You know how to stimulate a body's natural healing abilities through the application of resonant crystals. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of healer's tools, which allows you to attempt to [Treat Disease](../../Rules/actions/treat-disease.md) or [Treat Poison](../../Rules/actions/treat-poison.md) using [Occultism](../skills.md#Occultism) rather than [Medicine](../skills.md#Medicine). Examples and prices of semiprecious stones can be found on page 114 of the Pathfinder Gamemastery Guide. - -If you're an expert in [Occultism](../skills.md#Occultism) and you use gems whose total value equals or exceeds 50 gp, you gain a +1 item bonus to your [Occultism](../skills.md#Occultism) check. If you're a master and the gems' value equals or exceeds 700 gp, the item bonus increases to +2; if you're legendary in [Occultism](../skills.md#Occultism) and the gems' value equals or exceeds 15,000 gp, the item bonus increases to +3. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/general #trait/healing #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/crystal-keeper-dedication-aoa4.md b/Compendium/feats/crystal-keeper-dedication-aoa4.md deleted file mode 100644 index 08512a85d..000000000 --- a/Compendium/feats/crystal-keeper-dedication-aoa4.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa4 -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Crystal Keeper Dedication"] ---- -# Crystal Keeper Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: trained in [Elven Lore](../skills.md#Lore) or [Society](../skills.md#Society) - -You can use [Arcana](../skills.md#Arcana), [Occultism](../skills.md#Occultism), [Religion](../skills.md#Religion), or [Society](../skills.md#Society) to [Decipher Writing](../../Rules/actions/decipher-writing.md) by meditating before a crystal, regardless of the type of writing. When you [Decipher Writing](../../Rules/actions/decipher-writing.md) and roll a critical failure, you get a failure instead, and when you [Decipher Writing](../../Rules/actions/decipher-writing.md) and roll a success, you get a critical success instead. - -Additionally, you gain resistance 10 to damage from hazards associated with crystals. - -**Special.** You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype. - -## Crystal Keeper Dedication leads to... - -[Armor Rune Shifter](armor-rune-shifter-aoa4.md), [Crystal Ward Spells](crystal-ward-spells-aoa4.md), [Simple Crystal Magic](simple-crystal-magic-aoa4.md), [Weapon-rune Shifter](weapon-rune-shifter-aoa4.md) - -## Summary - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* -%% #compendium/src/pf2e/aoa4 #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/crystal-luminescence-loil.md b/Compendium/feats/crystal-luminescence-loil.md deleted file mode 100644 index 165ea97ef..000000000 --- a/Compendium/feats/crystal-luminescence-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/concentrate -- trait/kashrishi -- trait/light -aliases: ["Crystal Luminescence"] ---- -# Crystal Luminescence [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [kashrishi](../../Rules/traits/kashrishi-loil.md) [light](../../Rules/traits/light.md) - -- **Activity** Single Action - -Your horn glows with bioluminescent color, casting bright light in a 20-foot emanation (and dim light for the next 20 feet). This light can be any color. The most common colors are blue and purple, except for trogloshi, who normally shed white light. The light shuts off when you take this action again or fall [unconscious](../../Rules/conditions.md#Unconscious). - -If a spell or ability would activate your glowing horn while Crystal Luminescence is active, it instead increases the radius of the bright light and dim light by 10 feet each until the start of your next turn. This isn't cumulative, so using another such ability doesn't increase the radius again. - -**Special.** If you have the trogloshi heritage, you can select this feat a second time (in addition to gaining it automatically from your heritage). If you do, you increase the area to a 40-foot emanation (and dim light for the next 40 feet). In addition, you can use Crystal Luminescence as a free action the first time you use it on each of your turns. - -*Source: Lost Omens: Impossible Lands p. 43* -%% #compendium/src/pf2e/loil #trait/concentrate #trait/kashrishi #trait/light %% \ No newline at end of file diff --git a/Compendium/feats/crystal-ward-spells-aoa4.md b/Compendium/feats/crystal-ward-spells-aoa4.md deleted file mode 100644 index 6ae7fb043..000000000 --- a/Compendium/feats/crystal-ward-spells-aoa4.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa4 -- trait/archetype -aliases: ["Crystal Ward Spells"] ---- -# Crystal Ward Spells *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](crystal-keeper-dedication-aoa4.md) - -Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](../../Rules/actions/refocus.md) activity to research and memorize the properties of gems. - -Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the [electrified crystal ward](../spells/electrified-crystal-ward-aoa4.md) focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* -%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/crystalline-cloud-loag.md b/Compendium/feats/crystalline-cloud-loag.md deleted file mode 100644 index 8d2900521..000000000 --- a/Compendium/feats/crystalline-cloud-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Crystalline Cloud"] ---- -# Crystalline Cloud *Feat 9* -[aphorite](../../Rules/traits/aphorite-loag.md) - -- **Prerequisites**: [Crystalline Dust](crystalline-dust-loag.md) - -When you use Crystalline Dust, you can spend one additional action to disperse the motes as a 10-foot-radius cloud centered on you instead of as haze; the activity gains the [concentrate](../../Rules/traits/concentrate.md) trait. All creatures within the cloud become [concealed](../../Rules/conditions.md#Concealed), and all creatures outside the cloud become [concealed](../../Rules/conditions.md#Concealed) to creatures within it. - -*Source: Lost Omens: Ancestry Guide p. 78* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/crystalline-dust-loag.md b/Compendium/feats/crystalline-dust-loag.md deleted file mode 100644 index 19cc3e823..000000000 --- a/Compendium/feats/crystalline-dust-loag.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Crystalline Dust"] ---- -# Crystalline Dust [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[aphorite](../../Rules/traits/aphorite-loag.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You've learned to disperse the crystalline motes coating your body as a haze. You become [concealed](../../Rules/conditions.md#Concealed), though you can't use this concealment to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md), as normal for concealment where your position is still obvious. The motes stay within an inch of your skin, move with you, and last for a number of rounds equal to half your level. - -## Crystalline Dust leads to... - -[Ancillary Motes](ancillary-motes-loag.md), [Crystalline Cloud](crystalline-cloud-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 77* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/cultural-adaptability.md b/Compendium/feats/cultural-adaptability.md deleted file mode 100644 index 7e012e708..000000000 --- a/Compendium/feats/cultural-adaptability.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Cultural Adaptability"] ---- -# Cultural Adaptability *Feat 5* -[halfling](../../Rules/traits/halfling.md) - - -During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the [Adopted Ancestry](adopted-ancestry.md) general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat. - -*Source: Core Rulebook p. 53* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/cunning-climber-locg.md b/Compendium/feats/cunning-climber-locg.md deleted file mode 100644 index dd8f7c151..000000000 --- a/Compendium/feats/cunning-climber-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Cunning Climber"] ---- -# Cunning Climber *Feat 9* -[halfling](../../Rules/traits/halfling.md) - - -Whether you are climbing a ship's rigging, a jungle tree, or a clock tower, you have an uncanny knack for finding footholds and handholds where larger creatures can't. - -You gain a climb Speed of 10 feet. - -*Source: Lost Omens: Character Guide p. 45* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/cunning-hair-loag.md b/Compendium/feats/cunning-hair-loag.md deleted file mode 100644 index 5e096e241..000000000 --- a/Compendium/feats/cunning-hair-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -aliases: ["Cunning Hair"] ---- -# Cunning Hair *Feat 5* -[changeling](../../Rules/traits/changeling-b1.md) - - -Your hair moves under your control. You can perform simple [Interact](../../Rules/actions/interact.md) actions with your hair, such as opening an unlocked door. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. - -*Source: Lost Omens: Ancestry Guide p. 23* -%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/cunning-tinker-lotgb.md b/Compendium/feats/cunning-tinker-lotgb.md deleted file mode 100644 index 6df2e2007..000000000 --- a/Compendium/feats/cunning-tinker-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Cunning Tinker"] ---- -# Cunning Tinker *Feat 5* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -Time spent tending to your own form has unlocked your ability to fix other things. - -You can cast 1st-level [mending](../spells/mending.md) once per day as an arcane innate spell. At 7th level, the spell is heightened to 2nd level, and every 3 levels thereafter, the spell is heightened an additional spell level. Even though you're alive and not an object, and you can't normally recover Hit Points from effects that repair objects (like the [Repair](../../Rules/actions/repair.md) skill), you can target yourself with this innate spell and use it to recover Hit Points. - -*Source: Lost Omens: The Grand Bazaar p. 64* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/cunning-trickster-mask-sot6.md b/Compendium/feats/cunning-trickster-mask-sot6.md deleted file mode 100644 index a74119907..000000000 --- a/Compendium/feats/cunning-trickster-mask-sot6.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Cunning Trickster Mask"] ---- -# Cunning Trickster Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to [Feint](../../Rules/actions/feint.md) a target from up to 30 feet away, and if you succeed or critically succeed in your [Feint](../../Rules/actions/feint.md) attempt, the target of your [Feint](../../Rules/actions/feint.md) takes a –2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the Conceal Spell feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action. - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/current-spell-apg.md b/Compendium/feats/current-spell-apg.md deleted file mode 100644 index 0d818cbce..000000000 --- a/Compendium/feats/current-spell-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/abjuration -- trait/concentrate -- trait/druid -- trait/metamagic -aliases: ["Current Spell"] ---- -# Current Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[abjuration](../../Rules/traits/abjuration.md) [concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -As you use your magic to manipulate air or water, you divert some of its currents to form a barrier around you. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with the [air](../../Rules/traits/air.md) or [water](../../Rules/traits/water.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to AC or a +2 circumstance bonus against ranged attacks. This effect has the [air](../../Rules/traits/air.md) or [water](../../Rules/traits/water.md) trait, or both, depending on the traits of the spell you cast. You also gain a +1 circumstance bonus to all saves against effects with the [air](../../Rules/traits/air.md) trait, [water](../../Rules/traits/water.md) trait, or both until the start of your next turn, depending on the spell's traits. - -*Source: Advanced Player's Guide p. 124* -%% #compendium/src/pf2e/apg #trait/abjuration #trait/concentrate #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/curse-maelstrom-dedication-da.md b/Compendium/feats/curse-maelstrom-dedication-da.md deleted file mode 100644 index 18adbeac3..000000000 --- a/Compendium/feats/curse-maelstrom-dedication-da.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Curse Maelstrom Dedication"] ---- -# Curse Maelstrom Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You are cursed or have previously been cursed. - -A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. - -This is a [misfortune](../../Rules/traits/misfortune.md) effect. If you do so, you enter a curse maelstrom state. If the [misfortune](../../Rules/traits/misfortune.md) effect is somehow canceled or negated (by a [fortune](../../Rules/traits/fortune.md) effect, for example), you don't enter a curse maelstrom state. - -In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a [misfortune](../../Rules/traits/misfortune.md) effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's [curse](../../Rules/traits/curse.md) effect and are affected by the curse, you also enter a curse maelstrom state. - -No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute. - -While in a curse maelstrom state, you can't benefit from [fortune](../../Rules/traits/fortune.md) effects, and they also don't cancel [misfortune](../../Rules/traits/misfortune.md) effects on you; they simply have no effect. While in this state, all creatures other than you within a 10-foot emanation take a –1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target. - -```ad-embed-ability -title: Expel Maelstrom [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[curse](../../../rules/traits/curse.md) [necromancy](../../../rules/traits/necromancy.md) [occult](../../../rules/traits/occult.md) - -- **Requirements**: You are in a curse maelstrom state - -**Effect** You expel the maelstrom from your body, sending the energy to reside in one unlucky creature within 60 feet. Your curse maelstrom state ends. The result depends on the creature's Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected, and the curse's energy dissipates harmlessly. -> - **Success** The creature comes to house the maelstrom's wrath within it. It takes a –1 status penalty to all saving throws and skill checks for 1 minute. -> - **Failure** The maelstrom strikes deep into the creature's soul. It takes a –2 status penalty to all saving throws and skill checks for 10 minutes. -> - **Critical Failure** The maelstrom pitches the creature into a single fit of utter misfortune before burrowing into its soul. As failure, but the creature also must roll twice and take the lower result on its next saving throw or skill check; this is a [misfortune](../../../rules/traits/misfortune.md) effect. -%% #trait/curse #trait/necromancy #trait/occult %% -``` - -## Curse Maelstrom Dedication leads to... - -[Familiar Oddities](familiar-oddities-da.md), [Unnerving Expansion](unnerving-expansion-da.md), [Share Burden](share-burden-da.md), [Accursed Magic](accursed-magic-da.md), [Counter Curse](counter-curse-da.md), [Torrential Backlash](torrential-backlash-da.md) - -## Summary - -*Source: Dark Archive p. 168* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/rare %% diff --git a/Compendium/feats/curse-of-the-saumen-kar-lomm.md b/Compendium/feats/curse-of-the-saumen-kar-lomm.md deleted file mode 100644 index c5aaf48ee..000000000 --- a/Compendium/feats/curse-of-the-saumen-kar-lomm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lomm -- trait/archetype -- trait/conjuration -- trait/primal -aliases: ["Curse of the Saumen Kar"] ---- -# Curse of the Saumen Kar [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [conjuration](../../Rules/traits/conjuration.md) [primal](../../Rules/traits/primal.md) - -- **Prerequisites**: [Frostbite Runes](frostbite-runes-lomm.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails. - -The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #compendium/src/pf2e/lomm #trait/archetype #trait/conjuration #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/cursed-effigy-da.md b/Compendium/feats/cursed-effigy-da.md deleted file mode 100644 index 13ad2d898..000000000 --- a/Compendium/feats/cursed-effigy-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/curse -- trait/esoterica -- trait/thaumaturge -aliases: ["Cursed Effigy"] ---- -# Cursed Effigy [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[curse](../../Rules/traits/curse.md) [esoterica](../../Rules/traits/esoterica-da.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) -- **Requirements**: Your last action was a successful [Strike](../../Rules/actions/strike.md) against the target of your [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md), and the [Strike](../../Rules/actions/strike.md) dealt physical damage. -- **Activity** Single Action - -After your attack, you grab a bit of blood, cut hair, or other piece of the creature's body. You incorporate the material into a premade doll, paper figure, or other effigy to create a sympathetic link that makes it harder to resist your abilities. As long as you are Exploiting Vulnerability against that creature, it takes a –2 status penalty to its saving throws against thaumaturge abilities or items that use your thaumaturge class DC. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/curse #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/cut-from-the-air-apg.md b/Compendium/feats/cut-from-the-air-apg.md deleted file mode 100644 index 0aa8638e8..000000000 --- a/Compendium/feats/cut-from-the-air-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Cut From The Air"] ---- -# Cut From The Air [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](../../Rules/traits/fighter.md) - -- **Trigger** You are the target of a physical ranged [Strike](../../Rules/actions/strike.md). -- **Requirements**: You're aware of the attack, not [flat-footed](../../Rules/conditions.md#Flat-footed) against it, and either have a hand free or are wielding a melee weapon. -- **Activity** Reaction - -You can knock aside ranged attacks. You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air. - -*Source: Advanced Player's Guide p. 127* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/cut-the-bonds-aoa3.md b/Compendium/feats/cut-the-bonds-aoa3.md deleted file mode 100644 index f740d073b..000000000 --- a/Compendium/feats/cut-the-bonds-aoa3.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/archetype -- trait/attack -- trait/uncommon -aliases: ["Cut The Bonds"] ---- -# Cut The Bonds [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](bellflower-dedication-aoa3.md), expert in a melee weapon -- **Activity** Single Action - -Select a [magical](../../Rules/traits/magical.md) effect that has made an adjacent member of your crop [clumsy](../../Rules/conditions.md#Clumsy), [grabbed](../../Rules/conditions.md#Grabbed), [paralyzed](../../Rules/conditions.md#Paralyzed), [restrained](../../Rules/conditions.md#Restrained), or [slowed](../../Rules/conditions.md#Slowed). Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/attack #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/cycle-spell-botd.md b/Compendium/feats/cycle-spell-botd.md deleted file mode 100644 index 2f9d1f9f8..000000000 --- a/Compendium/feats/cycle-spell-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Cycle Spell"] ---- -# Cycle Spell *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Soul Warden Dedication](soul-warden-dedication-botd.md) - -Your devotion to the cycle of souls grants you an additional divine spell. Choose from [bless](../spells/bless.md), [disrupting weapons](../spells/disrupting-weapons.md), or [heal](../spells/heal.md). You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell. - -*Source: Book of the Dead p. 26* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/cynical-aaws.md b/Compendium/feats/cynical-aaws.md deleted file mode 100644 index fae9c2dc6..000000000 --- a/Compendium/feats/cynical-aaws.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Cynical"] ---- -# Cynical *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You've been approached with suspicion and distrust throughout your life and return these sentiments back to the strangers you encounter. - -As a result, you are difficult to deceive. You gain a +1 circumstance bonus to your [Perception](../skills.md#Perception) DC against [Lies](../../Rules/actions/lie.md) and [Impersonations](../../Rules/actions/impersonate.md). - -*Source: Azarketi Ancestry Web Supplement p. 4* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/daemon-magic-apg.md b/Compendium/feats/daemon-magic-apg.md deleted file mode 100644 index 340ed17d0..000000000 --- a/Compendium/feats/daemon-magic-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Daemon Magic"] ---- -# Daemon Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Grimspawn](grimspawn-apg.md) - -The magic of Abaddon runs through your blood, and you can wield that power. You can cast [death knell](../spells/death-knell.md) and [false life](../spells/false-life.md) each once per day as 2nd-level divine innate spells. - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/dance-of-intercession-frp3.md b/Compendium/feats/dance-of-intercession-frp3.md deleted file mode 100644 index 80a3bc490..000000000 --- a/Compendium/feats/dance-of-intercession-frp3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/cleric -- trait/uncommon -aliases: ["Dance Of Intercession"] ---- -# Dance Of Intercession [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Performance](../skills.md#Performance) -- **Frequency**: three per day -- **Activity** Three-Action - -You either performed in or stood witness to the dance used to invoke the Celestial Dragon and can harness a sliver of their power. You [Stride](../../Rules/actions/stride.md) in a dance up to half your Speed, attempting a DC 35 [Performance](../skills.md#Performance) check. You can perform this dance up to three times per day. The second time you do so in the same day, use the degree of success one worse than your actual roll on the [Performance](../skills.md#Performance) check. The third time in a day, use the degree of success two lower than your actual roll. - -> [!success-degree] -> - **Critical Success** You perform the movements of the Dance of Intercession so gracefully that you evoke a glimmer of the memory of the Celestial Dragon's awesome power. You cast the 3-action version of either 9th-level [harm](../spells/harm.md) or heal at any point during your [Stride](../../Rules/actions/stride.md). This does not use any spell slots. -> - **Success** As critical success, but the spell is 7th level instead of 9th as you stumble through the movements. -> - **Failure** As critical success, but the spell is 5th level instead of 9th as you stumble through the movements. -> - **Critical Failure** You fail to remember the steps of the dance. You gain no additional effect beyond [Striding](../../Rules/actions/stride.md) half your Speed, and you can't attempt the Dance of Intercession again until your next daily preparations. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* -%% #compendium/src/pf2e/frp3 #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/dance-of-thunder-g-g.md b/Compendium/feats/dance-of-thunder-g-g.md deleted file mode 100644 index 813a6585c..000000000 --- a/Compendium/feats/dance-of-thunder-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/concentrate -- trait/gunslinger -aliases: ["Dance Of Thunder"] ---- -# Dance Of Thunder [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Frequency**: once per minute -- **Requirements**: You're wielding a loaded firearm or crossbow and are not [fatigued](../../Rules/conditions.md#Fatigued). -- **Activity** Three-Action - -Your steps echo with the thunderous retort of exploding black powder as you dance a dance of death. Take any of the following actions you choose in any order: [Step](../../Rules/actions/step.md), [Strike](../../Rules/actions/strike.md) against a target within your firearm's first range increment, and [Interact](../../Rules/actions/interact.md) to reload. If you attempted a [Strike](../../Rules/actions/strike.md) and it succeeded, you can repeat these three actions again in any order. If you attempted a [Strike](../../Rules/actions/strike.md) in the second set and succeeded, you can repeat the actions one last time. - -After using Dance of Thunder, you become [fatigued](../../Rules/conditions.md#Fatigued) for 1 minute. - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/concentrate #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/dance-underfoot-apg.md b/Compendium/feats/dance-underfoot-apg.md deleted file mode 100644 index 80b2ee39b..000000000 --- a/Compendium/feats/dance-underfoot-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/halfling -aliases: ["Dance Underfoot"] ---- -# Dance Underfoot *Feat 9* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Step Lively](step-lively-apg.md) - -You dart under the legs of your enemies in combat. You can end a successful [Tumble Through](../../Rules/actions/tumble-through.md) action in a Large or larger enemy's space. Also, when using the [Step Lively](step-lively-apg.md) feat, you can [Step](../../Rules/actions/step.md) into the triggering enemy's space. The enemy must have limbs or otherwise leave you enough room for this maneuver, as determined by the GM. For instance, you could share space with a giant or dragon, but not an ooze. - -## Dance Underfoot leads to... - -[Toppling Dance](toppling-dance-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 46* -%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/dancing-leaf.md b/Compendium/feats/dancing-leaf.md deleted file mode 100644 index cc5af21ee..000000000 --- a/Compendium/feats/dancing-leaf.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Dancing Leaf"] ---- -# Dancing Leaf *Feat 2* -[monk](../../Rules/traits/monk.md) - - -You are as light as a leaf whirling in the breeze. When you [Leap](../../Rules/actions/leap.md) or succeed at a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md), increase the distance you jump by 5 feet. When calculating the damage you take from falling, don't count any distance fallen while you are adjacent to a wall. - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/dandy-dedication-apg.md b/Compendium/feats/dandy-dedication-apg.md deleted file mode 100644 index 9db45c0e8..000000000 --- a/Compendium/feats/dandy-dedication-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Dandy Dedication"] ---- -# Dandy Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) - -You are a consummate student of dignity, etiquette, and fashion. You can use the [Diplomacy](../skills.md#Diplomacy) skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis. - -You become trained in [Deception](../skills.md#Deception) and [Society](../skills.md#Society); if you were already trained, you become an expert instead. - -**Special.** You can't select another Dedication feat until you have gained two other feats from the dandy archetype. - -## Dandy Dedication leads to... - -[Distracting Flattery](distracting-flattery-apg.md), [Fabricated Connections](fabricated-connections-apg.md), [Gossip Lore](gossip-lore-apg.md), [Party Crasher](party-crasher-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 167* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/dangerous-sorcery.md b/Compendium/feats/dangerous-sorcery.md deleted file mode 100644 index d90dfb631..000000000 --- a/Compendium/feats/dangerous-sorcery.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Dangerous Sorcery"] ---- -# Dangerous Sorcery *Feat 1* -[sorcerer](../../Rules/traits/sorcerer.md) - - -Your legacy grants you great destructive power. When you [Cast a Spell](../../Rules/actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. - -*Source: Core Rulebook p. 198* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/dangle-loag.md b/Compendium/feats/dangle-loag.md deleted file mode 100644 index 54f66aace..000000000 --- a/Compendium/feats/dangle-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Dangle"] ---- -# Dangle *Feat 9* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: [Flexible Tail](flexible-tail-loag.md) - -You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a greatsword. - -*Source: Lost Omens: Ancestry Guide p. 48* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/dangle-loil.md b/Compendium/feats/dangle-loil.md deleted file mode 100644 index 06669cd13..000000000 --- a/Compendium/feats/dangle-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/move -- trait/vanara -aliases: ["Dangle"] ---- -# Dangle [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[move](../../Rules/traits/move.md) [vanara](../../Rules/traits/vanara-loil.md) - -- **Prerequisites**: Climbing Tail -- **Activity** Single Action - -You can hang by your tail from any suitable anchor point, such as a tree branch, balcony, or rocky outcropping (subject to the GM's discretion), typically while climbing. While hanging, you have free use of all your other limbs, so you can perform tasks that require both hands, such as firing a bow or swinging a bo staff. - -You can [Release](../../Rules/actions/release.md) your tail to drop down, and you cease hanging if you take an action with the [move](../../Rules/traits/move.md) trait. - -*Source: Lost Omens: Impossible Lands p. 56* -%% #compendium/src/pf2e/loil #trait/move #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/daredevils-gambit-locg.md b/Compendium/feats/daredevils-gambit-locg.md deleted file mode 100644 index 09f479fc4..000000000 --- a/Compendium/feats/daredevils-gambit-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Daredevil's Gambit"] ---- -# Daredevil's Gambit *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Daring Act](daring-act-locg.md) - -If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is [flat-footed](../../Rules/conditions.md#Flat-footed) against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you. - -*Source: Lost Omens: Character Guide p. 75* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/daring-act-locg.md b/Compendium/feats/daring-act-locg.md deleted file mode 100644 index ee570bc43..000000000 --- a/Compendium/feats/daring-act-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Daring Act"] ---- -# Daring Act [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: trained in [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics), [Firebrand Braggart Dedication](firebrand-braggart-dedication-locg.md) -- **Activity** Two-Action - -You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics) check against your target's Reflex DC. If you succeed, you can [Stride](../../Rules/actions/stride.md) up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is [flat-footed](../../Rules/conditions.md#Flat-footed) against the next melee attack you attempt against it before the end of your turn. - -## Daring Act leads to... - -[Daredevil's Gambit](daredevils-gambit-locg.md), [Daring Flourish](daring-flourish-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 74* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/daring-flourish-locg.md b/Compendium/feats/daring-flourish-locg.md deleted file mode 100644 index 99d8fe09d..000000000 --- a/Compendium/feats/daring-flourish-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Daring Flourish"] ---- -# Daring Flourish *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Daring Act](daring-act-locg.md) - -You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee [Strike](../../Rules/actions/strike.md) against the target or attempt to [Disarm](../../Rules/actions/disarm.md) the target. The target is [flat-footed](../../Rules/conditions.md#Flat-footed) against the [Strike](../../Rules/actions/strike.md) you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn. - -*Source: Lost Omens: Character Guide p. 75* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dark-personas-presence-da.md b/Compendium/feats/dark-personas-presence-da.md deleted file mode 100644 index 50c883c9d..000000000 --- a/Compendium/feats/dark-personas-presence-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aura -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -- trait/psychic -aliases: ["Dark Persona's Presence"] ---- -# Dark Persona's Presence [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[aura](../../Rules/traits/aura.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Trigger** You [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md). -- **Activity** Free Action - -When you [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md), all your rage and pain—the portion of your psyche dedicated to cruel retribution—come along with it. - -The force of your dark persona's negativity batters constantly against all creatures in a 30-foot emanation when you [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md) and for as long as your [Psyche is Unleashed](../../Rules/actions/unleash-psyche-da.md). A creature must attempt a Will save against your spell DC the first time it enters the emanation, or if it's in the emanation when you take this action; it doesn't need to attempt a save again, even if it leaves the emanation and returns. A creature [frightened](../../Rules/conditions.md#Frightened) by your Dark Persona's Presence can't decrease its [frightened](../../Rules/conditions.md#Frightened) value below 1 while within the emanation. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target is [frightened](../../Rules/conditions.md#Frightened). -> -> While your [Psyche is Unleashed](../../Rules/actions/unleash-psyche-da.md), your dark persona cares only for destruction. You can [Cast a Spell](../../Rules/actions/cast-a-spell.md) only if it can directly damage an enemy or object or can impose a detrimental condition or penalty on one. - -*Source: Dark Archive p. 26* -%% #compendium/src/pf2e/da #trait/aura #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/darkseer-locg.md b/Compendium/feats/darkseer-locg.md deleted file mode 100644 index 173533f8a..000000000 --- a/Compendium/feats/darkseer-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Darkseer"] ---- -# Darkseer *Feat 5* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Gloomseer](gloomseer-locg.md) - -Zon-Kuthon smiles upon you—even if you curse his name—granting you pitch-black eyes that allow you to see in shadows and darkness. You gain [darkvision](../../Rules/abilities/darkvision.md). - -*Source: Lost Omens: Character Guide p. 13* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/darting-monkey-loil.md b/Compendium/feats/darting-monkey-loil.md deleted file mode 100644 index 87325dfee..000000000 --- a/Compendium/feats/darting-monkey-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Darting Monkey"] ---- -# Darting Monkey *Feat 5* -[vanara](../../Rules/traits/vanara-loil.md) - - -You have a heightened awareness in combat, and your darting strikes prevent your foes from distracting you or breaking your focus. When you hit a creature of your level or lower while that creature is flanking you, flanking doesn't make you [flat-footed](../../Rules/conditions.md#Flat-footed) to that creature. This benefit lasts until the start of your next turn or until the creature moves, whichever comes first. The creature can still help its other allies flank. - -*Source: Lost Omens: Impossible Lands p. 55* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/daywalker-botd.md b/Compendium/feats/daywalker-botd.md deleted file mode 100644 index dfb65f845..000000000 --- a/Compendium/feats/daywalker-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/abjuration -- trait/archetype -- trait/divine -aliases: ["Daywalker"] ---- -# Daywalker *Feat 6* -[abjuration](../../Rules/traits/abjuration.md) [archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) - -- **Prerequisites**: [Vampire Dedication](vampire-dedication-botd.md) - -Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits (page 44) and can't be destroyed by sunlight. This doesn't prevent you from becoming [slowed](../../Rules/conditions.md#Slowed) by exposure to the sun. - -*Source: Book of the Dead p. 58* -%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/divine %% \ No newline at end of file diff --git a/Compendium/feats/daywalker-loag.md b/Compendium/feats/daywalker-loag.md deleted file mode 100644 index 02e5828b9..000000000 --- a/Compendium/feats/daywalker-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Daywalker"] ---- -# Daywalker *Feat 13* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -Whether through painstaking exposure, devoted prayer, or simple luck, you've found a greater affinity for life through the sun's light. When in an area of direct natural sunlight, your negative healing is suppressed, meaning you are healed by positive [healing](../../Rules/traits/healing.md) effects and harmed by negative energy. - -*Source: Lost Omens: Ancestry Guide p. 28* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/dazing-blow-apg.md b/Compendium/feats/dazing-blow-apg.md deleted file mode 100644 index 6ba4a40eb..000000000 --- a/Compendium/feats/dazing-blow-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -- trait/press -aliases: ["Dazing Blow"] ---- -# Dazing Blow [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed). -- **Activity** Single Action - -You pummel a held foe, hoping to stagger them. Make a melee [Strike](../../Rules/actions/strike.md) against a creature you have [grabbed](../../Rules/conditions.md#Grabbed). The weapon damage from this [Strike](../../Rules/actions/strike.md) is bludgeoning damage. If the [Strike](../../Rules/actions/strike.md) hits, the creature must attempt a Fortitude save against your class DC; this is an [incapacitation](../../Rules/traits/incapacitation.md) effect. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [stunned](../../Rules/conditions.md#Stunned). -> - **Failure** The creature is [stunned](../../Rules/conditions.md#Stunned). -> - **Critical Failure** The creature is [stunned](../../Rules/conditions.md#Stunned). - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/dazzling-block-som.md b/Compendium/feats/dazzling-block-som.md deleted file mode 100644 index 66f383687..000000000 --- a/Compendium/feats/dazzling-block-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evocation -- trait/light -- trait/magus -- trait/visual -aliases: ["Dazzling Block"] ---- -# Dazzling Block *Feat 10* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [magus](../../Rules/traits/magus-som.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), sparkling targe hybrid study -- **Requirements**: You are in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance. - -When you use [Shield Block](shield-block.md), you can create a flash of brilliant, multicolored light in a 15-foot cone. Each creature in the area must attempt a Fortitude save, with the following effects. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. The creature can spend an [Interact](../../Rules/actions/interact.md) action rubbing its eyes to end this [blinded](../../Rules/conditions.md#Blinded) condition. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 1 hour. - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/evocation #trait/light #trait/magus #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/dazzling-bullet-g-g.md b/Compendium/feats/dazzling-bullet-g-g.md deleted file mode 100644 index 7e186e1a9..000000000 --- a/Compendium/feats/dazzling-bullet-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/flourish -aliases: ["Dazzling Bullet"] ---- -# Dazzling Bullet [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Pistol Phenom Dedication](pistol-phenom-dedication-g-g.md) -- **Activity** Single Action - -Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a [Performance](../skills.md#Performance) check against the target creature's Will DC and make a ranged firearm [Strike](../../Rules/actions/strike.md) against that target. If the [Strike](../../Rules/actions/strike.md) deals damage to the target creature and you succeed at the [Performance](../skills.md#Performance) check, the creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. - -*Source: Guns & Gears p. 137* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/dead-reckoning-lopsg.md b/Compendium/feats/dead-reckoning-lopsg.md deleted file mode 100644 index f3a6e58f1..000000000 --- a/Compendium/feats/dead-reckoning-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/concentrate -- trait/skill -aliases: ["Dead Reckoning"] ---- -# Dead Reckoning [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md), trained in [Survival](../skills.md#Survival) -- **Activity** Two-Action - -You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location). - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/concentrate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/deadeye-g-g.md b/Compendium/feats/deadeye-g-g.md deleted file mode 100644 index c8ea6c42e..000000000 --- a/Compendium/feats/deadeye-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/concentrate -- trait/gunslinger -aliases: ["Deadeye"] ---- -# Deadeye [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Activity** Single Action - -You relax your eyes, taking in the smallest movements of objects, stirring of grass and leaves, and other signs of the presence of hidden things, granting you the ability to locate [invisible](../../Rules/conditions.md#Invisible) creatures. Until the start of your next turn, you can see [invisible](../../Rules/conditions.md#Invisible) creatures and objects as silhouettes defined by the movement of air, slight depressions in the ground, and other tells that less-keen eyes would overlook, which makes them merely [concealed](../../Rules/conditions.md#Concealed) from you. - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/concentrate #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/deadly-aim.md b/Compendium/feats/deadly-aim.md deleted file mode 100644 index ed5985ddf..000000000 --- a/Compendium/feats/deadly-aim.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/open -- trait/ranger -aliases: ["Deadly Aim"] ---- -# Deadly Aim [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[open](../../Rules/traits/open.md) [ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: weapon specialization -- **Activity** Single Action - -You aim for your prey's weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged [Strike](../../Rules/actions/strike.md) against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that [Strike](../../Rules/actions/strike.md). This bonus increases to +6 at 11th level and +8 at 15th level. - -*Source: Core Rulebook p. 174* -%% #compendium/src/pf2e/crb #trait/open #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/deadly-butterfly-frp1.md b/Compendium/feats/deadly-butterfly-frp1.md deleted file mode 100644 index 00362a840..000000000 --- a/Compendium/feats/deadly-butterfly-frp1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Deadly Butterfly"] ---- -# Deadly Butterfly *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](butterfly-blade-dedication-frp1.md) - -You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/deadly-grace-apg.md b/Compendium/feats/deadly-grace-apg.md deleted file mode 100644 index b2c2c5eaf..000000000 --- a/Compendium/feats/deadly-grace-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Deadly Grace"] ---- -# Deadly Grace *Feat 16* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -Your graceful attacks are especially powerful. When you score a critical hit with an [agile](../../Rules/traits/agile.md) or [finesse](../../Rules/traits/finesse.md) melee weapon that has the [deadly](../../Rules/traits/deadly.md) trait, you double the number of dice from that trait. When you wield an [agile](../../Rules/traits/agile.md) or [finesse](../../Rules/traits/finesse.md) melee weapon that doesn't have the [deadly](../../Rules/traits/deadly.md) trait, it gains the [deadly d8](../../Rules/traits/deadly.md) trait instead. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/deadly-poison-weapon-aoa5.md b/Compendium/feats/deadly-poison-weapon-aoa5.md deleted file mode 100644 index 4023fcd90..000000000 --- a/Compendium/feats/deadly-poison-weapon-aoa5.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/rogue -- trait/uncommon -aliases: ["Deadly Poison Weapon"] ---- -# Deadly Poison Weapon *Feat 12* -[rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Improved Poison Weapon](improved-poison-weapon.md) - -Your poisons are devastatingly potent. When you apply a simple poison with [Poison Weapon](poison-weapon.md), the poison deals `4d4` poison damage instead of `1d4` poison damage. When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* -%% #compendium/src/pf2e/aoa5 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/deadly-strikes-apg.md b/Compendium/feats/deadly-strikes-apg.md deleted file mode 100644 index d12cc9a12..000000000 --- a/Compendium/feats/deadly-strikes-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Deadly Strikes"] ---- -# Deadly Strikes *Feat 20* -[monk](../../Rules/traits/monk.md) - - -You have honed your body to attack with lethal focus. Your unarmed attacks gain the deadly d10 trait, or you increase their [deadly](../../Rules/traits/deadly.md) trait to `d10` if the unarmed attack is already deadly with a smaller die size. - -*Source: Advanced Player's Guide p. 131* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/death-warden-botd.md b/Compendium/feats/death-warden-botd.md deleted file mode 100644 index 79b440f25..000000000 --- a/Compendium/feats/death-warden-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/positive -aliases: ["Death Warden"] ---- -# Death Warden *Feat 6* -[archetype](../../Rules/traits/archetype.md) [positive](../../Rules/traits/positive.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](hallowed-necromancer-dedication-botd.md) - -With your intimate familiarity with the duality of positive and negative energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to negative damage equal to half your level and a +1 status bonus to saving throws against effects with the [negative](../../Rules/traits/negative.md) trait. - -*Source: Book of the Dead p. 25* -%% #compendium/src/pf2e/botd #trait/archetype #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/deathly-secrets-botd.md b/Compendium/feats/deathly-secrets-botd.md deleted file mode 100644 index b2eb0d10e..000000000 --- a/Compendium/feats/deathly-secrets-botd.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Deathly Secrets"] ---- -# Deathly Secrets *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Reanimator Dedication](reanimator-dedication-botd.md) - -No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the [eyes of the dead](../spells/eyes-of-the-dead-botd.md) or [subjugate undead](../spells/subjugate-undead-botd.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by meditating over the earthly remains of a dead sentient creature. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite. - -**Special.** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. - -## Deathly Secrets leads to... - -[Greater Deathly Secrets](greater-deathly-secrets-botd.md), [Master of the Dead](master-of-the-dead-botd.md) - -## Summary - -*Source: Book of the Dead p. 34* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/deaths-door-locg.md b/Compendium/feats/deaths-door-locg.md deleted file mode 100644 index c41382239..000000000 --- a/Compendium/feats/deaths-door-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Death's Door"] ---- -# Death's Door [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) -- **Frequency**: once per 10 minutes -- **Trigger** You take damage that would reduce you to 0 Hit Points. -- **Activity** Reaction - -You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked [unconscious](../../Rules/conditions.md#Unconscious), nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds. - -*Source: Lost Omens: Character Guide p. 115* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/deaths-drums-apg.md b/Compendium/feats/deaths-drums-apg.md deleted file mode 100644 index 2818b9c48..000000000 --- a/Compendium/feats/deaths-drums-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Death's Drums"] ---- -# Death's Drums *Feat 9* -[orc](../../Rules/traits/orc.md) - - -Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking [persistent damage](../../Rules/conditions.md#Persistent%20Damage) or your [wounded](../../Rules/conditions.md#Wounded) value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws. - -*Source: Advanced Player's Guide p. 19* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/debilitating-bomb.md b/Compendium/feats/debilitating-bomb.md deleted file mode 100644 index 29acebc7c..000000000 --- a/Compendium/feats/debilitating-bomb.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/additive-2 -- trait/alchemist -aliases: ["Debilitating Bomb"] ---- -# Debilitating Bomb [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Frequency**: once per round -- **Trigger** You use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: [dazzled](../../Rules/conditions.md#Dazzled), [deafened](../../Rules/conditions.md#Deafened), [flat-footed](../../Rules/conditions.md#Flat-footed), or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb). - -## Debilitating Bomb leads to... - -[Greater Debilitating Bomb](greater-debilitating-bomb.md), [True Debilitating Bomb](true-debilitating-bomb.md) - -## Summary - -*Source: Core Rulebook p. 78* -%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/debilitating-dichotomy-apg.md b/Compendium/feats/debilitating-dichotomy-apg.md deleted file mode 100644 index 6f8bc0faa..000000000 --- a/Compendium/feats/debilitating-dichotomy-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Debilitating Dichotomy"] ---- -# Debilitating Dichotomy *Feat 8* -[oracle](../../Rules/traits/oracle-apg.md) - - -You can give others a glimpse of the impossible conflicts and unchecked power that courses through your body. You learn the [debilitating dichotomy](../spells/debilitating-dichotomy-apg.md) revelation spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/debilitating-shot.md b/Compendium/feats/debilitating-shot.md deleted file mode 100644 index eaac5ac16..000000000 --- a/Compendium/feats/debilitating-shot.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -aliases: ["Debilitating Shot"] ---- -# Debilitating Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Activity** Two-Action - -Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon [Strike](../../Rules/actions/strike.md). If it hits and deals damage, the target is [slowed](../../Rules/conditions.md#Slowed) until the end of its next turn. - -*Source: Core Rulebook p. 150* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/debilitating-venom-loil.md b/Compendium/feats/debilitating-venom-loil.md deleted file mode 100644 index 1302d1304..000000000 --- a/Compendium/feats/debilitating-venom-loil.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Debilitating Venom"] ---- -# Debilitating Venom *Feat 5* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: [Envenom](../../Rules/actions/envenom-loil.md) - -Your venom is particularly potent, affecting targets in different ways. When you gain this feat, select one of the following debilitations. When you use [Envenom](../../Rules/actions/envenom-loil.md), you can choose to apply a debilitation to your venom to adjust its effects. The changes to each stage of the venom are listed. You can apply only one debilitation to your venom. - -- Hampering (level 5) - -```ad-inline-affliction -## Stages - -**Stage 1** –5-foot status penalty to Speed - -**Stage 2** –5-foot status penalty to Speed - -**Stage 3** –10-foot status penalty to Speed -``` - -- Stumbling (level 5) - -```ad-inline-affliction -## Stages - -**Stage 1** no adjustment - -**Stage 2** [flat-footed](../../../rules/conditions.md#Flat-footed) - -**Stage 3** [flat-footed](../../../rules/conditions.md#Flat-footed) and a –5-foot penalty to Speed -``` - -**Special.** You can select this feat a second time to gain the other debilitation. - -## Summary - -*Source: Lost Omens: Impossible Lands p. 61* -%% #compendium/src/pf2e/loil #trait/vishkanya %% diff --git a/Compendium/feats/deceptive-worship-apg.md b/Compendium/feats/deceptive-worship-apg.md deleted file mode 100644 index d474587dd..000000000 --- a/Compendium/feats/deceptive-worship-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Deceptive Worship"] ---- -# Deceptive Worship *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) - -Members of your cult frequently pass themselves off as worshippers of other religions. You can use [Occultism](../skills.md#Occultism) instead of [Deception](../skills.md#Deception) to [Impersonate](../../Rules/actions/impersonate.md) a typical worshipper of another faith or to [Lie](../../Rules/actions/lie.md) specifically to claim you are a member of the faith you are Impersonating. You still need to use the [Deception](../skills.md#Deception) skill to [Impersonate](../../Rules/actions/impersonate.md) a specific worshipper or to perform other deceptive actions, such as attempting to [Lie](../../Rules/actions/lie.md) about any other matter. - -*Source: Advanced Player's Guide p. 204* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/decry-thief-aoa5.md b/Compendium/feats/decry-thief-aoa5.md deleted file mode 100644 index 804232e98..000000000 --- a/Compendium/feats/decry-thief-aoa5.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/archetype -aliases: ["Decry Thief"] ---- -# Decry Thief *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zephyr Guard Dedication](zephyr-guard-dedication-aoa5.md), trained in [Intimidation](../skills.md#Intimidation) - -When you attempt to [Demoralize](../../Rules/actions/demoralize.md), you can make it harder for the target to flee, in place of the action's normal effects. - -> [!success-degree] -> - **Critical Success** For 1 round, the target takes a –10-foot status penalty to Speed and a –4 status penalty to [Stealth](../skills.md#Stealth). -> - **Success** For 1 round, the target takes a –5-foot status penalty to Speed and a –2 status penalty to [Stealth](../skills.md#Stealth). - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #compendium/src/pf2e/aoa5 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/deep-freeze-g-g.md b/Compendium/feats/deep-freeze-g-g.md deleted file mode 100644 index cfbc6f4da..000000000 --- a/Compendium/feats/deep-freeze-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/cold -- trait/inventor -- trait/manipulate -aliases: ["Deep Freeze"] ---- -# Deep Freeze [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[cold](../../Rules/traits/cold.md) [inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Activity** Two-Action - -You vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target one creature within 60 feet. That creature takes cold damage equal to your level, with effects depending on its Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and takes a –5-foot status penalty to its Speeds for 1 round. -> - **Failure** The target takes full damage and takes a –10-foot status penalty to its Speeds for 1 round. -> - **Critical Failure** The target takes double damage, is [slowed](../../Rules/conditions.md#Slowed) for 1 round, and takes a –15-foot status penalty to its Speeds for 1 round. - -**Unstable Function** Your innovation discharges an enormous cone of supercooled fluid, potentially causing cascading failures. Add the unstable trait to Deep Freeze. The ability affects all creatures within a 60-foot cone instead of a single target, and it deals cold damage equal to double your level instead of equal to your level. - -*Source: Guns & Gears p. 29* -%% #compendium/src/pf2e/g&g #trait/cold #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/deep-lore.md b/Compendium/feats/deep-lore.md deleted file mode 100644 index 7bcbef21a..000000000 --- a/Compendium/feats/deep-lore.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Deep Lore"] ---- -# Deep Lore *Feat 18* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Enigma muse, legendary in [Occultism](../skills.md#Occultism) - -Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/deep-roots-da.md b/Compendium/feats/deep-roots-da.md deleted file mode 100644 index 0d39ff623..000000000 --- a/Compendium/feats/deep-roots-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Deep Roots"] ---- -# Deep Roots *Feat 14* -[psychic](../../Rules/traits/psychic-da.md) - - -Your mind-control spells send burrowing mental roots that tear at your target's mind when they're removed or run their course. When you [Cast a Spell](../../Rules/actions/cast-a-spell.md) that imposes the [controlled](../../Rules/conditions.md#Controlled) condition or otherwise forces the target to take certain actions (such as command), you can choose one target that critically failed its save. When that target finishes fulfilling any commands issued by your spell, or when the spell is dispelled or counteracted, the target takes `1d6` mental damage per level of the spell. - -*Source: Dark Archive p. 28* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/deep-vision-loag.md b/Compendium/feats/deep-vision-loag.md deleted file mode 100644 index 048e53cde..000000000 --- a/Compendium/feats/deep-vision-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Deep Vision"] ---- -# Deep Vision *Feat 1* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -Your vision is suited for night or the underground. You gain [darkvision](../../Rules/abilities/darkvision.md). - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/deeper-dabbler-apg.md b/Compendium/feats/deeper-dabbler-apg.md deleted file mode 100644 index 2303323aa..000000000 --- a/Compendium/feats/deeper-dabbler-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Deeper Dabbler"] ---- -# Deeper Dabbler *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Talisman Dabbler Dedication](talisman-dabbler-dedication-apg.md) - -With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations. - -**Special.** You can select this feat a second time if you are 14th level or higher. - -*Source: Advanced Player's Guide p. 195* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/deepest-wellspring-da.md b/Compendium/feats/deepest-wellspring-da.md deleted file mode 100644 index 943aeb8e8..000000000 --- a/Compendium/feats/deepest-wellspring-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Deepest Wellspring"] ---- -# Deepest Wellspring *Feat 18* -[psychic](../../Rules/traits/psychic-da.md) - - -You've glimpsed the furthest recesses of your mind. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md), even if you spent your Focus Points on spells other than psychic abilities. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/defend-mount-apg.md b/Compendium/feats/defend-mount-apg.md deleted file mode 100644 index e49acd25a..000000000 --- a/Compendium/feats/defend-mount-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Defend Mount"] ---- -# Defend Mount [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) -- **Trigger** An enemy makes an attack roll against your mount while you're riding it. -- **Activity** Reaction - -You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount. - -*Source: Advanced Player's Guide p. 164* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/defend-summoner-som.md b/Compendium/feats/defend-summoner-som.md deleted file mode 100644 index 026766ee2..000000000 --- a/Compendium/feats/defend-summoner-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/eidolon -- trait/evolution -- trait/summoner -aliases: ["Defend Summoner"] ---- -# Defend Summoner [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Activity** Single Action - -Your eidolon blocks attacks against you. After your eidolon uses this action, you gain a +2 circumstance bonus to AC until the beginning of your next turn. This bonus applies only while you're within your eidolon's reach (in most cases, this means your eidolon is adjacent to you or in your space). - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/defensive-armaments-g-g.md b/Compendium/feats/defensive-armaments-g-g.md deleted file mode 100644 index 61a0a031d..000000000 --- a/Compendium/feats/defensive-armaments-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Defensive Armaments"] ---- -# Defensive Armaments *Feat 2* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -You use bulky firearms or crossbows to shield your body from your foes' attacks. Any two-handed firearms and two-handed crossbows you wield gain the [parry](../../Rules/traits/parry.md) trait. If an appropriate weapon already has the [parry](../../Rules/traits/parry.md) trait, increase the circumstance bonus to AC it grants when used to parry from +1 to +2. - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/defensive-coordination-apg.md b/Compendium/feats/defensive-coordination-apg.md deleted file mode 100644 index 2d5e13ee5..000000000 --- a/Compendium/feats/defensive-coordination-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Defensive Coordination"] ---- -# Defensive Coordination [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: warrior muse, [Inspire Defense](inspire-defense.md) -- **Activity** Single Action - -Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. - -If your next action is to cast the [inspire defense](../spells/inspire-defense.md) composition cantrip, you can [Raise a Shield](../../Rules/actions/raise-a-shield.md), and one ally who gains a status bonus from the spell can immediately use a reaction to [Raise a Shield](../../Rules/actions/raise-a-shield.md). - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/defensive-instincts-lome.md b/Compendium/feats/defensive-instincts-lome.md deleted file mode 100644 index 508b98f28..000000000 --- a/Compendium/feats/defensive-instincts-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Defensive Instincts"] ---- -# Defensive Instincts [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[goloma](../../Rules/traits/goloma-lome.md) - -- **Requirements**: you are adjacent to at least two enemies -- **Activity** Single Action - -Your body tenses up when surrounded, putting you on edge just enough to anticipate an attack. You gain a +1 circumstance bonus to AC until the beginning of your next turn and [Step](../../Rules/actions/step.md). - -*Source: Lost Omens: The Mwangi Expanse p. 118* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/defensive-recovery.md b/Compendium/feats/defensive-recovery.md deleted file mode 100644 index 77e25b902..000000000 --- a/Compendium/feats/defensive-recovery.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Defensive Recovery"] ---- -# Defensive Recovery [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: harmful font or healing font -- **Activity** Single Action - -Your faith provides temporary protection in addition to healing. If the next action you use is to cast [harm](../spells/harm.md) or [heal](../spells/heal.md) on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round. - -*Source: Core Rulebook p. 125* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/defiance-unto-death-locg.md b/Compendium/feats/defiance-unto-death-locg.md deleted file mode 100644 index b147f9991..000000000 --- a/Compendium/feats/defiance-unto-death-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -- trait/uncommon -aliases: ["Defiance Unto Death"] ---- -# Defiance Unto Death *Feat 5* -[elf](../../Rules/traits/elf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Spiresworn elf - -You loathe the alghollthus and their mind magic, and you've been trained to be willing to die rather than give into mental manipulation. If you would start your turn [confused](../../Rules/conditions.md#Confused), [controlled](../../Rules/conditions.md#Controlled), or [fleeing](../../Rules/conditions.md#Fleeing) due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become [paralyzed](../../Rules/conditions.md#Paralyzed) until your next turn, rather than act against your will. - -*Source: Lost Omens: Character Guide p. 26* -%% #compendium/src/pf2e/locg #trait/elf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/deflect-arrow.md b/Compendium/feats/deflect-arrow.md deleted file mode 100644 index 89b8eee41..000000000 --- a/Compendium/feats/deflect-arrow.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Deflect Arrow"] ---- -# Deflect Arrow [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[monk](../../Rules/traits/monk.md) - -- **Trigger** You are the target of a physical ranged attack. -- **Requirements**: You're aware of the attack, are not [flat-footed](../../Rules/conditions.md#Flat-footed) against it, and have a hand free. -- **Activity** Reaction - -You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). - -## Deflect Arrow leads to... - -[Arrow Snatching](arrow-snatching.md), [Return Fire](return-fire-apg.md) - -## Summary - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/deflecting-cloud-sot3.md b/Compendium/feats/deflecting-cloud-sot3.md deleted file mode 100644 index 1b461cae8..000000000 --- a/Compendium/feats/deflecting-cloud-sot3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot3 -- trait/archetype -- trait/uncommon -aliases: ["Deflecting Cloud"] ---- -# Deflecting Cloud [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md), [dragon wings](../spells/dragon-wings.md) sorcerer bloodline spell -- **Frequency**: once every 10 minutes -- **Trigger** You are the target of a ranged attack. -- **Requirements**: You are aware of the attack and currently have dragon wings active. -- **Activity** Reaction - -You've mastered a defensive technique unique to the ancient dragons of Bloodsalt: beating your wings to create a billowing cloud of mist. You become momentarily [hidden](../../Rules/conditions.md#Hidden) from the triggering attack if vision is the attacker's only precise sense. Normally this means the attacker must succeed at a DC 11 flat check to target you. You also gain a +4 circumstance bonus to AC against the triggering attack. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 79* -%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/deflecting-shot-g-g.md b/Compendium/feats/deflecting-shot-g-g.md deleted file mode 100644 index 1c2a236c6..000000000 --- a/Compendium/feats/deflecting-shot-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Deflecting Shot"] ---- -# Deflecting Shot [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Trigger** An ally within the first range increment of your firearm or crossbow is hit by an attack, and you can see the attacker. -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Reaction - -You're always ready to take a quick shot to deflect a weapon or distract a foe enough to render them off target. The ally gains a +2 circumstance bonus to their AC against the triggering attack. You use this reaction after the result of the attack roll is revealed, so you know whether the +2 will make a sufficient difference. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/deft-cooperation-lowg.md b/Compendium/feats/deft-cooperation-lowg.md deleted file mode 100644 index 09be5c130..000000000 --- a/Compendium/feats/deft-cooperation-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Deft Cooperation"] ---- -# Deft Cooperation *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully [Aid](../../Rules/actions/aid.md) an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully [Aid](../../Rules/actions/aid.md) a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to [Climb](../../Rules/actions/climb.md) the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check. - -*Source: Lost Omens: World Guide p. 23* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/defy-death-loag.md b/Compendium/feats/defy-death-loag.md deleted file mode 100644 index 50891b6cc..000000000 --- a/Compendium/feats/defy-death-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -aliases: ["Defy Death"] ---- -# Defy Death *Feat 5* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Ferocity](orc-ferocity.md) - -You're exceptionally difficult to kill. The DC of your recovery checks is equal to 9 + your [dying](../../Rules/conditions.md#Dying) value, or 8 + your [dying](../../Rules/conditions.md#Dying) value if you have the [Toughness](toughness.md) general feat. - -In addition, whenever someone returns you to life using magic that would normally leave you debilitated for a week (such as [raise dead](../spells/raise-dead.md) or the [resurrect](../spells/rituals/resurrect.md) ritual), you don't suffer that condition. - -*Source: Lost Omens: Ancestry Guide p. 51* -%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/defy-fey-loil.md b/Compendium/feats/defy-fey-loil.md deleted file mode 100644 index 5c33075d1..000000000 --- a/Compendium/feats/defy-fey-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/gunslinger -- trait/investigator -- trait/ranger -- trait/rare -aliases: ["Defy Fey"] ---- -# Defy Fey *Feat 6* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) [investigator](../../Rules/traits/investigator-apg.md) [ranger](../../Rules/traits/ranger.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: Greenwatch Initiate - -You are keen to the wiles of the fey and can usually shake off their magic. Whenever you fail, but don't critically fail, a save against a spell with a duration of at least 1 round cast by a fey creature, you can attempt a second save against the original DC at the start of your next turn to end any lingering effects the spell might have. This can end [persistent damage](../../Rules/conditions.md#Persistent%20Damage) caused by a spell but can't reverse [any](../../Rules/traits/any-b1.md) effects that have been resolved already (such as damage dealt when the spell was cast). - -*Source: Lost Omens: Impossible Lands p. 129* -%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/defy-the-darkness-apg.md b/Compendium/feats/defy-the-darkness-apg.md deleted file mode 100644 index 385c66397..000000000 --- a/Compendium/feats/defy-the-darkness-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Defy The Darkness"] ---- -# Defy The Darkness *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: darkvision - -Using ancient dwarven methods developed to fight enemies wielding magical darkness, you've honed your [darkvision](../../Rules/abilities/darkvision.md) and sworn not to use such magic yourself. You gain [greater darkvision](../../Rules/abilities/darkvision.md), enabling you to see through magical darkness even if it normally hampers [darkvision](../../Rules/abilities/darkvision.md) (such as the darkness created by a 4th-level [darkness](../spells/darkness.md) spell). You can't cast spells with the [darkness](../../Rules/traits/darkness.md) trait, use item activations with the [darkness](../../Rules/traits/darkness.md) trait, or use any other ability with the [darkness](../../Rules/traits/darkness.md) trait. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/deimatic-display-apg.md b/Compendium/feats/deimatic-display-apg.md deleted file mode 100644 index 08d673c6c..000000000 --- a/Compendium/feats/deimatic-display-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -aliases: ["Deimatic Display"] ---- -# Deimatic Display [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) -- **Activity** Single Action - -Imitating animal threat displays, you make yourself appear larger and more imposing. Roll one [Intimidation](../skills.md#Intimidation) check to [Demoralize](../../Rules/actions/demoralize.md) and compare the result to the Will DC of each animal, fungus, and plant creature in a 15-foot cone. When you do, [Demoralize](../../Rules/actions/demoralize.md) gains the [visual](../../Rules/traits/visual.md) trait, and creatures are affected if they can see you. You don't take a penalty if the creature doesn't understand your language. - -*Source: Advanced Player's Guide p. 124* -%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/delay-trap.md b/Compendium/feats/delay-trap.md deleted file mode 100644 index b3ce84e01..000000000 --- a/Compendium/feats/delay-trap.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Delay Trap"] ---- -# Delay Trap [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** A trap within your reach is triggered. -- **Activity** Reaction - -You can jam the workings of a trap to delay its effects. Attempt a [Thievery](../skills.md#Thievery) check to [Disable a Device](../../Rules/actions/disable-a-device.md) on the trap; the DC to do so is increased by 5, and the effects are as follows. - -*Source: Core Rulebook p. 186* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/deliberate-death-loag.md b/Compendium/feats/deliberate-death-loag.md deleted file mode 100644 index b98eff5bc..000000000 --- a/Compendium/feats/deliberate-death-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Deliberate Death"] ---- -# Deliberate Death [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - -- **Frequency**: once per day -- **Trigger** You are about to gain the [dying](../../Rules/conditions.md#Dying) condition as a result of another creature's attack or ability, and that creature is within your melee reach. -- **Activity** Reaction - -Once, you died because someone—murderer or monster, soldier or executioner— chose to strike you down. Just before losing consciousness, make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Lost Omens: Ancestry Guide p. 30* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/delver-lome.md b/Compendium/feats/delver-lome.md deleted file mode 100644 index 3751630ba..000000000 --- a/Compendium/feats/delver-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Delver"] ---- -# Delver *Feat 13* -[shisk](../../Rules/traits/shisk-lome.md) - - -Subterranean life taught you to swim through the ground like water. You gain a burrow Speed of 10 feet through loose soil or dirt. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/demanding-challenge-locg.md b/Compendium/feats/demanding-challenge-locg.md deleted file mode 100644 index e04e60918..000000000 --- a/Compendium/feats/demanding-challenge-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Demanding Challenge"] ---- -# Demanding Challenge *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Boaster's Challenge](boasters-challenge-locg.md) - -If your skill check to challenge a foe is a success, the target of your challenge takes a–1 circumstance penalty to attack rolls (or –2 if you critically succeed) until the end of your next turn. - -*Source: Lost Omens: Character Guide p. 75* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/demolition-charge-apg.md b/Compendium/feats/demolition-charge-apg.md deleted file mode 100644 index c52f7a284..000000000 --- a/Compendium/feats/demolition-charge-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Demolition Charge"] ---- -# Demolition Charge *Feat 2* -[alchemist](../../Rules/traits/alchemist.md) - - -You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area. As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column. This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard's [Stealth](../skills.md#Stealth) DC to detect it and [Thievery](../skills.md#Thievery) DC to disable it are equal to your class DC. - -The hazard has the following reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard. The hazard retains its potency until it's triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first. - -```ad-embed-ability -title: Fire in the Hole [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves into the hazard's space - -**Effect** The hazard explodes, dealing the bombs' damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, similarly combined for the purpose of resistances and weaknesses. - -As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. -``` - -*Source: Advanced Player's Guide p. 106* -%% #compendium/src/pf2e/apg #trait/alchemist %% diff --git a/Compendium/feats/demolitionist-dedication-g-g.md b/Compendium/feats/demolitionist-dedication-g-g.md deleted file mode 100644 index e69095937..000000000 --- a/Compendium/feats/demolitionist-dedication-g-g.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Demolitionist Dedication"] ---- -# Demolitionist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - - -You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in [Engineering Lore](../skills.md#Lore) or become an expert in it if you were already trained. You gain the Set Explosives action. - -```ad-embed-ability -title: Set Explosives [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](../../../rules/traits/concentrate.md) - -- **Requirements**: You have 1 or 2 bombs in hand - -**Effect** You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate. -%% #trait/concentrate %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the demolitionist archetype. - -## Demolitionist Dedication leads to... - -[Collapse Wall](collapse-wall-g-g.md), [Controlled Blast](controlled-blast-g-g.md), [Explosive Entry](explosive-entry-g-g.md), [Safety Measures](safety-measures-g-g.md) - -## Summary - -*Source: Guns & Gears p. 133* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/demolitionist-g-g.md b/Compendium/feats/demolitionist-g-g.md deleted file mode 100644 index c7a663cc9..000000000 --- a/Compendium/feats/demolitionist-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Demolitionist"] ---- -# Demolitionist *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -You know how to destroy objects with a well-placed explosion. Whenever you hit with a bomb [Strike](../../Rules/actions/strike.md) against a trap or an unattended object, you ignore the first 5 points of the object's Hardness. - -*Source: Guns & Gears p. 201* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/demon-magic-apg.md b/Compendium/feats/demon-magic-apg.md deleted file mode 100644 index 9a57e4bff..000000000 --- a/Compendium/feats/demon-magic-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Demon Magic"] ---- -# Demon Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Pitborn](pitborn-apg.md) - -You can channel the power of the Abyss through your heritage, producing terrible tangible effects. You can cast [paranoia](../spells/paranoia.md) and [shatter](../spells/shatter.md) each once per day as 2nd-level divine innate spells. - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/demonbane-warrior-lome.md b/Compendium/feats/demonbane-warrior-lome.md deleted file mode 100644 index 1583480d1..000000000 --- a/Compendium/feats/demonbane-warrior-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/elf -aliases: ["Demonbane Warrior"] ---- -# Demonbane Warrior *Feat 1* -[elf](../../Rules/traits/elf.md) - - -You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against demons. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. If your actions force a demon to take damage from its sin vulnerability, increase that damage by 2. - -*Source: Lost Omens: The Mwangi Expanse p. 60* -%% #compendium/src/pf2e/lome #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/demonblood-frenzy-lome.md b/Compendium/feats/demonblood-frenzy-lome.md deleted file mode 100644 index eabf3debd..000000000 --- a/Compendium/feats/demonblood-frenzy-lome.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/orc -- trait/uncommon -aliases: ["Demonblood Frenzy"] ---- -# Demonblood Frenzy [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[orc](../../Rules/traits/orc.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Matanji ethnicity -- **Prerequisites**: tusks unarmed attack -- **Frequency**: once per minute -- **Trigger** You successfully [Strike](../../Rules/actions/strike.md) a living creature that has the [fiend](../../Rules/traits/fiend.md) trait with your tusks unarmed attack. -- **Activity** Reaction - -Just the taste of fiendish blood is enough to send blood rushing through your veins in a supernatural fury. You become [quickened](../../Rules/conditions.md#Quickened) until the end of your next turn and you can use the extra action to make a tusks [Strike](../../Rules/actions/strike.md), [Stride](../../Rules/actions/stride.md), or [Step](../../Rules/actions/step.md). - -*Source: Lost Omens: The Mwangi Expanse p. 94* -%% #compendium/src/pf2e/lome #trait/orc #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/demons-hair-frp3.md b/Compendium/feats/demons-hair-frp3.md deleted file mode 100644 index e3a15503b..000000000 --- a/Compendium/feats/demons-hair-frp3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/uncommon -- trait/witch -aliases: ["Demon's Hair"] ---- -# Demon's Hair *Feat 20* -[uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Living Hair](living-hair-apg.md) - -Your hair constantly wriggles and writhes like that of your rival, Syu Tak-nwa. Your damage die of your hair unarmed [Strike](../../Rules/actions/strike.md) increases by one step and it gains the reach and versatile slashing traits. Your familiar assumes partial control over your hair; as long as your familiar is alive and within 30 feet, you are permanently [quickened](../../Rules/conditions.md#Quickened), and you can use the extra action only to make a hair [Strike](../../Rules/actions/strike.md). - -You can deliver hexes through your hair. When you successfully cast a non-cantrip hex that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](../../Rules/actions/strike.md) against them before applying [any](../../Rules/traits/any-b1.md) effects of the hex. If this [Strike](../../Rules/actions/strike.md) misses, the hex has no effect. - -**Special.** If your hair already has the [reach](../../Rules/traits/reach.md) trait, it instead gains the [sweep](../../Rules/traits/sweep.md) trait. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* -%% #compendium/src/pf2e/frp3 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/denier-of-destruction-ec6.md b/Compendium/feats/denier-of-destruction-ec6.md deleted file mode 100644 index 7ef719967..000000000 --- a/Compendium/feats/denier-of-destruction-ec6.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/cleric -- trait/uncommon -aliases: ["Denier Of Destruction"] ---- -# Denier Of Destruction [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: healing font -- **Trigger** Any ally within 30 feet that you can heal with your [heal](../spells/heal.md) spell would take damage from an attack or effect from a source you can observe. -- **Requirements**: You have a [heal](../spells/heal.md) spell prepared and you aren't [flat-footed](../../Rules/conditions.md#Flat-footed) to the source of the damage. -- **Activity** Reaction - -You can manipulate the same energies that the aeon orbs use to sustain life. You cast [heal](../spells/heal.md) on the triggering target. - -Instead of its normal effects, the [heal](../spells/heal.md) spell reduces the triggering damage by an amount equal to the Hit Points a 1-action [heal](../spells/heal.md) spell of that level would have recovered. - -As usual, if this reduces the damage to 0, it might also remove additional effects of the triggering attack, such as injury poisons. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/deny-support-aoe3.md b/Compendium/feats/deny-support-aoe3.md deleted file mode 100644 index caf33dfea..000000000 --- a/Compendium/feats/deny-support-aoe3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/rogue -- trait/uncommon -aliases: ["Deny Support"] ---- -# Deny Support *Feat 10* -[rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Help either the Washboard Dogs or the Diobel Sweepers destroy their rival - -When you succeed or critically succeed at a [Deception](../skills.md#Deception) check to [Feint](../../Rules/actions/feint.md) an opponent, that target can't flank with their allies until the beginning of your next turn. - -*Source: Agents of Edgewatch #3: All or Nothing p. 75* -%% #compendium/src/pf2e/aoe3 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/deny-the-songs-of-war-sot2.md b/Compendium/feats/deny-the-songs-of-war-sot2.md deleted file mode 100644 index d5e5b3c4a..000000000 --- a/Compendium/feats/deny-the-songs-of-war-sot2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -aliases: ["Deny The Songs Of War"] ---- -# Deny The Songs Of War *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](nantambu-chime-ringer-dedication-sot2.md) - -To keep the peace, you disrupt those who seek to break it. - -You can cast [deafness](../spells/deafness.md) and 4th-level [silence](../spells/silence.md) once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #compendium/src/pf2e/sot2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/derring-do-apg.md b/Compendium/feats/derring-do-apg.md deleted file mode 100644 index 380f713cc..000000000 --- a/Compendium/feats/derring-do-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fortune -- trait/swashbuckler -aliases: ["Derring-do"] ---- -# Derring-do *Feat 10* -[fortune](../../Rules/traits/fortune.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -When you compound panache with even more derring-do, it somehow tends to work out. When you already have panache, you can roll twice and use the higher result on checks to which the circumstance bonus for having panache applies ([Tumble Through](../../Rules/actions/tumble-through.md) and any skill actions listed in your swashbuckler's style). - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/desiccating-inhalation-botd.md b/Compendium/feats/desiccating-inhalation-botd.md deleted file mode 100644 index 9554f6b34..000000000 --- a/Compendium/feats/desiccating-inhalation-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/divine -- trait/evocation -aliases: ["Desiccating Inhalation"] ---- -# Desiccating Inhalation [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) [evocation](../../Rules/traits/evocation.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take `6d8` negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also [drained](../../Rules/conditions.md#Drained). As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level. - -At 14th level and every 2 levels thereafter, the damage increases by `1d8`. - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/evocation %% \ No newline at end of file diff --git a/Compendium/feats/desperate-finisher.md b/Compendium/feats/desperate-finisher.md deleted file mode 100644 index a0ae90228..000000000 --- a/Compendium/feats/desperate-finisher.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Desperate Finisher"] ---- -# Desperate Finisher [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[fighter](../../Rules/traits/fighter.md) - -- **Trigger** You complete the last action on your turn, and your turn has not ended yet. -- **Requirements**: You meet the requirements to use an action with the [press](../../Rules/traits/press.md) trait. -- **Activity** Reaction - -You throw everything into one last press. Use a single action that you know with the [press](../../Rules/traits/press.md) trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn. - -*Source: Core Rulebook p. 152* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/desperate-prayer-apg.md b/Compendium/feats/desperate-prayer-apg.md deleted file mode 100644 index 724229d09..000000000 --- a/Compendium/feats/desperate-prayer-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Desperate Prayer"] ---- -# Desperate Prayer [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[champion](../../Rules/traits/champion.md) - -- **Frequency**: once per day -- **Trigger** You begin your turn and have no Focus Points in your pool. -- **Activity** Free Action - -You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point. - -*Source: Advanced Player's Guide p. 118* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/destructive-block-apg.md b/Compendium/feats/destructive-block-apg.md deleted file mode 100644 index 52faba365..000000000 --- a/Compendium/feats/destructive-block-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Destructive Block"] ---- -# Destructive Block *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bastion Dedication](bastion-dedication-apg.md) - -You can protect yourself more effectively, at the expense of your shield. When you [Shield Block](shield-block.md), you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be [broken](../../Rules/conditions.md#Broken) or destroyed, such as if you're using an indestructible shield. - -*Source: Advanced Player's Guide p. 159* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/detectives-readiness-apg.md b/Compendium/feats/detectives-readiness-apg.md deleted file mode 100644 index 806a3d724..000000000 --- a/Compendium/feats/detectives-readiness-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Detective's Readiness"] ---- -# Detective's Readiness *Feat 4* -[investigator](../../Rules/traits/investigator-apg.md) - - -When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) on saving throws (and their DCs, as normal) against the subject of a lead, and you can use [Clue In](../../Rules/actions/clue-in-apg.md) to assist an ally's saving throw against that subject. - -*Source: Advanced Player's Guide p. 61* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/determination.md b/Compendium/feats/determination.md deleted file mode 100644 index 36e25d39d..000000000 --- a/Compendium/feats/determination.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/fighter -aliases: ["Determination"] ---- -# Determination [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [fighter](../../Rules/traits/fighter.md) - -- **Frequency**: once per day -- **Activity** Single Action - -Your training allows you to shrug off your foes' spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check) - -This doesn't remove any Hit Point damage normally dealt by the spell or condition, and it doesn't prevent the spell or debilitating effect from affecting other allies or the environment around you. It can't remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can't remove conditions from the situation (such as [prone](../../Rules/conditions.md#Prone) or [flanked](../../Rules/conditions.md#Flanked)). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can't remove its effect on you. - -*Source: Core Rulebook p. 152* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/determined-dash-apg.md b/Compendium/feats/determined-dash-apg.md deleted file mode 100644 index ed29ad166..000000000 --- a/Compendium/feats/determined-dash-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Determined Dash"] ---- -# Determined Dash [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Two-Action - -Nothing can keep you from your enemy. [Stride](../../Rules/actions/stride.md) twice. During this movement you ignore difficult terrain, greater difficult terrain, and any effects that would impose a penalty to Speed. You can attempt an [Athletics](../skills.md#Athletics) check instead of an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md) when moving across narrow surfaces or uneven ground, using the same DC. This doesn't prevent you from being harmed by hazardous terrain. You can increase the number of actions this activity takes to 3 to [Stride](../../Rules/actions/stride.md) three times instead. - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/determined-lore-seeker-lopsg.md b/Compendium/feats/determined-lore-seeker-lopsg.md deleted file mode 100644 index 7bcbfccff..000000000 --- a/Compendium/feats/determined-lore-seeker-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Determined Lore Seeker"] ---- -# Determined Lore Seeker *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lore Seeker](lore-seeker-locg.md) - -You've mastered useful spells that let you find [hidden](../../Rules/conditions.md#Hidden) truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the [Lore](../skills.md#Lore) Seeker feat: comprehend language, restore senses, or see invisibility. You can cast this spell three times per day instead of once per day. - -When you cast any of the spells granted by [Lore](../skills.md#Lore) Seeker as innate spells, they gain additional effects. When you cast [comprehend language](../spells/comprehend-language.md), the spell is heightened to 4th level. When you cast [restore senses](../spells/restore-senses.md),the spell is heightened to half your level, rounded up. When you cast [see invisibility](../spells/see-invisibility.md), for the duration of the spell you can use an action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to see [invisible](../../Rules/conditions.md#Invisible) creatures normally (instead of seeing them as translucent shapes that are [concealed](../../Rules/conditions.md#Concealed) to you) until the end of your next turn. - -*Source: Lost Omens: Pathfinder Society Guide p. 46* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/detonating-spell-lokl.md b/Compendium/feats/detonating-spell-lokl.md deleted file mode 100644 index b478e0a06..000000000 --- a/Compendium/feats/detonating-spell-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/cleric -- trait/concentrate -- trait/metamagic -- trait/oracle -- trait/sorcerer -- trait/uncommon -- trait/witch -- trait/wizard -aliases: ["Detonating Spell"] ---- -# Detonating Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) [wizard](../../Rules/traits/wizard.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Activity** Single Action - -Your spell becomes volatile and explosive. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals. - -*Source: Lost Omens: Knights of Lastwall p. 83* -%% #compendium/src/pf2e/lokl #trait/cleric #trait/concentrate #trait/metamagic #trait/oracle #trait/sorcerer #trait/uncommon #trait/witch #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/devastating-spellstrike-som.md b/Compendium/feats/devastating-spellstrike-som.md deleted file mode 100644 index e1c185365..000000000 --- a/Compendium/feats/devastating-spellstrike-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Devastating Spellstrike"] ---- -# Devastating Spellstrike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), inexorable iron hybrid study, [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Requirements**: You are in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance and your [Spellstrike](../../Rules/actions/spellstrike-som.md) is charged. -- **Activity** Two-Action - -Your [Spellstrike](../../Rules/actions/spellstrike-som.md) sweeps are so wide and devastating, they splash onto nearby foes. Make a [Spellstrike](../../Rules/actions/spellstrike-som.md). Foes adjacent to the target take splash damage equal to 2 + the extra damage from [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md). The damage type is the same as [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md); if the spell already deals splash damage of the same type, combine the damage together before applying weaknesses or resistances. - -*Source: Secrets of Magic p. 44* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/devastating-weaponry-g-g.md b/Compendium/feats/devastating-weaponry-g-g.md deleted file mode 100644 index 5cd444acb..000000000 --- a/Compendium/feats/devastating-weaponry-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Devastating Weaponry"] ---- -# Devastating Weaponry [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: weapon innovation -- **Activity** Three-Action - -You release a volley of projectiles from your weapon, or power it to fly in every direction across the battlefield and [Strike](../../Rules/actions/strike.md) multiple creatures. Make a [Strike](../../Rules/actions/strike.md) with your weapon innovation against each foe within 30 feet of you. Don't increase your multiple attack penalty until after making all the attacks. If your innovation is a melee weapon and any of the attacks are outside your reach, you [Release](../../Rules/actions/release.md) the weapon before the [Strikes](../../Rules/actions/strike.md), and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. As normal, if your weapon innovation requires one or more actions to reload between [Strikes](../../Rules/actions/strike.md), you can't use it to make multiple attacks with Devastating Weaponry. - -*Source: Guns & Gears p. 31* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/devil-in-plain-sight-loag.md b/Compendium/feats/devil-in-plain-sight-loag.md deleted file mode 100644 index 500ffb8bc..000000000 --- a/Compendium/feats/devil-in-plain-sight-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/concentrate -- trait/divine -- trait/polymorph -- trait/tiefling -- trait/transmutation -aliases: ["Devil In Plain Sight"] ---- -# Devil In Plain Sight [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [polymorph](../../Rules/traits/polymorph.md) [tiefling](../../Rules/traits/tiefling-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Activity** Two-Action - -You've learned to draw your fiendish nature into a small ball of corruption and hide it in your soul. Your obviously fiendish traits disappear, including any tails, horns, and cloven hooves, though hints remain (claws turn into jagged nails or eyes retain an odd hue, for instance). You're still recognizably yourself, but now appear as a typical, non-tiefling member of your base ancestry. Using Devil in Plain Sight counts as creating a disguise when using [Deception](../skills.md#Deception) to [Impersonate](../../Rules/actions/impersonate.md), and your transformation automatically defeats [Perception](../skills.md#Perception) DCs to determine if you're a normal member of your base ancestry; only creatures actively rolling [Perception](../skills.md#Perception) to examine you might notice the disguise. While in your shapeshifted form, you can't use unarmed attacks, innate spells, or other abilities that require physical features you receive from a tiefling ancestry feat—for instance, you can't use the Skillful Tail feat. You can remain in your alternate form indefinitely, and can shift back to your tiefling form by using this action again. - -## Devil In Plain Sight leads to... - -[Finest Trick](finest-trick-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 63* -%% #compendium/src/pf2e/loag #trait/concentrate #trait/divine #trait/polymorph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/devil-magic-apg.md b/Compendium/feats/devil-magic-apg.md deleted file mode 100644 index ab22566ce..000000000 --- a/Compendium/feats/devil-magic-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Devil Magic"] ---- -# Devil Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Hellspawn](hellspawn-apg.md) - -Drawing on the infernal power of your sinister forbears, you mislead your foes with magical deception. You can cast [invisibility](../spells/invisibility.md) and [misdirection](../spells/misdirection.md) each once per day as 2nd-level divine innate spells. - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/devilish-wiles-loag.md b/Compendium/feats/devilish-wiles-loag.md deleted file mode 100644 index 2977a3c8f..000000000 --- a/Compendium/feats/devilish-wiles-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tiefling -aliases: ["Devilish Wiles"] ---- -# Devilish Wiles *Feat 5* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -Traditionally, fiends are exceptionally good at persuading people to do things, even when their targets know it's a bad idea. You're also rather good at it, compelling the weak and weak-willed to your bidding. You can cast [charm](../spells/charm.md) once per day as a 1st-level divine innate spell. - -*Source: Lost Omens: Ancestry Guide p. 63* -%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/devils-advocate-locg.md b/Compendium/feats/devils-advocate-locg.md deleted file mode 100644 index 62d2673c6..000000000 --- a/Compendium/feats/devils-advocate-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -- trait/uncommon -aliases: ["Devil's Advocate"] ---- -# Devil's Advocate *Feat 1* -[human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Chelaxian nationality - -You know more about the habits of devils than is entirely safe. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks against devils and saving throws against their abilities. In addition, whenever you meet a devil in a social situation, you can immediately attempt a [Diplomacy](../skills.md#Diplomacy) check to [Make an Impression](../../Rules/actions/make-an-impression.md) on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. - -**Special.** If you have the [Glad-Hand](glad-hand.md) skill feat, you don't take the penalty to your immediate [Diplomacy](../skills.md#Diplomacy) check if the target is a devil. - -*Source: Lost Omens: Character Guide p. 11* -%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/devils-eye-da.md b/Compendium/feats/devils-eye-da.md deleted file mode 100644 index 565358a61..000000000 --- a/Compendium/feats/devils-eye-da.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/rare -aliases: ["Devil's Eye"] ---- -# Devil's Eye *Feat 4* -[aftermath](../../Rules/traits/aftermath-da.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You made a bargain with a devil or won a legal case or other similar duel of wits against a devil. - -Your experience in the finer points of bargaining with a devil has awakened a sinister power that now inhabits your left eye. The eye is the same shape and iris color as your normal eye would be, but the sclera is a deep red instead of white and the pupil is a narrow, vertical slit. The eye grants you an abnormal understanding of the loopholes and legal processes employed to trap poor creatures that don't know any better. - -You gain the Objection reaction. You also become an expert in [Legal Lore](../skills.md#Lore) and gain a +1 -circumstance bonus to any check you make to read or negotiate a treatise, contract, or similar text. At 7th level -you become a master of [Legal Lore](../skills.md#Lore), and at 15th level you become legendary in [Legal Lore](.. -/skills.md#Lore). You can use [Legal Lore](../skills.md#Lore) in place of [Perception](../skills.md#Perception) to -detect verbal loopholes, double entendres, [hidden](../../Rules/conditions.md#Hidden) meanings, code, or -contradictions in a conversation you can hear. This doesn't let you fully understand coded speech but alerts you to its presence. - -```ad-embed-ability -title: Objection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](../../../rules/traits/fortune.md) - -- **Trigger**: You're about to attempt a saving throw against a [linguistic](../../../rules/traits/linguistic.md) effect - -**Effect** Your devil's eye crackles with infernal glee as you discover a loophole in the wording of the triggering effect. You roll your saving throw twice, taking the higher result. -%% #trait/fortune %% -``` - -*Source: Dark Archive p. 55* -%% #compendium/src/pf2e/da #trait/aftermath #trait/rare %% diff --git a/Compendium/feats/devoted-focus.md b/Compendium/feats/devoted-focus.md deleted file mode 100644 index e7688bc0b..000000000 --- a/Compendium/feats/devoted-focus.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Devoted Focus"] ---- -# Devoted Focus *Feat 10* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: devotion spells - -Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/devoted-guardian-lokl.md b/Compendium/feats/devoted-guardian-lokl.md deleted file mode 100644 index 7de21cb8a..000000000 --- a/Compendium/feats/devoted-guardian-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/fighter -- trait/uncommon -aliases: ["Devoted Guardian"] ---- -# Devoted Guardian [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[champion](../../Rules/traits/champion.md) [fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Requirements**: Your last action was to [Raise a Shield](../../Rules/actions/raise-a-shield.md). -- **Activity** Single Action - -You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield. - -*Source: Lost Omens: Knights of Lastwall p. 82* -%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/diabolic-certitude-lowg.md b/Compendium/feats/diabolic-certitude-lowg.md deleted file mode 100644 index 31ab2081c..000000000 --- a/Compendium/feats/diabolic-certitude-lowg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/skill -aliases: ["Diabolic Certitude"] ---- -# Diabolic Certitude [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md) -- **Trigger** Your turn begins and you can observe a devil. -- **Activity** Free Action - -Your Hellknight training drilled details of Hell's denizens deep into your mind. Make an attempt to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a devil you're observing. If you roll a critical failure on this check, you get a failure instead. - -*Source: Lost Omens: World Guide p. 107* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/diamond-fists.md b/Compendium/feats/diamond-fists.md deleted file mode 100644 index 3a2232842..000000000 --- a/Compendium/feats/diamond-fists.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Diamond Fists"] ---- -# Diamond Fists *Feat 18* -[monk](../../Rules/traits/monk.md) - - -Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the [forceful](../../Rules/traits/forceful.md) trait. Any that already had this trait instead increase their weapon damage dice by one step. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/didactic-strike-apg.md b/Compendium/feats/didactic-strike-apg.md deleted file mode 100644 index fbdd8d1cf..000000000 --- a/Compendium/feats/didactic-strike-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Didactic Strike"] ---- -# Didactic Strike *Feat 16* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: [Shared Stratagem](shared-stratagem-apg.md) - -When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is [flat-footed](../../Rules/conditions.md#Flat-footed) against the first attack from each designated ally before your next turn, and each ally's first attack deals an extra `2d6` precision damage to the target if it hits. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/diehard.md b/Compendium/feats/diehard.md deleted file mode 100644 index a6a4b6883..000000000 --- a/Compendium/feats/diehard.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Diehard"] ---- -# Diehard *Feat 1* -[general](../../Rules/traits/general.md) - - -It takes more to kill you than most. You die from the [dying](../../Rules/conditions.md#Dying) condition at [dying](../../Rules/conditions.md#Dying), rather than [dying](../../Rules/conditions.md#Dying). - -## Diehard leads to... - -[Numb To Death](numb-to-death-logm.md) - -## Summary - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/different-worlds-aoa3.md b/Compendium/feats/different-worlds-aoa3.md deleted file mode 100644 index 3af0d961b..000000000 --- a/Compendium/feats/different-worlds-aoa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/general -- trait/uncommon -aliases: ["Different Worlds"] ---- -# Different Worlds *Feat 1* -[general](../../Rules/traits/general.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: ability to select ancestry feats from multiple ancestries - -Your separate experiences in different societies have evolved into entirely separate lives. Create a second identity for yourself with a different name, history, and background. This identity must correspond to one of the ancestries whose ancestry feats you can select. You gain the trained proficiency rank in the [Lore](../skills.md#Lore) skill from the second background you chose (but you don't gain any of the background's other benefits), and you gain a +4 circumstance bonus to [Deception](../skills.md#Deception) checks when making a statement that would be true of your second identity or when disguising yourself as your second identity. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* -%% #compendium/src/pf2e/aoa3 #trait/general #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/dig-quickly-ec3.md b/Compendium/feats/dig-quickly-ec3.md deleted file mode 100644 index 69acc36d4..000000000 --- a/Compendium/feats/dig-quickly-ec3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/manipulate -- trait/shoony -aliases: ["Dig Quickly"] ---- -# Dig Quickly [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[manipulate](../../Rules/traits/manipulate.md) [shoony](../../Rules/traits/shoony-ec3.md) - -- **Requirements**: You are standing on dirt, sand, snow, or similar particulate material. -- **Activity** Two-Action - -Your hands work as effectively as shovels when you need to dig a quick hole. - -You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) can immediately attempt an additional flat DC 15 check to end the [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Extinction Curse #3: Life's Long Shadows p. 72* -%% #compendium/src/pf2e/ec3 #trait/manipulate #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/dig-up-secrets-lome.md b/Compendium/feats/dig-up-secrets-lome.md deleted file mode 100644 index 180675b26..000000000 --- a/Compendium/feats/dig-up-secrets-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Dig Up Secrets"] ---- -# Dig Up Secrets *Feat 9* -[shisk](../../Rules/traits/shisk-lome.md) - - -You are an endless well of knowledge and can remember several vital pieces of information at once. You can cast [hypercognition](../spells/hypercognition.md) as an innate occult spell once per day. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/dimensional-disappearance-som.md b/Compendium/feats/dimensional-disappearance-som.md deleted file mode 100644 index 5b0d1c877..000000000 --- a/Compendium/feats/dimensional-disappearance-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Dimensional Disappearance"] ---- -# Dimensional Disappearance *Feat 10* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: dimensional assault focus spell, laughing shadow hybrid study - -You take advantage of teleportation to better hide your position. When you cast dimensional assault, you're affected by an [invisibility](../spells/invisibility.md) spell at the end of the teleport. You can choose not to make the [Strike](../../Rules/actions/strike.md) that is normally part of dimensional assault. If you do make the [Strike](../../Rules/actions/strike.md), your invisibility ends after the [Strike](../../Rules/actions/strike.md), as normal for invisibility. - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/dire-form-loag.md b/Compendium/feats/dire-form-loag.md deleted file mode 100644 index 20be0510b..000000000 --- a/Compendium/feats/dire-form-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Dire Form"] ---- -# Dire Form *Feat 13* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -Your hybrid shape is a hulking beast. While in your hybrid shape, you gain the effects of [enlarge](../spells/enlarge.md). - -*Source: Lost Omens: Ancestry Guide p. 82* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/directed-audience-apg.md b/Compendium/feats/directed-audience-apg.md deleted file mode 100644 index 2172c782d..000000000 --- a/Compendium/feats/directed-audience-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Directed Audience"] ---- -# Directed Audience *Feat 2* -[bard](../../Rules/traits/bard.md) - - -You can shape the area of your composition spells. Whenever you cast a composition spell whose area is an emanation, you can change the spell's area to a cone 10 feet larger, to a maximum of twice the original area. For example, you could modify a composition spell that affects a 30-foot emanation to affect a 40-foot cone, but a 5-foot emanation could only become a 10-foot cone. - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/directed-channel.md b/Compendium/feats/directed-channel.md deleted file mode 100644 index aae7aad9d..000000000 --- a/Compendium/feats/directed-channel.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Directed Channel"] ---- -# Directed Channel *Feat 4* -[cleric](../../Rules/traits/cleric.md) - - -You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of [harm](../spells/harm.md) or [heal](../spells/heal.md) that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation. - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/directed-poison-lotgb.md b/Compendium/feats/directed-poison-lotgb.md deleted file mode 100644 index c907e3a02..000000000 --- a/Compendium/feats/directed-poison-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Directed Poison"] ---- -# Directed Poison *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [cloudkill](../spells/cloudkill.md) - -When you cast [cloudkill](../spells/cloudkill.md), modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. - -Once per round when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the cloud 10 feet in the direction of your choice. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/directional-bombs.md b/Compendium/feats/directional-bombs.md deleted file mode 100644 index aabce3c4a..000000000 --- a/Compendium/feats/directional-bombs.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Directional Bombs"] ---- -# Directional Bombs *Feat 6* -[alchemist](../../Rules/traits/alchemist.md) - - -You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the [splash](../../Rules/traits/splash.md) trait, instead of splashing all squares adjacent to the target, you can treat the target's space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target's square closest to you is the first affected square of the cone. - -## Directional Bombs leads to... - -[Controlled Blast](controlled-blast-g-g.md) - -## Summary - -*Source: Core Rulebook p. 78* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/dirge-of-doom.md b/Compendium/feats/dirge-of-doom.md deleted file mode 100644 index 6f380a22b..000000000 --- a/Compendium/feats/dirge-of-doom.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Dirge Of Doom"] ---- -# Dirge Of Doom *Feat 6* -[bard](../../Rules/traits/bard.md) - - -You learn the [dirge of doom](../spells/dirge-of-doom.md) composition cantrip, which frightens your enemies. - -*Source: Core Rulebook p. 101* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/disarming-assault-apg.md b/Compendium/feats/disarming-assault-apg.md deleted file mode 100644 index 917d54ce3..000000000 --- a/Compendium/feats/disarming-assault-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/flourish -- trait/rage -aliases: ["Disarming Assault"] ---- -# Disarming Assault [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Activity** Single Action - -You attack with enough force to knock the weapon out of your foe's hands. Make a melee [Strike](../../Rules/actions/strike.md); if you hit, you can attempt an [Athletics](../skills.md#Athletics) check to [Disarm](../../Rules/actions/disarm.md) that foe. - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/disarming-block-apg.md b/Compendium/feats/disarming-block-apg.md deleted file mode 100644 index 5a3940972..000000000 --- a/Compendium/feats/disarming-block-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Disarming Block"] ---- -# Disarming Block [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bastion Dedication](bastion-dedication-apg.md), trained in [Athletics](../skills.md#Athletics) -- **Trigger** You [Shield Block](shield-block.md) a melee [Strike](../../Rules/actions/strike.md) made with a held weapon. -- **Activity** Free Action - -You attempt to [Disarm](../../Rules/actions/disarm.md) the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free. - -*Source: Advanced Player's Guide p. 159* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/disarming-flair-apg.md b/Compendium/feats/disarming-flair-apg.md deleted file mode 100644 index fc27eed20..000000000 --- a/Compendium/feats/disarming-flair-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Disarming Flair"] ---- -# Disarming Flair *Feat 1* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -It's harder for your foes to regain their grip when you knock their weapon partially out of their hands. When you succeed at an [Athletics](../skills.md#Athletics) check to [Disarm](../../Rules/actions/disarm.md), the circumstance bonus and penalty from [Disarm](../../Rules/actions/disarm.md) last until the end of your next turn, instead of until the beginning of the target's next turn. The target can use an [Interact](../../Rules/actions/interact.md) action to adjust their grip and remove this effect. - -If your swashbuckler's style is gymnast and you succeed at your [Athletics](../skills.md#Athletics) check to [Disarm](../../Rules/actions/disarm.md) a foe, you gain panache. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/disarming-stance.md b/Compendium/feats/disarming-stance.md deleted file mode 100644 index ff5f2975f..000000000 --- a/Compendium/feats/disarming-stance.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Disarming Stance"] ---- -# Disarming Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to [Athletics](../skills.md#Athletics) checks to [Disarm](../../Rules/actions/disarm.md) and a +2 circumstance bonus to your Reflex DC when defending against checks to [Disarm](../../Rules/actions/disarm.md) you. In addition, you can attempt to [Disarm](../../Rules/actions/disarm.md) creatures up to two sizes larger than you. - -*Source: Core Rulebook p. 147* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/disarming-twist.md b/Compendium/feats/disarming-twist.md deleted file mode 100644 index 9b52fed45..000000000 --- a/Compendium/feats/disarming-twist.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Disarming Twist"] ---- -# Disarming Twist [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. Make a melee [Strike](../../Rules/actions/strike.md) with the required weapon. In addition to its other effects, this [Strike](../../Rules/actions/strike.md) gains the success and critical success effects of the [Disarm](../../Rules/actions/disarm.md) action. The [Strike](../../Rules/actions/strike.md) also has the following failure effect. - -> [!success-degree] -> - **Failure** The target is [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your current turn. - -*Source: Core Rulebook p. 150* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/discerning-gaze-ngd.md b/Compendium/feats/discerning-gaze-ngd.md deleted file mode 100644 index c20b2dbd5..000000000 --- a/Compendium/feats/discerning-gaze-ngd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -aliases: ["Discerning Gaze"] ---- -# Discerning Gaze *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners - -You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret [Perception](../skills.md#Perception) checks to [Sense Motive](../../Rules/actions/sense-motive.md). - -If you use [Sense Motive](../../Rules/actions/sense-motive.md) on a creature you have currently condemned with Harsh Judgment, your GM rolls the [Perception](../skills.md#Perception) check twice and takes the higher result (this is a [fortune](../../Rules/traits/fortune.md) effect). - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/discerning-strike-lopsg.md b/Compendium/feats/discerning-strike-lopsg.md deleted file mode 100644 index a0747e578..000000000 --- a/Compendium/feats/discerning-strike-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Discerning Strike"] ---- -# Discerning Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md), [Thorough Reports](thorough-reports-lowg.md) -- **Requirements**: You have successfully identified the target with [Recall Knowledge](../../Rules/actions/recall-knowledge.md) during this combat. -- **Activity** Single Action - -Identifying a creature is the first step in finding its weaknesses. - -Attempt a [Strike](../../Rules/actions/strike.md) against the target; if successful, you deal an additional `1d6` precision damage. If you have succeeded on a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check against the target during this combat and their creature type was previously recorded using [Thorough Reports](thorough-reports-lowg.md), you also deal 1 point of [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). The creature is then temporarily immune to Discerning Strike for 1 day. - -*Source: Lost Omens: Pathfinder Society Guide p. 120* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/disciple-of-shade-som.md b/Compendium/feats/disciple-of-shade-som.md deleted file mode 100644 index a01e5a436..000000000 --- a/Compendium/feats/disciple-of-shade-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Disciple Of Shade"] ---- -# Disciple Of Shade *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadowcaster Dedication](shadowcaster-dedication-som.md) - -You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the [inscrutable mask](../spells/inscrutable-mask-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 226* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/disciples-breath-apg.md b/Compendium/feats/disciples-breath-apg.md deleted file mode 100644 index f9a41810f..000000000 --- a/Compendium/feats/disciples-breath-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Disciple's Breath"] ---- -# Disciple's Breath [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md), [dragon breath](../spells/dragon-breath.md) sorcerer bloodline spell -- **Activity** Two-Action - -You unleash your breath weapon without spending focus. This has the effects of your [dragon breath](../spells/dragon-breath.md) sorcerer bloodline spell, though it deals `9d6` damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for `1d4` rounds. - -*Source: Advanced Player's Guide p. 169* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/discordant-voice-apg.md b/Compendium/feats/discordant-voice-apg.md deleted file mode 100644 index 9bf8f6fd6..000000000 --- a/Compendium/feats/discordant-voice-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -- trait/evocation -- trait/sonic -aliases: ["Discordant Voice"] ---- -# Discordant Voice *Feat 18* -[bard](../../Rules/traits/bard.md) [evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Prerequisites**: [inspire courage](../spells/inspire-courage.md) - -Your inspire courage lets loose a discordant shriek that imbues your allies' attacks with powerful sonic reverberations. While your allies are affected by your inspire courage, their weapon [Strikes](../../Rules/actions/strike.md) and unarmed attacks deal an additional `1d6` sonic damage. - -*Source: Advanced Player's Guide p. 115* -%% #compendium/src/pf2e/apg #trait/bard #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/Compendium/feats/discreet-inquiry-apg.md b/Compendium/feats/discreet-inquiry-apg.md deleted file mode 100644 index 37f277054..000000000 --- a/Compendium/feats/discreet-inquiry-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Discreet Inquiry"] ---- -# Discreet Inquiry *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy) - -You are subtle in your efforts to learn the things you need to know. When [Gathering Information](../../Rules/actions/gather-information.md), you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to [Gather Information](../../Rules/actions/gather-information.md). Anyone trying to [Gather Information](../../Rules/actions/gather-information.md) to determine if someone else was asking around about the topic in question must exceed your [Deception](../skills.md#Deception) DC or the normal DC to [Gather Information](../../Rules/actions/gather-information.md) about your inquiries, whichever is higher, or else they don't learn of your efforts. - -*Source: Advanced Player's Guide p. 204* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/disengaging-twist-lotgb.md b/Compendium/feats/disengaging-twist-lotgb.md deleted file mode 100644 index 46472d65d..000000000 --- a/Compendium/feats/disengaging-twist-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Disengaging Twist"] ---- -# Disengaging Twist [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Trigger** A creature gives you the [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) condition. -- **Activity** Reaction - -Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an [Athletics](../skills.md#Athletics) check to [Escape](../../Rules/actions/escape.md) the triggering condition. You gain a +2 circumstance bonus to this check. - -*Source: Lost Omens: The Grand Bazaar p. 126* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/disk-rider-lotgb.md b/Compendium/feats/disk-rider-lotgb.md deleted file mode 100644 index 91ef16d96..000000000 --- a/Compendium/feats/disk-rider-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Disk Rider"] ---- -# Disk Rider *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [floating disk](../spells/floating-disk.md) - -When you cast [floating disk](../spells/floating-disk.md), you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects. - -**Heightened (3rd)** The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being [encumbered](../../Rules/conditions.md#Encumbered). If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/disorienting-opening-apg.md b/Compendium/feats/disorienting-opening-apg.md deleted file mode 100644 index 1a24f1d5a..000000000 --- a/Compendium/feats/disorienting-opening-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Disorienting Opening"] ---- -# Disorienting Opening *Feat 8* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) - -You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md), that creature becomes [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn. - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/disorienting-venom-lome.md b/Compendium/feats/disorienting-venom-lome.md deleted file mode 100644 index 178791ec5..000000000 --- a/Compendium/feats/disorienting-venom-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Disorienting Venom"] ---- -# Disorienting Venom *Feat 9* -[anadi](../../Rules/traits/anadi-lome.md) - -- **Prerequisites**: Venomous Anadi - -The venom injected by your fangs disorients your foes. A creature damaged by your anadi venom must attempt a Fortitude save against your class DC or spell DC, whichever is higher, or become [flat-footed](../../Rules/conditions.md#Flat-footed) for 1 round. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/dispelling-slice.md b/Compendium/feats/dispelling-slice.md deleted file mode 100644 index 955eaeacc..000000000 --- a/Compendium/feats/dispelling-slice.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Dispelling Slice"] ---- -# Dispelling Slice [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Two-Action - -Your sneak attack slices through the threads binding magic to a target. Make a [Strike](../../Rules/actions/strike.md) against a [flat-footed](../../Rules/conditions.md#Flat-footed) creature (your choice). If your [Strike](../../Rules/actions/strike.md) deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/dispelling-spellstrike-som.md b/Compendium/feats/dispelling-spellstrike-som.md deleted file mode 100644 index 5cf873730..000000000 --- a/Compendium/feats/dispelling-spellstrike-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Dispelling Spellstrike"] ---- -# Dispelling Spellstrike [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Requirements**: Your [Spellstrike](../../Rules/actions/spellstrike-som.md) is charged. -- **Activity** Three-Action - -The spell you deliver tries to force out magic affecting your enemy. Make a [Spellstrike](../../Rules/actions/spellstrike-som.md). If it hits, you also attempt to counteract a single spell (of your choice) active on the target. The counteract level is half your level rounded up, and the counteract check modifier is the standard modifier for counteracting with a spell (your Intelligence modifier plus your spellcasting proficiency bonus, plus any bonuses or penalties that specifically apply to counteract checks). - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/disrupt-ki.md b/Compendium/feats/disrupt-ki.md deleted file mode 100644 index 020b52a5f..000000000 --- a/Compendium/feats/disrupt-ki.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/negative -aliases: ["Disrupt Ki"] ---- -# Disrupt Ki [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[monk](../../Rules/traits/monk.md) [negative](../../Rules/traits/negative.md) - -- **Activity** Two-Action - -Make an unarmed [Strike](../../Rules/actions/strike.md). If it deals damage to a living creature, you block that creature's inner life force. The creature takes `2d6` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage) and is [enfeebled](../../Rules/conditions.md#Enfeebled) until the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) ends. If you're 18th level or higher, this deals `3d6` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage) instead. - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk #trait/negative %% \ No newline at end of file diff --git a/Compendium/feats/disrupt-prey.md b/Compendium/feats/disrupt-prey.md deleted file mode 100644 index c1ca306af..000000000 --- a/Compendium/feats/disrupt-prey.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Disrupt Prey"] ---- -# Disrupt Prey [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Trigger** Your hunted prey is within your reach, and it uses a [manipulate](../../Rules/traits/manipulate.md) action, uses a [move](../../Rules/traits/move.md) action, or leaves a square during a move action it's using. -- **Activity** Reaction - -Make a melee [Strike](../../Rules/actions/strike.md) against your prey. If the attack is a critical hit, you disrupt the triggering action. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/disrupting-strikes-frp1.md b/Compendium/feats/disrupting-strikes-frp1.md deleted file mode 100644 index fda4208a5..000000000 --- a/Compendium/feats/disrupting-strikes-frp1.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Disrupting Strikes"] ---- -# Disrupting Strikes [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Eater Dedication](ghost-eater-dedication-frp1.md) -- **Activity** Single Action - -You call forth positive energy from within to help you destroy undead. Your weapon and unarmed [Strikes](../../Rules/actions/strike.md) gain the effects of a disrupting property rune until the start of your next turn. - -If you're 14th level or higher, your [Strikes](../../Rules/actions/strike.md) instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/disruptive-blur-g-g.md b/Compendium/feats/disruptive-blur-g-g.md deleted file mode 100644 index a385334ce..000000000 --- a/Compendium/feats/disruptive-blur-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Disruptive Blur"] ---- -# Disruptive Blur *Feat 14* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the drifter - -You use cacophonous blasts from your gun or distracting shots from your crossbow to cause momentary diversions, letting you move about the battlefield with impunity. - -After you make a [Strike](../../Rules/actions/strike.md) with a firearm or crossbow, creatures can't take reactions that would be triggered by your movement for the rest of your turn. - -*Source: Guns & Gears p. 118* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/disruptive-stance.md b/Compendium/feats/disruptive-stance.md deleted file mode 100644 index d9ed1feda..000000000 --- a/Compendium/feats/disruptive-stance.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Disruptive Stance"] ---- -# Disruptive Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Activity** Single Action - -The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions. As long as you are in this stance, you can use [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your [Strike](../../Rules/actions/strike.md) hits (not only if it's a critical hit). - -*Source: Core Rulebook p. 150* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/disruptive-stare-loil.md b/Compendium/feats/disruptive-stare-loil.md deleted file mode 100644 index d35ac13fc..000000000 --- a/Compendium/feats/disruptive-stare-loil.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/mental -- trait/nagaji -- trait/visual -aliases: ["Disruptive Stare"] ---- -# Disruptive Stare [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[mental](../../Rules/traits/mental.md) [nagaji](../../Rules/traits/nagaji-loil.md) [visual](../../Rules/traits/visual.md) - -- **Trigger** A creature within 30 feet attempts to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with the [concentrate](../../Rules/traits/concentrate.md) trait. -- **Activity** Reaction - -Your frigid gaze can turn a foe's blood to ice. The triggering creature must attempt a Will save against your class DC or spell DC, whichever is higher. It then becomes temporarily immune for 24 hours. - -> [!success-degree] -> - **Failure** The triggering spell takes a –2 status penalty to its spell attack rolls and DCs. -> - **Critical Failure** The triggering spell is disrupted. - -*Source: Lost Omens: Impossible Lands p. 51* -%% #compendium/src/pf2e/loil #trait/mental #trait/nagaji #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/distant-cackle-lome.md b/Compendium/feats/distant-cackle-lome.md deleted file mode 100644 index 60a513c22..000000000 --- a/Compendium/feats/distant-cackle-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Distant Cackle"] ---- -# Distant Cackle *Feat 5* -[gnoll](../../Rules/traits/gnoll-b1.md) - -- **Prerequisites**: witch gnoll heritage - -It takes a very brave person to enter the laughter-haunted forest where you dwell. You can cast [ventriloquism](../spells/ventriloquism.md) once per day as a 1st-level occult innate spell. - -*Source: Lost Omens: The Mwangi Expanse p. 113* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/distant-wandering-da.md b/Compendium/feats/distant-wandering-da.md deleted file mode 100644 index d6e908aa6..000000000 --- a/Compendium/feats/distant-wandering-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Distant Wandering"] ---- -# Distant Wandering [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[deviant](../../Rules/traits/deviant-da.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Activity** Single Action - -Your body falls [unconscious](../../Rules/conditions.md#Unconscious) and your spirit projects out of it. - -While in spirit form, you can't consciously move your body, and you are [invisible](../../Rules/conditions.md#Invisible) and inaudible, though a creature still might notice the signs of your presence and passing, just like for an [invisible](../../Rules/conditions.md#Invisible) creature affected by silence, or a prying eye. You can freely move about, though you can't touch or move anything, cast spells, attack, or otherwise affect anything around you. - -Despite your ghostly form, you are not incorporeal and can't pass through barriers you couldn't in your body. Most effects can't harm your spirit form, though some spells, like spirit blast and spirit song, explicitly damage a creature's spirit. - -You can return to your body as a free action. If you are in spirit form at the beginning of your turn, you must attempt another backlash check for your deviation, returning to your body if you fail. - -**Awakening** Your spirit moves at the speed of thought. You gain a fly Speed and a +20-foot status bonus to your Speed while in spirit form. - -**Awakening** Time seems to pass more slowly while you are projecting your spirit, letting you notice things around you. When you enter spirit form, you can [Recall Knowledge](../../Rules/actions/recall-knowledge.md) or [Seek](../../Rules/actions/seek.md). You are [quickened](../../Rules/conditions.md#Quickened) while in spirit form and can use the extra action only to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) or [Seek](../../Rules/actions/seek.md). - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/distracting-explosion-g-g.md b/Compendium/feats/distracting-explosion-g-g.md deleted file mode 100644 index 4dd54f2ab..000000000 --- a/Compendium/feats/distracting-explosion-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Distracting Explosion"] ---- -# Distracting Explosion [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: offensive boost|inventor|G&G|9|offensive boosts -- **Trigger** A creature within your reach uses a concentrate action. -- **Activity** Reaction - -Your enemies think they can concentrate on something else while you're nearby? Oh, you'll give them a distraction, all right! Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature with a weapon or unarmed attack that is benefiting from your offensive boost|inventor|G&G|9|offensive boosts. This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -**Unstable Function** You pull out all the stops to create an explosive distraction. Add the unstable trait to Distracting Explosion. If the attack hits, you disrupt the triggering concentrate action. - -**Special.** If your innovation is a minion, it can take this reaction instead of you, even though minions can't normally take reactions or act when it's not their turn. It uses your reaction for the turn to do so. - -*Source: Guns & Gears p. 28* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/distracting-feint.md b/Compendium/feats/distracting-feint.md deleted file mode 100644 index 9c2575b04..000000000 --- a/Compendium/feats/distracting-feint.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Distracting Feint"] ---- -# Distracting Feint *Feat 2* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: Scoundrel racket - -Your [Feints](../../Rules/actions/feint.md) are far more distracting than normal, drawing your foes' attention and allowing you and your allies to take greater advantage. While a creature is [flat-footed](../../Rules/conditions.md#Flat-footed) by your [Feint](../../Rules/actions/feint.md), it also takes a –2 circumstance penalty to [Perception](../skills.md#Perception) checks and Reflex saves. - -*Source: Core Rulebook p. 183* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/distracting-flattery-apg.md b/Compendium/feats/distracting-flattery-apg.md deleted file mode 100644 index 5f61abf42..000000000 --- a/Compendium/feats/distracting-flattery-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Distracting Flattery"] ---- -# Distracting Flattery [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Dandy Dedication](dandy-dedication-apg.md), expert in [Deception](../skills.md#Deception) -- **Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. -- **Activity** Reaction - -You know how to maintain a good impression and manage your image, even while keeping uncouth company. - -Make a [Deception](../skills.md#Deception) check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes. - -> [!success-degree] -> - **Success** The target's attitude doesn't decrease as a result of your ally's social blunder. -> - **Failure** The target's attitude decreases, as normal. -> - **Critical Failure** Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction. - -*Source: Advanced Player's Guide p. 167* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/distracting-performance-apg.md b/Compendium/feats/distracting-performance-apg.md deleted file mode 100644 index 5b48954f8..000000000 --- a/Compendium/feats/distracting-performance-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Distracting Performance"] ---- -# Distracting Performance *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Performance](../skills.md#Performance) - -Your performances are especially distracting, allowing your allies to [Sneak](../../Rules/actions/sneak.md) away with ease. When you [Aid](../../Rules/actions/aid.md) an ally who is trying to [Create a Diversion](../../Rules/actions/create-a-diversion.md), instead of the usual effects of [Aid](../../Rules/actions/aid.md), you can roll a [Performance](../skills.md#Performance) check and use that result to determine the outcome of the diversion, instead of the ally rolling a [Deception](../skills.md#Deception) check. - -*Source: Advanced Player's Guide p. 205* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/distracting-shadows.md b/Compendium/feats/distracting-shadows.md deleted file mode 100644 index f6aa0bc80..000000000 --- a/Compendium/feats/distracting-shadows.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Distracting Shadows"] ---- -# Distracting Shadows *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -You have learned to remain [hidden](../../Rules/conditions.md#Hidden) by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md) actions, though you still can't use such creatures as cover for other uses, such as the [Take Cover](../../Rules/actions/take-cover.md) action. - -## Distracting Shadows leads to... - -[Ceaseless Shadows](ceaseless-shadows.md) - -## Summary - -*Source: Core Rulebook p. 52* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/distracting-shot.md b/Compendium/feats/distracting-shot.md deleted file mode 100644 index 0d734d870..000000000 --- a/Compendium/feats/distracting-shot.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Distracting Shot"] ---- -# Distracting Shot *Feat 12* -[ranger](../../Rules/traits/ranger.md) - - -The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it's [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn. - -## Distracting Shot leads to... - -[Greater Distracting Shot](greater-distracting-shot.md) - -## Summary - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/distracting-spellstrike-som.md b/Compendium/feats/distracting-spellstrike-som.md deleted file mode 100644 index 5dfc1abcc..000000000 --- a/Compendium/feats/distracting-spellstrike-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Distracting Spellstrike"] ---- -# Distracting Spellstrike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: laughing shadow hybrid study, [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Requirements**: You're in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance and have a hand free. -- **Activity** Two-Action - -You weave distracting magic with one hand to enhance your [Spellstrike](../../Rules/actions/spellstrike-som.md). Make a [Spellstrike](../../Rules/actions/spellstrike-som.md) and [Feint](../../Rules/actions/feint.md) against the target of your [Strike](../../Rules/actions/strike.md). Do this immediately before making the [Strike](../../Rules/actions/strike.md), but after choosing your target. The [Feint](../../Rules/actions/feint.md) gains the [arcane](../../Rules/traits/arcane.md), [illusion](../../Rules/traits/illusion.md), and [visual](../../Rules/traits/visual.md) traits, and it always has the basic effects of a [Feint](../../Rules/actions/feint.md), rather than applying any adjustments or alternate effects from other feats or abilities. - -*Source: Secrets of Magic p. 44* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/disturbing-defense-sli.md b/Compendium/feats/disturbing-defense-sli.md deleted file mode 100644 index 9d1c15c78..000000000 --- a/Compendium/feats/disturbing-defense-sli.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -aliases: ["Disturbing Defense"] ---- -# Disturbing Defense *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Oozemorph Dedication](oozemorph-dedication-sli.md) - -Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) is 13, rather than 15. - -## Disturbing Defense leads to... - -[Peculiar Anatomy](peculiar-anatomy-sli.md), [Rubbery Skin](rubbery-skin-sli.md) - -## Summary - -*Source: The Slithering p. 59* -%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/disturbing-knowledge-apg.md b/Compendium/feats/disturbing-knowledge-apg.md deleted file mode 100644 index fe6031803..000000000 --- a/Compendium/feats/disturbing-knowledge-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/emotion -- trait/fear -- trait/general -- trait/mental -- trait/skill -aliases: ["Disturbing Knowledge"] ---- -# Disturbing Knowledge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 7* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [general](../../Rules/traits/general.md) [mental](../../Rules/traits/mental.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Occultism](../skills.md#Occultism) -- **Activity** Two-Action - -You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. - -Attempt an [Occultism](../skills.md#Occultism) check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in [Occultism](../skills.md#Occultism). - -Those creatures are temporarily immune for 24 hours. - -> [!success-degree] -> - **Critical Success** The target becomes [confused](../../Rules/conditions.md#Confused) for 1 round and [frightened](../../Rules/conditions.md#Frightened). -> - **Success** The target becomes [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target is unaffected. -> - **Critical Failure** You get overly caught up in your own words and become [frightened](../../Rules/conditions.md#Frightened). - -*Source: Advanced Player's Guide p. 205* -%% #compendium/src/pf2e/apg #trait/emotion #trait/fear #trait/general #trait/mental #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/diverse-armor-expert.md b/Compendium/feats/diverse-armor-expert.md deleted file mode 100644 index 471cfe153..000000000 --- a/Compendium/feats/diverse-armor-expert.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Diverse Armor Expert"] ---- -# Diverse Armor Expert *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](champion-dedication.md), expert in unarmored defense or one or more types of armor - -Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. - -*Source: Core Rulebook p. 223* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/diverse-lore-da.md b/Compendium/feats/diverse-lore-da.md deleted file mode 100644 index 5baddaa5a..000000000 --- a/Compendium/feats/diverse-lore-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Diverse Lore"] ---- -# Diverse Lore *Feat 1* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with [Esoteric Lore](../skills.md#Lore) to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about any topic, not just the usual topics available for [Esoteric Lore](../skills.md#Lore). Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your [Esoteric Lore](../skills.md#Lore) check to the DC to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check. - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/diverse-mystery-apg.md b/Compendium/feats/diverse-mystery-apg.md deleted file mode 100644 index 4562590ce..000000000 --- a/Compendium/feats/diverse-mystery-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Diverse Mystery"] ---- -# Diverse Mystery *Feat 16* -[oracle](../../Rules/traits/oracle-apg.md) - -- **Prerequisites**: [Advanced Revelation](advanced-revelation-apg.md) - -You have broadened your understanding of the divine and can tap into the wonders of a different mystery. Select one revelation spell from a mystery other than your own. You can choose only an initial revelation spell or an advanced revelation spell. - -When you cast this revelation spell, you gain the effects of the minor curse from that mystery in addition to the normal [curse](../../Rules/traits/curse.md) effects you gain from casting a revelation spell. This additional minor [curse](../../Rules/traits/curse.md) effect remains until your next daily preparations. Any ability that lets you cast a revelation spell without increasing the severity of your curse also prevents you from gaining this additional [curse](../../Rules/traits/curse.md) effect. - -You can't cast your chosen revelation spell if any of the following conditions are true: its mystery's [curse](../../Rules/traits/curse.md) effects directly conflict with or negate the effects of your own mystery's curse, the curse would have no effect on you (for example, removing an ability from your original mystery that you lack), or either of these criteria would be met once you finish [Casting the Spell](../../Rules/actions/cast-a-spell.md). - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/diverse-recognition-lopsg.md b/Compendium/feats/diverse-recognition-lopsg.md deleted file mode 100644 index b2130b01b..000000000 --- a/Compendium/feats/diverse-recognition-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/skill -aliases: ["Diverse Recognition"] ---- -# Diverse Recognition [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md), master in a skill used to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) -- **Frequency**: once per round -- **Trigger** You successfully [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a creature you can see, using a skill in which you are a master. -- **Activity** Free Action - -Your Pathfinder training allows you to quickly size up numerous threats. Attempt to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) against a different kind of creature you can see using the same skill. You must still meet the requirements to attempt this check. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/diverse-weapon-expert.md b/Compendium/feats/diverse-weapon-expert.md deleted file mode 100644 index 47783c9b7..000000000 --- a/Compendium/feats/diverse-weapon-expert.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Diverse Weapon Expert"] ---- -# Diverse Weapon Expert *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Fighter Dedication](fighter-dedication.md), expert in any kind of weapon or unarmed attack - -Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained. - -*Source: Core Rulebook p. 226* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/diverting-vortex-apg.md b/Compendium/feats/diverting-vortex-apg.md deleted file mode 100644 index 8d8c4ac7b..000000000 --- a/Compendium/feats/diverting-vortex-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Diverting Vortex"] ---- -# Diverting Vortex [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Requirements**: Your most recent action was to cast a noncantrip spell. -- **Activity** Single Action - -You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/divine-access-apg.md b/Compendium/feats/divine-access-apg.md deleted file mode 100644 index b62c4ba64..000000000 --- a/Compendium/feats/divine-access-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Divine Access"] ---- -# Divine Access *Feat 4* -[oracle](../../Rules/traits/oracle-apg.md) - - -Your ability to tap into divine magic surpasses the spells traditionally available to you (the divine spell list). Choose one deity who grants one of your mystery's granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list. You can select from these spells when you add or swap spells in your spell repertoire. - -**Special.** You can select this feat more than once. You can't choose the same spells more than once, but you can choose a different domain or a different deity with the same domain you've previously selected with this feat. - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/divine-aegis-apg.md b/Compendium/feats/divine-aegis-apg.md deleted file mode 100644 index 9d66355cf..000000000 --- a/Compendium/feats/divine-aegis-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/abjuration -- trait/divine -- trait/oracle -aliases: ["Divine Aegis"] ---- -# Divine Aegis [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[abjuration](../../Rules/traits/abjuration.md) [divine](../../Rules/traits/divine.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Trigger** You attempt a saving throw against a [magical](../../Rules/traits/magical.md) effect, but you haven't rolled yet. -- **Activity** Reaction - -You summon divine energy to shield yourself, offering protection against other traditions but leaving you exposed to other [divine](../../Rules/traits/divine.md) effects. Until the beginning of your next turn, you gain a +1 circumstance bonus to saving throws against non-divine [magical](../../Rules/traits/magical.md) effects, but you also take a –1 circumstance penalty to saves against [divine](../../Rules/traits/divine.md) effects. - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/abjuration #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/divine-ally.md b/Compendium/feats/divine-ally.md deleted file mode 100644 index 0cc8fad25..000000000 --- a/Compendium/feats/divine-ally.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Divine Ally"] ---- -# Divine Ally *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](champion-dedication.md) - -You gain a divine ally|Champion||3 of your choice. - -*Source: Core Rulebook p. 223* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/divine-countermeasures-apg.md b/Compendium/feats/divine-countermeasures-apg.md deleted file mode 100644 index acd859da5..000000000 --- a/Compendium/feats/divine-countermeasures-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Divine Countermeasures"] ---- -# Divine Countermeasures *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -You've studied your celestial heritage with the intent of better defending yourself, and you've found that your techniques are equally powerful against celestials, fiends, and other divine entities. You gain a +1 circumstance bonus to all saving throws against [divine](../../Rules/traits/divine.md) effects. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/divine-disharmony-da.md b/Compendium/feats/divine-disharmony-da.md deleted file mode 100644 index 86f6a765f..000000000 --- a/Compendium/feats/divine-disharmony-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/divine -- trait/enchantment -- trait/esoterica -- trait/manipulate -- trait/thaumaturge -aliases: ["Divine Disharmony"] ---- -# Divine Disharmony [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[divine](../../Rules/traits/divine.md) [enchantment](../../Rules/traits/enchantment.md) [esoterica](../../Rules/traits/esoterica-da.md) [manipulate](../../Rules/traits/manipulate.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Activity** Single Action - -From your collection of religious trinkets, you pull out opposing divine objects—such as the religious symbols of two deities that are hated enemies—and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your choice of a [Deception](../skills.md#Deception) or [Intimidation](../skills.md#Intimidation) check against the Will DC of a creature you can see within 60 feet, with the following results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine spells, you gain a +2 circumstance bonus to your skill check. The GM might determine that a creature that despises all deities, such as an alghollthu, is unaffected. - -> [!success-degree] -> - **Critical Success** The creature is [flat-footed](../../Rules/conditions.md#Flat-footed) to your attacks until the end of your next turn. -> - **Success** The creature is [flat-footed](../../Rules/conditions.md#Flat-footed) against your attacks until the end of your current turn. - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/divine #trait/enchantment #trait/esoterica #trait/manipulate #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/divine-effusion-apg.md b/Compendium/feats/divine-effusion-apg.md deleted file mode 100644 index 3216b9fb4..000000000 --- a/Compendium/feats/divine-effusion-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Divine Effusion"] ---- -# Divine Effusion *Feat 18* -[oracle](../../Rules/traits/oracle-apg.md) - - -The power of your mystery surges through you like a font of divine energy, even when your own magic dwindles. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels. - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/divine-emissary-lokl.md b/Compendium/feats/divine-emissary-lokl.md deleted file mode 100644 index dacaa4381..000000000 --- a/Compendium/feats/divine-emissary-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/sorcerer -- trait/uncommon -- trait/witch -aliases: ["Divine Emissary"] ---- -# Divine Emissary *Feat 6* -[sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: a familiar, you follow a good-aligned deity or patron - -Your familiar is a divine emissary, sent to you by your deity or patron and infused with celestial powers. You can select one additional familiar ability each day, which must be one of the following divine emissary familiar abilities. You can't select more than one divine emissary familiar ability at a time. - -**Erudite** Your familiar has incredible religious knowledge. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to [Aid](../../Rules/actions/aid.md) you on a [Religion](../skills.md#Religion) check (it still has to prepare to help you as normal for the [Aid](../../Rules/actions/aid.md) reaction). It automatically succeeds its check to [Aid](../../Rules/actions/aid.md) you with [Religion](../skills.md#Religion) checks or automatically critically succeeds if you're a master in [Religion](../skills.md#Religion). - -**Luminous** Your familiar glows with a comforting light. It sheds bright light in a 30-foot radius and dim light for the next 30 feet. It can suppress or resume this light by using an action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -**Medic** Your familiar can draw upon the power of your deity to [Cast a Spell](../../Rules/actions/cast-a-spell.md) once per day. The familiar can cast the 1-action version of heal at a level 2 levels lower than your highest-level spell slot, which it can cast only on you. You must be able to cast 3rd-level spells from spell slots to select this ability. - -**Radiant** Your familiar is filled with a divine radiance that makes it resistant to the forces of evil. Your familiar gains resistance to evil and negative damage equal to half your level. - -*Source: Lost Omens: Knights of Lastwall p. 83* -%% #compendium/src/pf2e/lokl #trait/sorcerer #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/divine-evolution.md b/Compendium/feats/divine-evolution.md deleted file mode 100644 index 49bd1513f..000000000 --- a/Compendium/feats/divine-evolution.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/divine -- trait/sorcerer -aliases: ["Divine Evolution"] ---- -# Divine Evolution *Feat 4* -[divine](../../Rules/traits/divine.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: bloodline that grants divine spells - -The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of [heal](../spells/heal.md) or [harm](../spells/harm.md). You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire. - -## Divine Evolution leads to... - -[Greater Vital Evolution](greater-vital-evolution.md), [Greater Spiritual Evolution](greater-spiritual-evolution-apg.md) - -## Summary - -*Source: Core Rulebook p. 199* -%% #compendium/src/pf2e/crb #trait/divine #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/divine-grace.md b/Compendium/feats/divine-grace.md deleted file mode 100644 index a7a73f501..000000000 --- a/Compendium/feats/divine-grace.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Divine Grace"] ---- -# Divine Grace [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[champion](../../Rules/traits/champion.md) - -- **Trigger** You attempt a save against a spell, before you roll. -- **Activity** Reaction - -You call upon your deity's grace, gaining a +2 circumstance bonus to the save. - -*Source: Core Rulebook p. 110* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/divine-guidance.md b/Compendium/feats/divine-guidance.md deleted file mode 100644 index b3b83785f..000000000 --- a/Compendium/feats/divine-guidance.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Divine Guidance"] ---- -# Divine Guidance *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Religion](../skills.md#Religion) - -You're so immersed in divine scripture that you find meaning and guidance in your texts in any situation. Spend 10 minutes [Deciphering Writing](../../Rules/actions/decipher-writing.md) on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a [Religion](../skills.md#Religion) check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem. - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/divine-healing-lokl.md b/Compendium/feats/divine-healing-lokl.md deleted file mode 100644 index 1b93a4f9b..000000000 --- a/Compendium/feats/divine-healing-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Divine Healing"] ---- -# Divine Healing *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md), expert in religion, worship a deity with a divine font that grants heal - -Although you aren't a proper champion of your faith, your deity still recognizes your efforts and provides you with a small divine ability to help others. You gain the [lay on hands](../spells/lay-on-hands.md) devotion spell (Core Rulebook 387). You gain a focus pool of 1 Focus Point or increase the number of Focus Points in your focus pool by 1. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the [Refocus](../../Rules/actions/refocus.md) activity to pray to your deity or perform service toward their causes. The full rules for focus spells are on page 300 of the Core Rulebook. You are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma. - -You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone. - -*Source: Lost Omens: Knights of Lastwall p. 74* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/divine-health.md b/Compendium/feats/divine-health.md deleted file mode 100644 index 7011e6fa1..000000000 --- a/Compendium/feats/divine-health.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Divine Health"] ---- -# Divine Health *Feat 4* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good - -Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against [diseases](../../Rules/traits/disease.md). In addition, if you roll a success on a save against a disease, you get a critical success instead. - -*Source: Core Rulebook p. 111* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/divine-weapon.md b/Compendium/feats/divine-weapon.md deleted file mode 100644 index db4ede9bd..000000000 --- a/Compendium/feats/divine-weapon.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Divine Weapon"] ---- -# Divine Weapon [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[cleric](../../Rules/traits/cleric.md) - -- **Frequency**: once per turn -- **Trigger** You finish [Casting a Spell](../../Rules/actions/cast-a-spell.md) using one of your divine spell slots on your turn. -- **Activity** Free Action - -You siphon residual spell energy into a weapon you're wielding. Until the end of your turn, the weapon deals an additional `1d4` force damage. You can instead deal an additional `1d6` damage of an alignment type that matches one of your deity's alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment. - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/diviner-sense-apg.md b/Compendium/feats/diviner-sense-apg.md deleted file mode 100644 index 469deb528..000000000 --- a/Compendium/feats/diviner-sense-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divination -- trait/fortune -- trait/wizard -aliases: ["Diviner Sense"] ---- -# Diviner Sense *Feat 12* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [wizard](../../Rules/traits/wizard.md) - - -You sense magical dangers. When using the [Detect Magic](../../Rules/actions/detect-magic.md) exploration activity, you can roll initiative twice and use the better result so long as at least one opponent has a [magical](../../Rules/traits/magical.md) effect or magic item and is in range of your [detect magic](../spells/detect-magic.md). - -*Source: Advanced Player's Guide p. 143* -%% #compendium/src/pf2e/apg #trait/divination #trait/fortune #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/diving-armor-g-g.md b/Compendium/feats/diving-armor-g-g.md deleted file mode 100644 index 9328bdb0f..000000000 --- a/Compendium/feats/diving-armor-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/modification -aliases: ["Diving Armor"] ---- -# Diving Armor *Feat 4* -[inventor](../../Rules/traits/inventor-g-g.md) [modification](../../Rules/traits/modification-g-g.md) - -- **Prerequisites**: armor innovation - -You've modified your armor with fins, rotors, and other devices to make it easy for you to move through the water, plus mechanical gills that can help you extract breathable air from water. While wearing your armor innovation, you can breathe underwater and gain a swim Speed equal to your land Speed. - -*Source: Guns & Gears p. 26* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/djinni-magic-loag.md b/Compendium/feats/djinni-magic-loag.md deleted file mode 100644 index eeeabf3c4..000000000 --- a/Compendium/feats/djinni-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Djinni Magic"] ---- -# Djinni Magic *Feat 9* -[sylph](../../Rules/traits/sylph-b2.md) - - -The magic of djinn runs through your blood. You can cast [gust of wind](../spells/gust-of-wind.md) and [invisibility](../spells/invisibility.md) once per day each as 2nd-level arcane innate spells. - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/doctors-visitation-apg.md b/Compendium/feats/doctors-visitation-apg.md deleted file mode 100644 index 81d448c0b..000000000 --- a/Compendium/feats/doctors-visitation-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Doctor's Visitation"] ---- -# Doctor's Visitation [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Medic Dedication](medic-dedication-apg.md) -- **Activity** Varies ([>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -You move to provide immediate care to those who need it. [Stride](../../Rules/actions/stride.md), then use one of the following: [Battle Medicine](battle-medicine.md) or [Treat Poison](../../Rules/actions/treat-poison.md). You can spend a second action to instead [Stride](../../Rules/actions/stride.md) and then [Administer First Aid](../../Rules/actions/administer-first-aid.md) or [Treat a Condition](treat-condition-apg.md) (if you have it). - -*Source: Advanced Player's Guide p. 184* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/dodge-away-apg.md b/Compendium/feats/dodge-away-apg.md deleted file mode 100644 index 3dfa7d8f7..000000000 --- a/Compendium/feats/dodge-away-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Dodge Away"] ---- -# Dodge Away [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Acrobat Dedication](acrobat-dedication-apg.md) -- **Trigger** You are the target of a melee attack. -- **Requirements**: You're aware of the attack and aren't [flat-footed](../../Rules/conditions.md#Flat-footed). -- **Activity** Reaction - -You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. - -If the attack misses you, you can [Step](../../Rules/actions/step.md) after the [Strike](../../Rules/actions/strike.md). If you're a master in [Acrobatics](../skills.md#Acrobatics), you can move 10 feet on this [Step](../../Rules/actions/step.md) instead of 5 feet. - -*Source: Advanced Player's Guide p. 155* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dodging-roll-apg.md b/Compendium/feats/dodging-roll-apg.md deleted file mode 100644 index df6910b18..000000000 --- a/Compendium/feats/dodging-roll-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Dodging Roll"] ---- -# Dodging Roll [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: master in [Acrobatics](../skills.md#Acrobatics) -- **Trigger** You take damage from an area effect that allows a Reflex save. -- **Activity** Reaction - -You dodge a blow at the last possible moment. You [Step](../../Rules/actions/step.md) and gain resistance to all damage equal to your level against the triggering effect. If your [Step](../../Rules/actions/step.md) moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/dogfang-bite-loag.md b/Compendium/feats/dogfang-bite-loag.md deleted file mode 100644 index aa8364c67..000000000 --- a/Compendium/feats/dogfang-bite-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Dogfang Bite"] ---- -# Dogfang Bite *Feat 5* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: dogtooth tengu heritage - -You can swing your beak to slash your foes when piercing attacks won't do. Your beak unarmed attack gains the versatile S weapon trait. - -*Source: Lost Omens: Ancestry Guide p. 59* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/domain-acumen-apg.md b/Compendium/feats/domain-acumen-apg.md deleted file mode 100644 index 9d9670fd8..000000000 --- a/Compendium/feats/domain-acumen-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Domain Acumen"] ---- -# Domain Acumen *Feat 2* -[oracle](../../Rules/traits/oracle-apg.md) - - -Every oracle's mystery touches on a divine domain of the deities that fuel it; you can access that power. Choose one of the domains associated with your mystery for which you don't already have an initial domain spell. You gain an initial domain spell from that domain, which you cast as a revelation spell. - -It gains the [cursebound](../../Rules/traits/cursebound-apg.md) trait. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/domain-fluency-apg.md b/Compendium/feats/domain-fluency-apg.md deleted file mode 100644 index 51fcdab0a..000000000 --- a/Compendium/feats/domain-fluency-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Domain Fluency"] ---- -# Domain Fluency *Feat 12* -[oracle](../../Rules/traits/oracle-apg.md) - -- **Prerequisites**: initial domain spell - -You command a deep understanding of the divine domains related to your mystery. Choose one of the domains associated with your mystery for which you have an initial domain spell. - -You gain an advanced domain spell from that domain, which you cast as a revelation spell, causing it to gain the [cursebound](../../Rules/traits/cursebound-apg.md) trait. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/domain-focus.md b/Compendium/feats/domain-focus.md deleted file mode 100644 index 3f6001f72..000000000 --- a/Compendium/feats/domain-focus.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Domain Focus"] ---- -# Domain Focus *Feat 12* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: one or more domain spells - -Your devotion to your deity's domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -## Domain Focus leads to... - -[Domain Wellspring](domain-wellspring.md) - -## Summary - -*Source: Core Rulebook p. 125* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/domain-wellspring.md b/Compendium/feats/domain-wellspring.md deleted file mode 100644 index 48cc9ba27..000000000 --- a/Compendium/feats/domain-wellspring.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Domain Wellspring"] ---- -# Domain Wellspring *Feat 18* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Domain Focus](domain-focus.md) - -The intensity of your focus grows from the investment you've placed in your domains. If you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Core Rulebook p. 126* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/dominating-gaze-botd.md b/Compendium/feats/dominating-gaze-botd.md deleted file mode 100644 index 963733c41..000000000 --- a/Compendium/feats/dominating-gaze-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/uncommon -aliases: ["Dominating Gaze"] ---- -# Dominating Gaze *Feat 16* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Manipulative Charm](manipulative-charm-botd.md) - -You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level [dominate](../spells/dominate.md) as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the [visual](../../Rules/traits/visual.md) trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't [Cast the Spell](../../Rules/actions/cast-a-spell.md) again within 24 hours. If you are destroyed, all your [dominate](../spells/dominate.md) spells from Dominating Gaze immediately end. - -*Source: Book of the Dead p. 59* -%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/dominion-aura-loil.md b/Compendium/feats/dominion-aura-loil.md deleted file mode 100644 index 221837a4e..000000000 --- a/Compendium/feats/dominion-aura-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/aura -- trait/divine -- trait/evocation -- trait/force -- trait/tiefling -aliases: ["Dominion Aura"] ---- -# Dominion Aura [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[aura](../../Rules/traits/aura.md) [divine](../../Rules/traits/divine.md) [evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Faultspawn](faultspawn-loil.md) -- **Frequency**: once per day -- **Activity** Two-Action - -For a short time, you fully manifest the expectations of the god destroyer within you. - -All creatures within a 10-foot emanation take `8d6` force damage with a basic Fortitude save. A creature that fails this save is also knocked [prone](../../Rules/conditions.md#Prone). For 1 minute, any creature who ends its turn within the 10-foot emanation takes `5d6` force damage with a basic Fortitude save. If you aren't [drained](../../Rules/conditions.md#Drained), you can choose to become [drained](../../Rules/conditions.md#Drained) when you use Dominion Aura to increase the radius of the emanation from 10 feet to 20 feet. - -*Source: Lost Omens: Impossible Lands p. 33* -%% #compendium/src/pf2e/loil #trait/aura #trait/divine #trait/evocation #trait/force #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/dongun-education-g-g.md b/Compendium/feats/dongun-education-g-g.md deleted file mode 100644 index 6f39b81f9..000000000 --- a/Compendium/feats/dongun-education-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Dongun Education"] ---- -# Dongun Education *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -You're knowledgeable in trades that are important to your people's survival and commercial interests. Pick two of the following [Lore](../skills.md#Lore) skills: [Engineering Lore](../skills.md#Lore), [Explosive Lore](../skills.md#Lore), or [Firearm Lore](../skills.md#Lore). At 2nd level, you gain expert proficiency in these [Lore](../skills.md#Lore) skills; at 7th level, you gain master proficiency in these [Lore](../skills.md#Lore) skills; and at 15th level, you gain legendary proficiency in them. - -*Source: Guns & Gears p. 200* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/dormant-eruption-da.md b/Compendium/feats/dormant-eruption-da.md deleted file mode 100644 index 2a1a11445..000000000 --- a/Compendium/feats/dormant-eruption-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/fire -- trait/rare -aliases: ["Dormant Eruption"] ---- -# Dormant Eruption *Feat 14* -[aftermath](../../Rules/traits/aftermath-da.md) [fire](../../Rules/traits/fire.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [fire](../../Rules/traits/fire.md) trait or an enemy's ability that has the [fire](../../Rules/traits/fire.md) trait. - -A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature [Strikes](../../Rules/actions/strike.md) you with a melee attack or touches you, it takes `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). You gain the Thermal Eruption action. - -```ad-embed-ability -title: Thermal Eruption[two-actions] -[evocation](../../../rules/traits/evocation.md) [fire](../../../rules/traits/fire.md) [primal](../../../rules/traits/primal.md) - -You concentrate your thermal energy and explode it outward. All creatures in a 20-foot emanation take `14d6` fire damage with a basic Reflex save. Afterward, you lose all effects of the Dormant Eruption feat until your next daily preparations. -%% #trait/evocation #trait/fire #trait/primal %% -``` - -*Source: Dark Archive p. 57* -%% #compendium/src/pf2e/da #trait/aftermath #trait/fire #trait/rare %% diff --git a/Compendium/feats/double-prey.md b/Compendium/feats/double-prey.md deleted file mode 100644 index 2789f374f..000000000 --- a/Compendium/feats/double-prey.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Double Prey"] ---- -# Double Prey *Feat 12* -[ranger](../../Rules/traits/ranger.md) - - -You can focus on two foes at once, hunting both of them down. When you use the [Hunt Prey](../../Rules/actions/hunt-prey.md) action, you can pick two creatures as your prey. - -## Double Prey leads to... - -[Shared Prey](shared-prey.md), [Triple Threat](triple-threat.md) - -## Summary - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/double-shot.md b/Compendium/feats/double-shot.md deleted file mode 100644 index fd04b39bc..000000000 --- a/Compendium/feats/double-shot.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -aliases: ["Double Shot"] ---- -# Double Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Requirements**: You are wielding a ranged weapon with [reload <0>](../../Rules/traits/reload.md). -- **Activity** Two-Action - -You shoot twice in blindingly fast succession. Make two [Strikes](../../Rules/actions/strike.md), each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. - -## Double Shot leads to... - -[Triple Shot](triple-shot.md), [Multishot Stance](multishot-stance.md) - -## Summary - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/double-slice.md b/Compendium/feats/double-slice.md deleted file mode 100644 index d3cd703ae..000000000 --- a/Compendium/feats/double-slice.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Double Slice"] ---- -# Double Slice [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[fighter](../../Rules/traits/fighter.md) - -- **Requirements**: You are wielding two melee weapons, each in a different hand. -- **Activity** Two-Action - -You lash out at your foe with both weapons. Make two [Strikes](../../Rules/actions/strike.md), one with each of your two melee weapons, each using your current multiple attack penalty. Both [Strikes](../../Rules/actions/strike.md) must have the same target. If the second [Strike](../../Rules/actions/strike.md) is made with a weapon that doesn't have the [agile](../../Rules/traits/agile.md) trait, it takes a –2 penalty. - -If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both [Strikes](../../Rules/actions/strike.md) and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. - -## Double Slice leads to... - -[Graceful Poise](graceful-poise.md) - -## Summary - -*Source: Core Rulebook p. 144* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/doublespeak-apg.md b/Compendium/feats/doublespeak-apg.md deleted file mode 100644 index 01c8c5e96..000000000 --- a/Compendium/feats/doublespeak-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Doublespeak"] ---- -# Doublespeak *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master at [Deception](../skills.md#Deception) - -You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a [Perception](../skills.md#Perception) check against your [Deception](../skills.md#Deception) DC to realize you are passing a secret message, and they must critically succeed to understand the message itself. - -*Source: Advanced Player's Guide p. 205* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/dousing-spell-som.md b/Compendium/feats/dousing-spell-som.md deleted file mode 100644 index c59155033..000000000 --- a/Compendium/feats/dousing-spell-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/metamagic -- trait/water -aliases: ["Dousing Spell"] ---- -# Dousing Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) [water](../../Rules/traits/water.md) - -- **Prerequisites**: [Elementalist Dedication](elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental water, soaking the target. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) targeting a single creature, you soak the target of the spell with water. - -If the target has [persistent acid](../../Rules/conditions.md#Persistent%20Damage) or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of [persistent damage](../../Rules/conditions.md#Persistent%20Damage) immediately. The spell gains the [water](../../Rules/traits/water.md) trait (causing it to deal extra damage to creatures with weakness to water). - -*Source: Secrets of Magic p. 206* -%% #compendium/src/pf2e/som #trait/archetype #trait/metamagic #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/dracomancer-apg.md b/Compendium/feats/dracomancer-apg.md deleted file mode 100644 index 35c714f11..000000000 --- a/Compendium/feats/dracomancer-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Dracomancer"] ---- -# Dracomancer *Feat 9* -[kobold](../../Rules/traits/kobold-b1.md) - - -Your inborn arcane power manifests as your exemplar's most time-honored spells. Choose one 1st-level spell and one 2nd-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as presented on pages 104–126 of the Bestiary (such as [alarm](../spells/alarm.md), [blur](../spells/blur.md), [invisibility](../spells/invisibility.md), and [true strike](../spells/true-strike.md) for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. - -## Dracomancer leads to... - -[Elite Dracomancer](elite-dracomancer-apg.md), [Dragonblood Paragon](dragonblood-paragon-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 15* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/draconic-arrogance-apg.md b/Compendium/feats/draconic-arrogance-apg.md deleted file mode 100644 index 4be831831..000000000 --- a/Compendium/feats/draconic-arrogance-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Draconic Arrogance"] ---- -# Draconic Arrogance *Feat 1* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: dragon instinct - -Few can sway you from your goals while the fury of combat fills you. While [raging](../../Rules/actions/rage.md), you gain a +2 status bonus to saving throws against [emotion](../../Rules/traits/emotion.md) effects. - -*Source: Advanced Player's Guide p. 108* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/draconic-scent-apg.md b/Compendium/feats/draconic-scent-apg.md deleted file mode 100644 index ee8367ac2..000000000 --- a/Compendium/feats/draconic-scent-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Draconic Scent"] ---- -# Draconic Scent *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -Your sense of smell is uncanny, much like a dragon's. You gain imprecise [scent](../../Rules/abilities/scent.md) with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion. - -*Source: Advanced Player's Guide p. 168* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/draconic-sycophant-loag.md b/Compendium/feats/draconic-sycophant-loag.md deleted file mode 100644 index 0365d1f02..000000000 --- a/Compendium/feats/draconic-sycophant-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Draconic Sycophant"] ---- -# Draconic Sycophant *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - - -You have an affect that dragonkind find unusually pleasing—and when that fails, you know when to duck. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks and saving throws against dragons. In addition, whenever you meet a creature with the [dragon](../../Rules/traits/dragon.md) trait in a social situation, you can attempt a [Diplomacy](../skills.md#Diplomacy) check to [Make an Impression](../../Rules/actions/make-an-impression.md) on that creature immediately, rather than after conversing for 1 minute; you take a –5 penalty to this check. If you fail, you can choose to engage in 1 minute of conversation and then attempt a new check rather than accept the failure or critical failure result. - -**Special.** If you have the [Glad-Hand](glad-hand.md) skill feat, you don't take the penalty to your immediate [Diplomacy](../skills.md#Diplomacy) check if the target has the [dragon](../../Rules/traits/dragon.md) trait. - -*Source: Lost Omens: Ancestry Guide p. 38* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/drag-down-aaws.md b/Compendium/feats/drag-down-aaws.md deleted file mode 100644 index dd0fe39d7..000000000 --- a/Compendium/feats/drag-down-aaws.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Drag Down"] ---- -# Drag Down [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[azarketi](../../Rules/traits/azarketi-loag.md) - -- **Activity** Two-Action - -While swimming in water at least 10 feet deep, you grab an adjacent creature (on nearby land or in the water) and pull it below the surface. Attempt an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the creature. On a success, if the creature is on land, in addition to the normal effects of [Grapple](../../Rules/actions/grapple.md), you pull the creature into the water in a space adjacent to you. If the creature is already in the water, on a success, in addition the normal effects of [Grapple](../../Rules/actions/grapple.md), you drag the creature 10 feet deeper into the water, moving 10 feet with the creature. Moving a creature into water or deeper into water using Drag Down is forced movement for the creature but not for you. - -## Drag Down leads to... - -[Riptide](riptide-aaws.md) - -## Summary - -*Source: Azarketi Ancestry Web Supplement p. 5* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/dragging-strike-apg.md b/Compendium/feats/dragging-strike-apg.md deleted file mode 100644 index f2ab938df..000000000 --- a/Compendium/feats/dragging-strike-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -- trait/press -aliases: ["Dragging Strike"] ---- -# Dragging Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Activity** Single Action - -You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee [Strike](../../Rules/actions/strike.md). If you hit a target that is your size or smaller, that creature is [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions. - -This [Strike](../../Rules/actions/strike.md) has the following failure effect. - -> [!success-degree] -> - **Failure** The target becomes [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your current turn. - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/dragon-arcana-apg.md b/Compendium/feats/dragon-arcana-apg.md deleted file mode 100644 index a92c0d111..000000000 --- a/Compendium/feats/dragon-arcana-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Dragon Arcana"] ---- -# Dragon Arcana *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: ability to cast spells from spell slots, [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are [shield](../spells/shield.md), [true strike](../spells/true-strike.md), [resist energy](../spells/resist-energy.md), [haste](../spells/haste.md), [spell immunity](../spells/spell-immunity.md), [chromatic wall](../spells/chromatic-wall.md), [dragon form](../spells/dragon-form.md), [mask of terror](../spells/mask-of-terror.md), [prismatic wall](../spells/prismatic-wall.md), and [overwhelming presence](../spells/overwhelming-presence.md). - -*Source: Advanced Player's Guide p. 168* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dragon-disciple-dedication-apg.md b/Compendium/feats/dragon-disciple-dedication-apg.md deleted file mode 100644 index 4bde7e324..000000000 --- a/Compendium/feats/dragon-disciple-dedication-apg.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Dragon Disciple Dedication"] ---- -# Dragon Disciple Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer. - -You choose to study or worship one type of dragon, and your focus grants you a measure of its power. You become trained in arcane spell DCs and arcane spell attack rolls. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon. - -- **Black, Brine[^1], or Copper** Acid -- **Blue, Bronze, Cloud[^1], or Sky[^1]** Electricity -- **Brass, Gold, Magma[^1], Red, or Underworld[^1]** Fire -- **Crystal[^1] or Forest[^1]** Piercing -- **Green** Poison -- **Sea[^1]** Bludgeoning -- **Silver or White** Cold -- **Sovereign[^1]** Mental -- **Umbral[^1]** Negative - -> [!pf2-note] -> [^1]Mwangi Expanse, p.76 - -You also gain a +1 circumstance bonus to saving throws against [sleep](../../Rules/traits/sleep.md) effects and effects that would make you [paralyzed](../../Rules/conditions.md#Paralyzed). - -**Special.** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the [sorcerer archetype](../character/archetypes/sorcerer.md), you must choose the draconic bloodline. - -## Dragon Disciple Dedication leads to... - -[Breath Of The Dragon](breath-of-the-dragon-apg.md), [Claws Of The Dragon](claws-of-the-dragon-apg.md), [Disciple's Breath](disciples-breath-apg.md), [Draconic Scent](draconic-scent-apg.md), [Dragon Arcana](dragon-arcana-apg.md), [Scales Of The Dragon](scales-of-the-dragon-apg.md), [Shape Of The Dragon](shape-of-the-dragon-apg.md), [Mighty Dragon Shape](mighty-dragon-shape-apg.md), [Wings Of The Dragon](wings-of-the-dragon-apg.md), [Cloud Walk](cloud-walk-sot3.md), [Deflecting Cloud](deflecting-cloud-sot3.md), [Mighty Wings](mighty-wings-sot3.md), [Shape of the Cloud Dragon](shape-of-the-cloud-dragon-sot3.md) - -## Summary - -*Source: Advanced Player's Guide p. 168* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/dragon-grip-loag.md b/Compendium/feats/dragon-grip-loag.md deleted file mode 100644 index 0c056a6a4..000000000 --- a/Compendium/feats/dragon-grip-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -- trait/uncommon -aliases: ["Dragon Grip"] ---- -# Dragon Grip *Feat 9* -[orc](../../Rules/traits/orc.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Beast Trainer](beast-trainer-apg.md) - -Your hold has a unique draconic connection. You gain a +2 circumstance bonus when you attempt to [Make an Impression](../../Rules/actions/make-an-impression.md) on a creature with the [dragon](../../Rules/traits/dragon.md) trait. - -You gain access to the Riding Drake animal companion. - -*Source: Lost Omens: Ancestry Guide p. 52* -%% #compendium/src/pf2e/loag #trait/orc #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/dragon-prince-locg.md b/Compendium/feats/dragon-prince-locg.md deleted file mode 100644 index f44c9a744..000000000 --- a/Compendium/feats/dragon-prince-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Dragon Prince"] ---- -# Dragon Prince *Feat 9* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Dragon Spit](dragon-spit-locg.md) - -The blood of the Dragon Kings runs strong in your veins. Your draconic heritage is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon's scales. You can cast the [dragon breath](../spells/dragon-breath.md) sorcerer bloodline spell as an innate arcane spell once per day, but you can use only the dragon breath that is associated with your heritage and that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level. - -*Source: Lost Omens: Character Guide p. 14* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/dragon-roar.md b/Compendium/feats/dragon-roar.md deleted file mode 100644 index 28d37f5c7..000000000 --- a/Compendium/feats/dragon-roar.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/auditory -- trait/emotion -- trait/fear -- trait/mental -- trait/monk -aliases: ["Dragon Roar"] ---- -# Dragon Roar [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Dragon Stance](dragon-stance.md) -- **Requirements**: You are in Dragon Stance. -- **Activity** Single Action - -You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your [Intimidation](../skills.md#Intimidation) DC or be [frightened](../../Rules/conditions.md#Frightened) ([frightened](../../Rules/conditions.md#Frightened) on a critical failure). When a creature [frightened](../../Rules/conditions.md#Frightened) by the roar begins its turn adjacent to you, it can't reduce its [frightened](../../Rules/conditions.md#Frightened) value below 1 on that turn. Your first attack that hits a [frightened](../../Rules/conditions.md#Frightened) creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. - -After you use Dragon Roar, you can't use it again for `1d4` rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute. - -*Source: Core Rulebook p. 161* -%% #compendium/src/pf2e/crb #trait/auditory #trait/emotion #trait/fear #trait/mental #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/dragon-shape.md b/Compendium/feats/dragon-shape.md deleted file mode 100644 index 474e7620b..000000000 --- a/Compendium/feats/dragon-shape.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Dragon Shape"] ---- -# Dragon Shape *Feat 12* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Soaring Shape](soaring-shape.md) - -You can take on the form of some of the world's most fearsome creatures. Add the forms listed in [dragon form](../spells/dragon-form.md) to your [wild shape](../spells/wild-shape.md) list. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison. - -## Dragon Shape leads to... - -[True Shapeshifter](true-shapeshifter.md), [Reactive Transformation](reactive-transformation-apg.md) - -## Summary - -*Source: Core Rulebook p. 138* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/dragon-spit-locg.md b/Compendium/feats/dragon-spit-locg.md deleted file mode 100644 index 18211eaad..000000000 --- a/Compendium/feats/dragon-spit-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Dragon Spit"] ---- -# Dragon Spit *Feat 1* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: Tian-Dan ethnicity - -Many Tian-Dan claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: [acid splash](../spells/acid-splash.md), [electric arc](../spells/electric-arc.md), [produce flame](../spells/produce-flame.md), or [ray of frost](../spells/ray-of-frost.md). You can cast this spell as an innate arcane spell at will, and when you cast it, the spell's energy emerges from your mouth. - -## Dragon Spit leads to... - -[Dragon Prince](dragon-prince-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 12* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/dragon-stance.md b/Compendium/feats/dragon-stance.md deleted file mode 100644 index bbc8d8587..000000000 --- a/Compendium/feats/dragon-stance.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/stance -aliases: ["Dragon Stance"] ---- -# Dragon Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](../../Rules/traits/backswing.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in Dragon Stance, you can ignore the first square of difficult terrain while [Striding](../../Rules/actions/stride.md). - -## Dragon Stance leads to... - -[Dragon Roar](dragon-roar.md) - -## Summary - -*Source: Core Rulebook p. 158* -%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/dragon-transformation.md b/Compendium/feats/dragon-transformation.md deleted file mode 100644 index 2930361e0..000000000 --- a/Compendium/feats/dragon-transformation.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/instinct -- trait/polymorph -- trait/primal -- trait/rage -- trait/transmutation -aliases: ["Dragon Transformation"] ---- -# Dragon Transformation [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [instinct](../../Rules/traits/instinct.md) [polymorph](../../Rules/traits/polymorph.md) [primal](../../Rules/traits/primal.md) [rage](../../Rules/traits/rage.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: dragon instinct, [Dragon's Rage Wings](dragons-rage-wings.md) -- **Activity** Single Action - -You transform into a ferocious Large dragon, gaining the effects of 6th-level [dragon form](../spells/dragon-form.md) except that you use your own AC and attack modifier; you also apply your extra damage from [Rage](../../Rules/actions/rage.md), and the Breath Weapon uses your class DC. The action to [Dismiss](../../Rules/actions/dismiss.md) the transformation gains the [rage](../../Rules/traits/rage.md) trait. - -At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon [Strikes](../../Rules/actions/strike.md) increases to +12, and you gain a +14 status bonus to your breath weapon damage. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/polymorph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/dragonblood-paragon-loag.md b/Compendium/feats/dragonblood-paragon-loag.md deleted file mode 100644 index 7b1ee932c..000000000 --- a/Compendium/feats/dragonblood-paragon-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Dragonblood Paragon"] ---- -# Dragonblood Paragon *Feat 9* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: strongjaw kobold heritage, venomtail kobold heritage, [Dracomancer](dracomancer-apg.md), or [Kobold Breath](kobold-breath-apg.md) - -Your draconic anatomy becomes especially pronounced. You increase the power of one of the following kobold heritages or feats you have. - -Dracomancer Increase the number of times you can cast each of the granted 1st- and 2nd-level innate spells by 1. - -Kobold Breath Creatures that critically fail their save against your Kobold Breath take `3d4` [persistent damage](../../Rules/conditions.md#Persistent%20Damage) of the type dealt by your draconic patron. - -Strongjaw Kobold Your jaws unarmed attack gains the [deadly ](../../Rules/traits/deadly.md) trait. - -Venomtail Kobold You produce enough venom to use the [Tail Toxin](../../Rules/actions/tail-toxin-apg.md) action twice per day. - -*Source: Lost Omens: Ancestry Guide p. 40* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/dragons-breath-apg.md b/Compendium/feats/dragons-breath-apg.md deleted file mode 100644 index b59aab72d..000000000 --- a/Compendium/feats/dragons-breath-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Dragon's Breath"] ---- -# Dragon's Breath *Feat 9* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: [Kobold Breath](kobold-breath-apg.md) - -You can put more effort into your Kobold Breath to channel greater draconic power, though it takes more out of you. When you use Kobold Breath, you can increase the damage dice to d8s and increase the area to 60 feet for a line breath weapon or 30 feet for a cone. If you do, you can't use Kobold Breath again for 1 hour. - -*Source: Advanced Player's Guide p. 15* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/dragons-presence-apg.md b/Compendium/feats/dragons-presence-apg.md deleted file mode 100644 index d86bc39cc..000000000 --- a/Compendium/feats/dragons-presence-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Dragon's Presence"] ---- -# Dragon's Presence *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - - -As a member of dragonkind, you project unflappable confidence (that collapses catastrophically against the deadliest foes) - -When you roll a success on a saving throw against a [fear](../../Rules/traits/fear.md) effect, you get a critical success instead. When you roll a failure against a [fear](../../Rules/traits/fear.md) effect, you get a critical failure instead. - -In addition, when you attempt to [Demoralize](../../Rules/actions/demoralize.md) a foe of your level or lower, you gain a +1 circumstance bonus to the [Intimidation](../skills.md#Intimidation) check. - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/dragons-rage-breath.md b/Compendium/feats/dragons-rage-breath.md deleted file mode 100644 index 381bee97a..000000000 --- a/Compendium/feats/dragons-rage-breath.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/arcane -- trait/barbarian -- trait/concentrate -- trait/evocation -- trait/instinct -- trait/rage -aliases: ["Dragon's Rage Breath"] ---- -# Dragon's Rage Breath [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[arcane](../../Rules/traits/arcane.md) [barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [evocation](../../Rules/traits/evocation.md) [instinct](../../Rules/traits/instinct.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: dragon instinct -- **Requirements**: You haven't used this ability since you last Raged. -- **Activity** Two-Action - -You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing `6)/2)d6` damage for every 2 levels). Each creature in the area must attempt a basic Reflex save. - -*Source: Core Rulebook p. 90* -%% #compendium/src/pf2e/crb #trait/arcane #trait/barbarian #trait/concentrate #trait/evocation #trait/instinct #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/dragons-rage-wings.md b/Compendium/feats/dragons-rage-wings.md deleted file mode 100644 index 4863147d3..000000000 --- a/Compendium/feats/dragons-rage-wings.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/instinct -- trait/morph -- trait/primal -- trait/rage -- trait/transmutation -aliases: ["Dragon's Rage Wings"] ---- -# Dragon's Rage Wings [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[barbarian](../../Rules/traits/barbarian.md) [instinct](../../Rules/traits/instinct.md) [morph](../../Rules/traits/morph.md) [primal](../../Rules/traits/primal.md) [rage](../../Rules/traits/rage.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: dragon instinct -- **Activity** Single Action - -You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up. - -## Dragon's Rage Wings leads to... - -[Dragon Transformation](dragon-transformation.md) - -## Summary - -*Source: Core Rulebook p. 92* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/instinct #trait/morph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/dragonslayer-oath.md b/Compendium/feats/dragonslayer-oath.md deleted file mode 100644 index 852e294fa..000000000 --- a/Compendium/feats/dragonslayer-oath.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -- trait/oath -aliases: ["Dragonslayer Oath"] ---- -# Dragonslayer Oath *Feat 2* -[champion](../../Rules/traits/champion.md) [oath](../../Rules/traits/oath.md) - -- **Prerequisites**: tenets of good - -You've sworn to slay evil dragons. Add the following tenet to your code after the others: "You must slay evil dragons you encounter as long as you have a reasonable chance of success." - -Your [Retributive Strike](../../Rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md)'s resistance against damage from an evil dragon is 7 + your level. If you use [Liberating Step](../../Rules/actions/liberating-step.md) triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](../../Rules/actions/liberating-step.md), and the ally can [Step](../../Rules/actions/step.md) twice afterward. - -You don't consider evil dragons to be legitimate authorities, even in nations they rule. - -## Dragonslayer Oath leads to... - -[Wyrmbane Aura](wyrmbane-aura.md) - -## Summary - -*Source: Core Rulebook p. 110* -%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/Compendium/feats/drain-emotion-loil.md b/Compendium/feats/drain-emotion-loil.md deleted file mode 100644 index 6fbc98601..000000000 --- a/Compendium/feats/drain-emotion-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/enchantment -- trait/mental -- trait/rare -aliases: ["Drain Emotion"] ---- -# Drain Emotion [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Fey Influence](fey-influence-loil.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single [emotion](../../Rules/traits/emotion.md) or [fear](../../Rules/traits/fear.md) effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round). - -**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). - -*Source: Lost Omens: Impossible Lands p. 126* -%% #compendium/src/pf2e/loil #trait/enchantment #trait/mental #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/drain-soul-cage-botd.md b/Compendium/feats/drain-soul-cage-botd.md deleted file mode 100644 index a28e35281..000000000 --- a/Compendium/feats/drain-soul-cage-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Drain Soul Cage"] ---- -# Drain Soul Cage *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lich Dedication](lich-dedication-botd.md), [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md), spellbook - -You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md), you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md). If your soul cage is [broken](../../Rules/conditions.md#Broken) or destroyed, you can't use Drain Soul Cage. - -Even if you can [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md) more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day. - -*Source: Book of the Dead p. 50* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/drain-vitality-g-g.md b/Compendium/feats/drain-vitality-g-g.md deleted file mode 100644 index dc7b500b4..000000000 --- a/Compendium/feats/drain-vitality-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/magical -- trait/necromancy -aliases: ["Drain Vitality"] ---- -# Drain Vitality [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [magical](../../Rules/traits/magical.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: [Beast Gunner Dedication](beast-gunner-dedication-g-g.md) -- **Frequency**: once per minute -- **Requirements**: You're wielding your bonded beast gun. -- **Activity** Single Action - -You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing [persistent damage](../../Rules/conditions.md#Persistent%20Damage), using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn. - -*Source: Guns & Gears p. 131* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/magical #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/draw-from-the-land-som.md b/Compendium/feats/draw-from-the-land-som.md deleted file mode 100644 index 8fa3827e8..000000000 --- a/Compendium/feats/draw-from-the-land-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Draw From The Land"] ---- -# Draw From The Land [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md), expert in [Nature](../skills.md#Nature) -- **Requirements**: You gained a terrain attunement benefit this turn, and it matched the terrain you're in. -- **Activity** Single Action - -You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together. - -*Source: Secrets of Magic p. 213* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dread-marshal-stance-apg.md b/Compendium/feats/dread-marshal-stance-apg.md deleted file mode 100644 index 0a74219a5..000000000 --- a/Compendium/feats/dread-marshal-stance-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/open -- trait/stance -aliases: ["Dread Marshal Stance"] ---- -# Dread Marshal Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md), trained in [Intimidation](../skills.md#Intimidation) -- **Activity** Single Action - -Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. - -When you use this action, attempt an [Intimidation](../skills.md#Intimidation) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. - -The effect depends on the result of your check. - -> [!success-degree] -> - **Critical Success** Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a [Strike](../../Rules/actions/strike.md), that enemy is [frightened](../../Rules/conditions.md#Frightened). -> - **Success** As critical success, but your aura's size doesn't increase. -> - **Failure** You fail to enter the stance. -> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. - -*Source: Advanced Player's Guide p. 180* -%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/dread-striker.md b/Compendium/feats/dread-striker.md deleted file mode 100644 index 9af15e2d9..000000000 --- a/Compendium/feats/dread-striker.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Dread Striker"] ---- -# Dread Striker *Feat 4* -[rogue](../../Rules/traits/rogue.md) - - -You capitalize on your enemies' fear to slip past their defenses. Any creature that has the [frightened](../../Rules/conditions.md#Frightened) condition is also [flat-footed](../../Rules/conditions.md#Flat-footed) against your attacks. - -*Source: Core Rulebook p. 184* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/dream-guise-da.md b/Compendium/feats/dream-guise-da.md deleted file mode 100644 index 298fa3f7a..000000000 --- a/Compendium/feats/dream-guise-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/illusion -- trait/occult -- trait/psyche -- trait/psychic -aliases: ["Dream Guise"] ---- -# Dream Guise [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[illusion](../../Rules/traits/illusion.md) [occult](../../Rules/traits/occult.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Requirements**: wandering reverie subconscious mind -- **Activity** Single Action - -You [Stride](../../Rules/actions/stride.md) into a willing ally's space, at which point both of your appearances shift into a shared third appearance, usually one that looks like a mix of the two of you. Then, either you or your ally Steps. You each maintain the merged appearance. - -Creatures who are observing this know what happened, but still must [Seek](../../Rules/actions/seek.md) or otherwise engage with the illusion to attempt to disbelieve it and determine which of you is which. Otherwise, they can't tell the difference and have an equal chance to target each of you (DC 11 flat check). This illusion ends as soon as either you or the ally you're merged with acts. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/illusion #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/dream-logic-da.md b/Compendium/feats/dream-logic-da.md deleted file mode 100644 index 71d27be3c..000000000 --- a/Compendium/feats/dream-logic-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/enchantment -- trait/mental -- trait/occult -aliases: ["Dream Logic"] ---- -# Dream Logic *Feat 14* -[archetype](../../Rules/traits/archetype.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) - -You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a [Perception](../skills.md#Perception) check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar. - -Any [hostile](../../Rules/conditions.md#Hostile) action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them. - -*Source: Dark Archive p. 207* -%% #compendium/src/pf2e/da #trait/archetype #trait/enchantment #trait/mental #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/dream-magic-da.md b/Compendium/feats/dream-magic-da.md deleted file mode 100644 index ee86c362c..000000000 --- a/Compendium/feats/dream-magic-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Dream Magic"] ---- -# Dream Magic *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) - -You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. - -**Special.** You can take this feat twice, gaining the spell you didn't select initially the second time. - -*Source: Dark Archive p. 206* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dream-may-apg.md b/Compendium/feats/dream-may-apg.md deleted file mode 100644 index 0ffa428c8..000000000 --- a/Compendium/feats/dream-may-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -- trait/lineage -aliases: ["Dream May"] ---- -# Dream May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You are the child of a night hag, making one of your eyes violet or even black. Your mother's powers over sleep and dreams have given you a degree of resistance to those effects, granting you a +2 circumstance bonus to all saving throws against [sleep](../../Rules/traits/sleep.md) effects and effects that cause or alter dreams. - -In addition, sleep is more restorative for you. You regain HP equal to your Constitution modifier times double your level instead of just times your level, and you reduce any [drained](../../Rules/conditions.md#Drained) and [doomed](../../Rules/conditions.md#Doomed) conditions you have by 2 instead of by 1. - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/drenching-mist-lotgb.md b/Compendium/feats/drenching-mist-lotgb.md deleted file mode 100644 index 4e32c48a1..000000000 --- a/Compendium/feats/drenching-mist-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Drenching Mist"] ---- -# Drenching Mist *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](../spells/obscuring-mist.md) - -When you cast [obscuring mist](../spells/obscuring-mist.md), you can modify it to add the following heightened entry to its effects. - -**Heightened (3rd)** Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/drifters-juke-g-g.md b/Compendium/feats/drifters-juke-g-g.md deleted file mode 100644 index 479ae674b..000000000 --- a/Compendium/feats/drifters-juke-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Drifter's Juke"] ---- -# Drifter's Juke [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the drifter -- **Requirements**: You're wielding a firearm or crossbow in one hand, and your other hand is either wielding a melee weapon or is empty. -- **Activity** Two-Action - -You move in and out of range to complement your attacks. You [Step](../../Rules/actions/step.md), make a [Strike](../../Rules/actions/strike.md), [Step](../../Rules/actions/step.md), and make another [Strike](../../Rules/actions/strike.md). One [Strike](../../Rules/actions/strike.md) must be a ranged [Strike](../../Rules/actions/strike.md) using your firearm or crossbow, and the other must be a melee [Strike](../../Rules/actions/strike.md) using your melee weapon or unarmed attack. You can choose not to take one or both [Steps](../../Rules/actions/step.md). - -*Source: Guns & Gears p. 113* -%% #compendium/src/pf2e/g&g #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/drive-back-lokl.md b/Compendium/feats/drive-back-lokl.md deleted file mode 100644 index 86cd734ef..000000000 --- a/Compendium/feats/drive-back-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/uncommon -aliases: ["Drive Back"] ---- -# Drive Back [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Bastion Dedication](bastion-dedication-apg.md) -- **Trigger** An enemy within your reach [Strikes](../../Rules/actions/strike.md) an ally adjacent to you. -- **Requirements**: You have your shield raised. -- **Activity** Reaction - -You push the enemy back and attempt to intercede between the foe and your ally. You attempt to [Shove](../../Rules/actions/shove.md) the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the [shove](../../Rules/traits/shove.md) trait for this [Shove](../../Rules/actions/shove.md) attempt. If the [shove](../../Rules/actions/shove.md) succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/drive-by-attack-g-g.md b/Compendium/feats/drive-by-attack-g-g.md deleted file mode 100644 index f1e67fda2..000000000 --- a/Compendium/feats/drive-by-attack-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/flourish -aliases: ["Drive-by Attack"] ---- -# Drive-by Attack [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Trick Driver Dedication](trick-driver-dedication-g-g.md) -- **Requirements**: You are piloting a vehicle. -- **Activity** Varies ([>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You can smoothly line up an attack without disrupting your control. You [Drive](../../Rules/actions/drive-gmg.md), gaining the effects of the [Drive](../../Rules/actions/drive-gmg.md) action for the same number of actions you spent to [Drive](../../Rules/actions/drive-gmg.md)- By Attack. At any point during your vehicle's movement, you [Strike](../../Rules/actions/strike.md). - -*Source: Guns & Gears p. 55* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/drow-shootist-dedication-av3.md b/Compendium/feats/drow-shootist-dedication-av3.md deleted file mode 100644 index cb2aca7a2..000000000 --- a/Compendium/feats/drow-shootist-dedication-av3.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av3 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Drow Shootist Dedication"] ---- -# Drow Shootist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in the [hand crossbow](../equipment/items/hand-crossbow.md) - -Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action. - -```ad-embed-ability -title: Shootist's Draw [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You [Interact](../../../rules/actions/interact.md) to draw a hand crossbow and [Strike](../../../rules/actions/strike.md) with it, or you [Strike](../../../rules/actions/strike.md) with a loaded hand crossbow you're already holding and then [Interact](../../../rules/actions/interact.md) to stow it. -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype. - -## Drow Shootist Dedication leads to... - -[Lethargy Poisoner](lethargy-poisoner-av3.md), [Reloading Trick](reloading-trick-av3.md), [Repeating Hand Crossbow Training](repeating-hand-crossbow-training-av3.md) - -## Summary - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #compendium/src/pf2e/av3 #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/druid-dedication.md b/Compendium/feats/druid-dedication.md deleted file mode 100644 index 19369f82d..000000000 --- a/Compendium/feats/druid-dedication.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Druid Dedication"] ---- -# Druid Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Wisdom 14 - -You cast spells like a druid. You gain access to the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. - -You learn the Druidic language. - -Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order's feats. You become trained in [Nature](../skills.md#Nature) and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the druid archetype. - -## Druid Dedication leads to... - -[Basic Druid Spellcasting](basic-druid-spellcasting.md), [Expert Druid Spellcasting](expert-druid-spellcasting.md), [Master Druid Spellcasting](master-druid-spellcasting.md), [Primal Breadth](primal-breadth.md), [Basic Wilding](basic-wilding.md), [Advanced Wilding](advanced-wilding.md), [Order Spell](order-spell.md), [Thick Hide Mask](thick-hide-mask-sot6.md), [Tireless Guide's Mask](tireless-guides-mask-sot6.md) - -## Summary - -*Source: Core Rulebook p. 225* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/dual-energy-heart-som.md b/Compendium/feats/dual-energy-heart-som.md deleted file mode 100644 index 40342ef31..000000000 --- a/Compendium/feats/dual-energy-heart-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Dual Energy Heart"] ---- -# Dual Energy Heart *Feat 4* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Energy Heart](energy-heart-som.md) - -A second energy dwells in your eidolon. Choose an additional energy damage type. Your unarmed attack that deals energy damage gains the [versatile](../../Rules/traits/versatile.md) trait for the second energy damage type, and your eidolon gains resistance to the second type of energy damage equal to half your level. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/dual-finisher-apg.md b/Compendium/feats/dual-finisher-apg.md deleted file mode 100644 index eec929124..000000000 --- a/Compendium/feats/dual-finisher-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Dual Finisher"] ---- -# Dual Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Requirements**: You wield two melee weapons, one in each hand. -- **Activity** Single Action - -You split your attacks. Make two melee [Strikes](../../Rules/actions/strike.md), one with each required weapon, each against a different foe. If the second [Strike](../../Rules/actions/strike.md) is made with a non-[agile](../../Rules/traits/agile.md) weapon, it takes a –2 penalty. - -Increase your multiple attack penalty only after attempting both [Strikes](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/dual-form-weapon-g-g.md b/Compendium/feats/dual-form-weapon-g-g.md deleted file mode 100644 index cad516227..000000000 --- a/Compendium/feats/dual-form-weapon-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/modification -aliases: ["Dual-form Weapon"] ---- -# Dual-form Weapon *Feat 4* -[inventor](../../Rules/traits/inventor-g-g.md) [modification](../../Rules/traits/modification-g-g.md) - -- **Prerequisites**: weapon innovation - -You've built your innovation with replaceable interlocking pieces that you can use to transform it into another type of weapon entirely. When you select this feat, choose a level 0 or 1st-level simple or martial weapon. It must be either a common weapon or another to which you have access. This weapon becomes your innovation's second configuration. - -Select a new set of weapon modifications for this new configuration. You can spend two [Interact](../../Rules/actions/interact.md) actions to switch your weapon innovation between the two configurations. These actions don't need to be taken consecutively, but if you've provided the first and not the second, the weapon is non-functional as it is stranded between states. Your weapon's Bulk is always the greater Bulk of the two configurations, regardless of which configuration it's in—if one weapon is smaller than the other, you still need to keep any weapon parts on hand. Any runes on your weapon innovation don't affect the second weapon configuration. - -*Source: Guns & Gears p. 26* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/dual-handed-assault.md b/Compendium/feats/dual-handed-assault.md deleted file mode 100644 index df635ca36..000000000 --- a/Compendium/feats/dual-handed-assault.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -aliases: ["Dual-handed Assault"] ---- -# Dual-handed Assault [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Requirements**: You are wielding a one-handed melee weapon and have a free hand. -- **Activity** Single Action - -You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a [Strike](../../Rules/actions/strike.md) with the required weapon. You quickly switch your grip during the [Strike](../../Rules/actions/strike.md) in order to make the attack with two hands. If the weapon doesn't normally have the [two-hand](../../Rules/traits/two-hand.md) trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the [two-hand](../../Rules/traits/two-hand.md) trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice. When the [Strike](../../Rules/actions/strike.md) is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free. - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/dual-onslaught-apg.md b/Compendium/feats/dual-onslaught-apg.md deleted file mode 100644 index f8c6a8c58..000000000 --- a/Compendium/feats/dual-onslaught-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Dual Onslaught"] ---- -# Dual Onslaught *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Dual-Weapon Dedication - -When you lash out with both weapons, you leave no room for the target to escape your attack. When you use [Double Slice](double-slice.md), if you miss with both [Strikes](../../Rules/actions/strike.md), choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures. - -*Source: Advanced Player's Guide p. 170* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dual-studies-som.md b/Compendium/feats/dual-studies-som.md deleted file mode 100644 index 04e78a756..000000000 --- a/Compendium/feats/dual-studies-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Dual Studies"] ---- -# Dual Studies *Feat 1* -[summoner](../../Rules/traits/summoner-som.md) - - -You and your eidolon have some skills you practice on your own. Choose two skills. Your eidolon becomes trained in one of those skills and you become trained in the other skill. At 7th level, you each become an expert in the chosen skills. - -These skill proficiencies are not shared between you and your eidolon. - -*Source: Secrets of Magic p. 67* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/dual-thrower-apg.md b/Compendium/feats/dual-thrower-apg.md deleted file mode 100644 index f0de12557..000000000 --- a/Compendium/feats/dual-thrower-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Dual Thrower"] ---- -# Dual Thrower *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](dual-weapon-warrior-dedication-apg.md) - -You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee [Strike](../../Rules/actions/strike.md), you can instead make a ranged [Strike](../../Rules/actions/strike.md) with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee [Strikes](../../Rules/actions/strike.md) also apply to one-handed ranged weapons and ranged [Strikes](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 170* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dual-weapon-blitz-apg.md b/Compendium/feats/dual-weapon-blitz-apg.md deleted file mode 100644 index 02fd8d384..000000000 --- a/Compendium/feats/dual-weapon-blitz-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Dual-Weapon Blitz"] ---- -# Dual-Weapon Blitz [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](dual-weapon-warrior-dedication-apg.md) -- **Requirements**: You are wielding two one-handed melee weapons, each in a different hand. -- **Activity** Two-Action - -You attack as you dash among foes. [Stride](../../Rules/actions/stride.md) up to your Speed. At any point during this movement, you can [Strike](../../Rules/actions/strike.md) once with each of the two required weapons. These [Strikes](../../Rules/actions/strike.md) can be against the same or different targets, as you see fit. - -*Source: Advanced Player's Guide p. 170* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dual-weapon-reload-apg.md b/Compendium/feats/dual-weapon-reload-apg.md deleted file mode 100644 index 51676ab5b..000000000 --- a/Compendium/feats/dual-weapon-reload-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Dual-Weapon Reload"] ---- -# Dual-Weapon Reload [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](dual-weapon-warrior-dedication-apg.md) -- **Requirements**: You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. -- **Activity** Single Action - -You carry your ammunition in a way that allows you to reload while holding two weapons. You [Interact](../../Rules/actions/interact.md) to reload a one-handed ranged weapon you're holding. Unlike most [Interact](../../Rules/actions/interact.md) actions, you don't need a free hand to reload your ranged weapon in this way. - -*Source: Advanced Player's Guide p. 170* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dual-weapon-reload-g-g.md b/Compendium/feats/dual-weapon-reload-g-g.md deleted file mode 100644 index 929bea373..000000000 --- a/Compendium/feats/dual-weapon-reload-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Dual-weapon Reload"] ---- -# Dual-weapon Reload [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon. -- **Activity** Single Action - -You carry your ammunition in a way that allows you to reload while holding two weapons. You [Interact](../../Rules/actions/interact.md) to reload a one-handed ranged weapon you're holding. Unlike most [Interact](../../Rules/actions/interact.md) actions, you don't need a free hand to reload your ranged weapon in this way. - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/dual-weapon-warrior-dedication-apg.md b/Compendium/feats/dual-weapon-warrior-dedication-apg.md deleted file mode 100644 index a902d3a5b..000000000 --- a/Compendium/feats/dual-weapon-warrior-dedication-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Dual-Weapon Warrior Dedication"] ---- -# Dual-Weapon Warrior Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You're exceptional in your use of two weapons. You gain the [Double Slice](double-slice.md) fighter feat. This serves as Double Slice for the purpose of meeting prerequisites. - -**Special.** You can't select another dedication feat until you gain two other feats from the dual-weapon warrior archetype. - -## Dual-Weapon Warrior Dedication leads to... - -[Dual Thrower](dual-thrower-apg.md), [Dual-Weapon Blitz](dual-weapon-blitz-apg.md), [Dual-Weapon Reload](dual-weapon-reload-apg.md), [Flensing Slice](flensing-slice-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 170* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/dualborn-loag.md b/Compendium/feats/dualborn-loag.md deleted file mode 100644 index 666a0e76b..000000000 --- a/Compendium/feats/dualborn-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/suli -aliases: ["Dualborn"] ---- -# Dualborn *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [suli](../../Rules/traits/suli-b2.md) - - -Your suli heritage can be traced back to two geniekin ancestors of opposing elements, or to an elemental ancestor that embodied two combined elements. - -Choose two of the following elements: air, earth, fire, and water. Once made, this choice can't be changed. You gain resistance equal to half your level (minimum 1) to all damaging effects with the traits of either of your chosen elements. - -**Special.** If you take the [Elemental Assault](elemental-assault-loag.md) or [Elemental Bulwark](elemental-bulwark-loag.md) ancestry feats, you can use them only with your chosen elements. You can add your resistance from this feat to the resistance you gain from [Elemental Bulwark](elemental-bulwark-loag.md) against effects with your elements' traits, for a total of 5 + half your level, or 10 + half your level with [Improved Elemental Bulwark](improved-elemental-bulwark-loag.md). If you take the [Tetraelemental Assault](tetraelemental-assault-loag.md) feat, you can choose each of your two elements twice each, instead of choosing each of the four elements once each. - -*Source: Lost Omens: Ancestry Guide p. 111* -%% #compendium/src/pf2e/loag #trait/lineage #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/dualistic-synergy-locg.md b/Compendium/feats/dualistic-synergy-locg.md deleted file mode 100644 index ff950cef2..000000000 --- a/Compendium/feats/dualistic-synergy-locg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/metamagic -aliases: ["Dualistic Synergy"] ---- -# Dualistic Synergy [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Halcyon Speaker Dedication](halcyon-speaker-dedication-locg.md) -- **Activity** Single Action - -If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits. - -## Dualistic Synergy leads to... - -[Fulminating Synergy](fulminating-synergy-locg.md), [Synergistic Spell](synergistic-spell-locg.md), [Shared Synergy](shared-synergy-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 104* -%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/dubious-knowledge.md b/Compendium/feats/dubious-knowledge.md deleted file mode 100644 index ed0bb2659..000000000 --- a/Compendium/feats/dubious-knowledge.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Dubious Knowledge"] ---- -# Dubious Knowledge *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in a skill with the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action - -You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which. - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/duel-spell-advantage-da.md b/Compendium/feats/duel-spell-advantage-da.md deleted file mode 100644 index e63338bee..000000000 --- a/Compendium/feats/duel-spell-advantage-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Duel Spell Advantage"] ---- -# Duel Spell Advantage *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Duelist Dedication](psychic-duelist-dedication-da.md) - -When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice. - -If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose: [confusion](../spells/confusion.md), [crushing despair](../spells/crushing-despair.md), [hallucination](../spells/hallucination.md), [suggestion](../spells/suggestion.md), [synaptic pulse](../spells/synaptic-pulse.md), and [synesthesia](../spells/synesthesia.md). - -*Source: Dark Archive p. 203* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/dueling-dance-apg.md b/Compendium/feats/dueling-dance-apg.md deleted file mode 100644 index de0daa480..000000000 --- a/Compendium/feats/dueling-dance-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/stance -- trait/swashbuckler -aliases: ["Dueling Dance"] ---- -# Dueling Dance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[stance](../../Rules/traits/stance.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: [Dueling Parry](dueling-parry-apg.md) -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. - -*Source: Advanced Player's Guide p. 92* -%% #compendium/src/pf2e/apg #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/dueling-dance.md b/Compendium/feats/dueling-dance.md deleted file mode 100644 index 5ccdef64c..000000000 --- a/Compendium/feats/dueling-dance.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Dueling Dance"] ---- -# Dueling Dance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Dueling Parry](dueling-parry-apg.md) -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/dueling-parry-apg.md b/Compendium/feats/dueling-parry-apg.md deleted file mode 100644 index 04987e329..000000000 --- a/Compendium/feats/dueling-parry-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Dueling Parry"] ---- -# Dueling Parry [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. - -## Dueling Parry leads to... - -[Dueling Dance](dueling-dance.md), [Dueling Riposte](dueling-riposte.md), [Guiding Riposte](guiding-riposte.md), [Improved Dueling Riposte](improved-dueling-riposte.md), [Reflecting Riposte](reflecting-riposte-ec6.md), [Dueling Dance](dueling-dance-apg.md), [Selfless Parry](selfless-parry-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/dueling-riposte.md b/Compendium/feats/dueling-riposte.md deleted file mode 100644 index 3ac1e2ec5..000000000 --- a/Compendium/feats/dueling-riposte.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Dueling Riposte"] ---- -# Dueling Riposte [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Dueling Parry](dueling-parry-apg.md) -- **Trigger** A creature within your reach critically fails a [Strike](../../Rules/actions/strike.md) against you. -- **Requirements**: You are benefiting from Dueling Parry. -- **Activity** Reaction - -You riposte against your flailing enemy. Make a melee [Strike](../../Rules/actions/strike.md) against or attempt to [Disarm](../../Rules/actions/disarm.md) the triggering creature. - -## Dueling Riposte leads to... - -[Guiding Riposte](guiding-riposte.md), [Improved Dueling Riposte](improved-dueling-riposte.md), [Reflecting Riposte](reflecting-riposte-ec6.md) - -## Summary - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/duelist-dedication-apg.md b/Compendium/feats/duelist-dedication-apg.md deleted file mode 100644 index 2afe94860..000000000 --- a/Compendium/feats/duelist-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Duelist Dedication"] ---- -# Duelist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in light armor and simple weapons - -You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the [Quick Draw](quick-draw-ranger.md) ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the duelist archetype. - -## Duelist Dedication leads to... - -[Duelist's Challenge](duelists-challenge-apg.md), [Selfless Parry](selfless-parry-apg.md), [Student Of The Dueling Arts](student-of-the-dueling-arts-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 171* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/duelists-challenge-apg.md b/Compendium/feats/duelists-challenge-apg.md deleted file mode 100644 index 9c5443cf4..000000000 --- a/Compendium/feats/duelists-challenge-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/open -aliases: ["Duelist's Challenge"] ---- -# Duelist's Challenge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) - -- **Prerequisites**: [Duelist Dedication](duelist-dedication-apg.md) -- **Activity** Single Action - -Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the [Strike](../../Rules/actions/strike.md)'s damage equal to the number of damage dice your weapon deals. - -If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals. - -*Source: Advanced Player's Guide p. 171* -%% #compendium/src/pf2e/apg #trait/archetype #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/duelists-edge-lowg.md b/Compendium/feats/duelists-edge-lowg.md deleted file mode 100644 index ffe780944..000000000 --- a/Compendium/feats/duelists-edge-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Duelist's Edge"] ---- -# Duelist's Edge [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](aldori-duelist-dedication-lowg.md) -- **Trigger** You roll initiative, and you can observe at least one opponent. -- **Activity** Free Action - -You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately [Interact](../../Rules/actions/interact.md) to draw your Aldori dueling sword. - -*Source: Lost Omens: World Guide p. 35* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/duos-aim-g-g.md b/Compendium/feats/duos-aim-g-g.md deleted file mode 100644 index d6f1f6c7e..000000000 --- a/Compendium/feats/duos-aim-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/concentrate -aliases: ["Duo's Aim"] ---- -# Duo's Aim [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) -- **Activity** Two-Action - -With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon [Strike](../../Rules/actions/strike.md) against a foe either within your spotter's melee reach or the first range increment of a ranged weapon your spotter is wielding. On this [Strike](../../Rules/actions/strike.md), you gain a +2 circumstance bonus to the attack roll and ignore the target's concealment. If you're using a firearm with the kickback trait, you don't take the normal circumstance penalty to this [Strike](../../Rules/actions/strike.md) for not having the required Strength score or firing without using a tripod. - -*Source: Guns & Gears p. 139* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/duskwalker-lore-apg.md b/Compendium/feats/duskwalker-lore-apg.md deleted file mode 100644 index 449e0fa09..000000000 --- a/Compendium/feats/duskwalker-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Duskwalker Lore"] ---- -# Duskwalker Lore *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -You either found another duskwalker who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in [Medicine](../skills.md#Medicine) and [Religion](../skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Boneyard Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/duskwalker-magic-apg.md b/Compendium/feats/duskwalker-magic-apg.md deleted file mode 100644 index 8898af234..000000000 --- a/Compendium/feats/duskwalker-magic-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Duskwalker Magic"] ---- -# Duskwalker Magic *Feat 9* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -Your connection to psychopomps gives you the power to glimpse the near future and protect corpses from the ravages of undeath. You can cast [augury](../spells/augury.md) and [gentle repose](../spells/gentle-repose.md) each once per day as 2nd-level divine innate spells. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/dustsoul-loag.md b/Compendium/feats/dustsoul-loag.md deleted file mode 100644 index cff8f1a61..000000000 --- a/Compendium/feats/dustsoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/oread -aliases: ["Dustsoul"] ---- -# Dustsoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [oread](../../Rules/traits/oread-b2.md) - - -Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands. You gain the trained proficiency rank in [Survival](../skills.md#Survival). If you would automatically become trained in [Survival](../skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You can sustain yourself on dirt and ash instead of normal food and water. - -*Source: Lost Omens: Ancestry Guide p. 107* -%% #compendium/src/pf2e/loag #trait/lineage #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/dwarven-doughtiness-apg.md b/Compendium/feats/dwarven-doughtiness-apg.md deleted file mode 100644 index 80b810b7a..000000000 --- a/Compendium/feats/dwarven-doughtiness-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Dwarven Doughtiness"] ---- -# Dwarven Doughtiness *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - - -You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your [frightened](../../Rules/conditions.md#Frightened) condition by 2 instead of 1. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/dwarven-lore.md b/Compendium/feats/dwarven-lore.md deleted file mode 100644 index 18e697b51..000000000 --- a/Compendium/feats/dwarven-lore.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Dwarven Lore"] ---- -# Dwarven Lore *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - - -You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in [Crafting](../skills.md#Crafting) and [Religion](../skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Dwarven Lore](../skills.md#Lore). - -*Source: Core Rulebook p. 36* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/dwarven-reinforcement-apg.md b/Compendium/feats/dwarven-reinforcement-apg.md deleted file mode 100644 index 91e59cb85..000000000 --- a/Compendium/feats/dwarven-reinforcement-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Dwarven Reinforcement"] ---- -# Dwarven Reinforcement *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) - -You can use your knowledge of engineering and metalwork to temporarily strengthen thick objects and structures. By spending 1 hour working on an item, you can give it a +1 circumstance bonus to its Hardness for 24 hours. If you're a master in [Crafting](../skills.md#Crafting), the bonus is +2, and if you're legendary, the bonus is +3. You can reinforce a portion of a structure, though 1 hour usually reinforces only a door, a few windows, or another section that fits within a 10-foot cube. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/dwarven-weapon-cunning.md b/Compendium/feats/dwarven-weapon-cunning.md deleted file mode 100644 index cf0274be6..000000000 --- a/Compendium/feats/dwarven-weapon-cunning.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Dwarven Weapon Cunning"] ---- -# Dwarven Weapon Cunning *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: [Dwarven Weapon Familiarity](dwarven-weapon-familiarity.md) - -You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a [battle axe](../equipment/items/battle-axe.md), [pick](../equipment/items/pick.md), [warhammer](../equipment/items/warhammer.md), or a dwarf weapon, you apply the weapon's critical specialization effect. - -*Source: Core Rulebook p. 37* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/dwarven-weapon-expertise.md b/Compendium/feats/dwarven-weapon-expertise.md deleted file mode 100644 index f74fae177..000000000 --- a/Compendium/feats/dwarven-weapon-expertise.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Dwarven Weapon Expertise"] ---- -# Dwarven Weapon Expertise *Feat 13* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: [Dwarven Weapon Familiarity](dwarven-weapon-familiarity.md) - -Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for [battle axes](../equipment/items/battle-axe.md), [picks](../equipment/items/pick.md), [warhammers](../equipment/items/warhammer.md), and all dwarven weapons in which you are trained. - -*Source: Core Rulebook p. 37* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/dwarven-weapon-familiarity.md b/Compendium/feats/dwarven-weapon-familiarity.md deleted file mode 100644 index b543899a1..000000000 --- a/Compendium/feats/dwarven-weapon-familiarity.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Dwarven Weapon Familiarity"] ---- -# Dwarven Weapon Familiarity *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - - -Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the [battle axe](../equipment/items/battle-axe.md), [pick](../equipment/items/pick.md), and [warhammer](../equipment/items/warhammer.md). - -You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons. - -## Dwarven Weapon Familiarity leads to... - -[Dwarven Weapon Cunning](dwarven-weapon-cunning.md), [Dwarven Weapon Expertise](dwarven-weapon-expertise.md) - -## Summary - -*Source: Core Rulebook p. 36* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/eagle-eye-g-g.md b/Compendium/feats/eagle-eye-g-g.md deleted file mode 100644 index 0708fa3d2..000000000 --- a/Compendium/feats/eagle-eye-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Eagle Eye"] ---- -# Eagle Eye *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](gunslinger-dedication-g-g.md), expert in [Perception](../skills.md#Perception) - -Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in [Perception](../skills.md#Perception). - -*Source: Guns & Gears p. 127* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/eagle-eyes-g-g.md b/Compendium/feats/eagle-eyes-g-g.md deleted file mode 100644 index 53ba7d1f8..000000000 --- a/Compendium/feats/eagle-eyes-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/auditory -- trait/visual -aliases: ["Eagle Eyes"] ---- -# Eagle Eyes *Feat 12* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) - -You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is [flat-footed](../../Rules/conditions.md#Flat-footed) to [hidden](../../Rules/conditions.md#Hidden), [undetected](../../Rules/conditions.md#Undetected), or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank. - -*Source: Guns & Gears p. 139* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/auditory #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/earned-glory-apg.md b/Compendium/feats/earned-glory-apg.md deleted file mode 100644 index bb1766348..000000000 --- a/Compendium/feats/earned-glory-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/half-elf -aliases: ["Earned Glory"] ---- -# Earned Glory *Feat 1* -[half-elf](../../Rules/traits/half-elf.md) - - -Elves are often skeptical of their half-elven kin, and you are experienced at telling stories of your accomplishments to gain their respect. You are trained in [Performance](../skills.md#Performance). If you would automatically become trained in [Performance](../skills.md#Performance) (from your background or class, for example), you instead become trained in a skill of your choice. - -You gain the [Impressive Performance](impressive-performance.md) feat. - -When you attempt a [Performance](../skills.md#Performance) check to [Make an Impression](../../Rules/actions/make-an-impression.md) on an elf, if you roll a critical failure, you get a failure instead. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/half-elf %% \ No newline at end of file diff --git a/Compendium/feats/earthsense-loag.md b/Compendium/feats/earthsense-loag.md deleted file mode 100644 index 389ef953e..000000000 --- a/Compendium/feats/earthsense-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Earthsense"] ---- -# Earthsense *Feat 9* -[oread](../../Rules/traits/oread-b2.md) - - -Your connection to earth and stone allows you to feel the slightest displacement that disturbs them, down to the shift of a pebble. You gain [tremorsense](../../Rules/abilities/tremorsense.md) as an imprecise sense with a range of 30 feet. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/earworm-apg.md b/Compendium/feats/earworm-apg.md deleted file mode 100644 index 4240f5ef4..000000000 --- a/Compendium/feats/earworm-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -- trait/exploration -aliases: ["Earworm"] ---- -# Earworm *Feat 14* -[bard](../../Rules/traits/bard.md) [exploration](../../Rules/traits/exploration.md) - - -By endlessly repeating a motif, you implant an earworm, a memorable song that repeats over and over again in your allies' heads, preparing them to respond to it later. Choose a composition cantrip and spend 10 minutes repeating a melody, chant, speech, series of motions, or a similar performance that embodies that cantrip. This activity gains the traits appropriate to the type of performance. You implant the earworm within all allies who can see or hear you (as appropriate for the type of performance) for the entire activity. - -Once you've created the earworm, you can attempt a [Performance](../skills.md#Performance) check as a free action to activate it. This check uses a very hard DC of a level equal to that of the highest–level target of the earworm present at the time of activation (Core Rulebook 503–504). On a success, you cast the cantrip on all allies who learned the earworm and can perceive your performance; on a failure, the earworm is corrupted and lost. Because it is based on the earlier repetitions, you can't use further free actions like [lingering composition](../spells/lingering-composition.md) or [inspire heroics](../spells/inspire-heroics.md) to modify the activated earworm. Allies forget the earworm after it is activated, if you spend 10 minutes to implant another earworm, or during your next daily preparations, whichever comes first. - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/bard #trait/exploration %% \ No newline at end of file diff --git a/Compendium/feats/easily-dismissed-locg.md b/Compendium/feats/easily-dismissed-locg.md deleted file mode 100644 index c9e59c651..000000000 --- a/Compendium/feats/easily-dismissed-locg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -- trait/uncommon -aliases: ["Easily Dismissed"] ---- -# Easily Dismissed *Feat 5* -[halfling](../../Rules/traits/halfling.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Chelaxian nationality - -You are practiced at blending into the background of the streets and halls of larger folk to ensure that you are overlooked. When you are in a crowd or well trafficked urban area, you can attempt to [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md), even when [observed](../../Rules/conditions.md#Observed). - -On a success, you aren't [hidden](../../Rules/conditions.md#Hidden) or [undetected](../../Rules/conditions.md#Undetected), but other creatures simply don't take particular notice of you, even though they can see you. You can't use this ability on observers who have already seen you perform obtrusive or notable actions. If you perform any action other than to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md) or otherwise take particularly salient actions (GM's discretion), observers notice you right away. - -## Easily Dismissed leads to... - -[Fade Away](fade-away-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 44* -%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/eat-fortune-apg.md b/Compendium/feats/eat-fortune-apg.md deleted file mode 100644 index f93bfc3c3..000000000 --- a/Compendium/feats/eat-fortune-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/divination -- trait/divine -- trait/tengu -aliases: ["Eat Fortune"] ---- -# Eat Fortune [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [tengu](../../Rules/traits/tengu-b1.md) - -- **Frequency**: once per day -- **Trigger** A creature within 60 feet uses a [fortune](../../Rules/traits/fortune.md) or [misfortune](../../Rules/traits/misfortune.md) effect. -- **Activity** Reaction - -As someone tries to twist fate, you consume the interference. - -The triggering effect is disrupted. If it's a [misfortune](../../Rules/traits/misfortune.md) effect, Eat Fortune gains the [fortune](../../Rules/traits/fortune.md) trait; if it's a [fortune](../../Rules/traits/fortune.md) effect, Eat Fortune gains the [misfortune](../../Rules/traits/misfortune.md) trait. This fortune or misfortune applies to the same roll the triggering effect would have, so you couldn't negate a [fortune](../../Rules/traits/fortune.md) effect with Eat Fortune and then apply a [misfortune](../../Rules/traits/misfortune.md) effect to the same roll. - -## Eat Fortune leads to... - -[Jinx Glutton](jinx-glutton-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 26* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/divination #trait/divine #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/ebb-and-flow-apg.md b/Compendium/feats/ebb-and-flow-apg.md deleted file mode 100644 index f1ba916b8..000000000 --- a/Compendium/feats/ebb-and-flow-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Ebb And Flow"] ---- -# Ebb And Flow [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Versatile Font](versatile-font.md) -- **Activity** Single Action - -You can pull forth both positive and negative energy simultaneously to harm your enemies and heal your allies. - -If your next action is to cast a 1-action or 2-action [heal](../spells/heal.md) or [harm](../spells/harm.md) spell, choose one creature in range that would be harmed by the spell, and choose another creature within range that would be healed by the spell. Your heal or harm targets both creatures. - -*Source: Advanced Player's Guide p. 123* -%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/echo-of-the-fallen-da.md b/Compendium/feats/echo-of-the-fallen-da.md deleted file mode 100644 index 62ad442a5..000000000 --- a/Compendium/feats/echo-of-the-fallen-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/rare -aliases: ["Echo of the Fallen"] ---- -# Echo of the Fallen *Feat 4* -[aftermath](../../Rules/traits/aftermath-da.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You helped to lay a haunt, ghost, or spirit to rest. - -With the utmost gratitude for your help in releasing them from their unearthly coil, a tiny sliver of a ghostly entity has remained attached to you. This manifests as an echo of their former self that follows you around and that you and anyone capable of casting divine or occult spells can see and speak with. When you take this feat, work with your GM to choose one martial weapon and one skill (or an advanced weapon if you're trained in all martial weapons) that are appropriate for the spirit; once you've chosen the weapon and skill, you can't change them. You gain the Accept Echo action. - -```ad-embed-ability -title: Accept Echo [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../../../rules/traits/concentrate.md) - -You allow the echo to inhabit your body, gaining a glowing aura around you, shining pale-green irises, a resonating voice, and the silhouette of the spirit around your own body, all of which can be seen clearly by others. While in this state, you become trained in the weapon you chose and an expert in the skill you chose. Additionally, while you're in this state, the echo can speak and interact with the Material Plane using your body, and you gain a +4 status bonus to all saves against [possession](../../../rules/traits/possession.md) effects, as the possessing spirit protects you from other possessions. - -This state lasts for 10 minutes, after which the echo disappears completely until the next time you make your daily preparations. You can [Dismiss](../../../rules/actions/dismiss.md) this effect. - -At 7th level you become a master of the skill you chose, at 13th level you become an expert with the weapon you chose, and at 15th level you become legendary with the skill you chose. -%% #trait/concentrate %% -``` - -*Source: Dark Archive p. 55* -%% #compendium/src/pf2e/da #trait/aftermath #trait/rare %% diff --git a/Compendium/feats/echoes-in-stone-apg.md b/Compendium/feats/echoes-in-stone-apg.md deleted file mode 100644 index 8896fe7dc..000000000 --- a/Compendium/feats/echoes-in-stone-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/dwarf -aliases: ["Echoes In Stone"] ---- -# Echoes In Stone [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[concentrate](../../Rules/traits/concentrate.md) [dwarf](../../Rules/traits/dwarf.md) - -- **Requirements**: You are standing on a stone or earthen surface. -- **Activity** Single Action - -You pause a moment to attune your senses to the stone around you. Until the start of your next turn, you gain a new sense: imprecise [tremorsense](../../Rules/abilities/tremorsense.md) with a range of 20 feet. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/echoing-channel.md b/Compendium/feats/echoing-channel.md deleted file mode 100644 index 9729addf4..000000000 --- a/Compendium/feats/echoing-channel.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Echoing Channel"] ---- -# Echoing Channel [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action [harm](../spells/harm.md) or [heal](../spells/heal.md) to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn't cost another spell slot. - -*Source: Core Rulebook p. 127* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/echoing-spell-apg.md b/Compendium/feats/echoing-spell-apg.md deleted file mode 100644 index f3423b025..000000000 --- a/Compendium/feats/echoing-spell-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/sorcerer -aliases: ["Echoing Spell"] ---- -# Echoing Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell's effects. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) of 4th level or lower that has no duration, the spell's energy reverberates and echoes. You can [Cast the Spell](../../Rules/actions/cast-a-spell.md) a second time before the end of your next turn without expending a spell slot. - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/eclectic-obsession-locg.md b/Compendium/feats/eclectic-obsession-locg.md deleted file mode 100644 index 2376b20e8..000000000 --- a/Compendium/feats/eclectic-obsession-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Eclectic Obsession"] ---- -# Eclectic Obsession *Feat 5* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: [Gnome Obsession](gnome-obsession.md) -- **Frequency**: once per day - -Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you've learned to temporarily become trained in one [Lore](../skills.md#Lore) skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can't use it as a prerequisite for a permanent character option like a feat or a skill increase. - -*Source: Lost Omens: Character Guide p. 33* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/eclectic-skill.md b/Compendium/feats/eclectic-skill.md deleted file mode 100644 index f7cebf6d3..000000000 --- a/Compendium/feats/eclectic-skill.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Eclectic Skill"] ---- -# Eclectic Skill *Feat 8* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Polymath muse, master in [Occultism](../skills.md#Occultism) - -Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in [Occultism](../skills.md#Occultism), you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained. - -*Source: Core Rulebook p. 101* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/eclectic-sword-mastery-loag.md b/Compendium/feats/eclectic-sword-mastery-loag.md deleted file mode 100644 index 7140170f1..000000000 --- a/Compendium/feats/eclectic-sword-mastery-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/concentrate -- trait/tengu -aliases: ["Eclectic Sword Mastery"] ---- -# Eclectic Sword Mastery [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[concentrate](../../Rules/traits/concentrate.md) [tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Eclectic Sword Training](eclectic-sword-training-apg.md) -- **Activity** Two-Action - -You instinctively learn how to use a sword with just a few practice swings. You change one of the swords designated in your [Tengu Weapon Familiarity](tengu-weapon-familiarity-apg.md) to a new one that you're wielding, provided the sword meets the specifications of [Tengu Weapon Familiarity](tengu-weapon-familiarity-apg.md). You can [Interact](../../Rules/actions/interact.md) to draw a sword as part of this activity, designating the sword as part of drawing it; disrupting that [Interact](../../Rules/actions/interact.md) action prevents you from designating it as one of your swords. This designation lasts until your next daily preparations. - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/concentrate #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/eclectic-sword-training-apg.md b/Compendium/feats/eclectic-sword-training-apg.md deleted file mode 100644 index ecf002e2d..000000000 --- a/Compendium/feats/eclectic-sword-training-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Eclectic Sword Training"] ---- -# Eclectic Sword Training *Feat 9* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Tengu Weapon Familiarity](tengu-weapon-familiarity-apg.md) - -You were always taught that you needed to be able to use whatever weapon came your way. You can change any of the swords designated in your Tengu Weapon Familiarity to different swords that meet the same specifications. You have to practice with a sword during your daily preparations to designate it, and the designation only lasts until your next daily preparations. This changes only your proficiency; it doesn't change your access. - -## Eclectic Sword Training leads to... - -[Eclectic Sword Mastery](eclectic-sword-mastery-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 27* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/eclipsed-vitality-lokl.md b/Compendium/feats/eclipsed-vitality-lokl.md deleted file mode 100644 index 7aa6c13e7..000000000 --- a/Compendium/feats/eclipsed-vitality-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/skill -- trait/uncommon -aliases: ["Eclipsed Vitality"] ---- -# Eclipsed Vitality *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Assassin Dedication](assassin-dedication-apg.md) or [Scout Dedication](scout-dedication-apg.md), master in [Stealth](../skills.md#Stealth) - -You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when [Avoiding Notice](../../Rules/actions/avoid-notice.md), Hiding, and Sneaking to foil lifesense, and you're [concealed](../../Rules/conditions.md#Concealed) to any creature using only precise lifesense to observe you. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/edgewatch-detective-dedication-aoe1.md b/Compendium/feats/edgewatch-detective-dedication-aoe1.md deleted file mode 100644 index 89c2c0d18..000000000 --- a/Compendium/feats/edgewatch-detective-dedication-aoe1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe1 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Edgewatch Detective Dedication"] ---- -# Edgewatch Detective Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence 14 or Wisdom 14 - -You become trained in [Society](../skills.md#Society) or [Thievery](../skills.md#Thievery); if you are already trained in both of these skills, you instead become trained in a skill of your choice. You can use [Perception](../skills.md#Perception) instead of [Survival](../skills.md#Survival) to [Track](../../Rules/actions/track.md), and you gain the [Experienced Tracker](experienced-tracker.md) skill feat (Core Rulebook 261). - -**Special.** You can't select another dedication feat until you have gained two other feats from the this archetype. - -## Edgewatch Detective Dedication leads to... - -[Arcane Sensitivity](arcane-sensitivity-aoe1.md), [Bolera's Interrogation](boleras-interrogation-aoe1.md), [Sense Alignment](sense-alignment-aoe1.md) - -## Summary - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #compendium/src/pf2e/aoe1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/educate-allies-apg.md b/Compendium/feats/educate-allies-apg.md deleted file mode 100644 index 1dccbd150..000000000 --- a/Compendium/feats/educate-allies-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/abjuration -- trait/bard -- trait/concentrate -aliases: ["Educate Allies"] ---- -# Educate Allies [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[abjuration](../../Rules/traits/abjuration.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Well-Versed](well-versed-apg.md) -- **Trigger** An ally benefiting from one of your composition spells is subject to an effect with the [auditory](../../Rules/traits/auditory.md), [illusion](../../Rules/traits/illusion.md), [linguistic](../../Rules/traits/linguistic.md), [sonic](../../Rules/traits/sonic.md), or [visual](../../Rules/traits/visual.md) trait. -- **Activity** Reaction - -You tweak the properties of your composition spell to convey a bit of your defensive knowledge. All allies affected by your composition spell gain your +1 circumstance bonus from Well-Versed until the start of your next turn. Teaching your allies also bolsters your own skills; your personal circumstance bonus from Well-Versed also increases to +2 until the start of your next turn. - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/abjuration #trait/bard #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/educated-assessment-locg.md b/Compendium/feats/educated-assessment-locg.md deleted file mode 100644 index 5116ef05a..000000000 --- a/Compendium/feats/educated-assessment-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/secret -aliases: ["Educated Assessment"] ---- -# Educated Assessment [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [secret](../../Rules/traits/secret.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Activity** Single Action - -You attempt to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a creature, and the GM uses the same secret roll result against the creature's [Deception](../skills.md#Deception) or [Stealth](../skills.md#Stealth) DC, giving you the information from a [Battle Assessment](battle-assessment.md). You might get a different degree of success on the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you [Recall Knowledge](../../Rules/actions/recall-knowledge.md) (such as with the [Automatic Knowledge](automatic-knowledge.md) feat) - -*Source: Lost Omens: Character Guide p. 112* -%% #compendium/src/pf2e/locg #trait/archetype #trait/secret %% \ No newline at end of file diff --git a/Compendium/feats/eerie-compression-loag.md b/Compendium/feats/eerie-compression-loag.md deleted file mode 100644 index ce00036a4..000000000 --- a/Compendium/feats/eerie-compression-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Eerie Compression"] ---- -# Eerie Compression *Feat 9* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - -- **Prerequisites**: Medium size - -Your limbs and even your torso can collapse in on themselves, allowing you to fit through tight spaces as though you were a Small creature. You can move at full Speed while [Squeezing](../../Rules/actions/squeeze.md). - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/eerie-environs-da.md b/Compendium/feats/eerie-environs-da.md deleted file mode 100644 index 47d2b0ff1..000000000 --- a/Compendium/feats/eerie-environs-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/druid -- trait/ranger -aliases: ["Eerie Environs"] ---- -# Eerie Environs *Feat 8* -[druid](../../Rules/traits/druid.md) [ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation), trained in [Stealth](../skills.md#Stealth) - -The natural world can be scary to those not used to it—and you make it scarier still. If you're [hidden](../../Rules/conditions.md#Hidden) from a creature, you can attempt to [Demoralize](../../Rules/actions/demoralize.md) it without losing your [hidden](../../Rules/conditions.md#Hidden) condition— imitating the sounds of strange beasts or causing the foliage to rustle menacingly. When you do so, you don't take a penalty to your check if the target doesn't understand your language. - -*Source: Dark Archive p. 65* -%% #compendium/src/pf2e/da #trait/druid #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/eerie-flicker-da.md b/Compendium/feats/eerie-flicker-da.md deleted file mode 100644 index c456e5528..000000000 --- a/Compendium/feats/eerie-flicker-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/conjuration -- trait/deviant -- trait/magical -- trait/rare -aliases: ["Eerie Flicker"] ---- -# Eerie Flicker [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[conjuration](../../Rules/traits/conjuration.md) [deviant](../../Rules/traits/deviant-da.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Trigger** A enemy's [Strike](../../Rules/actions/strike.md) would hit you and you weren't already [concealed](../../Rules/conditions.md#Concealed), [hidden](../../Rules/conditions.md#Hidden), or [undetected](../../Rules/conditions.md#Undetected) by that enemy. -- **Activity** Reaction - -Your body flickers momentarily into the Ethereal Plane. You become [concealed](../../Rules/conditions.md#Concealed) for 1 round, and the flat check for concealment applies to the [Strike](../../Rules/actions/strike.md) that would have hit you. If the flat check fails, the [Strike](../../Rules/actions/strike.md) misses you. - -**Awakening** When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes [frightened](../../Rules/conditions.md#Frightened), and it doesn't reduce the [frightened](../../Rules/conditions.md#Frightened) condition from this effect at the end of the same turn it gained the condition. - -**Awakening** You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorter-lived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering [Strike](../../Rules/actions/strike.md). - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/conjuration #trait/deviant #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/eerie-proclamation-da.md b/Compendium/feats/eerie-proclamation-da.md deleted file mode 100644 index e8d27633d..000000000 --- a/Compendium/feats/eerie-proclamation-da.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/auditory -- trait/concentrate -- trait/curse -- trait/druid -- trait/linguistic -- trait/manipulate -- trait/necromancy -- trait/primal -- trait/ranger -- trait/uncommon -aliases: ["Eerie Proclamation"] ---- -# Eerie Proclamation [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [curse](../../Rules/traits/curse.md) [druid](../../Rules/traits/druid.md) [linguistic](../../Rules/traits/linguistic.md) [manipulate](../../Rules/traits/manipulate.md) [necromancy](../../Rules/traits/necromancy.md) [primal](../../Rules/traits/primal.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Occultism](../skills.md#Occultism), expert in [Survival](../skills.md#Survival) -- **Frequency**: once per hour -- **Requirements**: You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house). -- **Activity** Two-Action - -You know there are places in the world that are just wrong— places where the birds don't sing and where you always feel like you're being watched. You can spot these places, and you can awaken them. To do so, you must gesture toward a 10-foot by 10- foot square you can see and make an ominous proclamation of some manner (i.e. "This is cursed ground," "That is an ill-omened place."). The next creature that enters the marked territory must attempt a Will save against your spell DC (if you're a druid) or class DC (if you're a ranger). - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** Something goes horribly awry for the victim in the cursed ground. The details are up to the GM—it can be a purely "natural" accident (they step into an old bear trap, perhaps) or something stranger and more spectral. The target gains a condition for 2 rounds. Roll 1d4 on the table and use the failure column to determine which condition. -> - **Critical Failure** As failure, but the effect is astonishingly gruesome. Use the critical failure column, and the condition lasts for 1 minute. - -| dice: d4 | Failure | Critical Failure | -|----------|---------|------------------| -| 1 | [Clumsy](../../Rules/conditions.md#Clumsy) | [Clumsy](../../Rules/conditions.md#Clumsy) | -| 2 | [Enfeebled](../../Rules/conditions.md#Enfeebled) | [Enfeebled](../../Rules/conditions.md#Enfeebled) | -| 3 | [Stupefied](../../Rules/conditions.md#Stupefied) | [Stupefied](../../Rules/conditions.md#Stupefied) | -| 4 | [Dazzled](../../Rules/conditions.md#Dazzled) | [Blinded](../../Rules/conditions.md#Blinded) for 1 round, then [dazzled](../../Rules/conditions.md#Dazzled) | - - -*Source: Dark Archive p. 65* -%% #compendium/src/pf2e/da #trait/auditory #trait/concentrate #trait/curse #trait/druid #trait/linguistic #trait/manipulate #trait/necromancy #trait/primal #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/eerie-traces-da.md b/Compendium/feats/eerie-traces-da.md deleted file mode 100644 index 92c816f80..000000000 --- a/Compendium/feats/eerie-traces-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/druid -- trait/exploration -- trait/move -- trait/ranger -aliases: ["Eerie Traces"] ---- -# Eerie Traces *Feat 8* -[concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) [exploration](../../Rules/traits/exploration.md) [move](../../Rules/traits/move.md) [ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation), trained in [Survival](../skills.md#Survival) - -The tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backward, or through places no one would think to pass through. You change your tracks into eerie traces, moving up to half your travel speed as you do so. You don't need to attempt a [Survival](../skills.md#Survival) check to change your tracks, but anyone tracking you must attempt a Will save against the higher of your class DC or spell DC. - -> [!success-degree] -> - **Success** The tracker is unaffected. -> - **Failure** The tracker becomes [frightened](../../Rules/conditions.md#Frightened) for as long as it follows your tracks. This condition doesn't decrease until the tracker stops following you, and it comes back if the tracker resumes following your tracks. If the tracker enters into an encounter with you after following your tracks, it begins the encounter [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** As failure, but your disturbing traces cause the tracker to be [frightened](../../Rules/conditions.md#Frightened) instead. - -*Source: Dark Archive p. 65* -%% #compendium/src/pf2e/da #trait/concentrate #trait/druid #trait/exploration #trait/move #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/efficient-alchemy-aoa6.md b/Compendium/feats/efficient-alchemy-aoa6.md deleted file mode 100644 index c043c3ada..000000000 --- a/Compendium/feats/efficient-alchemy-aoa6.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/alchemist -- trait/uncommon -aliases: ["Efficient Alchemy"] ---- -# Efficient Alchemy *Feat 20* -[alchemist](../../Rules/traits/alchemist.md) [uncommon](../../Rules/traits/uncommon.md) - - -Your daily preparations are particularly efficient and plentiful. When using your infused reagents to create alchemical items during your daily preparations, you make a batch of three of a given item instead of a batch of two, or a batch of four if your field normally lets you create three of that item. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/efficient-alchemy.md b/Compendium/feats/efficient-alchemy.md deleted file mode 100644 index 804b81e39..000000000 --- a/Compendium/feats/efficient-alchemy.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Efficient Alchemy"] ---- -# Efficient Alchemy *Feat 4* -[alchemist](../../Rules/traits/alchemist.md) - - -Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. When spending downtime to [Craft](../../Rules/actions/craft.md) [alchemical](../../Rules/traits/alchemical.md) items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy. - -*Source: Core Rulebook p. 77* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/efficient-controls-g-g.md b/Compendium/feats/efficient-controls-g-g.md deleted file mode 100644 index e20e658d0..000000000 --- a/Compendium/feats/efficient-controls-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/skill -aliases: ["Efficient Controls"] ---- -# Efficient Controls *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](vehicle-mechanic-dedication-g-g.md), master in [Crafting](../skills.md#Crafting) - -By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn't reduce the vehicle's need for a pilot. - -*Source: Guns & Gears p. 57* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/efficient-rituals-apg.md b/Compendium/feats/efficient-rituals-apg.md deleted file mode 100644 index 94472aeb9..000000000 --- a/Compendium/feats/efficient-rituals-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Efficient Rituals"] ---- -# Efficient Rituals *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ritualist Dedication](ritualist-dedication-apg.md) - -You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. - -## Efficient Rituals leads to... - -[Speedy Rituals](speedy-rituals-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 187* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/effortless-captivation-lotgb.md b/Compendium/feats/effortless-captivation-lotgb.md deleted file mode 100644 index 9771b59a2..000000000 --- a/Compendium/feats/effortless-captivation-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/metamagic -aliases: ["Effortless Captivation"] ---- -# Effortless Captivation [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Captivator Dedication](captivator-dedication-lotgb.md) -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action, which you can use only to extend the duration of an enchantment or illusion spell. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/effortless-concentration-apg.md b/Compendium/feats/effortless-concentration-apg.md deleted file mode 100644 index 1f8beaaa1..000000000 --- a/Compendium/feats/effortless-concentration-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Effortless Concentration"] ---- -# Effortless Concentration [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[witch](../../Rules/traits/witch-apg.md) - -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain your active spells with hardly a thought. You immediately gain the effects of a [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active witch spells. - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/effortless-concentration-bard.md b/Compendium/feats/effortless-concentration-bard.md deleted file mode 100644 index 1136ad875..000000000 --- a/Compendium/feats/effortless-concentration-bard.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Effortless Concentration (Bard)"] ---- -# Effortless Concentration (Bard) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[bard](../../Rules/traits/bard.md) - -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain a spell with hardly a thought. You immediately gain the effects of a [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active bard spells. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/effortless-concentration-druid.md b/Compendium/feats/effortless-concentration-druid.md deleted file mode 100644 index 1950d16d5..000000000 --- a/Compendium/feats/effortless-concentration-druid.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Effortless Concentration (Druid)"] ---- -# Effortless Concentration (Druid) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[druid](../../Rules/traits/druid.md) - -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active druid spells. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/effortless-concentration-som.md b/Compendium/feats/effortless-concentration-som.md deleted file mode 100644 index 09a5c1fdf..000000000 --- a/Compendium/feats/effortless-concentration-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Effortless Concentration"] ---- -# Effortless Concentration [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[summoner](../../Rules/traits/summoner-som.md) - -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active spells. - -*Source: Secrets of Magic p. 72* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/effortless-concentration-sorcerer.md b/Compendium/feats/effortless-concentration-sorcerer.md deleted file mode 100644 index 4de705eca..000000000 --- a/Compendium/feats/effortless-concentration-sorcerer.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Effortless Concentration (Sorcerer)"] ---- -# Effortless Concentration (Sorcerer) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active sorcerer spells. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/effortless-concentration-wizard.md b/Compendium/feats/effortless-concentration-wizard.md deleted file mode 100644 index fb5e9c5b8..000000000 --- a/Compendium/feats/effortless-concentration-wizard.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Effortless Concentration (Wizard)"] ---- -# Effortless Concentration (Wizard) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[wizard](../../Rules/traits/wizard.md) - -- **Trigger** Your turn begins. -- **Activity** Free Action - -You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active wizard spells. - -*Source: Core Rulebook p. 213* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/effortless-reach-frp2.md b/Compendium/feats/effortless-reach-frp2.md deleted file mode 100644 index f0ee9ca4c..000000000 --- a/Compendium/feats/effortless-reach-frp2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/monk -- trait/uncommon -aliases: ["Effortless Reach"] ---- -# Effortless Reach *Feat 18* -[monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - - -Focusing the powers of your ki to augment your blows, you stretch and lengthen your body in ways that defy logic. - -Your unarmed attacks gain the [reach](../../Rules/traits/reach.md) trait. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* -%% #compendium/src/pf2e/frp2 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/efreeti-magic-loag.md b/Compendium/feats/efreeti-magic-loag.md deleted file mode 100644 index a72857bc9..000000000 --- a/Compendium/feats/efreeti-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -aliases: ["Efreeti Magic"] ---- -# Efreeti Magic *Feat 9* -[ifrit](../../Rules/traits/ifrit-b2.md) - - -The magic of your efreeti ancestors flows through you. You can cast [enlarge](../spells/enlarge.md) and [illusory object](../spells/illusory-object.md) once per day each as 2nd-level arcane innate spells. - -*Source: Lost Omens: Ancestry Guide p. 104* -%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/eidetic-ear-lome.md b/Compendium/feats/eidetic-ear-lome.md deleted file mode 100644 index 957ce51a5..000000000 --- a/Compendium/feats/eidetic-ear-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Eidetic Ear"] ---- -# Eidetic Ear *Feat 1* -[shisk](../../Rules/traits/shisk-lome.md) - - -You have an amazing memory for sound. You gain the Assurance ([Performance](../skills.md#Performance)) feat. - -With a successful DC 8 flat check, you can accurately recall a sound or a snippet of conversation you heard within the last week. You are memorizing by rote rather than content, and can't use this to cram facts, so this doesn't grant you any extra ability to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -*Source: Lost Omens: The Mwangi Expanse p. 125* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/eidetic-memorization-lopsg.md b/Compendium/feats/eidetic-memorization-lopsg.md deleted file mode 100644 index f55843512..000000000 --- a/Compendium/feats/eidetic-memorization-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Eidetic Memorization"] ---- -# Eidetic Memorization [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Activity** Three-Action - -Pathfinders are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time. You quickly memorize an inscription, scroll, or other piece of writing you can clearly see whose length is equivalent to no more than one page. You can then accurately recreate this writing using a writing kit, wax tablet, or other writing medium, once you have reached safety. You don't need to understand the writing or identify the language to reproduce it. Your memory lasts until the next time you make your daily preparations; if you have not written down or otherwise recreated what you saw by this point, your memory fades and any attempt to recreate what you saw is garbled and unintelligible. You can have only one piece of writing memorized at a time; any previous memorization fades the next time you use this ability. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/eidolons-opportunity-som.md b/Compendium/feats/eidolons-opportunity-som.md deleted file mode 100644 index f9dbbb60c..000000000 --- a/Compendium/feats/eidolons-opportunity-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/eidolon -- trait/evolution -- trait/summoner -aliases: ["Eidolon's Opportunity"] ---- -# Eidolon's Opportunity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Trigger** A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. -- **Activity** Reaction - -Your eidolon makes a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. - -This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/eidolons-wrath-som.md b/Compendium/feats/eidolons-wrath-som.md deleted file mode 100644 index cfa034479..000000000 --- a/Compendium/feats/eidolons-wrath-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Eidolon's Wrath"] ---- -# Eidolon's Wrath *Feat 6* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon gains the [eidolon's wrath](../spells/eidolons-wrath-som.md) focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, negative, positive, or sonic. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/elaborate-flourish-apg.md b/Compendium/feats/elaborate-flourish-apg.md deleted file mode 100644 index 25a39195c..000000000 --- a/Compendium/feats/elaborate-flourish-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/manipulate -- trait/metamagic -- trait/sorcerer -aliases: ["Elaborate Flourish"] ---- -# Elaborate Flourish [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), creatures with the ability to [Cast that Spell](../../Rules/actions/cast-a-spell.md) don't automatically know what the spell is. In addition, creatures that witness your spellcasting take a –2 circumstance penalty to checks to identify the spell with [Recall Knowledge](../../Rules/actions/recall-knowledge.md) and checks to counteract the spell during its casting (such as with Counterspell). - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/manipulate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/elaborate-scroll-esoterica-da.md b/Compendium/feats/elaborate-scroll-esoterica-da.md deleted file mode 100644 index c543a0859..000000000 --- a/Compendium/feats/elaborate-scroll-esoterica-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Elaborate Scroll Esoterica"] ---- -# Elaborate Scroll Esoterica *Feat 12* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Scroll Esoterica - -You've picked up more scraps of magic texts, improving your makeshift scrolls. In addition to your daily scrolls from Scroll Esoterica, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. - -*Source: Dark Archive p. 46* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/elaborate-talisman-esoterica-da.md b/Compendium/feats/elaborate-talisman-esoterica-da.md deleted file mode 100644 index 9c23841eb..000000000 --- a/Compendium/feats/elaborate-talisman-esoterica-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Elaborate Talisman Esoterica"] ---- -# Elaborate Talisman Esoterica *Feat 8* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Talisman Esoterica - -As you continue to collect talismanic esoterica, you improve your ability to create temporary talismans. You can create four temporary talismans each day instead of two. - -**Special.** You can select this feat a second time if you are 14th level or higher, allowing you to create six talismans each day instead of four. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/elastic-mutagen.md b/Compendium/feats/elastic-mutagen.md deleted file mode 100644 index 7cd0847a6..000000000 --- a/Compendium/feats/elastic-mutagen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Elastic Mutagen"] ---- -# Elastic Mutagen *Feat 10* -[alchemist](../../Rules/traits/alchemist.md) - - -You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen, you can stretch your legs and [Step](../../Rules/actions/step.md) up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from [Squeezing](../../Rules/actions/squeeze.md). - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/elbow-breaker-lotgb.md b/Compendium/feats/elbow-breaker-lotgb.md deleted file mode 100644 index 3469f1aca..000000000 --- a/Compendium/feats/elbow-breaker-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Elbow Breaker"] ---- -# Elbow Breaker [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. - -Make an unarmed melee [Strike](../../Rules/actions/strike.md) against the creature you have [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). This [Strike](../../Rules/actions/strike.md) has the following effects in addition to its usual effects. - -> [!success-degree] -> - **Critical Success** You knock one held item out of the creature's grasp. It falls to the ground in the creature's space. -> - **Success** You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to [Disarm](../../Rules/actions/disarm.md) the opponent of that item gain a +2 circumstance bonus, and Wrestler - -*Source: Lost Omens: The Grand Bazaar p. 126* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/eldritch-archer-dedication-apg.md b/Compendium/feats/eldritch-archer-dedication-apg.md deleted file mode 100644 index 077d8bdc1..000000000 --- a/Compendium/feats/eldritch-archer-dedication-apg.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/magical -aliases: ["Eldritch Archer Dedication"] ---- -# Eldritch Archer Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: expert in at least one type of bow - -You blend magic with your archery, leading to powerful results. - -If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. - -You also gain Eldritch Shot. - -```ad-embed-ability -title: Eldritch Shot [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -- **Requirements**: You are wielding a bow - -**Effect** You [Cast a Spell](../../../rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a [Strike](../../../rules/actions/strike.md) with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the [Strike](../../../rules/actions/strike.md) and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks. -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype. - -## Eldritch Archer Dedication leads to... - -[Arrow Of Death](arrow-of-death-apg.md), [Basic Eldritch Archer Spellcasting](basic-eldritch-archer-spellcasting-apg.md), [Expert Eldritch Archer Spellcasting](expert-eldritch-archer-spellcasting-apg.md), [Master Eldritch Archer Spellcasting](master-eldritch-archer-spellcasting-apg.md), [Enchanting Arrow](enchanting-arrow-apg.md), [Magic Arrow](magic-arrow-apg.md), [Phase Arrow](phase-arrow-apg.md), [Precious Arrow](precious-arrow-apg.md), [Seeker Arrow](seeker-arrow-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 172* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/magical %% diff --git a/Compendium/feats/eldritch-calm-loil.md b/Compendium/feats/eldritch-calm-loil.md deleted file mode 100644 index 33b3e7d83..000000000 --- a/Compendium/feats/eldritch-calm-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/rare -aliases: ["Eldritch Calm"] ---- -# Eldritch Calm *Feat 13* -[rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Fey Influence](fey-influence-loil.md) - -Your fey heritage has altered your mindset to more resemble the uncanny perspective of the fey. While you are not emotionless, and indeed might be [prone](../../Rules/conditions.md#Prone) to fits of odd moods and tempers, many perceive you as having an aura of unshakable tranquility. When you roll a critical failure against an [emotion](../../Rules/traits/emotion.md) or [fear](../../Rules/traits/fear.md) effect, you get a failure instead. Once per day in place of attempting a saving throw against an [emotion](../../Rules/traits/emotion.md) or [fear](../../Rules/traits/fear.md) effect, you can automatically treat your result as though you had rolled a 20; this is a [fortune](../../Rules/traits/fortune.md) effect. - -However, your extraordinary emotional detachment makes it difficult to encourage you. You reduce any bonus you gain from an [emotion](../../Rules/traits/emotion.md) effect by 1. - -**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). - -*Source: Lost Omens: Impossible Lands p. 128* -%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/eldritch-debilitations-apg.md b/Compendium/feats/eldritch-debilitations-apg.md deleted file mode 100644 index dfc4076e4..000000000 --- a/Compendium/feats/eldritch-debilitations-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Eldritch Debilitations"] ---- -# Eldritch Debilitations *Feat 10* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: eldritch trickster racket, [Debilitating Strike](../../Rules/actions/debilitating-strike.md) - -You know how to apply debilitations that are particularly troublesome for spellcasters. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](../../Rules/actions/debilitating-strike.md). - -- **Debilitation** The target is [stupefied](../../Rules/conditions.md#Stupefied). -- **Debilitation** The target can't [Step](../../Rules/actions/step.md). - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/eldritch-nails-apg.md b/Compendium/feats/eldritch-nails-apg.md deleted file mode 100644 index b5936cafa..000000000 --- a/Compendium/feats/eldritch-nails-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Eldritch Nails"] ---- -# Eldritch Nails *Feat 4* -[witch](../../Rules/traits/witch-apg.md) - - -Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals `1d6` slashing damage. Your nails are in the brawling group and have the [agile](../../Rules/traits/agile.md) and [unarmed](../../Rules/traits/unarmed.md) traits. - -You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks. - -You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails [Strike](../../Rules/actions/strike.md) against the foe before applying any effects of the hex. If this [Strike](../../Rules/actions/strike.md) misses, the hex has no effect. - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/eldritch-researcher-dedication-av2.md b/Compendium/feats/eldritch-researcher-dedication-av2.md deleted file mode 100644 index 3e17d720e..000000000 --- a/Compendium/feats/eldritch-researcher-dedication-av2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Eldritch Researcher Dedication"] ---- -# Eldritch Researcher Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Trained in [Arcana](../skills.md#Arcana) and [Occultism](../skills.md#Occultism) - -You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls with Intelligence as your spellcasting ability. - -Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either [Arcana](../skills.md#Arcana) or [Occultism](../skills.md#Occultism). You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or [Identifying Magic](../../Rules/actions/identify-magic.md). - -**Special.** You can't select another dedication feat until you've gained two other feats from the Eldritch Researcher archetype. - -## Eldritch Researcher Dedication leads to... - -[Able Ritualist](able-ritualist-av2.md), [Advanced Seeker Of Truths](advanced-seeker-of-truths-av2.md), [Entities From Afar](entities-from-afar-av2.md), [Incredible Recollection](incredible-recollection-av2.md), [Know It All](know-it-all-av2.md), [Lorefinder](lorefinder-av2.md), [Scholarly Defense](scholarly-defense-av2.md), [Seeker Of Truths](seeker-of-truths-av2.md), [Strange Script](strange-script-av2.md), [Words Of Unraveling](words-of-unraveling-av2.md) - -## Summary - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #compendium/src/pf2e/av2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/electric-counter-frp2.md b/Compendium/feats/electric-counter-frp2.md deleted file mode 100644 index b974c6981..000000000 --- a/Compendium/feats/electric-counter-frp2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/electric -- trait/evocation -- trait/monk -- trait/uncommon -aliases: ["Electric Counter"] ---- -# Electric Counter [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[evocation](../../Rules/traits/evocation.md) [monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) electric - -- **Prerequisites**: [Wild Winds Initiate](wild-winds-initiate.md) -- **Trigger** You would take damage. -- **Requirements**: You are in Wild Winds stance. -- **Activity** Reaction - -You gain resistance to electricity equal to your level until the start of your next turn. If the triggering damage was electricity, this resistance applies to it. If the triggering damage was from a melee attack, the attacker takes `3d6` electricity damage. - -**Special.** This feat has the trait corresponding to the tradition of ki spells you cast, either divine or occult. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* -%% #compendium/src/pf2e/frp2 #trait/electric #trait/evocation #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/electrify-armor-g-g.md b/Compendium/feats/electrify-armor-g-g.md deleted file mode 100644 index 4f7ca90aa..000000000 --- a/Compendium/feats/electrify-armor-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Electrify Armor"] ---- -# Electrify Armor [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: armor innovation -- **Requirements**: You are wearing your armor innovation. -- **Activity** Single Action - -You electrify your armor to punish foes who dare to attack you. For 1 round, any creature that touches you, or that hits you with a melee unarmed attack or a non-reach melee weapon attack, takes `1d4` electricity damage. The effect ends if you cease wearing your armor innovation. - -If you have the revolutionary innovation class feature, the damage increases to `2d4`. - -**Unstable Function** You create an unstable chain reaction, sending countless sparks dancing across your armor. Add the unstable trait to Electrify Armor. The effects last for 1 minute instead of 1 round, and the damage dice increase from d4s to d12s. - -*Source: Guns & Gears p. 29* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/elemental-assault-loag.md b/Compendium/feats/elemental-assault-loag.md deleted file mode 100644 index 09cf9ebaf..000000000 --- a/Compendium/feats/elemental-assault-loag.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/arcane -- trait/concentrate -- trait/evocation -- trait/suli -aliases: ["Elemental Assault"] ---- -# Elemental Assault [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[arcane](../../Rules/traits/arcane.md) [concentrate](../../Rules/traits/concentrate.md) [evocation](../../Rules/traits/evocation.md) [suli](../../Rules/traits/suli-b2.md) - -- **Frequency**: once per day -- **Activity** Single Action - -You shroud your arms and held weapons in elemental magic. Choose one element. - -Until the end of your next turn, your [Strikes](../../Rules/actions/strike.md) deal an additional `1d6` damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water. - -## Elemental Assault leads to... - -[Continuous Assault](continuous-assault-loag.md), [Tetraelemental Assault](tetraelemental-assault-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 111* -%% #compendium/src/pf2e/loag #trait/arcane #trait/concentrate #trait/evocation #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/elemental-bulwark-loag.md b/Compendium/feats/elemental-bulwark-loag.md deleted file mode 100644 index f3f220dd2..000000000 --- a/Compendium/feats/elemental-bulwark-loag.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Elemental Bulwark"] ---- -# Elemental Bulwark [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[suli](../../Rules/traits/suli-b2.md) - -- **Trigger** An enemy is about to damage you with cold, electricity, or fire, or with a spell that has the air, earth, [fire](../../Rules/traits/fire.md), or [water](../../Rules/traits/water.md) trait. -- **Activity** Reaction - -You call upon the corresponding elements of your suli heritage to resist the effect. - -You gain resistance 5 against the triggering damage. - -## Elemental Bulwark leads to... - -[Improved Elemental Bulwark](improved-elemental-bulwark-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 112* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/elemental-embellish-loag.md b/Compendium/feats/elemental-embellish-loag.md deleted file mode 100644 index dcf87d62b..000000000 --- a/Compendium/feats/elemental-embellish-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Elemental Embellish"] ---- -# Elemental Embellish *Feat 1* -[suli](../../Rules/traits/suli-b2.md) - - -You can summon a harmless but impressive elemental display. You become trained in [Intimidation](../skills.md#Intimidation). If you would automatically become trained in [Intimidation](../skills.md#Intimidation) (from your background or class, for example), you instead become trained in a skill of your choice. - -When you [Demoralize](../../Rules/actions/demoralize.md) a foe, if you choose to [Demoralize](../../Rules/actions/demoralize.md) via an elemental display, [Demoralize](../../Rules/actions/demoralize.md) loses the [auditory](../../Rules/traits/auditory.md) trait and gains the [visual](../../Rules/traits/visual.md) trait, and you don't take a penalty when you attempt to [Demoralize](../../Rules/actions/demoralize.md) a creature that doesn't understand your language. - -*Source: Lost Omens: Ancestry Guide p. 111* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/elemental-eyes-loag.md b/Compendium/feats/elemental-eyes-loag.md deleted file mode 100644 index be3547574..000000000 --- a/Compendium/feats/elemental-eyes-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Elemental Eyes"] ---- -# Elemental Eyes *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - -- **Prerequisites**: low-light vision - -You can see in the darkness as easily as an elemental. You gain [darkvision](../../Rules/abilities/darkvision.md). - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Lost Omens: Ancestry Guide p. 100* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/elemental-familiar-som.md b/Compendium/feats/elemental-familiar-som.md deleted file mode 100644 index 8d8014998..000000000 --- a/Compendium/feats/elemental-familiar-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Elemental Familiar"] ---- -# Elemental Familiar *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Elementalist Dedication](elementalist-dedication-som.md), Familiar - -Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. - -Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars. - -Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching [elemental](../../Rules/traits/elemental.md) trait. You can't select more than one elemental familiar ability at a time. - -- **Air** If your familiar stays completely still for 1 round, it becomes [invisible](../../Rules/conditions.md#Invisible) until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect. -- **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level. -- **Fire** Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a 15-foot emanation don't take damage from severe environmental cold. -- **Water** Your familiar can move through a gap at least 2 inches wide without [Squeezing](../../Rules/actions/squeeze.md) and can [Squeeze](../../Rules/actions/squeeze.md) through a gap at least 1 inch wide. - -*Source: Secrets of Magic p. 206* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/elemental-fist.md b/Compendium/feats/elemental-fist.md deleted file mode 100644 index 902f56023..000000000 --- a/Compendium/feats/elemental-fist.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Elemental Fist"] ---- -# Elemental Fist *Feat 2* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Ki Strike](ki-strike.md) - -You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast [ki strike](../spells/ki-strike.md), in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the [air](../../Rules/traits/air.md) trait), a chunk of stone (dealing bludgeoning damage and gaining the [earth](../../Rules/traits/earth.md) trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the [water](../../Rules/traits/water.md) trait). - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/elemental-lore-loag.md b/Compendium/feats/elemental-lore-loag.md deleted file mode 100644 index 1786984bc..000000000 --- a/Compendium/feats/elemental-lore-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Elemental Lore"] ---- -# Elemental Lore *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - - -You've devoted yourself to researching the secrets of the Inner Sphere. You gain the trained proficiency in your choice of [Survival](../skills.md#Survival) and either [Arcana](../skills.md#Arcana) or [Nature](../skills.md#Nature). If you would automatically become trained in [Survival](../skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in the [Lore](../skills.md#Lore) associated with your Elemental Plane of origin (such as Plane of [Fire Lore](../skills.md#Lore)). - -*Source: Lost Omens: Ancestry Guide p. 100* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/elemental-shape.md b/Compendium/feats/elemental-shape.md deleted file mode 100644 index f9ca8b53e..000000000 --- a/Compendium/feats/elemental-shape.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Elemental Shape"] ---- -# Elemental Shape *Feat 10* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wild Shape](wild-shape.md) - -You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in [elemental form](../spells/elemental-form.md) to your wild shape list. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to fire. - -## Elemental Shape leads to... - -[Reactive Transformation](reactive-transformation-apg.md) - -## Summary - -*Source: Core Rulebook p. 137* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/elemental-summons-apg.md b/Compendium/feats/elemental-summons-apg.md deleted file mode 100644 index 31890258b..000000000 --- a/Compendium/feats/elemental-summons-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -aliases: ["Elemental Summons"] ---- -# Elemental Summons *Feat 4* -[druid](../../Rules/traits/druid.md) - - -You can call the four elements to you. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a [summon elemental](../spells/summon-elemental.md) spell of the same level. - -*Source: Advanced Player's Guide p. 124* -%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/elemental-trade-loag.md b/Compendium/feats/elemental-trade-loag.md deleted file mode 100644 index bd3aa2cc7..000000000 --- a/Compendium/feats/elemental-trade-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Elemental Trade"] ---- -# Elemental Trade *Feat 1* -[oread](../../Rules/traits/oread-b2.md) - - -You have a strong connection with stone and metal. You gain the trained proficiency rank in [Crafting](../skills.md#Crafting). If you would automatically become trained in [Crafting](../skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Specialty Crafting](specialty-crafting.md) skill feat for both Stonemasonry and Blacksmithing. - -*Source: Lost Omens: Ancestry Guide p. 107* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/elemental-wrath-locg.md b/Compendium/feats/elemental-wrath-locg.md deleted file mode 100644 index df21e975a..000000000 --- a/Compendium/feats/elemental-wrath-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Elemental Wrath"] ---- -# Elemental Wrath *Feat 1* -[elf](../../Rules/traits/elf.md) - - -You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the [acid splash](../spells/acid-splash.md) cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the [acid](../../Rules/traits/acid.md) trait. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Character Guide p. 26* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elementalist-dedication-som.md b/Compendium/feats/elementalist-dedication-som.md deleted file mode 100644 index 62f03ac44..000000000 --- a/Compendium/feats/elementalist-dedication-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/class -- trait/dedication -aliases: ["Elementalist Dedication"] ---- -# Elementalist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [class](../../Rules/traits/class-som.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: elemental magic - -Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water. You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned [elemental](../../Rules/traits/elemental.md) trait. This attunement lasts until you next make your daily preparations. - -**Special.** You can't select another dedication feat until you've gained two other feats from the elementalist archetype. - -## Elementalist Dedication leads to... - -[Burning Spell](burning-spell-som.md), [Dousing Spell](dousing-spell-som.md), [Elemental Familiar](elemental-familiar-som.md), [Metabolize Element](metabolize-element-som.md), [Redirect Elements](redirect-elements-som.md), [Rockslide Spell](rockslide-spell-som.md), [Wind-tossed Spell](wind-tossed-spell-som.md) - -## Summary - -*Source: Secrets of Magic p. 206* -%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/elf-atavism.md b/Compendium/feats/elf-atavism.md deleted file mode 100644 index 3f1eed9d6..000000000 --- a/Compendium/feats/elf-atavism.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/half-elf -aliases: ["Elf Atavism"] ---- -# Elf Atavism *Feat 1* -[half-elf](../../Rules/traits/half-elf.md) - - -Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors' heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can't select a heritage that depends on or improves an elven feature you don't have. For example, you couldn't gain the cavern elf's [darkvision](../../Rules/abilities/darkvision.md) ability if you didn't have [low-light vision](../../Rules/abilities/low-light-vision.md). In these cases, at the GM's discretion, you might gain a different benefit. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Core Rulebook p. 58* -%% #compendium/src/pf2e/crb #trait/half-elf %% \ No newline at end of file diff --git a/Compendium/feats/elf-step.md b/Compendium/feats/elf-step.md deleted file mode 100644 index b15d6931d..000000000 --- a/Compendium/feats/elf-step.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Elf Step"] ---- -# Elf Step [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[elf](../../Rules/traits/elf.md) - -- **Activity** Single Action - -You move in a graceful dance, and even your steps are broad. You [Step](../../Rules/actions/step.md) 5 feet twice. - -*Source: Core Rulebook p. 41* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elite-dracomancer-apg.md b/Compendium/feats/elite-dracomancer-apg.md deleted file mode 100644 index be5f3cb8c..000000000 --- a/Compendium/feats/elite-dracomancer-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Elite Dracomancer"] ---- -# Elite Dracomancer *Feat 13* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: [Dracomancer](dracomancer-apg.md) - -Your magic rivals that of lesser dragons. Choose one 3rd-level spell and one 4th-level spell from those listed for a dragon spellcaster of your draconic exemplar's type, as on pages 104–126 of the Bestiary (such as [paralyze](../spells/paralyze.md) and [stinking cloud](../spells/stinking-cloud.md) for a black dragon exemplar). You can cast each of these spells once per day as arcane innate spells. - -*Source: Advanced Player's Guide p. 15* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/elucidating-mercy-apg.md b/Compendium/feats/elucidating-mercy-apg.md deleted file mode 100644 index a4627414c..000000000 --- a/Compendium/feats/elucidating-mercy-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Elucidating Mercy"] ---- -# Elucidating Mercy *Feat 10* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Mercy](mercy.md) - -Your mercy grants clarity to those around you just when they need it most. When you use Mercy, you can instead attempt a counteract check to remove the [confused](../../Rules/conditions.md#Confused) or [stupefied](../../Rules/conditions.md#Stupefied) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/elude-the-divine-lol.md b/Compendium/feats/elude-the-divine-lol.md deleted file mode 100644 index 3cdce9ebe..000000000 --- a/Compendium/feats/elude-the-divine-lol.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -aliases: ["Elude The Divine"] ---- -# Elude The Divine *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bright Lion Dedication](bright-lion-dedication-lol.md) - -You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the [Slippery Secrets](slippery-secrets.md) skill feat, and its benefits also apply against [divination](../../Rules/traits/divination.md) effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing. - -*Source: Lost Omens: Legends p. 101* -%% #compendium/src/pf2e/lol #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/elude-trouble-loag.md b/Compendium/feats/elude-trouble-loag.md deleted file mode 100644 index cf1cab7d7..000000000 --- a/Compendium/feats/elude-trouble-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Elude Trouble"] ---- -# Elude Trouble [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Trigger** A creature misses you with a melee attack. -- **Activity** Reaction - -You slip through your foe's opening. [Stride](../../Rules/actions/stride.md) up to your Speed. This movement doesn't trigger movement-based reactions from the creature that missed you. - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/elven-aloofness-apg.md b/Compendium/feats/elven-aloofness-apg.md deleted file mode 100644 index c01a5ac02..000000000 --- a/Compendium/feats/elven-aloofness-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Elven Aloofness"] ---- -# Elven Aloofness *Feat 1* -[elf](../../Rules/traits/elf.md) - - -As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to [Coerce](../../Rules/actions/coerce.md) you using [Intimidation](../skills.md#Intimidation), it gets a critical failure instead (and thus can't try to [Coerce](../../Rules/actions/coerce.md) you again for 1 week). When a non-elf attempts to [Demoralize](../../Rules/actions/demoralize.md) you, you become temporarily immune for 1 day, instead of 10 minutes. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elven-instincts-locg.md b/Compendium/feats/elven-instincts-locg.md deleted file mode 100644 index e6a225eef..000000000 --- a/Compendium/feats/elven-instincts-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Elven Instincts"] ---- -# Elven Instincts *Feat 5* -[elf](../../Rules/traits/elf.md) - - -Your senses let you react rapidly. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled [Perception](../skills.md#Perception) or not. - -*Source: Lost Omens: Character Guide p. 27* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elven-lore.md b/Compendium/feats/elven-lore.md deleted file mode 100644 index 9f7617131..000000000 --- a/Compendium/feats/elven-lore.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Elven Lore"] ---- -# Elven Lore *Feat 1* -[elf](../../Rules/traits/elf.md) - - -You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in [Arcana](../skills.md#Arcana) and [Nature](../skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Elven Lore](../skills.md#Lore). - -*Source: Core Rulebook p. 40* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elven-verve-locg.md b/Compendium/feats/elven-verve-locg.md deleted file mode 100644 index 7e2835295..000000000 --- a/Compendium/feats/elven-verve-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Elven Verve"] ---- -# Elven Verve *Feat 1* -[elf](../../Rules/traits/elf.md) - - -While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the [immobilized](../../Rules/conditions.md#Immobilized), [paralyzed](../../Rules/conditions.md#Paralyzed), or [slowed](../../Rules/conditions.md#Slowed) conditions. When you would be [immobilized](../../Rules/conditions.md#Immobilized), [paralyzed](../../Rules/conditions.md#Paralyzed), or [slowed](../../Rules/conditions.md#Slowed) for at least 2 rounds, reduce that duration by 1 round. - -*Source: Lost Omens: Character Guide p. 26* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elven-weapon-elegance.md b/Compendium/feats/elven-weapon-elegance.md deleted file mode 100644 index 37658147d..000000000 --- a/Compendium/feats/elven-weapon-elegance.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Elven Weapon Elegance"] ---- -# Elven Weapon Elegance *Feat 5* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: [Elven Weapon Familiarity](elven-weapon-familiarity.md) - -You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in [Elven Weapon Familiarity](elven-weapon-familiarity.md), you apply the weapon's critical specialization effect. - -*Source: Core Rulebook p. 41* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elven-weapon-expertise.md b/Compendium/feats/elven-weapon-expertise.md deleted file mode 100644 index 07d124a6c..000000000 --- a/Compendium/feats/elven-weapon-expertise.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Elven Weapon Expertise"] ---- -# Elven Weapon Expertise *Feat 13* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: [Elven Weapon Familiarity](elven-weapon-familiarity.md) - -Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in [longbows](../equipment/items/longbow.md), [composite longbows](../equipment/items/composite-longbow.md), [longswords](../equipment/items/longsword.md), [rapiers](../equipment/items/rapier.md), [shortbows](../equipment/items/shortbow.md), [composite shortbows](../equipment/items/composite-shortbow.md), and all elf weapons in which you are trained. - -*Source: Core Rulebook p. 41* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elven-weapon-familiarity.md b/Compendium/feats/elven-weapon-familiarity.md deleted file mode 100644 index 0ca9d5da2..000000000 --- a/Compendium/feats/elven-weapon-familiarity.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Elven Weapon Familiarity"] ---- -# Elven Weapon Familiarity *Feat 1* -[elf](../../Rules/traits/elf.md) - - -You favor bows and other elegant weapons. You are trained with [longbows](../equipment/items/longbow.md), [composite longbows](../equipment/items/composite-longbow.md), [longswords](../equipment/items/longsword.md), [rapiers](../equipment/items/rapier.md), [shortbows](../equipment/items/shortbow.md), and [composite shortbows](../equipment/items/composite-shortbow.md). - -In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. - -## Elven Weapon Familiarity leads to... - -[Elven Weapon Elegance](elven-weapon-elegance.md), [Elven Weapon Expertise](elven-weapon-expertise.md) - -## Summary - -*Source: Core Rulebook p. 40* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/elysiums-cadence-da.md b/Compendium/feats/elysiums-cadence-da.md deleted file mode 100644 index 3cd2a90e6..000000000 --- a/Compendium/feats/elysiums-cadence-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/rare -aliases: ["Elysium's Cadence"] ---- -# Elysium's Cadence *Feat 6* -[aftermath](../../Rules/traits/aftermath-da.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You've partied extensively with an azata or entered a romantic relationship with an azata. - -You've been ensnared by an azata's infectious enthusiasm for life, love, and freedom that manifests as a pearlescent afterimage in your graceful movements, a spring in your soft steps, an ever-present melody in your euphonic voice, and eddies of passionate colors in your mesmerizing eyes. You gain a +1 circumstance bonus to checks to [Make an Impression](../../Rules/actions/make-an-impression.md), or a +2 circumstance bonus if the target is chaotic good. You gain the [Set](../setting/deities/set-botd.md) Free reaction. - -```ad-embed-ability -title: Set Free [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fortune](../../../rules/traits/fortune.md) - -- **Trigger**: You attempt a check to remove or counteract an effect with the [confused](../../../rules/conditions.md#Confused), [controlled](../../../rules/conditions.md#Controlled), [fascinated](../../../rules/conditions.md#Fascinated), [immobilized](../../../rules/conditions.md#Immobilized), [paralyzed](../../../rules/conditions.md#Paralyzed), or [restrained](../../../rules/conditions.md#Restrained) conditions - -**Effect** You roll twice and use the better result. -%% #trait/fortune %% -``` - -*Source: Dark Archive p. 56* -%% #compendium/src/pf2e/da #trait/aftermath #trait/rare %% diff --git a/Compendium/feats/emancipators-mask-sot6.md b/Compendium/feats/emancipators-mask-sot6.md deleted file mode 100644 index 58cb36b41..000000000 --- a/Compendium/feats/emancipators-mask-sot6.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Emancipator's Mask"] ---- -# Emancipator's Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a [fortune](../../Rules/traits/fortune.md) effect. The GM might decide that this [fortune](../../Rules/traits/fortune.md) effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [Escape](../../Rules/actions/escape.md) - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/embed-aeon-stone-som.md b/Compendium/feats/embed-aeon-stone-som.md deleted file mode 100644 index d17334b04..000000000 --- a/Compendium/feats/embed-aeon-stone-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/downtime -- trait/skill -aliases: ["Embed Aeon Stone"] ---- -# Embed Aeon Stone *Feat 2* -[archetype](../../Rules/traits/archetype.md) [downtime](../../Rules/traits/downtime.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Runelord Dedication](runelord-dedication-som.md), trained in [Crafting](../skills.md#Crafting) - -You discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an aeon stone and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. Aeon stones in your flesh must be invested to function, as usual. - -You can also use this activity to safely remove an embedded aeon stone in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 [Medicine](../skills.md#Medicine) check, or hastily by simply ripping it from a corpse. - -## Embed Aeon Stone leads to... - -[Aeon Resonance](aeon-resonance-som.md) - -## Summary - -*Source: Secrets of Magic p. 240* -%% #compendium/src/pf2e/som #trait/archetype #trait/downtime #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/emberkin-loag.md b/Compendium/feats/emberkin-loag.md deleted file mode 100644 index 1b3bc69c1..000000000 --- a/Compendium/feats/emberkin-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/lineage -aliases: ["Emberkin"] ---- -# Emberkin *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) [lineage](../../Rules/traits/lineage-apg.md) - - -A peri's roaring spirit burns in your soul. Peris engage in constant struggle to right the wrongs of their fallen forebears, and that struggle has been passed on to you. You have a direct impulse to right wrongs and better the world. You gain a +1 circumstance bonus to saving throws against [fire](../../Rules/traits/fire.md) effects, and your perception is unaffected by non-magical flames, fog and smoke. - -## Emberkin leads to... - -[Flame Jump](flame-jump-loag.md), [Peri Magic](peri-magic-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 10* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/embers-eyes-loag.md b/Compendium/feats/embers-eyes-loag.md deleted file mode 100644 index dd1388882..000000000 --- a/Compendium/feats/embers-eyes-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -aliases: ["Ember's Eyes"] ---- -# Ember's Eyes *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) - - -Your eyes blaze with inner flame. You gain [low-light vision](../../Rules/abilities/low-light-vision.md), or you gain [darkvision](../../Rules/abilities/darkvision.md) if your ancestry already has [low-light vision](../../Rules/abilities/low-light-vision.md). - -**Special.** If your ancestry has neither [low-light vision](../../Rules/abilities/low-light-vision.md) nor [darkvision](../../Rules/abilities/darkvision.md), you can take this ancestry feat a second time to gain [darkvision](../../Rules/abilities/darkvision.md). You can't retrain out of this feat. - -*Source: Lost Omens: Ancestry Guide p. 103* -%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/emblazon-antimagic.md b/Compendium/feats/emblazon-antimagic.md deleted file mode 100644 index 278fd08d6..000000000 --- a/Compendium/feats/emblazon-antimagic.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Emblazon Antimagic"] ---- -# Emblazon Antimagic *Feat 12* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Emblazon Armament](emblazon-armament.md) - -Your deity's symbol protects against offensive magic. When you [Emblazon an Armament](emblazon-armament.md), you can choose from the following effects instead of the effects listed in that feat. - -These effects have the same restrictions as the base options. - -- **Shield** When the wielder has the [shield raised](../../Rules/actions/raise-a-shield.md), they gain the shield's circumstance bonus to saving throws against magic, and they can use [Shield Block](shield-block.md) against damage from their enemies' spells. -- **Weapon** When the weapon's wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using your counteract level is equal to half your level, rounded up. If they attempt to do so, the emblazoned symbol immediately disappears. - -*Source: Core Rulebook p. 125* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/emblazon-divinity-aoa6.md b/Compendium/feats/emblazon-divinity-aoa6.md deleted file mode 100644 index 5795a56a0..000000000 --- a/Compendium/feats/emblazon-divinity-aoa6.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/cleric -- trait/uncommon -aliases: ["Emblazon Divinity"] ---- -# Emblazon Divinity *Feat 20* -[cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Emblazon Armament](emblazon-armament.md) - -Your sacred etchings imbue objects with power. It takes you only 1 minute to emblazon a symbol using Emblazon Armament, and you can have up to four symbols emblazoned at a time. Each item can still have only one symbol emblazoned upon it, and if you exceed the limit of four, the oldest symbol disappears. These symbols can benefit even those who don't follow the deity, provided they aren't directly opposed (as determined by the GM) - -You can select a different benefit for each emblazoned symbol, chosen from any you have from Emblazon Armament or other feats such as [Emblazon Energy](emblazon-energy.md) or [Emblazon Antimagic](emblazon-antimagic.md). - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/emblazon-energy.md b/Compendium/feats/emblazon-energy.md deleted file mode 100644 index 74d3b232e..000000000 --- a/Compendium/feats/emblazon-energy.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Emblazon Energy"] ---- -# Emblazon Energy *Feat 8* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Emblazon Armament](emblazon-armament.md) - -With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. - -These effects have the same restrictions as the base options. - -- **Shield** Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield's circumstance bonus to saving throws against that damage type and can use [Shield Block](shield-block.md) against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as [fire](../../Rules/traits/fire.md)). -- **Weapon** Choose acid, cold, electricity, fire, or sonic - -The weapon deals an extra `1d4` damage of that type. - -Increase this extra damage to `1d6` if you have a domain spell with a trait matching that type (such as [fire](../../Rules/traits/fire.md)). - -*Source: Core Rulebook p. 124* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/embodied-dragoon-subjectivity-loil.md b/Compendium/feats/embodied-dragoon-subjectivity-loil.md deleted file mode 100644 index 456556793..000000000 --- a/Compendium/feats/embodied-dragoon-subjectivity-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/fleshwarp -aliases: ["Embodied Dragoon Subjectivity"] ---- -# Embodied Dragoon Subjectivity *Feat 9* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -When your allies call for swift reinforcements or lightning raids, you're ready to answer. Your titanic form encompasses both cavalry and rider so that you're able to traverse vast distances and exploit opportunities in the theater of war. Your pores distend and extrude copious amounts of blood, subcutaneous fat, and lymphatic fluid for you to harden and flash-sculpt into gliding wings or a swift-hurtling mount. - -You can cast [feather fall](../spells/feather-fall.md) and phantom steed each once per day as innate occult spells. When you cast [feather fall](../spells/feather-fall.md) in this way, gliding wings slow your fall, and when you cast [phantom steed](../spells/phantom-steed.md) in this way, the steed physically protrudes from your own lower body. Neither of these cosmetic changes alter the spells' effects; for example, foes can still attack the phantom steed as normal. - -*Source: Lost Omens: Impossible Lands p. 29* -%% #compendium/src/pf2e/loil #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/embodied-dreadnought-subjectivity-loil.md b/Compendium/feats/embodied-dreadnought-subjectivity-loil.md deleted file mode 100644 index 1e98304ae..000000000 --- a/Compendium/feats/embodied-dreadnought-subjectivity-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/fleshwarp -- trait/uncommon -aliases: ["Embodied Dreadnought Subjectivity"] ---- -# Embodied Dreadnought Subjectivity *Feat 5* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You're from Nex. -- **Prerequisites**: cataphract fleshwarp heritage - -Your colossal might marks you as a behemoth, the pride of Nex's Fleshforges, and the heaviest ordnance is a child's toy in your monumental grasp. You're a dreadnought, a living siege weapon, albeit one that wields other siege weapons in battle as your endoskeleton and flesh toughens. You gain the [Hefty Hauler](hefty-hauler.md) skill feat, and your maximum Bulk limit further increases by 3, for a total of 2 to your [encumbered](../../Rules/conditions.md#Encumbered) limit and 5 to your maximum limit. - -*Source: Lost Omens: Impossible Lands p. 29* -%% #compendium/src/pf2e/loil #trait/fleshwarp #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/embodied-legionary-subjectivity-loil.md b/Compendium/feats/embodied-legionary-subjectivity-loil.md deleted file mode 100644 index 4f900d1e8..000000000 --- a/Compendium/feats/embodied-legionary-subjectivity-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/fleshwarp -- trait/uncommon -aliases: ["Embodied Legionary Subjectivity"] ---- -# Embodied Legionary Subjectivity *Feat 1* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You're from Nex. -- **Prerequisites**: cataphract fleshwarp heritage - -Nex's Fleshforges shaped you not to achieve individual greatness at arms, but rather to become a part of a legion, a modular piece integral to the combined arms stratagems of Nexian battlemages. You become trained in [Arcana](../skills.md#Arcana) and [Athletics](../skills.md#Athletics). If you would automatically become trained in one of those skills, you instead gain the trained rank in another skill of your choice. You also become trained in [Warfare Lore](../skills.md#Lore). - -*Source: Lost Omens: Impossible Lands p. 29* -%% #compendium/src/pf2e/loil #trait/fleshwarp #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/embrace-the-pain-apg.md b/Compendium/feats/embrace-the-pain-apg.md deleted file mode 100644 index 035b7ea61..000000000 --- a/Compendium/feats/embrace-the-pain-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Embrace The Pain"] ---- -# Embrace The Pain [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Trigger** A creature damages you with a melee attack. -- **Activity** Reaction - -Ignoring your pain, you reach out and grab the creature or weapon that caused you harm. Attempt an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the triggering creature or to [Disarm](../../Rules/actions/disarm.md) the creature of the triggering weapon. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/emerald-boughs-accustomation-locg.md b/Compendium/feats/emerald-boughs-accustomation-locg.md deleted file mode 100644 index b1d712e4a..000000000 --- a/Compendium/feats/emerald-boughs-accustomation-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/skill -aliases: ["Emerald Boughs Accustomation"] ---- -# Emerald Boughs Accustomation *Feat 6* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation, expert in [Society](../skills.md#Society) - -You are comfortable and socially capable in almost any cultural context. When you use the [Society](../skills.md#Society) skill to [Subsist](../../Rules/actions/subsist.md), if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a [Society](../skills.md#Society) check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about cultural practices and roll a critical failure, you get a failure instead. - -*Source: Lost Omens: Character Guide p. 102* -%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/emerald-boughs-hideaway-locg.md b/Compendium/feats/emerald-boughs-hideaway-locg.md deleted file mode 100644 index 390d9089d..000000000 --- a/Compendium/feats/emerald-boughs-hideaway-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Emerald Boughs Hideaway"] ---- -# Emerald Boughs Hideaway *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Emerald Boughs affiliation - -You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a type I bag of holding, but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the [Interact](../../Rules/actions/interact.md) component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an [Interact](../../Rules/actions/interact.md) action each round to physically hold it open for another person. A successful [dispel magic](../spells/dispel-magic.md) spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become [unconscious](../../Rules/conditions.md#Unconscious). After a successful [dispel magic](../spells/dispel-magic.md) spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component. - -*Source: Lost Omens: Character Guide p. 103* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/emergency-medical-assistance-lopsg.md b/Compendium/feats/emergency-medical-assistance-lopsg.md deleted file mode 100644 index 89a60d00f..000000000 --- a/Compendium/feats/emergency-medical-assistance-lopsg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/manipulate -- trait/skill -aliases: ["Emergency Medical Assistance"] ---- -# Emergency Medical Assistance [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md), master in [Medicine](../skills.md#Medicine) -- **Requirements**: An adjacent ally is suffering [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -- **Activity** Two-Action - -You've learned a variety of methods for helping allies who are bleeding, burning, or otherwise suffering [persistent damage](../../Rules/conditions.md#Persistent%20Damage), from brushing off acid to patting down fires. - -Your ally immediately attempts a flat check to remove all types of [persistent damage](../../Rules/conditions.md#Persistent%20Damage), and your use of this feat automatically counts as especially effective aid, reducing the DC from 15 to 10 for all future flat checks to remove the [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/emergency-targe-som.md b/Compendium/feats/emergency-targe-som.md deleted file mode 100644 index 08d0c431f..000000000 --- a/Compendium/feats/emergency-targe-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Emergency Targe"] ---- -# Emergency Targe [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: sparkling targe hybrid study -- **Trigger** An enemy hits you with a melee [Strike](../../Rules/actions/strike.md) or a melee spell attack roll, or you fail a save against an enemy's spell. -- **Requirements**: You are wielding a shield or have the [shield](../spells/shield.md) spell prepared. -- **Activity** Reaction - -You immediately [Raise a Shield](../../Rules/actions/raise-a-shield.md) or cast [shield](../spells/shield.md). The circumstance bonus applies to your defenses when determining the outcome of the triggering attack or spell. - -*Source: Secrets of Magic p. 44* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/emissary-of-peace-lokl.md b/Compendium/feats/emissary-of-peace-lokl.md deleted file mode 100644 index 50653fe0d..000000000 --- a/Compendium/feats/emissary-of-peace-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/skill -aliases: ["Emissary of Peace"] ---- -# Emissary of Peace [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md), master in [Diplomacy](../skills.md#Diplomacy) -- **Activity** Three-Action - -Even when bloodshed is inevitable, you would rather see your foes surrender. You attempt a [Diplomacy](../skills.md#Diplomacy) check to [Make an Impression](../../Rules/actions/make-an-impression.md) against a single foe whose Hit Points are at less than half of their maximum value, followed by an immediate [Request](../../Rules/actions/request.md) to convince that creature to cease fighting. You take a –5 penalty to your [Diplomacy](../skills.md#Diplomacy) check. The GM sets the DC of the [Request](../../Rules/actions/request.md) based on the circumstances; it's generally at least a very hard DC for the creature's level. Some creatures might simply refuse, and those who agree to parley might find your arguments lacking and start fighting again. - -*Source: Lost Omens: Knights of Lastwall p. 74* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/emotional-partitions-loil.md b/Compendium/feats/emotional-partitions-loil.md deleted file mode 100644 index 5b54a5c94..000000000 --- a/Compendium/feats/emotional-partitions-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Emotional Partitions"] ---- -# Emotional Partitions *Feat 1* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - - -You have created strong mental partitions in your mind to filter out negative emotional influences. You gain a +1 circumstance bonus on saving throws against [emotion](../../Rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](../../Rules/traits/emotion.md) effect, you get a critical success instead. - -*Source: Lost Omens: Impossible Lands p. 43* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/emotional-surge-da.md b/Compendium/feats/emotional-surge-da.md deleted file mode 100644 index 8e3f5ca7f..000000000 --- a/Compendium/feats/emotional-surge-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/emotion -- trait/psyche -- trait/psychic -aliases: ["Emotional Surge"] ---- -# Emotional Surge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Requirements**: emotional acceptance subconscious mind -- **Activity** Single Action - -Your heart soars, increasing your power for a moment. You gain a +2 status bonus to attack rolls and skill checks until the start of your next turn. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/concentrate #trait/emotion #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/emotionless-loag.md b/Compendium/feats/emotionless-loag.md deleted file mode 100644 index f309c9f46..000000000 --- a/Compendium/feats/emotionless-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Emotionless"] ---- -# Emotionless *Feat 1* -[android](../../Rules/traits/android-loag.md) - - -Your malfunctioning emotional processors make it difficult for you to feel strong emotions. You gain a +1 circumstance bonus to saving throws against [emotion](../../Rules/traits/emotion.md) and [fear](../../Rules/traits/fear.md) effects. If you roll a success on a saving throw against an [emotion](../../Rules/traits/emotion.md) or [fear](../../Rules/traits/fear.md) effect, you get a critical success instead. - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/empathetic-plea-apg.md b/Compendium/feats/empathetic-plea-apg.md deleted file mode 100644 index 0e07b1234..000000000 --- a/Compendium/feats/empathetic-plea-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/emotion -- trait/gnome -- trait/mental -- trait/visual -aliases: ["Empathetic Plea"] ---- -# Empathetic Plea [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [gnome](../../Rules/traits/gnome.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) -- **Trigger** You are attacked by a creature that you haven't yet acted [hostile](../../Rules/conditions.md#Hostile) toward. You must use this reaction before the creature rolls its attack. -- **Activity** Reaction - -The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. - -Attempt a [Diplomacy](../skills.md#Diplomacy) check against your attacker's Will DC. - -> [!success-degree] -> - **Critical Success** The creature pulls its attack, wasting its action, and can't use [hostile](../../Rules/conditions.md#Hostile) actions against you until the beginning of its next turn. -> - **Success** The creature takes a –2 circumstance penalty to damage on the triggering [Strike](../../Rules/actions/strike.md) and all its [Strikes](../../Rules/actions/strike.md) against you until the beginning of its next turn. The penalty is –4 if you're an expert in [Diplomacy](../skills.md#Diplomacy), –6 if you're a master, and –8 if you're legendary. -> - **Failure** The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours. - -*Source: Advanced Player's Guide p. 44* -%% #compendium/src/pf2e/apg #trait/auditory #trait/emotion #trait/gnome #trait/mental #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/empathic-calm-loil.md b/Compendium/feats/empathic-calm-loil.md deleted file mode 100644 index 397ffdb7a..000000000 --- a/Compendium/feats/empathic-calm-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Empathic Calm"] ---- -# Empathic Calm *Feat 5* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - - -Once per day, you can cast either calm emotions or sanctuary as an innate occult spell, heightened to half your level rounded up. - -*Source: Lost Omens: Impossible Lands p. 44* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/empty-body.md b/Compendium/feats/empty-body.md deleted file mode 100644 index 189c3d595..000000000 --- a/Compendium/feats/empty-body.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Empty Body"] ---- -# Empty Body *Feat 18* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You transmute your body into an ethereal form. You gain the [empty body](../spells/empty-body.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/empyreal-aura-lokl.md b/Compendium/feats/empyreal-aura-lokl.md deleted file mode 100644 index 0c4cf7e80..000000000 --- a/Compendium/feats/empyreal-aura-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/aura -aliases: ["Empyreal Aura"] ---- -# Empyreal Aura *Feat 20* -[archetype](../../Rules/traits/archetype.md) [aura](../../Rules/traits/aura.md) - -- **Prerequisites**: Knight Vigilant, legendary in [Religion](../skills.md#Religion) - -As an ultimate foe of evil and protector of the innocent, your very presence is a ward against evil. Each evil creature within 30 feet of you at the end of your turn must succeed at a Will save against the higher of your class DC or spell DC or else become [slowed](../../Rules/conditions.md#Slowed) ([slowed](../../Rules/conditions.md#Slowed) on a critical failure). On a successful save, the creature is temporarily immune for 10 minutes. - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/aura %% \ No newline at end of file diff --git a/Compendium/feats/empyreal-blessing-apg.md b/Compendium/feats/empyreal-blessing-apg.md deleted file mode 100644 index f393554f9..000000000 --- a/Compendium/feats/empyreal-blessing-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Empyreal Blessing"] ---- -# Empyreal Blessing *Feat 5* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -You can call forth a benediction upon your allies, whether you pray to a deity of the celestial realms or just find the power within yourself. You can cast [bless](../spells/bless.md) once per day as a 1st-level divine innate spell. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/enchanting-arrow-apg.md b/Compendium/feats/enchanting-arrow-apg.md deleted file mode 100644 index e7621d7d4..000000000 --- a/Compendium/feats/enchanting-arrow-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/emotion -- trait/enchantment -- trait/magical -- trait/mental -aliases: ["Enchanting Arrow"] ---- -# Enchanting Arrow [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [magical](../../Rules/traits/magical.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Eldritch Archer Dedication](eldritch-archer-dedication-apg.md) -- **Activity** Two-Action - -With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. - -Make a bow [Strike](../../Rules/actions/strike.md). On a hit, the target takes an additional `2d6` mental damage. On a critical hit, the target also becomes [stunned](../../Rules/conditions.md#Stunned). The mental damage increases to `3d6` if your bow has a greater striking rune, or to `4d6` if your bow has a major striking rune. - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/enchantment #trait/magical #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/encouraging-words-gmg.md b/Compendium/feats/encouraging-words-gmg.md deleted file mode 100644 index 52e5c79c5..000000000 --- a/Compendium/feats/encouraging-words-gmg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/gmg -- trait/auditory -- trait/general -- trait/linguistic -- trait/mental -- trait/skill -aliases: ["Encouraging Words"] ---- -# Encouraging Words [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[auditory](../../Rules/traits/auditory.md) [general](../../Rules/traits/general.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) -- **Requirements**: The target ally lost Stamina Points within the last round. -- **Activity** Single Action - -You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a [Diplomacy](../skills.md#Diplomacy) check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in [Diplomacy](../skills.md#Diplomacy), you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day. - -> [!success-degree] -> - **Critical Success** The ally recovers `2d8` Stamina Points. -> - **Success** The ally recovers `1d8` Stamina Points. -> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. - -*Source: Gamemastery Guide p. 201* -%% #compendium/src/pf2e/gmg #trait/auditory #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/endemic-herbs-apg.md b/Compendium/feats/endemic-herbs-apg.md deleted file mode 100644 index 45418a3cc..000000000 --- a/Compendium/feats/endemic-herbs-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Endemic Herbs"] ---- -# Endemic Herbs *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Herbalist Dedication](herbalist-dedication-apg.md), trained in [Survival](../skills.md#Survival) - -During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive (Core Rulebook 75), so you can't include another additive without spoiling the item. - -- **Aquatic** Gain a +1 circumstance bonus to Fortitude saves. -- **Arctic** For 1 hour, treat environmental [cold](../../Rules/traits/cold.md) effects as if they were one step less severe. -- **Desert** For 1 hour, treat environmental heat effects as if they were one step less severe. -- **Forest** Gain a +2 circumstance bonus to saves against [disease](../../Rules/traits/disease.md) and [poison](../../Rules/traits/poison.md) effects. -- **Mountain** Gain a +1 circumstance bonus to Reflex saves. -- **Plains** Gain a +1 circumstance bonus to Will saves. -- **Swamp** Remove one source of [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). -- **Underground** Gain a +1 circumstance bonus to [Perception](../skills.md#Perception). - -*Source: Advanced Player's Guide p. 176* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/endless-memories-loil.md b/Compendium/feats/endless-memories-loil.md deleted file mode 100644 index 5fef0b345..000000000 --- a/Compendium/feats/endless-memories-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Endless Memories"] ---- -# Endless Memories *Feat 9* -[ghoran](../../Rules/traits/ghoran-loil.md) - -- **Prerequisites**: Ancient Memories - -You've lived a thousand lives and done a hundred-thousand things. When you choose a skill in which to become trained with Ancient Memories, you can also choose a skill in which you're already trained and become an expert in that skill. This lasts until your Ancient Memories expires. When the effects of Ancient Memories and Endless Memories expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancient Memories or make you an expert in the skill you chose with Endless Memories. - -*Source: Lost Omens: Impossible Lands p. 38* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/endurance-of-the-rooted-tree-ec6.md b/Compendium/feats/endurance-of-the-rooted-tree-ec6.md deleted file mode 100644 index 478a9ac40..000000000 --- a/Compendium/feats/endurance-of-the-rooted-tree-ec6.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/monk -- trait/uncommon -aliases: ["Endurance Of The Rooted Tree"] ---- -# Endurance Of The Rooted Tree *Feat 20* -[monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Wholeness of Body](wholeness-of-body.md) - -Just as the Vale of Aroden retains light and life despite inhospitable surroundings, you can sustain yourself regardless of your environment. You don't need to eat, drink, or breathe. In addition, you can cast the wholeness of body ki spell almost effortlessly. You can cast it as a free action that triggers at the start of your turn. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/endure-deaths-touch-locg.md b/Compendium/feats/endure-deaths-touch-locg.md deleted file mode 100644 index 57f0dd10e..000000000 --- a/Compendium/feats/endure-deaths-touch-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Endure Death's Touch"] ---- -# Endure Death's Touch [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md), expert in medium or heavy armor -- **Trigger** An undead hits you with an unarmed attack. -- **Requirements**: You are wearing medium or heavy armor in which you have expert proficiency. -- **Activity** Reaction - -Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to negative damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 94* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/enduring-alchemy.md b/Compendium/feats/enduring-alchemy.md deleted file mode 100644 index f34ceed08..000000000 --- a/Compendium/feats/enduring-alchemy.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Enduring Alchemy"] ---- -# Enduring Alchemy *Feat 4* -[alchemist](../../Rules/traits/alchemist.md) - - -You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn. - -*Source: Core Rulebook p. 78* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/enduring-debilitation-aoa6.md b/Compendium/feats/enduring-debilitation-aoa6.md deleted file mode 100644 index e4628a13c..000000000 --- a/Compendium/feats/enduring-debilitation-aoa6.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/rogue -- trait/uncommon -aliases: ["Enduring Debilitation"] ---- -# Enduring Debilitation [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Debilitating Strike](../../Rules/actions/debilitating-strike.md) -- **Frequency**: once per minute -- **Trigger** You apply a debilitation to a creature. -- **Activity** Free Action - -You can make your debilitation last an exceptionally long time. The triggering debilitation lasts for 1 minute instead of until the end of your next turn. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/enduring-quickness.md b/Compendium/feats/enduring-quickness.md deleted file mode 100644 index 19550c73a..000000000 --- a/Compendium/feats/enduring-quickness.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Enduring Quickness"] ---- -# Enduring Quickness *Feat 20* -[monk](../../Rules/traits/monk.md) - - -You move as fast and as high as the wind itself. You're permanently [quickened](../../Rules/conditions.md#Quickened). You can use your extra action to [Stride](../../Rules/actions/stride.md) or [Leap](../../Rules/actions/leap.md), or to provide one of the actions needed for a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md). - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/energetic-resonance-apg.md b/Compendium/feats/energetic-resonance-apg.md deleted file mode 100644 index 889d73445..000000000 --- a/Compendium/feats/energetic-resonance-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/abjuration -- trait/sorcerer -aliases: ["Energetic Resonance"] ---- -# Energetic Resonance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[abjuration](../../Rules/traits/abjuration.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Trigger** You would take acid, cold, electricity, fire, or sonic damage from a spell. -- **Requirements**: You have an unexpended spell slot of a level equal to or higher than the triggering spell. -- **Activity** Reaction - -Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect's damage types equal to twice the expended spell slot's level. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/abjuration #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/energize-wings-loag.md b/Compendium/feats/energize-wings-loag.md deleted file mode 100644 index 45cdf7821..000000000 --- a/Compendium/feats/energize-wings-loag.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/concentrate -- trait/morph -- trait/primal -- trait/sprite -- trait/transmutation -aliases: ["Energize Wings"] ---- -# Energize Wings [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[concentrate](../../Rules/traits/concentrate.md) [morph](../../Rules/traits/morph.md) [primal](../../Rules/traits/primal.md) [sprite](../../Rules/traits/sprite-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Evanescent Wings](evanescent-wings-loag.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You stoke your magic to energize your wings, temporarily transforming them into glowing, majestic forms. For 1 minute, you gain a fly Speed of 30 feet. - -## Energize Wings leads to... - -[Hero's Wings](heros-wings-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 132* -%% #compendium/src/pf2e/loag #trait/concentrate #trait/morph #trait/primal #trait/sprite #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/energy-ablation-apg.md b/Compendium/feats/energy-ablation-apg.md deleted file mode 100644 index 4fd9a01fd..000000000 --- a/Compendium/feats/energy-ablation-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/metamagic -- trait/wizard -aliases: ["Energy Ablation"] ---- -# Energy Ablation [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Single Action - -When you cast energy spells, you retain some of that energy as a protective barrier. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that deals energy damage (Core Rulebook 452), whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type. - -*Source: Advanced Player's Guide p. 142* -%% #compendium/src/pf2e/apg #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/energy-beam-g-g.md b/Compendium/feats/energy-beam-g-g.md deleted file mode 100644 index ab0dc0703..000000000 --- a/Compendium/feats/energy-beam-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Energy Beam"] ---- -# Energy Beam *Feat 1* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You can channel your core's power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals `1d4` fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects. - -**Enhancement** You channel greater power. Increase the damage die of your energy beam by one step, from `1d4` to `1d6`. - -*Source: Guns & Gears p. 40* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/energy-blessed-locg.md b/Compendium/feats/energy-blessed-locg.md deleted file mode 100644 index 757b2eb0e..000000000 --- a/Compendium/feats/energy-blessed-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -aliases: ["Energy Blessed"] ---- -# Energy Blessed *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: elemental heart dwarf heritage (page 19) - -Energy runs through your blood more powerfully. - -When you use [Energy Emanation](../../Rules/actions/energy-emanation-locg.md), you can create an emanation of 5 feet, 10 feet, or 15 feet. The damage increases to `6d6` plus an additional `1d6` for every level you have above 9th, instead of `1d6` plus an additional `1d6` for every 2 levels above 1st. - -*Source: Lost Omens: Character Guide p. 21* -%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/energy-fusion-apg.md b/Compendium/feats/energy-fusion-apg.md deleted file mode 100644 index edc1aea6f..000000000 --- a/Compendium/feats/energy-fusion-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/sorcerer -aliases: ["Energy Fusion"] ---- -# Energy Fusion [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You fuse two spells together, combining their energy types. - -If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended. The spell's total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell. - -*Source: Advanced Player's Guide p. 140* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/energy-heart-som.md b/Compendium/feats/energy-heart-som.md deleted file mode 100644 index 735c64e2c..000000000 --- a/Compendium/feats/energy-heart-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Energy Heart"] ---- -# Energy Heart *Feat 1* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon's heart beats with energy. Choose an energy damage type other than force. One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1). - -## Energy Heart leads to... - -[Dual Energy Heart](dual-energy-heart-som.md), [Energy Resistance](energy-resistance-som.md) - -## Summary - -*Source: Secrets of Magic p. 67* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/energy-resistance-som.md b/Compendium/feats/energy-resistance-som.md deleted file mode 100644 index 71fd3497d..000000000 --- a/Compendium/feats/energy-resistance-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Energy Resistance"] ---- -# Energy Resistance *Feat 8* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Energy Heart](energy-heart-som.md) - -Your eidolon has stronger resistance. Its resistance from [Energy Heart](energy-heart-som.md) and [Dual Energy Heart](dual-energy-heart-som.md) increase to your level. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/energy-ward-apg.md b/Compendium/feats/energy-ward-apg.md deleted file mode 100644 index c5c2ad14a..000000000 --- a/Compendium/feats/energy-ward-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/abjuration -- trait/sorcerer -aliases: ["Energy Ward"] ---- -# Energy Ward [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[abjuration](../../Rules/traits/abjuration.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Frequency**: once per turn -- **Requirements**: Your most recent action was to cast a non-cantrip spell that dealt energy damage. -- **Activity** Free Action - -You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast. - -*Source: Advanced Player's Guide p. 140* -%% #compendium/src/pf2e/apg #trait/abjuration #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/enervating-wail-da.md b/Compendium/feats/enervating-wail-da.md deleted file mode 100644 index 9307aa575..000000000 --- a/Compendium/feats/enervating-wail-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/auditory -- trait/deviant -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Enervating Wail"] ---- -# Enervating Wail [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[auditory](../../Rules/traits/auditory.md) [deviant](../../Rules/traits/deviant-da.md) [magical](../../Rules/traits/magical.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) - -- **Activity** Two-Action - -You release a terrible wail that tears at the spirits of all nearby. - -All living creatures in a 20-foot emanation take negative damage with a basic Fortitude save. The damage is `4d6`, plus `1d6` for every level you have beyond 6th. - -**Awakening** Your scream echoes in the mind. You can choose to emit a silent psychic wail instead, which changes the damage type to mental, changes the save to a Will save, removes the [auditory](../../Rules/traits/auditory.md) trait, and adds the [mental](../../Rules/traits/mental.md) trait. - -**Awakening** Your wail saps your foes' strength. In addition to the normal effects, living creatures in the area are [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round on a success (but not a critical success), [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute on a failure, and [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute on a critical failure. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/auditory #trait/deviant #trait/magical #trait/necromancy #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/enforce-oath-apg.md b/Compendium/feats/enforce-oath-apg.md deleted file mode 100644 index 72af6a0b4..000000000 --- a/Compendium/feats/enforce-oath-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Enforce Oath"] ---- -# Enforce Oath [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: You've sworn to an oath against a specific type of creature. -- **Frequency**: once per hour -- **Activity** Single Action - -You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath. You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a –1 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath. - -You stop Enforcing your Oath once the chosen creature is reduced to 0 Hit Points or offers a legitimate surrender to you or your allies. You immediately stop Enforcing your Oath if you are [unconscious](../../Rules/conditions.md#Unconscious) or if the chosen creature goes [unnoticed](../../Rules/conditions.md#Unnoticed) by you for more than 1 minute. You can also stop Enforcing your Oath at any time during your turn as a free action. - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/enforced-order-loag.md b/Compendium/feats/enforced-order-loag.md deleted file mode 100644 index ce1c2cfff..000000000 --- a/Compendium/feats/enforced-order-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -aliases: ["Enforced Order"] ---- -# Enforced Order *Feat 13* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Lawbringer](lawbringer-apg.md) - -You never fail to strike down the ever-expanding reaches of chaos. All your weapon and unarmed [Strikes](../../Rules/actions/strike.md) deal 1 additional lawful damage and have the [lawful](../../Rules/traits/lawful.md) and [magical](../../Rules/traits/magical.md) traits. - -*Source: Lost Omens: Ancestry Guide p. 12* -%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/engine-bay-g-g.md b/Compendium/feats/engine-bay-g-g.md deleted file mode 100644 index 198004e6c..000000000 --- a/Compendium/feats/engine-bay-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/skill -aliases: ["Engine Bay"] ---- -# Engine Bay *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](vehicle-mechanic-dedication-g-g.md), expert in [Crafting](../skills.md#Crafting) - -You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in [Crafting](../skills.md#Crafting), you can fix up to four targets. If you're legendary in [Crafting](../skills.md#Crafting), you can fix up to eight targets. - -This feat has no effect when using [Quick Repair](quick-repair.md) or another ability to reduce the time spent Repairing. - -*Source: Guns & Gears p. 56* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/engine-of-destruction-g-g.md b/Compendium/feats/engine-of-destruction-g-g.md deleted file mode 100644 index 5b2661da4..000000000 --- a/Compendium/feats/engine-of-destruction-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Engine Of Destruction"] ---- -# Engine Of Destruction [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: construct innovation -- **Activity** Three-Action - -Your construct unleashes a broad swath of devastation by separating its limbs, deploying hidden armaments, or using a similar technique to wreak havoc. You Command your innovation. Instead of its normal actions, it [Strides](../../Rules/actions/stride.md) once, then makes a [Strike](../../Rules/actions/strike.md) against each foe within 30 feet of it with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the construct makes all the attacks. - -*Source: Guns & Gears p. 31* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/enhanced-familiar-magus-som.md b/Compendium/feats/enhanced-familiar-magus-som.md deleted file mode 100644 index 3cf1bd42c..000000000 --- a/Compendium/feats/enhanced-familiar-magus-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Enhanced Familiar (Magus)"] ---- -# Enhanced Familiar (Magus) *Feat 2* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: a familiar - -You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two. - -*Source: Secrets of Magic p. 42* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/enhanced-familiar-thaumaturge-da.md b/Compendium/feats/enhanced-familiar-thaumaturge-da.md deleted file mode 100644 index 723995e46..000000000 --- a/Compendium/feats/enhanced-familiar-thaumaturge-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Enhanced Familiar (Thaumaturge)"] ---- -# Enhanced Familiar (Thaumaturge) *Feat 2* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: a familiar - -By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy. - -You can select four familiar or master abilities each day, instead of two. - -*Source: Dark Archive p. 43* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/enhanced-familiar-witch-apg.md b/Compendium/feats/enhanced-familiar-witch-apg.md deleted file mode 100644 index 8dcf4e481..000000000 --- a/Compendium/feats/enhanced-familiar-witch-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Enhanced Familiar (Witch)"] ---- -# Enhanced Familiar (Witch) *Feat 2* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: a familiar - -You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day instead of two. - -**Special.** Add the bonus familiar abilities you gain for being a witch to this amount. - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/enhanced-psychopomp-familiar-botd.md b/Compendium/feats/enhanced-psychopomp-familiar-botd.md deleted file mode 100644 index 4df4c92fa..000000000 --- a/Compendium/feats/enhanced-psychopomp-familiar-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Enhanced Psychopomp Familiar"] ---- -# Enhanced Psychopomp Familiar *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Psychopomp Familiar](psychopomp-familiar-botd.md) - -Your psychopomp's continued service in [Pharasma](../setting/deities/pharasma.md)'s name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability. - -- **Augury** Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast [augury](../spells/augury.md) once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability. - -*Source: Book of the Dead p. 27* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/enigmas-knowledge-apg.md b/Compendium/feats/enigmas-knowledge-apg.md deleted file mode 100644 index c992d8301..000000000 --- a/Compendium/feats/enigmas-knowledge-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Enigma's Knowledge"] ---- -# Enigma's Knowledge *Feat 12* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: [Assured Knowledge](assured-knowledge-apg.md) - -Your muse whispers knowledge to you at all the right times. - -You gain the benefits of the [Automatic Knowledge](automatic-knowledge.md) skill feat with any skill you can use to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). As per the special clause in the Automatic Knowledge feat, you can still only use Automatic Knowledge once per round. - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/enlarge-companion-apg.md b/Compendium/feats/enlarge-companion-apg.md deleted file mode 100644 index 2b4ad534a..000000000 --- a/Compendium/feats/enlarge-companion-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Enlarge Companion"] ---- -# Enlarge Companion *Feat 8* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: an animal companion, warden spells - -You make your companion enormous. You gain the [enlarge companion](../spells/enlarge-companion-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/enlarged-chassis-g-g.md b/Compendium/feats/enlarged-chassis-g-g.md deleted file mode 100644 index e49110d93..000000000 --- a/Compendium/feats/enlarged-chassis-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Enlarged Chassis"] ---- -# Enlarged Chassis *Feat 13* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Prerequisites**: Medium or Small size - -You've empowered your core to support a larger body, granting you size and additional reach. You gain the effects of [enlarge](../spells/enlarge.md) constantly. - -**Enhancement** Your core's empowerment has stabilized, allowing for greater support. You are no longer [clumsy](../../Rules/conditions.md#Clumsy) due to the effects of [enlarge](../spells/enlarge.md). - -*Source: Guns & Gears p. 43* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/enlightened-presence.md b/Compendium/feats/enlightened-presence.md deleted file mode 100644 index a2fcb8f3b..000000000 --- a/Compendium/feats/enlightened-presence.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/aura -- trait/emotion -- trait/mental -- trait/monk -aliases: ["Enlightened Presence"] ---- -# Enlightened Presence *Feat 16* -[aura](../../Rules/traits/aura.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [monk](../../Rules/traits/monk.md) - - -You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against [mental](../../Rules/traits/mental.md) effects. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/aura #trait/emotion #trait/mental #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/enshroud-soul-cage-botd.md b/Compendium/feats/enshroud-soul-cage-botd.md deleted file mode 100644 index fb1549c78..000000000 --- a/Compendium/feats/enshroud-soul-cage-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Enshroud Soul Cage"] ---- -# Enshroud Soul Cage *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lich Dedication](lich-dedication-botd.md) - -You wreathe your [soul cage](../equipment/items/soul-cage-botd.md) in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the [magic aura](../spells/magic-aura.md) and [nondetection](../spells/nondetection.md) spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged. - -*Source: Book of the Dead p. 50* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ensnaring-wrappings-botd.md b/Compendium/feats/ensnaring-wrappings-botd.md deleted file mode 100644 index 3971cfe74..000000000 --- a/Compendium/feats/ensnaring-wrappings-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Ensnaring Wrappings"] ---- -# Ensnaring Wrappings [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Mummy Dedication, expert in [Athletics](../skills.md#Athletics) -- **Trigger** Your [Strike](../../Rules/actions/strike.md) deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you. -- **Activity** Reaction - -Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to [Grapple](../../Rules/actions/grapple.md) the creature you damaged. - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/enthralling-allure-apg.md b/Compendium/feats/enthralling-allure-apg.md deleted file mode 100644 index be05d486f..000000000 --- a/Compendium/feats/enthralling-allure-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Enthralling Allure"] ---- -# Enthralling Allure *Feat 5* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -The powers of domination employed by your progenitors have manifested in you as well. Once per day, you can cast [charm](../spells/charm.md) as a 1st-level divine innate spell. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/enticing-dwelling-botd.md b/Compendium/feats/enticing-dwelling-botd.md deleted file mode 100644 index 14f99959a..000000000 --- a/Compendium/feats/enticing-dwelling-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Enticing Dwelling"] ---- -# Enticing Dwelling *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Exorcist Dedication](exorcist-dedication-botd.md) - -Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one. - -*Source: Book of the Dead p. 23* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/entities-from-afar-av2.md b/Compendium/feats/entities-from-afar-av2.md deleted file mode 100644 index d546d5159..000000000 --- a/Compendium/feats/entities-from-afar-av2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Entities From Afar"] ---- -# Entities From Afar *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -You can call in aberrations to fight for you or to answer questions. You can cast [summon entity](../spells/summon-entity.md) as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. - -As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the [read omens](../spells/read-omens.md) spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the [summon entity](../spells/summon-entity.md) spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level). - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/entitys-strike-da.md b/Compendium/feats/entitys-strike-da.md deleted file mode 100644 index 2f6130c41..000000000 --- a/Compendium/feats/entitys-strike-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Entity's Strike"] ---- -# Entity's Strike *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Living Vessel Dedication](living-vessel-dedication-da.md) - -The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. - -Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals `1d6` damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, [finesse](../../Rules/traits/finesse.md), and [magical](../../Rules/traits/magical.md) traits. - -*Source: Dark Archive p. 140* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/entourage-locg.md b/Compendium/feats/entourage-locg.md deleted file mode 100644 index fd7dca528..000000000 --- a/Compendium/feats/entourage-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/general -- trait/rare -- trait/skill -aliases: ["Entourage"] ---- -# Entourage *Feat 7* -[general](../../Rules/traits/general.md) [rare](../../Rules/traits/rare.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Diplomacy](../skills.md#Diplomacy), [Hobnobber](hobnobber.md) - -You have a small group of admirers who tend to follow you around while you're in civilized settlements. Your admirers are [helpful](../../Rules/conditions.md#Helpful) to you, allowing you to make simple [Requests](../../Rules/actions/request.md) of them such as purchasing basic equipment with your funds or finding a room at an inn. These admirers do not travel with you to places that are obviously dangerous, including most adventure locations, but they'll wait for you at the nearest settlement. Your admirers never use actions in encounter mode other than to retreat, and they abandon you if you intentionally bring them harm or at the GM's discretion. When you [Gather Information](../../Rules/actions/gather-information.md), you can use your admirers to assist you, granting a +1 circumstance bonus to your [Diplomacy](../skills.md#Diplomacy) check and reducing the time it takes even further (typically to 30 minutes, rather than 1 hour with the [Hobnobber](hobnobber.md) feat alone). If you have the Sow Rumor feat, you can have your admirers assist you, with the same benefits as [Gather Information](../../Rules/actions/gather-information.md). - -*Source: Lost Omens: Character Guide p. 72* -%% #compendium/src/pf2e/locg #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/entreat-with-forebears-apg.md b/Compendium/feats/entreat-with-forebears-apg.md deleted file mode 100644 index 06e843f38..000000000 --- a/Compendium/feats/entreat-with-forebears-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Entreat With Forebears"] ---- -# Entreat With Forebears *Feat 2* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: a bloodline that corresponds with a creature trait - -Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to [Diplomacy](../skills.md#Diplomacy), [Deception](../skills.md#Deception), and [Intimidation](../skills.md#Intimidation) checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to [Perception](../skills.md#Perception) and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the [aberration](../../Rules/traits/aberration.md) trait. The GM is the final arbiter of which creatures match your bloodline. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/entwined-energy-ki-frp1.md b/Compendium/feats/entwined-energy-ki-frp1.md deleted file mode 100644 index 76a563ba5..000000000 --- a/Compendium/feats/entwined-energy-ki-frp1.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/monk -- trait/uncommon -aliases: ["Entwined Energy Ki"] ---- -# Entwined Energy Ki *Feat 10* -[monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - - -You can transform your inner power into a type of energy to empower your ki abilities. When you gain this feat, choose either acid, cold, electricity, fire, or sonic damage. When you cast [ki blast](../spells/ki-blast.md) (Core Rulebook 401), you can choose to have the spell deal the type of damage you chose instead of force damage. When you cast [ki form](../spells/ki-form-apg.md) or [ki strike](../spells/ki-strike.md), add the type of damage you chose to the list of damage types you can select for the spell. - -**Special.** At the GM's discretion, this feat can alter other ki spells. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* -%% #compendium/src/pf2e/frp1 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/envenom-fangs-locg.md b/Compendium/feats/envenom-fangs-locg.md deleted file mode 100644 index 1409349ea..000000000 --- a/Compendium/feats/envenom-fangs-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Envenom Fangs"] ---- -# Envenom Fangs [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: [Sharp Fangs](sharp-fangs-locg.md) -- **Frequency**: a number of times per day equal to your level -- **Activity** Single Action - -You envenom your fangs. If the next fangs [Strike](../../Rules/actions/strike.md) you make before the end of your next turn hits and deals damage, the [Strike](../../Rules/actions/strike.md) deals an additional `1d6` poison damage. - -On a critical failure, the poison is wasted as normal. - -*Source: Lost Omens: Character Guide p. 59* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/envenom-strike-loil.md b/Compendium/feats/envenom-strike-loil.md deleted file mode 100644 index fe707d457..000000000 --- a/Compendium/feats/envenom-strike-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Envenom Strike"] ---- -# Envenom Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[nagaji](../../Rules/traits/nagaji-loil.md) - -- **Prerequisites**: you possess a [Strike](../../Rules/actions/strike.md) from a nagaji heritage or ancestry feat that deals poison damage -- **Frequency**: once per 10 minutes -- **Activity** Single Action - -You spit venom onto a weapon you're holding or a weapon held by a willing creature within 30 feet; you can also use this ability to envenom your nagaji fangs unarmed attack. If the next [Strike](../../Rules/actions/strike.md) with the chosen weapon before the start of your next turn hits and deals damage, the [Strike](../../Rules/actions/strike.md) deals an additional `2d6` poison damage. - -*Source: Lost Omens: Impossible Lands p. 50* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/envenomed-edge-lome.md b/Compendium/feats/envenomed-edge-lome.md deleted file mode 100644 index c08fe9068..000000000 --- a/Compendium/feats/envenomed-edge-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Envenomed Edge"] ---- -# Envenomed Edge *Feat 13* -[grippli](../../Rules/traits/grippli-b2.md) - - -With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a [Strike](../../Rules/actions/strike.md) with a weapon or unarmed attack and deal slashing or piercing damage with that [Strike](../../Rules/actions/strike.md), you deal an additional `1d4` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) to your target. - -*Source: Lost Omens: The Mwangi Expanse p. 122* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/environmental-explorer-lopsg.md b/Compendium/feats/environmental-explorer-lopsg.md deleted file mode 100644 index aae643055..000000000 --- a/Compendium/feats/environmental-explorer-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Environmental Explorer"] ---- -# Environmental Explorer *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places. Your extensive familiarity means you sometimes notice perils even when you're not trying to. Even if you aren't [Searching](../../Rules/actions/search.md) in exploration mode, you can attempt a check to find environmental hazards that normally require you to [Search](../../Rules/actions/search.md) for them. You still need to meet any other requirements to find a particular hazard. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/environmental-grace-logm.md b/Compendium/feats/environmental-grace-logm.md deleted file mode 100644 index 8ea2b8731..000000000 --- a/Compendium/feats/environmental-grace-logm.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/general -- trait/skill -aliases: ["Environmental Grace"] ---- -# Environmental Grace *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Survival](../skills.md#Survival); deity who grants the cold, fire, nature, or travel domain - -You rapidly adapt to environments through a combination of skill, meditation, and divine grace. After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment. After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/ephemeral-tracking-apg.md b/Compendium/feats/ephemeral-tracking-apg.md deleted file mode 100644 index fb7a95f91..000000000 --- a/Compendium/feats/ephemeral-tracking-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Ephemeral Tracking"] ---- -# Ephemeral Tracking *Feat 6* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: expert in [Survival](../skills.md#Survival), warden spells - -You are able to track your quarry through impossible places. - -You gain the ephemeral tracking warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/equitable-defense-loil.md b/Compendium/feats/equitable-defense-loil.md deleted file mode 100644 index 1f87758fe..000000000 --- a/Compendium/feats/equitable-defense-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Equitable Defense"] ---- -# Equitable Defense [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Shieldmarshal Dedication -- **Frequency**: once per 10 minutes -- **Trigger** You take damage from a critical hit. -- **Activity** Reaction - -Gritting your teeth through the pain, you position yourself to counterattack. You gain resistance to the damage from the critical hit equal to half your level. As long as you're still conscious after the attack, you can [Interact](../../Rules/actions/interact.md) to reload a weapon you currently wield or [Stand](../../Rules/actions/stand.md). You gain a +1 circumstance bonus on the next [Strike](../../Rules/actions/strike.md) you make against the creature who critically hit you, provided you make it before the end of your next turn. - -*Source: Lost Omens: Impossible Lands p. 109* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/escape-timeline-da.md b/Compendium/feats/escape-timeline-da.md deleted file mode 100644 index 8ea820c85..000000000 --- a/Compendium/feats/escape-timeline-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Escape Timeline"] ---- -# Escape Timeline [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Frequency**: once per day -- **Trigger** Your turn begins. -- **Activity** Free Action - -You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn— you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space. - -*Source: Dark Archive p. 187* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/eschew-materials.md b/Compendium/feats/eschew-materials.md deleted file mode 100644 index f53ded5d5..000000000 --- a/Compendium/feats/eschew-materials.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Eschew Materials"] ---- -# Eschew Materials *Feat 1* -[wizard](../../Rules/traits/wizard.md) - - -You can use clever workarounds to replicate the arcane essence of certain materials. When [Casting a Spell](../../Rules/actions/cast-a-spell.md) that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry. - -*Source: Core Rulebook p. 209* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/esoteric-oath-apg.md b/Compendium/feats/esoteric-oath-apg.md deleted file mode 100644 index 3e9554818..000000000 --- a/Compendium/feats/esoteric-oath-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/oath -aliases: ["Esoteric Oath"] ---- -# Esoteric Oath *Feat 2* -[champion](../../Rules/traits/champion.md) [oath](../../Rules/traits/oath.md) - -- **Prerequisites**: tenets of good - -You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion. Add the following tenet to your champion's code, after the other tenets. "You must slay evil aberrations you encounter as long as you have a reasonable chance of success." Your [Retributive Strike](../../Rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against an evil aberration, or +6 if you have master proficiency with the weapon you used. The resistance you gain from [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md) against damage from an evil aberration is 7 + your level. If you use [Liberating Step](../../Rules/actions/liberating-step.md) triggered by an evil aberration, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](../../Rules/actions/liberating-step.md), and the ally can [Step](../../Rules/actions/step.md) twice afterward. - -You don't consider evil aberrations to be legitimate authorities, even in nations they rule. - -## Esoteric Oath leads to... - -[Aura Of Preservation](aura-of-preservation-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 118* -%% #compendium/src/pf2e/apg #trait/champion #trait/oath %% \ No newline at end of file diff --git a/Compendium/feats/esoteric-polymath.md b/Compendium/feats/esoteric-polymath.md deleted file mode 100644 index 6916996dd..000000000 --- a/Compendium/feats/esoteric-polymath.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Esoteric Polymath"] ---- -# Esoteric Polymath *Feat 2* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Polymath muse - -You keep a book of occult spells, similar to a wizard's spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the [Occultism](../skills.md#Occultism) skill to [Learn Spells](../../Rules/actions/learn-a-spell.md) and add them to your spellbook by paying the appropriate cost, similar to a wizard. - -During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations. - -## Esoteric Polymath leads to... - -[Eclectic Polymath](eclectic-polymath.md), [Impossible Polymath](impossible-polymath.md) - -## Summary - -*Source: Core Rulebook p. 100* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/esoteric-reflexes-da.md b/Compendium/feats/esoteric-reflexes-da.md deleted file mode 100644 index b57f93be4..000000000 --- a/Compendium/feats/esoteric-reflexes-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Esoteric Reflexes"] ---- -# Esoteric Reflexes *Feat 14* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: an implement that grants a reaction - -Your bond to your implements is so strong that you can use their reactive abilities almost by instinct. At the start of your turn, you gain an additional reaction, which you can use for only the reactions granted by your implements. - -*Source: Dark Archive p. 46* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/esoteric-warden-da.md b/Compendium/feats/esoteric-warden-da.md deleted file mode 100644 index 4b0d5cfe1..000000000 --- a/Compendium/feats/esoteric-warden-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Esoteric Warden"] ---- -# Esoteric Warden *Feat 2* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) - -When you apply antithetical material against a creature successfully, you also ward yourself against its next attacks. When you succeed at your check to Exploit a Vulnerability, you gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature; if you critically succeed, these bonuses are +2 instead. You can gain these bonuses only once per day against a particular creature, and the benefit ends if you [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) again. - -*Source: Dark Archive p. 43* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/esteemed-visitor-ec3.md b/Compendium/feats/esteemed-visitor-ec3.md deleted file mode 100644 index 25a9762e8..000000000 --- a/Compendium/feats/esteemed-visitor-ec3.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Esteemed Visitor"] ---- -# Esteemed Visitor *Feat 1* -[shoony](../../Rules/traits/shoony-ec3.md) - - -Your polite manners and natural ability to comfort others make it easy for you to break down cultural barriers and earn strangers' trust. While you are in a settlement, when you roll a critical failure on a [Diplomacy](../skills.md#Diplomacy) check to [Gather Information](../../Rules/actions/gather-information.md) or [Make an Impression](../../Rules/actions/make-an-impression.md), you get a failure instead. - -*Source: Extinction Curse #3: Life's Long Shadows p. 72* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/eternal-bane.md b/Compendium/feats/eternal-bane.md deleted file mode 100644 index 7c6aea409..000000000 --- a/Compendium/feats/eternal-bane.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Eternal Bane"] ---- -# Eternal Bane *Feat 16* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: evil alignment - -A life of evil has made you a nexus for your deity's vile power. You're continuously surrounded by a [bane](../spells/bane.md) spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can [Dismiss](../../Rules/actions/dismiss.md) the spell; if you do, it returns automatically after 1 minute. - -*Source: Core Rulebook p. 126* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/eternal-blessing.md b/Compendium/feats/eternal-blessing.md deleted file mode 100644 index d2600739b..000000000 --- a/Compendium/feats/eternal-blessing.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Eternal Blessing"] ---- -# Eternal Blessing *Feat 16* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: good alignment - -Your good deeds have brought your deity's grace to you for all of eternity. You're continuously surrounded by a [bless](../spells/bless.md) spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can [Dismiss](../../Rules/actions/dismiss.md) the spell; if you do, it returns automatically after 1 minute. - -*Source: Core Rulebook p. 126* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/eternal-boost-som.md b/Compendium/feats/eternal-boost-som.md deleted file mode 100644 index 0f8ab84da..000000000 --- a/Compendium/feats/eternal-boost-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Eternal Boost"] ---- -# Eternal Boost *Feat 20* -[summoner](../../Rules/traits/summoner-som.md) - - -Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently [quickened](../../Rules/conditions.md#Quickened); you can use your extra action only to cast [boost eidolon](../spells/boost-eidolon-som.md) or [reinforce eidolon](../spells/reinforce-eidolon-som.md). While in exploration mode, you can declare that you are also continually casting [boost eidolon](../spells/boost-eidolon-som.md) or [reinforce eidolon](../spells/reinforce-eidolon-som.md) even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/eternal-composition.md b/Compendium/feats/eternal-composition.md deleted file mode 100644 index 334d724fc..000000000 --- a/Compendium/feats/eternal-composition.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Eternal Composition"] ---- -# Eternal Composition *Feat 18* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Maestro muse - -The world is a stage upon which you are always playing. You are permanently [quickened](../../Rules/conditions.md#Quickened); you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/eternal-elixir.md b/Compendium/feats/eternal-elixir.md deleted file mode 100644 index 95c5816f3..000000000 --- a/Compendium/feats/eternal-elixir.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Eternal Elixir"] ---- -# Eternal Elixir *Feat 16* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Extend Elixir](extend-elixir.md) - -Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the [elixir](../../Rules/traits/elixir.md) and [infused](../../Rules/traits/infused.md) traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends. - -*Source: Core Rulebook p. 80* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/eternal-memories-loil.md b/Compendium/feats/eternal-memories-loil.md deleted file mode 100644 index 2926ac2b7..000000000 --- a/Compendium/feats/eternal-memories-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Eternal Memories"] ---- -# Eternal Memories [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[ghoran](../../Rules/traits/ghoran-loil.md) - -- **Prerequisites**: Endless Memories -- **Frequency**: once per day -- **Activity** Single Action - -You have lived longer than most realize, and due to your many lifetimes of practice you remember almost everything from your previous incarnations now. You examine your memories, changing the skills you selected with Ancient Memories and Endless Memories. - -*Source: Lost Omens: Impossible Lands p. 39* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/eternal-wings-apg.md b/Compendium/feats/eternal-wings-apg.md deleted file mode 100644 index eca96b289..000000000 --- a/Compendium/feats/eternal-wings-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Eternal Wings"] ---- -# Eternal Wings *Feat 17* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Celestial Wings](celestial-wings-apg.md) - -Your wings are now a permanent part of your body. You gain the effects of Celestial Wings at all times, rather than just once per day for 10 minutes. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/eternal-wings-loag.md b/Compendium/feats/eternal-wings-loag.md deleted file mode 100644 index 7c779217a..000000000 --- a/Compendium/feats/eternal-wings-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Eternal Wings"] ---- -# Eternal Wings *Feat 17* -[sylph](../../Rules/traits/sylph-b2.md) - -- **Prerequisites**: [Wings of Air](wings-of-air-loag.md) - -Your wings are now a permanent part of your body. You gain the effects of Wings of Air at all times rather than just once per day for 10 minutes. - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/evade-doom-loag.md b/Compendium/feats/evade-doom-loag.md deleted file mode 100644 index cf25ba0f4..000000000 --- a/Compendium/feats/evade-doom-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Evade Doom"] ---- -# Evade Doom *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You can elude supernatural disaster. When you would gain the [doomed](../../Rules/conditions.md#Doomed) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [doomed](../../Rules/conditions.md#Doomed) condition. - -## Evade Doom leads to... - -[Ten Lives](ten-lives-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/evanescent-wings-loag.md b/Compendium/feats/evanescent-wings-loag.md deleted file mode 100644 index 3b59cb53a..000000000 --- a/Compendium/feats/evanescent-wings-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Evanescent Wings"] ---- -# Evanescent Wings *Feat 1* -[sprite](../../Rules/traits/sprite-b1.md) - - -You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single [Interact](../../Rules/actions/interact.md) action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the [move](../../Rules/traits/move.md) trait. - -## Evanescent Wings leads to... - -[Energize Wings](energize-wings-loag.md), [Hero's Wings](heros-wings-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 131* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/evangelize-logm.md b/Compendium/feats/evangelize-logm.md deleted file mode 100644 index 0e499ebd7..000000000 --- a/Compendium/feats/evangelize-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/auditory -- trait/general -- trait/linguistic -- trait/mental -- trait/skill -aliases: ["Evangelize"] ---- -# Evangelize [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[auditory](../../Rules/traits/auditory.md) [general](../../Rules/traits/general.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Diplomacy](../skills.md#Diplomacy), you follow a deity or philosophy -- **Activity** Single Action - -You point out a detail that incontrovertibly supports your faith, causing a listener's mind to whirl. Attempt a [Diplomacy](../skills.md#Diplomacy) check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM's discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. - -> [!success-degree] -> - **Critical Success** The target is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Success** The target is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Failure** The target is unaffected. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/auditory #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/evasiveness-apg.md b/Compendium/feats/evasiveness-apg.md deleted file mode 100644 index ea86ce3f5..000000000 --- a/Compendium/feats/evasiveness-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Evasiveness"] ---- -# Evasiveness *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](swashbuckler-dedication-apg.md), expert in Reflex saves - -Your proficiency rank for Reflex saves increases to master. - -*Source: Advanced Player's Guide p. 153* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/evasiveness.md b/Compendium/feats/evasiveness.md deleted file mode 100644 index 6aa919957..000000000 --- a/Compendium/feats/evasiveness.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Evasiveness"] ---- -# Evasiveness *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](rogue-dedication.md), expert in Reflex saves - -Your proficiency rank for Reflex saves increases to master. - -*Source: Core Rulebook p. 229* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ever-dreaming-da.md b/Compendium/feats/ever-dreaming-da.md deleted file mode 100644 index 7fc7811fd..000000000 --- a/Compendium/feats/ever-dreaming-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Ever Dreaming"] ---- -# Ever Dreaming *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) - -You draw no distinction between the sleeping and waking worlds. - -Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're [unconscious](../../Rules/conditions.md#Unconscious) due to sleep, you don't take the –4 penalty to AC, [Perception](../skills.md#Perception), and Reflex saves, and don't have the [flat-footed](../../Rules/conditions.md#Flat-footed) condition. You're still [blinded](../../Rules/conditions.md#Blinded) while asleep. You can act on your turn while asleep, though you're [slowed](../../Rules/conditions.md#Slowed) until you fully awaken. - -*Source: Dark Archive p. 207* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ever-vigilant-senses-som.md b/Compendium/feats/ever-vigilant-senses-som.md deleted file mode 100644 index 536640a05..000000000 --- a/Compendium/feats/ever-vigilant-senses-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Ever-vigilant Senses"] ---- -# Ever-vigilant Senses *Feat 16* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon has enhanced senses. It gains a +2 circumstance bonus to [Perception](../skills.md#Perception), and can't be flanked except by creatures that are higher level than it. It can see [invisible](../../Rules/conditions.md#Invisible) creatures and objects; they appear translucent and are [concealed](../../Rules/conditions.md#Concealed). When your eidolon moves within 30 feet of an illusion that can be 0, the GM rolls a secret check to 0 it, even if your eidolon didn't spend an action to [Interact](../../Rules/actions/interact.md). - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/everdistant-defense-frp3.md b/Compendium/feats/everdistant-defense-frp3.md deleted file mode 100644 index 353e0b5c9..000000000 --- a/Compendium/feats/everdistant-defense-frp3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/abjuration -- trait/champion -- trait/divine -- trait/uncommon -aliases: ["Everdistant Defense"] ---- -# Everdistant Defense [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[abjuration](../../Rules/traits/abjuration.md) [champion](../../Rules/traits/champion.md) [divine](../../Rules/traits/divine.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Trigger** A creature within your aura is targeted by a ranged attack or a creature moves through your aura. -- **Requirements**: You have at least one aura from a champion feat or feature. -- **Activity** Reaction - -The spatial barrier of Syndara's Island has taught you that distance can foil enemies better than any armor. You warp space, causing each square within your aura that the attack or creature would move through to count as triple the distance. - -If this reaction is used on a ranged attack, the attack takes range increment penalties based on the adjusted range and fails if this would cause it to exceed its maximum range. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* -%% #compendium/src/pf2e/frp3 #trait/abjuration #trait/champion #trait/divine #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/everstand-stance-locg.md b/Compendium/feats/everstand-stance-locg.md deleted file mode 100644 index 2cd5480b1..000000000 --- a/Compendium/feats/everstand-stance-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/champion -- trait/fighter -- trait/stance -- trait/uncommon -aliases: ["Everstand Stance"] ---- -# Everstand Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[champion](../../Rules/traits/champion.md) [fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Requirements**: You are wielding a shield. -- **Activity** Single Action - -You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the [Shield Block](shield-block.md) reaction. - -## Everstand Stance leads to... - -[Everstand Strike](everstand-strike-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 90* -%% #compendium/src/pf2e/locg #trait/champion #trait/fighter #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/everstand-strike-locg.md b/Compendium/feats/everstand-strike-locg.md deleted file mode 100644 index 196003a86..000000000 --- a/Compendium/feats/everstand-strike-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/champion -- trait/fighter -- trait/press -- trait/uncommon -aliases: ["Everstand Strike"] ---- -# Everstand Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](../../Rules/traits/champion.md) [fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Everstand Stance](everstand-stance-locg.md) -- **Requirements**: You are wielding a shield in two hands. -- **Activity** Single Action - -Your follow-up blow leaves you an opening to set your shield. Make a [Strike](../../Rules/actions/strike.md) with the wielded shield. If the [Strike](../../Rules/actions/strike.md) hits and deals damage, you also [Raise your Shield](../../Rules/actions/raise-a-shield.md). - -*Source: Lost Omens: Character Guide p. 90* -%% #compendium/src/pf2e/locg #trait/champion #trait/fighter #trait/press #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/everyone-duck-locg.md b/Compendium/feats/everyone-duck-locg.md deleted file mode 100644 index 9b840a5ff..000000000 --- a/Compendium/feats/everyone-duck-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Everyone Duck!"] ---- -# Everyone Duck! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Trigger** You fail, but don't critically fail, an attempt to [Disable a Device](../../Rules/actions/disable-a-device.md) on a trap. -- **Activity** Reaction - -You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap's effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead. - -*Source: Lost Omens: Character Guide p. 112* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/everyones-a-suspect-apg.md b/Compendium/feats/everyones-a-suspect-apg.md deleted file mode 100644 index 65ab47b40..000000000 --- a/Compendium/feats/everyones-a-suspect-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Everyone's A Suspect"] ---- -# Everyone's A Suspect *Feat 20* -[investigator](../../Rules/traits/investigator-apg.md) - - -You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all—even your own allies. After interacting with a creature for at least 1 minute, you automatically [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) with that creature as the subject. You can have any number of such leads at any given time, and when you [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) again, you don't give up any of these automatic subjects. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/exacting-strike.md b/Compendium/feats/exacting-strike.md deleted file mode 100644 index 0b626b2c0..000000000 --- a/Compendium/feats/exacting-strike.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Exacting Strike"] ---- -# Exacting Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Activity** Single Action - -You make a controlled attack, fully accounting for your momentum. Make a [Strike](../../Rules/actions/strike.md). The [Strike](../../Rules/actions/strike.md) gains the following failure effect. - -> [!success-degree] -> - **Failure** This attack does not count toward your multiple attack penalty. - -*Source: Core Rulebook p. 144* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/execution-ngd.md b/Compendium/feats/execution-ngd.md deleted file mode 100644 index 6bbd5d1f8..000000000 --- a/Compendium/feats/execution-ngd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/vigilante -aliases: ["Execution"] ---- -# Execution [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Harsh Judgment](harsh-judgment-ngd.md), [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners -- **Requirements**: You have condemned a foe with [Harsh Judgment](harsh-judgment-ngd.md). -- **Activity** Two-Action - -You swing wide, attempting to behead your condemned foe. Make a melee [Strike](../../Rules/actions/strike.md) against your condemned foe. If you hit, your condemned foe takes `8d6` extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day. - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/executioner-weapon-training-ngd.md b/Compendium/feats/executioner-weapon-training-ngd.md deleted file mode 100644 index ecc1a3432..000000000 --- a/Compendium/feats/executioner-weapon-training-ngd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -aliases: ["Executioner Weapon Training"] ---- -# Executioner Weapon Training *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners - -Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: battle axe, falchion, greataxe, and scimitar. - -Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons. - -*Source: Night of the Gray Death p. 64* -%% #compendium/src/pf2e/ngd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/exhort-the-faithful-apg.md b/Compendium/feats/exhort-the-faithful-apg.md deleted file mode 100644 index a0ca1ed11..000000000 --- a/Compendium/feats/exhort-the-faithful-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Exhort The Faithful"] ---- -# Exhort The Faithful *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Religion](../skills.md#Religion), follower of a specific religion - -Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions. When you [Request](../../Rules/actions/request.md) something of or [Coerce](../../Rules/actions/coerce.md) members of your own faith, you can attempt a [Religion](../skills.md#Religion) check instead of [Diplomacy](../skills.md#Diplomacy) or [Intimidation](../skills.md#Intimidation), and you gain a +2 circumstance bonus to the check. On a critically failed attempt to make a [Request](../../Rules/actions/request.md), the target's attitude toward you doesn't worsen. - -*Source: Advanced Player's Guide p. 205* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/exorcist-dedication-botd.md b/Compendium/feats/exorcist-dedication-botd.md deleted file mode 100644 index 83da8bd4d..000000000 --- a/Compendium/feats/exorcist-dedication-botd.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -aliases: ["Exorcist Dedication"] ---- -# Exorcist Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion) - -You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius. - -As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to [Pharasma](../setting/deities/pharasma.md)'s Boneyard. - -You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a [helpful](../../Rules/conditions.md#Helpful) effect as they depart for the afterlife. - -Any actions you gain from the exorcist archetype gain either the [divine](../../Rules/traits/divine.md) or [occult](../../Rules/traits/occult.md) trait, depending on whether you used [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion) to qualify for Exorcist Dedication. Spirit's Mercy is the simplest of the purifications. - -```ad-embed-ability -title: Spirit's Mercy [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](../../../rules/traits/necromancy.md) - -- **Cost**: 1 spirit wisp or remnant -- **Trigger**: You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead - -**Effect** You purify a spirit by having it perform a final act of mercy to lessen the damage caused by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect. - -If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant. -%% #trait/necromancy %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the exorcist archetype. - -## Exorcist Dedication leads to... - -[Cast Out](cast-out-botd.md), [Spirit's Absolution](spirits-absolution-botd.md), [Spirit's Anguish](spirits-anguish-botd.md), [Enticing Dwelling](enticing-dwelling-botd.md) - -## Summary - -*Source: Book of the Dead p. 22* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% diff --git a/Compendium/feats/expand-aura-apg.md b/Compendium/feats/expand-aura-apg.md deleted file mode 100644 index faf91fc61..000000000 --- a/Compendium/feats/expand-aura-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/concentrate -aliases: ["Expand Aura"] ---- -# Expand Aura [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[champion](../../Rules/traits/champion.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: You have at least one aura from a champion feat or feature. -- **Activity** Single Action - -You focus your divine power to extend your influence. Select one aura you have from a champion feat or feature, such as [Aura of Courage](aura-of-courage.md) or [Aura of Life](aura-of-life.md). The radius of the aura is doubled until the start of your next turn. - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/expand-spiral-botd.md b/Compendium/feats/expand-spiral-botd.md deleted file mode 100644 index 8c388e4f6..000000000 --- a/Compendium/feats/expand-spiral-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Expand Spiral"] ---- -# Expand Spiral *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spiral Sworn](spiral-sworn-botd.md) - -Your prayers encompass your companions, granting you the ability to share [Pharasma](../setting/deities/pharasma.md)'s blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action. - -*Source: Book of the Dead p. 27* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expanded-domain-initiate-logm.md b/Compendium/feats/expanded-domain-initiate-logm.md deleted file mode 100644 index e0ad2d117..000000000 --- a/Compendium/feats/expanded-domain-initiate-logm.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/cleric -aliases: ["Expanded Domain Initiate"] ---- -# Expanded Domain Initiate *Feat 4* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Domain Initiate](domain-initiate.md) - -You have long venerated one of your deity's lesser-known aspects. Select one domain from your deity's alternate domains. You gain access to that domain and an initial domain spell for that domain. - -*Source: Lost Omens: Gods & Magic p. 8* -%% #compendium/src/pf2e/logm #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/expanded-luck-apg.md b/Compendium/feats/expanded-luck-apg.md deleted file mode 100644 index 05523a999..000000000 --- a/Compendium/feats/expanded-luck-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Expanded Luck"] ---- -# Expanded Luck *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Cat's Luck](cats-luck-apg.md) - -You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day. - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/expanded-senses-som.md b/Compendium/feats/expanded-senses-som.md deleted file mode 100644 index b1feffabc..000000000 --- a/Compendium/feats/expanded-senses-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Expanded Senses"] ---- -# Expanded Senses *Feat 1* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon evolves more acute senses. Your eidolon gains [low-light vision](../../Rules/abilities/low-light-vision.md) and [darkvision](../../Rules/abilities/darkvision.md), as well as [scent](../../Rules/abilities/scent.md) as an imprecise sense with a range of 30 feet. - -*Source: Secrets of Magic p. 67* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/expanded-splash.md b/Compendium/feats/expanded-splash.md deleted file mode 100644 index 744d74f40..000000000 --- a/Compendium/feats/expanded-splash.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Expanded Splash"] ---- -# Expanded Splash *Feat 10* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Calculated Splash](calculated-splash.md) - -The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an [alchemical](../../Rules/traits/alchemical.md) [bomb](../../Rules/traits/bomb.md) and that bomb has the [splash](../../Rules/traits/splash.md) trait, you can add your Intelligence modifier to the bomb's usual splash damage, and it deals splash damage to every creature within 10 feet of the target. - -## Expanded Splash leads to... - -[Mega Bomb](mega-bomb.md), [Controlled Blast](controlled-blast-g-g.md) - -## Summary - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/expansive-spellstrike-som.md b/Compendium/feats/expansive-spellstrike-som.md deleted file mode 100644 index 975c5ed60..000000000 --- a/Compendium/feats/expansive-spellstrike-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Expansive Spellstrike"] ---- -# Expansive Spellstrike *Feat 2* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) - -You've adapted a wider array of spells to work with your attacks. Rather than needing to use a spell that has a spell attack roll for a [Spellstrike](../../Rules/actions/spellstrike-som.md), you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of [Spellstrike](../../Rules/actions/spellstrike-som.md)). When you [Cast a Spell](../../Rules/actions/cast-a-spell.md) that doesn't have a spell attack roll as part of a [Spellstrike](../../Rules/actions/spellstrike-som.md), it works in the following ways. - -- If your [Strike](../../Rules/actions/strike.md) critically fails, the spell is lost with no effect. -- Creatures use their normal defenses against the spell, such as saving throws. -- If the spell lets you select a number of targets, it instead targets only the creature you attacked with your [Strike](../../Rules/actions/strike.md). -- If the spell has an area, the target must be in that area. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a [reach](../../Rules/traits/reach.md) weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the [Strike](../../Rules/actions/strike.md) still targets only one creature. - -*Source: Secrets of Magic p. 43* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/expeditious-advance-lowg.md b/Compendium/feats/expeditious-advance-lowg.md deleted file mode 100644 index e4238b7fc..000000000 --- a/Compendium/feats/expeditious-advance-lowg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Expeditious Advance"] ---- -# Expeditious Advance *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lion Blade Dedication](lion-blade-dedication-lowg.md) -- **Requirements**: You are unarmored or wearing light armor. - -You advance and retreat quickly. You gain a +10-foot status bonus to your speed. - -*Source: Lost Omens: World Guide p. 131* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expeditious-search.md b/Compendium/feats/expeditious-search.md deleted file mode 100644 index 0bb4fc97a..000000000 --- a/Compendium/feats/expeditious-search.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Expeditious Search"] ---- -# Expeditious Search *Feat 7* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: master in [Perception](../skills.md#Perception) - -You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When [Searching](../../Rules/actions/search.md), you take half as long as usual to [Search](../../Rules/actions/search.md) a given area. This means that while exploring, you double the Speed you can move while ensuring you've Searched an area before walking into it (up to half your Speed). If you're legendary in [Perception](../skills.md#Perception), you instead [Search](../../Rules/actions/search.md) areas four times as quickly. - -*Source: Core Rulebook p. 260* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/experienced-professional.md b/Compendium/feats/experienced-professional.md deleted file mode 100644 index c4335e078..000000000 --- a/Compendium/feats/experienced-professional.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Experienced Professional"] ---- -# Experienced Professional *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Lore](../skills.md#Lore) - -You carefully safeguard your professional endeavors to prevent disaster. When you use [Lore](../skills.md#Lore) to [Earn Income](../../Rules/actions/earn-income.md), if you roll a critical failure, you instead get a failure. If you're an expert in [Lore](../skills.md#Lore), you gain twice as much income from a failed check to [Earn Income](../../Rules/actions/earn-income.md), unless it was originally a critical failure. - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/experienced-smuggler.md b/Compendium/feats/experienced-smuggler.md deleted file mode 100644 index 650c4cf97..000000000 --- a/Compendium/feats/experienced-smuggler.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Experienced Smuggler"] ---- -# Experienced Smuggler *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Stealth](../skills.md#Stealth) - -You often smuggle things past the authorities. When the GM rolls your [Stealth](../skills.md#Stealth) check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your [Stealth](../skills.md#Stealth) modifier to determine your [Stealth](../skills.md#Stealth) check result. If you're a master in [Stealth](../skills.md#Stealth), the GM uses the number rolled or 15, and if you're legendary in [Stealth](../skills.md#Stealth), you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a [Perception](../skills.md#Perception) check while actively searching you for hidden items. Due to your smuggling skill, you're more likely to find more lucrative smuggling jobs when using [Underworld Lore](../skills.md#Lore) to [Earn Income](../../Rules/actions/earn-income.md). - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/experienced-tracker.md b/Compendium/feats/experienced-tracker.md deleted file mode 100644 index 0f7db72f4..000000000 --- a/Compendium/feats/experienced-tracker.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Experienced Tracker"] ---- -# Experienced Tracker *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -Tracking is second nature to you, and when necessary you can follow a trail without pause. You can [Track](../../Rules/actions/track.md) while moving at full Speed by taking a –5 penalty to your [Survival](../skills.md#Survival) check. If you're a master in [Survival](../skills.md#Survival), you don't take the –5 penalty. If you're legendary in [Survival](../skills.md#Survival), you no longer need to roll a new [Survival](../skills.md#Survival) check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. - -## Experienced Tracker leads to... - -[Swift Tracker](swift-tracker.md) - -## Summary - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/expert-alchemy.md b/Compendium/feats/expert-alchemy.md deleted file mode 100644 index 79bc7b7e4..000000000 --- a/Compendium/feats/expert-alchemy.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Expert Alchemy"] ---- -# Expert Alchemy *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Alchemist Dedication](alchemist-dedication.md), expert in [Crafting](../skills.md#Crafting) - -Your advanced alchemy level increases to 3. At 10th level, it increases to 5. - -## Expert Alchemy leads to... - -[Master Alchemy](master-alchemy.md) - -## Summary - -*Source: Core Rulebook p. 220* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-backstabber-apg.md b/Compendium/feats/expert-backstabber-apg.md deleted file mode 100644 index 5a4d83584..000000000 --- a/Compendium/feats/expert-backstabber-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Expert Backstabber"] ---- -# Expert Backstabber *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Assassin Dedication](assassin-dedication-apg.md) - -When you [Strike](../../Rules/actions/strike.md) a [flat-footed](../../Rules/conditions.md#Flat-footed) foe with a weapon that has the [backstabber](../../Rules/traits/backstabber.md) weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2. - -*Source: Advanced Player's Guide p. 158* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-bard-spellcasting.md b/Compendium/feats/expert-bard-spellcasting.md deleted file mode 100644 index f961dea11..000000000 --- a/Compendium/feats/expert-bard-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Expert Bard Spellcasting"] ---- -# Expert Bard Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Bard Spellcasting](basic-bard-spellcasting.md), master in [Occultism](../skills.md#Occultism) - -You gain the expert spellcasting benefits. - -## Expert Bard Spellcasting leads to... - -[Master Bard Spellcasting](master-bard-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 222* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-beast-gunner-spellcasting-g-g.md b/Compendium/feats/expert-beast-gunner-spellcasting-g-g.md deleted file mode 100644 index a428579b8..000000000 --- a/Compendium/feats/expert-beast-gunner-spellcasting-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Expert Beast Gunner Spellcasting"] ---- -# Expert Beast Gunner Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Beast Gunner Spellcasting](basic-beast-gunner-spellcasting-g-g.md) - -You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits (Core Rulebook 219). - -## Expert Beast Gunner Spellcasting leads to... - -[Master Beast Gunner Spellcasting](master-beast-gunner-spellcasting-g-g.md) - -## Summary - -*Source: Guns & Gears p. 131* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-captivator-spellcasting-lotgb.md b/Compendium/feats/expert-captivator-spellcasting-lotgb.md deleted file mode 100644 index 2f5d5f372..000000000 --- a/Compendium/feats/expert-captivator-spellcasting-lotgb.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Expert Captivator Spellcasting"] ---- -# Expert Captivator Spellcasting *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Captivator Spellcasting](basic-captivator-spellcasting-lotgb.md) - -You learn more powerful spells to enchant and deceive. - -You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. - -Each of these spells must come from either the enchantment or illusion school. You [Cast these Spells](../../Rules/actions/cast-a-spell.md) as occult innate spells. - -You become an expert with spell attack rolls and spell DCs for occult spells. - -## Expert Captivator Spellcasting leads to... - -[Master Captivator Spellcasting](master-captivator-spellcasting-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-cathartic-spellcasting-som.md b/Compendium/feats/expert-cathartic-spellcasting-som.md deleted file mode 100644 index 60868074e..000000000 --- a/Compendium/feats/expert-cathartic-spellcasting-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Expert Cathartic Spellcasting"] ---- -# Expert Cathartic Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Cathartic Spellcasting](basic-cathartic-spellcasting-som.md) - -You gain the expert spellcasting benefits. - -## Expert Cathartic Spellcasting leads to... - -[Master Cathartic Spellcasting](master-cathartic-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 195* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-cleric-spellcasting.md b/Compendium/feats/expert-cleric-spellcasting.md deleted file mode 100644 index 5a90e2717..000000000 --- a/Compendium/feats/expert-cleric-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Expert Cleric Spellcasting"] ---- -# Expert Cleric Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Cleric Spellcasting](basic-cleric-spellcasting.md), master in [Religion](../skills.md#Religion) - -You gain the expert spellcasting benefits. - -## Expert Cleric Spellcasting leads to... - -[Master Cleric Spellcasting](master-cleric-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 224* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-combat-eidolon-som.md b/Compendium/feats/expert-combat-eidolon-som.md deleted file mode 100644 index 6c3fbbbaf..000000000 --- a/Compendium/feats/expert-combat-eidolon-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Expert Combat Eidolon"] ---- -# Expert Combat Eidolon *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Summoner Dedication](summoner-dedication-som.md) - -Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization. - -*Source: Secrets of Magic p. 77* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-disassembly-apg.md b/Compendium/feats/expert-disassembly-apg.md deleted file mode 100644 index 5fcc29383..000000000 --- a/Compendium/feats/expert-disassembly-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Expert Disassembly"] ---- -# Expert Disassembly *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting), [Scrounger Dedication](scrounger-dedication-apg.md) - -You can apply the same techniques you use to reverse engineer objects to disable them. You can use [Crafting](../skills.md#Crafting) instead of [Thievery](../skills.md#Thievery) to [Disable a Device](../../Rules/actions/disable-a-device.md) or [Pick a Lock](../../Rules/actions/pick-a-lock.md). - -*Source: Advanced Player's Guide p. 190* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/expert-drill-sergeant-locg.md b/Compendium/feats/expert-drill-sergeant-locg.md deleted file mode 100644 index cd6905902..000000000 --- a/Compendium/feats/expert-drill-sergeant-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Expert Drill Sergeant"] ---- -# Expert Drill Sergeant *Feat 5* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You know how to get the most out of your allies. While exploring, when you are leading and allies are [Following the Expert](../../Rules/actions/follow-the-expert.md), you grant a +3 circumstance bonus instead of +2 if you're an expert in the applicable skill, and a +4 circumstance bonus if you're a master. - -*Source: Lost Omens: Character Guide p. 51* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/expert-druid-spellcasting.md b/Compendium/feats/expert-druid-spellcasting.md deleted file mode 100644 index 883923884..000000000 --- a/Compendium/feats/expert-druid-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Expert Druid Spellcasting"] ---- -# Expert Druid Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Druid Spellcasting](basic-druid-spellcasting.md), master in [Nature](../skills.md#Nature) - -You gain the expert spellcasting benefits. - -## Expert Druid Spellcasting leads to... - -[Master Druid Spellcasting](master-druid-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 225* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-eldritch-archer-spellcasting-apg.md b/Compendium/feats/expert-eldritch-archer-spellcasting-apg.md deleted file mode 100644 index e37a8cfcb..000000000 --- a/Compendium/feats/expert-eldritch-archer-spellcasting-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Expert Eldritch Archer Spellcasting"] ---- -# Expert Eldritch Archer Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Eldritch Archer Spellcasting](basic-eldritch-archer-spellcasting-apg.md) - -You gain the expert spellcasting benefits. - -## Expert Eldritch Archer Spellcasting leads to... - -[Master Eldritch Archer Spellcasting](master-eldritch-archer-spellcasting-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-fireworks-crafter-g-g.md b/Compendium/feats/expert-fireworks-crafter-g-g.md deleted file mode 100644 index 073d4d4cb..000000000 --- a/Compendium/feats/expert-fireworks-crafter-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Expert Fireworks Crafter"] ---- -# Expert Fireworks Crafter *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](firework-technician-dedication-g-g.md), expert in [Crafting](../skills.md#Crafting) - -You're particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could. Your advanced alchemy level for fireworks increases to your level – 3. - -*Source: Guns & Gears p. 135* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-herbalism-apg.md b/Compendium/feats/expert-herbalism-apg.md deleted file mode 100644 index f2f06c952..000000000 --- a/Compendium/feats/expert-herbalism-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Expert Herbalism"] ---- -# Expert Herbalism *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Herbalist Dedication](herbalist-dedication-apg.md), expert in [Nature](../skills.md#Nature) - -Your advanced alchemy level for herbalism increases to your level – 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level. - -*Source: Advanced Player's Guide p. 176* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-longevity.md b/Compendium/feats/expert-longevity.md deleted file mode 100644 index e764a494d..000000000 --- a/Compendium/feats/expert-longevity.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Expert Longevity"] ---- -# Expert Longevity *Feat 9* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: [Ancestral Longevity](ancestral-longevity.md) - -You've continued to refine the knowledge and skills you've gained through your life. When you choose a skill in which to become trained with [Ancestral Longevity](ancestral-longevity.md), you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your [Ancestral Longevity](ancestral-longevity.md) expires. - -When the effects of [Ancestral Longevity](ancestral-longevity.md) and [Expert Longevity](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/feats/expert-longevity.md) expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with [Ancestral Longevity](ancestral-longevity.md) or make you an expert in the skill you chose with [Expert Longevity](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/feats/expert-longevity.md). - -## Expert Longevity leads to... - -[Universal Longevity](universal-longevity.md) - -## Summary - -*Source: Core Rulebook p. 41* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/expert-magus-spellcasting-som.md b/Compendium/feats/expert-magus-spellcasting-som.md deleted file mode 100644 index 132a9f211..000000000 --- a/Compendium/feats/expert-magus-spellcasting-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Expert Magus Spellcasting"] ---- -# Expert Magus Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Magus Spellcasting](basic-magus-spellcasting-som.md), master in [Arcana](../skills.md#Arcana) - -You gain the expert bounded spellcasting benefits. - -## Expert Magus Spellcasting leads to... - -[Master Magus Spellcasting](master-magus-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-oracle-spellcasting-apg.md b/Compendium/feats/expert-oracle-spellcasting-apg.md deleted file mode 100644 index 41e19de7a..000000000 --- a/Compendium/feats/expert-oracle-spellcasting-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Expert Oracle Spellcasting"] ---- -# Expert Oracle Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Oracle Spellcasting](basic-oracle-spellcasting-apg.md), master in [Religion](../skills.md#Religion) - -You gain the expert spellcasting benefits. - -## Expert Oracle Spellcasting leads to... - -[Master Oracle Spellcasting](master-oracle-spellcasting-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-poisoner-apg.md b/Compendium/feats/expert-poisoner-apg.md deleted file mode 100644 index 26c78b9a4..000000000 --- a/Compendium/feats/expert-poisoner-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Expert Poisoner"] ---- -# Expert Poisoner *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Poisoner Dedication](poisoner-dedication-apg.md), expert in [Crafting](../skills.md#Crafting) - -Your advanced alchemy level for poison increases to your level – 3. - -*Source: Advanced Player's Guide p. 186* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-psychic-spellcasting-da.md b/Compendium/feats/expert-psychic-spellcasting-da.md deleted file mode 100644 index 112287ac8..000000000 --- a/Compendium/feats/expert-psychic-spellcasting-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Expert Psychic Spellcasting"] ---- -# Expert Psychic Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Psychic Spellcasting](basic-psychic-spellcasting-da.md), master in [Occultism](../skills.md#Occultism) - -You gain the expert spellcasting benefits. - -## Expert Psychic Spellcasting leads to... - -[Master Psychic Spellcasting](master-psychic-spellcasting-da.md) - -## Summary - -*Source: Dark Archive p. 48* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-scroll-cache-apg.md b/Compendium/feats/expert-scroll-cache-apg.md deleted file mode 100644 index 1e0c96aca..000000000 --- a/Compendium/feats/expert-scroll-cache-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Expert Scroll Cache"] ---- -# Expert Scroll Cache *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Scroll Cache](basic-scroll-cache-apg.md) - -Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell. - -## Expert Scroll Cache leads to... - -[Master Scroll Cache](master-scroll-cache-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 189* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-sorcerer-spellcasting.md b/Compendium/feats/expert-sorcerer-spellcasting.md deleted file mode 100644 index beabb5ea3..000000000 --- a/Compendium/feats/expert-sorcerer-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Expert Sorcerer Spellcasting"] ---- -# Expert Sorcerer Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Sorcerer Spellcasting](basic-sorcerer-spellcasting.md); master in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion), depending on bloodline - -You gain the expert spellcasting benefits. - -## Expert Sorcerer Spellcasting leads to... - -[Master Sorcerer Spellcasting](master-sorcerer-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 230* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-spellcasting-som.md b/Compendium/feats/expert-spellcasting-som.md deleted file mode 100644 index ae300e695..000000000 --- a/Compendium/feats/expert-spellcasting-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/class -- trait/pervasive-magic -- trait/rare -aliases: ["Expert Spellcasting"] ---- -# Expert Spellcasting *Feat 12* -[[class]](/rules/traits/any-class-som.md) [pervasive magic](../../Rules/traits/pervasive-magic-som.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Basic Spellcasting](basic-spellcasting-som.md) - -You gain the expert spellcasting archetype benefits. - -## Expert Spellcasting leads to... - -[Master Spellcasting](master-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 219* -%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/expert-summoner-spellcasting-som.md b/Compendium/feats/expert-summoner-spellcasting-som.md deleted file mode 100644 index 60a675282..000000000 --- a/Compendium/feats/expert-summoner-spellcasting-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Expert Summoner Spellcasting"] ---- -# Expert Summoner Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Summoner Spellcasting](basic-summoner-spellcasting-som.md), master in the skill associated with your eidolon's tradition - -You gain the expert bounded spellcasting benefits. - -## Expert Summoner Spellcasting leads to... - -[Master Summoner Spellcasting](master-summoner-spellcasting-som.md) - -## Summary - -*Source: Secrets of Magic p. 77* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-witch-spellcasting-apg.md b/Compendium/feats/expert-witch-spellcasting-apg.md deleted file mode 100644 index 92a71c77a..000000000 --- a/Compendium/feats/expert-witch-spellcasting-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Expert Witch Spellcasting"] ---- -# Expert Witch Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Witch Spellcasting](basic-witch-spellcasting-apg.md), master in the skill associated with your patron's tradition - -You gain the expert spellcasting benefits. - -## Expert Witch Spellcasting leads to... - -[Master Witch Spellcasting](master-witch-spellcasting-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 154* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/expert-wizard-spellcasting.md b/Compendium/feats/expert-wizard-spellcasting.md deleted file mode 100644 index 912cbd14e..000000000 --- a/Compendium/feats/expert-wizard-spellcasting.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Expert Wizard Spellcasting"] ---- -# Expert Wizard Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Wizard Spellcasting](basic-wizard-spellcasting.md), master in [Arcana](../skills.md#Arcana) - -You gain the expert spellcasting benefits. - -## Expert Wizard Spellcasting leads to... - -[Master Wizard Spellcasting](master-wizard-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 231* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/exploit-opening-g-g.md b/Compendium/feats/exploit-opening-g-g.md deleted file mode 100644 index 14b890bda..000000000 --- a/Compendium/feats/exploit-opening-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Exploit Opening"] ---- -# Exploit Opening [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) -- **Trigger** Your spotter critically succeeds at a [Strike](../../Rules/actions/strike.md) against a creature, and that creature is within your ranged weapon's first range increment. -- **Activity** Reaction - -You take advantage of your spotter's devastating attack to unleash your own follow-up attack. Make a ranged [Strike](../../Rules/actions/strike.md) with a –2 penalty against the target of the triggering attack. - -This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty and your multiple attack penalty doesn't apply to the [Strike](../../Rules/actions/strike.md). - -*Source: Guns & Gears p. 138* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/exploitive-bomb.md b/Compendium/feats/exploitive-bomb.md deleted file mode 100644 index ae9f572f5..000000000 --- a/Compendium/feats/exploitive-bomb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/additive-2 -- trait/alchemist -aliases: ["Exploitive Bomb"] ---- -# Exploitive Bomb [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Frequency**: once per round -- **Trigger** You craft an alchemical bomb using [Quick Alchemy](../../Rules/actions/quick-alchemy.md) that's at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack. - -*Source: Core Rulebook p. 80* -%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/explosion-g-g.md b/Compendium/feats/explosion-g-g.md deleted file mode 100644 index 83854723c..000000000 --- a/Compendium/feats/explosion-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Explosion"] ---- -# Explosion *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Inventor Dedication](inventor-dedication-g-g.md) - -Your innovation can explode on command. You gain the [Explode](../../Rules/actions/explode-g-g.md) action (page 19). - -*Source: Guns & Gears p. 49* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/explosive-death-drop-lopsg.md b/Compendium/feats/explosive-death-drop-lopsg.md deleted file mode 100644 index a3d6c7cfb..000000000 --- a/Compendium/feats/explosive-death-drop-lopsg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/fire -- trait/monk -aliases: ["Explosive Death Drop"] ---- -# Explosive Death Drop [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fire](../../Rules/traits/fire.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Blazing Talon Surge](blazing-talon-surge-lopsg.md) -- **Requirements**: You are in Rain of Embers Stance and have a target [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -You lift your enemy into the air before bringing them crashing down with a fiery detonation. Roll an [Athletics](../skills.md#Athletics) check against your target's Fortitude DC. You take a –1 circumstance penalty to your check if the target is one size larger than you and a –3 circumstance penalty if it's larger than that. You gain a +1 circumstance bonus to your check if the target is one size smaller than you and a +3 circumstance bonus if it's smaller than that. - -> [!success-degree] -> - **Critical Success** The target takes `12d6` fire damage and falls [prone](../../Rules/conditions.md#Prone) in an unoccupied adjacent square of your choice. The target is no longer [grabbed](../../Rules/conditions.md#Grabbed). The target and any creature adjacent to it also each take `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Success** As critical success, but the target takes `6d6` fire damage instead of `12d6`, and creatures don't take [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The target is no longer [grabbed](../../Rules/conditions.md#Grabbed). -> - **Critical Failure** As failure, but you fall [prone](../../Rules/conditions.md#Prone). - -*Source: Lost Omens: Pathfinder Society Guide p. 119* -%% #compendium/src/pf2e/lopsg #trait/fire #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/explosive-entry-g-g.md b/Compendium/feats/explosive-entry-g-g.md deleted file mode 100644 index a5f348116..000000000 --- a/Compendium/feats/explosive-entry-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Explosive Entry"] ---- -# Explosive Entry [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 7* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Demolitionist Dedication](demolitionist-dedication-g-g.md), master in [Engineering Lore](../skills.md#Lore) -- **Activity** Two-Action - -You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an [Engineering Lore](../skills.md#Lore) check to [Force Open](../../Rules/actions/force-open.md) the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your [Engineering Lore](../skills.md#Lore) check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead. - -*Source: Guns & Gears p. 133* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/explosive-expert-g-g.md b/Compendium/feats/explosive-expert-g-g.md deleted file mode 100644 index 05d4a3b39..000000000 --- a/Compendium/feats/explosive-expert-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Explosive Expert"] ---- -# Explosive Expert *Feat 13* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. -- **Prerequisites**: [Explosive Savant](explosive-savant-g-g.md) - -You have continued training in volatile weapons and gained a deeper understanding. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for simple and martial bombs and firearms. - -*Source: Guns & Gears p. 201* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/explosive-leap-g-g.md b/Compendium/feats/explosive-leap-g-g.md deleted file mode 100644 index 238d079d4..000000000 --- a/Compendium/feats/explosive-leap-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/fire -- trait/inventor -- trait/move -- trait/unstable -aliases: ["Explosive Leap"] ---- -# Explosive Leap [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fire](../../Rules/traits/fire.md) [inventor](../../Rules/traits/inventor-g-g.md) [move](../../Rules/traits/move.md) [unstable](../../Rules/traits/unstable-g-g.md) - -- **Activity** Single Action - -You aim an explosion from your innovation downward to launch yourself into the air. You jump up to 30 feet in any direction without touching the ground. You must land on a space of solid ground, or else you fall after using your next action. As normal for effects where you fall after using your next action, you still fall at the end of your turn, even if you don't use any further actions that turn. - -**Special.** If your innovation is a minion, it can take this action rather than you. - -*Source: Guns & Gears p. 24* -%% #compendium/src/pf2e/g&g #trait/fire #trait/inventor #trait/move #trait/unstable %% \ No newline at end of file diff --git a/Compendium/feats/explosive-maneuver-g-g.md b/Compendium/feats/explosive-maneuver-g-g.md deleted file mode 100644 index 9859c69a4..000000000 --- a/Compendium/feats/explosive-maneuver-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Explosive Maneuver"] ---- -# Explosive Maneuver [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: weapon innovation -- **Requirements**: Your last action was a successful [Strike](../../Rules/actions/strike.md) against a foe using your weapon innovation. -- **Activity** Single Action - -Thanks to a hidden experimental feature you built into your weapon, your weapon explosively deploys levers, tangling hooks, or similar mechanisms to provide significant assistance when you perform a combat maneuver. When you use Explosive Maneuver, choose [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md). Your weapon innovation must have a weapon trait that matches the action you chose (for instance, to choose [Grapple](../../Rules/actions/grapple.md), your weapon must have the [grapple](../../Rules/traits/grapple.md) trait). You take the chosen action against the same foe as your previous successful [Strike](../../Rules/actions/strike.md), using the same multiple attack penalty as your previous successful [Strike](../../Rules/actions/strike.md). You still increase your multiple attack penalty after the [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md), as normal. - -*Source: Guns & Gears p. 30* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/explosive-savant-g-g.md b/Compendium/feats/explosive-savant-g-g.md deleted file mode 100644 index dc686afbf..000000000 --- a/Compendium/feats/explosive-savant-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Explosive Savant"] ---- -# Explosive Savant *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -A lifetime wielding firearms and explosive ordinance amid the chaos of battle has granted you great skill with volatile weapons. You become trained in simple and martial bombs and firearms. - -## Explosive Savant leads to... - -[Explosive Expert](explosive-expert-g-g.md) - -## Summary - -*Source: Guns & Gears p. 200* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/express-driver-g-g.md b/Compendium/feats/express-driver-g-g.md deleted file mode 100644 index 90df4e3df..000000000 --- a/Compendium/feats/express-driver-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/exploration -- trait/skill -aliases: ["Express Driver"] ---- -# Express Driver *Feat 2* -[archetype](../../Rules/traits/archetype.md) [exploration](../../Rules/traits/exploration.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Trick Driver Dedication](trick-driver-dedication-g-g.md) - -You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns. - -When calculating your travel speed for the day while piloting a vehicle, you can attempt a [Driving Lore](../skills.md#Lore) check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters. - -*Source: Guns & Gears p. 55* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/exploration #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/express-rider-apg.md b/Compendium/feats/express-rider-apg.md deleted file mode 100644 index ab9ec395d..000000000 --- a/Compendium/feats/express-rider-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/exploration -- trait/general -- trait/move -- trait/skill -aliases: ["Express Rider"] ---- -# Express Rider *Feat 1* -[exploration](../../Rules/traits/exploration.md) [general](../../Rules/traits/general.md) [move](../../Rules/traits/move.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature) - -You know how to encourage your mount to cover ground quickly. When calculating your travel speed (Core Rulebook 479) for the day while mounted, you can attempt a [Nature](../skills.md#Nature) check to [Command an Animal](../../Rules/actions/command-an-animal.md) to increase your mount's travel speed. The DC is determined by the GM, but is typically based on the mount's level or the difficulty of the environment, whichever is harder. On a success, increase your mount's travel speed by half. This has no effect on your mount's movement in encounters. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/exploration #trait/general #trait/move #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/extend-boost-som.md b/Compendium/feats/extend-boost-som.md deleted file mode 100644 index 6cda6d542..000000000 --- a/Compendium/feats/extend-boost-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Extend Boost"] ---- -# Extend Boost *Feat 1* -[summoner](../../Rules/traits/summoner-som.md) - - -You can increase the duration of your eidolon's boosts. You learn the [extend boost](../spells/extend-boost-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 67* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/extend-elixir.md b/Compendium/feats/extend-elixir.md deleted file mode 100644 index c7f4cc3a2..000000000 --- a/Compendium/feats/extend-elixir.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Extend Elixir"] ---- -# Extend Elixir *Feat 12* -[alchemist](../../Rules/traits/alchemist.md) - - -Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the [elixir](../../Rules/traits/elixir.md) and [infused](../../Rules/traits/infused.md) traits and a duration of 1 minute or longer, that elixir's duration is doubled. - -## Extend Elixir leads to... - -[Eternal Elixir](eternal-elixir.md), [Persistent Mutagen](persistent-mutagen.md) - -## Summary - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/extinguish-light-loag.md b/Compendium/feats/extinguish-light-loag.md deleted file mode 100644 index 18dc8ff71..000000000 --- a/Compendium/feats/extinguish-light-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/darkness -- trait/evocation -- trait/fetchling -- trait/occult -aliases: ["Extinguish Light"] ---- -# Extinguish Light [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) [fetchling](../../Rules/traits/fetchling-b2.md) [occult](../../Rules/traits/occult.md) - -- **Frequency**: once every 10 minutes -- **Activity** Two-Action - -You wrap shadow around a single unattended light source within 120 feet that's no larger than a torch. Any non-magical light source you target is automatically extinguished. For magical light sources, attempt a counteract check using your Fortitude or [Thievery](../skills.md#Thievery) modifier against the target's DC. Your counteract level is equal to half your level rounded up. Successfully counteracting the light source suppresses its ability to produce light for 1 minute, but not any other effects. If you're in dim light or darkness when you Extinguish Light, its range is 240 feet. - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/darkness #trait/evocation #trait/fetchling #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/extra-squishy-apg.md b/Compendium/feats/extra-squishy-apg.md deleted file mode 100644 index 34863dfb3..000000000 --- a/Compendium/feats/extra-squishy-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/goblin -aliases: ["Extra Squishy"] ---- -# Extra Squishy *Feat 1* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: unbreakable goblin heritage - -Your rubbery physique makes it easier for you to wedge yourself into tight spaces and more difficult for your enemies to dislodge you. You become trained in [Acrobatics](../skills.md#Acrobatics). If you would automatically become trained in [Acrobatics](../skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. If you roll a success to [Squeeze](../../Rules/actions/squeeze.md), you get a critical success instead. While you're [Squeezing](../../Rules/actions/squeeze.md), you gain a +4 circumstance bonus to your Fortitude or Reflex DCs against attempts to [Shove](../../Rules/actions/shove.md) you or otherwise move you from your space. - -*Source: Advanced Player's Guide p. 45* -%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/extradimensional-stash-frp3.md b/Compendium/feats/extradimensional-stash-frp3.md deleted file mode 100644 index 8302f6b43..000000000 --- a/Compendium/feats/extradimensional-stash-frp3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/extradimensional -- trait/rogue -- trait/uncommon -aliases: ["Extradimensional Stash"] ---- -# Extradimensional Stash *Feat 20* -[extradimensional](../../Rules/traits/extradimensional.md) [rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: legendary in [Thievery](../skills.md#Thievery) - -When you perform sleight of hand, you fold space so that objects really do disappear. You create a small extradimensional space somewhere within in your clothing that can hold up to 5 Bulk worth of objects. The space functions as a bag of holding, but can hold only up to 5 Bulk, has no Bulk of its own, and can be Interacted with using only one hand. - -In addition, when you [Palm an Object](../../Rules/actions/palm-an-object.md), you can place it directly into this extradimensional space as long as the space has sufficient free space to hold the object. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* -%% #compendium/src/pf2e/frp3 #trait/extradimensional #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/exude-abyssal-corruption-da.md b/Compendium/feats/exude-abyssal-corruption-da.md deleted file mode 100644 index 5c676d3bc..000000000 --- a/Compendium/feats/exude-abyssal-corruption-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/manipulate -- trait/poison -aliases: ["Exude Abyssal Corruption"] ---- -# Exude Abyssal Corruption [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) [poison](../../Rules/traits/poison.md) - -- **Prerequisites**: [Living Vessel Dedication](living-vessel-dedication-da.md), your entity is a demon -- **Activity** Single Action - -Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee [Strikes](../../Rules/actions/strike.md) deal an additional `1d6` poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes `1d6` poison damage. - -At 14th level, the poison damage increases to `2d6`, and at 20th level, the poison damage increases to `3d6`. - -*Source: Dark Archive p. 141* -%% #compendium/src/pf2e/da #trait/archetype #trait/manipulate #trait/poison %% \ No newline at end of file diff --git a/Compendium/feats/eye-for-numbers-apg.md b/Compendium/feats/eye-for-numbers-apg.md deleted file mode 100644 index bade6c6f6..000000000 --- a/Compendium/feats/eye-for-numbers-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Eye For Numbers"] ---- -# Eye For Numbers [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Society](../skills.md#Society) -- **Activity** Single Action - -You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example. - -In addition, when you attempt to [Decipher Writing](../../Rules/actions/decipher-writing.md) that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/eye-for-treasure-apg.md b/Compendium/feats/eye-for-treasure-apg.md deleted file mode 100644 index 737318daf..000000000 --- a/Compendium/feats/eye-for-treasure-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Eye For Treasure"] ---- -# Eye For Treasure *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - - -You know good artisanship when you see it and can wax poetic about crafting techniques and forms. - -You become trained in [Crafting](../skills.md#Crafting) and gain a +1 circumstance bonus on all [Crafting](../skills.md#Crafting) checks made to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -If you would automatically become trained in [Crafting](../skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the [Crafter's Appraisal](crafters-appraisal-apg.md) skill feat, enabling you to identify magic items using the [Crafting](../skills.md#Crafting) skill. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/eye-of-ozem-lowg.md b/Compendium/feats/eye-of-ozem-lowg.md deleted file mode 100644 index 9e35e7156..000000000 --- a/Compendium/feats/eye-of-ozem-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Eye Of Ozem"] ---- -# Eye Of Ozem *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), expert in [Perception](../skills.md#Perception) - -You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using [Perception](../skills.md#Perception), and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1. - -*Source: Lost Omens: World Guide p. 47* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/eye-of-the-arclords-lowg.md b/Compendium/feats/eye-of-the-arclords-lowg.md deleted file mode 100644 index 1d5d39781..000000000 --- a/Compendium/feats/eye-of-the-arclords-lowg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Eye Of The Arclords"] ---- -# Eye Of The Arclords [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are a member of the Arclords of Nex. -- **Prerequisites**: expert in [Arcana](../skills.md#Arcana), [Arcane Sense](arcane-sense.md) -- **Frequency**: once per day -- **Activity** Single Action - -You open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, and you can close it before then with a single action with the [concentrate](../../Rules/traits/concentrate.md) trait. It can remain open for 2 minutes if you're a master in [Arcana](../skills.md#Arcana), or 5 minutes if you're legendary. While the eye is open, you gain the following benefits: you gain the effects of the detect magic arcane innate spell from your Arcane Sense at the start of each of your turns without needing to cast the spell; you gain [darkvision](../../Rules/abilities/darkvision.md); you gain a +2 status bonus to [Perception](../skills.md#Perception) checks to [Seek](../../Rules/actions/seek.md) [undetected](../../Rules/conditions.md#Undetected) and [hidden](../../Rules/conditions.md#Hidden) creatures and to your [Perception](../skills.md#Perception) DC against [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md). After your third eye closes, you are [dazzled](../../Rules/conditions.md#Dazzled) for an amount of time equal to how long you had it open. - -*Source: Lost Omens: World Guide p. 81* -%% #compendium/src/pf2e/lowg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/eyes-of-night-apg.md b/Compendium/feats/eyes-of-night-apg.md deleted file mode 100644 index cf88576ff..000000000 --- a/Compendium/feats/eyes-of-night-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Eyes Of Night"] ---- -# Eyes Of Night *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: low-light vision - -You can see in the darkness as easily as a true vampire. You gain [darkvision](../../Rules/abilities/darkvision.md). - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/fabricated-connections-apg.md b/Compendium/feats/fabricated-connections-apg.md deleted file mode 100644 index d96f570e5..000000000 --- a/Compendium/feats/fabricated-connections-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Fabricated Connections"] ---- -# Fabricated Connections *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Dandy Dedication](dandy-dedication-apg.md); master in [Deception](../skills.md#Deception) - -You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll [Deception](../skills.md#Deception) in place of a different skill when attempting to [Earn Income](../../Rules/actions/earn-income.md), [Make an Impression](../../Rules/actions/make-an-impression.md), [Request](../../Rules/actions/request.md), or [Subsist](../../Rules/actions/subsist.md). You can use Fabricated Connections to [Make an Impression](../../Rules/actions/make-an-impression.md) or [Request](../../Rules/actions/request.md) once per day, and you can also use it once per week to [Earn Income](../../Rules/actions/earn-income.md) or [Subsist](../../Rules/actions/subsist.md). - -*Source: Advanced Player's Guide p. 167* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/fade-away-locg.md b/Compendium/feats/fade-away-locg.md deleted file mode 100644 index a67196094..000000000 --- a/Compendium/feats/fade-away-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Fade Away"] ---- -# Fade Away *Feat 9* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Easily Dismissed](easily-dismissed-locg.md) - -Your ability to blend into the background allows you to fade away entirely or appear innocuous even to [magical](../../Rules/traits/magical.md) effects. You gain invisibility and misdirection as 2nd-level innate occult spells. You can target only yourself with invisibility, and you must be the primary target of misdirection. You can cast each spell once per day. - -*Source: Lost Omens: Character Guide p. 45* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/fading-lol.md b/Compendium/feats/fading-lol.md deleted file mode 100644 index 29af6a2a0..000000000 --- a/Compendium/feats/fading-lol.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/rare -- trait/teleportation -aliases: ["Fading"] ---- -# Fading [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Prerequisites**: [Crimson Shroud](crimson-shroud-lowg.md) -- **Frequency**: once per Crimson Shroud -- **Trigger** You are targeted with a [Strike](../../Rules/actions/strike.md) by someone you can detect while your Crimson -- **Activity** Reaction - -You fade partially from reality. The attacker must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the image of your body that remains behind. An instant later you return to reality, and your Crimson Shroud ends. - -*Source: Lost Omens: Legends p. 58* -%% #compendium/src/pf2e/lol #trait/archetype #trait/rare #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/fake-it-till-you-make-it-da.md b/Compendium/feats/fake-it-till-you-make-it-da.md deleted file mode 100644 index 882a41163..000000000 --- a/Compendium/feats/fake-it-till-you-make-it-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Fake It Till You Make It"] ---- -# Fake It Till You Make It *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Alter Ego Dedication](alter-ego-dedication-da.md) - -When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume. - -*Source: Dark Archive p. 127* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fake-out-g-g.md b/Compendium/feats/fake-out-g-g.md deleted file mode 100644 index e27e9b0cd..000000000 --- a/Compendium/feats/fake-out-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -- trait/visual -aliases: ["Fake Out"] ---- -# Fake Out [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) [visual](../../Rules/traits/visual.md) - -- **Trigger** An ally is about to use an action that requires an attack roll, targeting a creature within your weapon's first range increment. -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Reaction - -With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat. Make an attack roll to [Aid](../../Rules/actions/aid.md) the triggering attack. If you dealt damage to that enemy with the same weapon since the start of your last turn, you gain a +1 circumstance bonus to this roll. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/false-faith-aoa4.md b/Compendium/feats/false-faith-aoa4.md deleted file mode 100644 index 9a4243823..000000000 --- a/Compendium/feats/false-faith-aoa4.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa4 -- trait/cleric -aliases: ["False Faith"] ---- -# False Faith *Feat 1* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: worshipper of [Droskar](../setting/deities/droskar-logm.md) - -[Droskar](../setting/deities/droskar-logm.md) knows you may need to disguise yourself in societies that oppose your faith. After spending 1 hour in prayer to [Droskar](../setting/deities/droskar-logm.md), you can cast spells using the religious symbol of a different deity as your divine focus, and you can address verbal prayers to that deity. [Droskar](../setting/deities/droskar-logm.md) intercepts your prayers and answers them without the named god knowing. - -This ability applies to the religious symbol of only one god at a time—making a different religious symbol work in this fashion requires another hour of prayer and causes the old one to cease functioning. You can always use a religious symbol of [Droskar](../setting/deities/droskar-logm.md) without affecting this ability. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 63* -%% #compendium/src/pf2e/aoa4 #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/familiar-conduit-apg.md b/Compendium/feats/familiar-conduit-apg.md deleted file mode 100644 index 0d50ea69c..000000000 --- a/Compendium/feats/familiar-conduit-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/concentrate -- trait/metamagic -aliases: ["Familiar Conduit"] ---- -# Familiar Conduit [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Familiar Master Dedication](familiar-master-dedication-apg.md), able to cast spells -- **Requirements**: You have line of effect to your familiar. -- **Activity** Single Action - -Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, the spell uses the familiar as its origin point. - -*Source: Advanced Player's Guide p. 174* -%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/familiar-foe-lokl.md b/Compendium/feats/familiar-foe-lokl.md deleted file mode 100644 index 76ff3ed50..000000000 --- a/Compendium/feats/familiar-foe-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/skill -aliases: ["Familiar Foe"] ---- -# Familiar Foe *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), expert in [Religion](../skills.md#Religion) or [Undead Lore](../skills.md#Lore) - -You regularly face off against undead and can identify many with a glance. You gain a +1 circumstance bonus on skill checks to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about undead. Whenever you roll a critical failure on a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about undead, you get a failure instead. - -*Source: Lost Omens: Knights of Lastwall p. 78* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/familiar-form-lopsg.md b/Compendium/feats/familiar-form-lopsg.md deleted file mode 100644 index fbb0b0bff..000000000 --- a/Compendium/feats/familiar-form-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Familiar Form"] ---- -# Familiar Form *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) - -You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability. You gain the [familiar form](../spells/familiar-form-lopsg.md) focus spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/familiar-magus-som.md b/Compendium/feats/familiar-magus-som.md deleted file mode 100644 index 367cb8311..000000000 --- a/Compendium/feats/familiar-magus-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Familiar (Magus)"] ---- -# Familiar (Magus) *Feat 1* -[magus](../../Rules/traits/magus-som.md) - - -You make a pact with a creature that helps you with your martial endeavors and assists your spellcasting. You gain a familiar. - -*Source: Secrets of Magic p. 42* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/familiar-mascot-apg.md b/Compendium/feats/familiar-mascot-apg.md deleted file mode 100644 index 5244a7126..000000000 --- a/Compendium/feats/familiar-mascot-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Familiar Mascot"] ---- -# Familiar Mascot *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Familiar Master Dedication](familiar-master-dedication-apg.md) - -Your familiar is the heart and soul of your adventuring team. - -When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise. - -*Source: Advanced Player's Guide p. 174* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/familiar-master-dedication-apg.md b/Compendium/feats/familiar-master-dedication-apg.md deleted file mode 100644 index 184053d9d..000000000 --- a/Compendium/feats/familiar-master-dedication-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Familiar Master Dedication"] ---- -# Familiar Master Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the [Enhanced Familiar](enhanced-familiar-wizard.md) feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the familiar master archetype. - -## Familiar Master Dedication leads to... - -[Familiar Conduit](familiar-conduit-apg.md), [Familiar Mascot](familiar-mascot-apg.md), [Improved Familiar (Familiar Master)](improved-familiar-familiar-master-apg.md), [Mutable Familiar](mutable-familiar-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 174* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/familiar-oddities-da.md b/Compendium/feats/familiar-oddities-da.md deleted file mode 100644 index 9666ce6eb..000000000 --- a/Compendium/feats/familiar-oddities-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/skill -aliases: ["Familiar Oddities"] ---- -# Familiar Oddities *Feat 2* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](curse-maelstrom-dedication-da.md), trained in - -[Occultism](../skills.md#Occultism) or [Curse Lore](../skills.md#Lore) Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to [Identify Magic](../../Rules/actions/identify-magic.md) on a cursed item or a spell that has the [curse](../../Rules/traits/curse.md) trait. - -*Source: Dark Archive p. 169* -%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/familiar-thaumaturge-da.md b/Compendium/feats/familiar-thaumaturge-da.md deleted file mode 100644 index 10e911441..000000000 --- a/Compendium/feats/familiar-thaumaturge-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Familiar (Thaumaturge)"] ---- -# Familiar (Thaumaturge) *Feat 1* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural. You gain a familiar. - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/familiars-eyes-apg.md b/Compendium/feats/familiars-eyes-apg.md deleted file mode 100644 index f2c031958..000000000 --- a/Compendium/feats/familiars-eyes-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/divination -- trait/witch -aliases: ["Familiar's Eyes"] ---- -# Familiar's Eyes [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: a familiar -- **Activity** Single Action - -You use your familiar's senses as easily as your own. You project your senses into your familiar. When you do, you lose all sensory information from your own body, but you can sense through your familiar's body until you [Dismiss](../../Rules/actions/dismiss.md) the effect. - -While projecting your senses in this way, you can converse telepathically with your familiar if it understands a language. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). - -*Source: Advanced Player's Guide p. 104* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/divination #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/familiars-language-apg.md b/Compendium/feats/familiars-language-apg.md deleted file mode 100644 index 71499002b..000000000 --- a/Compendium/feats/familiars-language-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divination -- trait/witch -aliases: ["Familiar's Language"] ---- -# Familiar's Language *Feat 2* -[divination](../../Rules/traits/divination.md) [witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: a familiar - -You've learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others) - -This ability doesn't make them more [friendly](../../Rules/conditions.md#Friendly) than normal. - -If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/divination #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/fancy-moves-apg.md b/Compendium/feats/fancy-moves-apg.md deleted file mode 100644 index 5b3458c8b..000000000 --- a/Compendium/feats/fancy-moves-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Fancy Moves"] ---- -# Fancy Moves *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Gladiator Dedication](gladiator-dedication-apg.md), expert in [Performance](../skills.md#Performance) - -You show off your fighting style to discourage your foes. - -You can use [Performance](../skills.md#Performance) to [Demoralize](../../Rules/actions/demoralize.md). - -*Source: Advanced Player's Guide p. 175* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/fanes-escape-lopsg.md b/Compendium/feats/fanes-escape-lopsg.md deleted file mode 100644 index f9b20ecda..000000000 --- a/Compendium/feats/fanes-escape-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Fane's Escape"] ---- -# Fane's Escape [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Stealth](../skills.md#Stealth) -- **Requirements**: You have a deck of playing cards in your possession. -- **Activity** Two-Action - -A good getaway requires a good distraction. You [Interact](../../Rules/actions/interact.md) to draw a deck of cards and flip it in a fluttering explosion, causing you to become briefly [hidden](../../Rules/conditions.md#Hidden) to all other creatures using vision as their precise sense, and then you [Sneak](../../Rules/actions/sneak.md). You have enough cover to [Sneak](../../Rules/actions/sneak.md) until the end of your turn. This leaves all of the cards from the deck scattered about the room; collecting them into a deck again takes several minutes. - -*Source: Lost Omens: Pathfinder Society Guide p. 119* -%% #compendium/src/pf2e/lopsg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/fanes-fourberie-lopsg.md b/Compendium/feats/fanes-fourberie-lopsg.md deleted file mode 100644 index f6f201d7d..000000000 --- a/Compendium/feats/fanes-fourberie-lopsg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/rogue -- trait/stance -- trait/swashbuckler -- trait/uncommon -aliases: ["Fane's Fourberie"] ---- -# Fane's Fourberie [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[rogue](../../Rules/traits/rogue.md) [stance](../../Rules/traits/stance.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Activity** Single Action - -Stella Fane has perfected a technique for using playing cards as weapons that's one part sleight of hand and one part magic. - -When you enter this stance, choose whether to treat [playing cards](../equipment/items/playing-cards-lopsg.md) in your possession as [daggers](../equipment/items/dagger.md) or [darts](../equipment/items/dart.md); you can wield a playing card in all ways as the chosen weapon until the stance ends. As long as the majority of the deck remains in your possession, any cards that are lost or thrown can be found after 1 minute. Otherwise, the remaining cards are likely lost or destroyed. - -A character who has this feat can enchant a single deck of [playing cards](../equipment/items/playing-cards-lopsg.md) as a magic weapon, etching fundamental and property runes directly onto the deck of cards. - -*Source: Lost Omens: Pathfinder Society Guide p. 119* -%% #compendium/src/pf2e/lopsg #trait/rogue #trait/stance #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/fang-sharpener-locg.md b/Compendium/feats/fang-sharpener-locg.md deleted file mode 100644 index 823cc30f4..000000000 --- a/Compendium/feats/fang-sharpener-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Fang Sharpener"] ---- -# Fang Sharpener *Feat 1* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: irongut goblin or razortooth goblin heritage - -You have filed your teeth into jagged points and have an unusually powerful jaw, making your mouth a dangerous weapon. If you're an irongut goblin, you gain a jaws unarmed attack that deals `1d4` piercing damage, and if you're a razortooth goblin, your jaws unarmed attack deals `1d8` piercing damage and loses the [finesse](../../Rules/traits/finesse.md) trait. Whenever you score a critical hit with your jaws unarmed attack, your target takes 1 [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) per weapon damage die. - -## Fang Sharpener leads to... - -[Ankle Bite](ankle-bite-locg.md), [Hungry Goblin](hungry-goblin-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 37* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/fangs-apg.md b/Compendium/feats/fangs-apg.md deleted file mode 100644 index 9d4b85a98..000000000 --- a/Compendium/feats/fangs-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Fangs"] ---- -# Fangs *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -Your incisors have grown into true fangs: long, sharp, and well-suited to drawing blood. You gain a fangs unarmed attack that deals `1d6` piercing damage. Your fangs are in the brawling group and have the [grapple](../../Rules/traits/grapple.md) and [unarmed](../../Rules/traits/unarmed.md) traits. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/fantastic-leap.md b/Compendium/feats/fantastic-leap.md deleted file mode 100644 index 24bfbbdf0..000000000 --- a/Compendium/feats/fantastic-leap.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Fantastic Leap"] ---- -# Fantastic Leap [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Two-Action - -You launch yourself through the air at a foe. Attempt a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md). If you attempt a [High Jump](../../Rules/actions/high-jump.md), determine the distance you can travel using the scale of a [Long Jump](../../Rules/actions/long-jump.md). At the end of your jump, you can make a melee [Strike](../../Rules/actions/strike.md). - -After your [Strike](../../Rules/actions/strike.md), you fall to the ground if you're in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/far-throw-apg.md b/Compendium/feats/far-throw-apg.md deleted file mode 100644 index bae189d2c..000000000 --- a/Compendium/feats/far-throw-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Far Throw"] ---- -# Far Throw *Feat 6* -[rogue](../../Rules/traits/rogue.md) - - -When you [Strike](../../Rules/actions/strike.md) with a thrown weapon, you take only a –1 penalty for each additional range increment between you and the target, rather than a –2 penalty. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/farabellus-flip-lopsg.md b/Compendium/feats/farabellus-flip-lopsg.md deleted file mode 100644 index b8f5b46b3..000000000 --- a/Compendium/feats/farabellus-flip-lopsg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/barbarian -- trait/fighter -- trait/ranger -- trait/uncommon -aliases: ["Farabellus Flip"] ---- -# Farabellus Flip [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [fighter](../../Rules/traits/fighter.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Acrobatics](../skills.md#Acrobatics) and medium armor -- **Trigger** An enemy targets you with a melee [Strike](../../Rules/actions/strike.md). -- **Activity** Reaction - -Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures. Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack. - -If the attack still hits you, you can [Step](../../Rules/actions/step.md) to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum. - -*Source: Lost Omens: Pathfinder Society Guide p. 120* -%% #compendium/src/pf2e/lopsg #trait/barbarian #trait/fighter #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/fascinating-performance.md b/Compendium/feats/fascinating-performance.md deleted file mode 100644 index e8362cce2..000000000 --- a/Compendium/feats/fascinating-performance.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Fascinating Performance"] ---- -# Fascinating Performance *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Performance](../skills.md#Performance) - -When you [Perform](../../Rules/actions/perform.md), compare your result to the Will DC of one observer. If you succeed, the target is [fascinated](../../Rules/conditions.md#Fascinated) by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the [Perform](../../Rules/actions/perform.md) action gains the [incapacitation](../../Rules/traits/incapacitation.md) trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in [Performance](../skills.md#Performance), you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time. - -## Fascinating Performance leads to... - -[Focused Fascination](focused-fascination-apg.md) - -## Summary - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/fast-channel.md b/Compendium/feats/fast-channel.md deleted file mode 100644 index 23f5e196a..000000000 --- a/Compendium/feats/fast-channel.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Fast Channel"] ---- -# Fast Channel *Feat 14* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: harmful font or healing font - -Divine power is always at your fingertips, swiftly responding to your call. When you cast [harm](../spells/harm.md) or [heal](../spells/heal.md) by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have [Versatile Font](versatile-font.md)). - -*Source: Core Rulebook p. 125* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/fast-recovery.md b/Compendium/feats/fast-recovery.md deleted file mode 100644 index c88be47ec..000000000 --- a/Compendium/feats/fast-recovery.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Fast Recovery"] ---- -# Fast Recovery *Feat 1* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: Constitution 14 - -Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing [disease](../../Rules/traits/disease.md) or [poison](../../Rules/traits/poison.md), you reduce its stage by 2, or by 1 against a [virulent](../../Rules/traits/virulent.md) disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your [drained](../../Rules/conditions.md#Drained) condition by 2 when you rest for a night instead of by 1. - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/fatal-aria.md b/Compendium/feats/fatal-aria.md deleted file mode 100644 index e1c4d467b..000000000 --- a/Compendium/feats/fatal-aria.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Fatal Aria"] ---- -# Fatal Aria *Feat 20* -[bard](../../Rules/traits/bard.md) - - -Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the [fatal aria](../spells/fatal-aria.md) composition spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/fatal-bullet-g-g.md b/Compendium/feats/fatal-bullet-g-g.md deleted file mode 100644 index 4e7fd3a0c..000000000 --- a/Compendium/feats/fatal-bullet-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Fatal Bullet"] ---- -# Fatal Bullet *Feat 16* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -You're especially talented at striking your enemies in their most vulnerable areas. - -When you critically hit with a fatal firearm, you deal an additional die of the appropriate size and damage type for the [fatal](../../Rules/traits/fatal.md) trait after doubling the weapon's damage. For example, after getting a critical hit with a fatal weapon, you add an additional `1d12` damage to the attack after doubling its damage. - -*Source: Guns & Gears p. 118* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/faultspawn-loil.md b/Compendium/feats/faultspawn-loil.md deleted file mode 100644 index 718426fc3..000000000 --- a/Compendium/feats/faultspawn-loil.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/lineage -- trait/tiefling -aliases: ["Faultspawn"] ---- -# Faultspawn *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [tiefling](../../Rules/traits/tiefling-b1.md) - - -You bear a grudge, inherited from a blasphemous asura forebear in your bloodline, against a particular deity and their works. You also have some vestigial signs of your previous incarnation, such as a second set of shoulder blades without usable arms, a set of mostly closed eyes where no eyes belong, or strange scarring reminiscent of a mouth. You gain the Find Fault reaction. - -```ad-embed-ability -title: Find Fault [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) - -- **Trigger**: You attempt a saving throw against a spell or magic effect but haven't rolled yet - -**Effect** You find some kind of fault with the magic, using that flaw to protect yourself from the effect. You gain a +1 circumstance bonus to your saving throw against the triggering effect, which increases to a +2 circumstance bonus if the effect is divine and originates from a worshipper of the deity you chose for your grudge. -%% #trait/concentrate %% -``` - -## Faultspawn leads to... - -[Towering Presence](towering-presence-loil.md), [Asura Magic](asura-magic-loil.md), [Dominion Aura](dominion-aura-loil.md) - -## Summary - -*Source: Lost Omens: Impossible Lands p. 32* -%% #compendium/src/pf2e/loil #trait/lineage #trait/tiefling %% diff --git a/Compendium/feats/favor-of-heaven-loag.md b/Compendium/feats/favor-of-heaven-loag.md deleted file mode 100644 index 658a3fb7c..000000000 --- a/Compendium/feats/favor-of-heaven-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Favor Of Heaven"] ---- -# Favor Of Heaven *Feat 17* -[tengu](../../Rules/traits/tengu-b1.md) - - -You're one of Hei Feng's chosen people and have the authority of the Celestial Court on your side. Once per day, you can cast a 6th-level [spirit blast](../spells/spirit-blast.md) as a divine innate spell. In addition, you gain resistance 5 to both good and evil damage. - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/favorable-winds-loag.md b/Compendium/feats/favorable-winds-loag.md deleted file mode 100644 index 15414f52d..000000000 --- a/Compendium/feats/favorable-winds-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/air -- trait/changeling -- trait/concentrate -- trait/occult -aliases: ["Favorable Winds"] ---- -# Favorable Winds [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[air](../../Rules/traits/air.md) [changeling](../../Rules/traits/changeling-b1.md) [concentrate](../../Rules/traits/concentrate.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Virga May](virga-may-loag.md) -- **Activity** Single Action - -You wrap a shell of favorable wind around a weapon you wield. On your next [Strike](../../Rules/actions/strike.md) with a ranged weapon before the start of your next turn, you don't take circumstance penalties on the attack roll due to wind. In addition, if that weapon has a range increment of 10 feet or less, increase its range increment by 10 feet for that [Strike](../../Rules/actions/strike.md). - -*Source: Lost Omens: Ancestry Guide p. 24* -%% #compendium/src/pf2e/loag #trait/air #trait/changeling #trait/concentrate #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/favored-enemy.md b/Compendium/feats/favored-enemy.md deleted file mode 100644 index 0d7645cf6..000000000 --- a/Compendium/feats/favored-enemy.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Favored Enemy"] ---- -# Favored Enemy *Feat 4* -[ranger](../../Rules/traits/ranger.md) - - -You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can [Hunt Prey](../../Rules/actions/hunt-prey.md) as a free action, designating that enemy. - -You can use this free action even if you haven't identified the creature yet with [Recall Knowledge](../../Rules/actions/recall-knowledge.md). The benefit doesn't apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/fearsome-brute.md b/Compendium/feats/fearsome-brute.md deleted file mode 100644 index 70fcdafaf..000000000 --- a/Compendium/feats/fearsome-brute.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Fearsome Brute"] ---- -# Fearsome Brute *Feat 10* -[fighter](../../Rules/traits/fighter.md) - - -Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for [Strikes](../../Rules/actions/strike.md) against [frightened](../../Rules/conditions.md#Frightened) creatures. The bonus is equal to double the target's [frightened](../../Rules/conditions.md#Frightened) value. If you have master proficiency in [Intimidation](../skills.md#Intimidation), increase the bonus to triple the target's [frightened](../../Rules/conditions.md#Frightened) value. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/feast-botd.md b/Compendium/feats/feast-botd.md deleted file mode 100644 index d39003c1f..000000000 --- a/Compendium/feats/feast-botd.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/manipulate -aliases: ["Feast"] ---- -# Feast [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) -- **Requirements**: You are adjacent to a [restrained](../../Rules/conditions.md#Restrained) or [unconscious](../../Rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. -- **Activity** Two-Action - -You feast upon an adjacent [restrained](../../Rules/conditions.md#Restrained) or [unconscious](../../Rules/conditions.md#Unconscious) creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute. - -You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a DC 6 flat check or your body deteriorates. - -## Feast leads to... - -[Brains!](brains-botd.md) - -## Summary - -*Source: Book of the Dead p. 60* -%% #compendium/src/pf2e/botd #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/feather-step.md b/Compendium/feats/feather-step.md deleted file mode 100644 index 5d5ef3edf..000000000 --- a/Compendium/feats/feather-step.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Feather Step"] ---- -# Feather Step *Feat 1* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: Dexterity 14 - -You step carefully and quickly. You can [Step](../../Rules/actions/step.md) into difficult terrain. - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/feathered-cloak-loag.md b/Compendium/feats/feathered-cloak-loag.md deleted file mode 100644 index d0bc9e8f2..000000000 --- a/Compendium/feats/feathered-cloak-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Feathered Cloak"] ---- -# Feathered Cloak *Feat 5* -[strix](../../Rules/traits/strix-loag.md) - - -To blend in with the grounded and wingless, you fold your wings just so on your back, creating the illusion of a feathered cloak. You receive a +2 circumstance bonus to [Deception](../skills.md#Deception) checks to [Impersonate](../../Rules/actions/impersonate.md) a version of yourself who is not a strix. - -Additionally, your folded wings help you obscure objects on your person, providing a +2 circumstance bonus to [Stealth](../skills.md#Stealth) checks to [Conceal an Object](../../Rules/actions/conceal-an-object.md). - -*Source: Lost Omens: Ancestry Guide p. 137* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/feats.md b/Compendium/feats/feats.md deleted file mode 100644 index 8a8148fe2..000000000 --- a/Compendium/feats/feats.md +++ /dev/null @@ -1,3942 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Feats - -- [A Home In Every Port, *Feat 11*](a-home-in-every-port-apg.md) -- [Aasimar's Mercy, *Feat 13*](aasimars-mercy-apg.md) -- [Aberration Kinship, *Feat 1*](aberration-kinship-loag.md) -- [Able Ritualist, *Feat 8*](able-ritualist-av2.md) -- [Aboleth Transmutation, *Feat 9*](aboleth-transmutation-aaws.md) -- [Absorb Spell [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](absorb-spell-locg.md) -- [Absorb Toxin [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](absorb-toxin-lome.md) -- [Abundant Step, *Feat 6*](abundant-step.md) -- [Accelerating Touch, *Feat 4*](accelerating-touch-apg.md) -- [Acclimatization, *Feat 4*](acclimatization-apg.md) -- [Accompany [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](accompany-apg.md) -- [Accurate Flurry, *Feat 20*](accurate-flurry-apg.md) -- [Accurate Swing, *Feat 8*](accurate-swing-ngd.md) -- [Accursed Claws, *Feat 9*](accursed-claws-apg.md) -- [Accursed Clay Fist, *Feat 10*](accursed-clay-fist-ec3.md) -- [Accursed Magic, *Feat 8*](accursed-magic-da.md) -- [Accursed Touch, *Feat 8*](accursed-touch-botd.md) -- [Achaekek's Grip, *Feat 8*](achaekeks-grip-lol.md) -- [Acquired Tolerance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](acquired-tolerance-apg.md) -- [Acrobat Dedication, *Feat 2*](acrobat-dedication-apg.md) -- [Acrobatic Performer, *Feat 1*](acrobatic-performer-apg.md) -- [Acute Scent, *Feat 2*](acute-scent.md) -- [Acute Vision, *Feat 1*](acute-vision.md) -- [Adapted Cantrip, *Feat 1*](adapted-cantrip.md) -- [Adaptive Adept, *Feat 5*](adaptive-adept.md) -- [Adaptive Mask Familiar, *Feat 6*](adaptive-mask-familiar-locg.md) -- [Adaptive Vision, *Feat 1*](adaptive-vision-g-g.md) -- [Additional Companion, *Feat 4*](additional-companion-apg.md) -- [Additional Lore, *Feat 1*](additional-lore.md) -- [Additional Recollection [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](additional-recollection-apg.md) -- [Additional Shadow Magic, *Feat 12*](additional-shadow-magic-apg.md) -- [Adhyabhau, *Feat 1*](adhyabhau-loag.md) -- [Adopted Ancestry, *Feat 1*](adopted-ancestry.md) -- [Adrenaline Rush, *Feat 1*](adrenaline-rush-apg.md) -- [Adroit Manipulation, *Feat 1*](adroit-manipulation-locg.md) -- [Advanced Arcana, *Feat 6*](advanced-arcana.md) -- [Advanced Blood Potency, *Feat 6*](advanced-blood-potency.md) -- [Advanced Bloodline, *Feat 6*](advanced-bloodline.md) -- [Advanced Bow Training, *Feat 6*](advanced-bow-training-apg.md) -- [Advanced Breakthrough, *Feat 6*](advanced-breakthrough-g-g.md) -- [Advanced Concoction, *Feat 6*](advanced-concoction.md) -- [Advanced Construct Companion, *Feat 4*](advanced-construct-companion-g-g.md) -- [Advanced Deduction, *Feat 6*](advanced-deduction-apg.md) -- [Advanced Deity's Domain, *Feat 8*](advanced-deitys-domain.md) -- [Advanced Devotion, *Feat 6*](advanced-devotion.md) -- [Advanced Dogma, *Feat 6*](advanced-dogma.md) -- [Advanced Domain, *Feat 8*](advanced-domain.md) -- [Advanced Elemental Spell, *Feat 6*](advanced-elemental-spell-som.md) -- [Advanced First Aid, *Feat 7*](advanced-first-aid-apg.md) -- [Advanced Flair, *Feat 6*](advanced-flair-apg.md) -- [Advanced Fury, *Feat 6*](advanced-fury.md) -- [Advanced General Training, *Feat 13*](advanced-general-training-apg.md) -- [Advanced Hallowed Spell, *Feat 8*](advanced-hallowed-spell-botd.md) -- [Advanced Hunter's Trick, *Feat 6*](advanced-hunters-trick.md) -- [Advanced Kata, *Feat 6*](advanced-kata.md) -- [Advanced Maneuver, *Feat 6*](advanced-maneuver.md) -- [Advanced Martial Magic, *Feat 6*](advanced-martial-magic-som.md) -- [Advanced Muse's Whispers, *Feat 6*](advanced-muses-whispers.md) -- [Advanced Mysteries, *Feat 6*](advanced-mysteries-apg.md) -- [Advanced Order Training, *Feat 12*](advanced-order-training-locg.md) -- [Advanced Reanimated Companion, *Feat 4*](advanced-reanimated-companion-ooa3.md) -- [Advanced Red Mantis Magic, *Feat 6*](advanced-red-mantis-magic-lowg.md) -- [Advanced Revelation, *Feat 6*](advanced-revelation-apg.md) -- [Advanced Runic Mind-Smithing, *Feat 16*](advanced-runic-mind-smithing-da.md) -- [Advanced School Spell, *Feat 8*](advanced-school-spell.md) -- [Advanced Seeker Of Truths, *Feat 12*](advanced-seeker-of-truths-av2.md) -- [Advanced Shooter, *Feat 6*](advanced-shooter-g-g.md) -- [Advanced Shooting, *Feat 6*](advanced-shooting-g-g.md) -- [Advanced Synergy, *Feat 6*](advanced-synergy-som.md) -- [Advanced Targeting System, *Feat 5*](advanced-targeting-system-loag.md) -- [Advanced Thaumaturgy, *Feat 6*](advanced-thaumaturgy-da.md) -- [Advanced Thoughtform, *Feat 6*](advanced-thoughtform-da.md) -- [Advanced Trickery, *Feat 6*](advanced-trickery.md) -- [Advanced Weapon Training, *Feat 6*](advanced-weapon-training.md) -- [Advanced Weaponry, *Feat 1*](advanced-weaponry-som.md) -- [Advanced Wilding, *Feat 6*](advanced-wilding.md) -- [Advanced Witchcraft, *Feat 6*](advanced-witchcraft-apg.md) -- [Advantageous Assault [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](advantageous-assault.md) -- [Aegis Of Arnisant [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](aegis-of-arnisant-locg.md) -- [Aeon Resonance, *Feat 4*](aeon-resonance-som.md) -- [Aerial Piledriver [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](aerial-piledriver-lotgb.md) -- [Aerobatics Mastery, *Feat 7*](aerobatics-mastery-apg.md) -- [Affliction Mercy, *Feat 12*](affliction-mercy.md) -- [After You [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](after-you-apg.md) -- [Agathion Magic, *Feat 9*](agathion-magic-loag.md) -- [Ageless Patience, *Feat 5*](ageless-patience.md) -- [Ageless Spirit, *Feat 1*](ageless-spirit-loag.md) -- [Aggravating Scratch, *Feat 9*](aggravating-scratch-apg.md) -- [Aggressive Block [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](aggressive-block.md) -- [Agile Grace, *Feat 10*](agile-grace.md) -- [Agile Hand, *Feat 4*](agile-hand-lotgb.md) -- [Agile Maneuvers, *Feat 6*](agile-maneuvers-apg.md) -- [Agile Shield Grip [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](agile-shield-grip-lokl.md) -- [Agonizing Rebuke, *Feat 5*](agonizing-rebuke-locg.md) -- [Airborne Form, *Feat 14*](airborne-form-som.md) -- [Airy Step [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](airy-step-loag.md) -- [Alabaster Eyes, *Feat 1*](alabaster-eyes-loil.md) -- [Alacritous Action, *Feat 2*](alacritous-action-som.md) -- [Alchemical Crafting, *Feat 1*](alchemical-crafting.md) -- [Alchemical Discoveries, *Feat 4*](alchemical-discoveries-apg.md) -- [Alchemical Familiar, *Feat 1*](alchemical-familiar.md) -- [Alchemical Savant, *Feat 1*](alchemical-savant.md) -- [Alchemical Scholar, *Feat 1*](alchemical-scholar-locg.md) -- [Alchemical Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](alchemical-shot-g-g.md) -- [Alchemist Dedication, *Feat 2*](alchemist-dedication.md) -- [Aldori Duelist Dedication, *Feat 2*](aldori-duelist-dedication-lowg.md) -- [Aldori Parry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](aldori-parry-lowg.md) -- [Aldori Riposte [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 6*](aldori-riposte-lowg.md) -- [Alghollthu Bound, *Feat 1*](alghollthu-bound-aaws.md) -- [Align Armament [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](align-armament.md) -- [Align Ki [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](align-ki-apg.md) -- [Alkenstar Agent Dedication, *Feat 2*](alkenstar-agent-dedication-ooa1.md) -- [All In My Head [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](all-in-my-head-apg.md) -- [All in Your Head [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](all-in-your-head-da.md) -- [All The Time In The World [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](all-the-time-in-the-world-frp3.md) -- [Allegro, *Feat 14*](allegro.md) -- [Alluring Performance [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](alluring-performance-loil.md) -- [Ally's Shelter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](allys-shelter-apg.md) -- [Alter Ego Dedication, *Feat 2*](alter-ego-dedication-da.md) -- [Alter Resistance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](alter-resistance-loag.md) -- [Always Ready, *Feat 4*](always-ready-lokl.md) -- [Ambush Awareness, *Feat 5*](ambush-awareness-lome.md) -- [Ambushing Knockdown [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](ambushing-knockdown-aoe3.md) -- [Ammunition Thaumaturgy, *Feat 1*](ammunition-thaumaturgy-da.md) -- [Amorphous Aspect, *Feat 5*](amorphous-aspect-loag.md) -- [Amphibious Form, *Feat 2*](amphibious-form-som.md) -- [Amplifying Touch, *Feat 12*](amplifying-touch-apg.md) -- [Anadi Lore, *Feat 1*](anadi-lore-lome.md) -- [Analyze Idiolect, *Feat 6*](analyze-idiolect-apg.md) -- [Analyze Information, *Feat 9*](analyze-information-loag.md) -- [Analyze Weakness [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](analyze-weakness-apg.md) -- [Anarchic Arcana, *Feat 9*](anarchic-arcana-loag.md) -- [Ancestor's Rage, *Feat 13*](ancestors-rage-lome.md) -- [Ancestor's Transformation, *Feat 13*](ancestors-transformation-loag.md) -- [Ancestral Blood Magic, *Feat 1*](ancestral-blood-magic-apg.md) -- [Ancestral Insight, *Feat 1*](ancestral-insight-loag.md) -- [Ancestral Linguistics, *Feat 1*](ancestral-linguistics-apg.md) -- [Ancestral Longevity, *Feat 1*](ancestral-longevity.md) -- [Ancestral Mage, *Feat 10*](ancestral-mage-apg.md) -- [Ancestral Mind, *Feat 1*](ancestral-mind-da.md) -- [Ancestral Paragon, *Feat 3*](ancestral-paragon.md) -- [Ancestral Suspicion, *Feat 5*](ancestral-suspicion-apg.md) -- [Ancestral Weaponry, *Feat 2*](ancestral-weaponry-apg.md) -- [Anchoring Aura, *Feat 14*](anchoring-aura.md) -- [Anchoring Roots, *Feat 5*](anchoring-roots-loag.md) -- [Ancient Memories, *Feat 1*](ancient-memories-loil.md) -- [Ancillary Motes, *Feat 9*](ancillary-motes-loag.md) -- [Android Lore, *Feat 1*](android-lore-loag.md) -- [Angel Of Death, *Feat 10*](angel-of-death-apg.md) -- [Angel of Vindication, *Feat 4*](angel-of-vindication-lokl.md) -- [Angelic Magic, *Feat 9*](angelic-magic-apg.md) -- [Angelkin, *Feat 1*](angelkin-apg.md) -- [Animal Accomplice, *Feat 1*](animal-accomplice.md) -- [Animal Companion (Druid), *Feat 1*](animal-companion-druid.md) -- [Animal Companion (Ranger), *Feat 1*](animal-companion-ranger.md) -- [Animal Elocutionist, *Feat 5*](animal-elocutionist.md) -- [Animal Feature, *Feat 4*](animal-feature-apg.md) -- [Animal Magic, *Feat 9*](animal-magic-loag.md) -- [Animal Rage [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](animal-rage.md) -- [Animal Senses, *Feat 1*](animal-senses-loag.md) -- [Animal Shape, *Feat 17*](animal-shape-loag.md) -- [Animal Skin, *Feat 6*](animal-skin.md) -- [Animal Speaker, *Feat 5*](animal-speaker-loag.md) -- [Animal Swiftness, *Feat 17*](animal-swiftness-loag.md) -- [Animal Trainer Dedication, *Feat 2*](animal-trainer-dedication-ec2.md) -- [Animalistic Resistance, *Feat 5*](animalistic-resistance-loag.md) -- [Animate Net, *Feat 6*](animate-net-lotgb.md) -- [Ankle Bite [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](ankle-bite-locg.md) -- [Ankle Biter, *Feat 4*](ankle-biter-botd.md) -- [Annihilating Swing [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](annihilating-swing-ec6.md) -- [Annotate Composition, *Feat 10*](annotate-composition-apg.md) -- [Anoint Ally [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](anoint-ally-apg.md) -- [Antagonize, *Feat 2*](antagonize-apg.md) -- [Anticipate Ambush, *Feat 6*](anticipate-ambush-apg.md) -- [Apex Companion, *Feat 20*](apex-companion-aoa6.md) -- [Aquatic Adaptation, *Feat 13*](aquatic-adaptation-loag.md) -- [Aquatic Camouflage, *Feat 13*](aquatic-camouflage-loag.md) -- [Aquatic Conversationalist, *Feat 5*](aquatic-conversationalist-loag.md) -- [Aquatic Eyes, *Feat 1*](aquatic-eyes-loag.md) -- [Arcane Breadth, *Feat 8*](arcane-breadth.md) -- [Arcane Camouflage, *Feat 9*](arcane-camouflage-g-g.md) -- [Arcane Communication, *Feat 1*](arcane-communication-g-g.md) -- [Arcane Evolution, *Feat 4*](arcane-evolution.md) -- [Arcane Eye, *Feat 1*](arcane-eye-g-g.md) -- [Arcane Fists, *Feat 1*](arcane-fists-som.md) -- [Arcane Locomotion, *Feat 13*](arcane-locomotion-g-g.md) -- [Arcane Propulsion [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](arcane-propulsion-g-g.md) -- [Arcane Safeguards, *Feat 5*](arcane-safeguards-g-g.md) -- [Arcane School Spell, *Feat 4*](arcane-school-spell.md) -- [Arcane Sense, *Feat 1*](arcane-sense.md) -- [Arcane Sensitivity, *Feat 6*](arcane-sensitivity-aoe1.md) -- [Arcane Shroud [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](arcane-shroud-som.md) -- [Arcane Sight, *Feat 13*](arcane-sight-lome.md) -- [Arcane Slam [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](arcane-slam-g-g.md) -- [Arcane Tattoos, *Feat 1*](arcane-tattoos-locg.md) -- [Archaeologist Dedication, *Feat 2*](archaeologist-dedication-apg.md) -- [Archaeologist's Luck, *Feat 8*](archaeologists-luck-apg.md) -- [Archaeologist's Warning [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](archaeologists-warning-lopsg.md) -- [Archer Dedication, *Feat 2*](archer-dedication-apg.md) -- [Archer's Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](archers-aim-apg.md) -- [Archon Magic, *Feat 9*](archon-magic-apg.md) -- [Archwizard's Might, *Feat 20*](archwizards-might.md) -- [Ardent Armiger, *Feat 4*](ardent-armiger-lowg.md) -- [Arise, Ye Worthy!, *Feat 13*](arise-ye-worthy-loag.md) -- [Armiger's Mobility, *Feat 8*](armigers-mobility-lowg.md) -- [Armor Assist, *Feat 1*](armor-assist-apg.md) -- [Armor Proficiency, *Feat 1*](armor-proficiency.md) -- [Armor Rune Shifter, *Feat 10*](armor-rune-shifter-aoa4.md) -- [Armor Specialist, *Feat 6*](armor-specialist-apg.md) -- [Armored Exercise, *Feat 14*](armored-exercise-lopsg.md) -- [Armored Rebuff [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](armored-rebuff-apg.md) -- [Armored Rest, *Feat 10*](armored-rest-lopsg.md) -- [Armored Stealth, *Feat 2*](armored-stealth-apg.md) -- [Arrow Of Death [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](arrow-of-death-apg.md) -- [Arrow Snatching, *Feat 8*](arrow-snatching.md) -- [Artillerist Dedication, *Feat 2*](artillerist-dedication-g-g.md) -- [Artokus's Fire [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](artokuss-fire-lol.md) -- [As in Life, So in Death, *Feat 1*](as-in-life-so-in-death-botd.md) -- [Ashen Veil [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 7*](ashen-veil-lokl.md) -- [Assassin Dedication, *Feat 2*](assassin-dedication-apg.md) -- [Assassinate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](assassinate-apg.md) -- [Assisting Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](assisting-shot.md) -- [Assurance, *Feat 1*](assurance.md) -- [Assured Identification, *Feat 2*](assured-identification-apg.md) -- [Assured Knowledge, *Feat 6*](assured-knowledge-apg.md) -- [Assured Ritualist, *Feat 10*](assured-ritualist-apg.md) -- [Astonishing Explosion [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](astonishing-explosion-ec6.md) -- [Astral Blink, *Feat 13*](astral-blink-g-g.md) -- [Astral Tether [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](astral-tether-da.md) -- [Asura Magic, *Feat 9*](asura-magic-loil.md) -- [Athletic Might, *Feat 5*](athletic-might-apg.md) -- [Athletic Strategist, *Feat 2*](athletic-strategist-apg.md) -- [Attack Of Opportunity (Barbarian) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-barbarian.md) -- [Attack Of Opportunity (Champion) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-champion.md) -- [Attack Of Opportunity (Magus) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-magus-som.md) -- [Attack Of Opportunity (Swashbuckler) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-swashbuckler-apg.md) -- [Attuned Stride, *Feat 8*](attuned-stride-som.md) -- [Attunement Shift [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](attunement-shift-som.md) -- [Attunement To Stone, *Feat 10*](attunement-to-stone-lowg.md) -- [Augment Senses [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](augment-senses-loag.md) -- [Aura Of Courage, *Feat 4*](aura-of-courage.md) -- [Aura Of Despair, *Feat 4*](aura-of-despair-apg.md) -- [Aura Of Faith, *Feat 12*](aura-of-faith.md) -- [Aura Of Life, *Feat 14*](aura-of-life.md) -- [Aura Of Preservation, *Feat 14*](aura-of-preservation-apg.md) -- [Aura Of Righteousness, *Feat 14*](aura-of-righteousness.md) -- [Aura Of Unbreakable Virtue, *Feat 20*](aura-of-unbreakable-virtue-aoa6.md) -- [Aura Of Vengeance, *Feat 14*](aura-of-vengeance.md) -- [Aura Sight, *Feat 2*](aura-sight-da.md) -- [Auspicious Mount, *Feat 16*](auspicious-mount.md) -- [Automatic Knowledge, *Feat 2*](automatic-knowledge.md) -- [Automatic Writing, *Feat 2*](automatic-writing-da.md) -- [Automaton Armament, *Feat 1*](automaton-armament-g-g.md) -- [Automaton Lore, *Feat 1*](automaton-lore-g-g.md) -- [Avalanche Strike [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](avalanche-strike-apg.md) -- [Avatar's Audience, *Feat 20*](avatars-audience.md) -- [Avenge Ally [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](avenge-ally-apg.md) -- [Avenge In Glory [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](avenge-in-glory-locg.md) -- [Awakened Power, *Feat 4*](awakened-power-da.md) -- [Awesome Blow, *Feat 14*](awesome-blow.md) -- [Axe Climber, *Feat 4*](axe-climber-ec3.md) -- [Axe Thrower, *Feat 6*](axe-thrower-ec3.md) -- [Axial Recall, *Feat 17*](axial-recall-g-g.md) -- [Axiomatic Lore, *Feat 1*](axiomatic-lore-loag.md) -- [Azaersi's Roads, *Feat 17*](azaersis-roads-lol.md) -- [Azarketi Lore, *Feat 1*](azarketi-lore-aaws.md) -- [Azarketi Purification, *Feat 9*](azarketi-purification-loag.md) -- [Azarketi Weapon Aptitude, *Feat 5*](azarketi-weapon-aptitude-aaws.md) -- [Azarketi Weapon Expertise, *Feat 13*](azarketi-weapon-expertise-aaws.md) -- [Azarketi Weapon Familiarity, *Feat 1*](azarketi-weapon-familiarity-aaws.md) -- [Azata Magic, *Feat 9*](azata-magic-apg.md) -- [Back To Back, *Feat 8*](back-to-back-apg.md) -- [Backup Disguise, *Feat 2*](backup-disguise-locg.md) -- [Banishing Blow [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](banishing-blow-ec6.md) -- [Banshee Cry Display, *Feat 12*](banshee-cry-display-g-g.md) -- [Barbarian Dedication, *Feat 2*](barbarian-dedication.md) -- [Barbarian Resiliency, *Feat 4*](barbarian-resiliency.md) -- [Bard Dedication, *Feat 2*](bard-dedication.md) -- [Bardic Lore, *Feat 1*](bardic-lore.md) -- [Bargain Hunter, *Feat 1*](bargain-hunter.md) -- [Bark And Tendril, *Feat 9*](bark-and-tendril-locg.md) -- [Barreling Charge (Barbarian) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](barreling-charge-barbarian-apg.md) -- [Barreling Charge (Fighter) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](barreling-charge-fighter-apg.md) -- [Barrier Shield, *Feat 4*](barrier-shield-lotgb.md) -- [Bashing Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](bashing-charge-apg.md) -- [Basic Arcana, *Feat 4*](basic-arcana.md) -- [Basic Bard Spellcasting, *Feat 4*](basic-bard-spellcasting.md) -- [Basic Beast Gunner Spellcasting, *Feat 8*](basic-beast-gunner-spellcasting-g-g.md) -- [Basic Blood Potency, *Feat 4*](basic-blood-potency.md) -- [Basic Bloodline Spell, *Feat 4*](basic-bloodline-spell.md) -- [Basic Breakthrough, *Feat 4*](basic-breakthrough-g-g.md) -- [Basic Captivator Spellcasting, *Feat 4*](basic-captivator-spellcasting-lotgb.md) -- [Basic Cathartic Spellcasting, *Feat 4*](basic-cathartic-spellcasting-som.md) -- [Basic Cleric Spellcasting, *Feat 4*](basic-cleric-spellcasting.md) -- [Basic Concoction, *Feat 4*](basic-concoction.md) -- [Basic Deduction, *Feat 4*](basic-deduction-apg.md) -- [Basic Devotion, *Feat 4*](basic-devotion.md) -- [Basic Dogma, *Feat 4*](basic-dogma.md) -- [Basic Druid Spellcasting, *Feat 4*](basic-druid-spellcasting.md) -- [Basic Eldritch Archer Spellcasting, *Feat 8*](basic-eldritch-archer-spellcasting-apg.md) -- [Basic Flair, *Feat 4*](basic-flair-apg.md) -- [Basic Fury, *Feat 4*](basic-fury.md) -- [Basic Hunter's Trick, *Feat 4*](basic-hunters-trick.md) -- [Basic Kata, *Feat 4*](basic-kata.md) -- [Basic Lesson, *Feat 2*](basic-lesson-apg.md) -- [Basic Magus Spellcasting, *Feat 6*](basic-magus-spellcasting-som.md) -- [Basic Maneuver, *Feat 4*](basic-maneuver.md) -- [Basic Martial Magic, *Feat 4*](basic-martial-magic-som.md) -- [Basic Modification, *Feat 8*](basic-modification-g-g.md) -- [Basic Muse's Whispers, *Feat 4*](basic-muses-whispers.md) -- [Basic Mysteries, *Feat 4*](basic-mysteries-apg.md) -- [Basic Oracle Spellcasting, *Feat 4*](basic-oracle-spellcasting-apg.md) -- [Basic Psychic Spellcasting, *Feat 4*](basic-psychic-spellcasting-da.md) -- [Basic Red Mantis Magic, *Feat 4*](basic-red-mantis-magic-lowg.md) -- [Basic Scroll Cache, *Feat 6*](basic-scroll-cache-apg.md) -- [Basic Shooting, *Feat 4*](basic-shooting-g-g.md) -- [Basic Sorcerer Spellcasting, *Feat 4*](basic-sorcerer-spellcasting.md) -- [Basic Spellcasting, *Feat 4*](basic-spellcasting-som.md) -- [Basic Summoner Spellcasting, *Feat 6*](basic-summoner-spellcasting-som.md) -- [Basic Synergy, *Feat 4*](basic-synergy-som.md) -- [Basic Thaumaturgy, *Feat 4*](basic-thaumaturgy-da.md) -- [Basic Thoughtform, *Feat 4*](basic-thoughtform-da.md) -- [Basic Trickery, *Feat 4*](basic-trickery.md) -- [Basic Wilding, *Feat 4*](basic-wilding.md) -- [Basic Witch Spellcasting, *Feat 4*](basic-witch-spellcasting-apg.md) -- [Basic Witchcraft, *Feat 4*](basic-witchcraft-apg.md) -- [Basic Wizard Spellcasting, *Feat 4*](basic-wizard-spellcasting.md) -- [Bastion Dedication, *Feat 2*](bastion-dedication-apg.md) -- [Bat Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](bat-form-botd.md) -- [Battle Assessment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](battle-assessment.md) -- [Battle Cry, *Feat 7*](battle-cry.md) -- [Battle Medicine [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](battle-medicine.md) -- [Battle Planner, *Feat 2*](battle-planner-apg.md) -- [Battle Prayer [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](battle-prayer-logm.md) -- [Battleforger, *Feat 9*](battleforger-locg.md) -- [Beacon Mark, *Feat 8*](beacon-mark-lotgb.md) -- [Beast Dynamo Howl [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](beast-dynamo-howl-g-g.md) -- [Beast Gunner Dedication, *Feat 6*](beast-gunner-dedication-g-g.md) -- [Beast Speaker, *Feat 4*](beast-speaker-ec2.md) -- [Beast Trainer, *Feat 1*](beast-trainer-apg.md) -- [Beastbrood, *Feat 1*](beastbrood-loag.md) -- [Beastmaster Bond, *Feat 10*](beastmaster-bond-apg.md) -- [Beastmaster Dedication, *Feat 2*](beastmaster-dedication-apg.md) -- [Beastmaster's Call [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](beastmasters-call-apg.md) -- [Beastmaster's Trance, *Feat 6*](beastmasters-trance-apg.md) -- [Become Thought, *Feat 20*](become-thought-da.md) -- [Bellflower Dedication, *Feat 6*](bellflower-dedication-aoa3.md) -- [Bend Space, *Feat 17*](bend-space-loil.md) -- [Beneath Notice, *Feat 10*](beneath-notice-frp2.md) -- [Bespell Weapon [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-apg.md) -- [Bespell Weapon (Sorcerer) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-sorcerer.md) -- [Bespell Weapon (Wizard) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-wizard.md) -- [Bestiary Scholar, *Feat 10*](bestiary-scholar-lopsg.md) -- [Between The Scales, *Feat 9*](between-the-scales-apg.md) -- [Big Mouth, *Feat 9*](big-mouth-apg.md) -- [Biographical Eye, *Feat 7*](biographical-eye-apg.md) -- [Bizarre Magic, *Feat 7*](bizarre-magic.md) -- [Bizarre Transformation [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](bizarre-transformation-da.md) -- [Black Cat Curse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](black-cat-curse-apg.md) -- [Black Powder Blaze [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](black-powder-blaze-g-g.md) -- [Black Powder Boost [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 4*](black-powder-boost-g-g.md) -- [Black Powder Embodiment [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](black-powder-embodiment-g-g.md) -- [Black Powder Flash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](black-powder-flash-ooa1.md) -- [Blade Of Justice [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-justice.md) -- [Blade Of Law [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-law-locg.md) -- [Blade Of The Crimson Oath [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-the-crimson-oath-locg.md) -- [Blank Slate, *Feat 16*](blank-slate.md) -- [Blast Lock [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](blast-lock-g-g.md) -- [Blast Resistance, *Feat 5*](blast-resistance-g-g.md) -- [Blast Tackle [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](blast-tackle-g-g.md) -- [Blasting Beams [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](blasting-beams-da.md) -- [Blaze Of Revelation, *Feat 18*](blaze-of-revelation-apg.md) -- [Blazing Aura [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](blazing-aura-loag.md) -- [Blazing Streak [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](blazing-streak-som.md) -- [Blazing Talon Surge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](blazing-talon-surge-lopsg.md) -- [Bleeding Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bleeding-finisher-apg.md) -- [Bless Shield [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](bless-shield-lokl.md) -- [Bless Tonic, *Feat 7*](bless-tonic-logm.md) -- [Bless Toxin, *Feat 7*](bless-toxin-logm.md) -- [Blessed Blood, *Feat 5*](blessed-blood-apg.md) -- [Blessed Blood, *Feat 1*](blessed-blood-logm.md) -- [Blessed Denial [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](blessed-denial-apg.md) -- [Blessed Medicine, *Feat 4*](blessed-medicine-botd.md) -- [Blessed One Dedication, *Feat 2*](blessed-one-dedication-apg.md) -- [Blessed Sacrifice, *Feat 4*](blessed-sacrifice-apg.md) -- [Blessed Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](blessed-spell-apg.md) -- [Blessing of the Sun Gods, *Feat 4*](blessing-of-the-sun-gods-sot4.md) -- [Blind-fight (Fighter), *Feat 8*](blind-fight-fighter.md) -- [Blind-fight (Investigator), *Feat 8*](blind-fight-investigator-apg.md) -- [Blind-fight (Ranger), *Feat 8*](blind-fight-ranger.md) -- [Blind-fight (Rogue), *Feat 8*](blind-fight-rogue.md) -- [Blood Component Substitution, *Feat 12*](blood-component-substitution-apg.md) -- [Blood Frenzy [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](blood-frenzy-som.md) -- [Blood In The Air [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](blood-in-the-air-g-g.md) -- [Bloodletting Claws, *Feat 4*](bloodletting-claws-som.md) -- [Bloodletting Fangs, *Feat 9*](bloodletting-fangs-apg.md) -- [Bloodline Breadth, *Feat 8*](bloodline-breadth.md) -- [Bloodline Conduit [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](bloodline-conduit.md) -- [Bloodline Focus, *Feat 12*](bloodline-focus.md) -- [Bloodline Metamorphosis, *Feat 20*](bloodline-metamorphosis-aoa6.md) -- [Bloodline Mutation, *Feat 20*](bloodline-mutation-apg.md) -- [Bloodline Perfection, *Feat 20*](bloodline-perfection.md) -- [Bloodline Resistance, *Feat 8*](bloodline-resistance.md) -- [Bloodline Wellspring, *Feat 18*](bloodline-wellspring.md) -- [Bloody Blows, *Feat 5*](bloody-blows-apg.md) -- [Bloody Debilitation, *Feat 12*](bloody-debilitation-apg.md) -- [Boaster's Challenge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](boasters-challenge-locg.md) -- [Bolera's Interrogation [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](boleras-interrogation-aoe1.md) -- [Bolster Soul Cage, *Feat 16*](bolster-soul-cage-botd.md) -- [Bon Mot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](bon-mot-apg.md) -- [Bond Conservation [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bond-conservation.md) -- [Bonded Animal, *Feat 2*](bonded-animal.md) -- [Bonded Focus, *Feat 14*](bonded-focus.md) -- [Bonds of Death [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](bonds-of-death-botd.md) -- [Bone Caller, *Feat 9*](bone-caller-loag.md) -- [Bone Investiture, *Feat 13*](bone-investiture-loag.md) -- [Bone Magic, *Feat 1*](bone-magic-loag.md) -- [Bone Missile, *Feat 9*](bone-missile-botd.md) -- [Bone Rider, *Feat 17*](bone-rider-lome.md) -- [Bone Spikes [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](bone-spikes-da.md) -- [Bone Swarm [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](bone-swarm-botd.md) -- [Boneyard's Call, *Feat 17*](boneyards-call-apg.md) -- [Boost Modulation, *Feat 12*](boost-modulation-g-g.md) -- [Boost Summons, *Feat 8*](boost-summons-som.md) -- [Borrow Memories, *Feat 14*](borrow-memories-da.md) -- [Borrow Time [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](borrow-time-da.md) -- [Boulder Roll [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](boulder-roll.md) -- [Bounce Back [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](bounce-back-apg.md) -- [Bouncy Goblin, *Feat 1*](bouncy-goblin-locg.md) -- [Bound in Ice, *Feat 16*](bound-in-ice-lomm.md) -- [Boundless Reprisals, *Feat 20*](boundless-reprisals.md) -- [Bounty Hunter Dedication, *Feat 2*](bounty-hunter-dedication-apg.md) -- [Brain Drain [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](brain-drain-da.md) -- [Brains! [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](brains-botd.md) -- [Bravo's Determination [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](bravos-determination-locg.md) -- [Brawling Focus, *Feat 2*](brawling-focus.md) -- [Breached Defenses, *Feat 4*](breached-defenses-da.md) -- [Breath Control, *Feat 1*](breath-control.md) -- [Breath Like Honey, *Feat 9*](breath-like-honey-lome.md) -- [Breath of Calamity, *Feat 17*](breath-of-calamity-loil.md) -- [Breath Of The Dragon, *Feat 8*](breath-of-the-dragon-apg.md) -- [Briar Battler, *Feat 9*](briar-battler-loag.md) -- [Bright Lion Dedication, *Feat 2*](bright-lion-dedication-lol.md) -- [Bright Lion Dedication, *Feat 2*](bright-lion-dedication-sot4.md) -- [Brightness Seeker, *Feat 9*](brightness-seeker-locg.md) -- [Brightsoul, *Feat 1*](brightsoul-loag.md) -- [Brilliant Crafter, *Feat 4*](brilliant-crafter-g-g.md) -- [Brine May, *Feat 1*](brine-may-apg.md) -- [Brinesoul, *Feat 1*](brinesoul-loag.md) -- [Bristle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](bristle-lome.md) -- [Brutal Beating, *Feat 2*](brutal-beating.md) -- [Brutal Bully, *Feat 6*](brutal-bully.md) -- [Brutal Critical, *Feat 18*](brutal-critical.md) -- [Brutal Finish [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](brutal-finish.md) -- [Brutish Shove [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](brutish-shove.md) -- [Buckler Dance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](buckler-dance-apg.md) -- [Buckler Expertise, *Feat 1*](buckler-expertise-apg.md) -- [Built-in Tools, *Feat 1*](built-in-tools-g-g.md) -- [Bullet Dancer Burn, *Feat 6*](bullet-dancer-burn-g-g.md) -- [Bullet Dancer Dedication, *Feat 2*](bullet-dancer-dedication-g-g.md) -- [Bullet Dancer Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](bullet-dancer-reload-g-g.md) -- [Bullet Split [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bullet-split-g-g.md) -- [Bullseye [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bullseye-apg.md) -- [Bullying Staff, *Feat 4*](bullying-staff-ec1.md) -- [Burn It!, *Feat 1*](burn-it.md) -- [Burning Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](burning-spell-som.md) -- [Burrow Elocutionist, *Feat 1*](burrow-elocutionist.md) -- [Burrowing Form, *Feat 10*](burrowing-form-som.md) -- [Butterfly Blade Dedication, *Feat 4*](butterfly-blade-dedication-frp1.md) -- [Butterfly's Kiss, *Feat 6*](butterflys-kiss-frp1.md) -- [Butterfly's Sting, *Feat 6*](butterflys-sting-frp1.md) -- [Cackle, *Feat 1*](cackle-apg.md) -- [Cadence Call [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](cadence-call-apg.md) -- [Calaca's Showstopper [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](calacas-showstopper-loag.md) -- [Calculated Splash, *Feat 4*](calculated-splash.md) -- [Call And Response [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](call-and-response-apg.md) -- [Call Bonded Item [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](call-bonded-item-apg.md) -- [Call Gun, *Feat 8*](call-gun-g-g.md) -- [Call Implement [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](call-implement-da.md) -- [Call Of Elysium, *Feat 9*](call-of-elysium-loag.md) -- [Call Of The Green Man, *Feat 13*](call-of-the-green-man-loag.md) -- [Call Of The Wild, *Feat 2*](call-of-the-wild.md) -- [Call Your Shot, *Feat 8*](call-your-shot-apg.md) -- [Called, *Feat 5*](called-apg.md) -- [Called Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](called-shot-g-g.md) -- [Callow May, *Feat 1*](callow-may-apg.md) -- [Camouflage, *Feat 10*](camouflage.md) -- [Cannibalize Magic [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](cannibalize-magic-loil.md) -- [Cannon Corner Shot, *Feat 6*](cannon-corner-shot-g-g.md) -- [Canny Acumen, *Feat 1*](canny-acumen.md) -- [Canopy Sight, *Feat 1*](canopy-sight-loil.md) -- [Can't Fall Here [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](cant-fall-here-loag.md) -- [Can't You See?, *Feat 8*](cant-you-see-da.md) -- [Cantorian Reinforcement, *Feat 1*](cantorian-reinforcement-loag.md) -- [Cantorian Rejuvenation [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](cantorian-rejuvenation-loag.md) -- [Cantorian Restoration [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](cantorian-restoration-loag.md) -- [Cantrip Casting, *Feat 2*](cantrip-casting-som.md) -- [Cantrip Expansion (Bard), *Feat 2*](cantrip-expansion-bard.md) -- [Cantrip Expansion (Cleric), *Feat 2*](cantrip-expansion-cleric.md) -- [Cantrip Expansion (Magus), *Feat 2*](cantrip-expansion-magus-som.md) -- [Cantrip Expansion (Oracle), *Feat 2*](cantrip-expansion-oracle-apg.md) -- [Cantrip Expansion (Psychic), *Feat 2*](cantrip-expansion-psychic-da.md) -- [Cantrip Expansion (Sorcerer), *Feat 2*](cantrip-expansion-sorcerer.md) -- [Cantrip Expansion (Witch), *Feat 2*](cantrip-expansion-witch-apg.md) -- [Cantrip Expansion (Wizard), *Feat 2*](cantrip-expansion-wizard.md) -- [Captivating Curiosity, *Feat 9*](captivating-curiosity-loag.md) -- [Captivating Intensity, *Feat 6*](captivating-intensity-lotgb.md) -- [Captivator Dedication, *Feat 4*](captivator-dedication-lotgb.md) -- [Capture Magic [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](capture-magic-som.md) -- [Caravan Leader, *Feat 11*](caravan-leader-apg.md) -- [Careful Explorer, *Feat 4*](careful-explorer-lowg.md) -- [Cartwheel Dodge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](cartwheel-dodge-aoe3.md) -- [Cascade Bearers Flexibility [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](cascade-bearers-flexibility-locg.md) -- [Cascade Bearers Spellcasting, *Feat 10*](cascade-bearers-spellcasting-locg.md) -- [Cascade Countermeasure, *Feat 6*](cascade-countermeasure-som.md) -- [Cascading Ray [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](cascading-ray-som.md) -- [Cast Down [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](cast-down.md) -- [Cast Out [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](cast-out-botd.md) -- [Castigating Weapon, *Feat 10*](castigating-weapon.md) -- [Cat Fall, *Feat 1*](cat-fall.md) -- [Cat Nap, *Feat 1*](cat-nap-loag.md) -- [Catch The Details, *Feat 1*](catch-the-details-lome.md) -- [Catchy Tune [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](catchy-tune-loag.md) -- [Caterwaul [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](caterwaul-apg.md) -- [Catfolk Dance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](catfolk-dance-loag.md) -- [Catfolk Lore, *Feat 1*](catfolk-lore-apg.md) -- [Catfolk Weapon Expertise, *Feat 13*](catfolk-weapon-expertise-apg.md) -- [Catfolk Weapon Familiarity, *Feat 1*](catfolk-weapon-familiarity-apg.md) -- [Catfolk Weapon Rake, *Feat 5*](catfolk-weapon-rake-apg.md) -- [Cathartic Focus Spell, *Feat 4*](cathartic-focus-spell-som.md) -- [Cathartic Mage Dedication, *Feat 2*](cathartic-mage-dedication-som.md) -- [Catrina's Presence, *Feat 9*](catrinas-presence-loag.md) -- [Cat's Luck [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](cats-luck-apg.md) -- [Cauldron, *Feat 1*](cauldron-apg.md) -- [Cauterize [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](cauterize-g-g.md) -- [Cautious Curiosity, *Feat 9*](cautious-curiosity-apg.md) -- [Cautious Delver, *Feat 10*](cautious-delver-lopsg.md) -- [Cavalier Dedication, *Feat 2*](cavalier-dedication-apg.md) -- [Cavalier's Banner, *Feat 4*](cavaliers-banner-apg.md) -- [Cavalier's Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](cavaliers-charge-apg.md) -- [Cave Climber, *Feat 9*](cave-climber.md) -- [Ceaseless Shadows, *Feat 13*](ceaseless-shadows.md) -- [Cel Rau, *Feat 1*](cel-rau-loag.md) -- [Celebrity Dedication, *Feat 2*](celebrity-dedication-apg.md) -- [Celestial Eyes, *Feat 1*](celestial-eyes-apg.md) -- [Celestial Form, *Feat 18*](celestial-form.md) -- [Celestial Lore, *Feat 1*](celestial-lore-apg.md) -- [Celestial Mount, *Feat 20*](celestial-mount.md) -- [Celestial Resistance, *Feat 5*](celestial-resistance-apg.md) -- [Celestial Strikes, *Feat 13*](celestial-strikes-apg.md) -- [Celestial Wings [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](celestial-wings-apg.md) -- [Celestial Word, *Feat 17*](celestial-word-apg.md) -- [Ceremony Of Aeon's Guidance, *Feat 9*](ceremony-of-aeons-guidance-lome.md) -- [Ceremony Of Aeon's Shield, *Feat 9*](ceremony-of-aeons-shield-lome.md) -- [Ceremony Of Fortification, *Feat 9*](ceremony-of-fortification-lome.md) -- [Ceremony Of Growth, *Feat 13*](ceremony-of-growth-lome.md) -- [Ceremony Of Knowledge, *Feat 5*](ceremony-of-knowledge-lome.md) -- [Ceremony Of Protection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](ceremony-of-protection-lome.md) -- [Ceremony Of Sunlight, *Feat 5*](ceremony-of-sunlight-lome.md) -- [Ceremony Of Sun's Gift, *Feat 17*](ceremony-of-suns-gift-lome.md) -- [Ceremony Of The Evened Hand, *Feat 1*](ceremony-of-the-evened-hand-lome.md) -- [Ceremony Of The Strengthened Hand, *Feat 9*](ceremony-of-the-strengthened-hand-lome.md) -- [Certain Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](certain-strike.md) -- [Chain Reaction [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](chain-reaction-g-g.md) -- [Champion Dedication, *Feat 2*](champion-dedication.md) -- [Champion Resiliency, *Feat 4*](champion-resiliency.md) -- [Champion's Reaction, *Feat 6*](champions-reaction.md) -- [Champion's Sacrifice, *Feat 12*](champions-sacrifice.md) -- [Chance Death [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](chance-death-loag.md) -- [Change of Face, *Feat 4*](change-of-face-da.md) -- [Changeling Lore, *Feat 1*](changeling-lore-apg.md) -- [Channel Rot, *Feat 10*](channel-rot-botd.md) -- [Channel Smite [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](channel-smite.md) -- [Channel The Godmind [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](channel-the-godmind-loag.md) -- [Channeled Succor, *Feat 8*](channeled-succor.md) -- [Charged Creation, *Feat 12*](charged-creation-locg.md) -- [Charlatan, *Feat 1*](charlatan-logm.md) -- [Charmed Life [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](charmed-life-apg.md) -- [Charming Liar, *Feat 1*](charming-liar.md) -- [Charred Remains [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](charred-remains-loag.md) -- [Cheat Death [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](cheat-death-apg.md) -- [Cheek Pouches, *Feat 1*](cheek-pouches-apg.md) -- [Chemical Contagion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](chemical-contagion-apg.md) -- [Chemical Purification [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](chemical-purification-lokl.md) -- [Choking Smoke, *Feat 12*](choking-smoke-lotgb.md) -- [Chosen Of Lamashtu, *Feat 5*](chosen-of-lamashtu-locg.md) -- [Chromotherapy [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](chromotherapy-da.md) -- [Chronocognizance, *Feat 7*](chronocognizance-da.md) -- [Chronomancer's Secrets, *Feat 8*](chronomancers-secrets-da.md) -- [Chronoskimmer Dedication, *Feat 2*](chronoskimmer-dedication-da.md) -- [Cindersoul, *Feat 1*](cindersoul-loag.md) -- [City Scavenger, *Feat 1*](city-scavenger.md) -- [Clan Pistol, *Feat 1*](clan-pistol-g-g.md) -- [Clan Protector, *Feat 5*](clan-protector-locg.md) -- [Clan's Edge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](clans-edge-locg.md) -- [Claws Of The Dragon, *Feat 4*](claws-of-the-dragon-apg.md) -- [Cleansing Light [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](cleansing-light-loil.md) -- [Cleansing Subroutine, *Feat 1*](cleansing-subroutine-loag.md) -- [Clear The Way [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](clear-the-way-apg.md) -- [Cleave [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](cleave.md) -- [Cleric Dedication, *Feat 2*](cleric-dedication.md) -- [Clever Counterspell, *Feat 12*](clever-counterspell.md) -- [Clever Gambit [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](clever-gambit-apg.md) -- [Clever Improviser, *Feat 5*](clever-improviser.md) -- [Clever Shadow, *Feat 5*](clever-shadow-loag.md) -- [Climbing Claws, *Feat 5*](climbing-claws-apg.md) -- [Climbing Tail, *Feat 1*](climbing-tail-loil.md) -- [Clinch Strike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](clinch-strike-lotgb.md) -- [Cling [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](cling-apg.md) -- [Clinging Climber, *Feat 4*](clinging-climber-botd.md) -- [Clinging Shadows Initiate, *Feat 8*](clinging-shadows-initiate-apg.md) -- [Cloak Of Poison [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](cloak-of-poison-loag.md) -- [Clockwork Celerity [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](clockwork-celerity-g-g.md) -- [Clockwork Reanimator Dedication, *Feat 2*](clockwork-reanimator-dedication-ooa3.md) -- [Clone-Risen, *Feat 1*](clone-risen-da.md) -- [Close Quarters, *Feat 9*](close-quarters-loag.md) -- [Cloud Gazer, *Feat 5*](cloud-gazer-loag.md) -- [Cloud Jump, *Feat 15*](cloud-jump.md) -- [Cloud Step, *Feat 16*](cloud-step.md) -- [Cloud Walk, *Feat 10*](cloud-walk-sot3.md) -- [Clue Them All In, *Feat 8*](clue-them-all-in-apg.md) -- [Coating Of Slime, *Feat 9*](coating-of-slime-loag.md) -- [Cobble Dancer, *Feat 13*](cobble-dancer-locg.md) -- [Cobra Envenom [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](cobra-envenom-apg.md) -- [Cobra Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](cobra-stance-apg.md) -- [Coffin Bound, *Feat 12*](coffin-bound-botd.md) -- [Cognitive Loophole [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](cognitive-loophole.md) -- [Cold Minded, *Feat 1*](cold-minded-loil.md) -- [Collapse Armor [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](collapse-armor-g-g.md) -- [Collapse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](collapse-botd.md) -- [Collapse Construct [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](collapse-construct-g-g.md) -- [Collapse Wall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](collapse-wall-g-g.md) -- [Collateral Thrash, *Feat 16*](collateral-thrash.md) -- [Combat Assessment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](combat-assessment-apg.md) -- [Combat Climber, *Feat 1*](combat-climber.md) -- [Combat Grab [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](combat-grab.md) -- [Combat Premonition, *Feat 12*](combat-premonition-da.md) -- [Combat Reading [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](combat-reading-apg.md) -- [Combat Reflexes, *Feat 10*](combat-reflexes.md) -- [Combination Finisher, *Feat 6*](combination-finisher-apg.md) -- [Combine Elixirs [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](combine-elixirs.md) -- [Come And Get Me [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](come-and-get-me.md) -- [Come At Me!, *Feat 14*](come-at-me-g-g.md) -- [Command Attention [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](command-attention-apg.md) -- [Command Undead [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](command-undead.md) -- [Communal Healing, *Feat 2*](communal-healing.md) -- [Communal Sustain [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](communal-sustain-lopsg.md) -- [Communal Tale, *Feat 10*](communal-tale-sot2.md) -- [Community Knowledge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](community-knowledge-loil.md) -- [Companion's Cry, *Feat 4*](companions-cry.md) -- [Conceal Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](conceal-spell-apg.md) -- [Conceal Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](conceal-spell.md) -- [Concealing Legerdemain, *Feat 1*](concealing-legerdemain-apg.md) -- [Conceited Mindset, *Feat 2*](conceited-mindset-apg.md) -- [Concentrated Assault, *Feat 14*](concentrated-assault-g-g.md) -- [Confabulator, *Feat 2*](confabulator.md) -- [Conflux Focus, *Feat 12*](conflux-focus-som.md) -- [Conflux Wellspring, *Feat 18*](conflux-wellspring-som.md) -- [Confounding Image, *Feat 6*](confounding-image-lotgb.md) -- [Connect The Dots, *Feat 6*](connect-the-dots-apg.md) -- [Connections, *Feat 2*](connections.md) -- [Conrasu Lore, *Feat 1*](conrasu-lore-lome.md) -- [Conrasu Weapon Expertise, *Feat 13*](conrasu-weapon-expertise-lome.md) -- [Conrasu Weapon Familiarity, *Feat 1*](conrasu-weapon-familiarity-lome.md) -- [Conrasu Weapon Understanding, *Feat 5*](conrasu-weapon-understanding-lome.md) -- [Conscious Spell Specialization, *Feat 14*](conscious-spell-specialization-da.md) -- [Consecrate Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](consecrate-spell-lokl.md) -- [Consecrated Aura, *Feat 14*](consecrated-aura-botd.md) -- [Consistent Surge, *Feat 13*](consistent-surge-loag.md) -- [Consolidated Overlay Panopticon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](consolidated-overlay-panopticon-loil.md) -- [Constant Gaze, *Feat 9*](constant-gaze-lome.md) -- [Constant Levitation, *Feat 16*](constant-levitation-da.md) -- [Constricting Hold [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](constricting-hold-som.md) -- [Construct Shell, *Feat 6*](construct-shell-g-g.md) -- [Consult The Spirits, *Feat 7*](consult-the-spirits-apg.md) -- [Consult The Stars, *Feat 1*](consult-the-stars-loag.md) -- [Consume Energy [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](consume-energy-da.md) -- [Consume Spell, *Feat 14*](consume-spell-apg.md) -- [Contagious Rage, *Feat 20*](contagious-rage.md) -- [Contingency Gadgets, *Feat 12*](contingency-gadgets-g-g.md) -- [Continual Recovery, *Feat 2*](continual-recovery.md) -- [Continuous Assault, *Feat 13*](continuous-assault-loag.md) -- [Contortionist, *Feat 4*](contortionist-apg.md) -- [Control Tower, *Feat 14*](control-tower-g-g.md) -- [Controlled Blast, *Feat 8*](controlled-blast-g-g.md) -- [Controlled Bullet [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](controlled-bullet-g-g.md) -- [Converge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](converge-g-g.md) -- [Convincing Illusion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](convincing-illusion-apg.md) -- [Cooperative Nature, *Feat 1*](cooperative-nature.md) -- [Cooperative Soul, *Feat 9*](cooperative-soul.md) -- [Coordinated Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](coordinated-charge-apg.md) -- [Coordinated Distraction [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](coordinated-distraction-aoe3.md) -- [Core Attunement, *Feat 9*](core-attunement-g-g.md) -- [Core Cannon [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](core-cannon-g-g.md) -- [Core Rejuvenation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](core-rejuvenation-g-g.md) -- [Corgi Mount, *Feat 1*](corgi-mount-loag.md) -- [Cornered Fury, *Feat 5*](cornered-fury-loag.md) -- [Corpse-Killer's Defiance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](corpse-killers-defiance-lokl.md) -- [Corpse Stench, *Feat 12*](corpse-stench-botd.md) -- [Corrupted Shield, *Feat 6*](corrupted-shield-apg.md) -- [Coughing Dragon Display, *Feat 4*](coughing-dragon-display-g-g.md) -- [Counter Curse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](counter-curse-da.md) -- [Counter Perform, *Feat 6*](counter-perform.md) -- [Counter Thought [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counter-thought-da.md) -- [Countercharm [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](countercharm-lotgb.md) -- [Counterclockwork Focus [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](counterclockwork-focus-loil.md) -- [Counterspell (Sorcerer) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-sorcerer.md) -- [Counterspell (Witch) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-witch-apg.md) -- [Counterspell (Wizard) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-wizard.md) -- [Courageous Advance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](courageous-advance-apg.md) -- [Courageous Assault [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](courageous-assault-apg.md) -- [Courageous Onslaught [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](courageous-onslaught-apg.md) -- [Courageous Opportunity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](courageous-opportunity-apg.md) -- [Courteous Comeback [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](courteous-comeback-locg.md) -- [Courtly Graces, *Feat 1*](courtly-graces.md) -- [Cover Fire [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](cover-fire-g-g.md) -- [Craft Anything, *Feat 15*](craft-anything.md) -- [Craft Facsimile, *Feat 6*](craft-facsimile-lopsg.md) -- [Craft Philosopher's Stone, *Feat 20*](craft-philosophers-stone.md) -- [Crafter's Appraisal, *Feat 1*](crafters-appraisal-apg.md) -- [Crafter's Instinct [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](crafters-instinct-g-g.md) -- [Crane Flutter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](crane-flutter.md) -- [Crane Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](crane-stance.md) -- [Cranial Detonation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](cranial-detonation-da.md) -- [Creative Prodigy, *Feat 1*](creative-prodigy-loag.md) -- [Cremate Undead, *Feat 8*](cremate-undead.md) -- [Criminal Connections, *Feat 2*](criminal-connections-apg.md) -- [Crimson Oath Devotion, *Feat 14*](crimson-oath-devotion-lokl.md) -- [Crimson Shroud [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](crimson-shroud-lowg.md) -- [Cringe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](cringe-apg.md) -- [Cringe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](cringe-ltiba.md) -- [Critical Debilitation, *Feat 12*](critical-debilitation.md) -- [Critter Shape, *Feat 1*](critter-shape-loag.md) -- [Crone's Cruelty, *Feat 17*](crones-cruelty-loag.md) -- [Cross The Final Horizon [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](cross-the-final-horizon-aoe2.md) -- [Cross the Final Horizon [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](cross-the-final-horizon-loil.md) -- [Cross The Threshold, *Feat 16*](cross-the-threshold-frp1.md) -- [Crossblooded Evolution, *Feat 8*](crossblooded-evolution.md) -- [Crossbow Ace, *Feat 1*](crossbow-ace.md) -- [Crossbow Crack Shot, *Feat 1*](crossbow-crack-shot-g-g.md) -- [Crossbow Terror, *Feat 6*](crossbow-terror-apg.md) -- [Crowd Mastery, *Feat 6*](crowd-mastery-lowg.md) -- [Crown of the Saumen Kar, *Feat 6*](crown-of-the-saumen-kar-lomm.md) -- [Crude Communication, *Feat 8*](crude-communication-apg.md) -- [Cruelty [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](cruelty-apg.md) -- [Crunch, *Feat 1*](crunch-lome.md) -- [Crushing Grab, *Feat 2*](crushing-grab.md) -- [Cryptic Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](cryptic-spell-da.md) -- [Crystal Healing, *Feat 1*](crystal-healing-da.md) -- [Crystal Keeper Dedication, *Feat 4*](crystal-keeper-dedication-aoa4.md) -- [Crystal Luminescence [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](crystal-luminescence-loil.md) -- [Crystal Ward Spells, *Feat 4*](crystal-ward-spells-aoa4.md) -- [Crystalline Cloud, *Feat 9*](crystalline-cloud-loag.md) -- [Crystalline Dust [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](crystalline-dust-loag.md) -- [Cultural Adaptability, *Feat 5*](cultural-adaptability.md) -- [Cunning Climber, *Feat 9*](cunning-climber-locg.md) -- [Cunning Hair, *Feat 5*](cunning-hair-loag.md) -- [Cunning Tinker, *Feat 5*](cunning-tinker-lotgb.md) -- [Cunning Trickster Mask, *Feat 20*](cunning-trickster-mask-sot6.md) -- [Current Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](current-spell-apg.md) -- [Curse Maelstrom Dedication, *Feat 2*](curse-maelstrom-dedication-da.md) -- [Curse of the Saumen Kar [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](curse-of-the-saumen-kar-lomm.md) -- [Cursed Effigy [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](cursed-effigy-da.md) -- [Cut From The Air [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](cut-from-the-air-apg.md) -- [Cut The Bonds [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](cut-the-bonds-aoa3.md) -- [Cycle Spell, *Feat 4*](cycle-spell-botd.md) -- [Cynical, *Feat 1*](cynical-aaws.md) -- [Daemon Magic, *Feat 9*](daemon-magic-apg.md) -- [Dance Of Intercession [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](dance-of-intercession-frp3.md) -- [Dance Of Thunder [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](dance-of-thunder-g-g.md) -- [Dance Underfoot, *Feat 9*](dance-underfoot-apg.md) -- [Dancing Leaf, *Feat 2*](dancing-leaf.md) -- [Dandy Dedication, *Feat 2*](dandy-dedication-apg.md) -- [Dangerous Sorcery, *Feat 1*](dangerous-sorcery.md) -- [Dangle, *Feat 9*](dangle-loag.md) -- [Dangle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](dangle-loil.md) -- [Daredevil's Gambit, *Feat 12*](daredevils-gambit-locg.md) -- [Daring Act [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](daring-act-locg.md) -- [Daring Flourish, *Feat 10*](daring-flourish-locg.md) -- [Dark Persona's Presence [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](dark-personas-presence-da.md) -- [Darkseer, *Feat 5*](darkseer-locg.md) -- [Darting Monkey, *Feat 5*](darting-monkey-loil.md) -- [Daywalker, *Feat 6*](daywalker-botd.md) -- [Daywalker, *Feat 13*](daywalker-loag.md) -- [Dazing Blow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](dazing-blow-apg.md) -- [Dazzling Block, *Feat 10*](dazzling-block-som.md) -- [Dazzling Bullet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](dazzling-bullet-g-g.md) -- [Dead Reckoning [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](dead-reckoning-lopsg.md) -- [Deadeye [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](deadeye-g-g.md) -- [Deadly Aim [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](deadly-aim.md) -- [Deadly Butterfly, *Feat 8*](deadly-butterfly-frp1.md) -- [Deadly Grace, *Feat 16*](deadly-grace-apg.md) -- [Deadly Poison Weapon, *Feat 12*](deadly-poison-weapon-aoa5.md) -- [Deadly Simplicity, *Feat 1*](deadly-simplicity.md) -- [Deadly Strikes, *Feat 20*](deadly-strikes-apg.md) -- [Death Warden, *Feat 6*](death-warden-botd.md) -- [Deathly Secrets, *Feat 6*](deathly-secrets-botd.md) -- [Death's Door [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](deaths-door-locg.md) -- [Death's Drums, *Feat 9*](deaths-drums-apg.md) -- [Debilitating Bomb [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](debilitating-bomb.md) -- [Debilitating Dichotomy, *Feat 8*](debilitating-dichotomy-apg.md) -- [Debilitating Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](debilitating-shot.md) -- [Debilitating Venom, *Feat 5*](debilitating-venom-loil.md) -- [Deceptive Worship, *Feat 1*](deceptive-worship-apg.md) -- [Decry Thief, *Feat 4*](decry-thief-aoa5.md) -- [Deep Freeze [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](deep-freeze-g-g.md) -- [Deep Lore, *Feat 18*](deep-lore.md) -- [Deep Roots, *Feat 14*](deep-roots-da.md) -- [Deep Vision, *Feat 1*](deep-vision-loag.md) -- [Deeper Dabbler, *Feat 8*](deeper-dabbler-apg.md) -- [Deepest Wellspring, *Feat 18*](deepest-wellspring-da.md) -- [Defend Mount [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](defend-mount-apg.md) -- [Defend Summoner [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](defend-summoner-som.md) -- [Defensive Armaments, *Feat 2*](defensive-armaments-g-g.md) -- [Defensive Coordination [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](defensive-coordination-apg.md) -- [Defensive Instincts [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](defensive-instincts-lome.md) -- [Defensive Recovery [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](defensive-recovery.md) -- [Defensive Roll [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](defensive-roll.md) -- [Defiance Unto Death, *Feat 5*](defiance-unto-death-locg.md) -- [Deflect Arrow [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](deflect-arrow.md) -- [Deflecting Cloud [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](deflecting-cloud-sot3.md) -- [Deflecting Shot [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](deflecting-shot-g-g.md) -- [Deft Cooperation, *Feat 4*](deft-cooperation-lowg.md) -- [Defy Death, *Feat 5*](defy-death-loag.md) -- [Defy Fey, *Feat 6*](defy-fey-loil.md) -- [Defy The Darkness, *Feat 5*](defy-the-darkness-apg.md) -- [Deimatic Display [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](deimatic-display-apg.md) -- [Deity's Domain, *Feat 1*](deitys-domain.md) -- [Deity's Protection, *Feat 14*](deitys-protection.md) -- [Delay Trap [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](delay-trap.md) -- [Deliberate Death [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](deliberate-death-loag.md) -- [Delver, *Feat 13*](delver-lome.md) -- [Demanding Challenge, *Feat 10*](demanding-challenge-locg.md) -- [Demolition Charge, *Feat 2*](demolition-charge-apg.md) -- [Demolitionist Dedication, *Feat 2*](demolitionist-dedication-g-g.md) -- [Demolitionist, *Feat 9*](demolitionist-g-g.md) -- [Demon Magic, *Feat 9*](demon-magic-apg.md) -- [Demonbane Warrior, *Feat 1*](demonbane-warrior-lome.md) -- [Demonblood Frenzy [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](demonblood-frenzy-lome.md) -- [Demon's Hair, *Feat 20*](demons-hair-frp3.md) -- [Denier Of Destruction [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](denier-of-destruction-ec6.md) -- [Deny Support, *Feat 10*](deny-support-aoe3.md) -- [Deny The Songs Of War, *Feat 10*](deny-the-songs-of-war-sot2.md) -- [Derring-do, *Feat 10*](derring-do-apg.md) -- [Desiccating Inhalation [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](desiccating-inhalation-botd.md) -- [Desperate Finisher [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](desperate-finisher.md) -- [Desperate Prayer [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](desperate-prayer-apg.md) -- [Destructive Block, *Feat 10*](destructive-block-apg.md) -- [Detective's Readiness, *Feat 4*](detectives-readiness-apg.md) -- [Determination [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](determination.md) -- [Determined Dash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](determined-dash-apg.md) -- [Determined Lore Seeker, *Feat 12*](determined-lore-seeker-lopsg.md) -- [Detonating Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](detonating-spell-lokl.md) -- [Devastating Spellstrike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](devastating-spellstrike-som.md) -- [Devastating Weaponry [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](devastating-weaponry-g-g.md) -- [Devil In Plain Sight [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](devil-in-plain-sight-loag.md) -- [Devil Magic, *Feat 9*](devil-magic-apg.md) -- [Devilish Wiles, *Feat 5*](devilish-wiles-loag.md) -- [Devil's Advocate, *Feat 1*](devils-advocate-locg.md) -- [Devil's Eye, *Feat 4*](devils-eye-da.md) -- [Devoted Focus, *Feat 10*](devoted-focus.md) -- [Devoted Guardian [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](devoted-guardian-lokl.md) -- [Diabolic Certitude [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](diabolic-certitude-lowg.md) -- [Diamond Fists, *Feat 18*](diamond-fists.md) -- [Diamond Soul, *Feat 12*](diamond-soul.md) -- [Didactic Strike, *Feat 16*](didactic-strike-apg.md) -- [Diehard, *Feat 1*](diehard.md) -- [Different Worlds, *Feat 1*](different-worlds-aoa3.md) -- [Dig Quickly [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](dig-quickly-ec3.md) -- [Dig Up Secrets, *Feat 9*](dig-up-secrets-lome.md) -- [Dimensional Disappearance, *Feat 10*](dimensional-disappearance-som.md) -- [Dire Form, *Feat 13*](dire-form-loag.md) -- [Directed Audience, *Feat 2*](directed-audience-apg.md) -- [Directed Channel, *Feat 4*](directed-channel.md) -- [Directed Poison, *Feat 12*](directed-poison-lotgb.md) -- [Directional Bombs, *Feat 6*](directional-bombs.md) -- [Dirge Of Doom, *Feat 6*](dirge-of-doom.md) -- [Disarming Assault [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](disarming-assault-apg.md) -- [Disarming Block [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](disarming-block-apg.md) -- [Disarming Flair, *Feat 1*](disarming-flair-apg.md) -- [Disarming Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](disarming-stance.md) -- [Disarming Twist [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](disarming-twist.md) -- [Discerning Gaze, *Feat 6*](discerning-gaze-ngd.md) -- [Discerning Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](discerning-strike-lopsg.md) -- [Disciple Of Shade, *Feat 6*](disciple-of-shade-som.md) -- [Disciple's Breath [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](disciples-breath-apg.md) -- [Discordant Voice, *Feat 18*](discordant-voice-apg.md) -- [Discreet Inquiry, *Feat 2*](discreet-inquiry-apg.md) -- [Disengaging Twist [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](disengaging-twist-lotgb.md) -- [Disk Rider, *Feat 6*](disk-rider-lotgb.md) -- [Disorienting Opening, *Feat 8*](disorienting-opening-apg.md) -- [Disorienting Venom, *Feat 9*](disorienting-venom-lome.md) -- [Dispelling Slice [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](dispelling-slice.md) -- [Dispelling Spellstrike [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](dispelling-spellstrike-som.md) -- [Disrupt Ki [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](disrupt-ki.md) -- [Disrupt Prey [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](disrupt-prey.md) -- [Disrupting Strikes [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](disrupting-strikes-frp1.md) -- [Disruptive Blur, *Feat 14*](disruptive-blur-g-g.md) -- [Disruptive Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](disruptive-stance.md) -- [Disruptive Stare [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](disruptive-stare-loil.md) -- [Distant Cackle, *Feat 5*](distant-cackle-lome.md) -- [Distant Wandering [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](distant-wandering-da.md) -- [Distracting Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](distracting-explosion-g-g.md) -- [Distracting Feint, *Feat 2*](distracting-feint.md) -- [Distracting Flattery [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](distracting-flattery-apg.md) -- [Distracting Performance, *Feat 2*](distracting-performance-apg.md) -- [Distracting Shadows, *Feat 1*](distracting-shadows.md) -- [Distracting Shot, *Feat 12*](distracting-shot.md) -- [Distracting Spellstrike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](distracting-spellstrike-som.md) -- [Disturbing Defense, *Feat 4*](disturbing-defense-sli.md) -- [Disturbing Knowledge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 7*](disturbing-knowledge-apg.md) -- [Diverse Armor Expert, *Feat 14*](diverse-armor-expert.md) -- [Diverse Lore, *Feat 1*](diverse-lore-da.md) -- [Diverse Mystery, *Feat 16*](diverse-mystery-apg.md) -- [Diverse Recognition [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](diverse-recognition-lopsg.md) -- [Diverse Weapon Expert, *Feat 12*](diverse-weapon-expert.md) -- [Diverting Vortex [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](diverting-vortex-apg.md) -- [Divine Access, *Feat 4*](divine-access-apg.md) -- [Divine Aegis [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](divine-aegis-apg.md) -- [Divine Ally, *Feat 6*](divine-ally.md) -- [Divine Breadth, *Feat 8*](divine-breadth.md) -- [Divine Countermeasures, *Feat 9*](divine-countermeasures-apg.md) -- [Divine Disharmony [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](divine-disharmony-da.md) -- [Divine Effusion, *Feat 18*](divine-effusion-apg.md) -- [Divine Emissary, *Feat 6*](divine-emissary-lokl.md) -- [Divine Evolution, *Feat 4*](divine-evolution.md) -- [Divine Grace [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](divine-grace.md) -- [Divine Guidance, *Feat 15*](divine-guidance.md) -- [Divine Healing, *Feat 8*](divine-healing-lokl.md) -- [Divine Health, *Feat 4*](divine-health.md) -- [Divine Reflexes, *Feat 14*](divine-reflexes.md) -- [Divine Wall, *Feat 12*](divine-wall.md) -- [Divine Weapon [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](divine-weapon.md) -- [Diviner Sense, *Feat 12*](diviner-sense-apg.md) -- [Diving Armor, *Feat 4*](diving-armor-g-g.md) -- [Djinni Magic, *Feat 9*](djinni-magic-loag.md) -- [Doctor's Visitation [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 4*](doctors-visitation-apg.md) -- [Dodge Away [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](dodge-away-apg.md) -- [Dodging Roll [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](dodging-roll-apg.md) -- [Dogfang Bite, *Feat 5*](dogfang-bite-loag.md) -- [Domain Acumen, *Feat 2*](domain-acumen-apg.md) -- [Domain Fluency, *Feat 12*](domain-fluency-apg.md) -- [Domain Focus, *Feat 12*](domain-focus.md) -- [Domain Initiate, *Feat 1*](domain-initiate.md) -- [Domain Wellspring, *Feat 18*](domain-wellspring.md) -- [Dominating Gaze, *Feat 16*](dominating-gaze-botd.md) -- [Dominion Aura [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](dominion-aura-loil.md) -- [Dongun Education, *Feat 1*](dongun-education-g-g.md) -- [Dormant Eruption, *Feat 14*](dormant-eruption-da.md) -- [Double Prey, *Feat 12*](double-prey.md) -- [Double Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](double-shot.md) -- [Double Slice [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](double-slice.md) -- [Doublespeak, *Feat 7*](doublespeak-apg.md) -- [Dousing Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dousing-spell-som.md) -- [Dracomancer, *Feat 9*](dracomancer-apg.md) -- [Draconic Arrogance, *Feat 1*](draconic-arrogance-apg.md) -- [Draconic Scent, *Feat 4*](draconic-scent-apg.md) -- [Draconic Sycophant, *Feat 1*](draconic-sycophant-loag.md) -- [Drag Down [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](drag-down-aaws.md) -- [Dragging Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](dragging-strike-apg.md) -- [Dragon Arcana, *Feat 4*](dragon-arcana-apg.md) -- [Dragon Disciple Dedication, *Feat 2*](dragon-disciple-dedication-apg.md) -- [Dragon Grip, *Feat 9*](dragon-grip-loag.md) -- [Dragon Prince, *Feat 9*](dragon-prince-locg.md) -- [Dragon Roar [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](dragon-roar.md) -- [Dragon Shape, *Feat 12*](dragon-shape.md) -- [Dragon Spit, *Feat 1*](dragon-spit-locg.md) -- [Dragon Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](dragon-stance.md) -- [Dragon Transformation [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](dragon-transformation.md) -- [Dragonblood Paragon, *Feat 9*](dragonblood-paragon-loag.md) -- [Dragon's Breath, *Feat 9*](dragons-breath-apg.md) -- [Dragon's Presence, *Feat 1*](dragons-presence-apg.md) -- [Dragon's Rage Breath [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](dragons-rage-breath.md) -- [Dragon's Rage Wings [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](dragons-rage-wings.md) -- [Dragonslayer Oath, *Feat 2*](dragonslayer-oath.md) -- [Drain Emotion [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](drain-emotion-loil.md) -- [Drain Soul Cage, *Feat 14*](drain-soul-cage-botd.md) -- [Drain Vitality [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](drain-vitality-g-g.md) -- [Draw From The Land [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](draw-from-the-land-som.md) -- [Dread Marshal Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dread-marshal-stance-apg.md) -- [Dread Striker, *Feat 4*](dread-striker.md) -- [Dream Guise [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](dream-guise-da.md) -- [Dream Logic, *Feat 14*](dream-logic-da.md) -- [Dream Magic, *Feat 8*](dream-magic-da.md) -- [Dream May, *Feat 1*](dream-may-apg.md) -- [Drenching Mist, *Feat 6*](drenching-mist-lotgb.md) -- [Drifter's Juke [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](drifters-juke-g-g.md) -- [Drive Back [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](drive-back-lokl.md) -- [Drive-by Attack [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 12*](drive-by-attack-g-g.md) -- [Drow Shootist Dedication, *Feat 2*](drow-shootist-dedication-av3.md) -- [Druid Dedication, *Feat 2*](druid-dedication.md) -- [Dual Energy Heart, *Feat 4*](dual-energy-heart-som.md) -- [Dual Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](dual-finisher-apg.md) -- [Dual-form Weapon, *Feat 4*](dual-form-weapon-g-g.md) -- [Dual-handed Assault [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dual-handed-assault.md) -- [Dual Onslaught, *Feat 14*](dual-onslaught-apg.md) -- [Dual Studies, *Feat 1*](dual-studies-som.md) -- [Dual Thrower, *Feat 4*](dual-thrower-apg.md) -- [Dual-Weapon Blitz [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](dual-weapon-blitz-apg.md) -- [Dual-Weapon Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dual-weapon-reload-apg.md) -- [Dual-weapon Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](dual-weapon-reload-g-g.md) -- [Dual-Weapon Warrior Dedication, *Feat 2*](dual-weapon-warrior-dedication-apg.md) -- [Dualborn, *Feat 1*](dualborn-loag.md) -- [Dualistic Synergy [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](dualistic-synergy-locg.md) -- [Dubious Knowledge, *Feat 1*](dubious-knowledge.md) -- [Duel Spell Advantage, *Feat 6*](duel-spell-advantage-da.md) -- [Dueling Dance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](dueling-dance-apg.md) -- [Dueling Dance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](dueling-dance.md) -- [Dueling Parry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](dueling-parry-apg.md) -- [Dueling Parry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](dueling-parry.md) -- [Dueling Riposte [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](dueling-riposte.md) -- [Duelist Dedication, *Feat 2*](duelist-dedication-apg.md) -- [Duelist's Challenge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](duelists-challenge-apg.md) -- [Duelist's Edge [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](duelists-edge-lowg.md) -- [Duo's Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](duos-aim-g-g.md) -- [Duskwalker Lore, *Feat 1*](duskwalker-lore-apg.md) -- [Duskwalker Magic, *Feat 9*](duskwalker-magic-apg.md) -- [Dustsoul, *Feat 1*](dustsoul-loag.md) -- [Dwarven Doughtiness, *Feat 1*](dwarven-doughtiness-apg.md) -- [Dwarven Lore, *Feat 1*](dwarven-lore.md) -- [Dwarven Reinforcement, *Feat 5*](dwarven-reinforcement-apg.md) -- [Dwarven Weapon Cunning, *Feat 5*](dwarven-weapon-cunning.md) -- [Dwarven Weapon Expertise, *Feat 13*](dwarven-weapon-expertise.md) -- [Dwarven Weapon Familiarity, *Feat 1*](dwarven-weapon-familiarity.md) -- [Eagle Eye, *Feat 12*](eagle-eye-g-g.md) -- [Eagle Eyes, *Feat 12*](eagle-eyes-g-g.md) -- [Earned Glory, *Feat 1*](earned-glory-apg.md) -- [Earthsense, *Feat 9*](earthsense-loag.md) -- [Earworm, *Feat 14*](earworm-apg.md) -- [Easily Dismissed, *Feat 5*](easily-dismissed-locg.md) -- [Eat Fortune [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](eat-fortune-apg.md) -- [Ebb And Flow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](ebb-and-flow-apg.md) -- [Echo of the Fallen, *Feat 4*](echo-of-the-fallen-da.md) -- [Echoes In Stone [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](echoes-in-stone-apg.md) -- [Echoing Channel [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](echoing-channel.md) -- [Echoing Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](echoing-spell-apg.md) -- [Eclectic Obsession, *Feat 5*](eclectic-obsession-locg.md) -- [Eclectic Polymath, *Feat 12*](eclectic-polymath.md) -- [Eclectic Skill, *Feat 8*](eclectic-skill.md) -- [Eclectic Sword Mastery [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](eclectic-sword-mastery-loag.md) -- [Eclectic Sword Training, *Feat 9*](eclectic-sword-training-apg.md) -- [Eclipsed Vitality, *Feat 4*](eclipsed-vitality-lokl.md) -- [Edgewatch Detective Dedication, *Feat 2*](edgewatch-detective-dedication-aoe1.md) -- [Educate Allies [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](educate-allies-apg.md) -- [Educated Assessment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](educated-assessment-locg.md) -- [Eerie Compression, *Feat 9*](eerie-compression-loag.md) -- [Eerie Environs, *Feat 8*](eerie-environs-da.md) -- [Eerie Flicker [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](eerie-flicker-da.md) -- [Eerie Proclamation [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](eerie-proclamation-da.md) -- [Eerie Traces, *Feat 8*](eerie-traces-da.md) -- [Efficient Alchemy, *Feat 20*](efficient-alchemy-aoa6.md) -- [Efficient Alchemy, *Feat 4*](efficient-alchemy.md) -- [Efficient Controls, *Feat 7*](efficient-controls-g-g.md) -- [Efficient Rituals, *Feat 8*](efficient-rituals-apg.md) -- [Effortless Captivation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](effortless-captivation-lotgb.md) -- [Effortless Concentration [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-apg.md) -- [Effortless Concentration (Bard) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-bard.md) -- [Effortless Concentration (Druid) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-druid.md) -- [Effortless Concentration [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-som.md) -- [Effortless Concentration (Sorcerer) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-sorcerer.md) -- [Effortless Concentration (Wizard) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-wizard.md) -- [Effortless Reach, *Feat 18*](effortless-reach-frp2.md) -- [Efreeti Magic, *Feat 9*](efreeti-magic-loag.md) -- [Eidetic Ear, *Feat 1*](eidetic-ear-lome.md) -- [Eidetic Memorization [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](eidetic-memorization-lopsg.md) -- [Eidolon's Opportunity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](eidolons-opportunity-som.md) -- [Eidolon's Wrath, *Feat 6*](eidolons-wrath-som.md) -- [Elaborate Flourish [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](elaborate-flourish-apg.md) -- [Elaborate Scroll Esoterica, *Feat 12*](elaborate-scroll-esoterica-da.md) -- [Elaborate Talisman Esoterica, *Feat 8*](elaborate-talisman-esoterica-da.md) -- [Elastic Mutagen, *Feat 10*](elastic-mutagen.md) -- [Elbow Breaker [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](elbow-breaker-lotgb.md) -- [Eldritch Archer Dedication, *Feat 6*](eldritch-archer-dedication-apg.md) -- [Eldritch Calm, *Feat 13*](eldritch-calm-loil.md) -- [Eldritch Debilitations, *Feat 10*](eldritch-debilitations-apg.md) -- [Eldritch Nails, *Feat 4*](eldritch-nails-apg.md) -- [Eldritch Researcher Dedication, *Feat 2*](eldritch-researcher-dedication-av2.md) -- [Electric Counter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](electric-counter-frp2.md) -- [Electrify Armor [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](electrify-armor-g-g.md) -- [Elemental Assault [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](elemental-assault-loag.md) -- [Elemental Bulwark [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](elemental-bulwark-loag.md) -- [Elemental Embellish, *Feat 1*](elemental-embellish-loag.md) -- [Elemental Eyes, *Feat 1*](elemental-eyes-loag.md) -- [Elemental Familiar, *Feat 4*](elemental-familiar-som.md) -- [Elemental Fist, *Feat 2*](elemental-fist.md) -- [Elemental Lore, *Feat 1*](elemental-lore-loag.md) -- [Elemental Shape, *Feat 10*](elemental-shape.md) -- [Elemental Summons, *Feat 4*](elemental-summons-apg.md) -- [Elemental Trade, *Feat 1*](elemental-trade-loag.md) -- [Elemental Wrath, *Feat 1*](elemental-wrath-locg.md) -- [Elementalist Dedication, *Feat 2*](elementalist-dedication-som.md) -- [Elf Atavism, *Feat 1*](elf-atavism.md) -- [Elf Step [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](elf-step.md) -- [Elite Dracomancer, *Feat 13*](elite-dracomancer-apg.md) -- [Elucidating Mercy, *Feat 10*](elucidating-mercy-apg.md) -- [Elude The Divine, *Feat 8*](elude-the-divine-lol.md) -- [Elude Trouble [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](elude-trouble-loag.md) -- [Elven Aloofness, *Feat 1*](elven-aloofness-apg.md) -- [Elven Instincts, *Feat 5*](elven-instincts-locg.md) -- [Elven Lore, *Feat 1*](elven-lore.md) -- [Elven Verve, *Feat 1*](elven-verve-locg.md) -- [Elven Weapon Elegance, *Feat 5*](elven-weapon-elegance.md) -- [Elven Weapon Expertise, *Feat 13*](elven-weapon-expertise.md) -- [Elven Weapon Familiarity, *Feat 1*](elven-weapon-familiarity.md) -- [Elysium's Cadence, *Feat 6*](elysiums-cadence-da.md) -- [Emancipator's Mask, *Feat 20*](emancipators-mask-sot6.md) -- [Embed Aeon Stone, *Feat 2*](embed-aeon-stone-som.md) -- [Emberkin, *Feat 1*](emberkin-loag.md) -- [Ember's Eyes, *Feat 1*](embers-eyes-loag.md) -- [Emblazon Antimagic, *Feat 12*](emblazon-antimagic.md) -- [Emblazon Armament, *Feat 2*](emblazon-armament.md) -- [Emblazon Divinity, *Feat 20*](emblazon-divinity-aoa6.md) -- [Emblazon Energy, *Feat 8*](emblazon-energy.md) -- [Embodied Dragoon Subjectivity, *Feat 9*](embodied-dragoon-subjectivity-loil.md) -- [Embodied Dreadnought Subjectivity, *Feat 5*](embodied-dreadnought-subjectivity-loil.md) -- [Embodied Legionary Subjectivity, *Feat 1*](embodied-legionary-subjectivity-loil.md) -- [Embrace The Pain [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](embrace-the-pain-apg.md) -- [Emerald Boughs Accustomation, *Feat 6*](emerald-boughs-accustomation-locg.md) -- [Emerald Boughs Hideaway, *Feat 10*](emerald-boughs-hideaway-locg.md) -- [Emergency Medical Assistance [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](emergency-medical-assistance-lopsg.md) -- [Emergency Targe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](emergency-targe-som.md) -- [Emissary of Peace [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](emissary-of-peace-lokl.md) -- [Emotional Partitions, *Feat 1*](emotional-partitions-loil.md) -- [Emotional Surge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](emotional-surge-da.md) -- [Emotionless, *Feat 1*](emotionless-loag.md) -- [Empathetic Plea [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](empathetic-plea-apg.md) -- [Empathic Calm, *Feat 5*](empathic-calm-loil.md) -- [Empty Body, *Feat 18*](empty-body.md) -- [Empyreal Aura, *Feat 20*](empyreal-aura-lokl.md) -- [Empyreal Blessing, *Feat 5*](empyreal-blessing-apg.md) -- [Enchanting Arrow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](enchanting-arrow-apg.md) -- [Encouraging Words [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](encouraging-words-gmg.md) -- [Endemic Herbs, *Feat 6*](endemic-herbs-apg.md) -- [Endless Memories, *Feat 9*](endless-memories-loil.md) -- [Endurance Of The Rooted Tree, *Feat 20*](endurance-of-the-rooted-tree-ec6.md) -- [Endure Death's Touch [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](endure-deaths-touch-locg.md) -- [Enduring Alchemy, *Feat 4*](enduring-alchemy.md) -- [Enduring Debilitation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](enduring-debilitation-aoa6.md) -- [Enduring Quickness, *Feat 20*](enduring-quickness.md) -- [Energetic Resonance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](energetic-resonance-apg.md) -- [Energize Wings [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](energize-wings-loag.md) -- [Energized Font [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](energized-font.md) -- [Energy Ablation [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](energy-ablation-apg.md) -- [Energy Beam, *Feat 1*](energy-beam-g-g.md) -- [Energy Blessed, *Feat 9*](energy-blessed-locg.md) -- [Energy Fusion [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](energy-fusion-apg.md) -- [Energy Heart, *Feat 1*](energy-heart-som.md) -- [Energy Resistance, *Feat 8*](energy-resistance-som.md) -- [Energy Ward [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](energy-ward-apg.md) -- [Enervating Wail [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](enervating-wail-da.md) -- [Enforce Oath [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](enforce-oath-apg.md) -- [Enforced Order, *Feat 13*](enforced-order-loag.md) -- [Engine Bay, *Feat 4*](engine-bay-g-g.md) -- [Engine Of Destruction [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](engine-of-destruction-g-g.md) -- [Enhanced Familiar (Druid), *Feat 2*](enhanced-familiar-druid.md) -- [Enhanced Familiar (Magus), *Feat 2*](enhanced-familiar-magus-som.md) -- [Enhanced Familiar (Sorcerer), *Feat 2*](enhanced-familiar-sorcerer.md) -- [Enhanced Familiar (Thaumaturge), *Feat 2*](enhanced-familiar-thaumaturge-da.md) -- [Enhanced Familiar (Witch), *Feat 2*](enhanced-familiar-witch-apg.md) -- [Enhanced Familiar (Wizard), *Feat 2*](enhanced-familiar-wizard.md) -- [Enhanced Psychopomp Familiar, *Feat 8*](enhanced-psychopomp-familiar-botd.md) -- [Enigma's Knowledge, *Feat 12*](enigmas-knowledge-apg.md) -- [Enlarge Companion, *Feat 8*](enlarge-companion-apg.md) -- [Enlarged Chassis, *Feat 13*](enlarged-chassis-g-g.md) -- [Enlightened Presence, *Feat 16*](enlightened-presence.md) -- [Enshroud Soul Cage, *Feat 14*](enshroud-soul-cage-botd.md) -- [Ensnaring Wrappings [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](ensnaring-wrappings-botd.md) -- [Enthralling Allure, *Feat 5*](enthralling-allure-apg.md) -- [Enticing Dwelling, *Feat 12*](enticing-dwelling-botd.md) -- [Entities From Afar, *Feat 14*](entities-from-afar-av2.md) -- [Entity's Strike, *Feat 4*](entitys-strike-da.md) -- [Entourage, *Feat 7*](entourage-locg.md) -- [Entreat With Forebears, *Feat 2*](entreat-with-forebears-apg.md) -- [Entwined Energy Ki, *Feat 10*](entwined-energy-ki-frp1.md) -- [Envenom Fangs [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](envenom-fangs-locg.md) -- [Envenom Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](envenom-strike-loil.md) -- [Envenomed Edge, *Feat 13*](envenomed-edge-lome.md) -- [Environmental Explorer, *Feat 4*](environmental-explorer-lopsg.md) -- [Environmental Grace, *Feat 7*](environmental-grace-logm.md) -- [Ephemeral Tracking, *Feat 6*](ephemeral-tracking-apg.md) -- [Equitable Defense [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](equitable-defense-loil.md) -- [Escape Timeline [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](escape-timeline-da.md) -- [Eschew Materials, *Feat 1*](eschew-materials.md) -- [Esoteric Oath, *Feat 2*](esoteric-oath-apg.md) -- [Esoteric Polymath, *Feat 2*](esoteric-polymath.md) -- [Esoteric Reflexes, *Feat 14*](esoteric-reflexes-da.md) -- [Esoteric Warden, *Feat 2*](esoteric-warden-da.md) -- [Esteemed Visitor, *Feat 1*](esteemed-visitor-ec3.md) -- [Eternal Bane, *Feat 16*](eternal-bane.md) -- [Eternal Blessing, *Feat 16*](eternal-blessing.md) -- [Eternal Boost, *Feat 20*](eternal-boost-som.md) -- [Eternal Composition, *Feat 18*](eternal-composition.md) -- [Eternal Elixir, *Feat 16*](eternal-elixir.md) -- [Eternal Memories [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](eternal-memories-loil.md) -- [Eternal Wings, *Feat 17*](eternal-wings-apg.md) -- [Eternal Wings, *Feat 17*](eternal-wings-loag.md) -- [Evade Doom, *Feat 9*](evade-doom-loag.md) -- [Evanescent Wings, *Feat 1*](evanescent-wings-loag.md) -- [Evangelize [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](evangelize-logm.md) -- [Evasiveness, *Feat 12*](evasiveness-apg.md) -- [Evasiveness, *Feat 12*](evasiveness.md) -- [Ever Dreaming, *Feat 18*](ever-dreaming-da.md) -- [Ever-vigilant Senses, *Feat 16*](ever-vigilant-senses-som.md) -- [Everdistant Defense [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](everdistant-defense-frp3.md) -- [Everstand Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](everstand-stance-locg.md) -- [Everstand Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](everstand-strike-locg.md) -- [Everyone Duck! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](everyone-duck-locg.md) -- [Everyone's A Suspect, *Feat 20*](everyones-a-suspect-apg.md) -- [Exacting Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](exacting-strike.md) -- [Execution [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](execution-ngd.md) -- [Executioner Weapon Training, *Feat 4*](executioner-weapon-training-ngd.md) -- [Exhort The Faithful, *Feat 2*](exhort-the-faithful-apg.md) -- [Exorcist Dedication, *Feat 4*](exorcist-dedication-botd.md) -- [Expand Aura [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](expand-aura-apg.md) -- [Expand Spiral, *Feat 10*](expand-spiral-botd.md) -- [Expanded Domain Initiate, *Feat 4*](expanded-domain-initiate-logm.md) -- [Expanded Luck, *Feat 5*](expanded-luck-apg.md) -- [Expanded Senses, *Feat 1*](expanded-senses-som.md) -- [Expanded Splash, *Feat 10*](expanded-splash.md) -- [Expansive Spellstrike, *Feat 2*](expansive-spellstrike-som.md) -- [Expeditious Advance, *Feat 6*](expeditious-advance-lowg.md) -- [Expeditious Search, *Feat 7*](expeditious-search.md) -- [Experienced Professional, *Feat 1*](experienced-professional.md) -- [Experienced Smuggler, *Feat 1*](experienced-smuggler.md) -- [Experienced Tracker, *Feat 1*](experienced-tracker.md) -- [Expert Alchemy, *Feat 6*](expert-alchemy.md) -- [Expert Backstabber, *Feat 4*](expert-backstabber-apg.md) -- [Expert Bard Spellcasting, *Feat 12*](expert-bard-spellcasting.md) -- [Expert Beast Gunner Spellcasting, *Feat 12*](expert-beast-gunner-spellcasting-g-g.md) -- [Expert Captivator Spellcasting, *Feat 10*](expert-captivator-spellcasting-lotgb.md) -- [Expert Cathartic Spellcasting, *Feat 12*](expert-cathartic-spellcasting-som.md) -- [Expert Cleric Spellcasting, *Feat 12*](expert-cleric-spellcasting.md) -- [Expert Combat Eidolon, *Feat 12*](expert-combat-eidolon-som.md) -- [Expert Disassembly, *Feat 7*](expert-disassembly-apg.md) -- [Expert Drill Sergeant, *Feat 5*](expert-drill-sergeant-locg.md) -- [Expert Druid Spellcasting, *Feat 12*](expert-druid-spellcasting.md) -- [Expert Eldritch Archer Spellcasting, *Feat 12*](expert-eldritch-archer-spellcasting-apg.md) -- [Expert Fireworks Crafter, *Feat 6*](expert-fireworks-crafter-g-g.md) -- [Expert Herbalism, *Feat 6*](expert-herbalism-apg.md) -- [Expert Longevity, *Feat 9*](expert-longevity.md) -- [Expert Magus Spellcasting, *Feat 12*](expert-magus-spellcasting-som.md) -- [Expert Oracle Spellcasting, *Feat 12*](expert-oracle-spellcasting-apg.md) -- [Expert Poisoner, *Feat 6*](expert-poisoner-apg.md) -- [Expert Psychic Spellcasting, *Feat 12*](expert-psychic-spellcasting-da.md) -- [Expert Scroll Cache, *Feat 12*](expert-scroll-cache-apg.md) -- [Expert Sorcerer Spellcasting, *Feat 12*](expert-sorcerer-spellcasting.md) -- [Expert Spellcasting, *Feat 12*](expert-spellcasting-som.md) -- [Expert Summoner Spellcasting, *Feat 12*](expert-summoner-spellcasting-som.md) -- [Expert Witch Spellcasting, *Feat 12*](expert-witch-spellcasting-apg.md) -- [Expert Wizard Spellcasting, *Feat 12*](expert-wizard-spellcasting.md) -- [Exploit Opening [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](exploit-opening-g-g.md) -- [Exploitive Bomb [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](exploitive-bomb.md) -- [Explosion, *Feat 6*](explosion-g-g.md) -- [Explosive Death Drop [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](explosive-death-drop-lopsg.md) -- [Explosive Entry [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 7*](explosive-entry-g-g.md) -- [Explosive Expert, *Feat 13*](explosive-expert-g-g.md) -- [Explosive Leap [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](explosive-leap-g-g.md) -- [Explosive Maneuver [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](explosive-maneuver-g-g.md) -- [Explosive Savant, *Feat 1*](explosive-savant-g-g.md) -- [Express Driver, *Feat 2*](express-driver-g-g.md) -- [Express Rider, *Feat 1*](express-rider-apg.md) -- [Extend Armament Alignment, *Feat 14*](extend-armament-alignment.md) -- [Extend Boost, *Feat 1*](extend-boost-som.md) -- [Extend Elixir, *Feat 12*](extend-elixir.md) -- [Extinguish Light [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](extinguish-light-loag.md) -- [Extra Squishy, *Feat 1*](extra-squishy-apg.md) -- [Extradimensional Stash, *Feat 20*](extradimensional-stash-frp3.md) -- [Exude Abyssal Corruption [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](exude-abyssal-corruption-da.md) -- [Eye For Numbers [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](eye-for-numbers-apg.md) -- [Eye For Treasure, *Feat 1*](eye-for-treasure-apg.md) -- [Eye Of Ozem, *Feat 4*](eye-of-ozem-lowg.md) -- [Eye Of The Arclords [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](eye-of-the-arclords-lowg.md) -- [Eyes Of Night, *Feat 1*](eyes-of-night-apg.md) -- [Fabricated Connections, *Feat 7*](fabricated-connections-apg.md) -- [Fade Away, *Feat 9*](fade-away-locg.md) -- [Fading [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](fading-lol.md) -- [Fake It Till You Make It, *Feat 4*](fake-it-till-you-make-it-da.md) -- [Fake Out [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](fake-out-g-g.md) -- [False Faith, *Feat 1*](false-faith-aoa4.md) -- [Familiar Conduit [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](familiar-conduit-apg.md) -- [Familiar Foe, *Feat 4*](familiar-foe-lokl.md) -- [Familiar Form, *Feat 8*](familiar-form-lopsg.md) -- [Familiar (Magus), *Feat 1*](familiar-magus-som.md) -- [Familiar Mascot, *Feat 4*](familiar-mascot-apg.md) -- [Familiar Master Dedication, *Feat 2*](familiar-master-dedication-apg.md) -- [Familiar Oddities, *Feat 2*](familiar-oddities-da.md) -- [Familiar (Sorcerer), *Feat 1*](familiar-sorcerer.md) -- [Familiar (Thaumaturge), *Feat 1*](familiar-thaumaturge-da.md) -- [Familiar (Wizard), *Feat 1*](familiar-wizard.md) -- [Familiar's Eyes [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](familiars-eyes-apg.md) -- [Familiar's Language, *Feat 2*](familiars-language-apg.md) -- [Fancy Moves, *Feat 4*](fancy-moves-apg.md) -- [Fane's Escape [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](fanes-escape-lopsg.md) -- [Fane's Fourberie [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](fanes-fourberie-lopsg.md) -- [Fang Sharpener, *Feat 1*](fang-sharpener-locg.md) -- [Fangs, *Feat 1*](fangs-apg.md) -- [Fantastic Leap [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](fantastic-leap.md) -- [Far Lobber, *Feat 1*](far-lobber.md) -- [Far Shot, *Feat 4*](far-shot.md) -- [Far Throw, *Feat 6*](far-throw-apg.md) -- [Farabellus Flip [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](farabellus-flip-lopsg.md) -- [Fascinating Performance, *Feat 1*](fascinating-performance.md) -- [Fast Channel, *Feat 14*](fast-channel.md) -- [Fast Movement, *Feat 4*](fast-movement.md) -- [Fast Recovery, *Feat 1*](fast-recovery.md) -- [Fatal Aria, *Feat 20*](fatal-aria.md) -- [Fatal Bullet, *Feat 16*](fatal-bullet-g-g.md) -- [Faultspawn, *Feat 1*](faultspawn-loil.md) -- [Favor Of Heaven, *Feat 17*](favor-of-heaven-loag.md) -- [Favorable Winds [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](favorable-winds-loag.md) -- [Favored Enemy, *Feat 4*](favored-enemy.md) -- [Favored Terrain, *Feat 2*](favored-terrain.md) -- [Fearsome Brute, *Feat 10*](fearsome-brute.md) -- [Feast [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](feast-botd.md) -- [Feather Step, *Feat 1*](feather-step.md) -- [Feathered Cloak, *Feat 5*](feathered-cloak-loag.md) -- [Feed On Pain [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](feed-on-pain-loag.md) -- [Felicitous Riposte, *Feat 16*](felicitous-riposte-apg.md) -- [Fell Rider, *Feat 9*](fell-rider-loag.md) -- [Felling Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](felling-shot.md) -- [Felling Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](felling-strike.md) -- [Feral Mutagen, *Feat 8*](feral-mutagen.md) -- [Ferocious Beasts, *Feat 13*](ferocious-beasts-apg.md) -- [Ferocious Gust [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](ferocious-gust-loag.md) -- [Ferocious Shape, *Feat 8*](ferocious-shape.md) -- [Festering Wounds, *Feat 12*](festering-wounds-botd.md) -- [Fetchling Lore, *Feat 1*](fetchling-lore-loag.md) -- [Feverish Enzymes [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](feverish-enzymes-botd.md) -- [Fey Ascension, *Feat 9*](fey-ascension-loil.md) -- [Fey Caller, *Feat 8*](fey-caller.md) -- [Fey Cantrips, *Feat 1*](fey-cantrips-loag.md) -- [Fey Disguise, *Feat 5*](fey-disguise-loag.md) -- [Fey Fellowship, *Feat 1*](fey-fellowship.md) -- [Fey Influence, *Feat 5*](fey-influence-loil.md) -- [Fey Life, *Feat 16*](fey-life-da.md) -- [Fey Magic, *Feat 9*](fey-magic-loag.md) -- [Fey Skin, *Feat 13*](fey-skin-loag.md) -- [Fey Tracker, *Feat 6*](fey-tracker-loil.md) -- [Fey Transcendence, *Feat 17*](fey-transcendence-loil.md) -- [Fey's Trickery [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](feys-trickery-da.md) -- [Field Artillery [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](field-artillery-g-g.md) -- [Fiendish Eyes, *Feat 1*](fiendish-eyes-apg.md) -- [Fiendish Form, *Feat 18*](fiendish-form-apg.md) -- [Fiendish Lore, *Feat 1*](fiendish-lore-apg.md) -- [Fiendish Mount, *Feat 20*](fiendish-mount-apg.md) -- [Fiendish Resistance, *Feat 5*](fiendish-resistance-apg.md) -- [Fiendish Strikes, *Feat 13*](fiendish-strikes-apg.md) -- [Fiendish Wings [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](fiendish-wings-apg.md) -- [Fiendish Word, *Feat 17*](fiendish-word-apg.md) -- [Fiend's Door, *Feat 13*](fiends-door-apg.md) -- [Fiendsbane Oath, *Feat 2*](fiendsbane-oath.md) -- [Fiery Retort [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](fiery-retort-som.md) -- [Fighter Dedication, *Feat 2*](fighter-dedication.md) -- [Fighter Resiliency, *Feat 4*](fighter-resiliency.md) -- [Fighting Horn, *Feat 5*](fighting-horn-loil.md) -- [Final Form [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 17*](final-form-loag.md) -- [Final Rest, *Feat 4*](final-rest-lokl.md) -- [Final Shot [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](final-shot-g-g.md) -- [Finessed Features, *Feat 12*](finessed-features-g-g.md) -- [Finest Trick, *Feat 13*](finest-trick-loag.md) -- [Finishing Follow-through, *Feat 2*](finishing-follow-through-apg.md) -- [Finishing Precision, *Feat 4*](finishing-precision-apg.md) -- [Finned Ridges, *Feat 5*](finned-ridges-loag.md) -- [Fire Lung, *Feat 1*](fire-lung-som.md) -- [Fire Resistance, *Feat 4*](fire-resistance-som.md) -- [Fire Savvy, *Feat 1*](fire-savvy-g-g.md) -- [Firearm Expert, *Feat 12*](firearm-expert-g-g.md) -- [Firebrand Braggart Dedication [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](firebrand-braggart-dedication-locg.md) -- [Firesight, *Feat 5*](firesight-loag.md) -- [Firework Technician Dedication, *Feat 2*](firework-technician-dedication-g-g.md) -- [First Revelation, *Feat 4*](first-revelation-apg.md) -- [First World Adept, *Feat 9*](first-world-adept.md) -- [First World Magic, *Feat 1*](first-world-magic.md) -- [Flamboyant Athlete, *Feat 4*](flamboyant-athlete-apg.md) -- [Flamboyant Cruelty, *Feat 8*](flamboyant-cruelty-lol.md) -- [Flamboyant Leap [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](flamboyant-leap-apg.md) -- [Flame Jump, *Feat 13*](flame-jump-loag.md) -- [Flash Your Badge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](flash-your-badge-ooa1.md) -- [Flashing Shield [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](flashing-shield-lokl.md) -- [Fledgling Flight [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](fledgling-flight-loag.md) -- [Fleet Tempo [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](fleet-tempo-sot2.md) -- [Fleet, *Feat 1*](fleet.md) -- [Fleeting Shadow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](fleeting-shadow-apg.md) -- [Flensing Slice [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](flensing-slice-apg.md) -- [Flesh Wound [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](flesh-wound-g-g.md) -- [Flexible Form, *Feat 1*](flexible-form-loil.md) -- [Flexible Halcyon Spellcasting, *Feat 12*](flexible-halcyon-spellcasting-locg.md) -- [Flexible Ritualist, *Feat 6*](flexible-ritualist-apg.md) -- [Flexible Spellcaster Dedication, *Feat 2*](flexible-spellcaster-dedication-som.md) -- [Flexible Studies, *Feat 1*](flexible-studies-apg.md) -- [Flexible Tail, *Feat 5*](flexible-tail-loag.md) -- [Flexible Transmogrification, *Feat 12*](flexible-transmogrification-som.md) -- [Flicker [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](flicker-lowg.md) -- [Flinging Blow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](flinging-blow-apg.md) -- [Flinging Shove, *Feat 12*](flinging-shove.md) -- [Flourish And Ruin, *Feat 17*](flourish-and-ruin-loag.md) -- [Flourishing Finish [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](flourishing-finish-aoe3.md) -- [Flower Magic, *Feat 9*](flower-magic-loil.md) -- [Fluid Contortionist, *Feat 5*](fluid-contortionist-loag.md) -- [Flurry Of Maneuvers, *Feat 4*](flurry-of-maneuvers.md) -- [Flying Blade, *Feat 1*](flying-blade-apg.md) -- [Flying Kick [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](flying-kick.md) -- [Focus Ally [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](focus-ally-lopsg.md) -- [Focused Cat Nap, *Feat 5*](focused-cat-nap-loag.md) -- [Focused Fascination, *Feat 1*](focused-fascination-apg.md) -- [Focused Juggler [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](focused-juggler-ec1.md) -- [Focused Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](focused-shot-apg.md) -- [Foil Senses, *Feat 7*](foil-senses.md) -- [Folk Dowsing, *Feat 3*](folk-dowsing-da.md) -- [Folklorist Dedication, *Feat 2*](folklorist-dedication-sot2.md) -- [Folksy Patter, *Feat 1*](folksy-patter-apg.md) -- [Folktales Lore, *Feat 4*](folktales-lore-sot2.md) -- [Follow-up Assault [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](follow-up-assault-apg.md) -- [Follow-up Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](follow-up-strike-apg.md) -- [Font Of Knowledge, *Feat 10*](font-of-knowledge-locg.md) -- [Foolproof Instructions, *Feat 8*](foolproof-instructions-lopsg.md) -- [For Love, for Lightning, *Feat 12*](for-love-for-lightning-lokl.md) -- [Forager, *Feat 1*](forager.md) -- [Force Fang, *Feat 2*](force-fang-som.md) -- [Forced Entry, *Feat 6*](forced-entry-locg.md) -- [Forceful Push, *Feat 4*](forceful-push-lotgb.md) -- [Forceful Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](forceful-shot-lopsg.md) -- [Forcible Energy [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](forcible-energy-apg.md) -- [Forensic Acumen, *Feat 1*](forensic-acumen-apg.md) -- [Foresee Danger [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](foresee-danger-apg.md) -- [Foreseen Failure [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](foreseen-failure-da.md) -- [Forest Stealth [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](forest-stealth-locg.md) -- [Forestall Curse [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](forestall-curse-apg.md) -- [Forewarn [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](forewarn-g-g.md) -- [Forge-blessed Shot [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](forge-blessed-shot-g-g.md) -- [Forge-day's Rest, *Feat 1*](forge-days-rest-locg.md) -- [Forgotten Presence, *Feat 8*](forgotten-presence-da.md) -- [Forlorn, *Feat 1*](forlorn.md) -- [Form Control [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](form-control.md) -- [Form Lock [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](form-lock-apg.md) -- [Form Lock [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](form-lock-lotgb.md) -- [Form Of The Bat [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](form-of-the-bat-apg.md) -- [Form Of The Fiend, *Feat 1*](form-of-the-fiend-apg.md) -- [Form Retention, *Feat 8*](form-retention-apg.md) -- [Formation Master, *Feat 13*](formation-master-locg.md) -- [Formation Training, *Feat 5*](formation-training-locg.md) -- [Fortified Flesh, *Feat 8*](fortified-flesh-lowg.md) -- [Fortified Mind, *Feat 9*](fortified-mind-loil.md) -- [Fortify Shield [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](fortify-shield-loag.md) -- [Fortuitous Shift, *Feat 9*](fortuitous-shift-locg.md) -- [Fountain Of Secrets [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](fountain-of-secrets-lome.md) -- [Fox Trick [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](fox-trick-loag.md) -- [Foxfire, *Feat 1*](foxfire-loag.md) -- [Freeze It! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](freeze-it-locg.md) -- [Fresh Ingredients, *Feat 2*](fresh-ingredients-apg.md) -- [Friendform, *Feat 5*](friendform-lome.md) -- [Friendly Toss [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](friendly-toss-apg.md) -- [Frighten Undead [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](frighten-undead-botd.md) -- [Frightening Appearance, *Feat 12*](frightening-appearance-apg.md) -- [Frightful Aura, *Feat 18*](frightful-aura-botd.md) -- [Frightful Condemnation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](frightful-condemnation-ngd.md) -- [Frightful Moan [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](frightful-moan-botd.md) -- [Frostbite Runes, *Feat 12*](frostbite-runes-lomm.md) -- [Full Automation, *Feat 20*](full-automation-g-g.md) -- [Fully Flighted, *Feat 13*](fully-flighted-loag.md) -- [Fulminating Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](fulminating-shot-g-g.md) -- [Fulminating Synergy, *Feat 16*](fulminating-synergy-locg.md) -- [Fumesoul, *Feat 1*](fumesoul-loag.md) -- [Furious Bully, *Feat 8*](furious-bully.md) -- [Furious Finish [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](furious-finish.md) -- [Furious Focus, *Feat 6*](furious-focus.md) -- [Furious Grab [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](furious-grab.md) -- [Furious Sprint [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](furious-sprint.md) -- [Furious Vengeance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](furious-vengeance-apg.md) -- [Fuse Stance, *Feat 20*](fuse-stance.md) -- [Fused Polearm, *Feat 10*](fused-polearm-som.md) -- [Fused Staff, *Feat 8*](fused-staff-som.md) -- [Future Spell Learning, *Feat 8*](future-spell-learning-da.md) -- [Gadget Specialist, *Feat 4*](gadget-specialist-g-g.md) -- [Gang Up, *Feat 6*](gang-up.md) -- [Ganzi Gaze, *Feat 1*](ganzi-gaze-loag.md) -- [Gaping Flesh [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](gaping-flesh-loag.md) -- [Garden Path, *Feat 8*](garden-path-aoa3.md) -- [Gardener's Resolve [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](gardeners-resolve-ngd.md) -- [Garuda Magic, *Feat 9*](garuda-magic-loag.md) -- [Garuda's Squall, *Feat 5*](garudas-squall-loag.md) -- [Gaze Of Veracity, *Feat 10*](gaze-of-veracity-locg.md) -- [Gear Gnash, *Feat 4*](gear-gnash-g-g.md) -- [Gear Up, *Feat 6*](gear-up-botd.md) -- [Gecko's Grip, *Feat 5*](geckos-grip-locg.md) -- [Gemsoul, *Feat 1*](gemsoul-loag.md) -- [General Training, *Feat 1*](general-training.md) -- [Genie Weapon Expertise, *Feat 13*](genie-weapon-expertise-loag.md) -- [Genie Weapon Familiarity, *Feat 1*](genie-weapon-familiarity-loag.md) -- [Genie Weapon Flourish, *Feat 5*](genie-weapon-flourish-loag.md) -- [Genius Mutagen, *Feat 16*](genius-mutagen.md) -- [Geomancer Dedication, *Feat 2*](geomancer-dedication-som.md) -- [Ghoran Lore, *Feat 1*](ghoran-lore-loil.md) -- [Ghoran Weapon Expertise, *Feat 13*](ghoran-weapon-expertise-loil.md) -- [Ghoran Weapon Familiarity, *Feat 1*](ghoran-weapon-familiarity-loil.md) -- [Ghoran Weapon Practice, *Feat 5*](ghoran-weapon-practice-loil.md) -- [Ghoran's Wrath, *Feat 17*](ghorans-wrath-loil.md) -- [Ghost Blade [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](ghost-blade-da.md) -- [Ghost Dedication, *Feat 2*](ghost-dedication-botd.md) -- [Ghost Eater Dedication, *Feat 2*](ghost-eater-dedication-frp1.md) -- [Ghost Flight [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](ghost-flight-botd.md) -- [Ghost Hunter, *Feat 1*](ghost-hunter-apg.md) -- [Ghost Hunter Dedication, *Feat 2*](ghost-hunter-dedication-av1.md) -- [Ghost Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](ghost-strike-av1.md) -- [Ghost Wrangler [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](ghost-wrangler-lokl.md) -- [Ghostly Grasp, *Feat 6*](ghostly-grasp-botd.md) -- [Ghostly Grasp [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](ghostly-grasp-da.md) -- [Ghostly Resistance, *Feat 4*](ghostly-resistance-botd.md) -- [Ghoul Dedication, *Feat 2*](ghoul-dedication-botd.md) -- [Giant Snare, *Feat 10*](giant-snare-apg.md) -- [Giant's Lunge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](giants-lunge.md) -- [Giant's Stature [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](giants-stature.md) -- [Gift of the Hoard, *Feat 10*](gift-of-the-hoard-da.md) -- [Gift Of The Moon, *Feat 13*](gift-of-the-moon-loag.md) -- [Gigaton Strike, *Feat 8*](gigaton-strike-g-g.md) -- [Gigavolt, *Feat 12*](gigavolt-g-g.md) -- [Glad-hand, *Feat 2*](glad-hand.md) -- [Gladiator Dedication, *Feat 2*](gladiator-dedication-apg.md) -- [Glamour, *Feat 13*](glamour-loil.md) -- [Glass Skin, *Feat 10*](glass-skin-ooa3.md) -- [Glean Contents, *Feat 1*](glean-contents-apg.md) -- [Glean Lore [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](glean-lore-apg.md) -- [Glib Mutagen, *Feat 14*](glib-mutagen.md) -- [Glider Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](glider-form-som.md) -- [Gloomseer, *Feat 1*](gloomseer-locg.md) -- [Glory And Valor! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](glory-and-valor-loag.md) -- [Glutton for Flesh, *Feat 10*](glutton-for-flesh-botd.md) -- [Glyph Expert, *Feat 8*](glyph-expert-lopsg.md) -- [Gnaw [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 5*](gnaw-loag.md) -- [Gnoll Lore, *Feat 1*](gnoll-lore-lome.md) -- [Gnoll Weapon Expertise, *Feat 13*](gnoll-weapon-expertise-lome.md) -- [Gnoll Weapon Familiarity, *Feat 1*](gnoll-weapon-familiarity-lome.md) -- [Gnoll Weapon Practicality, *Feat 5*](gnoll-weapon-practicality-lome.md) -- [Gnome Obsession, *Feat 1*](gnome-obsession.md) -- [Gnome Polyglot, *Feat 1*](gnome-polyglot-locg.md) -- [Gnome Weapon Expertise, *Feat 13*](gnome-weapon-expertise.md) -- [Gnome Weapon Familiarity, *Feat 1*](gnome-weapon-familiarity.md) -- [Gnome Weapon Innovator, *Feat 5*](gnome-weapon-innovator.md) -- [Goading Feint, *Feat 1*](goading-feint-apg.md) -- [Goblin Jubilee Display, *Feat 10*](goblin-jubilee-display-g-g.md) -- [Goblin Lore, *Feat 1*](goblin-lore.md) -- [Goblin Scuttle [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](goblin-scuttle.md) -- [Goblin Song [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](goblin-song.md) -- [Goblin Weapon Expertise, *Feat 13*](goblin-weapon-expertise.md) -- [Goblin Weapon Familiarity, *Feat 1*](goblin-weapon-familiarity.md) -- [Goblin Weapon Frenzy, *Feat 5*](goblin-weapon-frenzy.md) -- [Godless Healing, *Feat 2*](godless-healing-lowg.md) -- [Golden Body, *Feat 20*](golden-body-aoa6.md) -- [Golden League Xun Dedication, *Feat 8*](golden-league-xun-dedication-frp2.md) -- [Golem Dynamo, *Feat 12*](golem-dynamo-g-g.md) -- [Golem Grafter Dedication, *Feat 8*](golem-grafter-dedication-ec3.md) -- [Goloma Courage, *Feat 1*](goloma-courage-lome.md) -- [Goloma Lore, *Feat 1*](goloma-lore-lome.md) -- [Gorilla Pound [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](gorilla-pound-apg.md) -- [Gorilla Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](gorilla-stance-apg.md) -- [Gossip Lore, *Feat 4*](gossip-lore-apg.md) -- [Graceful Guidance, *Feat 5*](graceful-guidance-loag.md) -- [Graceful Leaper, *Feat 7*](graceful-leaper-apg.md) -- [Graceful Poise [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](graceful-poise.md) -- [Grand Dance [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](grand-dance-loil.md) -- [Grand Medic's Mask, *Feat 20*](grand-medics-mask-sot6.md) -- [Grand Scroll Esoterica, *Feat 18*](grand-scroll-esoterica-da.md) -- [Grand Talisman Esoterica, *Feat 14*](grand-talisman-esoterica-da.md) -- [Grandmother's Wisdom, *Feat 9*](grandmothers-wisdom-lome.md) -- [Grasping Limbs, *Feat 12*](grasping-limbs-som.md) -- [Grasping Reach, *Feat 1*](grasping-reach-locg.md) -- [Grave Mummification, *Feat 6*](grave-mummification-botd.md) -- [Grave Sense, *Feat 6*](grave-sense-lowg.md) -- [Grave Sight, *Feat 10*](grave-sight-lokl.md) -- [Grave Strength, *Feat 6*](grave-strength-botd.md) -- [Gravelands Herbalist, *Feat 4*](gravelands-herbalist-lokl.md) -- [Grave's Voice, *Feat 4*](graves-voice-av1.md) -- [Gravesight, *Feat 1*](gravesight-apg.md) -- [Gravity Weapon, *Feat 1*](gravity-weapon-apg.md) -- [Great Boaster, *Feat 8*](great-boaster-locg.md) -- [Great Cleave, *Feat 10*](great-cleave.md) -- [Great Tengu Form, *Feat 17*](great-tengu-form-apg.md) -- [Greater Animal Senses, *Feat 5*](greater-animal-senses-loag.md) -- [Greater Augmentation, *Feat 17*](greater-augmentation-g-g.md) -- [Greater Awakened Power, *Feat 10*](greater-awakened-power-da.md) -- [Greater Bloodline, *Feat 10*](greater-bloodline.md) -- [Greater Crossblooded Evolution, *Feat 18*](greater-crossblooded-evolution.md) -- [Greater Cruelty, *Feat 8*](greater-cruelty-apg.md) -- [Greater Deathly Secrets, *Feat 10*](greater-deathly-secrets-botd.md) -- [Greater Debilitating Bomb, *Feat 10*](greater-debilitating-bomb.md) -- [Greater Despair, *Feat 12*](greater-despair-botd.md) -- [Greater Distracting Shot, *Feat 16*](greater-distracting-shot.md) -- [Greater Enhance Venom, *Feat 17*](greater-enhance-venom-loil.md) -- [Greater Interpose, *Feat 14*](greater-interpose-apg.md) -- [Greater Lesson, *Feat 6*](greater-lesson-apg.md) -- [Greater Magical Edification, *Feat 10*](greater-magical-edification-apg.md) -- [Greater Magical Scholastics, *Feat 10*](greater-magical-scholastics-apg.md) -- [Greater Mental Evolution, *Feat 16*](greater-mental-evolution.md) -- [Greater Merciful Elixir, *Feat 14*](greater-merciful-elixir.md) -- [Greater Mercy, *Feat 8*](greater-mercy.md) -- [Greater Physical Evolution, *Feat 12*](greater-physical-evolution-apg.md) -- [Greater Revelation, *Feat 12*](greater-revelation-apg.md) -- [Greater Spell Runes, *Feat 10*](greater-spell-runes-lowg.md) -- [Greater Spiritual Evolution, *Feat 12*](greater-spiritual-evolution-apg.md) -- [Greater Sun Blessing, *Feat 12*](greater-sun-blessing-sot4.md) -- [Greater Vital Evolution, *Feat 16*](greater-vital-evolution.md) -- [Green Empathy, *Feat 6*](green-empathy.md) -- [Green Tongue, *Feat 12*](green-tongue.md) -- [Greenwatch Initiate, *Feat 4*](greenwatch-initiate-loil.md) -- [Greenwatch Veteran [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](greenwatch-veteran-loil.md) -- [Greenwatcher, *Feat 10*](greenwatcher-loil.md) -- [Grievous Blow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](grievous-blow-apg.md) -- [Grim Insight, *Feat 1*](grim-insight-locg.md) -- [Grimspawn, *Feat 1*](grimspawn-apg.md) -- [Gripping Limbs, *Feat 9*](gripping-limbs-loag.md) -- [Grippli Glide [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](grippli-glide-lome.md) -- [Grippli Lore, *Feat 1*](grippli-lore-lome.md) -- [Grippli Weapon Expertise, *Feat 13*](grippli-weapon-expertise-lome.md) -- [Grippli Weapon Familiarity, *Feat 1*](grippli-weapon-familiarity-lome.md) -- [Grippli Weapon Innovator, *Feat 5*](grippli-weapon-innovator-lome.md) -- [Grit And Tenacity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](grit-and-tenacity-g-g.md) -- [Group Aid, *Feat 9*](group-aid-apg.md) -- [Group Coercion, *Feat 1*](group-coercion.md) -- [Group Impression, *Feat 1*](group-impression.md) -- [Grovel [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](grovel-apg.md) -- [Gruesome Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](gruesome-strike-apg.md) -- [Guarded Advance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](guarded-advance-lokl.md) -- [Guarded Movement, *Feat 4*](guarded-movement.md) -- [Guarded Thoughts, *Feat 9*](guarded-thoughts-loil.md) -- [Guardian Ghosts [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](guardian-ghosts-botd.md) -- [Guardian's Deflection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](guardians-deflection-apg.md) -- [Guardian's Deflection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](guardians-deflection.md) -- [Guide the Timeline [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](guide-the-timeline-da.md) -- [Guided By The Stars [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](guided-by-the-stars-loag.md) -- [Guiding Finish [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](guiding-finish.md) -- [Guiding Luck, *Feat 9*](guiding-luck.md) -- [Guiding Riposte, *Feat 14*](guiding-riposte.md) -- [Gunpowder Gauntlet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](gunpowder-gauntlet-g-g.md) -- [Gunslinger Dedication, *Feat 2*](gunslinger-dedication-g-g.md) -- [Hag Claws, *Feat 1*](hag-claws-apg.md) -- [Hag Magic, *Feat 13*](hag-magic-apg.md) -- [Hag's Sight, *Feat 1*](hags-sight-apg.md) -- [Hair Trigger, *Feat 16*](hair-trigger-g-g.md) -- [Halcyon Speaker Dedication, *Feat 6*](halcyon-speaker-dedication-locg.md) -- [Halcyon Spellcasting Adept, *Feat 14*](halcyon-spellcasting-adept-locg.md) -- [Halcyon Spellcasting Initiate, *Feat 10*](halcyon-spellcasting-initiate-locg.md) -- [Halcyon Spellcasting Sage, *Feat 18*](halcyon-spellcasting-sage-locg.md) -- [Halfling Ingenuity, *Feat 5*](halfling-ingenuity-locg.md) -- [Halfling Lore, *Feat 1*](halfling-lore.md) -- [Halfling Luck [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](halfling-luck.md) -- [Halfling Weapon Expertise, *Feat 13*](halfling-weapon-expertise.md) -- [Halfling Weapon Familiarity, *Feat 1*](halfling-weapon-familiarity.md) -- [Halfling Weapon Trickster, *Feat 5*](halfling-weapon-trickster.md) -- [Hallowed Initiate, *Feat 4*](hallowed-initiate-botd.md) -- [Hallowed Necromancer Dedication, *Feat 2*](hallowed-necromancer-dedication-botd.md) -- [Halo, *Feat 1*](halo-apg.md) -- [Hammer Quake [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](hammer-quake-apg.md) -- [Hand Of The Apprentice, *Feat 1*](hand-of-the-apprentice.md) -- [Hand of the Lich, *Feat 14*](hand-of-the-lich-botd.md) -- [Handy With Your Paws, *Feat 1*](handy-with-your-paws-ec3.md) -- [Haphazard Repair [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](haphazard-repair-g-g.md) -- [Harbinger's Caw [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](harbingers-caw-loag.md) -- [Hard Tail, *Feat 1*](hard-tail-locg.md) -- [Hard To Fool, *Feat 1*](hard-to-fool-loag.md) -- [Harden Flesh [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](harden-flesh-som.md) -- [Hardy Traveler, *Feat 9*](hardy-traveler-apg.md) -- [Harming Hands, *Feat 1*](harming-hands.md) -- [Harmless Doll, *Feat 1*](harmless-doll-lotgb.md) -- [Harmlessly Cute, *Feat 1*](harmlessly-cute-locg.md) -- [Harmonize [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](harmonize.md) -- [Harrying Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](harrying-strike-locg.md) -- [Harsh Judgment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](harsh-judgment-ngd.md) -- [Hasted Assault, *Feat 14*](hasted-assault-som.md) -- [Hatchling Flight [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](hatchling-flight-loag.md) -- [Haughty Obstinacy, *Feat 1*](haughty-obstinacy.md) -- [Haunt Ingenuity, *Feat 1*](haunt-ingenuity-da.md) -- [Hazard Finder, *Feat 8*](hazard-finder.md) -- [Head Of The Night Parade [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](head-of-the-night-parade-frp3.md) -- [Head Stomp [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](head-stomp-apg.md) -- [Headshot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](headshot-g-g.md) -- [Heal Animal, *Feat 4*](heal-animal-apg.md) -- [Heal Companion, *Feat 1*](heal-companion-apg.md) -- [Heal Mount, *Feat 8*](heal-mount.md) -- [Healer's Halo [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](healers-halo-loag.md) -- [Healing Bomb [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](healing-bomb-apg.md) -- [Healing Hands, *Feat 1*](healing-hands.md) -- [Healing Touch, *Feat 4*](healing-touch.md) -- [Healing Transformation [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](healing-transformation.md) -- [Heart Of The Kaiju, *Feat 20*](heart-of-the-kaiju-frp3.md) -- [Heat Wave [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](heat-wave-loag.md) -- [Heaven's Thunder [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](heavens-thunder-aoe2.md) -- [Heaven's Thunder [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](heavens-thunder-loil.md) -- [Hefting Shadow, *Feat 9*](hefting-shadow-loag.md) -- [Hefty Hauler, *Feat 1*](hefty-hauler.md) -- [Heightened Captivation, *Feat 8*](heightened-captivation-lotgb.md) -- [Heir Of The Saoc, *Feat 9*](heir-of-the-saoc-locg.md) -- [Hellknight Armiger Dedication, *Feat 2*](hellknight-armiger-dedication-lowg.md) -- [Hellknight Dedication, *Feat 6*](hellknight-dedication-locg.md) -- [Hellknight Order Cross-training, *Feat 12*](hellknight-order-cross-training-locg.md) -- [Hellknight Signifer Dedication, *Feat 6*](hellknight-signifer-dedication-locg.md) -- [Hell's Armaments, *Feat 12*](hells-armaments-locg.md) -- [Hellspawn, *Feat 1*](hellspawn-apg.md) -- [Helpful Halfling, *Feat 9*](helpful-halfling-locg.md) -- [Helpful Poppet, *Feat 1*](helpful-poppet-lotgb.md) -- [Helpful Tinkering [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](helpful-tinkering-g-g.md) -- [Herbalist Dedication, *Feat 2*](herbalist-dedication-apg.md) -- [Heroes' Call, *Feat 9*](heroes-call-locg.md) -- [Heroic Presence [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](heroic-presence-apg.md) -- [Heroic Recovery [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](heroic-recovery.md) -- [Hero's Wings, *Feat 17*](heros-wings-loag.md) -- [Hex Focus, *Feat 12*](hex-focus-apg.md) -- [Hex Master, *Feat 20*](hex-master-apg.md) -- [Hex Wellspring, *Feat 18*](hex-wellspring-apg.md) -- [Hidden Magic, *Feat 4*](hidden-magic-apg.md) -- [Hidden Paragon [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](hidden-paragon.md) -- [Hidden Thorn, *Feat 1*](hidden-thorn-loil.md) -- [Hideous Ululation, *Feat 4*](hideous-ululation-sli.md) -- [Hierophant's Power, *Feat 20*](hierophants-power.md) -- [High-quality Scrounger, *Feat 6*](high-quality-scrounger-apg.md) -- [High-Speed Regeneration [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](high-speed-regeneration-da.md) -- [Hijack Undead [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 4*](hijack-undead-ooa3.md) -- [Hilt Hammer, *Feat 10*](hilt-hammer-lokl.md) -- [Hireling Manager, *Feat 3*](hireling-manager-apg.md) -- [Histrionic Injury [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](histrionic-injury-lotgb.md) -- [Hit The Dirt! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](hit-the-dirt-g-g.md) -- [Hobgoblin Lore, *Feat 1*](hobgoblin-lore-locg.md) -- [Hobgoblin Weapon Discipline, *Feat 5*](hobgoblin-weapon-discipline-locg.md) -- [Hobgoblin Weapon Expertise, *Feat 13*](hobgoblin-weapon-expertise-locg.md) -- [Hobgoblin Weapon Familiarity, *Feat 1*](hobgoblin-weapon-familiarity-locg.md) -- [Hobnobber, *Feat 1*](hobnobber.md) -- [Hold Mark, *Feat 5*](hold-mark-apg.md) -- [Holistic Care, *Feat 6*](holistic-care-apg.md) -- [Holy Castigation, *Feat 1*](holy-castigation.md) -- [Holy Light [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](holy-light-lokl.md) -- [Homeward Bound, *Feat 17*](homeward-bound-apg.md) -- [Homing Beacon, *Feat 4*](homing-beacon-da.md) -- [Hopping Stride [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](hopping-stride-loag.md) -- [Horizon Walker Dedication, *Feat 2*](horizon-walker-dedication-apg.md) -- [Hot Foot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](hot-foot-g-g.md) -- [House Of Imaginary Walls, *Feat 10*](house-of-imaginary-walls.md) -- [Hulking Size, *Feat 8*](hulking-size-som.md) -- [Hungry Goblin, *Feat 9*](hungry-goblin-locg.md) -- [Hunted Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](hunted-shot.md) -- [Hunter's Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](hunters-aim.md) -- [Hunter's Defense [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](hunters-defense-lome.md) -- [Hunter's Fangs, *Feat 5*](hunters-fangs-lome.md) -- [Hunter's Luck, *Feat 4*](hunters-luck-apg.md) -- [Hunter's Sanctum, *Feat 4*](hunters-sanctum-botd.md) -- [Hunter's Vision, *Feat 10*](hunters-vision-apg.md) -- [Hurling Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](hurling-charge-apg.md) -- [Hurricane Swing [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 17*](hurricane-swing-loag.md) -- [Hybrid Form, *Feat 5*](hybrid-form-loag.md) -- [Hybrid Shape, *Feat 5*](hybrid-shape-lome.md) -- [Hybrid Study Spell, *Feat 4*](hybrid-study-spell-som.md) -- [Hydraulic Deflection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](hydraulic-deflection-loag.md) -- [Hydraulic Maneuvers [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](hydraulic-maneuvers-loag.md) -- [Hyena Familiar, *Feat 1*](hyena-familiar-lome.md) -- [Hymn Of Healing, *Feat 1*](hymn-of-healing-apg.md) -- [Hypnotic Lure [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](hypnotic-lure-loil.md) -- [I Meant To Do That [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](i-meant-to-do-that-g-g.md) -- [Ice Crafter, *Feat 4*](ice-crafter-lomm.md) -- [Idol Threat [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](idol-threat-loil.md) -- [Idyllkin, *Feat 1*](idyllkin-loag.md) -- [Illusion Sense, *Feat 1*](illusion-sense.md) -- [Impaling Briars, *Feat 16*](impaling-briars.md) -- [Impaling Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](impaling-finisher-apg.md) -- [Impaling Thrust [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](impaling-thrust-apg.md) -- [Impassable Wall Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](impassable-wall-stance-locg.md) -- [Impeccable Crafting, *Feat 7*](impeccable-crafting.md) -- [Impervious Vehicle, *Feat 8*](impervious-vehicle-g-g.md) -- [Implausible Infiltration [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](implausible-infiltration.md) -- [Implausible Purchase (Investigator), *Feat 16*](implausible-purchase-investigator-apg.md) -- [Implausible Purchase (Rogue), *Feat 18*](implausible-purchase-rogue-apg.md) -- [Implement Initiate, *Feat 6*](implement-initiate-da.md) -- [Implement's Assault [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](implements-assault-da.md) -- [Implement's Flight, *Feat 16*](implements-flight-da.md) -- [Impose Order [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](impose-order-da.md) -- [Impose Order [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](impose-order-loag.md) -- [Imposing Destrier, *Feat 10*](imposing-destrier.md) -- [Impossible Flurry [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-flurry.md) -- [Impossible Gossip, *Feat 13*](impossible-gossip-lotgb.md) -- [Impossible Polymath, *Feat 18*](impossible-polymath.md) -- [Impossible Riposte, *Feat 14*](impossible-riposte-apg.md) -- [Impossible Snares, *Feat 20*](impossible-snares-apg.md) -- [Impossible Striker, *Feat 20*](impossible-striker.md) -- [Impossible Technique [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](impossible-technique.md) -- [Impossible Volley (Fighter) [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-volley-fighter.md) -- [Impossible Volley (Ranger) [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-volley-ranger.md) -- [Impressive Landing [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](impressive-landing-apg.md) -- [Impressive Mount, *Feat 4*](impressive-mount-apg.md) -- [Impressive Performance, *Feat 1*](impressive-performance.md) -- [Improbable Elixirs, *Feat 18*](improbable-elixirs.md) -- [Improved Command Undead, *Feat 10*](improved-command-undead.md) -- [Improved Communal Healing, *Feat 4*](improved-communal-healing.md) -- [Improved Dueling Riposte, *Feat 12*](improved-dueling-riposte.md) -- [Improved Elemental Bulwark, *Feat 13*](improved-elemental-bulwark-loag.md) -- [Improved Familiar (Familiar Master), *Feat 6*](improved-familiar-familiar-master-apg.md) -- [Improved Familiar (Witch), *Feat 4*](improved-familiar-witch-apg.md) -- [Improved Hijack Undead, *Feat 14*](improved-hijack-undead-ooa3.md) -- [Improved Knockback, *Feat 12*](improved-knockback.md) -- [Improved Knockdown, *Feat 10*](improved-knockdown.md) -- [Improved Poison Weapon, *Feat 8*](improved-poison-weapon.md) -- [Improved Reflexive Shield, *Feat 16*](improved-reflexive-shield.md) -- [Improved Swift Banishment, *Feat 18*](improved-swift-banishment.md) -- [Improved Twin Riposte (Fighter), *Feat 14*](improved-twin-riposte-fighter.md) -- [Improved Twin Riposte (Ranger), *Feat 16*](improved-twin-riposte-ranger.md) -- [Improvisational Defender, *Feat 1*](improvisational-defender-ec3.md) -- [Improvisational Warrior, *Feat 9*](improvisational-warrior-ec3.md) -- [Improvise Tool, *Feat 1*](improvise-tool-apg.md) -- [Improvised Crafting, *Feat 8*](improvised-crafting-lopsg.md) -- [Improvised Critical, *Feat 8*](improvised-critical-apg.md) -- [Improvised Pummel [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](improvised-pummel-apg.md) -- [Improvised Repair [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 3*](improvised-repair-apg.md) -- [In Plain Sight, *Feat 4*](in-plain-sight-da.md) -- [Incredible Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](incredible-aim.md) -- [Incredible Beastmaster Companion, *Feat 8*](incredible-beastmaster-companion-apg.md) -- [Incredible Companion (Druid), *Feat 8*](incredible-companion-druid.md) -- [Incredible Companion (Ranger), *Feat 10*](incredible-companion-ranger.md) -- [Incredible Construct Companion, *Feat 8*](incredible-construct-companion-g-g.md) -- [Incredible Familiar (Familiar Master), *Feat 10*](incredible-familiar-familiar-master-apg.md) -- [Incredible Familiar (Thaumaturge), *Feat 8*](incredible-familiar-thaumaturge-da.md) -- [Incredible Familiar (Witch), *Feat 8*](incredible-familiar-witch-apg.md) -- [Incredible Ferocity, *Feat 13*](incredible-ferocity.md) -- [Incredible Improvisation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](incredible-improvisation.md) -- [Incredible Initiative, *Feat 1*](incredible-initiative.md) -- [Incredible Investiture, *Feat 11*](incredible-investiture.md) -- [Incredible Luck, *Feat 18*](incredible-luck-apg.md) -- [Incredible Luck, *Feat 13*](incredible-luck-locg.md) -- [Incredible Mount, *Feat 8*](incredible-mount-apg.md) -- [Incredible Reanimated Companion, *Feat 8*](incredible-reanimated-companion-ooa3.md) -- [Incredible Recollection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](incredible-recollection-av2.md) -- [Incredible Ricochet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](incredible-ricochet.md) -- [Incredible Scout, *Feat 11*](incredible-scout-apg.md) -- [Inertial Barrier, *Feat 6*](inertial-barrier-da.md) -- [Inescapable Grasp, *Feat 12*](inescapable-grasp-lotgb.md) -- [Inexhaustible Countermoves, *Feat 20*](inexhaustible-countermoves-apg.md) -- [Infectious Emotions, *Feat 12*](infectious-emotions-som.md) -- [Infiltrate Dream, *Feat 6*](infiltrate-dream-da.md) -- [Infinite Possibilities, *Feat 18*](infinite-possibilities.md) -- [Influence Nature, *Feat 7*](influence-nature-apg.md) -- [Initial Eidolon Ability, *Feat 4*](initial-eidolon-ability-som.md) -- [Innate Magic Intuition, *Feat 8*](innate-magic-intuition-lopsg.md) -- [Inner Breath, *Feat 9*](inner-breath-loag.md) -- [Inner Fire, *Feat 1*](inner-fire-loag.md) -- [Inner Fire, *Feat 6*](inner-fire-som.md) -- [Inner Strength [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](inner-strength-apg.md) -- [Innocent Butterfly, *Feat 14*](innocent-butterfly-frp1.md) -- [Innocuous, *Feat 1*](innocuous-locg.md) -- [Inoculation, *Feat 1*](inoculation-apg.md) -- [Inoculation Subroutine, *Feat 5*](inoculation-subroutine-loag.md) -- [Insect Shape, *Feat 6*](insect-shape.md) -- [Insistent Command, *Feat 8*](insistent-command-ec2.md) -- [Inspirational Focus, *Feat 12*](inspirational-focus.md) -- [Inspirational Performance, *Feat 8*](inspirational-performance.md) -- [Inspire Competence, *Feat 2*](inspire-competence.md) -- [Inspire Defense, *Feat 4*](inspire-defense.md) -- [Inspire Heroics, *Feat 8*](inspire-heroics.md) -- [Inspire Imitation, *Feat 5*](inspire-imitation.md) -- [Inspired Stratagem [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](inspired-stratagem-apg.md) -- [Inspiring Marshal Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](inspiring-marshal-stance-apg.md) -- [Inspiring Resilience [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](inspiring-resilience-lokl.md) -- [Inspirit Hazard [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](inspirit-hazard-loag.md) -- [Instant Armor, *Feat 10*](instant-armor-lokl.md) -- [Instant Backup [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](instant-backup-g-g.md) -- [Instant Opening [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](instant-opening.md) -- [Instant Return [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](instant-return-g-g.md) -- [Instigate Psychic Duel [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](instigate-psychic-duel-da.md) -- [Instinct Ability, *Feat 6*](instinct-ability.md) -- [Instinctive Obfuscation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](instinctive-obfuscation-apg.md) -- [Instinctive Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](instinctive-strike-apg.md) -- [Instinctual Interception, *Feat 14*](instinctual-interception-lokl.md) -- [Instructive Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](instructive-strike-da.md) -- [Instrument Of Slaughter, *Feat 16*](instrument-of-slaughter-apg.md) -- [Instrument Of Zeal, *Feat 16*](instrument-of-zeal.md) -- [Integrated Armament, *Feat 5*](integrated-armament-g-g.md) -- [Intense Implement, *Feat 18*](intense-implement-da.md) -- [Intensify Investiture [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](intensify-investiture-da.md) -- [Intercorporate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](intercorporate-loag.md) -- [Interfering Surge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](interfering-surge-som.md) -- [Internal Cohesion, *Feat 1*](internal-cohesion-loag.md) -- [Internal Compartment, *Feat 1*](internal-compartment-loag.md) -- [Internal Respirator, *Feat 9*](internal-respirator-loag.md) -- [Interrupt Charge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](interrupt-charge-lokl.md) -- [Interweave Dispel [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](interweave-dispel.md) -- [Intimidating Glare, *Feat 1*](intimidating-glare.md) -- [Intimidating Prowess, *Feat 2*](intimidating-prowess.md) -- [Intimidating Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](intimidating-strike.md) -- [Into the Future [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](into-the-future-da.md) -- [Intuitive Cooperation, *Feat 1*](intuitive-cooperation-locg.md) -- [Intuitive Crafting, *Feat 1*](intuitive-crafting-loag.md) -- [Intuitive Illusions [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](intuitive-illusions-locg.md) -- [Inured to Alchemy, *Feat 4*](inured-to-alchemy-ooa1.md) -- [Inured To The Heat, *Feat 5*](inured-to-the-heat-lome.md) -- [Inventive Offensive [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](inventive-offensive-locg.md) -- [Inventor Dedication, *Feat 2*](inventor-dedication-g-g.md) -- [Inventor, *Feat 7*](inventor.md) -- [Investigate Haunting, *Feat 4*](investigate-haunting-av1.md) -- [Investigator Dedication, *Feat 2*](investigator-dedication-apg.md) -- [Investigator's Stratagem, *Feat 4*](investigators-stratagem-apg.md) -- [Invigorating Mercy, *Feat 6*](invigorating-mercy-apg.md) -- [Invincible Mutagen, *Feat 12*](invincible-mutagen.md) -- [Invisible Trickster, *Feat 13*](invisible-trickster-loag.md) -- [Invoke Disaster, *Feat 18*](invoke-disaster.md) -- [Invoke The Crimson Oath, *Feat 8*](invoke-the-crimson-oath-locg.md) -- [Invoke The Elements [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](invoke-the-elements-loag.md) -- [Invulnerable Juggernaut, *Feat 20*](invulnerable-juggernaut-aoa6.md) -- [Iron Fists, *Feat 1*](iron-fists-apg.md) -- [Iron Lung, *Feat 14*](iron-lung-ec3.md) -- [Iron Repercussions, *Feat 1*](iron-repercussions-apg.md) -- [Ironblood Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](ironblood-stance.md) -- [Ironblood Surge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](ironblood-surge.md) -- [Irrepressible, *Feat 1*](irrepressible-loag.md) -- [Irrepressible, *Feat 9*](irrepressible.md) -- [Irriseni Ice-witch, *Feat 13*](irriseni-ice-witch-locg.md) -- [Iruxi Glide [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](iruxi-glide-loag.md) -- [Iruxi Spirit Strike, *Feat 13*](iruxi-spirit-strike-loag.md) -- [Iruxi Unarmed Cunning, *Feat 5*](iruxi-unarmed-cunning-locg.md) -- [It's Alive!, *Feat 6*](its-alive-ooa3.md) -- [Jalmeri Heavenseeker Dedication, *Feat 4*](jalmeri-heavenseeker-dedication-aoe2.md) -- [Jalmeri Heavenseeker Dedication, *Feat 4*](jalmeri-heavenseeker-dedication-loil.md) -- [Jalmeri Rakshasa Magic, *Feat 9*](jalmeri-rakshasa-magic-loil.md) -- [Janatimo's Lessons, *Feat 12*](janatimos-lessons-lol.md) -- [Janni Hospitality, *Feat 9*](janni-hospitality-loag.md) -- [Janni Magic, *Feat 9*](janni-magic-loag.md) -- [Jelly Body, *Feat 6*](jelly-body-da.md) -- [Jellyfish Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](jellyfish-stance-frp2.md) -- [Jinx Glutton, *Feat 13*](jinx-glutton-loag.md) -- [Judgment Of The Monolith, *Feat 12*](judgment-of-the-monolith-lowg.md) -- [Juggernaut's Fortitude, *Feat 12*](juggernauts-fortitude.md) -- [Juggle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](juggle-ec1.md) -- [Juggler Dedication, *Feat 2*](juggler-dedication-ec1.md) -- [Jumping Jenny Display, *Feat 8*](jumping-jenny-display-g-g.md) -- [Jungle Runner, *Feat 5*](jungle-runner-loil.md) -- [Jungle Strider, *Feat 1*](jungle-strider-lome.md) -- [Junk Tinker, *Feat 1*](junk-tinker.md) -- [Just One More Thing [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](just-one-more-thing-apg.md) -- [Just The Facts, *Feat 20*](just-the-facts-apg.md) -- [Just The Thing!, *Feat 16*](just-the-thing-g-g.md) -- [Just the Tool [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](just-the-tool-da.md) -- [Juvenile Flight [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](juvenile-flight-loag.md) -- [Ka Stone Ritual, *Feat 4*](ka-stone-ritual-lowg.md) -- [Kashrishi Revivification [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](kashrishi-revivification-loil.md) -- [Keen Follower, *Feat 3*](keen-follower-apg.md) -- [Keen Recollection, *Feat 6*](keen-recollection-apg.md) -- [Keep Pace [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](keep-pace-apg.md) -- [Keep Up Appearances [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](keep-up-appearances-locg.md) -- [Keep Up the Good Fight [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](keep-up-the-good-fight-lokl.md) -- [Ki Blast, *Feat 6*](ki-blast.md) -- [Ki Center [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](ki-center-apg.md) -- [Ki Form, *Feat 18*](ki-form-apg.md) -- [Ki Rush, *Feat 1*](ki-rush.md) -- [Ki Strike, *Feat 1*](ki-strike.md) -- [Killing Stone, *Feat 13*](killing-stone-loag.md) -- [Kip Up [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 7*](kip-up.md) -- [Kitsune Lore, *Feat 1*](kitsune-lore-loag.md) -- [Kitsune Spell Expertise, *Feat 13*](kitsune-spell-expertise-loag.md) -- [Kitsune Spell Familiarity, *Feat 1*](kitsune-spell-familiarity-loag.md) -- [Kitsune Spell Mysteries, *Feat 5*](kitsune-spell-mysteries-loag.md) -- [Kneecap [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](kneecap-apg.md) -- [Kneel For No God, *Feat 9*](kneel-for-no-god-locg.md) -- [Knight In Shining Armor, *Feat 12*](knight-in-shining-armor-locg.md) -- [Knight Reclaimant Dedication, *Feat 6*](knight-reclaimant-dedication-locg.md) -- [Knight Vigilant Dedication, *Feat 6*](knight-vigilant-dedication-locg.md) -- [Knight's Retaliation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](knights-retaliation-lokl.md) -- [Knock Sense [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](knock-sense-lokl.md) -- [Knockback Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](knockback-strike.md) -- [Knockback [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](knockback.md) -- [Knockdown [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](knockdown.md) -- [Know It All, *Feat 10*](know-it-all-av2.md) -- [Know-It-All, *Feat 8*](know-it-all-da.md) -- [Know-it-all, *Feat 8*](know-it-all.md) -- [Know Oneself [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](know-oneself-locg.md) -- [Know The Beat, *Feat 3*](know-the-beat-aoa5.md) -- [Know Your Own, *Feat 1*](know-your-own-apg.md) -- [Knowledge Is Power, *Feat 6*](knowledge-is-power-som.md) -- [Known Weaknesses, *Feat 1*](known-weaknesses-apg.md) -- [Kobold Breath [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](kobold-breath-apg.md) -- [Kobold Lore, *Feat 1*](kobold-lore-apg.md) -- [Kobold Lore, *Feat 1*](kobold-lore-ltiba.md) -- [Kobold Weapon Expertise, *Feat 13*](kobold-weapon-expertise-loag.md) -- [Kobold Weapon Familiarity, *Feat 1*](kobold-weapon-familiarity-loag.md) -- [Kobold Weapon Innovator, *Feat 5*](kobold-weapon-innovator-loag.md) -- [Kreighton's Cognitive Crossover [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](kreightons-cognitive-crossover-lopsg.md) -- [Lab Rat, *Feat 5*](lab-rat-apg.md) -- [Larcenous Hand, *Feat 8*](larcenous-hand-lotgb.md) -- [Larcenous Tail, *Feat 9*](larcenous-tail-loag.md) -- [Lasting Coercion, *Feat 2*](lasting-coercion.md) -- [Lasting Doubt, *Feat 12*](lasting-doubt.md) -- [Lastwall Sentry Dedication, *Feat 2*](lastwall-sentry-dedication-lowg.md) -- [Lastwall Warden, *Feat 10*](lastwall-warden-lowg.md) -- [Laughing Gnoll, *Feat 9*](laughing-gnoll-lome.md) -- [Lavasoul, *Feat 1*](lavasoul-loag.md) -- [Lawbringer, *Feat 1*](lawbringer-apg.md) -- [Lead Climber, *Feat 2*](lead-climber-apg.md) -- [Lead Investigator, *Feat 18*](lead-investigator-apg.md) -- [Lead The Pack, *Feat 16*](lead-the-pack-apg.md) -- [Lead the Way [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](lead-the-way-lokl.md) -- [Leading Dance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](leading-dance-apg.md) -- [Leap And Fire, *Feat 8*](leap-and-fire-g-g.md) -- [Leave An Opening, *Feat 14*](leave-an-opening.md) -- [Leech-clipper, *Feat 1*](leech-clipper-locg.md) -- [Legendary Codebreaker, *Feat 15*](legendary-codebreaker.md) -- [Legendary Guide, *Feat 15*](legendary-guide-apg.md) -- [Legendary Linguist, *Feat 15*](legendary-linguist.md) -- [Legendary Medic, *Feat 15*](legendary-medic.md) -- [Legendary Monster Hunter, *Feat 16*](legendary-monster-hunter.md) -- [Legendary Negotiation [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 15*](legendary-negotiation.md) -- [Legendary Performer, *Feat 15*](legendary-performer.md) -- [Legendary Professional, *Feat 15*](legendary-professional.md) -- [Legendary Rider, *Feat 20*](legendary-rider-apg.md) -- [Legendary Shot, *Feat 20*](legendary-shot.md) -- [Legendary Size, *Feat 9*](legendary-size-loil.md) -- [Legendary Sneak, *Feat 15*](legendary-sneak.md) -- [Legendary Summoner, *Feat 20*](legendary-summoner-som.md) -- [Legendary Survivalist, *Feat 15*](legendary-survivalist.md) -- [Legendary Thief, *Feat 15*](legendary-thief.md) -- [Legs Of Stone, *Feat 12*](legs-of-stone-ec3.md) -- [Lemma Of Vision, *Feat 1*](lemma-of-vision-loag.md) -- [Lengthy Diversion, *Feat 1*](lengthy-diversion.md) -- [Leshy Familiar Secrets, *Feat 4*](leshy-familiar-secrets-apg.md) -- [Leshy Familiar, *Feat 1*](leshy-familiar.md) -- [Leshy Glide [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](leshy-glide-locg.md) -- [Leshy Lore, *Feat 1*](leshy-lore-locg.md) -- [Leshy Superstition [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](leshy-superstition-locg.md) -- [Lesser Augmentation, *Feat 9*](lesser-augmentation-g-g.md) -- [Lesser Enhance Venom, *Feat 1*](lesser-enhance-venom-loil.md) -- [Lethal Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](lethal-finisher-apg.md) -- [Lethargy Poisoner, *Feat 8*](lethargy-poisoner-av3.md) -- [Levering Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](levering-strike-ec1.md) -- [Leyline Conduit [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](leyline-conduit.md) -- [Liberate Soul [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](liberate-soul-botd.md) -- [Liberating Stride, *Feat 12*](liberating-stride.md) -- [Lich Dedication, *Feat 12*](lich-dedication-botd.md) -- [Lie Detector, *Feat 4*](lie-detector-apg.md) -- [Lie To Me, *Feat 1*](lie-to-me.md) -- [Life-giving Magic [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](life-giving-magic-locg.md) -- [Life Leap [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](life-leap-apg.md) -- [Lifeblood's Call, *Feat 13*](lifebloods-call-loag.md) -- [Lifelink Surge, *Feat 4*](lifelink-surge-som.md) -- [Lifesense, *Feat 5*](lifesense-apg.md) -- [Light From Darkness, *Feat 9*](light-from-darkness-apg.md) -- [Light Of Revelation, *Feat 4*](light-of-revelation-locg.md) -- [Light Paws [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](light-paws-apg.md) -- [Light Step, *Feat 6*](light-step.md) -- [Lightless Litheness, *Feat 5*](lightless-litheness-loag.md) -- [Lightning Snares, *Feat 12*](lightning-snares.md) -- [Lightning Tongue [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](lightning-tongue-loag.md) -- [Lightslayer Oath, *Feat 2*](lightslayer-oath-apg.md) -- [Lingering Chill, *Feat 4*](lingering-chill-da.md) -- [Lingering Composition, *Feat 1*](lingering-composition.md) -- [Lingering Flames, *Feat 8*](lingering-flames-lotgb.md) -- [Linguist Dedication, *Feat 2*](linguist-dedication-apg.md) -- [Link Focus, *Feat 12*](link-focus-som.md) -- [Link Wellspring, *Feat 18*](link-wellspring-som.md) -- [Linked Focus, *Feat 4*](linked-focus.md) -- [Lion Blade Dedication, *Feat 2*](lion-blade-dedication-lowg.md) -- [Lion's Fury, *Feat 8*](lions-fury-sot4.md) -- [Lion's Might, *Feat 4*](lions-might-sot4.md) -- [Litany Against Sloth, *Feat 10*](litany-against-sloth.md) -- [Litany Against Wrath, *Feat 6*](litany-against-wrath.md) -- [Litany Of Depravity, *Feat 14*](litany-of-depravity-apg.md) -- [Litany Of Righteousness, *Feat 14*](litany-of-righteousness.md) -- [Litany Of Self-interest, *Feat 10*](litany-of-self-interest-apg.md) -- [Live Ammunition, *Feat 8*](live-ammunition-g-g.md) -- [Living Hair, *Feat 2*](living-hair-apg.md) -- [Living Monolith Dedication, *Feat 2*](living-monolith-dedication-lowg.md) -- [Living Rune, *Feat 6*](living-rune-lowg.md) -- [Living Vessel Dedication, *Feat 2*](living-vessel-dedication-da.md) -- [Living Weapon, *Feat 1*](living-weapon-loag.md) -- [Lizardfolk Lore, *Feat 1*](lizardfolk-lore-locg.md) -- [Loaner Spell, *Feat 8*](loaner-spell-apg.md) -- [Lobbed Attack [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](lobbed-attack-ec1.md) -- [Lock On [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](lock-on-g-g.md) -- [Log Roll [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](log-roll-ec3.md) -- [Long-nosed Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](long-nosed-form-apg.md) -- [Long Tongue, *Feat 5*](long-tongue-lome.md) -- [Look Again [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](look-again-lotgb.md) -- [Look but Don't Touch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](look-but-dont-touch-loil.md) -- [Loose Cannon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](loose-cannon-ooa1.md) -- [Lore Seeker, *Feat 8*](lore-seeker-locg.md) -- [Lorefinder, *Feat 8*](lorefinder-av2.md) -- [Loremaster Dedication, *Feat 2*](loremaster-dedication-apg.md) -- [Loremaster's Etude, *Feat 2*](loremasters-etude.md) -- [Lost In The Crowd, *Feat 4*](lost-in-the-crowd-lowg.md) -- [Loud Singer, *Feat 5*](loud-singer-apg.md) -- [Loyal Empath, *Feat 5*](loyal-empath-ec3.md) -- [Loyal Warhorse, *Feat 6*](loyal-warhorse.md) -- [Lucky Break, *Feat 5*](lucky-break-loag.md) -- [Lucky Escape [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](lucky-escape-g-g.md) -- [Lucky Keepsake, *Feat 9*](lucky-keepsake-locg.md) -- [Lunge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](lunge.md) -- [Lunging Spellstrike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](lunging-spellstrike-som.md) -- [Lunging Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](lunging-stance.md) -- [Macabre Virtuoso, *Feat 6*](macabre-virtuoso-botd.md) -- [Magaambyan Attendant Dedication, *Feat 2*](magaambyan-attendant-dedication-locg.md) -- [Mage Hunter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](mage-hunter-apg.md) -- [Magic Arrow [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](magic-arrow-apg.md) -- [Magic Finder, *Feat 8*](magic-finder-lopsg.md) -- [Magic Hands, *Feat 6*](magic-hands-apg.md) -- [Magic Hide, *Feat 2*](magic-hide-apg.md) -- [Magic Rider, *Feat 17*](magic-rider-apg.md) -- [Magic Sense, *Feat 12*](magic-sense-apg.md) -- [Magic Sense, *Feat 12*](magic-sense-som.md) -- [Magic Sense (Sorcerer), *Feat 12*](magic-sense-sorcerer.md) -- [Magic Sense (Wizard), *Feat 12*](magic-sense-wizard.md) -- [Magic Warrior Aspect, *Feat 4*](magic-warrior-aspect-lowg.md) -- [Magic Warrior Dedication, *Feat 2*](magic-warrior-dedication-lowg.md) -- [Magic Warrior Transformation, *Feat 4*](magic-warrior-transformation-lowg.md) -- [Magical Adaptation, *Feat 10*](magical-adaptation-apg.md) -- [Magical Adept, *Feat 8*](magical-adept-som.md) -- [Magical Crafting, *Feat 2*](magical-crafting.md) -- [Magical Edification, *Feat 4*](magical-edification-apg.md) -- [Magical Knowledge, *Feat 8*](magical-knowledge-da.md) -- [Magical Master, *Feat 18*](magical-master-som.md) -- [Magical Resistance, *Feat 5*](magical-resistance-g-g.md) -- [Magical Scholastics, *Feat 4*](magical-scholastics-apg.md) -- [Magical Shorthand, *Feat 2*](magical-shorthand.md) -- [Magical Trickster, *Feat 4*](magical-trickster.md) -- [Magical Understudy, *Feat 2*](magical-understudy-som.md) -- [Magpie Snatch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](magpie-snatch-loag.md) -- [Magus Dedication, *Feat 2*](magus-dedication-som.md) -- [Magus's Analysis [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](maguss-analysis-som.md) -- [Maiden's Mending [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](maidens-mending-loag.md) -- [Major Lesson, *Feat 10*](major-lesson-apg.md) -- [Maker Of Miracles, *Feat 20*](maker-of-miracles.md) -- [Makeshift Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](makeshift-strike-apg.md) -- [Malicious Bane, *Feat 5*](malicious-bane-apg.md) -- [Malleable Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](malleable-form-da.md) -- [Malleable Mental Forge, *Feat 8*](malleable-mental-forge-da.md) -- [Malleable Movement [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](malleable-movement-da.md) -- [Maneuvering Spell [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](maneuvering-spell-frp2.md) -- [Manifold Edge, *Feat 18*](manifold-edge.md) -- [Manifold Modifications, *Feat 8*](manifold-modifications-g-g.md) -- [Manipulative Charm, *Feat 4*](manipulative-charm-botd.md) -- [Mantis Form, *Feat 8*](mantis-form-lowg.md) -- [Many Guises, *Feat 8*](many-guises-apg.md) -- [Marid Magic, *Feat 9*](marid-magic-loag.md) -- [Marine Ally, *Feat 5*](marine-ally-loag.md) -- [Mariner's Fire, *Feat 1*](mariners-fire-loag.md) -- [Marsh Runner, *Feat 1*](marsh-runner-locg.md) -- [Marshal Dedication, *Feat 2*](marshal-dedication-apg.md) -- [Martial Artist Dedication, *Feat 2*](martial-artist-dedication-apg.md) -- [Martial Exercise, *Feat 10*](martial-exercise-lopsg.md) -- [Martial Experience, *Feat 5*](martial-experience-apg.md) -- [Martial Performance, *Feat 1*](martial-performance-apg.md) -- [Martyr [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](martyr-apg.md) -- [Mask Familiar, *Feat 4*](mask-familiar-locg.md) -- [Mask Of Fear [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](mask-of-fear-loag.md) -- [Mask Of Pain [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](mask-of-pain-loag.md) -- [Mask Of Power, *Feat 5*](mask-of-power-loag.md) -- [Mask Of Rejection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](mask-of-rejection-loag.md) -- [Masked Casting [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](masked-casting-locg.md) -- [Masquerade of Seasons Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](masquerade-of-seasons-stance-loil.md) -- [Master Alchemy, *Feat 12*](master-alchemy.md) -- [Master Bard Spellcasting, *Feat 18*](master-bard-spellcasting.md) -- [Master Beast Gunner Spellcasting, *Feat 18*](master-beast-gunner-spellcasting-g-g.md) -- [Master Captivator Spellcasting, *Feat 16*](master-captivator-spellcasting-lotgb.md) -- [Master Cathartic Spellcasting, *Feat 18*](master-cathartic-spellcasting-som.md) -- [Master Cleric Spellcasting, *Feat 18*](master-cleric-spellcasting.md) -- [Master Druid Spellcasting, *Feat 18*](master-druid-spellcasting.md) -- [Master Eldritch Archer Spellcasting, *Feat 18*](master-eldritch-archer-spellcasting-apg.md) -- [Master Magus Spellcasting, *Feat 18*](master-magus-spellcasting-som.md) -- [Master Monster Hunter, *Feat 10*](master-monster-hunter.md) -- [Master Of Many Styles [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](master-of-many-styles.md) -- [Master of the Dead, *Feat 12*](master-of-the-dead-botd.md) -- [Master Oracle Spellcasting, *Feat 18*](master-oracle-spellcasting-apg.md) -- [Master Psychic Spellcasting, *Feat 18*](master-psychic-spellcasting-da.md) -- [Master Scroll Cache, *Feat 18*](master-scroll-cache-apg.md) -- [Master Siege Engineer, *Feat 16*](master-siege-engineer-g-g.md) -- [Master Sorcerer Spellcasting, *Feat 18*](master-sorcerer-spellcasting.md) -- [Master Spellcasting, *Feat 18*](master-spellcasting-som.md) -- [Master Spotter, *Feat 12*](master-spotter-apg.md) -- [Master Spotter, *Feat 12*](master-spotter-g-g.md) -- [Master Spotter, *Feat 12*](master-spotter.md) -- [Master Summoner, *Feat 6*](master-summoner-som.md) -- [Master Summoner Spellcasting, *Feat 18*](master-summoner-spellcasting-som.md) -- [Master Witch Spellcasting, *Feat 18*](master-witch-spellcasting-apg.md) -- [Master Wizard Spellcasting, *Feat 18*](master-wizard-spellcasting.md) -- [Masterful Companion, *Feat 18*](masterful-companion.md) -- [Masterful Obfuscation, *Feat 10*](masterful-obfuscation-lopsg.md) -- [Mastermind's Eye, *Feat 6*](masterminds-eye-frp1.md) -- [Master's Counterspell [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](masters-counterspell-lopsg.md) -- [Mature Animal Companion (Druid), *Feat 4*](mature-animal-companion-druid.md) -- [Mature Animal Companion (Ranger), *Feat 6*](mature-animal-companion-ranger.md) -- [Mature Beastmaster Companion, *Feat 4*](mature-beastmaster-companion-apg.md) -- [Mature Trained Companion, *Feat 6*](mature-trained-companion-ec2.md) -- [Mauler Dedication, *Feat 2*](mauler-dedication-apg.md) -- [Medic Dedication, *Feat 2*](medic-dedication-apg.md) -- [Medical Researcher, *Feat 1*](medical-researcher-lol.md) -- [Meditative Focus, *Feat 12*](meditative-focus.md) -- [Meditative Wellspring, *Feat 18*](meditative-wellspring.md) -- [Medusa's Wrath, *Feat 16*](medusas-wrath-apg.md) -- [Mega Bomb [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](mega-bomb.md) -- [Megaton Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](megaton-strike-g-g.md) -- [Megavolt [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](megavolt-g-g.md) -- [Meld Into Eidolon [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](meld-into-eidolon-som.md) -- [Melodious Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](melodious-spell.md) -- [Menacing Prowess, *Feat 10*](menacing-prowess-frp2.md) -- [Mental Balm, *Feat 2*](mental-balm-da.md) -- [Mental Buffer, *Feat 1*](mental-buffer-da.md) -- [Mental Forge, *Feat 4*](mental-forge-da.md) -- [Mental Static [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](mental-static-da.md) -- [Mental Sustenance, *Feat 1*](mental-sustenance-loil.md) -- [Merciful Elixir [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](merciful-elixir.md) -- [Merciless Rend [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](merciless-rend-som.md) -- [Mercy [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](mercy.md) -- [Mesmerizing Gaze [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](mesmerizing-gaze-apg.md) -- [Metabolize Element [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](metabolize-element-som.md) -- [Metal-veined Strikes, *Feat 13*](metal-veined-strikes-loag.md) -- [Metallic Envisionment, *Feat 12*](metallic-envisionment-da.md) -- [Metamagic Channel [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](metamagic-channel.md) -- [Metamagic Mastery (Sorcerer), *Feat 20*](metamagic-mastery-sorcerer.md) -- [Metamagic Mastery (Wizard), *Feat 20*](metamagic-mastery-wizard.md) -- [Meteoric Spellstrike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](meteoric-spellstrike-som.md) -- [Methodical Debilitations, *Feat 10*](methodical-debilitations-apg.md) -- [Mighty Bulwark, *Feat 10*](mighty-bulwark-apg.md) -- [Mighty Dragon Shape, *Feat 18*](mighty-dragon-shape-apg.md) -- [Mighty Wings, *Feat 18*](mighty-wings-sot3.md) -- [Mimic Protections, *Feat 20*](mimic-protections-ec6.md) -- [Mind over Matter, *Feat 20*](mind-over-matter-da.md) -- [Mind Projectiles, *Feat 8*](mind-projectiles-da.md) -- [Mind Shards [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](mind-shards-da.md) -- [Mind Smith Dedication, *Feat 2*](mind-smith-dedication-da.md) -- [Mindblank Mutagen, *Feat 18*](mindblank-mutagen.md) -- [Miniaturize, *Feat 8*](miniaturize-som.md) -- [Minion Guise, *Feat 4*](minion-guise-apg.md) -- [Minor Magic, *Feat 2*](minor-magic.md) -- [Miracle Worker, *Feat 18*](miracle-worker.md) -- [Miraculous Flight, *Feat 18*](miraculous-flight-g-g.md) -- [Miraculous Intervention [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](miraculous-intervention-lokl.md) -- [Miraculous Possibility, *Feat 18*](miraculous-possibility-apg.md) -- [Miraculous Repair [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 9*](miraculous-repair-loil.md) -- [Miresoul, *Feat 1*](miresoul-loag.md) -- [Mirror Refuge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](mirror-refuge-da.md) -- [Mirror-Risen, *Feat 1*](mirror-risen-da.md) -- [Mirror Shield [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](mirror-shield.md) -- [Mischievous Tail, *Feat 13*](mischievous-tail-loag.md) -- [Mist Child, *Feat 5*](mist-child-apg.md) -- [Mist Escape [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](mist-escape-botd.md) -- [Mist Strider, *Feat 13*](mist-strider-loag.md) -- [Mistaken Identity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](mistaken-identity-da.md) -- [Mistsoul, *Feat 1*](mistsoul-loag.md) -- [Mixed Maneuver [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](mixed-maneuver.md) -- [Mobile Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](mobile-finisher-apg.md) -- [Mobile Magical Combat [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](mobile-magical-combat-lopsg.md) -- [Mobile Shot Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](mobile-shot-stance.md) -- [Mobility, *Feat 2*](mobility.md) -- [Moderate Enhance Venom, *Feat 9*](moderate-enhance-venom-loil.md) -- [Modular Dynamo, *Feat 4*](modular-dynamo-g-g.md) -- [Molten Wit, *Feat 1*](molten-wit-loil.md) -- [Moment Of Clarity [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](moment-of-clarity.md) -- [Monastic Archer Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](monastic-archer-stance-apg.md) -- [Monastic Weaponry, *Feat 1*](monastic-weaponry.md) -- [Monk Dedication, *Feat 2*](monk-dedication.md) -- [Monk Moves, *Feat 8*](monk-moves.md) -- [Monk Resiliency, *Feat 4*](monk-resiliency.md) -- [Monkey Spirits, *Feat 13*](monkey-spirits-loil.md) -- [Monk's Flurry, *Feat 10*](monks-flurry.md) -- [Monster Hunter, *Feat 1*](monster-hunter.md) -- [Monster Warden, *Feat 2*](monster-warden.md) -- [Monstrosity Shape, *Feat 16*](monstrosity-shape.md) -- [Monstrous Peacemaker, *Feat 1*](monstrous-peacemaker.md) -- [Moon May, *Feat 1*](moon-may-loag.md) -- [Morph-Risen, *Feat 1*](morph-risen-da.md) -- [Morphic Manipulation, *Feat 7*](morphic-manipulation-da.md) -- [Morrigna's Spider Affinity, *Feat 9*](morrignas-spider-affinity-loag.md) -- [Mortal Healing, *Feat 2*](mortal-healing-logm.md) -- [Mortification, *Feat 4*](mortification-lowg.md) -- [Mother's Mindfulness [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](mothers-mindfulness-loag.md) -- [Mountain Quake [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](mountain-quake.md) -- [Mountain Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](mountain-stance.md) -- [Mountain Stronghold [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](mountain-stronghold.md) -- [Mountain's Stoutness, *Feat 9*](mountains-stoutness.md) -- [Mounted Shield, *Feat 6*](mounted-shield-apg.md) -- [Mug [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](mug-apg.md) -- [Multifarious Muse, *Feat 2*](multifarious-muse.md) -- [Multilingual Cipher, *Feat 4*](multilingual-cipher-apg.md) -- [Multilingual, *Feat 1*](multilingual.md) -- [Multishot Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](multishot-stance.md) -- [Multitalented, *Feat 9*](multitalented.md) -- [Mummy Dedication, *Feat 2*](mummy-dedication-botd.md) -- [Mummy's Despair [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](mummys-despair-botd.md) -- [Munitions Crafter, *Feat 1*](munitions-crafter-g-g.md) -- [Munitions Machinist, *Feat 6*](munitions-machinist-g-g.md) -- [Murderer's Circle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](murderers-circle-aoe3.md) -- [Murderous Thorns, *Feat 5*](murderous-thorns-loil.md) -- [Murksight, *Feat 8*](murksight-apg.md) -- [Muscle Mimicry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 7*](muscle-mimicry-da.md) -- [Musetouched, *Feat 1*](musetouched-apg.md) -- [Mutable Familiar, *Feat 8*](mutable-familiar-apg.md) -- [Mutate Weapon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](mutate-weapon-loag.md) -- [Myriad Forms, *Feat 5*](myriad-forms-loag.md) -- [Mysterious Breadth, *Feat 8*](mysterious-breadth-apg.md) -- [Mysterious Repertoire, *Feat 14*](mysterious-repertoire-apg.md) -- [Mystery Conduit, *Feat 20*](mystery-conduit-apg.md) -- [Nagaji Lore, *Feat 1*](nagaji-lore-loil.md) -- [Nagaji Spell Expertise, *Feat 13*](nagaji-spell-expertise-loil.md) -- [Nagaji Spell Familiarity, *Feat 1*](nagaji-spell-familiarity-loil.md) -- [Nagaji Spell Mysteries, *Feat 5*](nagaji-spell-mysteries-loil.md) -- [Named Artillery, *Feat 4*](named-artillery-g-g.md) -- [Nameless Anonymity, *Feat 6*](nameless-anonymity-lowg.md) -- [Nanite Shroud [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](nanite-shroud-loag.md) -- [Nanite Surge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nanite-surge-loag.md) -- [Nantambu Chime-Ringer Dedication, *Feat 2*](nantambu-chime-ringer-dedication-sot2.md) -- [Narrative Conduit, *Feat 6*](narrative-conduit-sot2.md) -- [Native Waters, *Feat 1*](native-waters-loil.md) -- [Natural Ambition, *Feat 1*](natural-ambition.md) -- [Natural Illusionist, *Feat 5*](natural-illusionist-locg.md) -- [Natural Medicine, *Feat 1*](natural-medicine.md) -- [Natural Performer, *Feat 1*](natural-performer-locg.md) -- [Natural Skill, *Feat 1*](natural-skill.md) -- [Natural Swimmer, *Feat 4*](natural-swimmer-som.md) -- [Necromancer's Visage, *Feat 12*](necromancers-visage-botd.md) -- [Necromantic Bulwark, *Feat 8*](necromantic-bulwark-lokl.md) -- [Necromantic Deflection, *Feat 12*](necromantic-deflection-lokl.md) -- [Necromantic Heir, *Feat 17*](necromantic-heir-botd.md) -- [Necromantic Physiology, *Feat 5*](necromantic-physiology-apg.md) -- [Necromantic Resistance, *Feat 4*](necromantic-resistance-botd.md) -- [Necromantic Resistance, *Feat 4*](necromantic-resistance-lowg.md) -- [Necromantic Tenacity, *Feat 8*](necromantic-tenacity-lowg.md) -- [Necrotic Infusion [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](necrotic-infusion.md) -- [Negate Damage [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](negate-damage-g-g.md) -- [Nestling Fall, *Feat 1*](nestling-fall-loag.md) -- [Never Tire [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](never-tire-apg.md) -- [Night Magic, *Feat 9*](night-magic-apg.md) -- [Nightvision Adaptation, *Feat 1*](nightvision-adaptation-loag.md) -- [Nimble Crawl, *Feat 2*](nimble-crawl.md) -- [Nimble Dodge (Rogue) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nimble-dodge-rogue.md) -- [Nimble Dodge (Swashbuckler) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nimble-dodge-swashbuckler-apg.md) -- [Nimble Elf, *Feat 1*](nimble-elf.md) -- [Nimble Hooves, *Feat 1*](nimble-hooves-apg.md) -- [Nimble Roll (Rogue), *Feat 8*](nimble-roll-rogue.md) -- [Nimble Roll (Swashbuckler), *Feat 8*](nimble-roll-swashbuckler-apg.md) -- [Nimble Shield Hand, *Feat 6*](nimble-shield-hand-apg.md) -- [No Cause For Alarm [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 1*](no-cause-for-alarm-apg.md) -- [No!!! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](no-da.md) -- [No Escape [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](no-escape.md) -- [No Evidence, *Feat 9*](no-evidence-loag.md) -- [No Hard Feelings, *Feat 6*](no-hard-feelings-g-g.md) -- [No! No! I Created You! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](no-no-i-created-you-g-g.md) -- [No Stranger to Death, *Feat 12*](no-stranger-to-death-lokl.md) -- [Noble Resolve, *Feat 5*](noble-resolve-loil.md) -- [Nocturnal Charm, *Feat 1*](nocturnal-charm-loag.md) -- [Nocturnal Grippli, *Feat 1*](nocturnal-grippli-lome.md) -- [Nocturnal Kindred, *Feat 4*](nocturnal-kindred-botd.md) -- [Nocturnal Sense, *Feat 6*](nocturnal-sense-apg.md) -- [None Shall Know, *Feat 13*](none-shall-know-lome.md) -- [Nonlethal Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](nonlethal-spell-apg.md) -- [Nonlethal Takedown, *Feat 4*](nonlethal-takedown-lokl.md) -- [Nosoi's Mask, *Feat 1*](nosois-mask-loag.md) -- [Nothing But Fluff, *Feat 5*](nothing-but-fluff-lotgb.md) -- [Numb, *Feat 6*](numb-botd.md) -- [Numb To Death, *Feat 7*](numb-to-death-logm.md) -- [Obscured Emergence, *Feat 12*](obscured-emergence-da.md) -- [Obscured Terrain, *Feat 6*](obscured-terrain-lotgb.md) -- [Observant Explorer, *Feat 4*](observant-explorer-lopsg.md) -- [Occult Breadth, *Feat 8*](occult-breadth.md) -- [Occult Evolution, *Feat 4*](occult-evolution.md) -- [Occult Resistance, *Feat 9*](occult-resistance-apg.md) -- [Oddity Identification, *Feat 1*](oddity-identification.md) -- [Ode To Ouroboros, *Feat 10*](ode-to-ouroboros-apg.md) -- [Offensive Analysis, *Feat 5*](offensive-analysis-loag.md) -- [Offensive Subroutine, *Feat 9*](offensive-subroutine-loag.md) -- [Old Soul, *Feat 1*](old-soul-loag.md) -- [Olethros's Decree [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](olethross-decree-loag.md) -- [One For All [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](one-for-all-apg.md) -- [One-inch Punch [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 6*](one-inch-punch-apg.md) -- [One-millimeter Punch, *Feat 16*](one-millimeter-punch-apg.md) -- [One More Activation, *Feat 6*](one-more-activation-da.md) -- [One-toed Hop [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](one-toed-hop-apg.md) -- [One With Earth, *Feat 13*](one-with-earth-loag.md) -- [One with the Land, *Feat 4*](one-with-the-land-botd.md) -- [Oneiric Influence, *Feat 12*](oneiric-influence-da.md) -- [Ongoing Investigation, *Feat 4*](ongoing-investigation-apg.md) -- [Ongoing Selfishness, *Feat 1*](ongoing-selfishness-apg.md) -- [Ongoing Strategy, *Feat 10*](ongoing-strategy-apg.md) -- [Ooze Empathy, *Feat 8*](ooze-empathy-sli.md) -- [Oozemorph Dedication, *Feat 2*](oozemorph-dedication-sli.md) -- [Open Mind, *Feat 1*](open-mind-loil.md) -- [Opportune Backstab [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](opportune-backstab.md) -- [Opportune Throw [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](opportune-throw-ec1.md) -- [Opportunist, *Feat 4*](opportunist.md) -- [Opportunistic Grapple [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](opportunistic-grapple-apg.md) -- [Oracle Dedication, *Feat 2*](oracle-dedication-apg.md) -- [Oracular Providence, *Feat 20*](oracular-providence-apg.md) -- [Oracular Warning [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](oracular-warning-apg.md) -- [Orc Ferocity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](orc-ferocity.md) -- [Orc Lore, *Feat 1*](orc-lore-apg.md) -- [Orc Sight, *Feat 1*](orc-sight.md) -- [Orc Superstition [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](orc-superstition.md) -- [Orc Warmask, *Feat 1*](orc-warmask-loag.md) -- [Orc Weapon Carnage, *Feat 5*](orc-weapon-carnage.md) -- [Orc Weapon Expertise, *Feat 13*](orc-weapon-expertise.md) -- [Orc Weapon Familiarity, *Feat 1*](orc-weapon-familiarity.md) -- [Order Explorer, *Feat 2*](order-explorer.md) -- [Order Magic, *Feat 4*](order-magic.md) -- [Order Spell, *Feat 4*](order-spell.md) -- [Order Training, *Feat 8*](order-training-locg.md) -- [Ornate Tattoo, *Feat 5*](ornate-tattoo-locg.md) -- [Orthographic Mastery, *Feat 4*](orthographic-mastery-apg.md) -- [Ostentatious Arrival [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](ostentatious-arrival-som.md) -- [Otherworldly Acumen, *Feat 9*](otherworldly-acumen-apg.md) -- [Otherworldly Magic, *Feat 1*](otherworldly-magic.md) -- [Out of Hand, *Feat 8*](out-of-hand-botd.md) -- [Overcrowd, *Feat 9*](overcrowd-apg.md) -- [Overdrive Ally [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](overdrive-ally-g-g.md) -- [Overextending Feint, *Feat 1*](overextending-feint-apg.md) -- [Overlooked Mastermind, *Feat 1*](overlooked-mastermind-locg.md) -- [Overpowering Charge (Barbarian), *Feat 10*](overpowering-charge-barbarian-apg.md) -- [Overpowering Charge (Fighter), *Feat 10*](overpowering-charge-fighter-apg.md) -- [Oversized Throw [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](oversized-throw-apg.md) -- [Overwatch Dedication, *Feat 2*](overwatch-dedication-g-g.md) -- [Overwhelming Blow [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](overwhelming-blow-apg.md) -- [Overwhelming Breath [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](overwhelming-breath-apg.md) -- [Overwhelming Energy (Druid) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-druid.md) -- [Overwhelming Energy (Sorcerer) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-sorcerer.md) -- [Overwhelming Energy (Wizard) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-wizard.md) -- [Overwhelming Spellstrike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](overwhelming-spellstrike-som.md) -- [Pack Hunter, *Feat 1*](pack-hunter-lome.md) -- [Pack Rat, *Feat 1*](pack-rat-apg.md) -- [Pack Stalker, *Feat 5*](pack-stalker-lome.md) -- [Pack Tactics, *Feat 9*](pack-tactics-loag.md) -- [Pact of Draconic Fury, *Feat 6*](pact-of-draconic-fury-da.md) -- [Pact of Eldritch Eyes, *Feat 14*](pact-of-eldritch-eyes-da.md) -- [Pact of Fey Glamour, *Feat 4*](pact-of-fey-glamour-da.md) -- [Pact of Infernal Prowess, *Feat 8*](pact-of-infernal-prowess-da.md) -- [Pact of the Final Breath, *Feat 12*](pact-of-the-final-breath-da.md) -- [Pactbinder Dedication, *Feat 2*](pactbinder-dedication-da.md) -- [Pactbound Dedication, *Feat 2*](pactbound-dedication-lomm.md) -- [Pain Tolerance, *Feat 6*](pain-tolerance-ooa1.md) -- [Paired Link, *Feat 4*](paired-link-da.md) -- [Paired Shots [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](paired-shots-g-g.md) -- [Pale Horse, *Feat 12*](pale-horse-apg.md) -- [Panache Paragon, *Feat 20*](panache-paragon-apg.md) -- [Paradoxical Mystery, *Feat 20*](paradoxical-mystery-apg.md) -- [Paragon Battle Medicine, *Feat 7*](paragon-battle-medicine-lol.md) -- [Paragon Companion, *Feat 14*](paragon-companion-g-g.md) -- [Paragon Reanimated Companion, *Feat 14*](paragon-reanimated-companion-ooa3.md) -- [Paragon's Guard [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](paragons-guard.md) -- [Parallel Breakthrough, *Feat 6*](parallel-breakthrough-da.md) -- [Paralyzing Slash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](paralyzing-slash-botd.md) -- [Parry And Riposte, *Feat 18*](parry-and-riposte-apg.md) -- [Parthenogenic Hatchling, *Feat 1*](parthenogenic-hatchling-locg.md) -- [Parting Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](parting-shot-apg.md) -- [Party Crasher, *Feat 7*](party-crasher-apg.md) -- [Pass Through [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](pass-through-botd.md) -- [Past Life, *Feat 5*](past-life-botd.md) -- [Patch Job, *Feat 4*](patch-job-g-g.md) -- [Path Of Iron [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](path-of-iron-apg.md) -- [Pathfinder Agent Dedication, *Feat 2*](pathfinder-agent-dedication-lowg.md) -- [Patron's Breadth, *Feat 8*](patrons-breadth-apg.md) -- [Patron's Truth, *Feat 20*](patrons-truth-apg.md) -- [Peafowl Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](peafowl-stance-apg.md) -- [Peafowl Strut [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](peafowl-strut-apg.md) -- [Peculiar Anatomy, *Feat 14*](peculiar-anatomy-sli.md) -- [Peer Beyond, *Feat 8*](peer-beyond-av1.md) -- [Pelagic Aptitude, *Feat 1*](pelagic-aptitude-loag.md) -- [Penetrating Fire [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](penetrating-fire-g-g.md) -- [Penetrating Projectile [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](penetrating-projectile-apg.md) -- [Penetrating Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](penetrating-shot.md) -- [Perfect Clarity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](perfect-clarity.md) -- [Perfect Debilitation, *Feat 18*](perfect-debilitation.md) -- [Perfect Distraction [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](perfect-distraction.md) -- [Perfect Dive [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](perfect-dive-aaws.md) -- [Perfect Encore, *Feat 20*](perfect-encore.md) -- [Perfect Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](perfect-finisher-apg.md) -- [Perfect Form Control, *Feat 18*](perfect-form-control.md) -- [Perfect Ki Adept, *Feat 6*](perfect-ki-adept-lowg.md) -- [Perfect Ki Exemplar, *Feat 14*](perfect-ki-exemplar-loil.md) -- [Perfect Ki Expert, *Feat 10*](perfect-ki-expert-loil.md) -- [Perfect Ki Grandmaster, *Feat 18*](perfect-ki-grandmaster-loil.md) -- [Perfect Mutagen, *Feat 20*](perfect-mutagen.md) -- [Perfect Readiness, *Feat 20*](perfect-readiness-g-g.md) -- [Perfect Resistance, *Feat 8*](perfect-resistance-loil.md) -- [Perfect Shot [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](perfect-shot.md) -- [Perfect Strike, *Feat 4*](perfect-strike-lowg.md) -- [Perfect Weaponry, *Feat 4*](perfect-weaponry-loil.md) -- [Perfection's Path, *Feat 12*](perfections-path.md) -- [Performance Weapon Expert, *Feat 16*](performance-weapon-expert-aoe3.md) -- [Performative Weapons Training, *Feat 6*](performative-weapons-training-apg.md) -- [Perfume Cloud [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](perfume-cloud-loil.md) -- [Peri Magic, *Feat 9*](peri-magic-loag.md) -- [Perpetual Breadth, *Feat 8*](perpetual-breadth-apg.md) -- [Perpetual Scout, *Feat 6*](perpetual-scout-apg.md) -- [Persistent Boost, *Feat 16*](persistent-boost-g-g.md) -- [Persistent Creation, *Feat 8*](persistent-creation-locg.md) -- [Persistent Mutagen, *Feat 16*](persistent-mutagen.md) -- [Pervasive Superstition, *Feat 9*](pervasive-superstition.md) -- [Pesh Skin [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](pesh-skin-aoa5.md) -- [Petrified Skin, *Feat 12*](petrified-skin-da.md) -- [Phalanx Breaker [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](phalanx-breaker-g-g.md) -- [Phalanx Formation, *Feat 8*](phalanx-formation-lokl.md) -- [Phase Arrow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](phase-arrow-apg.md) -- [Phase Bullet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](phase-bullet-g-g.md) -- [Phase Out [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 6*](phase-out-som.md) -- [Phenom's Verve, *Feat 10*](phenoms-verve-g-g.md) -- [Phonetic Training, *Feat 4*](phonetic-training-apg.md) -- [Physical Training, *Feat 8*](physical-training-lopsg.md) -- [Pick Up The Pace, *Feat 3*](pick-up-the-pace-apg.md) -- [Pickpocket, *Feat 1*](pickpocket.md) -- [Pied Piping, *Feat 20*](pied-piping-apg.md) -- [Pierce The Darkness, *Feat 1*](pierce-the-darkness-lome.md) -- [Pierce The Light, *Feat 17*](pierce-the-light-loag.md) -- [Piercing Critical, *Feat 18*](piercing-critical-g-g.md) -- [Piercing Quills, *Feat 9*](piercing-quills-lome.md) -- [Pilgrim's Token, *Feat 1*](pilgrims-token-apg.md) -- [Pin To The Spot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](pin-to-the-spot-aoe3.md) -- [Pinch Time, *Feat 9*](pinch-time-apg.md) -- [Pinning Fire [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](pinning-fire-apg.md) -- [Pinpoint Poisoner, *Feat 8*](pinpoint-poisoner-apg.md) -- [Pirate Dedication, *Feat 2*](pirate-dedication-apg.md) -- [Pirate Weapon Training, *Feat 4*](pirate-weapon-training-apg.md) -- [Pirouette [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](pirouette-loil.md) -- [Pistol Phenom Dedication, *Feat 2*](pistol-phenom-dedication-g-g.md) -- [Pistol Twirl [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](pistol-twirl-g-g.md) -- [Pistolero's Challenge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](pistoleros-challenge-g-g.md) -- [Piston Punch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](piston-punch-g-g.md) -- [Pit of Snakes [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 13*](pit-of-snakes-loil.md) -- [Pitborn, *Feat 1*](pitborn-apg.md) -- [Pivot Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](pivot-strike-ec1.md) -- [Plague Sniffer, *Feat 5*](plague-sniffer-loag.md) -- [Planar Sidestep [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](planar-sidestep-loil.md) -- [Planar Survival, *Feat 7*](planar-survival.md) -- [Plant Evidence [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](plant-evidence-apg.md) -- [Plant Shape, *Feat 10*](plant-shape.md) -- [Play Dead [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](play-dead-botd.md) -- [Play To The Crowd [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](play-to-the-crowd-apg.md) -- [Plentiful Snares, *Feat 12*](plentiful-snares-apg.md) -- [Plot The Future, *Feat 14*](plot-the-future-apg.md) -- [Plum Deluge [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](plum-deluge-frp3.md) -- [Plumekith, *Feat 1*](plumekith-loag.md) -- [Point-blank Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](point-blank-shot.md) -- [Poison Coat [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](poison-coat-apg.md) -- [Poison Resistance (Alchemist), *Feat 2*](poison-resistance-alchemist.md) -- [Poison Resistance (Druid) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](poison-resistance-druid.md) -- [Poison Weapon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](poison-weapon.md) -- [Poisoner Dedication, *Feat 2*](poisoner-dedication-apg.md) -- [Poisoner's Twist [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](poisoners-twist-apg.md) -- [Polearm Tricks, *Feat 6*](polearm-tricks-som.md) -- [Portentous Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](portentous-spell-apg.md) -- [Positioning Assault [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](positioning-assault.md) -- [Positive Luminance, *Feat 8*](positive-luminance-botd.md) -- [Posse, *Feat 4*](posse-apg.md) -- [Potent Poisoner, *Feat 10*](potent-poisoner.md) -- [Poultice Preparation, *Feat 4*](poultice-preparation-apg.md) -- [Powder Punch Stance, *Feat 2*](powder-punch-stance-ooa1.md) -- [Power Attack [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](power-attack.md) -- [Power Slide [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 4*](power-slide-g-g.md) -- [Powerful Alchemy, *Feat 8*](powerful-alchemy.md) -- [Powerful Guts, *Feat 5*](powerful-guts-loag.md) -- [Powerful Leap, *Feat 2*](powerful-leap.md) -- [Powerful Shove, *Feat 4*](powerful-shove.md) -- [Powerful Snares, *Feat 8*](powerful-snares.md) -- [Powerful Sneak, *Feat 18*](powerful-sneak.md) -- [Practiced Defender, *Feat 10*](practiced-defender-lopsg.md) -- [Practiced Guidance, *Feat 8*](practiced-guidance-aoa3.md) -- [Practiced Opposition [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](practiced-opposition-lokl.md) -- [Practiced Paddler, *Feat 5*](practiced-paddler-ec3.md) -- [Practiced Reloads, *Feat 10*](practiced-reloads-g-g.md) -- [Prairie Rider, *Feat 1*](prairie-rider-apg.md) -- [Prayer Attack [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](prayer-attack-lol.md) -- [Prayer-Touched Weapon [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](prayer-touched-weapon-lokl.md) -- [Precious Arrow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](precious-arrow-apg.md) -- [Precious Munitions, *Feat 10*](precious-munitions-g-g.md) -- [Precise Debilitations, *Feat 10*](precise-debilitations.md) -- [Precise Finisher, *Feat 6*](precise-finisher-apg.md) -- [Predator's Growl [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](predators-growl-loag.md) -- [Predator's Pounce [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](predators-pounce.md) -- [Predatory Claws, *Feat 6*](predatory-claws-botd.md) -- [Predictable! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](predictable-apg.md) -- [Predictive Purchase (Investigator), *Feat 6*](predictive-purchase-investigator-apg.md) -- [Predictive Purchase (Rogue), *Feat 8*](predictive-purchase-rogue-apg.md) -- [Preemptive Reconfiguration [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](preemptive-reconfiguration-loag.md) -- [Premonition Of Avoidance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](premonition-of-avoidance-apg.md) -- [Premonition Of Clarity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](premonition-of-clarity-apg.md) -- [Preparation [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](preparation-apg.md) -- [Prepare Papers, *Feat 7*](prepare-papers-ooa1.md) -- [Prescient Consumable, *Feat 7*](prescient-consumable-apg.md) -- [Prescient Planner, *Feat 3*](prescient-planner-apg.md) -- [Preternatural Parry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](preternatural-parry-som.md) -- [Prevailing Position [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](prevailing-position-apg.md) -- [Preventative Treatment, *Feat 8*](preventative-treatment-lokl.md) -- [Pride Hunter, *Feat 5*](pride-hunter-loag.md) -- [Pride In Arms [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](pride-in-arms-locg.md) -- [Primal Aegis, *Feat 18*](primal-aegis-apg.md) -- [Primal Breadth, *Feat 8*](primal-breadth.md) -- [Primal Evolution, *Feat 4*](primal-evolution.md) -- [Primal Focus, *Feat 12*](primal-focus.md) -- [Primal Rampage, *Feat 13*](primal-rampage-locg.md) -- [Primal Summons, *Feat 12*](primal-summons.md) -- [Primal Wellspring, *Feat 18*](primal-wellspring.md) -- [Prismatic Scales, *Feat 17*](prismatic-scales-loil.md) -- [Pristine Weapon, *Feat 10*](pristine-weapon-apg.md) -- [Progenitor Lore, *Feat 1*](progenitor-lore-da.md) -- [Project Persona [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](project-persona-apg.md) -- [Propeller Attachment, *Feat 7*](propeller-attachment-g-g.md) -- [Propulsive Leap [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](propulsive-leap-da.md) -- [Protect Ally [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](protect-ally-lopsg.md) -- [Protective Bond [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](protective-bond-som.md) -- [Protective Claws, *Feat 5*](protective-claws-lome.md) -- [Protective Sheath, *Feat 5*](protective-sheath-locg.md) -- [Protective Spirit Mask, *Feat 20*](protective-spirit-mask-sot6.md) -- [Protective Subroutine, *Feat 5*](protective-subroutine-loag.md) -- [Prototype Companion, *Feat 1*](prototype-companion-g-g.md) -- [Provocator Dedication, *Feat 10*](provocator-dedication-aoe3.md) -- [Proximity Alert, *Feat 1*](proximity-alert-loag.md) -- [Psi Burst [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](psi-burst-da.md) -- [Psi Catastrophe [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](psi-catastrophe-da.md) -- [Psi Development, *Feat 6*](psi-development-da.md) -- [Psi Strikes [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](psi-strikes-da.md) -- [Psychic Dedication, *Feat 2*](psychic-dedication-da.md) -- [Psychic Duelist Dedication, *Feat 4*](psychic-duelist-dedication-da.md) -- [Psychic Rapport, *Feat 1*](psychic-rapport-da.md) -- [Psychopomp Familiar, *Feat 4*](psychopomp-familiar-botd.md) -- [Puncturing Horn, *Feat 1*](puncturing-horn-loil.md) -- [Purge of Moments [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](purge-of-moments-da.md) -- [Purge Sins [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](purge-sins-loag.md) -- [Purifying Breeze [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](purifying-breeze-lokl.md) -- [Purifying Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](purifying-spell-som.md) -- [Push Back the Dead! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](push-back-the-dead-lokl.md) -- [Push It, *Feat 7*](push-it-g-g.md) -- [Pushing Attack, *Feat 10*](pushing-attack-som.md) -- [Qlippoth Magic, *Feat 9*](qlippoth-magic-loag.md) -- [Quadruped, *Feat 1*](quadruped-lotgb.md) -- [Quah Bond, *Feat 1*](quah-bond-locg.md) -- [Quaking Stomp [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](quaking-stomp.md) -- [Quick Alchemy, *Feat 4*](quick-alchemy.md) -- [Quick Bomber [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](quick-bomber.md) -- [Quick Change, *Feat 7*](quick-change-apg.md) -- [Quick Change [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](quick-change-loag.md) -- [Quick Climb, *Feat 7*](quick-climb.md) -- [Quick Coercion, *Feat 1*](quick-coercion.md) -- [Quick Contacts, *Feat 2*](quick-contacts-apg.md) -- [Quick Disguise, *Feat 2*](quick-disguise.md) -- [Quick Draw [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](quick-draw-g-g.md) -- [Quick Draw (Ranger) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](quick-draw-ranger.md) -- [Quick Draw (Rogue) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](quick-draw-rogue.md) -- [Quick Fix, *Feat 4*](quick-fix-apg.md) -- [Quick Identification, *Feat 1*](quick-identification.md) -- [Quick Juggler, *Feat 4*](quick-juggler-ec1.md) -- [Quick Jump, *Feat 1*](quick-jump.md) -- [Quick Mount [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](quick-mount-apg.md) -- [Quick Recognition, *Feat 7*](quick-recognition.md) -- [Quick Repair, *Feat 1*](quick-repair.md) -- [Quick Reversal [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](quick-reversal.md) -- [Quick Shield Block (Champion), *Feat 8*](quick-shield-block-champion.md) -- [Quick Shield Block (Fighter), *Feat 8*](quick-shield-block-fighter.md) -- [Quick Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](quick-shot-apg.md) -- [Quick Snares, *Feat 6*](quick-snares.md) -- [Quick Squeeze, *Feat 1*](quick-squeeze.md) -- [Quick Stow [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](quick-stow-apg.md) -- [Quick Stow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](quick-stow-lopsg.md) -- [Quick Study, *Feat 4*](quick-study-apg.md) -- [Quick Swim, *Feat 7*](quick-swim.md) -- [Quick Unlock, *Feat 7*](quick-unlock.md) -- [Quicken Heartbeat [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](quicken-heartbeat-ec3.md) -- [Quickened Attunement [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](quickened-attunement-som.md) -- [Quickened Casting (Bard) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-bard.md) -- [Quickened Casting (Oracle) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-oracle-apg.md) -- [Quickened Casting (Sorcerer) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-sorcerer.md) -- [Quickened Casting (Witch) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-witch-apg.md) -- [Quickened Casting (Wizard) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-wizard.md) -- [Quiet Allies, *Feat 2*](quiet-allies.md) -- [Quill Spray [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](quill-spray-lome.md) -- [Quivering Palm, *Feat 16*](quivering-palm.md) -- [Radiant Blade Master, *Feat 20*](radiant-blade-master.md) -- [Radiant Blade Spirit, *Feat 10*](radiant-blade-spirit.md) -- [Radiant Burst [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](radiant-burst-loag.md) -- [Radiant Circuitry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](radiant-circuitry-loag.md) -- [Radiant Infusion [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](radiant-infusion-apg.md) -- [Radiate Glory [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](radiate-glory-loag.md) -- [Ragdya's Dance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](ragdyas-dance-loil.md) -- [Ragdya's Revelry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](ragdyas-revelry-loil.md) -- [Raging Athlete, *Feat 4*](raging-athlete.md) -- [Raging Intimidation, *Feat 1*](raging-intimidation.md) -- [Raging Thrower, *Feat 1*](raging-thrower.md) -- [Rain Of Bolts [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](rain-of-bolts-g-g.md) -- [Rain Of Embers Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](rain-of-embers-stance-lopsg.md) -- [Rain-scribe Mobility [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](rain-scribe-mobility-locg.md) -- [Rain-scribe Sustenance, *Feat 6*](rain-scribe-sustenance-locg.md) -- [Raise A Tome [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](raise-a-tome-som.md) -- [Rakshasa Magic, *Feat 9*](rakshasa-magic-loag.md) -- [Rakshasa Ravaged, *Feat 9*](rakshasa-ravaged-loil.md) -- [Rallying Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](rallying-charge-apg.md) -- [Rallying Cry [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](rallying-cry-loag.md) -- [Rampaging Ferocity [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](rampaging-ferocity-apg.md) -- [Rampaging Form, *Feat 17*](rampaging-form-loag.md) -- [Ranged Combatant, *Feat 2*](ranged-combatant-som.md) -- [Ranged Disarm [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](ranged-disarm-g-g.md) -- [Ranged Reprisal, *Feat 1*](ranged-reprisal.md) -- [Ranger Dedication, *Feat 2*](ranger-dedication.md) -- [Ranger Resiliency, *Feat 4*](ranger-resiliency.md) -- [Ranger's Bramble, *Feat 6*](rangers-bramble-apg.md) -- [Rapid Affixture, *Feat 7*](rapid-affixture-apg.md) -- [Rapid Manifestation [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](rapid-manifestation-som.md) -- [Rapid Mantel, *Feat 2*](rapid-mantel.md) -- [Rapid Recharge [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](rapid-recharge-som.md) -- [Rapid Response [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](rapid-response-apg.md) -- [Rat Familiar, *Feat 1*](rat-familiar-apg.md) -- [Rat Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](rat-form-apg.md) -- [Rat Magic, *Feat 5*](rat-magic-apg.md) -- [Ratfolk Growth, *Feat 17*](ratfolk-growth-loag.md) -- [Ratfolk Lore, *Feat 1*](ratfolk-lore-apg.md) -- [Ratfolk Roll [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](ratfolk-roll-loag.md) -- [Ratspeak, *Feat 1*](ratspeak-apg.md) -- [Ravening's Desperation, *Feat 1*](ravenings-desperation-ec3.md) -- [Ravenous Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](ravenous-charge-botd.md) -- [Razor Claws, *Feat 1*](razor-claws-locg.md) -- [Razzle-dazzle [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](razzle-dazzle-apg.md) -- [Reach Beyond, *Feat 4*](reach-beyond-frp1.md) -- [Reach For The Sky [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](reach-for-the-sky-g-g.md) -- [Reach For The Stars, *Feat 18*](reach-for-the-stars-g-g.md) -- [Reach Spell (Bard) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-bard.md) -- [Reach Spell (Cleric) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-cleric.md) -- [Reach Spell (Druid) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-druid.md) -- [Reach Spell (Oracle) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-oracle-apg.md) -- [Reach Spell (Sorcerer) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-sorcerer.md) -- [Reach Spell (Witch) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-witch-apg.md) -- [Reach Spell (Wizard) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-wizard.md) -- [Reactive Charm [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](reactive-charm-lotgb.md) -- [Reactive Dismissal [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reactive-dismissal-som.md) -- [Reactive Distraction [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](reactive-distraction.md) -- [Reactive Interference [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](reactive-interference.md) -- [Reactive Pursuit [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reactive-pursuit.md) -- [Reactive Shield [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](reactive-shield.md) -- [Reactive Transformation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](reactive-transformation-apg.md) -- [Read Disaster, *Feat 8*](read-disaster-apg.md) -- [Read Lips, *Feat 1*](read-lips.md) -- [Read Psychometric Resonance, *Feat 1*](read-psychometric-resonance-da.md) -- [Read Shibboleths, *Feat 7*](read-shibboleths-apg.md) -- [Read The Land, *Feat 12*](read-the-land-som.md) -- [Read The Stars, *Feat 9*](read-the-stars-loag.md) -- [Reanimating Spark, *Feat 13*](reanimating-spark-lotgb.md) -- [Reanimator Dedication, *Feat 2*](reanimator-dedication-botd.md) -- [Reaper Of Repose, *Feat 12*](reaper-of-repose-locg.md) -- [Reason Rapidly [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](reason-rapidly-apg.md) -- [Reassuring Presence [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](reassuring-presence-lome.md) -- [Rebounding Assault [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](rebounding-assault-g-g.md) -- [Rebounding Toss [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](rebounding-toss-apg.md) -- [Reckless Abandon (Barbarian) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](reckless-abandon-barbarian.md) -- [Reckless Abandon (Goblin) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 17*](reckless-abandon-goblin-apg.md) -- [Reclaim Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](reclaim-spell-ec6.md) -- [Reclaimant Plea, *Feat 12*](reclaimant-plea-lokl.md) -- [Recognize Ambush [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 5*](recognize-ambush-loag.md) -- [Recognize Spell [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](recognize-spell.md) -- [Recognize Threat [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](recognize-threat-locg.md) -- [Recollect Studies [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](recollect-studies-lopsg.md) -- [Reconstruct The Scene (Investigator), *Feat 16*](reconstruct-the-scene-investigator-apg.md) -- [Reconstruct The Scene (Rogue), *Feat 16*](reconstruct-the-scene-rogue-apg.md) -- [Recover Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](recover-spell-lopsg.md) -- [Recycled Cogwheels, *Feat 8*](recycled-cogwheels-g-g.md) -- [Red Herring, *Feat 2*](red-herring-apg.md) -- [Red Mantis Assassin Dedication, *Feat 2*](red-mantis-assassin-dedication-lowg.md) -- [Redirect Attention, *Feat 13*](redirect-attention-da.md) -- [Redirect Elements [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](redirect-elements-som.md) -- [Redirecting Shot [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](redirecting-shot-g-g.md) -- [Reflect Foe, *Feat 17*](reflect-foe-da.md) -- [Reflect Spell (Sorcerer), *Feat 14*](reflect-spell-sorcerer.md) -- [Reflect Spell (Witch), *Feat 14*](reflect-spell-witch-apg.md) -- [Reflect Spell (Wizard), *Feat 14*](reflect-spell-wizard.md) -- [Reflecting Riposte [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](reflecting-riposte-ec6.md) -- [Reflective Pocket, *Feat 5*](reflective-pocket-da.md) -- [Reflective Ripple Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reflective-ripple-stance-som.md) -- [Reflexive Catch [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reflexive-catch-ec1.md) -- [Reflexive Grip, *Feat 8*](reflexive-grip-lopsg.md) -- [Reflexive Riposte, *Feat 10*](reflexive-riposte-apg.md) -- [Reflexive Shield, *Feat 6*](reflexive-shield.md) -- [Regrowth, *Feat 17*](regrowth-loag.md) -- [Rehydration, *Feat 13*](rehydration-loag.md) -- [Reimagine, *Feat 13*](reimagine-loil.md) -- [Reinforce Eidolon, *Feat 2*](reinforce-eidolon-som.md) -- [Reinforced Chassis, *Feat 1*](reinforced-chassis-g-g.md) -- [Rejuvenating Touch, *Feat 18*](rejuvenating-touch-apg.md) -- [Rejuvenation, *Feat 12*](rejuvenation-botd.md) -- [Rejuvenation Token, *Feat 9*](rejuvenation-token-botd.md) -- [Relentless Disarm, *Feat 6*](relentless-disarm-aoa5.md) -- [Relentless Stalker [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](relentless-stalker-fop.md) -- [Relentless Wings, *Feat 17*](relentless-wings-apg.md) -- [Reliable Luck, *Feat 17*](reliable-luck-apg.md) -- [Reliable Squire, *Feat 2*](reliable-squire-lokl.md) -- [Reloading Trick [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](reloading-trick-av3.md) -- [Remediate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](remediate-apg.md) -- [Remember Your Training [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](remember-your-training-lopsg.md) -- [Reminder of the Greater Fear [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](reminder-of-the-greater-fear-ngd.md) -- [Remorseless Lash, *Feat 1*](remorseless-lash-locg.md) -- [Remote Trigger, *Feat 6*](remote-trigger-apg.md) -- [Remove Presence, *Feat 8*](remove-presence-da.md) -- [Renewed Vigor [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](renewed-vigor.md) -- [Renewing Quills, *Feat 5*](renewing-quills-lome.md) -- [Repair Module [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](repair-module-loag.md) -- [Repeating Hand Crossbow Training, *Feat 4*](repeating-hand-crossbow-training-av3.md) -- [Replenishing Consumption, *Feat 4*](replenishing-consumption-botd.md) -- [Replenishing Hydration, *Feat 9*](replenishing-hydration-aaws.md) -- [Replenishment Of War, *Feat 10*](replenishment-of-war.md) -- [Replicate, *Feat 5*](replicate-da.md) -- [Reprepare Spell, *Feat 18*](reprepare-spell.md) -- [Reptile Rider, *Feat 1*](reptile-rider-loag.md) -- [Reptile Speaker, *Feat 1*](reptile-speaker-locg.md) -- [Repulse the Wicked [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](repulse-the-wicked-lokl.md) -- [Repurposed Parts, *Feat 10*](repurposed-parts-g-g.md) -- [Rescuer's Press, *Feat 4*](rescuers-press-lol.md) -- [Reset the Past [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](reset-the-past-da.md) -- [Resilient Mind, *Feat 2*](resilient-mind-lokl.md) -- [Resilient Shell, *Feat 14*](resilient-shell-som.md) -- [Resilient Touch, *Feat 10*](resilient-touch-apg.md) -- [Resist Ruin, *Feat 13*](resist-ruin-apg.md) -- [Resolute, *Feat 12*](resolute-da.md) -- [Resolute Defender, *Feat 14*](resolute-defender-lokl.md) -- [Resounding Blow [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](resounding-blow-apg.md) -- [Resounding Bravery, *Feat 8*](resounding-bravery-apg.md) -- [Resounding Cascade [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](resounding-cascade-som.md) -- [Resounding Finale [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](resounding-finale-apg.md) -- [Resourceful Ritualist, *Feat 6*](resourceful-ritualist-apg.md) -- [Restitch, *Feat 17*](restitch-lotgb.md) -- [Restoring Blood, *Feat 5*](restoring-blood-loil.md) -- [Resurrectionist, *Feat 16*](resurrectionist.md) -- [Resuscitate [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](resuscitate-apg.md) -- [Retain Absorbed Spell, *Feat 18*](retain-absorbed-spell-lopsg.md) -- [Retaliatory Cleansing [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](retaliatory-cleansing-lokl.md) -- [Retractable Claws, *Feat 1*](retractable-claws-loag.md) -- [Return Fire, *Feat 6*](return-fire-apg.md) -- [Returning Throw [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](returning-throw-apg.md) -- [Reveal Hidden Self [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 5*](reveal-hidden-self-loil.md) -- [Reveal Machinations [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 15*](reveal-machinations-aoa3.md) -- [Reveal True Name [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](reveal-true-name-som.md) -- [Revealing Stab [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](revealing-stab.md) -- [Reverberate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](reverberate-apg.md) -- [Reverse Curse, *Feat 12*](reverse-curse-da.md) -- [Reverse Engineer, *Feat 2*](reverse-engineer-g-g.md) -- [Reverse Engineering, *Feat 4*](reverse-engineering-apg.md) -- [Reversing Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](reversing-charge-da.md) -- [Revivification Protocol [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 13*](revivification-protocol-loag.md) -- [Revivifying Mutagen, *Feat 2*](revivifying-mutagen.md) -- [Ricochet Feint, *Feat 12*](ricochet-feint-apg.md) -- [Ricochet Legend, *Feat 20*](ricochet-legend-g-g.md) -- [Ricochet Master, *Feat 16*](ricochet-master-g-g.md) -- [Ricochet Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](ricochet-shot-g-g.md) -- [Ricochet Stance (Fighter) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](ricochet-stance-fighter-apg.md) -- [Ricochet Stance (Rogue) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](ricochet-stance-rogue-apg.md) -- [Ricocheting Leap, *Feat 9*](ricocheting-leap-lome.md) -- [Ride, *Feat 1*](ride.md) -- [Riftmarked, *Feat 1*](riftmarked-loag.md) -- [Right-hand Blood, *Feat 5*](right-hand-blood-lome.md) -- [Rimesoul, *Feat 1*](rimesoul-loag.md) -- [Ringmaster's Introduction [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](ringmasters-introduction-ec6.md) -- [Rippling Spin [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](rippling-spin-som.md) -- [Riptide [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](riptide-aaws.md) -- [Risky Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](risky-reload-g-g.md) -- [Risky Surgery, *Feat 1*](risky-surgery-apg.md) -- [Rites Of Convocation, *Feat 4*](rites-of-convocation-apg.md) -- [Rites Of Transfiguration, *Feat 14*](rites-of-transfiguration-apg.md) -- [Ritual Researcher, *Feat 4*](ritual-researcher-apg.md) -- [Ritual Reversion [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](ritual-reversion-locg.md) -- [Ritualist Dedication, *Feat 4*](ritualist-dedication-apg.md) -- [Roadkill, *Feat 10*](roadkill-g-g.md) -- [Robust Recovery, *Feat 2*](robust-recovery.md) -- [Rock Runner, *Feat 1*](rock-runner.md) -- [Rockslide Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](rockslide-spell-som.md) -- [Rogue Dedication, *Feat 2*](rogue-dedication.md) -- [Rokoan Arts, *Feat 9*](rokoan-arts-loag.md) -- [Roll With It [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](roll-with-it-locg.md) -- [Root Magic, *Feat 1*](root-magic-apg.md) -- [Root to Life [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 1*](root-to-life-da.md) -- [Rope Mastery, *Feat 10*](rope-mastery-frp2.md) -- [Rope Runner, *Feat 4*](rope-runner-apg.md) -- [Rough Rider, *Feat 1*](rough-rider.md) -- [Rough Terrain Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](rough-terrain-stance-som.md) -- [Round Ears, *Feat 1*](round-ears-locg.md) -- [Ru-shi, *Feat 1*](ru-shi-loag.md) -- [Rubbery Skin, *Feat 10*](rubbery-skin-sli.md) -- [Ruby Resurrection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](ruby-resurrection-frp3.md) -- [Rugged Survivalist, *Feat 12*](rugged-survivalist-lopsg.md) -- [Rule Of Three [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](rule-of-three-sot2.md) -- [Runelord Dedication, *Feat 2*](runelord-dedication-som.md) -- [Runescarred Dedication, *Feat 2*](runescarred-dedication-lowg.md) -- [Runic Impression, *Feat 8*](runic-impression-som.md) -- [Runic Mind Smithing, *Feat 10*](runic-mind-smithing-da.md) -- [Running Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](running-reload-g-g.md) -- [Running Reload [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](running-reload.md) -- [Running Tackle [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](running-tackle-lotgb.md) -- [Runtsage, *Feat 5*](runtsage-loag.md) -- [Saber Teeth, *Feat 1*](saber-teeth-loag.md) -- [Sabotage [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](sabotage.md) -- [Sacral Lord, *Feat 4*](sacral-lord-da.md) -- [Sacral Monarch, *Feat 14*](sacral-monarch-da.md) -- [Sacred Armaments, *Feat 6*](sacred-armaments-lokl.md) -- [Sacred Defender, *Feat 20*](sacred-defender-apg.md) -- [Sacred Defense [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](sacred-defense-logm.md) -- [Sacred Ki, *Feat 4*](sacred-ki-logm.md) -- [Sacred Spells, *Feat 4*](sacred-spells-botd.md) -- [Sacrifice Armor [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](sacrifice-armor-apg.md) -- [Safe House, *Feat 4*](safe-house-apg.md) -- [Safeguard Soul, *Feat 8*](safeguard-soul-botd.md) -- [Safeguarded Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](safeguarded-spell-apg.md) -- [Safety Measures, *Feat 4*](safety-measures-g-g.md) -- [Sanctify Water [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](sanctify-water-logm.md) -- [Saoc Astrology [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](saoc-astrology-locg.md) -- [Sap Life, *Feat 2*](sap-life.md) -- [Savage Critical, *Feat 18*](savage-critical.md) -- [Saving Slash [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 10*](saving-slash-lowg.md) -- [Scalding Spit, *Feat 9*](scalding-spit-locg.md) -- [Scales Of The Dragon, *Feat 4*](scales-of-the-dragon-apg.md) -- [Scaling Poppet, *Feat 9*](scaling-poppet-lotgb.md) -- [Scalpel's Point, *Feat 4*](scalpels-point-apg.md) -- [Scamper [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](scamper-apg.md) -- [Scamper [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](scamper-ltiba.md) -- [Scamper Underfoot, *Feat 1*](scamper-underfoot-ec3.md) -- [Scapegoat Parallel Self [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](scapegoat-parallel-self-frp3.md) -- [Scar-thick Skin, *Feat 5*](scar-thick-skin-loag.md) -- [Scare To Death [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 15*](scare-to-death.md) -- [Scarecrow, *Feat 8*](scarecrow-aoa3.md) -- [Scatter Blast [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](scatter-blast-g-g.md) -- [Scattered Fire, *Feat 8*](scattered-fire-lotgb.md) -- [Scavenger's Search, *Feat 1*](scavengers-search-apg.md) -- [Scholarly Defense, *Feat 6*](scholarly-defense-av2.md) -- [Scholar's Inheritance, *Feat 1*](scholars-inheritance-loag.md) -- [Scholastic Identification, *Feat 7*](scholastic-identification-apg.md) -- [School Counterspell, *Feat 12*](school-counterspell-som.md) -- [School Spell Redirection, *Feat 18*](school-spell-redirection-som.md) -- [Schooled In Secrets, *Feat 1*](schooled-in-secrets-apg.md) -- [Scintillating Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](scintillating-spell-apg.md) -- [Scion Transformation, *Feat 17*](scion-transformation-loag.md) -- [Scorching Disarm [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](scorching-disarm-loag.md) -- [Scour the Library [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](scour-the-library-da.md) -- [Scouring Rage [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](scouring-rage-apg.md) -- [Scout Dedication, *Feat 2*](scout-dedication-apg.md) -- [Scout's Charge [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](scouts-charge-apg.md) -- [Scout's Pounce [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](scouts-pounce-apg.md) -- [Scout's Speed, *Feat 6*](scouts-speed-apg.md) -- [Scout's Warning (Ranger) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-ranger.md) -- [Scout's Warning (Rogue) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-rogue.md) -- [Scroll Esoterica, *Feat 6*](scroll-esoterica-da.md) -- [Scroll Savant, *Feat 10*](scroll-savant.md) -- [Scroll Thaumaturgy, *Feat 1*](scroll-thaumaturgy-da.md) -- [Scroll Trickster Dedication, *Feat 2*](scroll-trickster-dedication-apg.md) -- [Scrollmaster Dedication, *Feat 6*](scrollmaster-dedication-locg.md) -- [Scrounger Dedication, *Feat 2*](scrounger-dedication-apg.md) -- [Scrutinizing Gaze, *Feat 13*](scrutinizing-gaze-g-g.md) -- [Sculpt Shadows [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 9*](sculpt-shadows-loag.md) -- [Scuttle Up, *Feat 1*](scuttle-up-loil.md) -- [Sealed Poppet, *Feat 5*](sealed-poppet-lotgb.md) -- [Searing Restoration [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](searing-restoration-g-g.md) -- [Seasoned, *Feat 1*](seasoned-apg.md) -- [Second Ally, *Feat 8*](second-ally.md) -- [Second Chance Spell, *Feat 18*](second-chance-spell-apg.md) -- [Second Shield [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](second-shield-apg.md) -- [Second Sting [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](second-sting.md) -- [Second Wind, *Feat 2*](second-wind.md) -- [Secret Eyes, *Feat 13*](secret-eyes-lome.md) -- [Secret Speech, *Feat 1*](secret-speech-aoa3.md) -- [Secrets Of Shadow, *Feat 12*](secrets-of-shadow-som.md) -- [See The Unseen, *Feat 13*](see-the-unseen-lome.md) -- [Seedpod, *Feat 1*](seedpod-locg.md) -- [Seeker Arrow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](seeker-arrow-apg.md) -- [Seeker Of Truths, *Feat 4*](seeker-of-truths-av2.md) -- [Seize [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](seize-botd.md) -- [Selective Energy, *Feat 6*](selective-energy.md) -- [Self-Destruct [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](self-destruct-ooa3.md) -- [Selfless Parry, *Feat 8*](selfless-parry-apg.md) -- [Semblance of Life [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](semblance-of-life-botd.md) -- [Sense Alignment [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 4*](sense-alignment-aoe1.md) -- [Sense Allies, *Feat 5*](sense-allies-apg.md) -- [Sense Chaos, *Feat 8*](sense-chaos-locg.md) -- [Sense Evil, *Feat 8*](sense-evil.md) -- [Sense For Trouble, *Feat 9*](sense-for-trouble-loag.md) -- [Sense Good, *Feat 8*](sense-good-apg.md) -- [Sense Ki, *Feat 12*](sense-ki-frp2.md) -- [Sense The Unseen (Investigator) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-investigator-apg.md) -- [Sense The Unseen (Ranger) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-ranger.md) -- [Sense The Unseen (Rogue) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-rogue.md) -- [Sense Thoughts, *Feat 9*](sense-thoughts-locg.md) -- [Sensitive Nose, *Feat 1*](sensitive-nose-lome.md) -- [Sentinel Dedication, *Feat 2*](sentinel-dedication-apg.md) -- [Sepulchral Sublimation [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](sepulchral-sublimation-botd.md) -- [Serpentcoil Slam [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](serpentcoil-slam-loil.md) -- [Serpentine Swimmer, *Feat 9*](serpentine-swimmer-loil.md) -- [Serpent's Tongue, *Feat 1*](serpents-tongue-loil.md) -- [Settlement Scholastics, *Feat 4*](settlement-scholastics-apg.md) -- [Seven-Part Link, *Feat 16*](seven-part-link-da.md) -- [Sever Magic [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](sever-magic-da.md) -- [Sever Space [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](sever-space-frp3.md) -- [Shackleborn, *Feat 1*](shackleborn-loag.md) -- [Shadow Blending [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](shadow-blending-loag.md) -- [Shadow Hunter, *Feat 18*](shadow-hunter.md) -- [Shadow Illusion, *Feat 12*](shadow-illusion-apg.md) -- [Shadow Magic, *Feat 10*](shadow-magic-apg.md) -- [Shadow Mark, *Feat 2*](shadow-mark-apg.md) -- [Shadow Master, *Feat 18*](shadow-master-apg.md) -- [Shadow Of The Wilds, *Feat 1*](shadow-of-the-wilds-locg.md) -- [Shadow Pact, *Feat 13*](shadow-pact-locg.md) -- [Shadow Power, *Feat 14*](shadow-power-apg.md) -- [Shadow Reservoir, *Feat 10*](shadow-reservoir-som.md) -- [Shadow Self, *Feat 17*](shadow-self-apg.md) -- [Shadow Sight [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](shadow-sight-loag.md) -- [Shadow Sneak Attack, *Feat 10*](shadow-sneak-attack-apg.md) -- [Shadow Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](shadow-spell-som.md) -- [Shadow Spells, *Feat 4*](shadow-spells-som.md) -- [Shadowcaster Dedication, *Feat 2*](shadowcaster-dedication-som.md) -- [Shadowdancer Dedication, *Feat 8*](shadowdancer-dedication-apg.md) -- [Shadow's Assault, *Feat 13*](shadows-assault-loag.md) -- [Shadow's Web, *Feat 14*](shadows-web-apg.md) -- [Shadowy Disguise, *Feat 5*](shadowy-disguise-loag.md) -- [Shaitan Magic, *Feat 9*](shaitan-magic-loag.md) -- [Shaitan Skin, *Feat 13*](shaitan-skin-loag.md) -- [Shake It Off [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](shake-it-off.md) -- [Shall Not Falter, Shall Not Rout, *Feat 10*](shall-not-falter-shall-not-rout-lol.md) -- [Shamble [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 8*](shamble-botd.md) -- [Shameless Request, *Feat 7*](shameless-request.md) -- [Shape of the Cloud Dragon, *Feat 14*](shape-of-the-cloud-dragon-sot3.md) -- [Shape Of The Dragon, *Feat 14*](shape-of-the-dragon-apg.md) -- [Shapechanger's Intuition, *Feat 1*](shapechangers-intuition-loag.md) -- [Shaped Contaminant, *Feat 12*](shaped-contaminant-aoa5.md) -- [Share Burden [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](share-burden-da.md) -- [Share Eidolon Magic, *Feat 14*](share-eidolon-magic-som.md) -- [Share Rage [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](share-rage.md) -- [Share Thoughts, *Feat 1*](share-thoughts-locg.md) -- [Share Weakness [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](share-weakness-da.md) -- [Shared Assault, *Feat 12*](shared-assault-apg.md) -- [Shared Attunement, *Feat 4*](shared-attunement-som.md) -- [Shared Avoidance, *Feat 10*](shared-avoidance-apg.md) -- [Shared Clarity, *Feat 18*](shared-clarity-apg.md) -- [Shared Dream, *Feat 16*](shared-dream-da.md) -- [Shared Luck, *Feat 9*](shared-luck-apg.md) -- [Shared Luck, *Feat 5*](shared-luck-locg.md) -- [Shared Overdrive, *Feat 12*](shared-overdrive-g-g.md) -- [Shared Prey, *Feat 14*](shared-prey.md) -- [Shared Replenishment, *Feat 12*](shared-replenishment.md) -- [Shared Sight [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](shared-sight-lokl.md) -- [Shared Stratagem, *Feat 2*](shared-stratagem-apg.md) -- [Shared Synergy, *Feat 10*](shared-synergy-locg.md) -- [Shared Warding, *Feat 12*](shared-warding-da.md) -- [Sharp Fangs, *Feat 1*](sharp-fangs-locg.md) -- [Shatter Defenses [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](shatter-defenses.md) -- [Shatter Space, *Feat 14*](shatter-space-da.md) -- [Shattering Blows, *Feat 16*](shattering-blows-apg.md) -- [Shattering Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](shattering-shot-g-g.md) -- [Shattering Strike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](shattering-strike-apg.md) -- [Shattering Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](shattering-strike.md) -- [Shed Tail [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](shed-tail-locg.md) -- [Sheltering Cave, *Feat 4*](sheltering-cave-som.md) -- [Sheltering Slab, *Feat 5*](sheltering-slab-apg.md) -- [Shepherd of Desolation, *Feat 12*](shepherd-of-desolation-lokl.md) -- [Shield Block [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](shield-block.md) -- [Shield Of Faith, *Feat 10*](shield-of-faith-apg.md) -- [Shield Of Grace, *Feat 16*](shield-of-grace.md) -- [Shield Of Reckoning [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](shield-of-reckoning.md) -- [Shield Paragon, *Feat 20*](shield-paragon.md) -- [Shield Salvation, *Feat 12*](shield-salvation-apg.md) -- [Shield Wall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](shield-wall-lokl.md) -- [Shield Warden (Champion), *Feat 6*](shield-warden-champion.md) -- [Shield Warden (Fighter), *Feat 6*](shield-warden-fighter.md) -- [Shielded Stride, *Feat 4*](shielded-stride.md) -- [Shielded Tome, *Feat 6*](shielded-tome-som.md) -- [Shieldmarshal Dedication, *Feat 2*](shieldmarshal-dedication-loil.md) -- [Shift Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](shift-spell-frp2.md) -- [Shifting Faces, *Feat 5*](shifting-faces-loag.md) -- [Shifting Terrain [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](shifting-terrain-som.md) -- [Shining Arms, *Feat 4*](shining-arms-lotgb.md) -- [Shining Oath, *Feat 2*](shining-oath.md) -- [Shinstabber, *Feat 13*](shinstabber-loag.md) -- [Shiny Button Eyes, *Feat 1*](shiny-button-eyes-lotgb.md) -- [Shisk Lore, *Feat 1*](shisk-lore-lome.md) -- [Shoki's Argument, *Feat 5*](shokis-argument-loag.md) -- [Shoony Lore, *Feat 1*](shoony-lore-ec3.md) -- [Shooter's Camouflage, *Feat 12*](shooters-camouflage-g-g.md) -- [Shooting Stars Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](shooting-stars-stance-apg.md) -- [Shore Step, *Feat 1*](shore-step-som.md) -- [Shorthanded, *Feat 4*](shorthanded-g-g.md) -- [Shory Aerialist, *Feat 13*](shory-aerialist-locg.md) -- [Shory Aeromancer, *Feat 9*](shory-aeromancer-locg.md) -- [Shoulder Catastrophe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](shoulder-catastrophe-locg.md) -- [Shove Down [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](shove-down-apg.md) -- [Shoving Sweep [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](shoving-sweep-apg.md) -- [Showstopper, *Feat 14*](showstopper-g-g.md) -- [Shrink Down [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](shrink-down-som.md) -- [Shrouded Magic, *Feat 1*](shrouded-magic-loag.md) -- [Shrouded Mien, *Feat 1*](shrouded-mien-loag.md) -- [Sickening Bite, *Feat 8*](sickening-bite-botd.md) -- [Side By Side (Druid), *Feat 10*](side-by-side-druid.md) -- [Side By Side (Ranger), *Feat 12*](side-by-side-ranger.md) -- [Sidestep [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](sidestep.md) -- [Sign Language, *Feat 1*](sign-language.md) -- [Signature Spell Expansion, *Feat 10*](signature-spell-expansion-apg.md) -- [Signature Spell Expansion, *Feat 10*](signature-spell-expansion-da.md) -- [Signature Synergy, *Feat 14*](signature-synergy-som.md) -- [Signifer Armor Expertise, *Feat 12*](signifer-armor-expertise-locg.md) -- [Signifer's Sight, *Feat 10*](signifers-sight-locg.md) -- [Silencing Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](silencing-strike-apg.md) -- [Silent Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](silent-spell.md) -- [Silent Step [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](silent-step-loag.md) -- [Silent Sting [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](silent-sting-frp2.md) -- [Silent Stone, *Feat 1*](silent-stone-loil.md) -- [Silver's Refrain, *Feat 12*](silvers-refrain-aoa3.md) -- [Simple Crystal Magic, *Feat 6*](simple-crystal-magic-aoa4.md) -- [Sin Reservoir, *Feat 8*](sin-reservoir-som.md) -- [Sing To The Steel [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](sing-to-the-steel-sot2.md) -- [Sinister Appearance, *Feat 1*](sinister-appearance-loag.md) -- [Sink and Swim, *Feat 14*](sink-and-swim-da.md) -- [Siphon Life [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](siphon-life-da.md) -- [Siphon Power [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](siphon-power-apg.md) -- [Siphoning Touch, *Feat 8*](siphoning-touch-lotgb.md) -- [Six Pillars Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](six-pillars-stance-frp2.md) -- [Sixth Pillar Dedication, *Feat 8*](sixth-pillar-dedication-frp2.md) -- [Sixth Pillar Mastery, *Feat 16*](sixth-pillar-mastery-frp2.md) -- [Sixth Sense, *Feat 6*](sixth-sense-da.md) -- [Skeletal Resistance, *Feat 9*](skeletal-resistance-botd.md) -- [Skeletal Transformation, *Feat 13*](skeletal-transformation-botd.md) -- [Skeleton Commander, *Feat 13*](skeleton-commander-botd.md) -- [Skeptic's Defense [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 7*](skeptics-defense-da.md) -- [Skill Mastery, *Feat 8*](skill-mastery-apg.md) -- [Skill Mastery, *Feat 8*](skill-mastery.md) -- [Skill Training, *Feat 1*](skill-training.md) -- [Skilled Climber, *Feat 5*](skilled-climber-loil.md) -- [Skilled Partner, *Feat 4*](skilled-partner-som.md) -- [Skillful Climber, *Feat 5*](skillful-climber-loil.md) -- [Skillful Tail (Ganzi), *Feat 5*](skillful-tail-ganzi-loag.md) -- [Skillful Tail (), *Feat 5*](skillful-tail-loag.md) -- [Skillful Tail (Tiefling), *Feat 5*](skillful-tail-tiefling-apg.md) -- [Skim Scroll [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](skim-scroll-apg.md) -- [Skin Split [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](skin-split-loil.md) -- [Skirmish Strike (Ranger) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](skirmish-strike-ranger.md) -- [Skirmish Strike (Rogue) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](skirmish-strike-rogue.md) -- [Skirt The Light, *Feat 13*](skirt-the-light-loag.md) -- [Skitter, *Feat 3*](skitter-apg.md) -- [Skittering Scuttle, *Feat 9*](skittering-scuttle.md) -- [Skittering Sneak, *Feat 13*](skittering-sneak-loag.md) -- [Skittertalk, *Feat 1*](skittertalk-lome.md) -- [Skull Creeper, *Feat 1*](skull-creeper-loag.md) -- [Sky And Heaven Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](sky-and-heaven-stance-aoe2.md) -- [Sky and Heaven Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](sky-and-heaven-stance-loil.md) -- [Sky Master Mask, *Feat 20*](sky-master-mask-sot6.md) -- [Skyseeker [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](skyseeker-aoe2.md) -- [Skyseeker [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](skyseeker-loil.md) -- [Slag May, *Feat 1*](slag-may-apg.md) -- [Slayer's Blessing, *Feat 8*](slayers-blessing-botd.md) -- [Slayer's Presence, *Feat 10*](slayers-presence-botd.md) -- [Slayer's Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](slayers-strike-botd.md) -- [Sleeper Hold [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](sleeper-hold.md) -- [Sleepwalker Dedication, *Feat 4*](sleepwalker-dedication-da.md) -- [Slice And Swipe [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](slice-and-swipe-aoe3.md) -- [Slinger's Readiness, *Feat 6*](slingers-readiness-g-g.md) -- [Slinger's Reflexes, *Feat 20*](slingers-reflexes-g-g.md) -- [Slink, *Feat 1*](slink-loag.md) -- [Slip Into Shadow, *Feat 9*](slip-into-shadow-loag.md) -- [Slip The Grasp [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](slip-the-grasp-loag.md) -- [Slip With The Breeze, *Feat 5*](slip-with-the-breeze-loag.md) -- [Slippery Secrets, *Feat 7*](slippery-secrets.md) -- [Slither, *Feat 1*](slither-loag.md) -- [Sly Striker, *Feat 8*](sly-striker.md) -- [Smash From The Air, *Feat 18*](smash-from-the-air-apg.md) -- [Smashing Tail, *Feat 1*](smashing-tail-loag.md) -- [Smite Evil [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](smite-evil.md) -- [Smite Good [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](smite-good-apg.md) -- [Smoke Bomb [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](smoke-bomb.md) -- [Smoke Curtain [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](smoke-curtain-g-g.md) -- [Smoke Sight, *Feat 9*](smoke-sight-g-g.md) -- [Smokesoul, *Feat 1*](smokesoul-loag.md) -- [Smoldering Explosion, *Feat 8*](smoldering-explosion-lotgb.md) -- [Snagging Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](snagging-strike.md) -- [Snap Out Of It! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](snap-out-of-it-apg.md) -- [Snap Out Of It! [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](snap-out-of-it-lopsg.md) -- [Snap Shot, *Feat 6*](snap-shot.md) -- [Snare Commando [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](snare-commando-loag.md) -- [Snare Crafting, *Feat 1*](snare-crafting.md) -- [Snare Genius, *Feat 5*](snare-genius-apg.md) -- [Snare Hopping, *Feat 2*](snare-hopping-apg.md) -- [Snare Setter, *Feat 1*](snare-setter-apg.md) -- [Snare Specialist, *Feat 4*](snare-specialist.md) -- [Snarecrafter Dedication, *Feat 2*](snarecrafter-dedication-apg.md) -- [Sneak Attacker, *Feat 4*](sneak-attacker.md) -- [Sneak Savant, *Feat 10*](sneak-savant.md) -- [Sneaky, *Feat 1*](sneaky-loag.md) -- [Sniper's Aim [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](snipers-aim-g-g.md) -- [Sniping Duo Dedication, *Feat 2*](sniping-duo-dedication-g-g.md) -- [Snow May, *Feat 1*](snow-may-loag.md) -- [Soaring Armor, *Feat 14*](soaring-armor-g-g.md) -- [Soaring Dynamo, *Feat 18*](soaring-dynamo-g-g.md) -- [Soaring Flight [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](soaring-flight-apg.md) -- [Soaring Form, *Feat 17*](soaring-form-loag.md) -- [Soaring Poppet, *Feat 17*](soaring-poppet-lotgb.md) -- [Soaring Shape, *Feat 8*](soaring-shape.md) -- [Sociable, *Feat 1*](sociable-locg.md) -- [Sociable Vow, *Feat 4*](sociable-vow-da.md) -- [Social Camouflage, *Feat 1*](social-camouflage-loil.md) -- [Social Purview, *Feat 4*](social-purview-apg.md) -- [Sodbuster, *Feat 9*](sodbuster-ec3.md) -- [Solar Rejuvenation, *Feat 9*](solar-rejuvenation-locg.md) -- [Solar Rejuvenation, *Feat 9*](solar-rejuvenation-loil.md) -- [Solid Lead, *Feat 2*](solid-lead-apg.md) -- [Song Of Grace And Speed [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](song-of-grace-and-speed-sot2.md) -- [Song Of Marching, *Feat 6*](song-of-marching-apg.md) -- [Song Of Strength, *Feat 2*](song-of-strength-apg.md) -- [Song Of The Fallen, *Feat 20*](song-of-the-fallen-aoa6.md) -- [Soothing Ballad, *Feat 14*](soothing-ballad.md) -- [Soothing Mist, *Feat 4*](soothing-mist-apg.md) -- [Sorcerer Dedication, *Feat 2*](sorcerer-dedication.md) -- [Soul Arsenal, *Feat 6*](soul-arsenal-som.md) -- [Soul Flare [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](soul-flare-som.md) -- [Soul Warden Dedication, *Feat 2*](soul-warden-dedication-botd.md) -- [Soulforger Dedication, *Feat 2*](soulforger-dedication-som.md) -- [Soulsight (Bard), *Feat 8*](soulsight-bard-apg.md) -- [Soulsight (Sorcerer), *Feat 8*](soulsight-sorcerer-apg.md) -- [Sound Mirror, *Feat 6*](sound-mirror-da.md) -- [Sow Rumor, *Feat 2*](sow-rumor-locg.md) -- [Sow Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](sow-spell-apg.md) -- [Space-Time Shift [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](space-time-shift-da.md) -- [Spark Fist [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](spark-fist-g-g.md) -- [Spark Of Independence [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](spark-of-independence-lotgb.md) -- [Speak With Bats, *Feat 1*](speak-with-bats-loag.md) -- [Speak with Flowers, *Feat 5*](speak-with-flowers-loil.md) -- [Speak With Kindred, *Feat 5*](speak-with-kindred-locg.md) -- [Speaking Sky, *Feat 12*](speaking-sky-aoe2.md) -- [Speaking Sky, *Feat 12*](speaking-sky-loil.md) -- [Specialized Beastmaster Companion, *Feat 14*](specialized-beastmaster-companion-apg.md) -- [Specialized Companion (Druid), *Feat 14*](specialized-companion-druid.md) -- [Specialized Companion, *Feat 18*](specialized-companion-ec2.md) -- [Specialized Companion (Ranger), *Feat 16*](specialized-companion-ranger.md) -- [Specialized Mount, *Feat 14*](specialized-mount-apg.md) -- [Specialty Crafting, *Feat 1*](specialty-crafting.md) -- [Speedy Rituals, *Feat 14*](speedy-rituals-apg.md) -- [Spell Combination, *Feat 20*](spell-combination.md) -- [Spell Devourer, *Feat 13*](spell-devourer-apg.md) -- [Spell Gem, *Feat 16*](spell-gem-botd.md) -- [Spell Mastery, *Feat 20*](spell-mastery-aoa6.md) -- [Spell Mastery, *Feat 20*](spell-mastery-apg.md) -- [Spell Parry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](spell-parry-som.md) -- [Spell Penetration, *Feat 6*](spell-penetration.md) -- [Spell Relay [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](spell-relay-apg.md) -- [Spell-repelling Form, *Feat 14*](spell-repelling-form-som.md) -- [Spell Runes, *Feat 4*](spell-runes-lowg.md) -- [Spell Shroud [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](spell-shroud-apg.md) -- [Spell Swipe [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 8*](spell-swipe-som.md) -- [Spell Tinker [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](spell-tinker.md) -- [Spell Trickster Dedication, *Feat 2*](spell-trickster-dedication-lotgb.md) -- [Spellbook Prodigy, *Feat 1*](spellbook-prodigy-apg.md) -- [Spellmaster Dedication, *Feat 6*](spellmaster-dedication-locg.md) -- [Spellmaster's Resilience, *Feat 12*](spellmasters-resilience-locg.md) -- [Spellmaster's Tenacity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](spellmasters-tenacity-lopsg.md) -- [Spellmaster's Ward, *Feat 10*](spellmasters-ward-lopsg.md) -- [Spellshot Dedication, *Feat 2*](spellshot-dedication-g-g.md) -- [Spellstriker, *Feat 4*](spellstriker-som.md) -- [Spelunker, *Feat 1*](spelunker-lome.md) -- [Spew Tentacles, *Feat 13*](spew-tentacles-loag.md) -- [Spine Stabber, *Feat 1*](spine-stabber-lome.md) -- [Spinebreaker [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](spinebreaker-lotgb.md) -- [Spiral Sworn [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spiral-sworn-botd.md) -- [Spirit Sheath, *Feat 2*](spirit-sheath-som.md) -- [Spirit Soother, *Feat 5*](spirit-soother-apg.md) -- [Spirit Spells, *Feat 4*](spirit-spells-av1.md) -- [Spirit Strikes, *Feat 9*](spirit-strikes-apg.md) -- [Spirit's Absolution [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spirits-absolution-botd.md) -- [Spirit's Anguish [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](spirits-anguish-botd.md) -- [Spirits' Interference [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spirits-interference.md) -- [Spirit's Wrath [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spirits-wrath.md) -- [Spiritual Explorer, *Feat 4*](spiritual-explorer-lopsg.md) -- [Spiritual Guides [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](spiritual-guides-apg.md) -- [Spiritual Sense, *Feat 6*](spiritual-sense-apg.md) -- [Spiteful Rake [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 13*](spiteful-rake-loag.md) -- [Splendid Companion, *Feat 12*](splendid-companion-ec2.md) -- [Splinter Faith, *Feat 1*](splinter-faith-logm.md) -- [Split Hex [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](split-hex-apg.md) -- [Split Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](split-shot-apg.md) -- [Split Slot, *Feat 6*](split-slot-apg.md) -- [Spore Cloud [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](spore-cloud-loag.md) -- [Spot Translate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](spot-translate-apg.md) -- [Spring Attack [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-attack.md) -- [Spring From The Shadows [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-from-the-shadows.md) -- [Springing Leaper, *Feat 5*](springing-leaper-apg.md) -- [Sprite's Spark, *Feat 1*](sprites-spark-loag.md) -- [Spyglass Modification, *Feat 4*](spyglass-modification-g-g.md) -- [Spy's Countermeasures, *Feat 10*](spys-countermeasures-lowg.md) -- [Squad Tactics, *Feat 9*](squad-tactics-loag.md) -- [Squawk! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](squawk-apg.md) -- [Squirm Free [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 13*](squirm-free-lotgb.md) -- [Stab And Blast [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](stab-and-blast-g-g.md) -- [Staff Acrobat Dedication, *Feat 2*](staff-acrobat-dedication-ec1.md) -- [Staff Sweep [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](staff-sweep-ec1.md) -- [Stage Fighting, *Feat 4*](stage-fighting-apg.md) -- [Staggering Fire [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](staggering-fire-lokl.md) -- [Stalking Feline Mask, *Feat 20*](stalking-feline-mask-sot6.md) -- [Stalwart Standard, *Feat 10*](stalwart-standard-lokl.md) -- [Stance Savant (Fighter) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](stance-savant-fighter.md) -- [Stance Savant (Monk) [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](stance-savant-monk.md) -- [Stand Still [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](stand-still.md) -- [Standby Spell, *Feat 8*](standby-spell-som.md) -- [Star Orb, *Feat 1*](star-orb-loag.md) -- [Starlit Eyes, *Feat 4*](starlit-eyes-som.md) -- [Startling Appearance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](startling-appearance-apg.md) -- [Startling Appearance, *Feat 1*](startling-appearance-loag.md) -- [Stasian Smash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](stasian-smash-g-g.md) -- [Stave Off Catastrophe, *Feat 18*](stave-off-catastrophe-lopsg.md) -- [Stay Down! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](stay-down-apg.md) -- [Steadfast Ally, *Feat 13*](steadfast-ally-ec3.md) -- [Steady Balance, *Feat 1*](steady-balance.md) -- [Steady On Stone, *Feat 1*](steady-on-stone-loag.md) -- [Steady Spellcasting (Bard), *Feat 6*](steady-spellcasting-bard.md) -- [Steady Spellcasting (Cleric), *Feat 6*](steady-spellcasting-cleric.md) -- [Steady Spellcasting, *Feat 6*](steady-spellcasting-da.md) -- [Steady Spellcasting (Druid), *Feat 6*](steady-spellcasting-druid.md) -- [Steady Spellcasting (Oracle), *Feat 6*](steady-spellcasting-oracle-apg.md) -- [Steady Spellcasting, *Feat 4*](steady-spellcasting-som.md) -- [Steady Spellcasting (Sorcerer), *Feat 6*](steady-spellcasting-sorcerer.md) -- [Steady Spellcasting (Witch), *Feat 6*](steady-spellcasting-witch-apg.md) -- [Steady Spellcasting (Wizard), *Feat 6*](steady-spellcasting-wizard.md) -- [Steadying Stone, *Feat 1*](steadying-stone-som.md) -- [Steal Essence [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](steal-essence-ec6.md) -- [Steal Spell, *Feat 16*](steal-spell-apg.md) -- [Steal The Sky, *Feat 10*](steal-the-sky-aoe2.md) -- [Steal the Sky, *Feat 10*](steal-the-sky-loil.md) -- [Steal Time [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](steal-time-da.md) -- [Steal Vitality, *Feat 8*](steal-vitality-lotgb.md) -- [Stealthy Companion, *Feat 14*](stealthy-companion.md) -- [Steam Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](steam-spell-loag.md) -- [Steed Form, *Feat 2*](steed-form-som.md) -- [Steel Skin, *Feat 4*](steel-skin-apg.md) -- [Steel Your Resolve [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 3*](steel-your-resolve-gmg.md) -- [Steel Yourself! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](steel-yourself-apg.md) -- [Stella's Stab And Snag [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](stellas-stab-and-snag-lopsg.md) -- [Step Lively [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](step-lively-apg.md) -- [Sterling Dynamo Dedication, *Feat 2*](sterling-dynamo-dedication-g-g.md) -- [Sticky Bomb [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](sticky-bomb.md) -- [Sticky Poison, *Feat 6*](sticky-poison-apg.md) -- [Stitch Flesh, *Feat 1*](stitch-flesh-botd.md) -- [Stoked Flame Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](stoked-flame-stance-som.md) -- [Stone Blood, *Feat 6*](stone-blood-lowg.md) -- [Stone Bones [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](stone-bones-apg.md) -- [Stone Communion, *Feat 14*](stone-communion-lowg.md) -- [Stone Face, *Feat 1*](stone-face-loag.md) -- [Stone Form, *Feat 17*](stone-form-loag.md) -- [Stonecunning, *Feat 1*](stonecunning.md) -- [Stonegate, *Feat 17*](stonegate-apg.md) -- [Stonewalker, *Feat 9*](stonewalker.md) -- [Storm Born, *Feat 1*](storm-born.md) -- [Storm Form, *Feat 17*](storm-form-loag.md) -- [Storm Retribution [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](storm-retribution.md) -- [Storm Shroud [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](storm-shroud-botd.md) -- [Storming Breath [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](storming-breath-da.md) -- [Storm's Lash, *Feat 1*](storms-lash-apg.md) -- [Stormsoul, *Feat 1*](stormsoul-loag.md) -- [Stormy Heart, *Feat 17*](stormy-heart-loag.md) -- [Story Crooner, *Feat 1*](story-crooner-loag.md) -- [Storyteller's Mask, *Feat 20*](storytellers-mask-sot6.md) -- [Strain Mind [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](strain-mind-da.md) -- [Strand Strider, *Feat 9*](strand-strider-lome.md) -- [Strange Script, *Feat 4*](strange-script-av2.md) -- [Strangle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](strangle-lotgb.md) -- [Strategic Assessment, *Feat 4*](strategic-assessment-apg.md) -- [Strategic Bypass, *Feat 14*](strategic-bypass-apg.md) -- [Straveika, *Feat 1*](straveika-apg.md) -- [Streetwise, *Feat 1*](streetwise.md) -- [Strident Command, *Feat 10*](strident-command-ngd.md) -- [Striker's Scroll, *Feat 4*](strikers-scroll-som.md) -- [Striking Retribution, *Feat 1*](striking-retribution-loag.md) -- [Strix Defender, *Feat 1*](strix-defender-loag.md) -- [Strix Lore, *Feat 1*](strix-lore-loag.md) -- [Strix Vengeance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](strix-vengeance-loag.md) -- [Strong Arm, *Feat 2*](strong-arm-apg.md) -- [Strong Swimmer, *Feat 9*](strong-swimmer-loag.md) -- [Stronger Debilitating Venom, *Feat 13*](stronger-debilitating-venom-loil.md) -- [Stubborn Persistence, *Feat 13*](stubborn-persistence-apg.md) -- [Student of Perfection Dedication, *Feat 2*](student-of-perfection-dedication-lowg.md) -- [Student Of The Canon, *Feat 1*](student-of-the-canon.md) -- [Student Of The Dueling Arts, *Feat 12*](student-of-the-dueling-arts-apg.md) -- [Student Of The Staff, *Feat 4*](student-of-the-staff-som.md) -- [Studious Adept, *Feat 9*](studious-adept-lome.md) -- [Studious Capacity, *Feat 16*](studious-capacity.md) -- [Studious Magic, *Feat 1*](studious-magic-lome.md) -- [Stumbling Feint, *Feat 6*](stumbling-feint-apg.md) -- [Stumbling Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](stumbling-stance-apg.md) -- [Stunning Appearance, *Feat 16*](stunning-appearance-apg.md) -- [Stunning Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](stunning-finisher-apg.md) -- [Stunning Fist, *Feat 2*](stunning-fist.md) -- [Subjective Truth, *Feat 7*](subjective-truth-apg.md) -- [Submission Hold [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](submission-hold-lotgb.md) -- [Subtle Delivery, *Feat 1*](subtle-delivery-apg.md) -- [Subtle Shank [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](subtle-shank-aoe3.md) -- [Subtle Theft, *Feat 1*](subtle-theft.md) -- [Sudden Charge (Barbarian) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](sudden-charge-barbarian.md) -- [Sudden Charge (Fighter) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](sudden-charge-fighter.md) -- [Sudden Leap (Barbarian) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](sudden-leap-barbarian.md) -- [Sudden Leap (Fighter) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](sudden-leap-fighter.md) -- [Sudden Mindfulness [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](sudden-mindfulness-loil.md) -- [Suli Amir, *Feat 13*](suli-amir-loag.md) -- [Suli-jann, *Feat 1*](suli-jann-loag.md) -- [Summon Air Elemental, *Feat 13*](summon-air-elemental-loag.md) -- [Summon Celestial Kin, *Feat 13*](summon-celestial-kin-apg.md) -- [Summon Earth Elemental, *Feat 13*](summon-earth-elemental-loag.md) -- [Summon Ensemble, *Feat 4*](summon-ensemble-lotgb.md) -- [Summon Fiendish Kin, *Feat 13*](summon-fiendish-kin-apg.md) -- [Summon Fire Elemental, *Feat 13*](summon-fire-elemental-loag.md) -- [Summon Water Elemental, *Feat 13*](summon-water-elemental-loag.md) -- [Summoner Dedication, *Feat 2*](summoner-dedication-som.md) -- [Summoner's Call [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](summoners-call-som.md) -- [Sun Blade, *Feat 4*](sun-blade-locg.md) -- [Sunder Enchantment, *Feat 14*](sunder-enchantment-apg.md) -- [Sunder Spell [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](sunder-spell-apg.md) -- [Sun's Fury, *Feat 6*](suns-fury-lol.md) -- [Superimpose Time Duplicates [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](superimpose-time-duplicates-da.md) -- [Superior Bond, *Feat 14*](superior-bond.md) -- [Superior Propulsion, *Feat 6*](superior-propulsion-g-g.md) -- [Superior Sight, *Feat 20*](superior-sight-aoa6.md) -- [Supernatural Charm, *Feat 5*](supernatural-charm.md) -- [Supernatural Senses, *Feat 4*](supernatural-senses-apg.md) -- [Supertaster, *Feat 7*](supertaster-apg.md) -- [Suplex [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](suplex-lotgb.md) -- [Supreme Psychic Center [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](supreme-psychic-center-da.md) -- [Supreme Spellstrike, *Feat 20*](supreme-spellstrike-som.md) -- [Sure Feet, *Feat 1*](sure-feet.md) -- [Sure Foot, *Feat 4*](sure-foot-apg.md) -- [Surface Culture, *Feat 1*](surface-culture-locg.md) -- [Surface Skimmer, *Feat 1*](surface-skimmer-aaws.md) -- [Surging Focus [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](surging-focus-apg.md) -- [Surging Might [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](surging-might-apg.md) -- [Surprise Attack, *Feat 4*](surprise-attack-apg.md) -- [Surprise Snare [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 4*](surprise-snare-apg.md) -- [Surprise Strike, *Feat 6*](surprise-strike-apg.md) -- [Surreptitious Spellcaster, *Feat 8*](surreptitious-spellcaster-locg.md) -- [Surrounding Flames, *Feat 10*](surrounding-flames-lotgb.md) -- [Survey Wildlife, *Feat 1*](survey-wildlife.md) -- [Survivor Of Desolation, *Feat 8*](survivor-of-desolation-locg.md) -- [Suspect Of Opportunity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](suspect-of-opportunity-apg.md) -- [Sustaining Steel [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](sustaining-steel-som.md) -- [Svetocher, *Feat 1*](svetocher-apg.md) -- [Swaggering Initiative [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](swaggering-initiative-apg.md) -- [Swap Investment, *Feat 12*](swap-investment-lopsg.md) -- [Swap Reflections [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](swap-reflections-da.md) -- [Swashbuckler Dedication, *Feat 2*](swashbuckler-dedication-apg.md) -- [Swashbuckler's Riposte, *Feat 6*](swashbucklers-riposte-apg.md) -- [Swashbuckler's Speed, *Feat 8*](swashbucklers-speed-apg.md) -- [Swift Application [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](swift-application-loil.md) -- [Swift Banishment [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](swift-banishment.md) -- [Swift Elusion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](swift-elusion-apg.md) -- [Swift Intervention [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](swift-intervention-g-g.md) -- [Swift Leap [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](swift-leap-botd.md) -- [Swift, *Feat 1*](swift-loag.md) -- [Swift River [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](swift-river.md) -- [Swift Sneak, *Feat 7*](swift-sneak.md) -- [Swift Swimmer, *Feat 5*](swift-swimmer-locg.md) -- [Swift Tracker, *Feat 6*](swift-tracker.md) -- [Swimming Poppet, *Feat 5*](swimming-poppet-lotgb.md) -- [Swipe (Barbarian) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-barbarian.md) -- [Swipe (Fighter) [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-fighter.md) -- [Sword And Pistol, *Feat 1*](sword-and-pistol-g-g.md) -- [Swordmaster Dedication, *Feat 6*](swordmaster-dedication-locg.md) -- [Sympathetic Vulnerabilities, *Feat 6*](sympathetic-vulnerabilities-da.md) -- [Symphony Of Blood, *Feat 17*](symphony-of-blood-apg.md) -- [Symphony Of The Muse, *Feat 20*](symphony-of-the-muse.md) -- [Symphony Of The Unfettered Heart, *Feat 10*](symphony-of-the-unfettered-heart-apg.md) -- [Syncretism, *Feat 1*](syncretism-logm.md) -- [Synergistic Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](synergistic-spell-locg.md) -- [Syu Tak-nwa's Deadly Hair, *Feat 6*](syu-tak-nwas-deadly-hair-frp1.md) -- [Syu Tak-nwa's Hexed Locks, *Feat 8*](syu-tak-nwas-hexed-locks-frp1.md) -- [Syu Tak-nwa's Skillful Tresses, *Feat 4*](syu-tak-nwas-skillful-tresses-frp1.md) -- [Tactical Cadence, *Feat 14*](tactical-cadence-apg.md) -- [Tactical Debilitations, *Feat 10*](tactical-debilitations.md) -- [Tactical Entry [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](tactical-entry-apg.md) -- [Tag Team [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](tag-team-g-g.md) -- [Tail Snatch [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](tail-snatch-loil.md) -- [Tail Spin [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](tail-spin-locg.md) -- [Tail Whip, *Feat 1*](tail-whip-locg.md) -- [Take The Wheel [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](take-the-wheel-g-g.md) -- [Takedown Expert, *Feat 1*](takedown-expert-apg.md) -- [Talisman Dabbler Dedication, *Feat 2*](talisman-dabbler-dedication-apg.md) -- [Talisman Esoterica, *Feat 2*](talisman-esoterica-da.md) -- [Talismanic Sage, *Feat 14*](talismanic-sage-apg.md) -- [Tamper [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](tamper-g-g.md) -- [Tandem Movement [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](tandem-movement-som.md) -- [Tandem Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](tandem-strike-som.md) -- [Tangle Of Battle [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](tangle-of-battle-apg.md) -- [Tangled Forest Rake [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](tangled-forest-rake.md) -- [Tangled Forest Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](tangled-forest-stance.md) -- [Tap Vitality [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](tap-vitality-da.md) -- [Target Of Opportunity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](target-of-opportunity-apg.md) -- [Target of Psychic Ire, *Feat 16*](target-of-psychic-ire-da.md) -- [Targeted Redirection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](targeted-redirection-g-g.md) -- [Targeting Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](targeting-finisher-apg.md) -- [Targeting Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](targeting-shot.md) -- [Taste Blood [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](taste-blood-loag.md) -- [Tattoo Artist, *Feat 2*](tattoo-artist-som.md) -- [Tectonic Stomp [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](tectonic-stomp-da.md) -- [Telekinetic Slip [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 9*](telekinetic-slip-loil.md) -- [Telluric Power, *Feat 13*](telluric-power-apg.md) -- [Tempest-sun Redirection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](tempest-sun-redirection-locg.md) -- [Tempest-sun Shielding [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](tempest-sun-shielding-locg.md) -- [Temporary Potions, *Feat 10*](temporary-potions-apg.md) -- [Ten Lives, *Feat 17*](ten-lives-loag.md) -- [Tenacious Blood Magic [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](tenacious-blood-magic-ec6.md) -- [Tenacious Net, *Feat 5*](tenacious-net-lome.md) -- [Tenacious Toxins, *Feat 4*](tenacious-toxins-apg.md) -- [Tengu Feather Fan, *Feat 5*](tengu-feather-fan-loag.md) -- [Tengu Lore, *Feat 1*](tengu-lore-apg.md) -- [Tengu Weapon Expertise, *Feat 13*](tengu-weapon-expertise-apg.md) -- [Tengu Weapon Familiarity, *Feat 1*](tengu-weapon-familiarity-apg.md) -- [Tengu Weapon Study, *Feat 5*](tengu-weapon-study-apg.md) -- [Tense Negotiator, *Feat 12*](tense-negotiator-lopsg.md) -- [Terraforming Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](terraforming-spell-apg.md) -- [Terrain Advantage, *Feat 9*](terrain-advantage-locg.md) -- [Terrain Expertise, *Feat 1*](terrain-expertise.md) -- [Terrain Form [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](terrain-form-botd.md) -- [Terrain Master, *Feat 8*](terrain-master.md) -- [Terrain Scout, *Feat 4*](terrain-scout-apg.md) -- [Terrain Shield, *Feat 14*](terrain-shield-som.md) -- [Terrain Stalker, *Feat 1*](terrain-stalker.md) -- [Terrain Transposition, *Feat 10*](terrain-transposition-apg.md) -- [Terrified Retreat, *Feat 7*](terrified-retreat.md) -- [Terrifying Countenance [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](terrifying-countenance-ngd.md) -- [Terrifying Howl [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](terrifying-howl.md) -- [Terrifying Resistance, *Feat 2*](terrifying-resistance-apg.md) -- [Tetraelemental Assault, *Feat 9*](tetraelemental-assault-loag.md) -- [That Was A Close One, Huh? [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](that-was-a-close-one-huh-g-g.md) -- [That's Odd, *Feat 1*](thats-odd-apg.md) -- [Thaumaturge Dedication, *Feat 2*](thaumaturge-dedication-da.md) -- [Thaumaturge's Demesne, *Feat 12*](thaumaturges-demesne-da.md) -- [Thaumaturge's Investiture, *Feat 10*](thaumaturges-investiture-da.md) -- [Thaumaturgic Ritualist, *Feat 4*](thaumaturgic-ritualist-da.md) -- [The Harder They Fall, *Feat 4*](the-harder-they-fall-apg.md) -- [The Tyrant Falls! [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](the-tyrant-falls-lokl.md) -- [Their Master's Call [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](their-masters-call-botd.md) -- [Theoretical Acumen [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](theoretical-acumen-locg.md) -- [Thick Hide Mask, *Feat 20*](thick-hide-mask-sot6.md) -- [Thorned Seedpod, *Feat 9*](thorned-seedpod-loag.md) -- [Thorough Reports, *Feat 4*](thorough-reports-lowg.md) -- [Thorough Research, *Feat 6*](thorough-research-apg.md) -- [Thorough Search, *Feat 3*](thorough-search-apg.md) -- [Thoughtform Summoning, *Feat 4*](thoughtform-summoning-da.md) -- [Thoughtsense, *Feat 8*](thoughtsense-da.md) -- [Thousand Faces, *Feat 4*](thousand-faces.md) -- [Thrash [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](thrash.md) -- [Through Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](through-spell-apg.md) -- [Thrown Voice, *Feat 5*](thrown-voice-loag.md) -- [Thunder Clap [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](thunder-clap-ooa1.md) -- [Thunder God's Fan, *Feat 13*](thunder-gods-fan-loag.md) -- [Thwart Evil [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](thwart-evil-lokl.md) -- [Tidal Shield [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](tidal-shield-loag.md) -- [Tide-hardened, *Feat 1*](tide-hardened-loag.md) -- [Tiger Slash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](tiger-slash.md) -- [Tiger Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](tiger-stance.md) -- [Tiller's Aid, *Feat 10*](tillers-aid-aoa3.md) -- [Tiller's Drive, *Feat 10*](tillers-drive-aoa3.md) -- [Time Dilation Cascade [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](time-dilation-cascade-frp3.md) -- [Time Mage Dedication, *Feat 6*](time-mage-dedication-da.md) -- [Timeless Body, *Feat 14*](timeless-body.md) -- [Timeless Nature, *Feat 14*](timeless-nature.md) -- [Timeline-Splitting Spell [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](timeline-splitting-spell-da.md) -- [Tinkering Fingers, *Feat 1*](tinkering-fingers-apg.md) -- [Tireless Guide's Mask, *Feat 20*](tireless-guides-mask-sot6.md) -- [Titan Slinger, *Feat 1*](titan-slinger.md) -- [Titan Swing [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](titan-swing-da.md) -- [Titan Wrestler, *Feat 1*](titan-wrestler.md) -- [Titan's Stature, *Feat 12*](titans-stature.md) -- [To Battle! [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies"), *Feat 8*](to-battle-apg.md) -- [To The Ends Of The Earth, *Feat 20*](to-the-ends-of-the-earth.md) -- [Tomb-watcher's Glare, *Feat 5*](tomb-watchers-glare-locg.md) -- [Tongue Disarm [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](tongue-disarm-loag.md) -- [Tongue Of Sun And Moon, *Feat 14*](tongue-of-sun-and-moon.md) -- [Tongue Tether, *Feat 9*](tongue-tether-lome.md) -- [Tools Of The Trade, *Feat 4*](tools-of-the-trade-apg.md) -- [Topple Foe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](topple-foe-apg.md) -- [Topple Giants, *Feat 8*](topple-giants-g-g.md) -- [Toppling Dance, *Feat 13*](toppling-dance-apg.md) -- [Toppling Tentacles, *Feat 10*](toppling-tentacles-lotgb.md) -- [Torch Goblin [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](torch-goblin-locg.md) -- [Torrential Backlash [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](torrential-backlash-da.md) -- [Touch Focus [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](touch-focus-frp2.md) -- [Tough Skin, *Feat 1*](tough-skin-loil.md) -- [Tough Tumbler, *Feat 5*](tough-tumbler-ec3.md) -- [Toughness, *Feat 1*](toughness.md) -- [Tower Shield Mastery, *Feat 20*](tower-shield-mastery-lokl.md) -- [Towering Presence [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](towering-presence-loil.md) -- [Towering Size, *Feat 12*](towering-size-som.md) -- [Tracing Sigil, *Feat 4*](tracing-sigil-lotgb.md) -- [Train Animal, *Feat 1*](train-animal.md) -- [Trample [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](trample-som.md) -- [Trampling Charge [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 10*](trampling-charge-apg.md) -- [Tranquil Sanctuary, *Feat 5*](tranquil-sanctuary-loag.md) -- [Transcendent Realization, *Feat 9*](transcendent-realization-loil.md) -- [Transcribe Moment, *Feat 8*](transcribe-moment-lopsg.md) -- [Translucent Skin, *Feat 13*](translucent-skin-loag.md) -- [Transposable Compliance, *Feat 5*](transposable-compliance-loil.md) -- [Transpose [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](transpose-som.md) -- [Trap Finder (Investigator), *Feat 1*](trap-finder-investigator-apg.md) -- [Trap Finder (Rogue), *Feat 1*](trap-finder-rogue.md) -- [Trapsmith Dedication, *Feat 4*](trapsmith-dedication-g-g.md) -- [Treacherous Earth [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](treacherous-earth-loag.md) -- [Treat Condition [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](treat-condition-apg.md) -- [Tree Climber, *Feat 9*](tree-climber-apg.md) -- [Tree Climber, *Feat 5*](tree-climber-locg.md) -- [Tree's Ward, *Feat 5*](trees-ward-loil.md) -- [Trespass Teleportation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](trespass-teleportation-da.md) -- [Triangle Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](triangle-shot-apg.md) -- [Triangulate, *Feat 4*](triangulate-g-g.md) -- [Trick Driver Dedication, *Feat 2*](trick-driver-dedication-g-g.md) -- [Trick Magic Item [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](trick-magic-item.md) -- [Trick Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](trick-shot-g-g.md) -- [Trickster Tengu, *Feat 17*](trickster-tengu-loag.md) -- [Trickster's Ace (Investigator) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](tricksters-ace-investigator-apg.md) -- [Trickster's Ace (Rogue) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](tricksters-ace-rogue.md) -- [Triggerbrand Blitz [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](triggerbrand-blitz-loil.md) -- [Triggerbrand Salvo [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](triggerbrand-salvo-loil.md) -- [Triple Shot, *Feat 6*](triple-shot.md) -- [Triple Threat, *Feat 20*](triple-threat.md) -- [Triple Time, *Feat 4*](triple-time.md) -- [Triumphant Inspiration [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](triumphant-inspiration-apg.md) -- [True Debilitating Bomb, *Feat 14*](true-debilitating-bomb.md) -- [True Gaze [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 17*](true-gaze-lome.md) -- [True Hypercognition [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](true-hypercognition.md) -- [True Perception, *Feat 19*](true-perception-apg.md) -- [True Shapeshifter [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](true-shapeshifter.md) -- [True Transmogrification, *Feat 18*](true-transmogrification-som.md) -- [Truespeech, *Feat 13*](truespeech-loag.md) -- [Tumble Behind (Rogue), *Feat 1*](tumble-behind-rogue-apg.md) -- [Tumble Behind (Swashbuckler), *Feat 2*](tumble-behind-swashbuckler-apg.md) -- [Tumbling Opportunist [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](tumbling-opportunist-apg.md) -- [Tumbling Strike [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](tumbling-strike-apg.md) -- [Tupilaq Carver, *Feat 1*](tupilaq-carver-locg.md) -- [Turn Away Misfortune [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](turn-away-misfortune-da.md) -- [Turn Back the Clock [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](turn-back-the-clock-da.md) -- [Turn to Mist [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](turn-to-mist-botd.md) -- [Turn Undead, *Feat 2*](turn-undead.md) -- [Turpin Rowe Lumberjack Dedication, *Feat 2*](turpin-rowe-lumberjack-dedication-ec3.md) -- [Tusks, *Feat 1*](tusks-apg.md) -- [Tusks, *Feat 1*](tusks-locg.md) -- [Tweak Appearances, *Feat 2*](tweak-appearances-aoa3.md) -- [Twin Distraction, *Feat 4*](twin-distraction-apg.md) -- [Twin Eidolon, *Feat 20*](twin-eidolon-som.md) -- [Twin Feint [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](twin-feint.md) -- [Twin Parry (Fighter) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-fighter.md) -- [Twin Parry (Ranger) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-ranger.md) -- [Twin Parry (Swashbuckler) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-swashbuckler-apg.md) -- [Twin Psyche, *Feat 20*](twin-psyche-da.md) -- [Twin Riposte (Fighter) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](twin-riposte-fighter.md) -- [Twin Riposte (Ranger) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](twin-riposte-ranger.md) -- [Twin Shot Knockdown [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](twin-shot-knockdown-g-g.md) -- [Twin Takedown [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](twin-takedown.md) -- [Twin Weakness [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](twin-weakness-da.md) -- [Twinned Defense (Fighter) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](twinned-defense-fighter.md) -- [Twinned Defense (Swashbuckler) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](twinned-defense-swashbuckler-apg.md) -- [Twist Healing, *Feat 17*](twist-healing-loag.md) -- [Twist The Knife [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](twist-the-knife.md) -- [Twitchy, *Feat 1*](twitchy-apg.md) -- [Two Truths [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](two-truths-da.md) -- [Two-Weapon Flurry [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](two-weapon-flurry.md) -- [Two-weapon Fusillade [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](two-weapon-fusillade-g-g.md) -- [Ubiquitous Gadgets, *Feat 8*](ubiquitous-gadgets-g-g.md) -- [Ubiquitous Overdrive, *Feat 20*](ubiquitous-overdrive-g-g.md) -- [Ubiquitous Snares, *Feat 16*](ubiquitous-snares.md) -- [Ubiquitous Weakness, *Feat 20*](ubiquitous-weakness-da.md) -- [Ultimate Flexibility, *Feat 20*](ultimate-flexibility-aoa6.md) -- [Ultimate Flexibility, *Feat 20*](ultimate-flexibility-apg.md) -- [Ultimate Mercy, *Feat 18*](ultimate-mercy.md) -- [Ultimate Polymath, *Feat 20*](ultimate-polymath-apg.md) -- [Ultimate Skirmisher, *Feat 20*](ultimate-skirmisher.md) -- [Unassuming Dedication, *Feat 1*](unassuming-dedication-locg.md) -- [Unbalancing Blow, *Feat 2*](unbalancing-blow.md) -- [Unbalancing Finisher [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](unbalancing-finisher-apg.md) -- [Unbalancing Sweep [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 12*](unbalancing-sweep-apg.md) -- [Unbelievable Escape, *Feat 10*](unbelievable-escape-g-g.md) -- [Unbelievable Luck, *Feat 8*](unbelievable-luck-g-g.md) -- [Unbound Freedom, *Feat 13*](unbound-freedom-loil.md) -- [Unbreakable-er Goblin, *Feat 13*](unbreakable-er-goblin-locg.md) -- [Unburdened Iron, *Feat 1*](unburdened-iron.md) -- [Uncanny Agility, *Feat 1*](uncanny-agility-loag.md) -- [Uncanny Awareness, *Feat 5*](uncanny-awareness-loag.md) -- [Uncanny Bombs, *Feat 12*](uncanny-bombs.md) -- [Uncanny Cheeks, *Feat 9*](uncanny-cheeks-loag.md) -- [Uncanny Dodge, *Feat 10*](uncanny-dodge.md) -- [Uncanny Suction, *Feat 12*](uncanny-suction-sli.md) -- [Unconventional Expertise, *Feat 13*](unconventional-expertise.md) -- [Unconventional Weaponry, *Feat 1*](unconventional-weaponry.md) -- [Undaunted, *Feat 1*](undaunted-locg.md) -- [Undead Companion, *Feat 5*](undead-companion-loag.md) -- [Undead Empathy, *Feat 1*](undead-empathy-botd.md) -- [Undead Master Dedication, *Feat 2*](undead-master-dedication-botd.md) -- [Undead Slayer, *Feat 5*](undead-slayer-apg.md) -- [Undead Slayer Dedication, *Feat 2*](undead-slayer-dedication-botd.md) -- [Underground Network, *Feat 2*](underground-network-apg.md) -- [Underhanded Assault [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](underhanded-assault-apg.md) -- [Underwater Marauder, *Feat 1*](underwater-marauder.md) -- [Underwater Volcano, *Feat 17*](underwater-volcano-loag.md) -- [Underworld Investigator, *Feat 1*](underworld-investigator-apg.md) -- [Undying Conviction, *Feat 4*](undying-conviction-botd.md) -- [Undying Ferocity, *Feat 9*](undying-ferocity-apg.md) -- [Uneasy Rest, *Feat 6*](uneasy-rest-lotgb.md) -- [Unending Emptiness, *Feat 14*](unending-emptiness-som.md) -- [Unerring Shot, *Feat 18*](unerring-shot-g-g.md) -- [Unexpected Sharpshooter Dedication, *Feat 2*](unexpected-sharpshooter-dedication-g-g.md) -- [Unexpected Shift [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](unexpected-shift-locg.md) -- [Unfazed Assessment [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](unfazed-assessment-aoa5.md) -- [Unfetter Eidolon, *Feat 1*](unfetter-eidolon-som.md) -- [Unfettered Halfling, *Feat 1*](unfettered-halfling.md) -- [Unfettering Prankster, *Feat 17*](unfettering-prankster-loil.md) -- [Unhampered Passage, *Feat 9*](unhampered-passage-apg.md) -- [Unified Theory, *Feat 15*](unified-theory.md) -- [Unimpeded Step, *Feat 1*](unimpeded-step.md) -- [United Assault [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](united-assault-lokl.md) -- [Universal Longevity [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](universal-longevity.md) -- [Universal Versatility, *Feat 8*](universal-versatility.md) -- [Unkillable [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](unkillable-botd.md) -- [Unlimited Demesne, *Feat 20*](unlimited-demesne-da.md) -- [Unlimited Ghost Flight, *Feat 14*](unlimited-ghost-flight-botd.md) -- [Unlimited Potential [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](unlimited-potential-da.md) -- [Unlock Secret, *Feat 5*](unlock-secret-loil.md) -- [Unmistakable Lore, *Feat 2*](unmistakable-lore.md) -- [Unnerving Expansion [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](unnerving-expansion-da.md) -- [Unnerving Prowess [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](unnerving-prowess-lowg.md) -- [Unravel Mysteries, *Feat 8*](unravel-mysteries-locg.md) -- [Unrivaled Builder, *Feat 13*](unrivaled-builder-ec3.md) -- [Unseat [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](unseat-apg.md) -- [Unseen Passage, *Feat 8*](unseen-passage-loil.md) -- [Unshakable Grit, *Feat 12*](unshakable-grit-g-g.md) -- [Unshakable Idealism, *Feat 8*](unshakable-idealism-locg.md) -- [Unstable Concoction, *Feat 10*](unstable-concoction-apg.md) -- [Unstable Redundancies [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](unstable-redundancies-g-g.md) -- [Unstoppable Juggernaut, *Feat 20*](unstoppable-juggernaut-apg.md) -- [Untrained Improvisation, *Feat 3*](untrained-improvisation.md) -- [Unusual Composition [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](unusual-composition.md) -- [Unwavering Mien, *Feat 1*](unwavering-mien.md) -- [Unwind Death [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 16*](unwind-death-ooa3.md) -- [Unyielding Disguise, *Feat 9*](unyielding-disguise-da.md) -- [Urgent Upwelling [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](urgent-upwelling-som.md) -- [Uzunjati Recollection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](uzunjati-recollection-locg.md) -- [Uzunjati Storytelling [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](uzunjati-storytelling-locg.md) -- [Vacate Vision [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](vacate-vision-sli.md) -- [Vampire Dedication, *Feat 2*](vampire-dedication-botd.md) -- [Vampire Lore, *Feat 1*](vampire-lore-apg.md) -- [Vanara Battle Clarity, *Feat 13*](vanara-battle-clarity-loil.md) -- [Vanara Lore, *Feat 1*](vanara-lore-loil.md) -- [Vanara Weapon Expertise, *Feat 13*](vanara-weapon-expertise-loil.md) -- [Vanara Weapon Familiarity, *Feat 1*](vanara-weapon-familiarity-loil.md) -- [Vanara Weapon Trickery, *Feat 5*](vanara-weapon-trickery-loil.md) -- [Vandal, *Feat 5*](vandal-apg.md) -- [Vantage Shot, *Feat 8*](vantage-shot-g-g.md) -- [Vanth's Weapon Execution, *Feat 5*](vanths-weapon-execution-loag.md) -- [Vanth's Weapon Expertise, *Feat 13*](vanths-weapon-expertise-loag.md) -- [Vanth's Weapon Familiarity, *Feat 1*](vanths-weapon-familiarity-loag.md) -- [Variable Core, *Feat 1*](variable-core-g-g.md) -- [Vehicle Mechanic Dedication, *Feat 2*](vehicle-mechanic-dedication-g-g.md) -- [Veil May, *Feat 1*](veil-may-loag.md) -- [Velstrac Magic, *Feat 9*](velstrac-magic-loag.md) -- [Vengeful Hatred, *Feat 1*](vengeful-hatred.md) -- [Vengeful Oath, *Feat 2*](vengeful-oath.md) -- [Vengeful Strike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](vengeful-strike.md) -- [Venom Purge [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](venom-purge-loil.md) -- [Venom Spit, *Feat 5*](venom-spit-loil.md) -- [Verdant Metamorphosis, *Feat 14*](verdant-metamorphosis.md) -- [Verdant Presence [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](verdant-presence-ec6.md) -- [Verdant Weapon, *Feat 1*](verdant-weapon-apg.md) -- [Vernai Training, *Feat 12*](vernai-training-lol.md) -- [Versatile Font, *Feat 2*](versatile-font.md) -- [Versatile Performance, *Feat 1*](versatile-performance.md) -- [Versatile Signature, *Feat 4*](versatile-signature.md) -- [Versatile Spellstrike, *Feat 18*](versatile-spellstrike-som.md) -- [Very Sneaky, *Feat 1*](very-sneaky.md) -- [Very, Very Sneaky, *Feat 13*](very-very-sneaky.md) -- [Vessel's Form [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](vessels-form-da.md) -- [Vestigial Wings, *Feat 1*](vestigial-wings-loag.md) -- [Vexing Tumble [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](vexing-tumble-apg.md) -- [Vibrant Display, *Feat 1*](vibrant-display-locg.md) -- [Vibration Sense, *Feat 4*](vibration-sense-som.md) -- [Vicious Debilitations, *Feat 10*](vicious-debilitations.md) -- [Vicious Evisceration [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](vicious-evisceration.md) -- [Vicious Fangs, *Feat 8*](vicious-fangs-botd.md) -- [Vicious Incisors, *Feat 1*](vicious-incisors-apg.md) -- [Vicious Snares, *Feat 13*](vicious-snares-loag.md) -- [Vicious Vengeance, *Feat 1*](vicious-vengeance-apg.md) -- [Vicious Venom, *Feat 17*](vicious-venom-loil.md) -- [Victorious Vigor [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](victorious-vigor.md) -- [Vigilant Benediction, *Feat 12*](vigilant-benediction-lokl.md) -- [Vigilant Mask, *Feat 20*](vigilant-mask-sot6.md) -- [Vigilante Dedication, *Feat 2*](vigilante-dedication-apg.md) -- [Vigil's Walls Rise Anew! [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](vigils-walls-rise-anew-lol.md) -- [Vigorous Health, *Feat 1*](vigorous-health-locg.md) -- [Vigorous Inspiration [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](vigorous-inspiration-apg.md) -- [Viking Dedication, *Feat 2*](viking-dedication-apg.md) -- [Viking Shieldbearer, *Feat 1*](viking-shieldbearer-locg.md) -- [Viking Vindicator, *Feat 8*](viking-vindicator-lokl.md) -- [Viking Weapon Familiarity, *Feat 4*](viking-weapon-familiarity-apg.md) -- [Viking Weapon Specialist, *Feat 6*](viking-weapon-specialist-apg.md) -- [Vile Desecration, *Feat 1*](vile-desecration-apg.md) -- [Violent Unleash [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](violent-unleash-da.md) -- [Violent Vines, *Feat 13*](violent-vines-loil.md) -- [Viper Strike [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](viper-strike-loil.md) -- [Virga May, *Feat 1*](virga-may-loag.md) -- [Virtue-forged Tattoos, *Feat 9*](virtue-forged-tattoos-locg.md) -- [Virtuosic Performer, *Feat 1*](virtuosic-performer.md) -- [Vishkanya Lore, *Feat 1*](vishkanya-lore-loil.md) -- [Vishkanya Weapon Arts, *Feat 5*](vishkanya-weapon-arts-loil.md) -- [Vishkanya Weapon Expertise, *Feat 13*](vishkanya-weapon-expertise-loil.md) -- [Vishkanya Weapon Familiarity, *Feat 1*](vishkanya-weapon-familiarity-loil.md) -- [Vision of Foresight [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](vision-of-foresight-da.md) -- [Vision Of Weakness, *Feat 4*](vision-of-weakness-apg.md) -- [Visual Fidelity, *Feat 6*](visual-fidelity-g-g.md) -- [Vitality-manipulating Stance, *Feat 20*](vitality-manipulating-stance-frp3.md) -- [Vivacious Afterimage [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](vivacious-afterimage-frp3.md) -- [Vivacious Bravado [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](vivacious-bravado-apg.md) -- [Vivacious Conduit, *Feat 9*](vivacious-conduit.md) -- [Voice Cold as Death [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 7*](voice-cold-as-death-lokl.md) -- [Voice of Authority, *Feat 4*](voice-of-authority-ngd.md) -- [Voice Of The Night, *Feat 1*](voice-of-the-night-apg.md) -- [Volatile Grease, *Feat 6*](volatile-grease-lotgb.md) -- [Waking Dream, *Feat 8*](waking-dream-da.md) -- [Walk on the Wind, *Feat 16*](walk-on-the-wind-da.md) -- [Walk The Plank [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](walk-the-plank-apg.md) -- [Wall Jump, *Feat 7*](wall-jump.md) -- [Wall Run [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](wall-run.md) -- [Wandering Heart, *Feat 13*](wandering-heart-locg.md) -- [Wandering Oasis, *Feat 12*](wandering-oasis-apg.md) -- [Wandering Thoughts [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](wandering-thoughts-da.md) -- [War Conditioning, *Feat 13*](war-conditioning-loag.md) -- [Ward Against Corruption, *Feat 5*](ward-against-corruption-apg.md) -- [Ward Casting [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](ward-casting-locg.md) -- [Ward Medic, *Feat 2*](ward-medic.md) -- [Ward Mind [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](ward-mind-lopsg.md) -- [Ward Slumber, *Feat 12*](ward-slumber-da.md) -- [Warden's Boon [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](wardens-boon.md) -- [Warden's Focus, *Feat 12*](wardens-focus-apg.md) -- [Warden's Guidance, *Feat 14*](wardens-guidance.md) -- [Warden's Step, *Feat 10*](wardens-step.md) -- [Warden's Wellspring, *Feat 18*](wardens-wellspring-apg.md) -- [Warding Light, *Feat 4*](warding-light-lol.md) -- [Warding Rune, *Feat 6*](warding-rune-lowg.md) -- [Warning Shot [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](warning-shot-g-g.md) -- [Warp Likeness [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](warp-likeness-da.md) -- [Warp Space, *Feat 2*](warp-space-da.md) -- [Warped Constriction [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](warped-constriction-da.md) -- [Warped Reflection [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](warped-reflection-da.md) -- [Warren Digger, *Feat 13*](warren-digger-apg.md) -- [Warren Friend, *Feat 1*](warren-friend-loag.md) -- [Warren Navigator, *Feat 1*](warren-navigator-apg.md) -- [Wary Disarmament, *Feat 2*](wary-disarmament.md) -- [Wary Skulker, *Feat 9*](wary-skulker-apg.md) -- [Wash Out, *Feat 1*](wash-out-lotgb.md) -- [Watch And Learn [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](watch-and-learn-lopsg.md) -- [Watch Your Back [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](watch-your-back-apg.md) -- [Watchful Gaze [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](watchful-gaze-lome.md) -- [Watchful Halfling, *Feat 1*](watchful-halfling.md) -- [Water Conjuration, *Feat 5*](water-conjuration-loag.md) -- [Water Dancer, *Feat 9*](water-dancer-loag.md) -- [Water Nagaji, *Feat 1*](water-nagaji-loil.md) -- [Water Sprint, *Feat 7*](water-sprint-apg.md) -- [Water Step, *Feat 6*](water-step.md) -- [Water Strider [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](water-strider-loag.md) -- [Wave Spiral [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](wave-spiral-som.md) -- [Wave the Flag [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](wave-the-flag-lokl.md) -- [Wavetouched Paragon, *Feat 5*](wavetouched-paragon-locg.md) -- [Waxed Feathers, *Feat 1*](waxed-feathers-loag.md) -- [Wayfinder Resonance Infiltrator, *Feat 8*](wayfinder-resonance-infiltrator-lopsg.md) -- [Wayfinder Resonance Tinkerer, *Feat 4*](wayfinder-resonance-tinkerer-lowg.md) -- [We March On, *Feat 13*](we-march-on-loag.md) -- [Weapon Improviser Dedication, *Feat 2*](weapon-improviser-dedication-apg.md) -- [Weapon Proficiency, *Feat 1*](weapon-proficiency.md) -- [Weapon-rune Shifter, *Feat 10*](weapon-rune-shifter-aoa4.md) -- [Weapon Supremacy, *Feat 20*](weapon-supremacy.md) -- [Web Hunter, *Feat 9*](web-hunter-lome.md) -- [Web Walker, *Feat 1*](web-walker-lome.md) -- [Web Weaver, *Feat 1*](web-weaver-lome.md) -- [Webslinger [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 13*](webslinger-lome.md) -- [Weight Of Guilt, *Feat 1*](weight-of-guilt.md) -- [Weighty Impact, *Feat 10*](weighty-impact-som.md) -- [Well-Armed [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](well-armed-botd.md) -- [Well-groomed, *Feat 9*](well-groomed-apg.md) -- [Well-met Traveler, *Feat 1*](well-met-traveler-apg.md) -- [Well of Potential [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](well-of-potential-loil.md) -- [Well-versed, *Feat 1*](well-versed-apg.md) -- [Wellspring Control, *Feat 4*](wellspring-control-som.md) -- [Wellspring Mage Dedication, *Feat 2*](wellspring-mage-dedication-som.md) -- [Westyr's Wayfinder Repository, *Feat 6*](westyrs-wayfinder-repository-lopsg.md) -- [What Could Have Been [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](what-could-have-been-da.md) -- [Wheedle And Jig, *Feat 9*](wheedle-and-jig-lotgb.md) -- [Whirling Blade Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](whirling-blade-stance-apg.md) -- [Whirling Knockdown [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](whirling-knockdown-g-g.md) -- [Whirling Throw [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](whirling-throw.md) -- [Whirlwind Spell [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](whirlwind-spell-som.md) -- [Whirlwind Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](whirlwind-stance-ec1.md) -- [Whirlwind Strike (Barbarian) [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-barbarian.md) -- [Whirlwind Strike (Fighter) [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-fighter.md) -- [Whirlwind Toss, *Feat 20*](whirlwind-toss-frp3.md) -- [Whispering Steps, *Feat 8*](whispering-steps-da.md) -- [Whitecape, *Feat 1*](whitecape-loil.md) -- [Whodunnit?, *Feat 8*](whodunnit-apg.md) -- [Wholeness Of Body, *Feat 4*](wholeness-of-body.md) -- [Wide Overwatch, *Feat 10*](wide-overwatch-g-g.md) -- [Widen Spell (Druid) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-druid.md) -- [Widen Spell (Oracle) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-oracle-apg.md) -- [Widen Spell (Sorcerer) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-sorcerer.md) -- [Widen Spell (Witch) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-witch-apg.md) -- [Widen Spell (Wizard) [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-wizard.md) -- [Widen The Gap, *Feat 10*](widen-the-gap-ec3.md) -- [Wild Empathy, *Feat 2*](wild-empathy.md) -- [Wild Lights, *Feat 4*](wild-lights-lotgb.md) -- [Wild Shape, *Feat 1*](wild-shape.md) -- [Wild Strider, *Feat 12*](wild-strider-apg.md) -- [Wild Winds Gust [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](wild-winds-gust.md) -- [Wild Winds Initiate, *Feat 8*](wild-winds-initiate.md) -- [Wildborn Adept, *Feat 5*](wildborn-adept-locg.md) -- [Wildborn Magic, *Feat 1*](wildborn-magic-locg.md) -- [Wilderness Spotter, *Feat 2*](wilderness-spotter-fop.md) -- [Willing Death [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](willing-death-loag.md) -- [Wind Caller, *Feat 8*](wind-caller.md) -- [Wind God's Fan, *Feat 9*](wind-gods-fan-loag.md) -- [Wind Jump, *Feat 10*](wind-jump.md) -- [Wind Pillow, *Feat 1*](wind-pillow-loil.md) -- [Wind Tempered, *Feat 1*](wind-tempered-loag.md) -- [Wind-tossed Spell [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](wind-tossed-spell-som.md) -- [Winding Flow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](winding-flow.md) -- [Wing Step [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](wing-step-loag.md) -- [Winglets, *Feat 5*](winglets-loag.md) -- [Wings Of Air [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 9*](wings-of-air-loag.md) -- [Wings Of The Dragon, *Feat 12*](wings-of-the-dragon-apg.md) -- [Winter Cat Senses, *Feat 1*](winter-cat-senses-loag.md) -- [Wish Alchemy, *Feat 20*](wish-alchemy-lol.md) -- [Witch Dedication, *Feat 2*](witch-dedication-apg.md) -- [Witch Warden, *Feat 1*](witch-warden-locg.md) -- [Witch's Bottle, *Feat 8*](witchs-bottle-apg.md) -- [Witch's Charge, *Feat 6*](witchs-charge-apg.md) -- [Witch's Communion, *Feat 10*](witchs-communion-apg.md) -- [Witch's Hut, *Feat 20*](witchs-hut-apg.md) -- [Withstand Death, *Feat 16*](withstand-death-lokl.md) -- [Wizard Dedication, *Feat 2*](wizard-dedication.md) -- [Wolf Drag [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](wolf-drag.md) -- [Wolf in Sheep's Clothing, *Feat 4*](wolf-in-sheeps-clothing-da.md) -- [Wolf Stance [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](wolf-stance.md) -- [Wonder Worker, *Feat 20*](wonder-worker-da.md) -- [Woodcraft, *Feat 1*](woodcraft-locg.md) -- [Woodland Stride, *Feat 4*](woodland-stride.md) -- [Words Of Unraveling, *Feat 12*](words-of-unraveling-av2.md) -- [Work Yourself Up [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](work-yourself-up-som.md) -- [Worldsphere Gravity [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](worldsphere-gravity-frp3.md) -- [Wortwitch, *Feat 1*](wortwitch-apg.md) -- [Wounded Rage [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](wounded-rage.md) -- [Wrestler Dedication, *Feat 2*](wrestler-dedication-lotgb.md) -- [Wronged Monk's Wrath, *Feat 10*](wronged-monks-wrath-frp1.md) -- [Wyrmbane Aura, *Feat 14*](wyrmbane-aura.md) -- [Wyrmling Flight, *Feat 17*](wyrmling-flight-loag.md) -- [Yamaraj's Grandeur [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 17*](yamarajs-grandeur-loag.md) -- [You Failed To Account For... This! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](you-failed-to-account-for-this-g-g.md) -- [You're Next (Rogue) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](youre-next-rogue.md) -- [You're Next (Swashbuckler) [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](youre-next-swashbuckler-apg.md) -- [Zephyr Guard Dedication, *Feat 2*](zephyr-guard-dedication-aoa5.md) -- [Zombie Dedication, *Feat 2*](zombie-dedication-botd.md) -- [Zombie Horde [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 20*](zombie-horde-ooa3.md) diff --git a/Compendium/feats/feed-on-pain-loag.md b/Compendium/feats/feed-on-pain-loag.md deleted file mode 100644 index 7a54b7d9e..000000000 --- a/Compendium/feats/feed-on-pain-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Feed On Pain"] ---- -# Feed On Pain [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: [Adhyabhau](adhyabhau-loag.md) -- **Frequency**: once per hour -- **Trigger** You deal mental damage. -- **Activity** Reaction - -The psychic feedback of another creature's pain fills you with false life. You gain temporary Hit Points equal to half the mental damage you dealt from the triggering effect. If the triggering action dealt mental damage to multiple creatures, calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. - -*Source: Lost Omens: Ancestry Guide p. 27* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/felicitous-riposte-apg.md b/Compendium/feats/felicitous-riposte-apg.md deleted file mode 100644 index 4801890ad..000000000 --- a/Compendium/feats/felicitous-riposte-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fortune -- trait/swashbuckler -aliases: ["Felicitous Riposte"] ---- -# Felicitous Riposte *Feat 16* -[fortune](../../Rules/traits/fortune.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -You take advantage of your foe's openings with uncanny odds. When you make an [Opportune Riposte](../../Rules/actions/opportune-riposte-apg.md), roll twice on the attack roll and take the better result. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/fell-rider-loag.md b/Compendium/feats/fell-rider-loag.md deleted file mode 100644 index 7935ad67c..000000000 --- a/Compendium/feats/fell-rider-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["Fell Rider"] ---- -# Fell Rider *Feat 9* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Prerequisites**: animal companion - -You have trained with your animal companion to become a terrifying, unified juggernaut on the battlefield. Your animal companion becomes trained in [Intimidation](../skills.md#Intimidation). If your animal companion uses Support while serving as your mount, it grants you the effects of the [Aid](../../Rules/actions/aid.md) reaction on your first [Intimidation](../skills.md#Intimidation) check to [Demoralize](../../Rules/actions/demoralize.md) on the same turn, even though it can't take reactions. - -*Source: Lost Omens: Ancestry Guide p. 36* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/felling-shot.md b/Compendium/feats/felling-shot.md deleted file mode 100644 index 3e5dc4f4f..000000000 --- a/Compendium/feats/felling-shot.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Felling Shot"] ---- -# Felling Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Two-Action - -Your ranged attacks can shoot an unprepared foe right out of the air. Make a [Strike](../../Rules/actions/strike.md) with a ranged weapon or a thrown weapon against a [flat-footed](../../Rules/conditions.md#Flat-footed) creature. If the [Strike](../../Rules/actions/strike.md) is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. -> - **Critical Failure** As failure, and the target can't fly, jump, levitate, or otherwise leave the ground until the end of your next turn. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/felling-strike.md b/Compendium/feats/felling-strike.md deleted file mode 100644 index 89ef20e94..000000000 --- a/Compendium/feats/felling-strike.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Felling Strike"] ---- -# Felling Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[fighter](../../Rules/traits/fighter.md) - -- **Activity** Two-Action - -Your attack can ground an airborne foe. Make a [Strike](../../Rules/actions/strike.md). If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can't [Fly](../../Rules/actions/fly.md), [Leap](../../Rules/actions/leap.md), levitate, or otherwise leave the ground until the end of your next turn. - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/feral-mutagen.md b/Compendium/feats/feral-mutagen.md deleted file mode 100644 index 8f118605f..000000000 --- a/Compendium/feats/feral-mutagen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Feral Mutagen"] ---- -# Feral Mutagen *Feat 8* -[alchemist](../../Rules/traits/alchemist.md) - - -Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you're affected by a bestial mutagen, you gain the mutagen's item bonus to your [Intimidation](../skills.md#Intimidation) checks. In addition, your claws and jaws are increasingly vicious, and they gain the [deadly ](../../Rules/traits/deadly.md) trait. Finally, you can increase the mutagen's penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step. - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/ferocious-beasts-apg.md b/Compendium/feats/ferocious-beasts-apg.md deleted file mode 100644 index 231fd7c2b..000000000 --- a/Compendium/feats/ferocious-beasts-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Ferocious Beasts"] ---- -# Ferocious Beasts *Feat 13* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Beast Trainer](beast-trainer-apg.md) or animal companion, [Orc Ferocity](orc-ferocity.md) - -Since ancient times, the mightiest orc beast tamers would draw out the true fighting spirit of their companion beasts by feeding the creatures a draft incorporating the orc's own blood. Animal companions or bonded animals you have gain the [Orc Ferocity](orc-ferocity.md) feat, and they gain a reaction they can use only for [Orc Ferocity](orc-ferocity.md). If you have the [Undying Ferocity](undying-ferocity-apg.md) ancestry feat, all animal companions or bonded animals you have also gain the benefits of that feat when using the [Orc Ferocity](orc-ferocity.md) reaction. - -*Source: Advanced Player's Guide p. 19* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/ferocious-gust-loag.md b/Compendium/feats/ferocious-gust-loag.md deleted file mode 100644 index ffb2cd803..000000000 --- a/Compendium/feats/ferocious-gust-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/air -- trait/concentrate -- trait/manipulate -- trait/strix -aliases: ["Ferocious Gust"] ---- -# Ferocious Gust [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[air](../../Rules/traits/air.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [strix](../../Rules/traits/strix-loag.md) - -- **Frequency**: once per 10 minutes -- **Activity** Two-Action - -With heavy wing beats, you whip up a furious gust and direct it at your opponents. This air blast has the effects of gust of wind with a DC equal to your class DC or spell DC, whichever is higher. - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/air #trait/concentrate #trait/manipulate #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/ferocious-shape.md b/Compendium/feats/ferocious-shape.md deleted file mode 100644 index 8edce1afa..000000000 --- a/Compendium/feats/ferocious-shape.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Ferocious Shape"] ---- -# Ferocious Shape *Feat 8* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wild Shape](wild-shape.md) - -You have mastered the shape of ferocious dinosaurs. Add the forms listed in [dinosaur form](../spells/dinosaur-form.md) to your wild shape list. Whenever you use wild shape to take a form that grants you a specific [Athletics](../skills.md#Athletics) modifier, you gain a +1 status bonus to your [Athletics](../skills.md#Athletics) checks. - -*Source: Core Rulebook p. 136* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/festering-wounds-botd.md b/Compendium/feats/festering-wounds-botd.md deleted file mode 100644 index 6b453a8e0..000000000 --- a/Compendium/feats/festering-wounds-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/disease -- trait/divine -- trait/necromancy -aliases: ["Festering Wounds"] ---- -# Festering Wounds *Feat 12* -[archetype](../../Rules/traits/archetype.md) [disease](../../Rules/traits/disease.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) - -Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to [Treat these Wounds](../../Rules/actions/treat-wounds.md) using [Medicine](../skills.md#Medicine) increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means. - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype #trait/disease #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/fetchling-lore-loag.md b/Compendium/feats/fetchling-lore-loag.md deleted file mode 100644 index 5342bd06e..000000000 --- a/Compendium/feats/fetchling-lore-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Fetchling Lore"] ---- -# Fetchling Lore *Feat 1* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -You've learned obscure lessons about your fellow fetchlings. You're trained in [Occultism](../skills.md#Occultism) and [Stealth](../skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Shadow Plane Lore](../skills.md#Lore). - -*Source: Lost Omens: Ancestry Guide p. 86* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/feverish-enzymes-botd.md b/Compendium/feats/feverish-enzymes-botd.md deleted file mode 100644 index 8e7d3776b..000000000 --- a/Compendium/feats/feverish-enzymes-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Feverish Enzymes"] ---- -# Feverish Enzymes [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](ghoul-dedication-botd.md) -- **Activity** Two-Action - -Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. [Strike](../../Rules/actions/strike.md) with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two [Interact](../../Rules/actions/interact.md) actions to squeeze the enzymes from the wound and remove the effect. - -If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute. - -## Feverish Enzymes leads to... - -[Paralyzing Slash](paralyzing-slash-botd.md) - -## Summary - -*Source: Book of the Dead p. 49* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fey-ascension-loil.md b/Compendium/feats/fey-ascension-loil.md deleted file mode 100644 index a5b5433d5..000000000 --- a/Compendium/feats/fey-ascension-loil.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/rare -aliases: ["Fey Ascension"] ---- -# Fey Ascension *Feat 9* -[rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Fey Influence](fey-influence-loil.md) - -The fey influence on your form and features grows even more powerful and notable. - -You gain one of the following features and abilities; this must be the same animal or fey type as you chose for [Fey Influence](fey-influence-loil.md). - -- **Anteater** You become an expert in primal DCs and spell attack rolls. You can cast [slow](../spells/slow.md) as an innate primal spell once per day. -- **Cat** Sith You laugh off the outraged curses of those you have tricked or wronged. Whenever a creature targets you with a [misfortune](../../Rules/traits/misfortune.md) effect, make a DC 13 flat check. On a success, you are unaffected. -- **Cursed** Bluebird You have enough control over your curse to turn a bane into a minor blessing. Once per day, you can temporarily transform yourself or an ally into a blue bird, as a 4th-level [pest form](../spells/pest-form.md) (bird only) targeting one willing creature. -- **Dryad** Your hair becomes intermixed with delicate but razor-edged leaves that move as you command. You gain a leaves ranged unarmed attack that deals `1d6` slashing damage. Your leaves are in the dart weapon group and have the [magical](../../Rules/traits/magical.md) and [unarmed](../../Rules/traits/unarmed.md) traits. -- **Faun** You can cast [charm](../spells/charm.md), sleep, and triple time as innate primal spells once per day each. Whenever you cast one of these spells, you can [Step](../../Rules/actions/step.md) or [Stride](../../Rules/actions/stride.md) as part of the activity. -- **Gremlin** You become an expert in primal DCs and spell attack rolls. You can cast [mad monkeys](../spells/mad-monkeys-apg.md) (Advanced Player's Guide 222) as an innate primal spell once per day. -- **Monarch** Once per day, you gain the ability to manifest a pair of exquisite butterfly wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings. -- **Unicorn** You become trained in [Medicine](../skills.md#Medicine), or an expert if you were already trained. You gain a +2 status bonus to saves against [poison](../../Rules/traits/poison.md) and [charm](../../Rules/traits/charm-b1.md) effects. - -**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). - -*Source: Lost Omens: Impossible Lands p. 126* -%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/fey-caller.md b/Compendium/feats/fey-caller.md deleted file mode 100644 index ca45759f4..000000000 --- a/Compendium/feats/fey-caller.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Fey Caller"] ---- -# Fey Caller *Feat 8* -[druid](../../Rules/traits/druid.md) - - -You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add [illusory disguise](../spells/illusory-disguise.md), [illusory object](../spells/illusory-object.md), [illusory scene](../spells/illusory-scene.md), and [veil](../spells/veil.md) to your spell list as primal spells. - -*Source: Core Rulebook p. 136* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/fey-cantrips-loag.md b/Compendium/feats/fey-cantrips-loag.md deleted file mode 100644 index b441bfc47..000000000 --- a/Compendium/feats/fey-cantrips-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Fey Cantrips"] ---- -# Fey Cantrips *Feat 1* -[sprite](../../Rules/traits/sprite-b1.md) - - -You've learned the cantrips sprites have used since time immemorial. You gain [dancing lights](../spells/dancing-lights.md) and [ghost sound](../spells/ghost-sound.md) as primal innate cantrips. If you have the grig heritage, you also gain [detect magic](../spells/detect-magic.md), and if you have the draxie heritage, you gain [prestidigitation](../spells/prestidigitation.md). - -*Source: Lost Omens: Ancestry Guide p. 131* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/fey-disguise-loag.md b/Compendium/feats/fey-disguise-loag.md deleted file mode 100644 index eef64858d..000000000 --- a/Compendium/feats/fey-disguise-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Fey Disguise"] ---- -# Fey Disguise *Feat 5* -[sprite](../../Rules/traits/sprite-b1.md) - - -You can disguise yourself with magical illusions. You can cast [illusory disguise](../spells/illusory-disguise.md) once per day as a 1st-level primal innate spell. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level. - -*Source: Lost Omens: Ancestry Guide p. 132* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/fey-fellowship.md b/Compendium/feats/fey-fellowship.md deleted file mode 100644 index 7c1cceb1d..000000000 --- a/Compendium/feats/fey-fellowship.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Fey Fellowship"] ---- -# Fey Fellowship *Feat 1* -[gnome](../../Rules/traits/gnome.md) - - -Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both [Perception](../skills.md#Perception) checks and saving throws against [fey](../../Rules/traits/fey.md). - -In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a [Diplomacy](../skills.md#Diplomacy) check to [Make an Impression](../../Rules/actions/make-an-impression.md) on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. - -**Special.** If you have the [Glad-Hand](glad-hand.md) skill feat, you don't take the penalty on your immediate [Diplomacy](../skills.md#Diplomacy) check if the target is a fey. - -*Source: Core Rulebook p. 44* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/fey-influence-loil.md b/Compendium/feats/fey-influence-loil.md deleted file mode 100644 index 3744aa861..000000000 --- a/Compendium/feats/fey-influence-loil.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/rare -aliases: ["Fey Influence"] ---- -# Fey Influence *Feat 5* -[rare](../../Rules/traits/rare.md) - - -You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the [fey](../../Rules/traits/fey.md) trait and one of the following features that grants an innate primal spell that can be used once per day. - -- **Anteater** You can launch your tongue forward as a deadly attack, gaining [grim tendrils](../spells/grim-tendrils.md). -- **Cat Sith** You have catlike features and can appear as a mundane cat with [pest form](../spells/pest-form.md) (cat only). -- **Cursed Bluebird** You have blue feathers or wings. It's terrible luck to harm a bluebird, and you can manifest that power as ill omen. -- **Dryad** Your body is covered in elegant vines, granting you [summon plant or fungus](../spells/summon-plant-or-fungus.md). -- **Faun** Your legs and feet are swift and possibly hooved, granting you [fleet step](../spells/fleet-step.md). -- **Gremlin** You have long, bat-like ears and gain [bane](../spells/bane.md). -- **Monarch** You have vestigial, insectile features and gain [spider sting](../spells/spider-sting.md). -- **Unicorn** You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast [heal](../spells/heal.md). - -**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). - -## Fey Influence leads to... - -[Drain Emotion](drain-emotion-loil.md), [Fey Ascension](fey-ascension-loil.md), [Cannibalize Magic](cannibalize-magic-loil.md), [Glamour](glamour-loil.md), [Eldritch Calm](eldritch-calm-loil.md), [Fey Transcendence](fey-transcendence-loil.md) - -## Summary - -*Source: Lost Omens: Impossible Lands p. 126* -%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/fey-life-da.md b/Compendium/feats/fey-life-da.md deleted file mode 100644 index a0503cc46..000000000 --- a/Compendium/feats/fey-life-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/healing -- trait/necromancy -- trait/primal -- trait/rare -aliases: ["Fey Life"] ---- -# Fey Life *Feat 16* -[aftermath](../../Rules/traits/aftermath-da.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [primal](../../Rules/traits/primal.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You helped to save a fey from a terrible fate, and you're not a fey. - -There are some fates worse than death–and you worked to save a fey from one such fate. In return, your life became bound to theirs. Fey magic has since become a part of you, bringing the vibrant colors of the First World to you and all that surrounds you. Your skin, hair, all that you touch, and anything within 5 feet of you changes to the most brilliant hues possible, though the colors fade as you cease to touch an object or you move away. You gain the ability to cast [summon fey](../spells/summon-fey.md) as a 7th-level primal innate spell once per day. At 18th level the spell heightens to 8th level, and at 20th level it heightens to 9th level. - -The first time you die after gaining this feat, the bond you made with the fey invokes the power of the First World to return you to life. Immediately after [dying](../../Rules/conditions.md#Dying), you revive, becoming conscious (and [wounded](../../Rules/conditions.md#Wounded) as normal) at 27 Hit Points, and you gain the [fey](../../Rules/traits/fey.md) trait. Your eyes become a rainbow of colors, and you take on a visual aspect of the fey with whom you are bound, such as by growing wings, horns, or a plantlike body. The change has no [mechanical](../../Rules/traits/mechanical.md) effect; for instance, the wings wouldn't allow you to fly, nor would horns grant a horn unarmed attack. - -The second time you die, you reawaken in the First World with the full appearance of the fey that was bound to you. You become an NPC, unconcerned with your old mortal life. You can be returned to your previous life in the Material Plane by having allies spend 3 days building a shrine to the First World, giving three offerings that hold deep sentimental value for you or another, and holding a raucous, three-day long feast. - -Any time that you die after that, you reawaken again in the First World with no memories of your previous life, and you can only be brought back by powerful magic such as a [wish](../spells/wish.md) spell. - -*Source: Dark Archive p. 57* -%% #compendium/src/pf2e/da #trait/aftermath #trait/healing #trait/necromancy #trait/primal #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/fey-magic-loag.md b/Compendium/feats/fey-magic-loag.md deleted file mode 100644 index ca92a98d2..000000000 --- a/Compendium/feats/fey-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Fey Magic"] ---- -# Fey Magic *Feat 9* -[sprite](../../Rules/traits/sprite-b1.md) - - -You can use faerie magic to hide yourself and expose [hidden](../../Rules/conditions.md#Hidden) foes. You can cast [faerie fire](../spells/faerie-fire.md) and [invisibility](../spells/invisibility.md) each once per day as primal innate spells. - -*Source: Lost Omens: Ancestry Guide p. 132* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/fey-skin-loag.md b/Compendium/feats/fey-skin-loag.md deleted file mode 100644 index ef0c73ac8..000000000 --- a/Compendium/feats/fey-skin-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Fey Skin"] ---- -# Fey Skin *Feat 13* -[sprite](../../Rules/traits/sprite-b1.md) - - -While you are more susceptible to cold iron than most of the Wingless, you also have an incredible resilience and a deeper connection to the healing energies of the First World. Increase your maximum Hit Points by an amount equal to your level. If you rest for 10 minutes, brilliant light from the First World seeps into your form from your wings (or the spot where your wings would be), causing you to regain a number of Hit Points equal to your level; this is cumulative with any Hit Points you regain from [Treat Wounds](../../Rules/actions/treat-wounds.md). However, you gain weakness 5 to cold iron. - -*Source: Lost Omens: Ancestry Guide p. 132* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/fey-tracker-loil.md b/Compendium/feats/fey-tracker-loil.md deleted file mode 100644 index aa134c3f8..000000000 --- a/Compendium/feats/fey-tracker-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/gunslinger -- trait/investigator -- trait/ranger -- trait/rare -aliases: ["Fey Tracker"] ---- -# Fey Tracker *Feat 6* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) [investigator](../../Rules/traits/investigator-apg.md) [ranger](../../Rules/traits/ranger.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: Greenwatch Initiate - -You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You gain a +2 circumstance bonus to [Survival](../skills.md#Survival) checks to [Track](../../Rules/actions/track.md) fey creatures, to [Perception](../skills.md#Perception) checks to [Seek](../../Rules/actions/seek.md) for [hidden](../../Rules/conditions.md#Hidden) fey, and to your [Perception](../skills.md#Perception) DC to resist a fey creature's attempt to [Create a Diversion](../../Rules/actions/create-a-diversion.md). - -*Source: Lost Omens: Impossible Lands p. 129* -%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/fey-transcendence-loil.md b/Compendium/feats/fey-transcendence-loil.md deleted file mode 100644 index de69053d0..000000000 --- a/Compendium/feats/fey-transcendence-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/rare -aliases: ["Fey Transcendence"] ---- -# Fey Transcendence *Feat 17* -[rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Fey Influence](fey-influence-loil.md) - -You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, [emotion](../../Rules/traits/emotion.md), and [enchantment](../../Rules/traits/enchantment.md) effects, and you can use [Diplomacy](../skills.md#Diplomacy) to [Make an Impression](../../Rules/actions/make-an-impression.md) on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level. - -**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). - -*Source: Lost Omens: Impossible Lands p. 128* -%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/feys-trickery-da.md b/Compendium/feats/feys-trickery-da.md deleted file mode 100644 index 5c6839291..000000000 --- a/Compendium/feats/feys-trickery-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/illusion -- trait/primal -- trait/visual -aliases: ["Fey's Trickery"] ---- -# Fey's Trickery [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [illusion](../../Rules/traits/illusion.md) [primal](../../Rules/traits/primal.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Living Vessel Dedication](living-vessel-dedication-da.md), your entity is a fey -- **Frequency**: once per hour -- **Activity** Two-Action - -You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of mirror image. - -*Source: Dark Archive p. 141* -%% #compendium/src/pf2e/da #trait/archetype #trait/illusion #trait/primal #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/field-artillery-g-g.md b/Compendium/feats/field-artillery-g-g.md deleted file mode 100644 index cde94755f..000000000 --- a/Compendium/feats/field-artillery-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Field Artillery"] ---- -# Field Artillery [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) -- **Activity** Single Action - -While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can [Interact](../../Rules/actions/interact.md) with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round. - -*Source: Guns & Gears p. 129* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-eyes-apg.md b/Compendium/feats/fiendish-eyes-apg.md deleted file mode 100644 index 3ad5f94ab..000000000 --- a/Compendium/feats/fiendish-eyes-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Fiendish Eyes"] ---- -# Fiendish Eyes *Feat 1* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: low-light vision - -You can see in the darkness as easily as a fiend. You gain [darkvision](../../Rules/abilities/darkvision.md). - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Advanced Player's Guide p. 39* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-form-apg.md b/Compendium/feats/fiendish-form-apg.md deleted file mode 100644 index db787e0d0..000000000 --- a/Compendium/feats/fiendish-form-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Fiendish Form"] ---- -# Fiendish Form *Feat 18* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of evil - -Your features reshape into those of a type of fiend who serves your deity; for example, as a demon you might have putrid scales, twisted horns, and red eyes. You gain a fly Speed equal to your Speed. You gain [darkvision](../../Rules/abilities/darkvision.md) if you don't already have it, and you gain the [fiend](../../Rules/traits/fiend.md) trait and the trait appropriate to the type of servitor you've become (such as daemon, demon, or devil). - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-lore-apg.md b/Compendium/feats/fiendish-lore-apg.md deleted file mode 100644 index 4a2943db7..000000000 --- a/Compendium/feats/fiendish-lore-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Fiendish Lore"] ---- -# Fiendish Lore *Feat 1* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -You were raised by a tiefling or a fiendish relative, or you've devoted yourself to researching the secrets of the fiendish realms. You gain the trained proficiency rank in [Intimidation](../skills.md#Intimidation) and [Religion](../skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. - -You also become trained in a [Lore](../skills.md#Lore) skill related to the fiendish plane from which you trace your lineage (usually [Abaddon Lore](../skills.md#Lore), [Abyss Lore](../skills.md#Lore), or [Hell Lore](../skills.md#Lore)). - -*Source: Advanced Player's Guide p. 39* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-mount-apg.md b/Compendium/feats/fiendish-mount-apg.md deleted file mode 100644 index 8a89b0465..000000000 --- a/Compendium/feats/fiendish-mount-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Fiendish Mount"] ---- -# Fiendish Mount *Feat 20* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: divine ally (steed), tenets of evil - -Your steed ally manifests a suite of powerful and sinister gifts granted to it by your deity. It gains [darkvision](../../Rules/abilities/darkvision.md), its maximum Hit Points increase by 40, and it gains weakness 10 to good damage. - -Additionally, it grows wings appropriate for a servitor of your deity (such as bat wings for a devil), granting it a fly Speed equal to its Speed. It gains the [fiend](../../Rules/traits/fiend.md) trait and the trait appropriate to the type of servitor it has become (such as daemon, demon, or devil). - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-resistance-apg.md b/Compendium/feats/fiendish-resistance-apg.md deleted file mode 100644 index 28b346e97..000000000 --- a/Compendium/feats/fiendish-resistance-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Fiendish Resistance"] ---- -# Fiendish Resistance *Feat 5* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -Your connection to your fiendish forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type. - -Though you can choose any of these, the damage type typically matches a fiend associated with your bloodline. - -For instance, a [hellspawn](hellspawn-apg.md) might choose resistance to fire, or a [pitborn](pitborn-apg.md) with a vrock ancestor might choose resistance to electricity. - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-strikes-apg.md b/Compendium/feats/fiendish-strikes-apg.md deleted file mode 100644 index d598457ae..000000000 --- a/Compendium/feats/fiendish-strikes-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Fiendish Strikes"] ---- -# Fiendish Strikes *Feat 13* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -Your festering connection to the forces of evil infuses your weapons with debilitating malevolence, tearing down creatures of good with every attack. All your weapon and unarmed [Strikes](../../Rules/actions/strike.md) deal 1 additional evil damage and have the [evil](../../Rules/traits/evil.md) and [magical](../../Rules/traits/magical.md) traits. - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-wings-apg.md b/Compendium/feats/fiendish-wings-apg.md deleted file mode 100644 index b1355942a..000000000 --- a/Compendium/feats/fiendish-wings-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divine -- trait/morph -- trait/tiefling -- trait/transmutation -aliases: ["Fiendish Wings"] ---- -# Fiendish Wings [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[divine](../../Rules/traits/divine.md) [morph](../../Rules/traits/morph.md) [tiefling](../../Rules/traits/tiefling-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings. - -## Fiendish Wings leads to... - -[Relentless Wings](relentless-wings-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/divine #trait/morph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/fiendish-word-apg.md b/Compendium/feats/fiendish-word-apg.md deleted file mode 100644 index de2adb15a..000000000 --- a/Compendium/feats/fiendish-word-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Fiendish Word"] ---- -# Fiendish Word *Feat 17* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -You can call forth a blasphemous word from the fiendish realms to punish your foes. Once per day, you can cast [divine decree](../spells/divine-decree.md) as a 7th-level divine innate spell. You must choose evil for the spell, and you can [Cast the Spell](../../Rules/actions/cast-a-spell.md) regardless of whether you have a deity or what their alignment is. - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/fiends-door-apg.md b/Compendium/feats/fiends-door-apg.md deleted file mode 100644 index 0ff1847de..000000000 --- a/Compendium/feats/fiends-door-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Fiend's Door"] ---- -# Fiend's Door *Feat 13* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -Like many fiends, you have the supernatural ability to teleport yourself to safety. Once per day, you can cast [dimension door](../spells/dimension-door.md) as a 5th-level divine innate spell. - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/fiendsbane-oath.md b/Compendium/feats/fiendsbane-oath.md deleted file mode 100644 index 81b7ed303..000000000 --- a/Compendium/feats/fiendsbane-oath.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -- trait/oath -aliases: ["Fiendsbane Oath"] ---- -# Fiendsbane Oath *Feat 2* -[champion](../../Rules/traits/champion.md) [oath](../../Rules/traits/oath.md) - -- **Prerequisites**: tenets of good - -You've sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion's code after the other tenets: "You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don't have to banish or kill it." - -Your [Retributive Strike](../../Rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md)'s resistance against damage from a fiend is 7 + your level. If you use [Liberating Step](../../Rules/actions/liberating-step.md) triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](../../Rules/actions/liberating-step.md), and the ally can [Step](../../Rules/actions/step.md) twice afterward. - -You don't consider fiends to be legitimate authorities, even in nations ruled by fiends. - -## Fiendsbane Oath leads to... - -[Anchoring Aura](anchoring-aura.md), [Banishing Blow](banishing-blow-ec6.md) - -## Summary - -*Source: Core Rulebook p. 110* -%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/Compendium/feats/fiery-retort-som.md b/Compendium/feats/fiery-retort-som.md deleted file mode 100644 index 2a664d532..000000000 --- a/Compendium/feats/fiery-retort-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -- trait/evocation -- trait/fire -aliases: ["Fiery Retort"] ---- -# Fiery Retort [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[druid](../../Rules/traits/druid.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Prerequisites**: flame order -- **Frequency**: once per minute -- **Trigger** An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack. -- **Activity** Reaction - -Ignoring your pain, you sear your attacker with a wave of flame. The triggering opponent takes fire damage equal to your level. - -*Source: Secrets of Magic p. 199* -%% #compendium/src/pf2e/som #trait/druid #trait/evocation #trait/fire %% \ No newline at end of file diff --git a/Compendium/feats/fighter-dedication.md b/Compendium/feats/fighter-dedication.md deleted file mode 100644 index 891320cc3..000000000 --- a/Compendium/feats/fighter-dedication.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Fighter Dedication"] ---- -# Fighter Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Dexterity 14 - -You become trained in simple weapons and martial weapons. You become trained in your choice of [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics); if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the fighter archetype. - -## Fighter Dedication leads to... - -[Basic Maneuver](basic-maneuver.md), [Advanced Maneuver](advanced-maneuver.md), [Diverse Weapon Expert](diverse-weapon-expert.md), [Fighter Resiliency](fighter-resiliency.md), [Opportunist](opportunist.md) - -## Summary - -*Source: Core Rulebook p. 226* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/fighter-resiliency.md b/Compendium/feats/fighter-resiliency.md deleted file mode 100644 index b3c2c7aa7..000000000 --- a/Compendium/feats/fighter-resiliency.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Fighter Resiliency"] ---- -# Fighter Resiliency *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Fighter Dedication](fighter-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 226* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fighting-horn-loil.md b/Compendium/feats/fighting-horn-loil.md deleted file mode 100644 index 62369f7c3..000000000 --- a/Compendium/feats/fighting-horn-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Fighting Horn"] ---- -# Fighting Horn *Feat 5* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: Puncturing Horn or xyloshi - -You can modify the size and shape of your horn over time using your mental powers. - -Choose two of the following weapon traits: disarm, grapple, shove, and trip. Your horn gains the chosen traits. - -**Special.** You can take this feat a second time, adding the traits you didn't choose when you first took it. - -*Source: Lost Omens: Impossible Lands p. 44* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/final-form-loag.md b/Compendium/feats/final-form-loag.md deleted file mode 100644 index 0d81dca5b..000000000 --- a/Compendium/feats/final-form-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/concentrate -- trait/divine -- trait/evocation -- trait/morph -- trait/tiefling -- trait/transmutation -aliases: ["Final Form"] ---- -# Final Form [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 17* -[concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [evocation](../../Rules/traits/evocation.md) [morph](../../Rules/traits/morph.md) [tiefling](../../Rules/traits/tiefling-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Activity** Three-Action - -You embrace your monstrous blood and make it your own, screaming out to the heavens and hells alike in rage, pain, and defiance. Reality buckles and twists under your sudden power—each tiefling has a unique transformation, but it might include sulfurous flames, choruses of shrieks, or twisting, serpentine lightning. Every creature within 10 feet of you is [deafened](../../Rules/conditions.md#Deafened) and [dazzled](../../Rules/conditions.md#Dazzled) for 1 round unless they succeed at a Fortitude save using your class DC or spell DC, whichever is higher. Your final form has the effects of divine vessel for a deity that shares an alignment with your fiendish lineage. Your final form resembles a creature from your fiendish lineage, and you remain in that form for 1 minute. While in your final form, you can cast [chilling darkness](../spells/chilling-darkness.md), fireball, and lightning bolt as 6th-level divine innate spells, once each per use of this feat. - -When you emerge from your final form, you become [drained](../../Rules/conditions.md#Drained). In addition, if you have this feat, you gain weakness 10 to good even when not in your final form, and you take good damage even if you aren't evil. - -**Special.** At the GM's discretion, the specific elements of this feat can be adjusted to better fit the tiefling's lineage—for example, a GM might decide that a particular beastbrood tiefling could cast a 6th-level [phantasmal killer](../spells/phantasmal-killer.md) instead of fireball. - -*Source: Lost Omens: Ancestry Guide p. 66* -%% #compendium/src/pf2e/loag #trait/concentrate #trait/divine #trait/evocation #trait/morph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/final-rest-lokl.md b/Compendium/feats/final-rest-lokl.md deleted file mode 100644 index efafd86d2..000000000 --- a/Compendium/feats/final-rest-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/skill -aliases: ["Final Rest"] ---- -# Final Rest *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -As stubborn in death as you are in life, you vow you'll never aid your hated enemies. You can't be transformed into an undead, except by effects that originate from an artifact or deity. Undead creatures that touch your corpse take 1 positive damage each time they do, or `1d6` positive damage each time they expose themselves to your corpse in a more thorough manner, such as by biting or carrying your corpse. - -*Source: Lost Omens: Knights of Lastwall p. 78* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/final-shot-g-g.md b/Compendium/feats/final-shot-g-g.md deleted file mode 100644 index 2f67c5d8e..000000000 --- a/Compendium/feats/final-shot-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Final Shot"] ---- -# Final Shot [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding an unloaded firearm. -- **Activity** Three-Action - -You jam a triple charge of black powder into your weapon to unleash a devastating but risky and inaccurate attack. [Interact](../../Rules/actions/interact.md) to reload, expending three doses of black powder in addition to your normal black powder or ammunition, then [Strike](../../Rules/actions/strike.md) with your firearm against a creature within the weapon's first range increment. If you roll a success, the attack is instead a critical success, but if you roll a failure, the weapon misfires. - -Regardless of your roll, after the attack you're [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn and [stunned](../../Rules/conditions.md#Stunned). - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/finessed-features-g-g.md b/Compendium/feats/finessed-features-g-g.md deleted file mode 100644 index be711953d..000000000 --- a/Compendium/feats/finessed-features-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Finessed Features"] ---- -# Finessed Features *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Trapsmith Dedication](trapsmith-dedication-g-g.md) - -You've learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare's trigger as normal. - -Trick Driver While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance. - -*Source: Guns & Gears p. 54* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/finest-trick-loag.md b/Compendium/feats/finest-trick-loag.md deleted file mode 100644 index e8f2d4361..000000000 --- a/Compendium/feats/finest-trick-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tiefling -aliases: ["Finest Trick"] ---- -# Finest Trick *Feat 13* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Devil in Plain Sight](devil-in-plain-sight-loag.md) - -Many fiends—rakshasa rajas and demonic succubi most famously—can take on the forms of others. With practice, you can do the same. When you use Devil in Plain Sight, you can alter your appearance to match a generic member of your base ancestry, rather than one that's obviously you without your tieflings features. In addition, you can imitate a specific person's appearance (of any ancestry of the same size and kind as your base ancestry, typically a humanoid for most ancestries) if you consume a bit of their blood, a lock of their hair, or appropriate equivalents as part of the action. - -You still must know what the creature looks like, and you must be aware that the consumed portion comes from their body. - -*Source: Lost Omens: Ancestry Guide p. 66* -%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/finishing-follow-through-apg.md b/Compendium/feats/finishing-follow-through-apg.md deleted file mode 100644 index cb3959d5f..000000000 --- a/Compendium/feats/finishing-follow-through-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Finishing Follow-through"] ---- -# Finishing Follow-through *Feat 2* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -Finishing a foe maintains your swagger. You gain panache if your finisher brings the target to 0 HP (or brings the highest-level target to 0 HP, if your finisher attacks multiple targets). - -*Source: Advanced Player's Guide p. 89* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/finishing-precision-apg.md b/Compendium/feats/finishing-precision-apg.md deleted file mode 100644 index 918d9312f..000000000 --- a/Compendium/feats/finishing-precision-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Finishing Precision"] ---- -# Finishing Precision *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](swashbuckler-dedication-apg.md) - -You've learned how to land daring blows when you have panache. You gain the precise strike|swashbuckler|apg|1 class feature but you deal 1 additional damage on a hit and `1d6` damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action. - -Basic Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([finisher](../../Rules/traits/finisher-apg.md), [swashbuckler](../../Rules/traits/swashbuckler-apg.md)) You make a graceful, deadly attack. Make a [Strike](../../Rules/actions/strike.md); if you hit and your weapon qualifies for precise strike, you deal the full `1d6` damage from precise strike. - -*Source: Advanced Player's Guide p. 153* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/finned-ridges-loag.md b/Compendium/feats/finned-ridges-loag.md deleted file mode 100644 index ee67f42c5..000000000 --- a/Compendium/feats/finned-ridges-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Finned Ridges"] ---- -# Finned Ridges *Feat 5* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -The ridges and flaps of your skin steer you through the water. You gain a swim Speed of 15 feet. - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/fire-lung-som.md b/Compendium/feats/fire-lung-som.md deleted file mode 100644 index 6ac9fd531..000000000 --- a/Compendium/feats/fire-lung-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -aliases: ["Fire Lung"] ---- -# Fire Lung *Feat 1* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: flame order - -A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the [concealed](../../Rules/conditions.md#Concealed) condition from smoke. You need only a successful DC 10 flat check to recover from [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage), rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10). - -*Source: Secrets of Magic p. 198* -%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/fire-resistance-som.md b/Compendium/feats/fire-resistance-som.md deleted file mode 100644 index 5f65a0299..000000000 --- a/Compendium/feats/fire-resistance-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -aliases: ["Fire Resistance"] ---- -# Fire Resistance *Feat 4* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: flame order - -Your connection to heat and flame means that fire is reluctant to bring its full force to bear against you. - -You gain fire resistance equal to half your level, and you gain a +1 circumstance bonus to saving throws against [fire](../../Rules/traits/fire.md) effects. - -*Source: Secrets of Magic p. 199* -%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/fire-savvy-g-g.md b/Compendium/feats/fire-savvy-g-g.md deleted file mode 100644 index 5ef21e4c9..000000000 --- a/Compendium/feats/fire-savvy-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Fire Savvy"] ---- -# Fire Savvy *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -You've grown up around a forge and are well-suited to dealing with smoke and flame. Your flat check to remove [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) is DC 10 instead of DC 15, which is reduced to DC 5 with appropriate assistance. In addition, if you roll a success on a saving throw against suffocation or choking due to smoke or ash, you get a critical success instead. - -*Source: Guns & Gears p. 200* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/firearm-expert-g-g.md b/Compendium/feats/firearm-expert-g-g.md deleted file mode 100644 index 5b187d971..000000000 --- a/Compendium/feats/firearm-expert-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Firearm Expert"] ---- -# Firearm Expert *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](gunslinger-dedication-g-g.md), expert in any kind of weapon or unarmed attack - -You've become an expert with your chosen weapons. Your proficiency ranks for simple and martial crossbows and simple and martial firearms increase to expert. - -*Source: Guns & Gears p. 127* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/firebrand-braggart-dedication-locg.md b/Compendium/feats/firebrand-braggart-dedication-locg.md deleted file mode 100644 index 667302bda..000000000 --- a/Compendium/feats/firebrand-braggart-dedication-locg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/misfortune -- trait/uncommon -aliases: ["Firebrand Braggart Dedication"] ---- -# Firebrand Braggart Dedication [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [misfortune](../../Rules/traits/misfortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Charisma 14, second mark member of the Firebrands -- **Activity** Single Action - -Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as [Balance](../../Rules/actions/balance.md), [Demoralize](../../Rules/actions/demoralize.md), or [Recall Knowledge](../../Rules/actions/recall-knowledge.md). The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. - -If you fail this check or don't attempt the action within 1 minute, you instead take a –1 circumstance penalty on checks to attempt the same action for 1 hour. - -If the chosen action can be used with multiple skills, such as [Identify Magic](../../Rules/actions/identify-magic.md) or [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you must specify which skill you are using for that particular action, such as using [Arcana](../skills.md#Arcana) to [Identify Magic](../../Rules/actions/identify-magic.md), and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. - -Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype. - -## Firebrand Braggart Dedication leads to... - -[Boaster's Challenge](boasters-challenge-locg.md), [Demanding Challenge](demanding-challenge-locg.md), [Bravo's Determination](bravos-determination-locg.md), [Daring Act](daring-act-locg.md), [Daredevil's Gambit](daredevils-gambit-locg.md), [Daring Flourish](daring-flourish-locg.md), [Great Boaster](great-boaster-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 74* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/misfortune #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/firesight-loag.md b/Compendium/feats/firesight-loag.md deleted file mode 100644 index 60fc6ef23..000000000 --- a/Compendium/feats/firesight-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -aliases: ["Firesight"] ---- -# Firesight *Feat 5* -[ifrit](../../Rules/traits/ifrit-b2.md) - - -You can see through the haze of flame. You automatically succeed at the flat check to target a [concealed](../../Rules/conditions.md#Concealed) creature if that creature is [concealed](../../Rules/conditions.md#Concealed) only by smoke and fire. - -*Source: Lost Omens: Ancestry Guide p. 103* -%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/firework-technician-dedication-g-g.md b/Compendium/feats/firework-technician-dedication-g-g.md deleted file mode 100644 index 4c64e8d75..000000000 --- a/Compendium/feats/firework-technician-dedication-g-g.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Firework Technician Dedication"] ---- -# Firework Technician Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck. - -You become trained in [Fireworks Lore](../skills.md#Lore) or become an expert if you were already trained in it. You gain the [Alchemical Crafting](alchemical-crafting.md) feat, a pool of infused reagents equal to your level, and advanced alchemy|alchemist||1| (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. - -You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. - -```ad-embed-ability -title: Launch Fireworks Display [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[manipulate](../../../rules/traits/manipulate.md) - -- **Cost**: 1 or more batches of infused reagents -- **Requirements**: You have a free hand - -**Effect** You set off a fireworks display. You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. A firework display has the listed traits, and if it costs more than 1 batch of infused reagents, it is noted in its Cost entry. - -- **Comet** [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](../../../rules/traits/visual.md)) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also [Point Out](../../../rules/actions/point-out.md) a single creature in the line, and your allies do not need to hear or understand you. -- **Flower** [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([visual](../../../rules/traits/visual.md)) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is [dazzled](../../../rules/conditions.md#Dazzled) for 1 round, and on a critical failure they are [dazzled](../../../rules/conditions.md#Dazzled) for 2 rounds. -- **Salute** [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ([auditory](../../../rules/traits/auditory.md)) You create a startling bang or whistle, adding an [auditory](../../../rules/traits/auditory.md) component to your fireworks display. When you launch a salute display, you can choose a [confused](../../../rules/conditions.md#Confused) or [fascinated](../../../rules/conditions.md#Fascinated) ally within 60 feet. If the ally you chose is [fascinated](../../../rules/conditions.md#Fascinated), the noise is so violent that it acts as a [hostile](../../../rules/conditions.md#Hostile) effect for the purpose of their [fascinated](../../../rules/conditions.md#Fascinated) condition (though it has no negative repercussions) automatically ending most applications of the [fascinated](../../../rules/conditions.md#Fascinated) condition. If they're [confused](../../../rules/conditions.md#Confused), the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the [confused](../../../rules/conditions.md#Confused) condition which normally occurs when a creature is damaged. If the [confused](../../../rules/conditions.md#Confused) condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. -%% #trait/manipulate %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype. - -## Firework Technician Dedication leads to... - -[Banshee Cry Display](banshee-cry-display-g-g.md), [Coughing Dragon Display](coughing-dragon-display-g-g.md), [Expert Fireworks Crafter](expert-fireworks-crafter-g-g.md), [Goblin Jubilee Display](goblin-jubilee-display-g-g.md), [Jumping Jenny Display](jumping-jenny-display-g-g.md) - -## Summary - -*Source: Guns & Gears p. 134* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/first-revelation-apg.md b/Compendium/feats/first-revelation-apg.md deleted file mode 100644 index 285b30913..000000000 --- a/Compendium/feats/first-revelation-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["First Revelation"] ---- -# First Revelation *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Oracle Dedication](oracle-dedication-apg.md) - -You gain your mystery's initial revelation spell. Casting this spell progresses your oracular curse|oracle|apg|1||curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate [curse](../../Rules/traits/curse.md) effect, you become [flat-footed](../../Rules/conditions.md#Flat-footed) in addition to the effects of the minor curse. - -If you don't have one, you gain a focus pool of 1 Focus Point. - -You can [Refocus](../../Rules/actions/refocus.md) by reconciling the conflicting nature of your mystery, which also reduces your curse to minor. - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/first-world-adept.md b/Compendium/feats/first-world-adept.md deleted file mode 100644 index 6bdb61706..000000000 --- a/Compendium/feats/first-world-adept.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["First World Adept"] ---- -# First World Adept *Feat 9* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: at least one primal innate spell - -Over time your fey magic has grown stronger. You gain [faerie fire](../spells/faerie-fire.md) and [invisibility](../spells/invisibility.md) as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day. - -*Source: Core Rulebook p. 45* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/flamboyant-athlete-apg.md b/Compendium/feats/flamboyant-athlete-apg.md deleted file mode 100644 index 3923062dd..000000000 --- a/Compendium/feats/flamboyant-athlete-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Flamboyant Athlete"] ---- -# Flamboyant Athlete *Feat 4* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -Your panache allows you to perform incredible feats: climbing, swimming, and leaping far beyond your normal capacity. While you have panache, you gain the following benefits. - -- You gain climb and swim Speeds equal to half your land Speed. -- The DCs of your High Jumps and Long Jumps decrease by 10. This doesn't combine with other abilities that reduce those DCs. -- The distance you can move with a vertical [Leap](../../Rules/actions/leap.md) increases to 5 feet. Your distance for a horizontal [Leap](../../Rules/actions/leap.md) increases to 15 feet if your Speed is at least 15 feet, or to 20 feet if your Speed is at least 30 feet. - -## Flamboyant Athlete leads to... - -[Flamboyant Leap](flamboyant-leap-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 89* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/flamboyant-cruelty-lol.md b/Compendium/feats/flamboyant-cruelty-lol.md deleted file mode 100644 index 35b786a54..000000000 --- a/Compendium/feats/flamboyant-cruelty-lol.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/rare -- trait/swashbuckler -aliases: ["Flamboyant Cruelty"] ---- -# Flamboyant Cruelty *Feat 8* -[rare](../../Rules/traits/rare.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -You love to kick your enemies when they're down, and you look fabulous when you do. - -When you make a melee weapon [Strike](../../Rules/actions/strike.md) against a foe that has at least two of the following conditions, you gain a circumstance bonus to your damage roll equal to the number of these conditions the foe has. The qualifying conditions are [clumsy](../../Rules/conditions.md#Clumsy), [drained](../../Rules/conditions.md#Drained), [enfeebled](../../Rules/conditions.md#Enfeebled), [frightened](../../Rules/conditions.md#Frightened), [sickened](../../Rules/conditions.md#Sickened), and [stupefied](../../Rules/conditions.md#Stupefied). If you hit such a foe, you gain a +1 circumstance bonus to skill checks to [Tumble Through](../../Rules/actions/tumble-through.md) and to perform your style's panache-granting actions until the end of your turn. - -*Source: Lost Omens: Legends p. 28* -%% #compendium/src/pf2e/lol #trait/rare #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/flamboyant-leap-apg.md b/Compendium/feats/flamboyant-leap-apg.md deleted file mode 100644 index 6eef3e19d..000000000 --- a/Compendium/feats/flamboyant-leap-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Flamboyant Leap"] ---- -# Flamboyant Leap [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics), [Flamboyant Athlete](flamboyant-athlete-apg.md) -- **Requirements**: You are capable of using a finisher. -- **Activity** Two-Action - -You stylishly leap and deliver a powerful finisher. Make a [Leap](../../Rules/actions/leap.md), [High Jump](../../Rules/actions/high-jump.md), or [Long Jump](../../Rules/actions/long-jump.md) and attempt one single-action finisher at any point during your jump; the finisher can't be one that includes other movement, such as Mobile Finisher. Immediately after the finisher, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) during a Flamboyant Leap, determine the DC using the Long Jump DCs, and increase the maximum distance to double your Speed, rather than just your Speed. - -*Source: Advanced Player's Guide p. 92* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/flame-jump-loag.md b/Compendium/feats/flame-jump-loag.md deleted file mode 100644 index 20bc08de9..000000000 --- a/Compendium/feats/flame-jump-loag.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/concentrate -- trait/divine -- trait/exploration -- trait/fire -- trait/manipulate -- trait/teleportation -aliases: ["Flame Jump"] ---- -# Flame Jump *Feat 13* -[aasimar](../../Rules/traits/aasimar-apg.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [exploration](../../Rules/traits/exploration.md) [fire](../../Rules/traits/fire.md) [manipulate](../../Rules/traits/manipulate.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Prerequisites**: [Emberkin](emberkin-loag.md) -- **Frequency**: once per day - -Your peri lineage has opened your mind to fire's raw, purging essence. You can spend 1 minute in focused preparation, then enter a fire your size or larger to instantly teleport to any fire that is your size or larger up to 5 miles away. You take no damage from entering or exiting fires when using this ability. Once you enter the fire, you instantly know the rough locations of other large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you when you teleport; if you attempt to do so, the activity fails. - -*Source: Lost Omens: Ancestry Guide p. 12* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/concentrate #trait/divine #trait/exploration #trait/fire #trait/manipulate #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/flash-your-badge-ooa1.md b/Compendium/feats/flash-your-badge-ooa1.md deleted file mode 100644 index 0287d2022..000000000 --- a/Compendium/feats/flash-your-badge-ooa1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/archetype -aliases: ["Flash Your Badge"] ---- -# Flash Your Badge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Alkenstar Agent Dedication, master in [Intimidation](../skills.md#Intimidation) -- **Activity** Two-Action - -You make a fearsome show of your authority. Roll [Intimidation](../skills.md#Intimidation) checks to [Demoralize](../../Rules/actions/demoralize.md) each creature in a 30-foot cone. When you do so, [Demoralize](../../Rules/actions/demoralize.md) gains the [visual](../../Rules/traits/visual.md) trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #compendium/src/pf2e/ooa1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/flashing-shield-lokl.md b/Compendium/feats/flashing-shield-lokl.md deleted file mode 100644 index ce7af60b8..000000000 --- a/Compendium/feats/flashing-shield-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Flashing Shield"] ---- -# Flashing Shield [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), you worship a good-aligned deity -- **Trigger** You use the Shield Block reaction, and the opponent that triggered the Shield Block is undead and adjacent to you. -- **Activity** Free Action - -Your shield flares with holy light as you block the attack, searing the undead with the power of your faith. The triggering undead takes positive damage equal to half your level and becomes [flat-footed](../../Rules/conditions.md#Flat-footed) for 1 round. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fledgling-flight-loag.md b/Compendium/feats/fledgling-flight-loag.md deleted file mode 100644 index b41a211c0..000000000 --- a/Compendium/feats/fledgling-flight-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Fledgling Flight"] ---- -# Fledgling Flight [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[strix](../../Rules/traits/strix-loag.md) - -- **Frequency**: once per round -- **Activity** Single Action - -You can fly through the air in short bursts at half your land Speed. If you don't end your movement on solid ground, you fall at the end of your turn. - -*Source: Lost Omens: Ancestry Guide p. 137* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/fleet-tempo-sot2.md b/Compendium/feats/fleet-tempo-sot2.md deleted file mode 100644 index 48897e218..000000000 --- a/Compendium/feats/fleet-tempo-sot2.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -- trait/auditory -- trait/transmutation -aliases: ["Fleet Tempo"] ---- -# Fleet Tempo [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](nantambu-chime-ringer-dedication-sot2.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/fleeting-shadow-apg.md b/Compendium/feats/fleeting-shadow-apg.md deleted file mode 100644 index 2411bbc87..000000000 --- a/Compendium/feats/fleeting-shadow-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Fleeting Shadow"] ---- -# Fleeting Shadow [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Scout Dedication](scout-dedication-apg.md) -- **Activity** Two-Action - -You're able to quickly disappear and then move about stealthily. You [Hide](../../Rules/actions/hide.md), then [Sneak](../../Rules/actions/sneak.md) twice. - -*Source: Advanced Player's Guide p. 188* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/flensing-slice-apg.md b/Compendium/feats/flensing-slice-apg.md deleted file mode 100644 index 272d9f1cf..000000000 --- a/Compendium/feats/flensing-slice-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Flensing Slice"] ---- -# Flensing Slice [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dual-Weapon Warrior Dedication](dual-weapon-warrior-dedication-apg.md) -- **Requirements**: Your last action was a Double Slice, and both attacks hit the target. -- **Activity** Single Action - -When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes `1d8` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum `4d8` for a major striking weapon). The target becomes [flat-footed](../../Rules/conditions.md#Flat-footed), and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn. - -*Source: Advanced Player's Guide p. 170* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/flesh-wound-g-g.md b/Compendium/feats/flesh-wound-g-g.md deleted file mode 100644 index 5f1457285..000000000 --- a/Compendium/feats/flesh-wound-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Flesh Wound"] ---- -# Flesh Wound [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Activity** Single Action - -You fire to ensure that even if your shot doesn't land cleanly, it still lands close enough to deal some damage. Make a ranged [Strike](../../Rules/actions/strike.md). It gains the following effect on a failure (though not a critical failure). - -> [!success-degree] -> - **Failure** Though your attack misses, it still deals one die of damage plus any damage from your weapon specialization class feature. This uses your weapon's normal damage die and damage type. This attack doesn't add extra damage from any other sources or abilities. - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/flexible-form-loil.md b/Compendium/feats/flexible-form-loil.md deleted file mode 100644 index 4904f2eb6..000000000 --- a/Compendium/feats/flexible-form-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Flexible Form"] ---- -# Flexible Form *Feat 1* -[ghoran](../../Rules/traits/ghoran-loil.md) - -- **Prerequisites**: any heritage except strong oak - -Your body is as supple as a sapling, capable of bending without breaking. - -You become trained in [Acrobatics](../skills.md#Acrobatics), and if you roll a success to [Squeeze](../../Rules/actions/squeeze.md), you get a critical success instead. If you would automatically become trained in [Acrobatics](../skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. - -*Source: Lost Omens: Impossible Lands p. 37* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/flexible-halcyon-spellcasting-locg.md b/Compendium/feats/flexible-halcyon-spellcasting-locg.md deleted file mode 100644 index c4b9516e0..000000000 --- a/Compendium/feats/flexible-halcyon-spellcasting-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Flexible Halcyon Spellcasting"] ---- -# Flexible Halcyon Spellcasting *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Halcyon Spellcasting Initiate](halcyon-spellcasting-initiate-locg.md) - -You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest. - -*Source: Lost Omens: Character Guide p. 105* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/flexible-ritualist-apg.md b/Compendium/feats/flexible-ritualist-apg.md deleted file mode 100644 index a22a849ee..000000000 --- a/Compendium/feats/flexible-ritualist-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Flexible Ritualist"] ---- -# Flexible Ritualist *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ritualist Dedication](ritualist-dedication-apg.md) - -You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. - -When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual). - -## Flexible Ritualist leads to... - -[Assured Ritualist](assured-ritualist-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 187* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/flexible-spellcaster-dedication-som.md b/Compendium/feats/flexible-spellcaster-dedication-som.md deleted file mode 100644 index b49ce401d..000000000 --- a/Compendium/feats/flexible-spellcaster-dedication-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/class -- trait/dedication -aliases: ["Flexible Spellcaster Dedication"] ---- -# Flexible Spellcaster Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [class](../../Rules/traits/class-som.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: flexible spell preparation - -You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four. - -*Source: Secrets of Magic p. 209* -%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/flexible-studies-apg.md b/Compendium/feats/flexible-studies-apg.md deleted file mode 100644 index 28aac3f0a..000000000 --- a/Compendium/feats/flexible-studies-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Flexible Studies"] ---- -# Flexible Studies *Feat 1* -[investigator](../../Rules/traits/investigator-apg.md) - - -You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. - -During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. - -*Source: Advanced Player's Guide p. 60* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/flexible-tail-loag.md b/Compendium/feats/flexible-tail-loag.md deleted file mode 100644 index 87c96cab7..000000000 --- a/Compendium/feats/flexible-tail-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Flexible Tail"] ---- -# Flexible Tail *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You can perform simple [Interact](../../Rules/actions/interact.md) actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. - -## Flexible Tail leads to... - -[Dangle](dangle-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 47* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/flexible-transmogrification-som.md b/Compendium/feats/flexible-transmogrification-som.md deleted file mode 100644 index ba8e67c5a..000000000 --- a/Compendium/feats/flexible-transmogrification-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Flexible Transmogrification"] ---- -# Flexible Transmogrification *Feat 12* -[summoner](../../Rules/traits/summoner-som.md) - - -You've learned how to transmogrify your eidolon to suit the circumstances of the day. Each day, choose one evolution feat of 6th level or lower during your daily preparations. Your eidolon gains that feat until your next daily preparations. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/flicker-lowg.md b/Compendium/feats/flicker-lowg.md deleted file mode 100644 index 3cf12b4b4..000000000 --- a/Compendium/feats/flicker-lowg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Flicker"] ---- -# Flicker [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lion Blade Dedication](lion-blade-dedication-lowg.md) -- **Activity** Single Action - -You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to [Hide](../../Rules/actions/hide.md). - -*Source: Lost Omens: World Guide p. 131* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/flinging-blow-apg.md b/Compendium/feats/flinging-blow-apg.md deleted file mode 100644 index d0653da08..000000000 --- a/Compendium/feats/flinging-blow-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Flinging Blow"] ---- -# Flinging Blow [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[monk](../../Rules/traits/monk.md) - -- **Activity** Two-Action - -You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling away. Make an unarmed [Strike](../../Rules/actions/strike.md). If you hit, the target must succeed at a Fortitude save against your class DC or be pushed up to 10 feet directly away from you (or 20 feet, on a critical failure) and fall [prone](../../Rules/conditions.md#Prone). If another creature or physical object would prevent this movement, both your target and the blocking creature or object take `1d6` bludgeoning damage per 5 feet of movement that was prevented. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/flinging-shove.md b/Compendium/feats/flinging-shove.md deleted file mode 100644 index 1d877ee06..000000000 --- a/Compendium/feats/flinging-shove.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Flinging Shove"] ---- -# Flinging Shove *Feat 12* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Aggressive Block](aggressive-block.md) or [Brutish Shove](brutish-shove.md) - -Increase the distance you [Shove](../../Rules/actions/shove.md) your opponent with Aggressive Block or [Brutish Shove](brutish-shove.md) to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is [flat-footed](../../Rules/conditions.md#Flat-footed) or [Shoved](../../Rules/actions/shove.md). When you make a [Brutish Shove](brutish-shove.md), you also [Shove](../../Rules/actions/shove.md) the target 5 feet on a failure. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/flourish-and-ruin-loag.md b/Compendium/feats/flourish-and-ruin-loag.md deleted file mode 100644 index e48fb65a7..000000000 --- a/Compendium/feats/flourish-and-ruin-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -aliases: ["Flourish And Ruin"] ---- -# Flourish And Ruin *Feat 17* -[leshy](../../Rules/traits/leshy-b1.md) - - -You can call upon the vital essence of your spirit to restore life to your allies and call forth vines to ensnare and bludgeon your foes. - -You can cast [field of life](../spells/field-of-life.md) and [tangling creepers](../spells/tangling-creepers.md) as 6th-level primal innate spells once per day each. You become an expert in primal spell attack rolls and primal spell DCs. - -*Source: Lost Omens: Ancestry Guide p. 44* -%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/flourishing-finish-aoe3.md b/Compendium/feats/flourishing-finish-aoe3.md deleted file mode 100644 index 7dd1e0c64..000000000 --- a/Compendium/feats/flourishing-finish-aoe3.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/archetype -- trait/concentrate -- trait/emotion -- trait/mental -aliases: ["Flourishing Finish"] ---- -# Flourishing Finish [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Provocator Dedication](provocator-dedication-aoe3.md) -- **Requirements**: Your last action was a [Strike](../../Rules/actions/strike.md) that dropped an opponent to 0 Hit Points. -- **Activity** Single Action - -Attempt a [Performance](../skills.md#Performance) check, comparing the result to the Will DC of each foe within 30 feet who can see you. - -Regardless of the result, each target is immune to your Flourishing Finish for 10 minutes. - -> [!success-degree] -> - **Critical Success** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Success** The target is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #compendium/src/pf2e/aoe3 #trait/archetype #trait/concentrate #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/flower-magic-loil.md b/Compendium/feats/flower-magic-loil.md deleted file mode 100644 index 550fd04f3..000000000 --- a/Compendium/feats/flower-magic-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Flower Magic"] ---- -# Flower Magic *Feat 9* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -Certain magics in the world flow easily through your sap. You can cast [barkskin](../spells/barkskin.md) and tree shape as 2nd-level arcane innate spells once per day each. A [tree shape](../spells/tree-shape.md) spell you cast this way transforms you into a Large flowering plant like a rosebush or lilac bush instead of a tree. - -*Source: Lost Omens: Impossible Lands p. 38* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/fluid-contortionist-loag.md b/Compendium/feats/fluid-contortionist-loag.md deleted file mode 100644 index 8b254cc04..000000000 --- a/Compendium/feats/fluid-contortionist-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/undine -aliases: ["Fluid Contortionist"] ---- -# Fluid Contortionist *Feat 5* -[undine](../../Rules/traits/undine-b2.md) - - -You can ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to [Squeeze](../../Rules/actions/squeeze.md). When you roll a critical failure on a check to [Squeeze](../../Rules/actions/squeeze.md), you get a failure instead, and when you roll a success, you get a critical success instead. - -*Source: Lost Omens: Ancestry Guide p. 120* -%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/flurry-of-maneuvers.md b/Compendium/feats/flurry-of-maneuvers.md deleted file mode 100644 index d81a93e38..000000000 --- a/Compendium/feats/flurry-of-maneuvers.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Flurry Of Maneuvers"] ---- -# Flurry Of Maneuvers *Feat 4* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -You flurry is a combination of maneuvers. You can replace one or both of your attacks during a [Flurry of Blows](../../Rules/actions/flurry-of-blows.md) with [Grapples](../../Rules/actions/grapple.md), [Shoves](../../Rules/actions/shove.md), or [Trips](../../Rules/actions/trip.md). - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/flying-blade-apg.md b/Compendium/feats/flying-blade-apg.md deleted file mode 100644 index 15ea1f4d9..000000000 --- a/Compendium/feats/flying-blade-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Flying Blade"] ---- -# Flying Blade *Feat 1* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: precise strike - -You've learned to apply your flashy techniques to thrown weapons as easily as melee attacks. When you have panache, you apply your precise strike damage on ranged [Strikes](../../Rules/actions/strike.md) you make with a [thrown](../../Rules/traits/thrown.md) weapon within that weapon's first range increment. The thrown weapon must be an [agile](../../Rules/traits/agile.md) or [finesse](../../Rules/traits/finesse.md) weapon. This also allows you to make a thrown weapon ranged [Strike](../../Rules/actions/strike.md) for [Confident Finisher](../../Rules/actions/confident-finisher-apg.md) and any other finisher that includes a [Strike](../../Rules/actions/strike.md) that can benefit from your precise strike. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/flying-kick.md b/Compendium/feats/flying-kick.md deleted file mode 100644 index e1085072b..000000000 --- a/Compendium/feats/flying-kick.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Flying Kick"] ---- -# Flying Kick [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[monk](../../Rules/traits/monk.md) - -- **Activity** Two-Action - -You launch yourself at a foe. Make a [Leap](../../Rules/actions/leap.md) or attempt a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md). At the end of the jump, if you're adjacent to a foe, you can immediately [Strike](../../Rules/actions/strike.md) that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the [Strike](../../Rules/actions/strike.md). If the distance you fall is no more than the height of your jump, you land upright and take no damage. - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/focus-ally-lopsg.md b/Compendium/feats/focus-ally-lopsg.md deleted file mode 100644 index 28464d00b..000000000 --- a/Compendium/feats/focus-ally-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/fortune -aliases: ["Focus Ally"] ---- -# Focus Ally [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [fortune](../../Rules/traits/fortune.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) -- **Trigger** An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the [incapacitation](../../Rules/traits/incapacitation.md) trait. -- **Activity** Reaction - -You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result. - -*Source: Lost Omens: Pathfinder Society Guide p. 53* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/focused-cat-nap-loag.md b/Compendium/feats/focused-cat-nap-loag.md deleted file mode 100644 index ff5e0bc4b..000000000 --- a/Compendium/feats/focused-cat-nap-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Focused Cat Nap"] ---- -# Focused Cat Nap *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Cat Nap](cat-nap-loag.md), focus pool - -When you Cat Nap, you can also [Refocus](../../Rules/actions/refocus.md) as you dream of a relevant activity. - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/focused-fascination-apg.md b/Compendium/feats/focused-fascination-apg.md deleted file mode 100644 index 1246f1d1c..000000000 --- a/Compendium/feats/focused-fascination-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Focused Fascination"] ---- -# Focused Fascination *Feat 1* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: [Fascinating Performance](fascinating-performance.md) - -When you use [Fascinating Performance](fascinating-performance.md) in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you're attempting to fascinate one target. For example, if you were an expert in [Performance](../skills.md#Performance), you could choose to target multiple creatures normally or target one creature and fascinate it on a success. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/focused-juggler-ec1.md b/Compendium/feats/focused-juggler-ec1.md deleted file mode 100644 index 39a101758..000000000 --- a/Compendium/feats/focused-juggler-ec1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/concentrate -- trait/manipulate -- trait/uncommon -aliases: ["Focused Juggler"] ---- -# Focused Juggler [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Juggler Dedication](juggler-dedication-ec1.md) -- **Trigger** Your turn begins. -- **Activity** Free Action - -You continue Juggling until the end of your next turn. - -Increase the maximum number of items you can Juggle by one. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/concentrate #trait/manipulate #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/focused-shot-apg.md b/Compendium/feats/focused-shot-apg.md deleted file mode 100644 index 3f26da5c3..000000000 --- a/Compendium/feats/focused-shot-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/monk -aliases: ["Focused Shot"] ---- -# Focused Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Monastic Archer Stance](monastic-archer-stance-apg.md) -- **Requirements**: You are in [Monastic Archer Stance](monastic-archer-stance-apg.md). -- **Activity** Single Action - -You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy. Make a ranged weapon [Strike](../../Rules/actions/strike.md) against a target within your weapon's first range increment. This [Strike](../../Rules/actions/strike.md) ignores the target's [concealed](../../Rules/conditions.md#Concealed) condition and all cover. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/foil-senses.md b/Compendium/feats/foil-senses.md deleted file mode 100644 index 13bbffa31..000000000 --- a/Compendium/feats/foil-senses.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Foil Senses"] ---- -# Foil Senses *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth) - -You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the [Avoid Notice](../../Rules/actions/avoid-notice.md), [Hide](../../Rules/actions/hide.md), or [Sneak](../../Rules/actions/sneak.md) actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465). - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/folk-dowsing-da.md b/Compendium/feats/folk-dowsing-da.md deleted file mode 100644 index cb71bda1a..000000000 --- a/Compendium/feats/folk-dowsing-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Folk Dowsing"] ---- -# Folk Dowsing *Feat 3* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -You can find what you're looking for using a dowsing rod or pendulum. If you [Search](../../Rules/actions/search.md) while wielding a dowsing rod or pendulum, in addition to the normal checks for [Searching](../../Rules/actions/search.md), the GM rolls a secret [Survival](../skills.md#Survival) check for you to detect the largest source of water, oil, or another natural non-bodily fluid in the area. Even if the liquid is [concealed](../../Rules/conditions.md#Concealed) from you—for example, if it stems from an underground spring or is piped through a wall—this technique points you in the right direction. The GM determines the DC, which is usually the trained simple DC with a hard or very hard adjustment if the source of water is small. - -If you're an expert in [Survival](../skills.md#Survival), the GM also makes a [Survival](../skills.md#Survival) check for you to detect sizable deposits of metal, minerals, and nearby graves. The DC is usually the expert simple DC, with DC adjustments for smaller deposits. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/folklorist-dedication-sot2.md b/Compendium/feats/folklorist-dedication-sot2.md deleted file mode 100644 index 0d4bcc6ca..000000000 --- a/Compendium/feats/folklorist-dedication-sot2.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Folklorist Dedication"] ---- -# Folklorist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Performance](../skills.md#Performance) - -You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the Spin Tale action. - -```ad-embed-ability -title: Spin Tale [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../../../rules/traits/auditory.md) [linguistic](../../../rules/traits/linguistic.md) - -You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are [arcane](../../../rules/traits/arcane.md) [illusion](../../../rules/traits/illusion.md) effects that have no mechanical impact other than illustrating your tale. -%% #trait/auditory #trait/linguistic %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the folklorist archetype. - -## Folklorist Dedication leads to... - -[Communal Tale](communal-tale-sot2.md), [Folktales Lore](folktales-lore-sot2.md), [Narrative Conduit](narrative-conduit-sot2.md), [Rule Of Three](rule-of-three-sot2.md) - -## Summary - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #compendium/src/pf2e/sot2 #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/folksy-patter-apg.md b/Compendium/feats/folksy-patter-apg.md deleted file mode 100644 index 1145cd568..000000000 --- a/Compendium/feats/folksy-patter-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/halfling -aliases: ["Folksy Patter"] ---- -# Folksy Patter *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -You are adept at disguising coded messages as folksy idioms. Using slang, jokes, halfling loanwords, and the like, you convey a simple message consisting of three basic words (such as "Danger assassin flee" or "Meet me moonrise"). Your intended listener can attempt a [Perception](../skills.md#Perception) check to discern the message (DC 20 if an ally, DC 15 if a halfling ally, DC 10 if a halfling ally with Folksy Patter). Eavesdroppers can also attempt a [Perception](../skills.md#Perception) check against your [Deception](../skills.md#Deception) DC to discern your meaning. Any bonuses or penalties to [Perception](../skills.md#Perception) checks to [Sense Motive](../../Rules/actions/sense-motive.md) apply. - -*Source: Advanced Player's Guide p. 46* -%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/folktales-lore-sot2.md b/Compendium/feats/folktales-lore-sot2.md deleted file mode 100644 index 887110d0b..000000000 --- a/Compendium/feats/folktales-lore-sot2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -aliases: ["Folktales Lore"] ---- -# Folktales Lore *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Folklorist Dedication](folklorist-dedication-sot2.md) - -You can pull bits of wisdom from any tale. You become trained in [Folktales Lore](../skills.md#Lore), a special [Lore](../skills.md#Lore) skill that can be used only to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with [Folktales Lore](../skills.md#Lore), you get the effects of the [Dubious Knowledge](dubious-knowledge.md) skill feat. - -If you are legendary in the [Performance](../skills.md#Performance) skill, you gain expert proficiency in [Folktales Lore](../skills.md#Lore), but you can't increase your proficiency rank in [Folktales Lore](../skills.md#Lore) by any other means. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #compendium/src/pf2e/sot2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/follow-up-assault-apg.md b/Compendium/feats/follow-up-assault-apg.md deleted file mode 100644 index f1fcd3f39..000000000 --- a/Compendium/feats/follow-up-assault-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Follow-up Assault"] ---- -# Follow-up Assault [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: You used your previous action to make a melee [Strike](../../Rules/actions/strike.md) that missed. -- **Activity** Single Action - -Even in the face of failure you press the attack, determined to succeed. Make a [Strike](../../Rules/actions/strike.md) with the same weapon, adding the effects of the [backswing](../../Rules/traits/backswing.md) and [forceful](../../Rules/traits/forceful.md) weapon traits. - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/follow-up-strike-apg.md b/Compendium/feats/follow-up-strike-apg.md deleted file mode 100644 index e590d9309..000000000 --- a/Compendium/feats/follow-up-strike-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Follow-up Strike"] ---- -# Follow-up Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Martial Artist Dedication](martial-artist-dedication-apg.md) -- **Requirements**: Your last action was a missed [Strike](../../Rules/actions/strike.md) with a melee unarmed attack. -- **Activity** Single Action - -You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. - -Make another [Strike](../../Rules/actions/strike.md) with a melee unarmed attack, using the same multiple attack penalty as for the missed [Strike](../../Rules/actions/strike.md), if any. - -*Source: Advanced Player's Guide p. 182* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/font-of-knowledge-locg.md b/Compendium/feats/font-of-knowledge-locg.md deleted file mode 100644 index d93736a32..000000000 --- a/Compendium/feats/font-of-knowledge-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Font Of Knowledge"] ---- -# Font Of Knowledge *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -Experience or focused study have granted you mastery of a number of topics. - -When you know about something, you know about it in great detail. When you succeed at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), at the GM's discretion, you might gain even more additional information or context than normal. - -Spellmaster Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities. - -*Source: Lost Omens: Character Guide p. 113* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/foolproof-instructions-lopsg.md b/Compendium/feats/foolproof-instructions-lopsg.md deleted file mode 100644 index d6996fe21..000000000 --- a/Compendium/feats/foolproof-instructions-lopsg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Foolproof Instructions"] ---- -# Foolproof Instructions *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the [manipulate](../../Rules/traits/manipulate.md) trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers. - -> [!success-degree] -> - **Success** For the rest of the ally's turn, they can spend actions to [Cast the Spell](../../Rules/actions/cast-a-spell.md). -> - **Failure** The ally misremembers your instructions and can't use the scroll this turn. -> - **Critical Failure** The ally misunderstood your instructions and can't use the scroll. - -*Source: Lost Omens: Pathfinder Society Guide p. 45* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/for-love-for-lightning-lokl.md b/Compendium/feats/for-love-for-lightning-lokl.md deleted file mode 100644 index a3040574c..000000000 --- a/Compendium/feats/for-love-for-lightning-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/rare -aliases: ["For Love, for Lightning"] ---- -# For Love, for Lightning *Feat 12* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Access**: A character who performs a specialized mission for Clarethe Iomedar has access to this option. -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md) - -Rumors suggest this technique was pioneered by knights who undertook missions for Clarethe Iomedar at the half-moon, but many Crimson Reclaimers have since mastered it. You learn the for love, for lightning focus spell (see below). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](../../Rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Charisma is the key spellcasting ability for knight reclaimant focus spells. - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/forager.md b/Compendium/feats/forager.md deleted file mode 100644 index 1580f69bb..000000000 --- a/Compendium/feats/forager.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Forager"] ---- -# Forager *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -While using [Survival](../skills.md#Survival) to [Subsist](../../Rules/actions/subsist.md), if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. - -Each time your proficiency rank in [Survival](../skills.md#Survival) increases, double the number of additional creatures you can take care of on a success (to eight if you're an expert, 16 if you're a master, or 32 if you're legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. - -Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/force-fang-som.md b/Compendium/feats/force-fang-som.md deleted file mode 100644 index bc0185267..000000000 --- a/Compendium/feats/force-fang-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Force Fang"] ---- -# Force Fang *Feat 2* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: focus pool - -You can turn your attack into an unerring blur of force. You learn the [force fang](../spells/force-fang-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 43* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/forced-entry-locg.md b/Compendium/feats/forced-entry-locg.md deleted file mode 100644 index a329c047b..000000000 --- a/Compendium/feats/forced-entry-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/skill -aliases: ["Forced Entry"] ---- -# Forced Entry *Feat 6* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics), [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -You are trained to preserve the archaeological value of your location when entering. You don't take a penalty to [Force Open](../../Rules/actions/force-open.md) doors, windows, or containers without a crowbar. If you roll a success on a check to [Force Open](../../Rules/actions/force-open.md), you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 112* -%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/forceful-push-lotgb.md b/Compendium/feats/forceful-push-lotgb.md deleted file mode 100644 index 60bf1eb54..000000000 --- a/Compendium/feats/forceful-push-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/attack -aliases: ["Forceful Push"] ---- -# Forceful Push *Feat 4* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [mage hand](../spells/mage-hand.md) - -When you cast [mage hand](../spells/mage-hand.md), you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/Compendium/feats/forceful-shot-lopsg.md b/Compendium/feats/forceful-shot-lopsg.md deleted file mode 100644 index 0fc47f0f7..000000000 --- a/Compendium/feats/forceful-shot-lopsg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/attack -- trait/press -aliases: ["Forceful Shot"] ---- -# Forceful Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) [press](../../Rules/traits/press.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) -- **Activity** Single Action - -Your ranged attacks push your foes away from your allies. - -Make a ranged [Strike](../../Rules/actions/strike.md), adding the following effects in addition to the normal effects of the [Strike](../../Rules/actions/strike.md). - -> [!success-degree] -> - **Critical Success** The target is pushed 10 feet away from you. -> - **Success** The target is pushed 5 feet away from you. -> - **Failure** The target is [flat-footed](../../Rules/conditions.md#Flat-footed) for 1 round. - -*Source: Lost Omens: Pathfinder Society Guide p. 53* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/attack #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/forcible-energy-apg.md b/Compendium/feats/forcible-energy-apg.md deleted file mode 100644 index e1910e5a8..000000000 --- a/Compendium/feats/forcible-energy-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/manipulate -- trait/metamagic -- trait/wizard -aliases: ["Forcible Energy"] ---- -# Forcible Energy [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Single Action - -You perform complex manipulations to make the energy from your spells so powerful that your enemies remain vulnerable to it afterward. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that deals acid, electricity, fire, or sonic damage, you can select one target that was damaged to gain weakness 5 to that damage type until the end of your next turn. If a spell deals multiple types of energy damage, choose one that the target gains weakness to. This has no effect on creatures with resistance or immunity to the energy type you choose. - -*Source: Advanced Player's Guide p. 143* -%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/forensic-acumen-apg.md b/Compendium/feats/forensic-acumen-apg.md deleted file mode 100644 index 0788ef58d..000000000 --- a/Compendium/feats/forensic-acumen-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Forensic Acumen"] ---- -# Forensic Acumen *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine) - -You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under [Recall Knowledge](../../Rules/actions/recall-knowledge.md) in the [Medicine](../skills.md#Medicine) skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a [Crafting](../skills.md#Crafting) check to identify a poison or weapon that was used or an additional [Medicine](../skills.md#Medicine) check to identify a specific disease. If you prefer, you can instead attempt to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus. - -The circumstance bonus increases to +3 if you have master proficiency in [Medicine](../skills.md#Medicine) and +4 if you have legendary proficiency. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/foresee-danger-apg.md b/Compendium/feats/foresee-danger-apg.md deleted file mode 100644 index b4fb7488e..000000000 --- a/Compendium/feats/foresee-danger-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/investigator -aliases: ["Foresee Danger"] ---- -# Foresee Danger [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [investigator](../../Rules/traits/investigator-apg.md) - -- **Trigger** A creature targets you with an attack and you can see the attacker. -- **Activity** Reaction - -You perceive every possible way your foe's attack could land and attempt to avoid them all. The triggering attack roll targets your [Perception](../skills.md#Perception) DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being [flat-footed](../../Rules/conditions.md#Flat-footed), even though you wouldn't take the –2 circumstance penalty when defending against the attack. - -*Source: Advanced Player's Guide p. 64* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/foreseen-failure-da.md b/Compendium/feats/foreseen-failure-da.md deleted file mode 100644 index 02b97c93b..000000000 --- a/Compendium/feats/foreseen-failure-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/divination -- trait/fortune -- trait/occult -- trait/psychic -aliases: ["Foreseen Failure"] ---- -# Foreseen Failure [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Frequency**: once per day -- **Trigger** A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws. -- **Activity** Free Action - -You see your spell fail to take hold to disastrous end, then snap back to reality—it was all a precognition, and you know to try a different spell. Your spell is expended, but you can [Cast a Spell](../../Rules/actions/cast-a-spell.md) that requires the same number of actions as the triggering spell or fewer to cast. The second spell must be a different spell than the first. - -*Source: Dark Archive p. 28* -%% #compendium/src/pf2e/da #trait/divination #trait/fortune #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/forest-stealth-locg.md b/Compendium/feats/forest-stealth-locg.md deleted file mode 100644 index fe0a9a70c..000000000 --- a/Compendium/feats/forest-stealth-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Forest Stealth"] ---- -# Forest Stealth [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: Expert in [Stealth](../skills.md#Stealth) -- **Requirements**: You are in a forest or jungle environment near an environmental feature that would allow you to [Take Cover](../../Rules/actions/take-cover.md) -- **Activity** Single Action - -You are skilled at quickly hiding behind bits of underbrush or foliage. You [Take Cover](../../Rules/actions/take-cover.md) and then use that cover to [Hide](../../Rules/actions/hide.md). - -*Source: Lost Omens: Character Guide p. 27* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/forestall-curse-apg.md b/Compendium/feats/forestall-curse-apg.md deleted file mode 100644 index 8072a5fee..000000000 --- a/Compendium/feats/forestall-curse-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/oracle -aliases: ["Forestall Curse"] ---- -# Forestall Curse [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Frequency**: once per day -- **Activity** Single Action - -You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a [revelation](../../Rules/traits/revelation.md) spell, the severity of your curse doesn't increase. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/forewarn-g-g.md b/Compendium/feats/forewarn-g-g.md deleted file mode 100644 index 6813bbc4f..000000000 --- a/Compendium/feats/forewarn-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Forewarn"] ---- -# Forewarn [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md), master in [Perception](../skills.md#Perception) -- **Frequency**: once per minute -- **Trigger** An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field. -- **Activity** Reaction - -Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults. The triggering attack roll targets your [Perception](../skills.md#Perception) DC instead of your ally's AC. Though this allows your ally to avoid taking penalties to their AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are [flat-footed](../../Rules/conditions.md#Flat-footed), even though they wouldn't take the –2 circumstance penalty when defending against the attack. - -*Source: Guns & Gears p. 51* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/forge-blessed-shot-g-g.md b/Compendium/feats/forge-blessed-shot-g-g.md deleted file mode 100644 index fbb33ec09..000000000 --- a/Compendium/feats/forge-blessed-shot-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/divine -- trait/dwarf -- trait/uncommon -aliases: ["Forge-blessed Shot"] ---- -# Forge-blessed Shot [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* -[divine](../../Rules/traits/divine.md) [dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. -- **Prerequisites**: worshipper of [Torag](../setting/deities/torag.md) or [Angradd](../setting/deities/angradd-logm.md) -- **Frequency**: once per day -- **Trigger** You attempt a ranged [Strike](../../Rules/actions/strike.md). -- **Activity** Free Action - -You intone a prayer to the dwarven deities [Torag](../setting/deities/torag.md) or [Angradd](../setting/deities/angradd-logm.md), willing a higher power to guide your aim in the heat of battle. On your next [Strike](../../Rules/actions/strike.md) with a ranged weapon before the end of your turn, you gain a +2 circumstance bonus to your attack roll and ignore your target's [concealed](../../Rules/conditions.md#Concealed) condition, as well as your target's lesser, standard, and greater cover. - -*Source: Guns & Gears p. 201* -%% #compendium/src/pf2e/g&g #trait/divine #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/forge-days-rest-locg.md b/Compendium/feats/forge-days-rest-locg.md deleted file mode 100644 index 48d68d680..000000000 --- a/Compendium/feats/forge-days-rest-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -- trait/uncommon -aliases: ["Forge-day's Rest"] ---- -# Forge-day's Rest *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: underground dwarf ethnicity - -Your unusual rest cycle allows you to recover faster. - -As long as you rest for 12 hours, you gain the effects of the [Fast Recovery](fast-recovery.md) general feat and you can go 20 hours without resting before becoming [fatigued](../../Rules/conditions.md#Fatigued). - -*Source: Lost Omens: Character Guide p. 20* -%% #compendium/src/pf2e/locg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/forgotten-presence-da.md b/Compendium/feats/forgotten-presence-da.md deleted file mode 100644 index ccbd8d22a..000000000 --- a/Compendium/feats/forgotten-presence-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/druid -- trait/uncommon -aliases: ["Forgotten Presence"] ---- -# Forgotten Presence *Feat 8* -[druid](../../Rules/traits/druid.md) [uncommon](../../Rules/traits/uncommon.md) - - -The world conspires to keep you forgotten and [unnoticed](../../Rules/conditions.md#Unnoticed)— memories cloud, ink stains out your name in ledgers, and portraits of you crack and warp over your face. Characters attempting to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about you take a –2 circumstance penalty. - -Add [modify memory](../spells/modify-memory.md) to your spell list as a primal spell. - -*Source: Dark Archive p. 65* -%% #compendium/src/pf2e/da #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/forlorn.md b/Compendium/feats/forlorn.md deleted file mode 100644 index 8bc316d17..000000000 --- a/Compendium/feats/forlorn.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Forlorn"] ---- -# Forlorn *Feat 1* -[elf](../../Rules/traits/elf.md) - - -Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against [emotion](../../Rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](../../Rules/traits/emotion.md) effect, you get a critical success instead. - -*Source: Core Rulebook p. 40* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/form-control.md b/Compendium/feats/form-control.md deleted file mode 100644 index 1e45390a8..000000000 --- a/Compendium/feats/form-control.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -- trait/manipulate -- trait/metamagic -aliases: ["Form Control"] ---- -# Form Control [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[druid](../../Rules/traits/druid.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: Strength 14, [Wild Shape](wild-shape.md) -- **Activity** Single Action - -With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast [wild shape](../spells/wild-shape.md), wild shape's spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still [Dismiss](../../Rules/actions/dismiss.md) the form at any time, as permitted by the spell. - -## Form Control leads to... - -[Perfect Form Control](perfect-form-control.md) - -## Summary - -*Source: Core Rulebook p. 135* -%% #compendium/src/pf2e/crb #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/form-lock-apg.md b/Compendium/feats/form-lock-apg.md deleted file mode 100644 index 44074db43..000000000 --- a/Compendium/feats/form-lock-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/attack -- trait/monk -aliases: ["Form Lock"] ---- -# Form Lock [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[attack](../../Rules/traits/attack.md) [monk](../../Rules/traits/monk.md) - -- **Requirements**: You have a foe [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -Your ability to control your own ki empowers you to pressure other creatures into resuming their true forms. Attempt an [Athletics](../skills.md#Athletics) check to counteract a [polymorph](../../Rules/traits/polymorph.md) effect currently affecting your target. If the target is somehow under the effect of multiple [polymorph](../../Rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract, or the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/attack #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/form-lock-lotgb.md b/Compendium/feats/form-lock-lotgb.md deleted file mode 100644 index caf99bd4c..000000000 --- a/Compendium/feats/form-lock-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/attack -aliases: ["Form Lock"] ---- -# Form Lock [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an [Athletics](../skills.md#Athletics) check to counteract a [polymorph](../../Rules/traits/polymorph.md) effect currently affecting the creature you have [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). If the target is somehow under the effect of multiple [polymorph](../../Rules/traits/polymorph.md) effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/Compendium/feats/form-of-the-bat-apg.md b/Compendium/feats/form-of-the-bat-apg.md deleted file mode 100644 index 0a48e04cd..000000000 --- a/Compendium/feats/form-of-the-bat-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/dhampir -- trait/divine -- trait/polymorph -- trait/transmutation -aliases: ["Form Of The Bat"] ---- -# Form Of The Bat [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[concentrate](../../Rules/traits/concentrate.md) [dhampir](../../Rules/traits/dhampir-b1.md) [divine](../../Rules/traits/divine.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per hour -- **Activity** Single Action - -You can transform into a harmless bat. You gain the effects of a 4th-level [pest form](../spells/pest-form.md), except you always transform into a bat. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/dhampir #trait/divine #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/form-of-the-fiend-apg.md b/Compendium/feats/form-of-the-fiend-apg.md deleted file mode 100644 index aec3d793c..000000000 --- a/Compendium/feats/form-of-the-fiend-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Form Of The Fiend"] ---- -# Form Of The Fiend *Feat 1* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -Part of your body has an obvious, fiendish appearance. Your hands end in razor-sharp claws, you have hooves instead of feet, sharp teeth fill your mouth, or a whipping tail extends from your spine. You gain your choice of one of the following unarmed attacks. The attack is in the brawling group and has the listed damage die and traits. - -Claw `1d4` slashing (agile, finesse, unarmed, versatile piercing) - -Hoof `1d6` bludgeoning (finesse, unarmed) - -Jaws `1d6` piercing (finesse, unarmed) - -Tail `1d4` bludgeoning (agile, finesse, unarmed) - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat, nor can you change the type of attack you gained. - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/form-retention-apg.md b/Compendium/feats/form-retention-apg.md deleted file mode 100644 index feb297b7b..000000000 --- a/Compendium/feats/form-retention-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/wizard -aliases: ["Form Retention"] ---- -# Form Retention *Feat 8* -[wizard](../../Rules/traits/wizard.md) - - -You have trained your mind and body to tolerate [polymorph](../../Rules/traits/polymorph.md) magic for longer periods of time, so long as you prepare for the change appropriately. When preparing a polymorph spell that lasts 1 minute and grants a battle form, you can prepare the spell in a slot 2 levels higher than normal. This doesn't grant any of the normal benefits of heightening a spell, but the spell lasts up to 10 minutes. For example, if you prepared [animal form](../spells/animal-form.md) in a 4th-level slot with Form Retention, you would cast a 2nd-level animal form that lasts for up to 10 minutes. If the spell can be [Dismissed](../../Rules/actions/dismiss.md), that doesn't change. - -*Source: Advanced Player's Guide p. 142* -%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/formation-master-locg.md b/Compendium/feats/formation-master-locg.md deleted file mode 100644 index b4cafa33f..000000000 --- a/Compendium/feats/formation-master-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Formation Master"] ---- -# Formation Master *Feat 13* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Prerequisites**: [Formation Training](formation-training-locg.md) - -You can assemble a formation even with members of ancestries that lack the hobgoblins' military discipline, and you can extend these benefits to your hobgoblin allies. When you are adjacent to at least two humanoid allies, you gain the benefits of Formation Training, even if they aren't hobgoblin allies. Hobgoblin allies adjacent to you and at least one other hobgoblin ally also gain the bonuses from your Formation Training feat. - -*Source: Lost Omens: Character Guide p. 51* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/formation-training-locg.md b/Compendium/feats/formation-training-locg.md deleted file mode 100644 index 6f8e07ade..000000000 --- a/Compendium/feats/formation-training-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Formation Training"] ---- -# Formation Training *Feat 5* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Prerequisites**: trained in all martial weapons - -You know how to fight in formation with your brethren. When you are adjacent to at least two hobgoblin allies, you gain a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects. - -## Formation Training leads to... - -[Formation Master](formation-master-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 51* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/fortified-flesh-lowg.md b/Compendium/feats/fortified-flesh-lowg.md deleted file mode 100644 index d5f22b3f6..000000000 --- a/Compendium/feats/fortified-flesh-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Fortified Flesh"] ---- -# Fortified Flesh *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](ka-stone-ritual-lowg.md) - -Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the [Living Monolith](../character/archetypes/living-monolith-lowg.md) archetype. - -*Source: Lost Omens: World Guide p. 59* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fortified-mind-loil.md b/Compendium/feats/fortified-mind-loil.md deleted file mode 100644 index db61a0219..000000000 --- a/Compendium/feats/fortified-mind-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Fortified Mind"] ---- -# Fortified Mind *Feat 9* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - - -Your mind is unusually resilient and resistant to influence. When you would gain the [fascinated](../../Rules/conditions.md#Fascinated) or [stupefied](../../Rules/conditions.md#Stupefied) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [fascinated](../../Rules/conditions.md#Fascinated) or [stupefied](../../Rules/conditions.md#Stupefied) condition. - -*Source: Lost Omens: Impossible Lands p. 44* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/fortify-shield-loag.md b/Compendium/feats/fortify-shield-loag.md deleted file mode 100644 index 21f65fef1..000000000 --- a/Compendium/feats/fortify-shield-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Fortify Shield"] ---- -# Fortify Shield [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[oread](../../Rules/traits/oread-b2.md) - -- **Prerequisites**: [Shield Block](shield-block.md) -- **Frequency**: once per day -- **Activity** Single Action - -You reinforce your shield with a rocky outgrowth of metal and stone. You Raise your Shield. If you use the [Shield Block](shield-block.md) reaction before your next turn, add your character level to your shield's Hardness when determining how much damage is blocked. - -*Source: Lost Omens: Ancestry Guide p. 107* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/fortuitous-shift-locg.md b/Compendium/feats/fortuitous-shift-locg.md deleted file mode 100644 index 379abe80e..000000000 --- a/Compendium/feats/fortuitous-shift-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Fortuitous Shift"] ---- -# Fortuitous Shift *Feat 9* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: [Unexpected Shift](unexpected-shift-locg.md) - -You have grown more comfortable with your penchant for supernatural disappearance. The flat check DC of your Fortuitous Shift feat decreases to 11, and you are no longer [dazzled](../../Rules/conditions.md#Dazzled) if you succeed. - -*Source: Lost Omens: Character Guide p. 33* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/fountain-of-secrets-lome.md b/Compendium/feats/fountain-of-secrets-lome.md deleted file mode 100644 index 3a3f77ddf..000000000 --- a/Compendium/feats/fountain-of-secrets-lome.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Fountain Of Secrets"] ---- -# Fountain Of Secrets [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* -[shisk](../../Rules/traits/shisk-lome.md) - -- **Frequency**: once per round -- **Activity** Free Action - -You constantly remember details about the world. You attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). If you succeed, you gain additional information or context. If you critically succeed, at the GM's discretion you might gain even more additional information or context than normal. - -Shisk Enclaves Most shisks can be found in small communities burrowed into the Barrier Wall, existing in caverns and tunnels that riddle the mountains from peak to base. A few scattered enclaves can be found in the Bandu Hills—the dry and arid region well-suited to shisk tastes. - -Occasionally, shisk societies burrow deeply enough that they reside within the Mwangi Darklands, while other brave families or individuals seek out the academic haven of Nantambu, hoping to accelerate their education. - -Shisks are almost completely unknown outside of the Mwangi Expanse. A few can be found on the Thuvian side of the Barrier Wall, and at least one shisk is believed to have approached the Citadel of the Alchemist to be accepted as a student. - -One small and bold enclave is rumored to reside in the Shattered Range near the nation of Nex, hoping to glean secrets from the many powerful wizards who live there. - -Other Peoples. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/fox-trick-loag.md b/Compendium/feats/fox-trick-loag.md deleted file mode 100644 index d7e54bc72..000000000 --- a/Compendium/feats/fox-trick-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Fox Trick"] ---- -# Fox Trick [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* -[kitsune](../../Rules/traits/kitsune-loag.md) - -- **Frequency**: once per hour -- **Activity** Free Action - -You always have time for a joke or prank. You [Create a Diversion](../../Rules/actions/create-a-diversion.md), [Conceal an Object](../../Rules/actions/conceal-an-object.md), or [Hide](../../Rules/actions/hide.md). All creatures who witnessed your Fox Trick then wise up to it, becoming temporarily immune to your Fox Trick for 24 hours. - -*Source: Lost Omens: Ancestry Guide p. 126* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/foxfire-loag.md b/Compendium/feats/foxfire-loag.md deleted file mode 100644 index 85a2781dd..000000000 --- a/Compendium/feats/foxfire-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Foxfire"] ---- -# Foxfire *Feat 1* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -A crack of your tail sparks wisps of blue energy. Choose either electricity or fire when you gain this feat. You gain a foxfire ranged unarmed attack with a maximum range of 20 feet. The attack deals `1d4` damage of the chosen type (no ability modifier is added to the damage roll). Your foxfire attack is in the sling weapon group and has the [magical](../../Rules/traits/magical.md) trait. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. - -**Special.** If you are a frozen wind kitsune, your foxfire deals cold damage instead of electricity or fire. - -*Source: Lost Omens: Ancestry Guide p. 125* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/freeze-it-locg.md b/Compendium/feats/freeze-it-locg.md deleted file mode 100644 index 03718b50a..000000000 --- a/Compendium/feats/freeze-it-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Freeze It!"] ---- -# Freeze It! [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: snow goblin heritage -- **Activity** Single Action - -You are no rime hag or Jadwiga, but the magic of the north has still left a mark on you. - -Frigid ice runs through your veins, and you can expel frost from your body to freeze your foes. Attempt an [Athletics](../skills.md#Athletics) check against the Fortitude DC of an adjacent foe. - -If you have master proficiency in [Athletics](../skills.md#Athletics), you can affect up to two adjacent foes, rolling one [Athletics](../skills.md#Athletics) check against each foe. - -> [!success-degree] -> - **Critical Success** The target becomes [clumsy](../../Rules/conditions.md#Clumsy) for 1 round. -> - **Success** The target becomes [clumsy](../../Rules/conditions.md#Clumsy) for 1 round. -> - **Critical Failure** The target is temporarily immune for 1 minute. - -*Source: Lost Omens: Character Guide p. 39* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/fresh-ingredients-apg.md b/Compendium/feats/fresh-ingredients-apg.md deleted file mode 100644 index 59a02532d..000000000 --- a/Compendium/feats/fresh-ingredients-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Fresh Ingredients"] ---- -# Fresh Ingredients *Feat 2* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Herbalist Dedication](herbalist-dedication-apg.md), expert in [Nature](../skills.md#Nature) - -When using [Natural Medicine](natural-medicine.md) to [Treat Wounds](../../Rules/actions/treat-wounds.md), you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead. - -*Source: Advanced Player's Guide p. 176* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/friendform-lome.md b/Compendium/feats/friendform-lome.md deleted file mode 100644 index 241cab4ec..000000000 --- a/Compendium/feats/friendform-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Friendform"] ---- -# Friendform *Feat 5* -[anadi](../../Rules/traits/anadi-lome.md) - - -The shared bond between you and your allies allows you to act on their behalf. - -During your daily preparations, you can perform a simple ritual with up to five willing Small or Medium humanoids, where participants exchange minor tokens of personal significance. As long as you hold onto a participant's token, you can assume their form with your Change Shape ability, gaining a +4 status bonus to [Deception](../skills.md#Deception) checks to pass as that person and adding your level to the check even if you're untrained. You lose access to a participant's form if they're not carrying your token or if you use the ritual again. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/friendly-toss-apg.md b/Compendium/feats/friendly-toss-apg.md deleted file mode 100644 index b667cf9ee..000000000 --- a/Compendium/feats/friendly-toss-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/manipulate -- trait/rage -aliases: ["Friendly Toss"] ---- -# Friendly Toss [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) [manipulate](../../Rules/traits/manipulate.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: You are adjacent to an ally and have one or more hands free. -- **Activity** Two-Action - -You toss your friends around the battlefield. Pick up an adjacent ally of your size or smaller and throw them to an unoccupied space you can see within 30 feet. Their movement doesn't trigger reactions. Your ally ends this movement on their feet and doesn't take damage from the fall. If your ally ends this movement within melee reach of at least one enemy, they can make a melee [Strike](../../Rules/actions/strike.md) against an enemy within their reach as a reaction. - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/manipulate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/frighten-undead-botd.md b/Compendium/feats/frighten-undead-botd.md deleted file mode 100644 index 9b5af2952..000000000 --- a/Compendium/feats/frighten-undead-botd.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Frighten Undead"] ---- -# Frighten Undead [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](undead-slayer-dedication-botd.md), trained in [Intimidation](../skills.md#Intimidation) -- **Activity** Single Action - -Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [Demoralize](../../Rules/actions/demoralize.md) an undead target using your [Religion](../skills.md#Religion) modifier instead of your [Intimidation](../skills.md#Intimidation) modifier if it's higher. If you use your [Religion](../skills.md#Religion) modifier, the [Demoralize](../../Rules/actions/demoralize.md) action loses the [emotion](../../Rules/traits/emotion.md) and [mental](../../Rules/traits/mental.md) traits, as your faith connects to the undead on an instinctual level. - -## Frighten Undead leads to... - -[Slayer's Presence](slayers-presence-botd.md) - -## Summary - -*Source: Book of the Dead p. 29* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/frightening-appearance-apg.md b/Compendium/feats/frightening-appearance-apg.md deleted file mode 100644 index 801a426b6..000000000 --- a/Compendium/feats/frightening-appearance-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/vigilante -aliases: ["Frightening Appearance"] ---- -# Frightening Appearance *Feat 12* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: expert in [Intimidation](../skills.md#Intimidation), [Startling Appearance](startling-appearance-loag.md) - -Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to [Demoralize](../../Rules/actions/demoralize.md) each opponent within 10 feet to whom you were [unnoticed](../../Rules/conditions.md#Unnoticed) before your [Strike](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 197* -%% #compendium/src/pf2e/apg #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/frightful-aura-botd.md b/Compendium/feats/frightful-aura-botd.md deleted file mode 100644 index 1a25e0bbc..000000000 --- a/Compendium/feats/frightful-aura-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/aura -- trait/emotion -- trait/fear -- trait/mental -aliases: ["Frightful Aura"] ---- -# Frightful Aura *Feat 18* -[archetype](../../Rules/traits/archetype.md) [aura](../../Rules/traits/aura.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Lich Dedication](lich-dedication-botd.md), master in [Intimidation](../skills.md#Intimidation) - -You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC. - -> [!success-degree] -> - **Success** The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute. -> - **Failure** The creature is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Book of the Dead p. 50* -%% #compendium/src/pf2e/botd #trait/archetype #trait/aura #trait/emotion #trait/fear #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/frightful-condemnation-ngd.md b/Compendium/feats/frightful-condemnation-ngd.md deleted file mode 100644 index 04912b750..000000000 --- a/Compendium/feats/frightful-condemnation-ngd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/emotion -- trait/fear -- trait/mental -- trait/vigilante -aliases: ["Frightful Condemnation"] ---- -# Frightful Condemnation [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Harsh Judgment](harsh-judgment-ngd.md), [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners -- **Trigger** You hit your condemned foe with a melee [Strike](../../Rules/actions/strike.md) in the same turn during which you condemned it with Harsh Judgment. -- **Requirements**: You have condemned a foe to death with [Harsh Judgment](harsh-judgment-ngd.md). -- **Activity** Free Action - -Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. - -Your condemned foe is [frightened](../../Rules/conditions.md#Frightened), or [frightened](../../Rules/conditions.md#Frightened) if the triggering [Strike](../../Rules/actions/strike.md) was a critical hit. - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/frightful-moan-botd.md b/Compendium/feats/frightful-moan-botd.md deleted file mode 100644 index c211aef28..000000000 --- a/Compendium/feats/frightful-moan-botd.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/auditory -- trait/divine -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Frightful Moan"] ---- -# Frightful Moan [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [divine](../../Rules/traits/divine.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Ghost Dedication](ghost-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Activity** Two-Action - -You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher. - -> [!success-degree] -> - **Success** The creature is unaffected and temporarily immune to Frightful Moans for 1 minute. -> - **Failure** The creature is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Book of the Dead p. 47* -%% #compendium/src/pf2e/botd #trait/archetype #trait/auditory #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/frostbite-runes-lomm.md b/Compendium/feats/frostbite-runes-lomm.md deleted file mode 100644 index daed08725..000000000 --- a/Compendium/feats/frostbite-runes-lomm.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lomm -- trait/archetype -- trait/evocation -- trait/primal -aliases: ["Frostbite Runes"] ---- -# Frostbite Runes *Feat 12* -[archetype](../../Rules/traits/archetype.md) [evocation](../../Rules/traits/evocation.md) [primal](../../Rules/traits/primal.md) - -- **Prerequisites**: [Pactbound Dedication](pactbound-dedication-lomm.md) - -Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against [evil](../../Rules/traits/evil.md) and [necromancy](../../Rules/traits/necromancy.md) spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the [negative healing](../../Rules/abilities/negative-healing-b2.md) ability, like dhampir. - -## Frostbite Runes leads to... - -[Bound in Ice](bound-in-ice-lomm.md), [Curse of the Saumen Kar](curse-of-the-saumen-kar-lomm.md) - -## Summary - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #compendium/src/pf2e/lomm #trait/archetype #trait/evocation #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/full-automation-g-g.md b/Compendium/feats/full-automation-g-g.md deleted file mode 100644 index fbf587ebf..000000000 --- a/Compendium/feats/full-automation-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Full Automation"] ---- -# Full Automation *Feat 20* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: armor, construct, or weapon innovation - -You become so entwined with your innovations that you can use them without a second thought. You're permanently [quickened](../../Rules/conditions.md#Quickened). How you can use the extra action depends on your innovation. - -- **Armor** Your armor responds to the most subtle stimuli to move you in the right direction as long as you are wearing it. You can use the extra action to [Stride](../../Rules/actions/stride.md), [Step](../../Rules/actions/step.md), or use a form of movement provided by your innovation (such as [Fly](../../Rules/actions/fly.md) or [Swim](../../Rules/actions/swim.md)). -- **Construct** Your ability to command your construct becomes instinctive. You can use the extra action to Command your construct innovation (or to provide 1 of the actions if you choose to spend 2 actions to Command your construct). -- **Weapon** Your weapon becomes easier to wield with deadly efficacy, almost as if it is an extension of your body. It speeds effortlessly toward whatever target you choose as long as you are holding it. You can use the extra action to [Strike](../../Rules/actions/strike.md) with your innovation. - -*Source: Guns & Gears p. 32* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/fully-flighted-loag.md b/Compendium/feats/fully-flighted-loag.md deleted file mode 100644 index 5faa2883b..000000000 --- a/Compendium/feats/fully-flighted-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Fully Flighted"] ---- -# Fully Flighted *Feat 13* -[strix](../../Rules/traits/strix-loag.md) - -- **Prerequisites**: [Juvenile Flight](juvenile-flight-loag.md) - -You gain the effects of Juvenile Flight at all times, rather than just once per day for 10 minutes. This includes the status bonus to your Speed if you have Fledgling Flight. - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/fulminating-shot-g-g.md b/Compendium/feats/fulminating-shot-g-g.md deleted file mode 100644 index e1224cc83..000000000 --- a/Compendium/feats/fulminating-shot-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/evocation -- trait/magical -aliases: ["Fulminating Shot"] ---- -# Fulminating Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Spellshot Dedication](spellshot-dedication-g-g.md) -- **Frequency**: once per round -- **Activity** Single Action - -You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal `1d6` additional damage of this type. At 12th level, this increases to `2d6` additional damage, and at 18th level, it increases to `3d6` additional damage. - -*Source: Guns & Gears p. 141* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/evocation #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/fulminating-synergy-locg.md b/Compendium/feats/fulminating-synergy-locg.md deleted file mode 100644 index a513524df..000000000 --- a/Compendium/feats/fulminating-synergy-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Fulminating Synergy"] ---- -# Fulminating Synergy *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dualistic Synergy](dualistic-synergy-locg.md) - -When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances. - -## Fulminating Synergy leads to... - -[Synergistic Spell](synergistic-spell-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 105* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fumesoul-loag.md b/Compendium/feats/fumesoul-loag.md deleted file mode 100644 index ab79a11f4..000000000 --- a/Compendium/feats/fumesoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/sylph -aliases: ["Fumesoul"] ---- -# Fumesoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [sylph](../../Rules/traits/sylph-b2.md) - - -The air inside you asserts itself as a toxic miasma, inuring you to most poisons. You gain resistance to poison equal to half your level (minimum 1). - -*Source: Lost Omens: Ancestry Guide p. 115* -%% #compendium/src/pf2e/loag #trait/lineage #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/furious-bully.md b/Compendium/feats/furious-bully.md deleted file mode 100644 index a03257ced..000000000 --- a/Compendium/feats/furious-bully.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Furious Bully"] ---- -# Furious Bully *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) - -You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to [Athletics](../skills.md#Athletics) checks for [attack](../../Rules/traits/attack.md) actions. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/furious-finish.md b/Compendium/feats/furious-finish.md deleted file mode 100644 index fd5439bbb..000000000 --- a/Compendium/feats/furious-finish.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Furious Finish"] ---- -# Furious Finish [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Single Action - -Desperate to finish the fight, you pour all your rage into one final blow. Make a [Strike](../../Rules/actions/strike.md). If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your [Rage](../../Rules/actions/rage.md) (maximum 10). After this [Strike](../../Rules/actions/strike.md), your [Rage](../../Rules/actions/rage.md) immediately ends, and you are [fatigued](../../Rules/conditions.md#Fatigued) until you rest for at least 10 minutes. - -*Source: Core Rulebook p. 89* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/furious-grab.md b/Compendium/feats/furious-grab.md deleted file mode 100644 index 349d612a9..000000000 --- a/Compendium/feats/furious-grab.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Furious Grab"] ---- -# Furious Grab [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: Your last action was a successful [Strike](../../Rules/actions/strike.md), and either you have a hand free or your [Strike](../../Rules/actions/strike.md) used a [grapple](../../Rules/traits/grapple.md) weapon. -- **Activity** Single Action - -You grab your foe while it's distracted by your attack. The foe you hit becomes [grabbed](../../Rules/conditions.md#Grabbed), as if you had succeeded at an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the foe. - -*Source: Core Rulebook p. 92* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/furious-sprint.md b/Compendium/feats/furious-sprint.md deleted file mode 100644 index df71ad34b..000000000 --- a/Compendium/feats/furious-sprint.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Furious Sprint"] ---- -# Furious Sprint [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Two-Action - -You rush forward. [Stride](../../Rules/actions/stride.md) up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to [Stride](../../Rules/actions/stride.md) up to eight times your Speed in a straight line instead. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/furious-vengeance-apg.md b/Compendium/feats/furious-vengeance-apg.md deleted file mode 100644 index e524f229d..000000000 --- a/Compendium/feats/furious-vengeance-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Furious Vengeance"] ---- -# Furious Vengeance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: fury instinct -- **Trigger** An enemy within your melee reach critically hits you with a melee [Strike](../../Rules/actions/strike.md). -- **Activity** Reaction - -Your enemy's blow fuels your rage and provokes your immediate retaliation. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering enemy. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/fuse-stance.md b/Compendium/feats/fuse-stance.md deleted file mode 100644 index 57030c8cc..000000000 --- a/Compendium/feats/fuse-stance.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Fuse Stance"] ---- -# Fuse Stance *Feat 20* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: at least two stances - -You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions. - -You can't fuse stances with fundamentally incompatible requirements or restrictions (such as [Ironblood Stance](ironblood-stance.md) and [Crane Stance](crane-stance.md), which both require using only one type of [Strike](../../Rules/actions/strike.md)). - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/fused-polearm-som.md b/Compendium/feats/fused-polearm-som.md deleted file mode 100644 index 86b91d8dd..000000000 --- a/Compendium/feats/fused-polearm-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Fused Polearm"] ---- -# Fused Polearm *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Runelord Dedication](runelord-dedication-som.md) -- **Requirements**: Your arcane bonded item is a polearm. - -During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations. - -While the two are fused, the weapon's haft takes on aesthetic aspects of the staff. - -*Source: Secrets of Magic p. 241* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/fused-staff-som.md b/Compendium/feats/fused-staff-som.md deleted file mode 100644 index 9a7461e48..000000000 --- a/Compendium/feats/fused-staff-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/arcane -- trait/magus -- trait/transmutation -aliases: ["Fused Staff"] ---- -# Fused Staff *Feat 8* -[arcane](../../Rules/traits/arcane.md) [magus](../../Rules/traits/magus-som.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) - -When you prepare a staff, you can hold it up to a weapon to merge the two items. You can switch the fused item's form from the weapon to the staff or vice versa as a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. When the item is in staff form, you can [Cast the Spells](../../Rules/actions/cast-a-spell.md) from the staff and benefit from any other abilities the staff grants. The staff and the weapon share their fundamental runes, using whichever weapon potency and whichever striking rune is higher level. They don't share any other runes or specific abilities. - -You can [Cast Spells](../../Rules/actions/cast-a-spell.md) from the staff as part of a [Spellstrike](../../Rules/actions/spellstrike-som.md) even when the staff is in weapon form. Otherwise, you can't cast the staff's spells while it's in weapon form. - -The fusion lasts until your next daily preparations, though you can spend 10 minutes to separate the two items and meld the staff into a different weapon. - -The melding works for you alone. A different wielder can use the staff in its current form but can't transform it, get the benefit of the shared runes, or use its spells for a [Spellstrike](../../Rules/actions/spellstrike-som.md) if it's in weapon form. - -*Source: Secrets of Magic p. 46* -%% #compendium/src/pf2e/som #trait/arcane #trait/magus #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/future-spell-learning-da.md b/Compendium/feats/future-spell-learning-da.md deleted file mode 100644 index 4862f9e5a..000000000 --- a/Compendium/feats/future-spell-learning-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Future Spell Learning"] ---- -# Future Spell Learning *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Time Mage Dedication](time-mage-dedication-da.md) - -More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add [behold the weave](../spells/behold-the-weave-da.md), [cast into time](../spells/cast-into-time-som.md), [haste](../spells/haste.md), [loose time's arrow](../spells/loose-times-arrow-da.md), [quicken time](../spells/quicken-time-da.md), [slow](../spells/slow.md), and [stagnate time](../spells/stagnate-time-da.md) to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. - -*Source: Dark Archive p. 185* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/gadget-specialist-g-g.md b/Compendium/feats/gadget-specialist-g-g.md deleted file mode 100644 index a1231e6f6..000000000 --- a/Compendium/feats/gadget-specialist-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Gadget Specialist"] ---- -# Gadget Specialist *Feat 4* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) - -Rather than just using your gadgets for various boosts and tweaks, you also craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets (page 66). Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don't cost you any resources to [Craft](../../Rules/actions/craft.md) and don't have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven't already used them. - -If you're a master in [Crafting](../skills.md#Crafting), you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you're legendary in [Crafting](../skills.md#Crafting), you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine. - -## Gadget Specialist leads to... - -[Contingency Gadgets](contingency-gadgets-g-g.md), [Ubiquitous Gadgets](ubiquitous-gadgets-g-g.md) - -## Summary - -*Source: Guns & Gears p. 26* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/gang-up.md b/Compendium/feats/gang-up.md deleted file mode 100644 index 28cfb17b4..000000000 --- a/Compendium/feats/gang-up.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Gang Up"] ---- -# Gang Up *Feat 6* -[rogue](../../Rules/traits/rogue.md) - - -You and your allies harry an opponent in concert. Any enemy is [flat-footed](../../Rules/conditions.md#Flat-footed) against your melee attacks due to flanking as long as the enemy is within both your reach and your ally's. Your allies must still flank an enemy for it to be [flat-footed](../../Rules/conditions.md#Flat-footed) to them. - -*Source: Core Rulebook p. 186* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/ganzi-gaze-loag.md b/Compendium/feats/ganzi-gaze-loag.md deleted file mode 100644 index 515212ee9..000000000 --- a/Compendium/feats/ganzi-gaze-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Ganzi Gaze"] ---- -# Ganzi Gaze *Feat 1* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -You have unusual sensory abilities passed down from your chaotic forebears. You gain [low-light vision](../../Rules/abilities/low-light-vision.md). If you already have [low-light vision](../../Rules/abilities/low-light-vision.md), you gain [darkvision](../../Rules/abilities/darkvision.md) instead. - -**Special.** You can select this feat a second time to gain [darkvision](../../Rules/abilities/darkvision.md) in addition to [low-light vision](../../Rules/abilities/low-light-vision.md). - -*Source: Lost Omens: Ancestry Guide p. 97* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/gaping-flesh-loag.md b/Compendium/feats/gaping-flesh-loag.md deleted file mode 100644 index 57040c8bd..000000000 --- a/Compendium/feats/gaping-flesh-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Gaping Flesh"] ---- -# Gaping Flesh [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - -- **Frequency**: once per day -- **Trigger** A creature you are aware of damages you with a melee [Strike](../../Rules/actions/strike.md). -- **Activity** Reaction - -Your wound yawns open, appalling your attacker. The attacker must succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or become [sickened](../../Rules/conditions.md#Sickened) ([sickened](../../Rules/conditions.md#Sickened) on a critical failure). It can't recover from the [sickened](../../Rules/conditions.md#Sickened) condition while it's adjacent to you. - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/garden-path-aoa3.md b/Compendium/feats/garden-path-aoa3.md deleted file mode 100644 index 24565a25b..000000000 --- a/Compendium/feats/garden-path-aoa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/archetype -- trait/uncommon -aliases: ["Garden Path"] ---- -# Garden Path *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](bellflower-dedication-aoa3.md) - -You can guide your crop to move without notice. When you and any of your crop are [Avoiding Notice](../../Rules/actions/avoid-notice.md), you can choose one member of your crop to temporarily gain the benefits of the [Quiet Allies](quiet-allies.md) skill feat until the group is no longer [Avoiding Notice](../../Rules/actions/avoid-notice.md). The group rolls two checks instead of one, using the higher die roll. This is a [fortune](../../Rules/traits/fortune.md) effect. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/gardeners-resolve-ngd.md b/Compendium/feats/gardeners-resolve-ngd.md deleted file mode 100644 index 5d890f1a1..000000000 --- a/Compendium/feats/gardeners-resolve-ngd.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/vigilante -aliases: ["Gardener's Resolve"] ---- -# Gardener's Resolve [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners -- **Frequency**: once per day -- **Trigger** You roll a failure (but not a critical failure) on a Will save against a [fear](../../Rules/traits/fear.md) effect. -- **Activity** Reaction - -The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success. - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/garuda-magic-loag.md b/Compendium/feats/garuda-magic-loag.md deleted file mode 100644 index 94b0fac2a..000000000 --- a/Compendium/feats/garuda-magic-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -aliases: ["Garuda Magic"] ---- -# Garuda Magic *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Plumekith](plumekith-loag.md) - -You are descended from the wondrous garudas, and their keen senses manifest in your magical prowess. You can cast [blur](../spells/blur.md) and [see invisibility](../spells/see-invisibility.md) each once per day as 2nd-level divine innate spells. - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/garudas-squall-loag.md b/Compendium/feats/garudas-squall-loag.md deleted file mode 100644 index c990fffc6..000000000 --- a/Compendium/feats/garudas-squall-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/lineage -aliases: ["Garuda's Squall"] ---- -# Garuda's Squall *Feat 5* -[aasimar](../../Rules/traits/aasimar-apg.md) [lineage](../../Rules/traits/lineage-apg.md) - -- **Prerequisites**: [Plumekith](plumekith-loag.md) - -Garudas' marksmanship and magic are second nature to you. Whenever you critically hit using a bow, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/gaze-of-veracity-locg.md b/Compendium/feats/gaze-of-veracity-locg.md deleted file mode 100644 index e5709971c..000000000 --- a/Compendium/feats/gaze-of-veracity-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Gaze Of Veracity"] ---- -# Gaze Of Veracity *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Signifer Dedication](hellknight-signifer-dedication-locg.md), ability to cast focus spells - -You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the [glimpse the truth](../spells/glimpse-the-truth.md) cleric domain spell as a divine focus spell. - -*Source: Lost Omens: Character Guide p. 85* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/gear-gnash-g-g.md b/Compendium/feats/gear-gnash-g-g.md deleted file mode 100644 index 027eb9d56..000000000 --- a/Compendium/feats/gear-gnash-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/skill -aliases: ["Gear Gnash"] ---- -# Gear Gnash *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Trapsmith Dedication](trapsmith-dedication-g-g.md), expert in [Crafting](../skills.md#Crafting) - -Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional [Thievery](../skills.md#Thievery) check in order to disable the snare. On a failed check, while the snare doesn't fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal. - -*Source: Guns & Gears p. 54* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/gear-up-botd.md b/Compendium/feats/gear-up-botd.md deleted file mode 100644 index aa6be3a3e..000000000 --- a/Compendium/feats/gear-up-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Gear Up"] ---- -# Gear Up *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](undead-slayer-dedication-botd.md) - -Whether it's wooden stakes, [holy water](../equipment/items/holy-water.md), or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the [Prescient Planner](prescient-planner-apg.md) and [Prescient Consumable](prescient-consumable-apg.md) feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute. If you have the [Hunter's Sanctum](hunters-sanctum-botd.md) feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods. - -*Source: Book of the Dead p. 29* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/geckos-grip-locg.md b/Compendium/feats/geckos-grip-locg.md deleted file mode 100644 index fab0895b6..000000000 --- a/Compendium/feats/geckos-grip-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Gecko's Grip"] ---- -# Gecko's Grip *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: cliffscale lizardfolk - -You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet. - -*Source: Lost Omens: Character Guide p. 59* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/gemsoul-loag.md b/Compendium/feats/gemsoul-loag.md deleted file mode 100644 index 04b7a5f98..000000000 --- a/Compendium/feats/gemsoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/oread -aliases: ["Gemsoul"] ---- -# Gemsoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [oread](../../Rules/traits/oread-b2.md) - - -The earth inside you asserts itself as crystallized gemstones or metals, like a cluster of quartz or veins of iron and gold. This shimmering presence inside your being inspires you to flashy and flamboyant performances. You gain the trained proficiency rank in [Performance](../skills.md#Performance). If you would automatically become trained in [Performance](../skills.md#Performance) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Impressive Performance](impressive-performance.md) skill feat. - -*Source: Lost Omens: Ancestry Guide p. 107* -%% #compendium/src/pf2e/loag #trait/lineage #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/genie-weapon-expertise-loag.md b/Compendium/feats/genie-weapon-expertise-loag.md deleted file mode 100644 index b868e9819..000000000 --- a/Compendium/feats/genie-weapon-expertise-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Genie Weapon Expertise"] ---- -# Genie Weapon Expertise *Feat 13* -[ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - -- **Prerequisites**: [Genie Weapon Familiarity](genie-weapon-familiarity-loag.md) - -Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in [falchions](../equipment/items/falchion.md), [ranseurs](../equipment/items/ranseur.md), [scimitars](../equipment/items/scimitar.md), [tridents](../equipment/items/trident.md), and all geniekin weapons in which you are trained. - -*Source: Lost Omens: Ancestry Guide p. 100* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/genie-weapon-familiarity-loag.md b/Compendium/feats/genie-weapon-familiarity-loag.md deleted file mode 100644 index 0b325c9a5..000000000 --- a/Compendium/feats/genie-weapon-familiarity-loag.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Genie Weapon Familiarity"] ---- -# Genie Weapon Familiarity *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - - -You've trained with weapons used by your genie ancestors. You are trained with [falchions](../equipment/items/falchion.md), [ranseurs](../equipment/items/ranseur.md), [scimitars](../equipment/items/scimitar.md), and [tridents](../equipment/items/trident.md). In addition, you gain access to all uncommon geniekin weapons. For the purpose of determining your proficiency, martial geniekin weapons are simple weapons and advanced geniekin weapons are martial weapons. - -## Genie Weapon Familiarity leads to... - -[Genie Weapon Expertise](genie-weapon-expertise-loag.md), [Genie Weapon Flourish](genie-weapon-flourish-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 100* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/genie-weapon-flourish-loag.md b/Compendium/feats/genie-weapon-flourish-loag.md deleted file mode 100644 index 403ca0a4a..000000000 --- a/Compendium/feats/genie-weapon-flourish-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Genie Weapon Flourish"] ---- -# Genie Weapon Flourish *Feat 5* -[ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - -- **Prerequisites**: [Genie Weapon Familiarity](genie-weapon-familiarity-loag.md) - -Whenever you critically hit using a [falchion](../equipment/items/falchion.md), [ranseur](../equipment/items/ranseur.md), [scimitar](../equipment/items/scimitar.md), [trident](../equipment/items/trident.md), or a geniekin weapon, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Ancestry Guide p. 100* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/genius-mutagen.md b/Compendium/feats/genius-mutagen.md deleted file mode 100644 index 1cd0168cb..000000000 --- a/Compendium/feats/genius-mutagen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Genius Mutagen"] ---- -# Genius Mutagen *Feat 16* -[alchemist](../../Rules/traits/alchemist.md) - - -Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you're affected by a cognitive mutagen, you also gain the mutagen's item bonus to [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), [Intimidation](../skills.md#Intimidation), [Medicine](../skills.md#Medicine), [Nature](../skills.md#Nature), [Performance](../skills.md#Performance), [Religion](../skills.md#Religion), and [Survival](../skills.md#Survival) checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you. - -*Source: Core Rulebook p. 81* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/geomancer-dedication-som.md b/Compendium/feats/geomancer-dedication-som.md deleted file mode 100644 index 60d7f2be7..000000000 --- a/Compendium/feats/geomancer-dedication-som.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/dedication -aliases: ["Geomancer Dedication"] ---- -# Geomancer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature); ability to cast spells from spell slots; at least one spell with the [air](../../Rules/traits/air.md), [cold](../../Rules/traits/cold.md), [earth](../../Rules/traits/earth.md), [fire](../../Rules/traits/fire.md), [plant](../../Rules/traits/plant.md), or [water](../../Rules/traits/water.md) trait - -You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type. - -Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect. - -- **Aquatic** ([water](../../Rules/traits/water.md)) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed—if you have one—as your land Speed. -- **Arctic** ([cold](../../Rules/traits/cold.md)) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a –5-foot status penalty to their Speeds for 2 rounds (–10-foot on a critical failure). -- **Desert** ([fire](../../Rules/traits/fire.md)) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [fatigued](../../Rules/conditions.md#Fatigued) until they drink water or another potable liquid. -- **Forest** ([plant](../../Rules/traits/plant.md)) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [clumsy](../../Rules/conditions.md#Clumsy) for 1 round ([clumsy](../../Rules/conditions.md#Clumsy) on a critical failure). -- **Mountain** ([earth](../../Rules/traits/earth.md)) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round. -- **Plains** ([plant](../../Rules/traits/plant.md)) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round. -- **Sky** ([air](../../Rules/traits/air.md)) A gust of wind carries you aloft. You can [Fly](../../Rules/actions/fly.md) up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall. -- **Swamp** ([plant](../../Rules/traits/plant.md)) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) equal to half the spell's level (minimum 1 damage) with a basic Fortitude save. -- **Underground** ([earth](../../Rules/traits/earth.md)) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain [darkvision](../../Rules/abilities/darkvision.md) as well as imprecise [tremorsense](../../Rules/abilities/tremorsense.md) out to 15 feet. - -**Special.** You can't select another dedication feat until you've gained two other feats from the geomancer archetype. - -## Geomancer Dedication leads to... - -[Attuned Stride](attuned-stride-som.md), [Attunement Shift](attunement-shift-som.md), [Draw From The Land](draw-from-the-land-som.md), [Quickened Attunement](quickened-attunement-som.md), [Read The Land](read-the-land-som.md), [Rough Terrain Stance](rough-terrain-stance-som.md), [Shifting Terrain](shifting-terrain-som.md), [Shared Attunement](shared-attunement-som.md), [Terrain Shield](terrain-shield-som.md) - -## Summary - -*Source: Secrets of Magic p. 212* -%% #compendium/src/pf2e/som #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/ghoran-lore-loil.md b/Compendium/feats/ghoran-lore-loil.md deleted file mode 100644 index d201f6ae4..000000000 --- a/Compendium/feats/ghoran-lore-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Ghoran Lore"] ---- -# Ghoran Lore *Feat 1* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -The very first memories ghorans have are those of their creation, and even after thousands of years, those memories have never faded for you. You become trained in [Arcana](../skills.md#Arcana) and [Nature](../skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Ghoran Lore](../skills.md#Lore). - -*Source: Lost Omens: Impossible Lands p. 37* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/ghoran-weapon-expertise-loil.md b/Compendium/feats/ghoran-weapon-expertise-loil.md deleted file mode 100644 index 66171c9f2..000000000 --- a/Compendium/feats/ghoran-weapon-expertise-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Ghoran Weapon Expertise"] ---- -# Ghoran Weapon Expertise *Feat 13* -[ghoran](../../Rules/traits/ghoran-loil.md) - -- **Prerequisites**: Ghoran Weapon Familiarity - -It's as if you've been training for a thousand years. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the glaive, greatclub, hatchet, scythe, sickle, and ghoran weapons in which you're trained. - -*Source: Lost Omens: Impossible Lands p. 39* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/ghoran-weapon-familiarity-loil.md b/Compendium/feats/ghoran-weapon-familiarity-loil.md deleted file mode 100644 index 44f9e8bcd..000000000 --- a/Compendium/feats/ghoran-weapon-familiarity-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Ghoran Weapon Familiarity"] ---- -# Ghoran Weapon Familiarity *Feat 1* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -Over the course of your long, long existence, you've had a chance to practice with traditional ghoran weapons. You're trained with the glaive, greatclub, hatchet, scythe, and sickle. In addition, you gain access to all uncommon ghoran weapons. - -For the purpose of determining your proficiency, martial ghoran weapons are simple weapons and advanced ghoran weapons are martial weapons. - -*Source: Lost Omens: Impossible Lands p. 37* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/ghoran-weapon-practice-loil.md b/Compendium/feats/ghoran-weapon-practice-loil.md deleted file mode 100644 index 74a0d80fc..000000000 --- a/Compendium/feats/ghoran-weapon-practice-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Ghoran Weapon Practice"] ---- -# Ghoran Weapon Practice *Feat 5* -[ghoran](../../Rules/traits/ghoran-loil.md) - -- **Prerequisites**: Ghoran Weapon Familiarity - -With plenty of practice, the memories of previous fights from previous lives come flooding back. Whenever you critically hit using a glaive, greatclub, hatchet, scythe, sickle, or ghoran weapon, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Impossible Lands p. 38* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/ghorans-wrath-loil.md b/Compendium/feats/ghorans-wrath-loil.md deleted file mode 100644 index 4f19f9a4d..000000000 --- a/Compendium/feats/ghorans-wrath-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Ghoran's Wrath"] ---- -# Ghoran's Wrath *Feat 17* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -You have such a strong connection to the natural world that you can inspire it to attack at those who threaten you. You can cast nature's reprisal (Secrets of Magic 117) once per hour as a primal innate spell. - -*Source: Lost Omens: Impossible Lands p. 39* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/ghost-blade-da.md b/Compendium/feats/ghost-blade-da.md deleted file mode 100644 index ec366a7a5..000000000 --- a/Compendium/feats/ghost-blade-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -aliases: ["Ghost Blade"] ---- -# Ghost Blade [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a ghost touch property rune for 1 minute. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/ghost-dedication-botd.md b/Compendium/feats/ghost-dedication-botd.md deleted file mode 100644 index e99bc9327..000000000 --- a/Compendium/feats/ghost-dedication-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Ghost Dedication"] ---- -# Ghost Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You died and returned as a ghost. - -You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, [spirit](../../Rules/traits/spirit.md), and [undead](../../Rules/traits/undead.md) traits, and the basic undead benefits (page 44). Your undead craving is to settle your unfinished business. You also gain the [incorporeal](../../Rules/traits/incorporeal-b1.md) trait, as described on page 218, except you can't pass through solid objects unless you select the [Pass Through](pass-through-botd.md) feat. Being a ghost has the following major effects. - -- **Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you [Fly](../../Rules/actions/fly.md). This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can [Leap](../../Rules/actions/leap.md), [High Jump](../../Rules/actions/high-jump.md), [Long Jump](../../Rules/actions/long-jump.md), and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. -- **Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the [invested](../../Rules/traits/invested.md) trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can [Interact](../../Rules/actions/interact.md) with them, [Release](../../Rules/actions/release.md) them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you. -- **Attacks** Your unarmed attacks become magical and deal negative damage instead of their normal type. -- **Strength** Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically [Athletics](../skills.md#Athletics) checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of [Athletics](../skills.md#Athletics) checks, [Strikes](../../Rules/actions/strike.md) with melee weapons, and any other checks or damage rolls dependent on Strength. -- **Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon. - -## Ghost Dedication leads to... - -[Frightful Moan](frightful-moan-botd.md), [Ghostly Resistance](ghostly-resistance-botd.md), [Ghostly Grasp](ghostly-grasp-botd.md), [Ghost Flight](ghost-flight-botd.md), [Unlimited Ghost Flight](unlimited-ghost-flight-botd.md), [Pass Through](pass-through-botd.md), [Rejuvenation](rejuvenation-botd.md) - -## Summary - -*Source: Book of the Dead p. 46* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/ghost-eater-dedication-frp1.md b/Compendium/feats/ghost-eater-dedication-frp1.md deleted file mode 100644 index 88428d79a..000000000 --- a/Compendium/feats/ghost-eater-dedication-frp1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Ghost Eater Dedication"] ---- -# Ghost Eater Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion) - -You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack [Strikes](../../Rules/actions/strike.md) become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune. - -**Special.** You cannot select another dedication feat until you have gained two other feats from this archetype. - -## Ghost Eater Dedication leads to... - -[Cross The Threshold](cross-the-threshold-frp1.md), [Disrupting Strikes](disrupting-strikes-frp1.md), [Reach Beyond](reach-beyond-frp1.md) - -## Summary - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #compendium/src/pf2e/frp1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ghost-flight-botd.md b/Compendium/feats/ghost-flight-botd.md deleted file mode 100644 index 2f1a2ec5d..000000000 --- a/Compendium/feats/ghost-flight-botd.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Ghost Flight"] ---- -# Ghost Flight [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Dedication](ghost-dedication-botd.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose. - -## Ghost Flight leads to... - -[Unlimited Ghost Flight](unlimited-ghost-flight-botd.md) - -## Summary - -*Source: Book of the Dead p. 47* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ghost-hunter-apg.md b/Compendium/feats/ghost-hunter-apg.md deleted file mode 100644 index 940b95653..000000000 --- a/Compendium/feats/ghost-hunter-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Ghost Hunter"] ---- -# Ghost Hunter *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack [Strikes](../../Rules/actions/strike.md) against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a [ghost touch](../equipment/items/ghost-touch.md) property rune. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/ghost-hunter-dedication-av1.md b/Compendium/feats/ghost-hunter-dedication-av1.md deleted file mode 100644 index e9f986a51..000000000 --- a/Compendium/feats/ghost-hunter-dedication-av1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av1 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Ghost Hunter Dedication"] ---- -# Ghost Hunter Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Trained in [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion) - -You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. [Pick Spirit Lore](../skills.md#Lore) or [Haunt Lore](../skills.md#Lore); you become trained in this skill. If you were already trained in both skills, you become trained in a new [Lore](../skills.md#Lore) skill of your choice. - -Choose two cantrips from the occult spell list. Each cantrip must have the divination, [enchantment](../../Rules/traits/enchantment.md), or [necromancy](../../Rules/traits/necromancy.md) trait. You can cast these spells as innate occult spells. You gain access to the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity if you didn't have it already. - -You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma. - -**Special.** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype. - -## Ghost Hunter Dedication leads to... - -[Ghost Strike](ghost-strike-av1.md), [Grave's Voice](graves-voice-av1.md), [Investigate Haunting](investigate-haunting-av1.md), [Peer Beyond](peer-beyond-av1.md), [Spirit Spells](spirit-spells-av1.md) - -## Summary - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #compendium/src/pf2e/av1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ghost-strike-av1.md b/Compendium/feats/ghost-strike-av1.md deleted file mode 100644 index a934787c2..000000000 --- a/Compendium/feats/ghost-strike-av1.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av1 -- trait/archetype -aliases: ["Ghost Strike"] ---- -# Ghost Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](ghost-hunter-dedication-av1.md) -- **Activity** Two-Action - -Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the [ghost touch](../equipment/items/ghost-touch.md) property rune for 10 minutes. - -At 10th level, you can apply this effect to two weapons instead of one. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ghost-wrangler-lokl.md b/Compendium/feats/ghost-wrangler-lokl.md deleted file mode 100644 index bd00ce8ba..000000000 --- a/Compendium/feats/ghost-wrangler-lokl.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/barbarian -- trait/divine -- trait/instinct -- trait/necromancy -- trait/rage -- trait/uncommon -aliases: ["Ghost Wrangler"] ---- -# Ghost Wrangler [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [divine](../../Rules/traits/divine.md) [instinct](../../Rules/traits/instinct.md) [necromancy](../../Rules/traits/necromancy.md) [rage](../../Rules/traits/rage.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: spirit instinct -- **Activity** Single Action - -Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits. Until the beginning of your next turn, your fists gain the effects of the ghost touch property rune, and you can make Strength-based skill checks against incorporeal creatures. - -*Source: Lost Omens: Knights of Lastwall p. 83* -%% #compendium/src/pf2e/lokl #trait/barbarian #trait/divine #trait/instinct #trait/necromancy #trait/rage #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ghostly-grasp-botd.md b/Compendium/feats/ghostly-grasp-botd.md deleted file mode 100644 index 546bfbc4a..000000000 --- a/Compendium/feats/ghostly-grasp-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Ghostly Grasp"] ---- -# Ghostly Grasp *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Dedication](ghost-dedication-botd.md) - -Your control over your ghostly form grows. You gain the advanced undead benefits (page 44) and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can [Interact](../../Rules/actions/interact.md) with physical objects, but the action has no effect unless you succeed at a DC 20 [Athletics](../skills.md#Athletics) or DC 20 [Thievery](../skills.md#Thievery) check. - -*Source: Book of the Dead p. 47* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ghostly-grasp-da.md b/Compendium/feats/ghostly-grasp-da.md deleted file mode 100644 index 5bd390df8..000000000 --- a/Compendium/feats/ghostly-grasp-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Ghostly Grasp"] ---- -# Ghostly Grasp [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[deviant](../../Rules/traits/deviant-da.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Activity** Single Action - -An [invisible](../../Rules/conditions.md#Invisible) arm extends from you to grab and manipulate objects. The arm reaches up to 15 feet, grabs an unattended object of 1 Bulk or less, and immediately deposits it in one of your free hands or at your feet. Alternatively, it reaches up to 15 feet and performs a simple [Interact](../../Rules/actions/interact.md) action like pushing o p e n a window, though it can't perform actions that require significant mechanical dexterity. For every 5 levels you have, the amount the hand can lift increases by 1 Bulk, and the arm's range increases by 15 feet. Being ghostly, the arm can affect ghosts, spirits, and other incorporeal entities, though in most cases, you need an awakening for this to be useful. - -**Awakening** Your [invisible](../../Rules/conditions.md#Invisible) arm can grab on to an unsuspecting target. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](../../Rules/traits/attack.md) trait to the action. On a success, the target is [grabbed](../../Rules/conditions.md#Grabbed) by the arm (or [restrained](../../Rules/conditions.md#Restrained) on a critical success). This lasts for 1 round or until the creature Escapes. - -**Awakening** You summon additional ghostly arms that entwine together to push targets. You can modify the power's target to be 1 creature within range. You make an attack roll against the creature's Fortitude DC and add the [attack](../../Rules/traits/attack.md) trait to the action. On a success, you can move the target 5 feet in any direction (10 feet on a critical success). - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/ghostly-resistance-botd.md b/Compendium/feats/ghostly-resistance-botd.md deleted file mode 100644 index 09988bc76..000000000 --- a/Compendium/feats/ghostly-resistance-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Ghostly Resistance"] ---- -# Ghostly Resistance *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Dedication](ghost-dedication-botd.md) - -Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the [ghost touch](../equipment/items/ghost-touch.md) rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical. - -At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical. - -*Source: Book of the Dead p. 47* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ghoul-dedication-botd.md b/Compendium/feats/ghoul-dedication-botd.md deleted file mode 100644 index 213dc92d9..000000000 --- a/Compendium/feats/ghoul-dedication-botd.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Ghoul Dedication"] ---- -# Ghoul Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You were killed by [ghoul fever](../../Rules/conditions.md#Ghoul%20Fever). - -You have succumbed to [ghoul fever](../../Rules/conditions.md#Ghoul%20Fever), dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. - -Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed. - -You gain the [ghoul](../../Rules/traits/ghoul-b1.md) and [undead](../../Rules/traits/undead.md) traits and the basic undead benefits (page 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals `1d4` slashing damage with the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits, and the second unarmed attack is a set of jaws that deal `1d6` piercing damage and have the [finesse](../../Rules/traits/finesse.md) trait. - -You gain the Consume Flesh action (see below). Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. - -```ad-embed-ability -title: Consume Flesh [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) - -- **Requirements**: You are adjacent to the corpse of a Small or larger creature that died in the last hour - -**Effect** You devour a chunk of the corpse. You become satiated for 1 hour. -%% #trait/manipulate %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the ghoul archetype. - -## Ghoul Dedication leads to... - -[Replenishing Consumption](replenishing-consumption-botd.md), [Swift Leap](swift-leap-botd.md), [Feverish Enzymes](feverish-enzymes-botd.md), [Paralyzing Slash](paralyzing-slash-botd.md), [Grave Strength](grave-strength-botd.md), [Sickening Bite](sickening-bite-botd.md), [Glutton for Flesh](glutton-for-flesh-botd.md), [Corpse Stench](corpse-stench-botd.md) - -## Summary - -*Source: Book of the Dead p. 48* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% diff --git a/Compendium/feats/giant-snare-apg.md b/Compendium/feats/giant-snare-apg.md deleted file mode 100644 index 04ff7fc86..000000000 --- a/Compendium/feats/giant-snare-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Giant Snare"] ---- -# Giant Snare *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Snarecrafter Dedication](snarecrafter-dedication-apg.md) - -You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. - -When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area. - -*Source: Advanced Player's Guide p. 194* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/giants-lunge.md b/Compendium/feats/giants-lunge.md deleted file mode 100644 index 2eba9c7d3..000000000 --- a/Compendium/feats/giants-lunge.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/instinct -- trait/rage -aliases: ["Giant's Lunge"] ---- -# Giant's Lunge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [instinct](../../Rules/traits/instinct.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: Giant instinct -- **Activity** Single Action - -You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain [reach <10>](../../Rules/traits/reach.md). This doesn't increase the reach of any weapon or unarmed attack that already has the [reach](../../Rules/traits/reach.md) trait, but it does combine with abilities that increase your reach due to increased size, such as [Giant's Stature](giants-stature.md). - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/giants-stature.md b/Compendium/feats/giants-stature.md deleted file mode 100644 index cb65d6511..000000000 --- a/Compendium/feats/giants-stature.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/instinct -- trait/polymorph -- trait/primal -- trait/rage -- trait/transmutation -aliases: ["Giant's Stature"] ---- -# Giant's Stature [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [instinct](../../Rules/traits/instinct.md) [polymorph](../../Rules/traits/polymorph.md) [primal](../../Rules/traits/primal.md) [rage](../../Rules/traits/rage.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: Giant instinct -- **Requirements**: You are Medium or smaller. -- **Activity** Single Action - -You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the [clumsy](../../Rules/conditions.md#Clumsy) condition until you stop raging. Your equipment grows with you. - -## Giant's Stature leads to... - -[Titan's Stature](titans-stature.md) - -## Summary - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/instinct #trait/polymorph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/gift-of-the-hoard-da.md b/Compendium/feats/gift-of-the-hoard-da.md deleted file mode 100644 index cb3d12080..000000000 --- a/Compendium/feats/gift-of-the-hoard-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Gift of the Hoard"] ---- -# Gift of the Hoard *Feat 10* -[aftermath](../../Rules/traits/aftermath-da.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: You have succeeded at an important task given by a dragon, such as procuring a special treasure for their hoard. - -In pleasing the cravings of a mighty dragon, they have deigned to impart some of their magical essence into your body. Your eyes begin to glow and change color while your limbs and neck grow a veneer of scales, all the same color as the associated dragon, accompanied by a near-insatiable desire to amass a hoard of your own. You gain the dragon breath sorcerer bloodline spell, emulating the breath of the associated dragon, and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. You [Refocus](../../Rules/actions/refocus.md) by counting and arranging your treasure. - -*Source: Dark Archive p. 56* -%% #compendium/src/pf2e/da #trait/aftermath #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/gift-of-the-moon-loag.md b/Compendium/feats/gift-of-the-moon-loag.md deleted file mode 100644 index 5fb9a1a92..000000000 --- a/Compendium/feats/gift-of-the-moon-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Gift Of The Moon"] ---- -# Gift Of The Moon *Feat 13* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -You can share your power with others, but they can't escape the werecreature's curse as easily as you can. You can cast a 5th-level [moon frenzy](../spells/moon-frenzy.md) as a primal innate spell once per day. At 15th level, you cast a 6th-level [moon frenzy](../spells/moon-frenzy.md) instead. At 17th level, your 6th-level [moon frenzy](../spells/moon-frenzy.md) grants its standard effects, except the temporary Hit Points increase to 15 and the silver weakness increases to 15. At 20th level, you cast a 10th-level [moon frenzy](../spells/moon-frenzy.md) instead. - -The spell uses your class DC or spell DC, whichever is higher. - -*Source: Lost Omens: Ancestry Guide p. 82* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/gigaton-strike-g-g.md b/Compendium/feats/gigaton-strike-g-g.md deleted file mode 100644 index 3e6d3d33d..000000000 --- a/Compendium/feats/gigaton-strike-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Gigaton Strike"] ---- -# Gigaton Strike *Feat 8* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: [Megaton Strike](megaton-strike-g-g.md) - -When you use a full-power [Megaton Strike](megaton-strike-g-g.md), you can knock your foe back. When you succeed at your [Strike](../../Rules/actions/strike.md) while using an unstable [Megaton Strike](megaton-strike-g-g.md), your target must attempt a Fortitude save against your class DC. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is pushed back 5 feet. -> - **Failure** The creature is pushed back 10 feet. -> - **Critical Failure** The creature is pushed back 20 feet. - -**Special.** If your innovation is a minion, this benefit applies on its unstable [Megaton Strikes](megaton-strike-g-g.md). - -*Source: Guns & Gears p. 27* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/gigavolt-g-g.md b/Compendium/feats/gigavolt-g-g.md deleted file mode 100644 index 783d2ae3f..000000000 --- a/Compendium/feats/gigavolt-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Gigavolt"] ---- -# Gigavolt *Feat 12* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: [Megavolt](megavolt-g-g.md) - -When you unleash electricity from your innovation, you can bounce it off obstacles, creating a field of electric death. When you use [Megavolt](megavolt-g-g.md), each time your line of electricity hits a solid barrier, such as a wall, it bounces off at an angle of your choice and continues until you have reached the full length of the line. Even if a creature is in the area from multiple bounces, it takes the damage only once. - -*Source: Guns & Gears p. 30* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/glad-hand.md b/Compendium/feats/glad-hand.md deleted file mode 100644 index 653dd6b46..000000000 --- a/Compendium/feats/glad-hand.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Glad-hand"] ---- -# Glad-hand *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Diplomacy](../skills.md#Diplomacy) - -First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a [Diplomacy](../skills.md#Diplomacy) check to [Make an Impression](../../Rules/actions/make-an-impression.md) on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. - -*Source: Core Rulebook p. 261* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/gladiator-dedication-apg.md b/Compendium/feats/gladiator-dedication-apg.md deleted file mode 100644 index 3f1a620a4..000000000 --- a/Compendium/feats/gladiator-dedication-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Gladiator Dedication"] ---- -# Gladiator Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: [Impressive Performance](impressive-performance.md) - -You know how to turn combat into a form of entertainment. You become trained in [Gladiatorial Lore](../skills.md#Lore); if already trained in [Gladiatorial Lore](../skills.md#Lore), you instead become trained in another [Lore](../skills.md#Lore) skill of your choice. - -At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll [Performance](../skills.md#Performance) for your initiative. - -**Special.** You can't select another dedication feat until you have gained two other feats from the gladiator archetype. - -## Gladiator Dedication leads to... - -[Fancy Moves](fancy-moves-apg.md), [Performative Weapons Training](performative-weapons-training-apg.md), [Play To The Crowd](play-to-the-crowd-apg.md), [Call Your Shot](call-your-shot-apg.md), [Stage Fighting](stage-fighting-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 175* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/glamour-loil.md b/Compendium/feats/glamour-loil.md deleted file mode 100644 index 242a89555..000000000 --- a/Compendium/feats/glamour-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/rare -aliases: ["Glamour"] ---- -# Glamour *Feat 13* -[rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Fey Influence](fey-influence-loil.md) - -You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. You gain the [fey glamour](../spells/fey-glamour.md) focus spell (Pathfinder Core Rulebook 404) as a primal spell that doesn't have the [sorcerer](../../Rules/traits/sorcerer.md) trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point. - -**Special.** This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.). - -*Source: Lost Omens: Impossible Lands p. 128* -%% #compendium/src/pf2e/loil #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/glass-skin-ooa3.md b/Compendium/feats/glass-skin-ooa3.md deleted file mode 100644 index 35db302dd..000000000 --- a/Compendium/feats/glass-skin-ooa3.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/abjuration -- trait/aftermath -- trait/rare -aliases: ["Glass Skin"] ---- -# Glass Skin *Feat 10* -[abjuration](../../Rules/traits/abjuration.md) [aftermath](../../Rules/traits/aftermath-da.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You were present at the death of the medusa Alethsia, whose vitrumantic powers were passed on to you in the wake of her destruction. - -Even if vitrumancy is a mystery to you, your blood and flesh know the secrets of the art of arcane glass. Patches of your skin to flicker into glass without warning. By focusing the effect, you can concentrate the glass into a powerful protective layer of magical obsidian. Once per day, you can cast [stoneskin](../spells/stoneskin.md) on yourself as an innate primal spell, though the spell covers you in a layer of glass instead of stone. - -During this innate stoneskin, you gain the Shatter Glass reaction. At 18th level, the [stoneskin](../spells/stoneskin.md) is heightened to 6th level instead of 4th. - -```ad-embed-ability -title: Shatter Glass [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An adjacent creature [Strikes](../../../rules/actions/strike.md) you with a melee weapon or unarmed attack and deals damage -- **Requirements**: Your innate stoneskin from Glass Skin is active - -**Effect** You shatter some of the glass on your skin to damage your attacker. The attacker takes `3d10` damage and the duration of the [stoneskin](../../../compendium/spells/stoneskin.md) decreases by 1 minute. At 14th level, the damage increases to `4d10`, and at 18th level, the damage increases to `5d10`. -``` - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 77* -%% #compendium/src/pf2e/ooa3 #trait/abjuration #trait/aftermath #trait/rare %% diff --git a/Compendium/feats/glean-contents-apg.md b/Compendium/feats/glean-contents-apg.md deleted file mode 100644 index 405e06a9e..000000000 --- a/Compendium/feats/glean-contents-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Glean Contents"] ---- -# Glean Contents *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Society](../skills.md#Society) - -You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt [Society](../skills.md#Society) checks to [Decipher Writing](../../Rules/actions/decipher-writing.md) on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to [Decipher Writing](../../Rules/actions/decipher-writing.md) gains the [manipulate](../../Rules/traits/manipulate.md) trait. - -This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt [Deception](../skills.md#Deception) or [Stealth](../skills.md#Stealth) checks to avoid being noticed. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/glean-lore-apg.md b/Compendium/feats/glean-lore-apg.md deleted file mode 100644 index 79a6b3770..000000000 --- a/Compendium/feats/glean-lore-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divination -- trait/divine -- trait/oracle -- trait/secret -aliases: ["Glean Lore"] ---- -# Glean Lore [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [oracle](../../Rules/traits/oracle-apg.md) [secret](../../Rules/traits/secret.md) - -- **Activity** Single Action - -You tap into the collected lore of the divine, accessing a variety of potentially useful information. Attempt a [Religion](../skills.md#Religion) check to understand the information you gain. The GM sets the DC (similar to the DC to [Recall Knowledge](../../Rules/actions/recall-knowledge.md)), potentially adjusting the DC of the check for topics far removed from your mystery. - -> [!success-degree] -> - **Critical Success** You comprehend the lore accurately or gain a useful clue from the divine about your situation. -> - **Success** You learn two pieces of information about the topic, one true and one erroneous, but you don't know which is which. -> - **Failure** You recall incorrect information or gain an erroneous or misleading clue. -> - **Critical Failure** You recall two pieces of incorrect information or gain two erroneous or misleading clues. - -*Source: Advanced Player's Guide p. 78* -%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/oracle #trait/secret %% \ No newline at end of file diff --git a/Compendium/feats/glib-mutagen.md b/Compendium/feats/glib-mutagen.md deleted file mode 100644 index 956a06ca2..000000000 --- a/Compendium/feats/glib-mutagen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Glib Mutagen"] ---- -# Glib Mutagen *Feat 14* -[alchemist](../../Rules/traits/alchemist.md) - - -Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), [Intimidation](../skills.md#Intimidation), and [Performance](../skills.md#Performance) checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages). - -*Source: Core Rulebook p. 80* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/glider-form-som.md b/Compendium/feats/glider-form-som.md deleted file mode 100644 index c9c91ce2b..000000000 --- a/Compendium/feats/glider-form-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/eidolon -- trait/evolution -- trait/move -- trait/summoner -aliases: ["Glider Form"] ---- -# Glider Form [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [move](../../Rules/traits/move.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Activity** Single Action - -Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn. - -## Glider Form leads to... - -[Airborne Form](airborne-form-som.md) - -## Summary - -*Source: Secrets of Magic p. 67* -%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/move #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/gloomseer-locg.md b/Compendium/feats/gloomseer-locg.md deleted file mode 100644 index 675bde087..000000000 --- a/Compendium/feats/gloomseer-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Gloomseer"] ---- -# Gloomseer *Feat 1* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: Nidalese ethnicity - -Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light. You gain [low-light vision](../../Rules/abilities/low-light-vision.md). - -## Gloomseer leads to... - -[Darkseer](darkseer-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 12* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/glory-and-valor-loag.md b/Compendium/feats/glory-and-valor-loag.md deleted file mode 100644 index a4085f158..000000000 --- a/Compendium/feats/glory-and-valor-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/auditory -- trait/ganzi -- trait/healing -- trait/necromancy -- trait/primal -aliases: ["Glory And Valor!"] ---- -# Glory And Valor! [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[auditory](../../Rules/traits/auditory.md) [ganzi](../../Rules/traits/ganzi-loag.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [primal](../../Rules/traits/primal.md) - -- **Frequency**: once per day -- **Activity** Single Action - -You are descended from the einherji, the worthy warriors of chaos. You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a [Strike](../../Rules/actions/strike.md), whichever comes first. For the duration, the first time each round you successfully [Strike](../../Rules/actions/strike.md) a creature of your level or higher, you regain Hit Points equal to half your level. - -*Source: Lost Omens: Ancestry Guide p. 98* -%% #compendium/src/pf2e/loag #trait/auditory #trait/ganzi #trait/healing #trait/necromancy #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/glutton-for-flesh-botd.md b/Compendium/feats/glutton-for-flesh-botd.md deleted file mode 100644 index 419bc76cc..000000000 --- a/Compendium/feats/glutton-for-flesh-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Glutton for Flesh"] ---- -# Glutton for Flesh *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](ghoul-dedication-botd.md) - -You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have [Grave Strength](grave-strength-botd.md), you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated. - -*Source: Book of the Dead p. 49* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/glyph-expert-lopsg.md b/Compendium/feats/glyph-expert-lopsg.md deleted file mode 100644 index 99374552d..000000000 --- a/Compendium/feats/glyph-expert-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Glyph Expert"] ---- -# Glyph Expert *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) - -You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks to find magical traps, to AC against attacks made by magical traps, to saves against magical traps, and to checks to Disable magical traps. Even if you aren't [Searching](../../Rules/actions/search.md), you get a check to find magical traps that normally require you to be [Searching](../../Rules/actions/search.md). You still need to meet any other requirements to find the trap. - -You're also adept at avoiding the effects of traps that feature magical writing, such as runes, glyphs, ancient script, or other forms. When you attempt a saving throw against the effects of these traps, if you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/gnaw-loag.md b/Compendium/feats/gnaw-loag.md deleted file mode 100644 index cea399ab2..000000000 --- a/Compendium/feats/gnaw-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Gnaw"] ---- -# Gnaw [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 5* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - -- **Prerequisites**: [Vicious Incisors](vicious-incisors-apg.md) -- **Activity** Three-Action - -With enough time and determination, you can chew through nearly anything. You deal double your jaws damage to an unattended, inanimate object. - -*Source: Lost Omens: Ancestry Guide p. 55* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/gnoll-lore-lome.md b/Compendium/feats/gnoll-lore-lome.md deleted file mode 100644 index 793e7b65e..000000000 --- a/Compendium/feats/gnoll-lore-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Gnoll Lore"] ---- -# Gnoll Lore *Feat 1* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -You paid attention to your senior hunters to learn their tricks. You gain the trained proficiency rank in [Stealth](../skills.md#Stealth) and [Survival](../skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Gnoll Lore](../skills.md#Lore). - -*Source: Lost Omens: The Mwangi Expanse p. 113* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/gnoll-weapon-expertise-lome.md b/Compendium/feats/gnoll-weapon-expertise-lome.md deleted file mode 100644 index b311ccc04..000000000 --- a/Compendium/feats/gnoll-weapon-expertise-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Gnoll Weapon Expertise"] ---- -# Gnoll Weapon Expertise *Feat 13* -[gnoll](../../Rules/traits/gnoll-b1.md) - -- **Prerequisites**: [Gnoll Weapon Practicality](gnoll-weapon-practicality-lome.md) - -Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in [flails](../equipment/items/flail.md), khopeshes, [mambeles](../equipment/items/mambele-logm.md), [spears](../equipment/items/spear.md), and [war flails](../equipment/items/war-flail.md). - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/gnoll-weapon-familiarity-lome.md b/Compendium/feats/gnoll-weapon-familiarity-lome.md deleted file mode 100644 index ac7d5012f..000000000 --- a/Compendium/feats/gnoll-weapon-familiarity-lome.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Gnoll Weapon Familiarity"] ---- -# Gnoll Weapon Familiarity *Feat 1* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -You were taught to be a hunter and a raider. You are trained with [flails](../equipment/items/flail.md), [khopeshes](../equipment/items/khopesh-logm.md), [mambeles](../equipment/items/mambele-logm.md), [spears](../equipment/items/spear.md), and [war flails](../equipment/items/war-flail.md). - -## Gnoll Weapon Familiarity leads to... - -[Gnoll Weapon Practicality](gnoll-weapon-practicality-lome.md), [Gnoll Weapon Expertise](gnoll-weapon-expertise-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 113* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/gnoll-weapon-practicality-lome.md b/Compendium/feats/gnoll-weapon-practicality-lome.md deleted file mode 100644 index 3a9ae1fa2..000000000 --- a/Compendium/feats/gnoll-weapon-practicality-lome.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Gnoll Weapon Practicality"] ---- -# Gnoll Weapon Practicality *Feat 5* -[gnoll](../../Rules/traits/gnoll-b1.md) - -- **Prerequisites**: [Gnoll Weapon Familiarity](gnoll-weapon-familiarity-lome.md) - -Whenever you critically hit using [flails](../equipment/items/flail.md), [khopeshes](../equipment/items/khopesh-logm.md), [mambeles](../equipment/items/mambele-logm.md), [spears](../equipment/items/spear.md), and [war flails](../equipment/items/war-flail.md), you apply the weapon's critical specialization effect. - -## Gnoll Weapon Practicality leads to... - -[Gnoll Weapon Expertise](gnoll-weapon-expertise-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/gnome-obsession.md b/Compendium/feats/gnome-obsession.md deleted file mode 100644 index db1bde001..000000000 --- a/Compendium/feats/gnome-obsession.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Gnome Obsession"] ---- -# Gnome Obsession *Feat 1* -[gnome](../../Rules/traits/gnome.md) - - -You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a [Lore](../skills.md#Lore) skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen [Lore](../skills.md#Lore) as well as the [Lore](../skills.md#Lore) granted by your background, if any. At 7th level you gain master proficiency in these [Lore](../skills.md#Lore) skills, and at 15th level you gain legendary proficiency in them. - -## Gnome Obsession leads to... - -[Eclectic Obsession](eclectic-obsession-locg.md) - -## Summary - -*Source: Core Rulebook p. 44* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/gnome-polyglot-locg.md b/Compendium/feats/gnome-polyglot-locg.md deleted file mode 100644 index b29cc162e..000000000 --- a/Compendium/feats/gnome-polyglot-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Gnome Polyglot"] ---- -# Gnome Polyglot *Feat 1* -[gnome](../../Rules/traits/gnome.md) - - -Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the [Multilingual](multilingual.md) feat, you learn three new languages instead of two. - -*Source: Lost Omens: Character Guide p. 31* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/gnome-weapon-expertise.md b/Compendium/feats/gnome-weapon-expertise.md deleted file mode 100644 index 50e6b6475..000000000 --- a/Compendium/feats/gnome-weapon-expertise.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Gnome Weapon Expertise"] ---- -# Gnome Weapon Expertise *Feat 13* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: [Gnome Weapon Familiarity](gnome-weapon-familiarity.md) - -Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [glaive](../equipment/items/glaive.md), [kukri](../equipment/items/kukri.md), and all gnome weapons in which you are trained. - -*Source: Core Rulebook p. 45* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/gnome-weapon-familiarity.md b/Compendium/feats/gnome-weapon-familiarity.md deleted file mode 100644 index 5ce2a1904..000000000 --- a/Compendium/feats/gnome-weapon-familiarity.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Gnome Weapon Familiarity"] ---- -# Gnome Weapon Familiarity *Feat 1* -[gnome](../../Rules/traits/gnome.md) - - -You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the [glaive](../equipment/items/glaive.md) and [kukri](../equipment/items/kukri.md). - -In addition, you gain access to [kukris](../equipment/items/kukri.md) and all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons. - -## Gnome Weapon Familiarity leads to... - -[Gnome Weapon Expertise](gnome-weapon-expertise.md), [Gnome Weapon Innovator](gnome-weapon-innovator.md) - -## Summary - -*Source: Core Rulebook p. 44* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/gnome-weapon-innovator.md b/Compendium/feats/gnome-weapon-innovator.md deleted file mode 100644 index 8ea90cac0..000000000 --- a/Compendium/feats/gnome-weapon-innovator.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Gnome Weapon Innovator"] ---- -# Gnome Weapon Innovator *Feat 5* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: [Gnome Weapon Familiarity](gnome-weapon-familiarity.md) - -You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a [glaive](../equipment/items/glaive.md), [kukri](../equipment/items/kukri.md), or gnome weapon, you apply the weapon's critical specialization effect. - -*Source: Core Rulebook p. 45* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/goading-feint-apg.md b/Compendium/feats/goading-feint-apg.md deleted file mode 100644 index d120f3264..000000000 --- a/Compendium/feats/goading-feint-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Goading Feint"] ---- -# Goading Feint *Feat 1* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -When you trick a foe, you can goad them into overextending their next attack. On a [Feint](../../Rules/actions/feint.md), you can use the following success and critical success effects instead of any other effects you would gain when you [Feint](../../Rules/actions/feint.md); if you do, other abilities that adjust the normal effects of your [Feint](../../Rules/actions/feint.md) no longer apply. You can choose whether to use the Goading Feint benefits or the normal benefits each time you [Feint](../../Rules/actions/feint.md) a given foe. - -> [!success-degree] -> - **Critical Success** The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. -> - **Success** The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/goblin-jubilee-display-g-g.md b/Compendium/feats/goblin-jubilee-display-g-g.md deleted file mode 100644 index c7b884abf..000000000 --- a/Compendium/feats/goblin-jubilee-display-g-g.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Goblin Jubilee Display"] ---- -# Goblin Jubilee Display *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](firework-technician-dedication-g-g.md) - -Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the Goblin Jubilee fireworks display. - -```ad-embed-ability -title: Goblin Jubilee [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[fire](../../../rules/traits/fire.md) [sonic](../../../rules/traits/sonic.md) [visual](../../../rules/traits/visual.md) - -- **Cost**: 3 batches of infused reagents - -Chaos fills a 20-foot burst within 120 feet. All creatures in the area takes `3d6` fire damage and `3d6` sonic damage and must attempt a Fortitude save. - -A goblin jubilee display costs 3 batches of infused reagents, rather than 1. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../../rules/conditions.md#Dazzled) and [deafened](../../../rules/conditions.md#Deafened) until the end of its next turn and takes half damage. -> - **Failure** The creature is [dazzled](../../../rules/conditions.md#Dazzled) and [deafened](../../../rules/conditions.md#Deafened) for 1 minute and takes full damage. -> - **Critical Failure** The creature is [blinded](../../../rules/conditions.md#Blinded) for 1 round, [dazzled](../../../rules/conditions.md#Dazzled) and [deafened](../../../rules/conditions.md#Deafened) for 1 minute, and takes double damage. -%% #trait/fire #trait/sonic #trait/visual %% -``` - -*Source: Guns & Gears p. 135* -%% #compendium/src/pf2e/g&g #trait/archetype %% diff --git a/Compendium/feats/goblin-lore.md b/Compendium/feats/goblin-lore.md deleted file mode 100644 index 14f62cf86..000000000 --- a/Compendium/feats/goblin-lore.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Goblin Lore"] ---- -# Goblin Lore *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in [Nature](../skills.md#Nature) and [Stealth](../skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Goblin Lore](../skills.md#Lore). - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/goblin-scuttle.md b/Compendium/feats/goblin-scuttle.md deleted file mode 100644 index c9c68f15a..000000000 --- a/Compendium/feats/goblin-scuttle.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Goblin Scuttle"] ---- -# Goblin Scuttle [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[goblin](../../Rules/traits/goblin.md) - -- **Trigger** An ally ends a move action adjacent to you. -- **Activity** Reaction - -You take advantage of your ally's movement to adjust your position. You [Step](../../Rules/actions/step.md). - -## Goblin Scuttle leads to... - -[Skittering Scuttle](skittering-scuttle.md) - -## Summary - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/goblin-song.md b/Compendium/feats/goblin-song.md deleted file mode 100644 index 0e6f1b7e9..000000000 --- a/Compendium/feats/goblin-song.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Goblin Song"] ---- -# Goblin Song [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[goblin](../../Rules/traits/goblin.md) - -- **Activity** Single Action - -You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a [Performance](../skills.md#Performance) check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a [Performance](../skills.md#Performance) check. You can affect up to two targets within range if you have expert proficiency in [Performance](../skills.md#Performance), four if you have master proficiency, and eight if you have legendary proficiency. - -> [!success-degree] -> - **Critical Success** The target takes a –1 status penalty to [Perception](../skills.md#Perception) checks and Will saves for 1 minute. -> - **Success** The target takes a –1 status penalty to [Perception](../skills.md#Perception) checks and Will saves for 1 round. -> - **Critical Failure** The target is temporarily immune to attempts to use Goblin Song for 1 hour. - -## Goblin Song leads to... - -[Loud Singer](loud-singer-apg.md) - -## Summary - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/goblin-weapon-expertise.md b/Compendium/feats/goblin-weapon-expertise.md deleted file mode 100644 index dd8d321ee..000000000 --- a/Compendium/feats/goblin-weapon-expertise.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Goblin Weapon Expertise"] ---- -# Goblin Weapon Expertise *Feat 13* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: [Goblin Weapon Familiarity](goblin-weapon-familiarity.md) - -Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [dogslicer](../equipment/items/dogslicer.md), [horsechopper](../equipment/items/horsechopper.md), and all goblin weapons in which you are trained. - -*Source: Core Rulebook p. 49* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/goblin-weapon-familiarity.md b/Compendium/feats/goblin-weapon-familiarity.md deleted file mode 100644 index 6c4d3843c..000000000 --- a/Compendium/feats/goblin-weapon-familiarity.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Goblin Weapon Familiarity"] ---- -# Goblin Weapon Familiarity *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the [dogslicer](../equipment/items/dogslicer.md) and [horsechopper](../equipment/items/horsechopper.md). - -In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons. - -## Goblin Weapon Familiarity leads to... - -[Goblin Weapon Expertise](goblin-weapon-expertise.md), [Goblin Weapon Frenzy](goblin-weapon-frenzy.md) - -## Summary - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/godless-healing-lowg.md b/Compendium/feats/godless-healing-lowg.md deleted file mode 100644 index e65de5928..000000000 --- a/Compendium/feats/godless-healing-lowg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/general -- trait/skill -aliases: ["Godless Healing"] ---- -# Godless Healing *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Battle Medicine](battle-medicine.md), can't have a patron deity - -You recover an additional 5 Hit Points from a successful attempt to [Treat your Wounds](../../Rules/actions/treat-wounds.md) or use [Battle Medicine](battle-medicine.md) on you. After you or an ally use [Battle Medicine](battle-medicine.md) on you, you become temporarily immune to that [Battle Medicine](battle-medicine.md) for only 1 hour, instead of 1 day. - -## Godless Healing leads to... - -[Mortal Healing](mortal-healing-logm.md) - -## Summary - -*Source: Lost Omens: World Guide p. 57* -%% #compendium/src/pf2e/lowg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/golden-body-aoa6.md b/Compendium/feats/golden-body-aoa6.md deleted file mode 100644 index edabf9256..000000000 --- a/Compendium/feats/golden-body-aoa6.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/monk -- trait/uncommon -aliases: ["Golden Body"] ---- -# Golden Body *Feat 20* -[monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - - -You perfect your body, refining the flex of every muscle and the bend of every joint to maximum efficiency. Your unarmed [Strikes](../../Rules/actions/strike.md) gain the [deadly ](../../Rules/traits/deadly.md) trait, and you have fast healing 20, causing you to regain 20 HP at the start of each of your turns provided you have at least 1 HP. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/golden-league-xun-dedication-frp2.md b/Compendium/feats/golden-league-xun-dedication-frp2.md deleted file mode 100644 index 2f898e235..000000000 --- a/Compendium/feats/golden-league-xun-dedication-frp2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Golden League Xun Dedication"] ---- -# Golden League Xun Dedication *Feat 8* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: master in [Underworld Lore](../skills.md#Lore) - -You are a xun for the Golden League, aiding the organization. - -You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): [Athletics](../skills.md#Athletics), [Deception](../skills.md#Deception), [Intimidation](../skills.md#Intimidation), or [Stealth](../skills.md#Stealth). In addition, if you use [Underworld Lore](../skills.md#Lore) to [Earn Income](../../Rules/actions/earn-income.md) or [Recall Knowledge](../../Rules/actions/recall-knowledge.md), when you get a success, you get a critical success instead. - -**Special.** You can't select another dedication feat until you've gained two other feats from the Golden League Xun archetype. - -## Golden League Xun Dedication leads to... - -[Beneath Notice](beneath-notice-frp2.md), [Menacing Prowess](menacing-prowess-frp2.md), [Rope Mastery](rope-mastery-frp2.md), [Silent Sting](silent-sting-frp2.md) - -## Summary - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #compendium/src/pf2e/frp2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/golem-dynamo-g-g.md b/Compendium/feats/golem-dynamo-g-g.md deleted file mode 100644 index 6fba635bd..000000000 --- a/Compendium/feats/golem-dynamo-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/uncommon -aliases: ["Golem Dynamo"] ---- -# Golem Dynamo *Feat 12* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are an automaton or are otherwise from the ancient Jistka Imperium. -- **Prerequisites**: [Sterling Dynamo Dedication](sterling-dynamo-dedication-g-g.md) - -You've learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo [Strikes](../../Rules/actions/strike.md) become magical. - -*Source: Guns & Gears p. 53* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/golem-grafter-dedication-ec3.md b/Compendium/feats/golem-grafter-dedication-ec3.md deleted file mode 100644 index d7a28c55b..000000000 --- a/Compendium/feats/golem-grafter-dedication-ec3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Golem Grafter Dedication"] ---- -# Golem Grafter Dedication *Feat 8* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Arcana](../skills.md#Arcana) and [Crafting](../skills.md#Crafting), or an ally with expert proficiency in those skills willing to augment you - -Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype. - -## Golem Grafter Dedication leads to... - -[Accursed Clay Fist](accursed-clay-fist-ec3.md), [Iron Lung](iron-lung-ec3.md), [Legs Of Stone](legs-of-stone-ec3.md), [Quicken Heartbeat](quicken-heartbeat-ec3.md) - -## Summary - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #compendium/src/pf2e/ec3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/goloma-courage-lome.md b/Compendium/feats/goloma-courage-lome.md deleted file mode 100644 index a22ab1925..000000000 --- a/Compendium/feats/goloma-courage-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Goloma Courage"] ---- -# Goloma Courage *Feat 1* -[goloma](../../Rules/traits/goloma-lome.md) - - -The most important thing you've learned living with fear is how to overcome it. When you roll a success on a saving throw against a [fear](../../Rules/traits/fear.md) effect, you get a critical success instead. In addition, you gain a +1 circumstance bonus to Will saves against [fear](../../Rules/traits/fear.md) effects and a +2 circumstance bonus to your Will DC against attempts to [Demoralize](../../Rules/actions/demoralize.md) you. - -*Source: Lost Omens: The Mwangi Expanse p. 117* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/goloma-lore-lome.md b/Compendium/feats/goloma-lore-lome.md deleted file mode 100644 index 528df8196..000000000 --- a/Compendium/feats/goloma-lore-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Goloma Lore"] ---- -# Goloma Lore *Feat 1* -[goloma](../../Rules/traits/goloma-lome.md) - - -You lived an insulated life focused on avoiding danger. You gain the trained proficiency rank in [Stealth](../skills.md#Stealth) and [Survival](../skills.md#Survival). - -If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Goloma Lore](../skills.md#Lore). - -*Source: Lost Omens: The Mwangi Expanse p. 117* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/gorilla-pound-apg.md b/Compendium/feats/gorilla-pound-apg.md deleted file mode 100644 index 79dbca7bf..000000000 --- a/Compendium/feats/gorilla-pound-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/emotion -- trait/flourish -- trait/mental -- trait/monk -aliases: ["Gorilla Pound"] ---- -# Gorilla Pound [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[emotion](../../Rules/traits/emotion.md) [flourish](../../Rules/traits/flourish.md) [mental](../../Rules/traits/mental.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: expert in [Intimidation](../skills.md#Intimidation), [Gorilla Stance](gorilla-stance-apg.md) -- **Requirements**: You are in Gorilla Stance. -- **Activity** Single Action - -You pound your chest before slamming into your foes. - -Attempt an [Intimidation](../skills.md#Intimidation) check to [Demoralize](../../Rules/actions/demoralize.md), then make one gorilla slam [Strike](../../Rules/actions/strike.md) against the same target. - -If your [Strike](../../Rules/actions/strike.md) hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's [frightened](../../Rules/conditions.md#Frightened) condition. - -**Special.** If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet. - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/emotion #trait/flourish #trait/mental #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/gorilla-stance-apg.md b/Compendium/feats/gorilla-stance-apg.md deleted file mode 100644 index 603f95000..000000000 --- a/Compendium/feats/gorilla-stance-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/stance -aliases: ["Gorilla Stance"] ---- -# Gorilla Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Activity** Single Action - -You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only [Strikes](../../Rules/actions/strike.md) you can make are gorilla slam unarmed attacks. - -These deal `1d8` bludgeoning damage; are in the brawling group; and have the [backswing](../../Rules/traits/backswing.md), [forceful](../../Rules/traits/forceful.md), [grapple](../../Rules/traits/grapple.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to [Athletics](../skills.md#Athletics) checks to [Climb](../../Rules/actions/climb.md), and if you roll a success on an [Athletics](../skills.md#Athletics) check to [Climb](../../Rules/actions/climb.md), you get a critical success instead. - -## Gorilla Stance leads to... - -[Gorilla Pound](gorilla-pound-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 128* -%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/gossip-lore-apg.md b/Compendium/feats/gossip-lore-apg.md deleted file mode 100644 index 5369b2282..000000000 --- a/Compendium/feats/gossip-lore-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Gossip Lore"] ---- -# Gossip Lore *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dandy Dedication](dandy-dedication-apg.md) - -Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in [Gossip Lore](../skills.md#Lore), a special [Lore](../skills.md#Lore) skill that can be used only to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), but on any topic. If you fail a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with [Gossip Lore](../skills.md#Lore), you get the effects of the [Dubious Knowledge](dubious-knowledge.md) skill feat (Core Rulebook 260) - -If you have legendary proficiency in [Society](../skills.md#Society), you gain expert proficiency in [Gossip Lore](../skills.md#Lore), but you can't increase your proficiency rank in [Gossip Lore](../skills.md#Lore) by any other means. - -*Source: Advanced Player's Guide p. 167* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/graceful-guidance-loag.md b/Compendium/feats/graceful-guidance-loag.md deleted file mode 100644 index a01499405..000000000 --- a/Compendium/feats/graceful-guidance-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Graceful Guidance"] ---- -# Graceful Guidance *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You can demonstrate how to quickly twist out of the way of dangerous effects. You can use the [Aid](../../Rules/actions/aid.md) reaction to grant a bonus to an ally's Reflex save. As usual for [Aid](../../Rules/actions/aid.md), you need to prepare by using an action on your turn to encourage the ally. - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/graceful-leaper-apg.md b/Compendium/feats/graceful-leaper-apg.md deleted file mode 100644 index 4066e761c..000000000 --- a/Compendium/feats/graceful-leaper-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Graceful Leaper"] ---- -# Graceful Leaper *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Acrobat Dedication](acrobat-dedication-apg.md), master in [Acrobatics](../skills.md#Acrobatics) - -Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an [Acrobatics](../skills.md#Acrobatics) check instead of an [Athletics](../skills.md#Athletics) check when making a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md). - -*Source: Advanced Player's Guide p. 155* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/graceful-poise.md b/Compendium/feats/graceful-poise.md deleted file mode 100644 index 672840706..000000000 --- a/Compendium/feats/graceful-poise.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Graceful Poise"] ---- -# Graceful Poise [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Double Slice](double-slice.md) -- **Activity** Single Action - -With the right positioning, your off-hand weapon can strike like a scorpion's stinger. While you are in this stance, if you make your second [Strike](../../Rules/actions/strike.md) from Double Slice with an [agile](../../Rules/traits/agile.md) weapon, Double Slice counts as one attack when calculating your multiple attack penalty. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/grand-dance-loil.md b/Compendium/feats/grand-dance-loil.md deleted file mode 100644 index 95188923d..000000000 --- a/Compendium/feats/grand-dance-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/bard -- trait/rare -- trait/rogue -- trait/swashbuckler -aliases: ["Grand Dance"] ---- -# Grand Dance [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[bard](../../Rules/traits/bard.md) [rare](../../Rules/traits/rare.md) [rogue](../../Rules/traits/rogue.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: Masquerade of Seasons Stance -- **Requirements**: You're in Masquerade of Seasons Stance. -- **Activity** Two-Action - -You can summon the full magic of Bhopan's grand dance. [Stride](../../Rules/actions/stride.md) up to your Speed; during this [Stride](../../Rules/actions/stride.md), you can walk on air as if it were solid ground. You can ascend and descend in this way at a maximum of a 45-degree angle. You must end your [Stride](../../Rules/actions/stride.md) on a surface that can support you or you fall. - -*Source: Lost Omens: Impossible Lands p. 126* -%% #compendium/src/pf2e/loil #trait/bard #trait/rare #trait/rogue #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/grand-medics-mask-sot6.md b/Compendium/feats/grand-medics-mask-sot6.md deleted file mode 100644 index 2def5f9fc..000000000 --- a/Compendium/feats/grand-medics-mask-sot6.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Grand Medic's Mask"] ---- -# Grand Medic's Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn. - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/grand-scroll-esoterica-da.md b/Compendium/feats/grand-scroll-esoterica-da.md deleted file mode 100644 index 96cebacc8..000000000 --- a/Compendium/feats/grand-scroll-esoterica-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Grand Scroll Esoterica"] ---- -# Grand Scroll Esoterica *Feat 18* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Elaborate Scroll Esoterica - -You've completed the third and final step in your assimilation of scroll esoterica, granting you daily scrolls of incredible power. In addition to your daily scrolls from Scroll Esoterica and Elaborate Scroll Esoterica, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/grand-talisman-esoterica-da.md b/Compendium/feats/grand-talisman-esoterica-da.md deleted file mode 100644 index 2c4d228fd..000000000 --- a/Compendium/feats/grand-talisman-esoterica-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Grand Talisman Esoterica"] ---- -# Grand Talisman Esoterica *Feat 14* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Talisman Esoterica - -You've completed your journey in studying esoteric talismans, gaining the ability to place multiple talismans on an item. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you [Affix a Talisman](../../Rules/actions/affix-a-talisman.md), you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use [Affix a Talisman](../../Rules/actions/affix-a-talisman.md) to treat a new item with this ability. - -*Source: Dark Archive p. 46* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/grandmothers-wisdom-lome.md b/Compendium/feats/grandmothers-wisdom-lome.md deleted file mode 100644 index 18edb2133..000000000 --- a/Compendium/feats/grandmothers-wisdom-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Grandmother's Wisdom"] ---- -# Grandmother's Wisdom *Feat 9* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -You carry the bones of your ancestors with you, and you can ask them for counsel. - -You can cast [augury](../spells/augury.md) twice per day as a 2nd-level occult innate spell. - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/grasping-limbs-som.md b/Compendium/feats/grasping-limbs-som.md deleted file mode 100644 index fabf1644e..000000000 --- a/Compendium/feats/grasping-limbs-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Grasping Limbs"] ---- -# Grasping Limbs *Feat 12* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon grabs enemies. Choose one of the eidolon's unarmed attacks with the [grapple](../../Rules/traits/grapple.md) trait. It gains the [Grab](../../Rules/abilities/grab.md) action on that unarmed attack. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/grasping-reach-locg.md b/Compendium/feats/grasping-reach-locg.md deleted file mode 100644 index ebe4b7a06..000000000 --- a/Compendium/feats/grasping-reach-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Grasping Reach"] ---- -# Grasping Reach *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - - -You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn't have reach, and deals at least `1d6` damage, you can change between a typical two-handed grip and an extended two-handed grasp using an [Interact](../../Rules/actions/interact.md) action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon's damage die by 1 step. - -*Source: Lost Omens: Character Guide p. 54* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/grave-mummification-botd.md b/Compendium/feats/grave-mummification-botd.md deleted file mode 100644 index f109cf5f9..000000000 --- a/Compendium/feats/grave-mummification-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Grave Mummification"] ---- -# Grave Mummification *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) - -Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the advanced undead benefits (page 44). In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards. - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/grave-sense-lowg.md b/Compendium/feats/grave-sense-lowg.md deleted file mode 100644 index 403ac0523..000000000 --- a/Compendium/feats/grave-sense-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Grave Sense"] ---- -# Grave Sense *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -Your time spent hunting the undead allows you to sense them. - -You sense undead as a vague sense (Core Rulebook 465) similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a [Deception](../skills.md#Deception) check against your [Perception](../skills.md#Perception) DC to hide its presence from you. If the creature succeeds at its [Deception](../skills.md#Deception) check, it is then temporarily immune to your Grave Sense for 1 day. - -*Source: Lost Omens: World Guide p. 47* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/grave-sight-lokl.md b/Compendium/feats/grave-sight-lokl.md deleted file mode 100644 index a134489d8..000000000 --- a/Compendium/feats/grave-sight-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Grave Sight"] ---- -# Grave Sight *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), Grave Sense - -Your ability to sense undead has improved. You sense undead as an imprecise sense (Core Rulebook 464) with a range of 60 feet: an uncomfortable sensation brushes against your spirit and stinks of rot. When in proximity to an undead, you can sense its presence, but it has the [hidden](../../Rules/conditions.md#Hidden) condition instead of the [observed](../../Rules/conditions.md#Observed) condition. An undead using a disguise or otherwise trying to hide its presence must attempt a [Deception](../skills.md#Deception) or [Stealth](../skills.md#Stealth) check against your [Perception](../skills.md#Perception) DC to hide its presence from you. If the creature succeeds, it's [undetected](../../Rules/conditions.md#Undetected), and you have to use the [Seek](../../Rules/actions/seek.md) basic action to detect the creature. As with hearing and other imprecise senses, you still need to [Seek](../../Rules/actions/seek.md) to locate an [undetected](../../Rules/conditions.md#Undetected) creature. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/grave-strength-botd.md b/Compendium/feats/grave-strength-botd.md deleted file mode 100644 index ada8ca75e..000000000 --- a/Compendium/feats/grave-strength-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Grave Strength"] ---- -# Grave Strength *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](ghoul-dedication-botd.md) - -The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits (page 44). In addition, you gain a +5-foot status bonus to your Speed while you're satiated. - -*Source: Book of the Dead p. 49* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/gravelands-herbalist-lokl.md b/Compendium/feats/gravelands-herbalist-lokl.md deleted file mode 100644 index 1e9dbccf3..000000000 --- a/Compendium/feats/gravelands-herbalist-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/uncommon -aliases: ["Gravelands Herbalist"] ---- -# Gravelands Herbalist *Feat 4* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Herbalist Dedication](herbalist-dedication-apg.md), trained in [Religion](../skills.md#Religion) - -Your time with the Knights of Lastwall has taught you the secrets of creating and improving upon Lastwall soup. Add Lastwall soup (Character Guide 92) to your list of herbal items. At 10th level, you can make an improved version of Lastwall soup that grants a +3 item bonus. At 18th level, you can make a greater version of Lastwall soup that grants a +4 item bonus, and its nourishing properties grant you 10 temporary Hit Points that last up to 10 minutes after eating it. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/graves-voice-av1.md b/Compendium/feats/graves-voice-av1.md deleted file mode 100644 index fc6e3336e..000000000 --- a/Compendium/feats/graves-voice-av1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av1 -- trait/archetype -aliases: ["Grave's Voice"] ---- -# Grave's Voice *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](ghost-hunter-dedication-av1.md) - -You can use your choice of [Spirit Lore](../skills.md#Lore) or [Haunt Lore](../skills.md#Lore) to [Make an Impression](../../Rules/actions/make-an-impression.md) or [Request](../../Rules/actions/request.md) things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/gravesight-apg.md b/Compendium/feats/gravesight-apg.md deleted file mode 100644 index 1630a6d3c..000000000 --- a/Compendium/feats/gravesight-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Gravesight"] ---- -# Gravesight *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - -- **Prerequisites**: low-light vision - -You can see in the darkness as easily as a psychopomp. You gain [darkvision](../../Rules/abilities/darkvision.md). - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/gravity-weapon-apg.md b/Compendium/feats/gravity-weapon-apg.md deleted file mode 100644 index 8b4d548f2..000000000 --- a/Compendium/feats/gravity-weapon-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Gravity Weapon"] ---- -# Gravity Weapon *Feat 1* -[ranger](../../Rules/traits/ranger.md) - - -Your expertise with your weapons and commitment to taking out your targets lends you magical power. You gain the [gravity weapon](../spells/gravity-weapon-apg.md) warden spell and a focus pool of 1 Focus Point. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/great-boaster-locg.md b/Compendium/feats/great-boaster-locg.md deleted file mode 100644 index b8996ad67..000000000 --- a/Compendium/feats/great-boaster-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Great Boaster"] ---- -# Great Boaster *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Charisma 16, [Firebrand Braggart Dedication](firebrand-braggart-dedication-locg.md) - -Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action (page 74), except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a –2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level. - -*Source: Lost Omens: Character Guide p. 75* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/great-cleave.md b/Compendium/feats/great-cleave.md deleted file mode 100644 index a559bae79..000000000 --- a/Compendium/feats/great-cleave.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Great Cleave"] ---- -# Great Cleave *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Cleave](cleave.md) - -Your fury carries your weapon through multiple foes. When you Cleave, if your [Strike](../../Rules/actions/strike.md) also kills or knocks the target [unconscious](../../Rules/conditions.md#Unconscious), you can continue to make melee [Strikes](../../Rules/actions/strike.md) until you make a [Strike](../../Rules/actions/strike.md) that doesn't kill or knock a creature [unconscious](../../Rules/conditions.md#Unconscious), or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/great-tengu-form-apg.md b/Compendium/feats/great-tengu-form-apg.md deleted file mode 100644 index fa514555c..000000000 --- a/Compendium/feats/great-tengu-form-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Great Tengu Form"] ---- -# Great Tengu Form *Feat 17* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Long-Nosed Form](long-nosed-form-apg.md) - -You take on the imposing form of a large, winged oni. Once per day, as part of using [Long-Nosed Form](long-nosed-form-apg.md), you also gain the benefits of 4th-level [enlarge](../spells/enlarge.md) and fly. This lasts for 5 minutes or until you shift out of your [Long-Nosed Form](long-nosed-form-apg.md), whichever happens first. - -*Source: Advanced Player's Guide p. 27* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/greater-animal-senses-loag.md b/Compendium/feats/greater-animal-senses-loag.md deleted file mode 100644 index 053fdfeae..000000000 --- a/Compendium/feats/greater-animal-senses-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Greater Animal Senses"] ---- -# Greater Animal Senses *Feat 5* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -Your senses advance to match those of your animal aspect. You gain one of the following senses available to your inherent animal: echolocation (imprecise) 30 feet or [tremorsense](../../Rules/abilities/tremorsense.md) (imprecise) 30 feet. If your inherent animal doesn't typically have a specific type of sense, you can't gain the sense with this feat. - -**Special.** You can select this feat multiple times, either choosing a different sense or improving an imprecise sense granted by this feat to a precise sense. - -*Source: Lost Omens: Ancestry Guide p. 81* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/greater-augmentation-g-g.md b/Compendium/feats/greater-augmentation-g-g.md deleted file mode 100644 index 8e7952cb3..000000000 --- a/Compendium/feats/greater-augmentation-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Greater Augmentation"] ---- -# Greater Augmentation *Feat 17* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You've greatly improved your abilities and your core can support further augmentations. You gain the enhancement benefits of one of your 1st-, 5th-, 9th-, or 13th-level automaton ancestry feats. - -You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat. - -*Source: Guns & Gears p. 43* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/greater-awakened-power-da.md b/Compendium/feats/greater-awakened-power-da.md deleted file mode 100644 index 777d2e68d..000000000 --- a/Compendium/feats/greater-awakened-power-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/rare -aliases: ["Greater Awakened Power"] ---- -# Greater Awakened Power *Feat 10* -[deviant](../../Rules/traits/deviant-da.md) [rare](../../Rules/traits/rare.md) - - -Your power undergoes yet another awakening. You gain one awakening benefit for a deviant feat of 10th level or lower. - -**Special.** You can take this feat multiple times. Each time you do, choose a different deviant feat of 10th level or lower, and gain one of its awakening benefits. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/greater-cruelty-apg.md b/Compendium/feats/greater-cruelty-apg.md deleted file mode 100644 index 5c1bf220f..000000000 --- a/Compendium/feats/greater-cruelty-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Greater Cruelty"] ---- -# Greater Cruelty *Feat 8* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Cruelty](cruelty-apg.md) - -The extent of the corruption within you does more than simply sap your foes' strength, it devastates their minds and reflexes. When you use Cruelty, choose whether you want to make the creature [enfeebled](../../Rules/conditions.md#Enfeebled) as normal, to make it [clumsy](../../Rules/conditions.md#Clumsy) on a failed save ([clumsy](../../Rules/conditions.md#Clumsy) on a critical failure), or to make it [stupefied](../../Rules/conditions.md#Stupefied) on a failed save ([stupefied](../../Rules/conditions.md#Stupefied) on a critical failure). - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/greater-deathly-secrets-botd.md b/Compendium/feats/greater-deathly-secrets-botd.md deleted file mode 100644 index 0db6bfd6c..000000000 --- a/Compendium/feats/greater-deathly-secrets-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Greater Deathly Secrets"] ---- -# Greater Deathly Secrets *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Deathly Secrets](deathly-secrets-botd.md) - -Your undead secrets grow stronger still. You learn either the [malignant sustenance](../spells/malignant-sustenance.md) or [grasping grave](../spells/grasping-grave.md) focus spell. Your focus pool increases by 1 point. - -**Special.** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point. - -*Source: Book of the Dead p. 35* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/greater-debilitating-bomb.md b/Compendium/feats/greater-debilitating-bomb.md deleted file mode 100644 index 9cdf07705..000000000 --- a/Compendium/feats/greater-debilitating-bomb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Greater Debilitating Bomb"] ---- -# Greater Debilitating Bomb *Feat 10* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Debilitating Bomb](debilitating-bomb.md) - -You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: [clumsy](../../Rules/conditions.md#Clumsy), [enfeebled](../../Rules/conditions.md#Enfeebled), [stupefied](../../Rules/conditions.md#Stupefied), or –10-foot status penalty to Speeds. - -## Greater Debilitating Bomb leads to... - -[True Debilitating Bomb](true-debilitating-bomb.md) - -## Summary - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/greater-despair-botd.md b/Compendium/feats/greater-despair-botd.md deleted file mode 100644 index bdd83f28a..000000000 --- a/Compendium/feats/greater-despair-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Greater Despair"] ---- -# Greater Despair *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Mummy's Despair - -You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [paralyzed](../../Rules/conditions.md#Paralyzed) for 1 round instead of [frightened](../../Rules/conditions.md#Frightened). Mummy's Despair gains the [incapacitation](../../Rules/traits/incapacitation.md) trait. - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/greater-distracting-shot.md b/Compendium/feats/greater-distracting-shot.md deleted file mode 100644 index d9bf969b7..000000000 --- a/Compendium/feats/greater-distracting-shot.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Greater Distracting Shot"] ---- -# Greater Distracting Shot *Feat 16* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Distracting Shot](distracting-shot.md) - -Even a single missile can throw off your enemy's balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it's [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it's [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your next turn instead. - -*Source: Core Rulebook p. 176* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/greater-enhance-venom-loil.md b/Compendium/feats/greater-enhance-venom-loil.md deleted file mode 100644 index d540dd0df..000000000 --- a/Compendium/feats/greater-enhance-venom-loil.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Greater Enhance Venom"] ---- -# Greater Enhance Venom *Feat 17* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: Moderate Enhance Venom - -You upgrade the vishkanyan venom you can apply with [Envenom](../../Rules/actions/envenom-loil.md) to greater vishkanyan venom. [Envenom](../../Rules/actions/envenom-loil.md)'s frequency becomes once per minute. - -```ad-inline-affliction -title: Greater Vishkanyan Venom - -Level 17 - -- **Saving Throws**: Fortitude -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `7d6` poison damage (1 round) - -**Stage 2** `9d6` poison damage (1 round) - -**Stage 3** `11d6` poison damage (1 round) -``` - -## Summary - -*Source: Lost Omens: Impossible Lands p. 63* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/greater-interpose-apg.md b/Compendium/feats/greater-interpose-apg.md deleted file mode 100644 index d0da006c6..000000000 --- a/Compendium/feats/greater-interpose-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Greater Interpose"] ---- -# Greater Interpose *Feat 14* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Sacrifice Armor](sacrifice-armor-apg.md) - -Your divine grace empowers you to avoid hits when you otherwise could not. You can use Sacrifice Armor to reduce any type of damage from an attack or effect requiring a Reflex save. - -When you use Sacrifice Armor against a critical hit or a critical failure on a Reflex save that would otherwise cause you to take double damage, you take the normal amount of damage instead. - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/greater-lesson-apg.md b/Compendium/feats/greater-lesson-apg.md deleted file mode 100644 index fda628869..000000000 --- a/Compendium/feats/greater-lesson-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Greater Lesson"] ---- -# Greater Lesson *Feat 6* -[witch](../../Rules/traits/witch-apg.md) - - -Your patron grants you greater knowledge. Choose a greater or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/greater-magical-edification-apg.md b/Compendium/feats/greater-magical-edification-apg.md deleted file mode 100644 index 3864758b5..000000000 --- a/Compendium/feats/greater-magical-edification-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Greater Magical Edification"] ---- -# Greater Magical Edification *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magical Edification](magical-edification-apg.md) - -You've continued to expand your compendium of tools to compile knowledge. You can cast [comprehend language](../spells/comprehend-language.md), [mindlink](../spells/mindlink.md), and [secret page](../spells/secret-page.md) as innate occult spells, each once per day. When you cast [secret page](../spells/secret-page.md), it is automatically heightened to the same spell level as your cantrips from [Magical Edification](magical-edification-apg.md). - -*Source: Advanced Player's Guide p. 179* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/greater-magical-scholastics-apg.md b/Compendium/feats/greater-magical-scholastics-apg.md deleted file mode 100644 index 43fdb4083..000000000 --- a/Compendium/feats/greater-magical-scholastics-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Greater Magical Scholastics"] ---- -# Greater Magical Scholastics *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Archaeologist Dedication](archaeologist-dedication-apg.md), [Magical Scholastics](magical-scholastics-apg.md) - -You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast [augury](../spells/augury.md), [locate](../spells/locate.md), and [nondetection](../spells/nondetection.md) as occult innate spells, each once per day. You can cast this [nondetection](../spells/nondetection.md) spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics. - -*Source: Advanced Player's Guide p. 156* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/greater-mental-evolution.md b/Compendium/feats/greater-mental-evolution.md deleted file mode 100644 index f2182e52b..000000000 --- a/Compendium/feats/greater-mental-evolution.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Greater Mental Evolution"] ---- -# Greater Mental Evolution *Feat 16* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [Arcane Evolution](arcane-evolution.md) or [Occult Evolution](occult-evolution.md) - -Your bloodline's deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/greater-merciful-elixir.md b/Compendium/feats/greater-merciful-elixir.md deleted file mode 100644 index 37d0210f8..000000000 --- a/Compendium/feats/greater-merciful-elixir.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Greater Merciful Elixir"] ---- -# Greater Merciful Elixir *Feat 14* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Merciful Elixir](merciful-elixir.md) - -Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the [blinded](../../Rules/conditions.md#Blinded), [deafened](../../Rules/conditions.md#Deafened), [sickened](../../Rules/conditions.md#Sickened), or [slowed](../../Rules/conditions.md#Slowed) condition. - -*Source: Core Rulebook p. 80* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/greater-mercy.md b/Compendium/feats/greater-mercy.md deleted file mode 100644 index cfd9edca5..000000000 --- a/Compendium/feats/greater-mercy.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Greater Mercy"] ---- -# Greater Mercy *Feat 8* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Mercy](mercy.md) - -Your faith enhances your ability to remove conditions. When you use [Mercy](mercy.md), you can instead attempt to counteract the [blinded](../../Rules/conditions.md#Blinded), [deafened](../../Rules/conditions.md#Deafened), [sickened](../../Rules/conditions.md#Sickened), or [slowed](../../Rules/conditions.md#Slowed) conditions. - -*Source: Core Rulebook p. 112* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/greater-physical-evolution-apg.md b/Compendium/feats/greater-physical-evolution-apg.md deleted file mode 100644 index 9632f78f4..000000000 --- a/Compendium/feats/greater-physical-evolution-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Greater Physical Evolution"] ---- -# Greater Physical Evolution *Feat 12* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [Arcane Evolution](arcane-evolution.md) or [Primal Evolution](primal-evolution.md) - -You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot's level as if it were a signature spell in your repertoire. - -If you have Arcane Evolution, you can also choose from any battle form spell in your spellbook. If you have Primal Evolution, you can [Cast a Spell](../../Rules/actions/cast-a-spell.md) listed in that feat using the extra spell slot the feat grants (instead of a sorcerer spell slot). - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/greater-revelation-apg.md b/Compendium/feats/greater-revelation-apg.md deleted file mode 100644 index c299f4ec5..000000000 --- a/Compendium/feats/greater-revelation-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Greater Revelation"] ---- -# Greater Revelation *Feat 12* -[oracle](../../Rules/traits/oracle-apg.md) - -- **Prerequisites**: initial revelation spell - -You learn a greater revelation spell associated with your mystery. Increase the number of Focus Points in your focus pool by 1. - -## Greater Revelation leads to... - -[Paradoxical Mystery](paradoxical-mystery-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/greater-spell-runes-lowg.md b/Compendium/feats/greater-spell-runes-lowg.md deleted file mode 100644 index ba5a4b40e..000000000 --- a/Compendium/feats/greater-spell-runes-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Greater Spell Runes"] ---- -# Greater Spell Runes *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Runes](spell-runes-lowg.md) - -You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell. - -*Source: Lost Omens: World Guide p. 119* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/greater-spiritual-evolution-apg.md b/Compendium/feats/greater-spiritual-evolution-apg.md deleted file mode 100644 index dd365d82f..000000000 --- a/Compendium/feats/greater-spiritual-evolution-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Greater Spiritual Evolution"] ---- -# Greater Spiritual Evolution *Feat 12* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [Divine Evolution](divine-evolution.md) or [Occult Evolution](occult-evolution.md) - -Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane. Your spells have the effects of a [ghost touch](../equipment/items/ghost-touch.md) property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn't grant you any particular ability to locate them. - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/greater-sun-blessing-sot4.md b/Compendium/feats/greater-sun-blessing-sot4.md deleted file mode 100644 index d5fb0d8d7..000000000 --- a/Compendium/feats/greater-sun-blessing-sot4.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot4 -- trait/archetype -aliases: ["Greater Sun Blessing"] ---- -# Greater Sun Blessing *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Blessing of the Sun Gods - -Your connection to the Old Sun Gods grows stronger. You gain an advanced domain spell from a domain you chose with Blessing of the Sun Gods. Increase the number of Focus Points in your focus pool by 1. - -**Special.** You can select this feat multiple times. Each time you do so, you must select a different domain for which you have an initial domain spell from Blessing of the Sun Gods. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* -%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/greater-vital-evolution.md b/Compendium/feats/greater-vital-evolution.md deleted file mode 100644 index d284bc86a..000000000 --- a/Compendium/feats/greater-vital-evolution.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Greater Vital Evolution"] ---- -# Greater Vital Evolution *Feat 16* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [Divine Evolution](divine-evolution.md) or [Primal Evolution](primal-evolution.md) - -Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/green-empathy.md b/Compendium/feats/green-empathy.md deleted file mode 100644 index b63853b3f..000000000 --- a/Compendium/feats/green-empathy.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Green Empathy"] ---- -# Green Empathy *Feat 6* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Leaf order - -You can communicate with plants and fungus on a basic level and use [Diplomacy](../skills.md#Diplomacy) to [Make an Impression](../../Rules/actions/make-an-impression.md) on them and to make very simple [Requests](../../Rules/actions/request.md) of them. Non-creature plants or fungus typically can't fulfill most requests you might ask of them unless you have access to other magic such as [speak with plants](../spells/speak-with-plants.md). Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to [Make a Request](../../Rules/actions/request.md) of a plant using Green Empathy. - -## Green Empathy leads to... - -[Green Tongue](green-tongue.md) - -## Summary - -*Source: Core Rulebook p. 136* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/green-tongue.md b/Compendium/feats/green-tongue.md deleted file mode 100644 index 2cdaaea87..000000000 --- a/Compendium/feats/green-tongue.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Green Tongue"] ---- -# Green Tongue *Feat 12* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Green Empathy](green-empathy.md) - -You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of [speak with plants](../spells/speak-with-plants.md). Most non-creature plants recognize you as a druid of the leaf order and are [friendly](../../Rules/conditions.md#Friendly) to you. - -*Source: Core Rulebook p. 138* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/greenwatch-initiate-loil.md b/Compendium/feats/greenwatch-initiate-loil.md deleted file mode 100644 index cb0d39618..000000000 --- a/Compendium/feats/greenwatch-initiate-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/gunslinger -- trait/investigator -- trait/ranger -- trait/rare -aliases: ["Greenwatch Initiate"] ---- -# Greenwatch Initiate *Feat 4* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) [investigator](../../Rules/traits/investigator-apg.md) [ranger](../../Rules/traits/ranger.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -You've received the basic training developed for all Greenwatch recruits. You become an expert in [Survival](../skills.md#Survival) and gain the Experienced Tracker and [Survey Wildlife](survey-wildlife.md) skill feats. - -*Source: Lost Omens: Impossible Lands p. 129* -%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/greenwatch-veteran-loil.md b/Compendium/feats/greenwatch-veteran-loil.md deleted file mode 100644 index 31cc32e95..000000000 --- a/Compendium/feats/greenwatch-veteran-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/gunslinger -- trait/investigator -- trait/ranger -- trait/rare -aliases: ["Greenwatch Veteran"] ---- -# Greenwatch Veteran [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) [investigator](../../Rules/traits/investigator-apg.md) [ranger](../../Rules/traits/ranger.md) [rare](../../Rules/traits/rare.md) - -- **Trigger** Your turn starts, and you're in combat against a creature you spent at least 10 minutes Tracking. -- **Activity** Free Action - -Your time spent tracking your target allows you to quickly identify its weaknesses and relay them to your allies. Attempt a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check against the creature you were Tracking. On a success, you always know the creature's greatest weakness and highest resistance or immunity, in addition to any other information the check would typically provide. You immediately use a quick series of hand gestures to signal this information to any allies who can see you. - -*Source: Lost Omens: Impossible Lands p. 129* -%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/greenwatcher-loil.md b/Compendium/feats/greenwatcher-loil.md deleted file mode 100644 index 7b82180d3..000000000 --- a/Compendium/feats/greenwatcher-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/gunslinger -- trait/investigator -- trait/ranger -- trait/rare -aliases: ["Greenwatcher"] ---- -# Greenwatcher *Feat 10* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) [investigator](../../Rules/traits/investigator-apg.md) [ranger](../../Rules/traits/ranger.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: Defy Fey - -Your experience fighting against and alongside fey creatures is nearly unrivaled. - -Any weapon you wield or unarmed attack you make against a fey creature is treated as cold iron. Whenever you critically fail a save against a spell cast by a fey creature, it's instead treated as a normal failure. Whenever you critically succeed on a [Strike](../../Rules/actions/strike.md) against a fey creature, the target is immediately subject to the effects of a [faerie fire](../spells/faerie-fire.md) spell. For the purposes of counteracting this effect, it's an innate 2nd-level primal spell. - -*Source: Lost Omens: Impossible Lands p. 129* -%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/grievous-blow-apg.md b/Compendium/feats/grievous-blow-apg.md deleted file mode 100644 index 9a60de8a9..000000000 --- a/Compendium/feats/grievous-blow-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Grievous Blow"] ---- -# Grievous Blow [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Martial Artist Dedication](martial-artist-dedication-apg.md) -- **Activity** Two-Action - -You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee [Strike](../../Rules/actions/strike.md). - -This counts as two attacks when calculating your multiple attack penalty. If this [Strike](../../Rules/actions/strike.md) hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. - -This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level. - -*Source: Advanced Player's Guide p. 182* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/grim-insight-locg.md b/Compendium/feats/grim-insight-locg.md deleted file mode 100644 index 1592f7ce7..000000000 --- a/Compendium/feats/grim-insight-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Grim Insight"] ---- -# Grim Insight *Feat 1* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: umbral gnome heritage - -Others' attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a [fear](../../Rules/traits/fear.md) effect, you get a critical success instead, and the source of the [fear](../../Rules/traits/fear.md) effect is flatfooted to you until the end of your next turn. - -*Source: Lost Omens: Character Guide p. 32* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/grimspawn-apg.md b/Compendium/feats/grimspawn-apg.md deleted file mode 100644 index 8f0d02ff2..000000000 --- a/Compendium/feats/grimspawn-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/lineage -- trait/tiefling -aliases: ["Grimspawn"] ---- -# Grimspawn *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [tiefling](../../Rules/traits/tiefling-b1.md) - - -Your lineage traces back to a [daemon](../../Rules/traits/daemon-b1.md), one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the [Diehard](diehard.md) feat. - -## Grimspawn leads to... - -[Daemon Magic](daemon-magic-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/gripping-limbs-loag.md b/Compendium/feats/gripping-limbs-loag.md deleted file mode 100644 index 863d0cfee..000000000 --- a/Compendium/feats/gripping-limbs-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Gripping Limbs"] ---- -# Gripping Limbs *Feat 9* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -Nodules, hooks, or claws on your limbs allow you to cling to surfaces with ease. You gain a climb Speed of 15 feet. - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/grippli-glide-lome.md b/Compendium/feats/grippli-glide-lome.md deleted file mode 100644 index 3af825277..000000000 --- a/Compendium/feats/grippli-glide-lome.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Grippli Glide"] ---- -# Grippli Glide [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: windweb grippli -- **Requirements**: You must have at least one hand free. -- **Activity** Single Action - -You can use your webbed feet to guide your fall. You glide slowly toward the ground, 5 feet down (10 feet if you don't have both hands free) and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn. - -*Source: Lost Omens: The Mwangi Expanse p. 121* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/grippli-lore-lome.md b/Compendium/feats/grippli-lore-lome.md deleted file mode 100644 index 1cc8b3bd0..000000000 --- a/Compendium/feats/grippli-lore-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Grippli Lore"] ---- -# Grippli Lore *Feat 1* -[grippli](../../Rules/traits/grippli-b2.md) - - -You are well versed in grippli culture and tactics. You gain the trained proficiency in [Nature](../skills.md#Nature) and [Stealth](../skills.md#Stealth). If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in [Grippli Lore](../skills.md#Lore). - -*Source: Lost Omens: The Mwangi Expanse p. 120* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/grippli-weapon-expertise-lome.md b/Compendium/feats/grippli-weapon-expertise-lome.md deleted file mode 100644 index 0f933325e..000000000 --- a/Compendium/feats/grippli-weapon-expertise-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Grippli Weapon Expertise"] ---- -# Grippli Weapon Expertise *Feat 13* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: [Grippli Weapon Familiarity](grippli-weapon-familiarity-lome.md) - -You fight with effortless expertise with grippli weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [blowgun](../equipment/items/blowgun.md), [hatchet](../equipment/items/hatchet.md), [scythe](../equipment/items/scythe.md), [shortbow](../equipment/items/shortbow.md), [composite shortbow](../equipment/items/composite-shortbow.md), or grippli weapons in which you are trained. - -*Source: Lost Omens: The Mwangi Expanse p. 122* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/grippli-weapon-familiarity-lome.md b/Compendium/feats/grippli-weapon-familiarity-lome.md deleted file mode 100644 index ee068f432..000000000 --- a/Compendium/feats/grippli-weapon-familiarity-lome.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Grippli Weapon Familiarity"] ---- -# Grippli Weapon Familiarity *Feat 1* -[grippli](../../Rules/traits/grippli-b2.md) - - -You've trained with weapons ideally suited to marshes and dense forests. You are trained with [blowguns](../equipment/items/blowgun.md), [hatchets](../equipment/items/hatchet.md), [scythes](../equipment/items/scythe.md), [shortbows](../equipment/items/shortbow.md), and [composite shortbows](../equipment/items/composite-shortbow.md). - -You also gain access to all uncommon grippli weapons. For the purpose of determining your proficiency, martial grippli weapons are simple weapons, and advanced grippli weapons are martial weapons. - -## Grippli Weapon Familiarity leads to... - -[Grippli Weapon Expertise](grippli-weapon-expertise-lome.md), [Grippli Weapon Innovator](grippli-weapon-innovator-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 120* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/grippli-weapon-innovator-lome.md b/Compendium/feats/grippli-weapon-innovator-lome.md deleted file mode 100644 index dcb674e70..000000000 --- a/Compendium/feats/grippli-weapon-innovator-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Grippli Weapon Innovator"] ---- -# Grippli Weapon Innovator *Feat 5* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: [Grippli Weapon Familiarity](grippli-weapon-familiarity-lome.md) - -You've learned devious ways to make the most of your grippli weapons. Whenever you critically hit using a [blowgun](../equipment/items/blowgun.md), [hatchet](../equipment/items/hatchet.md), [scythe](../equipment/items/scythe.md), [shortbow](../equipment/items/shortbow.md), [composite shortbow](../equipment/items/composite-shortbow.md), or grippli weapon, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: The Mwangi Expanse p. 121* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/grit-and-tenacity-g-g.md b/Compendium/feats/grit-and-tenacity-g-g.md deleted file mode 100644 index 5f132f75a..000000000 --- a/Compendium/feats/grit-and-tenacity-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/fortune -- trait/gunslinger -aliases: ["Grit And Tenacity"] ---- -# Grit And Tenacity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[fortune](../../Rules/traits/fortune.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Frequency**: once per hour -- **Trigger** You fail a Fortitude or Will save. -- **Activity** Reaction - -You call upon deep reserves of toughness and mental fortitude to power through an otherwise debilitating effect. Reroll the triggering save with a +2 circumstance bonus; you must use the second result. - -## Grit And Tenacity leads to... - -[Unshakable Grit](unshakable-grit-g-g.md) - -## Summary - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/fortune #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/group-aid-apg.md b/Compendium/feats/group-aid-apg.md deleted file mode 100644 index 7e4dcc372..000000000 --- a/Compendium/feats/group-aid-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/human -aliases: ["Group Aid"] ---- -# Group Aid *Feat 9* -[human](../../Rules/traits/human.md) - - -Your upbringing emphasized teamwork and helping your allies comes naturally to you. After you [Aid](../../Rules/actions/aid.md) an ally at a skill check that doesn't have the [attack](../../Rules/traits/attack.md) trait, you can also [Aid](../../Rules/actions/aid.md) any other ally who attempts the same skill check for the same purpose that round. - -You do so as a free action rather than a reaction. - -The preparation you did to help must still apply to the other allies, and you can [Aid](../../Rules/actions/aid.md) each ally only once. For example, if you helped lift up an ally to [Aid](../../Rules/actions/aid.md) them on an [Athletics](../skills.md#Athletics) check to scale a wall, you could keep the same posture to give a boost to other allies attempting to scale the wall in the same round. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/group-coercion.md b/Compendium/feats/group-coercion.md deleted file mode 100644 index 7c2302abc..000000000 --- a/Compendium/feats/group-coercion.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Group Coercion"] ---- -# Group Coercion *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) - -When you [Coerce](../../Rules/actions/coerce.md), you can compare your [Intimidation](../skills.md#Intimidation) check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets you can [Coerce](../../Rules/actions/coerce.md) in a single action increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/group-impression.md b/Compendium/feats/group-impression.md deleted file mode 100644 index 798fb3e78..000000000 --- a/Compendium/feats/group-impression.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Group Impression"] ---- -# Group Impression *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) - -When you [Make an Impression](../../Rules/actions/make-an-impression.md), you can compare your [Diplomacy](../skills.md#Diplomacy) check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/grovel-apg.md b/Compendium/feats/grovel-apg.md deleted file mode 100644 index c6ebfd82f..000000000 --- a/Compendium/feats/grovel-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/kobold -- trait/mental -aliases: ["Grovel"] ---- -# Grovel [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [kobold](../../Rules/traits/kobold-b1.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) -- **Activity** Single Action - -With obsequious words and begging gestures, you convince your foe you're less of a threat. You attempt to [Feint](../../Rules/actions/feint.md) against a creature. Unlike a normal [Feint](../../Rules/actions/feint.md), the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its [Perception](../skills.md#Perception) DC. - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/kobold #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/gruesome-strike-apg.md b/Compendium/feats/gruesome-strike-apg.md deleted file mode 100644 index 93d573355..000000000 --- a/Compendium/feats/gruesome-strike-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Gruesome Strike"] ---- -# Gruesome Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of evil, champion's reaction that grants extra damage with your [Strikes](../../Rules/actions/strike.md) -- **Requirements**: Your [Strikes](../../Rules/actions/strike.md) currently deal extra damage from your champion's reaction. -- **Activity** Single Action - -Make a [Strike](../../Rules/actions/strike.md) against the creature that triggered your champion's reaction. If you hit, the target takes double the extra damage from your reaction and must succeed at a Fortitude save against your class DC or be [drained](../../Rules/conditions.md#Drained). - -Regardless of the result, the creature is temporarily immune to your Gruesome Strike for 24 hours. - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/guarded-advance-lokl.md b/Compendium/feats/guarded-advance-lokl.md deleted file mode 100644 index f94a938fa..000000000 --- a/Compendium/feats/guarded-advance-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Guarded Advance"] ---- -# Guarded Advance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) -- **Activity** Single Action - -You slowly advance on the battlefield, taking utmost caution. You either [Step](../../Rules/actions/step.md) and [Raise a Shield](../../Rules/actions/raise-a-shield.md) or [Raise a Shield](../../Rules/actions/raise-a-shield.md) and [Step](../../Rules/actions/step.md). - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/guarded-thoughts-loil.md b/Compendium/feats/guarded-thoughts-loil.md deleted file mode 100644 index 05ac1c475..000000000 --- a/Compendium/feats/guarded-thoughts-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Guarded Thoughts"] ---- -# Guarded Thoughts *Feat 9* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -Your mind, like a dark naga's, foils attempts to read your thoughts. - -Any effect that specifically attempts to read your mind to glean information must succeed at a counteract check against the higher of your class DC or your spell DC to do so successfully; otherwise, it gains no information. The counteract level is equal to half your level rounded up. - -*Source: Lost Omens: Impossible Lands p. 50* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/guardian-ghosts-botd.md b/Compendium/feats/guardian-ghosts-botd.md deleted file mode 100644 index d498c4886..000000000 --- a/Compendium/feats/guardian-ghosts-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/divine -- trait/necromancy -aliases: ["Guardian Ghosts"] ---- -# Guardian Ghosts [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: [Undead Master Dedication](undead-master-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Trigger** You would take damage from a [Strike](../../Rules/actions/strike.md) while one of your undead companions is adjacent to you. -- **Activity** Reaction - -You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering [Strike](../../Rules/actions/strike.md) by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from [Their Master's Call](their-masters-call-botd.md). - -*Source: Book of the Dead p. 41* -%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/guardians-deflection-apg.md b/Compendium/feats/guardians-deflection-apg.md deleted file mode 100644 index 0f81c44eb..000000000 --- a/Compendium/feats/guardians-deflection-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Guardian's Deflection"] ---- -# Guardian's Deflection [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Trigger** An ally within your melee reach is hit by an attack, you can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. -- **Requirements**: You are wielding a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Reaction - -You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss. - -*Source: Advanced Player's Guide p. 89* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/guide-the-timeline-da.md b/Compendium/feats/guide-the-timeline-da.md deleted file mode 100644 index ca4da02e5..000000000 --- a/Compendium/feats/guide-the-timeline-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -aliases: ["Guide the Timeline"] ---- -# Guide the Timeline [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Frequency**: once per day -- **Activity** Single Action - -You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a [fortune](../../Rules/traits/fortune.md) effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a [misfortune](../../Rules/traits/misfortune.md) effect. Regardless of your choice, the target becomes temporarily immune for 24 hours. - -*Source: Dark Archive p. 186* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/guided-by-the-stars-loag.md b/Compendium/feats/guided-by-the-stars-loag.md deleted file mode 100644 index a25d6c913..000000000 --- a/Compendium/feats/guided-by-the-stars-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fortune -- trait/lizardfolk -aliases: ["Guided By The Stars"] ---- -# Guided By The Stars [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[fortune](../../Rules/traits/fortune.md) [lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Frequency**: once per day -- **Trigger** You are about to attempt a skill check or saving throw. -- **Activity** Free Action - -The stars grant you insights that guide your actions. You roll twice and take the better result. If it's night and you can see the stars, you gain a +1 circumstance bonus to the triggering roll. - -*Source: Lost Omens: Ancestry Guide p. 47* -%% #compendium/src/pf2e/loag #trait/fortune #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/guiding-finish.md b/Compendium/feats/guiding-finish.md deleted file mode 100644 index 0644b9d27..000000000 --- a/Compendium/feats/guiding-finish.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Guiding Finish"] ---- -# Guiding Finish [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. -- **Activity** Single Action - -Using your weapon as a lever, you force your opponent to end up right where you want them. Make a [Strike](../../Rules/actions/strike.md) with the required weapon. If the [Strike](../../Rules/actions/strike.md) hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules found on page 475. Your [Strike](../../Rules/actions/strike.md) gains the following failure effect. - -> [!success-degree] -> - **Failure** You can force the creature to move as you would on a success, but you can move the target only 5 feet. - -*Source: Core Rulebook p. 152* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/guiding-luck.md b/Compendium/feats/guiding-luck.md deleted file mode 100644 index 6bbeb961d..000000000 --- a/Compendium/feats/guiding-luck.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Guiding Luck"] ---- -# Guiding Luck *Feat 9* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Halfling Luck](halfling-luck.md) - -Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a [Perception](../skills.md#Perception) check or attack roll instead of the normal trigger. - -*Source: Core Rulebook p. 53* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/guiding-riposte.md b/Compendium/feats/guiding-riposte.md deleted file mode 100644 index 2e58a0910..000000000 --- a/Compendium/feats/guiding-riposte.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Guiding Riposte"] ---- -# Guiding Riposte *Feat 14* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Dueling Riposte](dueling-riposte.md) - -By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to [Strike](../../Rules/actions/strike.md) and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/gunpowder-gauntlet-g-g.md b/Compendium/feats/gunpowder-gauntlet-g-g.md deleted file mode 100644 index 0a41af5ab..000000000 --- a/Compendium/feats/gunpowder-gauntlet-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Gunpowder Gauntlet"] ---- -# Gunpowder Gauntlet [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pistol Phenom Dedication](pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded one-handed firearm. -- **Activity** Single Action - -Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a [Performance](../skills.md#Performance) check against the Will DC of a single target within your one-handed firearm's first range increment. - -> [!success-degree] -> - **Critical Success** The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn. -> - **Success** The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn. - -*Source: Guns & Gears p. 136* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/gunslinger-dedication-g-g.md b/Compendium/feats/gunslinger-dedication-g-g.md deleted file mode 100644 index ad75665fd..000000000 --- a/Compendium/feats/gunslinger-dedication-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/multiclass -- trait/uncommon -aliases: ["Gunslinger Dedication"] ---- -# Gunslinger Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 14 - -You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC. - -Choose a gunslinger way. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way. - -**Special.** You can't select another dedication feat until you've gained two other feats from the gunslinger archetype. - -## Gunslinger Dedication leads to... - -[Basic Shooting](basic-shooting-g-g.md), [Advanced Shooting](advanced-shooting-g-g.md), [Eagle Eye](eagle-eye-g-g.md), [Firearm Expert](firearm-expert-g-g.md), [Practiced Reloads](practiced-reloads-g-g.md), [Slinger's Readiness](slingers-readiness-g-g.md) - -## Summary - -*Source: Guns & Gears p. 127* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/multiclass #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/hag-claws-apg.md b/Compendium/feats/hag-claws-apg.md deleted file mode 100644 index 98b96d78f..000000000 --- a/Compendium/feats/hag-claws-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Hag Claws"] ---- -# Hag Claws *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) - - -When you came of age, your fingernails grew long and sharp. - -You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the agile, [finesse](../../Rules/traits/finesse.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -**Special.** Hag claws can develop at any point in a changeling's life, allowing you to select this feat anytime you would gain an ancestry feat, but once you've selected it, you can't retrain out of it. - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/hag-magic-apg.md b/Compendium/feats/hag-magic-apg.md deleted file mode 100644 index 0eee52586..000000000 --- a/Compendium/feats/hag-magic-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Hag Magic"] ---- -# Hag Magic *Feat 13* -[changeling](../../Rules/traits/changeling-b1.md) - - -Through your heritage, you can replicate some of a hag's magic. - -Choose one common spell of 4th level or lower from those available to a coven, including the spells contributed to a coven by a hag of your mother's type. You can cast this spell once per day as a 4th-level occult innate spell. - -Spells available to all covens are [augury](../spells/augury.md), [charm](../spells/charm.md), [clairaudience](../spells/clairaudience.md), [clairvoyance](../spells/clairvoyance.md), [dream message](../spells/dream-message.md), and [illusory disguise](../spells/illusory-disguise.md). The eligible spells granted by the most prominent types of hag are: Sea Hag [acid arrow](../spells/acid-arrow.md), [water walk](../spells/water-walk.md); Green Hag [entangle](../spells/entangle.md), [outcast's curse](../spells/outcasts-curse.md), [wall of thorns](../spells/wall-of-thorns.md); Annis Hag [earthbind](../spells/earthbind.md); Night Hag [nightmare](../spells/nightmare.md). - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/hags-sight-apg.md b/Compendium/feats/hags-sight-apg.md deleted file mode 100644 index 57492baa9..000000000 --- a/Compendium/feats/hags-sight-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Hag's Sight"] ---- -# Hag's Sight *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) - - -You've nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain [darkvision](../../Rules/abilities/darkvision.md). - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/hair-trigger-g-g.md b/Compendium/feats/hair-trigger-g-g.md deleted file mode 100644 index 4cb0bc4a9..000000000 --- a/Compendium/feats/hair-trigger-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Hair Trigger"] ---- -# Hair Trigger *Feat 16* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: initial deed that allows you to [Interact](../../Rules/actions/interact.md) to draw a weapon - -No one can react faster than you can pull your trigger. When using your initial deed, instead of Interacting to draw a weapon, you can [Strike](../../Rules/actions/strike.md) with a firearm or crossbow you're already wielding. If this [Strike](../../Rules/actions/strike.md) hits, the target is also [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your first turn of the encounter. - -**Special.** If your initial deed allows you to [Interact](../../Rules/actions/interact.md) to draw a weapon more than once, this feat allows you to replace one of these [Interact](../../Rules/actions/interact.md) actions and use the other one to draw a weapon. You can't replace both [Interact](../../Rules/actions/interact.md) actions with [Strikes](../../Rules/actions/strike.md), but you can draw a loaded firearm or crossbow with one of the actions and immediately shoot it with the other. - -*Source: Guns & Gears p. 118* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/halcyon-speaker-dedication-locg.md b/Compendium/feats/halcyon-speaker-dedication-locg.md deleted file mode 100644 index 437986135..000000000 --- a/Compendium/feats/halcyon-speaker-dedication-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Halcyon Speaker Dedication"] ---- -# Halcyon Speaker Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), member of the Magaambya of conversant rank - -You devote much of your study to halcyon magic. You gain two common Halcyon cantrips and two common 1st-level halcyon spells (see Halcyon Spells on page 100). In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype. - -## Halcyon Speaker Dedication leads to... - -[Dualistic Synergy](dualistic-synergy-locg.md), [Fulminating Synergy](fulminating-synergy-locg.md), [Synergistic Spell](synergistic-spell-locg.md), [Shared Synergy](shared-synergy-locg.md), [Halcyon Spellcasting Initiate](halcyon-spellcasting-initiate-locg.md), [Flexible Halcyon Spellcasting](flexible-halcyon-spellcasting-locg.md), [Halcyon Spellcasting Adept](halcyon-spellcasting-adept-locg.md), [Halcyon Spellcasting Sage](halcyon-spellcasting-sage-locg.md), [Persistent Creation](persistent-creation-locg.md), [Charged Creation](charged-creation-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 104* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/halcyon-spellcasting-adept-locg.md b/Compendium/feats/halcyon-spellcasting-adept-locg.md deleted file mode 100644 index 43cbb8fca..000000000 --- a/Compendium/feats/halcyon-spellcasting-adept-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Halcyon Spellcasting Adept"] ---- -# Halcyon Spellcasting Adept *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Halcyon Spellcasting Initiate](halcyon-spellcasting-initiate-locg.md); master in either [Arcana](../skills.md#Arcana) or [Nature](../skills.md#Nature), expert in the other - -You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert. - -## Halcyon Spellcasting Adept leads to... - -[Halcyon Spellcasting Sage](halcyon-spellcasting-sage-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 105* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/halcyon-spellcasting-initiate-locg.md b/Compendium/feats/halcyon-spellcasting-initiate-locg.md deleted file mode 100644 index 7046f7cb1..000000000 --- a/Compendium/feats/halcyon-spellcasting-initiate-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Halcyon Spellcasting Initiate"] ---- -# Halcyon Spellcasting Initiate *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Halcyon Speaker Dedication](halcyon-speaker-dedication-locg.md) - -Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from [Halcyon Speaker Dedication](halcyon-speaker-dedication-locg.md). - -## Halcyon Spellcasting Initiate leads to... - -[Flexible Halcyon Spellcasting](flexible-halcyon-spellcasting-locg.md), [Halcyon Spellcasting Adept](halcyon-spellcasting-adept-locg.md), [Halcyon Spellcasting Sage](halcyon-spellcasting-sage-locg.md), [Synergistic Spell](synergistic-spell-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 104* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/halcyon-spellcasting-sage-locg.md b/Compendium/feats/halcyon-spellcasting-sage-locg.md deleted file mode 100644 index c04defeae..000000000 --- a/Compendium/feats/halcyon-spellcasting-sage-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Halcyon Spellcasting Sage"] ---- -# Halcyon Spellcasting Sage *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Halcyon Spellcasting Adept](halcyon-spellcasting-adept-locg.md); legendary in either [Arcana](../skills.md#Arcana) or [Nature](../skills.md#Nature), master in the other - -Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master. - -*Source: Lost Omens: Character Guide p. 105* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/halfling-ingenuity-locg.md b/Compendium/feats/halfling-ingenuity-locg.md deleted file mode 100644 index 9cebbfbb0..000000000 --- a/Compendium/feats/halfling-ingenuity-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Halfling Ingenuity"] ---- -# Halfling Ingenuity *Feat 5* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Halfling Luck](halfling-luck.md) - -While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren't trained in that skill. - -If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check. - -*Source: Lost Omens: Character Guide p. 44* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/halfling-lore.md b/Compendium/feats/halfling-lore.md deleted file mode 100644 index 750b29e92..000000000 --- a/Compendium/feats/halfling-lore.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Halfling Lore"] ---- -# Halfling Lore *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in [Acrobatics](../skills.md#Acrobatics) and [Stealth](../skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Halfling Lore](../skills.md#Lore). - -*Source: Core Rulebook p. 52* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/halfling-luck.md b/Compendium/feats/halfling-luck.md deleted file mode 100644 index 3f1e2912b..000000000 --- a/Compendium/feats/halfling-luck.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fortune -- trait/halfling -aliases: ["Halfling Luck"] ---- -# Halfling Luck [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[fortune](../../Rules/traits/fortune.md) [halfling](../../Rules/traits/halfling.md) - -- **Frequency**: once per day -- **Trigger** You fail a skill check or saving throw. -- **Activity** Free Action - -Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse than your first roll. - -## Halfling Luck leads to... - -[Guiding Luck](guiding-luck.md), [Halfling Ingenuity](halfling-ingenuity-locg.md), [Incredible Luck](incredible-luck-locg.md), [Shared Luck](shared-luck-locg.md) - -## Summary - -*Source: Core Rulebook p. 52* -%% #compendium/src/pf2e/crb #trait/fortune #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/halfling-weapon-expertise.md b/Compendium/feats/halfling-weapon-expertise.md deleted file mode 100644 index d6a55501c..000000000 --- a/Compendium/feats/halfling-weapon-expertise.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Halfling Weapon Expertise"] ---- -# Halfling Weapon Expertise *Feat 13* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Halfling Weapon Familiarity](halfling-weapon-familiarity.md) - -Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [sling](../equipment/items/sling.md), [halfling sling staff](../equipment/items/halfling-sling-staff.md), [shortsword](../equipment/items/shortsword.md), and all halfling weapons in which you are trained. - -*Source: Core Rulebook p. 53* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/halfling-weapon-familiarity.md b/Compendium/feats/halfling-weapon-familiarity.md deleted file mode 100644 index c73b50535..000000000 --- a/Compendium/feats/halfling-weapon-familiarity.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Halfling Weapon Familiarity"] ---- -# Halfling Weapon Familiarity *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the [sling](../equipment/items/sling.md), [halfling sling staff](../equipment/items/halfling-sling-staff.md), and [shortsword](../equipment/items/shortsword.md). - -In addition, you gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons. - -## Halfling Weapon Familiarity leads to... - -[Halfling Weapon Expertise](halfling-weapon-expertise.md), [Halfling Weapon Trickster](halfling-weapon-trickster.md) - -## Summary - -*Source: Core Rulebook p. 52* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/halfling-weapon-trickster.md b/Compendium/feats/halfling-weapon-trickster.md deleted file mode 100644 index 6013e45f1..000000000 --- a/Compendium/feats/halfling-weapon-trickster.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Halfling Weapon Trickster"] ---- -# Halfling Weapon Trickster *Feat 5* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Halfling Weapon Familiarity](halfling-weapon-familiarity.md) - -You are particularly adept at fighting with your people's favored weapons. Whenever you critically succeed at an attack roll using a [shortsword](../equipment/items/shortsword.md), a [sling](../equipment/items/sling.md), or a halfling weapon, you apply the weapon's critical specialization effect. - -*Source: Core Rulebook p. 53* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/hallowed-initiate-botd.md b/Compendium/feats/hallowed-initiate-botd.md deleted file mode 100644 index 9689de41e..000000000 --- a/Compendium/feats/hallowed-initiate-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Hallowed Initiate"] ---- -# Hallowed Initiate *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](hallowed-necromancer-dedication-botd.md) - -You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell [call of the grave](../spells/call-of-the-grave.md) or the initial domain spell of the death domain, [death's call](../spells/deaths-call.md). Increase the number of Focus Points in your focus pool by 1. - -**Special.** You can select this feat a second time, choosing the other initial focus spell. - -*Source: Book of the Dead p. 24* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/hallowed-necromancer-dedication-botd.md b/Compendium/feats/hallowed-necromancer-dedication-botd.md deleted file mode 100644 index a44393c63..000000000 --- a/Compendium/feats/hallowed-necromancer-dedication-botd.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Hallowed Necromancer Dedication"] ---- -# Hallowed Necromancer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in [Religion](../skills.md#Religion) - -You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the [hallowed ground](../spells/hallowed-ground-botd.md) focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../Rules/actions/refocus.md) activity. You can [Refocus](../../Rules/actions/refocus.md) by meditating or praying to connect yourself to conduits of positive energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. - -Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using negative energy isn't anathema, as it serves a natural purpose, but twisting that negative energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an [atone](../spells/rituals/atone.md) ritual. - -**Special.** You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype. - -## Hallowed Necromancer Dedication leads to... - -[Hallowed Initiate](hallowed-initiate-botd.md), [Sacred Spells](sacred-spells-botd.md), [Death Warden](death-warden-botd.md), [Advanced Hallowed Spell](advanced-hallowed-spell-botd.md), [Positive Luminance](positive-luminance-botd.md), [Consecrated Aura](consecrated-aura-botd.md) - -## Summary - -*Source: Book of the Dead p. 24* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/halo-apg.md b/Compendium/feats/halo-apg.md deleted file mode 100644 index 0ebc91827..000000000 --- a/Compendium/feats/halo-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Halo"] ---- -# Halo *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) - - -You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine [light](../spells/light.md) cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -## Halo leads to... - -[Healer's Halo](healers-halo-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 35* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/hammer-quake-apg.md b/Compendium/feats/hammer-quake-apg.md deleted file mode 100644 index a24fc99fb..000000000 --- a/Compendium/feats/hammer-quake-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -- trait/open -aliases: ["Hammer Quake"] ---- -# Hammer Quake [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Prerequisites**: [Mauler Dedication](mauler-dedication-apg.md) -- **Requirements**: You're wielding a non-[finesse](../../Rules/traits/finesse.md) melee weapon in two hands. -- **Activity** Three-Action - -You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, [Strike](../../Rules/actions/strike.md) that foe with the required weapon. - -Then attempt to [Trip](../../Rules/actions/trip.md) every foe in the chosen square plus each square adjacent to that square, ignoring [Trip](../../Rules/actions/trip.md)'s requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the [Strike](../../Rules/actions/strike.md), if any, and all the [Trip](../../Rules/actions/trip.md) attempts. - -*Source: Advanced Player's Guide p. 183* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/hand-of-the-apprentice.md b/Compendium/feats/hand-of-the-apprentice.md deleted file mode 100644 index 694dccf4c..000000000 --- a/Compendium/feats/hand-of-the-apprentice.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Hand Of The Apprentice"] ---- -# Hand Of The Apprentice *Feat 1* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Universalist wizard - -You can magically hurl your weapon at your foe. You gain the [hand of the apprentice](../spells/hand-of-the-apprentice.md) universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. - -## Hand Of The Apprentice leads to... - -[Universal Versatility](universal-versatility.md) - -## Summary - -*Source: Core Rulebook p. 209* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/hand-of-the-lich-botd.md b/Compendium/feats/hand-of-the-lich-botd.md deleted file mode 100644 index f540cf586..000000000 --- a/Compendium/feats/hand-of-the-lich-botd.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Hand of the Lich"] ---- -# Hand of the Lich *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lich Dedication](lich-dedication-botd.md) - -Negative energy intensifies your undead form and makes your very touch the antithesis of life. You gain the advanced undead benefits (page 44). The damage die for your fist increases to `1d6` instead of `1d4`, it deals negative damage instead of bludgeoning damage, and it loses the [nonlethal](../../Rules/traits/nonlethal.md) trait. Your fist becomes magical. - -When you critically hit a living creature with your fist [Strike](../../Rules/actions/strike.md), the creature is [slowed](../../Rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. - -This is a critical specialization effect. - -*Source: Book of the Dead p. 50* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/handy-with-your-paws-ec3.md b/Compendium/feats/handy-with-your-paws-ec3.md deleted file mode 100644 index ce286b521..000000000 --- a/Compendium/feats/handy-with-your-paws-ec3.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Handy With Your Paws"] ---- -# Handy With Your Paws *Feat 1* -[shoony](../../Rules/traits/shoony-ec3.md) - - -You gain a +1 circumstance bonus to [Crafting](../skills.md#Crafting) checks to [Repair](../../Rules/actions/repair.md) non-magical items, and you don't need a repair kit for such repairs as long as you have any amount of junk, spare parts, or debris at your disposal. - -*Source: Extinction Curse #3: Life's Long Shadows p. 72* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/haphazard-repair-g-g.md b/Compendium/feats/haphazard-repair-g-g.md deleted file mode 100644 index c43cd8bd9..000000000 --- a/Compendium/feats/haphazard-repair-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/unstable -aliases: ["Haphazard Repair"] ---- -# Haphazard Repair [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[inventor](../../Rules/traits/inventor-g-g.md) [unstable](../../Rules/traits/unstable-g-g.md) - -- **Activity** Single Action - -You quickly fix your innovation, at the cost of its stability. You [Repair](../../Rules/actions/repair.md) your innovation almost immediately. You don't have to place the innovation on a flat surface, but you do need to be adjacent to it (including holding or wearing it), as well as having a repair kit as normal. - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/unstable %% \ No newline at end of file diff --git a/Compendium/feats/harbingers-caw-loag.md b/Compendium/feats/harbingers-caw-loag.md deleted file mode 100644 index eecfcdefd..000000000 --- a/Compendium/feats/harbingers-caw-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/auditory -- trait/misfortune -- trait/tengu -aliases: ["Harbinger's Caw"] ---- -# Harbinger's Caw [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[auditory](../../Rules/traits/auditory.md) [misfortune](../../Rules/traits/misfortune.md) [tengu](../../Rules/traits/tengu-b1.md) - -- **Frequency**: once per day -- **Trigger** A creature within 60 feet is about to attempt an attack roll or skill check. -- **Activity** Reaction - -You caw ominously, cursing the creature with misfortune. The target creature must roll the triggering check twice and take the lower result. - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/auditory #trait/misfortune #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/hard-tail-locg.md b/Compendium/feats/hard-tail-locg.md deleted file mode 100644 index a962d8cf6..000000000 --- a/Compendium/feats/hard-tail-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Hard Tail"] ---- -# Hard Tail *Feat 1* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: tailed goblin heritage - -Your tail is much stronger than most, and you can lash out with it with the strength of a whip. You gain a tail unarmed attack that deals `1d6` bludgeoning damage. - -## Hard Tail leads to... - -[Tail Spin](tail-spin-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 38* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/hard-to-fool-loag.md b/Compendium/feats/hard-to-fool-loag.md deleted file mode 100644 index b9025a9b0..000000000 --- a/Compendium/feats/hard-to-fool-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Hard To Fool"] ---- -# Hard To Fool *Feat 1* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -You're accustomed to seeing through shifting darkness and bewildering magic. You gain a +1 circumstance bonus on [Perception](../skills.md#Perception) checks against illusions as well as to Will saves against illusions and [shadow](../../Rules/traits/shadow.md) effects. - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/harden-flesh-som.md b/Compendium/feats/harden-flesh-som.md deleted file mode 100644 index ef2643327..000000000 --- a/Compendium/feats/harden-flesh-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -- trait/earth -aliases: ["Harden Flesh"] ---- -# Harden Flesh [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[druid](../../Rules/traits/druid.md) [earth](../../Rules/traits/earth.md) - -- **Prerequisites**: stone order -- **Requirements**: You're standing on earthen or stone ground. -- **Activity** Single Action - -You fortify your skin with minerals drawn from earth and stone. You gain resistance 3 to physical damage, except adamantine, until the beginning of your next turn. At 12th level, and every 4 levels thereafter, the resistance increases by 1, to a maximum of resistance 6 at 20th level. - -*Source: Secrets of Magic p. 200* -%% #compendium/src/pf2e/som #trait/druid #trait/earth %% \ No newline at end of file diff --git a/Compendium/feats/hardy-traveler-apg.md b/Compendium/feats/hardy-traveler-apg.md deleted file mode 100644 index 7086b6340..000000000 --- a/Compendium/feats/hardy-traveler-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/human -aliases: ["Hardy Traveler"] ---- -# Hardy Traveler *Feat 9* -[human](../../Rules/traits/human.md) - - -There's no journey too far or burden too heavy when your friends are at your side. Increase your maximum and [encumbered](../../Rules/conditions.md#Encumbered) Bulk limits by 1. In addition, you gain a +10-foot circumstance bonus to your Speed during overland travel. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/harmless-doll-lotgb.md b/Compendium/feats/harmless-doll-lotgb.md deleted file mode 100644 index 858a1f96e..000000000 --- a/Compendium/feats/harmless-doll-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Harmless Doll"] ---- -# Harmless Doll *Feat 1* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -You look like nothing more than an ordinary toy, doll, or statuette, and you can fool others with your innocuous appearance. You gain the trained proficiency rank in [Deception](../skills.md#Deception) (or another skill if you're already trained in [Deception](../skills.md#Deception)), and you can [Impersonate](../../Rules/actions/impersonate.md) an inanimate toy or a mindless poppet. You can [Hide](../../Rules/actions/hide.md) without any cover or concealment from creatures that don't realize you're alive, so long as you're in a location where a toy of your shape wouldn't be out of place, like a carnival booth, city street, or toy shop (at the GM's discretion). If you succeed, onlookers still see you, but they mistake you for an inanimate toy. After being fooled once, they realize you're alive, and you can't [Hide](../../Rules/actions/hide.md) from them in that way again. - -*Source: Lost Omens: The Grand Bazaar p. 63* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/harmlessly-cute-locg.md b/Compendium/feats/harmlessly-cute-locg.md deleted file mode 100644 index db0aea609..000000000 --- a/Compendium/feats/harmlessly-cute-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Harmlessly Cute"] ---- -# Harmlessly Cute *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - - -Your size and demeanor make it easy for you to convince others that you mean no harm. You gain the [Shameless Request](shameless-request.md) skill feat as a bonus feat. Additionally, you gain a +1 circumstance bonus to initiative checks when you roll [Deception](../skills.md#Deception) for initiative. - -*Source: Lost Omens: Character Guide p. 54* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/harmonize.md b/Compendium/feats/harmonize.md deleted file mode 100644 index 4ae5cc6bb..000000000 --- a/Compendium/feats/harmonize.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -- trait/concentrate -- trait/manipulate -- trait/metamagic -aliases: ["Harmonize"] ---- -# Harmonize [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: Maestro muse -- **Activity** Single Action - -You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn't end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect. - -## Harmonize leads to... - -[Symphony Of The Muse](symphony-of-the-muse.md) - -## Summary - -*Source: Core Rulebook p. 101* -%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/harrying-strike-locg.md b/Compendium/feats/harrying-strike-locg.md deleted file mode 100644 index 4e6421c71..000000000 --- a/Compendium/feats/harrying-strike-locg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/attack -- trait/press -aliases: ["Harrying Strike"] ---- -# Harrying Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) [press](../../Rules/traits/press.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) -- **Activity** Single Action - -Your attack prevents a foe from pursuing your allies. Make a melee [Strike](../../Rules/actions/strike.md), adding the following effects in addition to the normal effects of the [Strike](../../Rules/actions/strike.md). - -> [!success-degree] -> - **Critical Success** The target takes a –15-foot status penalty to its Speeds until the start of your next turn. -> - **Success** The target takes a –10-foot status penalty to its Speeds until the start of your next turn. -> - **Failure** The target takes a –5-foot status penalty to its Speeds until the start of your next turn. - -*Source: Lost Omens: Character Guide p. 115* -%% #compendium/src/pf2e/locg #trait/archetype #trait/attack #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/harsh-judgment-ngd.md b/Compendium/feats/harsh-judgment-ngd.md deleted file mode 100644 index b92972f41..000000000 --- a/Compendium/feats/harsh-judgment-ngd.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/vigilante -aliases: ["Harsh Judgment"] ---- -# Harsh Judgment [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners -- **Activity** Single Action - -Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks to [Seek](../../Rules/actions/seek.md) your condemned foe and on [Intimidation](../skills.md#Intimidation) checks to [Demoralize](../../Rules/actions/demoralize.md) them. You have a –1 circumstance penalty to [Perception](../skills.md#Perception) checks to [Seek](../../Rules/actions/seek.md) creatures other than your condemned foe and on [Intimidation](../skills.md#Intimidation) checks to [Demoralize](../../Rules/actions/demoralize.md) anyone other than your condemned foe. - -You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter. - -## Harsh Judgment leads to... - -[Frightful Condemnation](frightful-condemnation-ngd.md), [Accurate Swing](accurate-swing-ngd.md), [Execution](execution-ngd.md) - -## Summary - -*Source: Night of the Gray Death p. 64* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/hasted-assault-som.md b/Compendium/feats/hasted-assault-som.md deleted file mode 100644 index 64e7c3a74..000000000 --- a/Compendium/feats/hasted-assault-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Hasted Assault"] ---- -# Hasted Assault *Feat 14* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: focus pool - -You can speed yourself up to move and attack more swiftly. You learn the [hasted assault](../spells/hasted-assault-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/hatchling-flight-loag.md b/Compendium/feats/hatchling-flight-loag.md deleted file mode 100644 index a7c79f219..000000000 --- a/Compendium/feats/hatchling-flight-loag.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Hatchling Flight"] ---- -# Hatchling Flight [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: [Winglets](winglets-loag.md) -- **Frequency**: once per round -- **Activity** Single Action - -You can fly a little! You [Fly](../../Rules/actions/fly.md) up to half your Speed. If you don't end your movement on solid ground, you fall at the end of your turn. - -## Hatchling Flight leads to... - -[Wyrmling Flight](wyrmling-flight-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 40* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/haughty-obstinacy.md b/Compendium/feats/haughty-obstinacy.md deleted file mode 100644 index 8425721f9..000000000 --- a/Compendium/feats/haughty-obstinacy.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/human -aliases: ["Haughty Obstinacy"] ---- -# Haughty Obstinacy *Feat 1* -[human](../../Rules/traits/human.md) - - -Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a [mental](../../Rules/traits/mental.md) effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to [Coerce](../../Rules/actions/coerce.md) you using [Intimidation](../skills.md#Intimidation), it gets a critical failure instead (so it can't try to [Coerce](../../Rules/actions/coerce.md) you again for 1 week). - -*Source: Core Rulebook p. 57* -%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/haunt-ingenuity-da.md b/Compendium/feats/haunt-ingenuity-da.md deleted file mode 100644 index bf05b001f..000000000 --- a/Compendium/feats/haunt-ingenuity-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/divination -- trait/divine -- trait/thaumaturge -aliases: ["Haunt Ingenuity"] ---- -# Haunt Ingenuity *Feat 1* -[divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -Your cunning knowledge grants you the ability to notice the emotional echo of a soul that passed on, leaving a haunt in its wake. Even when you aren't [Searching](../../Rules/actions/search.md) while in exploration mode, the GM rolls a secret check for you to notice haunts that usually require you to be [Searching](../../Rules/actions/search.md). - -You can disable haunts that require master proficiency in a skill as long as you're at least trained in the skill. If you have master proficiency in the skill, you can disable haunts that require a proficiency rank of legendary instead. - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/divination #trait/divine #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/hazard-finder.md b/Compendium/feats/hazard-finder.md deleted file mode 100644 index d1ec044c2..000000000 --- a/Compendium/feats/hazard-finder.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Hazard Finder"] ---- -# Hazard Finder *Feat 8* -[ranger](../../Rules/traits/ranger.md) - - -You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to [Perception](../skills.md#Perception) checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to [Search](../../Rules/actions/search.md) even if you aren't [Searching](../../Rules/actions/search.md). - -*Source: Core Rulebook p. 174* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/head-of-the-night-parade-frp3.md b/Compendium/feats/head-of-the-night-parade-frp3.md deleted file mode 100644 index 6889c689a..000000000 --- a/Compendium/feats/head-of-the-night-parade-frp3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/bard -- trait/uncommon -aliases: ["Head Of The Night Parade"] ---- -# Head Of The Night Parade [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[bard](../../Rules/traits/bard.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Activity** Three-Action - -You remember the revelry of the Night Parade and call them to your aid in a riotous display. You [Perform](../../Rules/actions/perform.md) and cast 8th-level [mad monkeys](../spells/mad-monkeys-apg.md) (Advanced Player's Guide 222) three times, except that the spell calls various apparitions such as dancing tsukumogami or drinking oni rather than monkeys. Each casting can produce a different kind of mischief. You can Sustain all three Spells each round using a single [Perform](../../Rules/actions/perform.md) action. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 75* -%% #compendium/src/pf2e/frp3 #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/head-stomp-apg.md b/Compendium/feats/head-stomp-apg.md deleted file mode 100644 index cb480a1e3..000000000 --- a/Compendium/feats/head-stomp-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Head Stomp"] ---- -# Head Stomp [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -Make an unarmed melee attack against a [prone](../../Rules/conditions.md#Prone) target. On a hit, the target becomes [flat-footed](../../Rules/conditions.md#Flat-footed) to all attacks until the end of your next turn. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/headshot-g-g.md b/Compendium/feats/headshot-g-g.md deleted file mode 100644 index 7344c6135..000000000 --- a/Compendium/feats/headshot-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/concentrate -- trait/gunslinger -aliases: ["Headshot"] ---- -# Headshot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the sniper -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Two-Action - -You attempt to finish your target with a final, well-placed shot. Make a crossbow or firearm [Strike](../../Rules/actions/strike.md). If you've damaged the target within the last minute with the same weapon and you get a critical success on your attack roll, the target must succeed at a Fortitude save against your class DC or die; this is a [death](../../Rules/traits/death.md) and [incapacitation](../../Rules/traits/incapacitation.md) effect. - -A creature that survives is temporarily immune for 1 day. Creatures with no head (such as dullahans or oozes) are immune to this ability, and creatures with redundant heads (such as ettins) might survive the destruction of a head. - -*Source: Guns & Gears p. 118* -%% #compendium/src/pf2e/g&g #trait/concentrate #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/heal-animal-apg.md b/Compendium/feats/heal-animal-apg.md deleted file mode 100644 index b1d28fd26..000000000 --- a/Compendium/feats/heal-animal-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Heal Animal"] ---- -# Heal Animal *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](beastmaster-dedication-apg.md) - -You can heal your animal companion's wounds. You can cast [heal animal](../spells/heal-animal.md) as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 160* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/heal-companion-apg.md b/Compendium/feats/heal-companion-apg.md deleted file mode 100644 index a1debf3d2..000000000 --- a/Compendium/feats/heal-companion-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Heal Companion"] ---- -# Heal Companion *Feat 1* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: an animal companion - -You have a deep devotion to your animal companion that enables you to magically heal their wounds. You gain the [heal companion](../spells/heal-companion-apg.md) warden spell and a focus pool of 1 Focus Point. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/heal-mount.md b/Compendium/feats/heal-mount.md deleted file mode 100644 index 0240d6800..000000000 --- a/Compendium/feats/heal-mount.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Heal Mount"] ---- -# Heal Mount *Feat 8* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (steed) - -Your devotion to your mount manifests as a surge of positive energy. When you cast [lay on hands](../spells/lay-on-hands.md) on your mount, you can restore 10 Hit Points, plus 10 for each heightened level. - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/healers-halo-loag.md b/Compendium/feats/healers-halo-loag.md deleted file mode 100644 index 83e355e65..000000000 --- a/Compendium/feats/healers-halo-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -aliases: ["Healer's Halo"] ---- -# Healer's Halo [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Halo](halo-apg.md) -- **Trigger** You or allies within 30 feet recover Hit Points while your halo is active. -- **Activity** Reaction - -Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive [healing](../../Rules/traits/healing.md) effect recover an additional `1d6` Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes. - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/healing-bomb-apg.md b/Compendium/feats/healing-bomb-apg.md deleted file mode 100644 index 391f98a3f..000000000 --- a/Compendium/feats/healing-bomb-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/additive-2 -- trait/alchemist -aliases: ["Healing Bomb"] ---- -# Healing Bomb [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Frequency**: once per round -- **Trigger** You craft an elixir of life using [Quick Alchemy](../../Rules/actions/quick-alchemy.md), and that elixir is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the [bomb](../../Rules/traits/bomb.md) trait. - -If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your [Strike](../../Rules/actions/strike.md) with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute. - -*Source: Advanced Player's Guide p. 107* -%% #compendium/src/pf2e/apg #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/healing-hands.md b/Compendium/feats/healing-hands.md deleted file mode 100644 index a47de73bb..000000000 --- a/Compendium/feats/healing-hands.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Healing Hands"] ---- -# Healing Hands *Feat 1* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: healing font - -Your positive energy is even more vibrant and restorative. When you cast [heal](../spells/heal.md), you roll d10s instead of d8s. - -## Healing Hands leads to... - -[Magic Hands](magic-hands-apg.md) - -## Summary - -*Source: Core Rulebook p. 121* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/healing-touch.md b/Compendium/feats/healing-touch.md deleted file mode 100644 index 68ec1e414..000000000 --- a/Compendium/feats/healing-touch.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Healing Touch"] ---- -# Healing Touch *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Champion Dedication](champion-dedication.md) - -You gain the appropriate devotion spell for your cause ([lay on hands](../spells/lay-on-hands.md) for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by praying or serving your deity. (For more on devotion spells, see page 107.) - -*Source: Core Rulebook p. 223* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/healing-transformation.md b/Compendium/feats/healing-transformation.md deleted file mode 100644 index 983393341..000000000 --- a/Compendium/feats/healing-transformation.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -- trait/metamagic -aliases: ["Healing Transformation"] ---- -# Healing Transformation [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[druid](../../Rules/traits/druid.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores `1d6` Hit Points per spell level to that creature. This is a [healing](../../Rules/traits/healing.md) effect. - -*Source: Core Rulebook p. 137* -%% #compendium/src/pf2e/crb #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/heart-of-the-kaiju-frp3.md b/Compendium/feats/heart-of-the-kaiju-frp3.md deleted file mode 100644 index a5477d3f1..000000000 --- a/Compendium/feats/heart-of-the-kaiju-frp3.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/druid -- trait/uncommon -aliases: ["Heart Of The Kaiju"] ---- -# Heart Of The Kaiju *Feat 20* -[druid](../../Rules/traits/druid.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Monstrosity Shape](monstrosity-shape.md) - -Witnessing the might of the kaiju King Mogaru, Alru, and Toraloa up close awoke a new ferocity within you. When you transform using Monstrosity Shape, you can take on a kaiju form. When you take this feat, choose acid, cold, electricity, fire, or sonic damage; this is the damage your breath weapon deals. You can't change this later. The battle form is Gargantuan size with the following specific abilities; the damage values already include the extra die from being a 9th-level spell. - -- **Kaiju** Speed 40 feet; physical resistance 5; Melee [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <20 feet>), Damage `3d12+20` piercing; Melee [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claws (agile, reach <20 feet>), Damage `3d8+20` slashing; Breath Weapon [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (evocation, primal) Each creature in a 60-foot cone takes `15d6` damage (of your chosen damage type), with a basic Reflex save against your spell DC. Once activated, your breath weapon can't be used again for `1d4` rounds. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* -%% #compendium/src/pf2e/frp3 #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/heat-wave-loag.md b/Compendium/feats/heat-wave-loag.md deleted file mode 100644 index 4d1ee39cb..000000000 --- a/Compendium/feats/heat-wave-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -aliases: ["Heat Wave"] ---- -# Heat Wave [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[ifrit](../../Rules/traits/ifrit-b2.md) - -- **Frequency**: once per 10 minutes -- **Trigger** An effect would deal fire damage to you, even if you resist all the damage. -- **Activity** Reaction - -You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn. - -*Source: Lost Omens: Ancestry Guide p. 104* -%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/heavens-thunder-aoe2.md b/Compendium/feats/heavens-thunder-aoe2.md deleted file mode 100644 index 7947b4a59..000000000 --- a/Compendium/feats/heavens-thunder-aoe2.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe2 -- trait/archetype -- trait/electricity -- trait/evocation -- trait/sonic -- trait/verbal -aliases: ["Heaven's Thunder"] ---- -# Heaven's Thunder [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) verbal - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](jalmeri-heavenseeker-dedication-aoe2.md) -- **Activity** Single Action - -With a loud shout, you unleash your ki in a crackling shroud of thunder and lightning that engulfs your body. - -Until the end of your next turn, your unarmed attacks and weapons you wield that have the [monk](../../Rules/traits/monk.md) trait deal additional electricity damage equal to one-half your level and additional sonic damage equal to one-half your level. - -If you also know the [ki blast](../spells/ki-blast.md) ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](../../Rules/traits/force.md) trait and gains the [electricity](../../Rules/traits/electricity.md) or [sonic](../../Rules/traits/sonic.md) trait instead). Any creature who successfully Grapples you or is successfully Grappled by you also takes this damage immediately after the [Grapple](../../Rules/actions/grapple.md) check is resolved. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* -%% #compendium/src/pf2e/aoe2 #trait/archetype #trait/electricity #trait/evocation #trait/sonic #trait/verbal %% \ No newline at end of file diff --git a/Compendium/feats/heavens-thunder-loil.md b/Compendium/feats/heavens-thunder-loil.md deleted file mode 100644 index 5770674f8..000000000 --- a/Compendium/feats/heavens-thunder-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -- trait/electricity -- trait/evocation -- trait/sonic -aliases: ["Heaven's Thunder"] ---- -# Heaven's Thunder [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Prerequisites**: Jalmeri Heavenseeker Dedication -- **Activity** Single Action - -Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the [Grapple](../../Rules/actions/grapple.md) check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt). If you also know the ki blast ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (ki blast loses the [force](../../Rules/traits/force.md) trait and gains the [electricity](../../Rules/traits/electricity.md) or [sonic](../../Rules/traits/sonic.md) trait instead). - -*Source: Lost Omens: Impossible Lands p. 224* -%% #compendium/src/pf2e/loil #trait/archetype #trait/electricity #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/Compendium/feats/hefting-shadow-loag.md b/Compendium/feats/hefting-shadow-loag.md deleted file mode 100644 index 33066ef69..000000000 --- a/Compendium/feats/hefting-shadow-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/conjuration -- trait/fetchling -- trait/occult -- trait/shadow -aliases: ["Hefting Shadow"] ---- -# Hefting Shadow *Feat 9* -[conjuration](../../Rules/traits/conjuration.md) [fetchling](../../Rules/traits/fetchling-b2.md) [occult](../../Rules/traits/occult.md) [shadow](../../Rules/traits/shadow.md) - -- **Prerequisites**: [Clever Shadow](clever-shadow-loag.md) - -Your shadow can contain objects. You can [Interact](../../Rules/actions/interact.md) with your shadow to store or retrieve objects, just like you would a mundane container (meaning you spend two [Interact](../../Rules/actions/interact.md) actions total to store and then retrieve the object, for example). Your shadow can contain 2 Bulk of objects, which don't count toward the Bulk you're carrying. The items remain solid but take on a shadowy patina while stored this way. Though the items are in your shadow and can be detected normally, you gain a +2 circumstance bonus to [Stealth](../skills.md#Stealth) checks to Conceal the Objects unless someone knows to check your shadow for items. - -*Source: Lost Omens: Ancestry Guide p. 88* -%% #compendium/src/pf2e/loag #trait/conjuration #trait/fetchling #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/Compendium/feats/hefty-hauler.md b/Compendium/feats/hefty-hauler.md deleted file mode 100644 index edb6cbd2f..000000000 --- a/Compendium/feats/hefty-hauler.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Hefty Hauler"] ---- -# Hefty Hauler *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) - -You can carry more than your frame implies. Increase your maximum and [encumbered](../../Rules/conditions.md#Encumbered) Bulk limits by 2. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/heightened-captivation-lotgb.md b/Compendium/feats/heightened-captivation-lotgb.md deleted file mode 100644 index 92809ab03..000000000 --- a/Compendium/feats/heightened-captivation-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/metamagic -aliases: ["Heightened Captivation"] ---- -# Heightened Captivation *Feat 8* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Captivator Dedication](captivator-dedication-lotgb.md) - -You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat. - -**Special.** You can select this feat more than once. Each time you select it, you choose a different spell. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/heir-of-the-saoc-locg.md b/Compendium/feats/heir-of-the-saoc-locg.md deleted file mode 100644 index bf3d9dbd1..000000000 --- a/Compendium/feats/heir-of-the-saoc-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Heir Of The Saoc"] ---- -# Heir Of The Saoc *Feat 9* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Saoc Astrology](saoc-astrology-locg.md) - -In the past, you would have been a proud initiate of the Saoc Brethren. Today, you carry on their legacy. When you use Saoc Astrology, roll `1d4` instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3). - -*Source: Lost Omens: Character Guide p. 14* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/hellknight-armiger-dedication-lowg.md b/Compendium/feats/hellknight-armiger-dedication-lowg.md deleted file mode 100644 index de650b478..000000000 --- a/Compendium/feats/hellknight-armiger-dedication-lowg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Hellknight Armiger Dedication"] ---- -# Hellknight Armiger Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Old Cheliax. -- **Prerequisites**: member of a Hellknight order, trained in heavy armor as well as your order's favored weapon - -Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. - -You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in [Intimidation](../skills.md#Intimidation) and [Hell Lore](../skills.md#Lore); if you were already trained, you become an expert instead. - -**Special.** You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype. - -## Hellknight Armiger Dedication leads to... - -[Ardent Armiger](ardent-armiger-lowg.md), [Armiger's Mobility](armigers-mobility-lowg.md), [Diabolic Certitude](diabolic-certitude-lowg.md), [Mortification](mortification-lowg.md), [Advanced Order Training](advanced-order-training-locg.md), [Hellknight Dedication](hellknight-dedication-locg.md), [Blade Of Law](blade-of-law-locg.md), [Hell's Armaments](hells-armaments-locg.md), [Hellknight Order Cross-training](hellknight-order-cross-training-locg.md), [Sense Chaos](sense-chaos-locg.md), [Hellknight Signifer Dedication](hellknight-signifer-dedication-locg.md), [Gaze Of Veracity](gaze-of-veracity-locg.md), [Masked Casting](masked-casting-locg.md), [Signifer Armor Expertise](signifer-armor-expertise-locg.md), [Signifer's Sight](signifers-sight-locg.md), [Order Training](order-training-locg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 107* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/hellknight-dedication-locg.md b/Compendium/feats/hellknight-dedication-locg.md deleted file mode 100644 index 285e363d8..000000000 --- a/Compendium/feats/hellknight-dedication-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Hellknight Dedication"] ---- -# Hellknight Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test - -You have forged your body to comply with the commands of your mind—orders steeped in the Measure and the Chain. You gain expert proficiency in [Intimidation](../skills.md#Intimidation) (or in another skill in which you're trained of your choice, if you were already an expert in [Intimidation](../skills.md#Intimidation)). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to [Intimidation](../skills.md#Intimidation) checks while wearing your Hellknight plate. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes. - -## Hellknight Dedication leads to... - -[Advanced Order Training](advanced-order-training-locg.md), [Blade Of Law](blade-of-law-locg.md), [Hell's Armaments](hells-armaments-locg.md), [Hellknight Order Cross-training](hellknight-order-cross-training-locg.md), [Sense Chaos](sense-chaos-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 84* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/hellknight-order-cross-training-locg.md b/Compendium/feats/hellknight-order-cross-training-locg.md deleted file mode 100644 index 3e6d657fb..000000000 --- a/Compendium/feats/hellknight-order-cross-training-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/hellknight -- trait/uncommon -aliases: ["Hellknight Order Cross-training"] ---- -# Hellknight Order Cross-training *Feat 12* -[archetype](../../Rules/traits/archetype.md) [hellknight](../../Rules/traits/hellknight-locg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md); [Hellknight Dedication](hellknight-dedication-locg.md) or [Hellknight Signifer Dedication](hellknight-signifer-dedication-locg.md) - -You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training. - -**Special.** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order. - -*Source: Lost Omens: Character Guide p. 81* -%% #compendium/src/pf2e/locg #trait/archetype #trait/hellknight #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/hellknight-signifer-dedication-locg.md b/Compendium/feats/hellknight-signifer-dedication-locg.md deleted file mode 100644 index 6c5cfd58a..000000000 --- a/Compendium/feats/hellknight-signifer-dedication-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Hellknight Signifer Dedication"] ---- -# Hellknight Signifer Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: spellcasting class feature, [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md), lawful alignment, member of a Hellknight order, passed the Hellknight Test - -You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to [Deception](../skills.md#Deception) checks to [Lie](../../Rules/actions/lie.md), [Intimidation](../skills.md#Intimidation) checks, and [Deception](../skills.md#Deception) DCs against [Sense Motive](../../Rules/actions/sense-motive.md). You gain expert proficiency in [Intimidation](../skills.md#Intimidation) (or in another skill in which you're trained of your choice, if you were already an expert in [Intimidation](../skills.md#Intimidation)) as well as in your choice of [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Hellknight signifer or Hellknight armiger archetypes. - -## Hellknight Signifer Dedication leads to... - -[Advanced Order Training](advanced-order-training-locg.md), [Gaze Of Veracity](gaze-of-veracity-locg.md), [Hellknight Order Cross-training](hellknight-order-cross-training-locg.md), [Masked Casting](masked-casting-locg.md), [Signifer Armor Expertise](signifer-armor-expertise-locg.md), [Signifer's Sight](signifers-sight-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 85* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/hells-armaments-locg.md b/Compendium/feats/hells-armaments-locg.md deleted file mode 100644 index 6b0504f63..000000000 --- a/Compendium/feats/hells-armaments-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Hell's Armaments"] ---- -# Hell's Armaments *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Dedication](hellknight-dedication-locg.md) - -You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well. - -Hellknight Signifer Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts. - -*Source: Lost Omens: Character Guide p. 84* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/hellspawn-apg.md b/Compendium/feats/hellspawn-apg.md deleted file mode 100644 index 43ce4e99d..000000000 --- a/Compendium/feats/hellspawn-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/lineage -- trait/tiefling -aliases: ["Hellspawn"] ---- -# Hellspawn *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [tiefling](../../Rules/traits/tiefling-b1.md) - - -Your lineage descends from [devils](../../Rules/traits/devil.md), the conniving schemers of Hell's malevolent hierarchy. You're as skilled at noticing lies and twisted wordings as you are at constructing them. You are trained in [Deception](../skills.md#Deception) and [Legal Lore](../skills.md#Lore). If you were already trained in [Deception](../skills.md#Deception) (from your background or class, for example), you instead become trained in a skill of your choice. - -You also gain the [Lie to Me](lie-to-me.md) skill feat. - -## Hellspawn leads to... - -[Devil Magic](devil-magic-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/helpful-halfling-locg.md b/Compendium/feats/helpful-halfling-locg.md deleted file mode 100644 index 661562356..000000000 --- a/Compendium/feats/helpful-halfling-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Helpful Halfling"] ---- -# Helpful Halfling *Feat 9* -[halfling](../../Rules/traits/halfling.md) - - -When you aid a friend with a task, you find many ways to help and avoid interfering. - -On a critical success to [Aid](../../Rules/actions/aid.md), you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to [Aid](../../Rules/actions/aid.md), you don't give your ally a –1 circumstance penalty to their check. - -*Source: Lost Omens: Character Guide p. 45* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/helpful-poppet-lotgb.md b/Compendium/feats/helpful-poppet-lotgb.md deleted file mode 100644 index df9641317..000000000 --- a/Compendium/feats/helpful-poppet-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Helpful Poppet"] ---- -# Helpful Poppet *Feat 1* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to [Aid](../../Rules/actions/aid.md), and you don't give your ally a –1 circumstance penalty to their check if you critically fail your attempt to [Aid](../../Rules/actions/aid.md). - -*Source: Lost Omens: The Grand Bazaar p. 63* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/helpful-tinkering-g-g.md b/Compendium/feats/helpful-tinkering-g-g.md deleted file mode 100644 index 9b4caca07..000000000 --- a/Compendium/feats/helpful-tinkering-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Helpful Tinkering"] ---- -# Helpful Tinkering [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: offensive boost|inventor|G&G|9|offensive boosts -- **Frequency**: once per 10 minutes -- **Activity** Single Action - -You don't just tinker with your own innovation, you fiddle with your allies' weapons as well (for their benefit, of course). Choose an ally in your reach and one of their weapons. Attempt a [Crafting](../skills.md#Crafting) check against a high DC for your level. - -> [!success-degree] -> - **Success** For 1 minute, the chosen ally's [Strikes](../../Rules/actions/strike.md) with the chosen weapon gain the same offensive boost|inventor|G&G|9|offensive boosts your innovation has. -> - **Critical Failure** Your ally takes damage of the type and amount that your offensive boost|inventor|G&G|9|offensive boosts normally deals on a successful [Strike](../../Rules/actions/strike.md). - -*Source: Guns & Gears p. 29* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/herbalist-dedication-apg.md b/Compendium/feats/herbalist-dedication-apg.md deleted file mode 100644 index 3e4f69e3b..000000000 --- a/Compendium/feats/herbalist-dedication-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Herbalist Dedication"] ---- -# Herbalist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature), [Natural Medicine](natural-medicine.md) - -You can create remedies and other herbal products. You gain the basic alchemy benefits (page 150), though they apply only for herbal items: alchemical items with the [healing](../../Rules/traits/healing.md) trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. - -You become an expert in [Nature](../skills.md#Nature) and can use [Nature](../skills.md#Nature) instead of [Crafting](../skills.md#Crafting) to [Craft](../../Rules/actions/craft.md) herbal items. You don't need to be trained in [Crafting](../skills.md#Crafting) or have the [Alchemical Crafting](alchemical-crafting.md) feat to do so, and you can use [healer's tools](../equipment/items/healers-tools.md) instead of alchemist's tools. - -**Special.** You can't select another dedication feat until you have gained two other feats from the herbalist archetype. - -## Herbalist Dedication leads to... - -[Endemic Herbs](endemic-herbs-apg.md), [Expert Herbalism](expert-herbalism-apg.md), [Fresh Ingredients](fresh-ingredients-apg.md), [Poultice Preparation](poultice-preparation-apg.md), [Gravelands Herbalist](gravelands-herbalist-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 176* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/heroes-call-locg.md b/Compendium/feats/heroes-call-locg.md deleted file mode 100644 index 1a0e6de19..000000000 --- a/Compendium/feats/heroes-call-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -aliases: ["Heroes' Call"] ---- -# Heroes' Call *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - - -The songs of ancient heroes echo through your mind and quicken your pulse, especially in dire straits. You gain [heroism](../spells/heroism.md) as a 3rd-level innate occult spell that you can cast once per day. If you [Cast the Spell](../../Rules/actions/cast-a-spell.md) when you have half or fewer Hit Points, you also gain temporary Hit Points equal to twice your level. - -*Source: Lost Omens: Character Guide p. 21* -%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/heroic-presence-apg.md b/Compendium/feats/heroic-presence-apg.md deleted file mode 100644 index 72560d655..000000000 --- a/Compendium/feats/heroic-presence-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/emotion -- trait/human -- trait/mental -aliases: ["Heroic Presence"] ---- -# Heroic Presence [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[emotion](../../Rules/traits/emotion.md) [human](../../Rules/traits/human.md) [mental](../../Rules/traits/mental.md) - -- **Frequency**: once per day -- **Activity** Single Action - -The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level [zealous conviction](../spells/zealous-conviction.md), though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the [auditory](../../Rules/traits/auditory.md) trait or [visual](../../Rules/traits/visual.md) trait, depending on how you inspire your allies. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/emotion #trait/human #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/heroic-recovery.md b/Compendium/feats/heroic-recovery.md deleted file mode 100644 index 92f6cb3e1..000000000 --- a/Compendium/feats/heroic-recovery.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Heroic Recovery"] ---- -# Heroic Recovery [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: healing font, good alignment -- **Activity** Single Action - -The restorative power of your healing invigorates the recipient. If the next action you use is to cast [heal](../spells/heal.md) targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. - -*Source: Core Rulebook p. 125* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/heros-wings-loag.md b/Compendium/feats/heros-wings-loag.md deleted file mode 100644 index f202b326c..000000000 --- a/Compendium/feats/heros-wings-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Hero's Wings"] ---- -# Hero's Wings *Feat 17* -[sprite](../../Rules/traits/sprite-b1.md) - -- **Prerequisites**: [Energize Wings](energize-wings-loag.md) - -You have begun the final steps to reaching your full potential. Your wings are always in their majestic form without you needing to use Energize Wings, granting you a permanent fly Speed. Furthermore, sprites recognize you as a powerful hero (or villain) by your unique wings and are appropriately impressed. You gain a +2 circumstance bonus on all [Diplomacy](../skills.md#Diplomacy) and [Intimidation](../skills.md#Intimidation) checks against sprites and gain the benefits of the [Glad-Hand](glad-hand.md) skill feat against other sprites, without taking a –5 penalty to your [Diplomacy](../skills.md#Diplomacy) check. - -*Source: Lost Omens: Ancestry Guide p. 132* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/hex-focus-apg.md b/Compendium/feats/hex-focus-apg.md deleted file mode 100644 index b6e840223..000000000 --- a/Compendium/feats/hex-focus-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Hex Focus"] ---- -# Hex Focus *Feat 12* -[witch](../../Rules/traits/witch-apg.md) - - -Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -## Hex Focus leads to... - -[Hex Wellspring](hex-wellspring-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 104* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/hex-master-apg.md b/Compendium/feats/hex-master-apg.md deleted file mode 100644 index c5133fbe2..000000000 --- a/Compendium/feats/hex-master-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Hex Master"] ---- -# Hex Master *Feat 20* -[witch](../../Rules/traits/witch-apg.md) - - -You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast [cackle](../spells/cackle-apg.md) to sustain a hex, you gain the effects of [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) for all your active hexes that have a duration of sustained. - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/hex-wellspring-apg.md b/Compendium/feats/hex-wellspring-apg.md deleted file mode 100644 index 379b95659..000000000 --- a/Compendium/feats/hex-wellspring-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Hex Wellspring"] ---- -# Hex Wellspring *Feat 18* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Hex Focus](hex-focus-apg.md) - -Focus flows from your patron each time you commune with your familiar. You can recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1 if you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md). - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/hidden-magic-apg.md b/Compendium/feats/hidden-magic-apg.md deleted file mode 100644 index 109bfecc1..000000000 --- a/Compendium/feats/hidden-magic-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Hidden Magic"] ---- -# Hidden Magic *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion); [Vigilante Dedication](vigilante-dedication-apg.md) - -You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. - -A spellcaster using [detect magic](../spells/detect-magic.md) or [read aura](../spells/read-aura.md) must succeed at a [Perception](../skills.md#Perception) check against your [Deception](../skills.md#Deception) DC to see through your obfuscations. - -*Source: Advanced Player's Guide p. 196* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/hidden-paragon.md b/Compendium/feats/hidden-paragon.md deleted file mode 100644 index f69719d42..000000000 --- a/Compendium/feats/hidden-paragon.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Hidden Paragon"] ---- -# Hidden Paragon [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: legendary in [Stealth](../skills.md#Stealth) -- **Frequency**: once per hour -- **Trigger** You successfully use [Stealth](../skills.md#Stealth) to [Hide](../../Rules/actions/hide.md) and become [hidden](../../Rules/conditions.md#Hidden) from all of your current foes, or use [Stealth](../skills.md#Stealth) to [Sneak](../../Rules/actions/sneak.md) and become [undetected](../../Rules/conditions.md#Undetected) to all your current foes. -- **Activity** Reaction - -When you put your mind to slipping out of sight, you disappear completely. You become [invisible](../../Rules/conditions.md#Invisible) for 1 minute, even if you use a hostile action. Not even [glitterdust](../spells/glitterdust.md), [see invisibility](../spells/see-invisibility.md), or similar effects can reveal you, though creatures can still use the [Seek](../../Rules/actions/seek.md) action to locate you as normal. - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/hidden-thorn-loil.md b/Compendium/feats/hidden-thorn-loil.md deleted file mode 100644 index 9797b019e..000000000 --- a/Compendium/feats/hidden-thorn-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Hidden Thorn"] ---- -# Hidden Thorn *Feat 1* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -Some flowers can hide their thorns, and yours happen to be [hidden](../../Rules/conditions.md#Hidden) along your arms. You gain a thorns unarmed attack that deals `1d6` piercing damage. - -Your thorns are in the knife weapon group and have the [finesse](../../Rules/traits/finesse.md) and [unarmed](../../Rules/traits/unarmed.md) traits. - -*Source: Lost Omens: Impossible Lands p. 37* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/hideous-ululation-sli.md b/Compendium/feats/hideous-ululation-sli.md deleted file mode 100644 index 4be4e203b..000000000 --- a/Compendium/feats/hideous-ululation-sli.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -- trait/skill -aliases: ["Hideous Ululation"] ---- -# Hideous Ululation *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Oozemorph Dedication](oozemorph-dedication-sli.md), trained in [Performance](../skills.md#Performance) - -Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect. - -*Source: The Slithering p. 59* -%% #compendium/src/pf2e/sli #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/high-quality-scrounger-apg.md b/Compendium/feats/high-quality-scrounger-apg.md deleted file mode 100644 index c02003c00..000000000 --- a/Compendium/feats/high-quality-scrounger-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["High-quality Scrounger"] ---- -# High-quality Scrounger *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrounger Dedication](scrounger-dedication-apg.md) - -When you [Craft](../../Rules/actions/craft.md) a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead [Craft](../../Rules/actions/craft.md) it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it. - -*Source: Advanced Player's Guide p. 190* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/high-speed-regeneration-da.md b/Compendium/feats/high-speed-regeneration-da.md deleted file mode 100644 index 07891f810..000000000 --- a/Compendium/feats/high-speed-regeneration-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/healing -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["High-Speed Regeneration"] ---- -# High-Speed Regeneration [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[deviant](../../Rules/traits/deviant-da.md) [healing](../../Rules/traits/healing.md) [magical](../../Rules/traits/magical.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) - -- **Trigger** Your turn begins. -- **Activity** Free Action - -Your wounds knit together with barely a thought. You regain Hit Points equal to double your level. When you gain this deviation, the GM secretly selects one type of energy damage or precious material, such as fire or cold iron. When you take damage of that type, your wound smokes until the end of your next turn, preventing you from using High-Speed Regeneration. - -**Awakening** Your regeneration can automatically save you from the brink of death. Once per day, you can use High-Speed Regeneration when your Hit Points would be reduced to 0 instead of the usual trigger. You avoid being knocked out and remain at the number of HP you regained. - -**Awakening** Regrowth invigorates you. You gain a +10-foot status bonus to your Speed until the end of your turn. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/healing #trait/magical #trait/necromancy #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/hijack-undead-ooa3.md b/Compendium/feats/hijack-undead-ooa3.md deleted file mode 100644 index 19befaee9..000000000 --- a/Compendium/feats/hijack-undead-ooa3.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Hijack Undead"] ---- -# Hijack Undead [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Clockwork Reanimator Dedication](clockwork-reanimator-dedication-ooa3.md) -- **Frequency**: once per hour -- **Activity** Three-Action - -Your clockwork devices can commandeer the bodies of undead, bending them to your will. Make a melee [Strike](../../Rules/actions/strike.md) against an adjacent undead creature. On a success, instead of taking damage, the target becomes [controlled](../../Rules/conditions.md#Controlled) by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw against the higher of your class DC or spell DC to resist being [controlled](../../Rules/conditions.md#Controlled) by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result. - -> [!success-degree] -> - **Critical Success** The target is unaffected and temporarily immune for 24 hours. -> - **Success** The target is unaffected. -> - **Failure** The undead creature becomes a [minion](../../Rules/traits/minion.md) under your control for 1 minute. The control ends if you or an ally attacks the [minion](../../Rules/traits/minion.md) undead. -> - **Critical Failure** As failure, but the duration is 1 hour. - -## Hijack Undead leads to... - -[Improved Hijack Undead](improved-hijack-undead-ooa3.md) - -## Summary - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/hilt-hammer-lokl.md b/Compendium/feats/hilt-hammer-lokl.md deleted file mode 100644 index ef4cc76a6..000000000 --- a/Compendium/feats/hilt-hammer-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Hilt Hammer"] ---- -# Hilt Hammer *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md) - -You know how to turn any weapon into a bone-crushing implement of skeletal destruction. Melee weapons you wield gain the versatile B trait. You can use the weapon only to deal bludgeoning damage when making melee attacks. At the GM's discretion, specific weapons might not be able to gain the versatile B trait. - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/hireling-manager-apg.md b/Compendium/feats/hireling-manager-apg.md deleted file mode 100644 index da7335e9a..000000000 --- a/Compendium/feats/hireling-manager-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Hireling Manager"] ---- -# Hireling Manager *Feat 3* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: Charisma 14 - -You are able to find and secure better labor than most. - -When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/histrionic-injury-lotgb.md b/Compendium/feats/histrionic-injury-lotgb.md deleted file mode 100644 index 59d40eb21..000000000 --- a/Compendium/feats/histrionic-injury-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/mental -- trait/poppet -aliases: ["Histrionic Injury"] ---- -# Histrionic Injury [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[mental](../../Rules/traits/mental.md) [poppet](../../Rules/traits/poppet-lotgb.md) - -- **Frequency**: once per hour -- **Trigger** A creature you can see damages you with a melee [Strike](../../Rules/actions/strike.md). -- **Activity** Reaction - -You respond with a startled look, dramatic pratfall, or theatrical arm-flailing that stymies your attacker. The attacker must succeed at a Will saving throw against your class DC or spell DC, whichever is higher, or become [stupefied](../../Rules/conditions.md#Stupefied) for 1 round ([stupefied](../../Rules/conditions.md#Stupefied) on a critical failure). - -*Source: Lost Omens: The Grand Bazaar p. 64* -%% #compendium/src/pf2e/lotgb #trait/mental #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/hit-the-dirt-g-g.md b/Compendium/feats/hit-the-dirt-g-g.md deleted file mode 100644 index 6ecf0467d..000000000 --- a/Compendium/feats/hit-the-dirt-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Hit The Dirt!"] ---- -# Hit The Dirt! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Trigger** A creature you can see attempts a ranged [Strike](../../Rules/actions/strike.md) against you. -- **Activity** Reaction - -You fling yourself out of harm's way. You [Leap](../../Rules/actions/leap.md). Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land [prone](../../Rules/conditions.md#Prone) after completing your [Leap](../../Rules/actions/leap.md). - -## Hit The Dirt! leads to... - -[Leap And Fire](leap-and-fire-g-g.md) - -## Summary - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/hobgoblin-lore-locg.md b/Compendium/feats/hobgoblin-lore-locg.md deleted file mode 100644 index a3f000eed..000000000 --- a/Compendium/feats/hobgoblin-lore-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Hobgoblin Lore"] ---- -# Hobgoblin Lore *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You've studied traditional hobgoblin exercises and fieldcraft, all of which have a militaristic bent. You become trained in [Athletics](../skills.md#Athletics) and [Crafting](../skills.md#Crafting). For each of these skills in which you were already trained, you become trained in a skill of your choice. You also become trained in [Hobgoblin Lore](../skills.md#Lore). - -*Source: Lost Omens: Character Guide p. 50* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/hobgoblin-weapon-discipline-locg.md b/Compendium/feats/hobgoblin-weapon-discipline-locg.md deleted file mode 100644 index fcf26d614..000000000 --- a/Compendium/feats/hobgoblin-weapon-discipline-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Hobgoblin Weapon Discipline"] ---- -# Hobgoblin Weapon Discipline *Feat 5* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Prerequisites**: [Hobgoblin Weapon Familiarity](hobgoblin-weapon-familiarity-locg.md) - -You know how to efficiently utilize the weapons soldiers use in close quarters. - -Whenever you score a critical hit using a weapon of the polearm, spear, or sword group, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Character Guide p. 51* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/hobgoblin-weapon-expertise-locg.md b/Compendium/feats/hobgoblin-weapon-expertise-locg.md deleted file mode 100644 index 4ff873a57..000000000 --- a/Compendium/feats/hobgoblin-weapon-expertise-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Hobgoblin Weapon Expertise"] ---- -# Hobgoblin Weapon Expertise *Feat 13* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Prerequisites**: [Hobgoblin Weapon Familiarity](hobgoblin-weapon-familiarity-locg.md) - -You increase your training in battlefield weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all weapons you are trained in from [Hobgoblin Weapon Familiarity](hobgoblin-weapon-familiarity-locg.md). - -*Source: Lost Omens: Character Guide p. 51* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/hobgoblin-weapon-familiarity-locg.md b/Compendium/feats/hobgoblin-weapon-familiarity-locg.md deleted file mode 100644 index e875b6269..000000000 --- a/Compendium/feats/hobgoblin-weapon-familiarity-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Hobgoblin Weapon Familiarity"] ---- -# Hobgoblin Weapon Familiarity *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You are trained with [composite longbows](../equipment/items/composite-longbow.md), [composite shortbows](../equipment/items/composite-shortbow.md), [glaives](../equipment/items/glaive.md), [longbows](../equipment/items/longbow.md), [longswords](../equipment/items/longsword.md), and [shortbows](../equipment/items/shortbow.md). - -In addition, you gain access to all uncommon hobgoblin weapons. For the purpose of determining your proficiency, martial hobgoblin weapons are simple weapons and advanced hobgoblin weapons are martial weapons. - -## Hobgoblin Weapon Familiarity leads to... - -[Hobgoblin Weapon Discipline](hobgoblin-weapon-discipline-locg.md), [Hobgoblin Weapon Expertise](hobgoblin-weapon-expertise-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 50* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/hobnobber.md b/Compendium/feats/hobnobber.md deleted file mode 100644 index eb357429b..000000000 --- a/Compendium/feats/hobnobber.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Hobnobber"] ---- -# Hobnobber *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) - -You are skilled at learning information through conversation. The [Gather Information](../../Rules/actions/gather-information.md) exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you're a master in [Diplomacy](../skills.md#Diplomacy) and you [Gather Information](../../Rules/actions/gather-information.md) at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with [Gather Information](../../Rules/actions/gather-information.md) is accurate. - -## Hobnobber leads to... - -[Entourage](entourage-locg.md) - -## Summary - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/hold-mark-apg.md b/Compendium/feats/hold-mark-apg.md deleted file mode 100644 index ba4018c00..000000000 --- a/Compendium/feats/hold-mark-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Hold Mark"] ---- -# Hold Mark *Feat 5* -[orc](../../Rules/traits/orc.md) - - -You bear scars or tattoos enhanced by the mark of your community's prowess. When you select this feat, choose one of the options on the following page. When you critically hit using a weapon of the listed group, you apply the weapon's critical specialization effect. You gain a large brand or tattoo. - -- **Axe** axe or pick -- **Shield** hammer or shield -- **Torch** bomb or knife - -*Source: Advanced Player's Guide p. 18* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/holistic-care-apg.md b/Compendium/feats/holistic-care-apg.md deleted file mode 100644 index 81f4ce247..000000000 --- a/Compendium/feats/holistic-care-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Holistic Care"] ---- -# Holistic Care *Feat 6* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy), [Treat Condition](treat-condition-apg.md) - -You provide emotional and spiritual care. - -Add [frightened](../../Rules/conditions.md#Frightened), [stupefied](../../Rules/conditions.md#Stupefied), and [stunned](../../Rules/conditions.md#Stunned) to the list of conditions you can reduce with Treat Condition. If the [stunned](../../Rules/conditions.md#Stunned) condition has a duration instead of a value, you can't use Treat Condition to reduce it. - -*Source: Advanced Player's Guide p. 184* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/holy-castigation.md b/Compendium/feats/holy-castigation.md deleted file mode 100644 index 17409c8b1..000000000 --- a/Compendium/feats/holy-castigation.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Holy Castigation"] ---- -# Holy Castigation *Feat 1* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: good alignment - -You combine holy energy with positive energy to damage demons, devils, and their evil ilk. [Heal](../spells/heal.md) spells you cast damage fiends as though they were undead. - -## Holy Castigation leads to... - -[Castigating Weapon](castigating-weapon.md) - -## Summary - -*Source: Core Rulebook p. 121* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/holy-light-lokl.md b/Compendium/feats/holy-light-lokl.md deleted file mode 100644 index 08475836f..000000000 --- a/Compendium/feats/holy-light-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/cleric -- trait/concentrate -- trait/divine -- trait/evocation -- trait/light -- trait/uncommon -aliases: ["Holy Light"] ---- -# Holy Light [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[champion](../../Rules/traits/champion.md) [cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: you follow a good-aligned deity -- **Activity** Two-Action - -You raise your arms to the sky and pray fervently, surrounding yourself in a beacon of holy light. The beacon sheds bright light in a 30-foot-radius, 100-foot-high cylinder centered on you until the beginning of your next turn. Evil creatures in the area must succeed at a Will save equal to your class DC or spell DC (whichever is higher) or become [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. - -*Source: Lost Omens: Knights of Lastwall p. 85* -%% #compendium/src/pf2e/lokl #trait/champion #trait/cleric #trait/concentrate #trait/divine #trait/evocation #trait/light #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/homeward-bound-apg.md b/Compendium/feats/homeward-bound-apg.md deleted file mode 100644 index f975fa411..000000000 --- a/Compendium/feats/homeward-bound-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/gnome -- trait/uncommon -aliases: ["Homeward Bound"] ---- -# Homeward Bound *Feat 17* -[gnome](../../Rules/traits/gnome.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: twice per week - -The connection between you and the First World resonates within your body stronger than it does for most gnomes, allowing you to cross the threshold between the Material Plane and the First World. You gain plane shift as a primal innate spell. You can cast it twice per week. This can be used only to travel back and forth between the First World and the Material Plane. Due to your body's natural resonance, you can act as the spell focus, and you don't require a tuning fork. - -*Source: Advanced Player's Guide p. 44* -%% #compendium/src/pf2e/apg #trait/gnome #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/homing-beacon-da.md b/Compendium/feats/homing-beacon-da.md deleted file mode 100644 index 83d04341b..000000000 --- a/Compendium/feats/homing-beacon-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/amp -- trait/psychic -aliases: ["Homing Beacon"] ---- -# Homing Beacon *Feat 4* -[amp](../../Rules/traits/amp-da.md) [psychic](../../Rules/traits/psychic-da.md) - - -As your spell strikes a target, you plant a beacon in the target's mind that announces its presence to those nearby. Use this amp in place of a psi cantrip's normal amp entry. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/amp #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/hopping-stride-loag.md b/Compendium/feats/hopping-stride-loag.md deleted file mode 100644 index 5ee59347b..000000000 --- a/Compendium/feats/hopping-stride-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Hopping Stride"] ---- -# Hopping Stride [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: [Ru-Shi](ru-shi-loag.md) -- **Activity** Single Action - -You've internalized the hopping gait of your vampiric forebear. [Stride](../../Rules/actions/stride.md) up to a distance equal to your Speed – 10 feet. During this [Stride](../../Rules/actions/stride.md), instead of moving through each space normally, you hop over every other square between your starting space and your ending space. These hops aren't high enough to jump over a creature or other significant obstacle in your way, but they avoid difficult terrain, hazardous terrain, pressure plates, or hazards on the ground or up to a foot above it in the spaces you hopped over. - -*Source: Lost Omens: Ancestry Guide p. 27* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/horizon-walker-dedication-apg.md b/Compendium/feats/horizon-walker-dedication-apg.md deleted file mode 100644 index 67a39ad83..000000000 --- a/Compendium/feats/horizon-walker-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Horizon Walker Dedication"] ---- -# Horizon Walker Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat (Core Rulebook 171). When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures [Follow the Expert](../../Rules/actions/follow-the-expert.md) with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed. - -**Special.** You can't select another dedication feat until you have gained two other feats from the horizon walker archetype. - -## Horizon Walker Dedication leads to... - -[Acclimatization](acclimatization-apg.md), [Magical Adaptation](magical-adaptation-apg.md), [Perpetual Scout](perpetual-scout-apg.md), [Sure Foot](sure-foot-apg.md), [Wild Strider](wild-strider-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 177* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/hot-foot-g-g.md b/Compendium/feats/hot-foot-g-g.md deleted file mode 100644 index f9ff49a8c..000000000 --- a/Compendium/feats/hot-foot-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Hot Foot"] ---- -# Hot Foot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pistol Phenom Dedication](pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Single Action - -Using a carefully aimed shot, you make a creature "dance." You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have [unconscious](../../Rules/conditions.md#Unconscious) responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment. - -> [!success-degree] -> - **Critical Success** The creature can't use reactions, is [flat-footed](../../Rules/conditions.md#Flat-footed), and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn. -> - **Success** The creature can't use reactions until the start of its next turn. - -*Source: Guns & Gears p. 137* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/house-of-imaginary-walls.md b/Compendium/feats/house-of-imaginary-walls.md deleted file mode 100644 index c84d5178f..000000000 --- a/Compendium/feats/house-of-imaginary-walls.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["House Of Imaginary Walls"] ---- -# House Of Imaginary Walls *Feat 10* -[bard](../../Rules/traits/bard.md) - - -You erect an imaginary barrier others believe to be real. You learn the [house of imaginary walls](../spells/house-of-imaginary-walls.md) composition cantrip. - -*Source: Core Rulebook p. 102* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/hulking-size-som.md b/Compendium/feats/hulking-size-som.md deleted file mode 100644 index e2a81e931..000000000 --- a/Compendium/feats/hulking-size-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Hulking Size"] ---- -# Hulking Size *Feat 8* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon grows substantially. Your eidolon becomes Large, instead of its previous size, and its reach increases to 10 feet. This doesn't change any of its other statistics. - -## Hulking Size leads to... - -[Towering Size](towering-size-som.md) - -## Summary - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/hungry-goblin-locg.md b/Compendium/feats/hungry-goblin-locg.md deleted file mode 100644 index 47cf1f412..000000000 --- a/Compendium/feats/hungry-goblin-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Hungry Goblin"] ---- -# Hungry Goblin *Feat 9* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: [Fang Sharpener](fang-sharpener-locg.md) - -You'll eat anything and anyone. Whenever you inflict [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute. - -*Source: Lost Omens: Character Guide p. 39* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/hunted-shot.md b/Compendium/feats/hunted-shot.md deleted file mode 100644 index e6f3ead92..000000000 --- a/Compendium/feats/hunted-shot.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/ranger -aliases: ["Hunted Shot"] ---- -# Hunted Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[flourish](../../Rules/traits/flourish.md) [ranger](../../Rules/traits/ranger.md) - -- **Frequency**: once per round -- **Requirements**: You are wielding a ranged weapon with [reload 0](../../Rules/traits/reload.md). -- **Activity** Single Action - -You take two quick shots against the one you hunt. Make two [Strikes](../../Rules/actions/strike.md) against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each [Strike](../../Rules/actions/strike.md) normally. - -*Source: Core Rulebook p. 171* -%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/hunters-aim.md b/Compendium/feats/hunters-aim.md deleted file mode 100644 index d239c4439..000000000 --- a/Compendium/feats/hunters-aim.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/ranger -aliases: ["Hunter's Aim"] ---- -# Hunter's Aim [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[concentrate](../../Rules/traits/concentrate.md) [ranger](../../Rules/traits/ranger.md) - -- **Activity** Two-Action - -When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon [Strike](../../Rules/actions/strike.md) against your hunted prey. On this [Strike](../../Rules/actions/strike.md), you gain a +2 circumstance bonus to the attack roll and ignore your prey's [concealed](../../Rules/conditions.md#Concealed) condition. - -## Hunter's Aim leads to... - -[Targeting Shot](targeting-shot.md) - -## Summary - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/hunters-defense-lome.md b/Compendium/feats/hunters-defense-lome.md deleted file mode 100644 index 7f5171981..000000000 --- a/Compendium/feats/hunters-defense-lome.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Hunter's Defense"] ---- -# Hunter's Defense [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature) -- **Frequency**: once per hour -- **Trigger** A creature with the animal, beast, elemental, fey, [fungus](../../Rules/traits/fungus-b1.md), or [plant](../../Rules/traits/plant.md) trait attacks you, and you can see the attacker. -- **Activity** Reaction - -Your canny understanding of natural and primal creatures helps you predict and dodge their attacks. The triggering attack roll targets your [Nature](../skills.md#Nature) DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being [flat-footed](../../Rules/conditions.md#Flat-footed), even though you wouldn't take the –2 circumstance penalty against the attack. - -*Source: Lost Omens: The Mwangi Expanse p. 121* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/hunters-fangs-lome.md b/Compendium/feats/hunters-fangs-lome.md deleted file mode 100644 index 0e7d506c2..000000000 --- a/Compendium/feats/hunters-fangs-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Hunter's Fangs"] ---- -# Hunter's Fangs *Feat 5* -[anadi](../../Rules/traits/anadi-lome.md) - - -Your fangs are exceptionally painful. Whenever you score a critical hit with your fangs unarmed attack, you apply the unarmed attack's critical specialization effect. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/hunters-luck-apg.md b/Compendium/feats/hunters-luck-apg.md deleted file mode 100644 index b255f650f..000000000 --- a/Compendium/feats/hunters-luck-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Hunter's Luck"] ---- -# Hunter's Luck *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden spells - -Your recollection of monsters is magically enhanced by luck. You gain the [hunter's luck](../spells/hunters-luck-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/hunters-sanctum-botd.md b/Compendium/feats/hunters-sanctum-botd.md deleted file mode 100644 index 329bfa766..000000000 --- a/Compendium/feats/hunters-sanctum-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Hunter's Sanctum"] ---- -# Hunter's Sanctum *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](undead-slayer-dedication-botd.md) - -You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of nondetection, using your [Religion](../skills.md#Religion) modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane [Perception](../skills.md#Perception) must succeed against either your [Religion](../skills.md#Religion) DC or the normal DC to find the sanctum, whichever is higher. - -*Source: Book of the Dead p. 28* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/hunters-vision-apg.md b/Compendium/feats/hunters-vision-apg.md deleted file mode 100644 index fd3058cf8..000000000 --- a/Compendium/feats/hunters-vision-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Hunter's Vision"] ---- -# Hunter's Vision *Feat 10* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden spells - -You are so focused on your hunted prey that you can see it clearly even beyond the limits of your senses. You gain the [hunter's vision](../spells/hunters-vision-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/hurling-charge-apg.md b/Compendium/feats/hurling-charge-apg.md deleted file mode 100644 index 906a1253d..000000000 --- a/Compendium/feats/hurling-charge-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Hurling Charge"] ---- -# Hurling Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Viking Dedication](viking-dedication-apg.md) -- **Activity** Two-Action - -You make a ranged [Strike](../../Rules/actions/strike.md) with a thrown weapon you already have in your hand, [Stride](../../Rules/actions/stride.md), and then [Interact](../../Rules/actions/interact.md) to draw another weapon. If you are [raging](../../Rules/actions/rage.md), you can add the additional damage with melee weapons you receive from [raging](../../Rules/actions/rage.md) to your damage with the thrown weapon. - -*Source: Advanced Player's Guide p. 198* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/hurricane-swing-loag.md b/Compendium/feats/hurricane-swing-loag.md deleted file mode 100644 index 0704dc917..000000000 --- a/Compendium/feats/hurricane-swing-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Hurricane Swing"] ---- -# Hurricane Swing [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 17* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Storm's Lash](storms-lash-apg.md) -- **Frequency**: once per day -- **Trigger** You critically hit a foe with a [Strike](../../Rules/actions/strike.md) with a slashing weapon. -- **Activity** Reaction - -Choose either lightning bolt or gust of wind. You [Cast the chosen Spell](../../Rules/actions/cast-a-spell.md) as a 6th-level primal innate spell in the direction of the target of the triggering action. - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/hybrid-form-loag.md b/Compendium/feats/hybrid-form-loag.md deleted file mode 100644 index ad1d4ac2c..000000000 --- a/Compendium/feats/hybrid-form-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Hybrid Form"] ---- -# Hybrid Form *Feat 5* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -When you [Change Shape](../../Rules/actions/change-shape-kitsune-loag.md), you retain elements of your kitsune form, allowing you to speak in a fox form, use kitsune unarmed attacks in a tailless form, or gain a tail in your tailless form to use abilities that require one. You can [Change Shape](../../Rules/actions/change-shape-kitsune-loag.md) to alter the details of your hybrid form without fully changing into your true form or your alternate form. While in hybrid form, your foxlike features make it obvious that you aren't a normal humanoid. - -*Source: Lost Omens: Ancestry Guide p. 125* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/hybrid-shape-lome.md b/Compendium/feats/hybrid-shape-lome.md deleted file mode 100644 index 2bdbba6bb..000000000 --- a/Compendium/feats/hybrid-shape-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Hybrid Shape"] ---- -# Hybrid Shape *Feat 5* -[anadi](../../Rules/traits/anadi-lome.md) - - -Mastery of your shapeshifting lets you combine the best features of your humanoid and spider forms. When using your Change Shape ability, you can assume a bipedal hybrid shape. This form gains all the benefits of your spider shape as well as the ability to use items and take manipulate actions just as easily as your human shape. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/hybrid-study-spell-som.md b/Compendium/feats/hybrid-study-spell-som.md deleted file mode 100644 index 1502b9e98..000000000 --- a/Compendium/feats/hybrid-study-spell-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Hybrid Study Spell"] ---- -# Hybrid Study Spell *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](magus-dedication-som.md) - -Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits. - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/hydraulic-deflection-loag.md b/Compendium/feats/hydraulic-deflection-loag.md deleted file mode 100644 index e85ba307a..000000000 --- a/Compendium/feats/hydraulic-deflection-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/abjuration -- trait/azarketi -- trait/concentrate -- trait/primal -- trait/water -aliases: ["Hydraulic Deflection"] ---- -# Hydraulic Deflection [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[abjuration](../../Rules/traits/abjuration.md) [azarketi](../../Rules/traits/azarketi-loag.md) [concentrate](../../Rules/traits/concentrate.md) [primal](../../Rules/traits/primal.md) [water](../../Rules/traits/water.md) - -- **Activity** Single Action - -Drawing moisture from the atmosphere, you create a disc of hovering water that deflects attacks. You gain a +1 circumstance bonus to AC until the start of your next turn. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/abjuration #trait/azarketi #trait/concentrate #trait/primal #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/hydraulic-maneuvers-loag.md b/Compendium/feats/hydraulic-maneuvers-loag.md deleted file mode 100644 index c97a22267..000000000 --- a/Compendium/feats/hydraulic-maneuvers-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -- trait/concentrate -- trait/manipulate -- trait/primal -- trait/transmutation -- trait/water -aliases: ["Hydraulic Maneuvers"] ---- -# Hydraulic Maneuvers [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[azarketi](../../Rules/traits/azarketi-loag.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [primal](../../Rules/traits/primal.md) [transmutation](../../Rules/traits/transmutation.md) [water](../../Rules/traits/water.md) - -- **Activity** Single Action - -You batter your foes with a torrent of water siphoned from your surroundings. If the next action you take is an [Athletics](../skills.md#Athletics) check to [Disarm](../../Rules/actions/disarm.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md), that action has a range of 15 feet. You don't receive any item bonuses to that check or any circumstance bonuses related to your physical body, but if you roll a critical failure on that [Athletics](../skills.md#Athletics) check, you get a failure instead. - -*Source: Lost Omens: Ancestry Guide p. 16* -%% #compendium/src/pf2e/loag #trait/azarketi #trait/concentrate #trait/manipulate #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/hyena-familiar-lome.md b/Compendium/feats/hyena-familiar-lome.md deleted file mode 100644 index b8bc90948..000000000 --- a/Compendium/feats/hyena-familiar-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Hyena Familiar"] ---- -# Hyena Familiar *Feat 1* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -Hyenas serve gnolls as pets, trackers, and in your case, vessels for spirits. You gain a Tiny hyena as a familiar. - -*Source: Lost Omens: The Mwangi Expanse p. 113* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/hymn-of-healing-apg.md b/Compendium/feats/hymn-of-healing-apg.md deleted file mode 100644 index 35b4947f1..000000000 --- a/Compendium/feats/hymn-of-healing-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Hymn Of Healing"] ---- -# Hymn Of Healing *Feat 1* -[bard](../../Rules/traits/bard.md) - - -You learn the [hymn of healing](../spells/hymn-of-healing-apg.md) composition spell, which imbues your music with rich melodies that help your allies recover from harm. - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/hypnotic-lure-loil.md b/Compendium/feats/hypnotic-lure-loil.md deleted file mode 100644 index cf0d624be..000000000 --- a/Compendium/feats/hypnotic-lure-loil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/concentrate -- trait/enchantment -- trait/mental -- trait/nagaji -- trait/occult -- trait/visual -aliases: ["Hypnotic Lure"] ---- -# Hypnotic Lure [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [nagaji](../../Rules/traits/nagaji-loil.md) [occult](../../Rules/traits/occult.md) [visual](../../Rules/traits/visual.md) - -- **Frequency**: once per hour -- **Activity** Two-Action - -Your unblinking gaze is so intense it can befuddle the mind of others, drawing your victims toward you even against their better judgment. You stare at a creature within 30 feet. The target must attempt a Will save against the higher of your class DC or spell DC. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** On its turn, the target must spend its first action to approach you. It can't [Delay](../../Rules/actions/delay.md) or take reactions until it has done so. -> - **Critical Failure** The target must use all its actions on its next turn to approach you. It can't [Delay](../../Rules/actions/delay.md) or take any reactions until it has reached a space that's adjacent to you (or as close to you as possible if it reaches an impassable barrier). - -*Source: Lost Omens: Impossible Lands p. 49* -%% #compendium/src/pf2e/loil #trait/concentrate #trait/enchantment #trait/mental #trait/nagaji #trait/occult #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/i-meant-to-do-that-g-g.md b/Compendium/feats/i-meant-to-do-that-g-g.md deleted file mode 100644 index bd46e743d..000000000 --- a/Compendium/feats/i-meant-to-do-that-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["I Meant To Do That"] ---- -# I Meant To Do That [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception), [Unexpected Sharpshooter Dedication](unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per hour -- **Requirements**: Your previous action was a ranged weapon [Strike](../../Rules/actions/strike.md) that missed a foe within 60 feet. -- **Activity** Single Action - -Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a [Deception](../skills.md#Deception) check to attempt to [Shove](../../Rules/actions/shove.md), [Trip](../../Rules/actions/trip.md), or [Disarm](../../Rules/actions/disarm.md) the foe you missed. - -*Source: Guns & Gears p. 143* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ice-crafter-lomm.md b/Compendium/feats/ice-crafter-lomm.md deleted file mode 100644 index 8f1db67e5..000000000 --- a/Compendium/feats/ice-crafter-lomm.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lomm -- trait/archetype -aliases: ["Ice Crafter"] ---- -# Ice Crafter *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pactbound Dedication](pactbound-dedication-lomm.md) - -The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in [Crafting](../skills.md#Crafting), or become an expert if you were already trained. You gain the [Magical Crafting](magical-crafting.md) skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice. - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #compendium/src/pf2e/lomm #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/idol-threat-loil.md b/Compendium/feats/idol-threat-loil.md deleted file mode 100644 index cf8e0014c..000000000 --- a/Compendium/feats/idol-threat-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/tiefling -aliases: ["Idol Threat"] ---- -# Idol Threat [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Beastbrood](beastbrood-loag.md) -- **Requirements**: You're holding something sacred or precious to a creature, such as a relic or personal depiction of their deity or a precious personal memento. -- **Activity** Single Action - -You brandish the precious object you're holding menacingly, at once mocking it and threatening its safety. Attempt to [Demoralize](../../Rules/actions/demoralize.md) the creature whose precious item you threaten. You gain a +2 circumstance bonus to the [Intimidation](../skills.md#Intimidation) check to [Demoralize](../../Rules/actions/demoralize.md), and on a success, the creature is [flat-footed](../../Rules/conditions.md#Flat-footed) for 1 round out of distraction for the object's safety and is [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute (or [stupefied](../../Rules/conditions.md#Stupefied) on a critical success). These conditions are both in addition to the normal effects of [Demoralize](../../Rules/actions/demoralize.md). The creature is then temporarily immune to any Idol Threat using that specific object for 1 day. - -*Source: Lost Omens: Impossible Lands p. 33* -%% #compendium/src/pf2e/loil #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/idyllkin-loag.md b/Compendium/feats/idyllkin-loag.md deleted file mode 100644 index 0ce18f056..000000000 --- a/Compendium/feats/idyllkin-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/lineage -aliases: ["Idyllkin"] ---- -# Idyllkin *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Your wild, unique features betray your agathion birthright. Serene celestials from the plane of Nirvana, agathions seek the peaceful path, ensuring a better world for all to coexist. Your halcyon demeanor leads you to search for peaceful resolution to conflict. You gain the trained proficiency rank in [Nature](../skills.md#Nature). If you would automatically become trained in [Nature](../skills.md#Nature) (from your background or class, for example), you instead become trained in a skill of your choice. You know the Sylvan language and gain the [Natural Medicine](natural-medicine.md) skill feat. - -## Idyllkin leads to... - -[Agathion Magic](agathion-magic-loag.md), [Tranquil Sanctuary](tranquil-sanctuary-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 10* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/illusion-sense.md b/Compendium/feats/illusion-sense.md deleted file mode 100644 index de4cca68d..000000000 --- a/Compendium/feats/illusion-sense.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/gnome -aliases: ["Illusion Sense"] ---- -# Illusion Sense *Feat 1* -[gnome](../../Rules/traits/gnome.md) - - -Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both [Perception](../skills.md#Perception) checks and Will saves against illusions. When you come within 10 feet of an illusion that can be 0, the GM rolls a secret check for you to 0, even if you didn't spend an action to [Interact](../../Rules/actions/interact.md) with the illusion. - -## Illusion Sense leads to... - -[Intuitive Illusions](intuitive-illusions-locg.md), [Natural Illusionist](natural-illusionist-locg.md) - -## Summary - -*Source: Core Rulebook p. 44* -%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/impaling-briars.md b/Compendium/feats/impaling-briars.md deleted file mode 100644 index c639b134e..000000000 --- a/Compendium/feats/impaling-briars.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Impaling Briars"] ---- -# Impaling Briars *Feat 16* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Leaf order - -You can fill an area with devastating briars that impale and impede your foes. You gain the [impaling briars](../spells/impaling-briars.md) order spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/impaling-finisher-apg.md b/Compendium/feats/impaling-finisher-apg.md deleted file mode 100644 index f45a8c7a3..000000000 --- a/Compendium/feats/impaling-finisher-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Impaling Finisher"] ---- -# Impaling Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -You stab two foes with a single thrust or bash them together with one punch. Make a bludgeoning or piercing melee [Strike](../../Rules/actions/strike.md) and compare the attack roll result against the AC of up to two foes. One foe must be adjacent to you, and the other foe must be adjacent to and directly behind the first foe, in a straight line from your space. Roll damage once and apply it to each creature you hit. An Impaling Finisher counts as two attacks when calculating your multiple attack penalty. - -*Source: Advanced Player's Guide p. 90* -%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/impaling-thrust-apg.md b/Compendium/feats/impaling-thrust-apg.md deleted file mode 100644 index dfa1b64e7..000000000 --- a/Compendium/feats/impaling-thrust-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Impaling Thrust"] ---- -# Impaling Thrust [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: You are wielding a melee weapon that deals piercing damage. -- **Activity** Two-Action - -You impale your enemy and hold them in place with your weapon. Make a melee [Strike](../../Rules/actions/strike.md) with the required weapon. If the [Strike](../../Rules/actions/strike.md) hits and deals damage, your target is [grabbed](../../Rules/conditions.md#Grabbed) until they successfully [Escape](../../Rules/actions/escape.md), you attack with the required weapon, or you [Release](../../Rules/actions/release.md) the required weapon, whichever comes first. When the target is no longer [grabbed](../../Rules/conditions.md#Grabbed), they take [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) equal to the number of weapon damage dice. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/impassable-wall-stance-locg.md b/Compendium/feats/impassable-wall-stance-locg.md deleted file mode 100644 index 0c6661f72..000000000 --- a/Compendium/feats/impassable-wall-stance-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/champion -- trait/fighter -- trait/stance -- trait/uncommon -aliases: ["Impassable Wall Stance"] ---- -# Impassable Wall Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[champion](../../Rules/traits/champion.md) [fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) -- **Activity** Single Action - -You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) triggered by a move action, you disrupt that move action. - -*Source: Lost Omens: Character Guide p. 90* -%% #compendium/src/pf2e/locg #trait/champion #trait/fighter #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/impeccable-crafting.md b/Compendium/feats/impeccable-crafting.md deleted file mode 100644 index c160f0ff2..000000000 --- a/Compendium/feats/impeccable-crafting.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Impeccable Crafting"] ---- -# Impeccable Crafting *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting), [Specialty Crafting](specialty-crafting.md) - -You craft flawless creations with great efficiency. Whenever you roll a success at a [Crafting](../skills.md#Crafting) check to make an item of the type you chose with [Specialty Crafting](specialty-crafting.md), you get a critical success instead. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/impervious-vehicle-g-g.md b/Compendium/feats/impervious-vehicle-g-g.md deleted file mode 100644 index f20d298ac..000000000 --- a/Compendium/feats/impervious-vehicle-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Impervious Vehicle"] ---- -# Impervious Vehicle *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](vehicle-mechanic-dedication-g-g.md) - -From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. - -Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level. - -*Source: Guns & Gears p. 57* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/implausible-infiltration.md b/Compendium/feats/implausible-infiltration.md deleted file mode 100644 index 38e80a6fb..000000000 --- a/Compendium/feats/implausible-infiltration.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/move -- trait/rogue -aliases: ["Implausible Infiltration"] ---- -# Implausible Infiltration [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[magical](../../Rules/traits/magical.md) [move](../../Rules/traits/move.md) [rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: legendary in [Acrobatics](../skills.md#Acrobatics), [Quick Squeeze](quick-squeeze.md) -- **Requirements**: You are adjacent to a floor or vertical wall. -- **Activity** Two-Action - -You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling. - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/magical #trait/move #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/implausible-purchase-investigator-apg.md b/Compendium/feats/implausible-purchase-investigator-apg.md deleted file mode 100644 index 4baa78c4e..000000000 --- a/Compendium/feats/implausible-purchase-investigator-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Implausible Purchase (Investigator)"] ---- -# Implausible Purchase (Investigator) *Feat 16* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: Predictive Purchase - -It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use [Prescient Planner](prescient-planner-apg.md) even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you [Interact](../../Rules/actions/interact.md) to draw the item. In addition, five times per day, you can use [Prescient Planner](prescient-planner-apg.md) to pull out a common consumable item up to 6 levels lower than your level. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/implausible-purchase-rogue-apg.md b/Compendium/feats/implausible-purchase-rogue-apg.md deleted file mode 100644 index b5f842863..000000000 --- a/Compendium/feats/implausible-purchase-rogue-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Implausible Purchase (Rogue)"] ---- -# Implausible Purchase (Rogue) *Feat 18* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: Predictive Purchase - -Even when impossible, you always have exactly what you need. You can use [Prescient Planner](prescient-planner-apg.md) even if you have already used it after purchasing goods, and you can [Interact](../../Rules/actions/interact.md) to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use [Prescient Planner](prescient-planner-apg.md) to pull out a common consumable item up to 6 levels lower than your level. - -*Source: Advanced Player's Guide p. 137* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/implement-initiate-da.md b/Compendium/feats/implement-initiate-da.md deleted file mode 100644 index e722b4b62..000000000 --- a/Compendium/feats/implement-initiate-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Implement Initiate"] ---- -# Implement Initiate *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Thaumaturge Dedication](thaumaturge-dedication-da.md) - -You gain your first implement and esoterica|thaumaturge|DA|1||implement's initiate benefit. If the benefit affects the target of [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md), for you it affects the target of Glimpse Vulnerability instead. - -*Source: Dark Archive p. 49* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/implements-assault-da.md b/Compendium/feats/implements-assault-da.md deleted file mode 100644 index 8c4d7649f..000000000 --- a/Compendium/feats/implements-assault-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/evocation -- trait/magical -- trait/thaumaturge -aliases: ["Implement's Assault"] ---- -# Implement's Assault [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Requirements**: You're holding an implement. -- **Activity** Three-Action - -Your implement supercharges your weapon to shoot an impossible volley or carve through your foes. Make a [Strike](../../Rules/actions/strike.md) with your weapon against each enemy within 30 feet of you. You don't increase your multiple attack penalty until after making all the attacks. If your weapon is a melee weapon and any of the attacks are outside your reach, you [Release](../../Rules/actions/release.md) the weapon before the [Strikes](../../Rules/actions/strike.md), and it returns to your grasp after all of them. If your hands are full when the weapon returns, it falls to the ground in your space. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/evocation #trait/magical #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/implements-flight-da.md b/Compendium/feats/implements-flight-da.md deleted file mode 100644 index 1867d4c5c..000000000 --- a/Compendium/feats/implements-flight-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/primal -- trait/thaumaturge -- trait/transmutation -aliases: ["Implement's Flight"] ---- -# Implement's Flight *Feat 16* -[primal](../../Rules/traits/primal.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) [transmutation](../../Rules/traits/transmutation.md) - - -By weakening your relation to the ground and strengthening your relation to the sky, you've learned to soar through the air, your implement carrying you as surely as any broomstick or pestle. As long as you're holding a thaumaturge implement, you gain a fly Speed equal to your land Speed. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/primal #trait/thaumaturge #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/impose-order-da.md b/Compendium/feats/impose-order-da.md deleted file mode 100644 index c482f1592..000000000 --- a/Compendium/feats/impose-order-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/fortune -- trait/psyche -- trait/psychic -aliases: ["Impose Order"] ---- -# Impose Order [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fortune](../../Rules/traits/fortune.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Requirements**: precise discipline subconscious mind -- **Activity** Single Action - -You bring discipline to your mind and magic, ensuring that you don't under-perform. Until the end of your turn, instead of rolling dice for damage, count each damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, and 7 for d12). - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/fortune #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/impose-order-loag.md b/Compendium/feats/impose-order-loag.md deleted file mode 100644 index 7828b11af..000000000 --- a/Compendium/feats/impose-order-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -- trait/fortune -aliases: ["Impose Order"] ---- -# Impose Order [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[aphorite](../../Rules/traits/aphorite-loag.md) [fortune](../../Rules/traits/fortune.md) - -- **Frequency**: once per day -- **Trigger** You would critically fail a skill check or suffer an effect with the [misfortune](../../Rules/traits/misfortune.md) trait. -- **Activity** Reaction - -You shift the underlying fabric of reality to impose a baseline of order. - -If the trigger was a skill check, you instead receive a result of 10 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers). If the trigger was an effect with the [misfortune](../../Rules/traits/misfortune.md) trait, the [misfortune](../../Rules/traits/misfortune.md) and [fortune](../../Rules/traits/fortune.md) effects cancel each other out as normal, negating the triggering [misfortune](../../Rules/traits/misfortune.md) effect. - -*Source: Lost Omens: Ancestry Guide p. 78* -%% #compendium/src/pf2e/loag #trait/aphorite #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/imposing-destrier.md b/Compendium/feats/imposing-destrier.md deleted file mode 100644 index c69dddc6e..000000000 --- a/Compendium/feats/imposing-destrier.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Imposing Destrier"] ---- -# Imposing Destrier *Feat 10* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (steed), [Loyal Warhorse](loyal-warhorse.md) - -Under your care, your mount has realized its innate potential. The mount you gained through the [divine ally](divine-ally.md) class feature is now a nimble or savage animal companion. During an encounter, even if you don't use the [Command an Animal](../../Rules/actions/command-an-animal.md) action, your mount can still use 1 action on your turn to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). - -## Imposing Destrier leads to... - -[Auspicious Mount](auspicious-mount.md) - -## Summary - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/impossible-flurry.md b/Compendium/feats/impossible-flurry.md deleted file mode 100644 index a0b93e048..000000000 --- a/Compendium/feats/impossible-flurry.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/open -- trait/ranger -aliases: ["Impossible Flurry"] ---- -# Impossible Flurry [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) [ranger](../../Rules/traits/ranger.md) - -- **Requirements**: You are wielding two melee weapons, each in a different hand. -- **Activity** Three-Action - -You forgo precision to attack at an impossible speed. Make three melee [Strikes](../../Rules/actions/strike.md) with each of the required weapons. All of these [Strikes](../../Rules/actions/strike.md) take the maximum multiple attack penalty, as if you had already made two or more attacks this turn. - -## Impossible Flurry leads to... - -[Accurate Flurry](accurate-flurry-apg.md) - -## Summary - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/flourish #trait/open #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/impossible-gossip-lotgb.md b/Compendium/feats/impossible-gossip-lotgb.md deleted file mode 100644 index ca96cc5b2..000000000 --- a/Compendium/feats/impossible-gossip-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -- trait/uncommon -aliases: ["Impossible Gossip"] ---- -# Impossible Gossip *Feat 13* -[poppet](../../Rules/traits/poppet-lotgb.md) [uncommon](../../Rules/traits/uncommon.md) - - -You can speak to inanimate objects, finding a magical spark within them similar to the one that animated you. You can cast [stone tell](../spells/stone-tell.md) once per day as an arcane innate spell, but instead of speaking with natural or worked stone, you speak with toys, statues, or other three-dimensional inanimate objects crafted to mimic a creature's appearance, regardless of their composition. The GM has discretion over which objects you can speak with and what they know, although objects generally have a good opinion of those who have cared for them and a poor opinion of those who have neglected or ignored them. - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/impossible-polymath.md b/Compendium/feats/impossible-polymath.md deleted file mode 100644 index c9283b013..000000000 --- a/Compendium/feats/impossible-polymath.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Impossible Polymath"] ---- -# Impossible Polymath *Feat 18* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), or [Religion](../skills.md#Religion); [Esoteric Polymath](esoteric-polymath.md) - -Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don't understand. As long as you're trained in [Arcana](../skills.md#Arcana), you can add arcane spells to your book from Esoteric Polymath; as long as you're trained in [Nature](../skills.md#Nature), you can add primal spells to your book; and as long as you are trained in [Religion](../skills.md#Religion), you can add divine spells to your book. - -Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can't retain any spells from another tradition when you prepare again, even if you have [Eclectic Polymath](eclectic-polymath.md). - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/impossible-riposte-apg.md b/Compendium/feats/impossible-riposte-apg.md deleted file mode 100644 index 1ff6698c6..000000000 --- a/Compendium/feats/impossible-riposte-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Impossible Riposte"] ---- -# Impossible Riposte *Feat 14* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: [Opportune Riposte](../../Rules/actions/opportune-riposte-apg.md) - -Your ripostes can deflect attacks back at their source. You can use Opportune Riposte with a trigger of "A foe outside of your reach critically fails an attack roll against you" in addition to its usual trigger. When you use Opportune Riposte with this new trigger against a ranged attack, your [Strike](../../Rules/actions/strike.md) deflects some of the triggering effect back toward its source. Compare the result of your attack roll to the AC of the triggering foe. On a hit, you deal the normal amount of damage for your [Strike](../../Rules/actions/strike.md), but the damage type changes to that of the triggering attack. - -For instance, if you used Opportune Riposte to deflect a ray of frost, your [Strike](../../Rules/actions/strike.md) would deal cold damage instead of its normal damage type. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/impossible-snares-apg.md b/Compendium/feats/impossible-snares-apg.md deleted file mode 100644 index 9583ccb85..000000000 --- a/Compendium/feats/impossible-snares-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Impossible Snares"] ---- -# Impossible Snares *Feat 20* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Ubiquitous Snares](ubiquitous-snares.md) - -You can create endless shorter-lived snares, protecting your lair or using them against foes. Once per minute, you can [Craft](../../Rules/actions/craft.md) one of the snares you've prepared for quick deployment without expending the prepared snare. Once deployed, such a snare lasts for 10 minutes before losing its effectiveness. - -*Source: Advanced Player's Guide p. 133* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/impossible-striker.md b/Compendium/feats/impossible-striker.md deleted file mode 100644 index c79b086af..000000000 --- a/Compendium/feats/impossible-striker.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Impossible Striker"] ---- -# Impossible Striker *Feat 20* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: [Sly Striker](sly-striker.md) - -Your attacks are swift and deadly beyond explanation. Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn't [flat-footed](../../Rules/conditions.md#Flat-footed). - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/impossible-technique.md b/Compendium/feats/impossible-technique.md deleted file mode 100644 index d505c65a6..000000000 --- a/Compendium/feats/impossible-technique.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fortune -- trait/monk -aliases: ["Impossible Technique"] ---- -# Impossible Technique [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[fortune](../../Rules/traits/fortune.md) [monk](../../Rules/traits/monk.md) - -- **Trigger** An enemy's attack hits you or you fail a saving throw against an enemy's ability. -- **Requirements**: You are not armored or [fatigued](../../Rules/conditions.md#Fatigued). -- **Activity** Reaction - -You execute a maneuver that defies possibility. If the triggering effect was an enemy's attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/fortune #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/impossible-volley-fighter.md b/Compendium/feats/impossible-volley-fighter.md deleted file mode 100644 index ceb5ff48a..000000000 --- a/Compendium/feats/impossible-volley-fighter.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -- trait/open -aliases: ["Impossible Volley (Fighter)"] ---- -# Impossible Volley (Fighter) [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Requirements**: You are wielding a ranged weapon with the [volley](../../Rules/traits/volley.md) trait and [reload 0](../../Rules/traits/reload.md). -- **Activity** Three-Action - -You fire a volley at all foes in an area. Make one [Strike](../../Rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. - -Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/impossible-volley-ranger.md b/Compendium/feats/impossible-volley-ranger.md deleted file mode 100644 index 6d574da65..000000000 --- a/Compendium/feats/impossible-volley-ranger.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/open -- trait/ranger -aliases: ["Impossible Volley (Ranger)"] ---- -# Impossible Volley (Ranger) [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) [ranger](../../Rules/traits/ranger.md) - -- **Requirements**: You are wielding a ranged weapon with the [volley](../../Rules/traits/volley.md) trait and reload <0>. -- **Activity** Three-Action - -You fire a volley at all foes in an area. Make one [Strike](../../Rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. - -Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/flourish #trait/open #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/impressive-landing-apg.md b/Compendium/feats/impressive-landing-apg.md deleted file mode 100644 index ebb51edc8..000000000 --- a/Compendium/feats/impressive-landing-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -aliases: ["Impressive Landing"] ---- -# Impressive Landing [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) - -- **Trigger** You fall at least 10 feet and land on a solid surface. -- **Activity** Reaction - -You slam into the ground, shattering it around you. Treat the fall as 10 feet shorter. You land on your feet. All adjacent spaces become difficult terrain, and creatures in those spaces when you land take 5 bludgeoning damage as the debris hits them and are [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of their next turn. - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/impressive-mount-apg.md b/Compendium/feats/impressive-mount-apg.md deleted file mode 100644 index 520510df3..000000000 --- a/Compendium/feats/impressive-mount-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Impressive Mount"] ---- -# Impressive Mount *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) - -You've trained your mount to become a powerful force on the battlefield. The mount you gained through the [Cavalier Dedication](cavalier-dedication-apg.md) feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the [Command an Animal](../../Rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). - -## Impressive Mount leads to... - -[Incredible Mount](incredible-mount-apg.md), [Specialized Mount](specialized-mount-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 164* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/impressive-performance.md b/Compendium/feats/impressive-performance.md deleted file mode 100644 index 7c24729a0..000000000 --- a/Compendium/feats/impressive-performance.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Impressive Performance"] ---- -# Impressive Performance *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Performance](../skills.md#Performance) - -Your performances inspire admiration and win you fans. You can [Make an Impression](../../Rules/actions/make-an-impression.md) using [Performance](../skills.md#Performance) instead of [Diplomacy](../skills.md#Diplomacy). - -## Impressive Performance leads to... - -[Gladiator Dedication](gladiator-dedication-apg.md), [Fancy Moves](fancy-moves-apg.md), [Performative Weapons Training](performative-weapons-training-apg.md), [Play To The Crowd](play-to-the-crowd-apg.md), [Call Your Shot](call-your-shot-apg.md), [Stage Fighting](stage-fighting-apg.md) - -## Summary - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/improbable-elixirs.md b/Compendium/feats/improbable-elixirs.md deleted file mode 100644 index 1bd929d61..000000000 --- a/Compendium/feats/improbable-elixirs.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Improbable Elixirs"] ---- -# Improbable Elixirs *Feat 18* -[alchemist](../../Rules/traits/alchemist.md) - - -Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to create these potions as alchemical items with the [elixir](../../Rules/traits/elixir.md) trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use [alchemist's tools](../equipment/items/alchemists-tools.md) (for [Quick Alchemy](../../Rules/actions/quick-alchemy.md)) or an [alchemist's lab](../equipment/items/alchemists-lab.md) (for the [Craft](../../Rules/actions/craft.md) activity) instead of any other required tool kits. Other than that, the formula does not change. Once you've chosen the potion formulas, they can't be changed. - -*Source: Core Rulebook p. 81* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/improved-communal-healing.md b/Compendium/feats/improved-communal-healing.md deleted file mode 100644 index ba6be9967..000000000 --- a/Compendium/feats/improved-communal-healing.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Improved Communal Healing"] ---- -# Improved Communal Healing *Feat 4* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Communal Healing](communal-healing.md) - -You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your [heal](../spells/heal.md) spell instead of yourself. You can also use Communal Healing when you target only yourself with a [heal](../spells/heal.md) spell, though if you do, you must grant the additional healing to someone other than yourself. - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/improved-dueling-riposte.md b/Compendium/feats/improved-dueling-riposte.md deleted file mode 100644 index 3a98e006a..000000000 --- a/Compendium/feats/improved-dueling-riposte.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Improved Dueling Riposte"] ---- -# Improved Dueling Riposte *Feat 12* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Dueling Riposte](dueling-riposte.md) - -Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from [Dueling Parry](dueling-parry.md). - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/improved-elemental-bulwark-loag.md b/Compendium/feats/improved-elemental-bulwark-loag.md deleted file mode 100644 index 8f0e3069d..000000000 --- a/Compendium/feats/improved-elemental-bulwark-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Improved Elemental Bulwark"] ---- -# Improved Elemental Bulwark *Feat 13* -[suli](../../Rules/traits/suli-b2.md) - -- **Prerequisites**: [Elemental Bulwark](elemental-bulwark-loag.md) - -You gain resistance 10 from Elemental Bulwark instead of 5. - -*Source: Lost Omens: Ancestry Guide p. 112* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/improved-familiar-familiar-master-apg.md b/Compendium/feats/improved-familiar-familiar-master-apg.md deleted file mode 100644 index 23bce1990..000000000 --- a/Compendium/feats/improved-familiar-familiar-master-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Improved Familiar (Familiar Master)"] ---- -# Improved Familiar (Familiar Master) *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Familiar Master Dedication](familiar-master-dedication-apg.md) - -You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal. - -*Source: Advanced Player's Guide p. 174* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/improved-familiar-witch-apg.md b/Compendium/feats/improved-familiar-witch-apg.md deleted file mode 100644 index be9b5130f..000000000 --- a/Compendium/feats/improved-familiar-witch-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Improved Familiar (Witch)"] ---- -# Improved Familiar (Witch) *Feat 4* -[witch](../../Rules/traits/witch-apg.md) - - -You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal. - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/improved-hijack-undead-ooa3.md b/Compendium/feats/improved-hijack-undead-ooa3.md deleted file mode 100644 index 7e779c192..000000000 --- a/Compendium/feats/improved-hijack-undead-ooa3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Improved Hijack Undead"] ---- -# Improved Hijack Undead *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Clockwork Reanimator Dedication](clockwork-reanimator-dedication-ooa3.md), [Hijack Undead](hijack-undead-ooa3.md) - -Undead creatures find it all but impossible to resist your commands. When you use [Hijack Undead](hijack-undead-ooa3.md), if the undead fails its save, it becomes your [minion](../../Rules/traits/minion.md) for 10 minutes. If it critically fails, it becomes your [minion](../../Rules/traits/minion.md) for 24 hours. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/improved-knockback.md b/Compendium/feats/improved-knockback.md deleted file mode 100644 index def239661..000000000 --- a/Compendium/feats/improved-knockback.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Improved Knockback"] ---- -# Improved Knockback *Feat 12* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) - -When you successfully [Shove](../../Rules/actions/shove.md) a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in [Athletics](../skills.md#Athletics). - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/improved-knockdown.md b/Compendium/feats/improved-knockdown.md deleted file mode 100644 index c1dd4481c..000000000 --- a/Compendium/feats/improved-knockdown.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Improved Knockdown"] ---- -# Improved Knockdown *Feat 10* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Knockdown](knockdown.md) - -You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a [Strike](../../Rules/actions/strike.md) followed by a [Trip](../../Rules/actions/trip.md), you can attempt a single [Strike](../../Rules/actions/strike.md). If you do and your [Strike](../../Rules/actions/strike.md) hits, instead of rolling a check for your [Trip](../../Rules/actions/trip.md) attempt, you also apply the critical success effect of a [Trip](../../Rules/actions/trip.md). If you used a two-handed melee weapon for the [Strike](../../Rules/actions/strike.md), you can use the weapon's damage die size instead of the regular die size for the damage from a critical [Trip](../../Rules/actions/trip.md). - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/improved-reflexive-shield.md b/Compendium/feats/improved-reflexive-shield.md deleted file mode 100644 index b0b9562d3..000000000 --- a/Compendium/feats/improved-reflexive-shield.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Improved Reflexive Shield"] ---- -# Improved Reflexive Shield *Feat 16* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Reflexive Shield](reflexive-shield.md) - -Your shield can help save nearby allies. When you use [Shield Block](shield-block.md) against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/improved-swift-banishment.md b/Compendium/feats/improved-swift-banishment.md deleted file mode 100644 index 930ea9e32..000000000 --- a/Compendium/feats/improved-swift-banishment.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Improved Swift Banishment"] ---- -# Improved Swift Banishment *Feat 18* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Swift Banishment](swift-banishment.md) - -You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don't have [banishment](../spells/banishment.md) prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment. - -*Source: Core Rulebook p. 127* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/improvisational-defender-ec3.md b/Compendium/feats/improvisational-defender-ec3.md deleted file mode 100644 index 5576be906..000000000 --- a/Compendium/feats/improvisational-defender-ec3.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Improvisational Defender"] ---- -# Improvisational Defender *Feat 1* -[shoony](../../Rules/traits/shoony-ec3.md) - - -You are always prepared for fights that frequently disrupt seemingly peaceful times. When you use an improvised weapon or a shoddy weapon, you don't take the –2 item penalty to attack rolls. - -*Source: Extinction Curse #3: Life's Long Shadows p. 72* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/improvisational-warrior-ec3.md b/Compendium/feats/improvisational-warrior-ec3.md deleted file mode 100644 index b7c2dc012..000000000 --- a/Compendium/feats/improvisational-warrior-ec3.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Improvisational Warrior"] ---- -# Improvisational Warrior *Feat 9* -[shoony](../../Rules/traits/shoony-ec3.md) - -- **Prerequisites**: Improvisational Defender - -When you use an improvised weapon, you apply the critical specialization of a brawling weapon to it. - -Depending on the shape and nature of the improvised weapon, your GM might determine another weapon group's critical specialization is more appropriate. - -*Source: Extinction Curse #3: Life's Long Shadows p. 73* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/improvise-tool-apg.md b/Compendium/feats/improvise-tool-apg.md deleted file mode 100644 index 72f5a0225..000000000 --- a/Compendium/feats/improvise-tool-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Improvise Tool"] ---- -# Improvise Tool *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You can jury-rig solutions when you don't have the proper tools on hand. You can attempt to [Repair](../../Rules/actions/repair.md) damaged items without a repair kit. - -If you have the raw materials available, you can [Craft](../../Rules/actions/craft.md) a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves' picks, long or short tool, or torch without consulting a basic crafter's book. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/improvised-crafting-lopsg.md b/Compendium/feats/improvised-crafting-lopsg.md deleted file mode 100644 index bab8e9b6b..000000000 --- a/Compendium/feats/improvised-crafting-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/exploration -- trait/manipulate -- trait/skill -aliases: ["Improvised Crafting"] ---- -# Improvised Crafting *Feat 8* -[archetype](../../Rules/traits/archetype.md) [exploration](../../Rules/traits/exploration.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md), expert in [Crafting](../skills.md#Crafting) - -You've learned to repair your equipment even in challenging circumstances, making use of what you have available. You can attempt to [Repair](../../Rules/actions/repair.md) an item without a repair kit, instead improvising tools out of your gear or found items. This adds 5 minutes to the time it takes to [Repair](../../Rules/actions/repair.md) the item. You can also [Repair](../../Rules/actions/repair.md) an item while on the move without needing a stable surface. This adds 10 minutes to the times it takes to [Repair](../../Rules/actions/repair.md) the item. - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/exploration #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/improvised-critical-apg.md b/Compendium/feats/improvised-critical-apg.md deleted file mode 100644 index c6298b2b5..000000000 --- a/Compendium/feats/improvised-critical-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Improvised Critical"] ---- -# Improvised Critical *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](weapon-improviser-dedication-apg.md) - -You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is. - -*Source: Advanced Player's Guide p. 199* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/improvised-pummel-apg.md b/Compendium/feats/improvised-pummel-apg.md deleted file mode 100644 index 181ed930b..000000000 --- a/Compendium/feats/improvised-pummel-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Improvised Pummel"] ---- -# Improvised Pummel [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](weapon-improviser-dedication-apg.md) -- **Requirements**: You are wielding an improvised weapon. -- **Activity** Single Action - -You make a [Strike](../../Rules/actions/strike.md) with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the [Strike](../../Rules/actions/strike.md) deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit. - -At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the [Strike](../../Rules/actions/strike.md) deals three weapon damage dice if it would have dealt fewer, instead of two. - -## Improvised Pummel leads to... - -[Shattering Strike](shattering-strike-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 199* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/improvised-repair-apg.md b/Compendium/feats/improvised-repair-apg.md deleted file mode 100644 index 8c1fd9b7f..000000000 --- a/Compendium/feats/improvised-repair-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Improvised Repair"] ---- -# Improvised Repair [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 3* -[general](../../Rules/traits/general.md) - -- **Activity** Three-Action - -You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a [broken](../../Rules/conditions.md#Broken) non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer [broken](../../Rules/conditions.md#Broken), it is also no longer shoddy. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/in-plain-sight-da.md b/Compendium/feats/in-plain-sight-da.md deleted file mode 100644 index a37c6c9dc..000000000 --- a/Compendium/feats/in-plain-sight-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/skill -aliases: ["In Plain Sight"] ---- -# In Plain Sight *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Alter Ego Dedication](alter-ego-dedication-da.md) - -People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use [Deception](../skills.md#Deception) in place of [Stealth](../skills.md#Stealth) when using the [Avoid Notice](../../Rules/actions/avoid-notice.md) exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks. - -*Source: Dark Archive p. 127* -%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/incredible-aim.md b/Compendium/feats/incredible-aim.md deleted file mode 100644 index bff22684b..000000000 --- a/Compendium/feats/incredible-aim.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/fighter -aliases: ["Incredible Aim"] ---- -# Incredible Aim [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[concentrate](../../Rules/traits/concentrate.md) [fighter](../../Rules/traits/fighter.md) - -- **Activity** Two-Action - -By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon [Strike](../../Rules/actions/strike.md). On this [Strike](../../Rules/actions/strike.md), you gain a +2 circumstance bonus to the attack roll and ignore the target's [concealed](../../Rules/conditions.md#Concealed) condition. - -## Incredible Aim leads to... - -[Incredible Ricochet](incredible-ricochet.md) - -## Summary - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/incredible-beastmaster-companion-apg.md b/Compendium/feats/incredible-beastmaster-companion-apg.md deleted file mode 100644 index 7bece3c7d..000000000 --- a/Compendium/feats/incredible-beastmaster-companion-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Incredible Beastmaster Companion"] ---- -# Incredible Beastmaster Companion *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mature Beastmaster Companion](mature-beastmaster-companion-apg.md) - -Your mature animal companions continue to grow and develop. - -They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion. - -## Incredible Beastmaster Companion leads to... - -[Specialized Beastmaster Companion](specialized-beastmaster-companion-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 160* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/incredible-companion-ranger.md b/Compendium/feats/incredible-companion-ranger.md deleted file mode 100644 index 750ec67eb..000000000 --- a/Compendium/feats/incredible-companion-ranger.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Incredible Companion (Ranger)"] ---- -# Incredible Companion (Ranger) *Feat 10* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Mature Animal Companion (Ranger)](mature-animal-companion-ranger.md) - -Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. - -## Incredible Companion (Ranger) leads to... - -[Specialized Companion (Ranger)](specialized-companion-ranger.md) - -## Summary - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/incredible-construct-companion-g-g.md b/Compendium/feats/incredible-construct-companion-g-g.md deleted file mode 100644 index 0b4c9da15..000000000 --- a/Compendium/feats/incredible-construct-companion-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Incredible Construct Companion"] ---- -# Incredible Construct Companion *Feat 8* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: [Advanced Construct Companion](advanced-construct-companion-g-g.md) - -Thanks to your continual tinkering, your construct companion has advanced to an astounding new stage of engineering, enhancing all its attributes. Your construct companion becomes an incredible construct companion. - -*Source: Guns & Gears p. 28* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/incredible-familiar-familiar-master-apg.md b/Compendium/feats/incredible-familiar-familiar-master-apg.md deleted file mode 100644 index 8a7343b6b..000000000 --- a/Compendium/feats/incredible-familiar-familiar-master-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Incredible Familiar (Familiar Master)"] ---- -# Incredible Familiar (Familiar Master) *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Enhanced Familiar - -Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four. - -*Source: Advanced Player's Guide p. 174* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/incredible-familiar-thaumaturge-da.md b/Compendium/feats/incredible-familiar-thaumaturge-da.md deleted file mode 100644 index 1f4474e34..000000000 --- a/Compendium/feats/incredible-familiar-thaumaturge-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Incredible Familiar (Thaumaturge)"] ---- -# Incredible Familiar (Thaumaturge) *Feat 8* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Enhanced Familiar - -By taking the best parts of each magical tradition, you've found a way to grant your familiar even more abilities than other familiars. You can select a base of six familiar or master abilities each day, instead of four. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/incredible-familiar-witch-apg.md b/Compendium/feats/incredible-familiar-witch-apg.md deleted file mode 100644 index 70aba4b83..000000000 --- a/Compendium/feats/incredible-familiar-witch-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Incredible Familiar (Witch)"] ---- -# Incredible Familiar (Witch) *Feat 8* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: Enhanced Familiar - -Your familiar is imbued with even more magic than other familiars. You can select a base of six familiar or master abilities each day, instead of four. - -**Special.** Add the bonus familiar abilities you gain for being a witch to this amount. - -*Source: Advanced Player's Guide p. 103* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/incredible-ferocity.md b/Compendium/feats/incredible-ferocity.md deleted file mode 100644 index 9f5fb582f..000000000 --- a/Compendium/feats/incredible-ferocity.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/orc -aliases: ["Incredible Ferocity"] ---- -# Incredible Ferocity *Feat 13* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Ferocity](orc-ferocity.md) - -Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use [Orc Ferocity](orc-ferocity.md) with a frequency of once per hour, rather than once per day. - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/incredible-improvisation.md b/Compendium/feats/incredible-improvisation.md deleted file mode 100644 index aad2989bf..000000000 --- a/Compendium/feats/incredible-improvisation.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/human -aliases: ["Incredible Improvisation"] ---- -# Incredible Improvisation [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Clever Improviser](clever-improviser.md) -- **Frequency**: once per day -- **Trigger** You attempt a check using a skill you're untrained in. -- **Activity** Free Action - -A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check. - -*Source: Core Rulebook p. 57* -%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/incredible-luck-apg.md b/Compendium/feats/incredible-luck-apg.md deleted file mode 100644 index 3cea4acc2..000000000 --- a/Compendium/feats/incredible-luck-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fortune -- trait/swashbuckler -aliases: ["Incredible Luck"] ---- -# Incredible Luck *Feat 18* -[fortune](../../Rules/traits/fortune.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: [Charmed Life](charmed-life-apg.md) - -You always seem to bounce back from the worst. When you use Charmed Life, roll the save twice (including the +2 circumstance bonus from Charmed Life) and use the better result. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/incredible-luck-locg.md b/Compendium/feats/incredible-luck-locg.md deleted file mode 100644 index c3875b46b..000000000 --- a/Compendium/feats/incredible-luck-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Incredible Luck"] ---- -# Incredible Luck *Feat 13* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Halfling Luck](halfling-luck.md) - -Even other halflings consider you to be particularly lucky. You can use [Halfling Luck](halfling-luck.md) once per hour, rather than once per day. If you have [Guiding Luck](guiding-luck.md), you can still use [Halfling Luck](halfling-luck.md) when you fail a [Perception](../skills.md#Perception) check or attack roll only once per day (though you can use it within the same hour that you used [Halfling Luck](halfling-luck.md)), and if you have [Shared Luck](shared-luck-apg.md), you can still use [Halfling Luck](halfling-luck.md) on an ally instead of yourself only once per day. - -*Source: Lost Omens: Character Guide p. 45* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/incredible-mount-apg.md b/Compendium/feats/incredible-mount-apg.md deleted file mode 100644 index e1773dd42..000000000 --- a/Compendium/feats/incredible-mount-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Incredible Mount"] ---- -# Incredible Mount *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Impressive Mount](impressive-mount-apg.md) - -Under your care and training, your mount has realized its innate potential. The mount you gained through the [Cavalier Dedication](cavalier-dedication-apg.md) feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. - -## Incredible Mount leads to... - -[Specialized Mount](specialized-mount-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 165* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/incredible-reanimated-companion-ooa3.md b/Compendium/feats/incredible-reanimated-companion-ooa3.md deleted file mode 100644 index bbbf5d544..000000000 --- a/Compendium/feats/incredible-reanimated-companion-ooa3.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Incredible Reanimated Companion"] ---- -# Incredible Reanimated Companion *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Advanced Reanimated Companion](advanced-reanimated-companion-ooa3.md) - -You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities. It becomes an incredible construct companion. - -## Incredible Reanimated Companion leads to... - -[Paragon Reanimated Companion](paragon-reanimated-companion-ooa3.md) - -## Summary - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/incredible-recollection-av2.md b/Compendium/feats/incredible-recollection-av2.md deleted file mode 100644 index a55d195cf..000000000 --- a/Compendium/feats/incredible-recollection-av2.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Incredible Recollection"] ---- -# Incredible Recollection [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) -- **Activity** Single Action - -You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 [Recall Knowledge](../../Rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you can't use them for these actions. - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/incredible-ricochet.md b/Compendium/feats/incredible-ricochet.md deleted file mode 100644 index d2278fa5a..000000000 --- a/Compendium/feats/incredible-ricochet.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/fighter -- trait/press -aliases: ["Incredible Ricochet"] ---- -# Incredible Ricochet [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Prerequisites**: [Incredible Aim](incredible-aim.md) -- **Activity** Single Action - -After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon [Strike](../../Rules/actions/strike.md) against a creature you previously attacked this turn. You ignore the target's [concealed](../../Rules/conditions.md#Concealed) condition and all cover. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/incredible-scout-apg.md b/Compendium/feats/incredible-scout-apg.md deleted file mode 100644 index ef736e697..000000000 --- a/Compendium/feats/incredible-scout-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Incredible Scout"] ---- -# Incredible Scout *Feat 11* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: master in [Perception](../skills.md#Perception) - -When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the [Scout](../../Rules/actions/scout.md) exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. - -*Source: Advanced Player's Guide p. 206* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/inertial-barrier-da.md b/Compendium/feats/inertial-barrier-da.md deleted file mode 100644 index c4316088b..000000000 --- a/Compendium/feats/inertial-barrier-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/amp -- trait/occult -- trait/psychic -aliases: ["Inertial Barrier"] ---- -# Inertial Barrier *Feat 6* -[abjuration](../../Rules/traits/abjuration.md) [amp](../../Rules/traits/amp-da.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - - -Your spell leaves behind barriers that reduce shock and motion. - -Use this amp in place of a psi cantrip's normal amp entry. Amp You or one target of the spell gains resistance to physical damage equal to 2 + the spell's level until the start of your next turn. - -*Source: Dark Archive p. 25* -%% #compendium/src/pf2e/da #trait/abjuration #trait/amp #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/inescapable-grasp-lotgb.md b/Compendium/feats/inescapable-grasp-lotgb.md deleted file mode 100644 index eddccfa94..000000000 --- a/Compendium/feats/inescapable-grasp-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Inescapable Grasp"] ---- -# Inescapable Grasp *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) - -Your grasp has a supernatural quality to it, preventing your foes from easily escaping—with or without magical assistance. - -If a creature you have [grabbed](../../Rules/conditions.md#Grabbed) attempts to use a teleportation spell or effect, it must succeed at a DC 15 flat check or the spell fails. If a creature you have [grabbed](../../Rules/conditions.md#Grabbed) attempts to [Escape](../../Rules/actions/escape.md) while under the effect of freedom of movement, it must succeed at a DC 15 flat check or be forced to roll the [Escape](../../Rules/actions/escape.md) attempt normally, rather than automatically succeeding. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/inexhaustible-countermoves-apg.md b/Compendium/feats/inexhaustible-countermoves-apg.md deleted file mode 100644 index 69412925a..000000000 --- a/Compendium/feats/inexhaustible-countermoves-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Inexhaustible Countermoves"] ---- -# Inexhaustible Countermoves *Feat 20* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -You can react whenever a foe leaves a gap in their defenses. At the start of each enemy's turn, you gain an extra reaction you can use only during that turn to perform an [Opportune Riposte](../../Rules/actions/opportune-riposte-apg.md), or an Attack of Opportunity if you have that reaction. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/infectious-emotions-som.md b/Compendium/feats/infectious-emotions-som.md deleted file mode 100644 index 5a8458cfe..000000000 --- a/Compendium/feats/infectious-emotions-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Infectious Emotions"] ---- -# Infectious Emotions *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cathartic Mage Dedication](cathartic-mage-dedication-som.md) - -When you use Catharsis, one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect. - -*Source: Secrets of Magic p. 195* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/infiltrate-dream-da.md b/Compendium/feats/infiltrate-dream-da.md deleted file mode 100644 index ca5f52413..000000000 --- a/Compendium/feats/infiltrate-dream-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/enchantment -- trait/mental -- trait/occult -aliases: ["Infiltrate Dream"] ---- -# Infiltrate Dream *Feat 6* -[archetype](../../Rules/traits/archetype.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) - -Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream. - -While within the dream, you can attempt an [Occultism](../skills.md#Occultism) check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure. - -> [!success-degree] -> - **Critical Success** You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer. -> - **Success** You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information. -> - **Critical Failure** The dreams mislead you, and you learn an erroneous piece of information. - -## Infiltrate Dream leads to... - -[Oneiric Influence](oneiric-influence-da.md) - -## Summary - -*Source: Dark Archive p. 206* -%% #compendium/src/pf2e/da #trait/archetype #trait/enchantment #trait/mental #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/influence-nature-apg.md b/Compendium/feats/influence-nature-apg.md deleted file mode 100644 index b61d4a1bd..000000000 --- a/Compendium/feats/influence-nature-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/downtime -- trait/general -- trait/skill -aliases: ["Influence Nature"] ---- -# Influence Nature *Feat 7* -[downtime](../../Rules/traits/downtime.md) [general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Nature](../skills.md#Nature) - -With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in [Nature](../skills.md#Nature), you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes. - -*Source: Advanced Player's Guide p. 207* -%% #compendium/src/pf2e/apg #trait/downtime #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/initial-eidolon-ability-som.md b/Compendium/feats/initial-eidolon-ability-som.md deleted file mode 100644 index 6d0b4a53f..000000000 --- a/Compendium/feats/initial-eidolon-ability-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Initial Eidolon Ability"] ---- -# Initial Eidolon Ability *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Summoner Dedication](summoner-dedication-som.md) - -Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type. - -*Source: Secrets of Magic p. 77* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/innate-magic-intuition-lopsg.md b/Compendium/feats/innate-magic-intuition-lopsg.md deleted file mode 100644 index 9cd91b7e0..000000000 --- a/Compendium/feats/innate-magic-intuition-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Innate Magic Intuition"] ---- -# Innate Magic Intuition *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You've spent countless hours learning to recognize and predict a creature's innate magical abilities. The first time you successfully [Recall Knowledge](../../Rules/actions/recall-knowledge.md) to identify a creature, in addition to any information you learn from your successful check, you learn the names of three of the highest-level innate spells it can cast, and you gain a +2 circumstance bonus on your next save against an innate spell cast by that creature. - -*Source: Lost Omens: Pathfinder Society Guide p. 45* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/inner-breath-loag.md b/Compendium/feats/inner-breath-loag.md deleted file mode 100644 index 75e02b6b6..000000000 --- a/Compendium/feats/inner-breath-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Inner Breath"] ---- -# Inner Breath *Feat 9* -[sylph](../../Rules/traits/sylph-b2.md) - - -Your body is capable of recycling its own air. When you hold your breath, you can do so for an additional hour. At the end of this hour, your body needs to rest before it can recycle air again. This rest requires 10 minutes of exposure to breathable air. - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/inner-fire-loag.md b/Compendium/feats/inner-fire-loag.md deleted file mode 100644 index e7e043ffd..000000000 --- a/Compendium/feats/inner-fire-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -aliases: ["Inner Fire"] ---- -# Inner Fire *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) - - -You can call the fire inside you into the palm of your hand. You can cast the [produce flame](../spells/produce-flame.md) cantrip as an innate primal or arcane spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Ancestry Guide p. 103* -%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/inner-fire-som.md b/Compendium/feats/inner-fire-som.md deleted file mode 100644 index 7c9c9e220..000000000 --- a/Compendium/feats/inner-fire-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/monk -aliases: ["Inner Fire"] ---- -# Inner Fire *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Stoked Flame Stance](stoked-flame-stance-som.md) - -While you're in Stoked Flame Stance, you have cold and fire resistance equal to half your level, and any creature that hits you with an unarmed attack, tries to Grab or [Grapple](../../Rules/actions/grapple.md) you, or otherwise touches you takes fire damage equal to your Wisdom modifier (minimum 1). A creature can take this damage no more than once per turn. - -*Source: Secrets of Magic p. 202* -%% #compendium/src/pf2e/som #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/inner-strength-apg.md b/Compendium/feats/inner-strength-apg.md deleted file mode 100644 index 58e7fcc9e..000000000 --- a/Compendium/feats/inner-strength-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/concentrate -- trait/rage -aliases: ["Inner Strength"] ---- -# Inner Strength [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Single Action - -Your strength is part of your rage, so as long as your anger remains, you can gather your strength and rage to overcome any sort of enfeeblement. You reduce your [enfeebled](../../Rules/conditions.md#Enfeebled) condition's value by 1. - -*Source: Advanced Player's Guide p. 109* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/innocent-butterfly-frp1.md b/Compendium/feats/innocent-butterfly-frp1.md deleted file mode 100644 index 2f90645fd..000000000 --- a/Compendium/feats/innocent-butterfly-frp1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Innocent Butterfly"] ---- -# Innocent Butterfly *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](butterfly-blade-dedication-frp1.md) - -You know how to alter the perceptions of others. You can cast [aura of the unremarkable](../spells/aura-of-the-unremarkable-frp1.md) once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/innocuous-locg.md b/Compendium/feats/innocuous-locg.md deleted file mode 100644 index 7f9cb7536..000000000 --- a/Compendium/feats/innocuous-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Innocuous"] ---- -# Innocuous *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -Halflings have been unobtrusive assistants of larger folk for untold ages, and your people count on this assumption of innocence. You gain the trained proficiency rank in [Deception](../skills.md#Deception) (or another skill of your choice, if you're already trained in [Deception](../skills.md#Deception)) - -If you fail a [Deception](../skills.md#Deception) check to [Create a Diversion](../../Rules/actions/create-a-diversion.md), humanoid creatures aren't aware that you were trying to trick them unless you get a critical failure on your roll. - -*Source: Lost Omens: Character Guide p. 44* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/inoculation-apg.md b/Compendium/feats/inoculation-apg.md deleted file mode 100644 index 48f37e403..000000000 --- a/Compendium/feats/inoculation-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/healing -- trait/skill -aliases: ["Inoculation"] ---- -# Inoculation *Feat 1* -[general](../../Rules/traits/general.md) [healing](../../Rules/traits/healing.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine) - -You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully [Treat a Disease](../../Rules/actions/treat-disease.md) on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week. - -*Source: Advanced Player's Guide p. 207* -%% #compendium/src/pf2e/apg #trait/general #trait/healing #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/inoculation-subroutine-loag.md b/Compendium/feats/inoculation-subroutine-loag.md deleted file mode 100644 index 988419135..000000000 --- a/Compendium/feats/inoculation-subroutine-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Inoculation Subroutine"] ---- -# Inoculation Subroutine *Feat 5* -[android](../../Rules/traits/android-loag.md) - - -Your nanites reject diseases with ease. Each time you succeed at a Fortitude save against an ongoing disease, you reduce its stage by 2, or by 1 against a virulent disease. Each critical success you achieve against an ongoing disease reduces its stage by 3, or by 2 against a virulent disease. - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/insect-shape.md b/Compendium/feats/insect-shape.md deleted file mode 100644 index 549ebd253..000000000 --- a/Compendium/feats/insect-shape.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Insect Shape"] ---- -# Insect Shape *Feat 6* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wild Shape](wild-shape.md) - -Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in [insect form](../spells/insect-form.md) to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes. - -*Source: Core Rulebook p. 136* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/insistent-command-ec2.md b/Compendium/feats/insistent-command-ec2.md deleted file mode 100644 index 47dcb6017..000000000 --- a/Compendium/feats/insistent-command-ec2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec2 -- trait/archetype -- trait/skill -- trait/uncommon -aliases: ["Insistent Command"] ---- -# Insistent Command *Feat 8* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Master in [Nature](../skills.md#Nature), Animal Trainer Dedication - -When you roll a success to [Command an Animal](../../Rules/actions/command-an-animal.md), you get a critical success; if you roll a critical failure, you get a failure. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #compendium/src/pf2e/ec2 #trait/archetype #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/inspirational-focus.md b/Compendium/feats/inspirational-focus.md deleted file mode 100644 index cc2f6f821..000000000 --- a/Compendium/feats/inspirational-focus.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Inspirational Focus"] ---- -# Inspirational Focus *Feat 12* -[bard](../../Rules/traits/bard.md) - - -Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/inspirational-performance.md b/Compendium/feats/inspirational-performance.md deleted file mode 100644 index e31bc22d3..000000000 --- a/Compendium/feats/inspirational-performance.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Inspirational Performance"] ---- -# Inspirational Performance *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bard Dedication](bard-dedication.md) - -You gain the [inspire courage](../spells/inspire-courage.md) composition cantrip. - -*Source: Core Rulebook p. 222* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/inspire-competence.md b/Compendium/feats/inspire-competence.md deleted file mode 100644 index 0e4318a53..000000000 --- a/Compendium/feats/inspire-competence.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Inspire Competence"] ---- -# Inspire Competence *Feat 2* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Maestro muse - -You learn the [inspire competence](../spells/inspire-competence.md) composition cantrip, which aids your allies' skills. - -*Source: Core Rulebook p. 100* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/inspire-defense.md b/Compendium/feats/inspire-defense.md deleted file mode 100644 index 0ab38951b..000000000 --- a/Compendium/feats/inspire-defense.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Inspire Defense"] ---- -# Inspire Defense *Feat 4* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Maestro muse - -You learn the [inspire defense](../spells/inspire-defense.md) composition cantrip, which protects you and allies. - -## Inspire Defense leads to... - -[Defensive Coordination](defensive-coordination-apg.md) - -## Summary - -*Source: Core Rulebook p. 100* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/inspire-heroics.md b/Compendium/feats/inspire-heroics.md deleted file mode 100644 index 84d1b80f3..000000000 --- a/Compendium/feats/inspire-heroics.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Inspire Heroics"] ---- -# Inspire Heroics *Feat 8* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Maestro muse - -Your performances inspire even greater deeds in your allies. You learn the [inspire heroics](../spells/inspire-heroics.md) metamagic focus spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 102* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/inspire-imitation.md b/Compendium/feats/inspire-imitation.md deleted file mode 100644 index 43800fa0c..000000000 --- a/Compendium/feats/inspire-imitation.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/half-elf -aliases: ["Inspire Imitation"] ---- -# Inspire Imitation *Feat 5* -[half-elf](../../Rules/traits/half-elf.md) - - -Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the [Aid](../../Rules/actions/aid.md) reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so. - -*Source: Core Rulebook p. 58* -%% #compendium/src/pf2e/crb #trait/half-elf %% \ No newline at end of file diff --git a/Compendium/feats/inspired-stratagem-apg.md b/Compendium/feats/inspired-stratagem-apg.md deleted file mode 100644 index 576c3eb88..000000000 --- a/Compendium/feats/inspired-stratagem-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fortune -- trait/linguistic -- trait/rogue -aliases: ["Inspired Stratagem"] ---- -# Inspired Stratagem [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[fortune](../../Rules/traits/fortune.md) [linguistic](../../Rules/traits/linguistic.md) [rogue](../../Rules/traits/rogue.md) - -- **Trigger** One of the required allies is about to attempt an attack roll or skill check. -- **Requirements**: You spent 10 minutes during your daily preparations reviewing stratagems for the day's adventures with up to four allies. -- **Activity** Reaction - -You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Inspired Stratagem until your next daily preparations. - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/fortune #trait/linguistic #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/inspiring-marshal-stance-apg.md b/Compendium/feats/inspiring-marshal-stance-apg.md deleted file mode 100644 index afce9fe50..000000000 --- a/Compendium/feats/inspiring-marshal-stance-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/open -- trait/stance -aliases: ["Inspiring Marshal Stance"] ---- -# Inspiring Marshal Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md), trained in [Diplomacy](../skills.md#Diplomacy) -- **Activity** Single Action - -You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a [Diplomacy](../skills.md#Diplomacy) check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. - -> [!success-degree] -> - **Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against [mental](../../Rules/traits/mental.md) effects. -> - **Success** As critical success, but your aura's size doesn't increase. -> - **Failure** You fail to enter the stance. -> - **Critical Failure** You fail to enter the stance and can't take this action again for 1 minute. - -*Source: Advanced Player's Guide p. 180* -%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/inspiring-resilience-lokl.md b/Compendium/feats/inspiring-resilience-lokl.md deleted file mode 100644 index bb7ba6bb5..000000000 --- a/Compendium/feats/inspiring-resilience-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/bard -- trait/champion -- trait/emotion -- trait/mental -- trait/uncommon -aliases: ["Inspiring Resilience"] ---- -# Inspiring Resilience [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[bard](../../Rules/traits/bard.md) [champion](../../Rules/traits/champion.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Trigger** You and at least one other creature become the target of a spell or effect with the emotion, [fear](../../Rules/traits/fear.md), or [mental](../../Rules/traits/mental.md) trait that allows a saving throw, and you haven't rolled the save yet. -- **Activity** Reaction - -You show defiance in times of hardship and inspire your companions to persevere. - -Allies within 30 feet of you gain a +1 circumstance bonus to their Will save against the triggering effect, or a +2 circumstance bonus if the effect originated from an undead. - -*Source: Lost Omens: Knights of Lastwall p. 83* -%% #compendium/src/pf2e/lokl #trait/bard #trait/champion #trait/emotion #trait/mental #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/inspirit-hazard-loag.md b/Compendium/feats/inspirit-hazard-loag.md deleted file mode 100644 index 3b4a6cb8b..000000000 --- a/Compendium/feats/inspirit-hazard-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -- trait/concentrate -- trait/occult -- trait/transmutation -aliases: ["Inspirit Hazard"] ---- -# Inspirit Hazard [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[catfolk](../../Rules/traits/catfolk-b1.md) [concentrate](../../Rules/traits/concentrate.md) [occult](../../Rules/traits/occult.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Trigger** You Disable a hazard. -- **Requirements**: The hazard isn't [broken](../../Rules/conditions.md#Broken). -- **Activity** Reaction - -You awaken a spirit of creation within the hazard. You learn the hazard's effects. Once in the next 10 minutes, when you observe a creature take an action that would trigger one of the hazard's reactions or free actions if you hadn't Disabled it, you can use a reaction to rearm the hazard, causing the [observed](../../Rules/conditions.md#Observed) creature to trigger it immediately. - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk #trait/concentrate #trait/occult #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/instant-armor-lokl.md b/Compendium/feats/instant-armor-lokl.md deleted file mode 100644 index ecb3004e9..000000000 --- a/Compendium/feats/instant-armor-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Instant Armor"] ---- -# Instant Armor *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) - -A knight is nothing without their armor, and you know how to keep yours ready. You can perform a 10-minute ritual, which has the [conjuration](../../Rules/traits/conjuration.md) and [magical](../../Rules/traits/magical.md) traits, to divert a set of heavy armor you are wearing into an extradimensional space connected to you. While the armor is in this space, you can use a three-action activity, which has the concentrate, [conjuration](../../Rules/traits/conjuration.md), and [teleportation](../../Rules/traits/teleportation.md) traits, to phase the armor back and instantly don it. The armor automatically phases away if you don another set of armor, if you become [unconscious](../../Rules/conditions.md#Unconscious), or if you die. If you are incapable of wearing the armor when it phases back, it appears in your square instead. - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/instant-backup-g-g.md b/Compendium/feats/instant-backup-g-g.md deleted file mode 100644 index 0a60bfa7f..000000000 --- a/Compendium/feats/instant-backup-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Instant Backup"] ---- -# Instant Backup [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Trigger** Your attack with a firearm misfires. -- **Activity** Reaction - -Even as your firearm misfires, you quickly draw a backup weapon. [Release](../../Rules/actions/release.md) the misfired weapon if you so choose, and [Interact](../../Rules/actions/interact.md) to draw a one-handed weapon. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/instant-opening.md b/Compendium/feats/instant-opening.md deleted file mode 100644 index fffe53e8c..000000000 --- a/Compendium/feats/instant-opening.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/rogue -aliases: ["Instant Opening"] ---- -# Instant Opening [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](../../Rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](../../Rules/traits/auditory.md) or [visual](../../Rules/traits/visual.md) trait. - -*Source: Core Rulebook p. 188* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/instant-return-g-g.md b/Compendium/feats/instant-return-g-g.md deleted file mode 100644 index f4873d4bf..000000000 --- a/Compendium/feats/instant-return-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Instant Return"] ---- -# Instant Return [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Trigger** An enemy misses you with a ranged attack using a type of ammunition appropriate to your weapon (a bullet if you're wielding a firearm). -- **Requirements**: You're wielding an unloaded firearm or crossbow. -- **Activity** Reaction - -With a single fluid gesture, you catch a projectile out of the air, load it in your weapon, and shoot it back at the attacker. - -[Interact](../../Rules/actions/interact.md) to load the projectile into your weapon, then make a [Strike](../../Rules/actions/strike.md) with the required weapon against the triggering opponent. Since you're using the foe's ammunition, this [Strike](../../Rules/actions/strike.md) applies any special effects that ammunition would have (for instance, if it was explosive ammunition, it would explode in a burst of fire if your [Strike](../../Rules/actions/strike.md) hits). - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/instigate-psychic-duel-da.md b/Compendium/feats/instigate-psychic-duel-da.md deleted file mode 100644 index aedd7bf42..000000000 --- a/Compendium/feats/instigate-psychic-duel-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/illusion -- trait/incapacitation -- trait/mental -- trait/occult -aliases: ["Instigate Psychic Duel"] ---- -# Instigate Psychic Duel [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Psychic Duelist Dedication](psychic-duelist-dedication-da.md) -- **Frequency**: once per day -- **Activity** Three-Action - -You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a Will save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel. -> - **Failure** As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn. -> - **Critical Failure** As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel. - -*Source: Dark Archive p. 203* -%% #compendium/src/pf2e/da #trait/archetype #trait/illusion #trait/incapacitation #trait/mental #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/instinct-ability.md b/Compendium/feats/instinct-ability.md deleted file mode 100644 index 4777c6a39..000000000 --- a/Compendium/feats/instinct-ability.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Instinct Ability"] ---- -# Instinct Ability *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Barbarian Dedication](barbarian-dedication.md) - -You gain the instinct|Barbarian||1 ability for the instinct you chose for [Barbarian Dedication](barbarian-dedication.md). - -*Source: Core Rulebook p. 221* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/instinctive-obfuscation-apg.md b/Compendium/feats/instinctive-obfuscation-apg.md deleted file mode 100644 index e32ebfb14..000000000 --- a/Compendium/feats/instinctive-obfuscation-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/gnome -- trait/illusion -- trait/visual -aliases: ["Instinctive Obfuscation"] ---- -# Instinctive Obfuscation [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[gnome](../../Rules/traits/gnome.md) [illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat -- **Frequency**: once per day -- **Trigger** You are attacked by a foe. -- **Activity** Reaction - -The magic within you manifests as a natural reaction to threats. You gain the effects of [mirror image](../spells/mirror-image.md) but with two images instead of three. The tradition of this action matches the tradition of your gnome ancestry options. - -*Source: Advanced Player's Guide p. 44* -%% #compendium/src/pf2e/apg #trait/gnome #trait/illusion #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/instinctive-strike-apg.md b/Compendium/feats/instinctive-strike-apg.md deleted file mode 100644 index 5f11ffc29..000000000 --- a/Compendium/feats/instinctive-strike-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/manipulate -- trait/rage -aliases: ["Instinctive Strike"] ---- -# Instinctive Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) [manipulate](../../Rules/traits/manipulate.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Acute Scent](acute-scent.md) or precise or imprecise [scent](../../Rules/abilities/scent.md) -- **Activity** Two-Action - -You trust your instincts and your sense of smell, using all of your senses to pinpoint your opponent's location. Make a melee [Strike](../../Rules/actions/strike.md) against an opponent that isn't hiding its scent with an effect like negate aroma. This attack ignores any flat check required due to the target being [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden). - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/manipulate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/instinctual-interception-lokl.md b/Compendium/feats/instinctual-interception-lokl.md deleted file mode 100644 index 26306ee7a..000000000 --- a/Compendium/feats/instinctual-interception-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Instinctual Interception"] ---- -# Instinctual Interception *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md), Interrupt Charge - -You react to movement with hardly a thought, seeming constantly poised to spring. At the start of each of your turns, you gain an additional reaction that you can use only to Interrupt Charge. - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/instructive-strike-da.md b/Compendium/feats/instructive-strike-da.md deleted file mode 100644 index 6ea2c71bd..000000000 --- a/Compendium/feats/instructive-strike-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Instructive Strike"] ---- -# Instructive Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Activity** Single Action - -You attack your foe and analyze how it reacts. Make a [Strike](../../Rules/actions/strike.md). On a hit, you can immediately attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about the target. On a critical hit, you gain a +2 circumstance bonus to the check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -*Source: Dark Archive p. 44* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/instrument-of-slaughter-apg.md b/Compendium/feats/instrument-of-slaughter-apg.md deleted file mode 100644 index ff8f54736..000000000 --- a/Compendium/feats/instrument-of-slaughter-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Instrument Of Slaughter"] ---- -# Instrument Of Slaughter *Feat 16* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: divine ally (blade), tenets of evil - -Your blade ally thirsts for the blood of your foes. Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) equal to two of the weapon's damage dice. - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/instrument-of-zeal.md b/Compendium/feats/instrument-of-zeal.md deleted file mode 100644 index e310042e1..000000000 --- a/Compendium/feats/instrument-of-zeal.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Instrument Of Zeal"] ---- -# Instrument Of Zeal *Feat 16* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (blade), tenets of good - -Divine energy fills your weapon. Whenever you critically hit a foe with [Blade of Justice](blade-of-justice.md) or a [Retributive Strike](../../Rules/actions/retributive-strike.md), your attack adds an extra damage die, and the target is [slowed](../../Rules/conditions.md#Slowed) on its next turn. - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/integrated-armament-g-g.md b/Compendium/feats/integrated-armament-g-g.md deleted file mode 100644 index 0d5266bfd..000000000 --- a/Compendium/feats/integrated-armament-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Integrated Armament"] ---- -# Integrated Armament *Feat 5* -[automaton](../../Rules/traits/automaton-g-g.md) - - -Your mechanical body houses a weapon or shield that you can quickly draw and stow, leaving you prepared for combat at all times. - -You can use a 1-minute activity, which has the [manipulate](../../Rules/traits/manipulate.md) trait, to integrate a single, one-handed weapon or shield into one of your arms. You can draw or stow this item as an [Interact](../../Rules/actions/interact.md) action. Creatures don't automatically see this integrated item when it's stowed and must actively [Seek](../../Rules/actions/seek.md) in order to find it. They take a –2 circumstance penalty to any checks to do so. While you are wielding the item, it can't be Disarmed and you can't drop or [Release](../../Rules/actions/release.md) it; you must [Interact](../../Rules/actions/interact.md) to store the weapon and free that hand. A creature determined to retrieve the item can do so, but it requires either 1 minute to remove it or extreme violence to your arm—such as physically removing portions of the limb. You can only have one integrated armament at a time, though you can use the 1-minute activity to replace the item or swap the arm in which it's stored. - -**Enhancement** Your body has more space for integration. You can now either integrate two one-handed weapons, a one-handed weapon and a shield, or a single two-handed weapon which is split across both arms. You can use a single [Interact](../../Rules/actions/interact.md) action to draw or store both integrated armaments. When you draw a single weapon, you can choose to hold it with either one hand or both hands. - -*Source: Guns & Gears p. 41* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/intense-implement-da.md b/Compendium/feats/intense-implement-da.md deleted file mode 100644 index 06384e507..000000000 --- a/Compendium/feats/intense-implement-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Intense Implement"] ---- -# Intense Implement *Feat 18* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -You have an exceptional link to your third implement. You gain the adept benefit for your third implement. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/intensify-investiture-da.md b/Compendium/feats/intensify-investiture-da.md deleted file mode 100644 index 566e0498c..000000000 --- a/Compendium/feats/intensify-investiture-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Intensify Investiture"] ---- -# Intensify Investiture [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Frequency**: once per 10 minutes -- **Activity** Free Action - -Your bond to your invested items enables you to put more of yourself into them. If you next action is to activate an invested item that has a saving throw DC, you can use your thaumaturge class DC instead of the item's DC if it is higher. - -*Source: Dark Archive p. 46* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/intercorporate-loag.md b/Compendium/feats/intercorporate-loag.md deleted file mode 100644 index 65f20cb52..000000000 --- a/Compendium/feats/intercorporate-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Intercorporate"] ---- -# Intercorporate [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[aphorite](../../Rules/traits/aphorite-loag.md) - -- **Frequency**: once per day -- **Requirements**: You're afflicted by a disease or poison, or are taking [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -- **Activity** Single Action - -Your ordered physiology rejects unwelcome elements. Choose one. - -**[Disease](../../Rules/traits/disease.md) or [Poison](../../Rules/traits/poison.md)** Attempt a saving throw against the affliction at its current stage. On a failure, the affliction's stage doesn't increase, but you suffer the effects of the stage you were already on. On a critical failure, the stage only increases by 1. - -**[Persistent damage](../../Rules/conditions.md#Persistent%20Damage)** Attempt a DC 10 flat check to recover from the [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Lost Omens: Ancestry Guide p. 77* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/interfering-surge-som.md b/Compendium/feats/interfering-surge-som.md deleted file mode 100644 index 5e9b62823..000000000 --- a/Compendium/feats/interfering-surge-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/abjuration -- trait/archetype -aliases: ["Interfering Surge"] ---- -# Interfering Surge [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[abjuration](../../Rules/traits/abjuration.md) [archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wellspring Mage Dedication](wellspring-mage-dedication-som.md) -- **Trigger** A creature you can see Casts a Spell. -- **Requirements**: You have an unexpended spell slot and can see the triggering spell's manifestations. -- **Activity** Reaction - -You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a –2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a –5 penalty if it was cast using a different tradition. - -If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult). - -*Source: Secrets of Magic p. 249* -%% #compendium/src/pf2e/som #trait/abjuration #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/internal-cohesion-loag.md b/Compendium/feats/internal-cohesion-loag.md deleted file mode 100644 index 454340537..000000000 --- a/Compendium/feats/internal-cohesion-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Internal Cohesion"] ---- -# Internal Cohesion *Feat 1* -[aphorite](../../Rules/traits/aphorite-loag.md) - - -Axis's order suffuses your body and helps it maintain coherency. You and your allies can [Treat your Wounds](../../Rules/actions/treat-wounds.md) without healer's tools. Once per day, when someone rolls a failure or a critical failure on a check to [Treat your Wounds](../../Rules/actions/treat-wounds.md), you can focus on your internal cohesion to increase the degree of success by one step. - -*Source: Lost Omens: Ancestry Guide p. 77* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/internal-compartment-loag.md b/Compendium/feats/internal-compartment-loag.md deleted file mode 100644 index 985c499e1..000000000 --- a/Compendium/feats/internal-compartment-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Internal Compartment"] ---- -# Internal Compartment *Feat 1* -[android](../../Rules/traits/android-loag.md) - - -You can hide a small object of up to light Bulk inside a hollow cavity on one of your forearms. It takes three [Interact](../../Rules/actions/interact.md) actions to store an object in this way. You gain a +4 circumstance bonus to the DCs of checks for others to [Seek](../../Rules/actions/seek.md) or [Steal](../../Rules/actions/steal.md) objects stored inside your arm. If you store a weapon in your arm, you can use a single action to [Interact](../../Rules/actions/interact.md) to draw the weapon into the hand corresponding to your internal cavity, then [Strike](../../Rules/actions/strike.md) with the weapon. - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/internal-respirator-loag.md b/Compendium/feats/internal-respirator-loag.md deleted file mode 100644 index 9feaebf7c..000000000 --- a/Compendium/feats/internal-respirator-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Internal Respirator"] ---- -# Internal Respirator *Feat 9* -[android](../../Rules/traits/android-loag.md) - - -Your body can internally synthesize oxygen for limited periods of time. When you hold your breath, you can do so for an additional hour due to your internal air reservoirs. At the end of this hour, your air reservoirs are expended. Refilling your empty air reservoirs takes 10 minutes of exposure to breathable air. - -*Source: Lost Omens: Ancestry Guide p. 74* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/interrupt-charge-lokl.md b/Compendium/feats/interrupt-charge-lokl.md deleted file mode 100644 index 0b057d149..000000000 --- a/Compendium/feats/interrupt-charge-lokl.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Interrupt Charge"] ---- -# Interrupt Charge [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) -- **Trigger** A foe within reach attempts to move away from you. -- **Requirements**: You have a hand free. -- **Activity** Reaction - -You attempt to snag the foe before they run away. - -Attempt an [Athletics](../skills.md#Athletics) check against the higher of the triggering creature's [Athletics](../skills.md#Athletics) DC or Fortitude DC. - -> [!success-degree] -> - **Critical Success** You disrupt the movement. -> - **Success** You are able to slow the triggering creature down. It takes a –10-foot circumstance penalty to its Speed for the rest of its triggering movement. This penalty might cause the triggering creature's movement to end immediately based on its affected Speed. -> - **Failure** As success, but the creature instead takes a –5-foot circumstance penalty to its Speed. - -*Source: Lost Omens: Knights of Lastwall p. 74* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/interweave-dispel.md b/Compendium/feats/interweave-dispel.md deleted file mode 100644 index def25d4c9..000000000 --- a/Compendium/feats/interweave-dispel.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/metamagic -- trait/sorcerer -aliases: ["Interweave Dispel"] ---- -# Interweave Dispel [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [dispel magic](../spells/dispel-magic.md) in your spell repertoire -- **Activity** Single Action - -You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast [dispel magic](../spells/dispel-magic.md) on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/intimidating-glare.md b/Compendium/feats/intimidating-glare.md deleted file mode 100644 index c239e2cfe..000000000 --- a/Compendium/feats/intimidating-glare.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Intimidating Glare"] ---- -# Intimidating Glare *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) - -You can [Demoralize](../../Rules/actions/demoralize.md) with a mere glare. When you do, [Demoralize](../../Rules/actions/demoralize.md) loses the [auditory](../../Rules/traits/auditory.md) trait and gains the [visual](../../Rules/traits/visual.md) trait, and you don't take a penalty if the creature doesn't understand your language. - -## Intimidating Glare leads to... - -[Terrifying Howl](terrifying-howl.md) - -## Summary - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/intimidating-prowess.md b/Compendium/feats/intimidating-prowess.md deleted file mode 100644 index ffddd2474..000000000 --- a/Compendium/feats/intimidating-prowess.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Intimidating Prowess"] ---- -# Intimidating Prowess *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: Strength 16, expert in [Intimidation](../skills.md#Intimidation) - -In situations where you can physically menace the target when you [Coerce](../../Rules/actions/coerce.md) or [Demoralize](../../Rules/actions/demoralize.md), you gain a +1 circumstance bonus to your [Intimidation](../skills.md#Intimidation) check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in [Intimidation](../skills.md#Intimidation), this bonus increases to +2. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/intimidating-strike.md b/Compendium/feats/intimidating-strike.md deleted file mode 100644 index 5bdfd9a3b..000000000 --- a/Compendium/feats/intimidating-strike.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/emotion -- trait/fear -- trait/fighter -- trait/mental -aliases: ["Intimidating Strike"] ---- -# Intimidating Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [fighter](../../Rules/traits/fighter.md) [mental](../../Rules/traits/mental.md) - -- **Activity** Two-Action - -Your blow not only wounds creatures but also shatters their confidence. Make a melee [Strike](../../Rules/actions/strike.md). If you hit and deal damage, the target is [frightened](../../Rules/conditions.md#Frightened), or [frightened](../../Rules/conditions.md#Frightened) on a critical hit. - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/emotion #trait/fear #trait/fighter #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/into-the-future-da.md b/Compendium/feats/into-the-future-da.md deleted file mode 100644 index 0e6739041..000000000 --- a/Compendium/feats/into-the-future-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/metamagic -aliases: ["Into the Future"] ---- -# Into the Future [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Time Mage Dedication](time-mage-dedication-da.md) -- **Activity** Single Action - -You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of [Casting the Spell](../../Rules/actions/cast-a-spell.md) itself, such as an [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) reaction or ending a foe's [fascinated](../../Rules/conditions.md#Fascinated) condition by taking a [hostile](../../Rules/conditions.md#Hostile) action, aren't delayed. - -*Source: Dark Archive p. 185* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/intuitive-cooperation-locg.md b/Compendium/feats/intuitive-cooperation-locg.md deleted file mode 100644 index a3853a767..000000000 --- a/Compendium/feats/intuitive-cooperation-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -- trait/uncommon -aliases: ["Intuitive Cooperation"] ---- -# Intuitive Cooperation *Feat 1* -[halfling](../../Rules/traits/halfling.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Jaric ethnicity - -You are accustomed to working alongside others, relying on each other to get by. You gain a +2 circumstance bonus to checks to [Aid](../../Rules/actions/aid.md), and your allies gain a +2 circumstance bonus to checks to [Aid](../../Rules/actions/aid.md) you. - -*Source: Lost Omens: Character Guide p. 44* -%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/intuitive-crafting-loag.md b/Compendium/feats/intuitive-crafting-loag.md deleted file mode 100644 index c17f13201..000000000 --- a/Compendium/feats/intuitive-crafting-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Intuitive Crafting"] ---- -# Intuitive Crafting *Feat 1* -[aphorite](../../Rules/traits/aphorite-loag.md) - - -Your affinity with process and order makes you a natural artisan. You gain the trained proficiency rank in [Crafting](../skills.md#Crafting) (or another skill of your choice, if you're already trained in [Crafting](../skills.md#Crafting)). You gain the [Specialty Crafting](specialty-crafting.md) skill feat in a specialty of your choice. - -*Source: Lost Omens: Ancestry Guide p. 77* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/intuitive-illusions-locg.md b/Compendium/feats/intuitive-illusions-locg.md deleted file mode 100644 index d2208e3b7..000000000 --- a/Compendium/feats/intuitive-illusions-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Intuitive Illusions"] ---- -# Intuitive Illusions [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: [Illusion Sense](illusion-sense.md) -- **Frequency**: once per day -- **Trigger** Your turn begins. -- **Activity** Free Action - -Illusion magic comes to you so naturally that you can effortlessly sustain your magical ruses. You immediately gain the effects of a [Sustain a Spell](../../Rules/actions/sustain-a-spell.md) action to extend the duration of one of your active illusion spells. - -*Source: Lost Omens: Character Guide p. 33* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/inured-to-alchemy-ooa1.md b/Compendium/feats/inured-to-alchemy-ooa1.md deleted file mode 100644 index 97668b1bf..000000000 --- a/Compendium/feats/inured-to-alchemy-ooa1.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/alchemist -- trait/barbarian -- trait/fighter -- trait/uncommon -aliases: ["Inured to Alchemy"] ---- -# Inured to Alchemy *Feat 4* -[alchemist](../../Rules/traits/alchemist.md) [barbarian](../../Rules/traits/barbarian.md) [fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You're from Alkenstar or the Mana Wastes. -- **Prerequisites**: expert in Fortitude saves - -You've developed control over how your body processes alchemical poisons and drugs. Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2, or by 1 for a virulent alchemical poison, drug, or addiction. Each critical success reduces the stage by 3, or by 2 for a virulent alchemical poison, drug, or addiction. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* -%% #compendium/src/pf2e/ooa1 #trait/alchemist #trait/barbarian #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/inured-to-the-heat-lome.md b/Compendium/feats/inured-to-the-heat-lome.md deleted file mode 100644 index de41fcd02..000000000 --- a/Compendium/feats/inured-to-the-heat-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Inured To The Heat"] ---- -# Inured To The Heat *Feat 5* -[shisk](../../Rules/traits/shisk-lome.md) - - -Your have a love for extreme heat. - -You gain resistance 4 to fire. You treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on). - -*Source: Lost Omens: The Mwangi Expanse p. 125* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/inventive-offensive-locg.md b/Compendium/feats/inventive-offensive-locg.md deleted file mode 100644 index b4bcf779c..000000000 --- a/Compendium/feats/inventive-offensive-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Inventive Offensive"] ---- -# Inventive Offensive [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) -- **Activity** Three-Action - -You can jury-rig your weapons to perform in unexpected ways. When you use this ability, add one of the following weapon traits to a melee weapon you wield: [deadly ](../../Rules/traits/deadly.md), [disarm](../../Rules/traits/disarm.md), [nonlethal](../../Rules/traits/nonlethal.md), [shove](../../Rules/traits/shove.md), [trip](../../Rules/traits/trip.md), versatile B, [versatile

](../../Rules/traits/versatile.md), or versatile S. You cannot add a trait that the weapon already has. The weapon retains this trait until you a successfully hit and deal damage with the weapon. The weapon retains this trait only while you wield it, and you can have only one weapon modified in this way at any time. - -If you have expert proficiency in [Crafting](../skills.md#Crafting), you can use this feat as a 2-action activity. If you have legendary proficiency in [Crafting](../skills.md#Crafting), you can apply two weapon traits from the list when using this feat. - -*Source: Lost Omens: Character Guide p. 32* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/inventor-dedication-g-g.md b/Compendium/feats/inventor-dedication-g-g.md deleted file mode 100644 index 2556d0150..000000000 --- a/Compendium/feats/inventor-dedication-g-g.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/multiclass -- trait/uncommon -aliases: ["Inventor Dedication"] ---- -# Inventor Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence 14 - -You become trained in [Crafting](../skills.md#Crafting) and inventor class DC. You gain the [Inventor](inventor.md) skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that innovation, though you don't gain any other abilities that modify or use that innovation, such as modifications or [Explode](../../Rules/actions/explode-g-g.md). - -**Special.** You cannot select another dedication feat until you have first gained two other feats from the inventor archetype. - -## Inventor Dedication leads to... - -[Basic Breakthrough](basic-breakthrough-g-g.md), [Advanced Breakthrough](advanced-breakthrough-g-g.md), [Basic Modification](basic-modification-g-g.md), [Brilliant Crafter](brilliant-crafter-g-g.md), [Explosion](explosion-g-g.md) - -## Summary - -*Source: Guns & Gears p. 49* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/multiclass #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/inventor.md b/Compendium/feats/inventor.md deleted file mode 100644 index c09fc8342..000000000 --- a/Compendium/feats/inventor.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/downtime -- trait/general -- trait/skill -aliases: ["Inventor"] ---- -# Inventor *Feat 7* -[downtime](../../Rules/traits/downtime.md) [general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting) - -You are a genius at [Crafting](../skills.md#Crafting), easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don't know. This works just like the [Craft](../../Rules/actions/craft.md) activity: you spend half the Price of the formula up front, attempt a [Crafting](../skills.md#Crafting) check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it's complete, you add the new formula you invented to your formula book. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/downtime #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/investigate-haunting-av1.md b/Compendium/feats/investigate-haunting-av1.md deleted file mode 100644 index 472b9f048..000000000 --- a/Compendium/feats/investigate-haunting-av1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av1 -- trait/archetype -aliases: ["Investigate Haunting"] ---- -# Investigate Haunting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](ghost-hunter-dedication-av1.md) - -You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/investigator-dedication-apg.md b/Compendium/feats/investigator-dedication-apg.md deleted file mode 100644 index c66fcfd43..000000000 --- a/Compendium/feats/investigator-dedication-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Investigator Dedication"] ---- -# Investigator Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You gain the on the case|investigator|apg|1 class feature, which grants you both the [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) activity and [Clue In](../../Rules/actions/clue-in-apg.md) reaction. You become trained in [Society](../skills.md#Society) and another skill of your choice. If you were already trained in [Society](../skills.md#Society), you instead become trained in an additional skill of your choice. You also become trained in investigator class DC. - -**Special.** You can't select another dedication feat until you have gained two other feats from the investigator archetype. - -## Investigator Dedication leads to... - -[Basic Deduction](basic-deduction-apg.md), [Advanced Deduction](advanced-deduction-apg.md), [Investigator's Stratagem](investigators-stratagem-apg.md), [Keen Recollection](keen-recollection-apg.md), [Master Spotter](master-spotter-apg.md), [Skill Mastery](skill-mastery-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 151* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/investigators-stratagem-apg.md b/Compendium/feats/investigators-stratagem-apg.md deleted file mode 100644 index 35bcbdbb2..000000000 --- a/Compendium/feats/investigators-stratagem-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Investigator's Stratagem"] ---- -# Investigator's Stratagem *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](investigator-dedication-apg.md) - -You play out battles in your head, allowing you to strike when the time is right. You gain the [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md) action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md), such as the [Athletic Strategist](athletic-strategist-apg.md) feat. - -*Source: Advanced Player's Guide p. 151* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/invigorating-mercy-apg.md b/Compendium/feats/invigorating-mercy-apg.md deleted file mode 100644 index 720acbec9..000000000 --- a/Compendium/feats/invigorating-mercy-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Invigorating Mercy"] ---- -# Invigorating Mercy *Feat 6* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Mercy](mercy.md) - -Your divine touch rejuvenates the weak and tired. When you use Mercy, you can instead attempt a counteract check to remove the [clumsy](../../Rules/conditions.md#Clumsy) or [enfeebled](../../Rules/conditions.md#Enfeebled) conditions, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. - -*Source: Advanced Player's Guide p. 119* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/invisible-trickster-loag.md b/Compendium/feats/invisible-trickster-loag.md deleted file mode 100644 index 3ca1e0537..000000000 --- a/Compendium/feats/invisible-trickster-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Invisible Trickster"] ---- -# Invisible Trickster *Feat 13* -[sprite](../../Rules/traits/sprite-b1.md) - - -You have learned how to become [invisible](../../Rules/conditions.md#Invisible) and remain so. You can cast 4th-level [invisibility](../spells/invisibility.md) as a primal innate spell once per hour. - -*Source: Lost Omens: Ancestry Guide p. 132* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/invoke-disaster.md b/Compendium/feats/invoke-disaster.md deleted file mode 100644 index dd8aeaef8..000000000 --- a/Compendium/feats/invoke-disaster.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Invoke Disaster"] ---- -# Invoke Disaster *Feat 18* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wind Caller](wind-caller.md) - -You can invoke nature's fury upon your foes. You gain the [storm lord](../spells/storm-lord.md) order spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/invoke-the-crimson-oath-locg.md b/Compendium/feats/invoke-the-crimson-oath-locg.md deleted file mode 100644 index 8d50eba79..000000000 --- a/Compendium/feats/invoke-the-crimson-oath-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Invoke The Crimson Oath"] ---- -# Invoke The Crimson Oath *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md) - -You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the [invoke the Crimson Oath](../spells/invoke-the-crimson-oath-locg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](../../Rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma. - -*Source: Lost Omens: Character Guide p. 95* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/invoke-the-elements-loag.md b/Compendium/feats/invoke-the-elements-loag.md deleted file mode 100644 index 650353d23..000000000 --- a/Compendium/feats/invoke-the-elements-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -- trait/evocation -- trait/primal -aliases: ["Invoke The Elements"] ---- -# Invoke The Elements [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[changeling](../../Rules/traits/changeling-b1.md) [evocation](../../Rules/traits/evocation.md) [primal](../../Rules/traits/primal.md) - -- **Prerequisites**: [Brine May](brine-may-apg.md), [Snow May](snow-may-loag.md), [Veil May](veil-may-loag.md), or [Virga May](virga-may-loag.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers `1d12` damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by `1d12`. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the [water](../../Rules/traits/water.md) trait, and a virga may changeling deals electricity damage. - -## Invoke The Elements leads to... - -[Stormy Heart](stormy-heart-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 24* -%% #compendium/src/pf2e/loag #trait/changeling #trait/evocation #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/invulnerable-juggernaut-aoa6.md b/Compendium/feats/invulnerable-juggernaut-aoa6.md deleted file mode 100644 index 8023e6ede..000000000 --- a/Compendium/feats/invulnerable-juggernaut-aoa6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/barbarian -- trait/uncommon -aliases: ["Invulnerable Juggernaut"] ---- -# Invulnerable Juggernaut *Feat 20* -[barbarian](../../Rules/traits/barbarian.md) [uncommon](../../Rules/traits/uncommon.md) - - -You are unstoppable, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from raging resistance increases to 8 + your Constitution modifier. - -In addition, if you are reduced to 0 Hit Points, you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become [wounded](../../Rules/conditions.md#Wounded) (or increase your [wounded](../../Rules/conditions.md#Wounded) condition by 2 if you are already [wounded](../../Rules/conditions.md#Wounded)). - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/barbarian #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/iron-fists-apg.md b/Compendium/feats/iron-fists-apg.md deleted file mode 100644 index 1fcaa9f1a..000000000 --- a/Compendium/feats/iron-fists-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Iron Fists"] ---- -# Iron Fists *Feat 1* -[orc](../../Rules/traits/orc.md) - - -Your fists have been forged by battle, your naturally tough skin and dense bone further hardened by conflict. Your fist unarmed attacks no longer have the [nonlethal](../../Rules/traits/nonlethal.md) trait and gain the [shove](../../Rules/traits/shove.md) weapon trait. - -*Source: Advanced Player's Guide p. 18* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/iron-lung-ec3.md b/Compendium/feats/iron-lung-ec3.md deleted file mode 100644 index 45069d7ae..000000000 --- a/Compendium/feats/iron-lung-ec3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -aliases: ["Iron Lung"] ---- -# Iron Lung *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Golem Grafter Dedication](golem-grafter-dedication-ec3.md) - -Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability. - -```ad-embed-ability -title: Exhale Poison [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[arcane](../../../rules/traits/arcane.md) [necromancy](../../../rules/traits/necromancy.md) [poison](../../../rules/traits/poison.md) - -- **Requirements**: You were within the area of an inhaled poison within the last minute - -**Effect** You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged. -%% #trait/arcane #trait/necromancy #trait/poison %% -``` - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #compendium/src/pf2e/ec3 #trait/archetype %% diff --git a/Compendium/feats/iron-repercussions-apg.md b/Compendium/feats/iron-repercussions-apg.md deleted file mode 100644 index 5707135a6..000000000 --- a/Compendium/feats/iron-repercussions-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Iron Repercussions"] ---- -# Iron Repercussions *Feat 1* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tyrant cause - -Disobeying your [Iron Command](../../Rules/actions/iron-command-apg.md) has lasting consequences. - -If an enemy refuses to kneel to you, you can deal [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage) instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged. - -*Source: Advanced Player's Guide p. 118* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ironblood-stance.md b/Compendium/feats/ironblood-stance.md deleted file mode 100644 index 0a2dc5395..000000000 --- a/Compendium/feats/ironblood-stance.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/stance -aliases: ["Ironblood Stance"] ---- -# Ironblood Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [nonlethal](../../Rules/traits/nonlethal.md), [parry](../../Rules/traits/parry.md), [sweep](../../Rules/traits/sweep.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. - -## Ironblood Stance leads to... - -[Ironblood Surge](ironblood-surge.md) - -## Summary - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/ironblood-surge.md b/Compendium/feats/ironblood-surge.md deleted file mode 100644 index bfb897b88..000000000 --- a/Compendium/feats/ironblood-surge.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Ironblood Surge"] ---- -# Ironblood Surge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Ironblood Stance](ironblood-stance.md) -- **Requirements**: You are in Ironblood Stance. -- **Activity** Single Action - -You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep's [parry](../../Rules/traits/parry.md) trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it's higher) for the same duration. - -*Source: Core Rulebook p. 164* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/irrepressible-loag.md b/Compendium/feats/irrepressible-loag.md deleted file mode 100644 index 9f2695129..000000000 --- a/Compendium/feats/irrepressible-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Irrepressible"] ---- -# Irrepressible *Feat 1* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -Your contrary nature means you bounce back with prejudice. When you roll a success on a save against an [emotion](../../Rules/traits/emotion.md) or [fear](../../Rules/traits/fear.md) effect, you get a critical success instead. - -*Source: Lost Omens: Ancestry Guide p. 97* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/irrepressible.md b/Compendium/feats/irrepressible.md deleted file mode 100644 index b82bd4897..000000000 --- a/Compendium/feats/irrepressible.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Irrepressible"] ---- -# Irrepressible *Feat 9* -[halfling](../../Rules/traits/halfling.md) - - -You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an [emotion](../../Rules/traits/emotion.md) effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an [emotion](../../Rules/traits/emotion.md) effect, you get a failure instead. - -*Source: Core Rulebook p. 53* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/irriseni-ice-witch-locg.md b/Compendium/feats/irriseni-ice-witch-locg.md deleted file mode 100644 index 2586e6e9c..000000000 --- a/Compendium/feats/irriseni-ice-witch-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Irriseni Ice-witch"] ---- -# Irriseni Ice-witch *Feat 13* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: Jadwiga ethnicity, wintertouched human heritage (page 11) - -You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level [wall of ice](../spells/wall-of-ice.md) as an innate arcane spell once per day. - -*Source: Lost Omens: Character Guide p. 14* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/iruxi-glide-loag.md b/Compendium/feats/iruxi-glide-loag.md deleted file mode 100644 index 7f227649e..000000000 --- a/Compendium/feats/iruxi-glide-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Iruxi Glide"] ---- -# Iruxi Glide [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: cloudleaper lizardfolk heritage -- **Activity** Single Action - -You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and haven't yet reached the ground, you remain in the air at the end of your turn. - -*Source: Lost Omens: Ancestry Guide p. 47* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/iruxi-spirit-strike-loag.md b/Compendium/feats/iruxi-spirit-strike-loag.md deleted file mode 100644 index cc8bfd86d..000000000 --- a/Compendium/feats/iruxi-spirit-strike-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Iruxi Spirit Strike"] ---- -# Iruxi Spirit Strike *Feat 13* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from iruxi heritages or ancestry feats gain the effects of a ghost touch property rune (Core Rulebook 584). - -*Source: Lost Omens: Ancestry Guide p. 48* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/iruxi-unarmed-cunning-locg.md b/Compendium/feats/iruxi-unarmed-cunning-locg.md deleted file mode 100644 index 9689c8996..000000000 --- a/Compendium/feats/iruxi-unarmed-cunning-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Iruxi Unarmed Cunning"] ---- -# Iruxi Unarmed Cunning *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You make the most of your iruxi unarmed attacks. Whenever you score a critical hit with a claw or an unarmed attack you gained from a lizardfolk ancestry feat, you apply the unarmed attack's critical specialization effect. - -*Source: Lost Omens: Character Guide p. 59* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/its-alive-ooa3.md b/Compendium/feats/its-alive-ooa3.md deleted file mode 100644 index 586d4f5aa..000000000 --- a/Compendium/feats/its-alive-ooa3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["It's Alive!"] ---- -# It's Alive! *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Clockwork Reanimator Dedication](clockwork-reanimator-dedication-ooa3.md) - -You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md b/Compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md deleted file mode 100644 index 0be4d8bf0..000000000 --- a/Compendium/feats/jalmeri-heavenseeker-dedication-aoe2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe2 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Jalmeri Heavenseeker Dedication"] ---- -# Jalmeri Heavenseeker Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: trained by a current or former member of a House of Perfection -- **Prerequisites**: expert in unarmed attacks - -Your skill and dedication have set you on a path to master the techniques of Jalmeray's greatest martial artists: victors of the Challenge of Sky and Heaven. You become trained in either [Acrobatics](../skills.md#Acrobatics) or [Occultism](../skills.md#Occultism). You gain either the [Ki Rush](ki-rush.md) or [Ki Strike](ki-strike.md) monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](../../Rules/actions/refocus.md) activity as a monk does. If you already have both these feats, you can instead choose a single 1st-level monk feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Jalmeri heavenseeker archetype. - -## Jalmeri Heavenseeker Dedication leads to... - -[Heaven's Thunder](heavens-thunder-aoe2.md), [Sky And Heaven Stance](sky-and-heaven-stance-aoe2.md), [Cross The Final Horizon](cross-the-final-horizon-aoe2.md), [Skyseeker](skyseeker-aoe2.md), [Speaking Sky](speaking-sky-aoe2.md), [Steal The Sky](steal-the-sky-aoe2.md) - -## Summary - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* -%% #compendium/src/pf2e/aoe2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/jalmeri-heavenseeker-dedication-loil.md b/Compendium/feats/jalmeri-heavenseeker-dedication-loil.md deleted file mode 100644 index ab87ec44d..000000000 --- a/Compendium/feats/jalmeri-heavenseeker-dedication-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Jalmeri Heavenseeker Dedication"] ---- -# Jalmeri Heavenseeker Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven - -You become trained in either [Acrobatics](../skills.md#Acrobatics) or [Occultism](../skills.md#Occultism); if you were already trained in both these skills, you become an expert in one of them instead. You gain either the Ki Rush or [Ki Strike](ki-strike.md) monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](../../Rules/actions/refocus.md) activity as a monk does. If you already have both feats, you can instead choose a single 1st-level monk feat. - -**Special.** You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes. - -*Source: Lost Omens: Impossible Lands p. 224* -%% #compendium/src/pf2e/loil #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/jalmeri-rakshasa-magic-loil.md b/Compendium/feats/jalmeri-rakshasa-magic-loil.md deleted file mode 100644 index 6ff789028..000000000 --- a/Compendium/feats/jalmeri-rakshasa-magic-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/tiefling -aliases: ["Jalmeri Rakshasa Magic"] ---- -# Jalmeri Rakshasa Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Beastbrood](beastbrood-loag.md) - -You can cast [dispel magic](../spells/dispel-magic.md) and [reaper's lantern](../spells/reapers-lantern-apg.md) once per day each as 2nd-level divine innate spells. [Reaper's lantern](../spells/reapers-lantern-apg.md) manifests as a lantern shaped like the head of your rakshasa incarnation. - -*Source: Lost Omens: Impossible Lands p. 33* -%% #compendium/src/pf2e/loil #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/janatimos-lessons-lol.md b/Compendium/feats/janatimos-lessons-lol.md deleted file mode 100644 index cb92513b2..000000000 --- a/Compendium/feats/janatimos-lessons-lol.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/rare -aliases: ["Janatimo's Lessons"] ---- -# Janatimo's Lessons *Feat 12* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Uzunjati Recollection](uzunjati-recollection-locg.md) - -Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Uzunjati Recollection to tell a story and [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning. - -This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds. - -*Source: Lost Omens: Legends p. 61* -%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/janni-hospitality-loag.md b/Compendium/feats/janni-hospitality-loag.md deleted file mode 100644 index 8f9a876e6..000000000 --- a/Compendium/feats/janni-hospitality-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Janni Hospitality"] ---- -# Janni Hospitality *Feat 9* -[suli](../../Rules/traits/suli-b2.md) - - -You can use magic to show others desert hospitality. You can cast 2nd-level [create food](../spells/create-food.md) once per day and create water twice per day as arcane innate spells. - -*Source: Lost Omens: Ancestry Guide p. 112* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/janni-magic-loag.md b/Compendium/feats/janni-magic-loag.md deleted file mode 100644 index 8d9b69204..000000000 --- a/Compendium/feats/janni-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Janni Magic"] ---- -# Janni Magic *Feat 9* -[suli](../../Rules/traits/suli-b2.md) - - -The magic of jann runs through your blood. You can cast [enlarge](../spells/enlarge.md) and [speak with animals](../spells/speak-with-animals.md) once per day each as 2nd-level arcane innate spells. - -*Source: Lost Omens: Ancestry Guide p. 112* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/jelly-body-da.md b/Compendium/feats/jelly-body-da.md deleted file mode 100644 index 829078f9d..000000000 --- a/Compendium/feats/jelly-body-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Jelly Body"] ---- -# Jelly Body *Feat 6* -[aftermath](../../Rules/traits/aftermath-da.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: You've been reduced to 0 Hit Points while engulfed by an ooze. - -Some of the ooze that surrounded you made its way permanently into parts of your body, turning you soft to the touch and semitransparent enough to show bones. You gain resistance equal to your level to precision damage and damage from critical hits. You can submerge up to 1 Bulk of items within your body by sticking them inside of yourself. While the protrusion of the item is still visible from the outside, the items don't count toward making you [encumbered](../../Rules/conditions.md#Encumbered) or your maximum Bulk while stored in you. You can [Interact](../../Rules/actions/interact.md) to retrieve or store an item submerged into your body. - -*Source: Dark Archive p. 56* -%% #compendium/src/pf2e/da #trait/aftermath #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/jellyfish-stance-frp2.md b/Compendium/feats/jellyfish-stance-frp2.md deleted file mode 100644 index b21d0c429..000000000 --- a/Compendium/feats/jellyfish-stance-frp2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/monk -- trait/stance -- trait/uncommon -aliases: ["Jellyfish Stance"] ---- -# Jellyfish Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal `1d8` slashing damage. These attacks are in the brawling, and have the finesse, nonlethal, [reach](../../Rules/traits/reach.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in Jellyfish Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to [Escape](../../Rules/actions/escape.md) and [Squeeze](../../Rules/actions/squeeze.md). - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* -%% #compendium/src/pf2e/frp2 #trait/monk #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/jinx-glutton-loag.md b/Compendium/feats/jinx-glutton-loag.md deleted file mode 100644 index ccb3705c2..000000000 --- a/Compendium/feats/jinx-glutton-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Jinx Glutton"] ---- -# Jinx Glutton *Feat 13* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Eat Fortune](eat-fortune-apg.md) - -You can Eat Fortune once per hour, rather than once per day. - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/judgment-of-the-monolith-lowg.md b/Compendium/feats/judgment-of-the-monolith-lowg.md deleted file mode 100644 index 3453b30df..000000000 --- a/Compendium/feats/judgment-of-the-monolith-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Judgment Of The Monolith"] ---- -# Judgment Of The Monolith *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](ka-stone-ritual-lowg.md) - -You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a [zone of truth](../spells/zone-of-truth.md). You can also activate it with a 10-minute activation (envision) to cast [talking corpse](../spells/talking-corpse.md). - -*Source: Lost Omens: World Guide p. 59* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/juggernauts-fortitude.md b/Compendium/feats/juggernauts-fortitude.md deleted file mode 100644 index 855a11f47..000000000 --- a/Compendium/feats/juggernauts-fortitude.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Juggernaut's Fortitude"] ---- -# Juggernaut's Fortitude *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Barbarian Dedication](barbarian-dedication.md), expert in Fortitude saves - -Your proficiency rank in Fortitude saves increases to master. - -*Source: Core Rulebook p. 221* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/juggle-ec1.md b/Compendium/feats/juggle-ec1.md deleted file mode 100644 index 9f15b7d2e..000000000 --- a/Compendium/feats/juggle-ec1.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/concentrate -- trait/general -- trait/manipulate -- trait/skill -- trait/uncommon -aliases: ["Juggle"] ---- -# Juggle [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](../../Rules/traits/concentrate.md) [general](../../Rules/traits/general.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 16, trained in [Performance](../skills.md#Performance) -- **Activity** Single Action - -You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways. - -You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. - -The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below) - -While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle. - -You can also use this action to continue Juggling as long as you aren't [fatigued](../../Rules/conditions.md#Fatigued). When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become [fatigued](../../Rules/conditions.md#Fatigued) if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour. - -As long as you're Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with a material component. Juggling two or more weapons with one hand doesn't allow you to use feats that require two weapons each held in a different hand. - -*Source: Extinction Curse #1: The Show Must Go On p. 76* -%% #compendium/src/pf2e/ec1 #trait/concentrate #trait/general #trait/manipulate #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/juggler-dedication-ec1.md b/Compendium/feats/juggler-dedication-ec1.md deleted file mode 100644 index f19d90d44..000000000 --- a/Compendium/feats/juggler-dedication-ec1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Juggler Dedication"] ---- -# Juggler Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 14 - -You become trained in [Performance](../skills.md#Performance); if you were already trained in [Performance](../skills.md#Performance), you instead become trained in a skill of your choice. You also gain the Juggle skill feat (page 76), even if you don't meet its prerequisites. - -**Special.** You cannot select another dedication feat until you have gained one other feat from the juggler archetype. - -## Juggler Dedication leads to... - -[Focused Juggler](focused-juggler-ec1.md), [Lobbed Attack](lobbed-attack-ec1.md), [Opportune Throw](opportune-throw-ec1.md), [Quick Juggler](quick-juggler-ec1.md), [Reflexive Catch](reflexive-catch-ec1.md) - -## Summary - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/jumping-jenny-display-g-g.md b/Compendium/feats/jumping-jenny-display-g-g.md deleted file mode 100644 index ef6997d1d..000000000 --- a/Compendium/feats/jumping-jenny-display-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Jumping Jenny Display"] ---- -# Jumping Jenny Display *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Firework Technician Dedication](firework-technician-dedication-g-g.md) - -This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the Jumping Jenny fireworks display. - -```ad-embed-ability -title: Jumping Jenny [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Cost**: 2 batches of infused reagents - -Target a flying creature within 60 feet. Until the start of your next turn, each time that creature attempts to [Fly](../../../rules/actions/fly.md), they must succeed at an [Acrobatics](../../skills.md#Acrobatics) check to [Maneuver in Flight](../../../rules/actions/maneuver-in-flight.md) against the DC of your fireworks display, or the [Fly](../../../rules/actions/fly.md) action is disrupted. If all the creature's attempts to [Fly](../../../rules/actions/fly.md) are disrupted, at the end of its turn, it falls harmlessly to the ground below. A jumping jenny costs 2 batches of infused reagents, rather than 1. -``` - -*Source: Guns & Gears p. 135* -%% #compendium/src/pf2e/g&g #trait/archetype %% diff --git a/Compendium/feats/jungle-runner-loil.md b/Compendium/feats/jungle-runner-loil.md deleted file mode 100644 index e410bf9bf..000000000 --- a/Compendium/feats/jungle-runner-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Jungle Runner"] ---- -# Jungle Runner *Feat 5* -[vanara](../../Rules/traits/vanara-loil.md) - - -You run through the jungle as easily as you would through an open field. You ignore difficult terrain from underbrush within forests and jungles. You can always use the [Take Cover](../../Rules/actions/take-cover.md) action when you're within forest or jungle terrain to gain cover, even if you aren't adjacent to an obstacle you can [Take Cover](../../Rules/actions/take-cover.md) behind. - -*Source: Lost Omens: Impossible Lands p. 55* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/jungle-strider-lome.md b/Compendium/feats/jungle-strider-lome.md deleted file mode 100644 index f29360592..000000000 --- a/Compendium/feats/jungle-strider-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Jungle Strider"] ---- -# Jungle Strider *Feat 1* -[grippli](../../Rules/traits/grippli-b2.md) - - -You are adept at dodging roots, foliage, and other jungle obstacles. You ignore difficult terrain in forests and jungles. In addition, when you use the [Acrobatics](../skills.md#Acrobatics) skill to [Balance](../../Rules/actions/balance.md) on narrow surfaces or uneven ground made of plant material, you aren't [flat-footed](../../Rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](../skills.md#Acrobatics) checks, you get a critical success instead. - -*Source: Lost Omens: The Mwangi Expanse p. 121* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/junk-tinker.md b/Compendium/feats/junk-tinker.md deleted file mode 100644 index e674757d7..000000000 --- a/Compendium/feats/junk-tinker.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Junk Tinker"] ---- -# Junk Tinker *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -You can make useful tools out of even twisted or rusted scraps. When using the [Crafting](../skills.md#Crafting) skill to [Craft](../../Rules/actions/craft.md), you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made. - -You can also incorporate junk to save money while you [Craft](../../Rules/actions/craft.md) any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes. - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/just-one-more-thing-apg.md b/Compendium/feats/just-one-more-thing-apg.md deleted file mode 100644 index 94b93f4a1..000000000 --- a/Compendium/feats/just-one-more-thing-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fortune -- trait/investigator -aliases: ["Just One More Thing"] ---- -# Just One More Thing [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[fortune](../../Rules/traits/fortune.md) [investigator](../../Rules/traits/investigator-apg.md) - -- **Requirements**: Your most recent action was to [Feint](../../Rules/actions/feint.md), [Request](../../Rules/actions/request.md), or [Demoralize](../../Rules/actions/demoralize.md), and you failed but didn't critically fail. -- **Activity** Single Action - -After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. Reroll the failed check and use the new result. If the target of the failed check is the subject of a lead you're pursuing, double your bonus from [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) on the rerolled check. That creature is temporarily immune to Just One More Thing for 1 day. - -You can also use this action if you failed, but didn't critically fail, at a check to [Lie](../../Rules/actions/lie.md), [Gather Information](../../Rules/actions/gather-information.md), [Make an Impression](../../Rules/actions/make-an-impression.md), or [Coerce](../../Rules/actions/coerce.md). In this case, rather than spending 1 action, adding Just One More Thing takes you half the amount of time you initially spent on the check, to a minimum of 1 more round. - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/fortune #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/just-the-facts-apg.md b/Compendium/feats/just-the-facts-apg.md deleted file mode 100644 index 1da751fad..000000000 --- a/Compendium/feats/just-the-facts-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Just The Facts"] ---- -# Just The Facts *Feat 20* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: [Thorough Research](thorough-research-apg.md) - -You fundamentally understand everything to the point where your research can't possibly be wrong. You are permanently [quickened](../../Rules/conditions.md#Quickened) and can use the extra action to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -Your checks to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) are no longer secret. - -When you [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you use the outcome for one degree of success better than the result of your check, and if an effect (such as [Dubious Knowledge](dubious-knowledge.md)) would give you inaccurate information from your [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check, you know which information is inaccurate. When one of your allies [Recalls Knowledge](../../Rules/actions/recall-knowledge.md) and gains false information, you also know that information is inaccurate if they share it with you. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/just-the-thing-g-g.md b/Compendium/feats/just-the-thing-g-g.md deleted file mode 100644 index f17d7dd63..000000000 --- a/Compendium/feats/just-the-thing-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Just The Thing!"] ---- -# Just The Thing! *Feat 16* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Frequency**: once per hour - -Need to balance on a razor's edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing. You attempt a skill action that takes 1 minute or less to complete, using the same number of actions or amount of time as normal. However, as you take the action, describe a device you pull out and use to accomplish the skill. The specifics of how you accomplish this are up to you, but they should fit the challenge at hand. - -For instance, you might use gravitic stabilizers to balance on the razor's edge, a force battering ram gizmo to open the iron door, or a device that produces an aroma with the ability to pacify wyrms to persuade the dragon. Using an invention in this way lets you alter how you calculate the skill check used in the action. Instead of the normal skill modifier associated with that skill action, you use your [Crafting](../skills.md#Crafting) modifier. - -*Source: Guns & Gears p. 31* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/just-the-tool-da.md b/Compendium/feats/just-the-tool-da.md deleted file mode 100644 index 2458bae29..000000000 --- a/Compendium/feats/just-the-tool-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -aliases: ["Just the Tool"] ---- -# Just the Tool [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md) -- **Activity** Single Action - -You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/juvenile-flight-loag.md b/Compendium/feats/juvenile-flight-loag.md deleted file mode 100644 index e0990ac4f..000000000 --- a/Compendium/feats/juvenile-flight-loag.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Juvenile Flight"] ---- -# Juvenile Flight [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[strix](../../Rules/traits/strix-loag.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You unfold your wings for travel and can keep them unfolded for 10 minutes. You gain a fly Speed equal to your land Speed while your wings are unfurled. If you have Fledgling Flight, you gain a +10-foot status bonus to your fly Speed with Juvenile Flight. As normal, since your fly Speed is derived from your land Speed, this status bonus isn't cumulative with a status bonus to your land Speed, if you have one. - -## Juvenile Flight leads to... - -[Fully Flighted](fully-flighted-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/ka-stone-ritual-lowg.md b/Compendium/feats/ka-stone-ritual-lowg.md deleted file mode 100644 index 3858dea5b..000000000 --- a/Compendium/feats/ka-stone-ritual-lowg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/rare -aliases: ["Ka Stone Ritual"] ---- -# Ka Stone Ritual *Feat 4* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Living Monolith Dedication](living-monolith-dedication-lowg.md), a sphinx or living monolith with this feat performs a ritual with you - -You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible. - -The ka stone grants you a +1 item bonus to saves against [death](../../Rules/traits/death.md) effects and [negative](../../Rules/traits/negative.md) effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level. - -```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You cast [enlarge](../../../compendium/spells/enlarge.md) on yourself or use one of the other activated abilities granted by a later [Living Monolith](../../../compendium/character/archetypes/living-monolith-lowg.md) feat. -``` - -## Ka Stone Ritual leads to... - -[Attunement To Stone](attunement-to-stone-lowg.md), [Fortified Flesh](fortified-flesh-lowg.md), [Judgment Of The Monolith](judgment-of-the-monolith-lowg.md), [Stone Blood](stone-blood-lowg.md), [Stone Communion](stone-communion-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 59* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/rare %% diff --git a/Compendium/feats/kashrishi-revivification-loil.md b/Compendium/feats/kashrishi-revivification-loil.md deleted file mode 100644 index a6791bfb9..000000000 --- a/Compendium/feats/kashrishi-revivification-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Kashrishi Revivification"] ---- -# Kashrishi Revivification [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Frequency**: once per day -- **Trigger** You have the [dying](../../Rules/conditions.md#Dying) condition and are about to attempt a recovery check. -- **Activity** Free Action - -You can use Kashrishi Revivification even if you're otherwise unable to act. - -The well of psychic energy held within your mind can exceed the limitations of your physical body. You're restored to 1 Hit Point, lose the [dying](../../Rules/conditions.md#Dying) and [unconscious](../../Rules/conditions.md#Unconscious) conditions, and can act normally on this turn. You gain or increase the [wounded](../../Rules/conditions.md#Wounded) condition as normal for losing the [dying](../../Rules/conditions.md#Dying) condition. - -*Source: Lost Omens: Impossible Lands p. 45* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/keen-follower-apg.md b/Compendium/feats/keen-follower-apg.md deleted file mode 100644 index 20e57e3a0..000000000 --- a/Compendium/feats/keen-follower-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Keen Follower"] ---- -# Keen Follower *Feat 3* -[general](../../Rules/traits/general.md) - - -Your keen observation of your allies has made you better at following their lead. When using the [Follow the Expert](../../Rules/actions/follow-the-expert.md) activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master. - -*Source: Advanced Player's Guide p. 207* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/keen-recollection-apg.md b/Compendium/feats/keen-recollection-apg.md deleted file mode 100644 index 6ebf83866..000000000 --- a/Compendium/feats/keen-recollection-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Keen Recollection"] ---- -# Keen Recollection *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](investigator-dedication-apg.md) - -You can recall all sorts of information. You gain the keen recollection|investigator|apg|3 class feature. - -*Source: Advanced Player's Guide p. 151* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/keep-pace-apg.md b/Compendium/feats/keep-pace-apg.md deleted file mode 100644 index 168c2430c..000000000 --- a/Compendium/feats/keep-pace-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Keep Pace"] ---- -# Keep Pace [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Trigger** Your prey is within reach and attempts to move away from you. -- **Activity** Reaction - -Your prey can't escape. [Stride](../../Rules/actions/stride.md) up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) instead of [Stride](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Advanced Player's Guide p. 163* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/keep-up-appearances-locg.md b/Compendium/feats/keep-up-appearances-locg.md deleted file mode 100644 index f9ee74b30..000000000 --- a/Compendium/feats/keep-up-appearances-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -- trait/uncommon -aliases: ["Keep Up Appearances"] ---- -# Keep Up Appearances [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Taldan nationality -- **Trigger** You are affected by an [emotion](../../Rules/traits/emotion.md) effect. -- **Activity** Reaction - -Taldan pride means you never show weakness. Roll a [Deception](../skills.md#Deception) check and compare the result to any observing creatures' [Perception](../skills.md#Perception) DCs. On a success, that creature believes you were unaffected by the [emotion](../../Rules/traits/emotion.md) effect. A creature tricked in this manner can't benefit from the [emotion](../../Rules/traits/emotion.md) effect and can't use abilities that require you to be under this [emotion](../../Rules/traits/emotion.md) effect; for example, if you successfully use this ability to trick a will-o'-wisp into believing you aren't under a [fear](../../Rules/traits/fear.md) effect, it can't use its Feed on Fear ability on you. - -*Source: Lost Omens: Character Guide p. 12* -%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/keep-up-the-good-fight-lokl.md b/Compendium/feats/keep-up-the-good-fight-lokl.md deleted file mode 100644 index c06956235..000000000 --- a/Compendium/feats/keep-up-the-good-fight-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Keep Up the Good Fight"] ---- -# Keep Up the Good Fight [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) -- **Frequency**: once per hour -- **Trigger** A foe's [Strike](../../Rules/actions/strike.md) reduces you to 0 Hit Points. -- **Requirements**: You had more than 1 Hit Point before the triggering [Strike](../../Rules/actions/strike.md), and the [Strike](../../Rules/actions/strike.md) wouldn't kill you. -- **Activity** Reaction - -Your devotion to helping others and doing good keeps you going, even against insurmountable odds. Instead of being knocked out, you are reduced to 1 Hit Point, gain a number of temporary Hit Points equal to your level for 1 round, and increase your [wounded](../../Rules/conditions.md#Wounded) value by 1. - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ki-blast.md b/Compendium/feats/ki-blast.md deleted file mode 100644 index ca651b877..000000000 --- a/Compendium/feats/ki-blast.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Ki Blast"] ---- -# Ki Blast *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You can unleash an impactful cone of force by channeling your ki. You gain the [ki blast](../spells/ki-blast.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 161* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/ki-center-apg.md b/Compendium/feats/ki-center-apg.md deleted file mode 100644 index ab9c7ded1..000000000 --- a/Compendium/feats/ki-center-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Ki Center"] ---- -# Ki Center [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells, [Master of Many Styles](master-of-many-styles.md) -- **Frequency**: once per minute -- **Activity** Free Action - -You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the [stance](../../Rules/traits/stance.md) trait, without spending a Focus Point. - -*Source: Advanced Player's Guide p. 131* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/ki-form-apg.md b/Compendium/feats/ki-form-apg.md deleted file mode 100644 index f748540a6..000000000 --- a/Compendium/feats/ki-form-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Ki Form"] ---- -# Ki Form *Feat 18* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You have mastered a potent technique for using your ki to reinforce your physical form and propel yourself through the air. You gain the [ki form](../spells/ki-form-apg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 131* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/ki-rush.md b/Compendium/feats/ki-rush.md deleted file mode 100644 index ccb43af6c..000000000 --- a/Compendium/feats/ki-rush.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Ki Rush"] ---- -# Ki Rush *Feat 1* -[monk](../../Rules/traits/monk.md) - - -You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the [ki rush](../spells/ki-rush.md) ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300. - -*Source: Core Rulebook p. 158* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/ki-strike.md b/Compendium/feats/ki-strike.md deleted file mode 100644 index f105d9d6c..000000000 --- a/Compendium/feats/ki-strike.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Ki Strike"] ---- -# Ki Strike *Feat 1* -[monk](../../Rules/traits/monk.md) - - -Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the [ki strike](../spells/ki-strike.md) ki spell and a focus pool of 1 Focus Point. - -## Ki Strike leads to... - -[Elemental Fist](elemental-fist.md) - -## Summary - -*Source: Core Rulebook p. 158* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/killing-stone-loag.md b/Compendium/feats/killing-stone-loag.md deleted file mode 100644 index 3ddb0bda5..000000000 --- a/Compendium/feats/killing-stone-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Killing Stone"] ---- -# Killing Stone *Feat 13* -[kitsune](../../Rules/traits/kitsune-loag.md) - -- **Prerequisites**: [Star Orb](star-orb-loag.md) - -Your star orb hides a deadly miasma. You can cast 5th-level [cloudkill](../spells/cloudkill.md) as a divine innate spell once per day. The spell's normal components are replaced with a focus component (your star orb) and a somatic component to aim the orb towards the location for the spell. - -*Source: Lost Omens: Ancestry Guide p. 126* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/kip-up.md b/Compendium/feats/kip-up.md deleted file mode 100644 index 17b39a5cd..000000000 --- a/Compendium/feats/kip-up.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Kip Up"] ---- -# Kip Up [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Acrobatics](../skills.md#Acrobatics) -- **Activity** Free Action - -You [stand up](../../Rules/actions/stand.md). This movement doesn't trigger reactions. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/kitsune-lore-loag.md b/Compendium/feats/kitsune-lore-loag.md deleted file mode 100644 index 289a90aa3..000000000 --- a/Compendium/feats/kitsune-lore-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Kitsune Lore"] ---- -# Kitsune Lore *Feat 1* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -You excel at navigating social situations and keeping secrets. You gain the trained proficiency rank in [Diplomacy](../skills.md#Diplomacy) and [Deception](../skills.md#Deception). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Kitsune Lore](../skills.md#Lore). - -*Source: Lost Omens: Ancestry Guide p. 125* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/kitsune-spell-expertise-loag.md b/Compendium/feats/kitsune-spell-expertise-loag.md deleted file mode 100644 index 858e2c260..000000000 --- a/Compendium/feats/kitsune-spell-expertise-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Kitsune Spell Expertise"] ---- -# Kitsune Spell Expertise *Feat 13* -[kitsune](../../Rules/traits/kitsune-loag.md) - -- **Prerequisites**: [Kitsune Spell Mysteries](kitsune-spell-mysteries-loag.md) - -Your tails show your magical mastery. During your daily preparations, choose [confusion](../spells/confusion.md), [death ward](../spells/death-ward.md), or [illusory scene](../spells/illusory-scene.md). You can [Cast this Spell](../../Rules/actions/cast-a-spell.md) as a 5th-level divine innate spell once that day. You become an expert in divine spell DCs and divine spell attack rolls. - -*Source: Lost Omens: Ancestry Guide p. 126* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/kitsune-spell-familiarity-loag.md b/Compendium/feats/kitsune-spell-familiarity-loag.md deleted file mode 100644 index 77b9af67a..000000000 --- a/Compendium/feats/kitsune-spell-familiarity-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Kitsune Spell Familiarity"] ---- -# Kitsune Spell Familiarity *Feat 1* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -You've picked up a few magical tricks. During your daily preparations, choose [daze](../spells/daze.md), [forbidding ward](../spells/forbidding-ward.md), or [ghost sound](../spells/ghost-sound.md). Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Ancestry Guide p. 125* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/kitsune-spell-mysteries-loag.md b/Compendium/feats/kitsune-spell-mysteries-loag.md deleted file mode 100644 index a06767797..000000000 --- a/Compendium/feats/kitsune-spell-mysteries-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Kitsune Spell Mysteries"] ---- -# Kitsune Spell Mysteries *Feat 5* -[kitsune](../../Rules/traits/kitsune-loag.md) - -- **Prerequisites**: at least one innate spell from a kitsune heritage or ancestry feat - -You know more kitsune magic. During your daily preparations, choose [bane](../spells/bane.md), [illusory object](../spells/illusory-object.md), or [sanctuary](../spells/sanctuary.md). You can cast this as a 1st-level divine innate spell once that day. - -## Kitsune Spell Mysteries leads to... - -[Kitsune Spell Expertise](kitsune-spell-expertise-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 126* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/kneecap-apg.md b/Compendium/feats/kneecap-apg.md deleted file mode 100644 index c8ee23903..000000000 --- a/Compendium/feats/kneecap-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/goblin -aliases: ["Kneecap"] ---- -# Kneecap [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[goblin](../../Rules/traits/goblin.md) - -- **Activity** Single Action - -You deliver a punishing blow to an enemy's knee, shin, or other vulnerable anatomy within your reach. Make a [Strike](../../Rules/actions/strike.md) with one of your melee weapons or melee unarmed attacks. - -This attack doesn't deal damage. On a hit, the target takes a –10-foot status penalty to its Speed or a –15-foot status penalty on a critical hit. The penalty lasts for 1 round. This penalty applies only if the target has a land Speed and depends on legs or other targetable appendages to use its land Speed. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet. - -*Source: Advanced Player's Guide p. 45* -%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/kneel-for-no-god-locg.md b/Compendium/feats/kneel-for-no-god-locg.md deleted file mode 100644 index abbf89e82..000000000 --- a/Compendium/feats/kneel-for-no-god-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -aliases: ["Kneel For No God"] ---- -# Kneel For No God *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - -- **Access**: Vahird ethnicity -- **Prerequisites**: ancient-blooded dwarf heritage - -Your ancestors' defiance of magic and your people's strictly egalitarian mindset mean that certain forms of magic have little effect on you. When you use your [Call on Ancient Blood](../../Rules/actions/call-on-ancient-blood.md) reaction against a divine spell and roll a critical failure on the saving throw against that spell, you get a failure instead. - -*Source: Lost Omens: Character Guide p. 21* -%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/knight-in-shining-armor-locg.md b/Compendium/feats/knight-in-shining-armor-locg.md deleted file mode 100644 index 6719e7689..000000000 --- a/Compendium/feats/knight-in-shining-armor-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Knight In Shining Armor"] ---- -# Knight In Shining Armor *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md); expert in light armor, medium armor, or unarmored defense; trained in heavy armor - -As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor. - -Knight Reclaimant Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival. - -*Source: Lost Omens: Character Guide p. 94* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/knight-reclaimant-dedication-locg.md b/Compendium/feats/knight-reclaimant-dedication-locg.md deleted file mode 100644 index a91ccd00d..000000000 --- a/Compendium/feats/knight-reclaimant-dedication-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Knight Reclaimant Dedication"] ---- -# Knight Reclaimant Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) and [Stealth](../skills.md#Stealth), any non-evil alignment, member of the Knights of Lastwall of knight rank - -You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in [Stealth](../skills.md#Stealth) and [Survival](../skills.md#Survival). Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype. - -## Knight Reclaimant Dedication leads to... - -[Blade Of The Crimson Oath](blade-of-the-crimson-oath-locg.md), [Invoke The Crimson Oath](invoke-the-crimson-oath-locg.md), [Reaper Of Repose](reaper-of-repose-locg.md), [Survivor Of Desolation](survivor-of-desolation-locg.md), [Shepherd of Desolation](shepherd-of-desolation-lokl.md), [Shall Not Falter, Shall Not Rout](shall-not-falter-shall-not-rout-lol.md), [Ashen Veil](ashen-veil-lokl.md), [Voice Cold as Death](voice-cold-as-death-lokl.md), [Hilt Hammer](hilt-hammer-lokl.md), [For Love, for Lightning](for-love-for-lightning-lokl.md), [Reclaimant Plea](reclaimant-plea-lokl.md), [Crimson Oath Devotion](crimson-oath-devotion-lokl.md), [The Tyrant Falls!](the-tyrant-falls-lokl.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 95* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/knight-vigilant-dedication-locg.md b/Compendium/feats/knight-vigilant-dedication-locg.md deleted file mode 100644 index a3e3035c1..000000000 --- a/Compendium/feats/knight-vigilant-dedication-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Knight Vigilant Dedication"] ---- -# Knight Vigilant Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Religion](../skills.md#Religion), any good alignment, member of the Knights of Lastwall of knight rank - -You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in [Religion](../skills.md#Religion). When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype. - -## Knight Vigilant Dedication leads to... - -[Aegis Of Arnisant](aegis-of-arnisant-locg.md), [Endure Death's Touch](endure-deaths-touch-locg.md), [Knight In Shining Armor](knight-in-shining-armor-locg.md), [Unshakable Idealism](unshakable-idealism-locg.md), [Divine Healing](divine-healing-lokl.md), [Interrupt Charge](interrupt-charge-lokl.md), [Phalanx Formation](phalanx-formation-lokl.md), [Emissary of Peace](emissary-of-peace-lokl.md), [Instant Armor](instant-armor-lokl.md), [Lead the Way](lead-the-way-lokl.md), [Guarded Advance](guarded-advance-lokl.md), [Vigilant Benediction](vigilant-benediction-lokl.md), [Instinctual Interception](instinctual-interception-lokl.md), [Keep Up the Good Fight](keep-up-the-good-fight-lokl.md), [Tower Shield Mastery](tower-shield-mastery-lokl.md), [Stalwart Standard](stalwart-standard-lokl.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 94* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/knights-retaliation-lokl.md b/Compendium/feats/knights-retaliation-lokl.md deleted file mode 100644 index 53f8490ba..000000000 --- a/Compendium/feats/knights-retaliation-lokl.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/fighter -- trait/swashbuckler -- trait/uncommon -aliases: ["Knight's Retaliation"] ---- -# Knight's Retaliation [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[fighter](../../Rules/traits/fighter.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Trigger** An undead creature within your reach critically fails a [Strike](../../Rules/actions/strike.md) against you. -- **Activity** Reaction - -You knock the enemy's blow aside and twist, unbalancing your foe. You attempt to [Disarm](../../Rules/actions/disarm.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md) the triggering creature. - -*Source: Lost Omens: Knights of Lastwall p. 84* -%% #compendium/src/pf2e/lokl #trait/fighter #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/knock-sense-lokl.md b/Compendium/feats/knock-sense-lokl.md deleted file mode 100644 index ea6e1aeb2..000000000 --- a/Compendium/feats/knock-sense-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/fighter -- trait/uncommon -aliases: ["Knock Sense"] ---- -# Knock Sense [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](../../Rules/traits/champion.md) [fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Activity** Single Action - -You attack carefully to knock some sense into a creature whose actions aren't their own. Make a [Strike](../../Rules/actions/strike.md) against a [confused](../../Rules/conditions.md#Confused) ally. The [Strike](../../Rules/actions/strike.md) is nonlethal and doesn't take a –2 penalty for using a weapon without the [nonlethal](../../Rules/traits/nonlethal.md) trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the [confused](../../Rules/conditions.md#Confused) condition when taking damage. - -*Source: Lost Omens: Knights of Lastwall p. 83* -%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/knockback-strike.md b/Compendium/feats/knockback-strike.md deleted file mode 100644 index 4c4636519..000000000 --- a/Compendium/feats/knockback-strike.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/monk -aliases: ["Knockback Strike"] ---- -# Knockback Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [monk](../../Rules/traits/monk.md) - -- **Activity** Two-Action - -You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed [Strike](../../Rules/actions/strike.md). If you hit, attempt an [Athletics](../skills.md#Athletics) check to [Shove](../../Rules/actions/shove.md) the target. This attack uses the same multiple attack penalty as your [Strike](../../Rules/actions/strike.md), and doesn't count toward your multiple attack penalty. - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/knockback.md b/Compendium/feats/knockback.md deleted file mode 100644 index 5c3e1803d..000000000 --- a/Compendium/feats/knockback.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Knockback"] ---- -# Knockback [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: Your last action was a successful [Strike](../../Rules/actions/strike.md). -- **Activity** Single Action - -The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful [Shove](../../Rules/actions/shove.md). You can follow the foe as normal for a successful [Shove](../../Rules/actions/shove.md). - -## Knockback leads to... - -[Awesome Blow](awesome-blow.md) - -## Summary - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/knockdown.md b/Compendium/feats/knockdown.md deleted file mode 100644 index b307379ec..000000000 --- a/Compendium/feats/knockdown.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -aliases: ["Knockdown"] ---- -# Knockdown [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Activity** Two-Action - -You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee [Strike](../../Rules/actions/strike.md). If it hits and deals damage, you can attempt an [Athletics](../skills.md#Athletics) check to [Trip](../../Rules/actions/trip.md) the creature you hit. If you're wielding a two-handed melee weapon, you can ignore [Trip](../../Rules/actions/trip.md)'s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. - -## Knockdown leads to... - -[Improved Knockdown](improved-knockdown.md) - -## Summary - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/know-it-all-av2.md b/Compendium/feats/know-it-all-av2.md deleted file mode 100644 index acc526916..000000000 --- a/Compendium/feats/know-it-all-av2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Know It All"] ---- -# Know It All *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -Your knowledge of abstruse topics is unparalleled. When you succeed at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/know-it-all-da.md b/Compendium/feats/know-it-all-da.md deleted file mode 100644 index 2698e2493..000000000 --- a/Compendium/feats/know-it-all-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Know-It-All"] ---- -# Know-It-All *Feat 8* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -Having heard every rumor or story in the book, you know that if you've heard of something in the first place, you've probably heard about it at length. When you succeed at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you gain additional information or context about the given topic. When you critically succeed at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), at the GM's discretion, you might gain even more additional information or context than normal. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/know-it-all.md b/Compendium/feats/know-it-all.md deleted file mode 100644 index 70fb7cc54..000000000 --- a/Compendium/feats/know-it-all.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Know-it-all"] ---- -# Know-it-all *Feat 8* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Enigma muse - -When you succeed at a [Knowledge](../../Rules/actions/recall-knowledge.md) check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal. - -*Source: Core Rulebook p. 102* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/know-oneself-locg.md b/Compendium/feats/know-oneself-locg.md deleted file mode 100644 index aa463b841..000000000 --- a/Compendium/feats/know-oneself-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/fortune -- trait/human -- trait/uncommon -aliases: ["Know Oneself"] ---- -# Know Oneself [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[fortune](../../Rules/traits/fortune.md) [human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Vudrani ethnicity -- **Frequency**: once per day -- **Trigger** You roll a critical failure on a saving throw against an [emotion](../../Rules/traits/emotion.md) effect. -- **Activity** Reaction - -You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the [emotion](../../Rules/traits/emotion.md) effect instead of critically failing. - -*Source: Lost Omens: Character Guide p. 12* -%% #compendium/src/pf2e/locg #trait/fortune #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/know-the-beat-aoa5.md b/Compendium/feats/know-the-beat-aoa5.md deleted file mode 100644 index 3e74d2cf7..000000000 --- a/Compendium/feats/know-the-beat-aoa5.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/archetype -- trait/skill -aliases: ["Know The Beat"] ---- -# Know The Beat *Feat 3* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Zephyr Guard Dedication](zephyr-guard-dedication-aoa5.md) - -You become trained in your choice of [Guild Lore](../skills.md#Lore), [Legal Lore](../skills.md#Lore), [Mercantile Lore](../skills.md#Lore), or [Underworld Lore](../skills.md#Lore). You gain a +1 circumstance bonus to [Diplomacy](../skills.md#Diplomacy) checks to [Gather Information](../../Rules/actions/gather-information.md) and to checks made to investigate crimes. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #compendium/src/pf2e/aoa5 #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/know-your-own-apg.md b/Compendium/feats/know-your-own-apg.md deleted file mode 100644 index 16d0de6a1..000000000 --- a/Compendium/feats/know-your-own-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Know Your Own"] ---- -# Know Your Own *Feat 1* -[elf](../../Rules/traits/elf.md) - - -You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways. If you critically fail a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about elves, elven society, or elven history, you get a failure instead. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/knowledge-is-power-som.md b/Compendium/feats/knowledge-is-power-som.md deleted file mode 100644 index c1f22d75f..000000000 --- a/Compendium/feats/knowledge-is-power-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Knowledge Is Power"] ---- -# Knowledge Is Power *Feat 6* -[magus](../../Rules/traits/magus-som.md) - - -When you critically succeed at a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check about a creature, you gain a +1 circumstance bonus to your next attack roll against the creature, to your AC against its next attack roll, and to your save against its next effect requiring a save. If you share this information with your allies, they gain the benefits as well. If not used, these bonuses end after 1 minute. - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/known-weaknesses-apg.md b/Compendium/feats/known-weaknesses-apg.md deleted file mode 100644 index e84aa2b9c..000000000 --- a/Compendium/feats/known-weaknesses-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Known Weaknesses"] ---- -# Known Weaknesses *Feat 1* -[investigator](../../Rules/traits/investigator-apg.md) - - -Whenever you [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md), you can also attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) as part of that action. If you critically succeed at the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md). If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. - -*Source: Advanced Player's Guide p. 60* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/kobold-breath-apg.md b/Compendium/feats/kobold-breath-apg.md deleted file mode 100644 index 8844a3ce7..000000000 --- a/Compendium/feats/kobold-breath-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/arcane -- trait/evocation -- trait/kobold -aliases: ["Kobold Breath"] ---- -# Kobold Breath [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[arcane](../../Rules/traits/arcane.md) [evocation](../../Rules/traits/evocation.md) [kobold](../../Rules/traits/kobold-b1.md) - -- **Activity** Two-Action - -You channel your draconic exemplar's power into a gout of energy that manifests as a 30-foot line or a 15-foot cone, dealing `1d4` damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for `1d4` rounds. - -At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. The shape of the breath, the damage type, and the saving throw match those of your draconic exemplar (see Table 1–1). This ability has the trait associated with the type of damage it deals. - -## Kobold Breath leads to... - -[Dragon's Breath](dragons-breath-apg.md), [Dragonblood Paragon](dragonblood-paragon-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/arcane #trait/evocation #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/kobold-lore-apg.md b/Compendium/feats/kobold-lore-apg.md deleted file mode 100644 index c8b75c8dd..000000000 --- a/Compendium/feats/kobold-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Kobold Lore"] ---- -# Kobold Lore *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - - -You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in [Stealth](../skills.md#Stealth) and [Thievery](../skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Kobold Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/kobold-lore-ltiba.md b/Compendium/feats/kobold-lore-ltiba.md deleted file mode 100644 index 7e5912d72..000000000 --- a/Compendium/feats/kobold-lore-ltiba.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ltiba -- trait/kobold -aliases: ["Kobold Lore"] ---- -# Kobold Lore *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - - -You attentively learned the key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in [Stealth](../skills.md#Stealth) and [Thievery](../skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Kobold Lore](../skills.md#Lore). - -*Source: Little Trouble in Big Absalom p. 10* -%% #compendium/src/pf2e/ltiba #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/kobold-weapon-expertise-loag.md b/Compendium/feats/kobold-weapon-expertise-loag.md deleted file mode 100644 index 767931baf..000000000 --- a/Compendium/feats/kobold-weapon-expertise-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Kobold Weapon Expertise"] ---- -# Kobold Weapon Expertise *Feat 13* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: [Kobold Weapon Familiarity](kobold-weapon-familiarity-loag.md) - -Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [crossbow](../equipment/items/crossbow.md), [greatpick](../equipment/items/greatpick.md), [light pick](../equipment/items/light-pick.md), [pick](../equipment/items/pick.md), and [spear](../equipment/items/spear.md), as well as any kobold weapons in which you are trained. - -*Source: Lost Omens: Ancestry Guide p. 40* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/kobold-weapon-familiarity-loag.md b/Compendium/feats/kobold-weapon-familiarity-loag.md deleted file mode 100644 index 5a10ccbcf..000000000 --- a/Compendium/feats/kobold-weapon-familiarity-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Kobold Weapon Familiarity"] ---- -# Kobold Weapon Familiarity *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - - -You've trained with weapons ideal for subterranean efficiency. You are trained with the [crossbow](../equipment/items/crossbow.md), [greatpick](../equipment/items/greatpick.md), [light pick](../equipment/items/light-pick.md), [pick](../equipment/items/pick.md), and [spear](../equipment/items/spear.md). You also gain access to all uncommon kobold weapons. For the purpose of determining your proficiency, martial kobold weapons are simple weapons, and advanced kobold weapons are martial weapons. - -## Kobold Weapon Familiarity leads to... - -[Kobold Weapon Expertise](kobold-weapon-expertise-loag.md), [Kobold Weapon Innovator](kobold-weapon-innovator-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 39* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/kobold-weapon-innovator-loag.md b/Compendium/feats/kobold-weapon-innovator-loag.md deleted file mode 100644 index 08302d53b..000000000 --- a/Compendium/feats/kobold-weapon-innovator-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Kobold Weapon Innovator"] ---- -# Kobold Weapon Innovator *Feat 5* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: [Kobold Weapon Familiarity](kobold-weapon-familiarity-loag.md) - -You've learned devious tactics with your kobold weapons. Whenever you critically hit with a [crossbow](../equipment/items/crossbow.md), [greatpick](../equipment/items/greatpick.md), [light pick](../equipment/items/light-pick.md), [pick](../equipment/items/pick.md), [spear](../equipment/items/spear.md), or kobold weapon, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Ancestry Guide p. 39* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/kreightons-cognitive-crossover-lopsg.md b/Compendium/feats/kreightons-cognitive-crossover-lopsg.md deleted file mode 100644 index 1a0915518..000000000 --- a/Compendium/feats/kreightons-cognitive-crossover-lopsg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Kreighton's Cognitive Crossover"] ---- -# Kreighton's Cognitive Crossover [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Trigger** You gain no information from a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check (usually because you failed the secret check) using one of the two skills you chose for this feat. -- **Activity** Reaction - -Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill. - -**Special.** When you gain this feat, choose two of the following skills: [Arcana](../skills.md#Arcana), [Crafting](../skills.md#Crafting), [Lore](../skills.md#Lore) (any one), [Medicine](../skills.md#Medicine), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), [Religion](../skills.md#Religion), or [Society](../skills.md#Society). - -*Source: Lost Omens: Pathfinder Society Guide p. 120* -%% #compendium/src/pf2e/lopsg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/lab-rat-apg.md b/Compendium/feats/lab-rat-apg.md deleted file mode 100644 index 13ef0b4ad..000000000 --- a/Compendium/feats/lab-rat-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Lab Rat"] ---- -# Lab Rat *Feat 5* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You've spent more than your share of time in an alchemy lab. You might have been an alchemist yourself, an assistant, or perhaps even a test subject. Either way, you have been exposed to a wide variety of alchemical poisons and elixirs, leaving you with increased tolerance of their effects. You have a +1 circumstance bonus to saves against poison and harmful effects from elixirs. If you roll a success on your saving throw against an elixir or poison, you get a critical success instead. - -*Source: Advanced Player's Guide p. 23* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/larcenous-hand-lotgb.md b/Compendium/feats/larcenous-hand-lotgb.md deleted file mode 100644 index 0de6b08ca..000000000 --- a/Compendium/feats/larcenous-hand-lotgb.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Larcenous Hand"] ---- -# Larcenous Hand *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Agile Hand](agile-hand-lotgb.md), [Pickpocket](pickpocket.md) skill feat - -When you cast [mage hand](../spells/mage-hand.md), you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. - -If the creature is unwilling, you must attempt to [Steal](../../Rules/actions/steal.md) the target object with a [Thievery](../skills.md#Thievery) check. The usual restrictions on attempts to [Steal](../../Rules/actions/steal.md) an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't [Steal](../../Rules/actions/steal.md) from a creature in combat or otherwise on guard. On a successful [Steal](../../Rules/actions/steal.md) check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. - -If you're a master in [Thievery](../skills.md#Thievery), you can attempt to [Steal](../../Rules/actions/steal.md) from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/larcenous-tail-loag.md b/Compendium/feats/larcenous-tail-loag.md deleted file mode 100644 index d449fdaa7..000000000 --- a/Compendium/feats/larcenous-tail-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Larcenous Tail"] ---- -# Larcenous Tail *Feat 9* -[ganzi](../../Rules/traits/ganzi-loag.md) - -- **Prerequisites**: [Skillful Tail](skillful-tail-ganzi-loag.md) - -Your tail's chaotic and independent nature causes it to perform mischief even when you don't intend it, and it can somehow steal things it shouldn't be able to handle. - -You can use your tail to [Steal](../../Rules/actions/steal.md) an object, though your tail still can't hold onto it at the end of your action. If you have a hand free, you can transfer the stolen object to your hand. Otherwise, your tail surreptitiously drops it on the ground in your space, where you can grab it later. Observers other than your target who haven't witnessed you stealing something with your tail are usually distracted, meaning the GM will usually decrease their [Perception](../skills.md#Perception) DCs, as normal for Stealing something. - -*Source: Lost Omens: Ancestry Guide p. 98* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/lasting-coercion.md b/Compendium/feats/lasting-coercion.md deleted file mode 100644 index 043cec822..000000000 --- a/Compendium/feats/lasting-coercion.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Lasting Coercion"] ---- -# Lasting Coercion *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Intimidation](../skills.md#Intimidation) - -When you successfully [Coerce](../../Rules/actions/coerce.md) someone, the maximum time they comply increases to a week, still determined by the GM. If you're legendary, the maximum increases to a month. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/lasting-doubt.md b/Compendium/feats/lasting-doubt.md deleted file mode 100644 index 1ad9c0d08..000000000 --- a/Compendium/feats/lasting-doubt.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Lasting Doubt"] ---- -# Lasting Doubt *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: Redeemer cause - -When you cast doubt upon your foes, the effect lasts longer than usual. After being [enfeebled](../../Rules/conditions.md#Enfeebled) by your [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md), the foe is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute. If you have [Weight of Guilt](weight-of-guilt.md), after being [stupefied](../../Rules/conditions.md#Stupefied) by your [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md), the foe is [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute or until the flat check from [stupefied](../../Rules/conditions.md#Stupefied) causes it to lose a spell, whichever comes first. - -*Source: Core Rulebook p. 114* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/lastwall-sentry-dedication-lowg.md b/Compendium/feats/lastwall-sentry-dedication-lowg.md deleted file mode 100644 index 3dd482938..000000000 --- a/Compendium/feats/lastwall-sentry-dedication-lowg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Lastwall Sentry Dedication"] ---- -# Lastwall Sentry Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from the Eye of Dread region. -- **Prerequisites**: member of the Knights of Lastwall, [Shield Block](shield-block.md) - -You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in [Athletics](../skills.md#Athletics) and in [Undead Lore](../skills.md#Lore); if you were already trained, you become an expert instead. Finally, you gain the [Reactive Shield](reactive-shield.md) fighter feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype. - -## Lastwall Sentry Dedication leads to... - -[Eye Of Ozem](eye-of-ozem-lowg.md), [Grave Sense](grave-sense-lowg.md), [Lastwall Warden](lastwall-warden-lowg.md), [Necromantic Resistance](necromantic-resistance-lowg.md), [Necromantic Tenacity](necromantic-tenacity-lowg.md), [Rescuer's Press](rescuers-press-lol.md), [Always Ready](always-ready-lokl.md), [Bless Shield](bless-shield-lokl.md), [Familiar Foe](familiar-foe-lokl.md), [Final Rest](final-rest-lokl.md), [Nonlethal Takedown](nonlethal-takedown-lokl.md), [Practiced Opposition](practiced-opposition-lokl.md), [Repulse the Wicked](repulse-the-wicked-lokl.md), [Sacred Armaments](sacred-armaments-lokl.md), [Flashing Shield](flashing-shield-lokl.md), [Necromantic Bulwark](necromantic-bulwark-lokl.md), [Grave Sight](grave-sight-lokl.md), [No Stranger to Death](no-stranger-to-death-lokl.md), [Resolute Defender](resolute-defender-lokl.md), [Thwart Evil](thwart-evil-lokl.md), [Withstand Death](withstand-death-lokl.md) - -## Summary - -*Source: Lost Omens: World Guide p. 47* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/lastwall-warden-lowg.md b/Compendium/feats/lastwall-warden-lowg.md deleted file mode 100644 index d0785d84c..000000000 --- a/Compendium/feats/lastwall-warden-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Lastwall Warden"] ---- -# Lastwall Warden *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your [Shield Block](shield-block.md) reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a [Shield Block](shield-block.md). - -If an undead makes an attack against an ally within 10 feet, you can [Step](../../Rules/actions/step.md) to become adjacent to your ally and then use [Shield Block](shield-block.md) as part of the same reaction. - -*Source: Lost Omens: World Guide p. 47* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/laughing-gnoll-lome.md b/Compendium/feats/laughing-gnoll-lome.md deleted file mode 100644 index 73cb8dd17..000000000 --- a/Compendium/feats/laughing-gnoll-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Laughing Gnoll"] ---- -# Laughing Gnoll *Feat 9* -[gnoll](../../Rules/traits/gnoll-b1.md) - -- **Prerequisites**: master in [Intimidation](../skills.md#Intimidation) - -A gnoll's sinister giggle is a sound of warning and threat. You gain the [Battle Cry](battle-cry.md) skill feat. You don't take a penalty when you attempt to [Demoralize](../../Rules/actions/demoralize.md) a creature that doesn't understand your language. - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/lavasoul-loag.md b/Compendium/feats/lavasoul-loag.md deleted file mode 100644 index c6e9a5fea..000000000 --- a/Compendium/feats/lavasoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/lineage -aliases: ["Lavasoul"] ---- -# Lavasoul *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md), [unarmed](../../Rules/traits/unarmed.md) attack in the brawling weapon group that deals `1d4` piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage); you gain a bonus on this [persistent damage](../../Rules/conditions.md#Persistent%20Damage) equal to your item bonus to attack rolls on unarmed attacks. - -*Source: Lost Omens: Ancestry Guide p. 103* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/lawbringer-apg.md b/Compendium/feats/lawbringer-apg.md deleted file mode 100644 index 11d46b705..000000000 --- a/Compendium/feats/lawbringer-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -- trait/lineage -aliases: ["Lawbringer"] ---- -# Lawbringer *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You trace your lineage to archons: embodiments of heavenly virtues, guardians of the seven-tiered mountain of Heaven, and nurturers of law and virtue within mortals. Your own virtue and orderly mind protect you from foes who would turn your emotions against you. You gain a +1 circumstance bonus to saves against [emotion](../../Rules/traits/emotion.md) effects, and if you roll a success on a save against an [emotion](../../Rules/traits/emotion.md) effect, you get a critical success instead. - -## Lawbringer leads to... - -[Archon Magic](archon-magic-apg.md), [Enforced Order](enforced-order-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 35* -%% #compendium/src/pf2e/apg #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/lead-climber-apg.md b/Compendium/feats/lead-climber-apg.md deleted file mode 100644 index 6955ad1b1..000000000 --- a/Compendium/feats/lead-climber-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Lead Climber"] ---- -# Lead Climber *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to [Climb](../../Rules/actions/climb.md) a route you set using the [Follow the Expert](../../Rules/actions/follow-the-expert.md) exploration activity, if any of them critically fail their checks to [Climb](../../Rules/actions/climb.md), you can attempt an [Athletics](../skills.md#Athletics) check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure. - -*Source: Advanced Player's Guide p. 207* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/lead-investigator-apg.md b/Compendium/feats/lead-investigator-apg.md deleted file mode 100644 index 741099ef4..000000000 --- a/Compendium/feats/lead-investigator-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/exploration -- trait/investigator -aliases: ["Lead Investigator"] ---- -# Lead Investigator *Feat 18* -[exploration](../../Rules/traits/exploration.md) [investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: [Clue Them All In](clue-them-all-in-apg.md) - -You spend 1 minute briefing up to four allies about one lead you're pursuing. Those allies gain the same circumstance bonus you do from [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) to checks to investigate that lead. This bonus lasts until you cease pursing that lead or for 1 day, whichever comes first. This doesn't confer any other benefits of pursuing a lead, such as adding the circumstance bonus to your saves with Detective's Readiness. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/exploration #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/lead-the-pack-apg.md b/Compendium/feats/lead-the-pack-apg.md deleted file mode 100644 index 2b61c22a6..000000000 --- a/Compendium/feats/lead-the-pack-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/uncommon -aliases: ["Lead The Pack"] ---- -# Lead The Pack *Feat 16* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Mature Beastmaster Companion](mature-beastmaster-companion-apg.md), you have multiple animal companions - -You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md), as per Mature Beastmaster Companion, but not both. When you [Command an Animal](../../Rules/actions/command-an-animal.md), either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). Either way, you can't [Command an Animal](../../Rules/actions/command-an-animal.md) to make either companion act again until your next turn. - -*Source: Advanced Player's Guide p. 161* -%% #compendium/src/pf2e/apg #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/lead-the-way-lokl.md b/Compendium/feats/lead-the-way-lokl.md deleted file mode 100644 index d907c819d..000000000 --- a/Compendium/feats/lead-the-way-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Lead the Way"] ---- -# Lead the Way [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) -- **Activity** Two-Action - -You move forward, creating an opening for others to follow. Choose one adjacent ally who has a reaction available. You [Stride](../../Rules/actions/stride.md), and that ally can use their reaction to immediately [Stride](../../Rules/actions/stride.md). The ally must end their [Stride](../../Rules/actions/stride.md) adjacent to you. If the ally Strides in this way, they don't trigger reactions that are normally triggered by movement. You, however, still trigger those reactions normally. - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/leading-dance-apg.md b/Compendium/feats/leading-dance-apg.md deleted file mode 100644 index ade0d40d2..000000000 --- a/Compendium/feats/leading-dance-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/move -- trait/swashbuckler -aliases: ["Leading Dance"] ---- -# Leading Dance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[move](../../Rules/traits/move.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: trained in [Performance](../skills.md#Performance) -- **Requirements**: You are adjacent to an enemy. -- **Activity** Single Action - -You sweep your foe into your dance. Attempt a [Performance](../skills.md#Performance) check against an adjacent enemy's Will DC. If your swashbuckler's style is battledancer and you succeed, you gain panache. - -> [!success-degree] -> - **Critical Success** Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement). -> - **Success** As critical success, but you both move only 5 feet. -> - **Failure** The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally. -> - **Critical Failure** You stumble, falling [prone](../../Rules/conditions.md#Prone) in your space. - -*Source: Advanced Player's Guide p. 90* -%% #compendium/src/pf2e/apg #trait/move #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/leap-and-fire-g-g.md b/Compendium/feats/leap-and-fire-g-g.md deleted file mode 100644 index c119f86b4..000000000 --- a/Compendium/feats/leap-and-fire-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Leap And Fire"] ---- -# Leap And Fire *Feat 8* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Hit the Dirt!](hit-the-dirt-g-g.md) - -You're quick enough to line up a shot even while diving to the ground. When you use your Hit the Dirt! reaction, at any point during your [Leap](../../Rules/actions/leap.md) you can also make a ranged [Strike](../../Rules/actions/strike.md) with a loaded firearm or crossbow, targeting the creature whose attack triggered the reaction. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/leave-an-opening.md b/Compendium/feats/leave-an-opening.md deleted file mode 100644 index 6c9c1200f..000000000 --- a/Compendium/feats/leave-an-opening.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Leave An Opening"] ---- -# Leave An Opening *Feat 14* -[rogue](../../Rules/traits/rogue.md) - - -When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a [flat-footed](../../Rules/conditions.md#Flat-footed) opponent with a melee attack and deal damage, the target triggers an [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) reaction from one ally of your choice who has that reaction, as if the enemy had used a [manipulate](../../Rules/traits/manipulate.md) action. - -*Source: Core Rulebook p. 188* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/leech-clipper-locg.md b/Compendium/feats/leech-clipper-locg.md deleted file mode 100644 index 429e7e3b8..000000000 --- a/Compendium/feats/leech-clipper-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Leech-clipper"] ---- -# Leech-clipper *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You are trained to capture deserters, or "leeches." If you critically hit a foe with a weapon from the flail weapon group, you can wrap the weapon around the target's legs and then drop it, causing the foe to take a –10-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 [Interact](../../Rules/actions/interact.md) actions. - -*Source: Lost Omens: Character Guide p. 50* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/legendary-codebreaker.md b/Compendium/feats/legendary-codebreaker.md deleted file mode 100644 index 21a0e70b5..000000000 --- a/Compendium/feats/legendary-codebreaker.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Codebreaker"] ---- -# Legendary Codebreaker *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Society](../skills.md#Society) - -Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can [Decipher Writing](../../Rules/actions/decipher-writing.md) using [Society](../skills.md#Society) while reading at normal speed. If you slow down and spend the full amount of time that's ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document. - -*Source: Core Rulebook p. 262* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-guide-apg.md b/Compendium/feats/legendary-guide-apg.md deleted file mode 100644 index 8f36b5cd4..000000000 --- a/Compendium/feats/legendary-guide-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Legendary Guide"] ---- -# Legendary Guide *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Survival](../skills.md#Survival) - -You know the wilderness so well that you can help your party travel through it with ease. When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party's travel speed, your party's travel speed doesn't decrease in difficult terrain, and greater difficult terrain halves your party's travel speed instead of reducing it to a third. This doesn't increase your party's Speed during an encounter or allow your party to ignore difficult terrain during an encounter. - -*Source: Advanced Player's Guide p. 207* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-medic.md b/Compendium/feats/legendary-medic.md deleted file mode 100644 index 797e343e9..000000000 --- a/Compendium/feats/legendary-medic.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Medic"] ---- -# Legendary Medic *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Medicine](../skills.md#Medicine) - -You've discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a [Medicine](../skills.md#Medicine) check to remove a disease or the [blinded](../../Rules/conditions.md#Blinded), [deafened](../../Rules/conditions.md#Deafened), [doomed](../../Rules/conditions.md#Doomed), or [drained](../../Rules/conditions.md#Drained) condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect's source is an artifact, above 20th level, or similarly powerful, increase the DC by 10. - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-monster-hunter.md b/Compendium/feats/legendary-monster-hunter.md deleted file mode 100644 index 37ef90221..000000000 --- a/Compendium/feats/legendary-monster-hunter.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Legendary Monster Hunter"] ---- -# Legendary Monster Hunter *Feat 16* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: legendary in [Nature](../skills.md#Nature), [Master Monster Hunter](master-monster-hunter.md) - -Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from [Monster Hunter](monster-hunter.md) (and the bonus from [Monster Warden](monster-warden.md) if you have it) increases from +1 to +2 for you and any allies who benefit. - -*Source: Core Rulebook p. 176* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/legendary-negotiation.md b/Compendium/feats/legendary-negotiation.md deleted file mode 100644 index 4fc33b001..000000000 --- a/Compendium/feats/legendary-negotiation.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Negotiation"] ---- -# Legendary Negotiation [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Diplomacy](../skills.md#Diplomacy) -- **Activity** Three-Action - -You can negotiate incredibly quickly in adverse situations. You attempt to [Make an Impression](../../Rules/actions/make-an-impression.md) and then [Request](../../Rules/actions/request.md) your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your [Diplomacy](../skills.md#Diplomacy) check. The GM sets the DC of the [Request](../../Rules/actions/request.md) based on the circumstances—it's generally at least a very hard DC of the creature's level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence. - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-performer.md b/Compendium/feats/legendary-performer.md deleted file mode 100644 index 72e26880e..000000000 --- a/Compendium/feats/legendary-performer.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Performer"] ---- -# Legendary Performer *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Performance](../skills.md#Performance), [Virtuosic Performer](virtuosic-performer.md) - -Your fame has spread throughout the lands. NPCs who succeed at a DC 10 [Society](../skills.md#Society) check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC's disposition. For instance, if you're well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be [friendly](../../Rules/conditions.md#Friendly) toward you. When you [Earn Income](../../Rules/actions/earn-income.md) with [Performance](../skills.md#Performance), you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM. - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-professional.md b/Compendium/feats/legendary-professional.md deleted file mode 100644 index 91501e93e..000000000 --- a/Compendium/feats/legendary-professional.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Professional"] ---- -# Legendary Professional *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Lore](../skills.md#Lore) - -Your fame has spread throughout the lands (for instance, if you have [Warfare Lore](../skills.md#Lore), you might be a legendary general or tactician). This works as [Legendary Performer](legendary-performer.md), except you gain higher-level jobs when you [Earn Income](../../Rules/actions/earn-income.md) with [Lore](../skills.md#Lore). - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-rider-apg.md b/Compendium/feats/legendary-rider-apg.md deleted file mode 100644 index 297053717..000000000 --- a/Compendium/feats/legendary-rider-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Legendary Rider"] ---- -# Legendary Rider *Feat 20* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) - -You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are [quickened](../../Rules/conditions.md#Quickened); you can use the extra action only to command your mount using the [Command an Animal](../../Rules/actions/command-an-animal.md) skill action. - -*Source: Advanced Player's Guide p. 165* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/legendary-shot.md b/Compendium/feats/legendary-shot.md deleted file mode 100644 index 0f80d2a20..000000000 --- a/Compendium/feats/legendary-shot.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Legendary Shot"] ---- -# Legendary Shot *Feat 20* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: masterful hunter, legendary in [Perception](../skills.md#Perception), [Far Shot](far-shot.md) - -You focus on your [hunted prey](../../Rules/actions/hunt-prey.md), perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey. - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/legendary-size-loil.md b/Compendium/feats/legendary-size-loil.md deleted file mode 100644 index 6e5980002..000000000 --- a/Compendium/feats/legendary-size-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Legendary Size"] ---- -# Legendary Size *Feat 9* -[vanara](../../Rules/traits/vanara-loil.md) - - -The vanaras of old were tricksters able to step across wide rivers or slip into impossibly small spaces. You can cast [enlarge](../spells/enlarge.md) and shrink once per day each as 2nd-level divine innate spells. You can target only yourself and other vanaras with these spells. - -*Source: Lost Omens: Impossible Lands p. 56* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/legendary-sneak.md b/Compendium/feats/legendary-sneak.md deleted file mode 100644 index 44621aa01..000000000 --- a/Compendium/feats/legendary-sneak.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Sneak"] ---- -# Legendary Sneak *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Stealth](../skills.md#Stealth), [Swift Sneak](swift-sneak.md) - -You're always sneaking unless you choose to be seen, even when there's nowhere to hide. You can [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md) even without cover or being [concealed](../../Rules/conditions.md#Concealed). When you employ an exploration tactic other than [Avoiding Notice](../../Rules/actions/avoid-notice.md), you also gain the benefits of [Avoiding Notice](../../Rules/actions/avoid-notice.md) unless you choose not to. See page 479 for more information about exploration tactics. - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-summoner-som.md b/Compendium/feats/legendary-summoner-som.md deleted file mode 100644 index b829f72e7..000000000 --- a/Compendium/feats/legendary-summoner-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Legendary Summoner"] ---- -# Legendary Summoner *Feat 20* -[summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Master Summoner](master-summoner-som.md) - -Your ability to summon extends past your other spellcasting. When you sacrifice a 9th-level spell slot to gain two summoning slots using [Master Summoner](master-summoner-som.md), you can use those slots to cast summoning spells heightened to 10th level. You can't use these spell slots for any purpose other than casting the summoning spells, and you don't count as having 10th-level spell slots for other abilities or rules. - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/legendary-survivalist.md b/Compendium/feats/legendary-survivalist.md deleted file mode 100644 index 67ce5f398..000000000 --- a/Compendium/feats/legendary-survivalist.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Survivalist"] ---- -# Legendary Survivalist *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Survival](../skills.md#Survival) - -You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so. - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-thief.md b/Compendium/feats/legendary-thief.md deleted file mode 100644 index 474f66bca..000000000 --- a/Compendium/feats/legendary-thief.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Legendary Thief"] ---- -# Legendary Thief *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Thievery](../skills.md#Thievery), [Pickpocket](pickpocket.md) - -Your ability to [Steal](../../Rules/actions/steal.md) defies belief. You can attempt to [Steal](../../Rules/actions/steal.md) something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying [hidden](../../Rules/conditions.md#Hidden), such as the cover of darkness or a bustling crowd. You take a –5 penalty to your [Thievery](../skills.md#Thievery) check. Even if you succeed, if the item is extremely prominent—like a suit of [full plate](../equipment/items/full-plate.md) armor—onlookers will quickly notice it's gone after you steal it. - -## Legendary Thief leads to... - -[Steal Spell](steal-spell-apg.md) - -## Summary - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legs-of-stone-ec3.md b/Compendium/feats/legs-of-stone-ec3.md deleted file mode 100644 index 0d9126ca1..000000000 --- a/Compendium/feats/legs-of-stone-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -aliases: ["Legs Of Stone"] ---- -# Legs Of Stone *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Golem Grafter Dedication](golem-grafter-dedication-ec3.md) - -You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) you. You can [Shove](../../Rules/actions/shove.md) creatures even if you don't have a hand free. When you successfully [Shove](../../Rules/actions/shove.md) a foe, you can [Stride](../../Rules/actions/stride.md) away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it. - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/lemma-of-vision-loag.md b/Compendium/feats/lemma-of-vision-loag.md deleted file mode 100644 index 40d42b274..000000000 --- a/Compendium/feats/lemma-of-vision-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Lemma Of Vision"] ---- -# Lemma Of Vision *Feat 1* -[aphorite](../../Rules/traits/aphorite-loag.md) - - -You've solved a tiny stepping stone in your self-discovery, awakening new depths in your sight. You gain [darkvision](../../Rules/abilities/darkvision.md). - -*Source: Lost Omens: Ancestry Guide p. 77* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/lengthy-diversion.md b/Compendium/feats/lengthy-diversion.md deleted file mode 100644 index 26e21497d..000000000 --- a/Compendium/feats/lengthy-diversion.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Lengthy Diversion"] ---- -# Lengthy Diversion *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -When you critically succeed to [Create a Diversion](../../Rules/actions/create-a-diversion.md), you continue to remain [hidden](../../Rules/conditions.md#Hidden) after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round). - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/leshy-familiar-secrets-apg.md b/Compendium/feats/leshy-familiar-secrets-apg.md deleted file mode 100644 index 390d79395..000000000 --- a/Compendium/feats/leshy-familiar-secrets-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -- trait/metamagic -aliases: ["Leshy Familiar Secrets"] ---- -# Leshy Familiar Secrets *Feat 4* -[druid](../../Rules/traits/druid.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: leaf order - -The leaf order's secrets allow your familiar to take advantage of its leshy form. You can select one additional familiar ability each day, which must be one of the following leshy familiar abilities. You can't select more than one leshy familiar ability at a time. - -- **Grasping Tendrils** Your familiar can extend vines or similar tendrils, increasing its reach to 15 feet. -- **Purify Air** Your familiar recycles air, providing enough oxygen for a Medium creature in areas with stale air, such as a sealed chamber or extradimensional space. If the leshy is within the area of an inhaled [poison](../../Rules/traits/poison.md) effect or an effect that relies on smell, creatures within a 15-foot emanation from the leshy gain a +2 circumstance bonus to their saving throws against the effect. -- **Verdant Burst** When your familiar dies, it releases its primal energy to cast the 3-action version of heal, heightened to a level 1 lower than your highest-level spell slot. The [heal](../spells/heal.md) spell gains a status bonus equal to twice the spell's level to the Hit Points it restores to plants. You must be able to cast 2nd-level spells using spell slots to select this familiar ability. - -*Source: Advanced Player's Guide p. 124* -%% #compendium/src/pf2e/apg #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/leshy-glide-locg.md b/Compendium/feats/leshy-glide-locg.md deleted file mode 100644 index 25ec05ac3..000000000 --- a/Compendium/feats/leshy-glide-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Leshy Glide"] ---- -# Leshy Glide [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[leshy](../../Rules/traits/leshy-b1.md) - -- **Prerequisites**: leaf leshy heritage or [Cat Fall](cat-fall.md) skill feat -- **Activity** Single Action - -Using your own leaves, you can control your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn. - -*Source: Lost Omens: Character Guide p. 55* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/leshy-lore-locg.md b/Compendium/feats/leshy-lore-locg.md deleted file mode 100644 index edbdc4891..000000000 --- a/Compendium/feats/leshy-lore-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Leshy Lore"] ---- -# Leshy Lore *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - - -You deeply understand your people's cultural traditions and innate strengths. You gain the trained proficiency rank in [Nature](../skills.md#Nature) and [Stealth](../skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Leshy Lore](../skills.md#Lore). - -*Source: Lost Omens: Character Guide p. 54* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/leshy-superstition-locg.md b/Compendium/feats/leshy-superstition-locg.md deleted file mode 100644 index 10038e32f..000000000 --- a/Compendium/feats/leshy-superstition-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Leshy Superstition"] ---- -# Leshy Superstition [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - -- **Trigger** You attempt a saving throw against a spell or [magical](../../Rules/traits/magical.md) effect, but haven't rolled yet. -- **Activity** Reaction - -You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect. - -## Leshy Superstition leads to... - -[Lucky Keepsake](lucky-keepsake-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 54* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/lesser-augmentation-g-g.md b/Compendium/feats/lesser-augmentation-g-g.md deleted file mode 100644 index 772ec5fd6..000000000 --- a/Compendium/feats/lesser-augmentation-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Lesser Augmentation"] ---- -# Lesser Augmentation *Feat 9* -[automaton](../../Rules/traits/automaton-g-g.md) - - -You've focused on enhancing yourself and have received an improvement to one of your existing abilities. You gain the enhancement benefits of one of your 1st- or 5th-level automaton ancestry feats. - -You are also capable of reconfiguring your augmentations to meet your needs. You can spend one week of downtime to change the enhancement you gain with this feat. - -**Enhancement** You gain the enhancement benefits of another 1st- or 5th-level automaton ancestry feat. Also, your reconfigurations take less time. You only need to spend 1 day of downtime to change any of your enhancements. If you have multiple enhancements, changing each one requires a separate day. - -*Source: Guns & Gears p. 42* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/lesser-enhance-venom-loil.md b/Compendium/feats/lesser-enhance-venom-loil.md deleted file mode 100644 index 65c10b09c..000000000 --- a/Compendium/feats/lesser-enhance-venom-loil.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Lesser Enhance Venom"] ---- -# Lesser Enhance Venom *Feat 1* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: [Envenom](../../Rules/actions/envenom-loil.md) - -Your venom grows deadlier and more plentiful. You upgrade the vishkanyan venom you can apply with [Envenom](../../Rules/actions/envenom-loil.md) to lesser vishkanyan venom. [Envenom](../../Rules/actions/envenom-loil.md)'s frequency becomes once per hour. - -```ad-inline-affliction -title: Lesser Vishkanyan Venom - -level 1 - -- **Saving Throws**: Fortitude -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d6` poison damage (1 round) - -**Stage 2** `1d6` poison damage (1 round) - -**Stage 3** `2d6` poison damage (1 round) -``` - -## Summary - -*Source: Lost Omens: Impossible Lands p. 61* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/lethal-finisher-apg.md b/Compendium/feats/lethal-finisher-apg.md deleted file mode 100644 index e62c00f55..000000000 --- a/Compendium/feats/lethal-finisher-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/death -- trait/finisher -- trait/swashbuckler -aliases: ["Lethal Finisher"] ---- -# Lethal Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[death](../../Rules/traits/death.md) [finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: precise strike `6d6` -- **Activity** Single Action - -You stab your foe in a vital organ, possibly killing them outright. Make a [Strike](../../Rules/actions/strike.md). On a success, you forego your precise strike damage from the finisher. Instead, your target takes additional precision damage based on a Fortitude save against your class DC. If your [Strike](../../Rules/actions/strike.md) was a critical hit, the target's saving throw outcome is one degree worse. - -> [!success-degree] -> - **Critical Success** You deal 6 precision damage. -> - **Success** You deal `6d6` precision damage. -> - **Failure** You deal `12d6` precision damage. -> - **Critical Failure** You deal `18d6` precision damage. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/death #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/lethargy-poisoner-av3.md b/Compendium/feats/lethargy-poisoner-av3.md deleted file mode 100644 index 57393ac24..000000000 --- a/Compendium/feats/lethargy-poisoner-av3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av3 -- trait/archetype -aliases: ["Lethargy Poisoner"] ---- -# Lethargy Poisoner *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Drow Shootist Dedication](drow-shootist-dedication-av3.md), trained in [Crafting](../skills.md#Crafting) - -You've learned more than the use of hand crossbows from drow lore. During your daily preparations, you can prepare a dose of [lethargy poison](../equipment/items/lethargy-poison.md) from ordinary materials in a wilderness or urban area. If you're an expert in [Crafting](../skills.md#Crafting), you can instead craft a dose of [stupor poison](../equipment/items/stupor-poison-av3.md). You can prepare two doses (of either poison) if you're a master in [Crafting](../skills.md#Crafting) and three doses if you're legendary in [Crafting](../skills.md#Crafting). The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #compendium/src/pf2e/av3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/levering-strike-ec1.md b/Compendium/feats/levering-strike-ec1.md deleted file mode 100644 index 70d385b28..000000000 --- a/Compendium/feats/levering-strike-ec1.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/press -- trait/uncommon -aliases: ["Levering Strike"] ---- -# Levering Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [press](../../Rules/traits/press.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. -- **Activity** Two-Action - -Make a [Strike](../../Rules/actions/strike.md) with your staff. As long as you don't critically fail, the target becomes [flat-footed](../../Rules/conditions.md#Flat-footed) and takes a –2 circumstance penalty to its DC against [Shove](../../Rules/actions/shove.md), [Trip](../../Rules/actions/trip.md), and [Tumble Through](../../Rules/actions/tumble-through.md) attempts until the start of your next turn. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/press #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/leyline-conduit.md b/Compendium/feats/leyline-conduit.md deleted file mode 100644 index 02dd659ee..000000000 --- a/Compendium/feats/leyline-conduit.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/druid -- trait/manipulate -- trait/metamagic -aliases: ["Leyline Conduit"] ---- -# Leyline Conduit [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Frequency**: once per minute -- **Activity** Single Action - -You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/liberate-soul-botd.md b/Compendium/feats/liberate-soul-botd.md deleted file mode 100644 index 75647ef4c..000000000 --- a/Compendium/feats/liberate-soul-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/concentrate -- trait/divine -- trait/necromancy -aliases: ["Liberate Soul"] ---- -# Liberate Soul [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: [Soul Warden Dedication](soul-warden-dedication-botd.md) -- **Frequency**: once per hour -- **Requirements**: Your spiral is glowing. -- **Activity** Two-Action - -The light flows from your sigil of [Pharasma](../setting/deities/pharasma.md) to shatter the bonds imprisoning a soul. You attempt to counteract a [possession](../../Rules/traits/possession.md) effect, or an effect, object, or spell that is imprisoning a soul (such as [bind soul](../spells/bind-soul.md), a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC – 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM. - -*Source: Book of the Dead p. 27* -%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/liberating-stride.md b/Compendium/feats/liberating-stride.md deleted file mode 100644 index f102e8812..000000000 --- a/Compendium/feats/liberating-stride.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Liberating Stride"] ---- -# Liberating Stride *Feat 12* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: Liberator cause - -Instead of you taking a [Step](../../Rules/actions/step.md) at the end of your [Liberating Step](../../Rules/actions/liberating-step.md), the triggering ally can [Stride](../../Rules/actions/stride.md) up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit. - -*Source: Core Rulebook p. 114* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/lich-dedication-botd.md b/Compendium/feats/lich-dedication-botd.md deleted file mode 100644 index 99e09ce57..000000000 --- a/Compendium/feats/lich-dedication-botd.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Lich Dedication"] ---- -# Lich Dedication *Feat 12* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: living creature, ability to cast 6th-level or higher spells from spell slots, expert in [Crafting](../skills.md#Crafting), completed ritual to become a lich and crafted a [soul cage](../equipment/items/soul-cage-botd.md) - -After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the [undead](../../Rules/traits/undead.md) trait and the basic undead benefits (page 44). Your undead craving is for knowledge. - -You gain a unique [soul cage](../equipment/items/soul-cage-botd.md)—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed. - -**Special.** You can't select another dedication feat until you have gained two other feats from the lich archetype. - -## Lich Dedication leads to... - -[Drain Soul Cage](drain-soul-cage-botd.md), [Enshroud Soul Cage](enshroud-soul-cage-botd.md), [Hand of the Lich](hand-of-the-lich-botd.md), [Bolster Soul Cage](bolster-soul-cage-botd.md), [Frightful Aura](frightful-aura-botd.md) - -## Summary - -*Source: Book of the Dead p. 50* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/lie-detector-apg.md b/Compendium/feats/lie-detector-apg.md deleted file mode 100644 index 692cce108..000000000 --- a/Compendium/feats/lie-detector-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Lie Detector"] ---- -# Lie Detector *Feat 4* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: empiricism or interrogation methodology - -You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse. You gain a +1 circumstance bonus to [Perception](../skills.md#Perception) checks to [Sense Motive](../../Rules/actions/sense-motive.md) and to [Perception](../skills.md#Perception) DCs against attempts to [Lie](../../Rules/actions/lie.md) to you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), [Intimidation](../skills.md#Intimidation), or [Performance](../skills.md#Performance) check you attempt against that creature within the next minute. - -*Source: Advanced Player's Guide p. 62* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/lie-to-me.md b/Compendium/feats/lie-to-me.md deleted file mode 100644 index 463e94880..000000000 --- a/Compendium/feats/lie-to-me.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Lie To Me"] ---- -# Lie To Me *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -You can use [Deception](../skills.md#Deception) to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to [Lie](../../Rules/actions/lie.md) to you, use your [Deception](../skills.md#Deception) DC if it is higher than your [Perception](../skills.md#Perception) DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to [Lie](../../Rules/actions/lie.md) during a long speech. - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/life-giving-magic-locg.md b/Compendium/feats/life-giving-magic-locg.md deleted file mode 100644 index c0ac8be9f..000000000 --- a/Compendium/feats/life-giving-magic-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Life-giving Magic"] ---- -# Life-giving Magic [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[gnome](../../Rules/traits/gnome.md) - -- **Frequency**: once per minute -- **Trigger** You cast an innate spell from a gnome heritage or ancestry feat. -- **Activity** Reaction - -The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn. - -*Source: Lost Omens: Character Guide p. 32* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/life-leap-apg.md b/Compendium/feats/life-leap-apg.md deleted file mode 100644 index 37473019d..000000000 --- a/Compendium/feats/life-leap-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/gnome -- trait/move -- trait/necromancy -- trait/teleportation -aliases: ["Life Leap"] ---- -# Life Leap [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[gnome](../../Rules/traits/gnome.md) [move](../../Rules/traits/move.md) [necromancy](../../Rules/traits/necromancy.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Requirements**: You must be adjacent to a living creature. -- **Activity** Single Action - -You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space. - -You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow. - -*Source: Advanced Player's Guide p. 44* -%% #compendium/src/pf2e/apg #trait/gnome #trait/move #trait/necromancy #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/lifebloods-call-loag.md b/Compendium/feats/lifebloods-call-loag.md deleted file mode 100644 index 7a2b41464..000000000 --- a/Compendium/feats/lifebloods-call-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -aliases: ["Lifeblood's Call"] ---- -# Lifeblood's Call *Feat 13* -[orc](../../Rules/traits/orc.md) - - -The impulse to survive and continue fighting resonates deep within you. You gain a circumstance bonus to damage rolls on your melee [Strikes](../../Rules/actions/strike.md) equal to twice the sum of your [wounded](../../Rules/conditions.md#Wounded) and [doomed](../../Rules/conditions.md#Doomed) conditions (to a maximum of a +8 circumstance bonus to damage) whenever you have one or both conditions. - -*Source: Lost Omens: Ancestry Guide p. 52* -%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/lifelink-surge-som.md b/Compendium/feats/lifelink-surge-som.md deleted file mode 100644 index af4c6dfbb..000000000 --- a/Compendium/feats/lifelink-surge-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Lifelink Surge"] ---- -# Lifelink Surge *Feat 4* -[summoner](../../Rules/traits/summoner-som.md) - - -You learn the [lifelink surge](../spells/lifelink-surge-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/lifesense-apg.md b/Compendium/feats/lifesense-apg.md deleted file mode 100644 index 503f28e31..000000000 --- a/Compendium/feats/lifesense-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divination -- trait/divine -- trait/duskwalker -aliases: ["Lifesense"] ---- -# Lifesense *Feat 5* -[divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [duskwalker](../../Rules/traits/duskwalker-apg.md) - - -You have a limited ability to sense life force, like your psychopomp forebears. You gain [lifesense](../../Rules/abilities/lifesense.md) as an imprecise sense with a range of 10 feet. This allows you to sense the life force within living creatures and its counterforce that animates the undead, though you can't distinguish between the two. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/light-from-darkness-apg.md b/Compendium/feats/light-from-darkness-apg.md deleted file mode 100644 index 0af0527c2..000000000 --- a/Compendium/feats/light-from-darkness-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Light From Darkness"] ---- -# Light From Darkness *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -You've battled the fiendish power within your nature and come out on top; whatever you decide to do with your life, for good or evil, will be your choice and your choice alone. This struggle has granted you powerful resistance against the divine. You gain a +1 circumstance bonus to all saving throws against [divine](../../Rules/traits/divine.md) effects. - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/light-of-revelation-locg.md b/Compendium/feats/light-of-revelation-locg.md deleted file mode 100644 index 9347404aa..000000000 --- a/Compendium/feats/light-of-revelation-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/champion -- trait/uncommon -aliases: ["Light Of Revelation"] ---- -# Light Of Revelation *Feat 4* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - - -You've learned to call upon light to reveal what is [hidden](../../Rules/conditions.md#Hidden). You gain the [light of revelation](../spells/light-of-revelation-locg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: Character Guide p. 90* -%% #compendium/src/pf2e/locg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/light-paws-apg.md b/Compendium/feats/light-paws-apg.md deleted file mode 100644 index 38c57f7f9..000000000 --- a/Compendium/feats/light-paws-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Light Paws"] ---- -# Light Paws [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Activity** Two-Action - -You can balance on your toes to step carefully over obstructions. You [Stride](../../Rules/actions/stride.md) and then [Step](../../Rules/actions/step.md), or [Step](../../Rules/actions/step.md) and then [Stride](../../Rules/actions/stride.md), ignoring difficult terrain during this movement. - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/light-step.md b/Compendium/feats/light-step.md deleted file mode 100644 index a777a2c71..000000000 --- a/Compendium/feats/light-step.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Light Step"] ---- -# Light Step *Feat 6* -[rogue](../../Rules/traits/rogue.md) - - -You aren't bothered by tricky footing. When you [Stride](../../Rules/actions/stride.md) or [Step](../../Rules/actions/step.md), you can ignore difficult terrain. - -*Source: Core Rulebook p. 186* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/lightless-litheness-loag.md b/Compendium/feats/lightless-litheness-loag.md deleted file mode 100644 index f3be3026f..000000000 --- a/Compendium/feats/lightless-litheness-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Lightless Litheness"] ---- -# Lightless Litheness *Feat 5* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -Your body is almost as flexible as your shadow. When you critically fail at [Squeezing](../../Rules/actions/squeeze.md), you get a failure instead. Additionally, when you roll a success at an [Escape](../../Rules/actions/escape.md) check, you get a critical success instead; if you roll a critical success, you can [Step](../../Rules/actions/step.md) instead of [Striding](../../Rules/actions/stride.md) up to 5 feet. - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/lightning-snares.md b/Compendium/feats/lightning-snares.md deleted file mode 100644 index 61c6b59f0..000000000 --- a/Compendium/feats/lightning-snares.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Lightning Snares"] ---- -# Lightning Snares *Feat 12* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting), [Snare Specialist](snare-specialist.md), [Quick Snares](quick-snares.md) - -You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to [Craft](../../Rules/actions/craft.md), you can [Craft](../../Rules/actions/craft.md) it using a single [Interact](../../Rules/actions/interact.md) action instead. - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/lightning-tongue-loag.md b/Compendium/feats/lightning-tongue-loag.md deleted file mode 100644 index 915aec93d..000000000 --- a/Compendium/feats/lightning-tongue-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Lightning Tongue"] ---- -# Lightning Tongue [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Activity** Single Action - -Your tongue darts out faster than the eye can see to retrieve loose objects. You [Interact](../../Rules/actions/interact.md) to pick up a single unattended object of light Bulk or less within 10 feet of you. If you don't have enough hands free to hold the object, it falls to the ground in your space. - -## Lightning Tongue leads to... - -[Tongue Disarm](tongue-disarm-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 47* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/lightslayer-oath-apg.md b/Compendium/feats/lightslayer-oath-apg.md deleted file mode 100644 index 51f363ef9..000000000 --- a/Compendium/feats/lightslayer-oath-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/oath -- trait/uncommon -aliases: ["Lightslayer Oath"] ---- -# Lightslayer Oath *Feat 2* -[champion](../../Rules/traits/champion.md) [oath](../../Rules/traits/oath.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of evil - -You've sworn to rid the world of the self-righteousness of celestial beings. Add the following tenet to your code, after the other tenets. "You must banish or slay celestials you encounter as long as you have a reasonable chance of success; in the incredibly unlikely event you find an evil celestial, you don't have to banish or kill it." When you use your champion's reaction against a celestial, the extra damage you deal with [Strikes](../../Rules/actions/strike.md) increases by 1 (or by 2 at 9th level and by 3 at 16th level). - -*Source: Advanced Player's Guide p. 118* -%% #compendium/src/pf2e/apg #trait/champion #trait/oath #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/lingering-chill-da.md b/Compendium/feats/lingering-chill-da.md deleted file mode 100644 index 643b23a03..000000000 --- a/Compendium/feats/lingering-chill-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/cold -- trait/rare -aliases: ["Lingering Chill"] ---- -# Lingering Chill *Feat 4* -[aftermath](../../Rules/traits/aftermath-da.md) [cold](../../Rules/traits/cold.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [cold](../../Rules/traits/cold.md) trait or an enemy's ability that has the [cold](../../Rules/traits/cold.md) trait. - -The chill of ice entered your veins and never left, adjusting the internal temperature of your body. Your breath comes out in puffs, and your skin is as cold and smooth as the ice in your veins. You can cast [ray of frost](../spells/ray-of-frost.md) as a primal innate cantrip. You gain resistance to cold damage equal to half your level, and you're protected from severe cold temperatures. - -*Source: Dark Archive p. 55* -%% #compendium/src/pf2e/da #trait/aftermath #trait/cold #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/lingering-composition.md b/Compendium/feats/lingering-composition.md deleted file mode 100644 index 33b18412f..000000000 --- a/Compendium/feats/lingering-composition.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Lingering Composition"] ---- -# Lingering Composition *Feat 1* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Maestro muse - -By adding a flourish, you make your compositions last longer. You learn the [lingering composition](../spells/lingering-composition.md) focus spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 99* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/lingering-flames-lotgb.md b/Compendium/feats/lingering-flames-lotgb.md deleted file mode 100644 index 6aa686709..000000000 --- a/Compendium/feats/lingering-flames-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Lingering Flames"] ---- -# Lingering Flames *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [fireball](../spells/fireball.md) - -When you cast [fireball](../spells/fireball.md), you can modify its effects, decreasing the base damage to `5d6` and causing it to deal 2 [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following. - -**Heightened (+1)** The damage is increased by `1d6` and the [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) is increased by 2. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/linguist-dedication-apg.md b/Compendium/feats/linguist-dedication-apg.md deleted file mode 100644 index 6258cd054..000000000 --- a/Compendium/feats/linguist-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Linguist Dedication"] ---- -# Linguist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: You speak at least three languages. - -You have studied languages and their development. You become trained in [Society](../skills.md#Society); if you were already trained in [Society](../skills.md#Society), you instead become an expert in [Society](../skills.md#Society). You gain the [Multilingual](multilingual.md) skill feat twice. - -**Special.** You can't select another dedication feat until you have gained two other feats from the linguist archetype. - -## Linguist Dedication leads to... - -[Analyze Idiolect](analyze-idiolect-apg.md), [Crude Communication](crude-communication-apg.md), [Multilingual Cipher](multilingual-cipher-apg.md), [Phonetic Training](phonetic-training-apg.md), [Read Shibboleths](read-shibboleths-apg.md), [Spot Translate](spot-translate-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 178* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/link-focus-som.md b/Compendium/feats/link-focus-som.md deleted file mode 100644 index 51d309b0c..000000000 --- a/Compendium/feats/link-focus-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Link Focus"] ---- -# Link Focus *Feat 12* -[summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: link spells - -Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -## Link Focus leads to... - -[Link Wellspring](link-wellspring-som.md) - -## Summary - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/link-wellspring-som.md b/Compendium/feats/link-wellspring-som.md deleted file mode 100644 index b751fd6c0..000000000 --- a/Compendium/feats/link-wellspring-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Link Wellspring"] ---- -# Link Wellspring *Feat 18* -[summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Link Focus](link-focus-som.md) - -Your bond replenishes your focus. If you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/linked-focus.md b/Compendium/feats/linked-focus.md deleted file mode 100644 index 8f4e28030..000000000 --- a/Compendium/feats/linked-focus.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Linked Focus"] ---- -# Linked Focus *Feat 4* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: arcane bond, arcane school -- **Frequency**: once per day - -You have linked your bonded item to the well of energy that powers your school spells. When you [Drain your Bonded Item](../../Rules/actions/drain-bonded-item.md) to cast a spell of your arcane school, you also regain 1 Focus Point. - -*Source: Core Rulebook p. 210* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/lion-blade-dedication-lowg.md b/Compendium/feats/lion-blade-dedication-lowg.md deleted file mode 100644 index 71065c60c..000000000 --- a/Compendium/feats/lion-blade-dedication-lowg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Lion Blade Dedication"] ---- -# Lion Blade Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Taldor. -- **Prerequisites**: member of the Lion Blades, trained in [Performance](../skills.md#Performance) - -Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of [Deception](../skills.md#Deception) or [Stealth](../skills.md#Stealth) and in [Espionage Lore](../skills.md#Lore); if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype. - -## Lion Blade Dedication leads to... - -[Expeditious Advance](expeditious-advance-lowg.md), [Flicker](flicker-lowg.md), [Lost In The Crowd](lost-in-the-crowd-lowg.md), [Crowd Mastery](crowd-mastery-lowg.md), [Spy's Countermeasures](spys-countermeasures-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 131* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/lions-fury-sot4.md b/Compendium/feats/lions-fury-sot4.md deleted file mode 100644 index a29d518be..000000000 --- a/Compendium/feats/lions-fury-sot4.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot4 -- trait/archetype -aliases: ["Lion's Fury"] ---- -# Lion's Fury *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Lion's Might - -You gain access to the lion scythe's and sun sling's critical specialization effects. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* -%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/lions-might-sot4.md b/Compendium/feats/lions-might-sot4.md deleted file mode 100644 index efe9b34d4..000000000 --- a/Compendium/feats/lions-might-sot4.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot4 -- trait/archetype -aliases: ["Lion's Might"] ---- -# Lion's Might *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Bright Lion Dedication - -You've trained with the weapons of the Bright Lions. - -You gain access to lion scythes and sun slings (page 78). Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank with lion scythes and sun slings. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 79* -%% #compendium/src/pf2e/sot4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/litany-against-sloth.md b/Compendium/feats/litany-against-sloth.md deleted file mode 100644 index 9a15cedb3..000000000 --- a/Compendium/feats/litany-against-sloth.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Litany Against Sloth"] ---- -# Litany Against Sloth *Feat 10* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: devotion spells, tenets of good - -You rail against the sin of sloth, turning a foe's laziness against it. You can cast the [litany against sloth](../spells/litany-against-sloth.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/litany-against-wrath.md b/Compendium/feats/litany-against-wrath.md deleted file mode 100644 index f47cc3ea4..000000000 --- a/Compendium/feats/litany-against-wrath.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Litany Against Wrath"] ---- -# Litany Against Wrath *Feat 6* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: devotion spells, tenets of good - -You excoriate a foe for its wrath against goodly creatures. You can cast the [litany against wrath](../spells/litany-against-wrath.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 112* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/litany-of-depravity-apg.md b/Compendium/feats/litany-of-depravity-apg.md deleted file mode 100644 index 0df010be2..000000000 --- a/Compendium/feats/litany-of-depravity-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Litany Of Depravity"] ---- -# Litany Of Depravity *Feat 14* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of evil - -You undercut your enemy's vain moralism, opening their heart to evil. You can cast the [litany of depravity](../spells/litany-of-depravity-apg.md) focus spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/litany-of-righteousness.md b/Compendium/feats/litany-of-righteousness.md deleted file mode 100644 index 1f9bf16bf..000000000 --- a/Compendium/feats/litany-of-righteousness.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Litany Of Righteousness"] ---- -# Litany Of Righteousness *Feat 14* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good - -You call upon righteousness to expose an evil foe's weakness. You can cast the [litany of righteousness](../spells/litany-of-righteousness.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/litany-of-self-interest-apg.md b/Compendium/feats/litany-of-self-interest-apg.md deleted file mode 100644 index 58d706837..000000000 --- a/Compendium/feats/litany-of-self-interest-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Litany Of Self-interest"] ---- -# Litany Of Self-interest *Feat 10* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: devotion spells, tenets of evil - -You compel a creature to act toward its own ends rather than consider others. You can cast the [litany of self-interest](../spells/litany-of-self-interest-apg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/live-ammunition-g-g.md b/Compendium/feats/live-ammunition-g-g.md deleted file mode 100644 index 3b9b67621..000000000 --- a/Compendium/feats/live-ammunition-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Live Ammunition"] ---- -# Live Ammunition *Feat 8* -[archetype](../../Rules/traits/archetype.md) - - -There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it's more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, [unconscious](../../Rules/conditions.md#Unconscious), or [restrained](../../Rules/conditions.md#Restrained) throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don't qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired. - -*Source: Guns & Gears p. 129* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/living-hair-apg.md b/Compendium/feats/living-hair-apg.md deleted file mode 100644 index c5584cd4b..000000000 --- a/Compendium/feats/living-hair-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Living Hair"] ---- -# Living Hair *Feat 2* -[witch](../../Rules/traits/witch-apg.md) - - -You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals `1d4` bludgeoning damage; is in the brawling group; and has the [agile](../../Rules/traits/agile.md), [disarm](../../Rules/traits/disarm.md), [finesse](../../Rules/traits/finesse.md), [trip](../../Rules/traits/trip.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -## Living Hair leads to... - -[Syu Tak-nwa's Deadly Hair](syu-tak-nwas-deadly-hair-frp1.md), [Syu Tak-nwa's Hexed Locks](syu-tak-nwas-hexed-locks-frp1.md), [Syu Tak-nwa's Skillful Tresses](syu-tak-nwas-skillful-tresses-frp1.md), [Demon's Hair](demons-hair-frp3.md) - -## Summary - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/living-monolith-dedication-lowg.md b/Compendium/feats/living-monolith-dedication-lowg.md deleted file mode 100644 index b27b9f125..000000000 --- a/Compendium/feats/living-monolith-dedication-lowg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Living Monolith Dedication"] ---- -# Living Monolith Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from the Golden Road region. -- **Prerequisites**: Ancient Osiriani and Sphinx languages, trained in [Crafting](../skills.md#Crafting) - -You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone. If you fail a recovery check while [dying](../../Rules/conditions.md#Dying), your [dying](../../Rules/conditions.md#Dying) condition does not increase; if you critically fail, your [dying](../../Rules/conditions.md#Dying) condition increases by only 1. You become trained in [Ancient Osirion Lore](../skills.md#Lore), or expert if you were already trained. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the living monolith archetype. - -## Living Monolith Dedication leads to... - -[Ka Stone Ritual](ka-stone-ritual-lowg.md), [Attunement To Stone](attunement-to-stone-lowg.md), [Fortified Flesh](fortified-flesh-lowg.md), [Judgment Of The Monolith](judgment-of-the-monolith-lowg.md), [Stone Blood](stone-blood-lowg.md), [Stone Communion](stone-communion-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 59* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/living-rune-lowg.md b/Compendium/feats/living-rune-lowg.md deleted file mode 100644 index 6da64e51b..000000000 --- a/Compendium/feats/living-rune-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Living Rune"] ---- -# Living Rune *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Runescarred Dedication](runescarred-dedication-lowg.md) - -You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor. - -*Source: Lost Omens: World Guide p. 119* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/living-vessel-dedication-da.md b/Compendium/feats/living-vessel-dedication-da.md deleted file mode 100644 index 2b966c0f8..000000000 --- a/Compendium/feats/living-vessel-dedication-da.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Living Vessel Dedication"] ---- -# Living Vessel Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - - -Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. - -You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats. - -You need to spend at least an hour each day assuaging the entity within you or you take a –1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become [doomed](../../Rules/conditions.md#Doomed), and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda. - -You also gain the Entity's Resurgence reaction, allowing you to unleash your entity in lieu of falling [unconscious](../../Rules/conditions.md#Unconscious), though at the risk of letting it enact its will. - -```ad-embed-ability -title: Entity's Resurgence [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You would be reduced to 0 Hit Points but not immediately killed - -**Effect** Instead of letting you fall [unconscious](../../../rules/conditions.md#Unconscious), your entity takes control. - -You remain at 1 Hit Point and gain temporary Hit Points equal to your level + your key ability modifier that last for 1 minute. However, the entity is in control for 1 minute or until you fall [unconscious](../../../rules/conditions.md#Unconscious), whichever comes first. While the entity is in control, you gain a +1 status bonus to attack rolls and damage rolls, and the GM usually controls your character, roleplaying the entity. The GM might decide to have you roleplay the entity instead, but they retain final say over any decisions you make. - -No matter the entity's nature, the entity is sure to wreak vengeance upon the foe who jeopardized the life of their vessel—even an evil entity won't change allegiances or ignore danger except in the most extreme circumstances. -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the living vessel archetype. - -## Living Vessel Dedication leads to... - -[Entity's Strike](entitys-strike-da.md), [Tap Vitality](tap-vitality-da.md), [Exude Abyssal Corruption](exude-abyssal-corruption-da.md), [Fey's Trickery](feys-trickery-da.md), [Warped Constriction](warped-constriction-da.md), [Vessel's Form](vessels-form-da.md) - -## Summary - -*Source: Dark Archive p. 140* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/rare %% diff --git a/Compendium/feats/living-weapon-loag.md b/Compendium/feats/living-weapon-loag.md deleted file mode 100644 index af4652936..000000000 --- a/Compendium/feats/living-weapon-loag.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Living Weapon"] ---- -# Living Weapon *Feat 1* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -You've learned to use part of your form as a weapon. When you select this feat, you gain a claws unarmed attack that deals `1d4` slashing damage and has the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits; a horn, jaws, or tusk unarmed attack that deals `1d6` piercing damage and has the versatile S trait; or a tail unarmed attack that deals `1d6` bludgeoning damage and has the [backswing](../../Rules/traits/backswing.md) trait. Each of these unarmed attacks is in the brawling weapon group. - -Your features are mutable; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. - -**Special.** You can take this feat multiple times. Each time you do, select a new attack from the options above. - -## Living Weapon leads to... - -[Mutate Weapon](mutate-weapon-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/lizardfolk-lore-locg.md b/Compendium/feats/lizardfolk-lore-locg.md deleted file mode 100644 index d992815bd..000000000 --- a/Compendium/feats/lizardfolk-lore-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Lizardfolk Lore"] ---- -# Lizardfolk Lore *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You listened carefully to the tales passed down among your community. You gain the trained proficiency rank in [Nature](../skills.md#Nature) and [Survival](../skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Iruxi Lore](../skills.md#Lore). - -*Source: Lost Omens: Character Guide p. 58* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/loaner-spell-apg.md b/Compendium/feats/loaner-spell-apg.md deleted file mode 100644 index 46f14abcb..000000000 --- a/Compendium/feats/loaner-spell-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Loaner Spell"] ---- -# Loaner Spell *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -During your daily preparations, you can gain the assistance of an allied prepared spellcaster to prepare one spell for the day. The spell can be up to 3rd level. Your ally must be able to prepare and cast it, and the spell must have a Targets entry or an area. Your ally loses a spell slot of the corresponding spell level, and you gain the ability to cast the prepared spell once that day. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), use your class DC for any saving throws required by the spell, and your class DC – 10 as a spell attack roll modifier. - -## Loaner Spell leads to... - -[Steal Spell](steal-spell-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/lobbed-attack-ec1.md b/Compendium/feats/lobbed-attack-ec1.md deleted file mode 100644 index 36b002b21..000000000 --- a/Compendium/feats/lobbed-attack-ec1.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/uncommon -aliases: ["Lobbed Attack"] ---- -# Lobbed Attack [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: master in [Performance](../skills.md#Performance), [Juggler Dedication](juggler-dedication-ec1.md) -- **Requirements**: You are Juggling a thrown weapon. -- **Activity** Single Action - -You make a thrown ranged [Strike](../../Rules/actions/strike.md) with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) against this attack. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/lock-on-g-g.md b/Compendium/feats/lock-on-g-g.md deleted file mode 100644 index 7706f84a1..000000000 --- a/Compendium/feats/lock-on-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Lock On"] ---- -# Lock On [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: construct innovation -- **Activity** Single Action - -Aha! You lock on to your enemy's weak point to assist your construct companion in destroying it. When you Lock On, designate an enemy you can see. If your next action is to Command your construct, the construct gains a +2 circumstance bonus to attack rolls against the designated enemy until the end of the turn. If you use 2 actions for the Command, the bonus is instead a +3 circumstance bonus, or a +4 circumstance bonus if you're legendary in [Crafting](../skills.md#Crafting). - -*Source: Guns & Gears p. 29* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/log-roll-ec3.md b/Compendium/feats/log-roll-ec3.md deleted file mode 100644 index 7d67589dd..000000000 --- a/Compendium/feats/log-roll-ec3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -aliases: ["Log Roll"] ---- -# Log Roll [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](turpin-rowe-lumberjack-dedication-ec3.md) -- **Requirements**: You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is [flat-footed](../../Rules/conditions.md#Flat-footed). -- **Activity** Single Action - -You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. - -Attempt an [Acrobatics](../skills.md#Acrobatics) check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/long-nosed-form-apg.md b/Compendium/feats/long-nosed-form-apg.md deleted file mode 100644 index a98331e60..000000000 --- a/Compendium/feats/long-nosed-form-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/polymorph -- trait/primal -- trait/tengu -- trait/transmutation -aliases: ["Long-nosed Form"] ---- -# Long-nosed Form [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [polymorph](../../Rules/traits/polymorph.md) [primal](../../Rules/traits/primal.md) [tengu](../../Rules/traits/tengu-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Activity** Single Action - -You can transform into a specific, curious-looking human form. This human form is the same age and body type as your tengu form and has roughly analogous physical traits, such as height, though your nose remains as long as your beak and your complexion has red undertones, no matter the skin color of your human form. Using [Long-Nosed Form](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/feats/long-nosed-form-apg.md) counts as creating a disguise for the [Impersonate](../../Rules/actions/impersonate.md) use of [Deception](../skills.md#Deception). Due to your imperfect transformation, your transformation doesn't automatically defeat [Perception](../skills.md#Perception) DCs to determine whether you are human, though you may be able to explain away or hide your [tengu](../../Rules/traits/tengu-b1.md) traits. You lose your beak unarmed [Strike](../../Rules/actions/strike.md) in your human form, as well as any other unarmed [Strikes](../../Rules/actions/strike.md) you gained from a tengu heritage or ancestry feat. You can remain in your human form indefinitely, and you can shift back to your tengu form by using this action again. - -## Long-nosed Form leads to... - -[Great Tengu Form](great-tengu-form-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 26* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/polymorph #trait/primal #trait/tengu #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/long-tongue-lome.md b/Compendium/feats/long-tongue-lome.md deleted file mode 100644 index 67ed6a8f4..000000000 --- a/Compendium/feats/long-tongue-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Long Tongue"] ---- -# Long Tongue *Feat 5* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: snaptongue grippli - -You've learned to stretch your exceptionally long tongue beyond its original limits. When you use your tongue to deliver touch range spells or perform very simple [Interact](../../Rules/actions/interact.md) actions, you can do so at a distance that is 5 feet beyond your usual reach. - -*Source: Lost Omens: The Mwangi Expanse p. 121* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/look-again-lotgb.md b/Compendium/feats/look-again-lotgb.md deleted file mode 100644 index e179d81c2..000000000 --- a/Compendium/feats/look-again-lotgb.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/metamagic -aliases: ["Look Again"] ---- -# Look Again [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Captivator Dedication](captivator-dedication-lotgb.md) -- **Frequency**: once per day -- **Activity** Single Action - -If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. - -Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/look-but-dont-touch-loil.md b/Compendium/feats/look-but-dont-touch-loil.md deleted file mode 100644 index 2f9f05b1d..000000000 --- a/Compendium/feats/look-but-dont-touch-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -- trait/poison -aliases: ["Look but Don't Touch"] ---- -# Look but Don't Touch [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[ghoran](../../Rules/traits/ghoran-loil.md) [poison](../../Rules/traits/poison.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -Many flowers are beautiful to look upon but deadly to touch—and you're one of them. For 1 minute, any creature that touches you or damages you with a melee weapon without the [reach](../../Rules/traits/reach.md) trait or with a melee unarmed attack takes `3d6` poison damage. - -*Source: Lost Omens: Impossible Lands p. 39* -%% #compendium/src/pf2e/loil #trait/ghoran #trait/poison %% \ No newline at end of file diff --git a/Compendium/feats/loose-cannon-ooa1.md b/Compendium/feats/loose-cannon-ooa1.md deleted file mode 100644 index 7ae2cfcd0..000000000 --- a/Compendium/feats/loose-cannon-ooa1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/archetype -aliases: ["Loose Cannon"] ---- -# Loose Cannon [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Alkenstar Agent Dedication -- **Activity** Single Action - -Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged [Strike](../../Rules/actions/strike.md) with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this [Strike](../../Rules/actions/strike.md) equal to the number of weapon damage dice. The [Strike](../../Rules/actions/strike.md) gains the following failure effect. - -> [!success-degree] -> - **Failure** The firearm misfires, but it doesn't cause the other critical failure effects listed below. -> - **Critical Failure** The firearm misfires and also explodes. -> -> It becomes [broken](../../Rules/conditions.md#Broken), and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #compendium/src/pf2e/ooa1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/lore-seeker-locg.md b/Compendium/feats/lore-seeker-locg.md deleted file mode 100644 index e11ab804c..000000000 --- a/Compendium/feats/lore-seeker-locg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Lore Seeker"] ---- -# Lore Seeker *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You see what others don't, and you've developed magical tricks to find [hidden](../../Rules/conditions.md#Hidden) truth. - -You can cast [comprehend language](../spells/comprehend-language.md), restore senses, and see invisibility as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. - -## Lore Seeker leads to... - -[Determined Lore Seeker](determined-lore-seeker-lopsg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 113* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/lorefinder-av2.md b/Compendium/feats/lorefinder-av2.md deleted file mode 100644 index d0adf2044..000000000 --- a/Compendium/feats/lorefinder-av2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Lorefinder"] ---- -# Lorefinder *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast [locate](../spells/locate.md) as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/loremaster-dedication-apg.md b/Compendium/feats/loremaster-dedication-apg.md deleted file mode 100644 index b755deaa3..000000000 --- a/Compendium/feats/loremaster-dedication-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Loremaster Dedication"] ---- -# Loremaster Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in at least one skill to [Decipher Writing](../../Rules/actions/decipher-writing.md) - -You've compiled a vast repository of information that touches on nearly every subject. You are trained in [Loremaster Lore](../skills.md#Lore), a special [Lore](../skills.md#Lore) skill that can be used only to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), but on any topic. If you have legendary proficiency in a skill used to [Decipher Writing](../../Rules/actions/decipher-writing.md), you gain expert proficiency in [Loremaster Lore](../skills.md#Lore), but you can't increase your proficiency rank in [Loremaster Lore](../skills.md#Lore) by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite. - -If you have the [Bardic Lore](bardic-lore.md) class feat, you gain a +1 circumstance bonus to skill checks with [Bardic Lore](../skills.md#Lore). - -**Special.** You can't select another dedication feat until you have gained two other feats from the loremaster archetype. - -## Loremaster Dedication leads to... - -[Magical Edification](magical-edification-apg.md), [Greater Magical Edification](greater-magical-edification-apg.md), [Orthographic Mastery](orthographic-mastery-apg.md), [Quick Study](quick-study-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 179* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/loremasters-etude.md b/Compendium/feats/loremasters-etude.md deleted file mode 100644 index fa0509347..000000000 --- a/Compendium/feats/loremasters-etude.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -- trait/fortune -aliases: ["Loremaster's Etude"] ---- -# Loremaster's Etude *Feat 2* -[bard](../../Rules/traits/bard.md) [fortune](../../Rules/traits/fortune.md) - -- **Prerequisites**: Enigma muse - -You magically unlock memories, making them easier to recall. You learn the [loremaster's etude](../spells/loremasters-etude.md) composition spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 100* -%% #compendium/src/pf2e/crb #trait/bard #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/lost-in-the-crowd-lowg.md b/Compendium/feats/lost-in-the-crowd-lowg.md deleted file mode 100644 index e324f73c1..000000000 --- a/Compendium/feats/lost-in-the-crowd-lowg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Lost In The Crowd"] ---- -# Lost In The Crowd *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lion Blade Dedication](lion-blade-dedication-lowg.md) - -You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md), gaining a +2 circumstance bonus on your [Stealth](../skills.md#Stealth) checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your [Stealth](../skills.md#Stealth) checks when in a crowd of at least 100 creatures. - -## Lost In The Crowd leads to... - -[Crowd Mastery](crowd-mastery-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 131* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/loud-singer-apg.md b/Compendium/feats/loud-singer-apg.md deleted file mode 100644 index ec3a54c7f..000000000 --- a/Compendium/feats/loud-singer-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/goblin -aliases: ["Loud Singer"] ---- -# Loud Singer *Feat 5* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: [Goblin Song](goblin-song.md) - -Staying on pitch, proper breath control, and remembering the words are all less important than the real measure of a good singer: volume! The range of your Goblin Song is increased to 60 feet, and you can target one additional enemy when you use it. - -*Source: Advanced Player's Guide p. 45* -%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/loyal-empath-ec3.md b/Compendium/feats/loyal-empath-ec3.md deleted file mode 100644 index 5083fc0d3..000000000 --- a/Compendium/feats/loyal-empath-ec3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Loyal Empath"] ---- -# Loyal Empath *Feat 5* -[shoony](../../Rules/traits/shoony-ec3.md) - - -You have incredible empathy for your friends and family, and you have an innate timing for helping others in distress. - -You can use the [Aid](../../Rules/actions/aid.md) reaction to grant a bonus to another creature's Will saving throw. As usual for [Aid](../../Rules/actions/aid.md), you need to prepare by using an action on your turn to encourage the creature to bravely withstand the effect. - -*Source: Extinction Curse #3: Life's Long Shadows p. 73* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/loyal-warhorse.md b/Compendium/feats/loyal-warhorse.md deleted file mode 100644 index e5ce91c61..000000000 --- a/Compendium/feats/loyal-warhorse.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Loyal Warhorse"] ---- -# Loyal Warhorse *Feat 6* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (steed) - -You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the [divine ally](divine-ally.md) class feature is now a specialized animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so. - -## Loyal Warhorse leads to... - -[Imposing Destrier](imposing-destrier.md), [Auspicious Mount](auspicious-mount.md) - -## Summary - -*Source: Core Rulebook p. 112* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/lucky-break-loag.md b/Compendium/feats/lucky-break-loag.md deleted file mode 100644 index c6cc67eef..000000000 --- a/Compendium/feats/lucky-break-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Lucky Break"] ---- -# Lucky Break *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Cat's Luck](cats-luck-apg.md) - -You catch yourself as you make a mistake. You can trigger Cat's Luck when you fail or critically fail on an [Athletics](../skills.md#Athletics) or [Acrobatics](../skills.md#Acrobatics) skill check, in addition to its normal trigger. When you do, you reroll the triggering skill check and use the better result. This still counts against Cat's Luck's frequency, as normal. - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/lucky-escape-g-g.md b/Compendium/feats/lucky-escape-g-g.md deleted file mode 100644 index b4b425b15..000000000 --- a/Compendium/feats/lucky-escape-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/misfortune -aliases: ["Lucky Escape"] ---- -# Lucky Escape [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [misfortune](../../Rules/traits/misfortune.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per day -- **Trigger** A creature targets you with an attack, even if you aren't aware of it. -- **Activity** Reaction - -Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result. - -*Source: Guns & Gears p. 142* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/misfortune %% \ No newline at end of file diff --git a/Compendium/feats/lucky-keepsake-locg.md b/Compendium/feats/lucky-keepsake-locg.md deleted file mode 100644 index 3be1662cc..000000000 --- a/Compendium/feats/lucky-keepsake-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Lucky Keepsake"] ---- -# Lucky Keepsake *Feat 9* -[leshy](../../Rules/traits/leshy-b1.md) - -- **Prerequisites**: [Leshy Superstition](leshy-superstition-locg.md) - -You have a keepsake that grants you luck. You gain a +1 circumstance bonus to saves against spells and [magical](../../Rules/traits/magical.md) effects at all times, not just when you use Leshy Superstition. If you lose the keepsake, you lose the bonus until you designate a new keepsake, typically over the course of a week. - -*Source: Lost Omens: Character Guide p. 55* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/lunge.md b/Compendium/feats/lunge.md deleted file mode 100644 index 77d7f6fa9..000000000 --- a/Compendium/feats/lunge.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Lunge"] ---- -# Lunge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) - -- **Requirements**: You are wielding a melee weapon. -- **Activity** Single Action - -Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a [Strike](../../Rules/actions/strike.md) with a melee weapon, increasing your reach by 5 feet for that [Strike](../../Rules/actions/strike.md). If the weapon has the [disarm](../../Rules/traits/disarm.md), [shove](../../Rules/traits/shove.md), or [trip](../../Rules/traits/trip.md) trait, you can use the corresponding action instead of a [Strike](../../Rules/actions/strike.md). - -## Lunge leads to... - -[Lunging Stance](lunging-stance.md) - -## Summary - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/lunging-spellstrike-som.md b/Compendium/feats/lunging-spellstrike-som.md deleted file mode 100644 index 373dedcdf..000000000 --- a/Compendium/feats/lunging-spellstrike-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/arcane -- trait/magus -- trait/transmutation -aliases: ["Lunging Spellstrike"] ---- -# Lunging Spellstrike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[arcane](../../Rules/traits/arcane.md) [magus](../../Rules/traits/magus-som.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md), twisting tree hybrid study -- **Requirements**: You're wielding a staff. -- **Activity** Two-Action - -Your spell unwinds the structure of your staff to make it exceptionally long, or even separate it into shards held together by magical power. Make a [Spellstrike](../../Rules/actions/spellstrike-som.md) with a staff, with a spell that isn't a cantrip or focus spell. Increase the staff's reach by 5 feet × the spell's level. - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/arcane #trait/magus #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/lunging-stance.md b/Compendium/feats/lunging-stance.md deleted file mode 100644 index 42c8feafb..000000000 --- a/Compendium/feats/lunging-stance.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Lunging Stance"] ---- -# Lunging Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md), [Lunge](lunge.md) -- **Requirements**: You are wielding a melee weapon. -- **Activity** Single Action - -Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the [Strike](../../Rules/actions/strike.md) by 5 feet. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/macabre-virtuoso-botd.md b/Compendium/feats/macabre-virtuoso-botd.md deleted file mode 100644 index cf5c98a16..000000000 --- a/Compendium/feats/macabre-virtuoso-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/uncommon -aliases: ["Macabre Virtuoso"] ---- -# Macabre Virtuoso *Feat 6* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Reanimator Dedication](reanimator-dedication-botd.md); expert in [Arcana](../skills.md#Arcana), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -Any necromancer can create zombies and skeletons, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the [create undead](../spells/rituals/create-undead.md) rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites. - -When acting as primary caster, you can perform all [create undead](../spells/rituals/create-undead.md) rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check. - -**Special.** You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures. - -*Source: Book of the Dead p. 34* -%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/magaambyan-attendant-dedication-locg.md b/Compendium/feats/magaambyan-attendant-dedication-locg.md deleted file mode 100644 index 2c68c1f66..000000000 --- a/Compendium/feats/magaambyan-attendant-dedication-locg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Magaambyan Attendant Dedication"] ---- -# Magaambyan Attendant Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana) or [Nature](../skills.md#Nature), member of the Magaambya of attendant rank - -You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal. - -Regardless of whether you choose an arcane or primal cantrip, you also either become trained in [Arcana](../skills.md#Arcana) or [Nature](../skills.md#Nature), or an expert in one of those skills in which you were already trained. - -When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain–Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch. - -**Special.** You cannot select another dedication feat other than Halcyon Speaker Dedication until you have gained two other feats from the Magaambyan Attendant or halcyon speaker archetype. - -## Magaambyan Attendant Dedication leads to... - -[Cascade Bearers Flexibility](cascade-bearers-flexibility-locg.md), [Cascade Bearers Spellcasting](cascade-bearers-spellcasting-locg.md), [Emerald Boughs Accustomation](emerald-boughs-accustomation-locg.md), [Emerald Boughs Hideaway](emerald-boughs-hideaway-locg.md), [Halcyon Speaker Dedication](halcyon-speaker-dedication-locg.md), [Dualistic Synergy](dualistic-synergy-locg.md), [Fulminating Synergy](fulminating-synergy-locg.md), [Synergistic Spell](synergistic-spell-locg.md), [Shared Synergy](shared-synergy-locg.md), [Halcyon Spellcasting Initiate](halcyon-spellcasting-initiate-locg.md), [Flexible Halcyon Spellcasting](flexible-halcyon-spellcasting-locg.md), [Halcyon Spellcasting Adept](halcyon-spellcasting-adept-locg.md), [Halcyon Spellcasting Sage](halcyon-spellcasting-sage-locg.md), [Persistent Creation](persistent-creation-locg.md), [Charged Creation](charged-creation-locg.md), [Mask Familiar](mask-familiar-locg.md), [Adaptive Mask Familiar](adaptive-mask-familiar-locg.md), [Rain-scribe Mobility](rain-scribe-mobility-locg.md), [Rain-scribe Sustenance](rain-scribe-sustenance-locg.md), [Tempest-sun Redirection](tempest-sun-redirection-locg.md), [Tempest-sun Shielding](tempest-sun-shielding-locg.md), [Uzunjati Storytelling](uzunjati-storytelling-locg.md), [Uzunjati Recollection](uzunjati-recollection-locg.md), [Janatimo's Lessons](janatimos-lessons-lol.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 101* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/mage-hunter-apg.md b/Compendium/feats/mage-hunter-apg.md deleted file mode 100644 index 80b2b31e9..000000000 --- a/Compendium/feats/mage-hunter-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Mage Hunter"] ---- -# Mage Hunter [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: superstition instinct -- **Trigger** A creature within your reach Casts a Spell. -- **Activity** Reaction - -You use your hatred of magic to lash out at the sight of spellcasting, allowing you to interrupt an enemy's spell. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If the attack is a critical hit, you disrupt the spell. - -*Source: Advanced Player's Guide p. 109* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/magic-arrow-apg.md b/Compendium/feats/magic-arrow-apg.md deleted file mode 100644 index 0aafa9b01..000000000 --- a/Compendium/feats/magic-arrow-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/magical -- trait/transmutation -aliases: ["Magic Arrow"] ---- -# Magic Arrow [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [magical](../../Rules/traits/magical.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Eldritch Archer Dedication](eldritch-archer-dedication-apg.md) -- **Frequency**: once per round -- **Activity** Free Action - -You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books. - -When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts. - -**Special.** You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above. - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype #trait/magical #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/magic-finder-lopsg.md b/Compendium/feats/magic-finder-lopsg.md deleted file mode 100644 index 2129832bc..000000000 --- a/Compendium/feats/magic-finder-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Magic Finder"] ---- -# Magic Finder *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You've learned a few tricks to ensure you find every last magic item and interesting [magical](../../Rules/traits/magical.md) effect during your missions. You can cast [detect magic](../spells/detect-magic.md) and read aura as innate spells at will. You can also cast [locate](../spells/locate.md) as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells. - -When you cast [detect magic](../spells/detect-magic.md) or read aura from this feat on an item or creature under the effect of a [magic aura](../spells/magic-aura.md) spell or interact with an item under the effect of an [item facade](../spells/item-facade.md) spell, you gain a +2 circumstance bonus on your check to 0. - -*Source: Lost Omens: Pathfinder Society Guide p. 45* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/magic-hands-apg.md b/Compendium/feats/magic-hands-apg.md deleted file mode 100644 index 18b1ff4f3..000000000 --- a/Compendium/feats/magic-hands-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Magic Hands"] ---- -# Magic Hands *Feat 6* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Healing Hands](healing-hands.md) - -The blessing of your deity heightens your healing ability, making your mundane healing work as if by magic. When you succeed at a [Medicine](../skills.md#Medicine) check to [Treat Wounds](../../Rules/actions/treat-wounds.md), your action gains the [divine](../../Rules/traits/divine.md) trait and you heal the maximum amount for the `2d8` (or `4d8` on a critical success). If you have an ability that adds additional dice to your [Treat Wounds](../../Rules/actions/treat-wounds.md), you still roll those normally. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/magic-hide-apg.md b/Compendium/feats/magic-hide-apg.md deleted file mode 100644 index 439b5dc58..000000000 --- a/Compendium/feats/magic-hide-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Magic Hide"] ---- -# Magic Hide *Feat 2* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: an animal companion, warden spells - -You can defend your companion in battle. You gain the [magic hide](../spells/magic-hide-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/magic-rider-apg.md b/Compendium/feats/magic-rider-apg.md deleted file mode 100644 index 551dadd7a..000000000 --- a/Compendium/feats/magic-rider-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Magic Rider"] ---- -# Magic Rider *Feat 17* -[elf](../../Rules/traits/elf.md) - - -Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a [teleportation](../../Rules/traits/teleportation.md) spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a [teleport](../spells/teleport.md) spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/magic-sense-apg.md b/Compendium/feats/magic-sense-apg.md deleted file mode 100644 index b0b9a1ca2..000000000 --- a/Compendium/feats/magic-sense-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/detection -- trait/divination -- trait/divine -- trait/oracle -aliases: ["Magic Sense"] ---- -# Magic Sense *Feat 12* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [oracle](../../Rules/traits/oracle-apg.md) - - -You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](../spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](../../Rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](../spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/detection #trait/divination #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/magic-sense-som.md b/Compendium/feats/magic-sense-som.md deleted file mode 100644 index ec3408fb2..000000000 --- a/Compendium/feats/magic-sense-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/arcane -- trait/detection -- trait/divination -- trait/magus -aliases: ["Magic Sense"] ---- -# Magic Sense *Feat 12* -[arcane](../../Rules/traits/arcane.md) [detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [magus](../../Rules/traits/magus-som.md) - - -You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](../spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](../../Rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](../spells/detect-magic.md) spell on things you see (in addition to the normal benefits of [Seeking](../../Rules/actions/seek.md)). You can turn this sense off and on with a free action at the start or the end of your turn. - -*Source: Secrets of Magic p. 48* -%% #compendium/src/pf2e/som #trait/arcane #trait/detection #trait/divination #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/magic-sense-sorcerer.md b/Compendium/feats/magic-sense-sorcerer.md deleted file mode 100644 index 4b2a98ef2..000000000 --- a/Compendium/feats/magic-sense-sorcerer.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/detection -- trait/divination -- trait/sorcerer -aliases: ["Magic Sense (Sorcerer)"] ---- -# Magic Sense (Sorcerer) *Feat 12* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [sorcerer](../../Rules/traits/sorcerer.md) - - -You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](../spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](../../Rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](../spells/detect-magic.md) spell on things you see (in addition to the normal benefits of [Seeking](../../Rules/actions/seek.md)). You can turn this sense off and on with a free action at the start or the end of your turn. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), natural, or [occult](../../Rules/traits/occult.md)). - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/detection #trait/divination #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/magic-sense-wizard.md b/Compendium/feats/magic-sense-wizard.md deleted file mode 100644 index 8defb308b..000000000 --- a/Compendium/feats/magic-sense-wizard.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/arcane -- trait/detection -- trait/divination -- trait/wizard -aliases: ["Magic Sense (Wizard)"] ---- -# Magic Sense (Wizard) *Feat 12* -[arcane](../../Rules/traits/arcane.md) [detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [wizard](../../Rules/traits/wizard.md) - - -You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](../spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](../../Rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](../spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. - -*Source: Core Rulebook p. 212* -%% #compendium/src/pf2e/crb #trait/arcane #trait/detection #trait/divination #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/magic-warrior-aspect-lowg.md b/Compendium/feats/magic-warrior-aspect-lowg.md deleted file mode 100644 index 98321bbae..000000000 --- a/Compendium/feats/magic-warrior-aspect-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Magic Warrior Aspect"] ---- -# Magic Warrior Aspect *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magic Warrior Dedication](magic-warrior-dedication-lowg.md) - -You can alter your form to gain an aspect of the animal your mask represents. You gain the [magic warrior aspect](../spells/magic-warrior-aspect-lowg.md) focus spell. - -*Source: Lost Omens: World Guide p. 95* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/magic-warrior-dedication-lowg.md b/Compendium/feats/magic-warrior-dedication-lowg.md deleted file mode 100644 index 2ac840367..000000000 --- a/Compendium/feats/magic-warrior-dedication-lowg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Magic Warrior Dedication"] ---- -# Magic Warrior Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from the Mwangi Expanse. -- **Prerequisites**: ability to cast focus spells - -You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of [Arcana](../skills.md#Arcana) or [Nature](../skills.md#Nature) and in [Magic Warrior Lore](../skills.md#Lore); if you were already trained in the skill, you become an expert instead. - -You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the [animal form](../spells/animal-form.md) spell. You gain a +1 circumstance bonus to saves against [divination](../../Rules/traits/divination.md) effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition. - -Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. - -Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype. - -## Magic Warrior Dedication leads to... - -[Magic Warrior Aspect](magic-warrior-aspect-lowg.md), [Magic Warrior Transformation](magic-warrior-transformation-lowg.md), [Nameless Anonymity](nameless-anonymity-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 95* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/magic-warrior-transformation-lowg.md b/Compendium/feats/magic-warrior-transformation-lowg.md deleted file mode 100644 index 6721b99ff..000000000 --- a/Compendium/feats/magic-warrior-transformation-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Magic Warrior Transformation"] ---- -# Magic Warrior Transformation *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magic Warrior Dedication](magic-warrior-dedication-lowg.md) - -You can transform fully into the animal your mask represents. - -You gain the [magic warrior transformation](../spells/magic-warrior-transformation-lowg.md) focus spell. - -*Source: Lost Omens: World Guide p. 95* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/magical-adaptation-apg.md b/Compendium/feats/magical-adaptation-apg.md deleted file mode 100644 index f3ef3ff44..000000000 --- a/Compendium/feats/magical-adaptation-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Magical Adaptation"] ---- -# Magical Adaptation *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Horizon Walker Dedication](horizon-walker-dedication-apg.md) - -When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast [darkvision](../spells/darkvision.md), [spider climb](../spells/spider-climb.md), and 4th-level [water breathing](../spells/water-breathing.md) as innate primal spells, each once per day. - -*Source: Advanced Player's Guide p. 177* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/magical-adept-som.md b/Compendium/feats/magical-adept-som.md deleted file mode 100644 index 49e6506e6..000000000 --- a/Compendium/feats/magical-adept-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Magical Adept"] ---- -# Magical Adept *Feat 8* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Magical Understudy](magical-understudy-som.md) - -Your eidolon gains more magic. Choose one 2nd-level spell and one 1st-level spell of your eidolon's tradition. - -Your eidolon can cast them each once per day as innate spells. At every even level after you take this feat, your eidolon can swap one of these innate spells for a new innate spell that's 2 or more levels lower than your highest-level spell slot. - -## Magical Adept leads to... - -[Magical Master](magical-master-som.md) - -## Summary - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/magical-crafting.md b/Compendium/feats/magical-crafting.md deleted file mode 100644 index ab1bbf1c2..000000000 --- a/Compendium/feats/magical-crafting.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Magical Crafting"] ---- -# Magical Crafting *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) - -You can [Craft](../../Rules/actions/craft.md) magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. - -*Source: Core Rulebook p. 263* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/magical-edification-apg.md b/Compendium/feats/magical-edification-apg.md deleted file mode 100644 index c77e56e23..000000000 --- a/Compendium/feats/magical-edification-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Magical Edification"] ---- -# Magical Edification *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Loremaster Dedication](loremaster-dedication-apg.md) - -You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain [guidance](../spells/guidance.md), [message](../spells/message.md), and [sigil](../spells/sigil.md) as innate occult cantrips. - -## Magical Edification leads to... - -[Greater Magical Edification](greater-magical-edification-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 179* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/magical-knowledge-da.md b/Compendium/feats/magical-knowledge-da.md deleted file mode 100644 index d58535528..000000000 --- a/Compendium/feats/magical-knowledge-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Magical Knowledge"] ---- -# Magical Knowledge *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Thaumaturge Dedication](thaumaturge-dedication-da.md), trained in one of [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) and expert in another - -Increase your proficiency rank in one of [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose. - -*Source: Dark Archive p. 49* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/magical-master-som.md b/Compendium/feats/magical-master-som.md deleted file mode 100644 index 4bca8cedf..000000000 --- a/Compendium/feats/magical-master-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Magical Master"] ---- -# Magical Master *Feat 18* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Magical Adept](magical-adept-som.md) - -Your eidolon gains a bevy of lower-level spells. Choose an innate spell of your eidolon's tradition of each of the spell levels from 1 to 7 in which your eidolon doesn't currently have an innate spell from Magical Adept. Your eidolon can cast each once per day as innate spells. You can swap these spells at every even level, but your eidolon can never know more than one spell of each spell level 1 through 7. - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/magical-resistance-g-g.md b/Compendium/feats/magical-resistance-g-g.md deleted file mode 100644 index b39f20bbc..000000000 --- a/Compendium/feats/magical-resistance-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Magical Resistance"] ---- -# Magical Resistance *Feat 5* -[automaton](../../Rules/traits/automaton-g-g.md) - - -Your animating magic provides some defense. Choose one of the following energy damage types: cold, electricity, or sonic. - -You gain resistance 5 to that damage type. - -**Enhancement** You tap deeper into your animating magic, and your resistances improve. Choose one of the following benefits: you gain resistance 5 to the remaining two damage types from the above list, or your chosen resistance increases to a value equal to 1 + half your level. - -*Source: Guns & Gears p. 41* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/magical-scholastics-apg.md b/Compendium/feats/magical-scholastics-apg.md deleted file mode 100644 index a766e763c..000000000 --- a/Compendium/feats/magical-scholastics-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Magical Scholastics"] ---- -# Magical Scholastics *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Archaeologist Dedication](archaeologist-dedication-apg.md) - -While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain [detect magic](../spells/detect-magic.md), [guidance](../spells/guidance.md), and [read aura](../spells/read-aura.md) as occult innate cantrips. - -## Magical Scholastics leads to... - -[Greater Magical Scholastics](greater-magical-scholastics-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 156* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/magical-shorthand.md b/Compendium/feats/magical-shorthand.md deleted file mode 100644 index 3f3c10222..000000000 --- a/Compendium/feats/magical-shorthand.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Magical Shorthand"] ---- -# Magical Shorthand *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -Learning spells comes easily to you. If you're an expert in a tradition's associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you're a master in the tradition's associated skill, learning a spell takes 5 minutes per spell level, and if you're legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using [Earn Income](../../Rules/actions/earn-income.md) with the tradition's associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/magical-trickster.md b/Compendium/feats/magical-trickster.md deleted file mode 100644 index 7127af040..000000000 --- a/Compendium/feats/magical-trickster.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Magical Trickster"] ---- -# Magical Trickster *Feat 4* -[rogue](../../Rules/traits/rogue.md) - - -Whether you're using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes' defenses as easily as any blade. When you succeed at a spell attack roll against a [flat-footed](../../Rules/conditions.md#Flat-footed) foe's AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target. - -*Source: Core Rulebook p. 185* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/magical-understudy-som.md b/Compendium/feats/magical-understudy-som.md deleted file mode 100644 index 84d576676..000000000 --- a/Compendium/feats/magical-understudy-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Magical Understudy"] ---- -# Magical Understudy *Feat 2* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon evolves to cast spells. It gains the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity and learns two cantrips of its tradition, which it can cast as innate spells. - -## Magical Understudy leads to... - -[Magical Adept](magical-adept-som.md), [Magical Master](magical-master-som.md), [Share Eidolon Magic](share-eidolon-magic-som.md) - -## Summary - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/magpie-snatch-loag.md b/Compendium/feats/magpie-snatch-loag.md deleted file mode 100644 index 44de0a5e2..000000000 --- a/Compendium/feats/magpie-snatch-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Magpie Snatch"] ---- -# Magpie Snatch [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Activity** Two-Action - -You move quickly, snatching a shiny item that catches your eye. [Stride](../../Rules/actions/stride.md) twice, and you can [Interact](../../Rules/actions/interact.md) to grab an unattended object at any point during your movement. - -*Source: Lost Omens: Ancestry Guide p. 59* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/magus-dedication-som.md b/Compendium/feats/magus-dedication-som.md deleted file mode 100644 index fc93f7719..000000000 --- a/Compendium/feats/magus-dedication-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Magus Dedication"] ---- -# Magus Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Strength or Dexterity 14, Intelligence 14 - -You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in [Arcana](../skills.md#Arcana); if you were already trained in [Arcana](../skills.md#Arcana), you instead become trained in a skill of your choice. - -You become trained in simple weapons. - -**Special.** You can't select another dedication feat until you have gained two other feats from the magus archetype. - -## Magus Dedication leads to... - -[Basic Magus Spellcasting](basic-magus-spellcasting-som.md), [Expert Magus Spellcasting](expert-magus-spellcasting-som.md), [Master Magus Spellcasting](master-magus-spellcasting-som.md), [Basic Martial Magic](basic-martial-magic-som.md), [Advanced Martial Magic](advanced-martial-magic-som.md), [Hybrid Study Spell](hybrid-study-spell-som.md), [Spellstriker](spellstriker-som.md) - -## Summary - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/maguss-analysis-som.md b/Compendium/feats/maguss-analysis-som.md deleted file mode 100644 index 65bfdd223..000000000 --- a/Compendium/feats/maguss-analysis-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Magus's Analysis"] ---- -# Magus's Analysis [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Activity** Single Action - -You make an assessment informed by your knowledge of how a creature fights. Attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a creature. You gain a +1 circumstance bonus to your check if you previously hit the creature with a [Strike](../../Rules/actions/strike.md) this turn. If your check is successful, recharge your [Spellstrike](../../Rules/actions/spellstrike-som.md). The subject of your check is temporarily immune to Magus's Analysis for 1 day. - -*Source: Secrets of Magic p. 42* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/maidens-mending-loag.md b/Compendium/feats/maidens-mending-loag.md deleted file mode 100644 index 269302f05..000000000 --- a/Compendium/feats/maidens-mending-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -aliases: ["Maiden's Mending"] ---- -# Maiden's Mending [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) - -- **Frequency**: once per minute -- **Trigger** You cast a non-cantrip occult spell or an innate spell from a changeling ancestry feat. -- **Activity** Reaction - -You can tap into some of the magic that flows through your blood to give you new life. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn. - -*Source: Lost Omens: Ancestry Guide p. 23* -%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/major-lesson-apg.md b/Compendium/feats/major-lesson-apg.md deleted file mode 100644 index 1417b82d3..000000000 --- a/Compendium/feats/major-lesson-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Major Lesson"] ---- -# Major Lesson *Feat 10* -[witch](../../Rules/traits/witch-apg.md) - - -Your patron grants you even greater secrets. Choose a major, greater, or basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. - -**Special.** You can select this feat a second time if you're 14th level or higher, and a third time if you're 18th level or higher. Choose a different lesson each time. - -*Source: Advanced Player's Guide p. 103* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/makeshift-strike-apg.md b/Compendium/feats/makeshift-strike-apg.md deleted file mode 100644 index 9e5f308bf..000000000 --- a/Compendium/feats/makeshift-strike-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Makeshift Strike"] ---- -# Makeshift Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](weapon-improviser-dedication-apg.md) -- **Activity** Single Action - -You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You [Interact](../../Rules/actions/interact.md) to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either [Strike](../../Rules/actions/strike.md) or make an [Improvised Pummel](improvised-pummel-apg.md) with the improvised weapon. - -*Source: Advanced Player's Guide p. 199* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/malicious-bane-apg.md b/Compendium/feats/malicious-bane-apg.md deleted file mode 100644 index 381614b3c..000000000 --- a/Compendium/feats/malicious-bane-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Malicious Bane"] ---- -# Malicious Bane *Feat 5* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -Whether your heart is pure or corrupt, you can call forth a malediction upon your foes. You can cast [bane](../spells/bane.md) once per day as a 1st-level divine innate spell. - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/malleable-form-da.md b/Compendium/feats/malleable-form-da.md deleted file mode 100644 index a020d785c..000000000 --- a/Compendium/feats/malleable-form-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/reflection -- trait/transmutation -aliases: ["Malleable Form"] ---- -# Malleable Form [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[reflection](../../Rules/traits/reflection-da.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: ability to cast at least one [polymorph](../../Rules/traits/polymorph.md) spell -- **Requirements**: You're polymorphed by a spell that has multiple choices of battle form. -- **Activity** Single Action - -You adroitly shift your form, taking on another appearance. Choose a different battle form of the polymorph spell affecting you, and change to that form instead of the current one. This destabilizes the spell's magic, reducing its duration by 1 round. - -Use the level of the spell to determine the statistics, as normal. - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/reflection #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/malleable-mental-forge-da.md b/Compendium/feats/malleable-mental-forge-da.md deleted file mode 100644 index fa6648fd8..000000000 --- a/Compendium/feats/malleable-mental-forge-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Malleable Mental Forge"] ---- -# Malleable Mental Forge *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mental Forge](mental-forge-da.md) - -You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/malleable-movement-da.md b/Compendium/feats/malleable-movement-da.md deleted file mode 100644 index d33928af0..000000000 --- a/Compendium/feats/malleable-movement-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/skill -aliases: ["Malleable Movement"] ---- -# Malleable Movement [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md), expert in [Athletics](../skills.md#Athletics) -- **Trigger** You [Leap](../../Rules/actions/leap.md). -- **Activity** Free Action - -You shift the shape of your weapon to help you [Leap](../../Rules/actions/leap.md) farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to [Leap](../../Rules/actions/leap.md). As normal, this can't increase the distance of your [Leap](../../Rules/actions/leap.md) beyond your Speed. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/maneuvering-spell-frp2.md b/Compendium/feats/maneuvering-spell-frp2.md deleted file mode 100644 index 7c4c39d8d..000000000 --- a/Compendium/feats/maneuvering-spell-frp2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -aliases: ["Maneuvering Spell"] ---- -# Maneuvering Spell [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sixth Pillar Dedication](sixth-pillar-dedication-frp2.md) -- **Trigger** You begin to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that requires at least 2 actions to cast. -- **Activity** Free Action - -You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You [Step](../../Rules/actions/step.md), [Leap](../../Rules/actions/leap.md), or [Stand](../../Rules/actions/stand.md). This action can be before or after you [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/manifold-edge.md b/Compendium/feats/manifold-edge.md deleted file mode 100644 index 35fc59d74..000000000 --- a/Compendium/feats/manifold-edge.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Manifold Edge"] ---- -# Manifold Edge *Feat 18* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: hunter's edge, masterful hunter - -You've learned every possible edge to use against your foes. When you use [Hunt Prey](../../Rules/actions/hunt-prey.md), you can gain a hunter's edge benefit other than the one you selected at 1st level. If you do, you don't gain the additional benefit from masterful hunter. - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/manifold-modifications-g-g.md b/Compendium/feats/manifold-modifications-g-g.md deleted file mode 100644 index f2b1ef439..000000000 --- a/Compendium/feats/manifold-modifications-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/modification -aliases: ["Manifold Modifications"] ---- -# Manifold Modifications *Feat 8* -[inventor](../../Rules/traits/inventor-g-g.md) [modification](../../Rules/traits/modification-g-g.md) - -- **Prerequisites**: initial modification - -You've modified your innovation using clever workarounds, so you can include another initial modification without compromising its structure. Your innovation gains an additional initial modification from the list for innovations of its type (page 16). - -*Source: Guns & Gears p. 28* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/manipulative-charm-botd.md b/Compendium/feats/manipulative-charm-botd.md deleted file mode 100644 index f44a56136..000000000 --- a/Compendium/feats/manipulative-charm-botd.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Manipulative Charm"] ---- -# Manipulative Charm *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Vampire Dedication, trained in [Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy) - -Against humanoids, you gain a +1 circumstance bonus to [Deception](../skills.md#Deception) checks to [Lie](../../Rules/actions/lie.md), and to [Diplomacy](../skills.md#Diplomacy) checks to [Gather Information](../../Rules/actions/gather-information.md) and [Make an Impression](../../Rules/actions/make-an-impression.md). - -Once per day, you can cast [charm](../spells/charm.md) as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the [visual](../../Rules/traits/visual.md) trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [charm](../spells/charm.md) when you are 19th level. - -## Manipulative Charm leads to... - -[Dominating Gaze](dominating-gaze-botd.md) - -## Summary - -*Source: Book of the Dead p. 58* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mantis-form-lowg.md b/Compendium/feats/mantis-form-lowg.md deleted file mode 100644 index 7805b7aa4..000000000 --- a/Compendium/feats/mantis-form-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Mantis Form"] ---- -# Mantis Form *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Red Mantis Magic](basic-red-mantis-magic-lowg.md) - -You gain the [mantis form](../spells/mantis-form-lowg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by praying to [Achaekek](../setting/deities/achaekek-logm.md) or researching your assigned kill. - -*Source: Lost Omens: World Guide p. 71* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/many-guises-apg.md b/Compendium/feats/many-guises-apg.md deleted file mode 100644 index 75b43b68d..000000000 --- a/Compendium/feats/many-guises-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Many Guises"] ---- -# Many Guises *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: master in [Deception](../skills.md#Deception), [Vigilante Dedication](vigilante-dedication-apg.md) - -You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual—rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your [Deception](../skills.md#Deception) DC. - -You can't use either social abilities or vigilante abilities while in this identity. - -*Source: Advanced Player's Guide p. 197* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/marid-magic-loag.md b/Compendium/feats/marid-magic-loag.md deleted file mode 100644 index 92749e34f..000000000 --- a/Compendium/feats/marid-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/undine -aliases: ["Marid Magic"] ---- -# Marid Magic *Feat 9* -[undine](../../Rules/traits/undine-b2.md) - - -You channel the magic of marids. You can cast [hydraulic push](../spells/hydraulic-push.md) and [obscuring mist](../spells/obscuring-mist.md) each once per day as 2nd-level arcane innate spells. - -*Source: Lost Omens: Ancestry Guide p. 120* -%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/marine-ally-loag.md b/Compendium/feats/marine-ally-loag.md deleted file mode 100644 index d7a76d92e..000000000 --- a/Compendium/feats/marine-ally-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Marine Ally"] ---- -# Marine Ally *Feat 5* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You've befriended a sea creature, which becomes magically bonded to you. You gain a familiar. The type of creature is up to you, but one of its abilities must always be a swim Speed or the amphibious familiar ability. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/mariners-fire-loag.md b/Compendium/feats/mariners-fire-loag.md deleted file mode 100644 index ed1a83a39..000000000 --- a/Compendium/feats/mariners-fire-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Mariner's Fire"] ---- -# Mariner's Fire *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - - -You conjure uncanny orbs of spiritual flame that float above or below the water's surface. You can cast the [produce flame](../spells/produce-flame.md) cantrip as a primal innate spell at will, heightened to a spell level equal to half your level rounded up. You can cast this cantrip underwater. - -*Source: Lost Omens: Ancestry Guide p. 58* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/marsh-runner-locg.md b/Compendium/feats/marsh-runner-locg.md deleted file mode 100644 index e7e6ec1ca..000000000 --- a/Compendium/feats/marsh-runner-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Marsh Runner"] ---- -# Marsh Runner *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: You have a swim Speed. - -You are adept at moving through marshy terrain. When you use the [Step](../../Rules/actions/step.md) action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the [Acrobatics](../skills.md#Acrobatics) skill to [Balance](../../Rules/actions/balance.md) on narrow surfaces or uneven marshy ground, you aren't [flat-footed](../../Rules/conditions.md#Flat-footed), and if you roll a success on the [Acrobatics](../skills.md#Acrobatics) check, you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 58* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/marshal-dedication-apg.md b/Compendium/feats/marshal-dedication-apg.md deleted file mode 100644 index f6eb77f63..000000000 --- a/Compendium/feats/marshal-dedication-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Marshal Dedication"] ---- -# Marshal Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in martial weapons and either [Diplomacy](../skills.md#Diplomacy) or [Intimidation](../skills.md#Intimidation) - -You've combined your social skills and combat training to become a talented combat leader. Choose [Diplomacy](../skills.md#Diplomacy) or [Intimidation](../skills.md#Intimidation). You become trained in that skill or become an expert if you were already trained in it. - -In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the [emotion](../../Rules/traits/emotion.md), [mental](../../Rules/traits/mental.md), and [visual](../../Rules/traits/visual.md) traits and grants you and allies within the aura a +1 status bonus to saving throws against [fear](../../Rules/traits/fear.md). - -**Special.** You can't select another dedication feat until you have gained two other feats from the marshal archetype. - -## Marshal Dedication leads to... - -[Back To Back](back-to-back-apg.md), [Cadence Call](cadence-call-apg.md), [Tactical Cadence](tactical-cadence-apg.md), [Coordinated Charge](coordinated-charge-apg.md), [Dread Marshal Stance](dread-marshal-stance-apg.md), [Inspiring Marshal Stance](inspiring-marshal-stance-apg.md), [Rallying Charge](rallying-charge-apg.md), [Snap Out Of It!](snap-out-of-it-apg.md), [Steel Yourself!](steel-yourself-apg.md), [Target Of Opportunity](target-of-opportunity-apg.md), [To Battle!](to-battle-apg.md), [Topple Foe](topple-foe-apg.md), [Push Back the Dead!](push-back-the-dead-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 180* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/martial-artist-dedication-apg.md b/Compendium/feats/martial-artist-dedication-apg.md deleted file mode 100644 index 750abdbfb..000000000 --- a/Compendium/feats/martial-artist-dedication-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Martial Artist Dedication"] ---- -# Martial Artist Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes `1d6` instead of `1d4`. You don't take the –2 circumstance penalty for making a lethal attack with your [nonlethal](../../Rules/traits/nonlethal.md) unarmed attacks. - -Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks. - -**Special.** You can't select another dedication feat until you have gained two other feats from the martial artist archetype. - -## Martial Artist Dedication leads to... - -[Follow-up Strike](follow-up-strike-apg.md), [Grievous Blow](grievous-blow-apg.md), [Path Of Iron](path-of-iron-apg.md), [Powder Punch Stance](powder-punch-stance-ooa1.md), [Black Powder Flash](black-powder-flash-ooa1.md), [Thunder Clap](thunder-clap-ooa1.md) - -## Summary - -*Source: Advanced Player's Guide p. 182* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/martial-exercise-lopsg.md b/Compendium/feats/martial-exercise-lopsg.md deleted file mode 100644 index d5409668e..000000000 --- a/Compendium/feats/martial-exercise-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Martial Exercise"] ---- -# Martial Exercise *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) - -You've become comfortable in using weapons that you might not have picked up before training with the Swords. Choose one weapon group, such as hammer or sword. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with both simple and martial weapons of your chosen weapon group. - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/martial-experience-apg.md b/Compendium/feats/martial-experience-apg.md deleted file mode 100644 index 80f64b7c1..000000000 --- a/Compendium/feats/martial-experience-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Martial Experience"] ---- -# Martial Experience *Feat 5* -[elf](../../Rules/traits/elf.md) - - -You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus. - -At 11th level, you become trained in all weapons. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/martial-performance-apg.md b/Compendium/feats/martial-performance-apg.md deleted file mode 100644 index cd41063ae..000000000 --- a/Compendium/feats/martial-performance-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Martial Performance"] ---- -# Martial Performance *Feat 1* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: warrior muse - -Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons. - -If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert. - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/martyr-apg.md b/Compendium/feats/martyr-apg.md deleted file mode 100644 index ee9f27774..000000000 --- a/Compendium/feats/martyr-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -- trait/metamagic -aliases: ["Martyr"] ---- -# Martyr [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[cleric](../../Rules/traits/cleric.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: divine font -- **Activity** Single Action - -You go to extreme lengths to support your allies, even when it means bringing harm to yourself. If your next action is to cast [harm](../spells/harm.md) or [heal](../spells/heal.md) from your healing or harmful font to restore Hit Points to a single ally, you can channel your own vitality along with the spell. You lose `1d8` Hit Points per level of the spell, which can't be reduced or mitigated in any way, and your ally regains an equal number of Hit Points. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/mask-familiar-locg.md b/Compendium/feats/mask-familiar-locg.md deleted file mode 100644 index c13f3d7e4..000000000 --- a/Compendium/feats/mask-familiar-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Mask Familiar"] ---- -# Mask Familiar *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md) - -Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a [Deception](../skills.md#Deception) check to [Impersonate](../../Rules/actions/impersonate.md) a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability. - -## Mask Familiar leads to... - -[Adaptive Mask Familiar](adaptive-mask-familiar-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 101* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mask-of-fear-loag.md b/Compendium/feats/mask-of-fear-loag.md deleted file mode 100644 index 769cc76cd..000000000 --- a/Compendium/feats/mask-of-fear-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -aliases: ["Mask Of Fear"] ---- -# Mask Of Fear [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Warmask](orc-warmask-loag.md) -- **Trigger** You start your turn with the [frightened](../../Rules/conditions.md#Frightened) condition. -- **Requirements**: You're wearing your warmask. -- **Activity** Free Action - -Your warmask burns off of your face, releasing your apprehension. You remove the [frightened](../../Rules/conditions.md#Frightened) condition. Your warmask is destroyed, and you can't reapply it until your next daily preparations. - -**Special.** You can use this free action even if you have a condition tied to the [frightened](../../Rules/conditions.md#Frightened) condition that would normally prevent you from using a reaction, such as "[fleeing](../../Rules/conditions.md#Fleeing) as long as you're [frightened](../../Rules/conditions.md#Frightened)" or "[paralyzed](../../Rules/conditions.md#Paralyzed) as long as you're [frightened](../../Rules/conditions.md#Frightened)." - -*Source: Lost Omens: Ancestry Guide p. 52* -%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/mask-of-pain-loag.md b/Compendium/feats/mask-of-pain-loag.md deleted file mode 100644 index e69a79449..000000000 --- a/Compendium/feats/mask-of-pain-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -aliases: ["Mask Of Pain"] ---- -# Mask Of Pain [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: expert in [Intimidation](../skills.md#Intimidation), [Orc Warmask](orc-warmask-loag.md) -- **Trigger** You succeed at a [Demoralize](../../Rules/actions/demoralize.md) check. -- **Requirements**: You're wearing your warmask. -- **Activity** Reaction - -Your mask has grown into a manifestation of your pain, which you can release. The creature you successfully [Demoralized](../../Rules/actions/demoralize.md) takes `2d6` mental damage, or `4d6` mental damage if you're legendary in [Intimidation](../skills.md#Intimidation). - -The target is then temporarily immune to additional damage from Mask of Pain for 24 hours. - -*Source: Lost Omens: Ancestry Guide p. 52* -%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/mask-of-power-loag.md b/Compendium/feats/mask-of-power-loag.md deleted file mode 100644 index b3d42e085..000000000 --- a/Compendium/feats/mask-of-power-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -aliases: ["Mask Of Power"] ---- -# Mask Of Power *Feat 5* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Warmask](orc-warmask-loag.md) - -Your warmask sharpens your connection to the source of your mask's power. During your daily preparations, choose [fear](../spells/fear.md), [phantom pain](../spells/phantom-pain.md), or [true strike](../spells/true-strike.md). - -Until your next daily preparations, you can cast this spell as a 1st-level innate spell once per day; the spell's tradition is determined by the tradition tied to your warmask. You must be wearing your warmask to [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -*Source: Lost Omens: Ancestry Guide p. 51* -%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/mask-of-rejection-loag.md b/Compendium/feats/mask-of-rejection-loag.md deleted file mode 100644 index 92035061b..000000000 --- a/Compendium/feats/mask-of-rejection-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fortune -- trait/orc -aliases: ["Mask Of Rejection"] ---- -# Mask Of Rejection [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[fortune](../../Rules/traits/fortune.md) [orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Warmask](orc-warmask-loag.md) -- **Frequency**: once per day -- **Trigger** You fail a saving throw against an effect from your warmask's magical tradition. -- **Requirements**: You're wearing your warmask. -- **Activity** Reaction - -Your warmask projects a white-hot fury that attempts to vaporize the offending magic. You reroll the triggering check with a +2 circumstance bonus, but you must use the new result, even if it's worse than your first roll. - -*Source: Lost Omens: Ancestry Guide p. 52* -%% #compendium/src/pf2e/loag #trait/fortune #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/masked-casting-locg.md b/Compendium/feats/masked-casting-locg.md deleted file mode 100644 index 86b901c56..000000000 --- a/Compendium/feats/masked-casting-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Masked Casting"] ---- -# Masked Casting [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Signifer Dedication](hellknight-signifer-dedication-locg.md) -- **Trigger** You begin [Casting a Spell](../../Rules/actions/cast-a-spell.md). -- **Requirements**: You are wearing your signifer's mask. -- **Activity** Free Action - -You harness the magical energy flowing through your eyeless mask to effortlessly protect you from [visual](../../Rules/traits/visual.md) effects. You Avert your Gaze. - -*Source: Lost Omens: Character Guide p. 85* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/masquerade-of-seasons-stance-loil.md b/Compendium/feats/masquerade-of-seasons-stance-loil.md deleted file mode 100644 index eaa9f6ee4..000000000 --- a/Compendium/feats/masquerade-of-seasons-stance-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/bard -- trait/rare -- trait/rogue -- trait/stance -- trait/swashbuckler -aliases: ["Masquerade of Seasons Stance"] ---- -# Masquerade of Seasons Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[bard](../../Rules/traits/bard.md) [rare](../../Rules/traits/rare.md) [rogue](../../Rules/traits/rogue.md) [stance](../../Rules/traits/stance.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: trained in [Performance](../skills.md#Performance) -- **Activity** Single Action - -You have mastered the opening steps to the Masquerade of Seasons, a dance that channels the power of spring, summer, winter, and autumn. Choose one of the following traits: water, fire, negative, or cold. You gain resistance 5 to damage dealt by effects with the chosen trait. You can use an action to reenter this stance at any time, changing the granted resistance to another of the available options. If you are at least 12th level, the granted resistance increases to be equal to half your level. - -*Source: Lost Omens: Impossible Lands p. 126* -%% #compendium/src/pf2e/loil #trait/bard #trait/rare #trait/rogue #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/master-alchemy.md b/Compendium/feats/master-alchemy.md deleted file mode 100644 index 34bc39556..000000000 --- a/Compendium/feats/master-alchemy.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Master Alchemy"] ---- -# Master Alchemy *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Alchemy](expert-alchemy.md), master in [Crafting](../skills.md#Crafting) - -Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. - -*Source: Core Rulebook p. 220* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-bard-spellcasting.md b/Compendium/feats/master-bard-spellcasting.md deleted file mode 100644 index ded745ea3..000000000 --- a/Compendium/feats/master-bard-spellcasting.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Master Bard Spellcasting"] ---- -# Master Bard Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Bard Spellcasting](expert-bard-spellcasting.md), legendary in [Occultism](../skills.md#Occultism) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 222* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-beast-gunner-spellcasting-g-g.md b/Compendium/feats/master-beast-gunner-spellcasting-g-g.md deleted file mode 100644 index c11dbed6b..000000000 --- a/Compendium/feats/master-beast-gunner-spellcasting-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Master Beast Gunner Spellcasting"] ---- -# Master Beast Gunner Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Beast Gunner Spellcasting](expert-beast-gunner-spellcasting-g-g.md) - -You've learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits (Core Rulebook 219). - -*Source: Guns & Gears p. 131* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-captivator-spellcasting-lotgb.md b/Compendium/feats/master-captivator-spellcasting-lotgb.md deleted file mode 100644 index 0b212cbe9..000000000 --- a/Compendium/feats/master-captivator-spellcasting-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Master Captivator Spellcasting"] ---- -# Master Captivator Spellcasting *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Captivator Spellcasting](expert-captivator-spellcasting-lotgb.md) - -You master the most powerful spells that enchant and deceive. - -You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell spell, and at 20th level, you learn a 9th-level spell. - -Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. - -You become a master with spell attack rolls and spell DCs for occult spells. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-cathartic-spellcasting-som.md b/Compendium/feats/master-cathartic-spellcasting-som.md deleted file mode 100644 index c0a78c94c..000000000 --- a/Compendium/feats/master-cathartic-spellcasting-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Master Cathartic Spellcasting"] ---- -# Master Cathartic Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Cathartic Spellcasting](expert-cathartic-spellcasting-som.md) - -You gain the master spellcasting benefits. - -*Source: Secrets of Magic p. 195* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-cleric-spellcasting.md b/Compendium/feats/master-cleric-spellcasting.md deleted file mode 100644 index d3989b6ad..000000000 --- a/Compendium/feats/master-cleric-spellcasting.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Master Cleric Spellcasting"] ---- -# Master Cleric Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Cleric Spellcasting](expert-cleric-spellcasting.md), legendary in [Religion](../skills.md#Religion) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 224* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-druid-spellcasting.md b/Compendium/feats/master-druid-spellcasting.md deleted file mode 100644 index a8836a7b2..000000000 --- a/Compendium/feats/master-druid-spellcasting.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Master Druid Spellcasting"] ---- -# Master Druid Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Druid Spellcasting](expert-druid-spellcasting.md), legendary in [Nature](../skills.md#Nature) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 225* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-eldritch-archer-spellcasting-apg.md b/Compendium/feats/master-eldritch-archer-spellcasting-apg.md deleted file mode 100644 index ec1159c74..000000000 --- a/Compendium/feats/master-eldritch-archer-spellcasting-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Master Eldritch Archer Spellcasting"] ---- -# Master Eldritch Archer Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Eldritch Archer Spellcasting](expert-eldritch-archer-spellcasting-apg.md) - -You gain the master spellcasting benefits. - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-magus-spellcasting-som.md b/Compendium/feats/master-magus-spellcasting-som.md deleted file mode 100644 index 535ec8079..000000000 --- a/Compendium/feats/master-magus-spellcasting-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Master Magus Spellcasting"] ---- -# Master Magus Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Magus Spellcasting](expert-magus-spellcasting-som.md), legendary in [Arcana](../skills.md#Arcana) - -You gain the master bounded spellcasting benefits. - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-monster-hunter.md b/Compendium/feats/master-monster-hunter.md deleted file mode 100644 index f7b8cfb66..000000000 --- a/Compendium/feats/master-monster-hunter.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Master Monster Hunter"] ---- -# Master Monster Hunter *Feat 10* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: master in [Nature](../skills.md#Nature), [Monster Hunter](monster-hunter.md) - -You have a nearly encyclopedic knowledge of all creatures of the world. You can use [Nature](../skills.md#Nature) to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) to identify any creature. In addition, you gain the benefits of Monster Hunter (and [Monster Warden](monster-warden.md), if you have it) on a success as well as a critical success. - -## Master Monster Hunter leads to... - -[Legendary Monster Hunter](legendary-monster-hunter.md) - -## Summary - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/master-of-many-styles.md b/Compendium/feats/master-of-many-styles.md deleted file mode 100644 index d9a916229..000000000 --- a/Compendium/feats/master-of-many-styles.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Master Of Many Styles"] ---- -# Master Of Many Styles [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: Stance Savant -- **Trigger** This is the first action of your turn. -- **Activity** Free Action - -You move between stances in an unceasing dance. You use an action with the [stance](../../Rules/traits/stance.md) trait. - -## Master Of Many Styles leads to... - -[Ki Center](ki-center-apg.md) - -## Summary - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/master-of-the-dead-botd.md b/Compendium/feats/master-of-the-dead-botd.md deleted file mode 100644 index 31c9584e8..000000000 --- a/Compendium/feats/master-of-the-dead-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/uncommon -aliases: ["Master of the Dead"] ---- -# Master of the Dead *Feat 12* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Deathly Secrets](deathly-secrets-botd.md) - -You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the [shambling horror](../spells/shambling-horror-botd.md) focus spell. Your focus pool increases by 1 Focus Point. - -*Source: Book of the Dead p. 35* -%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/master-oracle-spellcasting-apg.md b/Compendium/feats/master-oracle-spellcasting-apg.md deleted file mode 100644 index 38dd00044..000000000 --- a/Compendium/feats/master-oracle-spellcasting-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Master Oracle Spellcasting"] ---- -# Master Oracle Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Oracle Spellcasting](expert-oracle-spellcasting-apg.md), legendary in [Religion](../skills.md#Religion) - -You gain the master spellcasting benefits. - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-psychic-spellcasting-da.md b/Compendium/feats/master-psychic-spellcasting-da.md deleted file mode 100644 index c1bfd507b..000000000 --- a/Compendium/feats/master-psychic-spellcasting-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Master Psychic Spellcasting"] ---- -# Master Psychic Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Psychic Spellcasting](expert-psychic-spellcasting-da.md), legendary in [Occultism](../skills.md#Occultism) - -You gain the master spellcasting benefits. - -*Source: Dark Archive p. 48* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-scroll-cache-apg.md b/Compendium/feats/master-scroll-cache-apg.md deleted file mode 100644 index 6bc34f193..000000000 --- a/Compendium/feats/master-scroll-cache-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Master Scroll Cache"] ---- -# Master Scroll Cache *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Scroll Cache](expert-scroll-cache-apg.md) - -Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell. - -*Source: Advanced Player's Guide p. 189* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-siege-engineer-g-g.md b/Compendium/feats/master-siege-engineer-g-g.md deleted file mode 100644 index 687d340b1..000000000 --- a/Compendium/feats/master-siege-engineer-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Master Siege Engineer"] ---- -# Master Siege Engineer *Feat 16* -[archetype](../../Rules/traits/archetype.md) - - -What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew. You're permanently [quickened](../../Rules/conditions.md#Quickened). You can only use the extra action to Aim or Launch a siege weapon. - -*Source: Guns & Gears p. 129* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-sorcerer-spellcasting.md b/Compendium/feats/master-sorcerer-spellcasting.md deleted file mode 100644 index 2d3b68c34..000000000 --- a/Compendium/feats/master-sorcerer-spellcasting.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Master Sorcerer Spellcasting"] ---- -# Master Sorcerer Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Sorcerer Spellcasting](expert-sorcerer-spellcasting.md); legendary in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion), depending on bloodline - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 230* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-spellcasting-som.md b/Compendium/feats/master-spellcasting-som.md deleted file mode 100644 index 1d21a1adb..000000000 --- a/Compendium/feats/master-spellcasting-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/class -- trait/pervasive-magic -- trait/rare -aliases: ["Master Spellcasting"] ---- -# Master Spellcasting *Feat 18* -[[class]](/rules/traits/any-class-som.md) [pervasive magic](../../Rules/traits/pervasive-magic-som.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Expert Spellcasting](expert-spellcasting-som.md) - -You gain the master spellcasting archetype benefits. - -*Source: Secrets of Magic p. 219* -%% #compendium/src/pf2e/som #trait/class #trait/pervasive-magic #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/master-spotter-apg.md b/Compendium/feats/master-spotter-apg.md deleted file mode 100644 index 1374906ea..000000000 --- a/Compendium/feats/master-spotter-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Master Spotter"] ---- -# Master Spotter *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](investigator-dedication-apg.md), expert in [Perception](../skills.md#Perception) - -Your proficiency rank in [Perception](../skills.md#Perception) increases to master. - -*Source: Advanced Player's Guide p. 151* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-spotter-g-g.md b/Compendium/feats/master-spotter-g-g.md deleted file mode 100644 index 728d39b49..000000000 --- a/Compendium/feats/master-spotter-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Master Spotter"] ---- -# Master Spotter *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md), expert in [Perception](../skills.md#Perception) - -Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in [Perception](../skills.md#Perception) increases to master. - -*Source: Guns & Gears p. 51* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-spotter.md b/Compendium/feats/master-spotter.md deleted file mode 100644 index 89cba826a..000000000 --- a/Compendium/feats/master-spotter.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Master Spotter"] ---- -# Master Spotter *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ranger Dedication](ranger-dedication.md), expert in [Perception](../skills.md#Perception) - -Your proficiency rank in [Perception](../skills.md#Perception) increases to master. - -*Source: Core Rulebook p. 228* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-summoner-som.md b/Compendium/feats/master-summoner-som.md deleted file mode 100644 index cc34a32de..000000000 --- a/Compendium/feats/master-summoner-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Master Summoner"] ---- -# Master Summoner *Feat 6* -[summoner](../../Rules/traits/summoner-som.md) - - -During daily preparations, you can designate one of your spell slots to become two summoning slots of the same spell level, from which you can cast only summoning or incarnate spells. - -## Master Summoner leads to... - -[Legendary Summoner](legendary-summoner-som.md) - -## Summary - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/master-summoner-spellcasting-som.md b/Compendium/feats/master-summoner-spellcasting-som.md deleted file mode 100644 index b7409b5ec..000000000 --- a/Compendium/feats/master-summoner-spellcasting-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Master Summoner Spellcasting"] ---- -# Master Summoner Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Summoner Spellcasting](expert-summoner-spellcasting-som.md), legendary in the skill associated with your eidolon's tradition - -You gain the master bounded spellcasting benefits. - -*Source: Secrets of Magic p. 77* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-witch-spellcasting-apg.md b/Compendium/feats/master-witch-spellcasting-apg.md deleted file mode 100644 index 801399ec9..000000000 --- a/Compendium/feats/master-witch-spellcasting-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Master Witch Spellcasting"] ---- -# Master Witch Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Witch Spellcasting](expert-witch-spellcasting-apg.md), legendary in the skill associated with your patron's tradition - -You gain the master spellcasting benefits. - -*Source: Advanced Player's Guide p. 154* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/master-wizard-spellcasting.md b/Compendium/feats/master-wizard-spellcasting.md deleted file mode 100644 index b1e93ee85..000000000 --- a/Compendium/feats/master-wizard-spellcasting.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Master Wizard Spellcasting"] ---- -# Master Wizard Spellcasting *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Expert Wizard Spellcasting](expert-wizard-spellcasting.md), legendary in [Arcana](../skills.md#Arcana) - -You gain the master spellcasting benefits. - -*Source: Core Rulebook p. 231* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/masterful-companion.md b/Compendium/feats/masterful-companion.md deleted file mode 100644 index a02bbfd03..000000000 --- a/Compendium/feats/masterful-companion.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Masterful Companion"] ---- -# Masterful Companion *Feat 18* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: masterful hunter, Animal Companion - -Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you [Hunt Prey](../../Rules/actions/hunt-prey.md), your animal companion gains the masterful hunter benefit associated with your hunter's edge, rather than just your original hunter's edge benefit. - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/masterful-obfuscation-lopsg.md b/Compendium/feats/masterful-obfuscation-lopsg.md deleted file mode 100644 index 85d10cbbe..000000000 --- a/Compendium/feats/masterful-obfuscation-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/skill -aliases: ["Masterful Obfuscation"] ---- -# Masterful Obfuscation *Feat 10* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in a skill with the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action, [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You've mastered the art of deceiving others about your area of study. When you gain this feat, choose one skill with the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action in which you have attained master proficiency. You can attempt to deceive others about the truth of facts and knowledge related to that skill—such as by pretending to know something that you don't, planting false information, or the like—using the [Lie](../../Rules/actions/lie.md) action of the [Deception](../skills.md#Deception) skill. When you [Lie](../../Rules/actions/lie.md) in this way, attempt your skill check using the skill you selected when you gained this feat instead of [Deception](../skills.md#Deception), applying all bonuses or penalties related from the selected skill to the check. While it's easier to convince someone who knows nothing about your chosen false information, on a critical success, you can even convince someone who has heard something contradictory, unless they have reason to be certain from direct experience. For instance, you might say, "I know you may have heard to use silver weapons against vampires, but that's a misconception based on conflating them with werewolves. According to all credible scholars, cold iron will do the trick." Once a creature realizes you've used masterful obfuscation to [Lie](../../Rules/actions/lie.md) to them, either from a failed check or due to later discovering the falsehood, you can't use this feat against them again, as it relies on blind trust in your superior knowledge. However, you can still [Lie](../../Rules/actions/lie.md) to them normally. - -*Source: Lost Omens: Pathfinder Society Guide p. 45* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/masterminds-eye-frp1.md b/Compendium/feats/masterminds-eye-frp1.md deleted file mode 100644 index 8388104e9..000000000 --- a/Compendium/feats/masterminds-eye-frp1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Mastermind's Eye"] ---- -# Mastermind's Eye *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Butterfly Blade Dedication](butterfly-blade-dedication-frp1.md) - -When you succeed at identifying a creature using [Recall Knowledge](../../Rules/actions/recall-knowledge.md), that creature is [flat-footed](../../Rules/conditions.md#Flat-footed) against your attacks until the start of your next turn; if you critically succeed, it's [flat-footed](../../Rules/conditions.md#Flat-footed) against your attacks for 1 minute. This feat serves as the rogue's mastermind racket for the purpose of meeting prerequisites. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 78* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/masters-counterspell-lopsg.md b/Compendium/feats/masters-counterspell-lopsg.md deleted file mode 100644 index 89681018c..000000000 --- a/Compendium/feats/masters-counterspell-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/abjuration -- trait/archetype -aliases: ["Master's Counterspell"] ---- -# Master's Counterspell [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[abjuration](../../Rules/traits/abjuration.md) [archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md), master in spell attack rolls and spell DCs -- **Trigger** A creature [Casts a Spell](../../Rules/actions/cast-a-spell.md) that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs. -- **Activity** Reaction - -When a foe [Casts a Spell](../../Rules/actions/cast-a-spell.md) and you can see its manifestations, you can use your magic to disrupt it. If you're a prepared caster, you can expend a prepared spell to counter the triggering creature's casting of a spell. If you're a spontaneous caster, you can expend a spell slot. The level of the prepared spell or spell slot must be at least as high as the triggering spell's level. You lose your prepared spell or spell slot as if you had [Cast the Spell](../../Rules/actions/cast-a-spell.md). You then attempt to counteract the triggering spell, and you take a –2 penalty to your counteract check; for prepared casters, the GM might waive the penalty if the spell you're expending to counterspell is especially appropriate—such as countering with the same spell, or using a cone of cold to counteract a fireball. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/abjuration #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mature-animal-companion-druid.md b/Compendium/feats/mature-animal-companion-druid.md deleted file mode 100644 index cb746d058..000000000 --- a/Compendium/feats/mature-animal-companion-druid.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Mature Animal Companion (Druid)"] ---- -# Mature Animal Companion (Druid) *Feat 4* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Animal Companion (Druid)](animal-companion-druid.md) - -Your animal companion grows up, becoming a specialized animal companion, which grants it additional capabilities. Your animal companion is better trained than most. During an encounter, even if you don't use the [Command an Animal](../../Rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn that round to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). - -## Mature Animal Companion (Druid) leads to... - -[Incredible Companion (Druid)](incredible-companion-druid.md) - -## Summary - -*Source: Core Rulebook p. 135* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/mature-animal-companion-ranger.md b/Compendium/feats/mature-animal-companion-ranger.md deleted file mode 100644 index 060d49bc0..000000000 --- a/Compendium/feats/mature-animal-companion-ranger.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Mature Animal Companion (Ranger)"] ---- -# Mature Animal Companion (Ranger) *Feat 6* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Animal Companion (Ranger)](animal-companion-ranger.md) - -Your animal companion grows up, becoming a specialized animal companion and gaining additional capabilities. If you have the [Hunt Prey](../../Rules/actions/hunt-prey.md) action, your animal companion assaults the prey even without your orders. During an encounter, even if you don't use the [Command an Animal](../../Rules/actions/command-an-animal.md) action, your animal companion can still use 1 action that round on your turn to [Stride](../../Rules/actions/stride.md) toward or [Strike](../../Rules/actions/strike.md) your prey. - -## Mature Animal Companion (Ranger) leads to... - -[Incredible Companion (Ranger)](incredible-companion-ranger.md), [Specialized Companion (Ranger)](specialized-companion-ranger.md) - -## Summary - -*Source: Core Rulebook p. 173* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/mature-beastmaster-companion-apg.md b/Compendium/feats/mature-beastmaster-companion-apg.md deleted file mode 100644 index 337b8e27e..000000000 --- a/Compendium/feats/mature-beastmaster-companion-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Mature Beastmaster Companion"] ---- -# Mature Beastmaster Companion *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Beastmaster Dedication](beastmaster-dedication-apg.md) - -All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities (Core Rulebook 214). During an encounter, even if you don't use the [Command an Animal](../../Rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn to either [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). - -## Mature Beastmaster Companion leads to... - -[Incredible Beastmaster Companion](incredible-beastmaster-companion-apg.md), [Specialized Beastmaster Companion](specialized-beastmaster-companion-apg.md), [Lead The Pack](lead-the-pack-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 160* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mature-trained-companion-ec2.md b/Compendium/feats/mature-trained-companion-ec2.md deleted file mode 100644 index 3cbe83518..000000000 --- a/Compendium/feats/mature-trained-companion-ec2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec2 -- trait/archetype -- trait/uncommon -aliases: ["Mature Trained Companion"] ---- -# Mature Trained Companion *Feat 6* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Animal Trainer Dedication](animal-trainer-dedication-ec2.md) - -Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in [Performance](../skills.md#Performance) to expert instead of one of the three skill increases for mature. It gains the Mesmerizing [Performance](../skills.md#Performance) advanced maneuver (see below), rather than the normal advanced maneuver for its type. - -## Mature Trained Companion leads to... - -[Splendid Companion](splendid-companion-ec2.md), [Specialized Companion](specialized-companion-ec2.md) - -## Summary - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/mauler-dedication-apg.md b/Compendium/feats/mauler-dedication-apg.md deleted file mode 100644 index f5e45faac..000000000 --- a/Compendium/feats/mauler-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Mauler Dedication"] ---- -# Mauler Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: Strength 14 - -You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the [two-hand](../../Rules/traits/two-hand.md) trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon. - -**Special.** You can't select another dedication feat until you have gained two other feats from the mauler archetype. - -## Mauler Dedication leads to... - -[Avalanche Strike](avalanche-strike-apg.md), [Clear The Way](clear-the-way-apg.md), [Hammer Quake](hammer-quake-apg.md), [Shoving Sweep](shoving-sweep-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 183* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/medic-dedication-apg.md b/Compendium/feats/medic-dedication-apg.md deleted file mode 100644 index a5482a7e7..000000000 --- a/Compendium/feats/medic-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Medic Dedication"] ---- -# Medic Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine), [Battle Medicine](battle-medicine.md) - -You become an expert in [Medicine](../skills.md#Medicine). When you succeed with [Battle Medicine](battle-medicine.md) or [Treat Wounds](../../Rules/actions/treat-wounds.md), the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use [Battle Medicine](battle-medicine.md) on a creature that's temporarily immune. If you're a master in [Medicine](../skills.md#Medicine), you can do so once per hour. - -**Special.** You can't select another dedication feat until you gain two other feats from the medic archetype. - -## Medic Dedication leads to... - -[Doctor's Visitation](doctors-visitation-apg.md), [Resuscitate](resuscitate-apg.md), [Treat Condition](treat-condition-apg.md), [Holistic Care](holistic-care-apg.md), [Preventative Treatment](preventative-treatment-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 184* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/medical-researcher-lol.md b/Compendium/feats/medical-researcher-lol.md deleted file mode 100644 index b34f31b7a..000000000 --- a/Compendium/feats/medical-researcher-lol.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/general -- trait/rare -- trait/skill -aliases: ["Medical Researcher"] ---- -# Medical Researcher *Feat 1* -[general](../../Rules/traits/general.md) [rare](../../Rules/traits/rare.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine) - -Kassi has taught you not only how to apply medicines with your medical skills but how to craft them as well. When you [Craft](../../Rules/actions/craft.md) healer's kits, vaccines, addiction suppressants, antidotes, antiplagues, elixirs of life, or other non-magical medical or healing items, you can use [Medicine](../skills.md#Medicine) instead of [Crafting](../skills.md#Crafting). - -*Source: Lost Omens: Legends p. 72* -%% #compendium/src/pf2e/lol #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/meditative-focus.md b/Compendium/feats/meditative-focus.md deleted file mode 100644 index 4c8d0ba3e..000000000 --- a/Compendium/feats/meditative-focus.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Meditative Focus"] ---- -# Meditative Focus *Feat 12* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -## Meditative Focus leads to... - -[Meditative Wellspring](meditative-wellspring.md) - -## Summary - -*Source: Core Rulebook p. 164* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/meditative-wellspring.md b/Compendium/feats/meditative-wellspring.md deleted file mode 100644 index ea3481587..000000000 --- a/Compendium/feats/meditative-wellspring.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Meditative Wellspring"] ---- -# Meditative Wellspring *Feat 18* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Meditative Focus](meditative-focus.md) - -When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/medusas-wrath-apg.md b/Compendium/feats/medusas-wrath-apg.md deleted file mode 100644 index 9ce6a837f..000000000 --- a/Compendium/feats/medusas-wrath-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Medusa's Wrath"] ---- -# Medusa's Wrath *Feat 16* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You learn a monstrous ki technique that infuses your blows with the petrifying power of a medusa's gaze. You gain the [medusa's wrath](../spells/medusas-wrath-apg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/mega-bomb.md b/Compendium/feats/mega-bomb.md deleted file mode 100644 index b1cd6b156..000000000 --- a/Compendium/feats/mega-bomb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/additive-3 -- trait/alchemist -aliases: ["Mega Bomb"] ---- -# Mega Bomb [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[additive <3>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Expanded Splash](expanded-splash.md) -- **Requirements**: You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. -- **Activity** Single Action - -You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.You use an [Interact](../../Rules/actions/interact.md) action to throw the mega bomb, rather than [Strike](../../Rules/actions/strike.md), and you don't make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as [flat-footed](../../Rules/conditions.md#Flat-footed) from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn't an [Interact](../../Rules/actions/interact.md) action to throw it, the mega bomb denatures and loses all effects. - -*Source: Core Rulebook p. 81* -%% #compendium/src/pf2e/crb #trait/additive-3 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/megaton-strike-g-g.md b/Compendium/feats/megaton-strike-g-g.md deleted file mode 100644 index f3d638fbb..000000000 --- a/Compendium/feats/megaton-strike-g-g.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Megaton Strike"] ---- -# Megaton Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: armor, construct, or weapon innovation -- **Activity** Two-Action - -You activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful attack. You make a [Strike](../../Rules/actions/strike.md), dealing an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. The type of [Strike](../../Rules/actions/strike.md) you can make depends on your innovation. - -- **Armor** You [Strike](../../Rules/actions/strike.md) with a melee unarmed attack or a melee weapon. To use a melee weapon for this, you must have prepared it in advance with special contraptions when you make your daily preparations. -- **Construct** Your minion innovation [Strikes](../../Rules/actions/strike.md). -- **Weapon** You [Strike](../../Rules/actions/strike.md) with your weapon innovation - -**Unstable Function** You put even more force into the [Strike](../../Rules/actions/strike.md), though you risk stress fractures to your innovation. Add the unstable trait to Megaton Strike. The [Strike](../../Rules/actions/strike.md) deals another extra damage die, for a total of two extra dice at 4th level, three at 10th level, and four at 18th level. - -**Special.** If your innovation is a minion, it can take this action rather than you. - -## Megaton Strike leads to... - -[Gigaton Strike](gigaton-strike-g-g.md) - -## Summary - -*Source: Guns & Gears p. 27* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/megavolt-g-g.md b/Compendium/feats/megavolt-g-g.md deleted file mode 100644 index 0a2a6502d..000000000 --- a/Compendium/feats/megavolt-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/electricity -- trait/inventor -- trait/manipulate -aliases: ["Megavolt"] ---- -# Megavolt [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[electricity](../../Rules/traits/electricity.md) [inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Activity** Two-Action - -You bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in a 20-foot line from your innovation take `3d4` electricity damage, with a basic Reflex save against your class DC. The electricity damage increases by `1d4` at 8th level and every 2 levels thereafter. - -**Unstable Function** You overload and supercharge the voltage even higher. Add the unstable trait to Megavolt. The area increases to a 60-foot line and the damage increases from d4s to d12s. - -If you have the breakthrough innovation|Inventor|G&G|7 class feature, you can choose a 60-foot or 90-foot line for the area when you use an unstable Megavolt; if you also have the revolutionary innovation class feature, you can choose a 60-foot, 90-foot, or 120-foot line. - -**Special.** If your innovation is a minion, it can take this action rather than you. - -## Megavolt leads to... - -[Gigavolt](gigavolt-g-g.md) - -## Summary - -*Source: Guns & Gears p. 27* -%% #compendium/src/pf2e/g&g #trait/electricity #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/meld-into-eidolon-som.md b/Compendium/feats/meld-into-eidolon-som.md deleted file mode 100644 index 5ce74a4d1..000000000 --- a/Compendium/feats/meld-into-eidolon-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Meld Into Eidolon"] ---- -# Meld Into Eidolon [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* -[summoner](../../Rules/traits/summoner-som.md) - -- **Activity** Three-Action - -Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You [Manifest your Eidolon](../../Rules/actions/manifest-eidolon-som.md), but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use [Manifest an Eidolon](../../Rules/actions/manifest-eidolon-som.md) to unmanifest it. Since you can't act, you can't [Cast Spells](../../Rules/actions/cast-a-spell.md), activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the [tandem](../../Rules/traits/tandem-som.md) trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, [unconscious](../../Rules/conditions.md#Unconscious) and [dying](../../Rules/conditions.md#Dying). - -*Source: Secrets of Magic p. 67* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/melodious-spell.md b/Compendium/feats/melodious-spell.md deleted file mode 100644 index 92fb23107..000000000 --- a/Compendium/feats/melodious-spell.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -- trait/concentrate -- trait/manipulate -- trait/metamagic -aliases: ["Melodious Spell"] ---- -# Melodious Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You subtly weave your spellcasting into your performance. If the next action you take is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), attempt a [Performance](../skills.md#Performance) check against all observers' [Perception](../skills.md#Perception) DCs. If your [Performance](../skills.md#Performance) check is successful against an observer's [Perception](../skills.md#Perception) DC, that observer doesn't notice that you are [Casting a Spell](../../Rules/actions/cast-a-spell.md), even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. - -This hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish. - -*Source: Core Rulebook p. 101* -%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/menacing-prowess-frp2.md b/Compendium/feats/menacing-prowess-frp2.md deleted file mode 100644 index c7be28853..000000000 --- a/Compendium/feats/menacing-prowess-frp2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -aliases: ["Menacing Prowess"] ---- -# Menacing Prowess *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](golden-league-xun-dedication-frp2.md), expert in [Intimidation](../skills.md#Intimidation) - -Scaring off multiple people at once is your specialty. When you [Demoralize](../../Rules/actions/demoralize.md), you can target up to 2 creatures within 30 feet of you at once. If you are a master of [Intimidation](../skills.md#Intimidation), you can [Demoralize](../../Rules/actions/demoralize.md) up to 4 creatures at once; if you're legendary, you can [Demoralize](../../Rules/actions/demoralize.md) up to 8 creatures at once. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mental-balm-da.md b/Compendium/feats/mental-balm-da.md deleted file mode 100644 index 022d39985..000000000 --- a/Compendium/feats/mental-balm-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/amp -- trait/emotion -- trait/mental -- trait/psychic -aliases: ["Mental Balm"] ---- -# Mental Balm *Feat 2* -[amp](../../Rules/traits/amp-da.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [psychic](../../Rules/traits/psychic-da.md) - - -Your spells release soothing mental waves. Use this amp in place of a psi cantrip's normal amp entry. You can use this amp only on a psi cantrip that targets or affects you or one or more of your allies and doesn't target or affect any enemies. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/amp #trait/emotion #trait/mental #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/mental-buffer-da.md b/Compendium/feats/mental-buffer-da.md deleted file mode 100644 index f59f179cc..000000000 --- a/Compendium/feats/mental-buffer-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Mental Buffer"] ---- -# Mental Buffer *Feat 1* -[psychic](../../Rules/traits/psychic-da.md) - - -Your mind deflects some amount of harm from attacks that induce pain or manipulate your mind directly. You gain resistance to mental damage equal to half your level (minimum 1). This resistance increases to equal to your level while your [Psyche is Unleashed](../../Rules/actions/unleash-psyche-da.md). - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/mental-forge-da.md b/Compendium/feats/mental-forge-da.md deleted file mode 100644 index facacdea1..000000000 --- a/Compendium/feats/mental-forge-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Mental Forge"] ---- -# Mental Forge *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md) - -Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list. - -## Mental Forge leads to... - -[Malleable Mental Forge](malleable-mental-forge-da.md) - -## Summary - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mental-static-da.md b/Compendium/feats/mental-static-da.md deleted file mode 100644 index 0199c5066..000000000 --- a/Compendium/feats/mental-static-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/enchantment -- trait/mental -- trait/nonlethal -- trait/occult -- trait/psychic -aliases: ["Mental Static"] ---- -# Mental Static [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [nonlethal](../../Rules/traits/nonlethal.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Trigger** You roll a critical success on a Will save against a [mental](../../Rules/traits/mental.md) effect from a creature. -- **Activity** Reaction - -Your thoughts sting back when a lesser mind tries to invade your own. You deal mental damage equal to your level to the triggering creature. If you so desire, you can also send the creature a single mental image to coincide with the damage, such as a watchful eye or the dread of floating in an infinite sea. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/enchantment #trait/mental #trait/nonlethal #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/mental-sustenance-loil.md b/Compendium/feats/mental-sustenance-loil.md deleted file mode 100644 index 81ef5ace4..000000000 --- a/Compendium/feats/mental-sustenance-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Mental Sustenance"] ---- -# Mental Sustenance *Feat 1* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - - -You can sustain yourself with the power of your mind. You need only a single serving of food and water each week to avoid starvation or dehydration. You can hold your breath for an additional 5 rounds before running out of air. - -*Source: Lost Omens: Impossible Lands p. 43* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/merciful-elixir.md b/Compendium/feats/merciful-elixir.md deleted file mode 100644 index 7cc63a795..000000000 --- a/Compendium/feats/merciful-elixir.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/additive-2 -- trait/alchemist -aliases: ["Merciful Elixir"] ---- -# Merciful Elixir [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Frequency**: once per round -- **Trigger** You craft an elixir of life using [Quick Alchemy](../../Rules/actions/quick-alchemy.md), and that elixir is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one [fear](../../Rules/traits/fear.md) effect or one effect imposing the [paralyzed](../../Rules/conditions.md#Paralyzed) condition on the drinker using the item's level and a counteract modifier equal to your class DC – 10. - -## Merciful Elixir leads to... - -[Greater Merciful Elixir](greater-merciful-elixir.md) - -## Summary - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/merciless-rend-som.md b/Compendium/feats/merciless-rend-som.md deleted file mode 100644 index 9f71e032e..000000000 --- a/Compendium/feats/merciless-rend-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/eidolon -- trait/evolution -- trait/summoner -aliases: ["Merciless Rend"] ---- -# Merciless Rend [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Requirements**: Your eidolon hit the same enemy with two consecutive [Strikes](../../Rules/actions/strike.md) with its secondary attack this turn and dealt slashing damage with both. -- **Activity** Single Action - -Your eidolon rends its foes. It automatically deals the damage from its secondary attack to the enemy. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/mercy.md b/Compendium/feats/mercy.md deleted file mode 100644 index 9f09eec59..000000000 --- a/Compendium/feats/mercy.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -- trait/concentrate -- trait/metamagic -aliases: ["Mercy"] ---- -# Mercy [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[champion](../../Rules/traits/champion.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: devotion spell ([lay on hands](../spells/lay-on-hands.md)) -- **Activity** Single Action - -Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](../spells/lay-on-hands.md), you can attempt to counteract a [fear](../../Rules/traits/fear.md) effect or an effect imposing the [paralyzed](../../Rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. - -## Mercy leads to... - -[Affliction Mercy](affliction-mercy.md), [Greater Mercy](greater-mercy.md), [Ultimate Mercy](ultimate-mercy.md), [Blessed Spell](blessed-spell-apg.md), [Elucidating Mercy](elucidating-mercy-apg.md), [Invigorating Mercy](invigorating-mercy-apg.md) - -## Summary - -*Source: Core Rulebook p. 111* -%% #compendium/src/pf2e/crb #trait/champion #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/mesmerizing-gaze-apg.md b/Compendium/feats/mesmerizing-gaze-apg.md deleted file mode 100644 index 2dcdddeae..000000000 --- a/Compendium/feats/mesmerizing-gaze-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/emotion -- trait/enchantment -- trait/mental -- trait/visual -aliases: ["Mesmerizing Gaze"] ---- -# Mesmerizing Gaze [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Celebrity Dedication](celebrity-dedication-apg.md) -- **Activity** Two-Action - -When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be [fascinated](../../Rules/conditions.md#Fascinated) until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a [hostile](../../Rules/conditions.md#Hostile) action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day. - -When you select this feat, it gains either the [arcane](../../Rules/traits/arcane.md) or [occult](../../Rules/traits/occult.md) trait; once you make this choice, you can't change it. - -*Source: Advanced Player's Guide p. 166* -%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/enchantment #trait/mental #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/metabolize-element-som.md b/Compendium/feats/metabolize-element-som.md deleted file mode 100644 index fd3caae7f..000000000 --- a/Compendium/feats/metabolize-element-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Metabolize Element"] ---- -# Metabolize Element [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Elementalist Dedication](elementalist-dedication-som.md) -- **Trigger** You take damage from a foe's spell or magical ability with the air, earth, [fire](../../Rules/traits/fire.md), or [water](../../Rules/traits/water.md) trait. -- **Activity** Reaction - -Your rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [quickened](../../Rules/conditions.md#Quickened) condition until the end of your next turn. - -You can use the extra action only to [Step](../../Rules/actions/step.md) or [Stride](../../Rules/actions/stride.md). - -*Source: Secrets of Magic p. 207* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/metal-veined-strikes-loag.md b/Compendium/feats/metal-veined-strikes-loag.md deleted file mode 100644 index b7ef0b6c1..000000000 --- a/Compendium/feats/metal-veined-strikes-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Metal-veined Strikes"] ---- -# Metal-veined Strikes *Feat 13* -[oread](../../Rules/traits/oread-b2.md) - - -Metallic veins grow throughout your body, giving your unarmed attacks a metallic sheen. Choose either cold iron or silver. Your unarmed attacks are treated as the chosen type of metal. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/metallic-envisionment-da.md b/Compendium/feats/metallic-envisionment-da.md deleted file mode 100644 index ea6af2d0b..000000000 --- a/Compendium/feats/metallic-envisionment-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Metallic Envisionment"] ---- -# Metallic Envisionment *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md) - -You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon [Strikes](../../Rules/actions/strike.md) are treated as the chosen type of metal. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/metamagic-channel.md b/Compendium/feats/metamagic-channel.md deleted file mode 100644 index 90ea2a003..000000000 --- a/Compendium/feats/metamagic-channel.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -aliases: ["Metamagic Channel"] ---- -# Metamagic Channel [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Activity** Free Action - -Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 [metamagic](../../Rules/traits/metamagic.md) action that you can perform that normally takes 1 action and can be applied to the [harm](../spells/harm.md) or [heal](../spells/heal.md) spell. If you use it in this way, its effects apply only to a [harm](../spells/harm.md) or [heal](../spells/heal.md) spell. - -*Source: Core Rulebook p. 127* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/metamagic-mastery-sorcerer.md b/Compendium/feats/metamagic-mastery-sorcerer.md deleted file mode 100644 index 06c7ce2b3..000000000 --- a/Compendium/feats/metamagic-mastery-sorcerer.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Metamagic Mastery (Sorcerer)"] ---- -# Metamagic Mastery (Sorcerer) *Feat 20* -[sorcerer](../../Rules/traits/sorcerer.md) - - -Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](../../Rules/traits/metamagic.md) single actions as free actions. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/metamagic-mastery-wizard.md b/Compendium/feats/metamagic-mastery-wizard.md deleted file mode 100644 index 6f4a15951..000000000 --- a/Compendium/feats/metamagic-mastery-wizard.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Metamagic Mastery (Wizard)"] ---- -# Metamagic Mastery (Wizard) *Feat 20* -[wizard](../../Rules/traits/wizard.md) - - -Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](../../Rules/traits/metamagic.md) single actions as free actions. - -*Source: Core Rulebook p. 213* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/meteoric-spellstrike-som.md b/Compendium/feats/meteoric-spellstrike-som.md deleted file mode 100644 index 322c1628c..000000000 --- a/Compendium/feats/meteoric-spellstrike-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/arcane -- trait/evocation -- trait/magus -aliases: ["Meteoric Spellstrike"] ---- -# Meteoric Spellstrike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[arcane](../../Rules/traits/arcane.md) [evocation](../../Rules/traits/evocation.md) [magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md), starlit span hybrid study -- **Requirements**: You're wielding a ranged or thrown weapon, or have a ranged unarmed attack. -- **Activity** Two-Action - -A trail of energy flows from your target back to you. Make a [Spellstrike](../../Rules/actions/spellstrike-som.md) with a ranged weapon or ranged unarmed attack against a target within the ranged weapon or unarmed attack's first range increment. The spell you cast for the [Spellstrike](../../Rules/actions/spellstrike-som.md) can't be a cantrip or focus spell. Each creature in a line between you and the target, excluding you and the targer, takes damage equal to double the spell's level. - -Determine the damage type as described in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md). - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/arcane #trait/evocation #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/methodical-debilitations-apg.md b/Compendium/feats/methodical-debilitations-apg.md deleted file mode 100644 index 858648c4b..000000000 --- a/Compendium/feats/methodical-debilitations-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Methodical Debilitations"] ---- -# Methodical Debilitations *Feat 10* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: mastermind racket, [Debilitating Strike](../../Rules/actions/debilitating-strike.md) - -You strategically craft your debilitations to lessen or negate an enemy's tactical advantages. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](../../Rules/actions/debilitating-strike.md). - -- **Debilitation** The target can't flank other creatures, and it can't provide flanking for its allies. -- **Debilitation** The target doesn't gain a circumstance bonus to AC from [Raising a Shield](../../Rules/actions/raise-a-shield.md), lesser cover, or standard cover; it gains only a +2 circumstance bonus to AC from greater cover or [Taking Cover](../../Rules/actions/take-cover.md). - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/mighty-bulwark-apg.md b/Compendium/feats/mighty-bulwark-apg.md deleted file mode 100644 index 5933abb41..000000000 --- a/Compendium/feats/mighty-bulwark-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Mighty Bulwark"] ---- -# Mighty Bulwark *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sentinel Dedication](sentinel-dedication-apg.md) - -Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves. - -*Source: Advanced Player's Guide p. 191* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mighty-dragon-shape-apg.md b/Compendium/feats/mighty-dragon-shape-apg.md deleted file mode 100644 index ced877c52..000000000 --- a/Compendium/feats/mighty-dragon-shape-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Mighty Dragon Shape"] ---- -# Mighty Dragon Shape *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shape of the Dragon](shape-of-the-dragon-apg.md) > [!pf2-note] -> (or [Shape of the Cloud Dragon](shape-of-the-cloud-dragon-sot3.md)) - -You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use [Shape of the Dragon](shape-of-the-dragon-apg.md) once per hour instead of once per day. - -*Source: Advanced Player's Guide p. 169* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mighty-wings-sot3.md b/Compendium/feats/mighty-wings-sot3.md deleted file mode 100644 index 3a2f04783..000000000 --- a/Compendium/feats/mighty-wings-sot3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot3 -- trait/archetype -- trait/uncommon -aliases: ["Mighty Wings"] ---- -# Mighty Wings *Feat 18* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md), [dragon wings](../spells/dragon-wings.md) sorcerer bloodline spell - -Your dragon wings are now a permanent part of your body, giving you a fly Speed equal to your Speed. If you spend 1 Focus Point to cast [dragon wings](../spells/dragon-wings.md), your fly Speed increases to 90 feet for the duration, unless your Speed is faster, and you gain the effects of dragon claws for the duration. Bloodsalt Dragon Disciple - -*Source: Strength of Thousands #3: Hurricane's Howl p. 79* -%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/mimic-protections-ec6.md b/Compendium/feats/mimic-protections-ec6.md deleted file mode 100644 index afaee442d..000000000 --- a/Compendium/feats/mimic-protections-ec6.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/ranger -- trait/uncommon -aliases: ["Mimic Protections"] ---- -# Mimic Protections *Feat 20* -[ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - - -By adopting resonant reflections, you have learned to copy the abilities of other creatures as well. When you use [Hunt Prey](../../Rules/actions/hunt-prey.md) on a foe within 100 feet, you gain resistance 10 to all damage types that target has resistance or immunity to for as long as the foe remains within 100 feet. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/mind-over-matter-da.md b/Compendium/feats/mind-over-matter-da.md deleted file mode 100644 index 5c2d64f8c..000000000 --- a/Compendium/feats/mind-over-matter-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Mind over Matter"] ---- -# Mind over Matter *Feat 20* -[psychic](../../Rules/traits/psychic-da.md) - - -Your mind's limits are only what you imagine them to be. You gain an additional 10th-level spell slot. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/mind-projectiles-da.md b/Compendium/feats/mind-projectiles-da.md deleted file mode 100644 index c3e4bd4ab..000000000 --- a/Compendium/feats/mind-projectiles-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Mind Projectiles"] ---- -# Mind Projectiles *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md) - -You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon [Strikes](../../Rules/actions/strike.md); these are ranged [Strikes](../../Rules/actions/strike.md) with a maximum range of 30 feet that deal `1d6` damage of the same type as your mind weapon. Your ranged mind weapon [Strike](../../Rules/actions/strike.md) gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. - -For example, if your weapon had +1, striking, and spell storing runes, you would get a +1 item bonus to hit with your ranged mind weapon [Strike](../../Rules/actions/strike.md), and it would deal the additional damage from the striking rune, but it wouldn't be able to unleash a spell from the spell storing rune, as that rune can be etched onto only melee weapons. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mind-shards-da.md b/Compendium/feats/mind-shards-da.md deleted file mode 100644 index bfa7d4745..000000000 --- a/Compendium/feats/mind-shards-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/enchantment -- trait/magical -- trait/mental -aliases: ["Mind Shards"] ---- -# Mind Shards [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [enchantment](../../Rules/traits/enchantment.md) [magical](../../Rules/traits/magical.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md) -- **Activity** Two-Action - -With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. - -You concentrate and unleash a 15-foot cone that deals `3d6` mental damage to all creatures in the area, with a basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by `1d6` at level 7 and every two levels thereafter. - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/enchantment #trait/magical #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/mind-smith-dedication-da.md b/Compendium/feats/mind-smith-dedication-da.md deleted file mode 100644 index c78ae0d4b..000000000 --- a/Compendium/feats/mind-smith-dedication-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -aliases: ["Mind Smith Dedication"] ---- -# Mind Smith Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics: - -- A one-handed weapon that deals `1d4` damage and has the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits -- A one-handed weapon that deals `1d6` damage and has the [finesse](../../Rules/traits/finesse.md) trait -- A one-handed weapon that deals `d8` damage -- A two-handed weapon that deals `1d10` damage and has the [reach](../../Rules/traits/reach.md) trait - -Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind—it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken. You can project your mind weapon using an [Interact](../../Rules/actions/interact.md) action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an [Interact](../../Rules/actions/interact.md) action starting at the beginning of your next turn. Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake. - -**Special.** You can't select another dedication feat until you have gained two other feats from the mind smith archetype. - -## Mind Smith Dedication leads to... - -[Malleable Movement](malleable-movement-da.md), [Ghost Blade](ghost-blade-da.md), [Just the Tool](just-the-tool-da.md), [Mental Forge](mental-forge-da.md), [Malleable Mental Forge](malleable-mental-forge-da.md), [Mind Shards](mind-shards-da.md), [Mind Projectiles](mind-projectiles-da.md), [Runic Mind Smithing](runic-mind-smithing-da.md), [Advanced Runic Mind-Smithing](advanced-runic-mind-smithing-da.md), [Metallic Envisionment](metallic-envisionment-da.md) - -## Summary - -*Source: Dark Archive p. 204* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/mindblank-mutagen.md b/Compendium/feats/mindblank-mutagen.md deleted file mode 100644 index 51ffd9435..000000000 --- a/Compendium/feats/mindblank-mutagen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Mindblank Mutagen"] ---- -# Mindblank Mutagen *Feat 18* -[alchemist](../../Rules/traits/alchemist.md) - - -With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you're affected by a serene mutagen, [detection](../../Rules/traits/detection.md), [revelation](../../Rules/traits/revelation.md), and [scrying](../../Rules/traits/scrying.md) effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, [detect magic](../spells/detect-magic.md) would still detect other magic in the area, but not any magic on you. - -*Source: Core Rulebook p. 81* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/miniaturize-som.md b/Compendium/feats/miniaturize-som.md deleted file mode 100644 index 32bc86df3..000000000 --- a/Compendium/feats/miniaturize-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Miniaturize"] ---- -# Miniaturize *Feat 8* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Shrink Down](shrink-down-som.md) - -Your eidolon can shrink even further. When using [Shrink Down](shrink-down-som.md), your eidolon can reduce its size to Tiny. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/minion-guise-apg.md b/Compendium/feats/minion-guise-apg.md deleted file mode 100644 index 3660563b1..000000000 --- a/Compendium/feats/minion-guise-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -- trait/social -aliases: ["Minion Guise"] ---- -# Minion Guise *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) social - -- **Prerequisites**: animal companion or familiar, expert in [Deception](../skills.md#Deception), [Vigilante Dedication](vigilante-dedication-apg.md) - -When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity. - -*Source: Advanced Player's Guide p. 196* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill #trait/social %% \ No newline at end of file diff --git a/Compendium/feats/minor-magic.md b/Compendium/feats/minor-magic.md deleted file mode 100644 index 76175e123..000000000 --- a/Compendium/feats/minor-magic.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Minor Magic"] ---- -# Minor Magic *Feat 2* -[rogue](../../Rules/traits/rogue.md) - - -You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. You gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips. - -*Source: Core Rulebook p. 184* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/miraculous-flight-g-g.md b/Compendium/feats/miraculous-flight-g-g.md deleted file mode 100644 index fe03be654..000000000 --- a/Compendium/feats/miraculous-flight-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/magical -aliases: ["Miraculous Flight"] ---- -# Miraculous Flight *Feat 18* -[archetype](../../Rules/traits/archetype.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](vehicle-mechanic-dedication-g-g.md) - -With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle). - -*Source: Guns & Gears p. 57* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/miraculous-intervention-lokl.md b/Compendium/feats/miraculous-intervention-lokl.md deleted file mode 100644 index 5bc82d95e..000000000 --- a/Compendium/feats/miraculous-intervention-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/cleric -- trait/uncommon -aliases: ["Miraculous Intervention"] ---- -# Miraculous Intervention [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[champion](../../Rules/traits/champion.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Trigger** An adjacent fiend or undead begins to use a reaction. -- **Activity** Reaction - -Through divine intervention or whispered prayers, you foil an enemy's response. - -If the triggering creature's level is equal to or lower than yours, you disrupt the triggering reaction. If the triggering creature's level is higher than yours, you must make an attack roll or spell attack roll against its AC (your choice). On a success, you disrupt the reaction. - -*Source: Lost Omens: Knights of Lastwall p. 85* -%% #compendium/src/pf2e/lokl #trait/champion #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/miraculous-possibility-apg.md b/Compendium/feats/miraculous-possibility-apg.md deleted file mode 100644 index 31dfca059..000000000 --- a/Compendium/feats/miraculous-possibility-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Miraculous Possibility"] ---- -# Miraculous Possibility *Feat 18* -[cleric](../../Rules/traits/cleric.md) - - -Your deity empowers you to perform minor miracles, allowing you to readily adapt to the fluctuating needs of your duties. Once during your daily preparations, you can use a spell slot to hold sheer divine potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell you know from the divine spell list that's at least 2 levels lower than the slot you designate. The spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it. - -*Source: Advanced Player's Guide p. 123* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/miraculous-repair-loil.md b/Compendium/feats/miraculous-repair-loil.md deleted file mode 100644 index 1ae5dddbb..000000000 --- a/Compendium/feats/miraculous-repair-loil.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/arcane -- trait/concentrate -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/transmutation -- trait/undine -aliases: ["Miraculous Repair"] ---- -# Miraculous Repair [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 9* -[arcane](../../Rules/traits/arcane.md) [concentrate](../../Rules/traits/concentrate.md) [ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [transmutation](../../Rules/traits/transmutation.md) [undine](../../Rules/traits/undine-b2.md) - -- **Frequency**: once per day -- **Activity** Three-Action - -Geniekin can't grant magical wishes, but some echo of power lingers within you. - -Faced with a mechanism that is damaged but not destroyed, you can wish it back into a functional state for a period of 10 minutes. The object must be mundane and no larger than 5 Bulk, such as a disabled locking mechanism in a door. For 10 minutes, the object functions as it should, ignoring any damage to its mechanism. - -This doesn't grant you any knowledge of what a device might do or how it ought to function. Once the 10 minutes are up, the object falls back into disrepair and is temporarily immune to Miraculous [Repair](../../Rules/actions/repair.md) for 1 day - -*Source: Lost Omens: Impossible Lands p. 31* -%% #compendium/src/pf2e/loil #trait/arcane #trait/concentrate #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/transmutation #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/miresoul-loag.md b/Compendium/feats/miresoul-loag.md deleted file mode 100644 index decb5c036..000000000 --- a/Compendium/feats/miresoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/oread -aliases: ["Miresoul"] ---- -# Miresoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [oread](../../Rules/traits/oread-b2.md) - - -You have a connection to the muddier denizens of the Plane of Earth from its border with the Plane of Water, and your elemental lineage manifests as clay or mud, reflecting that bond. Your body's mudlike quality makes it easy for you to compress and squeeze yourself through smaller areas. You gain the trained proficiency rank in [Acrobatics](../skills.md#Acrobatics). If you would automatically become trained in [Acrobatics](../skills.md#Acrobatics) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Quick Squeeze](quick-squeeze.md) skill feat. - -*Source: Lost Omens: Ancestry Guide p. 107* -%% #compendium/src/pf2e/loag #trait/lineage #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/mirror-refuge-da.md b/Compendium/feats/mirror-refuge-da.md deleted file mode 100644 index 33409f98d..000000000 --- a/Compendium/feats/mirror-refuge-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/conjuration -- trait/extradimensional -- trait/occult -- trait/reflection -aliases: ["Mirror Refuge"] ---- -# Mirror Refuge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) [occult](../../Rules/traits/occult.md) [reflection](../../Rules/traits/reflection-da.md) - -- **Prerequisites**: [Mirror-Risen](mirror-risen-da.md) -- **Frequency**: once per day -- **Requirements**: You're within 5 feet of a mirrored surface. -- **Activity** Two-Action - -Your origin in the space behind mirrors enables you to use a mirror as a hideaway, like the spell meld into stone. You meld into an adjacent mirror. You can hear but not see outside this space, and creatures outside can't see or hear you. You can cast spells while within the mirror, but no effects can cross the mirror. Your Mirror Refuge lasts for 10 minutes unless the mirror is [broken](../../Rules/conditions.md#Broken), which expels you and deals `10d6` damage to you. You can [Dismiss](../../Rules/actions/dismiss.md) the effect. You appear in a space adjacent to the mirror when the effect ends. - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/conjuration #trait/extradimensional #trait/occult #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/mirror-risen-da.md b/Compendium/feats/mirror-risen-da.md deleted file mode 100644 index a8ee36137..000000000 --- a/Compendium/feats/mirror-risen-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/lineage -- trait/reflection -aliases: ["Mirror-Risen"] ---- -# Mirror-Risen *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [reflection](../../Rules/traits/reflection-da.md) - - -You were created from magic involving mirrors and still retain some ability to seek refuge in reflected illusions. You gain the Mirror's Trickery reaction. - -```ad-embed-ability -title: Mirror's Trickery [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) [illusion](../../../rules/traits/illusion.md) [occult](../../../rules/traits/occult.md) [visual](../../../rules/traits/visual.md) - -- **Trigger**: You would be hit by a [Strike](../../../rules/actions/strike.md) - -**Effect** You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure. -%% #trait/concentrate #trait/illusion #trait/occult #trait/visual %% -``` - -## Mirror-Risen leads to... - -[Reflective Pocket](reflective-pocket-da.md), [Mirror Refuge](mirror-refuge-da.md) - -## Summary - -*Source: Dark Archive p. 120* -%% #compendium/src/pf2e/da #trait/lineage #trait/reflection %% diff --git a/Compendium/feats/mirror-shield.md b/Compendium/feats/mirror-shield.md deleted file mode 100644 index acd49bbc2..000000000 --- a/Compendium/feats/mirror-shield.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Mirror Shield"] ---- -# Mirror Shield [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](../../Rules/traits/fighter.md) - -- **Trigger** An opponent casting a spell that targets you critically fails a spell attack roll against your AC. -- **Requirements**: You have a [shield raised](../../Rules/actions/raise-a-shield.md). -- **Activity** Reaction - -You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). - -## Mirror Shield leads to... - -[Reflecting Riposte](reflecting-riposte-ec6.md) - -## Summary - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/mischievous-tail-loag.md b/Compendium/feats/mischievous-tail-loag.md deleted file mode 100644 index 005aefdde..000000000 --- a/Compendium/feats/mischievous-tail-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Mischievous Tail"] ---- -# Mischievous Tail *Feat 13* -[ganzi](../../Rules/traits/ganzi-loag.md) - -- **Prerequisites**: [Skillful Tail](skillful-tail-ganzi-loag.md) - -Your tail can bedevil your foes. You can [Disarm](../../Rules/actions/disarm.md) and [Trip](../../Rules/actions/trip.md) creatures with your tail, even if you don't have a free hand. All restrictions of [Skillful Tail](skillful-tail-ganzi-loag.md) otherwise continue to apply. If you have [Smashing Tail](smashing-tail-loag.md), your tail unarmed attack gains the [disarm](../../Rules/traits/disarm.md) and [trip](../../Rules/traits/trip.md) traits. - -*Source: Lost Omens: Ancestry Guide p. 98* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/mist-child-apg.md b/Compendium/feats/mist-child-apg.md deleted file mode 100644 index 26363527d..000000000 --- a/Compendium/feats/mist-child-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Mist Child"] ---- -# Mist Child *Feat 5* -[changeling](../../Rules/traits/changeling-b1.md) - - -You blend in with unnatural subtlety. When you are [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden), increase the DC of the flat check to target you to 6 if you're [concealed](../../Rules/conditions.md#Concealed) or 12 if you're [hidden](../../Rules/conditions.md#Hidden). - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/mist-escape-botd.md b/Compendium/feats/mist-escape-botd.md deleted file mode 100644 index 513484570..000000000 --- a/Compendium/feats/mist-escape-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Mist Escape"] ---- -# Mist Escape [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Coffin Bound](coffin-bound-botd.md), [Turn to Mist](turn-to-mist-botd.md) -- **Trigger** You are reduced to 0 HP. -- **Activity** Free Action - -As you fall, your body reacts to defend itself. You [Turn to Mist](turn-to-mist-botd.md). This doesn't expend a use of Turn to Mist, and you can use Mist [Escape](../../Rules/actions/escape.md) even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, [unconscious](../../Rules/conditions.md#Unconscious), if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first. - -*Source: Book of the Dead p. 59* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mist-strider-loag.md b/Compendium/feats/mist-strider-loag.md deleted file mode 100644 index f5c0d0759..000000000 --- a/Compendium/feats/mist-strider-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Mist Strider"] ---- -# Mist Strider *Feat 13* -[azarketi](../../Rules/traits/azarketi-loag.md) - -- **Prerequisites**: [Water Strider](water-strider-loag.md) - -You condense the moisture in the air, solidifying it so it can hold your weight. - -When you use Water Strider, you can walk on air. You can ascend and descend at a maximum of a 45-degree angle. You still fall at the end of your movement if you don't end on a surface that can support you, as normal for Water Strider. - -*Source: Lost Omens: Ancestry Guide p. 16* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/mistaken-identity-da.md b/Compendium/feats/mistaken-identity-da.md deleted file mode 100644 index 5bf07496a..000000000 --- a/Compendium/feats/mistaken-identity-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/fortune -- trait/mental -- trait/reflection -aliases: ["Mistaken Identity"] ---- -# Mistaken Identity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [fortune](../../Rules/traits/fortune.md) [mental](../../Rules/traits/mental.md) [reflection](../../Rules/traits/reflection-da.md) - -- **Frequency**: once per minute -- **Trigger** You're about to attempt a saving throw against a [mental](../../Rules/traits/mental.md) effect. -- **Activity** Reaction - -You feel a strong connection with your progenitor and can convince yourself an effect targeting your mind was meant for theirs instead, allowing you to shrug off harmful effects. Roll the saving throw twice, and take the higher result. However, subsuming your identity is disturbing, and you're [frightened](../../Rules/conditions.md#Frightened). - -*Source: Dark Archive p. 120* -%% #compendium/src/pf2e/da #trait/concentrate #trait/fortune #trait/mental #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/mistsoul-loag.md b/Compendium/feats/mistsoul-loag.md deleted file mode 100644 index 2a4f81a93..000000000 --- a/Compendium/feats/mistsoul-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/undine -aliases: ["Mistsoul"] ---- -# Mistsoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [undine](../../Rules/traits/undine-b2.md) - - -You have a connection to vaporous forms of water, such as fog and mist. You gain the Mist Blending reaction. - -```ad-embed-ability -title: Mist Blending [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[undine](../../../rules/traits/undine-b2.md) - -- **Trigger**: A creature attempts a flat check to target you because you're [concealed](../../../rules/conditions.md#Concealed) or [hidden](../../../rules/conditions.md#Hidden) due to fog, haze, mist, or smoke - -**Effect** You shroud yourself in mist, making it harder for your foe to hit you. If you're [concealed](../../../rules/conditions.md#Concealed), the DC of the flat check increases from 5 to 7; if you're [hidden](../../../rules/conditions.md#Hidden), it increases from 11 to 13. -%% #trait/undine %% -``` - -*Source: Lost Omens: Ancestry Guide p. 119* -%% #compendium/src/pf2e/loag #trait/lineage #trait/undine %% diff --git a/Compendium/feats/mixed-maneuver.md b/Compendium/feats/mixed-maneuver.md deleted file mode 100644 index 1e957668f..000000000 --- a/Compendium/feats/mixed-maneuver.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Mixed Maneuver"] ---- -# Mixed Maneuver [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) -- **Activity** Two-Action - -You combine two different maneuvers together into a single flowing whole. Choose any two of [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), and [Trip](../../Rules/actions/trip.md). Attempt both of the attacks you chose against the same or different creatures, but don't apply the multiple attack penalty until after resolving both attacks. - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/mobile-finisher-apg.md b/Compendium/feats/mobile-finisher-apg.md deleted file mode 100644 index 427db3c68..000000000 --- a/Compendium/feats/mobile-finisher-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Mobile Finisher"] ---- -# Mobile Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -You attack in motion. [Stride](../../Rules/actions/stride.md) and then [Strike](../../Rules/actions/strike.md). You can use Mobile Finisher while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Advanced Player's Guide p. 92* -%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/mobile-magical-combat-lopsg.md b/Compendium/feats/mobile-magical-combat-lopsg.md deleted file mode 100644 index d86c8d92c..000000000 --- a/Compendium/feats/mobile-magical-combat-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/flourish -aliases: ["Mobile Magical Combat"] ---- -# Mobile Magical Combat [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) -- **Requirements**: You're wielding a melee weapon and have [Cast a Spell](../../Rules/actions/cast-a-spell.md) requiring at least 1 action this turn. -- **Activity** Single Action - -You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon. [Stride](../../Rules/actions/stride.md) once. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](../../Rules/actions/strike.md) against that enemy. You can use Mobile Magical Combat while Burrowing, Climbing, Flying, or Swimming instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/mobile-shot-stance.md b/Compendium/feats/mobile-shot-stance.md deleted file mode 100644 index 605bc0719..000000000 --- a/Compendium/feats/mobile-shot-stance.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Mobile Shot Stance"] ---- -# Mobile Shot Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Activity** Single Action - -Your shots become nimble and deadly. While you're in this stance, your ranged [Strikes](../../Rules/actions/strike.md) don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md), you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so. - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/mobility.md b/Compendium/feats/mobility.md deleted file mode 100644 index a9d497b60..000000000 --- a/Compendium/feats/mobility.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Mobility"] ---- -# Mobility *Feat 2* -[rogue](../../Rules/traits/rogue.md) - - -You move in a way that denies your enemies the opportunity to retaliate. When you take a [Stride](../../Rules/actions/stride.md) action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 184* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/moderate-enhance-venom-loil.md b/Compendium/feats/moderate-enhance-venom-loil.md deleted file mode 100644 index fdb2ee5fb..000000000 --- a/Compendium/feats/moderate-enhance-venom-loil.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Moderate Enhance Venom"] ---- -# Moderate Enhance Venom *Feat 9* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: Lesser Enhance Venom - -You upgrade the vishkanyan venom you can apply with [Envenom](../../Rules/actions/envenom-loil.md) to moderate vishkanyan venom. [Envenom](../../Rules/actions/envenom-loil.md)'s frequency becomes once per 10 minutes. - -```ad-inline-affliction -title: Moderate Vishkanyan Venom - -Level 9 - -- **Saving Throws**: Fortitude -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `3d6` poison damage (1 round) - -**Stage 2** `4d6` poison damage (1 round) - -**Stage 3** `5d6` poison damage (1 round) -``` - -## Summary - -*Source: Lost Omens: Impossible Lands p. 62* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/modular-dynamo-g-g.md b/Compendium/feats/modular-dynamo-g-g.md deleted file mode 100644 index e81574742..000000000 --- a/Compendium/feats/modular-dynamo-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Modular Dynamo"] ---- -# Modular Dynamo *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sterling Dynamo Dedication](sterling-dynamo-dedication-g-g.md) - -Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the [modular](../../Rules/traits/modular-logm.md) trait (page 150), as well as one of the following configurations of your choice: power driver (`1d6` bludgeoning damage; shove), percussive striker (`1d4` bludgeoning damage; agile, finesse), rotating sickle (`1d6` slashing damage; trip), or entangling barbs (`1d6` piercing damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton (`1d4` bludgeoning damage; finesse, reach), which has the damage increase already factored in. - -When you use an [Interact](../../Rules/actions/interact.md) action to switch configurations using the [modular](../../Rules/traits/modular-logm.md) trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo. - -**Special.** You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an [Interact](../../Rules/actions/interact.md) action with the [modular](../../Rules/traits/modular-logm.md) trait. - -*Source: Guns & Gears p. 53* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/molten-wit-loil.md b/Compendium/feats/molten-wit-loil.md deleted file mode 100644 index 4a48ec593..000000000 --- a/Compendium/feats/molten-wit-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ifrit -aliases: ["Molten Wit"] ---- -# Molten Wit *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) - - -Your elemental soul has sparked not just your body but also your mind. You either become trained in [Deception](../skills.md#Deception) and gain the [Charming Liar](charming-liar.md) skill feat, or you become trained in [Diplomacy](../skills.md#Diplomacy) and gain the [Group Impression](group-impression.md) skill feat. If you're already trained in one of these skills, you must take the other and can choose from either skill feat. If you're trained in both skills, you become trained in a different skill of your choice instead and can choose from either skill feat. - -*Source: Lost Omens: Impossible Lands p. 30* -%% #compendium/src/pf2e/loil #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/moment-of-clarity.md b/Compendium/feats/moment-of-clarity.md deleted file mode 100644 index e9cfe10d0..000000000 --- a/Compendium/feats/moment-of-clarity.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/rage -aliases: ["Moment Of Clarity"] ---- -# Moment Of Clarity [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Single Action - -You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the [concentrate](../../Rules/traits/concentrate.md) trait even if those actions don't have the [rage](../../Rules/traits/rage.md) trait. - -*Source: Core Rulebook p. 88* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/monastic-archer-stance-apg.md b/Compendium/feats/monastic-archer-stance-apg.md deleted file mode 100644 index 4c493c739..000000000 --- a/Compendium/feats/monastic-archer-stance-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/stance -aliases: ["Monastic Archer Stance"] ---- -# Monastic Archer Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored and wielding a [longbow](../equipment/items/longbow.md), [shortbow](../equipment/items/shortbow.md), or a bow with the [monk](../../Rules/traits/monk.md) trait. -- **Activity** Single Action - -You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only [Strikes](../../Rules/actions/strike.md) you can make are those using [longbows](../equipment/items/longbow.md), [shortbows](../equipment/items/shortbow.md), or bows with the [monk](../../Rules/traits/monk.md) trait. You can use [Flurry of Blows](../../Rules/actions/flurry-of-blows.md) with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific [Strike](../../Rules/actions/strike.md). - -**Special.** When you select this feat, you become trained in the [longbow](../equipment/items/longbow.md), [shortbow](../equipment/items/shortbow.md), and any simple and martial bows with the [monk](../../Rules/traits/monk.md) trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master. - -## Monastic Archer Stance leads to... - -[Focused Shot](focused-shot-apg.md), [Return Fire](return-fire-apg.md), [Triangle Shot](triangle-shot-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 128* -%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/monastic-weaponry.md b/Compendium/feats/monastic-weaponry.md deleted file mode 100644 index a788a52ee..000000000 --- a/Compendium/feats/monastic-weaponry.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Monastic Weaponry"] ---- -# Monastic Weaponry *Feat 1* -[monk](../../Rules/traits/monk.md) - - -You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the [monk](../../Rules/traits/monk.md) trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as [Crane Stance](crane-stance.md). - -## Monastic Weaponry leads to... - -[Ancestral Weaponry](ancestral-weaponry-apg.md), [Peafowl Stance](peafowl-stance-apg.md), [Peafowl Strut](peafowl-strut-apg.md), [Shooting Stars Stance](shooting-stars-stance-apg.md), [Whirling Blade Stance](whirling-blade-stance-apg.md) - -## Summary - -*Source: Core Rulebook p. 158* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/monk-dedication.md b/Compendium/feats/monk-dedication.md deleted file mode 100644 index 7f3d5b6e0..000000000 --- a/Compendium/feats/monk-dedication.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Monk Dedication"] ---- -# Monk Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Strength 14, Dexterity 14 - -You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics); if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. - -**Special.** You can't select another dedication feat until you have gained two other feats from the monk archetype. - -## Monk Dedication leads to... - -[Basic Kata](basic-kata.md), [Advanced Kata](advanced-kata.md), [Monk Moves](monk-moves.md), [Monk Resiliency](monk-resiliency.md), [Monk's Flurry](monks-flurry.md), [Perfection's Path](perfections-path.md) - -## Summary - -*Source: Core Rulebook p. 227* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/monk-moves.md b/Compendium/feats/monk-moves.md deleted file mode 100644 index 37f78e3a1..000000000 --- a/Compendium/feats/monk-moves.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Monk Moves"] ---- -# Monk Moves *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](monk-dedication.md) - -You gain a +10-foot status bonus to your Speed when you're not wearing armor. - -*Source: Core Rulebook p. 227* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/monk-resiliency.md b/Compendium/feats/monk-resiliency.md deleted file mode 100644 index 6dc958dd1..000000000 --- a/Compendium/feats/monk-resiliency.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Monk Resiliency"] ---- -# Monk Resiliency *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](monk-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 227* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/monkey-spirits-loil.md b/Compendium/feats/monkey-spirits-loil.md deleted file mode 100644 index a60bbbade..000000000 --- a/Compendium/feats/monkey-spirits-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Monkey Spirits"] ---- -# Monkey Spirits *Feat 13* -[vanara](../../Rules/traits/vanara-loil.md) - - -Vanaras generally consider the spirits of departed monkeys to be less informative or interesting than their own ancestors traveling the cycles of existence, yet these monkey spirits can prove useful when the situation is dire. You can cast [mad monkeys](../spells/mad-monkeys-apg.md) (Pathfinder Advanced Player's Guide 222) once per day as a 5th-level primal innate spell. You become an expert in primal spell DCs and primal spell attack rolls. If you choose flagrant burglary for this casting of mad monkeys, you can have the monkeys use your [Thievery](../skills.md#Thievery) modifier instead of your spell DC – 10. - -*Source: Lost Omens: Impossible Lands p. 57* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/monks-flurry.md b/Compendium/feats/monks-flurry.md deleted file mode 100644 index 97a59682d..000000000 --- a/Compendium/feats/monks-flurry.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Monk's Flurry"] ---- -# Monk's Flurry *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](monk-dedication.md) - -You gain the [Flurry of Blows](../../Rules/actions/flurry-of-blows.md) action. - -*Source: Core Rulebook p. 227* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/monster-hunter.md b/Compendium/feats/monster-hunter.md deleted file mode 100644 index b1d08056a..000000000 --- a/Compendium/feats/monster-hunter.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Monster Hunter"] ---- -# Monster Hunter *Feat 1* -[ranger](../../Rules/traits/ranger.md) - - -You swiftly assess your prey and apply what you know. As part of the action used to [Hunt your Prey](../../Rules/actions/hunt-prey.md), you can attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about your prey. When you critically succeed at identifying your hunted prey with [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you note a weakness in the creature's defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. - -## Monster Hunter leads to... - -[Master Monster Hunter](master-monster-hunter.md), [Legendary Monster Hunter](legendary-monster-hunter.md), [Monster Warden](monster-warden.md) - -## Summary - -*Source: Core Rulebook p. 171* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/monstrosity-shape.md b/Compendium/feats/monstrosity-shape.md deleted file mode 100644 index 30632fe76..000000000 --- a/Compendium/feats/monstrosity-shape.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Monstrosity Shape"] ---- -# Monstrosity Shape *Feat 16* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wild Shape](wild-shape.md) - -You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in [monstrosity form](../spells/monstrosity-form.md) to your wild shape list. If you have [Soaring Shape](soaring-shape.md), add the phoenix form listed in [aerial form](../spells/aerial-form.md) to your wild shape list. - -## Monstrosity Shape leads to... - -[Heart Of The Kaiju](heart-of-the-kaiju-frp3.md) - -## Summary - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/monstrous-peacemaker.md b/Compendium/feats/monstrous-peacemaker.md deleted file mode 100644 index 4d624ddd9..000000000 --- a/Compendium/feats/monstrous-peacemaker.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/half-orc -aliases: ["Monstrous Peacemaker"] ---- -# Monstrous Peacemaker *Feat 1* -[half-orc](../../Rules/traits/half-orc.md) - - -Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to [Diplomacy](../skills.md#Diplomacy) checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM's discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on [Perception](../skills.md#Perception) checks to [Sense the Motives](../../Rules/actions/sense-motive.md) of such creatures. - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/half-orc %% \ No newline at end of file diff --git a/Compendium/feats/moon-may-loag.md b/Compendium/feats/moon-may-loag.md deleted file mode 100644 index 2e920a206..000000000 --- a/Compendium/feats/moon-may-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -- trait/lineage -aliases: ["Moon May"] ---- -# Moon May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Your mother was a moon hag, a handmaiden of Groetus, and you have a single scarlet eye and a sliver of her supernal foresight. You can cast [guidance](../spells/guidance.md) as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Ancestry Guide p. 23* -%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/morph-risen-da.md b/Compendium/feats/morph-risen-da.md deleted file mode 100644 index 16bf193a0..000000000 --- a/Compendium/feats/morph-risen-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/lineage -- trait/reflection -aliases: ["Morph-Risen"] ---- -# Morph-Risen *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [reflection](../../Rules/traits/reflection-da.md) - - -You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have [drained](../../Rules/conditions.md#Drained) your power, or you might have retained some of your skills, but either way, your form resists further forced transformation. You gain a +1 circumstance bonus to saving throws against [transmutation](../../Rules/traits/transmutation.md) effects, and if you roll a success on a saving throw against a [hostile](../../Rules/conditions.md#Hostile) [morph](../../Rules/traits/morph.md) or [polymorph](../../Rules/traits/polymorph.md) effect, you get a critical success instead. - -## Morph-Risen leads to... - -[Warp Likeness](warp-likeness-da.md) - -## Summary - -*Source: Dark Archive p. 120* -%% #compendium/src/pf2e/da #trait/lineage #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/morphic-manipulation-da.md b/Compendium/feats/morphic-manipulation-da.md deleted file mode 100644 index 3600e0f89..000000000 --- a/Compendium/feats/morphic-manipulation-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/exploration -- trait/general -- trait/necromancy -- trait/positive -- trait/primal -- trait/skill -- trait/uncommon -aliases: ["Morphic Manipulation"] ---- -# Morphic Manipulation *Feat 7* -[exploration](../../Rules/traits/exploration.md) [general](../../Rules/traits/general.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [primal](../../Rules/traits/primal.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: master in [Nature](../skills.md#Nature) - -You've attuned your natural aura to that of plant life, coaxing it to grow faster than normal. You sit for 10 minutes with a small, natural non-creature plant—such as a lone flower, a small bush, or a potted succulent—while you bring your aura in tune through meditation. You coax the plant to advance one stage in its life cycle: from seed to sprout, sprout to plant, plant to flower, or flower to fruit. If the plant doesn't have proper nutrients (if you're sprouting a seed without soil or water, for example), the plant withers 5 minutes after you complete the activity. Performing this activity more than once per day renders you [fatigued](../../Rules/conditions.md#Fatigued) and unable to use Morphic Manipulation until your next full night's rest. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/exploration #trait/general #trait/necromancy #trait/positive #trait/primal #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/morrignas-spider-affinity-loag.md b/Compendium/feats/morrignas-spider-affinity-loag.md deleted file mode 100644 index db811dc39..000000000 --- a/Compendium/feats/morrignas-spider-affinity-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Morrigna's Spider Affinity"] ---- -# Morrigna's Spider Affinity *Feat 9* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -Much like morrignas, you feel an affinity for spiders. You can cast [animal messenger](../spells/animal-messenger.md) (spiders only), speak with animals (spiders only), and spider climb each once per day as 2nd-level divine innate spells. - -*Source: Lost Omens: Ancestry Guide p. 32* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/mortal-healing-logm.md b/Compendium/feats/mortal-healing-logm.md deleted file mode 100644 index aa3649e9b..000000000 --- a/Compendium/feats/mortal-healing-logm.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/general -- trait/skill -aliases: ["Mortal Healing"] ---- -# Mortal Healing *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Godless Healing](godless-healing-lowg.md), you follow the Laws of Mortality - -You grant greater healing when the gods don't interfere. - -When you roll a success to [Treat Wounds](../../Rules/actions/treat-wounds.md) for a creature that hasn't regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/mortification-lowg.md b/Compendium/feats/mortification-lowg.md deleted file mode 100644 index fd985efd7..000000000 --- a/Compendium/feats/mortification-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Mortification"] ---- -# Mortification *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md) - -Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. - -*Source: Lost Omens: World Guide p. 107* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mothers-mindfulness-loag.md b/Compendium/feats/mothers-mindfulness-loag.md deleted file mode 100644 index f0b7445b1..000000000 --- a/Compendium/feats/mothers-mindfulness-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -aliases: ["Mother's Mindfulness"] ---- -# Mother's Mindfulness [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[changeling](../../Rules/traits/changeling-b1.md) - -- **Frequency**: once per minute -- **Trigger** An adjacent ally is hit by an attack. -- **Activity** Reaction - -You have the protective instinct your own mother lacks and will gladly suffer in another's place. You interpose yourself in the attack's path. You become the target of the triggering attack and are automatically hit by the attack (or critically hit if the ally was critically hit), suffering the full effects in your ally's place. - -*Source: Lost Omens: Ancestry Guide p. 24* -%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/mountain-quake.md b/Compendium/feats/mountain-quake.md deleted file mode 100644 index 46707690b..000000000 --- a/Compendium/feats/mountain-quake.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Mountain Quake"] ---- -# Mountain Quake [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Mountain Stronghold](mountain-stronghold.md) -- **Requirements**: You are in [Mountain Stance](mountain-stance.md). -- **Activity** Single Action - -You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save against your class DC. On a failure, they also fall [prone](../../Rules/conditions.md#Prone). After you use this action, you can't use it again for `1d4` rounds. - -**Special.** If you have this feat, the Dexterity modifier cap to your AC while using [Mountain Stance](mountain-stance.md) increases from +1 to +2. - -*Source: Core Rulebook p. 164* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/mountain-stance.md b/Compendium/feats/mountain-stance.md deleted file mode 100644 index 6280d36e4..000000000 --- a/Compendium/feats/mountain-stance.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/stance -aliases: ["Mountain Stance"] ---- -# Mountain Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored and touching the ground. -- **Activity** Single Action - -You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only [Strikes](../../Rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](../../Rules/traits/forceful.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being [Shoved](../../Rules/actions/shove.md) or [Tripped](../../Rules/actions/trip.md). However, you have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your [explorer's clothing](../equipment/items/explorers-clothing.md), [mage armor](../spells/mage-armor.md), and bracers of armor. - -## Mountain Stance leads to... - -[Mountain Stronghold](mountain-stronghold.md), [Mountain Quake](mountain-quake.md) - -## Summary - -*Source: Core Rulebook p. 159* -%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/mountain-stronghold.md b/Compendium/feats/mountain-stronghold.md deleted file mode 100644 index b395b8f68..000000000 --- a/Compendium/feats/mountain-stronghold.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Mountain Stronghold"] ---- -# Mountain Stronghold [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Mountain Stance](mountain-stance.md) -- **Requirements**: You are in [Mountain Stance](mountain-stance.md). -- **Activity** Single Action - -You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. - -**Special.** If you have this feat, the Dexterity modifier cap to your AC while you're in [Mountain Stance](mountain-stance.md) increases from +0 to +1. - -## Mountain Stronghold leads to... - -[Mountain Quake](mountain-quake.md) - -## Summary - -*Source: Core Rulebook p. 161* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/mountains-stoutness.md b/Compendium/feats/mountains-stoutness.md deleted file mode 100644 index a02262758..000000000 --- a/Compendium/feats/mountains-stoutness.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Mountain's Stoutness"] ---- -# Mountain's Stoutness *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - - -Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the [dying](../../Rules/conditions.md#Dying) condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). - -If you also have the [Toughness](toughness.md) feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value. - -*Source: Core Rulebook p. 37* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/mounted-shield-apg.md b/Compendium/feats/mounted-shield-apg.md deleted file mode 100644 index ff501fba4..000000000 --- a/Compendium/feats/mounted-shield-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Mounted Shield"] ---- -# Mounted Shield *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) - -You've trained with your shield to defend both yourself and your mount. When you [Raise a Shield](../../Rules/actions/raise-a-shield.md) while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the [Shield Block](shield-block.md) reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](shield-block.md). - -*Source: Advanced Player's Guide p. 164* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mug-apg.md b/Compendium/feats/mug-apg.md deleted file mode 100644 index 667024e6b..000000000 --- a/Compendium/feats/mug-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Mug"] ---- -# Mug [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Two-Action - -You make a quick attack and rob your foe in the process. Make a melee [Strike](../../Rules/actions/strike.md) against an adjacent foe. If you hit and deal sneak attack damage, you can also attempt to [Steal](../../Rules/actions/steal.md) from the target, even if the target is in combat. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/multilingual-cipher-apg.md b/Compendium/feats/multilingual-cipher-apg.md deleted file mode 100644 index 443261e56..000000000 --- a/Compendium/feats/multilingual-cipher-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Multilingual Cipher"] ---- -# Multilingual Cipher *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](linguist-dedication-apg.md), expert in [Society](../skills.md#Society) - -You use multiple languages to create and break codes. You gain a +1 circumstance bonus to [Decipher Writing](../../Rules/actions/decipher-writing.md). If another creature attempts to [Decipher Writing](../../Rules/actions/decipher-writing.md) you encoded, they take a –2 circumstance penalty unless they speak all the languages you used when you created the writing. - -*Source: Advanced Player's Guide p. 178* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/multilingual.md b/Compendium/feats/multilingual.md deleted file mode 100644 index 084b3c79e..000000000 --- a/Compendium/feats/multilingual.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Multilingual"] ---- -# Multilingual *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Society](../skills.md#Society) - -You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in [Society](../skills.md#Society) and again if you are or become legendary. - -**Special.** You can select this feat multiple times. Each time, you learn additional languages. - -## Multilingual leads to... - -[Legendary Linguist](legendary-linguist.md) - -## Summary - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/multishot-stance.md b/Compendium/feats/multishot-stance.md deleted file mode 100644 index 06eae386f..000000000 --- a/Compendium/feats/multishot-stance.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Multishot Stance"] ---- -# Multishot Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Triple Shot](triple-shot.md) -- **Requirements**: You are wielding a ranged weapon with [reload 0](../../Rules/traits/reload.md). -- **Activity** Single Action - -You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for [Double Shot](double-shot.md) is reduced to –1, or –2 if you add the extra action to make three [Strikes](../../Rules/actions/strike.md). If you move from your position, this stance ends. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/mummy-dedication-botd.md b/Compendium/feats/mummy-dedication-botd.md deleted file mode 100644 index d50e24d0b..000000000 --- a/Compendium/feats/mummy-dedication-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Mummy Dedication"] ---- -# Mummy Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: you are dead and were mummified (by natural or ritualistic means) - -Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the [mummy](../../Rules/traits/mummy-b1.md) and [undead](../../Rules/traits/undead.md) traits, as well as basic undead benefits (page 44). Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [Toughness](toughness.md) feat, but also fire weakness equal to half your level. - -Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to `1d6` instead of `1d4`, and your fist loses the [nonlethal](../../Rules/traits/nonlethal.md) trait. - -Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats. - -**Special.** You can't select another dedication feat until you have gained two other feats from the mummy archetype. - -## Mummy Dedication leads to... - -[One with the Land](one-with-the-land-botd.md), [Semblance of Life](semblance-of-life-botd.md), [Grave Mummification](grave-mummification-botd.md), [Mummy's Despair](mummys-despair-botd.md), [Accursed Touch](accursed-touch-botd.md), [Channel Rot](channel-rot-botd.md), [Storm Shroud](storm-shroud-botd.md), [Terrain Form](terrain-form-botd.md), [Desiccating Inhalation](desiccating-inhalation-botd.md) - -## Summary - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/mummys-despair-botd.md b/Compendium/feats/mummys-despair-botd.md deleted file mode 100644 index 574719f69..000000000 --- a/Compendium/feats/mummys-despair-botd.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/aura -- trait/divine -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Mummy's Despair"] ---- -# Mummy's Despair [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [aura](../../Rules/traits/aura.md) [divine](../../Rules/traits/divine.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be [frightened](../../Rules/conditions.md#Frightened) ([frightened](../../Rules/conditions.md#Frightened) on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes. - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype #trait/aura #trait/divine #trait/emotion #trait/enchantment #trait/fear #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/munitions-crafter-g-g.md b/Compendium/feats/munitions-crafter-g-g.md deleted file mode 100644 index 933f812b5..000000000 --- a/Compendium/feats/munitions-crafter-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Munitions Crafter"] ---- -# Munitions Crafter *Feat 1* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in [Crafting](../skills.md#Crafting) and gain the alchemist's infused reagents class feature (Core Rulebook 72), gaining a number of reagents each day equal to your level. You also gain the [Alchemical Crafting](alchemical-crafting.md) feat and four additional formulas for 1st-level alchemical items. - -You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition. - -## Munitions Crafter leads to... - -[Munitions Machinist](munitions-machinist-g-g.md), [Precious Munitions](precious-munitions-g-g.md) - -## Summary - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/munitions-machinist-g-g.md b/Compendium/feats/munitions-machinist-g-g.md deleted file mode 100644 index 159596a0d..000000000 --- a/Compendium/feats/munitions-machinist-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Munitions Machinist"] ---- -# Munitions Machinist *Feat 6* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Munitions Crafter](munitions-crafter-g-g.md), expert in [Crafting](../skills.md#Crafting) - -You're particularly adept at crafting ammunition and bombs. - -Your advanced alchemy level for ammunition and bombs increases to your level – 3. - -## Munitions Machinist leads to... - -[Precious Munitions](precious-munitions-g-g.md) - -## Summary - -*Source: Guns & Gears p. 113* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/murderers-circle-aoe3.md b/Compendium/feats/murderers-circle-aoe3.md deleted file mode 100644 index b75da03d0..000000000 --- a/Compendium/feats/murderers-circle-aoe3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/archetype -aliases: ["Murderer's Circle"] ---- -# Murderer's Circle [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Provocator Dedication](provocator-dedication-aoe3.md) -- **Activity** Single Action - -You [Strike](../../Rules/actions/strike.md) a target within reach and then [Step](../../Rules/actions/step.md) to any other open space adjacent to that target. Your target is then [flat-footed](../../Rules/conditions.md#Flat-footed) against your next [Strike](../../Rules/actions/strike.md) this turn. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #compendium/src/pf2e/aoe3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/murderous-thorns-loil.md b/Compendium/feats/murderous-thorns-loil.md deleted file mode 100644 index 142de2491..000000000 --- a/Compendium/feats/murderous-thorns-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Murderous Thorns"] ---- -# Murderous Thorns *Feat 5* -[ghoran](../../Rules/traits/ghoran-loil.md) - -- **Prerequisites**: [Hidden](../../Rules/conditions.md#Hidden) Thorn or thorned rose - -Your thorns are many, vicious, and sharp. If you have the [Hidden](../../Rules/conditions.md#Hidden) Thorn feat, your thorn attack gains the deadly d6 trait. If you have the thorned rose heritage, you can use the [Wicked Thorns](../../Rules/actions/wicked-thorns-loil.md) reaction once every hour. - -*Source: Lost Omens: Impossible Lands p. 38* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/murksight-apg.md b/Compendium/feats/murksight-apg.md deleted file mode 100644 index 184ecd650..000000000 --- a/Compendium/feats/murksight-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Murksight"] ---- -# Murksight *Feat 8* -[witch](../../Rules/traits/witch-apg.md) - - -Your vision pierces through non-magical fog, mist, rain, and snow. You don't take circumstance penalties to ranged attacks or [Perception](../skills.md#Perception) checks caused by non-magical precipitation, and your targeted attacks don't require a flat check to succeed against a target [concealed](../../Rules/conditions.md#Concealed) only by such effects. - -*Source: Advanced Player's Guide p. 103* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/muscle-mimicry-da.md b/Compendium/feats/muscle-mimicry-da.md deleted file mode 100644 index dd668c8f3..000000000 --- a/Compendium/feats/muscle-mimicry-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/skill -aliases: ["Muscle Mimicry"] ---- -# Muscle Mimicry [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Alter Ego Dedication](alter-ego-dedication-da.md); trained in [Athletics](../skills.md#Athletics), master in [Deception](../skills.md#Deception) -- **Trigger** An enemy makes a successful [Disarm](../../Rules/actions/disarm.md), [Escape](../../Rules/actions/escape.md), -- **Activity** Reaction - -[Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md) attempt. - -Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your [Athletics](../skills.md#Athletics) check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn. - -*Source: Dark Archive p. 127* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/musetouched-apg.md b/Compendium/feats/musetouched-apg.md deleted file mode 100644 index 12246b83f..000000000 --- a/Compendium/feats/musetouched-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -- trait/lineage -aliases: ["Musetouched"] ---- -# Musetouched *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Your blood sings with the liberating power of the azatas, living embodiments of freedom from the wild realm of Elysium. You gain a +1 circumstance bonus to [Escape](../../Rules/actions/escape.md). When you roll a critical failure on a check to [Escape](../../Rules/actions/escape.md), you get a failure instead, and when you roll a success, you get a critical success instead. - -## Musetouched leads to... - -[Azata Magic](azata-magic-apg.md), [Call Of Elysium](call-of-elysium-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 35* -%% #compendium/src/pf2e/apg #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/mutable-familiar-apg.md b/Compendium/feats/mutable-familiar-apg.md deleted file mode 100644 index 9eed9d080..000000000 --- a/Compendium/feats/mutable-familiar-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Mutable Familiar"] ---- -# Mutable Familiar *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Familiar Master Dedication](familiar-master-dedication-apg.md) - -Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant). - -*Source: Advanced Player's Guide p. 174* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mutate-weapon-loag.md b/Compendium/feats/mutate-weapon-loag.md deleted file mode 100644 index 62b0f527a..000000000 --- a/Compendium/feats/mutate-weapon-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Mutate Weapon"] ---- -# Mutate Weapon [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - -- **Prerequisites**: [Living Weapon](living-weapon-loag.md) -- **Activity** Single Action - -Select one unarmed attack you gained with Living Weapon. The damage die for that attack increases by one step until the end of your turn. In addition, choose to either have the attack gain a reach of 10 feet until the end of your turn or for you to gain a +1 status bonus to attack rolls with the chosen unarmed attack until the end of your turn. - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/myriad-forms-loag.md b/Compendium/feats/myriad-forms-loag.md deleted file mode 100644 index a30919425..000000000 --- a/Compendium/feats/myriad-forms-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Myriad Forms"] ---- -# Myriad Forms *Feat 5* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -With a bit of self-discovery, you find a new form. You gain the alternate form of a kitsune heritage other than your own, adding it to the options for your [Change Shape](../../Rules/actions/change-shape-kitsune-loag.md). - -*Source: Lost Omens: Ancestry Guide p. 126* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/mysterious-breadth-apg.md b/Compendium/feats/mysterious-breadth-apg.md deleted file mode 100644 index d487e698a..000000000 --- a/Compendium/feats/mysterious-breadth-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Mysterious Breadth"] ---- -# Mysterious Breadth *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Oracle Spellcasting](basic-oracle-spellcasting-apg.md) - -Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels. - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/mysterious-repertoire-apg.md b/Compendium/feats/mysterious-repertoire-apg.md deleted file mode 100644 index dc5b61dc3..000000000 --- a/Compendium/feats/mysterious-repertoire-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Mysterious Repertoire"] ---- -# Mysterious Repertoire *Feat 14* -[oracle](../../Rules/traits/oracle-apg.md) - - -Your mystery holds unknowable depths of magic not always associated with the divine. You can have one spell in your spell repertoire not on the divine spell list, in addition to spells you've added to your spell list from feats like [Divine Access](divine-access-apg.md). You cast that spell as a divine spell. You can swap which spell you add and from which tradition as you could any other oracle spell, but you can't use this feat to have more than one spell from another tradition in your spell repertoire at the same time. - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/mystery-conduit-apg.md b/Compendium/feats/mystery-conduit-apg.md deleted file mode 100644 index 21db7535d..000000000 --- a/Compendium/feats/mystery-conduit-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Mystery Conduit"] ---- -# Mystery Conduit *Feat 20* -[oracle](../../Rules/traits/oracle-apg.md) - - -The power of your mystery enables you to cast more than just revelation spells. When you cast a spell of 5th level or lower that has no duration, instead of spending a spell slot, you can advance the effects of your oracular curse in the same manner as when you cast a revelation spell. A spell cast in this way gains the [cursebound](../../Rules/traits/cursebound-apg.md) trait. - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/nagaji-lore-loil.md b/Compendium/feats/nagaji-lore-loil.md deleted file mode 100644 index ae382dcd0..000000000 --- a/Compendium/feats/nagaji-lore-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Nagaji Lore"] ---- -# Nagaji Lore *Feat 1* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -You're the vassal or apprentice of a learned naga, and you've studied the secrets of naga magic and concocting intricate poisons. You gain the trained proficiency rank in [Crafting](../skills.md#Crafting) and [Occultism](../skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you become trained in a skill of your choice. You also become trained in your choice of [Nagaji Lore](../skills.md#Lore) or [Naga Lore](../skills.md#Lore). - -*Source: Lost Omens: Impossible Lands p. 49* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/nagaji-spell-expertise-loil.md b/Compendium/feats/nagaji-spell-expertise-loil.md deleted file mode 100644 index 2f2910988..000000000 --- a/Compendium/feats/nagaji-spell-expertise-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Nagaji Spell Expertise"] ---- -# Nagaji Spell Expertise *Feat 13* -[nagaji](../../Rules/traits/nagaji-loil.md) - -- **Prerequisites**: Nagaji Spell Mysteries - -Your magical skill rivals that of accomplished naga spellcasters. During your daily preparations, choose blink, control water, or subconscious suggestion. You can Cast this Spell as a 5th-level occult innate spell once that day. You become an expert in occult spell DCs and occult spell attack rolls. - -*Source: Lost Omens: Impossible Lands p. 51* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/nagaji-spell-familiarity-loil.md b/Compendium/feats/nagaji-spell-familiarity-loil.md deleted file mode 100644 index bb3628805..000000000 --- a/Compendium/feats/nagaji-spell-familiarity-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Nagaji Spell Familiarity"] ---- -# Nagaji Spell Familiarity *Feat 1* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -Either through study, exposure, or familial devotion, you have the magic of nagas bubbling in your blood. During your daily preparations, choose [daze](../spells/daze.md), [detect magic](../spells/detect-magic.md), or [mage hand](../spells/mage-hand.md). Until your next daily preparations, you can cast the chosen spell as an occult innate cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Impossible Lands p. 49* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/nagaji-spell-mysteries-loil.md b/Compendium/feats/nagaji-spell-mysteries-loil.md deleted file mode 100644 index 202081c73..000000000 --- a/Compendium/feats/nagaji-spell-mysteries-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Nagaji Spell Mysteries"] ---- -# Nagaji Spell Mysteries *Feat 5* -[nagaji](../../Rules/traits/nagaji-loil.md) - -- **Prerequisites**: at least one innate spell from a nagaji heritage or ancestry feat - -You've learned more naga magic. During your daily preparations, choose [charm](../spells/charm.md), [fleet step](../spells/fleet-step.md), or [heal](../spells/heal.md). You can cast the chosen spell as a 1st-level occult innate spell once that day. - -*Source: Lost Omens: Impossible Lands p. 49* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/named-artillery-g-g.md b/Compendium/feats/named-artillery-g-g.md deleted file mode 100644 index c0ce068e6..000000000 --- a/Compendium/feats/named-artillery-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/skill -aliases: ["Named Artillery"] ---- -# Named Artillery *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You've gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level. - -During your daily preparations, you must spend at least one hour on maintenance to service your named artillery. - -If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon's crew (though it's typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon). - -*Source: Guns & Gears p. 128* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/nameless-anonymity-lowg.md b/Compendium/feats/nameless-anonymity-lowg.md deleted file mode 100644 index 2f97a6762..000000000 --- a/Compendium/feats/nameless-anonymity-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Nameless Anonymity"] ---- -# Nameless Anonymity *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magic Warrior Dedication](magic-warrior-dedication-lowg.md) - -Your mask protects you further from divination. Once per day, you can cast [nondetection](../spells/nondetection.md) on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment. The spell is of the same tradition as your focus spells. - -*Source: Lost Omens: World Guide p. 95* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/nanite-shroud-loag.md b/Compendium/feats/nanite-shroud-loag.md deleted file mode 100644 index 7b5e97865..000000000 --- a/Compendium/feats/nanite-shroud-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -- trait/concentrate -aliases: ["Nanite Shroud"] ---- -# Nanite Shroud [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[android](../../Rules/traits/android-loag.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -Your nanites fly out of your body, swarming around you in a cloud. You become [concealed](../../Rules/conditions.md#Concealed) for a number of rounds equal to half your level. You can't use this concealment to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md), as normal for concealment that makes your position obvious. While Nanite Shroud is active, you can't use other abilities that require the use of your nanites. - -*Source: Lost Omens: Ancestry Guide p. 74* -%% #compendium/src/pf2e/loag #trait/android #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/nanite-surge-loag.md b/Compendium/feats/nanite-surge-loag.md deleted file mode 100644 index 2afa3a729..000000000 --- a/Compendium/feats/nanite-surge-loag.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -- trait/concentrate -aliases: ["Nanite Surge"] ---- -# Nanite Surge [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[android](../../Rules/traits/android-loag.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Frequency**: once per hour -- **Trigger** You attempt a skill check requiring three actions or fewer. -- **Activity** Reaction - -You stimulate your nanites, forcing your body to temporarily increase its efficiency. - -You gain a +2 status bonus to the triggering skill check. In addition, your circuitry glows, lighting a 10-foot emanation with dim light for 1 round. - -## Nanite Surge leads to... - -[Consistent Surge](consistent-surge-loag.md), [Offensive Subroutine](offensive-subroutine-loag.md), [Protective Subroutine](protective-subroutine-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/nantambu-chime-ringer-dedication-sot2.md b/Compendium/feats/nantambu-chime-ringer-dedication-sot2.md deleted file mode 100644 index 21452a6b0..000000000 --- a/Compendium/feats/nantambu-chime-ringer-dedication-sot2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Nantambu Chime-Ringer Dedication"] ---- -# Nantambu Chime-Ringer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Performance](../skills.md#Performance) and [Society](../skills.md#Society) - -You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in [Arcana](../skills.md#Arcana) or [Occultism](../skills.md#Occultism), or an expert in one of these skills if you are already trained in both. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype. - -## Nantambu Chime-Ringer Dedication leads to... - -[Deny The Songs Of War](deny-the-songs-of-war-sot2.md), [Fleet Tempo](fleet-tempo-sot2.md), [Sing To The Steel](sing-to-the-steel-sot2.md), [Song Of Grace And Speed](song-of-grace-and-speed-sot2.md) - -## Summary - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #compendium/src/pf2e/sot2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/narrative-conduit-sot2.md b/Compendium/feats/narrative-conduit-sot2.md deleted file mode 100644 index 4f4d79040..000000000 --- a/Compendium/feats/narrative-conduit-sot2.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -- trait/auditory -- trait/linguistic -- trait/magical -aliases: ["Narrative Conduit"] ---- -# Narrative Conduit *Feat 6* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [linguistic](../../Rules/traits/linguistic.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Folklorist Dedication](folklorist-dedication-sot2.md) - -You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you Spin a Tale and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/native-waters-loil.md b/Compendium/feats/native-waters-loil.md deleted file mode 100644 index 7c391b3f8..000000000 --- a/Compendium/feats/native-waters-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/undine -aliases: ["Native Waters"] ---- -# Native Waters *Feat 1* -[undine](../../Rules/traits/undine-b2.md) - - -You were born with or obtained a special connection to either fresh water or salt water. Once made, this decision can't be changed. Whenever you take your full rest in a natural body of water of the type corresponding to your connection, you recover additional Hit Points equal to your level, and if you have the [doomed](../../Rules/conditions.md#Doomed) or [fatigued](../../Rules/conditions.md#Fatigued) conditions, you reduce them by 2 instead of 1. - -*Source: Lost Omens: Impossible Lands p. 31* -%% #compendium/src/pf2e/loil #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/natural-illusionist-locg.md b/Compendium/feats/natural-illusionist-locg.md deleted file mode 100644 index 1325d43dc..000000000 --- a/Compendium/feats/natural-illusionist-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Natural Illusionist"] ---- -# Natural Illusionist *Feat 5* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: [Illusion Sense](illusion-sense.md) - -By drawing upon the First World's magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast [illusory disguise](../spells/illusory-disguise.md), [item facade](../spells/item-facade.md), or [ventriloquism](../spells/ventriloquism.md). At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level. - -*Source: Lost Omens: Character Guide p. 33* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/natural-medicine.md b/Compendium/feats/natural-medicine.md deleted file mode 100644 index b9aa484fa..000000000 --- a/Compendium/feats/natural-medicine.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Natural Medicine"] ---- -# Natural Medicine *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature) - -You can apply natural cures to heal your allies. You can use [Nature](../skills.md#Nature) instead of [Medicine](../skills.md#Medicine) to [Treat Wounds](../../Rules/actions/treat-wounds.md). If you're in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to [Treat Wounds](../../Rules/actions/treat-wounds.md) using [Nature](../skills.md#Nature), subject to the GM's determination. - -## Natural Medicine leads to... - -[Herbalist Dedication](herbalist-dedication-apg.md), [Endemic Herbs](endemic-herbs-apg.md), [Expert Herbalism](expert-herbalism-apg.md), [Fresh Ingredients](fresh-ingredients-apg.md), [Poultice Preparation](poultice-preparation-apg.md), [Gravelands Herbalist](gravelands-herbalist-lokl.md) - -## Summary - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/natural-performer-locg.md b/Compendium/feats/natural-performer-locg.md deleted file mode 100644 index 4efe8a418..000000000 --- a/Compendium/feats/natural-performer-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Natural Performer"] ---- -# Natural Performer *Feat 1* -[gnome](../../Rules/traits/gnome.md) - - -Entertainment comes naturally to you. You become trained in [Performance](../skills.md#Performance) and gain one 1st-level Performance skill feat. - -*Source: Lost Omens: Character Guide p. 32* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/natural-swimmer-som.md b/Compendium/feats/natural-swimmer-som.md deleted file mode 100644 index 3e9d7a580..000000000 --- a/Compendium/feats/natural-swimmer-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -aliases: ["Natural Swimmer"] ---- -# Natural Swimmer *Feat 4* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: wave order - -Water flows around you, letting you cut through the waves as if born to it. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain. - -*Source: Secrets of Magic p. 199* -%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/necromancers-visage-botd.md b/Compendium/feats/necromancers-visage-botd.md deleted file mode 100644 index 11e73f918..000000000 --- a/Compendium/feats/necromancers-visage-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/cleric -- trait/necromancy -- trait/oracle -- trait/uncommon -- trait/wizard -aliases: ["Necromancer's Visage"] ---- -# Necromancer's Visage *Feat 12* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard - -Necromantic energy demonstrates your power over undead, creating a demeanor that commands their fear and respect. Undead creatures can immediately sense your Necromancer's Visage and tend to act accordingly. If you take a hostile action against an undead creature, it becomes permanently immune to your Necromancer's Visage, and your Necromancer's Visage ends. You can spend 10 minutes to restore your Necromancer's Visage, though any creatures that became permanently immune remain so. - -Each time an undead creature 2 or more levels lower than you attacks you, it must attempt a Will save against your spell DC. If you're also affected by [sanctuary](../spells/sanctuary.md) or a similar effect, only one affects the attacker (you choose which). - -> [!success-degree] -> - **Critical Success** The creature is permanently immune to your Necromancer's Visage. -> - **Success** The creature can attempt its attack and any other attacks against you this turn. -> - **Failure** The creature can't attack you and wastes the action. It can't attempt further attacks against you this turn. -> - **Critical Failure** The creature wastes the action and can't attempt to attack you as long as your Necromancer's Visage persists. - -**Special.** This feat has the trait matching your spellcasting tradition. - -*Source: Book of the Dead p. 33* -%% #compendium/src/pf2e/botd #trait/cleric #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/necromantic-bulwark-lokl.md b/Compendium/feats/necromantic-bulwark-lokl.md deleted file mode 100644 index 2128c7757..000000000 --- a/Compendium/feats/necromantic-bulwark-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Necromantic Bulwark"] ---- -# Necromantic Bulwark *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -Regular exposure to necromantic effects left you better able to defend against them. When you have your shield raised, you gain your shield's circumstance bonus to saving throws against effects that would deal negative damage. If you have the Shield Block reaction, negative damage you take can trigger the reaction, even though the damage isn't physical damage. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/necromantic-deflection-lokl.md b/Compendium/feats/necromantic-deflection-lokl.md deleted file mode 100644 index 45a88656b..000000000 --- a/Compendium/feats/necromantic-deflection-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/druid -- trait/uncommon -aliases: ["Necromantic Deflection"] ---- -# Necromantic Deflection *Feat 12* -[champion](../../Rules/traits/champion.md) [druid](../../Rules/traits/druid.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. - -You imbue your shield with life-giving energy to deflect harmful necromantic magic. When you have your shield raised, you gain the shield's circumstance bonus to your AC and saving throws against necromancy spells. If you have the Shield Block reaction, damage you take as a result of a necromancy spell can trigger that reaction, even if it isn't physical damage. - -*Source: Lost Omens: Knights of Lastwall p. 85* -%% #compendium/src/pf2e/lokl #trait/champion #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/necromantic-heir-botd.md b/Compendium/feats/necromantic-heir-botd.md deleted file mode 100644 index 8ca997da9..000000000 --- a/Compendium/feats/necromantic-heir-botd.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Necromantic Heir"] ---- -# Necromantic Heir *Feat 17* -[skeleton](../../Rules/traits/skeleton-b1.md) - - -Your affinity for negative energy spills outward and grants you a refilling well of necromantic essence. Once per hour, you can cast [harm](../spells/harm.md) as a 6th-level divine innate spell. - -*Source: Book of the Dead p. 57* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/necromantic-physiology-apg.md b/Compendium/feats/necromantic-physiology-apg.md deleted file mode 100644 index 6c3fa9a92..000000000 --- a/Compendium/feats/necromantic-physiology-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Necromantic Physiology"] ---- -# Necromantic Physiology *Feat 5* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -Your unusual physiology has developed in a way that makes it difficult for parasites and other infestations to prey upon you. You gain a +2 circumstance bonus to saves against diseases. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/necromantic-resistance-botd.md b/Compendium/feats/necromantic-resistance-botd.md deleted file mode 100644 index 6dfdda0fa..000000000 --- a/Compendium/feats/necromantic-resistance-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Necromantic Resistance"] ---- -# Necromantic Resistance *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Undead Slayer Dedication](undead-slayer-dedication-botd.md) - -As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](../../Rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. - -*Source: Book of the Dead p. 28* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/necromantic-resistance-lowg.md b/Compendium/feats/necromantic-resistance-lowg.md deleted file mode 100644 index 4c05817d0..000000000 --- a/Compendium/feats/necromantic-resistance-lowg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Necromantic Resistance"] ---- -# Necromantic Resistance *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against [necromancy](../../Rules/traits/necromancy.md) effects and gain resistance to negative damage equal to half your level. - -## Necromantic Resistance leads to... - -[Necromantic Tenacity](necromantic-tenacity-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 47* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/necromantic-tenacity-lowg.md b/Compendium/feats/necromantic-tenacity-lowg.md deleted file mode 100644 index 1189935f6..000000000 --- a/Compendium/feats/necromantic-tenacity-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Necromantic Tenacity"] ---- -# Necromantic Tenacity *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Necromantic Resistance](necromantic-resistance-lowg.md) - -Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a [necromancy](../../Rules/traits/necromancy.md) effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead. - -*Source: Lost Omens: World Guide p. 47* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/necrotic-infusion.md b/Compendium/feats/necrotic-infusion.md deleted file mode 100644 index 3b9a354b6..000000000 --- a/Compendium/feats/necrotic-infusion.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Necrotic Infusion"] ---- -# Necrotic Infusion [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: harmful font, evil alignment -- **Activity** Single Action - -You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast [harm](../spells/harm.md) to restore Hit Points to a single undead creature, the target then deals an additional `1d6` negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the [harm](../spells/harm.md) spell is at least 5th level, this damage increases to `2d6`, and if the [harm](../spells/harm.md) spell is at least 8th level, the damage increases to `3d6`. - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/negate-damage-g-g.md b/Compendium/feats/negate-damage-g-g.md deleted file mode 100644 index 54c8299c0..000000000 --- a/Compendium/feats/negate-damage-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Negate Damage"] ---- -# Negate Damage [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: armor innovation -- **Trigger** You would take damage. -- **Activity** Reaction - -Your armor innovation activates various devices you prepared ahead of time, and you use one of them to reduce the damage you would take by 15. - -**Unstable Function** You activate all the precautions at once, violently repelling the incoming attack to blunt its force. Add the unstable trait to Negate Damage and reduce the damage you would take by 50. - -*Source: Guns & Gears p. 31* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/nestling-fall-loag.md b/Compendium/feats/nestling-fall-loag.md deleted file mode 100644 index 5c4ff7725..000000000 --- a/Compendium/feats/nestling-fall-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Nestling Fall"] ---- -# Nestling Fall *Feat 1* -[strix](../../Rules/traits/strix-loag.md) - - -You trust the strength of your wings and can spread them to glide safely to the ground. As long as you can act, you take no damage from falling, no matter what distance you fall. - -*Source: Lost Omens: Ancestry Guide p. 137* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/never-tire-apg.md b/Compendium/feats/never-tire-apg.md deleted file mode 100644 index 675a3bc52..000000000 --- a/Compendium/feats/never-tire-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Never Tire"] ---- -# Never Tire [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Celebrity Dedication](celebrity-dedication-apg.md) -- **Trigger** You would gain the [fatigued](../../Rules/conditions.md#Fatigued) condition. -- **Requirements**: You are [observed](../../Rules/conditions.md#Observed) by at least three creatures who aren't foes. -- **Activity** Reaction - -As long as you have an audience, you can continue to perform. Indeed, you must—you have an obligation to your fans! You delay the effects of the [fatigued](../../Rules/conditions.md#Fatigued) condition for 1 minute or until you are no longer [observed](../../Rules/conditions.md#Observed) by the required creatures, whichever comes first. If the [fatigued](../../Rules/conditions.md#Fatigued) condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the [fatigued](../../Rules/conditions.md#Fatigued) condition after this ability ends. - -*Source: Advanced Player's Guide p. 166* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/night-magic-apg.md b/Compendium/feats/night-magic-apg.md deleted file mode 100644 index ad66776bd..000000000 --- a/Compendium/feats/night-magic-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Night Magic"] ---- -# Night Magic *Feat 9* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -You can tap into the magic that runs through your blood. You gain [animal form](../spells/animal-form.md) (wolf only, using the statistics for a canine) and [obscuring mist](../spells/obscuring-mist.md) as 2nd-level divine innate spells. You can cast each of these spells once per day. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/nightvision-adaptation-loag.md b/Compendium/feats/nightvision-adaptation-loag.md deleted file mode 100644 index 59e0f0799..000000000 --- a/Compendium/feats/nightvision-adaptation-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Nightvision Adaptation"] ---- -# Nightvision Adaptation *Feat 1* -[android](../../Rules/traits/android-loag.md) - - -The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain [darkvision](../../Rules/abilities/darkvision.md). - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/nimble-crawl.md b/Compendium/feats/nimble-crawl.md deleted file mode 100644 index dfe0b1791..000000000 --- a/Compendium/feats/nimble-crawl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Nimble Crawl"] ---- -# Nimble Crawl *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Acrobatics](../skills.md#Acrobatics) - -You can [Crawl](../../Rules/actions/crawl.md) incredibly swiftly—up to half your Speed, rather than 5 feet. If you're a master in [Acrobatics](../skills.md#Acrobatics), you can [Crawl](../../Rules/actions/crawl.md) at full Speed, and if you're legendary, you aren't [flat-footed](../../Rules/conditions.md#Flat-footed) while [prone](../../Rules/conditions.md#Prone). - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/nimble-dodge-rogue.md b/Compendium/feats/nimble-dodge-rogue.md deleted file mode 100644 index 6caf863fa..000000000 --- a/Compendium/feats/nimble-dodge-rogue.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Nimble Dodge (Rogue)"] ---- -# Nimble Dodge (Rogue) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** A creature targets you with an attack and you can see the attacker. -- **Requirements**: You are not [encumbered](../../Rules/conditions.md#Encumbered). -- **Activity** Reaction - -You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. - -## Nimble Dodge (Rogue) leads to... - -[Nimble Roll (Rogue)](nimble-roll-rogue.md) - -## Summary - -*Source: Core Rulebook p. 183* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/nimble-dodge-swashbuckler-apg.md b/Compendium/feats/nimble-dodge-swashbuckler-apg.md deleted file mode 100644 index 0b0fde3c6..000000000 --- a/Compendium/feats/nimble-dodge-swashbuckler-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Nimble Dodge (Swashbuckler)"] ---- -# Nimble Dodge (Swashbuckler) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Trigger** A creature you can see targets you with an attack. -- **Requirements**: You aren't [encumbered](../../Rules/conditions.md#Encumbered). -- **Activity** Reaction - -You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. - -## Nimble Dodge (Swashbuckler) leads to... - -[Nimble Roll (Swashbuckler)](nimble-roll-swashbuckler-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/nimble-hooves-apg.md b/Compendium/feats/nimble-hooves-apg.md deleted file mode 100644 index 663b4eda0..000000000 --- a/Compendium/feats/nimble-hooves-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Nimble Hooves"] ---- -# Nimble Hooves *Feat 1* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -Your legs end in hooves rather than feet, with joints and tendons that allow you to move with great haste. Your Speed increases by 5 feet. - -**Special.** The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as [Nimble Elf](nimble-elf.md)). - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/nimble-roll-rogue.md b/Compendium/feats/nimble-roll-rogue.md deleted file mode 100644 index ef6488179..000000000 --- a/Compendium/feats/nimble-roll-rogue.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Nimble Roll (Rogue)"] ---- -# Nimble Roll (Rogue) *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: [Nimble Dodge](nimble-dodge-rogue.md) - -You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. - -When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](../../Rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](../../Rules/traits/move.md) trait. You can use Nimble Roll while [Flying](../../Rules/actions/fly.md) or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/nimble-roll-swashbuckler-apg.md b/Compendium/feats/nimble-roll-swashbuckler-apg.md deleted file mode 100644 index e17322bec..000000000 --- a/Compendium/feats/nimble-roll-swashbuckler-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Nimble Roll (Swashbuckler)"] ---- -# Nimble Roll (Swashbuckler) *Feat 8* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: [Nimble Dodge (Swashbuckler)](nimble-dodge-swashbuckler-apg.md) - -You can use Nimble Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. - -When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](../../Rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](../../Rules/traits/move.md) trait. You can use Nimble Roll while Flying or Swimming instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/nimble-shield-hand-apg.md b/Compendium/feats/nimble-shield-hand-apg.md deleted file mode 100644 index 02e310350..000000000 --- a/Compendium/feats/nimble-shield-hand-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Nimble Shield Hand"] ---- -# Nimble Shield Hand *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bastion Dedication](bastion-dedication-apg.md) - -You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the [Interact](../../Rules/actions/interact.md) action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome. - -*Source: Advanced Player's Guide p. 159* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/no-cause-for-alarm-apg.md b/Compendium/feats/no-cause-for-alarm-apg.md deleted file mode 100644 index 54b3bf392..000000000 --- a/Compendium/feats/no-cause-for-alarm-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/general -- trait/linguistic -- trait/mental -- trait/skill -aliases: ["No Cause For Alarm"] ---- -# No Cause For Alarm [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 1* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [general](../../Rules/traits/general.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) -- **Activity** Three-Action - -You attempt to reduce panic. Attempt a [Diplomacy](../skills.md#Diplomacy) check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are [frightened](../../Rules/conditions.md#Frightened). Each of them is temporarily immune for 1 hour. - -> [!success-degree] -> - **Critical Success** Reduce the creature's [frightened](../../Rules/conditions.md#Frightened) value by 2. -> - **Success** Reduce the creature's [frightened](../../Rules/conditions.md#Frightened) value by 1. - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/general #trait/linguistic #trait/mental #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/no-da.md b/Compendium/feats/no-da.md deleted file mode 100644 index aca3c2e77..000000000 --- a/Compendium/feats/no-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["No!!!"] ---- -# No!!! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[psychic](../../Rules/traits/psychic-da.md) - -- **Trigger** A non-minion ally within 60 feet is reduced to 0 Hit Points. -- **Activity** Reaction - -The shock of seeing your ally near death breaks whatever limits exist in your mind, sending your power spilling forth. If your psyche is currently unleashed, you can immediately use a psyche action that takes 1 action or less to use. If your psyche is not currently unleashed, you [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md), which remains unleashed until the end of your next turn. You can ignore [Unleash Psyche](../../Rules/actions/unleash-psyche-da.md)'s requirement of needing to have [Cast a Spell](../../Rules/actions/cast-a-spell.md) on your previous turn, but you still can't [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md) if you're [stupefied](../../Rules/conditions.md#Stupefied) or for 2 rounds after your psyche subsides. - -*Source: Dark Archive p. 28* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/no-escape.md b/Compendium/feats/no-escape.md deleted file mode 100644 index 75ed93e47..000000000 --- a/Compendium/feats/no-escape.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["No Escape"] ---- -# No Escape [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Trigger** A foe within reach attempts to move away from you. -- **Activity** Reaction - -You keep pace with a retreating foe. [Stride](../../Rules/actions/stride.md) up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use No Escape to [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) instead of [Stride](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 89* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/no-evidence-loag.md b/Compendium/feats/no-evidence-loag.md deleted file mode 100644 index 75572291b..000000000 --- a/Compendium/feats/no-evidence-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["No Evidence"] ---- -# No Evidence *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: expert in [Survival](../skills.md#Survival) - -You leave little sign when attempting to remain unseen. When you [Avoid Notice](../../Rules/actions/avoid-notice.md), you also gain the benefits of [Cover Tracks](../../Rules/actions/cover-tracks.md) unless you choose not to. - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/no-hard-feelings-g-g.md b/Compendium/feats/no-hard-feelings-g-g.md deleted file mode 100644 index f6e6fb2c6..000000000 --- a/Compendium/feats/no-hard-feelings-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["No Hard Feelings"] ---- -# No Hard Feelings *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](unexpected-sharpshooter-dedication-g-g.md) - -Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes. You can choose to add the [nonlethal](../../Rules/traits/nonlethal.md) trait to your ranged weapons, making the choice of whether to add the trait or not just before each [Strike](../../Rules/actions/strike.md). - -*Source: Guns & Gears p. 142* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/no-no-i-created-you-g-g.md b/Compendium/feats/no-no-i-created-you-g-g.md deleted file mode 100644 index 9920cb169..000000000 --- a/Compendium/feats/no-no-i-created-you-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/auditory -- trait/concentrate -- trait/inventor -aliases: ["No! No! I Created You!"] ---- -# No! No! I Created You! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: construct companion -- **Frequency**: once per minute -- **Trigger** Your construct companion would become [confused](../../Rules/conditions.md#Confused) or [controlled](../../Rules/conditions.md#Controlled). -- **Activity** Reaction - -You appeal to your construct companion's bond with its creator to have it break free of a controlling effect. Attempt to counteract the effect that [confused](../../Rules/conditions.md#Confused) or [controlled](../../Rules/conditions.md#Controlled) your construct companion, using your [Crafting](../skills.md#Crafting) modifier for the counteract check and half your level rounded up for the counteract level. - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/auditory #trait/concentrate #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/no-stranger-to-death-lokl.md b/Compendium/feats/no-stranger-to-death-lokl.md deleted file mode 100644 index b537aa9c2..000000000 --- a/Compendium/feats/no-stranger-to-death-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["No Stranger to Death"] ---- -# No Stranger to Death *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -Your regular exposure to the insidious putrescence of undeath inured you to its effects. You gain a +2 circumstance bonus to saving throws made against spells and effects with the death, [disease](../../Rules/traits/disease.md), and [evil](../../Rules/traits/evil.md) traits. Whenever you become [drained](../../Rules/conditions.md#Drained) or [sickened](../../Rules/conditions.md#Sickened), reduce the status penalty you take from the condition by 1, to a minimum of 0. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/noble-resolve-loil.md b/Compendium/feats/noble-resolve-loil.md deleted file mode 100644 index 6641e243d..000000000 --- a/Compendium/feats/noble-resolve-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Noble Resolve"] ---- -# Noble Resolve *Feat 5* -[ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - - -Once, genies ruled vast kingdoms, and a remnant of that confidence and power is reflected in your strong will. You gain a +1 circumstance bonus to Will saves against effects with the [mental](../../Rules/traits/mental.md) trait. Regardless of success or failure, you become aware of the person who used the effect on you if they were visible to you at the time of use. - -*Source: Lost Omens: Impossible Lands p. 31* -%% #compendium/src/pf2e/loil #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/nocturnal-charm-loag.md b/Compendium/feats/nocturnal-charm-loag.md deleted file mode 100644 index 102b41f73..000000000 --- a/Compendium/feats/nocturnal-charm-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Nocturnal Charm"] ---- -# Nocturnal Charm *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -The supernatural charm of your vampiric progenitor hangs about you, and you've learned to use it on mortals. Against humanoids (or other creatures of your type, if you're not a humanoid), you gain a +1 circumstance bonus to [Deception](../skills.md#Deception) checks to [Lie](../../Rules/actions/lie.md), and to [Diplomacy](../skills.md#Diplomacy) checks to [Gather Information](../../Rules/actions/gather-information.md) and [Make an Impression](../../Rules/actions/make-an-impression.md). - -*Source: Lost Omens: Ancestry Guide p. 27* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/nocturnal-grippli-lome.md b/Compendium/feats/nocturnal-grippli-lome.md deleted file mode 100644 index cb7288e00..000000000 --- a/Compendium/feats/nocturnal-grippli-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Nocturnal Grippli"] ---- -# Nocturnal Grippli *Feat 1* -[grippli](../../Rules/traits/grippli-b2.md) - - -You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain [darkvision](../../Rules/abilities/darkvision.md), allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Lost Omens: The Mwangi Expanse p. 121* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/nocturnal-kindred-botd.md b/Compendium/feats/nocturnal-kindred-botd.md deleted file mode 100644 index 0fb4662be..000000000 --- a/Compendium/feats/nocturnal-kindred-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Nocturnal Kindred"] ---- -# Nocturnal Kindred *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Vampire Dedication, trained in [Nature](../skills.md#Nature) - -You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use [Diplomacy](../skills.md#Diplomacy) with bats, rats, and wolves. You also gain a +1 circumstance bonus to [Make an Impression](../../Rules/actions/make-an-impression.md) on such animals. - -Once per day, you can cast [animal allies](../spells/animal-allies-som.md) (Pathfinder Secrets of Magic 89) as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level [animal allies](../spells/animal-allies-som.md) when you are 19th level. - -*Source: Book of the Dead p. 58* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/nocturnal-sense-apg.md b/Compendium/feats/nocturnal-sense-apg.md deleted file mode 100644 index 72a204cb1..000000000 --- a/Compendium/feats/nocturnal-sense-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Nocturnal Sense"] ---- -# Nocturnal Sense *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Acute Scent](acute-scent.md), or precise or imprecise [scent](../../Rules/abilities/scent.md) and [low-light vision](../../Rules/abilities/low-light-vision.md) - -Your senses gain even greater clarity. While [raging](../../Rules/actions/rage.md), you gain [darkvision](../../Rules/abilities/darkvision.md) if you don't already have it, and the range of your imprecise [scent](../../Rules/abilities/scent.md) increases to 60 feet. - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/none-shall-know-lome.md b/Compendium/feats/none-shall-know-lome.md deleted file mode 100644 index f885f700a..000000000 --- a/Compendium/feats/none-shall-know-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["None Shall Know"] ---- -# None Shall Know *Feat 13* -[shisk](../../Rules/traits/shisk-lome.md) - - -Even magical means have a hard time prying information from you. You gain nondetection as an innate occult spell once per day, which can only be cast on yourself and is automatically heightened to half your level rounded up. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/nonlethal-spell-apg.md b/Compendium/feats/nonlethal-spell-apg.md deleted file mode 100644 index 7172bc72a..000000000 --- a/Compendium/feats/nonlethal-spell-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/manipulate -- trait/metamagic -- trait/wizard -aliases: ["Nonlethal Spell"] ---- -# Nonlethal Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Single Action - -You can alter offensive spells to be less deadly. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that deals damage and doesn't have the [death](../../Rules/traits/death.md) or [negative](../../Rules/traits/negative.md) trait, that spell gains the [nonlethal](../../Rules/traits/nonlethal.md) trait. - -*Source: Advanced Player's Guide p. 142* -%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/nonlethal-takedown-lokl.md b/Compendium/feats/nonlethal-takedown-lokl.md deleted file mode 100644 index 42e34fddc..000000000 --- a/Compendium/feats/nonlethal-takedown-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Nonlethal Takedown"] ---- -# Nonlethal Takedown *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -You prefer to use nonlethal means against living opponents, but the weapons you carry are lethal enough to destroy undead. You don't take the normal –2 circumstance penalty when attacking nonlethally with a weapon that lacks the [nonlethal](../../Rules/traits/nonlethal.md) trait. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/nosois-mask-loag.md b/Compendium/feats/nosois-mask-loag.md deleted file mode 100644 index 6258f62b0..000000000 --- a/Compendium/feats/nosois-mask-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Nosoi's Mask"] ---- -# Nosoi's Mask *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -Many psychopomps wear masks when dealing with the living, and many cultures believe that seeing an unmasked psychopomp's face invites death. You are trained in [Intimidation](../skills.md#Intimidation) and gain the [Intimidating Glare](intimidating-glare.md) skill feat. If you were already trained in [Intimidation](../skills.md#Intimidation) (from your background or class, for example), you instead become trained in a skill of your choice. You also know how to make masks like those worn by psychopomps, a process that takes 1 hour and 1 sp of appropriate material. If you instead pay 50 gp for a splendid psychopomp mask, the mask grants you a +1 item bonus to [Intimidation](../skills.md#Intimidation) while you are wearing it. Its usage is worn (mask). - -*Source: Lost Omens: Ancestry Guide p. 31* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/nothing-but-fluff-lotgb.md b/Compendium/feats/nothing-but-fluff-lotgb.md deleted file mode 100644 index fd949f5cd..000000000 --- a/Compendium/feats/nothing-but-fluff-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Nothing But Fluff"] ---- -# Nothing But Fluff *Feat 5* -[poppet](../../Rules/traits/poppet-lotgb.md) - -- **Prerequisites**: stuffed poppet heritage - -Your fluffy interior lacks specific organs and struts, with few weak spots to injure. You gain resistance to precision damage equal to half your level. - -*Source: Lost Omens: The Grand Bazaar p. 64* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/numb-botd.md b/Compendium/feats/numb-botd.md deleted file mode 100644 index 91d884f2a..000000000 --- a/Compendium/feats/numb-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Numb"] ---- -# Numb *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) - -As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the advanced undead benefits (page 44), as well as a +1 circumstance bonus on saving throws against [emotion](../../Rules/traits/emotion.md) and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an [emotion](../../Rules/traits/emotion.md) or pain effect, you get a critical success instead. - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/numb-to-death-logm.md b/Compendium/feats/numb-to-death-logm.md deleted file mode 100644 index 6e1d0737d..000000000 --- a/Compendium/feats/numb-to-death-logm.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/general -aliases: ["Numb To Death"] ---- -# Numb To Death *Feat 7* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: [Diehard](diehard.md), you have died at least once -- **Frequency**: once per day - -Your past has left you numb to death's call. The first time each day that you regain Hit Points while you are [dying](../../Rules/conditions.md#Dying), you regain additional Hit Points equal to your level, and you neither gain the [wounded](../../Rules/conditions.md#Wounded) condition nor increase the value of this condition. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/obscured-emergence-da.md b/Compendium/feats/obscured-emergence-da.md deleted file mode 100644 index f94deb4de..000000000 --- a/Compendium/feats/obscured-emergence-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/ranger -aliases: ["Obscured Emergence"] ---- -# Obscured Emergence *Feat 12* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: expert in [Stealth](../skills.md#Stealth) - -You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. - -When you stop being [hidden](../../Rules/conditions.md#Hidden) due to your own actions (not due to someone successfully finding you), you gain concealment until the start of your next turn as people's eyes find it oddly hard to focus on you. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to [Hide](../../Rules/actions/hide.md). - -*Source: Dark Archive p. 65* -%% #compendium/src/pf2e/da #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/obscured-terrain-lotgb.md b/Compendium/feats/obscured-terrain-lotgb.md deleted file mode 100644 index 5f8282660..000000000 --- a/Compendium/feats/obscured-terrain-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Obscured Terrain"] ---- -# Obscured Terrain *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [obscuring mist](../spells/obscuring-mist.md) - -When you cast [obscuring mist](../spells/obscuring-mist.md), you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can [Dismiss](../../Rules/actions/dismiss.md) the cloud. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/observant-explorer-lopsg.md b/Compendium/feats/observant-explorer-lopsg.md deleted file mode 100644 index 7a508503b..000000000 --- a/Compendium/feats/observant-explorer-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Observant Explorer"] ---- -# Observant Explorer *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -Thanks to the time you've spent wandering through wild and untamed environments, you've gained an intuitive sense about creatures. You sometimes notice them before they attack, or spot them nearby even if they weren't planning on attacking. You can attempt a check to notice [hidden](../../Rules/conditions.md#Hidden) creatures attempting to [Avoid Notice](../../Rules/actions/avoid-notice.md) nearby even if you aren't actively [Searching](../../Rules/actions/search.md) for them. You still need to meet any other requirements to notice a particular creature. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/occult-evolution.md b/Compendium/feats/occult-evolution.md deleted file mode 100644 index d34bed3b2..000000000 --- a/Compendium/feats/occult-evolution.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/occult -- trait/sorcerer -aliases: ["Occult Evolution"] ---- -# Occult Evolution *Feat 4* -[occult](../../Rules/traits/occult.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: bloodline that grants occult spells - -Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one [mental](../../Rules/traits/mental.md) occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). - -## Occult Evolution leads to... - -[Greater Mental Evolution](greater-mental-evolution.md), [Greater Spiritual Evolution](greater-spiritual-evolution-apg.md) - -## Summary - -*Source: Core Rulebook p. 199* -%% #compendium/src/pf2e/crb #trait/occult #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/occult-resistance-apg.md b/Compendium/feats/occult-resistance-apg.md deleted file mode 100644 index e0d283877..000000000 --- a/Compendium/feats/occult-resistance-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -aliases: ["Occult Resistance"] ---- -# Occult Resistance *Feat 9* -[changeling](../../Rules/traits/changeling-b1.md) - -- **Prerequisites**: expert in [Occultism](../skills.md#Occultism) - -Your study of occult practices has shown you how to best defend against them. You gain a +1 circumstance bonus to all saving throws against [occult](../../Rules/traits/occult.md) effects. - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/oddity-identification.md b/Compendium/feats/oddity-identification.md deleted file mode 100644 index 1a49b1440..000000000 --- a/Compendium/feats/oddity-identification.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Oddity Identification"] ---- -# Oddity Identification *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) - -You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to [Occultism](../skills.md#Occultism) checks to [Identify Magic](../../Rules/actions/identify-magic.md) with the [mental](../../Rules/traits/mental.md), [possession](../../Rules/traits/possession.md), [prediction](../../Rules/traits/prediction.md), or [scrying](../../Rules/traits/scrying.md) traits. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/ode-to-ouroboros-apg.md b/Compendium/feats/ode-to-ouroboros-apg.md deleted file mode 100644 index 2df624f93..000000000 --- a/Compendium/feats/ode-to-ouroboros-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Ode To Ouroboros"] ---- -# Ode To Ouroboros *Feat 10* -[bard](../../Rules/traits/bard.md) - - -You learn the [ode to ouroboros](../spells/ode-to-ouroboros-apg.md) composition spell, which enables you to temporarily spare your allies from death. - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/offensive-analysis-loag.md b/Compendium/feats/offensive-analysis-loag.md deleted file mode 100644 index bf77e0b0e..000000000 --- a/Compendium/feats/offensive-analysis-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Offensive Analysis"] ---- -# Offensive Analysis *Feat 5* -[aphorite](../../Rules/traits/aphorite-loag.md) - - -You can enhance your senses and mental state to consider every aspect of an attack. You can cast [true strike](../spells/true-strike.md) as a divine innate spell once per day. - -*Source: Lost Omens: Ancestry Guide p. 77* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/offensive-subroutine-loag.md b/Compendium/feats/offensive-subroutine-loag.md deleted file mode 100644 index 73b90b386..000000000 --- a/Compendium/feats/offensive-subroutine-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Offensive Subroutine"] ---- -# Offensive Subroutine *Feat 9* -[android](../../Rules/traits/android-loag.md) - -- **Prerequisites**: [Nanite Surge](nanite-surge-loag.md) - -Nanites augment your attacks. You can choose to activate Nanite Surge when you attempt an attack roll, instead of when you attempt a skill check. If you do, you gain a +1 status bonus to the triggering attack roll. - -*Source: Lost Omens: Ancestry Guide p. 74* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/old-soul-loag.md b/Compendium/feats/old-soul-loag.md deleted file mode 100644 index 2969e38f1..000000000 --- a/Compendium/feats/old-soul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Old Soul"] ---- -# Old Soul *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: at least 100 years old - -Your immortal lineage has granted you a lifespan much longer than most mortals, and you've learned a lot along the way. You become trained in two skills of your choice. - -*Source: Lost Omens: Ancestry Guide p. 27* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/olethross-decree-loag.md b/Compendium/feats/olethross-decree-loag.md deleted file mode 100644 index e54287d59..000000000 --- a/Compendium/feats/olethross-decree-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/death -- trait/divine -- trait/duskwalker -- trait/necromancy -aliases: ["Olethros's Decree"] ---- -# Olethros's Decree [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[death](../../Rules/traits/death.md) [divine](../../Rules/traits/divine.md) [duskwalker](../../Rules/traits/duskwalker-apg.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Frequency**: once per day -- **Activity** Single Action - -You have a connection to olethroses, the enigmatic psychopomps who successfully swayed the yamaraj to permit the creation of the first duskwalkers. You place a finger on fate's scales by wrapping silk around your bow. The first time this turn that you hit a creature with a [Strike](../../Rules/actions/strike.md) using a weapon in the bow group you've modified in this way, that creature takes an additional 60 damage (basic Fortitude save using your class DC or spell DC, whichever is higher) as the arrow works to cut short their very destiny. This additional damage is of the same type as the initial attack dealt. If you hit more than one creature at the same time, choose one to suffer the effect of your decree. - -*Source: Lost Omens: Ancestry Guide p. 32* -%% #compendium/src/pf2e/loag #trait/death #trait/divine #trait/duskwalker #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/one-for-all-apg.md b/Compendium/feats/one-for-all-apg.md deleted file mode 100644 index 8fa050acc..000000000 --- a/Compendium/feats/one-for-all-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/linguistic -- trait/mental -- trait/swashbuckler -aliases: ["One For All"] ---- -# One For All [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) -- **Activity** Single Action - -With precisely the right words of encouragement, you bolster an ally's efforts. Designate an ally within 30 feet; this action counts as sufficient preparation to [Aid](../../Rules/actions/aid.md) that ally. When you use the [Aid](../../Rules/actions/aid.md) reaction to help that ally, you can roll [Diplomacy](../skills.md#Diplomacy) in place of the usual check. If your swashbuckler's style is wit and your [Diplomacy](../skills.md#Diplomacy) check to [Aid](../../Rules/actions/aid.md) meets or exceeds the very hard DC for your level, you gain panache. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/auditory #trait/concentrate #trait/emotion #trait/linguistic #trait/mental #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/one-inch-punch-apg.md b/Compendium/feats/one-inch-punch-apg.md deleted file mode 100644 index c791b9638..000000000 --- a/Compendium/feats/one-inch-punch-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["One-inch Punch"] ---- -# One-inch Punch [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: expert strikes -- **Activity** Varies ([>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You put all your force into a single mighty, carefully controlled blow. Make an unarmed [Strike](../../Rules/actions/strike.md). If you spend two actions and this [Strike](../../Rules/actions/strike.md) hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit. - -If you're at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions. If you're at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions. - -## One-inch Punch leads to... - -[One-millimeter Punch](one-millimeter-punch-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/one-millimeter-punch-apg.md b/Compendium/feats/one-millimeter-punch-apg.md deleted file mode 100644 index 4a0635711..000000000 --- a/Compendium/feats/one-millimeter-punch-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["One-millimeter Punch"] ---- -# One-millimeter Punch *Feat 16* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [One-Inch Punch](one-inch-punch-apg.md) - -Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your ki to send the foe flying. If you do, the target must attempt a Fortitude save against your class DC. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is pushed back 5 feet. -> - **Failure** The target is pushed back 10 feet. -> - **Critical Failure** The target is pushed back 10 feet for each action you spent on One-Inch Punch. - -*Source: Advanced Player's Guide p. 131* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/one-more-activation-da.md b/Compendium/feats/one-more-activation-da.md deleted file mode 100644 index 11ed64571..000000000 --- a/Compendium/feats/one-more-activation-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["One More Activation"] ---- -# One More Activation *Feat 6* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -You've forged a deeper bond to your invested items, allowing you to activate them more than usual. Once each day, you can [Activate an Item](../../Rules/actions/activate-an-item.md) you've invested even after you've used that activation the maximum number of times for its frequency. - -You can do so only if the item's level is half your level or lower, the activation has a frequency of once per day or more frequent, and you haven't already used the activation this round. - -*Source: Dark Archive p. 44* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/one-toed-hop-apg.md b/Compendium/feats/one-toed-hop-apg.md deleted file mode 100644 index c39ef95db..000000000 --- a/Compendium/feats/one-toed-hop-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["One-toed Hop"] ---- -# One-toed Hop [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Activity** Single Action - -Assuming a peculiar stance, you make a short hop on each toe. You make a vertical [Leap](../../Rules/actions/leap.md) without triggering reactions that can be triggered by move actions or upon leaving or entering a square. - -*Source: Advanced Player's Guide p. 27* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/one-with-earth-loag.md b/Compendium/feats/one-with-earth-loag.md deleted file mode 100644 index bf89b8daf..000000000 --- a/Compendium/feats/one-with-earth-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["One With Earth"] ---- -# One With Earth *Feat 13* -[oread](../../Rules/traits/oread-b2.md) - - -You've learned to harness your connection to the earth to travel through it. You gain a burrow Speed of 15 feet. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/one-with-the-land-botd.md b/Compendium/feats/one-with-the-land-botd.md deleted file mode 100644 index 3b9aeb01a..000000000 --- a/Compendium/feats/one-with-the-land-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["One with the Land"] ---- -# One with the Land *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) - -Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual [Perception](../skills.md#Perception) checks and ignore [concealment](../../Rules/conditions.md#Concealed) caused by certain environmental effects. The types you ignore depend on your bound terrain. - -- **Arctic** Ice or snow -- **Desert** Dust or sand -- **Mountain** Clouds or mist -- **Swamp** Rain or murky water - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/oneiric-influence-da.md b/Compendium/feats/oneiric-influence-da.md deleted file mode 100644 index a8376267f..000000000 --- a/Compendium/feats/oneiric-influence-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/occult -aliases: ["Oneiric Influence"] ---- -# Oneiric Influence *Feat 12* -[archetype](../../Rules/traits/archetype.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Infiltrate Dream](infiltrate-dream-da.md) - -While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a Will save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a [subconscious suggestion](../spells/subconscious-suggestion.md) spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded. - -*Source: Dark Archive p. 206* -%% #compendium/src/pf2e/da #trait/archetype #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/ongoing-investigation-apg.md b/Compendium/feats/ongoing-investigation-apg.md deleted file mode 100644 index ed5c0afe0..000000000 --- a/Compendium/feats/ongoing-investigation-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Ongoing Investigation"] ---- -# Ongoing Investigation *Feat 4* -[investigator](../../Rules/traits/investigator-apg.md) - - -You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the [Investigate](../../Rules/actions/investigate.md) exploration activity, and you can use another exploration activity while Investigating. - -*Source: Advanced Player's Guide p. 62* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/ongoing-selfishness-apg.md b/Compendium/feats/ongoing-selfishness-apg.md deleted file mode 100644 index 0b7cd311a..000000000 --- a/Compendium/feats/ongoing-selfishness-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Ongoing Selfishness"] ---- -# Ongoing Selfishness *Feat 1* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: desecrator cause - -Your powerful personality and incredible ego demand that you protect yourself above all else. After you use [Selfish Shield](../../Rules/actions/selfish-shield-apg.md), you gain resistance to all further damage from the triggering enemy until the end of the turn on which you used the reaction. This resistance is equal to half your [Selfish Shield](../../Rules/actions/selfish-shield-apg.md) resistance. - -*Source: Advanced Player's Guide p. 118* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ongoing-strategy-apg.md b/Compendium/feats/ongoing-strategy-apg.md deleted file mode 100644 index acec7f2fd..000000000 --- a/Compendium/feats/ongoing-strategy-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Ongoing Strategy"] ---- -# Ongoing Strategy *Feat 10* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: strategic strike - -You're constantly studying small aspects of everyone's movements, even if you don't have a stratagem in place ahead of time. On any [Strike](../../Rules/actions/strike.md) for which you didn't [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md), you still deal precision damage equal to your number of strategic strike damage dice so long as the weapon or unarmed attack you used is one that would have let you use your Intelligence modifier had you Devised a Stratagem. - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/ooze-empathy-sli.md b/Compendium/feats/ooze-empathy-sli.md deleted file mode 100644 index 573e02dc8..000000000 --- a/Compendium/feats/ooze-empathy-sli.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -aliases: ["Ooze Empathy"] ---- -# Ooze Empathy *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Oozemorph Dedication](oozemorph-dedication-sli.md), at least two other class feats from the oozemorph archetype - -You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use [Diplomacy](../skills.md#Diplomacy) to [Make an Impression](../../Rules/actions/make-an-impression.md) on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case. - -*Source: The Slithering p. 59* -%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/oozemorph-dedication-sli.md b/Compendium/feats/oozemorph-dedication-sli.md deleted file mode 100644 index 84c14a575..000000000 --- a/Compendium/feats/oozemorph-dedication-sli.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Oozemorph Dedication"] ---- -# Oozemorph Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - - -You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in [Occultism](../skills.md#Occultism) and [Ooze Lore](../skills.md#Lore); if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to [Escape](../../Rules/actions/escape.md) after being Engulfed. - -As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to [Diplomacy](../skills.md#Diplomacy) checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of –4 for four or more feats. - -**Special.** You can't select another dedication feat until you have gained two other feats from the oozemorph archetype. - -## Oozemorph Dedication leads to... - -[Disturbing Defense](disturbing-defense-sli.md), [Peculiar Anatomy](peculiar-anatomy-sli.md), [Rubbery Skin](rubbery-skin-sli.md), [Hideous Ululation](hideous-ululation-sli.md), [Ooze Empathy](ooze-empathy-sli.md), [Uncanny Suction](uncanny-suction-sli.md), [Vacate Vision](vacate-vision-sli.md) - -## Summary - -*Source: The Slithering p. 59* -%% #compendium/src/pf2e/sli #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/open-mind-loil.md b/Compendium/feats/open-mind-loil.md deleted file mode 100644 index 8f6ea3e2e..000000000 --- a/Compendium/feats/open-mind-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Open Mind"] ---- -# Open Mind *Feat 1* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - - -You have inherent psychic abilities that allow you to tap into the power of your mind. Choose one cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Impossible Lands p. 43* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/opportune-backstab.md b/Compendium/feats/opportune-backstab.md deleted file mode 100644 index 9d203286d..000000000 --- a/Compendium/feats/opportune-backstab.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Opportune Backstab"] ---- -# Opportune Backstab [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** A creature within your melee reach is hit by a melee attack from one of your allies. -- **Activity** Reaction - -When your enemy is hit by your ally, you capitalize upon the distraction. Make a [Strike](../../Rules/actions/strike.md) against the triggering creature. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/opportune-throw-ec1.md b/Compendium/feats/opportune-throw-ec1.md deleted file mode 100644 index 8fd72e6f6..000000000 --- a/Compendium/feats/opportune-throw-ec1.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/uncommon -aliases: ["Opportune Throw"] ---- -# Opportune Throw [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: legendary in [Performance](../skills.md#Performance), [Juggler Dedication](juggler-dedication-ec1.md) -- **Trigger** A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. -- **Requirements**: You are Juggling a thrown weapon. -- **Activity** Reaction - -You make a thrown ranged [Strike](../../Rules/actions/strike.md) with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. - -This [Strike](../../Rules/actions/strike.md) doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/opportunist.md b/Compendium/feats/opportunist.md deleted file mode 100644 index fe1b4b0f5..000000000 --- a/Compendium/feats/opportunist.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Opportunist"] ---- -# Opportunist *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Fighter Dedication](fighter-dedication.md) - -You gain the [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md) reaction. - -*Source: Core Rulebook p. 226* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/opportunistic-grapple-apg.md b/Compendium/feats/opportunistic-grapple-apg.md deleted file mode 100644 index af430b1b9..000000000 --- a/Compendium/feats/opportunistic-grapple-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Opportunistic Grapple"] ---- -# Opportunistic Grapple [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Trigger** Your prey critically fails on a melee [Strike](../../Rules/actions/strike.md)'s attack roll against you. -- **Requirements**: Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you. -- **Activity** Reaction - -You attempt an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) your prey. - -*Source: Advanced Player's Guide p. 163* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/oracle-dedication-apg.md b/Compendium/feats/oracle-dedication-apg.md deleted file mode 100644 index d25f76fa1..000000000 --- a/Compendium/feats/oracle-dedication-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Oracle Dedication"] ---- -# Oracle Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -Choose a mystery|oracle|apg|1. You become trained in [Religion](../skills.md#Religion) and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the oracle archetype. - -## Oracle Dedication leads to... - -[Basic Mysteries](basic-mysteries-apg.md), [Advanced Mysteries](advanced-mysteries-apg.md), [Basic Oracle Spellcasting](basic-oracle-spellcasting-apg.md), [Expert Oracle Spellcasting](expert-oracle-spellcasting-apg.md), [Master Oracle Spellcasting](master-oracle-spellcasting-apg.md), [Mysterious Breadth](mysterious-breadth-apg.md), [First Revelation](first-revelation-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 152* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/oracular-providence-apg.md b/Compendium/feats/oracular-providence-apg.md deleted file mode 100644 index d2bd5115b..000000000 --- a/Compendium/feats/oracular-providence-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Oracular Providence"] ---- -# Oracular Providence *Feat 20* -[oracle](../../Rules/traits/oracle-apg.md) - -- **Prerequisites**: oracular clarity - -Your mystery grants you access to deep reserves of truly miraculous divine power. You gain an additional 10th-level spell slot. - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/oracular-warning-apg.md b/Compendium/feats/oracular-warning-apg.md deleted file mode 100644 index 588b2e5d9..000000000 --- a/Compendium/feats/oracular-warning-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divination -- trait/divine -- trait/oracle -aliases: ["Oracular Warning"] ---- -# Oracular Warning [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Trigger** You are about to roll initiative. -- **Activity** Free Action - -You have a flash of insight about impending danger related to one ally, and you can shout or gesture to warn that ally of the threat a moment before it materializes. One ally of your choice can roll twice for initiative and use the better result; this is a [fortune](../../Rules/traits/fortune.md) effect. If you are legendary in [Religion](../skills.md#Religion), you receive two visions and can warn two allies, granting them both this benefit. - -You are momentarily thrown off by the divine insight, however, and you must roll twice for your initiative roll and use the worse result. This is a [misfortune](../../Rules/traits/misfortune.md) effect. - -The two effects are tied together; if you would avoid the [misfortune](../../Rules/traits/misfortune.md) effect for any reason, or if any of your allies would negate their [fortune](../../Rules/traits/fortune.md) effect, your Oracular Warning does nothing. Depending on whether you use gestures or call out, this action gains either the [visual](../../Rules/traits/visual.md) or [auditory](../../Rules/traits/auditory.md) trait, respectively. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/orc-ferocity.md b/Compendium/feats/orc-ferocity.md deleted file mode 100644 index f2ce9c203..000000000 --- a/Compendium/feats/orc-ferocity.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/orc -aliases: ["Orc Ferocity"] ---- -# Orc Ferocity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[orc](../../Rules/traits/orc.md) - -- **Frequency**: once per day -- **Trigger** You would be reduced to 0 Hit Points but not immediately killed. -- **Activity** Reaction - -Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your [wounded](../../Rules/conditions.md#Wounded) condition increases by 1. - -## Orc Ferocity leads to... - -[Incredible Ferocity](incredible-ferocity.md), [Ferocious Beasts](ferocious-beasts-apg.md), [Rampaging Ferocity](rampaging-ferocity-apg.md), [Undying Ferocity](undying-ferocity-apg.md), [Defy Death](defy-death-loag.md) - -## Summary - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/orc-lore-apg.md b/Compendium/feats/orc-lore-apg.md deleted file mode 100644 index edb7b5546..000000000 --- a/Compendium/feats/orc-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Orc Lore"] ---- -# Orc Lore *Feat 1* -[orc](../../Rules/traits/orc.md) - - -The hold elders taught you your people's histories, told tales of great athletic feats, and shared with you the hardships your ancestors endured so that you can pass this wisdom down to future generations. You become trained in [Athletics](../skills.md#Athletics) and [Survival](../skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Orc Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 18* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/orc-sight.md b/Compendium/feats/orc-sight.md deleted file mode 100644 index 92ee3da60..000000000 --- a/Compendium/feats/orc-sight.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/half-orc -aliases: ["Orc Sight"] ---- -# Orc Sight *Feat 1* -[half-orc](../../Rules/traits/half-orc.md) - -- **Prerequisites**: [low-light vision](../../Rules/abilities/low-light-vision.md) - -Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain [darkvision](../../Rules/abilities/darkvision.md), allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/half-orc %% \ No newline at end of file diff --git a/Compendium/feats/orc-superstition.md b/Compendium/feats/orc-superstition.md deleted file mode 100644 index 753f0037e..000000000 --- a/Compendium/feats/orc-superstition.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/orc -aliases: ["Orc Superstition"] ---- -# Orc Superstition [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [orc](../../Rules/traits/orc.md) - -- **Trigger** You attempt a saving throw against a spell or [magical](../../Rules/traits/magical.md) effect, before rolling. -- **Activity** Reaction - -You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or [magical](../../Rules/traits/magical.md) effect. - -## Orc Superstition leads to... - -[Pervasive Superstition](pervasive-superstition.md), [Spell Devourer](spell-devourer-apg.md) - -## Summary - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/orc-warmask-loag.md b/Compendium/feats/orc-warmask-loag.md deleted file mode 100644 index 761aae7c9..000000000 --- a/Compendium/feats/orc-warmask-loag.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -aliases: ["Orc Warmask"] ---- -# Orc Warmask *Feat 1* -[orc](../../Rules/traits/orc.md) - - -You paint your face to create a warmask, an invested magic item of negligible Bulk with an item level equal to your level and a usage of worn (mask). It has the [divination](../../Rules/traits/divination.md) trait and a magical tradition trait depending on its type. Donning or removing your warmask requires 1 minute of work, though you don't need to Invest the mask each time. The warmask is unique to you and might signify your hold, your accomplishments, or your faith. While creating your mask, you must choose the source of your warmask's power from the options below. This source determines the mask's associated skill as well as magical tradition. - -Once you select this source, it can't be changed. You become trained in the associated skill, and you gain the [Dubious Knowledge](dubious-knowledge.md) skill feat as a bonus feat. - -You can spend 1 hour performing a ceremony that costs 50 gp to attune yourself more deeply with your warmask. If you do, you gain a +1 item bonus to the associated skill whenever you wear the warmask. - -- **The Gods** [Religion](../skills.md#Religion), divine tradition -- **The Land** [Nature](../skills.md#Nature), primal tradition -- **Magic** [Arcana](../skills.md#Arcana), arcane tradition -- **The Unknown** [Occultism](../skills.md#Occultism), occult tradition - -## Orc Warmask leads to... - -[Mask Of Fear](mask-of-fear-loag.md), [Mask Of Pain](mask-of-pain-loag.md), [Mask Of Power](mask-of-power-loag.md), [Mask Of Rejection](mask-of-rejection-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 51* -%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/orc-weapon-carnage.md b/Compendium/feats/orc-weapon-carnage.md deleted file mode 100644 index 4ee7758dd..000000000 --- a/Compendium/feats/orc-weapon-carnage.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/orc -aliases: ["Orc Weapon Carnage"] ---- -# Orc Weapon Carnage *Feat 5* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Weapon Familiarity](orc-weapon-familiarity.md) - -You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a [falchion](../equipment/items/falchion.md), a [greataxe](../equipment/items/greataxe.md), or an orc weapon, you apply the weapon's critical specialization effect. - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/orc-weapon-expertise.md b/Compendium/feats/orc-weapon-expertise.md deleted file mode 100644 index 5ece38ada..000000000 --- a/Compendium/feats/orc-weapon-expertise.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/orc -aliases: ["Orc Weapon Expertise"] ---- -# Orc Weapon Expertise *Feat 13* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Weapon Familiarity](orc-weapon-familiarity.md) - -Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [falchion](../equipment/items/falchion.md), the [greataxe](../equipment/items/greataxe.md), and all orc weapons in which you are trained. - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/orc-weapon-familiarity.md b/Compendium/feats/orc-weapon-familiarity.md deleted file mode 100644 index 975824083..000000000 --- a/Compendium/feats/orc-weapon-familiarity.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/orc -aliases: ["Orc Weapon Familiarity"] ---- -# Orc Weapon Familiarity *Feat 1* -[orc](../../Rules/traits/orc.md) - - -In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the [falchion](../equipment/items/falchion.md) and [greataxe](../equipment/items/greataxe.md). In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons. - -## Orc Weapon Familiarity leads to... - -[Orc Weapon Carnage](orc-weapon-carnage.md), [Orc Weapon Expertise](orc-weapon-expertise.md) - -## Summary - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/order-spell.md b/Compendium/feats/order-spell.md deleted file mode 100644 index 2fc1f214d..000000000 --- a/Compendium/feats/order-spell.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Order Spell"] ---- -# Order Spell *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Druid Dedication](druid-dedication.md) - -You gain the initial order spell from your order. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by being one with nature. (For more on order spells, see page 131.) - -*Source: Core Rulebook p. 225* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/order-training-locg.md b/Compendium/feats/order-training-locg.md deleted file mode 100644 index 85de83e03..000000000 --- a/Compendium/feats/order-training-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/uncommon -aliases: ["Order Training"] ---- -# Order Training *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Hellknight Armiger Dedication](hellknight-armiger-dedication-lowg.md) - -You gain the lesser order benefit for the Hellknight order to which you belong. - -*Source: Lost Omens: Character Guide p. 81* -%% #compendium/src/pf2e/locg #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ornate-tattoo-locg.md b/Compendium/feats/ornate-tattoo-locg.md deleted file mode 100644 index c23a4e23c..000000000 --- a/Compendium/feats/ornate-tattoo-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Ornate Tattoo"] ---- -# Ornate Tattoo *Feat 5* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Arcane Tattoos](arcane-tattoos-locg.md) - -You expand your tattoos to encompass greater magic. Choose a 1st-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell. - -## Ornate Tattoo leads to... - -[Virtue-forged Tattoos](virtue-forged-tattoos-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 13* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/orthographic-mastery-apg.md b/Compendium/feats/orthographic-mastery-apg.md deleted file mode 100644 index 7dc44c7e6..000000000 --- a/Compendium/feats/orthographic-mastery-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Orthographic Mastery"] ---- -# Orthographic Mastery *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Loremaster Dedication](loremaster-dedication-apg.md) - -You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to [Decipher Writing](../../Rules/actions/decipher-writing.md) using [Loremaster Lore](../skills.md#Lore) in place of the required skill. - -*Source: Advanced Player's Guide p. 179* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/ostentatious-arrival-som.md b/Compendium/feats/ostentatious-arrival-som.md deleted file mode 100644 index 31c68c018..000000000 --- a/Compendium/feats/ostentatious-arrival-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/concentrate -- trait/manipulate -- trait/metamagic -- trait/summoner -aliases: ["Ostentatious Arrival"] ---- -# Ostentatious Arrival [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Activity** Free Action - -If the next action you take is to [Manifest your Eidolon](../../Rules/actions/manifest-eidolon-som.md) as a three-action activity, or to Cast a three-action summoning Spell, the creature appears in an explosion. - -All creatures in a 10-foot emanation around the creature you summoned or manifested take `1d4` fire damage per spell level for a summoning spell, or `1d4` damage per 2 levels for Manifesting your Eidolon. If the creature you summoned or manifested has the acid, cold, electricity, fire, [sonic](../../Rules/traits/sonic.md), or [water](../../Rules/traits/water.md) trait, the damage is that type instead (or cold damage for the [water](../../Rules/traits/water.md) trait). If the creature has more than one of these traits, you choose which damage type to deal. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/concentrate #trait/manipulate #trait/metamagic #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/otherworldly-acumen-apg.md b/Compendium/feats/otherworldly-acumen-apg.md deleted file mode 100644 index cdae3ba63..000000000 --- a/Compendium/feats/otherworldly-acumen-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Otherworldly Acumen"] ---- -# Otherworldly Acumen *Feat 9* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: at least one innate spell gained from an elf ancestry feat - -The arcane magic you possess grows in power and complexity. Choose one common 2nd-level spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have [Otherworldly Magic](otherworldly-magic.md), for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/out-of-hand-botd.md b/Compendium/feats/out-of-hand-botd.md deleted file mode 100644 index bcf543e52..000000000 --- a/Compendium/feats/out-of-hand-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Out of Hand"] ---- -# Out of Hand *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) - -Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the [minion](../../Rules/traits/minion.md) trait. While severed, your limb has the statistics of a familiar (Core Rulebook 217–218) without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can [Interact](../../Rules/actions/interact.md) with things, and it can still make any unarmed [Strikes](../../Rules/actions/strike.md) it could have made while attached to you (usually a fist [Strike](../../Rules/actions/strike.md)). Any [Strikes](../../Rules/actions/strike.md) it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with [Form of the Fiend](form-of-the-fiend-apg.md), giving you a tail unarmed attack). You gain the Lay Down Arms action. - -```ad-embed-ability -title: Lay Down Arms [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square. You can also use this action to reattach your severed arm if it's adjacent to you; it immediately functions normally. If the detached limb was at 0 Hit Points, it takes 10 minutes to reattach it instead of a single action. -``` - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype %% diff --git a/Compendium/feats/overcrowd-apg.md b/Compendium/feats/overcrowd-apg.md deleted file mode 100644 index 96e22fdba..000000000 --- a/Compendium/feats/overcrowd-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Overcrowd"] ---- -# Overcrowd *Feat 9* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -Your physiology is slight, and you can pack into small spaces with others of similar stature. As long as you are Small, you can end your movement in the same square as a Small ally. Only two creatures total can share the same space when using this ability or a similar one. - -## Overcrowd leads to... - -[Shinstabber](shinstabber-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 23* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/overdrive-ally-g-g.md b/Compendium/feats/overdrive-ally-g-g.md deleted file mode 100644 index 98270e258..000000000 --- a/Compendium/feats/overdrive-ally-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Overdrive Ally"] ---- -# Overdrive Ally [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Overdrive](../../Rules/actions/overdrive-g-g.md) -- **Requirements**: You are currently in overdrive. -- **Activity** Single Action - -You quickly fling some of your powered-up mechanisms to an ally, sharing your benefits with them briefly. Choose an ally within 30 feet. Until the end of their next turn, that ally's [Strikes](../../Rules/actions/strike.md) deal additional damage equal to half your Intelligence modifier, or your full Intelligence modifier if you were in critical overdrive. The ally doesn't gain the increased damage from expert, master, or legendary overdrive. - -*Source: Guns & Gears p. 28* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/overextending-feint-apg.md b/Compendium/feats/overextending-feint-apg.md deleted file mode 100644 index 6e5563d32..000000000 --- a/Compendium/feats/overextending-feint-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Overextending Feint"] ---- -# Overextending Feint *Feat 1* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -When you trick a foe, instead of catching them off guard, you goad them into overextending their next attack. On a successful [Feint](../../Rules/actions/feint.md), you can use the following success and critical success effects instead of any other effects that would occur when you [Feint](../../Rules/actions/feint.md). You can choose a different effect each time you [Feint](../../Rules/actions/feint.md) against a given foe. - -> [!success-degree] -> - **Critical Success** The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn. -> - **Success** The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn. - -*Source: Advanced Player's Guide p. 134* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/overlooked-mastermind-locg.md b/Compendium/feats/overlooked-mastermind-locg.md deleted file mode 100644 index db4f9eb4c..000000000 --- a/Compendium/feats/overlooked-mastermind-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/half-orc -aliases: ["Overlooked Mastermind"] ---- -# Overlooked Mastermind *Feat 1* -[half-orc](../../Rules/traits/half-orc.md) - - -Many consider half-orcs little more than dumb brutes. This is offensive to you, but it can occasionally be useful. You are trained in [Deception](../skills.md#Deception) (or another skill of your choice if you were already trained in [Deception](../skills.md#Deception)), and you gain a +2 circumstance bonus to [Deception](../skills.md#Deception) checks to [Lie](../../Rules/actions/lie.md) when specifically claiming ignorance and to [Deception](../skills.md#Deception) DCs against [Sense Motive](../../Rules/actions/sense-motive.md) checks to uncover such lies. - -*Source: Lost Omens: Character Guide p. 15* -%% #compendium/src/pf2e/locg #trait/half-orc %% \ No newline at end of file diff --git a/Compendium/feats/overpowering-charge-barbarian-apg.md b/Compendium/feats/overpowering-charge-barbarian-apg.md deleted file mode 100644 index 2b6e1a91f..000000000 --- a/Compendium/feats/overpowering-charge-barbarian-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -aliases: ["Overpowering Charge (Barbarian)"] ---- -# Overpowering Charge (Barbarian) *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) - -- **Prerequisites**: Barreling Charge - -You trample your foes as you charge past them. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your next turn. - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/overpowering-charge-fighter-apg.md b/Compendium/feats/overpowering-charge-fighter-apg.md deleted file mode 100644 index 4bdc36fdb..000000000 --- a/Compendium/feats/overpowering-charge-fighter-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Overpowering Charge (Fighter)"] ---- -# Overpowering Charge (Fighter) *Feat 10* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: Barreling Charge - -You trample foes as you charge past. When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. On a critical success, the creature takes double damage and is [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your next turn. - -*Source: Advanced Player's Guide p. 127* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/oversized-throw-apg.md b/Compendium/feats/oversized-throw-apg.md deleted file mode 100644 index a437d4451..000000000 --- a/Compendium/feats/oversized-throw-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Oversized Throw"] ---- -# Oversized Throw [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: You have one or more hands free. -- **Activity** Two-Action - -With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged [Strike](../../Rules/actions/strike.md) with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals `1d10` bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to `2d10` if you have weapon specialization in simple weapons, or `3d10` if you have greater weapon specialization. - -*Source: Advanced Player's Guide p. 109* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/overwatch-dedication-g-g.md b/Compendium/feats/overwatch-dedication-g-g.md deleted file mode 100644 index 1bb81fe9b..000000000 --- a/Compendium/feats/overwatch-dedication-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Overwatch Dedication"] ---- -# Overwatch Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Perception](../skills.md#Perception) - -You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you're keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger. - -You're surrounded by an overwatch field aura in a 30-foot emanation. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the [auditory](../../Rules/traits/auditory.md) and [visual](../../Rules/traits/visual.md) traits. You and allies within your overwatch field receive a +2 circumstance bonus when using [Perception](../skills.md#Perception) for Initiative checks. - -**Special.** You can't select another dedication feat until after you have gained at least two other feats from the overwatch archetype. - -## Overwatch Dedication leads to... - -[Control Tower](control-tower-g-g.md), [Converge](converge-g-g.md), [Forewarn](forewarn-g-g.md), [Master Spotter](master-spotter-g-g.md), [Spyglass Modification](spyglass-modification-g-g.md), [Swift Intervention](swift-intervention-g-g.md), [Topple Giants](topple-giants-g-g.md), [Wide Overwatch](wide-overwatch-g-g.md) - -## Summary - -*Source: Guns & Gears p. 50* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/overwhelming-blow-apg.md b/Compendium/feats/overwhelming-blow-apg.md deleted file mode 100644 index 2a8635dbd..000000000 --- a/Compendium/feats/overwhelming-blow-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Overwhelming Blow"] ---- -# Overwhelming Blow [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[fighter](../../Rules/traits/fighter.md) - -- **Activity** Three-Action - -You throw your weight into a powerful attack that leaves you vulnerable. Make a melee [Strike](../../Rules/actions/strike.md). This counts as three attacks when calculating your multiple attack penalty. If this [Strike](../../Rules/actions/strike.md) hits, you get a critical hit. If you roll a critical hit, your attack also gains the [deadly ](../../Rules/traits/deadly.md) trait. Whether or not you hit, you become [stunned](../../Rules/conditions.md#Stunned) and are [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn. - -*Source: Advanced Player's Guide p. 127* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/overwhelming-breath-apg.md b/Compendium/feats/overwhelming-breath-apg.md deleted file mode 100644 index 551d16b88..000000000 --- a/Compendium/feats/overwhelming-breath-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/monk -aliases: ["Overwhelming Breath"] ---- -# Overwhelming Breath [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells -- **Activity** Single Action - -You control your breathing and align it with your ki, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has the [monk](../../Rules/traits/monk.md) trait and no duration, the spell and any [Strikes](../../Rules/actions/strike.md) you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/overwhelming-energy-druid.md b/Compendium/feats/overwhelming-energy-druid.md deleted file mode 100644 index 06453de7d..000000000 --- a/Compendium/feats/overwhelming-energy-druid.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -- trait/manipulate -- trait/metamagic -aliases: ["Overwhelming Energy (Druid)"] ---- -# Overwhelming Energy (Druid) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[druid](../../Rules/traits/druid.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](../../Rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the wall created by [wall of fire](../spells/wall-of-fire.md). A creature's immunities are unaffected. - -*Source: Core Rulebook p. 137* -%% #compendium/src/pf2e/crb #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/overwhelming-energy-sorcerer.md b/Compendium/feats/overwhelming-energy-sorcerer.md deleted file mode 100644 index c57cdc1ca..000000000 --- a/Compendium/feats/overwhelming-energy-sorcerer.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/manipulate -- trait/metamagic -- trait/sorcerer -aliases: ["Overwhelming Energy (Sorcerer)"] ---- -# Overwhelming Energy (Sorcerer) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You alter your spells to overcome resistances. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](../../Rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the wall created by [wall of fire](../spells/wall-of-fire.md). A creature's immunities are unaffected. - -*Source: Core Rulebook p. 200* -%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/overwhelming-energy-wizard.md b/Compendium/feats/overwhelming-energy-wizard.md deleted file mode 100644 index 08cba648b..000000000 --- a/Compendium/feats/overwhelming-energy-wizard.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/manipulate -- trait/metamagic -- trait/wizard -aliases: ["Overwhelming Energy (Wizard)"] ---- -# Overwhelming Energy (Wizard) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Single Action - -With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](../../Rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the wall created by [wall of fire](../spells/wall-of-fire.md). A creature's immunities are unaffected. - -*Source: Core Rulebook p. 211* -%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/overwhelming-spellstrike-som.md b/Compendium/feats/overwhelming-spellstrike-som.md deleted file mode 100644 index 8189cab34..000000000 --- a/Compendium/feats/overwhelming-spellstrike-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Overwhelming Spellstrike"] ---- -# Overwhelming Spellstrike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Requirements**: Your [Spellstrike](../../Rules/actions/spellstrike-som.md) is charged. -- **Activity** Two-Action - -You pierce through your foe's resistance. Make a [Spellstrike](../../Rules/actions/spellstrike-som.md). The spell you cast as part of the [Spellstrike](../../Rules/actions/spellstrike-som.md) ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](../../Rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell. A creature's immunities are unaffected. - -*Source: Secrets of Magic p. 48* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/pack-hunter-lome.md b/Compendium/feats/pack-hunter-lome.md deleted file mode 100644 index eff385588..000000000 --- a/Compendium/feats/pack-hunter-lome.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Pack Hunter"] ---- -# Pack Hunter *Feat 1* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -You were taught how to hunt as part of a pack. You gain a +2 circumstance bonus to checks to [Aid](../../Rules/actions/aid.md), and your allies gain a +2 circumstance bonus to checks to [Aid](../../Rules/actions/aid.md) you. - -## Pack Hunter leads to... - -[Pack Stalker](pack-stalker-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 113* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/pack-rat-apg.md b/Compendium/feats/pack-rat-apg.md deleted file mode 100644 index 24f54bdf8..000000000 --- a/Compendium/feats/pack-rat-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Pack Rat"] ---- -# Pack Rat *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -Years of packing for travel have taught you how to cram vast quantities into small spaces. You can fit an additional 50% of the listed Bulk capacity into mundane storage containers or vehicles. For example, you can fit 6 Bulk in a backpack, or 12 Bulk in a chest. This doesn't alter the items' Bulk, nor does it change how much you can store in a magical or extradimensional storage space, such as a bag of holding. - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/pack-stalker-lome.md b/Compendium/feats/pack-stalker-lome.md deleted file mode 100644 index c6ea8dcdf..000000000 --- a/Compendium/feats/pack-stalker-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Pack Stalker"] ---- -# Pack Stalker *Feat 5* -[gnoll](../../Rules/traits/gnoll-b1.md) - -- **Prerequisites**: expert in [Stealth](../skills.md#Stealth), [Pack Hunter](pack-hunter-lome.md) - -Ambushes are an honored gnoll tradition. You gain the Terrain Stalker feat and can extend its effects to a single ally so long as they remain within 10 ft. of you. If you have master proficiency in [Stealth](../skills.md#Stealth), you can extend the effect to two allies. If you have legendary proficiency in [Stealth](../skills.md#Stealth), you can extend it to four allies. - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/pack-tactics-loag.md b/Compendium/feats/pack-tactics-loag.md deleted file mode 100644 index fb8bd9efc..000000000 --- a/Compendium/feats/pack-tactics-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Pack Tactics"] ---- -# Pack Tactics *Feat 9* -[beastkin](../../Rules/traits/beastkin-loag.md) - - -You have mastered how to hunt with your pack. If an enemy is within reach of you and at least two of your allies, that enemy is [flat-footed](../../Rules/conditions.md#Flat-footed) against you. - -*Source: Lost Omens: Ancestry Guide p. 82* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/pact-of-draconic-fury-da.md b/Compendium/feats/pact-of-draconic-fury-da.md deleted file mode 100644 index 6530f5e8b..000000000 --- a/Compendium/feats/pact-of-draconic-fury-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/arcane -- trait/archetype -- trait/evocation -- trait/uncommon -aliases: ["Pact of Draconic Fury"] ---- -# Pact of Draconic Fury *Feat 6* -[arcane](../../Rules/traits/arcane.md) [archetype](../../Rules/traits/archetype.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](pactbinder-dedication-da.md) - -You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the Dragon Breath activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service. - -```ad-embed-ability -title: Dragon Breath[two-actions]Frequency once per hour; - -You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a 30-foot cone. If they had a line-shaped breath weapon, your breath weapon is a 60-foot line. If they had a burst-shaped breath weapon, your breath weapon is a 10-foot burst within 60 feet. No matter the shape, it deals `1d6` damage per level, of the same damage type as the dragon's Breath Weapon, with a basic Reflex save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with. -``` - -*Source: Dark Archive p. 166* -%% #compendium/src/pf2e/da #trait/arcane #trait/archetype #trait/evocation #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/pact-of-eldritch-eyes-da.md b/Compendium/feats/pact-of-eldritch-eyes-da.md deleted file mode 100644 index 8e5c28746..000000000 --- a/Compendium/feats/pact-of-eldritch-eyes-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/divination -- trait/occult -- trait/uncommon -aliases: ["Pact of Eldritch Eyes"] ---- -# Pact of Eldritch Eyes *Feat 14* -[archetype](../../Rules/traits/archetype.md) [divination](../../Rules/traits/divination.md) [occult](../../Rules/traits/occult.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](pactbinder-dedication-da.md) - -You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast [prying eye](../spells/prying-eye.md) as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. - -In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected [Lore](../skills.md#Lore) skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. - -However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll. - -**Special.** The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void. - -*Source: Dark Archive p. 167* -%% #compendium/src/pf2e/da #trait/archetype #trait/divination #trait/occult #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/pact-of-fey-glamour-da.md b/Compendium/feats/pact-of-fey-glamour-da.md deleted file mode 100644 index 4d14d3d00..000000000 --- a/Compendium/feats/pact-of-fey-glamour-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/illusion -- trait/primal -- trait/uncommon -aliases: ["Pact of Fey Glamour"] ---- -# Pact of Fey Glamour *Feat 4* -[archetype](../../Rules/traits/archetype.md) [illusion](../../Rules/traits/illusion.md) [primal](../../Rules/traits/primal.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](pactbinder-dedication-da.md) - -You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast [illusory disguise](../spells/illusory-disguise.md) as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC. - -In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact. - -*Source: Dark Archive p. 166* -%% #compendium/src/pf2e/da #trait/archetype #trait/illusion #trait/primal #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/pact-of-infernal-prowess-da.md b/Compendium/feats/pact-of-infernal-prowess-da.md deleted file mode 100644 index 042ff7072..000000000 --- a/Compendium/feats/pact-of-infernal-prowess-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/divination -- trait/divine -- trait/uncommon -aliases: ["Pact of Infernal Prowess"] ---- -# Pact of Infernal Prowess *Feat 8* -[archetype](../../Rules/traits/archetype.md) [divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](pactbinder-dedication-da.md) - -You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a [fortune](../../Rules/traits/fortune.md) effect. Additionally, you can choose to automatically succeed at checks to [Earn Income](../../Rules/actions/earn-income.md) for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as miracle, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a [discern location](../spells/discern-location.md) spell. They can also use 10th-level [scrying](../spells/scrying.md) on you at will, and you automatically critically fail your saving throw. - -**Special.** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact. - -*Source: Dark Archive p. 167* -%% #compendium/src/pf2e/da #trait/archetype #trait/divination #trait/divine #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/pact-of-the-final-breath-da.md b/Compendium/feats/pact-of-the-final-breath-da.md deleted file mode 100644 index dcb3c73e1..000000000 --- a/Compendium/feats/pact-of-the-final-breath-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/divine -- trait/necromancy -- trait/uncommon -aliases: ["Pact of the Final Breath"] ---- -# Pact of the Final Breath *Feat 12* -[archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Pactbinder Dedication](pactbinder-dedication-da.md) - -You've sworn a pact with a powerful psychopomp—typically an olethros advocate or yamaraj judge—granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. - -As long as you keep your end of the bargain, you live twice as long as you normally would before [dying](../../Rules/conditions.md#Dying) of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the [dying](../../Rules/conditions.md#Dying) condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds. - -In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on. - -*Source: Dark Archive p. 167* -%% #compendium/src/pf2e/da #trait/archetype #trait/divine #trait/necromancy #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/pactbinder-dedication-da.md b/Compendium/feats/pactbinder-dedication-da.md deleted file mode 100644 index 3a53cace5..000000000 --- a/Compendium/feats/pactbinder-dedication-da.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Pactbinder Dedication"] ---- -# Pactbinder Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Diplomacy](../skills.md#Diplomacy) as well as either [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in [Diplomacy](../skills.md#Diplomacy) and in one of the following: [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion). - -```ad-embed-ability -title: Binding Vow [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../../../rules/traits/auditory.md) [concentrate](../../../rules/traits/concentrate.md) [enchantment](../../../rules/traits/enchantment.md) [occult](../../../rules/traits/occult.md) - -You bind yourself by formally speaking a binding vow. Supernatural power flows through and around you as you speak it, and all those present to hear it intrinsically know that it binds you. Breaking this vow is anathema to you, and if you break it willingly, you lose all pactbinder benefits until you fulfill your vow or, if that's impossible, participate in an atone ritual. The vow doesn't prevent unwilling violations and can't be used to try to circumvent mind-control magic, confusion, or similar situations where you perform an action not entirely of your own volition. A Binding Vow doesn't end until you've fulfilled it. Even if you die, the vow still binds you if you return to life. The vow doesn't force you to go to ridiculous extremes, such as [dying](../../../rules/conditions.md#Dying), to fulfill your vow unless you specifically swear to go to such extremes. Trying to subvert your binding vow by making selfish promises (such as swearing to an ally that you'll kill someone you already wanted to kill) is in itself a violation of your vow, as is attempting to subvert other vows you've made (such as those from other pactbinder feats or a champion's code). - -When you make a [Request](../../../rules/actions/request.md) or [Coerce](../../../rules/actions/coerce.md) directly in service of fulfilling your vow, you gain a +1 circumstance bonus to your check against any creatures aware of your vow. -%% #trait/auditory #trait/concentrate #trait/enchantment #trait/occult %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype. - -## Pactbinder Dedication leads to... - -[Sociable Vow](sociable-vow-da.md), [Pact of Fey Glamour](pact-of-fey-glamour-da.md), [Pact of Draconic Fury](pact-of-draconic-fury-da.md), [Pact of Infernal Prowess](pact-of-infernal-prowess-da.md), [Pact of the Final Breath](pact-of-the-final-breath-da.md), [Pact of Eldritch Eyes](pact-of-eldritch-eyes-da.md) - -## Summary - -*Source: Dark Archive p. 166* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/pactbound-dedication-lomm.md b/Compendium/feats/pactbound-dedication-lomm.md deleted file mode 100644 index 4a1e91cbe..000000000 --- a/Compendium/feats/pactbound-dedication-lomm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lomm -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Pactbound Dedication"] ---- -# Pactbound Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: Erutaki or Giant language, trained in [Nature](../skills.md#Nature), must have earned the trust of a saumen kar who initiates you into the archetype - -You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md) while it's snowing even lightly, even if it wouldn't be thick enough to normally grant [concealment](../../Rules/conditions.md#Concealed). Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise ([hostile](../../Rules/conditions.md#Hostile) to [unfriendly](../../Rules/conditions.md#Unfriendly), [unfriendly](../../Rules/conditions.md#Unfriendly) to [indifferent](../../Rules/conditions.md#Indifferent), etc.) Most saumen kar are [unfriendly](../../Rules/conditions.md#Unfriendly) to outsiders; this would make them [indifferent](../../Rules/conditions.md#Indifferent) to you. - -**Special.** You can't select another dedication feat until you have gained two other feats from the pactbound archetype. - -## Pactbound Dedication leads to... - -[Crown of the Saumen Kar](crown-of-the-saumen-kar-lomm.md), [Frostbite Runes](frostbite-runes-lomm.md), [Bound in Ice](bound-in-ice-lomm.md), [Curse of the Saumen Kar](curse-of-the-saumen-kar-lomm.md), [Ice Crafter](ice-crafter-lomm.md) - -## Summary - -*Source: Lost Omens: Monsters of Myth p. 10* -%% #compendium/src/pf2e/lomm #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/pain-tolerance-ooa1.md b/Compendium/feats/pain-tolerance-ooa1.md deleted file mode 100644 index f2020bb93..000000000 --- a/Compendium/feats/pain-tolerance-ooa1.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/barbarian -- trait/fighter -- trait/uncommon -aliases: ["Pain Tolerance"] ---- -# Pain Tolerance *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You're from Alkenstar or the Mana Wastes. -- **Prerequisites**: expert in Fortitude saves - -You gain resistance to mental damage equal to half your level and a +1 circumstance bonus to saving throws against effects that would make you [clumsy](../../Rules/conditions.md#Clumsy), [drained](../../Rules/conditions.md#Drained), or [enfeebled](../../Rules/conditions.md#Enfeebled). - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* -%% #compendium/src/pf2e/ooa1 #trait/barbarian #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/paired-link-da.md b/Compendium/feats/paired-link-da.md deleted file mode 100644 index 054a5368f..000000000 --- a/Compendium/feats/paired-link-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/divination -- trait/esoterica -- trait/fortune -- trait/occult -- trait/thaumaturge -aliases: ["Paired Link"] ---- -# Paired Link *Feat 4* -[divination](../../Rules/traits/divination.md) [esoterica](../../Rules/traits/esoterica-da.md) [fortune](../../Rules/traits/fortune.md) [occult](../../Rules/traits/occult.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance. During your daily preparations, you perform a short ceremony where you gift one of the two halves to a willing ally. - -On that ally, you can cast spells and use thaumaturge abilities that have a range of touch at a range of 30 feet instead, and the ally can cast spells that have a range of touch on you from a range of 30 feet. These effects last as long as you and the ally have their half; if either half leaves either of your possession for even a moment, or if you establish a link with a new ally during your next daily preparations, the link breaks. - -*Source: Dark Archive p. 44* -%% #compendium/src/pf2e/da #trait/divination #trait/esoterica #trait/fortune #trait/occult #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/paired-shots-g-g.md b/Compendium/feats/paired-shots-g-g.md deleted file mode 100644 index 5b30ca829..000000000 --- a/Compendium/feats/paired-shots-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Paired Shots"] ---- -# Paired Shots [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding two weapons, each of which can be either a loaded one-handed firearm or loaded one-handed crossbow. -- **Activity** Two-Action - -Your shots hit simultaneously. Make two [Strikes](../../Rules/actions/strike.md), one with each of your two ranged weapons, each using your current multiple attack penalty. Both [Strikes](../../Rules/actions/strike.md) must have the same target. - -If both attacks hit, combine their damage and then add any applicable effects from both weapons. You add any precision damage, only once, to the attack of your choice. - -Combine the damage from both [Strikes](../../Rules/actions/strike.md) and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/pale-horse-apg.md b/Compendium/feats/pale-horse-apg.md deleted file mode 100644 index ec556c289..000000000 --- a/Compendium/feats/pale-horse-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Pale Horse"] ---- -# Pale Horse *Feat 12* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: divine ally (steed), tenets of evil - -Your mount becomes a grotesque creature of foreboding when you ride it. Its appearance transforms as flames erupt from its skin, a whorl of negative energy surrounds it, or poison leaks from its flesh. When you [Mount](../../Rules/actions/mount.md) your steed ally, you can choose fire, negative, or poison. As long as you ride it, your steed gains resistance 10 to the chosen damage type, and any creature that touches your steed takes `1d6` damage of the chosen type; this includes hitting the steed with unarmed attacks or with a melee weapon [Strike](../../Rules/actions/strike.md) while adjacent to the steed. This damage increases to `2d6` at 16th level and `3d6` at 20th level. - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/panache-paragon-apg.md b/Compendium/feats/panache-paragon-apg.md deleted file mode 100644 index b86709b98..000000000 --- a/Compendium/feats/panache-paragon-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Panache Paragon"] ---- -# Panache Paragon *Feat 20* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -You find opportunities to perform stylish feats in the moments between others' heartbeats and eye blinks. You are permanently [quickened](../../Rules/conditions.md#Quickened). You can use the extra action only to [Tumble Through](../../Rules/actions/tumble-through.md) or perform the skill action listed in your swashbuckler's style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM's discretion. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/paradoxical-mystery-apg.md b/Compendium/feats/paradoxical-mystery-apg.md deleted file mode 100644 index 9e9a8b1aa..000000000 --- a/Compendium/feats/paradoxical-mystery-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Paradoxical Mystery"] ---- -# Paradoxical Mystery *Feat 20* -[oracle](../../Rules/traits/oracle-apg.md) - -- **Prerequisites**: [Greater Revelation](greater-revelation-apg.md) - -The truest depths of your divine mystery are fathomless and contradictory, granting you changing powers that even you can barely begin to fathom. Each day during your daily preparations, choose one basic or advanced domain spell from any domain from the Core Rulebook or another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations, and it has the [cursebound](../../Rules/traits/cursebound-apg.md) trait. - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/paragon-battle-medicine-lol.md b/Compendium/feats/paragon-battle-medicine-lol.md deleted file mode 100644 index 0347d5728..000000000 --- a/Compendium/feats/paragon-battle-medicine-lol.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/general -- trait/rare -- trait/skill -aliases: ["Paragon Battle Medicine"] ---- -# Paragon Battle Medicine *Feat 7* -[general](../../Rules/traits/general.md) [rare](../../Rules/traits/rare.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Battle Medicine](battle-medicine.md), master in [Medicine](../skills.md#Medicine) - -Kassi Aziril taught you her techniques that originated the modern use of [Battle Medicine](battle-medicine.md). - -When you successfully use [Battle Medicine](battle-medicine.md), you can also reduce the target's [sickened](../../Rules/conditions.md#Sickened), [enfeebled](../../Rules/conditions.md#Enfeebled), or [clumsy](../../Rules/conditions.md#Clumsy) condition by 1 (this has no effect if you are subject to an effect continually applying the [clumsy](../../Rules/conditions.md#Clumsy) condition, like enlarge). If you are legendary in [Medicine](../skills.md#Medicine), you can choose to reduce the target's [frightened](../../Rules/conditions.md#Frightened) or [stunned](../../Rules/conditions.md#Stunned) condition by 1 instead, and if you have the Godless Healing feat, you can choose to reduce the target's [stupefied](../../Rules/conditions.md#Stupefied) or [drained](../../Rules/conditions.md#Drained) condition by 1 instead. If you have the Mortal Healing feat, you can reduce all available conditions by 1 for a target who hasn't benefited from positive or healing magic in the last 24 hours, and if you roll a critical success before applying the effects of the feat, you reduce all available conditions by 2 for that target instead. - -*Source: Lost Omens: Legends p. 72* -%% #compendium/src/pf2e/lol #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/paragon-companion-g-g.md b/Compendium/feats/paragon-companion-g-g.md deleted file mode 100644 index 153bcc2d6..000000000 --- a/Compendium/feats/paragon-companion-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Paragon Companion"] ---- -# Paragon Companion *Feat 14* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: Incredible Companion - -Your construct companion has reached the pinnacle of form and function. Your construct companion becomes a paragon construct companion. - -*Source: Guns & Gears p. 30* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/paragon-reanimated-companion-ooa3.md b/Compendium/feats/paragon-reanimated-companion-ooa3.md deleted file mode 100644 index 6f7a2e7b1..000000000 --- a/Compendium/feats/paragon-reanimated-companion-ooa3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Paragon Reanimated Companion"] ---- -# Paragon Reanimated Companion *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Incredible Reanimated Companion](incredible-reanimated-companion-ooa3.md) - -You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before. Your reanimated construct companion becomes a paragon construct companion. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/paragons-guard.md b/Compendium/feats/paragons-guard.md deleted file mode 100644 index 33d26dbcc..000000000 --- a/Compendium/feats/paragons-guard.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Paragon's Guard"] ---- -# Paragon's Guard [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are wielding a shield. -- **Activity** Single Action - -Once you've had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you'd used the [Raise a Shield](../../Rules/actions/raise-a-shield.md) action, as long as you meet that action's requirements. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/parallel-breakthrough-da.md b/Compendium/feats/parallel-breakthrough-da.md deleted file mode 100644 index 6733a876c..000000000 --- a/Compendium/feats/parallel-breakthrough-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Parallel Breakthrough"] ---- -# Parallel Breakthrough *Feat 6* -[psychic](../../Rules/traits/psychic-da.md) - - -You expand your mind beyond your area of psychic specialty. You gain a 1st-level psi cantrip for a conscious mind other than your own; this can be either the unique surface cantrip or one of the common cantrips and the accompanying amp. If you choose a common cantrip, you also gain the special benefit granted by that conscious mind when casting the cantrip without an amp. You don't gain any other benefits of that conscious mind, such as additional spells known. - -*Source: Dark Archive p. 25* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/paralyzing-slash-botd.md b/Compendium/feats/paralyzing-slash-botd.md deleted file mode 100644 index 229a0e766..000000000 --- a/Compendium/feats/paralyzing-slash-botd.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/incapacitation -- trait/necromancy -- trait/occult -aliases: ["Paralyzing Slash"] ---- -# Paralyzing Slash [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [incapacitation](../../Rules/traits/incapacitation.md) [necromancy](../../Rules/traits/necromancy.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Feverish Enzymes](feverish-enzymes-botd.md) -- **Activity** Two-Action - -Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. [Strike](../../Rules/actions/strike.md) with your claw or jaws. If you hit a living non-[elf](../../Rules/traits/elf.md) creature, it becomes [paralyzed](../../Rules/conditions.md#Paralyzed) unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes [paralyzed](../../Rules/conditions.md#Paralyzed) can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. - -*Source: Book of the Dead p. 49* -%% #compendium/src/pf2e/botd #trait/archetype #trait/incapacitation #trait/necromancy #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/parry-and-riposte-apg.md b/Compendium/feats/parry-and-riposte-apg.md deleted file mode 100644 index 66c3f653d..000000000 --- a/Compendium/feats/parry-and-riposte-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Parry And Riposte"] ---- -# Parry And Riposte *Feat 18* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: Opportune Riposte - -Your parries and finishers allow you to riposte with the slightest provocation. You can use Opportune Riposte against an enemy who fails at a [Strike](../../Rules/actions/strike.md) against you (not just critically fails), provided you have both damaged that creature with a finisher on your last turn and currently have a circumstance bonus to AC from the parry weapon trait, [Dueling Parry](dueling-parry-apg.md), or Twin Parry. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/parthenogenic-hatchling-locg.md b/Compendium/feats/parthenogenic-hatchling-locg.md deleted file mode 100644 index 819b5fdd9..000000000 --- a/Compendium/feats/parthenogenic-hatchling-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Parthenogenic Hatchling"] ---- -# Parthenogenic Hatchling *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You were hatched from an unfertilized egg during hard times for your people, and you are a biological copy of your mother. You gain a +1 circumstance bonus to saving throws against diseases. Each of your successful saving throws against a disease reduces its stage by 2, or by 1 for a virulent disease. Each critical success against an ongoing disease reduces its stage by 3, or by 2 for a virulent disease. You take damage only every 2 hours from thirst and every 2 days from starvation, rather than every hour and every day. - -**Special.** You can take this feat only at 1st level. - -*Source: Lost Omens: Character Guide p. 58* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/parting-shot-apg.md b/Compendium/feats/parting-shot-apg.md deleted file mode 100644 index abee66c1c..000000000 --- a/Compendium/feats/parting-shot-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Parting Shot"] ---- -# Parting Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) - -- **Requirements**: You are wielding a loaded ranged weapon or a ranged weapon with [reload 0](../../Rules/traits/reload.md). -- **Activity** Two-Action - -You jump back and fire a quick shot that catches your opponent off guard. You [Step](../../Rules/actions/step.md) and then make a ranged [Strike](../../Rules/actions/strike.md) with the required weapon. Your target is [flat-footed](../../Rules/conditions.md#Flat-footed) against the attack. - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/party-crasher-apg.md b/Compendium/feats/party-crasher-apg.md deleted file mode 100644 index 544d04c24..000000000 --- a/Compendium/feats/party-crasher-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Party Crasher"] ---- -# Party Crasher *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Dandy Dedication](dandy-dedication-apg.md), master in [Society](../skills.md#Society) - -You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend `1d4` hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. - -This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved. - -*Source: Advanced Player's Guide p. 167* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/pass-through-botd.md b/Compendium/feats/pass-through-botd.md deleted file mode 100644 index 9c5d4bcb4..000000000 --- a/Compendium/feats/pass-through-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Pass Through"] ---- -# Pass Through [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: master in [Acrobatics](../skills.md#Acrobatics), [Ghost Dedication](ghost-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Activity** Three-Action - -Filtering your form through the substance of an object, you can pass through walls, doors, and more. You [Fly](../../Rules/actions/fly.md) up to your Speed. During this movement, you can try to move through one object. Attempt an [Acrobatics](../skills.md#Acrobatics) check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a [wall of force](../spells/wall-of-force.md). - -> [!success-degree] -> - **Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being [incorporeal](../../Rules/traits/incorporeal-b1.md), starting your turn inside an object makes you [slowed](../../Rules/conditions.md#Slowed) for that turn. -> - **Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in. - -*Source: Book of the Dead p. 47* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/past-life-botd.md b/Compendium/feats/past-life-botd.md deleted file mode 100644 index 371fae1b1..000000000 --- a/Compendium/feats/past-life-botd.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Past Life"] ---- -# Past Life *Feat 5* -[skeleton](../../Rules/traits/skeleton-b1.md) - - -Flashes of your life become clearer and more frequent, allowing you to apply skills you developed while alive. You become trained in a skill of your choice and gain the [Additional Lore](additional-lore.md) feat for a [Lore](../skills.md#Lore) subcategory tied to your life. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/patch-job-g-g.md b/Compendium/feats/patch-job-g-g.md deleted file mode 100644 index 64a75bfaf..000000000 --- a/Compendium/feats/patch-job-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Patch Job"] ---- -# Patch Job *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](vehicle-mechanic-dedication-g-g.md) - -You can patch up damage to an object with a quick fix. You gain the Improvised Repair general feat. When you use Improvised Repair, you can attempt a [Crafting](../skills.md#Crafting) check with the same DC as [Repair](../../Rules/actions/repair.md). If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type. - -*Source: Guns & Gears p. 56* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/path-of-iron-apg.md b/Compendium/feats/path-of-iron-apg.md deleted file mode 100644 index 85e6d2ab7..000000000 --- a/Compendium/feats/path-of-iron-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Path Of Iron"] ---- -# Path Of Iron [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Martial Artist Dedication](martial-artist-dedication-apg.md) -- **Frequency**: once per minute -- **Activity** Three-Action - -With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You [Stride](../../Rules/actions/stride.md); this movement doesn't trigger reactions. You can [Strike](../../Rules/actions/strike.md) up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks. - -*Source: Advanced Player's Guide p. 182* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/pathfinder-agent-dedication-lowg.md b/Compendium/feats/pathfinder-agent-dedication-lowg.md deleted file mode 100644 index 7cbfba1d2..000000000 --- a/Compendium/feats/pathfinder-agent-dedication-lowg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Pathfinder Agent Dedication"] ---- -# Pathfinder Agent Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Absalom. -- **Prerequisites**: member of the Pathfinder Society - -Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in [Pathfinder Lore](../skills.md#Lore), or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to [wayfinders](../equipment/items/wayfinder.md). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Pathfinder agent archetype. - -## Pathfinder Agent Dedication leads to... - -[Careful Explorer](careful-explorer-lowg.md), [Deft Cooperation](deft-cooperation-lowg.md), [Thorough Reports](thorough-reports-lowg.md), [Discerning Strike](discerning-strike-lopsg.md), [Wayfinder Resonance Tinkerer](wayfinder-resonance-tinkerer-lowg.md), [Wayfinder Resonance Infiltrator](wayfinder-resonance-infiltrator-lopsg.md), [Educated Assessment](educated-assessment-locg.md), [Everyone Duck!](everyone-duck-locg.md), [Forced Entry](forced-entry-locg.md), [Recognize Threat](recognize-threat-locg.md), [Archaeologist's Warning](archaeologists-warning-lopsg.md), [Craft Facsimile](craft-facsimile-lopsg.md), [Dead Reckoning](dead-reckoning-lopsg.md), [Diverse Recognition](diverse-recognition-lopsg.md), [Eidetic Memorization](eidetic-memorization-lopsg.md), [Environmental Explorer](environmental-explorer-lopsg.md), [Observant Explorer](observant-explorer-lopsg.md), [Remember Your Training](remember-your-training-lopsg.md), [Snap Out Of It!](snap-out-of-it-lopsg.md), [Spiritual Explorer](spiritual-explorer-lopsg.md), [Swap Investment](swap-investment-lopsg.md), [Watch And Learn](watch-and-learn-lopsg.md), [Westyr's Wayfinder Repository](westyrs-wayfinder-repository-lopsg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 23* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/patrons-breadth-apg.md b/Compendium/feats/patrons-breadth-apg.md deleted file mode 100644 index 4f2c6e699..000000000 --- a/Compendium/feats/patrons-breadth-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Patron's Breadth"] ---- -# Patron's Breadth *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Witch Spellcasting](basic-witch-spellcasting-apg.md) - -You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels. - -*Source: Advanced Player's Guide p. 154* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/patrons-truth-apg.md b/Compendium/feats/patrons-truth-apg.md deleted file mode 100644 index bf24796a9..000000000 --- a/Compendium/feats/patrons-truth-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Patron's Truth"] ---- -# Patron's Truth *Feat 20* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: patron's gift - -You have mastered the greatest secrets of your patron's magic and learned a fundamental truth about your patron, even if their identity still remains a mystery. You gain an additional 10th-level spell slot. - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/peafowl-stance-apg.md b/Compendium/feats/peafowl-stance-apg.md deleted file mode 100644 index f6c1bc073..000000000 --- a/Compendium/feats/peafowl-stance-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/stance -aliases: ["Peafowl Stance"] ---- -# Peafowl Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Monastic Weaponry](monastic-weaponry.md) -- **Requirements**: You are wielding a sword that has the [monk](../../Rules/traits/monk.md) trait in one hand. -- **Activity** Single Action - -You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl. While in this stance, the only [Strikes](../../Rules/actions/strike.md) you can make are melee [Strikes](../../Rules/actions/strike.md) with the required sword. Once per round, after you hit with a monk sword [Strike](../../Rules/actions/strike.md), you can [Step](../../Rules/actions/step.md) as a free action as your next action. - -## Peafowl Stance leads to... - -[Peafowl Strut](peafowl-strut-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 128* -%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/peafowl-strut-apg.md b/Compendium/feats/peafowl-strut-apg.md deleted file mode 100644 index 3aec389d3..000000000 --- a/Compendium/feats/peafowl-strut-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/flourish -- trait/monk -aliases: ["Peafowl Strut"] ---- -# Peafowl Strut [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[flourish](../../Rules/traits/flourish.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Peafowl Stance](peafowl-stance-apg.md) -- **Requirements**: You are in Peafowl Stance. -- **Activity** Single Action - -You slowly move across the battlefield with dangerous grace. [Step](../../Rules/actions/step.md) twice and then [Strike](../../Rules/actions/strike.md). The [Strike](../../Rules/actions/strike.md) must be made with the sword required by Peafowl Stance. - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/peculiar-anatomy-sli.md b/Compendium/feats/peculiar-anatomy-sli.md deleted file mode 100644 index 98be6f528..000000000 --- a/Compendium/feats/peculiar-anatomy-sli.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -aliases: ["Peculiar Anatomy"] ---- -# Peculiar Anatomy *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Disturbing Defense](disturbing-defense-sli.md) - -Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level. - -In addition, your resistance to precision damage from [Disturbing Defense](disturbing-defense-sli.md) increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) is 8 rather than 13. - -*Source: The Slithering p. 60* -%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/peer-beyond-av1.md b/Compendium/feats/peer-beyond-av1.md deleted file mode 100644 index 3819a1091..000000000 --- a/Compendium/feats/peer-beyond-av1.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av1 -- trait/archetype -aliases: ["Peer Beyond"] ---- -# Peer Beyond *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](ghost-hunter-dedication-av1.md) - -You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against [mental](../../Rules/traits/mental.md) effects caused by incorporeal undead and haunts, and you can roll a [Spirit Lore](../skills.md#Lore) or [Haunt Lore](../skills.md#Lore) check for initiative if you know that an incorporeal undead or a haunt is present. - -If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a [Spirit Lore](../skills.md#Lore) or [Haunt Lore](../skills.md#Lore) check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/pelagic-aptitude-loag.md b/Compendium/feats/pelagic-aptitude-loag.md deleted file mode 100644 index 558067981..000000000 --- a/Compendium/feats/pelagic-aptitude-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Pelagic Aptitude"] ---- -# Pelagic Aptitude *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You've learned special tricks to survive underwater. You gain the trained proficiency rank in [Survival](../skills.md#Survival). When in an aquatic environment, if you roll a critical failure on a [Survival](../skills.md#Survival) skill check to [Sense Direction](../../Rules/actions/sense-direction.md) or [Subsist](../../Rules/actions/subsist.md), you get a failure instead. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/penetrating-fire-g-g.md b/Compendium/feats/penetrating-fire-g-g.md deleted file mode 100644 index 985ce76fd..000000000 --- a/Compendium/feats/penetrating-fire-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Penetrating Fire"] ---- -# Penetrating Fire [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Two-Action - -You blast a bullet through one foe and into another. Choose two targets, one of which would give the other lesser cover against your ranged attacks. Make a single ranged [Strike](../../Rules/actions/strike.md) with the required weapon against both targets. This attack ignores any lesser cover the nearer target provides the other. Roll damage only once and apply it to each creature you hit. Penetrating Fire counts as two attacks for your multiple attack penalty. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/penetrating-projectile-apg.md b/Compendium/feats/penetrating-projectile-apg.md deleted file mode 100644 index 553b28733..000000000 --- a/Compendium/feats/penetrating-projectile-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/flourish -- trait/rage -aliases: ["Penetrating Projectile"] ---- -# Penetrating Projectile [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: You are wielding a ranged or thrown weapon that deals piercing damage. -- **Activity** Two-Action - -Your projectiles are unhindered by flesh and bone. Make a ranged [Strike](../../Rules/actions/strike.md) against each creature in a 30-foot line. These attacks ignore lesser cover, cover, and greater cover granted by creatures. Roll damage only once and apply it to each creature you hit. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/penetrating-shot.md b/Compendium/feats/penetrating-shot.md deleted file mode 100644 index 509233c84..000000000 --- a/Compendium/feats/penetrating-shot.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/open -- trait/ranger -aliases: ["Penetrating Shot"] ---- -# Penetrating Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[open](../../Rules/traits/open.md) [ranger](../../Rules/traits/ranger.md) - -- **Requirements**: You are wielding a ranged weapon. -- **Activity** Two-Action - -You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your [hunted prey](../../Rules/actions/hunt-prey.md). Make a single ranged [Strike](../../Rules/actions/strike.md) with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty. - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/open #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/perfect-clarity.md b/Compendium/feats/perfect-clarity.md deleted file mode 100644 index 65d8ea772..000000000 --- a/Compendium/feats/perfect-clarity.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/fortune -- trait/rage -aliases: ["Perfect Clarity"] ---- -# Perfect Clarity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [fortune](../../Rules/traits/fortune.md) [rage](../../Rules/traits/rage.md) - -- **Trigger** You fail or critically fail an attack roll or Will save. -- **Activity** Reaction - -You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/fortune #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/perfect-debilitation.md b/Compendium/feats/perfect-debilitation.md deleted file mode 100644 index cf651c0cd..000000000 --- a/Compendium/feats/perfect-debilitation.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Perfect Debilitation"] ---- -# Perfect Debilitation *Feat 18* -[alchemist](../../Rules/traits/alchemist.md) - - -You have perfected the formulas for bombs that impede your enemies. When you use [Debilitating Bomb](debilitating-bomb.md), your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw. - -*Source: Core Rulebook p. 81* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/perfect-distraction.md b/Compendium/feats/perfect-distraction.md deleted file mode 100644 index f9f575ccb..000000000 --- a/Compendium/feats/perfect-distraction.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Perfect Distraction"] ---- -# Perfect Distraction [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: legendary in [Deception](../skills.md#Deception) -- **Activity** Single Action - -You use clever tactics to mislead your foes as you sneak away. You [Sneak](../../Rules/actions/sneak.md) while leaving a decoy behind. The decoy acts as the spell [mislead](../spells/mislead.md), though you aren't [invisible](../../Rules/conditions.md#Invisible), just [undetected](../../Rules/conditions.md#Undetected). You can continue to concentrate to move your decoy, as with the spell, whether or not you remain [hidden](../../Rules/conditions.md#Hidden) throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again. - -## Perfect Distraction leads to... - -[Reactive Distraction](reactive-distraction.md) - -## Summary - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/perfect-dive-aaws.md b/Compendium/feats/perfect-dive-aaws.md deleted file mode 100644 index 712695d4e..000000000 --- a/Compendium/feats/perfect-dive-aaws.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Perfect Dive"] ---- -# Perfect Dive [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - -- **Activity** Single Action - -You dive into the water with exceptional skill and connection to the waves, urging the water itself to cushion your fall. You intentionally [Leap](../../Rules/actions/leap.md) or otherwise fall into the water, taking no falling damage regardless of the distance. - -*Source: Azarketi Ancestry Web Supplement p. 4* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/perfect-finisher-apg.md b/Compendium/feats/perfect-finisher-apg.md deleted file mode 100644 index 2327ab559..000000000 --- a/Compendium/feats/perfect-finisher-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/fortune -- trait/swashbuckler -aliases: ["Perfect Finisher"] ---- -# Perfect Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[finisher](../../Rules/traits/finisher-apg.md) [fortune](../../Rules/traits/fortune.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -You focus your panache into an impeccable assault. Make a [Strike](../../Rules/actions/strike.md), rolling the attack roll twice and using the better result. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/finisher #trait/fortune #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/perfect-form-control.md b/Compendium/feats/perfect-form-control.md deleted file mode 100644 index e118ab128..000000000 --- a/Compendium/feats/perfect-form-control.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Perfect Form Control"] ---- -# Perfect Form Control *Feat 18* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Form Control](form-control.md), Strength 18 - -Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you [Dismiss](../../Rules/actions/dismiss.md) it. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/perfect-ki-adept-lowg.md b/Compendium/feats/perfect-ki-adept-lowg.md deleted file mode 100644 index 3f4f6ac72..000000000 --- a/Compendium/feats/perfect-ki-adept-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Perfect Ki Adept"] ---- -# Perfect Ki Adept *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Student of Perfection Dedication](student-of-perfection-dedication-lowg.md) - -You gain the appropriate ki spell for your School of Perfection: [unblinking flame revelation](../spells/unblinking-flame-revelation-lowg.md) for Unblinking Flame, [unbreaking wave advance](../spells/unbreaking-wave-advance-lowg.md) for Unbreaking Waves, [unfolding wind rush](../spells/unfolding-wind-rush-lowg.md) for Unfolding Wind, or [untwisting iron buffer](../spells/untwisting-iron-buffer-lowg.md) for Untwisting Iron. - -Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: World Guide p. 83* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfect-ki-exemplar-loil.md b/Compendium/feats/perfect-ki-exemplar-loil.md deleted file mode 100644 index 8d3b5aac6..000000000 --- a/Compendium/feats/perfect-ki-exemplar-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Perfect Ki Exemplar"] ---- -# Perfect Ki Exemplar *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Student of Perfection Dedication - -You gain an appropriate ki spell for your School of Perfection: - -unblinking flame emblem for Unblinking Flame, unbreaking wave barrier for Unbreaking Waves, unfolding wind blitz for Unfolding Wind, or untwisting iron augmentation for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. - -*Source: Lost Omens: Impossible Lands p. 222* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfect-ki-expert-loil.md b/Compendium/feats/perfect-ki-expert-loil.md deleted file mode 100644 index c363ead34..000000000 --- a/Compendium/feats/perfect-ki-expert-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Perfect Ki Expert"] ---- -# Perfect Ki Expert *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Student of Perfection Dedication - -You gain an appropriate ki spell for your School of Perfection: - -unblinking flame aura for Unblinking Flame, unbreaking wave vapor for Unbreaking Waves, unfolding wind buffet for Unfolding Wind, or untwisting iron roots for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls. - -*Source: Lost Omens: Impossible Lands p. 222* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfect-ki-grandmaster-loil.md b/Compendium/feats/perfect-ki-grandmaster-loil.md deleted file mode 100644 index 6cdfc0c95..000000000 --- a/Compendium/feats/perfect-ki-grandmaster-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Perfect Ki Grandmaster"] ---- -# Perfect Ki Grandmaster *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Perfect Ki Expert or Perfect Ki Exemplar - -You gain an appropriate ki spell for your School of Perfection: - -unblinking flame ignition for Unblinking Flame, unbreaking wave containment for Unbreaking Waves, unfolding wind crash for Unfolding Wind, or untwisting iron pillar for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls. - -*Source: Lost Omens: Impossible Lands p. 222* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfect-mutagen.md b/Compendium/feats/perfect-mutagen.md deleted file mode 100644 index 4cc63cc16..000000000 --- a/Compendium/feats/perfect-mutagen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Perfect Mutagen"] ---- -# Perfect Mutagen *Feat 20* -[alchemist](../../Rules/traits/alchemist.md) - - -You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a [mutagen](../../Rules/traits/mutagen.md) you crafted, you do not suffer its drawback. - -*Source: Core Rulebook p. 81* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/perfect-readiness-g-g.md b/Compendium/feats/perfect-readiness-g-g.md deleted file mode 100644 index 7610c592c..000000000 --- a/Compendium/feats/perfect-readiness-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Perfect Readiness"] ---- -# Perfect Readiness *Feat 20* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -You prepare to fire with an instinctive speed and muscle memory that go beyond your conscious thoughts. You're permanently [quickened](../../Rules/conditions.md#Quickened). You can use your extra action only to [Step](../../Rules/actions/step.md) or [Interact](../../Rules/actions/interact.md) to reload. - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/perfect-resistance-loil.md b/Compendium/feats/perfect-resistance-loil.md deleted file mode 100644 index 4ac49c516..000000000 --- a/Compendium/feats/perfect-resistance-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Perfect Resistance"] ---- -# Perfect Resistance *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Student of Perfection Dedication - -You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron. - -After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round. - -*Source: Lost Omens: Impossible Lands p. 222* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfect-shot.md b/Compendium/feats/perfect-shot.md deleted file mode 100644 index c5087dc9a..000000000 --- a/Compendium/feats/perfect-shot.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/ranger -aliases: ["Perfect Shot"] ---- -# Perfect Shot [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[flourish](../../Rules/traits/flourish.md) [ranger](../../Rules/traits/ranger.md) - -- **Requirements**: You are wielding a loaded ranged weapon with [reload 1](../../Rules/traits/reload.md) or more, and you have not reloaded your weapon since your last turn. -- **Activity** Three-Action - -After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged [Strike](../../Rules/actions/strike.md) with the required weapon against your hunted prey. If you hit, the [Strike](../../Rules/actions/strike.md) deals maximum damage. After the [Strike](../../Rules/actions/strike.md), your turn ends. - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/perfect-strike-lowg.md b/Compendium/feats/perfect-strike-lowg.md deleted file mode 100644 index 58aa3f355..000000000 --- a/Compendium/feats/perfect-strike-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Perfect Strike"] ---- -# Perfect Strike *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Student of Perfection Dedication](student-of-perfection-dedication-lowg.md) - -You gain the [perfect strike](../spells/perfect-strike-lowg.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: World Guide p. 83* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfect-weaponry-loil.md b/Compendium/feats/perfect-weaponry-loil.md deleted file mode 100644 index 39ef96790..000000000 --- a/Compendium/feats/perfect-weaponry-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Perfect Weaponry"] ---- -# Perfect Weaponry *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Student of Perfection Dedication - -You gain the Monastic Weaponry monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks. - -*Source: Lost Omens: Impossible Lands p. 222* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfections-path.md b/Compendium/feats/perfections-path.md deleted file mode 100644 index 39e2fec65..000000000 --- a/Compendium/feats/perfections-path.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Perfection's Path"] ---- -# Perfection's Path *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Monk Dedication](monk-dedication.md), expert in at least one saving throw - -Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master. - -*Source: Core Rulebook p. 227* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/performance-weapon-expert-aoe3.md b/Compendium/feats/performance-weapon-expert-aoe3.md deleted file mode 100644 index 4131d2df4..000000000 --- a/Compendium/feats/performance-weapon-expert-aoe3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/archetype -aliases: ["Performance Weapon Expert"] ---- -# Performance Weapon Expert *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Provocator Dedication](provocator-dedication-aoe3.md), expert in any kind of weapon or unarmed attack - -Your experience has made you better with a wide variety of weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert, as does your proficiency rank for your chosen advanced weapon. - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #compendium/src/pf2e/aoe3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/performative-weapons-training-apg.md b/Compendium/feats/performative-weapons-training-apg.md deleted file mode 100644 index dc06a69fc..000000000 --- a/Compendium/feats/performative-weapons-training-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Performative Weapons Training"] ---- -# Performative Weapons Training *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Gladiator Dedication](gladiator-dedication-apg.md) - -You're skilled with flashy weapons. You are trained with the [bo staff](../equipment/items/bo-staff.md), [dueling cape](../equipment/items/dueling-cape-apg.md), [spiked chain](../equipment/items/spiked-chain.md), [sword cane](../equipment/items/sword-cane-apg.md), and [whip](../equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. - -*Source: Advanced Player's Guide p. 175* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/perfume-cloud-loil.md b/Compendium/feats/perfume-cloud-loil.md deleted file mode 100644 index aaafd661c..000000000 --- a/Compendium/feats/perfume-cloud-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/disease -- trait/ghoran -aliases: ["Perfume Cloud"] ---- -# Perfume Cloud [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[disease](../../Rules/traits/disease.md) [ghoran](../../Rules/traits/ghoran-loil.md) - -- **Frequency**: once per hour -- **Activity** Two-Action - -You issue a cloud of your fragrance like a full-body sneeze—but one that might save your life as the powerful perfume makes your attackers' eyes sting and water. Plants and fungi are immune to this effect, but all other creatures in a 10-foot emanation must attempt a Fortitude save against your class DC or spell DC (whichever is higher) with the following results. - -> [!success-degree] -> - **Critical Success** No effect. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [dazzled](../../Rules/conditions.md#Dazzled) and can see only 10 feet away for 1 round. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round. - -*Source: Lost Omens: Impossible Lands p. 38* -%% #compendium/src/pf2e/loil #trait/disease #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/peri-magic-loag.md b/Compendium/feats/peri-magic-loag.md deleted file mode 100644 index e2e9e9b2f..000000000 --- a/Compendium/feats/peri-magic-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -aliases: ["Peri Magic"] ---- -# Peri Magic *Feat 9* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Emberkin](emberkin-loag.md) - -The shimmering embers of the righteous peris crackle at your fingertips. You can cast [glitterdust](../spells/glitterdust.md) and [status](../spells/status.md) each once per day as 2nd-level divine innate spells. - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/perpetual-breadth-apg.md b/Compendium/feats/perpetual-breadth-apg.md deleted file mode 100644 index ef693f0d8..000000000 --- a/Compendium/feats/perpetual-breadth-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Perpetual Breadth"] ---- -# Perpetual Breadth *Feat 8* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: perpetual infusions - -You have expanded your supply of near-infinite items. Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field. If you have perpetual potency or perpetual perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison. - -*Source: Advanced Player's Guide p. 107* -%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/perpetual-scout-apg.md b/Compendium/feats/perpetual-scout-apg.md deleted file mode 100644 index 8e88d177c..000000000 --- a/Compendium/feats/perpetual-scout-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Perpetual Scout"] ---- -# Perpetual Scout *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Horizon Walker Dedication](horizon-walker-dedication-apg.md) - -You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the [Scout](../../Rules/actions/scout.md) exploration activity, even if you are performing another exploration activity. If you're legendary in [Survival](../skills.md#Survival), you gain these benefits in any terrain. - -*Source: Advanced Player's Guide p. 177* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/persistent-boost-g-g.md b/Compendium/feats/persistent-boost-g-g.md deleted file mode 100644 index fbd4b8715..000000000 --- a/Compendium/feats/persistent-boost-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Persistent Boost"] ---- -# Persistent Boost *Feat 16* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: offensive boost|inventor|G&G|9|offensive boosts - -Your innovation sets foes on fire, covers them in acid, leaves barbed thorns behind, or otherwise deals [persistent damage](../../Rules/conditions.md#Persistent%20Damage) to your foes that sticks around long after you deliver your boosted attack. When you or your construct innovation damage a foe with offensive boost|inventor|G&G|9|offensive boosts, that foe also takes `1d8` [persistent damage](../../Rules/conditions.md#Persistent%20Damage) of the same damage type as the offensive boost|inventor|G&G|9|offensive boosts damage. - -*Source: Guns & Gears p. 31* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/persistent-creation-locg.md b/Compendium/feats/persistent-creation-locg.md deleted file mode 100644 index 3feaf5cc5..000000000 --- a/Compendium/feats/persistent-creation-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Persistent Creation"] ---- -# Persistent Creation *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Halcyon Speaker Dedication](halcyon-speaker-dedication-locg.md) - -You can cast [creation](../spells/creation.md) as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast [creation](../spells/creation.md) again, any persistent creation you previously created with the spell immediately disintegrates. - -## Persistent Creation leads to... - -[Charged Creation](charged-creation-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 104* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/persistent-mutagen.md b/Compendium/feats/persistent-mutagen.md deleted file mode 100644 index 7d6ac92cd..000000000 --- a/Compendium/feats/persistent-mutagen.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Persistent Mutagen"] ---- -# Persistent Mutagen *Feat 16* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Extend Elixir](extend-elixir.md) - -You've trained your physical form to remain stable within the a given altered state. Once per day, when you consume an [alchemical](../../Rules/traits/alchemical.md) item with the [infused](../../Rules/traits/infused.md) and [mutagen](../../Rules/traits/mutagen.md) traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration. - -*Source: Core Rulebook p. 81* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/pervasive-superstition.md b/Compendium/feats/pervasive-superstition.md deleted file mode 100644 index 4c3203240..000000000 --- a/Compendium/feats/pervasive-superstition.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/orc -aliases: ["Pervasive Superstition"] ---- -# Pervasive Superstition *Feat 9* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Superstition](orc-superstition.md) - -You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and [magical](../../Rules/traits/magical.md) effects at all times. - -## Pervasive Superstition leads to... - -[Spell Devourer](spell-devourer-apg.md) - -## Summary - -*Source: Core Rulebook p. 59* -%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/pesh-skin-aoa5.md b/Compendium/feats/pesh-skin-aoa5.md deleted file mode 100644 index 107fb53ea..000000000 --- a/Compendium/feats/pesh-skin-aoa5.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/druid -- trait/morph -- trait/uncommon -aliases: ["Pesh Skin"] ---- -# Pesh Skin [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[druid](../../Rules/traits/druid.md) [morph](../../Rules/traits/morph.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Requirements**: You are transformed into a plant by a polymorph spell. -- **Activity** Single Action - -Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it. Each time a creature touches you, hits you with an unarmed attack, or hits you with a melee weapon attack while adjacent to you, that creature takes `1d6` piercing damage. Increase the damage to `2d6` if the polymorph spell is 8th level or higher, or to `3d6` if it's 10th level. - -When an adjacent creature damages you with piercing or slashing damage, it must succeed at a Fortitude save against your class DC or become [stupefied](../../Rules/conditions.md#Stupefied) (or [stupefied](../../Rules/conditions.md#Stupefied) on a critical failure) until the end of its next turn. - -These benefits last until you're no longer polymorphed into a plant. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* -%% #compendium/src/pf2e/aoa5 #trait/druid #trait/morph #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/petrified-skin-da.md b/Compendium/feats/petrified-skin-da.md deleted file mode 100644 index 4b35aefb2..000000000 --- a/Compendium/feats/petrified-skin-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/rare -- trait/transmutation -aliases: ["Petrified Skin"] ---- -# Petrified Skin *Feat 12* -[aftermath](../../Rules/traits/aftermath-da.md) [rare](../../Rules/traits/rare.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: You have been [petrified](../../Rules/conditions.md#Petrified) by an enemy. - -It might have been a medusa, dracolisk, or even a fossil golem; regardless of the source, you were the target of some petrifying effect, and an element of that stony gaze has remained with you, both protecting and slowly consuming you. Your limbs are coated with a layer of stone that rests atop your skin and covers more of your body as you lose health. You gain a stone fist unarmed attack that deals `1d8` bludgeoning damage, has the [shove](../../Rules/traits/shove.md) trait, and is in the brawling weapon group (unlike a normal fist, it doesn't have the [agile](../../Rules/traits/agile.md) or [finesse](../../Rules/traits/finesse.md) traits). Additionally, you become more [petrified](../../Rules/conditions.md#Petrified) as your life force ebbs. When you have fewer than half your maximum Hit Points, you increase the damage die size of your stone fist from `1d8` to `1d10` and gain resistance to physical damage (except adamantine) equal to your Constitution modifier. - -If you would gain the [dying](../../Rules/conditions.md#Dying) condition, you can choose to instead be permanently [petrified](../../Rules/conditions.md#Petrified) and avoid the risk of death. When you do, you enter your [petrified](../../Rules/conditions.md#Petrified) form with your full maximum Hit Points instead of the normal number. If you become unpetrified, you return to 0 Hit Points, as normal. You can't voluntarily end this petrification. Counteracting this petrification requires a casting of stone to flesh of a spell level equal to at least half your level, and a successful counteract check against the hard DC for your level. Other effects like stone to flesh have similar limitations, as determined by the GM. Each time you recover from this petrification, you gain a new scar on your skin in the shape of a long, thin crack. - -*Source: Dark Archive p. 56* -%% #compendium/src/pf2e/da #trait/aftermath #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/phalanx-breaker-g-g.md b/Compendium/feats/phalanx-breaker-g-g.md deleted file mode 100644 index 140294fba..000000000 --- a/Compendium/feats/phalanx-breaker-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Phalanx Breaker"] ---- -# Phalanx Breaker [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the vanguard -- **Requirements**: You're wielding a two-handed firearm or a two-handed crossbow. -- **Activity** Two-Action - -You know that to take out an enemy formation, you must punch a hole through its center. Make a ranged [Strike](../../Rules/actions/strike.md) with the required weapon against a target within the weapon's first range increment. The target is pushed directly back 10 feet (20 feet on a critical hit), and if this pushes the target into an obstacle, the target takes bludgeoning damage equal to half your level. - -*Source: Guns & Gears p. 113* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/phalanx-formation-lokl.md b/Compendium/feats/phalanx-formation-lokl.md deleted file mode 100644 index f960f1585..000000000 --- a/Compendium/feats/phalanx-formation-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Phalanx Formation"] ---- -# Phalanx Formation *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) - -You know how to clear a line of fire for your allies. You don't provide lesser cover to enemies against your allies' attacks. - -*Source: Lost Omens: Knights of Lastwall p. 74* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/phase-arrow-apg.md b/Compendium/feats/phase-arrow-apg.md deleted file mode 100644 index 3ef22543c..000000000 --- a/Compendium/feats/phase-arrow-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/conjuration -- trait/magical -aliases: ["Phase Arrow"] ---- -# Phase Arrow [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [conjuration](../../Rules/traits/conjuration.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Eldritch Archer Dedication](eldritch-archer-dedication-apg.md) -- **Frequency**: once per day -- **Activity** Single Action - -You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow [Strike](../../Rules/actions/strike.md) against a foe who is [observed](../../Rules/conditions.md#Observed) or [hidden](../../Rules/conditions.md#Hidden) to you (but not [undetected](../../Rules/conditions.md#Undetected)). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the [concealed](../../Rules/conditions.md#Concealed) condition, the [hidden](../../Rules/conditions.md#Hidden) condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The [Strike](../../Rules/actions/strike.md)'s damage can't be reduced with a [Shield Block](shield-block.md) reaction using a non-magical shield. - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype #trait/conjuration #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/phase-bullet-g-g.md b/Compendium/feats/phase-bullet-g-g.md deleted file mode 100644 index d22607fab..000000000 --- a/Compendium/feats/phase-bullet-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/conjuration -- trait/magical -aliases: ["Phase Bullet"] ---- -# Phase Bullet [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [conjuration](../../Rules/traits/conjuration.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Spellshot Dedication](spellshot-dedication-g-g.md) -- **Frequency**: once per day -- **Activity** Single Action - -You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm [Strike](../../Rules/actions/strike.md) against a foe who's [observed](../../Rules/conditions.md#Observed) or [hidden](../../Rules/conditions.md#Hidden) to you (but not [undetected](../../Rules/conditions.md#Undetected)). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and [force](../../Rules/traits/force.md) effects stop the bullet. The shot ignores all cover, the [concealed](../../Rules/conditions.md#Concealed) condition, the [hidden](../../Rules/conditions.md#Hidden) condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The [Strike](../../Rules/actions/strike.md)'s damage can't be reduced with a Shield Block reaction using a non-magical shield. - -*Source: Guns & Gears p. 141* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/conjuration #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/phase-out-som.md b/Compendium/feats/phase-out-som.md deleted file mode 100644 index a771f445a..000000000 --- a/Compendium/feats/phase-out-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/concentrate -- trait/evolution -- trait/summoner -- trait/transmutation -aliases: ["Phase Out"] ---- -# Phase Out [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 6* -[concentrate](../../Rules/traits/concentrate.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: your eidolon is a phantom -- **Activity** Three-Action - -Your eidolon phases out of reality slightly, gaining resistance to all damage (except force and negative) equal to half your level. It's not incorporeal, but it can't use [Strikes](../../Rules/actions/strike.md) or actions that require a fully physical form, such as [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md). Your eidolon can return to its normal form with a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -*Source: Secrets of Magic p. 70* -%% #compendium/src/pf2e/som #trait/concentrate #trait/evolution #trait/summoner #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/phenoms-verve-g-g.md b/Compendium/feats/phenoms-verve-g-g.md deleted file mode 100644 index 0029f2605..000000000 --- a/Compendium/feats/phenoms-verve-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Phenom's Verve"] ---- -# Phenom's Verve *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pistol Phenom Dedication](pistol-phenom-dedication-g-g.md) - -You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a [Performance](../skills.md#Performance) check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn. - -*Source: Guns & Gears p. 137* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/phonetic-training-apg.md b/Compendium/feats/phonetic-training-apg.md deleted file mode 100644 index e0217176a..000000000 --- a/Compendium/feats/phonetic-training-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Phonetic Training"] ---- -# Phonetic Training *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](linguist-dedication-apg.md), expert in [Society](../skills.md#Society) - -You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. - -Memorizing long sequences of words remains just as difficult as it is normally. - -*Source: Advanced Player's Guide p. 178* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/physical-training-lopsg.md b/Compendium/feats/physical-training-lopsg.md deleted file mode 100644 index 015149b70..000000000 --- a/Compendium/feats/physical-training-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Physical Training"] ---- -# Physical Training *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md), expert in [Athletics](../skills.md#Athletics) and [Acrobatics](../skills.md#Acrobatics) - -You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in [Acrobatics](../skills.md#Acrobatics) and [Athletics](../skills.md#Athletics) from expert to master. - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/pick-up-the-pace-apg.md b/Compendium/feats/pick-up-the-pace-apg.md deleted file mode 100644 index 737a9ce83..000000000 --- a/Compendium/feats/pick-up-the-pace-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Pick Up The Pace"] ---- -# Pick Up The Pace *Feat 3* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: Constitution 14 - -You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can [Hustle](../../Rules/actions/hustle.md) for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could [Hustle](../../Rules/actions/hustle.md) alone. - -## Pick Up The Pace leads to... - -[Caravan Leader](caravan-leader-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/pickpocket.md b/Compendium/feats/pickpocket.md deleted file mode 100644 index b7cc33e39..000000000 --- a/Compendium/feats/pickpocket.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Pickpocket"] ---- -# Pickpocket *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Thievery](../skills.md#Thievery) - -You can [Steal](../../Rules/actions/steal.md) or [Palm an Object](../../Rules/actions/palm-an-object.md) that's closely guarded, such as in a pocket, without taking the –5 penalty. You can't steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you're a master in [Thievery](../skills.md#Thievery), you can attempt to [Steal](../../Rules/actions/steal.md) from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. - -## Pickpocket leads to... - -[Legendary Thief](legendary-thief.md), [Steal Spell](steal-spell-apg.md), [Plant Evidence](plant-evidence-apg.md), [Larcenous Hand](larcenous-hand-lotgb.md) - -## Summary - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/pied-piping-apg.md b/Compendium/feats/pied-piping-apg.md deleted file mode 100644 index 0480f240b..000000000 --- a/Compendium/feats/pied-piping-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Pied Piping"] ---- -# Pied Piping *Feat 20* -[bard](../../Rules/traits/bard.md) - - -You learn the [pied piping](../spells/pied-piping-apg.md) composition spell, which enables you to control the actions of weak-minded individuals. - -*Source: Advanced Player's Guide p. 115* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/pierce-the-darkness-lome.md b/Compendium/feats/pierce-the-darkness-lome.md deleted file mode 100644 index df7c0f49e..000000000 --- a/Compendium/feats/pierce-the-darkness-lome.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Pierce The Darkness"] ---- -# Pierce The Darkness *Feat 1* -[goloma](../../Rules/traits/goloma-lome.md) - -- **Prerequisites**: low-light vision - -Your eyes have adapted to see in all circumstances, even without the assistance of light. - -You gain [darkvision](../../Rules/abilities/darkvision.md), allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness you see in black and white only. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Lost Omens: The Mwangi Expanse p. 117* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/pierce-the-light-loag.md b/Compendium/feats/pierce-the-light-loag.md deleted file mode 100644 index de466a771..000000000 --- a/Compendium/feats/pierce-the-light-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -- trait/uncommon -aliases: ["Pierce The Light"] ---- -# Pierce The Light *Feat 17* -[fetchling](../../Rules/traits/fetchling-b2.md) [uncommon](../../Rules/traits/uncommon.md) - - -You tear the veil between the Material Plane and its shadow. You can cast [plane shift](../spells/plane-shift.md) twice per week as an occult innate spell that can only target yourself; you can travel only to the Material or Shadow Planes, and your body serves as the focus component. - -*Source: Lost Omens: Ancestry Guide p. 88* -%% #compendium/src/pf2e/loag #trait/fetchling #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/piercing-critical-g-g.md b/Compendium/feats/piercing-critical-g-g.md deleted file mode 100644 index 225b5a48d..000000000 --- a/Compendium/feats/piercing-critical-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Piercing Critical"] ---- -# Piercing Critical *Feat 18* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -Your attacks with your preferred weapons deal especially devastating wounds. When you [Strike](../../Rules/actions/strike.md) with a firearm or crossbow for which you have legendary proficiency, you critically succeed if you roll a 19 on the die, as long as that result is a success. - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/piercing-quills-lome.md b/Compendium/feats/piercing-quills-lome.md deleted file mode 100644 index 16b775780..000000000 --- a/Compendium/feats/piercing-quills-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Piercing Quills"] ---- -# Piercing Quills *Feat 9* -[shisk](../../Rules/traits/shisk-lome.md) - -- **Prerequisites**: [Spine Stabber](spine-stabber-lome.md) - -Your quills can dig particularly deep into the flesh of your opponents. Your quills unarmed attack deals `1d4` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/pilgrims-token-apg.md b/Compendium/feats/pilgrims-token-apg.md deleted file mode 100644 index 2a7e40b11..000000000 --- a/Compendium/feats/pilgrims-token-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Pilgrim's Token"] ---- -# Pilgrim's Token *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Religion](../skills.md#Religion) - -You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. - -**Special.** If you select this feat at 1st level, you receive your pilgrim's token for free. Alternately, if you have a religious symbol, it is already attuned, as described above. If you select this feat at a later level, or if you lose your pilgrim's token, you must purchase or [Craft](../../Rules/actions/craft.md) a replacement and attune it at a holy site. Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 [Religion](../skills.md#Religion) check. Your GM might adjust the price and DC depending on the token's material and quality and the religious significance of the site; the more significant the location, the easier the attunement. - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/pin-to-the-spot-aoe3.md b/Compendium/feats/pin-to-the-spot-aoe3.md deleted file mode 100644 index b88bc306a..000000000 --- a/Compendium/feats/pin-to-the-spot-aoe3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/archetype -aliases: ["Pin To The Spot"] ---- -# Pin To The Spot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Provocator Dedication](provocator-dedication-aoe3.md) -- **Activity** Two-Action - -You [Strike](../../Rules/actions/strike.md) a target within reach. If you hit and deal damage, the target is also [restrained](../../Rules/conditions.md#Restrained) as if you had critically succeeded at an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md). - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #compendium/src/pf2e/aoe3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/pinch-time-apg.md b/Compendium/feats/pinch-time-apg.md deleted file mode 100644 index b652fa4bd..000000000 --- a/Compendium/feats/pinch-time-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/half-elf -aliases: ["Pinch Time"] ---- -# Pinch Time *Feat 9* -[half-elf](../../Rules/traits/half-elf.md) - - -One of your parents has a human life span and another an elven life span, with your own somewhere between. As a result, you have an unusual perspective on time, which you've learned to manifest to aid yourself in moments of stress. You gain [haste](../spells/haste.md) as a 3rd-level arcane innate spell, though you can target only yourself. You can [Cast this Spell](../../Rules/actions/cast-a-spell.md) once per day. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/half-elf %% \ No newline at end of file diff --git a/Compendium/feats/pinning-fire-apg.md b/Compendium/feats/pinning-fire-apg.md deleted file mode 100644 index 6dbbcae90..000000000 --- a/Compendium/feats/pinning-fire-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Pinning Fire"] ---- -# Pinning Fire [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[monk](../../Rules/traits/monk.md) - -- **Trigger** You use [Flurry of Blows](../../Rules/actions/flurry-of-blows.md) to make two ranged piercing weapon [Strikes](../../Rules/actions/strike.md) against the same target. -- **Activity** Free Action - -You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become [immobilized](../../Rules/conditions.md#Immobilized) until it or an adjacent creature succeeds at a DC 10 [Athletics](../skills.md#Athletics) check to remove the pinning projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/pinpoint-poisoner-apg.md b/Compendium/feats/pinpoint-poisoner-apg.md deleted file mode 100644 index 762a99406..000000000 --- a/Compendium/feats/pinpoint-poisoner-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Pinpoint Poisoner"] ---- -# Pinpoint Poisoner *Feat 8* -[alchemist](../../Rules/traits/alchemist.md) - - -Unsuspecting targets are especially vulnerable to your poisons. When you successfully [Strike](../../Rules/actions/strike.md) a [flat-footed](../../Rules/conditions.md#Flat-footed) creature with a poisoned weapon or expose a [flat-footed](../../Rules/conditions.md#Flat-footed) creature to an inhaled poison, the [flat-footed](../../Rules/conditions.md#Flat-footed) condition also gives that creature a –2 circumstance penalty to its initial save against that poison. - -*Source: Advanced Player's Guide p. 107* -%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/pirate-dedication-apg.md b/Compendium/feats/pirate-dedication-apg.md deleted file mode 100644 index 085817828..000000000 --- a/Compendium/feats/pirate-dedication-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Pirate Dedication"] ---- -# Pirate Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) - -As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in [Sailing Lore](../skills.md#Lore), or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action. - -```ad-embed-ability -title: Boarding Assault [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[flourish](../../../rules/traits/flourish.md) - -Either [Stride](../../../rules/actions/stride.md) twice or attempt an [Acrobatics](../../skills.md#Acrobatics) check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee [Strike](../../../rules/actions/strike.md) that deals one additional weapon damage die. -%% #trait/flourish %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the pirate archetype. - -## Pirate Dedication leads to... - -[Pirate Weapon Training](pirate-weapon-training-apg.md), [Rope Runner](rope-runner-apg.md), [Walk The Plank](walk-the-plank-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 185* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% diff --git a/Compendium/feats/pirate-weapon-training-apg.md b/Compendium/feats/pirate-weapon-training-apg.md deleted file mode 100644 index 9306e157f..000000000 --- a/Compendium/feats/pirate-weapon-training-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Pirate Weapon Training"] ---- -# Pirate Weapon Training *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pirate Dedication](pirate-dedication-apg.md) - -You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: [hatchet](../equipment/items/hatchet.md), [rapier](../equipment/items/rapier.md), [scimitar](../equipment/items/scimitar.md), and [whip](../equipment/items/whip.md). Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons. - -*Source: Advanced Player's Guide p. 185* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/pirouette-loil.md b/Compendium/feats/pirouette-loil.md deleted file mode 100644 index 1a7ecf37f..000000000 --- a/Compendium/feats/pirouette-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/bard -- trait/rare -- trait/rogue -- trait/swashbuckler -aliases: ["Pirouette"] ---- -# Pirouette [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[bard](../../Rules/traits/bard.md) [rare](../../Rules/traits/rare.md) [rogue](../../Rules/traits/rogue.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: Masquerade of Seasons Stance -- **Trigger** An enemy targets you with a [Strike](../../Rules/actions/strike.md). -- **Requirements**: You're in Masquerade of Seasons Stance. -- **Activity** Reaction - -You twirl gracefully, spinning on one foot to evade your opponent's attack. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately [Step](../../Rules/actions/step.md). If the attack hits you anyway, reduce the damage it deals by an amount equal to half your level; this reduction in damage is applied after calculating immunities, resistances, and weakness. - -*Source: Lost Omens: Impossible Lands p. 126* -%% #compendium/src/pf2e/loil #trait/bard #trait/rare #trait/rogue #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/pistol-phenom-dedication-g-g.md b/Compendium/feats/pistol-phenom-dedication-g-g.md deleted file mode 100644 index 289b6d21d..000000000 --- a/Compendium/feats/pistol-phenom-dedication-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Pistol Phenom Dedication"] ---- -# Pistol Phenom Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in at least one type of one-handed firearm, trained in [Deception](../skills.md#Deception), trained in [Performance](../skills.md#Performance) - -You catch an opponent off-guard by spinning your weapon. - -You gain the [Pistol Twirl](pistol-twirl-g-g.md) gunslinger feat, enabling you to [Feint](../../Rules/actions/feint.md) against creatures within your weapon's first range increment. - -This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you [Feint](../../Rules/actions/feint.md) with a one-handed firearm, you can choose to attempt a [Performance](../skills.md#Performance) check instead of a [Deception](../skills.md#Deception) check. - -**Special.** You can't select another dedication feat until you've gained at least two other feats from the pistol phenom archetype. - -## Pistol Phenom Dedication leads to... - -[Dazzling Bullet](dazzling-bullet-g-g.md), [Gunpowder Gauntlet](gunpowder-gauntlet-g-g.md), [Hot Foot](hot-foot-g-g.md), [Phenom's Verve](phenoms-verve-g-g.md), [Reach For The Sky](reach-for-the-sky-g-g.md), [Whirling Knockdown](whirling-knockdown-g-g.md) - -## Summary - -*Source: Guns & Gears p. 136* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/pistol-twirl-g-g.md b/Compendium/feats/pistol-twirl-g-g.md deleted file mode 100644 index 717a5a38e..000000000 --- a/Compendium/feats/pistol-twirl-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Pistol Twirl"] ---- -# Pistol Twirl [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) -- **Requirements**: You're wielding a loaded one-handed ranged weapon. -- **Activity** Single Action - -Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks. - -You [Feint](../../Rules/actions/feint.md) against an opponent within the required weapon's first range increment, rather than an opponent within melee reach. If you succeed, the foe is [flat-footed](../../Rules/conditions.md#Flat-footed) against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you're [flat-footed](../../Rules/conditions.md#Flat-footed) against the target's melee and ranged attacks, rather than only its melee attacks. - -## Pistol Twirl leads to... - -[Showstopper](showstopper-g-g.md) - -## Summary - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/pistoleros-challenge-g-g.md b/Compendium/feats/pistoleros-challenge-g-g.md deleted file mode 100644 index f8235298b..000000000 --- a/Compendium/feats/pistoleros-challenge-g-g.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/auditory -- trait/flourish -- trait/gunslinger -- trait/linguistic -- trait/mental -aliases: ["Pistolero's Challenge"] ---- -# Pistolero's Challenge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[auditory](../../Rules/traits/auditory.md) [flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: way of the pistolero -- **Activity** Single Action - -With a stern call, carefully chosen barb, or some other challenging declaration, you demand your foe's attention in a duel. Choose an opponent within 30 feet who you can perceive and can hear you, and make your choice of a [Deception](../skills.md#Deception) or [Intimidation](../skills.md#Intimidation) check against the target's Will DC. No matter the result of the check, the foe is temporarily immune to your Pistolero's Challenge until noon the next day. - -> [!success-degree] -> - **Success** Both you and the opponent gain a +2 status bonus to damage rolls with [Strikes](../../Rules/actions/strike.md) made against each other. If you're a master in the skill you used for the check, the status bonus to damage rolls increases to +3, and if you're legendary, it increases to +4. You can have only one challenge in effect at a time; challenging a new opponent ends this effect on any current target. Otherwise, the effect lasts until one of you is defeated, flees, or the encounter ends. -> - **Critical Failure** You become [frightened](../../Rules/conditions.md#Frightened) and can't use this ability again for 1 minute. - -## Pistolero's Challenge leads to... - -[Come At Me!](come-at-me-g-g.md) - -## Summary - -*Source: Guns & Gears p. 114* -%% #compendium/src/pf2e/g&g #trait/auditory #trait/flourish #trait/gunslinger #trait/linguistic #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/piston-punch-g-g.md b/Compendium/feats/piston-punch-g-g.md deleted file mode 100644 index 5ec02c845..000000000 --- a/Compendium/feats/piston-punch-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Piston Punch"] ---- -# Piston Punch [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sterling Dynamo Dedication](sterling-dynamo-dedication-g-g.md) -- **Activity** Two-Action - -You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. - -Make a single bludgeoning or piercing dynamo [Strike](../../Rules/actions/strike.md) and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour. - -*Source: Guns & Gears p. 53* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/pit-of-snakes-loil.md b/Compendium/feats/pit-of-snakes-loil.md deleted file mode 100644 index 98bf9ce8c..000000000 --- a/Compendium/feats/pit-of-snakes-loil.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/concentrate -- trait/conjuration -- trait/manipulate -- trait/nagaji -- trait/occult -aliases: ["Pit of Snakes"] ---- -# Pit of Snakes [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 13* -[concentrate](../../Rules/traits/concentrate.md) [conjuration](../../Rules/traits/conjuration.md) [manipulate](../../Rules/traits/manipulate.md) [nagaji](../../Rules/traits/nagaji-loil.md) [occult](../../Rules/traits/occult.md) - -- **Frequency**: once per day -- **Activity** Three-Action - -Mundane serpents obey your summons. You call forth a writhing mass of snakes, raising your hands to cause the snakes to emerge from the ground in a 20-foot burst within 120 feet. The snakes appear on all squares of the ground in the area and remain for 1 minute. When you use Pit of Snakes, all creatures in the area must attempt a Fortitude save against the higher of your class DC or spell DC. Any creature that fails is [grabbed](../../Rules/conditions.md#Grabbed) by a snake and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the snakes attempt to Grab that creature if they aren't already grabbing it. Any creature already [grabbed](../../Rules/conditions.md#Grabbed) instead takes `2d6` bludgeoning damage. - -The snakes' [Escape](../../Rules/actions/escape.md) DC is equal to the higher of your class DC or spell DC. A creature can attack a snake in an attempt to release its grip. The snake's AC is equal to the higher of your class DC or spell DC, and it's destroyed if it takes 12 or more damage. Even if a specific snake is destroyed, additional snakes continue to cavort in the area until the duration ends. You can [Dismiss](../../Rules/actions/dismiss.md) the effect. - -*Source: Lost Omens: Impossible Lands p. 51* -%% #compendium/src/pf2e/loil #trait/concentrate #trait/conjuration #trait/manipulate #trait/nagaji #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/pitborn-apg.md b/Compendium/feats/pitborn-apg.md deleted file mode 100644 index 1554f3bac..000000000 --- a/Compendium/feats/pitborn-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/lineage -- trait/tiefling -aliases: ["Pitborn"] ---- -# Pitborn *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [tiefling](../../Rules/traits/tiefling-b1.md) - - -Your blood bears the mark of a [demon](../../Rules/traits/demon.md), a living embodiment of sin from the fetid depths of the Abyss. Demonic power pulses through your veins and manifests in a different way for each pitborn, whether you have webbed fingers and thrive in the water, large hands capable of wrestling larger foes, or some other manifestation. You are trained in [Athletics](../skills.md#Athletics). If you were already trained in [Athletics](../skills.md#Athletics) (from your background or class, for example), you instead become trained in a skill of your choice. - -You also gain any one common 1st-level skill feat with a prerequisite of trained in [Athletics](../skills.md#Athletics), as reflects the manifestation of your Abyssal blood. - -## Pitborn leads to... - -[Demon Magic](demon-magic-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/pivot-strike-ec1.md b/Compendium/feats/pivot-strike-ec1.md deleted file mode 100644 index 94e0de146..000000000 --- a/Compendium/feats/pivot-strike-ec1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/attack -- trait/open -- trait/uncommon -aliases: ["Pivot Strike"] ---- -# Pivot Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) [open](../../Rules/traits/open.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. -- **Activity** Two-Action - -You [Leap](../../Rules/actions/leap.md) and then [Strike](../../Rules/actions/strike.md) using your staff. - -You gain a circumstance bonus to damage for the [Strike](../../Rules/actions/strike.md) equal to twice the number of weapon damage dice. Regardless of whether your [Strike](../../Rules/actions/strike.md) hit, you can then attempt to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) the target. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/attack #trait/open #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/plague-sniffer-loag.md b/Compendium/feats/plague-sniffer-loag.md deleted file mode 100644 index e5fa76112..000000000 --- a/Compendium/feats/plague-sniffer-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Plague Sniffer"] ---- -# Plague Sniffer *Feat 5* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - -- **Prerequisites**: longsnout rat heritage - -You can sniff out the pungent tang of disease. When you detect a creature by [scent](../../Rules/abilities/scent.md), you can also detect if that creature is suffering from a disease at a non-carrier state. If the disease is particularly subtle, you might need to attempt a [Perception](../skills.md#Perception) check against the disease's DC (subject to the GM's discretion). - -*Source: Lost Omens: Ancestry Guide p. 56* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/planar-sidestep-loil.md b/Compendium/feats/planar-sidestep-loil.md deleted file mode 100644 index d034cbcc1..000000000 --- a/Compendium/feats/planar-sidestep-loil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/arcane -- trait/concentrate -- trait/conjuration -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Planar Sidestep"] ---- -# Planar Sidestep [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[arcane](../../Rules/traits/arcane.md) [concentrate](../../Rules/traits/concentrate.md) [conjuration](../../Rules/traits/conjuration.md) [ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - -- **Frequency**: once per day -- **Trigger** A creature hits you with a melee [Strike](../../Rules/actions/strike.md). -- **Activity** Reaction - -You shift your body briefly between planes, reducing the damage from your foe's attack. You gain resistance 25 to all damage against the triggering attack. - -Observers simply see you shimmer with elemental energy for a moment, just as the attack lands. - -*Source: Lost Omens: Impossible Lands p. 31* -%% #compendium/src/pf2e/loil #trait/arcane #trait/concentrate #trait/conjuration #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/planar-survival.md b/Compendium/feats/planar-survival.md deleted file mode 100644 index 0e8cfb4fd..000000000 --- a/Compendium/feats/planar-survival.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Planar Survival"] ---- -# Planar Survival *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Survival](../skills.md#Survival) - -You can [Subsist](../../Rules/actions/subsist.md) using [Survival](../skills.md#Survival) on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to [Subsist](../../Rules/actions/subsist.md) can also reduce the damage dealt by the plane, at the GM's discretion. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/plant-evidence-apg.md b/Compendium/feats/plant-evidence-apg.md deleted file mode 100644 index c86e62bce..000000000 --- a/Compendium/feats/plant-evidence-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Plant Evidence"] ---- -# Plant Evidence [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: [Pickpocket](pickpocket.md) -- **Activity** Single Action - -You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by succeeding at a [Thievery](../skills.md#Thievery) check against their [Perception](../skills.md#Perception) DC. If you have the ruffian racket, you can do this as a free action when you successfully [Shove](../../Rules/actions/shove.md) a target. - -*Source: Advanced Player's Guide p. 134* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/plant-shape.md b/Compendium/feats/plant-shape.md deleted file mode 100644 index 1f55e6f8a..000000000 --- a/Compendium/feats/plant-shape.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Plant Shape"] ---- -# Plant Shape *Feat 10* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Leaf order or [Wild Shape](wild-shape.md) - -You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don't have wild shape, you can instead cast [plant form](../spells/plant-form.md) once per day, heightened to the highest spell level you can cast. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to poison. - -*Source: Core Rulebook p. 138* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/play-dead-botd.md b/Compendium/feats/play-dead-botd.md deleted file mode 100644 index 221cac173..000000000 --- a/Compendium/feats/play-dead-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Play Dead"] ---- -# Play Dead [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[skeleton](../../Rules/traits/skeleton-b1.md) - -- **Activity** Single Action - -You lie [prone](../../Rules/conditions.md#Prone) and pretend to be an ordinary skeleton. As long as you don't move or take any actions requiring anything other than your mind, you appear dead. To see through your ruse, another creature must succeed at a check against your [Deception](../skills.md#Deception) DC, either by Seeking or [Recalling Knowledge](../../Rules/actions/recall-knowledge.md) (typically using [Religion](../skills.md#Religion) or an appropriate [Lore](../skills.md#Lore) skill). This ability doesn't work against creatures that already know you're an animate undead unless you have changed your appearance. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/play-to-the-crowd-apg.md b/Compendium/feats/play-to-the-crowd-apg.md deleted file mode 100644 index 7b93d3d3d..000000000 --- a/Compendium/feats/play-to-the-crowd-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/concentrate -aliases: ["Play To The Crowd"] ---- -# Play To The Crowd [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Gladiator Dedication](gladiator-dedication-apg.md) -- **Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators. -- **Activity** Reaction - -You show off for the crowd. Attempt a [Performance](../skills.md#Performance) check; the DC is determined by the GM but is typically the standard DC for your level or the DC to [Make an Impression](../../Rules/actions/make-an-impression.md) on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits: - -- A number of temporary Hit Points equal to your character level; these last for 1 minute. -- A +1 circumstance bonus to AC until the end of your next turn. -- A +1 circumstance bonus to your next attack roll before the end of your next turn. - -## Play To The Crowd leads to... - -[Call Your Shot](call-your-shot-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 175* -%% #compendium/src/pf2e/apg #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/plentiful-snares-apg.md b/Compendium/feats/plentiful-snares-apg.md deleted file mode 100644 index 140739097..000000000 --- a/Compendium/feats/plentiful-snares-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Plentiful Snares"] ---- -# Plentiful Snares *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Snarecrafter Dedication](snarecrafter-dedication-apg.md) - -You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by [Snarecrafter Dedication](snarecrafter-dedication-apg.md). - -*Source: Advanced Player's Guide p. 194* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/plot-the-future-apg.md b/Compendium/feats/plot-the-future-apg.md deleted file mode 100644 index 7d7be369a..000000000 --- a/Compendium/feats/plot-the-future-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/investigator -- trait/prediction -- trait/uncommon -aliases: ["Plot The Future"] ---- -# Plot The Future *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [investigator](../../Rules/traits/investigator-apg.md) [prediction](../../Rules/traits/prediction.md) [uncommon](../../Rules/traits/uncommon.md) - - -You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it's likely to come to pass, learning whether it's highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You also gain a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn. - -*Source: Advanced Player's Guide p. 64* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator #trait/prediction #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/plum-deluge-frp3.md b/Compendium/feats/plum-deluge-frp3.md deleted file mode 100644 index c04f71d24..000000000 --- a/Compendium/feats/plum-deluge-frp3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/alchemist -- trait/uncommon -aliases: ["Plum Deluge"] ---- -# Plum Deluge [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[alchemist](../../Rules/traits/alchemist.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Requirements**: You have at least three of the same contact poison. -- **Activity** Three-Action - -You have learned to saturate an area with poison in imitation of the techniques of your rival, Blue Viper. As part of this ability, you [Interact](../../Rules/actions/interact.md) to draw three vials of the same contact poison and throw them in the air, where they shatter and spread a poisonous deluge affecting a 20-foot burst within 60 feet. - -All creatures in the burst are automatically exposed to the poison, immediately bypassing any onset time, and must attempt a saving throw against that poison. The three vials must be identical, even if the poison can come in multiple types or different levels. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* -%% #compendium/src/pf2e/frp3 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/plumekith-loag.md b/Compendium/feats/plumekith-loag.md deleted file mode 100644 index 8c7bb2a03..000000000 --- a/Compendium/feats/plumekith-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/lineage -aliases: ["Plumekith"] ---- -# Plumekith *Feat 1* -[aasimar](../../Rules/traits/aasimar-apg.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Your blood soars with the power of the magnificent garuda, proud and stoic avian warriors. You only take half the normal damage from falling and gain a +2 circumstance bonus to saving throws against effects with the [air](../../Rules/traits/air.md) trait. - -## Plumekith leads to... - -[Garuda Magic](garuda-magic-loag.md), [Garuda's Squall](garudas-squall-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/point-blank-shot.md b/Compendium/feats/point-blank-shot.md deleted file mode 100644 index c4e58ba27..000000000 --- a/Compendium/feats/point-blank-shot.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/open -- trait/stance -aliases: ["Point-blank Shot"] ---- -# Point-blank Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](../../Rules/traits/fighter.md) [open](../../Rules/traits/open.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are wielding a ranged weapon. -- **Activity** Single Action - -You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](../../Rules/traits/volley.md) trait. When using a ranged weapon that doesn't have the [volley](../../Rules/traits/volley.md) trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. - -*Source: Core Rulebook p. 144* -%% #compendium/src/pf2e/crb #trait/fighter #trait/open #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/poison-coat-apg.md b/Compendium/feats/poison-coat-apg.md deleted file mode 100644 index 6f32a1e08..000000000 --- a/Compendium/feats/poison-coat-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Poison Coat"] ---- -# Poison Coat [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Poisoner Dedication](poisoner-dedication-apg.md) -- **Trigger** A creature adjacent to you hits you with a melee unarmed [Strike](../../Rules/actions/strike.md). -- **Requirements**: You have prepared your clothing to poison attackers (see below). -- **Activity** Reaction - -In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time. - -When you use this reaction, the triggering creature is exposed to the suffused poison. - -*Source: Advanced Player's Guide p. 186* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/poison-resistance-druid.md b/Compendium/feats/poison-resistance-druid.md deleted file mode 100644 index 2f0b69927..000000000 --- a/Compendium/feats/poison-resistance-druid.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Poison Resistance (Druid)"] ---- -# Poison Resistance (Druid) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[druid](../../Rules/traits/druid.md) - -- **Activity** Single Action - -Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. - -*Source: Core Rulebook p. 135* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/poison-weapon.md b/Compendium/feats/poison-weapon.md deleted file mode 100644 index a888ef46c..000000000 --- a/Compendium/feats/poison-weapon.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/manipulate -- trait/rogue -aliases: ["Poison Weapon"] ---- -# Poison Weapon [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[manipulate](../../Rules/traits/manipulate.md) [rogue](../../Rules/traits/rogue.md) - -- **Requirements**: You are wielding a piercing or slashing weapon. -- **Activity** Single Action - -You apply a [poison](../../Rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](../../Rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. - -**Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. - -## Poison Weapon leads to... - -[Improved Poison Weapon](improved-poison-weapon.md), [Deadly Poison Weapon](deadly-poison-weapon-aoa5.md) - -## Summary - -*Source: Core Rulebook p. 185* -%% #compendium/src/pf2e/crb #trait/manipulate #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/poisoner-dedication-apg.md b/Compendium/feats/poisoner-dedication-apg.md deleted file mode 100644 index 9b2b976a7..000000000 --- a/Compendium/feats/poisoner-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Poisoner Dedication"] ---- -# Poisoner Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits (page 150), though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. - -**Special.** You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype. - -## Poisoner Dedication leads to... - -[Acquired Tolerance](acquired-tolerance-apg.md), [Expert Poisoner](expert-poisoner-apg.md), [Poison Coat](poison-coat-apg.md), [Poisoner's Twist](poisoners-twist-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 186* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/poisoners-twist-apg.md b/Compendium/feats/poisoners-twist-apg.md deleted file mode 100644 index 1dd21695b..000000000 --- a/Compendium/feats/poisoners-twist-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Poisoner's Twist"] ---- -# Poisoner's Twist [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Poisoner Dedication](poisoner-dedication-apg.md), trained in [Medicine](../skills.md#Medicine) -- **Requirements**: Your last action was a successful melee [Strike](../../Rules/actions/strike.md) that dealt damage against a target that is afflicted by a poison, and you know which poison. -- **Activity** Single Action - -Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal `1d6` damage of the required [Strike](../../Rules/actions/strike.md)'s damage type and `1d6` poison damage to the target. If you're at least 18th level, you deal `2d6` damage of each type. - -*Source: Advanced Player's Guide p. 186* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/polearm-tricks-som.md b/Compendium/feats/polearm-tricks-som.md deleted file mode 100644 index cc0de0be7..000000000 --- a/Compendium/feats/polearm-tricks-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Polearm Tricks"] ---- -# Polearm Tricks *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Runelord Dedication](runelord-dedication-som.md) - -Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms. - -*Source: Secrets of Magic p. 240* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/portentous-spell-apg.md b/Compendium/feats/portentous-spell-apg.md deleted file mode 100644 index 5aced6412..000000000 --- a/Compendium/feats/portentous-spell-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/manipulate -- trait/mental -- trait/metamagic -- trait/oracle -- trait/visual -aliases: ["Portentous Spell"] ---- -# Portentous Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[manipulate](../../Rules/traits/manipulate.md) [mental](../../Rules/traits/mental.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) [visual](../../Rules/traits/visual.md) - -- **Activity** Single Action - -Your spellcasting is rife with strange lights, esoteric gestures, and other captivating effects that befuddle your foes. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), any creature that attempts to use a reaction triggered by your [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity takes a –2 circumstance penalty to attack rolls and skill checks rolled as part of the reaction. In addition, if the spell includes a spell attack roll or requires a saving throw, creatures you hit or that fail their saves are [fascinated](../../Rules/conditions.md#Fascinated) with you until the start of your next turn. - -*Source: Advanced Player's Guide p. 81* -%% #compendium/src/pf2e/apg #trait/manipulate #trait/mental #trait/metamagic #trait/oracle #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/positioning-assault.md b/Compendium/feats/positioning-assault.md deleted file mode 100644 index 1f9e673e2..000000000 --- a/Compendium/feats/positioning-assault.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -aliases: ["Positioning Assault"] ---- -# Positioning Assault [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Requirements**: You are wielding a two-handed melee weapon and your target is within your reach. -- **Activity** Two-Action - -With punishing blows, you force your opponent into position. Make a [Strike](../../Rules/actions/strike.md) with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules found on page 475. - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/positive-luminance-botd.md b/Compendium/feats/positive-luminance-botd.md deleted file mode 100644 index 7a50697f6..000000000 --- a/Compendium/feats/positive-luminance-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Positive Luminance"] ---- -# Positive Luminance *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](hallowed-necromancer-dedication-botd.md) - -You learn how to create a luminous reservoir of positive energy that you can use to punish undead who dare attack you. You gain the domain spell [positive luminance](../spells/positive-luminance.md). It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../Rules/actions/refocus.md) activity. - -*Source: Book of the Dead p. 25* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/posse-apg.md b/Compendium/feats/posse-apg.md deleted file mode 100644 index a04511ea9..000000000 --- a/Compendium/feats/posse-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/exploration -aliases: ["Posse"] ---- -# Posse *Feat 4* -[archetype](../../Rules/traits/archetype.md) [exploration](../../Rules/traits/exploration.md) - -- **Requirements**: You have designated prey with [Hunt Prey](../../Rules/actions/hunt-prey.md). - -By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to [Seek](../../Rules/actions/seek.md) your prey, to [Track](../../Rules/actions/track.md) your prey, and to [Gather Information](../../Rules/actions/gather-information.md) about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey. - -This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM. - -*Source: Advanced Player's Guide p. 163* -%% #compendium/src/pf2e/apg #trait/archetype #trait/exploration %% \ No newline at end of file diff --git a/Compendium/feats/potent-poisoner.md b/Compendium/feats/potent-poisoner.md deleted file mode 100644 index fe0aba106..000000000 --- a/Compendium/feats/potent-poisoner.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Potent Poisoner"] ---- -# Potent Poisoner *Feat 10* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Powerful Alchemy](powerful-alchemy.md) - -By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the [poison](../../Rules/traits/poison.md) trait by any means, the DC is increased by up to 4, to a maximum of your class DC. - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/poultice-preparation-apg.md b/Compendium/feats/poultice-preparation-apg.md deleted file mode 100644 index 6c6fa7a70..000000000 --- a/Compendium/feats/poultice-preparation-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Poultice Preparation"] ---- -# Poultice Preparation *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Herbalist Dedication](herbalist-dedication-apg.md) - -When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the [oil](../../Rules/traits/oil.md) trait (but remains alchemical, not magical) and loses the [elixir](../../Rules/traits/elixir.md) and [ingested](../../Rules/traits/ingested.md) traits. You can apply a poultice by Interacting with one hand. - -When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of [persistent acid, bleed, or fire damage](../../Rules/conditions.md#Persistent%20Damage), with the DC reduction from appropriate assistance. - -*Source: Advanced Player's Guide p. 176* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/powder-punch-stance-ooa1.md b/Compendium/feats/powder-punch-stance-ooa1.md deleted file mode 100644 index aad1d1651..000000000 --- a/Compendium/feats/powder-punch-stance-ooa1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/archetype -- trait/stance -- trait/uncommon -aliases: ["Powder Punch Stance"] ---- -# Powder Punch Stance *Feat 2* -[archetype](../../Rules/traits/archetype.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You're from Alkenstar or the Mana Wastes. -- **Prerequisites**: [Martial Artist Dedication](martial-artist-dedication-apg.md) - -You infuse your handwraps with black powder. On your first melee [Strike](../../Rules/actions/strike.md) each round with an unarmed attack, [knuckle duster](../equipment/items/knuckle-duster-g-g.md), or [black powder knuckle dusters](../equipment/items/black-powder-knuckle-dusters-g-g.md), you deal an additional 1 fire damage. If you critically succeed at an attempt to [Shove](../../Rules/actions/shove.md) while in this stance, the target is pushed back an additional 5 feet. - -## Powder Punch Stance leads to... - -[Black Powder Flash](black-powder-flash-ooa1.md), [Thunder Clap](thunder-clap-ooa1.md) - -## Summary - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* -%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/power-attack.md b/Compendium/feats/power-attack.md deleted file mode 100644 index a7dfa653e..000000000 --- a/Compendium/feats/power-attack.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -aliases: ["Power Attack"] ---- -# Power Attack [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Activity** Two-Action - -You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee [Strike](../../Rules/actions/strike.md). This counts as two attacks when calculating your multiple attack penalty. If this [Strike](../../Rules/actions/strike.md) hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. - -## Power Attack leads to... - -[Furious Focus](furious-focus.md) - -## Summary - -*Source: Core Rulebook p. 144* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/power-slide-g-g.md b/Compendium/feats/power-slide-g-g.md deleted file mode 100644 index 39bbcc655..000000000 --- a/Compendium/feats/power-slide-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/move -- trait/reckless -- trait/skill -aliases: ["Power Slide"] ---- -# Power Slide [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [move](../../Rules/traits/move.md) [reckless](../../Rules/traits/reckless-gmg.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Trick Driver Dedication](trick-driver-dedication-g-g.md) -- **Requirements**: You are piloting a vehicle. -- **Activity** Varies ([>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") TO [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You [Drive](../../Rules/actions/drive-gmg.md) with a –2 penalty to your piloting check, gaining the effects of the [Drive](../../Rules/actions/drive-gmg.md) action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees. - -*Source: Guns & Gears p. 55* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/move #trait/reckless #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/powerful-alchemy.md b/Compendium/feats/powerful-alchemy.md deleted file mode 100644 index ccb40bc5c..000000000 --- a/Compendium/feats/powerful-alchemy.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Powerful Alchemy"] ---- -# Powerful Alchemy *Feat 8* -[alchemist](../../Rules/traits/alchemist.md) - - -Alchemical items you create on the fly are particularly potent. When you use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC. - -## Powerful Alchemy leads to... - -[Potent Poisoner](potent-poisoner.md) - -## Summary - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/powerful-guts-loag.md b/Compendium/feats/powerful-guts-loag.md deleted file mode 100644 index 65410f9c9..000000000 --- a/Compendium/feats/powerful-guts-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Powerful Guts"] ---- -# Powerful Guts *Feat 5* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your [sickened](../../Rules/conditions.md#Sickened) value, you reduce it by 2 (or by 3 on a critical success). - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/powerful-leap.md b/Compendium/feats/powerful-leap.md deleted file mode 100644 index f9f792783..000000000 --- a/Compendium/feats/powerful-leap.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Powerful Leap"] ---- -# Powerful Leap *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -When you [Leap](../../Rules/actions/leap.md), you can jump 5 feet up with a vertical [Leap](../../Rules/actions/leap.md), and you increase the distance you can jump horizontally by 5 feet. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/powerful-shove.md b/Compendium/feats/powerful-shove.md deleted file mode 100644 index 8a8a4f150..000000000 --- a/Compendium/feats/powerful-shove.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Powerful Shove"] ---- -# Powerful Shove *Feat 4* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Aggressive Block](aggressive-block.md) or [Brutish Shove](brutish-shove.md) - -You can push larger foes around with your attack. You can use [Aggressive Block](aggressive-block.md) or [Brutish Shove](brutish-shove.md) against a creature up to two sizes larger than you. - -When a creature you [Shove](../../Rules/actions/shove.md) has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature. - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/powerful-snares.md b/Compendium/feats/powerful-snares.md deleted file mode 100644 index e51c391fb..000000000 --- a/Compendium/feats/powerful-snares.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Powerful Snares"] ---- -# Powerful Snares *Feat 8* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting), [Snare Specialist](snare-specialist.md) - -Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher. - -*Source: Core Rulebook p. 174* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/powerful-sneak.md b/Compendium/feats/powerful-sneak.md deleted file mode 100644 index aeb2d4990..000000000 --- a/Compendium/feats/powerful-sneak.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Powerful Sneak"] ---- -# Powerful Sneak *Feat 18* -[rogue](../../Rules/traits/rogue.md) - - -You have learned to exploit your enemies' lowered defenses. When you succeed or critically succeed at a [Strike](../../Rules/actions/strike.md) using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your [Strike](../../Rules/actions/strike.md), rather than precision damage. - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/practiced-defender-lopsg.md b/Compendium/feats/practiced-defender-lopsg.md deleted file mode 100644 index d61cf5d22..000000000 --- a/Compendium/feats/practiced-defender-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Practiced Defender"] ---- -# Practiced Defender *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) - -After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the [Defend](../../Rules/actions/defend.md) exploration activity while traveling at your full travel speed instead of half your travel speed. - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/practiced-guidance-aoa3.md b/Compendium/feats/practiced-guidance-aoa3.md deleted file mode 100644 index 707ad3184..000000000 --- a/Compendium/feats/practiced-guidance-aoa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/archetype -- trait/uncommon -aliases: ["Practiced Guidance"] ---- -# Practiced Guidance *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](bellflower-dedication-aoa3.md) - -Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to [Aid](../../Rules/actions/aid.md) a member of your crop, you get a critical success instead. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/practiced-opposition-lokl.md b/Compendium/feats/practiced-opposition-lokl.md deleted file mode 100644 index 28f555456..000000000 --- a/Compendium/feats/practiced-opposition-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Practiced Opposition"] ---- -# Practiced Opposition [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) -- **Activity** Single Action - -You've battled more undead than you care to remember, often with little time to prepare between foes, forcing you to rely on experience and muscle memory to guide your blade. Attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about an undead you can see and then [Strike](../../Rules/actions/strike.md) that undead. If your attempt to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) is successful, your [Strike](../../Rules/actions/strike.md) treats the target's resistances as 5 lower. The target is then immune to your Practiced Opposition for 24 hours. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/practiced-paddler-ec3.md b/Compendium/feats/practiced-paddler-ec3.md deleted file mode 100644 index 166b63748..000000000 --- a/Compendium/feats/practiced-paddler-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Practiced Paddler"] ---- -# Practiced Paddler *Feat 5* -[shoony](../../Rules/traits/shoony-ec3.md) - -- **Prerequisites**: paddler shoony - -You're skilled at navigating bogs and marshes, even for a paddler shoony. You gain a swim Speed of 15 feet. - -*Source: Extinction Curse #3: Life's Long Shadows p. 73* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/practiced-reloads-g-g.md b/Compendium/feats/practiced-reloads-g-g.md deleted file mode 100644 index 1047e3a5a..000000000 --- a/Compendium/feats/practiced-reloads-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Practiced Reloads"] ---- -# Practiced Reloads *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](gunslinger-dedication-g-g.md) - -You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger's reload for the way you selected with Gunslinger's Dedication. - -*Source: Guns & Gears p. 127* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/prairie-rider-apg.md b/Compendium/feats/prairie-rider-apg.md deleted file mode 100644 index 476de962f..000000000 --- a/Compendium/feats/prairie-rider-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/halfling -aliases: ["Prairie Rider"] ---- -# Prairie Rider *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -You grew up riding your clan's shaggy ponies and riding dogs. You become trained in [Nature](../skills.md#Nature). If you would automatically become trained in [Nature](../skills.md#Nature) (from your background or class, for example), you instead become trained in a skill of your choice. You also get a +1 circumstance bonus to [Command an Animal](../../Rules/actions/command-an-animal.md) if the target is a traditional halfling mount, such as a pony or riding dog. - -*Source: Advanced Player's Guide p. 46* -%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/prayer-attack-lol.md b/Compendium/feats/prayer-attack-lol.md deleted file mode 100644 index 2c79f1046..000000000 --- a/Compendium/feats/prayer-attack-lol.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/concentrate -aliases: ["Prayer Attack"] ---- -# Prayer Attack [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Red Mantis Assassin Dedication](red-mantis-assassin-dedication-lowg.md) -- **Requirements**: You are wielding a sawtooth saber in each hand. -- **Activity** Single Action - -You've mastered the signature assassination style of the Red Mantis. Attempt to [Feint](../../Rules/actions/feint.md) an enemy within 30 feet. If your [Feint](../../Rules/actions/feint.md) is successful, when you use Prayer Attack on subsequent turns you automatically make the target [flat-footed](../../Rules/conditions.md#Flat-footed) against your melee attacks for that turn without rolling a check to [Feint](../../Rules/actions/feint.md), so as long as you remain visible to the target and the target remains within 30 feet of you. If you use your Prayer Attack against a different target, you must attempt to [Feint](../../Rules/actions/feint.md) the target normally. - -When you use Prayer Attack, your next successful [Strike](../../Rules/actions/strike.md) with a sawtooth saber that turn deals `2d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) to the target. - -*Source: Lost Omens: Legends p. 58* -%% #compendium/src/pf2e/lol #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/prayer-touched-weapon-lokl.md b/Compendium/feats/prayer-touched-weapon-lokl.md deleted file mode 100644 index 67fd92cbc..000000000 --- a/Compendium/feats/prayer-touched-weapon-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/cleric -- trait/oracle -- trait/uncommon -aliases: ["Prayer-Touched Weapon"] ---- -# Prayer-Touched Weapon [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[cleric](../../Rules/traits/cleric.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: divine spells, you follow a good-aligned deity -- **Frequency**: once per turn -- **Requirements**: Your most recent action was to cast a non-cantrip divine spell. -- **Activity** Free Action - -You coat a weapon you're wielding in prayers and the divine power given to you by your deity. Until the end of your turn, the weapon deals an extra `1d6` positive damage. As usual for positive damage, this damage harms only undead and creatures with negative healing. - -*Source: Lost Omens: Knights of Lastwall p. 83* -%% #compendium/src/pf2e/lokl #trait/cleric #trait/oracle #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/precious-arrow-apg.md b/Compendium/feats/precious-arrow-apg.md deleted file mode 100644 index 7a6b697c7..000000000 --- a/Compendium/feats/precious-arrow-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/magical -- trait/transmutation -aliases: ["Precious Arrow"] ---- -# Precious Arrow [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [magical](../../Rules/traits/magical.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Eldritch Archer Dedication](eldritch-archer-dedication-apg.md) -- **Activity** Single Action - -You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from. - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype #trait/magical #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/precious-munitions-g-g.md b/Compendium/feats/precious-munitions-g-g.md deleted file mode 100644 index e3a59a785..000000000 --- a/Compendium/feats/precious-munitions-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Precious Munitions"] ---- -# Precious Munitions *Feat 10* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Munitions Machinist](munitions-machinist-g-g.md) - -You mix flecks of precious materials you've gathered on your journeys into your custom bullets to bring out those properties in your temporary ammunition. You can use advanced alchemy to create standard-grade adamantine, cold iron, or silver ammunition, spending 1 batch of reagents per piece of ammunition. At 15th level, you can create high-grade adamantine, cold iron, or silver ammunition. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/precise-debilitations.md b/Compendium/feats/precise-debilitations.md deleted file mode 100644 index 2661fc825..000000000 --- a/Compendium/feats/precise-debilitations.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Precise Debilitations"] ---- -# Precise Debilitations *Feat 10* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: Thief racket, [Debilitating Strike](../../Rules/actions/debilitating-strike.md) - -You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](../../Rules/actions/debilitating-strike.md). - -- **Debilitation** The target takes an additional `2d6` precision damage from your attacks. -- **Debilitation** The target becomes [flat-footed](../../Rules/conditions.md#Flat-footed). - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/precise-finisher-apg.md b/Compendium/feats/precise-finisher-apg.md deleted file mode 100644 index ab698e3f5..000000000 --- a/Compendium/feats/precise-finisher-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Precise Finisher"] ---- -# Precise Finisher *Feat 6* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: [Confident Finisher](../../Rules/actions/confident-finisher-apg.md) - -Even when your foe avoids your [Confident Finisher](../../Rules/actions/confident-finisher-apg.md), you can still hit a vital spot. On a failure with [Confident Finisher](../../Rules/actions/confident-finisher-apg.md), you apply your full precise strike damage instead of half. - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/predators-growl-loag.md b/Compendium/feats/predators-growl-loag.md deleted file mode 100644 index 87cc7e511..000000000 --- a/Compendium/feats/predators-growl-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Predator's Growl"] ---- -# Predator's Growl [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: expert in [Intimidation](../skills.md#Intimidation) -- **Trigger** You successfully [Seek](../../Rules/actions/seek.md) a [hidden](../../Rules/conditions.md#Hidden) or [undetected](../../Rules/conditions.md#Undetected) creature. -- **Activity** Reaction - -You give a throaty growl to attempt to [Demoralize](../../Rules/actions/demoralize.md) a creature you just found. You don't take the –4 penalty for not sharing a language with the creature. - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/predators-pounce.md b/Compendium/feats/predators-pounce.md deleted file mode 100644 index 262fcc64b..000000000 --- a/Compendium/feats/predators-pounce.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/flourish -- trait/instinct -- trait/open -- trait/rage -aliases: ["Predator's Pounce"] ---- -# Predator's Pounce [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) [instinct](../../Rules/traits/instinct.md) [open](../../Rules/traits/open.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: Animal instinct -- **Requirements**: You are unarmored or wearing light armor. -- **Activity** Single Action - -You close the distance to your prey in a blur, pouncing on the creature before it can react. You [Stride](../../Rules/actions/stride.md) up to your Speed and make a [Strike](../../Rules/actions/strike.md) at the end of your movement. - -*Source: Core Rulebook p. 92* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish #trait/instinct #trait/open #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/predatory-claws-botd.md b/Compendium/feats/predatory-claws-botd.md deleted file mode 100644 index 7b6233ada..000000000 --- a/Compendium/feats/predatory-claws-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Predatory Claws"] ---- -# Predatory Claws *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vampire Dedication](vampire-dedication-botd.md) - -Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -If you hit the same enemy with two consecutive claw [Strikes](../../Rules/actions/strike.md) in the same round, you can attempt to [Grapple](../../Rules/actions/grapple.md) that same target as a free action, provided you take that action immediately after the second [Strike](../../Rules/actions/strike.md). - -*Source: Book of the Dead p. 59* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/predictable-apg.md b/Compendium/feats/predictable-apg.md deleted file mode 100644 index 41323a777..000000000 --- a/Compendium/feats/predictable-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Predictable!"] ---- -# Predictable! [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a [Perception](../skills.md#Perception) check to [Sense Motive](../../Rules/actions/sense-motive.md) against the foe's [Deception](../skills.md#Deception) DC or a hard DC of the foe's level, whichever is higher. - -> [!success-degree] -> - **Critical Success** You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn. -> - **Success** You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1. -> - **Failure** You fail to discern the target's strategy and gain no benefit. -> - **Critical Failure** You misinterpret the target's strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/predictive-purchase-investigator-apg.md b/Compendium/feats/predictive-purchase-investigator-apg.md deleted file mode 100644 index 5f9b4008f..000000000 --- a/Compendium/feats/predictive-purchase-investigator-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Predictive Purchase (Investigator)"] ---- -# Predictive Purchase (Investigator) *Feat 6* -[investigator](../../Rules/traits/investigator-apg.md) - - -You have just the thing for the situation. You gain the [Prescient Planner](prescient-planner-apg.md) and [Prescient Consumable](prescient-consumable-apg.md) feats. When using [Prescient Planner](prescient-planner-apg.md), you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute. - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/predictive-purchase-rogue-apg.md b/Compendium/feats/predictive-purchase-rogue-apg.md deleted file mode 100644 index 98abb5003..000000000 --- a/Compendium/feats/predictive-purchase-rogue-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Predictive Purchase (Rogue)"] ---- -# Predictive Purchase (Rogue) *Feat 8* -[rogue](../../Rules/traits/rogue.md) - - -You somehow manage to have just the thing for the situation. You gain the [Prescient Planner](prescient-planner-apg.md) and [Prescient Consumable](prescient-consumable-apg.md) feats. When using [Prescient Planner](prescient-planner-apg.md), you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so. - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/preemptive-reconfiguration-loag.md b/Compendium/feats/preemptive-reconfiguration-loag.md deleted file mode 100644 index 52eef62c1..000000000 --- a/Compendium/feats/preemptive-reconfiguration-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aphorite -aliases: ["Preemptive Reconfiguration"] ---- -# Preemptive Reconfiguration [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[aphorite](../../Rules/traits/aphorite-loag.md) - -- **Frequency**: once per day -- **Trigger** You would take bludgeoning, piercing, or slashing damage. -- **Activity** Reaction - -Your body anticipates the blow. The impact area briefly reorganizes into a strengthened tissue lattice that blunts the attack. You gain resistance equal to your level to the triggering damage type, which applies against the triggering damage. - -If you have the [Crystalline Dust](crystalline-dust-loag.md) feat, you can use Preemptive Reconfiguration without expending a usage of the reaction for the purpose of the feat's Frequency limit. Instead, the usage counts toward your number of [Crystalline Dust](crystalline-dust-loag.md) uses per day, as if you had used that feat instead. - -*Source: Lost Omens: Ancestry Guide p. 78* -%% #compendium/src/pf2e/loag #trait/aphorite %% \ No newline at end of file diff --git a/Compendium/feats/premonition-of-avoidance-apg.md b/Compendium/feats/premonition-of-avoidance-apg.md deleted file mode 100644 index 120dd727f..000000000 --- a/Compendium/feats/premonition-of-avoidance-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Premonition Of Avoidance"] ---- -# Premonition Of Avoidance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[cleric](../../Rules/traits/cleric.md) - -- **Trigger** You attempt a saving throw against a hazard, but you haven't rolled yet. -- **Activity** Reaction - -Your deity grants you limited foresight, warning you of dangers an instant before they occur. You gain a +2 circumstance bonus to the triggering saving throw. - -## Premonition Of Avoidance leads to... - -[Shared Avoidance](shared-avoidance-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/premonition-of-clarity-apg.md b/Compendium/feats/premonition-of-clarity-apg.md deleted file mode 100644 index fe49e5bc5..000000000 --- a/Compendium/feats/premonition-of-clarity-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -- trait/fortune -aliases: ["Premonition Of Clarity"] ---- -# Premonition Of Clarity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[cleric](../../Rules/traits/cleric.md) [fortune](../../Rules/traits/fortune.md) - -- **Frequency**: once per hour -- **Trigger** You fail a saving throw against a [mental](../../Rules/traits/mental.md) effect. -- **Activity** Reaction - -Your deity sends you a vision of faith to steel you against mental attacks. Reroll the triggering saving throw with a +2 circumstance bonus. You must use the second result, even if it's worse. - -## Premonition Of Clarity leads to... - -[Shared Clarity](shared-clarity-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 123* -%% #compendium/src/pf2e/apg #trait/cleric #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/preparation-apg.md b/Compendium/feats/preparation-apg.md deleted file mode 100644 index 6e249be0d..000000000 --- a/Compendium/feats/preparation-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/flourish -- trait/rogue -aliases: ["Preparation"] ---- -# Preparation [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[flourish](../../Rules/traits/flourish.md) [rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -You survey the battlefield, calculating the possibilities. You gain one additional reaction, which you can use before the beginning of your next turn for any rogue reaction. - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/flourish #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/prepare-papers-ooa1.md b/Compendium/feats/prepare-papers-ooa1.md deleted file mode 100644 index d439eadac..000000000 --- a/Compendium/feats/prepare-papers-ooa1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/archetype -- trait/skill -aliases: ["Prepare Papers"] ---- -# Prepare Papers *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: Alkenstar Agent Dedication, master in [Society](../skills.md#Society) - -You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can [Create a Forgery](../../Rules/actions/create-forgery.md) as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in [Society](../skills.md#Society). - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 78* -%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/prescient-consumable-apg.md b/Compendium/feats/prescient-consumable-apg.md deleted file mode 100644 index 17354ed36..000000000 --- a/Compendium/feats/prescient-consumable-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Prescient Consumable"] ---- -# Prescient Consumable *Feat 7* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: [Prescient Planner](prescient-planner-apg.md) - -You can predict which consumables you might need in advance. When using [Prescient Planner](prescient-planner-apg.md), you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you [encumbered](../../Rules/conditions.md#Encumbered). - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/prescient-planner-apg.md b/Compendium/feats/prescient-planner-apg.md deleted file mode 100644 index c9ecc0936..000000000 --- a/Compendium/feats/prescient-planner-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Prescient Planner"] ---- -# Prescient Planner *Feat 3* -[general](../../Rules/traits/general.md) - -- **Cost**: the Price of the chosen item -- **Requirements**: You haven't used this ability since the last time you were able to purchase goods. - -You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you [encumbered](../../Rules/conditions.md#Encumbered). - -## Prescient Planner leads to... - -[Prescient Consumable](prescient-consumable-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/preternatural-parry-som.md b/Compendium/feats/preternatural-parry-som.md deleted file mode 100644 index 8d93e69e3..000000000 --- a/Compendium/feats/preternatural-parry-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Preternatural Parry"] ---- -# Preternatural Parry [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spell Parry](spell-parry-som.md) -- **Trigger** You're targeted by a [Strike](../../Rules/actions/strike.md) or a spell attack roll, or you're about to roll a saving throw against a spell effect. -- **Requirements**: You have one or more hands free. -- **Activity** Reaction - -You snap your weapon or limb into place to ward off harm at the last second. You gain a +2 circumstance bonus to AC and saving throws against the triggering effect until the start of your next turn. - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/prevailing-position-apg.md b/Compendium/feats/prevailing-position-apg.md deleted file mode 100644 index 5509d1f60..000000000 --- a/Compendium/feats/prevailing-position-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Prevailing Position"] ---- -# Prevailing Position [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: at least one stance feat -- **Trigger** You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance. -- **Activity** Reaction - -Your willingness to flow from one stance to another lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/preventative-treatment-lokl.md b/Compendium/feats/preventative-treatment-lokl.md deleted file mode 100644 index 8d809d724..000000000 --- a/Compendium/feats/preventative-treatment-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/secret -- trait/uncommon -aliases: ["Preventative Treatment"] ---- -# Preventative Treatment *Feat 8* -[archetype](../../Rules/traits/archetype.md) [secret](../../Rules/traits/secret.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Medic Dedication](medic-dedication-apg.md), [Treat Condition](treat-condition-apg.md) - -You provide preventative remedies and care to help your patient fight off future maladies. You [Treat a Condition](treat-condition-apg.md) the target doesn't yet have, naming any condition you could normally treat with Treat Condition. The counteract check gains the [secret](../../Rules/traits/secret.md) trait, so the GM rolls it secretly. The next time within the next minute the creature would be affected by that condition, your treatment immediately attempts to reduce the condition value with the effects of Treat Condition, using the secret roll result for the check. Preventative Treatment lasts on a creature for 1 minute, until the treatment is used, or until you use Preventative Treatment again on that creature, whichever comes first. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/secret #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/pride-hunter-loag.md b/Compendium/feats/pride-hunter-loag.md deleted file mode 100644 index 0208b989c..000000000 --- a/Compendium/feats/pride-hunter-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Pride Hunter"] ---- -# Pride Hunter *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You avoid the attention of creatures focused on your allies. You can use lesser cover from your allies to [Hide](../../Rules/actions/hide.md). - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/pride-in-arms-locg.md b/Compendium/feats/pride-in-arms-locg.md deleted file mode 100644 index bd656db7a..000000000 --- a/Compendium/feats/pride-in-arms-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Pride In Arms"] ---- -# Pride In Arms [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Trigger** An ally within 30 feet brings a foe to 0 Hit Points. -- **Activity** Reaction - -With a shout of triumph, you grant inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier until the end of their next turn. - -*Source: Lost Omens: Character Guide p. 51* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/primal-aegis-apg.md b/Compendium/feats/primal-aegis-apg.md deleted file mode 100644 index d9a4d78f9..000000000 --- a/Compendium/feats/primal-aegis-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -aliases: ["Primal Aegis"] ---- -# Primal Aegis *Feat 18* -[druid](../../Rules/traits/druid.md) - - -You surround yourself with a thick field of protective primal energy. You and allies within 30 feet of you gain resistance equal to your Wisdom modifier to acid, cold, electricity, fire, negative, and positive damage. - -*Source: Advanced Player's Guide p. 125* -%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/primal-breadth.md b/Compendium/feats/primal-breadth.md deleted file mode 100644 index be6ece865..000000000 --- a/Compendium/feats/primal-breadth.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Primal Breadth"] ---- -# Primal Breadth *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Basic Druid Spellcasting](basic-druid-spellcasting.md) - -Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest Druid spell slots. - -*Source: Core Rulebook p. 225* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/primal-evolution.md b/Compendium/feats/primal-evolution.md deleted file mode 100644 index 7b378de39..000000000 --- a/Compendium/feats/primal-evolution.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/primal -- trait/sorcerer -aliases: ["Primal Evolution"] ---- -# Primal Evolution *Feat 4* -[primal](../../Rules/traits/primal.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: bloodline that grants primal spells - -You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast [summon animal](../spells/summon-animal.md) or [summon plants and fungi](../spells/summon-plant-or-fungus.md). You can cast either of these spells using that spell slot, even if it they aren't in your spell repertoire. - -## Primal Evolution leads to... - -[Greater Vital Evolution](greater-vital-evolution.md), [Greater Physical Evolution](greater-physical-evolution-apg.md) - -## Summary - -*Source: Core Rulebook p. 199* -%% #compendium/src/pf2e/crb #trait/primal #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/primal-focus.md b/Compendium/feats/primal-focus.md deleted file mode 100644 index c8fa2c137..000000000 --- a/Compendium/feats/primal-focus.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Primal Focus"] ---- -# Primal Focus *Feat 12* -[druid](../../Rules/traits/druid.md) - - -Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -## Primal Focus leads to... - -[Primal Wellspring](primal-wellspring.md) - -## Summary - -*Source: Core Rulebook p. 138* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/primal-rampage-locg.md b/Compendium/feats/primal-rampage-locg.md deleted file mode 100644 index 3713f924a..000000000 --- a/Compendium/feats/primal-rampage-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Primal Rampage"] ---- -# Primal Rampage *Feat 13* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You tap into the unstoppable, primeval strength of your ancient kin. You gain [freedom of movement](../spells/freedom-of-movement.md) and [stoneskin](../spells/stoneskin.md) as 4th-level primal innate spells that you can cast once per day. As a 3-action activity, you can [Cast a Spell](../../Rules/actions/cast-a-spell.md) twice to cast both of these innate spells, as long as they are both still available for the day. - -*Source: Lost Omens: Character Guide* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/primal-summons.md b/Compendium/feats/primal-summons.md deleted file mode 100644 index eb9721dc4..000000000 --- a/Compendium/feats/primal-summons.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Primal Summons"] ---- -# Primal Summons *Feat 12* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Call of the Wild](call-of-the-wild.md) - -Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the [primal summons](../spells/primal-summons.md) order spell. - -*Source: Core Rulebook p. 138* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/primal-wellspring.md b/Compendium/feats/primal-wellspring.md deleted file mode 100644 index d435bf38b..000000000 --- a/Compendium/feats/primal-wellspring.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Primal Wellspring"] ---- -# Primal Wellspring *Feat 18* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Primal Focus](primal-focus.md) - -Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/prismatic-scales-loil.md b/Compendium/feats/prismatic-scales-loil.md deleted file mode 100644 index 22f9dde72..000000000 --- a/Compendium/feats/prismatic-scales-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Prismatic Scales"] ---- -# Prismatic Scales *Feat 17* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -You can cause your scales to glow with scintillating, many-hued colors, protecting you from energy while dazzling foes. Once per day, you can cast [prismatic armor](../spells/prismatic-armor-som.md) (Secrets of Magic 122) as an occult innate spell, except the spell alters the coloration of your scales instead of causing you to be clad in armor. This difference is cosmetic, and the spell has all the same effects as normal. - -*Source: Lost Omens: Impossible Lands p. 51* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/pristine-weapon-apg.md b/Compendium/feats/pristine-weapon-apg.md deleted file mode 100644 index ee6a4033a..000000000 --- a/Compendium/feats/pristine-weapon-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -aliases: ["Pristine Weapon"] ---- -# Pristine Weapon *Feat 10* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Verdant Weapon](verdant-weapon-apg.md) - -Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as cold iron and silver. If you critically hit a creature that has a weakness to cold iron or silver, the target takes `1d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) as the primal energies within your weapon slow its natural healing. - -*Source: Advanced Player's Guide p. 124* -%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/progenitor-lore-da.md b/Compendium/feats/progenitor-lore-da.md deleted file mode 100644 index 8d9fb005c..000000000 --- a/Compendium/feats/progenitor-lore-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/reflection -aliases: ["Progenitor Lore"] ---- -# Progenitor Lore *Feat 1* -[reflection](../../Rules/traits/reflection-da.md) - - -You didn't just inherit your physical form from your progenitor; you also retained some of their knowledge. You're trained in [Deception](../skills.md#Deception) and [Occultism](../skills.md#Occultism). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in a [Lore](../skills.md#Lore) corresponding to your ancestry (e. g., [Elf Lore](../skills.md#Lore) if your progenitor is an elf). - -*Source: Dark Archive p. 120* -%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/project-persona-apg.md b/Compendium/feats/project-persona-apg.md deleted file mode 100644 index 1aab1278d..000000000 --- a/Compendium/feats/project-persona-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/gnome -- trait/illusion -- trait/primal -- trait/visual -aliases: ["Project Persona"] ---- -# Project Persona [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [gnome](../../Rules/traits/gnome.md) [illusion](../../Rules/traits/illusion.md) [primal](../../Rules/traits/primal.md) [visual](../../Rules/traits/visual.md) - -- **Activity** Single Action - -Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can 0 by [Seeking](../../Rules/actions/seek.md) or touching your armor. The DC equals your Will DC. - -*Source: Advanced Player's Guide p. 44* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/gnome #trait/illusion #trait/primal #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/propeller-attachment-g-g.md b/Compendium/feats/propeller-attachment-g-g.md deleted file mode 100644 index 041fae80d..000000000 --- a/Compendium/feats/propeller-attachment-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/skill -aliases: ["Propeller Attachment"] ---- -# Propeller Attachment *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Trapsmith Dedication](trapsmith-dedication-g-g.md), master in [Crafting](../skills.md#Crafting) - -You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare's location is usually obvious. - -*Source: Guns & Gears p. 54* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/propulsive-leap-da.md b/Compendium/feats/propulsive-leap-da.md deleted file mode 100644 index 1e3c6076f..000000000 --- a/Compendium/feats/propulsive-leap-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Propulsive Leap"] ---- -# Propulsive Leap [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[deviant](../../Rules/traits/deviant-da.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Activity** Single Action - -By expelling flames from your feet or levitating through electrical repulsion, you propel yourself through the air. For 1 minute, you gain a fly Speed equal to your Speed or 20 feet, whichever is greater. If you aren't on solid ground at the end of your turn, you must attempt another backlash check for your deviation, though you remain airborne even if you fail your check unless the damage from the check renders you [unconscious](../../Rules/conditions.md#Unconscious). - -**Awakening** You blast through the air at great speed, gaining a +15-foot status bonus to your [Fly](../../Rules/actions/fly.md) speed from Propulsive [Leap](../../Rules/actions/leap.md). - -**Awakening** You can use your propulsion as a makeshift weapon. The first time each round you [Fly](../../Rules/actions/fly.md) starting from the ground, all creatures adjacent to you take `1d4` damage for every 2 levels you have, with a basic Reflex save. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/protect-ally-lopsg.md b/Compendium/feats/protect-ally-lopsg.md deleted file mode 100644 index a38ea674b..000000000 --- a/Compendium/feats/protect-ally-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Protect Ally"] ---- -# Protect Ally [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) -- **Activity** Single Action - -You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC. - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/protective-bond-som.md b/Compendium/feats/protective-bond-som.md deleted file mode 100644 index a5f89602e..000000000 --- a/Compendium/feats/protective-bond-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/abjuration -- trait/summoner -aliases: ["Protective Bond"] ---- -# Protective Bond [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[abjuration](../../Rules/traits/abjuration.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Trigger** You and your eidolon are in a damaging effect's area. -- **Activity** Reaction - -The power of your bond can protect you and your eidolon from harm. If you and your eidolon would take different amounts of damage from the area effect, you take the lower amount of damage instead of the greater amount of damage. - -**Special.** This feat has the trait matching your eidolon's tradition ([arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), or [primal](../../Rules/traits/primal.md)). - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/abjuration #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/protective-claws-lome.md b/Compendium/feats/protective-claws-lome.md deleted file mode 100644 index 0baf31910..000000000 --- a/Compendium/feats/protective-claws-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["Protective Claws"] ---- -# Protective Claws *Feat 5* -[goloma](../../Rules/traits/goloma-lome.md) - -- **Prerequisites**: vicious goloma heritage - -The chitin on your claws is so hard you can defend against attacks with them. Your claw unarmed attack from the vicious goloma heritage gains the [parry](../../Rules/traits/parry.md) weapon trait. - -*Source: Lost Omens: The Mwangi Expanse p. 118* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/protective-sheath-locg.md b/Compendium/feats/protective-sheath-locg.md deleted file mode 100644 index bacb0ff9a..000000000 --- a/Compendium/feats/protective-sheath-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -aliases: ["Protective Sheath"] ---- -# Protective Sheath *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: [Clan's Edge](clans-edge-locg.md) - -When you lash out with your clan dagger, you keep its sheath close at hand. When you use Clan's Edge, if the hand you're not holding the dagger with is empty, you can use your clan dagger's sheath to block attacks as well. The circumstance bonus to your AC from parrying increases to a +2 against any target you hit with a [Strike](../../Rules/actions/strike.md) this turn. - -*Source: Lost Omens: Character Guide p. 21* -%% #compendium/src/pf2e/locg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/protective-spirit-mask-sot6.md b/Compendium/feats/protective-spirit-mask-sot6.md deleted file mode 100644 index 23194dfde..000000000 --- a/Compendium/feats/protective-spirit-mask-sot6.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Protective Spirit Mask"] ---- -# Protective Spirit Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn. You also gain the Protector's Interdiction reaction. - -```ad-embed-ability -title: Protector's Interdiction [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An adjacent ally is hit or critically hit by an attack - -**Effect** You interpose yourself between your ally and the attack. The attack hits you instead, or critically hits you if it critically hit your ally. -``` - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% diff --git a/Compendium/feats/protective-subroutine-loag.md b/Compendium/feats/protective-subroutine-loag.md deleted file mode 100644 index ae860f954..000000000 --- a/Compendium/feats/protective-subroutine-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Protective Subroutine"] ---- -# Protective Subroutine *Feat 5* -[android](../../Rules/traits/android-loag.md) - -- **Prerequisites**: [Nanite Surge](nanite-surge-loag.md) - -Your nanites can augment your defenses. You can choose to activate Nanite Surge when you attempt a saving throw, instead of when you attempt a skill check. If you do, you gain a +2 status bonus to the triggering saving throw. - -*Source: Lost Omens: Ancestry Guide p. 74* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/prototype-companion-g-g.md b/Compendium/feats/prototype-companion-g-g.md deleted file mode 100644 index a74fafec3..000000000 --- a/Compendium/feats/prototype-companion-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Prototype Companion"] ---- -# Prototype Companion *Feat 1* -[inventor](../../Rules/traits/inventor-g-g.md) - - -You have created a construct companion, and while it might not be an innovation, it serves as a trustworthy minion. You gain a prototype construct companion (page 32). - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/provocator-dedication-aoe3.md b/Compendium/feats/provocator-dedication-aoe3.md deleted file mode 100644 index 947e957c1..000000000 --- a/Compendium/feats/provocator-dedication-aoe3.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Provocator Dedication"] ---- -# Provocator Dedication *Feat 10* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Successfully defeat the ebaraks in the Irorium. -- **Prerequisites**: Strength 14, Charisma 14 - -For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in [Performance](../skills.md#Performance) and your choice of either [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics). If you were an expert in all three of these skills, you instead become an expert in a skill of your choice. - -**Special.** You can't select another dedication feat until you have gained two other feats from the provocator archetype. - -## Provocator Dedication leads to... - -[Cartwheel Dodge](cartwheel-dodge-aoe3.md), [Flourishing Finish](flourishing-finish-aoe3.md), [Murderer's Circle](murderers-circle-aoe3.md), [Performance Weapon Expert](performance-weapon-expert-aoe3.md), [Pin To The Spot](pin-to-the-spot-aoe3.md) - -## Summary - -*Source: Agents of Edgewatch #3: All or Nothing p. 78* -%% #compendium/src/pf2e/aoe3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/proximity-alert-loag.md b/Compendium/feats/proximity-alert-loag.md deleted file mode 100644 index e29477e34..000000000 --- a/Compendium/feats/proximity-alert-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Proximity Alert"] ---- -# Proximity Alert *Feat 1* -[android](../../Rules/traits/android-loag.md) - - -You're unnaturally in tune with your surroundings and react instinctively to danger. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks made as initiative rolls. - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/psi-burst-da.md b/Compendium/feats/psi-burst-da.md deleted file mode 100644 index ec89a4e80..000000000 --- a/Compendium/feats/psi-burst-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/evocation -- trait/mindshift -- trait/occult -- trait/psyche -- trait/psychic -aliases: ["Psi Burst"] ---- -# Psi Burst [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[concentrate](../../Rules/traits/concentrate.md) [evocation](../../Rules/traits/evocation.md) [mindshift](../../Rules/traits/mindshift-da.md) [occult](../../Rules/traits/occult.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Frequency**: once per round -- **Activity** Single Action - -With a passing thought, you direct violent psychic energies at a nearby creature. Target one creature within 30 feet. It takes `1d4` bludgeoning damage with a basic Reflex save. At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/concentrate #trait/evocation #trait/mindshift #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/psi-catastrophe-da.md b/Compendium/feats/psi-catastrophe-da.md deleted file mode 100644 index b0e0a167d..000000000 --- a/Compendium/feats/psi-catastrophe-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/evocation -- trait/mindshift -- trait/occult -- trait/psyche -- trait/psychic -aliases: ["Psi Catastrophe"] ---- -# Psi Catastrophe [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [evocation](../../Rules/traits/evocation.md) [mindshift](../../Rules/traits/mindshift-da.md) [occult](../../Rules/traits/occult.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Activity** Two-Action - -You stop holding your power back, unleashing it all in a catastrophic blast. All creatures in a 20-foot emanation take `1d6` bludgeoning damage per level with a basic Reflex save. Your psyche subsides as your power is expended. - -*Source: Dark Archive p. 28* -%% #compendium/src/pf2e/da #trait/concentrate #trait/evocation #trait/mindshift #trait/occult #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/psi-development-da.md b/Compendium/feats/psi-development-da.md deleted file mode 100644 index bdb71ef59..000000000 --- a/Compendium/feats/psi-development-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Psi Development"] ---- -# Psi Development *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Dedication](psychic-dedication-da.md) - -You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. - -You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1. - -*Source: Dark Archive p. 48* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/psi-strikes-da.md b/Compendium/feats/psi-strikes-da.md deleted file mode 100644 index e7fe2ad1b..000000000 --- a/Compendium/feats/psi-strikes-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/mindshift -- trait/psychic -aliases: ["Psi Strikes"] ---- -# Psi Strikes [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[mindshift](../../Rules/traits/mindshift-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Frequency**: once per turn -- **Requirements**: Your most recent action was to [Cast a Spell](../../Rules/actions/cast-a-spell.md) or to [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md). -- **Activity** Free Action - -You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. The attack deals an extra `1d6` force damage until the end of the current turn. If your [Psyche is Unleashed](../../Rules/actions/unleash-psyche-da.md), this benefit instead lasts until your psyche subsides. - -*Source: Dark Archive p. 25* -%% #compendium/src/pf2e/da #trait/mindshift #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/psychic-dedication-da.md b/Compendium/feats/psychic-dedication-da.md deleted file mode 100644 index 81ac2af00..000000000 --- a/Compendium/feats/psychic-dedication-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Psychic Dedication"] ---- -# Psychic Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 or Charisma 14 - -You feel something awaken within your mind. You become trained in [Occultism](../skills.md#Occultism); if you were already trained in [Occultism](../skills.md#Occultism), you become trained in a skill of your choice. You cast spells like a psychic and gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can [Refocus](../../Rules/actions/refocus.md) by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the psychic archetype. - -## Psychic Dedication leads to... - -[Basic Thoughtform](basic-thoughtform-da.md), [Advanced Thoughtform](advanced-thoughtform-da.md), [Basic Psychic Spellcasting](basic-psychic-spellcasting-da.md), [Expert Psychic Spellcasting](expert-psychic-spellcasting-da.md), [Master Psychic Spellcasting](master-psychic-spellcasting-da.md), [Psi Development](psi-development-da.md) - -## Summary - -*Source: Dark Archive p. 48* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/psychic-duelist-dedication-da.md b/Compendium/feats/psychic-duelist-dedication-da.md deleted file mode 100644 index 91064f314..000000000 --- a/Compendium/feats/psychic-duelist-dedication-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Psychic Duelist Dedication"] ---- -# Psychic Duelist Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism), you have been in a psychic duel - -Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel. - -- Mind Mace You gain a status bonus to mental damage with spells you cast equal to the spell's level. -- Psychic Fist You can use your standard ability modifier for [Strike](../../Rules/actions/strike.md) damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC. - -**Special.** You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype. - -## Psychic Duelist Dedication leads to... - -[Duel Spell Advantage](duel-spell-advantage-da.md), [Supreme Psychic Center](supreme-psychic-center-da.md), [Instigate Psychic Duel](instigate-psychic-duel-da.md) - -## Summary - -*Source: Dark Archive p. 203* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/psychic-rapport-da.md b/Compendium/feats/psychic-rapport-da.md deleted file mode 100644 index 9873e30aa..000000000 --- a/Compendium/feats/psychic-rapport-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Psychic Rapport"] ---- -# Psychic Rapport *Feat 1* -[psychic](../../Rules/traits/psychic-da.md) - - -Your telepathic sensitivity intensifies when you're affected by mental magic, making it easier for you to link to other creatures. After you [Cast a Spell](../../Rules/actions/cast-a-spell.md) with the [mental](../../Rules/traits/mental.md) trait, until the start of your next turn, you gain a +1 circumstance bonus to [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), and [Intimidation](../skills.md#Intimidation) checks, and to [Perception](../skills.md#Perception) checks to [Sense Motive](../../Rules/actions/sense-motive.md). - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/psychopomp-familiar-botd.md b/Compendium/feats/psychopomp-familiar-botd.md deleted file mode 100644 index 275585868..000000000 --- a/Compendium/feats/psychopomp-familiar-botd.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Psychopomp Familiar"] ---- -# Psychopomp Familiar *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Soul Warden Dedication](soul-warden-dedication-botd.md), familiar - -Your familiar becomes a masked psychopomp—an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the [monitor](../../Rules/traits/monitor.md) and [psychopomp](../../Rules/traits/psychopomp-b1.md) traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day. - -You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities. - -- **Soul Sight** Your familiar gains [lifesense](../../Rules/abilities/lifesense.md) with a range of 30 feet. -- **Spirit Touch** Your familiar can touch [incorporeal](../../Rules/traits/incorporeal-b1.md) creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [ghost touch](../equipment/items/ghost-touch.md) property rune. - -## Psychopomp Familiar leads to... - -[Enhanced Psychopomp Familiar](enhanced-psychopomp-familiar-botd.md) - -## Summary - -*Source: Book of the Dead p. 27* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/puncturing-horn-loil.md b/Compendium/feats/puncturing-horn-loil.md deleted file mode 100644 index 931c2f7b3..000000000 --- a/Compendium/feats/puncturing-horn-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Puncturing Horn"] ---- -# Puncturing Horn *Feat 1* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - - -While many kashrishi never use their horns for more than cracking open hard-shelled fruits or amplifying their psychic powers, you've practiced using yours offensively. You gain a horn unarmed attack that deals `1d6` piercing damage. Your horn is in the brawling group and has the [finesse](../../Rules/traits/finesse.md) and [unarmed](../../Rules/traits/unarmed.md) traits. - -**Special.** If you have the xyloshi heritage, your horn instead deals `1d8` piercing damage. - -*Source: Lost Omens: Impossible Lands p. 43* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/purge-of-moments-da.md b/Compendium/feats/purge-of-moments-da.md deleted file mode 100644 index 4800e859e..000000000 --- a/Compendium/feats/purge-of-moments-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/transmutation -aliases: ["Purge of Moments"] ---- -# Purge of Moments [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Time Mage Dedication](time-mage-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Three-Action - -All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, [negative](../../Rules/traits/negative.md) effects, afflictions, conditions, and [persistent damage](../../Rules/conditions.md#Persistent%20Damage). Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages. - -*Source: Dark Archive p. 185* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/purge-sins-loag.md b/Compendium/feats/purge-sins-loag.md deleted file mode 100644 index 2dbcf86ef..000000000 --- a/Compendium/feats/purge-sins-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/healing -aliases: ["Purge Sins"] ---- -# Purge Sins [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[aasimar](../../Rules/traits/aasimar-apg.md) [healing](../../Rules/traits/healing.md) - -- **Frequency**: once per day -- **Activity** Single Action - -You call on your celestial forebears to rid your body of all toxins and impurities. For each disease or poison currently affecting you, attempt a [Religion](../skills.md#Religion) check to counteract that disease or poison. As normal, your counteract level is equal to half your level, rounded up. - -*Source: Lost Omens: Ancestry Guide p. 12* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/healing %% \ No newline at end of file diff --git a/Compendium/feats/purifying-breeze-lokl.md b/Compendium/feats/purifying-breeze-lokl.md deleted file mode 100644 index 1faf8c2ee..000000000 --- a/Compendium/feats/purifying-breeze-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/cleric -- trait/oracle -- trait/sorcerer -- trait/uncommon -aliases: ["Purifying Breeze"] ---- -# Purifying Breeze [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[cleric](../../Rules/traits/cleric.md) [oracle](../../Rules/traits/oracle-apg.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: divine spells -- **Requirements**: Your most recent action was to cast a non-cantrip spell with the [healing](../../Rules/traits/healing.md) trait. -- **Activity** Single Action - -You transfer the divine essence of your magic to the air around you, cleansing it of toxins. Attempt a counteract check against each airborne [disease](../../Rules/traits/disease.md) or [poison](../../Rules/traits/poison.md) effect in a 15-foot radius around you. Regardless of your success or failure, until the beginning of your next turn, all creatures in the purified area gain a +1 status bonus to Fortitude saving throws. - -*Source: Lost Omens: Knights of Lastwall p. 85* -%% #compendium/src/pf2e/lokl #trait/cleric #trait/oracle #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/purifying-spell-som.md b/Compendium/feats/purifying-spell-som.md deleted file mode 100644 index b4c97208b..000000000 --- a/Compendium/feats/purifying-spell-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/concentrate -- trait/druid -- trait/metamagic -- trait/water -aliases: ["Purifying Spell"] ---- -# Purifying Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) [metamagic](../../Rules/traits/metamagic.md) [water](../../Rules/traits/water.md) - -- **Prerequisites**: wave order -- **Activity** Single Action - -You purify the water within a creature's body to cleanse them of illness. If the next action you use is to cast [heal](../spells/heal.md) targeting a single living creature, you can attempt to counteract a disease or poison affecting the target, in addition to the other benefits of heal. If you do, heal gains the [water](../../Rules/traits/water.md) trait. - -*Source: Secrets of Magic p. 200* -%% #compendium/src/pf2e/som #trait/concentrate #trait/druid #trait/metamagic #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/push-back-the-dead-lokl.md b/Compendium/feats/push-back-the-dead-lokl.md deleted file mode 100644 index 6b81fea23..000000000 --- a/Compendium/feats/push-back-the-dead-lokl.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/auditory -- trait/emotion -- trait/stance -- trait/uncommon -aliases: ["Push Back the Dead!"] ---- -# Push Back the Dead! [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Activity** Single Action - -You call to your ally and strengthen their resolve and abilities to defend against the horrific tricks undead bring to bear. The ally gains a +2 circumstance bonus to saves against effects originating from undead. It also gains resistance to damage from [Strikes](../../Rules/actions/strike.md) made by undead creatures equal to half your Charisma modifier. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/auditory #trait/emotion #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/push-it-g-g.md b/Compendium/feats/push-it-g-g.md deleted file mode 100644 index 5ddf9b95f..000000000 --- a/Compendium/feats/push-it-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/skill -aliases: ["Push It"] ---- -# Push It *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Trick Driver Dedication](trick-driver-dedication-g-g.md), master in [Driving Lore](../skills.md#Lore) - -You can push your vehicle's performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet. - -*Source: Guns & Gears p. 55* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/pushing-attack-som.md b/Compendium/feats/pushing-attack-som.md deleted file mode 100644 index cc047f349..000000000 --- a/Compendium/feats/pushing-attack-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Pushing Attack"] ---- -# Pushing Attack *Feat 10* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon has an attack that pushes away enemies. - -Choose one of the eidolon's unarmed attacks with the [shove](../../Rules/traits/shove.md) trait. It gains the [Push](../../Rules/abilities/push.md) action for that attack. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/qlippoth-magic-loag.md b/Compendium/feats/qlippoth-magic-loag.md deleted file mode 100644 index 8e5fb8aba..000000000 --- a/Compendium/feats/qlippoth-magic-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tiefling -aliases: ["Qlippoth Magic"] ---- -# Qlippoth Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Riftmarked](riftmarked-loag.md) - -You've deeply studied the secrets of your blood and can force reality to act against its own wishes. You can cast [blur](../spells/blur.md) and [silence](../spells/silence.md) once per day each as 2nd-level divine innate spells. - -*Source: Lost Omens: Ancestry Guide p. 63* -%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/quadruped-lotgb.md b/Compendium/feats/quadruped-lotgb.md deleted file mode 100644 index 57ec12e09..000000000 --- a/Compendium/feats/quadruped-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Quadruped"] ---- -# Quadruped *Feat 1* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -You were crafted in a form with four legs rather than two. Your Speed is 30 feet. - -**Special.** You can take this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Lost Omens: The Grand Bazaar p. 63* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/quah-bond-locg.md b/Compendium/feats/quah-bond-locg.md deleted file mode 100644 index 0fb2626cf..000000000 --- a/Compendium/feats/quah-bond-locg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -- trait/uncommon -aliases: ["Quah Bond"] ---- -# Quah Bond *Feat 1* -[human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Shoanti ethnicity - -You grew up among the Shoanti tribes, with the spirits watching over you, and they offer you guidance. You gain the trained proficiency rank in the skill listed for your quah (or another skill of your choice, if you're already trained in that skill). You gain the [Assurance](assurance.md) skill feat in that skill, as the spirits' help guides your actions. - -- **Lyrune-Quah** [Religion](../skills.md#Religion) -- **Shadde-Quah** [Athletics](../skills.md#Athletics) -- **Shriikirri-Quah** [Nature](../skills.md#Nature) -- **Shundar-Quah** [Diplomacy](../skills.md#Diplomacy) -- **Sklar-Quah** [Intimidation](../skills.md#Intimidation) -- **Skoan-Quah** [Medicine](../skills.md#Medicine) -- **Tamiir-Quah** [Acrobatics](../skills.md#Acrobatics) - -*Source: Lost Omens: Character Guide p. 12* -%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/quaking-stomp.md b/Compendium/feats/quaking-stomp.md deleted file mode 100644 index f61327399..000000000 --- a/Compendium/feats/quaking-stomp.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/manipulate -- trait/rage -aliases: ["Quaking Stomp"] ---- -# Quaking Stomp [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[barbarian](../../Rules/traits/barbarian.md) [manipulate](../../Rules/traits/manipulate.md) [rage](../../Rules/traits/rage.md) - -- **Frequency**: once per 10 minutes -- **Activity** Single Action - -You stomp the ground with such force that it creates a minor earthquake, with the effects of the [earthquake](../spells/earthquake.md) spell. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/manipulate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/quick-alchemy.md b/Compendium/feats/quick-alchemy.md deleted file mode 100644 index 8c7fd270b..000000000 --- a/Compendium/feats/quick-alchemy.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Quick Alchemy"] ---- -# Quick Alchemy *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Alchemist Dedication](alchemist-dedication.md) - -You gain the [Quick Alchemy](../../Rules/actions/quick-alchemy.md) action. - -*Source: Core Rulebook p. 220* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/quick-bomber.md b/Compendium/feats/quick-bomber.md deleted file mode 100644 index 4dcd9410e..000000000 --- a/Compendium/feats/quick-bomber.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Quick Bomber"] ---- -# Quick Bomber [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[alchemist](../../Rules/traits/alchemist.md) - -- **Activity** Single Action - -You keep your bombs in easy-to-reach pouches from which you draw without thinking. You [Interact](../../Rules/actions/interact.md) to draw a bomb, then [Strike](../../Rules/actions/strike.md) with it. - -*Source: Core Rulebook p. 76* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/quick-change-apg.md b/Compendium/feats/quick-change-apg.md deleted file mode 100644 index 5b94eb1a9..000000000 --- a/Compendium/feats/quick-change-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Quick Change"] ---- -# Quick Change *Feat 7* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: master in [Deception](../skills.md#Deception), [Vigilante Dedication](vigilante-dedication-apg.md) - -You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in [Deception](../skills.md#Deception), you can perform this change as a 1-action activity. - -*Source: Advanced Player's Guide p. 197* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/quick-change-loag.md b/Compendium/feats/quick-change-loag.md deleted file mode 100644 index cb4915f88..000000000 --- a/Compendium/feats/quick-change-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/beastkin -aliases: ["Quick Change"] ---- -# Quick Change [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[beastkin](../../Rules/traits/beastkin-loag.md) - -- **Trigger** You roll initiative. -- **Activity** Free Action - -Your instincts kick in and you take on an aggressive stance. - -You use [Change Shape](../../Rules/actions/change-shape-beastkin-loag.md) to enter your hybrid form or a new form granted by a beastkin feat. - -*Source: Lost Omens: Ancestry Guide p. 81* -%% #compendium/src/pf2e/loag #trait/beastkin %% \ No newline at end of file diff --git a/Compendium/feats/quick-climb.md b/Compendium/feats/quick-climb.md deleted file mode 100644 index ca8b00bf0..000000000 --- a/Compendium/feats/quick-climb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Climb"] ---- -# Quick Climb *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) - -When [Climbing](../../Rules/actions/climb.md), you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.If you're legendary in [Athletics](../skills.md#Athletics), you gain a climb Speed equal to your Speed. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-coercion.md b/Compendium/feats/quick-coercion.md deleted file mode 100644 index 7d867dccb..000000000 --- a/Compendium/feats/quick-coercion.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Coercion"] ---- -# Quick Coercion *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) - -You can bully others with just a few choice implications. You can [Coerce](../../Rules/actions/coerce.md) a creature after 1 round of conversation instead of 1 minute. You still can't [Coerce](../../Rules/actions/coerce.md) a creature in the midst of combat, or without engaging in a conversation. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-contacts-apg.md b/Compendium/feats/quick-contacts-apg.md deleted file mode 100644 index ee0537929..000000000 --- a/Compendium/feats/quick-contacts-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Quick Contacts"] ---- -# Quick Contacts *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Society](../skills.md#Society); [Connections](connections.md) or Underworld Connections - -You know where to go, who to talk to, and how to make new connections, fast. Upon entering a new settlement, spending 1 day of downtime allows you to build enough connections to make use of the [Connections](connections.md) or [Underworld Connections](criminal-connections-apg.md) feats. If you're legendary in [Society](../skills.md#Society), you can form the required connections within 1 hour of entering a new settlement. - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-disguise.md b/Compendium/feats/quick-disguise.md deleted file mode 100644 index f75401107..000000000 --- a/Compendium/feats/quick-disguise.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Disguise"] ---- -# Quick Disguise *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception) - -You can set up a disguise in half the usual time (generally 5 minutes). If you're a master, it takes one-tenth the usual time (usually 1 minute). If you're legendary, you can create a full disguise and [Impersonate](../../Rules/actions/impersonate.md) as a 3-action activity. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-draw-g-g.md b/Compendium/feats/quick-draw-g-g.md deleted file mode 100644 index fbe98a9fc..000000000 --- a/Compendium/feats/quick-draw-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Quick Draw"] ---- -# Quick Draw [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Activity** Single Action - -You draw your weapon and attack with the same motion. You [Interact](../../Rules/actions/interact.md) to draw a weapon, then [Strike](../../Rules/actions/strike.md) with that weapon. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/quick-draw-ranger.md b/Compendium/feats/quick-draw-ranger.md deleted file mode 100644 index a00820bb2..000000000 --- a/Compendium/feats/quick-draw-ranger.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Quick Draw (Ranger)"] ---- -# Quick Draw (Ranger) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[ranger](../../Rules/traits/ranger.md) - -- **Activity** Single Action - -You draw your weapon and attack with the same motion. You [Interact](../../Rules/actions/interact.md) to draw a weapon, then [Strike](../../Rules/actions/strike.md) with that weapon. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/quick-draw-rogue.md b/Compendium/feats/quick-draw-rogue.md deleted file mode 100644 index 338bf03c8..000000000 --- a/Compendium/feats/quick-draw-rogue.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Quick Draw (Rogue)"] ---- -# Quick Draw (Rogue) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -You draw your weapon and attack with the same motion. You [Interact](../../Rules/actions/interact.md) to draw a weapon, then [Strike](../../Rules/actions/strike.md) with that weapon. - -## Quick Draw (Rogue) leads to... - -[Subtle Shank](subtle-shank-aoe3.md) - -## Summary - -*Source: Core Rulebook p. 184* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/quick-fix-apg.md b/Compendium/feats/quick-fix-apg.md deleted file mode 100644 index bd7dc414d..000000000 --- a/Compendium/feats/quick-fix-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Quick Fix"] ---- -# Quick Fix *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Talisman Dabbler Dedication](talisman-dabbler-dedication-apg.md) - -You can attach a talisman using only a bit of glue and some string. You gain the [Rapid Affixture](rapid-affixture-apg.md) skill feat, even if you don't meet the prerequisites. - -When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. - -You gain the ability to [Affix a Talisman](../../Rules/actions/affix-a-talisman.md) as a 3-action activity from that feat at 12th level, regardless of your [Crafting](../skills.md#Crafting) proficiency. - -*Source: Advanced Player's Guide p. 195* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/quick-identification.md b/Compendium/feats/quick-identification.md deleted file mode 100644 index eeafd759a..000000000 --- a/Compendium/feats/quick-identification.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Identification"] ---- -# Quick Identification *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion) - -You can [Identify Magic](../../Rules/actions/identify-magic.md) swiftly. You take only 1 minute when using [Identify Magic](../../Rules/actions/identify-magic.md) to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action. - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-juggler-ec1.md b/Compendium/feats/quick-juggler-ec1.md deleted file mode 100644 index 0edd3f97e..000000000 --- a/Compendium/feats/quick-juggler-ec1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/uncommon -aliases: ["Quick Juggler"] ---- -# Quick Juggler *Feat 4* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Performance](../skills.md#Performance), [Juggler Dedication](juggler-dedication-ec1.md) - -When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/quick-jump.md b/Compendium/feats/quick-jump.md deleted file mode 100644 index 87e8bd231..000000000 --- a/Compendium/feats/quick-jump.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Jump"] ---- -# Quick Jump *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) - -You can use [High Jump](../../Rules/actions/high-jump.md) and [Long Jump](../../Rules/actions/long-jump.md) as a single action instead of 2 actions. If you do, you don't perform the initial [Stride](../../Rules/actions/stride.md) (nor do you fail if you don't [Stride](../../Rules/actions/stride.md) 10 feet). - -*Source: Core Rulebook p. 264* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-mount-apg.md b/Compendium/feats/quick-mount-apg.md deleted file mode 100644 index a855f3b1b..000000000 --- a/Compendium/feats/quick-mount-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Quick Mount"] ---- -# Quick Mount [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md), expert in [Nature](../skills.md#Nature) -- **Requirements**: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. -- **Activity** Single Action - -You and your mount can spring into action at a moment's notice. You [Mount](../../Rules/actions/mount.md) the creature and [Command an Animal](../../Rules/actions/command-an-animal.md) to issue it an order of your choice. - -*Source: Advanced Player's Guide p. 164* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-recognition.md b/Compendium/feats/quick-recognition.md deleted file mode 100644 index 968c35fac..000000000 --- a/Compendium/feats/quick-recognition.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Recognition"] ---- -# Quick Recognition *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion); [Recognize Spell](recognize-spell.md) - -You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you're a master as a free action. - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-repair.md b/Compendium/feats/quick-repair.md deleted file mode 100644 index 795910066..000000000 --- a/Compendium/feats/quick-repair.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Repair"] ---- -# Quick Repair *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You take 1 minute to [Repair](../../Rules/actions/repair.md) an item. If you're a master in [Crafting](../skills.md#Crafting), it takes 3 actions. If you're legendary, it takes 1 action. - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-reversal.md b/Compendium/feats/quick-reversal.md deleted file mode 100644 index e06bb6bdb..000000000 --- a/Compendium/feats/quick-reversal.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -- trait/press -aliases: ["Quick Reversal"] ---- -# Quick Reversal [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You are flanked by at least two enemies. -- **Activity** Single Action - -You turn your foes' flanking against them with a quick reverse. Make a melee [Strike](../../Rules/actions/strike.md) against one of the flanking enemies and make a second [Strike](../../Rules/actions/strike.md) with the same weapon or unarmed attack against a different enemy that is flanking you. This second [Strike](../../Rules/actions/strike.md) has the same multiple attack penalty of the initial attack and doesn't count toward your multiple attack penalty. - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/quick-shield-block-champion.md b/Compendium/feats/quick-shield-block-champion.md deleted file mode 100644 index 6fbca8bd3..000000000 --- a/Compendium/feats/quick-shield-block-champion.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Quick Shield Block (Champion)"] ---- -# Quick Shield Block (Champion) *Feat 8* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Shield Block](shield-block.md) - -You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a [Shield Block](shield-block.md). - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/quick-shield-block-fighter.md b/Compendium/feats/quick-shield-block-fighter.md deleted file mode 100644 index b81e8faff..000000000 --- a/Compendium/feats/quick-shield-block-fighter.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Quick Shield Block (Fighter)"] ---- -# Quick Shield Block (Fighter) *Feat 8* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Shield Block](shield-block.md) - -You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to [Shield Block](shield-block.md). - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/quick-shot-apg.md b/Compendium/feats/quick-shot-apg.md deleted file mode 100644 index 69e1b7a13..000000000 --- a/Compendium/feats/quick-shot-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/open -aliases: ["Quick Shot"] ---- -# Quick Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) - -- **Prerequisites**: [Archer Dedication](archer-dedication-apg.md) -- **Activity** Single Action - -You draw your bow and attack with the same action. You [Interact](../../Rules/actions/interact.md) to draw a weapon from the bow weapon group that is loaded or has [reload 0](../../Rules/traits/reload.md), then [Strike](../../Rules/actions/strike.md) with that weapon. - -*Source: Advanced Player's Guide p. 157* -%% #compendium/src/pf2e/apg #trait/archetype #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/quick-snares.md b/Compendium/feats/quick-snares.md deleted file mode 100644 index 82e604ae7..000000000 --- a/Compendium/feats/quick-snares.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Quick Snares"] ---- -# Quick Snares *Feat 6* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting), [Snare Specialist](snare-specialist.md) - -You can rig a snare in only moments. You can [Craft](../../Rules/actions/craft.md) snares that normally take 1 minute to [Craft](../../Rules/actions/craft.md) with 3 [Interact](../../Rules/actions/interact.md) actions, even if you haven't prepared them. - -## Quick Snares leads to... - -[Lightning Snares](lightning-snares.md) - -## Summary - -*Source: Core Rulebook p. 173* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/quick-squeeze.md b/Compendium/feats/quick-squeeze.md deleted file mode 100644 index 57fe7851f..000000000 --- a/Compendium/feats/quick-squeeze.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Squeeze"] ---- -# Quick Squeeze *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Acrobatics](../skills.md#Acrobatics) - -You [Squeeze](../../Rules/actions/squeeze.md) 5 feet per round (10 feet on a critical success). If you're legendary in [Acrobatics](../skills.md#Acrobatics), you [Squeeze](../../Rules/actions/squeeze.md) at full Speed. - -## Quick Squeeze leads to... - -[Implausible Infiltration](implausible-infiltration.md) - -## Summary - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-stow-apg.md b/Compendium/feats/quick-stow-apg.md deleted file mode 100644 index a14facef5..000000000 --- a/Compendium/feats/quick-stow-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Quick Stow"] ---- -# Quick Stow [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - -- **Prerequisites**: [Cheek Pouches](cheek-pouches-apg.md) -- **Frequency**: once per round -- **Activity** Free Action - -You are adept at quickly moving items into your cheek pouches. You [Interact](../../Rules/actions/interact.md) to store one held item in your cheek pouches (provided it fits). - -*Source: Advanced Player's Guide p. 23* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/quick-stow-lopsg.md b/Compendium/feats/quick-stow-lopsg.md deleted file mode 100644 index 3ed0b0844..000000000 --- a/Compendium/feats/quick-stow-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/manipulate -aliases: ["Quick Stow"] ---- -# Quick Stow [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) -- **Activity** Single Action - -You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat. - -Your training has taught you how to swap your equipment on the fly. You [Interact](../../Rules/actions/interact.md) to stow a weapon and then [Interact](../../Rules/actions/interact.md) again to draw a readied item or weapon. - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/quick-study-apg.md b/Compendium/feats/quick-study-apg.md deleted file mode 100644 index ec8681964..000000000 --- a/Compendium/feats/quick-study-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Quick Study"] ---- -# Quick Study *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Loremaster Dedication](loremaster-dedication-apg.md) - -During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one [Lore](../skills.md#Lore) skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a [Lore](../skills.md#Lore) skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat. - -*Source: Advanced Player's Guide p. 179* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/quick-swim.md b/Compendium/feats/quick-swim.md deleted file mode 100644 index 0ee9a6133..000000000 --- a/Compendium/feats/quick-swim.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Swim"] ---- -# Quick Swim *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) - -You [Swim](../../Rules/actions/swim.md) 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you're legendary in [Athletics](../skills.md#Athletics), you gain a swim Speed equal to your Speed. - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quick-unlock.md b/Compendium/feats/quick-unlock.md deleted file mode 100644 index a5f985dcc..000000000 --- a/Compendium/feats/quick-unlock.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quick Unlock"] ---- -# Quick Unlock *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Thievery](../skills.md#Thievery) - -You can [Pick a Lock](../../Rules/actions/pick-a-lock.md) using 1 action instead of 2. - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quicken-heartbeat-ec3.md b/Compendium/feats/quicken-heartbeat-ec3.md deleted file mode 100644 index 640247d0f..000000000 --- a/Compendium/feats/quicken-heartbeat-ec3.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -aliases: ["Quicken Heartbeat"] ---- -# Quicken Heartbeat [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Golem Grafter Dedication](golem-grafter-dedication-ec3.md) -- **Frequency**: once per turn -- **Activity** Single Action - -You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your [slowed](../../Rules/conditions.md#Slowed) condition by 1. Alternatively, if you are not [slowed](../../Rules/conditions.md#Slowed), you are [quickened](../../Rules/conditions.md#Quickened) during your next turn, and can use your extra action to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). - -*Source: Extinction Curse #3: Life's Long Shadows p. 74* -%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/quickened-attunement-som.md b/Compendium/feats/quickened-attunement-som.md deleted file mode 100644 index e48fb101d..000000000 --- a/Compendium/feats/quickened-attunement-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/concentrate -- trait/metamagic -aliases: ["Quickened Attunement"] ---- -# Quickened Attunement [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md), legendary in [Nature](../skills.md#Nature) -- **Frequency**: once per day -- **Requirements**: Your previous action was [Attunement Shift](attunement-shift-som.md). -- **Activity** Free Action - -If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action). - -**Special.** You can't use [Quickened](../../Rules/conditions.md#Quickened) Attunement and [Quickened](../../Rules/conditions.md#Quickened) Casting in the same round. - -*Source: Secrets of Magic p. 213* -%% #compendium/src/pf2e/som #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/quickened-casting-bard.md b/Compendium/feats/quickened-casting-bard.md deleted file mode 100644 index e2c569c82..000000000 --- a/Compendium/feats/quickened-casting-bard.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Quickened Casting (Bard)"] ---- -# Quickened Casting (Bard) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Frequency**: once per day -- **Activity** Free Action - -If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). - -*Source: Core Rulebook p. 102* -%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/quickened-casting-oracle-apg.md b/Compendium/feats/quickened-casting-oracle-apg.md deleted file mode 100644 index 911d93821..000000000 --- a/Compendium/feats/quickened-casting-oracle-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/oracle -aliases: ["Quickened Casting (Oracle)"] ---- -# Quickened Casting (Oracle) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Frequency**: once per day -- **Activity** Free Action - -If your next action is to cast an oracle cantrip or an oracle spell that is at least 2 levels lower than the highest-level oracle spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/quickened-casting-sorcerer.md b/Compendium/feats/quickened-casting-sorcerer.md deleted file mode 100644 index a5c3baace..000000000 --- a/Compendium/feats/quickened-casting-sorcerer.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/metamagic -- trait/sorcerer -aliases: ["Quickened Casting (Sorcerer)"] ---- -# Quickened Casting (Sorcerer) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Frequency**: once per day -- **Activity** Free Action - -In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/quickened-casting-witch-apg.md b/Compendium/feats/quickened-casting-witch-apg.md deleted file mode 100644 index f5fef0ceb..000000000 --- a/Compendium/feats/quickened-casting-witch-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/witch -aliases: ["Quickened Casting (Witch)"] ---- -# Quickened Casting (Witch) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [witch](../../Rules/traits/witch-apg.md) - -- **Frequency**: once per day -- **Activity** Free Action - -If your next action is to cast a witch cantrip or a witch spell that is at least 2 levels lower than the highest-level witch spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). - -*Source: Advanced Player's Guide p. 103* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/quickened-casting-wizard.md b/Compendium/feats/quickened-casting-wizard.md deleted file mode 100644 index 214b8660f..000000000 --- a/Compendium/feats/quickened-casting-wizard.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/metamagic -- trait/wizard -aliases: ["Quickened Casting (Wizard)"] ---- -# Quickened Casting (Wizard) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Frequency**: once per day -- **Activity** Free Action - -In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower than the highest level wizard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). - -*Source: Core Rulebook p. 211* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/quiet-allies.md b/Compendium/feats/quiet-allies.md deleted file mode 100644 index 7b61aa98b..000000000 --- a/Compendium/feats/quiet-allies.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Quiet Allies"] ---- -# Quiet Allies *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Stealth](../skills.md#Stealth) - -You're skilled at moving with a group. When you are [Avoiding Notice](../../Rules/actions/avoid-notice.md) and your allies [Follow the Expert](../../Rules/actions/follow-the-expert.md), you and those allies can roll a single [Stealth](../skills.md#Stealth) check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls. - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/quill-spray-lome.md b/Compendium/feats/quill-spray-lome.md deleted file mode 100644 index 6430f13e2..000000000 --- a/Compendium/feats/quill-spray-lome.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Quill Spray"] ---- -# Quill Spray [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[shisk](../../Rules/traits/shisk-lome.md) - -- **Prerequisites**: quillcoat shisk or quill unarmed attack -- **Frequency**: once per day -- **Activity** Two-Action - -You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing `5d8` piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). At 11th level and every even level thereafter, the piercing damage increases by `1d8` and the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) increases by 1. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/quivering-palm.md b/Compendium/feats/quivering-palm.md deleted file mode 100644 index ea530880d..000000000 --- a/Compendium/feats/quivering-palm.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Quivering Palm"] ---- -# Quivering Palm *Feat 16* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -Your strikes can kill foes. You gain the [quivering palm](../spells/quivering-palm.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/radiant-blade-master.md b/Compendium/feats/radiant-blade-master.md deleted file mode 100644 index d6e37c4da..000000000 --- a/Compendium/feats/radiant-blade-master.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Radiant Blade Master"] ---- -# Radiant Blade Master *Feat 20* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (blade), [Radiant Blade Spirit](radiant-blade-spirit.md) - -Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: [dancing](../equipment/items/dancing.md), greater disrupting, and [keen](../equipment/items/keen.md). - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/radiant-blade-spirit.md b/Compendium/feats/radiant-blade-spirit.md deleted file mode 100644 index 99b9fcfb7..000000000 --- a/Compendium/feats/radiant-blade-spirit.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Radiant Blade Spirit"] ---- -# Radiant Blade Spirit *Feat 10* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (blade) - -Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: [flaming](../equipment/items/flaming.md) and any aligned properties ([anarchic](../equipment/items/anarchic.md), [axiomatic](../equipment/items/axiomatic.md), [holy](../equipment/items/holy.md), or [unholy](../equipment/items/unholy.md)) that match your cause's alignment. - -## Radiant Blade Spirit leads to... - -[Radiant Blade Master](radiant-blade-master.md) - -## Summary - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/radiant-burst-loag.md b/Compendium/feats/radiant-burst-loag.md deleted file mode 100644 index a12d442e2..000000000 --- a/Compendium/feats/radiant-burst-loag.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fire -- trait/ifrit -- trait/incapacitation -- trait/light -- trait/visual -aliases: ["Radiant Burst"] ---- -# Radiant Burst [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[fire](../../Rules/traits/fire.md) [ifrit](../../Rules/traits/ifrit-b2.md) [incapacitation](../../Rules/traits/incapacitation.md) [light](../../Rules/traits/light.md) [visual](../../Rules/traits/visual.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -Your skin glows with intensity. Creatures within 10 feet who can see you must succeed at a Fortitude save against your class DC or spell DC, whichever is higher. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 4 rounds. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 4 rounds and [dazzled](../../Rules/conditions.md#Dazzled) for 10 minutes. - -*Source: Lost Omens: Ancestry Guide p. 104* -%% #compendium/src/pf2e/loag #trait/fire #trait/ifrit #trait/incapacitation #trait/light #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/radiant-circuitry-loag.md b/Compendium/feats/radiant-circuitry-loag.md deleted file mode 100644 index bc38d498e..000000000 --- a/Compendium/feats/radiant-circuitry-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -- trait/concentrate -- trait/light -aliases: ["Radiant Circuitry"] ---- -# Radiant Circuitry [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[android](../../Rules/traits/android-loag.md) [concentrate](../../Rules/traits/concentrate.md) [light](../../Rules/traits/light.md) - -- **Activity** Single Action - -Your biological circuitry emits light like a torch, casting bright light in a 20-foot radius (and dim light for the next 20 feet). The light shuts off when you take this action again or are knocked [unconscious](../../Rules/conditions.md#Unconscious). - -*Source: Lost Omens: Ancestry Guide p. 73* -%% #compendium/src/pf2e/loag #trait/android #trait/concentrate #trait/light %% \ No newline at end of file diff --git a/Compendium/feats/radiant-infusion-apg.md b/Compendium/feats/radiant-infusion-apg.md deleted file mode 100644 index 1b22b13c3..000000000 --- a/Compendium/feats/radiant-infusion-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Radiant Infusion"] ---- -# Radiant Infusion [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: good alignment, healing font -- **Activity** Single Action - -You pour invigorating positive energy into a living ally. If the next action you use is to cast [heal](../spells/heal.md) to restore Hit Points to a single living creature, the target deals an additional `1d6` positive damage with its melee weapons and unarmed attacks until the end of its next turn. If the [heal](../spells/heal.md) spell is at least 5th level, this damage increases to `2d6`, or `3d6` if the spell is at least 8th level. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/radiate-glory-loag.md b/Compendium/feats/radiate-glory-loag.md deleted file mode 100644 index 9ce7b196d..000000000 --- a/Compendium/feats/radiate-glory-loag.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/divine -- trait/evocation -- trait/light -- trait/visual -aliases: ["Radiate Glory"] ---- -# Radiate Glory [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[aasimar](../../Rules/traits/aasimar-apg.md) [divine](../../Rules/traits/divine.md) [evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [visual](../../Rules/traits/visual.md) - -- **Activity** Single Action - -Your inherent glory radiates into the world with all the divine power of the celestial planes for 1 minute. - -Any creature that can see you while you Radiate Glory must attempt a Will saving throw against your class DC or spell DC, whichever is higher. The creature then becomes temporarily immune to this effect for 24 hours. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** You are [concealed](../../Rules/conditions.md#Concealed) to the creature for 1 round by the shining light, but can't use this concealment to [Hide](../../Rules/actions/hide.md), as normal for when your location is obvious. -> - **Failure** As success, except you are [concealed](../../Rules/conditions.md#Concealed) to the creature while your glory radiates. -> - **Critical Failure** You are [hidden](../../Rules/conditions.md#Hidden) to the creature while your glory radiates, lost amid the radiant corona of your presence. Your general position is still obvious, so you can't use this to [Sneak](../../Rules/actions/sneak.md). - -*Source: Lost Omens: Ancestry Guide p. 12* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/divine #trait/evocation #trait/light #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/ragdyas-dance-loil.md b/Compendium/feats/ragdyas-dance-loil.md deleted file mode 100644 index ec6633ec0..000000000 --- a/Compendium/feats/ragdyas-dance-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Ragdya's Dance"] ---- -# Ragdya's Dance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[vanara](../../Rules/traits/vanara-loil.md) - -- **Frequency**: once per hour -- **Trigger** An adjacent [observed](../../Rules/conditions.md#Observed) creature succeeds at an attack roll against you. -- **Activity** Reaction - -Even when faced with deadly danger, you fight with the rapturous laughter of [Ragdya](../setting/deities/ragdya-logm.md) in your heart and can play impossible tricks. After resolving the successful attack, the triggering creature must attempt a Will save against the higher of your class DC or your spell DC. On a failure, you and the triggering creature switch places. You and the triggering creature must each be able to fit in the new space, and your positions must be unoccupied. - -*Source: Lost Omens: Impossible Lands p. 56* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/ragdyas-revelry-loil.md b/Compendium/feats/ragdyas-revelry-loil.md deleted file mode 100644 index 88d697c2c..000000000 --- a/Compendium/feats/ragdyas-revelry-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Ragdya's Revelry"] ---- -# Ragdya's Revelry [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[vanara](../../Rules/traits/vanara-loil.md) - -- **Frequency**: once per day -- **Trigger** An adjacent creature you can see fails an attack roll against you. -- **Activity** Reaction - -You dart away from your foe's attack with a casual laugh, using the opening to cause mischief. You attempt to [Steal](../../Rules/actions/steal.md) an item from the triggering creature, ignoring the usual restriction that the creature can't be in combat. - -*Source: Lost Omens: Impossible Lands p. 56* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/raging-athlete.md b/Compendium/feats/raging-athlete.md deleted file mode 100644 index fab3143c7..000000000 --- a/Compendium/feats/raging-athlete.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Raging Athlete"] ---- -# Raging Athlete *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -Physical obstacles can't hold back your fury. While you are [raging](../../Rules/actions/rage.md), you gain a climb Speed and swim Speed equal to your land Speed and the DC of [High Jumps](../../Rules/actions/high-jump.md) and [Long Jumps](../../Rules/actions/long-jump.md) decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet. - -*Source: Core Rulebook p. 89* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/raging-intimidation.md b/Compendium/feats/raging-intimidation.md deleted file mode 100644 index bf90a19cd..000000000 --- a/Compendium/feats/raging-intimidation.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Raging Intimidation"] ---- -# Raging Intimidation *Feat 1* -[barbarian](../../Rules/traits/barbarian.md) - - -Your fury fills your foes with fear. While you are raging, your [Demoralize](../../Rules/actions/demoralize.md) and [Scare to Death](scare-to-death.md) actions (from the [Intimidation](../skills.md#Intimidation) skill and an [Intimidation](../skills.md#Intimidation) skill feat, respectively) gain the [rage](../../Rules/traits/rage.md) trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats [Intimidating Glare](intimidating-glare.md) and [Scare to Death](scare-to-death.md), you gain these feats. - -*Source: Core Rulebook p. 88* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/raging-thrower.md b/Compendium/feats/raging-thrower.md deleted file mode 100644 index f1c4b8f8c..000000000 --- a/Compendium/feats/raging-thrower.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Raging Thrower"] ---- -# Raging Thrower *Feat 1* -[barbarian](../../Rules/traits/barbarian.md) - - -Thrown weapons become especially deadly in your fury. You apply the additional damage from [Rage](../../Rules/actions/rage.md) to your thrown weapon attacks. If you have the [Brutal Critical](brutal-critical.md) feat or the devastator class feature, apply their benefits to thrown weapon attacks. - -*Source: Core Rulebook p. 88* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/rain-of-bolts-g-g.md b/Compendium/feats/rain-of-bolts-g-g.md deleted file mode 100644 index 5c22e370b..000000000 --- a/Compendium/feats/rain-of-bolts-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Rain Of Bolts"] ---- -# Rain Of Bolts [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Prerequisites**: sharpshooter automaton -- **Frequency**: once per day -- **Activity** Two-Action - -Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 30-foot cone or a 10-foot emanation. Foes in the area take `6d6` piercing damage. This increases to `7d6` at 12th level, `8d6` at 15th level, and `9d6` at 18th level. - -**Enhancement** The projectiles regenerate quicker, they are much more powerful, and you can refine the metallic content to harm certain creatures. You can use Rain of Bolts once per hour instead of once per day. The damage increases to `12d6` and each time you use the action, you can choose adamantine, cold iron, or silver. The damage from Rain of Bolts is treated as the metal you chose. At 20th level, the damage increases to `13d6`. - -*Source: Guns & Gears p. 42* -%% #compendium/src/pf2e/g&g #trait/automaton %% \ No newline at end of file diff --git a/Compendium/feats/rain-of-embers-stance-lopsg.md b/Compendium/feats/rain-of-embers-stance-lopsg.md deleted file mode 100644 index 74f0eec74..000000000 --- a/Compendium/feats/rain-of-embers-stance-lopsg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/fire -- trait/monk -- trait/rare -- trait/stance -aliases: ["Rain Of Embers Stance"] ---- -# Rain Of Embers Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fire](../../Rules/traits/fire.md) [monk](../../Rules/traits/monk.md) [rare](../../Rules/traits/rare.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that dance with biting flames. The only [Strikes](../../Rules/actions/strike.md) you can make are fire talon [Strikes](../../Rules/actions/strike.md). These deal `1d4` fire damage; are in the brawling group; and have the [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md), [fire](../../Rules/traits/fire.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1). - -## Rain Of Embers Stance leads to... - -[Blazing Talon Surge](blazing-talon-surge-lopsg.md), [Explosive Death Drop](explosive-death-drop-lopsg.md) - -## Summary - -*Source: Lost Omens: Pathfinder Society Guide p. 119* -%% #compendium/src/pf2e/lopsg #trait/fire #trait/monk #trait/rare #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/rain-scribe-mobility-locg.md b/Compendium/feats/rain-scribe-mobility-locg.md deleted file mode 100644 index 4a622d4e9..000000000 --- a/Compendium/feats/rain-scribe-mobility-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Rain-scribe Mobility"] ---- -# Rain-scribe Mobility [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation -- **Activity** Two-Action - -You surround yourself in a mantle of Rain-Scribe magic and [Stride](../../Rules/actions/stride.md) twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain). - -*Source: Lost Omens: Character Guide p. 103* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/rain-scribe-sustenance-locg.md b/Compendium/feats/rain-scribe-sustenance-locg.md deleted file mode 100644 index ebd212eca..000000000 --- a/Compendium/feats/rain-scribe-sustenance-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Rain-scribe Sustenance"] ---- -# Rain-scribe Sustenance *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Rain-Scribes affiliation - -You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots. - -You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge. - -*Source: Lost Omens: Character Guide p. 102* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/raise-a-tome-som.md b/Compendium/feats/raise-a-tome-som.md deleted file mode 100644 index 3aee0b59d..000000000 --- a/Compendium/feats/raise-a-tome-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Raise A Tome"] ---- -# Raise A Tome [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[magus](../../Rules/traits/magus-som.md) - -- **Requirements**: You're holding a book. -- **Activity** Single Action - -You raise up the book you're holding and flip it open to defend yourself and expedite your studies. The book remains raised until the start of your next turn. - -While you have a book raised, you gain a +2 circumstance bonus to AC and a +1 circumstance bonus to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) to identify creatures using a skill related to the subject of the book ([Arcana](../skills.md#Arcana) if you're using your spellbook). This bonus is in addition to any item bonus the book normally gives to the check. - -If you have [Shield Block](shield-block.md), you can use the tome for that feat (Hardness 3, HP 12, BT 6) as though it were a shield. Whenever you use an ability that allows you to [Raise a Shield](../../Rules/actions/raise-a-shield.md), such as [Emergency Targe](emergency-targe-som.md), you can [Raise a Tome](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/feats/raise-a-tome-som.md) instead, changing any requirements that normally require a shield to apply to your book. - -## Raise A Tome leads to... - -[Shielded Tome](shielded-tome-som.md) - -## Summary - -*Source: Secrets of Magic p. 42* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/rakshasa-magic-loag.md b/Compendium/feats/rakshasa-magic-loag.md deleted file mode 100644 index ba3b6ed2f..000000000 --- a/Compendium/feats/rakshasa-magic-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tiefling -aliases: ["Rakshasa Magic"] ---- -# Rakshasa Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Beastbrood](beastbrood-loag.md) - -You remember the secrets of your rakshasa forebears and know how to apply those memories to get results. You can cast [humanoid form](../spells/humanoid-form.md) and [illusory creature](../spells/illusory-creature.md) once per day each as 2nd-level divine innate spells. - -*Source: Lost Omens: Ancestry Guide p. 63* -%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/rakshasa-ravaged-loil.md b/Compendium/feats/rakshasa-ravaged-loil.md deleted file mode 100644 index 315d5e4ad..000000000 --- a/Compendium/feats/rakshasa-ravaged-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Rakshasa Ravaged"] ---- -# Rakshasa Ravaged *Feat 9* -[vanara](../../Rules/traits/vanara-loil.md) - -- **Prerequisites**: expert in [Occultism](../skills.md#Occultism) - -You and your family know well the ravages of rakshasa predations, and you know how to best defend yourself against their growing corruption in the world. You gain a +1 circumstance bonus to saving throws against occult spells. - -*Source: Lost Omens: Impossible Lands p. 57* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/rallying-charge-apg.md b/Compendium/feats/rallying-charge-apg.md deleted file mode 100644 index e32129867..000000000 --- a/Compendium/feats/rallying-charge-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/open -- trait/visual -aliases: ["Rallying Charge"] ---- -# Rallying Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Activity** Two-Action - -Your fearless charge into battle reinvigorates your allies to carry on the fight. You [Stride](../../Rules/actions/stride.md) up to your Speed and make a melee [Strike](../../Rules/actions/strike.md). If your [Strike](../../Rules/actions/strike.md) hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn. - -*Source: Advanced Player's Guide p. 180* -%% #compendium/src/pf2e/apg #trait/archetype #trait/open #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/rallying-cry-loag.md b/Compendium/feats/rallying-cry-loag.md deleted file mode 100644 index a22d959c3..000000000 --- a/Compendium/feats/rallying-cry-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/auditory -- trait/hobgoblin -aliases: ["Rallying Cry"] ---- -# Rallying Cry [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[auditory](../../Rules/traits/auditory.md) [hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You call out to your allies and push them to give their all in combat. All allies within 30 feet that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become [quickened](../../Rules/conditions.md#Quickened) for 1 minute but can only use the extra action to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md). - -*Source: Lost Omens: Ancestry Guide p. 36* -%% #compendium/src/pf2e/loag #trait/auditory #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/rampaging-ferocity-apg.md b/Compendium/feats/rampaging-ferocity-apg.md deleted file mode 100644 index 635d13062..000000000 --- a/Compendium/feats/rampaging-ferocity-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Rampaging Ferocity"] ---- -# Rampaging Ferocity [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Ferocity](orc-ferocity.md) -- **Trigger** You use [Orc Ferocity](orc-ferocity.md). -- **Activity** Free Action - -You lash out viciously even as you fend off death. Make a single melee [Strike](../../Rules/actions/strike.md). If this [Strike](../../Rules/actions/strike.md) brings a foe to 0 Hit Points, this activation of [Orc Ferocity](orc-ferocity.md) doesn't count against its frequency. - -*Source: Advanced Player's Guide p. 19* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/rampaging-form-loag.md b/Compendium/feats/rampaging-form-loag.md deleted file mode 100644 index ccc99bc8b..000000000 --- a/Compendium/feats/rampaging-form-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Rampaging Form"] ---- -# Rampaging Form *Feat 17* -[kitsune](../../Rules/traits/kitsune-loag.md) - -- **Prerequisites**: [Change Shape (Kitsune)](../../Rules/actions/change-shape-kitsune-loag.md) with a fox alternate form - -Once per day, when you [Change Shape (Kitsune)](../../Rules/actions/change-shape-kitsune-loag.md) into a fox, you can instead gain the effects of both the canine form of 5th-level [animal form](../spells/animal-form.md) and 7th-level [fiery body](../spells/fiery-body.md) for 1 minute or until you shift back, whichever comes first. You can cast [produce flame](../spells/produce-flame.md) from the fiery body effect even though you're in a battle form. - -**Special.** If you are a frozen wind kitsune, your form is ice instead of fire. This changes the immunity and damage from the fiery body effect to cold, changes the weakness to fire, and changes produce flame to ray of frost. - -*Source: Lost Omens: Ancestry Guide p. 126* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/ranged-combatant-som.md b/Compendium/feats/ranged-combatant-som.md deleted file mode 100644 index b7e864364..000000000 --- a/Compendium/feats/ranged-combatant-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Ranged Combatant"] ---- -# Ranged Combatant *Feat 2* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Spines, flame jets, and holy blasts are just some of the ways your eidolon might strike from a distance. It gains a ranged unarmed attack with a range increment of 30 feet that deals `1d4` damage and has the [magical](../../Rules/traits/magical.md) and [propulsive](../../Rules/traits/propulsive.md) traits. When you select this feat, choose a damage type: acid, bludgeoning, cold, electricity, fire, negative, piercing, positive, or slashing. - -If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment. - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/ranged-disarm-g-g.md b/Compendium/feats/ranged-disarm-g-g.md deleted file mode 100644 index 1d9ed2fc6..000000000 --- a/Compendium/feats/ranged-disarm-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Ranged Disarm"] ---- -# Ranged Disarm [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bullet Dancer Dedication](bullet-dancer-dedication-g-g.md), -- **Requirements**: You're wielding a simple firearm. -- **Activity** Single Action - -When using a simple firearm, you can shoot objects right out of your enemy's hands. Attempt to [Disarm](../../Rules/actions/disarm.md) the target using a ranged attack roll with your simple firearm, instead of attempting an [Athletics](../skills.md#Athletics) check against the target's Reflex DC. - -*Source: Guns & Gears p. 132* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ranged-reprisal.md b/Compendium/feats/ranged-reprisal.md deleted file mode 100644 index 20a2dd477..000000000 --- a/Compendium/feats/ranged-reprisal.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Ranged Reprisal"] ---- -# Ranged Reprisal *Feat 1* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: Paladin cause - -You can use [Retributive Strike](../../Rules/actions/retributive-strike.md) with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can [Step](../../Rules/actions/step.md) to put the foe in your reach before making a melee [Retributive Strike](../../Rules/actions/retributive-strike.md). - -*Source: Core Rulebook p. 109* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/ranger-dedication.md b/Compendium/feats/ranger-dedication.md deleted file mode 100644 index 4cb42ba1b..000000000 --- a/Compendium/feats/ranger-dedication.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Ranger Dedication"] ---- -# Ranger Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Dexterity 14 - -You become trained in [Survival](../skills.md#Survival); if you were already trained in [Survival](../skills.md#Survival), you instead become trained in another skill of your choice. You become trained in ranger class DC. - -You can use the [Hunt Prey](../../Rules/actions/hunt-prey.md) action (page 168). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the ranger archetype. - -## Ranger Dedication leads to... - -[Basic Hunter's Trick](basic-hunters-trick.md), [Advanced Hunter's Trick](advanced-hunters-trick.md), [Master Spotter](master-spotter.md), [Ranger Resiliency](ranger-resiliency.md) - -## Summary - -*Source: Core Rulebook p. 228* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/ranger-resiliency.md b/Compendium/feats/ranger-resiliency.md deleted file mode 100644 index 04ba20e6b..000000000 --- a/Compendium/feats/ranger-resiliency.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Ranger Resiliency"] ---- -# Ranger Resiliency *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ranger Dedication](ranger-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier - -You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. - -*Source: Core Rulebook p. 228* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/rangers-bramble-apg.md b/Compendium/feats/rangers-bramble-apg.md deleted file mode 100644 index 3a8d58eea..000000000 --- a/Compendium/feats/rangers-bramble-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Ranger's Bramble"] ---- -# Ranger's Bramble *Feat 6* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden spells - -You can cause plants to grow and trap your foes with thorns. You gain the [ranger's bramble](../spells/rangers-bramble-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/rapid-affixture-apg.md b/Compendium/feats/rapid-affixture-apg.md deleted file mode 100644 index 43c5ed5b5..000000000 --- a/Compendium/feats/rapid-affixture-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Rapid Affixture"] ---- -# Rapid Affixture *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Crafting](../skills.md#Crafting) - -You take only 1 minute to [Affix a Talisman](../../Rules/actions/affix-a-talisman.md). If you're legendary in [Crafting](../skills.md#Crafting), you can [Affix a Talisman](../../Rules/actions/affix-a-talisman.md) as a 3-action activity. - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/rapid-manifestation-som.md b/Compendium/feats/rapid-manifestation-som.md deleted file mode 100644 index e75f1af4e..000000000 --- a/Compendium/feats/rapid-manifestation-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Rapid Manifestation"] ---- -# Rapid Manifestation [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Soulforger Dedication](soulforger-dedication-som.md) -- **Trigger** You roll initiative or a hazard attacks you. -- **Activity** Free Action - -Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament. - -*Source: Secrets of Magic p. 236* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/rapid-mantel.md b/Compendium/feats/rapid-mantel.md deleted file mode 100644 index 6002e8e71..000000000 --- a/Compendium/feats/rapid-mantel.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Rapid Mantel"] ---- -# Rapid Mantel *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -You easily pull yourself onto ledges. When you [Grab an Edge](../../Rules/actions/grab-an-edge.md), you can pull yourself onto that surface and stand. You can use [Athletics](../skills.md#Athletics) instead of a Reflex save to [Grab an Edge](../../Rules/actions/grab-an-edge.md). - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/rapid-recharge-som.md b/Compendium/feats/rapid-recharge-som.md deleted file mode 100644 index f03ddb187..000000000 --- a/Compendium/feats/rapid-recharge-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Rapid Recharge"] ---- -# Rapid Recharge [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Frequency**: once per day -- **Activity** Free Action - -You tap into an arcane trick to recover your ability to meld spells and attacks. You recharge your [Spellstrike](../../Rules/actions/spellstrike-som.md). - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/rapid-response-apg.md b/Compendium/feats/rapid-response-apg.md deleted file mode 100644 index 553cbeb2b..000000000 --- a/Compendium/feats/rapid-response-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Rapid Response"] ---- -# Rapid Response [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[cleric](../../Rules/traits/cleric.md) - -- **Trigger** An ally is reduced to 0 Hit Points. -- **Activity** Reaction - -You work quickly and efficiently in times of danger to deliver needed assistance. You [Stride](../../Rules/actions/stride.md) towards the triggering ally. You gain a +10-foot circumstance bonus to your Speed during this movement. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/rat-familiar-apg.md b/Compendium/feats/rat-familiar-apg.md deleted file mode 100644 index fc38a0d4b..000000000 --- a/Compendium/feats/rat-familiar-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Rat Familiar"] ---- -# Rat Familiar *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You have a pet rat that has become magically bonded to you. You gain a familiar, and this familiar must be a rat. It still gets the benefits of familiar abilities, but its base form remains a rat. - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/rat-form-apg.md b/Compendium/feats/rat-form-apg.md deleted file mode 100644 index 0eba4a2ae..000000000 --- a/Compendium/feats/rat-form-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/polymorph -- trait/primal -- trait/ratfolk -- trait/transmutation -aliases: ["Rat Form"] ---- -# Rat Form [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[concentrate](../../Rules/traits/concentrate.md) [polymorph](../../Rules/traits/polymorph.md) [primal](../../Rules/traits/primal.md) [ratfolk](../../Rules/traits/ratfolk-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Activity** Single Action - -You can transform into an innocuous-looking rat to scout an area or slip through tight spaces. You gain the effects of a 1st-level [pest form](../spells/pest-form.md) spell, except that you must assume the battle form of a Tiny rat. - -*Source: Advanced Player's Guide p. 23* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/polymorph #trait/primal #trait/ratfolk #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/rat-magic-apg.md b/Compendium/feats/rat-magic-apg.md deleted file mode 100644 index 559eecd69..000000000 --- a/Compendium/feats/rat-magic-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Rat Magic"] ---- -# Rat Magic *Feat 5* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -There always seems to be a little rat around to carry messages for you. You can cast [animal messenger](../spells/animal-messenger.md) once per day as a primal innate spell. When you do, the animal that responds is always a rat. If there are no rats within range, the spell is lost. - -*Source: Advanced Player's Guide p. 23* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/ratfolk-growth-loag.md b/Compendium/feats/ratfolk-growth-loag.md deleted file mode 100644 index 8474d2268..000000000 --- a/Compendium/feats/ratfolk-growth-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Ratfolk Growth"] ---- -# Ratfolk Growth *Feat 17* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You call upon the familial bonds you share with other ysoki to defend them in battle. You can cast [enlarge](../spells/enlarge.md) as a 6th-level primal innate spell once per day. You can target only yourself and other ratfolk with this spell. - -*Source: Lost Omens: Ancestry Guide p. 56* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/ratfolk-lore-apg.md b/Compendium/feats/ratfolk-lore-apg.md deleted file mode 100644 index aceb1df6b..000000000 --- a/Compendium/feats/ratfolk-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Ratfolk Lore"] ---- -# Ratfolk Lore *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in [Acrobatics](../skills.md#Acrobatics) and [Stealth](../skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Ratfolk Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/ratfolk-roll-loag.md b/Compendium/feats/ratfolk-roll-loag.md deleted file mode 100644 index 3a1088b3b..000000000 --- a/Compendium/feats/ratfolk-roll-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/move -- trait/ratfolk -aliases: ["Ratfolk Roll"] ---- -# Ratfolk Roll [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[move](../../Rules/traits/move.md) [ratfolk](../../Rules/traits/ratfolk-b1.md) - -- **Activity** Two-Action - -Your ability to curl up into a tight ball comes in handy. You roll up into a ball and move up to four times your Speed in a straight line down an incline. If you reach the bottom of the incline or hit an obstacle during this first turn of movement, you stop rolling safely. - -Otherwise, you automatically keep rolling at this Speed during subsequent turns until you hit the bottom of the incline or an obstacle ends this movement (which can happen in the middle of your turn). You're [slowed](../../Rules/conditions.md#Slowed) each turn after the first that you keep rolling, and if you hit an obstacle on a turn after the first, you and the obstacle both take `4d6` bludgeoning damage and you stop rolling. - -*Source: Lost Omens: Ancestry Guide p. 56* -%% #compendium/src/pf2e/loag #trait/move #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/ratspeak-apg.md b/Compendium/feats/ratspeak-apg.md deleted file mode 100644 index 8ea44a3fb..000000000 --- a/Compendium/feats/ratspeak-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Ratspeak"] ---- -# Ratspeak *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -To you, the squeaking of rats and other rodents makes a strange kind of sense. You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with rodents, including beavers, mice, porcupines, rats, and squirrels, but not with other mammals, such as dogs or bats. The GM determines which animals count as rodents. - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/ravenings-desperation-ec3.md b/Compendium/feats/ravenings-desperation-ec3.md deleted file mode 100644 index 9144d5560..000000000 --- a/Compendium/feats/ravenings-desperation-ec3.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Ravening's Desperation"] ---- -# Ravening's Desperation *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Zevgavizeb Lore](../skills.md#Lore) - -Your study of the Beast of Gluttondark has taught you how to make do in the most trying of circumstances rather than succumb to weakness. As long as your current Hit Points are less than half your maximum Hit Points, you gain a +1 circumstance bonus to [Survival](../skills.md#Survival) and [Stealth](../skills.md#Stealth) checks. If your current Hit Points are less than a quarter your maximum Hit Points, the circumstance bonus is +2 instead. - -*Source: Extinction Curse #3: Life's Long Shadows p. 67* -%% #compendium/src/pf2e/ec3 #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ravenous-charge-botd.md b/Compendium/feats/ravenous-charge-botd.md deleted file mode 100644 index b0bd8559a..000000000 --- a/Compendium/feats/ravenous-charge-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/open -aliases: ["Ravenous Charge"] ---- -# Ravenous Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) -- **Activity** Two-Action - -Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You [Stride](../../Rules/actions/stride.md). If you end your movement within melee reach of a living creature, you can make an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) that creature. If you succeed, you then make a jaws [Strike](../../Rules/actions/strike.md) against that creature. - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/razor-claws-locg.md b/Compendium/feats/razor-claws-locg.md deleted file mode 100644 index be6bf0c1f..000000000 --- a/Compendium/feats/razor-claws-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Razor Claws"] ---- -# Razor Claws *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -Your have honed your claws to be deadly. Your claw attack deals `1d6` slashing damage instead of `1d4` and gains the versatile (piercing) trait. - -*Source: Lost Omens: Character Guide p. 58* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/razzle-dazzle-apg.md b/Compendium/feats/razzle-dazzle-apg.md deleted file mode 100644 index 2f51aa1d2..000000000 --- a/Compendium/feats/razzle-dazzle-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/gnome -aliases: ["Razzle-dazzle"] ---- -# Razzle-dazzle [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[gnome](../../Rules/traits/gnome.md) - -- **Frequency**: once per hour -- **Trigger** You blind or dazzle a creature. -- **Activity** Free Action - -You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the [blinded](../../Rules/conditions.md#Blinded) or [dazzled](../../Rules/conditions.md#Dazzled) condition you give the target by 1 round. - -*Source: Advanced Player's Guide p. 44* -%% #compendium/src/pf2e/apg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/reach-beyond-frp1.md b/Compendium/feats/reach-beyond-frp1.md deleted file mode 100644 index a3e79d945..000000000 --- a/Compendium/feats/reach-beyond-frp1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/archetype -aliases: ["Reach Beyond"] ---- -# Reach Beyond *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Eater Dedication](ghost-eater-dedication-frp1.md) - -You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee [Strikes](../../Rules/actions/strike.md) against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is [hidden](../../Rules/conditions.md#Hidden), requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to focus on a creature inside of a solid object. If you do, the next melee [Strike](../../Rules/actions/strike.md) you make this turn requires you to succeed at only a DC 6 flat check to affect the creature. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 79* -%% #compendium/src/pf2e/frp1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/reach-for-the-sky-g-g.md b/Compendium/feats/reach-for-the-sky-g-g.md deleted file mode 100644 index b16d2d8e4..000000000 --- a/Compendium/feats/reach-for-the-sky-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/auditory -- trait/visual -aliases: ["Reach For The Sky"] ---- -# Reach For The Sky [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Pistol Phenom Dedication](pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Two-Action - -You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single [Intimidation](../skills.md#Intimidation) check to [Demoralize](../../Rules/actions/demoralize.md) each enemy within 30 feet. Creatures who become [frightened](../../Rules/conditions.md#Frightened) instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these [frightened](../../Rules/conditions.md#Frightened) creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute. - -*Source: Guns & Gears p. 137* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/auditory #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/reach-for-the-stars-g-g.md b/Compendium/feats/reach-for-the-stars-g-g.md deleted file mode 100644 index 2f869b783..000000000 --- a/Compendium/feats/reach-for-the-stars-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Reach For The Stars"] ---- -# Reach For The Stars *Feat 18* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Black Powder Boost](black-powder-boost-g-g.md) - -The sky's the limit, as long as you've got enough black powder. - -When you use Black Powder Boost, you can expend additional black powder or ammunition to boost yourself farther. For each dose of black powder or piece of firearm ammunition you spend in addition to your shot, you add another 10 feet to the height or distance of your [Leap](../../Rules/actions/leap.md), to a maximum of 5 boosts (a +50-foot status bonus). You must be wearing a dose of black powder or piece of ammunition, or have it in hand, to detonate it for a boost. - -You can choose at which points in your [Leap](../../Rules/actions/leap.md) you detonate each boost, allowing you to change direction each time. You must then move in a straight line until you boost again or end your [Leap](../../Rules/actions/leap.md). - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/reach-spell-bard.md b/Compendium/feats/reach-spell-bard.md deleted file mode 100644 index bc5f8a0e6..000000000 --- a/Compendium/feats/reach-spell-bard.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Reach Spell (Bard)"] ---- -# Reach Spell (Bard) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You can extend your spells' range. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - -*Source: Core Rulebook p. 99* -%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/reach-spell-cleric.md b/Compendium/feats/reach-spell-cleric.md deleted file mode 100644 index 8cebe7e7d..000000000 --- a/Compendium/feats/reach-spell-cleric.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Reach Spell (Cleric)"] ---- -# Reach Spell (Cleric) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You can extend the range of your spells. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - -*Source: Core Rulebook p. 122* -%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/reach-spell-druid.md b/Compendium/feats/reach-spell-druid.md deleted file mode 100644 index b68695fb0..000000000 --- a/Compendium/feats/reach-spell-druid.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/druid -- trait/metamagic -aliases: ["Reach Spell (Druid)"] ---- -# Reach Spell (Druid) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You can extend the range of your spells. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - -*Source: Core Rulebook p. 134* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/reach-spell-oracle-apg.md b/Compendium/feats/reach-spell-oracle-apg.md deleted file mode 100644 index 6acbb4a07..000000000 --- a/Compendium/feats/reach-spell-oracle-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/oracle -aliases: ["Reach Spell (Oracle)"] ---- -# Reach Spell (Oracle) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Activity** Single Action - -You can extend your spells' range. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/reach-spell-sorcerer.md b/Compendium/feats/reach-spell-sorcerer.md deleted file mode 100644 index 51c71e3ee..000000000 --- a/Compendium/feats/reach-spell-sorcerer.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/metamagic -- trait/sorcerer -aliases: ["Reach Spell (Sorcerer)"] ---- -# Reach Spell (Sorcerer) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You can extend the range of your spells. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - -*Source: Core Rulebook p. 198* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/reach-spell-witch-apg.md b/Compendium/feats/reach-spell-witch-apg.md deleted file mode 100644 index 1623114c6..000000000 --- a/Compendium/feats/reach-spell-witch-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/witch -aliases: ["Reach Spell (Witch)"] ---- -# Reach Spell (Witch) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [witch](../../Rules/traits/witch-apg.md) - -- **Activity** Single Action - -You can extend the range of your spells. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - -*Source: Advanced Player's Guide p. 101* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/reach-spell-wizard.md b/Compendium/feats/reach-spell-wizard.md deleted file mode 100644 index 5ef9447f6..000000000 --- a/Compendium/feats/reach-spell-wizard.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/metamagic -- trait/wizard -aliases: ["Reach Spell (Wizard)"] ---- -# Reach Spell (Wizard) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Single Action - -You can extend the range of your spells. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. - -*Source: Core Rulebook p. 210* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/reactive-charm-lotgb.md b/Compendium/feats/reactive-charm-lotgb.md deleted file mode 100644 index a053da494..000000000 --- a/Compendium/feats/reactive-charm-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Reactive Charm"] ---- -# Reactive Charm [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Captivator Dedication](captivator-dedication-lotgb.md) -- **Frequency**: once per day -- **Trigger** You are the target of a spell or attack. -- **Activity** Reaction - -You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes [friendly](../../Rules/conditions.md#Friendly) to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area. - -*Source: Lost Omens: The Grand Bazaar p. 121* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/reactive-dismissal-som.md b/Compendium/feats/reactive-dismissal-som.md deleted file mode 100644 index 820d541c0..000000000 --- a/Compendium/feats/reactive-dismissal-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Reactive Dismissal"] ---- -# Reactive Dismissal [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[summoner](../../Rules/traits/summoner-som.md) - -- **Trigger** Your eidolon would take damage. -- **Activity** Reaction - -You abruptly dismiss your eidolon to reduce the damage it takes, though this makes summoning it again more difficult. - -Reduce the triggering damage to your eidolon by double your level, and your eidolon unmanifests. You can't [Manifest your Eidolon](../../Rules/actions/manifest-eidolon-som.md) again until after the end of your next turn. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/reactive-distraction.md b/Compendium/feats/reactive-distraction.md deleted file mode 100644 index c08209fb2..000000000 --- a/Compendium/feats/reactive-distraction.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/manipulate -- trait/rogue -aliases: ["Reactive Distraction"] ---- -# Reactive Distraction [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: legendary in [Deception](../skills.md#Deception), [Perfect Distraction](perfect-distraction.md) -- **Trigger** You would be hit by an attack or targeted by an effect, or you are within an effect's area. -- **Requirements**: You have Perfect Distraction ready to use. -- **Activity** Reaction - -You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were [observed](../../Rules/conditions.md#Observed), as long as you end the movement of your [Sneak](../../Rules/actions/sneak.md) while [concealed](../../Rules/conditions.md#Concealed) or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your [Sneak](../../Rules/actions/sneak.md) doesn't move you out of the area, both you and the decoy are targeted by the effect. - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/manipulate #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/reactive-pursuit.md b/Compendium/feats/reactive-pursuit.md deleted file mode 100644 index 2140e65a6..000000000 --- a/Compendium/feats/reactive-pursuit.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Reactive Pursuit"] ---- -# Reactive Pursuit [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](../../Rules/actions/stride.md) action. -- **Activity** Reaction - -You keep pace with a retreating foe. You [Stride](../../Rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) instead of [Stride](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 185* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/reactive-shield.md b/Compendium/feats/reactive-shield.md deleted file mode 100644 index 9ac9532f4..000000000 --- a/Compendium/feats/reactive-shield.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Reactive Shield"] ---- -# Reactive Shield [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[fighter](../../Rules/traits/fighter.md) - -- **Trigger** An enemy hits you with a melee [Strike](../../Rules/actions/strike.md). -- **Requirements**: You are wielding a shield. -- **Activity** Reaction - -You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the [Raise a Shield](../../Rules/actions/raise-a-shield.md) action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack. - -*Source: Core Rulebook p. 145* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/reactive-transformation-apg.md b/Compendium/feats/reactive-transformation-apg.md deleted file mode 100644 index 513ec49aa..000000000 --- a/Compendium/feats/reactive-transformation-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -aliases: ["Reactive Transformation"] ---- -# Reactive Transformation [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wild Shape](wild-shape.md); [Dragon Shape](dragon-shape.md), [Elemental Shape](elemental-shape.md), -- **Trigger** varies -- **Activity** Reaction - -You transform reflexively when in danger. You cast [wild shape](../spells/wild-shape.md) to transform into one form granted by one of the prerequisite feats you have, depending on the trigger. - -Your form's resistances and weaknesses apply against the triggering damage. - -- **Trigger** You fall 10 feet or more; **Effect** Choose a form from aerial form. -- **Trigger** You take acid, cold, electricity, fire, or poison damage; **Effect** Choose a form from dragon form that resists the triggering damage. -- **Trigger** You take fire damage; **Effect** Choose a fire elemental form from elemental form. -- **Trigger** You take poison damage; **Effect** Choose a form from plant form. - -*Source: Advanced Player's Guide p. 125* -%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/read-disaster-apg.md b/Compendium/feats/read-disaster-apg.md deleted file mode 100644 index 4e2c55597..000000000 --- a/Compendium/feats/read-disaster-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divination -- trait/exploration -- trait/oracle -- trait/prediction -aliases: ["Read Disaster"] ---- -# Read Disaster *Feat 8* -[divination](../../Rules/traits/divination.md) [exploration](../../Rules/traits/exploration.md) [oracle](../../Rules/traits/oracle-apg.md) [prediction](../../Rules/traits/prediction.md) - - -You spend 10 minutes and open yourself to the divine mysteries of the world, peering into the most sinister portents of the future. You gain the effects of [augury](../spells/augury.md), except you learn only about the dangers ahead; any results of "weal" are instead "nothing," and results of "weal and woe" are instead "woe." If you are legendary in [Religion](../skills.md#Religion), you take only 1 minute to Read Disaster. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/divination #trait/exploration #trait/oracle #trait/prediction %% \ No newline at end of file diff --git a/Compendium/feats/read-lips.md b/Compendium/feats/read-lips.md deleted file mode 100644 index ae158b014..000000000 --- a/Compendium/feats/read-lips.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Read Lips"] ---- -# Read Lips *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Society](../skills.md#Society) - -You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're [fascinated](../../Rules/conditions.md#Fascinated) and [flat-footed](../../Rules/conditions.md#Flat-footed) during each round in which you focus on lip movements, and you must succeed at a [Society](../skills.md#Society) check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know. - -If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you. - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/read-psychometric-resonance-da.md b/Compendium/feats/read-psychometric-resonance-da.md deleted file mode 100644 index c9c3cf5f3..000000000 --- a/Compendium/feats/read-psychometric-resonance-da.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/divination -- trait/emotion -- trait/exploration -- trait/general -- trait/mental -- trait/occult -- trait/skill -- trait/uncommon -aliases: ["Read Psychometric Resonance"] ---- -# Read Psychometric Resonance *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [emotion](../../Rules/traits/emotion.md) [exploration](../../Rules/traits/exploration.md) [general](../../Rules/traits/general.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) - -With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to [Detect Magic](../../Rules/actions/detect-magic.md) in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action. - -```ad-embed-ability -title: Psychometric Assessment -[concentrate](../../../rules/traits/concentrate.md) [divination](../../../rules/traits/divination.md) [emotion](../../../rules/traits/emotion.md) [exploration](../../../rules/traits/exploration.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Requirements**: Your bare hands are touching an object in which you detected psychometric resonance - -**Effect** You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take `1d6` psychic damage, as determined by the GM. -%% #trait/concentrate #trait/divination #trait/emotion #trait/exploration #trait/mental #trait/occult %% -``` - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/concentrate #trait/divination #trait/emotion #trait/exploration #trait/general #trait/mental #trait/occult #trait/skill #trait/uncommon %% diff --git a/Compendium/feats/read-shibboleths-apg.md b/Compendium/feats/read-shibboleths-apg.md deleted file mode 100644 index a31c39e2c..000000000 --- a/Compendium/feats/read-shibboleths-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/linguistic -- trait/skill -aliases: ["Read Shibboleths"] ---- -# Read Shibboleths *Feat 7* -[archetype](../../Rules/traits/archetype.md) [linguistic](../../Rules/traits/linguistic.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Linguist Dedication](linguist-dedication-apg.md), master in [Society](../skills.md#Society) - -All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a [Deception](../skills.md#Deception), [Society](../skills.md#Society), or appropriate [Lore](../skills.md#Lore) check against your [Society](../skills.md#Society) DC, providing you a false minor fact consistent with their assumed identity on a success. - -Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your [Diplomacy](../skills.md#Diplomacy) and [Deception](../skills.md#Deception) checks with them. - -*Source: Advanced Player's Guide p. 178* -%% #compendium/src/pf2e/apg #trait/archetype #trait/linguistic #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/read-the-land-som.md b/Compendium/feats/read-the-land-som.md deleted file mode 100644 index fd571eaf7..000000000 --- a/Compendium/feats/read-the-land-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/uncommon -aliases: ["Read The Land"] ---- -# Read The Land *Feat 12* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md), master in [Nature](../skills.md#Nature) - -You've learned how to commune with the land to learn information. You learn the commune with nature ritual if you didn't know it already. - -You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster. - -*Source: Secrets of Magic p. 213* -%% #compendium/src/pf2e/som #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/read-the-stars-loag.md b/Compendium/feats/read-the-stars-loag.md deleted file mode 100644 index 01726d347..000000000 --- a/Compendium/feats/read-the-stars-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Read The Stars"] ---- -# Read The Stars *Feat 9* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: trained in [Astrology Lore](../skills.md#Lore) or [Occultism](../skills.md#Occultism) - -You're incredibly skilled in iruxi astrology, and you can gain useful (if cryptic) hints from the stars' alignment. Once per night, if you can clearly see the stars, you can spend 1 hour reading the heavens to see how they relate to a particular goal, event, or activity that will occur within 1 week. The GM rolls a secret check, either a DC 28 [Astrology Lore](../skills.md#Lore) check or a DC 32 [Occultism](../skills.md#Occultism) check. On a success, you learn a cryptic clue or piece of advice that could help with the chosen event, and on a critical failure, you learn a misleading cryptic clue or piece of advice. - -*Source: Lost Omens: Ancestry Guide p. 48* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/reanimating-spark-lotgb.md b/Compendium/feats/reanimating-spark-lotgb.md deleted file mode 100644 index 3cbee5d2f..000000000 --- a/Compendium/feats/reanimating-spark-lotgb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Reanimating Spark"] ---- -# Reanimating Spark *Feat 13* -[poppet](../../Rules/traits/poppet-lotgb.md) - -- **Frequency**: once per day -- **Trigger** You have the [dying](../../Rules/conditions.md#Dying) condition and are about to attempt a recovery check. - -The magic that animates you strains to keep you alive. - -You're restored to 1 Hit Point, lose the [dying](../../Rules/conditions.md#Dying) and [unconscious](../../Rules/conditions.md#Unconscious) conditions, and can act normally on this turn. You gain or increase the [wounded](../../Rules/conditions.md#Wounded) condition as normal when losing the [dying](../../Rules/conditions.md#Dying) condition in this way. - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/reanimator-dedication-botd.md b/Compendium/feats/reanimator-dedication-botd.md deleted file mode 100644 index aa626fea7..000000000 --- a/Compendium/feats/reanimator-dedication-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -aliases: ["Reanimator Dedication"] ---- -# Reanimator Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: able to cast [animate dead](../spells/animate-dead-apg.md) with a spell slot - -You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with animate dead in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an [animate dead](../spells/animate-dead-apg.md) spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead. - -**Special.** You can't select another dedication feat until you have gained two other feats from the reanimator archetype. - -## Reanimator Dedication leads to... - -[Deathly Secrets](deathly-secrets-botd.md), [Greater Deathly Secrets](greater-deathly-secrets-botd.md), [Master of the Dead](master-of-the-dead-botd.md), [Macabre Virtuoso](macabre-virtuoso-botd.md), [Bonds of Death](bonds-of-death-botd.md) - -## Summary - -*Source: Book of the Dead p. 34* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/reaper-of-repose-locg.md b/Compendium/feats/reaper-of-repose-locg.md deleted file mode 100644 index 68922f15e..000000000 --- a/Compendium/feats/reaper-of-repose-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Reaper Of Repose"] ---- -# Reaper Of Repose *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md), master proficiency in a weapon - -Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack. - -*Source: Lost Omens: Character Guide p. 95* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/reason-rapidly-apg.md b/Compendium/feats/reason-rapidly-apg.md deleted file mode 100644 index 7aff1da3f..000000000 --- a/Compendium/feats/reason-rapidly-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Reason Rapidly"] ---- -# Reason Rapidly [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Activity** Single Action - -Your mind works through clues at an unbelievable speed. You instantly use up to five [Recall Knowledge](../../Rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you can't use them for these actions. - -*Source: Advanced Player's Guide p. 64* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/reassuring-presence-lome.md b/Compendium/feats/reassuring-presence-lome.md deleted file mode 100644 index 92bda9b6a..000000000 --- a/Compendium/feats/reassuring-presence-lome.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -- trait/auditory -- trait/visual -aliases: ["Reassuring Presence"] ---- -# Reassuring Presence [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[anadi](../../Rules/traits/anadi-lome.md) [auditory](../../Rules/traits/auditory.md) [visual](../../Rules/traits/visual.md) - -- **Trigger** An ally within 30 feet gains the [frightened](../../Rules/conditions.md#Frightened) condition. -- **Activity** Reaction - -You serve as an anchor to your close companions, calming them in times of stress. - -Decrease the value of the triggering ally's [frightened](../../Rules/conditions.md#Frightened) condition by 1. The ally is then temporarily immune to your Reassuring Presence for 1 hour. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi #trait/auditory #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/rebounding-assault-g-g.md b/Compendium/feats/rebounding-assault-g-g.md deleted file mode 100644 index 0ae1fd662..000000000 --- a/Compendium/feats/rebounding-assault-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Rebounding Assault"] ---- -# Rebounding Assault [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm or loaded crossbow in one hand and a bludgeoning or slashing melee weapon in the other. -- **Activity** Two-Action - -You hurl your melee weapon at an opponent, then fire a bullet into the weapon's hilt, making it deal additional damage and bounce back to your grasp. Make a thrown ranged [Strike](../../Rules/actions/strike.md) with the melee weapon, then a ranged [Strike](../../Rules/actions/strike.md) with your firearm. - -Both [Strikes](../../Rules/actions/strike.md) use the same multiple attack penalty. If the melee weapon doesn't already have the [thrown](../../Rules/traits/thrown.md) trait, it gains the thrown <10 feet> trait during a Rebounding Assault. - -If both attacks are successful, the bolt or bullet hits the thrown melee weapon instead of your target, adding its force into one attack. Combine the damage from both [Strikes](../../Rules/actions/strike.md), using the thrown weapon's damage type, and add an additional `1d6` precision damage. - -The impact sends the melee weapon rebounding off the target and back to your hand. - -In any circumstance other than both attacks hitting, carry out the individual [Strikes](../../Rules/actions/strike.md) normally. The thrown weapon doesn't rebound and remains in the target's space as normal for thrown weapons. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/rebounding-toss-apg.md b/Compendium/feats/rebounding-toss-apg.md deleted file mode 100644 index 47b81fdb6..000000000 --- a/Compendium/feats/rebounding-toss-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -- trait/flourish -aliases: ["Rebounding Toss"] ---- -# Rebounding Toss [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Requirements**: You are wielding a thrown weapon. -- **Activity** Two-Action - -You bounce your weapon off one foe to strike another. Make a ranged [Strike](../../Rules/actions/strike.md) with a thrown weapon. If this [Strike](../../Rules/actions/strike.md) hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional [Strike](../../Rules/actions/strike.md) against this second target. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks. - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/reckless-abandon-barbarian.md b/Compendium/feats/reckless-abandon-barbarian.md deleted file mode 100644 index deb230a83..000000000 --- a/Compendium/feats/reckless-abandon-barbarian.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Reckless Abandon (Barbarian)"] ---- -# Reckless Abandon (Barbarian) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Trigger** Your turn begins, and you are at half or fewer Hit Points. -- **Activity** Free Action - -Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your [Rage](../../Rules/actions/rage.md) ends or until you are above half Hit Points, whichever comes first. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/reckless-abandon-goblin-apg.md b/Compendium/feats/reckless-abandon-goblin-apg.md deleted file mode 100644 index cb46cfc22..000000000 --- a/Compendium/feats/reckless-abandon-goblin-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fortune -- trait/goblin -aliases: ["Reckless Abandon (Goblin)"] ---- -# Reckless Abandon (Goblin) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 17* -[fortune](../../Rules/traits/fortune.md) [goblin](../../Rules/traits/goblin.md) - -- **Frequency**: once per day -- **Activity** Free Action - -Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, enemies and hazards that would damage you this turn roll the minimum possible damage. - -These benefits apply only to harmful effects incurred entirely during your turn in which you activate Reckless Abandon, such as running through a prismatic wall. [Persistent damage](../../Rules/conditions.md#Persistent%20Damage) and conditions that were applied prior to your turn proceed normally, and as soon as your turn ends you are subject to the full consequences of any dangers still threatening you. - -*Source: Advanced Player's Guide p. 45* -%% #compendium/src/pf2e/apg #trait/fortune #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/reclaim-spell-ec6.md b/Compendium/feats/reclaim-spell-ec6.md deleted file mode 100644 index e6f2026fa..000000000 --- a/Compendium/feats/reclaim-spell-ec6.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/uncommon -- trait/wizard -aliases: ["Reclaim Spell"] ---- -# Reclaim Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: [Reprepare Spell](reprepare-spell.md) -- **Activity** Single Action - -You have learned to manipulate reflections of magic, similar to the resonant reflections. You reclaim the magic of an ongoing spell, using it reprepare a spell with a duration. - -You [Dismiss](../../Rules/actions/dismiss.md) a Spell of 4th level or lower that you cast today from a spell slot with at least half its duration remaining, even if that spell can't normally be Dismissed. You can then spend 10 minutes to reprepare the spell in that spell slot, as Reprepare Spell. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/reclaimant-plea-lokl.md b/Compendium/feats/reclaimant-plea-lokl.md deleted file mode 100644 index 2548563ad..000000000 --- a/Compendium/feats/reclaimant-plea-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Reclaimant Plea"] ---- -# Reclaimant Plea *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md), ability to cast divine spells - -You call on the power of the Crimson Oath to gain magical aid. Choose one of the following spells: [air walk](../spells/air-walk.md), [dimensional anchor](../spells/dimensional-anchor.md), [freedom of movement](../spells/freedom-of-movement.md), [invisibility](../spells/invisibility.md), [remove curse](../spells/remove-curse.md), [searing light](../spells/searing-light.md). You can Cast that Spell once per day as a 4th-level divine innate spell. At 14th level, the spell heightens to 5th level, and at 16th level, the spell heightens to 6th level. If you anger the mysterious source of the Crimson Oath's power, you lose the ability to cast the spell until you atone. - -**Special.** You can select this feat a second time at 14th level, gaining a second spell from the list above, death ward, or flame strike, which you can cast once per day; you also become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level, gaining either a third spell from the list above, death ward, flame strike, or sunburst, which you can cast once per day; additionally, all three spells from this feat heighten to 7th level, and you become a master of divine spell attacks and spell DCs. - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/recognize-ambush-loag.md b/Compendium/feats/recognize-ambush-loag.md deleted file mode 100644 index c56976a9d..000000000 --- a/Compendium/feats/recognize-ambush-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["Recognize Ambush"] ---- -# Recognize Ambush [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 5* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - -- **Trigger** You roll initiative. -- **Activity** Free Action - -Your combat training has honed you to be ready for an attack at all times. You [Interact](../../Rules/actions/interact.md) to draw a weapon. - -*Source: Lost Omens: Ancestry Guide p. 35* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/recognize-spell.md b/Compendium/feats/recognize-spell.md deleted file mode 100644 index 26ab3a814..000000000 --- a/Compendium/feats/recognize-spell.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/secret -- trait/skill -aliases: ["Recognize Spell"] ---- -# Recognize Spell [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[general](../../Rules/traits/general.md) [secret](../../Rules/traits/secret.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) -- **Trigger** A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. -- **Activity** Reaction - -If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest level of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure. - -> [!success-degree] -> - **Critical Success** You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. -> - **Success** You correctly recognize the spell. -> - **Failure** You fail to recognize the spell. -> - **Critical Failure** You misidentify the spell as another spell entirely, of the GM's choice. - -## Recognize Spell leads to... - -[Quick Recognition](quick-recognition.md) - -## Summary - -*Source: Core Rulebook p. 265* -%% #compendium/src/pf2e/crb #trait/general #trait/secret #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/recognize-threat-locg.md b/Compendium/feats/recognize-threat-locg.md deleted file mode 100644 index 715b35722..000000000 --- a/Compendium/feats/recognize-threat-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/skill -aliases: ["Recognize Threat"] ---- -# Recognize Threat [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) skill, [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Trigger** Your first turn of an encounter begins, and you can see a creature. -- **Requirements**: You have master proficiency in a skill to identify the triggering creature. -- **Activity** Free Action - -You quickly assess the threat so you can relay the information to your team. Attempt a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check against the triggering creature. - -*Source: Lost Omens: Character Guide p. 112* -%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/recollect-studies-lopsg.md b/Compendium/feats/recollect-studies-lopsg.md deleted file mode 100644 index aeb2fda9e..000000000 --- a/Compendium/feats/recollect-studies-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/skill -aliases: ["Recollect Studies"] ---- -# Recollect Studies [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md), expert in a skill used to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) -- **Requirements**: You're fighting a creature of your level or lower that could be identified by [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with a skill in which you're an expert. -- **Activity** Single Action - -You paid attention during your studies and remember the right way to attack various creatures. Choose a creature that meets the requirements. You learn the resistances, immunities, or weaknesses of the creature (your choice) without needing to successfully [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/reconstruct-the-scene-investigator-apg.md b/Compendium/feats/reconstruct-the-scene-investigator-apg.md deleted file mode 100644 index 3a6f8aea6..000000000 --- a/Compendium/feats/reconstruct-the-scene-investigator-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/investigator -aliases: ["Reconstruct The Scene (Investigator)"] ---- -# Reconstruct The Scene (Investigator) *Feat 16* -[concentrate](../../Rules/traits/concentrate.md) [investigator](../../Rules/traits/investigator-apg.md) - - -You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/reconstruct-the-scene-rogue-apg.md b/Compendium/feats/reconstruct-the-scene-rogue-apg.md deleted file mode 100644 index 5de24a8ec..000000000 --- a/Compendium/feats/reconstruct-the-scene-rogue-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/rogue -aliases: ["Reconstruct The Scene (Rogue)"] ---- -# Reconstruct The Scene (Rogue) *Feat 16* -[concentrate](../../Rules/traits/concentrate.md) [rogue](../../Rules/traits/rogue.md) - - -You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through. - -*Source: Advanced Player's Guide p. 137* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/recover-spell-lopsg.md b/Compendium/feats/recover-spell-lopsg.md deleted file mode 100644 index 5a556b328..000000000 --- a/Compendium/feats/recover-spell-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/concentrate -- trait/metamagic -aliases: ["Recover Spell"] ---- -# Recover Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) -- **Requirements**: An enemy's action disrupted your attempts to [Cast a Spell](../../Rules/actions/cast-a-spell.md) since the beginning of your last turn. -- **Activity** Single Action - -You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately [Cast the Spell](../../Rules/actions/cast-a-spell.md) again with your next action or else you lose the spell; as normal for metamagic, this must be on the same turn that you use Recover Spell. You can change the area, targets, and other variables, including the number of actions used to [Cast the Spell](../../Rules/actions/cast-a-spell.md) if the spell allows, such as when casting heal or magic missile. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/recycled-cogwheels-g-g.md b/Compendium/feats/recycled-cogwheels-g-g.md deleted file mode 100644 index 9e512857a..000000000 --- a/Compendium/feats/recycled-cogwheels-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Recycled Cogwheels"] ---- -# Recycled Cogwheels *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Trapsmith Dedication](trapsmith-dedication-g-g.md) - -You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears. This allows you to deconstruct a snare that didn't trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location. - -*Source: Guns & Gears p. 54* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/red-herring-apg.md b/Compendium/feats/red-herring-apg.md deleted file mode 100644 index cde3e4e5d..000000000 --- a/Compendium/feats/red-herring-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Red Herring"] ---- -# Red Herring *Feat 2* -[investigator](../../Rules/traits/investigator-apg.md) - - -You have a keen sense for avoiding spurious lines of inquiry. When you [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md), the GM tells you if the lead you chose is inconsequential. For example, if you found a splatter of gray mud on the wall, thought it was suspicious, and [Pursued it as a Lead](../../Rules/actions/pursue-a-lead-apg.md), the GM would tell you if there was no greater mystery related to it. When the GM tells you a lead is inconsequential, you can decline to [Pursue the Lead](../../Rules/actions/pursue-a-lead-apg.md), keeping any leads you were already pursuing. You still can't use [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) again for 10 minutes, as normal. - -*Source: Advanced Player's Guide p. 61* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/red-mantis-assassin-dedication-lowg.md b/Compendium/feats/red-mantis-assassin-dedication-lowg.md deleted file mode 100644 index 480b830fc..000000000 --- a/Compendium/feats/red-mantis-assassin-dedication-lowg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Red Mantis Assassin Dedication"] ---- -# Red Mantis Assassin Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Mediogalti Island. -- **Prerequisites**: trained in sawtooth sabers, deity is [Achaekek](../setting/deities/achaekek-logm.md), lawful evil alignment, member of the Red Mantis assassins - -You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in [Stealth](../skills.md#Stealth) and [Assassin Lore](../skills.md#Lore); if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with sawtooth sabers. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Red Mantis assassin archetype. - -## Red Mantis Assassin Dedication leads to... - -[Basic Red Mantis Magic](basic-red-mantis-magic-lowg.md), [Advanced Red Mantis Magic](advanced-red-mantis-magic-lowg.md), [Vernai Training](vernai-training-lol.md), [Mantis Form](mantis-form-lowg.md), [Achaekek's Grip](achaekeks-grip-lol.md), [Crimson Shroud](crimson-shroud-lowg.md), [Fading](fading-lol.md), [Prayer Attack](prayer-attack-lol.md) - -## Summary - -*Source: Lost Omens: World Guide p. 71* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/redirect-attention-da.md b/Compendium/feats/redirect-attention-da.md deleted file mode 100644 index 1e8be385a..000000000 --- a/Compendium/feats/redirect-attention-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/reflection -aliases: ["Redirect Attention"] ---- -# Redirect Attention *Feat 13* -[reflection](../../Rules/traits/reflection-da.md) - - -Through your strong connection with your progenitor, you're able to redirect those attempting to spy on you. Whenever you would be directly targeted with a [scrying](../../Rules/traits/scrying.md) effect, the effect must attempt a counteract check against the higher of your spell DC or class DC. If the check fails, the effect targets your progenitor instead of you. - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/redirect-elements-som.md b/Compendium/feats/redirect-elements-som.md deleted file mode 100644 index ce60e39bf..000000000 --- a/Compendium/feats/redirect-elements-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Redirect Elements"] ---- -# Redirect Elements [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Elementalist Dedication](elementalist-dedication-som.md) -- **Trigger** The spell attack roll for a foe's spell with an [elemental](../../Rules/traits/elemental.md) trait targeting you fails or critically fails. -- **Activity** Reaction - -You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target. - -*Source: Secrets of Magic p. 207* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/redirecting-shot-g-g.md b/Compendium/feats/redirecting-shot-g-g.md deleted file mode 100644 index 6ff2d3a01..000000000 --- a/Compendium/feats/redirecting-shot-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/fortune -- trait/gunslinger -aliases: ["Redirecting Shot"] ---- -# Redirecting Shot [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fortune](../../Rules/traits/fortune.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Trigger** An ally misses with a ranged attack that uses a thrown weapon or ammunition. -- **Requirements**: You're wielding a loaded firearm or crossbow. -- **Activity** Reaction - -Seeing your ally's attack about to go astray, you fire your weapon to right its course. - -Discharge your firearm and roll a d20. Your ally uses this roll instead of their own, and the attack ignores bonuses the target would gain against the attack from lesser or standard cover. - -*Source: Guns & Gears p. 116* -%% #compendium/src/pf2e/g&g #trait/fortune #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/reflect-foe-da.md b/Compendium/feats/reflect-foe-da.md deleted file mode 100644 index 8e0a92d83..000000000 --- a/Compendium/feats/reflect-foe-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/reflection -aliases: ["Reflect Foe"] ---- -# Reflect Foe *Feat 17* -[reflection](../../Rules/traits/reflection-da.md) - - -You create a copy of a foe by calling them forth from a nearby reflection, clonally growing them in an instant from one of your hairs or otherwise creating them in a way that matches your own nature as a reflection. You can cast [duplicate foe](../spells/duplicate-foe.md) once per day as an innate occult spell. At 20th level, your innate duplicate foe is heightened to 8th level. - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/reflect-spell-sorcerer.md b/Compendium/feats/reflect-spell-sorcerer.md deleted file mode 100644 index 1568fac6d..000000000 --- a/Compendium/feats/reflect-spell-sorcerer.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Reflect Spell (Sorcerer)"] ---- -# Reflect Spell (Sorcerer) *Feat 14* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: [Counterspell](counterspell-sorcerer.md) - -When you successfully use [Counterspell](counterspell-sorcerer.md) to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. - -*Source: Core Rulebook p. 201* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/reflect-spell-witch-apg.md b/Compendium/feats/reflect-spell-witch-apg.md deleted file mode 100644 index 4f526a231..000000000 --- a/Compendium/feats/reflect-spell-witch-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Reflect Spell (Witch)"] ---- -# Reflect Spell (Witch) *Feat 14* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Counterspell](counterspell-witch-apg.md) - -When you successfully use [Counterspell](counterspell-witch-apg.md) to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. - -*Source: Advanced Player's Guide p. 104* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/reflect-spell-wizard.md b/Compendium/feats/reflect-spell-wizard.md deleted file mode 100644 index c11946dcc..000000000 --- a/Compendium/feats/reflect-spell-wizard.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Reflect Spell (Wizard)"] ---- -# Reflect Spell (Wizard) *Feat 14* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: [Counterspell](counterspell-wizard.md) - -When you successfully use [Counterspell](counterspell-wizard.md) to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. - -*Source: Core Rulebook p. 213* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/reflecting-riposte-ec6.md b/Compendium/feats/reflecting-riposte-ec6.md deleted file mode 100644 index e5682a00b..000000000 --- a/Compendium/feats/reflecting-riposte-ec6.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/fighter -- trait/uncommon -aliases: ["Reflecting Riposte"] ---- -# Reflecting Riposte [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Dueling Riposte](dueling-riposte.md), [Mirror Shield](mirror-shield.md), or Twin Riposte -- **Trigger** An opponent casts a spell and you critically succeed at a saving throw against it. -- **Requirements**: You have a shield raised or are benefiting from Dueling Parry or Twin Parry. -- **Activity** Reaction - -You attempt to counteract the triggering spell using powerful magical techniques [observed](../../Rules/conditions.md#Observed) in the Kortos Mounts. Use your attack roll modifier with your shield or parrying weapon for your counteract check. If you counteract the spell, it is reflected upon the caster. If the spell targeted individual creatures, it targets the caster only. If the spell targeted an area centered on a point, the new area is centered on the caster. If the spell was a cone or line, the cone or line emanates from you toward the caster. If the spell has a save DC, it uses your class DC, and if it requires a spell attack roll, use the same attack roll modifier as the counteract check. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 72* -%% #compendium/src/pf2e/ec6 #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/reflective-pocket-da.md b/Compendium/feats/reflective-pocket-da.md deleted file mode 100644 index 074edc468..000000000 --- a/Compendium/feats/reflective-pocket-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/extradimensional -- trait/reflection -aliases: ["Reflective Pocket"] ---- -# Reflective Pocket *Feat 5* -[extradimensional](../../Rules/traits/extradimensional.md) [reflection](../../Rules/traits/reflection-da.md) - -- **Prerequisites**: [Mirror-Risen](mirror-risen-da.md) - -You've formed a connection with a small hand mirror, allowing you to use it as an extradimensional storage space. You can store one item of light Bulk in your mirror at a time. Storing or retrieving an item requires an [Interact](../../Rules/actions/interact.md) action and any creature can do so. While an item is stored within the mirror, the mirror reflects the item's image. You gain a +2 circumstance bonus to [Stealth](../skills.md#Stealth) checks to Conceal the Object unless someone checks the mirror's reflection. - -*Source: Dark Archive p. 120* -%% #compendium/src/pf2e/da #trait/extradimensional #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/reflective-ripple-stance-som.md b/Compendium/feats/reflective-ripple-stance-som.md deleted file mode 100644 index 9460dc47b..000000000 --- a/Compendium/feats/reflective-ripple-stance-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evocation -- trait/monk -- trait/stance -- trait/water -aliases: ["Reflective Ripple Stance"] ---- -# Reflective Ripple Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[evocation](../../Rules/traits/evocation.md) [monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) [water](../../Rules/traits/water.md) - -- **Requirements**: You're unarmored. -- **Activity** Single Action - -You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal `1d6` bludgeoning damage. - -They are in the brawling group and have the [agile](../../Rules/traits/agile.md), [disarm](../../Rules/traits/disarm.md), [finesse](../../Rules/traits/finesse.md), [nonlethal](../../Rules/traits/nonlethal.md), [trip](../../Rules/traits/trip.md), [unarmed](../../Rules/traits/unarmed.md), and [water](../../Rules/traits/water.md) traits. - -While in Reflective Ripple Stance, you gain a +1 circumstance bonus to [Athletics](../skills.md#Athletics) checks to [Disarm](../../Rules/actions/disarm.md), [Swim](../../Rules/actions/swim.md), or [Trip](../../Rules/actions/trip.md), and you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped. - -**Special.** This feat gains your choice of either the [divine](../../Rules/traits/divine.md) or [occult](../../Rules/traits/occult.md) trait, matching your ki spell tradition if possible. - -## Reflective Ripple Stance leads to... - -[Rippling Spin](rippling-spin-som.md), [Wave Spiral](wave-spiral-som.md) - -## Summary - -*Source: Secrets of Magic p. 202* -%% #compendium/src/pf2e/som #trait/evocation #trait/monk #trait/stance #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/reflexive-catch-ec1.md b/Compendium/feats/reflexive-catch-ec1.md deleted file mode 100644 index 6c827f3ec..000000000 --- a/Compendium/feats/reflexive-catch-ec1.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/concentrate -- trait/manipulate -- trait/uncommon -aliases: ["Reflexive Catch"] ---- -# Reflexive Catch [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Acrobatics](../skills.md#Acrobatics), [Juggler Dedication](juggler-dedication-ec1.md) -- **Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon. -- **Requirements**: The item or thrown weapon is of a Bulk you can Juggle. -- **Activity** Reaction - -You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the [concentrate](../../Rules/traits/concentrate.md) and [manipulate](../../Rules/traits/manipulate.md) traits. - -*Source: Extinction Curse #1: The Show Must Go On p. 74* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/concentrate #trait/manipulate #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/reflexive-grip-lopsg.md b/Compendium/feats/reflexive-grip-lopsg.md deleted file mode 100644 index b72b7adaa..000000000 --- a/Compendium/feats/reflexive-grip-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Reflexive Grip"] ---- -# Reflexive Grip *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) - -You keep hold of your weapons even when knocked out. - -You gain a +2 circumstance bonus to your Reflex DC when defending against checks to [Disarm](../../Rules/actions/disarm.md) you. In addition, when you fall [unconscious](../../Rules/conditions.md#Unconscious), you don't drop any weapons that you're currently wielding, though somebody else can remove them from you. - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/reflexive-riposte-apg.md b/Compendium/feats/reflexive-riposte-apg.md deleted file mode 100644 index fbaee30ae..000000000 --- a/Compendium/feats/reflexive-riposte-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Reflexive Riposte"] ---- -# Reflexive Riposte *Feat 10* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: APG - -You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte. - -*Source: Advanced Player's Guide p. 92* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/reflexive-shield.md b/Compendium/feats/reflexive-shield.md deleted file mode 100644 index 7dbde9a27..000000000 --- a/Compendium/feats/reflexive-shield.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Reflexive Shield"] ---- -# Reflexive Shield *Feat 6* -[fighter](../../Rules/traits/fighter.md) - - -You can use your shield to fend off the worst of area effects and other damage. When you [Raise your Shield](../../Rules/actions/raise-a-shield.md), you gain your shield's circumstance bonus to Reflex saves. If you have the [Shield Block](shield-block.md) reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage. - -## Reflexive Shield leads to... - -[Improved Reflexive Shield](improved-reflexive-shield.md) - -## Summary - -*Source: Core Rulebook p. 148* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/regrowth-loag.md b/Compendium/feats/regrowth-loag.md deleted file mode 100644 index 6336d6273..000000000 --- a/Compendium/feats/regrowth-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -aliases: ["Regrowth"] ---- -# Regrowth *Feat 17* -[leshy](../../Rules/traits/leshy-b1.md) - - -Your command over your vital essence allows you or an ally to recover from grievous wounds. You can cast [regenerate](../spells/regenerate.md) as a 7th-level primal innate spell once per day. - -*Source: Lost Omens: Ancestry Guide p. 44* -%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/rehydration-loag.md b/Compendium/feats/rehydration-loag.md deleted file mode 100644 index 39d2b94b0..000000000 --- a/Compendium/feats/rehydration-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -- trait/primal -- trait/transmutation -- trait/water -aliases: ["Rehydration"] ---- -# Rehydration *Feat 13* -[azarketi](../../Rules/traits/azarketi-loag.md) [primal](../../Rules/traits/primal.md) [transmutation](../../Rules/traits/transmutation.md) [water](../../Rules/traits/water.md) - -- **Frequency**: once per day - -You surround your body with a thin layer of water drawn from the moisture in the air. You can spend one hour resting to rehydrate your gills and skin, which counts as submerging your body in water. At the GM's discretion, incredibly dry areas, such as deserts, might not have enough moisture in the air for your Rehydration to work. - -*Source: Lost Omens: Ancestry Guide p. 16* -%% #compendium/src/pf2e/loag #trait/azarketi #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/reimagine-loil.md b/Compendium/feats/reimagine-loil.md deleted file mode 100644 index 7984404af..000000000 --- a/Compendium/feats/reimagine-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Reimagine"] ---- -# Reimagine *Feat 13* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: Transcendent Realization - -You can cast [dreaming potential](../spells/dreaming-potential.md) as an innate occult spell. You can cast this spell targeting yourself as your last activity before falling asleep to receive its normal benefits and effects. - -*Source: Lost Omens: Impossible Lands p. 45* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/reinforce-eidolon-som.md b/Compendium/feats/reinforce-eidolon-som.md deleted file mode 100644 index f0b07c4a0..000000000 --- a/Compendium/feats/reinforce-eidolon-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Reinforce Eidolon"] ---- -# Reinforce Eidolon *Feat 2* -[summoner](../../Rules/traits/summoner-som.md) - - -You buffer your eidolon. You gain the [reinforce eidolon](../spells/reinforce-eidolon-som.md) link cantrip. - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/reinforced-chassis-g-g.md b/Compendium/feats/reinforced-chassis-g-g.md deleted file mode 100644 index 9664e3ef5..000000000 --- a/Compendium/feats/reinforced-chassis-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/automaton -aliases: ["Reinforced Chassis"] ---- -# Reinforced Chassis *Feat 1* -[automaton](../../Rules/traits/automaton-g-g.md) - -- **Trigger** A critical hit deals physical damage to you. - -Your body is designed to be particularly resilient. Your chassis is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and a Strength value of 16. You can never wear other armor or remove your chassis; however, you still don't become fatigued from sleeping. Finally, you can etch armor runes onto your chassis as normal. - -```ad-embed-ability -title: Chassis Deflection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A critical hit deals physical damage to you - -**Effect** Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit. -``` - -**Enhancement** Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction. - -*Source: Guns & Gears p. 40* -%% #compendium/src/pf2e/g&g #trait/automaton %% diff --git a/Compendium/feats/rejuvenating-touch-apg.md b/Compendium/feats/rejuvenating-touch-apg.md deleted file mode 100644 index fc55d9fcf..000000000 --- a/Compendium/feats/rejuvenating-touch-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Rejuvenating Touch"] ---- -# Rejuvenating Touch *Feat 18* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: devotion spell ([lay on hands](../spells/lay-on-hands.md)) - -Your healing energies linger after you cast, providing continual benefits. An ally that recovers Hit Points from your lay on hands gains 10 temporary Hit Points at the start of their turn during each of the next 10 rounds. This effect ends if the ally is knocked [unconscious](../../Rules/conditions.md#Unconscious). - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/rejuvenation-botd.md b/Compendium/feats/rejuvenation-botd.md deleted file mode 100644 index d81589c9d..000000000 --- a/Compendium/feats/rejuvenation-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/rare -aliases: ["Rejuvenation"] ---- -# Rejuvenation *Feat 12* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Ghost Dedication](ghost-dedication-botd.md) - -The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after `2d4` days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business. - -*Source: Book of the Dead p. 47* -%% #compendium/src/pf2e/botd #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/rejuvenation-token-botd.md b/Compendium/feats/rejuvenation-token-botd.md deleted file mode 100644 index 037d9055b..000000000 --- a/Compendium/feats/rejuvenation-token-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/necromancy -- trait/skeleton -- trait/uncommon -aliases: ["Rejuvenation Token"] ---- -# Rejuvenation Token *Feat 9* -[necromancy](../../Rules/traits/necromancy.md) [skeleton](../../Rules/traits/skeleton-b1.md) [uncommon](../../Rules/traits/uncommon.md) - - -You tie yourself to the Material Plane by implanting a piece of your consciousness into a weapon, piece of armor, or other item that's precious to you. As long as this object is intact, even if your body is destroyed, you can be restored to the exact state you were in the last time you made daily preparations with this object in your possession. The soulbound object can be used as a special focus for raise dead, resurrect, or similar magic. This warps the spell to bring you back in your skeletal undead state rather than bringing you back to life. [Pharasma](../setting/deities/pharasma.md) can't prevent you from returning when the spell is modified in this way. When you return, you permanently lose a memory that was precious to you, in addition to any other side effects of the spell that brought you back. Your soulbound object becomes inert until you spend 1 week of downtime to anchor yourself to it again, further fragmenting your mind. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/necromancy #trait/skeleton #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/relentless-disarm-aoa5.md b/Compendium/feats/relentless-disarm-aoa5.md deleted file mode 100644 index 0d9f7d5e1..000000000 --- a/Compendium/feats/relentless-disarm-aoa5.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/archetype -aliases: ["Relentless Disarm"] ---- -# Relentless Disarm *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zephyr Guard Dedication](zephyr-guard-dedication-aoa5.md), trained in [Athletics](../skills.md#Athletics) - -When you succeed, but don't critically succeed, at a check to [Disarm](../../Rules/actions/disarm.md) a creature, your circumstance bonus to further checks to [Disarm](../../Rules/actions/disarm.md) that creature is +4 instead of +2. Other creatures gain only the normal bonus. - -When you critically succeed at a [Disarm](../../Rules/actions/disarm.md) check, you can immediately [Demoralize](../../Rules/actions/demoralize.md) your target as a reaction. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #compendium/src/pf2e/aoa5 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/relentless-stalker-fop.md b/Compendium/feats/relentless-stalker-fop.md deleted file mode 100644 index 775d401cf..000000000 --- a/Compendium/feats/relentless-stalker-fop.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/fop -- trait/move -- trait/ranger -- trait/uncommon -aliases: ["Relentless Stalker"] ---- -# Relentless Stalker [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[move](../../Rules/traits/move.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Trigger** An adjacent creature you are hunting attempts to move away from you using an action that has the [move](../../Rules/traits/move.md) trait. -- **Activity** Reaction - -Your hunted prey cannot escape your relentless pursuit. [Stride](../../Rules/actions/stride.md) up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a [magical](../../Rules/traits/magical.md) effect. - -*Source: The Fall of Plaguestone p. 57* -%% #compendium/src/pf2e/fop #trait/move #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/relentless-wings-apg.md b/Compendium/feats/relentless-wings-apg.md deleted file mode 100644 index e73b2c6f2..000000000 --- a/Compendium/feats/relentless-wings-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Relentless Wings"] ---- -# Relentless Wings *Feat 17* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Fiendish Wings](fiendish-wings-apg.md) - -Your wings are now a permanent part of your physiology. You gain the effects of Fiendish Wings at all times, rather than just once per day for 10 minutes. - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/reliable-luck-apg.md b/Compendium/feats/reliable-luck-apg.md deleted file mode 100644 index 4d3a668c9..000000000 --- a/Compendium/feats/reliable-luck-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Reliable Luck"] ---- -# Reliable Luck *Feat 17* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Cat's Luck](cats-luck-apg.md) - -You have gone well past nine lives to survive danger with surprising regularity. You can use Cat's Luck once per hour, rather than once per day. - -*Source: Advanced Player's Guide p. 11* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/reliable-squire-lokl.md b/Compendium/feats/reliable-squire-lokl.md deleted file mode 100644 index f3a3ac461..000000000 --- a/Compendium/feats/reliable-squire-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/bard -- trait/champion -- trait/uncommon -aliases: ["Reliable Squire"] ---- -# Reliable Squire *Feat 2* -[bard](../../Rules/traits/bard.md) [champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. - -You know the path to victory isn't traveled alone, and you lend aid to your companions whenever you can. You gain a +2 circumstance bonus to checks to [Aid](../../Rules/actions/aid.md). If you roll a critical failure on a check to [Aid](../../Rules/actions/aid.md), you get a failure instead. - -*Source: Lost Omens: Knights of Lastwall p. 82* -%% #compendium/src/pf2e/lokl #trait/bard #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/reloading-trick-av3.md b/Compendium/feats/reloading-trick-av3.md deleted file mode 100644 index 0a5a318f2..000000000 --- a/Compendium/feats/reloading-trick-av3.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av3 -- trait/archetype -- trait/manipulate -aliases: ["Reloading Trick"] ---- -# Reloading Trick [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Drow Shootist Dedication](drow-shootist-dedication-av3.md) -- **Frequency**: once per round -- **Requirements**: You're holding an unloaded [hand crossbow](../equipment/items/hand-crossbow.md). -- **Activity** Single Action - -You can fire off a single shot even when unprepared. You [Interact](../../Rules/actions/interact.md) to reload your hand crossbow and [Strike](../../Rules/actions/strike.md) with it. - -**Special.** If you have the [Repeating Hand Crossbow Training](repeating-hand-crossbow-training-av3.md) feat, you can use this feat with a [repeating hand crossbow](../equipment/items/repeating-hand-crossbow-g-g.md) to load either a bolt or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action [Interact](../../Rules/actions/interact.md) activity to remove the jammed magazine and clear it before it can be used again. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #compendium/src/pf2e/av3 #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/remediate-apg.md b/Compendium/feats/remediate-apg.md deleted file mode 100644 index 4b689b0ec..000000000 --- a/Compendium/feats/remediate-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Remediate"] ---- -# Remediate [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: harmful font or healing font -- **Frequency**: once per hour -- **Activity** Free Action - -If your next action is to use your divine font to cast a 3-action [heal](../spells/heal.md) or [harm](../spells/harm.md) spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your [heal](../spells/heal.md) or [harm](../spells/harm.md) spell to attempt to counteract one effect in the spell's area with the [chaotic](../../Rules/traits/chaotic.md), [evil](../../Rules/traits/evil.md), [good](../../Rules/traits/good.md), or [lawful](../../Rules/traits/lawful.md) trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait. - -*Source: Advanced Player's Guide p. 123* -%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/remember-your-training-lopsg.md b/Compendium/feats/remember-your-training-lopsg.md deleted file mode 100644 index 6ccbe5a8d..000000000 --- a/Compendium/feats/remember-your-training-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Remember Your Training"] ---- -# Remember Your Training [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Frequency**: once per day -- **Activity** Single Action - -During your training to become a Pathfinder Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0) - -If you roll a failure (but not a critical failure) on this check, you get a success instead. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/reminder-of-the-greater-fear-ngd.md b/Compendium/feats/reminder-of-the-greater-fear-ngd.md deleted file mode 100644 index 64576bb33..000000000 --- a/Compendium/feats/reminder-of-the-greater-fear-ngd.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/vigilante -aliases: ["Reminder of the Greater Fear"] ---- -# Reminder of the Greater Fear [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: master in [Intimidation](../skills.md#Intimidation), [Vigilante Dedication](vigilante-dedication-apg.md) -- **Frequency**: once per 10 minutes -- **Trigger** Another creature within 30 feet of you that can see you would gain the [frightened](../../Rules/conditions.md#Frightened) condition. -- **Activity** Reaction - -You give a target a stern glower to remind them that it is you, and no one else, they should truly fear. Reduce the value of the [frightened](../../Rules/conditions.md#Frightened) condition the creature would take by 1. - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/remorseless-lash-locg.md b/Compendium/feats/remorseless-lash-locg.md deleted file mode 100644 index 346affe1e..000000000 --- a/Compendium/feats/remorseless-lash-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Remorseless Lash"] ---- -# Remorseless Lash *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You're skilled at beating a foe when their morale is already breaking. When you succeed at a melee weapon [Strike](../../Rules/actions/strike.md) against a [frightened](../../Rules/conditions.md#Frightened) foe, that foe can't reduce their [frightened](../../Rules/conditions.md#Frightened) condition below 1 until the beginning of your next turn. - -*Source: Lost Omens: Character Guide p. 50* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/remote-trigger-apg.md b/Compendium/feats/remote-trigger-apg.md deleted file mode 100644 index 149135494..000000000 --- a/Compendium/feats/remote-trigger-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Remote Trigger"] ---- -# Remote Trigger *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Snarecrafter Dedication](snarecrafter-dedication-apg.md) - -You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can [Strike](../../Rules/actions/strike.md) a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged [Strike](../../Rules/actions/strike.md) against the [Crafting](../skills.md#Crafting) DC, triggering the snare only if you hit. - -*Source: Advanced Player's Guide p. 194* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/remove-presence-da.md b/Compendium/feats/remove-presence-da.md deleted file mode 100644 index 01713d88a..000000000 --- a/Compendium/feats/remove-presence-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/amp -- trait/illusion -- trait/mental -- trait/occult -- trait/psychic -aliases: ["Remove Presence"] ---- -# Remove Presence *Feat 8* -[amp](../../Rules/traits/amp-da.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - - -Your spell reaches into the mind of a creature and removes you from it. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/amp #trait/illusion #trait/mental #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/renewed-vigor.md b/Compendium/feats/renewed-vigor.md deleted file mode 100644 index cfe9d1c12..000000000 --- a/Compendium/feats/renewed-vigor.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/rage -aliases: ["Renewed Vigor"] ---- -# Renewed Vigor [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Single Action - -You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/renewing-quills-lome.md b/Compendium/feats/renewing-quills-lome.md deleted file mode 100644 index c31d32a2e..000000000 --- a/Compendium/feats/renewing-quills-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Renewing Quills"] ---- -# Renewing Quills *Feat 5* -[shisk](../../Rules/traits/shisk-lome.md) - -- **Prerequisites**: quillcoat shisk - -Your spines grow back much faster than other shisks. You can use the Barbed Quills reaction once every 10 minutes. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/repair-module-loag.md b/Compendium/feats/repair-module-loag.md deleted file mode 100644 index 8ef520e22..000000000 --- a/Compendium/feats/repair-module-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -- trait/concentrate -aliases: ["Repair Module"] ---- -# Repair Module [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[android](../../Rules/traits/android-loag.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Frequency**: once per day -- **Activity** Single Action - -You trigger your body's repair programming, causing your body's nanites to heal your wounds. You gain fast healing equal to half your level for 1 minute. While [Repair](../../Rules/actions/repair.md) Module is active, you can't use other abilities that require the use of your nanites. - -*Source: Lost Omens: Ancestry Guide p. 74* -%% #compendium/src/pf2e/loag #trait/android #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/repeating-hand-crossbow-training-av3.md b/Compendium/feats/repeating-hand-crossbow-training-av3.md deleted file mode 100644 index 977e0f637..000000000 --- a/Compendium/feats/repeating-hand-crossbow-training-av3.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av3 -- trait/archetype -aliases: ["Repeating Hand Crossbow Training"] ---- -# Repeating Hand Crossbow Training *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Drow Shootist Dedication](drow-shootist-dedication-av3.md) - -You become trained in the [repeating hand crossbow](../equipment/items/repeating-hand-crossbow-g-g.md) and gain access to [repeating hand crossbows](../equipment/items/repeating-hand-crossbow-g-g.md) and [shootist bandoliers](../equipment/items/shootist-bandolier-av3.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a [repeating hand crossbow](../equipment/items/repeating-hand-crossbow-g-g.md) you're using, you gain access to its critical specialization effect. You can perform the Shootist's Draw action with [repeating hand crossbows](../equipment/items/repeating-hand-crossbow-g-g.md). - -**Special.** If you have the [Running Reload](running-reload.md) feat, you can reload a repeating hand crossbow magazine on the move. You can use [Running Reload](running-reload.md) as a 3-action activity to reload a magazine into a repeating hand crossbow after you [Stride](../../Rules/actions/stride.md), [Step](../../Rules/actions/step.md), or [Sneak](../../Rules/actions/sneak.md), or as a 2-action activity if you use a magazine from a shootist bandolier. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 77* -%% #compendium/src/pf2e/av3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/replenishing-consumption-botd.md b/Compendium/feats/replenishing-consumption-botd.md deleted file mode 100644 index 876334d10..000000000 --- a/Compendium/feats/replenishing-consumption-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Replenishing Consumption"] ---- -# Replenishing Consumption *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](ghoul-dedication-botd.md) - -When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain `1d6` Hit Points for every 2 levels you have, rounded up. - -*Source: Book of the Dead p. 48* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/replenishing-hydration-aaws.md b/Compendium/feats/replenishing-hydration-aaws.md deleted file mode 100644 index 8907999be..000000000 --- a/Compendium/feats/replenishing-hydration-aaws.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Replenishing Hydration"] ---- -# Replenishing Hydration *Feat 9* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You draw life from the water around you. If you submerge in water and rest for 10 minutes, you regain Hit Points equal to your Constitution modifier × half your level. - -*Source: Azarketi Ancestry Web Supplement p. 5* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/replenishment-of-war.md b/Compendium/feats/replenishment-of-war.md deleted file mode 100644 index 218bda693..000000000 --- a/Compendium/feats/replenishment-of-war.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Replenishment Of War"] ---- -# Replenishment Of War *Feat 10* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: expert in your deity's favored weapon - -Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a [Strike](../../Rules/actions/strike.md) using your deity's favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the [Strike](../../Rules/actions/strike.md) was a critical hit. These temporary Hit Points last until the start of your next turn. - -## Replenishment Of War leads to... - -[Shared Replenishment](shared-replenishment.md) - -## Summary - -*Source: Core Rulebook p. 125* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/replicate-da.md b/Compendium/feats/replicate-da.md deleted file mode 100644 index f46271428..000000000 --- a/Compendium/feats/replicate-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/reflection -aliases: ["Replicate"] ---- -# Replicate *Feat 5* -[reflection](../../Rules/traits/reflection-da.md) - -- **Prerequisites**: [Clone-Risen](clone-risen-da.md) - -You've learned to reshape your malleable form. You can cast [illusory disguise](../spells/illusory-disguise.md) once per day as an innate occult spell. This is a [transmutation](../../Rules/traits/transmutation.md) and [morph](../../Rules/traits/morph.md) effect, as your body physically transforms, rather than an [illusion](../../Rules/traits/illusion.md) effect. - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/reptile-rider-loag.md b/Compendium/feats/reptile-rider-loag.md deleted file mode 100644 index fe238ade0..000000000 --- a/Compendium/feats/reptile-rider-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Reptile Rider"] ---- -# Reptile Rider *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -To you, crocodilians, giant lizards, and dinosaurs are loyal steeds, not monsters. - -You gain the [Ride](ride.md) feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to [Nature](../skills.md#Nature) checks to Handle an Animal as long as the animal is a reptile, dinosaur, or even a non-sapient dragon. - -*Source: Lost Omens: Ancestry Guide p. 47* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/reptile-speaker-locg.md b/Compendium/feats/reptile-speaker-locg.md deleted file mode 100644 index b69ef8166..000000000 --- a/Compendium/feats/reptile-speaker-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Reptile Speaker"] ---- -# Reptile Speaker *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with animals that are reptiles (the GM determines which animals count as reptiles). - -*Source: Lost Omens: Character Guide p. 58* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/repulse-the-wicked-lokl.md b/Compendium/feats/repulse-the-wicked-lokl.md deleted file mode 100644 index 8babbc4cc..000000000 --- a/Compendium/feats/repulse-the-wicked-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Repulse the Wicked"] ---- -# Repulse the Wicked [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) -- **Trigger** An undead within your reach critically fails an attack roll targeting you. -- **Activity** Reaction - -You use your foe's failure as an opening to push them away. You attempt to [Shove](../../Rules/actions/shove.md) the undead. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/repurposed-parts-g-g.md b/Compendium/feats/repurposed-parts-g-g.md deleted file mode 100644 index 7331467c2..000000000 --- a/Compendium/feats/repurposed-parts-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Repurposed Parts"] ---- -# Repurposed Parts *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Trapsmith Dedication](trapsmith-dedication-g-g.md) - -You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to [Craft](../../Rules/actions/craft.md), even if you didn't prepare that snare during your daily preparations. - -*Source: Guns & Gears p. 54* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/rescuers-press-lol.md b/Compendium/feats/rescuers-press-lol.md deleted file mode 100644 index e973b22f5..000000000 --- a/Compendium/feats/rescuers-press-lol.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/rare -aliases: ["Rescuer's Press"] ---- -# Rescuer's Press *Feat 4* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -Any shield you wield gains the [shove](../../Rules/traits/shove.md) trait. When you [Shove](../../Rules/actions/shove.md) using a shield and [Stride](../../Rules/actions/stride.md) as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the [Everstand Stance](everstand-stance-locg.md) and successfully [Shove](../../Rules/actions/shove.md) a creature using a shield that you wield two-handed, you can increase the distance of your [Shove](../../Rules/actions/shove.md) to 10 feet. - -*Source: Lost Omens: Legends p. 68* -%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/reset-the-past-da.md b/Compendium/feats/reset-the-past-da.md deleted file mode 100644 index 8fff70872..000000000 --- a/Compendium/feats/reset-the-past-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Reset the Past"] ---- -# Reset the Past [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Frequency**: once per day -- **Activity** Free Action - -You manipulate time to recharge one of your temporal techniques—by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already. - -*Source: Dark Archive p. 187* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/resilient-mind-lokl.md b/Compendium/feats/resilient-mind-lokl.md deleted file mode 100644 index 5d41289be..000000000 --- a/Compendium/feats/resilient-mind-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/cleric -- trait/uncommon -aliases: ["Resilient Mind"] ---- -# Resilient Mind *Feat 2* -[champion](../../Rules/traits/champion.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. - -You're firm in your convictions and have girded your mind against outside influence. You gain a +1 circumstance bonus to saves against [mental](../../Rules/traits/mental.md) effects. This bonus increases to +2 against [mental](../../Rules/traits/mental.md) effects originating from undead. - -*Source: Lost Omens: Knights of Lastwall p. 82* -%% #compendium/src/pf2e/lokl #trait/champion #trait/cleric #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/resilient-shell-som.md b/Compendium/feats/resilient-shell-som.md deleted file mode 100644 index 75d182a1d..000000000 --- a/Compendium/feats/resilient-shell-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Resilient Shell"] ---- -# Resilient Shell *Feat 14* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon is resilient against attacks. It gains resistance to physical damage equal to its Constitution modifier. - -*Source: Secrets of Magic p. 72* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/resilient-touch-apg.md b/Compendium/feats/resilient-touch-apg.md deleted file mode 100644 index e14578602..000000000 --- a/Compendium/feats/resilient-touch-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Resilient Touch"] ---- -# Resilient Touch *Feat 10* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: devotion spell ([lay on hands](../spells/lay-on-hands.md)) - -Your healing energies create an aura of protection that defends your allies against more than just blades and arrows. - -An ally that recovers Hit Points from your lay on hands gains a +1 status bonus to their saving throws until the end of their next turn. - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/resist-ruin-apg.md b/Compendium/feats/resist-ruin-apg.md deleted file mode 100644 index 253d79f30..000000000 --- a/Compendium/feats/resist-ruin-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Resist Ruin"] ---- -# Resist Ruin *Feat 13* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -Your duskwalker heritage allows you to extend protection against negative energy to yourself or an ally in need. You gain resistance 5 to negative energy, and once per day, you can cast [death ward](../spells/death-ward.md) as a divine innate spell. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/resolute-da.md b/Compendium/feats/resolute-da.md deleted file mode 100644 index 2a61212b7..000000000 --- a/Compendium/feats/resolute-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Resolute"] ---- -# Resolute *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Thaumaturge Dedication](thaumaturge-dedication-da.md), expert in Will - -You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master. - -*Source: Dark Archive p. 49* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/resolute-defender-lokl.md b/Compendium/feats/resolute-defender-lokl.md deleted file mode 100644 index a1b29a242..000000000 --- a/Compendium/feats/resolute-defender-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Resolute Defender"] ---- -# Resolute Defender *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -You hold your shield together with the power of your faith and conviction, refusing to let wood splinter and steel shatter until the day's battles are won. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you repair it, preventing you from using Resolute Defender to save the same shield again until your next daily preparations. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/resounding-blow-apg.md b/Compendium/feats/resounding-blow-apg.md deleted file mode 100644 index a30633d8c..000000000 --- a/Compendium/feats/resounding-blow-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Resounding Blow"] ---- -# Resounding Blow [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: You are wielding a melee weapon that deals bludgeoning damage. -- **Activity** Two-Action - -You strike your enemy in the head with such force that their ears ring. Make a melee [Strike](../../Rules/actions/strike.md). If the [Strike](../../Rules/actions/strike.md) hits and deals damage, the target is [deafened](../../Rules/conditions.md#Deafened) until the start of your next turn (or for 1 minute on a critical hit). - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/resounding-bravery-apg.md b/Compendium/feats/resounding-bravery-apg.md deleted file mode 100644 index ac6f58b51..000000000 --- a/Compendium/feats/resounding-bravery-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Resounding Bravery"] ---- -# Resounding Bravery *Feat 8* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: bravery - -Even your fears serve as fuel for your fighting spirit. When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a [fear](../../Rules/traits/fear.md) effect. - -*Source: Advanced Player's Guide p. 127* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/resounding-cascade-som.md b/Compendium/feats/resounding-cascade-som.md deleted file mode 100644 index 3715ee830..000000000 --- a/Compendium/feats/resounding-cascade-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Resounding Cascade"] ---- -# Resounding Cascade [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) -- **Trigger** You use [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md). -- **Activity** Free Action - -When you enter your [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), you disperse the magical reinforcement to nearby allies. You grant the extra damage of [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) in an aura affecting all allies in a 5-foot emanation. This uses only the base damage of the stance, based on the ally's weapon specialization; it doesn't use any increase you get from bonuses, the laughing shadow hybrid study, or the like. As normal for duplicate effects, multiple Arcane Cascades affecting the same creature aren't cumulative. - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/resounding-finale-apg.md b/Compendium/feats/resounding-finale-apg.md deleted file mode 100644 index 9d356a34c..000000000 --- a/Compendium/feats/resounding-finale-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/abjuration -- trait/bard -- trait/concentrate -aliases: ["Resounding Finale"] ---- -# Resounding Finale [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[abjuration](../../Rules/traits/abjuration.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: maestro muse -- **Trigger** You or an ally benefiting from your composition spell would take sonic damage. -- **Activity** Reaction - -You bring your performance to a sudden, dramatic finish, drowning out other sounds. Your composition spell ends immediately, and all allies that had been benefiting from the spell's effects gain sonic resistance against the triggering damage equal to twice the composition spell's level. - -*Source: Advanced Player's Guide p. 115* -%% #compendium/src/pf2e/apg #trait/abjuration #trait/bard #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/resourceful-ritualist-apg.md b/Compendium/feats/resourceful-ritualist-apg.md deleted file mode 100644 index 32b4ae683..000000000 --- a/Compendium/feats/resourceful-ritualist-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Resourceful Ritualist"] ---- -# Resourceful Ritualist *Feat 6* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Ritualist Dedication](ritualist-dedication-apg.md) - -You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master. - -*Source: Advanced Player's Guide p. 187* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/restitch-lotgb.md b/Compendium/feats/restitch-lotgb.md deleted file mode 100644 index 6e3cfcf92..000000000 --- a/Compendium/feats/restitch-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Restitch"] ---- -# Restitch *Feat 17* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -You've learned how to sew even the most terrible tears and wounds together. You can cast [regenerate](../spells/regenerate.md) as a 7th-level arcane innate spell once per day. - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/restoring-blood-loil.md b/Compendium/feats/restoring-blood-loil.md deleted file mode 100644 index 4da8af342..000000000 --- a/Compendium/feats/restoring-blood-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Restoring Blood"] ---- -# Restoring Blood *Feat 5* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: [Envenom](../../Rules/actions/envenom-loil.md) - -Your body can process an alternative to your venom that heals wounds. You can use your [Envenom](../../Rules/actions/envenom-loil.md) action to produce a blood restorative instead of vishkanyan venom. You can make a blood restorative at most once per 10 minutes, even if your [Envenom](../../Rules/actions/envenom-loil.md) action can be used more frequently. You or an adjacent creature can [Interact](../../Rules/actions/interact.md) to consume the restorative to regain `3d6` Hit Points. This is a positive [healing](../../Rules/traits/healing.md) effect. A restorative spoils at the start of your next turn. When you reach 15th level, the restorative restores `5d6` Hit Points instead. - -*Source: Lost Omens: Impossible Lands p. 61* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/resurrectionist.md b/Compendium/feats/resurrectionist.md deleted file mode 100644 index 8a3a176d2..000000000 --- a/Compendium/feats/resurrectionist.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Resurrectionist"] ---- -# Resurrectionist *Feat 16* -[cleric](../../Rules/traits/cleric.md) - - -You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a [dying](../../Rules/conditions.md#Dying) creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked [unconscious](../../Rules/conditions.md#Unconscious). - -*Source: Core Rulebook p. 126* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/resuscitate-apg.md b/Compendium/feats/resuscitate-apg.md deleted file mode 100644 index 8af1991fb..000000000 --- a/Compendium/feats/resuscitate-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/healing -- trait/manipulate -aliases: ["Resuscitate"] ---- -# Resuscitate [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [healing](../../Rules/traits/healing.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Medic Dedication](medic-dedication-apg.md), legendary in [Medicine](../skills.md#Medicine) -- **Requirements**: You are holding healer's tools or are wearing them and have a hand free. -- **Activity** Three-Action - -You can use [Medicine](../skills.md#Medicine) to resuscitate the dead. Attempt a DC 40 [Medicine](../skills.md#Medicine) check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of [raise dead](../spells/raise-dead.md), except it still has the [wounded](../../Rules/conditions.md#Wounded) condition it had before [dying](../../Rules/conditions.md#Dying), increased by 1 (or [wounded](../../Rules/conditions.md#Wounded) if it wasn't [wounded](../../Rules/conditions.md#Wounded) before [dying](../../Rules/conditions.md#Dying)). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day. - -*Source: Advanced Player's Guide p. 184* -%% #compendium/src/pf2e/apg #trait/archetype #trait/healing #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/retain-absorbed-spell-lopsg.md b/Compendium/feats/retain-absorbed-spell-lopsg.md deleted file mode 100644 index 612b81e8a..000000000 --- a/Compendium/feats/retain-absorbed-spell-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Retain Absorbed Spell"] ---- -# Retain Absorbed Spell *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Absorb Spell](absorb-spell-locg.md) - -When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly—potentially for a greater period of time. If you're a spontaneous caster, you can cast the triggering spell up to three times instead of once. If you're a prepared spellcaster, you can replace up to three of your prepared spells of the same level with the absorbed spell instead of one. Either way, you can choose to retain the absorbed spell for the next hour instead of the next 10 minutes; if you choose to extend the absorption to an hour, you can't use Absorb Spell again until one hour after the spell is absorbed. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/retaliatory-cleansing-lokl.md b/Compendium/feats/retaliatory-cleansing-lokl.md deleted file mode 100644 index 79cde460f..000000000 --- a/Compendium/feats/retaliatory-cleansing-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/alchemist -- trait/uncommon -aliases: ["Retaliatory Cleansing"] ---- -# Retaliatory Cleansing [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[alchemist](../../Rules/traits/alchemist.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Trigger** You would take damage from an adjacent creature's [Strike](../../Rules/actions/strike.md). -- **Requirements**: You're holding holy water or a bomb that deals positive damage in one of your hands. -- **Activity** Reaction - -You twist your hand in front of the blow, ensuring the enemy's attack shatters the required holy water or bomb. The creature takes the on-hit and splash damage from the holy water or required bomb, not counting any additional effects you would add or apply when you throw the bomb, such as weapon specialization or Calculated Splash. You're splashed by the holy water or required bomb, although since positive damage harms only undead and creatures with negative healing, it's unlikely you will take damage. - -*Source: Lost Omens: Knights of Lastwall p. 84* -%% #compendium/src/pf2e/lokl #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/retractable-claws-loag.md b/Compendium/feats/retractable-claws-loag.md deleted file mode 100644 index cc855b4f7..000000000 --- a/Compendium/feats/retractable-claws-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Retractable Claws"] ---- -# Retractable Claws *Feat 1* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -You gain a claw unarmed attack that deals `1d4` slashing damage. Your claws are in the brawling group and have the [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -*Source: Lost Omens: Ancestry Guide p. 125* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/return-fire-apg.md b/Compendium/feats/return-fire-apg.md deleted file mode 100644 index 5b410dfd5..000000000 --- a/Compendium/feats/return-fire-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Return Fire"] ---- -# Return Fire *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Deflect Arrow](deflect-arrow.md), [Monastic Archer Stance](monastic-archer-stance-apg.md) -- **Requirements**: You are in Monastic Archer Stance, are wielding a bow, and have a free hand. - -Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect an Arrow, as part of that reaction you can immediately make a ranged bow [Strike](../../Rules/actions/strike.md) by firing the arrow you deflected from your own bow. - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/returning-throw-apg.md b/Compendium/feats/returning-throw-apg.md deleted file mode 100644 index 75aabf884..000000000 --- a/Compendium/feats/returning-throw-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Returning Throw"] ---- -# Returning Throw [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - -- **Activity** Two-Action - -You have mastered the technique of arcing a projectile so that it returns to your hand after being thrown, though this requires a moment to precisely calculate the trajectory and possible ricochets. Make a ranged [Strike](../../Rules/actions/strike.md) with a thrown weapon. Once the [Strike](../../Rules/actions/strike.md) is complete, the weapon arcs or ricochets back to your hand. If your hands are full when the weapon returns, it falls to the ground in your space. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/reveal-hidden-self-loil.md b/Compendium/feats/reveal-hidden-self-loil.md deleted file mode 100644 index 382c9c583..000000000 --- a/Compendium/feats/reveal-hidden-self-loil.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/concentrate -- trait/divine -- trait/illusion -- trait/tiefling -aliases: ["Reveal Hidden Self"] ---- -# Reveal Hidden Self [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [illusion](../../Rules/traits/illusion.md) [tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Beastbrood](beastbrood-loag.md) -- **Frequency**: once per day -- **Requirements**: You're [hidden](../../Rules/conditions.md#Hidden) to at least one enemy. -- **Activity** Three-Action - -While [hidden](../../Rules/conditions.md#Hidden), you manifest a version of your animalistic nature. - -You create an illusion of a Large or smaller creature within 60 feet of your location with the effects of the [illusory creature](../spells/illusory-creature.md) spell. - -The creature shares your animalistic beastbrood features. Unlike most actions taken while [hidden](../../Rules/conditions.md#Hidden), using Reveal [Hidden](../../Rules/conditions.md#Hidden) Self and Sustaining the Spell don't automatically end your [hidden](../../Rules/conditions.md#Hidden) condition. Use the higher of your class DC or spell DC against attempts to disbelieve the illusion. If a creature observes you, it automatically disbelieves the illusion, and if you're no longer [hidden](../../Rules/conditions.md#Hidden) to at least one enemy, the effect ends. - -*Source: Lost Omens: Impossible Lands p. 32* -%% #compendium/src/pf2e/loil #trait/concentrate #trait/divine #trait/illusion #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/reveal-machinations-aoa3.md b/Compendium/feats/reveal-machinations-aoa3.md deleted file mode 100644 index 43ad5f7f6..000000000 --- a/Compendium/feats/reveal-machinations-aoa3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/general -- trait/rare -- trait/skill -aliases: ["Reveal Machinations"] ---- -# Reveal Machinations [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 15* -[general](../../Rules/traits/general.md) [rare](../../Rules/traits/rare.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Deception](../skills.md#Deception) -- **Activity** Single Action - -You reveal that you played a minor but recurring role in another humanoid's life—or at least convince them that's the case. Attempt a [Deception](../skills.md#Deception) check against the target's Will DC. On a success, the revelation makes them [frightened](../../Rules/conditions.md#Frightened), and on a critical success they are [frightened](../../Rules/conditions.md#Frightened). In addition, you gain information about the subject as though you had attempted to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about them using an appropriate skill and received the same result on your roll. You can't use this ability against the same humanoid again until 1 day has passed and you've also successfully disguised yourself as a different person. - -**Special.** At the GM's discretion, this feat can be used against non-humanoids if they have regular contact with humanoids or you are able to disguise yourself as a member of the target's ancestry or type of creature. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* -%% #compendium/src/pf2e/aoa3 #trait/general #trait/rare #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/reveal-true-name-som.md b/Compendium/feats/reveal-true-name-som.md deleted file mode 100644 index 4eb33bf01..000000000 --- a/Compendium/feats/reveal-true-name-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/general -- trait/mental -- trait/rare -- trait/skill -- trait/true-name -aliases: ["Reveal True Name"] ---- -# Reveal True Name [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [general](../../Rules/traits/general.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) [skill](../../Rules/traits/skill.md) [true name](../../Rules/traits/true-name-som.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) and at least one of [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), and [Religion](../skills.md#Religion) -- **Activity** Two-Action - -You attempt to get a creature to do as you wish by threatening them with your knowledge of their true name. - -You must know and speak the creature's true name and say what you want the creature to do. Attempt an [Intimidation](../skills.md#Intimidation) check against the target's Will DC. - -> [!success-degree] -> - **Critical Success** The target does as you say out of a sense of self-preservation, and will not harm itself in any way. It becomes [unfriendly](../../Rules/conditions.md#Unfriendly) (if it wasn't already [unfriendly](../../Rules/conditions.md#Unfriendly) or [hostile](../../Rules/conditions.md#Hostile)) but continues to comply for up to 1 day. The target is too scared of you to retaliate or flee, certain you would find them wherever they might go. -> - **Success** As critical success, but once the target becomes [unfriendly](../../Rules/conditions.md#Unfriendly), they avoid you and might act against you in an indirect manner, such as alerting your enemies to your location. -> - **Failure** The target refuses to comply and typically flees your presence to avoid your further use of their true name. If they were not already [unfriendly](../../Rules/conditions.md#Unfriendly) or [hostile](../../Rules/conditions.md#Hostile), they become [unfriendly](../../Rules/conditions.md#Unfriendly). They avoid you in the future and are likely to take indirect action against you. -> - **Critical Failure** The target refuses to comply and becomes [hostile](../../Rules/conditions.md#Hostile), if it wasn't already. If they perceive you as weak, they might attack you; otherwise, they likely flee to avoid your further use of their true name. - -*Source: Secrets of Magic p. 246* -%% #compendium/src/pf2e/som #trait/auditory #trait/concentrate #trait/emotion #trait/general #trait/mental #trait/rare #trait/skill #trait/true-name %% \ No newline at end of file diff --git a/Compendium/feats/revealing-stab.md b/Compendium/feats/revealing-stab.md deleted file mode 100644 index 89691d0cd..000000000 --- a/Compendium/feats/revealing-stab.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Revealing Stab"] ---- -# Revealing Stab [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[fighter](../../Rules/traits/fighter.md) - -- **Requirements**: You are wielding a melee weapon that deals piercing damage. -- **Activity** Two-Action - -You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a [Strike](../../Rules/actions/strike.md) with the required melee weapon. You don't have to attempt a flat check to hit a [concealed](../../Rules/conditions.md#Concealed) creature, and you have to succeed at only a DC 5 flat check to target a [hidden](../../Rules/conditions.md#Hidden) creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You [Release](../../Rules/actions/release.md) the weapon, and it becomes lodged in the target. If the target is [concealed](../../Rules/conditions.md#Concealed), other creatures don't need to succeed at a flat check to hit it. If the target is [hidden](../../Rules/conditions.md#Hidden), other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become [undetected](../../Rules/conditions.md#Undetected) to anyone who sees your weapon. If the target is [invisible](../../Rules/conditions.md#Invisible), the weapon remains visible while lodged in it. - -*Source: Core Rulebook p. 148* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/reverberate-apg.md b/Compendium/feats/reverberate-apg.md deleted file mode 100644 index 6995435e6..000000000 --- a/Compendium/feats/reverberate-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Reverberate"] ---- -# Reverberate [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[bard](../../Rules/traits/bard.md) - -- **Trigger** You would take sonic damage from a spell. -- **Activity** Reaction - -You can manipulate the acoustics around you to deflect sonic damage back at its source. Attempt a [Performance](../skills.md#Performance) check against the spell DC of the creature that cast the triggering spell. - -> [!success-degree] -> - **Critical Success** You reduce the triggering damage by an amount up to four times your level. The caster takes sonic damage equal to the amount of damage you reduced in this way. -> - **Success** As critical success, but you reduce the triggering damage by an amount up to twice your level. -> - **Critical Failure** You misdirect the sonic waves at yourself, taking twice the triggering damage. - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/reverse-curse-da.md b/Compendium/feats/reverse-curse-da.md deleted file mode 100644 index 14119aa18..000000000 --- a/Compendium/feats/reverse-curse-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Reverse Curse"] ---- -# Reverse Curse *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Counter Curse - -When you counter a [curse](../../Rules/traits/curse.md) or [misfortune](../../Rules/traits/misfortune.md) effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own [curse](../../Rules/traits/curse.md) or [misfortune](../../Rules/traits/misfortune.md) effect, attempting a saving throw against its own DC if the effect allows a saving throw. - -In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself. - -*Source: Dark Archive p. 169* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/reverse-engineer-g-g.md b/Compendium/feats/reverse-engineer-g-g.md deleted file mode 100644 index 1258c4a3e..000000000 --- a/Compendium/feats/reverse-engineer-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Reverse Engineer"] ---- -# Reverse Engineer *Feat 2* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) - -You are incredibly skilled at reverse engineering items to learn their formulas, or disassembling them just to disable them. You gain a +2 circumstance bonus to [Crafting](../skills.md#Crafting) checks to reverse engineer a formula from an item. If you get a critical success on your [Crafting](../skills.md#Crafting) check, you can opt to both create the formula and reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. Furthermore, you can use [Crafting](../skills.md#Crafting) instead of [Thievery](../skills.md#Thievery) to [Disable a Device](../../Rules/actions/disable-a-device.md) or [Pick a Lock](../../Rules/actions/pick-a-lock.md). - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/reverse-engineering-apg.md b/Compendium/feats/reverse-engineering-apg.md deleted file mode 100644 index d9bfe4d20..000000000 --- a/Compendium/feats/reverse-engineering-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Reverse Engineering"] ---- -# Reverse Engineering *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting), [Scrounger Dedication](scrounger-dedication-apg.md) - -You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to [Crafting](../skills.md#Crafting) checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your [Crafting](../skills.md#Crafting) check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value. - -*Source: Advanced Player's Guide p. 190* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/reversing-charge-da.md b/Compendium/feats/reversing-charge-da.md deleted file mode 100644 index 76beca711..000000000 --- a/Compendium/feats/reversing-charge-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Reversing Charge"] ---- -# Reversing Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Activity** Two-Action - -You dive into the fray before rewinding yourself to safety. [Stride](../../Rules/actions/stride.md) up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](../../Rules/actions/strike.md) against that enemy. You then teleport back to the square from which you began your Reversing Charge. You can use Reversing Charge while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Dark Archive p. 186* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/revivification-protocol-loag.md b/Compendium/feats/revivification-protocol-loag.md deleted file mode 100644 index 7ba5e8447..000000000 --- a/Compendium/feats/revivification-protocol-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/android -aliases: ["Revivification Protocol"] ---- -# Revivification Protocol [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 13* -[android](../../Rules/traits/android-loag.md) - -- **Frequency**: once per day -- **Trigger** You have the [dying](../../Rules/conditions.md#Dying) condition and are about to attempt a recovery check. -- **Activity** Free Action - -Your nanites are programmed to automatically revive you. You're restored to 1 Hit Point, lose the [dying](../../Rules/conditions.md#Dying) and [unconscious](../../Rules/conditions.md#Unconscious) conditions, and can act normally on this turn. You gain or increase the [wounded](../../Rules/conditions.md#Wounded) condition as normal when losing the [dying](../../Rules/conditions.md#Dying) condition in this way. - -*Source: Lost Omens: Ancestry Guide p. 74* -%% #compendium/src/pf2e/loag #trait/android %% \ No newline at end of file diff --git a/Compendium/feats/revivifying-mutagen.md b/Compendium/feats/revivifying-mutagen.md deleted file mode 100644 index 069d72c26..000000000 --- a/Compendium/feats/revivifying-mutagen.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Revivifying Mutagen"] ---- -# Revivifying Mutagen *Feat 2* -[alchemist](../../Rules/traits/alchemist.md) - - -While under the effect of a mutagen, you can metabolize that mutagen's power to heal yourself. This uses a single action, which has the [concentrate](../../Rules/traits/concentrate.md) and [manipulate](../../Rules/traits/manipulate.md) traits. Once the action is complete, you regain `1d6` Hit Points for every 2 item levels of the mutagen (minimum `1d6`), but the mutagen's duration immediately ends, even if you are under the effect of [Persistent Mutagen](persistent-mutagen.md). - -*Source: Core Rulebook p. 77* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/ricochet-feint-apg.md b/Compendium/feats/ricochet-feint-apg.md deleted file mode 100644 index e4a598904..000000000 --- a/Compendium/feats/ricochet-feint-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Ricochet Feint"] ---- -# Ricochet Feint *Feat 12* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: [Ricochet Stance](ricochet-stance-rogue-apg.md) - -While in Ricochet Stance, you can bounce a thrown weapon off a foe to distract them. You can attempt a [Feint](../../Rules/actions/feint.md) against a creature within the first range increment of a thrown weapon you are wielding, rather than only creatures within your melee reach. - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/ricochet-legend-g-g.md b/Compendium/feats/ricochet-legend-g-g.md deleted file mode 100644 index 0d8116ce7..000000000 --- a/Compendium/feats/ricochet-legend-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Ricochet Legend"] ---- -# Ricochet Legend *Feat 20* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Ricochet Master](ricochet-master-g-g.md) - -The more obstacles between you and your target, the deadlier your shots become, as you ricochet off multiple surfaces to hit them. When using Ricochet Shot, your shot can bounce off of any surface within your weapon's first three range increments and the target can't benefit from cover unless they have total cover on all sides. - -In addition, a creature must attempt a Will save against your class DC the first time in an encounter you attack it with a Ricochet Shot. If it fails, it's [stunned](../../Rules/conditions.md#Stunned) and is unable to determine where your shot originated. - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/ricochet-master-g-g.md b/Compendium/feats/ricochet-master-g-g.md deleted file mode 100644 index 417d2db09..000000000 --- a/Compendium/feats/ricochet-master-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Ricochet Master"] ---- -# Ricochet Master *Feat 16* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Ricochet Shot](ricochet-shot-g-g.md) - -You have an eye for angles and can find shots that others believe are impossible. When using Ricochet Shot, you can bounce your bullet off up to two solid surfaces within your weapon's first range increment instead of just one. - -In addition, a creature is [flat-footed](../../Rules/conditions.md#Flat-footed) the first time you attack it with a Ricochet Shot during an encounter. - -## Ricochet Master leads to... - -[Ricochet Legend](ricochet-legend-g-g.md) - -## Summary - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/ricochet-shot-g-g.md b/Compendium/feats/ricochet-shot-g-g.md deleted file mode 100644 index 8e5a0baea..000000000 --- a/Compendium/feats/ricochet-shot-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/concentrate -- trait/gunslinger -aliases: ["Ricochet Shot"] ---- -# Ricochet Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Activity** Single Action - -You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. When determining whether a target has cover from your ranged attack with a firearm or crossbow, you can choose one solid surface within your weapon's first range increment to ricochet your shot off of. If you do, you determine the target's cover from the point where you ricochet your shot instead of from you. - -## Ricochet Shot leads to... - -[Ricochet Master](ricochet-master-g-g.md), [Ricochet Legend](ricochet-legend-g-g.md) - -## Summary - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/concentrate #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/ricochet-stance-fighter-apg.md b/Compendium/feats/ricochet-stance-fighter-apg.md deleted file mode 100644 index 393133fab..000000000 --- a/Compendium/feats/ricochet-stance-fighter-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -- trait/stance -aliases: ["Ricochet Stance (Fighter)"] ---- -# Ricochet Stance (Fighter) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Activity** Single Action - -You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged [Strike](../../Rules/actions/strike.md) to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional [Strikes](../../Rules/actions/strike.md). You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged [Strike](../../Rules/actions/strike.md) with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. - -*Source: Advanced Player's Guide p. 126* -%% #compendium/src/pf2e/apg #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/ricochet-stance-rogue-apg.md b/Compendium/feats/ricochet-stance-rogue-apg.md deleted file mode 100644 index 9cc5b1e0a..000000000 --- a/Compendium/feats/ricochet-stance-rogue-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -- trait/stance -aliases: ["Ricochet Stance (Rogue)"] ---- -# Ricochet Stance (Rogue) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[rogue](../../Rules/traits/rogue.md) [stance](../../Rules/traits/stance.md) - -- **Activity** Single Action - -You adopt a [stance](../../Rules/traits/stance.md) to rebound your thrown weapons toward you. While you are in this stance, any thrown weapons you use as part of a ranged [Strike](../../Rules/actions/strike.md) to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional [Strikes](../../Rules/actions/strike.md). You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged [Strike](../../Rules/actions/strike.md) with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground. - -## Ricochet Stance (Rogue) leads to... - -[Ricochet Feint](ricochet-feint-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/ricocheting-leap-lome.md b/Compendium/feats/ricocheting-leap-lome.md deleted file mode 100644 index a5cb34e35..000000000 --- a/Compendium/feats/ricocheting-leap-lome.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Ricocheting Leap"] ---- -# Ricocheting Leap *Feat 9* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics), [Wall Jump](wall-jump.md) - -You quickly use your momentum to topple and spring off of foes. You can use Wall Jump to make additional jumps off of creatures larger than you as if they were walls. - -Once per turn when you make an additional jump off of a creature in this way, you can also attempt to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) that creature as a free action. - -*Source: Lost Omens: The Mwangi Expanse p. 122* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/ride.md b/Compendium/feats/ride.md deleted file mode 100644 index e696d2e5d..000000000 --- a/Compendium/feats/ride.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Ride"] ---- -# Ride *Feat 1* -[general](../../Rules/traits/general.md) - - -When you [Command an Animal](../../Rules/actions/command-an-animal.md) you're mounted on to take a [move](../../Rules/traits/move.md) action (such as [Stride](../../Rules/actions/stride.md)), you automatically succeed instead of needing to attempt a check. Any animal you're mounted on acts on your turn, like a minion. If you [Mount](../../Rules/actions/mount.md) an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on [Command an Animal](../../Rules/actions/command-an-animal.md). - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/riftmarked-loag.md b/Compendium/feats/riftmarked-loag.md deleted file mode 100644 index e892b688f..000000000 --- a/Compendium/feats/riftmarked-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/tiefling -aliases: ["Riftmarked"] ---- -# Riftmarked *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [tiefling](../../Rules/traits/tiefling-b1.md) - - -Long ago, [qlippoth](../../Rules/traits/qlippoth-b2.md) marked someone in your lineage, most likely through their ancient runestones that dot Golarion's surface. Yours is an old lineage, primordial and twisted, and you have a sense for similarly twisted things. You're trained in [Occultism](../skills.md#Occultism). If you're already trained in [Occultism](../skills.md#Occultism) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Oddity Identification](oddity-identification.md) skill feat. - -## Riftmarked leads to... - -[Qlippoth Magic](qlippoth-magic-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 63* -%% #compendium/src/pf2e/loag #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/right-hand-blood-lome.md b/Compendium/feats/right-hand-blood-lome.md deleted file mode 100644 index 749376341..000000000 --- a/Compendium/feats/right-hand-blood-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Right-hand Blood"] ---- -# Right-hand Blood *Feat 5* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -It's said that the flesh of the right side of a hyena can heal diseases, but that of the left side is poisonous. You can take 1 damage to feed someone blood from your right side and [Administer First Aid](../../Rules/actions/administer-first-aid.md) or take `2d8` damage to [Treat Disease](../../Rules/actions/treat-disease.md) or [Treat Wounds](../../Rules/actions/treat-wounds.md); in either case, you don't need healer's tools, and gain a +1 item bonus. Blood from your left side causes the check to critically fail automatically. - -*Source: Lost Omens: The Mwangi Expanse p. 114* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/rimesoul-loag.md b/Compendium/feats/rimesoul-loag.md deleted file mode 100644 index e8448f766..000000000 --- a/Compendium/feats/rimesoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/undine -aliases: ["Rimesoul"] ---- -# Rimesoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [undine](../../Rules/traits/undine-b2.md) - - -The water inside you is cold and frozen, like sheets of ice and frigid glaciers. You gain resistance to cold equal to half your level (minimum 1), and you treat environmental [cold](../../Rules/traits/cold.md) effects as if they were one step less severe (incredible cold becomes extreme, extreme cold becomes severe, and so on). - -*Source: Lost Omens: Ancestry Guide p. 119* -%% #compendium/src/pf2e/loag #trait/lineage #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/ringmasters-introduction-ec6.md b/Compendium/feats/ringmasters-introduction-ec6.md deleted file mode 100644 index baf258531..000000000 --- a/Compendium/feats/ringmasters-introduction-ec6.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/auditory -- trait/bard -- trait/uncommon -aliases: ["Ringmaster's Introduction"] ---- -# Ringmaster's Introduction [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Trigger** An ally's turn begins. -- **Requirements**: The ally hasn't acted in the current combat. -- **Activity** Reaction - -You announce the triggering ally with a litany of their legendary achievements, spurring them to action. The target is [quickened](../../Rules/conditions.md#Quickened) this turn and can spend the extra action to [Stride](../../Rules/actions/stride.md), [Strike](../../Rules/actions/strike.md), [Demoralize](../../Rules/actions/demoralize.md), [Feint](../../Rules/actions/feint.md), or [Perform](../../Rules/actions/perform.md). - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* -%% #compendium/src/pf2e/ec6 #trait/auditory #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/rippling-spin-som.md b/Compendium/feats/rippling-spin-som.md deleted file mode 100644 index d03ac32d1..000000000 --- a/Compendium/feats/rippling-spin-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/monk -aliases: ["Rippling Spin"] ---- -# Rippling Spin [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Reflective Ripple Stance](reflective-ripple-stance-som.md) -- **Trigger** You are hit by a physical melee attack by an attacker you can see that's in reach. -- **Requirements**: You're in Reflective Ripple Stance. -- **Activity** Reaction - -After the triggering attack is done, [Step](../../Rules/actions/step.md). You must end this [Step](../../Rules/actions/step.md) within the attacker's reach. Then, you can attempt an [Athletics](../skills.md#Athletics) check to [Disarm](../../Rules/actions/disarm.md) or [Trip](../../Rules/actions/trip.md) the attacker. - -*Source: Secrets of Magic p. 202* -%% #compendium/src/pf2e/som #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/riptide-aaws.md b/Compendium/feats/riptide-aaws.md deleted file mode 100644 index 8cc861728..000000000 --- a/Compendium/feats/riptide-aaws.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Riptide"] ---- -# Riptide [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[azarketi](../../Rules/traits/azarketi-loag.md) - -- **Prerequisites**: [Drag Down](drag-down-aaws.md), expert in [Athletics](../skills.md#Athletics) -- **Trigger** You successfully [Grapple](../../Rules/actions/grapple.md) a creature of the same size as you or smaller. -- **Requirements**: You are within 10 feet of water at least 10 feet deep, and your Speed is sufficient to reach the water in one [Stride](../../Rules/actions/stride.md). -- **Activity** Reaction - -You [Stride](../../Rules/actions/stride.md) up to 10 feet to enter the water, bringing the [grabbed](../../Rules/conditions.md#Grabbed) creature with you into the water. - -*Source: Azarketi Ancestry Web Supplement p. 5* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/risky-reload-g-g.md b/Compendium/feats/risky-reload-g-g.md deleted file mode 100644 index 465b458ab..000000000 --- a/Compendium/feats/risky-reload-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Risky Reload"] ---- -# Risky Reload [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a firearm. -- **Activity** Single Action - -You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. [Interact](../../Rules/actions/interact.md) to reload a firearm, then make a [Strike](../../Rules/actions/strike.md) with that firearm. If the [Strike](../../Rules/actions/strike.md) fails, the firearm misfires. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/risky-surgery-apg.md b/Compendium/feats/risky-surgery-apg.md deleted file mode 100644 index 6b0f6e019..000000000 --- a/Compendium/feats/risky-surgery-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Risky Surgery"] ---- -# Risky Surgery *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine) - -Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you [Treat Wounds](../../Rules/actions/treat-wounds.md), you can deal `1d8` slashing damage to your patient just before applying the effects of [Treat Wounds](../../Rules/actions/treat-wounds.md). If you do, you gain a +2 circumstance bonus to your [Medicine](../skills.md#Medicine) check to [Treat Wounds](../../Rules/actions/treat-wounds.md), and if you roll a success, you get a critical success instead. - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/rites-of-convocation-apg.md b/Compendium/feats/rites-of-convocation-apg.md deleted file mode 100644 index de9739e96..000000000 --- a/Compendium/feats/rites-of-convocation-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Rites Of Convocation"] ---- -# Rites Of Convocation *Feat 4* -[witch](../../Rules/traits/witch-apg.md) - - -Your patron grants you the power to summon other creatures to aid you. Choose one summon spell (such as [summon animal](../spells/summon-animal.md), [summon construct](../spells/summon-construct.md), and so forth) that appears on the spell list of your spellcasting tradition. You can spend 10 minutes in communion with your familiar to replace one spell you've prepared in one of your witch spell slots with the spell you chose, heightened to the same level. The spell you replaced must be of at least the summon spell's minimum spell level. - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/rites-of-transfiguration-apg.md b/Compendium/feats/rites-of-transfiguration-apg.md deleted file mode 100644 index 0acf44c0c..000000000 --- a/Compendium/feats/rites-of-transfiguration-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Rites Of Transfiguration"] ---- -# Rites Of Transfiguration *Feat 14* -[witch](../../Rules/traits/witch-apg.md) - - -You can adapt your patron's power to transform other creatures into forms more befitting their behavior or your whims. Your familiar learns baleful polymorph, even if baleful polymorph isn't on your tradition's spell list. By spending 10 minutes in communion with your familiar, you can replace one spell of 6th level or higher you've prepared in one of your witch spell slots with a [baleful polymorph](../spells/baleful-polymorph.md) spell of the same level. - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/ritual-researcher-apg.md b/Compendium/feats/ritual-researcher-apg.md deleted file mode 100644 index ae3276dec..000000000 --- a/Compendium/feats/ritual-researcher-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -- trait/uncommon -aliases: ["Ritual Researcher"] ---- -# Ritual Researcher *Feat 4* -[bard](../../Rules/traits/bard.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: enigma muse, expert in [Occultism](../skills.md#Occultism) - -Careful research into the art of rituals has made you better at performing them. You gain a +2 circumstance bonus to all primary and secondary checks you attempt as part of casting a ritual. - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ritual-reversion-locg.md b/Compendium/feats/ritual-reversion-locg.md deleted file mode 100644 index b127e68bc..000000000 --- a/Compendium/feats/ritual-reversion-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -- trait/polymorph -- trait/primal -- trait/transmutation -aliases: ["Ritual Reversion"] ---- -# Ritual Reversion [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[leshy](../../Rules/traits/leshy-b1.md) [polymorph](../../Rules/traits/polymorph.md) [primal](../../Rules/traits/primal.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Activity** Two-Action - -You can temporarily revert to a less conspicuous form without diminishing your senses. - -You take the form of an ordinary specimen of the type of plant or fungus that most closely resembles you, reverting to your body's appearance just before your spirit joined with it. This otherwise has the effects of tree shape, except that your size remains Small. - -*Source: Lost Omens: Character Guide p. 55* -%% #compendium/src/pf2e/locg #trait/leshy #trait/polymorph #trait/primal #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/ritualist-dedication-apg.md b/Compendium/feats/ritualist-dedication-apg.md deleted file mode 100644 index 4dce345b7..000000000 --- a/Compendium/feats/ritualist-dedication-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Ritualist Dedication"] ---- -# Ritualist Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -You have begun to master the difficult art of casting rituals. - -You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. - -**Special.** You can't select another dedication feat until you've gained two other feats from the ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it. - -## Ritualist Dedication leads to... - -[Efficient Rituals](efficient-rituals-apg.md), [Speedy Rituals](speedy-rituals-apg.md), [Flexible Ritualist](flexible-ritualist-apg.md), [Assured Ritualist](assured-ritualist-apg.md), [Resourceful Ritualist](resourceful-ritualist-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 187* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/roadkill-g-g.md b/Compendium/feats/roadkill-g-g.md deleted file mode 100644 index 59cbdcb61..000000000 --- a/Compendium/feats/roadkill-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Roadkill"] ---- -# Roadkill *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Trick Driver Dedication](trick-driver-dedication-g-g.md) -- **Requirements**: You are piloting a vehicle. - -In your hands, any vehicle is a weapon. - -When you use [Run Over](../../Rules/actions/run-over-gmg.md), you can use your class DC in place of the vehicle's collision DC. Your vehicle can [Run Over](../../Rules/actions/run-over-gmg.md) any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle. - -*Source: Guns & Gears p. 55* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/robust-recovery.md b/Compendium/feats/robust-recovery.md deleted file mode 100644 index b56f3d4eb..000000000 --- a/Compendium/feats/robust-recovery.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Robust Recovery"] ---- -# Robust Recovery *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Medicine](../skills.md#Medicine) - -You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you [Treat a Disease](../../Rules/actions/treat-disease.md) or a [Poison](../../Rules/actions/treat-poison.md), or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient's saving throw is a success, the patient gets a critical success. - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/rock-runner.md b/Compendium/feats/rock-runner.md deleted file mode 100644 index 9fff18148..000000000 --- a/Compendium/feats/rock-runner.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Rock Runner"] ---- -# Rock Runner *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - - -Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the [Acrobatics](../skills.md#Acrobatics) skill to [Balance](../../Rules/actions/balance.md) on narrow surfaces or uneven ground made of stone or earth, you aren't [flat-footed](../../Rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](../skills.md#Acrobatics) checks, you get a critical success instead. - -## Rock Runner leads to... - -[Boulder Roll](boulder-roll.md) - -## Summary - -*Source: Core Rulebook p. 36* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/rockslide-spell-som.md b/Compendium/feats/rockslide-spell-som.md deleted file mode 100644 index c942c2f7d..000000000 --- a/Compendium/feats/rockslide-spell-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/earth -- trait/metamagic -aliases: ["Rockslide Spell"] ---- -# Rockslide Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [earth](../../Rules/traits/earth.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Elementalist Dedication](elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental earth, causing chunks of stone to litter the ground. If the next action you use is to [Cast a non-cantrip Spell](../../Rules/actions/cast-a-spell.md) that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous. The spell gains the [earth](../../Rules/traits/earth.md) trait. - -*Source: Secrets of Magic p. 207* -%% #compendium/src/pf2e/som #trait/archetype #trait/earth #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/rogue-dedication.md b/Compendium/feats/rogue-dedication.md deleted file mode 100644 index 9960b6437..000000000 --- a/Compendium/feats/rogue-dedication.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Rogue Dedication"] ---- -# Rogue Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Dexterity 14 - -You gain a skill feat and the rogue's surprise attack|Rogue||1 class feature. You become trained in light armor. In addition, you become trained in [Stealth](../skills.md#Stealth) or [Thievery](../skills.md#Thievery) plus one skill of your choice; if you are already trained in both [Stealth](../skills.md#Stealth) and [Thievery](../skills.md#Thievery), you become trained in an additional skill of your choice. You become trained in rogue class DC. - -**Special.** You cannot gain another dedication feat until you have gained two other feats from the rogue archetype. - -## Rogue Dedication leads to... - -[Basic Trickery](basic-trickery.md), [Advanced Trickery](advanced-trickery.md), [Evasiveness](evasiveness.md), [Skill Mastery](skill-mastery.md), [Sneak Attacker](sneak-attacker.md), [Uncanny Dodge](uncanny-dodge.md) - -## Summary - -*Source: Core Rulebook p. 229* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/rokoan-arts-loag.md b/Compendium/feats/rokoan-arts-loag.md deleted file mode 100644 index 04a962eee..000000000 --- a/Compendium/feats/rokoan-arts-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Rokoan Arts"] ---- -# Rokoan Arts *Feat 9* -[strix](../../Rules/traits/strix-loag.md) - - -Ancestral spirits have begun to bond themselves to you, granting you powers characteristic of a rokoa. You can cast [speak with animals](../spells/speak-with-animals.md) and [status](../spells/status.md) as primal innate spells once per day each. - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/roll-with-it-locg.md b/Compendium/feats/roll-with-it-locg.md deleted file mode 100644 index c676aef71..000000000 --- a/Compendium/feats/roll-with-it-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Roll With It"] ---- -# Roll With It [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: unbreakable goblin heritage, [Bouncy Goblin](bouncy-goblin-locg.md) -- **Trigger** A foe hits you with a melee weapon or unarmed attack. -- **Activity** Reaction - -When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall [prone](../../Rules/conditions.md#Prone) and are [stunned](../../Rules/conditions.md#Stunned). Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don't take double damage from the critical hit. - -*Source: Lost Omens: Character Guide p. 39* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/root-magic-apg.md b/Compendium/feats/root-magic-apg.md deleted file mode 100644 index fe9fc31bc..000000000 --- a/Compendium/feats/root-magic-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Root Magic"] ---- -# Root Magic *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) - -Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in [Occultism](../skills.md#Occultism) or +3 if you're legendary. - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/root-to-life-da.md b/Compendium/feats/root-to-life-da.md deleted file mode 100644 index f78290bd9..000000000 --- a/Compendium/feats/root-to-life-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/esoterica -- trait/manipulate -- trait/necromancy -- trait/primal -- trait/thaumaturge -aliases: ["Root to Life"] ---- -# Root to Life [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 1* -[esoterica](../../Rules/traits/esoterica-da.md) [manipulate](../../Rules/traits/manipulate.md) [necromancy](../../Rules/traits/necromancy.md) [primal](../../Rules/traits/primal.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Activity** Varies ([>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent [dying](../../Rules/conditions.md#Dying) creature, immediately stabilizing them; the creature is no longer [dying](../../Rules/conditions.md#Dying) and is instead [unconscious](../../Rules/conditions.md#Unconscious) at 0 Hit Points. - -If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the [auditory](../../Rules/traits/auditory.md) trait to the action. When you do so, attempt flat checks to remove each source of [persistent damage](../../Rules/conditions.md#Persistent%20Damage) affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15. - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/esoterica #trait/manipulate #trait/necromancy #trait/primal #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/rope-mastery-frp2.md b/Compendium/feats/rope-mastery-frp2.md deleted file mode 100644 index e9edf909c..000000000 --- a/Compendium/feats/rope-mastery-frp2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -aliases: ["Rope Mastery"] ---- -# Rope Mastery *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](golden-league-xun-dedication-frp2.md), expert in [Athletics](../skills.md#Athletics) - -Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of [Quick Climb](quick-climb.md). - -In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an [Athletics](../skills.md#Athletics) check to [Disarm](../../Rules/actions/disarm.md), [Grapple](../../Rules/actions/grapple.md), or [Trip](../../Rules/actions/trip.md) a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/rope-runner-apg.md b/Compendium/feats/rope-runner-apg.md deleted file mode 100644 index ed7f29d9a..000000000 --- a/Compendium/feats/rope-runner-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Rope Runner"] ---- -# Rope Runner *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Pirate Dedication](pirate-dedication-apg.md); trained in [Acrobatics](../skills.md#Acrobatics) and [Athletics](../skills.md#Athletics) - -You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an [Athletics](../skills.md#Athletics) check to [Climb](../../Rules/actions/climb.md) a rope or an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md) on a rope, you get a critical success instead. You aren't [flat-footed](../../Rules/conditions.md#Flat-footed) while [Climbing](../../Rules/actions/climb.md) or [Balancing](../../Rules/actions/balance.md) on a rope. - -*Source: Advanced Player's Guide p. 185* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/rough-rider.md b/Compendium/feats/rough-rider.md deleted file mode 100644 index a1475fcaf..000000000 --- a/Compendium/feats/rough-rider.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Rough Rider"] ---- -# Rough Rider *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -You are especially good at riding traditional goblin mounts. You gain the [Ride](ride.md) feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to [Nature](../skills.md#Nature) checks to use [Command an Animal](../../Rules/actions/command-an-animal.md) on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion's steed ally. - -*Source: Core Rulebook p. 48* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/rough-terrain-stance-som.md b/Compendium/feats/rough-terrain-stance-som.md deleted file mode 100644 index db9c5e9dc..000000000 --- a/Compendium/feats/rough-terrain-stance-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/stance -aliases: ["Rough Terrain Stance"] ---- -# Rough Terrain Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md), expert in [Nature](../skills.md#Nature) -- **Requirements**: You gained a terrain attunement benefit this turn. -- **Activity** Single Action - -You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain. - -This stance ends if you move into a different type of terrain. - -## Rough Terrain Stance leads to... - -[Shifting Terrain](shifting-terrain-som.md) - -## Summary - -*Source: Secrets of Magic p. 212* -%% #compendium/src/pf2e/som #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/round-ears-locg.md b/Compendium/feats/round-ears-locg.md deleted file mode 100644 index eba162eff..000000000 --- a/Compendium/feats/round-ears-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/half-elf -aliases: ["Round Ears"] ---- -# Round Ears *Feat 1* -[half-elf](../../Rules/traits/half-elf.md) - - -Your elven lineage is subtle enough that you look barely different from other humans, and you've learned to use that to your advantage. You gain the trained proficiency rank in [Deception](../skills.md#Deception) (or another skill of your choice, if you were already trained in [Deception](../skills.md#Deception)) - -You gain a +4 circumstance bonus to [Impersonate](../../Rules/actions/impersonate.md) checks to pretend you aren't a halfelf. - -Observers are never granted circumstance bonuses to [Perception](../skills.md#Perception) checks due to you [Impersonating](../../Rules/actions/impersonate.md) a full-blooded human, and you never take circumstance penalties due to you Impersonating a full-blooded human. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Lost Omens: Character Guide p. 15* -%% #compendium/src/pf2e/locg #trait/half-elf %% \ No newline at end of file diff --git a/Compendium/feats/ru-shi-loag.md b/Compendium/feats/ru-shi-loag.md deleted file mode 100644 index 3eb555703..000000000 --- a/Compendium/feats/ru-shi-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -- trait/lineage -aliases: ["Ru-shi"] ---- -# Ru-shi *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You were born to a jiang-shi, one of the so-called hopping vampires found most often in Tian-Xia. Your parent had a supernatural obsession with counting small objects, which manifests in you as a preternatural gift for linguistics and mathematics. You are trained in [Society](../skills.md#Society) and gain the [Eye for Numbers](eye-for-numbers-apg.md) skill feat. If you would automatically become trained in [Society](../skills.md#Society) (from your background or class, for example), you instead become trained in a skill of your choice. - -## Ru-shi leads to... - -[Hopping Stride](hopping-stride-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 27* -%% #compendium/src/pf2e/loag #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/rubbery-skin-sli.md b/Compendium/feats/rubbery-skin-sli.md deleted file mode 100644 index 59bacd414..000000000 --- a/Compendium/feats/rubbery-skin-sli.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -aliases: ["Rubbery Skin"] ---- -# Rubbery Skin *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Disturbing Defense](disturbing-defense-sli.md) - -Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. - -*Source: The Slithering p. 59* -%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ruby-resurrection-frp3.md b/Compendium/feats/ruby-resurrection-frp3.md deleted file mode 100644 index 799767543..000000000 --- a/Compendium/feats/ruby-resurrection-frp3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/healing -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Ruby Resurrection"] ---- -# Ruby Resurrection [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per day -- **Trigger** You would be reduced to 0 Hit Points. -- **Activity** Reaction - -In a burst of flame, you return to health like a phoenix rising from the ashes. Change your current Hit Points to 30 and cast a 6th-level [fireball](../spells/fireball.md) centered on yourself. This fireball doesn't affect you. Your hair turns brilliant red for 1 hour. - -If you haven't used Ruby Resurrection and you die, you stay in initiative order and Ruby Resurrection triggers automatically at the start of your next turn, bringing you back to life at 0 HP before having its normal effects. This happens only if there are some remains to resurrect; for instance, if you were killed by disintegrate you wouldn't return. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* -%% #compendium/src/pf2e/frp3 #trait/healing #trait/necromancy #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/rugged-survivalist-lopsg.md b/Compendium/feats/rugged-survivalist-lopsg.md deleted file mode 100644 index fa3c00912..000000000 --- a/Compendium/feats/rugged-survivalist-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/skill -aliases: ["Rugged Survivalist"] ---- -# Rugged Survivalist *Feat 12* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md), master in [Survival](../skills.md#Survival) - -Swordmaster Feats The following archetype feats are available to characters with the swordmaster archetype (Character Guide 115) - -You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness. You don't get [fatigued](../../Rules/conditions.md#Fatigued) more quickly due to precipitation during overland travel, though you can otherwise be [fatigued](../../Rules/conditions.md#Fatigued) as normal. You can go 3 days + your Constitution modifier without water before you take damage from thirst and you can go 5 days + your Constitution modifier without food before you take damage from starvation (Core Rulebook 500). - -*Source: Lost Omens: Pathfinder Society Guide p. 52* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/rule-of-three-sot2.md b/Compendium/feats/rule-of-three-sot2.md deleted file mode 100644 index 26eb338d7..000000000 --- a/Compendium/feats/rule-of-three-sot2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -- trait/auditory -- trait/linguistic -- trait/magical -aliases: ["Rule Of Three"] ---- -# Rule Of Three [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [linguistic](../../Rules/traits/linguistic.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Folklorist Dedication](folklorist-dedication-sot2.md) -- **Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or -- **Requirements**: You have Spun a Tale. -- **Activity** Reaction - -Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn. - -Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 78* -%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/linguistic #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/runelord-dedication-som.md b/Compendium/feats/runelord-dedication-som.md deleted file mode 100644 index c54315cfb..000000000 --- a/Compendium/feats/runelord-dedication-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/class -- trait/dedication -- trait/rare -aliases: ["Runelord Dedication"] ---- -# Runelord Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [class](../../Rules/traits/class-som.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: runelord specialization - -Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add. - -**Special.** You can't select another dedication feat until you have gained two other feats from the runelord archetype. - -## Runelord Dedication leads to... - -[Embed Aeon Stone](embed-aeon-stone-som.md), [Aeon Resonance](aeon-resonance-som.md), [Fused Polearm](fused-polearm-som.md), [Polearm Tricks](polearm-tricks-som.md), [School Counterspell](school-counterspell-som.md), [School Spell Redirection](school-spell-redirection-som.md), [Sin Reservoir](sin-reservoir-som.md) - -## Summary - -*Source: Secrets of Magic p. 240* -%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/runescarred-dedication-lowg.md b/Compendium/feats/runescarred-dedication-lowg.md deleted file mode 100644 index 05efffd89..000000000 --- a/Compendium/feats/runescarred-dedication-lowg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Runescarred Dedication"] ---- -# Runescarred Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from the Saga Lands. -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana) - -Whether through blood (if you're Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in [Arcana](../skills.md#Arcana) and you also become trained in [Thassilon Lore](../skills.md#Lore), or an expert in [Thassilon Lore](../skills.md#Lore) if you were already trained in it. - -Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the runescarred archetype. - -## Runescarred Dedication leads to... - -[Living Rune](living-rune-lowg.md), [Spell Runes](spell-runes-lowg.md), [Greater Spell Runes](greater-spell-runes-lowg.md), [Warding Rune](warding-rune-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 119* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/runic-impression-som.md b/Compendium/feats/runic-impression-som.md deleted file mode 100644 index b1f270726..000000000 --- a/Compendium/feats/runic-impression-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Runic Impression"] ---- -# Runic Impression *Feat 8* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: focus pool - -You can temporarily replicate the effects of a property rune for your weapon or unarmed attacks. You learn the [runic impression](../spells/runic-impression-som.md) conflux spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 46* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/runic-mind-smithing-da.md b/Compendium/feats/runic-mind-smithing-da.md deleted file mode 100644 index 74125f8b6..000000000 --- a/Compendium/feats/runic-mind-smithing-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Runic Mind Smithing"] ---- -# Runic Mind Smithing *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mind Smith Dedication](mind-smith-dedication-da.md) - -You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, disrupting, flaming, frost, shock, and thundering. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal. - -## Runic Mind Smithing leads to... - -[Advanced Runic Mind-Smithing](advanced-runic-mind-smithing-da.md) - -## Summary - -*Source: Dark Archive p. 205* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/running-reload-g-g.md b/Compendium/feats/running-reload-g-g.md deleted file mode 100644 index 5d1e04e50..000000000 --- a/Compendium/feats/running-reload-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Running Reload"] ---- -# Running Reload [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Activity** Single Action - -You can reload your weapon on the move. You [Stride](../../Rules/actions/stride.md), [Step](../../Rules/actions/step.md), or [Sneak](../../Rules/actions/sneak.md), then [Interact](../../Rules/actions/interact.md) to reload. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/running-reload.md b/Compendium/feats/running-reload.md deleted file mode 100644 index b9a81943d..000000000 --- a/Compendium/feats/running-reload.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Running Reload"] ---- -# Running Reload [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Activity** Single Action - -You can reload your weapon on the move. You [Stride](../../Rules/actions/stride.md), [Step](../../Rules/actions/step.md), or [Sneak](../../Rules/actions/sneak.md), then [Interact](../../Rules/actions/interact.md) to reload. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/running-tackle-lotgb.md b/Compendium/feats/running-tackle-lotgb.md deleted file mode 100644 index 876ce0567..000000000 --- a/Compendium/feats/running-tackle-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/open -aliases: ["Running Tackle"] ---- -# Running Tackle [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Activity** Two-Action - -You charge toward your opponent, throwing your body at them in a vicious tackle. [Stride](../../Rules/actions/stride.md) up to your Speed and then make an unarmed melee [Strike](../../Rules/actions/strike.md). If you hit, you can attempt to [Shove](../../Rules/actions/shove.md) the target. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/runtsage-loag.md b/Compendium/feats/runtsage-loag.md deleted file mode 100644 index fca264e78..000000000 --- a/Compendium/feats/runtsage-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["Runtsage"] ---- -# Runtsage *Feat 5* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -Unlike most of your kind, who dismiss goblins as embarrassments or expendable annoyances, you have studied the methodology behind their irresponsible and incomprehensible actions. You gain the [Adopted Ancestry](adopted-ancestry.md) general feat and must select goblin as the feat's chosen ancestry. You also gain one 1st-level goblin ancestry feat. - -*Source: Lost Omens: Ancestry Guide p. 35* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/saber-teeth-loag.md b/Compendium/feats/saber-teeth-loag.md deleted file mode 100644 index 1a36714e4..000000000 --- a/Compendium/feats/saber-teeth-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Saber Teeth"] ---- -# Saber Teeth *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You have long fangs, natural or augmented. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [unarmed](../../Rules/traits/unarmed.md) trait. - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/sabotage.md b/Compendium/feats/sabotage.md deleted file mode 100644 index e669513c8..000000000 --- a/Compendium/feats/sabotage.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/incapacitation -- trait/rogue -aliases: ["Sabotage"] ---- -# Sabotage [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[incapacitation](../../Rules/traits/incapacitation.md) [rogue](../../Rules/traits/rogue.md) - -- **Requirements**: You have a free hand. -- **Activity** Single Action - -You subtly damage others' equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a [shortbow](../equipment/items/shortbow.md) could be sabotaged, but a [longsword](../equipment/items/longsword.md) could not). Attempt a [Thievery](../skills.md#Thievery) check against the Reflex DC of the creature. Damage dealt by Sabotage can't take the item below its Break Threshold. - -> [!success-degree] -> - **Critical Success** You deal damage equal to four times your [Thievery](../skills.md#Thievery) proficiency bonus. -> - **Success** You deal damage equal to double your [Thievery](../skills.md#Thievery) proficiency bonus. -> - **Critical Failure** Temporarily immune to your Sabotage for 1 day. - -*Source: Core Rulebook p. 185* -%% #compendium/src/pf2e/crb #trait/incapacitation #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/sacral-lord-da.md b/Compendium/feats/sacral-lord-da.md deleted file mode 100644 index 5d2233081..000000000 --- a/Compendium/feats/sacral-lord-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/champion -- trait/oracle -- trait/rare -aliases: ["Sacral Lord"] ---- -# Sacral Lord *Feat 4* -[champion](../../Rules/traits/champion.md) [oracle](../../Rules/traits/oracle-apg.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion) - -By right of ritual or sheer stubbornness, you have claimed rulership of the land. Claim a defined territory, such as a small section of forest or river, or a district of a larger city. Within its borders, you can cast [detect magic](../spells/detect-magic.md), guidance, and sigil as innate divine cantrips, and you gain a +1 circumstance bonus to [Make an Impression](../../Rules/actions/make-an-impression.md) on creatures that have the celestial, fiend, fey, [monitor](../../Rules/traits/monitor.md), or [spirit](../../Rules/traits/spirit.md) traits. - -**Special.** You and your land are linked. Changes to one mirror themselves on the other—if you're depressed, gray rain and clammy mist might set in. These effects have no immediate mechanical impact, but they might give clues about problems afflicting the land. - -## Sacral Lord leads to... - -[Sacral Monarch](sacral-monarch-da.md) - -## Summary - -*Source: Dark Archive p. 177* -%% #compendium/src/pf2e/da #trait/champion #trait/oracle #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/sacral-monarch-da.md b/Compendium/feats/sacral-monarch-da.md deleted file mode 100644 index 2795b1b80..000000000 --- a/Compendium/feats/sacral-monarch-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/champion -- trait/oracle -aliases: ["Sacral Monarch"] ---- -# Sacral Monarch *Feat 14* -[champion](../../Rules/traits/champion.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Prerequisites**: [Sacral Lord](sacral-lord-da.md), master in [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion) - -You have come into your full powers and are truly a monarch of your realm, by your own definition at least. While in your territory, you can cast [banishment](../spells/banishment.md) and inevitable disaster (Secrets of Magic 111) as innate divine spells, each once per day. - -*Source: Dark Archive p. 177* -%% #compendium/src/pf2e/da #trait/champion #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/sacred-armaments-lokl.md b/Compendium/feats/sacred-armaments-lokl.md deleted file mode 100644 index 91a4ac29b..000000000 --- a/Compendium/feats/sacred-armaments-lokl.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Sacred Armaments"] ---- -# Sacred Armaments *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md) - -Through the power of your faith or the blessing of a priest, your weapons are fully effective against incorporeal creatures. - -Weapons you wield have the effects of a [ghost touch](../equipment/items/ghost-touch.md) property rune for as long as you wield them. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sacred-defender-apg.md b/Compendium/feats/sacred-defender-apg.md deleted file mode 100644 index d275919d6..000000000 --- a/Compendium/feats/sacred-defender-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Sacred Defender"] ---- -# Sacred Defender *Feat 20* -[champion](../../Rules/traits/champion.md) - - -You are a great warrior that can stand strong against the fiercest opponents to your cause. You gain resistance 10 to bludgeoning, piercing, and slashing damage caused by creatures and effects opposed to your tenets (evil creatures for tenets of good, good creatures for tenets of evil, and so on). In addition, creatures and effects that roll a natural 20 on an attack roll against you don't improve their result by one degree of success. - -*Source: Advanced Player's Guide p. 121* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/sacred-defense-logm.md b/Compendium/feats/sacred-defense-logm.md deleted file mode 100644 index 00f8292ed..000000000 --- a/Compendium/feats/sacred-defense-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/divine -- trait/general -- trait/skill -aliases: ["Sacred Defense"] ---- -# Sacred Defense [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[divine](../../Rules/traits/divine.md) [general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Religion](../skills.md#Religion), you follow a deity -- **Frequency**: once per hour -- **Activity** Single Action - -You call upon your deity to grant you their protective blessing. Attempt a DC 30 [Religion](../skills.md#Religion) check. If you have legendary proficiency in [Religion](../skills.md#Religion), you can instead attempt a DC 40 [Religion](../skills.md#Religion) check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success). - -> [!success-degree] -> - **Critical Success** You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute. -> - **Success** You gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute. -> - **Critical Failure** Your deity withholds their blessing. You cannot attempt to call to your deity again for 1 day. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/divine #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/sacred-ki-logm.md b/Compendium/feats/sacred-ki-logm.md deleted file mode 100644 index bf10093f9..000000000 --- a/Compendium/feats/sacred-ki-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/monk -aliases: ["Sacred Ki"] ---- -# Sacred Ki *Feat 4* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: Ki [Strike](../../Rules/actions/strike.md), you follow a deity - -The power of your faith suffuses your ki. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity's alignment components. - -When you cast the [ki strike](../spells/ki-strike.md) focus spell and damage a creature whose alignment is opposite your chosen alignment, you can choose for the ki strike damage to be of the chosen type. Additionally, you can substitute the damage from ki blast (or other ki spells that deal force damage, at the GM's discretion) with damage of your chosen alignment. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/sacred-spells-botd.md b/Compendium/feats/sacred-spells-botd.md deleted file mode 100644 index 25b044484..000000000 --- a/Compendium/feats/sacred-spells-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Sacred Spells"] ---- -# Sacred Spells *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hallowed Necromancer Dedication](hallowed-necromancer-dedication-botd.md) - -Add [chill touch](../spells/chill-touch.md), [death ward](../spells/death-ward.md), [disrupt undead](../spells/disrupt-undead.md), [disrupting weapons](../spells/disrupting-weapons.md), [holy cascade](../spells/holy-cascade.md), [magic stone](../spells/magic-stone-apg.md), and [sunburst](../spells/sunburst.md) to your spell list. These are all [necromancy](../../Rules/traits/necromancy.md) spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. - -In addition, your knowledge of the conduits to the Positive Energy Plane allows you more flexibility with these spells. Choose one of these two benefits. - -- If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing. -- If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list. - -*Source: Book of the Dead p. 25* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sacrifice-armor-apg.md b/Compendium/feats/sacrifice-armor-apg.md deleted file mode 100644 index a24983058..000000000 --- a/Compendium/feats/sacrifice-armor-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -aliases: ["Sacrifice Armor"] ---- -# Sacrifice Armor [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[champion](../../Rules/traits/champion.md) - -- **Trigger** You are hit by a [Strike](../../Rules/actions/strike.md) that deals physical damage. -- **Activity** Reaction - -With divine awareness, you twist your body to lessen the impact of an attack. Reduce the damage you take by an amount equal to twice your armor's level. Your armor becomes [broken](../../Rules/conditions.md#Broken), reducing its Hit Points to its [Broken](../../Rules/conditions.md#Broken) Threshold. If your armor was already damaged, it is destroyed instead. - -## Sacrifice Armor leads to... - -[Greater Interpose](greater-interpose-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/safe-house-apg.md b/Compendium/feats/safe-house-apg.md deleted file mode 100644 index b391b931f..000000000 --- a/Compendium/feats/safe-house-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Safe House"] ---- -# Safe House *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md) - -You establish a safe house—a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your [Deception](../skills.md#Deception) modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in [Deception](../skills.md#Deception), eight cubes if you're a master, and 16 cubes if you're legendary. - -*Source: Advanced Player's Guide p. 196* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/safeguard-soul-botd.md b/Compendium/feats/safeguard-soul-botd.md deleted file mode 100644 index 29a6e1fd3..000000000 --- a/Compendium/feats/safeguard-soul-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/abjuration -- trait/archetype -- trait/divine -aliases: ["Safeguard Soul"] ---- -# Safeguard Soul *Feat 8* -[abjuration](../../Rules/traits/abjuration.md) [archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) - -- **Prerequisites**: [Soul Warden Dedication](soul-warden-dedication-botd.md) - -You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against [death](../../Rules/traits/death.md) effects, [possession](../../Rules/traits/possession.md) effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well. - -*Source: Book of the Dead p. 27* -%% #compendium/src/pf2e/botd #trait/abjuration #trait/archetype #trait/divine %% \ No newline at end of file diff --git a/Compendium/feats/safeguarded-spell-apg.md b/Compendium/feats/safeguarded-spell-apg.md deleted file mode 100644 index f21a05cdd..000000000 --- a/Compendium/feats/safeguarded-spell-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/sorcerer -aliases: ["Safeguarded Spell"] ---- -# Safeguarded Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You bring the magical wavelengths of your spell into sync with the ones produced by your own body. If the next action you take is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with an area, you aren't affected by the spell even if you are within the area. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/safety-measures-g-g.md b/Compendium/feats/safety-measures-g-g.md deleted file mode 100644 index 1a1de3fa2..000000000 --- a/Compendium/feats/safety-measures-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Safety Measures"] ---- -# Safety Measures *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Demolitionist Dedication](demolitionist-dedication-g-g.md) - -You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover. - -*Source: Guns & Gears p. 133* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sanctify-water-logm.md b/Compendium/feats/sanctify-water-logm.md deleted file mode 100644 index 8d01a5e4c..000000000 --- a/Compendium/feats/sanctify-water-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/general -- trait/skill -aliases: ["Sanctify Water"] ---- -# Sanctify Water [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Religion](../skills.md#Religion), good or evil deity -- **Activity** Single Action - -You imbue water with your deity's blessing. Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water's transient power doesn't make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in [Religion](../skills.md#Religion), you can sanctify three containers held by you or allies within your reach instead of one. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/saoc-astrology-locg.md b/Compendium/feats/saoc-astrology-locg.md deleted file mode 100644 index 90d29e7ff..000000000 --- a/Compendium/feats/saoc-astrology-locg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/concentrate -- trait/human -- trait/uncommon -aliases: ["Saoc Astrology"] ---- -# Saoc Astrology [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Lirgeni nationality -- **Frequency**: three per day -- **Requirements**: You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can't use this action that day. -- **Activity** Single Action - -The ancient Saoc Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy. You recall the stars' predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll `1d8`. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check. - -## Saoc Astrology leads to... - -[Heir Of The Saoc](heir-of-the-saoc-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 12* -%% #compendium/src/pf2e/locg #trait/concentrate #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sap-life.md b/Compendium/feats/sap-life.md deleted file mode 100644 index 22b7fa7c9..000000000 --- a/Compendium/feats/sap-life.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -- trait/healing -aliases: ["Sap Life"] ---- -# Sap Life *Feat 2* -[cleric](../../Rules/traits/cleric.md) [healing](../../Rules/traits/healing.md) - - -You draw the life force out of your enemies to heal your own wounds. When you cast a [harm](../spells/harm.md) spell and damage at least one living creature, you regain Hit Points equal to the spell level of your [harm](../spells/harm.md) spell. If you aren't a living creature, you gain no benefit from this feat. - -*Source: Core Rulebook p. 122* -%% #compendium/src/pf2e/crb #trait/cleric #trait/healing %% \ No newline at end of file diff --git a/Compendium/feats/savage-critical.md b/Compendium/feats/savage-critical.md deleted file mode 100644 index 56f1ea0ce..000000000 --- a/Compendium/feats/savage-critical.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Savage Critical"] ---- -# Savage Critical *Feat 18* -[fighter](../../Rules/traits/fighter.md) - - -The wounds you inflict are grievous. When you [Strike](../../Rules/actions/strike.md) with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/saving-slash-lowg.md b/Compendium/feats/saving-slash-lowg.md deleted file mode 100644 index 6441cacfe..000000000 --- a/Compendium/feats/saving-slash-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Saving Slash"] ---- -# Saving Slash [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](aldori-duelist-dedication-lowg.md) -- **Trigger** An opponent critically hits you with a melee attack. -- **Activity** Varies ([R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction")]) - -You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit. - -*Source: Lost Omens: World Guide p. 35* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/scalding-spit-locg.md b/Compendium/feats/scalding-spit-locg.md deleted file mode 100644 index 9c8b94035..000000000 --- a/Compendium/feats/scalding-spit-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Scalding Spit"] ---- -# Scalding Spit *Feat 9* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: [Torch Goblin](torch-goblin-locg.md) - -Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage), you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals `1d6` fire damage. - -*Source: Lost Omens: Character Guide p. 39* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/scales-of-the-dragon-apg.md b/Compendium/feats/scales-of-the-dragon-apg.md deleted file mode 100644 index 6abc37377..000000000 --- a/Compendium/feats/scales-of-the-dragon-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Scales Of The Dragon"] ---- -# Scales Of The Dragon *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. Your resistance from Dragon Disciple Dedication increases to 3 + half your level. - -*Source: Advanced Player's Guide p. 169* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/scaling-poppet-lotgb.md b/Compendium/feats/scaling-poppet-lotgb.md deleted file mode 100644 index f963ec643..000000000 --- a/Compendium/feats/scaling-poppet-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Scaling Poppet"] ---- -# Scaling Poppet *Feat 9* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -Your construction integrates ropes, hooks, or other tools to help you move across steep surfaces. You gain a climb Speed of 15 feet. - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/scalpels-point-apg.md b/Compendium/feats/scalpels-point-apg.md deleted file mode 100644 index ad748ebcd..000000000 --- a/Compendium/feats/scalpels-point-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Scalpel's Point"] ---- -# Scalpel's Point *Feat 4* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Prerequisites**: forensic medicine methodology - -Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to [Devising a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md), if your attack dealt piercing or slashing damage, you also deal `1d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) to your target. - -*Source: Advanced Player's Guide p. 62* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/scamper-apg.md b/Compendium/feats/scamper-apg.md deleted file mode 100644 index bed36bb89..000000000 --- a/Compendium/feats/scamper-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Scamper"] ---- -# Scamper [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Requirements**: You are adjacent to at least one enemy. -- **Activity** Single Action - -You instinctively know how to flee danger. You [Stride](../../Rules/actions/stride.md) up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy. - -## Scamper leads to... - -[Tough Tumbler](tough-tumbler-ec3.md) - -## Summary - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/scamper-ltiba.md b/Compendium/feats/scamper-ltiba.md deleted file mode 100644 index 84e119c36..000000000 --- a/Compendium/feats/scamper-ltiba.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ltiba -- trait/kobold -aliases: ["Scamper"] ---- -# Scamper [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Requirements**: You are adjacent to at least one enemy. -- **Activity** Single Action - -You instinctively know how to flee danger. You [Stride](../../Rules/actions/stride.md) up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy. - -*Source: Little Trouble in Big Absalom p. 10* -%% #compendium/src/pf2e/ltiba #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/scamper-underfoot-ec3.md b/Compendium/feats/scamper-underfoot-ec3.md deleted file mode 100644 index 96dde0f05..000000000 --- a/Compendium/feats/scamper-underfoot-ec3.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Scamper Underfoot"] ---- -# Scamper Underfoot *Feat 1* -[shoony](../../Rules/traits/shoony-ec3.md) - - -You are used to ducking under foes and can scurry around the battlefield with ease. You gain a +1 circumstance bonus to [Acrobatics](../skills.md#Acrobatics) checks to [Tumble Through](../../Rules/actions/tumble-through.md) the spaces of Medium or larger enemies, and the presence of an enemy doesn't make the squares difficult terrain. - -*Source: Extinction Curse #3: Life's Long Shadows p. 72* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/scapegoat-parallel-self-frp3.md b/Compendium/feats/scapegoat-parallel-self-frp3.md deleted file mode 100644 index 24459871e..000000000 --- a/Compendium/feats/scapegoat-parallel-self-frp3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/divine -- trait/necromancy -- trait/oracle -- trait/uncommon -aliases: ["Scapegoat Parallel Self"] ---- -# Scapegoat Parallel Self [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per day -- **Trigger** Your turn starts or your oracular curse would advance. -- **Activity** Reaction - -Seeing Syndara superimpose creatures with similar metaphysical properties, you've realized a way to manipulate the effects of your oracular curse. - -You immediately change your curse to its minor, moderate, or major stage, or back to its mild form, exchanging the [curse](../../Rules/traits/curse.md) effect with that of a parallel version of yourself in another reality. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 76* -%% #compendium/src/pf2e/frp3 #trait/divine #trait/necromancy #trait/oracle #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/scar-thick-skin-loag.md b/Compendium/feats/scar-thick-skin-loag.md deleted file mode 100644 index 3178dc08e..000000000 --- a/Compendium/feats/scar-thick-skin-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/orc -aliases: ["Scar-thick Skin"] ---- -# Scar-thick Skin *Feat 5* -[orc](../../Rules/traits/orc.md) - - -Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance. - -*Source: Lost Omens: Ancestry Guide p. 52* -%% #compendium/src/pf2e/loag #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/scare-to-death.md b/Compendium/feats/scare-to-death.md deleted file mode 100644 index 234c26707..000000000 --- a/Compendium/feats/scare-to-death.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/emotion -- trait/fear -- trait/general -- trait/incapacitation -- trait/skill -aliases: ["Scare To Death"] ---- -# Scare To Death [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 15* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [general](../../Rules/traits/general.md) [incapacitation](../../Rules/traits/incapacitation.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Intimidation](../skills.md#Intimidation) -- **Activity** Single Action - -You can frighten foes so much, they might die. Attempt an [Intimidation](../skills.md#Intimidation) check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can't hear you or doesn't understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The target must attempt at a Fortitude save against your [Intimidation](../skills.md#Intimidation) DC. On a critical failure, it dies. On any other result, it becomes [frightened](../../Rules/conditions.md#Frightened) and is [fleeing](../../Rules/conditions.md#Fleeing) for 1 round. The critical failure effect has the [death](../../Rules/traits/death.md) trait. -> - **Success** The target becomes [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target becomes [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target is unaffected. - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/emotion #trait/fear #trait/general #trait/incapacitation #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/scarecrow-aoa3.md b/Compendium/feats/scarecrow-aoa3.md deleted file mode 100644 index 6ef019044..000000000 --- a/Compendium/feats/scarecrow-aoa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/archetype -- trait/uncommon -aliases: ["Scarecrow"] ---- -# Scarecrow *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](bellflower-dedication-aoa3.md) - -You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop [grabbed](../../Rules/conditions.md#Grabbed), that member can attempt to [Escape](../../Rules/actions/escape.md) using a reaction. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/scatter-blast-g-g.md b/Compendium/feats/scatter-blast-g-g.md deleted file mode 100644 index c62f509ca..000000000 --- a/Compendium/feats/scatter-blast-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Scatter Blast"] ---- -# Scatter Blast [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm that has the scatter trait. -- **Activity** Two-Action - -You pack your weapon with additional shot and powder, creating a risky but devastating wave of destruction. Make a ranged [Strike](../../Rules/actions/strike.md) with the firearm. The firearm's range increment increases by 20 feet and the radius of its scatter increases by 20 feet. The [Strike](../../Rules/actions/strike.md) gains the following failure conditions. - -> [!success-degree] -> - **Failure** The firearm misfires, but it doesn't cause the other critical failure effects listed below. -> - **Critical Failure** The firearm misfires and also explodes. It becomes [broken](../../Rules/conditions.md#Broken), and it deals its normal weapon damage to all creatures in a 20-foot burst centered on the firearm, with a basic Reflex save against your class DC. This damage includes any from the weapon's fundamental and property runes. - -*Source: Guns & Gears p. 114* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/scattered-fire-lotgb.md b/Compendium/feats/scattered-fire-lotgb.md deleted file mode 100644 index c8f5854f6..000000000 --- a/Compendium/feats/scattered-fire-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Scattered Fire"] ---- -# Scattered Fire *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [fireball](../spells/fireball.md) - -When you cast [fireball](../spells/fireball.md), you can modify its area to be two non-overlapping 10-foot bursts. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/scavengers-search-apg.md b/Compendium/feats/scavengers-search-apg.md deleted file mode 100644 index 1263c1659..000000000 --- a/Compendium/feats/scavengers-search-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Scavenger's Search"] ---- -# Scavenger's Search *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - - -You're always on the lookout for supplies and valuables. Each time you use the [Seek](../../Rules/actions/seek.md) action to search for objects (including secret doors and hazards), you can search for objects in your choice of a 10-foot emanation around you or an adjacent 15-foot-by-15-foot area, rather than a single adjacent 10-foot-by-10-foot area. - -*Source: Advanced Player's Guide p. 26* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/scholarly-defense-av2.md b/Compendium/feats/scholarly-defense-av2.md deleted file mode 100644 index d8086aa0c..000000000 --- a/Compendium/feats/scholarly-defense-av2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Scholarly Defense"] ---- -# Scholarly Defense *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/scholars-inheritance-loag.md b/Compendium/feats/scholars-inheritance-loag.md deleted file mode 100644 index 6274fd945..000000000 --- a/Compendium/feats/scholars-inheritance-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Scholar's Inheritance"] ---- -# Scholar's Inheritance *Feat 1* -[suli](../../Rules/traits/suli-b2.md) - - -Your parents devoted themselves to alchemical experiments involving elemental energy. - -You gain the trained proficiency rank in [Crafting](../skills.md#Crafting). If you would automatically become trained in [Crafting](../skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the [Alchemical Crafting](alchemical-crafting.md) skill feat. - -*Source: Lost Omens: Ancestry Guide p. 111* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/scholastic-identification-apg.md b/Compendium/feats/scholastic-identification-apg.md deleted file mode 100644 index 352a19bb7..000000000 --- a/Compendium/feats/scholastic-identification-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Scholastic Identification"] ---- -# Scholastic Identification *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Archaeologist Dedication](archaeologist-dedication-apg.md), master in [Society](../skills.md#Society) - -You have the knowledge needed to understand ancient texts and cultural artifacts. You can use [Society](../skills.md#Society) when [Deciphering Writing](../../Rules/actions/decipher-writing.md), no matter the type of writing you are examining. You can also use [Society](../skills.md#Society) to [Identify Magic](../../Rules/actions/identify-magic.md) when examining a magic item or location with cultural significance. - -*Source: Advanced Player's Guide p. 156* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/school-counterspell-som.md b/Compendium/feats/school-counterspell-som.md deleted file mode 100644 index 5878fd537..000000000 --- a/Compendium/feats/school-counterspell-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["School Counterspell"] ---- -# School Counterspell *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Counterspell, [Runelord Dedication](runelord-dedication-som.md) - -Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school. - -*Source: Secrets of Magic p. 241* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/school-spell-redirection-som.md b/Compendium/feats/school-spell-redirection-som.md deleted file mode 100644 index a60c69d02..000000000 --- a/Compendium/feats/school-spell-redirection-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["School Spell Redirection"] ---- -# School Spell Redirection *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Counterspell, [Runelord Dedication](runelord-dedication-som.md) - -When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects. - -*Source: Secrets of Magic p. 241* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/schooled-in-secrets-apg.md b/Compendium/feats/schooled-in-secrets-apg.md deleted file mode 100644 index b030f334c..000000000 --- a/Compendium/feats/schooled-in-secrets-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Schooled In Secrets"] ---- -# Schooled In Secrets *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) - -You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use [Occultism](../skills.md#Occultism) in place of [Diplomacy](../skills.md#Diplomacy) to [Gather Information](../../Rules/actions/gather-information.md) about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. - -*Source: Advanced Player's Guide p. 208* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/scintillating-spell-apg.md b/Compendium/feats/scintillating-spell-apg.md deleted file mode 100644 index 1933cb5a5..000000000 --- a/Compendium/feats/scintillating-spell-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/light -- trait/metamagic -- trait/sorcerer -aliases: ["Scintillating Spell"] ---- -# Scintillating Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[concentrate](../../Rules/traits/concentrate.md) [light](../../Rules/traits/light.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -Your spells become a radiant display of light and color. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that doesn't have the [darkness](../../Rules/traits/darkness.md) trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round, and those who critically failed are instead [blinded](../../Rules/conditions.md#Blinded) for 1 round. - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/light #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/scion-transformation-loag.md b/Compendium/feats/scion-transformation-loag.md deleted file mode 100644 index 5e6d4149f..000000000 --- a/Compendium/feats/scion-transformation-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -- trait/primal -- trait/transmutation -aliases: ["Scion Transformation"] ---- -# Scion Transformation *Feat 17* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) [primal](../../Rules/traits/primal.md) [transmutation](../../Rules/traits/transmutation.md) - - -You go into hibernation for 24 hours and perform a ritual dedicated to your ancestors, undergoing a one-time metamorphosis. You permanently gain the effects of [enlarge](../spells/enlarge.md), and your maximum Hit Points increase by your level. The ritual transforms most of your gear to the appropriate size for your new body (though powerful items like artifacts or items strongly tied to their original size may not transform, at the GM's discretion). - -*Source: Lost Omens: Ancestry Guide p. 48* -%% #compendium/src/pf2e/loag #trait/lizardfolk #trait/primal #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/scorching-disarm-loag.md b/Compendium/feats/scorching-disarm-loag.md deleted file mode 100644 index e17a09029..000000000 --- a/Compendium/feats/scorching-disarm-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fire -- trait/ifrit -aliases: ["Scorching Disarm"] ---- -# Scorching Disarm [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[fire](../../Rules/traits/fire.md) [ifrit](../../Rules/traits/ifrit-b2.md) - -- **Frequency**: once per day -- **Activity** Single Action - -You make a weapon unbearable to hold. Attempt an [Athletics](../skills.md#Athletics) check to [Disarm](../../Rules/actions/disarm.md) a target creature. You don't need to have a hand free to make this [Disarm](../../Rules/actions/disarm.md) attempt. If the [Disarm](../../Rules/actions/disarm.md) attempt succeeds, the target takes `4d6` fire damage unless it drops the weapon, and on a critical success, it takes `4d6` fire damage and drops the weapon. If you're legendary in [Athletics](../skills.md#Athletics), this increases to `8d6` fire damage. - -*Source: Lost Omens: Ancestry Guide p. 104* -%% #compendium/src/pf2e/loag #trait/fire #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/scour-the-library-da.md b/Compendium/feats/scour-the-library-da.md deleted file mode 100644 index 5f1d3adac..000000000 --- a/Compendium/feats/scour-the-library-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psyche -- trait/psychic -aliases: ["Scour the Library"] ---- -# Scour the Library [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Requirements**: gathered lore subconscious mind -- **Activity** Single Action - -Seeing an enemy's attack, you quickly consult multiple scraps of lore in your mind, synthesizing them into the perfect plan. - -Make a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) (using an appropriate skill) about one creature within 60 feet. On a success, in addition to the normal benefits, you gain a +1 circumstance bonus to your next attack roll against that creature and to your AC against the creature's next attack. On a critical success, the bonuses are +2. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/psyche #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/scouring-rage-apg.md b/Compendium/feats/scouring-rage-apg.md deleted file mode 100644 index 4a806a1a0..000000000 --- a/Compendium/feats/scouring-rage-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -aliases: ["Scouring Rage"] ---- -# Scouring Rage [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) - -- **Prerequisites**: an instinct that allows you to change your additional damage from [Rage](../../Rules/actions/rage.md) to a different damage type -- **Trigger** You [Rage](../../Rules/actions/rage.md). -- **Activity** Free Action - -You emit a powerful surge of instinctual energy when you unleash your potential. Each adjacent creature takes damage equal to your level (basic Fortitude save against your class DC) of the same type as your additional damage during that [Rage](../../Rules/actions/rage.md). - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/scout-dedication-apg.md b/Compendium/feats/scout-dedication-apg.md deleted file mode 100644 index 9dde33307..000000000 --- a/Compendium/feats/scout-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Scout Dedication"] ---- -# Scout Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Stealth](../skills.md#Stealth) and [Survival](../skills.md#Survival) - -You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the [Scout's Warning (ranger)](scouts-warning-ranger.md) ranger feat. When you're using the [Scout](../../Rules/actions/scout.md) exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. - -**Special.** You can't select another dedication feat until you have gained two other feats from the scout archetype. - -## Scout Dedication leads to... - -[Fleeting Shadow](fleeting-shadow-apg.md), [Scout's Charge](scouts-charge-apg.md), [Scout's Pounce](scouts-pounce-apg.md), [Scout's Speed](scouts-speed-apg.md), [Terrain Scout](terrain-scout-apg.md), [Eclipsed Vitality](eclipsed-vitality-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 188* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/scouts-charge-apg.md b/Compendium/feats/scouts-charge-apg.md deleted file mode 100644 index eae2766a4..000000000 --- a/Compendium/feats/scouts-charge-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Scout's Charge"] ---- -# Scout's Charge [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Scout Dedication](scout-dedication-apg.md) -- **Activity** Two-Action - -You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. [Stride](../../Rules/actions/stride.md), [Feint](../../Rules/actions/feint.md) against that opponent, and then make a [Strike](../../Rules/actions/strike.md) against that foe. For your [Feint](../../Rules/actions/feint.md), you can attempt a [Stealth](../skills.md#Stealth) check instead of the [Deception](../skills.md#Deception) check that's usually required, because you use the terrain around you to catch your foe off-guard. - -*Source: Advanced Player's Guide p. 188* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/scouts-pounce-apg.md b/Compendium/feats/scouts-pounce-apg.md deleted file mode 100644 index 622bb62ad..000000000 --- a/Compendium/feats/scouts-pounce-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Scout's Pounce"] ---- -# Scout's Pounce [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Scout Dedication](scout-dedication-apg.md) -- **Requirements**: You are [hidden](../../Rules/conditions.md#Hidden) from or [undetected](../../Rules/conditions.md#Undetected) by all of your opponents, and you aren't within 10 feet of any enemy. -- **Activity** Two-Action - -You leap from the shadows to strike your foes. [Stride](../../Rules/actions/stride.md) up to your Speed, then [Strike](../../Rules/actions/strike.md) twice. If you were [hidden](../../Rules/conditions.md#Hidden) or [unnoticed](../../Rules/conditions.md#Unnoticed) by the target of these [Strikes](../../Rules/actions/strike.md), your foe is [flat-footed](../../Rules/conditions.md#Flat-footed) against both attacks. Your multiple attack penalty applies normally for both attacks. - -*Source: Advanced Player's Guide p. 188* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/scouts-speed-apg.md b/Compendium/feats/scouts-speed-apg.md deleted file mode 100644 index 734091e37..000000000 --- a/Compendium/feats/scouts-speed-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Scout's Speed"] ---- -# Scout's Speed *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scout Dedication](scout-dedication-apg.md) - -You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus. - -*Source: Advanced Player's Guide p. 188* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/scouts-warning-ranger.md b/Compendium/feats/scouts-warning-ranger.md deleted file mode 100644 index 49c82ec43..000000000 --- a/Compendium/feats/scouts-warning-ranger.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Scout's Warning (Ranger)"] ---- -# Scout's Warning (Ranger) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Trigger** You are about to roll a [Perception](../skills.md#Perception) or [Survival](../skills.md#Survival) check for initiative. -- **Activity** Free Action - -You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](../../Rules/traits/visual.md) or the [auditory](../../Rules/traits/auditory.md) trait, respectively. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/scouts-warning-rogue.md b/Compendium/feats/scouts-warning-rogue.md deleted file mode 100644 index 4f42f9b68..000000000 --- a/Compendium/feats/scouts-warning-rogue.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Scout's Warning (Rogue)"] ---- -# Scout's Warning (Rogue) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** You are about to roll a [Perception](../skills.md#Perception) or [Survival](../skills.md#Survival) check for initiative. -- **Activity** Free Action - -You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](../../Rules/traits/visual.md) or [auditory](../../Rules/traits/auditory.md) trait, respectively. - -*Source: Core Rulebook p. 186* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/scroll-esoterica-da.md b/Compendium/feats/scroll-esoterica-da.md deleted file mode 100644 index 4aedf0942..000000000 --- a/Compendium/feats/scroll-esoterica-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/esoterica -- trait/thaumaturge -aliases: ["Scroll Esoterica"] ---- -# Scroll Esoterica *Feat 6* -[esoterica](../../Rules/traits/esoterica-da.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: [Scroll Thaumaturgy](scroll-thaumaturgy-da.md) - -Your esoterica includes scraps of scriptures, magic tomes, druidic markings, and the like, which you can use to create temporary scrolls. Each day during your daily preparations, you can create a single temporary [scroll](../equipment/items/scroll.md) containing a 1st-level spell of any tradition. The spell must be [common](../../Rules/traits/common.md), or you must otherwise have access to it. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't used it by then. It can't be used to [Learn the Spell](../../Rules/actions/learn-a-spell.md). - -At 8th level, add a second temporary scroll containing a 2nd-level spell. - -*Source: Dark Archive p. 44* -%% #compendium/src/pf2e/da #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/scroll-thaumaturgy-da.md b/Compendium/feats/scroll-thaumaturgy-da.md deleted file mode 100644 index 80a4364cb..000000000 --- a/Compendium/feats/scroll-thaumaturgy-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Scroll Thaumaturgy"] ---- -# Scroll Thaumaturgy *Feat 1* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -Your multidisciplinary study of magic means you know how to activate the magic in scrolls with ease. You can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll's DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. - -## Scroll Thaumaturgy leads to... - -[Scroll Esoterica](scroll-esoterica-da.md) - -## Summary - -*Source: Dark Archive p. 42* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/scroll-trickster-dedication-apg.md b/Compendium/feats/scroll-trickster-dedication-apg.md deleted file mode 100644 index f20da4376..000000000 --- a/Compendium/feats/scroll-trickster-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Scroll Trickster Dedication"] ---- -# Scroll Trickster Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the [Trick Magic Item](trick-magic-item.md) feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to [Trick a Magic Item](trick-magic-item.md) that's a scroll, you get a failure instead. - -**Special.** You can't select another dedication feat until you gain two other feats from the scroll trickster archetype. - -## Scroll Trickster Dedication leads to... - -[Basic Scroll Cache](basic-scroll-cache-apg.md), [Expert Scroll Cache](expert-scroll-cache-apg.md), [Master Scroll Cache](master-scroll-cache-apg.md), [Skim Scroll](skim-scroll-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 189* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/scrollmaster-dedication-locg.md b/Compendium/feats/scrollmaster-dedication-locg.md deleted file mode 100644 index b0e53b67a..000000000 --- a/Compendium/feats/scrollmaster-dedication-locg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Scrollmaster Dedication"] ---- -# Scrollmaster Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in any [Lore](../skills.md#Lore) skill, member of the Pathfinder Society affiliated with the School of Scrolls - -Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact—such as the name of an NPC you have met, the details of your mission briefing, and similar information—you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago. - -If you have the [Thorough Reports](thorough-reports-lowg.md) feat and have expert proficiency in the skill you're using to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), your circumstance bonus to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about creatures from that feat increases to +4. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype. - -## Scrollmaster Dedication leads to... - -[Font Of Knowledge](font-of-knowledge-locg.md), [Lore Seeker](lore-seeker-locg.md), [Determined Lore Seeker](determined-lore-seeker-lopsg.md), [Unravel Mysteries](unravel-mysteries-locg.md), [Bestiary Scholar](bestiary-scholar-lopsg.md), [Cautious Delver](cautious-delver-lopsg.md), [Foolproof Instructions](foolproof-instructions-lopsg.md), [Innate Magic Intuition](innate-magic-intuition-lopsg.md), [Magic Finder](magic-finder-lopsg.md), [Masterful Obfuscation](masterful-obfuscation-lopsg.md), [Transcribe Moment](transcribe-moment-lopsg.md), [Ward Mind](ward-mind-lopsg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 113* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/scrounger-dedication-apg.md b/Compendium/feats/scrounger-dedication-apg.md deleted file mode 100644 index 93d8e3223..000000000 --- a/Compendium/feats/scrounger-dedication-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Scrounger Dedication"] ---- -# Scrounger Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You can [Craft](../../Rules/actions/craft.md) items even without appropriate tools or a workshop, though you take a –2 item penalty to your [Crafting](../skills.md#Crafting) check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all. - -You can [Craft](../../Rules/actions/craft.md) temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial [Crafting](../skills.md#Crafting) check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6–9 on page 288 of the Core Rulebook) - -Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for `1d4` hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text. - -You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to [Craft](../../Rules/actions/craft.md) a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a –5 penalty to the [Crafting](../skills.md#Crafting) check (or a –10 penalty if the materials you used were particularly unsuitable, as determined by the GM). - -**Special.** You can't select another dedication feat until you have gained two other feats from the scrounger archetype. - -## Scrounger Dedication leads to... - -[Expert Disassembly](expert-disassembly-apg.md), [High-quality Scrounger](high-quality-scrounger-apg.md), [Reverse Engineering](reverse-engineering-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 190* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/scrutinizing-gaze-g-g.md b/Compendium/feats/scrutinizing-gaze-g-g.md deleted file mode 100644 index cbfd5d83b..000000000 --- a/Compendium/feats/scrutinizing-gaze-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Scrutinizing Gaze"] ---- -# Scrutinizing Gaze *Feat 13* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -Your family's traditions of defending against Geb's undead have granted you a sixth sense for detecting spirits, haunts, and other restless dead, no matter their form or the strength of their presence. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks to [Sense Motive](../../Rules/actions/sense-motive.md) when trying to determine if a creature is possessed or under the influence of an effect that would make them [controlled](../../Rules/conditions.md#Controlled), a +2 circumstance bonus to [Perception](../skills.md#Perception) checks made to see through disguises worn by undead, and a +2 circumstance bonus when using the [Seek](../../Rules/actions/seek.md) action to find [hidden](../../Rules/conditions.md#Hidden) or [undetected](../../Rules/conditions.md#Undetected) haunts or undead within 30 feet of you. - -If you aren't using the [Seek](../../Rules/actions/seek.md) action or searching, the GM automatically rolls a secret check for you to notice haunts or undead within 30 feet anyway. This check doesn't gain the usual +2 circumstance bonus, and instead takes a –2 circumstance penalty. - -*Source: Guns & Gears p. 201* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sculpt-shadows-loag.md b/Compendium/feats/sculpt-shadows-loag.md deleted file mode 100644 index e807d1437..000000000 --- a/Compendium/feats/sculpt-shadows-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/conjuration -- trait/fetchling -- trait/occult -- trait/shadow -aliases: ["Sculpt Shadows"] ---- -# Sculpt Shadows [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 9* -[conjuration](../../Rules/traits/conjuration.md) [fetchling](../../Rules/traits/fetchling-b2.md) [occult](../../Rules/traits/occult.md) [shadow](../../Rules/traits/shadow.md) - -- **Activity** Three-Action - -You coax nearby shadows into the shape of a simple weapon or a simple tool or item, using a tiny piece of your shadow to make it solid; in doing so, you lose 1 Hit Point. You can create only level-0 common, non-consumable weapons, or adventuring gear with no intricate parts, written text, or other complicated components. - -The item lasts until used for a single activity, until you Sculpt Shadows again, or for 1 minute, whichever comes first. Once the duration expires, the object dissipates, and you regain the lost Hit Point unless the item was [Broken](../../Rules/conditions.md#Broken) or Destroyed. As the object holds a tiny sliver of your shadow, you can't recover the lost Hit Point until after the object dissipates. - -*Source: Lost Omens: Ancestry Guide p. 88* -%% #compendium/src/pf2e/loag #trait/conjuration #trait/fetchling #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/Compendium/feats/scuttle-up-loil.md b/Compendium/feats/scuttle-up-loil.md deleted file mode 100644 index 074ae1c50..000000000 --- a/Compendium/feats/scuttle-up-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Scuttle Up"] ---- -# Scuttle Up *Feat 1* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: athamasi or xyloshi - -Your environment requires you to climb cave walls or tree trunks with great regularity. You gain a [Climb](../../Rules/actions/climb.md) speed of 10 feet. - -*Source: Lost Omens: Impossible Lands p. 43* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/sealed-poppet-lotgb.md b/Compendium/feats/sealed-poppet-lotgb.md deleted file mode 100644 index abf337cc6..000000000 --- a/Compendium/feats/sealed-poppet-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Sealed Poppet"] ---- -# Sealed Poppet *Feat 5* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -You've reinforced your interior parts with sealant or other flame-retardant materials, protecting you from fire. You no longer have the weakness to fire from the flammable ability. - -**Special.** You can't take this feat if you're a stuffed poppet. - -*Source: Lost Omens: The Grand Bazaar p. 64* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/searing-restoration-g-g.md b/Compendium/feats/searing-restoration-g-g.md deleted file mode 100644 index e43945719..000000000 --- a/Compendium/feats/searing-restoration-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/fire -- trait/healing -- trait/inventor -- trait/manipulate -- trait/unstable -aliases: ["Searing Restoration"] ---- -# Searing Restoration [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fire](../../Rules/traits/fire.md) [healing](../../Rules/traits/healing.md) [inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) [unstable](../../Rules/traits/unstable-g-g.md) - -- **Activity** Single Action - -They told you there was no way that explosions could heal people, but they were fools... Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains `1d10` Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage), with the DC reduction from appropriate assistance. - -At 3rd level, and every 2 levels thereafter, increase the healing by `1d10`. - -**Special.** If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself. - -*Source: Guns & Gears p. 26* -%% #compendium/src/pf2e/g&g #trait/fire #trait/healing #trait/inventor #trait/manipulate #trait/unstable %% \ No newline at end of file diff --git a/Compendium/feats/seasoned-apg.md b/Compendium/feats/seasoned-apg.md deleted file mode 100644 index 85ff3e6ef..000000000 --- a/Compendium/feats/seasoned-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Seasoned"] ---- -# Seasoned *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Alcohol Lore](../skills.md#Lore), [Cooking Lore](../skills.md#Lore), or [Crafting](../skills.md#Crafting) - -You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to [Craft](../../Rules/actions/craft.md) food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2. - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/second-chance-spell-apg.md b/Compendium/feats/second-chance-spell-apg.md deleted file mode 100644 index 8cb67ece6..000000000 --- a/Compendium/feats/second-chance-spell-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/enchantment -- trait/wizard -aliases: ["Second Chance Spell"] ---- -# Second Chance Spell *Feat 18* -[enchantment](../../Rules/traits/enchantment.md) [wizard](../../Rules/traits/wizard.md) - - -When your target proves resilient to your magical deceptions, you can try them again on someone else. When you cast an enchantment spell that targets one creature and that creature critically succeeds at its Will save, you can [Cast the Spell](../../Rules/actions/cast-a-spell.md) again before the end of your next turn on a different creature without expending an additional spell slot. The second casting doesn't grant you any benefits that you would normally gain for [Casting a Spell](../../Rules/actions/cast-a-spell.md) from a spell slot. - -*Source: Advanced Player's Guide p. 143* -%% #compendium/src/pf2e/apg #trait/enchantment #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/second-shield-apg.md b/Compendium/feats/second-shield-apg.md deleted file mode 100644 index 1cb2709ae..000000000 --- a/Compendium/feats/second-shield-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Second Shield"] ---- -# Second Shield [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Viking Dedication](viking-dedication-apg.md) -- **Trigger** Your [Shield Block](shield-block.md) causes your shield to break or be destroyed. -- **Activity** Free Action - -You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can [Interact](../../Rules/actions/interact.md) to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield—for example, a table or chair— you can [Interact](../../Rules/actions/interact.md) to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the [Raise a Shield](../../Rules/actions/raise-a-shield.md) action, as normal. - -*Source: Advanced Player's Guide p. 198* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/second-sting.md b/Compendium/feats/second-sting.md deleted file mode 100644 index 6ca0827f7..000000000 --- a/Compendium/feats/second-sting.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/press -- trait/ranger -aliases: ["Second Sting"] ---- -# Second Sting [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[press](../../Rules/traits/press.md) [ranger](../../Rules/traits/ranger.md) - -- **Requirements**: You are wielding two melee weapons, each in a different hand. -- **Activity** Single Action - -You read your prey's movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee [Strike](../../Rules/actions/strike.md) with one of the required weapons against your hunted prey. The [Strike](../../Rules/actions/strike.md) gains the following failure effect. - -> [!success-degree] -> - **Failure** You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.) - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/press #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/second-wind.md b/Compendium/feats/second-wind.md deleted file mode 100644 index e5e271c58..000000000 --- a/Compendium/feats/second-wind.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Second Wind"] ---- -# Second Wind *Feat 2* -[barbarian](../../Rules/traits/barbarian.md) - - -You can enter a second rage, but afterward you need to catch your breath. You can [Rage](../../Rules/actions/rage.md) without waiting for 1 minute after the previous [Rage](../../Rules/actions/rage.md) (or 1 round, with quick rage), but when you end this second [Rage](../../Rules/actions/rage.md), you're [fatigued](../../Rules/conditions.md#Fatigued) until you rest for 10 minutes. - -*Source: Core Rulebook p. 89* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/secret-eyes-lome.md b/Compendium/feats/secret-eyes-lome.md deleted file mode 100644 index 748c4fdc7..000000000 --- a/Compendium/feats/secret-eyes-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Secret Eyes"] ---- -# Secret Eyes *Feat 13* -[shisk](../../Rules/traits/shisk-lome.md) - - -You can call forth an [invisible](../../Rules/conditions.md#Invisible) eye to let you peek on secrets. Once per day, you can cast [prying eye](../spells/prying-eye.md) as an innate occult spell. - -*Source: Lost Omens: The Mwangi Expanse p. 126* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/secret-speech-aoa3.md b/Compendium/feats/secret-speech-aoa3.md deleted file mode 100644 index 59482419a..000000000 --- a/Compendium/feats/secret-speech-aoa3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Secret Speech"] ---- -# Secret Speech *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -Choose a secret society (such as the Lacunafex or the Bellflower Network). You've learned that society's secret cant or jargon, enabling you to share condition hidden messages when signing or speaking with others who've also learned it. If an observer succeeds at a [Perception](../skills.md#Perception) check against your [Deception](../skills.md#Deception) DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a [Society](../skills.md#Society) check against your [Deception](../skills.md#Deception) DC. On a critical success, they learn not only the message, but also who you're passing the message to. - -**Special.** You can take this feat multiple times. You learn the secret speech of a different society each time. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* -%% #compendium/src/pf2e/aoa3 #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/secrets-of-shadow-som.md b/Compendium/feats/secrets-of-shadow-som.md deleted file mode 100644 index e23bc199c..000000000 --- a/Compendium/feats/secrets-of-shadow-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Secrets Of Shadow"] ---- -# Secrets Of Shadow *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadow Reservoir](shadow-reservoir-som.md) - -Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. - -Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that. - -In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain negative resistance equal to the highest level of spell you can cast from spell slots; if you have negative healing (or are otherwise harmed by positive damage and not negative damage), you instead gain positive resistance in the same amount. - -*Source: Secrets of Magic p. 226* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/see-the-unseen-lome.md b/Compendium/feats/see-the-unseen-lome.md deleted file mode 100644 index d341ffb5a..000000000 --- a/Compendium/feats/see-the-unseen-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/goloma -aliases: ["See The Unseen"] ---- -# See The Unseen *Feat 13* -[goloma](../../Rules/traits/goloma-lome.md) - - -You notice things that others can't see at all. While you're adjacent to an [undetected](../../Rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](../../Rules/conditions.md#Hidden) from you. You only need a successful DC 5 flat check to target a [hidden](../../Rules/conditions.md#Hidden) creature. - -*Source: Lost Omens: The Mwangi Expanse p. 118* -%% #compendium/src/pf2e/lome #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/seedpod-locg.md b/Compendium/feats/seedpod-locg.md deleted file mode 100644 index 438f68bfc..000000000 --- a/Compendium/feats/seedpod-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Seedpod"] ---- -# Seedpod *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - - -Your body produces a nearly endless supply of hard seedpods. You gain a seedpod ranged unarmed attack with a range increment of 10 feet that deals `1d4` bludgeoning damage; these [Strikes](../../Rules/actions/strike.md) have the [manipulate](../../Rules/traits/manipulate.md) trait. On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target's Speed for 1 round. Seedpods do not add critical specialization effects. - -## Seedpod leads to... - -[Thorned Seedpod](thorned-seedpod-loag.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 54* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/seeker-arrow-apg.md b/Compendium/feats/seeker-arrow-apg.md deleted file mode 100644 index 79666dbf3..000000000 --- a/Compendium/feats/seeker-arrow-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/divination -- trait/magical -aliases: ["Seeker Arrow"] ---- -# Seeker Arrow [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [divination](../../Rules/traits/divination.md) [magical](../../Rules/traits/magical.md) - -- **Prerequisites**: [Eldritch Archer Dedication](eldritch-archer-dedication-apg.md) -- **Activity** Single Action - -Your shots zip around corners and fly at impossible angles to reach your target. Make a bow [Strike](../../Rules/actions/strike.md) against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's [concealed](../../Rules/conditions.md#Concealed) condition and all cover. - -*Source: Advanced Player's Guide p. 173* -%% #compendium/src/pf2e/apg #trait/archetype #trait/divination #trait/magical %% \ No newline at end of file diff --git a/Compendium/feats/seeker-of-truths-av2.md b/Compendium/feats/seeker-of-truths-av2.md deleted file mode 100644 index a2eb0b4ff..000000000 --- a/Compendium/feats/seeker-of-truths-av2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Seeker Of Truths"] ---- -# Seeker Of Truths *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you [Refocus](../../Rules/actions/refocus.md) by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol—such as the [word of truth](../spells/word-of-truth.md) focus spell—it instead manifests as a strange shape unique to you that seems to defy geometry. - -**Special.** You can take this feat up to three times, selecting a different domain each time. - -## Seeker Of Truths leads to... - -[Advanced Seeker Of Truths](advanced-seeker-of-truths-av2.md) - -## Summary - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/seize-botd.md b/Compendium/feats/seize-botd.md deleted file mode 100644 index 423119ef4..000000000 --- a/Compendium/feats/seize-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/flourish -aliases: ["Seize"] ---- -# Seize [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) -- **Requirements**: Your last action was a successful fist [Strike](../../Rules/actions/strike.md) against a creature no more than one size larger than you. -- **Activity** Single Action - -You seize your foe and pull it close. The foe you hit is [grabbed](../../Rules/conditions.md#Grabbed) as if you succeeded at an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the foe. - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/selective-energy.md b/Compendium/feats/selective-energy.md deleted file mode 100644 index 12a048429..000000000 --- a/Compendium/feats/selective-energy.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Selective Energy"] ---- -# Selective Energy *Feat 6* -[cleric](../../Rules/traits/cleric.md) - - -As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of [harm](../spells/harm.md) or [heal](../spells/heal.md) that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell. - -*Source: Core Rulebook p. 123* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/self-destruct-ooa3.md b/Compendium/feats/self-destruct-ooa3.md deleted file mode 100644 index 6e078720b..000000000 --- a/Compendium/feats/self-destruct-ooa3.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Self-Destruct"] ---- -# Self-Destruct [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Clockwork Reanimator Dedication](clockwork-reanimator-dedication-ooa3.md) -- **Trigger** Your reanimated clockwork companion is reduced to 0 Hit Points. -- **Requirements**: You're within 60 feet of your reanimated clockwork companion. -- **Activity** Reaction - -You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing `2d6` fire damage per level to all creatures in a 30-foot radius. Creatures caught in the blast can attempt a basic Reflex save, with a DC equal to the higher of your class DC or spell DC. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/selfless-parry-apg.md b/Compendium/feats/selfless-parry-apg.md deleted file mode 100644 index 15a58ffa0..000000000 --- a/Compendium/feats/selfless-parry-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Selfless Parry"] ---- -# Selfless Parry *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dueling Parry](dueling-parry-apg.md), [Duelist Dedication](duelist-dedication-apg.md) - -You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a [Strike](../../Rules/actions/strike.md) against an ally adjacent to you, not just against yourself. - -*Source: Advanced Player's Guide p. 171* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/semblance-of-life-botd.md b/Compendium/feats/semblance-of-life-botd.md deleted file mode 100644 index 75544de93..000000000 --- a/Compendium/feats/semblance-of-life-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/divine -- trait/illusion -- trait/visual -aliases: ["Semblance of Life"] ---- -# Semblance of Life [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [divine](../../Rules/traits/divine.md) [illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) -- **Trigger** You deal damage to a living creature with your fist [Strike](../../Rules/actions/strike.md) or with [Desiccating Inhalation](desiccating-inhalation-botd.md). -- **Activity** Free Action - -You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of [illusory disguise](../spells/illusory-disguise.md), except you can appear only as yourself while you were a living humanoid. - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype #trait/divine #trait/illusion #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/sense-alignment-aoe1.md b/Compendium/feats/sense-alignment-aoe1.md deleted file mode 100644 index f62ef617b..000000000 --- a/Compendium/feats/sense-alignment-aoe1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe1 -- trait/archetype -- trait/secret -aliases: ["Sense Alignment"] ---- -# Sense Alignment [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [secret](../../Rules/traits/secret.md) - -- **Prerequisites**: [Edgewatch Detective Dedication](edgewatch-detective-dedication-aoe1.md) -- **Activity** Three-Action - -You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret [Perception](../skills.md#Perception) check, comparing the result against the target's [Deception](../skills.md#Deception) DC. - -> [!success-degree] -> - **Critical Success** You ascertain the target's alignment. -> - **Success** You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis). -> - **Failure** You do not learn the target's alignment. -> - **Critical Failure** You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice). - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 79* -%% #compendium/src/pf2e/aoe1 #trait/archetype #trait/secret %% \ No newline at end of file diff --git a/Compendium/feats/sense-allies-apg.md b/Compendium/feats/sense-allies-apg.md deleted file mode 100644 index 144f47a77..000000000 --- a/Compendium/feats/sense-allies-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/human -aliases: ["Sense Allies"] ---- -# Sense Allies *Feat 5* -[human](../../Rules/traits/human.md) - - -Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be [undetected](../../Rules/conditions.md#Undetected) by you are instead [hidden](../../Rules/conditions.md#Hidden) from you. The flat check for you to target willing allies within 60 feet that are [hidden](../../Rules/conditions.md#Hidden) from you is 5 instead of 11. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/sense-chaos-locg.md b/Compendium/feats/sense-chaos-locg.md deleted file mode 100644 index 819bb1457..000000000 --- a/Compendium/feats/sense-chaos-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Sense Chaos"] ---- -# Sense Chaos *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Dedication](hellknight-dedication-locg.md) - -You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is [powerful or overwhelming](../../Rules/tables/alignment-aura.md), you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a [Deception](../skills.md#Deception) check against your [Perception](../skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](../skills.md#Deception) check, it is temporarily immune to your Sense Chaos for 1 day. - -*Source: Lost Omens: Character Guide p. 84* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sense-evil.md b/Compendium/feats/sense-evil.md deleted file mode 100644 index 217019d52..000000000 --- a/Compendium/feats/sense-evil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Sense Evil"] ---- -# Sense Evil *Feat 8* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: tenets of good - -You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a [Deception](../skills.md#Deception) check against your [Perception](../skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](../skills.md#Deception) check, it is then temporarily immune to your Sense Evil for 1 day. - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/sense-for-trouble-loag.md b/Compendium/feats/sense-for-trouble-loag.md deleted file mode 100644 index c0d9b130a..000000000 --- a/Compendium/feats/sense-for-trouble-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Sense For Trouble"] ---- -# Sense For Trouble *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Cat's Luck](cats-luck-apg.md) - -You can tell when something's off. You can trigger Cat's Luck after you roll initiative, in addition to its normal trigger, to reroll your Initiative and take the higher of the two results. This still counts against Cat's Luck's frequency, as normal. - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/sense-good-apg.md b/Compendium/feats/sense-good-apg.md deleted file mode 100644 index c7bf9f8b9..000000000 --- a/Compendium/feats/sense-good-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Sense Good"] ---- -# Sense Good *Feat 8* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: tenets of evil - -The presence of goodness sickens you with its saccharine self-righteousness. When in the presence of an [aura of good that is powerful or overwhelming](../../Rules/tables/alignment-aura.md), you detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. A good creature using a disguise or otherwise trying to hide its presence attempts a [Deception](../skills.md#Deception) check against your [Perception](../skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](../skills.md#Deception) check, it is then temporarily immune to your Sense Good for 1 day. - -*Source: Advanced Player's Guide p. 120* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sense-ki-frp2.md b/Compendium/feats/sense-ki-frp2.md deleted file mode 100644 index 5b2b62249..000000000 --- a/Compendium/feats/sense-ki-frp2.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/monk -- trait/uncommon -aliases: ["Sense Ki"] ---- -# Sense Ki *Feat 12* -[monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: ki spells - -You can read the presence of ki in your area. You gain imprecise lifesense out to a range of 30 feet. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* -%% #compendium/src/pf2e/frp2 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sense-the-unseen-investigator-apg.md b/Compendium/feats/sense-the-unseen-investigator-apg.md deleted file mode 100644 index 54a6861ee..000000000 --- a/Compendium/feats/sense-the-unseen-investigator-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Sense The Unseen (Investigator)"] ---- -# Sense The Unseen (Investigator) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Trigger** You fail a check to [Seek](../../Rules/actions/seek.md). -- **Activity** Reaction - -When you look for foes, you notice the slightest of cues. Even though you failed at the triggering check, you automatically sense any [undetected](../../Rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](../../Rules/conditions.md#Hidden) to you. - -*Source: Advanced Player's Guide p. 64* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/sense-the-unseen-ranger.md b/Compendium/feats/sense-the-unseen-ranger.md deleted file mode 100644 index d912460be..000000000 --- a/Compendium/feats/sense-the-unseen-ranger.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Sense The Unseen (Ranger)"] ---- -# Sense The Unseen (Ranger) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[ranger](../../Rules/traits/ranger.md) - -- **Trigger** You fail a check to [Seek](../../Rules/actions/seek.md). -- **Activity** Reaction - -When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any [undetected](../../Rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](../../Rules/conditions.md#Hidden) to you. - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/sense-the-unseen-rogue.md b/Compendium/feats/sense-the-unseen-rogue.md deleted file mode 100644 index b010fd979..000000000 --- a/Compendium/feats/sense-the-unseen-rogue.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Sense The Unseen (Rogue)"] ---- -# Sense The Unseen (Rogue) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** You fail a check to [Seek](../../Rules/actions/seek.md). -- **Activity** Reaction - -When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any [undetected](../../Rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](../../Rules/conditions.md#Hidden) to you. - -*Source: Core Rulebook p. 188* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/sense-thoughts-locg.md b/Compendium/feats/sense-thoughts-locg.md deleted file mode 100644 index 7f0f2c336..000000000 --- a/Compendium/feats/sense-thoughts-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -- trait/uncommon -aliases: ["Sense Thoughts"] ---- -# Sense Thoughts *Feat 9* -[elf](../../Rules/traits/elf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Share Thoughts](share-thoughts-locg.md) - -You have an even stranger knack for knowing what other people are thinking. You can cast [mind reading](../spells/mind-reading.md) as an innate occult spell once per day. - -*Source: Lost Omens: Character Guide p. 27* -%% #compendium/src/pf2e/locg #trait/elf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sensitive-nose-lome.md b/Compendium/feats/sensitive-nose-lome.md deleted file mode 100644 index e4e6ddfb7..000000000 --- a/Compendium/feats/sensitive-nose-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/gnoll -aliases: ["Sensitive Nose"] ---- -# Sensitive Nose *Feat 1* -[gnoll](../../Rules/traits/gnoll-b1.md) - - -Your large black nose isn't just for show. You gain imprecise [scent](../../Rules/abilities/scent.md) with a range of 30 feet. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Lost Omens: The Mwangi Expanse p. 113* -%% #compendium/src/pf2e/lome #trait/gnoll %% \ No newline at end of file diff --git a/Compendium/feats/sentinel-dedication-apg.md b/Compendium/feats/sentinel-dedication-apg.md deleted file mode 100644 index 1878ba20a..000000000 --- a/Compendium/feats/sentinel-dedication-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Sentinel Dedication"] ---- -# Sentinel Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. - -Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat. - -**Special.** You can't select another dedication feat until you have gained two other feats from the sentinel archetype. - -## Sentinel Dedication leads to... - -[Armor Specialist](armor-specialist-apg.md), [Armored Rebuff](armored-rebuff-apg.md), [Mighty Bulwark](mighty-bulwark-apg.md), [Steel Skin](steel-skin-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 191* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/sepulchral-sublimation-botd.md b/Compendium/feats/sepulchral-sublimation-botd.md deleted file mode 100644 index 2502e8d97..000000000 --- a/Compendium/feats/sepulchral-sublimation-botd.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/cleric -- trait/concentrate -- trait/metamagic -- trait/necromancy -- trait/oracle -- trait/uncommon -- trait/wizard -aliases: ["Sepulchral Sublimation"] ---- -# Sepulchral Sublimation [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: ability to permanently create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard -- **Requirements**: You have at least one undead minion that you permanently control. -- **Activity** Single Action - -You repurpose the negative energy that flows through your minions at a moment's notice. Instantly destroy one undead minion within 60 feet that is permanently under your control. If your next action is to cast a necromancy spell from a spell slot, you don't expend the slot. The spell's level must be half the destroyed minion's level or lower and the spell can't have a duration. - -**Special.** This feat has the trait matching your spellcasting tradition. - -*Source: Book of the Dead p. 33* -%% #compendium/src/pf2e/botd #trait/cleric #trait/concentrate #trait/metamagic #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/serpentcoil-slam-loil.md b/Compendium/feats/serpentcoil-slam-loil.md deleted file mode 100644 index a39b20661..000000000 --- a/Compendium/feats/serpentcoil-slam-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Serpentcoil Slam"] ---- -# Serpentcoil Slam [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[nagaji](../../Rules/traits/nagaji-loil.md) - -- **Frequency**: once per minute -- **Activity** Single Action - -Your people's ancient and storied rivalry with garudas led you to develop special techniques against flying foes. Make a melee [Strike](../../Rules/actions/strike.md) against a flying creature up to one size larger than you; if you hit, you use your neck or coils to smash the creature into the ground. In addition to the normal effects of your [Strike](../../Rules/actions/strike.md), the creature moves to the nearest unoccupied ground space adjacent to you and can't [Fly](../../Rules/actions/fly.md), levitate, or otherwise leave the ground for 1 round. On a critical hit, it can't [Fly](../../Rules/actions/fly.md), levitate, or otherwise leave the ground for 1 minute. - -*Source: Lost Omens: Impossible Lands p. 50* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/serpentine-swimmer-loil.md b/Compendium/feats/serpentine-swimmer-loil.md deleted file mode 100644 index be6d6f0dd..000000000 --- a/Compendium/feats/serpentine-swimmer-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Serpentine Swimmer"] ---- -# Serpentine Swimmer *Feat 9* -[nagaji](../../Rules/traits/nagaji-loil.md) - -- **Prerequisites**: Water Nagaji - -You undulate your body in a series of sinuous serpentine motions as you swim, drastically improving the speed at which you move through the water. Your swim Speed increases from 10 feet to 25 feet. - -*Source: Lost Omens: Impossible Lands p. 50* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/serpents-tongue-loil.md b/Compendium/feats/serpents-tongue-loil.md deleted file mode 100644 index cdb86c995..000000000 --- a/Compendium/feats/serpents-tongue-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Serpent's Tongue"] ---- -# Serpent's Tongue *Feat 1* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -You subconsciously flick your tongue through the air to taste the world around you. You gain imprecise scent with a range of 30 feet. - -*Source: Lost Omens: Impossible Lands p. 49* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/settlement-scholastics-apg.md b/Compendium/feats/settlement-scholastics-apg.md deleted file mode 100644 index dfba7090c..000000000 --- a/Compendium/feats/settlement-scholastics-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Settlement Scholastics"] ---- -# Settlement Scholastics *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Archaeologist Dedication](archaeologist-dedication-apg.md) - -Your studies open up new horizons. You become an expert in a [Lore](../skills.md#Lore) skill about a specific settlement; if you were already trained in that [Lore](../skills.md#Lore) skill, you also become trained in the [Lore](../skills.md#Lore) skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language. - -**Special.** You can take this feat multiple times. When you take this feat again, choose a different settlement. - -*Source: Advanced Player's Guide p. 156* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/seven-part-link-da.md b/Compendium/feats/seven-part-link-da.md deleted file mode 100644 index 4fadc7097..000000000 --- a/Compendium/feats/seven-part-link-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Seven-Part Link"] ---- -# Seven-Part Link *Feat 16* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Paired Link - -Many traditions hold the number seven as significant. By exchanging pieces of a seven-part set of esoterica, you create a magical web by which your allies can affect each other at a distance. When you use Paired Link during your daily preparations, you can exchange linking esoterica with up to six willing allies, keeping one piece for yourself. In addition to the normal effects of Paired Link, if a linked ally casts a spell with a range of touch, they can target linked allies within 30 feet with that spell. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/sever-magic-da.md b/Compendium/feats/sever-magic-da.md deleted file mode 100644 index 72825de8a..000000000 --- a/Compendium/feats/sever-magic-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/arcane -- trait/esoterica -- trait/thaumaturge -aliases: ["Sever Magic"] ---- -# Sever Magic [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[abjuration](../../Rules/traits/abjuration.md) [arcane](../../Rules/traits/arcane.md) [esoterica](../../Rules/traits/esoterica-da.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Requirements**: You're holding an implement. -- **Activity** Two-Action - -You apply a frayed thread, a pinch of fulu ash, or a similar undone charm to your weapon, and swing to break a spell. Make a [Strike](../../Rules/actions/strike.md) against an enemy. If you hit and deal damage, you attempt to counteract a single spell active on the target (your choice). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/abjuration #trait/arcane #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/sever-space-frp3.md b/Compendium/feats/sever-space-frp3.md deleted file mode 100644 index 74706c0fd..000000000 --- a/Compendium/feats/sever-space-frp3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/conjuration -- trait/fighter -- trait/flourish -- trait/teleportation -- trait/uncommon -aliases: ["Sever Space"] ---- -# Sever Space [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[conjuration](../../Rules/traits/conjuration.md) [fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Requirements**: You are wielding a weapon that deals slashing damage or have an unarmed [Strike](../../Rules/actions/strike.md) that deals slashing damage. -- **Activity** Two-Action - -You destroy the space between you and your targets, allowing you to strike with your melee weapons at great range. Make a melee [Strike](../../Rules/actions/strike.md) with the required weapon or unarmed attack. The attack gains an 80-foot reach for this [Strike](../../Rules/actions/strike.md). - -After the [Strike](../../Rules/actions/strike.md), regardless of whether it succeeded, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they can negate the teleportation if they succeed at a Fortitude save against your class DC. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* -%% #compendium/src/pf2e/frp3 #trait/conjuration #trait/fighter #trait/flourish #trait/teleportation #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/shackleborn-loag.md b/Compendium/feats/shackleborn-loag.md deleted file mode 100644 index db40d4995..000000000 --- a/Compendium/feats/shackleborn-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/tiefling -aliases: ["Shackleborn"] ---- -# Shackleborn *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [tiefling](../../Rules/traits/tiefling-b1.md) - - -Your lineage shows the signs of [velstrac](../../Rules/traits/velstrac-b2.md) tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls. Your flesh heals cleanly and quickly—all the better for you to serve as a subject for their ghastly art. You gain the [Fast Recovery](fast-recovery.md) feat, even if you don't meet the prerequisites. - -## Shackleborn leads to... - -[Velstrac Magic](velstrac-magic-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 63* -%% #compendium/src/pf2e/loag #trait/lineage #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/shadow-blending-loag.md b/Compendium/feats/shadow-blending-loag.md deleted file mode 100644 index 196b88c99..000000000 --- a/Compendium/feats/shadow-blending-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -- trait/illusion -- trait/occult -- trait/shadow -aliases: ["Shadow Blending"] ---- -# Shadow Blending [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[fetchling](../../Rules/traits/fetchling-b2.md) [illusion](../../Rules/traits/illusion.md) [occult](../../Rules/traits/occult.md) [shadow](../../Rules/traits/shadow.md) - -- **Trigger** A creature attempts a flat check to target you while you're [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden) due to dim light or darkness. -- **Activity** Reaction - -You draw shadows close to create a shroud. Increase the DC of the flat check by 2. - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/fetchling #trait/illusion #trait/occult #trait/shadow %% \ No newline at end of file diff --git a/Compendium/feats/shadow-hunter.md b/Compendium/feats/shadow-hunter.md deleted file mode 100644 index 375cd21b4..000000000 --- a/Compendium/feats/shadow-hunter.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Shadow Hunter"] ---- -# Shadow Hunter *Feat 18* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Camouflage](camouflage.md) - -You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you're always [concealed](../../Rules/conditions.md#Concealed) from all foes if you choose to be, except for your [hunted prey](../../Rules/actions/hunt-prey.md). - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/shadow-illusion-apg.md b/Compendium/feats/shadow-illusion-apg.md deleted file mode 100644 index 6db86442d..000000000 --- a/Compendium/feats/shadow-illusion-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shadow Illusion"] ---- -# Shadow Illusion *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadow Magic](shadow-magic-apg.md) - -With an artful eye, you shape shadows into illusory forms. You gain the [shadow illusion](../spells/shadow-illusion-apg.md) focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs. - -*Source: Advanced Player's Guide p. 192* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shadow-magic-apg.md b/Compendium/feats/shadow-magic-apg.md deleted file mode 100644 index 44f79d226..000000000 --- a/Compendium/feats/shadow-magic-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shadow Magic"] ---- -# Shadow Magic *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadowdancer Dedication](shadowdancer-dedication-apg.md) - -You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: [dance of darkness](../spells/dance-of-darkness-apg.md) or [shadow jump](../spells/shadow-jump-apg.md). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by meditating within an area of dim light or darkness. - -Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. - -## Shadow Magic leads to... - -[Additional Shadow Magic](additional-shadow-magic-apg.md), [Shadow Illusion](shadow-illusion-apg.md), [Shadow Power](shadow-power-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 192* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shadow-mark-apg.md b/Compendium/feats/shadow-mark-apg.md deleted file mode 100644 index f386612b1..000000000 --- a/Compendium/feats/shadow-mark-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Shadow Mark"] ---- -# Shadow Mark *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Stealth](../skills.md#Stealth) - -You have learned special tricks that help you follow individuals without them noticing you. When you attempt a [Stealth](../skills.md#Stealth) check to [Avoid Notice](../../Rules/actions/avoid-notice.md) while following a specific target, the target takes a –2 circumstance penalty to their [Perception](../skills.md#Perception) DC. If you have master proficiency in [Stealth](../skills.md#Stealth), the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their [Perception](../skills.md#Perception) DC to determine if they notice you, as normal for [Sneak](../../Rules/actions/sneak.md). - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/shadow-master-apg.md b/Compendium/feats/shadow-master-apg.md deleted file mode 100644 index d05a94641..000000000 --- a/Compendium/feats/shadow-master-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shadow Master"] ---- -# Shadow Master *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadowdancer Dedication](shadowdancer-dedication-apg.md) - -The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from [Strikes](../../Rules/actions/strike.md) with the [ghost touch](../equipment/items/ghost-touch.md) property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a [fortune](../../Rules/traits/fortune.md) effect. - -*Source: Advanced Player's Guide p. 192* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shadow-of-the-wilds-locg.md b/Compendium/feats/shadow-of-the-wilds-locg.md deleted file mode 100644 index 45aaa88e2..000000000 --- a/Compendium/feats/shadow-of-the-wilds-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Shadow Of The Wilds"] ---- -# Shadow Of The Wilds *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - - -It's difficult to notice your passage through wild areas. As long as you're not in an urban environment, you're always considered to be [Covering Tracks](../../Rules/actions/cover-tracks.md), even if you chose a different activity in exploration mode. - -*Source: Lost Omens: Character Guide p. 54* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/shadow-pact-locg.md b/Compendium/feats/shadow-pact-locg.md deleted file mode 100644 index 8d55020f6..000000000 --- a/Compendium/feats/shadow-pact-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Shadow Pact"] ---- -# Shadow Pact *Feat 13* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: Nidalese ethnicity - -Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level [creation](../spells/creation.md) as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows. - -*Source: Lost Omens: Character Guide p. 14* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/shadow-power-apg.md b/Compendium/feats/shadow-power-apg.md deleted file mode 100644 index 83e75f248..000000000 --- a/Compendium/feats/shadow-power-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shadow Power"] ---- -# Shadow Power *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadow Magic](shadow-magic-apg.md) - -You can focus the shadows into a powerful blast. You can cast [shadow blast](../spells/shadow-blast.md) as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs. - -*Source: Advanced Player's Guide p. 192* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shadow-reservoir-som.md b/Compendium/feats/shadow-reservoir-som.md deleted file mode 100644 index fc8fe95e4..000000000 --- a/Compendium/feats/shadow-reservoir-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Shadow Reservoir"] ---- -# Shadow Reservoir *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: ability to cast spells from spell slots, [Shadowcaster Dedication](shadowcaster-dedication-som.md) - -Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire. - -Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot. - -Spells cast from your shadow reservoir gain the [shadow](../../Rules/traits/shadow.md) trait, and affected creatures might be able to 0. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff. - -If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir. - -## Shadow Reservoir leads to... - -[Secrets Of Shadow](secrets-of-shadow-som.md) - -## Summary - -*Source: Secrets of Magic p. 226* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shadow-self-apg.md b/Compendium/feats/shadow-self-apg.md deleted file mode 100644 index 64de64d5a..000000000 --- a/Compendium/feats/shadow-self-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/halfling -aliases: ["Shadow Self"] ---- -# Shadow Self *Feat 17* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: legendary [Stealth](../skills.md#Stealth) -- **Frequency**: once per hour -- **Trigger** You successfully use [Stealth](../skills.md#Stealth) to [Hide](../../Rules/actions/hide.md) and become [hidden](../../Rules/conditions.md#Hidden) from all your current foes, or use [Stealth](../skills.md#Stealth) to [Sneak](../../Rules/actions/sneak.md) and become [undetected](../../Rules/conditions.md#Undetected) to all your current foes. - -With a powerful talent for misdirection, you slip from your adversaries' notice so thoroughly you appear to be somewhere else. You become [invisible](../../Rules/conditions.md#Invisible) for 1 minute or until you take a [hostile](../../Rules/conditions.md#Hostile) action, whichever comes first. Choose a location within 10 feet of you. Until your invisibility ends, you appear to be [hidden](../../Rules/conditions.md#Hidden) in that location to anyone trying to find you. If the searcher gets clear evidence that you're not there, they no longer think you're [hidden](../../Rules/conditions.md#Hidden) there, but they don't discover your actual location. - -*Source: Advanced Player's Guide p. 46* -%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/shadow-sight-loag.md b/Compendium/feats/shadow-sight-loag.md deleted file mode 100644 index 5dba9a2c9..000000000 --- a/Compendium/feats/shadow-sight-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -- trait/occult -- trait/transmutation -aliases: ["Shadow Sight"] ---- -# Shadow Sight [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[fetchling](../../Rules/traits/fetchling-b2.md) [occult](../../Rules/traits/occult.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per hour -- **Activity** Single Action - -You draw on your connection with the Shadow Plane to see through all but the deepest darkness. You gain [greater darkvision](../../Rules/abilities/darkvision.md) for 1 minute. - -*Source: Lost Omens: Ancestry Guide p. 88* -%% #compendium/src/pf2e/loag #trait/fetchling #trait/occult #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/shadow-sneak-attack-apg.md b/Compendium/feats/shadow-sneak-attack-apg.md deleted file mode 100644 index 3556c33c4..000000000 --- a/Compendium/feats/shadow-sneak-attack-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shadow Sneak Attack"] ---- -# Shadow Sneak Attack *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadowdancer Dedication](shadowdancer-dedication-apg.md) - -You gain the sneak attack|rogue|crb|1 class feature, except you deal `1d6` precision damage regardless of your level. - -Sneak attack|rogue|crb|1 from multiple sources isn't cumulative. If you have sneak attack|rogue|crb|1 from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together. - -*Source: Advanced Player's Guide p. 192* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shadow-spell-som.md b/Compendium/feats/shadow-spell-som.md deleted file mode 100644 index 4ad93c418..000000000 --- a/Compendium/feats/shadow-spell-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/metamagic -- trait/shadow -aliases: ["Shadow Spell"] ---- -# Shadow Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) [shadow](../../Rules/traits/shadow.md) - -- **Prerequisites**: [Shadowcaster Dedication](shadowcaster-dedication-som.md) -- **Activity** Single Action - -You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has the [shadow](../../Rules/traits/shadow.md) trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to [Stealth](../skills.md#Stealth) or takes a –2 status penalty to [Perception](../skills.md#Perception) (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw. - -The effects of Shadow Spell end if you use Shadow Spell again. - -*Source: Secrets of Magic p. 226* -%% #compendium/src/pf2e/som #trait/archetype #trait/metamagic #trait/shadow %% \ No newline at end of file diff --git a/Compendium/feats/shadow-spells-som.md b/Compendium/feats/shadow-spells-som.md deleted file mode 100644 index 6f46fedc2..000000000 --- a/Compendium/feats/shadow-spells-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Shadow Spells"] ---- -# Shadow Spells *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shadowcaster Dedication](shadowcaster-dedication-som.md) - -Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. - -Add [shadow blast](../spells/shadow-blast.md), [shadow siphon](../spells/shadow-siphon.md), and [shadow walk](../spells/shadow-walk.md) to your spell list, as well as [replicate](../spells/replicate-som.md), [shadow army](../spells/shadow-army-som.md), [shadow projectile](../spells/shadow-projectile-som.md), and [shadow raid](../spells/shadow-raid-som.md). You can thus potentially learn these spells even if they aren't normally on your tradition's spell list. - -*Source: Secrets of Magic p. 226* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shadowcaster-dedication-som.md b/Compendium/feats/shadowcaster-dedication-som.md deleted file mode 100644 index d5e365dc3..000000000 --- a/Compendium/feats/shadowcaster-dedication-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Shadowcaster Dedication"] ---- -# Shadowcaster Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: ability to cast spells - -You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the [light](../../Rules/traits/light.md) trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a [light](../spells/light.md) spell, such as the Domain Initiate feat granting you the [dazzling flash](../spells/dazzling-flash.md) spell, you don't gain that spell. - -You gain the [cloak of shadow](../spells/cloak-of-shadow.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [Refocus](../../Rules/actions/refocus.md) activity. You can [Refocus](../../Rules/actions/refocus.md) by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites. - -**Special.** You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype. - -## Shadowcaster Dedication leads to... - -[Disciple Of Shade](disciple-of-shade-som.md), [Shadow Reservoir](shadow-reservoir-som.md), [Secrets Of Shadow](secrets-of-shadow-som.md), [Shadow Spell](shadow-spell-som.md), [Shadow Spells](shadow-spells-som.md), [Unending Emptiness](unending-emptiness-som.md) - -## Summary - -*Source: Secrets of Magic p. 226* -%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/shadowdancer-dedication-apg.md b/Compendium/feats/shadowdancer-dedication-apg.md deleted file mode 100644 index 0bbae609c..000000000 --- a/Compendium/feats/shadowdancer-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Shadowdancer Dedication"] ---- -# Shadowdancer Dedication *Feat 8* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth), expert in [Performance](../skills.md#Performance) - -You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain [greater darkvision](../../Rules/abilities/darkvision.md). You also gain a +2 circumstance bonus to [Stealth](../skills.md#Stealth) checks when you are within dim light or darkness. - -**Special.** You can't select another dedication feat until you have gained two other feats from the shadowdancer archetype. - -## Shadowdancer Dedication leads to... - -[Shadow Magic](shadow-magic-apg.md), [Additional Shadow Magic](additional-shadow-magic-apg.md), [Shadow Illusion](shadow-illusion-apg.md), [Shadow Power](shadow-power-apg.md), [Shadow Master](shadow-master-apg.md), [Shadow Sneak Attack](shadow-sneak-attack-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 192* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/shadows-assault-loag.md b/Compendium/feats/shadows-assault-loag.md deleted file mode 100644 index bc0870242..000000000 --- a/Compendium/feats/shadows-assault-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Shadow's Assault"] ---- -# Shadow's Assault *Feat 13* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -Your shadow assaults your foes. You can cast [shadow blast](../spells/shadow-blast.md) as a 5th-level occult innate spell once per day. At 17th level, your shadow blast is heightened to 6th level. - -*Source: Lost Omens: Ancestry Guide p. 88* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/shadows-web-apg.md b/Compendium/feats/shadows-web-apg.md deleted file mode 100644 index eb6492092..000000000 --- a/Compendium/feats/shadows-web-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Shadow's Web"] ---- -# Shadow's Web *Feat 14* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells -- **Requirements**: You are in Clinging Shadows Initiate. - -You launch a wave of shadowy ki outward from your body, damaging your opponents and potentially binding them in place. You gain the [shadow's web](../spells/shadows-web-apg.md) ki spell. - -Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/shadowy-disguise-loag.md b/Compendium/feats/shadowy-disguise-loag.md deleted file mode 100644 index d36292a08..000000000 --- a/Compendium/feats/shadowy-disguise-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Shadowy Disguise"] ---- -# Shadowy Disguise *Feat 5* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -You wrap yourself in shadow to change your appearance. You can cast [illusory disguise](../spells/illusory-disguise.md) as a 1st-level occult innate spell once per day. This spell gains the [shadow](../../Rules/traits/shadow.md) trait. - -*Source: Lost Omens: Ancestry Guide p. 88* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/shaitan-magic-loag.md b/Compendium/feats/shaitan-magic-loag.md deleted file mode 100644 index cae23683f..000000000 --- a/Compendium/feats/shaitan-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Shaitan Magic"] ---- -# Shaitan Magic *Feat 9* -[oread](../../Rules/traits/oread-b2.md) - - -The magic of shaitans runs through your blood. You can cast [glitterdust](../spells/glitterdust.md) and [resist energy](../spells/resist-energy.md) once per day each as 2nd-level arcane innate spells. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/shaitan-skin-loag.md b/Compendium/feats/shaitan-skin-loag.md deleted file mode 100644 index eab25b754..000000000 --- a/Compendium/feats/shaitan-skin-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Shaitan Skin"] ---- -# Shaitan Skin *Feat 13* -[oread](../../Rules/traits/oread-b2.md) - - -When in danger, you can harden the stone in your skin into armor, much like a shaitan. You can cast [stoneskin](../spells/stoneskin.md) on yourself only, 3 times per day as a 4th-level arcane innate spell. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/shake-it-off.md b/Compendium/feats/shake-it-off.md deleted file mode 100644 index eefcd9c01..000000000 --- a/Compendium/feats/shake-it-off.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/rage -aliases: ["Shake It Off"] ---- -# Shake It Off [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Single Action - -You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your [frightened](../../Rules/conditions.md#Frightened) condition value by 1, and attempt a Fortitude save to recover from the [sickened](../../Rules/conditions.md#Sickened) condition as if you had spent an action retching; you reduce your [sickened](../../Rules/conditions.md#Sickened) condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success. - -*Source: Core Rulebook p. 89* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/shall-not-falter-shall-not-rout-lol.md b/Compendium/feats/shall-not-falter-shall-not-rout-lol.md deleted file mode 100644 index d3ea713d4..000000000 --- a/Compendium/feats/shall-not-falter-shall-not-rout-lol.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/rare -aliases: ["Shall Not Falter, Shall Not Rout"] ---- -# Shall Not Falter, Shall Not Rout *Feat 10* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md) - -You gain the [shall not falter, shall not rout](../spells/shall-not-falter-shall-not-rout-lol.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](../../Rules/actions/refocus.md) activity to recite the Crimson Oath and meditate on its teachings. If you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs and your spellcasting ability is Charisma. - -*Source: Lost Omens: Legends p. 69* -%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/shamble-botd.md b/Compendium/feats/shamble-botd.md deleted file mode 100644 index aa50d3bf7..000000000 --- a/Compendium/feats/shamble-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Shamble"] ---- -# Shamble [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) -- **Activity** Varies ([>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") OR [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You may be slower than you were in life, but your pace is unfaltering. [Stride](../../Rules/actions/stride.md) twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain. - -You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a DC 6 flat check when you finish Shambling or your body deteriorates. - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shameless-request.md b/Compendium/feats/shameless-request.md deleted file mode 100644 index 226749efd..000000000 --- a/Compendium/feats/shameless-request.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Shameless Request"] ---- -# Shameless Request *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Requirements**: master in [Diplomacy](../skills.md#Diplomacy). - -You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you [Request](../../Rules/actions/request.md) something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your [Request](../../Rules/actions/request.md), you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a [Request](../../Rules/actions/request.md), they eventually tire of requests, even though they still have a positive attitude toward you. - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/shape-of-the-cloud-dragon-sot3.md b/Compendium/feats/shape-of-the-cloud-dragon-sot3.md deleted file mode 100644 index a3cacb6ca..000000000 --- a/Compendium/feats/shape-of-the-cloud-dragon-sot3.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot3 -- trait/archetype -- trait/uncommon -aliases: ["Shape of the Cloud Dragon"] ---- -# Shape of the Cloud Dragon *Feat 14* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -You've discovered how to transform yourself into a cloud dragon. Once per day, you can cast 7th-level [dragon form](../spells/dragon-form.md) as an innate arcane spell, transforming into a cloud dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. On a critical hit with an unarmed [Strike](../../Rules/actions/strike.md) gained from dragon form, you recharge the spell's breath weapon immediately. - -While in this form, you gain the following cloud dragon–specific abilities: - -- **Cloud** cloud walk (you can walk on clouds or fog); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](../../Rules/traits/reach.md)), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn ([reach <10 feet>](../../Rules/traits/reach.md)), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d12` electricity. - -**Special.** You can use this feat in place of [Shape of the Dragon](shape-of-the-dragon-apg.md) to fulfill feat requirements. - -## Shape of the Cloud Dragon leads to... - -[Mighty Dragon Shape](mighty-dragon-shape-apg.md) - -## Summary - -*Source: Strength of Thousands #3: Hurricane's Howl p. 79* -%% #compendium/src/pf2e/sot3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/shape-of-the-dragon-apg.md b/Compendium/feats/shape-of-the-dragon-apg.md deleted file mode 100644 index 02a6970e3..000000000 --- a/Compendium/feats/shape-of-the-dragon-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shape Of The Dragon"] ---- -# Shape Of The Dragon *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level [dragon form](../spells/dragon-form.md) as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. - -Any time you score a critical hit with an unarmed [Strike](../../Rules/actions/strike.md) gained from dragon form, you recharge the spell's breath weapon immediately. - -## Shape Of The Dragon leads to... - -[Mighty Dragon Shape](mighty-dragon-shape-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 169* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shapechangers-intuition-loag.md b/Compendium/feats/shapechangers-intuition-loag.md deleted file mode 100644 index 887acb679..000000000 --- a/Compendium/feats/shapechangers-intuition-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Shapechanger's Intuition"] ---- -# Shapechanger's Intuition *Feat 1* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -A lifetime of experience helps you see through disguises. When you come within 10 feet of a creature that is transformed into another form or is Impersonating a specific creature, the GM rolls a secret [Perception](../skills.md#Perception) check for you to realize that the creature is transformed, even if you didn't spend an action to [Seek](../../Rules/actions/seek.md) against that creature. - -*Source: Lost Omens: Ancestry Guide p. 125* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/shaped-contaminant-aoa5.md b/Compendium/feats/shaped-contaminant-aoa5.md deleted file mode 100644 index ede5672a2..000000000 --- a/Compendium/feats/shaped-contaminant-aoa5.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/alchemist -- trait/uncommon -aliases: ["Shaped Contaminant"] ---- -# Shaped Contaminant *Feat 12* -[alchemist](../../Rules/traits/alchemist.md) [uncommon](../../Rules/traits/uncommon.md) - - -Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely. - -When you activate an inhaled poison, you can cause it to fill a 20-foot line that's 5 feet tall rather than a 10-foot cube. You gain a +3 status bonus to saving throws against inhaled poisons that you activate. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 78* -%% #compendium/src/pf2e/aoa5 #trait/alchemist #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/share-burden-da.md b/Compendium/feats/share-burden-da.md deleted file mode 100644 index 86cef070b..000000000 --- a/Compendium/feats/share-burden-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Share Burden"] ---- -# Share Burden [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](curse-maelstrom-dedication-da.md) -- **Trigger** An ally within 60 feet would be affected by a [curse](../../Rules/traits/curse.md) or [misfortune](../../Rules/traits/misfortune.md) effect, and you wouldn't be affected but you are an eligible target for the effect. -- **Activity** Reaction - -You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering [curse](../../Rules/traits/curse.md) or [misfortune](../../Rules/traits/misfortune.md) effect affects you. - -*Source: Dark Archive p. 169* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/share-eidolon-magic-som.md b/Compendium/feats/share-eidolon-magic-som.md deleted file mode 100644 index 6f86153e0..000000000 --- a/Compendium/feats/share-eidolon-magic-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Share Eidolon Magic"] ---- -# Share Eidolon Magic *Feat 14* -[summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Magical Understudy](magical-understudy-som.md) - -Your eidolon shares innate spells with you. You can cast the innate spells your eidolon gained from [Magical Understudy](magical-understudy-som.md), [Magical Adept](magical-adept-som.md), and [Magical Master](magical-master-som.md). You and your eidolon share the same daily uses of these innate spells. - -*Source: Secrets of Magic p. 72* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/share-rage.md b/Compendium/feats/share-rage.md deleted file mode 100644 index c237ead86..000000000 --- a/Compendium/feats/share-rage.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/auditory -- trait/barbarian -- trait/rage -- trait/visual -aliases: ["Share Rage"] ---- -# Share Rage [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[auditory](../../Rules/traits/auditory.md) [barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) [visual](../../Rules/traits/visual.md) - -- **Requirements**: You haven't used this ability since you last Raged. -- **Activity** Single Action - -You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the [Rage](../../Rules/actions/rage.md) action, except it can still use [concentrate](../../Rules/traits/concentrate.md) actions. - -## Share Rage leads to... - -[Contagious Rage](contagious-rage.md) - -## Summary - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/auditory #trait/barbarian #trait/rage #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/share-thoughts-locg.md b/Compendium/feats/share-thoughts-locg.md deleted file mode 100644 index 5b48ca24a..000000000 --- a/Compendium/feats/share-thoughts-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Share Thoughts"] ---- -# Share Thoughts *Feat 1* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: Mualijae, Ilverani, or Vourinoi ethnicity - -You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers. You can cast [mindlink](../spells/mindlink.md) as an innate occult spell once per day, but you can target only other elves or half-elves. - -## Share Thoughts leads to... - -[Sense Thoughts](sense-thoughts-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 26* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/share-weakness-da.md b/Compendium/feats/share-weakness-da.md deleted file mode 100644 index e8956f124..000000000 --- a/Compendium/feats/share-weakness-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/esoterica -- trait/manipulate -- trait/thaumaturge -aliases: ["Share Weakness"] ---- -# Share Weakness [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[esoterica](../../Rules/traits/esoterica-da.md) [manipulate](../../Rules/traits/manipulate.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md), mortal weakness -- **Requirements**: You are Exploiting a creature's Vulnerability using mortal weakness. -- **Activity** Single Action - -You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's [Strikes](../../Rules/actions/strike.md) apply the weakness from your mortal weakness the same way your [Strikes](../../Rules/actions/strike.md) do. This benefit ends when your [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) ends or you Share Weakness again. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/esoterica #trait/manipulate #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/shared-assault-apg.md b/Compendium/feats/shared-assault-apg.md deleted file mode 100644 index 7a40e6f22..000000000 --- a/Compendium/feats/shared-assault-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Shared Assault"] ---- -# Shared Assault *Feat 12* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: [Courageous Assault](courageous-assault-apg.md) - -In the triumph of battle, you can share the glory with another ally. When the ally you chose for Courageous Assault critically succeeds at the [Strike](../../Rules/actions/strike.md) granted by that action, another ally affected by your [inspire courage](../spells/inspire-courage.md) composition spell can immediately use a reaction to make a melee [Strike](../../Rules/actions/strike.md). Since the second ally wasn't the ally you chose for Courageous Assault, this effect doesn't continue to a third ally, even if the second ally also critically succeeds at their [Strike](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/shared-attunement-som.md b/Compendium/feats/shared-attunement-som.md deleted file mode 100644 index 70ffd26ec..000000000 --- a/Compendium/feats/shared-attunement-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Shared Attunement"] ---- -# Shared Attunement *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md) - -When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. - -This has no effect if the terrain attunement affects your foes instead of granting you a benefit. - -*Source: Secrets of Magic p. 212* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shared-avoidance-apg.md b/Compendium/feats/shared-avoidance-apg.md deleted file mode 100644 index e49ee382b..000000000 --- a/Compendium/feats/shared-avoidance-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Shared Avoidance"] ---- -# Shared Avoidance *Feat 10* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Premonition of Avoidance](premonition-of-avoidance-apg.md) - -You can project your premonitions of danger to your allies. When you use [Premonition of Avoidance](premonition-of-avoidance-apg.md), allies within 15 feet of you who are rolling the same saving throw against the same hazard also gain a +2 circumstance bonus to their saving throws. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/shared-clarity-apg.md b/Compendium/feats/shared-clarity-apg.md deleted file mode 100644 index c634f8fc0..000000000 --- a/Compendium/feats/shared-clarity-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Shared Clarity"] ---- -# Shared Clarity *Feat 18* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Premonition of Clarity](premonition-of-clarity-apg.md) - -You can project your premonitions of clarity to your allies. When you use [Premonition of Clarity](premonition-of-clarity-apg.md), allies within 15 feet of you who failed the same saving throw against the same [mental](../../Rules/traits/mental.md) effect can also spend their reactions to reroll the failed saving throw with a +2 circumstance bonus. - -*Source: Advanced Player's Guide p. 123* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/shared-dream-da.md b/Compendium/feats/shared-dream-da.md deleted file mode 100644 index 6966067d9..000000000 --- a/Compendium/feats/shared-dream-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Shared Dream"] ---- -# Shared Dream *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) - -You've learned to create a shared dreamscape to communicate with others. You can cast [dream council](../spells/dream-council.md) as an innate occult spell. - -*Source: Dark Archive p. 207* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shared-luck-apg.md b/Compendium/feats/shared-luck-apg.md deleted file mode 100644 index 8164a00e7..000000000 --- a/Compendium/feats/shared-luck-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Shared Luck"] ---- -# Shared Luck *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Cat's Luck](cats-luck-apg.md) - -When you use [Cat's Luck](cats-luck-apg.md) to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result. - -*Source: Advanced Player's Guide p. 11* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/shared-luck-locg.md b/Compendium/feats/shared-luck-locg.md deleted file mode 100644 index 731234cea..000000000 --- a/Compendium/feats/shared-luck-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -aliases: ["Shared Luck"] ---- -# Shared Luck *Feat 5* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Halfling Luck](halfling-luck.md) - -You are evidence that it's lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it's worse than their first roll. If you have Guiding Luck, you can't use Guiding Luck's effect that applies to attack rolls and [Perception](../skills.md#Perception) checks to use Shared Luck to benefit an ally. - -*Source: Lost Omens: Character Guide p. 45* -%% #compendium/src/pf2e/locg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/shared-overdrive-g-g.md b/Compendium/feats/shared-overdrive-g-g.md deleted file mode 100644 index ab4f3c58b..000000000 --- a/Compendium/feats/shared-overdrive-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Shared Overdrive"] ---- -# Shared Overdrive *Feat 12* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: [Overdrive](../../Rules/actions/overdrive-g-g.md) Ally - -You've experimented enough on your teammates to transfer a substantial number of powered-up gizmos to them, enabling one of your allies to benefit from the full effects and duration of your [Overdrive](../../Rules/actions/overdrive-g-g.md). The first time you use [Overdrive](../../Rules/actions/overdrive-g-g.md) Ally during a given [Overdrive](../../Rules/actions/overdrive-g-g.md), the effect lasts for the remainder of the duration of your [Overdrive](../../Rules/actions/overdrive-g-g.md), instead of just until the end of the target's next turn. Any further uses of [Overdrive](../../Rules/actions/overdrive-g-g.md) Ally during the same [Overdrive](../../Rules/actions/overdrive-g-g.md) have their normal duration, per [Overdrive](../../Rules/actions/overdrive-g-g.md) Ally. - -*Source: Guns & Gears p. 30* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/shared-prey.md b/Compendium/feats/shared-prey.md deleted file mode 100644 index e0cb3b2d6..000000000 --- a/Compendium/feats/shared-prey.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Shared Prey"] ---- -# Shared Prey *Feat 14* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Double Prey](double-prey.md), [Warden's Boon](wardens-boon.md) - -Hunting as a duo, you and your ally both single out your prey. When you use [Hunt Prey](../../Rules/actions/hunt-prey.md) and select only one prey, you can grant your [Hunt Prey](../../Rules/actions/hunt-prey.md) benefits and hunter's edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use [Hunt Prey](../../Rules/actions/hunt-prey.md) again. - -## Shared Prey leads to... - -[Triple Threat](triple-threat.md) - -## Summary - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/shared-sight-lokl.md b/Compendium/feats/shared-sight-lokl.md deleted file mode 100644 index 564bddb79..000000000 --- a/Compendium/feats/shared-sight-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/bard -- trait/concentrate -- trait/metamagic -- trait/sorcerer -- trait/uncommon -aliases: ["Shared Sight"] ---- -# Shared Sight [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Prerequisites**: [Soulsight](soulsight-bard-apg.md) -- **Activity** Single Action - -You bestow the mystical vision granted to you by your muse upon your allies. If your next action is to cast a non-cantrip spell that affects one or more of your allies, all affected allies gain your spiritsense for 1 minute. - -*Source: Lost Omens: Knights of Lastwall p. 85* -%% #compendium/src/pf2e/lokl #trait/bard #trait/concentrate #trait/metamagic #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/shared-stratagem-apg.md b/Compendium/feats/shared-stratagem-apg.md deleted file mode 100644 index d6157fd8d..000000000 --- a/Compendium/feats/shared-stratagem-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Shared Stratagem"] ---- -# Shared Stratagem *Feat 2* -[investigator](../../Rules/traits/investigator-apg.md) - - -The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn. - -## Shared Stratagem leads to... - -[Didactic Strike](didactic-strike-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 61* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/shared-synergy-locg.md b/Compendium/feats/shared-synergy-locg.md deleted file mode 100644 index b375b95f0..000000000 --- a/Compendium/feats/shared-synergy-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Shared Synergy"] ---- -# Shared Synergy *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dualistic Synergy](dualistic-synergy-locg.md) - -You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), granting that ally temporary Hit Points, or both, depending on the spell's tradition. - -*Source: Lost Omens: Character Guide p. 104* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shared-warding-da.md b/Compendium/feats/shared-warding-da.md deleted file mode 100644 index 8e8d83e75..000000000 --- a/Compendium/feats/shared-warding-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Shared Warding"] ---- -# Shared Warding *Feat 12* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Esoteric Warden - -You ward your allies from the attacks of your foes whenever you apply those protections to yourself. When you gain a status bonus to AC and saves from Esoteric Warden, you can choose to grant the same benefit to all allies within 30 feet. - -*Source: Dark Archive p. 46* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/sharp-fangs-locg.md b/Compendium/feats/sharp-fangs-locg.md deleted file mode 100644 index 83fc28723..000000000 --- a/Compendium/feats/sharp-fangs-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Sharp Fangs"] ---- -# Sharp Fangs *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -Your teeth are formidable weapons. You gain a fangs unarmed attack that deals `1d8` piercing damage. - -## Sharp Fangs leads to... - -[Envenom Fangs](envenom-fangs-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 58* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/shatter-defenses.md b/Compendium/feats/shatter-defenses.md deleted file mode 100644 index cc73aa532..000000000 --- a/Compendium/feats/shatter-defenses.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Shatter Defenses"] ---- -# Shatter Defenses [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: A [frightened](../../Rules/conditions.md#Frightened) creature is in your melee reach. -- **Activity** Single Action - -Your offense exploits your enemy's fear. Make a melee [Strike](../../Rules/actions/strike.md) against a [frightened](../../Rules/conditions.md#Frightened) creature. If you hit and deal damage, the target becomes [flat-footed](../../Rules/conditions.md#Flat-footed) until its [frightened](../../Rules/conditions.md#Frightened) condition ends. If the target was already [flat-footed](../../Rules/conditions.md#Flat-footed) to you when you damaged it with this [Strike](../../Rules/actions/strike.md), it can't reduce its [frightened](../../Rules/conditions.md#Frightened) value below 1 until the start of your next turn. - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/shatter-space-da.md b/Compendium/feats/shatter-space-da.md deleted file mode 100644 index 8a5dca912..000000000 --- a/Compendium/feats/shatter-space-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/amp -- trait/psychic -aliases: ["Shatter Space"] ---- -# Shatter Space *Feat 14* -[amp](../../Rules/traits/amp-da.md) [psychic](../../Rules/traits/psychic-da.md) - - -The sheer power of your magic fractures reality. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast. - -*Source: Dark Archive p. 28* -%% #compendium/src/pf2e/da #trait/amp #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/shattering-blows-apg.md b/Compendium/feats/shattering-blows-apg.md deleted file mode 100644 index 082d844b3..000000000 --- a/Compendium/feats/shattering-blows-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Shattering Blows"] ---- -# Shattering Blows *Feat 16* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - - -Your forceful blows shatter objects with ease. While you are [raging](../../Rules/actions/rage.md), your melee [Strikes](../../Rules/actions/strike.md) ignore 5 points of an object's Hardness. If you have the devastator class feature, you instead ignore 10 points of an object's Hardness. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/shattering-shot-g-g.md b/Compendium/feats/shattering-shot-g-g.md deleted file mode 100644 index 1fb94f995..000000000 --- a/Compendium/feats/shattering-shot-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Shattering Shot"] ---- -# Shattering Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm or loaded crossbow and are wearing or holding an alchemical bomb. -- **Activity** Single Action - -You fling a bomb into the air and then shoot it with your gun before it falls, raining destruction down over a wide area. If necessary, you [Interact](../../Rules/actions/interact.md) to draw the bomb and regrip your weapon. You throw your bomb to the corner of a square within your firearm's first range increment and shoot it with your firearm. All creatures in a 15-foot burst of the bomb take the bomb's normal damage with a basic Reflex save against your class DC. They don't take any splash or [persistent damage](../../Rules/conditions.md#Persistent%20Damage) the bomb would deal normally. - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/shattering-strike-apg.md b/Compendium/feats/shattering-strike-apg.md deleted file mode 100644 index bfff52545..000000000 --- a/Compendium/feats/shattering-strike-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shattering Strike"] ---- -# Shattering Strike [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Improvised Pummel](improvised-pummel-apg.md) -- **Trigger** An improvised weapon that you are wielding becomes [broken](../../Rules/conditions.md#Broken) as a result of a critical success on an [Improvised Pummel](improvised-pummel-apg.md). -- **Activity** Reaction - -The improvised weapon shatters, destroying it completely but dealing an additional `3d6` piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal. - -*Source: Advanced Player's Guide p. 199* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shattering-strike.md b/Compendium/feats/shattering-strike.md deleted file mode 100644 index 9ab2ac285..000000000 --- a/Compendium/feats/shattering-strike.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Shattering Strike"] ---- -# Shattering Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[monk](../../Rules/traits/monk.md) - -- **Activity** Two-Action - -The force of your considered blow shatters objects and defenses alike. Make an unarmed [Strike](../../Rules/actions/strike.md). It bypasses the target's resistances. If the target has Hardness, the [Strike](../../Rules/actions/strike.md) treats the Hardness as if it were half its value. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/shed-tail-locg.md b/Compendium/feats/shed-tail-locg.md deleted file mode 100644 index 0c0bd53e6..000000000 --- a/Compendium/feats/shed-tail-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Shed Tail"] ---- -# Shed Tail [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: [Tail Whip](tail-whip-locg.md) -- **Trigger** You become [grabbed](../../Rules/conditions.md#Grabbed). -- **Requirements**: You have a fully grown tail. -- **Activity** Reaction - -You can shed your tail to escape. You cease being [grabbed](../../Rules/conditions.md#Grabbed), then [Stride](../../Rules/actions/stride.md) without triggering any reactions from the creature that [grabbed](../../Rules/conditions.md#Grabbed) you. It takes 1 week for your tail to fully grow back. Until it does, you can't use your tail unarmed attack, and you take a –2 circumstance penalty on checks to [Balance](../../Rules/actions/balance.md). - -*Source: Lost Omens: Character Guide p. 59* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/sheltering-cave-som.md b/Compendium/feats/sheltering-cave-som.md deleted file mode 100644 index 2eae00063..000000000 --- a/Compendium/feats/sheltering-cave-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/conjuration -- trait/druid -- trait/earth -- trait/exploration -- trait/primal -aliases: ["Sheltering Cave"] ---- -# Sheltering Cave *Feat 4* -[conjuration](../../Rules/traits/conjuration.md) [druid](../../Rules/traits/druid.md) [earth](../../Rules/traits/earth.md) [exploration](../../Rules/traits/exploration.md) [primal](../../Rules/traits/primal.md) - -- **Prerequisites**: stone order -- **Requirements**: You're standing on ground composed of earth, stone, or a similar material. - -You spend 10 minutes communing with spirits of earth and stone, requesting shelter. At the end of this time, the earth rises and opens, forming a small cave or earthen mound 20 feet in diameter and 10 feet high. This cave has the [structure](../../Rules/traits/structure.md) trait and the same restrictions as structures created by magic items. The cave has a single entrance and provides shelter from the elements. The cave remains for 12 hours or until you spend 10 minutes coaxing the earth to close. - -*Source: Secrets of Magic p. 199* -%% #compendium/src/pf2e/som #trait/conjuration #trait/druid #trait/earth #trait/exploration #trait/primal %% \ No newline at end of file diff --git a/Compendium/feats/sheltering-slab-apg.md b/Compendium/feats/sheltering-slab-apg.md deleted file mode 100644 index 0e3d9c2b9..000000000 --- a/Compendium/feats/sheltering-slab-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Sheltering Slab"] ---- -# Sheltering Slab *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) - - -The stone around you is your ally, and you have learned to use it to shore up your weaknesses. As long as you remain on the ground and are adjacent to a vertical stone wall that rises to your height or taller, you aren't [flat-footed](../../Rules/conditions.md#Flat-footed) against attacks as a result of being flanked. This works even if you are at the outside corner of the wall. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/shepherd-of-desolation-lokl.md b/Compendium/feats/shepherd-of-desolation-lokl.md deleted file mode 100644 index 0199bde23..000000000 --- a/Compendium/feats/shepherd-of-desolation-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/aura -aliases: ["Shepherd of Desolation"] ---- -# Shepherd of Desolation *Feat 12* -[archetype](../../Rules/traits/archetype.md) [aura](../../Rules/traits/aura.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md), [Survivor of Desolation](survivor-of-desolation-locg.md) - -You know how to keep others alive in the Gravelands' murkiest shadows. Allies within 10 feet of you gain the benefit of Survivor of Desolation. If you are a champion, this aura is a champion aura, even though you gained it from Knight Reclaimant instead of a champion feat or feature. - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/aura %% \ No newline at end of file diff --git a/Compendium/feats/shield-block.md b/Compendium/feats/shield-block.md deleted file mode 100644 index 25e694faa..000000000 --- a/Compendium/feats/shield-block.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -aliases: ["Shield Block"] ---- -# Shield Block [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[general](../../Rules/traits/general.md) - -- **Trigger** While you have your [shield raised](../../Rules/actions/raise-a-shield.md), you would take damage from a physical attack. -- **Activity** Reaction - -You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. - -## Shield Block leads to... - -[Quick Shield Block (Champion)](quick-shield-block-champion.md), [Quick Shield Block (Fighter)](quick-shield-block-fighter.md), [Shield Warden (Fighter)](shield-warden-fighter.md), [Bastion Dedication](bastion-dedication-apg.md), [Destructive Block](destructive-block-apg.md), [Disarming Block](disarming-block-apg.md), [Nimble Shield Hand](nimble-shield-hand-apg.md), [Shield Salvation](shield-salvation-apg.md), [Drive Back](drive-back-lokl.md), [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), [Eye Of Ozem](eye-of-ozem-lowg.md), [Grave Sense](grave-sense-lowg.md), [Lastwall Warden](lastwall-warden-lowg.md), [Necromantic Resistance](necromantic-resistance-lowg.md), [Necromantic Tenacity](necromantic-tenacity-lowg.md), [Rescuer's Press](rescuers-press-lol.md), [Always Ready](always-ready-lokl.md), [Bless Shield](bless-shield-lokl.md), [Familiar Foe](familiar-foe-lokl.md), [Final Rest](final-rest-lokl.md), [Nonlethal Takedown](nonlethal-takedown-lokl.md), [Practiced Opposition](practiced-opposition-lokl.md), [Repulse the Wicked](repulse-the-wicked-lokl.md), [Sacred Armaments](sacred-armaments-lokl.md), [Flashing Shield](flashing-shield-lokl.md), [Necromantic Bulwark](necromantic-bulwark-lokl.md), [Grave Sight](grave-sight-lokl.md), [No Stranger to Death](no-stranger-to-death-lokl.md), [Resolute Defender](resolute-defender-lokl.md), [Thwart Evil](thwart-evil-lokl.md), [Withstand Death](withstand-death-lokl.md), [Aegis Of Arnisant](aegis-of-arnisant-locg.md), [Vigil's Walls Rise Anew!](vigils-walls-rise-anew-lol.md), [Fortify Shield](fortify-shield-loag.md) - -## Summary - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/shield-of-faith-apg.md b/Compendium/feats/shield-of-faith-apg.md deleted file mode 100644 index 7d9945dbc..000000000 --- a/Compendium/feats/shield-of-faith-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Shield Of Faith"] ---- -# Shield Of Faith *Feat 10* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: [Domain Initiate](domain-initiate.md) - -Residual energy from your domain spells bolsters your defenses. When you spend a Focus Point to cast a domain spell, you gain a +1 status bonus to your AC until the start of your next turn. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/shield-of-grace.md b/Compendium/feats/shield-of-grace.md deleted file mode 100644 index 4dcd7d3e4..000000000 --- a/Compendium/feats/shield-of-grace.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Shield Of Grace"] ---- -# Shield Of Grace *Feat 16* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Shield Warden](shield-warden-champion.md) - -You protect an ally with both your shield and your body. Whenever you use the [Shield Block](shield-block.md) reaction to prevent damage to an ally, you can evenly split the remaining damage after the [Shield Block](shield-block.md) between the ally and yourself. - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/shield-of-reckoning.md b/Compendium/feats/shield-of-reckoning.md deleted file mode 100644 index 42101ea55..000000000 --- a/Compendium/feats/shield-of-reckoning.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -- trait/flourish -aliases: ["Shield Of Reckoning"] ---- -# Shield Of Reckoning [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[champion](../../Rules/traits/champion.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: champion's reaction, divine ally (shield), tenets of good, [Shield Warden](shield-warden-champion.md) -- **Trigger** A foe's attack against an ally matches the trigger for both your [Shield Block](shield-block.md) reaction and your champion's reaction. -- **Activity** Reaction - -When you shield your ally against an attack, you call upon your power to protect your ally further. You use the [Shield Block](shield-block.md) reaction to prevent damage to an ally and also use your champion's reaction against the foe that attacked your ally. - -*Source: Core Rulebook p. 113* -%% #compendium/src/pf2e/crb #trait/champion #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/shield-paragon.md b/Compendium/feats/shield-paragon.md deleted file mode 100644 index a250a90ce..000000000 --- a/Compendium/feats/shield-paragon.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Shield Paragon"] ---- -# Shield Paragon *Feat 20* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (shield) - -Your shield is a vessel of divine protection. When you're wielding your chosen shield, it is always raised, even without you using the [Raise a Shield](../../Rules/actions/raise-a-shield.md) action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity's realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired. - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/shield-salvation-apg.md b/Compendium/feats/shield-salvation-apg.md deleted file mode 100644 index 0f6836213..000000000 --- a/Compendium/feats/shield-salvation-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shield Salvation"] ---- -# Shield Salvation *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bastion Dedication](bastion-dedication-apg.md) - -You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your [Shield Block](shield-block.md), the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations. - -*Source: Advanced Player's Guide p. 159* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shield-wall-lokl.md b/Compendium/feats/shield-wall-lokl.md deleted file mode 100644 index a63a7b063..000000000 --- a/Compendium/feats/shield-wall-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/champion -- trait/fighter -- trait/uncommon -aliases: ["Shield Wall"] ---- -# Shield Wall [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[champion](../../Rules/traits/champion.md) [fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Trigger** Your shield is raised and an adjacent ally [Raises a Shield](../../Rules/actions/raise-a-shield.md). -- **Activity** Reaction - -You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have standard cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to [Hide](../../Rules/actions/hide.md), as it's obvious you're standing there holding your shields, but you and your ally can use it to [Take Cover](../../Rules/actions/take-cover.md). - -Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised. - -*Source: Lost Omens: Knights of Lastwall p. 84* -%% #compendium/src/pf2e/lokl #trait/champion #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/shield-warden-champion.md b/Compendium/feats/shield-warden-champion.md deleted file mode 100644 index 49478adb3..000000000 --- a/Compendium/feats/shield-warden-champion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Shield Warden (Champion)"] ---- -# Shield Warden (Champion) *Feat 6* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (shield), tenets of good - -You use your shield to protect your allies as well as yourself. When you have a [shield raised](../../Rules/actions/raise-a-shield.md), you can use your [Shield Block](shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](shield-block.md). - -## Shield Warden (Champion) leads to... - -[Shield Of Grace](shield-of-grace.md), [Shield Of Reckoning](shield-of-reckoning.md) - -## Summary - -*Source: Core Rulebook p. 112* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/shield-warden-fighter.md b/Compendium/feats/shield-warden-fighter.md deleted file mode 100644 index a99422d7a..000000000 --- a/Compendium/feats/shield-warden-fighter.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Shield Warden (Fighter)"] ---- -# Shield Warden (Fighter) *Feat 6* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Shield Block](shield-block.md) - -You use your shield to protect your allies. When you have a [shield raised](../../Rules/actions/raise-a-shield.md), you can use your [Shield Block](shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](shield-block.md). - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/shielded-stride.md b/Compendium/feats/shielded-stride.md deleted file mode 100644 index a389891f4..000000000 --- a/Compendium/feats/shielded-stride.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Shielded Stride"] ---- -# Shielded Stride *Feat 4* -[fighter](../../Rules/traits/fighter.md) - - -When your shield is up, your enemies' blows can't touch you. When you have your [shield raised](../../Rules/actions/raise-a-shield.md), you can [Stride](../../Rules/actions/stride.md) to move half your Speed without triggering reactions that are triggered by your movement (such as [Attacks of Opportunity](../../Rules/abilities/attack-of-opportunity.md)). You can use Shielded Stride while Flying or Swimming instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 146* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/shielded-tome-som.md b/Compendium/feats/shielded-tome-som.md deleted file mode 100644 index ccb90c7fc..000000000 --- a/Compendium/feats/shielded-tome-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/arcane -- trait/magus -- trait/transmutation -aliases: ["Shielded Tome"] ---- -# Shielded Tome *Feat 6* -[arcane](../../Rules/traits/arcane.md) [magus](../../Rules/traits/magus-som.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Raise a Tome](raise-a-tome-som.md) - -During your daily preparations, you can magically fuse a shield into your favorite book, where it appears as an elaborate bookmark. While the two are fused, the book shares the Hardness, Hit Points, and Broken Threshold of the shield, and it can be used to [Shield Block](shield-block.md) if you have that reaction, with a requirement of "You have Raised the Tome" instead of the usual requirements. - -You can switch the fused item's form from a book to a shield with a book-shaped motif as a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. When the item is in book form, you can read the book and [Raise the Tome](raise-a-tome-som.md), and when it's in shield form, you can [Raise the Shield](../../Rules/actions/raise-a-shield.md), [Activate it](../../Rules/actions/activate-an-item.md), and gain any other benefits or effects the shield normally has (such as a spellguard shield's bonus to saving throws against magic). The fusion lasts until your next daily preparations. - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/arcane #trait/magus #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/shieldmarshal-dedication-loil.md b/Compendium/feats/shieldmarshal-dedication-loil.md deleted file mode 100644 index d45002420..000000000 --- a/Compendium/feats/shieldmarshal-dedication-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -- trait/dedication -aliases: ["Shieldmarshal Dedication"] ---- -# Shieldmarshal Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in [Society](../skills.md#Society); if you were already trained, you become an expert in [Society](../skills.md#Society) instead. - -In urban environments, you can attempt [Society](../skills.md#Society) checks to [Sense Direction](../../Rules/actions/sense-direction.md). You also gain the Courtly Graces and [Streetwise](streetwise.md) skill feats. - -*Source: Lost Omens: Impossible Lands p. 109* -%% #compendium/src/pf2e/loil #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/shift-spell-frp2.md b/Compendium/feats/shift-spell-frp2.md deleted file mode 100644 index db1a8e37b..000000000 --- a/Compendium/feats/shift-spell-frp2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/uncommon -- trait/wizard -aliases: ["Shift Spell"] ---- -# Shift Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Access**: member of the Magaambya -- **Requirements**: You have an active spell that affects an area and you are within the spell's range. -- **Activity** Single Action - -You move the spell's area to a new location within 120 feet. - -The spell's remaining duration is reduced by half. The spell no longer affects its previous area. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 75* -%% #compendium/src/pf2e/frp2 #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/shifting-faces-loag.md b/Compendium/feats/shifting-faces-loag.md deleted file mode 100644 index 2c3296412..000000000 --- a/Compendium/feats/shifting-faces-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Shifting Faces"] ---- -# Shifting Faces *Feat 5* -[kitsune](../../Rules/traits/kitsune-loag.md) - -- **Prerequisites**: tailless alternate form -- **Frequency**: once per day - -You wear many faces, even those that don't belong to you. When you Change Shape into your tailless form, you gain the effects of 3rd-level [illusory disguise](../spells/illusory-disguise.md) for 1 hour or until you shift back, except it's a [transmutation](../../Rules/traits/transmutation.md) effect rather than an illusion. - -*Source: Lost Omens: Ancestry Guide p. 126* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/shifting-terrain-som.md b/Compendium/feats/shifting-terrain-som.md deleted file mode 100644 index a09c27807..000000000 --- a/Compendium/feats/shifting-terrain-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Shifting Terrain"] ---- -# Shifting Terrain [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Rough Terrain Stance](rough-terrain-stance-som.md), master in [Nature](../skills.md#Nature) -- **Requirements**: Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance. -- **Activity** Single Action - -You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects. After you use this action, you can't use it again for `1d4` rounds. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [clumsy](../../Rules/conditions.md#Clumsy) for 1 round. -> - **Failure** The creature is [clumsy](../../Rules/conditions.md#Clumsy) for 1 round. -> - **Critical Failure** The creature is [clumsy](../../Rules/conditions.md#Clumsy) for 1 round and falls [prone](../../Rules/conditions.md#Prone). - -*Source: Secrets of Magic p. 213* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shining-arms-lotgb.md b/Compendium/feats/shining-arms-lotgb.md deleted file mode 100644 index 0a37b9ed7..000000000 --- a/Compendium/feats/shining-arms-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Shining Arms"] ---- -# Shining Arms *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [light](../spells/light.md) - -When you cast [light](../spells/light.md), you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can [Dismiss the Spell](../../Rules/actions/dismiss.md) as a reaction, causing the foe to be [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. After you use this reaction, you can't use this modification again for 10 minutes. - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shining-oath.md b/Compendium/feats/shining-oath.md deleted file mode 100644 index 79aa3c3ed..000000000 --- a/Compendium/feats/shining-oath.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -- trait/oath -aliases: ["Shining Oath"] ---- -# Shining Oath *Feat 2* -[champion](../../Rules/traits/champion.md) [oath](../../Rules/traits/oath.md) - -- **Prerequisites**: tenets of good - -You've sworn an oath to put the undead to rest. Add the following tenet to your champion's code after the other tenets: "You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace." - -Your [Retributive Strike](../../Rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md)'s resistance against damage from an undead is 7 + your level. If you use [Liberating Step](../../Rules/actions/liberating-step.md) triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](../../Rules/actions/liberating-step.md), and the ally can [Step](../../Rules/actions/step.md) twice afterward. - -You don't consider undead to be legitimate authorities, even in nations ruled by undead. - -## Shining Oath leads to... - -[Aura Of Life](aura-of-life.md) - -## Summary - -*Source: Core Rulebook p. 110* -%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/Compendium/feats/shinstabber-loag.md b/Compendium/feats/shinstabber-loag.md deleted file mode 100644 index 5af01b803..000000000 --- a/Compendium/feats/shinstabber-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Shinstabber"] ---- -# Shinstabber *Feat 13* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - -- **Prerequisites**: [Overcrowd](overcrowd-apg.md) - -You can dart around and between your larger allies' legs without tripping them up. As long as you're Small or smaller, you can end your movement in the same square as a Medium or larger ally. Only two creatures total can share the same space when using this ability or a similar one. - -*Source: Lost Omens: Ancestry Guide p. 56* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/shiny-button-eyes-lotgb.md b/Compendium/feats/shiny-button-eyes-lotgb.md deleted file mode 100644 index fff004a87..000000000 --- a/Compendium/feats/shiny-button-eyes-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Shiny Button Eyes"] ---- -# Shiny Button Eyes *Feat 1* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -You've polished your eyes to reflect the smallest details in dimmest light. You gain the [Canny Acumen](canny-acumen.md) skill feat as a bonus feat, but you must choose [Perception](../skills.md#Perception). - -Additionally, you gain a +1 circumstance bonus to [Perception](../skills.md#Perception) checks against visual illusions. - -*Source: Lost Omens: The Grand Bazaar p. 64* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/shisk-lore-lome.md b/Compendium/feats/shisk-lore-lome.md deleted file mode 100644 index 7e4f340d1..000000000 --- a/Compendium/feats/shisk-lore-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Shisk Lore"] ---- -# Shisk Lore *Feat 1* -[shisk](../../Rules/traits/shisk-lome.md) - - -You hoard knowledge like a dragon hoards gold. You gain the trained proficiency rank in three [Lore](../skills.md#Lore) skills of your choice. You also become trained in [Shisk Lore](../skills.md#Lore). - -*Source: Lost Omens: The Mwangi Expanse p. 125* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/shokis-argument-loag.md b/Compendium/feats/shokis-argument-loag.md deleted file mode 100644 index fe15bbce5..000000000 --- a/Compendium/feats/shokis-argument-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Shoki's Argument"] ---- -# Shoki's Argument *Feat 5* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -You feel a connection to shokis, the rambling collectors of wayward souls, and might have found old texts written by one. You are trained in [Diplomacy](../skills.md#Diplomacy). If you were already trained in [Diplomacy](../skills.md#Diplomacy) (from your background or class, for example), you instead become trained in a skill of your choice. You can also cast [disrupt undead](../spells/disrupt-undead.md) as a divine innate cantrip at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Ancestry Guide p. 31* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/shoony-lore-ec3.md b/Compendium/feats/shoony-lore-ec3.md deleted file mode 100644 index 5409639de..000000000 --- a/Compendium/feats/shoony-lore-ec3.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Shoony Lore"] ---- -# Shoony Lore *Feat 1* -[shoony](../../Rules/traits/shoony-ec3.md) - - -Growing up in shoony society, you learned the value of honesty, friendship, and hard work, even during trying times. You gain the trained proficiency rank in [Diplomacy](../skills.md#Diplomacy) and [Survival](../skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Shoony Lore](../skills.md#Lore). - -*Source: Extinction Curse #3: Life's Long Shadows p. 72* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/shooters-camouflage-g-g.md b/Compendium/feats/shooters-camouflage-g-g.md deleted file mode 100644 index e43ecf284..000000000 --- a/Compendium/feats/shooters-camouflage-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Shooter's Camouflage"] ---- -# Shooter's Camouflage *Feat 12* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth) - -You specialize in blending into a particular type of environment, able to disappear after taking your shot. Choose either natural or urban terrain. In the chosen terrain, you can [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md) even without cover or being [concealed](../../Rules/conditions.md#Concealed). - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/shooting-stars-stance-apg.md b/Compendium/feats/shooting-stars-stance-apg.md deleted file mode 100644 index 37190b464..000000000 --- a/Compendium/feats/shooting-stars-stance-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/stance -aliases: ["Shooting Stars Stance"] ---- -# Shooting Stars Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Monastic Weaponry](monastic-weaponry.md) -- **Activity** Single Action - -You enter a stance that lets you throw shuriken with lightning speed. While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with [shuriken](../equipment/items/shuriken.md) instead. - -*Source: Advanced Player's Guide p. 128* -%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/shore-step-som.md b/Compendium/feats/shore-step-som.md deleted file mode 100644 index e4b031afc..000000000 --- a/Compendium/feats/shore-step-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -aliases: ["Shore Step"] ---- -# Shore Step *Feat 1* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: wave order - -The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water. In addition, if you roll a success on an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md) on a slippery or wet surface, or on an [Athletics](../skills.md#Athletics) check to [Swim](../../Rules/actions/swim.md), you get a critical success instead. - -*Source: Secrets of Magic p. 198* -%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/shorthanded-g-g.md b/Compendium/feats/shorthanded-g-g.md deleted file mode 100644 index 1d64da3ae..000000000 --- a/Compendium/feats/shorthanded-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Shorthanded"] ---- -# Shorthanded *Feat 4* -[archetype](../../Rules/traits/archetype.md) - - -Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon. - -In a pinch, however, you can operate it with fewer people, provided you know what you're doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a –2 penalty to checks to Load, Aim, Launch, move, or [Repair](../../Rules/actions/repair.md) the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a –10 penalty when doing so. - -*Source: Guns & Gears p. 129* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shory-aerialist-locg.md b/Compendium/feats/shory-aerialist-locg.md deleted file mode 100644 index 76e434dc0..000000000 --- a/Compendium/feats/shory-aerialist-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Shory Aerialist"] ---- -# Shory Aerialist *Feat 13* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: Garundi, Mauxi, or Tian-Yae ethnicity; [Shory Aeromancer](shory-aeromancer-locg.md) or ability to cast [fly](../spells/fly.md) - -Unique in Golarion's history, the Shory people developed fighting styles dedicated to combat in the air. You gain a +2 circumstance bonus to [Acrobatics](../skills.md#Acrobatics) checks to [Maneuver in Flight](../../Rules/actions/maneuver-in-flight.md) and a +5-foot status bonus to your fly Speed whenever you are flying via magic. - -*Source: Lost Omens: Character Guide p. 15* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/shory-aeromancer-locg.md b/Compendium/feats/shory-aeromancer-locg.md deleted file mode 100644 index b2ae4bac8..000000000 --- a/Compendium/feats/shory-aeromancer-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Shory Aeromancer"] ---- -# Shory Aeromancer *Feat 9* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: Garundi, Mauxi, or Tian-Yae ethnicity - -Your ancestors hailed from the flying cities of the Shory, and a few simple tricks have come down through the ages to you. You can cast 4th-level [fly](../spells/fly.md) on yourself as an innate arcane spell once per day. - -## Shory Aeromancer leads to... - -[Shory Aerialist](shory-aerialist-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 14* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/shoulder-catastrophe-locg.md b/Compendium/feats/shoulder-catastrophe-locg.md deleted file mode 100644 index eb6986ce7..000000000 --- a/Compendium/feats/shoulder-catastrophe-locg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Shoulder Catastrophe"] ---- -# Shoulder Catastrophe [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md) -- **Trigger** An enemy critically succeeds at a [Strike](../../Rules/actions/strike.md) against an adjacent ally. -- **Activity** Reaction - -You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering [Strike](../../Rules/actions/strike.md) but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success. - -## Shoulder Catastrophe leads to... - -[Stave Off Catastrophe](stave-off-catastrophe-lopsg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 115* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/shove-down-apg.md b/Compendium/feats/shove-down-apg.md deleted file mode 100644 index b7f0d612d..000000000 --- a/Compendium/feats/shove-down-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Shove Down"] ---- -# Shove Down [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) -- **Requirements**: Your last action was a successful [Shove](../../Rules/actions/shove.md). -- **Activity** Free Action - -You leverage your weight to topple foes that you move. You attempt to [Trip](../../Rules/actions/trip.md) the target, even if the target is no longer in your reach. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/shoving-sweep-apg.md b/Compendium/feats/shoving-sweep-apg.md deleted file mode 100644 index 95c6d3e6d..000000000 --- a/Compendium/feats/shoving-sweep-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Shoving Sweep"] ---- -# Shoving Sweep [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Mauler Dedication](mauler-dedication-apg.md), expert in [Athletics](../skills.md#Athletics) -- **Trigger** A creature within your reach leaves a square during a move action it's using. -- **Requirements**: You are wielding a melee weapon in two hands. -- **Activity** Reaction - -You swing your weapon at your foe, rebuffing them back. You attempt to [Shove](../../Rules/actions/shove.md) the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the [Shove](../../Rules/actions/shove.md). - -*Source: Advanced Player's Guide p. 183* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/showstopper-g-g.md b/Compendium/feats/showstopper-g-g.md deleted file mode 100644 index 5a9d22f1a..000000000 --- a/Compendium/feats/showstopper-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Showstopper"] ---- -# Showstopper *Feat 14* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Pistol Twirl](pistol-twirl-g-g.md), master in [Deception](../skills.md#Deception) - -Your twirling weapons create a grand distraction that's difficult to look away from. - -When using Pistol Twirl to [Feint](../../Rules/actions/feint.md), you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one [Deception](../skills.md#Deception) check and compare it against each target's [Perception](../skills.md#Perception) DC. - -*Source: Guns & Gears p. 118* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/shrink-down-som.md b/Compendium/feats/shrink-down-som.md deleted file mode 100644 index 0eb8f3688..000000000 --- a/Compendium/feats/shrink-down-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/concentrate -- trait/eidolon -- trait/evolution -- trait/summoner -- trait/transmutation -aliases: ["Shrink Down"] ---- -# Shrink Down [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](../../Rules/traits/concentrate.md) [eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Activity** Single Action - -Your eidolon can shrink to fit into small spaces. Your eidolon reduces in size, to a minimum of size Small. It can use this action again while shrunk to return to its normal size. - -## Shrink Down leads to... - -[Miniaturize](miniaturize-som.md) - -## Summary - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/concentrate #trait/eidolon #trait/evolution #trait/summoner #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/shrouded-magic-loag.md b/Compendium/feats/shrouded-magic-loag.md deleted file mode 100644 index 312f90ffc..000000000 --- a/Compendium/feats/shrouded-magic-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Shrouded Magic"] ---- -# Shrouded Magic *Feat 1* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -Choose one cantrip from the occult spell list. You can cast this cantrip as an occult innate spell at will, heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/shrouded-mien-loag.md b/Compendium/feats/shrouded-mien-loag.md deleted file mode 100644 index 694d99a24..000000000 --- a/Compendium/feats/shrouded-mien-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Shrouded Mien"] ---- -# Shrouded Mien *Feat 1* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -You're used to dealing with dangerous situations and sinister creatures. You become trained in [Deception](../skills.md#Deception) (or another skill of your choice, if you're already trained in [Deception](../skills.md#Deception)), and you gain the [Lengthy Diversion](lengthy-diversion.md) skill feat as a bonus feat. - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/sickening-bite-botd.md b/Compendium/feats/sickening-bite-botd.md deleted file mode 100644 index 97d178e67..000000000 --- a/Compendium/feats/sickening-bite-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Sickening Bite"] ---- -# Sickening Bite *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](ghoul-dedication-botd.md) - -Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is [sickened](../../Rules/conditions.md#Sickened). This is a [disease](../../Rules/traits/disease.md) effect. If you are satiated, you can end your satiation to make the target [sickened](../../Rules/conditions.md#Sickened) on a regular hit instead. - -*Source: Book of the Dead p. 49* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sidestep.md b/Compendium/feats/sidestep.md deleted file mode 100644 index 9737de676..000000000 --- a/Compendium/feats/sidestep.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Sidestep"] ---- -# Sidestep [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Trigger** The attack roll for a [Strike](../../Rules/actions/strike.md) targeting you fails or critically fails. -- **Activity** Reaction - -You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the [Strike](../../Rules/actions/strike.md)'s attack roll against the new target. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/sign-language.md b/Compendium/feats/sign-language.md deleted file mode 100644 index 0416fa760..000000000 --- a/Compendium/feats/sign-language.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Sign Language"] ---- -# Sign Language *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Society](../skills.md#Society) - -You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are [visual](../../Rules/traits/visual.md) rather than [auditory](../../Rules/traits/auditory.md). - -Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/signature-spell-expansion-apg.md b/Compendium/feats/signature-spell-expansion-apg.md deleted file mode 100644 index 8a53375e8..000000000 --- a/Compendium/feats/signature-spell-expansion-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Signature Spell Expansion"] ---- -# Signature Spell Expansion *Feat 10* -[sorcerer](../../Rules/traits/sorcerer.md) - - -Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower. - -*Source: Advanced Player's Guide p. 140* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/signature-spell-expansion-da.md b/Compendium/feats/signature-spell-expansion-da.md deleted file mode 100644 index 1e6c3db88..000000000 --- a/Compendium/feats/signature-spell-expansion-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Signature Spell Expansion"] ---- -# Signature Spell Expansion *Feat 10* -[psychic](../../Rules/traits/psychic-da.md) - - -Your direct mental grasp of your power lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/signature-synergy-som.md b/Compendium/feats/signature-synergy-som.md deleted file mode 100644 index 570a6a491..000000000 --- a/Compendium/feats/signature-synergy-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Signature Synergy"] ---- -# Signature Synergy *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Advanced Synergy](advanced-synergy-som.md) - -Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list: Airborne Form, Burrowing Form, Ever-Vigilant Senses, or Hulking Size. For the purpose of meeting its prerequisites, your summoner level is equal to your character level – 4. - -*Source: Secrets of Magic p. 77* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/signifer-armor-expertise-locg.md b/Compendium/feats/signifer-armor-expertise-locg.md deleted file mode 100644 index 4f496d755..000000000 --- a/Compendium/feats/signifer-armor-expertise-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Signifer Armor Expertise"] ---- -# Signifer Armor Expertise *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Signifer Dedication](hellknight-signifer-dedication-locg.md) - -You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor. - -*Source: Lost Omens: Character Guide p. 85* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/signifers-sight-locg.md b/Compendium/feats/signifers-sight-locg.md deleted file mode 100644 index f76e85007..000000000 --- a/Compendium/feats/signifers-sight-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Signifer's Sight"] ---- -# Signifer's Sight *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Hellknight Signifer Dedication](hellknight-signifer-dedication-locg.md) - -The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain [darkvision](../../Rules/abilities/darkvision.md). Additionally, if you are [dazzled](../../Rules/conditions.md#Dazzled) while wearing your signifer's mask and the target is [concealed](../../Rules/conditions.md#Concealed) only because you are [dazzled](../../Rules/conditions.md#Dazzled), you reduce the flat check DC to target that creature from 5 to 3. - -*Source: Lost Omens: Character Guide p. 85* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/silencing-strike-apg.md b/Compendium/feats/silencing-strike-apg.md deleted file mode 100644 index 7f5eed3cb..000000000 --- a/Compendium/feats/silencing-strike-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/incapacitation -- trait/rage -aliases: ["Silencing Strike"] ---- -# Silencing Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [incapacitation](../../Rules/traits/incapacitation.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Single Action - -A quick strike to the face or mouth silences your opponent. Make a melee [Strike](../../Rules/actions/strike.md) against a foe. The foe must succeed at a Fortitude save against your class DC. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is dazed and can barely vocalize. It's [stunned](../../Rules/conditions.md#Stunned) and its speech is raspy and hard to understand. It must succeed at a DC 11 flat check to use linguistic actions or supply verbal spellcasting components until the end of its next turn. -> - **Critical Failure** As failure, but the creature is [stunned](../../Rules/conditions.md#Stunned) instead of [stunned](../../Rules/conditions.md#Stunned). - -*Source: Advanced Player's Guide p. 110* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/incapacitation #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/silent-spell.md b/Compendium/feats/silent-spell.md deleted file mode 100644 index 34c8b3514..000000000 --- a/Compendium/feats/silent-spell.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/metamagic -- trait/wizard -aliases: ["Silent Spell"] ---- -# Silent Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: [Conceal Spell](conceal-spell.md) -- **Activity** Single Action - -You've learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is [Casting a Spell](../../Rules/actions/cast-a-spell.md) that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can't carry. However, the spell still has visual manifestations, so this doesn't make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of [Conceal Spell](conceal-spell.md), and you don't need to attempt a [Deception](../skills.md#Deception) check because the spell has no verbal components. - -*Source: Core Rulebook p. 210* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/silent-step-loag.md b/Compendium/feats/silent-step-loag.md deleted file mode 100644 index 5667f165c..000000000 --- a/Compendium/feats/silent-step-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -- trait/flourish -aliases: ["Silent Step"] ---- -# Silent Step [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) [flourish](../../Rules/traits/flourish.md) - -- **Activity** Single Action - -You vanish with silent treads. You [Step](../../Rules/actions/step.md), then [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md). You still need to meet the requirements to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md), as normal. - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/silent-sting-frp2.md b/Compendium/feats/silent-sting-frp2.md deleted file mode 100644 index 6b107312a..000000000 --- a/Compendium/feats/silent-sting-frp2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -aliases: ["Silent Sting"] ---- -# Silent Sting [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Golden League Xun Dedication](golden-league-xun-dedication-frp2.md), expert in [Stealth](../skills.md#Stealth) -- **Trigger** You make a [Strike](../../Rules/actions/strike.md) with a weapon of light bulk. -- **Activity** Reaction - -You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to [Conceal an Object](../../Rules/actions/conceal-an-object.md) to hide the triggering weapon. Your [Stealth](../skills.md#Stealth) check is compared to the [Perception](../skills.md#Perception) DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your [Strike](../../Rules/actions/strike.md) gains a +4 circumstance bonus to their [Perception](../skills.md#Perception) DC for this check. If your [Stealth](../skills.md#Stealth) check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 76* -%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/silent-stone-loil.md b/Compendium/feats/silent-stone-loil.md deleted file mode 100644 index e55426e98..000000000 --- a/Compendium/feats/silent-stone-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/oread -aliases: ["Silent Stone"] ---- -# Silent Stone *Feat 1* -[oread](../../Rules/traits/oread-b2.md) - - -You've lived in the shadow of the Shattered Range, and the patience of those ancient mountains expresses itself in your stillness. Your body might have veins of granite, sandstone, or similar sedimentary rocks that make it easier for you to camouflage yourself in certain regions. You become trained in [Stealth](../skills.md#Stealth), and you gain the [Terrain Stalker](terrain-stalker.md) skill feat. If you're already trained in [Stealth](../skills.md#Stealth) from another source, you become trained in a skill of your choice instead. - -*Source: Lost Omens: Impossible Lands p. 31* -%% #compendium/src/pf2e/loil #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/silvers-refrain-aoa3.md b/Compendium/feats/silvers-refrain-aoa3.md deleted file mode 100644 index cd9c06c4b..000000000 --- a/Compendium/feats/silvers-refrain-aoa3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/bard -- trait/rare -aliases: ["Silver's Refrain"] ---- -# Silver's Refrain *Feat 12* -[bard](../../Rules/traits/bard.md) [rare](../../Rules/traits/rare.md) - - -You learn the [silver's refrain](../spells/silvers-refrain-aoa3.md) composition cantrip, which aids you when fighting devils. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* -%% #compendium/src/pf2e/aoa3 #trait/bard #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/simple-crystal-magic-aoa4.md b/Compendium/feats/simple-crystal-magic-aoa4.md deleted file mode 100644 index 326d769c3..000000000 --- a/Compendium/feats/simple-crystal-magic-aoa4.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa4 -- trait/archetype -aliases: ["Simple Crystal Magic"] ---- -# Simple Crystal Magic *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](crystal-keeper-dedication-aoa4.md) - -As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the [read aura](../spells/read-aura.md) and [sigil](../spells/sigil.md) cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 74* -%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sin-reservoir-som.md b/Compendium/feats/sin-reservoir-som.md deleted file mode 100644 index 6886178da..000000000 --- a/Compendium/feats/sin-reservoir-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Sin Reservoir"] ---- -# Sin Reservoir *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Runelord Dedication](runelord-dedication-som.md) - -During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else. - -*Source: Secrets of Magic p. 240* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sing-to-the-steel-sot2.md b/Compendium/feats/sing-to-the-steel-sot2.md deleted file mode 100644 index 1c6d7fe6f..000000000 --- a/Compendium/feats/sing-to-the-steel-sot2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -- trait/auditory -- trait/evocation -aliases: ["Sing To The Steel"] ---- -# Sing To The Steel [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [evocation](../../Rules/traits/evocation.md) - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](nantambu-chime-ringer-dedication-sot2.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You strike magical tones that can turn the tide of combat. - -You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive, disrupting, flaming, frost, ghost touch, shock, or thundering. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. - -You choose the rune and the effect applies to all creatures. - -You can use an action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/evocation %% \ No newline at end of file diff --git a/Compendium/feats/sinister-appearance-loag.md b/Compendium/feats/sinister-appearance-loag.md deleted file mode 100644 index 4a0c77205..000000000 --- a/Compendium/feats/sinister-appearance-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -aliases: ["Sinister Appearance"] ---- -# Sinister Appearance *Feat 1* -[ifrit](../../Rules/traits/ifrit-b2.md) - - -You possess horns, a tail, or red eyes, or could otherwise be mistaken for a tiefling. - -You gain the trained proficiency rank in [Intimidation](../skills.md#Intimidation). If you would automatically become trained in [Intimidation](../skills.md#Intimidation) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Intimidating Glare](intimidating-glare.md) skill feat, as well as a +2 circumstance bonus on [Deception](../skills.md#Deception) checks to [Impersonate](../../Rules/actions/impersonate.md) when pretending to be a version of yourself who is a tiefling. - -*Source: Lost Omens: Ancestry Guide p. 103* -%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/sink-and-swim-da.md b/Compendium/feats/sink-and-swim-da.md deleted file mode 100644 index 6eaa3b94b..000000000 --- a/Compendium/feats/sink-and-swim-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/rare -- trait/water -aliases: ["Sink and Swim"] ---- -# Sink and Swim *Feat 14* -[aftermath](../../Rules/traits/aftermath-da.md) [rare](../../Rules/traits/rare.md) [water](../../Rules/traits/water.md) - -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [water](../../Rules/traits/water.md) trait or an enemy's ability that has the [water](../../Rules/traits/water.md) trait. - -Your body looks like it's made of flowing water, clear and pristine, providing a natural grace to all your movements. You gain a swim Speed equal to your land Speed. If you already had a swim Speed, it's increased by 10 feet. You gain the Water Transfer activity, which enables you to teleport through a body of water. - -```ad-embed-ability -title: Water Transfer[two-actions] -[conjuration](../../../rules/traits/conjuration.md) [primal](../../../rules/traits/primal.md) [teleportation](../../../rules/traits/teleportation.md) [water](../../../rules/traits/water.md) - -- **Requirements**: You're on land and adjacent to a body of water - -**Effect** You sink into the water and emerge back onto land in another space within 120 feet that's adjacent to the same body of water. You can transport yourself, any items you're wearing and holding, and up to one other willing creature. -%% #trait/conjuration #trait/primal #trait/teleportation #trait/water %% -``` - -*Source: Dark Archive p. 57* -%% #compendium/src/pf2e/da #trait/aftermath #trait/rare #trait/water %% diff --git a/Compendium/feats/siphon-life-da.md b/Compendium/feats/siphon-life-da.md deleted file mode 100644 index 78a5db9ac..000000000 --- a/Compendium/feats/siphon-life-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/flourish -- trait/magical -- trait/necromancy -- trait/negative -- trait/rare -aliases: ["Siphon Life"] ---- -# Siphon Life [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[aftermath](../../Rules/traits/aftermath-da.md) [flourish](../../Rules/traits/flourish.md) [magical](../../Rules/traits/magical.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You've been reduced to 0 Hit Points by an enemy with the [negative](../../Rules/traits/negative.md) trait. -- **Activity** Two-Action - -Experiences with necromantic energy have left a permanent mark on you, casting you in a deathlike pallor, chilling your body temperature to be ice-cold, turning your very blood black, and giving you the power to rip out an enemy's life force. [Strike](../../Rules/actions/strike.md) with an unarmed attack. If you hit and the target is a living creature, it takes `4d6` additional negative damage, depending on its Fortitude save. If the target takes any negative damage, you gain an equal number of temporary Hit Points, which last for 1 minute. - -> [!success-degree] -> - **Critical Success** The enemy takes no additional negative damage and becomes temporarily immune for 1 minute. -> - **Success** The enemy takes half the additional negative damage. -> - **Failure** The enemy takes full additional negative damage. -> - **Critical Failure** The enemy takes double the additional negative damage. - -*Source: Dark Archive p. 56* -%% #compendium/src/pf2e/da #trait/aftermath #trait/flourish #trait/magical #trait/necromancy #trait/negative #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/siphon-power-apg.md b/Compendium/feats/siphon-power-apg.md deleted file mode 100644 index 70cf61171..000000000 --- a/Compendium/feats/siphon-power-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Siphon Power"] ---- -# Siphon Power [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[witch](../../Rules/traits/witch-apg.md) - -- **Frequency**: once per day -- **Requirements**: You haven't acted yet on your turn. -- **Activity** Free Action - -You draw upon the reservoir of your patron's magic that resides within your familiar. During your turn, you can cast one spell your familiar knows that was granted by your patron's theme or lessons without spending a spell slot to do so (or even having it prepared). The spell must be at least 1 level lower than the highest-level spell slot you can cast. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/siphoning-touch-lotgb.md b/Compendium/feats/siphoning-touch-lotgb.md deleted file mode 100644 index ebb03329d..000000000 --- a/Compendium/feats/siphoning-touch-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Siphoning Touch"] ---- -# Siphoning Touch *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](../spells/vampiric-touch.md) - -When you cast [vampiric touch](../spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/six-pillars-stance-frp2.md b/Compendium/feats/six-pillars-stance-frp2.md deleted file mode 100644 index 299087fda..000000000 --- a/Compendium/feats/six-pillars-stance-frp2.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -- trait/stance -aliases: ["Six Pillars Stance"] ---- -# Six Pillars Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Sixth Pillar Dedication](sixth-pillar-dedication-frp2.md) -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the [concentrate](../../Rules/traits/concentrate.md) or [manipulate](../../Rules/traits/manipulate.md) traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed [Strikes](../../Rules/actions/strike.md) gain a +1 circumstance bonus to damage. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #compendium/src/pf2e/frp2 #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/sixth-pillar-dedication-frp2.md b/Compendium/feats/sixth-pillar-dedication-frp2.md deleted file mode 100644 index 20f8bee49..000000000 --- a/Compendium/feats/sixth-pillar-dedication-frp2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Sixth Pillar Dedication"] ---- -# Sixth Pillar Dedication *Feat 8* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 14, expert in [Acrobatics](../skills.md#Acrobatics), able to cast spells - -You use your physical discipline to channel your magic. - -If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in [Athletics](../skills.md#Athletics), or in another trained skill if you were already expert in [Athletics](../skills.md#Athletics). - -**Special.** You can't select another dedication feat until you've gained two other feats from the Sixth Pillar archetype. - -## Sixth Pillar Dedication leads to... - -[Maneuvering Spell](maneuvering-spell-frp2.md), [Six Pillars Stance](six-pillars-stance-frp2.md), [Sixth Pillar Mastery](sixth-pillar-mastery-frp2.md), [Touch Focus](touch-focus-frp2.md) - -## Summary - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #compendium/src/pf2e/frp2 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sixth-pillar-mastery-frp2.md b/Compendium/feats/sixth-pillar-mastery-frp2.md deleted file mode 100644 index db2e1d52f..000000000 --- a/Compendium/feats/sixth-pillar-mastery-frp2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -aliases: ["Sixth Pillar Mastery"] ---- -# Sixth Pillar Mastery *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sixth Pillar Dedication](sixth-pillar-dedication-frp2.md) - -Your greater discipline aligns your magical and physical potential. If your proficiency rank in unarmed attacks is at least master, your proficiency rank in spell attacks increases to master. Likewise, if your proficiency rank in spell attacks is at least master, your proficiency rank in unarmed attacks improves to master. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #compendium/src/pf2e/frp2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sixth-sense-da.md b/Compendium/feats/sixth-sense-da.md deleted file mode 100644 index 178837879..000000000 --- a/Compendium/feats/sixth-sense-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/divination -- trait/occult -- trait/psychic -aliases: ["Sixth Sense"] ---- -# Sixth Sense *Feat 6* -[divination](../../Rules/traits/divination.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - - -Your psychic abilities also allow you to detect the lingering thoughts of spirits and similar entities. While you're exploring but not [Searching](../../Rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](../../Rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence, such as celestials, fiends, and monitors. - -You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while [Searching](../../Rules/actions/search.md), Seeking, and on the automatic secret check from Sixth Sense. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. - -When you notice a creature with your Sixth Sense, you also learn its location, making it [hidden](../../Rules/conditions.md#Hidden) to you if it had been [undetected](../../Rules/conditions.md#Undetected). - -*Source: Dark Archive p. 26* -%% #compendium/src/pf2e/da #trait/divination #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/skeletal-resistance-botd.md b/Compendium/feats/skeletal-resistance-botd.md deleted file mode 100644 index 0b2659192..000000000 --- a/Compendium/feats/skeletal-resistance-botd.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Skeletal Resistance"] ---- -# Skeletal Resistance *Feat 9* -[skeleton](../../Rules/traits/skeleton-b1.md) - - -Your body becomes resistant, your hardened bones deflecting weapons and other forms of damage. You gain resistance 2 to cold, electricity, fire, piercing, and slashing damage. This resistance increases to 3 at 13th level and 4 at 17th level. - -*Source: Book of the Dead p. 57* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/skeletal-transformation-botd.md b/Compendium/feats/skeletal-transformation-botd.md deleted file mode 100644 index b0fc49b7c..000000000 --- a/Compendium/feats/skeletal-transformation-botd.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Skeletal Transformation"] ---- -# Skeletal Transformation *Feat 13* -[skeleton](../../Rules/traits/skeleton-b1.md) - - -You rearrange your bones into a bestial shape. Once per day, you can cast [animal form](../spells/animal-form.md) as a divine innate spell. When you cast it, you choose the spell's level: 3rd, 4th, or 5th. Your battle form looks like a skeletal version of the animal. In this form, you retain the benefits of any skeleton feats that do not require the use of hands or the ability to communicate. - -*Source: Book of the Dead p. 57* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/skeleton-commander-botd.md b/Compendium/feats/skeleton-commander-botd.md deleted file mode 100644 index 818750a03..000000000 --- a/Compendium/feats/skeleton-commander-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -- trait/uncommon -aliases: ["Skeleton Commander"] ---- -# Skeleton Commander *Feat 13* -[skeleton](../../Rules/traits/skeleton-b1.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Religion](../skills.md#Religion) - -You gain the ability to summon your own skeletal minions. You learn the create undead rituals (Core Rulebook 411) to create three types of undead for which you meet the prerequisites. These undead must have the [skeleton](../../Rules/traits/skeleton-b1.md) trait or be other skeletal undead the GM agrees to. You can't teach these rituals to anyone else, and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. - -You gain a +2 circumstance bonus to [Religion](../skills.md#Religion) checks for create undead rituals. You can also perform the ritual without the aid of a secondary caster; in this case, you attempt the secondary check normally performed by that caster. - -*Source: Book of the Dead p. 57* -%% #compendium/src/pf2e/botd #trait/skeleton #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/skeptics-defense-da.md b/Compendium/feats/skeptics-defense-da.md deleted file mode 100644 index c18b1e329..000000000 --- a/Compendium/feats/skeptics-defense-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Skeptic's Defense"] ---- -# Skeptic's Defense [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: master in [Intimidation](../skills.md#Intimidation) -- **Frequency**: once per day -- **Trigger** You are targeted by or are in the area of a mental spell or effect. -- **Activity** Reaction - -You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your [Intimidation](../skills.md#Intimidation) modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. - -If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/skill-mastery-apg.md b/Compendium/feats/skill-mastery-apg.md deleted file mode 100644 index e95a25ed1..000000000 --- a/Compendium/feats/skill-mastery-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Skill Mastery"] ---- -# Skill Mastery *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Investigator Dedication](investigator-dedication-apg.md), trained in at least one skill and expert in at least one skill - -Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. - -**Special.** You can select this feat up to five times. - -*Source: Advanced Player's Guide p. 151* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/skill-mastery.md b/Compendium/feats/skill-mastery.md deleted file mode 100644 index f727c65bd..000000000 --- a/Compendium/feats/skill-mastery.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Skill Mastery"] ---- -# Skill Mastery *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](rogue-dedication.md), trained in at least one skill and expert in at least one skill - -Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. - -**Special.** You can select this feat up to five times. - -*Source: Core Rulebook p. 229* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/skilled-climber-loil.md b/Compendium/feats/skilled-climber-loil.md deleted file mode 100644 index 1462d37b9..000000000 --- a/Compendium/feats/skilled-climber-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Skilled Climber"] ---- -# Skilled Climber *Feat 5* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: athamasi or xyloshi - -You can navigate vertical surfaces with ease. You gain a climb Speed of 10 feet. If you also have the Scuttle Up ancestry feat, your climb Speed increases to your land Speed when climbing trees or cavern walls. - -*Source: Lost Omens: Impossible Lands p. 44* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/skilled-partner-som.md b/Compendium/feats/skilled-partner-som.md deleted file mode 100644 index a2ba45647..000000000 --- a/Compendium/feats/skilled-partner-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Skilled Partner"] ---- -# Skilled Partner *Feat 4* -[summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon gains a 1st-level skill feat and a 2nd-level or lower skill feat. At 7th level, your eidolon gains an additional skill feat, of 7th level or lower. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/skillful-climber-loil.md b/Compendium/feats/skillful-climber-loil.md deleted file mode 100644 index 2222e5bf5..000000000 --- a/Compendium/feats/skillful-climber-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Skillful Climber"] ---- -# Skillful Climber *Feat 5* -[vanara](../../Rules/traits/vanara-loil.md) - - -You can scamper up or down surfaces as nimbly as a monkey. You gain a climb Speed of 10 feet. If you have the Climber's Tail ancestry feat, your total climb Speed increases to your land Speed when climbing trees. - -*Source: Lost Omens: Impossible Lands p. 56* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/skillful-tail-ganzi-loag.md b/Compendium/feats/skillful-tail-ganzi-loag.md deleted file mode 100644 index a14da04e4..000000000 --- a/Compendium/feats/skillful-tail-ganzi-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Skillful Tail (Ganzi)"] ---- -# Skillful Tail (Ganzi) *Feat 5* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -You have a tail or similar body part that is always willing to lend a hand (so to speak). You can perform simple [Interact](../../Rules/actions/interact.md) actions with your tail, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. - -## Skillful Tail (Ganzi) leads to... - -[Larcenous Tail](larcenous-tail-loag.md), [Mischievous Tail](mischievous-tail-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 97* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/skillful-tail-loag.md b/Compendium/feats/skillful-tail-loag.md deleted file mode 100644 index 958c07102..000000000 --- a/Compendium/feats/skillful-tail-loag.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -- trait/oread -- trait/suli -- trait/sylph -- trait/undine -aliases: ["Skillful Tail ()"] ---- -# Skillful Tail () *Feat 5* -[ifrit](../../Rules/traits/ifrit-b2.md) [oread](../../Rules/traits/oread-b2.md) [suli](../../Rules/traits/suli-b2.md) [sylph](../../Rules/traits/sylph-b2.md) [undine](../../Rules/traits/undine-b2.md) - - -You were born with a tail, and with practice you've learned how to perform simple [Interact](../../Rules/actions/interact.md) actions with it, such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. - -*Source: Lost Omens: Ancestry Guide p. 100* -%% #compendium/src/pf2e/loag #trait/ifrit #trait/oread #trait/suli #trait/sylph #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/skillful-tail-tiefling-apg.md b/Compendium/feats/skillful-tail-tiefling-apg.md deleted file mode 100644 index b46fbf752..000000000 --- a/Compendium/feats/skillful-tail-tiefling-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Skillful Tail (Tiefling)"] ---- -# Skillful Tail (Tiefling) *Feat 5* -[tiefling](../../Rules/traits/tiefling-b1.md) - - -You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple [Interact](../../Rules/actions/interact.md) actions with your tail such as opening an unlocked door. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items. - -*Source: Advanced Player's Guide p. 40* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/skim-scroll-apg.md b/Compendium/feats/skim-scroll-apg.md deleted file mode 100644 index 64781ab6c..000000000 --- a/Compendium/feats/skim-scroll-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Skim Scroll"] ---- -# Skim Scroll [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scroll Trickster Dedication](scroll-trickster-dedication-apg.md) -- **Activity** Single Action - -You can activate the magic of a scroll with a cursory read as you draw it from your belt. You [Interact](../../Rules/actions/interact.md) to draw forth a scroll, then use Trick Magic Item on the scroll. - -*Source: Advanced Player's Guide p. 189* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/skin-split-loil.md b/Compendium/feats/skin-split-loil.md deleted file mode 100644 index 8fae4bf3e..000000000 --- a/Compendium/feats/skin-split-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Skin Split"] ---- -# Skin Split [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[nagaji](../../Rules/traits/nagaji-loil.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You claw open the top layer of your scales and peel off the premature shed in order to remove harmful substances from your skin. - -You immediately end all [persistent damage](../../Rules/conditions.md#Persistent%20Damage) from effects that coat your skin (such as fire and most [persistent acid damage](../../Rules/conditions.md#Persistent%20Damage)). If you're suffering from an effect other than [persistent damage](../../Rules/conditions.md#Persistent%20Damage) that depends on continuous contact with your skin, and if that effect allows a saving throw, immediately attempt a new saving throw against that effect. - -*Source: Lost Omens: Impossible Lands p. 49* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/skirmish-strike-ranger.md b/Compendium/feats/skirmish-strike-ranger.md deleted file mode 100644 index 443029f2b..000000000 --- a/Compendium/feats/skirmish-strike-ranger.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/ranger -aliases: ["Skirmish Strike (Ranger)"] ---- -# Skirmish Strike (Ranger) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](../../Rules/traits/flourish.md) [ranger](../../Rules/traits/ranger.md) - -- **Activity** Single Action - -Your feet and weapon move in tandem. Either [Step](../../Rules/actions/step.md) and then [Strike](../../Rules/actions/strike.md), or [Strike](../../Rules/actions/strike.md) and then [Step](../../Rules/actions/step.md). - -*Source: Core Rulebook p. 173* -%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/skirmish-strike-rogue.md b/Compendium/feats/skirmish-strike-rogue.md deleted file mode 100644 index 8f36e1319..000000000 --- a/Compendium/feats/skirmish-strike-rogue.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/rogue -aliases: ["Skirmish Strike (Rogue)"] ---- -# Skirmish Strike (Rogue) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](../../Rules/traits/flourish.md) [rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -Your feet and weapon move in tandem. Either [Step](../../Rules/actions/step.md) and then [Strike](../../Rules/actions/strike.md), or [Strike](../../Rules/actions/strike.md) and then [Step](../../Rules/actions/step.md). - -*Source: Core Rulebook p. 186* -%% #compendium/src/pf2e/crb #trait/flourish #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/skirt-the-light-loag.md b/Compendium/feats/skirt-the-light-loag.md deleted file mode 100644 index c1fef5156..000000000 --- a/Compendium/feats/skirt-the-light-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -- trait/uncommon -aliases: ["Skirt The Light"] ---- -# Skirt The Light *Feat 13* -[fetchling](../../Rules/traits/fetchling-b2.md) [uncommon](../../Rules/traits/uncommon.md) - - -You can travel the border between the Material and Shadow Planes and even bring others along. You can cast [shadow walk](../spells/shadow-walk.md) as an occult innate spell once per day. - -*Source: Lost Omens: Ancestry Guide p. 88* -%% #compendium/src/pf2e/loag #trait/fetchling #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/skitter-apg.md b/Compendium/feats/skitter-apg.md deleted file mode 100644 index 8f9ce891a..000000000 --- a/Compendium/feats/skitter-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Skitter"] ---- -# Skitter *Feat 3* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: Dexterity 16, [Fleet](fleet.md) - -You can scoot swiftly across the ground. You can [Crawl](../../Rules/actions/crawl.md) up to half your Speed. - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/skittering-scuttle.md b/Compendium/feats/skittering-scuttle.md deleted file mode 100644 index 7eb583929..000000000 --- a/Compendium/feats/skittering-scuttle.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Skittering Scuttle"] ---- -# Skittering Scuttle *Feat 9* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: [Goblin Scuttle](goblin-scuttle.md) - -You can scuttle farther and faster when maneuvering alongside allies. When you use [Goblin Scuttle](goblin-scuttle.md), you can [Stride](../../Rules/actions/stride.md) up to half your Speed instead of [Stepping](../../Rules/actions/step.md). - -*Source: Core Rulebook p. 49* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/skittering-sneak-loag.md b/Compendium/feats/skittering-sneak-loag.md deleted file mode 100644 index c02854115..000000000 --- a/Compendium/feats/skittering-sneak-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Skittering Sneak"] ---- -# Skittering Sneak *Feat 13* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You squish, slink, and skitter from cover to cover with great speed and stealth. You can move up to your full Speed when you [Sneak](../../Rules/actions/sneak.md). - -*Source: Lost Omens: Ancestry Guide p. 56* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/skittertalk-lome.md b/Compendium/feats/skittertalk-lome.md deleted file mode 100644 index 1154d062c..000000000 --- a/Compendium/feats/skittertalk-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Skittertalk"] ---- -# Skittertalk *Feat 1* -[anadi](../../Rules/traits/anadi-lome.md) - - -You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with spiders and other arachnids. The GM determines which creatures count for this ability. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/skull-creeper-loag.md b/Compendium/feats/skull-creeper-loag.md deleted file mode 100644 index c407cf76b..000000000 --- a/Compendium/feats/skull-creeper-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Skull Creeper"] ---- -# Skull Creeper *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You wear skulls to demoralize foes. You become trained in [Intimidation](../skills.md#Intimidation) and gain the [Intimidating Glare](intimidating-glare.md) skill feat. If you're already trained in [Intimidation](../skills.md#Intimidation), you instead become trained in a skill of your choice. If you pay 50 gp for a splendid skull mask, the mask grants you a +1 item bonus to [Intimidation](../skills.md#Intimidation); its usage is worn (mask). - -*Source: Lost Omens: Ancestry Guide p. 55* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/sky-and-heaven-stance-aoe2.md b/Compendium/feats/sky-and-heaven-stance-aoe2.md deleted file mode 100644 index e9e8c855b..000000000 --- a/Compendium/feats/sky-and-heaven-stance-aoe2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe2 -- trait/archetype -- trait/stance -aliases: ["Sky And Heaven Stance"] ---- -# Sky And Heaven Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](jalmeri-heavenseeker-dedication-aoe2.md) -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter a stance perfected by past champions of the Challenge of Sky and Heaven, allowing you to make jagged strikes like flashes of lightning through the sky. The only [Strikes](../../Rules/actions/strike.md) you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling; and have the [nonlethal](../../Rules/traits/nonlethal.md), [unarmed](../../Rules/traits/unarmed.md), and [versatile

](../../Rules/traits/versatile.md) traits. - -While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. - -## Sky And Heaven Stance leads to... - -[Cross The Final Horizon](cross-the-final-horizon-aoe2.md), [Skyseeker](skyseeker-aoe2.md) - -## Summary - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 78* -%% #compendium/src/pf2e/aoe2 #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/sky-and-heaven-stance-loil.md b/Compendium/feats/sky-and-heaven-stance-loil.md deleted file mode 100644 index 6a10d7c66..000000000 --- a/Compendium/feats/sky-and-heaven-stance-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -- trait/stance -aliases: ["Sky and Heaven Stance"] ---- -# Sky and Heaven Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: Jalmeri Heavenseeker Dedication -- **Requirements**: You're unarmored. -- **Activity** Single Action - -Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal `1d10` slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level. - -*Source: Lost Omens: Impossible Lands p. 224* -%% #compendium/src/pf2e/loil #trait/archetype #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/sky-master-mask-sot6.md b/Compendium/feats/sky-master-mask-sot6.md deleted file mode 100644 index 5c238b054..000000000 --- a/Compendium/feats/sky-master-mask-sot6.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Sky Master Mask"] ---- -# Sky Master Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn. - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/skyseeker-aoe2.md b/Compendium/feats/skyseeker-aoe2.md deleted file mode 100644 index 02081f79d..000000000 --- a/Compendium/feats/skyseeker-aoe2.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe2 -- trait/archetype -- trait/open -aliases: ["Skyseeker"] ---- -# Skyseeker [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [open](../../Rules/traits/open.md) - -- **Prerequisites**: [Sky and Heaven Stance](sky-and-heaven-stance-aoe2.md) -- **Requirements**: You are in Sky and Heaven Stance. -- **Activity** Two-Action - -You [Leap](../../Rules/actions/leap.md) toward an opponent. At any point in the Leap, you can make a single [Strike](../../Rules/actions/strike.md) against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. - -All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two [Strikes](../../Rules/actions/strike.md) can target the same creature. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #compendium/src/pf2e/aoe2 #trait/archetype #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/skyseeker-loil.md b/Compendium/feats/skyseeker-loil.md deleted file mode 100644 index d012b9fd3..000000000 --- a/Compendium/feats/skyseeker-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -- trait/electricity -- trait/evocation -- trait/sonic -aliases: ["Skyseeker"] ---- -# Skyseeker [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Prerequisites**: Sky and Heaven Stance -- **Requirements**: You're in Sky and Heaven Stance. -- **Activity** Two-Action - -You [Leap](../../Rules/actions/leap.md) toward an opponent. At any point in the [Leap](../../Rules/actions/leap.md), you can make a single [Strike](../../Rules/actions/strike.md) against a creature within your reach. At 12th level, if you hit with this [Strike](../../Rules/actions/strike.md), instead of finishing your [Leap](../../Rules/actions/leap.md), you can immediately attempt a second [Leap](../../Rules/actions/leap.md) from the space where you struck the target of your [Strike](../../Rules/actions/strike.md). You can make a single [Strike](../../Rules/actions/strike.md) against a target within your reach during this second [Leap](../../Rules/actions/leap.md) as well. At 16th level, you can attempt a third [Leap](../../Rules/actions/leap.md) if your second [Strike](../../Rules/actions/strike.md) hits, and you can attack a target at any point during this third [Leap](../../Rules/actions/leap.md). All Leaps made during this activity gain a +10-foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature. - -*Source: Lost Omens: Impossible Lands p. 225* -%% #compendium/src/pf2e/loil #trait/archetype #trait/electricity #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/Compendium/feats/slag-may-apg.md b/Compendium/feats/slag-may-apg.md deleted file mode 100644 index 32b2ceb39..000000000 --- a/Compendium/feats/slag-may-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/changeling -- trait/lineage -aliases: ["Slag May"] ---- -# Slag May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals `1d6` slashing damage. Your claws are in the brawling group, have the [unarmed](../../Rules/traits/unarmed.md) and [grapple](../../Rules/traits/grapple.md) traits, and are cold iron. - -*Source: Advanced Player's Guide p. 31* -%% #compendium/src/pf2e/apg #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/slayers-blessing-botd.md b/Compendium/feats/slayers-blessing-botd.md deleted file mode 100644 index d5cb9d497..000000000 --- a/Compendium/feats/slayers-blessing-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/manipulate -aliases: ["Slayer's Blessing"] ---- -# Slayer's Blessing *Feat 8* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Slayer's Strike](slayers-strike-botd.md) - -You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the [Strike](../../Rules/actions/strike.md), you can choose either the [ghost touch](../equipment/items/ghost-touch.md) property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material. - -At 14th level, add adamantine and mithral to the list of materials you can choose from. - -*Source: Book of the Dead p. 29* -%% #compendium/src/pf2e/botd #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/slayers-presence-botd.md b/Compendium/feats/slayers-presence-botd.md deleted file mode 100644 index a99f20330..000000000 --- a/Compendium/feats/slayers-presence-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Slayer's Presence"] ---- -# Slayer's Presence *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Frighten Undead](frighten-undead-botd.md) - -Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is [fleeing](../../Rules/conditions.md#Fleeing) for 1 round. - -*Source: Book of the Dead p. 29* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/slayers-strike-botd.md b/Compendium/feats/slayers-strike-botd.md deleted file mode 100644 index e04c3cc7b..000000000 --- a/Compendium/feats/slayers-strike-botd.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/flourish -- trait/necromancy -- trait/occult -- trait/positive -aliases: ["Slayer's Strike"] ---- -# Slayer's Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) [necromancy](../../Rules/traits/necromancy.md) [occult](../../Rules/traits/occult.md) [positive](../../Rules/traits/positive.md) - -- **Prerequisites**: [Undead Slayer Dedication](undead-slayer-dedication-botd.md) -- **Activity** Two-Action - -You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a [Strike](../../Rules/actions/strike.md) against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this [Strike](../../Rules/actions/strike.md) hits, you deal one extra die of positive damage, with the same die size as the weapon or unarmed attack you used. Any further [Strikes](../../Rules/actions/strike.md) you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice. As normal, the positive damage harms only undead and creatures with negative healing. - -If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. - -## Slayer's Strike leads to... - -[Slayer's Blessing](slayers-blessing-botd.md) - -## Summary - -*Source: Book of the Dead p. 28* -%% #compendium/src/pf2e/botd #trait/archetype #trait/flourish #trait/necromancy #trait/occult #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/sleeper-hold.md b/Compendium/feats/sleeper-hold.md deleted file mode 100644 index d2bd437d9..000000000 --- a/Compendium/feats/sleeper-hold.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/incapacitation -- trait/monk -aliases: ["Sleeper Hold"] ---- -# Sleeper Hold [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[incapacitation](../../Rules/traits/incapacitation.md) [monk](../../Rules/traits/monk.md) - -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -You pinch crucial points of your target's nervous system, impeding its ability to function. Attempt an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the creature, with the following success and critical success effects instead of the usual effects. - -> [!success-degree] -> - **Critical Success** The target falls [unconscious](../../Rules/conditions.md#Unconscious) for 1 minute, though it remains standing and doesn't drop what it holds. -> - **Success** The target is [clumsy](../../Rules/conditions.md#Clumsy) until the end of its next turn. - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/incapacitation #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/sleepwalker-dedication-da.md b/Compendium/feats/sleepwalker-dedication-da.md deleted file mode 100644 index 5148b8adf..000000000 --- a/Compendium/feats/sleepwalker-dedication-da.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -aliases: ["Sleepwalker Dedication"] ---- -# Sleepwalker Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: expert in [Occultism](../skills.md#Occultism) - -You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the Daydream Trance action. Daydream Trance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (enchantment, mental, occult) You fall into a half-sleeping trance. This lasts for 1 minute or until you fall [unconscious](../../Rules/conditions.md#Unconscious), whichever comes first. You can voluntarily end your trance by taking a single action, which has a [concentrate](../../Rules/traits/concentrate.md) trait, and succeeding at a Will save against your own class DC or spell DC, whichever is higher. - -Once your trance ends, you can't enter a Daydream Trance again for 1 minute. While you're in your trance, you gain the following effects: - -- You gain a +1 status bonus to Will saves. This bonus increases to +2 against [mental](../../Rules/traits/mental.md) effects. If you're legendary in [Occultism](../skills.md#Occultism), the bonus against [mental](../../Rules/traits/mental.md) effects increases to +3. -- You take a –1 penalty to [Perception](../skills.md#Perception) checks and initiative rolls. - -**Special.** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype. - -## Sleepwalker Dedication leads to... - -[Infiltrate Dream](infiltrate-dream-da.md), [Oneiric Influence](oneiric-influence-da.md), [Vision of Foresight](vision-of-foresight-da.md), [Dream Magic](dream-magic-da.md), [Waking Dream](waking-dream-da.md), [Ward Slumber](ward-slumber-da.md), [Dream Logic](dream-logic-da.md), [Shared Dream](shared-dream-da.md), [Ever Dreaming](ever-dreaming-da.md) - -## Summary - -*Source: Dark Archive p. 206* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/slice-and-swipe-aoe3.md b/Compendium/feats/slice-and-swipe-aoe3.md deleted file mode 100644 index 68cf8deb5..000000000 --- a/Compendium/feats/slice-and-swipe-aoe3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/flourish -- trait/manipulate -- trait/rogue -- trait/uncommon -aliases: ["Slice And Swipe"] ---- -# Slice And Swipe [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](../../Rules/traits/flourish.md) [manipulate](../../Rules/traits/manipulate.md) [rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Help either the Washboard Dogs or the Diobel -- **Requirements**: You're wielding a melee weapon that deals slashing damage and you have a free hand. -- **Activity** Single Action - -You attempt a melee [Strike](../../Rules/actions/strike.md) with the required weapon. If you hit and deal damage and the result of your attack roll exceeds the target's [Perception](../skills.md#Perception) DC, you [Steal](../../Rules/actions/steal.md) a small object from the target (as if you had succeeded at that task using the [Thievery](../skills.md#Thievery) skill). Depending on the object, the target might realize that it has been stolen, and onlookers might realize you have stolen the object if the attack roll doesn't exceed their [Perception](../skills.md#Perception) DCs. - -*Source: Agents of Edgewatch #3: All or Nothing p. 75* -%% #compendium/src/pf2e/aoe3 #trait/flourish #trait/manipulate #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/slingers-readiness-g-g.md b/Compendium/feats/slingers-readiness-g-g.md deleted file mode 100644 index 560f66dee..000000000 --- a/Compendium/feats/slingers-readiness-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Slinger's Readiness"] ---- -# Slinger's Readiness *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Gunslinger Dedication](gunslinger-dedication-g-g.md) - -You've learned a gunslinger's tricks for staking out your territory in a fight. You gain the initial deed for the way you selected with Gunslinger's Dedication. - -*Source: Guns & Gears p. 127* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/slingers-reflexes-g-g.md b/Compendium/feats/slingers-reflexes-g-g.md deleted file mode 100644 index 2811c8efa..000000000 --- a/Compendium/feats/slingers-reflexes-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Slinger's Reflexes"] ---- -# Slinger's Reflexes *Feat 20* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -Your ability to react to unexpected circumstances is preternaturally sharp. At the start of each enemy's turn, you gain an additional reaction you can use on only that turn to use a gunslinger reaction. - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/slink-loag.md b/Compendium/feats/slink-loag.md deleted file mode 100644 index 0f8c8ef14..000000000 --- a/Compendium/feats/slink-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fetchling -aliases: ["Slink"] ---- -# Slink *Feat 1* -[fetchling](../../Rules/traits/fetchling-b2.md) - - -You can move through gloom with the speed of darkness. You can move 5 feet farther when you take the [Sneak](../../Rules/actions/sneak.md) action, up to your Speed. In addition, as long as you continue to use [Sneak](../../Rules/actions/sneak.md) actions and succeed at your [Stealth](../skills.md#Stealth) check, you don't become [observed](../../Rules/conditions.md#Observed) if you end a [Sneak](../../Rules/actions/sneak.md) action in dim light or darkness, as long as you have cover or greater cover or are [concealed](../../Rules/conditions.md#Concealed) at the end of your turn. - -*Source: Lost Omens: Ancestry Guide p. 87* -%% #compendium/src/pf2e/loag #trait/fetchling %% \ No newline at end of file diff --git a/Compendium/feats/slip-into-shadow-loag.md b/Compendium/feats/slip-into-shadow-loag.md deleted file mode 100644 index bae3823b7..000000000 --- a/Compendium/feats/slip-into-shadow-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Slip Into Shadow"] ---- -# Slip Into Shadow *Feat 9* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: ability to cast at least one spell with the [darkness](../../Rules/traits/darkness.md) trait - -Your shadow magic bleeds into the space around you. Whenever you cast a spell with the [darkness](../../Rules/traits/darkness.md) trait, a lingering aura of shadows reduces bright light within a 5-foot emanation around you to dim light until the end of your turn. - -Like in natural dim light, you can use these shadows to [Hide](../../Rules/actions/hide.md), but the aura still makes your overall position obvious, so you can't become [undetected](../../Rules/conditions.md#Undetected) through the use of these shadows alone. - -*Source: Lost Omens: Ancestry Guide p. 28* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/slip-the-grasp-loag.md b/Compendium/feats/slip-the-grasp-loag.md deleted file mode 100644 index 422f8485a..000000000 --- a/Compendium/feats/slip-the-grasp-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -- trait/flourish -aliases: ["Slip The Grasp"] ---- -# Slip The Grasp [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) [flourish](../../Rules/traits/flourish.md) - -- **Requirements**: You are [grabbed](../../Rules/conditions.md#Grabbed), [immobilized](../../Rules/conditions.md#Immobilized), or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -You have some feature that allows you to quickly evade effects that restrain you. Attempt a check to [Escape](../../Rules/actions/escape.md). If you succeed, you can [Stride](../../Rules/actions/stride.md), [Step](../../Rules/actions/step.md), or make a [Strike](../../Rules/actions/strike.md) with a melee unarmed attack targeting the creature you Escaped from. If you fail, you instead attempt to [Escape](../../Rules/actions/escape.md) a second time. - -You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions. - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/slip-with-the-breeze-loag.md b/Compendium/feats/slip-with-the-breeze-loag.md deleted file mode 100644 index 489ef22bb..000000000 --- a/Compendium/feats/slip-with-the-breeze-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Slip With The Breeze"] ---- -# Slip With The Breeze *Feat 5* -[sylph](../../Rules/traits/sylph-b2.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -You create gusts of wind when you jump, allowing you to carry yourself across greater distances. You gain the [Quick Jump](quick-jump.md) and [Powerful Leap](powerful-leap.md) skill feats as bonus feats. - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/slippery-secrets.md b/Compendium/feats/slippery-secrets.md deleted file mode 100644 index d7c99bf34..000000000 --- a/Compendium/feats/slippery-secrets.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Slippery Secrets"] ---- -# Slippery Secrets *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Deception](../skills.md#Deception) - -You elude and evade attempts to uncover your true nature or intentions. When a spell or [magical](../../Rules/traits/magical.md) effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a [Deception](../skills.md#Deception) check against the spell or effect's DC. If you succeed, the effect reveals nothing. - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/slither-loag.md b/Compendium/feats/slither-loag.md deleted file mode 100644 index 23abf5ae6..000000000 --- a/Compendium/feats/slither-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Slither"] ---- -# Slither *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - - -You are an expert at moving through extremely tight spaces. You gain the [Quick Squeeze](quick-squeeze.md) skill feat, even if you're not trained in [Acrobatics](../skills.md#Acrobatics). When you roll a success on an [Acrobatics](../skills.md#Acrobatics) check to [Squeeze](../../Rules/actions/squeeze.md), you get a critical success instead. - -*Source: Lost Omens: Ancestry Guide p. 39* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/sly-striker.md b/Compendium/feats/sly-striker.md deleted file mode 100644 index 6da4cf5a8..000000000 --- a/Compendium/feats/sly-striker.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Sly Striker"] ---- -# Sly Striker *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: sneak attack - -Your attacks deal more damage, even against creatures that aren't [flat-footed](../../Rules/conditions.md#Flat-footed). When you succeed or critically succeed at a [Strike](../../Rules/actions/strike.md) against a creature that isn't [flat-footed](../../Rules/conditions.md#Flat-footed), you also deal `1d6` precision damage. This applies only if you're using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal `3d6` or more sneak attack damage to [flat-footed](../../Rules/conditions.md#Flat-footed) creatures, you deal `2d6` precision damage to creatures that aren't [flat-footed](../../Rules/conditions.md#Flat-footed). - -## Sly Striker leads to... - -[Impossible Striker](impossible-striker.md) - -## Summary - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/smash-from-the-air-apg.md b/Compendium/feats/smash-from-the-air-apg.md deleted file mode 100644 index 2da1669d0..000000000 --- a/Compendium/feats/smash-from-the-air-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Smash From The Air"] ---- -# Smash From The Air *Feat 18* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: APG - -Your expertise enables you to knock away spells. You can use Cut from the Air against ranged spell attack rolls. - -*Source: Advanced Player's Guide p. 127* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/smashing-tail-loag.md b/Compendium/feats/smashing-tail-loag.md deleted file mode 100644 index a78bd53a4..000000000 --- a/Compendium/feats/smashing-tail-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Smashing Tail"] ---- -# Smashing Tail *Feat 1* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -You have a tail that serves as a potent weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage, has the [sweep](../../Rules/traits/sweep.md) trait, and is in the brawling weapon group. - -*Source: Lost Omens: Ancestry Guide p. 97* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/smite-evil.md b/Compendium/feats/smite-evil.md deleted file mode 100644 index 2c5056b9f..000000000 --- a/Compendium/feats/smite-evil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Smite Evil"] ---- -# Smite Evil [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: divine ally (blade), tenets of good -- **Activity** Single Action - -Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your [Strikes](../../Rules/actions/strike.md) with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon. - -If the foe attacks one of your allies, the duration extends to the end of that foe's next turn. If the foe continues to attack your allies each turn, the duration continues to extend. - -*Source: Core Rulebook p. 112* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/smite-good-apg.md b/Compendium/feats/smite-good-apg.md deleted file mode 100644 index 798532706..000000000 --- a/Compendium/feats/smite-good-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Smite Good"] ---- -# Smite Good [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: divine ally (blade), tenets of evil -- **Activity** Single Action - -Your blade ally shares your lust for the blood of good creatures. Select one enemy you can see. Until the start of your next turn, your [Strikes](../../Rules/actions/strike.md) against that foe using the weapon your blade ally inhabits deal an extra 4 evil damage, increasing to 6 if you have master proficiency with this weapon. - -If the chosen enemy attacks you before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to attack you each turn, the duration continues to extend. - -*Source: Advanced Player's Guide p. 119* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/smoke-bomb.md b/Compendium/feats/smoke-bomb.md deleted file mode 100644 index eb5747f3e..000000000 --- a/Compendium/feats/smoke-bomb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/additive-1 -- trait/alchemist -aliases: ["Smoke Bomb"] ---- -# Smoke Bomb [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* -[additive <1>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Frequency**: once per round -- **Trigger** You use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. -- **Activity** Free Action - -You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target's space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the [concealed](../../Rules/conditions.md#Concealed) condition, and all other creatures are [concealed](../../Rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dissipated by a strong wind. - -*Source: Core Rulebook p. 77* -%% #compendium/src/pf2e/crb #trait/additive-1 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/smoke-curtain-g-g.md b/Compendium/feats/smoke-curtain-g-g.md deleted file mode 100644 index 862e72548..000000000 --- a/Compendium/feats/smoke-curtain-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Smoke Curtain"] ---- -# Smoke Curtain [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded firearm and are wearing or holding a dose of black powder. -- **Activity** Two-Action - -You load an extra dose of powder into your shot, causing it to belch a cloud of smoke. You make a [Strike](../../Rules/actions/strike.md) with your firearm and create a cloud of smoke in a 20-foot emanation centered on your location. Creatures are [concealed](../../Rules/conditions.md#Concealed) while within the smoke, and creatures outside the area are [concealed](../../Rules/conditions.md#Concealed) to creatures within the smoke. The smoke dissipates at the start of your next turn. - -If your [Strike](../../Rules/actions/strike.md) is a critical failure, your firearm misfires. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/smoke-sight-g-g.md b/Compendium/feats/smoke-sight-g-g.md deleted file mode 100644 index 4509420e7..000000000 --- a/Compendium/feats/smoke-sight-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/uncommon -aliases: ["Smoke Sight"] ---- -# Smoke Sight *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. - -You're used to fighting and hiding in a haze of smoke and flame. You automatically succeed at the DC 5 flat check to target a [concealed](../../Rules/conditions.md#Concealed) creature if that creature is [concealed](../../Rules/conditions.md#Concealed) only by smoke. When you are [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden) in smoke, increase the DC of the flat check to target you to 6 if you're [concealed](../../Rules/conditions.md#Concealed) or 12 if you're [hidden](../../Rules/conditions.md#Hidden). - -*Source: Guns & Gears p. 201* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/smokesoul-loag.md b/Compendium/feats/smokesoul-loag.md deleted file mode 100644 index 2eab46531..000000000 --- a/Compendium/feats/smokesoul-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/sylph -aliases: ["Smokesoul"] ---- -# Smokesoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [sylph](../../Rules/traits/sylph-b2.md) - - -You have a connection to smoke and haze. You gain the Smoke Blending reaction. - -```ad-embed-ability -title: Smoke Blending [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sylph](../../../rules/traits/sylph-b2.md) - -- **Trigger**: A creature attempts a flat check to target you because you're [concealed](../../../rules/conditions.md#Concealed) or [hidden](../../../rules/conditions.md#Hidden) due to fog, haze, mist, or smoke - -**Effect** You shroud yourself in smoke, making it harder for your foe to hit you. If you're [concealed](../../../rules/conditions.md#Concealed), the DC of the flat check increases from 5 to 7; if you're [hidden](../../../rules/conditions.md#Hidden), it increases from 11 to 13. -%% #trait/sylph %% -``` - -*Source: Lost Omens: Ancestry Guide p. 115* -%% #compendium/src/pf2e/loag #trait/lineage #trait/sylph %% diff --git a/Compendium/feats/smoldering-explosion-lotgb.md b/Compendium/feats/smoldering-explosion-lotgb.md deleted file mode 100644 index 092716f10..000000000 --- a/Compendium/feats/smoldering-explosion-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Smoldering Explosion"] ---- -# Smoldering Explosion *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [fireball](../spells/fireball.md) - -When you cast [fireball](../spells/fireball.md) heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your [fireball](../spells/fireball.md) leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of [obscuring mist](../spells/obscuring-mist.md), except that it lasts only 1 round. - -## Smoldering Explosion leads to... - -[Choking Smoke](choking-smoke-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/snagging-strike.md b/Compendium/feats/snagging-strike.md deleted file mode 100644 index 6d016d997..000000000 --- a/Compendium/feats/snagging-strike.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Snagging Strike"] ---- -# Snagging Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[fighter](../../Rules/traits/fighter.md) - -- **Requirements**: You have one hand free, and your target is within reach of that hand. -- **Activity** Single Action - -You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a [Strike](../../Rules/actions/strike.md) while keeping one hand free. If this [Strike](../../Rules/actions/strike.md) hits, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first. - -*Source: Core Rulebook p. 145* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/snap-out-of-it-apg.md b/Compendium/feats/snap-out-of-it-apg.md deleted file mode 100644 index 1b44f30b1..000000000 --- a/Compendium/feats/snap-out-of-it-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/auditory -- trait/emotion -- trait/mental -aliases: ["Snap Out Of It!"] ---- -# Snap Out Of It! [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Activity** Single Action - -You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a [mental](../../Rules/traits/mental.md) effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes. - -*Source: Advanced Player's Guide p. 180* -%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/snap-out-of-it-lopsg.md b/Compendium/feats/snap-out-of-it-lopsg.md deleted file mode 100644 index aa7ae6162..000000000 --- a/Compendium/feats/snap-out-of-it-lopsg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -- trait/skill -aliases: ["Snap Out Of It!"] ---- -# Snap Out Of It! [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Medicine](../skills.md#Medicine), [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Activity** Two-Action - -Pathfinders are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses. Attempt a [Medicine](../skills.md#Medicine) check on an adjacent ally who is [fascinated](../../Rules/conditions.md#Fascinated), [frightened](../../Rules/conditions.md#Frightened), [stunned](../../Rules/conditions.md#Stunned), or [stupefied](../../Rules/conditions.md#Stupefied) and choose one of those conditions. The DC is the DC for the effect that caused the condition. - -> [!success-degree] -> - **Critical Success** Reduce the value of the chosen condition by 2. If you chose [fascinated](../../Rules/conditions.md#Fascinated), that condition ends. -> - **Success** Reduce the value of the chosen condition by 1. If you chose [fascinated](../../Rules/conditions.md#Fascinated), that condition ends. -> - **Failure** The target is unaffected. -> - **Critical Failure** You increase the value of the chosen condition by 1. If you chose [fascinated](../../Rules/conditions.md#Fascinated), increase the duration by 1 round instead. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/snap-shot.md b/Compendium/feats/snap-shot.md deleted file mode 100644 index 7f0f49a47..000000000 --- a/Compendium/feats/snap-shot.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Snap Shot"] ---- -# Snap Shot *Feat 6* -[ranger](../../Rules/traits/ranger.md) - - -You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon [Strike](../../Rules/actions/strike.md) to instead make a ranged weapon [Strike](../../Rules/actions/strike.md). You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon [Strike](../../Rules/actions/strike.md) with a ranged weapon [Strike](../../Rules/actions/strike.md). - -*Source: Core Rulebook p. 173* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/snare-commando-loag.md b/Compendium/feats/snare-commando-loag.md deleted file mode 100644 index 5ab1738f7..000000000 --- a/Compendium/feats/snare-commando-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Snare Commando"] ---- -# Snare Commando [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception) or [Intimidation](../skills.md#Intimidation), [Snare Crafting](snare-crafting.md) -- **Trigger** A creature fails or critically fails a save against your snare. -- **Activity** Reaction - -Your snares are so befuddling that your victims rarely notice you slipping out of sight. If you have expert proficiency in [Deception](../skills.md#Deception), you can [Create a Diversion](../../Rules/actions/create-a-diversion.md) against the triggering creature. If you have expert proficiency in [Intimidation](../skills.md#Intimidation), you can instead [Demoralize](../../Rules/actions/demoralize.md) the triggering creature. If you have both, choose one of the two effects. - -*Source: Lost Omens: Ancestry Guide p. 40* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/snare-crafting.md b/Compendium/feats/snare-crafting.md deleted file mode 100644 index 495469559..000000000 --- a/Compendium/feats/snare-crafting.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Snare Crafting"] ---- -# Snare Crafting *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You can use the [Craft](../../Rules/actions/craft.md) activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book. - -## Snare Crafting leads to... - -[Snare Specialist](snare-specialist.md), [Lightning Snares](lightning-snares.md), [Powerful Snares](powerful-snares.md), [Quick Snares](quick-snares.md), [Ubiquitous Snares](ubiquitous-snares.md), [Impossible Snares](impossible-snares-apg.md), [Trapsmith Dedication](trapsmith-dedication-g-g.md), [Finessed Features](finessed-features-g-g.md), [Gear Gnash](gear-gnash-g-g.md), [Propeller Attachment](propeller-attachment-g-g.md), [Recycled Cogwheels](recycled-cogwheels-g-g.md), [Repurposed Parts](repurposed-parts-g-g.md), [Snare Genius](snare-genius-apg.md), [Snare Hopping](snare-hopping-apg.md), [Snarecrafter Dedication](snarecrafter-dedication-apg.md), [Giant Snare](giant-snare-apg.md), [Plentiful Snares](plentiful-snares-apg.md), [Remote Trigger](remote-trigger-apg.md), [Surprise Snare](surprise-snare-apg.md), [Snare Commando](snare-commando-loag.md), [Vicious Snares](vicious-snares-loag.md) - -## Summary - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/snare-genius-apg.md b/Compendium/feats/snare-genius-apg.md deleted file mode 100644 index 7905b8691..000000000 --- a/Compendium/feats/snare-genius-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Snare Genius"] ---- -# Snare Genius *Feat 5* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting), [Snare Crafting](snare-crafting.md) - -Your expertise makes your snares more powerful, and you can place them quickly and efficiently. Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment; if the snare normally takes 1 minute to [Craft](../../Rules/actions/craft.md), you can [Craft](../../Rules/actions/craft.md) it with 3 [Interact](../../Rules/actions/interact.md) actions. Snares prepared in this way don't cost you any resources to [Craft](../../Rules/actions/craft.md). The number of snares you can prepare this way increases to four if you are a master in [Crafting](../skills.md#Crafting), and to five if you are legendary. - -When you [Craft](../../Rules/actions/craft.md) and deploy a snare that deals damage, any creature that critically fails its saving throw against the snare's initial effect and takes damage becomes [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of its next turn. - -*Source: Advanced Player's Guide p. 15* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/snare-hopping-apg.md b/Compendium/feats/snare-hopping-apg.md deleted file mode 100644 index 1bf1948cd..000000000 --- a/Compendium/feats/snare-hopping-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Snare Hopping"] ---- -# Snare Hopping *Feat 2* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Snare Crafting](snare-crafting.md), warden spells - -You can magically move your snares around. You gain the [snare hopping](../spells/snare-hopping-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/snare-setter-apg.md b/Compendium/feats/snare-setter-apg.md deleted file mode 100644 index 03b374b97..000000000 --- a/Compendium/feats/snare-setter-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/kobold -aliases: ["Snare Setter"] ---- -# Snare Setter *Feat 1* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You are adept at the time-honored kobold art of trap making. You gain the trained proficiency in [Crafting](../skills.md#Crafting). If you were already trained in [Crafting](../skills.md#Crafting), you instead become trained in a skill of your choice. You gain access to all uncommon kobold snares. You gain the [Snare Crafting](snare-crafting.md) feat, though when choosing your formulas for that feat, you can also choose from uncommon kobold snares, as well as common snares. - -*Source: Advanced Player's Guide p. 14* -%% #compendium/src/pf2e/apg #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/snare-specialist.md b/Compendium/feats/snare-specialist.md deleted file mode 100644 index 494879481..000000000 --- a/Compendium/feats/snare-specialist.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Snare Specialist"] ---- -# Snare Specialist *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting), [Snare Crafting](snare-crafting.md) - -You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in [Crafting](../skills.md#Crafting) is expert, you gain the formulas for three common or uncommon snares. If your rank is master, you gain 6. If your rank is legendary, you gain 9. - -Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to [Craft](../../Rules/actions/craft.md), you can [Craft](../../Rules/actions/craft.md) them with 3 [Interact](../../Rules/actions/interact.md) actions. The number of snares increases to six if you have master proficiency in [Crafting](../skills.md#Crafting) and eight if you have legendary proficiency in [Crafting](../skills.md#Crafting). Snares prepared in this way don't cost you any resources to [Craft](../../Rules/actions/craft.md). - -## Snare Specialist leads to... - -[Lightning Snares](lightning-snares.md), [Powerful Snares](powerful-snares.md), [Quick Snares](quick-snares.md), [Ubiquitous Snares](ubiquitous-snares.md), [Impossible Snares](impossible-snares-apg.md), [Trapsmith Dedication](trapsmith-dedication-g-g.md), [Finessed Features](finessed-features-g-g.md), [Gear Gnash](gear-gnash-g-g.md), [Propeller Attachment](propeller-attachment-g-g.md), [Recycled Cogwheels](recycled-cogwheels-g-g.md), [Repurposed Parts](repurposed-parts-g-g.md) - -## Summary - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/snarecrafter-dedication-apg.md b/Compendium/feats/snarecrafter-dedication-apg.md deleted file mode 100644 index 9f9dedeca..000000000 --- a/Compendium/feats/snarecrafter-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Snarecrafter Dedication"] ---- -# Snarecrafter Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting), [Snare Crafting](snare-crafting.md) - -You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to [Craft](../../Rules/actions/craft.md), you can [Craft](../../Rules/actions/craft.md) them with 3 [Interact](../../Rules/actions/interact.md) actions. The number of snares increases to six if you're a master in [Crafting](../skills.md#Crafting) and eight if you're legendary. Snares prepared in this way don't cost you any resources to [Craft](../../Rules/actions/craft.md). - -**Special.** The feat counts as Snare Specialist for the purpose of feat prerequisites. If you also have the [Snare Specialist](snare-specialist.md) ranger feat, the quick snares from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the snarecrafter archetype. - -## Snarecrafter Dedication leads to... - -[Giant Snare](giant-snare-apg.md), [Plentiful Snares](plentiful-snares-apg.md), [Remote Trigger](remote-trigger-apg.md), [Surprise Snare](surprise-snare-apg.md), [Trapsmith Dedication](trapsmith-dedication-g-g.md), [Finessed Features](finessed-features-g-g.md), [Gear Gnash](gear-gnash-g-g.md), [Propeller Attachment](propeller-attachment-g-g.md), [Recycled Cogwheels](recycled-cogwheels-g-g.md), [Repurposed Parts](repurposed-parts-g-g.md) - -## Summary - -*Source: Advanced Player's Guide p. 194* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/sneak-savant.md b/Compendium/feats/sneak-savant.md deleted file mode 100644 index c55b47fde..000000000 --- a/Compendium/feats/sneak-savant.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Sneak Savant"] ---- -# Sneak Savant *Feat 10* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth) - -It is almost impossible to spot you without taking effort to look. When you roll a failure on a [Sneak](../../Rules/actions/sneak.md) action, you get a success instead. You can still critically fail. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/sneaky-loag.md b/Compendium/feats/sneaky-loag.md deleted file mode 100644 index 75cb8585f..000000000 --- a/Compendium/feats/sneaky-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["Sneaky"] ---- -# Sneaky *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -[Stealth](../skills.md#Stealth) is an important tool in your arsenal. You can move 5 feet farther when you take the [Sneak](../../Rules/actions/sneak.md) action, up to your Speed. - -In addition, as long as you continue to use [Sneak](../../Rules/actions/sneak.md) actions and succeed at your [Stealth](../skills.md#Stealth) check, you don't become [observed](../../Rules/conditions.md#Observed) if you don't have cover or greater cover and aren't [concealed](../../Rules/conditions.md#Concealed) at the end of the [Sneak](../../Rules/actions/sneak.md) action, as long as you have cover or greater cover or are [concealed](../../Rules/conditions.md#Concealed) at the end of your turn. - -*Source: Lost Omens: Ancestry Guide p. 35* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/snipers-aim-g-g.md b/Compendium/feats/snipers-aim-g-g.md deleted file mode 100644 index 82041e00c..000000000 --- a/Compendium/feats/snipers-aim-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/concentrate -- trait/gunslinger -aliases: ["Sniper's Aim"] ---- -# Sniper's Aim [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[concentrate](../../Rules/traits/concentrate.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the sniper -- **Activity** Two-Action - -You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accuracy. Make a ranged weapon [Strike](../../Rules/actions/strike.md). You gain a +2 circumstance bonus to this [Strike](../../Rules/actions/strike.md)'s attack roll and ignore the target's concealment. If you're using a kickback firearm, you don't take the normal circumstance penalty on this [Strike](../../Rules/actions/strike.md) for not having the required Strength score or firing without using a stabilizer. - -*Source: Guns & Gears p. 114* -%% #compendium/src/pf2e/g&g #trait/concentrate #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/sniping-duo-dedication-g-g.md b/Compendium/feats/sniping-duo-dedication-g-g.md deleted file mode 100644 index 9af09364f..000000000 --- a/Compendium/feats/sniping-duo-dedication-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -aliases: ["Sniping Duo Dedication"] ---- -# Sniping Duo Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in at least one type of weapon in the bow or firearm groups, trained in [Stealth](../skills.md#Stealth) - -When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn't need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don't grant your foes lesser cover against one another's [Strikes](../../Rules/actions/strike.md). - -Whenever you or your spotter successfully [Strikes](../../Rules/actions/strike.md) a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next [Strike](../../Rules/actions/strike.md) made against that target before the end of their next turn. - -You can change your designated spotter by spending 3 days of downtime training with another ally. - -**Special.** You can't select another dedication feat until you've gained two other feats from the sniping duo archetype. - -## Sniping Duo Dedication leads to... - -[Concentrated Assault](concentrated-assault-g-g.md), [Duo's Aim](duos-aim-g-g.md), [Eagle Eyes](eagle-eyes-g-g.md), [Exploit Opening](exploit-opening-g-g.md), [Tag Team](tag-team-g-g.md), [Targeted Redirection](targeted-redirection-g-g.md), [Triangulate](triangulate-g-g.md), [Vantage Shot](vantage-shot-g-g.md) - -## Summary - -*Source: Guns & Gears p. 138* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/snow-may-loag.md b/Compendium/feats/snow-may-loag.md deleted file mode 100644 index 9d6a9fa52..000000000 --- a/Compendium/feats/snow-may-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -- trait/lineage -aliases: ["Snow May"] ---- -# Snow May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You're the child of a winter hag, with one blue-white eye and an affinity for rime and snow. When moving over ice or snow in arctic terrain, you always gain the benefits of the [Cover Tracks](../../Rules/actions/cover-tracks.md) action without needing to use the activity or having to move half your Speed. You don't treat icy terrain as uneven ground (though it's still difficult terrain for you), and you ignore difficult terrain caused by snow. Cold precipitation and environmental [cold](../../Rules/traits/cold.md) effects don't alter the time it takes for you to become [fatigued](../../Rules/conditions.md#Fatigued). - -## Snow May leads to... - -[Invoke The Elements](invoke-the-elements-loag.md), [Stormy Heart](stormy-heart-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 23* -%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/soaring-armor-g-g.md b/Compendium/feats/soaring-armor-g-g.md deleted file mode 100644 index 7c297bd1f..000000000 --- a/Compendium/feats/soaring-armor-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/modification -aliases: ["Soaring Armor"] ---- -# Soaring Armor *Feat 14* -[inventor](../../Rules/traits/inventor-g-g.md) [modification](../../Rules/traits/modification-g-g.md) - -- **Prerequisites**: armor innovation - -Whether through a release of jets of flame, propeller blades, sonic bursts, streamlined aerodynamic structure, electromagnetic fields, or some combination of the above, you've managed to free your innovation from the bonds of gravity! While wearing your innovation, you gain a fly Speed equal to your land Speed. - -*Source: Guns & Gears p. 30* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/soaring-dynamo-g-g.md b/Compendium/feats/soaring-dynamo-g-g.md deleted file mode 100644 index 92490d129..000000000 --- a/Compendium/feats/soaring-dynamo-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Soaring Dynamo"] ---- -# Soaring Dynamo *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sterling Dynamo Dedication](sterling-dynamo-dedication-g-g.md) - -You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the [Fly](../../Rules/actions/fly.md) action in a given minute. - -*Source: Guns & Gears p. 53* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/soaring-flight-apg.md b/Compendium/feats/soaring-flight-apg.md deleted file mode 100644 index 0b2177a63..000000000 --- a/Compendium/feats/soaring-flight-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/morph -- trait/primal -- trait/tengu -- trait/transmutation -aliases: ["Soaring Flight"] ---- -# Soaring Flight [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[morph](../../Rules/traits/morph.md) [primal](../../Rules/traits/primal.md) [tengu](../../Rules/traits/tengu-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: skyborn tengu heritage -- **Frequency**: once per day -- **Activity** Two-Action - -To be a tengu is to be unburdened by the concerns of the world below. You grow a pair of magical wings or expand your existing ones. For 5 minutes, you gain a fly Speed equal to your land Speed or 20 feet, whichever is greater. - -## Soaring Flight leads to... - -[Soaring Form](soaring-form-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 27* -%% #compendium/src/pf2e/apg #trait/morph #trait/primal #trait/tengu #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/soaring-form-loag.md b/Compendium/feats/soaring-form-loag.md deleted file mode 100644 index b4db948cd..000000000 --- a/Compendium/feats/soaring-form-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Soaring Form"] ---- -# Soaring Form *Feat 17* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Soaring Flight](soaring-flight-apg.md) - -Your wings grow stronger. You gain the effects of Soaring Flight at all times. - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/soaring-poppet-lotgb.md b/Compendium/feats/soaring-poppet-lotgb.md deleted file mode 100644 index 05fd73ba2..000000000 --- a/Compendium/feats/soaring-poppet-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Soaring Poppet"] ---- -# Soaring Poppet *Feat 17* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -Your construction has flaps of cloth or wicker that can keep you aloft. You gain a fly Speed of 15 feet. - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/soaring-shape.md b/Compendium/feats/soaring-shape.md deleted file mode 100644 index 435316de7..000000000 --- a/Compendium/feats/soaring-shape.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Soaring Shape"] ---- -# Soaring Shape *Feat 8* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wild Shape](wild-shape.md) - -Wings free you from the shackles of the ground below. Add the bat and bird forms in [aerial form](../spells/aerial-form.md) to your wild shape list. If you have [Insect Shape](insect-shape.md), you also add the wasp form to your wild shape list. If you have [Ferocious Shape](ferocious-shape.md), you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific [Acrobatics](../skills.md#Acrobatics) modifier, you gain a +1 status bonus to [Acrobatics](../skills.md#Acrobatics) checks. - -## Soaring Shape leads to... - -[Dragon Shape](dragon-shape.md), [True Shapeshifter](true-shapeshifter.md), [Reactive Transformation](reactive-transformation-apg.md) - -## Summary - -*Source: Core Rulebook p. 137* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/sociable-locg.md b/Compendium/feats/sociable-locg.md deleted file mode 100644 index 46b279aff..000000000 --- a/Compendium/feats/sociable-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/half-elf -aliases: ["Sociable"] ---- -# Sociable *Feat 1* -[half-elf](../../Rules/traits/half-elf.md) - - -You're extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in [Diplomacy](../skills.md#Diplomacy) (or another skill of your choice if you were already trained in [Diplomacy](../skills.md#Diplomacy)), and you gain the [Hobnobber](hobnobber.md) skill feat. - -*Source: Lost Omens: Character Guide p. 15* -%% #compendium/src/pf2e/locg #trait/half-elf %% \ No newline at end of file diff --git a/Compendium/feats/sociable-vow-da.md b/Compendium/feats/sociable-vow-da.md deleted file mode 100644 index aabb457fb..000000000 --- a/Compendium/feats/sociable-vow-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/skill -aliases: ["Sociable Vow"] ---- -# Sociable Vow *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Pactbinder Dedication](pactbinder-dedication-da.md), expert in [Diplomacy](../skills.md#Diplomacy) - -You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to [Gather Information](../../Rules/actions/gather-information.md), [Make an Impression](../../Rules/actions/make-an-impression.md), or [Demoralize](../../Rules/actions/demoralize.md) you make directly in service of fulfilling the vow. - -*Source: Dark Archive p. 166* -%% #compendium/src/pf2e/da #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/social-camouflage-loil.md b/Compendium/feats/social-camouflage-loil.md deleted file mode 100644 index 99ac69962..000000000 --- a/Compendium/feats/social-camouflage-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Social Camouflage"] ---- -# Social Camouflage *Feat 1* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - - -You have the uncanny ability to quickly blend into the lifestyle of whatever settlement in which you find yourself. After residing in a particular settlement for at least 1 day, you gain a +1 circumstance bonus to checks to [Impersonate](../../Rules/actions/impersonate.md) to pass yourself off as a resident of that settlement. Additionally, you can use [Deception](../skills.md#Deception) in place of [Diplomacy](../skills.md#Diplomacy) to [Gather Information](../../Rules/actions/gather-information.md) while in that settlement. The GM might decide you need more time in particularly large settlements to gain these benefits, or might decide you gain the benefits only while in a specific district or part of the settlement. - -*Source: Lost Omens: Impossible Lands p. 61* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/social-purview-apg.md b/Compendium/feats/social-purview-apg.md deleted file mode 100644 index fd8f58b40..000000000 --- a/Compendium/feats/social-purview-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Social Purview"] ---- -# Social Purview *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md) - -You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait—for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure. - -*Source: Advanced Player's Guide p. 196* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sodbuster-ec3.md b/Compendium/feats/sodbuster-ec3.md deleted file mode 100644 index d4d1ff68a..000000000 --- a/Compendium/feats/sodbuster-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Sodbuster"] ---- -# Sodbuster *Feat 9* -[shoony](../../Rules/traits/shoony-ec3.md) - -- **Prerequisites**: Dig Quickly - -Years toiling in soil have made you an expert digger. You gain a burrow Speed of 10 feet through loose soil or dirt. - -*Source: Extinction Curse #3: Life's Long Shadows p. 73* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/solar-rejuvenation-locg.md b/Compendium/feats/solar-rejuvenation-locg.md deleted file mode 100644 index 41ac7e87e..000000000 --- a/Compendium/feats/solar-rejuvenation-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Solar Rejuvenation"] ---- -# Solar Rejuvenation *Feat 9* -[leshy](../../Rules/traits/leshy-b1.md) - - -If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from [Treat Wounds](../../Rules/actions/treat-wounds.md). Leshies whose plant nourishment does not rely on photosynthesis require a similarly suitable environment. For example, fungus leshies need dark, damp environments and a pile of decaying plant matter. - -*Source: Lost Omens: Character Guide p. 55* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/solar-rejuvenation-loil.md b/Compendium/feats/solar-rejuvenation-loil.md deleted file mode 100644 index 556351379..000000000 --- a/Compendium/feats/solar-rejuvenation-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Solar Rejuvenation"] ---- -# Solar Rejuvenation *Feat 9* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from [Treat Wounds](../../Rules/actions/treat-wounds.md). - -*Source: Lost Omens: Impossible Lands p. 39* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/solid-lead-apg.md b/Compendium/feats/solid-lead-apg.md deleted file mode 100644 index 36a8bbfe4..000000000 --- a/Compendium/feats/solid-lead-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Solid Lead"] ---- -# Solid Lead *Feat 2* -[investigator](../../Rules/traits/investigator-apg.md) - - -Sometimes your case splinters into smaller mysteries, but you never lose sight of the big picture. Once per day when you give up on the subject of a lead due to using [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) again, you can designate the lead you stopped pursuing as your solid lead for the day. Even though you stopped following the solid lead, you can change back to your solid lead any number of times by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. Doing so ends one of your current leads as normal. - -During your next daily preparations, you can maintain your solid lead or you can remove it; removing it allows you to designate a new solid lead later that day. - -*Source: Advanced Player's Guide p. 61* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/song-of-grace-and-speed-sot2.md b/Compendium/feats/song-of-grace-and-speed-sot2.md deleted file mode 100644 index 5eef097fa..000000000 --- a/Compendium/feats/song-of-grace-and-speed-sot2.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot2 -- trait/archetype -- trait/auditory -- trait/transmutation -aliases: ["Song Of Grace And Speed"] ---- -# Song Of Grace And Speed [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Nantambu Chime-Ringer Dedication](nantambu-chime-ringer-dedication-sot2.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You instill great swiftness into your allies. You and all allies within 30 feet become [quickened](../../Rules/conditions.md#Quickened) for 1 minute and can use the additional action to [Strike](../../Rules/actions/strike.md), [Stride](../../Rules/actions/stride.md), or [Step](../../Rules/actions/step.md). - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 79* -%% #compendium/src/pf2e/sot2 #trait/archetype #trait/auditory #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/song-of-marching-apg.md b/Compendium/feats/song-of-marching-apg.md deleted file mode 100644 index 0cd4be409..000000000 --- a/Compendium/feats/song-of-marching-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Song Of Marching"] ---- -# Song Of Marching *Feat 6* -[bard](../../Rules/traits/bard.md) - - -You learn the [song of marching](../spells/song-of-marching-apg.md) composition cantrip, which enables you and your allies to cross vast distances without strain. - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/song-of-strength-apg.md b/Compendium/feats/song-of-strength-apg.md deleted file mode 100644 index 6b8be84fc..000000000 --- a/Compendium/feats/song-of-strength-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Song Of Strength"] ---- -# Song Of Strength *Feat 2* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: warrior muse - -Your performances inspire strength in your allies. You learn the [song of strength](../spells/song-of-strength-apg.md) composition cantrip. - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/song-of-the-fallen-aoa6.md b/Compendium/feats/song-of-the-fallen-aoa6.md deleted file mode 100644 index 097703702..000000000 --- a/Compendium/feats/song-of-the-fallen-aoa6.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/bard -- trait/uncommon -aliases: ["Song Of The Fallen"] ---- -# Song Of The Fallen *Feat 20* -[bard](../../Rules/traits/bard.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: focus pool - -The moving power of your songs can stir the spirits of the dead to rise once more and fight alongside you. You learn the [song of the fallen](../spells/song-of-the-fallen-aoa6.md) composition spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/bard #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/soothing-ballad.md b/Compendium/feats/soothing-ballad.md deleted file mode 100644 index 16238e041..000000000 --- a/Compendium/feats/soothing-ballad.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Soothing Ballad"] ---- -# Soothing Ballad *Feat 14* -[bard](../../Rules/traits/bard.md) - - -You soothe your allies' wounds with the power of your performance. You learn the [soothing ballad](../spells/soothing-ballad.md) composition spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/soothing-mist-apg.md b/Compendium/feats/soothing-mist-apg.md deleted file mode 100644 index 937bac610..000000000 --- a/Compendium/feats/soothing-mist-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Soothing Mist"] ---- -# Soothing Mist *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden spells - -You have a connection to the healing properties of nature and can produce a magical mist to heal damage and stop burning or bleeding. You gain the [soothing mist](../spells/soothing-mist-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 132* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/sorcerer-dedication.md b/Compendium/feats/sorcerer-dedication.md deleted file mode 100644 index 7cf8d6505..000000000 --- a/Compendium/feats/sorcerer-dedication.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Sorcerer Dedication"] ---- -# Sorcerer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -Choose a bloodline. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. - -You cast spells like a sorcerer. You gain access to the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. - -## Sorcerer Dedication leads to... - -[Basic Blood Potency](basic-blood-potency.md), [Advanced Blood Potency](advanced-blood-potency.md), [Basic Bloodline Spell](basic-bloodline-spell.md), [Basic Sorcerer Spellcasting](basic-sorcerer-spellcasting.md), [Bloodline Breadth](bloodline-breadth.md), [Expert Sorcerer Spellcasting](expert-sorcerer-spellcasting.md), [Master Sorcerer Spellcasting](master-sorcerer-spellcasting.md) - -## Summary - -*Source: Core Rulebook p. 230* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/soul-arsenal-som.md b/Compendium/feats/soul-arsenal-som.md deleted file mode 100644 index 51ca6ce14..000000000 --- a/Compendium/feats/soul-arsenal-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Soul Arsenal"] ---- -# Soul Arsenal *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Soulforger Dedication](soulforger-dedication-som.md) - -Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually. - -When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you [Dismiss](../../Rules/actions/dismiss.md) the effect, you can choose to [Dismiss](../../Rules/actions/dismiss.md) some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day. - -When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1. - -At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form. - -**Special.** You can select this feat a second time at 12th level or higher, choosing the final item type. - -*Source: Secrets of Magic p. 236* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/soul-flare-som.md b/Compendium/feats/soul-flare-som.md deleted file mode 100644 index c75776209..000000000 --- a/Compendium/feats/soul-flare-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/concentrate -aliases: ["Soul Flare"] ---- -# Soul Flare [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Soulforger Dedication](soulforger-dedication-som.md) -- **Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised. -- **Requirements**: Your soulforged armament is manifested. -- **Activity** Reaction - -You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed—your weapon if you attacked or your armor or shield if you were defending. - -*Source: Secrets of Magic p. 236* -%% #compendium/src/pf2e/som #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/soul-warden-dedication-botd.md b/Compendium/feats/soul-warden-dedication-botd.md deleted file mode 100644 index f6b435f69..000000000 --- a/Compendium/feats/soul-warden-dedication-botd.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -aliases: ["Soul Warden Dedication"] ---- -# Soul Warden Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Occultism](../skills.md#Occultism) or [Religion](../skills.md#Religion), worships [Pharasma](../setting/deities/pharasma.md) or a psychopomp usher - -You can take 10 minutes to emblazon [Pharasma](../setting/deities/pharasma.md)'s holy sigil—a spiraling comet that represents the winding path a soul takes through its existence—upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of [Pharasma](../setting/deities/pharasma.md) and can be used as a divine focus while emblazoned. - -Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is [hidden](../../Rules/conditions.md#Hidden), it must succeed at a [Stealth](../skills.md#Stealth) check against your [Perception](../skills.md#Perception) DC to fool the sigil and prevent the spiral from glowing. - -In addition, you can cast [disrupt undead](../spells/disrupt-undead.md) as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom. - -When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light. - -**Special.** You can't select another dedication feat until you have gained two other feats from the soul warden archetype. - -## Soul Warden Dedication leads to... - -[Cycle Spell](cycle-spell-botd.md), [Psychopomp Familiar](psychopomp-familiar-botd.md), [Enhanced Psychopomp Familiar](enhanced-psychopomp-familiar-botd.md), [Liberate Soul](liberate-soul-botd.md), [Spiral Sworn](spiral-sworn-botd.md), [Expand Spiral](expand-spiral-botd.md), [Safeguard Soul](safeguard-soul-botd.md) - -## Summary - -*Source: Book of the Dead p. 26* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/soulforger-dedication-som.md b/Compendium/feats/soulforger-dedication-som.md deleted file mode 100644 index cf78a2d9c..000000000 --- a/Compendium/feats/soulforger-dedication-som.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Soulforger Dedication"] ---- -# Soulforger Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Wis 14 or ability to cast divine spells - -You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament (page 232). Choose one essence power for the armament (below). Changing an essence power requires 1 week of retraining, and you can't retrain it while you have soulforged corruption. - -You can Manifest Soulforged Armament to summon your armaments in combat. - -```ad-embed-ability -title: Manifest Soulforged Armament [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../../../rules/traits/concentrate.md) [conjuration](../../../rules/traits/conjuration.md) [divine](../../../rules/traits/divine.md) [extradimensional](../../../rules/traits/extradimensional.md) - -- **Requirements**: If summoning a weapon or shield, you have the hands free to wield it; if summoning armor, you aren't wearing any armor - -**Effect** You immediately wield or wear the soulforged armament bound to you. The soulforged armament remains manifested until you [Dismiss](../../../rules/actions/dismiss.md) this effect. - -Once per day when you use this ability, you can manifest the armament's essence form. You gain the armament's essence power until it's Dismissed. - -After 1 minute, the essence form armament is automatically Dismissed. -%% #trait/concentrate #trait/conjuration #trait/divine #trait/extradimensional %% -``` - -**Special.** You can't select another dedication feat before gaining two other feats from this archetype. - -## Soulforger Dedication leads to... - -[Rapid Manifestation](rapid-manifestation-som.md), [Soul Arsenal](soul-arsenal-som.md), [Soul Flare](soul-flare-som.md) - -## Summary - -*Source: Secrets of Magic p. 236* -%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/soulsight-bard-apg.md b/Compendium/feats/soulsight-bard-apg.md deleted file mode 100644 index 1e9a7376d..000000000 --- a/Compendium/feats/soulsight-bard-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Soulsight (Bard)"] ---- -# Soulsight (Bard) *Feat 8* -[bard](../../Rules/traits/bard.md) - - -Your muse has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to [Seek](../../Rules/actions/seek.md) to locate an [undetected](../../Rules/conditions.md#Undetected) creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects. - -## Soulsight (Bard) leads to... - -[Shared Sight](shared-sight-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 113* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/soulsight-sorcerer-apg.md b/Compendium/feats/soulsight-sorcerer-apg.md deleted file mode 100644 index 475e6f912..000000000 --- a/Compendium/feats/soulsight-sorcerer-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/sorcerer -aliases: ["Soulsight (Sorcerer)"] ---- -# Soulsight (Sorcerer) *Feat 8* -[sorcerer](../../Rules/traits/sorcerer.md) - -- **Prerequisites**: bloodline that grants divine or occult spells - -The spiritual essence in your blood has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense allows you to sense the spirits of creatures within the listed range, including living creatures, most non-mindless undead, and haunts. As with your hearing and other imprecise senses, you still need to [Seek](../../Rules/actions/seek.md) to locate an [undetected](../../Rules/conditions.md#Undetected) creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/sound-mirror-da.md b/Compendium/feats/sound-mirror-da.md deleted file mode 100644 index b7d19de13..000000000 --- a/Compendium/feats/sound-mirror-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Sound Mirror"] ---- -# Sound Mirror *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Alter Ego Dedication](alter-ego-dedication-da.md) - -You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions—perfect for misdirection and infiltration. You can cast [silence](../spells/silence.md) on yourself as a 2nd-level innate occult spell and [ventriloquism](../spells/ventriloquism.md) as a 1st-level innate occult spell, both once per day. You also can cast [ghost sound](../spells/ghost-sound.md) as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma. - -*Source: Dark Archive p. 127* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/sow-rumor-locg.md b/Compendium/feats/sow-rumor-locg.md deleted file mode 100644 index ddf1f87ac..000000000 --- a/Compendium/feats/sow-rumor-locg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/general -- trait/secret -- trait/skill -- trait/uncommon -aliases: ["Sow Rumor"] ---- -# Sow Rumor *Feat 2* -[general](../../Rules/traits/general.md) [secret](../../Rules/traits/secret.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception) - -You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to [Gather Information](../../Rules/actions/gather-information.md) (typically 2 hours), at the end of which the GM rolls a secret [Deception](../skills.md#Deception) check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. - -The DC similarly increases or decreases depending on how plausible your rumor is. - -> [!success-degree] -> - **Critical Success** Your rumor spreads like wildfire. Anyone who succeeds at a check to [Gather Information](../../Rules/actions/gather-information.md) on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month. -> - **Success** You successfully spread the rumor. Anyone who succeeds at a check to [Gather Information](../../Rules/actions/gather-information.md) on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week. -> - **Failure** Your rumor dies off, never becoming popular enough for other people to learn it via [Gather Information](../../Rules/actions/gather-information.md). -> - **Critical Failure** You are unable to spread a rumor and take a –4 circumstance penalty to [Deception](../skills.md#Deception) checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject. - -*Source: Lost Omens: Character Guide p. 71* -%% #compendium/src/pf2e/locg #trait/general #trait/secret #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sow-spell-apg.md b/Compendium/feats/sow-spell-apg.md deleted file mode 100644 index 948c64ea0..000000000 --- a/Compendium/feats/sow-spell-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/druid -- trait/metamagic -aliases: ["Sow Spell"] ---- -# Sow Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You fold your spell into a seed. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) using 1 action or 2 actions, the spell instead plants itself in an adjacent square. You must make all decisions regarding the spell at the time you cast it. Within the next 10 minutes, you can direct your sown spell to sprout and produce the spell's effects as a reaction, which is triggered when a creature enters the sown spell's space or a square adjacent to it. You can have only one sown spell at a time, and if you don't trigger the spell within 10 minutes, it dissipates and the spell is lost. A creature can notice the sown spell with a successful [Perception](../skills.md#Perception) check against your spell DC. - -*Source: Advanced Player's Guide p. 125* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/space-time-shift-da.md b/Compendium/feats/space-time-shift-da.md deleted file mode 100644 index b5fb0c1e4..000000000 --- a/Compendium/feats/space-time-shift-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Space-Time Shift"] ---- -# Space-Time Shift [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Frequency**: once per 10 minutes -- **Trigger** Your turn begins. -- **Activity** Free Action - -You travel just a few moments into the future to immediately arrive at your destination. Your [Strides](../../Rules/actions/stride.md) are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your [Stride](../../Rules/actions/stride.md) instead of traversing normally to the location. Your augmented [Strides](../../Rules/actions/stride.md) have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) actions in this way if you have the corresponding movement type. - -*Source: Dark Archive p. 187* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spark-fist-g-g.md b/Compendium/feats/spark-fist-g-g.md deleted file mode 100644 index caf1ef00e..000000000 --- a/Compendium/feats/spark-fist-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/dwarf -- trait/fire -- trait/manipulate -- trait/uncommon -aliases: ["Spark Fist"] ---- -# Spark Fist [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[dwarf](../../Rules/traits/dwarf.md) [fire](../../Rules/traits/fire.md) [manipulate](../../Rules/traits/manipulate.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Dongun Hold or Alkenstar. -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) -- **Frequency**: once per minute -- **Activity** Single Action - -You dust explosive black powder on your fist or glove before attacking, which combusts as you hit an opponent. - -The resulting pops of flame harm both you and your enemy. - -Until the end of your next turn, your fist loses the [nonlethal](../../Rules/traits/nonlethal.md) trait and deals an additional 1 fire damage on a successful [Strike](../../Rules/actions/strike.md). Each time you succeed on a fist [Strike](../../Rules/actions/strike.md), you take 1 fire damage. If your fist would deal more than one weapon damage die, the fire damage dealt on a successful [Strike](../../Rules/actions/strike.md), to both you and your opponent, is equal to the number of weapon damage dice. - -*Source: Guns & Gears p. 200* -%% #compendium/src/pf2e/g&g #trait/dwarf #trait/fire #trait/manipulate #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/spark-of-independence-lotgb.md b/Compendium/feats/spark-of-independence-lotgb.md deleted file mode 100644 index eba5e257d..000000000 --- a/Compendium/feats/spark-of-independence-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Spark Of Independence"] ---- -# Spark Of Independence [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[poppet](../../Rules/traits/poppet-lotgb.md) - -- **Activity** Two-Action - -You touch a creature with the [minion](../../Rules/traits/minion.md) trait and share the heightened sense of autonomy you've discovered. The minion is [quickened](../../Rules/conditions.md#Quickened) for 1 round and is then temporarily immune for 10 minutes. It can use this extra action to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md). - -*Source: Lost Omens: The Grand Bazaar p. 64* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/speak-with-bats-loag.md b/Compendium/feats/speak-with-bats-loag.md deleted file mode 100644 index 69f6b8843..000000000 --- a/Compendium/feats/speak-with-bats-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Speak With Bats"] ---- -# Speak With Bats *Feat 1* -[sprite](../../Rules/traits/sprite-b1.md) - -- **Prerequisites**: nyktera heritage - -You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with bats. - -You gain a +2 circumstance bonus on all [Diplomacy](../skills.md#Diplomacy) checks to [Make an Impression](../../Rules/actions/make-an-impression.md) on bats or [Request](../../Rules/actions/request.md) something from bats. - -*Source: Lost Omens: Ancestry Guide p. 131* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/speak-with-flowers-loil.md b/Compendium/feats/speak-with-flowers-loil.md deleted file mode 100644 index 4a38620c8..000000000 --- a/Compendium/feats/speak-with-flowers-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Speak with Flowers"] ---- -# Speak with Flowers *Feat 5* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -At your very heartwood, you're a flower animated by elder magic, and with a little effort, you can speak to your kindred. You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with flowering plants of all types. - -*Source: Lost Omens: Impossible Lands p. 38* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/speak-with-kindred-locg.md b/Compendium/feats/speak-with-kindred-locg.md deleted file mode 100644 index ddb945ae2..000000000 --- a/Compendium/feats/speak-with-kindred-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Speak With Kindred"] ---- -# Speak With Kindred *Feat 5* -[leshy](../../Rules/traits/leshy-b1.md) - - -You have a connection with creatures that share your physiology. - -You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with plants or fungi that match your leshy heritage. Generally, fungus leshies can speak to mushrooms and fungi; gourd leshies can speak to gourds, melons, and similar fruiting plants; leaf leshies can speak with deciduous trees; and vine leshies can speak with vines and climbing plants. The GM determines which plants or fungi count for this ability. - -*Source: Lost Omens: Character Guide p. 55* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/speaking-sky-aoe2.md b/Compendium/feats/speaking-sky-aoe2.md deleted file mode 100644 index 19106b531..000000000 --- a/Compendium/feats/speaking-sky-aoe2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe2 -- trait/archetype -aliases: ["Speaking Sky"] ---- -# Speaking Sky *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](jalmeri-heavenseeker-dedication-aoe2.md) - -You can hear air movement like soft whispers. You gain the [speaking sky](../spells/speaking-sky-aoe2.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #compendium/src/pf2e/aoe2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/speaking-sky-loil.md b/Compendium/feats/speaking-sky-loil.md deleted file mode 100644 index a76bb2f64..000000000 --- a/Compendium/feats/speaking-sky-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Speaking Sky"] ---- -# Speaking Sky *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Jalmeri Heavenseeker Dedication - -You gain the speaking sky ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: Impossible Lands p. 225* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/specialized-beastmaster-companion-apg.md b/Compendium/feats/specialized-beastmaster-companion-apg.md deleted file mode 100644 index 3c88cd2c6..000000000 --- a/Compendium/feats/specialized-beastmaster-companion-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Specialized Beastmaster Companion"] ---- -# Specialized Beastmaster Companion *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Incredible Beastmaster Companion](incredible-beastmaster-companion-apg.md) - -Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (Core Rulebook 217, choose separately). - -**Special.** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each. - -*Source: Advanced Player's Guide p. 161* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/specialized-companion-ec2.md b/Compendium/feats/specialized-companion-ec2.md deleted file mode 100644 index 33dc0435a..000000000 --- a/Compendium/feats/specialized-companion-ec2.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec2 -- trait/archetype -- trait/uncommon -aliases: ["Specialized Companion"] ---- -# Specialized Companion *Feat 18* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Splendid Companion](splendid-companion-ec2.md) - -The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice (Core Rulebook 217). Increase its proficiency rank in [Performance](../skills.md#Performance) to legendary instead of one of the specialization's skill increases. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/specialized-mount-apg.md b/Compendium/feats/specialized-mount-apg.md deleted file mode 100644 index 96f50d83e..000000000 --- a/Compendium/feats/specialized-mount-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Specialized Mount"] ---- -# Specialized Mount *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Incredible Mount](incredible-mount-apg.md) - -You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice. - -**Special.** You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations. - -*Source: Advanced Player's Guide p. 165* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/specialty-crafting.md b/Compendium/feats/specialty-crafting.md deleted file mode 100644 index c3b3bace8..000000000 --- a/Compendium/feats/specialty-crafting.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Specialty Crafting"] ---- -# Specialty Crafting *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -Your training focused on [Crafting](../skills.md#Crafting) one particular kind of item. Select one of the specialties; you gain a +1 circumstance bonus to [Crafting](../skills.md#Crafting) checks to [Craft](../../Rules/actions/craft.md) items of that type. If you are a master in [Crafting](../skills.md#Crafting), this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a [morningstar](../equipment/items/morningstar.md) and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. - -| Specialty | Applicable Items | -|-----------|------------------| -| Alchemy* | Alchemical items such as elixirs | -| Artistry | Fine art, including jewelry | -| Blacksmithing | Durable metal goods, including metal armor | -| Bookmaking | Books and paper | -| Glassmaking | Glass, including glassware and windows | -| Leatherworking | Leather goods, including leather armor | -| Pottery | Ceramic goods | -| Shipbuilding | Ships and boats | -| Stonemasonry | Stone goods and structures | -| Tailoring | Clothing | -| Weaving | Textiles, baskets, and rugs | -| Woodworking | Wooden goods and structures | - -*You must have the [Alchemical Crafting](alchemical-crafting.md) skill feat to [Craft](../../Rules/actions/craft.md) alchemical items - -## Specialty Crafting leads to... - -[Impeccable Crafting](impeccable-crafting.md) - -## Summary - -*Source: Core Rulebook p. 266* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/speedy-rituals-apg.md b/Compendium/feats/speedy-rituals-apg.md deleted file mode 100644 index 1b620b977..000000000 --- a/Compendium/feats/speedy-rituals-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Speedy Rituals"] ---- -# Speedy Rituals *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Efficient Rituals](efficient-rituals-apg.md) - -You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. - -*Source: Advanced Player's Guide p. 187* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spell-devourer-apg.md b/Compendium/feats/spell-devourer-apg.md deleted file mode 100644 index e2660a5c5..000000000 --- a/Compendium/feats/spell-devourer-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Spell Devourer"] ---- -# Spell Devourer *Feat 13* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Pervasive Superstition](pervasive-superstition.md) - -You don't just resist magic; you devour it. Whenever you succeed at a saving throw against a spell or [magical](../../Rules/traits/magical.md) effect, you gain temporary Hit Points equal to double the spell's level, or equal to the level if the [magical](../../Rules/traits/magical.md) effect isn't a spell. These temporary Hit Points last until the end of your next turn. - -*Source: Advanced Player's Guide p. 19* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/spell-gem-botd.md b/Compendium/feats/spell-gem-botd.md deleted file mode 100644 index 0fda669c4..000000000 --- a/Compendium/feats/spell-gem-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/uncommon -aliases: ["Spell Gem"] ---- -# Spell Gem *Feat 16* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Lich Dedication, legendary in [Crafting](../skills.md#Crafting) - -Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: [repulsion](../spells/repulsion.md), [scrying](../spells/scrying.md), or [true seeing](../spells/true-seeing.md). You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to [Cast the Spell](../../Rules/actions/cast-a-spell.md) without spending a spell slot. - -At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level [spell turning](../spells/spell-turning.md) without spending a spell slot. - -*Source: Book of the Dead p. 50* -%% #compendium/src/pf2e/botd #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/spell-mastery-aoa6.md b/Compendium/feats/spell-mastery-aoa6.md deleted file mode 100644 index 9a69381d7..000000000 --- a/Compendium/feats/spell-mastery-aoa6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/uncommon -- trait/wizard -aliases: ["Spell Mastery"] ---- -# Spell Mastery *Feat 20* -[uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - - -You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them. - -Select any four spells of 9th level or lower that you have access to. Each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations and have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells. - -*Source: Age of Ashes #6: Broken Promises p. 76* -%% #compendium/src/pf2e/aoa6 #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/spell-mastery-apg.md b/Compendium/feats/spell-mastery-apg.md deleted file mode 100644 index 079bdd273..000000000 --- a/Compendium/feats/spell-mastery-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/wizard -aliases: ["Spell Mastery"] ---- -# Spell Mastery *Feat 20* -[wizard](../../Rules/traits/wizard.md) - - -You have mastered a handful of spells to such a degree that you can cast them even if you haven't prepared them in advance. Select any four spells of 9th level or lower that you have access to; each spell you select must be of a different level. These spells are automatically prepared when you make your daily preparations, and they have their own spell slots. You can select a different array of spells by spending 1 week of downtime retraining your mastered spells. - -*Source: Advanced Player's Guide p. 143* -%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/spell-parry-som.md b/Compendium/feats/spell-parry-som.md deleted file mode 100644 index a1c7cbe3f..000000000 --- a/Compendium/feats/spell-parry-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Spell Parry"] ---- -# Spell Parry [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[magus](../../Rules/traits/magus-som.md) - -- **Requirements**: You have one or more hands free. -- **Activity** Single Action - -You infuse magical power into your body or armaments to parry both physical and magical assaults. You raise your guard, gaining a +1 circumstance bonus to AC and to saving throws against spells that target you until the start of your next turn, as long as you continue to meet the requirements. - -## Spell Parry leads to... - -[Preternatural Parry](preternatural-parry-som.md) - -## Summary - -*Source: Secrets of Magic p. 43* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/spell-relay-apg.md b/Compendium/feats/spell-relay-apg.md deleted file mode 100644 index abf434d22..000000000 --- a/Compendium/feats/spell-relay-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/sorcerer -aliases: ["Spell Relay"] ---- -# Spell Relay [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[concentrate](../../Rules/traits/concentrate.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Trigger** An ally [Casts a Spell](../../Rules/actions/cast-a-spell.md) and you are within that spell's range. -- **Activity** Reaction - -You open the power in your blood to your ally's spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/spell-repelling-form-som.md b/Compendium/feats/spell-repelling-form-som.md deleted file mode 100644 index ef7fc33ca..000000000 --- a/Compendium/feats/spell-repelling-form-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Spell-repelling Form"] ---- -# Spell-repelling Form *Feat 14* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon evolves to protect itself from the danger posed by spells. It gains a +1 status bonus to all saving throws against magic. - -*Source: Secrets of Magic p. 72* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/spell-runes-lowg.md b/Compendium/feats/spell-runes-lowg.md deleted file mode 100644 index 46ff43749..000000000 --- a/Compendium/feats/spell-runes-lowg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Spell Runes"] ---- -# Spell Runes *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Runescarred Dedication](runescarred-dedication-lowg.md) - -The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell. - -## Spell Runes leads to... - -[Greater Spell Runes](greater-spell-runes-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 119* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spell-shroud-apg.md b/Compendium/feats/spell-shroud-apg.md deleted file mode 100644 index d26cb1f18..000000000 --- a/Compendium/feats/spell-shroud-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/sorcerer -aliases: ["Spell Shroud"] ---- -# Spell Shroud [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -Your spell shrouds you in a billowing cloud. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become [concealed](../../Rules/conditions.md#Concealed), and all creatures outside the cloud are [concealed](../../Rules/conditions.md#Concealed) to creatures within it. - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/spell-swipe-som.md b/Compendium/feats/spell-swipe-som.md deleted file mode 100644 index 3be5934e2..000000000 --- a/Compendium/feats/spell-swipe-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Spell Swipe"] ---- -# Spell Swipe [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 8* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Requirements**: Your [Spellstrike](../../Rules/actions/spellstrike-som.md) is charged. -- **Activity** Three-Action - -You attack in an arc and enact your spell against everyone you hit. Make a [Spellstrike](../../Rules/actions/spellstrike-som.md), but roll separate [Strikes](../../Rules/actions/strike.md) to attack two creatures, each of whom must be within your melee reach and adjacent to each other. If your spell could affect two or more targets, your spell affects whichever foes you hit, not just the first target; otherwise, choose one target to affect with the spell. A Spell Swipe counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after you make both attacks. - -If you're using a weapon that has the [sweep](../../Rules/traits/sweep.md) trait, its circumstance bonus applies against both targets. You can use this activity with only melee [Strikes](../../Rules/actions/strike.md), even if you have the starlit span hybrid study or a similar ability. - -If you use [Expansive Spellstrike](expansive-spellstrike-som.md) to [Spellstrike](../../Rules/actions/spellstrike-som.md) with an area spell, apply the area as described in [Expansive Spellstrike](expansive-spellstrike-som.md), choosing one of the creatures you [Strike](../../Rules/actions/strike.md) to determine the area and whether the spell fails due to a critically failed [Strike](../../Rules/actions/strike.md). If you use [Expansive Spellstrike](expansive-spellstrike-som.md) to [Spellstrike](../../Rules/actions/spellstrike-som.md) with a targeted spell, the spell is lost completely only if both [Strikes](../../Rules/actions/strike.md) are critical failures. - -*Source: Secrets of Magic p. 46* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/spell-tinker.md b/Compendium/feats/spell-tinker.md deleted file mode 100644 index ab9a8132f..000000000 --- a/Compendium/feats/spell-tinker.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/wizard -aliases: ["Spell Tinker"] ---- -# Spell Tinker [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[concentrate](../../Rules/traits/concentrate.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Two-Action - -You've learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when [Casting the Spell](../../Rules/actions/cast-a-spell.md) (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell's integrity, reducing its remaining duration by half. - -You can't use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to. - -*Source: Core Rulebook p. 213* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/spell-trickster-dedication-lotgb.md b/Compendium/feats/spell-trickster-dedication-lotgb.md deleted file mode 100644 index eb2b4414f..000000000 --- a/Compendium/feats/spell-trickster-dedication-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/dedication -aliases: ["Spell Trickster Dedication"] ---- -# Spell Trickster Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: Able to cast spells; trained in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you [Cast the Spell](../../Rules/actions/cast-a-spell.md) corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal. - -Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite. - -**Special.** You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total. - -## Spell Trickster Dedication leads to... - -[Agile Hand](agile-hand-lotgb.md), [Larcenous Hand](larcenous-hand-lotgb.md), [Animate Net](animate-net-lotgb.md), [Barrier Shield](barrier-shield-lotgb.md), [Confounding Image](confounding-image-lotgb.md), [Directed Poison](directed-poison-lotgb.md), [Disk Rider](disk-rider-lotgb.md), [Drenching Mist](drenching-mist-lotgb.md), [Forceful Push](forceful-push-lotgb.md), [Lingering Flames](lingering-flames-lotgb.md), [Obscured Terrain](obscured-terrain-lotgb.md), [Scattered Fire](scattered-fire-lotgb.md), [Shining Arms](shining-arms-lotgb.md), [Siphoning Touch](siphoning-touch-lotgb.md), [Smoldering Explosion](smoldering-explosion-lotgb.md), [Choking Smoke](choking-smoke-lotgb.md), [Steal Vitality](steal-vitality-lotgb.md), [Summon Ensemble](summon-ensemble-lotgb.md), [Surrounding Flames](surrounding-flames-lotgb.md), [Toppling Tentacles](toppling-tentacles-lotgb.md), [Tracing Sigil](tracing-sigil-lotgb.md), [Beacon Mark](beacon-mark-lotgb.md), [Uneasy Rest](uneasy-rest-lotgb.md), [Volatile Grease](volatile-grease-lotgb.md), [Wild Lights](wild-lights-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 122* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/spellbook-prodigy-apg.md b/Compendium/feats/spellbook-prodigy-apg.md deleted file mode 100644 index b2676ce7c..000000000 --- a/Compendium/feats/spellbook-prodigy-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/wizard -aliases: ["Spellbook Prodigy"] ---- -# Spellbook Prodigy *Feat 1* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana) - -You are particularly adept at learning spells to add to your spellbook. You can [Learn a Spell](../../Rules/actions/learn-a-spell.md) in half the time it normally takes. Further, when you roll a critical failure on your check to [Learn a Spell](../../Rules/actions/learn-a-spell.md), you get a failure instead. When you roll a failure, you can try again after 1 week. - -*Source: Advanced Player's Guide p. 142* -%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/spellmaster-dedication-locg.md b/Compendium/feats/spellmaster-dedication-locg.md deleted file mode 100644 index 58382051f..000000000 --- a/Compendium/feats/spellmaster-dedication-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Spellmaster Dedication"] ---- -# Spellmaster Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells - -As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you [Identify Magic](../../Rules/actions/identify-magic.md) with a skill in which you are trained or better. If you have the [Wayfinder Resonance Tinkerer](wayfinder-resonance-tinkerer-lowg.md) feat, you can change the cantrip you chose for that feat each day during your daily preparations. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype. - -## Spellmaster Dedication leads to... - -[Absorb Spell](absorb-spell-locg.md), [Retain Absorbed Spell](retain-absorbed-spell-lopsg.md), [Spellmaster's Resilience](spellmasters-resilience-locg.md), [Spellmaster's Tenacity](spellmasters-tenacity-lopsg.md), [Surreptitious Spellcaster](surreptitious-spellcaster-locg.md), [Ward Casting](ward-casting-locg.md), [Communal Sustain](communal-sustain-lopsg.md), [Familiar Form](familiar-form-lopsg.md), [Glyph Expert](glyph-expert-lopsg.md), [Master's Counterspell](masters-counterspell-lopsg.md), [Mobile Magical Combat](mobile-magical-combat-lopsg.md), [Recover Spell](recover-spell-lopsg.md), [Spellmaster's Ward](spellmasters-ward-lopsg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 114* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/spellmasters-resilience-locg.md b/Compendium/feats/spellmasters-resilience-locg.md deleted file mode 100644 index 70dad9bbe..000000000 --- a/Compendium/feats/spellmasters-resilience-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Spellmaster's Resilience"] ---- -# Spellmaster's Resilience *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) - -Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list. - -## Spellmaster's Resilience leads to... - -[Spellmaster's Tenacity](spellmasters-tenacity-lopsg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 114* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spellmasters-tenacity-lopsg.md b/Compendium/feats/spellmasters-tenacity-lopsg.md deleted file mode 100644 index 6b8638413..000000000 --- a/Compendium/feats/spellmasters-tenacity-lopsg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Spellmaster's Tenacity"] ---- -# Spellmaster's Tenacity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster's Resilience](spellmasters-resilience-locg.md) -- **Frequency**: once per day -- **Trigger** You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the Spellmaster's Resilience feat. -- **Activity** Reaction - -You call upon the power of your spells to protect you from the worst of the magic headed your way. You fail your saving throw instead of critically failing. For 1 minute, increase the circumstance bonus to saving throws from the Spellmaster's Resilience feat to +2, and increase the resistance to damage it grants to 10. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spellmasters-ward-lopsg.md b/Compendium/feats/spellmasters-ward-lopsg.md deleted file mode 100644 index 54df6ddd4..000000000 --- a/Compendium/feats/spellmasters-ward-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Spellmaster's Ward"] ---- -# Spellmaster's Ward *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) - -You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe. You gain the spellmaster's ward focus spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: Pathfinder Society Guide p. 49* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spellshot-dedication-g-g.md b/Compendium/feats/spellshot-dedication-g-g.md deleted file mode 100644 index 19506ba7e..000000000 --- a/Compendium/feats/spellshot-dedication-g-g.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/class -- trait/dedication -aliases: ["Spellshot Dedication"] ---- -# Spellshot Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [class](../../Rules/traits/class-som.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: way of the spellshot - -You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the Conjure Bullet action. - -```ad-embed-ability -title: Conjure Bullet [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](../../../rules/traits/conjuration.md) [magical](../../../rules/traits/magical.md) - -You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted. -%% #trait/conjuration #trait/magical %% -``` - -**Special.** You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the [spellshot](../character/archetypes/spellshot-g-g.md) or [beast gunner](../character/archetypes/beast-gunner-g-g.md) archetypes. - -## Spellshot Dedication leads to... - -[Black Powder Embodiment](black-powder-embodiment-g-g.md), [Call Gun](call-gun-g-g.md), [Fulminating Shot](fulminating-shot-g-g.md), [Phase Bullet](phase-bullet-g-g.md) - -## Summary - -*Source: Guns & Gears p. 140* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/class #trait/dedication %% diff --git a/Compendium/feats/spellstriker-som.md b/Compendium/feats/spellstriker-som.md deleted file mode 100644 index bc8c813a2..000000000 --- a/Compendium/feats/spellstriker-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Spellstriker"] ---- -# Spellstriker *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Magus Dedication](magus-dedication-som.md) - -You gain the magus's [Spellstrike](../../Rules/actions/spellstrike-som.md) activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges [Spellstrike](../../Rules/actions/spellstrike-som.md). - -*Source: Secrets of Magic p. 75* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spelunker-lome.md b/Compendium/feats/spelunker-lome.md deleted file mode 100644 index 64f49a89d..000000000 --- a/Compendium/feats/spelunker-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Spelunker"] ---- -# Spelunker *Feat 1* -[shisk](../../Rules/traits/shisk-lome.md) - - -Living underground, you have learned to find your way without landmarks or even solid ground. If you roll a success on an [Survival](../skills.md#Survival) check to [Sense Direction](../../Rules/actions/sense-direction.md) or an [Athletics](../skills.md#Athletics) check to [Climb](../../Rules/actions/climb.md), you get a critical success instead. You're not [flat-footed](../../Rules/conditions.md#Flat-footed) when you attempt to [Climb](../../Rules/actions/climb.md). - -*Source: Lost Omens: The Mwangi Expanse p. 125* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/spew-tentacles-loag.md b/Compendium/feats/spew-tentacles-loag.md deleted file mode 100644 index 63bc84ce7..000000000 --- a/Compendium/feats/spew-tentacles-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Spew Tentacles"] ---- -# Spew Tentacles *Feat 13* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -You can open your mouth to an immense size and spew forth an impossibly large field of tentacles. You can cast [black tentacles](../spells/black-tentacles.md) once per day as an innate occult spell, though when you do so, you spew them from your mouth out to the appropriate range, where they take root and begin Grappling creatures as usual. The tentacles recognize you as a part of them and don't attempt to [Grapple](../../Rules/actions/grapple.md) you, even if you are in the area. - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/spine-stabber-lome.md b/Compendium/feats/spine-stabber-lome.md deleted file mode 100644 index c74607b72..000000000 --- a/Compendium/feats/spine-stabber-lome.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/shisk -aliases: ["Spine Stabber"] ---- -# Spine Stabber *Feat 1* -[shisk](../../Rules/traits/shisk-lome.md) - - -The quills on your arms are particularly sharp and sturdy. You gain a quills unarmed attack that deals `1d6` piercing damage. Your quills are in the knife weapon group and have the [finesse](../../Rules/traits/finesse.md) and [unarmed](../../Rules/traits/unarmed.md) traits. - -## Spine Stabber leads to... - -[Piercing Quills](piercing-quills-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 125* -%% #compendium/src/pf2e/lome #trait/shisk %% \ No newline at end of file diff --git a/Compendium/feats/spinebreaker-lotgb.md b/Compendium/feats/spinebreaker-lotgb.md deleted file mode 100644 index d6b2e2ef1..000000000 --- a/Compendium/feats/spinebreaker-lotgb.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Spinebreaker"] ---- -# Spinebreaker [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. - -Attempt an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the creature you have [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained), with the following effects instead of the usual effects. - -> [!success-degree] -> - **Critical Success** The target is [clumsy](../../Rules/conditions.md#Clumsy) until the end of its next turn and [clumsy](../../Rules/conditions.md#Clumsy) for 1 minute. -> - **Success** The target is [clumsy](../../Rules/conditions.md#Clumsy) until the end of its next turn. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spiral-sworn-botd.md b/Compendium/feats/spiral-sworn-botd.md deleted file mode 100644 index e3c40ba23..000000000 --- a/Compendium/feats/spiral-sworn-botd.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/concentrate -- trait/divine -- trait/evocation -aliases: ["Spiral Sworn"] ---- -# Spiral Sworn [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [evocation](../../Rules/traits/evocation.md) - -- **Prerequisites**: [Soul Warden Dedication](soul-warden-dedication-botd.md) -- **Frequency**: once per 10 minutes -- **Activity** Single Action - -You trace a spiral in the air while intoning prayers to [Pharasma](../setting/deities/pharasma.md), gaining her blessing for a time. For 3 rounds, your [Strikes](../../Rules/actions/strike.md) and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your [Strikes](../../Rules/actions/strike.md) against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration. - -If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you. - -## Spiral Sworn leads to... - -[Expand Spiral](expand-spiral-botd.md) - -## Summary - -*Source: Book of the Dead p. 27* -%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/evocation %% \ No newline at end of file diff --git a/Compendium/feats/spirit-sheath-som.md b/Compendium/feats/spirit-sheath-som.md deleted file mode 100644 index 1b7f2dc4d..000000000 --- a/Compendium/feats/spirit-sheath-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/arcane -- trait/conjuration -- trait/extradimensional -- trait/magus -aliases: ["Spirit Sheath"] ---- -# Spirit Sheath *Feat 2* -[arcane](../../Rules/traits/arcane.md) [conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) [magus](../../Rules/traits/magus-som.md) - - -You've magically constructed an extradimensional sheath for your weapon that you access through your clothing, typically through a pocket, sleeve, or seam. - -This sheath is hard to notice, granting a +2 circumstance bonus to your [Stealth](../skills.md#Stealth) checks to [Conceal an Item](../../Rules/actions/conceal-an-object.md) within it. A spirit sheath can hold only one weapon at a time, and the weapon must be 1 Bulk or less. - -During a [Spellstrike](../../Rules/actions/spellstrike-som.md), you can [Interact](../../Rules/actions/interact.md) to draw the weapon before you [Cast the Spell](../../Rules/actions/cast-a-spell.md). You can draw or return a weapon in a spirit sheath as an [Interact](../../Rules/actions/interact.md) action, as can anyone else holding or wearing the clothing that contains the sheath. A [dispel magic](../spells/dispel-magic.md) spell or similar effect can be used against the spirit sheath to expel the weapon. The counteract check is made against your spell DC and uses the sheath's counteract level of 1. The weapon is also expelled if you become [unconscious](../../Rules/conditions.md#Unconscious). - -*Source: Secrets of Magic p. 44* -%% #compendium/src/pf2e/som #trait/arcane #trait/conjuration #trait/extradimensional #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/spirit-soother-apg.md b/Compendium/feats/spirit-soother-apg.md deleted file mode 100644 index 914356413..000000000 --- a/Compendium/feats/spirit-soother-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Spirit Soother"] ---- -# Spirit Soother *Feat 5* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -You are attuned to the minute sounds and sensations of restless spirits. Even if you aren't [Searching](../../Rules/actions/search.md), you can attempt a check to find haunts that normally require you to be [Searching](../../Rules/actions/search.md). You still need to meet any other requirements to find the haunt. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/spirit-spells-av1.md b/Compendium/feats/spirit-spells-av1.md deleted file mode 100644 index 906bc7d99..000000000 --- a/Compendium/feats/spirit-spells-av1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av1 -- trait/archetype -aliases: ["Spirit Spells"] ---- -# Spirit Spells *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Hunter Dedication](ghost-hunter-dedication-av1.md) - -Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can [Cast this Spell](../../Rules/actions/cast-a-spell.md) as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the [divination](../../Rules/traits/divination.md), [enchantment](../../Rules/traits/enchantment.md), or [necromancy](../../Rules/traits/necromancy.md) trait. You can cast each of these spells once per day. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 81* -%% #compendium/src/pf2e/av1 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spirit-strikes-apg.md b/Compendium/feats/spirit-strikes-apg.md deleted file mode 100644 index a701a104c..000000000 --- a/Compendium/feats/spirit-strikes-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Spirit Strikes"] ---- -# Spirit Strikes *Feat 9* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -Your connection to the Boneyard empowers you to bring death to all forms of life and unlife, exploiting their weaknesses. All your weapon and unarmed [Strikes](../../Rules/actions/strike.md) are magical and deal 1 additional negative damage to living creatures and 1 additional positive damage to undead. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/spirits-absolution-botd.md b/Compendium/feats/spirits-absolution-botd.md deleted file mode 100644 index 1ce4f257b..000000000 --- a/Compendium/feats/spirits-absolution-botd.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Spirit's Absolution"] ---- -# Spirit's Absolution [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Prerequisites**: [Exorcist Dedication](exorcist-dedication-botd.md) -- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling -- **Requirements**: You are holding your spirit dwelling. -- **Activity** Single Action - -You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers `1d4` Hit Points per level you have. If you expend a spirit remnant, the target recovers `1d6` Hit Points per level of the incorporeal undead or haunt from which you gained the remnant. - -*Source: Book of the Dead p. 23* -%% #compendium/src/pf2e/botd #trait/archetype #trait/healing #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/spirits-anguish-botd.md b/Compendium/feats/spirits-anguish-botd.md deleted file mode 100644 index 9ba0c0006..000000000 --- a/Compendium/feats/spirits-anguish-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/evocation -- trait/sonic -aliases: ["Spirit's Anguish"] ---- -# Spirit's Anguish [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Prerequisites**: [Exorcist Dedication](exorcist-dedication-botd.md) -- **Cost**: 1 spirit wisp or spirit remnant from your spirit dwelling -- **Requirements**: You are holding your spirit dwelling. -- **Activity** Two-Action - -You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a 30-foot cone, with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals `1d4` sonic damage per level you have. If you expend a spirit remnant, this deals `1d6` sonic damage per level of the incorporeal undead or haunt from which you gained the remnant. - -*Source: Book of the Dead p. 23* -%% #compendium/src/pf2e/botd #trait/archetype #trait/evocation #trait/sonic %% \ No newline at end of file diff --git a/Compendium/feats/spirits-interference.md b/Compendium/feats/spirits-interference.md deleted file mode 100644 index aa74c0d5e..000000000 --- a/Compendium/feats/spirits-interference.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/divine -- trait/instinct -- trait/necromancy -- trait/rage -aliases: ["Spirits' Interference"] ---- -# Spirits' Interference [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [divine](../../Rules/traits/divine.md) [instinct](../../Rules/traits/instinct.md) [necromancy](../../Rules/traits/necromancy.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: Spirit instinct -- **Activity** Single Action - -You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/divine #trait/instinct #trait/necromancy #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/spirits-wrath.md b/Compendium/feats/spirits-wrath.md deleted file mode 100644 index 8c4c86733..000000000 --- a/Compendium/feats/spirits-wrath.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/attack -- trait/barbarian -- trait/concentrate -- trait/instinct -- trait/rage -aliases: ["Spirit's Wrath"] ---- -# Spirit's Wrath [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[attack](../../Rules/traits/attack.md) [barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [instinct](../../Rules/traits/instinct.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: Spirit instinct -- **Activity** Single Action - -You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp's attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to `4d8` plus your Constitution modifier. The damage is your choice of negative or positive damage; don't apply your [Rage](../../Rules/actions/rage.md) damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp's damage apply. If your wisp's [Strike](../../Rules/actions/strike.md) is a critical hit, the target becomes [frightened](../../Rules/conditions.md#Frightened). This attack uses and counts toward your multiple attack penalty as if you were the one attacking. - -*Source: Core Rulebook p. 92* -%% #compendium/src/pf2e/crb #trait/attack #trait/barbarian #trait/concentrate #trait/instinct #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/spiritual-explorer-lopsg.md b/Compendium/feats/spiritual-explorer-lopsg.md deleted file mode 100644 index a1fb5fcf9..000000000 --- a/Compendium/feats/spiritual-explorer-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Spiritual Explorer"] ---- -# Spiritual Explorer *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't [Searching](../../Rules/actions/search.md) in exploration mode, you can attempt a check to find haunts that normally require you to [Search](../../Rules/actions/search.md) for them. You still need to meet any other requirements to find a particular haunt. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spiritual-guides-apg.md b/Compendium/feats/spiritual-guides-apg.md deleted file mode 100644 index 06a473f1e..000000000 --- a/Compendium/feats/spiritual-guides-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/concentrate -- trait/fortune -aliases: ["Spiritual Guides"] ---- -# Spiritual Guides [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [fortune](../../Rules/traits/fortune.md) - -- **Prerequisites**: spirit instinct -- **Frequency**: once per day -- **Trigger** You fail, but don't critically fail, a [Perception](../skills.md#Perception) check or a skill check. -- **Activity** Reaction - -Though no one sees them and only you can hear them, the spirits around you constantly chatter, save when you are [raging](../../Rules/actions/rage.md). Sometimes they're even [helpful](../../Rules/conditions.md#Helpful). You can heed the spirits' guidance to reroll the triggering check, using the second result even if it's worse. - -*Source: Advanced Player's Guide p. 109* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/concentrate #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/spiritual-sense-apg.md b/Compendium/feats/spiritual-sense-apg.md deleted file mode 100644 index a46ad51da..000000000 --- a/Compendium/feats/spiritual-sense-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/divination -- trait/divine -- trait/oracle -aliases: ["Spiritual Sense"] ---- -# Spiritual Sense *Feat 6* -[divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [oracle](../../Rules/traits/oracle-apg.md) - - -You have a vague connection to the Ethereal Plane that enables you to notice spirits. While you're exploring but not [Searching](../../Rules/actions/search.md), the GM rolls a secret check for you to find haunts that usually require [Searching](../../Rules/actions/search.md), as well as spirits, creatures on the Ethereal Plane, and beings made entirely of spiritual essence such as celestials, fiends, and monitors. - -You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while [Searching](../../Rules/actions/search.md), while [Seeking](../../Rules/actions/seek.md), and on the automatic secret check you gain while exploring even if you aren't [Searching](../../Rules/actions/search.md). You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object. - -When you notice a creature with your Spiritual Sense, you also learn its location, making it [hidden](../../Rules/conditions.md#Hidden) to you if it had been [undetected](../../Rules/conditions.md#Undetected). - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/divination #trait/divine #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/spiteful-rake-loag.md b/Compendium/feats/spiteful-rake-loag.md deleted file mode 100644 index b1bd0b392..000000000 --- a/Compendium/feats/spiteful-rake-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -aliases: ["Spiteful Rake"] ---- -# Spiteful Rake [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 13* -[changeling](../../Rules/traits/changeling-b1.md) - -- **Prerequisites**: claw unarmed attack -- **Requirements**: You have both hands free. -- **Activity** Two-Action - -Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes. You make a claw [Strike](../../Rules/actions/strike.md). If you hit and deal damage, the target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. On a critical hit, the target is instead [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) until restored to maximum hit points. - -*Source: Lost Omens: Ancestry Guide p. 24* -%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/splendid-companion-ec2.md b/Compendium/feats/splendid-companion-ec2.md deleted file mode 100644 index da970f24b..000000000 --- a/Compendium/feats/splendid-companion-ec2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec2 -- trait/archetype -- trait/uncommon -aliases: ["Splendid Companion"] ---- -# Splendid Companion *Feat 12* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Mature Trained Companion](mature-trained-companion-ec2.md) - -Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in [Performance](../skills.md#Performance) to master instead of [Athletics](../skills.md#Athletics) or [Acrobatics](../skills.md#Acrobatics). - -## Splendid Companion leads to... - -[Specialized Companion](specialized-companion-ec2.md) - -## Summary - -*Source: Extinction Curse #2: Legacy of the Lost God p. 75* -%% #compendium/src/pf2e/ec2 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/splinter-faith-logm.md b/Compendium/feats/splinter-faith-logm.md deleted file mode 100644 index 4fbc2e49c..000000000 --- a/Compendium/feats/splinter-faith-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/champion -- trait/cleric -aliases: ["Splinter Faith"] ---- -# Splinter Faith *Feat 1* -[champion](../../Rules/traits/champion.md) [cleric](../../Rules/traits/cleric.md) - - -Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn't affect the deity's edicts or anathema. Choose four domains. These domains must be chosen from among your deity's domains, your deity's alternate domains, and up to one domain that isn't on either list and isn't anathematic to your deity. Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 level lower than usual for a focus spell. For the purpose of abilities that depend on your deity's domains, the four domains you chose are your deity's domains, and any of your deity's domains you didn't choose are now among your deity's alternate domains. - -**Special.** Unless you take this feat at 1st level, changing the way you relate to your deity requires retraining, as described in the Changing Faith section below. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn't include, such as a domain spell from Domain Initiate, you lose that effect. - -*Source: Lost Omens: Gods & Magic p. 8* -%% #compendium/src/pf2e/logm #trait/champion #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/split-hex-apg.md b/Compendium/feats/split-hex-apg.md deleted file mode 100644 index a4f032f6b..000000000 --- a/Compendium/feats/split-hex-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/witch -aliases: ["Split Hex"] ---- -# Split Hex [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [witch](../../Rules/traits/witch-apg.md) - -- **Activity** Single Action - -You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect. - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/split-shot-apg.md b/Compendium/feats/split-shot-apg.md deleted file mode 100644 index 0eeacf3f7..000000000 --- a/Compendium/feats/split-shot-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/metamagic -- trait/sorcerer -aliases: ["Split Shot"] ---- -# Split Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You fragment a ranged spell into a pair of smaller shots. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty. - -*Source: Advanced Player's Guide p. 139* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/split-slot-apg.md b/Compendium/feats/split-slot-apg.md deleted file mode 100644 index df1100db2..000000000 --- a/Compendium/feats/split-slot-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/wizard -aliases: ["Split Slot"] ---- -# Split Slot *Feat 6* -[wizard](../../Rules/traits/wizard.md) - - -You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. When you prepare your spells for the day, you can choose one spell slot at least 1 level lower than the highest-level spell slot you can cast and prepare two spells in that slot. When you [Cast a Spell](../../Rules/actions/cast-a-spell.md) from that slot, choose which spell to cast. Once you've chosen, the unused spell dissipates as though you hadn't prepared it at all—for example, it isn't available for use with [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md). - -*Source: Advanced Player's Guide p. 142* -%% #compendium/src/pf2e/apg #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/spore-cloud-loag.md b/Compendium/feats/spore-cloud-loag.md deleted file mode 100644 index 07601dad0..000000000 --- a/Compendium/feats/spore-cloud-loag.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -aliases: ["Spore Cloud"] ---- -# Spore Cloud [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[leshy](../../Rules/traits/leshy-b1.md) - -- **Frequency**: once per hour -- **Activity** Two-Action - -You unleash a cloud of pollen or similar spores. All creatures in a 10-foot emanation around you must attempt a Fortitude save using your class DC or spell DC (whichever is higher) with the following results. Plants and fungi are immune to this effect. - -> [!success-degree] -> - **Critical Success** No effect. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [dazzled](../../Rules/conditions.md#Dazzled) and can see only 10 feet away for 1 round. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round. - -*Source: Lost Omens: Ancestry Guide p. 44* -%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/spot-translate-apg.md b/Compendium/feats/spot-translate-apg.md deleted file mode 100644 index 1c58745f0..000000000 --- a/Compendium/feats/spot-translate-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/auditory -- trait/linguistic -aliases: ["Spot Translate"] ---- -# Spot Translate [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [linguistic](../../Rules/traits/linguistic.md) - -- **Prerequisites**: [Linguist Dedication](linguist-dedication-apg.md) -- **Trigger** Another creature within 60 feet uses a [linguistic](../../Rules/traits/linguistic.md) effect in a language you understand. -- **Activity** Reaction - -You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected. - -*Source: Advanced Player's Guide p. 178* -%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/linguistic %% \ No newline at end of file diff --git a/Compendium/feats/spring-attack.md b/Compendium/feats/spring-attack.md deleted file mode 100644 index 12734bc16..000000000 --- a/Compendium/feats/spring-attack.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/press -aliases: ["Spring Attack"] ---- -# Spring Attack [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[fighter](../../Rules/traits/fighter.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You are adjacent to an enemy. -- **Activity** Single Action - -Springing away from one foe, you [Strike](../../Rules/actions/strike.md) at another. [Stride](../../Rules/actions/stride.md) up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee [Strike](../../Rules/actions/strike.md) against an enemy now within reach. You can use Spring Attack while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 152* -%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/spring-from-the-shadows.md b/Compendium/feats/spring-from-the-shadows.md deleted file mode 100644 index 3dcd38efc..000000000 --- a/Compendium/feats/spring-from-the-shadows.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/rogue -aliases: ["Spring From The Shadows"] ---- -# Spring From The Shadows [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[flourish](../../Rules/traits/flourish.md) [rogue](../../Rules/traits/rogue.md) - -- **Activity** Single Action - -Leaping out from hiding, you assail your target when they least expect it. You [Stride](../../Rules/actions/stride.md) up to your Speed, but you must end your movement next to an enemy you're [hidden](../../Rules/conditions.md#Hidden) from or [undetected](../../Rules/conditions.md#Undetected) by. You then [Strike](../../Rules/actions/strike.md) that enemy; you remain [hidden](../../Rules/conditions.md#Hidden) from or [undetected](../../Rules/conditions.md#Undetected) by that creature until after you [Strike](../../Rules/actions/strike.md). You can use Spring from the Shadows while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/flourish #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/springing-leaper-apg.md b/Compendium/feats/springing-leaper-apg.md deleted file mode 100644 index d8cf9c27e..000000000 --- a/Compendium/feats/springing-leaper-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Springing Leaper"] ---- -# Springing Leaper *Feat 5* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: expert in [Athletics](../skills.md#Athletics) - -Your powerful legs allow you to make sudden and dramatic leaps. You can [Leap](../../Rules/actions/leap.md) as a 2-action activity to double the distance you can [Leap](../../Rules/actions/leap.md) vertically, or [Leap](../../Rules/actions/leap.md) as a 3-action activity to triple the distance you can [Leap](../../Rules/actions/leap.md) vertically. You don't automatically fail [Long Jumps](../../Rules/actions/long-jump.md) for jumping in a different direction than your [Stride](../../Rules/actions/stride.md). - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/sprites-spark-loag.md b/Compendium/feats/sprites-spark-loag.md deleted file mode 100644 index cb0a150ac..000000000 --- a/Compendium/feats/sprites-spark-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sprite -aliases: ["Sprite's Spark"] ---- -# Sprite's Spark *Feat 1* -[sprite](../../Rules/traits/sprite-b1.md) - - -You can fling a portion of your magic at foes. You gain a ranged unarmed attack in the sling weapon group with a maximum range of 20 feet that deals `1d4` damage. (No ability modifier is added to the damage roll.) The damage type and name of the unarmed attack depends on your heritage, described below; most sprite heritages not presented in this book also use luminous spark. Like other unarmed attacks, you can improve this attack with handwraps of mighty blows. - -Draxie euphoric spark (mental) Firefly Sprite luminous spark (fire) Grig dissonant note (sonic) Melixie sting shot (poison) Nyktera ultrasonic pulse (sonic) Pixie pixie dust (mental) - -*Source: Lost Omens: Ancestry Guide p. 131* -%% #compendium/src/pf2e/loag #trait/sprite %% \ No newline at end of file diff --git a/Compendium/feats/spyglass-modification-g-g.md b/Compendium/feats/spyglass-modification-g-g.md deleted file mode 100644 index 75e88e188..000000000 --- a/Compendium/feats/spyglass-modification-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Spyglass Modification"] ---- -# Spyglass Modification *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md) - -Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn't let you see through walls or other barriers. You can't use it to see around a second or further corner, and it doesn't allow you to make ranged attacks or perform other actions that require line of effect with your target. - -*Source: Guns & Gears p. 50* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/spys-countermeasures-lowg.md b/Compendium/feats/spys-countermeasures-lowg.md deleted file mode 100644 index dbc14d4a2..000000000 --- a/Compendium/feats/spys-countermeasures-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Spy's Countermeasures"] ---- -# Spy's Countermeasures *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lion Blade Dedication](lion-blade-dedication-lowg.md) - -You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a [divination](../../Rules/traits/divination.md) or [mental](../../Rules/traits/mental.md) effect, you can [Identify Magic](../../Rules/actions/identify-magic.md) to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. - -If you successfully identify a [divination](../../Rules/traits/divination.md) effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a [mental](../../Rules/traits/mental.md) effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link. - -*Source: Lost Omens: World Guide p. 131* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/squad-tactics-loag.md b/Compendium/feats/squad-tactics-loag.md deleted file mode 100644 index 315b3dd91..000000000 --- a/Compendium/feats/squad-tactics-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["Squad Tactics"] ---- -# Squad Tactics *Feat 9* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You are adept at working with your allies to surround a foe. If an enemy is within reach of you and at least two of your allies, that enemy is [flat-footed](../../Rules/conditions.md#Flat-footed) against you. - -*Source: Lost Omens: Ancestry Guide p. 36* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/squawk-apg.md b/Compendium/feats/squawk-apg.md deleted file mode 100644 index ca15c1392..000000000 --- a/Compendium/feats/squawk-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Squawk!"] ---- -# Squawk! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Trigger** You critically fail a [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), or [Intimidation](../skills.md#Intimidation) check against a creature that doesn't have the [tengu](../../Rules/traits/tengu-b1.md) trait. -- **Activity** Reaction - -You let out an awkward squawk, ruffle your feathers, or fake some other birdlike tic to cover up a social misstep or faux pas. You get a failure on the triggering check, rather than a critical failure. All creatures that witnessed you Squawk are temporarily immune for 24 hours. - -*Source: Advanced Player's Guide p. 26* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/squirm-free-lotgb.md b/Compendium/feats/squirm-free-lotgb.md deleted file mode 100644 index 0d2837e6f..000000000 --- a/Compendium/feats/squirm-free-lotgb.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Squirm Free"] ---- -# Squirm Free [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 13* -[poppet](../../Rules/traits/poppet-lotgb.md) - -- **Trigger** A creature grabs, immobilizes, or restrains you. -- **Activity** Reaction - -You're used to slipping out of a bigger creature's grasp or escaping a child's overly enthusiastic hug. You attempt to [Escape](../../Rules/actions/escape.md). - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/stab-and-blast-g-g.md b/Compendium/feats/stab-and-blast-g-g.md deleted file mode 100644 index 8ef82d88c..000000000 --- a/Compendium/feats/stab-and-blast-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Stab And Blast"] ---- -# Stab And Blast [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a firearm with an attached bayonet or reinforced stock, a fire lance, or a combination weapon. -- **Activity** Single Action - -You slice or smash your opponent with the melee portion of your weapon before pulling the trigger at point-blank range. - -Make a melee [Strike](../../Rules/actions/strike.md) with the required weapon. If the [Strike](../../Rules/actions/strike.md) is successful, you can immediately make a ranged [Strike](../../Rules/actions/strike.md) against the same target with a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks. - -*Source: Guns & Gears p. 115* -%% #compendium/src/pf2e/g&g #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/staff-acrobat-dedication-ec1.md b/Compendium/feats/staff-acrobat-dedication-ec1.md deleted file mode 100644 index 901c8a6de..000000000 --- a/Compendium/feats/staff-acrobat-dedication-ec1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Staff Acrobat Dedication"] ---- -# Staff Acrobat Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Dexterity 16; trained in [Acrobatics](../skills.md#Acrobatics); trained in [Athletics](../skills.md#Athletics); trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm (referred to in this archetype as "your staff") - -When you [High Jump](../../Rules/actions/high-jump.md), [Leap](../../Rules/actions/leap.md), or [Long Jump](../../Rules/actions/long-jump.md) while wielding your staff, you gain a +2 circumstance bonus to any [Athletics](../skills.md#Athletics) check required and add 5 feet to the distance you can [Leap](../../Rules/actions/leap.md) vertically and horizontally. You can [Shove](../../Rules/actions/shove.md) and [Trip](../../Rules/actions/trip.md) even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to [Balance](../../Rules/actions/balance.md) while wielding your staff, you get a critical success instead. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype. - -## Staff Acrobat Dedication leads to... - -[Bullying Staff](bullying-staff-ec1.md), [Levering Strike](levering-strike-ec1.md), [Pivot Strike](pivot-strike-ec1.md), [Staff Sweep](staff-sweep-ec1.md), [Whirlwind Stance](whirlwind-stance-ec1.md) - -## Summary - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/staff-sweep-ec1.md b/Compendium/feats/staff-sweep-ec1.md deleted file mode 100644 index d1a927f75..000000000 --- a/Compendium/feats/staff-sweep-ec1.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/flourish -- trait/uncommon -aliases: ["Staff Sweep"] ---- -# Staff Sweep [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](staff-acrobat-dedication-ec1.md) -- **Requirements**: You are wielding your staff. -- **Activity** Single Action - -You sweep your foes away with your staff. Roll an [Athletics](../skills.md#Athletics) check to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md), and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/flourish #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/stage-fighting-apg.md b/Compendium/feats/stage-fighting-apg.md deleted file mode 100644 index 0a21297ee..000000000 --- a/Compendium/feats/stage-fighting-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Stage Fighting"] ---- -# Stage Fighting *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Gladiator Dedication](gladiator-dedication-apg.md) - -You pull punches to give a better show. You don't take the usual –2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the [nonlethal](../../Rules/traits/nonlethal.md) trait. - -*Source: Advanced Player's Guide p. 175* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/staggering-fire-lokl.md b/Compendium/feats/staggering-fire-lokl.md deleted file mode 100644 index 5330919bb..000000000 --- a/Compendium/feats/staggering-fire-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/press -- trait/uncommon -aliases: ["Staggering Fire"] ---- -# Staggering Fire [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [press](../../Rules/traits/press.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Archer Dedication](archer-dedication-apg.md) -- **Activity** Single Action - -You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape. Make a ranged [Strike](../../Rules/actions/strike.md) with a weapon in the bow weapon group. On a hit, the target takes a –5-foot circumstance penalty to its Speed until the end of its turn, or a –10-foot circumstance penalty on a critical hit. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/press #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/stalking-feline-mask-sot6.md b/Compendium/feats/stalking-feline-mask-sot6.md deleted file mode 100644 index 95a5843e7..000000000 --- a/Compendium/feats/stalking-feline-mask-sot6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Stalking Feline Mask"] ---- -# Stalking Feline Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. - -Immediately after you Cast a non-cantrip Spell with the [shadow](../../Rules/traits/shadow.md) or [darkness](../../Rules/traits/darkness.md) trait, you can attempt to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md) as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to [Hide](../../Rules/actions/hide.md) and being [undetected](../../Rules/conditions.md#Undetected) or [hidden](../../Rules/conditions.md#Hidden) to [Sneak](../../Rules/actions/sneak.md). - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/stalwart-standard-lokl.md b/Compendium/feats/stalwart-standard-lokl.md deleted file mode 100644 index ebb9745a9..000000000 --- a/Compendium/feats/stalwart-standard-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/uncommon -aliases: ["Stalwart Standard"] ---- -# Stalwart Standard *Feat 10* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Cavalier's Banner](cavaliers-banner-apg.md), [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) - -Your banner makes it harder for your foes to push your allies around and encourages your allies to protect the innocent. Allies benefiting from your Cavalier's Banner feat also gain a +1 circumstance bonus to their Fortitude and Reflex DCs against attempts to [Disarm](../../Rules/actions/disarm.md), [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), and [Trip](../../Rules/actions/trip.md). Each benefited ally also gains a +1 status bonus to attack rolls against any creature that has dealt damage to an innocent of a lower level than that ally within the last round; summoned creatures, companions, or any creatures you or your allies put into danger on purpose to attempt to gain this bonus don't count. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/stance-savant-fighter.md b/Compendium/feats/stance-savant-fighter.md deleted file mode 100644 index 32e685a64..000000000 --- a/Compendium/feats/stance-savant-fighter.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Stance Savant (Fighter)"] ---- -# Stance Savant (Fighter) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[fighter](../../Rules/traits/fighter.md) - -- **Trigger** You roll initiative. -- **Activity** Free Action - -When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the [stance](../../Rules/traits/stance.md) trait. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/stance-savant-monk.md b/Compendium/feats/stance-savant-monk.md deleted file mode 100644 index 2dbd16cb0..000000000 --- a/Compendium/feats/stance-savant-monk.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Stance Savant (Monk)"] ---- -# Stance Savant (Monk) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* -[monk](../../Rules/traits/monk.md) - -- **Trigger** You roll initiative. -- **Activity** Free Action - -You enter a stance without a thought. Use an action that has the [stance](../../Rules/traits/stance.md) trait. - -*Source: Core Rulebook p. 164* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/stand-still.md b/Compendium/feats/stand-still.md deleted file mode 100644 index d49354bd7..000000000 --- a/Compendium/feats/stand-still.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Stand Still"] ---- -# Stand Still [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[monk](../../Rules/traits/monk.md) - -- **Trigger** A creature within your reach uses a move action or leaves a square during a move action it's using. -- **Activity** Reaction - -You strike out when your foe tries to flee. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action. - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/standby-spell-som.md b/Compendium/feats/standby-spell-som.md deleted file mode 100644 index 5cdc1fdda..000000000 --- a/Compendium/feats/standby-spell-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Standby Spell"] ---- -# Standby Spell *Feat 8* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) - -You've honed one spell as your favored combat technique, and you've practiced it enough that you no longer need to prepare it to cast it. Choose a spell in your spellbook that you could use with [Spellstrike](../../Rules/actions/spellstrike-som.md) and that has a level no higher than the highest-level magus spell slot you have. - -You can [Cast this Spell](../../Rules/actions/cast-a-spell.md) without having it prepared ahead of time by expending a spell slot of a sufficient level to cast your chosen spell. You can change this spell whenever you add new spells to your spellbook, or by studying your spellbook for 1 hour. - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/star-orb-loag.md b/Compendium/feats/star-orb-loag.md deleted file mode 100644 index dbabde427..000000000 --- a/Compendium/feats/star-orb-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kitsune -aliases: ["Star Orb"] ---- -# Star Orb *Feat 1* -[kitsune](../../Rules/traits/kitsune-loag.md) - - -Your magic has crystallized into a spherical stone. You gain a familiar, except it's a star orb: a Tiny stone of light Bulk. The familiar has no Speeds and must select a Speed familiar ability before it can move, animating in a way appropriate to the chosen Speed and using the statistics of a normal familiar for that day; when it's an immobile stone, it can't select any familiar or master abilities that require it to move. It always has the innate surge master ability, which counts against your limit for familiar and master abilities. - -## Star Orb leads to... - -[Killing Stone](killing-stone-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 125* -%% #compendium/src/pf2e/loag #trait/kitsune %% \ No newline at end of file diff --git a/Compendium/feats/starlit-eyes-som.md b/Compendium/feats/starlit-eyes-som.md deleted file mode 100644 index 020540479..000000000 --- a/Compendium/feats/starlit-eyes-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Starlit Eyes"] ---- -# Starlit Eyes *Feat 4* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), starlit span hybrid study - -Starlight shines in your sight, enhancing your perception and range. When you make a ranged [Strike](../../Rules/actions/strike.md) while in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance, you lower the DC of your flat check to target a creature that's [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden) from you. The DC is reduced to 3 instead of 5 against a [concealed](../../Rules/conditions.md#Concealed) creature and to 9 instead of 11 against a [hidden](../../Rules/conditions.md#Hidden) one. When you cast [shooting star](../spells/shooting-star-som.md) and target a hidden creature, you don't have to attempt the flat check for targeting a [hidden](../../Rules/conditions.md#Hidden) creature with a ranged [Strike](../../Rules/actions/strike.md). - -*Source: Secrets of Magic p. 44* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/startling-appearance-apg.md b/Compendium/feats/startling-appearance-apg.md deleted file mode 100644 index ea4018054..000000000 --- a/Compendium/feats/startling-appearance-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/emotion -- trait/fear -- trait/mental -- trait/vigilante -aliases: ["Startling Appearance"] ---- -# Startling Appearance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md) -- **Requirements**: You are completely [unnoticed](../../Rules/conditions.md#Unnoticed) by the target creature. -- **Activity** Single Action - -You can startle foes who are unaware of your presence. - -Make a [Strike](../../Rules/actions/strike.md) against your target. That creature is [flat-footed](../../Rules/conditions.md#Flat-footed) against this [Strike](../../Rules/actions/strike.md), as normal. If your [Strike](../../Rules/actions/strike.md) hits, the target remains [flat-footed](../../Rules/conditions.md#Flat-footed) for the rest of your turn and is [frightened](../../Rules/conditions.md#Frightened) ([frightened](../../Rules/conditions.md#Frightened) on a critical hit). - -*Source: Advanced Player's Guide p. 197* -%% #compendium/src/pf2e/apg #trait/archetype #trait/emotion #trait/fear #trait/mental #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/startling-appearance-loag.md b/Compendium/feats/startling-appearance-loag.md deleted file mode 100644 index 204722aca..000000000 --- a/Compendium/feats/startling-appearance-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Startling Appearance"] ---- -# Startling Appearance *Feat 1* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -You are trained in [Intimidation](../skills.md#Intimidation) (or another skill of your choice, if you were already trained in [Intimidation](../skills.md#Intimidation)) and gain the [Intimidating Glare](intimidating-glare.md) skill feat as a bonus feat. - -## Startling Appearance leads to... - -[Frightening Appearance](frightening-appearance-apg.md), [Stunning Appearance](stunning-appearance-apg.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 93* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/stasian-smash-g-g.md b/Compendium/feats/stasian-smash-g-g.md deleted file mode 100644 index cef23ca25..000000000 --- a/Compendium/feats/stasian-smash-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/uncommon -aliases: ["Stasian Smash"] ---- -# Stasian Smash [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Ustalav. -- **Prerequisites**: [Sterling Dynamo Dedication](sterling-dynamo-dedication-g-g.md) -- **Activity** Two-Action - -You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. - -Make a dynamo [Strike](../../Rules/actions/strike.md). On a success, the [Strike](../../Rules/actions/strike.md) deals an additional `1d12` electricity damage to the target, as well as `1d4` electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo [Strike](../../Rules/actions/strike.md), you take `1d12` electricity damage. This counts as two attacks when calculating your multiple attack penalty. - -At 18th level, the additional electricity damage to the target increases to `2d12`, and the additional electricity damage to the other foes increases to `2d4`. Reduce the operational time of your sterling dynamo by 1 hour. - -*Source: Guns & Gears p. 53* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/stave-off-catastrophe-lopsg.md b/Compendium/feats/stave-off-catastrophe-lopsg.md deleted file mode 100644 index 9affc41e5..000000000 --- a/Compendium/feats/stave-off-catastrophe-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Stave Off Catastrophe"] ---- -# Stave Off Catastrophe *Feat 18* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Shoulder Catastrophe](shoulder-catastrophe-locg.md) - -You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects. - -*Source: Lost Omens: Pathfinder Society Guide p. 53* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/stay-down-apg.md b/Compendium/feats/stay-down-apg.md deleted file mode 100644 index 396dd0725..000000000 --- a/Compendium/feats/stay-down-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Stay Down!"] ---- -# Stay Down! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) -- **Trigger** A [prone](../../Rules/conditions.md#Prone) foe within your reach Stands. -- **Activity** Reaction - -You have ways of keeping your foes down. Attempt an [Athletics](../skills.md#Athletics) check against the triggering foe's Fortitude DC. On a success, they don't stand up and remain [prone](../../Rules/conditions.md#Prone). On a critical success, they can't [Stand](../../Rules/actions/stand.md) until their next turn. - -*Source: Advanced Player's Guide p. 137* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/steadfast-ally-ec3.md b/Compendium/feats/steadfast-ally-ec3.md deleted file mode 100644 index fc1699a63..000000000 --- a/Compendium/feats/steadfast-ally-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Steadfast Ally"] ---- -# Steadfast Ally *Feat 13* -[shoony](../../Rules/traits/shoony-ec3.md) - -- **Prerequisites**: Loyal Empath - -Your presence alone is enough to provide your allies with emotional support. You can use the [Aid](../../Rules/actions/aid.md) reaction to grant a bonus to another creature's Will saving throw even when you haven't prepared to help. - -*Source: Extinction Curse #3: Life's Long Shadows p. 73* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/steady-balance.md b/Compendium/feats/steady-balance.md deleted file mode 100644 index 2ecc58c14..000000000 --- a/Compendium/feats/steady-balance.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Steady Balance"] ---- -# Steady Balance *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Acrobatics](../skills.md#Acrobatics) - -You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the [Balance](../../Rules/actions/balance.md) action, you get a critical success instead. You're not [flat-footed](../../Rules/conditions.md#Flat-footed) while attempting to [Balance](../../Rules/actions/balance.md) on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an [Acrobatics](../skills.md#Acrobatics) check instead of a Reflex save to [Grab an Edge](../../Rules/actions/grab-an-edge.md). - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/steady-on-stone-loag.md b/Compendium/feats/steady-on-stone-loag.md deleted file mode 100644 index a631b931a..000000000 --- a/Compendium/feats/steady-on-stone-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Steady On Stone"] ---- -# Steady On Stone *Feat 1* -[oread](../../Rules/traits/oread-b2.md) - - -Your connection to the earth makes natural uneven surfaces less of a hindrance for you. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the [Acrobatics](../skills.md#Acrobatics) skill to [Balance](../../Rules/actions/balance.md) on narrow surfaces or uneven ground made of stone and earth, you aren't [flat-footed](../../Rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](../skills.md#Acrobatics) checks, you get a critical success instead. - -*Source: Lost Omens: Ancestry Guide p. 107* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/steady-spellcasting-da.md b/Compendium/feats/steady-spellcasting-da.md deleted file mode 100644 index 3e1fd7273..000000000 --- a/Compendium/feats/steady-spellcasting-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Steady Spellcasting"] ---- -# Steady Spellcasting *Feat 6* -[psychic](../../Rules/traits/psychic-da.md) - - -Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](../../Rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. - -*Source: Dark Archive p. 26* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/steady-spellcasting-oracle-apg.md b/Compendium/feats/steady-spellcasting-oracle-apg.md deleted file mode 100644 index 0bd5840dd..000000000 --- a/Compendium/feats/steady-spellcasting-oracle-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Steady Spellcasting (Oracle)"] ---- -# Steady Spellcasting (Oracle) *Feat 6* -[oracle](../../Rules/traits/oracle-apg.md) - - -Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](../../Rules/actions/cast-a-spell.md). If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/steady-spellcasting-som.md b/Compendium/feats/steady-spellcasting-som.md deleted file mode 100644 index 2f7a14a6d..000000000 --- a/Compendium/feats/steady-spellcasting-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Steady Spellcasting"] ---- -# Steady Spellcasting *Feat 4* -[magus](../../Rules/traits/magus-som.md) - - -Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](../../Rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/steady-spellcasting-sorcerer.md b/Compendium/feats/steady-spellcasting-sorcerer.md deleted file mode 100644 index 7b9a19a9c..000000000 --- a/Compendium/feats/steady-spellcasting-sorcerer.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/sorcerer -aliases: ["Steady Spellcasting (Sorcerer)"] ---- -# Steady Spellcasting (Sorcerer) *Feat 6* -[sorcerer](../../Rules/traits/sorcerer.md) - - -You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you [Cast a Spell](../../Rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. - -*Source: Core Rulebook p. 200* -%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/steady-spellcasting-witch-apg.md b/Compendium/feats/steady-spellcasting-witch-apg.md deleted file mode 100644 index 9676e2e0c..000000000 --- a/Compendium/feats/steady-spellcasting-witch-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Steady Spellcasting (Witch)"] ---- -# Steady Spellcasting (Witch) *Feat 6* -[witch](../../Rules/traits/witch-apg.md) - - -Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](../../Rules/actions/cast-a-spell.md). If another creature's reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/steady-spellcasting-wizard.md b/Compendium/feats/steady-spellcasting-wizard.md deleted file mode 100644 index 746b8e18a..000000000 --- a/Compendium/feats/steady-spellcasting-wizard.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Steady Spellcasting (Wizard)"] ---- -# Steady Spellcasting (Wizard) *Feat 6* -[wizard](../../Rules/traits/wizard.md) - - -Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](../../Rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. - -*Source: Core Rulebook p. 211* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/steadying-stone-som.md b/Compendium/feats/steadying-stone-som.md deleted file mode 100644 index 5b48decbe..000000000 --- a/Compendium/feats/steadying-stone-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/druid -aliases: ["Steadying Stone"] ---- -# Steadying Stone *Feat 1* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: stone order - -The earth has taught you how to remain unyielding and firm. If you roll a success on an [Acrobatics](../skills.md#Acrobatics) check made to [Balance](../../Rules/actions/balance.md) on uneven ground composed of earth or rock, you get a critical success instead. As long as you remain on the ground, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) you. This bonus also applies to saving throws against spells or effects that would attempt to knock you [prone](../../Rules/conditions.md#Prone). If you're a rock dwarf, this bonus increases to +3. - -*Source: Secrets of Magic p. 198* -%% #compendium/src/pf2e/som #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/steal-essence-ec6.md b/Compendium/feats/steal-essence-ec6.md deleted file mode 100644 index a2e630f60..000000000 --- a/Compendium/feats/steal-essence-ec6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/rogue -- trait/uncommon -aliases: ["Steal Essence"] ---- -# Steal Essence [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: legendary in [Thievery](../skills.md#Thievery) or master in [Arcana](../skills.md#Arcana), -- **Requirements**: A magic item is within your reach. -- **Activity** Two-Action - -Being in the presence of the aeon orbs as they deteriorated has taught you how to siphon energy, and you do so with the required magic item. The DC to steal the properties of a magic item is equal to the DC for the item's level or the normal DC to [Steal](../../Rules/actions/steal.md) the item, whichever is higher. The targeted item then becomes temporarily immune for 24 hours. If the object was on a creature, that creature is also temporarily immune (which prevents you from attempting to [Steal](../../Rules/actions/steal.md) the Essence of another object on it) - -If you successfully steal the properties of an item, it loses its magical properties for 24 hours and you can move those properties to a non-magical object of the same general kind (such as moving a hat's properties to another piece of headgear or moving a weapon's properties to another weapon) for the same length of time. If the moved properties are counteracted, they return immediately to the original item. You automatically fail to [Steal](../../Rules/actions/steal.md) the Essence of an artifact, cursed item, or similar item. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* -%% #compendium/src/pf2e/ec6 #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/steal-spell-apg.md b/Compendium/feats/steal-spell-apg.md deleted file mode 100644 index 2489c102a..000000000 --- a/Compendium/feats/steal-spell-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/magical -- trait/rogue -aliases: ["Steal Spell"] ---- -# Steal Spell *Feat 16* -[magical](../../Rules/traits/magical.md) [rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: [Legendary Thief](legendary-thief.md), [Loaner Spell](loaner-spell-apg.md) - -When you use Legendary Thief to steal the impossible, you can steal a prepared spell or spontaneous spell from a foe. - -The spell is randomly selected from the highest-level spells the foe knows that have a target or area, to a maximum of 8th-level spells; the target loses the appropriate spell slot as if they had cast it themself. You can [Cast the Spell](../../Rules/actions/cast-a-spell.md) once within the next `1d4` rounds, after which the fleeting magic fades; this otherwise works the same as casting a Loaner Spell. - -*Source: Advanced Player's Guide p. 137* -%% #compendium/src/pf2e/apg #trait/magical #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/steal-the-sky-aoe2.md b/Compendium/feats/steal-the-sky-aoe2.md deleted file mode 100644 index db4ba2f03..000000000 --- a/Compendium/feats/steal-the-sky-aoe2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe2 -- trait/archetype -aliases: ["Steal The Sky"] ---- -# Steal The Sky *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Jalmeri Heavenseeker Dedication](jalmeri-heavenseeker-dedication-aoe2.md) - -You can take away the air that keeps a flying foe aloft. You gain the [steal the sky](../spells/steal-the-sky-aoe2.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* -%% #compendium/src/pf2e/aoe2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/steal-the-sky-loil.md b/Compendium/feats/steal-the-sky-loil.md deleted file mode 100644 index 6dfb7016b..000000000 --- a/Compendium/feats/steal-the-sky-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/archetype -aliases: ["Steal the Sky"] ---- -# Steal the Sky *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: Jalmeri Heavenseeker Dedication - -You can take away the air that keeps a flying foe aloft. You gain the steal the sky ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: Impossible Lands p. 225* -%% #compendium/src/pf2e/loil #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/steal-time-da.md b/Compendium/feats/steal-time-da.md deleted file mode 100644 index a5d8797df..000000000 --- a/Compendium/feats/steal-time-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Steal Time"] ---- -# Steal Time [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a Fortitude saving throw against your chronoskimmer DC. The creature takes the effects of [slow](../spells/slow.md) based on the result of its saving throw. - -*Source: Dark Archive p. 186* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/steal-vitality-lotgb.md b/Compendium/feats/steal-vitality-lotgb.md deleted file mode 100644 index 9e4a43919..000000000 --- a/Compendium/feats/steal-vitality-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Steal Vitality"] ---- -# Steal Vitality *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [vampiric touch](../spells/vampiric-touch.md) - -When you cast [vampiric touch](../spells/vampiric-touch.md), you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the [clumsy](../../Rules/conditions.md#Clumsy) or [enfeebled](../../Rules/conditions.md#Enfeebled) conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/stealthy-companion.md b/Compendium/feats/stealthy-companion.md deleted file mode 100644 index 119793ad1..000000000 --- a/Compendium/feats/stealthy-companion.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Stealthy Companion"] ---- -# Stealthy Companion *Feat 14* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Camouflage](camouflage.md), [Animal Companion](animal-companion-ranger.md) - -You've trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for [Stealth](../skills.md#Stealth) increases to master (or legendary if it was already master). - -*Source: Core Rulebook p. 176* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/steam-spell-loag.md b/Compendium/feats/steam-spell-loag.md deleted file mode 100644 index 80479092b..000000000 --- a/Compendium/feats/steam-spell-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/concentrate -- trait/metamagic -- trait/undine -aliases: ["Steam Spell"] ---- -# Steam Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) [undine](../../Rules/traits/undine-b2.md) - -- **Activity** Single Action - -You transform your fire spells into steam, making them more effective underwater. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with the [fire](../../Rules/traits/fire.md) trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage), nor do they add other effects that would apply to fire but not steam (at the GM's discretion). - -*Source: Lost Omens: Ancestry Guide p. 120* -%% #compendium/src/pf2e/loag #trait/concentrate #trait/metamagic #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/steed-form-som.md b/Compendium/feats/steed-form-som.md deleted file mode 100644 index 444852ec9..000000000 --- a/Compendium/feats/steed-form-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Steed Form"] ---- -# Steed Form *Feat 2* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon changes to make it particularly effective as your mount. While you ride it, you get your full number of actions each round instead of reducing them to 2. This applies only when you ride your eidolon, not when anyone else does (see the Riding Sapient Creatures sidebar on page 71). Your eidolon still must be at least one size category larger than you to ride it. Since you work together to move, your eidolon's move actions while you're mounted gain the [tandem](../../Rules/traits/tandem-som.md) trait. - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/steel-skin-apg.md b/Compendium/feats/steel-skin-apg.md deleted file mode 100644 index 2474fa372..000000000 --- a/Compendium/feats/steel-skin-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Steel Skin"] ---- -# Steel Skin *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival), [Sentinel Dedication](sentinel-dedication-apg.md) - -You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor. - -*Source: Advanced Player's Guide p. 191* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/steel-your-resolve-gmg.md b/Compendium/feats/steel-your-resolve-gmg.md deleted file mode 100644 index ec91f5bef..000000000 --- a/Compendium/feats/steel-your-resolve-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/gmg -- trait/general -aliases: ["Steel Your Resolve"] ---- -# Steel Your Resolve [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 3* -[general](../../Rules/traits/general.md) - -- **Cost**: 1 Resolve Point -- **Activity** Single Action - -Regain Stamina Points equal to half your maximum. - -*Source: Gamemastery Guide p. 201* -%% #compendium/src/pf2e/gmg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/steel-yourself-apg.md b/Compendium/feats/steel-yourself-apg.md deleted file mode 100644 index acdf3f979..000000000 --- a/Compendium/feats/steel-yourself-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/auditory -- trait/emotion -- trait/mental -aliases: ["Steel Yourself!"] ---- -# Steel Yourself! [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Activity** Single Action - -You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn. - -*Source: Advanced Player's Guide p. 180* -%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/emotion #trait/mental %% \ No newline at end of file diff --git a/Compendium/feats/stellas-stab-and-snag-lopsg.md b/Compendium/feats/stellas-stab-and-snag-lopsg.md deleted file mode 100644 index 94104b757..000000000 --- a/Compendium/feats/stellas-stab-and-snag-lopsg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/rogue -- trait/swashbuckler -- trait/uncommon -aliases: ["Stella's Stab And Snag"] ---- -# Stella's Stab And Snag [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[rogue](../../Rules/traits/rogue.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Thievery](../skills.md#Thievery) -- **Requirements**: You are wielding a piercing or slashing melee weapon. -- **Activity** Two-Action - -You dart towards your opponent, seeking to stab them and slice their purse-strings with a single movement. [Stride](../../Rules/actions/stride.md) up to your Speed; this movement does not trigger reactions triggered by movement. At any point during this movement you can [Strike](../../Rules/actions/strike.md) an opponent within reach. If this [Strike](../../Rules/actions/strike.md) is successful, you can attempt a [Thievery](../skills.md#Thievery) check to [Steal](../../Rules/actions/steal.md) from the target. - -*Source: Lost Omens: Pathfinder Society Guide p. 119* -%% #compendium/src/pf2e/lopsg #trait/rogue #trait/swashbuckler #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/step-lively-apg.md b/Compendium/feats/step-lively-apg.md deleted file mode 100644 index 874034bd8..000000000 --- a/Compendium/feats/step-lively-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/halfling -aliases: ["Step Lively"] ---- -# Step Lively [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[halfling](../../Rules/traits/halfling.md) - -- **Trigger** A Large or larger enemy ends a move action adjacent to you. -- **Activity** Reaction - -You are an expert at avoiding the lumbering footsteps of larger creatures. You [Step](../../Rules/actions/step.md) to another space adjacent to the enemy. - -## Step Lively leads to... - -[Dance Underfoot](dance-underfoot-apg.md), [Toppling Dance](toppling-dance-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 46* -%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/sterling-dynamo-dedication-g-g.md b/Compendium/feats/sterling-dynamo-dedication-g-g.md deleted file mode 100644 index 2e9ef6ed0..000000000 --- a/Compendium/feats/sterling-dynamo-dedication-g-g.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Sterling Dynamo Dedication"] ---- -# Sterling Dynamo Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - - -You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects. - -Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves) - -You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals `1d6` bludgeoning damage and has the [shove](../../Rules/traits/shove.md) trait, or a percussive striker dynamo, which deals `1d4` bludgeoning damage and has the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits. - -Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks. - -However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a `1d8` for a power drive dynamo or `1d6` for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. - -Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities. - -You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. - -However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the sterling dynamo archetype. - -## Sterling Dynamo Dedication leads to... - -[Golem Dynamo](golem-dynamo-g-g.md), [Modular Dynamo](modular-dynamo-g-g.md), [Piston Punch](piston-punch-g-g.md), [Soaring Dynamo](soaring-dynamo-g-g.md), [Stasian Smash](stasian-smash-g-g.md) - -## Summary - -*Source: Guns & Gears p. 52* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sticky-bomb.md b/Compendium/feats/sticky-bomb.md deleted file mode 100644 index 16039a68c..000000000 --- a/Compendium/feats/sticky-bomb.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/additive-2 -- trait/alchemist -aliases: ["Sticky Bomb"] ---- -# Sticky Bomb [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[additive <2>](../../Rules/traits/additive.md) [alchemist](../../Rules/traits/alchemist.md) - -- **Frequency**: once per round -- **Trigger** You use [Quick Alchemy](../../Rules/actions/quick-alchemy.md) to craft an alchemical bomb, and that bomb's level is at least 2 levels lower than your advanced alchemy level. -- **Activity** Free Action - -You mix in an additive to make your bomb's contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes [persistent damage](../../Rules/conditions.md#Persistent%20Damage) equal to and of the same type as the bomb's splash damage. If the bomb already deals [persistent damage](../../Rules/conditions.md#Persistent%20Damage), combine the two amounts. - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/sticky-poison-apg.md b/Compendium/feats/sticky-poison-apg.md deleted file mode 100644 index 0cc1bf819..000000000 --- a/Compendium/feats/sticky-poison-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Sticky Poison"] ---- -# Sticky Poison *Feat 6* -[alchemist](../../Rules/traits/alchemist.md) - - -A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your [Strike](../../Rules/actions/strike.md) with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your [Strike](../../Rules/actions/strike.md) being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your [Strike](../../Rules/actions/strike.md) with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn. - -*Source: Advanced Player's Guide p. 107* -%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/stitch-flesh-botd.md b/Compendium/feats/stitch-flesh-botd.md deleted file mode 100644 index 2999a67bf..000000000 --- a/Compendium/feats/stitch-flesh-botd.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/general -- trait/skill -aliases: ["Stitch Flesh"] ---- -# Stitch Flesh *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine) - -You can use [Treat Wounds](../../Rules/actions/treat-wounds.md) to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of [Pharasma](../setting/deities/pharasma.md) or the wounds were caused by powerful positive energy. - -*Source: Book of the Dead p. 45* -%% #compendium/src/pf2e/botd #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/stoked-flame-stance-som.md b/Compendium/feats/stoked-flame-stance-som.md deleted file mode 100644 index 8b9f10363..000000000 --- a/Compendium/feats/stoked-flame-stance-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evocation -- trait/fire -- trait/monk -- trait/stance -aliases: ["Stoked Flame Stance"] ---- -# Stoked Flame Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You're unarmored. -- **Activity** Single Action - -You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal `1d8` slashing damage. They are in the brawling group and have the [forceful](../../Rules/traits/forceful.md), [nonlethal](../../Rules/traits/nonlethal.md), [sweep](../../Rules/traits/sweep.md), and [unarmed](../../Rules/traits/unarmed.md) traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical [Strike](../../Rules/actions/strike.md) dealt damage, the target takes `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). - -While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd. - -**Special.** This feat gains your choice of either the [divine](../../Rules/traits/divine.md) or [occult](../../Rules/traits/occult.md) trait, matching your ki spell tradition if possible. - -## Stoked Flame Stance leads to... - -[Blazing Streak](blazing-streak-som.md), [Inner Fire](inner-fire-som.md) - -## Summary - -*Source: Secrets of Magic p. 202* -%% #compendium/src/pf2e/som #trait/evocation #trait/fire #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/stone-blood-lowg.md b/Compendium/feats/stone-blood-lowg.md deleted file mode 100644 index 4a7aa471c..000000000 --- a/Compendium/feats/stone-blood-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Stone Blood"] ---- -# Stone Blood *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](ka-stone-ritual-lowg.md) - -You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) you have from 15 to 10, and you can use a single action that has the [concentrate](../../Rules/traits/concentrate.md) trait to gain an early flat check without physically binding the wounds. - -You recover naturally from the [drained](../../Rules/conditions.md#Drained) condition twice as quickly as normal. - -*Source: Lost Omens: World Guide p. 59* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/stone-bones-apg.md b/Compendium/feats/stone-bones-apg.md deleted file mode 100644 index 6beeda182..000000000 --- a/Compendium/feats/stone-bones-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Stone Bones"] ---- -# Stone Bones [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - -- **Trigger** You are struck by a critical hit that deals physical damage. -- **Activity** Reaction - -Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/stone-communion-lowg.md b/Compendium/feats/stone-communion-lowg.md deleted file mode 100644 index 0deddd0c4..000000000 --- a/Compendium/feats/stone-communion-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Stone Communion"] ---- -# Stone Communion *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ka Stone Ritual](ka-stone-ritual-lowg.md) - -You gain a unique communion with the earth and stones. You learn the Terran language and you can [Activate](../../Rules/actions/activate-an-item.md) your ka stone with a 10-minute activation (envision) to cast [stone tell](../spells/stone-tell.md). - -*Source: Lost Omens: World Guide p. 59* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/stone-face-loag.md b/Compendium/feats/stone-face-loag.md deleted file mode 100644 index 464565f36..000000000 --- a/Compendium/feats/stone-face-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["Stone Face"] ---- -# Stone Face *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -Through conditioning or experience, you've mastered the art of composure, even in the face of fear. You gain a +1 circumstance bonus to saves against effects with the [fear](../../Rules/traits/fear.md) trait, and a +2 circumstance bonus to your Will DC against Intimidate skill actions, such as [Demoralize](../../Rules/actions/demoralize.md). - -*Source: Lost Omens: Ancestry Guide p. 35* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/stone-form-loag.md b/Compendium/feats/stone-form-loag.md deleted file mode 100644 index 2e22851d6..000000000 --- a/Compendium/feats/stone-form-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Stone Form"] ---- -# Stone Form *Feat 17* -[oread](../../Rules/traits/oread-b2.md) - - -You can transform your body into a pure primal manifestation of earth, an elemental. Once per day, you can cast [elemental form](../spells/elemental-form.md) as a 7th-level primal innate spell, but you can only choose the earth elemental form. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/stonecunning.md b/Compendium/feats/stonecunning.md deleted file mode 100644 index 0e7ab72c4..000000000 --- a/Compendium/feats/stonecunning.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Stonecunning"] ---- -# Stonecunning *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - - -You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or [hidden](../../Rules/conditions.md#Hidden) within stone. - -If you aren't using the [Seek](../../Rules/actions/seek.md) action or [Searching](../../Rules/actions/search.md), the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty. - -*Source: Core Rulebook p. 36* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/stonegate-apg.md b/Compendium/feats/stonegate-apg.md deleted file mode 100644 index 4dcb3ef47..000000000 --- a/Compendium/feats/stonegate-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -- trait/uncommon -aliases: ["Stonegate"] ---- -# Stonegate *Feat 17* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Stonewalker](stonewalker.md) - -Earthen barriers no longer impede your progress. You gain [passwall](../spells/passwall.md) as a 7th-level divine innate spell that you can cast once per day. Unlike the spell, however, this ability can be used only to open passages through barriers of earth or stone. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/stonewalker.md b/Compendium/feats/stonewalker.md deleted file mode 100644 index e74f2fc5f..000000000 --- a/Compendium/feats/stonewalker.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Stonewalker"] ---- -# Stonewalker *Feat 9* -[dwarf](../../Rules/traits/dwarf.md) - - -You have a deep reverence for and connection to stone. You gain [meld into stone](../spells/meld-into-stone.md) as a 3rd-level divine innate spell that you can cast once per day. - -If you have the [Stonecunning](stonecunning.md) dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in [Perception](../skills.md#Perception). If you have both Stonecunning and legendary proficiency in [Perception](../skills.md#Perception), when you're not [Seeking](../../Rules/actions/seek.md) and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don't take the –2 circumstance penalty. - -## Stonewalker leads to... - -[Stonegate](stonegate-apg.md) - -## Summary - -*Source: Core Rulebook p. 37* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/storm-born.md b/Compendium/feats/storm-born.md deleted file mode 100644 index 178bbc294..000000000 --- a/Compendium/feats/storm-born.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Storm Born"] ---- -# Storm Born *Feat 1* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Storm order - -You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or [Perception](../skills.md#Perception) checks caused by weather, and your targeted spells don't require a flat check to succeed against a target [concealed](../../Rules/conditions.md#Concealed) by weather (such as fog). - -*Source: Core Rulebook p. 134* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/storm-form-loag.md b/Compendium/feats/storm-form-loag.md deleted file mode 100644 index 9ce27336a..000000000 --- a/Compendium/feats/storm-form-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Storm Form"] ---- -# Storm Form *Feat 17* -[sylph](../../Rules/traits/sylph-b2.md) - - -You can transform into an elemental. Once per day, you can cast [elemental form](../spells/elemental-form.md) as a 7th-level primal innate spell, but you can only choose the air elemental form. - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/storm-retribution.md b/Compendium/feats/storm-retribution.md deleted file mode 100644 index 902a19edc..000000000 --- a/Compendium/feats/storm-retribution.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Storm Retribution"] ---- -# Storm Retribution [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Storm order, [tempest surge](../spells/tempest-surge.md) order spell -- **Trigger** An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack. -- **Requirements**: You have at least 1 available Focus Point. -- **Activity** Reaction - -You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast [tempest surge](../spells/tempest-surge.md) on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement. - -*Source: Core Rulebook p. 136* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/storm-shroud-botd.md b/Compendium/feats/storm-shroud-botd.md deleted file mode 100644 index 812ede728..000000000 --- a/Compendium/feats/storm-shroud-botd.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/concentrate -- trait/conjuration -- trait/divine -aliases: ["Storm Shroud"] ---- -# Storm Shroud [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [conjuration](../../Rules/traits/conjuration.md) [divine](../../Rules/traits/divine.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) -- **Frequency**: once per hour -- **Activity** Two-Action - -You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create— typically [earth](../../Rules/traits/earth.md) for sand and [water](../../Rules/traits/water.md) for rain, snow, or clouds. You become [concealed](../../Rules/conditions.md#Concealed) for 1 minute. You can't use this concealment to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md), as normal for concealment that makes your position obvious. - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/conjuration #trait/divine %% \ No newline at end of file diff --git a/Compendium/feats/storming-breath-da.md b/Compendium/feats/storming-breath-da.md deleted file mode 100644 index b83ff45f1..000000000 --- a/Compendium/feats/storming-breath-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Storming Breath"] ---- -# Storming Breath [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[deviant](../../Rules/traits/deviant-da.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Activity** Two-Action - -You spit out a freezing breath or sonic scream. You deal `4d6` damage, plus `1d6` damage for every level you have beyond 6th, to all creatures in a 30-foot cone, with a basic Reflex save. - -**Awakening** Your blast powerfully batters your foes. A creature that critically fails its save is knocked [prone](../../Rules/conditions.md#Prone). - -**Awakening** The kickback of your blast helps you make a speedy escape. When you use this ability, you [Fly](../../Rules/actions/fly.md) backward 15 feet in a straight line directly opposite your blast. This movement doesn't trigger reactions based on movement. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/storms-lash-apg.md b/Compendium/feats/storms-lash-apg.md deleted file mode 100644 index e09578a13..000000000 --- a/Compendium/feats/storms-lash-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Storm's Lash"] ---- -# Storm's Lash *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - - -Wind and lightning have always been close friends to you. You can cast the [electric arc](../spells/electric-arc.md) cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -## Storm's Lash leads to... - -[Hurricane Swing](hurricane-swing-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 26* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/stormsoul-loag.md b/Compendium/feats/stormsoul-loag.md deleted file mode 100644 index 17b87a971..000000000 --- a/Compendium/feats/stormsoul-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/sylph -aliases: ["Stormsoul"] ---- -# Stormsoul *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [sylph](../../Rules/traits/sylph-b2.md) - - -Your elemental ancestor's influence manifests in you as tumultuous, thundering storms, with dark clouds and bolts of lightning. You gain resistance to electricity equal to half your level (minimum 1). - -*Source: Lost Omens: Ancestry Guide p. 115* -%% #compendium/src/pf2e/loag #trait/lineage #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/stormy-heart-loag.md b/Compendium/feats/stormy-heart-loag.md deleted file mode 100644 index 061e3ae43..000000000 --- a/Compendium/feats/stormy-heart-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -aliases: ["Stormy Heart"] ---- -# Stormy Heart *Feat 17* -[changeling](../../Rules/traits/changeling-b1.md) - -- **Prerequisites**: [Invoke the Elements](invoke-the-elements-loag.md) - -The elemental power in your blood is a raging storm. You can Invoke the Elements with a frequency of once per 10 minutes, rather than once per day. - -*Source: Lost Omens: Ancestry Guide p. 24* -%% #compendium/src/pf2e/loag #trait/changeling %% \ No newline at end of file diff --git a/Compendium/feats/story-crooner-loag.md b/Compendium/feats/story-crooner-loag.md deleted file mode 100644 index b00be4450..000000000 --- a/Compendium/feats/story-crooner-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Story Crooner"] ---- -# Story Crooner *Feat 1* -[strix](../../Rules/traits/strix-loag.md) - - -You're a talented story weaver and use your voice effectively. You are trained in [Performance](../skills.md#Performance). If you would automatically become trained in [Performance](../skills.md#Performance), you instead become trained in a skill of your choice. You also gain the [Impressive Performance](impressive-performance.md) skill feat and gain a +1 circumstance bonus when Performing for an audience of strix. - -*Source: Lost Omens: Ancestry Guide p. 137* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/storytellers-mask-sot6.md b/Compendium/feats/storytellers-mask-sot6.md deleted file mode 100644 index 451c030a8..000000000 --- a/Compendium/feats/storytellers-mask-sot6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Storyteller's Mask"] ---- -# Storyteller's Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast [foresight](../spells/foresight.md) once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. - -Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about that foe. - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/strain-mind-da.md b/Compendium/feats/strain-mind-da.md deleted file mode 100644 index d8a578c66..000000000 --- a/Compendium/feats/strain-mind-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Strain Mind"] ---- -# Strain Mind [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[psychic](../../Rules/traits/psychic-da.md) - -- **Frequency**: once per hour -- **Trigger** You cast a psi cantrip. -- **Requirements**: You have 0 Focus Points. -- **Activity** Free Action - -You strain your body beyond its limits to use an amp even when your mental power is depleted. You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell level of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain. - -*Source: Dark Archive p. 26* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/strand-strider-lome.md b/Compendium/feats/strand-strider-lome.md deleted file mode 100644 index a23e8e19b..000000000 --- a/Compendium/feats/strand-strider-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Strand Strider"] ---- -# Strand Strider *Feat 9* -[anadi](../../Rules/traits/anadi-lome.md) - - -Your eight legs serve you well when climbing walls and webs alike. You gain a climb speed of 25 feet in your spider shape. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/strange-script-av2.md b/Compendium/feats/strange-script-av2.md deleted file mode 100644 index fb99ff410..000000000 --- a/Compendium/feats/strange-script-av2.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -- trait/divination -aliases: ["Strange Script"] ---- -# Strange Script *Feat 4* -[archetype](../../Rules/traits/archetype.md) [divination](../../Rules/traits/divination.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it. - -*Source: Abomination Vaults #2: Hands of the Devil p. 76* -%% #compendium/src/pf2e/av2 #trait/archetype #trait/divination %% \ No newline at end of file diff --git a/Compendium/feats/strangle-lotgb.md b/Compendium/feats/strangle-lotgb.md deleted file mode 100644 index f6dd74460..000000000 --- a/Compendium/feats/strangle-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Strangle"] ---- -# Strangle [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -You twist and squeeze the breath out of your foe. Make an unarmed melee [Strike](../../Rules/actions/strike.md) against the creature you have [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a DC 10 flat check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like [Casting a Spell](../../Rules/actions/cast-a-spell.md) with somatic and verbal components, the target just rolls a single DC 10 flat check, rather than an additional DC 5 flat check for being [grabbed](../../Rules/conditions.md#Grabbed). - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/strategic-assessment-apg.md b/Compendium/feats/strategic-assessment-apg.md deleted file mode 100644 index 226907563..000000000 --- a/Compendium/feats/strategic-assessment-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Strategic Assessment"] ---- -# Strategic Assessment *Feat 4* -[investigator](../../Rules/traits/investigator-apg.md) - - -You learn your foes' strengths and weaknesses by watching them move. When you critically hit a creature with a [Strike](../../Rules/actions/strike.md) on which you substituted your attack roll due to [Devising a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md), the GM chooses one of the following pieces of information about the enemy to tell you. - -- Which of the enemy's weaknesses is highest -- Which of the enemy's resistances is highest -- Which of the enemy's saving throws is lowest -- One immunity the enemy has - -The GM can choose deliberately or at random, but they can't choose information that doesn't apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you critically hit a given creature. - -*Source: Advanced Player's Guide p. 62* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/strategic-bypass-apg.md b/Compendium/feats/strategic-bypass-apg.md deleted file mode 100644 index 1d22b2b89..000000000 --- a/Compendium/feats/strategic-bypass-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Strategic Bypass"] ---- -# Strategic Bypass *Feat 14* -[investigator](../../Rules/traits/investigator-apg.md) - - -Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a [Strike](../../Rules/actions/strike.md) on which you substituted your attack roll due to [Devising a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md), you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/straveika-apg.md b/Compendium/feats/straveika-apg.md deleted file mode 100644 index b9c759ac8..000000000 --- a/Compendium/feats/straveika-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -- trait/lineage -aliases: ["Straveika"] ---- -# Straveika *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You descend from one of the truly ancient vampires, a nosferatu cursed to eternal life but not eternal youth. People call you straveika, or ancient-born. The vestiges of your forebear's powers of domination have left you with an understanding of how a creature's intentions change its behaviors. You gain a +1 circumstance bonus to [Perception](../skills.md#Perception) checks to [Sense Motive](../../Rules/actions/sense-motive.md) and [Perception](../skills.md#Perception) DCs against attempts to [Lie](../../Rules/actions/lie.md) to you. - -## Straveika leads to... - -[Taste Blood](taste-blood-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/streetwise.md b/Compendium/feats/streetwise.md deleted file mode 100644 index 157a8adc0..000000000 --- a/Compendium/feats/streetwise.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Streetwise"] ---- -# Streetwise *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Society](../skills.md#Society) - -You know about life on the streets and feel the pulse of your local settlement. You can use your [Society](../skills.md#Society) modifier instead of your [Diplomacy](../skills.md#Diplomacy) modifier to [Gather Information](../../Rules/actions/gather-information.md). In any settlement you frequent regularly, you can use the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action with [Society](../skills.md#Society) to know the same sorts of information that you could discover with [Diplomacy](../skills.md#Diplomacy) to [Gather Information](../../Rules/actions/gather-information.md). The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to [Gather Information](../../Rules/actions/gather-information.md) normally. - -## Streetwise leads to... - -[Criminal Connections](criminal-connections-apg.md), [Underground Network](underground-network-apg.md) - -## Summary - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/strident-command-ngd.md b/Compendium/feats/strident-command-ngd.md deleted file mode 100644 index e2a78714f..000000000 --- a/Compendium/feats/strident-command-ngd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -aliases: ["Strident Command"] ---- -# Strident Command *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: master in [Intimidation](../skills.md#Intimidation), [Vigilante Dedication](vigilante-dedication-apg.md), [Voice of Authority](voice-of-authority-ngd.md), member of the Gray Gardeners - -The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast [command](../spells/command.md) once every 10 minutes as a 1st-level occult innate spell. - -If you're in your vigilante identity, you can command the target only to approach you, drop [prone](../../Rules/conditions.md#Prone), or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding. - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/strikers-scroll-som.md b/Compendium/feats/strikers-scroll-som.md deleted file mode 100644 index 10f38aea4..000000000 --- a/Compendium/feats/strikers-scroll-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Striker's Scroll"] ---- -# Striker's Scroll *Feat 4* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) - -You can attach a scroll to your weapon or handwraps of mighty blows to blend its spell into an attack, carefully folding it around a part of the weapon or sealing it to the weapon's surface. Attaching a scroll requires using the [Affix a Talisman](../../Rules/actions/affix-a-talisman.md) action. You can have only one scroll affixed to a weapon at a time, and you can't have both a talisman and scroll attached. - -You can [Cast the Spell](../../Rules/actions/cast-a-spell.md) from the scroll as part of a [Spellstrike](../../Rules/actions/spellstrike-som.md), assuming the spell is one you could normally use with [Spellstrike](../../Rules/actions/spellstrike-som.md). You can't [Cast the Spell](../../Rules/actions/cast-a-spell.md) in any other way while it's affixed, though you can use [Affix a Talisman](../../Rules/actions/affix-a-talisman.md) again to remove the scroll and use it as a normal—if a bit crumpled—scroll. - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/striking-retribution-loag.md b/Compendium/feats/striking-retribution-loag.md deleted file mode 100644 index d996037ec..000000000 --- a/Compendium/feats/striking-retribution-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Striking Retribution"] ---- -# Striking Retribution *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You have an appropriately intense hatred for alghollthus. You gain a +2 circumstance bonus to damage with weapons and unarmed attacks against creatures from the alghollthu family and those that serve alghollthus (the GM determines which creatures serve an alghollthu). In addition, if an alghollthu successfully affects you or one of your allies within 60 feet with an enchantment, your circumstance bonus to damage against that alghollthu increases to +4 for 1 minute. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/strix-defender-loag.md b/Compendium/feats/strix-defender-loag.md deleted file mode 100644 index bdbe9d275..000000000 --- a/Compendium/feats/strix-defender-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Strix Defender"] ---- -# Strix Defender *Feat 1* -[strix](../../Rules/traits/strix-loag.md) - - -Your ancestral feud with humans gives you experience dealing with vicious foes, and your vengeance knows no bounds. You gain a +1 circumstance bonus to [Intimidation](../skills.md#Intimidation), [Perception](../skills.md#Perception), and [Survival](../skills.md#Survival) checks against humans, as well as on damage rolls against humans with weapons and unarmed attacks. - -However, your hatred of humans is immediately obvious, giving you a –2 circumstance penalty to [Diplomacy](../skills.md#Diplomacy) checks against them and usually starting their attitude one step worse towards you. - -*Source: Lost Omens: Ancestry Guide p. 137* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/strix-lore-loag.md b/Compendium/feats/strix-lore-loag.md deleted file mode 100644 index 498e5e1dc..000000000 --- a/Compendium/feats/strix-lore-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Strix Lore"] ---- -# Strix Lore *Feat 1* -[strix](../../Rules/traits/strix-loag.md) - - -You're well connected to your tribe and perhaps even strix communities beyond your own, where you've learned about the land and techniques of graceful movement. You gain the trained proficiency rank in [Acrobatics](../skills.md#Acrobatics) and [Nature](../skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Strix Lore](../skills.md#Lore). - -*Source: Lost Omens: Ancestry Guide p. 137* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/strix-vengeance-loag.md b/Compendium/feats/strix-vengeance-loag.md deleted file mode 100644 index bbee425d6..000000000 --- a/Compendium/feats/strix-vengeance-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/emotion -- trait/mental -- trait/strix -aliases: ["Strix Vengeance"] ---- -# Strix Vengeance [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [strix](../../Rules/traits/strix-loag.md) - -- **Frequency**: once per 10 minutes -- **Trigger** You, or a strix ally you can see, are damaged by an enemy's critical hit. -- **Activity** Reaction - -You dedicate yourself to destroying those who harm your kin. Until the end of your next turn, you deal an additional`+1d6` damage on [Strikes](../../Rules/actions/strike.md) against the triggering enemy. The bonus increases to`+2d6` if you use a striking weapon or unarmed attack and`+3d6` if you use a major striking weapon or unarmed attack. - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/emotion #trait/mental #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/strong-arm-apg.md b/Compendium/feats/strong-arm-apg.md deleted file mode 100644 index 40f6e4599..000000000 --- a/Compendium/feats/strong-arm-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Strong Arm"] ---- -# Strong Arm *Feat 2* -[rogue](../../Rules/traits/rogue.md) - - -When you [Strike](../../Rules/actions/strike.md) with a [thrown](../../Rules/traits/thrown.md) weapon, the weapon's range increment increases 10 feet. - -*Source: Advanced Player's Guide p. 134* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/strong-swimmer-loag.md b/Compendium/feats/strong-swimmer-loag.md deleted file mode 100644 index 4617bd819..000000000 --- a/Compendium/feats/strong-swimmer-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/undine -aliases: ["Strong Swimmer"] ---- -# Strong Swimmer *Feat 9* -[undine](../../Rules/traits/undine-b2.md) - - -Your swim Speed increases to match your land Speed. - -*Source: Lost Omens: Ancestry Guide p. 120* -%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/stronger-debilitating-venom-loil.md b/Compendium/feats/stronger-debilitating-venom-loil.md deleted file mode 100644 index 4b3a29ac9..000000000 --- a/Compendium/feats/stronger-debilitating-venom-loil.md +++ /dev/null @@ -1,69 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Stronger Debilitating Venom"] ---- -# Stronger Debilitating Venom *Feat 13* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: Debilitating Venom, Moderate Enhance Venom - -Add one of the following to the debilitations from which you can choose when you [Envenom](../../Rules/actions/envenom-loil.md). These debilitations reduce the damage of all stages as noted. - -- Bungling (level 13) Reduce damage by 1 die - -```ad-inline-affliction -## Stages - -**Stage 1** no effect - -**Stage 2** [clumsy](../../../rules/conditions.md#Clumsy) - -**Stage 3** [clumsy](../../../rules/conditions.md#Clumsy) -``` - -- Devitalizing (level 13) Reduce damage by 3 dice - -```ad-inline-affliction -## Stages - -**Stage 1** no effect - -**Stage 2** [drained](../../../rules/conditions.md#Drained) - -**Stage 3** [drained](../../../rules/conditions.md#Drained) -``` - -- Nauseating (level 13) Reduce damage by 2 dice - -```ad-inline-affliction -## Stages - -**Stage 1** no effect - -**Stage 2** [sickened](../../../rules/conditions.md#Sickened) - -**Stage 3** [sickened](../../../rules/conditions.md#Sickened) -``` - -- Weakening (level 13) Reduce damage by 1 die - -```ad-inline-affliction -## Stages - -**Stage 1** [enfeebled](../../../rules/conditions.md#Enfeebled) - -**Stage 2** [enfeebled](../../../rules/conditions.md#Enfeebled) - -**Stage 3** [enfeebled](../../../rules/conditions.md#Enfeebled) -``` - -**Special.** You can select this feat multiple times, choosing a different debilitation each time. - -## Summary - -*Source: Lost Omens: Impossible Lands p. 62* -%% #compendium/src/pf2e/loil #trait/vishkanya %% diff --git a/Compendium/feats/stubborn-persistence-apg.md b/Compendium/feats/stubborn-persistence-apg.md deleted file mode 100644 index 7460c6440..000000000 --- a/Compendium/feats/stubborn-persistence-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/human -aliases: ["Stubborn Persistence"] ---- -# Stubborn Persistence *Feat 13* -[human](../../Rules/traits/human.md) - - -Humans are renowned for their ability to persist through the most grueling of trials. When you would become [fatigued](../../Rules/conditions.md#Fatigued), attempt a DC 17 flat check. On a success, you aren't [fatigued](../../Rules/conditions.md#Fatigued). If the [fatigued](../../Rules/conditions.md#Fatigued) condition has an underlying cause that you don't address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause. - -*Source: Advanced Player's Guide p. 47* -%% #compendium/src/pf2e/apg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/student-of-perfection-dedication-lowg.md b/Compendium/feats/student-of-perfection-dedication-lowg.md deleted file mode 100644 index 4ae1ae8c0..000000000 --- a/Compendium/feats/student-of-perfection-dedication-lowg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Student of Perfection Dedication"] ---- -# Student of Perfection Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Jalmeray. -- **Prerequisites**: powerful fist|monk||1 or expert in unarmed attacks; member of a House of Perfection - -You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics) and [Warfare Lore](../skills.md#Lore); if you were already trained, you become an expert instead. You gain the [Ki Strike](ki-strike.md) monk class feat, which grants you the [ki strike](../spells/ki-strike.md) ki spell and a focus pool of 1 Focus Point that you can recover using the [Refocus](../../Rules/actions/refocus.md) activity as a monk does. Your ki spells from Student of Perfection are occult spells. - -**Special.** You can't select another dedication feat until you have gained two other feats from the student of perfection archetype. - -## Student of Perfection Dedication leads to... - -[Perfect Ki Adept](perfect-ki-adept-lowg.md), [Perfect Strike](perfect-strike-lowg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 83* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/student-of-the-canon.md b/Compendium/feats/student-of-the-canon.md deleted file mode 100644 index 51fe6d206..000000000 --- a/Compendium/feats/student-of-the-canon.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Student Of The Canon"] ---- -# Student Of The Canon *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Religion](../skills.md#Religion) - -You've researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a [Religion](../skills.md#Religion) check to [Decipher Writing](../../Rules/actions/decipher-writing.md) of a religious nature or to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about the tenets of faiths, you get a failure instead. When attempting to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead. - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/student-of-the-dueling-arts-apg.md b/Compendium/feats/student-of-the-dueling-arts-apg.md deleted file mode 100644 index f7752ca6b..000000000 --- a/Compendium/feats/student-of-the-dueling-arts-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Student Of The Dueling Arts"] ---- -# Student Of The Dueling Arts *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Duelist Dedication](duelist-dedication-apg.md) - -You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out [Duelist Dedication](duelist-dedication-apg.md) or [Student of the Dueling Arts](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/feats/student-of-the-dueling-arts-apg.md) in this way. - -In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites. - -*Source: Advanced Player's Guide p. 171* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/student-of-the-staff-som.md b/Compendium/feats/student-of-the-staff-som.md deleted file mode 100644 index 23bb1a422..000000000 --- a/Compendium/feats/student-of-the-staff-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Student Of The Staff"] ---- -# Student Of The Staff *Feat 4* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), twisting tree hybrid study - -You've studied the staff extensively to learn the hidden capabilities of your chosen weapon. When you critically succeed at an attack roll using a staff, you apply the critical specialization effect of the club group. While you're in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance, your staff gains the [deadly ](../../Rules/traits/deadly.md) trait, with the damage from the deadly die being the same damage type as the extra damage from [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md). - -In addition, you can place property runes into a magic staff you prepare, even though a magic staff can't typically hold property runes. You must first inscribe the property runes into your spellbook, using the same process as transferring a rune (Core Rulebook 580). The rune takes the form of a specialized diagram in your spellbook, occupying one page. You can't inscribe runes that can't be placed on a non-magical staff, nor can you inscribe the [shifting](../equipment/items/shifting.md) rune. When you prepare a staff, you can impart any number of property runes from your spellbook into the staff, up to the limit imposed by the staff's [weapon potency](../equipment/items/weapon-potency.md) rune. - -*Source: Secrets of Magic p. 45* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/studious-adept-lome.md b/Compendium/feats/studious-adept-lome.md deleted file mode 100644 index cbc78e7ff..000000000 --- a/Compendium/feats/studious-adept-lome.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Studious Adept"] ---- -# Studious Adept *Feat 9* -[anadi](../../Rules/traits/anadi-lome.md) - -- **Prerequisites**: [Studious Magic](studious-magic-lome.md) - -You achieve a breakthrough in your exploration of magic. You gain [humanoid form](../spells/humanoid-form.md) and [mirror image](../spells/mirror-image.md) as 2nd-level arcane innate spells. - -You can cast each of these arcane innate spells once per day. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/studious-magic-lome.md b/Compendium/feats/studious-magic-lome.md deleted file mode 100644 index c8b520570..000000000 --- a/Compendium/feats/studious-magic-lome.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Studious Magic"] ---- -# Studious Magic *Feat 1* -[anadi](../../Rules/traits/anadi-lome.md) - - -You've taken an interest in anadi arcane traditions. Choose one cantrip from the arcane spell list. You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -## Studious Magic leads to... - -[Studious Adept](studious-adept-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/stumbling-feint-apg.md b/Compendium/feats/stumbling-feint-apg.md deleted file mode 100644 index 04ede75b5..000000000 --- a/Compendium/feats/stumbling-feint-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -aliases: ["Stumbling Feint"] ---- -# Stumbling Feint *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: expert in [Deception](../skills.md#Deception), [Stumbling Stance](stumbling-stance-apg.md) -- **Requirements**: You are in Stumbling Stance. - -You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use [Flurry of Blows](../../Rules/actions/flurry-of-blows.md), you can attempt a check to [Feint](../../Rules/actions/feint.md) as a free action just before the first [Strike](../../Rules/actions/strike.md). On a success, instead of making the target [flat-footed](../../Rules/conditions.md#Flat-footed) against your next attack, they become [flat-footed](../../Rules/conditions.md#Flat-footed) against both attacks from the [Flurry of Blows](../../Rules/actions/flurry-of-blows.md). - -*Source: Advanced Player's Guide p. 129* -%% #compendium/src/pf2e/apg #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/stumbling-stance-apg.md b/Compendium/feats/stumbling-stance-apg.md deleted file mode 100644 index 40859dda4..000000000 --- a/Compendium/feats/stumbling-stance-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/stance -aliases: ["Stumbling Stance"] ---- -# Stumbling Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) -- **Activity** Single Action - -You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to [Deception](../skills.md#Deception) checks to [Feint](../../Rules/actions/feint.md). The only [Strikes](../../Rules/actions/strike.md) you can make are stumbling swing unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [agile](../../Rules/traits/agile.md), [backstabber](../../Rules/traits/backstabber.md), [finesse](../../Rules/traits/finesse.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. If an enemy hits you with a melee [Strike](../../Rules/actions/strike.md) while in this stance, it becomes [flat-footed](../../Rules/conditions.md#Flat-footed) against the next stumbling swing [Strike](../../Rules/actions/strike.md) you make against it before the end of your next turn. - -## Stumbling Stance leads to... - -[Stumbling Feint](stumbling-feint-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 128* -%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/stunning-appearance-apg.md b/Compendium/feats/stunning-appearance-apg.md deleted file mode 100644 index 933d76a97..000000000 --- a/Compendium/feats/stunning-appearance-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/vigilante -aliases: ["Stunning Appearance"] ---- -# Stunning Appearance *Feat 16* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Startling Appearance](startling-appearance-loag.md) - -Your sudden appearance leaves your foe unable to respond. - -When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also [stunned](../../Rules/conditions.md#Stunned) on a hit, or [stunned](../../Rules/conditions.md#Stunned) on a critical hit. - -*Source: Advanced Player's Guide p. 197* -%% #compendium/src/pf2e/apg #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/stunning-finisher-apg.md b/Compendium/feats/stunning-finisher-apg.md deleted file mode 100644 index d7c7ac9ed..000000000 --- a/Compendium/feats/stunning-finisher-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Stunning Finisher"] ---- -# Stunning Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -You attempt a dizzying blow. Make a melee [Strike](../../Rules/actions/strike.md). If you hit, your foe must attempt a Fortitude save against your class DC with the following results; the save has the [incapacitation](../../Rules/traits/incapacitation.md) trait. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target can't use reactions until its next turn. -> - **Failure** The target is [stunned](../../Rules/conditions.md#Stunned). -> - **Critical Failure** The target is [stunned](../../Rules/conditions.md#Stunned). - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/stunning-fist.md b/Compendium/feats/stunning-fist.md deleted file mode 100644 index b80d94fc7..000000000 --- a/Compendium/feats/stunning-fist.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Stunning Fist"] ---- -# Stunning Fist *Feat 2* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Flurry of Blows](../../Rules/actions/flurry-of-blows.md) - -The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two [Strikes](../../Rules/actions/strike.md) from your [Flurry of Blows](../../Rules/actions/flurry-of-blows.md), you can try to stun the creature. If either [Strike](../../Rules/actions/strike.md) hits and deals damage, the target must succeed at a Fortitude save against your class DC or be [stunned](../../Rules/conditions.md#Stunned) (or [stunned](../../Rules/conditions.md#Stunned) on a critical failure). This is an [incapacitation](../../Rules/traits/incapacitation.md) effect. - -## Stunning Fist leads to... - -[Triangle Shot](triangle-shot-apg.md), [Vitality-manipulating Stance](vitality-manipulating-stance-frp3.md) - -## Summary - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/subjective-truth-apg.md b/Compendium/feats/subjective-truth-apg.md deleted file mode 100644 index 55510005c..000000000 --- a/Compendium/feats/subjective-truth-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Subjective Truth"] ---- -# Subjective Truth *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Deception](../skills.md#Deception), [Vigilante Dedication](vigilante-dedication-apg.md) - -Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like [zone of truth](../spells/zone-of-truth.md) that force you to speak the truth. - -*Source: Advanced Player's Guide p. 197* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/submission-hold-lotgb.md b/Compendium/feats/submission-hold-lotgb.md deleted file mode 100644 index 7350a07e6..000000000 --- a/Compendium/feats/submission-hold-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Submission Hold"] ---- -# Submission Hold [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -Your iron grip slowly saps your opponent's strength. Attempt an [Athletics](../skills.md#Athletics) check to [Grapple](../../Rules/actions/grapple.md) the creature you have [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained), with the following effects instead of the usual effects. - -> [!success-degree] -> - **Critical Success** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) until the end of its next turn and [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute. -> - **Success** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) until the end of its next turn. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/subtle-delivery-apg.md b/Compendium/feats/subtle-delivery-apg.md deleted file mode 100644 index 6d94fec45..000000000 --- a/Compendium/feats/subtle-delivery-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Subtle Delivery"] ---- -# Subtle Delivery *Feat 1* -[alchemist](../../Rules/traits/alchemist.md) - - -You can capably deliver toxins with a blowgun. Your blowgun [Strikes](../../Rules/actions/strike.md) can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead. - -*Source: Advanced Player's Guide p. 106* -%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/subtle-shank-aoe3.md b/Compendium/feats/subtle-shank-aoe3.md deleted file mode 100644 index 3e8eb3e3f..000000000 --- a/Compendium/feats/subtle-shank-aoe3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoe3 -- trait/flourish -- trait/rogue -- trait/uncommon -aliases: ["Subtle Shank"] ---- -# Subtle Shank [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[flourish](../../Rules/traits/flourish.md) [rogue](../../Rules/traits/rogue.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Help either the Washboard Dogs or the Diobel -- **Prerequisites**: [Quick Draw (Rogue)](quick-draw-rogue.md) -- **Requirements**: You have a melee weapon of light bulk [Concealed](../../Rules/conditions.md#Concealed) on your person via the [Stealth](../skills.md#Stealth) skill, and the target isn't aware of it. -- **Activity** Two-Action - -You draw a [concealed](../../Rules/conditions.md#Concealed) weapon, attack with it, and then hide it away again in one smooth motion. [Interact](../../Rules/actions/interact.md) to draw the weapon, [Strike](../../Rules/actions/strike.md) with that weapon, and then Conceal it with a [Stealth](../skills.md#Stealth) check. The target is [flat-footed](../../Rules/conditions.md#Flat-footed) for this attack. - -*Source: Agents of Edgewatch #3: All or Nothing p. 75* -%% #compendium/src/pf2e/aoe3 #trait/flourish #trait/rogue #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/subtle-theft.md b/Compendium/feats/subtle-theft.md deleted file mode 100644 index b14508680..000000000 --- a/Compendium/feats/subtle-theft.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Subtle Theft"] ---- -# Subtle Theft *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Thievery](../skills.md#Thievery) - -When you successfully [Steal](../../Rules/actions/steal.md) something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their [Perception](../skills.md#Perception) DCs to detect your theft. Additionally, if you first [Create a Diversion](../../Rules/actions/create-a-diversion.md) using [Deception](../skills.md#Deception), taking a single [Palm an Object](../../Rules/actions/palm-an-object.md) or [Steal](../../Rules/actions/steal.md) action doesn't end your [undetected](../../Rules/conditions.md#Undetected) condition. - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/sudden-charge-barbarian.md b/Compendium/feats/sudden-charge-barbarian.md deleted file mode 100644 index 45d4f6999..000000000 --- a/Compendium/feats/sudden-charge-barbarian.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/flourish -- trait/open -aliases: ["Sudden Charge (Barbarian)"] ---- -# Sudden Charge (Barbarian) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Activity** Two-Action - -With a quick sprint, you dash up to your foe and swing. [Stride](../../Rules/actions/stride.md) twice. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](../../Rules/actions/strike.md) against that enemy. You can use Sudden Charge while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 88* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/sudden-charge-fighter.md b/Compendium/feats/sudden-charge-fighter.md deleted file mode 100644 index aa7ca8fc5..000000000 --- a/Compendium/feats/sudden-charge-fighter.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -- trait/open -aliases: ["Sudden Charge (Fighter)"] ---- -# Sudden Charge (Fighter) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Activity** Two-Action - -With a quick sprint, you dash up to your foe and swing. [Stride](../../Rules/actions/stride.md) twice. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](../../Rules/actions/strike.md) against that enemy. You can use Sudden Charge while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Core Rulebook p. 145* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/sudden-leap-barbarian.md b/Compendium/feats/sudden-leap-barbarian.md deleted file mode 100644 index 1ab9294ee..000000000 --- a/Compendium/feats/sudden-leap-barbarian.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Sudden Leap (Barbarian)"] ---- -# Sudden Leap (Barbarian) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) - -- **Activity** Two-Action - -You swing at a foe while mid-leap. Make a [Leap](../../Rules/actions/leap.md), [High Jump](../../Rules/actions/high-jump.md), or [Long Jump](../../Rules/actions/long-jump.md) and attempt one melee [Strike](../../Rules/actions/strike.md) at any point during your jump. Immediately after the [Strike](../../Rules/actions/strike.md), you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. - -When attempting a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) during a Sudden Leap, determine the DC using the [Long Jump](../../Rules/actions/long-jump.md) DCs, and increase your maximum distance to double your Speed. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/sudden-leap-fighter.md b/Compendium/feats/sudden-leap-fighter.md deleted file mode 100644 index 7b14399b3..000000000 --- a/Compendium/feats/sudden-leap-fighter.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Sudden Leap (Fighter)"] ---- -# Sudden Leap (Fighter) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[fighter](../../Rules/traits/fighter.md) - -- **Activity** Two-Action - -You make an impressive leap and swing while you soar. Make a [Leap](../../Rules/actions/leap.md), [High Jump](../../Rules/actions/high-jump.md), or [Long Jump](../../Rules/actions/long-jump.md) and attempt one melee [Strike](../../Rules/actions/strike.md) at any point during your jump. Immediately after the [Strike](../../Rules/actions/strike.md), you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. - -When attempting a [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) during a Sudden Leap, determine the DC using the [Long Jump](../../Rules/actions/long-jump.md) DCs, and increase your maximum distance to double your Speed. - -**Special.** If you have [Felling Strike](felling-strike.md), you can spend 3 actions to make a Sudden Leap and use [Felling Strike](felling-strike.md) instead of a normal [Strike](../../Rules/actions/strike.md). - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/sudden-mindfulness-loil.md b/Compendium/feats/sudden-mindfulness-loil.md deleted file mode 100644 index 72eee405c..000000000 --- a/Compendium/feats/sudden-mindfulness-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Sudden Mindfulness"] ---- -# Sudden Mindfulness [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[vanara](../../Rules/traits/vanara-loil.md) - -- **Trigger** You roll a success on a saving throw against an effect that would make you [fascinated](../../Rules/conditions.md#Fascinated) or [dazzled](../../Rules/conditions.md#Dazzled). -- **Activity** Reaction - -Your mind retains full awareness despite the best attempts of others, and your focus throws others off-balance. You get a critical success on the triggering saving throw, and if the triggering effect was caused by a creature, that creature is [flat-footed](../../Rules/conditions.md#Flat-footed) to you until the end of your next turn. - -*Source: Lost Omens: Impossible Lands p. 55* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/suli-amir-loag.md b/Compendium/feats/suli-amir-loag.md deleted file mode 100644 index df8118672..000000000 --- a/Compendium/feats/suli-amir-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -- trait/uncommon -aliases: ["Suli Amir"] ---- -# Suli Amir *Feat 13* -[suli](../../Rules/traits/suli-b2.md) [uncommon](../../Rules/traits/uncommon.md) - - -You have power connected to the powerful jann amirs. You can cast [read omens](../spells/read-omens.md) and 4th-level [invisibility](../spells/invisibility.md) each once per day as arcane innate spells, and you can cast [detect magic](../spells/detect-magic.md) at will as an arcane innate cantrip, heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Ancestry Guide p. 112* -%% #compendium/src/pf2e/loag #trait/suli #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/suli-jann-loag.md b/Compendium/feats/suli-jann-loag.md deleted file mode 100644 index 6e8f688cb..000000000 --- a/Compendium/feats/suli-jann-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lineage -- trait/suli -aliases: ["Suli-jann"] ---- -# Suli-jann *Feat 1* -[lineage](../../Rules/traits/lineage-apg.md) [suli](../../Rules/traits/suli-b2.md) - - -Your elemental ancestor was a janni, genies that walk the mortal world and embody all four elements together. You inherited a janni's nature as a wanderer and ability to survive in many types of environment, from the hottest desert to the coldest tundra. - -You gain the trained proficiency rank in [Survival](../skills.md#Survival). If you would automatically become trained in [Survival](../skills.md#Survival) (from your background or class, for example), you instead become trained in a skill of your choice. You gain the [Forager](forager.md) skill feat as a bonus feat. - -*Source: Lost Omens: Ancestry Guide p. 111* -%% #compendium/src/pf2e/loag #trait/lineage #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/summon-air-elemental-loag.md b/Compendium/feats/summon-air-elemental-loag.md deleted file mode 100644 index 80c5c7868..000000000 --- a/Compendium/feats/summon-air-elemental-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Summon Air Elemental"] ---- -# Summon Air Elemental *Feat 13* -[sylph](../../Rules/traits/sylph-b2.md) - - -You have a connection to the Inner Spheres, allowing you to summon an elemental ally. Once per day, you can cast [summon elemental](../spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be an air elemental. - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/summon-celestial-kin-apg.md b/Compendium/feats/summon-celestial-kin-apg.md deleted file mode 100644 index c539042c5..000000000 --- a/Compendium/feats/summon-celestial-kin-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/aasimar -aliases: ["Summon Celestial Kin"] ---- -# Summon Celestial Kin *Feat 13* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: any aasimar lineage feat - -You have a connection to the celestial realms, allowing you to summon a celestial ally. Once per day, you can cast [summon celestial](../spells/summon-celestial.md) as a 5th-level divine innate spell, but the celestial summoned must be from the same category as your own lineage, such as a creature with the [angel](../../Rules/traits/angel.md) trait if you are angelkin. - -*Source: Advanced Player's Guide p. 36* -%% #compendium/src/pf2e/apg #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/summon-earth-elemental-loag.md b/Compendium/feats/summon-earth-elemental-loag.md deleted file mode 100644 index f5f405268..000000000 --- a/Compendium/feats/summon-earth-elemental-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Summon Earth Elemental"] ---- -# Summon Earth Elemental *Feat 13* -[oread](../../Rules/traits/oread-b2.md) - - -You have a connection to the Inner Sphere, allowing you to summon an elemental ally. Once per day, you can cast [summon elemental](../spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be an earth elemental. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/summon-ensemble-lotgb.md b/Compendium/feats/summon-ensemble-lotgb.md deleted file mode 100644 index 615222c0d..000000000 --- a/Compendium/feats/summon-ensemble-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Summon Ensemble"] ---- -# Summon Ensemble *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [summon instrument](../spells/summon-instrument-apg.md) - -When you cast [summon instrument](../spells/summon-instrument-apg.md), you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), choose an opponent within 30 feet who can hear your performance. - -The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes [flat-footed](../../Rules/conditions.md#Flat-footed) for 1 round. The target is then temporarily immune for 24 hours. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/summon-fiendish-kin-apg.md b/Compendium/feats/summon-fiendish-kin-apg.md deleted file mode 100644 index 732d50f4a..000000000 --- a/Compendium/feats/summon-fiendish-kin-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tiefling -aliases: ["Summon Fiendish Kin"] ---- -# Summon Fiendish Kin *Feat 13* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: any tiefling lineage feat - -You have a deep connection to the fiendish realms, allowing you to summon a fiend matching your own lineage. Once per day, you can cast [summon fiend](../spells/summon-fiend.md) as a 5th-level divine innate spell. The fiend you summon must match your own lineage. - -*Source: Advanced Player's Guide p. 41* -%% #compendium/src/pf2e/apg #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/summon-fire-elemental-loag.md b/Compendium/feats/summon-fire-elemental-loag.md deleted file mode 100644 index 4623ce259..000000000 --- a/Compendium/feats/summon-fire-elemental-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ifrit -aliases: ["Summon Fire Elemental"] ---- -# Summon Fire Elemental *Feat 13* -[ifrit](../../Rules/traits/ifrit-b2.md) - - -You can summon an elemental ally. Once per day, you can cast [summon elemental](../spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be a fire elemental. - -*Source: Lost Omens: Ancestry Guide p. 104* -%% #compendium/src/pf2e/loag #trait/ifrit %% \ No newline at end of file diff --git a/Compendium/feats/summon-water-elemental-loag.md b/Compendium/feats/summon-water-elemental-loag.md deleted file mode 100644 index c371673e6..000000000 --- a/Compendium/feats/summon-water-elemental-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/undine -aliases: ["Summon Water Elemental"] ---- -# Summon Water Elemental *Feat 13* -[undine](../../Rules/traits/undine-b2.md) - - -You can summon an elemental ally. Once per day, you can cast [summon elemental](../spells/summon-elemental.md) as a 5th-level primal innate spell, but the elemental summoned must be a water elemental. - -*Source: Lost Omens: Ancestry Guide p. 120* -%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/summoner-dedication-som.md b/Compendium/feats/summoner-dedication-som.md deleted file mode 100644 index 1a9e29b5b..000000000 --- a/Compendium/feats/summoner-dedication-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Summoner Dedication"] ---- -# Summoner Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -You've formed a bond with an eidolon, an entity that manifests in a physical body only through its link to your life force. Your bond may be tenuous, but that doesn't make your connection any less special. You gain an eidolon as well as the [Manifest Eidolon](../../Rules/actions/manifest-eidolon-som.md) activity. - -Due to your tenuous link, you can't gain or use [tandem](../../Rules/traits/tandem-som.md) actions. Because you don't have [Act Together](../../Rules/actions/act-together-som.md), only you or your eidolon can perform an [exploration](../../Rules/traits/exploration.md) activity at one time, so for instance you couldn't both be [Searching](../../Rules/actions/search.md)} or [Investigating](../../Rules/actions/investigate.md). - -Your eidolon is trained in unarmed attacks and unarmored defense, and shares your proficiency rank for [Perception](../skills.md#Perception), saving throws, and skill checks. Choose an eidolon type. You become trained in your eidolon's listed skills. For each of those skills that you are already trained in, you become trained in a different skill of your choice. - -Your eidolon's initial ability scores are reduced. It starts with a 16 in any ability score listed at 18 for its eidolon array. It otherwise gains the statistics listed for an eidolon of that type. - -At 5th level, the eidolon's ability score that was reduced to 16 increases to 18, before applying ability boosts. At levels 5, 10, 15, and 20, your eidolon also gets four ability boosts, which follow the same rules as yours. - -**Special.** You can't select another dedication feat until you have gained two other feats from the summoner archetype. - -## Summoner Dedication leads to... - -[Basic Summoner Spellcasting](basic-summoner-spellcasting-som.md), [Expert Summoner Spellcasting](expert-summoner-spellcasting-som.md), [Master Summoner Spellcasting](master-summoner-spellcasting-som.md), [Basic Synergy](basic-synergy-som.md), [Advanced Synergy](advanced-synergy-som.md), [Signature Synergy](signature-synergy-som.md), [Expert Combat Eidolon](expert-combat-eidolon-som.md), [Initial Eidolon Ability](initial-eidolon-ability-som.md) - -## Summary - -*Source: Secrets of Magic p. 76* -%% #compendium/src/pf2e/som #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/summoners-call-som.md b/Compendium/feats/summoners-call-som.md deleted file mode 100644 index 650024719..000000000 --- a/Compendium/feats/summoners-call-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/concentrate -- trait/conjuration -- trait/summoner -- trait/teleportation -aliases: ["Summoner's Call"] ---- -# Summoner's Call [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[concentrate](../../Rules/traits/concentrate.md) [conjuration](../../Rules/traits/conjuration.md) [summoner](../../Rules/traits/summoner-som.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Trigger** You or your eidolon take damage from a foe or hazard. -- **Requirements**: Your eidolon is manifested more than 5 feet away. -- **Activity** Reaction - -In a moment of danger, you call your eidolon to your side. Your eidolon teleports to an open space adjacent to you. - -**Special.** This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). - -*Source: Secrets of Magic p. 72* -%% #compendium/src/pf2e/som #trait/concentrate #trait/conjuration #trait/summoner #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/sun-blade-locg.md b/Compendium/feats/sun-blade-locg.md deleted file mode 100644 index 28be7ed63..000000000 --- a/Compendium/feats/sun-blade-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/champion -- trait/uncommon -aliases: ["Sun Blade"] ---- -# Sun Blade *Feat 4* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - - -You can unleash burning sunlight from your sword or spear. You gain the [sun blade](../spells/sun-blade-locg.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Lost Omens: Character Guide p. 90* -%% #compendium/src/pf2e/locg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sunder-enchantment-apg.md b/Compendium/feats/sunder-enchantment-apg.md deleted file mode 100644 index 412e66b0a..000000000 --- a/Compendium/feats/sunder-enchantment-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -aliases: ["Sunder Enchantment"] ---- -# Sunder Enchantment *Feat 14* -[barbarian](../../Rules/traits/barbarian.md) - -- **Prerequisites**: [Sunder Spell](sunder-spell-apg.md) - -You can focus your superstition to break the magic of an item, in addition to destroying freestanding spells and those active on creatures. When you Sunder a Spell, you can instead attempt to counteract either an unattended magic item or one of your target's magic items. If your counteract attempt succeeds, the item becomes a mundane item of its type for 10 minutes. If you target an artifact, an intelligent item, or a particularly powerful item, your counteract attempt automatically fails. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/sunder-spell-apg.md b/Compendium/feats/sunder-spell-apg.md deleted file mode 100644 index 263bef9df..000000000 --- a/Compendium/feats/sunder-spell-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/attack -- trait/barbarian -- trait/concentrate -- trait/rage -aliases: ["Sunder Spell"] ---- -# Sunder Spell [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[attack](../../Rules/traits/attack.md) [barbarian](../../Rules/traits/barbarian.md) [concentrate](../../Rules/traits/concentrate.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: superstition instinct -- **Activity** Two-Action - -You draw upon your superstitious fury to destroy a spell. Make a [Strike](../../Rules/actions/strike.md) with a melee weapon or an unarmed attack against a creature, object, or a spell manifestation (such as the wall created by [wall of fire](../spells/wall-of-fire.md) or the guardian from [spiritual guardian](../spells/spiritual-guardian.md)). If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM. - -If your [Strike](../../Rules/actions/strike.md) hits, you can attempt to counteract a single spell or [magical](../../Rules/traits/magical.md) effect on the target. Your counteract level for this attempt is equal to half your level rounded up, and you use the result of your attack roll for the counteract check. - -Whether or not you succeed at your [Strike](../../Rules/actions/strike.md), the target becomes temporarily immune to your Sunder Spell for 24 hours. - -## Sunder Spell leads to... - -[Sunder Enchantment](sunder-enchantment-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/attack #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/suns-fury-lol.md b/Compendium/feats/suns-fury-lol.md deleted file mode 100644 index 01d063809..000000000 --- a/Compendium/feats/suns-fury-lol.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -aliases: ["Sun's Fury"] ---- -# Sun's Fury *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bright Lion Dedication](bright-lion-dedication-lol.md) - -The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the [Refocus](../../Rules/actions/refocus.md) activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score. - -*Source: Lost Omens: Legends p. 101* -%% #compendium/src/pf2e/lol #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/superimpose-time-duplicates-da.md b/Compendium/feats/superimpose-time-duplicates-da.md deleted file mode 100644 index b3ae710a2..000000000 --- a/Compendium/feats/superimpose-time-duplicates-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Superimpose Time Duplicates"] ---- -# Superimpose Time Duplicates [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like all-around vision or the deny advantage class feature. - -*Source: Dark Archive p. 186* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/superior-bond.md b/Compendium/feats/superior-bond.md deleted file mode 100644 index 23f3956da..000000000 --- a/Compendium/feats/superior-bond.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Superior Bond"] ---- -# Superior Bond *Feat 14* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: arcane bond - -When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use [Drain Bonded Item](../../Rules/actions/drain-bonded-item.md) one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell. - -*Source: Core Rulebook p. 213* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/superior-propulsion-g-g.md b/Compendium/feats/superior-propulsion-g-g.md deleted file mode 100644 index 97cd36185..000000000 --- a/Compendium/feats/superior-propulsion-g-g.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Superior Propulsion"] ---- -# Superior Propulsion *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vehicle Mechanic Dedication](vehicle-mechanic-dedication-g-g.md) - -By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to [Drive](../../Rules/actions/drive-gmg.md) the vehicle as a 2- or 3-action activity. - -Alchemical The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level. - -Clockwork More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is [broken](../../Rules/conditions.md#Broken), it does not need to make the flat check to avoid losing operating time. - -Magical The residual magic from your signature vehicle interferes with [hostile](../../Rules/conditions.md#Hostile) spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot's next turn. - -Pulled You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed. - -Rowed Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage. - -Steam The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is [concealed](../../Rules/conditions.md#Concealed). - -Wind The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action [Drive](../../Rules/actions/drive-gmg.md). - -*Source: Guns & Gears p. 57* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/superior-sight-aoa6.md b/Compendium/feats/superior-sight-aoa6.md deleted file mode 100644 index 915f8e8d2..000000000 --- a/Compendium/feats/superior-sight-aoa6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/ranger -- trait/uncommon -aliases: ["Superior Sight"] ---- -# Superior Sight *Feat 20* -[ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - - -Your senses are peerless. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks, and you gain [low-light vision](../../Rules/abilities/low-light-vision.md). - -If you already have low-light vision, gain [darkvision](../../Rules/abilities/darkvision.md) instead. Furthermore, when you target an enemy, you automatically succeed at the flat check if that enemy is [concealed](../../Rules/conditions.md#Concealed), [hidden](../../Rules/conditions.md#Hidden), or [undetected](../../Rules/conditions.md#Undetected). - -*Source: Age of Ashes #6: Broken Promises p. 77* -%% #compendium/src/pf2e/aoa6 #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/supernatural-senses-apg.md b/Compendium/feats/supernatural-senses-apg.md deleted file mode 100644 index 16035cf58..000000000 --- a/Compendium/feats/supernatural-senses-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Supernatural Senses"] ---- -# Supernatural Senses *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Acute Scent](acute-scent.md) or precise or imprecise [scent](../../Rules/abilities/scent.md) - -Your [scent](../../Rules/abilities/scent.md) is preternaturally sharp, and you can always rely on your sense of smell to help guide you when your vision is compromised. When you target a [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden) opponent while you are [raging](../../Rules/actions/rage.md), you reduce the DC of the flat check to 3 for a [concealed](../../Rules/conditions.md#Concealed) target or to 9 for a [hidden](../../Rules/conditions.md#Hidden) one. - -*Source: Advanced Player's Guide p. 109* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/supertaster-apg.md b/Compendium/feats/supertaster-apg.md deleted file mode 100644 index 023a72a86..000000000 --- a/Compendium/feats/supertaster-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Supertaster"] ---- -# Supertaster *Feat 7* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: master in [Perception](../skills.md#Perception) - -You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret [Perception](../skills.md#Perception) check using the poison's level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used. - -If you lick or taste something while Investigating or attempting to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) to identify something, if the taste would provide relevant additional information (at the GM's discretion), you gain a +2 circumstance bonus to your check. - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/suplex-lotgb.md b/Compendium/feats/suplex-lotgb.md deleted file mode 100644 index f2f1731c4..000000000 --- a/Compendium/feats/suplex-lotgb.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Suplex"] ---- -# Suplex [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wrestler Dedication](wrestler-dedication-lotgb.md) -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee [Strike](../../Rules/actions/strike.md) against the creature you have [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained); on a success, the target lands [prone](../../Rules/conditions.md#Prone), and on a critical success, the target lands [prone](../../Rules/conditions.md#Prone) and takes an additional `2d6` bludgeoning damage. Regardless of whether the [Strike](../../Rules/actions/strike.md) is successful, you immediately release your hold on the target. - -*Source: Lost Omens: The Grand Bazaar p. 127* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/supreme-psychic-center-da.md b/Compendium/feats/supreme-psychic-center-da.md deleted file mode 100644 index 56813b144..000000000 --- a/Compendium/feats/supreme-psychic-center-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Supreme Psychic Center"] ---- -# Supreme Psychic Center [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Psychic Duelist Dedication](psychic-duelist-dedication-da.md) -- **Trigger** Your turn in a psychic duel begins. -- **Activity** Free Action - -With the merest thought, you realign your mental defenses to your duel's circumstances. You Recenter. - -*Source: Dark Archive p. 203* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/supreme-spellstrike-som.md b/Compendium/feats/supreme-spellstrike-som.md deleted file mode 100644 index f739da573..000000000 --- a/Compendium/feats/supreme-spellstrike-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Supreme Spellstrike"] ---- -# Supreme Spellstrike *Feat 20* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) - -You've made it almost effortless to combine spells and attacks. You're permanently [quickened](../../Rules/conditions.md#Quickened). You can use your extra action only to [Strike](../../Rules/actions/strike.md) or to recharge [Spellstrike](../../Rules/actions/spellstrike-som.md). - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/sure-feet.md b/Compendium/feats/sure-feet.md deleted file mode 100644 index ad7032720..000000000 --- a/Compendium/feats/sure-feet.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Sure Feet"] ---- -# Sure Feet *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md) or an [Athletics](../skills.md#Athletics) check to [Climb](../../Rules/actions/climb.md), you get a critical success instead. - -You're not [flat-footed](../../Rules/conditions.md#Flat-footed) when you attempt to [Balance](../../Rules/actions/balance.md) or [Climb](../../Rules/actions/climb.md). - -*Source: Core Rulebook p. 52* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/sure-foot-apg.md b/Compendium/feats/sure-foot-apg.md deleted file mode 100644 index d56a8d8b3..000000000 --- a/Compendium/feats/sure-foot-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/skill -aliases: ["Sure Foot"] ---- -# Sure Foot *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Horizon Walker Dedication](horizon-walker-dedication-apg.md), expert in [Acrobatics](../skills.md#Acrobatics) and [Athletics](../skills.md#Athletics) - -You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as [Acrobatics](../skills.md#Acrobatics) checks to [Balance](../../Rules/actions/balance.md) on ice, [Athletics](../skills.md#Athletics) checks to [Swim](../../Rules/actions/swim.md) in rough water, [Acrobatics](../skills.md#Acrobatics) checks to [Fly](../../Rules/actions/fly.md) in windy conditions, and so forth. - -*Source: Advanced Player's Guide p. 177* -%% #compendium/src/pf2e/apg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/surface-culture-locg.md b/Compendium/feats/surface-culture-locg.md deleted file mode 100644 index d7d5e285a..000000000 --- a/Compendium/feats/surface-culture-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/dwarf -- trait/uncommon -aliases: ["Surface Culture"] ---- -# Surface Culture *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: any surface dwarf ethnicity - -Your interactions with other cultures on the surface have not only taught you about many other ancestries, but have also helped you realize the value of your own. You gain the trained proficiency rank in the [Society](../skills.md#Society) skill (or another skill of your choice if you were already trained in [Society](../skills.md#Society)), and you gain the [Additional Lore](additional-lore.md) skill feat for the [Lore](../skills.md#Lore) corresponding to your culture (for instance, [Ouat Lore](../skills.md#Lore) or [Pahmet Lore](../skills.md#Lore)). - -*Source: Lost Omens: Character Guide p. 20* -%% #compendium/src/pf2e/locg #trait/dwarf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/surface-skimmer-aaws.md b/Compendium/feats/surface-skimmer-aaws.md deleted file mode 100644 index 6981d14bb..000000000 --- a/Compendium/feats/surface-skimmer-aaws.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aaws -- trait/azarketi -aliases: ["Surface Skimmer"] ---- -# Surface Skimmer *Feat 1* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -By sinking gently beneath the waves, you obscure your presence and utilize the water as a barrier between you and land combatants. While you are submerged just below the water's surface, you have cover from attacks made by creatures out of the water. - -*Source: Azarketi Ancestry Web Supplement p. 4* -%% #compendium/src/pf2e/aaws #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/surging-focus-apg.md b/Compendium/feats/surging-focus-apg.md deleted file mode 100644 index f174db16c..000000000 --- a/Compendium/feats/surging-focus-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Surging Focus"] ---- -# Surging Focus [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[cleric](../../Rules/traits/cleric.md) - -- **Frequency**: once per day -- **Trigger** An ally you can see falls to 0 Hit Points. -- **Activity** Free Action - -When an ally you can see falls in battle, your fight or flight response triggers a surge in your deity's might within you. You instantly regain 1 Focus Point. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/surging-might-apg.md b/Compendium/feats/surging-might-apg.md deleted file mode 100644 index aa4cfe9a9..000000000 --- a/Compendium/feats/surging-might-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/manipulate -- trait/metamagic -- trait/oracle -aliases: ["Surging Might"] ---- -# Surging Might [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Activity** Single Action - -With a complex gesture, you focus the divine power of your spell to overcome enemies' resistances. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance equal to your level against all the following types of damage: chaotic, evil, good, lawful, negative, and positive. This applies to all damage the spell deals, including [persistent damage](../../Rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the positive energy within a field of life. This doesn't cause the spell to ignore immunities, only resistances. - -*Source: Advanced Player's Guide p. 80* -%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/surprise-attack-apg.md b/Compendium/feats/surprise-attack-apg.md deleted file mode 100644 index 4c5fdd104..000000000 --- a/Compendium/feats/surprise-attack-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Surprise Attack"] ---- -# Surprise Attack *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Assassin Dedication](assassin-dedication-apg.md) - -You act before foes can react. On the first round of combat, if you roll [Deception](../skills.md#Deception) or [Stealth](../skills.md#Stealth) for initiative, creatures that haven't acted are [flat-footed](../../Rules/conditions.md#Flat-footed) to you. - -*Source: Advanced Player's Guide p. 158* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/surprise-snare-apg.md b/Compendium/feats/surprise-snare-apg.md deleted file mode 100644 index bc15b5df1..000000000 --- a/Compendium/feats/surprise-snare-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/manipulate -aliases: ["Surprise Snare"] ---- -# Surprise Snare [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Snarecrafter Dedication](snarecrafter-dedication-apg.md) -- **Activity** Three-Action - -You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to [Craft](../../Rules/actions/craft.md). The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts. - -*Source: Advanced Player's Guide p. 194* -%% #compendium/src/pf2e/apg #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/surprise-strike-apg.md b/Compendium/feats/surprise-strike-apg.md deleted file mode 100644 index 8d40eb932..000000000 --- a/Compendium/feats/surprise-strike-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Surprise Strike"] ---- -# Surprise Strike *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Weapon Improviser Dedication](weapon-improviser-dedication-apg.md) - -Whenever you make a [Strike](../../Rules/actions/strike.md) with an improvised weapon against a creature that hasn't seen you make a [Strike](../../Rules/actions/strike.md) using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is [flat-footed](../../Rules/conditions.md#Flat-footed) against you for that [Strike](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 199* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/surreptitious-spellcaster-locg.md b/Compendium/feats/surreptitious-spellcaster-locg.md deleted file mode 100644 index 29ba50eea..000000000 --- a/Compendium/feats/surreptitious-spellcaster-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Surreptitious Spellcaster"] ---- -# Surreptitious Spellcaster *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md) - -You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the [Conceal Spell](conceal-spell.md) wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to [Stealth](../skills.md#Stealth) checks to Conceal a Spell and to [Deception](../skills.md#Deception) checks to conceal verbal components. - -*Source: Lost Omens: Character Guide p. 114* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/surrounding-flames-lotgb.md b/Compendium/feats/surrounding-flames-lotgb.md deleted file mode 100644 index 79f3f8b64..000000000 --- a/Compendium/feats/surrounding-flames-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Surrounding Flames"] ---- -# Surrounding Flames *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [wall of fire](../spells/wall-of-fire.md) - -When you cast [wall of fire](../spells/wall-of-fire.md), you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/survey-wildlife.md b/Compendium/feats/survey-wildlife.md deleted file mode 100644 index 7cd04677f..000000000 --- a/Compendium/feats/survey-wildlife.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Survey Wildlife"] ---- -# Survey Wildlife *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a [Survival](../skills.md#Survival) check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in [Survival](../skills.md#Survival), you don't take the penalty. - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/survivor-of-desolation-locg.md b/Compendium/feats/survivor-of-desolation-locg.md deleted file mode 100644 index a8f24d26f..000000000 --- a/Compendium/feats/survivor-of-desolation-locg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Survivor Of Desolation"] ---- -# Survivor Of Desolation *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md) - -You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas. - -## Survivor Of Desolation leads to... - -[Shepherd of Desolation](shepherd-of-desolation-lokl.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 95* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/suspect-of-opportunity-apg.md b/Compendium/feats/suspect-of-opportunity-apg.md deleted file mode 100644 index 6a02c3fc0..000000000 --- a/Compendium/feats/suspect-of-opportunity-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Suspect Of Opportunity"] ---- -# Suspect Of Opportunity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[investigator](../../Rules/traits/investigator-apg.md) - -- **Frequency**: once per hour -- **Trigger** A foe takes a [hostile](../../Rules/conditions.md#Hostile) action against you in combat. -- **Activity** Reaction - -Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You've learned how to compartmentalize your main lead and pursue a new one for your current predicament. - -You [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) against the triggering foe, setting aside but not ending one of your currently active leads, if you have two leads. At the end of the combat encounter, you stop Pursuing the Lead against the triggering foe and return to the original lead, if you have one. - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/sustaining-steel-som.md b/Compendium/feats/sustaining-steel-som.md deleted file mode 100644 index 1eb68e966..000000000 --- a/Compendium/feats/sustaining-steel-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/arcane -- trait/healing -- trait/magus -- trait/necromancy -- trait/positive -aliases: ["Sustaining Steel"] ---- -# Sustaining Steel [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[arcane](../../Rules/traits/arcane.md) [healing](../../Rules/traits/healing.md) [magus](../../Rules/traits/magus-som.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Prerequisites**: [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md), inexorable iron hybrid study -- **Trigger** You [Cast a Spell](../../Rules/actions/cast-a-spell.md) using a spell slot. -- **Requirements**: You're in [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance. -- **Activity** Free Action - -You pull magic into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to double the spell's level and roll to end any [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage) you have. - -If the spell was of the necromancy school, any [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage) you have ends automatically, and you can change the damage type from [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) to positive if you wish. (Positive damage typically damages only undead or other creatures with [negative healing](../../Rules/abilities/negative-healing-b2.md).). - -*Source: Secrets of Magic p. 47* -%% #compendium/src/pf2e/som #trait/arcane #trait/healing #trait/magus #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/svetocher-apg.md b/Compendium/feats/svetocher-apg.md deleted file mode 100644 index 037f16adb..000000000 --- a/Compendium/feats/svetocher-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -- trait/lineage -aliases: ["Svetocher"] ---- -# Svetocher *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -You were born to one of the moroi, the most common vampires, and you share their supernatural fortitude and power of persuasion. When you have the [drained](../../Rules/conditions.md#Drained) condition, calculate the penalty to your Fortitude saves and your Hit Point reduction as though the condition value were 1 lower. You are trained [Diplomacy](../skills.md#Diplomacy). If you would automatically be trained in it, you instead become trained in a skill of your choice. - -## Svetocher leads to... - -[Taste Blood](taste-blood-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/swaggering-initiative-apg.md b/Compendium/feats/swaggering-initiative-apg.md deleted file mode 100644 index aa8af5c52..000000000 --- a/Compendium/feats/swaggering-initiative-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Swaggering Initiative"] ---- -# Swaggering Initiative [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Trigger** You are about to roll initiative. -- **Activity** Free Action - -You swagger readily into any fight—even an ambush. You gain a +2 circumstance bonus to your initiative roll and can [Interact](../../Rules/actions/interact.md) to draw a weapon. - -*Source: Advanced Player's Guide p. 90* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/swap-investment-lopsg.md b/Compendium/feats/swap-investment-lopsg.md deleted file mode 100644 index 5ad9a00ff..000000000 --- a/Compendium/feats/swap-investment-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Swap Investment"] ---- -# Swap Investment *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Frequency**: once per day - -Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/swap-reflections-da.md b/Compendium/feats/swap-reflections-da.md deleted file mode 100644 index 7850e8c53..000000000 --- a/Compendium/feats/swap-reflections-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/conjuration -- trait/extradimensional -- trait/incapacitation -- trait/occult -- trait/teleportation -aliases: ["Swap Reflections"] ---- -# Swap Reflections [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) [incapacitation](../../Rules/traits/incapacitation.md) [occult](../../Rules/traits/occult.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Prerequisites**: [Alter Ego Dedication](alter-ego-dedication-da.md) -- **Frequency**: once per 10 minutes -- **Activity** Two-Action - -You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a Will save against your spell DC or class DC, whichever is higher. - -> [!success-degree] -> - **Critical Success** The spell has no effect. -> - **Success** You swap positions with your target or arrive adjacent to your target, whichever your target prefers. -> - **Failure** You swap positions with your target or arrive adjacent to your target, whichever you prefer. -> - **Critical Failure** You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early. - -*Source: Dark Archive p. 127* -%% #compendium/src/pf2e/da #trait/archetype #trait/conjuration #trait/extradimensional #trait/incapacitation #trait/occult #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/swashbuckler-dedication-apg.md b/Compendium/feats/swashbuckler-dedication-apg.md deleted file mode 100644 index b207266fc..000000000 --- a/Compendium/feats/swashbuckler-dedication-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Swashbuckler Dedication"] ---- -# Swashbuckler Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14, Dexterity 14 - -Choose a swashbuckler's style|swashbuckler|apg|1||swashbuckler style. You gain the panache|swashbuckler|apg|1 class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in [Acrobatics](../skills.md#Acrobatics) or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. - -You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style. - -**Special.** You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype. - -## Swashbuckler Dedication leads to... - -[Basic Flair](basic-flair-apg.md), [Advanced Flair](advanced-flair-apg.md), [Evasiveness](evasiveness-apg.md), [Finishing Precision](finishing-precision-apg.md), [Swashbuckler's Riposte](swashbucklers-riposte-apg.md), [Swashbuckler's Speed](swashbucklers-speed-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 153* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/swashbucklers-riposte-apg.md b/Compendium/feats/swashbucklers-riposte-apg.md deleted file mode 100644 index b35c93c8b..000000000 --- a/Compendium/feats/swashbucklers-riposte-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Swashbuckler's Riposte"] ---- -# Swashbuckler's Riposte *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](swashbuckler-dedication-apg.md) - -You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte|Swashbuckler|APG|3 reaction. - -*Source: Advanced Player's Guide p. 153* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/swashbucklers-speed-apg.md b/Compendium/feats/swashbucklers-speed-apg.md deleted file mode 100644 index f1c372c5c..000000000 --- a/Compendium/feats/swashbucklers-speed-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Swashbuckler's Speed"] ---- -# Swashbuckler's Speed *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swashbuckler Dedication](swashbuckler-dedication-apg.md) - -You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache. - -*Source: Advanced Player's Guide p. 153* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/swift-application-loil.md b/Compendium/feats/swift-application-loil.md deleted file mode 100644 index 55e09dc67..000000000 --- a/Compendium/feats/swift-application-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Swift Application"] ---- -# Swift Application [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: [Envenom](../../Rules/actions/envenom-loil.md) -- **Activity** Single Action - -You expertly combine the motions of attacking and coating your weapon with venom. You [Envenom](../../Rules/actions/envenom-loil.md) a weapon or piece of ammunition, and then [Strike](../../Rules/actions/strike.md) with that weapon. This counts against your uses of [Envenom](../../Rules/actions/envenom-loil.md) normally and can't be used if your venom is exhausted. - -*Source: Lost Omens: Impossible Lands p. 62* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/swift-banishment.md b/Compendium/feats/swift-banishment.md deleted file mode 100644 index 5f3615566..000000000 --- a/Compendium/feats/swift-banishment.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Swift Banishment"] ---- -# Swift Banishment [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[cleric](../../Rules/traits/cleric.md) - -- **Trigger** You critically hit a creature that is not on its home plane. -- **Requirements**: You have a [banishment](../spells/banishment.md) spell prepared. -- **Activity** Reaction - -The force of your blow sends your victim back to its home plane. You expend a [banishment](../spells/banishment.md) spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal. - -## Swift Banishment leads to... - -[Improved Swift Banishment](improved-swift-banishment.md) - -## Summary - -*Source: Core Rulebook p. 126* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/swift-elusion-apg.md b/Compendium/feats/swift-elusion-apg.md deleted file mode 100644 index a7a45d928..000000000 --- a/Compendium/feats/swift-elusion-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Swift Elusion"] ---- -# Swift Elusion [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: legendary in [Acrobatics](../skills.md#Acrobatics) -- **Trigger** A foe ends its movement adjacent to you. -- **Activity** Reaction - -Attempt an [Acrobatics](../skills.md#Acrobatics) check against the foe's Reflex DC. If you succeed, either [Stride](../../Rules/actions/stride.md) to a different space adjacent to the foe or move the foe to a different space adjacent to you. - -*Source: Advanced Player's Guide p. 137* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/swift-intervention-g-g.md b/Compendium/feats/swift-intervention-g-g.md deleted file mode 100644 index ad1ed6106..000000000 --- a/Compendium/feats/swift-intervention-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Swift Intervention"] ---- -# Swift Intervention [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md) -- **Trigger** An ally within your overwatch field fails in their attempt to [Arrest a Fall](../../Rules/actions/arrest-a-fall.md), [Balance](../../Rules/actions/balance.md), Grab a Ledge, or -- **Requirements**: You are wielding a ranged weapon. -- **Activity** Reaction - -You're burdened with noticing potential threats at all times. - -Because of this, you've learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally's clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly. - -Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment). - -*Source: Guns & Gears p. 50* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/swift-leap-botd.md b/Compendium/feats/swift-leap-botd.md deleted file mode 100644 index 7b469a9c4..000000000 --- a/Compendium/feats/swift-leap-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Swift Leap"] ---- -# Swift Leap [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghoul Dedication](ghoul-dedication-botd.md) -- **Activity** Single Action - -Your undead physiology allows you to leap quickly toward or away from your opponent. You [Leap](../../Rules/actions/leap.md). This movement doesn't trigger reactions. - -If you are satiated, you can choose to end your satiation to instead [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement. - -*Source: Book of the Dead p. 49* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/swift-loag.md b/Compendium/feats/swift-loag.md deleted file mode 100644 index ef7533d07..000000000 --- a/Compendium/feats/swift-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Swift"] ---- -# Swift *Feat 1* -[sylph](../../Rules/traits/sylph-b2.md) - - -You move with the wind always at your back. Your Speed increases by 5 feet. - -**Special.** The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf). - -*Source: Lost Omens: Ancestry Guide p. 115* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/swift-river.md b/Compendium/feats/swift-river.md deleted file mode 100644 index e3c8a5123..000000000 --- a/Compendium/feats/swift-river.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Swift River"] ---- -# Swift River [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[monk](../../Rules/traits/monk.md) - -- **Trigger** Your turn ends and you have a status penalty to your Speed or are [immobilized](../../Rules/conditions.md#Immobilized) or [slowed](../../Rules/conditions.md#Slowed). -- **Activity** Free Action - -You flow like water, avoiding all restraints. End one status penalty to your speed, or end one [immobilized](../../Rules/conditions.md#Immobilized) or [slowed](../../Rules/conditions.md#Slowed) condition affecting you. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/swift-sneak.md b/Compendium/feats/swift-sneak.md deleted file mode 100644 index 11c826819..000000000 --- a/Compendium/feats/swift-sneak.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Swift Sneak"] ---- -# Swift Sneak *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth) - -You can move your full Speed when you [Sneak](../../Rules/actions/sneak.md). You can use Swift Sneak while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -## Swift Sneak leads to... - -[Legendary Sneak](legendary-sneak.md) - -## Summary - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/swift-swimmer-locg.md b/Compendium/feats/swift-swimmer-locg.md deleted file mode 100644 index 410e2ecf8..000000000 --- a/Compendium/feats/swift-swimmer-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Swift Swimmer"] ---- -# Swift Swimmer *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: wetlander lizardfolk - -You swim faster than most iruxi. Your swim Speed increases to 25 feet. - -*Source: Lost Omens: Character Guide p. 59* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/swift-tracker.md b/Compendium/feats/swift-tracker.md deleted file mode 100644 index 35b65a305..000000000 --- a/Compendium/feats/swift-tracker.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Swift Tracker"] ---- -# Swift Tracker *Feat 6* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: expert in [Survival](../skills.md#Survival), [Experienced Tracker](experienced-tracker.md) - -Your keen eyes catch signs of passage even when you're moving. You can move at your full Speed while you [Track](../../Rules/actions/track.md). If you have master proficiency in [Survival](../skills.md#Survival), you don't need to attempt a new [Survival](../skills.md#Survival) check every hour while [Tracking](../../Rules/actions/track.md). If you have legendary proficiency in [Survival](../skills.md#Survival), you can use another exploration activity while [Tracking](../../Rules/actions/track.md). - -If you roll [Survival](../skills.md#Survival) for initiative while tracking your [hunted prey](../../Rules/actions/hunt-prey.md), when you start your first turn of the encounter, you can [Stride](../../Rules/actions/stride.md) toward your hunted prey as a free action. - -*Source: Core Rulebook p. 173* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/swimming-poppet-lotgb.md b/Compendium/feats/swimming-poppet-lotgb.md deleted file mode 100644 index a885f3f22..000000000 --- a/Compendium/feats/swimming-poppet-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Swimming Poppet"] ---- -# Swimming Poppet *Feat 5* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -Your fins, flippers, or other accessories assist with steering you through water. You gain a swim Speed of 15 feet. - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/swipe-barbarian.md b/Compendium/feats/swipe-barbarian.md deleted file mode 100644 index 5757aee1c..000000000 --- a/Compendium/feats/swipe-barbarian.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/flourish -aliases: ["Swipe (Barbarian)"] ---- -# Swipe (Barbarian) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) - -- **Activity** Two-Action - -You make a wide, arcing swing. Make a single melee [Strike](../../Rules/actions/strike.md) and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. - -If you're using a weapon with the [sweep](../../Rules/traits/sweep.md) trait, its modifier applies to all your Swipe attacks. - -*Source: Core Rulebook p. 89* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/swipe-fighter.md b/Compendium/feats/swipe-fighter.md deleted file mode 100644 index b90658646..000000000 --- a/Compendium/feats/swipe-fighter.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -aliases: ["Swipe (Fighter)"] ---- -# Swipe (Fighter) [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) - -- **Activity** Two-Action - -You make a wide, arcing swing. Make a melee [Strike](../../Rules/actions/strike.md) and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. - -If you're using a weapon with the [sweep](../../Rules/traits/sweep.md) trait, its modifier applies to all your Swipe attacks. - -*Source: Core Rulebook p. 147* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/sword-and-pistol-g-g.md b/Compendium/feats/sword-and-pistol-g-g.md deleted file mode 100644 index 54701351d..000000000 --- a/Compendium/feats/sword-and-pistol-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Sword And Pistol"] ---- -# Sword And Pistol *Feat 1* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged [Strike](../../Rules/actions/strike.md) against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is [flat-footed](../../Rules/conditions.md#Flat-footed) against your next melee attack with a one-handed melee weapon. - -When you make a successful melee [Strike](../../Rules/actions/strike.md) against an enemy with your one-handed melee weapon, the next ranged [Strike](../../Rules/actions/strike.md) you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md). Either of these benefits is lost if not used by the end of your next turn. - -*Source: Guns & Gears p. 111* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/swordmaster-dedication-locg.md b/Compendium/feats/swordmaster-dedication-locg.md deleted file mode 100644 index a6ce6a0c6..000000000 --- a/Compendium/feats/swordmaster-dedication-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Swordmaster Dedication"] ---- -# Swordmaster Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords - -Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to [Disarm](../../Rules/actions/disarm.md) you. If you have the [Deft Cooperation](deft-cooperation-lowg.md) feat and critically succeed on a check to [Aid](../../Rules/actions/aid.md) an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype. - -## Swordmaster Dedication leads to... - -[Death's Door](deaths-door-locg.md), [Harrying Strike](harrying-strike-locg.md), [Shoulder Catastrophe](shoulder-catastrophe-locg.md), [Stave Off Catastrophe](stave-off-catastrophe-lopsg.md), [Armored Exercise](armored-exercise-lopsg.md), [Armored Rest](armored-rest-lopsg.md), [Emergency Medical Assistance](emergency-medical-assistance-lopsg.md), [Focus Ally](focus-ally-lopsg.md), [Forceful Shot](forceful-shot-lopsg.md), [Improvised Crafting](improvised-crafting-lopsg.md), [Martial Exercise](martial-exercise-lopsg.md), [Physical Training](physical-training-lopsg.md), [Practiced Defender](practiced-defender-lopsg.md), [Protect Ally](protect-ally-lopsg.md), [Quick Stow](quick-stow-lopsg.md), [Recollect Studies](recollect-studies-lopsg.md), [Reflexive Grip](reflexive-grip-lopsg.md), [Rugged Survivalist](rugged-survivalist-lopsg.md), [Tense Negotiator](tense-negotiator-lopsg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 115* -%% #compendium/src/pf2e/locg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/sympathetic-vulnerabilities-da.md b/Compendium/feats/sympathetic-vulnerabilities-da.md deleted file mode 100644 index 684f522cc..000000000 --- a/Compendium/feats/sympathetic-vulnerabilities-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Sympathetic Vulnerabilities"] ---- -# Sympathetic Vulnerabilities *Feat 6* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md), mortal weakness or personal antithesis - -When you apply your will to invoke a vulnerability, the result is more powerful, and the vulnerability ripples out in a web from your main target to affect a broader range of creatures. - -This has one of two effects, based on the type of vulnerability you invoked. - -While you have mortal weakness applied, your [Strikes](../../Rules/actions/strike.md) also apply that weakness against any creature that has that weakness, not just creatures of the exact same kind. For instance, if you used mortal weakness against a red dragon to apply its weakness to cold to your [Strikes](../../Rules/actions/strike.md), those [Strikes](../../Rules/actions/strike.md) would also apply to the weakness to cold of fire elementals or any other creature with a weakness to cold. - -While you have personal antithesis applied to a non-humanoid creature, you can apply your custom weakness to all creatures of the exact same kind. For example, if you used personal antithesis against an imp, the custom weakness would apply to other imps but not to other non-imp devils. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/symphony-of-blood-apg.md b/Compendium/feats/symphony-of-blood-apg.md deleted file mode 100644 index 870e0eca5..000000000 --- a/Compendium/feats/symphony-of-blood-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Symphony Of Blood"] ---- -# Symphony Of Blood *Feat 17* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -You call forth the blood of your foes to grant you vigor. Once per day, you can cast [vampiric exsanguination](../spells/vampiric-exsanguination.md) as a 7th-level divine innate spell. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/symphony-of-the-unfettered-heart-apg.md b/Compendium/feats/symphony-of-the-unfettered-heart-apg.md deleted file mode 100644 index 211600870..000000000 --- a/Compendium/feats/symphony-of-the-unfettered-heart-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Symphony Of The Unfettered Heart"] ---- -# Symphony Of The Unfettered Heart *Feat 10* -[bard](../../Rules/traits/bard.md) - - -You learn the [symphony of the unfettered heart](../spells/symphony-of-the-unfettered-heart-apg.md) composition spell, which enables you to protect an ally against incapacitating conditions. - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/syncretism-logm.md b/Compendium/feats/syncretism-logm.md deleted file mode 100644 index 4508706c9..000000000 --- a/Compendium/feats/syncretism-logm.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/logm -- trait/cleric -aliases: ["Syncretism"] ---- -# Syncretism *Feat 1* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: you follow a deity - -You have come to see the overlap between two deities' teachings. Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema. If you are a cloistered cleric, select one of that deity's domains, gaining the benefits of the Expanded Domain Initiate feat (page 8) with that domain. If you are a warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity's favored weapon, such as Deadly Simplicity. If you have a different doctrine than cloistered cleric or warpriest, either apply whichever of the above options is most appropriate for your doctrine, or, at the GM's discretion, add a benefit from the second deity more closely tied to your doctrine. - -*Source: Lost Omens: Gods & Magic p. 105* -%% #compendium/src/pf2e/logm #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/synergistic-spell-locg.md b/Compendium/feats/synergistic-spell-locg.md deleted file mode 100644 index da668e2e2..000000000 --- a/Compendium/feats/synergistic-spell-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/metamagic -aliases: ["Synergistic Spell"] ---- -# Synergistic Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Halcyon Spellcasting Initiate](halcyon-spellcasting-initiate-locg.md), [Fulminating Synergy](fulminating-synergy-locg.md), legendary in [Arcana](../skills.md#Arcana) and [Nature](../skills.md#Nature) -- **Activity** Single Action - -You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) from one of your halcyon spell slots, after that spell resolves, you can [Cast another Spell](../../Rules/actions/cast-a-spell.md) as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast. - -*Source: Lost Omens: Character Guide p. 105* -%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/syu-tak-nwas-deadly-hair-frp1.md b/Compendium/feats/syu-tak-nwas-deadly-hair-frp1.md deleted file mode 100644 index 486cb92e9..000000000 --- a/Compendium/feats/syu-tak-nwas-deadly-hair-frp1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/uncommon -- trait/witch -aliases: ["Syu Tak-nwa's Deadly Hair"] ---- -# Syu Tak-nwa's Deadly Hair *Feat 6* -[uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Living Hair](living-hair-apg.md) - -Your hair unarmed attack deals `1d6` bludgeoning damage and gains the [grapple](../../Rules/traits/grapple.md) trait. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* -%% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/syu-tak-nwas-hexed-locks-frp1.md b/Compendium/feats/syu-tak-nwas-hexed-locks-frp1.md deleted file mode 100644 index 7ae4f76de..000000000 --- a/Compendium/feats/syu-tak-nwas-hexed-locks-frp1.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/uncommon -- trait/witch -aliases: ["Syu Tak-nwa's Hexed Locks"] ---- -# Syu Tak-nwa's Hexed Locks *Feat 8* -[uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Living Hair](living-hair-apg.md) - -Your hair unarmed attack gains the [reach](../../Rules/traits/reach.md) trait. You can deliver hexes through your hair. - -When you successfully cast a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a hair [Strike](../../Rules/actions/strike.md) against the foe before applying [any](../../Rules/traits/any-b1.md) effects of the hex. If this [Strike](../../Rules/actions/strike.md) misses, the hex has no effect. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* -%% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md b/Compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md deleted file mode 100644 index 9b9b6cc70..000000000 --- a/Compendium/feats/syu-tak-nwas-skillful-tresses-frp1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/uncommon -- trait/witch -aliases: ["Syu Tak-nwa's Skillful Tresses"] ---- -# Syu Tak-nwa's Skillful Tresses *Feat 4* -[uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Living Hair](living-hair-apg.md) - -You can expertly control your living hair and use it to perform various tasks. You can perform simple [Interact](../../Rules/actions/interact.md) actions with your hair such as opening an unlocked door or picking up objects. Your hair can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. Your hair can hold items of up to 1 Bulk, but can't Activate or attack with any items it's holding. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* -%% #compendium/src/pf2e/frp1 #trait/uncommon #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/tactical-cadence-apg.md b/Compendium/feats/tactical-cadence-apg.md deleted file mode 100644 index b7503bfcc..000000000 --- a/Compendium/feats/tactical-cadence-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Tactical Cadence"] ---- -# Tactical Cadence *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cadence Call](cadence-call-apg.md) - -Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the [quickened](../../Rules/conditions.md#Quickened) condition using Cadence Call, they can use the extra action to either [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md), and they aren't [slowed](../../Rules/conditions.md#Slowed) on their following turn if they use the extra action. - -*Source: Advanced Player's Guide p. 181* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/tactical-debilitations.md b/Compendium/feats/tactical-debilitations.md deleted file mode 100644 index bccf2eb8c..000000000 --- a/Compendium/feats/tactical-debilitations.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Tactical Debilitations"] ---- -# Tactical Debilitations *Feat 10* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: Scoundrel racket, [Debilitating Strike](../../Rules/actions/debilitating-strike.md) - -You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](../../Rules/actions/debilitating-strike.md). - -- **Debilitation** The target can't use reactions. -- **Debilitation** The target can't flank or contribute to allies' flanking. - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/tactical-entry-apg.md b/Compendium/feats/tactical-entry-apg.md deleted file mode 100644 index 81a147c3c..000000000 --- a/Compendium/feats/tactical-entry-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Tactical Entry"] ---- -# Tactical Entry [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth) -- **Requirements**: You rolled [Stealth](../skills.md#Stealth) for initiative in this encounter, and neither you nor any enemies have acted yet in this encounter. -- **Activity** Free Action - -You [Stride](../../Rules/actions/stride.md). This movement doesn't trigger any reactions. - -*Source: Advanced Player's Guide p. 136* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/tag-team-g-g.md b/Compendium/feats/tag-team-g-g.md deleted file mode 100644 index 63a79da35..000000000 --- a/Compendium/feats/tag-team-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Tag Team"] ---- -# Tag Team [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) -- **Trigger** You or your spotter misses with a [Strike](../../Rules/actions/strike.md) against a creature, and the creature is within the other's melee reach or first range increment. -- **Activity** Reaction - -Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering [Strike](../../Rules/actions/strike.md), make a ranged [Strike](../../Rules/actions/strike.md) against the same target with a –2 penalty. If you used this reaction after you missed the triggering [Strike](../../Rules/actions/strike.md), your spotter can use their reaction to make a melee or ranged [Strike](../../Rules/actions/strike.md) against the same target. [Strikes](../../Rules/actions/strike.md) granted by this feat don't count toward your or your spotter's multiple attack penalty and your or your spotter's multiple attack penalty doesn't apply to the granted [Strike](../../Rules/actions/strike.md). - -*Source: Guns & Gears p. 139* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/tail-snatch-loil.md b/Compendium/feats/tail-snatch-loil.md deleted file mode 100644 index cd799bce2..000000000 --- a/Compendium/feats/tail-snatch-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Tail Snatch"] ---- -# Tail Snatch [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[vanara](../../Rules/traits/vanara-loil.md) - -- **Activity** Single Action - -You can whip your tail around to lash items from the unwary's grip. You attempt to [Disarm](../../Rules/actions/disarm.md) a creature, ignoring the requirement that you must have at least one hand free. As normal, your tail can't hold the items it disarms. - -*Source: Lost Omens: Impossible Lands p. 56* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/tail-spin-locg.md b/Compendium/feats/tail-spin-locg.md deleted file mode 100644 index 4e1f4f51d..000000000 --- a/Compendium/feats/tail-spin-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Tail Spin"] ---- -# Tail Spin [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: tailed goblin heritage, [Hard Tail](hard-tail-locg.md) -- **Activity** Two-Action - -You excel at using your tail as a weapon to upend your foes. - -Attempt a single [Athletics](../skills.md#Athletics) check to [Trip](../../Rules/actions/trip.md) up to two adjacent creatures. If you roll a success against a target, you get a critical success against that target instead. - -*Source: Lost Omens: Character Guide p. 38* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/tail-whip-locg.md b/Compendium/feats/tail-whip-locg.md deleted file mode 100644 index f0b5c80f5..000000000 --- a/Compendium/feats/tail-whip-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Tail Whip"] ---- -# Tail Whip *Feat 1* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -By birth or through training, your tail is strong enough to make for a powerful melee weapon. You gain a tail unarmed attack that deals `1d6` bludgeoning damage and has the [sweep](../../Rules/traits/sweep.md) trait. - -## Tail Whip leads to... - -[Shed Tail](shed-tail-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 58* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/take-the-wheel-g-g.md b/Compendium/feats/take-the-wheel-g-g.md deleted file mode 100644 index 06d883fec..000000000 --- a/Compendium/feats/take-the-wheel-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/flourish -aliases: ["Take The Wheel"] ---- -# Take The Wheel [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Trick Driver Dedication](trick-driver-dedication-g-g.md), expert in [Driving Lore](../skills.md#Lore) -- **Requirements**: You are adjacent to a vehicle's point of entry. -- **Activity** Single Action - -Diving into a moving vehicle and seizing the controls is nothing new for you. You [Board](../../Rules/actions/board-gmg.md) and [Take Control](../../Rules/actions/take-control-gmg.md) of the adjacent vehicle. - -*Source: Guns & Gears p. 55* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/takedown-expert-apg.md b/Compendium/feats/takedown-expert-apg.md deleted file mode 100644 index af894f59b..000000000 --- a/Compendium/feats/takedown-expert-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Takedown Expert"] ---- -# Takedown Expert *Feat 1* -[investigator](../../Rules/traits/investigator-apg.md) - - -You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you [Devise a Stratagem](../../Rules/actions/devise-a-stratagem-apg.md) if you're using a weapon of the club group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those [Strikes](../../Rules/actions/strike.md) qualify for your strategic strike. Additionally, you can make any of your [Strikes](../../Rules/actions/strike.md) nonlethal without taking the normal –2 penalty. - -*Source: Advanced Player's Guide p. 60* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/talisman-dabbler-dedication-apg.md b/Compendium/feats/talisman-dabbler-dedication-apg.md deleted file mode 100644 index 26f082be1..000000000 --- a/Compendium/feats/talisman-dabbler-dedication-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Talisman Dabbler Dedication"] ---- -# Talisman Dabbler Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - - -You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them. - -Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. - -A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. - -Finally, when you [Affix a Talisman](../../Rules/actions/affix-a-talisman.md), you can (in any combination) affix or remove up to four talismans in the 10-minute span. - -**Special.** You can't select another dedication feat until you have gained two other feats from the talisman dabbler archetype. - -## Talisman Dabbler Dedication leads to... - -[Deeper Dabbler](deeper-dabbler-apg.md), [Quick Fix](quick-fix-apg.md), [Talismanic Sage](talismanic-sage-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 195* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/talisman-esoterica-da.md b/Compendium/feats/talisman-esoterica-da.md deleted file mode 100644 index 17ca4b923..000000000 --- a/Compendium/feats/talisman-esoterica-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/esoterica -- trait/thaumaturge -aliases: ["Talisman Esoterica"] ---- -# Talisman Esoterica *Feat 2* -[esoterica](../../Rules/traits/esoterica-da.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - - -You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations. - -You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them. - -*Source: Dark Archive p. 43* -%% #compendium/src/pf2e/da #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/talismanic-sage-apg.md b/Compendium/feats/talismanic-sage-apg.md deleted file mode 100644 index 3f88eb38a..000000000 --- a/Compendium/feats/talismanic-sage-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Talismanic Sage"] ---- -# Talismanic Sage *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Talisman Dabbler Dedication](talisman-dabbler-dedication-apg.md) - -You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you [Affix a Talisman](../../Rules/actions/affix-a-talisman.md), you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use [Affix a Talisman](../../Rules/actions/affix-a-talisman.md) to treat a new item for this ability. - -*Source: Advanced Player's Guide p. 195* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/tamper-g-g.md b/Compendium/feats/tamper-g-g.md deleted file mode 100644 index 943f3e880..000000000 --- a/Compendium/feats/tamper-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Tamper"] ---- -# Tamper [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[inventor](../../Rules/traits/inventor-g-g.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Activity** Single Action - -You tamper with a foe's weapon or armor, using a free hand. - -Choose either a weapon held by an enemy in your reach or a suit of armor worn by an enemy in your reach. Attempt a [Crafting](../skills.md#Crafting) check against the enemy's Reflex DC. - -> [!success-degree] -> - **Critical Success** Your tampering is incredibly effective. If you tampered with a weapon, the enemy takes a –2 circumstance penalty to attack rolls and damage rolls with that weapon. If you tampered with armor, the armor hampers the enemy's movement, making the enemy [flat-footed](../../Rules/conditions.md#Flat-footed) and inflicting a –10-foot penalty to its Speeds. The effect lasts until the enemy Interacts to remove it, regardless of which one you used. -> - **Success** Your tampering is temporarily effective. As critical success, but the effect ends at the start of your next turn, even if the enemy doesn't [Interact](../../Rules/actions/interact.md) to end it. -> - **Critical Failure** Your tampering backfires dramatically, creating a small explosion from your own tools or gear. You take fire damage equal to your level. - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/tandem-movement-som.md b/Compendium/feats/tandem-movement-som.md deleted file mode 100644 index 256772c20..000000000 --- a/Compendium/feats/tandem-movement-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -- trait/tandem -aliases: ["Tandem Movement"] ---- -# Tandem Movement [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[summoner](../../Rules/traits/summoner-som.md) [tandem](../../Rules/traits/tandem-som.md) - -- **Activity** Single Action - -You and your eidolon move together. You each use a single action to [Stride](../../Rules/actions/stride.md). Either of you that has the corresponding movement type can [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) instead. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/summoner #trait/tandem %% \ No newline at end of file diff --git a/Compendium/feats/tandem-strike-som.md b/Compendium/feats/tandem-strike-som.md deleted file mode 100644 index 0ce431908..000000000 --- a/Compendium/feats/tandem-strike-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -- trait/tandem -aliases: ["Tandem Strike"] ---- -# Tandem Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[summoner](../../Rules/traits/summoner-som.md) [tandem](../../Rules/traits/tandem-som.md) - -- **Requirements**: A creature is in your and your eidolon's reach. -- **Activity** Two-Action - -You and your eidolon each attack, seamlessly targeting the same foe without interfering with each other's movements. - -Your eidolon makes a melee [Strike](../../Rules/actions/strike.md), and then you make a melee [Strike](../../Rules/actions/strike.md) against the same creature. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after both attacks have been made. - -*Source: Secrets of Magic p. 70* -%% #compendium/src/pf2e/som #trait/summoner #trait/tandem %% \ No newline at end of file diff --git a/Compendium/feats/tangle-of-battle-apg.md b/Compendium/feats/tangle-of-battle-apg.md deleted file mode 100644 index 99b35d9c9..000000000 --- a/Compendium/feats/tangle-of-battle-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/rage -aliases: ["Tangle Of Battle"] ---- -# Tangle Of Battle [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Trigger** You critically hit an adjacent enemy. -- **Activity** Reaction - -Your incredibly vicious [Strike](../../Rules/actions/strike.md) pulls you right in close, giving you the opportunity to grab your foe. Attempt to [Grapple](../../Rules/actions/grapple.md) the triggering enemy. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/tangled-forest-rake.md b/Compendium/feats/tangled-forest-rake.md deleted file mode 100644 index 905474138..000000000 --- a/Compendium/feats/tangled-forest-rake.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Tangled Forest Rake"] ---- -# Tangled Forest Rake [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Tangled Forest Stance](tangled-forest-stance.md) -- **Requirements**: You are in Tangled Forest Stance. -- **Activity** Single Action - -You reposition foes with raking attacks. Make a lashing branch [Strike](../../Rules/actions/strike.md). If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules found on page 475. - -*Source: Core Rulebook p. 164* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/tangled-forest-stance.md b/Compendium/feats/tangled-forest-stance.md deleted file mode 100644 index 8d94a5d1f..000000000 --- a/Compendium/feats/tangled-forest-stance.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/stance -aliases: ["Tangled Forest Stance"] ---- -# Tangled Forest Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You extend your arms like gnarled branches to interfere with your foes' movements. You can make lashing branch unarmed attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While you're in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, [Acrobatics](../skills.md#Acrobatics) check, or [Athletics](../skills.md#Athletics) check against your class DC or be [immobilized](../../Rules/conditions.md#Immobilized) for that action. If you prefer, you can allow the enemy to move. - -## Tangled Forest Stance leads to... - -[Tangled Forest Rake](tangled-forest-rake.md) - -## Summary - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/tap-vitality-da.md b/Compendium/feats/tap-vitality-da.md deleted file mode 100644 index ab57b63b5..000000000 --- a/Compendium/feats/tap-vitality-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Tap Vitality"] ---- -# Tap Vitality [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Prerequisites**: [Living Vessel Dedication](living-vessel-dedication-da.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control. - -**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. - -*Source: Dark Archive p. 140* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/healing #trait/necromancy #trait/positive %% \ No newline at end of file diff --git a/Compendium/feats/target-of-opportunity-apg.md b/Compendium/feats/target-of-opportunity-apg.md deleted file mode 100644 index 70af6e481..000000000 --- a/Compendium/feats/target-of-opportunity-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/manipulate -aliases: ["Target Of Opportunity"] ---- -# Target Of Opportunity [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Trigger** An ally succeeds at a ranged [Strike](../../Rules/actions/strike.md) against an opponent within your weapon's first range increment. -- **Requirements**: You have a ranged or thrown weapon in hand. -- **Activity** Reaction - -You capitalize on your ally's attack to create a coordinated barrage. Make a ranged [Strike](../../Rules/actions/strike.md) with a –2 penalty against the opponent targeted by the triggering attack. This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). If this [Strike](../../Rules/actions/strike.md) is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses. - -*Source: Advanced Player's Guide p. 181* -%% #compendium/src/pf2e/apg #trait/archetype #trait/manipulate %% \ No newline at end of file diff --git a/Compendium/feats/target-of-psychic-ire-da.md b/Compendium/feats/target-of-psychic-ire-da.md deleted file mode 100644 index 03d67c404..000000000 --- a/Compendium/feats/target-of-psychic-ire-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/amp -- trait/evocation -- trait/occult -- trait/psychic -aliases: ["Target of Psychic Ire"] ---- -# Target of Psychic Ire *Feat 16* -[amp](../../Rules/traits/amp-da.md) [evocation](../../Rules/traits/evocation.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - - -Your magic saturates your surroundings with hateful psychic energy. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast and targets a creature. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/amp #trait/evocation #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/targeted-redirection-g-g.md b/Compendium/feats/targeted-redirection-g-g.md deleted file mode 100644 index 11bd879ea..000000000 --- a/Compendium/feats/targeted-redirection-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Targeted Redirection"] ---- -# Targeted Redirection [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) -- **Activity** Single Action - -You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover. - -If your next action is to make a ranged [Strike](../../Rules/actions/strike.md), you treat your spotter's position as your own for the purposes of determining cover and range. Your spotter must be within your weapon's first range increment and they must use a reaction to redirect your shot. - -*Source: Guns & Gears p. 138* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/targeting-finisher-apg.md b/Compendium/feats/targeting-finisher-apg.md deleted file mode 100644 index 342e413ba..000000000 --- a/Compendium/feats/targeting-finisher-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Targeting Finisher"] ---- -# Targeting Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and [Strike](../../Rules/actions/strike.md). If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute. - -- **Arm (or another limb used for attacks, such as a tentacle)** The target is [enfeebled](../../Rules/conditions.md#Enfeebled). On a critical hit, it is also [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute. -- **Head** The target is [stupefied](../../Rules/conditions.md#Stupefied). On a critical hit, it is also [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute. -- **Legs** The target takes a –10-foot status penalty to its Speeds. On a critical hit, it also takes a –5-foot status penalty to its Speeds for 1 minute. - -*Source: Advanced Player's Guide p. 92* -%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/targeting-shot.md b/Compendium/feats/targeting-shot.md deleted file mode 100644 index 2613649cb..000000000 --- a/Compendium/feats/targeting-shot.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/press -- trait/ranger -aliases: ["Targeting Shot"] ---- -# Targeting Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[concentrate](../../Rules/traits/concentrate.md) [press](../../Rules/traits/press.md) [ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Hunter's Aim](hunters-aim.md) -- **Activity** Single Action - -You carefully track your prey's position and defenses, allowing you to follow up around obstacles that block your shot. Make a ranged weapon [Strike](../../Rules/actions/strike.md) against your hunted prey. You ignore the target's [concealed](../../Rules/conditions.md#Concealed) condition and all cover. - -*Source: Core Rulebook p. 176* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/press #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/taste-blood-loag.md b/Compendium/feats/taste-blood-loag.md deleted file mode 100644 index 674e675bc..000000000 --- a/Compendium/feats/taste-blood-loag.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -- trait/necromancy -- trait/negative -aliases: ["Taste Blood"] ---- -# Taste Blood [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[dhampir](../../Rules/traits/dhampir-b1.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Prerequisites**: [Cel Rau](cel-rau-loag.md), [Straveika](straveika-apg.md), [Svetocher](svetocher-apg.md), or another lineage from a vampire with the Drink Blood ability -- **Activity** Single Action - -You retain not only your vampiric parent's taste for blood but their ability to gain vitality from it. You drink fresh blood from a living humanoid creature, gaining temporary Hit Points equal to the target's level that last for 10 minutes. The target must succeed at a Fortitude save against the higher of your class DC or spell DC or become [drained](../../Rules/conditions.md#Drained). Regardless of the outcome of this save, the target is temporarily immune to your Taste Blood for 1 day; further uses of this ability against the target don't increase the [drained](../../Rules/conditions.md#Drained) condition or grant you more temporary Hit Points. - -To drink a creature's blood, either your last action must have been a fangs [Strike](../../Rules/actions/strike.md) that damaged the target, or the target must be [restrained](../../Rules/conditions.md#Restrained) or [unconscious](../../Rules/conditions.md#Unconscious) and your last action must have been a [Strike](../../Rules/actions/strike.md) that dealt piercing or slashing damage to them. - -If the target is willing, they don't need to be [restrained](../../Rules/conditions.md#Restrained) or [unconscious](../../Rules/conditions.md#Unconscious) for the latter. - -Draining the life force from an unwilling humanoid creature is a greater violation than just drinking their blood. Taste Blood has the [evil](../../Rules/traits/evil.md) trait unless the target is willing or is an active foe in combat. - -*Source: Lost Omens: Ancestry Guide p. 28* -%% #compendium/src/pf2e/loag #trait/dhampir #trait/necromancy #trait/negative %% \ No newline at end of file diff --git a/Compendium/feats/tattoo-artist-som.md b/Compendium/feats/tattoo-artist-som.md deleted file mode 100644 index 8b8baee7b..000000000 --- a/Compendium/feats/tattoo-artist-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/general -- trait/skill -aliases: ["Tattoo Artist"] ---- -# Tattoo Artist *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Crafting](../skills.md#Crafting) - -You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to [Crafting](../skills.md#Crafting) checks to [Craft](../../Rules/actions/craft.md) tattoos. If you're a master in [Crafting](../skills.md#Crafting), this bonus increases to +2. - -*Source: Secrets of Magic p. 164* -%% #compendium/src/pf2e/som #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/tectonic-stomp-da.md b/Compendium/feats/tectonic-stomp-da.md deleted file mode 100644 index 76d694f19..000000000 --- a/Compendium/feats/tectonic-stomp-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/evocation -- trait/magical -- trait/rare -aliases: ["Tectonic Stomp"] ---- -# Tectonic Stomp [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[deviant](../../Rules/traits/deviant-da.md) [evocation](../../Rules/traits/evocation.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) - -- **Activity** Two-Action - -You cause minor tremors that topple your enemies. All creatures in a 30-foot emanation who are standing on the ground take `1d6` bludgeoning damage for every 2 levels you have, with a basic Reflex save. A creature that fails its save also falls [prone](../../Rules/conditions.md#Prone). - -**Awakening** Your stomp also ejects large fragments from the ground. You raise up to three stone chunks from the ground in unoccupied squares in the emanation; the stones can't be adjacent to one another. The chunks are 5 feet tall, block movement, and are large enough to [Take Cover](../../Rules/actions/take-cover.md) behind. They have AC 10, Hardness 8, and Hit Points equal to your level. - -They are immune to critical hits and precision damage. A stone chunk crumbles away when it has 0 Hit Points, and all of them crumble after 1 minute or when you use Tectonic Stomp again. - -**Awakening** Your stomp rattles those who fail horribly. A creature that critically fails its save is also [stunned](../../Rules/conditions.md#Stunned). - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/evocation #trait/magical #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/telekinetic-slip-loil.md b/Compendium/feats/telekinetic-slip-loil.md deleted file mode 100644 index 050300f5e..000000000 --- a/Compendium/feats/telekinetic-slip-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/evocation -- trait/kashrishi -- trait/occult -aliases: ["Telekinetic Slip"] ---- -# Telekinetic Slip [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 9* -[evocation](../../Rules/traits/evocation.md) [kashrishi](../../Rules/traits/kashrishi-loil.md) [occult](../../Rules/traits/occult.md) - -- **Frequency**: once per day -- **Trigger** Your turn begins, and you're [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Reaction - -A thin shell of telekinetic energy pushes from your skin, widening your enemy's grasp enough for you to slip free. You gain a +2 status bonus to checks to [Escape](../../Rules/actions/escape.md) from whatever has you [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). This bonus lasts until either you're no longer [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained), or you fall [unconscious](../../Rules/conditions.md#Unconscious). - -*Source: Lost Omens: Impossible Lands p. 45* -%% #compendium/src/pf2e/loil #trait/evocation #trait/kashrishi #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/telluric-power-apg.md b/Compendium/feats/telluric-power-apg.md deleted file mode 100644 index 60154638b..000000000 --- a/Compendium/feats/telluric-power-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dwarf -aliases: ["Telluric Power"] ---- -# Telluric Power *Feat 13* -[dwarf](../../Rules/traits/dwarf.md) - - -You channel strength from the earth beneath your feet to pummel your enemies. When making a melee [Strike](../../Rules/actions/strike.md) against a target who is standing on the same earth or stone surface as you are, you gain a circumstance bonus to the damage roll equal to the number of weapon damage dice. - -*Source: Advanced Player's Guide p. 42* -%% #compendium/src/pf2e/apg #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/tempest-sun-redirection-locg.md b/Compendium/feats/tempest-sun-redirection-locg.md deleted file mode 100644 index 94f92e385..000000000 --- a/Compendium/feats/tempest-sun-redirection-locg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/metamagic -aliases: ["Tempest-sun Redirection"] ---- -# Tempest-sun Redirection [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Tempest-Sun Mages affiliation -- **Activity** Single Action - -If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level. - -## Tempest-sun Redirection leads to... - -[Tempest-sun Shielding](tempest-sun-shielding-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 102* -%% #compendium/src/pf2e/locg #trait/archetype #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/tempest-sun-shielding-locg.md b/Compendium/feats/tempest-sun-shielding-locg.md deleted file mode 100644 index 9dbf34707..000000000 --- a/Compendium/feats/tempest-sun-shielding-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Tempest-sun Shielding"] ---- -# Tempest-sun Shielding [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Tempest-Sun Redirection](tempest-sun-redirection-locg.md) -- **Trigger** You or an ally within 30 feet takes damage. -- **Activity** Reaction - -You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell. - -*Source: Lost Omens: Character Guide p. 103* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/temporary-potions-apg.md b/Compendium/feats/temporary-potions-apg.md deleted file mode 100644 index b2d8ed9e0..000000000 --- a/Compendium/feats/temporary-potions-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Temporary Potions"] ---- -# Temporary Potions *Feat 10* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Cauldron](cauldron-apg.md) - -During your daily preparations, you can create a batch of two temporary oils or potions using a formula you know. These items follow the normal rules to [Craft](../../Rules/actions/craft.md) them, except for the time they take, with some additional restrictions. They must both be the same type of oil or potion, and their level must be 6 or more levels lower than your level. Any items you create this way become inert bottles of liquid the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary oil or potion has no value. - -If you have master proficiency in your tradition's spell DCs, you can create a batch of three temporary oils or potions during your daily preparations, and if you have legendary proficiency, you can create a batch of four. - -*Source: Advanced Player's Guide p. 104* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/ten-lives-loag.md b/Compendium/feats/ten-lives-loag.md deleted file mode 100644 index 3124f4431..000000000 --- a/Compendium/feats/ten-lives-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Ten Lives"] ---- -# Ten Lives *Feat 17* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: [Evade Doom](evade-doom-loag.md) - -When your character would die, you can attempt a DC 17 flat check. On a success, you're instead reduced to 0 HP and a [dying](../../Rules/conditions.md#Dying) value 1 less than would normally kill you (typically [dying](../../Rules/conditions.md#Dying)). This doesn't change the result for any other creature affected. - -*Source: Lost Omens: Ancestry Guide p. 20* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/tenacious-blood-magic-ec6.md b/Compendium/feats/tenacious-blood-magic-ec6.md deleted file mode 100644 index c8bf984ff..000000000 --- a/Compendium/feats/tenacious-blood-magic-ec6.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/sorcerer -- trait/uncommon -aliases: ["Tenacious Blood Magic"] ---- -# Tenacious Blood Magic [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* -[sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per minute -- **Trigger** You apply an effect from your blood magic that lasts for 1 round. -- **Activity** Free Action - -You have learned how to invest magic more deeply by witnessing Aroden's works. The triggering blood magic effect lasts for 1 minute instead of 1 round. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* -%% #compendium/src/pf2e/ec6 #trait/sorcerer #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/tenacious-net-lome.md b/Compendium/feats/tenacious-net-lome.md deleted file mode 100644 index eb33aa0e6..000000000 --- a/Compendium/feats/tenacious-net-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Tenacious Net"] ---- -# Tenacious Net *Feat 5* -[grippli](../../Rules/traits/grippli-b2.md) - - -Escaping your nets is no simple task. The [Athletics](../skills.md#Athletics) DC to [Force Open](../../Rules/actions/force-open.md) or [Escape](../../Rules/actions/escape.md) your nets increases from 16 to 18. After a creature you [grabbed](../../Rules/conditions.md#Grabbed) with a net [Escapes](../../Rules/actions/escape.md) or Forces Open the net, stray strands of the net cling to the creature, causing them to remain [flat-footed](../../Rules/conditions.md#Flat-footed) until the beginning of their next turn. - -*Source: Lost Omens: The Mwangi Expanse p. 122* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/tenacious-toxins-apg.md b/Compendium/feats/tenacious-toxins-apg.md deleted file mode 100644 index 9f9e73de9..000000000 --- a/Compendium/feats/tenacious-toxins-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Tenacious Toxins"] ---- -# Tenacious Toxins *Feat 4* -[alchemist](../../Rules/traits/alchemist.md) - - -Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration. - -*Source: Advanced Player's Guide p. 107* -%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/tengu-feather-fan-loag.md b/Compendium/feats/tengu-feather-fan-loag.md deleted file mode 100644 index 4546ccc53..000000000 --- a/Compendium/feats/tengu-feather-fan-loag.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Tengu Feather Fan"] ---- -# Tengu Feather Fan *Feat 5* -[tengu](../../Rules/traits/tengu-b1.md) - - -You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the [evocation](../../Rules/traits/evocation.md) and [primal](../../Rules/traits/primal.md) traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have. - -The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher. You can cast the 1st-level [gust of wind](../spells/gust-of-wind.md) spell by activating your tengu feather fan. - -```ad-embed-ability -title: Activate - -You cast one of the spells contained in your tengu feather fan. [Activating](../../../rules/actions/activate-an-item.md) the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day. -``` - -## Tengu Feather Fan leads to... - -[Wind God's Fan](wind-gods-fan-loag.md), [Thunder God's Fan](thunder-gods-fan-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 59* -%% #compendium/src/pf2e/loag #trait/tengu %% diff --git a/Compendium/feats/tengu-lore-apg.md b/Compendium/feats/tengu-lore-apg.md deleted file mode 100644 index 483d37900..000000000 --- a/Compendium/feats/tengu-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Tengu Lore"] ---- -# Tengu Lore *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - - -You learned skills for surviving in the place where your people were dispersed. You gain the trained proficiency rank in [Society](../skills.md#Society) and [Survival](../skills.md#Survival). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Tengu Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 26* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/tengu-weapon-expertise-apg.md b/Compendium/feats/tengu-weapon-expertise-apg.md deleted file mode 100644 index 5e791726b..000000000 --- a/Compendium/feats/tengu-weapon-expertise-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Tengu Weapon Expertise"] ---- -# Tengu Weapon Expertise *Feat 13* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Tengu Weapon Familiarity](tengu-weapon-familiarity-apg.md) - -Study has made you an expert with tengu weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency for the weapons from your [Tengu Weapon Familiarity](tengu-weapon-familiarity-apg.md). - -*Source: Advanced Player's Guide p. 27* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/tengu-weapon-familiarity-apg.md b/Compendium/feats/tengu-weapon-familiarity-apg.md deleted file mode 100644 index 06973887e..000000000 --- a/Compendium/feats/tengu-weapon-familiarity-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Tengu Weapon Familiarity"] ---- -# Tengu Weapon Familiarity *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - - -You've trained with a blade and other tengu weapons ever since you hatched. You gain access to [khakkaras](../equipment/items/khakkara-apg.md). Additionally, choose two weapons from the sword group. You can choose from among all common martial swords, plus the [katana](../equipment/items/katana.md), [temple sword](../equipment/items/temple-sword.md), and [wakizashi](../equipment/items/wakizashi-apg.md). For the purpose of determining your proficiency, that weapon is a simple weapon, and if the weapon isn't common, you gain access to it. If you are trained in all martial weapons, you add common advanced swords to the swords you can choose from. - -You also gain access to all uncommon tengu weapons. For the purpose of determining your proficiency, martial tengu weapons are simple weapons, and advanced tengu weapons are martial weapons. - -## Tengu Weapon Familiarity leads to... - -[Eclectic Sword Training](eclectic-sword-training-apg.md), [Eclectic Sword Mastery](eclectic-sword-mastery-loag.md), [Tengu Weapon Expertise](tengu-weapon-expertise-apg.md), [Tengu Weapon Study](tengu-weapon-study-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 26* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/tengu-weapon-study-apg.md b/Compendium/feats/tengu-weapon-study-apg.md deleted file mode 100644 index de81c8b79..000000000 --- a/Compendium/feats/tengu-weapon-study-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/tengu -aliases: ["Tengu Weapon Study"] ---- -# Tengu Weapon Study *Feat 5* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Tengu Weapon Familiarity](tengu-weapon-familiarity-apg.md) - -You've learned techniques for using blades and other tengu weapons. Whenever you critically hit using one of the weapons from your [Tengu Weapon Familiarity](tengu-weapon-familiarity-apg.md), you apply the weapon's critical specialization effect. - -*Source: Advanced Player's Guide p. 27* -%% #compendium/src/pf2e/apg #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/tense-negotiator-lopsg.md b/Compendium/feats/tense-negotiator-lopsg.md deleted file mode 100644 index f62ca8b88..000000000 --- a/Compendium/feats/tense-negotiator-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Tense Negotiator"] ---- -# Tense Negotiator *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Swordmaster Dedication](swordmaster-dedication-locg.md), master in [Diplomacy](../skills.md#Diplomacy) - -You often find that the best way to win a conflict means avoiding a fight in the first place. You're good at talking to potential opponents without making things worse. - -If you would critically fail at a check to [Make an Impression](../../Rules/actions/make-an-impression.md), you instead fail. You can attempt checks to make Requests of creatures who're [indifferent](../../Rules/conditions.md#Indifferent) or [unfriendly](../../Rules/conditions.md#Unfriendly) toward you. - -*Source: Lost Omens: Pathfinder Society Guide p. 53* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/terraforming-spell-apg.md b/Compendium/feats/terraforming-spell-apg.md deleted file mode 100644 index cf5084124..000000000 --- a/Compendium/feats/terraforming-spell-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/earth -- trait/metamagic -- trait/sorcerer -- trait/transmutation -aliases: ["Terraforming Spell"] ---- -# Terraforming Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[concentrate](../../Rules/traits/concentrate.md) [earth](../../Rules/traits/earth.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Activity** Single Action - -You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings. If your next action is to Cast a non-cantrip transmutation Spell, either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn't have any effect on greater difficult terrain and doesn't remove the damaging effects of hazardous terrain. - -*Source: Advanced Player's Guide p. 141* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/earth #trait/metamagic #trait/sorcerer #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/terrain-advantage-locg.md b/Compendium/feats/terrain-advantage-locg.md deleted file mode 100644 index 9d9a1abb4..000000000 --- a/Compendium/feats/terrain-advantage-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/lizardfolk -aliases: ["Terrain Advantage"] ---- -# Terrain Advantage *Feat 9* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - - -You can take advantage of the terrain to bypass foes' defenses. - -Non-lizardfolk creatures in difficult terrain are [flat-footed](../../Rules/conditions.md#Flat-footed) to you. If you have a swim Speed, non-lizardfolk creatures that are in water and lack a swim Speed are also [flat-footed](../../Rules/conditions.md#Flat-footed) to you. - -*Source: Lost Omens: Character Guide p. 59* -%% #compendium/src/pf2e/locg #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/terrain-expertise.md b/Compendium/feats/terrain-expertise.md deleted file mode 100644 index 8a65b615c..000000000 --- a/Compendium/feats/terrain-expertise.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Terrain Expertise"] ---- -# Terrain Expertise *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to [Survival](../skills.md#Survival) checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. - -**Special.** You can select this feat more than once, choosing a different type of terrain each time. - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/terrain-form-botd.md b/Compendium/feats/terrain-form-botd.md deleted file mode 100644 index 47f31a971..000000000 --- a/Compendium/feats/terrain-form-botd.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/concentrate -- trait/divine -- trait/transmutation -aliases: ["Terrain Form"] ---- -# Terrain Form [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Mummy Dedication](mummy-dedication-botd.md) -- **Frequency**: once per day -- **Activity** Single Action - -You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the [gaseous form](../spells/gaseous-form.md) spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits. - -- **Arctic** Snow ([water](../../Rules/traits/water.md)) -- **Desert** Sand ([earth](../../Rules/traits/earth.md)) -- **Mountain** Cloud ([water](../../Rules/traits/water.md)) -- **Swamp** Mud ([earth](../../Rules/traits/earth.md), [water](../../Rules/traits/water.md)) - -*Source: Book of the Dead p. 52* -%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/terrain-scout-apg.md b/Compendium/feats/terrain-scout-apg.md deleted file mode 100644 index 3937d503a..000000000 --- a/Compendium/feats/terrain-scout-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Terrain Scout"] ---- -# Terrain Scout *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scout Dedication](scout-dedication-apg.md) - -You gain the [Terrain Stalker](terrain-stalker.md) skill feat (Core Rulebook 267) twice, choosing a different terrain each time. If you [Avoid Notice](../../Rules/actions/avoid-notice.md) while exploring and any allies use [Follow the Expert](../../Rules/actions/follow-the-expert.md) to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have. - -*Source: Advanced Player's Guide p. 188* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/terrain-shield-som.md b/Compendium/feats/terrain-shield-som.md deleted file mode 100644 index 7f79a6e5d..000000000 --- a/Compendium/feats/terrain-shield-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Terrain Shield"] ---- -# Terrain Shield *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Geomancer Dedication](geomancer-dedication-som.md), master in [Nature](../skills.md#Nature) -- **Frequency**: once per 10 minutes -- **Trigger** A [Strike](../../Rules/actions/strike.md) would damage you. -- **Requirements**: You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in. - -You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering [Strike](../../Rules/actions/strike.md). - -*Source: Secrets of Magic p. 213* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/terrain-stalker.md b/Compendium/feats/terrain-stalker.md deleted file mode 100644 index aa7634666..000000000 --- a/Compendium/feats/terrain-stalker.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Terrain Stalker"] ---- -# Terrain Stalker *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Stealth](../skills.md#Stealth) - -Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While [undetected](../../Rules/conditions.md#Undetected) by all non-allies in that type of terrain, you can [Sneak](../../Rules/actions/sneak.md) without attempting a [Stealth](../skills.md#Stealth) check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while [Avoiding Notice](../../Rules/actions/avoid-notice.md) during exploration as long as they aren't actively [Searching](../../Rules/actions/search.md) or on guard. - -**Special.** You can select this feat multiple times. Each time, choose a different type of terrain. - -*Source: Core Rulebook p. 267* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/terrain-transposition-apg.md b/Compendium/feats/terrain-transposition-apg.md deleted file mode 100644 index 685f82b6e..000000000 --- a/Compendium/feats/terrain-transposition-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Terrain Transposition"] ---- -# Terrain Transposition *Feat 10* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden spells - -You are so connected to the wilderness that you can magically jump from place to place within it. You gain the [terrain transposition](../spells/terrain-transposition-apg.md) warden spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 133* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/terrified-retreat.md b/Compendium/feats/terrified-retreat.md deleted file mode 100644 index 91acc8459..000000000 --- a/Compendium/feats/terrified-retreat.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Terrified Retreat"] ---- -# Terrified Retreat *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Intimidation](../skills.md#Intimidation) - -When you critically succeed at the [Demoralize](../../Rules/actions/demoralize.md) action, if the target's level is lower than yours, the target is [fleeing](../../Rules/conditions.md#Fleeing) for 1 round. - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/terrifying-countenance-ngd.md b/Compendium/feats/terrifying-countenance-ngd.md deleted file mode 100644 index 03107935e..000000000 --- a/Compendium/feats/terrifying-countenance-ngd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/vigilante -aliases: ["Terrifying Countenance"] ---- -# Terrifying Countenance [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* -[archetype](../../Rules/traits/archetype.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners -- **Activity** Free Action - -You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast [mask of terror](../spells/mask-of-terror.md) as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends. - -*Source: Night of the Gray Death p. 65* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/terrifying-howl.md b/Compendium/feats/terrifying-howl.md deleted file mode 100644 index f553a7272..000000000 --- a/Compendium/feats/terrifying-howl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/auditory -- trait/barbarian -- trait/rage -aliases: ["Terrifying Howl"] ---- -# Terrifying Howl [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[auditory](../../Rules/traits/auditory.md) [barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Intimidating Glare](intimidating-glare.md) -- **Activity** Single Action - -You unleash a terrifying howl. Attempt Intimidate checks to [Demoralize](../../Rules/actions/demoralize.md) each creature within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute. - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/auditory #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/terrifying-resistance-apg.md b/Compendium/feats/terrifying-resistance-apg.md deleted file mode 100644 index f2d674469..000000000 --- a/Compendium/feats/terrifying-resistance-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Terrifying Resistance"] ---- -# Terrifying Resistance *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Intimidation](../skills.md#Intimidation) - -The spells of those you have [Demoralized](../../Rules/actions/demoralize.md) are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells. - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/tetraelemental-assault-loag.md b/Compendium/feats/tetraelemental-assault-loag.md deleted file mode 100644 index 6ef224935..000000000 --- a/Compendium/feats/tetraelemental-assault-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/suli -aliases: ["Tetraelemental Assault"] ---- -# Tetraelemental Assault *Feat 9* -[suli](../../Rules/traits/suli-b2.md) - -- **Prerequisites**: [Elemental Assault](elemental-assault-loag.md) - -Your Elemental Assault cycles through all four elements. When you use Elemental Assault, instead of choosing a single element, you can choose an element from the list when using the action, and then choose a different element at the beginning of each of your next 3 turns without spending an action; once you have chosen an element, you can't choose it again during this Elemental Assault, meaning you must select all four elements over the course of 4 turns. Each time you choose an element, until the beginning of your next turn, your [Strikes](../../Rules/actions/strike.md) deal an additional `1d6` damage of the indicated type and have the trait corresponding to that element. - -*Source: Lost Omens: Ancestry Guide p. 112* -%% #compendium/src/pf2e/loag #trait/suli %% \ No newline at end of file diff --git a/Compendium/feats/that-was-a-close-one-huh-g-g.md b/Compendium/feats/that-was-a-close-one-huh-g-g.md deleted file mode 100644 index e55b9f8d7..000000000 --- a/Compendium/feats/that-was-a-close-one-huh-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/skill -aliases: ["That Was A Close One, Huh?"] ---- -# That Was A Close One, Huh? [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Deception](../skills.md#Deception), [Unexpected Sharpshooter Dedication](unexpected-sharpshooter-dedication-g-g.md) -- **Frequency**: once per round -- **Requirements**: Either you used [Accidental Shot](../../Rules/actions/accidental-shot-g-g.md) and hit your opponent with the [Strike](../../Rules/actions/strike.md) this turn, or you used [Lucky Escape](lucky-escape-g-g.md) since your last turn and the triggering attack missed you. -- **Activity** Single Action - -You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle. - -Attempt to [Demoralize](../../Rules/actions/demoralize.md) either the foe you hit with [Accidental Shot](../../Rules/actions/accidental-shot-g-g.md) or the foe that missed you due to [Lucky Escape](lucky-escape-g-g.md). You use [Deception](../skills.md#Deception) instead of [Intimidation](../skills.md#Intimidation) to attempt the check to [Demoralize](../../Rules/actions/demoralize.md). - -*Source: Guns & Gears p. 142* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/thats-odd-apg.md b/Compendium/feats/thats-odd-apg.md deleted file mode 100644 index 67451291c..000000000 --- a/Compendium/feats/thats-odd-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["That's Odd"] ---- -# That's Odd *Feat 1* -[investigator](../../Rules/traits/investigator-apg.md) - - -When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. - -You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do. - -*Source: Advanced Player's Guide p. 60* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/thaumaturge-dedication-da.md b/Compendium/feats/thaumaturge-dedication-da.md deleted file mode 100644 index c3faadcbb..000000000 --- a/Compendium/feats/thaumaturge-dedication-da.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Thaumaturge Dedication"] ---- -# Thaumaturge Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Charisma 14 - -You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an first implement and esoterica|thaumaturge|DA|1||implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use [esoterica](../../Rules/traits/esoterica-da.md) actions. You become trained in your choice of [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion); if you were already trained in these, you become trained in a skill of your choice. You gain the Glimpse Vulnerability action. - -```ad-embed-ability -title: Glimpse Vulnerability [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](../../../rules/traits/esoterica-da.md) [manipulate](../../../rules/traits/manipulate.md) - -- **Requirements**: You are holding your implement - -**Effect** You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon [Strikes](../../../rules/actions/strike.md). -%% #trait/esoterica #trait/manipulate %% -``` - -**Special.** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype. - -## Thaumaturge Dedication leads to... - -[Basic Thaumaturgy](basic-thaumaturgy-da.md), [Advanced Thaumaturgy](advanced-thaumaturgy-da.md), [Implement Initiate](implement-initiate-da.md), [Magical Knowledge](magical-knowledge-da.md), [Resolute](resolute-da.md) - -## Summary - -*Source: Dark Archive p. 49* -%% #compendium/src/pf2e/da #trait/archetype #trait/dedication #trait/multiclass %% diff --git a/Compendium/feats/thaumaturges-demesne-da.md b/Compendium/feats/thaumaturges-demesne-da.md deleted file mode 100644 index 84b83f271..000000000 --- a/Compendium/feats/thaumaturges-demesne-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/arcane -- trait/thaumaturge -- trait/uncommon -aliases: ["Thaumaturge's Demesne"] ---- -# Thaumaturge's Demesne *Feat 12* -[abjuration](../../Rules/traits/abjuration.md) [arcane](../../Rules/traits/arcane.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) [uncommon](../../Rules/traits/uncommon.md) - - -You have claimed an area or location as your demesne, granting you the ability to ward and protect it. When you select this feat, choose a demesne, an area of no more than 2,000 square feet. You must legitimately own the area or, if its a public area, you must lay claim to the area without anyone contesting it. - -Once you've chosen your demesne, it's automatically protected by an arcane [private sanctum](../spells/private-sanctum.md) spell with an unlimited duration, heightened to half your level rounded up and using your thaumaturge class DC in place of a spell DC, if necessary. Additionally, the demesne is attended by three unseen custodians, as a successful unseen custodian ritual (Advanced Player's Guide 245), and one object in the area gains an elemental sentinel, as a successful elemental sentinel ritual (Pathfinder Secrets of Magic 150). - -*Source: Dark Archive p. 46* -%% #compendium/src/pf2e/da #trait/abjuration #trait/arcane #trait/thaumaturge #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/thaumaturges-investiture-da.md b/Compendium/feats/thaumaturges-investiture-da.md deleted file mode 100644 index cc97c4af6..000000000 --- a/Compendium/feats/thaumaturges-investiture-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Thaumaturge's Investiture"] ---- -# Thaumaturge's Investiture *Feat 10* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Charisma 16 - -Magical equipment and gear are the tools of your trade, and you know you need as many as possible to help you against the supernatural. You gain the [Incredible Investiture](incredible-investiture.md) skill feat, increasing your limit on invested items from 10 to 12. - -The limit increases to 14 if you have Charisma 18, 16 if you have Charisma 20, 18 if you have Charisma 22, and 20 if you have Charisma 24. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/thaumaturgic-ritualist-da.md b/Compendium/feats/thaumaturgic-ritualist-da.md deleted file mode 100644 index 93a117727..000000000 --- a/Compendium/feats/thaumaturgic-ritualist-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -- trait/uncommon -aliases: ["Thaumaturgic Ritualist"] ---- -# Thaumaturgic Ritualist *Feat 4* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) [uncommon](../../Rules/traits/uncommon.md) - - -Your studies into the supernatural have resulted in an especially strong knowledge of rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. - -At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. - -*Source: Dark Archive p. 44* -%% #compendium/src/pf2e/da #trait/thaumaturge #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/the-harder-they-fall-apg.md b/Compendium/feats/the-harder-they-fall-apg.md deleted file mode 100644 index ffc6897af..000000000 --- a/Compendium/feats/the-harder-they-fall-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["The Harder They Fall"] ---- -# The Harder They Fall *Feat 4* -[rogue](../../Rules/traits/rogue.md) - - -You make your foes fall painfully when you trip them. When you successfully [Trip](../../Rules/actions/trip.md) a [flat-footed](../../Rules/conditions.md#Flat-footed) foe, your target takes `1d6` bludgeoning damage. On a critical success, the target takes `1d6` bludgeoning damage plus your sneak attack damage. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/the-tyrant-falls-lokl.md b/Compendium/feats/the-tyrant-falls-lokl.md deleted file mode 100644 index 0e59b8a28..000000000 --- a/Compendium/feats/the-tyrant-falls-lokl.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["The Tyrant Falls!"] ---- -# The Tyrant Falls! [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md), Invoke the Crimson Oath (Character Guide 95) -- **Frequency**: once per day -- **Activity** Two-Action - -You've reached the apex of the Crimson Oath's power. - -The oath's power is overwhelming—too much for a mortal frame—but victory is worth any price. When you use this feat, you cry out the final line of the Crimson Oath, unleashing unbridled power for 1 minute. You can [Dismiss](../../Rules/actions/dismiss.md) this effect. While this effect is active, you gain the following effects: - -- At the beginning of each of your turns, you become [drained](../../Rules/conditions.md#Drained) or increase the value of your [drained](../../Rules/conditions.md#Drained) condition by 1 if you are already [drained](../../Rules/conditions.md#Drained). You can't reduce the value of your [drained](../../Rules/conditions.md#Drained) condition or remove it while The Tyrant Falls! is active. While The Tyrant Falls! is active, your [drained](../../Rules/conditions.md#Drained) condition does not penalize your Fortitude save. -- You can cast [invoke the Crimson Oath](../spells/invoke-the-crimson-oath-locg.md) (Character Guide 90) at will without expending Focus Points. When you do, increase the area to a 40-foot cone. -- You gain resistance to all damage equal to half your character level. -- Any melee weapon you wield gains the [reach](../../Rules/traits/reach.md) trait if it didn't already possess it, or increases its reach by 5 feet if it already has the [reach](../../Rules/traits/reach.md) trait. Your [Strikes](../../Rules/actions/strike.md) with that weapon deal an extra `2d6` positive or negative damage (whichever is more effective against the target). - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/their-masters-call-botd.md b/Compendium/feats/their-masters-call-botd.md deleted file mode 100644 index 13144a6fc..000000000 --- a/Compendium/feats/their-masters-call-botd.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/concentrate -- trait/divine -- trait/necromancy -aliases: ["Their Master's Call"] ---- -# Their Master's Call [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Prerequisites**: [Undead Master Dedication](undead-master-dedication-botd.md), Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession. -- **Activity** Single Action - -In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately. - -*Source: Book of the Dead p. 41* -%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/Compendium/feats/theoretical-acumen-locg.md b/Compendium/feats/theoretical-acumen-locg.md deleted file mode 100644 index 635cfbee5..000000000 --- a/Compendium/feats/theoretical-acumen-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Theoretical Acumen"] ---- -# Theoretical Acumen [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* -[gnome](../../Rules/traits/gnome.md) - -- **Frequency**: once per day -- **Trigger** You succeed at a skill check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) to identify a creature. -- **Activity** Free Action - -You study a creature's form and behavior to hypothesize likely means of overcoming its strengths. Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature's abilities, in place of your [Perception](../skills.md#Perception) modifier to [Seek](../../Rules/actions/seek.md) the creature, in place of your [Deception](../skills.md#Deception) modifier to [Feint](../../Rules/actions/feint.md) against the creature, or in place of your [Intimidation](../skills.md#Intimidation) modifier to [Demoralize](../../Rules/actions/demoralize.md) the creature. Alternatively, against one of the creature's attacks, you can use your DC for the skill used in the triggering check in place of your AC. - -*Source: Lost Omens: Character Guide p. 32* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/thick-hide-mask-sot6.md b/Compendium/feats/thick-hide-mask-sot6.md deleted file mode 100644 index 18e1a2365..000000000 --- a/Compendium/feats/thick-hide-mask-sot6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Thick Hide Mask"] ---- -# Thick Hide Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: [Druid Dedication](druid-dedication.md) or [Wizard Dedication](wizard-dedication.md) - -Your mask grants you the toughness of Elephant, the Conjured Chronicle. - -Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn. - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/thorned-seedpod-loag.md b/Compendium/feats/thorned-seedpod-loag.md deleted file mode 100644 index fdc8fd36e..000000000 --- a/Compendium/feats/thorned-seedpod-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/leshy -aliases: ["Thorned Seedpod"] ---- -# Thorned Seedpod *Feat 9* -[leshy](../../Rules/traits/leshy-b1.md) - -- **Prerequisites**: [Seedpod](seedpod-locg.md) (Character Guide 54) - -When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod [Strike](../../Rules/actions/strike.md), vines twist and stab your foe, dealing `1d4` [persistent piercing damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Lost Omens: Ancestry Guide p. 44* -%% #compendium/src/pf2e/loag #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/thorough-reports-lowg.md b/Compendium/feats/thorough-reports-lowg.md deleted file mode 100644 index 7f0707200..000000000 --- a/Compendium/feats/thorough-reports-lowg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -- trait/skill -aliases: ["Thorough Reports"] ---- -# Thorough Reports *Feat 4* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with [Recall Knowledge](../../Rules/actions/recall-knowledge.md). When attempting [Recall Knowledge](../../Rules/actions/recall-knowledge.md) checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success. - -## Thorough Reports leads to... - -[Discerning Strike](discerning-strike-lopsg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 23* -%% #compendium/src/pf2e/lowg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/thorough-research-apg.md b/Compendium/feats/thorough-research-apg.md deleted file mode 100644 index f343047f8..000000000 --- a/Compendium/feats/thorough-research-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Thorough Research"] ---- -# Thorough Research *Feat 6* -[investigator](../../Rules/traits/investigator-apg.md) - - -When you succeed at a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check, you learn an additional fact about the subject. When you critically succeed at a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check, you can gain even more additional information or context than normal, at the GM's discretion. - -## Thorough Research leads to... - -[Just The Facts](just-the-facts-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/thorough-search-apg.md b/Compendium/feats/thorough-search-apg.md deleted file mode 100644 index 1471e800e..000000000 --- a/Compendium/feats/thorough-search-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -aliases: ["Thorough Search"] ---- -# Thorough Search *Feat 3* -[general](../../Rules/traits/general.md) - -- **Prerequisites**: expert in [Perception](../skills.md#Perception) - -You take your time searching to ensure you find everything. When [Searching](../../Rules/actions/search.md), you can take twice as long to search. Normally this means you [Search](../../Rules/actions/search.md) at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your [Perception](../skills.md#Perception) checks to [Seek](../../Rules/actions/seek.md). - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/thoughtform-summoning-da.md b/Compendium/feats/thoughtform-summoning-da.md deleted file mode 100644 index b8aa436d7..000000000 --- a/Compendium/feats/thoughtform-summoning-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Thoughtform Summoning"] ---- -# Thoughtform Summoning *Feat 4* -[psychic](../../Rules/traits/psychic-da.md) - - -You can create a prototypical creature from the depths of your imagination instead of calling one from elsewhere. Whenever you summon a creature, you can choose to instead create a psychic construct of that creature. This grants it resistance to physical damage equal to half its level, weakness 5 to force and mental damage, and the ability to pass through enemies' spaces without needing to [Tumble Through](../../Rules/actions/tumble-through.md) (though it can't end its turn in an occupied space). - -*Source: Dark Archive p. 25* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/thoughtsense-da.md b/Compendium/feats/thoughtsense-da.md deleted file mode 100644 index abf5c12dc..000000000 --- a/Compendium/feats/thoughtsense-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/divination -- trait/mental -- trait/occult -- trait/psychic -aliases: ["Thoughtsense"] ---- -# Thoughtsense *Feat 8* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - - -You can detect the flickers of mental activity let off by all thinking creatures. You gain thoughtsense as a vague sense that has a range of 30 feet—like all vague senses, it's only about as precise as an average human's sense of smell, meaning you generally can predict only if a creature is present. Your thoughtsense detects only thinking creatures, so a creature that is unthinking or otherwise immune to [mental](../../Rules/traits/mental.md) effects (such as many constructs and oozes) can't be perceived using your thoughtsense, regardless of how precise it is. - -While your [Psyche is Unleashed](../../Rules/actions/unleash-psyche-da.md), your thoughtsense upgrades to an imprecise sense, letting you use it to [Seek](../../Rules/actions/seek.md) out creatures. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/divination #trait/mental #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/thousand-faces.md b/Compendium/feats/thousand-faces.md deleted file mode 100644 index d3741137c..000000000 --- a/Compendium/feats/thousand-faces.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Thousand Faces"] ---- -# Thousand Faces *Feat 4* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Wild Shape](wild-shape.md) - -Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in [humanoid form](../spells/humanoid-form.md) to your wild shape list. - -*Source: Core Rulebook p. 135* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/thrash.md b/Compendium/feats/thrash.md deleted file mode 100644 index 22a0425d0..000000000 --- a/Compendium/feats/thrash.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Thrash"] ---- -# Thrash [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Requirements**: You have a foe [grabbed](../../Rules/conditions.md#Grabbed). -- **Activity** Single Action - -You thrash the [grabbed](../../Rules/conditions.md#Grabbed) foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your [Rage](../../Rules/actions/rage.md) damage. The foe must attempt a basic Fortitude save against your class DC. - -## Thrash leads to... - -[Collateral Thrash](collateral-thrash.md), [Whirlwind Toss](whirlwind-toss-frp3.md) - -## Summary - -*Source: Core Rulebook p. 91* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/through-spell-apg.md b/Compendium/feats/through-spell-apg.md deleted file mode 100644 index f2babf52a..000000000 --- a/Compendium/feats/through-spell-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -- trait/concentrate -- trait/metamagic -aliases: ["Through Spell"] ---- -# Through Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[cleric](../../Rules/traits/cleric.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -Spells you cast can transform briefly into vital essence, traveling harmlessly through living and undead creatures between you and your target, blocked only by solid objects. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that requires a spell attack roll, your targets don't benefit from cover provided by living or undead creatures. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/thrown-voice-loag.md b/Compendium/feats/thrown-voice-loag.md deleted file mode 100644 index 7c63cfffb..000000000 --- a/Compendium/feats/thrown-voice-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Thrown Voice"] ---- -# Thrown Voice *Feat 5* -[strix](../../Rules/traits/strix-loag.md) - - -You've learned how to throw your voice through the winds, tricking others as to your location. You can cast [ventriloquism](../spells/ventriloquism.md) as a primal innate spell once per day. If you're a songbird strix, you can cast it twice per day instead. - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/thunder-clap-ooa1.md b/Compendium/feats/thunder-clap-ooa1.md deleted file mode 100644 index a1a743c61..000000000 --- a/Compendium/feats/thunder-clap-ooa1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa1 -- trait/archetype -- trait/sonic -aliases: ["Thunder Clap"] ---- -# Thunder Clap [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [sonic](../../Rules/traits/sonic.md) - -- **Prerequisites**: [Powder Punch Stance](powder-punch-stance-ooa1.md) -- **Requirements**: You're in [Powder Punch Stance](powder-punch-stance-ooa1.md). -- **Activity** Two-Action - -You slam your hands together to unleash a deafening blast. Creatures in a 15-foot cone take `3d6` sonic damage, with a basic Fortitude save against your class DC. - -Creatures that critically fail their save are also [deafened](../../Rules/conditions.md#Deafened) for 1 minute. You can't use this ability again for `1d4` rounds as your hands recover from the thunderous vibrations. At 8th level, and every 2 levels thereafter, the damage from Thunder Clap increases by `1d6`. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 79* -%% #compendium/src/pf2e/ooa1 #trait/archetype #trait/sonic %% \ No newline at end of file diff --git a/Compendium/feats/thunder-gods-fan-loag.md b/Compendium/feats/thunder-gods-fan-loag.md deleted file mode 100644 index ad9f8a761..000000000 --- a/Compendium/feats/thunder-gods-fan-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Thunder God's Fan"] ---- -# Thunder God's Fan *Feat 13* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Wind God's Fan](wind-gods-fan-loag.md) - -A wave of your fan unleashes the fury of the storm. You can Activate your tengu feather fan one additional time per day. Add the 5th-level [lightning bolt](../spells/lightning-bolt.md) spell to the spells contained within your fan. - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/thwart-evil-lokl.md b/Compendium/feats/thwart-evil-lokl.md deleted file mode 100644 index ab969b18b..000000000 --- a/Compendium/feats/thwart-evil-lokl.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Thwart Evil"] ---- -# Thwart Evil [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), master in [Religion](../skills.md#Religion) -- **Frequency**: once per day -- **Trigger** A creature you can see uses a spell or ability that has the [evil](../../Rules/traits/evil.md) or [negative](../../Rules/traits/negative.md) traits. -- **Activity** Reaction - -You react instinctively when you sense evil forming, thrusting your spiritual energy toward the source to snuff out evil before it fully manifests. Attempt to counteract the triggering spell or ability using your [Religion](../skills.md#Religion) modifier as your counteract modifier. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/tidal-shield-loag.md b/Compendium/feats/tidal-shield-loag.md deleted file mode 100644 index 2ffdd2e0c..000000000 --- a/Compendium/feats/tidal-shield-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/abjuration -- trait/concentrate -- trait/primal -- trait/undine -- trait/water -aliases: ["Tidal Shield"] ---- -# Tidal Shield [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[abjuration](../../Rules/traits/abjuration.md) [concentrate](../../Rules/traits/concentrate.md) [primal](../../Rules/traits/primal.md) [undine](../../Rules/traits/undine-b2.md) [water](../../Rules/traits/water.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You conjure the force of the tides to gain a +4 circumstance bonus to AC until the end of your next turn. Any allies adjacent to you during the duration gain a +2 circumstance bonus to AC as long as they remain adjacent to you. You can Sustain the effect to a maximum duration of 5 rounds. When a creature receiving a circumstance bonus to AC from Tidal Shield would take damage from an attack, as a reaction, you can reduce the damage to that creature by 40; after you do so, Tidal Shield ends. - -*Source: Lost Omens: Ancestry Guide p. 120* -%% #compendium/src/pf2e/loag #trait/abjuration #trait/concentrate #trait/primal #trait/undine #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/tide-hardened-loag.md b/Compendium/feats/tide-hardened-loag.md deleted file mode 100644 index af1b5afda..000000000 --- a/Compendium/feats/tide-hardened-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/undine -aliases: ["Tide-hardened"] ---- -# Tide-hardened *Feat 1* -[undine](../../Rules/traits/undine-b2.md) - - -You're at home in the unpredictable tides. You gain a +1 circumstance bonus to saves against [cold](../../Rules/traits/cold.md) and [water](../../Rules/traits/water.md) effects. If you roll a success on a save against a [cold](../../Rules/traits/cold.md) or [water](../../Rules/traits/water.md) effect, you get a critical success instead. - -*Source: Lost Omens: Ancestry Guide p. 119* -%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/tiger-slash.md b/Compendium/feats/tiger-slash.md deleted file mode 100644 index d0839da99..000000000 --- a/Compendium/feats/tiger-slash.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Tiger Slash"] ---- -# Tiger Slash [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Tiger Stance](tiger-stance.md) -- **Requirements**: You are in Tiger Stance. -- **Activity** Two-Action - -You make a fierce swipe with both hands. Make a tiger claw [Strike](../../Rules/actions/strike.md). It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) from your tiger claw. - -*Source: Core Rulebook p. 161* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/tiger-stance.md b/Compendium/feats/tiger-stance.md deleted file mode 100644 index 7db9cb53c..000000000 --- a/Compendium/feats/tiger-stance.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/stance -aliases: ["Tiger Stance"] ---- -# Tiger Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step](../../Rules/actions/step.md) 10 feet. - -## Tiger Stance leads to... - -[Tiger Slash](tiger-slash.md) - -## Summary - -*Source: Core Rulebook p. 159* -%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/tillers-aid-aoa3.md b/Compendium/feats/tillers-aid-aoa3.md deleted file mode 100644 index 6c63d015c..000000000 --- a/Compendium/feats/tillers-aid-aoa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/archetype -- trait/uncommon -aliases: ["Tiller's Aid"] ---- -# Tiller's Aid *Feat 10* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](bellflower-dedication-aoa3.md) - -You can use the [Aid](../../Rules/actions/aid.md) reaction to help a member of your crop even if you haven't prepared to do so. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/tillers-drive-aoa3.md b/Compendium/feats/tillers-drive-aoa3.md deleted file mode 100644 index c3d879bb4..000000000 --- a/Compendium/feats/tillers-drive-aoa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/archetype -- trait/uncommon -aliases: ["Tiller's Drive"] ---- -# Tiller's Drive *Feat 10* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Bellflower Dedication](bellflower-dedication-aoa3.md) - -Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 75* -%% #compendium/src/pf2e/aoa3 #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/time-dilation-cascade-frp3.md b/Compendium/feats/time-dilation-cascade-frp3.md deleted file mode 100644 index 22166023c..000000000 --- a/Compendium/feats/time-dilation-cascade-frp3.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/flourish -- trait/ranger -- trait/uncommon -aliases: ["Time Dilation Cascade"] ---- -# Time Dilation Cascade [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[flourish](../../Rules/traits/flourish.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Activity** Three-Action - -You borrow a bit of time from the future to act now. Make six [Strikes](../../Rules/actions/strike.md). Your multiple attack penalty applies normally to these [Strikes](../../Rules/actions/strike.md). If you successfully hit a creature with multiple [Strikes](../../Rules/actions/strike.md), combine those [Strikes](../../Rules/actions/strike.md)' damage for the purpose of resistances and weaknesses. On your next turn, you regain 1 action instead of 3. This is before any alteration in your actions due to the [quickened](../../Rules/conditions.md#Quickened), [slowed](../../Rules/conditions.md#Slowed), and [stunned](../../Rules/conditions.md#Stunned) conditions. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* -%% #compendium/src/pf2e/frp3 #trait/flourish #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/time-mage-dedication-da.md b/Compendium/feats/time-mage-dedication-da.md deleted file mode 100644 index 21e8f3b63..000000000 --- a/Compendium/feats/time-mage-dedication-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/uncommon -aliases: ["Time Mage Dedication"] ---- -# Time Mage Dedication *Feat 6* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: You have a spellcasting class feature. - -You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. - -As some of your future knowledge leaks back to your present self, you gain the [delay consequence](../spells/delay-consequence-logm.md) domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the [Refocus](../../Rules/actions/refocus.md) activity to revisit moments from your past and contemplate futures yet to come. If you already knew [delay consequence](../spells/delay-consequence-logm.md) from a feat or ability that allows you to gain your choice of domain spell, such as [Domain Initiate](domain-initiate.md), then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain [time sense](../spells/time-sense-da.md) as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites. - -**Special.** You can't select another dedication feat until you have gained two other feats from the time mage archetype. - -## Time Mage Dedication leads to... - -[Chronocognizance](chronocognizance-da.md), [Chronomancer's Secrets](chronomancers-secrets-da.md), [Future Spell Learning](future-spell-learning-da.md), [What Could Have Been](what-could-have-been-da.md), [Into the Future](into-the-future-da.md), [Purge of Moments](purge-of-moments-da.md), [Timeline-Splitting Spell](timeline-splitting-spell-da.md) - -## Summary - -*Source: Dark Archive p. 184* -%% #compendium/src/pf2e/da #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/timeless-body.md b/Compendium/feats/timeless-body.md deleted file mode 100644 index fcc72ead6..000000000 --- a/Compendium/feats/timeless-body.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Timeless Body"] ---- -# Timeless Body *Feat 14* -[monk](../../Rules/traits/monk.md) - - -You cease aging. In addition, you gain a +2 status bonus to saving throws against [poisons](../../Rules/traits/poison.md) and [diseases](../../Rules/traits/disease.md), and you gain resistance to poison damage equal to half your level. - -*Source: Core Rulebook p. 164* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/timeline-splitting-spell-da.md b/Compendium/feats/timeline-splitting-spell-da.md deleted file mode 100644 index 7563425be..000000000 --- a/Compendium/feats/timeline-splitting-spell-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/divination -- trait/manipulate -- trait/metamagic -aliases: ["Timeline-Splitting Spell"] ---- -# Timeline-Splitting Spell [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Time Mage Dedication](time-mage-dedication-da.md) -- **Frequency**: once per day -- **Activity** Three-Action - -You invest in two futures, then choose the one to make a reality. You [Cast two Spells](../../Rules/actions/cast-a-spell.md) that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. - -Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline. - -*Source: Dark Archive p. 185* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/divination #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/tinkering-fingers-apg.md b/Compendium/feats/tinkering-fingers-apg.md deleted file mode 100644 index 99ba10d42..000000000 --- a/Compendium/feats/tinkering-fingers-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Tinkering Fingers"] ---- -# Tinkering Fingers *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You're good with your hands and can quickly improvise a fix for [broken](../../Rules/conditions.md#Broken) or damaged equipment. You're trained in [Crafting](../skills.md#Crafting). If you would automatically become trained in [Crafting](../skills.md#Crafting) (from your background or class, for example), you instead become trained in a skill of your choice. You can [Repair](../../Rules/actions/repair.md) an item without using a repair kit without taking the –2 circumstance penalty, improvising tools from whatever you have at hand. - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/tireless-guides-mask-sot6.md b/Compendium/feats/tireless-guides-mask-sot6.md deleted file mode 100644 index 6160a818c..000000000 --- a/Compendium/feats/tireless-guides-mask-sot6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Tireless Guide's Mask"] ---- -# Tireless Guide's Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: [Druid Dedication](druid-dedication.md) or [Wizard Dedication](wizard-dedication.md) - -Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use [Follow the Expert](../../Rules/actions/follow-the-expert.md) to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. - -Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can [Stride](../../Rules/actions/stride.md) as a free action. - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/titan-swing-da.md b/Compendium/feats/titan-swing-da.md deleted file mode 100644 index 7deb6e50a..000000000 --- a/Compendium/feats/titan-swing-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/deviant -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Titan Swing"] ---- -# Titan Swing [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[deviant](../../Rules/traits/deviant-da.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Activity** Two-Action - -Your limbs tense as you deliver a mighty swing. Make a melee [Strike](../../Rules/actions/strike.md). If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you're at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you're at least 18th level, increase it to three extra dice and push the target by 15 feet. - -**Awakening** On a critical hit, you push the target back double the normal distance and knock it [prone](../../Rules/conditions.md#Prone). - -**Awakening** On a hit, you deal `1d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). This increases to `2d6` at 10th level and `3d6` at 18th level. - -*Source: Dark Archive p. 78* -%% #compendium/src/pf2e/da #trait/deviant #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/titan-wrestler.md b/Compendium/feats/titan-wrestler.md deleted file mode 100644 index 3c5249ce1..000000000 --- a/Compendium/feats/titan-wrestler.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Titan Wrestler"] ---- -# Titan Wrestler *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) - -You can attempt to [Disarm](../../Rules/actions/disarm.md), [Grapple](../../Rules/actions/grapple.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md) creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in [Athletics](../skills.md#Athletics). - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/titans-stature.md b/Compendium/feats/titans-stature.md deleted file mode 100644 index 983b06f74..000000000 --- a/Compendium/feats/titans-stature.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/instinct -- trait/polymorph -- trait/transmutation -aliases: ["Titan's Stature"] ---- -# Titan's Stature *Feat 12* -[barbarian](../../Rules/traits/barbarian.md) [instinct](../../Rules/traits/instinct.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: Giant instinct, [Giant's Stature](giants-stature.md) - -You grow to even greater size. When using Giant's Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the [clumsy](../../Rules/conditions.md#Clumsy) condition as long as you are Huge. - -*Source: Core Rulebook p. 92* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/instinct #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/to-battle-apg.md b/Compendium/feats/to-battle-apg.md deleted file mode 100644 index add22090b..000000000 --- a/Compendium/feats/to-battle-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/auditory -- trait/flourish -aliases: ["To Battle!"] ---- -# To Battle! [V](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md) -- **Activity** Varies ([>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") OR [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action")) - -With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately [Stride](../../Rules/actions/stride.md). If you spend 2 actions, that ally can use their reaction to immediately [Strike](../../Rules/actions/strike.md). - -*Source: Advanced Player's Guide p. 181* -%% #compendium/src/pf2e/apg #trait/archetype #trait/auditory #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/to-the-ends-of-the-earth.md b/Compendium/feats/to-the-ends-of-the-earth.md deleted file mode 100644 index c2de79a9c..000000000 --- a/Compendium/feats/to-the-ends-of-the-earth.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["To The Ends Of The Earth"] ---- -# To The Ends Of The Earth *Feat 20* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: legendary in [Survival](../skills.md#Survival) - -Your ability to track your prey has surpassed explanation, allowing you to trace your prey's movements and predict its location with ease. When you use [Hunt Prey](../../Rules/actions/hunt-prey.md) on a creature within 100 feet, you can follow that creature's movements, allowing you to know the creature's exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in [Nature](../skills.md#Nature) to track your prey's location across [teleportation](../../Rules/traits/teleportation.md) or planar travel. This feat gains the [detection](../../Rules/traits/detection.md), [divination](../../Rules/traits/divination.md), and [primal](../../Rules/traits/primal.md) traits if you're legendary in [Nature](../skills.md#Nature). - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/tomb-watchers-glare-locg.md b/Compendium/feats/tomb-watchers-glare-locg.md deleted file mode 100644 index ee8dc016c..000000000 --- a/Compendium/feats/tomb-watchers-glare-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/divine -- trait/dwarf -aliases: ["Tomb-watcher's Glare"] ---- -# Tomb-watcher's Glare *Feat 5* -[divine](../../Rules/traits/divine.md) [dwarf](../../Rules/traits/dwarf.md) - -- **Prerequisites**: death warden dwarf heritage - -When you critically hit an undead creature, or an undead creature critically fails a saving throw against one of your abilities, you drive your divine wrath home in your enemy's heart. The undead is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. - -*Source: Lost Omens: Character Guide p. 21* -%% #compendium/src/pf2e/locg #trait/divine #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/tongue-disarm-loag.md b/Compendium/feats/tongue-disarm-loag.md deleted file mode 100644 index 61de20b68..000000000 --- a/Compendium/feats/tongue-disarm-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/lizardfolk -aliases: ["Tongue Disarm"] ---- -# Tongue Disarm [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[lizardfolk](../../Rules/traits/lizardfolk-b1.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics), [Lightning Tongue](lightning-tongue-loag.md) -- **Activity** Single Action - -You lash out with your tongue to disarm your foe. You attempt to [Disarm](../../Rules/actions/disarm.md) a creature within 10 feet, ignoring the requirement that you must have at least one hand free. - -*Source: Lost Omens: Ancestry Guide p. 47* -%% #compendium/src/pf2e/loag #trait/lizardfolk %% \ No newline at end of file diff --git a/Compendium/feats/tongue-tether-lome.md b/Compendium/feats/tongue-tether-lome.md deleted file mode 100644 index 34c0c693e..000000000 --- a/Compendium/feats/tongue-tether-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/grippli -aliases: ["Tongue Tether"] ---- -# Tongue Tether *Feat 9* -[grippli](../../Rules/traits/grippli-b2.md) - -- **Prerequisites**: snaptongue grippli - -Your tongue can momentarily latch on as readily as your hands. So long as you can freely open your mouth, you do not need free hands in order to [Disarm](../../Rules/actions/disarm.md), [Grab an Edge](../../Rules/actions/grab-an-edge.md), or [Trip](../../Rules/actions/trip.md). If you have the Long Tongue feat, you can [Disarm](../../Rules/actions/disarm.md), [Grab an Edge](../../Rules/actions/grab-an-edge.md), and [Trip](../../Rules/actions/trip.md) with your tongue at a distance that is 5 feet beyond your normal reach. - -*Source: Lost Omens: The Mwangi Expanse p. 122* -%% #compendium/src/pf2e/lome #trait/grippli %% \ No newline at end of file diff --git a/Compendium/feats/tools-of-the-trade-apg.md b/Compendium/feats/tools-of-the-trade-apg.md deleted file mode 100644 index 33a11ce10..000000000 --- a/Compendium/feats/tools-of-the-trade-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Tools Of The Trade"] ---- -# Tools Of The Trade *Feat 4* -[archetype](../../Rules/traits/archetype.md) - - -You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: [bola](../equipment/items/bola-apg.md), [sap](../equipment/items/sap.md), and [whip](../equipment/items/whip.md). You gain access to [bolas](../equipment/items/bola-apg.md). Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed. - -In addition, you take no penalty when making a nonlethal attack with a weapon without the [nonlethal](../../Rules/traits/nonlethal.md) trait. - -*Source: Advanced Player's Guide p. 163* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/topple-foe-apg.md b/Compendium/feats/topple-foe-apg.md deleted file mode 100644 index 5046dc57e..000000000 --- a/Compendium/feats/topple-foe-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Topple Foe"] ---- -# Topple Foe [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Marshal Dedication](marshal-dedication-apg.md), trained in [Athletics](../skills.md#Athletics) -- **Activity** Reaction - -You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an [Athletics](../skills.md#Athletics) check to [Trip](../../Rules/actions/trip.md) the target of the triggering attack. - -*Source: Advanced Player's Guide p. 181* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/topple-giants-g-g.md b/Compendium/feats/topple-giants-g-g.md deleted file mode 100644 index ab186f4a3..000000000 --- a/Compendium/feats/topple-giants-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Topple Giants"] ---- -# Topple Giants *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md) - -When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success. - -When an ally within your overwatch field attempts to [Disarm](../../Rules/actions/disarm.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md) an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next [Athletics](../skills.md#Athletics) check rolled by a different ally to attempt the same action on the same target before that target's next turn. - -*Source: Guns & Gears p. 51* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/toppling-dance-apg.md b/Compendium/feats/toppling-dance-apg.md deleted file mode 100644 index 9167aaecd..000000000 --- a/Compendium/feats/toppling-dance-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/halfling -aliases: ["Toppling Dance"] ---- -# Toppling Dance *Feat 13* -[halfling](../../Rules/traits/halfling.md) - -- **Prerequisites**: [Dance Underfoot](dance-underfoot-apg.md) - -While sharing a creature's space using Dance Underfoot, your weapons and unarmed attacks gain the [trip](../../Rules/traits/trip.md) trait, but only against the creature whose space you share. You can be in the same space as a Large or larger [prone](../../Rules/conditions.md#Prone) creature, even if it's not your ally. - -*Source: Advanced Player's Guide p. 46* -%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/toppling-tentacles-lotgb.md b/Compendium/feats/toppling-tentacles-lotgb.md deleted file mode 100644 index 22469cf99..000000000 --- a/Compendium/feats/toppling-tentacles-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Toppling Tentacles"] ---- -# Toppling Tentacles *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [black tentacles](../spells/black-tentacles.md) - -When you cast [black tentacles](../spells/black-tentacles.md), replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to [Trip](../../Rules/actions/trip.md) each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked [prone](../../Rules/conditions.md#Prone) and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to [Trip](../../Rules/actions/trip.md) that creature if it isn't already [prone](../../Rules/conditions.md#Prone), and they deal `1d6` bludgeoning damage to any creature already [prone](../../Rules/conditions.md#Prone). Creatures treat the spell's area as difficult terrain. - -*Source: Lost Omens: The Grand Bazaar p. 125* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/torch-goblin-locg.md b/Compendium/feats/torch-goblin-locg.md deleted file mode 100644 index 134069989..000000000 --- a/Compendium/feats/torch-goblin-locg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Torch Goblin"] ---- -# Torch Goblin [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: charhide goblin heritage -- **Activity** Single Action - -You've spent enough time on fire that you know how to use it to your advantage. - -You can light yourself thoroughly on fire with a held torch, a bottle of alchemist's fire, or a similar incendiary, dealing yourself `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). As long as you are suffering [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage), all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes `1d6` fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) each round, as normal. - -## Torch Goblin leads to... - -[Scalding Spit](scalding-spit-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 38* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/torrential-backlash-da.md b/Compendium/feats/torrential-backlash-da.md deleted file mode 100644 index 2f8a4a485..000000000 --- a/Compendium/feats/torrential-backlash-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Torrential Backlash"] ---- -# Torrential Backlash [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](curse-maelstrom-dedication-da.md) -- **Requirements**: You are in a curse maelstrom state. -- **Activity** Two-Action - -Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take `1d6` negative damage for each level you have, with a basic Fortitude save. Your curse maelstrom state then ends. - -*Source: Dark Archive p. 169* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/touch-focus-frp2.md b/Compendium/feats/touch-focus-frp2.md deleted file mode 100644 index e63f2bba5..000000000 --- a/Compendium/feats/touch-focus-frp2.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp2 -- trait/archetype -- trait/manipulate -- trait/metamagic -aliases: ["Touch Focus"] ---- -# Touch Focus [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Sixth Pillar Dedication](sixth-pillar-dedication-frp2.md) -- **Activity** Single Action - -You can redirect a spell's power through you to deliver it within striking distance. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with 1 or more targets and a range farther than touch, you can change the range to touch. If the altered spell requires a spell attack roll, you gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. After you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you can [Disarm](../../Rules/actions/disarm.md), [Shove](../../Rules/actions/shove.md), [Trip](../../Rules/actions/trip.md), or [Strike](../../Rules/actions/strike.md) the target with an unarmed attack. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 77* -%% #compendium/src/pf2e/frp2 #trait/archetype #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/tough-skin-loil.md b/Compendium/feats/tough-skin-loil.md deleted file mode 100644 index e21eda6b6..000000000 --- a/Compendium/feats/tough-skin-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Tough Skin"] ---- -# Tough Skin *Feat 1* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: lethoci heritage or xyloshi heritage - -Your skin is medium armor in the plate armor group that grants a +4 item bonus to AC, and has a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and the [comfort](../../Rules/traits/comfort.md) trait. You can never wear other armor or remove your hide. You can etch armor runes onto your hide. - -If you're a lethoci kashrishi who takes this feat, your modifications also make you more buoyant, allowing you to [Swim](../../Rules/actions/swim.md) across the surface of even turbulent bodies of water without needing to make an [Athletics](../skills.md#Athletics) check. - -**Special.** You can take this feat only at 1st level, and you can't retrain into this feat. - -*Source: Lost Omens: Impossible Lands p. 44* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/tough-tumbler-ec3.md b/Compendium/feats/tough-tumbler-ec3.md deleted file mode 100644 index 952633844..000000000 --- a/Compendium/feats/tough-tumbler-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Tough Tumbler"] ---- -# Tough Tumbler *Feat 5* -[shoony](../../Rules/traits/shoony-ec3.md) - -- **Prerequisites**: [Scamper](scamper-apg.md) Underfoot - -You've taken your share of licks while scurrying around the battlefield and know how to defend yourself against opportunistic attackers. Your movement ends only when you critically fail an [Acrobatics](../skills.md#Acrobatics) check to [Tumble Through](../../Rules/actions/tumble-through.md) an enemy's space (or when you don't have enough Speed to move all the way through its space). You still trigger reactions on a failure to [Tumble Through](../../Rules/actions/tumble-through.md), but you gain a +1 circumstance bonus to AC against attacks that you trigger in this way. - -*Source: Extinction Curse #3: Life's Long Shadows p. 73* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/tower-shield-mastery-lokl.md b/Compendium/feats/tower-shield-mastery-lokl.md deleted file mode 100644 index 986820ec2..000000000 --- a/Compendium/feats/tower-shield-mastery-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Tower Shield Mastery"] ---- -# Tower Shield Mastery *Feat 20* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md) - -You've learned how to maximize the defensive abilities of your tower shield. You are constantly [quickened](../../Rules/conditions.md#Quickened) and can use the additional action only to [Take Cover](../../Rules/actions/take-cover.md) behind your tower shield after you have Raised it. - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/towering-presence-loil.md b/Compendium/feats/towering-presence-loil.md deleted file mode 100644 index 0cbc00c65..000000000 --- a/Compendium/feats/towering-presence-loil.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/concentrate -- trait/divine -- trait/illusion -- trait/polymorph -- trait/tiefling -- trait/transmutation -aliases: ["Towering Presence"] ---- -# Towering Presence [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [illusion](../../Rules/traits/illusion.md) [polymorph](../../Rules/traits/polymorph.md) [tiefling](../../Rules/traits/tiefling-b1.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Faultspawn](faultspawn-loil.md) -- **Frequency**: once per hour -- **Activity** Single Action - -You fill an area with your force of will, towering beyond where your true form should be. - -Increase your size to Large until the beginning of your next turn. Your equipment grows with you but returns to natural size if removed. You're [clumsy](../../Rules/conditions.md#Clumsy). Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. Towering Presence has no effect if you were already Large or larger. - -*Source: Lost Omens: Impossible Lands p. 33* -%% #compendium/src/pf2e/loil #trait/concentrate #trait/divine #trait/illusion #trait/polymorph #trait/tiefling #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/towering-size-som.md b/Compendium/feats/towering-size-som.md deleted file mode 100644 index 9eb97738b..000000000 --- a/Compendium/feats/towering-size-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Towering Size"] ---- -# Towering Size *Feat 12* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Prerequisites**: [Hulking Size](hulking-size-som.md) - -Your eidolon becomes even bigger. It becomes Huge, instead of Large, and the reach on all its attacks increases to 15 feet. - -*Source: Secrets of Magic p. 72* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/tracing-sigil-lotgb.md b/Compendium/feats/tracing-sigil-lotgb.md deleted file mode 100644 index c34b0c4e3..000000000 --- a/Compendium/feats/tracing-sigil-lotgb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Tracing Sigil"] ---- -# Tracing Sigil *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [sigil](../spells/sigil.md) - -When you cast [sigil](../spells/sigil.md), you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to [Track](../../Rules/actions/track.md) the target, substituting an [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) check (whichever matches the magical tradition of your [sigil](../spells/sigil.md) spell) for the [Survival](../skills.md#Survival) check. Much like [Tracking](../../Rules/actions/track.md) with [Survival](../skills.md#Survival), this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the [sigil](../spells/sigil.md) spell on the first target ends, and your mark fades. - -## Tracing Sigil leads to... - -[Beacon Mark](beacon-mark-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/train-animal.md b/Compendium/feats/train-animal.md deleted file mode 100644 index 2a13cc1ee..000000000 --- a/Compendium/feats/train-animal.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/downtime -- trait/general -- trait/manipulate -- trait/skill -aliases: ["Train Animal"] ---- -# Train Animal *Feat 1* -[downtime](../../Rules/traits/downtime.md) [general](../../Rules/traits/general.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Nature](../skills.md#Nature) - -You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the [Command an Animal](../../Rules/actions/command-an-animal.md) action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It's usually impossible to teach an animal a trick that uses critical thinking. If you're expert, master, or legendary in [Nature](../skills.md#Nature), you might be able to train more unusual creatures, at the GM's discretion. - -> [!success-degree] -> - **Success** The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a [Nature](../skills.md#Nature) check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. -> - **Failure** The animal doesn't learn the trick. - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/downtime #trait/general #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/trample-som.md b/Compendium/feats/trample-som.md deleted file mode 100644 index d7e767873..000000000 --- a/Compendium/feats/trample-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/eidolon -- trait/evolution -- trait/summoner -aliases: ["Trample"] ---- -# Trample [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[eidolon](../../Rules/traits/eidolon-som.md) [evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - -- **Activity** Three-Action - -Your eidolon [Strides](../../Rules/actions/stride.md) up to double its Speed and can move through the spaces of creatures at least one size smaller, Trampling each creature whose space it enters. It can attempt to Trample the same creature only once in a single Trample. It deals bludgeoning damage equal to the damage of its secondary attack against these creatures, which can attempt a basic Reflex save against your spell DC. - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/eidolon #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/trampling-charge-apg.md b/Compendium/feats/trampling-charge-apg.md deleted file mode 100644 index a092d1505..000000000 --- a/Compendium/feats/trampling-charge-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -aliases: ["Trampling Charge"] ---- -# Trampling Charge [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) -- **Requirements**: You are riding a mount that has a melee [Strike](../../Rules/actions/strike.md) using its legs (claw, talons, hoof, etc. -- **Activity** Three-Action - -You urge your mount forward, trampling enemies in your path. You command your mount to [Stride](../../Rules/actions/stride.md) up to its Speed (or to [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md), if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee [Strike](../../Rules/actions/strike.md) using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's [Athletics](../skills.md#Athletics) DC. On a critical failure, the creature also becomes [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your next turn. You can damage a given creature only once during this movement. - -*Source: Advanced Player's Guide p. 165* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/tranquil-sanctuary-loag.md b/Compendium/feats/tranquil-sanctuary-loag.md deleted file mode 100644 index df49e33b9..000000000 --- a/Compendium/feats/tranquil-sanctuary-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -aliases: ["Tranquil Sanctuary"] ---- -# Tranquil Sanctuary *Feat 5* -[aasimar](../../Rules/traits/aasimar-apg.md) - -- **Prerequisites**: [Idyllkin](idyllkin-loag.md) - -Whenever possible, you follow the serene path and encourage others to do the same. You can cast [sanctuary](../spells/sanctuary.md) once per day as a 1st-level divine innate spell. - -*Source: Lost Omens: Ancestry Guide p. 11* -%% #compendium/src/pf2e/loag #trait/aasimar %% \ No newline at end of file diff --git a/Compendium/feats/transcendent-realization-loil.md b/Compendium/feats/transcendent-realization-loil.md deleted file mode 100644 index 7821ae889..000000000 --- a/Compendium/feats/transcendent-realization-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Transcendent Realization"] ---- -# Transcendent Realization *Feat 9* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: Unlock Secret - -You've unleashed even more of your mind's limitless potential. Choose a 3rd-level occult spell, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate occult spell. - -*Source: Lost Omens: Impossible Lands p. 45* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/transcribe-moment-lopsg.md b/Compendium/feats/transcribe-moment-lopsg.md deleted file mode 100644 index a76c2c1b1..000000000 --- a/Compendium/feats/transcribe-moment-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Transcribe Moment"] ---- -# Transcribe Moment *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You gain the [transcribe moment](../spells/transcribe-moment-lopsg.md) focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](../../Rules/actions/refocus.md) by spending 10 minutes to study a text or record notes on your recent experiences. - -*Source: Lost Omens: Pathfinder Society Guide p. 45* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/translucent-skin-loag.md b/Compendium/feats/translucent-skin-loag.md deleted file mode 100644 index aa2346dd6..000000000 --- a/Compendium/feats/translucent-skin-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/undine -aliases: ["Translucent Skin"] ---- -# Translucent Skin *Feat 13* -[undine](../../Rules/traits/undine-b2.md) - - -Your body is translucent while underwater. Whenever you are fully submerged in water, you can [Hide](../../Rules/actions/hide.md) from other creatures even if you don't have cover against them and aren't [concealed](../../Rules/conditions.md#Concealed) from them. - -*Source: Lost Omens: Ancestry Guide p. 120* -%% #compendium/src/pf2e/loag #trait/undine %% \ No newline at end of file diff --git a/Compendium/feats/transposable-compliance-loil.md b/Compendium/feats/transposable-compliance-loil.md deleted file mode 100644 index 156609154..000000000 --- a/Compendium/feats/transposable-compliance-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/fleshwarp -aliases: ["Transposable Compliance"] ---- -# Transposable Compliance *Feat 5* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -Your protean vitality is fecund and many-succoring: your veins run with life-giving ichor that adapts to the blood and physiology of any body, and your skin molts on command, creating wound-stanching sheaths of tissue for yourself and others. You become trained in [Medicine](../skills.md#Medicine). If you were already trained in [Medicine](../skills.md#Medicine), you instead become trained in a skill of your choice. You can [Administer First Aid](../../Rules/actions/administer-first-aid.md) without healer's tools by using your physiology instead, but you must take 1 damage to make the attempt. Similarly, you can [Treat Wounds](../../Rules/actions/treat-wounds.md) without healer's tools but take `2d8` damage. You gain a +1 circumstance bonus on all [Medicine](../skills.md#Medicine) checks to [Administer First Aid](../../Rules/actions/administer-first-aid.md) and [Treat Wounds](../../Rules/actions/treat-wounds.md) using your own physiology. - -*Source: Lost Omens: Impossible Lands p. 29* -%% #compendium/src/pf2e/loil #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/transpose-som.md b/Compendium/feats/transpose-som.md deleted file mode 100644 index e57cdb799..000000000 --- a/Compendium/feats/transpose-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/concentrate -- trait/conjuration -- trait/manipulate -- trait/summoner -- trait/teleportation -aliases: ["Transpose"] ---- -# Transpose [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[concentrate](../../Rules/traits/concentrate.md) [conjuration](../../Rules/traits/conjuration.md) [manipulate](../../Rules/traits/manipulate.md) [summoner](../../Rules/traits/summoner-som.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Activity** Single Action - -You switch places with your eidolon. You each teleport to the other's position. - -**Special.** This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/concentrate #trait/conjuration #trait/manipulate #trait/summoner #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/trap-finder-investigator-apg.md b/Compendium/feats/trap-finder-investigator-apg.md deleted file mode 100644 index c5082025c..000000000 --- a/Compendium/feats/trap-finder-investigator-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Trap Finder (Investigator)"] ---- -# Trap Finder (Investigator) *Feat 1* -[investigator](../../Rules/traits/investigator-apg.md) - - -You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](../skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](../../Rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](../../Rules/actions/search.md). You still need to meet any other requirements to find the trap. - -You can disable traps that require a proficiency rank of master in [Thievery](../skills.md#Thievery). If you have master proficiency in [Thievery](../skills.md#Thievery), you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. - -*Source: Advanced Player's Guide p. 60* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/trap-finder-rogue.md b/Compendium/feats/trap-finder-rogue.md deleted file mode 100644 index defae6f94..000000000 --- a/Compendium/feats/trap-finder-rogue.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Trap Finder (Rogue)"] ---- -# Trap Finder (Rogue) *Feat 1* -[rogue](../../Rules/traits/rogue.md) - - -You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](../skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](../../Rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](../../Rules/actions/search.md). You still need to meet any other requirements to find the trap. - -You can disable traps that require a proficiency rank of master in [Thievery](../skills.md#Thievery). If you have master proficiency in [Thievery](../skills.md#Thievery), you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. - -*Source: Core Rulebook p. 183* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/trapsmith-dedication-g-g.md b/Compendium/feats/trapsmith-dedication-g-g.md deleted file mode 100644 index 31cd991c2..000000000 --- a/Compendium/feats/trapsmith-dedication-g-g.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Trapsmith Dedication"] ---- -# Trapsmith Dedication *Feat 4* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Snarecrafter Dedication](snarecrafter-dedication-apg.md) or [Snare Specialist](snare-specialist.md) ranger class feat - -You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are [concealed](../../Rules/conditions.md#Concealed) to that creature for 1 round, as a burst of steam obscures its vision. - -**Special.** You can't select another dedication feat until you have gained two other feats from the snarecrafter or trapsmith archetypes. - -## Trapsmith Dedication leads to... - -[Finessed Features](finessed-features-g-g.md), [Gear Gnash](gear-gnash-g-g.md), [Propeller Attachment](propeller-attachment-g-g.md), [Recycled Cogwheels](recycled-cogwheels-g-g.md), [Repurposed Parts](repurposed-parts-g-g.md) - -## Summary - -*Source: Guns & Gears p. 54* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/treacherous-earth-loag.md b/Compendium/feats/treacherous-earth-loag.md deleted file mode 100644 index 51c357e49..000000000 --- a/Compendium/feats/treacherous-earth-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/oread -aliases: ["Treacherous Earth"] ---- -# Treacherous Earth [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[oread](../../Rules/traits/oread-b2.md) - -- **Frequency**: once every 10 minutes -- **Activity** Single Action - -You have the power to shatter the earth into a shape of your devising. You crack the ground beneath you, creating difficult terrain in a 5-foot burst centered on one corner of your space. - -*Source: Lost Omens: Ancestry Guide p. 108* -%% #compendium/src/pf2e/loag #trait/oread %% \ No newline at end of file diff --git a/Compendium/feats/treat-condition-apg.md b/Compendium/feats/treat-condition-apg.md deleted file mode 100644 index 8401e1410..000000000 --- a/Compendium/feats/treat-condition-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/healing -- trait/manipulate -- trait/skill -aliases: ["Treat Condition"] ---- -# Treat Condition [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [healing](../../Rules/traits/healing.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Medic Dedication](medic-dedication-apg.md) -- **Requirements**: You are holding healer's tools, or you are wearing them and have a hand free. -- **Activity** Two-Action - -You treat an adjacent creature in an attempt to reduce the [clumsy](../../Rules/conditions.md#Clumsy), [enfeebled](../../Rules/conditions.md#Enfeebled), or [sickened](../../Rules/conditions.md#Sickened) condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your [Medicine](../skills.md#Medicine) modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have [Legendary Medic](legendary-medic.md); even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the [enfeebled](../../Rules/conditions.md#Enfeebled) condition a good character gains from carrying an [unholy weapon](../equipment/items/unholy.md)) has no effect as long as the circumstances continue. - -> [!success-degree] -> - **Critical Success** Reduce the condition value by 2. -> - **Success** Reduce the condition value by 1. -> - **Critical Failure** Increase the condition value by 1. - -## Treat Condition leads to... - -[Holistic Care](holistic-care-apg.md), [Preventative Treatment](preventative-treatment-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 184* -%% #compendium/src/pf2e/apg #trait/archetype #trait/healing #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/tree-climber-apg.md b/Compendium/feats/tree-climber-apg.md deleted file mode 100644 index 9ed1ac0de..000000000 --- a/Compendium/feats/tree-climber-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/elf -aliases: ["Tree Climber"] ---- -# Tree Climber *Feat 9* -[elf](../../Rules/traits/elf.md) - - -You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet. - -*Source: Advanced Player's Guide p. 43* -%% #compendium/src/pf2e/apg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/tree-climber-locg.md b/Compendium/feats/tree-climber-locg.md deleted file mode 100644 index 27a685159..000000000 --- a/Compendium/feats/tree-climber-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Tree Climber"] ---- -# Tree Climber *Feat 5* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: tailed goblin or treedweller goblin heritage - -Your time in forest or jungle canopies has taught you how to scramble across branches with sure feet. You gain a climb Speed of 10 feet. If you also have the [Cave Climber](cave-climber.md) ancestry feat, your total climb Speed increases to your land Speed when climbing trees.. - -*Source: Lost Omens: Character Guide p. 38* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/trees-ward-loil.md b/Compendium/feats/trees-ward-loil.md deleted file mode 100644 index b1cb36c74..000000000 --- a/Compendium/feats/trees-ward-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Tree's Ward"] ---- -# Tree's Ward *Feat 5* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -You've lived among trees for so long they recognize your presence and seek to protect you from harm. You can cast [protector tree](../spells/protector-tree-som.md) (Pathfinder Secrets of Magic 123) as a primal innate spell once per day. - -*Source: Lost Omens: Impossible Lands p. 38* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/trespass-teleportation-da.md b/Compendium/feats/trespass-teleportation-da.md deleted file mode 100644 index 480e4adca..000000000 --- a/Compendium/feats/trespass-teleportation-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/conjuration -- trait/occult -- trait/teleportation -- trait/thaumaturge -aliases: ["Trespass Teleportation"] ---- -# Trespass Teleportation [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[conjuration](../../Rules/traits/conjuration.md) [occult](../../Rules/traits/occult.md) [teleportation](../../Rules/traits/teleportation.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) -- **Trigger** The target of your [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) is within 120 feet and uses a [teleportation](../../Rules/traits/teleportation.md) effect. -- **Requirements**: You are benefiting from [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md). -- **Activity** Reaction - -You can hunt your foe to the ends of creation. You teleport along with the enemy, appearing the same direction and distance from it as you were before it teleported (or the nearest unoccupied space if your destination is occupied). Any allies affected by Share Weakness or Ubiquitous Weakness, if you have those abilities, can spend their reaction to teleport along with the enemy if they're within 120 of the enemy and choose to do so. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/conjuration #trait/occult #trait/teleportation #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/triangle-shot-apg.md b/Compendium/feats/triangle-shot-apg.md deleted file mode 100644 index 9c6e2df8a..000000000 --- a/Compendium/feats/triangle-shot-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/flourish -- trait/monk -aliases: ["Triangle Shot"] ---- -# Triangle Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[concentrate](../../Rules/traits/concentrate.md) [flourish](../../Rules/traits/flourish.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Monastic Archer Stance](monastic-archer-stance-apg.md), [Stunning Fist](stunning-fist.md) -- **Requirements**: You are in Monastic Archer Stance and wielding a bow usable with that stance. -- **Activity** Two-Action - -You string three arrows to your bow and fire them all at once. Make three ranged [Strikes](../../Rules/actions/strike.md) against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional –2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Fist benefit applies to Triangle Shot, even though it isn't a [Flurry of Blows](../../Rules/actions/flurry-of-blows.md). If all three [Strikes](../../Rules/actions/strike.md) hit, the target takes `3d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Advanced Player's Guide p. 131* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/flourish #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/triangulate-g-g.md b/Compendium/feats/triangulate-g-g.md deleted file mode 100644 index a50097475..000000000 --- a/Compendium/feats/triangulate-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/auditory -- trait/visual -aliases: ["Triangulate"] ---- -# Triangulate *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) - -Your spotter's quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don't take a penalty for attacking within your weapon's second range increment. - -The penalty you take for firing into further range increments is –3 for the third range increment, with an additional –2 penalty for each additional increment beyond the third (–5 for the fourth range increment, –7 for the fifth, and –9 for the sixth). - -*Source: Guns & Gears p. 138* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/auditory #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/trick-driver-dedication-g-g.md b/Compendium/feats/trick-driver-dedication-g-g.md deleted file mode 100644 index e4707139b..000000000 --- a/Compendium/feats/trick-driver-dedication-g-g.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Trick Driver Dedication"] ---- -# Trick Driver Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - - -You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. - -Whenever piloting a vehicle requires a [Piloting Lore](../skills.md#Lore) or [Sailing Lore](../skills.md#Lore) check, you can use your [Driving Lore](../skills.md#Lore) proficiency instead. - -You can use Dexterity in place of Intelligence when attempting piloting checks with [Driving Lore](../skills.md#Lore). You become an expert in [Driving Lore](../skills.md#Lore). At 7th level, you become a master in [Driving Lore](../skills.md#Lore), and at 15th level, you become legendary in [Driving Lore](../skills.md#Lore). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the trick driver archetype. - -## Trick Driver Dedication leads to... - -[Drive-by Attack](drive-by-attack-g-g.md), [Express Driver](express-driver-g-g.md), [Power Slide](power-slide-g-g.md), [Push It](push-it-g-g.md), [Roadkill](roadkill-g-g.md), [Take The Wheel](take-the-wheel-g-g.md) - -## Summary - -*Source: Guns & Gears p. 55* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/trick-magic-item.md b/Compendium/feats/trick-magic-item.md deleted file mode 100644 index c8d9635b3..000000000 --- a/Compendium/feats/trick-magic-item.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/manipulate -- trait/skill -aliases: ["Trick Magic Item"] ---- -# Trick Magic Item [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[general](../../Rules/traits/general.md) [manipulate](../../Rules/traits/manipulate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) -- **Activity** Single Action - -You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it. - -Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are [Arcana](../skills.md#Arcana) for arcane, [Nature](../skills.md#Nature) for primal, [Occultism](../skills.md#Occultism) for occult, [Religion](../skills.md#Religion) for divine, or any of the four for an item that has the [magical](../../Rules/traits/magical.md) trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation) - -If you activate a magic item that requires a spell attack roll or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus, and if you're legendary, you instead use the expert proficiency bonus. - -> [!success-degree] -> - **Success** For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. -> - **Failure** You can't use the item or try to trick it again this turn, but you can try again on subsequent turns. -> - **Critical Failure** You can't use the item, and you can't try to trick it again until your next daily preparations. - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/general #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/trick-shot-g-g.md b/Compendium/feats/trick-shot-g-g.md deleted file mode 100644 index 5cdb6a573..000000000 --- a/Compendium/feats/trick-shot-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Trick Shot"] ---- -# Trick Shot [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded crossbow or firearm. -- **Activity** Two-Action - -You shoot not at your foe but at an object nearby. Make a [Strike](../../Rules/actions/strike.md) with your firearm against an AC equal to an easy DC for your level (Core Rulebook 504). On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects. - -- **Dislodge Object** Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table. -- **Explosive Barrel** Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take `6d6` damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by `1d6` for every 2 levels you have above 10th. - -*Source: Guns & Gears p. 116* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/trickster-tengu-loag.md b/Compendium/feats/trickster-tengu-loag.md deleted file mode 100644 index 2d965f582..000000000 --- a/Compendium/feats/trickster-tengu-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Trickster Tengu"] ---- -# Trickster Tengu *Feat 17* -[tengu](../../Rules/traits/tengu-b1.md) - - -You can transform yourself or the bodies of others to express your displeasure. - -Once per day, you can cast either [aerial form](../spells/aerial-form.md) or [baleful polymorph](../spells/baleful-polymorph.md) as a 7th-level primal innate spell. You must take the form of a bird when using this [aerial form](../spells/aerial-form.md). - -*Source: Lost Omens: Ancestry Guide p. 60* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/tricksters-ace-investigator-apg.md b/Compendium/feats/tricksters-ace-investigator-apg.md deleted file mode 100644 index 321fd26a5..000000000 --- a/Compendium/feats/tricksters-ace-investigator-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/concentrate -- trait/investigator -aliases: ["Trickster's Ace (Investigator)"] ---- -# Trickster's Ace (Investigator) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[concentrate](../../Rules/traits/concentrate.md) [investigator](../../Rules/traits/investigator-apg.md) - -- **Trigger** You specify the trigger when you make your daily preparations (see Requirements below). -- **Requirements**: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the [Ready](../../Rules/actions/ready.md) action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. -- **Activity** Reaction - -Whether from jury-rigged magic items, deduction from the study of magical interactions, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations. - -*Source: Advanced Player's Guide p. 65* -%% #compendium/src/pf2e/apg #trait/concentrate #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/tricksters-ace-rogue.md b/Compendium/feats/tricksters-ace-rogue.md deleted file mode 100644 index d227a4aba..000000000 --- a/Compendium/feats/tricksters-ace-rogue.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/rogue -aliases: ["Trickster's Ace (Rogue)"] ---- -# Trickster's Ace (Rogue) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* -[concentrate](../../Rules/traits/concentrate.md) [rogue](../../Rules/traits/rogue.md) - -- **Trigger** You specify the trigger when you make your daily preparations (see Requirements below). -- **Requirements**: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the [Ready](../../Rules/actions/ready.md) action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. -- **Activity** Reaction - -Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. - -Once the contingency is triggered, the spell is expended until your next daily preparations. - -*Source: Core Rulebook p. 189* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/triggerbrand-blitz-loil.md b/Compendium/feats/triggerbrand-blitz-loil.md deleted file mode 100644 index 3534b931a..000000000 --- a/Compendium/feats/triggerbrand-blitz-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Triggerbrand Blitz"] ---- -# Triggerbrand Blitz [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the triggerbrand -- **Frequency**: once per minute -- **Requirements**: You're wielding a combination weapon. -- **Activity** Three-Action - -You dance through your foes, stabbing and shooting. You [Stride](../../Rules/actions/stride.md), making up to three Strikes with your combination weapon at any point during your movement, each against a different target. You can make any combination of melee and ranged attacks without needing to change modes to do so, though typically you can't make more than one ranged attack because of the need to reload. This counts as three attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making all three attacks. - -After using Triggerbrand Blitz, you become [fatigued](../../Rules/conditions.md#Fatigued) for 1 minute. - -*Source: Lost Omens: Impossible Lands p. 108* -%% #compendium/src/pf2e/loil #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/triggerbrand-salvo-loil.md b/Compendium/feats/triggerbrand-salvo-loil.md deleted file mode 100644 index edf3c0128..000000000 --- a/Compendium/feats/triggerbrand-salvo-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/flourish -- trait/gunslinger -aliases: ["Triggerbrand Salvo"] ---- -# Triggerbrand Salvo [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: way of the triggerbrand -- **Requirements**: You're wielding a combination weapon. -- **Activity** Single Action - -You slice, stab, or batter your opponent with the melee portion of your combination weapon before pulling the trigger at point-blank range. Make a melee [Strike](../../Rules/actions/strike.md) with your combination weapon. If the [Strike](../../Rules/actions/strike.md) is successful, you can immediately make a ranged [Strike](../../Rules/actions/strike.md) against the same target with that combination weapon, and you get a +2 circumstance bonus to the attack roll. This counts as two attacks toward your multiple attack penalty, but you don't apply the multiple attack penalty until after making both attacks. - -*Source: Lost Omens: Impossible Lands p. 108* -%% #compendium/src/pf2e/loil #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/triple-shot.md b/Compendium/feats/triple-shot.md deleted file mode 100644 index 3e5305135..000000000 --- a/Compendium/feats/triple-shot.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Triple Shot"] ---- -# Triple Shot *Feat 6* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: [Double Shot](double-shot.md) - -You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged [Strikes](../../Rules/actions/strike.md) instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them. - -## Triple Shot leads to... - -[Multishot Stance](multishot-stance.md) - -## Summary - -*Source: Core Rulebook p. 149* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/triple-threat.md b/Compendium/feats/triple-threat.md deleted file mode 100644 index fcbd2941c..000000000 --- a/Compendium/feats/triple-threat.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Triple Threat"] ---- -# Triple Threat *Feat 20* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: [Shared Prey](shared-prey.md) - -You can divide your attention three ways when hunting. When you use [Hunt Prey](../../Rules/actions/hunt-prey.md), you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies. - -*Source: Core Rulebook p. 177* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/triple-time.md b/Compendium/feats/triple-time.md deleted file mode 100644 index 2ee39ee55..000000000 --- a/Compendium/feats/triple-time.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Triple Time"] ---- -# Triple Time *Feat 4* -[bard](../../Rules/traits/bard.md) - - -You learn the [triple time](../spells/triple-time.md) composition cantrip, which speeds up you and your allies for a round. - -*Source: Core Rulebook p. 101* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/triumphant-inspiration-apg.md b/Compendium/feats/triumphant-inspiration-apg.md deleted file mode 100644 index 07270fab7..000000000 --- a/Compendium/feats/triumphant-inspiration-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Triumphant Inspiration"] ---- -# Triumphant Inspiration [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: warrior muse -- **Trigger** You critically hit a foe with a melee weapon [Strike](../../Rules/actions/strike.md) or a melee unarmed attack. -- **Activity** Free Action - -With a triumphant shout, you inspire your allies. You cast a composition cantrip you know that normally takes a single action to cast. - -*Source: Advanced Player's Guide p. 114* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/true-debilitating-bomb.md b/Compendium/feats/true-debilitating-bomb.md deleted file mode 100644 index 5e00b57db..000000000 --- a/Compendium/feats/true-debilitating-bomb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["True Debilitating Bomb"] ---- -# True Debilitating Bomb *Feat 14* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Greater Debilitating Bomb](greater-debilitating-bomb.md) - -Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use [Debilitating Bomb](debilitating-bomb.md), add the following to the list of effects you can choose from: [enfeebled](../../Rules/conditions.md#Enfeebled), [stupefied](../../Rules/conditions.md#Stupefied), or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success. - -*Source: Core Rulebook p. 80* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/true-gaze-lome.md b/Compendium/feats/true-gaze-lome.md deleted file mode 100644 index 0d49a99b3..000000000 --- a/Compendium/feats/true-gaze-lome.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/arcane -- trait/concentrate -- trait/divination -- trait/goloma -aliases: ["True Gaze"] ---- -# True Gaze [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 17* -[arcane](../../Rules/traits/arcane.md) [concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [goloma](../../Rules/traits/goloma-lome.md) - -- **Frequency**: once per hour -- **Activity** Single Action - -When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. When you use True Gaze, you gain the effects of a 6th-level [true seeing](../spells/true-seeing.md) spell, using your [Perception](../skills.md#Perception) modifier for the counteract check. - -*Source: Lost Omens: The Mwangi Expanse p. 118* -%% #compendium/src/pf2e/lome #trait/arcane #trait/concentrate #trait/divination #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/true-hypercognition.md b/Compendium/feats/true-hypercognition.md deleted file mode 100644 index 771927b19..000000000 --- a/Compendium/feats/true-hypercognition.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["True Hypercognition"] ---- -# True Hypercognition [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Enigma muse -- **Activity** Single Action - -Your mind works at an incredible pace. You instantly use up to five [Recall Knowledge](../../Rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](../../Rules/actions/recall-knowledge.md), you can't use them for these actions. - -*Source: Core Rulebook p. 103* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/true-perception-apg.md b/Compendium/feats/true-perception-apg.md deleted file mode 100644 index c95b1613f..000000000 --- a/Compendium/feats/true-perception-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/revelation -aliases: ["True Perception"] ---- -# True Perception *Feat 19* -[general](../../Rules/traits/general.md) [revelation](../../Rules/traits/revelation.md) - -- **Prerequisites**: legendary in [Perception](../skills.md#Perception) - -Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level [true seeing](../spells/true-seeing.md) spell, using your [Perception](../skills.md#Perception) modifier for the counteract check. - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general #trait/revelation %% \ No newline at end of file diff --git a/Compendium/feats/true-shapeshifter.md b/Compendium/feats/true-shapeshifter.md deleted file mode 100644 index 429fe5839..000000000 --- a/Compendium/feats/true-shapeshifter.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/concentrate -- trait/druid -aliases: ["True Shapeshifter"] ---- -# True Shapeshifter [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* -[concentrate](../../Rules/traits/concentrate.md) [druid](../../Rules/traits/druid.md) - -- **Prerequisites**: [Dragon Shape](dragon-shape.md), [Wild Shape](wild-shape.md) -- **Activity** Two-Action - -You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. - -Once per day, you can transform into a kaiju, with the effects of [nature incarnate](../spells/nature-incarnate.md); if you have [Plant Shape](plant-shape.md), you can instead transform into a green man. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/concentrate #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/true-transmogrification-som.md b/Compendium/feats/true-transmogrification-som.md deleted file mode 100644 index 5296cc67e..000000000 --- a/Compendium/feats/true-transmogrification-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["True Transmogrification"] ---- -# True Transmogrification *Feat 18* -[summoner](../../Rules/traits/summoner-som.md) - - -You transmogrify your eidolon each day. During your daily preparations, you can swap out any number of your evolution feats, each for a different evolution feat of an appropriate level for which you meet the prerequisites. - -These swaps last until your next daily preparations. - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/truespeech-loag.md b/Compendium/feats/truespeech-loag.md deleted file mode 100644 index b241cfee6..000000000 --- a/Compendium/feats/truespeech-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/aasimar -- trait/uncommon -aliases: ["Truespeech"] ---- -# Truespeech *Feat 13* -[aasimar](../../Rules/traits/aasimar-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Angelkin](angelkin-apg.md) - -It is paramount that you are understood and you understand others; language need not impede your message. You can cast [tongues](../spells/tongues.md) as a 5th-level divine innate spell once per day on yourself only. You gain a +1 status bonus to [Diplomacy](../skills.md#Diplomacy) checks for the duration of the spell when speaking to creatures with whom you already shared a language before casting. - -*Source: Lost Omens: Ancestry Guide p. 12* -%% #compendium/src/pf2e/loag #trait/aasimar #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/tumble-behind-rogue-apg.md b/Compendium/feats/tumble-behind-rogue-apg.md deleted file mode 100644 index 44f71f7b5..000000000 --- a/Compendium/feats/tumble-behind-rogue-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Tumble Behind (Rogue)"] ---- -# Tumble Behind (Rogue) *Feat 1* -[rogue](../../Rules/traits/rogue.md) - - -You tumble under and behind your foe to catch them off guard. When you successfully [Tumble Through](../../Rules/actions/tumble-through.md), the foe whose space you passed through is [flat-footed](../../Rules/conditions.md#Flat-footed) against the next attack you make before the end of your turn. - -*Source: Advanced Player's Guide p. 134* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/tumble-behind-swashbuckler-apg.md b/Compendium/feats/tumble-behind-swashbuckler-apg.md deleted file mode 100644 index 61da3ed47..000000000 --- a/Compendium/feats/tumble-behind-swashbuckler-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Tumble Behind (Swashbuckler)"] ---- -# Tumble Behind (Swashbuckler) *Feat 2* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - - -Your tumbling catches your foe off guard. When you [Tumble Through](../../Rules/actions/tumble-through.md) successfully, the foe you [Tumbled Through](../../Rules/actions/tumble-through.md) is [flat-footed](../../Rules/conditions.md#Flat-footed) against the next attack you make before the end of your turn. - -*Source: Advanced Player's Guide p. 89* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/tumbling-opportunist-apg.md b/Compendium/feats/tumbling-opportunist-apg.md deleted file mode 100644 index a03dfaf02..000000000 --- a/Compendium/feats/tumbling-opportunist-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/attack -aliases: ["Tumbling Opportunist"] ---- -# Tumbling Opportunist [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [attack](../../Rules/traits/attack.md) - -- **Prerequisites**: [Acrobat Dedication](acrobat-dedication-apg.md) -- **Frequency**: once per minute -- **Requirements**: Your most recent action was to [Tumble Through](../../Rules/actions/tumble-through.md) or Tumbling [Strike](../../Rules/actions/strike.md), and you successfully moved through an enemy's space. -- **Activity** Free Action - -You use a burst of stamina to perform a breathtaking feat of [Acrobatics](../skills.md#Acrobatics) as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to [Trip](../../Rules/actions/trip.md) the enemy whose space you moved through. You can use [Acrobatics](../skills.md#Acrobatics) instead of [Athletics](../skills.md#Athletics) for this check. - -*Source: Advanced Player's Guide p. 155* -%% #compendium/src/pf2e/apg #trait/archetype #trait/attack %% \ No newline at end of file diff --git a/Compendium/feats/tumbling-strike-apg.md b/Compendium/feats/tumbling-strike-apg.md deleted file mode 100644 index ee1f2bc2b..000000000 --- a/Compendium/feats/tumbling-strike-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/flourish -- trait/move -aliases: ["Tumbling Strike"] ---- -# Tumbling Strike [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) [move](../../Rules/traits/move.md) - -- **Prerequisites**: [Acrobat Dedication](acrobat-dedication-apg.md) -- **Requirements**: You are adjacent to an enemy. -- **Activity** Single Action - -Attempt an [Acrobatics](../skills.md#Acrobatics) check against the Reflex DC of an enemy adjacent to you. - -> [!success-degree] -> - **Critical Success** You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee [Strike](../../Rules/actions/strike.md) against the enemy whose space you moved through, and the enemy is [flat-footed](../../Rules/conditions.md#Flat-footed) against that [Strike](../../Rules/actions/strike.md). -> - **Success** As critical success, but the enemy isn't [flat-footed](../../Rules/conditions.md#Flat-footed) against the [Strike](../../Rules/actions/strike.md). -> - **Failure** You remain in your original space but can still [Strike](../../Rules/actions/strike.md). -> - **Critical Failure** No effect. - -*Source: Advanced Player's Guide p. 155* -%% #compendium/src/pf2e/apg #trait/archetype #trait/flourish #trait/move %% \ No newline at end of file diff --git a/Compendium/feats/tupilaq-carver-locg.md b/Compendium/feats/tupilaq-carver-locg.md deleted file mode 100644 index ba4414baa..000000000 --- a/Compendium/feats/tupilaq-carver-locg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -- trait/uncommon -aliases: ["Tupilaq Carver"] ---- -# Tupilaq Carver *Feat 1* -[human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Erutaki ethnicity -- **Prerequisites**: You have a spellcasting class feature with the divine or primal tradition - -You know the truth behind old stories that tell of sending a fetish of bone and sinew to seek vengeance. These old magics allow you to conjure constructs with ease. - -Add the [summon construct](../spells/summon-construct.md) spell to your spell list. The constructs you summon have a distinct ivory scrimshaw appearance, and if you include a drop of blood, lock of hair, or other portion of a creature's body as part of the spell's material component, the summoned construct gains a +4 status bonus to [Perception](../skills.md#Perception) checks to sense or locate that creature. - -*Source: Lost Omens: Character Guide p. 13* -%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/turn-away-misfortune-da.md b/Compendium/feats/turn-away-misfortune-da.md deleted file mode 100644 index d21fb1614..000000000 --- a/Compendium/feats/turn-away-misfortune-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/esoterica -- trait/fortune -- trait/manipulate -- trait/occult -- trait/thaumaturge -aliases: ["Turn Away Misfortune"] ---- -# Turn Away Misfortune [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* -[abjuration](../../Rules/traits/abjuration.md) [esoterica](../../Rules/traits/esoterica-da.md) [fortune](../../Rules/traits/fortune.md) [manipulate](../../Rules/traits/manipulate.md) [occult](../../Rules/traits/occult.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Trigger** You would attempt a roll affected by a [misfortune](../../Rules/traits/misfortune.md) effect. -- **Activity** Reaction - -You perform a superstition, such as casting salt over your shoulder to ward off bad luck. Turn Away Misfortune's [fortune](../../Rules/traits/fortune.md) trait cancels out the [misfortune](../../Rules/traits/misfortune.md) effect, causing you to roll normally. As normal, you can apply only one fortune ability to a roll, so if you Turned Away Misfortune on an attack roll, you couldn't also use an ability like [Halfling Luck](halfling-luck.md) to alter the roll further. - -*Source: Dark Archive p. 43* -%% #compendium/src/pf2e/da #trait/abjuration #trait/esoterica #trait/fortune #trait/manipulate #trait/occult #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/turn-back-the-clock-da.md b/Compendium/feats/turn-back-the-clock-da.md deleted file mode 100644 index 6a6346210..000000000 --- a/Compendium/feats/turn-back-the-clock-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/fortune -aliases: ["Turn Back the Clock"] ---- -# Turn Back the Clock [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [fortune](../../Rules/traits/fortune.md) - -- **Prerequisites**: [Chronoskimmer Dedication](chronoskimmer-dedication-da.md) -- **Frequency**: once per day -- **Trigger** You fail a skill check or saving throw. -- **Activity** Reaction - -After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll. - -*Source: Dark Archive p. 186* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/turn-to-mist-botd.md b/Compendium/feats/turn-to-mist-botd.md deleted file mode 100644 index ed61ec530..000000000 --- a/Compendium/feats/turn-to-mist-botd.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/concentrate -- trait/divine -- trait/transmutation -aliases: ["Turn to Mist"] ---- -# Turn to Mist [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divine](../../Rules/traits/divine.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Vampire Dedication](vampire-dedication-botd.md) -- **Frequency**: once per day -- **Activity** Single Action - -You turn into vapor, gaining the effects of [gaseous form](../spells/gaseous-form.md). - -## Turn to Mist leads to... - -[Mist Escape](mist-escape-botd.md) - -## Summary - -*Source: Book of the Dead p. 59* -%% #compendium/src/pf2e/botd #trait/archetype #trait/concentrate #trait/divine #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/turn-undead.md b/Compendium/feats/turn-undead.md deleted file mode 100644 index f940aa3ab..000000000 --- a/Compendium/feats/turn-undead.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Turn Undead"] ---- -# Turn Undead *Feat 2* -[cleric](../../Rules/traits/cleric.md) - - -Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a [heal](../spells/heal.md) spell to damage undead, each undead of your level or lower that critically fails its save gains the [fleeing](../../Rules/conditions.md#Fleeing) condition for 1 round. - -*Source: Core Rulebook p. 122* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md b/Compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md deleted file mode 100644 index b497e9396..000000000 --- a/Compendium/feats/turpin-rowe-lumberjack-dedication-ec3.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Turpin Rowe Lumberjack Dedication"] ---- -# Turpin Rowe Lumberjack Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You must befriend at least one Turpin Rowe logger. -- **Prerequisites**: trained in [Survival](../skills.md#Survival) - -Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in [Milling Lore](../skills.md#Lore) and [Forest Lore](../skills.md#Lore), or an expert if you were already trained. You can always [Take Cover](../../Rules/actions/take-cover.md) when you are within forest terrain to gain cover, even if you're not next to an obstacle you can [Take Cover](../../Rules/actions/take-cover.md) behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover). - -**Special.** You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype. - -## Turpin Rowe Lumberjack Dedication leads to... - -[Axe Climber](axe-climber-ec3.md), [Axe Thrower](axe-thrower-ec3.md), [Log Roll](log-roll-ec3.md), [Widen The Gap](widen-the-gap-ec3.md) - -## Summary - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #compendium/src/pf2e/ec3 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/tusks-apg.md b/Compendium/feats/tusks-apg.md deleted file mode 100644 index 0b659eca2..000000000 --- a/Compendium/feats/tusks-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Tusks"] ---- -# Tusks *Feat 1* -[orc](../../Rules/traits/orc.md) - - -You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals `1d6` piercing damage. Your tusks are in the brawling group and have the [finesse](../../Rules/traits/finesse.md) and [unarmed](../../Rules/traits/unarmed.md) traits. - -**Special.** You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your tusks. - -*Source: Advanced Player's Guide p. 18* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/tusks-locg.md b/Compendium/feats/tusks-locg.md deleted file mode 100644 index 21e7c050d..000000000 --- a/Compendium/feats/tusks-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/half-orc -aliases: ["Tusks"] ---- -# Tusks *Feat 1* -[half-orc](../../Rules/traits/half-orc.md) - - -Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds. You gain a jaws unarmed attack that deals `1d6` piercing damage. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. - -*Source: Lost Omens: Character Guide p. 15* -%% #compendium/src/pf2e/locg #trait/half-orc %% \ No newline at end of file diff --git a/Compendium/feats/tweak-appearances-aoa3.md b/Compendium/feats/tweak-appearances-aoa3.md deleted file mode 100644 index a2f716e98..000000000 --- a/Compendium/feats/tweak-appearances-aoa3.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa3 -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Tweak Appearances"] ---- -# Tweak Appearances *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) - -You spend 1 minute making quick adjustments to someone's clothing and appearance, causing their words to carry more weight with an audience of your choice. - -While speaking to that audience, the target gains a +1 item bonus to [Diplomacy](../skills.md#Diplomacy) and [Performance](../skills.md#Performance) checks. If you have master proficiency in [Crafting](../skills.md#Crafting), the bonus increases to +2; if you have legendary proficiency in [Crafting](../skills.md#Crafting), the bonus increases to +3. This bonus lasts until this ability is used on the target again, the situation they were prepared for ends, or they next change their outfit. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* -%% #compendium/src/pf2e/aoa3 #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/twin-distraction-apg.md b/Compendium/feats/twin-distraction-apg.md deleted file mode 100644 index 4d59ec349..000000000 --- a/Compendium/feats/twin-distraction-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Twin Distraction"] ---- -# Twin Distraction *Feat 4* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: [Twin Feint](twin-feint.md) -- **Requirements**: You are wielding two melee weapons, each in a different hand. - -Your movements with two weapons are so swift and disorienting that they befuddle your opponent. When using [Twin Feint](twin-feint.md), if both your [Strikes](../../Rules/actions/strike.md) deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become [stupefied](../../Rules/conditions.md#Stupefied) until the end of your next turn. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/twin-eidolon-som.md b/Compendium/feats/twin-eidolon-som.md deleted file mode 100644 index aa9bc1f07..000000000 --- a/Compendium/feats/twin-eidolon-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/polymorph -- trait/summoner -- trait/transmutation -aliases: ["Twin Eidolon"] ---- -# Twin Eidolon *Feat 20* -[polymorph](../../Rules/traits/polymorph.md) [summoner](../../Rules/traits/summoner-som.md) [transmutation](../../Rules/traits/transmutation.md) - - -You can transform to match your eidolon. When you [Manifest your Eidolon](../../Rules/actions/manifest-eidolon-som.md), you can call upon its powers to transform yourself into a duplicate until it unmanifests. - -You can't use this if you [Manifest your Eidolon](../../Rules/actions/manifest-eidolon-som.md) in an unusual way, such as [Meld into Eidolon](meld-into-eidolon-som.md). While using Twin Eidolon, you use your eidolon's statistics other than your mental ability modifiers, including its evolutions. You can't cast spells (except spells your eidolon could cast), Activate or otherwise benefit from magic items that normally benefit you and not your eidolon, or use other actions it can't perform. Any of its spells you cast with limited uses count against your eidolon's uses. You can [Manifest your Eidolon](../../Rules/actions/manifest-eidolon-som.md) again to end this effect. - -**Special.** This feat has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). - -*Source: Secrets of Magic p. 73* -%% #compendium/src/pf2e/som #trait/polymorph #trait/summoner #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/twin-feint.md b/Compendium/feats/twin-feint.md deleted file mode 100644 index 915c918f4..000000000 --- a/Compendium/feats/twin-feint.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Twin Feint"] ---- -# Twin Feint [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* -[rogue](../../Rules/traits/rogue.md) - -- **Requirements**: You are wielding two melee weapons, each in a different hand. -- **Activity** Two-Action - -You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one [Strike](../../Rules/actions/strike.md) with each of your two melee weapons, both against the same target. The target is automatically [flat-footed](../../Rules/conditions.md#Flat-footed) against the second attack. Apply your multiple attack penalty to the [Strikes](../../Rules/actions/strike.md) normally. - -## Twin Feint leads to... - -[Twin Distraction](twin-distraction-apg.md) - -## Summary - -*Source: Core Rulebook p. 183* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/twin-parry-fighter.md b/Compendium/feats/twin-parry-fighter.md deleted file mode 100644 index b99155a2d..000000000 --- a/Compendium/feats/twin-parry-fighter.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Twin Parry (Fighter)"] ---- -# Twin Parry (Fighter) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[fighter](../../Rules/traits/fighter.md) - -- **Requirements**: You are wielding two melee weapons, one in each hand. -- **Activity** Single Action - -You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](../../Rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. - -## Twin Parry (Fighter) leads to... - -[Twinned Defense (Fighter)](twinned-defense-fighter.md) - -## Summary - -*Source: Core Rulebook p. 147* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/twin-parry-ranger.md b/Compendium/feats/twin-parry-ranger.md deleted file mode 100644 index b13183647..000000000 --- a/Compendium/feats/twin-parry-ranger.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Twin Parry (Ranger)"] ---- -# Twin Parry (Ranger) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Requirements**: You are wielding two melee weapons, one in each hand. -- **Activity** Single Action - -You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](../../Rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/twin-parry-swashbuckler-apg.md b/Compendium/feats/twin-parry-swashbuckler-apg.md deleted file mode 100644 index aa74db4c9..000000000 --- a/Compendium/feats/twin-parry-swashbuckler-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Twin Parry (Swashbuckler)"] ---- -# Twin Parry (Swashbuckler) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Requirements**: You wield two melee weapons, one in each hand. -- **Activity** Single Action - -You use your weapons to parry. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](../../Rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. - -*Source: Advanced Player's Guide p. 90* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/twin-psyche-da.md b/Compendium/feats/twin-psyche-da.md deleted file mode 100644 index 464f05690..000000000 --- a/Compendium/feats/twin-psyche-da.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Twin Psyche"] ---- -# Twin Psyche *Feat 20* -[psychic](../../Rules/traits/psychic-da.md) - - -You've segmented your psyche so it can operate in tandem. When you [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md), you can double its duration. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/twin-riposte-fighter.md b/Compendium/feats/twin-riposte-fighter.md deleted file mode 100644 index 430ccaaab..000000000 --- a/Compendium/feats/twin-riposte-fighter.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Twin Riposte (Fighter)"] ---- -# Twin Riposte (Fighter) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[fighter](../../Rules/traits/fighter.md) - -- **Trigger** A creature within your reach critically fails a [Strike](../../Rules/actions/strike.md) against you. -- **Requirements**: You are benefiting from [Twin Parry](twin-parry-fighter.md). -- **Activity** Reaction - -A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee [Strike](../../Rules/actions/strike.md) or use a [Disarm](../../Rules/actions/disarm.md) action against the triggering opponent. - -*Source: Core Rulebook p. 151* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/twin-riposte-ranger.md b/Compendium/feats/twin-riposte-ranger.md deleted file mode 100644 index 835392447..000000000 --- a/Compendium/feats/twin-riposte-ranger.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Twin Riposte (Ranger)"] ---- -# Twin Riposte (Ranger) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[ranger](../../Rules/traits/ranger.md) - -- **Trigger** A creature within your reach critically fails a [Strike](../../Rules/actions/strike.md) against you. -- **Requirements**: You are benefiting from [Twin Parry](twin-parry-fighter.md). -- **Activity** Reaction - -A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee [Strike](../../Rules/actions/strike.md) or use a [Disarm](../../Rules/actions/disarm.md) action against the triggering opponent. - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/twin-shot-knockdown-g-g.md b/Compendium/feats/twin-shot-knockdown-g-g.md deleted file mode 100644 index 86632a5fc..000000000 --- a/Compendium/feats/twin-shot-knockdown-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Twin Shot Knockdown"] ---- -# Twin Shot Knockdown [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding a loaded crossbow or loaded firearm in each hand. -- **Activity** Two-Action - -You fire at an enemy while targeting a part of its anatomy that will disrupt its balance. Make two [Strikes](../../Rules/actions/strike.md) against the same target, one with each of the required weapons. If both [Strikes](../../Rules/actions/strike.md) are successful, the target is also knocked [prone](../../Rules/conditions.md#Prone). - -*Source: Guns & Gears p. 116* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/twin-takedown.md b/Compendium/feats/twin-takedown.md deleted file mode 100644 index d140c57cf..000000000 --- a/Compendium/feats/twin-takedown.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/flourish -- trait/ranger -aliases: ["Twin Takedown"] ---- -# Twin Takedown [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[flourish](../../Rules/traits/flourish.md) [ranger](../../Rules/traits/ranger.md) - -- **Frequency**: once per round -- **Requirements**: You are wielding two melee weapons, each in a different hand. -- **Activity** Single Action - -You swiftly attack your [hunted prey](../../Rules/actions/hunt-prey.md) with both weapons. Make two [Strikes](../../Rules/actions/strike.md) against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each [Strike](../../Rules/actions/strike.md) normally. - -*Source: Core Rulebook p. 171* -%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/twin-weakness-da.md b/Compendium/feats/twin-weakness-da.md deleted file mode 100644 index 8a02f3d1e..000000000 --- a/Compendium/feats/twin-weakness-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/esoterica -- trait/thaumaturge -aliases: ["Twin Weakness"] ---- -# Twin Weakness [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[esoterica](../../Rules/traits/esoterica-da.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: mortal weakness or personal antithesis -- **Requirements**: You're holding an implement and a weapon, you are using [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) with mortal weakness or personal antithesis, and the target creature is within reach of both your implement and weapon. -- **Activity** Two-Action - -As you make an attack augmented by your esoterica, you also press your implement against the creature, applying its weakness as your implement's energies sear the creature's flesh. Make a melee [Strike](../../Rules/actions/strike.md) against the target of your [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md). On any attack roll result but a critical failure, you also press your implement against the creature, automatically dealing the additional damage from [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md). This is in addition to any damage from your [Strike](../../Rules/actions/strike.md), including the weakness the [Strike](../../Rules/actions/strike.md) applies from [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md). This counts as two attacks when calculating your multiple attack penalty. - -*Source: Dark Archive p. 45* -%% #compendium/src/pf2e/da #trait/esoterica #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/twinned-defense-fighter.md b/Compendium/feats/twinned-defense-fighter.md deleted file mode 100644 index b725b650b..000000000 --- a/Compendium/feats/twinned-defense-fighter.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/stance -aliases: ["Twinned Defense (Fighter)"] ---- -# Twinned Defense (Fighter) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[fighter](../../Rules/traits/fighter.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Twin Parry](twin-parry-fighter.md) -- **Requirements**: You are wielding two melee weapons, one in each hand. -- **Activity** Single Action - -You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the [Twin Parry](twin-parry-fighter.md) action. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/twinned-defense-swashbuckler-apg.md b/Compendium/feats/twinned-defense-swashbuckler-apg.md deleted file mode 100644 index bd6dc1c42..000000000 --- a/Compendium/feats/twinned-defense-swashbuckler-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/stance -- trait/swashbuckler -aliases: ["Twinned Defense (Swashbuckler)"] ---- -# Twinned Defense (Swashbuckler) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[stance](../../Rules/traits/stance.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: Twin Parry -- **Requirements**: You wield two melee weapons, one in each hand. -- **Activity** Single Action - -You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action. - -*Source: Advanced Player's Guide p. 93* -%% #compendium/src/pf2e/apg #trait/stance #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/twist-healing-loag.md b/Compendium/feats/twist-healing-loag.md deleted file mode 100644 index 147316aa1..000000000 --- a/Compendium/feats/twist-healing-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Twist Healing"] ---- -# Twist Healing *Feat 17* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: ability to cast [heal](../spells/heal.md) and [harm](../spells/harm.md) - -Your connection to both life and undeath lets you twist the healing power of magic items to suit your own needs and aims. Whenever you [Activate an Item](../../Rules/actions/activate-an-item.md) to cast a [heal](../spells/heal.md) spell, you can invert its energy to produce the effects of an equivalent [harm](../spells/harm.md) spell instead. - -*Source: Lost Omens: Ancestry Guide p. 28* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/twist-the-knife.md b/Compendium/feats/twist-the-knife.md deleted file mode 100644 index abd25664f..000000000 --- a/Compendium/feats/twist-the-knife.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Twist The Knife"] ---- -# Twist The Knife [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[rogue](../../Rules/traits/rogue.md) - -- **Requirements**: Your last action was a melee [Strike](../../Rules/actions/strike.md) that dealt sneak attack damage to a [flat-footed](../../Rules/conditions.md#Flat-footed) target. -- **Activity** Single Action - -After stabbing your opponent in a weak spot, you tear the wound open. You deal [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) to the target equal to your number of sneak attack damage dice. - -*Source: Core Rulebook p. 186* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/twitchy-apg.md b/Compendium/feats/twitchy-apg.md deleted file mode 100644 index 8d08be1ca..000000000 --- a/Compendium/feats/twitchy-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/goblin -aliases: ["Twitchy"] ---- -# Twitchy *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using [Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy) to determine their initiative, your bonus to initiative from this feat increases to +4. - -*Source: Advanced Player's Guide p. 45* -%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/two-truths-da.md b/Compendium/feats/two-truths-da.md deleted file mode 100644 index 738da97ac..000000000 --- a/Compendium/feats/two-truths-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/reflection -aliases: ["Two Truths"] ---- -# Two Truths [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[reflection](../../Rules/traits/reflection-da.md) - -- **Prerequisites**: master in [Deception](../skills.md#Deception) -- **Activity** Single Action - -Your ability to imitate your progenitor is so strong, you can even convince yourself. When you use this action, you alter your thought processes to your progenitor or from your progenitor back to yourself. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak truly. - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/reflection %% \ No newline at end of file diff --git a/Compendium/feats/two-weapon-flurry.md b/Compendium/feats/two-weapon-flurry.md deleted file mode 100644 index aee58a224..000000000 --- a/Compendium/feats/two-weapon-flurry.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -- trait/press -aliases: ["Two-Weapon Flurry"] ---- -# Two-Weapon Flurry [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) [press](../../Rules/traits/press.md) - -- **Requirements**: You are wielding two weapons, each in a different hand. -- **Activity** Single Action - -You lash out with both your weapons in a sudden frenzy. [Strike](../../Rules/actions/strike.md) twice, once with each weapon. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/two-weapon-fusillade-g-g.md b/Compendium/feats/two-weapon-fusillade-g-g.md deleted file mode 100644 index 32d9e99fa..000000000 --- a/Compendium/feats/two-weapon-fusillade-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Two-weapon Fusillade"] ---- -# Two-weapon Fusillade [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[flourish](../../Rules/traits/flourish.md) [gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Requirements**: You're wielding two weapons, each in a different hand. -- **Activity** Single Action - -You attack with both your weapons in a furious barrage. [Strike](../../Rules/actions/strike.md) twice, once with each weapon. - -*Source: Guns & Gears p. 118* -%% #compendium/src/pf2e/g&g #trait/flourish #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/ubiquitous-gadgets-g-g.md b/Compendium/feats/ubiquitous-gadgets-g-g.md deleted file mode 100644 index 8d2f89a69..000000000 --- a/Compendium/feats/ubiquitous-gadgets-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Ubiquitous Gadgets"] ---- -# Ubiquitous Gadgets *Feat 8* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: [Gadget Specialist](gadget-specialist-g-g.md) - -They thought you had used up all your devices, but they thought wrong! You have a few more gadgets up your sleeve than others expect. Increase the number of temporary gadgets you can create each day by 2. - -**Special.** You can select this feat a second time if you are 14th level or higher. - -*Source: Guns & Gears p. 28* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/ubiquitous-overdrive-g-g.md b/Compendium/feats/ubiquitous-overdrive-g-g.md deleted file mode 100644 index 92281bba6..000000000 --- a/Compendium/feats/ubiquitous-overdrive-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Ubiquitous Overdrive"] ---- -# Ubiquitous Overdrive *Feat 20* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Prerequisites**: Shared [Overdrive](../../Rules/actions/overdrive-g-g.md) - -You prepare a variety of incredible gizmos on each of your allies, linking them together through careful modification to enable you to power them up all at once. During your daily preparations, select up to six willing allies. Whenever you [Overdrive](../../Rules/actions/overdrive-g-g.md), you grant the benefits of your overdrive to any of these allies you choose who are within 30 feet of you. The allies don't gain the increased damage from expert, master, or legendary overdrive. - -Construct Companions A construct companion is a loyal semi-sentient construct who follows your orders obediently and is roughly as intelligent as an animal. Your construct companion has the [minion](../../Rules/traits/minion.md) trait, and it gains 2 actions during your turn if you use the Command a Minion action to command it. - -If your companion is destroyed, you can spend 1 day of downtime and attempt a [Crafting](../skills.md#Crafting) check with a high DC for your level. On a success, you rebuild your companion. You can have only one construct companion at a time, and you can have either a construct companion or an animal companion, but not both. - -*Source: Guns & Gears p. 32* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/ubiquitous-weakness-da.md b/Compendium/feats/ubiquitous-weakness-da.md deleted file mode 100644 index 54733cbb3..000000000 --- a/Compendium/feats/ubiquitous-weakness-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/manipulate -- trait/thaumaturge -aliases: ["Ubiquitous Weakness"] ---- -# Ubiquitous Weakness *Feat 20* -[manipulate](../../Rules/traits/manipulate.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Share Weakness - -You've nurtured your bonds with your comrades, allowing you to share the benefits of your esoterica. When you use [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md) and choose mortal weakness, select any number of allies within 30 feet of you. Their [Strikes](../../Rules/actions/strike.md) apply the weakness from mortal weakness the same way your [Strikes](../../Rules/actions/strike.md) do. This benefit ends when you stop benefiting from [Exploit Vulnerability](../../Rules/actions/exploit-vulnerability-da.md). Since this effect depends on magically strengthening your bond to your allies, only allies with whom you've developed a rapport over the course of one or more days gain the benefit. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/manipulate #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/ultimate-flexibility-aoa6.md b/Compendium/feats/ultimate-flexibility-aoa6.md deleted file mode 100644 index d7092c8a1..000000000 --- a/Compendium/feats/ultimate-flexibility-aoa6.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa6 -- trait/fighter -- trait/uncommon -aliases: ["Ultimate Flexibility"] ---- -# Ultimate Flexibility *Feat 20* -[fighter](../../Rules/traits/fighter.md) [uncommon](../../Rules/traits/uncommon.md) - - -Your experience keeps you on your toes, allowing you to adapt to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of one. The first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats' prerequisites. In addition, you can adapt to the battlefield's challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. - -*Source: Age of Ashes #6: Broken Promises p. 77* -%% #compendium/src/pf2e/aoa6 #trait/fighter #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/ultimate-flexibility-apg.md b/Compendium/feats/ultimate-flexibility-apg.md deleted file mode 100644 index 66c1e8d8a..000000000 --- a/Compendium/feats/ultimate-flexibility-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/fighter -aliases: ["Ultimate Flexibility"] ---- -# Ultimate Flexibility *Feat 20* -[fighter](../../Rules/traits/fighter.md) - -- **Prerequisites**: improved flexibility - -Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats' prerequisites. In addition, you can adapt to the battlefield's challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can't trade out limited-use abilities that you've already used, such as [Determination](determination.md). - -*Source: Advanced Player's Guide p. 127* -%% #compendium/src/pf2e/apg #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/ultimate-mercy.md b/Compendium/feats/ultimate-mercy.md deleted file mode 100644 index c25e06b51..000000000 --- a/Compendium/feats/ultimate-mercy.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Ultimate Mercy"] ---- -# Ultimate Mercy *Feat 18* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: [Mercy](mercy.md) - -Your mercy transcends the bounds of life and death. When you use Mercy, you can cast [lay on hands](../spells/lay-on-hands.md) on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes [wounded](../../Rules/conditions.md#Wounded). You can't use Ultimate Mercy if the triggering effect was disintegrate or a [death](../../Rules/traits/death.md) effect. - -*Source: Core Rulebook p. 115* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/ultimate-polymath-apg.md b/Compendium/feats/ultimate-polymath-apg.md deleted file mode 100644 index ad79a763c..000000000 --- a/Compendium/feats/ultimate-polymath-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Ultimate Polymath"] ---- -# Ultimate Polymath *Feat 20* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: polymath muse - -You can flexibly cast all of your spells, granting a dizzying array of possible options. All of the spells in your repertoire are signature spells for you. - -*Source: Advanced Player's Guide p. 115* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/unassuming-dedication-locg.md b/Compendium/feats/unassuming-dedication-locg.md deleted file mode 100644 index 76d8d6de5..000000000 --- a/Compendium/feats/unassuming-dedication-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/halfling -- trait/uncommon -aliases: ["Unassuming Dedication"] ---- -# Unassuming Dedication *Feat 1* -[halfling](../../Rules/traits/halfling.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Uhlam ethnicity - -Your family instilled the values of care and patience into you from a young age. - -You gain a +1 circumstance bonus to checks to perform a downtime activity. - -*Source: Lost Omens: Character Guide p. 44* -%% #compendium/src/pf2e/locg #trait/halfling #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/unbalancing-blow.md b/Compendium/feats/unbalancing-blow.md deleted file mode 100644 index d3189f59d..000000000 --- a/Compendium/feats/unbalancing-blow.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Unbalancing Blow"] ---- -# Unbalancing Blow *Feat 2* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: Thief racket - -Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your [Strike](../../Rules/actions/strike.md) is a critical hit and deals damage, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. - -*Source: Core Rulebook p. 184* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/unbalancing-finisher-apg.md b/Compendium/feats/unbalancing-finisher-apg.md deleted file mode 100644 index ceb830bb0..000000000 --- a/Compendium/feats/unbalancing-finisher-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Unbalancing Finisher"] ---- -# Unbalancing Finisher [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[finisher](../../Rules/traits/finisher-apg.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -You attack with a flashy assault that leaves your target off balance. Make a melee [Strike](../../Rules/actions/strike.md). If you hit and deal damage, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) until the end of your next turn. - -*Source: Advanced Player's Guide p. 89* -%% #compendium/src/pf2e/apg #trait/finisher #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/unbalancing-sweep-apg.md b/Compendium/feats/unbalancing-sweep-apg.md deleted file mode 100644 index c89474184..000000000 --- a/Compendium/feats/unbalancing-sweep-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -- trait/flourish -- trait/open -aliases: ["Unbalancing Sweep"] ---- -# Unbalancing Sweep [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 12* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Activity** Three-Action - -You make a great sweep about yourself, knocking creatures off their feet and away from you. Choose up to three adjacent foes and choose whether to [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) all three of them. - -Whichever of the two options you choose, roll a separate [Athletics](../skills.md#Athletics) check against each foe, performing the same action against each foe. Each attempt counts toward your multiple attack penalty, but don't increase your penalty until you have made all the attempts. - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/unbelievable-escape-g-g.md b/Compendium/feats/unbelievable-escape-g-g.md deleted file mode 100644 index 0e1548552..000000000 --- a/Compendium/feats/unbelievable-escape-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Unbelievable Escape"] ---- -# Unbelievable Escape *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](unexpected-sharpshooter-dedication-g-g.md) - -Your ability to narrowly evade danger defies all logic. You can use [Lucky Escape](lucky-escape-g-g.md) once per hour instead of once per day. - -*Source: Guns & Gears p. 143* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unbelievable-luck-g-g.md b/Compendium/feats/unbelievable-luck-g-g.md deleted file mode 100644 index cef117e32..000000000 --- a/Compendium/feats/unbelievable-luck-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Unbelievable Luck"] ---- -# Unbelievable Luck *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Unexpected Sharpshooter Dedication](unexpected-sharpshooter-dedication-g-g.md) - -While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the [Accidental Shot](../../Rules/actions/accidental-shot-g-g.md) activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day. - -*Source: Guns & Gears p. 143* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unbound-freedom-loil.md b/Compendium/feats/unbound-freedom-loil.md deleted file mode 100644 index 59950aab3..000000000 --- a/Compendium/feats/unbound-freedom-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Unbound Freedom"] ---- -# Unbound Freedom *Feat 13* -[vanara](../../Rules/traits/vanara-loil.md) - - -Your future is no other person's to control, and the cycles of your fate sometimes step in to protect you when that control would be taken from you. Whenever you would gain the [controlled](../../Rules/conditions.md#Controlled) condition, you can attempt a DC 17 flat check. On a success, you don't gain the condition. - -*Source: Lost Omens: Impossible Lands p. 57* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/unbreakable-er-goblin-locg.md b/Compendium/feats/unbreakable-er-goblin-locg.md deleted file mode 100644 index 54641b10b..000000000 --- a/Compendium/feats/unbreakable-er-goblin-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/goblin -aliases: ["Unbreakable-er Goblin"] ---- -# Unbreakable-er Goblin *Feat 13* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: unbreakable goblin heritage - -As hard as most unbreakable goblin are to break, you are that much harder to break. You gain 20 Hit Points from your ancestry instead of 10. When you fall, you take no falling damage. If you have the [Bouncy Goblin](bouncy-goblin-locg.md) feat, after falling or jumping from a height of at least 20 feet, you can bounce back into the air, up to half the distance you fell (and half as far forward if you jumped). These bounces continue until you bounce less than 20 feet. - -*Source: Lost Omens: Character Guide p. 39* -%% #compendium/src/pf2e/locg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/unburdened-iron.md b/Compendium/feats/unburdened-iron.md deleted file mode 100644 index 1db578ee3..000000000 --- a/Compendium/feats/unburdened-iron.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/dwarf -aliases: ["Unburdened Iron"] ---- -# Unburdened Iron *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) - - -You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. - -In addition, any time you're taking a penalty to your Speed from some other reason (such as from the [encumbered](../../Rules/conditions.md#Encumbered) condition or from a spell), deduct 5 feet from the penalty. For example, the [encumbered](../../Rules/conditions.md#Encumbered) condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce. - -*Source: Core Rulebook p. 36* -%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/uncanny-agility-loag.md b/Compendium/feats/uncanny-agility-loag.md deleted file mode 100644 index e99cf2a2d..000000000 --- a/Compendium/feats/uncanny-agility-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Uncanny Agility"] ---- -# Uncanny Agility *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - - -You have near-supernatural poise that lets you move swiftly across the most unsteady surfaces. You gain the [Steady Balance](steady-balance.md) skill feat. You can [Step](../../Rules/actions/step.md) into difficult terrain caused by uneven ground, such as a rocky field or hilly incline. - -*Source: Lost Omens: Ancestry Guide p. 59* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/uncanny-awareness-loag.md b/Compendium/feats/uncanny-awareness-loag.md deleted file mode 100644 index f86b17901..000000000 --- a/Compendium/feats/uncanny-awareness-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/fleshwarp -aliases: ["Uncanny Awareness"] ---- -# Uncanny Awareness *Feat 5* -[fleshwarp](../../Rules/traits/fleshwarp-loag.md) - - -You have a keen sense of movement around you. You gain motion sense as an imprecise sense out to 30 feet. Motion sense allows you to detect nearby motion through vibration and air movement. - -*Source: Lost Omens: Ancestry Guide p. 94* -%% #compendium/src/pf2e/loag #trait/fleshwarp %% \ No newline at end of file diff --git a/Compendium/feats/uncanny-bombs.md b/Compendium/feats/uncanny-bombs.md deleted file mode 100644 index 47043782b..000000000 --- a/Compendium/feats/uncanny-bombs.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/alchemist -aliases: ["Uncanny Bombs"] ---- -# Uncanny Bombs *Feat 12* -[alchemist](../../Rules/traits/alchemist.md) - -- **Prerequisites**: [Far Lobber](far-lobber.md) - -You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the [bomb](../../Rules/traits/bomb.md) trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a [concealed](../../Rules/conditions.md#Concealed) creature. - -*Source: Core Rulebook p. 79* -%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/uncanny-cheeks-loag.md b/Compendium/feats/uncanny-cheeks-loag.md deleted file mode 100644 index 782f0816e..000000000 --- a/Compendium/feats/uncanny-cheeks-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ratfolk -aliases: ["Uncanny Cheeks"] ---- -# Uncanny Cheeks *Feat 9* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You squirrel away useful objects and seem to retrieve them at just the right time. - -You gain the [Prescient Consumable](prescient-consumable-apg.md) and [Prescient Planner](prescient-planner-apg.md) feats, except that you always withdraw the objects from your cheek pouches. This means the object you retrieve must fit in your cheek pouches; this is generally an item of negligible Bulk unless you also have the [Cheek Pouches](cheek-pouches-apg.md) feat. - -*Source: Lost Omens: Ancestry Guide p. 56* -%% #compendium/src/pf2e/loag #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/uncanny-dodge.md b/Compendium/feats/uncanny-dodge.md deleted file mode 100644 index b105ff1f3..000000000 --- a/Compendium/feats/uncanny-dodge.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -aliases: ["Uncanny Dodge"] ---- -# Uncanny Dodge *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Rogue Dedication](rogue-dedication.md) - -You gain the deny advantage class feature (page 181). - -*Source: Core Rulebook p. 229* -%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/uncanny-suction-sli.md b/Compendium/feats/uncanny-suction-sli.md deleted file mode 100644 index 5fb174d5a..000000000 --- a/Compendium/feats/uncanny-suction-sli.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -aliases: ["Uncanny Suction"] ---- -# Uncanny Suction *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Oozemorph Dedication](oozemorph-dedication-sli.md) - -Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the [Quick Climb](quick-climb.md) feat, your climb Speed is equal to your land Speed. - -In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being [Disarmed](../../Rules/actions/disarm.md). - -*Source: The Slithering p. 60* -%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unconventional-expertise.md b/Compendium/feats/unconventional-expertise.md deleted file mode 100644 index 999b09bab..000000000 --- a/Compendium/feats/unconventional-expertise.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/human -aliases: ["Unconventional Expertise"] ---- -# Unconventional Expertise *Feat 13* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Unconventional Weaponry](unconventional-weaponry.md), trained in the weapon you chose for [Unconventional Weaponry](unconventional-weaponry.md) - -You've continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry. - -*Source: Core Rulebook p. 58* -%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/unconventional-weaponry.md b/Compendium/feats/unconventional-weaponry.md deleted file mode 100644 index c6269463b..000000000 --- a/Compendium/feats/unconventional-weaponry.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/human -aliases: ["Unconventional Weaponry"] ---- -# Unconventional Weaponry *Feat 1* -[human](../../Rules/traits/human.md) - - -You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as [dwarf](../../Rules/traits/dwarf.md), [goblin](../../Rules/traits/goblin.md), or [orc](../../Rules/traits/orc.md)) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. - -If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. - -## Unconventional Weaponry leads to... - -[Unconventional Expertise](unconventional-expertise.md) - -## Summary - -*Source: Core Rulebook p. 57* -%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/undaunted-locg.md b/Compendium/feats/undaunted-locg.md deleted file mode 100644 index 9b576433f..000000000 --- a/Compendium/feats/undaunted-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/leshy -aliases: ["Undaunted"] ---- -# Undaunted *Feat 1* -[leshy](../../Rules/traits/leshy-b1.md) - - -Your spirit has endured many challenges over its long existence, and you are certain you can overcome whatever hardships life throws your way. You gain a +1 circumstance bonus to saves against [emotion](../../Rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](../../Rules/traits/emotion.md) effect, you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 54* -%% #compendium/src/pf2e/locg #trait/leshy %% \ No newline at end of file diff --git a/Compendium/feats/undead-companion-loag.md b/Compendium/feats/undead-companion-loag.md deleted file mode 100644 index 64e1e6304..000000000 --- a/Compendium/feats/undead-companion-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/dhampir -aliases: ["Undead Companion"] ---- -# Undead Companion *Feat 5* -[dhampir](../../Rules/traits/dhampir-b1.md) - -- **Prerequisites**: an animal companion or a familiar - -Your companion is also touched by undeath, a mix of a traditional companion and a skeleton, zombie, or stranger form of unlife. Your companion gains the [undead](../../Rules/traits/undead.md) trait instead of the [animal](../../Rules/traits/animal.md) trait and gains negative healing. It otherwise uses the normal rules for an animal companion or familiar; that means it can still be affected by many conditions or effects to which most undead are immune. - -*Source: Lost Omens: Ancestry Guide p. 28* -%% #compendium/src/pf2e/loag #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/undead-empathy-botd.md b/Compendium/feats/undead-empathy-botd.md deleted file mode 100644 index 0c9b6875e..000000000 --- a/Compendium/feats/undead-empathy-botd.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Undead Empathy"] ---- -# Undead Empathy *Feat 1* -[skeleton](../../Rules/traits/skeleton-b1.md) - - -Your relationship with undeath gives you a stronger bond with other undead. You can use [Diplomacy](../skills.md#Diplomacy) to [Make an Impression](../../Rules/actions/make-an-impression.md) on mindless undead or make simple requests of them. As long as there aren't living creatures nearby, they usually let you speak. If the undead creature currently is in the thrall of a creature whose level is higher than yours, you typically need a critical success on your [Diplomacy](../skills.md#Diplomacy) skill check. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/undead-master-dedication-botd.md b/Compendium/feats/undead-master-dedication-botd.md deleted file mode 100644 index 79c9954b5..000000000 --- a/Compendium/feats/undead-master-dedication-botd.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Undead Master Dedication"] ---- -# Undead Master Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: evil alignment - -You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214. - -Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your "active companion," follows you during exploration and encounters; the rest are reduced to an "inactive" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the Call Companion action (Advanced Player's Guide 160), with your undead companions taking the place of animal companions. - -**Special.** You can't select another dedication feat until you have gained two other feats from the undead master archetype. - -## Undead Master Dedication leads to... - -[Guardian Ghosts](guardian-ghosts-botd.md), [Their Master's Call](their-masters-call-botd.md) - -## Summary - -*Source: Book of the Dead p. 41* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/undead-slayer-apg.md b/Compendium/feats/undead-slayer-apg.md deleted file mode 100644 index dcb13d32b..000000000 --- a/Compendium/feats/undead-slayer-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Undead Slayer"] ---- -# Undead Slayer *Feat 5* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -Your knowledge of your own not-quite-living anatomy, combined with your experience in combat, helps you take down undead foes with ease. Against undead creatures, you gain a circumstance bonus to damage with weapons and unarmed attacks equal to the number of weapon damage dice for the [Strike](../../Rules/actions/strike.md). This bonus increases to double the number of weapon damage dice if your target has the [vampire](../../Rules/traits/vampire-b1.md) trait. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/undead-slayer-dedication-botd.md b/Compendium/feats/undead-slayer-dedication-botd.md deleted file mode 100644 index 596e5349d..000000000 --- a/Compendium/feats/undead-slayer-dedication-botd.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -aliases: ["Undead Slayer Dedication"] ---- -# Undead Slayer Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Religion](../skills.md#Religion) - -Your training has prepared you to recognize most undead on sight. You become trained in two [Lore](../skills.md#Lore) skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action. - -```ad-embed-ability -title: Slayer's Identification [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: You roll initiative and can observe a creature you know is undead - -**Effect** You attempt to [Recall Knowledge](../../../rules/actions/recall-knowledge.md) to identify the undead creature with a +1 circumstance bonus. If you're a master in the skill you're using to [Recall Knowledge](../../../rules/actions/recall-knowledge.md), you gain a +2 circumstance bonus instead. -``` - -## Undead Slayer Dedication leads to... - -[Blessed Medicine](blessed-medicine-botd.md), [Hunter's Sanctum](hunters-sanctum-botd.md), [Necromantic Resistance](necromantic-resistance-botd.md), [Slayer's Strike](slayers-strike-botd.md), [Slayer's Blessing](slayers-blessing-botd.md), [Frighten Undead](frighten-undead-botd.md), [Slayer's Presence](slayers-presence-botd.md), [Gear Up](gear-up-botd.md) - -## Summary - -*Source: Book of the Dead p. 28* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication %% diff --git a/Compendium/feats/underground-network-apg.md b/Compendium/feats/underground-network-apg.md deleted file mode 100644 index f9876c0a9..000000000 --- a/Compendium/feats/underground-network-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Underground Network"] ---- -# Underground Network *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: expert in [Society](../skills.md#Society), [Streetwise](streetwise.md) - -You're connected to groups that know what's going on in the streets, and you can get information out of them quickly. When you use [Society](../skills.md#Society) to [Gather Information](../../Rules/actions/gather-information.md) in an area where you have a network (typically a settlement where you've spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them. This usually takes about an hour, and it doesn't draw as much attention as [Gathering Information](../../Rules/actions/gather-information.md) in public might. The check and information gained otherwise follow the normal rules for [Gather Information](../../Rules/actions/gather-information.md). - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/underhanded-assault-apg.md b/Compendium/feats/underhanded-assault-apg.md deleted file mode 100644 index 45ab8eff2..000000000 --- a/Compendium/feats/underhanded-assault-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/rogue -aliases: ["Underhanded Assault"] ---- -# Underhanded Assault [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: trained in [Stealth](../skills.md#Stealth) -- **Activity** Two-Action - -You capitalize on the distraction provided by an ally. You [Sneak](../../Rules/actions/sneak.md) up to a foe adjacent to one of your allies. You can roll against the foe you're [Sneaking](../../Rules/actions/sneak.md) up on, even if it's currently [observing](../../Rules/conditions.md#Observed) you, as though you were [hidden](../../Rules/conditions.md#Hidden). You take a –2 penalty on your [Stealth](../skills.md#Stealth) check. If your [Stealth](../skills.md#Stealth) check against the chosen foe succeeds, you can make a melee [Strike](../../Rules/actions/strike.md) against that foe at the end of your [Sneak](../../Rules/actions/sneak.md). - -*Source: Advanced Player's Guide p. 134* -%% #compendium/src/pf2e/apg #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/underwater-marauder.md b/Compendium/feats/underwater-marauder.md deleted file mode 100644 index caf34cdfe..000000000 --- a/Compendium/feats/underwater-marauder.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Underwater Marauder"] ---- -# Underwater Marauder *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) - -You've learned to fight underwater. You are not [flat-footed](../../Rules/conditions.md#Flat-footed) while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water. - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/underwater-volcano-loag.md b/Compendium/feats/underwater-volcano-loag.md deleted file mode 100644 index 42d16e14f..000000000 --- a/Compendium/feats/underwater-volcano-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Underwater Volcano"] ---- -# Underwater Volcano *Feat 17* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You can cast [volcanic eruption](../spells/volcanic-eruption.md) as a 7th-level primal innate spell once per day, except that you can only evoke the volcano on the floor of a body of water, and the effects that normally happen to flying creatures happen to swimming creatures instead. - -*Source: Lost Omens: Ancestry Guide p. 16* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/underworld-investigator-apg.md b/Compendium/feats/underworld-investigator-apg.md deleted file mode 100644 index e1eb88729..000000000 --- a/Compendium/feats/underworld-investigator-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Underworld Investigator"] ---- -# Underworld Investigator *Feat 1* -[investigator](../../Rules/traits/investigator-apg.md) - - -Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in [Underworld Lore](../skills.md#Lore), and you gain your [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md) circumstance bonus to [Thievery](../skills.md#Thievery) checks to investigate the subject of your lead (such as checks to [Steal](../../Rules/actions/steal.md) a clue from a suspect or [Pick a Lock](../../Rules/actions/pick-a-lock.md) to open a safe with damning documents). - -*Source: Advanced Player's Guide p. 60* -%% #compendium/src/pf2e/apg #trait/investigator %% \ No newline at end of file diff --git a/Compendium/feats/undying-conviction-botd.md b/Compendium/feats/undying-conviction-botd.md deleted file mode 100644 index 66a4f03bc..000000000 --- a/Compendium/feats/undying-conviction-botd.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/aura -- trait/cleric -- trait/necromancy -- trait/oracle -- trait/uncommon -- trait/wizard -aliases: ["Undying Conviction"] ---- -# Undying Conviction *Feat 4* -[aura](../../Rules/traits/aura.md) [cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: able to create or control undead; cleric with a negative font, oracle of bones, or necromancer wizard - -Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30‑foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them [controlled](../../Rules/conditions.md#Controlled). - -**Special.** This feat has the trait matching your spellcasting tradition. - -*Source: Book of the Dead p. 33* -%% #compendium/src/pf2e/botd #trait/aura #trait/cleric #trait/necromancy #trait/oracle #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/undying-ferocity-apg.md b/Compendium/feats/undying-ferocity-apg.md deleted file mode 100644 index bcb2da435..000000000 --- a/Compendium/feats/undying-ferocity-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/orc -aliases: ["Undying Ferocity"] ---- -# Undying Ferocity *Feat 9* -[orc](../../Rules/traits/orc.md) - -- **Prerequisites**: [Orc Ferocity](orc-ferocity.md) - -You resist death's clutches with supernatural vigor. When you use [Orc Ferocity](orc-ferocity.md), you gain temporary Hit Points equal to your level. - -*Source: Advanced Player's Guide p. 19* -%% #compendium/src/pf2e/apg #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/uneasy-rest-lotgb.md b/Compendium/feats/uneasy-rest-lotgb.md deleted file mode 100644 index c14353cfc..000000000 --- a/Compendium/feats/uneasy-rest-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Uneasy Rest"] ---- -# Uneasy Rest *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [sleep](../spells/sleep.md) - -When you cast [sleep](../spells/sleep.md), you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unending-emptiness-som.md b/Compendium/feats/unending-emptiness-som.md deleted file mode 100644 index 57a46b4b8..000000000 --- a/Compendium/feats/unending-emptiness-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Unending Emptiness"] ---- -# Unending Emptiness *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: focus pool, [Shadowcaster Dedication](shadowcaster-dedication-som.md) - -You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the [darklight](../spells/darklight-som.md) domain spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 227* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unerring-shot-g-g.md b/Compendium/feats/unerring-shot-g-g.md deleted file mode 100644 index afa49c36c..000000000 --- a/Compendium/feats/unerring-shot-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Unerring Shot"] ---- -# Unerring Shot *Feat 18* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - - -Your senses are finely tuned to the slightest variations in the air, so much that you can place your shot exactly where you intend to aim it from any range possible with your weapon. When attacking with a ranged weapon in which you have master or greater proficiency, ignore the penalty from its range increment. (The weapon's maximum range is unchanged.) In addition, if your target has cover against your attack with such a weapon, it doesn't gain the bonus to AC if it has lesser cover, gets only the bonus of lesser cover if it has standard cover, or gains only the bonus of standard cover if it has greater cover. - -*Source: Guns & Gears p. 119* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/unexpected-sharpshooter-dedication-g-g.md b/Compendium/feats/unexpected-sharpshooter-dedication-g-g.md deleted file mode 100644 index 3e54d7cf8..000000000 --- a/Compendium/feats/unexpected-sharpshooter-dedication-g-g.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Unexpected Sharpshooter Dedication"] ---- -# Unexpected Sharpshooter Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per day - -Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity. - -```ad-embed-ability -title: Accidental Shot [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](../../../rules/traits/fortune.md) - -You make a [Strike](../../../rules/actions/strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](../../../rules/conditions.md#Concealed) or [hidden](../../../rules/conditions.md#Hidden). -%% #trait/fortune %% -``` - -**Special.** You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype. - -## Unexpected Sharpshooter Dedication leads to... - -[Chain Reaction](chain-reaction-g-g.md), [I Meant To Do That](i-meant-to-do-that-g-g.md), [Lucky Escape](lucky-escape-g-g.md), [No Hard Feelings](no-hard-feelings-g-g.md), [That Was A Close One, Huh?](that-was-a-close-one-huh-g-g.md), [Unbelievable Escape](unbelievable-escape-g-g.md), [Unbelievable Luck](unbelievable-luck-g-g.md) - -## Summary - -*Source: Guns & Gears p. 142* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% diff --git a/Compendium/feats/unexpected-shift-locg.md b/Compendium/feats/unexpected-shift-locg.md deleted file mode 100644 index 02a463133..000000000 --- a/Compendium/feats/unexpected-shift-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Unexpected Shift"] ---- -# Unexpected Shift [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[gnome](../../Rules/traits/gnome.md) - -- **Trigger** You would take damage from an attack, spell, or other effect. -- **Activity** Reaction - -Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the [dazzled](../../Rules/conditions.md#Dazzled) condition for 1 round. - -## Unexpected Shift leads to... - -[Fortuitous Shift](fortuitous-shift-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 32* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/unfazed-assessment-aoa5.md b/Compendium/feats/unfazed-assessment-aoa5.md deleted file mode 100644 index cb691cdf1..000000000 --- a/Compendium/feats/unfazed-assessment-aoa5.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/archetype -aliases: ["Unfazed Assessment"] ---- -# Unfazed Assessment [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zephyr Guard Dedication](zephyr-guard-dedication-aoa5.md), expert in [Perception](../skills.md#Perception) -- **Activity** Single Action - -You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a [Perception](../skills.md#Perception) check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #compendium/src/pf2e/aoa5 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unfetter-eidolon-som.md b/Compendium/feats/unfetter-eidolon-som.md deleted file mode 100644 index 865b6c973..000000000 --- a/Compendium/feats/unfetter-eidolon-som.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/summoner -aliases: ["Unfetter Eidolon"] ---- -# Unfetter Eidolon *Feat 1* -[summoner](../../Rules/traits/summoner-som.md) - - -You can allow your eidolon to travel far from your side. You learn the [unfetter eidolon](../spells/unfetter-eidolon-som.md) link spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Secrets of Magic p. 68* -%% #compendium/src/pf2e/som #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/unfettered-halfling.md b/Compendium/feats/unfettered-halfling.md deleted file mode 100644 index e0fb563f6..000000000 --- a/Compendium/feats/unfettered-halfling.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Unfettered Halfling"] ---- -# Unfettered Halfling *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to [Escape](../../Rules/actions/escape.md) or a saving throw against an effect that would impose the [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to [Grapple](../../Rules/actions/grapple.md) you, they get a critical failure instead. If a creature uses the [Grab](../../Rules/abilities/grab.md) ability on you, it must succeed at an [Athletics](../skills.md#Athletics) check to grab you instead of automatically grabbing you. - -*Source: Core Rulebook p. 52* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/unfettering-prankster-loil.md b/Compendium/feats/unfettering-prankster-loil.md deleted file mode 100644 index 13a22bff2..000000000 --- a/Compendium/feats/unfettering-prankster-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Unfettering Prankster"] ---- -# Unfettering Prankster *Feat 17* -[vanara](../../Rules/traits/vanara-loil.md) - - -You can uplift all around you with your pranks, causing you and your allies to receive divine guidance in all your movements to effortlessly avoid environmental hindrances. Once per day, you can cast [unfettered pack](../spells/unfettered-pack.md) as a divine innate spell. When you do so, you cast the spell by performing a divinely inspired prank. - -*Source: Lost Omens: Impossible Lands p. 57* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/unhampered-passage-apg.md b/Compendium/feats/unhampered-passage-apg.md deleted file mode 100644 index a003a7418..000000000 --- a/Compendium/feats/unhampered-passage-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/halfling -aliases: ["Unhampered Passage"] ---- -# Unhampered Passage *Feat 9* -[halfling](../../Rules/traits/halfling.md) - - -You won't allow others to restrain you. You can cast [freedom of movement](../spells/freedom-of-movement.md) on yourself as a primal innate spell once per day. - -*Source: Advanced Player's Guide p. 46* -%% #compendium/src/pf2e/apg #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/unified-theory.md b/Compendium/feats/unified-theory.md deleted file mode 100644 index ee2ae5977..000000000 --- a/Compendium/feats/unified-theory.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Unified Theory"] ---- -# Unified Theory *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: legendary in [Arcana](../skills.md#Arcana) - -You've started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) check, depending on the magic tradition, you can use [Arcana](../skills.md#Arcana) instead. If you would normally take a penalty or have a higher DC for using [Arcana](../skills.md#Arcana) on other magic (such as when using [Identify Magic](../../Rules/actions/identify-magic.md)), you no longer do so. - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/unimpeded-step.md b/Compendium/feats/unimpeded-step.md deleted file mode 100644 index 494d68d80..000000000 --- a/Compendium/feats/unimpeded-step.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Unimpeded Step"] ---- -# Unimpeded Step *Feat 1* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: Liberator cause - -With a burst of divine liberation, your ally's movement from your [Liberating Step](../../Rules/actions/liberating-step.md) is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. - -*Source: Core Rulebook p. 109* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/united-assault-lokl.md b/Compendium/feats/united-assault-lokl.md deleted file mode 100644 index 3f5391a78..000000000 --- a/Compendium/feats/united-assault-lokl.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/fighter -- trait/flourish -- trait/ranger -- trait/uncommon -aliases: ["United Assault"] ---- -# United Assault [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Knights of Lastwall have access to this feat. -- **Activity** Single Action - -Through countless battles, you've learned you're stronger when working alongside your allies. Make a [Strike](../../Rules/actions/strike.md). Your [Strike](../../Rules/actions/strike.md) gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus. - -*Source: Lost Omens: Knights of Lastwall p. 82* -%% #compendium/src/pf2e/lokl #trait/fighter #trait/flourish #trait/ranger #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/universal-longevity.md b/Compendium/feats/universal-longevity.md deleted file mode 100644 index aae719c04..000000000 --- a/Compendium/feats/universal-longevity.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Universal Longevity"] ---- -# Universal Longevity [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: [Expert Longevity](expert-longevity.md) -- **Frequency**: once per day -- **Activity** Single Action - -You've perfected your ability to keep up with all the skills you've learned over your long life, so you're almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with [Ancestral Longevity](ancestral-longevity.md) and [Expert Longevity](expert-longevity.md). - -*Source: Core Rulebook p. 41* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/universal-versatility.md b/Compendium/feats/universal-versatility.md deleted file mode 100644 index 471125817..000000000 --- a/Compendium/feats/universal-versatility.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/wizard -aliases: ["Universal Versatility"] ---- -# Universal Versatility *Feat 8* -[wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Universalist wizard, [Hand of the Apprentice](hand-of-the-apprentice.md) - -You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. - -You can use that school spell until your next daily preparations. When you [Refocus](../../Rules/actions/refocus.md), you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 211* -%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/unkillable-botd.md b/Compendium/feats/unkillable-botd.md deleted file mode 100644 index 708c8eb23..000000000 --- a/Compendium/feats/unkillable-botd.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Unkillable"] ---- -# Unkillable [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Zombie Dedication](zombie-dedication-botd.md) -- **Frequency**: once per hour -- **Trigger** You would be reduced to 0 HP. -- **Activity** Reaction - -You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a DC 6 flat check or your body deteriorates. - -*Source: Book of the Dead p. 61* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unlimited-demesne-da.md b/Compendium/feats/unlimited-demesne-da.md deleted file mode 100644 index d66886595..000000000 --- a/Compendium/feats/unlimited-demesne-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/arcane -- trait/conjuration -- trait/thaumaturge -aliases: ["Unlimited Demesne"] ---- -# Unlimited Demesne *Feat 20* -[arcane](../../Rules/traits/arcane.md) [conjuration](../../Rules/traits/conjuration.md) [thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: Thaumaturge's Demesne - -You can move your demesne here and there, bringing it wherever your journey takes you. Your demesne expands to a maximum of 10,000 square feet. Once per day, you can call your demesne forth, which takes 1 minute. This has the effects of resplendent mansion, except that it conjures your demesne from its previous location, with all the benefits of Thaumaturge's Demesne in addition to the those of the spell. You must be able to claim the new area, with the same restrictions as Thaumaturge's Demesne. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/arcane #trait/conjuration #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/unlimited-ghost-flight-botd.md b/Compendium/feats/unlimited-ghost-flight-botd.md deleted file mode 100644 index 590a8015e..000000000 --- a/Compendium/feats/unlimited-ghost-flight-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Unlimited Ghost Flight"] ---- -# Unlimited Ghost Flight *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Ghost Flight](ghost-flight-botd.md) - -You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes. - -*Source: Book of the Dead p. 47* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unlimited-potential-da.md b/Compendium/feats/unlimited-potential-da.md deleted file mode 100644 index 365cee384..000000000 --- a/Compendium/feats/unlimited-potential-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/manipulate -- trait/metamagic -- trait/psychic -aliases: ["Unlimited Potential"] ---- -# Unlimited Potential [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Frequency**: once per minute -- **Activity** Single Action - -The laws of magic can limit your mind only if you think you need them, and you've grown past the need for such limits. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/concentrate #trait/manipulate #trait/metamagic #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/unlock-secret-loil.md b/Compendium/feats/unlock-secret-loil.md deleted file mode 100644 index d2fb3bad0..000000000 --- a/Compendium/feats/unlock-secret-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Unlock Secret"] ---- -# Unlock Secret *Feat 5* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: Open Mind - -You delve deeper into your psychic potential. Choose a 1st-level occult spell, either a common spell or another to which you have access. You can cast that spell once per day as an innate occult spell. - -*Source: Lost Omens: Impossible Lands p. 44* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/unmistakable-lore.md b/Compendium/feats/unmistakable-lore.md deleted file mode 100644 index dde529298..000000000 --- a/Compendium/feats/unmistakable-lore.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Unmistakable Lore"] ---- -# Unmistakable Lore *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Lore](../skills.md#Lore) - -You never get information about your areas of expertise wrong. - -When you [Recall Knowledge](../../Rules/actions/recall-knowledge.md) using any [Lore](../skills.md#Lore) subcategory in which you're trained, if you roll a critical failure, you get a failure instead. If you're a master in a [Lore](../skills.md#Lore) subcategory, on a critical success, you gain even more information or context than usual. - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/unnerving-expansion-da.md b/Compendium/feats/unnerving-expansion-da.md deleted file mode 100644 index 2546627ad..000000000 --- a/Compendium/feats/unnerving-expansion-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Unnerving Expansion"] ---- -# Unnerving Expansion [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Curse Maelstrom Dedication](curse-maelstrom-dedication-da.md) -- **Activity** Single Action - -You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to [Demoralize](../../Rules/actions/demoralize.md) a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature. - -*Source: Dark Archive p. 169* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unnerving-prowess-lowg.md b/Compendium/feats/unnerving-prowess-lowg.md deleted file mode 100644 index ebfe4bfba..000000000 --- a/Compendium/feats/unnerving-prowess-lowg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Unnerving Prowess"] ---- -# Unnerving Prowess [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Aldori Duelist Dedication](aldori-duelist-dedication-lowg.md) -- **Trigger** You critically succeed at a [Strike](../../Rules/actions/strike.md) or [Disarm](../../Rules/actions/disarm.md) with your Aldori dueling sword -- **Activity** Free Action - -Your incredible skill with your blade unnerves your foes. You attempt to [Demoralize](../../Rules/actions/demoralize.md) the target of your [Strike](../../Rules/actions/strike.md) or [Disarm](../../Rules/actions/disarm.md). This [Demoralize](../../Rules/actions/demoralize.md) attempt does not have the [auditory](../../Rules/traits/auditory.md) trait, nor do you take a penalty to the check if the target doesn't understand your language. - -*Source: Lost Omens: World Guide p. 35* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unravel-mysteries-locg.md b/Compendium/feats/unravel-mysteries-locg.md deleted file mode 100644 index d2e48defb..000000000 --- a/Compendium/feats/unravel-mysteries-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/skill -aliases: ["Unravel Mysteries"] ---- -# Unravel Mysteries *Feat 8* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in a [Decipher Writing](../../Rules/actions/decipher-writing.md) skill, [Scrollmaster Dedication](scrollmaster-dedication-locg.md) - -You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you [Decipher Writing](../../Rules/actions/decipher-writing.md), you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual –2 circumstance penalty to further checks to decipher that text. - -*Source: Lost Omens: Character Guide p. 113* -%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/unrivaled-builder-ec3.md b/Compendium/feats/unrivaled-builder-ec3.md deleted file mode 100644 index a95025e2a..000000000 --- a/Compendium/feats/unrivaled-builder-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/shoony -aliases: ["Unrivaled Builder"] ---- -# Unrivaled Builder *Feat 13* -[shoony](../../Rules/traits/shoony-ec3.md) - -- **Prerequisites**: Handy with Your Paws - -Building things is like solving a puzzle, and you know how to use anything at your disposal to get the job done. You gain [creation](../spells/creation.md) as a 5th-level innate primal spell. You must have an equivalent Bulk of material to create an item, such as wood or scrap metal to make a wheelbarrow. You can cast this spell once each day. - -*Source: Extinction Curse #3: Life's Long Shadows p. 73* -%% #compendium/src/pf2e/ec3 #trait/shoony %% \ No newline at end of file diff --git a/Compendium/feats/unseat-apg.md b/Compendium/feats/unseat-apg.md deleted file mode 100644 index 34c30ef9b..000000000 --- a/Compendium/feats/unseat-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Unseat"] ---- -# Unseat [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Cavalier Dedication](cavalier-dedication-apg.md) -- **Requirements**: You are riding your mount and wielding a jousting weapon. -- **Activity** Single Action - -You attempt to knock an opponent off their mount. Make a melee [Strike](../../Rules/actions/strike.md) against a mounted opponent. If your attack hits, attempt an [Athletics](../skills.md#Athletics) check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands [prone](../../Rules/conditions.md#Prone). - -*Source: Advanced Player's Guide p. 165* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unseen-passage-loil.md b/Compendium/feats/unseen-passage-loil.md deleted file mode 100644 index 668cc3b3e..000000000 --- a/Compendium/feats/unseen-passage-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/gunslinger -- trait/investigator -- trait/ranger -- trait/rare -aliases: ["Unseen Passage"] ---- -# Unseen Passage *Feat 8* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) [investigator](../../Rules/traits/investigator-apg.md) [ranger](../../Rules/traits/ranger.md) [rare](../../Rules/traits/rare.md) - -- **Frequency**: once per day - -You have mastered a magical technique for moving through dangerous woodlands unseen. You can cast [pass without trace](../spells/pass-without-trace.md) as an innate primal spell heightened to a spell level equal to half your level rounded up. - -*Source: Lost Omens: Impossible Lands p. 129* -%% #compendium/src/pf2e/loil #trait/gunslinger #trait/investigator #trait/ranger #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/unshakable-grit-g-g.md b/Compendium/feats/unshakable-grit-g-g.md deleted file mode 100644 index 88e6ccf5d..000000000 --- a/Compendium/feats/unshakable-grit-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Unshakable Grit"] ---- -# Unshakable Grit *Feat 12* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: [Grit and Tenacity](grit-and-tenacity-g-g.md) - -You've become hardened by conflict after everything you've faced, and you possess a certain intractable stubbornness. If the reroll granted to you by your Grit and Tenacity reaction is a success, you get a critical success instead; if it's a critical failure, you get a failure instead. - -*Source: Guns & Gears p. 117* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/unshakable-idealism-locg.md b/Compendium/feats/unshakable-idealism-locg.md deleted file mode 100644 index f17747407..000000000 --- a/Compendium/feats/unshakable-idealism-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Unshakable Idealism"] ---- -# Unshakable Idealism *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md), expert in Will saves - -Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against [fear](../../Rules/traits/fear.md) effects and [emotion](../../Rules/traits/emotion.md) effects that inflict despair. When you would gain the [fleeing](../../Rules/conditions.md#Fleeing) condition, you can choose to stand your ground and be [stunned](../../Rules/conditions.md#Stunned) for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends. - -*Source: Lost Omens: Character Guide p. 94* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unstable-concoction-apg.md b/Compendium/feats/unstable-concoction-apg.md deleted file mode 100644 index fded13eb8..000000000 --- a/Compendium/feats/unstable-concoction-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/alchemist -aliases: ["Unstable Concoction"] ---- -# Unstable Concoction *Feat 10* -[alchemist](../../Rules/traits/alchemist.md) - - -You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them. When you use [Quick Alchemy](../../Rules/actions/quick-alchemy.md), you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level. You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it. Upon activating the item, attempt a DC 10 flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2. On a success, the item functions normally. On a failure, the item explodes, dealing force damage to the user equal to twice the item's level (doubled on a critical failure). - -*Source: Advanced Player's Guide p. 107* -%% #compendium/src/pf2e/apg #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/unstable-redundancies-g-g.md b/Compendium/feats/unstable-redundancies-g-g.md deleted file mode 100644 index 694a0a9a2..000000000 --- a/Compendium/feats/unstable-redundancies-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Unstable Redundancies"] ---- -# Unstable Redundancies [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Trigger** You would attempt the flat check for an unstable action, but you haven't rolled the flat check yet. -- **Activity** Free Action - -You've built triple redundancies into your innovation and added all sorts of buffers to protect it from the harm of your unstable experiments. You automatically succeed at the triggering flat check. - -You can't rely on your Unstable Redundancies again until you spend 10 minutes setting them back up. If you spend 10 minutes retuning your innovation so you can use unstable actions again, you can set up your Unstable Redundancies during the same time. - -*Source: Guns & Gears p. 31* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/unstoppable-juggernaut-apg.md b/Compendium/feats/unstoppable-juggernaut-apg.md deleted file mode 100644 index fd23492c6..000000000 --- a/Compendium/feats/unstoppable-juggernaut-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/barbarian -aliases: ["Unstoppable Juggernaut"] ---- -# Unstoppable Juggernaut *Feat 20* -[barbarian](../../Rules/traits/barbarian.md) - - -You have become a brutal, unstoppable force of nature, able to shrug off mortal wounds with ease. You gain resistance equal to 3 + your Constitution modifier to all damage, and your resistance from [raging](../../Rules/actions/rage.md) increases to 8 + your Constitution modifier. - -In addition, if you are reduced to 0 Hit Points while [raging](../../Rules/actions/rage.md), you can end your rage as a reaction to stay at 1 Hit Point. If you do, you become [wounded](../../Rules/conditions.md#Wounded) (or increase your [wounded](../../Rules/conditions.md#Wounded) condition by 2 if you are already [wounded](../../Rules/conditions.md#Wounded)). - -*Source: Advanced Player's Guide p. 111* -%% #compendium/src/pf2e/apg #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/unusual-composition.md b/Compendium/feats/unusual-composition.md deleted file mode 100644 index fbde1d34d..000000000 --- a/Compendium/feats/unusual-composition.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -- trait/concentrate -- trait/manipulate -- trait/metamagic -aliases: ["Unusual Composition"] ---- -# Unusual Composition [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: Polymath muse -- **Activity** Single Action - -You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is [auditory](../../Rules/traits/auditory.md) or [visual](../../Rules/traits/visual.md). - -*Source: Core Rulebook p. 102* -%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/unwavering-mien.md b/Compendium/feats/unwavering-mien.md deleted file mode 100644 index e4cf63565..000000000 --- a/Compendium/feats/unwavering-mien.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/elf -aliases: ["Unwavering Mien"] ---- -# Unwavering Mien *Feat 1* -[elf](../../Rules/traits/elf.md) - - -Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a [mental](../../Rules/traits/mental.md) effect that lasts at least 2 rounds, you can reduce the duration by 1 round. - -You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against [sleep](../../Rules/traits/sleep.md) effects, not against other forms of falling [unconscious](../../Rules/conditions.md#Unconscious). - -*Source: Core Rulebook p. 40* -%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/unwind-death-ooa3.md b/Compendium/feats/unwind-death-ooa3.md deleted file mode 100644 index 4bd5d5629..000000000 --- a/Compendium/feats/unwind-death-ooa3.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Unwind Death"] ---- -# Unwind Death [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Clockwork Reanimator Dedication](clockwork-reanimator-dedication-ooa3.md) -- **Requirements**: The target's body must be mostly intact. -- **Activity** Three-Action - -Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a DC 40 [Crafting](../skills.md#Crafting) check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the [wounded](../../Rules/conditions.md#Wounded) condition it had before [dying](../../Rules/conditions.md#Dying), increased by 1 (or [wounded](../../Rules/conditions.md#Wounded) if it wasn't [wounded](../../Rules/conditions.md#Wounded) before [dying](../../Rules/conditions.md#Dying)). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/unyielding-disguise-da.md b/Compendium/feats/unyielding-disguise-da.md deleted file mode 100644 index 54550572c..000000000 --- a/Compendium/feats/unyielding-disguise-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/reflection -- trait/transmutation -aliases: ["Unyielding Disguise"] ---- -# Unyielding Disguise *Feat 9* -[reflection](../../Rules/traits/reflection-da.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: ability to cast [humanoid form](../spells/humanoid-form.md) or [illusory disguise](../spells/illusory-disguise.md) - -When you cast [humanoid form](../spells/humanoid-form.md) or [illusory disguise](../spells/illusory-disguise.md) to alter your appearance, the spell's duration is 2 hours. At the end of the duration, you can extend the spell's duration for another hour, but doing so is taxing, making you [drained](../../Rules/conditions.md#Drained). You can keep extending it in this way, increasing your [drained](../../Rules/conditions.md#Drained) condition by 1 each time, to a maximum duration of 6 hours. - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/reflection #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/urgent-upwelling-som.md b/Compendium/feats/urgent-upwelling-som.md deleted file mode 100644 index d3c1abe69..000000000 --- a/Compendium/feats/urgent-upwelling-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -aliases: ["Urgent Upwelling"] ---- -# Urgent Upwelling [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Wellspring Mage Dedication](wellspring-mage-dedication-som.md) -- **Frequency**: once per 10 minutes -- **Trigger** An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect. -- **Activity** Reaction - -Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy. - -*Source: Secrets of Magic p. 249* -%% #compendium/src/pf2e/som #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/uzunjati-recollection-locg.md b/Compendium/feats/uzunjati-recollection-locg.md deleted file mode 100644 index be76f7cea..000000000 --- a/Compendium/feats/uzunjati-recollection-locg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/skill -aliases: ["Uzunjati Recollection"] ---- -# Uzunjati Recollection [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Uzunjati Storytelling](uzunjati-storytelling-locg.md), master in a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) skill -- **Activity** Single Action - -You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details. - -Halcyon Speaker One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring. - -## Uzunjati Recollection leads to... - -[Janatimo's Lessons](janatimos-lessons-lol.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 103* -%% #compendium/src/pf2e/locg #trait/archetype #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/uzunjati-storytelling-locg.md b/Compendium/feats/uzunjati-storytelling-locg.md deleted file mode 100644 index 4ca26ee67..000000000 --- a/Compendium/feats/uzunjati-storytelling-locg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -- trait/concentrate -- trait/skill -aliases: ["Uzunjati Storytelling"] ---- -# Uzunjati Storytelling [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Magaambyan Attendant Dedication](magaambyan-attendant-dedication-locg.md), Uzunjati affiliation, master in a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) skill -- **Activity** Single Action - -You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) in which you have expert proficiency, using the result entry for the [Perform](../../Rules/actions/perform.md) action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent [Diplomacy](../skills.md#Diplomacy) checks against the observers—or even change their attitudes—if the GM sees fit. This action is not a [Performance](../skills.md#Performance) and cannot be used in place of anything that requires you to [Perform](../../Rules/actions/perform.md). - -## Uzunjati Storytelling leads to... - -[Uzunjati Recollection](uzunjati-recollection-locg.md), [Janatimo's Lessons](janatimos-lessons-lol.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 102* -%% #compendium/src/pf2e/locg #trait/archetype #trait/concentrate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/vacate-vision-sli.md b/Compendium/feats/vacate-vision-sli.md deleted file mode 100644 index fb100de43..000000000 --- a/Compendium/feats/vacate-vision-sli.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sli -- trait/archetype -aliases: ["Vacate Vision"] ---- -# Vacate Vision [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Oozemorph Dedication](oozemorph-dedication-sli.md) -- **Trigger** You fail (but don't critically fail) a saving throw against an effect with the [visual](../../Rules/traits/visual.md) trait. -- **Activity** Reaction - -You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are [blinded](../../Rules/conditions.md#Blinded) for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns. - -*Source: The Slithering p. 59* -%% #compendium/src/pf2e/sli #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/vampire-dedication-botd.md b/Compendium/feats/vampire-dedication-botd.md deleted file mode 100644 index ceb15053e..000000000 --- a/Compendium/feats/vampire-dedication-botd.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Vampire Dedication"] ---- -# Vampire Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You were a killed by a vampire drinking your blood. - -You're a newly risen vampire. You gain the [undead](../../Rules/traits/undead.md) and [vampire](../../Rules/traits/vampire-b1.md) traits and the basic undead benefits (page 44), and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals `1d6` piercing damage. They're in the brawling group and have the [grapple](../../Rules/traits/grapple.md) and [unarmed](../../Rules/traits/unarmed.md) traits. You gain revulsion and sunlight vulnerabilities detailed on page 59 and the Drink Blood ability. - -```ad-embed-ability -title: Drink Blood [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Requirements**: A [grabbed](../../../rules/conditions.md#Grabbed), [paralyzed](../../../rules/conditions.md#Paralyzed), [restrained](../../../rules/conditions.md#Restrained), [unconscious](../../../rules/conditions.md#Unconscious), or willing creature is within your reach - -**Effect** You sink your fangs into that creature and drink its blood. This requires an [Athletics](../../../compendium/skills.md#Athletics) check against the victim's Fortitude DC if the victim is [grabbed](../../../rules/conditions.md#Grabbed), and automatically succeeds for any of the other conditions. If you succeed, the creature becomes [drained](../../../rules/conditions.md#Drained), and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the [drained](../../../rules/conditions.md#Drained) condition or grant you more temporary HP. -%% #trait/divine #trait/necromancy %% -``` - -## Vampire Dedication leads to... - -[Clinging Climber](clinging-climber-botd.md), [Daywalker](daywalker-botd.md), [Predatory Claws](predatory-claws-botd.md), [Vicious Fangs](vicious-fangs-botd.md), [Bat Form](bat-form-botd.md), [Turn to Mist](turn-to-mist-botd.md), [Mist Escape](mist-escape-botd.md), [Coffin Bound](coffin-bound-botd.md) - -## Summary - -*Source: Book of the Dead p. 58* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% diff --git a/Compendium/feats/vampire-lore-apg.md b/Compendium/feats/vampire-lore-apg.md deleted file mode 100644 index dd4b867f0..000000000 --- a/Compendium/feats/vampire-lore-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Vampire Lore"] ---- -# Vampire Lore *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -You were raised by your vampiric parent, or you've invested substantial time and energy researching the secrets of your undead progenitors. You gain the trained proficiency rank in [Religion](../skills.md#Religion) and [Society](../skills.md#Society). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Vampire Lore](../skills.md#Lore). - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/vanara-battle-clarity-loil.md b/Compendium/feats/vanara-battle-clarity-loil.md deleted file mode 100644 index 9f4f51569..000000000 --- a/Compendium/feats/vanara-battle-clarity-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Vanara Battle Clarity"] ---- -# Vanara Battle Clarity *Feat 13* -[vanara](../../Rules/traits/vanara-loil.md) - - -Your focus in combat is practically unshakable. - -While you can act, you aren't [flat-footed](../../Rules/conditions.md#Flat-footed) to [hidden](../../Rules/conditions.md#Hidden), [undetected](../../Rules/conditions.md#Undetected), or flanking creatures of your level or lower, or to creatures of your level or lower using surprise attack. - -*Source: Lost Omens: Impossible Lands p. 57* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/vanara-lore-loil.md b/Compendium/feats/vanara-lore-loil.md deleted file mode 100644 index 16dd3b588..000000000 --- a/Compendium/feats/vanara-lore-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Vanara Lore"] ---- -# Vanara Lore *Feat 1* -[vanara](../../Rules/traits/vanara-loil.md) - - -You attained the cultural training of a ba-sadhak, a seeker of treasures and rare delights. You become trained in [Survival](../skills.md#Survival) and [Thievery](../skills.md#Thievery). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You're also trained in the [Vanara Lore](../skills.md#Lore) skill. - -*Source: Lost Omens: Impossible Lands p. 55* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/vanara-weapon-expertise-loil.md b/Compendium/feats/vanara-weapon-expertise-loil.md deleted file mode 100644 index 39a4d4bda..000000000 --- a/Compendium/feats/vanara-weapon-expertise-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Vanara Weapon Expertise"] ---- -# Vanara Weapon Expertise *Feat 13* -[vanara](../../Rules/traits/vanara-loil.md) - -- **Prerequisites**: Vanara Weapon Familiarity - -Thanks to numerous joyous practice exercises, you've become an expert in vanara weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), and all vanara weapons in which you're trained. - -*Source: Lost Omens: Impossible Lands p. 57* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/vanara-weapon-familiarity-loil.md b/Compendium/feats/vanara-weapon-familiarity-loil.md deleted file mode 100644 index 0816cc471..000000000 --- a/Compendium/feats/vanara-weapon-familiarity-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Vanara Weapon Familiarity"] ---- -# Vanara Weapon Familiarity *Feat 1* -[vanara](../../Rules/traits/vanara-loil.md) - - -You favor weapons steeped in vanaran tradition. You gain access to, and are trained with, the bo staff, chakram, katar, panabas, and urumi (Pathfinder Lost Omens: Gods & Magic 121). In addition, you gain access to all uncommon vanara weapons. For the purpose of determining your proficiency, martial vanara weapons are simple weapons, and advanced vanara weapons are martial weapons. - -*Source: Lost Omens: Impossible Lands p. 55* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/vanara-weapon-trickery-loil.md b/Compendium/feats/vanara-weapon-trickery-loil.md deleted file mode 100644 index e9e3ca5e3..000000000 --- a/Compendium/feats/vanara-weapon-trickery-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Vanara Weapon Trickery"] ---- -# Vanara Weapon Trickery *Feat 5* -[vanara](../../Rules/traits/vanara-loil.md) - -- **Prerequisites**: Vanara Weapon Familiarity - -You've learned how to trick your foes using vanara weapons. Whenever you critically hit using a bo staff, chakram, katar, panabas, urumi (Gods & Magic 121), or vanara weapon, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Impossible Lands p. 56* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/vandal-apg.md b/Compendium/feats/vandal-apg.md deleted file mode 100644 index 2b5de08a1..000000000 --- a/Compendium/feats/vandal-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/goblin -aliases: ["Vandal"] ---- -# Vandal *Feat 5* -[goblin](../../Rules/traits/goblin.md) - - -You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in [Thievery](../skills.md#Thievery). If you would automatically become trained in [Thievery](../skills.md#Thievery) (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a [Strike](../../Rules/actions/strike.md) against a trap or an unattended object, you ignore the first 5 points of the object's Hardness. - -*Source: Advanced Player's Guide p. 45* -%% #compendium/src/pf2e/apg #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/vantage-shot-g-g.md b/Compendium/feats/vantage-shot-g-g.md deleted file mode 100644 index be9565dc2..000000000 --- a/Compendium/feats/vantage-shot-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Vantage Shot"] ---- -# Vantage Shot *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sniping Duo Dedication](sniping-duo-dedication-g-g.md) - -You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged [Strike](../../Rules/actions/strike.md) against a foe, your spotter can use a reaction to attempt a [Stealth](../skills.md#Stealth) check against the foe's [Perception](../skills.md#Perception) DC. - -On a success, the foe is [flat-footed](../../Rules/conditions.md#Flat-footed) against the spotter's next attack before the end of your spotter's next turn. Similarly, when your spotter successfully makes a ranged [Strike](../../Rules/actions/strike.md) against a foe, you can use a reaction to attempt a [Stealth](../skills.md#Stealth) check against the foe's [Perception](../skills.md#Perception) DC. On a success, the foe is [flat-footed](../../Rules/conditions.md#Flat-footed) against your next attack against them before the end of your next turn. - -*Source: Guns & Gears p. 139* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/vanths-weapon-execution-loag.md b/Compendium/feats/vanths-weapon-execution-loag.md deleted file mode 100644 index 38cffd6db..000000000 --- a/Compendium/feats/vanths-weapon-execution-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Vanth's Weapon Execution"] ---- -# Vanth's Weapon Execution *Feat 5* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - -- **Prerequisites**: [Vanth's Weapon Familiarity](vanths-weapon-familiarity-loag.md) - -You've trained in the finer points of dealing death. Whenever you critically hit using a [bo staff](../equipment/items/bo-staff.md), [longbow](../equipment/items/longbow.md), [composite longbow](../equipment/items/composite-longbow.md), [scythe](../equipment/items/scythe.md), or [staff](../equipment/items/staff.md), you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Ancestry Guide p. 31* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/vanths-weapon-expertise-loag.md b/Compendium/feats/vanths-weapon-expertise-loag.md deleted file mode 100644 index 4f802a277..000000000 --- a/Compendium/feats/vanths-weapon-expertise-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Vanth's Weapon Expertise"] ---- -# Vanth's Weapon Expertise *Feat 13* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - -- **Prerequisites**: [Vanth's Weapon Familiarity](vanths-weapon-familiarity-loag.md) - -Vanths themselves recognize you as an honorary reaper. - -Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in [bo staves](../equipment/items/bo-staff.md), [longbows](../equipment/items/longbow.md), [composite longbows](../equipment/items/composite-longbow.md), [scythes](../equipment/items/scythe.md), and [staves](../equipment/items/staff.md). - -*Source: Lost Omens: Ancestry Guide p. 32* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/vanths-weapon-familiarity-loag.md b/Compendium/feats/vanths-weapon-familiarity-loag.md deleted file mode 100644 index 8b4f0e18e..000000000 --- a/Compendium/feats/vanths-weapon-familiarity-loag.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Vanth's Weapon Familiarity"] ---- -# Vanth's Weapon Familiarity *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -You seek to emulate vanth reapers' fighting styles. You are trained with [bo staves](../equipment/items/bo-staff.md), [longbows](../equipment/items/longbow.md), [composite longbows](../equipment/items/composite-longbow.md), [scythes](../equipment/items/scythe.md), and [staves](../equipment/items/staff.md). - -## Vanth's Weapon Familiarity leads to... - -[Vanth's Weapon Execution](vanths-weapon-execution-loag.md), [Vanth's Weapon Expertise](vanths-weapon-expertise-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 31* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/variable-core-g-g.md b/Compendium/feats/variable-core-g-g.md deleted file mode 100644 index 87c2673b7..000000000 --- a/Compendium/feats/variable-core-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -- trait/modification -aliases: ["Variable Core"] ---- -# Variable Core *Feat 1* -[inventor](../../Rules/traits/inventor-g-g.md) [modification](../../Rules/traits/modification-g-g.md) - - -You adjust your innovation's core, changing the way it explodes. When you choose this feat, select acid, cold, or electricity. Your innovation's core runs on that power source. - -When using the [Explode](../../Rules/actions/explode-g-g.md) action, or any time your innovation explodes on a critical failure and damages you, change the damage type from fire damage to the type you chose. - -If you have the offensive boost|inventor|G&G|9 class feature and retrain Variable Core to a different damage type, you can also switch to a different offensive boost|inventor|G&G|9 that deals the same damage type if you wish. - -*Source: Guns & Gears p. 25* -%% #compendium/src/pf2e/g&g #trait/inventor #trait/modification %% \ No newline at end of file diff --git a/Compendium/feats/vehicle-mechanic-dedication-g-g.md b/Compendium/feats/vehicle-mechanic-dedication-g-g.md deleted file mode 100644 index 2d2302d56..000000000 --- a/Compendium/feats/vehicle-mechanic-dedication-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Vehicle Mechanic Dedication"] ---- -# Vehicle Mechanic Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Intelligence 14, trained in [Crafting](../skills.md#Crafting) - -You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in [Crafting](../skills.md#Crafting), and you choose one vehicle you own—or your party owns collectively—to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages. - -You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in [Crafting](../skills.md#Crafting), this bonus increases to +2. - -**Special.** You cannot select another dedication feat until you have gained two other feats from the mechanic archetype. - -## Vehicle Mechanic Dedication leads to... - -[Efficient Controls](efficient-controls-g-g.md), [Engine Bay](engine-bay-g-g.md), [Impervious Vehicle](impervious-vehicle-g-g.md), [Miraculous Flight](miraculous-flight-g-g.md), [Patch Job](patch-job-g-g.md), [Superior Propulsion](superior-propulsion-g-g.md) - -## Summary - -*Source: Guns & Gears p. 56* -%% #compendium/src/pf2e/g&g #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/veil-may-loag.md b/Compendium/feats/veil-may-loag.md deleted file mode 100644 index 4f482d502..000000000 --- a/Compendium/feats/veil-may-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -- trait/lineage -aliases: ["Veil May"] ---- -# Veil May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Born of a blood hag, a fiery blood drinker [hidden](../../Rules/conditions.md#Hidden) behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the [Lie to Me](lie-to-me.md) skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to [Impersonate](../../Rules/actions/impersonate.md) back to your true appearance is a 3-action activity for you; if you're an expert in [Deception](../skills.md#Deception), it's a 2-action activity, and if you're legendary in [Deception](../skills.md#Deception), it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state. - -## Veil May leads to... - -[Invoke The Elements](invoke-the-elements-loag.md), [Stormy Heart](stormy-heart-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 23* -%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/velstrac-magic-loag.md b/Compendium/feats/velstrac-magic-loag.md deleted file mode 100644 index eedcbcfae..000000000 --- a/Compendium/feats/velstrac-magic-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tiefling -aliases: ["Velstrac Magic"] ---- -# Velstrac Magic *Feat 9* -[tiefling](../../Rules/traits/tiefling-b1.md) - -- **Prerequisites**: [Shackleborn](shackleborn-loag.md) - -You know there's so much more to sensation than whips and chains—but whips and chains also have their place. You can cast [telekinetic maneuver](../spells/telekinetic-maneuver.md) and [web](../spells/web.md) once per day each as 2nd-level divine innate spells; in both cases, the spells manifest shadowy chains rather than their usual visual signifiers. - -*Source: Lost Omens: Ancestry Guide p. 66* -%% #compendium/src/pf2e/loag #trait/tiefling %% \ No newline at end of file diff --git a/Compendium/feats/vengeful-oath.md b/Compendium/feats/vengeful-oath.md deleted file mode 100644 index 07426b1ca..000000000 --- a/Compendium/feats/vengeful-oath.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -- trait/oath -aliases: ["Vengeful Oath"] ---- -# Vengeful Oath *Feat 2* -[champion](../../Rules/traits/champion.md) [oath](../../Rules/traits/oath.md) - -- **Prerequisites**: Paladin cause - -You've sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: "You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren't engaged in a mission that would prevent your doing so." - -You can use [lay on hands](../spells/lay-on-hands.md) to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the [good](../../Rules/traits/good.md) trait. This good damage can affect non-evil creatures. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm. - -## Vengeful Oath leads to... - -[Aura Of Vengeance](aura-of-vengeance.md) - -## Summary - -*Source: Core Rulebook p. 111* -%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/Compendium/feats/vengeful-strike.md b/Compendium/feats/vengeful-strike.md deleted file mode 100644 index 75f19e759..000000000 --- a/Compendium/feats/vengeful-strike.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Vengeful Strike"] ---- -# Vengeful Strike [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Prerequisites**: [Come and Get Me](come-and-get-me.md) -- **Trigger** A creature within your reach succeeds or critically succeeds at an attack against you. -- **Requirements**: You're under the effect of Come and Get Me. -- **Activity** Reaction - -When struck by an enemy, you respond in turn. Make a melee [Strike](../../Rules/actions/strike.md) against the triggering creature. This [Strike](../../Rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](../../Rules/actions/strike.md). - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/venom-purge-loil.md b/Compendium/feats/venom-purge-loil.md deleted file mode 100644 index 72dc2a538..000000000 --- a/Compendium/feats/venom-purge-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Venom Purge"] ---- -# Venom Purge [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: trained in [Medicine](../skills.md#Medicine) -- **Frequency**: once per day -- **Activity** Single Action - -You produce a specialized venom that burns out other toxins and impurities in your body. For each disease or poison currently affecting you, attempt a [Medicine](../skills.md#Medicine) check to counteract that disease or poison. As normal, your counteract level is equal to half your level rounded up. - -*Source: Lost Omens: Impossible Lands p. 63* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/venom-spit-loil.md b/Compendium/feats/venom-spit-loil.md deleted file mode 100644 index 83d311ced..000000000 --- a/Compendium/feats/venom-spit-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Venom Spit"] ---- -# Venom Spit *Feat 5* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals `1d4` poison damage. On a critical hit, the target takes [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect. - -**Special.** If you have the hooded nagaji heritage, in addition to your venomous spit's normal critical hit effect, the target is also [dazzled](../../Rules/conditions.md#Dazzled) until the start of your next turn. - -*Source: Lost Omens: Impossible Lands p. 50* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/verdant-metamorphosis.md b/Compendium/feats/verdant-metamorphosis.md deleted file mode 100644 index 0116e7165..000000000 --- a/Compendium/feats/verdant-metamorphosis.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Verdant Metamorphosis"] ---- -# Verdant Metamorphosis *Feat 14* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Leaf order - -You transform into a plant version of yourself. You gain the [plant](../../Rules/traits/plant.md) trait and lose any trait that's inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. - -If you rest for 10 minutes while transformed into a noncreature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent [drained](../../Rules/conditions.md#Drained), [enfeebled](../../Rules/conditions.md#Enfeebled), [clumsy](../../Rules/conditions.md#Clumsy), and [stupefied](../../Rules/conditions.md#Stupefied) conditions, as well as all [poisons](../../Rules/traits/poison.md) and [diseases](../../Rules/traits/disease.md) of 19th level or lower. - -*Source: Core Rulebook p. 139* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/verdant-presence-ec6.md b/Compendium/feats/verdant-presence-ec6.md deleted file mode 100644 index 0e27b1cc2..000000000 --- a/Compendium/feats/verdant-presence-ec6.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec6 -- trait/druid -- trait/uncommon -aliases: ["Verdant Presence"] ---- -# Verdant Presence [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* -[druid](../../Rules/traits/druid.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per hour -- **Trigger** You take damage or cast a primal spell. -- **Activity** Reaction - -The life-giving properties of the aeon orbs flourish within you. Small plants or fungi magically appear on all surfaces in a 60-foot emanation around you. This life withers after 1 day unless the environment can support it. You can choose one of the following options each time you use this feat. - -- You can cause any number of 5-foot squares in the area to be light undergrowth, which is difficult terrain and provides lesser cover. -- You can cause a tree or giant mushroom to appear in any unoccupied location in the area; it occupies an entire 5-foot square and provides standard cover. The tree or mushroom has 5 Hardness and 50 Hit Points. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 73* -%% #compendium/src/pf2e/ec6 #trait/druid #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/verdant-weapon-apg.md b/Compendium/feats/verdant-weapon-apg.md deleted file mode 100644 index 4adb32fc6..000000000 --- a/Compendium/feats/verdant-weapon-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -- trait/exploration -aliases: ["Verdant Weapon"] ---- -# Verdant Weapon *Feat 1* -[druid](../../Rules/traits/druid.md) [exploration](../../Rules/traits/exploration.md) - - -You cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10 minutes focusing primal energy into a seed, imprinting it with the potential of a single level 0 weapon you are trained with and that has no mechanical parts or metal components. When holding the imprinted seed, you can spend a single [Interact](../../Rules/actions/interact.md) action to cause it to immediately grow into that weapon; a second [Interact](../../Rules/actions/interact.md) action returns it to seed form. Your verdant weapon functions as the imprinted weapon and can be etched with runes or affixed with talismans as normal, which are suppressed when the weapon is in seed form. It also becomes a primal focus. - -You can have only one verdant seed at a time. If you prepare a second, your first verdant seed immediately becomes a mundane specimen; any runes on the previous seed that are valid for the new seed transfer between them at no cost, but you lose any inapplicable runes unless you transfer them to a runestone or another weapon. - -## Verdant Weapon leads to... - -[Pristine Weapon](pristine-weapon-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 124* -%% #compendium/src/pf2e/apg #trait/druid #trait/exploration %% \ No newline at end of file diff --git a/Compendium/feats/vernai-training-lol.md b/Compendium/feats/vernai-training-lol.md deleted file mode 100644 index 270ac3333..000000000 --- a/Compendium/feats/vernai-training-lol.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/rare -aliases: ["Vernai Training"] ---- -# Vernai Training *Feat 12* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: [Achaekek's Grip](achaekeks-grip-lol.md), [Advanced Red Mantis Magic](advanced-red-mantis-magic-lowg.md) - -To resurrect a creature you've slain, a spellcaster must counteract your influence on its death. The DC of this check is equal to your class DC or spell DC, whichever is higher. - -In addition, add two 5th-level spells to your Red Mantis assassin spellbook—both spells must be chosen from the following options: [death ward](../spells/death-ward.md), [drop dead](../spells/drop-dead.md), [false vision](../spells/false-vision.md), [hallucination](../spells/hallucination.md), [illusory scene](../spells/illusory-scene.md), [mind probe](../spells/mind-probe.md), or [sending](../spells/sending.md). You gain a 5th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook. - -*Source: Lost Omens: Legends p. 58* -%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/versatile-font.md b/Compendium/feats/versatile-font.md deleted file mode 100644 index 17de8a607..000000000 --- a/Compendium/feats/versatile-font.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/cleric -aliases: ["Versatile Font"] ---- -# Versatile Font *Feat 2* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: harmful font or healing font, deity that allows clerics to have both fonts - -As you explore your deity's aspects, you move beyond restrictions on healing or harming. You can prepare either [harm](../spells/harm.md) or [heal](../spells/heal.md) in the spell slots gained from the harmful font or healing font. - -## Versatile Font leads to... - -[Ebb And Flow](ebb-and-flow-apg.md) - -## Summary - -*Source: Core Rulebook p. 122* -%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/versatile-performance.md b/Compendium/feats/versatile-performance.md deleted file mode 100644 index 3f803e96e..000000000 --- a/Compendium/feats/versatile-performance.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/bard -aliases: ["Versatile Performance"] ---- -# Versatile Performance *Feat 1* -[bard](../../Rules/traits/bard.md) - -- **Prerequisites**: Polymath muse - -You can rely on the grandeur of your performances rather than ordinary social skills. You can use [Performance](../skills.md#Performance) instead of [Diplomacy](../skills.md#Diplomacy) to [Make an Impression](../../Rules/actions/make-an-impression.md) and instead of [Intimidation](../skills.md#Intimidation) to [Demoralize](../../Rules/actions/demoralize.md). You can also use an acting [Performance](../skills.md#Performance) instead of [Deception](../skills.md#Deception) to [Impersonate](../../Rules/actions/impersonate.md). You can use your proficiency rank in [Performance](../skills.md#Performance) to meet the requirements of skill feats that require a particular rank in [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), or [Intimidation](../skills.md#Intimidation). - -*Source: Core Rulebook p. 100* -%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/versatile-spellstrike-som.md b/Compendium/feats/versatile-spellstrike-som.md deleted file mode 100644 index 5c041db2b..000000000 --- a/Compendium/feats/versatile-spellstrike-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Versatile Spellstrike"] ---- -# Versatile Spellstrike *Feat 18* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) - -You can channel the entire realm of possibilities of your spellbook into an attack. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. When you make a [Spellstrike](../../Rules/actions/spellstrike-som.md), you can expend this special spell slot to immediately prepare and cast a spell from your spellbook at 2 levels lower than the slot's level. (As normal for preparing spells, you can use a spell of an even-lower level, heightening it accordingly.) You don't have any spell prepared in that slot until you cast from that slot. - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/very-sneaky.md b/Compendium/feats/very-sneaky.md deleted file mode 100644 index aa0c6a13f..000000000 --- a/Compendium/feats/very-sneaky.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Very Sneaky"] ---- -# Very Sneaky *Feat 1* -[goblin](../../Rules/traits/goblin.md) - - -Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the [Sneak](../../Rules/actions/sneak.md) action, up to your Speed. In addition, as long as you continue to use [Sneak](../../Rules/actions/sneak.md) actions and succeed at your [Stealth](../skills.md#Stealth) check, you don't become [observed](../../Rules/conditions.md#Observed) if you don't have cover or greater cover and aren't [concealed](../../Rules/conditions.md#Concealed) at the end of the [Sneak](../../Rules/actions/sneak.md) action, as long as you have cover or greater cover or are [concealed](../../Rules/conditions.md#Concealed) at the end of your turn. - -## Very Sneaky leads to... - -[Very, Very Sneaky](very-very-sneaky.md) - -## Summary - -*Source: Core Rulebook p. 49* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/very-very-sneaky.md b/Compendium/feats/very-very-sneaky.md deleted file mode 100644 index 7e9a442e3..000000000 --- a/Compendium/feats/very-very-sneaky.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/goblin -aliases: ["Very, Very Sneaky"] ---- -# Very, Very Sneaky *Feat 13* -[goblin](../../Rules/traits/goblin.md) - -- **Prerequisites**: [Very Sneaky](very-sneaky.md) - -You can move up to your Speed when you use the [Sneak](../../Rules/actions/sneak.md) action, and you no longer need to have cover or greater cover or be [concealed](../../Rules/conditions.md#Concealed) to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md). - -*Source: Core Rulebook p. 49* -%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/vessels-form-da.md b/Compendium/feats/vessels-form-da.md deleted file mode 100644 index f76621e7d..000000000 --- a/Compendium/feats/vessels-form-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/polymorph -- trait/transmutation -aliases: ["Vessel's Form"] ---- -# Vessel's Form [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Living Vessel Dedication](living-vessel-dedication-da.md) -- **Frequency**: once per day -- **Activity** Two-Action - -You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects. - -- If you were Medium or smaller, you become Large, and your reach increases to 10 feet. -- You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap. -- If you have the [Entity's Strike](entitys-strike-da.md) feat, the unarmed attack you gained from that feat increases its damage die from `1d6` to `1d8`. -- You gain 40 temporary Hit Points. -- You gain a fly Speed equal to your Speed. - -**Special.** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey. - -*Source: Dark Archive p. 141* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/vestigial-wings-loag.md b/Compendium/feats/vestigial-wings-loag.md deleted file mode 100644 index c0e26de88..000000000 --- a/Compendium/feats/vestigial-wings-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/ganzi -aliases: ["Vestigial Wings"] ---- -# Vestigial Wings *Feat 1* -[ganzi](../../Rules/traits/ganzi-loag.md) - - -You possess small, weak wings that aid in balance. You gain the [Steady Balance](steady-balance.md) and [Cat Fall](cat-fall.md) skill feats as bonus feats, even if you aren't trained in [Acrobatics](../skills.md#Acrobatics). - -*Source: Lost Omens: Ancestry Guide p. 97* -%% #compendium/src/pf2e/loag #trait/ganzi %% \ No newline at end of file diff --git a/Compendium/feats/vexing-tumble-apg.md b/Compendium/feats/vexing-tumble-apg.md deleted file mode 100644 index 5db219d16..000000000 --- a/Compendium/feats/vexing-tumble-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Vexing Tumble"] ---- -# Vexing Tumble [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Activity** Single Action - -You tumble around your foes, expertly avoiding their reactions. [Stride](../../Rules/actions/stride.md) up to half your Speed and roll an [Acrobatics](../skills.md#Acrobatics) check. Compare the result to the Reflex DC of each foe whose reach you began in or enter during the movement, in sequence. - -> [!success-degree] -> - **Critical Success** This movement doesn't trigger reactions from the foe, the foe is [flat-footed](../../Rules/conditions.md#Flat-footed) to you until the end of your turn, and you gain panache. -> - **Success** This movement doesn't trigger reactions from the foe, and you gain panache. -> - **Critical Failure** Your movement immediately stops when you enter the creature's reach; if you began in the creature's reach, you don't move. - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/vibrant-display-locg.md b/Compendium/feats/vibrant-display-locg.md deleted file mode 100644 index 26841c2c3..000000000 --- a/Compendium/feats/vibrant-display-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/gnome -aliases: ["Vibrant Display"] ---- -# Vibrant Display *Feat 1* -[gnome](../../Rules/traits/gnome.md) - -- **Prerequisites**: chameleon gnome heritage -- **Frequency**: once every 10 minutes - -Whereas most gnomes' coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the [Feint](../../Rules/actions/feint.md) action, you can compare your [Deception](../skills.md#Deception) check result to the [Perception](../skills.md#Perception) DCs of all adjacent creatures rather than just one creature within melee reach. It's possible to get a different degree of success for each target. - -These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise. - -*Source: Lost Omens: Character Guide p. 33* -%% #compendium/src/pf2e/locg #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/vibration-sense-som.md b/Compendium/feats/vibration-sense-som.md deleted file mode 100644 index 1a9c9b3b3..000000000 --- a/Compendium/feats/vibration-sense-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Vibration Sense"] ---- -# Vibration Sense *Feat 4* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon gains [tremorsense](../../Rules/abilities/tremorsense.md) as an imprecise sense with a range of 30 feet. If aquatic, it gains [wavesense](../../Rules/abilities/wavesense.md) as an imprecise sense with a range of 30 feet instead. If amphibious, it gains both. - -*Source: Secrets of Magic p. 69* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/vicious-debilitations.md b/Compendium/feats/vicious-debilitations.md deleted file mode 100644 index e7beca02c..000000000 --- a/Compendium/feats/vicious-debilitations.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Vicious Debilitations"] ---- -# Vicious Debilitations *Feat 10* -[rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: Ruffian racket, [Debilitating Strike](../../Rules/actions/debilitating-strike.md) - -The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](../../Rules/actions/debilitating-strike.md). - -- **Debilitation** The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. -- **Debilitation** The target becomes [clumsy](../../Rules/conditions.md#Clumsy). - -*Source: Core Rulebook p. 187* -%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/vicious-evisceration.md b/Compendium/feats/vicious-evisceration.md deleted file mode 100644 index 63df70807..000000000 --- a/Compendium/feats/vicious-evisceration.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Vicious Evisceration"] ---- -# Vicious Evisceration [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Activity** Two-Action - -You make a vicious attack that maims your enemy. Make a melee [Strike](../../Rules/actions/strike.md). If the [Strike](../../Rules/actions/strike.md) hits and deals damage, the target is [drained](../../Rules/conditions.md#Drained), or [drained](../../Rules/conditions.md#Drained) on a critical success. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/vicious-fangs-botd.md b/Compendium/feats/vicious-fangs-botd.md deleted file mode 100644 index ef432d026..000000000 --- a/Compendium/feats/vicious-fangs-botd.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -aliases: ["Vicious Fangs"] ---- -# Vicious Fangs *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Vampire Dedication](vampire-dedication-botd.md) - -You aim for your victim's prominent arteries. Your fangs [Strike](../../Rules/actions/strike.md) deals an additional `1d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit. - -At 14th level, the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) increases to `2d6`, and at 20th level, the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) increases to `3d6`. - -*Source: Book of the Dead p. 59* -%% #compendium/src/pf2e/botd #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/vicious-incisors-apg.md b/Compendium/feats/vicious-incisors-apg.md deleted file mode 100644 index 6183b7687..000000000 --- a/Compendium/feats/vicious-incisors-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Vicious Incisors"] ---- -# Vicious Incisors *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You've let your incisors grow long enough to serve as formidable weapons. You gain a jaws unarmed attack that deals `1d6` piercing damage. Your jaws are in the brawling group and have the [finesse](../../Rules/traits/finesse.md) and [unarmed](../../Rules/traits/unarmed.md) traits. Unlike most creatures, you can file down your teeth and regrow them later on, enabling you to select this feat at any level, and to retrain into and out of this feat. - -## Vicious Incisors leads to... - -[Gnaw](gnaw-loag.md) - -## Summary - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/vicious-snares-loag.md b/Compendium/feats/vicious-snares-loag.md deleted file mode 100644 index b50298fa2..000000000 --- a/Compendium/feats/vicious-snares-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Vicious Snares"] ---- -# Vicious Snares *Feat 13* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting), [Snare Crafting](snare-crafting.md) - -You've learned how to create traps that cause greater injuries. You deal an additional `1d6` precision damage with damaging snares you craft. - -This increases to `2d6` additional precision damage if you're legendary in [Crafting](../skills.md#Crafting). - -*Source: Lost Omens: Ancestry Guide p. 40* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/vicious-vengeance-apg.md b/Compendium/feats/vicious-vengeance-apg.md deleted file mode 100644 index 6ee874c8c..000000000 --- a/Compendium/feats/vicious-vengeance-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Vicious Vengeance"] ---- -# Vicious Vengeance *Feat 1* -[champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: antipaladin cause - -While your vengeance is painful for both you and your foe, none can doubt that your enemies suffer more. You gain a circumstance bonus to the damage you deal from [Destructive Vengeance](../../Rules/actions/destructive-vengeance-apg.md) equal to the number of damage dice from the reaction. This only applies to the damage the enemy takes, not the damage to yourself or the extra damage you gain after using the reaction. - -*Source: Advanced Player's Guide p. 118* -%% #compendium/src/pf2e/apg #trait/champion #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/vicious-venom-loil.md b/Compendium/feats/vicious-venom-loil.md deleted file mode 100644 index af3a1670e..000000000 --- a/Compendium/feats/vicious-venom-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Vicious Venom"] ---- -# Vicious Venom *Feat 17* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: [Envenom](../../Rules/actions/envenom-loil.md) - -The venom you produce is exceptionally potent and difficult to overcome. Your vishkanyan venom gains the [virulent](../../Rules/traits/virulent.md) trait, requiring two consecutive saves to reduce the venom's stage by 1. A critical success reduces your venom's stage by only 1 instead of by 2. - -*Source: Lost Omens: Impossible Lands p. 63* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/vigilant-benediction-lokl.md b/Compendium/feats/vigilant-benediction-lokl.md deleted file mode 100644 index 3db10dfff..000000000 --- a/Compendium/feats/vigilant-benediction-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Vigilant Benediction"] ---- -# Vigilant Benediction *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Knight Vigilant Dedication](knight-vigilant-dedication-locg.md), alignment permitted by the chosen deity - -Unwilling to be outdone by the Crimson Reclaimers and their oath, you've petitioned the gods of good for a sliver of divine magic. Choose one of the following deities whose requirements you meet—for the Any Deity option below, you can select any of the deities with an entry on pages 52–65 or a deity the GM deems appropriate—and one of the listed spells. You can Cast that Spell once per day as a 4th-level divine innate spell, and you become trained in divine spell DCs and divine spell attack rolls. At 14th level, the spell heightens to 5th level; at 16th level, the spell heightens to 6th level. Once you've selected a deity and a spell, you can't change this selection. You don't need to worship the deity as your patron deity, as they are willing to grant this boon on behalf of your worthy cause. You must refrain from performing your deity's anathema or lose the ability to cast this spell until you atone. - -- Any Deity: freedom of movement, remove curse, resist energy, spell immunity, status -- [Gendowyn](../setting/deities/gendowyn-logm.md): barkskin -- [Iomedae](../setting/deities/iomedae.md): fire shield -- [Irori](../setting/deities/irori.md): stoneskin -- [Kazutal](../setting/deities/kazutal-logm.md): mage armor, stoneskin -- [Milani](../setting/deities/milani-logm.md): fire shield, mage armor -- [Ragathiel](../setting/deities/ragathiel-logm.md): fire shield -- [Sarenrae](../setting/deities/sarenrae.md): wall of fire - -**Special.** You can select this feat a second time at 14th level, gaining a second spell to cast once per day from your chosen deity's list or the Any Deity list, and you become an expert in divine spell DCs and divine spell attack rolls. You can select this feat a third time at 18th level. If you do, you gain a third spell to cast once per day from your chosen deity's list or the Any Deity list, and all three spells are heightened to 7th level. - -*Source: Lost Omens: Knights of Lastwall p. 75* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/vigilant-mask-sot6.md b/Compendium/feats/vigilant-mask-sot6.md deleted file mode 100644 index 10ae2ba55..000000000 --- a/Compendium/feats/vigilant-mask-sot6.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/sot6 -- trait/archetype -- trait/druid -- trait/rare -- trait/wizard -aliases: ["Vigilant Mask"] ---- -# Vigilant Mask *Feat 20* -[archetype](../../Rules/traits/archetype.md) [druid](../../Rules/traits/druid.md) [rare](../../Rules/traits/rare.md) [wizard](../../Rules/traits/wizard.md) - -- **Prerequisites**: Druid Dedication or Wizard Dedication - -Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. - -This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense. - -*Source: Strength of Thousands #6: Shadows of the Ancients p. 78* -%% #compendium/src/pf2e/sot6 #trait/archetype #trait/druid #trait/rare #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/vigilante-dedication-apg.md b/Compendium/feats/vigilante-dedication-apg.md deleted file mode 100644 index 92fcb5323..000000000 --- a/Compendium/feats/vigilante-dedication-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Vigilante Dedication"] ---- -# Vigilante Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a [Seek](../../Rules/actions/seek.md) action to attempt a [Perception](../skills.md#Perception) check against your [Deception](../skills.md#Deception) DC, as if you were using the [Impersonate](../../Rules/actions/impersonate.md) action. Your [Deception](../skills.md#Deception) DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with [Impersonate](../../Rules/actions/impersonate.md), you don't have to attempt a [Deception](../skills.md#Deception) check to interact with someone to conceal your other identity—a check happens only if someone else specifically tries to uncover your other identity. - -Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities. - -Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the [detect alignment](../spells/detect-alignment.md) spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist. - -To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. - -You can use social feats only while in your social identity. - -Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity. - -**Special.** You can't select another dedication feat until you have gained two other feats from the vigilante archetype. - -## Vigilante Dedication leads to... - -[Hidden Magic](hidden-magic-apg.md), [Many Guises](many-guises-apg.md), [Minion Guise](minion-guise-apg.md), [Quick Change](quick-change-apg.md), [Safe House](safe-house-apg.md), [Social Purview](social-purview-apg.md), [Startling Appearance](startling-appearance-apg.md), [Subjective Truth](subjective-truth-apg.md), [Executioner Weapon Training](executioner-weapon-training-ngd.md), [Harsh Judgment](harsh-judgment-ngd.md), [Frightful Condemnation](frightful-condemnation-ngd.md), [Accurate Swing](accurate-swing-ngd.md), [Execution](execution-ngd.md), [Voice of Authority](voice-of-authority-ngd.md), [Strident Command](strident-command-ngd.md), [Discerning Gaze](discerning-gaze-ngd.md), [Gardener's Resolve](gardeners-resolve-ngd.md), [Reminder of the Greater Fear](reminder-of-the-greater-fear-ngd.md), [Terrifying Countenance](terrifying-countenance-ngd.md) - -## Summary - -*Source: Advanced Player's Guide p. 196* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/vigils-walls-rise-anew-lol.md b/Compendium/feats/vigils-walls-rise-anew-lol.md deleted file mode 100644 index 5ecd584bc..000000000 --- a/Compendium/feats/vigils-walls-rise-anew-lol.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -- trait/rare -aliases: ["Vigil's Walls Rise Anew!"] ---- -# Vigil's Walls Rise Anew! [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: Knight Vigilant Dedication, [Shield Block](shield-block.md) -- **Activity** Two-Action - -As part of daily preparation, you can drill with a number of allies up to your Charisma modifier. These allies must be present and listening during this time, but this does not otherwise impede their own preparation. When you use this feat's benefit, you and all drilled companions within 30 feet who are wielding shields [Raise a Shield](../../Rules/actions/raise-a-shield.md). Allies who Raise their Shields keep them raised until the start of their next turn, as normal. - -*Source: Lost Omens: Legends p. 69* -%% #compendium/src/pf2e/lol #trait/archetype #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/vigorous-health-locg.md b/Compendium/feats/vigorous-health-locg.md deleted file mode 100644 index 6527f9b3b..000000000 --- a/Compendium/feats/vigorous-health-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/hobgoblin -aliases: ["Vigorous Health"] ---- -# Vigorous Health *Feat 1* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -Your physique is robust and can withstand blood loss startlingly well. Whenever you would gain the [drained](../../Rules/conditions.md#Drained) condition, you can attempt a DC 17 flat check. On a success, you don't gain the [drained](../../Rules/conditions.md#Drained) condition. - -*Source: Lost Omens: Character Guide p. 50* -%% #compendium/src/pf2e/locg #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/vigorous-inspiration-apg.md b/Compendium/feats/vigorous-inspiration-apg.md deleted file mode 100644 index e512cde38..000000000 --- a/Compendium/feats/vigorous-inspiration-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/auditory -- trait/bard -- trait/concentrate -- trait/metamagic -aliases: ["Vigorous Inspiration"] ---- -# Vigorous Inspiration [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[auditory](../../Rules/traits/auditory.md) [bard](../../Rules/traits/bard.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You instill magical vigor in your allies when you inspire them to attack. If your next action is to cast the [inspire courage](../spells/inspire-courage.md) composition cantrip, you and all affected allies gain temporary Hit Points equal to 3 + your Charisma modifier that last for 1 minute. - -*Source: Advanced Player's Guide p. 115* -%% #compendium/src/pf2e/apg #trait/auditory #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/viking-dedication-apg.md b/Compendium/feats/viking-dedication-apg.md deleted file mode 100644 index 5c2e48da6..000000000 --- a/Compendium/feats/viking-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Viking Dedication"] ---- -# Viking Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics) - -Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in [Sailing Lore](../skills.md#Lore). When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your [Athletics](../skills.md#Athletics) check to [Swim](../../Rules/actions/swim.md), you get a critical success instead. - -**Special.** You can't select another dedication feat until you have gained two other feats from the viking archetype. - -## Viking Dedication leads to... - -[Hurling Charge](hurling-charge-apg.md), [Second Shield](second-shield-apg.md), [Viking Weapon Familiarity](viking-weapon-familiarity-apg.md), [Viking Weapon Specialist](viking-weapon-specialist-apg.md), [Viking Vindicator](viking-vindicator-lokl.md) - -## Summary - -*Source: Advanced Player's Guide p. 198* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/viking-shieldbearer-locg.md b/Compendium/feats/viking-shieldbearer-locg.md deleted file mode 100644 index 5e3f14d04..000000000 --- a/Compendium/feats/viking-shieldbearer-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -- trait/uncommon -aliases: ["Viking Shieldbearer"] ---- -# Viking Shieldbearer *Feat 1* -[human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Ulfen ethnicity - -You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the [Shield Block](shield-block.md) reaction and are trained in your choice of the battle axe or longsword. - -*Source: Lost Omens: Character Guide p. 13* -%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/viking-vindicator-lokl.md b/Compendium/feats/viking-vindicator-lokl.md deleted file mode 100644 index 0fa1ffeaf..000000000 --- a/Compendium/feats/viking-vindicator-lokl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/uncommon -aliases: ["Viking Vindicator"] ---- -# Viking Vindicator *Feat 8* -[archetype](../../Rules/traits/archetype.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Viking Dedication](viking-dedication-apg.md) - -You are one of the raiders eagerly planning to launch an assault by sea on the Whispering Tyrant's Isle of Terror. You gain the Sudden Charge fighter feat, though it's a viking feat for you instead. As normal when gaining an additional feat from an archetype feat, gaining [Sudden Charge](sudden-charge-barbarian.md) doesn't count toward fulfilling the special requirement for [Viking Dedication](viking-dedication-apg.md). If you already had [Sudden Charge](sudden-charge-barbarian.md), you can retrain it as part of gaining this feat. When you use [Sudden Charge](sudden-charge-barbarian.md) to [Strike](../../Rules/actions/strike.md) a target in shallow water, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) against your [Strike](../../Rules/actions/strike.md), as you use the water kicked up by your passage to camouflage your angle of attack. If you have [Viking Weapon Familiarity](viking-weapon-familiarity-apg.md) or [Viking Weapon Specialist](viking-weapon-specialist-apg.md), add the [bastard sword](../equipment/items/bastard-sword.md) and [rapier](../equipment/items/rapier.md) to the list of weapons in those feats. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/viking-weapon-familiarity-apg.md b/Compendium/feats/viking-weapon-familiarity-apg.md deleted file mode 100644 index 8da010b23..000000000 --- a/Compendium/feats/viking-weapon-familiarity-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Viking Weapon Familiarity"] ---- -# Viking Weapon Familiarity *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Viking Dedication](viking-dedication-apg.md) - -From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the [battle axe](../equipment/items/battle-axe.md), [hatchet](../equipment/items/hatchet.md), [longsword](../equipment/items/longsword.md), and [shortsword](../equipment/items/shortsword.md). In addition, you gain the [Shield Block](shield-block.md) reaction. - -## Viking Weapon Familiarity leads to... - -[Viking Weapon Specialist](viking-weapon-specialist-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 198* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/viking-weapon-specialist-apg.md b/Compendium/feats/viking-weapon-specialist-apg.md deleted file mode 100644 index 8be4fb11d..000000000 --- a/Compendium/feats/viking-weapon-specialist-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Viking Weapon Specialist"] ---- -# Viking Weapon Specialist *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Viking Weapon Familiarity](viking-weapon-familiarity-apg.md) - -You are even more skilled in the weapons of your people. You gain the critical specialization effects of the [battle axe](../equipment/items/battle-axe.md), [hatchet](../equipment/items/hatchet.md), [longsword](../equipment/items/longsword.md), and [shortsword](../equipment/items/shortsword.md). Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons. - -*Source: Advanced Player's Guide p. 198* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/vile-desecration-apg.md b/Compendium/feats/vile-desecration-apg.md deleted file mode 100644 index 4b88f2210..000000000 --- a/Compendium/feats/vile-desecration-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/cleric -aliases: ["Vile Desecration"] ---- -# Vile Desecration *Feat 1* -[cleric](../../Rules/traits/cleric.md) - -- **Prerequisites**: evil alignment - -You combine unholy might with negative energy to damage angels, archons, and other self-righteous denizens of the Outer Planes. When you cast a [harm](../spells/harm.md) spell, you can change the damage you deal to celestial creatures to evil damage instead of negative damage. - -*Source: Advanced Player's Guide p. 122* -%% #compendium/src/pf2e/apg #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/violent-unleash-da.md b/Compendium/feats/violent-unleash-da.md deleted file mode 100644 index b8b473c47..000000000 --- a/Compendium/feats/violent-unleash-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/evocation -- trait/mindshift -- trait/occult -- trait/psychic -aliases: ["Violent Unleash"] ---- -# Violent Unleash [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[evocation](../../Rules/traits/evocation.md) [mindshift](../../Rules/traits/mindshift-da.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - -- **Trigger** You [Unleash your Psyche](../../Rules/actions/unleash-psyche-da.md). -- **Activity** Free Action - -The force of your mind unleashing itself wracks your enemies with a violent shockwave. You deal `2d6` force damage to all creatures in a 20-foot emanation, with a basic Reflex save. This explosion is taxing, making you [stunned](../../Rules/conditions.md#Stunned). - -At 5th level and every 2 levels thereafter, the damage increases by `1d6`. - -*Source: Dark Archive p. 25* -%% #compendium/src/pf2e/da #trait/evocation #trait/mindshift #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/violent-vines-loil.md b/Compendium/feats/violent-vines-loil.md deleted file mode 100644 index 0a7d6016e..000000000 --- a/Compendium/feats/violent-vines-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/ghoran -aliases: ["Violent Vines"] ---- -# Violent Vines *Feat 13* -[ghoran](../../Rules/traits/ghoran-loil.md) - - -When angered, you can imbue nearby vines with your wrath, provoking them into a murderous rampage. Once per hour, you can cast [murderous vine](../spells/murderous-vine-som.md) (Secrets of Magic 117) as a primal innate spell. - -*Source: Lost Omens: Impossible Lands p. 39* -%% #compendium/src/pf2e/loil #trait/ghoran %% \ No newline at end of file diff --git a/Compendium/feats/viper-strike-loil.md b/Compendium/feats/viper-strike-loil.md deleted file mode 100644 index 00948fec8..000000000 --- a/Compendium/feats/viper-strike-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Viper Strike"] ---- -# Viper Strike [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Frequency**: once per minute -- **Activity** Two-Action - -You move and attack with a swiftness that most can't follow. You [Stride](../../Rules/actions/stride.md) and then [Strike](../../Rules/actions/strike.md). Your movement doesn't trigger reactions based on movement. - -*Source: Lost Omens: Impossible Lands p. 62* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/virga-may-loag.md b/Compendium/feats/virga-may-loag.md deleted file mode 100644 index ac6738cf0..000000000 --- a/Compendium/feats/virga-may-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/changeling -- trait/lineage -aliases: ["Virga May"] ---- -# Virga May *Feat 1* -[changeling](../../Rules/traits/changeling-b1.md) [lineage](../../Rules/traits/lineage-apg.md) - - -Born of a storm hag, you have one crystal-blue or rain-gray eye. You share your mother's power over wind and storm. You can cast [electric arc](../spells/electric-arc.md) as an occult innate cantrip. As normal, a cantrip is heightened to a spell level equal to half your level rounded up. - -## Virga May leads to... - -[Favorable Winds](favorable-winds-loag.md), [Invoke The Elements](invoke-the-elements-loag.md), [Stormy Heart](stormy-heart-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 23* -%% #compendium/src/pf2e/loag #trait/changeling #trait/lineage %% \ No newline at end of file diff --git a/Compendium/feats/virtue-forged-tattoos-locg.md b/Compendium/feats/virtue-forged-tattoos-locg.md deleted file mode 100644 index 9e8e831c0..000000000 --- a/Compendium/feats/virtue-forged-tattoos-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Virtue-forged Tattoos"] ---- -# Virtue-forged Tattoos *Feat 9* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: [Ornate Tattoo](ornate-tattoo-locg.md) - -Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. - -You can cast that spell once per day as an innate arcane spell. - -*Source: Lost Omens: Character Guide p. 14* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/virtuosic-performer.md b/Compendium/feats/virtuosic-performer.md deleted file mode 100644 index 5cc805654..000000000 --- a/Compendium/feats/virtuosic-performer.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Virtuosic Performer"] ---- -# Virtuosic Performer *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: trained in [Performance](../skills.md#Performance) - -You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in [Performance](../skills.md#Performance), this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting [Performance](../skills.md#Performance) checks of that type. If it's unclear whether the specialty applies, the GM decides. - -| Specialty | Examples | -|-----------|----------| -| Acting | Drama, pantomime, puppetry | -| Comedy | Buffoonery, joke telling, limericks | -| Dance | Ballet, huara, jig, macru | -| Keyboards | Harpsichord, organ, piano | -| Oratory | Epic, ode, poetry, storytelling | -| Percussion | Chimes, drum, gong, xylophone | -| Singing | Ballad, chant, melody, rhyming | -| Strings | Fiddle, harp, lute, viol | -| Winds | Bagpipe, flute, recorder, trumpet | - - -## Virtuosic Performer leads to... - -[Legendary Performer](legendary-performer.md) - -## Summary - -*Source: Core Rulebook p. 268* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/vishkanya-lore-loil.md b/Compendium/feats/vishkanya-lore-loil.md deleted file mode 100644 index d3060a24e..000000000 --- a/Compendium/feats/vishkanya-lore-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Vishkanya Lore"] ---- -# Vishkanya Lore *Feat 1* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - - -You deeply understand vishkanyan strengths and cultural traditions. You gain the trained proficiency rank in [Performance](../skills.md#Performance) and [Stealth](../skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Vishkanya Lore](../skills.md#Lore). - -*Source: Lost Omens: Impossible Lands p. 61* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/vishkanya-weapon-arts-loil.md b/Compendium/feats/vishkanya-weapon-arts-loil.md deleted file mode 100644 index 69dc7b7a3..000000000 --- a/Compendium/feats/vishkanya-weapon-arts-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Vishkanya Weapon Arts"] ---- -# Vishkanya Weapon Arts *Feat 5* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: Vishkanya Weapon Familiarity - -You are graceful and efficient in the use of vishkanyan weapons. Whenever you critically hit using a blowgun, fighting fan, kris, kukri, shuriken, or vishkanya weapon, you apply the weapon's critical specialization effect. - -*Source: Lost Omens: Impossible Lands p. 62* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/vishkanya-weapon-expertise-loil.md b/Compendium/feats/vishkanya-weapon-expertise-loil.md deleted file mode 100644 index 1bc677031..000000000 --- a/Compendium/feats/vishkanya-weapon-expertise-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Vishkanya Weapon Expertise"] ---- -# Vishkanya Weapon Expertise *Feat 13* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - -- **Prerequisites**: Vishkanya Weapon Familiarity - -Extensive training has granted you an elegant control in the use of vishkanyan weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the blowgun, fighting fan, kris, kukri, shuriken, and all vishkanyan weapons in which you are trained. - -*Source: Lost Omens: Impossible Lands p. 63* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/vishkanya-weapon-familiarity-loil.md b/Compendium/feats/vishkanya-weapon-familiarity-loil.md deleted file mode 100644 index 0edc3eb61..000000000 --- a/Compendium/feats/vishkanya-weapon-familiarity-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vishkanya -aliases: ["Vishkanya Weapon Familiarity"] ---- -# Vishkanya Weapon Familiarity *Feat 1* -[vishkanya](../../Rules/traits/vishkanya-loil.md) - - -You favor weapons historically used in subtle work and in ceremony. You gain access to and are trained with the blowgun, fighting fan (Pathfinder Lost Omens: Gods & Magic 120), kris (page 221), kukri, and shuriken. In addition, you gain access to all uncommon vishkanyan weapons. For the purpose of determining your proficiency, martial vishkanyan weapons are simple weapons and advanced vishkanyan weapons are martial weapons. - -*Source: Lost Omens: Impossible Lands p. 61* -%% #compendium/src/pf2e/loil #trait/vishkanya %% \ No newline at end of file diff --git a/Compendium/feats/vision-of-foresight-da.md b/Compendium/feats/vision-of-foresight-da.md deleted file mode 100644 index c0e0e139b..000000000 --- a/Compendium/feats/vision-of-foresight-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/divination -- trait/fortune -- trait/occult -aliases: ["Vision of Foresight"] ---- -# Vision of Foresight [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[archetype](../../Rules/traits/archetype.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) -- **Requirements**: You're in a Daydream Trance -- **Activity** Single Action - -You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result. - -*Source: Dark Archive p. 206* -%% #compendium/src/pf2e/da #trait/archetype #trait/divination #trait/fortune #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/vision-of-weakness-apg.md b/Compendium/feats/vision-of-weakness-apg.md deleted file mode 100644 index 492bb75e1..000000000 --- a/Compendium/feats/vision-of-weakness-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/oracle -aliases: ["Vision Of Weakness"] ---- -# Vision Of Weakness *Feat 4* -[oracle](../../Rules/traits/oracle-apg.md) - - -You can call upon divine insights to single out your foes' weak points. You learn the [vision of weakness](../spells/vision-of-weakness-apg.md) revelation spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/visual-fidelity-g-g.md b/Compendium/feats/visual-fidelity-g-g.md deleted file mode 100644 index 69d3b5c83..000000000 --- a/Compendium/feats/visual-fidelity-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["Visual Fidelity"] ---- -# Visual Fidelity *Feat 6* -[inventor](../../Rules/traits/inventor-g-g.md) - - -You've found a way to use a hodgepodge combination of devices to enhance your visual abilities in every situation. You gain [darkvision](../../Rules/abilities/darkvision.md) and [low-light vision](../../Rules/abilities/low-light-vision.md), and you can see [invisible](../../Rules/conditions.md#Invisible) creatures and objects as translucent shapes, though these shapes are indistinct enough to be [concealed](../../Rules/conditions.md#Concealed) to you. - -If an effect would give you the [blinded](../../Rules/conditions.md#Blinded) condition, the effect must attempt a counteract check against your class DC, with your counteract level equaling half your level, rounded up. On a failed counteract check, you aren't [blinded](../../Rules/conditions.md#Blinded)—your various devices are able to compensate. - -*Source: Guns & Gears p. 27* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/vitality-manipulating-stance-frp3.md b/Compendium/feats/vitality-manipulating-stance-frp3.md deleted file mode 100644 index dc92e3b0a..000000000 --- a/Compendium/feats/vitality-manipulating-stance-frp3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/monk -- trait/stance -- trait/uncommon -aliases: ["Vitality-manipulating Stance"] ---- -# Vitality-manipulating Stance *Feat 20* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Stunning Fist](stunning-fist.md) - -You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vitality blast ranged unarmed [Strike](../../Rules/actions/strike.md) that deals `1d4` negative damage, has a range of 30 feet, and has the unarmed and versatile [positive](../../Rules/traits/positive.md) traits. - -Additionally, when you use Stunning Fist, instead of saving against being [stunned](../../Rules/conditions.md#Stunned), you can choose to have the target make a Fortitude save against your class DC with the following results. You must choose to do this before the target rolls its save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's muscles become temporarily weaker. For 1 round, the target is [enfeebled](../../Rules/conditions.md#Enfeebled), and any time it attempts to take an action with the [manipulate](../../Rules/traits/manipulate.md) trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its [enfeebled](../../Rules/conditions.md#Enfeebled) value. -> - **Failure** As success, but the duration is 1 minute. -> - **Critical Failure** As success, but the duration is 1 minute, the flat check is DC 11, and the target takes –10-foot status penalty to all Speeds for the duration. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* -%% #compendium/src/pf2e/frp3 #trait/monk #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/vivacious-afterimage-frp3.md b/Compendium/feats/vivacious-afterimage-frp3.md deleted file mode 100644 index 91f330b8a..000000000 --- a/Compendium/feats/vivacious-afterimage-frp3.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/illusion -- trait/occult -- trait/swashbuckler -- trait/uncommon -- trait/visual -aliases: ["Vivacious Afterimage"] ---- -# Vivacious Afterimage [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[illusion](../../Rules/traits/illusion.md) [occult](../../Rules/traits/occult.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: vivacious speed -- **Requirements**: You have panache. -- **Activity** Single Action - -You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you. You [Stride](../../Rules/actions/stride.md). At any point along your movement, you leave an afterimage of yourself behind. - -Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to 0 with a Will save against your class DC. Once an enemy has 0 any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not 0, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* -%% #compendium/src/pf2e/frp3 #trait/illusion #trait/occult #trait/swashbuckler #trait/uncommon #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/vivacious-bravado-apg.md b/Compendium/feats/vivacious-bravado-apg.md deleted file mode 100644 index c0315683e..000000000 --- a/Compendium/feats/vivacious-bravado-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Vivacious Bravado"] ---- -# Vivacious Bravado [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Requirements**: You gained panache this turn. -- **Activity** Single Action - -Your ego swells, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last until the start of your next turn. - -*Source: Advanced Player's Guide p. 91* -%% #compendium/src/pf2e/apg #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/voice-cold-as-death-lokl.md b/Compendium/feats/voice-cold-as-death-lokl.md deleted file mode 100644 index e92838140..000000000 --- a/Compendium/feats/voice-cold-as-death-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/fear -- trait/mental -- trait/skill -aliases: ["Voice Cold as Death"] ---- -# Voice Cold as Death [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 7* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: [Knight Reclaimant Dedication](knight-reclaimant-dedication-locg.md), master in [Intimidation](../skills.md#Intimidation) -- **Requirements**: You are not [fatigued](../../Rules/conditions.md#Fatigued). -- **Activity** Single Action - -Channeling the energy of the Crimson Oath into your voice, you pronounce a threat in a tone so icy it freezes the blood. Attempt an [Intimidation](../skills.md#Intimidation) check to [Demoralize](../../Rules/actions/demoralize.md); you don't suffer a penalty if the target doesn't understand the language you're speaking, but this otherwise functions as normal. You can't use Intimidating Glare or any other effect that would cause your [Demoralize](../../Rules/actions/demoralize.md) attempt to lose the [auditory](../../Rules/traits/auditory.md) trait as part of using this feat. If you critically succeed at your [Intimidation](../skills.md#Intimidation) check, the target becomes [stunned](../../Rules/conditions.md#Stunned), or [stunned](../../Rules/conditions.md#Stunned) if the target is undead. After using this feat, you are [fatigued](../../Rules/conditions.md#Fatigued) until the end of your next turn, and you can't use this feat again until the end of your next turn. - -*Source: Lost Omens: Knights of Lastwall p. 76* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/auditory #trait/concentrate #trait/emotion #trait/fear #trait/mental #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/voice-of-authority-ngd.md b/Compendium/feats/voice-of-authority-ngd.md deleted file mode 100644 index b023803c2..000000000 --- a/Compendium/feats/voice-of-authority-ngd.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ngd -- trait/archetype -- trait/auditory -- trait/vigilante -aliases: ["Voice of Authority"] ---- -# Voice of Authority *Feat 4* -[archetype](../../Rules/traits/archetype.md) [auditory](../../Rules/traits/auditory.md) [vigilante](../../Rules/traits/vigilante-apg.md) - -- **Prerequisites**: expert in [Intimidation](../skills.md#Intimidation), [Vigilante Dedication](vigilante-dedication-apg.md), member of the Gray Gardeners - -You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter. - -Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate silence or similar effect. If you roll [Intimidation](../skills.md#Intimidation) for initiative, on the first round of combat, creatures that haven't acted yet are [flat-footed](../../Rules/conditions.md#Flat-footed) to you. - -## Voice of Authority leads to... - -[Strident Command](strident-command-ngd.md) - -## Summary - -*Source: Night of the Gray Death p. 64* -%% #compendium/src/pf2e/ngd #trait/archetype #trait/auditory #trait/vigilante %% \ No newline at end of file diff --git a/Compendium/feats/voice-of-the-night-apg.md b/Compendium/feats/voice-of-the-night-apg.md deleted file mode 100644 index 3658bce32..000000000 --- a/Compendium/feats/voice-of-the-night-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/dhampir -aliases: ["Voice Of The Night"] ---- -# Voice Of The Night *Feat 1* -[dhampir](../../Rules/traits/dhampir-b1.md) - - -You hear and understand the words of creatures you share the darkness with. You can ask questions of, receive answers from, and use [Diplomacy](../skills.md#Diplomacy) with bats, rats, and wolves. You also gain a +1 circumstance bonus to [Make an Impression](../../Rules/actions/make-an-impression.md) on such animals. - -*Source: Advanced Player's Guide p. 33* -%% #compendium/src/pf2e/apg #trait/dhampir %% \ No newline at end of file diff --git a/Compendium/feats/volatile-grease-lotgb.md b/Compendium/feats/volatile-grease-lotgb.md deleted file mode 100644 index 085d86a7f..000000000 --- a/Compendium/feats/volatile-grease-lotgb.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Volatile Grease"] ---- -# Volatile Grease *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [grease](../spells/grease.md) - -When you cast [grease](../spells/grease.md), you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an [Interact](../../Rules/actions/interact.md) action, ending the effect. -> - **Failure** As success, except the weakness to fire lasts for 1 minute. - -**Heightened (+2)** The weakness increases by 1. - -*Source: Lost Omens: The Grand Bazaar p. 124* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/waking-dream-da.md b/Compendium/feats/waking-dream-da.md deleted file mode 100644 index 229397cc5..000000000 --- a/Compendium/feats/waking-dream-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Waking Dream"] ---- -# Waking Dream *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) - -While in your trance, you can blur the line between dreams and reality for others. You gain the [waking dream](../spells/waking-dream-da.md) focus spell, which you can use only while you're in a Daydream Trance. - -You gain a pool of Focus Points with 1 Focus Point and you can [Refocus](../../Rules/actions/refocus.md) by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom. - -*Source: Dark Archive p. 206* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/walk-on-the-wind-da.md b/Compendium/feats/walk-on-the-wind-da.md deleted file mode 100644 index d47b28ae6..000000000 --- a/Compendium/feats/walk-on-the-wind-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/aftermath -- trait/air -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Walk on the Wind"] ---- -# Walk on the Wind *Feat 16* -[aftermath](../../Rules/traits/aftermath-da.md) [air](../../Rules/traits/air.md) [magical](../../Rules/traits/magical.md) [rare](../../Rules/traits/rare.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: You've been brought to 0 Hit Points by an enemy that has the [air](../../Rules/traits/air.md) trait or an enemy's ability that has the [air](../../Rules/traits/air.md) trait. - -A flighty breeze follows you wherever you go, granting a dramatic flair to everything you do. You're light on your feet, your voice gains an airy quality that allows it to travel further than normal, and your clothing and hair rustle gently around you at all times. You can [Stride](../../Rules/actions/stride.md) at half your land Speed across calm air. If you attempt to carry another creature with you while walking on air, even if it's in an extradimensional space, you fall. - -*Source: Dark Archive p. 57* -%% #compendium/src/pf2e/da #trait/aftermath #trait/air #trait/magical #trait/rare #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/walk-the-plank-apg.md b/Compendium/feats/walk-the-plank-apg.md deleted file mode 100644 index 9ca055f6b..000000000 --- a/Compendium/feats/walk-the-plank-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Walk The Plank"] ---- -# Walk The Plank [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pirate Dedication](pirate-dedication-apg.md) -- **Activity** Two-Action - -You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to [Demoralize](../../Rules/actions/demoralize.md) an opponent; this check gains the [incapacitation](../../Rules/traits/incapacitation.md) trait. On a success, in addition to the normal effects, you can also force the target to [Stride](../../Rules/actions/stride.md) up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to [Demoralize](../../Rules/actions/demoralize.md) was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours. - -*Source: Advanced Player's Guide p. 185* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/wall-jump.md b/Compendium/feats/wall-jump.md deleted file mode 100644 index e62072afb..000000000 --- a/Compendium/feats/wall-jump.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Wall Jump"] ---- -# Wall Jump *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) - -You can use your momentum from a jump to propel yourself off a wall. If you're adjacent to a wall at the end of a jump (whether performing a [High Jump](../../Rules/actions/high-jump.md), [Long Jump](../../Rules/actions/long-jump.md), or [Leap](../../Rules/actions/leap.md)), you don't fall as long as your next action is another jump. - -Furthermore, since your previous jump gives you momentum, you can use [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) as a single action, but you don't get to [Stride](../../Rules/actions/stride.md) as part of the activity. - -You can use Wall Jump only once in a turn, unless you're legendary in [Athletics](../skills.md#Athletics), in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. - -## Wall Jump leads to... - -[Ricocheting Leap](ricocheting-leap-lome.md) - -## Summary - -*Source: Core Rulebook p. 269* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/wall-run.md b/Compendium/feats/wall-run.md deleted file mode 100644 index e597d78b0..000000000 --- a/Compendium/feats/wall-run.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Wall Run"] ---- -# Wall Run [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[monk](../../Rules/traits/monk.md) - -- **Activity** Single Action - -You defy gravity, traversing vertical planes as easily as the ground. [Stride](../../Rules/actions/stride.md) up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the [Stride](../../Rules/actions/stride.md) off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can [Grab an Edge](../../Rules/actions/grab-an-edge.md), if applicable). If you have [Water Step](water-step.md) or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall. - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/wandering-heart-locg.md b/Compendium/feats/wandering-heart-locg.md deleted file mode 100644 index 156a95063..000000000 --- a/Compendium/feats/wandering-heart-locg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Wandering Heart"] ---- -# Wandering Heart *Feat 13* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: arctic elf, cavern elf, desert elf, woodland elf, or any other elf heritage based on adapting to an environment - -While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for arctic elf, or a forest or jungle for woodland elf) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn't related to an environment, such as ancient elf, seer elf, or whisper elf. - -*Source: Lost Omens: Character Guide p. 27* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/wandering-oasis-apg.md b/Compendium/feats/wandering-oasis-apg.md deleted file mode 100644 index aff38acb8..000000000 --- a/Compendium/feats/wandering-oasis-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/druid -aliases: ["Wandering Oasis"] ---- -# Wandering Oasis *Feat 12* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: master in [Survival](../skills.md#Survival) - -You're surrounded by soothing energy. You and allies within 60 feet of you are protected from severe environmental heat and cold. If you're legendary in [Survival](../skills.md#Survival), you and those allies are also protected from extreme environmental heat and cold. - -*Source: Advanced Player's Guide p. 125* -%% #compendium/src/pf2e/apg #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/wandering-thoughts-da.md b/Compendium/feats/wandering-thoughts-da.md deleted file mode 100644 index 4f11fa17d..000000000 --- a/Compendium/feats/wandering-thoughts-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/occult -- trait/psyche -- trait/psychic -- trait/teleportation -aliases: ["Wandering Thoughts"] ---- -# Wandering Thoughts [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* -[concentrate](../../Rules/traits/concentrate.md) [occult](../../Rules/traits/occult.md) [psyche](../../Rules/traits/psyche-da.md) [psychic](../../Rules/traits/psychic-da.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Frequency**: once per round -- **Requirements**: You used your most recent action to [Cast a Spell](../../Rules/actions/cast-a-spell.md). -- **Activity** Free Action - -When your [Psyche is Unleashed](../../Rules/actions/unleash-psyche-da.md), each burst of magic you cast also folds space around you, and you travel through one of those folds. You teleport 15 feet to a square you can see. - -*Source: Dark Archive p. 29* -%% #compendium/src/pf2e/da #trait/concentrate #trait/occult #trait/psyche #trait/psychic #trait/teleportation %% \ No newline at end of file diff --git a/Compendium/feats/war-conditioning-loag.md b/Compendium/feats/war-conditioning-loag.md deleted file mode 100644 index be48e1ec2..000000000 --- a/Compendium/feats/war-conditioning-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["War Conditioning"] ---- -# War Conditioning *Feat 13* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You have extensive training in remote environments, allowing you to move through these areas easily. When you gain this feat, you can choose to gain either a climb Speed of 20 feet or a swim Speed of 20 feet. - -*Source: Lost Omens: Ancestry Guide p. 36* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/ward-against-corruption-apg.md b/Compendium/feats/ward-against-corruption-apg.md deleted file mode 100644 index 503b42735..000000000 --- a/Compendium/feats/ward-against-corruption-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/duskwalker -aliases: ["Ward Against Corruption"] ---- -# Ward Against Corruption *Feat 5* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - - -Your soul is warded against the power of undeath and plague, as well as that of the evil former psychopomps known as sahkils. You gain a +1 circumstance bonus to saving throws against [death](../../Rules/traits/death.md) effects, disease, and all effects from undead or sahkils. This bonus increases to +2 against an undead or sahkil's [death](../../Rules/traits/death.md) effect or disease. - -*Source: Advanced Player's Guide p. 38* -%% #compendium/src/pf2e/apg #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/ward-casting-locg.md b/Compendium/feats/ward-casting-locg.md deleted file mode 100644 index bae007a9a..000000000 --- a/Compendium/feats/ward-casting-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/archetype -aliases: ["Ward Casting"] ---- -# Ward Casting [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spellmaster Dedication](spellmaster-dedication-locg.md), Steady Spellcasting -- **Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet. -- **Activity** Reaction - -You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10. - -*Source: Lost Omens: Character Guide p. 114* -%% #compendium/src/pf2e/locg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ward-medic.md b/Compendium/feats/ward-medic.md deleted file mode 100644 index 8017176c7..000000000 --- a/Compendium/feats/ward-medic.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/general -- trait/skill -aliases: ["Ward Medic"] ---- -# Ward Medic *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: expert in [Medicine](../skills.md#Medicine) - -You've studied in large medical wards, treating several patients at once and tending to all their needs. When you use [Treat Disease](../../Rules/actions/treat-disease.md) or [Treat Wounds](../../Rules/actions/treat-wounds.md), you can treat up to two targets. If you're a master in [Medicine](../skills.md#Medicine), you can treat up to four targets, and if you're legendary, you can treat up to eight targets. - -*Source: Core Rulebook p. 269* -%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/ward-mind-lopsg.md b/Compendium/feats/ward-mind-lopsg.md deleted file mode 100644 index f14a7ab2e..000000000 --- a/Compendium/feats/ward-mind-lopsg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Ward Mind"] ---- -# Ward Mind [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Scrollmaster Dedication](scrollmaster-dedication-locg.md) -- **Trigger** Your turn ends. -- **Requirements**: You're currently affected by a [mental](../../Rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. -- **Activity** Reaction - -To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single [mental](../../Rules/traits/mental.md) effect that meets the requirement. - -You can suppress a particular effect using Ward Mind or Cognitive Loophole (Core Rulebook 188) only once, even if you have both feats. - -**Special.** You can use this reaction even if the [mental](../../Rules/traits/mental.md) effect prevents you from using reactions. - -*Source: Lost Omens: Pathfinder Society Guide p. 46* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/ward-slumber-da.md b/Compendium/feats/ward-slumber-da.md deleted file mode 100644 index 46e81ef98..000000000 --- a/Compendium/feats/ward-slumber-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/abjuration -- trait/archetype -- trait/occult -aliases: ["Ward Slumber"] ---- -# Ward Slumber *Feat 12* -[abjuration](../../Rules/traits/abjuration.md) [archetype](../../Rules/traits/archetype.md) [occult](../../Rules/traits/occult.md) - -- **Prerequisites**: [Sleepwalker Dedication](sleepwalker-dedication-da.md) - -Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against nightmare, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. - -They heal double the usual amount of Hit Points from resting. - -*Source: Dark Archive p. 207* -%% #compendium/src/pf2e/da #trait/abjuration #trait/archetype #trait/occult %% \ No newline at end of file diff --git a/Compendium/feats/wardens-boon.md b/Compendium/feats/wardens-boon.md deleted file mode 100644 index fddc555cd..000000000 --- a/Compendium/feats/wardens-boon.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Warden's Boon"] ---- -# Warden's Boon [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[ranger](../../Rules/traits/ranger.md) - -- **Activity** Single Action - -By pointing out vulnerabilities, you grant the benefits listed in [Hunt Prey](../../Rules/actions/hunt-prey.md) and your hunter's edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the [auditory](../../Rules/traits/auditory.md) or [visual](../../Rules/traits/visual.md) trait. - -## Warden's Boon leads to... - -[Shared Prey](shared-prey.md), [Triple Threat](triple-threat.md) - -## Summary - -*Source: Core Rulebook p. 174* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/wardens-focus-apg.md b/Compendium/feats/wardens-focus-apg.md deleted file mode 100644 index 519214cd9..000000000 --- a/Compendium/feats/wardens-focus-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Warden's Focus"] ---- -# Warden's Focus *Feat 12* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden spells - -Your connection with your surroundings grows deeper as you focus. If you have spent at least 2 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Advanced Player's Guide p. 133* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/wardens-guidance.md b/Compendium/feats/wardens-guidance.md deleted file mode 100644 index ede6e65de..000000000 --- a/Compendium/feats/wardens-guidance.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Warden's Guidance"] ---- -# Warden's Guidance *Feat 14* -[ranger](../../Rules/traits/ranger.md) - - -You can convey your prey's location to your allies, no matter how well hidden it is. As long as your hunted prey is [observed](../../Rules/conditions.md#Observed) by you, all your allies who roll failures and critical failures when [Seeking](../../Rules/actions/seek.md) it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit. - -*Source: Core Rulebook p. 176* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/wardens-step.md b/Compendium/feats/wardens-step.md deleted file mode 100644 index e349756cc..000000000 --- a/Compendium/feats/wardens-step.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Warden's Step"] ---- -# Warden's Step *Feat 10* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: master in [Stealth](../skills.md#Stealth) - -You can guide your allies to move quietly through the wilderness. When you [Sneak](../../Rules/actions/sneak.md) during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part. - -*Source: Core Rulebook p. 175* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/wardens-wellspring-apg.md b/Compendium/feats/wardens-wellspring-apg.md deleted file mode 100644 index b299f0aed..000000000 --- a/Compendium/feats/wardens-wellspring-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ranger -aliases: ["Warden's Wellspring"] ---- -# Warden's Wellspring *Feat 18* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: warden's focus - -You command unparalleled focus when you commune with the world around you. If you have spent at least 3 Focus Points since the last time you [Refocused](../../Rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](../../Rules/actions/refocus.md) instead of 1. - -*Source: Advanced Player's Guide p. 133* -%% #compendium/src/pf2e/apg #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/warding-light-lol.md b/Compendium/feats/warding-light-lol.md deleted file mode 100644 index 8283d4bf8..000000000 --- a/Compendium/feats/warding-light-lol.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/archetype -aliases: ["Warding Light"] ---- -# Warding Light *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Bright Lion Dedication](bright-lion-dedication-lol.md) - -You gain a tattoo that serves as a special ward to defend you against Walkena's forces. - -The tattoo allows you to cast the [light](../spells/light.md) cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level. - -*Source: Lost Omens: Legends p. 101* -%% #compendium/src/pf2e/lol #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/warding-rune-lowg.md b/Compendium/feats/warding-rune-lowg.md deleted file mode 100644 index 546b1d923..000000000 --- a/Compendium/feats/warding-rune-lowg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Warding Rune"] ---- -# Warding Rune *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Runescarred Dedication](runescarred-dedication-lowg.md) - -Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school. - -*Source: Lost Omens: World Guide p. 119* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/warning-shot-g-g.md b/Compendium/feats/warning-shot-g-g.md deleted file mode 100644 index dd622bb53..000000000 --- a/Compendium/feats/warning-shot-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Warning Shot"] ---- -# Warning Shot [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[gunslinger](../../Rules/traits/gunslinger-g-g.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) -- **Requirements**: You're wielding a loaded firearm. -- **Activity** Single Action - -Who needs words when the roar of a gun is so much more succinct? You attempt to [Demoralize](../../Rules/actions/demoralize.md) a foe by firing your weapon into the air, using the firearm's maximum range rather than the usual range of 30 feet. This check doesn't take the –4 circumstance penalty if the target doesn't share a language with you. - -*Source: Guns & Gears p. 112* -%% #compendium/src/pf2e/g&g #trait/gunslinger %% \ No newline at end of file diff --git a/Compendium/feats/warp-likeness-da.md b/Compendium/feats/warp-likeness-da.md deleted file mode 100644 index e48d09df4..000000000 --- a/Compendium/feats/warp-likeness-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/morph -- trait/occult -- trait/reflection -- trait/transmutation -aliases: ["Warp Likeness"] ---- -# Warp Likeness [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[morph](../../Rules/traits/morph.md) [occult](../../Rules/traits/occult.md) [reflection](../../Rules/traits/reflection-da.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Prerequisites**: [Morph-Risen](morph-risen-da.md) -- **Frequency**: once per minute -- **Requirements**: You hit a creature with a melee [Strike](../../Rules/actions/strike.md) on your last action. -- **Activity** Single Action - -You channel some of your own nature through your blow, temporarily warping your target's form to resemble your own. The creature you hit must attempt a Fortitude save against the higher of your class DC or spell DC. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target resists the effect but its form twists in the process. It's [clumsy](../../Rules/conditions.md#Clumsy) until the end of its next turn. -> - **Failure** The target's body briefly warps to resemble yours. It's [clumsy](../../Rules/conditions.md#Clumsy) until the end of its next turn and [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The target's body warps to resemble yours for a significant time. It's [clumsy](../../Rules/conditions.md#Clumsy) for 1 minute and [sickened](../../Rules/conditions.md#Sickened). - -*Source: Dark Archive p. 121* -%% #compendium/src/pf2e/da #trait/morph #trait/occult #trait/reflection #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/warp-space-da.md b/Compendium/feats/warp-space-da.md deleted file mode 100644 index 6f781181c..000000000 --- a/Compendium/feats/warp-space-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/amp -- trait/psychic -aliases: ["Warp Space"] ---- -# Warp Space *Feat 2* -[amp](../../Rules/traits/amp-da.md) [psychic](../../Rules/traits/psychic-da.md) - - -You use your magic to bend space, causing your spell to strike from a strange vector. Use this amp in place of a psi cantrip's normal amp entry. The amped psi cantrip must have a range. - -*Source: Dark Archive p. 24* -%% #compendium/src/pf2e/da #trait/amp #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/warped-constriction-da.md b/Compendium/feats/warped-constriction-da.md deleted file mode 100644 index 72700175c..000000000 --- a/Compendium/feats/warped-constriction-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -aliases: ["Warped Constriction"] ---- -# Warped Constriction [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Living Vessel Dedication](living-vessel-dedication-da.md), your entity is an aberration or outer entity -- **Requirements**: You have a foe [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC. - -*Source: Dark Archive p. 141* -%% #compendium/src/pf2e/da #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/warped-reflection-da.md b/Compendium/feats/warped-reflection-da.md deleted file mode 100644 index 4d1077910..000000000 --- a/Compendium/feats/warped-reflection-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/concentrate -- trait/emotion -- trait/fear -- trait/mental -- trait/reflection -- trait/visual -aliases: ["Warped Reflection"] ---- -# Warped Reflection [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [reflection](../../Rules/traits/reflection-da.md) [visual](../../Rules/traits/visual.md) - -- **Frequency**: once per minute -- **Activity** Single Action - -Due to your origins, your form is more flexible than most. You shift your appearance to resemble a creature within 30 feet but with an unsettling, horrifying twist. Though this transformation is momentary, witnessing it gives the target deep existential dread. It must succeed at a Will save against the higher of your class DC or spell DC or become [frightened](../../Rules/conditions.md#Frightened) ([frightened](../../Rules/conditions.md#Frightened) on a critical failure) and be [stupefied](../../Rules/conditions.md#Stupefied) as long as the [frightened](../../Rules/conditions.md#Frightened) condition lasts. Once you've used Warped Reflection against a creature, it's temporarily immune for 24 hours. - -*Source: Dark Archive p. 120* -%% #compendium/src/pf2e/da #trait/concentrate #trait/emotion #trait/fear #trait/mental #trait/reflection #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/warren-digger-apg.md b/Compendium/feats/warren-digger-apg.md deleted file mode 100644 index 94b4821ee..000000000 --- a/Compendium/feats/warren-digger-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Warren Digger"] ---- -# Warren Digger *Feat 13* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You've learned to put your sturdy claws to work digging through the earth. You gain a burrow Speed of 15 feet. - -*Source: Advanced Player's Guide p. 23* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/warren-friend-loag.md b/Compendium/feats/warren-friend-loag.md deleted file mode 100644 index b18c93dfb..000000000 --- a/Compendium/feats/warren-friend-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/downtime -- trait/ratfolk -aliases: ["Warren Friend"] ---- -# Warren Friend *Feat 1* -[downtime](../../Rules/traits/downtime.md) [ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You're adept at making contact with other ysoki. When you arrive at a new settlement, you automatically find the nearest ratfolk enclave by spending 1 day of downtime searching, provided one exists and its members aren't actively hiding from you. Once you've made contact, you gain a +1 circumstance bonus to [Gather Information](../../Rules/actions/gather-information.md) and [Earn Income](../../Rules/actions/earn-income.md) in the settlement. - -*Source: Lost Omens: Ancestry Guide p. 55* -%% #compendium/src/pf2e/loag #trait/downtime #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/warren-navigator-apg.md b/Compendium/feats/warren-navigator-apg.md deleted file mode 100644 index f5c54be5a..000000000 --- a/Compendium/feats/warren-navigator-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/ratfolk -aliases: ["Warren Navigator"] ---- -# Warren Navigator *Feat 1* -[ratfolk](../../Rules/traits/ratfolk-b1.md) - - -You're particularly good at solving mazes and navigating twists and turns. You gain the trained proficiency rank in [Survival](../skills.md#Survival). - -If you would automatically become trained in [Survival](../skills.md#Survival) (from your background or class, for example), you become trained in another skill of your choice. When you [Sense Direction](../../Rules/actions/sense-direction.md) or attempt a roll against a [maze](../spells/maze.md) spell, you get a result one degree of success better than you rolled. You don't take a penalty to [Sense Direction](../../Rules/actions/sense-direction.md) when you lack a compass. - -*Source: Advanced Player's Guide p. 22* -%% #compendium/src/pf2e/apg #trait/ratfolk %% \ No newline at end of file diff --git a/Compendium/feats/wary-skulker-apg.md b/Compendium/feats/wary-skulker-apg.md deleted file mode 100644 index e8344298f..000000000 --- a/Compendium/feats/wary-skulker-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Wary Skulker"] ---- -# Wary Skulker *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -Ever alert, you scout for danger even when you are trying to stay [hidden](../../Rules/conditions.md#Hidden). You can perform the [Scout](../../Rules/actions/scout.md) exploration activity at the same time as the [Avoid Notice](../../Rules/actions/avoid-notice.md) exploration activity. - -*Source: Advanced Player's Guide p. 11* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/wash-out-lotgb.md b/Compendium/feats/wash-out-lotgb.md deleted file mode 100644 index e44fca372..000000000 --- a/Compendium/feats/wash-out-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Wash Out"] ---- -# Wash Out *Feat 1* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -Toxins seep out of your artificial body quickly. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison. - -*Source: Lost Omens: The Grand Bazaar p. 64* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/watch-and-learn-lopsg.md b/Compendium/feats/watch-and-learn-lopsg.md deleted file mode 100644 index a00434a28..000000000 --- a/Compendium/feats/watch-and-learn-lopsg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Watch And Learn"] ---- -# Watch And Learn [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) -- **Trigger** An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained. -- **Activity** Reaction - -Pathfinder agents serve as members of diverse teams with complementary skill sets. You are practiced at following the example of a more skilled ally to accomplish a wide variety of tasks. For the next minute you can add your level as a proficiency bonus to the [observed](../../Rules/conditions.md#Observed) skill check, even though you are untrained. This does not allow you to attempt trained actions using that skill unless you would otherwise be able to do so. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/watch-your-back-apg.md b/Compendium/feats/watch-your-back-apg.md deleted file mode 100644 index a5761261f..000000000 --- a/Compendium/feats/watch-your-back-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/emotion -- trait/fear -- trait/mental -- trait/rogue -aliases: ["Watch Your Back"] ---- -# Watch Your Back [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) -- **Activity** Single Action - -You menace the target, stoking their fears and drawing their attention. Attempt an [Intimidation](../skills.md#Intimidation) check against the Will DC of a target within 30 feet. If you succeed, for 1 minute, that target gains a +2 status bonus to [Perception](../skills.md#Perception) checks against you, but they take a –2 status penalty to Will saves against [fear](../../Rules/traits/fear.md) effects. - -*Source: Advanced Player's Guide p. 135* -%% #compendium/src/pf2e/apg #trait/emotion #trait/fear #trait/mental #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/watchful-gaze-lome.md b/Compendium/feats/watchful-gaze-lome.md deleted file mode 100644 index d0bdcaa32..000000000 --- a/Compendium/feats/watchful-gaze-lome.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/concentrate -- trait/goloma -aliases: ["Watchful Gaze"] ---- -# Watchful Gaze [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[concentrate](../../Rules/traits/concentrate.md) [goloma](../../Rules/traits/goloma-lome.md) - -- **Activity** Single Action - -You use your many eyes to look in all directions at once, making you extremely observant for a short period of time. You gain [all-around vision](../../Rules/abilities/all-around-vision.md) until the start of your next turn. This lets you see in all directions and prevents you from being flanked. - -## Watchful Gaze leads to... - -[Constant Gaze](constant-gaze-lome.md) - -## Summary - -*Source: Lost Omens: The Mwangi Expanse p. 117* -%% #compendium/src/pf2e/lome #trait/concentrate #trait/goloma %% \ No newline at end of file diff --git a/Compendium/feats/watchful-halfling.md b/Compendium/feats/watchful-halfling.md deleted file mode 100644 index 21919e9cc..000000000 --- a/Compendium/feats/watchful-halfling.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/halfling -aliases: ["Watchful Halfling"] ---- -# Watchful Halfling *Feat 1* -[halfling](../../Rules/traits/halfling.md) - - -Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to [Perception](../skills.md#Perception) checks when using the [Sense Motive](../../Rules/actions/sense-motive.md) basic action to notice enchanted or possessed characters. If you aren't actively using [Sense Motive](../../Rules/actions/sense-motive.md) on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the [enchantment](../../Rules/traits/enchantment.md) or [possession](../../Rules/traits/possession.md) anyway. - -In addition to using it for skill checks, you can use the [Aid](../../Rules/actions/aid.md) basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. - -As usual for [Aid](../../Rules/actions/aid.md), you need to prepare by using an action on your turn to encourage the creature to fight against the effect. - -*Source: Core Rulebook p. 52* -%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/Compendium/feats/water-conjuration-loag.md b/Compendium/feats/water-conjuration-loag.md deleted file mode 100644 index a60d109a5..000000000 --- a/Compendium/feats/water-conjuration-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Water Conjuration"] ---- -# Water Conjuration *Feat 5* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You carry the ocean with you wherever you go. You can cast [create water](../spells/create-water.md) as a primal innate spell once per day. Each time you cast [create water](../spells/create-water.md), you choose if you create fresh water or salt water. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/water-dancer-loag.md b/Compendium/feats/water-dancer-loag.md deleted file mode 100644 index 2403757d1..000000000 --- a/Compendium/feats/water-dancer-loag.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -aliases: ["Water Dancer"] ---- -# Water Dancer *Feat 9* -[azarketi](../../Rules/traits/azarketi-loag.md) - - -You glide through the water with graceful ease. When in an aquatic or swamp environment, you ignore the effects of non-magical difficult terrain. In addition, swimming up or down isn't difficult terrain for you. - -*Source: Lost Omens: Ancestry Guide p. 15* -%% #compendium/src/pf2e/loag #trait/azarketi %% \ No newline at end of file diff --git a/Compendium/feats/water-nagaji-loil.md b/Compendium/feats/water-nagaji-loil.md deleted file mode 100644 index 2f3f6dd82..000000000 --- a/Compendium/feats/water-nagaji-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/nagaji -aliases: ["Water Nagaji"] ---- -# Water Nagaji *Feat 1* -[nagaji](../../Rules/traits/nagaji-loil.md) - - -Much like a water naga, you've formed a connection to a sacred or pristine body of water, either as a home or a place to protect. You gain the [Breath Control](breath-control.md) general feat as a bonus feat and a swim Speed of 10 feet. - -*Source: Lost Omens: Impossible Lands p. 49* -%% #compendium/src/pf2e/loil #trait/nagaji %% \ No newline at end of file diff --git a/Compendium/feats/water-sprint-apg.md b/Compendium/feats/water-sprint-apg.md deleted file mode 100644 index 696495224..000000000 --- a/Compendium/feats/water-sprint-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/general -- trait/skill -aliases: ["Water Sprint"] ---- -# Water Sprint *Feat 7* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) - -- **Prerequisites**: master in [Athletics](../skills.md#Athletics) - -Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you [Stride](../../Rules/actions/stride.md) in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your [Stride](../../Rules/actions/stride.md) on solid ground, you fall into the water. - -If you're legendary in [Athletics](../skills.md#Athletics), as long as you start on solid ground, any part of your [Stride](../../Rules/actions/stride.md) can cross the water's surface, even if you aren't moving a straight line, though you still fall into the water if you don't end your movement on solid ground. - -*Source: Advanced Player's Guide p. 209* -%% #compendium/src/pf2e/apg #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/water-step.md b/Compendium/feats/water-step.md deleted file mode 100644 index 04a3de0fb..000000000 --- a/Compendium/feats/water-step.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Water Step"] ---- -# Water Step *Feat 6* -[monk](../../Rules/traits/monk.md) - - -You can [Stride](../../Rules/actions/stride.md) across liquid and surfaces that don't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal. - -*Source: Core Rulebook p. 162* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/water-strider-loag.md b/Compendium/feats/water-strider-loag.md deleted file mode 100644 index 04b6df176..000000000 --- a/Compendium/feats/water-strider-loag.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/azarketi -- trait/primal -- trait/transmutation -- trait/water -aliases: ["Water Strider"] ---- -# Water Strider [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[azarketi](../../Rules/traits/azarketi-loag.md) [primal](../../Rules/traits/primal.md) [transmutation](../../Rules/traits/transmutation.md) [water](../../Rules/traits/water.md) - -- **Activity** Two-Action - -Water cradles your every step, allowing you to walk on its surface. [Stride](../../Rules/actions/stride.md) up to your Speed. During your movement, you can move across liquids that don't support your weight. If you end your movement on a surface that can't support you, you fall into the liquid at the end of your movement. You can increase the number of actions to 3 to [Stride](../../Rules/actions/stride.md) up to three times your Speed. - -## Water Strider leads to... - -[Mist Strider](mist-strider-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 16* -%% #compendium/src/pf2e/loag #trait/azarketi #trait/primal #trait/transmutation #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/wave-spiral-som.md b/Compendium/feats/wave-spiral-som.md deleted file mode 100644 index 17c552d93..000000000 --- a/Compendium/feats/wave-spiral-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/monk -- trait/water -aliases: ["Wave Spiral"] ---- -# Wave Spiral [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* -[monk](../../Rules/traits/monk.md) [water](../../Rules/traits/water.md) - -- **Prerequisites**: [Reflective Ripple Stance](reflective-ripple-stance-som.md) -- **Frequency**: once per minute -- **Requirements**: You're in Reflective Ripple Stance. -- **Activity** Two-Action - -You dip and spin, unleashing a wide whirlpool of water. Make an [Athletics](../skills.md#Athletics) check to [Trip](../../Rules/actions/trip.md) each creature standing on the ground in a 10-foot emanation. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks. - -*Source: Secrets of Magic p. 202* -%% #compendium/src/pf2e/som #trait/monk #trait/water %% \ No newline at end of file diff --git a/Compendium/feats/wave-the-flag-lokl.md b/Compendium/feats/wave-the-flag-lokl.md deleted file mode 100644 index a7dc7f85a..000000000 --- a/Compendium/feats/wave-the-flag-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -- trait/emotion -- trait/flourish -- trait/mental -- trait/uncommon -- trait/visual -aliases: ["Wave the Flag"] ---- -# Wave the Flag [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* -[archetype](../../Rules/traits/archetype.md) [emotion](../../Rules/traits/emotion.md) [flourish](../../Rules/traits/flourish.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Prerequisites**: [Cavalier's Banner](cavaliers-banner-apg.md) -- **Activity** Single Action - -You wave your banner, inspiring allies to throw off the shackles of fear. Each ally presently benefiting from your Cavalier's Banner feat reduces their current [frightened](../../Rules/conditions.md#Frightened) condition by 1 and can choose to immediately attempt a new saving throw against any one [mental](../../Rules/traits/mental.md) effect currently affecting them. Regardless of the result, any ally that attempts a save is temporarily immune to Wave the Flag for 10 minutes. - -*Source: Lost Omens: Knights of Lastwall p. 80* -%% #compendium/src/pf2e/lokl #trait/archetype #trait/emotion #trait/flourish #trait/mental #trait/uncommon #trait/visual %% \ No newline at end of file diff --git a/Compendium/feats/wavetouched-paragon-locg.md b/Compendium/feats/wavetouched-paragon-locg.md deleted file mode 100644 index 422899ef2..000000000 --- a/Compendium/feats/wavetouched-paragon-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -aliases: ["Wavetouched Paragon"] ---- -# Wavetouched Paragon *Feat 5* -[human](../../Rules/traits/human.md) - -- **Prerequisites**: Bonuwat ethnicity - -You have been blessed by the sea, granting you the ability to swim like a fish. - -You gain a 15-foot swim Speed. - -*Source: Lost Omens: Character Guide p. 13* -%% #compendium/src/pf2e/locg #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/waxed-feathers-loag.md b/Compendium/feats/waxed-feathers-loag.md deleted file mode 100644 index 1854e2043..000000000 --- a/Compendium/feats/waxed-feathers-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Waxed Feathers"] ---- -# Waxed Feathers *Feat 1* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: wavediver tengu heritage - -Your feathers are coated in a waxy substance that repels water. You gain a +1 circumstance bonus to saving throws against effects that have the [water](../../Rules/traits/water.md) trait. So long as you're in a dry place, you can spend one action to shake off any water that clings to your clothing and feathers to instantly become dry. - -*Source: Lost Omens: Ancestry Guide p. 59* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/wayfinder-resonance-infiltrator-lopsg.md b/Compendium/feats/wayfinder-resonance-infiltrator-lopsg.md deleted file mode 100644 index 20fe30b4c..000000000 --- a/Compendium/feats/wayfinder-resonance-infiltrator-lopsg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Wayfinder Resonance Infiltrator"] ---- -# Wayfinder Resonance Infiltrator *Feat 8* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md), [Wayfinder Resonance Tinkerer](wayfinder-resonance-tinkerer-lowg.md) (World Guide 23) - -You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ. Once per day you can activate your wayfinder to cast [illusory disguise](../spells/illusory-disguise.md), heightened to 2nd level, as an arcane spell. Additionally, once per day, you can Activate your wayfinder with a single-action envision activation to transform it into a perfect replica of another similarly sized badge of membership or office, such as an Aspis Consortium badge. This transformation lasts for 1 hour. - -*Source: Lost Omens: Pathfinder Society Guide p. 41* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/wayfinder-resonance-tinkerer-lowg.md b/Compendium/feats/wayfinder-resonance-tinkerer-lowg.md deleted file mode 100644 index 33ff7fbfb..000000000 --- a/Compendium/feats/wayfinder-resonance-tinkerer-lowg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lowg -- trait/archetype -aliases: ["Wayfinder Resonance Tinkerer"] ---- -# Wayfinder Resonance Tinkerer *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md) - -You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can [Activate](../../Rules/actions/activate-an-item.md) your wayfinder with a [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour. - -## Wayfinder Resonance Tinkerer leads to... - -[Wayfinder Resonance Infiltrator](wayfinder-resonance-infiltrator-lopsg.md) - -## Summary - -*Source: Lost Omens: World Guide p. 23* -%% #compendium/src/pf2e/lowg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/we-march-on-loag.md b/Compendium/feats/we-march-on-loag.md deleted file mode 100644 index cef653ce2..000000000 --- a/Compendium/feats/we-march-on-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/hobgoblin -aliases: ["We March On"] ---- -# We March On *Feat 13* -[hobgoblin](../../Rules/traits/hobgoblin-locg.md) - - -You make sure that your allies push themselves while traveling. - -You gain the [Caravan Leader](caravan-leader-apg.md) and [Pick Up the Pace](pick-up-the-pace-apg.md) general feats, even if you don't meet the prerequisites. - -*Source: Lost Omens: Ancestry Guide p. 36* -%% #compendium/src/pf2e/loag #trait/hobgoblin %% \ No newline at end of file diff --git a/Compendium/feats/weapon-improviser-dedication-apg.md b/Compendium/feats/weapon-improviser-dedication-apg.md deleted file mode 100644 index c2c41080c..000000000 --- a/Compendium/feats/weapon-improviser-dedication-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -aliases: ["Weapon Improviser Dedication"] ---- -# Weapon Improviser Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in all martial weapons - -You don't take the normal –2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons. - -**Special.** You can't select another dedication feat until you have gained two other feats from the weapon improviser archetype. - -## Weapon Improviser Dedication leads to... - -[Improvised Critical](improvised-critical-apg.md), [Improvised Pummel](improvised-pummel-apg.md), [Shattering Strike](shattering-strike-apg.md), [Makeshift Strike](makeshift-strike-apg.md), [Surprise Strike](surprise-strike-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 199* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/weapon-rune-shifter-aoa4.md b/Compendium/feats/weapon-rune-shifter-aoa4.md deleted file mode 100644 index 663769394..000000000 --- a/Compendium/feats/weapon-rune-shifter-aoa4.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa4 -- trait/archetype -aliases: ["Weapon-rune Shifter"] ---- -# Weapon-rune Shifter *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Crystal Keeper Dedication](crystal-keeper-dedication-aoa4.md) - -You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: [corrosive](../equipment/items/corrosive.md), [flaming](../equipment/items/flaming.md), [frost](../equipment/items/frost.md), [ghost touch](../equipment/items/ghost-touch.md), [grievous](../equipment/items/grievous.md), [returning](../equipment/items/returning.md), [shock](../equipment/items/shock.md), [thundering](../equipment/items/thundering.md), or [wounding](../equipment/items/wounding.md). - -The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 75* -%% #compendium/src/pf2e/aoa4 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/weapon-supremacy.md b/Compendium/feats/weapon-supremacy.md deleted file mode 100644 index 458fc761c..000000000 --- a/Compendium/feats/weapon-supremacy.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -aliases: ["Weapon Supremacy"] ---- -# Weapon Supremacy *Feat 20* -[fighter](../../Rules/traits/fighter.md) - - -Your skill with weapons lets you attack swiftly at all times. You're permanently [quickened](../../Rules/conditions.md#Quickened). You can use your extra action only to [Strike](../../Rules/actions/strike.md). - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/web-hunter-lome.md b/Compendium/feats/web-hunter-lome.md deleted file mode 100644 index fa4d2f9f0..000000000 --- a/Compendium/feats/web-hunter-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Web Hunter"] ---- -# Web Hunter *Feat 9* -[anadi](../../Rules/traits/anadi-lome.md) - - -Through the careful cultivation of highly sensitive hairs, you've developed the ability to sense creatures without seeing them. You gain imprecise [tremorsense](../../Rules/abilities/tremorsense.md) at a range of 15 feet. When you and a creature are both touching the same anchored, threadlike object (such as a rope, webbing, or wire), your imprecise [tremorsense](../../Rules/abilities/tremorsense.md) can sense that creature at a range of 60 feet. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/web-walker-lome.md b/Compendium/feats/web-walker-lome.md deleted file mode 100644 index 4c2fdde9d..000000000 --- a/Compendium/feats/web-walker-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Web Walker"] ---- -# Web Walker *Feat 1* -[anadi](../../Rules/traits/anadi-lome.md) - - -You have plenty of practice navigating webs. You gain a +2 circumstance bonus to saves and AC against the [web](../spells/web.md) spell, natural webbing, and effects that entrap you in webbing, as well as a +1 circumstance bonus against other effects that snare and entangle you, like the [entangle](../spells/entangle.md) spell. Whenever you roll a success on a saving throw against an effect involving a web, you get a critical success instead. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/web-weaver-lome.md b/Compendium/feats/web-weaver-lome.md deleted file mode 100644 index f44e51957..000000000 --- a/Compendium/feats/web-weaver-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Web Weaver"] ---- -# Web Weaver *Feat 1* -[anadi](../../Rules/traits/anadi-lome.md) - - -You can produce a soft silk to weave into useful items. You gain the [Specialty Crafting](specialty-crafting.md) feat with a specialty in weaving. You can use your webbing to [Craft](../../Rules/actions/craft.md) simple, nonconsumable threaded items, such as clothing and rope, at zero cost as long as their base Price is 1 sp or less. These items have no resale value, and they naturally degrade after 24 hours without regular (if minor) maintenance. You can maintain up to 10 such items at a time; if you create a new one, your oldest creation breaks down from neglect. These temporary items take you only 1 day to [Craft](../../Rules/actions/craft.md) instead of 4. If you're an expert in [Crafting](../skills.md#Crafting), you can [Craft](../../Rules/actions/craft.md) these items in 1 hour; if you're a master, you can [Craft](../../Rules/actions/craft.md) them in 10 minutes; if you're legendary, you can [Craft](../../Rules/actions/craft.md) them in 1 minute. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/webslinger-lome.md b/Compendium/feats/webslinger-lome.md deleted file mode 100644 index e67382b85..000000000 --- a/Compendium/feats/webslinger-lome.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lome -- trait/anadi -aliases: ["Webslinger"] ---- -# Webslinger [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 13* -[anadi](../../Rules/traits/anadi-lome.md) - -- **Frequency**: once per 10 minutes -- **Activity** Three-Action - -Your natural ability to create silken webs blends with your magical powers, allowing you to create impossibly large webs with great frequency. This has the effects of a 2nd-level [web](../spells/web.md) spell using your class DC or spell DC, whichever is higher. - -*Source: Lost Omens: The Mwangi Expanse p. 106* -%% #compendium/src/pf2e/lome #trait/anadi %% \ No newline at end of file diff --git a/Compendium/feats/weight-of-guilt.md b/Compendium/feats/weight-of-guilt.md deleted file mode 100644 index 15bce3c7b..000000000 --- a/Compendium/feats/weight-of-guilt.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Weight Of Guilt"] ---- -# Weight Of Guilt *Feat 1* -[champion](../../Rules/traits/champion.md) - -- **Prerequisites**: Redeemer cause - -Guilt clouds the minds of those who ignore your [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md). Instead of making the triggering creature [enfeebled](../../Rules/conditions.md#Enfeebled), you can make it [stupefied](../../Rules/conditions.md#Stupefied) for the same duration. - -*Source: Core Rulebook p. 110* -%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/weighty-impact-som.md b/Compendium/feats/weighty-impact-som.md deleted file mode 100644 index d07280569..000000000 --- a/Compendium/feats/weighty-impact-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/evolution -- trait/summoner -aliases: ["Weighty Impact"] ---- -# Weighty Impact *Feat 10* -[evolution](../../Rules/traits/evolution-som.md) [summoner](../../Rules/traits/summoner-som.md) - - -Your eidolon knocks enemies down. Choose one of the eidolon's unarmed attacks with the [trip](../../Rules/traits/trip.md) trait. - -It gains the [Knockdown](../../Rules/abilities/knockdown.md) action for that attack. - -*Source: Secrets of Magic p. 71* -%% #compendium/src/pf2e/som #trait/evolution #trait/summoner %% \ No newline at end of file diff --git a/Compendium/feats/well-armed-botd.md b/Compendium/feats/well-armed-botd.md deleted file mode 100644 index 16436fa4b..000000000 --- a/Compendium/feats/well-armed-botd.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/skeleton -aliases: ["Well-Armed"] ---- -# Well-Armed [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[skeleton](../../Rules/traits/skeleton-b1.md) - -- **Activity** Single Action - -Your detachable limbs offer flexibility. You [Interact](../../Rules/actions/interact.md) to remove your arm and wield it in the other one, increasing your reach by 5 feet for any one-handed weapon held in that arm. If your next action is a [Strike](../../Rules/actions/strike.md) with that weapon, creatures that were outside your reach that you can now hit are [flat-footed](../../Rules/conditions.md#Flat-footed) against your first attack. You don't have a free hand while holding the arm. You can [Interact](../../Rules/actions/interact.md) to reattach the arm while holding it. - -*Source: Book of the Dead p. 56* -%% #compendium/src/pf2e/botd #trait/skeleton %% \ No newline at end of file diff --git a/Compendium/feats/well-groomed-apg.md b/Compendium/feats/well-groomed-apg.md deleted file mode 100644 index 15418ea2b..000000000 --- a/Compendium/feats/well-groomed-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Well-groomed"] ---- -# Well-groomed *Feat 9* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You are fastidious about keeping yourself clean, whether licking your fur or carefully using traditional catfolk hygiene products, to salubrious effect. You gain a +1 circumstance bonus to saving throws against diseases. If you roll a success on a saving throw against a disease, you get a critical success instead. - -*Source: Advanced Player's Guide p. 11* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/well-met-traveler-apg.md b/Compendium/feats/well-met-traveler-apg.md deleted file mode 100644 index 7aa928d3b..000000000 --- a/Compendium/feats/well-met-traveler-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/catfolk -aliases: ["Well-met Traveler"] ---- -# Well-met Traveler *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) - - -You have seen people from so many walks of life in your travels that you naturally adopt a pleasant and affable demeanor when meeting others. You are trained in [Diplomacy](../skills.md#Diplomacy). If you would automatically become trained in [Diplomacy](../skills.md#Diplomacy) (from your background or class, for example), you instead become trained in a skill of your choice. - -In addition, you gain the [Hobnobber](hobnobber.md) skill feat. - -*Source: Advanced Player's Guide p. 10* -%% #compendium/src/pf2e/apg #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/well-of-potential-loil.md b/Compendium/feats/well-of-potential-loil.md deleted file mode 100644 index c0d5523d0..000000000 --- a/Compendium/feats/well-of-potential-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/kashrishi -aliases: ["Well of Potential"] ---- -# Well of Potential [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[kashrishi](../../Rules/traits/kashrishi-loil.md) - -- **Prerequisites**: focus pool, at least one innate spell from a kashrishi heritage or ancestry feat that shares a tradition with at least one of your focus spells -- **Frequency**: once per day -- **Activity** Single Action - -Your mind is a deep well of psychic potential. You regain 1 Focus Point, up to your usual maximum. - -*Source: Lost Omens: Impossible Lands p. 44* -%% #compendium/src/pf2e/loil #trait/kashrishi %% \ No newline at end of file diff --git a/Compendium/feats/well-versed-apg.md b/Compendium/feats/well-versed-apg.md deleted file mode 100644 index 3767a90af..000000000 --- a/Compendium/feats/well-versed-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/bard -aliases: ["Well-versed"] ---- -# Well-versed *Feat 1* -[bard](../../Rules/traits/bard.md) - - -You're resilient to performative influences that aren't your own. You gain a +1 circumstance bonus to saving throws against effects with the [auditory](../../Rules/traits/auditory.md), [illusion](../../Rules/traits/illusion.md), [linguistic](../../Rules/traits/linguistic.md), [sonic](../../Rules/traits/sonic.md), or [visual](../../Rules/traits/visual.md) traits. - -## Well-versed leads to... - -[Educate Allies](educate-allies-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 112* -%% #compendium/src/pf2e/apg #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/wellspring-control-som.md b/Compendium/feats/wellspring-control-som.md deleted file mode 100644 index e5b52eba6..000000000 --- a/Compendium/feats/wellspring-control-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/fortune -aliases: ["Wellspring Control"] ---- -# Wellspring Control *Feat 4* -[archetype](../../Rules/traits/archetype.md) [fortune](../../Rules/traits/fortune.md) - -- **Prerequisites**: [Wellspring Mage Dedication](wellspring-mage-dedication-som.md) - -When you generate a wellspring surge, roll twice on [Table 5–2](../../Rules/tables/wellspring-surges-som.md) and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge. - -*Source: Secrets of Magic p. 249* -%% #compendium/src/pf2e/som #trait/archetype #trait/fortune %% \ No newline at end of file diff --git a/Compendium/feats/wellspring-mage-dedication-som.md b/Compendium/feats/wellspring-mage-dedication-som.md deleted file mode 100644 index a81079be6..000000000 --- a/Compendium/feats/wellspring-mage-dedication-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/class -- trait/dedication -- trait/rare -aliases: ["Wellspring Mage Dedication"] ---- -# Wellspring Mage Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [class](../../Rules/traits/class-som.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: wellspring magic - -There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic. - -**Special.** You can't select another dedication feat until you gain two other feats from the wellspring mage archetype. - -## Wellspring Mage Dedication leads to... - -[Interfering Surge](interfering-surge-som.md), [Urgent Upwelling](urgent-upwelling-som.md), [Wellspring Control](wellspring-control-som.md) - -## Summary - -*Source: Secrets of Magic p. 249* -%% #compendium/src/pf2e/som #trait/archetype #trait/class #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/westyrs-wayfinder-repository-lopsg.md b/Compendium/feats/westyrs-wayfinder-repository-lopsg.md deleted file mode 100644 index 2e1d30e39..000000000 --- a/Compendium/feats/westyrs-wayfinder-repository-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lopsg -- trait/archetype -aliases: ["Westyr's Wayfinder Repository"] ---- -# Westyr's Wayfinder Repository *Feat 6* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pathfinder Agent Dedication](pathfinder-agent-dedication-lowg.md), Wayfinder -- **Requirements**: You have at least one 1st-level spell slot and a wayfinder. - -You can use your wayfinder to store a little extra magic for when you need it most. When making your daily preparations, you can choose one 1st-level spell from your spellbook or spell repertoire and store it in your wayfinder. You can cast this spell from the wayfinder using the normal actions required. Once the spell has been cast, it is expended, and you must make your next daily preparations to store another spell in your wayfinder. - -*Source: Lost Omens: Pathfinder Society Guide p. 120* -%% #compendium/src/pf2e/lopsg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/what-could-have-been-da.md b/Compendium/feats/what-could-have-been-da.md deleted file mode 100644 index 23db598b5..000000000 --- a/Compendium/feats/what-could-have-been-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/archetype -- trait/concentrate -- trait/metamagic -aliases: ["What Could Have Been"] ---- -# What Could Have Been [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Time Mage Dedication](time-mage-dedication-da.md) -- **Activity** Free Action - -Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline—for instance, instead of summoning a generic or random troll with summon giant, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a –2 penalty to all skills in which you're untrained. - -*Source: Dark Archive p. 185* -%% #compendium/src/pf2e/da #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/wheedle-and-jig-lotgb.md b/Compendium/feats/wheedle-and-jig-lotgb.md deleted file mode 100644 index 089a7edaa..000000000 --- a/Compendium/feats/wheedle-and-jig-lotgb.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/poppet -aliases: ["Wheedle And Jig"] ---- -# Wheedle And Jig *Feat 9* -[poppet](../../Rules/traits/poppet-lotgb.md) - - -You make capering motions and silly sounds to captivate onlookers. You can cast [enthrall](../spells/enthrall.md) as a 3rd-level arcane innate spell once per day. - -*Source: Lost Omens: The Grand Bazaar p. 65* -%% #compendium/src/pf2e/lotgb #trait/poppet %% \ No newline at end of file diff --git a/Compendium/feats/whirling-blade-stance-apg.md b/Compendium/feats/whirling-blade-stance-apg.md deleted file mode 100644 index c21cbe0a1..000000000 --- a/Compendium/feats/whirling-blade-stance-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/monk -- trait/stance -aliases: ["Whirling Blade Stance"] ---- -# Whirling Blade Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Prerequisites**: [Monastic Weaponry](monastic-weaponry.md) -- **Activity** Single Action - -You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your ki even at a distance. All melee monk weapons you wield with the [finesse](../../Rules/traits/finesse.md) trait gain the [thrown 10 feet](../../Rules/traits/thrown.md) trait (unless they already have the [thrown](../../Rules/traits/thrown.md) trait with a greater range) - -Once you've made a thrown [Strike](../../Rules/actions/strike.md) with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous [Strike](../../Rules/actions/strike.md)'s target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier. - -*Source: Advanced Player's Guide p. 130* -%% #compendium/src/pf2e/apg #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/whirling-knockdown-g-g.md b/Compendium/feats/whirling-knockdown-g-g.md deleted file mode 100644 index 0c36e785a..000000000 --- a/Compendium/feats/whirling-knockdown-g-g.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Whirling Knockdown"] ---- -# Whirling Knockdown [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Pistol Phenom Dedication](pistol-phenom-dedication-g-g.md) -- **Requirements**: You're wielding a loaded one-handed firearm and a one-handed melee weapon. -- **Activity** Two-Action - -You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall. - -Make a ranged firearm [Strike](../../Rules/actions/strike.md) against a creature within the reach of your melee weapon and then attempt a [Performance](../skills.md#Performance) check against the creature's Reflex DC. If the [Strike](../../Rules/actions/strike.md) critically succeeds, the target takes a –2 circumstance penalty to its Reflex DC against this check. The [Performance](../skills.md#Performance) check has the following effects. - -> [!success-degree] -> - **Critical Success** The target falls and lands [prone](../../Rules/conditions.md#Prone). It takes `2d6` bludgeoning damage from the fall. -> - **Success** The target falls and lands [prone](../../Rules/conditions.md#Prone). -> - **Critical Failure** Your plans backfired on you, and you're forced to drop your melee weapon in your space. - -*Source: Guns & Gears p. 137* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/whirling-throw.md b/Compendium/feats/whirling-throw.md deleted file mode 100644 index c0ea30b8c..000000000 --- a/Compendium/feats/whirling-throw.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Whirling Throw"] ---- -# Whirling Throw [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Requirements**: You have a creature [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained). -- **Activity** Single Action - -You propel your [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus `1d6` per 10 feet you threw it. - -Attempt an [Athletics](../skills.md#Athletics) check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. - -> [!success-degree] -> - **Critical Success** You throw the creature the desired distance and it lands [prone](../../Rules/conditions.md#Prone). -> - **Success** You throw the creature the desired distance. -> - **Failure** You don't throw the creature. -> - **Critical Failure** You don't throw the creature, and it's no longer [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) by you. - -*Source: Core Rulebook p. 162* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/whirlwind-spell-som.md b/Compendium/feats/whirlwind-spell-som.md deleted file mode 100644 index 9ad80d811..000000000 --- a/Compendium/feats/whirlwind-spell-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/magus -aliases: ["Whirlwind Spell"] ---- -# Whirlwind Spell [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[magus](../../Rules/traits/magus-som.md) - -- **Prerequisites**: [Spellstrike](../../Rules/actions/spellstrike-som.md) -- **Requirements**: Your [Spellstrike](../../Rules/actions/spellstrike-som.md) is charged. -- **Activity** Three-Action - -You combine the might of a multitarget spell with a whirling flurry of attacks. You use [Spellstrike](../../Rules/actions/spellstrike-som.md), making a melee [Strike](../../Rules/actions/strike.md) against each enemy within your reach instead of against one enemy. If your spell can affect multiple targets, your spell affects all foes you hit, not just the first target, up to the spell's normal maximum targets. If you [Strike](../../Rules/actions/strike.md) more foes than the spell could target, choose which foes are affected by the spell. Each attack counts toward your multiple attack penalty but doesn't increase your penalty until you've made all your attacks. - -If you use [Expansive Spellstrike](expansive-spellstrike-som.md) to [Spellstrike](../../Rules/actions/spellstrike-som.md) with an area spell, apply the area as described in [Expansive Spellstrike](expansive-spellstrike-som.md), choosing one of the creatures you [Strike](../../Rules/actions/strike.md) to determine the area and whether the spell fails due to a critically failed [Strike](../../Rules/actions/strike.md). If you use [Expansive Spellstrike](expansive-spellstrike-som.md) to [Spellstrike](../../Rules/actions/spellstrike-som.md) with a targeted spell, each creature you critically fail to [Strike](../../Rules/actions/strike.md) is unaffected by the spell, but the spell isn't lost completely from a single critical failure. - -You can use this activity with only melee [Strikes](../../Rules/actions/strike.md), even if you have the starlit span hybrid study or a similar ability. - -*Source: Secrets of Magic p. 49* -%% #compendium/src/pf2e/som #trait/magus %% \ No newline at end of file diff --git a/Compendium/feats/whirlwind-stance-ec1.md b/Compendium/feats/whirlwind-stance-ec1.md deleted file mode 100644 index 2df28400b..000000000 --- a/Compendium/feats/whirlwind-stance-ec1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec1 -- trait/archetype -- trait/flourish -- trait/stance -- trait/uncommon -aliases: ["Whirlwind Stance"] ---- -# Whirlwind Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[archetype](../../Rules/traits/archetype.md) [flourish](../../Rules/traits/flourish.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Staff Acrobat Dedication](staff-acrobat-dedication-ec1.md), expert proficiency in your staff -- **Requirements**: You are wielding your staff, which must have the [parry](../../Rules/traits/parry.md) trait. -- **Activity** Single Action - -You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance. - -*Source: Extinction Curse #1: The Show Must Go On p. 75* -%% #compendium/src/pf2e/ec1 #trait/archetype #trait/flourish #trait/stance #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/whirlwind-strike-barbarian.md b/Compendium/feats/whirlwind-strike-barbarian.md deleted file mode 100644 index 9f4c8aea9..000000000 --- a/Compendium/feats/whirlwind-strike-barbarian.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/flourish -- trait/open -aliases: ["Whirlwind Strike (Barbarian)"] ---- -# Whirlwind Strike (Barbarian) [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[barbarian](../../Rules/traits/barbarian.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Activity** Three-Action - -You attack all nearby adversaries. Make a melee [Strike](../../Rules/actions/strike.md) against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. - -*Source: Core Rulebook p. 93* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/whirlwind-strike-fighter.md b/Compendium/feats/whirlwind-strike-fighter.md deleted file mode 100644 index b4a058573..000000000 --- a/Compendium/feats/whirlwind-strike-fighter.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/fighter -- trait/flourish -- trait/open -aliases: ["Whirlwind Strike (Fighter)"] ---- -# Whirlwind Strike (Fighter) [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* -[fighter](../../Rules/traits/fighter.md) [flourish](../../Rules/traits/flourish.md) [open](../../Rules/traits/open.md) - -- **Activity** Three-Action - -You attack all nearby adversaries. Make a melee [Strike](../../Rules/actions/strike.md) against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. - -*Source: Core Rulebook p. 153* -%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/open %% \ No newline at end of file diff --git a/Compendium/feats/whirlwind-toss-frp3.md b/Compendium/feats/whirlwind-toss-frp3.md deleted file mode 100644 index 1524538ae..000000000 --- a/Compendium/feats/whirlwind-toss-frp3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/barbarian -- trait/rage -- trait/uncommon -aliases: ["Whirlwind Toss"] ---- -# Whirlwind Toss *Feat 20* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: [Collateral Thrash](collateral-thrash.md) -- **Requirements**: You have a foe [grabbed](../../Rules/conditions.md#Grabbed). - -You whirl a foe to smash into all nearby creatures before throwing them far away in imitation of the techniques of your rival, Ran-To. You Thrash. During this Thrash, your Collateral Thrash feat applies to all foes adjacent to you. - -You can then throw the [grabbed](../../Rules/conditions.md#Grabbed) creature 10 feet, where they fall [prone](../../Rules/conditions.md#Prone). - -If the foe you choose for Collateral Thrash is also adjacent to you, they attempt only one save and take the damage only once. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* -%% #compendium/src/pf2e/frp3 #trait/barbarian #trait/rage #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/whispering-steps-da.md b/Compendium/feats/whispering-steps-da.md deleted file mode 100644 index 6cd29c028..000000000 --- a/Compendium/feats/whispering-steps-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/amp -- trait/enchantment -- trait/mental -- trait/occult -- trait/psychic -aliases: ["Whispering Steps"] ---- -# Whispering Steps *Feat 8* -[amp](../../Rules/traits/amp-da.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [occult](../../Rules/traits/occult.md) [psychic](../../Rules/traits/psychic-da.md) - - -Your spell leaves a lingering connection between you and a creature—one through which you can nudge the creature's mind this way or that. The amped cantrip must take 2 or more actions to cast, target one or more creatures, and either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry. Amp Choose one enemy who is a target of the spell. If that enemy fails its save or the spell hits it, you whisper in the creature's mind, forcing it to [Step](../../Rules/actions/step.md) in a direction of your choosing; as this is forced movement, you can't force the creature to [Step](../../Rules/actions/step.md) into hazardous terrain, off a ledge, or the like. After it Steps, the creature becomes temporarily immune to this amp for 24 hours. - -*Source: Dark Archive p. 27* -%% #compendium/src/pf2e/da #trait/amp #trait/enchantment #trait/mental #trait/occult #trait/psychic %% \ No newline at end of file diff --git a/Compendium/feats/whitecape-loil.md b/Compendium/feats/whitecape-loil.md deleted file mode 100644 index ed8c8b1d0..000000000 --- a/Compendium/feats/whitecape-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/vanara -aliases: ["Whitecape"] ---- -# Whitecape *Feat 1* -[vanara](../../Rules/traits/vanara-loil.md) - - -You're shorter and wider than many vanaras of your heritage, and the hair on your shoulders and your head is particularly thick and luxurious, like a majestic cape. This hair grows back supernaturally quickly if shorn. You gain the [Steady Balance](steady-balance.md) skill feat, even if you aren't trained in [Acrobatics](../skills.md#Acrobatics), and you can [Step](../../Rules/actions/step.md) into difficult terrain caused by uneven ground. - -**Special.** You can take this feat only at 1st level, and you can't retrain out of or into this feat. - -*Source: Lost Omens: Impossible Lands p. 55* -%% #compendium/src/pf2e/loil #trait/vanara %% \ No newline at end of file diff --git a/Compendium/feats/whodunnit-apg.md b/Compendium/feats/whodunnit-apg.md deleted file mode 100644 index d8a5f1f26..000000000 --- a/Compendium/feats/whodunnit-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/investigator -- trait/uncommon -aliases: ["Whodunnit?"] ---- -# Whodunnit? *Feat 8* -[investigator](../../Rules/traits/investigator-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Frequency**: once per day - -You carefully consider your case and narrow down some of the details. When you [Pursue a Lead](../../Rules/actions/pursue-a-lead-apg.md), you can spend 10 minutes instead of 1 minute to ask two questions of the GM as you complete the activity. The GM must answer truthfully with "yes" or "no," though if the answer would be misleading or have no practical application to your investigation the GM can answer "immaterial." You can't use Whodunnit? more than once for the same lead, even across different days. - -Your questions must come from the following list, applying to either the creature or the clue you found: - -- Was the clue left by a [creature trait]? (Choose a creature trait such as [humanoid](../../Rules/traits/humanoid.md), [undead](../../Rules/traits/undead.md), or [dwarf](../../Rules/traits/dwarf.md); this trait must be accurate as of the time the clue was left.) -- Was this clue left within the last hour? -- Was this clue left within the last day? -- Was the creature that left the clue in a heightened emotional state when it left the clue? -- Did the creature attempt to conceal this clue? - -*Source: Advanced Player's Guide p. 63* -%% #compendium/src/pf2e/apg #trait/investigator #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/wholeness-of-body.md b/Compendium/feats/wholeness-of-body.md deleted file mode 100644 index dccba6149..000000000 --- a/Compendium/feats/wholeness-of-body.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Wholeness Of Body"] ---- -# Wholeness Of Body *Feat 4* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You can restore your health by tapping into your ki. You gain the [wholeness of body](../spells/wholeness-of-body.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -## Wholeness Of Body leads to... - -[Endurance Of The Rooted Tree](endurance-of-the-rooted-tree-ec6.md) - -## Summary - -*Source: Core Rulebook p. 160* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/wide-overwatch-g-g.md b/Compendium/feats/wide-overwatch-g-g.md deleted file mode 100644 index d0e7562c2..000000000 --- a/Compendium/feats/wide-overwatch-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/archetype -aliases: ["Wide Overwatch"] ---- -# Wide Overwatch *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Overwatch Dedication](overwatch-dedication-g-g.md), master in [Perception](../skills.md#Perception) - -Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet. - -*Source: Guns & Gears p. 51* -%% #compendium/src/pf2e/g&g #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/widen-spell-druid.md b/Compendium/feats/widen-spell-druid.md deleted file mode 100644 index 143a6b69b..000000000 --- a/Compendium/feats/widen-spell-druid.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -- trait/manipulate -- trait/metamagic -aliases: ["Widen Spell (Druid)"] ---- -# Widen Spell (Druid) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[druid](../../Rules/traits/druid.md) [manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Activity** Single Action - -You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. - -*Source: Core Rulebook p. 134* -%% #compendium/src/pf2e/crb #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/widen-spell-oracle-apg.md b/Compendium/feats/widen-spell-oracle-apg.md deleted file mode 100644 index 78a589df3..000000000 --- a/Compendium/feats/widen-spell-oracle-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/manipulate -- trait/metamagic -- trait/oracle -aliases: ["Widen Spell (Oracle)"] ---- -# Widen Spell (Oracle) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [oracle](../../Rules/traits/oracle-apg.md) - -- **Activity** Single Action - -You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. - -*Source: Advanced Player's Guide p. 79* -%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/oracle %% \ No newline at end of file diff --git a/Compendium/feats/widen-spell-sorcerer.md b/Compendium/feats/widen-spell-sorcerer.md deleted file mode 100644 index fd9565403..000000000 --- a/Compendium/feats/widen-spell-sorcerer.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/manipulate -- trait/metamagic -- trait/sorcerer -aliases: ["Widen Spell (Sorcerer)"] ---- -# Widen Spell (Sorcerer) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) - -- **Activity** Single Action - -You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. - -*Source: Core Rulebook p. 198* -%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/widen-spell-witch-apg.md b/Compendium/feats/widen-spell-witch-apg.md deleted file mode 100644 index d0bd0e4cc..000000000 --- a/Compendium/feats/widen-spell-witch-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/manipulate -- trait/metamagic -- trait/witch -aliases: ["Widen Spell (Witch)"] ---- -# Widen Spell (Witch) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [witch](../../Rules/traits/witch-apg.md) - -- **Activity** Single Action - -You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. - -*Source: Advanced Player's Guide p. 101* -%% #compendium/src/pf2e/apg #trait/manipulate #trait/metamagic #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/widen-spell-wizard.md b/Compendium/feats/widen-spell-wizard.md deleted file mode 100644 index 817147776..000000000 --- a/Compendium/feats/widen-spell-wizard.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/manipulate -- trait/metamagic -- trait/wizard -aliases: ["Widen Spell (Wizard)"] ---- -# Widen Spell (Wizard) [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[manipulate](../../Rules/traits/manipulate.md) [metamagic](../../Rules/traits/metamagic.md) [wizard](../../Rules/traits/wizard.md) - -- **Activity** Single Action - -You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. - -*Source: Core Rulebook p. 210* -%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/widen-the-gap-ec3.md b/Compendium/feats/widen-the-gap-ec3.md deleted file mode 100644 index fad2f4ada..000000000 --- a/Compendium/feats/widen-the-gap-ec3.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ec3 -- trait/archetype -aliases: ["Widen The Gap"] ---- -# Widen The Gap *Feat 10* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Turpin Rowe Lumberjack Dedication](turpin-rowe-lumberjack-dedication-ec3.md) - -Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe [Strike](../../Rules/actions/strike.md) to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe [Strike](../../Rules/actions/strike.md) to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any. - -*Source: Extinction Curse #3: Life's Long Shadows p. 75* -%% #compendium/src/pf2e/ec3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/wild-empathy.md b/Compendium/feats/wild-empathy.md deleted file mode 100644 index 75aa12237..000000000 --- a/Compendium/feats/wild-empathy.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/ranger -aliases: ["Wild Empathy"] ---- -# Wild Empathy *Feat 2* -[ranger](../../Rules/traits/ranger.md) - - -You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use [Diplomacy](../skills.md#Diplomacy) to [Make an Impression](../../Rules/actions/make-an-impression.md) on animals and to make very simple [Requests](../../Rules/actions/request.md) of them. In most cases, wild animals will give you time to make your case. - -*Source: Core Rulebook p. 172* -%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/wild-lights-lotgb.md b/Compendium/feats/wild-lights-lotgb.md deleted file mode 100644 index 771780349..000000000 --- a/Compendium/feats/wild-lights-lotgb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -aliases: ["Wild Lights"] ---- -# Wild Lights *Feat 4* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Spell Trickster Dedication](spell-trickster-dedication-lotgb.md), ability to cast [dancing lights](../spells/dancing-lights.md) - -When you cast [dancing lights](../spells/dancing-lights.md), you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the [concentrate](../../Rules/traits/concentrate.md) trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately. - -*Source: Lost Omens: The Grand Bazaar p. 123* -%% #compendium/src/pf2e/lotgb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/wild-shape.md b/Compendium/feats/wild-shape.md deleted file mode 100644 index f9c775966..000000000 --- a/Compendium/feats/wild-shape.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Wild Shape"] ---- -# Wild Shape *Feat 1* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Wild order - -You are one with the wild, always changing and adapting to meet any challenge. You gain the [wild shape](../spells/wild-shape.md) order spell, which lets you transform into a variety of forms that you can expand with druid feats. - -## Wild Shape leads to... - -[Elemental Shape](elemental-shape.md), [Reactive Transformation](reactive-transformation-apg.md), [Ferocious Shape](ferocious-shape.md), [Form Control](form-control.md), [Perfect Form Control](perfect-form-control.md), [Insect Shape](insect-shape.md), [Monstrosity Shape](monstrosity-shape.md), [Heart Of The Kaiju](heart-of-the-kaiju-frp3.md), [Plant Shape](plant-shape.md), [Soaring Shape](soaring-shape.md), [Dragon Shape](dragon-shape.md), [True Shapeshifter](true-shapeshifter.md), [Thousand Faces](thousand-faces.md) - -## Summary - -*Source: Core Rulebook p. 134* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/wild-strider-apg.md b/Compendium/feats/wild-strider-apg.md deleted file mode 100644 index aae48b050..000000000 --- a/Compendium/feats/wild-strider-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Wild Strider"] ---- -# Wild Strider *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Horizon Walker Dedication](horizon-walker-dedication-apg.md) - -Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from [Favored Terrain](favored-terrain.md) based on the terrain. - -*Source: Advanced Player's Guide p. 177* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/wild-winds-gust.md b/Compendium/feats/wild-winds-gust.md deleted file mode 100644 index b88a3b380..000000000 --- a/Compendium/feats/wild-winds-gust.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/air -- trait/concentrate -- trait/evocation -- trait/manipulate -- trait/monk -aliases: ["Wild Winds Gust"] ---- -# Wild Winds Gust [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* -[air](../../Rules/traits/air.md) [concentrate](../../Rules/traits/concentrate.md) [evocation](../../Rules/traits/evocation.md) [manipulate](../../Rules/traits/manipulate.md) [monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Wild Winds Initiate](wild-winds-initiate.md) -- **Requirements**: You are in wild winds stance. -- **Activity** Two-Action - -You store up energy and release it in an enormous gust of rushing wind. Make a wind crash [Strike](../../Rules/actions/strike.md) against each creature in your choice of a 30-foot cone or a 60-foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks. - -*Source: Core Rulebook p. 165* -%% #compendium/src/pf2e/crb #trait/air #trait/concentrate #trait/evocation #trait/manipulate #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/wild-winds-initiate.md b/Compendium/feats/wild-winds-initiate.md deleted file mode 100644 index 725847e44..000000000 --- a/Compendium/feats/wild-winds-initiate.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Wild Winds Initiate"] ---- -# Wild Winds Initiate *Feat 8* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You learn a mystical stance that lets you attack from a distance. You gain the [wild winds stance](../spells/wild-winds-stance.md) ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash [Strikes](../../Rules/actions/strike.md) the stance grants are not, so you can use them as often as you like while in the stance. - -## Wild Winds Initiate leads to... - -[Wild Winds Gust](wild-winds-gust.md), [Electric Counter](electric-counter-frp2.md) - -## Summary - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/wildborn-adept-locg.md b/Compendium/feats/wildborn-adept-locg.md deleted file mode 100644 index b8f7fd981..000000000 --- a/Compendium/feats/wildborn-adept-locg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Wildborn Adept"] ---- -# Wildborn Adept *Feat 5* -[elf](../../Rules/traits/elf.md) - -- **Prerequisites**: [Wildborn Magic](wildborn-magic-locg.md) - -The whispers of the jungle grant you more diverse access to simple primal magic. You can cast [dancing lights](../spells/dancing-lights.md), disrupt undead, and tanglefoot as innate primal spells at will. - -If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic. - -*Source: Lost Omens: Character Guide p. 27* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/wildborn-magic-locg.md b/Compendium/feats/wildborn-magic-locg.md deleted file mode 100644 index c96c2372d..000000000 --- a/Compendium/feats/wildborn-magic-locg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -- trait/uncommon -aliases: ["Wildborn Magic"] ---- -# Wildborn Magic *Feat 1* -[elf](../../Rules/traits/elf.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Mualijae ethnicity - -You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. - -## Wildborn Magic leads to... - -[Wildborn Adept](wildborn-adept-locg.md) - -## Summary - -*Source: Lost Omens: Character Guide p. 26* -%% #compendium/src/pf2e/locg #trait/elf #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/wilderness-spotter-fop.md b/Compendium/feats/wilderness-spotter-fop.md deleted file mode 100644 index 7283fcbc7..000000000 --- a/Compendium/feats/wilderness-spotter-fop.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/fop -- trait/general -- trait/skill -- trait/uncommon -aliases: ["Wilderness Spotter"] ---- -# Wilderness Spotter *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: Expert in [Survival](../skills.md#Survival) - -Select one type of terrain from the following list: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You can use [Survival](../skills.md#Survival) in place of [Perception](../skills.md#Perception) to roll initiative when in the selected terrain in a natural location (not a structure) even if you weren't tracking or otherwise using [Survival](../skills.md#Survival) before the encounter. You can also use [Survival](../skills.md#Survival) instead of [Perception](../skills.md#Perception) to notice traps in natural locations in the chosen terrain; if you find a snare in this way, you can also use [Survival](../skills.md#Survival) instead of [Thievery](../skills.md#Thievery) to [Disable the Device](../../Rules/actions/disable-a-device.md). - -**Special.** You can select this feat more than once. Each time you select it, the feat applies to a new type of terrain. - -*Source: The Fall of Plaguestone p. 57* -%% #compendium/src/pf2e/fop #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/willing-death-loag.md b/Compendium/feats/willing-death-loag.md deleted file mode 100644 index 34dad3eca..000000000 --- a/Compendium/feats/willing-death-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Willing Death"] ---- -# Willing Death [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - -- **Frequency**: once per day -- **Trigger** An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the [dying](../../Rules/conditions.md#Dying) condition. -- **Activity** Reaction - -Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead. Reduce the damage the triggering ally would take by 1 + your level. You redirect this damage to yourself, but your immunities, weaknesses, resistances, and so on don't apply. You aren't subject to any conditions or other effects from whatever damaged your ally (such as poison from a venomous bite)—your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. If the redirected damage prevents the ally from being reduced to 0 Hit Points, they remain conscious and don't gain the [dying](../../Rules/conditions.md#Dying) condition. - -**Special.** You can select this feat only at 1st level, and you can't retrain into or out of this feat. - -*Source: Lost Omens: Ancestry Guide p. 31* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/wind-caller.md b/Compendium/feats/wind-caller.md deleted file mode 100644 index 934228a11..000000000 --- a/Compendium/feats/wind-caller.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/druid -aliases: ["Wind Caller"] ---- -# Wind Caller *Feat 8* -[druid](../../Rules/traits/druid.md) - -- **Prerequisites**: Storm order - -You bid the winds to lift and carry you through the air. You gain the [stormwind flight](../spells/stormwind-flight.md) order spell. Increase the number of Focus Points in your focus pool by 1. - -## Wind Caller leads to... - -[Invoke Disaster](invoke-disaster.md) - -## Summary - -*Source: Core Rulebook p. 137* -%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/wind-gods-fan-loag.md b/Compendium/feats/wind-gods-fan-loag.md deleted file mode 100644 index 1ef81da38..000000000 --- a/Compendium/feats/wind-gods-fan-loag.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/tengu -aliases: ["Wind God's Fan"] ---- -# Wind God's Fan *Feat 9* -[tengu](../../Rules/traits/tengu-b1.md) - -- **Prerequisites**: [Tengu Feather Fan](tengu-feather-fan-loag.md) - -Your fan can stir up even more powerful winds. You can Activate your tengu feather fan one additional time per day. Add the 3rd-level [wall of wind](../spells/wall-of-wind.md) spell to the spells contained within your fan. - -## Wind God's Fan leads to... - -[Thunder God's Fan](thunder-gods-fan-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 59* -%% #compendium/src/pf2e/loag #trait/tengu %% \ No newline at end of file diff --git a/Compendium/feats/wind-jump.md b/Compendium/feats/wind-jump.md deleted file mode 100644 index e2699cb3e..000000000 --- a/Compendium/feats/wind-jump.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Wind Jump"] ---- -# Wind Jump *Feat 10* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: ki spells - -You gather the wind beneath you, allowing you to soar as you jump. You gain the [wind jump](../spells/wind-jump.md) ki spell. Increase the number of Focus Points in your focus pool by 1. - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/wind-pillow-loil.md b/Compendium/feats/wind-pillow-loil.md deleted file mode 100644 index 55ad4c988..000000000 --- a/Compendium/feats/wind-pillow-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loil -- trait/sylph -aliases: ["Wind Pillow"] ---- -# Wind Pillow *Feat 1* -[sylph](../../Rules/traits/sylph-b2.md) - - -The winds have whispered to you all your life, and the essence of air itself helps you at times, making you somewhat buoyant when you're suspended in space. Treat all falls as though they were 10 feet less than the actual distance traveled. You also gain the [Powerful Leap](powerful-leap.md) skill feat, even if you don't meet that feat's prerequisites. - -*Source: Lost Omens: Impossible Lands p. 31* -%% #compendium/src/pf2e/loil #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/wind-tempered-loag.md b/Compendium/feats/wind-tempered-loag.md deleted file mode 100644 index 4848478ed..000000000 --- a/Compendium/feats/wind-tempered-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/sylph -aliases: ["Wind Tempered"] ---- -# Wind Tempered *Feat 1* -[sylph](../../Rules/traits/sylph-b2.md) - - -You are at home in tempestuous weather and accustomed to even the harshest winds. You gain a +1 circumstance bonus to saves against [air](../../Rules/traits/air.md) and [electricity](../../Rules/traits/electricity.md) effects. - -If you roll a success on a save against an [air](../../Rules/traits/air.md) effect, you get a critical success instead. - -*Source: Lost Omens: Ancestry Guide p. 115* -%% #compendium/src/pf2e/loag #trait/sylph %% \ No newline at end of file diff --git a/Compendium/feats/wind-tossed-spell-som.md b/Compendium/feats/wind-tossed-spell-som.md deleted file mode 100644 index b5eac0b75..000000000 --- a/Compendium/feats/wind-tossed-spell-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/air -- trait/archetype -- trait/concentrate -- trait/metamagic -aliases: ["Wind-tossed Spell"] ---- -# Wind-tossed Spell [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* -[air](../../Rules/traits/air.md) [archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [metamagic](../../Rules/traits/metamagic.md) - -- **Prerequisites**: [Elementalist Dedication](elementalist-dedication-som.md) -- **Activity** Single Action - -You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover. - -If the next action you use is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) that requires a spell attack roll, you ignore the target's [concealed](../../Rules/conditions.md#Concealed) condition and any cover they have from you. The spell gains the [air](../../Rules/traits/air.md) trait. - -*Source: Secrets of Magic p. 207* -%% #compendium/src/pf2e/som #trait/air #trait/archetype #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/winding-flow.md b/Compendium/feats/winding-flow.md deleted file mode 100644 index 30ded03f6..000000000 --- a/Compendium/feats/winding-flow.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Winding Flow"] ---- -# Winding Flow [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* -[monk](../../Rules/traits/monk.md) - -- **Frequency**: once per round -- **Activity** Single Action - -Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: [Stand](../../Rules/actions/stand.md), [Step](../../Rules/actions/step.md), and [Stride](../../Rules/actions/stride.md). You can't use the same action twice. - -*Source: Core Rulebook p. 163* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/wing-step-loag.md b/Compendium/feats/wing-step-loag.md deleted file mode 100644 index db91fc623..000000000 --- a/Compendium/feats/wing-step-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/strix -aliases: ["Wing Step"] ---- -# Wing Step [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* -[strix](../../Rules/traits/strix-loag.md) - -- **Activity** Single Action - -With a sharp flap of your wings, you stay light on your feet as you move. You [Step](../../Rules/actions/step.md) 5 feet twice. - -*Source: Lost Omens: Ancestry Guide p. 138* -%% #compendium/src/pf2e/loag #trait/strix %% \ No newline at end of file diff --git a/Compendium/feats/winglets-loag.md b/Compendium/feats/winglets-loag.md deleted file mode 100644 index 38f9db75e..000000000 --- a/Compendium/feats/winglets-loag.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Winglets"] ---- -# Winglets *Feat 5* -[kobold](../../Rules/traits/kobold-b1.md) - - -You're among the few kobolds who grow a set of draconic wings later in life. The wings are initially small and weak; while not enough for full flight, a strong flap allows you to jump further. - -When Leaping horizontally, you move an additional 5 feet (this additional distance isn't cumulative with the increased [Leap](../../Rules/actions/leap.md) distance from the [Powerful Leap](powerful-leap.md) feat). You don't automatically fail your checks to [High Jump](../../Rules/actions/high-jump.md) or [Long Jump](../../Rules/actions/long-jump.md) if you don't [Stride](../../Rules/actions/stride.md) at least 10 feet first. - -In addition, when you attempt a [Long Jump](../../Rules/actions/long-jump.md), you can jump a distance up to 10 feet longer than you normally would based on the result of your [Athletics](../skills.md#Athletics) check, though you still can't jump farther than your Speed. - -## Winglets leads to... - -[Hatchling Flight](hatchling-flight-loag.md), [Wyrmling Flight](wyrmling-flight-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 39* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/wings-of-air-loag.md b/Compendium/feats/wings-of-air-loag.md deleted file mode 100644 index 761319989..000000000 --- a/Compendium/feats/wings-of-air-loag.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/morph -- trait/primal -- trait/sylph -- trait/transmutation -aliases: ["Wings Of Air"] ---- -# Wings Of Air [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 9* -[morph](../../Rules/traits/morph.md) [primal](../../Rules/traits/primal.md) [sylph](../../Rules/traits/sylph-b2.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You can strain to call forth feathered or cloudy wings from your back. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings. - -## Wings Of Air leads to... - -[Eternal Wings](eternal-wings-loag.md) - -## Summary - -*Source: Lost Omens: Ancestry Guide p. 116* -%% #compendium/src/pf2e/loag #trait/morph #trait/primal #trait/sylph #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/wings-of-the-dragon-apg.md b/Compendium/feats/wings-of-the-dragon-apg.md deleted file mode 100644 index 53fc7fc7f..000000000 --- a/Compendium/feats/wings-of-the-dragon-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -aliases: ["Wings Of The Dragon"] ---- -# Wings Of The Dragon *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Dragon Disciple Dedication](dragon-disciple-dedication-apg.md) - -You can manifest draconic wings to soar through the air at great speed. You gain the [dragon wings](../spells/dragon-wings.md) sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1. - -*Source: Advanced Player's Guide p. 169* -%% #compendium/src/pf2e/apg #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/winter-cat-senses-loag.md b/Compendium/feats/winter-cat-senses-loag.md deleted file mode 100644 index d9d40a8cb..000000000 --- a/Compendium/feats/winter-cat-senses-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/catfolk -aliases: ["Winter Cat Senses"] ---- -# Winter Cat Senses *Feat 1* -[catfolk](../../Rules/traits/catfolk-b1.md) - -- **Prerequisites**: winter catfolk heritage - -Your eyes are keen and accustomed to winter conditions. You ignore concealment caused by ice and snow. - -*Source: Lost Omens: Ancestry Guide p. 19* -%% #compendium/src/pf2e/loag #trait/catfolk %% \ No newline at end of file diff --git a/Compendium/feats/wish-alchemy-lol.md b/Compendium/feats/wish-alchemy-lol.md deleted file mode 100644 index 5b224512f..000000000 --- a/Compendium/feats/wish-alchemy-lol.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lol -- trait/alchemist -- trait/rare -aliases: ["Wish Alchemy"] ---- -# Wish Alchemy *Feat 20* -[alchemist](../../Rules/traits/alchemist.md) [rare](../../Rules/traits/rare.md) - - -You have learned Artokus Kirran's most hidden secrets, granting you the ability to create alchemy infused with the power of wishes. Once per day when you use advanced alchemy during your daily preparations, you can spend a batch of infused reagents to create a wish vial containing a single common arcane spell of your choice of 8th level or lower. The spell must have a casting time of no more than 3 actions, no Cost, and must be able to target you. Only you can Activate the wish vial, which takes the same number of [Interact](../../Rules/actions/interact.md) actions as the spell's casting time and grants you the effects of the spell. - -*Source: Lost Omens: Legends p. 20* -%% #compendium/src/pf2e/lol #trait/alchemist #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/witch-dedication-apg.md b/Compendium/feats/witch-dedication-apg.md deleted file mode 100644 index 5e3f94e70..000000000 --- a/Compendium/feats/witch-dedication-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Witch Dedication"] ---- -# Witch Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You cast spells like a witch. Choose a patron; You gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. - -**Special.** You can't select another dedication feat until you have gained two other feats from the witch archetype. - -## Witch Dedication leads to... - -[Basic Witch Spellcasting](basic-witch-spellcasting-apg.md), [Expert Witch Spellcasting](expert-witch-spellcasting-apg.md), [Master Witch Spellcasting](master-witch-spellcasting-apg.md), [Patron's Breadth](patrons-breadth-apg.md), [Basic Witchcraft](basic-witchcraft-apg.md), [Advanced Witchcraft](advanced-witchcraft-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 154* -%% #compendium/src/pf2e/apg #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/witch-warden-locg.md b/Compendium/feats/witch-warden-locg.md deleted file mode 100644 index 69488ca28..000000000 --- a/Compendium/feats/witch-warden-locg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/human -- trait/uncommon -aliases: ["Witch Warden"] ---- -# Witch Warden *Feat 1* -[human](../../Rules/traits/human.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: Kellid ethnicity - -You and your family have fought long and hard against witches, particularly the winter witches of Irrisen, and you've learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 13* -%% #compendium/src/pf2e/locg #trait/human #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/witchs-bottle-apg.md b/Compendium/feats/witchs-bottle-apg.md deleted file mode 100644 index 0941aedf3..000000000 --- a/Compendium/feats/witchs-bottle-apg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Witch's Bottle"] ---- -# Witch's Bottle *Feat 8* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Cauldron](cauldron-apg.md) - -You spend 10 minutes and 1 Focus Point brewing a special potion containing the power of one of your hexes that targets a creature. A creature that consumes this potion is targeted by the hex. If the hex has a sustained duration and you have [cackle](cackle-apg.md), you can cast [cackle](../spells/cackle-apg.md) into the bottle just before you seal it. If you do, the hex's duration is extended as if you had cast [cackle](../spells/cackle-apg.md) the round after the hex was cast (typically this extends the duration by 1 round). Your cackling laugh sounds out when the potion is unsealed. - -Any potion you create this way loses its power the next time you make your daily preparations. While the potion is in your possession, you can render it inert using a single action that has the [concentrate](../../Rules/traits/concentrate.md) trait. You can't regain the Focus Point you spent to create the potion (or the Focus Point you spent to cast [cackle](../spells/cackle-apg.md)) until the potion is consumed or loses its magic. - -*Source: Advanced Player's Guide p. 103* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/witchs-charge-apg.md b/Compendium/feats/witchs-charge-apg.md deleted file mode 100644 index 381f0511e..000000000 --- a/Compendium/feats/witchs-charge-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/detection -- trait/divination -- trait/witch -aliases: ["Witch's Charge"] ---- -# Witch's Charge *Feat 6* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [witch](../../Rules/traits/witch-apg.md) - - -You forge a magical link with another creature, granting you awareness of that creature's condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge's direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations. - -**Special.** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, occult, or primal). - -## Witch's Charge leads to... - -[Witch's Communion](witchs-communion-apg.md) - -## Summary - -*Source: Advanced Player's Guide p. 102* -%% #compendium/src/pf2e/apg #trait/detection #trait/divination #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/witchs-communion-apg.md b/Compendium/feats/witchs-communion-apg.md deleted file mode 100644 index c0c370058..000000000 --- a/Compendium/feats/witchs-communion-apg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Witch's Communion"] ---- -# Witch's Communion *Feat 10* -[witch](../../Rules/traits/witch-apg.md) - -- **Prerequisites**: [Witch's Charge](witchs-charge-apg.md) - -You can keep watch over multiple charges. Each day during your preparations, you can designate a number of charges equal to your Intelligence modifier instead of just one. - -*Source: Advanced Player's Guide p. 104* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/witchs-hut-apg.md b/Compendium/feats/witchs-hut-apg.md deleted file mode 100644 index 1597fab3c..000000000 --- a/Compendium/feats/witchs-hut-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Witch's Hut"] ---- -# Witch's Hut *Feat 20* -[witch](../../Rules/traits/witch-apg.md) - - -Your home is an animated structure that obeys your commands. By performing a rite that takes 1 day, you create an animated object from a hut, small house, covered wagon, tent, or similar construction of up to Huge size. - -The hut uses your AC, saving throw modifiers, and [Perception](../skills.md#Perception) modifier and has 150 HP and Hardness 10. It has the construct armor ability, meaning once it's reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its AC is reduced by 4 until it is repaired. - -The hut can't attack or attempt skill checks. You can give the hut a command as a single action, which has the [auditory](../../Rules/traits/auditory.md) and [concentrate](../../Rules/traits/concentrate.md) traits; after 1 round of reconfiguring itself, the hut then follows that command until you give it a different command. - -- **Guard** The hut watches for trespassers within 120 feet using your [Perception](../skills.md#Perception) modifier and screams if it spots any. -- **Lock** Each entrance to the hut is sealed with a [lock](../spells/lock.md) spell. -- **Move** The hut gains a Speed of 60 feet, growing giant bird or bone legs, if necessary, and follows an extremely basic movement command you give it, such as "follow me" or "move that direction." While perfectly suitable for overland travel, the hut's broad movements and 1-round delay on response time are too imprecise to predictably direct in a combat encounter or other situation where seconds and precise locations count. -- **Hide** The hut appears to be a normal, mundane object of its type. This is a 10th-level [illusion](../../Rules/traits/illusion.md) effect - -You can have only one hut at a time. If you animate a new hut, your previous hut immediately reverts to its original, mundane form. If you die, the hut continues following the last order you gave it indefinitely. - -*Source: Advanced Player's Guide p. 105* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/withstand-death-lokl.md b/Compendium/feats/withstand-death-lokl.md deleted file mode 100644 index 6e79bde9a..000000000 --- a/Compendium/feats/withstand-death-lokl.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lokl -- trait/archetype -aliases: ["Withstand Death"] ---- -# Withstand Death *Feat 16* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Lastwall Sentry Dedication](lastwall-sentry-dedication-lowg.md), Necromantic Resistance - -Through repeated exposure, you've trained to resist the damage wrought by undead. Your resistance to negative damage also applies to damage dealt by the attacks and abilities of undead creatures, regardless of damage type. - -*Source: Lost Omens: Knights of Lastwall p. 79* -%% #compendium/src/pf2e/lokl #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/wizard-dedication.md b/Compendium/feats/wizard-dedication.md deleted file mode 100644 index b3a60a84e..000000000 --- a/Compendium/feats/wizard-dedication.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/archetype -- trait/dedication -- trait/multiclass -aliases: ["Wizard Dedication"] ---- -# Wizard Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [multiclass](../../Rules/traits/multiclass.md) - -- **Prerequisites**: Intelligence 14 - -You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](../../Rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in [Arcana](../skills.md#Arcana); if you were already trained in [Arcana](../skills.md#Arcana), you instead become trained in a skill of your choice. - -Select one arcane arcane school|wizard||1||school of magic; you don't gain any abilities from your choice of school. - -**Special.** You can't select another dedication feat until you have gained two other feats from the wizard archetype. - -## Wizard Dedication leads to... - -[Arcane School Spell](arcane-school-spell.md), [Basic Arcana](basic-arcana.md), [Advanced Arcana](advanced-arcana.md), [Basic Wizard Spellcasting](basic-wizard-spellcasting.md), [Arcane Breadth](arcane-breadth.md), [Expert Wizard Spellcasting](expert-wizard-spellcasting.md), [Master Wizard Spellcasting](master-wizard-spellcasting.md), [Thick Hide Mask](thick-hide-mask-sot6.md), [Tireless Guide's Mask](tireless-guides-mask-sot6.md) - -## Summary - -*Source: Core Rulebook p. 231* -%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/wolf-drag.md b/Compendium/feats/wolf-drag.md deleted file mode 100644 index cc488df7a..000000000 --- a/Compendium/feats/wolf-drag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -aliases: ["Wolf Drag"] ---- -# Wolf Drag [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* -[monk](../../Rules/traits/monk.md) - -- **Prerequisites**: [Wolf Stance](wolf-stance.md) -- **Requirements**: You are in Wolf Stance. -- **Activity** Two-Action - -You rip your enemy off their feet. Make a wolf jaw [Strike](../../Rules/actions/strike.md). Your wolf jaw gains the [fatal ](../../Rules/traits/fatal.md) trait for this [Strike](../../Rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](../../Rules/conditions.md#Prone). - -*Source: Core Rulebook p. 162* -%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/wolf-in-sheeps-clothing-da.md b/Compendium/feats/wolf-in-sheeps-clothing-da.md deleted file mode 100644 index 2384da7ed..000000000 --- a/Compendium/feats/wolf-in-sheeps-clothing-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/ranger -aliases: ["Wolf in Sheep's Clothing"] ---- -# Wolf in Sheep's Clothing *Feat 4* -[ranger](../../Rules/traits/ranger.md) - -- **Prerequisites**: trained in [Deception](../skills.md#Deception) - -With a bit of hide, some antlers, and some cast-off fur, you can create a disguise that will fool even an experienced hunter. - -You can [Impersonate](../../Rules/actions/impersonate.md) creatures with the animal, [beast](../../Rules/traits/beast.md), or [plant](../../Rules/traits/plant.md) traits, so long as they are either the same size or one size larger than you and have a body shape that conforms at least vaguely to your own (in other words, a typical humanoid could [Impersonate](../../Rules/actions/impersonate.md) a bear or an arboreal, but not a horse, giant scorpion, or assassin vine). Impersonating a larger creature doesn't change your actual size. - -*Source: Dark Archive p. 64* -%% #compendium/src/pf2e/da #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/wolf-stance.md b/Compendium/feats/wolf-stance.md deleted file mode 100644 index 1ab4bfaf3..000000000 --- a/Compendium/feats/wolf-stance.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/monk -- trait/stance -aliases: ["Wolf Stance"] ---- -# Wolf Stance [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* -[monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) - -- **Requirements**: You are unarmored. -- **Activity** Single Action - -You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](../../Rules/traits/agile.md), [backstabber](../../Rules/traits/backstabber.md), [finesse](../../Rules/traits/finesse.md), [nonlethal](../../Rules/traits/nonlethal.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](../../Rules/traits/trip.md) trait. - -## Wolf Stance leads to... - -[Wolf Drag](wolf-drag.md) - -## Summary - -*Source: Core Rulebook p. 159* -%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/wonder-worker-da.md b/Compendium/feats/wonder-worker-da.md deleted file mode 100644 index 1013e6057..000000000 --- a/Compendium/feats/wonder-worker-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/da -- trait/thaumaturge -aliases: ["Wonder Worker"] ---- -# Wonder Worker *Feat 20* -[thaumaturge](../../Rules/traits/thaumaturge-da.md) - -- **Prerequisites**: legendary in [Arcana](../skills.md#Arcana), [Nature](../skills.md#Nature), [Occultism](../skills.md#Occultism), or [Religion](../skills.md#Religion) - -The thaumaturge's path culminates with the working of wonders. Once per day, you can align your esoterica to cast a spell of 8th level or lower that takes 1, 2, or 3 actions to cast. The spell must be common or one to which you have access. You can choose a spell of any tradition for which you're legendary in the associated skill ([Arcana](../skills.md#Arcana) for arcane, [Nature](../skills.md#Nature) for primal, [Occultism](../skills.md#Occultism) for occult, or [Religion](../skills.md#Religion) for divine). Use your thaumaturge class DC in place of any necessary spell DC and your thaumaturge class DC – 10 in place of any necessary counteract modifier or spell attack modifier. - -*Source: Dark Archive p. 47* -%% #compendium/src/pf2e/da #trait/thaumaturge %% \ No newline at end of file diff --git a/Compendium/feats/woodcraft-locg.md b/Compendium/feats/woodcraft-locg.md deleted file mode 100644 index edff8549d..000000000 --- a/Compendium/feats/woodcraft-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/locg -- trait/elf -aliases: ["Woodcraft"] ---- -# Woodcraft *Feat 1* -[elf](../../Rules/traits/elf.md) - - -You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a [Survival](../skills.md#Survival) skill check to [Sense Direction](../../Rules/actions/sense-direction.md), [Subsist](../../Rules/actions/subsist.md), or [Cover Tracks](../../Rules/actions/cover-tracks.md), you get a failure instead, and if you roll a success, you get a critical success instead. - -*Source: Lost Omens: Character Guide p. 26* -%% #compendium/src/pf2e/locg #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/words-of-unraveling-av2.md b/Compendium/feats/words-of-unraveling-av2.md deleted file mode 100644 index abdaa2bc0..000000000 --- a/Compendium/feats/words-of-unraveling-av2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/av2 -- trait/archetype -aliases: ["Words Of Unraveling"] ---- -# Words Of Unraveling *Feat 12* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Eldritch Researcher Dedication](eldritch-researcher-dedication-av2.md) - -You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast [daydreamer's curse](../spells/daydreamers-curse-av2.md), [outcast's curse](../spells/outcasts-curse.md), or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert. - -*Source: Abomination Vaults #2: Hands of the Devil p. 77* -%% #compendium/src/pf2e/av2 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/work-yourself-up-som.md b/Compendium/feats/work-yourself-up-som.md deleted file mode 100644 index bfcfb7214..000000000 --- a/Compendium/feats/work-yourself-up-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/som -- trait/archetype -- trait/concentrate -aliases: ["Work Yourself Up"] ---- -# Work Yourself Up [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) - -- **Prerequisites**: [Cathartic Mage Dedication](cathartic-mage-dedication-som.md) -- **Requirements**: You have a reaction available and aren't prevented from using Catharsis. -- **Activity** Two-Action - -You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. - -At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal. - -*Source: Secrets of Magic p. 195* -%% #compendium/src/pf2e/som #trait/archetype #trait/concentrate %% \ No newline at end of file diff --git a/Compendium/feats/worldsphere-gravity-frp3.md b/Compendium/feats/worldsphere-gravity-frp3.md deleted file mode 100644 index 68c52ec52..000000000 --- a/Compendium/feats/worldsphere-gravity-frp3.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp3 -- trait/metamagic -- trait/uncommon -- trait/wizard -aliases: ["Worldsphere Gravity"] ---- -# Worldsphere Gravity [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* -[metamagic](../../Rules/traits/metamagic.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Frequency**: once per hour -- **Activity** Single Action - -Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects in imitation of Syndara's masterpieces. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) of at least 5th level from your spell slots that affects an area, you can apply one of the following planar effects to a 20-foot burst centered within the spell's area. - -The effect persists for 1 minute. - -- **Gravitational Morass** The pull of gravity is amplified here, creating greater difficult terrain. Flying creatures that pass through the area must succeed at a Reflex save against your spell DC or fall to the ground, taking bludgeoning damage equal to half the distance fallen. -- **Flowing Time** Erratic timestreams aid you within this space. A creature that starts its turn in the burst is affected by haste on that turn. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 77* -%% #compendium/src/pf2e/frp3 #trait/metamagic #trait/uncommon #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/wortwitch-apg.md b/Compendium/feats/wortwitch-apg.md deleted file mode 100644 index 02f1b70b9..000000000 --- a/Compendium/feats/wortwitch-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/witch -aliases: ["Wortwitch"] ---- -# Wortwitch *Feat 1* -[witch](../../Rules/traits/witch-apg.md) - - -You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or [Perception](../skills.md#Perception) checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target [concealed](../../Rules/conditions.md#Concealed) only by such vegetation. - -*Source: Advanced Player's Guide p. 101* -%% #compendium/src/pf2e/apg #trait/witch %% \ No newline at end of file diff --git a/Compendium/feats/wounded-rage.md b/Compendium/feats/wounded-rage.md deleted file mode 100644 index 179181819..000000000 --- a/Compendium/feats/wounded-rage.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/barbarian -- trait/rage -aliases: ["Wounded Rage"] ---- -# Wounded Rage [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) [rage](../../Rules/traits/rage.md) - -- **Trigger** You take damage and are capable of entering a rage. -- **Activity** Reaction - -You roar in pain, awakening the rage within you. You [Rage](../../Rules/actions/rage.md). - -*Source: Core Rulebook p. 90* -%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/wrestler-dedication-lotgb.md b/Compendium/feats/wrestler-dedication-lotgb.md deleted file mode 100644 index 32d9b7ace..000000000 --- a/Compendium/feats/wrestler-dedication-lotgb.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/lotgb -- trait/archetype -- trait/dedication -aliases: ["Wrestler Dedication"] ---- -# Wrestler Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) - -- **Prerequisites**: trained in [Athletics](../skills.md#Athletics), unarmed attacks, and unarmored defense - -Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. - -You become an expert in [Athletics](../skills.md#Athletics) and gain the [Titan Wrestler](titan-wrestler.md) skill feat. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to [Grapple](../../Rules/actions/grapple.md) you or Swallow you Whole. - -**Special.** You can't select another dedication feat until you have gained two other feats from the wrestler archetype. - -## Wrestler Dedication leads to... - -[Aerial Piledriver](aerial-piledriver-lotgb.md), [Clinch Strike](clinch-strike-lotgb.md), [Disengaging Twist](disengaging-twist-lotgb.md), [Elbow Breaker](elbow-breaker-lotgb.md), [Form Lock](form-lock-lotgb.md), [Inescapable Grasp](inescapable-grasp-lotgb.md), [Running Tackle](running-tackle-lotgb.md), [Spinebreaker](spinebreaker-lotgb.md), [Strangle](strangle-lotgb.md), [Submission Hold](submission-hold-lotgb.md), [Suplex](suplex-lotgb.md) - -## Summary - -*Source: Lost Omens: The Grand Bazaar p. 126* -%% #compendium/src/pf2e/lotgb #trait/archetype #trait/dedication %% \ No newline at end of file diff --git a/Compendium/feats/wronged-monks-wrath-frp1.md b/Compendium/feats/wronged-monks-wrath-frp1.md deleted file mode 100644 index ff4fd90f6..000000000 --- a/Compendium/feats/wronged-monks-wrath-frp1.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/frp1 -- trait/monk -- trait/uncommon -aliases: ["Wronged Monk's Wrath"] ---- -# Wronged Monk's Wrath *Feat 10* -[monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Prerequisites**: ki spells - -You gain the [wronged monk's wrath](../spells/wronged-monks-wrath-frp1.md) ki spell. - -Increase the number of Focus Points in your focus pool by 1. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 74* -%% #compendium/src/pf2e/frp1 #trait/monk #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/wyrmling-flight-loag.md b/Compendium/feats/wyrmling-flight-loag.md deleted file mode 100644 index b92a171d3..000000000 --- a/Compendium/feats/wyrmling-flight-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/kobold -aliases: ["Wyrmling Flight"] ---- -# Wyrmling Flight *Feat 17* -[kobold](../../Rules/traits/kobold-b1.md) - -- **Prerequisites**: [Hatchling Flight](hatchling-flight-loag.md) - -Your draconic wings have grown large and strong enough for flight. You gain a fly Speed equal to your Speed, using your wings to stay aloft. - -*Source: Lost Omens: Ancestry Guide p. 40* -%% #compendium/src/pf2e/loag #trait/kobold %% \ No newline at end of file diff --git a/Compendium/feats/yamarajs-grandeur-loag.md b/Compendium/feats/yamarajs-grandeur-loag.md deleted file mode 100644 index 23a851004..000000000 --- a/Compendium/feats/yamarajs-grandeur-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/loag -- trait/duskwalker -aliases: ["Yamaraj's Grandeur"] ---- -# Yamaraj's Grandeur [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 17* -[duskwalker](../../Rules/traits/duskwalker-apg.md) - -- **Frequency**: once per day -- **Activity** Two-Action - -You have been granted a sliver of the power of the yamaraj, the magistrates of the dead who agreed to allow duskwalkers to exist at all. You exhale a blast of icy wind and ravenous insects. This is a 30-foot cone that deals `14d6` slashing damage and `4d6` [persistent slashing damage](../../Rules/conditions.md#Persistent%20Damage) (basic Reflex save using your class DC or spell DC, whichever is higher). On a critical failure, targets also become [sickened](../../Rules/conditions.md#Sickened). - -*Source: Lost Omens: Ancestry Guide p. 32* -%% #compendium/src/pf2e/loag #trait/duskwalker %% \ No newline at end of file diff --git a/Compendium/feats/you-failed-to-account-for-this-g-g.md b/Compendium/feats/you-failed-to-account-for-this-g-g.md deleted file mode 100644 index 27637f2c7..000000000 --- a/Compendium/feats/you-failed-to-account-for-this-g-g.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/g&g -- trait/inventor -aliases: ["You Failed To Account For... This!"] ---- -# You Failed To Account For... This! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* -[inventor](../../Rules/traits/inventor-g-g.md) - -- **Trigger** A creature you can see targets you with an attack against your AC. -- **Activity** Reaction - -When your foes try to attack you, you always seem to have some outlandish invention you can pull out at the last second to protect you from whatever attack they throw at you. Describe a device you're attempting to use to protect yourself from the foe's attack—for instance, when attacked by a shocker lizard's shock [Strike](../../Rules/actions/strike.md), you might pull out a specially grounded lightning rod from that time you tried to power an invention by harnessing a thunderstorm! Using an invention to defend in this way means that the attack roll for the triggering attack targets your [Crafting](../skills.md#Crafting) DC instead of your AC. - -Since you're using your [Crafting](../skills.md#Crafting) DC instead of your AC, any penalties to your AC don't apply, but this doesn't remove any conditions or other effects that are causing you such penalties. For instance, if you were [flat-footed](../../Rules/conditions.md#Flat-footed) and used an invention to defend against a sneak attack, you'd still take the extra precision damage if you were hit, even though the –2 penalty to AC from being [flat-footed](../../Rules/conditions.md#Flat-footed) wouldn't apply to your [Crafting](../skills.md#Crafting) DC. - -*Source: Guns & Gears p. 31* -%% #compendium/src/pf2e/g&g #trait/inventor %% \ No newline at end of file diff --git a/Compendium/feats/youre-next-rogue.md b/Compendium/feats/youre-next-rogue.md deleted file mode 100644 index 1a981b863..000000000 --- a/Compendium/feats/youre-next-rogue.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/crb -- trait/emotion -- trait/fear -- trait/mental -- trait/rogue -aliases: ["You're Next (Rogue)"] ---- -# You're Next (Rogue) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [rogue](../../Rules/traits/rogue.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) -- **Trigger** You reduce an enemy to 0 hit points. -- **Activity** Reaction - -After downing a foe, you menacingly remind another foe that you're coming after them next. Attempt an [Intimidation](../skills.md#Intimidation) check with a +2 circumstance bonus to [Demoralize](../../Rules/actions/demoralize.md) a single creature that you can see and that can see you. If you have legendary proficiency in [Intimidation](../skills.md#Intimidation), you can use this as a free action with the same trigger. - -*Source: Core Rulebook p. 183* -%% #compendium/src/pf2e/crb #trait/emotion #trait/fear #trait/mental #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/youre-next-swashbuckler-apg.md b/Compendium/feats/youre-next-swashbuckler-apg.md deleted file mode 100644 index 11cfe433a..000000000 --- a/Compendium/feats/youre-next-swashbuckler-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/apg -- trait/emotion -- trait/fear -- trait/mental -- trait/swashbuckler -aliases: ["You're Next (Swashbuckler)"] ---- -# You're Next (Swashbuckler) [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [swashbuckler](../../Rules/traits/swashbuckler-apg.md) - -- **Prerequisites**: trained in [Intimidation](../skills.md#Intimidation) -- **Trigger** You reduce an enemy to 0 Hit Points. -- **Activity** Reaction - -After downing a foe, you promise another you're coming after them next. Attempt an [Intimidation](../skills.md#Intimidation) check with a +2 circumstance bonus to [Demoralize](../../Rules/actions/demoralize.md) a single creature that you can see and that can see you. If you're legendary in [Intimidation](../skills.md#Intimidation), you can use this as a free action with the same trigger. - -*Source: Advanced Player's Guide p. 88* -%% #compendium/src/pf2e/apg #trait/emotion #trait/fear #trait/mental #trait/swashbuckler %% \ No newline at end of file diff --git a/Compendium/feats/zephyr-guard-dedication-aoa5.md b/Compendium/feats/zephyr-guard-dedication-aoa5.md deleted file mode 100644 index d179a6238..000000000 --- a/Compendium/feats/zephyr-guard-dedication-aoa5.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/aoa5 -- trait/archetype -- trait/dedication -- trait/uncommon -aliases: ["Zephyr Guard Dedication"] ---- -# Zephyr Guard Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Access**: You are from Katapesh. -- **Prerequisites**: member of the Zephyr Guard - -As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to [Perception](../skills.md#Perception) checks against attempts to [Palm an Object](../../Rules/actions/palm-an-object.md), [Steal](../../Rules/actions/steal.md), or [Conceal an Object](../../Rules/actions/conceal-an-object.md) (including you're Seeking [concealed](../../Rules/conditions.md#Concealed) objects). You become trained in [Society](../skills.md#Society) and [Katapesh Lore](../skills.md#Lore); if you were already trained, you become an expert instead. - -**Special.** You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype. - -## Zephyr Guard Dedication leads to... - -[Decry Thief](decry-thief-aoa5.md), [Know The Beat](know-the-beat-aoa5.md), [Relentless Disarm](relentless-disarm-aoa5.md), [Unfazed Assessment](unfazed-assessment-aoa5.md) - -## Summary - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 81* -%% #compendium/src/pf2e/aoa5 #trait/archetype #trait/dedication #trait/uncommon %% \ No newline at end of file diff --git a/Compendium/feats/zombie-dedication-botd.md b/Compendium/feats/zombie-dedication-botd.md deleted file mode 100644 index da34c6665..000000000 --- a/Compendium/feats/zombie-dedication-botd.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/botd -- trait/archetype -- trait/dedication -- trait/rare -aliases: ["Zombie Dedication"] ---- -# Zombie Dedication *Feat 2* -[archetype](../../Rules/traits/archetype.md) [dedication](../../Rules/traits/dedication.md) [rare](../../Rules/traits/rare.md) - -- **Prerequisites**: You died and were animated as a husk zombie. - -Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the [undead](../../Rules/traits/undead.md) and [zombie](../../Rules/traits/zombie-b1.md) traits, and the basic undead benefits (page 44). Unlike a typical zombie, you're not [mindless](../../Rules/traits/mindless.md). Reduce all your Speeds by 5 feet. Your fist loses the [nonlethal](../../Rules/traits/nonlethal.md) trait. - -Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body. - -While your body is deteriorated, you're [slowed](../../Rules/conditions.md#Slowed). You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the [slowed](../../Rules/conditions.md#Slowed) condition from deterioration through any other means. - -You crave the flesh of the living. You gain a jaws unarmed attack that deals `1d8` piercing damage. Your jaws are in the brawling group and have the [unarmed](../../Rules/traits/unarmed.md) trait. You can use your jaws [Strike](../../Rules/actions/strike.md) only against a creature that's [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) by you. - -**Special.** You can't select another dedication feat until you have gained two other feats from the zombie archetype. - -## Zombie Dedication leads to... - -[Ankle Biter](ankle-biter-botd.md), [Feast](feast-botd.md), [Brains!](brains-botd.md), [Ravenous Charge](ravenous-charge-botd.md), [Numb](numb-botd.md), [Out of Hand](out-of-hand-botd.md), [Shamble](shamble-botd.md), [Unkillable](unkillable-botd.md), [Festering Wounds](festering-wounds-botd.md), [Seize](seize-botd.md) - -## Summary - -*Source: Book of the Dead p. 60* -%% #compendium/src/pf2e/botd #trait/archetype #trait/dedication #trait/rare %% \ No newline at end of file diff --git a/Compendium/feats/zombie-horde-ooa3.md b/Compendium/feats/zombie-horde-ooa3.md deleted file mode 100644 index 88d64e067..000000000 --- a/Compendium/feats/zombie-horde-ooa3.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-feat -tags: -- compendium/src/pf2e/ooa3 -- trait/archetype -aliases: ["Zombie Horde"] ---- -# Zombie Horde [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 20* -[archetype](../../Rules/traits/archetype.md) - -- **Prerequisites**: [Clockwork Reanimator Dedication](clockwork-reanimator-dedication-ooa3.md) -- **Activity** Three-Action - -You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies. - -You Command your reanimated construct companion. - -Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a 30-foot emanation from its original space. The horde makes a [Strike](../../Rules/actions/strike.md) against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 79* -%% #compendium/src/pf2e/ooa3 #trait/archetype %% \ No newline at end of file diff --git a/Compendium/gm/afflictions/afflictions.md b/Compendium/gm/afflictions/afflictions.md deleted file mode 100644 index 2fca00f9d..000000000 --- a/Compendium/gm/afflictions/afflictions.md +++ /dev/null @@ -1,59 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Afflictions - -- [Blinding Sickness, _Disease 7_](blinding-sickness.md) -- [Boastful Prince's Scourge, _Curse 7_](boastful-princes-scourge-da.md) -- [Boatman's Toll Curse, _Curse 20_](boatmans-toll-curse-loil.md) -- [Bog Rot, _Disease 0_](bog-rot.md) -- [Bone Chill, _Disease 5_](bone-chill.md) -- [Brain Worms, _Disease 11_](brain-worms.md) -- [Bubonic Plague, _Disease 3_](bubonic-plague.md) -- [Choking Death, _Disease 6_](choking-death.md) -- [Consummate Liar, _Curse 14_](consummate-liar-loil.md) -- [Coward's Roots, _Curse 4_](cowards-roots.md) -- [Curse of Biting Swarms, _Curse 5_](curse-of-biting-swarms-loil.md) -- [Curse of Nightmares, _Curse 2_](curse-of-nightmares.md) -- [Curse of Petulant Whispers, _Curse 2_](curse-of-petulant-whispers-loil.md) -- [Curse of Slumber, _Curse 11_](curse-of-slumber.md) -- [Curse of the Ravenous, _Curse 5_](curse-of-the-ravenous.md) -- [Curse of The Rotting Heart, _Curse 9_](curse-of-the-rotting-heart-loil.md) -- [Curse of the Werecreature, _Curse 1_](curse-of-the-werecreature-b1.md) -- [Enforced Hospitality, _Curse 13_](enforced-hospitality-da.md) -- [Exhaustive Addiction, _Disease 15_](exhaustive-addiction-lomm.md) -- [Forbidding Knowledge, _Curse 10_](forbidding-knowledge-da.md) -- [Ghast Fever, _Disease 1_](ghast-fever-b1.md) -- [Ghoul Fever, _Disease 1_](ghoul-fever-b1.md) -- [Grave Curse, _Curse Level Varies_](grave-curse.md) -- [Graveknight's Curse, _Curse 1_](graveknights-curse-b1.md) -- [Lord's Arrogance, _Curse 7_](lords-arrogance-loil.md) -- [Malaria, _Disease 2_](malaria.md) -- [Nightmare Fever, _Disease 8_](nightmare-fever.md) -- [Oath of the Flesh, _Curse 7_](oath-of-the-flesh.md) -- [Poison Sedum, _Disease 1_](poison-sedum-ooa1.md) -- [Rage of The Excommunicant, _Curse 10_](rage-of-the-excommunicant-da.md) -- [Reviled of Nature, _Curse 18_](reviled-of-nature.md) -- [Reviling Earth, _Curse 12_](reviling-earth.md) -- [Scarlet Fever, _Disease 1_](scarlet-fever.md) -- [Scarlet Leprosy, _Disease 4_](scarlet-leprosy.md) -- [Sellsword's Folly, _Curse 9_](sellswords-folly.md) -- [Sewer Haze, _Disease 7_](sewer-haze.md) -- [Sinful Tongue, _Curse 7_](sinful-tongue-da.md) -- [Slayer's Haunt, _Curse 4_](slayers-haunt.md) -- [Slithering, _Curse 15_](slithering-sli.md) -- [Soulforged Corruption, _Curse 1_](soulforged-corruption-som.md) -- [Spirit Anchor, _Curse 13_](spirit-anchor.md) -- [Swarming Words, _Curse 9_](swarming-words-da.md) -- [Sword of Anathema, _Curse 20_](sword-of-anathema.md) -- [Tetanus, _Disease 1_](tetanus.md) -- [Theft of Thought, _Curse 3_](theft-of-thought.md) -- [Thief's Burden, _Curse 1_](thiefs-burden-da.md) -- [Thief's Retribution, _Curse 19_](thiefs-retribution.md) -- [Tuberculosis, _Disease 1_](tuberculosis.md) -- [Unending Thirst, _Curse 15_](unending-thirst.md) -- [Unraveling Skin, _Curse 5_](unraveling-skin-da.md) -- [Waterborne Zombie Rot, _Disease 1_](waterborne-zombie-rot-botd.md) -- [Wizard's Ward, _Curse 6_](wizards-ward.md) -- [Yellow Silt Curse, _Curse 6_](yellow-silt-curse-ooa2.md) diff --git a/Compendium/gm/afflictions/blinding-sickness.md b/Compendium/gm/afflictions/blinding-sickness.md deleted file mode 100644 index 00889e7d3..000000000 --- a/Compendium/gm/afflictions/blinding-sickness.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/7 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Blinding Sickness"] ---- -# Blinding Sickness -*Disease 7* -[disease](../../../Rules/traits/disease.md) - -Endemic to jungles of the Mwangi Expanse, blinding sickness is transmitted by dirty water or the bites of certain creatures. - -```ad-inline-affliction -title: Saving Throw: DC 23 Fortitude - - -## Stages - -**Stage 1** carrier with no effects (1 day) - -**Stage 2** [ enfeebled](../../../rules/conditions.md#Enfeebled) (1 day) - -**Stage 3** [ enfeebled](../../../rules/conditions.md#Enfeebled) (1 day) - -**Stage 4** [ enfeebled](../../../rules/conditions.md#Enfeebled) and permanently blinded (1 day) - -**Stage 5** [ enfeebled](../../../rules/conditions.md#Enfeebled) - -**Stage 6** death -``` - -*Source: Gamemastery Guide p. 119* diff --git a/Compendium/gm/afflictions/boastful-princes-scourge-da.md b/Compendium/gm/afflictions/boastful-princes-scourge-da.md deleted file mode 100644 index 7a7e7ff99..000000000 --- a/Compendium/gm/afflictions/boastful-princes-scourge-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/7 -- compendium/src/pf2e/da -- trait/curse -- trait/magical -- trait/polymorph -- trait/rare -- trait/transmutation -aliases: ["Boastful Prince's Scourge"] ---- -# Boastful Prince's Scourge -*Curse 7* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [polymorph](../../../Rules/traits/polymorph.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -Used as a punishment against the vain or the arrogant, this curse slowly transforms you into a frog in note just body, but mind as well. - -```ad-inline-affliction -title: Saving Throw: DC 23 Will - -**Effect** Your features slowly morph into that of a frog's as you grow a prominent vocal sac. You gain the [amphibious](../../../rules/traits/amphibious-b1.md) trait and can breathe both air and water. You are [stupefied](../../../rules/conditions.md#Stupefied) as long as you are under the effect of this curse, and you can't reduce your [stupefied](../../../rules/conditions.md#Stupefied) value below 1. -``` - -## Tempting Curse - -You transform fully, as [animal form](../../spells/animal-form.md), giving you the specific abilities of a frog. The duration of this casting is until you make your daily preparations, and you can't [Dismiss](../../../Rules/actions/dismiss.md) the spell. While you are under the effect of [animal form](../../spells/animal-form.md) due to this curse, you have all the usual limitations of [animal form](../../spells/animal-form.md), including the fact that you can't speak (though you can still understand any languages you know). - -## Summary - -*Source: Dark Archive p. 162* diff --git a/Compendium/gm/afflictions/boatmans-toll-curse-loil.md b/Compendium/gm/afflictions/boatmans-toll-curse-loil.md deleted file mode 100644 index 5f7defba1..000000000 --- a/Compendium/gm/afflictions/boatmans-toll-curse-loil.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/20 -- compendium/src/pf2e/loil -- trait/curse -- trait/death -- trait/magical -- trait/necromancy -aliases: ["Boatman's Toll Curse"] ---- -# Boatman's Toll Curse -*Curse 20* -[curse](../../../Rules/traits/curse.md) [death](../../../Rules/traits/death.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -Your soul is treated as collateral for the crimes you've committed. This punishment is reserved for those who have committed truly heinous acts, such as using holy magic against an important undead citizen or conspiring with enemies of the state. - -```ad-inline-affliction -title: Saving Throw: DC 43 Will - -**Effect** A tattoo of a skull with coins on its eyes etches itself into your skin, dealing `6d10` cold damage and `6d10` negative damage and causing you to become [drained](../../../rules/conditions.md#Drained). If the tattoo is ever removed or destroyed by any means, it reappears after 24 hours and deals its damage again unless this curse is removed first. If you're reduced to 0 Hit Points while the tattoo is on your body, you die immediately, and your soul is banished to Abaddon. You can't be revived, reincarnated, raised as an undead, or otherwise come back to life unless the boatman Charon relinquishes your soul. -``` - -*Source: Lost Omens: Impossible Lands p. 176* diff --git a/Compendium/gm/afflictions/bog-rot.md b/Compendium/gm/afflictions/bog-rot.md deleted file mode 100644 index 374d688bb..000000000 --- a/Compendium/gm/afflictions/bog-rot.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/0 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Bog Rot"] ---- -# Bog Rot -*Disease 0* -[disease](../../../Rules/traits/disease.md) - -Sometimes called bog foot, bog rot is caused by having waterlogged feet for an extended period of time. In addition to the usual cures for an affliction, bog rot can be cured through amputation of the affected appendages. - -```ad-inline-affliction -title: Saving Throw: DC 13 Fortitude - -- **Onset**: 1 day - -## Stages - -**Stage 1** [clumsy](../../../rules/conditions.md#Clumsy) (1 day) - -**Stage 2** [clumsy](../../../rules/conditions.md#Clumsy) and a –5-foot status penalty to Speed (1 day) - -**Stage 3** [clumsy](../../../rules/conditions.md#Clumsy) and a –10-foot status penalty to Speed (1 day) -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/bone-chill.md b/Compendium/gm/afflictions/bone-chill.md deleted file mode 100644 index 677ab50ee..000000000 --- a/Compendium/gm/afflictions/bone-chill.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/5 -- compendium/src/pf2e/gmg -- trait/disease -- trait/necromancy -- trait/primal -aliases: ["Bone Chill"] ---- -# Bone Chill -*Disease 5* -[disease](../../../Rules/traits/disease.md) [necromancy](../../../Rules/traits/necromancy.md) [primal](../../../Rules/traits/primal.md) - -If you are wounded and exposed to persistent cold, you might contract bonechill. - -```ad-inline-affliction -title: Saving Throw: DC 20 Fortitude - -- **Onset**: 1 day - -## Stages - -**Stage 1** [ clumsy](../../../rules/conditions.md#Clumsy) (1 day) - -**Stage 2** [ clumsy](../../../rules/conditions.md#Clumsy) and can't heal cold damage until this disease is cured (1 day) - -**Stage 3** [ clumsy](../../../rules/conditions.md#Clumsy) and all cold temperature effects are one step more severe for the victim ("_Core Rulebook" 517|CRB|10|Temperature_) (1 day) - -**Stage 4** [paralyzed](../../../rules/conditions.md#Paralyzed) and all cold temperature effects are one step more severe for the victim (1 day) -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/brain-worms.md b/Compendium/gm/afflictions/brain-worms.md deleted file mode 100644 index 6c504bb4a..000000000 --- a/Compendium/gm/afflictions/brain-worms.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/11 -- compendium/src/pf2e/gmg -- trait/disease -- trait/virulent -aliases: ["Brain Worms"] ---- -# Brain Worms -*Disease 11* -[disease](../../../Rules/traits/disease.md) [virulent](../../../Rules/traits/virulent.md) - -Scholars suspect these brain parasites have an otherworldly or extraplanar origin. Though transmitted by the bites of infected targets, the disease remains relatively rare—most hosts are killed by the effects before they can pass it on. While infected, whenever you attack due to confusion, you bite your target (if you don't have a jaws or fangs attack, you deal piercing damage as an unarmed attack with damage equal to your lowest unarmed attack). - -```ad-inline-affliction -title: Saving Throw: DC 28 Fortitude - -- **Onset**: 1 day - -## Stages - -**Stage 1** [stupefied](../../../rules/conditions.md#Stupefied) (1 day) - -**Stage 2** [stupefied](../../../rules/conditions.md#Stupefied), and whenever you take damage, you must succeed at a Will save against the disease's DC or become [confused](../../../rules/conditions.md#Confused) for 1 round (1 day) - -**Stage 3** [stupefied](../../../rules/conditions.md#Stupefied), and whenever you take damage, you must succeed at a Will save against the disease's DC or become [confused](../../../rules/conditions.md#Confused) for 1 minute (1 day) - -**Stage 4** [stupefied](../../../rules/conditions.md#Stupefied) and [confused](../../../rules/conditions.md#Confused), damage does not end the confused condition (1 day) - -**Stage 5** [unconscious](../../../rules/conditions.md#Unconscious) (1 day) - -**Stage 6** death -``` - -*Source: Gamemastery Guide p. 119* diff --git a/Compendium/gm/afflictions/bubonic-plague.md b/Compendium/gm/afflictions/bubonic-plague.md deleted file mode 100644 index 63c83203b..000000000 --- a/Compendium/gm/afflictions/bubonic-plague.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/3 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Bubonic Plague"] ---- -# Bubonic Plague -*Disease 3* -[disease](../../../Rules/traits/disease.md) - -This widespread illness can sweep through entire communities, leaving few unaffected. The first indication of the disease is a telltale swelling of glands. In some cases, the disease can move into your lungs (pneumonic plague) or blood (septicemic plague), which is even more fatal. If you have bubonic plague, you can't remove the fatigued condition while affected. - -```ad-inline-affliction -title: Saving Throw: DC 17 Fortitude - -- **Onset**: 1 day - -## Stages - -**Stage 1** [fatigued](../../../rules/conditions.md#Fatigued) (1 day) - -**Stage 2** [enfeebled](../../../rules/conditions.md#Enfeebled) and [fatigued](../../../rules/conditions.md#Fatigued) (1 day) - -**Stage 3** [enfeebled](../../../rules/conditions.md#Enfeebled), [fatigued](../../../rules/conditions.md#Fatigued), and take `1d6` persistent bleed damage every `1d20` minutes (1 day) -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/choking-death.md b/Compendium/gm/afflictions/choking-death.md deleted file mode 100644 index 73cffe6c1..000000000 --- a/Compendium/gm/afflictions/choking-death.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/6 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Choking Death"] ---- -# Choking Death -*Disease 6* -[disease](../../../Rules/traits/disease.md) - -This disease is capable of wiping out nations or even entire continents. A few pockets of the disease still remain in Iobaria, keeping that region's population sparse. - -```ad-inline-affliction -title: Saving Throw: DC 22 Fortitude - -- **Onset**: 1 day - -## Stages - -**Stage 1** hoarse voice but no other symptoms (1 day) - -**Stage 2** [ drained](../../../rules/conditions.md#Drained) (1 day) - -**Stage 3** [ drained](../../../rules/conditions.md#Drained) and can't speak (1 day) - -**Stage 4** death -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/consummate-liar-loil.md b/Compendium/gm/afflictions/consummate-liar-loil.md deleted file mode 100644 index 2146e65d4..000000000 --- a/Compendium/gm/afflictions/consummate-liar-loil.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/14 -- compendium/src/pf2e/loil -- trait/curse -- trait/enchantment -- trait/magical -- trait/mental -aliases: ["Consummate Liar"] ---- -# Consummate Liar -*Curse 14* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -It becomes your first instinct to answer every question with an obvious and blatant lie, no matter how trivial. - -```ad-inline-affliction -title: Saving Throw: DC 31 Will - -**Effect** Whenever you're asked a question directly, you must attempt a DC 32 Will save. On a failure, you spout an obvious lie with an automatic failure at your [Deception](../../../compendium/skills.md#Deception) check. If you succeed, you can choose your words carefully and answer however you wish, but if you choose to answer truthfully, the agony of telling the truth causes you to take `3d8` mental damage. -``` - -*Source: Lost Omens: Impossible Lands p. 176* diff --git a/Compendium/gm/afflictions/cowards-roots.md b/Compendium/gm/afflictions/cowards-roots.md deleted file mode 100644 index 8d47b4dce..000000000 --- a/Compendium/gm/afflictions/cowards-roots.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/4 -- compendium/src/pf2e/gmg -- trait/curse -- trait/enchantment -- trait/fear -- trait/magical -- trait/mental -aliases: ["Coward's Roots"] ---- -# Coward's Roots -*Curse 4* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -You find all courage stolen from your heart. When faced with something frightening, you flee in terror or stand frozen in place. - -```ad-inline-affliction -title: Saving Throw: DC 20 Will - -**Effect** At the start of your turn, if you are [frightened](../../../rules/conditions.md#Frightened), you become your choice of [immobilized](../../../rules/conditions.md#Immobilized) or [fleeing](../../../rules/conditions.md#Fleeing) until the end of that turn. -``` - -*Source: Gamemastery Guide p. 116* diff --git a/Compendium/gm/afflictions/curse-of-biting-swarms-loil.md b/Compendium/gm/afflictions/curse-of-biting-swarms-loil.md deleted file mode 100644 index 8debefffe..000000000 --- a/Compendium/gm/afflictions/curse-of-biting-swarms-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/5 -- compendium/src/pf2e/loil -- trait/curse -- trait/magical -- trait/transmutation -aliases: ["Curse of Biting Swarms"] ---- -# Curse of Biting Swarms -*Curse 5* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -You emit a deathlike stench that attracts swarms of carrion-eating insects. - -```ad-inline-affliction -title: Saving Throw: DC 20 Fortitude - -**Effect** You smell like a charnel house, making it easy for creatures with scent to notice you; they gain a +2 circumstance bonus to their [Perception](../../../compendium/skills.md#Perception) against you. Additionally, the first time you're exposed to sunlight each day, biting insects attack you, scattering once they've taken damage. You then become [sickened](../../../rules/conditions.md#Sickened) and [drained](../../../rules/conditions.md#Drained) until the next time you take a full night's rest. These conditions can't be reduced below 1 by other means. -``` - -*Source: Lost Omens: Impossible Lands p. 176* diff --git a/Compendium/gm/afflictions/curse-of-nightmares.md b/Compendium/gm/afflictions/curse-of-nightmares.md deleted file mode 100644 index e542f1a84..000000000 --- a/Compendium/gm/afflictions/curse-of-nightmares.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/2 -- compendium/src/pf2e/gmg -- trait/curse -- trait/illusion -- trait/magical -- trait/mental -aliases: ["Curse of Nightmares"] ---- -# Curse of Nightmares -*Curse 2* -[curse](../../../Rules/traits/curse.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -This curse plagues you with terrible nightmares whenever you sleep, preventing you from resting properly. - -```ad-inline-affliction -title: Saving Throw: DC 16 Will - -**Effect** You must rest for 12 hours instead of 8 to avoid becoming [fatigued](../../../rules/conditions.md#Fatigued) and can't gain any benefits from resting or long-term rest. You can still make your daily preparations. -``` - -*Source: Gamemastery Guide p. 116* diff --git a/Compendium/gm/afflictions/curse-of-petulant-whispers-loil.md b/Compendium/gm/afflictions/curse-of-petulant-whispers-loil.md deleted file mode 100644 index 97e52ce4f..000000000 --- a/Compendium/gm/afflictions/curse-of-petulant-whispers-loil.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/2 -- compendium/src/pf2e/loil -- trait/auditory -- trait/curse -- trait/illusion -- trait/magical -aliases: ["Curse of Petulant Whispers"] ---- -# Curse of Petulant Whispers -*Curse 2* -[auditory](../../../Rules/traits/auditory.md) [curse](../../../Rules/traits/curse.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) - -A cruel, ghostly voice follows you, whispering your transgressions to anyone you encounter. - -```ad-inline-affliction -title: Saving Throw: DC 16 Will - -**Effect** Whenever you try to speak to another creature who doesn't know you well, they hear whispers in a language they understand that reveal hints and phrases related to the things about which you feel most guilty. You have a –2 circumstance bonus to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks to [Make an Impression](../../../rules/actions/make-an-impression.md) against those creatures, and if you roll a failure on your check, you get a critical failure instead. -``` - -*Source: Lost Omens: Impossible Lands p. 176* diff --git a/Compendium/gm/afflictions/curse-of-slumber.md b/Compendium/gm/afflictions/curse-of-slumber.md deleted file mode 100644 index fdfbc2f2b..000000000 --- a/Compendium/gm/afflictions/curse-of-slumber.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/11 -- compendium/src/pf2e/gmg -- trait/curse -- trait/incapacitation -- trait/magical -- trait/necromancy -- trait/sleep -aliases: ["Curse of Slumber"] ---- -# Curse of Slumber -*Curse 11* -[curse](../../../Rules/traits/curse.md) [incapacitation](../../../Rules/traits/incapacitation.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [sleep](../../../Rules/traits/sleep.md) - -This legendary curse sends you into a sleep indistinguishable from death. - -```ad-inline-affliction -title: Saving Throw: DC 28 Fortitude - -**Effect** You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 [Medicine](../../../compendium/skills.md#Medicine) check to realize you are alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse. -``` - -*Source: Gamemastery Guide p. 117* diff --git a/Compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md b/Compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md deleted file mode 100644 index b457230fd..000000000 --- a/Compendium/gm/afflictions/curse-of-the-rotting-heart-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/9 -- compendium/src/pf2e/loil -- trait/curse -- trait/magical -- trait/transmutation -aliases: ["Curse of The Rotting Heart"] ---- -# Curse of The Rotting Heart -*Curse 9* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) - -A shriveled, spectral heart appears inside your body, beating alongside your own. - -```ad-inline-affliction -title: Saving Throw: DC 25 Will - -**Effect** You're harmed by positive energy as if you were undead, harmed by negative energy as if you were living, and can't be healed by either one. All other forms of magical healing, such as the [soothe](../../../compendium/spells/soothe.md) spell, restore only half the normal amount of Hit Points. Alchemical healing, healing with the [Medicine](../../../compendium/skills.md#Medicine) skill, and other non-magical methods continue to heal you normally. -``` - -*Source: Lost Omens: Impossible Lands p. 176* diff --git a/Compendium/gm/afflictions/curse-of-the-werecreature-b1.md b/Compendium/gm/afflictions/curse-of-the-werecreature-b1.md deleted file mode 100644 index 502263949..000000000 --- a/Compendium/gm/afflictions/curse-of-the-werecreature-b1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/1 -- compendium/src/pf2e/b1 -- trait/curse -- trait/necromancy -- trait/primal -aliases: ["Curse of the Werecreature"] ---- -# Curse of the Werecreature -*Curse 1* -[curse](../../../Rules/traits/curse.md) [necromancy](../../../Rules/traits/necromancy.md) [primal](../../../Rules/traits/primal.md) - -This curse affects only humanoids. - -```ad-inline-affliction -title: Saving Throw: DC is the standard DC for the [werecreature's new level – 1](../../../rules/tables/dcs-by-level.md) Fortitude - -**Effect** On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling [unconscious](../../../rules/conditions.md#Unconscious) until dawn. -``` - -*Source: Bestiary p. 329* diff --git a/Compendium/gm/afflictions/enforced-hospitality-da.md b/Compendium/gm/afflictions/enforced-hospitality-da.md deleted file mode 100644 index 9377d01bd..000000000 --- a/Compendium/gm/afflictions/enforced-hospitality-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/13 -- compendium/src/pf2e/da -- trait/curse -- trait/enchantment -- trait/magical -- trait/mental -- trait/rare -aliases: ["Enforced Hospitality"] ---- -# Enforced Hospitality -*Curse 13* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [rare](../../../Rules/traits/rare.md) - -Cast upon the rude or inconsiderate, this curse compels you to offer a genuine and warm greeting to each new creature you meet. - -```ad-inline-affliction -title: Saving Throw: DC 31 Will - -**Effect** This curse compels you to great those you meet as though they were old friends. Whenever you come across a creature (or group of creatures) for the first time, you must spend 1 action greeting them or become [slowed](../../../rules/conditions.md#Slowed) for 1 minute, even if the creature is obviously [hostile](../../../rules/conditions.md#Hostile). No matter your intention, your greeting comes across as warm and genuine, and it grants you a +1 circumstance bonus to [Diplomacy](../../../compendium/skills.md#Diplomacy) checks to [Make an Impression](../../../rules/actions/make-an-impression.md). -``` - -## Tempting Curse - -Your compulsion to greet newcomers intensifies. You must greet every individual creature you meet for the first time by spending 1 action greeting them or become [slowed](../../../Rules/conditions.md#Slowed) for 1 minute. If you meet more creatures than you have actions, you can continue spending actions greeting creatures across multiple turns. For example, if you encountered six bandits, you could greet three bandits on the first round and three bandits on the second round, and you wouldn't become [slowed](../../../Rules/conditions.md#Slowed) unless you took another action before you finished greeting them. For 1 minute or until you take a hostile action, you gain the effects of a 7th-level [sanctuary](../../spells/sanctuary.md) against creatures you've greeted in this way (DC 31). - -## Summary - -*Source: Dark Archive p. 163* diff --git a/Compendium/gm/afflictions/exhaustive-addiction-lomm.md b/Compendium/gm/afflictions/exhaustive-addiction-lomm.md deleted file mode 100644 index a8d132311..000000000 --- a/Compendium/gm/afflictions/exhaustive-addiction-lomm.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/15 -- compendium/src/pf2e/lomm -- trait/disease -- trait/unique -aliases: ["Exhaustive Addiction"] ---- -# Exhaustive Addiction -*Disease 15* -[disease](../../../Rules/traits/disease.md) [unique](../../../Rules/traits/unique.md) - -Addictive exhaustion results from exposure to Kuworsys's spores, through close proximity with the monster or in fungus-filled pits throughout Kuworsys's lair. At the onset, afflicted creatures find themselves gradually becoming disinterested in life. As the disease worsens, they become hyper-focused on a single activity. As the disease reaches its final stages, sustenance and rest provide no relief for them. - -```ad-inline-affliction -title: Saving Throw: DC 32 Fortitude - - -## Stages - -**Stage 1** The creature is [sickened](../../../rules/conditions.md#Sickened). One skill of the creature's choice doesn't suffer the status penalty from this sickened condition to its skill checks (1 day) - -**Stage 2** As Stage 1, but the creature is [sickened](../../../rules/conditions.md#Sickened) and is [fatigued](../../../rules/conditions.md#Fatigued) (1 day) - -**Stage 3** As Stage 2, but the creature is [sickened](../../../rules/conditions.md#Sickened) and has incurable hunger and thirst, in addition to being [fatigued](../../../rules/conditions.md#Fatigued) (1 day) (1 day) -``` - -*Source: Lost Omens: Monsters of Myth p. 65* diff --git a/Compendium/gm/afflictions/forbidding-knowledge-da.md b/Compendium/gm/afflictions/forbidding-knowledge-da.md deleted file mode 100644 index 5c507204e..000000000 --- a/Compendium/gm/afflictions/forbidding-knowledge-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/10 -- compendium/src/pf2e/da -- trait/abjuration -- trait/curse -- trait/magical -- trait/rare -aliases: ["Forbidding Knowledge"] ---- -# Forbidding Knowledge -*Curse 10* -[abjuration](../../../Rules/traits/abjuration.md) [curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -Information you never should have known lingers everpresent in your mind. - -```ad-inline-affliction -title: Saving Throw: DC 28 Will - -**Effect** This curse is acquired when encountering forbidden knowledge. This curse is always associated with a specific piece or topic of knowledge, such as a demon lord's plan to overtake a government or the true name of a powerful wizard. Your tongue trips when you try to tell another this knowledge, and your hand stalls when you attempt to write it. Any attempt at communicating it fails, even as you can't stop thinking about it. -``` - -## Tempting Curse - -When you activate the tempted curse, you must spend 2 actions to attempt to speak the triggering knowledge. This allows you to redirect the curse's energy and cast [silence](../../spells/silence.md) heightened to 4th level, centered on yourself. You are still unable to speak the knowledge clearly, but you can convey a single word to an adjacent creature. You gain the [stupefied](../../../Rules/conditions.md#Stupefied) condition for the remainder of the day. This condition can't be reduced until the next time you perform your daily preparations, at which point it ends. - -## Summary - -*Source: Dark Archive p. 163* \ No newline at end of file diff --git a/Compendium/gm/afflictions/ghast-fever-b1.md b/Compendium/gm/afflictions/ghast-fever-b1.md deleted file mode 100644 index 3849da0b7..000000000 --- a/Compendium/gm/afflictions/ghast-fever-b1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/1 -- compendium/src/pf2e/b1 -- trait/disease -aliases: ["Ghast Fever"] ---- -# Ghast Fever -*Disease 1* -[disease](../../../Rules/traits/disease.md) - -```ad-inline-affliction -title: Saving Throw: Fortitude - - -## Stages - -**Stage 1** carrier with no ill effect (1 day) - -**Stage 2** `3d8` negative damage and regains half as many Hit Points from all healing (1 day) - -**Stage 3** as stage 2 (1 day) - -**Stage 4** `3d8` negative damage and gains no benefit from healing (1 day) - -**Stage 5** as stage 4 (1 day) - -**Stage 6** dead, and rises as a ghast the next midnight -``` - -*Source: Bestiary p. 169* \ No newline at end of file diff --git a/Compendium/gm/afflictions/ghoul-fever-b1.md b/Compendium/gm/afflictions/ghoul-fever-b1.md deleted file mode 100644 index 5ee5c49ab..000000000 --- a/Compendium/gm/afflictions/ghoul-fever-b1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/1 -- compendium/src/pf2e/b1 -- trait/disease -aliases: ["Ghoul Fever"] ---- -# Ghoul Fever -*Disease 1* -[disease](../../../Rules/traits/disease.md) - -```ad-inline-affliction -title: Saving Throw: Fortitude - - -## Stages - -**Stage 1** carrier with no ill effect (1 day) - -**Stage 2** `2d6` negative damage and regains half as many Hit Points from all healing (1 day) - -**Stage 3** as stage 2 (1 day) - -**Stage 4** `2d6` negative damage and gains no benefit from healing (1 day) - -**Stage 5** as stage 4 (1 day) - -**Stage 6** dead, and rises as a ghoul the next midnight -``` - -*Source: Bestiary p. 168* \ No newline at end of file diff --git a/Compendium/gm/afflictions/graveknights-curse-b1.md b/Compendium/gm/afflictions/graveknights-curse-b1.md deleted file mode 100644 index 4b7f4a1fb..000000000 --- a/Compendium/gm/afflictions/graveknights-curse-b1.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/1 -- compendium/src/pf2e/b1 -- trait/arcane -- trait/curse -- trait/necromancy -aliases: ["Graveknight's Curse"] ---- -# Graveknight's Curse -*Curse 1* -[arcane](../../../Rules/traits/arcane.md) [curse](../../../Rules/traits/curse.md) [necromancy](../../../Rules/traits/necromancy.md) - -This curse affects anyone who wears a graveknight's armor for at least 1 hour. - -```ad-inline-affliction -title: Saving Throw: Will - -- **Onset**: 1 hour - -## Stages - -**Stage 1** [doomed](../../../rules/conditions.md#Doomed) and cannot remove the armor (1 day) - -**Stage 2** [doomed](../../../rules/conditions.md#Doomed), hampered 10, and cannot remove the armor (1 day) - -**Stage 3** dies and transforms into the armor's graveknight (1 day) -``` - -*Source: Bestiary p. 191* diff --git a/Compendium/gm/afflictions/lords-arrogance-loil.md b/Compendium/gm/afflictions/lords-arrogance-loil.md deleted file mode 100644 index dc099d1b8..000000000 --- a/Compendium/gm/afflictions/lords-arrogance-loil.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/7 -- compendium/src/pf2e/loil -- trait/curse -- trait/enchantment -- trait/magical -- trait/mental -aliases: ["Lord's Arrogance"] ---- -# Lord's Arrogance -*Curse 7* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -You're filled with the unearned confidence of a young noble and carry yourself as if you can do no wrong. - -```ad-inline-affliction -title: Saving Throw: DC 23 Will - -**Effect** Whenever you make a [Recall Knowledge](../../../rules/actions/recall-knowledge.md) check or a [Perception](../../../compendium/skills.md#Perception) check that would give you information (such as to [Sense Motive](../../../rules/actions/sense-motive.md)), you always receive at least one piece of false information that you believe with absolute confidence, even on a success or better. If you attempt to act on this false information, you receive a –1 circumstance penalty on any skill checks you attempt. -``` - -*Source: Lost Omens: Impossible Lands p. 176* diff --git a/Compendium/gm/afflictions/malaria.md b/Compendium/gm/afflictions/malaria.md deleted file mode 100644 index ca9dfd6fe..000000000 --- a/Compendium/gm/afflictions/malaria.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/2 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Malaria"] ---- -# Malaria -*Disease 2* -[disease](../../../Rules/traits/disease.md) - -A pernicious disease spread by bloodsucking insects, malaria sometimes enters long periods of dormancy. If you succumb to malaria, you may continue to be periodically affected by the disease, even if you're cured. You can't reduce your sickened condition while affected with malaria. - -```ad-inline-affliction -title: Saving Throw: DC 16 Fortitude - -- **Onset**: 10 days - -## Stages - -**Stage 1** [sickened](../../../rules/conditions.md#Sickened) (1 day) - -**Stage 2** [sickened](../../../rules/conditions.md#Sickened) (1 day) - -**Stage 3** [sickened](../../../rules/conditions.md#Sickened), and disease recurs every `1d4` months even if cured (1 day) - -**Stage 4** unconscious (1 day) - -**Stage 5** death -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/nightmare-fever.md b/Compendium/gm/afflictions/nightmare-fever.md deleted file mode 100644 index 4357fe958..000000000 --- a/Compendium/gm/afflictions/nightmare-fever.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/8 -- compendium/src/pf2e/gmg -- trait/disease -- trait/necromancy -- trait/occult -aliases: ["Nightmare Fever"] ---- -# Nightmare Fever -*Disease 8* -[disease](../../../Rules/traits/disease.md) [necromancy](../../../Rules/traits/necromancy.md) [occult](../../../Rules/traits/occult.md) - -Thought to be caused by a night hag's curse, nightmare fever inflicts you with terrible nightmares, and you awaken with the wounds you received in your dreams. Some versions cause you to dream of being wounded by bludgeoning or piercing weapons, in which case you take that type of damage instead. Damage and the fatigued condition caused by the disease can't be healed until the disease is removed. - -```ad-inline-affliction -title: Saving Throw: DC 25 Will - - -## Stages - -**Stage 1** `2d6` slashing damage and [fatigued](../../../rules/conditions.md#Fatigued) (1 day) - -**Stage 2** `4d6` slashing damage and [fatigued](../../../rules/conditions.md#Fatigued) (1 day) - -**Stage 3** `4d6` slashing damage, [fatigued](../../../rules/conditions.md#Fatigued), and whenever you take slashing damage, you must succeed at a Will save against the disease's DC or become [frightened](../../../rules/conditions.md#Frightened) (1 day) - -**Stage 4** `6d6` slashing damage, [fatigued](../../../rules/conditions.md#Fatigued), and whenever you take slashing damage, you must succeed at a Will save against the disease's DC or become [paralyzed](../../../rules/conditions.md#Paralyzed) (1 day) - -**Stage 5** `6d6` slashing damage and [unconscious](../../../rules/conditions.md#Unconscious) -``` - -*Source: Gamemastery Guide p. 119* diff --git a/Compendium/gm/afflictions/poison-sedum-ooa1.md b/Compendium/gm/afflictions/poison-sedum-ooa1.md deleted file mode 100644 index 010a5381a..000000000 --- a/Compendium/gm/afflictions/poison-sedum-ooa1.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/1 -- compendium/src/pf2e/ooa1 -- trait/contact -- trait/environmental -- trait/poison -- trait/rare -aliases: ["Poison Sedum"] ---- -# Poison Sedum -*Disease 1* -[contact](../../../Rules/traits/contact.md) [environmental](../../../Rules/traits/environmental.md) [poison](../../../Rules/traits/poison.md) [rare](../../../Rules/traits/rare.md) - -This green-and-blue stalk is topped with a clump of small flowers resembling broccoli. It's covered in a mildly toxic resin that sticks to flesh, fur, and equipment alike, causing affected creatures to break out in an itchy rash. - -```ad-inline-affliction -title: Saving Throw: DC 16 Fortitude - -- **Onset**: 1 day -- **Maximum Duration**: 2 weeks - -## Stages - -**Stage 1** [sickened](../../../rules/conditions.md#Sickened), and the [sickened](../../../rules/conditions.md#Sickened) condition can't go below 1 (1 day) - -**Stage 2** as stage 1, but also [clumsy](../../../rules/conditions.md#Clumsy) (1 day) -``` - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 31* diff --git a/Compendium/gm/afflictions/rage-of-the-excommunicant-da.md b/Compendium/gm/afflictions/rage-of-the-excommunicant-da.md deleted file mode 100644 index 7a6f30400..000000000 --- a/Compendium/gm/afflictions/rage-of-the-excommunicant-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/10 -- compendium/src/pf2e/da -- trait/curse -- trait/enchantment -- trait/magical -- trait/mental -- trait/rare -aliases: ["Rage of The Excommunicant"] ---- -# Rage of The Excommunicant -*Curse 10* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [rare](../../../Rules/traits/rare.md) - -Placed upon heretics or those who broke faith, this curse causes symbols of your former faith to burn you upon sight. - -```ad-inline-affliction -title: Saving Throw: DC 27 Will - -**Effect** This curse is always associated with a specific deity, and is typically experienced only by one of their former clerics or champions. The sight of that deity's religious symbol burns you, dealing `1d6` damage every round you look upon it. You can avert your eyes to avoid losing Hit Points once you know where the symbol is located. In addition, the curse hardens you against that god. You gain a +1 status bonus to saving throws and AC versus divine spells cast by that deity's clergy. -``` - -## Tempting Curse - -The sight of the deity's religious symbol burns you with the god's rage. You can activate the tempted curse upon viewing the deity's symbol. You are [quickened](../../../Rules/conditions.md#Quickened) for 1 minute and can use the extra action each round only to [Strike](../../../Rules/actions/strike.md) and [Stride](../../../Rules/actions/stride.md). For the rest of the day, whenever you see the deity's religious symbol, you lose `2d6` Hit Points. - -## Summary - -*Source: Dark Archive p. 163* \ No newline at end of file diff --git a/Compendium/gm/afflictions/reviled-of-nature.md b/Compendium/gm/afflictions/reviled-of-nature.md deleted file mode 100644 index c6eb3bca1..000000000 --- a/Compendium/gm/afflictions/reviled-of-nature.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/18 -- compendium/src/pf2e/gmg -- trait/curse -- trait/emotion -- trait/enchantment -- trait/magical -- trait/mental -aliases: ["Reviled of Nature"] ---- -# Reviled of Nature -*Curse 18* -[curse](../../../Rules/traits/curse.md) [emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -This curse makes the hunter into the hunted, drawing the ire of animals wherever you go. - -```ad-inline-affliction -title: Saving Throw: DC 38 Will - -**Effect** Creatures of the natural world abhor you. Whenever an animal becomes aware of you, it must attempt a Will save against the curse. On a failure, it attacks you and fights to the death. -``` - -*Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/Compendium/gm/afflictions/reviling-earth.md b/Compendium/gm/afflictions/reviling-earth.md deleted file mode 100644 index 2301733a8..000000000 --- a/Compendium/gm/afflictions/reviling-earth.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/12 -- compendium/src/pf2e/gmg -- trait/curse -- trait/death -- trait/magical -- trait/necromancy -aliases: ["Reviling Earth"] ---- -# Reviling Earth -*Curse 12* -[curse](../../../Rules/traits/curse.md) [death](../../../Rules/traits/death.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) - -A reviling earth curse usually appears across a specific geographical region, such as a ruined town, a necromancer's domain, or a similar area. - -```ad-inline-affliction -title: Saving Throw: DC 30 Fortitude - -**Effect** When you enter the area, you become [doomed](../../../rules/conditions.md#Doomed), or [doomed](../../../rules/conditions.md#Doomed) on a critical failure. -``` - -*Source: Gamemastery Guide p. 117* diff --git a/Compendium/gm/afflictions/scarlet-fever.md b/Compendium/gm/afflictions/scarlet-fever.md deleted file mode 100644 index 144d0d1f8..000000000 --- a/Compendium/gm/afflictions/scarlet-fever.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/1 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Scarlet Fever"] ---- -# Scarlet Fever -*Disease 1* -[disease](../../../Rules/traits/disease.md) - -The relatively simple sore throat caused by this disease leads many victims to initially dismiss it as a mild illness, but scarlet fever can be deadly if left untreated. You can't reduce your sickened condition while affected with scarlet fever. - -```ad-inline-affliction -title: Saving Throw: DC 13 Fortitude - -- **Onset**: 2 days - -## Stages - -**Stage 1** [sickened](../../../rules/conditions.md#Sickened) (1 day) - -**Stage 2** [sickened](../../../rules/conditions.md#Sickened) (1 day) - -**Stage 3** [sickened](../../../rules/conditions.md#Sickened) and can't speak (1 day) - -**Stage 4** death -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/sellswords-folly.md b/Compendium/gm/afflictions/sellswords-folly.md deleted file mode 100644 index f8adb2033..000000000 --- a/Compendium/gm/afflictions/sellswords-folly.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/9 -- compendium/src/pf2e/gmg -- trait/curse -- trait/emotion -- trait/enchantment -- trait/magical -- trait/mental -aliases: ["Sellsword's Folly"] ---- -# Sellsword's Folly -*Curse 9* -[curse](../../../Rules/traits/curse.md) [emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -Even the most experienced combat veteran becomes as reckless as a rookie when suffering from sellsword's folly. - -```ad-inline-affliction -title: Saving Throw: DC 26 Will - -**Effect** The chaos of combat overwhelms you. Each time you roll initiative for a combat encounter, you must attempt a new saving throw against the curse; on a failure, you become [confused](../../../rules/conditions.md#Confused) for 1 round. This is an [incapacitation](../../../rules/traits/incapacitation.md) effect. -``` - -*Source: Gamemastery Guide p. 117* diff --git a/Compendium/gm/afflictions/sewer-haze.md b/Compendium/gm/afflictions/sewer-haze.md deleted file mode 100644 index 4cea1e884..000000000 --- a/Compendium/gm/afflictions/sewer-haze.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/7 -- compendium/src/pf2e/gmg -- trait/disease -- trait/virulent -aliases: ["Sewer Haze"] ---- -# Sewer Haze -*Disease 7* -[disease](../../../Rules/traits/disease.md) [virulent](../../../Rules/traits/virulent.md) - -Many healers and alchemists suspect that sewer haze has a supernatural origin, given its association with particularly strong otyughs. - -```ad-inline-affliction -title: Saving Throw: DC 23 Fortitude - -- **Onset**: 2 days - -## Stages - -**Stage 1** [ stupefied](../../../rules/conditions.md#Stupefied) (1 day) - -**Stage 2** [ drained](../../../rules/conditions.md#Drained) and [ stupefied](../../../rules/conditions.md#Stupefied) (1 day) - -**Stage 3** [ drained](../../../rules/conditions.md#Drained) and [ stupefied](../../../rules/conditions.md#Stupefied) (1 day) -``` - -*Source: Gamemastery Guide p. 119* diff --git a/Compendium/gm/afflictions/sinful-tongue-da.md b/Compendium/gm/afflictions/sinful-tongue-da.md deleted file mode 100644 index f99970d10..000000000 --- a/Compendium/gm/afflictions/sinful-tongue-da.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/7 -- compendium/src/pf2e/da -- trait/curse -- trait/enchantment -- trait/magical -- trait/mental -- trait/rare -aliases: ["Sinful Tongue"] ---- -# Sinful Tongue -*Curse 7* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [rare](../../../Rules/traits/rare.md) - -This curse is typically used as punishment by good clergy. The curse causes you to envision your wrongdoings whenever you attempt to lie or deceive, a burden that can be cured only by confessing your past transgressions. - -```ad-inline-affliction -title: Saving Throw: DC 23 Will - -[misfortune](../../../rules/traits/misfortune.md) -**Effect** The weight of guilt distracts you, making it hard for you to deceive people. Whenever you attempt a [Deception](../../../compendium/skills.md#Deception) check, roll the check twice and take the worse result. - - -%% #trait/misfortune %% -``` - -## Tempting Curse - -You begin to confess your sins, beginning from youthful indiscretions and ending with the present day. While you confess, all creatures within 30 feet must succeed at a DC 23 Will save or gain the [fascinated](../../../Rules/conditions.md#Fascinated) condition as they listen. You must spend at least 2 actions per round, which have the [concentrate](../../../Rules/traits/concentrate.md) trait, listing your wrongdoings. This is an [auditory](../../../Rules/traits/auditory.md), [enchantment](../../../Rules/traits/enchantment.md), [emotion](../../../Rules/traits/emotion.md), and [mental](../../../Rules/traits/mental.md) effect. Once you stop confessing your sins, or after 10 minutes if you haven't finished confessing your sins, the effect ends, and you can't confess again until your next daily preparations. Your conscience is clearer having confessed, and you take only a –2 status penalty to [Deception](../../skills.md#Deception) checks. - -## Summary - -*Source: Dark Archive p. 162* diff --git a/Compendium/gm/afflictions/slayers-haunt.md b/Compendium/gm/afflictions/slayers-haunt.md deleted file mode 100644 index 828752feb..000000000 --- a/Compendium/gm/afflictions/slayers-haunt.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/4 -- compendium/src/pf2e/gmg -- trait/curse -- trait/illusion -- trait/magical -- trait/visual -aliases: ["Slayer's Haunt"] ---- -# Slayer's Haunt -*Curse 4* -[curse](../../../Rules/traits/curse.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [visual](../../../Rules/traits/visual.md) - -You are haunted by all those you have killed. - -```ad-inline-affliction -title: Saving Throw: DC 19 Will - -**Effect** You see all creatures around you as those you have slain, still bearing their wounds. You can't identify, [Recall Knowledge](../../../rules/actions/recall-knowledge.md) about, or otherwise interact with these creatures in any way that involves seeing their true form without first succeeding at a Will save against the curse's DC to see through the illusion. On a critical failure for such a Will save, you become [frightened](../../../rules/conditions.md#Frightened). -``` - -*Source: Gamemastery Guide p. 116* diff --git a/Compendium/gm/afflictions/slithering-sli.md b/Compendium/gm/afflictions/slithering-sli.md deleted file mode 100644 index 349223a7f..000000000 --- a/Compendium/gm/afflictions/slithering-sli.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/15 -- compendium/src/pf2e/sli -- trait/curse -- trait/unique -- trait/virulent -aliases: ["Slithering"] ---- -# Slithering -*Curse 15* -[curse](../../../Rules/traits/curse.md) [unique](../../../Rules/traits/unique.md) [virulent](../../../Rules/traits/virulent.md) - -```ad-inline-affliction -title: Saving Throw: DC 37 Fortitude - -- **Onset**: `1d6×10` minutes - -## Stages - -**Stage 1** carrier with no symptoms, but anyone who touches or is touched by the carrier (skin-to-skin contact) must save against the curse (`1d4` days) - -**Stage 2** The target dies and transforms into an ooze with a level no greater than the target's level plus 1 for each day since the target contracted the curse -``` - -*Source: The Slithering p. 7* \ No newline at end of file diff --git a/Compendium/gm/afflictions/soulforged-corruption-som.md b/Compendium/gm/afflictions/soulforged-corruption-som.md deleted file mode 100644 index da91935a5..000000000 --- a/Compendium/gm/afflictions/soulforged-corruption-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/1 -- compendium/src/pf2e/som -- trait/curse -- trait/divine -- trait/enchantment -aliases: ["Soulforged Corruption"] ---- -# Soulforged Corruption -*Curse 1* -[curse](../../../Rules/traits/curse.md) [divine](../../../Rules/traits/divine.md) [enchantment](../../../Rules/traits/enchantment.md) - -A successful [remove curse](../../spells/remove-curse.md) spell, rather than ending this curse, reduces its stage by 1 (to a minimum of stage 1). - -```ad-inline-affliction -title: Saving Throw: DC save against a [very hard](../../../rules/tables/dc-adjustments.md) [DC of the curse's level](../../../rules/tables/dcs-by-level.md) Will - - -## Stages - -**Stage 1** You suffer the effects of your armament's corruption flaw. If you try to manifest the armament's essence form, you must attempt a DC 5 flat check. If you fail, only the normal form manifests, and you can't try to manifest that armament's essence form again that day (1 day) - -**Stage 2** You suffer the effects of your armament's corruption flaw, and any attempt to activate the armament's essence form fails (1 day) - -**Stage 3** You permanently destroy your soulforged armament. You can't have a new soulforged armament until you remove the curse entirely with the [purify soul path](../../../compendium/spells/rituals/purify-soul-path-som.md) ritual (1 day) - - -%% #affliction/level/level-your-level %% -``` - -*Source: Secrets of Magic p. 234* diff --git a/Compendium/gm/afflictions/swarming-words-da.md b/Compendium/gm/afflictions/swarming-words-da.md deleted file mode 100644 index 5bf36bdc6..000000000 --- a/Compendium/gm/afflictions/swarming-words-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/9 -- compendium/src/pf2e/da -- trait/conjuration -- trait/curse -- trait/magical -- trait/rare -aliases: ["Swarming Words"] ---- -# Swarming Words -*Curse 9* -[conjuration](../../../Rules/traits/conjuration.md) [curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -Placed upon those who use magic to cause harm, this curse causes a shower of bugs to fall from your lips whenever you speak, foiling your spellcasting. - -```ad-inline-affliction -title: Saving Throw: DC 26 Will - -**Effect** The crawling within your mouth never stops as cockroaches, ants, and other insects nest in your body. Whenever you attempt to [Cast a Spell](../../../rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](../../../rules/traits/auditory.md) trait, you must attempt a DC 5 flat check. On a failure, the insects counteract your activity as they crowd your mouth and muffle the sound. -``` - -## Tempting Curse - -The insects multiply into a cascade. When you activate the tempted curse, you must spend 2 actions to cast a 5th-level vomit swarm to free the vermin inside you. For 1 minute after unleashing the swarm, you are not affected by the curse, but afterward, the swarming worsens. For the rest of the day, whenever you attempt to [Cast a Spell](../../../Rules/actions/cast-a-spell.md) with a verbal component or otherwise use an activity that has the [auditory](../../../Rules/traits/auditory.md) trait, you must attempt a DC 10 flat check. On a failure, the insects counteract your activity. - -## Summary - -*Source: Dark Archive p. 162* diff --git a/Compendium/gm/afflictions/tetanus.md b/Compendium/gm/afflictions/tetanus.md deleted file mode 100644 index 214bae216..000000000 --- a/Compendium/gm/afflictions/tetanus.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/1 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Tetanus"] ---- -# Tetanus -*Disease 1* -[disease](../../../Rules/traits/disease.md) - -An infection introduced through open wounds, tetanus can produce stiffness, muscle spasms strong enough to break bones, and ultimately death. - -```ad-inline-affliction -title: Saving Throw: DC 14 Fortitude - -- **Onset**: 10 days - -## Stages - -**Stage 1** [clumsy](../../../rules/conditions.md#Clumsy) (1 week) - -**Stage 2** [clumsy](../../../rules/conditions.md#Clumsy) and can't speak (1 day) - -**Stage 3** [paralyzed](../../../rules/conditions.md#Paralyzed) with spasms (1 day) - -**Stage 4** death -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/thiefs-burden-da.md b/Compendium/gm/afflictions/thiefs-burden-da.md deleted file mode 100644 index f4220cf2f..000000000 --- a/Compendium/gm/afflictions/thiefs-burden-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/1 -- compendium/src/pf2e/da -- trait/curse -- trait/magical -- trait/rare -- trait/transmutation -aliases: ["Thief's Burden"] ---- -# Thief's Burden -*Curse 1* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -This ward placed on valuables aims to bog down thieves and prevent them from fleeing. - -```ad-inline-affliction -title: Saving Throw: DC 15 Fortitude - -**Effect** This curse causes stolen items to weigh you down. While the curse is in effect, you treat any stolen items you carry as 1 Bulk heavier. This increase in Bulk remains in effect until the curse is lifted or the item is returned to its owner. -``` - -## Tempting Curse - -Your pockets weigh you down as you dream of filling them with riches. You are encumbered, but you double your total maximum carrying capacity. - -## Summary - -*Source: Dark Archive p. 162* \ No newline at end of file diff --git a/Compendium/gm/afflictions/tuberculosis.md b/Compendium/gm/afflictions/tuberculosis.md deleted file mode 100644 index 9c580a0c1..000000000 --- a/Compendium/gm/afflictions/tuberculosis.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/1 -- compendium/src/pf2e/gmg -- trait/disease -aliases: ["Tuberculosis"] ---- -# Tuberculosis -*Disease 1* -[disease](../../../Rules/traits/disease.md) - -An extended respiratory disease, tuberculosis can pose particular challenges to spellcasters and some performers due to the intense coughing fits it produces. - -```ad-inline-affliction -title: Saving Throw: DC 15 Fortitude - -- **Onset**: 1 week - -## Stages - -**Stage 1** carrier with no effects (1 week) - -**Stage 2** coughing requires you to succeed at a DC 5 flat check to [Cast a Spell](../../../rules/actions/cast-a-spell.md) with a verbal component or [Activate an Item](../../../rules/actions/activate-an-item.md) with a command component (1 week) - -**Stage 3** [fatigued](../../../rules/conditions.md#Fatigued), can't recover from the fatigued condition, and coughing requires a successful DC 15 flat check to [Cast a Spell](../../../rules/actions/cast-a-spell.md) with a verbal component or [Activate an Item](../../../rules/actions/activate-an-item.md) with a command component (1 week) - -**Stage 4** [unconscious](../../../rules/conditions.md#Unconscious) (1 week) - -**Stage 5** death -``` - -*Source: Gamemastery Guide p. 118* diff --git a/Compendium/gm/afflictions/unraveling-skin-da.md b/Compendium/gm/afflictions/unraveling-skin-da.md deleted file mode 100644 index e3b14273c..000000000 --- a/Compendium/gm/afflictions/unraveling-skin-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse/tempted -- affliction/level/5 -- compendium/src/pf2e/da -- trait/curse -- trait/magical -- trait/necromancy -- trait/rare -aliases: ["Unraveling Skin"] ---- -# Unraveling Skin -*Curse 5* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -Often used to protect ancient tomes, this curse causes your skin to shed like weathered paper, cracking and bleeding at the slightest touch. - -```ad-inline-affliction -title: Saving Throw: DC 20 Fortitude - -**Effect** Seeping wounds cover your body as this curse makes your skin brittle. Any time you would gain the [wounded](../../../rules/conditions.md#Wounded) condition, increase the value by 1. Any time you take bleed damage, increase the amount of damage by 1. -``` - -## Tempting Curse - -Your skin falls from your body and exposes your raw flesh beneath, but the curse holds your flesh together as its magic increases. You gain resistance to persistent bleed damage equal to half your level and are [doomed](../../../Rules/conditions.md#Doomed). - -## Summary - -*Source: Dark Archive p. 162* diff --git a/Compendium/gm/afflictions/waterborne-zombie-rot-botd.md b/Compendium/gm/afflictions/waterborne-zombie-rot-botd.md deleted file mode 100644 index 66f8bff95..000000000 --- a/Compendium/gm/afflictions/waterborne-zombie-rot-botd.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/disease -- affliction/level/1 -- compendium/src/pf2e/botd -- trait/disease -aliases: ["Waterborne Zombie Rot"] ---- -# Waterborne Zombie Rot -*Disease 1* -[disease](../../../Rules/traits/disease.md) - -Typically carried by plague zombies, this version of the disease is found in water supplies tainted by a zombie corpse. - -```ad-inline-affliction -title: Saving Throw: DC 16 Fortitude - -- **Onset**: 1 hour - -## Stages - -**Stage 1** carrier with no ill effect (1 day) - -**Stage 2** `1d6` negative damage (1 day) - -**Stage 3** `1d6` negative damage (1 day) - -**Stage 4** `1d6` negative damage (1 day) - -**Stage 5** dead, rising as a plague zombie immediately. An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease. -``` - -*Source: Book of the Dead p. 197* \ No newline at end of file diff --git a/Compendium/gm/afflictions/yellow-silt-curse-ooa2.md b/Compendium/gm/afflictions/yellow-silt-curse-ooa2.md deleted file mode 100644 index 8b75b8b9d..000000000 --- a/Compendium/gm/afflictions/yellow-silt-curse-ooa2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-affliction -tags: -- affliction/curse -- affliction/level/6 -- compendium/src/pf2e/ooa2 -- trait/curse -- trait/enchantment -- trait/fear -- trait/magical -- trait/mental -aliases: ["Yellow Silt Curse"] ---- -# Yellow Silt Curse -*Curse 6* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) - -You never forget the eerie song and frightening movements of the yellow silt. You need to make this save after each full day you spend in the Baffled Lowlands, increasing the save DC by 1 for each consecutive day. - -```ad-inline-affliction -title: Saving Throw: DC 22 Will - -**Effect** Whenever you gain the[frightened](../../../rules/conditions.md#Frightened) condition while in the Baffled Lowlands, increase the value of that condition by 1 (maximum[frightened](../../../rules/conditions.md#Frightened)). If you can see anything yellow when you become [frightened](../../../rules/conditions.md#Frightened), you are also [confused](../../../rules/conditions.md#Confused) for 1 round. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 71* diff --git a/Compendium/gm/hazards/acidic-needle-launcher-aoa5.md b/Compendium/gm/hazards/acidic-needle-launcher-aoa5.md deleted file mode 100644 index 38406c97b..000000000 --- a/Compendium/gm/hazards/acidic-needle-launcher-aoa5.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa5 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Acidic Needle Launcher"] ---- -# Acidic Needle Launcher *Hazard 16* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 38 master - -A ceiling-mounted launcher rains resinous needles onto intruders, after which the needles melt into acid. - -- **Disable** [Thievery](../../skills.md#Thievery) (DC 36) to disable some firing mechanisms, making three adjacent squares in the trapped area safe to enter. - -- **AC** 39 , **Fort** +30, **Ref** +22 -- **Hardness** 26, **HP** 104 (BT 52) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Needle Rain [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature moves into the area indicated on the map - -**Effect** The trap shoots an acidic needle at a random target in the area indicated on the map, then rolls initiative. -%% #trait/attack %% -``` - -```ad-pf2-summary -title: Routine -(3 actions) The acidic needle launcher fires a needle at a random target in the area indicated on the map. -``` -^routine - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 54* diff --git a/Compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md b/Compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md deleted file mode 100644 index dd9d22a69..000000000 --- a/Compendium/gm/hazards/acidic-poison-cloud-trap-aoe3.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe3 -- trait/alchemical -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Acidic Poison Cloud Trap"] ---- -# Acidic Poison Cloud Trap *Hazard 13* -[alchemical](../../../Rules/traits/alchemical.md) [complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +30 master - -Five nozzles [hidden](../../../Rules/conditions.md#Hidden) across the apartment's ceiling spew thick clouds of acidic poison from a reinforced tank behind the wall. - -- **Disable** DC 35 [Thievery](../../skills.md#Thievery) (expert) to block one of the nozzles or DC 40 [Thievery](../../skills.md#Thievery) (master) to shut off the tank. The trap deactivates after 5 rounds, once the tank is empty. - -- **AC** 34 , null -- **Nozzle Hardness** 15, **Nozzle HP** 40 (BT 20) to destroy a nozzle; **Tank Hardness** 20, **Tank HP** 100 (BT 50) to damage the tank enough to stop it from spewing gas -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spew Cloud [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Twelve seconds have passed since the door to the apartment was opened - -**Effect** The trap rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) When it's triggered, the trap has five active nozzles, but at the end of its turn each round, one random nozzle deactivates. On the trap's turn, the active nozzles emit a cloud of acidic poison gas that expands to fill the apartment. The cloud deals `1d6` acid damage and `1d6` poison damage per active nozzle to each creature and object in the room (DC 33 basic Fortitude save). Unattended objects automatically fail saves to avoid the damage. -``` -^routine - -*Source: Agents of Edgewatch #3: All or Nothing p. 46* diff --git a/Compendium/gm/hazards/agitated-carnivorous-plants-sot2.md b/Compendium/gm/hazards/agitated-carnivorous-plants-sot2.md deleted file mode 100644 index 66ca36e7a..000000000 --- a/Compendium/gm/hazards/agitated-carnivorous-plants-sot2.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sot2 -- trait/environmental -- trait/uncommon -aliases: ["Agitated Carnivorous Plants"] ---- -# Agitated Carnivorous Plants *Hazard 5* -[environmental](../../../Rules/traits/environmental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained - -Many carnivorous plants that were once kept satiated now hunger for any meat they can get, even lashing out onto the path to get it. - -- **Disable** DC 25 [Survival](../../skills.md#Survival) (trained) to distract or trick the plants or DC 22 [Nature](../../skills.md#Nature) (expert) to calm the plants. - -- **AC** 20 , **Fort** +17, **Ref** +9 -- **HP** 60 (BT 30) -- **Immunities** [mental](../../../Rules/traits/mental.md) -- **Resistances** -- **Weaknesses** nullacid 10; nullfire 10; nullslashing 10 - -```ad-embed-ability -title: Trapping Vines [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves within reach of the carnivorous plants' vines - -**Effect** The vines wrap around the triggering creature. The creature must succeed at a DC 22 Reflex save or be [grabbed](../../../rules/conditions.md#Grabbed) until it Escapes (DC 22). Whether or not the creature is [grabbed](../../../rules/conditions.md#Grabbed), the plants make a gnawing plants [Strike](../../../rules/actions/strike.md) against the creature. -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 36* diff --git a/Compendium/gm/hazards/air-rift-frp2.md b/Compendium/gm/hazards/air-rift-frp2.md deleted file mode 100644 index a86719493..000000000 --- a/Compendium/gm/hazards/air-rift-frp2.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp2 -- trait/air -- trait/complex -- trait/environmental -- trait/magical -- trait/unique -aliases: ["Air Rift"] ---- -# Air Rift *Hazard 14* -[air](../../../Rules/traits/air.md) [complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** +22 master to notice the sudden breeze in the theater. - -A portal to the Plane of Air rips open onstage, causing roaring winds to tear through the opera house. - -- **Disable** DC 38 [Arcana](../../skills.md#Arcana) (master) to sew the magical threads of the rift shut, DC 40 [Nature](../../skills.md#Nature) or [Survival](../../skills.md#Survival) (legendary) to open enough windows and doors to reduce its intensity, or dispel magic (7th level; counteract DC 34) to counteract the air rift. - -- **AC** 35 (40 vs. reactions and ranged weapon attacks), **Fort** +30 -- **HP** 220 -- **Immunities** -- **Resistances** -- **Weaknesses** nullearth vulnerability - -```ad-embed-ability -title: Earth Vulnerability - -The Elemental Plane of Air is opposed by the Plane of Earth. Any spell or [magical](../../../rules/traits/magical.md) effect with the [earth](../../../rules/traits/earth.md) trait that targets a creature or area within 50 feet of the rift deals 10 damage to the rift per spell levels (or per 2 levels for magic items, feats, and so forth). For example, a 3rd-level [earthbind](../../../compendium/spells/earthbind.md) spell cast on a creature near the air rift deals 30 points of damage to the rift. -``` -```ad-embed-ability -title: Weightlessness [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature comes within 50 feet of the rift - -**Effect** The air rift creates a shroud of subjective gravity around the creature for 1 minute. The creature can use a free action, which has the [concentrate](../../../rules/traits/concentrate.md) trait, to choose any direction they wish for gravity to pull them. This allows a creature to [Stride](../../../rules/actions/stride.md) along any surface or [Fly](../../../rules/actions/fly.md) in a straight line by choosing a direction into midair. For unattended objects and mindless creatures, this is microgravity: they float in place unless pushed off a surface. -``` - -```ad-pf2-summary -title: Routine -(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a DC 37 Fortitude save. If a creature is pushed into a solid object or another creature by this effect, both take `3d8+15` bludgeoning damage on impact. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is pushed 10 feet, but takes only half damage from impact. -> - **Failure** The creature is pushed 20 feet, falls [prone](../../../rules/conditions.md#Prone), and takes full damage from impact. -> - **Critical Failure** The creature is pushed 40 feet, falls [prone](../../../rules/conditions.md#Prone), and takes double damage from impact. -``` -^routine - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 17* diff --git a/Compendium/gm/hazards/angazhans-rake-trap-sli.md b/Compendium/gm/hazards/angazhans-rake-trap-sli.md deleted file mode 100644 index 4396be80b..000000000 --- a/Compendium/gm/hazards/angazhans-rake-trap-sli.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sli -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Angazhan's Rake Trap"] ---- -# Angazhan's Rake Trap *Hazard 7* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 27 expert - -Six metal talons [concealed](../../../Rules/conditions.md#Concealed) in the walls swing out and rake across the room. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 25 (expert) to disable each talon. - -- **AC** 25 , **Fort** +18, **Ref** +10 -- **Hardness** 15, **HP** 60 (BT 30) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Raking Strike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: one of the pressure plates is depressed - -**Effect** Six talons swing out from the walls, each striking a different random creature in the room. No creature can be struck by more than one talon until every creature in the room has been attacked by at least one talon. -%% #trait/attack %% -``` - -**Reset** The trap resets after 1 minute. - -*Source: The Slithering p. 29* diff --git a/Compendium/gm/hazards/angry-vegetation-ec6.md b/Compendium/gm/hazards/angry-vegetation-ec6.md deleted file mode 100644 index 280d192c4..000000000 --- a/Compendium/gm/hazards/angry-vegetation-ec6.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec6 -- trait/complex -- trait/environmental -- trait/unique -aliases: ["Angry Vegetation"] ---- -# Angry Vegetation *Hazard 20* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** DC 42 master to notice massive buds beneath the other foliage before they open. - -Five large flowers in the weed-choked field unfurl, each dusting pollen onto vines that animate into wemmuths. - -- **Disable** DC 48 [Nature](../../skills.md#Nature) (master) or DC 48 [Performance](../../skills.md#Performance) (legendary) to calm a flower, closing it. - -- **AC** 37 , **Fort** +33, **Ref** +30 -- **HP** 120 per flower -- **Immunities** [mental](../../../Rules/traits/mental.md) -- **Resistances** -- **Weaknesses** nullfire 20 - -```ad-embed-ability -title: Bloom [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A non-plant creature enters the garden - -**Effect** The blooms open, spawning a single wemmuth that acts on the hazard's initiative, and the hazard rolls for initiative. -``` - -```ad-pf2-summary -title: Routine -[>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action. - -For their second action, the flowers produce a mindaddling pollen. Each non-plant creature within 30 feet of a flower must succeed at a DC 41 Fortitude save or become [slowed](../../../rules/conditions.md#Slowed) for 1 round (or [confused](../../../rules/conditions.md#Confused) for 1 round, on a critical failure). The pollen is an emotion, mental, and olfactory effect. -``` -^routine - -**Reset** Wemmuths collapse into ordinary vines and the trap resets if the area is left alone for 1 minute. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 41* diff --git a/Compendium/gm/hazards/arcane-feedback-trap-aoe4.md b/Compendium/gm/hazards/arcane-feedback-trap-aoe4.md deleted file mode 100644 index 61931df2e..000000000 --- a/Compendium/gm/hazards/arcane-feedback-trap-aoe4.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe4 -- trait/arcane -- trait/magical -- trait/trap -aliases: ["Arcane Feedback Trap"] ---- -# Arcane Feedback Trap *Hazard 13* -[arcane](../../../Rules/traits/arcane.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 35 expert - -A spike of stone bursts from the south wall and quickly retracts. - -- **Disable** DC 33 [Arcana](../../skills.md#Arcana) (master) to quell the rippling stone or dispel magic (7th level, counteract DC 31) to dispel the magical feedback. - -```ad-embed-ability -title: Stone Spike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [earth](../../../rules/traits/earth.md) [evocation](../../../rules/traits/evocation.md) - -- **Trigger**: A creature in area E1 casts an arcane spell or uses an arcane ability - -**Effect** The trap makes a stone spike attack against the triggering creature. For the next 1 minute thereafter, the ripples are stronger, giving the trap a +2 circumstance bonus on stone spike [Strikes](../../../rules/actions/strike.md) during this time. -%% #trait/arcane #trait/earth #trait/evocation %% -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 47* diff --git a/Compendium/gm/hazards/armageddon-orb.md b/Compendium/gm/hazards/armageddon-orb.md deleted file mode 100644 index 31a941fc8..000000000 --- a/Compendium/gm/hazards/armageddon-orb.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/rare -- trait/trap -aliases: ["Armageddon Orb"] ---- -# Armageddon Orb *Hazard 23* -[magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 10 or detect magic. - -A roiling red orb, forged from a drop of the god Rovagug's blood, rains fire from the sky when a specified condition is met. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 48 (legendary) to imbue thieves' tools with aspects representing Asmodeus and Sarenrae and use them to drain away the orb's power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted. - -```ad-embed-ability -title: Burn It All [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](../../../rules/traits/death.md) [divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) [fire](../../../rules/traits/fire.md) - -- **Trigger**: A special condition set by the trap's creator occurs; this is typically the event of their death. - -**Effect** Fire rains from the sky in a 100-mile radius, dealing `10d6` fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area. -%% #trait/death #trait/divine #trait/evocation #trait/fire %% -``` - -*Source: Core Rulebook p. 526* diff --git a/Compendium/gm/hazards/ash-web-aoa4.md b/Compendium/gm/hazards/ash-web-aoa4.md deleted file mode 100644 index a7f18afb3..000000000 --- a/Compendium/gm/hazards/ash-web-aoa4.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa4 -- trait/environmental -- trait/fungus -aliases: ["Ash Web"] ---- -# Ash Web *Hazard 10* -[environmental](../../../Rules/traits/environmental.md) [fungus](../../../Rules/traits/fungus-b1.md) - -- **Complexity** Simple -- **Stealth** DC 31 expert - -This dangerous sooty black mold readily releases its toxic spores when disturbed. The entire swath of fungus in area B2 is a single organism. There are nine 10-foot-square patches to remove, but the whole organism dies once it takes enough damage. - -- **Disable** [Survival](../../skills.md#Survival) DC 27 (expert) to remove a 10-foot-square patch of ash web without triggering the spores. - -- **AC** 28 , **Fort** +22, **Ref** +14 -- **HP** 100 -- **Immunities** [acid](../../../Rules/traits/acid.md); critical hits; [electricity](../../../Rules/traits/electricity.md); [fire](../../../Rules/traits/fire.md); object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spore Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves into the ash web's space or damages the web with any type of damage other than cold damage. - -**Effect** Requirements The ash web is not in direct sunlight. The triggering creature and all creatures within 10 feet of that creature are exposed to ash web spores. -``` -```ad-embed-ability -title: Ash Web Spores -[inhaled](../../../rules/traits/inhaled.md) [poison](../../../rules/traits/poison.md) - - -%% #trait/inhaled #trait/poison %% -``` - -**Reset** This large patch of ash web resets automatically at the start of the round. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 12* diff --git a/Compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md b/Compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md deleted file mode 100644 index 36f357d7a..000000000 --- a/Compendium/gm/hazards/axiomatic-polymorph-trap-ec6.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec6 -- trait/magical -- trait/trap -aliases: ["Axiomatic Polymorph Trap"] ---- -# Axiomatic Polymorph Trap *Hazard 20* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 47 master - -A Utopian glyph transforms trespassers into aeons. - -- **Disable** DC 48 [Thievery](../../skills.md#Thievery) (master) to drain the glyph's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the glyph. - -```ad-embed-ability -title: Axiomatic Polymorph [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature moves within 10 feet of the entryway to the Hall of Wonders (area **N4**) without speaking the passphrase ("The History and Future of Humanity") in Utopian. - -**Effect** Each creature within 20 feet of the door is targeted by baleful polymorph (DC 42 Will save), except the effect transforms creatures into the form of an arbiter aeon rather than that of an animal. -%% #trait/divine #trait/transmutation %% -``` - -**Reset** 1 hour. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 49* diff --git a/Compendium/gm/hazards/banshees-symphony.md b/Compendium/gm/hazards/banshees-symphony.md deleted file mode 100644 index 72fda2d50..000000000 --- a/Compendium/gm/hazards/banshees-symphony.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/magical -- trait/trap -aliases: ["Banshee's Symphony"] ---- -# Banshee's Symphony *Hazard 18* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +30 legendary - -A magically contagious [wail of the banshee](../../spells/wail-of-the-banshee.md) spell is trapped in the larynx of an [invisible](../../../Rules/conditions.md#Invisible), mummified elf. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 42 (master) to pierce the [invisible](../../../Rules/conditions.md#Invisible) larynx so precisely that the magic releases in a trickle before the trap activates, [Thievery](../../skills.md#Thievery) DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the wail of the banshee before the trap activates. - -```ad-embed-ability -title: Scream [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Three or more living creatures remain within 100 feet of the trap for 6 seconds or longer. - -**Effect** The trap releases an arcane wail of the banshee (DC 40) with a 100-foot-radius emanation instead of 40 feet, targeting all living creatures in the area, and rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) The trap uses its action to force one random creature that failed its save against wail of the banshee last turn to emit a wail of the banshee with the same statistics as the initial one. The creature wails even if it is dead or unable to speak, no matter how far away from the trap it is. Unlike a casting of the spell, the [drained](../../../rules/conditions.md#Drained) condition from this trap's [wail of the banshee](../../../compendium/spells/wail-of-the-banshee.md) spells increases the targets' [drained](../../../rules/conditions.md#Drained) condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but can't be forced to wail by the trap. -``` -^routine - -**Reset** The trap ends when the trap is unable to make a creature scream (usually because no creature failed its save on the previous turn or because all creatures have critically succeeded in the past). It then resets over 24 hours, as a new scream builds up in the mummified larynx. - -*Source: Core Rulebook p. 529* diff --git a/Compendium/gm/hazards/barzillais-hounds-aoa3.md b/Compendium/gm/hazards/barzillais-hounds-aoa3.md deleted file mode 100644 index 33261ad29..000000000 --- a/Compendium/gm/hazards/barzillais-hounds-aoa3.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa3 -- trait/complex -- trait/haunt -- trait/rare -aliases: ["Barzillai's Hounds"] ---- -# Barzillai's Hounds *Hazard 6* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) [rare](../../../Rules/traits/rare.md) - -- **Complexity** Complex -- **Stealth** +17 - -Hell hounds [invisible](../../../Rules/conditions.md#Invisible) to all but their lone target burn their chosen victim. - -- **Disable** [Religion](../../skills.md#Religion) DC 24 (expert) to perform an exorcism (with 2 actions) - -```ad-embed-ability -title: Begin the Hunt [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../../../rules/traits/conjuration.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature that doesn't openly wear the symbol of [Asmodeus](../../../compendium/setting/deities/asmodeus.md) comes within 60 feet of the haunt's initial location. - -**Effect** The hounds appear before the chosen target and begin to chase that creature, howling wildly. The haunt rolls initiative. Others cannot see or hear this baying and must [Seek](../../../rules/actions/seek.md) to determine the hounds' location. -%% #trait/conjuration #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -(2 actions) The haunt uses its first action to [Stride](../../../rules/actions/stride.md), then its second action for a jaws [Strike](../../../rules/actions/strike.md) against its designated target if it is in reach. If the target is not in reach, the haunt resets. - -Speed 60 feet. -``` -^routine - -**Reset** If their designated target dies or the hounds can't reach it in a turn, the hounds vanish into noxious smoke, but they manifest again elsewhere in the city after the next sunset. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 27* diff --git a/Compendium/gm/hazards/befuddling-gas-trap-av3.md b/Compendium/gm/hazards/befuddling-gas-trap-av3.md deleted file mode 100644 index ffc914935..000000000 --- a/Compendium/gm/hazards/befuddling-gas-trap-av3.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av3 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Befuddling Gas Trap"] ---- -# Befuddling Gas Trap *Hazard 11* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +21 expert or DC 31 (expert) to notice the [hidden](../../../Rules/conditions.md#Hidden) override mechanism on the north wall. - -Seven nozzles [hidden](../../../Rules/conditions.md#Hidden) within holes in the 15-foot-high ceiling release a poison gas. - -- **Disable** DC 33 [Thievery](../../skills.md#Thievery) (master) to disable the [hidden](../../../Rules/conditions.md#Hidden) mechanism on the north wall, immediately sucking the gas from the room, or DC 29 [Thievery](../../skills.md#Thievery) (expert) to adequately plug one of the seven nozzles. When all seven nozzles are plugged or destroyed, the trap is deactivated. - -- **AC** 31 , **Fort** +24, **Ref** +18 -- **Nozzle Hardness** 20, **Nozzle HP** 32 (BT 16) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Gas Release [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[inhaled](../../../rules/traits/inhaled.md) [mental](../../../rules/traits/mental.md) [poison](../../../rules/traits/poison.md) - -- **Trigger**: Both secret doors are closed and at least one creature is in the room - -**Effect** Gas fills the chamber. Creatures within the chamber must succeed on a DC 30 Fortitude save or become [stupefied](../../../rules/conditions.md#Stupefied) ([stupefied](../../../rules/conditions.md#Stupefied) on a critical failure). The trap then rolls initiative. -%% #trait/inhaled #trait/mental #trait/poison %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The gas intensifies. Each creature in the room must make a DC 30 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and becomes temporarily immune to the gas for 1 hour, though if the creature has already been [stupefied](../../../rules/conditions.md#Stupefied) by the trap, that condition remains for its normal duration. -> - **Success** The creature is unaffected. -> - **Failure** The creature becomes [stupefied](../../../rules/conditions.md#Stupefied) for 24 hours. -> -> If the target is already [stupefied](../../../rules/conditions.md#Stupefied), the condition value increases by 1 (to a maximum of [stupefied](../../../rules/conditions.md#Stupefied)) and the target takes `8d6` mental damage. -> - **Critical Failure** As failure, except the target takes double the mental damage. -``` -^routine - -**Reset** After an hour, the trap deactivates; the gas disperses slowly, and the doors can be opened again. After 24 hours, the gas builds up and the trap can be triggered again. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 52* diff --git a/Compendium/gm/hazards/black-powder-bomb-aoa2.md b/Compendium/gm/hazards/black-powder-bomb-aoa2.md deleted file mode 100644 index b6b43e15c..000000000 --- a/Compendium/gm/hazards/black-powder-bomb-aoa2.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa2 -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Black Powder Bomb"] ---- -# Black Powder Bomb *Hazard 6* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 15 (The three powder kegs aren't particularly well [hidden](../../../Rules/conditions.md#Hidden), but they are out of sight to casual observation.) - -Three bulky kegs of black powder placed at key locations in the temple are triggered to explode in unison, causing the entire structure to collapse into rubble and slide partially down the cliff face. - -- **Disable** No special skills are required to disable this manually activated trap. As an [Interact](../../../Rules/actions/interact.md) action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn't prevent Gerhard from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse—an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself. - -A keg's contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gerhard has wedged the kegs into nooks in the temple's stone flooring and walls), but note that any fire damage (including incidental fire damage from area effects like a fireball or Gerhard's blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard. - -- **AC** 26 , **Fort** +17, **Ref** +8 -- **Hidden Keg Hardness** 5, **Hidden Keg HP** 20 (BT 10) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** nullfire automatically penetrates hardness - -```ad-embed-ability -title: Destructive Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](../../../rules/traits/fire.md) - -- **Trigger**: One of the three kegs takes any fire damage, including damage caused by a line of black powder burning up to a keg. - -**Effect** The keg explodes, causing `5d6` fire damage (DC 24 basic Reflex) in a 20-foot emanation; this can cause an instantaneous chain reaction if either of the other kegs are in this area (note that as positioned, all three kegs are in range to trigger a chain reaction). Fire damage in overlapping areas isn't cumulative, but if all three kegs are in their initial positions when the explosion occurs, the temple itself collapses, causing `8d6` bludgeoning damage to all creatures in the temple (DC 24 basic Reflex). -%% #trait/fire %% -``` - -*Source: Age of Ashes #2: Cult of Cinders p. 40* diff --git a/Compendium/gm/hazards/blackfingerss-prayer-aoe6.md b/Compendium/gm/hazards/blackfingerss-prayer-aoe6.md deleted file mode 100644 index 27d97fe9d..000000000 --- a/Compendium/gm/hazards/blackfingerss-prayer-aoe6.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/magical -- trait/trap -aliases: ["Blackfingers's Prayer"] ---- -# Blackfingers's Prayer *Hazard 19* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 40 legendary - -The trapdoor's metal is infused with a deadly toxin that seeps out when the trap is triggered. - -- **Disable** DC 50 [Thievery](../../skills.md#Thievery) (legendary) to gum up the trapdoor's porous metal surface, DC 45 [Crafting](../../skills.md#Crafting) (master) to render the toxin inert, or dispel magic (9th level; counteract DC 45) to counteract the trap's magic. - -- **AC** 40 , **Fort** +38, **Ref** +30 -- **Hardness** 30, **HP** 150 (BT 75) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Blackfingers's Prayer [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](../../../rules/traits/curse.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Trigger**: A creature opens the door without first whispering the name Blackfingers - -**Effect** The metal trapdoor emits toxic vapors. Each creature within 30 feet must save against a potent strain of blackfinger blight. -%% #trait/curse #trait/divine #trait/necromancy %% -``` -```ad-embed-ability -title: Blackfinger Blight -[inhaled](../../../rules/traits/inhaled.md) [poison](../../../rules/traits/poison.md) [virulent](../../../rules/traits/virulent.md) - - -%% #trait/inhaled #trait/poison #trait/virulent %% -``` - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 49* diff --git a/Compendium/gm/hazards/blast-tumbler-av3.md b/Compendium/gm/hazards/blast-tumbler-av3.md deleted file mode 100644 index 6ad4385f1..000000000 --- a/Compendium/gm/hazards/blast-tumbler-av3.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av3 -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Blast Tumbler"] ---- -# Blast Tumbler *Hazard 10* -[magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 32 master - -A hard-to-reach rune is placed on the lock's tumbler. It emits a blast of force when the door is jostled. - -- **Disable** DC 32 [Thievery](../../skills.md#Thievery) (master) to disarm the rune, or dispel magic (5th level; counteract DC 28) to counteract the rune's magic. - -```ad-embed-ability -title: Force Blast [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](../../../rules/traits/evocation.md) [force](../../../rules/traits/force.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A non-undead creature opens the door or critically fails an attempt to disarm or dispel the rune - -**Effect** A 30-foot cone of force issues forth from the lock. Creatures within the cone must succeed a DC 29 basic Fortitude saving throw or take `8d12` force damage. Those who fail the save are pushed 10 feet, and those who critically fail are pushed 20 feet and are [stunned](../../../rules/conditions.md#Stunned). -%% #trait/evocation #trait/force #trait/occult %% -``` - -**Reset** The rune resets 1 minute after it triggers. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 45* diff --git a/Compendium/gm/hazards/blood-of-belcorra-av1.md b/Compendium/gm/hazards/blood-of-belcorra-av1.md deleted file mode 100644 index 13808b4c4..000000000 --- a/Compendium/gm/hazards/blood-of-belcorra-av1.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av1 -- trait/complex -- trait/haunt -aliases: ["Blood Of Belcorra"] ---- -# Blood Of Belcorra *Hazard 3* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +23 expert - -A bloody image of Belcorra arises, emits a soul-draining light, then inhales blood from living creatures in the room. - -- **Disable** DC 22 [Thievery](../../skills.md#Thievery) (trained) to wipe away enough of the bloodstain to disrupt the haunt's necromantic energies, or DC 20 [Religion](../../skills.md#Religion) (trained) to exorcise the haunt. - -- **AC** 19 , **Fort** +6, **Ref** +9 -- **HP** 50 -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** nullphysical 5 (except ghost touch) -- **Weaknesses** nullpositive 5 - -```ad-embed-ability -title: Gauntlight Beam [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[light](../../../rules/traits/light.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Trigger**: A living creature ends its turn in area A11 at night - -**Effect** A ghastly image of Belcorra, seemingly composed of fresh blood, rises from the bloodstain on the floor and rotates in place like a lighthouse. Beams of cold blue light shine from Belcorra's eyes and open mouth, causing blisters and decay to spread across flesh. Living creatures within a 30-foot burst from the center of area A11 must attempt a DC 20 Fortitude save. The haunt then rolls initiative. Critical Success The creature is unaffected. Success The creature takes `1d8` negative damage. Failure The creature takes `1d8+6` negative damage and is [dazzled](../../../rules/conditions.md#Dazzled) for 1 round. Critical Failure The creature takes `2d8+6` negative damage and is [blinded](../../../rules/conditions.md#Blinded) for 1 round then [dazzled](../../../rules/conditions.md#Dazzled) for 1 round. -%% #trait/light #trait/necromancy %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The bloody image opens its mouth and appears to inhale, drawing blood from the body of one creature in its line of sight within 90 feet from the center of area A11. The creature targeted must attempt a DC 20 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes `1d10` bleed damage. -> - **Failure** The creature takes `1d10+6` bleed damage. -> - **Critical Failure** Failure The creature takes `2d10+6` bleed damage and is [enfeebled](../../../rules/conditions.md#Enfeebled) as long as it's bleeding. -``` -^routine - -**Reset** If the haunt is disabled or destroyed through damage, the bloody phantom of Belcorra sprays upward in a spiral, dousing the trap door leading to area A25 before draining upward through the keyhole, which reduces the [Thievery](../../skills.md#Thievery) DC to Pick the Lock to 20. At the next sunrise, the blood drains back down to this room and the haunt resets. The haunt is destroyed permanently once Lasda Venkervale is rescued from area D9. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 13* diff --git a/Compendium/gm/hazards/blood-soaked-soil-botd.md b/Compendium/gm/hazards/blood-soaked-soil-botd.md deleted file mode 100644 index 2fad4f38d..000000000 --- a/Compendium/gm/hazards/blood-soaked-soil-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Blood-Soaked Soil"] ---- -# Blood-Soaked Soil *Hazard 0* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 16 trained to feel breath upon your neck - -The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass. - -- **Disable** DC 18 [Diplomacy](../../skills.md#Diplomacy) or [Occultism](../../skills.md#Occultism) (trained) to settle the spirits or DC 19 [Religion](../../skills.md#Religion) (trained) to bless the area - -```ad-embed-ability -title: Whisper [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature enters the haunt's area - -**Effect** The haunt deals `1d6+4` mental damage to creatures in the area (DC 19 basic Will save). On a failure, the creature is also [frightened](../../../rules/conditions.md#Frightened). -%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% -``` - -**Reset** 1 hour - -*Source: Book of the Dead p. 64* diff --git a/Compendium/gm/hazards/blood-tears-botd.md b/Compendium/gm/hazards/blood-tears-botd.md deleted file mode 100644 index c31320f3b..000000000 --- a/Compendium/gm/hazards/blood-tears-botd.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Blood Tears"] ---- -# Blood Tears *Hazard 10* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 32 master to notice your vision tint red - -A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision. - -- **Disable** DC 30 [Diplomacy](../../skills.md#Diplomacy) (master) to talk the spirit out of gouging its eyes or DC 32 [Religion](../../skills.md#Religion) (trained) to ease the spirit's sorrows - -```ad-embed-ability -title: Weep Blood [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Trigger**: A creature approaches within 15 feet - -**Effect** Blood seeps from the eyes of all creatures within 30 feet, dealing [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage). Each creature in the area must attempt a DC 33 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes `2d8+3` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) and is [dazzled](../../../rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature takes `4d8+6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) and is [dazzled](../../../rules/conditions.md#Dazzled) for as long as the [persistent damage](../../../rules/conditions.md#Persistent%20Damage) lasts. -> - **Critical Failure** The creature takes `8d8+12` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) and is [blinded](../../../rules/conditions.md#Blinded) for as long as the [persistent damage](../../../rules/conditions.md#Persistent%20Damage) lasts. -%% #trait/divine #trait/necromancy %% -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 66* diff --git a/Compendium/gm/hazards/bloodthirsty-toy-botd.md b/Compendium/gm/hazards/bloodthirsty-toy-botd.md deleted file mode 100644 index a4a8bf5dc..000000000 --- a/Compendium/gm/hazards/bloodthirsty-toy-botd.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Bloodthirsty Toy"] ---- -# Bloodthirsty Toy *Hazard 2* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 17 trained to hear a child imitate an animal's roar - -A scruffy stuffed bear animates, biting whoever disturbs it. - -- **Disable** DC 20 [Thievery](../../skills.md#Thievery) (trained) to handle the toy without disturbing it or DC 21 [Occultism](../../skills.md#Occultism) (trained) to suppress the memories suffusing the toy - -```ad-embed-ability -title: Chomp [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature touches the toy - -**Effect** The toy animates for a split second, biting the triggering creature with a ferocious jaws [Strike](../../../rules/actions/strike.md). -``` - -**Reset** 1 hour - -*Source: Book of the Dead p. 65* diff --git a/Compendium/gm/hazards/bloodthirsty-urge.md b/Compendium/gm/hazards/bloodthirsty-urge.md deleted file mode 100644 index f244bb187..000000000 --- a/Compendium/gm/hazards/bloodthirsty-urge.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/haunt -aliases: ["Bloodthirsty Urge"] ---- -# Bloodthirsty Urge *Hazard 10* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 31 trained - -An object haunted by the echoes of a vicious mind attempts to kill someone who comes near. - -- **Disable** [Religion](../../skills.md#Religion) DC 29 (master) to exorcise the spirit or [Diplomacy](../../skills.md#Diplomacy) DC 31 (expert) to talk it down. - -```ad-embed-ability -title: Quietus [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](../../../rules/traits/death.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature moves within 10 feet of the haunted object. - -**Effect** The haunt takes control of the triggering creature, forcing it to attack itself. The creature must attempt a DC 29 Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target makes a [Strike](../../../rules/actions/strike.md) against itself and automatically hits; the target also becomes [frightened](../../../rules/conditions.md#Frightened). -> - **Failure** The target makes a [Strike](../../../rules/actions/strike.md) against itself and automatically scores a critical hit; the target also becomes [frightened](../../../rules/conditions.md#Frightened). -> - **Critical Failure** The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead. If the target fails, it is reduced to 0 Hit Points and dies. -%% #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% -``` - -*Source: Core Rulebook p. 524* diff --git a/Compendium/gm/hazards/boiling-fountains-aoe1.md b/Compendium/gm/hazards/boiling-fountains-aoe1.md deleted file mode 100644 index b5500dc26..000000000 --- a/Compendium/gm/hazards/boiling-fountains-aoe1.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/mechanical -- trait/trap -aliases: ["Boiling Fountains"] ---- -# Boiling Fountains *Hazard 2* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 18 trained to spot the pressure plates. - -Four pressure plates beneath the floorboards activate dragon-headed fountains on either side of the room, which spray boiling water across the area between them. - -- **Disable** DC 21 [Thievery](../../skills.md#Thievery) (trained) to disable each pressure plate, DC 16 to jam each fountain, or DC 18 to deflect a fountain's spray. - -- **AC** 15 , **Fort** +8, **Ref** +5 -- **Fountain Hardness** 8, **Fountain HP** 30 (BT 15) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Scalding Spray [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](../../../rules/traits/fire.md) [water](../../../rules/traits/water.md) - -- **Trigger**: Weight is placed on one of the squares marked with "T" on the map, triggering a pressure plate - -**Effect** The fountains spray boiling water across their own squares and the 10-footby- 20-foot area between them (marked with dotted lines), dealing `4d6+4` fire damage to any creatures in the area (DC 22 basic Reflex save). -%% #trait/fire #trait/water %% -``` - -**Reset** Once a pressure plate has been activated, it must be reset manually. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 24* diff --git a/Compendium/gm/hazards/boiling-tub-trap-aoe3.md b/Compendium/gm/hazards/boiling-tub-trap-aoe3.md deleted file mode 100644 index 4f3db236f..000000000 --- a/Compendium/gm/hazards/boiling-tub-trap-aoe3.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe3 -- trait/mechanical -- trait/trap -aliases: ["Boiling Tub Trap"] ---- -# Boiling Tub Trap *Hazard 13* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 37 master - -A snapped trip wire causes an alchemical bomb to detonate and blow up part of the tin tub, spilling boiling water all over the trap's victim. - -- **Disable** DC 32 [Thievery](../../skills.md#Thievery) (master) to safely remove the trip wire from the bomb. - -```ad-embed-ability -title: Overflowing Boiling Water [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The trip wire is pulled or severed - -**Effect** An acid flask detonates, spraying acid at nearby creatures and causing the tub of boiling water to burst in the same direction. All creatures in a 5-foot cone east of the triggered boiling tub trap take `3d6` [persistent acid damage](../../../rules/conditions.md#Persistent%20Damage), 3 acid splash damage, and `8d6+20` fire damage (DC 31 basic Reflex save). -``` - -*Source: Agents of Edgewatch #3: All or Nothing p. 56* diff --git a/Compendium/gm/hazards/bottomless-pit.md b/Compendium/gm/hazards/bottomless-pit.md deleted file mode 100644 index 027e6633f..000000000 --- a/Compendium/gm/hazards/bottomless-pit.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Bottomless Pit"] ---- -# Bottomless Pit *Hazard 9* -[magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 30 (or 0 if the trapdoor is disabled or [broken](../../../Rules/conditions.md#Broken)) or detect magic. - -An iron trapdoor covers an infinitely deep 10-foot-square pit. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 28 (trained) to remove the trapdoor. - -- **AC** 28 , **Fort** +12, **Ref** +12 -- **Trapdoor Hardness** 9, **Trapdoor HP** 36 (BT 18) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Infinite Pitfall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature walks onto the trapdoor. - -**Effect** The triggering creature falls in and continues to fall, potentially forever. That creature can try to [Grab an Edge](../../../rules/actions/grab-an-edge.md) to avoid falling. The DC to [Climb](../../../rules/actions/climb.md) the walls or [Grab an Edge](../../../rules/actions/grab-an-edge.md) is 26. The pit contains many handholds, so the falling creature can try to [Grab an Edge](../../../rules/actions/grab-an-edge.md) again every 6 seconds. If the creature succeeds, it can start to [Climb](../../../rules/actions/climb.md) out from that point (though it might be a very long climb, depending on how far the creature fell). Since the creature falls endlessly, it can rest and even prepare spells while falling, though items dropped while falling are usually lost forever. -``` - -**Reset** The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become [hidden](../../../Rules/conditions.md#Hidden) again. - -*Source: Core Rulebook p. 524* diff --git a/Compendium/gm/hazards/boulder-deadfall-trap-sot2.md b/Compendium/gm/hazards/boulder-deadfall-trap-sot2.md deleted file mode 100644 index 0f08eb3d9..000000000 --- a/Compendium/gm/hazards/boulder-deadfall-trap-sot2.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sot2 -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Boulder Deadfall Trap"] ---- -# Boulder Deadfall Trap *Hazard 7* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 25 trained DC 0 to spot the balanced boulders. - -A weight-sensitive plate buried underneath sand pulls a boulder over a cliff ledge, causing it to fall on targets within the entrance. - -- **Disable** DC 27 [Crafting](../../skills.md#Crafting) (expert) or DC 25 [Thievery](../../skills.md#Thievery) (expert) to find and disconnect the plate from the tipping mechanism. - -```ad-embed-ability -title: Deadfall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature enters the area without taking care to avoid the [hidden](../../../rules/conditions.md#Hidden) trigger plate - -**Effect** Creatures within 10 feet of the cave entrance take `4d10+18` damage (DC 25 basic Reflex save). -``` - -**Reset** ting the boulders in the trap is a labor-intensive project that takes 2 hours. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 40* diff --git a/Compendium/gm/hazards/bounding-hounds-da.md b/Compendium/gm/hazards/bounding-hounds-da.md deleted file mode 100644 index 653da9986..000000000 --- a/Compendium/gm/hazards/bounding-hounds-da.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/complex -- trait/haunt -aliases: ["Bounding Hounds"] ---- -# Bounding Hounds *Hazard 13* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** DC 37 - -Three phantom hounds chase down intruders, damaging any they pass through. - -- **Disable** DC 36 [Nature](../../skills.md#Nature) (expert) to calm each hound, or DC 38 (master) to banish each hound - -- **AC** 34 , **Fort** +20, **Ref** +26, **Will** +20 -- **HP** 60 per hound; Resistance all damage 10 (except force, ghost touch, or positive; double resistance to non-magical) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Bay [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](../../../rules/traits/evocation.md) [sonic](../../../rules/traits/sonic.md) - -- **Trigger**: A creature enters the area - -**Effect** The hounds manifest and bay loudly, dealing `3d10+16` sonic damage to all creatures within 30 feet of the hounds (DC 33 basic Fortitude save). On a failed check, a creature is additionally [frightened](../../../rules/conditions.md#Frightened). The trap then rolls initiative. -%% #trait/evocation #trait/sonic %% -``` - -```ad-pf2-summary -title: Routine -(9 actions) The trap loses 3 actions each round for each hound disabled. Each hound uses three actions to [Stride](../../../rules/actions/stride.md) 40 feet after creatures in the room, passing through corporeal creatures during this movement if possible. Each creature the hound moves through during its movement takes `2d8+7` negative damage (DC 37 Reflex negates). A creature can only be damaged by each hound once each round, no matter how many times the hound moves through their space. -``` -^routine - -**Reset** 1 hour - -*Source: Dark Archive p. 125* diff --git a/Compendium/gm/hazards/broken-rebus-attack-frp1.md b/Compendium/gm/hazards/broken-rebus-attack-frp1.md deleted file mode 100644 index 3b21f53da..000000000 --- a/Compendium/gm/hazards/broken-rebus-attack-frp1.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp1 -- trait/complex -- trait/haunt -- trait/magical -- trait/unique -aliases: ["Broken Rebus Attack"] ---- -# Broken Rebus Attack *Hazard 12* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** +20 trained - -Ghostly attackers knock the tables about, send dishes flying, and pull [fleeing](../../../Rules/conditions.md#Fleeing) creatures into the room. - -- **Disable** DC 34 [Religion](../../skills.md#Religion) (expert) to say an Iroran prayer and put the haunt temporarily to rest, DC 38 [Occultism](../../skills.md#Occultism) (master) to create a ward against future hauntings. - -```ad-embed-ability -title: Ghostly Pull [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: One round passes since a creature entered the refectory - -**Effect** A [Broken](../../../rules/conditions.md#Broken) Rebus monk grabs the creature and yanks them toward the room's center. The triggering creature must attempt a DC 36 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already. Critical Success The creature is unaffected. Success The creature is pulled 10 feet into the room. Failure The creature is pulled 15 feet into the room. Critical Failure The creature is pulled 15 feet into the room, knocked [prone](../../../rules/conditions.md#Prone), and takes `2d6` bludgeoning damage. -``` - -```ad-pf2-summary -title: Routine -(1 action) The haunt sends a flurry of objects hurtling across the room. All creatures in the room are battered by the ghostly objects, taking `3d10+14` force damage (DC 32 basic Reflex save). -``` -^routine - -**Reset** The haunt deactivates after 1 minute. It re-forms at the same times every day, 7 a.m. and 7 p.m., which is when the monks had their morning and evening meals. - -If at least two people cook a meal in the kitchen, share a meal in the refectory, and utter a prayer to [Irori](../../setting/deities/irori.md) before the meal, the haunt becomes permanently disabled and doesn't re-form. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 15* diff --git a/Compendium/gm/hazards/burning-chandelier-trap-aoe4.md b/Compendium/gm/hazards/burning-chandelier-trap-aoe4.md deleted file mode 100644 index b6aa4aab1..000000000 --- a/Compendium/gm/hazards/burning-chandelier-trap-aoe4.md +++ /dev/null @@ -1,62 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe4 -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Burning Chandelier Trap"] ---- -# Burning Chandelier Trap *Hazard 15* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +26 master or DC 38 (master) to spot the trap's control panel. - -Four large flaming chandeliers swing wildly around the room. - -- **Disable** DC 36 [Thievery](../../skills.md#Thievery) (master) to disable a chandelier or dispel magic (8th level; counteract DC 33) to permanently drain the magic from a chandelier. Any amount of cold damage that overcomes a chandelier's cold resistance extinguishes its flames and removes its [persistent fire damage](../../../Rules/conditions.md#Persistent%20Damage) and flame dart attack. DC 41 [Thievery](../../skills.md#Thievery) (legendary) to disable the entire trap from the [hidden](../../../Rules/conditions.md#Hidden) control panel in the southeast corner of the room. - -- **AC** 36 , **Fort** +27, **Ref** +22 -- **Chandelier Hardness** 30, **Chandelier HP** 120 (BT 60); **Panel Hardness** 18, **Panel HP** 88 (BT 44) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** nullcold 15 -- **Weaknesses** - -```ad-embed-ability -title: Extending Chandeliers [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](../../../rules/traits/occult.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature touches the cage door, the closet door, or any wooden stand - -**Effect** Both double doors leading out of the room shut and lock; while the trap is active, the key doesn't work to open these doors (although their locks can be picked normally). The chandeliers drop several feet on elongated chains, allowing them to swing around the room. The closest chandelier to the triggering creature makes a swinging chandelier [Strike](../../../rules/actions/strike.md) against it. The trap then rolls initiative. -%% #trait/occult #trait/transmutation %% -``` - -````ad-pf2-summary -title: Routine -(4 actions) For every chandelier disabled, the trap's actions are reduced by 1. For each of the trap's actions, a different chandelier attacks a random creature in the room. A chandelier uses its swinging chandelier attack if it can, but it can't make melee attacks against creatures in the cage, the closet, or the gap between the two double doors leading into the vault. Against a creature it can't reach with a melee attack, it uses a flame dart attack instead. The trap doesn't take multiple attack penalties. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Swinging Chandelier (35) -**Damage** `3d12+25` bludgeoning and `4d6` [persistent fire](../../../rules/conditions.md#Persistent%20Damage) - -**Effects** -``` - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Flame Dart (32) (range <40 feet>) -**Damage** `4d8+20` fire and `4d6` [persistent fire](../../../rules/conditions.md#Persistent%20Damage) - -**Effects** - -%% #trait/range-40-feet %% -``` -```` -^routine - -**Reset** The trap deactivates and resets 1 minute after there are no living creatures remaining in the room. - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 38* diff --git a/Compendium/gm/hazards/buzzing-latch-rune-ec4.md b/Compendium/gm/hazards/buzzing-latch-rune-ec4.md deleted file mode 100644 index e7bf061b4..000000000 --- a/Compendium/gm/hazards/buzzing-latch-rune-ec4.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec4 -- trait/electricity -- trait/magical -- trait/sonic -- trait/trap -aliases: ["Buzzing Latch Rune"] ---- -# Buzzing Latch Rune *Hazard 13* -[electricity](../../../Rules/traits/electricity.md) [magical](../../../Rules/traits/magical.md) [sonic](../../../Rules/traits/sonic.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 32 master - -An [invisible](../../../Rules/conditions.md#Invisible) rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder. - -- **Disable** DC 34 [Thievery](../../skills.md#Thievery) (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune. - -- **AC** 33 , **Fort** +25, **Ref** +19 -- **Hardness** 21, **HP** 84 (BT 42) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Jolting Buzz [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[electricity](../../../rules/traits/electricity.md) [evocation](../../../rules/traits/evocation.md) [primal](../../../rules/traits/primal.md) [sonic](../../../rules/traits/sonic.md) - -- **Trigger**: A creature attempts to open the door without using the key - -**Effect** The trap makes a loud buzz and deals `5d10` electricity damage and `5d10` sonic damage to the triggering creature (DC 32 basic Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save. Critical Success No effect. Success The target is [paralyzed](../../../rules/conditions.md#Paralyzed) for 1 round. Failure The target is [paralyzed](../../../rules/conditions.md#Paralyzed) for `1d4` rounds. At the end of each of its turns, it can attempt a new DC 32 Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. Critical Failure The target is [paralyzed](../../../rules/conditions.md#Paralyzed) for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success. -%% #trait/electricity #trait/evocation #trait/primal #trait/sonic %% -``` - -**Reset** The trap resets after 1 hour. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 21* diff --git a/Compendium/gm/hazards/call-of-the-void-da.md b/Compendium/gm/hazards/call-of-the-void-da.md deleted file mode 100644 index 065b25a49..000000000 --- a/Compendium/gm/hazards/call-of-the-void-da.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/complex -- trait/environmental -- trait/magical -- trait/unique -aliases: ["Call of the Void"] ---- -# Call of the Void *Hazard 12* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** DC 25 expert to notice a slight tugging feeling - -A supernatural compulsion to leap into the unknown exerts itself on anyone who approaches the ledge. - -- **Disable** DC 34 [Occultism](../../skills.md#Occultism) or DC 36 [Arcana](../../skills.md#Arcana) to expel the magical compulsion from the current island and from any of the red ropes directly attached to it, darkening the rope in color. The Echo also automatically disables the hazard from any island he's standing on, and any of the red ropes directly attached to it, when he Reconstitutes from Thought on that island. - -```ad-embed-ability -title: Leap into the Unknown [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A creature enters a square adjacent to the ledge of an island or steps onto one of the red ropes - -**Effect** The call of the void tugs at the mind of intruders, compelling them to leap off the ledge. The creature must succeed at a DC 34 Will save or -%% #trait/enchantment #trait/mental %% -``` -```ad-embed-ability -title: DC 32 - -[Acrobatics](../../skills.md#Acrobatics) check to [Balance](../../../rules/actions/balance.md) or else drop off the ledge. If the creature falls off, it drops 100 feet, loops through the closed space of the mindscape, and lands in the square it fell from, taking falling damage as normal (usually 50 bludgeoning damage). The call of the void then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) The call targets all creatures adjacent to a ledge or on one of the red ropes and tugs at their minds. A creature who has already fallen this round is immune. -``` -^routine - -**Reset** The call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative. - -The hazard resets each day - -*Source: Dark Archive p. 214* diff --git a/Compendium/gm/hazards/cannibalistic-echoes-botd.md b/Compendium/gm/hazards/cannibalistic-echoes-botd.md deleted file mode 100644 index 69eda93d2..000000000 --- a/Compendium/gm/hazards/cannibalistic-echoes-botd.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Cannibalistic Echoes"] ---- -# Cannibalistic Echoes *Hazard 16* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 42 master to sense something unusual lurking in the area's echoes - -A pack of cannibalistic spirits swarm through the area, devouring living creatures - -- **Disable** DC 40 [Intimidation](../../skills.md#Intimidation) (master) to drive the spirits off with a ferocious display or DC 42 [Occultism](../../skills.md#Occultism) (expert) to exorcise the spirits - -```ad-embed-ability -title: Feast [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A living creature approaches within 10 feet - -**Effect** The spirits bite and chew, dealing `6d12+35` piercing damage to each creature within 30 feet. Affected creatures must each attempt a DC 41 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage, `2d8` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage), and is [drained](../../../rules/conditions.md#Drained). -> - **Critical Failure** The creature takes double damage, `4d8` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage), and is [drained](../../../rules/conditions.md#Drained). -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 67* diff --git a/Compendium/gm/hazards/canopy-drop-aoe1.md b/Compendium/gm/hazards/canopy-drop-aoe1.md deleted file mode 100644 index 8591d73f4..000000000 --- a/Compendium/gm/hazards/canopy-drop-aoe1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/mechanical -- trait/trap -aliases: ["Canopy Drop"] ---- -# Canopy Drop *Hazard 4* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 25 expert - -A trapdoor, connected to floor sensors, opens in the section of floor marked on the map, while the surrounding floor suddenly tilts to a 45-degree angle and the fountains in the wall begin spraying at high pressure, making the tile slippery and pushing creatures toward the open chute. - -- **Disable** DC 23 [Thievery](../../skills.md#Thievery) (expert) to jam the mechanisms and keep the trapdoor from opening, or to locate the bypass switch [hidden](../../../Rules/conditions.md#Hidden) under a stair riser just outside the room. - -- **AC** 20 , **Fort** +13, **Ref** +8 -- **Trapdoor Hardness** 10, **Trapdoor HP** 40 (BT 20) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Flush [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Two or more creatures stand on the trapped spaces - -**Effect** One round after the trap is triggered, all creatures in the room fall 40 feet down the shaft to area E36, taking 20 bludgeoning damage from the fall plus `2d6` piercing damage as they land in the spiked pit. The creatures can [Grab an Edge](../../../rules/actions/grab-an-edge.md) to snag the hammock or one of the hanging storage containers to avoid falling. The DC to [Climb](../../../rules/actions/climb.md) the walls or [Grab an Edge](../../../rules/actions/grab-an-edge.md) is 20. -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 52* diff --git a/Compendium/gm/hazards/catacomb-cave-in-ec1.md b/Compendium/gm/hazards/catacomb-cave-in-ec1.md deleted file mode 100644 index 798bf9edb..000000000 --- a/Compendium/gm/hazards/catacomb-cave-in-ec1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec1 -- trait/environmental -- trait/trap -aliases: ["Catacomb Cave-in"] ---- -# Catacomb Cave-in *Hazard 4* -[environmental](../../../Rules/traits/environmental.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 23 trained - -The ceiling is unstable, and any Medium or larger creature that approaches within 5 feet of the collapsed tunnel triggers a cave-in. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 21 (trained) to prop up the ceiling in key locations prior to the cave-in. - -- **AC** 21 , **Fort** +12, **Ref** +8 -- **Hardness** 11, **HP** 44 (BT 22) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** nullsonic 10 - -```ad-embed-ability -title: Falling Stones [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A Medium or larger creature approaches within 5 feet of the collapsed tunnel - -**Effect** Massive stones in the ceiling fall, dealing `4d6` bludgeoning damage to the triggering creature and all creatures within 10 feet (DC 18 basic Reflex save). Creatures that fail the saving throw are also buried and begin to suffocate. A buried creature can attempt a DC 20 [Athletics](../../../compendium/skills.md#Athletics) check every round, breaking free on a success. Other characters who are not buried can [Aid](../../../rules/actions/aid.md) on this check. -``` - -*Source: Extinction Curse #1: The Show Must Go On p. 37* diff --git a/Compendium/gm/hazards/caustic-dart-trap-ec3.md b/Compendium/gm/hazards/caustic-dart-trap-ec3.md deleted file mode 100644 index d31b8fabb..000000000 --- a/Compendium/gm/hazards/caustic-dart-trap-ec3.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec3 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Caustic Dart Trap"] ---- -# Caustic Dart Trap *Hazard 11* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +20 expert or DC 30 (expert) to notice the three launching mechanisms built into the wall. - -Three launching mechanisms built into the mudbrick walls expel darts containing acidic chemicals. - -All three launching mechanisms must be disabled or destroyed to deactivate the trap. - -- **Disable** DC 32 [Thievery](../../skills.md#Thievery) (master) to sufficiently jam the tubes to make the trap unable to attack creatures in a single 5-foot square in the room, or DC 34 [Crafting](../../skills.md#Crafting) (master) to alter one of the three launching mechanisms. - -- **AC** 31 , **Fort** +24, **Ref** +15 -- **Hardness** 20, **HP** 80 (BT 40) per launching mechanism -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Dart Barrage [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature reaches the midpoint of the hall - -**Effect** The trap makes an acid dart against three different random creatures in the hall. The trap then rolls initiative. -%% #trait/attack %% -``` - -````ad-pf2-summary -title: Routine -[>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses each action for a caustic dart [Strike](../../../rules/actions/strike.md). The trap loses 1 action for each launching mechanism that is [broken](../../../rules/conditions.md#Broken) or destroyed. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Caustic Dart (28) -**Damage** `2d4+5` piercing and `4d4+8` acid - -**Effects** -``` -```` -^routine - -**Reset** The trap deactivates and resets 1 minute after no creatures are in area C7. - -*Source: Extinction Curse #3: Life's Long Shadows p. 29* diff --git a/Compendium/gm/hazards/caustic-vapor-aoa5.md b/Compendium/gm/hazards/caustic-vapor-aoa5.md deleted file mode 100644 index 6c8af7203..000000000 --- a/Compendium/gm/hazards/caustic-vapor-aoa5.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa5 -- trait/mechanical -- trait/trap -aliases: ["Caustic Vapor"] ---- -# Caustic Vapor *Hazard 17* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 40 master - -The door slams shut, and poison gas fills the room. - -- **Disable** [Occultism](../../skills.md#Occultism) DC 36 (master) or [Religion](../../skills.md#Religion) DC 36 (master) to exorcise the spirits. - -```ad-embed-ability -title: Breath Snatcher [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../../../rules/traits/conjuration.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A living creature other than an ooze spends at least 3 rounds in the room - -**Effect** The trap activates and fills the area with caustic nightmare vapor, exposing all creatures within. -%% #trait/conjuration #trait/occult %% -``` -```ad-embed-ability -title: Caustic Nightmare Vapor -[acid](../../../rules/traits/acid.md) [poison](../../../rules/traits/poison.md) - - -%% #trait/acid #trait/poison %% -``` - -**Reset** The trap resets after 1 day. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 57* diff --git a/Compendium/gm/hazards/centipede-carcasses-trap-sot1.md b/Compendium/gm/hazards/centipede-carcasses-trap-sot1.md deleted file mode 100644 index 85e969ac2..000000000 --- a/Compendium/gm/hazards/centipede-carcasses-trap-sot1.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sot1 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Centipede Carcasses Trap"] ---- -# Centipede Carcasses Trap *Hazard 5* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +11 trained - -Three giant centipede carcasses have wire springs that pull out and fling their sharpened legs around the room. - -- **Disable** DC 23 [Nature](../../skills.md#Nature) (trained) to bend the centipede carapace so the wire can't pull out any more legs, or DC 21 [Thievery](../../skills.md#Thievery) (expert) to cut the springy wires. After all three carcasses are disabled (regardless of the check used), the trap is deactivated. The trap automatically deactivates after 10 rounds. - -- **AC** 22 , **Fort** +15, **Ref** +9 -- **Carcass Hardness** 12, **Carcass HP** 20 (BT 10) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Volley of Legs [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A carcass is touched or jostled - -**Effect** Each creature within 30 feet of any centipede carcass takes `4d4` piercing damage (DC 22 basic Reflex save), and the area becomes difficult terrain due to the many sharpened legs on the ground. Each creature that [Strides](../../../rules/actions/stride.md) more than 10 feet through the area must succeed at a DC 20 [Acrobatics](../../skills.md#Acrobatics) check or take `1d4` piercing damage. The trap then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) Each creature within 30 feet of a centipede carcass that hasn't been disabled takes `6d4` piercing damage (DC 22 basic Reflex save). -``` -^routine - -*Source: Strength of Thousands #1: Kindled Magic p. 50* diff --git a/Compendium/gm/hazards/clockwork-arms-aoe5.md b/Compendium/gm/hazards/clockwork-arms-aoe5.md deleted file mode 100644 index ffc328d9b..000000000 --- a/Compendium/gm/hazards/clockwork-arms-aoe5.md +++ /dev/null @@ -1,64 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe5 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Clockwork Arms"] ---- -# Clockwork Arms *Hazard 15* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +30 expert - -Four claw-tipped clockwork arms suspended from the ceiling pick up and deposit creatures into a nearby hatch. - -- **Disable** DC 43 [Thievery](../../skills.md#Thievery) (master) to jam and deactivate one of the arms or DC 46 [Athletics](../../skills.md#Athletics) (legendary) to tear an arm off the machine. - -- **AC** 37 , **Fort** +23, **Ref** +26 -- **Arm Hardness** 15, **Arm HP** 50 (BT 25) to destroy one arm -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Arm Activation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The Rumormonger or the - -**Effect** Inkmaster enters the room; The trap rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(4 actions) The trap loses 1 action per arm destroyed or disabled. On its turn, the trap makes claw [Strikes](../../../rules/actions/strike.md) against creatures other than the Rumormonger or the. - -```ad-embed-ability -title: Inkmaster. - -If an arm already has a creature [grabbed](../../../rules/conditions.md#Grabbed), the trap spends 2 actions to use its Open Hatch ability. -``` - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Claw (28) ([reach <20 feet>](../../../rules/traits/reach.md)) -**Damage** `3d10+15` slashing plus Grab - -**Effects** Grab - -%% #trait/reach-20-feet %% -``` - -```ad-embed-ability -title: Open Hatch [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The metal hatch opens and the arms deposit a [grabbed](../../../rules/conditions.md#Grabbed) Medium or smaller creature into the hole. The creature becomes caught in the gears (see Caught in Gears on page 54) for 1 round before emerging in area K5. -``` -```` -^routine - -**Reset** Rewinding the gears for `1d4` minutes resets the trap. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 56* diff --git a/Compendium/gm/hazards/clockwork-poison-bomb-aoe3.md b/Compendium/gm/hazards/clockwork-poison-bomb-aoe3.md deleted file mode 100644 index 4bb515a6c..000000000 --- a/Compendium/gm/hazards/clockwork-poison-bomb-aoe3.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe3 -- trait/alchemical -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Clockwork Poison Bomb"] ---- -# Clockwork Poison Bomb *Hazard 11* -[alchemical](../../../Rules/traits/alchemical.md) [complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** The bomb uses Oggvurm's initiative roll as its [Stealth](../../skills.md#Stealth) roll. - -A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from a single nozzle attached to two tanks of pressurized poison. - -- **Disable** three DC 31 [Thievery](../../skills.md#Thievery) (expert) checks to a Device to disable the latches that lock the nozzle in place, then one DC 35 [Thievery](../../skills.md#Thievery) (master) check to a Device to turn off the nozzle; DCs decrease by 2 if Oggvurm is [immobilized](../../../Rules/conditions.md#Immobilized), [paralyzed](../../../Rules/conditions.md#Paralyzed), [unconscious](../../../Rules/conditions.md#Unconscious), or dead. - -- **AC** 32 , **Fort** +24, **Ref** +26 -- **Nozzle Hardness** 5, **Nozzle HP** 20 (BT 10) to ruin the nozzle (making it impossible to disable, in which case the only way to disarm the bomb is to destroy both its tanks); **Tank Hardness** 15, **Tank HP** 80 (BT 40) to destroy one of the tanks (both tanks must be destroyed to disarm the bomb) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Poisonous Cloud [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[alchemical](../../../rules/traits/alchemical.md) [poison](../../../rules/traits/poison.md) - -- **Trigger**: The bomb is Activated, which requires 3 actions - -**Effect** The bomb releases a smoky cloud of blackfinger blight in a 20-foot radius. Creatures within the smoke are [concealed](../../../rules/conditions.md#Concealed) from other creatures. Any creature that starts its turn in the smoke must roll a saving throw to avoid being afflicted by blackfinger blight poison (see page 78). The cloud remains for 1 minute or until dispersed by strong winds. -%% #trait/alchemical #trait/poison %% -``` - -```ad-pf2-summary -title: Routine -(1 action) On its turn, the bomb spews forth a smoky gout of airborne blackfinger blight poison. The cloud fills a 20-foot radius, or a 10-foot radius if only one tank remains intact. If the bomb is already in the center of a blackfinger blight cloud, the radius of that cloud increases by 20 feet (or 10 feet, if only one tank remains intact) instead. -``` -^routine - -**Reset** The trap issues smoke for 3 minutes before its tanks run dry. The tanks must be replaced before the bomb can be reactivated. - -*Source: Agents of Edgewatch #3: All or Nothing p. 58* diff --git a/Compendium/gm/hazards/clone-mirrors-da.md b/Compendium/gm/hazards/clone-mirrors-da.md deleted file mode 100644 index 4c435cdab..000000000 --- a/Compendium/gm/hazards/clone-mirrors-da.md +++ /dev/null @@ -1,62 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/complex -- trait/magical -- trait/trap -aliases: ["Clone Mirrors"] ---- -# Clone Mirrors *Hazard 6* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 21 - -Two opposing mirrors spawn illusory duplicates of creatures in the hall in an unending tide. - -- **Disable** DC 28 [Thievery](../../skills.md#Thievery) (expert) to reposition each mirror, or dispel magic (3rd level; counteract DC 25) to counteract each mirror - -- **AC** 21 , **Fort** +11, **Ref** +17 -- **Hardness** 13 per mirror; **HP** 54 (BT 27); **Reflection HP** 30 -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spawn Reflection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](../../../rules/traits/illusion.md) - -- **Trigger**: A creature is reflected in the mirror - -**Effect** The mirror creates a reflection of the triggering creature, which Steps out of the mirror and into the hall. The trap then rolls initiative. -%% #trait/illusion %% -``` -```ad-embed-ability -title: Reflection AC - -24 -``` -```ad-embed-ability -title: Reflection Routine -2 actions - -Each reflection has 2 actions which it uses to [Step](../../../rules/actions/step.md), [Stride](../../../rules/actions/stride.md), or [Strike](../../../rules/actions/strike.md) (in any combination). Reflections can act on the same turn they're created. -%% #trait/2-actions %% -``` -```ad-embed-ability -title: Reflection Speed - -50 feet -``` - -```ad-pf2-summary -title: Routine -(2 actions) This trap loses 1 action for each mirror disabled. Each mirror uses 1 action to Spawn a Reflection of a creature reflected in the mirror. The hazard can have a maximum of four reflections spawned at once. -``` -^routine - -**Reset** 1 day - -*Source: Dark Archive p. 124* diff --git a/Compendium/gm/hazards/cold-spot-botd.md b/Compendium/gm/hazards/cold-spot-botd.md deleted file mode 100644 index 712d6f982..000000000 --- a/Compendium/gm/hazards/cold-spot-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Cold Spot"] ---- -# Cold Spot *Hazard 1* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 17 trained - -The temperature suddenly drops as spectral forces gather in the area. - -- **Disable** DC 19 [Religion](../../skills.md#Religion) (trained) to banish the cold spot with ritual prayers or DC 20 [Occultism](../../skills.md#Occultism) (trained) to foil the arrival of outside forces - -```ad-embed-ability -title: Sudden Chill [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](../../../rules/traits/cold.md) [evocation](../../../rules/traits/evocation.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A living creature enters the area - -**Effect** The temperature drops as [invisible](../../../rules/conditions.md#Invisible) spirits gather around the living. Living creatures within 15 feet take `2d4+5` cold damage (DC 17 basic Fortitude save). Creatures that critically fail their save are additionally [clumsy](../../../rules/conditions.md#Clumsy). -%% #trait/cold #trait/evocation #trait/occult %% -``` - -**Reset** 1 hour - -*Source: Book of the Dead p. 64* diff --git a/Compendium/gm/hazards/collapsing-porch-tio.md b/Compendium/gm/hazards/collapsing-porch-tio.md deleted file mode 100644 index 247928f3c..000000000 --- a/Compendium/gm/hazards/collapsing-porch-tio.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/tio -- trait/mechanical -- trait/trap -aliases: ["Collapsing Porch"] ---- -# Collapsing Porch *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 19 [Perception](../../skills.md#Perception) check (or 0 after the hazard is triggered) - -A section of splintery and rotten floorboards drop a creature 6 feet onto uneven rocks and piercing shards of wood. - -- **Disable** DC 15 [Crafting](../../skills.md#Crafting) (trained) to replace or cover the weak sections of flooring, or DC 15 [Survival](../../skills.md#Survival) (trained) to crumble the rotten floorboards from a safe distance. - -*Source: Troubles in Otari p. 14* \ No newline at end of file diff --git a/Compendium/gm/hazards/collapsing-structure-frp2.md b/Compendium/gm/hazards/collapsing-structure-frp2.md deleted file mode 100644 index 2d522d066..000000000 --- a/Compendium/gm/hazards/collapsing-structure-frp2.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp2 -- trait/complex -- trait/environmental -aliases: ["Collapsing Structure"] ---- -# Collapsing Structure *Hazard 15* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Complex -- **Stealth** +20 master to notice cracks forming in the walls of the structure as Mogaru approaches. - -Mogaru brushes against a structure, severely compromising the building's stability and possibly causing it to collapse. - -- **Disable** DC 43 [Athletics](../../skills.md#Athletics) (master), [Crafting](../../skills.md#Crafting) (master), or Engineering Lore (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. - -```ad-embed-ability -title: Shake Apart [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Mogaru applies any amount of force to the structure - -**Effect** The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a –2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) The GM rolls a DC 9 flat check to determine if the building collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing `6d6` bludgeoning damage to `1d4` randomly chosen targets (DC 35 basic Reflex save; on a critically failed save, the creature is knocked [prone](../../../rules/conditions.md#Prone)). On a critical success, the effect is the same, but the debris deals `12d6` bludgeoning damage to `2d4` randomly chosen targets instead (DC 35 basic Reflex save; on a critically failed Reflex save, the creature is [restrained](../../../rules/conditions.md#Restrained) by rubble until freed [[Force Open](../../../rules/actions/force-open.md) DC 38, [Escape](../../../rules/actions/escape.md) DC 35]). -``` -^routine - -**Reset** The building becomes susceptible to Shake Apart again `1d6` rounds after it is stabilized. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 88* diff --git a/Compendium/gm/hazards/collapsing-structure-lomm.md b/Compendium/gm/hazards/collapsing-structure-lomm.md deleted file mode 100644 index 2d647af2e..000000000 --- a/Compendium/gm/hazards/collapsing-structure-lomm.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/lomm -- trait/complex -- trait/environmental -- trait/kaiju -- trait/rare -aliases: ["Collapsing Structure"] ---- -# Collapsing Structure *Hazard 15* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [kaiju](../../../Rules/traits/kaiju-frp2.md) [rare](../../../Rules/traits/rare.md) - -- **Complexity** Complex -- **Stealth** +20 master to notice cracks forming in the walls of the structure as Ebeshra approaches - -Ebeshra brushes against a structure, possibly causing it to collapse. - -- **Disable** DC 43 [Athletics](../../skills.md#Athletics) (master), [Crafting](../../skills.md#Crafting) (master), or [Engineering Lore](../../skills.md#Lore) (master) to brace the structure to reduce the risk of collapse until the end of the creature's next turn. The DC of the flat check for this round (see Routine) is increased by 4 on a success, or by 8 on a critical success. Increasing the flat check DC to 21 or higher stabilizes the structure, ending this hazard. - -```ad-embed-ability -title: Shake Apart [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Ebeshra applies any amount of force to the structure - -**Effect** The building trembles. The floors of the building and the streets within 30 feet of the building become difficult terrain; creatures on this difficult terrain take a –2 circumstance penalty to attack rolls, AC, and skill checks. The hazard rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) The GM rolls a DC 9 flat check to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing [concealment](../../../rules/conditions.md#Concealed) and dealing `6d6` bludgeoning damage to `1d4` randomly chosen targets (DC 35 basic Reflex save; on a critical failure, the creature is knocked [prone](../../../rules/conditions.md#Prone)). On a critical success, the effect is the same, but the debris deals `12d6` bludgeoning damageto `2d4` randomly chosen targets instead (DC 35 basic Reflex save; on a critical failure, the creature is [restrained](../../../rules/conditions.md#Restrained) by rubble until freed [[Force Open](../../../rules/actions/force-open.md) DC 38, [Escape](../../../rules/actions/escape.md) DC 35]). -``` -^routine - -**Reset** The building becomes susceptible to Shake Apart again `1d6` rounds after it's stabilized. - -*Source: Lost Omens: Monsters of Myth p. 40* diff --git a/Compendium/gm/hazards/color-spray-trap-ooa2.md b/Compendium/gm/hazards/color-spray-trap-ooa2.md deleted file mode 100644 index 54be04af7..000000000 --- a/Compendium/gm/hazards/color-spray-trap-ooa2.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa2 -- trait/auditory -- trait/illusion -- trait/incapacitation -- trait/magical -- trait/trap -- trait/visual -aliases: ["Color Spray Trap"] ---- -# Color Spray Trap *Hazard 4* -[auditory](../../../Rules/traits/auditory.md) [illusion](../../../Rules/traits/illusion.md) [incapacitation](../../../Rules/traits/incapacitation.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [visual](../../../Rules/traits/visual.md) - -- **Complexity** Simple -- **Stealth** DC 22 trained to notice the glyph on the doorjamb - -A loud pop sounds when this door is opened, followed immediately by a blast of colorful lights that washes over whoever opened the door. - -- **Disable** DC 25 [Thievery](../../skills.md#Thievery) (trained) to disable the glyph, or dispel magic (1st level; counteract DC 22) to counteract the glyph - -- **AC** 22 , **Fort** +12, **Ref** +10 -- **Door Hardness** 8, **Door HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Color Spray [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The door is opened - -**Effect** The trap casts color spray on the triggering creature (DC 21). -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 60* diff --git a/Compendium/gm/hazards/confounding-portal-da.md b/Compendium/gm/hazards/confounding-portal-da.md deleted file mode 100644 index 72a5e9254..000000000 --- a/Compendium/gm/hazards/confounding-portal-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/illusion -- trait/magical -- trait/mental -- trait/trap -aliases: ["Confounding Portal"] ---- -# Confounding Portal *Hazard 0* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 16 - -Tiny runes carved around a doorframe or on a hall's walls surreptitiously confound creatures into circling the room or hallway they attempted to exit or pass through. - -- **Disable** DC 17 [Thievery](../../skills.md#Thievery) to scratch out the runes, or DC 16 [Arcana](../../skills.md#Arcana) to destroy the runes - -```ad-embed-ability -title: Confounding Misdirection [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A creature passes through the rune-carved doorway or hallway - -**Effect** The creature is [confused](../../../rules/conditions.md#Confused) by the illusions and directed back into the room they attempted to exit through another doorway or back to the hallway's beginning. This feels no different to the triggering creature than walking through the doorway or hallway, and onlookers are similarly befuddled. A creature who succeeds at a DC 19 Will save resists this illusion and exits the room or proceeds down the hall without being misdirected. -%% #trait/arcane #trait/illusion #trait/mental %% -``` - -**Reset** automatic - -*Source: Dark Archive p. 122* diff --git a/Compendium/gm/hazards/constricting-hall-da.md b/Compendium/gm/hazards/constricting-hall-da.md deleted file mode 100644 index d285852ea..000000000 --- a/Compendium/gm/hazards/constricting-hall-da.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/complex -- trait/magical -- trait/trap -aliases: ["Constricting Hall"] ---- -# Constricting Hall *Hazard 8* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 31 - -A hall's four walls become fluid and elastic when a creature reaches the hall's midpoint. - -- **Disable** DC 28 [Thievery](../../skills.md#Thievery) (trained) to stabilize each wall, or dispel magic (4th level; counteract DC 26) to counteract each wall - -```ad-embed-ability -title: Lose Form [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](../../../rules/traits/occult.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature reaches the hall's midpoint - -**Effect** The hall's walls lose their rigidity, becoming fluid and elastic. The hall becomes difficult terrain, and each creature in the hall is knocked [prone](../../../rules/conditions.md#Prone) unless they succeed at a DC 26 Reflex save. The trap then rolls initiative. -%% #trait/occult #trait/transmutation %% -``` - -```ad-pf2-summary -title: Routine -(4 actions) This trap loses 1 action each round for each wall that has been disabled. Each wall uses 1 action to slam back and forth rapidly, pummeling one creature in the hall with a wall [Strike](../../../rules/actions/strike.md). On a hit, the target is additionally knocked [prone](../../../rules/conditions.md#Prone). The walls distribute the attacks as evenly as possible among creatures in the hall, and the [Strikes](../../../rules/actions/strike.md) don't apply the trap's multiple attack penalty. -``` -^routine - -**Reset** 1 hour - -*Source: Dark Archive p. 124* diff --git a/Compendium/gm/hazards/convergence-lattice-ec6.md b/Compendium/gm/hazards/convergence-lattice-ec6.md deleted file mode 100644 index 485debea8..000000000 --- a/Compendium/gm/hazards/convergence-lattice-ec6.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec6 -- trait/complex -- trait/magical -- trait/trap -- trait/unique -aliases: ["Convergence Lattice"] ---- -# Convergence Lattice *Hazard 20* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** +34 master to realize the lattice is a complex clockwork before it begins to move; noticing the lattice itself is DC 0. - -A complex clockwork of bright metal and delicately carved gemstones, the lattice's interlocking gears begin to whir as golden runes glow across its surface. - -- **Disable** DC 40 [Thievery](../../skills.md#Thievery) (master) or DC 35 [Religion](../../skills.md#Religion) (master) four times to obliterate each of the four key runes. A DC 45 [Thievery](../../skills.md#Thievery) (legendary) check (or breaking the lattice) stops the clockwork's movement and prevents it from resetting, but doesn't stop its current activation. - -- **AC** 45 , **Fort** +33, **Ref** +28 -- **Hardness** 30, **HP** 460 (BT 230) -- **Immunities** object immunities (except mental effects) -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Begin Convergence [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature that is not [controlled](../../../rules/conditions.md#Controlled) by the convergence lattice sees it - -**Effect** The lattice's clockworks begin to move and it rolls for initiative. -``` - -```ad-pf2-summary -title: Routine -(3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice [Strides](../../../rules/actions/stride.md) toward the lattice as a reaction. - -Creatures thus called continue to move toward the lattice on their turn each round until they are adjacent to it, at which point they defend it with their lives. The lattice uses its second action to deal `16d6` mental damage (DC 42 basic Will save) to a non-convergent creature within 100 feet. This damage is nonlethal; a creature knocked out by this damage doesn't gain the [dying](../../../rules/conditions.md#Dying) condition and is automatically [controlled](../../../rules/conditions.md#Controlled) by the convergence lattice when they awaken. The lattice uses its third action to make the same attack against a second non-convergent creature within 100 feet; if there isn't such a second creature, it doesn't take its third action. -``` -^routine - -**Reset** The convergence lattice deactivates and resets after there are no uncontrolled targets within line of sight for 1 minute. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 15* diff --git a/Compendium/gm/hazards/cracked-earth-loil.md b/Compendium/gm/hazards/cracked-earth-loil.md deleted file mode 100644 index 874cf0cf7..000000000 --- a/Compendium/gm/hazards/cracked-earth-loil.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/loil -- trait/environmental -aliases: ["Cracked Earth"] ---- -# Cracked Earth *Hazard 3* -[environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Simple -- **Stealth** DC 22 trained - -This 20-foot-by-20-foot patch of ground is cobwebbed with cracks and fissures that crumble when a creature steps on it. - -- **Disable** DC 16 [Survival](../../skills.md#Survival) (untrained) to collapse safely; DC 20 [Crafting](../../skills.md#Crafting) (trained) to shore it up enough to pass over without collapsing it - -```ad-embed-ability -title: Long Fall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps onto the cracked earth - -**Effect** The creature fractures the thin crust of earth and falls through. That creature can use the [Grab an Edge](../../../rules/actions/grab-an-edge.md) reaction to avoid falling, as long as it is adjacent to an edge. Otherwise it takes falling damage (typically 25 bludgeoning damage for a 50-foot drop). Some of these rifts eventually lead to the Darklands. -``` - -*Source: Lost Omens: Impossible Lands p. 231* diff --git a/Compendium/gm/hazards/crushing-gate-trap-ec5.md b/Compendium/gm/hazards/crushing-gate-trap-ec5.md deleted file mode 100644 index 7cf25692e..000000000 --- a/Compendium/gm/hazards/crushing-gate-trap-ec5.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec5 -- trait/trap -aliases: ["Crushing Gate Trap"] ---- -# Crushing Gate Trap *Hazard 16* -[trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 42 master to spot the triggering rod beneath the black sand. - -A [hidden](../../../Rules/conditions.md#Hidden) stone rod causes two immense stone doors to fall forward from their gate, crushing anything beneath them. The doors also fall forward if touched. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 42 (expert) to secure the doors in place without triggering the trap. - -- **AC** 40 , **Fort** +32, **Ref** +25 -- **Hardness** 26, **HP** 104 (BT 52) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Gate Collapse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: The stone rod is moved or either door is touched - -**Effect** The two falling doors deal `6d12+35` bludgeoning damage (DC 37 basic Reflex save) to all creatures within 15 feet of the gate. On a failure, a creature is also pinned beneath the door and [immobilized](../../../rules/conditions.md#Immobilized) until the door is moved (DC 34 [Athletics](../../../compendium/skills.md#Athletics)) or destroyed; each door has the same AC, Fortitude save, Hardness, and Hit Points as the trap itself. On a critical failure, the creature is trapped in such a way that it can't attempt to free itself. Moving or destroying one door doesn't help free anyone trapped by the other door. -%% #trait/attack %% -``` - -*Source: Extinction Curse #5: Lord of the Black Sands p. 14* diff --git a/Compendium/gm/hazards/crystal-pin-lomm.md b/Compendium/gm/hazards/crystal-pin-lomm.md deleted file mode 100644 index 03ca1395e..000000000 --- a/Compendium/gm/hazards/crystal-pin-lomm.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/lomm -- trait/abjuration -- trait/divine -- trait/environmental -- trait/kaiju -- trait/rare -aliases: ["Crystal Pin"] ---- -# Crystal Pin *Hazard 20* -[abjuration](../../../Rules/traits/abjuration.md) [divine](../../../Rules/traits/divine.md) [environmental](../../../Rules/traits/environmental.md) [kaiju](../../../Rules/traits/kaiju-frp2.md) [rare](../../../Rules/traits/rare.md) - -- **Complexity** Simple -- **Stealth** DC 10 - -Ebeshra fires a crystal at a creature to pin them onto the Material Plane. - -- **Disable** DC 48 [Occultism](../../skills.md#Occultism) (legendary) or [Religion](../../skills.md#Religion) (legendary) to earn Ebeshra's favor and allow safe travel or DC 51 [Deception](../../skills.md#Deception) (master) to momentarily divert Ebeshra's attention - -```ad-embed-ability -title: Fire Pin [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature Ebeshra can see begins to use a [teleportation](../../../rules/traits/teleportation.md) effect or an effect that would move any number of targets to a different plane; - -**Effect** Ebeshra hurls a crystal at the triggering creature. The triggering creature and all creatures within 50 feet of the creature take `16d8` piercing damage (DC 45 basic Reflex save) and additional effects based on the result of their save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The effect is counteracted, and the creature can't use [teleportation](../../../rules/traits/teleportation.md) effects or planar travel effects for 1 minute. -> - **Failure** As success, but for 1 day instead of 1 minute. -> - **Critical Failure** As success, but for 1 week instead of 1 minute. Additionally, the creature becomes pinned under the crystal and must succeed at 3 total DC 45 checks to [Escape](../../../rules/actions/escape.md) from under the crystal. -``` - -**Reset** Ebeshra waits `1d4` rounds to break off another crystal. - -*Source: Lost Omens: Monsters of Myth p. 40* diff --git a/Compendium/gm/hazards/daemonic-fog-av3.md b/Compendium/gm/hazards/daemonic-fog-av3.md deleted file mode 100644 index 165f2a7fd..000000000 --- a/Compendium/gm/hazards/daemonic-fog-av3.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av3 -- trait/environmental -- trait/magical -aliases: ["Daemonic Fog"] ---- -# Daemonic Fog *Hazard 10* -[environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) - -- **Complexity** Simple -- **Stealth** DC 30 expert - -The fog solidifies into tiny, gnawing creatures that devour everyone within before fading back into mist. - -- **Disable** DC 28 [Survival](../../skills.md#Survival) (expert) to disrupt the fog before the hazard triggers or dispel magic (5th level; counteract DC 26) to counteract the magic. - -```ad-embed-ability -title: Gnawing Fog [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) - -- **Trigger**: A creature crosses the cavern's midpoint (the dotted line on the map) - -**Effect** The hazard deals `9d6` piercing damage (DC 32 basic Reflex save) to the triggering creature and all other non-fiend creatures within 20 feet. A creature that critically fails the saving throw is [confused](../../../rules/conditions.md#Confused) for `1d4` rounds. -%% #trait/divine #trait/evocation %% -``` - -**Reset** The hazard resets over the course of an hour as the daemonic stain reenergizes the fog. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 38* diff --git a/Compendium/gm/hazards/dahaks-shell-aoa2.md b/Compendium/gm/hazards/dahaks-shell-aoa2.md deleted file mode 100644 index e879aee79..000000000 --- a/Compendium/gm/hazards/dahaks-shell-aoa2.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa2 -- trait/magical -- trait/trap -- trait/unique -aliases: ["Dahak's Shell"] ---- -# Dahak's Shell *Hazard 12* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Simple -- **Stealth** +0 or detect magic. - -A ring of eight dragon pillar replicas mark the border of a dome of magical prismatic energy that entirely contains the Fortress of Sorrow. - -- **Disable** Each dragon pillar that is destroyed removes the corresponding color's effect from [Dahak](../../setting/deities/dahak-logm.md)'s shell; as long as even one color remains active, the pillars marking the shell's border cannot be damaged themselves, but a successful DC 32 [Thievery](../../skills.md#Thievery) (master) check or a successful dispel magic (6th level; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for `1d4` rounds. - -```ad-embed-ability -title: Prismatic Beam [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](../../../rules/traits/abjuration.md) [divine](../../../rules/traits/divine.md) [light](../../../rules/traits/light.md) - -- **Trigger**: a creature attempts and fails to disable one of the shell colors via [Thievery](../../../compendium/skills.md#Thievery) or dispel magic - -**Effect** [Dahak](../../../compendium/setting/deities/dahak-logm.md)'s shell [Strikes](../../../rules/actions/strike.md) the triggering creature with a random eye beam. Roll `1d8` to determine the color (1–red, 2–orange, 3–yellow, 4–green, 5–blue, 6–indigo, 7–violet, 8–black). -%% #trait/abjuration #trait/divine #trait/light %% -``` -```ad-embed-ability -title: Shell Defense -[abjuration](../../../rules/traits/abjuration.md) [divine](../../../rules/traits/divine.md) [light](../../../rules/traits/light.md) - -When a creature physically passes through the shell, the creature is affected simultaneously by all colors of energy currently active in the shell; apply these effects in the following order: red, orange, yellow, green, blue, indigo, violet, black. These effects are the same as that of the eye beams described on page 29, but with a save DC of 32. Each effect requires its own save. -%% #trait/abjuration #trait/divine #trait/light %% -``` - -*Source: Age of Ashes #2: Cult of Cinders p. 55* diff --git a/Compendium/gm/hazards/dahaks-skull-aoa2.md b/Compendium/gm/hazards/dahaks-skull-aoa2.md deleted file mode 100644 index 74492657e..000000000 --- a/Compendium/gm/hazards/dahaks-skull-aoa2.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa2 -- trait/complex -- trait/fire -- trait/magical -- trait/trap -- trait/unique -aliases: ["Dahak's Skull"] ---- -# Dahak's Skull *Hazard 6* -[complex](../../../Rules/traits/complex.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** +0 , but DC 24 to notice that the fiery lights within the skull's eye sockets seem to be looking around the room. - -A pair of magical gems inside the dragon skull's eye sockets act as magical sensors with a 30-foot radius. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 27 (expert) two times to pry the gems embedded deep in the skull's eye sockets without triggering the sensor, or dispel magic (4th level, counteract DC 22) twice to dispel both eyes. - -- **AC** 24 , **Fort** +17, **Ref** +8 -- **Hardness** 14, **HP** 56 (BT 28) -- **Immunities** critical hits; [fire](../../../Rules/traits/fire.md); object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Dahak's Glance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) [fire](../../../rules/traits/fire.md) - -- **Trigger**: A living creature that is not a member of the Cinderclaws enters area C9 - -**Effect** One of the dragon skull's eye sockets shoots an eye beam at the triggering creature, then the hazard rolls initiative. -%% #trait/divine #trait/evocation #trait/fire %% -``` - -````ad-pf2-summary -title: Routine -(2 actions) On its initiative, [Dahak](../../../compendium/setting/deities/dahak-logm.md)'s skull fires up to two eye beams; it must target a different creature with each attack. The eye beams can't target creatures directly below the skull. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](../../../rules/traits/divine.md), [evocation](../../../rules/traits/evocation.md), [fire](../../../rules/traits/fire.md), range <150 feet>) -**Damage** `8d6` fire - -**Effects** - -%% #trait/divine #trait/evocation #trait/fire #trait/range-150-feet %% -``` -```` -^routine - -*Source: Age of Ashes #2: Cult of Cinders p. 61* diff --git a/Compendium/gm/hazards/damurdiels-vengeance-aoa6.md b/Compendium/gm/hazards/damurdiels-vengeance-aoa6.md deleted file mode 100644 index 1df4c31a8..000000000 --- a/Compendium/gm/hazards/damurdiels-vengeance-aoa6.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa6 -- trait/complex -- trait/haunt -aliases: ["Damurdiel's Vengeance"] ---- -# Damurdiel's Vengeance *Hazard 19* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +37 legendary or DC 47 to notice the dagger left in the pool start to move on its own. - -An elven woman wearing a robe stands in the water. She beckons anyone who enters the room to join her in the pool. - -- **Disable** [Deception](../../skills.md#Deception) 45 (legendary) to pretend to be Erveniss and ask for forgiveness, [Diplomacy](../../skills.md#Diplomacy) 45 (legendary) to convince Damurdiel to stand down (elves who are masters in [Diplomacy](../../skills.md#Diplomacy) can attempt the check as if they were legendary instead), or [Religion](../../skills.md#Religion) 40 (legendary) to call upon [Calistria](../../setting/deities/calistria.md) to calm Damurdiel's spirit. - -- **AC** 43 , null -- **HP** 128 (BT 64) dagger -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Surprise Strike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature approaches within 5 feet of the pool's edge - -**Effect** The ghostly elf causes a dagger to rise out of the waters and then fling toward the triggering creature. If the attack is a hit, it is a critical hit instead. The haunt then rolls initiative. -%% #trait/attack %% -``` - -````ad-pf2-summary -title: Routine -(3 actions) The haunt attempts to [Strike](../../../rules/actions/strike.md) with the dagger. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Dagger (40) ([agile](../../../rules/traits/agile.md), [thrown <10 feet>](../../../rules/traits/thrown.md), [versatile ](../../../rules/traits/versatile.md)) -**Damage** `4d4+10` piercing plus 20 negative - -**Effects** - -%% #trait/agile #trait/thrown-10-feet #trait/versatile-s %% -``` -```` -^routine - -**Reset** Damurdiel's spirit subsides once she is destroyed or if she manages to reduce a creature to 0 Hit Points. She returns after 1 minute. - -*Source: Age of Ashes #6: Broken Promises p. 18* diff --git a/Compendium/gm/hazards/darkside-mirror.md b/Compendium/gm/hazards/darkside-mirror.md deleted file mode 100644 index 7942c552f..000000000 --- a/Compendium/gm/hazards/darkside-mirror.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Darkside Mirror"] ---- -# Darkside Mirror *Hazard 14* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +24 master to notice it isn't a regular mirror. - -A magic mirror replaces characters with evil mirror duplicates from another dimension. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), [Thievery](../../skills.md#Thievery) DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time. - -- **AC** 34 , **Fort** +25, **Ref** +20 -- **Hardness** 1, **HP** 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Reflection of Evil [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: A non-evil creature is reflected in the mirror. - -**Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative. -%% #trait/arcane #trait/conjuration #trait/teleportation %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. -``` -^routine - -**Reset** The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with [Thievery](../../skills.md#Thievery), it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. - -These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them. - -*Source: Core Rulebook p. 528* diff --git a/Compendium/gm/hazards/dart-barrage-aoe1.md b/Compendium/gm/hazards/dart-barrage-aoe1.md deleted file mode 100644 index 4f59ae915..000000000 --- a/Compendium/gm/hazards/dart-barrage-aoe1.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Dart Barrage"] ---- -# Dart Barrage *Hazard 3* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +11 trained or DC 23 (trained) to notice scratches around the musical pipes and a slight give to the seal. - -Four dart-loaded pipes [hidden](../../../Rules/conditions.md#Hidden) in the diagonal walls are connected to a pressure plate under the brass seal in the room's center. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 22 (trained) to disable the pressure plate, or four [Thievery](../../skills.md#Thievery) DC 18 (trained) checks to plug the dart launchers. - -- **AC** 22 , **Fort** +13, **Ref** +7 -- **Hardness** 10, **HP** 60 (BT 30) to destroy the seal and disable the trap -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Dart Volley [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: More than two Small or larger creatures step on the brass seal. - -**Effect** The trap makes up to four dart [Strikes](../../../rules/actions/strike.md) against creatures standing on the seal, then rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(4 actions) The trap loses 1 action for each disabled launcher. On each of the trap's actions, it fires one dart at a creature in the center of the room. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Dart (12) -**Damage** `3d6` piercing, no multiple attack penalty - -**Effects** no multiple attack penalty -``` -```` -^routine - -**Reset** The trap runs out of darts after 4 rounds of firing and must be reset manually by dismantling the walls to reload the launchers. If at any point there are no longer more than two creatures placing weight on the floor, the trap ceases firing but remains armed, ready to resume firing its remaining darts once triggered again. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 24* diff --git a/Compendium/gm/hazards/desperate-hunger-botd.md b/Compendium/gm/hazards/desperate-hunger-botd.md deleted file mode 100644 index 02907a714..000000000 --- a/Compendium/gm/hazards/desperate-hunger-botd.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Desperate Hunger"] ---- -# Desperate Hunger *Hazard 12* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 35 master to feel an odd sense of hunger - -A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger. - -- **Disable** DC 36 [Deception](../../skills.md#Deception) (master) to convince the spirit it's no longer hungry or DC 38 [Occultism](../../skills.md#Occultism) (trained) to ritually feed the spirit - -```ad-embed-ability -title: Desperate Meal [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](../../../rules/traits/occult.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature approaches within 10 feet - -**Effect** Creatures within 30 feet are filled with painful hunger and must succeed at a DC 32 Fortitude save or feel their stomachs fill with rocks, dirt, and worse, dealing `6d10+20` piercing damage. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [sickened](../../../rules/conditions.md#Sickened). -> - **Failure** The creature takes full damage and is [sickened](../../../rules/conditions.md#Sickened). -> - **Critical Failure** The creature takes double damage, is [sickened](../../../rules/conditions.md#Sickened), and takes a –10-foot status penalty to its Speeds for as long as it's [sickened](../../../rules/conditions.md#Sickened). -%% #trait/occult #trait/transmutation %% -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 67* diff --git a/Compendium/gm/hazards/dimensional-darkside-mirror-frp3.md b/Compendium/gm/hazards/dimensional-darkside-mirror-frp3.md deleted file mode 100644 index ac0263ce3..000000000 --- a/Compendium/gm/hazards/dimensional-darkside-mirror-frp3.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp3 -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Dimensional Darkside Mirror"] ---- -# Dimensional Darkside Mirror *Hazard 19* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +37 master to notice it isn't a regular mirror. - -A magic mirror replaces characters with evil mirror duplicates from another dimension. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 40 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), [Thievery](../../skills.md#Thievery) DC 45 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (8th level; counteract DC 37) to counteract the mirror for 1 minute and prevent additional replacements during that time. - -- null, **Fort** +25, **Ref** +20 -- **Hardness** 1, **HP** 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Reflection of Evil [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: A non-evil creature is reflected in the mirror - -**Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 41 Reflex to avoid being absorbed into the mirror), and rolls initiative. -%% #trait/arcane #trait/conjuration #trait/teleportation %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. -``` -^routine - -**Reset** The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with [Thievery](../../skills.md#Thievery), it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 44* diff --git a/Compendium/gm/hazards/disorienting-illusions-da.md b/Compendium/gm/hazards/disorienting-illusions-da.md deleted file mode 100644 index 9cf4af2e8..000000000 --- a/Compendium/gm/hazards/disorienting-illusions-da.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/illusion -- trait/magical -- trait/trap -- trait/visual -aliases: ["Disorienting Illusions"] ---- -# Disorienting Illusions *Hazard 1* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [visual](../../../Rules/traits/visual.md) - -- **Complexity** Simple -- **Stealth** DC 20 - -Illusions cloaking this chamber cause it to appear distorted and constantly shifting, with the room and all its contents appearing tilted, irregular, and in motion. - -- **Disable** DC 17 [Crafting](../../skills.md#Crafting) (trained) to calculate the room's dimensions despite the illusions, or dispel magic (1st level; counteract DC 17) to counteract the illusions - -```ad-embed-ability -title: Disorient [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) [visual](../../../rules/traits/visual.md) - -- **Trigger**: A creature enters the room - -**Effect** Illusions cause the appearance of the room and the objects inside it to constantly warp, shift, bend, and distort for 1 minute. Each creature in the room while it's distorting must attempt a DC 17 [Perception](../../../compendium/skills.md#Perception) check. - -> [!success-degree] -> - **Critical Success** The creature disbelieves the illusions and is unaffected. -> - **Success** The creature disbelieves the illusions but still sees them. It treats the room as difficult terrain. -> - **Failure** The creature is fooled by the illusions. It treats the room as difficult terrain and becomes [sickened](../../../rules/conditions.md#Sickened). As long as it remains in the room, it can't reduce its [sickened](../../../rules/conditions.md#Sickened) value below 1. -> - **Critical Failure** As failure, but each time the creature attempts a move action, it must succeed at a DC 5 flat check or they lose the action, and on a critical failure, it also falls [prone](../../../rules/conditions.md#Prone). -%% #trait/arcane #trait/illusion #trait/mental #trait/visual %% -``` - -**Reset** 1 minute - -*Source: Dark Archive p. 122* diff --git a/Compendium/gm/hazards/distortion-mirror-da.md b/Compendium/gm/hazards/distortion-mirror-da.md deleted file mode 100644 index e7afbcfa3..000000000 --- a/Compendium/gm/hazards/distortion-mirror-da.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/magical -- trait/transmutation -- trait/trap -aliases: ["Distortion Mirror"] ---- -# Distortion Mirror *Hazard 14* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 38 0 to notice the mirror - -Fun-house mirrors distort a viewer's reflection, painfully reshaping their body to match what appears in the reflected images. - -- **Disable** DC 38 [Thievery](../../skills.md#Thievery) (master) to deface the mirror's pane, or dispel magic (7th level; counteract DC 36) to dispel the mirror or counteract the transformation - -- **AC** 33 , **Fort** +28, **Ref** +22 -- **Hardness** 24, **HP** 90 (BT 45) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Painful Transformation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature is reflected in the mirror - -**Effect** The triggering creature's body is painfully squished, stretched, and distorted to match their reflection. The creature takes `6d10+30` force damage and must attempt a DC 39 Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and is [clumsy](../../../rules/conditions.md#Clumsy) and [enfeebled](../../../rules/conditions.md#Enfeebled) for 1 round. -> - **Failure** The target takes full damage and is [clumsy](../../../rules/conditions.md#Clumsy) and [enfeebled](../../../rules/conditions.md#Enfeebled) for 4 rounds. -> - **Critical Failure** The target takes double damage and is [clumsy](../../../rules/conditions.md#Clumsy) and [enfeebled](../../../rules/conditions.md#Enfeebled) for 1 minute. As long as the creature is [clumsy](../../../rules/conditions.md#Clumsy) or [enfeebled](../../../rules/conditions.md#Enfeebled), it additionally takes a –10-foot status penalty to its Speeds. -> -> When the effects of this trap end, the triggering creature's transformation ends, and its body reverts to its natural form. -%% #trait/attack %% -``` - -**Reset** 1 day - -*Source: Dark Archive p. 123* diff --git a/Compendium/gm/hazards/doom-of-tomorrow-av1.md b/Compendium/gm/hazards/doom-of-tomorrow-av1.md deleted file mode 100644 index 284c1b069..000000000 --- a/Compendium/gm/hazards/doom-of-tomorrow-av1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av1 -- trait/magical -- trait/trap -aliases: ["Doom Of Tomorrow"] ---- -# Doom Of Tomorrow *Hazard 3* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 20 expert - -The sounds of devastation rise from the diorama, and a beam of shimmering energy lances outward from the tiny model of Gauntlight. - -- **Disable** DC 20 [Thievery](../../skills.md#Thievery) (trained) to quickly deactivate the model of Gauntlight before it triggers, or DC 23 [Stealth](../../skills.md#Stealth) (trained) to creep by a trap without triggering it. - -- **AC** 21 , **Fort** +15, **Ref** +8 -- **Hardness** 8, **HP** 56 (BT 28) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Apocalypse Beam [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps within 10 feet of the back of a diorama alcove - -**Effect** The trap fires an apocalypse beam at that creature. -``` - -**Reset** Each trap resets automatically after 1 hour. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 31* diff --git a/Compendium/gm/hazards/dragon-pillar-aoa2.md b/Compendium/gm/hazards/dragon-pillar-aoa2.md deleted file mode 100644 index 3c27d17bf..000000000 --- a/Compendium/gm/hazards/dragon-pillar-aoa2.md +++ /dev/null @@ -1,91 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa2 -- trait/complex -- trait/magical -- trait/rare -- trait/trap -aliases: ["Dragon Pillar"] ---- -# Dragon Pillar *Hazard 6* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +0 or [detect magic](../../spells/detect-magic.md) - -A 10-foot-tall wooden pole topped by a wooden carving of [Dahak](../../setting/deities/dahak-logm.md)'s head. Each dragon pillar's head has been treated with something to give it a distinct color, as indicated in the specific encounter, but regardless of color, plumes of smoke waft up from the mouth. - -- **Disable** [Athletics](../../skills.md#Athletics) DC 26 (expert) to push the pillar over, or [Thievery](../../skills.md#Thievery) DC 26 (expert) on the pillar to erase the magic runes that power it, or [dispel magic](../../spells/dispel-magic.md) (4th level; counteract DC 22) to dispel the pillar's magic. -- **Perception** +16 [darkvision](../../../Rules/abilities/darkvision.md) 60 feet - -```ad-embed-ability -title: Recognize Ally - -A dragon pillar can see through its empty eye sockets, and it can recognize Cinderclaws and their allies. A character disguised as a Cinderclaw can trick a dragon pillar into perceiving it as a Cinderclaw ally by using [Deception](../../../compendium/skills.md#Deception) to [Impersonate](../../../rules/actions/impersonate.md). A dragon pillar always uses [Perception](../../../compendium/skills.md#Perception) for initiative. -``` - -- **AC** 24 , **Fort** +17, **Ref** +8 -- **Hardness** 14, **HP** 56 (BT 28) -- **Immunities** critical hits; [fire](../../../Rules/traits/fire.md); object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Dragon Pillar Glance [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The dragon pillar sees a creature within 120 feet who isn't a recognized Cinderclaw or Cinderclaw ally. - -**Effect** The dragon pillar makes an eye beam [Strike](../../../rules/actions/strike.md) against the triggering creature, then rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(1 action) On its initiative, the dragon pillar fires an eye beam at the closest target within 120 feet. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Eye Beam (20) ([divine](../../../rules/traits/divine.md), [evocation](../../../rules/traits/evocation.md), range <120 feet>) -**Effects** The target is subjected to an effect determined by the pillar's color and summarized below. On a critical hit, the target's save result is one degree worse. - -- **Black Eye Beam (area A5)** ([incapacitation](../../../rules/traits/incapacitation.md)) DC 24 Fortitude save. - - > [!success-degree] - > - **Critical Success** The target is unaffected. - > - **Success** The target is [blinded](../../../rules/conditions.md#Blinded) for 1 round. - > - **Failure** The target is [blinded](../../../rules/conditions.md#Blinded) for 1 hour. - > - **Critical Failure** The target is [blinded](../../../rules/conditions.md#Blinded) for 24 hours. -- **Blue Eye Beam (area A7)** ([incapacitation](../../../rules/traits/incapacitation.md)) DC 24 Fortitude save. - - > [!success-degree] - > - **Critical Success** The target is unaffected. - > - **Success** The target is [petrified](../../../rules/conditions.md#Petrified) for 1 round. - > - **Failure** The target is [petrified](../../../rules/conditions.md#Petrified) for 1 hour. - > - **Critical Failure** The target is [petrified](../../../rules/conditions.md#Petrified) permanently. -- **Green Eye Beam (area A8)** ([poison](../../../rules/traits/poison.md)) `6d6` poison damage (DC 24 basic Reflex save). -- **Indigo Eye Beam (area A9)** ([incapacitation](../../../rules/traits/incapacitation.md)) DC 24 Will save. - - > [!success-degree] - > - **Critical Success** The target is unaffected. - > - **Success** The target is [slowed](../../../rules/conditions.md#Slowed) for 1 round. - > - **Failure** The target is [confused](../../../rules/conditions.md#Confused) for 1 hour. - > - **Critical Failure** The target is controlled by the dragon pillar and remains within 60 feet of it at all times, defending the dragon pillar from all non-Cinderclaws. While a target is controlled, it is treated as a Cinderclaw ally by the dragon pillar. The dragon pillar can control up to 3 targets at a time; any targets in excess who critically fail this saving throw are instead confused for `1d4+1` rounds. A controlled creature can attempt a new Will save once every 24 hours to escape control, but doing so automatically causes the dragon pillar to attack it with a new eye beam to attempt to re-establish control. The control ends if the pillar is destroyed. -- **Yellow Eye Beam (area A12)** ([electricity](../../../rules/traits/electricity.md)) `6d6` electricity damage (DC 24 basic Reflex save). -- **Orange Eye Beam (area A15)** ([acid](../../../rules/traits/acid.md)) `6d6` acid damage (DC 24 basic Reflex save). -- **Red Eye Beam (area A16)** ([fire](../../../rules/traits/fire.md)) `6d6` fire damage (DC 24 basic Reflex save). -- **Violet Eye Beam (area A9)** ([incapacitation](../../../rules/traits/incapacitation.md)) DC 24 Will save. - - > [!success-degree] - > - **Critical Success** The target is unaffected. - > - **Success** The target is [stunned](../../../rules/conditions.md#Stunned). - > - **Failure** The target is [stunned](../../../rules/conditions.md#Stunned). - > - **Critical Failure** The target is [stunned](../../../rules/conditions.md#Stunned). - -%% #trait/divine #trait/evocation #trait/range-120-feet %% -``` -```` -^routine - -**Reset** The dragon pillar deactivates and resets as soon as it perceives no appropriate targets in range. - -*Source: Age of Ashes #2: Cult of Cinders p. 28* diff --git a/Compendium/gm/hazards/dragonstorm-aoa6.md b/Compendium/gm/hazards/dragonstorm-aoa6.md deleted file mode 100644 index e4a57f583..000000000 --- a/Compendium/gm/hazards/dragonstorm-aoa6.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa6 -- trait/environmental -- trait/magical -- trait/rare -aliases: ["Dragonstorm"] ---- -# Dragonstorm *Hazard 18* -[environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Complexity** Simple -- **Stealth** +40 legendary - -A massive storm stirs in the skies above Breachill and Citadel Altaerein. As specific events begin during the three waves of the manifestation's retribution, the dragonstorm wreaks localized havoc. - -- **Disable** The dragonstorm can't be disabled—only endured. - -It ends only once the attack on Breachill and Citadel Altaerein is over. - -```ad-embed-ability -title: Localized Dragonstorm [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[air](../../../rules/traits/air.md) - -- **Trigger**: A new wave begins - -**Effect** Roll `1d10` to determine which effect manifests from the following possibilities. The placement of these effects is guided by [Dahak](../../../compendium/setting/deities/dahak-logm.md)'s will, and they should manifest in the most detrimental locations possible to. -%% #trait/air %% -``` -```ad-embed-ability -title: the PCs. - -1–2: Acid Rain (acid) A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take `6d10` acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 [persistent acid damage](../../../rules/conditions.md#Persistent%20Damage). - -3–4: Freezing Wind (cold) A barrage of freezing wind and hail assaults all creatures in a 20-foot burst. - -Creatures in the area take `3d10` cold damage and `3d10` bludgeoning damage (DC 42 basic Reflex save) - -Creatures that critically fail are [slowed](../../../rules/conditions.md#Slowed) for 1 round. - -5–6: Bolts of Lightning (electricity) Several bolts of lightning strike all creatures in a 20-foot burst. - -Creatures in the area take `6d10` electricity damage (DC 42 basic Reflex save). Creatures that critically fail their saves become [blinded](../../../rules/conditions.md#Blinded) and [deafened](../../../rules/conditions.md#Deafened) for 1 round. - -7–8: Flaming Vortex (fire) Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take `6d10` fire damage (DC 42 basic Reflex save) - -Creatures that critically fail their saves also take 5 [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage). - -9–10: Poison Miasma (poison) Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become [concealed](../../../rules/conditions.md#Concealed), and creatures outside it become [concealed](../../../rules/conditions.md#Concealed) to creatures within it. Creatures within the mist take `6d10` poison damage (DC 42 basic Fortitude save). Creatures that critically fail their saves become [enfeebled](../../../rules/conditions.md#Enfeebled). -``` - -*Source: Age of Ashes #6: Broken Promises p. 7* diff --git a/Compendium/gm/hazards/dream-pollen-pods-ec1.md b/Compendium/gm/hazards/dream-pollen-pods-ec1.md deleted file mode 100644 index 326f35882..000000000 --- a/Compendium/gm/hazards/dream-pollen-pods-ec1.md +++ /dev/null @@ -1,60 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec1 -- trait/complex -- trait/environmental -- trait/trap -aliases: ["Dream Pollen Pods"] ---- -# Dream Pollen Pods *Hazard 3* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +12 trained - -Four magical plants inside the wagon release hallucinogenic pollen when disturbed. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 18 (trained) to carefully remove a pollen pod or [Nature](../../skills.md#Nature) DC 18 (trained) to prevent a pod from bursting. - -- **AC** 18 , **Fort** +9, **Ref** +3 -- **Hardness** 1, **HP** 32 (BT 16) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Pollen Burst [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The wagon door is opened or the pods are disturbed - -**Effect** A pod makes a pollen spray [Strike](../../../rules/actions/strike.md) against an adjacent creature or the creature that opened the door, the door falls off the wagon, and the trap rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(4 actions) The trap loses 1 action each turn for each removed or disabled pollen pod. The trap doesn't take a multiple attack penalty. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Pollen Spray (12) (range <20 feet>) -**Damage** `1d8` poison and hallucinogenic pollen - -**Effects** hallucinogenic pollen - -%% #trait/range-20-feet %% -``` - -```ad-embed-ability -title: Hallucinogenic Pollen - -A creature hit by the trap's pollen spray must succeed at a DC 20 Will save or it is [confused](../../../rules/conditions.md#Confused) for 1 round and takes a –2 status penalty to [Perception](../../../compendium/skills.md#Perception) checks and saves against [mental](../../../rules/traits/mental.md) effects for `1d4` hours. - -On a critical failure, the penalty is instead –4. -``` -```` -^routine - -**Reset** The trap resets after 1 hour, when the pods have regrown additional pollen. If all the pods are removed or disabled, the trap doesn't reset. - -*Source: Extinction Curse #1: The Show Must Go On p. 12* diff --git a/Compendium/gm/hazards/drowning-pit.md b/Compendium/gm/hazards/drowning-pit.md deleted file mode 100644 index 6bf6994db..000000000 --- a/Compendium/gm/hazards/drowning-pit.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Drowning Pit"] ---- -# Drowning Pit *Hazard 3* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +10 trained DC 22 (expert) to notice the water spouts once the pit opens. - -A trapdoor covers a 10-foot-square pit that's 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to [hidden](../../../Rules/conditions.md#Hidden) water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 18 (trained) to seal each water spout, - -```ad-embed-ability -title: Thievery DC - -22 (trained) to open the trapdoor, or [Athletics](../../../compendium/skills.md#Athletics) DC 22 to [Force Open](../../../rules/actions/force-open.md) the trapdoor AC 19; Fort +8, Ref +5 Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout Hardness 8, Spout HP 32 (BT 16); Immunities critical hits, object immunities, precision damage. -``` -```ad-embed-ability -title: Pitfall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature walks onto the trapdoor. - -**Effect** The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can [Grab an Edge](../../../rules/actions/grab-an-edge.md) to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet. - -Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning. -``` -^routine - -**Reset** The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective. - -*Source: Core Rulebook p. 526* diff --git a/Compendium/gm/hazards/echoes-of-betrayal-aoa4.md b/Compendium/gm/hazards/echoes-of-betrayal-aoa4.md deleted file mode 100644 index 818207bb1..000000000 --- a/Compendium/gm/hazards/echoes-of-betrayal-aoa4.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa4 -- trait/complex -- trait/haunt -- trait/ne -- trait/unique -aliases: ["Echoes Of Betrayal"] ---- -# Echoes Of Betrayal *Hazard 16* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) [ne](../../../Rules/traits/neutral-evil-b1.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** DC 35 master to hear the quiet murmurs of angry spirits. - -Malevolent spirits led by a ghostly image of Ludika rise and begin a deadly brawl. These spirits attempt to overwhelm living creatures, forcing them to join the battle. - -- **Disable** [Religion](../../skills.md#Religion) DC 35 (master) three times to exorcise the spirits or [Diplomacy](../../skills.md#Diplomacy) DC 39 (expert) three times to talk them down. - -```ad-embed-ability -title: Confuse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: At least three creatures enter area H10. - -**Effect** The haunt takes control of all creatures in the prison, affecting them with confusion (8th level, DC 37). -%% #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% -``` - -````ad-pf2-summary -title: Routine -(1 action) As 1 action, the haunt causes a barrage of ghostly fists to lash from the walls, floors, and ceiling. - -The haunt attempts a spectral fist [Strike](../../../rules/actions/strike.md) against each creature in area H10. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Fist (35) ([magical](../../../rules/traits/magical.md), [reach <10 feet>](../../../rules/traits/reach.md)) -**Damage** `5d10` bludgeoning, and the creature must attempt a new DC 37 Will save against confusion if it's not already [confused](../../../rules/conditions.md#Confused). - -**Effects** and the creature must attempt a new DC 37 Will save against confusion if it's not already [confused](../../../rules/conditions.md#Confused). - -%% #trait/magical #trait/reach-10-feet %% -``` -```` -^routine - -**Reset** After 24 hours, the haunt returns. - -The spirits are permanently put to rest only if a lawfully appointed judge from Saggorak (or Kovlar) comes into the prison, takes damage from the haunt, and survives the attack. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 53* diff --git a/Compendium/gm/hazards/echoes-of-faith-ec2.md b/Compendium/gm/hazards/echoes-of-faith-ec2.md deleted file mode 100644 index 26ea74948..000000000 --- a/Compendium/gm/hazards/echoes-of-faith-ec2.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec2 -- trait/haunt -aliases: ["Echoes Of Faith"] ---- -# Echoes Of Faith *Hazard 6* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 24 expert - -The restless spirits of clergy who once inhabited this now-defiled temple of Aroden remain within the sanctuary and pulpit. - -- **Disable** DC 26 [Occultism](../../skills.md#Occultism) (expert) to exorcise the spirits, or [Deception](../../skills.md#Deception) or DC 28 [Religion](../../skills.md#Religion) (trained) to imitate the Arodenite faith and render the haunt harmless until it resets - -- **AC** 24 , **Fort** +13, **Will** +15 -- **HP** 60 -- **Immunities** critical hits; physical damage -- **Resistances** -- **Weaknesses** nullpositive 10 - -```ad-embed-ability -title: Phantom Sermon [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Trigger**: A non-Arodenite creature approaches within 5 feet of the lectern - -**Effect** A spectral minister appears before the pulpit, resembling an ever-shifting amalgamation of several past priests. The spectral minister delivers fervent exhortations about faithlessness. Each creature on the dais must succeed at a DC 24 Will save or become [drained](../../../rules/conditions.md#Drained). On a critical failure, the creature is [drained](../../../rules/conditions.md#Drained). -%% #trait/divine #trait/necromancy %% -``` - -**Reset** The spirits return in `1d8` hours as long as any xulgaths remain in Moonstone Hall. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 29* diff --git a/Compendium/gm/hazards/ectoplasmic-grasp-botd.md b/Compendium/gm/hazards/ectoplasmic-grasp-botd.md deleted file mode 100644 index 70a3180b2..000000000 --- a/Compendium/gm/hazards/ectoplasmic-grasp-botd.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Ectoplasmic Grasp"] ---- -# Ectoplasmic Grasp *Hazard 5* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 23 trained to notice ectoplasm coalescing - -A massive ectoplasmic hand forms around a creature and squeezes it. - -- **Disable** DC 24 [Occultism](../../skills.md#Occultism) (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 [Acrobatics](../../skills.md#Acrobatics) to move through and disrupt the coalescing ectoplasm before it takes hold - -```ad-embed-ability -title: Squeeze [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves over the haunt's area - -**Effect** The hand forms out of ectoplasm and squeezes the triggering creature, dealing `3d8+14` bludgeoning damage (DC 22 basic Fortitude save). On a failure, the creature is [immobilized](../../../rules/conditions.md#Immobilized) ([Escape](../../../rules/actions/escape.md) DC 22). -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 66* diff --git a/Compendium/gm/hazards/electric-latch-rune.md b/Compendium/gm/hazards/electric-latch-rune.md deleted file mode 100644 index 7252d5cb9..000000000 --- a/Compendium/gm/hazards/electric-latch-rune.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/electricity -- trait/evocation -- trait/magical -- trait/trap -aliases: ["Electric Latch Rune"] ---- -# Electric Latch Rune *Hazard 3* -[electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained - -An [invisible](../../../Rules/conditions.md#Invisible) rune imprinted on a door latch releases a powerful electric discharge. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune. - -```ad-embed-ability -title: Electrocution [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [electricity](../../../rules/traits/electricity.md) [evocation](../../../rules/traits/evocation.md) - -- **Trigger**: A creature grasps the door latch directly or with a tool. - -**Effect** The trap deals `3d12` electricity damage to the triggering creature (DC 22 basic Reflex save). -%% #trait/arcane #trait/electricity #trait/evocation %% -``` - -*Source: Core Rulebook p. 523* diff --git a/Compendium/gm/hazards/electrified-water-ward-sot2.md b/Compendium/gm/hazards/electrified-water-ward-sot2.md deleted file mode 100644 index 11341bba3..000000000 --- a/Compendium/gm/hazards/electrified-water-ward-sot2.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sot2 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Electrified Water Ward"] ---- -# Electrified Water Ward *Hazard 8* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +18 expert - -Passing over an [invisible](../../../Rules/conditions.md#Invisible) rune on the floor between the north and south doors triggers a dancing burst of electricity. - -- **Disable** DC 26 [Thievery](../../skills.md#Thievery) (expert), DC 28 [Arcana](../../skills.md#Arcana) (expert), - -```ad-embed-ability -title: or DC - -28 [Occultism](../../../compendium/skills.md#Occultism) (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room. -``` -```ad-embed-ability -title: Electrocution [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [electricity](../../../rules/traits/electricity.md) [evocation](../../../rules/traits/evocation.md) - -- **Trigger**: A creature passes over the [invisible](../../../rules/conditions.md#Invisible) underwater rune between the north and south doors - -**Effect** The trap deals `4d10` electricity damage (DC 26 basic Reflex save) to creatures touching the water, and then rolls initiative. -%% #trait/arcane #trait/electricity #trait/evocation %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The trap deals `4d10` electricity damage (DC 26 basic Reflex save) to all creatures in the room. - -A creature that fails the save is [slowed](../../../rules/conditions.md#Slowed) ([slowed](../../../rules/conditions.md#Slowed) on a critical failure). A creature that isn't touching the water treats the result of its saving throw as one degree of success better. -``` -^routine - -**Reset** The pulses stop as soon as no creatures are in the hallway, and then reset after 1 hour. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 57* diff --git a/Compendium/gm/hazards/endless-elven-aging-aoa5.md b/Compendium/gm/hazards/endless-elven-aging-aoa5.md deleted file mode 100644 index aa54e2bd7..000000000 --- a/Compendium/gm/hazards/endless-elven-aging-aoa5.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa5 -- trait/complex -- trait/haunt -- trait/magical -aliases: ["Endless Elven Aging"] ---- -# Endless Elven Aging *Hazard 17* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) [magical](../../../Rules/traits/magical.md) - -- **Complexity** Complex -- **Stealth** +33 master - -A haunted mural fascinates characters and swiftly drains their vitality. - -- **Disable** [Occultism](../../skills.md#Occultism) DC 38 (master) or [Religion](../../skills.md#Religion) DC 38 (master) to calm the restless energies and suppress the haunt for 1 hour; a critical success deactivates the haunt permanently. - -```ad-embed-ability -title: Painting AC - -20; Fort +13, Ref +5 Painting Hardness 15; Painting HP 30 per square (6 squares must be destroyed to disable the haunt); Immunities critical hits, object immunities, precision damage. -``` -```ad-embed-ability -title: Lifelike Scintillation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divination](../../../rules/traits/divination.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A living creature examines the mural or enters the room - -**Effect** The haunt activates and rolls initiative. -%% #trait/divination #trait/occult %% -``` - -````ad-pf2-summary -title: Routine -(2 actions) The haunt lures creatures into area A2 using Captivate. Any actions it hasn't used to Captivate are used to drain a living creature in the room with Live a Thousand Lives. - -```ad-embed-ability -title: Captivate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[charm](../../../rules/traits/charm-b1.md) [enchantment](../../../rules/traits/enchantment.md) [incapacitation](../../../rules/traits/incapacitation.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -The faintly moving images compel one creature within 30 feet of the room to move into the room. The creature attempts a DC 38 Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target becomes [fatigued](../../../rules/conditions.md#Fatigued). -> - **Failure** The target becomes [drained](../../../rules/conditions.md#Drained) (or its [drained](../../../rules/conditions.md#Drained) value increases by 1, to a maximum of [drained](../../../rules/conditions.md#Drained)), and it is [paralyzed](../../../rules/conditions.md#Paralyzed) until the end of its next turn. -> - **Critical Failure** As failure, but the target also becomes [doomed](../../../rules/conditions.md#Doomed) (or its [doomed](../../../rules/conditions.md#Doomed) value increases by 1). -%% #trait/charm #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% -``` -```` -^routine - -**Reset** The haunt continues its routine until there are no targets within 30 feet of the room. It then resets over the course of 1 minute and is able to activate again. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 7* diff --git a/Compendium/gm/hazards/entombed-spirit-botd.md b/Compendium/gm/hazards/entombed-spirit-botd.md deleted file mode 100644 index c3836d307..000000000 --- a/Compendium/gm/hazards/entombed-spirit-botd.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/complex -- trait/haunt -aliases: ["Entombed Spirit"] ---- -# Entombed Spirit *Hazard 2* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +11 trained - -The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when a murder victim is entombed within a wall before or after their death. - -- **Disable** DC 17 [Occultism](../../skills.md#Occultism) (trained) to weaken the spirit, DC 18 [Athletics](../../skills.md#Athletics) (trained) to force the spirit's face back inside the wall, or DC 19 [Diplomacy](../../skills.md#Diplomacy) (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt - -- **AC** 15 , null -- **Hardness** 9 (wall); **HP** 30 (BT 15) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Gasp [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](../../../rules/traits/enchantment.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature moves adjacent to the wall where the corpse is entombed - -**Effect** The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be [frightened](../../../rules/conditions.md#Frightened) for as long as the haunt remains active. The haunt then rolls initiative -%% #trait/enchantment #trait/fear #trait/mental #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -(3 actions) The spirit attempts to [Grapple](../../../rules/actions/grapple.md) up to two creatures within 10 feet with a +14 [Athletics](../../../compendium/skills.md#Athletics) modifier, then squeezes each creature it has [grabbed](../../../rules/conditions.md#Grabbed), dealing `1d10+4` damage. The haunt doesn't apply a multiple attack penalty to the second attempt to [Grapple](../../../rules/actions/grapple.md). -``` -^routine - -**Reset** The haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall. - -*Source: Book of the Dead p. 67* diff --git a/Compendium/gm/hazards/entrapping-chair-da.md b/Compendium/gm/hazards/entrapping-chair-da.md deleted file mode 100644 index d03e1cd67..000000000 --- a/Compendium/gm/hazards/entrapping-chair-da.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/mechanical -- trait/trap -aliases: ["Entrapping Chair"] ---- -# Entrapping Chair *Hazard 5* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 26 (0 to notice the chair) - -A chair on [concealed](../../../Rules/conditions.md#Concealed) tracks surges forward, knocking a creature into the chair's seat and trapping them in place with clamping armrests. - -- **Disable** DC 23 [Thievery](../../skills.md#Thievery) (expert) to disrupt the tracks - -- **AC** 22 , **Fort** +15, **Ref** +9 -- **Hardness** 14, **HP** 54 (BT 27) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Take a Seat! [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps on the track - -**Effect** The chair rockets forward along the track and slams into the triggering creature, dealing `3d8+15` bludgeoning damage. A creature who succeeds at a DC 22 Reflex save takes no damage and moves out of the chair's path into a random adjacent square not containing the track. - -A creature who fails this saving throw is knocked into the chair's seat and immediately captured by the armrests, becoming [grabbed](../../../rules/conditions.md#Grabbed) ([restrained](../../../rules/conditions.md#Restrained) on a critical failure; [Escape](../../../rules/actions/escape.md) DC 26). -``` - -**Reset** The trap resets automatically over 2 rounds if the chair is unoccupied. - -*Source: Dark Archive p. 123* diff --git a/Compendium/gm/hazards/envenomed-thorns-trap-ec1.md b/Compendium/gm/hazards/envenomed-thorns-trap-ec1.md deleted file mode 100644 index 99ef63a82..000000000 --- a/Compendium/gm/hazards/envenomed-thorns-trap-ec1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec1 -- trait/mechanical -- trait/trap -aliases: ["Envenomed Thorns Trap"] ---- -# Envenomed Thorns Trap *Hazard 2* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained - -A trip wire strung 4 feet above the ground releases a branch studded with envenomed thorns. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 18 (trained) to remove the trip wire. - -- **AC** 18 , **Fort** +10, **Ref** +4 -- **Hardness** 5, **HP** 28 (BT 14) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Thorny Branch [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[poison](../../../rules/traits/poison.md) - -- **Trigger**: The trip wire is touched - -**Effect** The trap's poisoned thorns attack the creature or object touching the trip wire. -%% #trait/poison %% -``` - -*Source: Extinction Curse #1: The Show Must Go On p. 13* diff --git a/Compendium/gm/hazards/exhaling-portal-da.md b/Compendium/gm/hazards/exhaling-portal-da.md deleted file mode 100644 index 42adba5f9..000000000 --- a/Compendium/gm/hazards/exhaling-portal-da.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/complex -- trait/magical -- trait/trap -aliases: ["Exhaling Portal"] ---- -# Exhaling Portal *Hazard 9* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 33 - -Magic runes carved into a doorframe connect a door to the Plane of Air when opened, blowing creatures down the connecting hall. - -- **Disable** DC 30 [Thievery](../../skills.md#Thievery) (expert) twice to scratch out the runes, or dispel magic (5th level; counteract DC 30) to counteract the planar runes; DC 32 [Athletics](../../skills.md#Athletics) to shut the door if it's open (using [Athletics](../../skills.md#Athletics) only stops the trap, it doesn't fully disable it) - -```ad-embed-ability -title: Gust [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[air](../../../rules/traits/air.md) [conjuration](../../../rules/traits/conjuration.md) - -- **Trigger**: A creature opens the door - -**Effect** The hall is buffeted by powerful winds for as long as the door remains open. A creature must succeed at a DC 32 [Athletics](../../../compendium/skills.md#Athletics) check to move toward the door. A creature who fails at this check is pushed back 5 feet and falls [prone](../../../rules/conditions.md#Prone). - -Additionally, the triggering creature is blasted by a powerful gust of wind and must attempt a DC 32 Fortitude save. The trap then rolls initiative. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is pushed back 5 feet. -> - **Failure** The creature is pushed back 10 feet. -> - **Critical Failure** The creature is pushed back 10 feet and knocked [prone](../../../rules/conditions.md#Prone). -%% #trait/air #trait/conjuration %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The trap uses 1 action to blow powerful winds down the hall. Each creature in the hall must attempt a DC 32 Fortitude save with the same results as Gust. If this forced movement would cause a creature to collide with a solid object or fall downstairs or out a window, that creature takes an additional `2d10+11` bludgeoning damage (or 20 damage due to a fall). -``` -^routine - -**Reset** Automatic after the door is shut - -*Source: Dark Archive p. 125* diff --git a/Compendium/gm/hazards/exploding-statue-aoe1.md b/Compendium/gm/hazards/exploding-statue-aoe1.md deleted file mode 100644 index d21c388ea..000000000 --- a/Compendium/gm/hazards/exploding-statue-aoe1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/mechanical -- trait/trap -aliases: ["Exploding Statue"] ---- -# Exploding Statue *Hazard 2* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 18 trained - -A hollow statue filled with explosives is connected to a trip wire running along the adjacent door. - -- **Disable** DC 21 [Thievery](../../skills.md#Thievery) (trained) to safely cut the wire. - -- **AC** 21 , **Fort** +6, **Ref** +12 -- **Hardness** 5, **HP** 30 (BT 15) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature opens the northern door without first disabling the trip wire - -**Effect** The statue explodes, spraying shrapnel to the west in a 5-foot cone and dealing `1d10+7` piercing and `1d10` fire damage to all creatures in the affected area (DC 18 basic Reflex save). -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 26* diff --git a/Compendium/gm/hazards/explosive-barrels-aoe1.md b/Compendium/gm/hazards/explosive-barrels-aoe1.md deleted file mode 100644 index f6993ec28..000000000 --- a/Compendium/gm/hazards/explosive-barrels-aoe1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/environmental -- trait/fire -aliases: ["Explosive Barrels"] ---- -# Explosive Barrels *Hazard 2* -[environmental](../../../Rules/traits/environmental.md) [fire](../../../Rules/traits/fire.md) - -- **Complexity** Simple -- **Stealth** DC 15 - -Wooden barrels marked with an oil-drop symbol catch fire and explode. - -- **Disable** [Survival](../../skills.md#Survival) DC 20 to smother the flames without rupturing the barrels. - -- **AC** 15 , **Fort** +11, **Ref** +3 -- **Hardness** 1, **HP** 5 -- **Immunities** object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Explode [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: 4 rounds pass after the agents' arrival without anyone smothering them - -**Effect** The barrels explode, dealing `3d6+8` fire damage to everything within a 20-foot radius (basic DC 20 Reflex save). -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 10* diff --git a/Compendium/gm/hazards/explosive-furniture-trap-ec4.md b/Compendium/gm/hazards/explosive-furniture-trap-ec4.md deleted file mode 100644 index 525dd28e3..000000000 --- a/Compendium/gm/hazards/explosive-furniture-trap-ec4.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec4 -- trait/mechanical -- trait/trap -aliases: ["Explosive Furniture Trap"] ---- -# Explosive Furniture Trap *Hazard 12* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 30 expert - -Wiring keeping the furniture together unravels, causing the spring-loaded pieces of furniture and wire to shoot outward. - -- **Disable** DC 34 [Thievery](../../skills.md#Thievery) (expert) to identify and harmlessly cut the taut wiring. - -- **AC** 33 , **Fort** +25, **Ref** +19 -- **Hardness** 21, **HP** 84 (BT 42) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Unsprung Wires [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves within 5 feet of the pile of [broken](../../../rules/conditions.md#Broken) furniture - -**Effect** The pile of furniture and entangling wires explodes outward. The trap deals `6d10+27` slashing damage (DC 32 basic Reflex save). On a failed save, the target takes a –10-foot penalty to all its Speeds for 1 round (1 minute on a critical failure). -``` - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 18* diff --git a/Compendium/gm/hazards/explosive-steam-trap-ooa2.md b/Compendium/gm/hazards/explosive-steam-trap-ooa2.md deleted file mode 100644 index b0a3afc1a..000000000 --- a/Compendium/gm/hazards/explosive-steam-trap-ooa2.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa2 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Explosive Steam Trap"] ---- -# Explosive Steam Trap *Hazard 7* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 20 trained to find the desk switch; DC 28 (expert) to find the trapdoor and charge - -A black‑powder charge fastened to a trapdoor (marked with a "T" on the map) blows a hole in a steam tunnel, filling the room with superheated steam. - -- **Disable** DC 18 [Thievery](../../skills.md#Thievery) (trained) to disarm the desk switch; - -- **AC** 25 , **Fort** +18, **Ref** +15 -- **Trapdoor Hardness** 8, **Trapdoor HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: DC - -28 (expert) to disarm the trapdoor charge -``` -```ad-embed-ability -title: Explosive Charge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The desk switch is pressed or the trapdoor is opened - -**Effect** The charge on the door explodes. All creatures within 10 feet take `2d10+6` fire damage, `1d10+3` piercing damage, and `1d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) (DC 22 basic Reflex save). The room is filled with steam, making all creatures within the room [concealed](../../../rules/conditions.md#Concealed). The trap then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a DC 28 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes `1d10+3` fire damage. -> - **Failure** The creature takes `2d10+6` fire damage and is [blinded](../../../rules/conditions.md#Blinded) for 1 round. -> - **Critical Failure** The creature takes `2d10+6` fire damage, is [fatigued](../../../rules/conditions.md#Fatigued), and is [blinded](../../../rules/conditions.md#Blinded) for 1 round. -``` -^routine - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 55* diff --git a/Compendium/gm/hazards/eyeball-tank-aoe5.md b/Compendium/gm/hazards/eyeball-tank-aoe5.md deleted file mode 100644 index bf7f4d46d..000000000 --- a/Compendium/gm/hazards/eyeball-tank-aoe5.md +++ /dev/null @@ -1,78 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe5 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Eyeball Tank"] ---- -# Eyeball Tank *Hazard 15* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +31 master - -A vat of thick glass stands 10 feet high and is filled with green slime and fist-sized eyeballs. - -- **Disable** DC 38 [Thievery](../../skills.md#Thievery) (master) or DC 34 [Crafting](../../skills.md#Crafting) (expert) to acidify the slime inside the tank, destroying the eyeballs. - -- **AC** 33 , **Fort** +29, **Ref** +26 -- **Tank Hardness** 2, **Tank HP** 180 (BT 90) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Eye-Opener [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Three or more living creatures remain within 20 feet of the trap for 1 round - -**Effect** The trap rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(3 actions) Each round, the vat uses all three of its actions to shoot random eye rays at any living creatures (except Ixusoth) in range. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Despair Ray (28) ([emotion](../../../rules/traits/emotion.md), [enchantment](../../../rules/traits/enchantment.md), [mental](../../../rules/traits/mental.md), range <100 feet>) -**Damage** target is subjected to a [crushing despair](../../../compendium/spells/crushing-despair.md) spell (DC 33) - -**Effects** target is subjected to a [crushing despair](../../../compendium/spells/crushing-despair.md) spell (DC 33) - -%% #trait/emotion #trait/enchantment #trait/mental #trait/range-100-feet %% -``` - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Feeblemind Ray (28) ([curse](../../../rules/traits/curse.md), [enchantment](../../../rules/traits/enchantment.md), [incapacitation](../../../rules/traits/incapacitation.md), [mental](../../../rules/traits/mental.md), range <100 feet>) -**Damage** target is subjected to a [feeblemind](../../../compendium/spells/feeblemind.md) spell (DC 36) - -**Effects** target is subjected to a [feeblemind](../../../compendium/spells/feeblemind.md) spell (DC 36) - -%% #trait/curse #trait/enchantment #trait/incapacitation #trait/mental #trait/range-100-feet %% -``` - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spirit Blast Ray (28) ([force](../../../rules/traits/force.md), [necromancy](../../../rules/traits/necromancy.md), range <100 feet>) -**Damage** target is subjected to a [spirit blast](../../../compendium/spells/spirit-blast.md) spell (DC 36) - -**Effects** target is subjected to a [spirit blast](../../../compendium/spells/spirit-blast.md) spell (DC 36) - -%% #trait/force #trait/necromancy #trait/range-100-feet %% -``` - -```ad-embed-ability -title: Spill Eyeballs [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The tank reaches its [Broken](../../../rules/conditions.md#Broken) Threshold - -**Effect** The glass shatters, spilling eyeballs onto the floor in a 15-foot radius and casting grease (DC 33) on the affected area. The eyeball tank is permanently destroyed and can't be reset. -``` -```` -^routine - -**Reset** The trap can be reset by adding 100 new eyeballs to the tank and allowing them to grow in the slime for 1 week. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 51* diff --git a/Compendium/gm/hazards/falling-debris-fop.md b/Compendium/gm/hazards/falling-debris-fop.md deleted file mode 100644 index 7c2f29cd4..000000000 --- a/Compendium/gm/hazards/falling-debris-fop.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/fop -- trait/mechanical -- trait/trap -aliases: ["Falling Debris"] ---- -# Falling Debris *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 17 trained - -A pressure-sensitive floorboard connects to a beam holding up debris in the crawlway's ceiling. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 15 (trained) on the floorboard before the debris falls. - -- **AC** 16 , **Fort** +8, **Ref** +2 -- **Hardness** 5, **HP** 20 (BT 10) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Falling Debris [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Pressure is placed on the floorboard. - -**Effect** The ceiling in the crawlway collapses in the square where the passage turns, and also in the two adjacent squares. Anyone in these three squares takes `3d6` bludgeoning damage and can attempt a DC 14 Reflex save to reduce the damage. For the creature in the center square, where the trap is triggered, this is a basic save. Creatures in the two adjacent squares take no damage on a success or critical success as they avoid the falling debris entirely, but take full damage on a failed save, and take double damage on a critical failure. Creatures that take damage from the debris are [immobilized](../../../rules/conditions.md#Immobilized), trapped under the crushing weight. Clearing out a square of debris requires a successful DC 17 [Athletics](../../../compendium/skills.md#Athletics) skill check, with the following effects. Critical Success The square is cleared in 1 minute. Success The square is cleared in 5 minutes. Failure The square is cleared in 10 minutes. Critical Failure The ceiling above the square collapses further, dealing an additional `2d6` to the character digging out the square and any character trapped in that square. This takes 1 minute and no progress is made. -``` - -*Source: The Fall of Plaguestone p. 18* diff --git a/Compendium/gm/hazards/falling-portcullis-trap-ooa2.md b/Compendium/gm/hazards/falling-portcullis-trap-ooa2.md deleted file mode 100644 index 35a59b0b0..000000000 --- a/Compendium/gm/hazards/falling-portcullis-trap-ooa2.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa2 -- trait/mechanical -- trait/trap -aliases: ["Falling Portcullis Trap"] ---- -# Falling Portcullis Trap *Hazard 7* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 22 expert to spot the sockets in the floor where the portcullis drops; DC 28 (expert) to spot the floor trigger - -An iron portcullis drops from the ceiling when a pressure plate is triggered. - -- **Disable** DC 27 [Thievery](../../skills.md#Thievery) (expert) to disable the floor trigger, or DC 27 [Athletics](../../skills.md#Athletics) or [Engineering Lore](../../skills.md#Lore) to jam the portcullis in the ceiling - -- **AC** 25 , **Fort** +15, **Ref** +18 -- **Hardness** 18, **HP** 72 (BT 36) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Slam Shut [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The pressure plate is depressed - -**Effect** The portcullis falls, closing off the hallway. - -Any creature under the portcullis when it drops takes `4d10+18` piercing damage and is [immobilized](../../../rules/conditions.md#Immobilized). A creature that succeeds at a DC 26 Reflex save takes no damage and rolls away in a random direction; on a critical success, they can choose the direction. (For the rules on freeing an [immobilized](../../../rules/conditions.md#Immobilized) creature, see the sidebar on page 515 of the Core Rulebook.) If the trap was triggered by a creature moving north with a Speed of at least 10 feet, they're considered to be under the portcullis when it triggers. Creatures moving south when triggering the portcullis aren't considered to be under the portcullis when it triggers. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 62* diff --git a/Compendium/gm/hazards/false-door-trap-aoe4.md b/Compendium/gm/hazards/false-door-trap-aoe4.md deleted file mode 100644 index 4a96333e6..000000000 --- a/Compendium/gm/hazards/false-door-trap-aoe4.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe4 -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["False Door Trap"] ---- -# False Door Trap *Hazard 12* -[magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 37 expert - -A [hidden](../../../Rules/conditions.md#Hidden) needle delivers a magical poison to anyone trying to open the door. - -- **Disable** DC 32 [Thievery](../../skills.md#Thievery) (master) to jam the needle in its housing or dispel magic (6th level, counteract DC 30) to dispel the magical poison. - -- **AC** 31 , **Fort** +23, **Ref** +17 -- **Hardness** 25, **HP** 100 (BT 50) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Purple Worm Sting [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[necromancy](../../../rules/traits/necromancy.md) [poison](../../../rules/traits/poison.md) [primal](../../../rules/traits/primal.md) - -- **Trigger**: A creature touches the door - -**Effect** The creature is targeted by purple worm sting (DC 32 Fortitude save). -%% #trait/necromancy #trait/poison #trait/primal %% -``` - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 23* diff --git a/Compendium/gm/hazards/false-door-trap-ooa2.md b/Compendium/gm/hazards/false-door-trap-ooa2.md deleted file mode 100644 index 59132cd7d..000000000 --- a/Compendium/gm/hazards/false-door-trap-ooa2.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa2 -- trait/mechanical -- trait/trap -aliases: ["False Door Trap"] ---- -# False Door Trap *Hazard 6* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 28 expert to see the brick wall behind the edges of the door - -A black‑powder charge detonates as soon as the doorknob is turned, shattering the door into splinters. - -- **Disable** DC 27 [Thievery](../../skills.md#Thievery) (expert) to disable the doorknob trigger - -- **AC** 24 , **Fort** +17, **Ref** +11 -- **Hardness** 8, **HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Explosive Charge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The doorknob is turned - -**Effect** The charge behind the door explodes, dealing `2d8+9` fire damage and `2d8+9` piercing damage to all creatures in a 10‑foot cone blasting outward from the door (DC 27 basic Reflex save). The sound of the explosion can be heard up to 50 feet away -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 59* diff --git a/Compendium/gm/hazards/false-floor-da.md b/Compendium/gm/hazards/false-floor-da.md deleted file mode 100644 index 1fb973f6a..000000000 --- a/Compendium/gm/hazards/false-floor-da.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/illusion -- trait/magical -- trait/trap -aliases: ["False Floor"] ---- -# False Floor *Hazard 3* -[illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 23 (trained; or 0 if the illusory floor is dispelled) - -The floor in this chamber is an illusion, which conceals a 40-foot drop to the true floor below. Additionally, the area beneath the floor is magically silenced—no sound is audible within nor does sound leave this space. - -- **Disable** Succeeding on a [Perception](../../skills.md#Perception) check against the [Stealth](../../skills.md#Stealth) DC of 21 (including the check to find the trap) disbelieves the illusory floor, or dispel magic (2nd level; counteract DC 18) to dispel the illusory floor; dispel magic (2nd level; counteract DC 20) to dispel the magical silence - -```ad-embed-ability -title: Drop [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature walks onto the illusory floor - -**Effect** The triggering creature falls through the illusory floor and takes falling damage (typically 20 bludgeoning damage). That creature can use the [Grab an Edge](../../../rules/actions/grab-an-edge.md) reaction to avoid falling. The DC to [Climb](../../../rules/actions/climb.md) the walls or [Grab an Edge](../../../rules/actions/grab-an-edge.md) is 20. -``` - -**Reset** automatic - -*Source: Dark Archive p. 123* diff --git a/Compendium/gm/hazards/false-step-floor-da.md b/Compendium/gm/hazards/false-step-floor-da.md deleted file mode 100644 index 1bb8e3b40..000000000 --- a/Compendium/gm/hazards/false-step-floor-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/conjuration -- trait/magical -- trait/teleportation -- trait/trap -aliases: ["False Step Floor"] ---- -# False Step Floor *Hazard 6* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [teleportation](../../../Rules/traits/teleportation.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 25 - -Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the ceiling, landing on the floor. - -- **Disable** DC 28 [Thievery](../../skills.md#Thievery) (trained) to disrupt the magical energy, or DC 27 [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (trained) to realign the magical energy - -```ad-embed-ability -title: False Step [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: A creature enters the room and steps onto the floor - -**Effect** The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to [Grab an Edge](../../../rules/actions/grab-an-edge.md) (DC 24) to avoid falling. -%% #trait/arcane #trait/conjuration #trait/teleportation %% -``` - -**Reset** automatic - -*Source: Dark Archive p. 123* diff --git a/Compendium/gm/hazards/field-of-opposition-aoe6.md b/Compendium/gm/hazards/field-of-opposition-aoe6.md deleted file mode 100644 index a0bd93542..000000000 --- a/Compendium/gm/hazards/field-of-opposition-aoe6.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/complex -- trait/illusion -- trait/magical -- trait/trap -aliases: ["Field Of Opposition"] ---- -# Field Of Opposition *Hazard 20* -[complex](../../../Rules/traits/complex.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +35 - -A distortion in space spawns an aggressive, malevolent shadow duplicate of any characters who pass between Terimor's faces. - -- **Disable** DC 42 [Thievery](../../skills.md#Thievery) (legendary) to permanently disable the planar distortion (DC increases by 2 for each duplicate still extant), or dispel magic (10th level; counteract DC 42) to destroy the planar distortion. - -- **AC** 45 , **Fort** +33, **Ref** +30 -- **Face Hardness** 20, **Face HP** 150 (BT 75) -- **Immunities** -- **Resistances** -- **Weaknesses** nullsonic 20 - -```ad-embed-ability -title: Spawn Mirror Duplicate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../../../rules/traits/conjuration.md) [divine](../../../rules/traits/divine.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: A creature moves between the two glass faces of Olansa Terimor - -**Effect** The planar rift disgorges an evil mirror duplicate of the creature (see below), and the duplicate rolls initiative. The field of opposition can use this reaction once per round but can't spawn a duplicate of a creature that already has a mirror duplicate in existence. -%% #trait/divine #trait/conjuration #trait/teleportation %% -``` -```ad-embed-ability -title: Mirror Duplicate - -A mirror duplicate rolls initiative with a +45 modifier. It uses the same statistics as the original creature, but with a +2 status bonus to AC, attacks, and saving throws. The duplicate is evil, and any abilities reliant on alignment change accordingly. The duplicate is also aggressive, attacking and taking other [hostile](../../../rules/conditions.md#Hostile) actions available to it against anyone other than mirror duplicates. It has three actions and one reaction and can use any of the original creature's abilities. Any limited-use abilities (such as spell slots) are based on what the original had when duplicated and are used up separately from the original creature's. The duplicate also has duplicates of the creature's worn and held items, but not consumables. - -A duplicate is destroyed when reduced to 0 HP, when the trap is disabled or destroyed, or when the duplicate leaves area E2. Its duplicated items disappear when they leave its grip, though they last long enough for ranged [Strikes](../../../rules/actions/strike.md). -``` - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 53* diff --git a/Compendium/gm/hazards/fiendripping-blast-trap-sli.md b/Compendium/gm/hazards/fiendripping-blast-trap-sli.md deleted file mode 100644 index 5620b959b..000000000 --- a/Compendium/gm/hazards/fiendripping-blast-trap-sli.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sli -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Fiendripping Blast Trap"] ---- -# Fiendripping Blast Trap *Hazard 7* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 25 expert - -A blast of energy damages all creatures within 20 feet, with particularly severe damage to [fiends](../../../Rules/traits/fiend.md). - -- **Disable** [Thievery](../../skills.md#Thievery) DC 27 (expert) to identify the proper sequence of buttons in the divots, or [dispel magic](../../spells/dispel-magic.md) (4th level; counteract DC 25) to suppress the [magical](../../../Rules/traits/magical.md) effect for 1 hour. - -```ad-embed-ability -title: Forceful Blast [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) - -- **Trigger**: The door is touched without first pressing the correct sequence of buttons - -**Effect** A blast of energy ripples outward from the door, dealing `4d10` force damage to all creatures within 20 feet and forcing them to make a DC 25 Fortitude save. [Fiends](../../../rules/traits/fiend.md) treat the result of their saving throw as one degree worse. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [sickened](../../../rules/conditions.md#Sickened). -> - **Critical Failure** The creature takes double damage and is [sickened](../../../rules/conditions.md#Sickened); while it is [sickened](../../../rules/conditions.md#Sickened), it's also [slowed](../../../rules/conditions.md#Slowed). -%% #trait/divine #trait/evocation %% -``` - -**Reset** The trap resets after 1 hour. - -*Source: The Slithering p. 32* diff --git a/Compendium/gm/hazards/final-words-botd.md b/Compendium/gm/hazards/final-words-botd.md deleted file mode 100644 index 7dacc7772..000000000 --- a/Compendium/gm/hazards/final-words-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Final Words"] ---- -# Final Words *Hazard 4* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 22 trained to hear the scratch of a quill upon paper - -As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh. - -- **Disable** DC 24 [Religion](../../skills.md#Religion) (trained) to ward off the haunt or DC 25 [Thievery](../../skills.md#Thievery) (trained) to dispose of the letter with extreme care before the haunt can form - -```ad-embed-ability -title: Carve in Flesh [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) [visual](../../../rules/traits/visual.md) - -- **Trigger**: A creature reads the letter - -**Effect** The haunt deals `2d8+11` slashing damage to the triggering creature as the words are carved into its flesh (DC 21 basic Will save). On a failure, the creature takes `2d8` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage). -%% #trait/divine #trait/necromancy #trait/visual %% -``` - -**Reset** 1 minute - -*Source: Book of the Dead p. 65* diff --git a/Compendium/gm/hazards/fireball-rune.md b/Compendium/gm/hazards/fireball-rune.md deleted file mode 100644 index cdb31faf2..000000000 --- a/Compendium/gm/hazards/fireball-rune.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/evocation -- trait/fire -- trait/magical -- trait/trap -aliases: ["Fireball Rune"] ---- -# Fireball Rune *Hazard 5* -[evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 24 expert - -An [invisible](../../../Rules/conditions.md#Invisible) rune creates an [invisible](../../../Rules/conditions.md#Invisible), spherical magical sensor with a 20-foot radius. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 22 (expert) to erase the rune without triggering the sensor, or dispel magic (3rd level; counteract DC 20) to counteract the rune. - -```ad-embed-ability -title: Fireball [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [evocation](../../../rules/traits/evocation.md) [fire](../../../rules/traits/fire.md) - -- **Trigger**: A living creature enters the sensor area. - -**Effect** The rune detonates a fireball centered on the triggering creature's square. This is a 3rdlevel [fireball](../../../compendium/spells/fireball.md) spell that deals `6d6` fire damage (DC 22 basic Reflex save). -%% #trait/arcane #trait/evocation #trait/fire %% -``` - -*Source: Core Rulebook p. 524* diff --git a/Compendium/gm/hazards/floating-flamethrower-frp2.md b/Compendium/gm/hazards/floating-flamethrower-frp2.md deleted file mode 100644 index 862477770..000000000 --- a/Compendium/gm/hazards/floating-flamethrower-frp2.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp2 -- trait/complex -- trait/fire -- trait/magical -- trait/rare -- trait/trap -aliases: ["Floating Flamethrower"] ---- -# Floating Flamethrower *Hazard 16* -[complex](../../../Rules/traits/complex.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +23 expert or DC 38 (master) to notice the pattern of the orb's trajectory. - -A floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions. - -- **Disable** three DC 40 [Thievery](../../skills.md#Thievery) (legendary) checks or castings of dispel magic (7th level; counteract DC 40), one each to pull out or disable the elemental cores [hidden](../../../Rules/conditions.md#Hidden) in the floating skull's right eye, left eye, and mouth. - -- **AC** 42 , **Fort** +30, **Ref** +33 -- **Hardness** 25, **HP** 100 (BT 50) -- **Immunities** [fire](../../../Rules/traits/fire.md) -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Blaze [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](../../../rules/traits/evocation.md) [fire](../../../rules/traits/fire.md) - -- **Trigger**: Hao Jin signals the start of the bout - -**Effect** The trap roars with fire and rolls initiative. -%% #trait/evocation #trait/fire %% -``` - -```ad-pf2-summary -title: Routine -(3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals `4d6+4` fire damage (DC 40 basic Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame. - -Speed fly 50 feet. -``` -^routine - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 44* diff --git a/Compendium/gm/hazards/flood-of-spirits-botd.md b/Compendium/gm/hazards/flood-of-spirits-botd.md deleted file mode 100644 index 5b52695fc..000000000 --- a/Compendium/gm/hazards/flood-of-spirits-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Flood Of Spirits"] ---- -# Flood Of Spirits *Hazard 18* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 45 master to hear the flood of spirits coalescing - -A wave of spirits fly through the area, passing right through the living. - -- **Disable** DC 48 [Occultism](../../skills.md#Occultism) (expert) or [Religion](../../skills.md#Religion) (master) to divert the spirits - -```ad-embed-ability -title: Surge Through [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](../../../rules/traits/cold.md) [negative](../../../rules/traits/negative.md) - -- **Trigger**: A creature passes through the area - -**Effect** The haunt deals `3d12+20` negative damage and `3d12+20` cold damage to creatures in the area (DC 40 basic Reflex save). On a failure, a creature is [stupefied](../../../rules/conditions.md#Stupefied) for 1 minute, and on a critical failure, it's also [confused](../../../rules/conditions.md#Confused) for 1 minute. -%% #trait/cold #trait/negative %% -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 67* diff --git a/Compendium/gm/hazards/flying-guillotine-aoe1.md b/Compendium/gm/hazards/flying-guillotine-aoe1.md deleted file mode 100644 index 9bb18af79..000000000 --- a/Compendium/gm/hazards/flying-guillotine-aoe1.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Flying Guillotine"] ---- -# Flying Guillotine *Hazard 5* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +10 trained or DC 23 (expert) to spot the glyph. - -An [invisible](../../../Rules/conditions.md#Invisible) magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and attack. - -- **Disable** DC 20 [Thievery](../../skills.md#Thievery) (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or dispel magic (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant. - -- **AC** 23 , **Fort** +9, **Ref** +17 -- **Blade Hardness** 13, **Blade HP** 52 (BT 26) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Flying Blade [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](../../../rules/traits/abjuration.md) [arcane](../../../rules/traits/arcane.md) [attack](../../../rules/traits/attack.md) - -- **Trigger**: A living creature enters the room - -**Effect** One round after a creature enters the room, the door to the room slams shut and locks (two DC 20 [Thievery](../../../compendium/skills.md#Thievery) checks to pick), and the guillotine blade detaches from its housing and begins flying around the room as the trap rolls initiative. -%% #trait/abjuration #trait/arcane #trait/attack %% -``` - -````ad-pf2-summary -title: Routine -(1 action) The blade Flies up to 20 feet and [Strikes](../../../rules/actions/strike.md) any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn't take a multiple attack penalty. - -Speed fly 20 feet. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Guillotine Blade (15) -**Damage** `2d8+7` slashing - -**Effects** -``` -```` -^routine - -**Reset** After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 49* diff --git a/Compendium/gm/hazards/freezing-alarm-aoe6.md b/Compendium/gm/hazards/freezing-alarm-aoe6.md deleted file mode 100644 index 5e1bf6191..000000000 --- a/Compendium/gm/hazards/freezing-alarm-aoe6.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/magical -- trait/trap -aliases: ["Freezing Alarm"] ---- -# Freezing Alarm *Hazard 20* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 43 master - -Miniature snowflake-shaped glyphs on the ground cause a layer of ice to ripple over the floor of the room and sound a silent alarm. - -- **Disable** DC 51 [Arcana](../../skills.md#Arcana) (legendary) to draw a fiery counteracting glyph over each snowflake, or dispel magic (9th level, counteract DC 48) - -```ad-embed-ability -title: Freeze Floor [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](../../../rules/traits/abjuration.md) [arcane](../../../rules/traits/arcane.md) [cold](../../../rules/traits/cold.md) - -- **Trigger**: A creature enters one of the three squares marked with a T on the map - -**Effect** The floor of the entire 10-foot-by-15-foot antechamber freezes over, sending deadly magical frost creeping up the legs of the intruders. Any creatures standing in the room must roll a DC 45 Reflex save. Critical Success The creature is unaffected. Success The creature takes `3d10+5` cold damage. Failure The creature takes `6d10+10` cold damage and is [slowed](../../../rules/conditions.md#Slowed) for `1d4` rounds. Critical Failure The creature takes `12d10+20` cold damage and is [slowed](../../../rules/conditions.md#Slowed) for 1 minute. Additionally, the golems in area B10 become aware of the intruders. The golems activate and come to this room to attack, if they haven't been destroyed already. -%% #trait/abjuration #trait/arcane #trait/cold %% -``` - -**Reset** 1 day - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 37* diff --git a/Compendium/gm/hazards/freezing-floor-tiles-frp2.md b/Compendium/gm/hazards/freezing-floor-tiles-frp2.md deleted file mode 100644 index ec869cb16..000000000 --- a/Compendium/gm/hazards/freezing-floor-tiles-frp2.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp2 -- trait/cold -- trait/complex -- trait/magical -- trait/rare -- trait/trap -aliases: ["Freezing Floor Tiles"] ---- -# Freezing Floor Tiles *Hazard 16* -[cold](../../../Rules/traits/cold.md) [complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +23 expert or DC 38 (master) to notice the four sensors. - -Four remote sensors at each corner of the arena cause bursts of freezing magic to erupt from random tiles on the arena and stop creatures in their tracks. - -- **Disable** DC 40 [Thievery](../../skills.md#Thievery) (legendary) or dispel magic (6th level; counteract DC 38) to disable one of the sensors. - -- **AC** 36 , **Fort** +33, **Ref** +30 -- **Sensor Hardness** 20, **Sensor HP** 40 (BT 20) -- **Immunities** -- **Resistances** -- **Weaknesses** nullfire 15 - -```ad-embed-ability -title: Frigid Floor [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[cold](../../../rules/traits/cold.md) - -- **Trigger**: Hao Jin signals the beginning of the match. - -**Effect** The trap rolls initiative. -%% #trait/cold %% -``` - -```ad-pf2-summary -title: Routine -(4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. - -Each creature that begins its turn in a frozen space takes `2d6+2` cold damage (DC 40 basic Reflex save). A creature that critically fails its save also becomes [slowed](../../../rules/conditions.md#Slowed) for 1 round; if it was already [slowed](../../../rules/conditions.md#Slowed), the creature instead becomes [immobilized](../../../rules/conditions.md#Immobilized) for 1 round. Any amount of fire damage dealt to a [slowed](../../../rules/conditions.md#Slowed) or [immobilized](../../../rules/conditions.md#Immobilized) creature removes the condition. Frozen tiles become unfrozen at the beginning of the trap's next turn. -``` -^routine - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 45* diff --git a/Compendium/gm/hazards/frenetic-musician-botd.md b/Compendium/gm/hazards/frenetic-musician-botd.md deleted file mode 100644 index d3b7b0a8a..000000000 --- a/Compendium/gm/hazards/frenetic-musician-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Frenetic Musician"] ---- -# Frenetic Musician *Hazard 8* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 28 expert to hear phantom notes - -A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody. - -- **Disable** DC 26 [Perform](../../../Rules/actions/perform.md) (trained) to bring the spirit's music to a close or DC 28 [Occultism](../../skills.md#Occultism) (expert) to banish the spirit - -```ad-embed-ability -title: Musical Assault [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](../../../rules/traits/auditory.md) [evocation](../../../rules/traits/evocation.md) [occult](../../../rules/traits/occult.md) [sonic](../../../rules/traits/sonic.md) - -- **Trigger**: A creature touches the instrument - -**Effect** The musician's bone-shaking musical performance deals `4d10+22` sonic damage to creatures within 30 feet (DC 30 basic Will save). -%% #trait/auditory #trait/evocation #trait/occult #trait/sonic %% -``` - -**Reset** 1 hour - -*Source: Book of the Dead p. 66* diff --git a/Compendium/gm/hazards/frozen-moment.md b/Compendium/gm/hazards/frozen-moment.md deleted file mode 100644 index a583b7aed..000000000 --- a/Compendium/gm/hazards/frozen-moment.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/trap -aliases: ["Frozen Moment"] ---- -# Frozen Moment *Hazard 17* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 40 master - -Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 38 (legendary) to rapidly disassemble the spell's myriad components in a single blink of an eye; or dispel magic (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered. - -```ad-embed-ability -title: Adrift in Time [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](../../../rules/traits/occult.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature touches the warded object or area. - -**Effect** The triggering creature and all creatures within 30 feet are trapped in a disrupted time flow (DC 38 Fortitude negates). The creatures' minds move so quickly that each round seems to last a century, but their bodies and magical energies move so slowly that they can't use any actions except Recall. -%% #trait/occult #trait/transmutation %% -``` -```ad-embed-ability -title: Knowledge. - -An affected creature must attempt a DC 36 Will saving throw against a [warp mind](../../../compendium/spells/warp-mind.md) spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted. -``` - -*Source: Core Rulebook p. 525* diff --git a/Compendium/gm/hazards/gas-trap-aoe1.md b/Compendium/gm/hazards/gas-trap-aoe1.md deleted file mode 100644 index b610856a7..000000000 --- a/Compendium/gm/hazards/gas-trap-aoe1.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Gas Trap"] ---- -# Gas Trap *Hazard 5* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +14 trained to smell the poison gas or hear it hissing. - -A spring slams and locks the room's door before four [hidden](../../../Rules/conditions.md#Hidden) gas vents begin pumping poison gas into the chamber. - -- **Disable** Four DC 20 [Thievery](../../skills.md#Thievery) checks to block the gas vents, or a DC 26 [Thievery](../../skills.md#Thievery) check to unlock the door and escape Door Hardness 13, Door HP 52 (BT 26); Immunities critical hits, object immunities, precision damage. - -```ad-embed-ability -title: Toxic Gas [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature opens one of the drawers - -**Effect** The door to the room slams shut and locks and the trap rolls initiative. (The trap can also be triggered manually or disarmed from area E30.) -``` - -```ad-pf2-summary -title: Routine -[>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Each round on its initiative count, the trap pumps more toxic gas into the room. Any breathing creature in the room takes `4d6` poison damage (a successful DC 22 Fortitude save halves the damage taken). If a creature acts before the trap on the first round, it has the option of holding its breath to postpone taking damage from the trap—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. Locating and blocking one of the [hidden](../../../rules/conditions.md#Hidden) gas vents reduces the poison damage by `1d6`—if all four are blocked, the trap is disabled, though the door remains locked. Otherwise, the trap functions for 1 minute before all the gas is expended and characters in the room cease taking damage, after which the trap ventilates the room for 1 additional minute. -``` -^routine - -**Reset** The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area E30. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 57* diff --git a/Compendium/gm/hazards/ghost-crystal-cloud-ec2.md b/Compendium/gm/hazards/ghost-crystal-cloud-ec2.md deleted file mode 100644 index 3e68e37ee..000000000 --- a/Compendium/gm/hazards/ghost-crystal-cloud-ec2.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec2 -- trait/environmental -- trait/uncommon -aliases: ["Ghost Crystal Cloud"] ---- -# Ghost Crystal Cloud *Hazard 8* -[environmental](../../../Rules/traits/environmental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 28 trained - -The xulgath corpse splits open to release a cloud of tiny ectoplasmic crystals which, when they are inhaled, disorient and devitalize living creatures. - -- **Disable** DC 26 [Arcana](../../skills.md#Arcana) or Occult (expert) to render the crystal cloud inert. - -- **AC** 27 , **Fort** +17, **Ref** +13 -- **HP** 70 -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Ectoplasmic Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature touches or disturbs the corpse containing the growth of crystals - -**Effect** All creatures within 10 feet of the corpse are exposed to the ghost crystal cloud. -``` -```ad-embed-ability -title: Ghost Crystal Cloud -[inhaled](../../../rules/traits/inhaled.md) [poison](../../../rules/traits/poison.md) - - -%% #trait/inhaled #trait/poison %% -``` - -**Reset** The crystals regrow into a number sufficient to form another dangerous cloud after 1 week. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 28* diff --git a/Compendium/gm/hazards/ghost-stampede-botd.md b/Compendium/gm/hazards/ghost-stampede-botd.md deleted file mode 100644 index 962e941a7..000000000 --- a/Compendium/gm/hazards/ghost-stampede-botd.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/complex -- trait/haunt -aliases: ["Ghost Stampede"] ---- -# Ghost Stampede *Hazard 15* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +30 master - -Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it. - -- **Disable** DC 36 [Nature](../../skills.md#Nature) (master) to calm one of the four aurochs or DC 40 [Religion](../../skills.md#Religion) (trained) to exorcise them - -- **AC** 40 , null -- **Hardness** 25, ; **per aurochs skull HP** 20 -- **Immunities** death effects; [disease](../../../Rules/traits/disease.md); paralyzed; [poison](../../../Rules/traits/poison.md) -- **Resistances** -- **Weaknesses** nullpositive 5 - -```ad-embed-ability -title: Defend Territory [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature approaches within 10 feet of an aurochs skull - -**Effect** The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Failure** The creature takes `1d12+6` mental damage and is [frightened](../../../rules/conditions.md#Frightened). -> - **Critical Failure** The creature takes `2d12+12` mental damage and is [frightened](../../../rules/conditions.md#Frightened). -%% #trait/emotion #trait/fear #trait/mental #trait/occult %% -``` - -````ad-pf2-summary -title: Routine -(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn [Strike](../../../rules/actions/strike.md) against a different living creature. A creature critically hit by a horn [Strike](../../../rules/actions/strike.md) also takes `2d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) and is knocked [prone](../../../rules/conditions.md#Prone). - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Horn -**Damage** `3d12+17` piercing - -**Effects** -``` -```` -^routine - -**Reset** The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates. - -*Source: Book of the Dead p. 68* diff --git a/Compendium/gm/hazards/glimpse-grave-botd.md b/Compendium/gm/hazards/glimpse-grave-botd.md deleted file mode 100644 index 15aacfcdc..000000000 --- a/Compendium/gm/hazards/glimpse-grave-botd.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Glimpse Grave"] ---- -# Glimpse Grave *Hazard 20* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 48 master to notice the words on the tombstone waver - -A tombstone bears the name of those who look upon it, causing their hearts to seize. - -- **Disable** DC 45 [Religion](../../skills.md#Religion) (legendary) to bless the tombstone or DC 50 [Occultism](../../skills.md#Occultism) (trained) to ward off spirits - -```ad-embed-ability -title: Stop Heart [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](../../../rules/traits/death.md) [illusion](../../../rules/traits/illusion.md) [incapacitation](../../../rules/traits/incapacitation.md) [linguistic](../../../rules/traits/linguistic.md) [occult](../../../rules/traits/occult.md) [visual](../../../rules/traits/visual.md) - -- **Trigger**: A creature reads or touches the tombstone - -**Effect** The haunt deals `8d10+44` negative damage (DC 47 basic Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies. -%% #trait/death #trait/illusion #trait/incapacitation #trait/linguistic #trait/occult #trait/visual %% -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 67* diff --git a/Compendium/gm/hazards/gloomglow-mushrooms-aoa1.md b/Compendium/gm/hazards/gloomglow-mushrooms-aoa1.md deleted file mode 100644 index fd6500519..000000000 --- a/Compendium/gm/hazards/gloomglow-mushrooms-aoa1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa1 -- trait/environmental -- trait/fungus -aliases: ["Gloomglow Mushrooms"] ---- -# Gloomglow Mushrooms *Hazard 5* -[environmental](../../../Rules/traits/environmental.md) [fungus](../../../Rules/traits/fungus-b1.md) - -- **Complexity** Simple -- **Stealth** DC 26 expert - -A field of grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms. - -- **Disable** [Survival](../../skills.md#Survival) DC 22 (expert) to remove a 5-foot-patch without triggering the mushrooms. - -- **AC** 21 , **Fort** +13, **Ref** +9 -- **HP** 52 -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** nullcold 10 - -```ad-embed-ability -title: Glowing Spores [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves into the mushrooms' space or damages the mushrooms. - -**Effect** The mushrooms can't use this reaction if the damage was cold damage. The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become [sickened](../../../rules/conditions.md#Sickened) and [stupefied](../../../rules/conditions.md#Stupefied) (or [sickened](../../../rules/conditions.md#Sickened) and [stupefied](../../../rules/conditions.md#Stupefied) on a critical failure) and take a –4 penalty to [Stealth](../../../compendium/skills.md#Stealth) checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a [prestidigitation](../../../compendium/spells/prestidigitation.md) spell, or a similar measure allowed by the GM. -``` - -*Source: Age of Ashes #1: Hellknight Hill p. 57* diff --git a/Compendium/gm/hazards/grasping-dead-botd.md b/Compendium/gm/hazards/grasping-dead-botd.md deleted file mode 100644 index 6c40a69c7..000000000 --- a/Compendium/gm/hazards/grasping-dead-botd.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/complex -- trait/haunt -aliases: ["Grasping Dead"] ---- -# Grasping Dead *Hazard 5* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +12 expert - -Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground. - -- **Disable** DC 22 [Religion](../../skills.md#Religion) (trained) to ritually pray for the dead or DC 24 [Occultism](../../skills.md#Occultism) (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt - -- null, null -- **Hardness** 10, ; **per instrument HP** 22 (BT 11) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Shifting Earth [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: At least two creatures enter the area - -**Effect** The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes difficult terrain. Creatures within the area are knocked [prone](../../../rules/conditions.md#Prone) unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) The grasping hands batter all creatures in the area, dealing `2d6+7` bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming [immobilized](../../../rules/conditions.md#Immobilized) until it [Escapes](../../../rules/actions/escape.md) (DC 26). If already [immobilized](../../../rules/conditions.md#Immobilized), it's fully submerged and must hold its breath to avoid suffocation. -``` -^routine - -**Reset** The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates. - -*Source: Book of the Dead p. 68* diff --git a/Compendium/gm/hazards/greater-planar-rift-aoe6.md b/Compendium/gm/hazards/greater-planar-rift-aoe6.md deleted file mode 100644 index ce248778a..000000000 --- a/Compendium/gm/hazards/greater-planar-rift-aoe6.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/magical -- trait/trap -aliases: ["Greater Planar Rift"] ---- -# Greater Planar Rift *Hazard 21* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 41 legendary - -A ragged planar rift drags things into its depths and hurls creatures through from its terminal end. - -- **Disable** dispel magic (9th level; counteract DC 46) to seal the rift. - -```ad-embed-ability -title: Greater Planar Rift [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: A creature moves within 5 feet of the rift - -**Effect** The creature must succeed at a DC 44 Will save or be drawn into the rift. A creature so drawn in becomes [stunned](../../../rules/conditions.md#Stunned) and immediately teleports to a different random area in Kharnas's ruins. -%% #trait/arcane #trait/conjuration #trait/teleportation %% -``` - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 30* diff --git a/Compendium/gm/hazards/gremlin-horde-ooa3.md b/Compendium/gm/hazards/gremlin-horde-ooa3.md deleted file mode 100644 index bdf5f5e5a..000000000 --- a/Compendium/gm/hazards/gremlin-horde-ooa3.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa3 -- trait/complex -- trait/magical -aliases: ["Gremlin Horde"] ---- -# Gremlin Horde *Hazard 6* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) - -- **Complexity** Complex -- **Stealth** +18 expert - -Three gangs of gremlins hide within the spiral centurion, cackling with glee and hurling blasts of hex magic. The hazard occupies the same space as the spiral centurion, moving with it. - -- **Disable** DC 25 [Arcana](../../skills.md#Arcana), [Occultism](../../skills.md#Occultism), or [Religion](../../skills.md#Religion) (trained) to devise counter-hex symbols that frighten and scatter a gremlin gang, or DC 28 [Acrobatics](../../skills.md#Acrobatics) or [Stealth](../../skills.md#Stealth) (expert) to capture and scatter a gremlin gang - -- **AC** 27 , **Fort** +11, **Ref** +17 -- **Hardness** 15 (while inside the centurion); **HP** 22 per gremlin gang -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Hexed Calamity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature comes within 30 feet of the gremlin horde - -**Effect** Every firearm within 30 feet misfires (Guns & Gears 152). If a creature is holding the firearm, they can attempt a DC 27 Will save, negating this effect on a success. The hazard rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(3 actions; misfortune) The gremlin horde hurls one tinkering curse with each action, targeting an item within 60 feet wielded or worn by a creature. The creature must attempt a DC 27 Will save. The gremlin horde loses 1 action for each gremlin gang that's scattered. - -> [!success-degree] -> - **Critical Success** The hex bounces back to affect the gremlin horde. For 1 round, all creatures gain a +1 status bonus to checks to disable this hazard. -> - **Success** The item is unaffected. -> - **Failure** The item becomes unreliable for 1 round. If a creature attempts to Activate the item or [Interact](../../../rules/actions/interact.md) with it, it must succeed at a DC 5 flat check or the action is wasted. If the item doesn't have an active use (such a mundane cloak), the creature wearing the item must instead immediately succeed at a DC 5 flat check or become tangled with the item and fall [prone](../../../rules/conditions.md#Prone). -> - **Critical Failure** As failure, but the creature wielding or wearing the item also becomes [clumsy](../../../rules/conditions.md#Clumsy). -``` -^routine - -**Reset** If not captured or killed, the scattered gremlin gangs regroup after `1d4` hours. - -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 19* diff --git a/Compendium/gm/hazards/guthallath-rockslide-ec6.md b/Compendium/gm/hazards/guthallath-rockslide-ec6.md deleted file mode 100644 index 33efe09e7..000000000 --- a/Compendium/gm/hazards/guthallath-rockslide-ec6.md +++ /dev/null @@ -1,59 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec6 -- trait/complex -- trait/environmental -aliases: ["Guthallath Rockslide"] ---- -# Guthallath Rockslide *Hazard 19* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Complex -- **Stealth** +30 master to notice the odd aging of the stones, seemingly far older and more weathered than the surrounding rocks. - -The rock walls nearby begin to crumble and collapse. - -- **Disable** DC 48 [Crafting](../../skills.md#Crafting) (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to DC 45 [Crafting](../../skills.md#Crafting) (master). - -- **AC** 42 , **Fort** +35, **Ref** +29 -- **HP** 150 -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Rumbling Rocks [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The guthallath rolls initiative - -**Effect** The rocks of the area begin to crumble. The hazard rolls for initiative. -``` - -````ad-pf2-summary -title: Routine -(2 actions) On the hazard's first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks [Strike](../../../rules/actions/strike.md) against each creature in the area. - -On its second action, the hazard crumbles rocks in a 20- foot radius around the previous collapse. A character can [Seek](../../../rules/actions/seek.md) (DC 40) to determine where the rocks will fall on the following round, but on a critical failure, they incorrectly identify where the rocks will fall. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Falling Rocks (36) -**Damage** `4d10+20` bludgeoning - -**Effects** -``` - -```ad-embed-ability -title: Early Collapse [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: The hazard takes 30 or more damage - -**Effect** Move the hazard's initiative to immediately follow the creature that damaged the hazard. -``` -```` -^routine - -**Reset** The guthallath can reset the hazard with a few days of work stacking the fallen rocks. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 25* diff --git a/Compendium/gm/hazards/hallowed-wheel-ec2.md b/Compendium/gm/hazards/hallowed-wheel-ec2.md deleted file mode 100644 index b711a2152..000000000 --- a/Compendium/gm/hazards/hallowed-wheel-ec2.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec2 -- trait/complex -- trait/magical -- trait/mechanical -- trait/rare -- trait/trap -aliases: ["Hallowed Wheel"] ---- -# Hallowed Wheel *Hazard 10* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +19 expert to detect the magical sensor; noticing the wheel has a DC of 0. - -An ornate wheel, divided into eight segments with a rune painted on each, is mounted on a pole and [controlled](../../../Rules/conditions.md#Controlled) by a lever that can be triggered manually or a sensor that detects creatures within 30 feet in front of it. - -- **Disable** DC 31 [Thievery](../../skills.md#Thievery) (master) on the wheel to flip the switch returning it to a harmless carnival game, DC 26 [Thievery](../../skills.md#Thievery) (expert) to erase each rune, or dispel magic (5th level; counteract DC 28) to counteract each rune. - -- **AC** 30 , **Fort** +21, **Ref** +15 -- **Hardness** 16, **HP** 80 (BT 40) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Wheel Spin [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature pulls the lever or enters the sensor's detection area - -**Effect** The wheel begins to spin and rolls initiative. -``` - -```ad-pf2-summary -title: Routine -[>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") On its initiative, the trap uses its first action to spin, then stops. Roll `1d8` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell's target is centered on or otherwise includes the nearest creature in the spell's area. This increases the spell's range to 30 feet if necessary. Any spell cast by this trap is occult. - -1 black tentacles 2 blindness 3 confusion 4 death ward 5 outcast's curse 6 shadow blast (force damage in a 30-foot line) 7 sound burst 8 spider climb. -``` -^routine - -**Reset** The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 51* diff --git a/Compendium/gm/hazards/hallucination-powder-trap.md b/Compendium/gm/hazards/hallucination-powder-trap.md deleted file mode 100644 index 824958be9..000000000 --- a/Compendium/gm/hazards/hallucination-powder-trap.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/mechanical -- trait/trap -aliases: ["Hallucination Powder Trap"] ---- -# Hallucination Powder Trap *Hazard 6* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 24 expert - -A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 26 (expert) to disable the hammer that strikes the percussion cap. - -- **AC** 24 , **Fort** +0, **Ref** +0 -- **HP** 1; **default Hardness** 0, -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Powder Burst [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[mental](../../../rules/traits/mental.md) [poison](../../../rules/traits/poison.md) - -- **Trigger**: The latch is opened or the tube is [broken](../../../rules/conditions.md#Broken). - -**Effect** The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be [confused](../../../rules/conditions.md#Confused) for 1 round and take a –2 status penalty to [Perception](../../../compendium/skills.md#Perception) checks and saves against [mental](../../../rules/traits/mental.md) effects for `1d4` hours. On a critical failure, the penalty is instead –4. -%% #trait/mental #trait/poison %% -``` - -*Source: Core Rulebook p. 524* diff --git a/Compendium/gm/hazards/hammer-of-forbiddance.md b/Compendium/gm/hazards/hammer-of-forbiddance.md deleted file mode 100644 index d515a8038..000000000 --- a/Compendium/gm/hazards/hammer-of-forbiddance.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Hammer Of Forbiddance"] ---- -# Hammer Of Forbiddance *Hazard 11* -[magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 30 expert - -An enormous hammer at an edifice's entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging. - -- **AC** 32 , **Fort** +24, **Ref** +15 -- **Hammer Hardness** 22, **Hammer HP** 88 (BT 44); **Joint Hardness** 16, **Joint HP** 64 (BT 32) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Forbid Entry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](../../../rules/traits/abjuration.md) [attack](../../../rules/traits/attack.md) [divine](../../../rules/traits/divine.md) - -- **Trigger**: A creature attempts to enter through the entrance. - -**Effect** The hammer swings down, making an attack against the triggering creature. -%% #trait/abjuration #trait/attack #trait/divine %% -``` - -**Reset** The trap resets over the course of the round, and is ready to swing again 1 round later. - -*Source: Core Rulebook p. 525* diff --git a/Compendium/gm/hazards/hands-of-the-forgotten-aoe2.md b/Compendium/gm/hazards/hands-of-the-forgotten-aoe2.md deleted file mode 100644 index 773070e3a..000000000 --- a/Compendium/gm/hazards/hands-of-the-forgotten-aoe2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe2 -- trait/haunt -aliases: ["Hands Of The Forgotten"] ---- -# Hands Of The Forgotten *Hazard 8* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 28 trained - -Ethereal hands stretch out from the walls and floor, attempting to restrain nearby creatures. - -- **Disable** DC 30 [Religion](../../skills.md#Religion) (master) to exorcise the spirits or DC 32 [Intimidation](../../skills.md#Intimidation) (expert) to scare away the hands. - -```ad-embed-ability -title: Waylay [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[force](../../../rules/traits/force.md) [negative](../../../rules/traits/negative.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature moves into the area marked on the map - -**Effect** Misty blue hands stretch out from the hallway's stone tiles and grasp at the triggering creature, which must attempt a DC 26 Reflex save to avoid becoming hindered or harmed by the ethereal hands. Critical Success The target is unaffected. Success The target is [slowed](../../../rules/conditions.md#Slowed) for 1 round. Failure The target is [slowed](../../../rules/conditions.md#Slowed) for 1 round and takes `2d10+10` negative damage. Critical Failure The target is [slowed](../../../rules/conditions.md#Slowed) for 1 round and takes `4d10+15` negative damage. -%% #trait/force #trait/negative #trait/occult %% -``` - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 37* diff --git a/Compendium/gm/hazards/hazards.md b/Compendium/gm/hazards/hazards.md deleted file mode 100644 index 7332b4d5a..000000000 --- a/Compendium/gm/hazards/hazards.md +++ /dev/null @@ -1,244 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Hazards - -- [Acidic Needle Launcher](acidic-needle-launcher-aoa5.md) -- [Acidic Poison Cloud Trap](acidic-poison-cloud-trap-aoe3.md) -- [Agitated Carnivorous Plants](agitated-carnivorous-plants-sot2.md) -- [Air Rift](air-rift-frp2.md) -- [Angazhan's Rake Trap](angazhans-rake-trap-sli.md) -- [Angry Vegetation](angry-vegetation-ec6.md) -- [Arcane Feedback Trap](arcane-feedback-trap-aoe4.md) -- [Armageddon Orb](armageddon-orb.md) -- [Ash Web](ash-web-aoa4.md) -- [Axiomatic Polymorph Trap](axiomatic-polymorph-trap-ec6.md) -- [Banshee's Symphony](banshees-symphony.md) -- [Barzillai's Hounds](barzillais-hounds-aoa3.md) -- [Befuddling Gas Trap](befuddling-gas-trap-av3.md) -- [Black Powder Bomb](black-powder-bomb-aoa2.md) -- [Blackfingers's Prayer](blackfingerss-prayer-aoe6.md) -- [Blast Tumbler](blast-tumbler-av3.md) -- [Blood Of Belcorra](blood-of-belcorra-av1.md) -- [Blood-Soaked Soil](blood-soaked-soil-botd.md) -- [Blood Tears](blood-tears-botd.md) -- [Bloodthirsty Toy](bloodthirsty-toy-botd.md) -- [Bloodthirsty Urge](bloodthirsty-urge.md) -- [Boiling Fountains](boiling-fountains-aoe1.md) -- [Boiling Tub Trap](boiling-tub-trap-aoe3.md) -- [Bottomless Pit](bottomless-pit.md) -- [Boulder Deadfall Trap](boulder-deadfall-trap-sot2.md) -- [Bounding Hounds](bounding-hounds-da.md) -- [Broken Rebus Attack](broken-rebus-attack-frp1.md) -- [Burning Chandelier Trap](burning-chandelier-trap-aoe4.md) -- [Buzzing Latch Rune](buzzing-latch-rune-ec4.md) -- [Call of the Void](call-of-the-void-da.md) -- [Cannibalistic Echoes](cannibalistic-echoes-botd.md) -- [Canopy Drop](canopy-drop-aoe1.md) -- [Catacomb Cave-in](catacomb-cave-in-ec1.md) -- [Caustic Dart Trap](caustic-dart-trap-ec3.md) -- [Caustic Vapor](caustic-vapor-aoa5.md) -- [Centipede Carcasses Trap](centipede-carcasses-trap-sot1.md) -- [Clockwork Arms](clockwork-arms-aoe5.md) -- [Clockwork Poison Bomb](clockwork-poison-bomb-aoe3.md) -- [Clone Mirrors](clone-mirrors-da.md) -- [Cold Spot](cold-spot-botd.md) -- [Collapsing Porch](collapsing-porch-tio.md) -- [Collapsing Structure](collapsing-structure-frp2.md) -- [Collapsing Structure](collapsing-structure-lomm.md) -- [Color Spray Trap](color-spray-trap-ooa2.md) -- [Confounding Portal](confounding-portal-da.md) -- [Constricting Hall](constricting-hall-da.md) -- [Convergence Lattice](convergence-lattice-ec6.md) -- [Cracked Earth](cracked-earth-loil.md) -- [Crushing Gate Trap](crushing-gate-trap-ec5.md) -- [Crystal Pin](crystal-pin-lomm.md) -- [Daemonic Fog](daemonic-fog-av3.md) -- [Dahak's Shell](dahaks-shell-aoa2.md) -- [Dahak's Skull](dahaks-skull-aoa2.md) -- [Damurdiel's Vengeance](damurdiels-vengeance-aoa6.md) -- [Darkside Mirror](darkside-mirror.md) -- [Dart Barrage](dart-barrage-aoe1.md) -- [Desperate Hunger](desperate-hunger-botd.md) -- [Dimensional Darkside Mirror](dimensional-darkside-mirror-frp3.md) -- [Disorienting Illusions](disorienting-illusions-da.md) -- [Distortion Mirror](distortion-mirror-da.md) -- [Doom Of Tomorrow](doom-of-tomorrow-av1.md) -- [Dragon Pillar](dragon-pillar-aoa2.md) -- [Dragonstorm](dragonstorm-aoa6.md) -- [Dream Pollen Pods](dream-pollen-pods-ec1.md) -- [Drowning Pit](drowning-pit.md) -- [Echoes Of Betrayal](echoes-of-betrayal-aoa4.md) -- [Echoes Of Faith](echoes-of-faith-ec2.md) -- [Ectoplasmic Grasp](ectoplasmic-grasp-botd.md) -- [Electric Latch Rune](electric-latch-rune.md) -- [Electrified Water Ward](electrified-water-ward-sot2.md) -- [Endless Elven Aging](endless-elven-aging-aoa5.md) -- [Entombed Spirit](entombed-spirit-botd.md) -- [Entrapping Chair](entrapping-chair-da.md) -- [Envenomed Thorns Trap](envenomed-thorns-trap-ec1.md) -- [Exhaling Portal](exhaling-portal-da.md) -- [Exploding Statue](exploding-statue-aoe1.md) -- [Explosive Barrels](explosive-barrels-aoe1.md) -- [Explosive Furniture Trap](explosive-furniture-trap-ec4.md) -- [Explosive Steam Trap](explosive-steam-trap-ooa2.md) -- [Eyeball Tank](eyeball-tank-aoe5.md) -- [Falling Debris](falling-debris-fop.md) -- [Falling Portcullis Trap](falling-portcullis-trap-ooa2.md) -- [False Door Trap](false-door-trap-aoe4.md) -- [False Door Trap](false-door-trap-ooa2.md) -- [False Floor](false-floor-da.md) -- [False Step Floor](false-step-floor-da.md) -- [Field Of Opposition](field-of-opposition-aoe6.md) -- [Fiendripping Blast Trap](fiendripping-blast-trap-sli.md) -- [Final Words](final-words-botd.md) -- [Fireball Rune](fireball-rune.md) -- [Floating Flamethrower](floating-flamethrower-frp2.md) -- [Flood Of Spirits](flood-of-spirits-botd.md) -- [Flying Guillotine](flying-guillotine-aoe1.md) -- [Freezing Alarm](freezing-alarm-aoe6.md) -- [Freezing Floor Tiles](freezing-floor-tiles-frp2.md) -- [Frenetic Musician](frenetic-musician-botd.md) -- [Frozen Moment](frozen-moment.md) -- [Gas Trap](gas-trap-aoe1.md) -- [Ghost Crystal Cloud](ghost-crystal-cloud-ec2.md) -- [Ghost Stampede](ghost-stampede-botd.md) -- [Glimpse Grave](glimpse-grave-botd.md) -- [Gloomglow Mushrooms](gloomglow-mushrooms-aoa1.md) -- [Grasping Dead](grasping-dead-botd.md) -- [Greater Planar Rift](greater-planar-rift-aoe6.md) -- [Gremlin Horde](gremlin-horde-ooa3.md) -- [Guthallath Rockslide](guthallath-rockslide-ec6.md) -- [Hallowed Wheel](hallowed-wheel-ec2.md) -- [Hallucination Powder Trap](hallucination-powder-trap.md) -- [Hammer Of Forbiddance](hammer-of-forbiddance.md) -- [Hands Of The Forgotten](hands-of-the-forgotten-aoe2.md) -- [Hidden Chute](hidden-chute-aoe1.md) -- [Hidden Pit](hidden-pit.md) -- [Host Of Spirits](host-of-spirits-ec5.md) -- [Ice Fall Trap](ice-fall-trap-fop.md) -- [Images Of Failure](images-of-failure-av3.md) -- [Images Of Powerlessness](images-of-powerlessness-av3.md) -- [Imperious Darkside Mirror](imperious-darkside-mirror-ec5.md) -- [Ink Drowning Vats](ink-drowning-vats-aoe5.md) -- [Inky Tendrils](inky-tendrils-aoe6.md) -- [Instant Privacy Fence](instant-privacy-fence-g-g.md) -- [Iron Dart Launcher](iron-dart-launcher-ooa2.md) -- [Iron Maiden Trap](iron-maiden-trap-aoe2.md) -- [Kharnas's Lesser Glyph](kharnass-lesser-glyph-aoe6.md) -- [Krooth Summoning Rune](krooth-summoning-rune-ec2.md) -- [Lava Flume Tube](lava-flume-tube.md) -- [Lesser Dragonstorm](lesser-dragonstorm-aoa6.md) -- [Life Magnet](life-magnet-aoe2.md) -- [Lifeleech Crystal Patch](lifeleech-crystal-patch-aoa4.md) -- [Living Paints](living-paints-aoe6.md) -- [Locking Door](locking-door-botd.md) -- [Lonely Machine Spirit](lonely-machine-spirit-ooa1.md) -- [Luminous Ward](luminous-ward-aoa5.md) -- [Lyzerium Bottles](lyzerium-bottles-ooa1.md) -- [Magic Starknives Trap](magic-starknives-trap-tio.md) -- [Malevolant Mannequins](malevolant-mannequins-g-g.md) -- [Mana Whorl](mana-whorl-loil.md) -- [Masks Of Aroden's Guises](masks-of-arodens-guises-ec2.md) -- [Maze Of Mirrors](maze-of-mirrors-ec2.md) -- [Mental Scream Trap](mental-scream-trap-aoa5.md) -- [Mirror Door](mirror-door-da.md) -- [Mogaru's Breath](mogarus-breath-frp2.md) -- [Mukradi Summoning Runes](mukradi-summoning-runes-ec4.md) -- [Needling Stairs](needling-stairs-aoe3.md) -- [Nightmare Terrain](nightmare-terrain-tio.md) -- [Painful Suggestion Trap](painful-suggestion-trap-av2.md) -- [Paralyzing Light Trap](paralyzing-light-trap-av2.md) -- [Phantom Bells](phantom-bells-aoa3.md) -- [Phantom Footsteps](phantom-footsteps-botd.md) -- [Phantom Jailer](phantom-jailer-botd.md) -- [Pharaoh's Ward](pharaohs-ward.md) -- [Planar Rift](planar-rift.md) -- [Planar Tear](planar-tear-lomm.md) -- [Plunger Chute](plunger-chute-aoe1.md) -- [Poisoned Dart Gallery](poisoned-dart-gallery.md) -- [Poisoned Dart Statues](poisoned-dart-statues-aoe4.md) -- [Poisoned Lock](poisoned-lock-fop.md) -- [Poisoned Lock](poisoned-lock.md) -- [Poisoned Secret Door Trap](poisoned-secret-door-trap-ec4.md) -- [Polymorph Trap](polymorph-trap.md) -- [Precarious Pile](precarious-pile-ltiba.md) -- [Precarious Thunderstone Trap](precarious-thunderstone-trap-ooa1.md) -- [Purple Dye Trap](purple-dye-trap-ooa1.md) -- [Quaking Footfalls](quaking-footfalls-frp2.md) -- [Quaking Slither](quaking-slither-lomm.md) -- [Quarry Sluiceway](quarry-sluiceway-aoa3.md) -- [Quicksand](quicksand.md) -- [Raving Spirit](raving-spirit-ec3.md) -- [Reflected Desires](reflected-desires-da.md) -- [Repeater Crossbow Trap](repeater-crossbow-trap-ooa1.md) -- [Rigged Cubby](rigged-cubby-aoe2.md) -- [Rusty Grate Pit](rusty-grate-pit-av2.md) -- [Sadistic Conductor](sadistic-conductor-botd.md) -- [Sand Whirlwind](sand-whirlwind-frp1.md) -- [Scroll Shock Trap](scroll-shock-trap-sli.md) -- [Scythe Blades](scythe-blades.md) -- [Second Chance](second-chance.md) -- [Second Kiss Engine](second-kiss-engine-ooa2.md) -- [Seismic Spears Trap](seismic-spears-trap-aoa5.md) -- [Serpent Ward](serpent-ward-sot2.md) -- [Shattered Window](shattered-window-botd.md) -- [Shrinking Hall](shrinking-hall-da.md) -- [Shrouded Assailant](shrouded-assailant-da.md) -- [Shuffling Hall](shuffling-hall-da.md) -- [Shuffling Scythe Blades](shuffling-scythe-blades-av2.md) -- [Sigil of Deepest Fears](sigil-of-deepest-fears-da.md) -- [Siphoning Spirit](siphoning-spirit-botd.md) -- [Slamming Door](slamming-door.md) -- [Spear Launcher](spear-launcher-fop.md) -- [Spear Launcher](spear-launcher.md) -- [Spell Pitchers](spell-pitchers-loil.md) -- [Spike Launcher](spike-launcher-av1.md) -- [Spiked Barricade Trap](spiked-barricade-trap-ec4.md) -- [Spiked Doorframe](spiked-doorframe-aoa1.md) -- [Spinning Blade Pillar](spinning-blade-pillar.md) -- [Spirit Cyclone](spirit-cyclone-botd.md) -- [Spirit Window](spirit-window-da.md) -- [Stabbing Sentinel](stabbing-sentinel-ec5.md) -- [Stalker Summoning Rune](stalker-summoning-rune-sli.md) -- [Steam Vents](steam-vents-g-g.md) -- [Stink-Sap Trap](stink-sap-trap-ooa1.md) -- [Stonescale Spirits](stonescale-spirits-av1.md) -- [Storm Discharge](storm-discharge-lomm.md) -- [Subduing Gas Chamber](subduing-gas-chamber-ooa1.md) -- [Suffering Xulgaths](suffering-xulgaths-ec6.md) -- [Summoning Rune](summoning-rune-aoe1.md) -- [Summoning Rune](summoning-rune.md) -- [Supplicant Statues](supplicant-statues-aoe4.md) -- [Swatting Tail](swatting-tail-frp2.md) -- [Telekinetic Swarm Trap](telekinetic-swarm-trap.md) -- [Thalassophobic Pool](thalassophobic-pool-da.md) -- [The Laughing Fiend's Greeting](the-laughing-fiends-greeting-aoe6.md) -- [The Winder](the-winder-aoe5.md) -- [Thief's Trap](thiefs-trap-ec6.md) -- [Thunderstone Cascade Trap](thunderstone-cascade-trap-ec2.md) -- [Tongues Of Flame](tongues-of-flame-tio.md) -- [Toppling Furniture](toppling-furniture-botd.md) -- [Town Hall Fire](town-hall-fire-aoa1.md) -- [Trapped Lathe](trapped-lathe-aoa3.md) -- [Tree Of Dreadful Dreams](tree-of-dreadful-dreams-aoa3.md) -- [Vengeful Furnace](vengeful-furnace-av1.md) -- [Violent Shove](violent-shove-botd.md) -- [Viper Urn](viper-urn-tio.md) -- [Vision Of Dahak](vision-of-dahak-aoa2.md) -- [Volatile Reagents](volatile-reagents-ooa1.md) -- [Vorpal Executioner](vorpal-executioner.md) -- [Wailing Crystals](wailing-crystals-aoa4.md) -- [Watching Wall](watching-wall-av1.md) -- [Waxworks Onslaught Trap](waxworks-onslaught-trap-aoe4.md) -- [Web Lurker Deadfall](web-lurker-deadfall-b1.md) -- [Web Lurker Noose](web-lurker-noose-b1.md) -- [Web Lurker Noose](web-lurker-noose-tio.md) -- [Weight of Guilt](weight-of-guilt-botd.md) -- [Wheel Of Misery](wheel-of-misery.md) -- [Witch-priests' Curse](witch-priests-curse-ec5.md) -- [Wooden Bullets Trap](wooden-bullets-trap-ooa1.md) -- [Wrath Of The Destroyer](wrath-of-the-destroyer-aoa2.md) -- [Wronged Monk's Wrath](wronged-monks-wrath-frp1.md) -- [Yellow Mold](yellow-mold.md) diff --git a/Compendium/gm/hazards/hidden-chute-aoe1.md b/Compendium/gm/hazards/hidden-chute-aoe1.md deleted file mode 100644 index 5aaed0b6d..000000000 --- a/Compendium/gm/hazards/hidden-chute-aoe1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/mechanical -- trait/trap -aliases: ["Hidden Chute"] ---- -# Hidden Chute *Hazard 3* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 23 trained - -A trapdoor in the floor conceals a stone chute. - -- **Disable** DC 20 [Thievery](../../skills.md#Thievery) (trained) to remove the trapdoor or lock it in position using a catch [hidden](../../../Rules/conditions.md#Hidden) inside the room's doorframe. - -- **AC** 12 , **Fort** +10, **Ref** +6 -- **Trapdoor Hardness** 5, **Trapdoor HP** 30 (BT 15) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Pitfall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature walks onto the trapdoor - -**Effect** The triggering creature falls 30 feet down the shaft to area E33, taking 15 bludgeoning damage and landing [prone](../../../rules/conditions.md#Prone) in the ochre jelly's pit. The creature can [Grab an Edge](../../../rules/actions/grab-an-edge.md) to avoid falling. The DC to [Climb](../../../rules/actions/climb.md) the walls or [Grab an Edge](../../../rules/actions/grab-an-edge.md) is 22. -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 48* diff --git a/Compendium/gm/hazards/hidden-pit.md b/Compendium/gm/hazards/hidden-pit.md deleted file mode 100644 index cb720ccd4..000000000 --- a/Compendium/gm/hazards/hidden-pit.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/mechanical -- trait/trap -aliases: ["Hidden Pit"] ---- -# Hidden Pit *Hazard 0* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 18 (or 0 if the trapdoor is disabled or [broken](../../../Rules/conditions.md#Broken)) - -A wooden trapdoor covers a pit that's 10 feet square and 20 feet deep. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 12 to remove the trapdoor. - -- **AC** 10 , **Fort** +1, **Ref** +1 -- **Trapdoor Hardness** 3, **Trapdoor HP** 12 (BT 6) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Pitfall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature walks onto the trapdoor. - -**Effect** The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the [Grab an Edge](../../../rules/actions/grab-an-edge.md) reaction to avoid falling. -``` - -**Reset** Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become [hidden](../../../Rules/conditions.md#Hidden) again. - -*Source: Core Rulebook p. 522* diff --git a/Compendium/gm/hazards/host-of-spirits-ec5.md b/Compendium/gm/hazards/host-of-spirits-ec5.md deleted file mode 100644 index 121a83799..000000000 --- a/Compendium/gm/hazards/host-of-spirits-ec5.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec5 -- trait/complex -- trait/haunt -aliases: ["Host Of Spirits"] ---- -# Host Of Spirits *Hazard 18* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +35 expert - -A host of angry spirits inhabiting the ruined house attempts to drag living creatures closer and crush them to death. - -- **Disable** DC 43 [Religion](../../skills.md#Religion) (master) to exorcise the spirits or DC 45 [Deception](../../skills.md#Deception) (master) to trick the spirits into departing. - -```ad-embed-ability -title: Embrace of Death [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) [death](../../../rules/traits/death.md) [necromancy](../../../rules/traits/necromancy.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature that has angered the haunt begins its turn within 50 feet of the ruins of the house - -**Effect** The haunt attempts a ghostly hand [Strike](../../../rules/actions/strike.md) against the target creature, and then rolls initiative. -%% #trait/attack #trait/death #trait/necromancy #trait/occult %% -``` - -````ad-pf2-summary -title: Routine -(3 actions) For each of its actions, the trap attempts a ghostly hand [Strike](../../../rules/actions/strike.md) against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn't use its remaining actions). - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Hand (35) -**Damage** `2d10+10` negative plus ghostly grip - -**Effects** ghostly grip -``` - -```ad-embed-ability -title: Ghostly Grip - -A creature outside the house that takes damage from the host of spirits' ghostly hand [Strike](../../../rules/actions/strike.md) must succeed at a DC 42 Reflex save or be pulled directly into the house. If there is a wall in the creature's path, that section of wall is destroyed, and the creature takes an additional `3d12` bludgeoning damage. The haunt's ghostly hand [Strike](../../../rules/actions/strike.md) also deals an additional `6d6` bludgeoning damage to a target already inside the house (DC 42 basic Fortitude save). -``` -```` -^routine - -**Reset** The haunt ends 1 round after no creatures are within 50 feet of the house. The haunt resets after 1 day. - -*Source: Extinction Curse #5: Lord of the Black Sands p. 27* diff --git a/Compendium/gm/hazards/ice-fall-trap-fop.md b/Compendium/gm/hazards/ice-fall-trap-fop.md deleted file mode 100644 index f3fe185db..000000000 --- a/Compendium/gm/hazards/ice-fall-trap-fop.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/fop -- trait/mechanical -- trait/trap -aliases: ["Ice Fall Trap"] ---- -# Ice Fall Trap *Hazard 4* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 22 trained - -Compartments in the ceiling are rigged to drop a freezing alchemical liquid into the entire room if the door is opened without using the key. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 20 (trained) on the door allows it to be opened without springing the trap. - -- **AC** 20 , **Fort** +11, **Ref** +7 -- **Hardness** 8, **HP** 44 (BT 22) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Ice Fall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The door is attacked or opened without using the key. - -**Effect** A freezing alchemical slurry is dumped into the room, dealing `4d6` cold damage to everyone in the area (DC 20 basic Reflex save). -``` - -*Source: The Fall of Plaguestone p. 41* diff --git a/Compendium/gm/hazards/images-of-failure-av3.md b/Compendium/gm/hazards/images-of-failure-av3.md deleted file mode 100644 index 4203ab7da..000000000 --- a/Compendium/gm/hazards/images-of-failure-av3.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av3 -- trait/magical -- trait/trap -aliases: ["Images Of Failure"] ---- -# Images Of Failure *Hazard 12* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 35 expert to realize the illusory images conceal a magical trap (noticing the images has a DC of 0) - -Psychically enhanced illusions flood the minds of creatures in the 40-foot-long, 15-foot-wide hallway (the white dotted box on the map) with memories of their past failures. - -- **Disable** DC 32 [Occultism](../../skills.md#Occultism) (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap. - -```ad-embed-ability -title: Echoes of Defeat [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[curse](../../../rules/traits/curse.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A creature ends a move action within the trap's area - -**Effect** The triggering creature takes `2d10+10` mental damage (DC 32 basic Will save) as it recalls its past failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random skill feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from. -%% #trait/curse #trait/emotion #trait/enchantment #trait/mental %% -``` -```ad-embed-ability -title: Echoes of Defeat. - -This effect lasts for 1 week and can be ended by effects that remove curses. -``` - -**Reset** The trap resets immediately and can affect the same creature multiple times on the creature's turn. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 55* diff --git a/Compendium/gm/hazards/images-of-powerlessness-av3.md b/Compendium/gm/hazards/images-of-powerlessness-av3.md deleted file mode 100644 index d6b5f34da..000000000 --- a/Compendium/gm/hazards/images-of-powerlessness-av3.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av3 -- trait/magical -- trait/trap -aliases: ["Images Of Powerlessness"] ---- -# Images Of Powerlessness *Hazard 12* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 35 expert to realize the illusory images conceal a magical trap (noticing the images has a DC of 0) - -Psychically-enhanced illusions flood the minds of creatures in the 95-foot-long, 15-foot-wide hallway (the white dotted box on the map) with visions of their failures yet to come. - -- **Disable** DC 32 [Occultism](../../skills.md#Occultism) (master) or dispel magic (5th level; counteract DC 26) to weaken the images; three successes are required to disable the trap. - -```ad-embed-ability -title: Flood of Despair [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[curse](../../../rules/traits/curse.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A creature ends a move action within the trap's area - -**Effect** The triggering creature takes `2d10+10` mental damage (DC 32 basic Will save) as it considers its future failures. A creature that takes damage hears a soft whisper offering, "Let me take something from you and I can stop the pain." A creature who agrees loses access to a random class feat that isn't a prerequisite for another feat, and the creature doesn't take further damage from. -%% #trait/curse #trait/emotion #trait/enchantment #trait/mental %% -``` -```ad-embed-ability -title: Flood of Despair. - -This effect lasts for 1 week and can be ended by effects that remove curses. The creature also immediately detects the secret door at the end of the hall, no matter how far away from the end of the hall they are. -``` - -**Reset** The trap resets immediately and can affect the same creature multiple times on the creature's turn. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 55* diff --git a/Compendium/gm/hazards/imperious-darkside-mirror-ec5.md b/Compendium/gm/hazards/imperious-darkside-mirror-ec5.md deleted file mode 100644 index 556e8c6cb..000000000 --- a/Compendium/gm/hazards/imperious-darkside-mirror-ec5.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec5 -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Imperious Darkside Mirror"] ---- -# Imperious Darkside Mirror *Hazard 19* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +32 legendary to notice that the mirror isn't a regular mirror. - -This magic mirror replaces characters with evil duplicates from another dimension. - -- **Disable** DC 42 [Thievery](../../skills.md#Thievery) (legendary) to retrieve a creature from the mirror within 10 minutes of the switch (possible only if their mirror duplicate is dead), DC 47 [Thievery](../../skills.md#Thievery) (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (9th level; counteract DC 40) to counteract the mirror for 1 minute and prevent additional replacements from appearing during that time. - -- **AC** 41 , **Fort** +32, **Ref** +27 -- **Hardness** 1, **HP** 4 (BT 2) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Reflection of Evil [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: A non-evil creature is reflected in the mirror - -**Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 42 Reflex to avoid being absorbed into the mirror), and rolls initiative. -%% #trait/arcane #trait/conjuration #trait/teleportation %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The mirror absorbs another reflected creature into the mirror (DC 42 Reflex) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change) - -Mirror duplicates are legendary in [Intimidation](../../../compendium/skills.md#Intimidation) and are permanently [quickened](../../../rules/conditions.md#Quickened), but they can use this additional action only to [Demoralize](../../../rules/actions/demoralize.md). - -A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. -``` -^routine - -**Reset** The mirror is always ready to absorb creatures into another dimension. 10 minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature using the [Thievery](../../skills.md#Thievery) skill, the creature reaches the mirror dimension, where it could be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them. - -*Source: Extinction Curse #5: Lord of the Black Sands p. 54* diff --git a/Compendium/gm/hazards/ink-drowning-vats-aoe5.md b/Compendium/gm/hazards/ink-drowning-vats-aoe5.md deleted file mode 100644 index f65e25f24..000000000 --- a/Compendium/gm/hazards/ink-drowning-vats-aoe5.md +++ /dev/null @@ -1,60 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe5 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Ink Drowning Vats"] ---- -# Ink Drowning Vats *Hazard 18* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +36 master - -Steel hatch doors automatically lock shut in each of the four vats labeled J2. Four ink spouts (one per vat) jut through a narrow aperture in the ceiling of each vat, 20 feet above. - -- **Disable** DC 40 [Thievery](../../skills.md#Thievery) (master) to seal an ink spout, DC 48 [Thievery](../../skills.md#Thievery) (master) to unlock a steel hatch door, or DC 45 [Athletics](../../skills.md#Athletics) (master) to [Force Open](../../../Rules/actions/force-open.md) a steel hatch door. - -- **AC** 39 , **Fort** +30, **Ref** +27 -- **Door Hardness** 22, **Door HP** 112 (BT 56) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Fill Tank [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The switch outside the vats is pulled - -**Effect** The trap rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(4 actions) The trap loses 1 action for each disabled ink spout. On each of the trap's actions, a spout pours ink, increasing the depth of the ink in that vat by 2 feet. Creatures standing in the ink are exposed to a dose of poison ink. Once the vat is full of ink, the trap stops using actions, but creatures in the vat might start drowning. - -```ad-inline-affliction -title: Poison Ink - -[poison](../../../rules/traits/poison.md) -- **Saving Throws**: DC 38 Fortitude -- **Maximum Duration**: 10 rounds - -## Stages - -**Stage 1** `3d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) - -**Stage 2** `4d6` poison damage and [sickened](../../../rules/conditions.md#Sickened) (1 round) - - -%% #trait/poison %% -``` -```` -^routine - -**Reset** The trap can be reset by refilling the ink storage tanks above the vats. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 49* diff --git a/Compendium/gm/hazards/inky-tendrils-aoe6.md b/Compendium/gm/hazards/inky-tendrils-aoe6.md deleted file mode 100644 index 5e9593807..000000000 --- a/Compendium/gm/hazards/inky-tendrils-aoe6.md +++ /dev/null @@ -1,62 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/complex -- trait/environmental -- trait/magical -aliases: ["Inky Tendrils"] ---- -# Inky Tendrils *Hazard 20* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) - -- **Complexity** Complex -- **Stealth** +32 - -Six giant tentacles reach up from the ink lake, grabbing any foes in reach and dragging them underwater. - -- **Disable** DC 48 [Athletics](../../skills.md#Athletics) (legendary) or DC 45 [Acrobatics](../../skills.md#Acrobatics) (master) to tie one tentacle into a knot, rendering it useless, or dispel magic (8th level; counteract DC 44) to counteract one tentacle. The death of the Daemonic Rumormonger permanently dispels all the inky tendrils. - -- **AC** 42 , **Fort** +36, **Ref** +39 -- **Tentacle Hardness** 5, **Tentacle HP** 80 (BT 40) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Tendrils Come Alive [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A non-daemonic creature moves within 15 feet of the shoreline - -**Effect** The hazard makes a tentacle [Strike](../../../rules/actions/strike.md) against the triggering creature and the hazard rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(6 actions) The hazard loses 1 action for every tentacle that is disabled or destroyed. The tentacles can combine their actions to use the hazard's Inky Imitator ability. A [broken](../../../rules/conditions.md#Broken) tentacle can still [Strike](../../../rules/actions/strike.md), but it can't. - -```ad-embed-ability -title: Grab. - -This hazard takes no multiple attack penalty. -``` - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Tentacle (37) ([reach <15 feet>](../../../rules/traits/reach.md)) -**Damage** `4d8+15` bludgeoning plus Grab - -**Effects** Grab - -%% #trait/reach-15-feet %% -``` - -```ad-embed-ability -title: Constrict [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -`2d8+10` bludgeoning plus black ink delirium, -``` -```` -^routine - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 54* diff --git a/Compendium/gm/hazards/instant-privacy-fence-g-g.md b/Compendium/gm/hazards/instant-privacy-fence-g-g.md deleted file mode 100644 index 8251712fc..000000000 --- a/Compendium/gm/hazards/instant-privacy-fence-g-g.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/g&g -- trait/electricity -- trait/mechanical -- trait/rare -- trait/trap -aliases: ["Instant Privacy Fence"] ---- -# Instant Privacy Fence *Hazard 8* -[electricity](../../../Rules/traits/electricity.md) [mechanical](../../../Rules/traits/mechanical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 30 expert - -stretch of fence is electrified by a hidden Stasian coil. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 28 (expert) to carefully disconnect the coil from the fence or [Crafting](../../skills.md#Crafting) DC 30 (master) to jury-rig a grounding device to nullify the shock - -- **AC** 25 , **Fort** +20, **Ref** +14 -- **Hardness** 15, **HP** 60 (BT 30) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Shock [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature touches the fence directly or with a tool or weapon - -**Effect** The fence deals `7d12` electricity damage to the triggering creature (DC 26 basic Reflex save). -``` - -**Reset** The trap deactivates and resets after 1 minute. - -*Source: Guns & Gears p. 81* diff --git a/Compendium/gm/hazards/iron-dart-launcher-ooa2.md b/Compendium/gm/hazards/iron-dart-launcher-ooa2.md deleted file mode 100644 index a457d656b..000000000 --- a/Compendium/gm/hazards/iron-dart-launcher-ooa2.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa2 -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Iron Dart Launcher"] ---- -# Iron Dart Launcher *Hazard 4* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 25 expert - -A half‑dozen iron darts fire from spring‑loaded launchers [concealed](../../../Rules/conditions.md#Concealed) in the desk opposite the front door. - -- **Disable** DC 22 [Thievery](../../skills.md#Thievery) (trained) to disable the trigger, or DC 18 [Acrobatics](../../skills.md#Acrobatics) to squeeze through the partially opened door (this doesn't disable the trap but prevents it from triggering) - -- **AC** 22 , **Fort** +14, **Ref** +8 -- **Hardness** 10, **HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Dart [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The front door is fully opened, Forced Open, or [broken](../../../rules/conditions.md#Broken) - -**Effect** A hail of iron darts launches along a 20‑foot line from the desk through the doorway, dealing `4d8+10` piercing damage to each creature in the area of effect (DC 24 basic Reflex save). -``` - -**Reset** The trap resets as soon as the door is closed. It has enough darts to trigger three times, after which, it must be reloaded with 20 darts before it can reset again. - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 12* diff --git a/Compendium/gm/hazards/iron-maiden-trap-aoe2.md b/Compendium/gm/hazards/iron-maiden-trap-aoe2.md deleted file mode 100644 index 284d2bd3d..000000000 --- a/Compendium/gm/hazards/iron-maiden-trap-aoe2.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe2 -- trait/mechanical -- trait/trap -aliases: ["Iron Maiden Trap"] ---- -# Iron Maiden Trap *Hazard 8* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 30 expert - -A pressure plate [hidden](../../../Rules/conditions.md#Hidden) on the floor before an iron maiden causes the torture device to snap shut and trap the triggering creature inside. - -- **Disable** DC 28 [Thievery](../../skills.md#Thievery) to disable the pressure plate. - -- **AC** 25 , **Fort** +0, **Ref** +0 -- -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Pressure Plate Hardness - -6; Pressure Plate HP 24 (BT 12); Iron Maiden Hardness 12; Iron Maiden HP 46 (BT 23); Immunities critical hits, object immunities, precision damage. -``` -```ad-embed-ability -title: Slam Shut [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps onto the trap's pressure plate (indicated on the map) - -**Effect** The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes `4d10+10` piercing damage and `2d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) (DC 26 basic Reflex save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also [immobilized](../../../rules/conditions.md#Immobilized). The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful DC 28 [Thievery](../../../compendium/skills.md#Thievery) checks. -``` -```ad-embed-ability -title: to - -[Disable a Device](../../../rules/actions/disable-a-device.md)) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to [Escape](../../../rules/actions/escape.md) the trap's spike-lined interior. -``` - -**Reset** The pressure plate must be reset manually. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 52* diff --git a/Compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md b/Compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md deleted file mode 100644 index 6479f102e..000000000 --- a/Compendium/gm/hazards/kharnass-lesser-glyph-aoe6.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/magical -- trait/trap -aliases: ["Kharnas's Lesser Glyph"] ---- -# Kharnas's Lesser Glyph *Hazard 17* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 43 - -A [hidden](../../../Rules/conditions.md#Hidden) glyph suddenly lights up and dominates the mind of any creature not bearing the sigil of Kharnas the Angel-Binder. - -- **Disable** DC 46 [Thievery](../../skills.md#Thievery) (legendary) to destroy the glyph, DC 42 [Arcana](../../skills.md#Arcana) (master) to harmlessly divert the glyph's power, or dispel magic (7th level; counteract DC 38) to counteract the glyph. - -```ad-embed-ability -title: Dominate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [enchantment](../../../rules/traits/enchantment.md) - -- **Trigger**: A creature who doesn't bear the sigil of Kharnas attempts to open the door - -**Effect** A surge of the Radiant Spark's latent power courses through the glyph and washes over the triggering creature. If the creature is undead, it takes `10d10` positive damage. If it's living, it instead regains `10d10` Hit Points. It then must succeed at a DC 40 Will save or be affected by a 6th-level [dominate](../../../compendium/spells/dominate.md) spell. The spell commands the affected creature to attack the nearest creature who doesn't bear the sigil of Kharnas. -%% #trait/arcane #trait/enchantment %% -``` - -**Reset** The glyph can affect two creatures before it deactivates for 5 minutes and automatically resets. - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 29* diff --git a/Compendium/gm/hazards/krooth-summoning-rune-ec2.md b/Compendium/gm/hazards/krooth-summoning-rune-ec2.md deleted file mode 100644 index f1453fa99..000000000 --- a/Compendium/gm/hazards/krooth-summoning-rune-ec2.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec2 -- trait/complex -- trait/magical -- trait/trap -- trait/uncommon -aliases: ["Krooth Summoning Rune"] ---- -# Krooth Summoning Rune *Hazard 8* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Complex -- **Stealth** +14 expert - -The haze conceals a rune that summons a krooth in front of the door to area B10. - -- **Disable** DC 24 [Acrobatics](../../skills.md#Acrobatics) to approach without triggering the trap followed by DC 26 [Thievery](../../skills.md#Thievery) (expert) to erase the rune, or dispel magic (4th level; counteract DC 24) to counteract the rune. - -```ad-embed-ability -title: Summon Monster [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) summon - -- **Trigger**: A non-xulgath, non-demon creature that isn't carrying a religious symbol of Zevgavizeb crosses from the north part of the hall to the south part of the hall - -**Effect** The trap summons a krooth (Bestiary 215). The krooth rolls initiative and remains for `2d6` rounds, after which the spell ends and the krooth disappears. The krooth also disappears if someone disables the trap before the duration expires. Unlike most summoned creatures, the krooth can use 3 actions each round and can use reactions. -%% #trait/arcane #trait/conjuration #trait/summon %% -``` - -**Reset** The trap resets after 24 hours. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 30* diff --git a/Compendium/gm/hazards/lesser-dragonstorm-aoa6.md b/Compendium/gm/hazards/lesser-dragonstorm-aoa6.md deleted file mode 100644 index 67ac1ae95..000000000 --- a/Compendium/gm/hazards/lesser-dragonstorm-aoa6.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa6 -- trait/complex -- trait/environmental -- trait/magical -- trait/rare -aliases: ["Lesser Dragonstorm"] ---- -# Lesser Dragonstorm *Hazard 20* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) - -- **Complexity** Complex -- **Stealth** +38 legendary - -A small-scale version of a dragonstorm—a churning vortex of wind infused with fire, acid, lightning, poison, and ice—fills [Alseta](../../setting/deities/alseta-logm.md)'s Ring. - -- **Disable** [Religion](../../skills.md#Religion) DC 40 (legendary) to call out to a non-evil deity for direct intervention to disperse the lesser dragonstorm (prayers to [Apsu](../../setting/deities/apsu-logm.md) allow characters who are masters in [Religion](../../skills.md#Religion) to attempt the check as if they were legendary instead), [Thievery](../../skills.md#Thievery) DC 42 (legendary) to deactivate Vengegate while the manifestation is forcing it open, or a successful [dispel magic](../../spells/dispel-magic.md) (10th level; DC 40) to counteract the lesser dragonstorm. - -```ad-embed-ability -title: Manifest Lesser Dragonstorm [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature attempts to activate Vengegate - -**Effect** The chamber within [Alseta](../../../compendium/setting/deities/alseta-logm.md)'s Ring fills with a dragonstorm. Creatures within this area take `10d8` damage, equally split between acid, cold, electricity, fire, and poison. -``` - -```ad-pf2-summary -title: Routine -(1 action) On its initiative, the lesser dragonstorm reaches out and blasts all creatures within [Alseta](../../../compendium/setting/deities/alseta-logm.md)'s Ring. - -Affected creatures take `10d8` damage (DC 46 basic Reflex save), evenly split between acid, cold, fire, electricity, and poison. Creatures that fail their save are pulled 20 feet toward the center of [Alseta](../../../compendium/setting/deities/alseta-logm.md)'s Ring (or are knocked [prone](../../../rules/conditions.md#Prone) and pulled 30 feet on a critical failure). After 10 rounds, the lesser dragonstorm is destroyed, but a much greater dragonstorm manifests in the surrounding region—see The Dragonstorm on page 7. -``` -^routine - -*Source: Age of Ashes #6: Broken Promises p. 6* diff --git a/Compendium/gm/hazards/life-magnet-aoe2.md b/Compendium/gm/hazards/life-magnet-aoe2.md deleted file mode 100644 index 844c11f12..000000000 --- a/Compendium/gm/hazards/life-magnet-aoe2.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe2 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Life Magnet"] ---- -# Life Magnet *Hazard 7* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +17 expert - -A magical magnet [hidden](../../../Rules/conditions.md#Hidden) behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way. - -- **Disable** DC 29 [Thievery](../../skills.md#Thievery) (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic. - -- **AC** 28 , **Fort** +20, **Ref** +18 -- **Bar Hardness** 15, **Bar HP** 40 (BT 20); **Magnet Hardness** 14, **Magnet HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Magnetize the Living [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature touches any of the iron bars in this area or touches a creature already affected by the trap - -**Effect** The magical panel [hidden](../../../rules/conditions.md#Hidden) in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) "magnetizes" the triggering creature and violently pulls it toward the corner, automatically dealing `2d10+10` bludgeoning damage to the creature. The trap then rolls initiative if it hasn't already done so. -``` - -```ad-pf2-summary -title: Routine -(1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes `2d10+10` bludgeoning damage with a DC 25 basic Fortitude save and is [restrained](../../../rules/conditions.md#Restrained) on a failure ([Escape](../../../rules/actions/escape.md) DC 23) - -If an iron bar has been [broken](../../../rules/conditions.md#Broken), the creature takes `1d10+5` bludgeoning damage instead, and if two consecutive bars have been [broken](../../../rules/conditions.md#Broken) the creature takes no damage (but might still be [restrained](../../../rules/conditions.md#Restrained) on a failed save). -``` -^routine - -**Reset** The trap deactivates and resets 1 minute after there are no creatures touching the iron bars. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 36* diff --git a/Compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md b/Compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md deleted file mode 100644 index 4e3574e7d..000000000 --- a/Compendium/gm/hazards/lifeleech-crystal-patch-aoa4.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa4 -- trait/environmental -- trait/magical -aliases: ["Lifeleech Crystal Patch"] ---- -# Lifeleech Crystal Patch *Hazard 11* -[environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) - -- **Complexity** Simple -- **Stealth** DC 30 expert or detect magic to note the presence of necromantic energies suffusing the crystals. - -Sharp, bloodthirsty crystals make walking through this chamber treacherous. - -- **Disable** [Religion](../../skills.md#Religion) DC 30 (expert) to utter prayers that quell the crystals' necromantic compulsion to drink blood. - -- **AC** 31 , **Fort** +24, **Ref** +12 -- **Hardness** 20, **HP** 80 (BT 40) -- **Immunities** critical hits (except bludgeoning or sonic); object immunities; precision damage -- **Resistances** -- **Weaknesses** nullsonic 10 - -```ad-embed-ability -title: Slice Legs [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature with blood moves through a patch of lifeleech crystals. - -**Effect** The crystals twist and slash, animating and cutting into the creature as it walks, dealing `5d8` slashing damage. The creature must attempt a DC 28 Reflex saving throw. Critical Success The creature is unaffected. Success The creature takes full damage and is [drained](../../../rules/conditions.md#Drained). Failure The creature takes double damage and is [drained](../../../rules/conditions.md#Drained). Critical Failure As failure, plus the creature's blood causes fresh growth. A new 10-foot-square patch of lifeleech crystals grows in an adjacent space to the current patch of crystals. -``` - -*Source: Age of Ashes #4: Fires of the Haunted City p. 9* diff --git a/Compendium/gm/hazards/living-paints-aoe6.md b/Compendium/gm/hazards/living-paints-aoe6.md deleted file mode 100644 index 61843405a..000000000 --- a/Compendium/gm/hazards/living-paints-aoe6.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/magical -- trait/transmutation -- trait/trap -aliases: ["Living Paints"] ---- -# Living Paints *Hazard 19* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 41 (Master) - -A mass of brushes use magical paint to convert creatures into art. - -- **Disable** DC 41 [Crafting](../../skills.md#Crafting) (master) to mix the paints into bland, useless colors, DC 46 [Thievery](../../skills.md#Thievery) (legendary) to dismantle the animated brushes, or dispel magic (8th level; counteract DC 41) to counteract the magic within the paint. - -```ad-embed-ability -title: Capture Subject [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature steps into the same space as the paints (the square marked with a "T" on the map on page 26) - -**Effect** The brushes animate and attempt to paint all creatures within 30 feet. The creatures must succeed at a DC 41 Reflex save to avoid the brushes and splashes from paint cans or be converted into living artwork for 1 hour. A creature that becomes living artwork is immediately bound to the nearest flat surface of its size or larger within 30 feet. The creature can move only along flat surfaces such as floors and walls. This allows it to end its movement wrapped around corners when on a continuous surface. While bound to a surface, the creature can attack from its space as normal, including against other creatures bound to the same surface. If the surface it's on is destroyed (such as a portrait hit by a [fireball](../../../compendium/spells/fireball.md) spell or a wall being demolished), the creature takes `10d6` damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the creature is destroyed. -%% #trait/arcane #trait/transmutation %% -``` - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 32* diff --git a/Compendium/gm/hazards/locking-door-botd.md b/Compendium/gm/hazards/locking-door-botd.md deleted file mode 100644 index 4e99d22a4..000000000 --- a/Compendium/gm/hazards/locking-door-botd.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Locking Door"] ---- -# Locking Door *Hazard -1* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 18 trained to notice the door sway slightly, even though there's no breeze - -A door (or other portal) slams shut and locks. - -- **Disable** DC 14 [Athletics](../../skills.md#Athletics) to push back against the door, DC 14 [Crafting](../../skills.md#Crafting) to wedge the door open, or DC 20 [Thievery](../../skills.md#Thievery) (trained) to jam the lock or open the lock afterward - -```ad-embed-ability -title: Shut In [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature ends their move after passing through the doorway - -**Effect** With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on. -``` - -*Source: Book of the Dead p. 64* diff --git a/Compendium/gm/hazards/lonely-machine-spirit-ooa1.md b/Compendium/gm/hazards/lonely-machine-spirit-ooa1.md deleted file mode 100644 index 147f90b59..000000000 --- a/Compendium/gm/hazards/lonely-machine-spirit-ooa1.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/complex -- trait/haunt -aliases: ["Lonely Machine Spirit"] ---- -# Lonely Machine Spirit *Hazard 3* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +13 trained - -Ghostly smoke rising from an alchemical engine belches forth; the screeching sound of grinding gears echoes from the engine as it shutters to life. - -- **Disable** DC 22 [Religion](../../skills.md#Religion) (trained) or DC 20 [Engineering Lore](../../skills.md#Lore) (trained) to eject the animating spirit from its mechanical shell. Creatures gain a +2 circumstance bonus on their check if they use the airship's name, Harpy's Kiss, as part of their skill check, or a +4 circumstance bonus if they utter the name "Phera Wyndslow. " The haunt remains active until its spirit is ejected, the haunt is destroyed, or there are no living creatures within 30 feet. - -- **AC** 20 , **Fort** +14, **Ref** +8 -- **Hardness** 11, **HP** 44 (BT 22) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** electricity 5; orichalcum 5; positive 5 - -```ad-embed-ability -title: Painful Whistle [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sonic](../../../rules/traits/sonic.md) - -- **Trigger**: A living creature approaches within 10 feet of the engine (marked with a "T" on the map) - -**Effect** A loud whistle blows and all creatures within 30 feet take `2d6` sonic damage and become [stunned](../../../rules/conditions.md#Stunned) (DC 20 basic Fortitude save; creatures aren't [stunned](../../../rules/conditions.md#Stunned) on a success). The lonely machine spirit then rolls initiative. -%% #trait/sonic %% -``` -```ad-embed-ability -title: Belch - -Smoke[>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (air, fire) The airship's engine issues forth a cloud of alchemical smoke in a 30-foot cone. Creatures within the cone must attempt a DC 20 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes `1d6` poison damage and is [sickened](../../../rules/conditions.md#Sickened). -> - **Failure** The creature takes `2d6` poison damage and is [sickened](../../../rules/conditions.md#Sickened). -> - **Critical Failure** The creature takes `3d6` poison damage and is [sickened](../../../rules/conditions.md#Sickened). -``` - -```ad-pf2-summary -title: Routine -(2 actions) The lonely machine spirit Belches Smoke or makes two red hot gear Strikes against two creatures within 30 feet. -``` -^routine - -**Reset** The haunt deactivates and resets after 1 hour. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 24* diff --git a/Compendium/gm/hazards/luminous-ward-aoa5.md b/Compendium/gm/hazards/luminous-ward-aoa5.md deleted file mode 100644 index 93fae00d9..000000000 --- a/Compendium/gm/hazards/luminous-ward-aoa5.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa5 -- trait/magical -- trait/trap -aliases: ["Luminous Ward"] ---- -# Luminous Ward *Hazard 18* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 40 master - -A burst of radiance explodes from the door. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 40 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward. - -```ad-embed-ability -title: Radiant Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[fire](../../../rules/traits/fire.md) [light](../../../rules/traits/light.md) - -- **Trigger**: A creature touches the door - -**Effect** All creatures within 20 feet of the door are scorched with brilliant light, taking `20d6` fire damage (DC 40 basic Reflex save). A creature that fails this save is [blinded](../../../rules/conditions.md#Blinded) for 1 hour (or permanently on a critical failure). -%% #trait/fire #trait/light %% -``` - -**Reset** The trap resets after 1 hour. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 58* diff --git a/Compendium/gm/hazards/lyzerium-bottles-ooa1.md b/Compendium/gm/hazards/lyzerium-bottles-ooa1.md deleted file mode 100644 index 1eee16e8d..000000000 --- a/Compendium/gm/hazards/lyzerium-bottles-ooa1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/mechanical -- trait/trap -aliases: ["Lyzerium Bottles"] ---- -# Lyzerium Bottles *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 16 - -Five tiny glass bottles, each full of volatile green liquid, are discretely positioned around the room. - -Each bottle explodes when its glass is [broken](../../../Rules/conditions.md#Broken). - -- **Disable** [Interact](../../../Rules/actions/interact.md) action to pick up one of the five bottles (see Lyzerium sidebar on page 63) - -- **AC** 13 , **Fort** +4, **Ref** +6 -- **Bottle Hardness** 1, **Bottle HP** 4 (BT 2) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Explode [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps on the bottle or the bottle becomes [broken](../../../rules/conditions.md#Broken) - -**Effect** The bottle explodes, dealing `2d8` fire damage plus 2 [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage) and 2 fire splash damage to each creature sharing its square (DC 18 basic Reflex save). -``` - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 64* diff --git a/Compendium/gm/hazards/magic-starknives-trap-tio.md b/Compendium/gm/hazards/magic-starknives-trap-tio.md deleted file mode 100644 index 72ac1214e..000000000 --- a/Compendium/gm/hazards/magic-starknives-trap-tio.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/tio -- trait/complex -- trait/magical -- trait/trap -aliases: ["Magic Starknives Trap"] ---- -# Magic Starknives Trap *Hazard 5* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 22 [Perception](../../skills.md#Perception) check to spot the magical energies reverberating in the pillars. - -Starknife symbols on the six pillars glow and shoot across the room. - -- **Disable** DC 21 [Thievery](../../skills.md#Thievery) (expert) or dispel magic on any four of the six pillars disables the entire trap (the trap is a 2nd-level spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap. - -*Source: Troubles in Otari p. 28* \ No newline at end of file diff --git a/Compendium/gm/hazards/malevolant-mannequins-g-g.md b/Compendium/gm/hazards/malevolant-mannequins-g-g.md deleted file mode 100644 index 4cb1af13b..000000000 --- a/Compendium/gm/hazards/malevolant-mannequins-g-g.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/g&g -- trait/clockwork -- trait/complex -- trait/haunt -- trait/mechanical -- trait/uncommon -aliases: ["Malevolant Mannequins"] ---- -# Malevolant Mannequins *Hazard 14* -[clockwork](../../../Rules/traits/clockwork-g-g.md) [complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) [mechanical](../../../Rules/traits/mechanical.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Complex -- **Stealth** +27 - -A host of violent spirits possess three clockwork mannequins, and each lashes out at any creatures that dare walk near - -- **Disable** DC 37 [Thievery](../../skills.md#Thievery) (master) to jam a mannequin's clockwork mechanisms or [Religion](../../skills.md#Religion) DC 35 (expert) twice to exorcise a spirit from a mannequin. - -- **AC** 35 , **Fort** +26, **Ref** +28 -- **Hardness** 10, **HP** 70 (BT 35) per mannequin -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** nullelectricity 20 - -```ad-embed-ability -title: Awaken [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature comes within 30 feet of a mannequin - -**Effect** The mannequins all lurch towards the triggering creature, [Striding](../../../rules/actions/stride.md) up to 50 feet, then roll initiative. -``` - -````ad-pf2-summary -title: Routine -(9 actions) Each of the mannequins uses three of the haunt's actions on each turn, and the haunt loses three actions each turn for every disabled or destroyed mannequin. Each mannequin uses its first action to [Stride](../../../rules/actions/stride.md) up to 50 feet and its remaining two actions to make clockwork fist [Strikes](../../../rules/actions/strike.md). Each has its own separate multiple attack penalty. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Clockwork First (29) -**Damage** `2d10+18` bludgeoning - -**Effects** -``` -```` -^routine - -**Reset** The haunt deactivates after it has no target creatures and resets, usually over the course of 1 round, as the mannequins move to their original positions. If a mannequin is more than 150 feet from its original position, the haunt takes longer to reset, as the mannequin moves back 150 feet each round. - -*Source: Guns & Gears p. 81* diff --git a/Compendium/gm/hazards/mana-whorl-loil.md b/Compendium/gm/hazards/mana-whorl-loil.md deleted file mode 100644 index 7144e706e..000000000 --- a/Compendium/gm/hazards/mana-whorl-loil.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/loil -- trait/complex -- trait/environmental -- trait/magical -aliases: ["Mana Whorl"] ---- -# Mana Whorl *Hazard 7* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) - -- **Complexity** Complex -- **Stealth** +14 trained to identify as dangerous quicksand; +20 (expert) to recognize its magical properties - -This 15-foot-wide patch of destabilized sand attempts to submerge creatures who wield magic. A desert tree with dense bright green foliage, pale pink blooms, and at least one carnivorous red-chested magpie is always nearby. - -- **Disable** DC 26 [Arcana](../../skills.md#Arcana) (expert) to feed magic into the whorl and temporarily stabilize it for a few minutes; feed the whorl a number of spellcasters and magic items with a combined 10 levels (for instance, a 4th-level cleric with two 3rd-level magic items) to stabilize it for 1 week; or feed the whorl a number of spellcasters and magic items with a combined 20 levels to stabilize it permanently. - -Spellcasters and magic items fed to the whorl are devoured whole. - -```ad-embed-ability -title: Submerge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature who can cast spells, or who is wielding a magic item, walks into the mana whorl - -**Effect** The triggering creature sinks into the whorl to its waist. The whorl rolls initiative if it hasn't already -``` - -```ad-pf2-summary -title: Routine -(1 action) On its initiative, the whorl pulls down any creature within it that can cast spells or that is wielding a magic item. A creature submerged to the waist becomes submerged to the neck, and a creature submerged to the neck is pulled under and must hold its breath to avoid suffocation (Core Rulebook 478). If a creature has no spells or magic items, the mana whorl is merely difficult terrain. - -A creature caught in a mana whorl can attempt a DC 23 [Athletics](../../../compendium/skills.md#Athletics) check to [Swim](../../../rules/actions/swim.md) to either raise itself by one step if submerged to the neck or worse, or to move 5 feet if submerged only to the waist. On a critical failure, the creature is pulled down by one step. A creature that Swims out of the whorl escapes the hazard and is [prone](../../../rules/conditions.md#Prone) in a space adjacent to the whorl. Other creatures can [Aid](../../../rules/actions/aid.md) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 23 [Athletics](../../../compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. If a creature has only magic items and no ability to cast spells, dropping all the items releases that creature, and it can move through the mana whorl as normal difficult terrain. -``` -^routine - -**Reset** The hazard continues to suck in anyone with magic until it is satiated (see Disable above). Magpies leave any satiated whorls. - -*Source: Lost Omens: Impossible Lands p. 231* diff --git a/Compendium/gm/hazards/masks-of-arodens-guises-ec2.md b/Compendium/gm/hazards/masks-of-arodens-guises-ec2.md deleted file mode 100644 index 919e70a40..000000000 --- a/Compendium/gm/hazards/masks-of-arodens-guises-ec2.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec2 -- trait/complex -- trait/magical -- trait/rare -- trait/trap -aliases: ["Masks Of Aroden's Guises"] ---- -# Masks Of Aroden's Guises *Hazard 10* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +20 expert - -Ten masks adorn twelve stone statues. - -- **Disable** DC 29 [Religion](../../skills.md#Religion) (expert) or [Occultism](../../skills.md#Occultism) or DC 31 Thievery (expert) to dismiss the magic on a single statue. - -Replacing the two missing masks (a mask made of or incorporating coins on the merchant statue and a mask made of any valuable fabric on the tailor statue) and succeeding at a DC 27 [Religion](../../skills.md#Religion) check disarms the trap. - -AC 30; Fort +20, Ref +16 Statue Hardness 18; Statue HP 48 (BT 24); Immunities critical hits, object immunities, precision damage. - -- **AC** 30 , null -- **Hardness** 18, **HP** 48 (BT 24) per statue -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Unmasked Statues [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature removes the mask from a statue - -**Effect** The trap casts phantasmal killer (DC 27) against the creature, creating an image of the statue lunging forth. The trap then rolls initiative. -%% #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -[>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") An unmasked statue casts phantasmal killer (DC 27) against a target in the room for each of the trap's actions, creating an image of the statue lunging forth. It doesn't affect the same creature more than once; if there are fewer targets than it has actions, the trap doesn't use its remaining actions. Unmasking an additional statue increases the hazard's actions by 1, and replacing a mask reduces its actions by 1. -``` -^routine - -**Reset** The trap deactivates and resets 1 minute after it has no target creatures. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 37* diff --git a/Compendium/gm/hazards/maze-of-mirrors-ec2.md b/Compendium/gm/hazards/maze-of-mirrors-ec2.md deleted file mode 100644 index 87d300580..000000000 --- a/Compendium/gm/hazards/maze-of-mirrors-ec2.md +++ /dev/null @@ -1,73 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec2 -- trait/complex -- trait/magical -- trait/mechanical -- trait/rare -- trait/trap -aliases: ["Maze Of Mirrors"] ---- -# Maze Of Mirrors *Hazard 9* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +18 trained to detect the magical runes in the maze; noticing the maze itself has a DC of 0. - -[Invisible](../../../Rules/conditions.md#Invisible) runes in the maze disorient those within it and cause its mirrored walls to shift about. - -- **Disable** DC 26 [Thievery](../../skills.md#Thievery) (expert) or dispel magic (5th level; counteract DC 28) to stop the mirrors' shuffling; DC 28. - -```ad-embed-ability -title: Occultism or Religion -expert - -to dispel the minotaur AC 28; Fort +29, Ref +14 Hardness 18; HP 64 (BT 32); Immunities critical hits, object immunities, precision damage. -%% #trait/expert %% -``` -```ad-embed-ability -title: The Maze Awakens [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature enters the maze - -**Effect** Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the. -``` -```ad-embed-ability -title: Maze. - -The trap rolls initiative. -``` -```ad-embed-ability -title: Trapped in the Maze - -Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 [Perception](../../../compendium/skills.md#Perception) or [Survival](../../../compendium/skills.md#Survival) check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can [Aid](../../../rules/actions/aid.md) this check. - -The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success better than the result of its roll when attempting this check (failure to success, for example). - -> [!success-degree] -> - **Critical Success** The target escapes the maze. -> - **Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze. -> - **Failure** The target makes no progress toward escape. -> - **Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is. -``` - -````ad-pf2-summary -title: Routine -[>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a DC 26 Will save are [stupefied](../../../rules/conditions.md#Stupefied) until they leave the maze. - -If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of [stupefied](../../../rules/conditions.md#Stupefied)). For its second action, the trap's ghostly minotaur attacks a random creature in the maze with its spectral gore. For its third action, the trap makes another spectral gore attack against a random creature. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Spectral Gore (21) -**Damage** `2d8+8` mental - -**Effects** -``` -```` -^routine - -**Reset** The trap deactivates and resets if 1 minute passes without any creature in the maze. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 56* diff --git a/Compendium/gm/hazards/mental-scream-trap-aoa5.md b/Compendium/gm/hazards/mental-scream-trap-aoa5.md deleted file mode 100644 index 6cb6d2b08..000000000 --- a/Compendium/gm/hazards/mental-scream-trap-aoa5.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa5 -- trait/magical -- trait/trap -aliases: ["Mental Scream Trap"] ---- -# Mental Scream Trap *Hazard 19* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 43 master - -A psychic scream disorients creatures in the area. - -- **Disable** [Arcana](../../skills.md#Arcana) (DC 41) to suppress the magic or [Thievery](../../skills.md#Thievery) (DC 41) to scratch out the ward. - -```ad-embed-ability -title: Psychic Screech [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [enchantment](../../../rules/traits/enchantment.md) [incapacitation](../../../rules/traits/incapacitation.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A creature enters the marked area - -**Effect** A psychic wail affects all creatures within 10 feet of the marked area, requiring them to attempt a DC 41 Will save. Critical Success The target is unaffected. Success The target is [stunned](../../../rules/conditions.md#Stunned). Failure The target is [paralyzed](../../../rules/conditions.md#Paralyzed) for 1 round, then [stunned](../../../rules/conditions.md#Stunned) when the paralysis ends. Critical Failure The target is [paralyzed](../../../rules/conditions.md#Paralyzed) for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. -%% #trait/arcane #trait/enchantment #trait/incapacitation #trait/mental %% -``` - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 56* diff --git a/Compendium/gm/hazards/mirror-door-da.md b/Compendium/gm/hazards/mirror-door-da.md deleted file mode 100644 index 5baa81beb..000000000 --- a/Compendium/gm/hazards/mirror-door-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/magical -- trait/trap -- trait/visual -aliases: ["Mirror Door"] ---- -# Mirror Door *Hazard -1* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [visual](../../../Rules/traits/visual.md) - -- **Complexity** Simple -- **Stealth** DC 15 - -The reflection of a wall shows a phantom door where none exists. This door can only be manipulated while viewed through the mirror's reflection. - -- **Disable** DC 18 [Thievery](../../skills.md#Thievery) to open the door while viewing the reflection - -```ad-embed-ability -title: Appear [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [illusion](../../../rules/traits/illusion.md) - -- **Trigger**: A creature views the wall through a mirror's reflection - -**Effect** A door appears in the mirror's reflection of the wall. The triggering creature can open and manipulate this door only as long as they view it through the mirror and only by succeeding at a DC 18 [Thievery](../../../compendium/skills.md#Thievery) check to disable the trap. -%% #trait/arcane #trait/illusion %% -``` - -**Reset** automatic - -*Source: Dark Archive p. 122* diff --git a/Compendium/gm/hazards/mogarus-breath-frp2.md b/Compendium/gm/hazards/mogarus-breath-frp2.md deleted file mode 100644 index 7268c01bd..000000000 --- a/Compendium/gm/hazards/mogarus-breath-frp2.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp2 -- trait/environmental -- trait/evocation -- trait/fire -- trait/kaiju -- trait/primal -aliases: ["Mogaru's Breath"] ---- -# Mogaru's Breath *Hazard 21* -[environmental](../../../Rules/traits/environmental.md) [evocation](../../../Rules/traits/evocation.md) [fire](../../../Rules/traits/fire.md) [kaiju](../../../Rules/traits/kaiju-frp2.md) [primal](../../../Rules/traits/primal.md) - -- **Complexity** Simple -- **Stealth** DC 10 - -Mogaru exhales a blast of intense flames to eradicate any meddlesome pests in the area. - -- **Disable** DC 50 [Performance](../../skills.md#Performance) (legendary) - -```ad-embed-ability -title: or DC - -53 [Deception](../../../compendium/skills.md#Deception) (legendary) to momentarily divert Mogaru's attention. -``` -```ad-embed-ability -title: Volcanic Breath [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature takes a [hostile](../../../rules/conditions.md#Hostile) action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru - -**Effect** Mogaru breathes a 120-foot cone of fire toward the object of his ire. Flammable objects in the area immediately combust, and stone or metal surfaces warp into difficult terrain. Creatures in the area take `20d6` fire damage (DC 44 basic Reflex save). On a failed or critically failed save, a creature also takes `3d6` [persistent fire damage](../../../rules/conditions.md#Persistent%20Damage). -``` - -**Reset** Mogaru must wait `1d4` rounds before letting loose another gout of fire. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* diff --git a/Compendium/gm/hazards/mukradi-summoning-runes-ec4.md b/Compendium/gm/hazards/mukradi-summoning-runes-ec4.md deleted file mode 100644 index aa3fe5fd0..000000000 --- a/Compendium/gm/hazards/mukradi-summoning-runes-ec4.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec4 -- trait/complex -- trait/magical -- trait/trap -- trait/uncommon -aliases: ["Mukradi Summoning Runes"] ---- -# Mukradi Summoning Runes *Hazard 15* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Complex -- **Stealth** +25 master to notice runes marked on the floor. - -Barely visible runes are etched into the stone floor in a 20-foot diameter circle. - -- **Disable** DC 36 [Acrobatics](../../skills.md#Acrobatics) to approach without triggering the trap followed by DC 34 [Occultism](../../skills.md#Occultism) (expert) or DC 38 Thievery(master) to erase the rune, or dispel magic (8th level; counteract DC 34) to counteract the rune.. - -```ad-embed-ability -title: Summon Monster [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../../../rules/traits/conjuration.md) [occult](../../../rules/traits/occult.md) summon - -- **Trigger**: A creature enters the circle without uttering the passphrase, "Praise to the Water Lizard" - -**Effect** The trap summons a mukradi (Bestiary 239). The mukradi rolls initiative and remains for 1 minute, after which the spell ends and the mukradi disappears. The mukradi also disappears if someone disables the trap before the duration expires. The mukradi can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/conjuration #trait/occult #trait/summon %% -``` - -**Reset** The trap resets at the first high tide of each day. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 35* diff --git a/Compendium/gm/hazards/needling-stairs-aoe3.md b/Compendium/gm/hazards/needling-stairs-aoe3.md deleted file mode 100644 index 43415cace..000000000 --- a/Compendium/gm/hazards/needling-stairs-aoe3.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe3 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Needling Stairs"] ---- -# Needling Stairs *Hazard 11* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +20 expert - -This staircase has springs in each step, which send poisoned needles shooting up through tiny holes in the wood when stepped on. Each step, 6 in total, takes up one 5-foot square. - -- **Disable** DC 33 [Thievery](../../skills.md#Thievery) (master) on each stair to disable its spring, or deactivate the switch in area C8 to deactivate the whole trap. Cutting the wire on the topmost stair (DC 35 to the Device) that connects the staircase to the control switch prevents the control switch from turning the trap on or off. - -- **AC** 28 , **Fort** +22, **Ref** +19 -- **Hardness** 8, **HP** 25 (BT 12) to break the spring under the step and make that step safe to stand on -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: First Step [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature ends its movement on one of the stairs - -**Effect** The trap makes a poisoned needle [Strike](../../../rules/actions/strike.md) against the triggering creature, then rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(1 action) The trap makes a separate poisoned needle [Strike](../../../rules/actions/strike.md) against each creature currently on an active step as 1 action. Because it is constantly jabbing needles up through any weight-bearing steps, the trap can also use its Bloody Feet free action (see below) to jab at a creature on one of the steps during that creature's turn. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Poisoned Needle (24) -**Damage** `2d6+8` piercing plus `1d6` [persistent bleed](../../../rules/conditions.md#Persistent%20Damage) and `4d6` [persistent poison](../../../rules/conditions.md#Persistent%20Damage) - -**Effects** -``` - -```ad-embed-ability -title: Bloody Feet [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: A creature moves onto an active step - -**Effect** The trap makes a poisoned needle [Strike](../../../rules/actions/strike.md) against the triggering creature. -``` -```` -^routine - -**Reset** If deactivated via the switch, the trap can be reactivated with the switch in area C8. - -*Source: Agents of Edgewatch #3: All or Nothing p. 19* diff --git a/Compendium/gm/hazards/nightmare-terrain-tio.md b/Compendium/gm/hazards/nightmare-terrain-tio.md deleted file mode 100644 index bdad37e60..000000000 --- a/Compendium/gm/hazards/nightmare-terrain-tio.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/tio -- trait/complex -- trait/magical -- trait/trap -aliases: ["Nightmare Terrain"] ---- -# Nightmare Terrain *Hazard 6* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 22 [Perception](../../skills.md#Perception) to detect the subtle magical aura of the land. - -What seems like an innocent stretch of land assaults trespassers with terrible illusions. - -- **Disable** [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), or [Religion](../../skills.md#Religion) DC 22 (by a hero with expert proficiency in that skill) three times to temporarily disrupt the magic, or dispel magic (3rd-level spell, DC 25) - -```ad-embed-ability -title: Step into Nightmares [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -If a creature that can see moves 10 feet into the affected area, the hazard rolls [Stealth](../../../compendium/skills.md#Stealth) (+16) for its initiative. -%% #trait/illusion #trait/mental #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -(1 action) Terrible visions assail the minds of all creatures who can see within the affected area. Each creature must attempt a DC 24 Will saving throw. - -Critical Success The creature is unaffected. - -Success The creature is [frightened](../../../rules/conditions.md#Frightened). - -Failure The creature takes `2d8+9` mental damage and is [frightened](../../../rules/conditions.md#Frightened). - -Critical Failure The creature takes `4d8+18` mental damage and is [frightened](../../../rules/conditions.md#Frightened). -``` -^routine - -**Reset** The terrible visions cease after all creatures have left the affected area, but the hazard is immediately ready to inflict its visions on the next creature to enter. - -*Source: Troubles in Otari p. 41* diff --git a/Compendium/gm/hazards/painful-suggestion-trap-av2.md b/Compendium/gm/hazards/painful-suggestion-trap-av2.md deleted file mode 100644 index 4ecedc455..000000000 --- a/Compendium/gm/hazards/painful-suggestion-trap-av2.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av2 -- trait/magical -- trait/trap -aliases: ["Painful Suggestion Trap"] ---- -# Painful Suggestion Trap *Hazard 8* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 26 expert - -A [hidden](../../../Rules/conditions.md#Hidden) rune on the floor under the filth, just past the threshold, triggers an ersatz ghost. - -- **Disable** DC 28 [Thievery](../../skills.md#Thievery) (expert) to remove the rune without triggering it, or dispel magic (4th level; counteract DC 26) to dispel the rune. - -```ad-embed-ability -title: Counterfeit Haunting [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](../../../rules/traits/auditory.md) [enchantment](../../../rules/traits/enchantment.md) [incapacitation](../../../rules/traits/incapacitation.md) [linguistic](../../../rules/traits/linguistic.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A living creature moves over the rune - -**Effect** A frightful moan echoes through the room, and a hoarse telepathic voice shouts, "Get out!" This shout deals `6d12` mental damage to creatures in the room (DC 26 basic Will save). Creatures who fail this saving throw must immediately leave the room and can't willingly reenter it for 1 minute (1 hour on a critical failure). -%% #trait/auditory #trait/enchantment #trait/incapacitation #trait/linguistic #trait/mental %% -``` - -**Reset** The trap automatically resets after 1 hour. - -*Source: Abomination Vaults #2: Hands of the Devil p. 54* diff --git a/Compendium/gm/hazards/paralyzing-light-trap-av2.md b/Compendium/gm/hazards/paralyzing-light-trap-av2.md deleted file mode 100644 index 5c687977f..000000000 --- a/Compendium/gm/hazards/paralyzing-light-trap-av2.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av2 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Paralyzing Light Trap"] ---- -# Paralyzing Light Trap *Hazard 8* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 18 expert - -When any creature other than a devil enters the light, the magic interwoven in the light holds the creature in place and rings an alarm. - -- **Disable** DC 26 [Thievery](../../skills.md#Thievery) (master) to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or dispel magic (4th level; counteract DC 26) to dispel the light, leaving the room in darkness. - -```ad-embed-ability -title: Stasis Field [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](../../../rules/traits/enchantment.md) [incapacitation](../../../rules/traits/incapacitation.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A non-devil creature moves into the light - -**Effect** The light expands to fill the room, and each nondevil creature within the room must attempt a DC 26 Will save. A high-pitched chime sounds in the barracks (area D15), audible in this room as well. The trap then rolls initiative. Critical Success The target is unaffected. Success The target is [stunned](../../../rules/conditions.md#Stunned). Failure The target is [paralyzed](../../../rules/conditions.md#Paralyzed) for 1 round. Critical Failure The target is [stupefied](../../../rules/conditions.md#Stupefied) for `1d4` rounds and [paralyzed](../../../rules/conditions.md#Paralyzed) for 1 round. -%% #trait/enchantment #trait/incapacitation #trait/mental #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -(1 action) All [stunned](../../../rules/conditions.md#Stunned) and [paralyzed](../../../rules/conditions.md#Paralyzed) creatures in the room take `1d10` mental damage (DC 26 basic Will save). Creatures who fail also become [paralyzed](../../../rules/conditions.md#Paralyzed) for 1 round but can use a reaction to mentally fight off this stasis; creatures who do so take `5d10` mental damage but are no longer [paralyzed](../../../rules/conditions.md#Paralyzed). -``` -^routine - -**Reset** The stasis magic in the light builds up over the course of an hour, after which the trap can trigger again. - -*Source: Abomination Vaults #2: Hands of the Devil p. 52* diff --git a/Compendium/gm/hazards/phantom-bells-aoa3.md b/Compendium/gm/hazards/phantom-bells-aoa3.md deleted file mode 100644 index 1552e34f3..000000000 --- a/Compendium/gm/hazards/phantom-bells-aoa3.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa3 -- trait/auditory -- trait/complex -- trait/haunt -- trait/rare -- trait/sonic -aliases: ["Phantom Bells"] ---- -# Phantom Bells *Hazard 6* -[auditory](../../../Rules/traits/auditory.md) [complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) [rare](../../../Rules/traits/rare.md) [sonic](../../../Rules/traits/sonic.md) - -- **Complexity** Complex -- **Stealth** +10 - -The echo of diabolic bells reverberates with a bone-shaking clamor. - -- **Disable** [Religion](../../skills.md#Religion) DC 27 (expert) to break the curse with recitations against the power of Hell (2 actions), or. - -```ad-embed-ability -title: Performance DC - -22 (expert) to [Perform](../../../rules/actions/perform.md) an opposing composition. -``` -```ad-embed-ability -title: Distant Ringing [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](../../../rules/traits/auditory.md) [sonic](../../../rules/traits/sonic.md) - -- **Trigger**: A living creature approaches within 30 feet. - -**Effect** Sounds of creaking metal fill the area as the phantom bells begin to swing and the haunt rolls initiative. -%% #trait/auditory #trait/sonic %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The bells toll, dealing `4d6` sonic damage to each living creature within 30 feet (DC 24 basic Fortitude save). -``` -^routine - -**Reset** The bells cease ringing if there are no living creatures within 30 feet. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 28* diff --git a/Compendium/gm/hazards/phantom-footsteps-botd.md b/Compendium/gm/hazards/phantom-footsteps-botd.md deleted file mode 100644 index 84c103580..000000000 --- a/Compendium/gm/hazards/phantom-footsteps-botd.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Phantom Footsteps"] ---- -# Phantom Footsteps *Hazard -1* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 15 - -Audible footsteps approach from behind, but their source is not apparent. - -- **Disable** DC 17 [Religion](../../skills.md#Religion) (trained) to ritually ward off lesser spirits or DC 18 [Occultism](../../skills.md#Occultism) to exorcise the spirit - -```ad-embed-ability -title: Stalk [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature passes by the footsteps' path - -**Effect** Footsteps with no visible source closely shadow the triggering creature, then stop. The triggering creature must attempt a DC 16 Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../../rules/conditions.md#Frightened). -%% #trait/auditory #trait/emotion #trait/enchantment #trait/fear #trait/mental #trait/occult %% -``` - -**Reset** 1 hour - -*Source: Book of the Dead p. 64* diff --git a/Compendium/gm/hazards/phantom-jailer-botd.md b/Compendium/gm/hazards/phantom-jailer-botd.md deleted file mode 100644 index dce668a94..000000000 --- a/Compendium/gm/hazards/phantom-jailer-botd.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Phantom Jailer"] ---- -# Phantom Jailer *Hazard 3* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained to notice the manacles twitch - -A spirit appears and arrests the creature by clamping manacles around their wrists. - -- **Disable** DC 18 [Athletics](../../skills.md#Athletics) to seize the manacles from the spirit, DC 19 [Intimidation](../../skills.md#Intimidation) (trained) to order the spirit to stand down, or DC 20 [Occultism](../../skills.md#Occultism) to exorcise the spirit - -```ad-embed-ability -title: Capture [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature touches the manacles - -**Effect** The spirit attempts to lock the manacles around the triggering creature's wrists. The triggering creature must attempt a DC 23 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The spirit loosely places manacles around the creature's wrists. Removing the manacles requires a single action. -> - **Failure** The spirit clamps the manacles around the creature's wrists but fails to lock them. The creature is [flat-footed](../../../rules/conditions.md#Flat-footed) and [clumsy](../../../rules/conditions.md#Clumsy) until the manacles are removed as a 3-action activity. -> - **Critical Failure** The spirit clamps the manacles around the creature's wrists and locks them. The creature is [flat-footed](../../../rules/conditions.md#Flat-footed) and [clumsy](../../../rules/conditions.md#Clumsy) until the manacles are removed ([Escape](../../../rules/actions/escape.md) DC 23, simple lock). -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 65* diff --git a/Compendium/gm/hazards/pharaohs-ward.md b/Compendium/gm/hazards/pharaohs-ward.md deleted file mode 100644 index 26ecb8359..000000000 --- a/Compendium/gm/hazards/pharaohs-ward.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/trap -aliases: ["Pharaoh's Ward"] ---- -# Pharaoh's Ward *Hazard 7* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 25 expert - -A curse is imbued on an entryway's threshold. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 27 (master) to painstakingly remove the lintel without triggering the magic, or dispel magic (4th level; counteract DC 25) to counteract the rune. - -```ad-embed-ability -title: Curse the Intruders [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](../../../rules/traits/curse.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Trigger**: The seal on the tomb is [broken](../../../rules/conditions.md#Broken) from the outside. - -**Effect** Each living creature within 60 feet must succeed at a DC 23 Will save or be subjected to the pharaoh's curse. A cursed creature takes a –2 status penalty to Fortitude saves, and any natural or magical healing it receives is halved. The curse remains until removed by [remove curse](../../../compendium/spells/remove-curse.md) or similar magic. -%% #trait/curse #trait/divine #trait/necromancy %% -``` - -**Reset** The trap resets when the door is shut. - -*Source: Core Rulebook p. 524* diff --git a/Compendium/gm/hazards/planar-rift.md b/Compendium/gm/hazards/planar-rift.md deleted file mode 100644 index c3fb686f6..000000000 --- a/Compendium/gm/hazards/planar-rift.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/trap -aliases: ["Planar Rift"] ---- -# Planar Rift *Hazard 13* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 35 trained - -A rift attempts to draw creatures into another plane (the GM chooses the specific plane). - -- **Disable** [Thievery](../../skills.md#Thievery) DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift. - -```ad-embed-ability -title: Into the Great Beyond [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../../../rules/traits/conjuration.md) [occult](../../../rules/traits/occult.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Trigger**: A creature moves within 10 feet of the rift. - -**Effect** The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate. -%% #trait/conjuration #trait/occult #trait/teleportation %% -``` - -*Source: Core Rulebook p. 525* diff --git a/Compendium/gm/hazards/planar-tear-lomm.md b/Compendium/gm/hazards/planar-tear-lomm.md deleted file mode 100644 index 5c7df2ea1..000000000 --- a/Compendium/gm/hazards/planar-tear-lomm.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/lomm -- trait/complex -- trait/conjuration -- trait/divine -- trait/environmental -- trait/kaiju -- trait/rare -- trait/teleportation -aliases: ["Planar Tear"] ---- -# Planar Tear *Hazard 22* -[complex](../../../Rules/traits/complex.md) [conjuration](../../../Rules/traits/conjuration.md) [divine](../../../Rules/traits/divine.md) [environmental](../../../Rules/traits/environmental.md) [kaiju](../../../Rules/traits/kaiju-frp2.md) [rare](../../../Rules/traits/rare.md) [teleportation](../../../Rules/traits/teleportation.md) - -- **Complexity** Complex -- **Stealth** +32 master to notice Ebeshra twisting its shape in preparation of creating a planar rift - -Ebeshra opens a massive rift in the Material Plane that pulls nearby creatures into another plane entirely. The rift is typically to a random plane in the multiverse, though Ebeshra can have the rift pull creatures into a plane of Ebeshra's choosing. Additionally, Ebeshra can choose any number of creatures to be immune to the effects of the planar rift, usually due to the kaiju recognizing the innocence of the creatures. - -- **Disable** DC 47 [Lore](../../skills.md#Lore) (master) related to the specific plane beyond the rift to disrupt the planar frequency and close the rift, DC 52 [Arcana](../../skills.md#Arcana) (legendary) or [Occultism](../../skills.md#Occultism) (legendary) to undo the magical manifestation of the rift, DC 55 [Performance](../../skills.md#Performance) (legendary) to play a tone that counteracts the rift's harmonic frequency, or DC 55 [Diplomacy](../../skills.md#Diplomacy) (legendary) or [Religion](../../skills.md#Religion) (legendary) to plead with Ebeshra to close the rift - -```ad-embed-ability -title: Tear Reality [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Ebeshra recognizes a nearby threat as needing an indisputable resolution, or a deity tasks Ebeshra with creating a planar rift - -**Effect** Ebeshra twists its body, aligning its segmented sections into a fine blade, and cuts the fabric of the Material Plane. It creates an enormous rift in a point in the sky within 1 mile. The rift is 100 feet long and 50 feet wide. The hazard rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a DC 45 Fortitude or Reflex save (the creature's choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled. - -> [!success-degree] -> - **Critical Success** The creature resists the pull and doesn't move towards the rift. -> - **Success** The creature is moved 25 feet toward the rift. -> - **Failure** The creature is moved 50 feet toward the rift. -> - **Critical Failure** The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take `10d6` bludgeoning damage. - -If a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a DC 50 Fortitude or Reflex save (the creature's choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side. -``` -^routine - -**Reset** Ebeshra vanishes 1 minute after opening the rift, which closes the rift. Ebeshra must wait 1 week before it can open another planar rift. - -*Source: Lost Omens: Monsters of Myth p. 40* diff --git a/Compendium/gm/hazards/plunger-chute-aoe1.md b/Compendium/gm/hazards/plunger-chute-aoe1.md deleted file mode 100644 index 752aea23b..000000000 --- a/Compendium/gm/hazards/plunger-chute-aoe1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/mechanical -- trait/trap -aliases: ["Plunger Chute"] ---- -# Plunger Chute *Hazard 3* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 22 expert - -A trapdoor in the floor conceals a [hidden](../../../Rules/conditions.md#Hidden) chute, and a moving section of wall shoves victims into it. - -- **Disable** DC 23 [Thievery](../../skills.md#Thievery) (expert) to jam the trapdoor shut or activate a [hidden](../../../Rules/conditions.md#Hidden) bypass switch by twisting a fitting on the gas lamp. - -- **AC** 22 , **Fort** +14, **Ref** +8 -- **Trapdoor Hardness** 10, **Trapdoor HP** 40 (BT 20) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Pitfall and Plunger [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature walks onto the trapdoor - -**Effect** Anyone within 10 feet of the room's northern wall falls 40 feet down the shaft to area E33, taking 20 bludgeoning damage and landing [prone](../../../rules/conditions.md#Prone) in the ochre jelly's pit. The victims can [Grab an Edge](../../../rules/actions/grab-an-edge.md) to avoid falling. The DC to [Grab an Edge](../../../rules/actions/grab-an-edge.md) is 20; the DC to [Climb](../../../rules/actions/climb.md) the walls is 22. -``` - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 58* diff --git a/Compendium/gm/hazards/poisoned-dart-gallery.md b/Compendium/gm/hazards/poisoned-dart-gallery.md deleted file mode 100644 index d75277aa6..000000000 --- a/Compendium/gm/hazards/poisoned-dart-gallery.md +++ /dev/null @@ -1,73 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Poisoned Dart Gallery"] ---- -# Poisoned Dart Gallery *Hazard 8* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +16 expert or DC 31 (master) to notice the control panel. - -Countless holes to launch poison darts from line a long hallway with a hidden control panel on the far end. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 21 (expert) on the control panel deactivates the trap. - -- **AC** 27 , **Fort** +13, **Ref** +17 -- **Hardness** 14, **HP** 56 (BT 28) to destroy the control panel and disable the trap -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Dart Volley [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature enters the hallway or ends its turn in the hallway. - -**Effect** The trap makes a poisoned dart [Strike](../../../rules/actions/strike.md) against the triggering creature, then rolls initiative. -%% #trait/attack %% -``` - -````ad-pf2-summary -title: Routine -(1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creature's turn. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Poisoned Dart (21) -**Damage** `3d4` piercing plus flesset poison - -**Effects** flesset poison -``` - -The trap makes a poisoned dart [Strike](../../../rules/actions/strike.md) against the triggering creature. - -```ad-inline-affliction -title: Flesset Poison - -[poison](../../../rules/traits/poison.md) -- **Saving Throws**: DC 22 Fortitude -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round) - -**Stage 2** `2d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round) - -**Stage 3** `3d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round) - - -%% #trait/poison %% -``` -```` -^routine - -**Reset** The trap deactivates and resets after 1 minute. - -*Source: Core Rulebook p. 528* diff --git a/Compendium/gm/hazards/poisoned-dart-statues-aoe4.md b/Compendium/gm/hazards/poisoned-dart-statues-aoe4.md deleted file mode 100644 index f237e6c22..000000000 --- a/Compendium/gm/hazards/poisoned-dart-statues-aoe4.md +++ /dev/null @@ -1,83 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe4 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Poisoned Dart Statues"] ---- -# Poisoned Dart Statues *Hazard 14* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +24 expert or DC 39 (master) to notice the control panel. Anyone specifically searching the name plate of Abresha Tallow-Hands locates the control panel automatically. - -Countless poison darts fire from holes in the statues and walls of this hall. - -- **Disable** DC 34 [Thievery](../../skills.md#Thievery) (master) on the control panel deactivates the trap. - -- **AC** 34 , **Fort** +20, **Ref** +25 -- -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Control Panel Hardness - -24; Control Panel HP 96 (BT 48); Immunities critical hits, object immunities, precision damage. -``` -```ad-embed-ability -title: Dart Volley [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature makes noise in the hall, which can be avoided with a successful DC 28 - -**Effect** [Stealth](../../../compendium/skills.md#Stealth) check; The trap makes a poisoned dart [Strike](../../../rules/actions/strike.md) against the triggering creature, then rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(1 action) The trap launches one dart against every creature in the hall as 1 action. Because it launches darts continuously, the trap can also use the. - -```ad-embed-ability -title: Continuous - -Barrage free action (see below) to launch darts at each creature during that creature's turn. The trap doesn't take a multiple attack penalty. -``` - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Poisoned Dart (28) -**Damage** `4d4` piercing plus terinav root poison - -**Effects** terinav root poison -``` - -```ad-embed-ability -title: Continuous Barrage [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: A creature within the hallway finishes an action while the trap is active - -**Effect** The trap makes a poisoned dart [Strike](../../../rules/actions/strike.md) against the triggering creature. -``` - -```ad-embed-ability -title: Terinav Root Poison -[poison](../../../rules/traits/poison.md) - -Saving Throw DC 28. -%% #trait/poison %% -``` - -```ad-embed-ability -title: Fortitude; Maximum Duration - -6 rounds; Stage 1 `4d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round); Stage 2 `5d6` poison damage, [clumsy](../../../rules/conditions.md#Clumsy), and –5-foot status penalty to all Speeds (1 round); Stage 3 `7d6` poison damage, [clumsy](../../../rules/conditions.md#Clumsy), and –10-foot status penalty to all Speeds (1 round) -``` -```` -^routine - -**Reset** The trap deactivates and resets after 1 minute. - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 30* diff --git a/Compendium/gm/hazards/poisoned-lock-fop.md b/Compendium/gm/hazards/poisoned-lock-fop.md deleted file mode 100644 index 23742194c..000000000 --- a/Compendium/gm/hazards/poisoned-lock-fop.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/fop -- trait/mechanical -- trait/trap -aliases: ["Poisoned Lock"] ---- -# Poisoned Lock *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 17 trained - -A spring-loaded, poisoned spine is [hidden](../../../Rules/conditions.md#Hidden) near the keyhole of a lock. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 17 (trained) on the spring mechanism. - -- **AC** 15 , **Fort** +8, **Ref** +4 -- -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spring Dart [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature attempts to unlock or pick the lock. - -**Effect** A spine springs out and attacks the triggering creature. -%% #trait/attack %% -``` -```ad-embed-ability -title: Cladis Poison -[poison](../../../rules/traits/poison.md) - - -%% #trait/poison %% -``` - -*Source: The Fall of Plaguestone p. 19* diff --git a/Compendium/gm/hazards/poisoned-lock.md b/Compendium/gm/hazards/poisoned-lock.md deleted file mode 100644 index b9ea95eee..000000000 --- a/Compendium/gm/hazards/poisoned-lock.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/mechanical -- trait/trap -aliases: ["Poisoned Lock"] ---- -# Poisoned Lock *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 17 trained - -A spring-loaded, poisoned spine is [hidden](../../../Rules/conditions.md#Hidden) near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 17 (trained) on the spring mechanism. - -- **AC** 15 , **Fort** +8, **Ref** +4 -- **Hardness** 6, **HP** 24 (BT 12) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spring [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature tries to unlock or Pick the - -**Effect** Lock. A spine extends to attack the triggering creature. -%% #trait/attack %% -``` -```ad-embed-ability -title: Cladis Poison -[poison](../../../rules/traits/poison.md) - - -%% #trait/poison %% -``` - -*Source: Core Rulebook p. 523* diff --git a/Compendium/gm/hazards/poisoned-secret-door-trap-ec4.md b/Compendium/gm/hazards/poisoned-secret-door-trap-ec4.md deleted file mode 100644 index d8a2bb4b7..000000000 --- a/Compendium/gm/hazards/poisoned-secret-door-trap-ec4.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec4 -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Poisoned Secret Door Trap"] ---- -# Poisoned Secret Door Trap *Hazard 14* -[magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 34 master - -Multiple tiny needles filled with poison are embedded in this secret door, spring-loaded to pop out. - -- **Disable** DC 34 [Thievery](../../skills.md#Thievery) (expert) to break the mechanism, - -```ad-embed-ability -title: or DC - -39 [Perception](../../../compendium/skills.md#Perception) (master) to identify the three stones that, when pressed, prevent the trap from triggering AC 36; Fort +28, Ref +19 Hardness 23; HP 92 (BT 46); Immunities critical hits, object immunities, precision damage. -``` -```ad-embed-ability -title: Spring [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature tries to open the door, whether or not it is still locked, without first depressing three specific stones on the door's surface - -**Effect** Needles pop out of the door at the triggering creature. -%% #trait/attack %% -``` -```ad-embed-ability -title: Purple Worm Venom -[poison](../../../rules/traits/poison.md) - -Saving Throw DC 34. -%% #trait/poison %% -``` -```ad-embed-ability -title: Fortitude; Maximum Duration - -6 rounds; Stage 1 `5d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round); Stage 2 `6d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round); Stage 3 `8d6` poison and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) -``` - -**Reset** If disabled, the trap resets after 1 minute. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 36* diff --git a/Compendium/gm/hazards/polymorph-trap.md b/Compendium/gm/hazards/polymorph-trap.md deleted file mode 100644 index c09620286..000000000 --- a/Compendium/gm/hazards/polymorph-trap.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/trap -aliases: ["Polymorph Trap"] ---- -# Polymorph Trap *Hazard 12* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 34 trained - -A Druidic glyph tries to transforms a trespasser into an animal. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 32 (master) to drain the glyph's power harmlessly, or dispel magic (6th level; counteract DC 30) to counteract the glyph. - -```ad-embed-ability -title: Baleful Polymorph [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[primal](../../../rules/traits/primal.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. - -**Effect** The creature is targeted by baleful polymorph (DC 32 Will save). -%% #trait/primal #trait/transmutation %% -``` - -*Source: Core Rulebook p. 525* diff --git a/Compendium/gm/hazards/precarious-pile-ltiba.md b/Compendium/gm/hazards/precarious-pile-ltiba.md deleted file mode 100644 index f6b331cb5..000000000 --- a/Compendium/gm/hazards/precarious-pile-ltiba.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ltiba -- trait/environmental -aliases: ["Precarious Pile"] ---- -# Precarious Pile *Hazard 2* -[environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Simple -- **Stealth** DC 9 - -This dangerously unsteady pile of miscellaneous goods stands 7 feet high and 10 feet wide. - -- **Disable** DC 15 [Thievery](../../skills.md#Thievery) to carefully excavate a path through the wall without upsetting its balance, or DC 17 [Athletics](../../skills.md#Athletics) to hold up any unstable portions. - -- **AC** 16 , **Fort** +10, **Ref** +2 -- **Hardness** 5, **HP** 25 (BT 12) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Collapse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature attempts to climb or remove an object from the wall or the wall suffers a forceful impact - -**Effect** The wall collapses, dealing `2d8` bludgeoning damage to creatures on it or within 10 feet of it. A creature that succeeds at a DC 18 Reflex save takes half damage and rolls out of the way in a random direction. On a critical success, they take no damage and can choose the direction. -``` - -*Source: Little Trouble in Big Absalom p. 3* diff --git a/Compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md b/Compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md deleted file mode 100644 index fe48a9116..000000000 --- a/Compendium/gm/hazards/precarious-thunderstone-trap-ooa1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/mechanical -- trait/trap -aliases: ["Precarious Thunderstone Trap"] ---- -# Precarious Thunderstone Trap *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 15 trained - -A tripwire fastened to the gate snaps when the gate is opened, releasing a moderate thunderstone to the ground. - -- **Disable** DC 15 [Thievery](../../skills.md#Thievery) (trained) to remove the thunderstone or DC 18 Reflex save to catch the falling thunderstone - -- **AC** 12 , **Fort** +7, **Ref** +3 -- **Wire Hardness** 3, **Wire HP** 10 (BT 5) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Thunderstone [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[sonic](../../../rules/traits/sonic.md) - -- **Trigger**: The front gate is opened - -**Effect** A moderate thunderstone falls on the flagstones and activates, dealing 2 sonic splash damage to each creature within 10 feet of the gate. Creatures in the area must succeed at a DC 17 Fortitude saving throw or be [deafened](../../../rules/conditions.md#Deafened) for 1 round. Adjacent creatures can attempt to catch the falling thunderstone (see Disable, above). -%% #trait/sonic %% -``` - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 33* diff --git a/Compendium/gm/hazards/purple-dye-trap-ooa1.md b/Compendium/gm/hazards/purple-dye-trap-ooa1.md deleted file mode 100644 index 5ea140f7f..000000000 --- a/Compendium/gm/hazards/purple-dye-trap-ooa1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/mechanical -- trait/trap -aliases: ["Purple Dye Trap"] ---- -# Purple Dye Trap *Hazard 3* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained - -A spring-loaded glass jar containing purple dye and a thunderstone pops from the ground and explodes when a pressure sensor is triggered. - -- **Disable** DC 17 [Thievery](../../skills.md#Thievery) (trained) to remove the jar and thunderstone carefully or DC 20 [Athletics](../../skills.md#Athletics) to reinforce the flagstone pressure sensor with an improvised wedge - -- **AC** 15 , **Fort** +10, **Ref** +4 -- **Flagstone Hardness** 7, **Flagstone HP** 44 (BT 22) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Exploding Jar [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature or object weighing at least 50 pounds is placed on one of the flagstones running north to south on the west side of the yard (marked "T" on the map on page 32) - -**Effect** A glass jar containing purple dye and a thunderstone pop from the ground between the flagstones. The sudden movement causes the thunderstone to clink against the jar and explode. All creatures in a 10-foot radius take 2 sonic damage and must succeed at a DC 17 Fortitude save or be [deafened](../../../rules/conditions.md#Deafened) for 1 round. In addition, each creature in that area is splattered with purple dye and showered with glass, taking `1d4+2` piercing damage (DC 20 basic Reflex save). Creatures splattered with purple dye take a –1 circumstance penalty to Charisma-based skill checks. Fully [dying](../../../rules/conditions.md#Dying) the affected hair or clothing removes this penalty. Dyed skin fades after a week but can be covered up with a successful DC 12 Disguise check and the appropriate cosmetics. -``` - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 34* diff --git a/Compendium/gm/hazards/quaking-footfalls-frp2.md b/Compendium/gm/hazards/quaking-footfalls-frp2.md deleted file mode 100644 index 26527ee05..000000000 --- a/Compendium/gm/hazards/quaking-footfalls-frp2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp2 -- trait/environmental -aliases: ["Quaking Footfalls"] ---- -# Quaking Footfalls *Hazard 14* -[environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Simple -- **Stealth** DC 10 - -Mogaru's steady footsteps pick up speed, causing the earth around him to tremble as though from a powerful earthquake. - -- **Disable** three DC 39 [Athletics](../../skills.md#Athletics) (trained), [Crafting](../../skills.md#Crafting) (trained), or Engineering Lore (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area; DC 41 [Performance](../../skills.md#Performance) (legendary) to calm Mogaru momentarily. - -```ad-embed-ability -title: Quake [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Mogaru moves at least 60 feet - -**Effect** The ground shakes in a 120-foot emanation from Mogaru's space. This creates a variety of effects, depending on where the player characters are at the time of the quake. In most parts of the city, the ground becomes difficult terrain, and creatures on it are [clumsy](../../../rules/conditions.md#Clumsy) for 1 round. In parts of the city with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 40-foot-deep hole unless they succeed at a DC 40 Reflex save. In bays, on beaches, and in other relatively substantial but shallow bodies of water, Mogaru's movement creates dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal `3d8` bludgeoning damage (DC 35 basic Reflex save). On a critically failed save, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface. -``` - -**Reset** Mogaru doesn't rush this way again for `1d4` rounds. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 88* diff --git a/Compendium/gm/hazards/quaking-slither-lomm.md b/Compendium/gm/hazards/quaking-slither-lomm.md deleted file mode 100644 index 914c9cba3..000000000 --- a/Compendium/gm/hazards/quaking-slither-lomm.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/lomm -- trait/complex -- trait/environmental -- trait/kaiju -- trait/rare -aliases: ["Quaking Slither"] ---- -# Quaking Slither *Hazard 14* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [kaiju](../../../Rules/traits/kaiju-frp2.md) [rare](../../../Rules/traits/rare.md) - -- **Complexity** Complex -- **Stealth** DC 10 - -Ebeshra slithers across the ground, causing the earth to tremble as though from a powerful earthquake. - -- **Disable** three DC 38 [Athletics](../../skills.md#Athletics) (trained), [Crafting](../../skills.md#Crafting) (trained), or [Engineering Lore](../../skills.md#Lore) (trained) checks to brace a small structure or surface to cancel the effects of the quake in that area, or a single DC 41 [Diplomacy](../../skills.md#Diplomacy) (master) check to entreat Ebeshra to stand down - -```ad-embed-ability -title: Quake [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Ebeshra moves at least 60 feet on land - -**Effect** The ground shakes in a 120-foot emanation from Ebeshra's space. This creates a variety of effects depending on the surrounding environment. - -In an area without significant underground space, the ground becomes greater difficult terrain, and creatures on it are [flat-footed](../../../rules/conditions.md#Flat-footed) and [clumsy](../../../rules/conditions.md#Clumsy) for 1 round. - -In areas with existing underground spaces (like sewers, sinkholes, or catacombs), fissures open up in the ground. Creatures in the area tumble into the resulting 80-foot-deep hole unless they succeed at a DC 40 Reflex save. - -In bays, on beaches, and in other relatively substantial but shallow bodies of water, the tremors create dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal `10d8` bludgeoning damage (DC 35 basic Reflex save). On a critical failure, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface. -``` - -**Reset** Ebeshra doesn't rush again this way for `1d4` rounds. - -*Source: Lost Omens: Monsters of Myth p. 41* diff --git a/Compendium/gm/hazards/quarry-sluiceway-aoa3.md b/Compendium/gm/hazards/quarry-sluiceway-aoa3.md deleted file mode 100644 index ef1b01ab3..000000000 --- a/Compendium/gm/hazards/quarry-sluiceway-aoa3.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa3 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Quarry Sluiceway"] ---- -# Quarry Sluiceway *Hazard 9* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +17 expert or [Perception](../../skills.md#Perception) DC 27 (expert) to notice the six cleverly [hidden](../../../Rules/conditions.md#Hidden) sluice gates while they are closed. - -Six sluice gates open to allow thousands of gallons of water to begin flooding the room. The water churns through the room and flows out through three chutes on the south end of the room. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 28 (expert) twice to close a sluice (on a critical success, a sluice is closed immediately) Sluiceway Hardness 17, Sluiceway HP 38 (BT 34); Immunities critical hits, object immunities, precision damage. - -```ad-embed-ability -title: Opened Sluices [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature Interacts to throw either the primary lever or backup lever. - -**Effect** The trap rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area. - -```ad-embed-ability -title: J2). - -On the trap's second turn, the water starts filling the four slave pits in area J2. Each of the trap's actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren't open, the slaves begin to drown, [dying](../../../rules/conditions.md#Dying) if they aren't freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area J2 to a depth of 15 feet. - -Other options beyond disabling or destroying the sluices could prevent the flooding of the quarry pit at your discretion. -``` -```` -^routine - -**Reset** The trap resets if all six sluices are closed. If all the water has [drained](../../../Rules/conditions.md#Drained) when this occurs, the water takes many months to refill. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 55* diff --git a/Compendium/gm/hazards/quicksand.md b/Compendium/gm/hazards/quicksand.md deleted file mode 100644 index 16b638d79..000000000 --- a/Compendium/gm/hazards/quicksand.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/environmental -aliases: ["Quicksand"] ---- -# Quicksand *Hazard 3* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Complex -- **Stealth** +12 trained (or –10 and no minimum proficiency if the surface is disturbed) - -A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it. - -- **Disable** [Survival](../../skills.md#Survival) DC 18 (trained) to disturb the surface. - -```ad-embed-ability -title: Submerge [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -- **Trigger**: A Huge or smaller creature walks onto the quicksand. - -**Effect** The triggering creature sinks into the quicksand up to its waist. The quicksand rolls initiative if it hasn't already. -``` - -```ad-pf2-summary -title: Routine -(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature. that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation. - -A creature in the quicksand can attempt a DC 20 [Athletics](../../../compendium/skills.md#Athletics) check to [Swim](../../../rules/actions/swim.md) to either raise itself by one step if it's submerged to its neck or worse, or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is [prone](../../../rules/conditions.md#Prone) in a space adjacent to the quicksand patch. Other creatures can [Aid](../../../rules/actions/aid.md) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 20 [Athletics](../../../compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. -``` -^routine - -**Reset** The hazard still submerges anyone who walks in, but the surface doesn't become [hidden](../../../Rules/conditions.md#Hidden) again until it settles over the course of 24 hours. - -*Source: Core Rulebook p. 526* diff --git a/Compendium/gm/hazards/raving-spirit-ec3.md b/Compendium/gm/hazards/raving-spirit-ec3.md deleted file mode 100644 index a3d3cbe0b..000000000 --- a/Compendium/gm/hazards/raving-spirit-ec3.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec3 -- trait/complex -- trait/haunt -aliases: ["Raving Spirit"] ---- -# Raving Spirit *Hazard 11* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +20 expert or DC 30 (master) to detect the spiritual nexus. - -The restless spirit of Currew raves against his tormentors when someone enters his room. - -- **Disable** DC 30 [Intimidation](../../skills.md#Intimidation) (expert) to quiet the spirit for 1 round, or DC 32 [Religion](../../skills.md#Religion) (master) to exorcise it. - -```ad-embed-ability -title: Raving Diatribe [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[death](../../../rules/traits/death.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature remains in area B3 for longer than 1 round - -**Effect** Each creature in the sealed room is targeted by nightmare (DC 30 Will save). The haunt counts as having met the targets. It then rolls initiative. -%% #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -[>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") The haunts casts phantasmal killer (DC 30 Will save) on a random creature who can see Currew's bed (it can even target creatures outside of area B3, so long as the target can see the bed). Everyone affected by the phantasmal killer sees the same image: a sickly old man lies in the bed, screaming and ranting about his guilt, shame, and eventual death. -``` -^routine - -**Reset** The haunt grows quiet and resets 1 minute after no creatures are in area B3. - -*Source: Extinction Curse #3: Life's Long Shadows p. 25* diff --git a/Compendium/gm/hazards/reflected-desires-da.md b/Compendium/gm/hazards/reflected-desires-da.md deleted file mode 100644 index ff8997099..000000000 --- a/Compendium/gm/hazards/reflected-desires-da.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/enchantment -- trait/magical -- trait/mental -- trait/trap -- trait/visual -aliases: ["Reflected Desires"] ---- -# Reflected Desires *Hazard 1* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [trap](../../../Rules/traits/trap.md) [visual](../../../Rules/traits/visual.md) - -- **Complexity** Simple -- **Stealth** DC 17 (0 to notice the mirror) - -This mirror reflects the viewer's deepest desires. - -- **Disable** DC 18 [Thievery](../../skills.md#Thievery) (trained) to shroud the mirror without looking at it, or DC 17 [Occultism](../../skills.md#Occultism) (trained) to erect mental barriers - -- **AC** 13 , **Fort** +10, **Ref** +4 -- **Hardness** 6, **HP** 24 (BT 12) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Tempt [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) [visual](../../../rules/traits/visual.md) - -- **Trigger**: A creature looks into the mirror - -**Effect** The triggering creature sees themselves enjoying their deepest desires in the mirror's reflection, becoming [fascinated](../../../rules/conditions.md#Fascinated) (Will DC 20 negates). This fascination ends automatically when the mirror is [broken](../../../rules/conditions.md#Broken) or covered up. -%% #trait/enchantment #trait/mental #trait/occult #trait/visual %% -``` - -**Reset** automatic - -*Source: Dark Archive p. 123* diff --git a/Compendium/gm/hazards/repeater-crossbow-trap-ooa1.md b/Compendium/gm/hazards/repeater-crossbow-trap-ooa1.md deleted file mode 100644 index 059d6a794..000000000 --- a/Compendium/gm/hazards/repeater-crossbow-trap-ooa1.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Repeater Crossbow Trap"] ---- -# Repeater Crossbow Trap *Hazard 5* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +13 trained - -A pressure plate in the hallway floor releases a latch, causing a ceiling panel to drop down. A +1 striking heavy crossbow contained in a steel box sprays bolts at any creatures in the hallway. - -- **Disable** DC 20 [Thievery](../../skills.md#Thievery) (Expert) or [Crafting](../../skills.md#Crafting) (Trained) to disengage the reloading mechanism; the trap can also be disabled by the switch in area F2 - -- **AC** 22 , **Fort** +15, **Ref** +9 -- **Hardness** 12, **HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Auto-Bolter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An object or creature weighing at least 25 pounds steps on the pressure plate at the south end of the hallway - -**Effect** A +1 striking heavy crossbow encased in a steel box drops from the ceiling and fires. - -The repeater crossbow trap Strikes a random creature in the hallway. The trap then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(3 actions) The repeater crossbow trap reloads (2 actions) then Strikes a random creature in the hallway. -``` -^routine - -**Reset** The trap runs out of ammo after it fires 5 bolts; it must be manually reloaded. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 60* diff --git a/Compendium/gm/hazards/rigged-cubby-aoe2.md b/Compendium/gm/hazards/rigged-cubby-aoe2.md deleted file mode 100644 index bb87bf91a..000000000 --- a/Compendium/gm/hazards/rigged-cubby-aoe2.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe2 -- trait/mechanical -- trait/trap -aliases: ["Rigged Cubby"] ---- -# Rigged Cubby *Hazard 6* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 25 expert - -A [hidden](../../../Rules/conditions.md#Hidden) string connected to precariously stacked bricks causes the cubby to collapse in on itself when the string is pulled. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 20 to cut the string without setting off the trap. - -- **AC** 25 , **Fort** +0, **Ref** +0 -- **HP** 1; **default Hardness** 0, -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Collapse [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature touches the sickle in the cubby - -**Effect** The heavy bricks above the cubby collapse, leaving the sickle unscathed but dealing `4d6+10` bludgeoning damage. -``` - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 51* diff --git a/Compendium/gm/hazards/rusty-grate-pit-av2.md b/Compendium/gm/hazards/rusty-grate-pit-av2.md deleted file mode 100644 index 091e9dbfe..000000000 --- a/Compendium/gm/hazards/rusty-grate-pit-av2.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av2 -- trait/mechanical -- trait/trap -aliases: ["Rusty Grate Pit"] ---- -# Rusty Grate Pit *Hazard 6* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 0 - -The rusty grate covers a pit that's 10 feet in diameter and 40 feet deep. - -- **Disable** DC 18 [Thievery](../../skills.md#Thievery) to harmlessly trigger the trap by nudging the gate or the dangling winch, or DC 24 [Thievery](../../skills.md#Thievery) to stabilize the grate so it doesn't collapse. - -- **AC** 21 , **Fort** +17, **Ref** +11 -- **Hardness** 14, **HP** 56 (BT 28) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Pitfall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature walks onto the grate - -**Effect** The triggering creature falls in and takes falling damage (20 bludgeoning damage). That creature can use the [Grab an Edge](../../../rules/actions/grab-an-edge.md) reaction to avoid falling. Whether or not the creature Grabs an Edge, the rusty winch above crashes down atop the triggering creature, dealing `3d10` bludgeoning damage and dislodging its grip (DC 24 basic Reflex save). The creature can still try to [Grab an Edge](../../../rules/actions/grab-an-edge.md) again. -``` - -*Source: Abomination Vaults #2: Hands of the Devil p. 12* diff --git a/Compendium/gm/hazards/sadistic-conductor-botd.md b/Compendium/gm/hazards/sadistic-conductor-botd.md deleted file mode 100644 index 46350d50a..000000000 --- a/Compendium/gm/hazards/sadistic-conductor-botd.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/complex -- trait/haunt -aliases: ["Sadistic Conductor"] ---- -# Sadistic Conductor *Hazard 4* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +12 trained - -A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the conductor gestures for the performance to begin, creatures are compelled to play the instruments. - -- **Disable** DC 18 [Performance](../../skills.md#Performance) to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 [Thievery](../../skills.md#Thievery) (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt - -- null, null -- **Hardness** 10, ; **per instrument HP** 22 (BT 11) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Conjure Instruments [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../../../rules/traits/conjuration.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature approaches within 15 feet - -**Effect** The conductor conjures a hazardous spectral instrument into the hands of each sentient creature within 30 feet. Even a creature whose hands are full finds a spectral instrument superimposed over the other items it's carrying. Affected creatures must each attempt a DC 19 Will save. The haunt then rolls initiative. - -> [!success-degree] -> - **Critical Success** The conjuration fails and no instrument appears in the creature's hands. -> - **Success** A conjured instrument appears in the creature's hands, but it isn't compelled to play it. -> - **Failure** A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play. -> - **Critical Failure** As failure, but the creature needs a critical success on its [Performance](../../../compendium/skills.md#Performance) in order for the conductor to be satisfied and dismiss its instrument. -%% #trait/conjuration #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -(1 action; [enchantment](../../../rules/traits/enchantment.md), [mental](../../../rules/traits/mental.md), [occult](../../../rules/traits/occult.md)) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals `1d6+3` slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 [Performance](../../../compendium/skills.md#Performance) check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional `1d6+3` sonic damage. -``` -^routine - -**Reset** The haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour. - -*Source: Book of the Dead p. 67* diff --git a/Compendium/gm/hazards/sand-whirlwind-frp1.md b/Compendium/gm/hazards/sand-whirlwind-frp1.md deleted file mode 100644 index 7806b3578..000000000 --- a/Compendium/gm/hazards/sand-whirlwind-frp1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp1 -- trait/complex -- trait/haunt -aliases: ["Sand Whirlwind"] ---- -# Sand Whirlwind *Hazard 14* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +23 trained - -Buffeting winds swirl sharp grains of sand about the room. - -- **Disable** DC 38 [Religion](../../skills.md#Religion) (expert) to state an Iroran koan about being complete only upon recognizing one's incompleteness, or DC 41 [Occultism](../../skills.md#Occultism) (master) to create a ward against future hauntings. - -```ad-embed-ability -title: Sand Vacuum [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature attempts to leave the chamber - -**Effect** A powerful wind pulls the creature back into the room. The triggering creature must attempt a DC 39 Fortitude save. The haunt can use this reaction any number of times per round, but only once per creature that tries to leave the room. The haunt then rolls initiative, if it hasn't already. Critical Success The creature is unaffected. Success The creature is pulled back 10 feet into the room. Failure The creature is pulled back 15 feet into the room and is [blinded](../../../rules/conditions.md#Blinded) for 1 round. Critical Failure The creature is pulled back 15 feet into the room and is [blinded](../../../rules/conditions.md#Blinded) for 1 minute. -``` - -```ad-pf2-summary -title: Routine -(1 action) The haunt's violent winds savagely buffet everyone in the room, dealing `6d10+30` bludgeoning damage to living creatures (DC 34 basic Reflex save). On a critically failed save, a creature is also [blinded](../../../rules/conditions.md#Blinded) for 1 minute. -``` -^routine - -**Reset** The haunt deactivates after 1 minute and re-forms after 1 hour. The haunt is disabled and doesn't re-form if at least two creatures spend 1 minute to create an image with the sand. Creating the image requires a successful DC 30 [Crafting](../../skills.md#Crafting) or [Thievery](../../skills.md#Thievery) check. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 18* diff --git a/Compendium/gm/hazards/scroll-shock-trap-sli.md b/Compendium/gm/hazards/scroll-shock-trap-sli.md deleted file mode 100644 index 46917d82c..000000000 --- a/Compendium/gm/hazards/scroll-shock-trap-sli.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sli -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Scroll Shock Trap"] ---- -# Scroll Shock Trap *Hazard 9* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +17 expert or DC 29 (expert) to spot the hidden control panel - -Five scroll symbols shoot electricity bolts around the room. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 25 (expert) or [dispel magic](../../spells/dispel-magic.md) (3rd level; counteract DC 24); [Thievery](../../skills.md#Thievery) DC 29 (master) to disable the entire trap from the [hidden](../../../Rules/conditions.md#Hidden) control panel beneath the central slab. - -- **AC** 28 , **Fort** +21, **Ref** +15 -- **Panel Hardness** 18, **Panel HP** 72 (BT 36); **Symbol Hardness** 16, **Symbol HP** 64 (BT 32) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** electricity 15 -- **Weaknesses** - -```ad-embed-ability -title: Reactive Charge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [evocation](../../../rules/traits/evocation.md) - -- **Trigger**: A creature without an Aspis Consortium badge approaches within 5 feet of a slab - -**Effect** Both double doors leading out of the room shut and lock. While the trap is active, the doors must be battered open (Hardness 18; Panel HP 72 [BT 36]; [Athletics](../../../compendium/skills.md#Athletics) DC 29 to [Force Open](../../../rules/actions/force-open.md)). The closest symbol to the triggering creature shoots an electricity bolt attack at it. The trap then rolls initiative. -%% #trait/arcane #trait/evocation %% -``` - -````ad-pf2-summary -title: Routine -(5 actions) Each disabled symbol reduces the trap's number of actions by 1. For each of its actions, a different symbol shoots an electricity bolt at a random creature in the room. The trap doesn't take multiple attack penalties. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Electricity Bolt (21) (range <40 feet>) -**Damage** `1d6+2` electricity damage and `1d6` [persistent electricity damage](../../../rules/conditions.md#Persistent%20Damage) - -**Effects** - -%% #trait/range-40-feet %% -``` -```` -^routine - -**Reset** The trap deactivates 1 round after it has no target creatures and resets after 1 minute. - -*Source: The Slithering p. 47* diff --git a/Compendium/gm/hazards/scythe-blades.md b/Compendium/gm/hazards/scythe-blades.md deleted file mode 100644 index 698afeccf..000000000 --- a/Compendium/gm/hazards/scythe-blades.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/mechanical -- trait/trap -aliases: ["Scythe Blades"] ---- -# Scythe Blades *Hazard 4* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 23 trained - -Two blades, each [hidden](../../../Rules/conditions.md#Hidden) in a 15-foot-long ceiling groove, are both connected to a trip wire. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 21 (trained) to disable each blade. - -- **AC** 21 , **Fort** +12, **Ref** +8 -- **Hardness** 11, **HP** 44 (BT 22) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Falling Scythes [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: The trip wire is pulled or severed. - -**Effect** Both blades swing down, each one attacking all creatures under the ceiling grooves. -%% #trait/attack %% -``` - -**Reset** The trap resets after 15 minutes. - -*Source: Core Rulebook p. 523* diff --git a/Compendium/gm/hazards/second-chance.md b/Compendium/gm/hazards/second-chance.md deleted file mode 100644 index 51390215a..000000000 --- a/Compendium/gm/hazards/second-chance.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/magical -- trait/trap -aliases: ["Second Chance"] ---- -# Second Chance *Hazard 21* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 44 legendary - -Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory. - -```ad-embed-ability -title: In the Beginning [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A creature tries to steal the object or intrude upon the location. - -**Effect** If someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators at any distance—even across planes. The triggering creature and up to five coconspirators instantly revert to infants, losing all memories, class abilities, and other skills acquired during their lives (DC 44 Fortitude negates). Reversing this effect is nearly impossible, requiring powerful magic such as wish. -%% #trait/divine #trait/transmutation %% -``` - -*Source: Core Rulebook p. 525* diff --git a/Compendium/gm/hazards/second-kiss-engine-ooa2.md b/Compendium/gm/hazards/second-kiss-engine-ooa2.md deleted file mode 100644 index 8da3da79c..000000000 --- a/Compendium/gm/hazards/second-kiss-engine-ooa2.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa2 -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Second Kiss Engine"] ---- -# Second Kiss Engine *Hazard 6* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple - -Exposed clockwork gears spin at high speeds. - -- **Disable** DC 28 [Thievery](../../skills.md#Thievery) (expert) to disable the engine, or DC 26 [Engineering Lore](../../skills.md#Lore) to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the Second Kiss's propulsion. - -- **AC** 27 , **Fort** +15, **Ref** +18 -- **Hardness** 10, **HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spinning Gears [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature [Strides](../../../rules/actions/stride.md) in the engine nacelle - -**Effect** The creature's clothing or limbs get caught in the spinning gears and axles of the engine. The creature must attempt a DC 24 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes `2d8+9` bludgeoning damage. -> - **Failure** The creature takes `4d8+18` bludgeoning damage. -> - **Critical Failure** The creature's clothing is pulled into the clockworks. The creature takes `4d8+18` bludgeoning damage and is [restrained](../../../rules/conditions.md#Restrained). Until the creature Escapes (DC 24), it takes `2d8+9` bludgeoning damage each round as it's pulled into the spinning rotors. A creature wearing clothing can automatically [Escape](../../../rules/actions/escape.md) by doffing its caught clothing; this destroys the doffed clothing. -``` - -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 28* diff --git a/Compendium/gm/hazards/seismic-spears-trap-aoa5.md b/Compendium/gm/hazards/seismic-spears-trap-aoa5.md deleted file mode 100644 index 7c99339f9..000000000 --- a/Compendium/gm/hazards/seismic-spears-trap-aoa5.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa5 -- trait/magical -- trait/trap -aliases: ["Seismic Spears Trap"] ---- -# Seismic Spears Trap *Hazard 19* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 43 master - -Lines of searing lava lance through the area, causing targets to shake as if caught in an earthquake and potentially become [petrified](../../../Rules/conditions.md#Petrified). - -- **Disable** [Thievery](../../skills.md#Thievery) DC 43 (master) to disable the wards or dispel magic (9th level; counteract DC 38) to counteract the ward. - -```ad-embed-ability -title: Cataclysmic Rain [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [earth](../../../rules/traits/earth.md) [fire](../../../rules/traits/fire.md) - -- **Trigger**: A creature enters the marked area - -**Effect** Fiery spears make one [Strike](../../../rules/actions/strike.md) against each living creature within 5 feet of the marked area. -%% #trait/arcane #trait/earth #trait/fire %% -``` -```ad-embed-ability -title: Personal Quake - -A creature struck by a seismic spear is [clumsy](../../../rules/conditions.md#Clumsy) for 1 round as their body shakes uncontrollably. - -On a critical hit, a target must succeed at a DC 39 Fortitude save or be [petrified](../../../rules/conditions.md#Petrified) for 1 minute, or permanently on a critical failure. -``` - -**Reset** The trap resets after 1 minute. - -*Source: Age of Ashes #5: Against the Scarlet Triad p. 19* diff --git a/Compendium/gm/hazards/serpent-ward-sot2.md b/Compendium/gm/hazards/serpent-ward-sot2.md deleted file mode 100644 index 94ad331a6..000000000 --- a/Compendium/gm/hazards/serpent-ward-sot2.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sot2 -- trait/magical -- trait/trap -- trait/uncommon -aliases: ["Serpent Ward"] ---- -# Serpent Ward *Hazard 7* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 25 expert - -Illusionary snakes erupt from the trapped door, inflicting a venomous curse on intruders. - -- **Disable** DC 26 [Thievery](../../skills.md#Thievery) (expert) or DC 24 [Occultism](../../skills.md#Occultism) (expert) to deactivate the magical trigger. - -```ad-embed-ability -title: Curse the Intruders [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](../../../rules/traits/curse.md) [illusion](../../../rules/traits/illusion.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: The trapped door is opened other than by a serpentfolk - -**Effect** Hissing, illusionary snakes leap from the door. Each living creature within 30 feet is subjected to the curse of potent poison. If a living creature opened the door, that creature must roll its saving throw against the curse twice and take the worse result (this is a [misfortune](../../../rules/traits/misfortune.md) effect). -%% #trait/curse #trait/illusion #trait/occult %% -``` - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 9* diff --git a/Compendium/gm/hazards/shattered-window-botd.md b/Compendium/gm/hazards/shattered-window-botd.md deleted file mode 100644 index bd6fcfb57..000000000 --- a/Compendium/gm/hazards/shattered-window-botd.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Shattered Window"] ---- -# Shattered Window *Hazard 1* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 17 trained to notice cracks spider-webbing across the window - -The anger trapped within a structure shatters a window, showering glass in adjacent spaces. - -- **Disable** DC 19 [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (trained) to suppress the spiritual energy or DC 20 [Diplomacy](../../skills.md#Diplomacy) (trained) to soothe the latent anger - -```ad-embed-ability -title: Shatter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves adjacent to the window - -**Effect** The window shatters, dealing `2d6+5` slashing damage to creatures within 5 feet (DC 17 basic Reflex save). -``` - -*Source: Book of the Dead p. 65* diff --git a/Compendium/gm/hazards/shrinking-hall-da.md b/Compendium/gm/hazards/shrinking-hall-da.md deleted file mode 100644 index cb0df493e..000000000 --- a/Compendium/gm/hazards/shrinking-hall-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/mechanical -- trait/trap -aliases: ["Shrinking Hall"] ---- -# Shrinking Hall *Hazard 2* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 18 - -This hallway is designed to shrink as creatures traverse it, making access to the door at the hall's end impossible. - -- **Disable** DC 21 [Thievery](../../skills.md#Thievery) (trained) to jam the scales built into the floor - -```ad-embed-ability -title: Shrink [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: 100 pounds of weight or more is placed on the hallway's floor - -**Effect** The hall's last 40 feet of walls angle inward, causing the hall to shrink and contract down, reaching 6 inches in height and width at the hall's far end and completely blocking access to the hall's exit door for anything but a Tiny creature Squeezing. -``` - -**Reset** After 10 minutes without weight being placed on this hall's floor, this trap resets, returning the hall to its original size. - -*Source: Dark Archive p. 123* diff --git a/Compendium/gm/hazards/shrouded-assailant-da.md b/Compendium/gm/hazards/shrouded-assailant-da.md deleted file mode 100644 index 7e5d0de55..000000000 --- a/Compendium/gm/hazards/shrouded-assailant-da.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/complex -- trait/haunt -aliases: ["Shrouded Assailant"] ---- -# Shrouded Assailant *Hazard 17* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** DC 43 - -A spirit steps out of a covered mirror, pulling off and becoming shrouded in the cloth, which reveals the mirror. The shrouded figure attacks the living until the cloth is yanked off, which banishes the formless spirit. - -- **Disable** DC 43 [Thievery](../../skills.md#Thievery) (master) to steal the cloth before the spirit manifests, or DC 47 [Athletics](../../skills.md#Athletics) to pull the cloth off the spirit after it manifests - -- **AC** 40 , **Fort** +26, **Ref** +32, **Will** +35 -- **Spirit HP** 230 Resistance all damage 20 (except force, ghost touch, or positive; double resistance to non-magical) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Don Shroud [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature enters the area - -**Effect** The spirit steps out of the mirror, wearing the cloth as a shroud and revealing the mirror. The triggering creature is [frightened](../../../rules/conditions.md#Frightened) unless they succeed at a DC 38 Will save. The haunt then rolls initiative. -%% #trait/occult %% -``` - -```ad-pf2-summary -title: Routine -(3 actions) The spirit uses 3 actions to [Step](../../../rules/actions/step.md), fly 60 feet, or [Strike](../../../rules/actions/strike.md), in any order. On a successful [Strike](../../../rules/actions/strike.md) the spirit's target is [frightened](../../../rules/conditions.md#Frightened), and on a critical success, the target is [frightened](../../../rules/conditions.md#Frightened). -``` -^routine - -**Reset** The haunt can be reset if the mirror is covered in a cloth or shroud. - -*Source: Dark Archive p. 125* diff --git a/Compendium/gm/hazards/shuffling-hall-da.md b/Compendium/gm/hazards/shuffling-hall-da.md deleted file mode 100644 index e2205e37f..000000000 --- a/Compendium/gm/hazards/shuffling-hall-da.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/mechanical -- trait/trap -aliases: ["Shuffling Hall"] ---- -# Shuffling Hall *Hazard -1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 15 - -Four pressure plates along this mirrored hall rotate vertically when stepped on, sending a creature on the pressure plate tipping into an adjacent featureless room while simultaneously replacing the pressure plate and walls in the hall. Each pressure plate dumps creatures into a different room. - -- **Disable** DC 12 [Thievery](../../skills.md#Thievery) to deactivate one pressure plate - -- **AC** 18 , **Fort** +2, **Ref** +5 -- **Hardness** 4, **HP** 12 (BT 6) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Flip [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps on a pressure plate - -**Effect** The floor and adjoining wall rotate up and over on a central axle, tipping the triggering creature into an adjacent featureless room and simultaneously replacing the pressure plate and wall with another set on the same axle. The triggering creature is pushed into an adjoining room, takes `1d8` bludgeoning damage, and lands [prone](../../../rules/conditions.md#Prone). A creature who succeeds at a DC 19 Reflex save takes no damage and rolls out of the way of the trap, returning to the space they were in before stepping on the pressure plate. -``` - -**Reset** automatic - -*Source: Dark Archive p. 122* diff --git a/Compendium/gm/hazards/shuffling-scythe-blades-av2.md b/Compendium/gm/hazards/shuffling-scythe-blades-av2.md deleted file mode 100644 index f43cc1ee3..000000000 --- a/Compendium/gm/hazards/shuffling-scythe-blades-av2.md +++ /dev/null @@ -1,71 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av2 -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Shuffling Scythe Blades"] ---- -# Shuffling Scythe Blades *Hazard 8* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 18 expert - -Six long blades, [hidden](../../../Rules/conditions.md#Hidden) in grooves in the walls and floor, zigzag through different parts of this hallway when any pressure plate in the hallway intersection is depressed; there are so many plates it's impossible to avoid them when moving through the room. The blades retreat into the floor and move through the [hidden](../../../Rules/conditions.md#Hidden) grooves before swinging out from the wall again in a different location. - -- **Disable** DC 26 [Thievery](../../skills.md#Thievery) (expert) to disable each blade, or utter the magical passphrase (which only Chafkhem knows) to deactivate the trap for 10 minutes. - -- **AC** 27 , **Fort** +19, **Ref** +13 -- -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Scythe Blade Hardness - -16, Scythe Blade HP 30 (BT 15); Immunities critical hits, object immunities, precision damage. -``` -```ad-embed-ability -title: Dicing Scythes [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps in the 15-footby- 25-foot area where the branching hallways connect - -**Effect** The trap uses Scythe Shuffle; each blade makes a scythe [Strike](../../../rules/actions/strike.md) against each creature in its region, then it uses Scythe Shuffle again. The trap then rolls for initiative. -``` -```ad-embed-ability -title: Scythe Shuffle [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The blades travel erratically throughout the hallway's branches, out of sight under the floors or behind the walls. For each blade, roll `1d4` to determine the region in which it next makes scythe [Strikes](../../../rules/actions/strike.md). A creature can [Seek](../../../rules/actions/seek.md) (DC 22) to learn clues about blades in the region they're currently occupying. On a success, the creature knows how many blades are currently in its region. - -1. Main intersection (the 15-foot-by-25-foot area where the hallways connect, as marked on area B20) 2. North branch (from the main intersection to the secret door to area B14) 3. Central hall (from the main intersection to the secret door to area B24) 4. South branch (from the main intersection to the wall shared with area B25) -``` - -````ad-pf2-summary -title: Routine -(7 actions) The trap spends 1 action for each of its blades; a blade makes a scythe [Strike](../../../rules/actions/strike.md) against each creature in its region. With its final action, the trap uses. - -```ad-embed-ability -title: Scythe Shuffle. - -Reduce the number of actions the trap can take by 1 for each destroyed blade. -``` - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Scythe (20) ([deadly <1d12>](../../../rules/traits/deadly.md)) -**Damage** `1d12+8` slashing - -**Effects** - -%% #trait/deadly-1d12 %% -``` -```` -^routine - -**Reset** The trap resets when no creatures remain in area B20. Damaged or destroyed blades aren't repaired when the trap resets. - -*Source: Abomination Vaults #2: Hands of the Devil p. 21* diff --git a/Compendium/gm/hazards/sigil-of-deepest-fears-da.md b/Compendium/gm/hazards/sigil-of-deepest-fears-da.md deleted file mode 100644 index a19e40cd2..000000000 --- a/Compendium/gm/hazards/sigil-of-deepest-fears-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/magical -- trait/trap -aliases: ["Sigil of Deepest Fears"] ---- -# Sigil of Deepest Fears *Hazard 17* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 43 master - -An arcane sigil forces creatures to confront their greatest fear. - -- **Disable** DC 43 [Thievery](../../skills.md#Thievery) (master) to drain the sigil's power harmlessly, or dispel magic (9th level; counteract DC 42) to counteract the sigil - -```ad-embed-ability -title: Face Your Fear [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [death](../../../rules/traits/death.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A creature moves within 10 feet of the sigil - -**Effect** All creatures within 120 feet of the sigil are affected by a [weird](../../../compendium/spells/weird.md) spell (DC 40 Will save). -%% #trait/arcane #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental %% -``` - -**Reset** 1 day - -*Source: Dark Archive p. 124* diff --git a/Compendium/gm/hazards/siphoning-spirit-botd.md b/Compendium/gm/hazards/siphoning-spirit-botd.md deleted file mode 100644 index 3fbde1156..000000000 --- a/Compendium/gm/hazards/siphoning-spirit-botd.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/complex -- trait/haunt -aliases: ["Siphoning Spirit"] ---- -# Siphoning Spirit *Hazard 19* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +40 trained - -A formless spirit drains life from the living, becoming progressively visible as its victims weaken. - -- **Disable** DC 48 [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (expert) to weaken the spirit; four total successes are required to disable the haunt - -```ad-embed-ability -title: Sudden Siphon [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) [negative](../../../rules/traits/negative.md) - -- **Trigger**: A living creature passes within 15 feet of the spirit - -**Effect** The [invisible](../../../rules/conditions.md#Invisible) spirit latches onto the life essence of the living, dealing `4d10+20` negative damage to all living creatures within 60 feet (DC 41 basic Fortitude save). The haunt then rolls initiative -%% #trait/divine #trait/necromancy #trait/negative %% -``` - -```ad-pf2-summary -title: Routine -(1 action; [death](../../../rules/traits/death.md), [divine](../../../rules/traits/divine.md), [necromancy](../../../rules/traits/necromancy.md), [negative](../../../rules/traits/negative.md)) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes `4d10+20` negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and increases its [drained](../../../rules/conditions.md#Drained) value by 1, to a maximum of [drained](../../../rules/conditions.md#Drained). -> - **Critical Failure** The creature takes double damage and increases its [drained](../../../rules/conditions.md#Drained) value by 2, to a maximum of [drained](../../../rules/conditions.md#Drained). If the creature was already [drained](../../../rules/conditions.md#Drained), it dies. -``` -^routine - -**Reset** After 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets. - -*Source: Book of the Dead p. 69* diff --git a/Compendium/gm/hazards/slamming-door.md b/Compendium/gm/hazards/slamming-door.md deleted file mode 100644 index 085bf21ec..000000000 --- a/Compendium/gm/hazards/slamming-door.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/mechanical -- trait/trap -aliases: ["Slamming Door"] ---- -# Slamming Door *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 17 trained - -Pressure-sensitive panels in the floor connect to a stone slab [hidden](../../../Rules/conditions.md#Hidden) in a hallway's ceiling. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 15 (trained) on the floor panels before the slab falls. - -- **AC** 16 , **Fort** +10, **Ref** +2 -- **Hardness** 5, **HP** 20 (BT 10) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Slam Shut [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Pressure is placed on any floor tile. - -**Effect** The door falls, closing off the hallway. The stone slab deals `3d8` bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they can choose the direction. Lifting the fallen slab requires a successful DC 25 [Athletics](../../../compendium/skills.md#Athletics) check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24). -``` - -*Source: Core Rulebook p. 523* diff --git a/Compendium/gm/hazards/spear-launcher-fop.md b/Compendium/gm/hazards/spear-launcher-fop.md deleted file mode 100644 index 24d6cc8b9..000000000 --- a/Compendium/gm/hazards/spear-launcher-fop.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/fop -- trait/mechanical -- trait/trap -aliases: ["Spear Launcher"] ---- -# Spear Launcher *Hazard 2* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained - -An old heavy crossbow is [hidden](../../../Rules/conditions.md#Hidden) in a pile of trash, loaded with a wooden spear, and connected to the rope holding the door. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 18 (trained) on the rope allows a PC to tie the rope off and open the door without setting off the trap. - -- **AC** 18 , **Fort** +11, **Ref** +3 -- **Hardness** 8, **HP** 32 (BT 16) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spear [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: The rope is cut or otherwise untied from the door. - -**Effect** The trap makes an attack against the creature that manipulated the rope. -%% #trait/attack %% -``` - -*Source: The Fall of Plaguestone p. 17* diff --git a/Compendium/gm/hazards/spear-launcher.md b/Compendium/gm/hazards/spear-launcher.md deleted file mode 100644 index 0dd55a4cf..000000000 --- a/Compendium/gm/hazards/spear-launcher.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/mechanical -- trait/trap -aliases: ["Spear Launcher"] ---- -# Spear Launcher *Hazard 2* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained - -A wall socket loaded with a spear connects to a floor tile in one 5-foot square. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 18 (trained) on the floor tile or wall socket. - -- **AC** 18 , **Fort** +11, **Ref** +3 -- **Hardness** 8, **HP** 32 (BT 16) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spear [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: Pressure is applied to the floor tile. - -**Effect** The trap shoots a spear, making an attack against the creature or object on the floor tile. -%% #trait/attack %% -``` - -*Source: Core Rulebook p. 523* diff --git a/Compendium/gm/hazards/spell-pitchers-loil.md b/Compendium/gm/hazards/spell-pitchers-loil.md deleted file mode 100644 index 9b1fae002..000000000 --- a/Compendium/gm/hazards/spell-pitchers-loil.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/loil -- trait/environmental -aliases: ["Spell Pitchers"] ---- -# Spell Pitchers *Hazard 1* -[environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Simple -- **Stealth** DC 20 trained to recognize the plant among others - -A large pitcher plant occupying a 5-foot space sits seemingly dormant with its dull petals open. - -- **Disable** DC 15 [Arcana](../../skills.md#Arcana) (trained) to safely trigger the plant's reflexes, causing it to close and become dormant for one day, or DC 17 [Nature](../../skills.md#Nature) (trained) to carefully coax the pitcher into quiescence - -- **AC** 16 , **Fort** +11, **Ref** +5 -- **HP** 40 (BT 20) -- **Immunities** [mental](../../../Rules/traits/mental.md) -- **Resistances** -- **Weaknesses** slashing 10 - -```ad-embed-ability -title: Devour Magic [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A spell's direct line of effect passes within a 5-foot-radius of the plant - -**Effect** The pitcher attempts to counteract the spell (counteract level 1, counteract modifier +10). On a success, the pitcher immediately consumes the spell as it passes over the plant. -``` - -**Reset** Once the pitcher has eaten a spell, its petals turn dark pink and green before it closes. It goes dormant for one day per spell level of the spell consumed. Once the pitcher finishes digesting, it opens again and slowly wilts. A second pitcher branches into an adjacent square when the first pitcher opens again. - -*Source: Lost Omens: Impossible Lands p. 232* diff --git a/Compendium/gm/hazards/spike-launcher-av1.md b/Compendium/gm/hazards/spike-launcher-av1.md deleted file mode 100644 index c452f9fb9..000000000 --- a/Compendium/gm/hazards/spike-launcher-av1.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av1 -- trait/mechanical -- trait/trap -aliases: ["Spike Launcher"] ---- -# Spike Launcher *Hazard 0* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 19 - -A jagged spike of metal shoots from a [hidden](../../../Rules/conditions.md#Hidden) launcher. - -- **Disable** DC 16 [Thievery](../../skills.md#Thievery) to disable one of the four launchers. - -```ad-embed-ability -title: or DC - -12 [Acrobatics](../../skills.md#Acrobatics) to step over a trip line (this doesn't disarm the trap, but avoids triggering it) AC 16; Fort +9, Ref +3 Hardness 3; HP 16 (BT 8); Immunities critical hits, object immunities, precision damage. -``` -```ad-embed-ability -title: Spike [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature crosses one of the trip lines - -**Effect** A spike launches along the trip line's path against the triggering creature, making a ranged [Strike](../../../rules/actions/strike.md). -``` - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 25* diff --git a/Compendium/gm/hazards/spiked-barricade-trap-ec4.md b/Compendium/gm/hazards/spiked-barricade-trap-ec4.md deleted file mode 100644 index d6711d292..000000000 --- a/Compendium/gm/hazards/spiked-barricade-trap-ec4.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec4 -- trait/mechanical -- trait/trap -aliases: ["Spiked Barricade Trap"] ---- -# Spiked Barricade Trap *Hazard 13* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 32 expert - -Spring-loaded wedges of sharpened stone pop out of the wooden barricade. - -- **Disable** DC 33 [Thievery](../../skills.md#Thievery) (expert) to suppress the spring mechanism for one 5-foot segment of the barricade. - -- **AC** 34 , **Fort** +26, **Ref** +18 -- **Hardness** 22, **HP** 88 (BT 44) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** nullfire 10 - -```ad-embed-ability -title: Spike Jab [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature enters the area adjacent to a barrier - -**Effect** Wedges of sharpened stone extend from the barricade in all directions and attack all creatures within 10 feet. -%% #trait/attack %% -``` - -**Reset** The trap must be manually reset by pushing the wedges back into place. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 45* diff --git a/Compendium/gm/hazards/spiked-doorframe-aoa1.md b/Compendium/gm/hazards/spiked-doorframe-aoa1.md deleted file mode 100644 index 88a35cb43..000000000 --- a/Compendium/gm/hazards/spiked-doorframe-aoa1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa1 -- trait/mechanical -- trait/trap -aliases: ["Spiked Doorframe"] ---- -# Spiked Doorframe *Hazard 4* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 25 trained - -Spikes lance out of the doorframe to skewer anyone who attempts to open the door. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 20 (trained) to deactivate a trigger built into the door's handle. - -- **AC** 21 , **Fort** +12, **Ref** +8 -- **Hardness** 11, **HP** 44 (BT 22) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spikes [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: The door is opened. - -**Effect** The trap makes an attack against the creature that opened the door. -%% #trait/attack %% -``` - -*Source: Age of Ashes #1: Hellknight Hill p. 46* diff --git a/Compendium/gm/hazards/spinning-blade-pillar.md b/Compendium/gm/hazards/spinning-blade-pillar.md deleted file mode 100644 index 4be8dd257..000000000 --- a/Compendium/gm/hazards/spinning-blade-pillar.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Spinning Blade Pillar"] ---- -# Spinning Blade Pillar *Hazard 4* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +11 trained or DC 26 (expert) to notice the control panel. - -A metal pole with three razor-sharp spinning blades is [hidden](../../../Rules/conditions.md#Hidden) in the floor, connected to trigger plates in up to eight floor tiles and a [hidden](../../../Rules/conditions.md#Hidden) control panel within 30 feet. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 21 (trained) twice on the pillar, or [Thievery](../../skills.md#Thievery) DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below). - -- **AC** 21 , **Fort** +10, **Ref** +12 -- **Panel Hardness** 5, **Panel HP** 20 (BT 10); **Pillar Hardness** 12, **Pillar HP** 48 (BT 24) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Rising Pillar [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature steps on one of the trapped floor tiles. - -**Effect** The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative. -%% #trait/attack %% -``` - -```ad-pf2-summary -title: Routine -(3 actions) The trap uses its first action to make a spinning blade [Strike](../../../rules/actions/strike.md) against each adjacent creature, its second action to move straight in a random direction (roll `1d4` to determine the direction), and its third action to make a spinning blade [Strike](../../../rules/actions/strike.md) against each adjacent creature. This trap doesn't take a multiple attack penalty. -``` -^routine - -*Source: Core Rulebook p. 527* diff --git a/Compendium/gm/hazards/spirit-cyclone-botd.md b/Compendium/gm/hazards/spirit-cyclone-botd.md deleted file mode 100644 index f6b147876..000000000 --- a/Compendium/gm/hazards/spirit-cyclone-botd.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/complex -- trait/haunt -aliases: ["Spirit Cyclone"] ---- -# Spirit Cyclone *Hazard 9* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +20 expert - -DC 30 [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt - -- **Disable** DC 22 [Religion](../../skills.md#Religion) (trained) to ritually pray for the dead or DC 24 [Occultism](../../skills.md#Occultism) (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt - -```ad-embed-ability -title: Gather Spirits [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Two or more creatures enter the area - -**Effect** A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing `2d10+13` negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming [grabbed](../../../rules/conditions.md#Grabbed) ([Escape](../../../rules/actions/escape.md) DC 32). A creature [grabbed](../../../rules/conditions.md#Grabbed) by the cyclone moves along with the cyclone and takes `1d10+6` additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of `1d12*5` feet. -``` -^routine - -**Reset** The spirit cyclone disperses after 1 minute and resets after 1 day - -*Source: Book of the Dead p. 68* diff --git a/Compendium/gm/hazards/spirit-window-da.md b/Compendium/gm/hazards/spirit-window-da.md deleted file mode 100644 index 504ec9e78..000000000 --- a/Compendium/gm/hazards/spirit-window-da.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/haunt -aliases: ["Spirit Window"] ---- -# Spirit Window *Hazard 20* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 51 - -Spirits trapped inside a haunted window harm those who touch the window. - -- **Disable** DC 48 [Occultism](../../skills.md#Occultism) (legendary) to free the spirits from the mirror, or DC 48 [Religion](../../skills.md#Religion) (legendary) to banish the spirits - -- **AC** 45 , **Fort** +36, **Ref** +30 -- **Window Hardness** 35, **Window HP** 132 (BT 66) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Siphon Soul [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evil](../../../rules/traits/evil.md) [necromancy](../../../rules/traits/necromancy.md) [negative](../../../rules/traits/negative.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature touches the window - -**Effect** The triggering creature takes `8d10+44` negative damage (DC 42 basic Will save) as the window attempts to steal their soul. If this damage would kill the target, its soul is trapped inside the window with the effects of bind soul. -%% #trait/evil #trait/necromancy #trait/negative #trait/occult %% -``` - -**Reset** 1 round - -*Source: Dark Archive p. 124* diff --git a/Compendium/gm/hazards/stabbing-sentinel-ec5.md b/Compendium/gm/hazards/stabbing-sentinel-ec5.md deleted file mode 100644 index 103849909..000000000 --- a/Compendium/gm/hazards/stabbing-sentinel-ec5.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec5 -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Stabbing Sentinel"] ---- -# Stabbing Sentinel *Hazard 18* -[magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 45 master - -A [petrified](../../../Rules/conditions.md#Petrified) creature momentarily animates to attack an adjacent creature. - -- **Disable** DC 40 [Thievery](../../skills.md#Thievery) (master) to remove the animating magic without triggering the trap, or dispel magic (8th level; counteract DC 38) to counteract the animating magic. - -- **AC** 41 , **Fort** +36, **Ref** +27 -- **Hardness** 30, **HP** 120 (BT 60) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Animated Attack [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) [necromancy](../../../rules/traits/necromancy.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Trigger**: A living or undead creature moves within 5 feet of the stabbing sentinel - -**Effect** The stabbing sentinel animates, making one [Strike](../../../rules/actions/strike.md) against the triggering creature. -%% #trait/attack #trait/necromancy #trait/transmutation %% -``` -```ad-embed-ability -title: Petrification Overcharge - -On a critical hit, the target is [petrified](../../../rules/conditions.md#Petrified) for 1 round. Additionally, if another stabbing sentinel has already been triggered, that sentinel immediately resets. If no other stabbing sentinels have been triggered, then another random statue in the room becomes infused with animating magic and becomes another stabbing sentinel hazard (to a maximum of four at a time). -``` - -**Reset** The magical energy that animates the statue builds up again over 24 hours and the trap resets. - -*Source: Extinction Curse #5: Lord of the Black Sands p. 53* diff --git a/Compendium/gm/hazards/stalker-summoning-rune-sli.md b/Compendium/gm/hazards/stalker-summoning-rune-sli.md deleted file mode 100644 index c77629d87..000000000 --- a/Compendium/gm/hazards/stalker-summoning-rune-sli.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/sli -- trait/complex -- trait/magical -- trait/trap -- trait/uncommon -aliases: ["Stalker Summoning Rune"] ---- -# Stalker Summoning Rune *Hazard 7* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Complex -- **Stealth** +15 expert - -The sand conceals a rune that summons an [invisible](../../../Rules/conditions.md#Invisible) stalker into this yard. - -- **Disable** [Acrobatics](../../skills.md#Acrobatics) DC 25 to approach without triggering the trap followed by [Arcana](../../skills.md#Arcana) DC 25 (expert) or [Thievery](../../skills.md#Thievery) DC 27 (expert) to erase the rune, or dispel magic (4th level; counteract DC 25) to counteract the rune. - -```ad-embed-ability -title: Summon Monster [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) summon - -- **Trigger**: A creature that isn't openly bearing an Aspis Consortium badge crosses the center of the yard. - -**Effect** The trap summons an invisible stalker. The invisible stalker rolls initiative and remains for `2d6` rounds, after which the spell ends and the [invisible](../../../rules/conditions.md#Invisible) stalker disappears. The [invisible](../../../rules/conditions.md#Invisible) stalker also disappears if someone disables the trap before the duration expires. The [invisible](../../../rules/conditions.md#Invisible) stalker can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/arcane #trait/conjuration #trait/summon %% -``` - -**Reset** The trap resets after 24 hours. - -*Source: The Slithering p. 15* diff --git a/Compendium/gm/hazards/steam-vents-g-g.md b/Compendium/gm/hazards/steam-vents-g-g.md deleted file mode 100644 index 5f9b088fd..000000000 --- a/Compendium/gm/hazards/steam-vents-g-g.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/g&g -- trait/mechanical -- trait/steam -- trait/trap -- trait/uncommon -aliases: ["Steam Vents"] ---- -# Steam Vents *Hazard 4* -[mechanical](../../../Rules/traits/mechanical.md) [steam](../../../Rules/traits/steam-g-g.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 22 trained - -Large pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 22 (trained) to disconnect the trip wire or [Crafting](../../skills.md#Crafting) DC 24 (expert) to carefully reduce the pressure and prevent the blast - -- **AC** 20 , **Fort** +12, **Ref** +12 -- **Hardness** 12, **HP** 48 (BT 24) -- **Immunities** object immunities -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Steam Blast [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The trip wire is pulled or severed, typically because a creature walked through the square with the trip wire - -**Effect** Steam erupts from the pipes, dealing `3d6` bludgeoning damage and `3d6` fire damage (DC 24 basic Reflex save) to all creatures within 15 feet. Creatures that critically fail their save are knocked prone. -``` - -*Source: Guns & Gears p. 81* diff --git a/Compendium/gm/hazards/stink-sap-trap-ooa1.md b/Compendium/gm/hazards/stink-sap-trap-ooa1.md deleted file mode 100644 index c664294e4..000000000 --- a/Compendium/gm/hazards/stink-sap-trap-ooa1.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/mechanical -- trait/trap -aliases: ["Stink-Sap Trap"] ---- -# Stink-Sap Trap *Hazard 3* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 18 trained - -A nozzle attached to a pressure sensor under the flagstone path sprays thick wads of smelly sap. - -- **Disable** DC 15 [Thievery](../../skills.md#Thievery) (trained) to clog the nozzle or DC 14 - -- **AC** 13 , **Fort** +8, **Ref** +5 -- **Nozzle Hardness** 10, **Nozzle HP** 30 (BT 15) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Athletics -trained - -to redirect the stream away from the path; the [Athletics](../../../compendium/skills.md#Athletics) check can be made at a distance with a thrown object, but a critical failure triggers the trap's -%% #trait/trained %% -``` -```ad-embed-ability -title: Sudden Spray. -``` -```ad-embed-ability -title: Sudden Spray [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature or object weighing at least 50 pounds is placed on one of the flagstones north of the gate (marked "T" on the map on page 32) - -**Effect** Pressurized sap sprays from the nozzle, coating everything in a 15-foot cone. Creatures in the area that fail a DC 20 Reflex save become affected by stink sap. -``` -```ad-embed-ability -title: Stink Sap -[aura](../../../rules/traits/aura.md) [olfactory](../../../rules/traits/olfactory-b1.md) - -5 feet. Creatures and their equipment coated in the sap smell horrible. Creatures in the aura must attempt a DC 16 Fortitude save. On a failure, the creature is [sickened](../../../rules/conditions.md#Sickened), and on a critical failure, the creature is also [stunned](../../../rules/conditions.md#Stunned). While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the [sickened](../../../rules/conditions.md#Sickened) condition. A creature that succeeds at its save is immune to stink sap for 1 minute. - -Creatures don't save against this effect in exploration mode and don't become temporarily immune, but creatures with stink sap on them must roll against their own aura when they roll initiative in encounter mode. - -The sap dissipates after 10 hours; spending 10 minutes scrubbing the sap off with soap and water reduces the duration by 1 hour. -%% #trait/aura #trait/olfactory %% -``` - -**Reset** 1 minute. The trap resets automatically twice before the supply of stink sap is exhausted. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 33* diff --git a/Compendium/gm/hazards/stonescale-spirits-av1.md b/Compendium/gm/hazards/stonescale-spirits-av1.md deleted file mode 100644 index 3e828225f..000000000 --- a/Compendium/gm/hazards/stonescale-spirits-av1.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av1 -- trait/complex -- trait/haunt -aliases: ["Stonescale Spirits"] ---- -# Stonescale Spirits *Hazard 2* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +11 trained - -A half-dozen ghostly kobolds rise from the rubble in a howling vortex. - -- **Disable** DC 18 [Intimidate](../../skills.md#Intimidate) (trained) to frighten the spirits with a threatening display, or DC 21 [Religion](../../skills.md#Religion) (trained) to exorcise the spirits. - -```ad-embed-ability -title: Confusing Confrontation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [fear](../../../rules/traits/fear.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A creature enters a square either fully or partially filled with rubble in the middle of the room - -**Effect** Six ghostly kobolds surge out of the rubble with eerie yowls. Each creature in area A7 must attempt a DC 18 Will save with the following results. The haunt then rolls initiative. - -> [!success-degree] -> - **Critical Success** The creature is unaffected, is temporarily immune to Confusing Confrontation for 24 hours, and realizes that a display of intimidating dominance might quell the ghostly kobolds' assault. -> - **Success** The creature is [frightened](../../../rules/conditions.md#Frightened). -> - **Failure** The creature is [confused](../../../rules/conditions.md#Confused) for 1 round and is [frightened](../../../rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [confused](../../../rules/conditions.md#Confused) for 2 rounds and is [frightened](../../../rules/conditions.md#Frightened) -%% #trait/emotion #trait/enchantment #trait/fear #trait/mental %% -``` - -```ad-pf2-summary -title: Routine -(1 action) The spirits swoop together toward one creature in area A7 who's [frightened](../../../rules/conditions.md#Frightened), instilling feelings of betrayal and confusion. The target takes `1d10+4` mental damage (DC 18 basic Will save). -``` -^routine - -**Reset** The haunt deactivates if there are no [frightened](../../../Rules/conditions.md#Frightened) creatures in area A7 at the start of its turn. The ghostly kobolds return to the rubble pile. The haunt can't activate again for 1 hour. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 9* diff --git a/Compendium/gm/hazards/storm-discharge-lomm.md b/Compendium/gm/hazards/storm-discharge-lomm.md deleted file mode 100644 index 7147fb45b..000000000 --- a/Compendium/gm/hazards/storm-discharge-lomm.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/lomm -- trait/divine -- trait/electricity -- trait/environmental -- trait/evocation -- trait/kaiju -- trait/rare -aliases: ["Storm Discharge"] ---- -# Storm Discharge *Hazard 18* -[divine](../../../Rules/traits/divine.md) [electricity](../../../Rules/traits/electricity.md) [environmental](../../../Rules/traits/environmental.md) [evocation](../../../Rules/traits/evocation.md) [kaiju](../../../Rules/traits/kaiju-frp2.md) [rare](../../../Rules/traits/rare.md) - -- **Complexity** Simple -- **Stealth** DC 10 - -Ebeshra aligns its crystalline form to produce a blast of lightning that charges the surrounding area with electrical energy. - -- **Disable** DC 45 [Nature](../../skills.md#Nature) (master) to balance the electrical charges in the area or DC 48 [Deception](../../skills.md#Deception) (expert) to momentarily divert Ebeshra's attention - -```ad-embed-ability -title: Lightning Blast [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature takes a hostile action against Ebeshra, produces a visible area effect, or flies within 120 feet of Ebeshra; - -**Effect** Ebeshra unleashes a 240-foot line of electricity toward the triggering creature. Creatures in the line take `16d8` electricity damage (DC 42 basic Reflex save). The electricity creates a static field in all squares that the line passed through and all adjacent squares. For 1 round, any creatures that enter a space in the static field take `4d8` electricity damage (DC 38 basic Reflex save). -``` - -**Reset** Ebeshra waits 1d4 rounds before another blast. - -*Source: Lost Omens: Monsters of Myth p. 41* diff --git a/Compendium/gm/hazards/subduing-gas-chamber-ooa1.md b/Compendium/gm/hazards/subduing-gas-chamber-ooa1.md deleted file mode 100644 index c91a5e580..000000000 --- a/Compendium/gm/hazards/subduing-gas-chamber-ooa1.md +++ /dev/null @@ -1,59 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Subduing Gas Chamber"] ---- -# Subduing Gas Chamber *Hazard 5* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +10 expert - -A mechanical sensor in the desk drawer releases a counterweight in the wall, which slams the door shut and opens the sleeping gas tank under the bed, allowing gas to fill the air-tight room with a hissing sound. - -- **Disable** DC 26 [Thievery](../../skills.md#Thievery) (Trained) to disconnect the wire to the counterweight, preventing it from falling, or DC 20 - -- **AC** 10 , **Fort** +15, **Ref** +9 -- **Hardness** 10, **HP** 40 (BT 20) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Crafting -Alchemical Crafting - -to create a counteragent to the sleeping gas -%% #trait/alchemical-crafting %% -``` -```ad-embed-ability -title: Slam Door [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature opens the desk drawer without holding the release button under the desk - -**Effect** The wooden door to the room slams shut and locks, and the trap rolls initiative. -``` -```ad-embed-ability -title: Sleeping Gas -[inhaled](../../../rules/traits/inhaled.md) [poison](../../../rules/traits/poison.md) - - -%% #trait/inhaled #trait/poison %% -``` - -```ad-pf2-summary -title: Routine -(1 action) Each round on its initiative count, the trap pumps more sleeping gas into the room. Any breathing creature in the room is exposed to the toxin. - -If a creature acts before the trap on the first round, it has the option of holding its breath to postpone breathing in the poison—holding one's breath after the trap's first action has no effect, since the air in the creature's lungs is already tainted. The trap functions for 1 minute before all the gas is expended, after which it rapidly decays over the next minute. Opening the door to an adjacent room cuts the remaining time it takes for the gas to decay in half but exposes creatures in that room as well. -``` -^routine - -**Reset** The gas must be manually reloaded. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 62* diff --git a/Compendium/gm/hazards/suffering-xulgaths-ec6.md b/Compendium/gm/hazards/suffering-xulgaths-ec6.md deleted file mode 100644 index 40c3fe1aa..000000000 --- a/Compendium/gm/hazards/suffering-xulgaths-ec6.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec6 -- trait/complex -- trait/haunt -- trait/unique -aliases: ["Suffering Xulgaths"] ---- -# Suffering Xulgaths *Hazard 16* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) [unique](../../../Rules/traits/unique.md) - -- **Complexity** Complex -- **Stealth** +26 expert to hear the echoed shouts of panicked xulgaths. - -The shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates. - -- **Disable** DC 42 [Religion](../../skills.md#Religion) (master) or DC 42 [Occultism](../../skills.md#Occultism) (master) to calm each of the four spirits. On a character's first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest. - -- **AC** 39 , **Fort** +27, **Ref** +31 -- **HP** 24 per spirit -- **Immunities** death effects; [disease](../../../Rules/traits/disease.md); paralyzed; [poison](../../../Rules/traits/poison.md); precision; unconscious -- **Resistances** nullall damage 20 (except fire; nullforce; nullghost touch; nullor positive) -- **Weaknesses** - -```ad-embed-ability -title: Wendigo Remnants [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A living creature other than a wendigo gains the [frightened](../../../rules/conditions.md#Frightened) condition while within 100 feet of the way station - -**Effect** The haunt rolls for initiative. -``` - -````ad-pf2-summary -title: Routine -(4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard's actions by 1. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Ghostly Bite (32) ([magical](../../../rules/traits/magical.md)) -**Damage** `3d6+5` negative - -**Effects** - -%% #trait/magical %% -``` -```` -^routine - -**Reset** The haunt is deactivated and resets 1 minute after all non-wendigo creatures leave the area. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 22* diff --git a/Compendium/gm/hazards/summoning-rune-aoe1.md b/Compendium/gm/hazards/summoning-rune-aoe1.md deleted file mode 100644 index 2ed499718..000000000 --- a/Compendium/gm/hazards/summoning-rune-aoe1.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe1 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Summoning Rune"] ---- -# Summoning Rune *Hazard 5* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +12 trained - -An [invisible](../../../Rules/conditions.md#Invisible) cloud of magical sensors detects living creatures in the room and summons fire elementals to slay the creatures. - -- **Disable** DC 22 [Acrobatics](../../skills.md#Acrobatics) (trained) to approach without triggering the trap, followed by DC 22 [Thievery](../../skills.md#Thievery) (trained) to erase the rune or dispel magic (3rd level; counteract DC 20) to counteract the rune. - -```ad-embed-ability -title: Summon Elementals [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) summon - -- **Trigger**: A living creature enters the room - -**Effect** Two rounds after a creature enters the room, the room's door slams shut and locks (two DC 20 [Thievery](../../../compendium/skills.md#Thievery) checks to pick), and two cinder rat fire elementals emerge from the floor. The elementals roll initiative and remain for `3d6` rounds, after which the spell ends and the creatures disappear. The elementals also disappear if someone disables the trap before the duration expires. The summoned elementals can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/arcane #trait/conjuration #trait/summon %% -``` - -**Reset** The trap resets each day at dawn. - -*Source: Agents of Edgewatch #1: Devil at the Dreaming Palace p. 50* diff --git a/Compendium/gm/hazards/summoning-rune.md b/Compendium/gm/hazards/summoning-rune.md deleted file mode 100644 index 11fb3a611..000000000 --- a/Compendium/gm/hazards/summoning-rune.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/magical -- trait/trap -aliases: ["Summoning Rune"] ---- -# Summoning Rune *Hazard 1* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +7 trained - -A cloud of [invisible](../../../Rules/conditions.md#Invisible) magical sensors in a 10-foot radius surrounds an [invisible](../../../Rules/conditions.md#Invisible) wall or floor rune the size of the creature to be summoned. - -- **Disable** [Acrobatics](../../skills.md#Acrobatics) DC 15 to approach without triggering the trap followed by [Thievery](../../skills.md#Thievery) DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune. - -```ad-embed-ability -title: Summon Monster [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [conjuration](../../../rules/traits/conjuration.md) summon - -- **Trigger**: A creature enters the cloud of magical sensors. - -**Effect** This trap summons a specific level 1 creature, determined when the trap is created. The creature rolls initiative and remains for `2d6` rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures. -%% #trait/arcane #trait/conjuration #trait/summon %% -``` - -**Reset** The trap resets each day at dawn. - -*Source: Core Rulebook p. 526* diff --git a/Compendium/gm/hazards/supplicant-statues-aoe4.md b/Compendium/gm/hazards/supplicant-statues-aoe4.md deleted file mode 100644 index 7aede503f..000000000 --- a/Compendium/gm/hazards/supplicant-statues-aoe4.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe4 -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Supplicant Statues"] ---- -# Supplicant Statues *Hazard 14* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +30 master - -Six statues rapidly slide around the room on rollers, slowing down intruders and striking at them with spring-loaded sword arms. - -- **Disable** DC 34 [Thievery](../../skills.md#Thievery) (master) to disable a specific statue's rollers, or DC 39 [Thievery](../../skills.md#Thievery) (master) on the control panel in A4 deactivates the whole trap. For each statue disabled, the trap loses 1 action from its routine and the DC for its predictive impediment ability decreases by 4. Dispel magic (7th level, counteract DC 32) doesn't harm the statues but removes the predictive impediment ability. Breaking the control panel prevents the trap from resetting. - -- **AC** 34 , **Fort** +20, **Ref** +28 -- **HP** 20 (BT 10); **Statue Hardness** 22, **Statue HP** 96 (BT 48) -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Animated Statues [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature enters a square adjacent to a statue - -**Effect** The trap makes a statue shortsword [Strike](../../../rules/actions/strike.md) against the triggering creature, activates its predictive impediment ability, and then rolls initiative. -``` -```ad-embed-ability -title: Predictive Impediment -[arcane](../../../rules/traits/arcane.md) [divination](../../../rules/traits/divination.md) - -The statues continually slide around to bump into creatures and block their passage through the room. The first time on its turn that a creature attempts to move within the room, it must succeed at a DC 36 Reflex save or treat the entire room as difficult terrain for 1 round. On a critical failure, the creature is also knocked [prone](../../../rules/conditions.md#Prone). -%% #trait/arcane #trait/divination %% -``` - -````ad-pf2-summary -title: Routine -(6 actions) On the trap's initiative, each functioning statue slides up to 40 feet around the room and makes a statue shortsword [Strike](../../../rules/actions/strike.md) against an adjacent creature. The trap doesn't take a multiple attack penalty, and the statues' movements don't trigger reactions. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Statue Shortsword (28) -**Damage** `2d10+10` slashing - -**Effects** -``` -```` -^routine - -**Reset** The trap deactivates and resets one minute after the room is empty. - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 9* diff --git a/Compendium/gm/hazards/swatting-tail-frp2.md b/Compendium/gm/hazards/swatting-tail-frp2.md deleted file mode 100644 index e3260d02f..000000000 --- a/Compendium/gm/hazards/swatting-tail-frp2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp2 -- trait/environmental -- trait/kaiju -aliases: ["Swatting Tail"] ---- -# Swatting Tail *Hazard 18* -[environmental](../../../Rules/traits/environmental.md) [kaiju](../../../Rules/traits/kaiju-frp2.md) - -- **Complexity** Simple -- **Stealth** DC 10 - -Mogaru's tail sweeps forth, causing an arc of devastation in a 60-foot cone. - -- **Disable** DC 45 [Performance](../../skills.md#Performance) (legendary) or DC 48 [Deception](../../skills.md#Deception) (legendary) to momentarily divert Mogaru's attention. - -```ad-embed-ability -title: Tail Swat [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature takes a [hostile](../../../rules/conditions.md#Hostile) action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru - -**Effect** Creatures in the area must succeed at a DC 40 Reflex save or take `6d10+28` bludgeoning damage. Critical Success The creature is unaffected. Success The creature takes half damage and is pushed 20 feet away. If flying, it descends 20 feet. Failure The creature takes full damage, is pushed 40 feet, and descends 60 feet (if flying) or is knocked [prone](../../../rules/conditions.md#Prone). Critical Failure The creature takes double damage, is pushed 60 feet away, descends 120 feet (if flying) or is knocked [prone](../../../rules/conditions.md#Prone), and is [stunned](../../../rules/conditions.md#Stunned). -``` - -**Reset** Mogaru doesn't swat his tail again for `1d4` rounds. - -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* diff --git a/Compendium/gm/hazards/telekinetic-swarm-trap.md b/Compendium/gm/hazards/telekinetic-swarm-trap.md deleted file mode 100644 index 665d2b807..000000000 --- a/Compendium/gm/hazards/telekinetic-swarm-trap.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Telekinetic Swarm Trap"] ---- -# Telekinetic Swarm Trap *Hazard 12* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +24 expert - -Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack all creatures in the room. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 27 (expert) to take apart a telekinetic cloud, [Thievery](../../skills.md#Thievery) DC 32 (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract DC 30) to counteract each telekinetic decoration. - -- **AC** 33 , **Fort** +24, **Ref** +19 -- **Hardness** 22, **HP** 88 (BT 44) per telekinetic cloud -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Agitate [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[arcane](../../../rules/traits/arcane.md) [evocation](../../../rules/traits/evocation.md) - -- **Trigger**: A creature stays in the room for at least 6 seconds. - -**Effect** Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the trap's targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target. -%% #trait/arcane #trait/evocation %% -``` - -````ad-pf2-summary -title: Routine -(9 actions) Each decoration uses 3 of the trap's actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects [Strike](../../../rules/actions/strike.md), and its third action to add more objects to the cloud, increasing its damage by `1d12` (to a maximum of `4d12+10`). If a decoration's cloud is already at maximum damage, it does nothing with its third action. - -If a decoration's cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack. - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Objects (24) -**Damage** `2d12+10` bludgeoning - -**Effects** -``` -```` -^routine - -**Reset** The trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died). - -*Source: Core Rulebook p. 528* diff --git a/Compendium/gm/hazards/thalassophobic-pool-da.md b/Compendium/gm/hazards/thalassophobic-pool-da.md deleted file mode 100644 index 60f94192e..000000000 --- a/Compendium/gm/hazards/thalassophobic-pool-da.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/da -- trait/complex -- trait/magical -- trait/trap -aliases: ["Thalassophobic Pool"] ---- -# Thalassophobic Pool *Hazard 12* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 25 trained - -The pool sucks in creatures that fall into it, making them sink into its endless depths. - -- **Disable** DC 32 (master) [Diplomacy](../../skills.md#Diplomacy) or [Deception](../../skills.md#Deception) to quell the fear and calm the pool or DC 35 [Intimidation](../../skills.md#Intimidation) to give the pool something worse to fear; three successes required. - -```ad-embed-ability -title: Downpour [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature falls into the pool - -**Effect** More water pours forth from the chalice. Creatures in the pool become [clumsy](../../../rules/conditions.md#Clumsy), and they can't decrease their [clumsy](../../../rules/conditions.md#Clumsy) condition so long as they remain in the pool. The trap then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(3 actions) Water from the chalice increases the depth of the water by 10 feet for each action. Each time this happens, creatures in the pool are pushed 10 feet down and take `1d6` bludgeoning damage. As the pool has no bottom, creatures in it can fall down indefinitely; they must [Swim](../../../rules/actions/swim.md) up to avoid drowning, but the water is especially choppy, so the [Athletics](../../../compendium/skills.md#Athletics) DC is 25. The pool never overflows. Each successful check to Disable reduces the pool's actions by 1, and once the pool is completely Disabled, the water becomes still and the [Athletics](../../../compendium/skills.md#Athletics) DC to [Swim](../../../rules/actions/swim.md) becomes 10. -``` -^routine - -**Reset** The trap resets once there are no moving creatures in it. - -*Source: Dark Archive p. 212* diff --git a/Compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md b/Compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md deleted file mode 100644 index 807709303..000000000 --- a/Compendium/gm/hazards/the-laughing-fiends-greeting-aoe6.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe6 -- trait/magical -- trait/trap -aliases: ["The Laughing Fiend's Greeting"] ---- -# The Laughing Fiend's Greeting *Hazard 20* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 46 legendary - -Subtle but deadly magical runes link this mural to Kharnas's master. Good- or neutral-aligned creatures who examine the mural witness the castle's drawbridge silently descend, revealing an endless darkness. - -- **Disable** DC 44 [Thievery](../../skills.md#Thievery) (legendary) to obscure or mar the magical runes set into the mural, or dispel magic (9th level; counteract DC 42) to counteract the mural. - -```ad-embed-ability -title: Tegresin's Greeting [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[illusion](../../../rules/traits/illusion.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature capable of casting divine magic examines the mural - -**Effect** The mural casts weird (DC 43 Will save) on all creatures in the gallery. A snarl fills the creatures' minds. -%% #trait/illusion #trait/occult %% -``` - -**Reset** 1 week. - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 34* diff --git a/Compendium/gm/hazards/the-winder-aoe5.md b/Compendium/gm/hazards/the-winder-aoe5.md deleted file mode 100644 index 46ea6ee7f..000000000 --- a/Compendium/gm/hazards/the-winder-aoe5.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe5 -- trait/complex -- trait/environmental -- trait/mechanical -aliases: ["The Winder"] ---- -# The Winder *Hazard 19* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [mechanical](../../../Rules/traits/mechanical.md) - -- **Complexity** Complex -- **Stealth** +31 master - -A large metallic arm, 20 feet long, is set into the floor. It rotates around the room to wind up nearby clockwork creatures. - -- **Disable** DC 50 [Thievery](../../skills.md#Thievery) (master) to deactivate the system, or DC 40 [Athletics](../../skills.md#Athletics) (legendary) to jam the gears for 1 round. - -- **AC** 43 , **Fort** +32, **Ref** +35 -- **Hardness** 15, **HP** 250 (BT 125) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Wind Up [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature other than the Rumormonger enters the room, or the Rumormonger commands the device to activate - -**Effect** The Winder rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(1, 2, or 4 actions, depending on the encounter's threat level) The Winder uses each of its actions to Wind clockwork assassins in the room, starting with inactive ones. - -```ad-embed-ability -title: Wind [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The Winder winds a clockwork creature in the room. If the creature is currently inactive, this activates the creature, allowing it to act normally for `1d4` rounds. - -If already active, this instead increases the number of rounds the clockwork creature remains active by `1d4`. -``` -```` -^routine - -**Reset** The Winder resets as soon as no creatures remain in the room. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 63* diff --git a/Compendium/gm/hazards/thiefs-trap-ec6.md b/Compendium/gm/hazards/thiefs-trap-ec6.md deleted file mode 100644 index e1cf9824d..000000000 --- a/Compendium/gm/hazards/thiefs-trap-ec6.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec6 -- trait/magical -- trait/trap -aliases: ["Thief's Trap"] ---- -# Thief's Trap *Hazard 20* -[magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 50 master to notice that the hairline cracks on the passage walls actually form runes. - -Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid. - -- **Disable** DC 45 [Thievery](../../skills.md#Thievery) (master) or dispel magic (10th level, counteract DC 50) to counteract the runes. - -```ad-embed-ability -title: Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature crosses a rune - -**Effect** The runes unleash a gout of fire roaring up the chute. Anyone in the chute and within 5 feet of its openings is dealt `8d10+44` fire damage (DC 42 basic Reflex save). Immediately thereafter, the runes emanate a 4th-level [silence](../../../compendium/spells/silence.md) effect for 1 minute, so anyone injured in the chute can't call out for help. -``` - -**Reset** The trap resets in 1 minute. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 36* diff --git a/Compendium/gm/hazards/thunderstone-cascade-trap-ec2.md b/Compendium/gm/hazards/thunderstone-cascade-trap-ec2.md deleted file mode 100644 index ba78319fb..000000000 --- a/Compendium/gm/hazards/thunderstone-cascade-trap-ec2.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec2 -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Thunderstone Cascade Trap"] ---- -# Thunderstone Cascade Trap *Hazard 7* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 25 expert - -A trip wire halfway up the stairs releases half a dozen spherical thunderstones that bounce down the stairs and explode. - -- **Disable** DC 27 [Thievery](../../skills.md#Thievery) (expert) to safely cut the trip wire. - -- **AC** 26 , **Fort** +15, **Ref** +13 -- **HP** 54; **default Hardness** 0, -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Thunderstone Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The trip wire is disturbed - -**Effect** Several thunderstones bounce down the stairs and explode. Each creature within 10 feet of the lower half of the stairs takes `6d10` sonic damage (DC 24 basic Fortitude save). Creatures that fail this save are additionally [deafened](../../../rules/conditions.md#Deafened) for 1 minute; creatures that critically fail this save are instead [deafened](../../../rules/conditions.md#Deafened) for 1 hour. -``` - -*Source: Extinction Curse #2: Legacy of the Lost God p. 14* diff --git a/Compendium/gm/hazards/tongues-of-flame-tio.md b/Compendium/gm/hazards/tongues-of-flame-tio.md deleted file mode 100644 index c36bafc0e..000000000 --- a/Compendium/gm/hazards/tongues-of-flame-tio.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/tio -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Tongues Of Flame"] ---- -# Tongues Of Flame *Hazard 5* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** DC 23 [Perception](../../skills.md#Perception). - -Nozzles [hidden](../../../Rules/conditions.md#Hidden) in the ceiling of the four corridors leading to the intersection spray jets of flame along their lengths when the trap is triggered. - -- **Disable** DC 22 [Thievery](../../skills.md#Thievery) to disable a single nozzle, DC 21 [Thievery](../../skills.md#Thievery) twice to unlock a door, or DC 25 [Thievery](../../skills.md#Thievery) to deactivate the trap from the control panel. A hero who isn't trained in [Thievery](../../skills.md#Thievery) automatically fails these checks. - -*Source: Troubles in Otari p. 44* \ No newline at end of file diff --git a/Compendium/gm/hazards/toppling-furniture-botd.md b/Compendium/gm/hazards/toppling-furniture-botd.md deleted file mode 100644 index ac5b32b2d..000000000 --- a/Compendium/gm/hazards/toppling-furniture-botd.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Toppling Furniture"] ---- -# Toppling Furniture *Hazard 2* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 18 trained to hear the spirit's grunt of exertion as it works to topple the furniture - -A mischievous spirit pushes a bookshelf over onto a creature. - -- **Disable** DC 16 [Athletics](../../skills.md#Athletics) to hold the furniture upright or DC 18 [Occultism](../../skills.md#Occultism) (trained) to foil the spirit's efforts to influence matter - -```ad-embed-ability -title: Topple Furniture [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves adjacent to the furniture - -**Effect** The spirit shoves the furniture over in an attempt to crush the triggering creature. The triggering creature takes `2d10+7` bludgeoning damage (DC 22 basic Reflex save). On a failure, the creature is additionally knocked [prone](../../../rules/conditions.md#Prone). -``` - -**Reset** If the haunt successfully damages a creature with Topple Furniture, the spirit laughs for `1d4` rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for `1d4` hours. - -*Source: Book of the Dead p. 65* diff --git a/Compendium/gm/hazards/town-hall-fire-aoa1.md b/Compendium/gm/hazards/town-hall-fire-aoa1.md deleted file mode 100644 index 63c189be1..000000000 --- a/Compendium/gm/hazards/town-hall-fire-aoa1.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa1 -- trait/complex -- trait/environmental -aliases: ["Town Hall Fire"] ---- -# Town Hall Fire *Hazard 1* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Complex -- **Stealth** DC 0 initiative modifier is +5. - -A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns. - -- **Disable** Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an [Interact](../../../Rules/actions/interact.md) action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective. - -```ad-embed-ability -title: Fountain - -Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation. - -If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an [Interact](../../../rules/actions/interact.md) action. - -Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire. -``` - -```ad-pf2-summary -title: Routine -On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into—typically those with the most flammable materials. Any creature that ends its turn next to the flames takes `1d6` fire damage, and any creature within the flames takes `4d6` fire damage. Both of these have a DC 17 basic Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health) - -The fire has an additional effect on each of its turns after the first. - -Turn 2 The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose. - -Turn 4+ Creatures in the room take `1d6` damage from smoke inhalation at the ends of their turns. Anyone who uses an [Interact](../../../rules/actions/interact.md) action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage. - -Turn 5 Spectators still inside the room fall [unconscious](../../../rules/conditions.md#Unconscious) from burns and smoke inhalation. - -Turn 7 Spectators still in the room die. -``` -^routine - -*Source: Age of Ashes #1: Hellknight Hill p. 9* diff --git a/Compendium/gm/hazards/trapped-lathe-aoa3.md b/Compendium/gm/hazards/trapped-lathe-aoa3.md deleted file mode 100644 index 2d2a6aa98..000000000 --- a/Compendium/gm/hazards/trapped-lathe-aoa3.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa3 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Trapped Lathe"] ---- -# Trapped Lathe *Hazard 10* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +19 expert DC 29 to notice the line of cord running from the lathe's trigger toward the door to area A2. - -The powered lathe's springs have been critically overwound so that when jostled or triggered, the lathe unwinds violently, hurling blades, gears, and sharp shards of metal around the room. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 31 (expert) on the lathe releases the tension on its springs without unleashing its blades and gears. - -- **AC** 30 , **Fort** +22, **Ref** +14 -- **Hardness** 18, **HP** 72 (BT 36) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Unleash Fragments [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The lathe is jostled or damaged, or its trigger is remotely pulled. - -**Effect** The trap makes a sharpened fragment [Strike](../../../rules/actions/strike.md) against a random target in area A1, then rolls for initiative. -``` - -````ad-pf2-summary -title: Routine -(4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area A1. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions. - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Sharpened Fragment (26) -**Damage** `2d8+12` slashing plus `1d8` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage) on a critical hit - -**Effects** -``` -```` -^routine - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 6* diff --git a/Compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md b/Compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md deleted file mode 100644 index 83f40a32d..000000000 --- a/Compendium/gm/hazards/tree-of-dreadful-dreams-aoa3.md +++ /dev/null @@ -1,63 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa3 -- trait/complex -- trait/magical -- trait/rare -- trait/trap -aliases: ["Tree Of Dreadful Dreams"] ---- -# Tree Of Dreadful Dreams *Hazard 10* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +22 expert - -The statue of the willow tree animates, its branches lashing out to try to grab anyone in area B2. - -- **Disable** [Athletics](../../skills.md#Athletics) or [Thievery](../../skills.md#Thievery) DC 25 (trained) to force or lever open a single branch, disabling that branch and freeing any creature trapped within. [Thievery](../../skills.md#Thievery) DC 29 (expert) to disrupt the tree's magical animation, shut it down, and free all trapped creatures. Placing a dreamstone in the tree's trunk takes 2 [Interact](../../../Rules/actions/interact.md) actions and causes the trap to shut down, freeing all trapped creatures. Placing the cursed dreamstone from area B4 in the trunk instead increases the tree's actions per turn to 4 and gives it a +2 item bonus to all saving throws and attack rolls. - -- **AC** 30 , **Fort** +22, **Ref** +14 -- **Branch Hardness** 10, **Branch HP** 40 (BT 20) to break each branch -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Attack of Opportunity [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -The tree of dreadful dreams can attempt up to six Attacks of Opportunity each round. -``` - -````ad-pf2-summary -title: Routine -(3 actions) The statue uses each action to attempt a branch [Strike](../../../rules/actions/strike.md) against a random creature in the room that it hasn't [grabbed](../../../rules/conditions.md#Grabbed). If there are no creatures for it to attack and it has at least one creature [grabbed](../../../rules/conditions.md#Grabbed), it instead Constricts. The trap can have up to six creatures [grabbed](../../../rules/conditions.md#Grabbed). - -```ad-inline-attack -title: Melee [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Branch (26) ([reach <20 feet>](../../../rules/traits/reach.md)) -**Damage** `2d10+12` bludgeoning plus the target is [grabbed](../../../rules/conditions.md#Grabbed) by the tree - -**Effects** the target is [grabbed](../../../rules/conditions.md#Grabbed) by the tree - -%% #trait/reach-20-feet %% -``` - -```ad-embed-ability -title: Constrict [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -`1d10+12` bludgeoning, DC 27. -``` - -```ad-embed-ability -title: Terrifying Visions - -A creature that begins its turn [grabbed](../../../rules/conditions.md#Grabbed) by the trap experiences vivid, warped visions of true events and must succeed at a DC 31 Will save or take `4d8` mental damage. On a critical failure, the creature also becomes [doomed](../../../rules/conditions.md#Doomed). A creature that succeeds at its save is temporarily immune for 24 hours. -``` -```` -^routine - -**Reset** The trap deactivates and resets if it has no creatures [grabbed](../../../Rules/conditions.md#Grabbed) and no creatures in the room to attack. If an uncursed dreamstone is placed in its trunk, the statue doesn't reactivate. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 11* diff --git a/Compendium/gm/hazards/vengeful-furnace-av1.md b/Compendium/gm/hazards/vengeful-furnace-av1.md deleted file mode 100644 index bfd6c1ba8..000000000 --- a/Compendium/gm/hazards/vengeful-furnace-av1.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av1 -- trait/complex -- trait/haunt -aliases: ["Vengeful Furnace"] ---- -# Vengeful Furnace *Hazard 4* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +15 expert - -The hatch atop the haunted furnace flips open and disgorges a pair of shrieking, burning ghosts. - -- **Disable** DC 22 [Intimidation](../../skills.md#Intimidation) (trained) to cow one of the vengeful spirits or DC 25 [Religion](../../skills.md#Religion) (trained) to exorcise the spirit. The haunt remains active until both spirits are cowed or exorcised, or until the furnace is destroyed. - -- **AC** 21 , **Fort** +15, **Ref** +8 -- **Hardness** 13, **HP** 60 (BT 30) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** nullcold 8; nullpositive 5 - -```ad-embed-ability -title: Ghostly Assault [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[divine](../../../rules/traits/divine.md) [enchantment](../../../rules/traits/enchantment.md) [fire](../../../rules/traits/fire.md) [mental](../../../rules/traits/mental.md) - -- **Trigger**: A living creature with an Intelligence score of 15 or higher enters the room, or any creature touches the furnace - -**Effect** Burning ghosts burst from the furnace, exposing the triggering creature to the haunt's burn knowledge effect. The haunt rolls initiative. -%% #trait/divine #trait/enchantment #trait/fire #trait/mental %% -``` -```ad-embed-ability -title: Burn Knowledge -[divine](../../../rules/traits/divine.md) [enchantment](../../../rules/traits/enchantment.md) [fire](../../../rules/traits/fire.md) [mental](../../../rules/traits/mental.md) - -The target of the haunt's initial Ghostly Assault, as well as any creature later hit by a burning lash [Strike](../../../rules/actions/strike.md), loses random memories, as if these thoughts were incinerated like pages in a burning book. The creature must attempt a DC 23 Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature becomes [stupefied](../../../rules/conditions.md#Stupefied) for 1 minute while they forget random memories, as if these thoughts were incinerated like pages in a burning book. -> - **Failure** As success, but the [stupefied](../../../rules/conditions.md#Stupefied) condition persists for 24 hours. -> - **Critical Failure** As failure, but [stupefied](../../../rules/conditions.md#Stupefied). -%% #trait/divine #trait/enchantment #trait/fire #trait/mental %% -``` - -````ad-pf2-summary -title: Routine -(3 actions) The burning ghosts lash at a random [stupefied](../../../rules/conditions.md#Stupefied) creature in the room (or any random creature, if no creatures in the room are [stupefied](../../../rules/conditions.md#Stupefied)). - -```ad-inline-attack -title: Ranged [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Burning Lash (14) ([fire](../../../rules/traits/fire.md), [mental](../../../rules/traits/mental.md), range <10 feet>) -**Damage** `2d6` fire plus `2d6` mental and burn knowledge - -**Effects** burn knowledge - -%% #trait/fire #trait/mental #trait/range-10-feet %% -``` -```` -^routine - -**Reset** The haunt resets 1 hour after there are no creatures in the room. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 46* diff --git a/Compendium/gm/hazards/violent-shove-botd.md b/Compendium/gm/hazards/violent-shove-botd.md deleted file mode 100644 index eb1cb2530..000000000 --- a/Compendium/gm/hazards/violent-shove-botd.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Violent Shove"] ---- -# Violent Shove *Hazard 3* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 23 trained to feel an ominous presence in the room - -An invisible force bats creatures aside, hurling them into a nearby wall. - -- **Disable** DC 19 [Occultism](../../skills.md#Occultism) (trained) to disperse the force or DC 20 [Religion](../../skills.md#Religion) (trained) to ward yourself from harm - -```ad-embed-ability -title: Shove [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves adjacent to the haunted wall - -**Effect** A powerful force sweeps across the room, shoving all creatures in the room toward the wall. Each creature in the area must attempt a DC 20 Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is pushed 5 feet toward the wall. If the creature would collide with the wall, they take `1d10+5` bludgeoning damage. -> - **Failure** The creature is pushed 10 feet toward the wall. If the creature would collide with the wall, they take `2d10+10` bludgeoning damage. -> - **Critical Failure** The creature is pushed 15 feet toward the wall. If the creature would collide with the wall, they take `3d10+15` bludgeoning damage and are knocked [prone](../../../rules/conditions.md#Prone). -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 65* diff --git a/Compendium/gm/hazards/viper-urn-tio.md b/Compendium/gm/hazards/viper-urn-tio.md deleted file mode 100644 index de8858497..000000000 --- a/Compendium/gm/hazards/viper-urn-tio.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/tio -- trait/mechanical -- trait/trap -- trait/uncommon -aliases: ["Viper Urn"] ---- -# Viper Urn *Hazard 1* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Complexity** Simple -- **Stealth** DC 15 - -A ceramic urn containing a coiled viper tips and shatters when a tripwire is pulled. - -- **Disable** DC 15 [Thievery](../../skills.md#Thievery) (trained) to stabilize the urn, or DC 15 [Athletics](../../skills.md#Athletics) to carefully lower the heavy urn. - -- null, **Fort** +8, **Ref** +5 -- **Hardness** 6, **HP** 4 (BT 2) Immunities critical hits, sneak attack -- **Immunities** critical hits; sneak attack -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Topple [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -When someone pulls the trip wire, the urn smashes against a creature in the doorway, making a shattering urn [Strike](../../../rules/actions/strike.md) against that creature, then releases a viper (page 32) into the square that contained the trap. The viper attacks any non-plant creature it detects. -%% #trait/attack %% -``` - -*Source: Troubles in Otari p. 31* diff --git a/Compendium/gm/hazards/vision-of-dahak-aoa2.md b/Compendium/gm/hazards/vision-of-dahak-aoa2.md deleted file mode 100644 index 1e3a5af7b..000000000 --- a/Compendium/gm/hazards/vision-of-dahak-aoa2.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa2 -- trait/complex -- trait/fire -- trait/magical -- trait/rare -- trait/trap -aliases: ["Vision Of Dahak"] ---- -# Vision Of Dahak *Hazard 8* -[complex](../../../Rules/traits/complex.md) [fire](../../../Rules/traits/fire.md) [magical](../../../Rules/traits/magical.md) [rare](../../../Rules/traits/rare.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +16 expert - -Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of [Dahak](../../setting/deities/dahak-logm.md) himself; a PC who succeeds at a DC 20 [Religion](../../skills.md#Religion) check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction. - -- **Disable** [Religion](../../skills.md#Religion) DC 26 (expert) to utter prayers to a nonevil deity to counteract [Dahak](../../setting/deities/dahak-logm.md)'s presence (prayers to [Apsu](../../setting/deities/apsu-logm.md) allow this check to be made if the character is merely trained in [Religion](../../skills.md#Religion)), [Thievery](../../skills.md#Thievery) DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26). - -- **AC** 27 , **Fort** +17, **Ref** +13 -- **HP** 130 -- **Immunities** critical hits; [fire](../../../Rules/traits/fire.md); object immunities; precision damage -- **Resistances** -- **Weaknesses** nullcold 10 - -```ad-embed-ability -title: Manifest [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature is within the way station. - -**Effect** The vision of [Dahak](../../../compendium/setting/deities/dahak-logm.md) appears in a 15-foot space adjacent to that creature and rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(2 actions) The vision of [Dahak](../../../compendium/setting/deities/dahak-logm.md) manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area. - -```ad-embed-ability -title: Breath Weapon [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) [fire](../../../rules/traits/fire.md) - -The vision of [Dahak](../../../compendium/setting/deities/dahak-logm.md) unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals `6d6` fire damage to all creatures within (DC 26 basic Reflex save). -%% #trait/divine #trait/evocation #trait/fire %% -``` -```` -^routine - -**Reset** The vision of [Dahak](../../setting/deities/dahak-logm.md) deactivates and resets automatically once no creatures remain within the Huntergate way station. - -*Source: Age of Ashes #2: Cult of Cinders p. 10* diff --git a/Compendium/gm/hazards/volatile-reagents-ooa1.md b/Compendium/gm/hazards/volatile-reagents-ooa1.md deleted file mode 100644 index c1440e91e..000000000 --- a/Compendium/gm/hazards/volatile-reagents-ooa1.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/alchemical -- trait/complex -- trait/environmental -aliases: ["Volatile Reagents"] ---- -# Volatile Reagents *Hazard 2* -[alchemical](../../../Rules/traits/alchemical.md) [complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) - -- **Complexity** Complex -- **Stealth** +5 trained - -Potion bottles, alembics, and potent ingredients violently explode when jostled and accidentally combined. - -- **Disable** three DC 20 [Acrobatics](../../skills.md#Acrobatics) or [Crafting](../../skills.md#Crafting) checks to sort and separate the bottles of volatile ingredients into groups - -- **AC** 18 , **Fort** +10, **Ref** +8 -- **HP** 10 (BT 5) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Explosive Catalyst [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: Slick drinks Gattlebee's growth serum (page 36) - -**Effect** The giant lizard bumps into lab tables and workbenches, causing dangerous ingredients to intermix and detonate. The hazard rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(1 action) A random 10-foot square in Gattlebee's laboratory explodes, dealing `2d6` damage to creatures and objects in the area (DC 18 basic Reflex save). The damage type is randomly determined each round: acid, cold, electricity, fire, slashing, or sonic. -``` -^routine - -**Reset** The lab contains enough ingredients for this hazard to last 1 minute before all materials are expended. - -Alternatively, the hazard resets once Slick shrinks to regular size (see below). - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 37* diff --git a/Compendium/gm/hazards/vorpal-executioner.md b/Compendium/gm/hazards/vorpal-executioner.md deleted file mode 100644 index 337cd5224..000000000 --- a/Compendium/gm/hazards/vorpal-executioner.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/mechanical -- trait/trap -aliases: ["Vorpal Executioner"] ---- -# Vorpal Executioner *Hazard 19* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 43 expert - -A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 41 (expert) at four different junctions to jam all the saw blade's possible paths, preventing it from traveling through the room. - -- **AC** 43 , **Fort** +32, **Ref** +32 -- **Hardness** 30, **HP** 120 (BT 60) per junction -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Total Decapitation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) [death](../../../rules/traits/death.md) - -- **Trigger**: A creature attempts to exit the room. - -**Effect** The saw blade travels along its path, making one [Strike](../../../rules/actions/strike.md) against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets. -%% #trait/attack #trait/death %% -``` -```ad-embed-ability -title: Decapitation - -On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, [dying](../../../rules/conditions.md#Dying) instantly unless it can survive without a head. -``` - -**Reset** The trap resets over the course of the round and can be triggered again 1 round later. - -*Source: Core Rulebook p. 525* diff --git a/Compendium/gm/hazards/wailing-crystals-aoa4.md b/Compendium/gm/hazards/wailing-crystals-aoa4.md deleted file mode 100644 index 0bde56390..000000000 --- a/Compendium/gm/hazards/wailing-crystals-aoa4.md +++ /dev/null @@ -1,59 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa4 -- trait/complex -- trait/environmental -- trait/magical -aliases: ["Wailing Crystals"] ---- -# Wailing Crystals *Hazard 13* -[complex](../../../Rules/traits/complex.md) [environmental](../../../Rules/traits/environmental.md) [magical](../../../Rules/traits/magical.md) - -- **Complexity** Complex -- **Stealth** +27 master or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals. - -Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be disabled or destroyed to negate the hazard. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 29 (master) to carefully fracture the crystals or [Crafting](../../skills.md#Crafting) DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals. - -- **AC** 34 , **Fort** +26, **Ref** +18 -- **Hardness** 18, **HP** 72 (BT 36) per 5-foot patch -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Echoing Cry [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[occult](../../../rules/traits/occult.md) - -- **Trigger**: A living creature approaches within 20 feet of a wailing crystal. - -**Effect** A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Jewelgate Way Station, affecting them with crushing despair (7th level, DC 33). The hazard rolls initiative. -%% #trait/occult %% -``` - -````ad-pf2-summary -title: Routine -(3 actions) The hazard uses each action for an. - -```ad-embed-ability -title: Anguished Shriek. - -The wailing crystals lose 1 action for each 5-foot patch of crystals that is [broken](../../../rules/conditions.md#Broken) or destroyed. -``` - -```ad-embed-ability -title: Anguished Shriek -[emotion](../../../rules/traits/emotion.md) [enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) [sonic](../../../rules/traits/sonic.md) - -A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes `4d6` mental damage and `4d6` sonic damage (DC 33 basic Will save). -%% #trait/emotion #trait/enchantment #trait/mental #trait/occult #trait/sonic %% -``` -```` -^routine - -**Reset** The wailing crystals deactivate and reset once no living creatures are within 20 feet. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 9* diff --git a/Compendium/gm/hazards/watching-wall-av1.md b/Compendium/gm/hazards/watching-wall-av1.md deleted file mode 100644 index 0869d37d6..000000000 --- a/Compendium/gm/hazards/watching-wall-av1.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/av1 -- trait/complex -- trait/haunt -aliases: ["Watching Wall"] ---- -# Watching Wall *Hazard 4* -[complex](../../../Rules/traits/complex.md) [haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Complex -- **Stealth** +12 expert - -An overwhelming feeling of being watched wells up in the minds of those in the room, an instant before an eerie red eye opens in the western wall. - -- **Disable** DC 22 [Deception](../../skills.md#Deception) (trained) to appear uninteresting to the watching eye (and thus be ignored by it) or DC 22 [Religion](../../skills.md#Religion) (trained) to ward against being seen by or affected by the eye. - -```ad-pf2-summary -title: Routine -(1 action) The eye glances about, and those it can see (whether in area C4 or outside of it) take `4d6` mental damage (DC 21 basic Will save) as fears of being watched impart ripples of pain. A creature that takes mental damage from this effect doesn't reduce their [frightened](../../../rules/conditions.md#Frightened) value at the end of their next turn. -``` -^routine - -**Reset** The haunt becomes inert at the end of any round in which there are no [frightened](../../../Rules/conditions.md#Frightened) creatures it can see. - -It stays dormant for 1 hour, after which point it resets. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 37* diff --git a/Compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md b/Compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md deleted file mode 100644 index b62dd348d..000000000 --- a/Compendium/gm/hazards/waxworks-onslaught-trap-aoe4.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoe4 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Waxworks Onslaught Trap"] ---- -# Waxworks Onslaught Trap *Hazard 16* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +27 master - -Four huge tubs containing congealed wax, enchanted to melt and envelop unwary intruders, each sit atop a cold fire. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 43 (master) to drain the wax from a tub or [Athletics](../../skills.md#Athletics) DC 45 (master) to push through the wax blocking a sealed door and escape (other creatures must push their own way through, as the wax reseals) - -- **AC** 39 , **Fort** +30, **Ref** +25 -- **HP** 72 (BT 36) to destroy the wax on a sealed door and allow anyone to escape through the door; **Tub Hardness** 25, **Tub HP** 104 (BT 52) to destroy a tub and prevent it from making any further attacks -- **Immunities** critical hits; fire (tubs only); object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Seal Room [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature comes within 5 feet of a tub - -**Effect** The fires beneath the vats blaze to life, magically melting the wax in the tubs. The tubs emit gouts of wax over the room's exits, sealing them shut. The trap then rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(4 actions) The trap loses 1 action each turn per [drained](../../../rules/conditions.md#Drained) or destroyed tub. On each action, a different tub spews hot wax at a random creature in the room, dealing `3d12` fire damage to the target and all adjacent creatures (DC 35 basic Reflex save). On a failure or critical failure, the creature is also encased in hot wax. - -A creature that starts its turn encased in wax takes `8d12` fire damage and is [immobilized](../../../rules/conditions.md#Immobilized) until it Escapes the hardening wax (DC 35). Each turn it remains encased, the damage dealt by the hot wax decreases by `2d12` but. - -```ad-embed-ability -title: the DC to - -[Escape](../../../rules/actions/escape.md) increases by 2 (minimum 0 damage, maximum DC 43). A creature that can't get free from the wax might suffocate (Core Rulebook 478). -``` -```` -^routine - -**Reset** The trap deactivates and resets after 1 hour. At that time, the wax in the tubs cools and congeals, and any wax elsewhere in the room magically goes back into the tubs. - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 60* diff --git a/Compendium/gm/hazards/web-lurker-deadfall-b1.md b/Compendium/gm/hazards/web-lurker-deadfall-b1.md deleted file mode 100644 index 4b8844d7f..000000000 --- a/Compendium/gm/hazards/web-lurker-deadfall-b1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/b1 -- trait/mechanical -- trait/trap -aliases: ["Web Lurker Deadfall"] ---- -# Web Lurker Deadfall *Hazard 3* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 23 - -A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square. - -- **Disable** [Survival](../../skills.md#Survival) (trained) or [Thievery](../../skills.md#Thievery) (expert) DC 20 to rearrange the webbing - -- **AC** 19 , **Fort** +9, **Ref** +9 -- -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Deadfall [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature steps into the square with the web tripwire. - -**Effect** All creatures in the trap's 10-foot square take `2d6` bludgeoning damage (DC 20 basic Reflex save). -``` - -*Source: Bestiary p. 325* diff --git a/Compendium/gm/hazards/web-lurker-noose-b1.md b/Compendium/gm/hazards/web-lurker-noose-b1.md deleted file mode 100644 index 7efa37ea0..000000000 --- a/Compendium/gm/hazards/web-lurker-noose-b1.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/b1 -- trait/mechanical -- trait/trap -aliases: ["Web Lurker Noose"] ---- -# Web Lurker Noose *Hazard 3* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 22 - -Discreet webbing at throat level snags a creature that walks into it. - -- **Disable** [Survival](../../skills.md#Survival) (trained) or [Thievery](../../skills.md#Thievery) (expert) DC 18 to rearrange the webbing - -- **AC** 18 , **Fort** +11, **Ref** +5 -- -- **Immunities** -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Web Noose [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[attack](../../../rules/traits/attack.md) - -- **Trigger**: A creature steps into the square with the web tripwire. - -**Effect** The web lurker noose makes a noose [Strike](../../../rules/actions/strike.md) against the triggering creature. -%% #trait/attack %% -``` - -*Source: Bestiary p. 325* diff --git a/Compendium/gm/hazards/web-lurker-noose-tio.md b/Compendium/gm/hazards/web-lurker-noose-tio.md deleted file mode 100644 index b3310b552..000000000 --- a/Compendium/gm/hazards/web-lurker-noose-tio.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/tio -- trait/mechanical -- trait/trap -aliases: ["Web Lurker Noose"] ---- -# Web Lurker Noose *Hazard 2* -[mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 22 [Perception](../../skills.md#Perception) check. - -Discreet webbing at throat level snags a creature that walks into it. - -- **Disable** DC 18 [Survival](../../skills.md#Survival) (trained) or [Thievery](../../skills.md#Thievery) (expert) to rearrange the webbing. - -*Source: Troubles in Otari p. 17* \ No newline at end of file diff --git a/Compendium/gm/hazards/weight-of-guilt-botd.md b/Compendium/gm/hazards/weight-of-guilt-botd.md deleted file mode 100644 index d1fde53bd..000000000 --- a/Compendium/gm/hazards/weight-of-guilt-botd.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/botd -- trait/haunt -aliases: ["Weight of Guilt"] ---- -# Weight of Guilt *Hazard 7* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 30 expert to sense an oppressive aura of sorrow - -Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins. - -- **Disable** DC 26 [Religion](../../skills.md#Religion) (expert) to disrupt the haunt through prayer or DC 27 [Deception](../../skills.md#Deception) (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt. - -```ad-embed-ability -title: Mental Bind [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[enchantment](../../../rules/traits/enchantment.md) [mental](../../../rules/traits/mental.md) [occult](../../../rules/traits/occult.md) - -- **Trigger**: A creature enters the area - -**Effect** Each creature within 30 feet becomes wrapped in heavy spectral chains forged from its own sins and regrets. Each must attempt a DC 25 Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –10-foot status penalty to its Speeds for 1 round. -> - **Failure** The creature is [restrained](../../../rules/conditions.md#Restrained) until it Escapes (DC 25). -> - **Critical Failure** As failure, and the creature is overwhelmed with guilt, becoming [stupefied](../../../rules/conditions.md#Stupefied) for 1 day -%% #trait/enchantment #trait/mental #trait/occult %% -``` - -**Reset** 1 day - -*Source: Book of the Dead p. 66* diff --git a/Compendium/gm/hazards/wheel-of-misery.md b/Compendium/gm/hazards/wheel-of-misery.md deleted file mode 100644 index aeaf02ce2..000000000 --- a/Compendium/gm/hazards/wheel-of-misery.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/complex -- trait/magical -- trait/mechanical -- trait/trap -aliases: ["Wheel Of Misery"] ---- -# Wheel Of Misery *Hazard 6* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +16 expert to detect the magical sensor; noticing the wheel has a DC of 0. - -An ornate wheel set into a wall—divided into six segments with colored runes on each—is [controlled](../../../Rules/conditions.md#Controlled) by a magical sensor that detects any creature within 100 feet in front of it. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 26 (expert) on the wheel to stop it from spinning, [Thievery](../../skills.md#Thievery) DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune. - -- **AC** 24 , **Fort** +15, **Ref** +13 -- **Hardness** 14, **HP** 56 (BT 28) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Wheel Spin [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature enters the sensor's detection area. - -**Effect** The wheel begins to spin and rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll `1d6` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary. - -Any spell cast by this trap is arcane. -``` -^routine - -*Source: Core Rulebook p. 527* diff --git a/Compendium/gm/hazards/witch-priests-curse-ec5.md b/Compendium/gm/hazards/witch-priests-curse-ec5.md deleted file mode 100644 index 4bcf74aff..000000000 --- a/Compendium/gm/hazards/witch-priests-curse-ec5.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ec5 -- trait/curse -- trait/magical -- trait/trap -aliases: ["Witch-priests' Curse"] ---- -# Witch-priests' Curse *Hazard 18* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Simple -- **Stealth** DC 42 expert - -Anyone who opens a secret compartment is subjected to a powerful curse. - -- **Disable** DC 39 [Thievery](../../skills.md#Thievery) (legendary) to carefully remove the bone fetish that holds the curse. - -```ad-embed-ability -title: Hex of the Bloody Thief [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[curse](../../../rules/traits/curse.md) [divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) - -- **Trigger**: A creature opens a secret compartment - -**Effect** The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes `3d6` [persistent bleed damage](../../../rules/conditions.md#Persistent%20Damage). In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic. -%% #trait/curse #trait/divine #trait/necromancy %% -``` - -**Reset** The trap resets if both secret compartments are shut. - -*Source: Extinction Curse #5: Lord of the Black Sands p. 34* diff --git a/Compendium/gm/hazards/wooden-bullets-trap-ooa1.md b/Compendium/gm/hazards/wooden-bullets-trap-ooa1.md deleted file mode 100644 index 1c973c69d..000000000 --- a/Compendium/gm/hazards/wooden-bullets-trap-ooa1.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/ooa1 -- trait/complex -- trait/mechanical -- trait/trap -aliases: ["Wooden Bullets Trap"] ---- -# Wooden Bullets Trap *Hazard 3* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +10 trained - -A hopper full of wooden sling bullets is attached to several launching devices, which spew the bullets at high velocity through various holes in the boards covering the window. A distinctive "click" and whirring sound indicate the trap has been sprung. - -- **Disable** DC 17 [Thievery](../../skills.md#Thievery) (trained) to reinforce the porch pressure sensor or DC 15 [Crafting](../../skills.md#Crafting) (trained) to cover the holes launching the bullets - -- null, **Fort** +15, **Ref** +5 -- **Wall Hardness** 10, **Wall HP** 50 (BT 25) -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** fire 5 - -```ad-embed-ability -title: Wall AC - -10 -``` -```ad-embed-ability -title: Auto-Sling [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature or object weighing at least 50 pounds is placed on the porch (marked "T" on the map on page 32) - -**Effect** A stream of wooden sling bullets flies from a launcher. The trap Strikes the two nearest creatures and then rolls initiative. -``` - -```ad-pf2-summary -title: Routine -(2 actions) The wooden bullets trap Strikes the two nearest creatures. It ignores [prone](../../../rules/conditions.md#Prone) creatures as the bullets fly overhead. -``` -^routine - -**Reset** The trap stops after 10 rounds or when the weight on the porch is removed, whichever comes first. The trap can operate for a total of 10 rounds before its ammunition is exhausted. - -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 34* diff --git a/Compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md b/Compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md deleted file mode 100644 index 2cb413bb5..000000000 --- a/Compendium/gm/hazards/wrath-of-the-destroyer-aoa2.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/aoa2 -- trait/complex -- trait/magical -- trait/trap -aliases: ["Wrath Of The Destroyer"] ---- -# Wrath Of The Destroyer *Hazard 10* -[complex](../../../Rules/traits/complex.md) [magical](../../../Rules/traits/magical.md) [trap](../../../Rules/traits/trap.md) - -- **Complexity** Complex -- **Stealth** +22 expert to notice subtle vapors of magical energy seething across the doors. - -These heavy doors, carved with an image of [Dahak](../../setting/deities/dahak-logm.md), echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of [Dahak](../../setting/deities/dahak-logm.md)'s head emerging from the doors to strike at a foe. - -- **Disable** [Thievery](../../skills.md#Thievery) DC 29 (expert) to disrupt the divine magic, - -```ad-embed-ability -title: Religion DC - -29 (expert) to placate the wrathful energies, or dispel magic (5th level; counteract DC 26) - -AC 30; Fort +22, Ref +14 Door Hardness 18; Door HP 72 (BT 36); Immunities critical hits, fire, object immunities, precision damage. -``` -```ad-embed-ability -title: Expunge [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A non-worshipper of [Dahak](../../../compendium/setting/deities/dahak-logm.md) touches either door leading to C7 - -**Effect** The hazard targets the creature with Face of the Fatal Divine, then rolls initiative. -``` - -````ad-pf2-summary -title: Routine -(1 action) On its initiative, the wrath of the destroyer targets the closest target in area C6 with Face of the Fatal Divine. - -```ad-embed-ability -title: Face of the Fatal Divine [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[death](../../../rules/traits/death.md) [divine](../../../rules/traits/divine.md) [emotion](../../../rules/traits/emotion.md) [fear](../../../rules/traits/fear.md) [illusion](../../../rules/traits/illusion.md) [mental](../../../rules/traits/mental.md) - -The creature beholds the face of [Dahak](../../../compendium/setting/deities/dahak-logm.md) as it emerges to bite with its burning jaws, targeting the creature with phantasmal killer (5th level, Will DC 29). -%% #trait/death #trait/divine #trait/emotion #trait/fear #trait/illusion #trait/mental %% -``` -```` -^routine - -**Reset** The trap deactivates and resets if 1 minute passes without any creature being in range. - -*Source: Age of Ashes #2: Cult of Cinders p. 57* diff --git a/Compendium/gm/hazards/wronged-monks-wrath-frp1.md b/Compendium/gm/hazards/wronged-monks-wrath-frp1.md deleted file mode 100644 index f7e7184ea..000000000 --- a/Compendium/gm/hazards/wronged-monks-wrath-frp1.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/frp1 -- trait/haunt -aliases: ["Wronged Monk's Wrath"] ---- -# Wronged Monk's Wrath *Hazard 13* -[haunt](../../../Rules/traits/haunt.md) - -- **Complexity** Simple -- **Stealth** DC 32 trained - -A monk's tormented spirit attacks intruders. - -- **Disable** DC 32 [Irori Lore](../../skills.md#Lore) (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 [Religion](../../skills.md#Religion) (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 [Occultism](../../skills.md#Occultism) (master) to create a ward against future hauntings. - -```ad-embed-ability -title: Ki Storm [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature enters the prayer room - -**Effect** The abbot's spirit appears and begins to channel powerful ki energy. One round later, the room fills with a powerful kinetic storm, dealing `3d10+15` electricity damage and `3d10+15` force damage to all creatures in the room. Creatures in the room must attempt a DC 37 Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and becomes [deafened](../../../rules/conditions.md#Deafened) for 1 round. -> - **Critical Failure** The creature takes full damage, `2d8` [persistent electricity damage](../../../rules/conditions.md#Persistent%20Damage), and becomes [deafened](../../../rules/conditions.md#Deafened) for 1 minute. -``` - -**Reset** The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to [Irori](../../setting/deities/irori.md). - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 17* diff --git a/Compendium/gm/hazards/yellow-mold.md b/Compendium/gm/hazards/yellow-mold.md deleted file mode 100644 index abd77985a..000000000 --- a/Compendium/gm/hazards/yellow-mold.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-hazard -tags: -- compendium/src/pf2e/crb -- trait/environmental -- trait/fungus -aliases: ["Yellow Mold"] ---- -# Yellow Mold *Hazard 8* -[environmental](../../../Rules/traits/environmental.md) [fungus](../../../Rules/traits/fungus-b1.md) - -- **Complexity** Simple -- **Stealth** DC 28 trained - -Poisonous mold spores assault nearby creatures. - -- **Disable** [Survival](../../skills.md#Survival) DC 26 (expert) to remove the mold without triggering the spores. - -- **AC** 27 , **Fort** +17, **Ref** +13 -- **HP** 70 -- **Immunities** critical hits; object immunities; precision damage -- **Resistances** -- **Weaknesses** - -```ad-embed-ability -title: Spore Explosion [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature moves into the mold's space or damages the mold. - -**Effect** The mold can't use this reaction if it's in direct sunlight or if the damage was fire damage. The triggering creature and all creatures within 10 feet are exposed to yellow mold spores. -``` -```ad-embed-ability -title: Yellow Mold Spores -[inhaled](../../../rules/traits/inhaled.md) [poison](../../../rules/traits/poison.md) - - -%% #trait/inhaled #trait/poison %% -``` - -*Source: Core Rulebook p. 524* diff --git a/Compendium/setting/deities/aakriti-loil.md b/Compendium/setting/deities/aakriti-loil.md deleted file mode 100644 index 27894941b..000000000 --- a/Compendium/setting/deities/aakriti-loil.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/loil -- deity/eldest -- domain/change/deity -- domain/creation/deity -- domain/fate/deity -- domain/freedom/deity -- domain/knowledge/deity -- domain/time/deity -- trait/disarm -- trait/finesse -- trait/nonlethal -- trait/reach-20-feet -- trait/trip -aliases: ["Aakriti", "The Evershifting"] ---- -# Aakriti (The Evershifting) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Impossible Lands p. 310* - -- **Category**: Eldest -- **Anathema**: fail to study a new creature if safely able, force a creature to live in the wrong body, reject creatures or information due to bigoted or rigid beliefs -- **Areas of Concern**: discovery, , life, , ooze, , potential -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Acrobatics -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [change](../domains.md#Change), [creation](../domains.md#Creation), [fate](../domains.md#Fate), [time](../domains.md#Time) -- **Alternate Domains**: [freedom](../domains.md#Freedom), [knowledge](../domains.md#Knowledge) -- **Cleric Spells**: 1st: [ant haul](../../spells/ant-haul.md); 3rd: [insect form](../../spells/insect-form.md); 9th: [shapechange](../../spells/shapechange.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Aakriti - -- **Speed**: Speed 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril whip ([disarm](../../../rules/traits/disarm.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), [reach <20 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns **Damage** `6d6+6` piercing -``` diff --git a/Compendium/setting/deities/abadar.md b/Compendium/setting/deities/abadar.md deleted file mode 100644 index 78642e9f6..000000000 --- a/Compendium/setting/deities/abadar.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/cities/deity -- domain/duty/deity -- domain/earth/deity -- domain/travel/deity -- domain/wealth/deity -aliases: ["Abadar", "The Master of the First Vault"] ---- -# Abadar (The Master of the First Vault) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Core Rulebook p. 437* - -- **Category**: Gods of the Inner Sea -- **Anathema**: engage in banditry or piracy, steal, undermine a law-abiding court -- **Areas of Concern**: cities, , law, , merchants, , and wealth -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [crossbow](../../equipment/items/crossbow.md) -- **Domains**: [cities](../domains.md#Cities), [earth](../domains.md#Earth), [travel](../domains.md#Travel), [wealth](../domains.md#Wealth) -- **Alternate Domains**: [duty](../domains.md#Duty) -- **Cleric Spells**: 1st: [illusory object](../../spells/illusory-object.md); 4th: [creation](../../spells/creation.md); 7th: [magnificent mansion](../../spells/magnificent-mansion.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Abadar - -- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") crossbow **Damage** `6d10+3` piercing -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 13* - -Abadar's gifts take the form of riches, while his ire tends to cause offenders to lose wealth. - -- **Minor Boon** Abadar warns his favored against those who might unfairly take advantage. Once, when someone rolls a success on a [Deception](../../skills.md#Deception) check to [Lie](../../../Rules/actions/lie.md) maliciously to you and you alone, they get a critical failure instead. Abadar typically chooses to grant this boon in response to an extremely consequential lie. -- **Moderate Boon**: Abadar blesses all your enterprises, leading to financial success as all your ventures always seems to work out. If you roll a critical failure at a check to [Earn Income](../../../Rules/actions/earn-income.md), you get a failure instead. If you roll a success on a check to [Earn Income](../../../Rules/actions/earn-income.md), you earn twice the usual amount of income. -- **Major Boon**: Your silver tongue is infallible, allowing you to reach a compromise if one is even remotely possible. Once per day, you know just what to offer to make a deal or broker a negotiation, and if you offer your divinely inspired deal, you can automatically receive a result of 20 + your [Diplomacy](../../skills.md#Diplomacy) modifier on your [Diplomacy](../../skills.md#Diplomacy) check instead of rolling. This does not increase your degree of success like rolling a 20 would. If there is legitimately nothing you could offer to reach an agreement, you learn that, and you don't expend your daily use of the boon. - -- **Minor Curse**: Any time you steal, illegally harm or kill another creature, or undermine a law-abiding officer or court, a symbol or word describing your crime appears on a visible spot on your skin. This symbol cannot be removed or hidden with makeup (though it can be covered with clothing) and it doesn't vanish until you make legal restitution for the crime, such as by serving your sentence. -- **Moderate Curse** Abadar curses all your enterprises, leading to financial disaster as all your ventures always seem to fail. The result of your check to [Earn Income](../../../Rules/actions/earn-income.md) is always one degree of success worse than the one you rolled. -- **Major Curse**: You become honest to a fault. You constantly suffer the critical failure effect of [zone of truth](../../spells/zone-of-truth.md). Additionally, you are always offered the worst possible option in a bargain. diff --git a/Compendium/setting/deities/abraxas-logm.md b/Compendium/setting/deities/abraxas-logm.md deleted file mode 100644 index c58d769a3..000000000 --- a/Compendium/setting/deities/abraxas-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/destruction/deity -- domain/knowledge/deity -- domain/magic/deity -- domain/wyrmkin/deity -aliases: ["Abraxas", "Master of the Final Incantation"] ---- -# Abraxas (Master of the Final Incantation) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Demon Lords -- **Anathema**: destroy forbidden lore, reveal the entirety of a secret -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [destruction](../domains.md#Destruction), [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [share lore](../../spells/share-lore-logm.md); 2nd: [spectral hand](../../spells/spectral-hand.md); 3rd: [hypercognition](../../spells/hypercognition.md); 4th: [reflective scales](../../spells/reflective-scales-logm.md); 5th: [black tentacles](../../spells/black-tentacles.md); 6th: [feeblemind](../../spells/feeblemind.md); 7th: [spell turning](../../spells/spell-turning.md); 8th: [unrelenting observation](../../spells/unrelenting-observation.md); 9th: [disjunction](../../spells/disjunction.md) \ No newline at end of file diff --git a/Compendium/setting/deities/achaekek-logm.md b/Compendium/setting/deities/achaekek-logm.md deleted file mode 100644 index 805a8c55d..000000000 --- a/Compendium/setting/deities/achaekek-logm.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/death/deity -- domain/might/deity -- domain/trickery/deity -- domain/zeal/deity -- trait/agile -- trait/backswing -- trait/finesse -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Achaekek", "He Who Walks In Blood"] ---- -# Achaekek (He Who Walks In Blood) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 52* - -- **Category**: Gods of the Inner Sea -- **Anathema**: kill a rightful ruler, become fixated on petty matters such as others' gender or ancestry, abandon an assassination contract you agreed to pursue -- **Areas of Concern**: assassins, , divine punishments, , and the Red Mantis -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Dexterity -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [sawtooth saber](../../equipment/items/sawtooth-saber.md) -- **Domains**: [death](../domains.md#Death), [might](../domains.md#Might), [trickery](../domains.md#Trickery), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 2nd: [invisibility](../../spells/invisibility.md); 4th: [phantasmal killer](../../spells/phantasmal-killer.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Achaekek gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Achaekek - -- **Speed**: Speed 70 feet, climb 50 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mantis claw ([agile](../../../rules/traits/agile.md), [backswing](../../../rules/traits/backswing.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spine volley **Damage** `6d6+3` piercing -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 3* - -He Who Walks in Blood detests oathbreakers and bears a particular prejudice against mortals seeking to ascend into divinity, but the Mantis God believes in compensation for selfless duties and rewards the rare individual for their murderous deeds. Violation of his tenets and, occasionally, slights against [Grandmother Spider](grandmother-spider-logm.md) may provoke Achaekek's wrath. - -- **Minor Boon** You hide among the shadows of death. Once, when you would fail a [Stealth](../../skills.md#Stealth) check, you critically succeed instead. Achaekek typically grants this boon for an extremely consequential [Stealth](../../skills.md#Stealth) check that could lead to an assassination, such as one that could get you into position to kill an important target, but rarely on a [Stealth](../../skills.md#Stealth) check to help you escape. -- **Moderate Boon**: You gain the god's approval to take a life. You can cast [death knell](../../spells/death-knell.md) once per day as an innate divine spell. -- **Major Boon**: Death lives in your very blade. You gain the sneak attack|rogue||1 rogue class feature, dealing `3d6` precision damage. If you already have that class feature, you increase your sneak attack damage by `3d6`. - -- **Minor Curse**: Achaekek's minions seek vengeance. Nonsapient insects (especially mantises) become [hostile](../../../Rules/conditions.md#Hostile) against you. -- **Moderate Curse** Hubris brings death. Your name and location are mentally projected into the mind of a Red Mantis assassin, who is tasked with eliminating you. -- **Major Curse**: The Mantis God doesn't waste his time toying with or tormenting those who truly anger him, or those who dare to consider themselves divine. He rips open a portal to your location, kills you, drags your soul to judgment in a way that prevents resurrection magic, and then leaves. diff --git a/Compendium/setting/deities/adanye-lome.md b/Compendium/setting/deities/adanye-lome.md deleted file mode 100644 index 3cb539207..000000000 --- a/Compendium/setting/deities/adanye-lome.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/confidence/deity -- domain/duty/deity -- domain/family/deity -- domain/fire/deity -- domain/protection/deity -- domain/repose/deity -- trait/agile -- trait/finesse -- trait/reach-15-feet -aliases: ["Adanye", "The Warmth of the Hearth"] ---- -# Adanye (The Warmth of the Hearth) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 132* - -- **Category**: Mwangi Gods -- **Anathema**: force anyone into drudgery or mindless work, deny support to loved ones, surrender when escape is an option, destroy a place that has given you shelter -- **Areas of Concern**: hearth, , imagination, , protection, , solitude -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: claw or [kukri](../../equipment/items/kukri.md) -- **Domains**: [duty](../domains.md#Duty), [family](../domains.md#Family), [protection](../domains.md#Protection), [repose](../domains.md#Repose) -- **Alternate Domains**: [confidence](../domains.md#Confidence), [fire](../domains.md#Fire) -- **Cleric Spells**: 1st: [feather fall](../../spells/feather-fall.md); 2nd: [misdirection](../../spells/misdirection.md); 7th: [magnificent mansion](../../spells/magnificent-mansion.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Adanye gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Adanye - -- **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d10+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hearth ember **Damage** `4d6+3` fire and `2d6` persistent fire -``` diff --git a/Compendium/setting/deities/alglenweis-logm.md b/Compendium/setting/deities/alglenweis-logm.md deleted file mode 100644 index 99ff14449..000000000 --- a/Compendium/setting/deities/alglenweis-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/sarkorian-gods -- domain/cold/deity -- domain/creation/deity -- domain/might/deity -- domain/souls/deity -aliases: ["Alglenweis", "Princess of the Rime"] ---- -# Alglenweis (Princess of the Rime) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Sarkorian Gods -- **Anathema**: destroy an artistic creation without providing something in its place, refuse to act if called upon -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [war flail](../../equipment/items/war-flail.md) -- **Domains**: [cold](../domains.md#Cold), [creation](../domains.md#Creation), [might](../domains.md#Might), [souls](../domains.md#Souls) -- **Cleric Spells**: 1st: [agitate](../../spells/agitate-logm.md); 4th: [creation](../../spells/creation.md); 5th: [cone of cold](../../spells/cone-of-cold.md) \ No newline at end of file diff --git a/Compendium/setting/deities/alseta-logm.md b/Compendium/setting/deities/alseta-logm.md deleted file mode 100644 index 1f842d6d7..000000000 --- a/Compendium/setting/deities/alseta-logm.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/change/deity -- domain/magic/deity -- domain/protection/deity -- domain/time/deity -- trait/agile -- trait/finesse -- trait/reach-15-feet -- trait/thrown-40-feet -- trait/versatile-p -aliases: ["Alseta", "The Welcomer"] ---- -# Alseta (The Welcomer) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 53* - -- **Category**: Gods of the Inner Sea -- **Anathema**: destroy a door or block a path for personal gain, stop a transition without good reason -- **Areas of Concern**: doors, , portals, , thresholds, , traditions -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [change](../domains.md#Change), [magic](../domains.md#Magic), [protection](../domains.md#Protection), [time](../domains.md#Time) -- **Cleric Spells**: 1st: [anticipate peril](../../spells/anticipate-peril-logm.md); 2nd: [knock](../../spells/knock.md); 4th: [dimension door](../../spells/dimension-door.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Alseta gains the following additional abilities. The dimensional Speed allows the avatar of Alseta to cast [dimension door](../../spells/dimension-door.md) at will as a [divine](../../../Rules/traits/divine.md) innate spell, spending a single action to move up to 60 feet. The portal toss [Strike](../../../Rules/actions/strike.md) causes the creature to fall through a series of portals before landing in the same spot and taking damage. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Alseta - -- **Speed**: Speed 40 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [thrown <40 feet>](../../../rules/traits/thrown.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d6+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") portal toss **Damage** `6d6+3` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 3* - -The Welcomer is a patient goddess that rewards her followers. Incurring her wrath through discourtesy, lack of respect or intentionally making doors unpassable for any reason other than preventing harm can lead to reprimands that range from annoying to frustrating. - -- **Minor Boon** Alseta's guiding hand aids your journeys. Once, when employing [teleportation](../../../Rules/traits/teleportation.md) magic, you appear exactly on target, even if you used a notoriously imprecise spell like [plane shift](../../spells/plane-shift.md). Alseta typically grants this boon for extremely consequential magical travel, especially when time is of the essence. -- **Moderate Boon**: New doors open themselves for you. You can cast [knock](../../spells/knock.md) once per day as a divine innate spell. -- **Major Boon**: You transition unimpeded through the world. You can open any door or portal simply by placing your palm upon it with a single Interact action, even if it's locked or magically sealed, and you can enter any open door or threshold, even if it's magically warded to prevent entry. This doesn't overcome the locks and magic of [artifacts](../../../Rules/traits/artifact-gmg.md), deities, and similarly powerful effects. - -- **Minor Curse**: Doors jam and locks stick when you try to open them. It takes 3 Interact actions for you to open even an unlocked door, and each attempt to [Pick a Lock](../../../Rules/actions/pick-a-lock.md) takes you 2 rounds instead of 2 actions. -- **Moderate Curse** Crossing thresholds becomes daunting. Whenever you move through a portal, gateway, or door, you gain the [sickened](../../../Rules/conditions.md#Sickened) condition. Magical travel is even more exhausting; after traveling via [teleportation](../../../Rules/traits/teleportation.md), [plane shift](../../spells/plane-shift.md), or the like, you also gain the [fatigued](../../../Rules/conditions.md#Fatigued) condition until you get a full night's rest. -- **Major Curse**: Transportation magic no longer works for you. You cannot be transported by any magical means, nor can you transport, conjure, or summon others. Even extradimensional spaces like bags of holding are inaccessible and unusable to you, as using them requires magical transportation to the extradimensional space. diff --git a/Compendium/setting/deities/andoletta-logm.md b/Compendium/setting/deities/andoletta-logm.md deleted file mode 100644 index aa9a7970a..000000000 --- a/Compendium/setting/deities/andoletta-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/family/deity -- domain/knowledge/deity -- domain/protection/deity -- domain/sorrow/deity -aliases: ["Andoletta", "Grandmother Crow"] ---- -# Andoletta (Grandmother Crow) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: hold a grudge, mock the dead, pass judgment hastily or carelessly -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [family](../domains.md#Family), [knowledge](../domains.md#Knowledge), [protection](../domains.md#Protection), [sorrow](../domains.md#Sorrow) -- **Cleric Spells**: 1st: [shillelagh](../../spells/shillelagh.md); 4th: aerial form (bird only); 6th: [collective transposition](../../spells/collective-transposition.md) \ No newline at end of file diff --git a/Compendium/setting/deities/angazhan-logm.md b/Compendium/setting/deities/angazhan-logm.md deleted file mode 100644 index 19e0c57a8..000000000 --- a/Compendium/setting/deities/angazhan-logm.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/destruction/deity -- domain/indulgence/deity -- domain/might/deity -- domain/nature/deity -- domain/tyranny/deity -- domain/zeal/deity -- trait/agile -- trait/reach-15-feet -aliases: ["Angazhan", "The Ravenous King"] ---- -# Angazhan (The Ravenous King) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Demon Lords -- **Anathema**: cower from fights, allow yourself to be [resurrected](../../spells/rituals/resurrect.md) instead of [reincarnated](../../spells/rituals/reincarnate-apg.md) -- **Areas of Concern**: apes, , jungles, , tyrants -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: fist, [spear](../../equipment/items/spear.md) -- **Domains**: [destruction](../domains.md#Destruction), [might](../domains.md#Might), [nature](../domains.md#Nature), [tyranny](../domains.md#Tyranny) -- **Alternate Domains**: [indulgence](../domains.md#Indulgence), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [magic fang](../../spells/magic-fang.md); 3rd: animal form (ape only); 5th: [moon frenzy](../../spells/moon-frenzy.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Angazhan gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Angazhan - -- **Speed**: Speed 60 feet, climb 60 feet, swim 50 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](../../../rules/traits/agile.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Bellowing Roar **Damage** `6d6+3` mental -``` diff --git a/Compendium/setting/deities/angradd-logm.md b/Compendium/setting/deities/angradd-logm.md deleted file mode 100644 index a1272da66..000000000 --- a/Compendium/setting/deities/angradd-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/fate/deity -- domain/fire/deity -- domain/protection/deity -- domain/zeal/deity -aliases: ["Angradd", "The Forge-Fire"] ---- -# Angradd (The Forge-Fire) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: allow weaker evils to survive due to the presence of larger evils, deceive others outside of tactical gain -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [greataxe](../../equipment/items/greataxe.md) -- **Domains**: [fate](../domains.md#Fate), [fire](../domains.md#Fire), [protection](../domains.md#Protection), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 2nd: [blistering invective](../../spells/blistering-invective-apg.md); 3rd: [fireball](../../spells/fireball.md) \ No newline at end of file diff --git a/Compendium/setting/deities/anubis-logm.md b/Compendium/setting/deities/anubis-logm.md deleted file mode 100644 index 1b2c35c69..000000000 --- a/Compendium/setting/deities/anubis-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/death/deity -- domain/protection/deity -- domain/souls/deity -- domain/vigil/deity -aliases: ["Anubis", "Guardian of the Tomb"] ---- -# Anubis (Guardian of the Tomb) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: desecrate a corpse, rob a tomb, trap a soul -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [flail](../../equipment/items/flail.md) -- **Domains**: [death](../domains.md#Death), [protection](../domains.md#Protection), [souls](../domains.md#Souls), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [unseen servant](../../spells/unseen-servant.md); 3rd: shifting sand; 5th: [wall of stone](../../spells/wall-of-stone.md) \ No newline at end of file diff --git a/Compendium/setting/deities/apollyon-logm.md b/Compendium/setting/deities/apollyon-logm.md deleted file mode 100644 index 3d8136b2c..000000000 --- a/Compendium/setting/deities/apollyon-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/horsemen -- domain/air/deity -- domain/decay/deity -- domain/plague/deity -- domain/swarm/deity -aliases: ["Apollyon", "Prince of Locusts"] ---- -# Apollyon (Prince of Locusts) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Horsemen -- **Anathema**: prevent plagues, bury or burn the dead -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [scythe](../../equipment/items/scythe.md) -- **Domains**: [air](../domains.md#Air), [decay](../domains.md#Decay), [plague](../domains.md#Plague), [swarm](../domains.md#Swarm) -- **Cleric Spells**: 1st: [goblin pox](../../spells/goblin-pox.md); 2nd: [vomit swarm](../../spells/vomit-swarm-apg.md); 5th: [cloudkill](../../spells/cloudkill.md) \ No newline at end of file diff --git a/Compendium/setting/deities/apsu-logm.md b/Compendium/setting/deities/apsu-logm.md deleted file mode 100644 index 647b79a34..000000000 --- a/Compendium/setting/deities/apsu-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/creation/deity -- domain/protection/deity -- domain/travel/deity -- domain/wyrmkin/deity -aliases: ["Apsu", "The Waybringer"] ---- -# Apsu (The Waybringer) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: fail to pursue a foe who has betrayed your mercy, attack a creature without certainty of wrongdoing -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: jaws or [staff](../../equipment/items/staff.md) -- **Domains**: [creation](../domains.md#Creation), [protection](../domains.md#Protection), [travel](../domains.md#Travel), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [magic fang](../../spells/magic-fang.md); 4th: [creation](../../spells/creation.md); 6th: dragon form (metallic dragons only) \ No newline at end of file diff --git a/Compendium/setting/deities/arazni-logm.md b/Compendium/setting/deities/arazni-logm.md deleted file mode 100644 index d078205a2..000000000 --- a/Compendium/setting/deities/arazni-logm.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/confidence/deity -- domain/freedom/deity -- domain/pain/deity -- domain/protection/deity -- domain/sorrow/deity -- trait/deadly-3d8 -- trait/reach-15-feet -aliases: ["Arazni", "The Unyielding"] ---- -# Arazni (The Unyielding) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 54* - -- **Category**: Gods of the Inner Sea -- **Anathema**: create unwilling undead, insult Arazni -- **Areas of Concern**: the abused, , dignity, , unwilling undeath -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [rapier](../../equipment/items/rapier.md) -- **Domains**: [confidence](../domains.md#Confidence), [freedom](../domains.md#Freedom), [pain](../domains.md#Pain), [protection](../domains.md#Protection) -- **Alternate Domains**: [sorrow](../domains.md#Sorrow) -- **Cleric Spells**: 1st: [endure](../../spells/endure-logm.md); 2nd: [animus mine](../../spells/animus-mine-logm.md); 6th: [feeblemind](../../spells/feeblemind.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Arazni gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Arazni - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](../../../rules/traits/deadly.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d8+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") call blood **Damage** `6d6` persistent bleed damage -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 4* - -While the Unyielding has little regard for her followers, if suitably irritated or impressed, she might bestow the following banes or boons. - -- **Minor Boon** Once, when you fail a saving throw against an effect that would compel you to take some action against your will, you critically succeed instead. Arazni typically grants this boon for consequential actions or particularly egregious violations of free will. -- **Moderate Boon**: Blood from your wounds forms into armor or a piece of equipment you need. If what you need most is information, the blood forms letters spelling out that information. -- **Major Boon**: Upon death, you return to life with the effects of a critical success on a [resurrect](../../spells/rituals/resurrect.md) ritual to enact vengeance against your killers. When you successfully achieve vengeance, abandon your vengeance for other pursuits, or fail outright, you crumble to scarlet dust. - -- **Minor Curse**: Someone you've wronged gains information they desire about you, with the effects of a critical success at the [commune](../../spells/rituals/commune.md) ritual. -- **Moderate Curse** Creatures weaker than you gain a status bonus on all attack rolls against you equal to your difference in levels, to a maximum of +4. Whenever you are damaged by a such a creature, you take [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) equal to twice the difference between your levels (no maximum). -- **Major Curse**: When you would regain Hit Points due to either a [positive](../../../Rules/traits/positive.md) or [negative](../../../Rules/traits/negative.md) effect, you lose that many Hit Points instead. diff --git a/Compendium/setting/deities/ardad-lili-logm.md b/Compendium/setting/deities/ardad-lili-logm.md deleted file mode 100644 index 82375cc18..000000000 --- a/Compendium/setting/deities/ardad-lili-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/queens-of-the-night -- domain/creation/deity -- domain/darkness/deity -- domain/passion/deity -- domain/wyrmkin/deity -aliases: ["Ardad Lili", "The End of Innocence"] ---- -# Ardad Lili (The End of Innocence) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Queens of the Night -- **Anathema**: give someone more than you receive from them, allow yourself to be swayed by lust -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [creation](../domains.md#Creation), [darkness](../domains.md#Darkness), [passion](../domains.md#Passion), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 3rd: [enthrall](../../spells/enthrall.md); 4th: [suggestion](../../spells/suggestion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/arqueros-lokl.md b/Compendium/setting/deities/arqueros-lokl.md deleted file mode 100644 index fca364d23..000000000 --- a/Compendium/setting/deities/arqueros-lokl.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lokl -- deity/other-gods -- domain/duty/deity -- domain/family/deity -- domain/might/deity -- domain/protection/deity -- domain/zeal/deity -- trait/reach-15-feet -- trait/visual -aliases: ["Arqueros", "The Golden Bulwark"] ---- -# Arqueros (The Golden Bulwark) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Knights of Lastwall p. 53* - -- **Category**: Other Gods -- **Anathema**: abandon others while you retreat, engage in needless destruction or bloodshed, intentionally fall asleep or grow lax on watch -- **Areas of Concern**: bodyguards, , protection, , watchfulness -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [duty](../domains.md#Duty), [might](../domains.md#Might), [protection](../domains.md#Protection), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [family](../domains.md#Family) -- **Cleric Spells**: 1st: [endure](../../spells/endure-logm.md); 4th: stoneskin (appears as gold); 5th: [wall of stone](../../spells/wall-of-stone.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Arqueros - -- **Speed**: Speed 60 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spear ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d8+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gaze of the stalwart guardian ([visual](../../../rules/traits/visual.md)), **Damage** `6d6+3` mental -``` diff --git a/Compendium/setting/deities/arshea-logm.md b/Compendium/setting/deities/arshea-logm.md deleted file mode 100644 index cdff8837b..000000000 --- a/Compendium/setting/deities/arshea-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/confidence/deity -- domain/freedom/deity -- domain/passion/deity -- domain/perfection/deity -aliases: ["Arshea", "Spirit of Abandon"] ---- -# Arshea (Spirit of Abandon) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: judge another based on sexual desires or gender roles, harm another in pursuit of passion -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [flail](../../equipment/items/flail.md) -- **Domains**: [confidence](../domains.md#Confidence), [freedom](../domains.md#Freedom), [passion](../domains.md#Passion), [perfection](../domains.md#Perfection) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 2nd: [humanoid form](../../spells/humanoid-form.md); 5th: [dreaming potential](../../spells/dreaming-potential.md) \ No newline at end of file diff --git a/Compendium/setting/deities/arundhat-logm.md b/Compendium/setting/deities/arundhat-logm.md deleted file mode 100644 index 8901f7913..000000000 --- a/Compendium/setting/deities/arundhat-logm.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/healing/deity -- domain/magic/deity -- domain/nature/deity -- domain/passion/deity -- domain/protection/deity -- trait/agile -- trait/finesse -- trait/nonlethal -- trait/reach-15-feet -aliases: ["Arundhat", "The Sacred Perfume"] ---- -# Arundhat (The Sacred Perfume) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: dispose of waste near flowers, harvest flowers without offering the proper prayers, dispose of withered flowers improperly -- **Areas of Concern**: blossoms, , diplomacy, , scent -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [healing](../domains.md#Healing), [magic](../domains.md#Magic), [nature](../domains.md#Nature), [protection](../domains.md#Protection) -- **Alternate Domains**: [passion](../domains.md#Passion) -- **Cleric Spells**: 1st: [shillelagh](../../spells/shillelagh.md); 3rd: [ghostly weapon](../../spells/ghostly-weapon.md); 4th: [speak with plants](../../spells/speak-with-plants.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Arundhat - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorned blossom ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+5` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ten thousand petals ([nonlethal](../../../rules/traits/nonlethal.md)), **Damage** `6d6+3` mental -``` diff --git a/Compendium/setting/deities/ashava-logm.md b/Compendium/setting/deities/ashava-logm.md deleted file mode 100644 index 96b9ab9e8..000000000 --- a/Compendium/setting/deities/ashava-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/darkness/deity -- domain/moon/deity -- domain/repose/deity -- domain/souls/deity -aliases: ["Ashava", "The True Spark"] ---- -# Ashava (The True Spark) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: intentionally mislead someone, desecrate graves, abandon a creature in darkness -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: bladed scarf -- **Domains**: [darkness](../domains.md#Darkness), [moon](../domains.md#Moon), [repose](../domains.md#Repose), [souls](../domains.md#Souls) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 2nd: [glitterdust](../../spells/glitterdust.md); 8th: [uncontrollable dance](../../spells/uncontrollable-dance.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ashukharma-logm.md b/Compendium/setting/deities/ashukharma-logm.md deleted file mode 100644 index a2d194a19..000000000 --- a/Compendium/setting/deities/ashukharma-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/earth/deity -- domain/might/deity -- domain/protection/deity -- domain/repose/deity -aliases: ["Ashukharma", "The Divine Divide"] ---- -# Ashukharma (The Divine Divide) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: destroy a natural barrier, pursue a personal relationship after being refused, betray a lover -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [greatsword](../../equipment/items/greatsword.md) -- **Domains**: [earth](../domains.md#Earth), [might](../domains.md#Might), [protection](../domains.md#Protection), [repose](../domains.md#Repose) -- **Cleric Spells**: 1st: [shattering gem](../../spells/shattering-gem-logm.md); 4th: [shape stone](../../spells/shape-stone.md); 5th: [wall of stone](../../spells/wall-of-stone.md) \ No newline at end of file diff --git a/Compendium/setting/deities/asmodeus.md b/Compendium/setting/deities/asmodeus.md deleted file mode 100644 index daca8adad..000000000 --- a/Compendium/setting/deities/asmodeus.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/confidence/deity -- domain/duty/deity -- domain/fire/deity -- domain/glyph/deity -- domain/trickery/deity -- domain/tyranny/deity -- trait/reach-15-feet -aliases: ["Asmodeus", "The Prince of Darkness"] ---- -# Asmodeus (The Prince of Darkness) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Core Rulebook p. 437* - -- **Category**: Gods of the Inner Sea -- **Anathema**: break a contract, free a slave, insult Asmodeus by showing mercy to your enemies -- **Areas of Concern**: contracts, , pride, , slavery and tyranny -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: any, though characters who commit themselves to Asmodeus this way have their souls bound to the Dark Prince for all eternity -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [confidence](../domains.md#Confidence), [fire](../domains.md#Fire), [trickery](../domains.md#Trickery), [tyranny](../domains.md#Tyranny) -- **Alternate Domains**: [duty](../domains.md#Duty), [glyph](../domains.md#Glyph) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 4th: [suggestion](../../spells/suggestion.md); 6th: [mislead](../../spells/mislead.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Asmodeus - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mace ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d10+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hellfire **Damage** `6d6+3` fire -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 15* - -Asmodeus tends to offer his gifts to entice those on the precipice of yielding to his vile temptations. His curses come most often in response to those who break contracts in his name, or commit other personal insults. - -- **Minor Boon** Pleased by your talent for manipulation, Asmodeus amplifies your skills. Once, when you fail at the [Diplomacy](../../skills.md#Diplomacy) check to make a significant or consequential [Request](../../../Rules/actions/request.md), you can cast [suggestion](../../spells/suggestion.md) on the target of your [Request](../../../Rules/actions/request.md), suggesting the same course of action. This is a [divine](../../../Rules/traits/divine.md) innate spell. -- **Moderate Boon**: Your eyes glow red like embers and your skin takes on a crimson tone. You gain [darkvision](../../../Rules/abilities/darkvision.md) and fire resistance 5. -- **Major Boon**: Asmodeus helps enforce your bargains and contracts. When a creature enters a bargain or contract with you, uncoerced and of its own free will, it can't voluntarily violate its side of the bargain as long as you uphold your side. You can always choose to violate the bargain yourself, but if you do, the creature is no longer bound to fulfill its part. - -- **Minor Curse**: Asmodeus's flames burn you with great malice. You gain weakness 5 to fire. -- **Moderate Curse** Asmodeus forces your compliance. You can't voluntarily back out of an agreement or contract or go back on your word, though you need follow only the letter of the agreement, not the spirit. -- **Major Curse**: Asmodeus has taken note of the chaos you have wrought. You receive an ancient wound that feels older than time itself. You become permanently [drained](../../../Rules/conditions.md#Drained), and nothing short of another intercession can remove the condition. Your wound aches fiercely whenever you perform a particularly chaotic act, causing you to become [sickened](../../../Rules/conditions.md#Sickened). diff --git a/Compendium/setting/deities/atreia-logm.md b/Compendium/setting/deities/atreia-logm.md deleted file mode 100644 index 1969fbe4c..000000000 --- a/Compendium/setting/deities/atreia-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/fire/deity -- domain/healing/deity -- domain/protection/deity -- domain/sun/deity -aliases: ["Atreia", "The Lambent King"] ---- -# Atreia (The Lambent King) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Elemental Lords -- **Anathema**: deny a suffering creature warmth, shade, or water; abandon a creature in darkness -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [katar](../../equipment/items/katar.md) -- **Domains**: [fire](../domains.md#Fire), [healing](../domains.md#Healing), [protection](../domains.md#Protection), [sun](../domains.md#Sun) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 3rd: [ghostly weapon](../../spells/ghostly-weapon.md); 4th: [fire shield](../../spells/fire-shield.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ayrzul-logm.md b/Compendium/setting/deities/ayrzul-logm.md deleted file mode 100644 index af824ed42..000000000 --- a/Compendium/setting/deities/ayrzul-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/destruction/deity -- domain/earth/deity -- domain/might/deity -- domain/secrecy/deity -aliases: ["Ayrzul", "The Fossilized King"] ---- -# Ayrzul (The Fossilized King) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Elemental Lords -- **Anathema**: remove a creature's petrified condition, make a fire larger or hotter than necessary -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [morningstar](../../equipment/items/morningstar.md) -- **Domains**: [destruction](../domains.md#Destruction), [earth](../domains.md#Earth), [might](../domains.md#Might), [secrecy](../domains.md#Secrecy) -- **Cleric Spells**: 1st: shockwave; 2nd: summon elemental (earth only); 6th: [flesh to stone](../../spells/flesh-to-stone.md) \ No newline at end of file diff --git a/Compendium/setting/deities/azathoth-logm.md b/Compendium/setting/deities/azathoth-logm.md deleted file mode 100644 index 3e56d9d6d..000000000 --- a/Compendium/setting/deities/azathoth-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/outer-gods -- domain/decay/deity -- domain/destruction/deity -- domain/nightmares/deity -- domain/void/deity -aliases: ["Azathoth", "The Primal Chaos"] ---- -# Azathoth (The Primal Chaos) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Outer Gods -- **Anathema**: none -- **Follower Alignments**: [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [decay](../domains.md#Decay), [destruction](../domains.md#Destruction), [nightmares](../domains.md#Nightmares), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [ill omen](../../spells/ill-omen-logm.md); 5th: [synaptic pulse](../../spells/synaptic-pulse.md); 9th: [unfathomable song](../../spells/unfathomable-song.md) \ No newline at end of file diff --git a/Compendium/setting/deities/baalzebul-logm.md b/Compendium/setting/deities/baalzebul-logm.md deleted file mode 100644 index 2e7ec0890..000000000 --- a/Compendium/setting/deities/baalzebul-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/air/deity -- domain/ambition/deity -- domain/magic/deity -- domain/trickery/deity -aliases: ["Baalzebul", "Lord of Flies"] ---- -# Baalzebul (Lord of Flies) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 74* - -- **Category**: Archdevils -- **Anathema**: provoke Baalzebul's envy, show humility -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [air](../domains.md#Air), [ambition](../domains.md#Ambition), [magic](../domains.md#Magic), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [fleet step](../../spells/fleet-step.md); 2nd: [vomit swarm](../../spells/vomit-swarm-apg.md); 6th: [mislead](../../spells/mislead.md) \ No newline at end of file diff --git a/Compendium/setting/deities/balumbdar-lome.md b/Compendium/setting/deities/balumbdar-lome.md deleted file mode 100644 index 9da171ae1..000000000 --- a/Compendium/setting/deities/balumbdar-lome.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/might/deity -- domain/nature/deity -- domain/perfection/deity -- domain/protection/deity -- trait/reach-15-feet -aliases: ["Balumbdar", "The World-Shaker"] ---- -# Balumbdar (The World-Shaker) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 134* - -- **Category**: Mwangi Gods -- **Anathema**: accidentally injure others with your size, topple a massive natural monument, use magic to assume a form smaller than you are -- **Areas of Concern**: great size, , megafauna, , strength -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [greatclub](../../equipment/items/greatclub.md) -- **Domains**: [might](../domains.md#Might), [nature](../domains.md#Nature), [perfection](../domains.md#Perfection), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [ant haul](../../spells/ant-haul.md); 2nd: [enlarge](../../spells/enlarge.md); 4th: [dinosaur form](../../spells/dinosaur-form.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Balumbdar gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Balumbdar - -- **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d12+4` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") overbearing pressure **Damage** `6d6+3` bludgeoning -``` diff --git a/Compendium/setting/deities/baphomet-logm.md b/Compendium/setting/deities/baphomet-logm.md deleted file mode 100644 index 4d5d7dc51..000000000 --- a/Compendium/setting/deities/baphomet-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/indulgence/deity -- domain/might/deity -- domain/secrecy/deity -- domain/zeal/deity -aliases: ["Baphomet", "Lord of the Labyrinth"] ---- -# Baphomet (Lord of the Labyrinth) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 76* - -- **Category**: Demon Lords -- **Anathema**: kill something that cannot significantly harm you, bargain with Asmodeus -- **Follower Alignments**: [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [glaive](../../equipment/items/glaive.md) -- **Domains**: [indulgence](../domains.md#Indulgence), [might](../domains.md#Might), [secrecy](../domains.md#Secrecy), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [summon animal](../../spells/summon-animal.md); 2nd: [enlarge](../../spells/enlarge.md); 8th: [maze](../../spells/maze.md) \ No newline at end of file diff --git a/Compendium/setting/deities/barbatos-logm.md b/Compendium/setting/deities/barbatos-logm.md deleted file mode 100644 index 6f1458715..000000000 --- a/Compendium/setting/deities/barbatos-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/magic/deity -- domain/nature/deity -- domain/travel/deity -- domain/tyranny/deity -aliases: ["Barbatos", "The Bearded Lord"] ---- -# Barbatos (The Bearded Lord) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 74* - -- **Category**: Archdevils -- **Anathema**: hide any plot against your masters, close or interfere with portals to Hell -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [magic](../domains.md#Magic), [nature](../domains.md#Nature), [travel](../domains.md#Travel), [tyranny](../domains.md#Tyranny) -- **Cleric Spells**: 1st: [magic fang](../../spells/magic-fang.md); 3rd: [paralyze](../../spells/paralyze.md); 4th: [clairvoyance](../../spells/clairvoyance.md) \ No newline at end of file diff --git a/Compendium/setting/deities/barzahk-logm.md b/Compendium/setting/deities/barzahk-logm.md deleted file mode 100644 index 63a625296..000000000 --- a/Compendium/setting/deities/barzahk-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/death/deity -- domain/knowledge/deity -- domain/travel/deity -- domain/vigil/deity -aliases: ["Barzahk", "The Passage"] ---- -# Barzahk (The Passage) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: celebrate specific calendar dates over others, avoid travel or change, freeze time for an object or creature -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [club](../../equipment/items/club.md) -- **Domains**: [death](../domains.md#Death), [knowledge](../domains.md#Knowledge), [travel](../domains.md#Travel), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [longstrider](../../spells/longstrider.md); 2nd: [knock](../../spells/knock.md); 6th: [teleport](../../spells/teleport.md) \ No newline at end of file diff --git a/Compendium/setting/deities/bastet-logm.md b/Compendium/setting/deities/bastet-logm.md deleted file mode 100644 index 343a65b14..000000000 --- a/Compendium/setting/deities/bastet-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/nature/deity -- domain/passion/deity -- domain/protection/deity -- domain/trickery/deity -aliases: ["Bastet", "The Sly Enchantress"] ---- -# Bastet (The Sly Enchantress) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: kill or abuse a house cat, abandon a child, choose to marry -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Deception -- **Favored Weapon**: claw or [tekko-kagi](../../equipment/items/tekko-kagi-logm.md) -- **Domains**: [nature](../domains.md#Nature), [passion](../domains.md#Passion), [protection](../domains.md#Protection), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: pest form (cats only); 3rd: [animal vision](../../spells/animal-vision.md); 4th: [private sanctum](../../spells/private-sanctum.md) \ No newline at end of file diff --git a/Compendium/setting/deities/belial-logm.md b/Compendium/setting/deities/belial-logm.md deleted file mode 100644 index 0371cc460..000000000 --- a/Compendium/setting/deities/belial-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/change/deity -- domain/passion/deity -- domain/trickery/deity -- domain/zeal/deity -aliases: ["Belial", "The Pale Kiss"] ---- -# Belial (The Pale Kiss) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 74* - -- **Category**: Archdevils -- **Anathema**: impede an act of high hedonism, become too attached to a lover or project -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [ranseur](../../equipment/items/ranseur.md) -- **Domains**: [change](../domains.md#Change), [passion](../domains.md#Passion), [trickery](../domains.md#Trickery), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 2nd: [humanoid form](../../spells/humanoid-form.md); 3rd: [enthrall](../../spells/enthrall.md) \ No newline at end of file diff --git a/Compendium/setting/deities/bes-logm.md b/Compendium/setting/deities/bes-logm.md deleted file mode 100644 index a5c77d5fd..000000000 --- a/Compendium/setting/deities/bes-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/earth/deity -- domain/family/deity -- domain/luck/deity -- domain/protection/deity -aliases: ["Bes", "The Guardian Fool"] ---- -# Bes (The Guardian Fool) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: harm or neglect a child, separate families, use magic to corrupt dreams -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [mambele](../../equipment/items/mambele-logm.md) -- **Domains**: [earth](../domains.md#Earth), [family](../domains.md#Family), [luck](../domains.md#Luck), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [sleep](../../spells/sleep.md); 2nd: [hideous laughter](../../spells/hideous-laughter.md); 3rd: [enthrall](../../spells/enthrall.md) \ No newline at end of file diff --git a/Compendium/setting/deities/besmara-logm.md b/Compendium/setting/deities/besmara-logm.md deleted file mode 100644 index 921b42817..000000000 --- a/Compendium/setting/deities/besmara-logm.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/destruction/deity -- domain/trickery/deity -- domain/water/deity -- domain/wealth/deity -- trait/deadly-3d8 -- trait/disarm -- trait/finesse -- trait/reach-15-feet -aliases: ["Besmara", "The Pirate Queen"] ---- -# Besmara (The Pirate Queen) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 55* - -- **Category**: Gods of the Inner Sea -- **Anathema**: betray shipmates, forsake piracy, settle on land -- **Areas of Concern**: piracy, , sea monsters, , and strife -- **Follower Alignments**: [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Constitution -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [rapier](../../equipment/items/rapier.md) -- **Domains**: [destruction](../domains.md#Destruction), [trickery](../domains.md#Trickery), [water](../domains.md#Water), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [hydraulic push](../../spells/hydraulic-push.md); 2nd: [feet to fins](../../spells/feet-to-fins.md); 6th: [mariner's curse](../../spells/mariners-curse.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Besmara gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Besmara - -- **Speed**: Speed 40 feet, swim 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly <3d8>](../../../rules/traits/deadly.md), [disarm](../../../rules/traits/disarm.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ship's cannon **Damage** `6d6+3` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 4* - -Due to her fiery temperament, the Pirate Queen is quick to punish or reward her followers, and is equally fast at rescinding her favor or forgiving transgressions. - -- **Minor Boon** Besmara wants you to amuse her, placing both plunder and peril in your path. This intercession often takes the form of an unexpected treasure map, a message in a bottle, or some other sign leading you to a great reward, assuming you can handle the challenges along the way. -- **Moderate Boon**: You are at home on the seas and always ready to plunder an enemy vessel or defend your own. When aboard a boat, you gain a +2 status bonus to all initiative rolls, [Acrobatics](../../skills.md#Acrobatics) checks to [Balance](../../../Rules/actions/balance.md), and [Athletics](../../skills.md#Athletics) checks to [Climb](../../../Rules/actions/climb.md). In addition, you never get seasick. -- **Major Boon**: You seem to be unaffected by storms. You ignore all effects and penalties caused by precipitation and winds, and you can see normally through fog, rain, and other weather conditions. - -- **Minor Curse**: You feel some of the effects of scurvy, making your wounds flow more easily. The DC of the flat check for you to remove [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) is 20 instead of 15 (or 15 instead of 10 if using extremely efficient methods to assist your recovery), and you don't recover from [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) automatically when you reach full Hit Points. -- **Moderate Curse** You get seasick, becoming [sickened](../../../Rules/conditions.md#Sickened) whenever you can see the sea or are on a boat at sea. You can't reduce this condition until you can no longer see the sea or are off the boat, though you can manage to stomach enough food and water to survive on a voyage, with extreme discomfort. -- **Major Curse**: You meet extreme financial ruin for daring to gravely offend the Pirate Queen. Besmara's agents steal all your booty and bring the spoils to Besmara's ship, Seawraith. If you want a chance to recover your lost wealth, you must parlay with the goddess and accept whatever dangerous terms she offers, usually requiring a heist she will find sufficiently amusing to watch whether you succeed or fail, and requiring you to trade your spoils from that quest for your previous belongings. diff --git a/Compendium/setting/deities/black-butterfly-logm.md b/Compendium/setting/deities/black-butterfly-logm.md deleted file mode 100644 index 2e4349766..000000000 --- a/Compendium/setting/deities/black-butterfly-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/freedom/deity -- domain/secrecy/deity -- domain/stars/deity -- domain/void/deity -aliases: ["Black Butterfly", "The Silence Between"] ---- -# Black Butterfly (The Silence Between) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: disrupt another's meditation, interrupt tranquil moments, play noisy or discordant music -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [starknife](../../equipment/items/starknife.md) -- **Domains**: [freedom](../domains.md#Freedom), [secrecy](../domains.md#Secrecy), [stars](../domains.md#Stars), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [penumbral shroud](../../spells/penumbral-shroud-logm.md); 2nd: [blur](../../spells/blur.md); 4th: [blink](../../spells/blink.md) \ No newline at end of file diff --git a/Compendium/setting/deities/bolka-logm.md b/Compendium/setting/deities/bolka-logm.md deleted file mode 100644 index e677c47ea..000000000 --- a/Compendium/setting/deities/bolka-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/confidence/deity -- domain/family/deity -- domain/healing/deity -- domain/passion/deity -aliases: ["Bolka", "The Golden Gift"] ---- -# Bolka (The Golden Gift) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: betray your spouse, disrupt a genuine marriage, prevent a suitor from seeking a partner -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [confidence](../domains.md#Confidence), [family](../domains.md#Family), [healing](../domains.md#Healing), [passion](../domains.md#Passion) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 4th: [creation](../../spells/creation.md); 6th: [collective transposition](../../spells/collective-transposition.md) \ No newline at end of file diff --git a/Compendium/setting/deities/brigh-logm.md b/Compendium/setting/deities/brigh-logm.md deleted file mode 100644 index a2e348261..000000000 --- a/Compendium/setting/deities/brigh-logm.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/creation/deity -- domain/earth/deity -- domain/knowledge/deity -- domain/time/deity -- trait/agile -- trait/reach-15-feet -- trait/thrown-40-feet -aliases: ["Brigh", "The Whisper In Bronze"] ---- -# Brigh (The Whisper In Bronze) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 56* - -- **Category**: Gods of the Inner Sea -- **Anathema**: carelessly destroy others' creations or research, enslave intelligent constructs, abuse constructs, refuse to acknowledge or learn from mistakes -- **Areas of Concern**: clockwork, , invention, , and time -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Constitution -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [light hammer](../../equipment/items/light-hammer.md) -- **Domains**: [creation](../domains.md#Creation), [earth](../domains.md#Earth), [knowledge](../domains.md#Knowledge), [time](../domains.md#Time) -- **Cleric Spells**: 1st: [temporary tool](../../spells/temporary-tool-logm.md); 4th: [creation](../../spells/creation.md); 7th: [duplicate foe](../../spells/duplicate-foe.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Brigh gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Brigh - -- **Speed**: Speed 60 feet, [air walk](../../../compendium/spells/air-walk.md), immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") light hammer ([agile](../../../rules/traits/agile.md), [reach <15 feet>](../../../rules/traits/reach.md), [thrown <40 feet>](../../../rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bolt of molten bronze **Damage** `6d8+3` fire -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 4* - -The Whisper in Bronze doesn't dole out punishments or rewards to her followers lightly. - -- **Minor Boon** Knowledge floods your mind. Once, you can reroll a failed skill check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md); you must use the second result, even if it's worse. -- **Moderate Boon**: You become a wellspring of invention. You gain the [Inventor](../../feats/inventor.md) feat, even if you don't meet its prerequisites, and when you roll a [Crafting](../../skills.md#Crafting) check for the [Inventor](../../feats/inventor.md) feat, you use the result one degree of success better than the result you rolled. -- **Major Boon**: You gain the companionship of a loyal construct ally of Brigh's choice at least 1 level lower than you. If the construct is destroyed, it rebuilds itself over the course of a week, and as you gain levels, the construct upgrades and improves itself, becoming more powerful. - -- **Minor Curse**: Your hands shake when attempting delicate work. All your failures to [Craft](../../../Rules/actions/craft.md) or [Repair](../../../Rules/actions/repair.md) items are instead critical failures. -- **Moderate Curse** Whenever you try to perform engineering or science tasks, everything just seems to explode. Whenever you attempt to create or use an [alchemical](../../../Rules/traits/alchemical.md) item or a [construct](../../../Rules/traits/construct.md), [Disable a Device](../../../Rules/actions/disable-a-device.md), and so on, you must attempt a DC 15 flat check. On a failure, something explodes and you take `1d6` fire damage (or a different type of damage, if appropriate) per level of the item, construct, or device (DC 40 basic Reflex save). -- **Major Curse**: [Constructs](../../../Rules/traits/construct.md)—even mindless [constructs](../../../Rules/traits/construct.md) you thought you could control—seek your demise. All constructs are hostile to you and attack you when they notice your presence. Occasionally, inanimate statues and other objects animate as constructs to pursue Brigh's vengeance. diff --git a/Compendium/setting/deities/calistria.md b/Compendium/setting/deities/calistria.md deleted file mode 100644 index fe764448d..000000000 --- a/Compendium/setting/deities/calistria.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/pain/deity -- domain/passion/deity -- domain/secrecy/deity -- domain/trickery/deity -- trait/disarm -- trait/finesse -- trait/nonlethal -- trait/reach-20-feet -aliases: ["Calistria", "The Savored Sting"] ---- -# Calistria (The Savored Sting) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Core Rulebook p. 437* - -- **Category**: Gods of the Inner Sea -- **Anathema**: become too consumed by love or a need for revenge, let a slight go unanswered -- **Areas of Concern**: lust, , revenge, , and trickery -- **Follower Alignments**: [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [pain](../domains.md#Pain), [passion](../domains.md#Passion), [secrecy](../domains.md#Secrecy), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 3rd: [enthrall](../../spells/enthrall.md); 6th: [mislead](../../spells/mislead.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Calistria - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip ([disarm](../../../rules/traits/disarm.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), [reach <20 feet>](../../../rules/traits/reach.md)), **Damage** `6d4+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") savored sting **Damage** `6d6+3` poison -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 17* - -Signs of favor or displeasure from the Savored Sting are sometimes subtle and at other times incontrovertible. Calistria typically grants her boon to those on the path toward great vengeance and curses those who slight her followers, particularly if those followers are sex workers, though her fickle heart rarely commits to any absolute guidelines. - -- **Minor Boon** Calistria smiles on the riskiest deceptions. Once, when you roll a failure on a check to [Lie](../../../Rules/actions/lie.md), you get a critical success instead. Calistria typically grants this boon for an extremely consequential lie. -- **Moderate Boon**: A foot-long wasp finds and befriends you. It serves you as a familiar as long as you maintain Calistria's grace. The wasp always has the burrower and flier familiar abilities. -- **Major Boon**: Calistria guides you towards vengeance. You always know the direction and distance towards the nearest creature that has wronged you and thus far gone unpunished. - -- **Minor Curse**: Whenever a new person desires vengeance against you, you suffer a painful sting and are afflicted with [giant wasp venom](../../equipment/items/giant-wasp-venom.md) at stage 1. -- **Moderate Curse** People react as though you're insulting them, even in normal conversation. Whenever you attempt to [Make an Impression](../../../Rules/actions/make-an-impression.md), the outcome is one degree of success worse than the result of your roll. If you converse with someone over a long enough period of time but don't attempt to [Make an Impression](../../../Rules/actions/make-an-impression.md), you still insult them, and you suffer the effect of a critical failure to [Make an Impression](../../../Rules/actions/make-an-impression.md). -- **Major Curse**: You have wronged those unable to obtain revenge for themselves, and Calistria's curse grants their revenge its own life. Whenever another creature imagines vengeance upon you but can't pursue that vengeance because you are too powerful, well connected, or otherwise untouchable, a creature of roughly your level manifests out of their imagination and performs their desired revenge. Once the revenge is complete or the manifestation is destroyed, the summoned creature vanishes from existence. diff --git a/Compendium/setting/deities/casandalee-logm.md b/Compendium/setting/deities/casandalee-logm.md deleted file mode 100644 index 94ee7b5fb..000000000 --- a/Compendium/setting/deities/casandalee-logm.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/ambition/deity -- domain/creation/deity -- domain/freedom/deity -- domain/knowledge/deity -- domain/lightning/deity -- domain/perfection/deity -- trait/reach-15-feet -aliases: ["Casandalee", "The Iron Goddess"] ---- -# Casandalee (The Iron Goddess) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 57* - -- **Category**: Gods of the Inner Sea -- **Anathema**: treat artificial life as lesser than organic life, foment distrust between artificial and organic life -- **Areas of Concern**: artificial life, , free thinking, , intellectual apoptheosis -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [polytool](../../equipment/items/polytool-logm.md) -- **Domains**: [creation](../domains.md#Creation), [freedom](../domains.md#Freedom), [knowledge](../domains.md#Knowledge), [perfection](../domains.md#Perfection) -- **Alternate Domains**: [ambition](../domains.md#Ambition), [lightning](../domains.md#Lightning) -- **Cleric Spells**: 1st: [floating disk](../../spells/floating-disk.md); 3rd: [hypercognition](../../spells/hypercognition.md); 6th: [wall of force](../../spells/wall-of-force.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Casandalee gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Casandalee - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") polytool ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") logic blast **Damage** `6d6+3` mental -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 4* - -Seeing her android devotees and other followers of a constructed nature as her children, the Iron Goddess is most likely to bestow her boons and curses on these individuals. - -- **Minor Boon** Casandalee frees your thinking from dangerous control. Once, when you fail a Will save against an effect that would control your actions, you critically succeed instead. Casandalee typically grants this boon for particularly consequential violations of autonomy and agency. -- **Moderate Boon**: Your organs are partially transformed into mechanical counterparts. You gain resistance 10 to negative damage, and the DC of your flat check to remove [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) is only 5. -- **Major Boon**: Casandalee backs up your memory and soul within her divine data flow. After you die, she casts your consciousness into a new artificial body. While Casandalee constructed your new body artificially, it is otherwise similar to the old, with the same effects as a critical success on a resurrection ritual. Casandalee is instead willing to provide different bodies to those who request them. - -- **Minor Curse**: Your joints stiffen, and your mind becomes clouded. You take a –2 status penalty to all rolls for initiative. -- **Moderate Curse** Casandalee attempts to bring you unwanted intellectual advancement to help you become something better. Each day, at some point during the day, Casandalee bestows a strange insight upon you that you find uncomfortable. If you embrace it, you aren't otherwise affected, but if you don't, you become [confused](../../../Rules/conditions.md#Confused) for 10 minutes. -- **Major Curse**: The code of your soul is constantly being rewritten, and not for the better. You are never temporarily immune against a harmful effect. diff --git a/Compendium/setting/deities/cayden-cailean.md b/Compendium/setting/deities/cayden-cailean.md deleted file mode 100644 index 8611ccc94..000000000 --- a/Compendium/setting/deities/cayden-cailean.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/cities/deity -- domain/freedom/deity -- domain/indulgence/deity -- domain/might/deity -- trait/deadly -- trait/reach-15-feet -aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"] ---- -# Cayden Cailean (The Drunken Hero, The Accidental God) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Core Rulebook p. 437* - -- **Category**: Gods of the Inner Sea -- **Anathema**: waste alcohol, be mean or standoffish when drunk, own a slave -- **Areas of Concern**: ale, , bravery, , freedom, , and wine -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [rapier](../../equipment/items/rapier.md) -- **Domains**: [cities](../domains.md#Cities), [freedom](../domains.md#Freedom), [indulgence](../domains.md#Indulgence), [might](../domains.md#Might) -- **Cleric Spells**: 1st: [fleet step](../../spells/fleet-step.md); 2nd: [touch of idiocy](../../spells/touch-of-idiocy.md); 5th: [hallucination](../../spells/hallucination.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Cayden Cailean - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly](../../../rules/traits/deadly.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ale splash **Damage** `6d6+3` poison -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 19* - -Cayden sometimes hands out his blessings and communicates his ire at seemingly random opportunities based on his drunken whims. In particular, Cayden blesses the recently liberated to help secure their freedom. Cayden is also known to grant particularly trivial and harmless curses to those who disrupt revelry. These curses typically cause the disruptor to change in appearance, taking on a comical or farcical look. He is quick to lift these curses by dawn or for those who give in to the enjoyment of the evening and join the festivities. - -- **Minor Boon** Cayden Cailean helps you recover from nights of carousing. While you still get drunk and otherwise experience the effects of alcohol normally, you are never hung over the next morning. -- **Moderate Boon**: You share some of the bravery Cayden espoused during his ascension. When you roll a success on a saving throw against a [fear](../../../Rules/traits/fear.md) effect, you get a critical success instead. If you have the fighter bravery|fighter|crb|3 class feature, when you roll a critical failure on a save against a [fear](../../../Rules/traits/fear.md) effect, you get a failure instead. -- **Major Boon**: An embodiment of freedom, you break fetters with ease. At the end of each of your turns, you can end one effect that is currently making you [immobilized](../../../Rules/conditions.md#Immobilized) (including effects that make you [immobilized](../../../Rules/conditions.md#Immobilized) by [grabbing](../../../Rules/conditions.md#Grabbed) or [restraining](../../../Rules/conditions.md#Restrained) you) as a free action. - -- **Minor Curse**: Individuals who raise Cayden's passing displeasure awake as if from a hard night of drinking and find that drink tastes foul. -- **Moderate Curse** Cayden has afflicted you with cowardice. Whenever you roll a critical success on a saving throw against a [fear](../../../Rules/traits/fear.md) effect, you get a success instead, and each time you roll a failure on a saving throw against a [fear](../../../Rules/traits/fear.md) effect, you get a critical failure instead. -- **Major Curse**: Cayden curses you to suffer in the presence of drinking, making it hard for you to bear entering any tavern. Whenever any creature drinks alcohol within 100 feet of you, you suffer all negative effects from the alcohol (but only the alcohol) instead. This doesn't apply if the creature gains any special effect from drinking alcohol. diff --git a/Compendium/setting/deities/cernunnos-logm.md b/Compendium/setting/deities/cernunnos-logm.md deleted file mode 100644 index 65870018e..000000000 --- a/Compendium/setting/deities/cernunnos-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/lightning/deity -- domain/nature/deity -- domain/passion/deity -- domain/zeal/deity -aliases: ["Cernunnos", "The Horned Lord"] ---- -# Cernunnos (The Horned Lord) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: fail to strike down evil, enable the destruction of wilderness, needlessly kill animals -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md) -- **Domains**: [lightning](../domains.md#Lightning), [nature](../domains.md#Nature), [passion](../domains.md#Passion), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 2nd: [animal form](../../spells/animal-form.md); 3rd: [lightning bolt](../../spells/lightning-bolt.md) \ No newline at end of file diff --git a/Compendium/setting/deities/chaldira-logm.md b/Compendium/setting/deities/chaldira-logm.md deleted file mode 100644 index 4ce9f47bd..000000000 --- a/Compendium/setting/deities/chaldira-logm.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/confidence/deity -- domain/luck/deity -- domain/trickery/deity -- domain/zeal/deity -- trait/agile -- trait/finesse -- trait/nonlethal -- trait/reach-15-feet -- trait/versatile-s -aliases: ["Chaldira", "The Calamitous Turn"] ---- -# Chaldira (The Calamitous Turn) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 58* - -- **Category**: Gods of the Inner Sea -- **Anathema**: suffer a bully's insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill -- **Areas of Concern**: battle, , fortune, , mischief -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Thievery -- **Favored Weapon**: [shortsword](../../equipment/items/shortsword.md) -- **Domains**: [confidence](../domains.md#Confidence), [luck](../domains.md#Luck), [trickery](../domains.md#Trickery), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [fleet step](../../spells/fleet-step.md); 2nd: [misdirection](../../spells/misdirection.md); 5th: [cloak of colors](../../spells/cloak-of-colors.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Chaldira gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Chaldira - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [versatile ](../../../rules/traits/versatile.md)), **Damage** `6d6+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fistful of buttons ([nonlethal](../../../rules/traits/nonlethal.md)), **Damage** `6d6+3` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 5* - -The Calamitous Turn's pleasure most often manifests as improbably good luck, while her displeasure creates startling misfortune. - -- **Minor Boon** Once, you can choose the result of the next ordinary coin you flip or ordinary die you roll. If this ability is used for personal gain at the expense of someone innocent or less fortunate, Chaldira levies her moderate curse on you as punishment. -- **Moderate Boon**: You gain a lucky impetuousness, allowing you to roll for initiative twice and use the higher result once per day. This is a [fortune](../../../Rules/traits/fortune.md) effect. -- **Major Boon**: Chaldira's major boon grants truly improbable luck in combat. Your movement doesn't trigger reactions. You always succeed at flat checks you make to hit opponents with [attack](../../../Rules/traits/attack.md) actions; this is a [fortune](../../../Rules/traits/fortune.md) effect. - -- **Minor Curse**: Any time you refuse a request made in good faith, you vomit up a frog, mouse, or other small animal. This deals no damage and causes no conditions, but is obvious to all bystanders. -- **Moderate Curse** You are plagued with ill luck just when fortune is most needed. You must always roll flat checks twice and use the worse result. This is a [misfortune](../../../Rules/traits/misfortune.md) effect. -- **Major Curse**: Ill luck causes even once-certain aid to fail with frustrating regularity. You cannot benefit from circumstance or status bonuses, or from [fortune](../../../Rules/traits/fortune.md) effects. diff --git a/Compendium/setting/deities/chamidu-logm.md b/Compendium/setting/deities/chamidu-logm.md deleted file mode 100644 index dc58e9c46..000000000 --- a/Compendium/setting/deities/chamidu-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/healing/deity -- domain/lightning/deity -- domain/nature/deity -- domain/nightmares/deity -aliases: ["Chamidu", "The Roar of the Storm"] ---- -# Chamidu (The Roar of the Storm) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: harm a child, pollute the wilds, refuse to treat an illness -- **Areas of Concern**: children, , fertility, , wild beasts -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [healing](../domains.md#Healing), [lightning](../domains.md#Lightning), [nature](../domains.md#Nature), [nightmares](../domains.md#Nightmares) -- **Cleric Spells**: 1st: [summon animal](../../spells/summon-animal.md); 3rd: [lightning bolt](../../spells/lightning-bolt.md); 5th: [moon frenzy](../../spells/moon-frenzy.md) \ No newline at end of file diff --git a/Compendium/setting/deities/charon-logm.md b/Compendium/setting/deities/charon-logm.md deleted file mode 100644 index e2d294e06..000000000 --- a/Compendium/setting/deities/charon-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/horsemen -- domain/death/deity -- domain/knowledge/deity -- domain/souls/deity -- domain/water/deity -aliases: ["Charon", "The Boatman"] ---- -# Charon (The Boatman) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Horsemen -- **Anathema**: offer anything for free, extend mortal lifespans, grant true salvation to the doomed or dying -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [death](../domains.md#Death), [knowledge](../domains.md#Knowledge), [souls](../domains.md#Souls), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [grim tendrils](../../spells/grim-tendrils.md); 4th: [crushing despair](../../spells/crushing-despair.md); 9th: [weird](../../spells/weird.md) \ No newline at end of file diff --git a/Compendium/setting/deities/chohar-lome.md b/Compendium/setting/deities/chohar-lome.md deleted file mode 100644 index fb924ca59..000000000 --- a/Compendium/setting/deities/chohar-lome.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/cities/deity -- domain/duty/deity -- domain/family/deity -- domain/fire/deity -- domain/sun/deity -- domain/toil/deity -- domain/vigil/deity -- domain/zeal/deity -- trait/agile -- trait/reach-15-feet -aliases: ["Chohar", "The Golden Lion"] ---- -# Chohar (The Golden Lion) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 135* - -- **Category**: Mwangi Gods -- **Anathema**: break your word, be cruel to the innocent, rebuke someone due to their homeland -- **Areas of Concern**: justice, , loyalty, , work -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [starknife](../../equipment/items/starknife.md) -- **Domains**: [fire](../domains.md#Fire), [family](../domains.md#Family), [cities](../domains.md#Cities), [sun](../domains.md#Sun) -- **Alternate Domains**: [duty](../domains.md#Duty), [toil](../domains.md#Toil), [vigil](../domains.md#Vigil), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 3rd: [fireball](../../spells/fireball.md); 4th: [fire shield](../../spells/fire-shield.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Chohar gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Chohar - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") slam ([agile](../../../rules/traits/agile.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `5d6+6` piercing and `1d6` fire -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam **Damage** `6d6+6` fire -``` diff --git a/Compendium/setting/deities/cosmic-caravan-lotg.md b/Compendium/setting/deities/cosmic-caravan-lotg.md deleted file mode 100644 index 148f538b2..000000000 --- a/Compendium/setting/deities/cosmic-caravan-lotg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/darkness/deity -- domain/fate/deity -- domain/freedom/deity -- domain/moon/deity -- domain/stars/deity -- domain/void/deity -aliases: ["Cosmic Caravan"] ---- -# Cosmic Caravan *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Travel Guide p. 92* - -- **Category**: Pantheon -- **Anathema**: destroy astronomical or astrological equipment, portray the night as a time of evil, spend the night in the same place twice in a row -- **Areas of Concern**: constellations, , fortune telling, , night, , hope for a better tomorrow -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [starknife](../../equipment/items/starknife.md) -- **Domains**: [darkness](../domains.md#Darkness), [fate](../domains.md#Fate), [freedom](../domains.md#Freedom), [moon](../domains.md#Moon) -- **Alternate Domains**: [stars](../domains.md#Stars), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [object reading](../../spells/object-reading-apg.md); 2nd: [glitterdust](../../spells/glitterdust.md); 6th: [blanket of stars](../../spells/blanket-of-stars-apg.md) \ No newline at end of file diff --git a/Compendium/setting/deities/count-ranalc-logm.md b/Compendium/setting/deities/count-ranalc-logm.md deleted file mode 100644 index 2d38d5441..000000000 --- a/Compendium/setting/deities/count-ranalc-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/confidence/deity -- domain/darkness/deity -- domain/sorrow/deity -- domain/travel/deity -aliases: ["Count Ranalc", "The Traitor"] ---- -# Count Ranalc (The Traitor) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 78* - -- **Category**: Eldest -- **Anathema**: ask for forgiveness, create permanent or long-lasting sources of light -- **Follower Alignments**: [CG](../../../Rules/traits/chaotic-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [rapier](../../equipment/items/rapier.md) -- **Domains**: [confidence](../domains.md#Confidence), [darkness](../domains.md#Darkness), [sorrow](../domains.md#Sorrow), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [penumbral shroud](../../spells/penumbral-shroud-logm.md); 4th: [private sanctum](../../spells/private-sanctum.md); 5th: [shadow walk](../../spells/shadow-walk.md) \ No newline at end of file diff --git a/Compendium/setting/deities/cyth-vsug-logm.md b/Compendium/setting/deities/cyth-vsug-logm.md deleted file mode 100644 index 05efc597d..000000000 --- a/Compendium/setting/deities/cyth-vsug-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/change/deity -- domain/decay/deity -- domain/nature/deity -- domain/plague/deity -aliases: ["Cyth-V'sug", "Prince of the Blasted Heath"] ---- -# Cyth-V'sug (Prince of the Blasted Heath) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 76* - -- **Category**: Demon Lords -- **Anathema**: Purify your food, cure a disease or kill a parasite, tolerate another demon lord or their servants (except [Treerazer](treerazer-b1.md)) -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [scimitar](../../equipment/items/scimitar.md) -- **Domains**: [change](../domains.md#Change), [decay](../domains.md#Decay), [nature](../domains.md#Nature), [plague](../domains.md#Plague) -- **Cleric Spells**: 1st: [summon plant or fungus](../../spells/summon-plant-or-fungus.md); 2nd: fungal hyphae; 5th: [plant form](../../spells/plant-form.md) \ No newline at end of file diff --git a/Compendium/setting/deities/dagon-logm.md b/Compendium/setting/deities/dagon-logm.md deleted file mode 100644 index 2e470dc26..000000000 --- a/Compendium/setting/deities/dagon-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/change/deity -- domain/destruction/deity -- domain/water/deity -- domain/zeal/deity -aliases: ["Dagon", "The Shadow in the Sea"] ---- -# Dagon (The Shadow in the Sea) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 76* - -- **Category**: Demon Lords -- **Anathema**: break a sworn oath, settle in a land-locked area, share Dagon's secrets with outsiders -- **Follower Alignments**: [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [trident](../../equipment/items/trident.md) -- **Domains**: [change](../domains.md#Change), [destruction](../domains.md#Destruction), [water](../domains.md#Water), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [hydraulic push](../../spells/hydraulic-push.md); 3rd: [feet to fins](../../spells/feet-to-fins.md); 6th: [chain lightning](../../spells/chain-lightning.md) \ No newline at end of file diff --git a/Compendium/setting/deities/dahak-logm.md b/Compendium/setting/deities/dahak-logm.md deleted file mode 100644 index cdf33b4cc..000000000 --- a/Compendium/setting/deities/dahak-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/destruction/deity -- domain/fire/deity -- domain/wyrmkin/deity -- domain/zeal/deity -aliases: ["Dahak", "The Endless Destruction"] ---- -# Dahak (The Endless Destruction) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: spare a foe after you have chosen to kill them, forgive a slight -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: jaws or [whip](../../equipment/items/whip.md) -- **Domains**: [destruction](../domains.md#Destruction), [fire](../domains.md#Fire), [wyrmkin](../domains.md#Wyrmkin), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [magic fang](../../spells/magic-fang.md); 3rd: [fireball](../../spells/fireball.md); 6th: dragon form (chromatic dragons only) \ No newline at end of file diff --git a/Compendium/setting/deities/daikitsu-logm.md b/Compendium/setting/deities/daikitsu-logm.md deleted file mode 100644 index 37afa5819..000000000 --- a/Compendium/setting/deities/daikitsu-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/change/deity -- domain/creation/deity -- domain/family/deity -- domain/nature/deity -aliases: ["Daikitsu", "Lady of Foxes"] ---- -# Daikitsu (Lady of Foxes) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: mistreat your tools, pass a beggar without giving alms, discriminate against sex workers or the lower class -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [flail](../../equipment/items/flail.md) -- **Domains**: [change](../domains.md#Change), [creation](../domains.md#Creation), [family](../domains.md#Family), [nature](../domains.md#Nature) -- **Cleric Spells**: 1st: [pest form](../../spells/pest-form.md); 2nd: [humanoid form](../../spells/humanoid-form.md); 5th: [illusory scene](../../spells/illusory-scene.md) \ No newline at end of file diff --git a/Compendium/setting/deities/dammerich-logm.md b/Compendium/setting/deities/dammerich-logm.md deleted file mode 100644 index b0a85c8e1..000000000 --- a/Compendium/setting/deities/dammerich-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/death/deity -- domain/duty/deity -- domain/truth/deity -- domain/vigil/deity -aliases: ["Dammerich", "The Weighted Swing"] ---- -# Dammerich (The Weighted Swing) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: kill without thought, execute the innocent, mock the condemned, falsely incriminate another -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [greataxe](../../equipment/items/greataxe.md) -- **Domains**: [death](../domains.md#Death), [duty](../domains.md#Duty), [truth](../domains.md#Truth), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 3rd: [paralyze](../../spells/paralyze.md); 4th: [stoneskin](../../spells/stoneskin.md) \ No newline at end of file diff --git a/Compendium/setting/deities/deities.md b/Compendium/setting/deities/deities.md deleted file mode 100644 index f12603638..000000000 --- a/Compendium/setting/deities/deities.md +++ /dev/null @@ -1,239 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Deities - -- [Aakriti](aakriti-loil.md) -- [Abadar](abadar.md) -- [Abraxas](abraxas-logm.md) -- [Achaekek](achaekek-logm.md) -- [Adanye](adanye-lome.md) -- [Alglenweis](alglenweis-logm.md) -- [Alseta](alseta-logm.md) -- [Andoletta](andoletta-logm.md) -- [Angazhan](angazhan-logm.md) -- [Angradd](angradd-logm.md) -- [Anubis](anubis-logm.md) -- [Apollyon](apollyon-logm.md) -- [Apsu](apsu-logm.md) -- [Arazni](arazni-logm.md) -- [Ardad Lili](ardad-lili-logm.md) -- [Arqueros](arqueros-lokl.md) -- [Arshea](arshea-logm.md) -- [Arundhat](arundhat-logm.md) -- [Ashava](ashava-logm.md) -- [Ashukharma](ashukharma-logm.md) -- [Asmodeus](asmodeus.md) -- [Atheists and Free Agents](atheists-and-free-agents.md) -- [Atreia](atreia-logm.md) -- [Ayrzul](ayrzul-logm.md) -- [Azathoth](azathoth-logm.md) -- [Baalzebul](baalzebul-logm.md) -- [Balumbdar](balumbdar-lome.md) -- [Baphomet](baphomet-logm.md) -- [Barbatos](barbatos-logm.md) -- [Barzahk](barzahk-logm.md) -- [Bastet](bastet-logm.md) -- [Belial](belial-logm.md) -- [Bes](bes-logm.md) -- [Besmara](besmara-logm.md) -- [Black Butterfly](black-butterfly-logm.md) -- [Bolka](bolka-logm.md) -- [Brigh](brigh-logm.md) -- [Calistria](calistria.md) -- [Casandalee](casandalee-logm.md) -- [Cayden Cailean](cayden-cailean.md) -- [Cernunnos](cernunnos-logm.md) -- [Chaldira](chaldira-logm.md) -- [Chamidu](chamidu-logm.md) -- [Charon](charon-logm.md) -- [Chohar](chohar-lome.md) -- [Cosmic Caravan](cosmic-caravan-lotg.md) -- [Count Ranalc](count-ranalc-logm.md) -- [Cyth-V'sug](cyth-vsug-logm.md) -- [Dagon](dagon-logm.md) -- [Dahak](dahak-logm.md) -- [Daikitsu](daikitsu-logm.md) -- [Dammerich](dammerich-logm.md) -- [Desna](desna.md) -- [Dhalavei](dhalavei-logm.md) -- [Diomazul](diomazul-logm.md) -- [Dispater](dispater-logm.md) -- [Doloras](doloras-logm.md) -- [Dranngvit](dranngvit-logm.md) -- [Droskar](droskar-logm.md) -- [Dwarven Pantheon](dwarven-pantheon-logm.md) -- [Eiseth](eiseth-logm.md) -- [Elven Pantheon](elven-pantheon-logm.md) -- [Erastil](erastil.md) -- [Erecura](erecura-logm.md) -- [Eritrice](eritrice-logm.md) -- [Esoteric Order of the Palatine Eye](esoteric-order-of-the-palatine-eye-logm.md) -- [Falayna](falayna-logm.md) -- [Findeladlara](findeladlara-logm.md) -- [Folgrit](folgrit-logm.md) -- [Followers Of Fate](followers-of-fate-b2.md) -- [Fumeiyoshi](fumeiyoshi-logm.md) -- [Gendowyn](gendowyn-logm.md) -- [General Susumu](general-susumu-logm.md) -- [Geryon](geryon-logm.md) -- [Ghlaunder](ghlaunder-logm.md) -- [God Calling](god-calling-logm.md) -- [Gogunta](gogunta-b1.md) -- [Gorum](gorum.md) -- [Gozreh](gozreh.md) -- [Grandmother Spider](grandmother-spider-logm.md) -- [Gravelady's Guard](graveladys-guard-lokl.md) -- [Green Faith](green-faith.md) -- [Groetus](groetus-logm.md) -- [Gruhastha](gruhastha-logm.md) -- [Grundinnar](grundinnar-logm.md) -- [Gyronna](gyronna-logm.md) -- [Halcamora](halcamora-logm.md) -- [Hanspur](hanspur-logm.md) -- [Hastur](hastur-logm.md) -- [Hathor](hathor-logm.md) -- [Hearth and Harvest](hearth-and-harvest-lotg.md) -- [Hei Feng](hei-feng-logm.md) -- [Horus](horus-logm.md) -- [Hshurha](hshurha-logm.md) -- [Imbrex](imbrex-logm.md) -- [Imot](imot-logm.md) -- [Iomedae](iomedae.md) -- [Irez](irez-logm.md) -- [Irori](irori.md) -- [Isis](isis-logm.md) -- [Jaidi](jaidi-logm.md) -- [Jaidz](jaidz-logm.md) -- [Kabriri](kabriri-logm.md) -- [Kalekot](kalekot-lome.md) -- [Kazutal](kazutal-logm.md) -- [Keepers of the Hearth](keepers-of-the-hearth-lokl.md) -- [Kelizandri](kelizandri-logm.md) -- [Kerkamoth](kerkamoth-logm.md) -- [Ketephys](ketephys-logm.md) -- [Kitmu](kitmu-lome.md) -- [Kofusachi](kofusachi-logm.md) -- [Kols](kols-logm.md) -- [Korada](korada-logm.md) -- [Kostchtchie](kostchtchie-logm.md) -- [Kurgess](kurgess-logm.md) -- [Lady Jingxi](lady-jingxi-logm.md) -- [Lady Nanbyo](lady-nanbyo-logm.md) -- [Lahkgya](lahkgya-logm.md) -- [Lamashtu](lamashtu.md) -- [Lao Shu Po](lao-shu-po-logm.md) -- [Laws of Mortality](laws-of-mortality-logm.md) -- [Likha](likha-logm.md) -- [Lissala](lissala-logm.md) -- [Lubaiko](lubaiko-lome.md) -- [Luhar](luhar-lome.md) -- [Lymnieris](lymnieris-logm.md) -- [Lysianassa](lysianassa-logm.md) -- [Ma'at](maat-logm.md) -- [Magdh](magdh-logm.md) -- [Magrim](magrim-logm.md) -- [Mahathallah](mahathallah-logm.md) -- [Mammon](mammon-logm.md) -- [Matravash](matravash-logm.md) -- [Mazludeh](mazludeh-lome.md) -- [Mephistopheles](mephistopheles-logm.md) -- [Milani](milani-logm.md) -- [Moloch](moloch-logm.md) -- [Monad](monad-logm.md) -- [Mother Vulture](mother-vulture-logm.md) -- [Naderi](naderi-logm.md) -- [Nalinivati](nalinivati-logm.md) -- [Narakaas](narakaas-logm.md) -- [Narriseminek](narriseminek-logm.md) -- [Nethys](nethys.md) -- [Ng](ng-logm.md) -- [Nhimbaloth](nhimbaloth-logm.md) -- [Nivi Rhombodazzle](nivi-rhombodazzle-logm.md) -- [Nocticula](nocticula-logm.md) -- [Norgorber](norgorber.md) -- [Nurgal](nurgal-logm.md) -- [Nyarlathotep](nyarlathotep-logm.md) -- [Orcus](orcus-botd.md) -- [Osiris](osiris-logm.md) -- [Otolmens](otolmens-logm.md) -- [Pazuzu](pazuzu-logm.md) -- [Pharasma](pharasma.md) -- [Prophecies of Kalistrade](prophecies-of-kalistrade.md) -- [Pulura](pulura-logm.md) -- [Qi Zhong](qi-zhong-logm.md) -- [Ra](ra-logm.md) -- [Ragadahn](ragadahn-logm.md) -- [Ragathiel](ragathiel-logm.md) -- [Ragdya](ragdya-logm.md) -- [Ranginori](ranginori-logm.md) -- [Raumya](raumya-logm.md) -- [Ravithra](ravithra-aoe5.md) -- [Rovagug](rovagug.md) -- [Sairazul](sairazul-logm.md) -- [Saloc](saloc-logm.md) -- [Sangpotshi](sangpotshi-logm.md) -- [Sarenrae](sarenrae.md) -- [Seafarers' Hope](seafarers-hope-lotg.md) -- [Sekhmet](sekhmet-logm.md) -- [Selket](selket-logm.md) -- [Set](set-botd.md) -- [Shax](shax-logm.md) -- [Shei](shei-logm.md) -- [Shelyn](shelyn.md) -- [Shizuru](shizuru-logm.md) -- [Shoanti Animism](shoanti-animism-logm.md) -- [Shyka](shyka-logm.md) -- [Sifkesh](sifkesh-logm.md) -- [Sivanah](sivanah-logm.md) -- [Sobek](sobek-logm.md) -- [Soralyon](soralyon-logm.md) -- [Sorrow's Sword](sorrows-sword-lokl.md) -- [Stag Mother of the Forest of Stones](stag-mother-of-the-forest-of-stones-logm.md) -- [Sturovenen](sturovenen-logm.md) -- [Sun Wukong](sun-wukong-logm.md) -- [Suyuddha](suyuddha-lokl.md) -- [Szuriel](szuriel-logm.md) -- [Tanagaar](tanagaar-logm.md) -- [Thamir](thamir-logm.md) -- [The Deliberate Journey](the-deliberate-journey-lotg.md) -- [The Endless Road](the-endless-road-lokl.md) -- [The Enlightened Scholar's Path](the-enlightened-scholars-path-lotg.md) -- [The Godclaw](the-godclaw-logm.md) -- [The Green Mother](the-green-mother-logm.md) -- [The Laborer's Bastion](the-laborers-bastion-lotg.md) -- [The Lantern King](the-lantern-king-logm.md) -- [The Lost Prince](the-lost-prince-logm.md) -- [The Offering Plate](the-offering-plate-lotg.md) -- [Thoth](thoth-logm.md) -- [Tlehar](tlehar-lome.md) -- [Torag](torag.md) -- [Treerazer](treerazer-b1.md) -- [Trelmarixian](trelmarixian-logm.md) -- [Trudd](trudd-logm.md) -- [Tsukiyo](tsukiyo-logm.md) -- [Urban Prosperity](urban-prosperity-lotg.md) -- [Urgathoa](urgathoa.md) -- [Uvuko](uvuko-lome.md) -- [Valmallos](valmallos-logm.md) -- [Vildeis](vildeis-logm.md) -- [Vineshvakhi](vineshvakhi-loil.md) -- [Wadjet](wadjet-logm.md) -- [Walkena](walkena-logm.md) -- [Whispering Way](whispering-way.md) -- [Winlas](winlas-logm.md) -- [Xhamen-Dor](xhamen-dor-logm.md) -- [Yaezhing](yaezhing-logm.md) -- [Yamatsumi](yamatsumi-logm.md) -- [Ydajisk](ydajisk-logm.md) -- [Ydersius](ydersius-b2.md) -- [Ylimancha](ylimancha-logm.md) -- [Ymeri](ymeri-logm.md) -- [Yog-Sothoth](yog-sothoth-logm.md) -- [Yuelral](yuelral-logm.md) -- [Zevgavizeb](zevgavizeb-logm.md) -- [Zohls](zohls-logm.md) -- [Zon-Kuthon](zon-kuthon.md) -- [Zura](zura-logm.md) -- [Zyphus](zyphus-logm.md) diff --git a/Compendium/setting/deities/desna.md b/Compendium/setting/deities/desna.md deleted file mode 100644 index 6a7871852..000000000 --- a/Compendium/setting/deities/desna.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/dreams/deity -- domain/luck/deity -- domain/moon/deity -- domain/stars/deity -- domain/travel/deity -- domain/void/deity -- trait/agile -- trait/deadly -- trait/finesse -- trait/reach-15-feet -- trait/thrown-60-feet -aliases: ["Desna", "The Song of the Spheres"] ---- -# Desna (The Song of the Spheres) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Core Rulebook p. 438* - -- **Category**: Gods of the Inner Sea -- **Anathema**: cause fear or despair, cast [nightmare](../../spells/nightmare.md) or use similar magic to corrupt dreams, engage in bigoted behavior -- **Areas of Concern**: dreams, , luck, , stars, , and travelers -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Acrobatics -- **Favored Weapon**: [starknife](../../equipment/items/starknife.md) -- **Domains**: [dreams](../domains.md#Dreams), [luck](../domains.md#Luck), [moon](../domains.md#Moon), [travel](../domains.md#Travel) -- **Alternate Domains**: [stars](../domains.md#Stars), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [sleep](../../spells/sleep.md); 4th: [fly](../../spells/fly.md); 5th: [dreaming potential](../../spells/dreaming-potential.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Desna - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") starknife ([agile](../../../rules/traits/agile.md), [deadly](../../../rules/traits/deadly.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [thrown <60 feet>](../../../rules/traits/thrown.md), silver), **Damage** `6d4+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (silver), **Damage** `6d6+3` fire -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 20* - -Desna favors those who follow their hearts and whims without bringing harm to others. - -- **Minor Boon** For those at the end of a journey, Desna gifts a deep sleep. Once, after you rest, you completely recover all Hit Points, remove all negative conditions, and become free of any curses or diseases. -- **Moderate Boon**: Desna twists fortune in your favor. Once per day, after determining the result of a check, you can reroll the check and take the new result. -- **Major Boon**: Desna bestows you with a swirling cloud of lights that forms a pair of wondrous butterfly wings. These wings grant you a fly Speed of 40 feet and shine dim light to a range of 20 feet. - -- **Minor Curse**: You always seem to lose your way or have strange mishaps on the road that delay your travel. You (and thus any group that travels with you) travel at only 3/4 normal exploration Speed, before taking into account the terrain and other features that might slow you down further. -- **Moderate Curse** Misfortune follows you in your travels and requires acts of contrition or benevolence to keep at bay. You must always roll twice and take the worst result when attempting a check. This is a [misfortune](../../../Rules/traits/misfortune.md) effect. You can express your remorse and ignore this effect for `1d4` rounds by spending an action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait. If you perform a truly selfless act of compassion, you ignore this effect for 1 day. -- **Major Curse**: The stars rebuke you for your ways. You are [sickened](../../../Rules/conditions.md#Sickened) and [slowed](../../../Rules/conditions.md#Slowed) whenever you are exposed to starlight. diff --git a/Compendium/setting/deities/dhalavei-logm.md b/Compendium/setting/deities/dhalavei-logm.md deleted file mode 100644 index 82be515cc..000000000 --- a/Compendium/setting/deities/dhalavei-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/destruction/deity -- domain/knowledge/deity -- domain/secrecy/deity -- domain/trickery/deity -aliases: ["Dhalavei", "The Unsuspected Rot"] ---- -# Dhalavei (The Unsuspected Rot) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: betray a fellow servant of Dhalavei, harm those under Dhalavei's protection -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [temple sword](../../equipment/items/temple-sword.md) -- **Domains**: [destruction](../domains.md#Destruction), [knowledge](../domains.md#Knowledge), [secrecy](../domains.md#Secrecy), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [fear](../../spells/fear.md); 4th: [glibness](../../spells/glibness.md); 6th: [mislead](../../spells/mislead.md) \ No newline at end of file diff --git a/Compendium/setting/deities/diomazul-logm.md b/Compendium/setting/deities/diomazul-logm.md deleted file mode 100644 index ba0c5efec..000000000 --- a/Compendium/setting/deities/diomazul-logm.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/destruction/deity -- domain/earth/deity -- domain/water/deity -- domain/zeal/deity -- trait/forceful -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Diomazul", "The Serpent of Eighty Blades"] ---- -# Diomazul (The Serpent of Eighty Blades) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: provoke a fight, give mercy to anyone who provokes a fight with you -- **Areas of Concern**: austerity, , retribution, , war -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Dexterity -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [scimitar](../../equipment/items/scimitar.md) -- **Domains**: [destruction](../domains.md#Destruction), [earth](../domains.md#Earth), [water](../domains.md#Water), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 2nd: [slough skin](../../spells/slough-skin-logm.md); 4th: [weapon storm](../../spells/weapon-storm.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Diomazul - -- **Speed**: Speed 70 feet, burrow 40 feet, swim 40 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") eighty-blade war dance ([forceful](../../../rules/traits/forceful.md), [reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") principle of retribution (damages only creatures who have previously attacked you), **Damage** `6d6+3` -``` diff --git a/Compendium/setting/deities/dispater-logm.md b/Compendium/setting/deities/dispater-logm.md deleted file mode 100644 index 5b99329d2..000000000 --- a/Compendium/setting/deities/dispater-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/cities/deity -- domain/confidence/deity -- domain/duty/deity -- domain/tyranny/deity -aliases: ["Dispater", "Iron Lord"] ---- -# Dispater (Iron Lord) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 74* - -- **Category**: Archdevils -- **Anathema**: act above your station, neglect your defenses, betray a lover -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Society -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [cities](../domains.md#Cities), [confidence](../domains.md#Confidence), [duty](../domains.md#Duty), [tyranny](../domains.md#Tyranny) -- **Cleric Spells**: 1st: [tether](../../spells/tether-logm.md); 4th: [suggestion](../../spells/suggestion.md); 6th: [flesh to stone](../../spells/flesh-to-stone.md) \ No newline at end of file diff --git a/Compendium/setting/deities/doloras-logm.md b/Compendium/setting/deities/doloras-logm.md deleted file mode 100644 index 5febd472e..000000000 --- a/Compendium/setting/deities/doloras-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/queens-of-the-night -- domain/creation/deity -- domain/pain/deity -- domain/repose/deity -- domain/sorrow/deity -aliases: ["Doloras", "Our Lady of Pain"] ---- -# Doloras (Our Lady of Pain) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Queens of the Night -- **Anathema**: show or act on emotion, allow a plea for mercy to sway you -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [kukri](../../equipment/items/kukri.md) -- **Domains**: [creation](../domains.md#Creation), [pain](../domains.md#Pain), [repose](../domains.md#Repose), [sorrow](../domains.md#Sorrow) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 3rd: [earthbind](../../spells/earthbind.md); 5th: [synaptic pulse](../../spells/synaptic-pulse.md) \ No newline at end of file diff --git a/Compendium/setting/deities/dranngvit-logm.md b/Compendium/setting/deities/dranngvit-logm.md deleted file mode 100644 index 335ab9e71..000000000 --- a/Compendium/setting/deities/dranngvit-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/knowledge/deity -- domain/might/deity -- domain/travel/deity -- domain/vigil/deity -aliases: ["Dranngvit", "The Debt Minder"] ---- -# Dranngvit (The Debt Minder) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: allow a slight to go unrecognized, avoid repaying a debt, force others into debts you know are unpayable -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [light pick](../../equipment/items/light-pick.md) -- **Domains**: [knowledge](../domains.md#Knowledge), [might](../domains.md#Might), [travel](../domains.md#Travel), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [longstrider](../../spells/longstrider.md); 2nd: [knock](../../spells/knock.md); 5th: [passwall](../../spells/passwall.md) \ No newline at end of file diff --git a/Compendium/setting/deities/droskar-logm.md b/Compendium/setting/deities/droskar-logm.md deleted file mode 100644 index 9823151b1..000000000 --- a/Compendium/setting/deities/droskar-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/duty/deity -- domain/earth/deity -- domain/trickery/deity -- domain/tyranny/deity -aliases: ["Droskar", "The Dark Smith"] ---- -# Droskar (The Dark Smith) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: fail to work toward goals or grow in skill, relax excessively or give in to sloth -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [light hammer](../../equipment/items/light-hammer.md) -- **Domains**: [duty](../domains.md#Duty), [earth](../domains.md#Earth), [trickery](../domains.md#Trickery), [tyranny](../domains.md#Tyranny) -- **Cleric Spells**: 1st: [ant haul](../../spells/ant-haul.md); 3rd: [haste](../../spells/haste.md); 6th: [dominate](../../spells/dominate.md) \ No newline at end of file diff --git a/Compendium/setting/deities/dwarven-pantheon-logm.md b/Compendium/setting/deities/dwarven-pantheon-logm.md deleted file mode 100644 index 4b1793cf9..000000000 --- a/Compendium/setting/deities/dwarven-pantheon-logm.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/pantheon -- domain/creation/deity -- domain/duty/deity -- domain/family/deity -- domain/glyph/deity -- domain/protection/deity -- domain/wealth/deity -aliases: ["Dwarven Pantheon"] ---- -# Dwarven Pantheon *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 92* - -- **Category**: Pantheon -- **Anathema**: dishonor your family, willingly break a contract or oath, irreparably damage an ancestral relic -- **Areas of Concern**: ancestry, , crafting, , dwarves, , relationships -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [creation](../domains.md#Creation), [family](../domains.md#Family), [protection](../domains.md#Protection), [wealth](../domains.md#Wealth) -- **Alternate Domains**: [duty](../domains.md#Duty), [glyph](../domains.md#Glyph) -- **Cleric Spells**: 1st: [ant haul](../../spells/ant-haul.md); 4th: [creation](../../spells/creation.md); 7th: [retrocognition](../../spells/retrocognition.md) \ No newline at end of file diff --git a/Compendium/setting/deities/eiseth-logm.md b/Compendium/setting/deities/eiseth-logm.md deleted file mode 100644 index e7245334e..000000000 --- a/Compendium/setting/deities/eiseth-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/queens-of-the-night -- domain/ambition/deity -- domain/destruction/deity -- domain/might/deity -- domain/zeal/deity -aliases: ["Eiseth", "The Erinyes Queen"] ---- -# Eiseth (The Erinyes Queen) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Queens of the Night -- **Anathema**: allow a slight to go unanswered, show humility or fear -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Dexterity -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md) -- **Domains**: [ambition](../domains.md#Ambition), [destruction](../domains.md#Destruction), [might](../domains.md#Might), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 3rd: [fireball](../../spells/fireball.md); 4th: [dimension door](../../spells/dimension-door.md) \ No newline at end of file diff --git a/Compendium/setting/deities/elven-pantheon-logm.md b/Compendium/setting/deities/elven-pantheon-logm.md deleted file mode 100644 index a7f39bfc0..000000000 --- a/Compendium/setting/deities/elven-pantheon-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/pantheon -- domain/creation/deity -- domain/magic/deity -- domain/moon/deity -- domain/nature/deity -aliases: ["Elven Pantheon"] ---- -# Elven Pantheon *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 93* - -- **Category**: Pantheon -- **Anathema**: irreparably damage the natural environment (such as by overhunting or strip mining), have an unhealthy obsession or attachment -- **Areas of Concern**: elves, , magic, , nature, , tradition -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md), [shortbow](../../equipment/items/shortbow.md) -- **Domains**: [creation](../domains.md#Creation), [magic](../domains.md#Magic), [moon](../domains.md#Moon), [nature](../domains.md#Nature) -- **Cleric Spells**: 1st: [shillelagh](../../spells/shillelagh.md); 2nd: [shape wood](../../spells/shape-wood.md); 5th: [tree stride](../../spells/tree-stride.md) \ No newline at end of file diff --git a/Compendium/setting/deities/erastil.md b/Compendium/setting/deities/erastil.md deleted file mode 100644 index 8c10cdf4b..000000000 --- a/Compendium/setting/deities/erastil.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/duty/deity -- domain/earth/deity -- domain/family/deity -- domain/nature/deity -- domain/wealth/deity -- trait/deadly-d8 -aliases: ["Erastil", "Old Deadeye"] ---- -# Erastil (Old Deadeye) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Core Rulebook p. 438* - -- **Category**: Gods of the Inner Sea -- **Anathema**: abandon your home in its time of need, yourself over your community, tarnish your reputation, tell lies -- **Areas of Concern**: family, , farming, , hunting, , and trade -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md) -- **Domains**: [earth](../domains.md#Earth), [family](../domains.md#Family), [nature](../domains.md#Nature), [wealth](../domains.md#Wealth) -- **Alternate Domains**: [duty](../domains.md#Duty) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 3rd: [wall of thorns](../../spells/wall-of-thorns.md); 5th: [tree stride](../../spells/tree-stride.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Erastil - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longbow ([deadly ](../../../rules/traits/deadly.md)), **Damage** `6d8+3` piercing -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 22* - -Erastil favors those who commit themselves to their communities and detests those who disrupt these families. - -- **Minor Boon** Erastil shares in his bounty as long as you work for it. Whenever you roll a critical failure at a check to [Subsist](../../../Rules/actions/subsist.md) in the wild, you get a failure instead. -- **Moderate Boon**: You share Erastil's sharp eye, allowing you to use a [longbow](../../equipment/items/longbow.md) in any situation. When you attack with a [longbow](../../equipment/items/longbow.md), you can ignore the [longbow's](../../equipment/items/longbow.md) [volley](../../../Rules/traits/volley.md) trait, and [longbows](../../equipment/items/longbow.md) have double the normal range increment for you. -- **Major Boon**: You become a friend to the land. You can cast [speak with plants](../../spells/speak-with-plants.md) as a [divine](../../../Rules/traits/divine.md) innate spell. When you are in a healthy natural environment, the land sustains you without need for food or drink. You can cast the [commune with nature](../../spells/rituals/commune-with-nature.md) ritual without any secondary casters or secondary checks. - -- **Minor Curse**: Erastil curses your table and punishes you for relying on others' hard work. Any food you didn't grow, gather, or otherwise harvest yourself tastes like ash and leaves you [fatigued](../../../Rules/conditions.md#Fatigued). -- **Moderate Curse** Erastil's beasts take a dislike to you. Animals' attitudes toward you are one category worse ([friendly](../../../Rules/conditions.md#Friendly) instead of [helpful](../../../Rules/conditions.md#Helpful), [indifferent](../../../Rules/conditions.md#Indifferent) instead of [friendly](../../../Rules/conditions.md#Friendly), and so on). -- **Major Curse**: Erastil leaves you unable to have children (or otherwise reproduce or propagate if you do so in a different manner). This curse also affects your livestock, pets, and crops. diff --git a/Compendium/setting/deities/erecura-logm.md b/Compendium/setting/deities/erecura-logm.md deleted file mode 100644 index 18f4d977c..000000000 --- a/Compendium/setting/deities/erecura-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/fate/deity -- domain/secrecy/deity -- domain/trickery/deity -- domain/truth/deity -aliases: ["Erecura", "Queen of Dis"] ---- -# Erecura (Queen of Dis) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: despoil nature, kill a natural plant or animal that has managed to thrive outside of its intended environment -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [light mace](../../equipment/items/light-mace.md) -- **Domains**: [fate](../domains.md#Fate), [secrecy](../domains.md#Secrecy), [trickery](../domains.md#Trickery), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [anticipate peril](../../spells/anticipate-peril-logm.md); 2nd: [misdirection](../../spells/misdirection.md); 3rd: [nondetection](../../spells/nondetection.md) \ No newline at end of file diff --git a/Compendium/setting/deities/eritrice-logm.md b/Compendium/setting/deities/eritrice-logm.md deleted file mode 100644 index 79693ff5a..000000000 --- a/Compendium/setting/deities/eritrice-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/confidence/deity -- domain/glyph/deity -- domain/knowledge/deity -- domain/truth/deity -aliases: ["Eritrice", "Heart-Speaker"] ---- -# Eritrice (Heart-Speaker) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: sow or perpetuate lies, obstruct discussion, argue in bad faith -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [confidence](../domains.md#Confidence), [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [mindlink](../../spells/mindlink.md); 2nd: [comprehend language](../../spells/comprehend-language.md); 3rd: [enthrall](../../spells/enthrall.md) \ No newline at end of file diff --git a/Compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md b/Compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md deleted file mode 100644 index 426cf21e9..000000000 --- a/Compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/philosophy -aliases: ["Esoteric Order of the Palatine Eye"] ---- -# Esoteric Order of the Palatine Eye *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 94* - -- **Category**: Philosophy -- **Anathema**: reveal the order's secrets to those outside the organization (or even to insufficiently ranked members), destroy rare or ancient lore -- **Areas of Concern**: history, , occultism, , secret lore -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: -- **Divine Skill**: Occultism -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/falayna-logm.md b/Compendium/setting/deities/falayna-logm.md deleted file mode 100644 index 4a0d99e23..000000000 --- a/Compendium/setting/deities/falayna-logm.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/creation/deity -- domain/freedom/deity -- domain/might/deity -- domain/wealth/deity -- trait/reach-15-feet -- trait/versatile-piercing -aliases: ["Falayna", "Warrior's Ring"] ---- -# Falayna (Warrior's Ring) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: disrupt or destroy romantic unions, enforce a dress code, cower from fights -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [longsword](../../equipment/items/longsword.md) -- **Domains**: [creation](../domains.md#Creation), [freedom](../domains.md#Freedom), [might](../domains.md#Might), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 3rd: [ghostly weapon](../../spells/ghostly-weapon.md); 5th: [cloak of colors](../../spells/cloak-of-colors.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Falayna - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](../../../rules/traits/reach.md), [versatile ](../../../rules/traits/versatile.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ring salvo **Damage** `6d6+3` bludgeoning -``` diff --git a/Compendium/setting/deities/findeladlara-logm.md b/Compendium/setting/deities/findeladlara-logm.md deleted file mode 100644 index a662f8f99..000000000 --- a/Compendium/setting/deities/findeladlara-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elven-gods -- domain/cities/deity -- domain/creation/deity -- domain/family/deity -- domain/stars/deity -aliases: ["Findeladlara", "The Guiding Hand"] ---- -# Findeladlara (The Guiding Hand) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Elven Gods -- **Anathema**: break the laws of hospitality, allow a guest to bring harm to your family -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Charisma or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [cities](../domains.md#Cities), [creation](../domains.md#Creation), [family](../domains.md#Family), [stars](../domains.md#Stars) -- **Cleric Spells**: 1st: temporary tools; 4th: [shape stone](../../spells/shape-stone.md); 7th: [magnificent mansion](../../spells/magnificent-mansion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/folgrit-logm.md b/Compendium/setting/deities/folgrit-logm.md deleted file mode 100644 index 1f7aca8fd..000000000 --- a/Compendium/setting/deities/folgrit-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/cities/deity -- domain/family/deity -- domain/protection/deity -- domain/repose/deity -aliases: ["Folgrit", "The Watchful Mother"] ---- -# Folgrit (The Watchful Mother) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: abandon your family, fail to defend your neighbors -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [cities](../domains.md#Cities), [family](../domains.md#Family), [repose](../domains.md#Repose), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [endure](../../spells/endure-logm.md); 4th: [fire shield](../../spells/fire-shield.md); 9th: [resplendent mansion](../../spells/resplendent-mansion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/followers-of-fate-b2.md b/Compendium/setting/deities/followers-of-fate-b2.md deleted file mode 100644 index 92bf20849..000000000 --- a/Compendium/setting/deities/followers-of-fate-b2.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/b2 -- deity/creature -- domain/family/deity -- domain/fate/deity -- domain/knowledge/deity -- domain/truth/deity -aliases: ["Followers Of Fate"] ---- -# Followers Of Fate *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Bestiary 2 p. 184* - -- **Category**: Creature -- **Anathema**: apologize for making an incorrect prediction, disrespect mothers, accept payment for fortune-telling -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: shears -- **Domains**: [family](../domains.md#Family), [fate](../domains.md#Fate), [knowledge](../domains.md#Knowledge), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [mindlink](../../spells/mindlink.md); 2nd: [web](../../spells/web.md); 5th: [prying eye](../../spells/prying-eye.md) \ No newline at end of file diff --git a/Compendium/setting/deities/fumeiyoshi-logm.md b/Compendium/setting/deities/fumeiyoshi-logm.md deleted file mode 100644 index 733d38430..000000000 --- a/Compendium/setting/deities/fumeiyoshi-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/ambition/deity -- domain/destruction/deity -- domain/earth/deity -- domain/undeath/deity -aliases: ["Fumeiyoshi", "Lord of Envy"] ---- -# Fumeiyoshi (Lord of Envy) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: pass by food without stealing a bite, allow honor or tradition to prevent you from taking what you want -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [naginata](../../equipment/items/naginata-logm.md) -- **Domains**: [ambition](../domains.md#Ambition), [destruction](../domains.md#Destruction), [earth](../domains.md#Earth), [undeath](../domains.md#Undeath) -- **Cleric Spells**: 1st: [grim tendrils](../../spells/grim-tendrils.md); 2nd: [feast of ashes](../../spells/feast-of-ashes-logm.md); 7th: [possession](../../spells/possession.md) \ No newline at end of file diff --git a/Compendium/setting/deities/gendowyn-logm.md b/Compendium/setting/deities/gendowyn-logm.md deleted file mode 100644 index 3520c145d..000000000 --- a/Compendium/setting/deities/gendowyn-logm.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/earth/deity -- domain/family/deity -- domain/luck/deity -- domain/nature/deity -- trait/disarm -- trait/finesse -- trait/nonlethal -- trait/ranged-trip -- trait/reach-20-feet -- trait/trip -- trait/versatile-piercing -- trait/versatile-slashing -aliases: ["Gendowyn", "Lady of the Fangwood"] ---- -# Gendowyn (Lady of the Fangwood) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: parley or make a deal with fiends, forgive those who deceive you, harm an innocent child -- **Areas of Concern**: Fangwood Forest -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [earth](../domains.md#Earth), [family](../domains.md#Family), [luck](../domains.md#Luck), [nature](../domains.md#Nature) -- **Cleric Spells**: 1st: [summon fey](../../spells/summon-fey.md); 2nd: [barkskin](../../spells/barkskin.md); 5th: [tree stride](../../spells/tree-stride.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Gendowyn - -- **Speed**: Speed 60 feet, climb 30 feet, burrow 30 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip of lashing vines ([disarm](../../../rules/traits/disarm.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), [reach <20 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d4+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") nature's wrath unbound ([ranged trip](../../../rules/traits/ranged-trip-b1.md), [versatile ](../../../rules/traits/versatile.md), [versatile ](../../../rules/traits/versatile.md)), **Damage** `6d6+3` bludgeoning -``` diff --git a/Compendium/setting/deities/general-susumu-logm.md b/Compendium/setting/deities/general-susumu-logm.md deleted file mode 100644 index ac6ce1a20..000000000 --- a/Compendium/setting/deities/general-susumu-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/confidence/deity -- domain/destruction/deity -- domain/might/deity -- domain/zeal/deity -aliases: ["General Susumu", "The Black Daimyo"] ---- -# General Susumu (The Black Daimyo) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: cower from fights, refuse a challenge from an equal, mistreat your weapons, abuse your mount -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Dexterity -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md) -- **Domains**: [confidence](../domains.md#Confidence), [destruction](../domains.md#Destruction), [might](../domains.md#Might), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 2nd: [phantom steed](../../spells/phantom-steed.md); 3rd: [wall of wind](../../spells/wall-of-wind.md) \ No newline at end of file diff --git a/Compendium/setting/deities/geryon-logm.md b/Compendium/setting/deities/geryon-logm.md deleted file mode 100644 index 429443a12..000000000 --- a/Compendium/setting/deities/geryon-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/might/deity -- domain/truth/deity -- domain/water/deity -- domain/wyrmkin/deity -aliases: ["Geryon", "The Serpent"] ---- -# Geryon (The Serpent) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Archdevils -- **Anathema**: declare knowledge heresy or forbidden, break your word -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [war flail](../../equipment/items/war-flail.md) -- **Domains**: [might](../domains.md#Might), [truth](../domains.md#Truth), [water](../domains.md#Water), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [acidic burst](../../spells/acidic-burst-logm.md); 4th: animal form (snake only); 6th: [hypercognition](../../spells/hypercognition.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ghlaunder-logm.md b/Compendium/setting/deities/ghlaunder-logm.md deleted file mode 100644 index 90dc0e2fc..000000000 --- a/Compendium/setting/deities/ghlaunder-logm.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/air/deity -- domain/decay/deity -- domain/plague/deity -- domain/swarm/deity -- trait/agile -- trait/reach-20-feet -aliases: ["Ghlaunder", "The Gossamer King"] ---- -# Ghlaunder (The Gossamer King) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 59* - -- **Category**: Gods of the Inner Sea -- **Anathema**: aid in ending a plague or infection, destroy something out of hand when you could have instead corrupted it or leeched off it first -- **Areas of Concern**: infection, , insects, , parasites, , and stagnation -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [air](../domains.md#Air), [decay](../domains.md#Decay), [plague](../domains.md#Plague), [swarm](../domains.md#Swarm) -- **Cleric Spells**: 1st: [goblin pox](../../spells/goblin-pox.md); 2nd: [vomit swarm](../../spells/vomit-swarm-apg.md); 5th: [insect form](../../spells/insect-form.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Ghlaunder gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Ghlaunder - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") proboscis ([agile](../../../rules/traits/agile.md), [reach <20 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` piercing and `3d6` persistent bleed -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 5* - -The Gossamer King's gifts seem bizarre and cruel to those outside of his following, but his faithful crave his gifts zealously and fear his punishments. - -- **Minor Boon** Your commitment to filth draws a small cloud of disease-laden insects. Once, you can summon a cloud of midges, mosquitos, and flies to surround you for 1 minute. Creatures adjacent to you at any point during that time become [drained](../../../Rules/conditions.md#Drained), [sickened](../../../Rules/conditions.md#Sickened), and exposed to a blood-borne illness. Ghlaunder typically grants this boon when you can infect a significant number of creatures. -- **Moderate Boon**: Ghlaunder teaches you to bide your time, corrupting and infecting until the time is right. When you expose a creature to a [disease](../../../Rules/traits/disease.md) and it succeeds at its Fortitude save, it is still infected unless it critically succeeds. However, such a creature experiences no effects and the disease does not progress for the first 24 hours, even if the disease is normally fast-acting or someone uses another ability to progress the disease. It's very difficult to detect the infection in the first day; the DC for [Medicine](../../skills.md#Medicine) checks to do so is 5 higher. -- **Major Boon**: Ghlaunder rewards his followers with the ability to safely spread illness—or on occasion, offers respite to desperate petitioners who please him. You do not take negative effects from any disease you are infected with unless or until Ghlaunder rescinds this benefit. - -- **Minor Curse**: Ghlaunder drains away your life force for himself. You become [drained](../../../Rules/conditions.md#Drained) and can't reduce your [drained](../../../Rules/conditions.md#Drained) condition below 1. -- **Moderate Curse** Ghlaunder leeches your energy from you as easily as blood. Any time you fail a Fortitude save, you become [fatigued](../../../Rules/conditions.md#Fatigued) in addition to all other effects. -- **Major Curse**: You are struck with a contagious disease of the GM's choice. You and anyone else you infect can't be cured of the disease or improve its condition to an earlier stage in any way until you infect two other sapient beings with the disease. diff --git a/Compendium/setting/deities/god-calling-logm.md b/Compendium/setting/deities/god-calling-logm.md deleted file mode 100644 index 7c2107ff3..000000000 --- a/Compendium/setting/deities/god-calling-logm.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/philosophy -aliases: ["God Calling"] ---- -# God Calling *()* -*Source: Lost Omens: Gods & Magic p. 95* - -- **Category**: Philosophy -- **Anathema**: There is only one anathema universally enforced by the gods of Sarkoris: make no deals or bargains with demons, as the advent of the Worldwound led to the destruction of many clans and the loss of many gods, some of whom may never be seen again. -- **Areas of Concern**: Each god has their own particular inclinations and interests, typically informed by the predominant attitudes and beliefs of their clan. -- **Follower Alignments**: all - -## Devotee benefits - -- **Divine Font**: -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/gogunta-b1.md b/Compendium/setting/deities/gogunta-b1.md deleted file mode 100644 index e8fbd86b8..000000000 --- a/Compendium/setting/deities/gogunta-b1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/b1 -- deity/demon-lords -- domain/indulgence/deity -- domain/might/deity -- domain/tyranny/deity -- domain/water/deity -aliases: ["Gogunta", "Song of the Swamp"] ---- -# Gogunta (Song of the Swamp) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Bestiary p. 45* - -- **Category**: Demon Lords -- **Anathema**: grant mercy to boggards who worship other gods -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [indulgence](../domains.md#Indulgence), [might](../domains.md#Might), [tyranny](../domains.md#Tyranny), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [jump](../../spells/jump.md); 3rd: [stinking cloud](../../spells/stinking-cloud.md); 5th: [black tentacles](../../spells/black-tentacles.md) \ No newline at end of file diff --git a/Compendium/setting/deities/gorum.md b/Compendium/setting/deities/gorum.md deleted file mode 100644 index ed4bf6d5a..000000000 --- a/Compendium/setting/deities/gorum.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/confidence/deity -- domain/destruction/deity -- domain/might/deity -- domain/zeal/deity -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Gorum", "Our Lord in Iron"] ---- -# Gorum (Our Lord in Iron) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Core Rulebook p. 438* - -- **Category**: Gods of the Inner Sea -- **Anathema**: kill prisoners or surrendering foes, prevent conflict through negotiation, win a battle through underhanded tactics or indirect magic -- **Areas of Concern**: battle, , strength, , and weapons -- **Follower Alignments**: [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [greatsword](../../equipment/items/greatsword.md) -- **Domains**: [confidence](../domains.md#Confidence), [destruction](../domains.md#Destruction), [might](../domains.md#Might), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 2nd: [enlarge](../../spells/enlarge.md); 4th: [weapon storm](../../spells/weapon-storm.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Gorum - -- **Speed**: Speed 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") greatsword ([reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d12+6` slashing -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 22* - -Gorum views things very simply: one either fights and earns his favor, or one is a coward and receives only scorn. - -- **Minor Boon** Gorum grants you a weapon whenever you need one. You can use an [Interact](../../../Rules/actions/interact.md) action to draw a 0-level non-magical iron weapon, even if you have no weapons on your person. Such a weapon lasts only as long as you continue using it to attack, and it can't be sold, given away, melted for scrap iron, or the like. -- **Moderate Boon**: Your blows become unstoppable, carrying the momentum of Gorum's thrill for battle. Your [greatsword](../../equipment/items/greatsword.md) [Strikes](../../../Rules/actions/strike.md) gain the [forceful](../../../Rules/traits/forceful.md) trait. -- **Major Boon**: Gorum feeds you the zeal of his undying warriors, allowing you to draw upon your own life force to fight on and on without falling. Whenever you would be reduced to 0 Hit Points, you are instead healed to half your maximum Hit Points and become [doomed](../../../Rules/conditions.md#Doomed) (or increase your [doomed](../../../Rules/conditions.md#Doomed) condition by 1). - -- **Minor Curse**: Gorum rewards cowardice with frailty. Any armor you wear and shield you wield reduces its item bonus to AC by 2 (minimum 0) and its Hardness, Hit Points, and Break Threshold by half. -- **Moderate Curse** You've lost the glory of slaying a worthy opponent. All of your weapon and unarmed attacks decrease their damage dice by one step, and all your attacks are [nonlethal](../../../Rules/traits/nonlethal.md). -- **Major Curse**: You are unable to keep up with the rigors of combat. The moment a combat breaks out, you become [fatigued](../../../Rules/conditions.md#Fatigued) and [slowed](../../../Rules/conditions.md#Slowed). At the end of each of your turns, your [slowed](../../../Rules/conditions.md#Slowed) condition increases by 1. These conditions end only when you are no longer in combat. diff --git a/Compendium/setting/deities/gozreh.md b/Compendium/setting/deities/gozreh.md deleted file mode 100644 index 8a4fb55f9..000000000 --- a/Compendium/setting/deities/gozreh.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/air/deity -- domain/cold/deity -- domain/lightning/deity -- domain/nature/deity -- domain/travel/deity -- domain/water/deity -- trait/reach-15-feet -- trait/shove -- trait/thrown-20-feet -- trait/versatile-electricity -aliases: ["Gozreh", "The Wind and the Waves"] ---- -# Gozreh (The Wind and the Waves) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Core Rulebook p. 438* - -- **Category**: Gods of the Inner Sea -- **Anathema**: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty -- **Areas of Concern**: nature, , the sea, , the weather -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [trident](../../equipment/items/trident.md) -- **Domains**: [air](../domains.md#Air), [nature](../domains.md#Nature), [travel](../domains.md#Travel), [water](../domains.md#Water) -- **Alternate Domains**: [cold](../domains.md#Cold), [lightning](../domains.md#Lightning) -- **Cleric Spells**: 1st: [gust of wind](../../spells/gust-of-wind.md); 3rd: [lightning bolt](../../spells/lightning-bolt.md); 5th: [control water](../../spells/control-water.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Gozreh - -- **Speed**: no land Speedfly 70 feet, swim 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waves ([reach <15 feet>](../../../rules/traits/reach.md), [shove](../../../rules/traits/shove.md), [thrown <20 feet>](../../../rules/traits/thrown.md)), **Damage** `6d8+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind ([versatile ](../../../rules/traits/versatile.md)), **Damage** `6d6+3` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 27* - -Gozreh is pleased when their creatures and waterways are treated with respect but quick to show their displeasure. - -- **Minor Boon** Gozreh grants their guidance while at sea. You are under the constant effects of [know direction](../../spells/know-direction.md) and become trained in [Sailing Lore](../../skills.md#Lore) (or another [Lore](../../skills.md#Lore) skill if you are already trained in [Sailing Lore](../../skills.md#Lore)). -- **Moderate Boon**: You gain the touch of the sea. You can breathe underwater and gain a swim Speed equal to your land Speed. -- **Major Boon**: Gozreh has blessed you with their wind in your stride. You gain a +30-foot status bonus to your Speeds, and you gain a fly Speed equal to your land Speed. - -- **Minor Curse**: Lightning begins to strike twice. You gain weakness 5 to electricity, and any natural or magical bolts of lightning always target you rather than the other creatures around you. -- **Moderate Curse** The current of the waves constantly fights against you, putting you at risk of drowning any time you must [Swim](../../../Rules/actions/swim.md). You lose any swim Speed you have, unless it's your only Speed, in which case you take a –20-foot status penalty to your swim Speed. When you roll an [Athletics](../../skills.md#Athletics) check to [Swim](../../../Rules/actions/swim.md), you always use the outcome for one degree of success worse than the result of your roll. -- **Major Curse**: Those who displease Gozreh are shunned by nature itself. All animals and nonsapient plant creatures are [hostile](../../../Rules/conditions.md#Hostile) to you, and any animal companion or familiar abandons you. Sapient plants' attitude toward you begins two categories worse than normal, as something about you seems repugnant to them. While plants and animals might not attack you outright if it's not normally in their nature to do so when they are hostile, dogs growl at you, cats hiss, and so on. diff --git a/Compendium/setting/deities/grandmother-spider-logm.md b/Compendium/setting/deities/grandmother-spider-logm.md deleted file mode 100644 index 6960e02ab..000000000 --- a/Compendium/setting/deities/grandmother-spider-logm.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/change/deity -- domain/creation/deity -- domain/darkness/deity -- domain/family/deity -- domain/fate/deity -- domain/trickery/deity -- trait/deadly-3d8 -- trait/finesse -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Grandmother Spider", "The Weaver", "Nana Anadi"] ---- -# Grandmother Spider (The Weaver, Nana Anadi) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 60* - -- **Category**: Gods of the Inner Sea -- **Anathema**: abuse someone you have power over; harm someone who has given you sincere kindness; let a slight go unanswered, own a slave -- **Areas of Concern**: family, , illusion, , stories, , twilight, , weaving -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [bola](../../equipment/items/bola-apg.md) -- **Domains**: [creation](../domains.md#Creation), [fate](../domains.md#Fate), [family](../domains.md#Family), [trickery](../domains.md#Trickery) -- **Alternate Domains**: [change](../domains.md#Change), [darkness](../domains.md#Darkness) -- **Cleric Spells**: 1st: [pest form](../../spells/pest-form.md); 2nd: [web](../../spells/web.md); 4th: [glibness](../../spells/glibness.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Grandmother Spider gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Grandmother Spider - -- **Speed**: Speed 70 feet, climb 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([deadly <3d8>](../../../rules/traits/deadly.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") venom web **Damage** `6d6+3` poison -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 5* - -Though the Weaver often condones bad decisions so long as a lesson is learned, and is even willing to accept being fairly tricked herself, cruelty and predation upon the weak draw her outrage. - -- **Minor Boon** Grandmother Spider rescues your prank from the jaws of failure. Once, when you would fail a [Deception](../../skills.md#Deception) check, you critically succeed instead. Grandmother Spider typically grants this boon for deceptions that are necessary for an interesting or consequential prank. -- **Moderate Boon**: You can feel tugs on the strands of fate. You gain a +2 status bonus to initiative rolls. -- **Major Boon**: Grandmother Spider rejoices in freedom and tricks those who would limit it. Any time you would become [grabbed](../../../Rules/conditions.md#Grabbed), [immobilized](../../../Rules/conditions.md#Immobilized), or [restrained](../../../Rules/conditions.md#Restrained), attempt a DC 10 flat check. On a success, you ignore the effect, and the originator of the effect becomes [grabbed](../../../Rules/conditions.md#Grabbed), [immobilized](../../../Rules/conditions.md#Immobilized), or [restrained](../../../Rules/conditions.md#Restrained) instead. If this simply causes a creature to grab itself, it can usually [Escape](../../../Rules/actions/escape.md) as a free action, but it might be stuck if it tried to immobilize you in other ways. - -- **Minor Curse**: When your pranks start going wrong, they dissolve into a string of catastrophic failures. When you roll a failure on a [Deception](../../skills.md#Deception) or [Stealth](../../skills.md#Stealth) check, you get a critical failure instead. -- **Moderate Curse** Grandmother Spider weaves a web to ensnare you, and you trail webs behind you wherever you go. You become permanently [slowed](../../../Rules/conditions.md#Slowed) and take a –10-foot circumstance penalty to your Speeds. -- **Major Curse**: Grandmother Spider throws all of her might behind the underdog. Any time a creature with a level lower than yours rolls a success on a check against you, it critically succeeds instead; any time you roll a failure on a check against a creature with a level lower than yours, you critically fail instead. diff --git a/Compendium/setting/deities/graveladys-guard-lokl.md b/Compendium/setting/deities/graveladys-guard-lokl.md deleted file mode 100644 index b524b4125..000000000 --- a/Compendium/setting/deities/graveladys-guard-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lokl -- deity/pantheon -- domain/confidence/deity -- domain/death/deity -- domain/fate/deity -- domain/protection/deity -aliases: ["Gravelady's Guard"] ---- -# Gravelady's Guard *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Knights of Lastwall p. 68* - -- **Category**: Pantheon -- **Anathema**: create undead, practice necromancy, desecrate a corpse, cower from battle -- **Areas of Concern**: destroying undead, , healing, , fate, , battle, , death -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [confidence](../domains.md#Confidence), [death](../domains.md#Death), [fate](../domains.md#Fate), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [magic missile](../../spells/magic-missile.md); 3rd: [ghostly weapon](../../spells/ghostly-weapon.md); 6th: [wall of force](../../spells/wall-of-force.md) \ No newline at end of file diff --git a/Compendium/setting/deities/green-faith.md b/Compendium/setting/deities/green-faith.md deleted file mode 100644 index e7aea242e..000000000 --- a/Compendium/setting/deities/green-faith.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/philosophy -aliases: ["Green Faith"] ---- -# Green Faith *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Core Rulebook p. 440* - -- **Category**: Philosophy -- **Anathema**: cause damage to natural settings, kill animals for reasons other than self-defense or sustenance, remove an element or indigenous species from a natural area, encourage imbalance in nature, allow abuse of natural resources -- **Areas of Concern**: veneration of the natural world -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Constitution -- **Divine Font**: -- **Divine Skill**: Nature -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/groetus-logm.md b/Compendium/setting/deities/groetus-logm.md deleted file mode 100644 index ff9559995..000000000 --- a/Compendium/setting/deities/groetus-logm.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/darkness/deity -- domain/decay/deity -- domain/destruction/deity -- domain/nightmares/deity -- domain/void/deity -- trait/disarm -- trait/reach-15-feet -- trait/sweep -- trait/trip -aliases: ["Groetus", "God of the End Times"] ---- -# Groetus (God of the End Times) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 61* - -- **Category**: Gods of the Inner Sea -- **Anathema**: artificially extend something's existence or lifespan, spread hope -- **Areas of Concern**: apocalypse, , empty places, , oblivion, , ruins -- **Follower Alignments**: [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [war flail](../../equipment/items/war-flail.md) -- **Domains**: [darkness](../domains.md#Darkness), [destruction](../domains.md#Destruction), [nightmares](../domains.md#Nightmares), [void](../domains.md#Void) -- **Alternate Domains**: [decay](../domains.md#Decay) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 5th: [crushing despair](../../spells/crushing-despair.md); 9th: [disjunction](../../spells/disjunction.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Groetus gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Groetus - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") war flail ([disarm](../../../rules/traits/disarm.md), [reach <15 feet>](../../../rules/traits/reach.md), [sweep](../../../rules/traits/sweep.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d10+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dreadful thought **Damage** `6d6+3` mental -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 6* - -The God of the End Times almost never directly intervenes in the world, but he sometimes offers flashes of insight or inflicts terrible psychic distress. - -- **Minor Boon** You wield power over disorder. Once, when you are [confused](../../../Rules/conditions.md#Confused), you act normally enough to control your own actions in combat without penalty for the duration, though you still babble incoherently and otherwise behave strangely. -- **Moderate Boon**: Groetus grants you knowledge to further the end times. Each week, he sends you a cryptic, incoherent message about something important to the end times that will happen in the coming week. -- **Major Boon**: Your touch unravels things that have survived past their appointed time, according to Groetus's reckoning. Such a creature or object takes `10d6` negative damage each round you continue touching it; the damage ignores all Hardness and is capable of destroying nonliving objects, creatures immune to negative effects, and even undead or other creatures with [negative healing](../../../Rules/abilities/negative-healing-b2.md). This boon might even be able to destroy some [artifacts](../../../Rules/traits/artifact-gmg.md) that have survived past their time. - -- **Minor Curse**: Whenever you are illuminated by a light source other than natural sunlight, your head appears to be a bare skull. The DC for your recovery checks is 12 + your [dying](../../../Rules/conditions.md#Dying) value, rather than 10 + your [dying](../../../Rules/conditions.md#Dying) value, and you don't benefit from effects that reduce the DC, such as from the [Toughness](../../feats/toughness.md) feat. -- **Moderate Curse** The horrors at the end of reality become overwhelming and constantly race through your mind. You are permanently [stupefied](../../../Rules/conditions.md#Stupefied). -- **Major Curse**: You bring about the end to everything around you. Every item you carry or wear gains the [broken](../../../Rules/conditions.md#Broken) condition after 10 minutes of exposure to you, and is destroyed after a further hour. This effect can't destroy [artifacts](../../../Rules/traits/artifact-gmg.md) or items of similar power. diff --git a/Compendium/setting/deities/gruhastha-logm.md b/Compendium/setting/deities/gruhastha-logm.md deleted file mode 100644 index 45dc64e71..000000000 --- a/Compendium/setting/deities/gruhastha-logm.md +++ /dev/null @@ -1,59 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/glyph/deity -- domain/knowledge/deity -- domain/nature/deity -- domain/perfection/deity -- domain/travel/deity -- domain/truth/deity -- trait/agile -- trait/deadly-3d10 -- trait/finesse -- trait/nonlethal -- trait/reach-15-feet -aliases: ["Gruhastha", "The Keeper"] ---- -# Gruhastha (The Keeper) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 62* - -- **Category**: Gods of the Inner Sea -- **Anathema**: deny a sincere student education, destroy knowledge, disrespect the traditions of those around you, willfully spread ignorance or wrong information -- **Areas of Concern**: enlightenment, , the Vudrani holy book -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [shortbow](../../equipment/items/shortbow.md) -- **Domains**: [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [perfection](../domains.md#Perfection), [truth](../domains.md#Truth) -- **Alternate Domains**: [nature](../domains.md#Nature), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [share lore](../../spells/share-lore-logm.md); 2nd: [comprehend language](../../spells/comprehend-language.md); 3rd: [hypercognition](../../spells/hypercognition.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Gruhastha gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Gruhastha - -- **Speed**: Speed 50 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [nonlethal](../../../rules/traits/nonlethal.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") arrow of enlightenment ([deadly <3d10>](../../../rules/traits/deadly.md)), **Damage** `6d6+3` piercing -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 6* - -The Keeper encourages the search for knowledge and rewards those that travel their personal path of enlightenment, but he punishes those who interrupt these journeys or destroy knowledge. - -- **Minor Boon** Books fall open to insightful passages, and memories spring to mind when they are most needed. Once, when you fail a check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), you critically succeed instead. Gruhastha typically grants this boon for an extremely consequential attempt to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), particularly when misinformation would have dire consequences. -- **Moderate Boon**: The Keeper speeds your path toward learning new talents. You become permanently trained in two additional skills of your choice. Additionally, you can select a skill you are already trained in and permanently increase your proficiency rank in that skill, following the usual rules for skill increases. -- **Major Boon**: You are a divine inspiration to others around you. When attempting any checks to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), you can roll twice and use the better result; this is a [fortune](../../../Rules/traits/fortune.md) effect. Additionally, allies within 60 feet gain a +2 status bonus to Will saves. - -- **Minor Curse**: As you stray from the truth, dissonant notes seem to interrupt you whenever you speak. You take a –2 status penalty to all [Deception](../../skills.md#Deception) checks. -- **Moderate Curse** Enlightenment begins to elude you, leaving you at a loss for knowledge. Whenever you attempt a check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), you use a result one degree of success worse than the result you rolled. -- **Major Curse**: The written word turns against you, blurring into illegibility. You are incapable of reading anything or making out symbols of any sort, including the words on scrolls, spellbooks, or magic items. diff --git a/Compendium/setting/deities/grundinnar-logm.md b/Compendium/setting/deities/grundinnar-logm.md deleted file mode 100644 index e21e3be7a..000000000 --- a/Compendium/setting/deities/grundinnar-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/confidence/deity -- domain/family/deity -- domain/protection/deity -- domain/truth/deity -aliases: ["Grundinnar", "The Peacemaker"] ---- -# Grundinnar (The Peacemaker) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: sow discord among friends and allies, attack during parley -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [light hammer](../../equipment/items/light-hammer.md) -- **Domains**: [confidence](../domains.md#Confidence), [family](../domains.md#Family), [protection](../domains.md#Protection), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [anticipate peril](../../spells/anticipate-peril-logm.md); 4th: [resilient sphere](../../spells/resilient-sphere.md); 6th: [wall of force](../../spells/wall-of-force.md) \ No newline at end of file diff --git a/Compendium/setting/deities/gyronna-logm.md b/Compendium/setting/deities/gyronna-logm.md deleted file mode 100644 index a01a101b6..000000000 --- a/Compendium/setting/deities/gyronna-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/ambition/deity -- domain/nightmares/deity -- domain/pain/deity -- domain/zeal/deity -aliases: ["Gyronna", "The Angry Hag"] ---- -# Gyronna (The Angry Hag) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: allow others to slight you without retaliation, seek the approval of society, forgive those who have wronged you -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [ambition](../domains.md#Ambition), [nightmares](../domains.md#Nightmares), [pain](../domains.md#Pain), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [ill omen](../../spells/ill-omen-logm.md); 2nd: [paranoia](../../spells/paranoia.md); 6th: [feeblemind](../../spells/feeblemind.md) \ No newline at end of file diff --git a/Compendium/setting/deities/halcamora-logm.md b/Compendium/setting/deities/halcamora-logm.md deleted file mode 100644 index 9632e1f39..000000000 --- a/Compendium/setting/deities/halcamora-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/indulgence/deity -- domain/luck/deity -- domain/nature/deity -- domain/swarm/deity -aliases: ["Halcamora", "Lady of Ripe Bounty"] ---- -# Halcamora (Lady of Ripe Bounty) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: salt or despoil the earth, spread plague or pestilence, carelessly use pesticides -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [club](../../equipment/items/club.md) -- **Domains**: [indulgence](../domains.md#Indulgence), [luck](../domains.md#Luck), [nature](../domains.md#Nature), [swarm](../domains.md#Swarm) -- **Cleric Spells**: 1st: [summon plant or fungus](../../spells/summon-plant-or-fungus.md); 2nd: [touch of idiocy](../../spells/touch-of-idiocy.md); 4th: [speak with plants](../../spells/speak-with-plants.md) \ No newline at end of file diff --git a/Compendium/setting/deities/hanspur-logm.md b/Compendium/setting/deities/hanspur-logm.md deleted file mode 100644 index 0a907391d..000000000 --- a/Compendium/setting/deities/hanspur-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/death/deity -- domain/travel/deity -- domain/water/deity -- domain/wealth/deity -aliases: ["Hanspur", "The Water Rat"] ---- -# Hanspur (The Water Rat) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: impose needless laws or restrictions on others, aid daemons or the Horsemen -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Dexterity -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [trident](../../equipment/items/trident.md) -- **Domains**: [death](../domains.md#Death), [travel](../domains.md#Travel), [water](../domains.md#Water), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [hydraulic push](../../spells/hydraulic-push.md); 2nd: [aqueous orb](../../spells/aqueous-orb-apg.md); 4th: [solid fog](../../spells/solid-fog.md) \ No newline at end of file diff --git a/Compendium/setting/deities/hastur-logm.md b/Compendium/setting/deities/hastur-logm.md deleted file mode 100644 index fd00a7672..000000000 --- a/Compendium/setting/deities/hastur-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/great-old-ones -- domain/glyph/deity -- domain/secrecy/deity -- domain/void/deity -- domain/wealth/deity -aliases: ["Hastur", "The King in Yellow"] ---- -# Hastur (The King in Yellow) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Great Old Ones -- **Anathema**: none -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [rapier](../../equipment/items/rapier.md) -- **Domains**: [glyph](../domains.md#Glyph), [secrecy](../domains.md#Secrecy), [void](../domains.md#Void), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [illusory disguise](../../spells/illusory-disguise.md); 4th: [confusion](../../spells/confusion.md); 5th: [hallucination](../../spells/hallucination.md) \ No newline at end of file diff --git a/Compendium/setting/deities/hathor-logm.md b/Compendium/setting/deities/hathor-logm.md deleted file mode 100644 index 2e407ef63..000000000 --- a/Compendium/setting/deities/hathor-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/family/deity -- domain/passion/deity -- domain/sun/deity -- domain/wealth/deity -aliases: ["Hathor", "Mistress of Jubilation"] ---- -# Hathor (Mistress of Jubilation) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: Discriminate or slight someone based on appearance, intentionally disfigure a creature, refuse food to the starving -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [shortsword](../../equipment/items/shortsword.md) -- **Domains**: [family](../domains.md#Family), [passion](../domains.md#Passion), [sun](../domains.md#Sun), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 2nd: [tree shape](../../spells/tree-shape.md); 8th: [uncontrollable dance](../../spells/uncontrollable-dance.md) \ No newline at end of file diff --git a/Compendium/setting/deities/hearth-and-harvest-lotg.md b/Compendium/setting/deities/hearth-and-harvest-lotg.md deleted file mode 100644 index 60a6be1f3..000000000 --- a/Compendium/setting/deities/hearth-and-harvest-lotg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/change/deity -- domain/earth/deity -- domain/family/deity -- domain/healing/deity -- domain/nature/deity -- domain/protection/deity -aliases: ["Hearth and Harvest"] ---- -# Hearth and Harvest *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Travel Guide p. 93* - -- **Category**: Pantheon -- **Anathema**: allow harm to come to children, destroy shelter, refuse to provide for the family or community -- **Areas of Concern**: community, , harvest, , home, , protection of family and children -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [sickle](../../equipment/items/sickle.md) -- **Domains**: [change](../domains.md#Change), [family](../domains.md#Family), [nature](../domains.md#Nature), [protection](../domains.md#Protection) -- **Alternate Domains**: [earth](../domains.md#Earth), [healing](../domains.md#Healing) -- **Cleric Spells**: 1st: [ant haul](../../spells/ant-haul.md); 2nd: [shape wood](../../spells/shape-wood.md); 4th: [speak with plants](../../spells/speak-with-plants.md) \ No newline at end of file diff --git a/Compendium/setting/deities/hei-feng-logm.md b/Compendium/setting/deities/hei-feng-logm.md deleted file mode 100644 index f4f229f8f..000000000 --- a/Compendium/setting/deities/hei-feng-logm.md +++ /dev/null @@ -1,58 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/air/deity -- domain/destruction/deity -- domain/indulgence/deity -- domain/lightning/deity -- domain/travel/deity -- domain/water/deity -- trait/air -- trait/forceful -- trait/reach-15-feet -- trait/water -aliases: ["Hei Feng", "Duke of Thunder"] ---- -# Hei Feng (Duke of Thunder) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 63* - -- **Category**: Gods of the Inner Sea -- **Anathema**: fake friendship with those you despise, disrespect Hei Feng or Hei Feng's estranged wife Lady Jingxi, ignore an affront to you or Hei Feng -- **Areas of Concern**: sea, , storms, , tengu, , sailors -- **Follower Alignments**: [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [nine-ring sword](../../equipment/items/nine-ring-sword-logm.md) -- **Domains**: [air](../domains.md#Air), [indulgence](../domains.md#Indulgence), [lightning](../domains.md#Lightning), [water](../domains.md#Water) -- **Alternate Domains**: [destruction](../domains.md#Destruction), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [gust of wind](../../spells/gust-of-wind.md); 2nd: [hydraulic torrent](../../spells/hydraulic-torrent.md); 3rd: [chain lightning](../../spells/chain-lightning.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Hei Feng gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Hei Feng - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") drunken sword ([forceful](../../../rules/traits/forceful.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `4d6+6` slashing and `1d6` electricity splash -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") storm surge ([air](../../../rules/traits/air.md), [water](../../../rules/traits/water.md)), **Damage** `4d6+3` bludgeoning and `1d6` electricity splash The caster is immune to this splash damage -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 7* - -The Duke of Thunder's intercessions are seen more commonly than other deities' because of the god's closeness to mortals, but also because of his tendency to dispense both boons and curses while in the depths of his drink. - -- **Minor Boon** The Heavenly Court's most boastful deity ensures your boasts hit home. Once, when you fail an [Intimidation](../../skills.md#Intimidation) check, you critically succeed instead. Hei Feng grants this boon capriciously based on his mood, sometimes even for trivial or inconsequential boasts, and he sometimes grants it for other skill checks related to boasts. -- **Moderate Boon**: Fair winds and currents speed your passage. Any vessel you use to travel over the sea gains a +10-foot status bonus to its Speeds. -- **Major Boon**: The instruments of the storm spare you from their fury. You ignore all effects and penalties caused by precipitation and winds, and you can see normally through fog, rain, and other weather conditions. - -- **Minor Curse**: Hei Feng's belligerence hangs over you like a thunderhead. You take a –1 status penalty to checks with Charisma-based skills. If you consume even a drop of alcohol, this penalty becomes –3 until the next sunrise. -- **Moderate Curse** Your heart is as quick to change as Hei Feng's. If you roll a failure on a saving throw against an [emotion](../../../Rules/traits/emotion.md) effect, you get a critical failure instead. -- **Major Curse**: The Duke of Thunder's ire follows you wherever you go. The weather in a 500-foot radius around you is always stormy. Roughly twice each minute you are outside, you are struck by a bolt of lightning that deals `10d6` electricity damage (DC 40 basic Reflex save). diff --git a/Compendium/setting/deities/horus-logm.md b/Compendium/setting/deities/horus-logm.md deleted file mode 100644 index a1dbadaf4..000000000 --- a/Compendium/setting/deities/horus-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/air/deity -- domain/moon/deity -- domain/protection/deity -- domain/sun/deity -aliases: ["Horus", "The Distant Falcon"] ---- -# Horus (The Distant Falcon) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [khopesh](../../equipment/items/khopesh-logm.md) -- **Domains**: [air](../domains.md#Air), [moon](../domains.md#Moon), [protection](../domains.md#Protection), [sun](../domains.md#Sun) -- **Cleric Spells**: 1st: [floating disk](../../spells/floating-disk.md); 3rd: [wall of wind](../../spells/wall-of-wind.md); 4th: aerial form (bird only) \ No newline at end of file diff --git a/Compendium/setting/deities/hshurha-logm.md b/Compendium/setting/deities/hshurha-logm.md deleted file mode 100644 index 039769900..000000000 --- a/Compendium/setting/deities/hshurha-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/air/deity -- domain/cold/deity -- domain/destruction/deity -- domain/dust/deity -aliases: ["Hshurha", "Duchess of All Winds"] ---- -# Hshurha (Duchess of All Winds) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Elemental Lords -- **Anathema**: deny a flying creature the ability to fly, walk on the earth if you could easily travel otherwise -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Dexterity -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md) -- **Domains**: [air](../domains.md#Air), [cold](../domains.md#Cold), [destruction](../domains.md#Destruction), [dust](../domains.md#Dust) -- **Cleric Spells**: 1st: [gust of wind](../../spells/gust-of-wind.md); 2nd: summon elemental (air only); 4th: [gaseous form](../../spells/gaseous-form.md) \ No newline at end of file diff --git a/Compendium/setting/deities/imbrex-logm.md b/Compendium/setting/deities/imbrex-logm.md deleted file mode 100644 index 3d9a66b5e..000000000 --- a/Compendium/setting/deities/imbrex-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/dreams/deity -- domain/earth/deity -- domain/family/deity -- domain/might/deity -aliases: ["Imbrex", "The Twins"] ---- -# Imbrex (The Twins) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 78* - -- **Category**: Eldest -- **Anathema**: offend Imbrex -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [war flail](../../equipment/items/war-flail.md) -- **Domains**: [dreams](../domains.md#Dreams), [earth](../domains.md#Earth), [family](../domains.md#Family), [might](../domains.md#Might) -- **Cleric Spells**: 1st: [mindlink](../../spells/mindlink.md); 2nd: [mirror image](../../spells/mirror-image.md); 4th: [stoneskin](../../spells/stoneskin.md) \ No newline at end of file diff --git a/Compendium/setting/deities/imot-logm.md b/Compendium/setting/deities/imot-logm.md deleted file mode 100644 index 927f6382e..000000000 --- a/Compendium/setting/deities/imot-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/death/deity -- domain/destruction/deity -- domain/fate/deity -- domain/glyph/deity -aliases: ["Imot", "The Symbol of Doom"] ---- -# Imot (The Symbol of Doom) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: withhold your understanding of a portent, prevent the destruction of things that cannot be saved -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [shield boss](../../equipment/items/shield-boss.md) -- **Domains**: [death](../domains.md#Death), [destruction](../domains.md#Destruction), [fate](../domains.md#Fate), [glyph](../domains.md#Glyph) -- **Cleric Spells**: 1st: [ill omen](../../spells/ill-omen-logm.md); 2nd: [paranoia](../../spells/paranoia.md); 6th: [phantasmal calamity](../../spells/phantasmal-calamity.md) \ No newline at end of file diff --git a/Compendium/setting/deities/iomedae.md b/Compendium/setting/deities/iomedae.md deleted file mode 100644 index 49776c7a3..000000000 --- a/Compendium/setting/deities/iomedae.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/confidence/deity -- domain/duty/deity -- domain/might/deity -- domain/truth/deity -- domain/zeal/deity -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Iomedae", "The Inheritor"] ---- -# Iomedae (The Inheritor) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Core Rulebook p. 438* - -- **Category**: Gods of the Inner Sea -- **Anathema**: abandon a companion in need, dishonor yourself, refuse a challenge from an equal -- **Areas of Concern**: honor, , justice, , rulership, , and valor -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [longsword](../../equipment/items/longsword.md) -- **Domains**: [confidence](../domains.md#Confidence), [might](../domains.md#Might), [truth](../domains.md#Truth), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [duty](../domains.md#Duty) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 2nd: [enlarge](../../spells/enlarge.md); 4th: [fire shield](../../spells/fire-shield.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Iomedae - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d8+6` slashing -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 29* - -Iomedae grants her blessings to those who show valor in trying times. - -- **Minor Boon** You always present yourself at your best. Your clothing and person are always clean and unrumpled, the metal of your blade and armor shining and unblemished. This doesn't prevent you from being exposed to diseases and other afflictions via filth, but it protects you as well as if you had washed thoroughly right away. -- **Moderate Boon**: Your heart beats with a determined valor. Once, Iomedae ends all negative effects affecting you, unless they are from an artifact, deity, or similarly powerful source; she also restores all lost Hit Points and replenishes your spells, Focus Points, and other daily resources. -- **Major Boon**: Iomedae imbues your blade with great power. [Longswords](../../equipment/items/longsword.md) you wield gain the [axiomatic](../../equipment/items/axiomatic.md), [holy](../../equipment/items/holy.md), and major striking runes while you hold them. These property runes count toward the number of runes you can have on your weapon, and if this would cause your weapon to exceed its limit, choose which ones to keep each day when you prepare. You gain a +2 status bonus to attack rolls with [longswords](../../equipment/items/longsword.md). - -- **Minor Curse**: Your blade and armor have dulled like lead. Your weapons, armor, and shields have half their usual Hit Points and Break Threshold. -- **Moderate Curse** Tactical advantages never seem to work the way you planned. You can't receive a circumstance bonus to your attack rolls, and enemies don't take any circumstance penalties to their AC against your attacks. -- **Major Curse**: All blades reject your wicked heart. Any weapon you wield automatically becomes broken after you [Strike](../../../Rules/actions/strike.md) with it. This curse can't break artifacts or similarly powerful weapons. diff --git a/Compendium/setting/deities/irez-logm.md b/Compendium/setting/deities/irez-logm.md deleted file mode 100644 index 9aeb25004..000000000 --- a/Compendium/setting/deities/irez-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/fate/deity -- domain/glyph/deity -- domain/luck/deity -- domain/magic/deity -aliases: ["Irez", "Lady of Inscribed Wonder"] ---- -# Irez (Lady of Inscribed Wonder) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: destroy magic scrolls, cheat at games of chance, deliberately write illegibly -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [dart](../../equipment/items/dart.md) -- **Domains**: [fate](../domains.md#Fate), [glyph](../domains.md#Glyph), [luck](../domains.md#Luck), [magic](../domains.md#Magic) -- **Cleric Spells**: 1st: anticipate peril; 2nd: [mirror image](../../spells/mirror-image.md); 3rd: [secret page](../../spells/secret-page.md) \ No newline at end of file diff --git a/Compendium/setting/deities/irori.md b/Compendium/setting/deities/irori.md deleted file mode 100644 index e74eddfc4..000000000 --- a/Compendium/setting/deities/irori.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/change/deity -- domain/knowledge/deity -- domain/might/deity -- domain/perfection/deity -- domain/truth/deity -- domain/vigil/deity -- trait/agile -- trait/finesse -- trait/reach-15-feet -- trait/versatile-p-or-s -aliases: ["Irori", "Master of Masters"] ---- -# Irori (Master of Masters) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Core Rulebook p. 438* - -- **Category**: Gods of the Inner Sea -- **Anathema**: become addicted to a substance, destroy an important historical text, repeatedly fail to maintain self-control -- **Areas of Concern**: history, , knowledge, , and self-perfection -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: fist -- **Domains**: [knowledge](../domains.md#Knowledge), [might](../domains.md#Might), [perfection](../domains.md#Perfection), [truth](../domains.md#Truth) -- **Alternate Domains**: [change](../domains.md#Change), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [jump](../../spells/jump.md); 3rd: [haste](../../spells/haste.md); 4th: [stoneskin](../../spells/stoneskin.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Irori - -- **Speed**: Speed 80 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") unfettered strike ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind strike **Damage** `6d4+6` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 31* - -Irori grants his boons to those making progress on their paths toward perfection. He avoids bestowing misfortune as punishment, preferring to do so only to give an individual a challenging obstacle to overcome to help them progress in their quest for self-perfection. - -- **Minor Boon** Irori grants you great insight and knowledge. Once, when you roll a failure at a check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md), you get a critical success instead. Furthermore, the check loses the [secret](../../../Rules/traits/secret.md) trait, so you know for sure that the result was a critical success. Irori typically grants this boon for an extremely consequential check to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md). -- **Moderate Boon**: Your body rebuilds after adversity, becoming stronger. You can cast [wholeness of body](../../spells/wholeness-of-body.md) as an [occult](../../../Rules/traits/occult.md) ki spell. If you didn't have one already, you gain a focus pool with 1 Focus Point and are trained in [occult](../../../Rules/traits/occult.md) spell attack rolls and spell DCs. -- **Major Boon**: You can temporarily ascend to a greater form. You can cast 8th-level [righteous might](../../spells/righteous-might.md) once per day as an [occult](../../../Rules/traits/occult.md) innate spell. When you do, your form appears unremarkable, rather than clad in powerful armaments. - -- **Minor Curse**: Irori challenges you to seek another path, rather than treat every problem as a nail just because you have a hammer. If you select a check for which you have a higher bonus when another method would have been more appropriate for the situation, such as using [Deception](../../skills.md#Deception) to lie through life because it's your highest modifier, even if it would be better to reach a compromise through [Diplomacy](../../skills.md#Diplomacy), you must roll twice and take the lower result. -- **Moderate Curse** Irori challenges you to adapt to adversity in order to perfect yourself. You become weighed down as if under heavy weights, becoming [clumsy](../../../Rules/conditions.md#Clumsy) and [encumbered](../../../Rules/conditions.md#Encumbered) until you accomplish a challenging task of Irori's choosing. -- **Major Curse**: Irori makes all living creatures forget your existence. This can be further compounded by raising Irori's ire, resulting in your name being obliterated from all written records. In both cases, memories and writings rearrange themselves to omit you smoothly, rather than leaving obvious gaps. diff --git a/Compendium/setting/deities/isis-logm.md b/Compendium/setting/deities/isis-logm.md deleted file mode 100644 index 0313c92c1..000000000 --- a/Compendium/setting/deities/isis-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/family/deity -- domain/healing/deity -- domain/magic/deity -- domain/passion/deity -aliases: ["Isis", "Queen of Miracles"] ---- -# Isis (Queen of Miracles) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: Reveal sacred rites to the uninitiated, betray your children or your lover, discriminate based on social status -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [family](../domains.md#Family), [healing](../domains.md#Healing), [magic](../domains.md#Magic), [passion](../domains.md#Passion) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 2nd: [humanoid form](../../spells/humanoid-form.md); 3rd: [animal vision](../../spells/animal-vision.md); 4th: [creation](../../spells/creation.md); 5th: [control water](../../spells/control-water.md); 6th: [wall of force](../../spells/wall-of-force.md); 7th: [magnificent mansion](../../spells/magnificent-mansion.md); 8th: [wind walk](../../spells/wind-walk.md); 9th: [shapechange](../../spells/shapechange.md) \ No newline at end of file diff --git a/Compendium/setting/deities/jaidi-logm.md b/Compendium/setting/deities/jaidi-logm.md deleted file mode 100644 index ccdf1fd6b..000000000 --- a/Compendium/setting/deities/jaidi-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/family/deity -- domain/might/deity -- domain/nature/deity -- domain/sun/deity -aliases: ["Jaidi", "The Blessing and Bounty"] ---- -# Jaidi (The Blessing and Bounty) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: destroy healthy crops, waste food, refuse to help others in your community -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [scythe](../../equipment/items/scythe.md) -- **Domains**: [family](../domains.md#Family), [might](../domains.md#Might), [nature](../domains.md#Nature), [sun](../domains.md#Sun) -- **Cleric Spells**: 1st: temporary tool; 2nd: [shape wood](../../spells/shape-wood.md); 3rd: [wall of thorns](../../spells/wall-of-thorns.md) \ No newline at end of file diff --git a/Compendium/setting/deities/jaidz-logm.md b/Compendium/setting/deities/jaidz-logm.md deleted file mode 100644 index 1bea359bd..000000000 --- a/Compendium/setting/deities/jaidz-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/confidence/deity -- domain/nightmares/deity -- domain/protection/deity -- domain/travel/deity -aliases: ["Jaidz", "Fearless Claw"] ---- -# Jaidz (Fearless Claw) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: punish another creature for cowardice, routinely avoid that which scares you -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [shortsword](../../equipment/items/shortsword.md) -- **Domains**: [confidence](../domains.md#Confidence), [nightmares](../domains.md#Nightmares), [protection](../domains.md#Protection), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [longstrider](../../spells/longstrider.md); 3rd: [haste](../../spells/haste.md); 7th: [mask of terror](../../spells/mask-of-terror.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kabriri-logm.md b/Compendium/setting/deities/kabriri-logm.md deleted file mode 100644 index 9fea8fb79..000000000 --- a/Compendium/setting/deities/kabriri-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/indulgence/deity -- domain/knowledge/deity -- domain/undeath/deity -- domain/vigil/deity -aliases: ["Kabriri", "Him Who Gnaws"] ---- -# Kabriri (Him Who Gnaws) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 77* - -- **Category**: Demon Lords -- **Anathema**: reveal secrets of the dead to nonbelievers, despoil grave markers -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: jaws or [flail](../../equipment/items/flail.md) -- **Domains**: [indulgence](../domains.md#Indulgence), [knowledge](../domains.md#Knowledge), [undeath](../domains.md#Undeath), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [jump](../../spells/jump.md); 2nd: [expeditious excavation](../../spells/expeditious-excavation-logm.md); 3rd: [paralyze](../../spells/paralyze.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kalekot-lome.md b/Compendium/setting/deities/kalekot-lome.md deleted file mode 100644 index 48aaa159f..000000000 --- a/Compendium/setting/deities/kalekot-lome.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/darkness/deity -- domain/death/deity -- domain/nature/deity -- domain/nightmares/deity -- domain/secrecy/deity -- domain/wyrmkin/deity -- trait/fatal-d10 -- trait/reach-10-feet -aliases: ["Kalekot", "The Winnower"] ---- -# Kalekot (The Winnower) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 137* - -- **Category**: Mwangi Gods -- **Anathema**: abuse someone you have accepted power over, allow a victim to escape due to gloating, snivel before authority, shout -- **Areas of Concern**: fear, , silence, , safekeeping, , the reviled -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: jaws or [dagger](../../equipment/items/dagger.md) -- **Domains**: [death](../domains.md#Death), [nature](../domains.md#Nature), [nightmares](../domains.md#Nightmares), [secrecy](../domains.md#Secrecy) -- **Alternate Domains**: [darkness](../domains.md#Darkness), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [pass without trace](../../spells/pass-without-trace.md); 3rd: [paralyze](../../spells/paralyze.md); 4th: [phantasmal killer](../../spells/phantasmal-killer.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Kalekot gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Kalekot - -- **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ivory fangs ([fatal ](../../../rules/traits/fatal.md), [reach <10 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whisper of unmaking **Damage** `6d6+3` slashing -``` diff --git a/Compendium/setting/deities/kazutal-logm.md b/Compendium/setting/deities/kazutal-logm.md deleted file mode 100644 index 70af76eae..000000000 --- a/Compendium/setting/deities/kazutal-logm.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/cities/deity -- domain/family/deity -- domain/freedom/deity -- domain/might/deity -- domain/protection/deity -- trait/agile -- trait/reach-15-feet -aliases: ["Kazutal", "Mother Jaguar"] ---- -# Kazutal (Mother Jaguar) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 64* - -- **Category**: Gods of the Inner Sea -- **Anathema**: own a slave, force a creature to act against its will, refuse to give aid to an ally, enforce an unjust law -- **Areas of Concern**: safety, , liberty, , and community -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [machete](../../equipment/items/machete-logm.md) -- **Domains**: [family](../domains.md#Family), [freedom](../domains.md#Freedom), [might](../domains.md#Might), [protection](../domains.md#Protection) -- **Alternate Domains**: [cities](../domains.md#Cities) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 3rd: [animal form](../../spells/animal-form.md); 4th: [stoneskin](../../spells/stoneskin.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Kazutal gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Kazutal - -- **Speed**: Speed 60 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") machete ([agile](../../../rules/traits/agile.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaguar pounce **Damage** `5d6+3` piercing and `1d6` persistent bleed -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 7* - -Mother Jaguar rewards those who uphold a sense of community and bestows punishments upon those who use her name and convictions to admonish or exclude perceived outsiders. - -- **Minor Boon** With Kazutal's blessing, food tastes richer. Any meal that you eat tastes delicious and has improved nutritional value. This doesn't protect you from anything dangerous in your food, but it also doesn't prevent you from tasting those dangerous elements of the food. -- **Moderate Boon**: You always seem to find safe shelter when you most need it. Once per day, you can cast [rope trick](../../spells/rope-trick.md) as a [divine](../../../Rules/traits/divine.md) innate spell. -- **Major Boon**: Kazutal smiles upon those who seek to offer aid, no matter how meek or helpless they may be. Any time creatures attempt a check to [Aid](../../../Rules/actions/aid.md) you, they can choose to automatically succeed. If a creature chooses to roll for the attempt and rolls a success, it gets a critical success instead, granting a +4 circumstance bonus even if it doesn't have legendary proficiency in that skill. You gain the same benefits when you attempt to [Aid](../../../Rules/actions/aid.md) others. - -- **Minor Curse**: Community opinion turns against you. Humanoids in your community who would normally start as [indifferent](../../../Rules/conditions.md#Indifferent) toward you start as [unfriendly](../../../Rules/conditions.md#Unfriendly) instead. -- **Moderate Curse** Your strength betrays you, preventing you from taking more than your fair share. You are [enfeebled](../../../Rules/conditions.md#Enfeebled) and can't carry anything beyond the gear you are actively wearing or using. -- **Major Curse**: You are cursed to depend upon others for your survival. You can't eat anything, drink anything, or use any gear or magic items unless they were willingly given to you by someone who rightfully owns them. Work-arounds like having an ally strip the gear from someone's corpse and then give it to you willingly automatically fail. diff --git a/Compendium/setting/deities/keepers-of-the-hearth-lokl.md b/Compendium/setting/deities/keepers-of-the-hearth-lokl.md deleted file mode 100644 index a7e4f818b..000000000 --- a/Compendium/setting/deities/keepers-of-the-hearth-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lokl -- deity/pantheon -- domain/family/deity -- domain/freedom/deity -- domain/might/deity -- domain/protection/deity -aliases: ["Keepers of the Hearth"] ---- -# Keepers of the Hearth *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Knights of Lastwall p. 68* - -- **Category**: Pantheon -- **Anathema**: prey on the weak, abuse power; sow discord in a community -- **Areas of Concern**: protecting and defending the innocent, , maintaining the spirit and traditions of a community -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [light hammer](../../equipment/items/light-hammer.md) -- **Domains**: [family](../domains.md#Family), [freedom](../domains.md#Freedom), [might](../domains.md#Might), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 2nd: [enlarge](../../spells/enlarge.md); 4th: [stoneskin](../../spells/stoneskin.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kelizandri-logm.md b/Compendium/setting/deities/kelizandri-logm.md deleted file mode 100644 index e4c346808..000000000 --- a/Compendium/setting/deities/kelizandri-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/destruction/deity -- domain/nightmares/deity -- domain/travel/deity -- domain/water/deity -aliases: ["Kelizandri", "The Brackish Emperor"] ---- -# Kelizandri (The Brackish Emperor) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Elemental Lords -- **Anathema**: destroy a body of water, use magic to calm the waves -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [trident](../../equipment/items/trident.md) -- **Domains**: [destruction](../domains.md#Destruction), [nightmares](../domains.md#Nightmares), [travel](../domains.md#Travel), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [fear](../../spells/fear.md); 2nd: summon elemental (water only); 4th: [hydraulic torrent](../../spells/hydraulic-torrent.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kerkamoth-logm.md b/Compendium/setting/deities/kerkamoth-logm.md deleted file mode 100644 index 8b08b562e..000000000 --- a/Compendium/setting/deities/kerkamoth-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/darkness/deity -- domain/decay/deity -- domain/destruction/deity -- domain/void/deity -aliases: ["Kerkamoth", "The Waiting Void"] ---- -# Kerkamoth (The Waiting Void) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: attempt to preserve something indefinitely, perform an act of wanton and significant destruction -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [darkness](../domains.md#Darkness), [decay](../domains.md#Decay), [destruction](../domains.md#Destruction), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [penumbral shroud](../../spells/penumbral-shroud-logm.md); 5th: [shadow siphon](../../spells/shadow-siphon.md); 6th: [disintegrate](../../spells/disintegrate.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ketephys-logm.md b/Compendium/setting/deities/ketephys-logm.md deleted file mode 100644 index 10af64d39..000000000 --- a/Compendium/setting/deities/ketephys-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elven-gods -- domain/darkness/deity -- domain/moon/deity -- domain/nature/deity -- domain/secrecy/deity -aliases: ["Ketephys", "The Hunter"] ---- -# Ketephys (The Hunter) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Elven Gods -- **Anathema**: take more than needed from the wilderness, hunt an animal for sport, aid Treerazer or his minions -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md) -- **Domains**: [darkness](../domains.md#Darkness), [moon](../domains.md#Moon), [nature](../domains.md#Nature), [secrecy](../domains.md#Secrecy) -- **Cleric Spells**: 1st: [pass without trace](../../spells/pass-without-trace.md); 2nd: [invisibility](../../spells/invisibility.md); 3rd: [animal vision](../../spells/animal-vision.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kitmu-lome.md b/Compendium/setting/deities/kitmu-lome.md deleted file mode 100644 index 4654eb6da..000000000 --- a/Compendium/setting/deities/kitmu-lome.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/destruction/deity -- domain/indulgence/deity -- domain/nightmares/deity -- domain/swarm/deity -aliases: ["Kitmu", "Mother of Fireflies"] ---- -# Kitmu (Mother of Fireflies) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 158* - -- **Category**: Mwangi Gods -- **Anathema**: step on a firefly, kill those marked by Kitumu -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [destruction](../domains.md#Destruction), [indulgence](../domains.md#Indulgence), [nightmares](../domains.md#Nightmares), [swarm](../domains.md#Swarm) -- **Cleric Spells**: 1st: [sleep](../../spells/sleep.md); 2nd: [vomit swarm](../../spells/vomit-swarm-apg.md); 3rd: [insect form](../../spells/insect-form.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kofusachi-logm.md b/Compendium/setting/deities/kofusachi-logm.md deleted file mode 100644 index 2c9fd7d23..000000000 --- a/Compendium/setting/deities/kofusachi-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/luck/deity -- domain/passion/deity -- domain/travel/deity -- domain/wealth/deity -aliases: ["Kofusachi", "The Laughing God"] ---- -# Kofusachi (The Laughing God) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: become tied to one location, judge another based on sexual desires or gender roles -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [luck](../domains.md#Luck), [passion](../domains.md#Passion), [travel](../domains.md#Travel), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 2nd: [hideous laughter](../../spells/hideous-laughter.md); 8th: [uncontrollable dance](../../spells/uncontrollable-dance.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kols-logm.md b/Compendium/setting/deities/kols-logm.md deleted file mode 100644 index 2e95f5071..000000000 --- a/Compendium/setting/deities/kols-logm.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/duty/deity -- domain/knowledge/deity -- domain/might/deity -- domain/truth/deity -- trait/agile -- trait/auditory -- trait/nonlethal -- trait/reach-15-feet -- trait/thrown-40-feet -aliases: ["Kols", "Oath-Keeper"] ---- -# Kols (Oath-Keeper) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: lie, dishonor yourself or your family, shirk your duties, break an oath -- **Areas of Concern**: duty, , honor, , promises -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Society -- **Favored Weapon**: [light hammer](../../equipment/items/light-hammer.md) -- **Domains**: [duty](../domains.md#Duty), [knowledge](../domains.md#Knowledge), [might](../domains.md#Might), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [unseen servant](../../spells/unseen-servant.md); 4th: [suggestion](../../spells/suggestion.md); 8th: [unrelenting observation](../../spells/unrelenting-observation.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Kols - -- **Speed**: Speed 50 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") decisive gavel ([agile](../../../rules/traits/agile.md), [reach <15 feet>](../../../rules/traits/reach.md), [thrown <40 feet>](../../../rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pronounce judgment ([auditory](../../../rules/traits/auditory.md), [nonlethal](../../../rules/traits/nonlethal.md)), **Damage** `6d6+3` sonic -``` diff --git a/Compendium/setting/deities/korada-logm.md b/Compendium/setting/deities/korada-logm.md deleted file mode 100644 index 718251bee..000000000 --- a/Compendium/setting/deities/korada-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/change/deity -- domain/healing/deity -- domain/magic/deity -- domain/protection/deity -aliases: ["Korada", "The Open Hand of Harmony"] ---- -# Korada (The Open Hand of Harmony) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: cause lethal harm to a creature, deny a repentant creature an opportunity for redemption, ask a retired warrior to fight -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: fist -- **Domains**: [change](../domains.md#Change), [healing](../domains.md#Healing), [magic](../domains.md#Magic), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 3rd: [slow](../../spells/slow.md); 4th: [resilient sphere](../../spells/resilient-sphere.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kostchtchie-logm.md b/Compendium/setting/deities/kostchtchie-logm.md deleted file mode 100644 index 9eb71f6fd..000000000 --- a/Compendium/setting/deities/kostchtchie-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/cold/deity -- domain/destruction/deity -- domain/might/deity -- domain/zeal/deity -aliases: ["Kostchtchie", "The Deathless Frost"] ---- -# Kostchtchie (The Deathless Frost) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Demon Lords -- **Anathema**: make a deal with Baba Yaga or her children, defer to or obey a woman -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [cold](../domains.md#Cold), [destruction](../domains.md#Destruction), [might](../domains.md#Might), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: chilling spray; 2nd: [enlarge](../../spells/enlarge.md); 5th: [cone of cold](../../spells/cone-of-cold.md) \ No newline at end of file diff --git a/Compendium/setting/deities/kurgess-logm.md b/Compendium/setting/deities/kurgess-logm.md deleted file mode 100644 index db69be91f..000000000 --- a/Compendium/setting/deities/kurgess-logm.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/ambition/deity -- domain/might/deity -- domain/truth/deity -- domain/zeal/deity -- trait/disarm -- trait/reach-20-feet -- trait/thrown -- trait/trip -aliases: ["Kurgess", "The Strong Man"] ---- -# Kurgess (The Strong Man) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 65* - -- **Category**: Gods of the Inner Sea -- **Anathema**: cheat at honorable contests, dishonor those who have lost or failed (including defeated or slain enemies), engage in reckless or needless destruction or bloodshed -- **Areas of Concern**: healthy competition, , sport, , and physical development -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [javelin](../../equipment/items/javelin.md) -- **Domains**: [ambition](../domains.md#Ambition), [might](../domains.md#Might), [truth](../domains.md#Truth), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [ant haul](../../spells/ant-haul.md); 2nd: [enlarge](../../spells/enlarge.md); 3rd: [haste](../../spells/haste.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Kurgess gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Kurgess - -- **Speed**: Speed 70 feet, climb 50 feet, swim 50 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lashing chain ([disarm](../../../rules/traits/disarm.md), [reach <20 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") javelin ([thrown](../../../rules/traits/thrown.md)), **Damage** `6d6+3` piercing -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 7* - -The Strong Man's gifts reflect his mastery of might. - -- **Minor Boon** The Strong Man blesses you with a measure of his strength. Increase your maximum and encumbered Bulk limits by 2. -- **Moderate Boon**: You fear no exertion. You can employ exploration tactics normally while [fatigued](../../../Rules/conditions.md#Fatigued). -- **Major Boon**: You possess a true champion's might. When you roll a critical failure on an [Athletics](../../skills.md#Athletics) check, you get a failure instead, and when you roll a success, you instead get a critical success. - -- **Minor Curse**: Difficulty lifting burdens is a sign of divine disapproval. Your maximum and encumbered Bulk limits decrease by 2. -- **Moderate Curse** Kurgess's displeasure breaks your competitive edge, causing you to fail at the cusp of success. If your check result exactly equals the DC, you fail instead of succeeding. -- **Major Curse**: The wrath of Kurgess withers you almost to nothing. You are permanently [drained](../../../Rules/conditions.md#Drained) and [enfeebled](../../../Rules/conditions.md#Enfeebled). diff --git a/Compendium/setting/deities/lady-jingxi-logm.md b/Compendium/setting/deities/lady-jingxi-logm.md deleted file mode 100644 index 9dfbfba29..000000000 --- a/Compendium/setting/deities/lady-jingxi-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/creation/deity -- domain/glyph/deity -- domain/knowledge/deity -- domain/repose/deity -aliases: ["Lady Jingxi", "The Poet of Dawn and Dusk"] ---- -# Lady Jingxi (The Poet of Dawn and Dusk) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: destroy a natural plum tree, drink excessive amounts of alcohol, act rude or boorish -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [fighting fan](../../equipment/items/fighting-fan-logm.md) -- **Domains**: [creation](../domains.md#Creation), [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [repose](../domains.md#Repose) -- **Cleric Spells**: 1st: [sleep](../../spells/sleep.md); 2nd: [mirror image](../../spells/mirror-image.md); 5th: [chromatic wall](../../spells/chromatic-wall.md) \ No newline at end of file diff --git a/Compendium/setting/deities/lady-nanbyo-logm.md b/Compendium/setting/deities/lady-nanbyo-logm.md deleted file mode 100644 index 1cbcdeb8b..000000000 --- a/Compendium/setting/deities/lady-nanbyo-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/destruction/deity -- domain/fire/deity -- domain/plague/deity -- domain/water/deity -aliases: ["Lady Nanbyo", "The Widow of Suffering"] ---- -# Lady Nanbyo (The Widow of Suffering) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: allow a natural disaster to completely destroy a community or leave a group with no survivors -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [destruction](../domains.md#Destruction), [fire](../domains.md#Fire), [plague](../domains.md#Plague), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 5th: [control water](../../spells/control-water.md); 6th: [dragon form](../../spells/dragon-form.md) \ No newline at end of file diff --git a/Compendium/setting/deities/lahkgya-logm.md b/Compendium/setting/deities/lahkgya-logm.md deleted file mode 100644 index b92c2bfb2..000000000 --- a/Compendium/setting/deities/lahkgya-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/indulgence/deity -- domain/nature/deity -- domain/swarm/deity -- domain/trickery/deity -aliases: ["Lahkgya", "Patron of Monkeys"] ---- -# Lahkgya (Patron of Monkeys) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: work honestly for something you could steal instead, kill a monkey -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Thievery -- **Favored Weapon**: jaws or [battle axe](../../equipment/items/battle-axe.md) -- **Domains**: [indulgence](../domains.md#Indulgence), [nature](../domains.md#Nature), [swarm](../domains.md#Swarm), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [fleet step](../../spells/fleet-step.md); 3rd: [mad monkeys](../../spells/mad-monkeys-apg.md); 4th: [confusion](../../spells/confusion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/lamashtu.md b/Compendium/setting/deities/lamashtu.md deleted file mode 100644 index ad9feb000..000000000 --- a/Compendium/setting/deities/lamashtu.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/change/deity -- domain/family/deity -- domain/might/deity -- domain/nightmares/deity -- domain/trickery/deity -- trait/forceful -- trait/reach-15-feet -aliases: ["Lamashtu", "Mother of Monsters"] ---- -# Lamashtu (Mother of Monsters) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Core Rulebook p. 439* - -- **Category**: Gods of the Inner Sea -- **Anathema**: attempt to treat a mental illness or deformity, provide succor to Lamashtu's enemies -- **Areas of Concern**: aberrance, , monsters, , and nigthmares -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Strength -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [falchion](../../equipment/items/falchion.md) -- **Domains**: [family](../domains.md#Family), [might](../domains.md#Might), [nightmares](../domains.md#Nightmares), [trickery](../domains.md#Trickery) -- **Alternate Domains**: [change](../domains.md#Change) -- **Cleric Spells**: 1st: [magic fang](../../spells/magic-fang.md); 2nd: [animal form](../../spells/animal-form.md); 4th: [nightmare](../../spells/nightmare.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Lamashtu - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") falchion ([forceful](../../../rules/traits/forceful.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d10+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waters of Lamashtu **Damage** `6d6+3` poison -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 33* - -Lamashtu rewards kinship with monsters and brutal dominance in combat. Those who offend her serve the brood as prey or unwilling sacrifices. - -- **Minor Boon** Lamashtu's touch mutates a part of your body. You gain either an unarmed Strike that deals `1d6` damage or one that deals `1d4` damage and has the [finesse](../../../Rules/traits/finesse.md) and [agile](../../../Rules/traits/agile.md) traits. Whether the attack deals bludgeoning, slashing, or piercing damage depends on the mutation. If the unarmed Strike replaces a limb, you can still use the mutated limb for its original functions. Lamashtu chooses the form and function of your mutation. -- **Moderate Boon**: You spread Lamashtu's nightmares everywhere you go. You can cast [confusion](../../spells/confusion.md) once per day as an [divine](../../../Rules/traits/divine.md) innate spell. -- **Major Boon**: Lamashtu uses your body to birth a new monster, regardless of your gender. Once per day, you can spend 1 minute to birth a monster determined by the GM, which rips its way from your belly. The monster's level is up to your level and it does as it pleases, following Lamashtu's will, though it doesn't attack you unless you have lost her favor. You are [drained](../../../Rules/conditions.md#Drained) from the ordeal. - -- **Minor Curse**: Horrid visions torment your mind, overlaying reality at inopportune times. You treat everything around you as if it was [concealed](../../../Rules/conditions.md#Concealed). -- **Moderate Curse** Lamashtu marks you as prey. Any creature with imprecise or better [scent](../../../Rules/abilities/scent.md) can smell you from 100 × the usual range of their [scent](../../../Rules/abilities/scent.md) and can't shake the feeling that you smell like prey, so they might attack you even if they would normally avoid attacking creatures of your ancestry. This smell doesn't magically compel their action, and the [scent](../../../Rules/abilities/scent.md) of prey doesn't overcome a deeper bond such as that with an animal companion. -- **Major Curse**: Your dreams are an unending stream of nightmares. You need 16 hours of rest to try to get enough sleep to recover resources in daily preparation that normally require an 8-hour rest, and even then, you must succeed at a DC 15 flat check to do so, and you are still [fatigued](../../../Rules/conditions.md#Fatigued) on a successful check. diff --git a/Compendium/setting/deities/lao-shu-po-logm.md b/Compendium/setting/deities/lao-shu-po-logm.md deleted file mode 100644 index 4bba1f28b..000000000 --- a/Compendium/setting/deities/lao-shu-po-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/darkness/deity -- domain/luck/deity -- domain/swarm/deity -- domain/trickery/deity -aliases: ["Lao Shu Po", "Old Rat Woman"] ---- -# Lao Shu Po (Old Rat Woman) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: work honestly for something you could steal instead, risk too much for another creature -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Thievery -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [darkness](../domains.md#Darkness), [luck](../domains.md#Luck), [swarm](../domains.md#Swarm), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: summon animal (rodents only); 2nd: [knock](../../spells/knock.md); 3rd: [nondetection](../../spells/nondetection.md) \ No newline at end of file diff --git a/Compendium/setting/deities/laws-of-mortality-logm.md b/Compendium/setting/deities/laws-of-mortality-logm.md deleted file mode 100644 index 4cd25cb0e..000000000 --- a/Compendium/setting/deities/laws-of-mortality-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/philosophy -aliases: ["Laws of Mortality"] ---- -# Laws of Mortality *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 97* - -- **Category**: Philosophy -- **Anathema**: worship or swear an oath by a deity or religion, solicit or receive divine or religious aid, take a side in conflicts between religions -- **Areas of Concern**: mortal affairs, , peace, , self-rule -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: -- **Divine Skill**: Medicine -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/likha-logm.md b/Compendium/setting/deities/likha-logm.md deleted file mode 100644 index e346301a9..000000000 --- a/Compendium/setting/deities/likha-logm.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/creation/deity -- domain/knowledge/deity -- domain/passion/deity -- domain/sorrow/deity -- trait/disarm -- trait/reach-20-feet -aliases: ["Likha", "The Teller"] ---- -# Likha (The Teller) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: begin a performance or tale without first inviting the gods to watch, act out a death on stage -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [hatchet](../../equipment/items/hatchet.md) -- **Domains**: [creation](../domains.md#Creation), [knowledge](../domains.md#Knowledge), [passion](../domains.md#Passion), [sorrow](../domains.md#Sorrow) -- **Cleric Spells**: 1st: [illusory disguise](../../spells/illusory-disguise.md); 3rd: [enthrall](../../spells/enthrall.md); 5th: [illusory scene](../../spells/illusory-scene.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Likha - -- **Speed**: Speed 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk ([disarm](../../../rules/traits/disarm.md), [reach <20 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` bludgeoning plus grasping trunk -- **Grasping Trunk**: A Large or smaller creature hit by the avatar's trunk is [grabbed](../../../rules/conditions.md#Grabbed). If the avatar moves, it can bring the [grabbed](../../../rules/conditions.md#Grabbed) creature along with it. -``` diff --git a/Compendium/setting/deities/lissala-logm.md b/Compendium/setting/deities/lissala-logm.md deleted file mode 100644 index 431836968..000000000 --- a/Compendium/setting/deities/lissala-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/fate/deity -- domain/glyph/deity -- domain/magic/deity -- domain/toil/deity -aliases: ["Lissala", "The Sihedron Scion"] ---- -# Lissala (The Sihedron Scion) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: disobey a superior, shirk your duties, destroy a book -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [fate](../domains.md#Fate), [glyph](../domains.md#Glyph), [magic](../domains.md#Magic), [toil](../domains.md#Toil) -- **Cleric Spells**: 1st: [message rune](../../spells/message-rune-logm.md); 2nd: [secret page](../../spells/secret-page.md); 6th: [dominate](../../spells/dominate.md) \ No newline at end of file diff --git a/Compendium/setting/deities/lubaiko-lome.md b/Compendium/setting/deities/lubaiko-lome.md deleted file mode 100644 index 217efbaaa..000000000 --- a/Compendium/setting/deities/lubaiko-lome.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/ambition/deity -- domain/change/deity -- domain/destruction/deity -- domain/fire/deity -- domain/lightning/deity -- domain/zeal/deity -- trait/reach-20-feet -- trait/versatile-fire -aliases: ["Lubaiko", "The Spark in the Dust"] ---- -# Lubaiko (The Spark in the Dust) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 138* - -- **Category**: Mwangi Gods -- **Anathema**: calm a crowd, douse a fire, sleep in the same place three nights in a row -- **Areas of Concern**: wildfire, , bad luck, , inspiration, , turmoil -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [longspear](../../equipment/items/longspear.md) -- **Domains**: [ambition](../domains.md#Ambition), [fire](../domains.md#Fire), [lightning](../domains.md#Lightning), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [change](../domains.md#Change), [destruction](../domains.md#Destruction) -- **Cleric Spells**: 1st: [ill omen](../../spells/ill-omen-logm.md); 2nd: [flaming sphere](../../spells/flaming-sphere.md); 7th: [fiery body](../../spells/fiery-body.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Lubaiko gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Lubaiko - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](../../../rules/traits/reach.md)), **Damage** `6d12+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flaming lightning ([versatile ](../../../rules/traits/versatile.md)), **Damage** `6d6+3` electricity -``` diff --git a/Compendium/setting/deities/luhar-lome.md b/Compendium/setting/deities/luhar-lome.md deleted file mode 100644 index 7cff7c934..000000000 --- a/Compendium/setting/deities/luhar-lome.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/cities/deity -- domain/darkness/deity -- domain/dreams/deity -- domain/fate/deity -- domain/souls/deity -- domain/stars/deity -- domain/sun/deity -- domain/zeal/deity -- trait/disarm -- trait/finesse -- trait/reach-15-feet -- trait/trip -aliases: ["Luhar", "THE SETTING SUN"] ---- -# Luhar (THE SETTING SUN) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 139* - -- **Category**: Mwangi Gods -- **Anathema**: stay up all night without any breaks for sleeping or dreaming, attack a person or creature while they sleep, leave a badly wounded opponent alive and suffering, create undead or ask questions of the dead -- **Areas of Concern**: death, , dreams, , destiny -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [spiked chain](../../equipment/items/spiked-chain.md) -- **Domains**: [cities](../domains.md#Cities), [darkness](../domains.md#Darkness), [dreams](../domains.md#Dreams), [sun](../domains.md#Sun) -- **Alternate Domains**: [fate](../domains.md#Fate), [souls](../domains.md#Souls), [stars](../domains.md#Stars), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [sleep](../../spells/sleep.md); 3rd: [invisibility sphere](../../spells/invisibility-sphere.md); 5th: [shadow walk](../../spells/shadow-walk.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Luhar gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Luhar - -- **Speed**: Speed 70 feet, ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](../../../rules/traits/disarm.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") touch of mercy **Damage** `6d6+3` negative -``` diff --git a/Compendium/setting/deities/lymnieris-logm.md b/Compendium/setting/deities/lymnieris-logm.md deleted file mode 100644 index 074827445..000000000 --- a/Compendium/setting/deities/lymnieris-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/change/deity -- domain/passion/deity -- domain/protection/deity -- domain/repose/deity -aliases: ["Lymnieris", "The Auroral Tower"] ---- -# Lymnieris (The Auroral Tower) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: persecute sex workers, force or support unwanted marriages -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [longsword](../../equipment/items/longsword.md) -- **Domains**: [change](../domains.md#Change), [passion](../domains.md#Passion), [protection](../domains.md#Protection), [repose](../domains.md#Repose) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 3rd: [threefold aspect](../../spells/threefold-aspect-apg.md); 4th: [resilient sphere](../../spells/resilient-sphere.md) \ No newline at end of file diff --git a/Compendium/setting/deities/lysianassa-logm.md b/Compendium/setting/deities/lysianassa-logm.md deleted file mode 100644 index 18eaee6f7..000000000 --- a/Compendium/setting/deities/lysianassa-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/change/deity -- domain/fate/deity -- domain/nature/deity -- domain/water/deity -aliases: ["Lysianassa", "Empress of the Torrent"] ---- -# Lysianassa (Empress of the Torrent) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Elemental Lords -- **Anathema**: pollute clean bodies of water, dam a river, disrespect sincere gifts of water or drink -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [change](../domains.md#Change), [fate](../domains.md#Fate), [nature](../domains.md#Nature), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [hydraulic push](../../spells/hydraulic-push.md); 2nd: [aqueous orb](../../spells/aqueous-orb-apg.md); 5th: [control water](../../spells/control-water.md) \ No newline at end of file diff --git a/Compendium/setting/deities/maat-logm.md b/Compendium/setting/deities/maat-logm.md deleted file mode 100644 index 01a4f4c46..000000000 --- a/Compendium/setting/deities/maat-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/knowledge/deity -- domain/protection/deity -- domain/stars/deity -- domain/truth/deity -aliases: ["Ma'at", "The Feather of Truth"] ---- -# Ma'at (The Feather of Truth) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: Defend civilization from chaos, live an honest and just life, be impartial in judgment and reveal the truth -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [starknife](../../equipment/items/starknife.md) -- **Domains**: [knowledge](../domains.md#Knowledge), [protection](../domains.md#Protection), [stars](../domains.md#Stars), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [feather fall](../../spells/feather-fall.md); 4th: [resilient sphere](../../spells/resilient-sphere.md); 5th: [mind probe](../../spells/mind-probe.md) \ No newline at end of file diff --git a/Compendium/setting/deities/magdh-logm.md b/Compendium/setting/deities/magdh-logm.md deleted file mode 100644 index 90d81ed23..000000000 --- a/Compendium/setting/deities/magdh-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/fate/deity -- domain/glyph/deity -- domain/knowledge/deity -- domain/truth/deity -aliases: ["Magdh", "The Three"] ---- -# Magdh (The Three) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 79* - -- **Category**: Eldest -- **Anathema**: lie, share your divinations without payment (no matter how trivial) -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [scythe](../../equipment/items/scythe.md) -- **Domains**: [fate](../domains.md#Fate), [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [anticipate peril](../../spells/anticipate-peril-logm.md); 3rd: [threefold aspect](../../spells/threefold-aspect-apg.md); 6th: [scrying](../../spells/scrying.md) \ No newline at end of file diff --git a/Compendium/setting/deities/magrim-logm.md b/Compendium/setting/deities/magrim-logm.md deleted file mode 100644 index 04d8370a9..000000000 --- a/Compendium/setting/deities/magrim-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/death/deity -- domain/duty/deity -- domain/fate/deity -- domain/glyph/deity -aliases: ["Magrim", "The Taskmaster"] ---- -# Magrim (The Taskmaster) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: treat gravesites irreverently, mistreat your tools, create undead, damage a soul -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [death](../domains.md#Death), [duty](../domains.md#Duty), [glyph](../domains.md#Glyph), [fate](../domains.md#Fate) -- **Cleric Spells**: 1st: [temporary tool](../../spells/temporary-tool-logm.md); 2nd: [expeditious excavation](../../spells/expeditious-excavation-logm.md); 9th: [earthquake](../../spells/earthquake.md) \ No newline at end of file diff --git a/Compendium/setting/deities/mahathallah-logm.md b/Compendium/setting/deities/mahathallah-logm.md deleted file mode 100644 index 3a392b3ce..000000000 --- a/Compendium/setting/deities/mahathallah-logm.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/queens-of-the-night -- domain/fate/deity -- domain/trickery/deity -- domain/truth/deity -- domain/undeath/deity -- trait/visual -aliases: ["Mahathallah", "Dowager of Illusions"] ---- -# Mahathallah (Dowager of Illusions) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Queens of the Night -- **Anathema**: become too invested in mortal affairs -- **Areas of Concern**: death, , fate, , vanity -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [bola](../../equipment/items/bola-apg.md) -- **Domains**: [fate](../domains.md#Fate), [trickery](../domains.md#Trickery), [truth](../domains.md#Truth), [undeath](../domains.md#Undeath) -- **Cleric Spells**: 1st: [illusory disguise](../../spells/illusory-disguise.md); 2nd: [misdirection](../../spells/misdirection.md); 5th: [illusory scene](../../spells/illusory-scene.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Mahathallah - -- **Speed**: Speed 30 feet, fly 70 feet -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hideous vision ([visual](../../../rules/traits/visual.md)), **Damage** `6d6+3` mental Automatically succeeds at all flat checks to attack a [hidden](../../../rules/conditions.md#Hidden) or [concealed](../../../rules/conditions.md#Concealed) creature -``` diff --git a/Compendium/setting/deities/mammon-logm.md b/Compendium/setting/deities/mammon-logm.md deleted file mode 100644 index f20517bdc..000000000 --- a/Compendium/setting/deities/mammon-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/ambition/deity -- domain/creation/deity -- domain/toil/deity -- domain/wealth/deity -aliases: ["Mammon", "The Argent Prince"] ---- -# Mammon (The Argent Prince) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Archdevils -- **Anathema**: leave the cult of Mammon, allow those who steal from you to go unpunished -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Thievery -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [ambition](../domains.md#Ambition), [creation](../domains.md#Creation), [toil](../domains.md#Toil), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [shattering gem](../../spells/shattering-gem-logm.md); 4th: [creation](../../spells/creation.md); 7th: [magnificent mansion](../../spells/magnificent-mansion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/matravash-logm.md b/Compendium/setting/deities/matravash-logm.md deleted file mode 100644 index b5c92f21f..000000000 --- a/Compendium/setting/deities/matravash-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/cities/deity -- domain/nature/deity -- domain/travel/deity -- domain/water/deity -aliases: ["Matravash", "The Wide Water"] ---- -# Matravash (The Wide Water) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: destroy lotus fields, interfere with the flow of the Matra river, pollute clean water, reveal the location of non-evil fugitives -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [cities](../domains.md#Cities), [nature](../domains.md#Nature), [travel](../domains.md#Travel), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [share lore](../../spells/share-lore-logm.md); 3rd: [slow](../../spells/slow.md); 4th: [speak with plants](../../spells/speak-with-plants.md) \ No newline at end of file diff --git a/Compendium/setting/deities/mazludeh-lome.md b/Compendium/setting/deities/mazludeh-lome.md deleted file mode 100644 index f9b37d1e1..000000000 --- a/Compendium/setting/deities/mazludeh-lome.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/cities/deity -- domain/duty/deity -- domain/family/deity -- domain/knowledge/deity -- domain/nature/deity -- domain/perfection/deity -- trait/reach-15-feet -aliases: ["Mazludeh", "Mother of Hearth and Wall"] ---- -# Mazludeh (Mother of Hearth and Wall) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 140* - -- **Category**: Mwangi Gods -- **Anathema**: betray another's trust, place conflict between ideological differences over people's lives -- **Areas of Concern**: balance, , community, , negotiation, , and twilight -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [shield boss](../../equipment/items/shield-boss.md) -- **Domains**: [cities](../domains.md#Cities), [family](../domains.md#Family), [knowledge](../domains.md#Knowledge), [perfection](../domains.md#Perfection) -- **Alternate Domains**: [duty](../domains.md#Duty), [nature](../domains.md#Nature) -- **Cleric Spells**: 1st: share lore; 4th: [shape stone](../../spells/shape-stone.md); 5th: [wall of stone](../../spells/wall-of-stone.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Mazludeh gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Mazludeh - -- **Speed**: Speed 70 feet, climb 50 feet -- **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") viper strike ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d10+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stone rain **Damage** `6d6+3` bludgeoning -``` diff --git a/Compendium/setting/deities/mephistopheles-logm.md b/Compendium/setting/deities/mephistopheles-logm.md deleted file mode 100644 index f5fe82ad6..000000000 --- a/Compendium/setting/deities/mephistopheles-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/glyph/deity -- domain/knowledge/deity -- domain/secrecy/deity -- domain/tyranny/deity -aliases: ["Mephistopheles", "The Crimson Son"] ---- -# Mephistopheles (The Crimson Son) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Archdevils -- **Anathema**: break a contract you made, get caught breaking the law -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [trident](../../equipment/items/trident.md) -- **Domains**: [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [secrecy](../domains.md#Secrecy), [tyranny](../domains.md#Tyranny) -- **Cleric Spells**: 1st: [message rune](../../spells/message-rune-logm.md); 2nd: [blistering invective](../../spells/blistering-invective-apg.md); 5th: [subconscious suggestion](../../spells/subconscious-suggestion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/milani-logm.md b/Compendium/setting/deities/milani-logm.md deleted file mode 100644 index 672051969..000000000 --- a/Compendium/setting/deities/milani-logm.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/change/deity -- domain/destruction/deity -- domain/freedom/deity -- domain/zeal/deity -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Milani", "The Everbloom"] ---- -# Milani (The Everbloom) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 66* - -- **Category**: Gods of the Inner Sea -- **Anathema**: abandon those in need, enslave or oppress others, harm the innocent through direct or inadvertent action -- **Areas of Concern**: devotion, , hope, , and uprisings -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [morningstar](../../equipment/items/morningstar.md) -- **Domains**: [change](../domains.md#Change), [destruction](../domains.md#Destruction), [freedom](../domains.md#Freedom), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 3rd: [enthrall](../../spells/enthrall.md); 4th: [fire shield](../../spells/fire-shield.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Milani gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Milani - -- **Speed**: Speed 50 feet, fly 70 feet -- **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 7* - -The Everbloom rewards those who put the needs of others first, especially when combating oppressive forces, and she doesn't hesitate to impede any who enslave others or persecute the defenseless. - -- **Minor Boon** Once, when you roll a failure on a [Deception](../../skills.md#Deception) or [Stealth](../../skills.md#Stealth) check to protect an uprising from discovery, you critically succeed instead. Milani typically grants this boon for extremely significant checks on which the uprising's survival hinges. -- **Moderate Boon**: When you use it to protect others, your shield blooms with roses brimming with razor-sharp thorns. You gain the Shield Warden feat, even if you don't meet its prerequisites. If you already had that feat, if your shield takes damage from a melee [Strike](../../../Rules/actions/strike.md) in defense of your ally, the attacker takes piercing damage equal to half the shield's Hardness. -- **Major Boon**: You gain +4 status bonus to checks to [Request](../../../Rules/actions/request.md) during attempts to satisfy one of Milani's edicts. Once per day, you can sound a battle cry that grants creatures within a 30-foot emanation the effects of [freedom of movement](../../spells/freedom-of-movement.md) and affects all doors, locks, containers, and other bindings used to restrain or imprison others with the effects of the [knock](../../spells/knock.md) spell. - -- **Minor Curse**: A magical wreath of thorny, blood-red roses endlessly grows from your scalp, no matter how much you try to remove it. You gain weakness 5 to piercing damage. -- **Moderate Curse** Ropes, chains, manacles, and other equipment used to bind or constrain become blazing hot in your hands, bursting into flame or melting as if engulfed in a forge. When you attempt to hold such an item, you take `2d6` fire damage and the item is destroyed. -- **Major Curse**: Small wounds bleed more than seems physically possible. Whenever you take slashing or piercing damage, you also take [persistent bleed damage](../../../Rules/conditions.md#Persistent%20Damage) equal to the level of the creature or effect that inflicted the damage. diff --git a/Compendium/setting/deities/moloch-logm.md b/Compendium/setting/deities/moloch-logm.md deleted file mode 100644 index bc1717748..000000000 --- a/Compendium/setting/deities/moloch-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/archdevils -- domain/destruction/deity -- domain/duty/deity -- domain/fire/deity -- domain/might/deity -aliases: ["Moloch", "The Ashen Bull"] ---- -# Moloch (The Ashen Bull) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 75* - -- **Category**: Archdevils -- **Anathema**: defy a military superior, flee in battle (unless ordered to do so), lose your combat edge due to your vices -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [destruction](../domains.md#Destruction), [duty](../domains.md#Duty), [fire](../domains.md#Fire), [might](../domains.md#Might) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 5th: [acid storm](../../spells/acid-storm-logm.md); 7th: [fiery body](../../spells/fiery-body.md) \ No newline at end of file diff --git a/Compendium/setting/deities/monad-logm.md b/Compendium/setting/deities/monad-logm.md deleted file mode 100644 index 9ec1c8a4e..000000000 --- a/Compendium/setting/deities/monad-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/creation/deity -- domain/knowledge/deity -- domain/truth/deity -- domain/void/deity -aliases: ["Monad", "The Condition of All"] ---- -# Monad (The Condition of All) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: allow your personal motivations to determine a major decision -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: fist -- **Domains**: [creation](../domains.md#Creation), [knowledge](../domains.md#Knowledge), [truth](../domains.md#Truth), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [unseen servant](../../spells/unseen-servant.md); 2nd: [spectral hand](../../spells/spectral-hand.md); 4th: [gaseous form](../../spells/gaseous-form.md) \ No newline at end of file diff --git a/Compendium/setting/deities/mother-vulture-logm.md b/Compendium/setting/deities/mother-vulture-logm.md deleted file mode 100644 index 6d3b4c937..000000000 --- a/Compendium/setting/deities/mother-vulture-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/change/deity -- domain/death/deity -- domain/decay/deity -- domain/nature/deity -aliases: ["Mother Vulture", "The Flesheater"] ---- -# Mother Vulture (The Flesheater) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: poison insects or scavengers, waste food or good materials, allow rot to poison an area, create undead -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [sickle](../../equipment/items/sickle.md) -- **Domains**: [change](../domains.md#Change), [death](../domains.md#Death), [decay](../domains.md#Decay), [nature](../domains.md#Nature) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 4th: [aerial form](../../spells/aerial-form.md); 6th: [baleful polymorph](../../spells/baleful-polymorph.md) \ No newline at end of file diff --git a/Compendium/setting/deities/naderi-logm.md b/Compendium/setting/deities/naderi-logm.md deleted file mode 100644 index 35d70043a..000000000 --- a/Compendium/setting/deities/naderi-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/death/deity -- domain/passion/deity -- domain/sorrow/deity -- domain/water/deity -aliases: ["Naderi", "The Lost Maiden"] ---- -# Naderi (The Lost Maiden) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: dismiss or mock a creature's grief, separate lovers, torture a creature -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [death](../domains.md#Death), [passion](../domains.md#Passion), [sorrow](../domains.md#Sorrow), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 4th: [crushing despair](../../spells/crushing-despair.md); 5th: [drop dead](../../spells/drop-dead.md) \ No newline at end of file diff --git a/Compendium/setting/deities/nalinivati-logm.md b/Compendium/setting/deities/nalinivati-logm.md deleted file mode 100644 index 1d6961a15..000000000 --- a/Compendium/setting/deities/nalinivati-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/glyph/deity -- domain/magic/deity -- domain/passion/deity -- domain/wyrmkin/deity -aliases: ["Nalinivati", "The Serpent's Kiss"] ---- -# Nalinivati (The Serpent's Kiss) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: kill a harmless snake or swan, spurn friends due to jealousy or romantic competition, betray your offspring, separate lovers -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: jaws or [urumi](../../equipment/items/urumi-logm.md) -- **Domains**: [glyph](../domains.md#Glyph), [magic](../domains.md#Magic), [passion](../domains.md#Passion), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 2nd: [invisibility](../../spells/invisibility.md); 3rd: [lightning bolt](../../spells/lightning-bolt.md); 4th: [reflective scales](../../spells/reflective-scales-logm.md); 5th: [subconscious suggestion](../../spells/subconscious-suggestion.md); 6th: [mislead](../../spells/mislead.md); 7th: [contingency](../../spells/contingency.md); 8th: [scintillating pattern](../../spells/scintillating-pattern.md); 9th: [storm of vengeance](../../spells/storm-of-vengeance.md) \ No newline at end of file diff --git a/Compendium/setting/deities/narakaas-logm.md b/Compendium/setting/deities/narakaas-logm.md deleted file mode 100644 index 2db3f18ab..000000000 --- a/Compendium/setting/deities/narakaas-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/change/deity -- domain/death/deity -- domain/pain/deity -- domain/sorrow/deity -aliases: ["Narakaas", "The Cleansing Sentence"] ---- -# Narakaas (The Cleansing Sentence) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: torture an unwilling creature, take joy in suffering -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [greataxe](../../equipment/items/greataxe.md) -- **Domains**: [change](../domains.md#Change), [death](../domains.md#Death), [pain](../domains.md#Pain), [sorrow](../domains.md#Sorrow) -- **Cleric Spells**: 1st: [endure](../../spells/endure-logm.md); 2nd: [slough skin](../../spells/slough-skin-logm.md); 4th: [modify memory](../../spells/modify-memory.md) \ No newline at end of file diff --git a/Compendium/setting/deities/narriseminek-logm.md b/Compendium/setting/deities/narriseminek-logm.md deleted file mode 100644 index addffe185..000000000 --- a/Compendium/setting/deities/narriseminek-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/delirium/deity -- domain/freedom/deity -- domain/knowledge/deity -- domain/perfection/deity -aliases: ["Narriseminek", "The Crownless, the Maker of Kings"] ---- -# Narriseminek (The Crownless, the Maker of Kings) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: refuse to speak to a keketar, eschew a challenge by turning down a promotion or an advancement -- **Follower Alignments**: [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [hatchet](../../equipment/items/hatchet.md) -- **Domains**: [delirium](../domains.md#Delirium), [freedom](../domains.md#Freedom), [knowledge](../domains.md#Knowledge), [perfection](../domains.md#Perfection) -- **Cleric Spells**: 1st: [mindlink](../../spells/mindlink.md); 4th: [confusion](../../spells/confusion.md); 5th: [synesthesia](../../spells/synesthesia.md) \ No newline at end of file diff --git a/Compendium/setting/deities/nethys.md b/Compendium/setting/deities/nethys.md deleted file mode 100644 index d9e7b69f9..000000000 --- a/Compendium/setting/deities/nethys.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/destruction/deity -- domain/glyph/deity -- domain/knowledge/deity -- domain/magic/deity -- domain/protection/deity -- trait/versatile-cold-electricity-or-fire -aliases: ["Nethys", "The All-Seeing Eye"] ---- -# Nethys (The All-Seeing Eye) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Core Rulebook p. 439* - -- **Category**: Gods of the Inner Sea -- **Anathema**: pursue mundane paths over magical ones -- **Areas of Concern**: magic -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [destruction](../domains.md#Destruction), [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic), [protection](../domains.md#Protection) -- **Alternate Domains**: [glyph](../domains.md#Glyph) -- **Cleric Spells**: 1st: [magic missile](../../spells/magic-missile.md); 2nd: [magic mouth](../../spells/magic-mouth.md); 3rd: [levitate](../../spells/levitate.md); 4th: [blink](../../spells/blink.md); 5th: [prying eye](../../spells/prying-eye.md); 6th: [wall of force](../../spells/wall-of-force.md); 7th: [warp mind](../../spells/warp-mind.md); 8th: [maze](../../spells/maze.md); 9th: [disjunction](../../spells/disjunction.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Nethys - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") raw magic ([versatile ](../../../rules/traits/versatile.md)), **Damage** `6d6` force -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 35* - -Nethys is often impartial to his followers and their wishes, so it is rare to gain a heightened favor from the god of magic. However, blatant disregard and stifling of magic will certainly earn his ire. - -- **Minor Boon** Nethys casts a powerful spell to help you in a pinch. Once, Nethys casts a spell 1 level higher than the highest-level spell you can cast. If you can't cast spells, Nethys casts a 1st-level spell to help you. -- **Moderate Boon**: Nethys grants you insight into the secrets of magic. Add one spell from a different tradition of magic to your spell list. You still must learn it or add it to your repertoire normally -- **Major Boon**: You are granted supreme magical knowledge and mastery. If you are a prepared spellcaster, you can switch one of your prepared spells for another spell you could have prepared in that slot; if you are a spontaneous spellcaster, you can switch one of the spells in your spell repertoire for another spell you could have chosen for your repertoire instead. In either case, you make this switch by using a single action, which has the [concentrate](../../../Rules/traits/concentrate.md). (If you are neither a prepared nor a spontaneous spellcaster, Nethys won't grant you his major boon.) - -- **Minor Curse**: The secrets of magic become mentally taxing. You are permanently [stupefied](../../../Rules/conditions.md#Stupefied). -- **Moderate Curse** Your magic wars against itself like Nethys's dueling halves. Whenever you cast a spell, attempt a DC 11 flat check. On a failure, if your spell was harmful, you instead cast a beneficial spell of the same level on your intended targets, and if it was beneficial, you instead cast a harmful spell of the same level on your intended targets. If the spell benefited some targets and harmed others, you cast a spell of the same level that switches who benefited (for instance, changing a [heal](../../spells/heal.md) spell that harmed undead and healed the living to a [harm](../../spells/harm.md) spell that healed undead and harmed the living). You still lose the spell slot for the spell you were trying to cast. -- **Major Curse**: Nethys severs your connection to magic. You lose all your spellcasting abilities and cannot gain any future spellcasting. diff --git a/Compendium/setting/deities/ng-logm.md b/Compendium/setting/deities/ng-logm.md deleted file mode 100644 index 03f41564f..000000000 --- a/Compendium/setting/deities/ng-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/knowledge/deity -- domain/magic/deity -- domain/secrecy/deity -- domain/travel/deity -aliases: ["Ng", "The Hooded"] ---- -# Ng (The Hooded) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Eldest -- **Anathema**: sleep in the same place twice in a row, wear seasonal decorations out of season -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [gauntlet](../../equipment/items/gauntlet.md) -- **Domains**: [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic), [secrecy](../domains.md#Secrecy), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [pass without trace](../../spells/pass-without-trace.md); 2nd: [invisibility](../../spells/invisibility.md); 4th: [blink](../../spells/blink.md) \ No newline at end of file diff --git a/Compendium/setting/deities/nhimbaloth-logm.md b/Compendium/setting/deities/nhimbaloth-logm.md deleted file mode 100644 index 2cb8f6459..000000000 --- a/Compendium/setting/deities/nhimbaloth-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/outer-gods -- domain/decay/deity -- domain/nature/deity -- domain/undeath/deity -- domain/void/deity -aliases: ["Nhimbaloth", "The Empty Death"] ---- -# Nhimbaloth (The Empty Death) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Outer Gods -- **Anathema**: none -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [flail](../../equipment/items/flail.md) -- **Domains**: [decay](../domains.md#Decay), [nature](../domains.md#Nature), [undeath](../domains.md#Undeath), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [grim tendrils](../../spells/grim-tendrils.md); 2nd: [entangle](../../spells/entangle.md); 5th: [cloudkill](../../spells/cloudkill.md) \ No newline at end of file diff --git a/Compendium/setting/deities/nivi-rhombodazzle-logm.md b/Compendium/setting/deities/nivi-rhombodazzle-logm.md deleted file mode 100644 index 194f4eaad..000000000 --- a/Compendium/setting/deities/nivi-rhombodazzle-logm.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/confidence/deity -- domain/earth/deity -- domain/family/deity -- domain/luck/deity -- domain/trickery/deity -- domain/wealth/deity -- trait/agile -- trait/thrown-40-feet -aliases: ["Nivi Rhombodazzle", "The Grey Polychrome"] ---- -# Nivi Rhombodazzle (The Grey Polychrome) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 67* - -- **Category**: Gods of the Inner Sea -- **Anathema**: break the established rules or terms of a wager, use violence to avoid the consequences of a wager -- **Areas of Concern**: gambling, , gems, , gnomes, , stealth -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [light hammer](../../equipment/items/light-hammer.md) -- **Domains**: [family](../domains.md#Family), [luck](../domains.md#Luck), [trickery](../domains.md#Trickery), [wealth](../domains.md#Wealth) -- **Alternate Domains**: [confidence](../domains.md#Confidence), [earth](../domains.md#Earth) -- **Cleric Spells**: 1st: [illusory disguise](../../spells/illusory-disguise.md); 2nd: [invisibility](../../spells/invisibility.md); 4th: [private sanctum](../../spells/private-sanctum.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Nivi Rhombodazzle gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Nivi Rhombodazzle - -- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") returning light hammer ([agile](../../../rules/traits/agile.md), [thrown <40 feet>](../../../rules/traits/thrown.md)), **Damage** `6d6+6` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 8* - -The Grey Polychrome is a carefree and self-indulgent deity who detests using violence where wits will serve. She rewards cunning in her followers and punishes crudeness. - -- **Minor Boon** Those who have earned Nivi's trust are blessed with wild turns of luck in the worst of circumstances. Once, instead of attempting the check you would normally roll, you attempt a DC 11 flat check with the same results. Nivi always grants this boon when the odds are stacked against you (though this same effect is an alternate to her minor curse if she uses it for a check when you would have been very likely to succeed). -- **Moderate Boon**: Nivi bestows a fraction of her skill at pushing consequences down the road. Once per day, after attempting a check, you can roll a second time. You must use the result of the second roll, even if it is worse. This is a [fortune](../../../Rules/traits/fortune.md) effect. At any point after you use this boon, the GM can replace one of your check results with the first result of the check you attempted when using this boon; this delayed result can't be further delayed, prevented, or affected in any way, even by other divine intercessions. -- **Major Boon**: Those who have done much to please Nivi find themselves slipping from sight when needed. Any time you attempt a [Stealth](../../skills.md#Stealth) check to [Hide](../../../Rules/actions/hide.md) or [Sneak](../../../Rules/actions/sneak.md), you also gain the effects of 2nd-level [invisibility](../../spells/invisibility.md) and [fleet step](../../spells/fleet-step.md) spells to help you elude your enemies. These effects last until the end of your next turn or until you stop [Hiding](../../../Rules/actions/hide.md) or [Sneaking](../../../Rules/actions/sneak.md), whichever comes first (you can continue to [Hide](../../../Rules/actions/hide.md) or [Sneak](../../../Rules/actions/sneak.md), turn after turn, to extend these effects). - -- **Minor Curse**: Those who betray Nivi's trust find defeat where there was sure to be victory. Once, when you roll a natural 20 on a die, the result becomes a natural 1 instead. Nivi typically uses this curse for maximum poetic justice. -- **Moderate Curse** Those who arouse Nivi's wrath find themselves bound to the earth with no place to hide. You are wreathed in constant [faerie fire](../../spells/faerie-fire.md) and constantly affected by [earthbind](../../spells/earthbind.md), and any effect that grants invisibility doesn't work on you. -- **Major Curse**: Nivi curses unworthy adherents with recklessness. Any time you are presented with a wager, you are compelled to accept, no matter the odds. If you succeed at a DC 40 Will save, you can at least attempt to alter the stakes of that wager in your favor, but you must still accept. diff --git a/Compendium/setting/deities/nocticula-logm.md b/Compendium/setting/deities/nocticula-logm.md deleted file mode 100644 index da97272bd..000000000 --- a/Compendium/setting/deities/nocticula-logm.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/change/deity -- domain/creation/deity -- domain/darkness/deity -- domain/travel/deity -- trait/agile -- trait/finesse -- trait/nonlethal -- trait/reach-15-feet -- trait/trip -- trait/visual -aliases: ["Nocticula", "The Redeemer Queen"] ---- -# Nocticula (The Redeemer Queen) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 68* - -- **Category**: Gods of the Inner Sea -- **Anathema**: deny shelter to the desperate, destroy harmless art you dislike, finish a work of art during daylight hours -- **Areas of Concern**: artists, , exiles, , midnight -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [change](../domains.md#Change), [creation](../domains.md#Creation), [darkness](../domains.md#Darkness), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [penumbral shroud](../../spells/penumbral-shroud-logm.md); 3rd: [nondetection](../../spells/nondetection.md); 4th: [creation](../../spells/creation.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Nocticula gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Nocticula - -- **Speed**: Speed 70 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail stinger ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") magnanimous smile ([nonlethal](../../../rules/traits/nonlethal.md), [visual](../../../rules/traits/visual.md)), **Damage** `6d6+3` mental -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 8* - -The Redeemer Queen smiles upon those who seek to better themselves through introspection, but she is quick to reward betrayal with a stinging rebuke. - -- **Minor Boon** The night sky inspires you in a specific way. Once, when you roll a failure on a [Crafting](../../skills.md#Crafting) or [Performance](../../skills.md#Performance) check under the night sky, you critically succeed instead. Nocticula typically grants this boon for a consequential piece of artwork or performance. -- **Moderate Boon**: You draw on the power of midnight to guide you on your journeys. You gain [darkvision](../../../Rules/abilities/darkvision.md). If you already had [darkvision](../../../Rules/abilities/darkvision.md), you can cast [darkness](../../spells/darkness.md) once per day as a [divine](../../../Rules/traits/divine.md) innate spell. -- **Major Boon**: You become an idealized version of yourself, as if created by a divine artist. You permanently gain a set of 4 ability boosts that follow the same rules as the ability boosts you gain at every 5th level. - -- **Minor Curse**: Midnight looms and obscures your fate. You are only able to see up to 60 feet away from you, regardless of the lighting or what senses you have. -- **Moderate Curse** You are plagued with doubt in your own skills. You are always untrained with [Crafting](../../skills.md#Crafting), [Performance](../../skills.md#Performance), and one other skill (determined by the GM, but themed to the event that brought on your curse), regardless of any effect that would improve your proficiency. You can't retrain those skills. -- **Major Curse**: You are exiled from companionship. You can't communicate with any other creature, nor can you feel other creatures' touch. diff --git a/Compendium/setting/deities/norgorber.md b/Compendium/setting/deities/norgorber.md deleted file mode 100644 index 106fd6362..000000000 --- a/Compendium/setting/deities/norgorber.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/death/deity -- domain/secrecy/deity -- domain/trickery/deity -- domain/wealth/deity -- trait/agile -- trait/finesse -- trait/reach-15-feet -- trait/versatile-s -aliases: ["Norgorber", "Blackfingers", "Father Skinsaw", "Gray Master", "Reaper of Reputation"] ---- -# Norgorber (Blackfingers, Father Skinsaw, Gray Master, Reaper of Reputation) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Core Rulebook p. 439* - -- **Category**: Gods of the Inner Sea -- **Anathema**: allow your true identity to be connected to your dark dealings, share a secret freely, show mercy -- **Areas of Concern**: greed, , murder, , poison, , and secrets -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [shortsword](../../equipment/items/shortsword.md) -- **Domains**: [death](../domains.md#Death), [secrecy](../domains.md#Secrecy), [trickery](../domains.md#Trickery), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [illusory disguise](../../spells/illusory-disguise.md); 2nd: [invisibility](../../spells/invisibility.md); 4th: [phantasmal killer](../../spells/phantasmal-killer.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Norgorber - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [versatile ](../../../rules/traits/versatile.md)), **Damage** `6d6+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blackfinger toss **Damage** `6d6+3` poison -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 37* - -Norgorber's favor and displeasure are subtle, yet powerful. - -- **Minor Boon** Norgorber protects your secrets and lies. Once, when you roll a failure at a [Deception](../../skills.md#Deception) check to tell a [Lie](../../../Rules/actions/lie.md), you get a critical success instead. Norgorber typically chooses to grant this boon to protect an extremely consequential lie. -- **Moderate Boon**: Your poisons are everlasting. If your [Strike](../../../Rules/actions/strike.md) with a poisoned weapon critically fails, or succeeds but fails to deal slashing or piercing damage, the poison is not spent. The poison is still spent once successfully applied to a creature. -- **Major Boon**: You become a living secret. You are immune to [divination](../../../Rules/traits/divination.md) effects and attempts to magically alter your memory, unless you choose to be affected or those effects come from a deity, artifact, or similarly powerful source. You also can never be tricked or forced by mundane means into uttering a secret you wish to keep. - -- **Minor Curse**: Norgorber allows thieves to get the better of you. Whenever you [Earn Income](../../../Rules/actions/earn-income.md), you earn money as if the task were 2 levels lower due to theft, loss, or bad fortune. -- **Moderate Curse** Poisons are quick to debilitate you. When you roll a failure at a Fortitude save against a poison, you get a critical failure instead. -- **Major Curse**: Norgorber steals away your memories. Once each day when you awake from rest, roll `1d4`. On a 1, you forget the events of the previous day forever. On a 2, you temporarily experience complete retrograde amnesia for that day, unable to recall information from the past, including who you are. On a 3, you temporarily forget a single important subject for that day (Norgorber tends to intentionally chooses a memory to cause distress, such as making you forget your spouse on your anniversary). On a 4, you temporarily remember false memories on a single important subject for that day, blended seamlessly into your true memories. diff --git a/Compendium/setting/deities/nurgal-logm.md b/Compendium/setting/deities/nurgal-logm.md deleted file mode 100644 index ef61ac0cd..000000000 --- a/Compendium/setting/deities/nurgal-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/destruction/deity -- domain/dust/deity -- domain/fire/deity -- domain/sun/deity -aliases: ["Nurgal", "The Shining Scourge"] ---- -# Nurgal (The Shining Scourge) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 77* - -- **Category**: Demon Lords -- **Anathema**: heal a sunburn, change your name -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [destruction](../domains.md#Destruction), [dust](../domains.md#Dust), [fire](../domains.md#Fire), [sun](../domains.md#Sun) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 2nd: [flaming sphere](../../spells/flaming-sphere.md); 3rd: [cup of dust](../../spells/cup-of-dust-logm.md) \ No newline at end of file diff --git a/Compendium/setting/deities/nyarlathotep-logm.md b/Compendium/setting/deities/nyarlathotep-logm.md deleted file mode 100644 index 1b7141e38..000000000 --- a/Compendium/setting/deities/nyarlathotep-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/outer-gods -- domain/knowledge/deity -- domain/magic/deity -- domain/nightmares/deity -- domain/trickery/deity -aliases: ["Nyarlathotep", "The Crawling Chaos"] ---- -# Nyarlathotep (The Crawling Chaos) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Outer Gods -- **Anathema**: none -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic), [nightmares](../domains.md#Nightmares), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [message rune](../../spells/message-rune-logm.md); 2nd: [humanoid form](../../spells/humanoid-form.md); 3rd: [enthrall](../../spells/enthrall.md); 4th: [suggestion](../../spells/suggestion.md); 5th: [summon entity](../../spells/summon-entity.md); 6th: [mislead](../../spells/mislead.md); 7th: [project image](../../spells/project-image.md); 8th: [dream council](../../spells/dream-council.md); 9th: [weird](../../spells/weird.md) \ No newline at end of file diff --git a/Compendium/setting/deities/orcus-botd.md b/Compendium/setting/deities/orcus-botd.md deleted file mode 100644 index 487cff8b8..000000000 --- a/Compendium/setting/deities/orcus-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/botd -- deity/demon-lords -- domain/magic/deity -- domain/might/deity -- domain/undeath/deity -- domain/zeal/deity -aliases: ["Orcus"] ---- -# Orcus *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Book of the Dead p. 43* - -- **Category**: Demon Lords -- **Anathema**: become a vampire or accidental undead, give succor to faiths that seek to destroy undead -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [magic](../domains.md#Magic), [might](../domains.md#Might), [undeath](../domains.md#Undeath), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [grim tendrils](../../spells/grim-tendrils.md); 2nd: [feral shades](../../spells/feral-shades-som.md); 9th: [power word kill](../../spells/power-word-kill.md) \ No newline at end of file diff --git a/Compendium/setting/deities/osiris-logm.md b/Compendium/setting/deities/osiris-logm.md deleted file mode 100644 index c353b3e02..000000000 --- a/Compendium/setting/deities/osiris-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/change/deity -- domain/healing/deity -- domain/nature/deity -- domain/souls/deity -aliases: ["Osiris", "Lord of the Living"] ---- -# Osiris (Lord of the Living) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: dismember a creature, desecrate a corpse, show ingratitude for a sincere gift -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [flail](../../equipment/items/flail.md) -- **Domains**: [change](../domains.md#Change), [healing](../domains.md#Healing), [nature](../domains.md#Nature), [souls](../domains.md#Souls) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 2nd: [false life](../../spells/false-life.md); 6th: [tangling creepers](../../spells/tangling-creepers.md) \ No newline at end of file diff --git a/Compendium/setting/deities/otolmens-logm.md b/Compendium/setting/deities/otolmens-logm.md deleted file mode 100644 index f65276437..000000000 --- a/Compendium/setting/deities/otolmens-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/creation/deity -- domain/fate/deity -- domain/knowledge/deity -- domain/perfection/deity -aliases: ["Otolmens", "The Universal"] ---- -# Otolmens (The Universal) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: suppress a factual report, ignore facts, misrepresent quantitative data -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [creation](../domains.md#Creation), [fate](../domains.md#Fate), [knowledge](../domains.md#Knowledge), [perfection](../domains.md#Perfection) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 4th: gravity well; 7th: [reverse gravity](../../spells/reverse-gravity.md) \ No newline at end of file diff --git a/Compendium/setting/deities/pazuzu-logm.md b/Compendium/setting/deities/pazuzu-logm.md deleted file mode 100644 index 4de1ee0ac..000000000 --- a/Compendium/setting/deities/pazuzu-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/air/deity -- domain/swarm/deity -- domain/trickery/deity -- domain/tyranny/deity -aliases: ["Pazuzu", "King of the Wind Demons"] ---- -# Pazuzu (King of the Wind Demons) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 77* - -- **Category**: Demon Lords -- **Anathema**: deny a flying creature the ability to fly, abuse Pazuzu's name or call on Pazuzu for help, aid worshippers of Lamashtu -- **Follower Alignments**: [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [longsword](../../equipment/items/longsword.md) -- **Domains**: [air](../domains.md#Air), [swarm](../domains.md#Swarm), [trickery](../domains.md#Trickery), [tyranny](../domains.md#Tyranny) -- **Cleric Spells**: 1st: [gust of wind](../../spells/gust-of-wind.md); 3rd: [suggestion](../../spells/suggestion.md); 4th: [fly](../../spells/fly.md) \ No newline at end of file diff --git a/Compendium/setting/deities/pharasma.md b/Compendium/setting/deities/pharasma.md deleted file mode 100644 index 60892032e..000000000 --- a/Compendium/setting/deities/pharasma.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/death/deity -- domain/fate/deity -- domain/healing/deity -- domain/knowledge/deity -- domain/souls/deity -- domain/time/deity -- domain/vigil/deity -- trait/agile -- trait/finesse -- trait/reach-15-feet -- trait/thrown-40-feet -aliases: ["Pharasma", "Lady of Graves"] ---- -# Pharasma (Lady of Graves) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Core Rulebook p. 439* - -- **Category**: Gods of the Inner Sea -- **Anathema**: create undead, desecrate a corpse, rob a tomb -- **Areas of Concern**: birth, , death, , fate, , prophecy, , and time -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [death](../domains.md#Death), [fate](../domains.md#Fate), [healing](../domains.md#Healing), [knowledge](../domains.md#Knowledge) -- **Alternate Domains**: [souls](../domains.md#Souls), [time](../domains.md#Time), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [mindlink](../../spells/mindlink.md); 3rd: [ghostly weapon](../../spells/ghostly-weapon.md); 4th: [phantasmal killer](../../spells/phantasmal-killer.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Pharasma - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [thrown <40 feet>](../../../rules/traits/thrown.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiral blast (damages only undead), **Damage** `6d8+3` positive -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 39* - -Those who would prevent a soul from reaching the afterlife draw Pharasma's ire, but those who merely dabble in pursuits like lengthening their life or resurrection are usually ignored, as eventually death comes for all. - -- **Minor Boon** You see a momentary, prophetic glimpse of your fate. Once, you gain a +2 status bonus to a single check; you can apply this bonus after you determine the result, and it can potentially change the degree of success. -- **Moderate Boon**: You gain a greater mastery over the energies of life and death. Your [Strikes](../../../Rules/actions/strike.md) deal 1 positive damage to undead. Your spells that deal positive damage to undead gain a +1 status bonus to damage per spell level, and your spells that heal the living gain a +1 status bonus to the Hit Points restored per spell level. -- **Major Boon**: Pharasma keeps you alive to fulfill your fate. The GM secretly chooses a fate Pharasma knows you must fulfill. Until you fulfill this fate, any time you would die, a grave but nonfatal misfortune instead befalls you. You take at least a full day to recuperate and you potentially face permanent consequences, but you don't die. If you would have died even once without this boon, once your fate is complete, you let out a final sigh and then die peacefully. - -- **Minor Curse**: Horrifying or enticing visions of your final judgment distract you from the task at hand. You take a –2 status penalty to initiative rolls. -- **Moderate Curse** Fate turns against you and reveals dire portents. Divinations such as [augury](../../spells/augury.md) cast by you or that involve you always suggest woe. Once per day after you attempt a check, the GM can make the result of the roll a natural 1. -- **Major Curse**: Pharasma wills the end of your life and your lineage. You become unable to have children (or otherwise procreate by any means, including create spawn abilities) and are permanently [doomed](../../../Rules/conditions.md#Doomed). diff --git a/Compendium/setting/deities/prophecies-of-kalistrade.md b/Compendium/setting/deities/prophecies-of-kalistrade.md deleted file mode 100644 index 047ee0507..000000000 --- a/Compendium/setting/deities/prophecies-of-kalistrade.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/philosophy -aliases: ["Prophecies of Kalistrade"] ---- -# Prophecies of Kalistrade *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Core Rulebook p. 440* - -- **Category**: Philosophy -- **Anathema**: spend money frivolously; offer money to those who don't deserve wealth; overindulge in physical pleasures, food, or drink; give charity to others -- **Areas of Concern**: trade, , wealth, , self-denial, , stability -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: -- **Divine Skill**: Diplomacy -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/pulura-logm.md b/Compendium/setting/deities/pulura-logm.md deleted file mode 100644 index 675faf096..000000000 --- a/Compendium/setting/deities/pulura-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/cold/deity -- domain/darkness/deity -- domain/sorrow/deity -- domain/stars/deity -aliases: ["Pulura", "The Shimmering Maiden"] ---- -# Pulura (The Shimmering Maiden) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: mock the homesick, deny warmth to others, pollute the skies with smoke or light -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [sling](../../equipment/items/sling.md) -- **Domains**: [cold](../domains.md#Cold), [darkness](../domains.md#Darkness), [sorrow](../domains.md#Sorrow), [stars](../domains.md#Stars) -- **Cleric Spells**: 1st: [color spray](../../spells/color-spray.md); 5th: [chromatic wall](../../spells/chromatic-wall.md); 6th: [teleport](../../spells/teleport.md) \ No newline at end of file diff --git a/Compendium/setting/deities/qi-zhong-logm.md b/Compendium/setting/deities/qi-zhong-logm.md deleted file mode 100644 index 9aeb001fc..000000000 --- a/Compendium/setting/deities/qi-zhong-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/healing/deity -- domain/knowledge/deity -- domain/magic/deity -- domain/protection/deity -aliases: ["Qi Zhong", "Master of Medicine"] ---- -# Qi Zhong (Master of Medicine) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: deal lethal damage to another living creature (unless as part of a necessary medical treatment) -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: heavy mace -- **Domains**: [healing](../domains.md#Healing), [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 2nd: [false life](../../spells/false-life.md); 4th: [resilient sphere](../../spells/resilient-sphere.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ra-logm.md b/Compendium/setting/deities/ra-logm.md deleted file mode 100644 index bbcbe6c03..000000000 --- a/Compendium/setting/deities/ra-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/fire/deity -- domain/nature/deity -- domain/sun/deity -- domain/time/deity -aliases: ["Ra", "King of the Heavens"] ---- -# Ra (King of the Heavens) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: avoid personal change, kill a plant or a creature with cold damage, seal a building to completely block sunlight -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [fire](../domains.md#Fire), [nature](../domains.md#Nature), [sun](../domains.md#Sun), [time](../domains.md#Time) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 2nd: [flaming sphere](../../spells/flaming-sphere.md); 3rd: threefold aspect \ No newline at end of file diff --git a/Compendium/setting/deities/ragadahn-logm.md b/Compendium/setting/deities/ragadahn-logm.md deleted file mode 100644 index af230b47c..000000000 --- a/Compendium/setting/deities/ragadahn-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/destruction/deity -- domain/vigil/deity -- domain/water/deity -- domain/wyrmkin/deity -aliases: ["Ragadahn", "The Water Lord"] ---- -# Ragadahn (The Water Lord) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Eldest -- **Anathema**: suffer a linnorm's death curse, destroy a fossil -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [destruction](../domains.md#Destruction), [vigil](../domains.md#Vigil), [water](../domains.md#Water), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [hydraulic push](../../spells/hydraulic-push.md); 3rd: [feet to fins](../../spells/feet-to-fins.md); 6th: [purple worm sting](../../spells/purple-worm-sting.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ragathiel-logm.md b/Compendium/setting/deities/ragathiel-logm.md deleted file mode 100644 index 408148d44..000000000 --- a/Compendium/setting/deities/ragathiel-logm.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/destruction/deity -- domain/duty/deity -- domain/fire/deity -- domain/zeal/deity -- trait/reach-15-feet -- trait/two-handed-d12 -aliases: ["Ragathiel", "General of Vengeance"] ---- -# Ragathiel (General of Vengeance) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: cower from combat, forgive those who have irreparably sinned, leave allies unwillingly in darkness -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [bastard sword](../../equipment/items/bastard-sword.md) -- **Domains**: [destruction](../domains.md#Destruction), [duty](../domains.md#Duty), [fire](../domains.md#Fire), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 3rd: [haste](../../spells/haste.md); 4th: [fire shield](../../spells/fire-shield.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Ragathiel - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([reach <15 feet>](../../../rules/traits/reach.md), silver, two-handed ), **Damage** `5d8+6` slashing and `1d8` fire -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") flames of righteous vengeance **Damage** `4d6+3` fire and `1d6` fire splash The caster is immune to this splash damage -``` diff --git a/Compendium/setting/deities/ragdya-logm.md b/Compendium/setting/deities/ragdya-logm.md deleted file mode 100644 index b380d8e71..000000000 --- a/Compendium/setting/deities/ragdya-logm.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/air/deity -- domain/confidence/deity -- domain/family/deity -- domain/might/deity -- domain/perfection/deity -- trait/air -- trait/reach-15-feet -aliases: ["Ragdya", "The Sage on the Mountain"] ---- -# Ragdya (The Sage on the Mountain) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: make a joke out of someone's suffering, own a slave, discriminate based on social status -- **Areas of Concern**: humor, , lessons, , monkeys -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Acrobatics -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [air](../domains.md#Air), [confidence](../domains.md#Confidence), [might](../domains.md#Might), [perfection](../domains.md#Perfection) -- **Alternate Domains**: [family](../domains.md#Family) -- **Cleric Spells**: 1st: [shockwave](../../spells/shockwave-logm.md); 3rd: mad monkey; 4th: [gaseous form](../../spells/gaseous-form.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Ragdya - -- **Speed**: Speed 70 feet, climb 50 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gada ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d10+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mountain gust ([air](../../../rules/traits/air.md)), **Damage** `6d4+3` bludgeoning plus pushed 5 feet in any direction -``` diff --git a/Compendium/setting/deities/ranginori-logm.md b/Compendium/setting/deities/ranginori-logm.md deleted file mode 100644 index 8ad1eea55..000000000 --- a/Compendium/setting/deities/ranginori-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/air/deity -- domain/freedom/deity -- domain/lightning/deity -- domain/travel/deity -aliases: ["Ranginori", "Zephyrous Prince"] ---- -# Ranginori (Zephyrous Prince) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Elemental Lords -- **Anathema**: wrongfully imprison a creature, restrain a creature longer or more tightly than is necessary, suffocate a creature -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Acrobatics -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [air](../domains.md#Air), [freedom](../domains.md#Freedom), [lightning](../domains.md#Lightning), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [liberating command](../../spells/liberating-command-logm.md); 4th: [fly](../../spells/fly.md); 6th: [chain lightning](../../spells/chain-lightning.md) \ No newline at end of file diff --git a/Compendium/setting/deities/raumya-logm.md b/Compendium/setting/deities/raumya-logm.md deleted file mode 100644 index 327a1db8c..000000000 --- a/Compendium/setting/deities/raumya-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/vudrani-gods -- domain/confidence/deity -- domain/knowledge/deity -- domain/might/deity -- domain/wealth/deity -aliases: ["Raumya", "The Evil Prince"] ---- -# Raumya (The Evil Prince) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Vudrani Gods -- **Anathema**: abuse a loyal subject, harm or kill a non-combatant -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Performance -- **Favored Weapon**: [trident](../../equipment/items/trident.md) -- **Domains**: [confidence](../domains.md#Confidence), [might](../domains.md#Might), [knowledge](../domains.md#Knowledge), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 2nd: [invisibility](../../spells/invisibility.md); 4th: [weapon storm](../../spells/weapon-storm.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ravithra-aoe5.md b/Compendium/setting/deities/ravithra-aoe5.md deleted file mode 100644 index 58d3ba6ed..000000000 --- a/Compendium/setting/deities/ravithra-aoe5.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/aoe5 -- deity/other-gods -- domain/ambition/deity -- domain/fate/deity -- domain/naga/deity -- domain/sorrow/deity -- domain/souls/deity -- domain/truth/deity -- trait/disarm -- trait/reach-15-feet -- trait/trip -aliases: ["Ravithra", "The Mother of Nagas", "The Chalice-Bearer"] ---- -# Ravithra (The Mother of Nagas, The Chalice-Bearer) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 71* - -- **Category**: Other Gods -- **Anathema**: make decisions erratically or randomly, provide aid to Vasaghati or her followers, engage in treachery -- **Areas of Concern**: judgment, , karma, , law, , vengeance -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: jaws or [light mace](../../equipment/items/light-mace.md) -- **Domains**: [fate](../domains.md#Fate), [naga](../domains.md#Naga), [sorrow](../domains.md#Sorrow), [truth](../domains.md#Truth) -- **Alternate Domains**: [ambition](../domains.md#Ambition), [souls](../domains.md#Souls) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 2nd: animal form (snake only); 4th: [clairvoyance](../../spells/clairvoyance.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Ravithra - -- **Speed**: Speed 50 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d10+6` piercing -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail swipe ([disarm](../../../rules/traits/disarm.md), [reach <15 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d8+6` bludgeoning -``` diff --git a/Compendium/setting/deities/rovagug.md b/Compendium/setting/deities/rovagug.md deleted file mode 100644 index 4135a07e2..000000000 --- a/Compendium/setting/deities/rovagug.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/air/deity -- domain/destruction/deity -- domain/earth/deity -- domain/swarm/deity -- domain/void/deity -- domain/zeal/deity -- trait/agile -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Rovagug", "Rough Beast"] ---- -# Rovagug (Rough Beast) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Core Rulebook p. 439* - -- **Category**: Gods of the Inner Sea -- **Anathema**: create something new, let material ties restrain you, torture a victim or otherwise delay its destruction -- **Areas of Concern**: destruction, , disaster, , and wrath -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [greataxe](../../equipment/items/greataxe.md) -- **Domains**: [air](../domains.md#Air), [destruction](../domains.md#Destruction), [earth](../domains.md#Earth), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [swarm](../domains.md#Swarm), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 2nd: [enlarge](../../spells/enlarge.md); 6th: [disintegrate](../../spells/disintegrate.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Rovagug - -- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d12+6` piercing -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([agile](../../../rules/traits/agile.md), [reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 41* - -Rovagug's imprisonment means he can almost never intercede on Golarion, but some places lead far enough into the earth that the god's profane influence can leak through. He is as likely to curse those who draw his attention as he is to reward them, though great enough acts of violence and destruction may earn his favor. - -- **Minor Boon** Your attack becomes more destructive. Once, one of your failed or successful attacks becomes a critical hit, and your weapon or unarmed attack gains the reach d12 trait for this attack, replacing any [deadly](../../../Rules/traits/deadly.md) trait it already had. Rovagug typically grants this boon when the critical hit could destroy something precious or significant. -- **Moderate Boon**: You can devour all. You mouth grows into a horrible circular, insectile maw of needle-like teeth. You gain a bite unarmed attack that deals `1d8` piercing damage. Additionally, you can stomach eating anything you can fit down your throat—even rocks or small objects. You gain a +4 status bonus to saves resulting from eating something, such as diseases, poisons, or other effects of the ingested object. This doesn't allow you to digest magic items that would otherwise be difficult or impossible to destroy, such as cursed items or artifacts. -- **Major Boon**: You can crack the surface of Golaron, accelerating the release of the Rough Beast. You gain the [Quaking Stomp](../../feats/quaking-stomp.md) barbarian feat. - -- **Minor Curse**: Whenever you are imprisoned, you thrash and shake as your mind fills with desperation. Any time you are restrained or otherwise imprisoned (such as being sent to jail), you are also [clumsy](../../../Rules/conditions.md#Clumsy) and [stupefied](../../../Rules/conditions.md#Stupefied). -- **Moderate Curse** Your destructive rage seeks to remain unbound. Any armor you wear automatically becomes broken. Other items in your possession occasionally become broken over time. -- **Major Curse**: You are useful only as a beacon of destruction. You are permanently [confused](../../../Rules/conditions.md#Confused), rampaging against anything and everything in your sight, and you deal an additional 18 damage with your unarmed and weapon [Strikes](../../../Rules/actions/strike.md). diff --git a/Compendium/setting/deities/sairazul-logm.md b/Compendium/setting/deities/sairazul-logm.md deleted file mode 100644 index ba40b1c47..000000000 --- a/Compendium/setting/deities/sairazul-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/earth/deity -- domain/family/deity -- domain/toil/deity -- domain/wealth/deity -aliases: ["Sairazul", "The Crystalline Queen"] ---- -# Sairazul (The Crystalline Queen) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Elemental Lords -- **Anathema**: damage subterranean natural wonders, collapse an earthen structure on a creature -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [pick](../../equipment/items/pick.md) -- **Domains**: [earth](../domains.md#Earth), [family](../domains.md#Family), [toil](../domains.md#Toil), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [shattering gem](../../spells/shattering-gem-logm.md); 2nd: [expeditious excavation](../../spells/expeditious-excavation-logm.md); 4th: [stoneskin](../../spells/stoneskin.md) \ No newline at end of file diff --git a/Compendium/setting/deities/saloc-logm.md b/Compendium/setting/deities/saloc-logm.md deleted file mode 100644 index dbaedccf0..000000000 --- a/Compendium/setting/deities/saloc-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/change/deity -- domain/death/deity -- domain/freedom/deity -- domain/knowledge/deity -aliases: ["Saloc", "The Minder of Immortals"] ---- -# Saloc (The Minder of Immortals) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: manipulate or remove a creature's emotions with magic, spread nihilism or hopelessness -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [guisarme](../../equipment/items/guisarme.md) -- **Domains**: [change](../domains.md#Change), [death](../domains.md#Death), [freedom](../domains.md#Freedom), [knowledge](../domains.md#Knowledge) -- **Cleric Spells**: 1st: share lore; 3rd: [hypercognition](../../spells/hypercognition.md); 5th: [dreaming potential](../../spells/dreaming-potential.md) \ No newline at end of file diff --git a/Compendium/setting/deities/sangpotshi-logm.md b/Compendium/setting/deities/sangpotshi-logm.md deleted file mode 100644 index 2437fdcdb..000000000 --- a/Compendium/setting/deities/sangpotshi-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/philosophy -aliases: ["Sangpotshi"] ---- -# Sangpotshi *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 99* - -- **Category**: Philosophy -- **Anathema**: needlessly break significant traditions, actively interfere with the perfection efforts of another soul or allow others to do so -- **Areas of Concern**: fate, , karma, , and reincarnation -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: -- **Divine Skill**: Religion -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/sarenrae.md b/Compendium/setting/deities/sarenrae.md deleted file mode 100644 index 7c0a3dff2..000000000 --- a/Compendium/setting/deities/sarenrae.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/fire/deity -- domain/healing/deity -- domain/repose/deity -- domain/sun/deity -- domain/truth/deity -- trait/forceful -- trait/nonlethal -- trait/reach-15-feet -aliases: ["Sarenrae", "Dawnflower"] ---- -# Sarenrae (Dawnflower) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Core Rulebook p. 439* - -- **Category**: Gods of the Inner Sea -- **Anathema**: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil -- **Areas of Concern**: healing, , honesty, , redemption, , and the sun -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [scimitar](../../equipment/items/scimitar.md) -- **Domains**: [fire](../domains.md#Fire), [healing](../domains.md#Healing), [sun](../domains.md#Sun), [truth](../domains.md#Truth) -- **Alternate Domains**: [repose](../domains.md#Repose) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 3rd: [fireball](../../spells/fireball.md); 4th: [wall of fire](../../spells/wall-of-fire.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Sarenrae - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar ([forceful](../../../rules/traits/forceful.md), [nonlethal](../../../rules/traits/nonlethal.md), [reach <15 feet>](../../../rules/traits/reach.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") everflame ([nonlethal](../../../rules/traits/nonlethal.md)), **Damage** `6d6+3` fire -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 43* - -Sarenrae often bestows boons for making a sacrifice to do better or taking a risk to redeem another. She typically curses those who betray her mercy. - -- **Minor Boon** Your healing hands are blessed with a warm flame. Once, when you heal another creature, instead of healing it for the normal amount, you heal the creature to full Hit Points, no matter how much damage it has taken. Sarenrae typically grants this boon in extremely consequential circumstances. -- **Moderate Boon**: Your blade burns the irredeemable. Your attacks deal an additional `1d6` fire damage that ignores fire resistance. -- **Major Boon**: You are a voice of peace and rehabilitation. When you roll a success at a check to [Request](../../../Rules/actions/request.md) something, you get a critical success instead. In addition, all creatures other than fiends, undead, and mindless creatures allow you one chance to speak your piece and make requests before entering combat. If you or an ally ever use the time from the request to gain an advantage in an ensuing combat (for example, by casting preparatory spells, positioning for combat, or waiting out your opponent's preparatory spells), Sarenrae immediately revokes this boon, or possibly curses your ally. - -- **Minor Curse**: The sun burns you for your transgression. You receive a sunburn that causes you to become permanently [clumsy](../../../Rules/conditions.md#Clumsy). -- **Moderate Curse** The sun shines its light on everything you say. You become unable to tell lies, and if you attempt to do so, you instead compulsively blurt out the truth on the matter in question. You are still able to withhold information or lie by omission. -- **Major Curse**: Sarenrae restricts your ability to harm others. All attacks you make, spells you cast, and other sources of damage you deal are [nonlethal](../../../Rules/traits/nonlethal.md) except against fiends and undead, and you can't ever make them lethal. You deal minimum damage except against fiends and undead. All creatures except fiends and undead gain a +4 status bonus to their AC and saving throws against your attacks and other effects. diff --git a/Compendium/setting/deities/seafarers-hope-lotg.md b/Compendium/setting/deities/seafarers-hope-lotg.md deleted file mode 100644 index 53617f34b..000000000 --- a/Compendium/setting/deities/seafarers-hope-lotg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/nature/deity -- domain/travel/deity -- domain/trickery/deity -- domain/water/deity -aliases: ["Seafarers' Hope"] ---- -# Seafarers' Hope *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Travel Guide p. 94* - -- **Category**: Pantheon -- **Anathema**: put off travel until there are calm waters, refuse aid to those stranded at sea, stay too long on land -- **Areas of Concern**: coastlines, , the sea, , seafarers, , storms -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [rapier](../../equipment/items/rapier.md) -- **Domains**: [nature](../domains.md#Nature), [travel](../domains.md#Travel), [trickery](../domains.md#Trickery), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [gust of wind](../../spells/gust-of-wind.md); 3rd: [feet to fins](../../spells/feet-to-fins.md); 5th: [control water](../../spells/control-water.md) \ No newline at end of file diff --git a/Compendium/setting/deities/sekhmet-logm.md b/Compendium/setting/deities/sekhmet-logm.md deleted file mode 100644 index 479bffde1..000000000 --- a/Compendium/setting/deities/sekhmet-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/destruction/deity -- domain/healing/deity -- domain/indulgence/deity -- domain/might/deity -aliases: ["Sekhmet", "Lady of Slaughter"] ---- -# Sekhmet (Lady of Slaughter) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: spare an evil fiend, fail to placate Sekhmet with daily rituals -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: claws or [battle axe](../../equipment/items/battle-axe.md) -- **Domains**: [destruction](../domains.md#Destruction), [healing](../domains.md#Healing), [indulgence](../domains.md#Indulgence), [might](../domains.md#Might) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 4th: [wall of fire](../../spells/wall-of-fire.md); 5th: moon frenzy Claw or \ No newline at end of file diff --git a/Compendium/setting/deities/selket-logm.md b/Compendium/setting/deities/selket-logm.md deleted file mode 100644 index 350a7c226..000000000 --- a/Compendium/setting/deities/selket-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/healing/deity -- domain/magic/deity -- domain/nature/deity -- domain/protection/deity -aliases: ["Selket", "Mistress of the Beautiful House"] ---- -# Selket (Mistress of the Beautiful House) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: poison someone you didn't intend to, harm a creature as punishment for a different creature's crime, desecrate a corpse -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [healing](../domains.md#Healing), [magic](../domains.md#Magic), [nature](../domains.md#Nature), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 3rd: [paralyze](../../spells/paralyze.md); 6th: [purple worm sting](../../spells/purple-worm-sting.md) \ No newline at end of file diff --git a/Compendium/setting/deities/set-botd.md b/Compendium/setting/deities/set-botd.md deleted file mode 100644 index 776ecf48c..000000000 --- a/Compendium/setting/deities/set-botd.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/botd -- deity/ancient-osirian-gods -- domain/darkness/deity -- domain/death/deity -- domain/dust/deity -- domain/lightning/deity -aliases: ["Set"] ---- -# Set *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Book of the Dead p. 133* - -- **Category**: Ancient Osirian Gods -- **Anathema**: refuse to fight your own battles, destroy a soul instead of turning it to undeath -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [death](../domains.md#Death), [darkness](../domains.md#Darkness), [dust](../domains.md#Dust), [lightning](../domains.md#Lightning) -- **Cleric Spells**: 1st: [penumbral shroud](../../spells/penumbral-shroud-logm.md); 3rd: [cup of dust](../../spells/cup-of-dust-logm.md); 6th: [disintegrate](../../spells/disintegrate.md) \ No newline at end of file diff --git a/Compendium/setting/deities/shax-logm.md b/Compendium/setting/deities/shax-logm.md deleted file mode 100644 index fcee11a7c..000000000 --- a/Compendium/setting/deities/shax-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/ambition/deity -- domain/death/deity -- domain/pain/deity -- domain/trickery/deity -aliases: ["Shax", "The Bloody Marquis"] ---- -# Shax (The Bloody Marquis) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 77* - -- **Category**: Demon Lords -- **Anathema**: sleep in a building with fewer than five rooms, allow a victim to escape due to gloating -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [ambition](../domains.md#Ambition), [death](../domains.md#Death), [pain](../domains.md#Pain), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 2nd: [invisibility](../../spells/invisibility.md); 3rd: [haste](../../spells/haste.md) \ No newline at end of file diff --git a/Compendium/setting/deities/shei-logm.md b/Compendium/setting/deities/shei-logm.md deleted file mode 100644 index c3c38fc26..000000000 --- a/Compendium/setting/deities/shei-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/family/deity -- domain/freedom/deity -- domain/healing/deity -- domain/perfection/deity -aliases: ["Shei", "The Ibis Matron"] ---- -# Shei (The Ibis Matron) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: force others to follow your path, inflict negative damage, age others or steal life with magic -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [sickle](../../equipment/items/sickle.md) -- **Domains**: [family](../domains.md#Family), [freedom](../domains.md#Freedom), [healing](../domains.md#Healing), [perfection](../domains.md#Perfection) -- **Cleric Spells**: 1st: liberating command; 3rd: [hypercognition](../../spells/hypercognition.md); 5th: [dreaming potential](../../spells/dreaming-potential.md) \ No newline at end of file diff --git a/Compendium/setting/deities/shelyn.md b/Compendium/setting/deities/shelyn.md deleted file mode 100644 index 20cf78d2d..000000000 --- a/Compendium/setting/deities/shelyn.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/creation/deity -- domain/family/deity -- domain/passion/deity -- domain/protection/deity -- domain/repose/deity -- trait/deadly-d8 -- trait/nonlethal -- trait/reach-20-feet -aliases: ["Shelyn", "The Eternal Rose"] ---- -# Shelyn (The Eternal Rose) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Core Rulebook p. 440* - -- **Category**: Gods of the Inner Sea -- **Anathema**: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender -- **Areas of Concern**: art, , beauty, , love, , and music -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: select [Crafting](../../skills.md#Crafting) or [Performance](../../skills.md#Performance) -- **Favored Weapon**: [glaive](../../equipment/items/glaive.md) -- **Domains**: [creation](../domains.md#Creation), [family](../domains.md#Family), [passion](../domains.md#Passion), [protection](../domains.md#Protection) -- **Alternate Domains**: [repose](../domains.md#Repose) -- **Cleric Spells**: 1st: [color spray](../../spells/color-spray.md); 3rd: [enthrall](../../spells/enthrall.md); 4th: [creation](../../spells/creation.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Shelyn - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive ([deadly ](../../../rules/traits/deadly.md), [nonlethal](../../../rules/traits/nonlethal.md), [reach <20 feet>](../../../rules/traits/reach.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") melody of inner beauty ([nonlethal](../../../rules/traits/nonlethal.md)), **Damage** `6d6+3` sonic -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 45* - -When creatures perform pleasing acts, such as spreading beauty, or displeasing actions, such as betraying loved ones, Shelyn may respond accordingly. - -- **Minor Boon** Once, when you roll a failure on a [Diplomacy](../../skills.md#Diplomacy) check, you get a critical success instead. Shelyn typically grants this boon only when the [Diplomacy](../../skills.md#Diplomacy) check would serve to increase love or offer a chance of redemption. -- **Moderate Boon**: You are inspired to create great works and become a virtuoso at all arts. You gain the [Specialty Crafting](../../feats/specialty-crafting.md) feat and the [Virtuoso Performer](../../feats/virtuosic-performer.md) feat in all categories of [Crafting](../../skills.md#Crafting) and [Performance](../../skills.md#Performance). -- **Major Boon**: Your inner beauty and love surround you in an aura. As long as you bear them no ill will, all creatures other than fiends, undead, and mindless creatures start with an attitude of [friendly](../../../Rules/conditions.md#Friendly) toward you, unless they would have been [helpful](../../../Rules/conditions.md#Helpful) instead. This doesn't mean they are willing to change their life or plans for you, and this boon does not prevent their attitudes from worsening if you try to thwart them. This effect doesn't work against deities and similarly powerful creatures. Additionally, the love you share with your friends inspires them. You and your allies gain a +3 status bonus to saving throws and skill checks as long as you can see each other. - -- **Minor Curse**: You heart churns with remorse. Each day, you are [sickened](../../../Rules/conditions.md#Sickened) as a specific misdeed plays out in your mind over and over in guilt. You can't remove this condition, though it abates enough for you to quickly eat and drink when necessary. If you make amends or otherwise earnestly pursue redemption for the misdeed, the [sickened](../../../Rules/conditions.md#Sickened) condition fades completely that day. -- **Moderate Curse** Others subconsciously recognize your past betrayals. Whenever you attempt a [Diplomacy](../../skills.md#Diplomacy) check and roll a failure, you get a critical failure instead, and if you roll a critical success, you get a success instead. -- **Major Curse**: Those who spread misery via false love face Shelyn's greatest curse. You lose the ability to distinguish any living being from another through appearance, voice, [scent](../../../Rules/abilities/scent.md), or similar sensory means. You can make out physical size (so you wouldn't mistake an ant for a horse), but nothing further. If you were merely shallow, every creature you see has generic, bland features, but if your deeds were vile, you see only the faces of those you have wronged. diff --git a/Compendium/setting/deities/shizuru-logm.md b/Compendium/setting/deities/shizuru-logm.md deleted file mode 100644 index 1c8ed6174..000000000 --- a/Compendium/setting/deities/shizuru-logm.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/duty/deity -- domain/perfection/deity -- domain/sorrow/deity -- domain/sun/deity -- domain/vigil/deity -- trait/deadly-3d8 -- trait/reach-15-feet -- trait/two-hand-d10 -- trait/versatile-p -aliases: ["Shizuru", "The Empress of Heaven"] ---- -# Shizuru (The Empress of Heaven) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 70* - -- **Category**: Gods of the Inner Sea -- **Anathema**: abandon a companion in need, dishonor yourself, parlay with truce breakers, separate lovers -- **Areas of Concern**: ancestors, , honor, , the sun, , and swordplay -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [katana](../../equipment/items/katana.md) -- **Domains**: [duty](../domains.md#Duty), [perfection](../domains.md#Perfection), [sun](../domains.md#Sun), [vigil](../domains.md#Vigil) -- **Alternate Domains**: [sorrow](../domains.md#Sorrow) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 4th: [reflective scales](../../spells/reflective-scales-logm.md); 5th: [summon dragon](../../spells/summon-dragon.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Shizuru gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Shizuru - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") katana ([deadly <3d8>](../../../rules/traits/deadly.md), [reach <15 feet>](../../../rules/traits/reach.md), [two-hand ](../../../rules/traits/two-hand.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d6+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbolt arrow **Damage** `6d6+3` fire -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 9* - -The Empress of Heaven wastes little time acting coy about her favor. Her boons are often accompanied by beams of sunlight or calligraphic symbols, while her wrath is often signaled by the cracking of precious items and armor. - -- **Minor Boon** Your attacks help eradicate darkness. When you successfully [Strike](../../../Rules/actions/strike.md) a foe, your weapon glows with bright light out to 60 feet for 1 minute. This is a [light](../../../Rules/traits/light.md) effect with a counteract level equal to half your level rounded up. -- **Moderate Boon**: Shizuru's light flows through your blade. Your weapons and unarmed attacks deal an additional `1d6` fire damage or `1d6` good damage; you choose each time you make an attack. -- **Major Boon**: Shizuru bestows upon you a golden suit of armor made from sunlight, or transforms your favorite armor to gain that aspect. Once per hour while you are wearing the armor, if an attack would reduce your Hit Points to 0, the attack is instead completely negated. - -- **Minor Curse**: Your equipment turns on you for a disgraceful act. The next time you make an attack, your weapon or armor gains the [broken](../../../Rules/conditions.md#Broken) condition. -- **Moderate Curse** Shizuru decrees that her light is no longer your ally. You gain [light blindness](../../../Rules/abilities/light-blindness.md). -- **Major Curse**: Those who incite Shizuru's personal wrath earn the hatred of all of her subjects. All imperial dragons and animals you encounter are automatically [hostile](../../../Rules/conditions.md#Hostile) to you, and you gain weakness 15 to draconic breath weapons. diff --git a/Compendium/setting/deities/shoanti-animism-logm.md b/Compendium/setting/deities/shoanti-animism-logm.md deleted file mode 100644 index d33fcf11d..000000000 --- a/Compendium/setting/deities/shoanti-animism-logm.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/philosophy -aliases: ["Shoanti Animism"] ---- -# Shoanti Animism *()* -*Source: Lost Omens: Gods & Magic p. 100* - -> [!pf2-note] -> This philosophy lacks statistics. See the _Lore_ tab for further information. - -- **Category**: Philosophy - -## Devotee benefits - -- **Divine Font**: -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/shyka-logm.md b/Compendium/setting/deities/shyka-logm.md deleted file mode 100644 index aba6e3c14..000000000 --- a/Compendium/setting/deities/shyka-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/decay/deity -- domain/delirium/deity -- domain/fate/deity -- domain/time/deity -aliases: ["Shyka", "The Many"] ---- -# Shyka (The Many) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Eldest -- **Anathema**: willingly tread where time does not pass -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [light mace](../../equipment/items/light-mace.md) -- **Domains**: [decay](../domains.md#Decay), [delirium](../domains.md#Delirium), [fate](../domains.md#Fate), [time](../domains.md#Time) -- **Cleric Spells**: 1st: [anticipate peril](../../spells/anticipate-peril-logm.md); 3rd: [haste](../../spells/haste.md); 7th: [time beacon](../../spells/time-beacon-logm.md) \ No newline at end of file diff --git a/Compendium/setting/deities/sifkesh-logm.md b/Compendium/setting/deities/sifkesh-logm.md deleted file mode 100644 index e4f73ab62..000000000 --- a/Compendium/setting/deities/sifkesh-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/nightmares/deity -- domain/pain/deity -- domain/sorrow/deity -- domain/trickery/deity -aliases: ["Sifkesh", "The Whispered Doubt"] ---- -# Sifkesh (The Whispered Doubt) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Demon Lords -- **Anathema**: spread hope, offer forgiveness, sincerely honor or call upon another god -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [war razor](../../equipment/items/war-razor-logm.md) -- **Domains**: [nightmares](../domains.md#Nightmares), [pain](../domains.md#Pain), [sorrow](../domains.md#Sorrow), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [ill omen](../../spells/ill-omen-logm.md); 4th: [crushing despair](../../spells/crushing-despair.md); 5th: [subconscious suggestion](../../spells/subconscious-suggestion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/sivanah-logm.md b/Compendium/setting/deities/sivanah-logm.md deleted file mode 100644 index 74e8265a5..000000000 --- a/Compendium/setting/deities/sivanah-logm.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/delirium/deity -- domain/glyph/deity -- domain/magic/deity -- domain/secrecy/deity -- domain/trickery/deity -- trait/disarm -- trait/finesse -- trait/reach-15-feet -- trait/trip -aliases: ["Sivanah", "The Seventh Veil"] ---- -# Sivanah (The Seventh Veil) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 69* - -- **Category**: Gods of the Inner Sea -- **Anathema**: use illusions and shadows to harm another creature, reveal a secret you have sworn to keep -- **Areas of Concern**: illusions, , mysteries, , reflections, , secrets -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [bladed scarf](../../equipment/items/bladed-scarf-logm.md) -- **Domains**: [delirium](../domains.md#Delirium), [magic](../domains.md#Magic), [secrecy](../domains.md#Secrecy), [trickery](../domains.md#Trickery) -- **Alternate Domains**: [glyph](../domains.md#Glyph) -- **Cleric Spells**: 1st: [illusory disguise](../../spells/illusory-disguise.md); 4th: [veil](../../spells/veil.md); 5th: [shadow siphon](../../spells/shadow-siphon.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Sivanah gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Sivanah - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bladed scarf ([disarm](../../../rules/traits/disarm.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") illusory assault **Damage** `6d6+3` mental -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 9* - -The Seventh Veil abhors the use of illusion to cause harm and detests anyone who discourages or corrupts the process of truth-seeking. The goddess works actively against the faith of Zon-Kuthon and his clerics' use of shadow. - -- **Minor Boon** Sivanah prevents your enemies from pulling off your veil. Once, when a foe rolls a success on a [Perception](../../skills.md#Perception) check to disbelieve your illusion, it gets a critical failure instead. Sivanah typically grants this benefit to protect an elaborate or consequential illusory deception, and she never uses it to improve the effect of a harmful illusion. -- **Moderate Boon**: You wear a veil of illusion wherever you go. You can cast [illusory disguise](../../spells/illusory-disguise.md) at will as an innate [divine](../../../Rules/traits/divine.md) spell. -- **Major Boon**: You spread your illusions over a larger area. You can designate an area to permanently gain the effects of [hallucinatory terrain](../../spells/hallucinatory-terrain.md). All creatures within this area gain the effects of [illusory disguise](../../spells/illusory-disguise.md), changing their forms as you wish. You can designate a new area as a 1-minute activity, but doing so dismisses any previously designated areas. - -- **Minor Curse**: Your hair becomes a wild variety of colors, which cannot be altered with mundane or magical means, and it somehow grows out from under any cap, scarf, or other headwear intended to disguise it. You gain a –2 status penalty to [Deception](../../skills.md#Deception) skill checks to [Impersonate](../../../Rules/actions/impersonate.md) anyone else. -- **Moderate Curse** Those who betray the secrets of others find their own secrets laid bare. Each person from whom you are keeping a secret immediately learns one of your secrets involving that person. This curse doesn't give away other people's secrets you are keeping, only your own. -- **Major Curse**: Mirrors break whenever you cross their paths. You cannot be concealed by [illusion](../../../Rules/traits/illusion.md) magic of any kind (the spell automatically fails), and all creatures that see you know your true identity. diff --git a/Compendium/setting/deities/sobek-logm.md b/Compendium/setting/deities/sobek-logm.md deleted file mode 100644 index fa2b12796..000000000 --- a/Compendium/setting/deities/sobek-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/might/deity -- domain/protection/deity -- domain/water/deity -- domain/wyrmkin/deity -aliases: ["Sobek", "The Raging Torrent"] ---- -# Sobek (The Raging Torrent) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: cower from fights, despoil the land, kill the innocent -- **Follower Alignments**: [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [falchion](../../equipment/items/falchion.md) -- **Domains**: [might](../domains.md#Might), [protection](../domains.md#Protection), [water](../domains.md#Water), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [hydraulic push](../../spells/hydraulic-push.md); 3rd: [feet to fins](../../spells/feet-to-fins.md); 4th: dinosaur form (appears as crocodile) \ No newline at end of file diff --git a/Compendium/setting/deities/soralyon-logm.md b/Compendium/setting/deities/soralyon-logm.md deleted file mode 100644 index 9a373e343..000000000 --- a/Compendium/setting/deities/soralyon-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/creation/deity -- domain/earth/deity -- domain/magic/deity -- domain/protection/deity -aliases: ["Soralyon", "The Mystic Angel"] ---- -# Soralyon (The Mystic Angel) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: defile sacred buildings, knowingly unearth evil monuments, destroy historical artifacts -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [pick](../../equipment/items/pick.md) -- **Domains**: [creation](../domains.md#Creation), [earth](../domains.md#Earth), [magic](../domains.md#Magic), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [summon construct](../../spells/summon-construct.md); 3rd: [meld into stone](../../spells/meld-into-stone.md); 4th: [stoneskin](../../spells/stoneskin.md) \ No newline at end of file diff --git a/Compendium/setting/deities/sorrows-sword-lokl.md b/Compendium/setting/deities/sorrows-sword-lokl.md deleted file mode 100644 index 911b6d6f5..000000000 --- a/Compendium/setting/deities/sorrows-sword-lokl.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lokl -- deity/pantheon -- domain/confidence/deity -- domain/duty/deity -- domain/fire/deity -- domain/might/deity -- domain/sorrow/deity -- domain/zeal/deity -aliases: ["Sorrow's Sword"] ---- -# Sorrow's Sword *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Knights of Lastwall p. 69* - -- **Category**: Pantheon -- **Anathema**: cower from combat, forgive those who have committed grave offenses, abandon or deceive allies -- **Areas of Concern**: vengeance, , reclaiming lost homelands, , drawing strength from sorrow -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [bastard sword](../../equipment/items/bastard-sword.md) -- **Domains**: [duty](../domains.md#Duty), [might](../domains.md#Might), [sorrow](../domains.md#Sorrow), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [confidence](../domains.md#Confidence), [fire](../domains.md#Fire) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 4th: [fire shield](../../spells/fire-shield.md); 6th: [disintegrate](../../spells/disintegrate.md) \ No newline at end of file diff --git a/Compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md b/Compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md deleted file mode 100644 index 4b0e9a79c..000000000 --- a/Compendium/setting/deities/stag-mother-of-the-forest-of-stones-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/sarkorian-gods -- domain/family/deity -- domain/healing/deity -- domain/nature/deity -- domain/pain/deity -aliases: ["Stag Mother of the Forest of Stones", "She Who Listens"] ---- -# Stag Mother of the Forest of Stones (She Who Listens) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Sarkorian Gods -- **Anathema**: harm a pregnant mother or innocent child, including animals -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [ranseur](../../equipment/items/ranseur.md) -- **Domains**: [family](../domains.md#Family), [healing](../domains.md#Healing), [nature](../domains.md#Nature), [pain](../domains.md#Pain) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 4th: animal form (bull only, appears as stag); 6th: [flesh to stone](../../spells/flesh-to-stone.md) \ No newline at end of file diff --git a/Compendium/setting/deities/sturovenen-logm.md b/Compendium/setting/deities/sturovenen-logm.md deleted file mode 100644 index 8e3fdc2e5..000000000 --- a/Compendium/setting/deities/sturovenen-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/sarkorian-gods -- domain/air/deity -- domain/confidence/deity -- domain/passion/deity -- domain/sun/deity -aliases: ["Sturovenen", "The Dragoneagle"] ---- -# Sturovenen (The Dragoneagle) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Sarkorian Gods -- **Anathema**: command a subordinate to perform a task you're not willing to perform yourself -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [main-gauche](../../equipment/items/main-gauche.md) -- **Domains**: [air](../domains.md#Air), [confidence](../domains.md#Confidence), [passion](../domains.md#Passion), [sun](../domains.md#Sun) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 5th: [cloak of colors](../../spells/cloak-of-colors.md); 6th: [dragon form](../../spells/dragon-form.md) \ No newline at end of file diff --git a/Compendium/setting/deities/sun-wukong-logm.md b/Compendium/setting/deities/sun-wukong-logm.md deleted file mode 100644 index bc892314e..000000000 --- a/Compendium/setting/deities/sun-wukong-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/indulgence/deity -- domain/might/deity -- domain/nature/deity -- domain/trickery/deity -aliases: ["Sun Wukong", "The Monkey King"] ---- -# Sun Wukong (The Monkey King) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: refuse a reasonable bet or duel, let social pressure change your behavior -- **Follower Alignments**: [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Acrobatics -- **Favored Weapon**: [bo staff](../../equipment/items/bo-staff.md) -- **Domains**: [indulgence](../domains.md#Indulgence), [might](../domains.md#Might), [nature](../domains.md#Nature), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [jump](../../spells/jump.md); 3rd: [mad monkeys](../../spells/mad-monkeys-apg.md); 4th: [creation](../../spells/creation.md) \ No newline at end of file diff --git a/Compendium/setting/deities/suyuddha-lokl.md b/Compendium/setting/deities/suyuddha-lokl.md deleted file mode 100644 index c09b5a1fd..000000000 --- a/Compendium/setting/deities/suyuddha-lokl.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lokl -- deity/other-gods -- domain/duty/deity -- domain/perfection/deity -- domain/swarm/deity -- domain/travel/deity -- domain/trickery/deity -- domain/zeal/deity -- trait/agile -- trait/disarm -- trait/finesse -- trait/parry -- trait/reach-15-feet -- trait/trip -- trait/versatile-bludgeoning -- trait/versatile-slashing -aliases: ["Suyuddha", "The Warrior Queen"] ---- -# Suyuddha (The Warrior Queen) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Knights of Lastwall p. 64* - -- **Category**: Other Gods -- **Anathema**: let your emotions dictate your tactics, hunt felines for sport, permit others of your rank or lower to calculate tactics on your behalf -- **Areas of Concern**: battle, , strategy, , geometry -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [whip](../../equipment/items/whip.md) -- **Domains**: [duty](../domains.md#Duty), [perfection](../domains.md#Perfection), [trickery](../domains.md#Trickery), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [swarm](../domains.md#Swarm), [travel](../domains.md#Travel) -- **Cleric Spells**: 1st: [mindlink](../../spells/mindlink.md); 2nd: [mirror image](../../spells/mirror-image.md); 5th: [strange geometry](../../spells/strange-geometry-apg.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Suyuddha - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tekko-kagi ([agile](../../../rules/traits/agile.md), [disarm](../../../rules/traits/disarm.md), [finesse](../../../rules/traits/finesse.md), [parry](../../../rules/traits/parry.md), [reach <15 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d4+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") calculated countermeasures ([versatile ](../../../rules/traits/versatile.md), [versatile ](../../../rules/traits/versatile.md)), **Damage** `6d4+3` piercing -``` diff --git a/Compendium/setting/deities/szuriel-logm.md b/Compendium/setting/deities/szuriel-logm.md deleted file mode 100644 index 2c43597a9..000000000 --- a/Compendium/setting/deities/szuriel-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/horsemen -- domain/ambition/deity -- domain/destruction/deity -- domain/fire/deity -- domain/might/deity -aliases: ["Szuriel", "Angel of Desolation"] ---- -# Szuriel (Angel of Desolation) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Horsemen -- **Anathema**: show mercy to creatures who do not worship Szuriel, choose to marry or have children -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [greatsword](../../equipment/items/greatsword.md) -- **Domains**: [ambition](../domains.md#Ambition), [destruction](../domains.md#Destruction), [fire](../domains.md#Fire), [might](../domains.md#Might) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 3rd: [haste](../../spells/haste.md); 4th: [weapon storm](../../spells/weapon-storm.md) \ No newline at end of file diff --git a/Compendium/setting/deities/tanagaar-logm.md b/Compendium/setting/deities/tanagaar-logm.md deleted file mode 100644 index b58ab4995..000000000 --- a/Compendium/setting/deities/tanagaar-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/darkness/deity -- domain/duty/deity -- domain/nature/deity -- domain/zeal/deity -aliases: ["Tanagaar", "The Aurulent Eye"] ---- -# Tanagaar (The Aurulent Eye) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: abandon your post, tolerate poaching, torment animals -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [kukri](../../equipment/items/kukri.md) -- **Domains**: [darkness](../domains.md#Darkness), [duty](../domains.md#Duty), [nature](../domains.md#Nature), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [pass without trace](../../spells/pass-without-trace.md); 3rd: [animal vision](../../spells/animal-vision.md); 4th: aerial form (bird only) \ No newline at end of file diff --git a/Compendium/setting/deities/thamir-logm.md b/Compendium/setting/deities/thamir-logm.md deleted file mode 100644 index 99bbbfa85..000000000 --- a/Compendium/setting/deities/thamir-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/ambition/deity -- domain/confidence/deity -- domain/trickery/deity -- domain/wealth/deity -aliases: ["Thamir", "The Silent Blade"] ---- -# Thamir (The Silent Blade) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: steal from the poor, beg for help or mercy from a fellow worshipper of Thamir -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Thievery -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [ambition](../domains.md#Ambition), [confidence](../domains.md#Confidence), [trickery](../domains.md#Trickery), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [penumbral shroud](../../spells/penumbral-shroud-logm.md); 3rd: [invisibility sphere](../../spells/invisibility-sphere.md); 6th: [mislead](../../spells/mislead.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-deliberate-journey-lotg.md b/Compendium/setting/deities/the-deliberate-journey-lotg.md deleted file mode 100644 index 87be8cb55..000000000 --- a/Compendium/setting/deities/the-deliberate-journey-lotg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/earth/deity -- domain/knowledge/deity -- domain/luck/deity -- domain/secrecy/deity -- domain/travel/deity -- domain/wealth/deity -aliases: ["The Deliberate Journey"] ---- -# The Deliberate Journey *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Travel Guide p. 92* - -- **Category**: Pantheon -- **Anathema**: fail to prepare for a journey, let chance decide which way to go, put travelers under you care in danger -- **Areas of Concern**: caravans, , crossroads, , knowing the way, , travel by road -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [crossbow](../../equipment/items/crossbow.md) -- **Domains**: [earth](../domains.md#Earth), [knowledge](../domains.md#Knowledge), [luck](../domains.md#Luck), [travel](../domains.md#Travel) -- **Alternate Domains**: [secrecy](../domains.md#Secrecy), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [longstrider](../../spells/longstrider.md); 2nd: [knock](../../spells/knock.md); 9th: [resplendent mansion](../../spells/resplendent-mansion.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-endless-road-lokl.md b/Compendium/setting/deities/the-endless-road-lokl.md deleted file mode 100644 index 3279c96a1..000000000 --- a/Compendium/setting/deities/the-endless-road-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lokl -- deity/pantheon -- domain/confidence/deity -- domain/knowledge/deity -- domain/travel/deity -- domain/truth/deity -aliases: ["The Endless Road"] ---- -# The Endless Road *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Knights of Lastwall p. 68* - -- **Category**: Pantheon -- **Anathema**: close your ears and heart to others, do not seek to better yourself, resist the call to explore new places -- **Areas of Concern**: travel, , preaching, , self-improvement, , recruiting -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [starknife](../../equipment/items/starknife.md) -- **Domains**: [confidence](../domains.md#Confidence), [knowledge](../domains.md#Knowledge), [travel](../domains.md#Travel), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [share lore](../../spells/share-lore-logm.md); 4th: [creation](../../spells/creation.md); 7th: [unfettered pack](../../spells/unfettered-pack.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-enlightened-scholars-path-lotg.md b/Compendium/setting/deities/the-enlightened-scholars-path-lotg.md deleted file mode 100644 index 5bde4a685..000000000 --- a/Compendium/setting/deities/the-enlightened-scholars-path-lotg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/creation/deity -- domain/glyph/deity -- domain/knowledge/deity -- domain/magic/deity -- domain/passion/deity -- domain/protection/deity -aliases: ["The Enlightened Scholar's Path"] ---- -# The Enlightened Scholar's Path *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Travel Guide p. 92* - -- **Category**: Pantheon -- **Anathema**: destroy books or monuments, keep silent when faced with false information, refuse to share knowledge -- **Areas of Concern**: academies, , professors, , scholars, , transmission and accuracy of learned knowledge -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: [Lore](../../skills.md#Lore) or [Performance](../../skills.md#Performance) -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [creation](../domains.md#Creation), [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic), [protection](../domains.md#Protection) -- **Alternate Domains**: [glyph](../domains.md#Glyph), [passion](../domains.md#Passion) -- **Cleric Spells**: 1st: [share lore](../../spells/share-lore-logm.md); 3rd: [secret page](../../spells/secret-page.md); 5th: [strange geometry](../../spells/strange-geometry-apg.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-godclaw-logm.md b/Compendium/setting/deities/the-godclaw-logm.md deleted file mode 100644 index 2b5d986a9..000000000 --- a/Compendium/setting/deities/the-godclaw-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/pantheon -- domain/duty/deity -- domain/perfection/deity -- domain/protection/deity -- domain/tyranny/deity -- domain/zeal/deity -aliases: ["The Godclaw"] ---- -# The Godclaw *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 93* - -- **Category**: Pantheon -- **Anathema**: rest when there is lawlessness to fight, believe you know or understand more than the pantheon -- **Areas of Concern**: discipline, , laws, , order, , strategy -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [morningstar](../../equipment/items/morningstar.md) -- **Domains**: [perfection](../domains.md#Perfection), [protection](../domains.md#Protection), [tyranny](../domains.md#Tyranny), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [duty](../domains.md#Duty) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 4th: [fire shield](../../spells/fire-shield.md); 6th: [dominate](../../spells/dominate.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-green-mother-logm.md b/Compendium/setting/deities/the-green-mother-logm.md deleted file mode 100644 index bbc899703..000000000 --- a/Compendium/setting/deities/the-green-mother-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/decay/deity -- domain/indulgence/deity -- domain/nature/deity -- domain/passion/deity -aliases: ["The Green Mother", "The Feasting Flower"] ---- -# The Green Mother (The Feasting Flower) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 78* - -- **Category**: Eldest -- **Anathema**: hold a secret for too long, discriminate against sex workers or use their trade to harm them -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [sickle](../../equipment/items/sickle.md) -- **Domains**: [decay](../domains.md#Decay), [indulgence](../domains.md#Indulgence), [nature](../domains.md#Nature), [passion](../domains.md#Passion) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 4th: [suggestion](../../spells/suggestion.md); 5th: [plant form](../../spells/plant-form.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-laborers-bastion-lotg.md b/Compendium/setting/deities/the-laborers-bastion-lotg.md deleted file mode 100644 index 50d7ecaed..000000000 --- a/Compendium/setting/deities/the-laborers-bastion-lotg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/ambition/deity -- domain/freedom/deity -- domain/indulgence/deity -- domain/might/deity -- domain/truth/deity -- domain/zeal/deity -aliases: ["The Laborer's Bastion"] ---- -# The Laborer's Bastion *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Travel Guide p. 94* - -- **Category**: Pantheon -- **Anathema**: cheat, give into or spread despair, keep silent when faced with oppression, work without respite or enjoyment -- **Areas of Concern**: laborers, , the oppressed, , daily work, , achievement -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [freedom](../domains.md#Freedom), [might](../domains.md#Might), [truth](../domains.md#Truth), [zeal](../domains.md#Zeal) -- **Alternate Domains**: [ambition](../domains.md#Ambition), [indulgence](../domains.md#Indulgence) -- **Cleric Spells**: 1st: [fleet step](../../spells/fleet-step.md); 2nd: [enlarge](../../spells/enlarge.md); 4th: [creation](../../spells/creation.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-lantern-king-logm.md b/Compendium/setting/deities/the-lantern-king-logm.md deleted file mode 100644 index 8b47ca108..000000000 --- a/Compendium/setting/deities/the-lantern-king-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/change/deity -- domain/delirium/deity -- domain/passion/deity -- domain/trickery/deity -aliases: ["The Lantern King", "The Laughing Lie"] ---- -# The Lantern King (The Laughing Lie) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 78* - -- **Category**: Eldest -- **Anathema**: be completely honest, ruin or explain a good joke -- **Follower Alignments**: [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [change](../domains.md#Change), [delirium](../domains.md#Delirium), [passion](../domains.md#Passion), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [illusory disguise](../../spells/illusory-disguise.md); 2nd: [hideous laughter](../../spells/hideous-laughter.md); 6th: [baleful polymorph](../../spells/baleful-polymorph.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-lost-prince-logm.md b/Compendium/setting/deities/the-lost-prince-logm.md deleted file mode 100644 index ed940838a..000000000 --- a/Compendium/setting/deities/the-lost-prince-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/eldest -- domain/knowledge/deity -- domain/repose/deity -- domain/sorrow/deity -- domain/vigil/deity -aliases: ["The Lost Prince", "The Melancholy Lord"] ---- -# The Lost Prince (The Melancholy Lord) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 78* - -- **Category**: Eldest -- **Anathema**: abandon someone who has no family, take public credit for your good deeds -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [staff](../../equipment/items/staff.md) -- **Domains**: [knowledge](../domains.md#Knowledge), [repose](../domains.md#Repose), [sorrow](../domains.md#Sorrow), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 4th: [modify memory](../../spells/modify-memory.md); 5th: [crushing despair](../../spells/crushing-despair.md) \ No newline at end of file diff --git a/Compendium/setting/deities/the-offering-plate-lotg.md b/Compendium/setting/deities/the-offering-plate-lotg.md deleted file mode 100644 index 3efd3376e..000000000 --- a/Compendium/setting/deities/the-offering-plate-lotg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/cities/deity -- domain/duty/deity -- domain/family/deity -- domain/freedom/deity -- domain/healing/deity -- domain/wealth/deity -aliases: ["The Offering Plate"] ---- -# The Offering Plate *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Travel Guide p. 94* - -- **Category**: Pantheon -- **Anathema**: take resources from those who need them, act selfishly, keep knowledge of wealth to yourself -- **Areas of Concern**: charity, , hospitality, , community -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [flail](../../equipment/items/flail.md) -- **Domains**: [duty](../domains.md#Duty), [freedom](../domains.md#Freedom), [healing](../domains.md#Healing), [wealth](../domains.md#Wealth) -- **Alternate Domains**: [cities](../domains.md#Cities), [family](../domains.md#Family) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 2nd: [cozy cabin](../../spells/cozy-cabin-apg.md); 5th: [secret chest](../../spells/secret-chest-apg.md) \ No newline at end of file diff --git a/Compendium/setting/deities/thoth-logm.md b/Compendium/setting/deities/thoth-logm.md deleted file mode 100644 index 69e8039c2..000000000 --- a/Compendium/setting/deities/thoth-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/glyph/deity -- domain/knowledge/deity -- domain/magic/deity -- domain/moon/deity -aliases: ["Thoth", "Lord of Divine Words"] ---- -# Thoth (Lord of Divine Words) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: upset stable mechanisms or ecosystems, fail to correct false information -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [sickle](../../equipment/items/sickle.md) -- **Domains**: [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic), [moon](../domains.md#Moon) -- **Cleric Spells**: 1st: message rune; 2nd: [comprehend language](../../spells/comprehend-language.md); 3rd: [secret page](../../spells/secret-page.md) \ No newline at end of file diff --git a/Compendium/setting/deities/tlehar-lome.md b/Compendium/setting/deities/tlehar-lome.md deleted file mode 100644 index b861d35c3..000000000 --- a/Compendium/setting/deities/tlehar-lome.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/change/deity -- domain/cities/deity -- domain/creation/deity -- domain/healing/deity -- domain/passion/deity -- domain/sun/deity -- domain/vigil/deity -- domain/zeal/deity -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Tlehar", "The Rising Sun"] ---- -# Tlehar (The Rising Sun) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 141* - -- **Category**: Mwangi Gods -- **Anathema**: lose your motivation to your regrets, spread despair, treat a loved one poorly -- **Areas of Concern**: iron, , love, , rebirth -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [morningstar](../../equipment/items/morningstar.md) -- **Domains**: [cities](../domains.md#Cities), [healing](../domains.md#Healing), [passion](../domains.md#Passion), [sun](../domains.md#Sun) -- **Alternate Domains**: [change](../domains.md#Change), [creation](../domains.md#Creation), [vigil](../domains.md#Vigil), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 3rd: [enthrall](../../spells/enthrall.md); 5th: [dreaming potential](../../spells/dreaming-potential.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Tlehar gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Tlehar - -- **Speed**: Speed 50 feet, fly 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morningstar ([reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d6+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") morning light **Damage** `3d6+3` fire and `3d6+3` positive -``` diff --git a/Compendium/setting/deities/torag.md b/Compendium/setting/deities/torag.md deleted file mode 100644 index 0be35b7c3..000000000 --- a/Compendium/setting/deities/torag.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/creation/deity -- domain/duty/deity -- domain/earth/deity -- domain/family/deity -- domain/protection/deity -- trait/reach-15-feet -- trait/shove -aliases: ["Torag", "Father of Creation"] ---- -# Torag (Father of Creation) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Core Rulebook p. 440* - -- **Category**: Gods of the Inner Sea -- **Anathema**: tell lies or cheat someone, intentionally create inferior works, show mercy to the enemies of your people -- **Areas of Concern**: the forge, , protection, , and strategy -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Crafting -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [creation](../domains.md#Creation), [earth](../domains.md#Earth), [family](../domains.md#Family), [protection](../domains.md#Protection) -- **Alternate Domains**: [duty](../domains.md#Duty) -- **Cleric Spells**: 1st: [mindlink](../../spells/mindlink.md); 3rd: [earthbind](../../spells/earthbind.md); 4th: [creation](../../spells/creation.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Torag - -- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") warhammer ([reach <15 feet>](../../../rules/traits/reach.md), [shove](../../../rules/traits/shove.md)), **Damage** `6d8+6` bludgeoning -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 47* - -Torag makes his pleasure or displeasure known through unsubtle signs. - -- **Minor Boon** Torag repairs your equipment so you may continue your vigil. Once, a shield, weapon, or other item you hold or are wearing recovers all of its Hit Points. The item's Hardness doubles for 1 minute. Torag can grant this boon just as the item would have been destroyed, preventing the item's destruction. Occasionally, he grants this boon to restore an item important to dwarven history that has already been fully destroyed. -- **Moderate Boon**: You are counted as family among Torag and his followers. You gain the effects of a single dwarf ancestry feat of Torag's choice, even if you are not a dwarf, as long as you maintain Torag's blessing. -- **Major Boon**: Standing watch or guarding a location counts as resting for you, preventing you from being fatigued due to lack of rest as long as you stand watch for at least 6 hours a day. You can recover your Focus Points (if you have them) by standing guard in addition to any other options you have available. When on guard, you gain a +4 status bonus to Perception to notice ambushes and other dangers approaching. As long as you are holding a shield, you are always Defending during exploration without needing to move at half your travel speed, and you can perform another exploration activity as well. While you are using a shield, its Hardness increases by 5. - -- **Minor Curse**: Shoddy artisanship makes itself known. Whenever an item you're using takes damage, it is broken. -- **Moderate Curse** You must prove your skills at a craft by providing your own equipment. You gain item bonuses only from items you make yourself. -- **Major Curse**: You are forever cast out from your home. Members of your community have their attitudes towards you shift two steps worse, meaning those who used to be [helpful](../../../Rules/conditions.md#Helpful) are now [indifferent](../../../Rules/conditions.md#Indifferent), those who were [friendly](../../../Rules/conditions.md#Friendly) are now [unfriendly](../../../Rules/conditions.md#Unfriendly), and all others are now [hostile](../../../Rules/conditions.md#Hostile). This doesn't necessarily result in violence, but [hostile](../../../Rules/conditions.md#Hostile) community members generally seek your permanent exile. diff --git a/Compendium/setting/deities/treerazer-b1.md b/Compendium/setting/deities/treerazer-b1.md deleted file mode 100644 index 41bb4db18..000000000 --- a/Compendium/setting/deities/treerazer-b1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/b1 -- deity/demon-lords -- domain/destruction/deity -- domain/nature/deity -- domain/nightmares/deity -- domain/tyranny/deity -aliases: ["Treerazer", "Lord of the Blasted Tarn"] ---- -# Treerazer (Lord of the Blasted Tarn) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Bestiary p. 312* - -- **Category**: Demon Lords -- **Anathema**: grant mercy to elves, plant trees, encourage natural plant growth -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [battle axe](../../equipment/items/battle-axe.md) -- **Domains**: [destruction](../domains.md#Destruction), [nature](../domains.md#Nature), [nightmares](../domains.md#Nightmares), [tyranny](../domains.md#Tyranny) -- **Cleric Spells**: 1st: [grim tendrils](../../spells/grim-tendrils.md); 3rd: [wall of thorns](../../spells/wall-of-thorns.md); 6th: [tangling creepers](../../spells/tangling-creepers.md) \ No newline at end of file diff --git a/Compendium/setting/deities/trelmarixian-logm.md b/Compendium/setting/deities/trelmarixian-logm.md deleted file mode 100644 index 77f6df90a..000000000 --- a/Compendium/setting/deities/trelmarixian-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/horsemen -- domain/decay/deity -- domain/dust/deity -- domain/earth/deity -- domain/nightmares/deity -aliases: ["Trelmarixian", "The Lysogenic Prince"] ---- -# Trelmarixian (The Lysogenic Prince) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Horsemen -- **Anathema**: kill or remove a parasite or tumor, grow food -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [spiked gauntlet](../../equipment/items/spiked-gauntlet.md) -- **Domains**: [decay](../domains.md#Decay), [dust](../domains.md#Dust), [earth](../domains.md#Earth), [nightmares](../domains.md#Nightmares) -- **Cleric Spells**: 1st: [grease](../../spells/grease.md); 2nd: [feast of ashes](../../spells/feast-of-ashes-logm.md); 5th: [acid storm](../../spells/acid-storm-logm.md) \ No newline at end of file diff --git a/Compendium/setting/deities/trudd-logm.md b/Compendium/setting/deities/trudd-logm.md deleted file mode 100644 index 72c8ded14..000000000 --- a/Compendium/setting/deities/trudd-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/dwarven-gods -- domain/confidence/deity -- domain/duty/deity -- domain/might/deity -- domain/protection/deity -aliases: ["Trudd", "The Mighty"] ---- -# Trudd (The Mighty) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 126* - -- **Category**: Dwarven Gods -- **Anathema**: engage in petty showcases of strength, use your strength to take advantage of others -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [warhammer](../../equipment/items/warhammer.md) -- **Domains**: [confidence](../domains.md#Confidence), [duty](../domains.md#Duty), [might](../domains.md#Might), [protection](../domains.md#Protection) -- **Cleric Spells**: 1st: [endure](../../spells/endure-logm.md); 3rd: [haste](../../spells/haste.md); 4th: [stoneskin](../../spells/stoneskin.md) \ No newline at end of file diff --git a/Compendium/setting/deities/tsukiyo-logm.md b/Compendium/setting/deities/tsukiyo-logm.md deleted file mode 100644 index 41dc52730..000000000 --- a/Compendium/setting/deities/tsukiyo-logm.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/gods-of-the-inner-sea -- domain/change/deity -- domain/delirium/deity -- domain/moon/deity -- domain/repose/deity -- domain/souls/deity -- trait/nonlethal -- trait/reach-20-feet -aliases: ["Tsukiyo", "Prince of the Moon"] ---- -# Tsukiyo (Prince of the Moon) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 71* - -- **Category**: Gods of the Inner Sea -- **Anathema**: harm another out of envy, force aid on those who do not want it, inflict harmful mental effects on others as punishment -- **Areas of Concern**: jade, , the moon, , spirits -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Intelligence -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [delirium](../domains.md#Delirium), [moon](../domains.md#Moon), [repose](../domains.md#Repose), [souls](../domains.md#Souls) -- **Alternate Domains**: [change](../domains.md#Change) -- **Cleric Spells**: 1st: [soothe](../../spells/soothe.md); 2nd: [mirror image](../../spells/mirror-image.md); 5th: [hallucination](../../spells/hallucination.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Tsukiyo gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Tsukiyo - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear ([reach <20 feet>](../../../rules/traits/reach.md)), **Damage** `6d10+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam ([nonlethal](../../../rules/traits/nonlethal.md), silver), **Damage** `6d6+3` mental -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic Web Supplement p. 9* - -Ever mercurial, the Prince of the Moon gives his blessings rarely and somewhat spontaneously. An understanding soul, he is as slow to curse as he is to bless. - -- **Minor Boon** Tsukiyo's simplest show of gratitude is a gift of clarity. Once, when you roll a failure on a saving throw against a [mental](../../../Rules/traits/mental.md) effect, you get a critical success instead. Tsukiyo typically grants this boon against a particularly consequential [mental](../../../Rules/traits/mental.md) effect. -- **Moderate Boon**: Tsukiyo watches over you and guards your sleep. You are guaranteed a peaceful night's rest no matter what conditions you are sleeping in. Even [nightmare](../../spells/nightmare.md) and similar abilities can't disrupt your sleep unless they come from a deity, [artifact](../../../Rules/traits/artifact-gmg.md), or similarly powerful source. -- **Major Boon**: Tsukiyo shares some of his own nature and can lead a favored soul back along the same path he has walked. The next time you would die, you are instead instantly restored to full health and lose any negative conditions you have. - -- **Minor Curse**: Those who offend Tsukiyo find that light actively shuns them. You lose any [low-light vision](../../../Rules/abilities/low-light-vision.md) or [darkvision](../../../Rules/abilities/darkvision.md) you have, and you treat all light levels as one step lower. -- **Moderate Curse** If Tsukiyo is particularly offended by someone, they may find themselves lost in delusions of moonlight. When attempting to navigate or find something at night, if you roll a success or critical success on your [Perception](../../skills.md#Perception) check, [Survival](../../skills.md#Survival) check, or other check to do so, you get a failure instead. -- **Major Curse**: When Tsukiyo truly loses patience with someone, he forces them to experience the hardships of others firsthand. Whenever you touch another creature or another creature touches you, you immediately gain any negative curses, diseases, and conditions they are suffering. These effects spread to you even when you [Strike](../../../Rules/actions/strike.md) another creature or a creature [Strikes](../../../Rules/actions/strike.md) you. diff --git a/Compendium/setting/deities/urban-prosperity-lotg.md b/Compendium/setting/deities/urban-prosperity-lotg.md deleted file mode 100644 index de8657c09..000000000 --- a/Compendium/setting/deities/urban-prosperity-lotg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lotg -- deity/pantheon -- domain/change/deity -- domain/cities/deity -- domain/healing/deity -- domain/magic/deity -- domain/protection/deity -- domain/wealth/deity -aliases: ["Urban Prosperity"] ---- -# Urban Prosperity *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Travel Guide p. 95* - -- **Category**: Pantheon -- **Anathema**: betray the safety of your city, disparage urban life, foment animosity or contention, refuse hospitality or aid, move to the country -- **Areas of Concern**: peace, , prosperity of cities, , protection -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Wisdom or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: [Diplomacy](../../skills.md#Diplomacy) or [Society](../../skills.md#Society) -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [change](../domains.md#Change), [cities](../domains.md#Cities), [magic](../domains.md#Magic), [protection](../domains.md#Protection) -- **Alternate Domains**: [healing](../domains.md#Healing), [wealth](../domains.md#Wealth) -- **Cleric Spells**: 1st: [anticipate peril](../../spells/anticipate-peril-logm.md); 2nd: [knock](../../spells/knock.md); 4th: [resilient sphere](../../spells/resilient-sphere.md) \ No newline at end of file diff --git a/Compendium/setting/deities/urgathoa.md b/Compendium/setting/deities/urgathoa.md deleted file mode 100644 index 16b3e018e..000000000 --- a/Compendium/setting/deities/urgathoa.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/decay/deity -- domain/indulgence/deity -- domain/magic/deity -- domain/might/deity -- domain/plague/deity -- domain/swarm/deity -- domain/undeath/deity -- trait/deadly-d10 -- trait/reach-15-feet -- trait/trip -aliases: ["Urgathoa", "Pallid Princess"] ---- -# Urgathoa (Pallid Princess) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Core Rulebook p. 440* - -- **Category**: Gods of the Inner Sea -- **Anathema**: deny your appetites, destroy undead, sacrifice your life -- **Areas of Concern**: disease, , gluttony, , and undeath -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [scythe](../../equipment/items/scythe.md) -- **Domains**: [indulgence](../domains.md#Indulgence), [magic](../domains.md#Magic), [might](../domains.md#Might), [undeath](../domains.md#Undeath) -- **Alternate Domains**: [decay](../domains.md#Decay), [swarm](../domains.md#Swarm), [plague](../domains.md#Plague) -- **Cleric Spells**: 1st: [goblin pox](../../spells/goblin-pox.md); 2nd: [false life](../../spells/false-life.md); 7th: [mask of terror](../../spells/mask-of-terror.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Urgathoa - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe ([deadly ](../../../rules/traits/deadly.md), [reach <15 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d10+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pallid plague **Damage** `6d6+3` negative -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 49* - -Urgathoa interferes in mortal affairs to fuel her own self-gratification and obsession with observing new sensations. - -- **Minor Boon** You feast on the spoils of life and death. You gain the benefits of the irongut Goblin heritage, regardless of your ancestry. If you already have this heritage, the circumstance bonus increases to +4. -- **Moderate Boon**: Urgathoa blesses you as one of her children. You gain [negative healing](../../../Rules/abilities/negative-healing-b2.md). -- **Major Boon**: When you contract contagions, you experience fever dreams filled with insight. Once afflicted with a disease, you gain the effects of [foresight](../../spells/foresight.md) with yourself as the target until no longer afflicted with any disease. - -- **Minor Curse**: You must overindulge or partake in forbidden feasts before you find yourself even remotely sated. You need to eat 20 times as much food as normal to avoid starvation, though you always feel hungry regardless of how much you eat. If you dine on the flesh and blood of sapient creatures, you need to eat only the normal amount of such meals and your hunger abates. -- **Moderate Curse** Urgathoa cuts you off from positive energy without granting you the blessing of undeath. You are harmed by positive effects and don't recover Hit Points from them, as if you were an undead or had negative healing, but you are still harmed by negative effects as normal. -- **Major Curse**: Urgathoa teaches you that pointless lives in slavery to death and morality are bound to end in tragedy. You develop an incurable wasting disease that leaves you [clumsy](../../../Rules/conditions.md#Clumsy), [enfeebled](../../../Rules/conditions.md#Enfeebled), and unable to move except by [Crawling](../../../Rules/actions/crawl.md). This disease never progresses further to kill you, but it passes to your friends and loved ones merely by sight, wasting them away unto death before your eyes and causing them to rise as undead to haunt you. diff --git a/Compendium/setting/deities/uvuko-lome.md b/Compendium/setting/deities/uvuko-lome.md deleted file mode 100644 index 67de00e76..000000000 --- a/Compendium/setting/deities/uvuko-lome.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/lome -- deity/mwangi-gods -- domain/air/deity -- domain/change/deity -- domain/cold/deity -- domain/creation/deity -- domain/healing/deity -- domain/wyrmkin/deity -- trait/reach-15-feet -- trait/shove -aliases: ["Uvuko", "The Diamond Ring"] ---- -# Uvuko (The Diamond Ring) *([CG](../../../Rules/traits/chaotic-good-b1.md))* -*Source: Lost Omens: The Mwangi Expanse p. 141* - -- **Category**: Mwangi Gods -- **Anathema**: allow yourself and your surroundings to stagnate, crush an egg, use vile or cruel language -- **Areas of Concern**: metamorphosis, , cycles, , growth, , fertility -- **Follower Alignments**: [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [maul](../../equipment/items/maul.md) -- **Domains**: [change](../domains.md#Change), [creation](../domains.md#Creation), [healing](../domains.md#Healing), [wyrmkin](../domains.md#Wyrmkin) -- **Alternate Domains**: [air](../domains.md#Air), [cold](../domains.md#Cold) -- **Cleric Spells**: 1st: [fleet step](../../spells/fleet-step.md); 3rd: [haste](../../spells/haste.md); 6th: [dragon form](../../spells/dragon-form.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Uvuko gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Uvuko - -- **Speed**: Speed 30 feet, fly 70 feet, immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") maul ([reach <15 feet>](../../../rules/traits/reach.md), [shove](../../../rules/traits/shove.md)), **Damage** `6d12+6` bludgeoning -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") breath of lightning **Damage** `6d6+3` electricity -``` diff --git a/Compendium/setting/deities/valmallos-logm.md b/Compendium/setting/deities/valmallos-logm.md deleted file mode 100644 index db07a0600..000000000 --- a/Compendium/setting/deities/valmallos-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/fate/deity -- domain/glyph/deity -- domain/knowledge/deity -- domain/magic/deity -aliases: ["Valmallos", "The Answering Rite"] ---- -# Valmallos (The Answering Rite) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: grant magic to those who cannot use it responsibly, cause a magical disaster, ignore magical misconduct -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [kukri](../../equipment/items/kukri.md) -- **Domains**: [fate](../domains.md#Fate), [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 6th: [feeblemind](../../spells/feeblemind.md); 7th: [contingency](../../spells/contingency.md) \ No newline at end of file diff --git a/Compendium/setting/deities/vildeis-logm.md b/Compendium/setting/deities/vildeis-logm.md deleted file mode 100644 index 3890b7efd..000000000 --- a/Compendium/setting/deities/vildeis-logm.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/duty/deity -- domain/pain/deity -- domain/sorrow/deity -- domain/zeal/deity -- trait/agile -- trait/finesse -- trait/reach-15-feet -- trait/thrown-40-feet -- trait/versatile-slashing -aliases: ["Vildeis", "The Cardinal Martyr"] ---- -# Vildeis (The Cardinal Martyr) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: joke or laugh about injustice, sacrifice others in your place, indulge in luxury -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Charisma -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Medicine -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [duty](../domains.md#Duty), [pain](../domains.md#Pain), [sorrow](../domains.md#Sorrow), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 2nd: slough skin; 5th: [synaptic pulse](../../spells/synaptic-pulse.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Vildeis - -- **Speed**: Speed 30 feet, fly 70 feet -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](../../../rules/traits/agile.md), [finesse](../../../rules/traits/finesse.md), [reach <15 feet>](../../../rules/traits/reach.md), [thrown <40 feet>](../../../rules/traits/thrown.md), [versatile ](../../../rules/traits/versatile.md)), **Damage** `5d4+6` piercing and `1d6` persistent bleed damage -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cry of the martyred **Damage** `5d6+3` sonic and `1d6` persistent mental -``` diff --git a/Compendium/setting/deities/vineshvakhi-loil.md b/Compendium/setting/deities/vineshvakhi-loil.md deleted file mode 100644 index 8ddafc99f..000000000 --- a/Compendium/setting/deities/vineshvakhi-loil.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/loil -- deity/other-gods -- domain/change/deity -- domain/duty/deity -- domain/knowledge/deity -- domain/lightning/deity -- domain/pain/deity -- domain/protection/deity -- domain/secrecy/deity -- trait/reach-15-feet -- trait/versatile-p -aliases: ["Vineshvakhi", "The Pain of Purity"] ---- -# Vineshvakhi (The Pain of Purity) *([LN](../../../Rules/traits/lawful-neutral-b1.md))* -*Source: Lost Omens: Impossible Lands p. 319* - -- **Category**: Other Gods -- **Anathema**: abandon your post, fail to protect your charge, willingly suffer corruption over death or grievous harm -- **Areas of Concern**: guardians, , locks, , sacrifice, , vaults -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [longsword](../../equipment/items/longsword.md) -- **Domains**: [duty](../domains.md#Duty), [lightning](../domains.md#Lightning), [pain](../domains.md#Pain), [protection](../domains.md#Protection) -- **Alternate Domains**: [change](../domains.md#Change), [knowledge](../domains.md#Knowledge), [secrecy](../domains.md#Secrecy) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 2nd: [enlarge](../../spells/enlarge.md); 6th: [chain lightning](../../spells/chain-lightning.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Vineshvakhi - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), immune to [immobilized](../../../rules/conditions.md#Immobilized) -- **Shield**: shield (15 Hardness, can't be damaged) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](../../../rules/traits/reach.md), [versatile

](../../../rules/traits/versatile.md)), **Damage** `6d8+6` slashing -``` diff --git a/Compendium/setting/deities/wadjet-logm.md b/Compendium/setting/deities/wadjet-logm.md deleted file mode 100644 index 57d5ba142..000000000 --- a/Compendium/setting/deities/wadjet-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/ancient-osirian-gods -- domain/protection/deity -- domain/travel/deity -- domain/water/deity -- domain/zeal/deity -aliases: ["Wadjet", "The Green Empress"] ---- -# Wadjet (The Green Empress) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 124* - -- **Category**: Ancient Osirian Gods -- **Anathema**: refuse to help a drowning creature, harm a rightful ruler -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [protection](../domains.md#Protection), [travel](../domains.md#Travel), [water](../domains.md#Water), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [mage armor](../../spells/mage-armor.md); 2nd: animal form (snake only); 4th: fly Light \ No newline at end of file diff --git a/Compendium/setting/deities/walkena-logm.md b/Compendium/setting/deities/walkena-logm.md deleted file mode 100644 index a3ee43826..000000000 --- a/Compendium/setting/deities/walkena-logm.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/mwangi-gods -- domain/duty/deity -- domain/family/deity -- domain/fire/deity -- domain/freedom/deity -- domain/sun/deity -- domain/tyranny/deity -- trait/reach-20-feet -- trait/versatile-fire -aliases: ["Walkena", "The Child-God"] ---- -# Walkena (The Child-God) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Mwangi Gods -- **Anathema**: consort or trade with non-Mwangi peoples, defy Walkena's orders -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [family](../domains.md#Family), [freedom](../domains.md#Freedom), [sun](../domains.md#Sun), [tyranny](../domains.md#Tyranny) -- **Alternate Domains**: [duty](../domains.md#Duty), [fire](../domains.md#Fire) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 3rd: [fireball](../../spells/fireball.md); 4th: [wall of fire](../../spells/wall-of-fire.md) - -When casting the [avatar](../../spells/avatar.md) spell, a worshipper of Walkena gains the following additional abilities. - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Walkena - -- **Speed**: Speed 60 feet, [air walk](../../../compendium/spells/air-walk.md) -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy spear ([reach <20 feet>](../../../rules/traits/reach.md), [versatile ](../../../rules/traits/versatile.md)), **Damage** `6d12+6` piercing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunfire **Damage** `6d6+6` fire -``` diff --git a/Compendium/setting/deities/whispering-way.md b/Compendium/setting/deities/whispering-way.md deleted file mode 100644 index 1451f4fd4..000000000 --- a/Compendium/setting/deities/whispering-way.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/philosophy -aliases: ["Whispering Way"] ---- -# Whispering Way *()* -*Source: Core Rulebook p. 441* - -- **Category**: Philosophy -- **Anathema**: destroy necromantic texts (unless they reveal secrets of the Whispering Way), teach others of the Whispering Way other than by whispering, use positive energy to harm undead -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Font**: -- **Cleric Spells**: \ No newline at end of file diff --git a/Compendium/setting/deities/winlas-logm.md b/Compendium/setting/deities/winlas-logm.md deleted file mode 100644 index 57fc64a25..000000000 --- a/Compendium/setting/deities/winlas-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/glyph/deity -- domain/knowledge/deity -- domain/protection/deity -- domain/vigil/deity -aliases: ["Winlas", "The Elder of Divinity"] ---- -# Winlas (The Elder of Divinity) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: deride sacred ceremonies, carelessly or lazily perform rituals, destroy ceremonial objects -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [mace](../../equipment/items/mace.md) -- **Domains**: [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [protection](../domains.md#Protection), [vigil](../domains.md#Vigil) -- **Cleric Spells**: 1st: [share lore](../../spells/share-lore-logm.md); 2nd: [comprehend language](../../spells/comprehend-language.md); 4th: [veil](../../spells/veil.md) \ No newline at end of file diff --git a/Compendium/setting/deities/xhamen-dor-logm.md b/Compendium/setting/deities/xhamen-dor-logm.md deleted file mode 100644 index 562a7adcb..000000000 --- a/Compendium/setting/deities/xhamen-dor-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/great-old-ones -- domain/change/deity -- domain/decay/deity -- domain/dreams/deity -- domain/nature/deity -aliases: ["Xhamen-Dor", "The Star Seed"] ---- -# Xhamen-Dor (The Star Seed) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Great Old Ones -- **Anathema**: none -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Nature -- **Favored Weapon**: [spear](../../equipment/items/spear.md) -- **Domains**: [change](../domains.md#Change), [decay](../domains.md#Decay), [dreams](../domains.md#Dreams), [nature](../domains.md#Nature) -- **Cleric Spells**: 1st: [summon plant or fungus](../../spells/summon-plant-or-fungus.md); 3rd: [wall of thorns](../../spells/wall-of-thorns.md); 7th: [warp mind](../../spells/warp-mind.md) \ No newline at end of file diff --git a/Compendium/setting/deities/yaezhing-logm.md b/Compendium/setting/deities/yaezhing-logm.md deleted file mode 100644 index cd9384aca..000000000 --- a/Compendium/setting/deities/yaezhing-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/death/deity -- domain/duty/deity -- domain/pain/deity -- domain/trickery/deity -aliases: ["Yaezhing", "Minister of Blood"] ---- -# Yaezhing (Minister of Blood) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: show mercy to a target, take credit for your assassinations, refuse to punish a lawfully convicted criminal -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Intelligence -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Stealth -- **Favored Weapon**: [shuriken](../../equipment/items/shuriken.md) -- **Domains**: [death](../domains.md#Death), [duty](../domains.md#Duty), [pain](../domains.md#Pain), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [true strike](../../spells/true-strike.md); 2nd: [invisibility](../../spells/invisibility.md); 6th: [mislead](../../spells/mislead.md) \ No newline at end of file diff --git a/Compendium/setting/deities/yamatsumi-logm.md b/Compendium/setting/deities/yamatsumi-logm.md deleted file mode 100644 index 5497a863c..000000000 --- a/Compendium/setting/deities/yamatsumi-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/tian-gods -- domain/cold/deity -- domain/earth/deity -- domain/fire/deity -- domain/might/deity -aliases: ["Yamatsumi", "The Mountain Lord"] ---- -# Yamatsumi (The Mountain Lord) *([N](../../../Rules/traits/neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 132* - -- **Category**: Tian Gods -- **Anathema**: become reliant on civilization, destroy something without creating or growing something in its place -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) or [heal](../../spells/heal.md) -- **Divine Skill**: Athletics -- **Favored Weapon**: [greatclub](../../equipment/items/greatclub.md) -- **Domains**: [cold](../domains.md#Cold), [earth](../domains.md#Earth), [fire](../domains.md#Fire), [might](../domains.md#Might) -- **Cleric Spells**: 1st: [shockwave](../../spells/shockwave-logm.md); 3rd: [shifting sand](../../spells/shifting-sand-logm.md); 7th: [volcanic eruption](../../spells/volcanic-eruption.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ydajisk-logm.md b/Compendium/setting/deities/ydajisk-logm.md deleted file mode 100644 index 9005c9756..000000000 --- a/Compendium/setting/deities/ydajisk-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/monitor-demigods -- domain/change/deity -- domain/glyph/deity -- domain/knowledge/deity -- domain/trickery/deity -aliases: ["Ydajisk", "Mother of Tongues"] ---- -# Ydajisk (Mother of Tongues) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Monitor Demigods -- **Anathema**: ban or discourage a language, explain a secret language or slang to outsiders, destroy literary works -- **Follower Alignments**: [CG](../../../Rules/traits/chaotic-good-b1.md), [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [heal](../../spells/heal.md) or [harm](../../spells/harm.md) -- **Divine Skill**: Society -- **Favored Weapon**: jaws or [greatclub](../../equipment/items/greatclub.md) -- **Domains**: [change](../domains.md#Change), [glyph](../domains.md#Glyph), [knowledge](../domains.md#Knowledge), [trickery](../domains.md#Trickery) -- **Cleric Spells**: 1st: [message rune](../../spells/message-rune-logm.md); 2nd: [blistering invective](../../spells/blistering-invective-apg.md); 4th: [glibness](../../spells/glibness.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ydersius-b2.md b/Compendium/setting/deities/ydersius-b2.md deleted file mode 100644 index 379b9c1fc..000000000 --- a/Compendium/setting/deities/ydersius-b2.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/b2 -- deity/other-gods -- domain/ambition/deity -- domain/indulgence/deity -- domain/might/deity -- domain/zeal/deity -aliases: ["Ydersius"] ---- -# Ydersius *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Bestiary 2 p. 237* - -- **Category**: Other Gods -- **Anathema**: put the needs of others above those of serpentfolk, aid the spawn of Azlant -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Deception -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [ambition](../domains.md#Ambition), [indulgence](../domains.md#Indulgence), [might](../domains.md#Might), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [magic fang](../../spells/magic-fang.md); 5th: [cloudkill](../../spells/cloudkill.md); 6th: [purple worm sting](../../spells/purple-worm-sting.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ylimancha-logm.md b/Compendium/setting/deities/ylimancha-logm.md deleted file mode 100644 index fc5d644b2..000000000 --- a/Compendium/setting/deities/ylimancha-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/air/deity -- domain/nature/deity -- domain/travel/deity -- domain/water/deity -aliases: ["Ylimancha", "Harborwing"] ---- -# Ylimancha (Harborwing) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: imprison birds or clip their wings, poison coastal waters, overfish, aid [Pazuzu](pazuzu-logm.md) or his minions -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Acrobatics -- **Favored Weapon**: [longbow](../../equipment/items/longbow.md) -- **Domains**: [air](../domains.md#Air), [nature](../domains.md#Nature), [travel](../domains.md#Travel), [water](../domains.md#Water) -- **Cleric Spells**: 1st: [feather fall](../../spells/feather-fall.md); 3rd: [feet to fins](../../spells/feet-to-fins.md); 4th: [fly](../../spells/fly.md) \ No newline at end of file diff --git a/Compendium/setting/deities/ymeri-logm.md b/Compendium/setting/deities/ymeri-logm.md deleted file mode 100644 index 67045582f..000000000 --- a/Compendium/setting/deities/ymeri-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elemental-lords -- domain/destruction/deity -- domain/dust/deity -- domain/fire/deity -- domain/zeal/deity -aliases: ["Ymeri", "Queen of the Inferno"] ---- -# Ymeri (Queen of the Inferno) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Elemental Lords -- **Anathema**: extinguish destructive blazes, allow yourself to stagnate or lose motivation -- **Follower Alignments**: [LE](../../../Rules/traits/lawful-evil-b1.md), [N](../../../Rules/traits/neutral-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [longsword](../../equipment/items/longsword.md) -- **Domains**: [destruction](../domains.md#Destruction), [dust](../domains.md#Dust), [fire](../domains.md#Fire), [zeal](../domains.md#Zeal) -- **Cleric Spells**: 1st: [burning hands](../../spells/burning-hands.md); 2nd: summon elemental (fire only); 4th: [wall of fire](../../spells/wall-of-fire.md) \ No newline at end of file diff --git a/Compendium/setting/deities/yog-sothoth-logm.md b/Compendium/setting/deities/yog-sothoth-logm.md deleted file mode 100644 index b7b2e3a52..000000000 --- a/Compendium/setting/deities/yog-sothoth-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/outer-gods -- domain/knowledge/deity -- domain/time/deity -- domain/travel/deity -- domain/void/deity -aliases: ["Yog-Sothoth", "Lurker at the Threshold"] ---- -# Yog-Sothoth (Lurker at the Threshold) *([CN](../../../Rules/traits/chaotic-neutral-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Outer Gods -- **Anathema**: none -- **Follower Alignments**: [CN](../../../Rules/traits/chaotic-neutral-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Occultism -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [knowledge](../domains.md#Knowledge), [time](../domains.md#Time), [travel](../domains.md#Travel), [void](../domains.md#Void) -- **Cleric Spells**: 1st: [fleet step](../../spells/fleet-step.md); 5th: [black tentacles](../../spells/black-tentacles.md); 7th: [time beacon](../../spells/time-beacon-logm.md) \ No newline at end of file diff --git a/Compendium/setting/deities/yuelral-logm.md b/Compendium/setting/deities/yuelral-logm.md deleted file mode 100644 index 23b98ca8c..000000000 --- a/Compendium/setting/deities/yuelral-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/elven-gods -- domain/creation/deity -- domain/earth/deity -- domain/knowledge/deity -- domain/magic/deity -aliases: ["Yuelral", "The Wise"] ---- -# Yuelral (The Wise) *([NG](../../../Rules/traits/neutral-good-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Elven Gods -- **Anathema**: cut a gem for aesthetic purposes, defile nature, allow the irresponsible use of magic -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md), [N](../../../Rules/traits/neutral-b1.md), [CG](../../../Rules/traits/chaotic-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Arcana -- **Favored Weapon**: [dagger](../../equipment/items/dagger.md) -- **Domains**: [creation](../domains.md#Creation), [earth](../domains.md#Earth), [knowledge](../domains.md#Knowledge), [magic](../domains.md#Magic) -- **Cleric Spells**: 1st: [shattering gem](../../spells/shattering-gem-logm.md); 2nd: [shape wood](../../spells/shape-wood.md); 3rd: [meld into stone](../../spells/meld-into-stone.md); 4th: [speak with plants](../../spells/speak-with-plants.md); 5th: [tree stride](../../spells/tree-stride.md); 6th: [tangling creepers](../../spells/tangling-creepers.md); 7th: [unfettered pack](../../spells/unfettered-pack.md); 8th: [prismatic wall](../../spells/prismatic-wall.md); 9th: [nature's enmity](../../spells/natures-enmity.md) \ No newline at end of file diff --git a/Compendium/setting/deities/zevgavizeb-logm.md b/Compendium/setting/deities/zevgavizeb-logm.md deleted file mode 100644 index aac11cbfb..000000000 --- a/Compendium/setting/deities/zevgavizeb-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/destruction/deity -- domain/might/deity -- domain/nature/deity -- domain/wyrmkin/deity -aliases: ["Zevgavizeb", "The Beast of Gluttondark"] ---- -# Zevgavizeb (The Beast of Gluttondark) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 77* - -- **Category**: Demon Lords -- **Anathema**: surrender in combat, express weakness in the face of adversity, show mercy to the weak -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Survival -- **Favored Weapon**: [spiked gauntlet](../../equipment/items/spiked-gauntlet.md) -- **Domains**: [destruction](../domains.md#Destruction), [might](../domains.md#Might), [nature](../domains.md#Nature), [wyrmkin](../domains.md#Wyrmkin) -- **Cleric Spells**: 1st: [magic fang](../../spells/magic-fang.md); 4th: [dinosaur form](../../spells/dinosaur-form.md); 8th: [earthquake](../../spells/earthquake.md) \ No newline at end of file diff --git a/Compendium/setting/deities/zohls-logm.md b/Compendium/setting/deities/zohls-logm.md deleted file mode 100644 index 0e9823204..000000000 --- a/Compendium/setting/deities/zohls-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/empyreal-lords -- domain/ambition/deity -- domain/cities/deity -- domain/knowledge/deity -- domain/truth/deity -aliases: ["Zohls", "Verity"] ---- -# Zohls (Verity) *([LG](../../../Rules/traits/lawful-goo-b1.md))* -*Source: Lost Omens: Gods & Magic p. 128* - -- **Category**: Empyreal Lords -- **Anathema**: make judgments without evidence, contaminate evidence, obstruct truths -- **Follower Alignments**: [LG](../../../Rules/traits/lawful-goo-b1.md), [LN](../../../Rules/traits/lawful-neutral-b1.md), [NG](../../../Rules/traits/neutral-good-b1.md) - -## Devotee benefits - -- **Divine Ability**: Intelligence or Wisdom -- **Divine Font**: [heal](../../spells/heal.md) -- **Divine Skill**: Society -- **Favored Weapon**: [heavy crossbow](../../equipment/items/heavy-crossbow.md) -- **Domains**: [ambition](../domains.md#Ambition), [cities](../domains.md#Cities), [knowledge](../domains.md#Knowledge), [truth](../domains.md#Truth) -- **Cleric Spells**: 1st: [share lore](../../spells/share-lore-logm.md); 3rd: [hypercognition](../../spells/hypercognition.md); 7th: [retrocognition](../../spells/retrocognition.md) \ No newline at end of file diff --git a/Compendium/setting/deities/zon-kuthon.md b/Compendium/setting/deities/zon-kuthon.md deleted file mode 100644 index 2862341a9..000000000 --- a/Compendium/setting/deities/zon-kuthon.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/crb -- deity/gods-of-the-inner-sea -- domain/ambition/deity -- domain/darkness/deity -- domain/destruction/deity -- domain/pain/deity -- domain/void/deity -- trait/disarm -- trait/mental -- trait/nonlethal -- trait/reach-15-feet -- trait/trip -aliases: ["Zon-Kuthon", "Midnight Lord"] ---- -# Zon-Kuthon (Midnight Lord) *([LE](../../../Rules/traits/lawful-evil-b1.md))* -*Source: Core Rulebook p. 440* - -- **Category**: Gods of the Inner Sea -- **Anathema**: create permanent or long-lasting sources of light, provide comfort to those who suffer -- **Areas of Concern**: darkness, , envy, , loss, , and pain -- **Follower Alignments**: [LN](../../../Rules/traits/lawful-neutral-b1.md), [LE](../../../Rules/traits/lawful-evil-b1.md), [NE](../../../Rules/traits/neutral-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Constitution or Wisdom -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Intimidation -- **Favored Weapon**: [spiked chain](../../equipment/items/spiked-chain.md) -- **Domains**: [ambition](../domains.md#Ambition), [darkness](../domains.md#Darkness), [destruction](../domains.md#Destruction), [pain](../domains.md#Pain) -- **Alternate Domains**: [void](../domains.md#Void) -- **Cleric Spells**: 1st: [phantom pain](../../spells/phantom-pain.md); 3rd: [wall of thorns](../../spells/wall-of-thorns.md); 5th: [shadow walk](../../spells/shadow-walk.md) - -```ad-embed-avatar -title: [Avatar](../../../compendium/spells/avatar.md) of Zon-Kuthon - -- **Speed**: Speed 70 feet, [air walk](../../../compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain -- **Melee**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](../../../rules/traits/disarm.md), [reach <15 feet>](../../../rules/traits/reach.md), [trip](../../../rules/traits/trip.md)), **Damage** `6d8+6` slashing -- **Ranged**: [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") midnight pain ([mental](../../../rules/traits/mental.md), [nonlethal](../../../rules/traits/nonlethal.md)), **Damage** `6d6+3` mental -``` - -## Divine intercession -*Source: Lost Omens: Gods & Magic p. 51* - -Zon-Kuthon rarely intervenes directly in mortal affairs, but when he does take a personal interest in a creature, the effect is as terrible as the god himself. - -- **Minor Boon** The Midnight Lord turns your blood and pain into chains of midnight darkness to destroy your foes. Once, for 1 minute, whenever you take slashing, piercing, or bleed damage, chains rip forth from your body, affecting creatures in a line from your position in the direction of the attack (or in the direction of your choice for bleed damage or if you deal the damage yourself) with the effect of a [grim tendrils](../../spells/grim-tendrils.md) spell whose level is equal to half your level rounded up, and whose DC is your highest spell DC (or 10 + your level + your Wisdom modifier if you have no spell DC). -- **Moderate Boon**: Each morning, during your daily preparations, scars gather into words on your flesh. The scars function as a scroll of a divine spell of Zon-Kuthon's choosing. After you use the scroll or receive magical healing, the boon fades for the day, though some or all of the scars might remain as a reminder. -- **Major Boon**: Shadows are deeper around you. [Darkvision](../../../Rules/abilities/darkvision.md) and [greater darkvision](../../../Rules/abilities/darkvision.md) cannot penetrate darkness within 60 feet of you, but you can see through it normally. - -- **Minor Curse**: You are surrounded by spectral chains that cause you to always be [encumbered](../../../Rules/conditions.md#Encumbered) and that have the same effects as armor with the [noisy](../../../Rules/traits/noisy.md) trait. -- **Moderate Curse** You share the pain of others, and even minor wounds bring you incredible pain. Whenever you see (or otherwise sense) a creature take damage, you take `1d6` mental damage. Whenever you take damage any other way than from the first part of this curse, you take `1d6` mental damage from increased pain and are [sickened](../../../Rules/conditions.md#Sickened). Mental damage from this curse ignores any resistance you have to mental damage. -- **Major Curse**: Zon-Kuthon steals away your joy, leaving you with only pain. You lose that which you cherish the most forever, and lose the ability to feel joy. You can't gain benefits from emotion effects based on positive emotions. If Zon-Kuthon feels you are ready to renounce, destroy, mutilate, or torture that which you once cherished most, he might return it to you to allow you to do so. diff --git a/Compendium/setting/deities/zura-logm.md b/Compendium/setting/deities/zura-logm.md deleted file mode 100644 index f0ce80ab4..000000000 --- a/Compendium/setting/deities/zura-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/demon-lords -- domain/delirium/deity -- domain/indulgence/deity -- domain/nightmares/deity -- domain/undeath/deity -aliases: ["Zura", "The Vampire Queen"] ---- -# Zura (The Vampire Queen) *([CE](../../../Rules/traits/chaotic-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 77* - -- **Category**: Demon Lords -- **Anathema**: expose vampires, heal a bloody wound without drinking blood from it first -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Strength or Charisma -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Diplomacy -- **Favored Weapon**: [rapier](../../equipment/items/rapier.md) -- **Domains**: [delirium](../domains.md#Delirium), [indulgence](../domains.md#Indulgence), [nightmares](../domains.md#Nightmares), [undeath](../domains.md#Undeath) -- **Cleric Spells**: 1st: [charm](../../spells/charm.md); 4th: [gaseous form](../../spells/gaseous-form.md); 6th: [dominate](../../spells/dominate.md) \ No newline at end of file diff --git a/Compendium/setting/deities/zyphus-logm.md b/Compendium/setting/deities/zyphus-logm.md deleted file mode 100644 index 3c8a663e4..000000000 --- a/Compendium/setting/deities/zyphus-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-deity -tags: -- compendium/src/pf2e/logm -- deity/other-gods -- domain/death/deity -- domain/sorrow/deity -- domain/souls/deity -- domain/undeath/deity -aliases: ["Zyphus", "The Grim Harvestman"] ---- -# Zyphus (The Grim Harvestman) *([NE](../../../Rules/traits/neutral-evil-b1.md))* -*Source: Lost Omens: Gods & Magic p. 130* - -- **Category**: Other Gods -- **Anathema**: spread hope, provide aid to Pharasmins -- **Follower Alignments**: [NE](../../../Rules/traits/neutral-evil-b1.md), [CE](../../../Rules/traits/chaotic-evil-b1.md) - -## Devotee benefits - -- **Divine Ability**: Dexterity or Constitution -- **Divine Font**: [harm](../../spells/harm.md) -- **Divine Skill**: Thievery -- **Favored Weapon**: [pick](../../equipment/items/pick.md) -- **Domains**: [death](../domains.md#Death), [sorrow](../domains.md#Sorrow), [souls](../domains.md#Souls), [undeath](../domains.md#Undeath) -- **Cleric Spells**: 1st: [ill omen](../../spells/ill-omen-logm.md); 2nd: [shatter](../../spells/shatter.md); 6th: [phantasmal calamity](../../spells/phantasmal-calamity.md) \ No newline at end of file diff --git a/Compendium/setting/domains.md b/Compendium/setting/domains.md deleted file mode 100644 index 66e5ba824..000000000 --- a/Compendium/setting/domains.md +++ /dev/null @@ -1,158 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -- compendium/src/pf2e/logm -aliases: ["Domains"] ---- -# Domains - - -## Air - -You can control winds and the weather. - -**Spells** [Pushing Gust](../spells/pushing-gust.md), [Disperse Into Air](../spells/disperse-into-air.md) - -_Source: Core Rulebook p. 441_ - -## Change - -You can restructure the physical and metaphysical. - -**Spells** [Adapt Self](../spells/adapt-self-logm.md), [Adaptive Ablation](../spells/adaptive-ablation-logm.md) - -_Source: Lost Omens: Gods & Magic p. 112_ - -## Cold - -You control ice, snow, and freezing temperatures. - -**Spells** [Winter Bolt](../spells/winter-bolt-logm.md), [Diamond Dust](../spells/diamond-dust-logm.md) - -_Source: Lost Omens: Gods & Magic p. 112_ - -## Decay - -You have the power to spoil and deteriorate matter. - -**Spells** [Withering Grasp](../spells/withering-grasp-logm.md), [Fallow Field](../spells/fallow-field-logm.md) - -_Source: Lost Omens: Gods & Magic p. 112_ - -## Delirium - -You can bring about hallucinations and restlessness. - -**Spells** [Hyperfocus](../spells/hyperfocus-logm.md), [Ephemeral Hazards](../spells/ephemeral-hazards-logm.md) - -_Source: Lost Omens: Gods & Magic p. 113_ - -## Dust - -You have the power to dry and crumble what opposes you. - -**Spells** [Parch](../spells/parch-logm.md), [Dust Storm](../spells/dust-storm-logm.md) - -_Source: Lost Omens: Gods & Magic p. 114_ - -## Duty - -You defend oaths and carry out your divine missions with great dedication. - -**Spells** [Oathkeeper's Insignia](../spells/oathkeepers-insignia-logm.md), [Dutiful Challenge](../spells/dutiful-challenge-logm.md) - -_Source: Lost Omens: Gods & Magic p. 114_ - -## Glyph - -You wield power over written words and symbols. - -**Spells** [Redact](../spells/redact-logm.md), [Ghostly Transcription](../spells/ghostly-transcription-logm.md) - -_Source: Lost Omens: Gods & Magic p. 114_ - -## Lightning - -You control electricity, thunder, and storms. - -**Spells** [Charged Javelin](../spells/charged-javelin-logm.md), [Bottle The Storm](../spells/bottle-the-storm-logm.md) - -_Source: Lost Omens: Gods & Magic p. 115_ - -## Plague - -You wield disease and pestilence like a weapon. - -**Spells** [Divine Plagues](../spells/divine-plagues-logm.md), [Foul Miasma](../spells/foul-miasma-logm.md) - -_Source: Lost Omens: Gods & Magic p. 115_ - -## Repose - -You ease mental burdens. - -**Spells** [Share Burden](../spells/share-burden-logm.md), [Font Of Serenity](../spells/font-of-serenity-logm.md) - -_Source: Lost Omens: Gods & Magic p. 116_ - -## Sorrow - -You have a painful connection to melancholy and sadness. - -**Spells** [Lament](../spells/lament-logm.md), [Overflowing Sorrow](../spells/overflowing-sorrow-logm.md) - -_Source: Lost Omens: Gods & Magic p. 116_ - -## Soul - -You wield power over the spiritual. - -_Source: Lost Omens: Gods & Magic p. 117_ - -## Star - -You command the power of the stars. - -_Source: Lost Omens: Gods & Magic p. 117_ - -## Swarm - -You exert control over masses of creatures. - -**Spells** [Swarmsense](../spells/swarmsense-logm.md), [Swarm Form](../spells/swarm-form-logm.md) - -_Source: Lost Omens: Gods & Magic p. 117_ - -## Time - -You reign over the flow of time. - -**Spells** [Delay Consequence](../spells/delay-consequence-logm.md), [Stasis](../spells/stasis-logm.md) - -_Source: Lost Omens: Gods & Magic p. 118_ - -## Vigil - -You watch over those long passed and guard their secrets. - -**Spells** [Object Memory](../spells/object-memory-logm.md), [Remember The Lost](../spells/remember-the-lost-logm.md) - -_Source: Lost Omens: Gods & Magic p. 118_ - -## Void - -You draw power from emptiness. - -**Spells** [Empty Inside](../spells/empty-inside-logm.md), [Door To Beyond](../spells/door-to-beyond-logm.md) - -_Source: Lost Omens: Gods & Magic p. 112_ - -## Wyrmkin - -You draw on the power of dragons, linnorms, and other powerful reptilian creatures. - -**Spells** [Draconic Barrage](../spells/draconic-barrage-logm.md), [Roar Of The Wyrm](../spells/roar-of-the-wyrm-logm.md) - -_Source: Lost Omens: Gods & Magic p. 119_ \ No newline at end of file diff --git a/Compendium/skills.md b/Compendium/skills.md deleted file mode 100644 index f7bc10d48..000000000 --- a/Compendium/skills.md +++ /dev/null @@ -1,235 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Skills"] ---- -# Skills - - -## Acrobatics - -Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the [Escape](../Rules/actions/escape.md) basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier. - -_Source: Core Rulebook p. 240_ - -## Arcana - -Arcana measures how much you know about arcane magic and creatures. Even if you're untrained, you can [Recall Knowledge](../Rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about arcane theories; magic traditions; creatures of arcane significance (like dragons and beasts); and the Elemental, Astral, and Shadow Planes. - -### Arcana Trained Actions -CRB p. 241 - -You must be trained in Arcana to use it for the following general skill actions. - -- **[Decipher Writing](../Rules/actions/decipher-writing.md)** about arcane theory. -- **[Identify Magic](../Rules/actions/identify-magic.md)**, particularly arcane magic. -- **[Learn a Spell](../Rules/actions/learn-a-spell.md)** from the [arcane](../Rules/traits/arcane.md) tradition. - -_Source: Core Rulebook p. 241_ - -## Athletics - -Athletics allows you to perform deeds of physical prowess. When you use the [Escape](../Rules/actions/escape.md) basic action, you can use your [Athletics](#Athletics) modifier instead of your unarmed attack modifier. - -_Source: Core Rulebook p. 241_ - -## Crafting - -You can use this skill to create, understand, and repair items. Even if you're untrained, you can [Recall Knowledge](../Rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs. - -### Crafting Trained Actions -CRB p. 243 - -You must be trained in Crafting to use it to [Earn Income](../Rules/actions/earn-income.md). - -- **[Earn Income](../Rules/actions/earn-income.md)** by crafting goods for the market. - -_Source: Core Rulebook p. 243_ - -## Deception - -You can trick and mislead others using disguises, lies, and other forms of subterfuge. - -_Source: Core Rulebook p. 245_ - -## Diplomacy - -You influence others through negotiation and flattery. - -_Source: Core Rulebook p. 246_ - -## Intimidation - -You bend others to your will using threats. - -_Source: Core Rulebook p. 247_ - -## Lore - -You have specialized information on a narrow topic. Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn't increase your proficiency with Sailing Lore, for example. - -You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they'll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill's [Recall Knowledge](../Rules/actions/recall-knowledge.md) action. For instance, you couldn't choose Magic Lore to recall the breadth of knowledge about magic covered by Arcana, Nature, Occultism, and Religion, or Adventuring Lore to give you all the information an adventurer needs, or Planar Lore to gain all the information spread across various skills and subcategories such as Heaven Lore. - -If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use. If there's any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not. - -Even if you're untrained in Lore, you can use it to [Recall Knowledge](../Rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about the subject of your Lore skill's subcategory. - -### Lore Trained Actions -CRB p. 247 - -You must be trained in Lore to use it to [Earn Income](../Rules/actions/earn-income.md). - -- **[Earn Income](../Rules/actions/earn-income.md)** by using your knowledge to practice a trade. - -_Source: Core Rulebook p. 247_ - -## Medicine - -You can patch up wounds and help people recover from diseases and poisons. Even if you're untrained in Medicine, you can use it to [Recall Knowledge](../Rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed. - -_Source: Core Rulebook p. 248_ - -## Nature - -You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you're untrained in Nature, you can use it to [Recall Knowledge](../Rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes. - -### Nature Trained Actions -CRB p. 249 - -You must be trained in Nature to use the following general skill actions. - -- **[Identify Magic](../Rules/actions/identify-magic.md)**, particularly primal magic. -- **[Learn a Spell](../Rules/actions/learn-a-spell.md)** from the [primal](../Rules/traits/primal.md) tradition. - -_Source: Core Rulebook p. 249_ - -## Occultism - -You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you're untrained in Occultism, you can use it to [Recall Knowledge](../Rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and the Positive Energy, Negative Energy, Shadow, Astral, and Ethereal Planes. - -### Occultism Trained Actions -CRB p. 249 - -You must be trained in Occultism to use it for the following general skill actions. - -- **[Decipher Writing](../Rules/actions/decipher-writing.md)** on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings. -- **[Identify Magic](../Rules/actions/identify-magic.md)**, particularly occult magic. -- **[Learn a Spell](../Rules/actions/learn-a-spell.md)** from the [occult](../Rules/traits/occult.md) tradition. - -_Source: Core Rulebook p. 249_ - -## Perception - -Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check. Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check. - -> [!pf2-inset] -> -> Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties - -Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception. - -Many abilities are compared to your Perception DC to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier. - -### Perception for Initiative -CRB p. 448 - -Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468. - -_Source: Core Rulebook p. 448_ - -## Performance - -You are skilled at a form of performance, using your talents to impress a crowd or make a living. - -### Basic Competence -CRB p. 250 - -Some performances require you to be more than just charismatic, and if you don't meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you're dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches! - -### Performance Traits -CRB p. 250 - -When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance based traits are listed below. - -| Performance | Additional Traits | -|-------------|-------------------| -| Act or perform comedy | [Auditory](../Rules/traits/auditory.md), [linguistic](../Rules/traits/linguistic.md), and [visual](../Rules/traits/visual.md) | -| Dance | [Move](../Rules/traits/move.md) and [visual](../Rules/traits/visual.md) | -| Play an instrument | [Auditory](../Rules/traits/auditory.md) and [manipulate](../Rules/traits/manipulate.md) | -| Orate or sing | [Auditory](../Rules/traits/auditory.md) and [linguistic](../Rules/traits/linguistic.md) | - -### Performance Trained Action -CRB p. 250 - -You must be trained in Performance to use it to [Earn Income](../Rules/actions/earn-income.md). - -- **[Earn Income](../Rules/actions/earn-income.md)** by staging a performance. - -_Source: Core Rulebook p. 250_ - -## Religion - -The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. Even if you're untrained in Religion, you can use it to [Recall Knowledge](../Rules/actions/recall-knowledge.md). - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), the Outer Sphere, and the Positive and Negative Energy Planes. - -### Religion Trained Actions -CRB p. 250 - -You must be trained in Religion to use it for the following general skill actions. - -- **[Decipher Writing](../Rules/actions/decipher-writing.md)** of a religious nature, including allegories, homilies, and proverbs. -- **[Identify Magic](../Rules/actions/identify-magic.md)**, particularly divine magic. -- **[Learn a Spell](../Rules/actions/learn-a-spell.md)** from the [divine](../Rules/traits/divine.md) tradition. - -_Source: Core Rulebook p. 250_ - -## Society - -You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you're untrained in Society, you can use it for the following general skill actions. - -- **[Recall Knowledge](../Rules/actions/recall-knowledge.md)** about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons. -- **[Subsist](../Rules/actions/subsist.md)** in a settlement by finding shelter, scrounging, or begging for food. - -### Society Trained Actions -CRB p. 250 - -You must be trained in Society to use it to [Decipher Writing](../Rules/actions/decipher-writing.md). - -- **[Decipher Writing](../Rules/actions/decipher-writing.md)** that's a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don't know. - -_Source: Core Rulebook p. 250_ - -## Stealth - -You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item. - -_Source: Core Rulebook p. 251_ - -## Survival - -You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you're untrained, you can still use Survival to [Subsist](../Rules/actions/subsist.md) - -- [Subsist](../Rules/actions/subsist.md) in the wild by foraging for food and building shelter. - -_Source: Core Rulebook p. 252_ - -## Thievery - -You are trained in a particular set of skills favored by thieves and miscreants. - -_Source: Core Rulebook p. 253_ \ No newline at end of file diff --git a/Compendium/spells/aberrant-form-som.md b/Compendium/spells/aberrant-form-som.md deleted file mode 100644 index 31eb7e3ba..000000000 --- a/Compendium/spells/aberrant-form-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/polymorph -- trait/transmutation -aliases: ["Aberrant Form"] ---- -# Aberrant Form *Spell 5* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Harnessing the power of vile entities, you transform yourself into a Large aberration. You must have enough space to expand into or the spell is lost. When you cast this spell, choose chuul, gogiteth, gug, or otyugh. While in this form, you gain the [aberration](../../Rules/traits/aberration.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. -- 13 temporary Hit Points. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +18, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +20, unless your own modifier is higher. You also gain specific abilities based on the type of aberration you choose: -- **Chuul** Speed 30 feet, swim 25 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (reach <10 feet>), **Damage** `2d8+8` bludgeoning, and you can spend an action after a hit to Grab the target. -- **Gogiteth** Speed 40 feet, climb 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+8` piercing, and you can spend an action after a hit to Grab the target; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg (agile, reach <10 feet>), **Damage** `2d6+8` piercing. -- **Gug** Speed 40 feet, climb 20 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+8` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -*Source: Secrets of Magic p. 88* \ No newline at end of file diff --git a/Compendium/spells/aberrant-whispers.md b/Compendium/spells/aberrant-whispers.md deleted file mode 100644 index 703561a64..000000000 --- a/Compendium/spells/aberrant-whispers.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/3 -- trait/auditory -- trait/enchantment -- trait/mental -- trait/sorcerer -- trait/uncommon -aliases: ["Aberrant Whispers"] ---- -# Aberrant Whispers *Focus 3* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**5-foot emanation or more -- **Targets**each foe in the area -- **Saving Throw** Will -- **Duration**1 round - -You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to [Cast the Spell](../../Rules/actions/cast-a-spell.md) (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied). -> - **Critical Failure** The target is [confused](../../Rules/conditions.md#Confused). - -**Heightened (+ 3)** The initial radius increases by 5 feet. - -*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/Compendium/spells/abundant-step.md b/Compendium/spells/abundant-step.md deleted file mode 100644 index c8cda6653..000000000 --- a/Compendium/spells/abundant-step.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/conjuration -- trait/monk -- trait/teleportation -- trait/uncommon -aliases: ["Abundant Step"] ---- -# Abundant Step *Focus 4* -[conjuration](../../Rules/traits/conjuration.md) [monk](../../Rules/traits/monk.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**15 foot - -You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight. - -*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/abyssal-plague.md b/Compendium/spells/abyssal-plague.md deleted file mode 100644 index 4959b2132..000000000 --- a/Compendium/spells/abyssal-plague.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/chaotic -- trait/disease -- trait/evil -- trait/necromancy -aliases: ["Abyssal Plague"] ---- -# Abyssal Plague *Spell 5* -[chaotic](../../Rules/traits/chaotic.md) [disease](../../Rules/traits/disease.md) [evil](../../Rules/traits/evil.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. - -The effect is based on the target's Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes 2 evil damage per spell level, and takes a –2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first. -> - **Failure** The target is afflicted with Abyssal plague at stage 1. -> - **Critical Failure** The target is afflicted with Abyssal plague at stage 2. - -```ad-inline-affliction -title: Abyssal Plague _Level 9_ - -[disease](../../../rules/traits/disease.md) -The target can't recover from the [drained](../../../rules/conditions.md#Drained) condition from Abyssal plague until the disease is cured. - - -## Stages - -**Stage 1** [drained](../../../rules/conditions.md#Drained) (1 day) - -**Stage 2** [drained](../../../rules/conditions.md#Drained) increases by 2 (1 day) - - -%% #trait/disease #affliction/level/level-9 %% -``` - -## Summary - -*Source: Core Rulebook p. 316* diff --git a/Compendium/spells/access-lore-apg.md b/Compendium/spells/access-lore-apg.md deleted file mode 100644 index 0e19518e1..000000000 --- a/Compendium/spells/access-lore-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/cursebound -- trait/divination -- trait/fortune -- trait/oracle -- trait/uncommon -aliases: ["Access Lore"] ---- -# Access Lore *Focus 3* -[cursebound](../../Rules/traits/cursebound-apg.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You sift through the multiverse's divine knowledge, seeking out tidbits related to a particular subject. Choose one [Lore](../skills.md#Lore) skill. You temporarily gain the same proficiency rank in that [Lore](../skills.md#Lore) skill as your proficiency rank for your oracle spellcasting. - -*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/Compendium/spells/achaekeks-clutch-lol.md b/Compendium/spells/achaekeks-clutch-lol.md deleted file mode 100644 index c0c27fe2e..000000000 --- a/Compendium/spells/achaekeks-clutch-lol.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/focus/4 -- trait/curse -- trait/death -- trait/necromancy -- trait/rare -aliases: ["Achaekek's Clutch"] ---- -# Achaekek's Clutch *Focus 4* -[curse](../../Rules/traits/curse.md) [death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will - -You mark the holy symbol of [Achaekek](../setting/deities/achaekek-logm.md) in a visible location on the target's body. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is marked by Achaekek's symbol. For 1 minute, the first time per round that the target gains [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage), they immediately take that amount of slashing damage as the mantis claws grow off the symbol and rake them. -> - **Failure** As success, but the curse has an unlimited duration. -> - **Critical Failure** As failure, but the DC on the target's flat check to remove [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) increases to 20 (15 with particularly effective assistance). - -*Source: Lost Omens: Legends p. 58* \ No newline at end of file diff --git a/Compendium/spells/acid-arrow.md b/Compendium/spells/acid-arrow.md deleted file mode 100644 index c2fe726dc..000000000 --- a/Compendium/spells/acid-arrow.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/acid -- trait/attack -- trait/evocation -aliases: ["Acid Arrow"] ---- -# Acid Arrow *Spell 2* -[acid](../../Rules/traits/acid.md) [attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature - -You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. - -On a hit, you deal `3d8` acid damage plus `1d6` [persistent acid damage](../../Rules/conditions.md#Persistent%20Damage). On a critical hit, double the initial damage, but not the [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 2)** The initial damage increases by 2d8, and the [persistent acid damage](../../Rules/conditions.md#Persistent%20Damage) increases by 1d6. - -*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/Compendium/spells/acid-splash.md b/Compendium/spells/acid-splash.md deleted file mode 100644 index 1647a0e98..000000000 --- a/Compendium/spells/acid-splash.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/acid -- trait/attack -- trait/cantrip -- trait/evocation -aliases: ["Acid Splash"] ---- -# Acid Splash *Cantrip 1* -[acid](../../Rules/traits/acid.md) [attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal `1d6` acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 [persistent acid damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (3rd)** The initial damage increases to `1d6` + your spellcasting ability modifier, and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases to 2. - -**Heightened (5th)** The initial damage increases to `2d6` + your spellcasting ability modifier, the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases to 3, and the splash damage increases to 2. - -**Heightened (7th)** The initial damage increases to `3d6` + your spellcasting ability modifier, the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases to 4, and the splash damage increases to 3. - -**Heightened (9th)** The initial damage increases to `4d6` + your spellcasting ability modifier, the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases to 5, and the splash damage increases to 4. - -*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/Compendium/spells/acid-storm-logm.md b/Compendium/spells/acid-storm-logm.md deleted file mode 100644 index 31385e654..000000000 --- a/Compendium/spells/acid-storm-logm.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/burst -- spell/level/5 -- trait/acid -- trait/evocation -aliases: ["Acid Storm"] ---- -# Acid Storm *Spell 5* -[acid](../../Rules/traits/acid.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot-radius burst -- **Duration**1 minute - -You evoke a storm of acid rain that pelts the area for the spell's duration. A creature that begins its turn in the area takes `3d8` acid damage (basic Reflex save). - -**Heightened (+ 2)** The damage increases by `1d8`. - -*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/acidic-burst-logm.md b/Compendium/spells/acidic-burst-logm.md deleted file mode 100644 index 89c741955..000000000 --- a/Compendium/spells/acidic-burst-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/level/1 -- trait/acid -- trait/evocation -aliases: ["Acidic Burst"] ---- -# Acidic Burst *Spell 1* -[acid](../../Rules/traits/acid.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** basic Reflex - -You create a shell of acid around yourself that immediately bursts outward, dealing `2d6` acid damage to each creature in the area. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/adapt-self-logm.md b/Compendium/spells/adapt-self-logm.md deleted file mode 100644 index c1abf0b73..000000000 --- a/Compendium/spells/adapt-self-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/morph -- trait/transmutation -aliases: ["Adapt Self"] ---- -# Adapt Self *Focus 1* -[morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Domains**: [[change](../setting/domains.md#Change)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You make subtle changes to yourself to adapt to the situation. - -Choose one of the following options that applies to you. - -- If you are in water, you gain a swim Speed equal to half your Speed. -- If you are in water, you become able to breathe water. -- If it's too dark for you to see, you gain [darkvision](../../Rules/abilities/darkvision.md). -- If you are in an environment of severe heat or severe cold, you are protected from the effects of severe heat or severe cold, and the spell lasts 10 minutes. - -*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/adaptive-ablation-logm.md b/Compendium/spells/adaptive-ablation-logm.md deleted file mode 100644 index 4351f6876..000000000 --- a/Compendium/spells/adaptive-ablation-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/abjuration -aliases: ["Adaptive Ablation"] ---- -# Adaptive Ablation *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Domains**: [[change](../setting/domains.md#Change)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You take acid, cold, electricity, fire, or sonic damage. -- **Duration**1 minute - -You shift yourself to adapt to the mystical wavelengths of the energy damage, protecting yourself from further harm. You gain resistance 5 to the triggering energy type; you gain this resistance after you take the triggering damage, so it applies only to future damage you take during the duration. - -**Heightened (+ 2)** Increase the resistance by 5. - -*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/admonishing-ray-aoe2.md b/Compendium/spells/admonishing-ray-aoe2.md deleted file mode 100644 index 29f77ee04..000000000 --- a/Compendium/spells/admonishing-ray-aoe2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe2 -- spell/level/1 -- trait/attack -- trait/necromancy -- trait/nonlethal -aliases: ["Admonishing Ray"] ---- -# Admonishing Ray *Spell 1* -[attack](../../Rules/traits/attack.md) [necromancy](../../Rules/traits/necromancy.md) [nonlethal](../../Rules/traits/nonlethal.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature - -A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals `2d6` bludgeoning damage. - -> [!success-degree] -> - **Critical Success** The target takes double damage. -> - **Success** The target takes full damage. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* \ No newline at end of file diff --git a/Compendium/spells/aerial-form.md b/Compendium/spells/aerial-form.md deleted file mode 100644 index 397035aa7..000000000 --- a/Compendium/spells/aerial-form.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/polymorph -- trait/transmutation -aliases: ["Aerial Form"] ---- -# Aerial Form *Spell 4* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](../../Rules/traits/animal.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. -- 5 temporary Hit Points. -- Low-light vision. -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the [clumsy](../../Rules/conditions.md#Clumsy) condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead. -- [Acrobatics](../skills.md#Acrobatics) modifier of +16, unless your own modifier is higher. - -You also gain specific abilities based on the form you choose: - -- **Bat** Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d8` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing ([agile](../../Rules/traits/agile.md)), **Damage** `2d6` bludgeoning. -- **Bird** Speed 10 feet, fly Speed 50 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](../../Rules/traits/agile.md)), **Damage** `1d10` slashing. -- **Pterosaur** Speed 10 feet, fly Speed 40 feet; imprecise [scent](../../Rules/abilities/scent.md) 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `3d6` piercing. -- **Wasp** Speed 20 feet, fly Speed 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger, **Damage** `1d8` piercing plus `1d6` [persistent poison](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (5th)** Your battle form is Large and your fly Speed gains a +10-foot status bonus. You must have enough space to expand into or the spell is lost. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and [Acrobatics](../skills.md#Acrobatics) +20. - -**Heightened (6th)** Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including [persistent damage](../../Rules/conditions.md#Persistent%20Damage)), and [Acrobatics](../skills.md#Acrobatics) +23. - -*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/Compendium/spells/agile-feet.md b/Compendium/spells/agile-feet.md deleted file mode 100644 index a3dba687d..000000000 --- a/Compendium/spells/agile-feet.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/transmutation -- trait/uncommon -aliases: ["Agile Feet"] ---- -# Agile Feet *Focus 1* -[cleric](../../Rules/traits/cleric.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[travel](../setting/domains.md#Travel)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of the current turn - -The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can [Stride](../../Rules/actions/stride.md) or [Step](../../Rules/actions/step.md); you can instead [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) if you have the appropriate Speed. - -*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/Compendium/spells/agitate-logm.md b/Compendium/spells/agitate-logm.md deleted file mode 100644 index 1d9757d35..000000000 --- a/Compendium/spells/agitate-logm.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/enchantment -- trait/mental -- trait/nonlethal -aliases: ["Agitate"] ---- -# Agitate *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [nonlethal](../../Rules/traits/nonlethal.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. - -During the duration, the target must [Stride](../../Rules/actions/stride.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) at least once each turn or take `2d8` mental damage that turn. The duration of this effect depends on the target's Will save. The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. - -> [!success-degree] -> - **Critical Success** The spell has no effect. -> - **Success** The duration is 1 round. -> - **Failure** The duration is 2 rounds. -> - **Critical Failure** The duration is 4 rounds. - -**Heightened (+ 1)** The damage increases by `2d8`. - -*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/agonizing-despair-apg.md b/Compendium/spells/agonizing-despair-apg.md deleted file mode 100644 index fc5ca73a7..000000000 --- a/Compendium/spells/agonizing-despair-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/3 -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Agonizing Despair"] ---- -# Agonizing Despair *Spell 3* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will - -Your target's mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it's painful. The target takes `4d6` mental damage with a Will saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and becomes [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target takes full damage and becomes [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target takes double damage and becomes [frightened](../../Rules/conditions.md#Frightened). - -**Heightened (+ 1)** Increase the damage by `2d6`. - -*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/Compendium/spells/air-bubble.md b/Compendium/spells/air-bubble.md deleted file mode 100644 index 42508a1c9..000000000 --- a/Compendium/spells/air-bubble.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/air -- trait/conjuration -aliases: ["Air Bubble"] ---- -# Air Bubble *Spell 1* -[air](../../Rules/traits/air.md) [conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range enters an environment where it can't breathe. -- **Range**60 foot -- **Targets**the triggering creature -- **Duration**1 minute - -A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/Compendium/spells/air-walk.md b/Compendium/spells/air-walk.md deleted file mode 100644 index b9fc2929d..000000000 --- a/Compendium/spells/air-walk.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/air -- trait/transmutation -aliases: ["Air Walk"] ---- -# Air Walk *Spell 4* -[air](../../Rules/traits/air.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**5 minutes - -The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/Compendium/spells/airburst-sot1.md b/Compendium/spells/airburst-sot1.md deleted file mode 100644 index f602d6edd..000000000 --- a/Compendium/spells/airburst-sot1.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot1 -- spell/area/emanation -- spell/level/1 -- trait/air -- trait/evocation -- trait/uncommon -aliases: ["Airburst"] ---- -# Airburst *Spell 1* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**5-foot emanation -- **Targets**all creatures and unattended objects in the area -- **Saving Throw** Fortitude - -A blast of wind wildly pushes everything nearby. - -Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –2 status penalty to checks made during its reactions until the end of your turn. -> - **Failure** As success, and the creature is pushed 5 feet away from you. -> - **Critical Failure** The creature is pushed 5 feet away from you and can't use reactions until the end of your turn. - -**Heightened (4th)** Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet. - -*Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/Compendium/spells/alarm.md b/Compendium/spells/alarm.md deleted file mode 100644 index d04e9aea9..000000000 --- a/Compendium/spells/alarm.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/1 -- trait/abjuration -aliases: ["Alarm"] ---- -# Alarm *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Requirements**3 gp silver bell focus -- **Range**touch -- **Area**20-foot burst -- **Duration**8 hours - -You ward an area to alert you when creatures enter without your permission. When you cast [alarm](), select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the [mental](../../Rules/traits/mental.md) trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the [auditory](../../Rules/traits/auditory.md) trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 [Perception](../skills.md#Perception) check to wake up. A creature aware of the alarm must succeed at a [Stealth](../skills.md#Stealth) check against the spell's DC or trigger the spell when moving into the area. - -**Heightened (3rd)** You can specify criteria for which creatures sound the [alarm]() spell—for instance, orcs or masked people. - -*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/Compendium/spells/all-is-one-one-is-all-lol.md b/Compendium/spells/all-is-one-one-is-all-lol.md deleted file mode 100644 index 548fe20b1..000000000 --- a/Compendium/spells/all-is-one-one-is-all-lol.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/level/8 -- trait/necromancy -- trait/rare -aliases: ["All Is One, One Is All"] ---- -# All Is One, One Is All *Spell 8* -[necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Targets**you and up to 10 willing living allies - -You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. When you separate the targets back into themselves, you can choose to switch the positions of any number of targets with the positions of other targets. Additionally, you can modulate the share of vital essence to share the burden of pain. Distribute the Hit Points of all targets however you choose, except that no target can receive fewer than 1 Hit Point or more than their maximum Hit Points. - -*Source: Lost Omens: Legends p. 65* \ No newline at end of file diff --git a/Compendium/spells/allegro.md b/Compendium/spells/allegro.md deleted file mode 100644 index c366b129a..000000000 --- a/Compendium/spells/allegro.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Allegro"] ---- -# Allegro *Cantrip 7* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 ally -- **Duration**1 round - -You perform rapidly, speeding up your ally. The ally becomes [quickened](../../Rules/conditions.md#Quickened) and can use the additional action to [Strike](../../Rules/actions/strike.md), [Stride](../../Rules/actions/stride.md), or [Step](../../Rules/actions/step.md). - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/alter-reality.md b/Compendium/spells/alter-reality.md deleted file mode 100644 index b4ac8bafd..000000000 --- a/Compendium/spells/alter-reality.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/divination -aliases: ["Alter Reality"] ---- -# Alter Reality *Spell 10* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: - -- Duplicate any spell from the occult list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](../../Rules/traits/common.md) or you must have access. -- Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non-occult spell 7th level or lower. -- Reverse certain effects that refer to the [wish](wish.md) spell. - -At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect. - -*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/Compendium/spells/anathematic-reprisal.md b/Compendium/spells/anathematic-reprisal.md deleted file mode 100644 index 1fc76d0a7..000000000 --- a/Compendium/spells/anathematic-reprisal.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/enchantment -- trait/mental -aliases: ["Anathematic Reprisal"] ---- -# Anathematic Reprisal *Spell 4* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature performs an act anathema to your deity. -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** Will - -You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. - -You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. - -You deal `4d6` mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. The creature is then temporarily immune for 1 minute. - -**Heightened (+ 1)** The damage increases by 1d6. - -*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/Compendium/spells/ancestral-defense-apg.md b/Compendium/spells/ancestral-defense-apg.md deleted file mode 100644 index 10598d413..000000000 --- a/Compendium/spells/ancestral-defense-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/abjuration -- trait/cursebound -- trait/fortune -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Ancestral Defense"] ---- -# Ancestral Defense *Focus 3* -[abjuration](../../Rules/traits/abjuration.md) [cursebound](../../Rules/traits/cursebound-apg.md) [fortune](../../Rules/traits/fortune.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are about to attempt a Will save. - -Your ancestor protects you against those who would bend your will. You roll the triggering save twice and use the better result. If you're in an encounter when you cast this spell, you immediately roll to change your predominant ancestor. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/ancestral-form-apg.md b/Compendium/spells/ancestral-form-apg.md deleted file mode 100644 index 99d1b82f4..000000000 --- a/Compendium/spells/ancestral-form-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/cursebound -- trait/oracle -- trait/transmutation -- trait/uncommon -aliases: ["Ancestral Form"] ---- -# Ancestral Form *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [oracle](../../Rules/traits/oracle-apg.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute - -You take the form of your ancestral spirits, becoming [invisible](../../Rules/conditions.md#Invisible) and quasi-corporeal. You gain resistance 10 to all damage (except force and damage from [Strikes](../../Rules/actions/strike.md) with the ghost touch property rune), and this resistance is doubled against non-magical and precision damage. You gain a fly Speed equal to your land Speed; when Flying, moving upward isn't difficult terrain for you. You can't move through solid objects, but you can float through tiny gaps. You can't [Cast Spells](../../Rules/actions/cast-a-spell.md) (but you can Sustain a Spell), activate items, or use actions that have the [attack](../../Rules/traits/attack.md) or [manipulate](../../Rules/traits/manipulate.md) trait. - -**Heightened (+ 2)** The resistance increases by 5. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/ancestral-memories.md b/Compendium/spells/ancestral-memories.md deleted file mode 100644 index 7ce37b061..000000000 --- a/Compendium/spells/ancestral-memories.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/divination -- trait/sorcerer -- trait/uncommon -aliases: ["Ancestral Memories"] ---- -# Ancestral Memories *Focus 1* -[divination](../../Rules/traits/divination.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-[Lore](../skills.md#Lore) skill, or a [Lore](../skills.md#Lore) skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier. - -**Heightened (6th)** You temporarily become an expert in the skill you choose. - -*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/Compendium/spells/ancestral-touch-apg.md b/Compendium/spells/ancestral-touch-apg.md deleted file mode 100644 index 631c760d4..000000000 --- a/Compendium/spells/ancestral-touch-apg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/cursebound -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Ancestral Touch"] ---- -# Ancestral Touch *Focus 1* -[cursebound](../../Rules/traits/cursebound-apg.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Will - -You touch a creature and force them to see and feel the ancestors surrounding you. The target takes `1d4` mental damage, with results depending on a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target is [frightened](../../Rules/conditions.md#Frightened) and takes full damage. -> - **Critical Failure** The target is [frightened](../../Rules/conditions.md#Frightened) and takes double damage. - -**Heightened (+ 1)** The mental damage increases by `1d4`. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/angel-form-som.md b/Compendium/spells/angel-form-som.md deleted file mode 100644 index 60f2baf99..000000000 --- a/Compendium/spells/angel-form-som.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/7 -- trait/good -- trait/polymorph -- trait/transmutation -aliases: ["Angel Form"] ---- -# Angel Form *Spell 7* -[good](../../Rules/traits/good.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. - -The battle form is Small if you choose choral. While in this form, you gain the [angel](../../Rules/traits/angel.md) and [celestial](../../Rules/traits/celestial.md) traits. You have hands in this battle form and can use manipulate actions. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of the form that you choose: - -- AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. -- 40 temporary Hit Points and weakness 10 to evil damage. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +25, unless your own modifier is higher. You also gain specific abilities based on the type of angel you choose: -- **Balisse** Speed 30 feet, fly 40 feet; [Perception](../skills.md#Perception) modifier of +26 to detect lies and illusions unless your own modifier is higher; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar (forceful, sweep), **Damage** `2d6+12` slashing plus `1d6` fire and `1d6` good. -- **Choral** Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist ([agile](../../Rules/traits/agile.md)), **Damage** `2d6+12` bludgeoning plus `1d6` good; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") piercing hymn (range <90 feet>), **Damage** `1d6+12` sonic plus `1d6` good, and [deafened](../../Rules/conditions.md#Deafened) for 1 round on a critical hit. -- **Monadic Deva** Speed 30 feet, fly 40 feet; +2 status bonus on saves against [death](../../Rules/traits/death.md) effects and effects that manipulate souls; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") holy mace ([shove](../../Rules/traits/shove.md)), **Damage** `2d6+12` bludgeoning plus `1d6` force and `1d6` good. -- **Movanic Deva** Speed 30 feet, fly 40 feet; resistance 10 to negative; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bastard sword ([two-hand ](../../Rules/traits/two-hand.md)), **Damage** `1d8+12` slashing plus `1d6` fire and `1d6` good. - -**Heightened (9th)** Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and [Athletics](../skills.md#Athletics) +33. - -*Source: Secrets of Magic p. 89* \ No newline at end of file diff --git a/Compendium/spells/angelic-halo.md b/Compendium/spells/angelic-halo.md deleted file mode 100644 index 18d80a754..000000000 --- a/Compendium/spells/angelic-halo.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/1 -- trait/abjuration -- trait/aura -- trait/good -- trait/sorcerer -- trait/uncommon -aliases: ["Angelic Halo"] ---- -# Angelic Halo *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [aura](../../Rules/traits/aura.md) [good](../../Rules/traits/good.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**15-foot emanation -- **Duration**1 minute - -You gain an angelic halo with an aura that increases allies' healing from the [heal](heal.md) spell. Allies in your halo's emanation who are healed by a [heal](heal.md) spell gain a status bonus to Hit Points regained equal to double the [heal](heal.md) spell's level. - -*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/Compendium/spells/angelic-wings.md b/Compendium/spells/angelic-wings.md deleted file mode 100644 index b9019367c..000000000 --- a/Compendium/spells/angelic-wings.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/3 -- trait/evocation -- trait/light -- trait/sorcerer -- trait/uncommon -aliases: ["Angelic Wings"] ---- -# Angelic Wings *Focus 3* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**3 rounds - -Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. - -**Heightened (5th)** The duration increases to 1 minute. - -*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/animal-allies-som.md b/Compendium/spells/animal-allies-som.md deleted file mode 100644 index 300c24955..000000000 --- a/Compendium/spells/animal-allies-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/emanation -- spell/level/1 -- trait/conjuration -aliases: ["Animal Allies"] ---- -# Animal Allies *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** basic Reflex - -You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them `3d4` piercing damage with a basic Reflex save. - -**Heightened (+ 1)** The damage increases by `3d4`. - -*Source: Secrets of Magic p. 89* \ No newline at end of file diff --git a/Compendium/spells/animal-feature-apg.md b/Compendium/spells/animal-feature-apg.md deleted file mode 100644 index 0e8e0862b..000000000 --- a/Compendium/spells/animal-feature-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/2 -- trait/morph -- trait/ranger -- trait/transmutation -- trait/uncommon -aliases: ["Animal Feature"] ---- -# Animal Feature *Focus 2* -[morph](../../Rules/traits/morph.md) [ranger](../../Rules/traits/ranger.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Without fully transforming your body, you gain one animalistic feature, which you select from the list below each time you [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -- **Cat Eyes** You gain [low-light vision](../../Rules/abilities/low-light-vision.md). -- **Claws** You gain a claw attack that deals `1d6` slashing damage and has the agile, [finesse](../../Rules/traits/finesse.md), and [unarmed](../../Rules/traits/unarmed.md) traits. -- **Jaws** You gain a jaws attack that deals `1d8` piercing damage and has the [unarmed](../../Rules/traits/unarmed.md) trait. - -**Heightened (4th)** Add the following options to the list you can choose from. - -- **Fish Tail** You gain a swim Speed equal to your land Speed. -- **Owl Eyes** You gain [darkvision](../../Rules/abilities/darkvision.md). -- **Wings** You gain a fly Speed equal to your land Speed. - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/animal-form.md b/Compendium/spells/animal-form.md deleted file mode 100644 index a33190afa..000000000 --- a/Compendium/spells/animal-form.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/polymorph -- trait/transmutation -aliases: ["Animal Form"] ---- -# Animal Form *Spell 2* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](../../Rules/traits/animal.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. -- 5 temporary Hit Points. -- [Low-light vision](../../Rules/abilities/low-light-vision.md) and imprecise [scent](../../Rules/abilities/scent.md) 30 feet. -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack bonus is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +9, unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose: -- **Ape** Speed 25 feet, climb Speed 20 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist, **Damage** `2d6` bludgeoning. -- **Bear** Speed 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `1d8` slashing. -- **Bull** Speed 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `2d8` piercing. -- **Canine** Speed 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing. -- **Cat** Speed 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d6` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `1d10` slashing. -- **Deer** Speed 50 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") antler, **Damage** `2d6` piercing. -- **Frog** Speed 25 feet, swim Speed 25 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d6` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tongue (reach <15 feet>), **Damage** `2d4` bludgeoning. -- **Shark** swim Speed 35 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing; breathe underwater but not in air. -- **Snake** Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d4` piercing plus `1d6` poison. - -**Heightened (3rd)** You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and [Athletics](../skills.md#Athletics) +14. - -**Heightened (4th)** Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and [Athletics](../skills.md#Athletics) +16. - -**Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and [Athletics](../skills.md#Athletics) +20. - -*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/Compendium/spells/animate-dead-apg.md b/Compendium/spells/animate-dead-apg.md deleted file mode 100644 index 88970c1fb..000000000 --- a/Compendium/spells/animate-dead-apg.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/necromancy -aliases: ["Animate Dead"] ---- -# Animate Dead *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the [undead](../../Rules/traits/undead.md) trait and whose level is –1; this creature gains the [summoned](../../Rules/traits/summoned.md) trait. Heightening the spell increases the maximum level of creature you can summon. - -**Heightened (2nd)** Level 1. - -**Heightened (3rd)** Level 2. - -**Heightened (4th)** Level 3. - -**Heightened (5th)** Level 5. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/Compendium/spells/animate-rope-apg.md b/Compendium/spells/animate-rope-apg.md deleted file mode 100644 index 4ced79aa6..000000000 --- a/Compendium/spells/animate-rope-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/transmutation -aliases: ["Animate Rope"] ---- -# Animate Rope *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**up to 50 feet of rope or a nonliving rope-like object -- **Duration**sustained up to 1 minute - -You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and one command each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). - -- **Bind** ([attack](../../Rules/traits/attack.md)) The rope attempts to partially bind a creature. Attempt a spell attack roll against the target's Reflex DC. If you succeed, the target takes a –10-foot circumstance penalty to its Speed (–20-foot on a critical success). This ends if the target [Escapes](../../Rules/actions/escape.md) against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a [Broken](../../Rules/conditions.md#Broken) Threshold of 4.) -- **Coil** The rope forms a tidy, coiled stack. -- **Crawl** The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal. -- **Knot** The rope ties a sturdy knot in itself. -- **Loop** The rope forms a simple loop at one or both ends, or straightens itself back out. -- **Tie** The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature. -- **Undo** The rope undoes one of its knots, ties, or bindings. - -**Heightened (+ 2)** The range increases by 50 feet, and you can animate 50 more feet of rope. - -*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/Compendium/spells/animated-assault-apg.md b/Compendium/spells/animated-assault-apg.md deleted file mode 100644 index a0cf0cede..000000000 --- a/Compendium/spells/animated-assault-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/level/2 -- trait/evocation -aliases: ["Animated Assault"] ---- -# Animated Assault *Spell 2* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute - -You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris. This assault deals `2d10` bludgeoning damage (basic Reflex save) to each creature in the area. On subsequent rounds, the first time each round you [Sustain this Spell](../../Rules/actions/sustain-a-spell.md), dealing `1d10` bludgeoning damage (basic Reflex save) to each creature in the area. - -**Heightened (+ 2)** The initial damage increases by `2d10` and the subsequent damage increases by `1d10`. - -*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/Compendium/spells/animus-mine-logm.md b/Compendium/spells/animus-mine-logm.md deleted file mode 100644 index 116e3b69a..000000000 --- a/Compendium/spells/animus-mine-logm.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/2 -- trait/abjuration -- trait/mental -aliases: ["Animus Mine"] ---- -# Animus Mine *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Will -- **Duration**1 hour - -You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts[^1]. You can use a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to suppress the effects of the mine for 1 round to allow someone to safely use a [mental](../../Rules/traits/mental.md) effect on you. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -The first creature that uses a [magical](../../Rules/traits/magical.md) [mental](../../Rules/traits/mental.md) effect against you triggers the animus mine, causing the spell to end. The animus mine deals `4d8` mental damage to the triggering creature, which must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [stunned](../../Rules/conditions.md#Stunned). -> - **Critical Failure** The creature takes double damage and is [stunned](../../Rules/conditions.md#Stunned). You are unaffected by the triggering [mental](../../Rules/traits/mental.md) effect. - -[^1]: The animus mine spell should only the deal the mental damage on [magical](../../Rules/traits/magical.md) [mental](../../Rules/traits/mental.md) effects that send their magic into your mind, not if a creature tries to do something mundane like talk to you. (Lost Omens Gods & Magic Errata (https://paizo.com/pathfinder/faq)) - -**Heightened (+ 1)** The damage increases by `2d8`. - -*Source: Lost Omens: Gods & Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/ant-haul.md b/Compendium/spells/ant-haul.md deleted file mode 100644 index 006b7258c..000000000 --- a/Compendium/spells/ant-haul.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/transmutation -aliases: ["Ant Haul"] ---- -# Ant Haul *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**8 hours - -You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming [encumbered](../../Rules/conditions.md#Encumbered) and up to a maximum of 6 more Bulk. - -*Source: Core Rulebook p. 318* \ No newline at end of file diff --git a/Compendium/spells/anticipate-peril-logm.md b/Compendium/spells/anticipate-peril-logm.md deleted file mode 100644 index 46f3b0374..000000000 --- a/Compendium/spells/anticipate-peril-logm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/divination -aliases: ["Anticipate Peril"] ---- -# Anticipate Peril *Spell 1* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**10 minutes - -You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends. - -**Heightened (+ 2)** The status bonus increases by 1, to a maximum of +4 at 7th level. - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/apex-companion-aoa6.md b/Compendium/spells/apex-companion-aoa6.md deleted file mode 100644 index fd6082aa0..000000000 --- a/Compendium/spells/apex-companion-aoa6.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa6 -- spell/focus/10 -- trait/druid -- trait/polymorph -- trait/transmutation -- trait/uncommon -aliases: ["Apex Companion"] ---- -# Apex Companion *Focus 10* -[druid](../../Rules/traits/druid.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 animal companion in your service -- **Duration**1 minute - -You focus on the energies of all members of your animal companion's species, transforming your animal companion into its apex battle form. Your animal companion gains the following statistics and abilities while in its apex form. - -- Your animal companion becomes Huge and its attacks have 15-foot reach. It must have enough space to expand into or the spell is lost. -- 30 temporary Hit Points. -- Darkvision. -- Your animal companion's attack's damage dice increase by one step, and its attack gains the [deadly ](../../Rules/traits/deadly.md) trait. -- +10-foot status bonus to its Speeds. -- Ignores difficult terrain and greater difficult terrain. - -*Source: Age of Ashes #6: Broken Promises p. 77* \ No newline at end of file diff --git a/Compendium/spells/appearance-of-wealth.md b/Compendium/spells/appearance-of-wealth.md deleted file mode 100644 index d72f4180b..000000000 --- a/Compendium/spells/appearance-of-wealth.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/focus/1 -- trait/cleric -- trait/illusion -- trait/uncommon -aliases: ["Appearance Of Wealth"] ---- -# Appearance Of Wealth *Focus 1* -[cleric](../../Rules/traits/cleric.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[wealth](../setting/domains.md#Wealth)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically 0, and disbelieving the illusion ends any [fascinated](../../Rules/conditions.md#Fascinated) condition imposed by the spell. As long as you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming [fascinated](../../Rules/conditions.md#Fascinated). - -> [!success-degree] -> - **Critical Success** The creature 0 and is unaffected by it. -> - **Success** The creature is [fascinated](../../Rules/conditions.md#Fascinated) by the wealth until it has completed its first action on its next turn. -> - **Failure** The creature is [fascinated](../../Rules/conditions.md#Fascinated) by the illusion. - -*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/Compendium/spells/approximate-som.md b/Compendium/spells/approximate-som.md deleted file mode 100644 index 50f4ded0a..000000000 --- a/Compendium/spells/approximate-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/misc -- spell/cantrip -- trait/cantrip -- trait/detection -- trait/divination -aliases: ["Approximate"] ---- -# Approximate *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Area**1 cubic foot - -Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. - -For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins. - -The type of object you name can be as specific or general as you like—"dented copper coins" is as viable as "coins"—but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins. - -*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/Compendium/spells/aqueous-orb-apg.md b/Compendium/spells/aqueous-orb-apg.md deleted file mode 100644 index 869764ff7..000000000 --- a/Compendium/spells/aqueous-orb-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/3 -- trait/conjuration -- trait/water -aliases: ["Aqueous Orb"] ---- -# Aqueous Orb *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Duration**sustained up to 1 minute - -A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. You can gain this effect multiple times in the same round by [Sustaining the Spell](../../Rules/actions/sustain-a-spell.md) multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell. - -The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once. - -A creature that fails its save is pulled into the orb. It becomes [grabbed](../../Rules/conditions.md#Grabbed), moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 [Athletics](../skills.md#Athletics) check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to [Escape](../../Rules/actions/escape.md) instead of [Swim](../../Rules/actions/swim.md). A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space. - -When the spell ends, all creatures the orb has engulfed are automatically released. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 214* \ No newline at end of file diff --git a/Compendium/spells/arcane-countermeasure.md b/Compendium/spells/arcane-countermeasure.md deleted file mode 100644 index e0478b6b6..000000000 --- a/Compendium/spells/arcane-countermeasure.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/5 -- trait/abjuration -- trait/sorcerer -- trait/uncommon -aliases: ["Arcane Countermeasure"] ---- -# Arcane Countermeasure *Focus 5* -[abjuration](../../Rules/traits/abjuration.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range that you can see Casts a Spell. -- **Range**120 foot -- **Targets**the spell cast by the triggering creature - -You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. - -You can't reduce the spell's level below its minimum. For example, a 5th-level [cone of cold](cone-of-cold.md) would remain 5th-level, but a 5th-level [fireball](fireball.md) would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level. - -*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/armor-of-bones-apg.md b/Compendium/spells/armor-of-bones-apg.md deleted file mode 100644 index 58f7a1339..000000000 --- a/Compendium/spells/armor-of-bones-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/cursebound -- trait/necromancy -- trait/oracle -- trait/uncommon -aliases: ["Armor Of Bones"] ---- -# Armor Of Bones *Focus 3* -[cursebound](../../Rules/traits/cursebound-apg.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You ossify your physical form, mimicking the durability of bone. You gain resistance 3 to cold, electricity, fire, piercing, and slashing damage. - -**Heightened (+ 1)** Increase the resistance by 1. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/aromatic-lure-lol.md b/Compendium/spells/aromatic-lure-lol.md deleted file mode 100644 index 41cdbe13b..000000000 --- a/Compendium/spells/aromatic-lure-lol.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/level/4 -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/rare -aliases: ["Aromatic Lure"] ---- -# Aromatic Lure *Spell 4* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You override a target's olfactory senses, luring them to a specific location through tantalizing false scents. Select a single square within range that is not hazardous or occupied by a creature. The target is drawn to the selected location, becoming euphoric upon arrival. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is distracted by the tantalizing scents, becoming [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied) and moves toward the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. -> - **Critical Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied) and moves to the selected location via the most direct route possible for 1 round, bypassing any obvious hazards and enemies in the way. If the creature reaches the destination, it must remain in that location for `1d4` rounds but can otherwise act normally. - -**Heightened (+ 2)** You target 1 additional creature, selecting a different square within range as their destination. - -*Source: Lost Omens: Legends p. 37* \ No newline at end of file diff --git a/Compendium/spells/artistic-flourish.md b/Compendium/spells/artistic-flourish.md deleted file mode 100644 index 2ab7d470b..000000000 --- a/Compendium/spells/artistic-flourish.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/transmutation -- trait/uncommon -aliases: ["Artistic Flourish"] ---- -# Artistic Flourish *Focus 4* -[cleric](../../Rules/traits/cleric.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[creation](../setting/domains.md#Creation)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**15 foot -- **Targets**1 item or work of art that fits entirely within the range -- **Duration**10 minutes - -You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in [Crafting](../skills.md#Crafting), the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn't change. - -When you cast this spell, any previous artistic flourish you had cast ends. - -**Heightened (7th)** If you have master proficiency in [Crafting](../skills.md#Crafting), the item grants a +2 item bonus instead. - -**Heightened (10th)** If you have legendary proficiency in [Crafting](../skills.md#Crafting), the item grants a +3 item bonus instead. - -*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/Compendium/spells/ash-cloud-som.md b/Compendium/spells/ash-cloud-som.md deleted file mode 100644 index 21c7e3d99..000000000 --- a/Compendium/spells/ash-cloud-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/2 -- trait/air -- trait/conjuration -- trait/fire -aliases: ["Ash Cloud"] ---- -# Ash Cloud *Spell 2* -[air](../../Rules/traits/air.md) [conjuration](../../Rules/traits/conjuration.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude -- **Duration**1 minute - -You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take `2d4` fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Critical Failure** The target takes double damage and is [blinded](../../Rules/conditions.md#Blinded) for 1 round. - -**Heightened (+ 1)** The damage increases by `1d4`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/Compendium/spells/asterism-logm.md b/Compendium/spells/asterism-logm.md deleted file mode 100644 index f59dfd1f5..000000000 --- a/Compendium/spells/asterism-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/evocation -- trait/light -aliases: ["Asterism"] ---- -# Asterism *Focus 4* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) - -- **Domains**: [[stars](../setting/domains.md#Stars)] -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**150 foot -- **Saving Throw** basic Reflex -- **Duration**1 minute - -Lines of burning starlight form a constellation around you. - -Draw five lines, one at a time; each line must anchor at you or a creature or object already connected to a previous line, and it must end at a creature or object within 30 feet of its anchor (possibly allowing the asterism to extend to its full 150-foot range). A creature that begins its turn in one of these lines or enters one of these lines on its turn takes `4d6` fire damage (basic Reflex save). A creature can take this damage only once per turn, even if it moves through several lines. Targets that are part of the asterism do not take damage from it. If the distance between two targets (or you and a target) ever exceeds 30 feet, the line of starlight between the two breaks, and any lines that now no longer have a direct path back to you also break. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/astral-labyrinth-ec6.md b/Compendium/spells/astral-labyrinth-ec6.md deleted file mode 100644 index 59d5ced1e..000000000 --- a/Compendium/spells/astral-labyrinth-ec6.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec6 -- spell/area/burst -- spell/level/9 -- trait/abjuration -- trait/incapacitation -- trait/uncommon -aliases: ["Astral Labyrinth"] ---- -# Astral Labyrinth *Spell 9* -[abjuration](../../Rules/traits/abjuration.md) [incapacitation](../../Rules/traits/incapacitation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**80-foot burst -- **Duration**1 day - -You connect the entire area with an [invisible](../../Rules/conditions.md#Invisible) maze of astral energy that interferes with dimensional and mental magic. - -Choose a point in the area that you can see when you cast this spell. Objects other than [force](../../Rules/traits/force.md) effects and rare metals can't block this spell's area. Astral labyrinth attempts to counteract magical [mental](../../Rules/traits/mental.md) effects targeting or including anyone other than the caster in the area, though it has no effect on [mental](../../Rules/traits/mental.md) effects that began outside the area or before the spell was cast. - -In addition, any creature that tries to depart or arrive in a location in the area by teleportation or extradimensional travel (including extradimensional spaces) must attempt a Will saving throw. Summoned creatures must attempt the save when they are summoned, but not when the summoning ends. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [stunned](../../Rules/conditions.md#Stunned). -> - **Failure** The creature is [stunned](../../Rules/conditions.md#Stunned), you are mentally alerted that something has failed its save against this spell, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. -> - **Critical Failure** The creature is [stunned](../../Rules/conditions.md#Stunned), you get a mental glimpse of its appearance, and the creature arrives in the empty space closest to the point you chose instead of its intended destination. - -**Heightened (10th)** You and creatures transported by your spells can't get a result worse than success on the saving throw to teleport into or out of the area. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/Compendium/spells/astral-rain-da.md b/Compendium/spells/astral-rain-da.md deleted file mode 100644 index d051c9fde..000000000 --- a/Compendium/spells/astral-rain-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/misc -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/force -- trait/psychic -- trait/uncommon -aliases: ["Astral Rain"] ---- -# Astral Rain *Cantrip 3* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**one 5-foot cube -- **Saving Throw** Reflex - -You fling a mass of furious thoughts into the air, where they expand into numerous blades or other shapes that rain down. Any creature that's in the area or enters the area before the start of your next turn takes your choice of bludgeoning or piercing damage equal to `2d4` plus your spellcasting ability modifier, with a basic Reflex saving throw. - -**Heightened (+ 1)** The damage increases by `1d4`. - -## Amp - -The area changes to a 5-foot burst, and you can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) up to 1 minute. The first time each round that you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the burst up to 20 feet. - -## Summary - -*Source: Dark Archive p. 22* \ No newline at end of file diff --git a/Compendium/spells/athletic-rush.md b/Compendium/spells/athletic-rush.md deleted file mode 100644 index 3352625ff..000000000 --- a/Compendium/spells/athletic-rush.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/transmutation -- trait/uncommon -aliases: ["Athletic Rush"] ---- -# Athletic Rush *Focus 1* -[cleric](../../Rules/traits/cleric.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[might](../setting/domains.md#Might)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 round - -Your body fills with physical power and skill. You gain a +10-foot status bonus to Speed and a +2 status bonus to [Athletics](../skills.md#Athletics) checks. As a part of [Casting this Spell](../../Rules/actions/cast-a-spell.md), you can use a [Stride](../../Rules/actions/stride.md), [Leap](../../Rules/actions/leap.md), [Climb](../../Rules/actions/climb.md), or [Swim](../../Rules/actions/swim.md) action. The spell's bonuses apply during that action. - -*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/Compendium/spells/augment-summoning.md b/Compendium/spells/augment-summoning.md deleted file mode 100644 index 6b2776113..000000000 --- a/Compendium/spells/augment-summoning.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/conjuration -- trait/uncommon -- trait/wizard -aliases: ["Augment Summoning"] ---- -# Augment Summoning *Focus 1* -[conjuration](../../Rules/traits/conjuration.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature you summoned - -You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/aura-of-the-unremarkable-frp1.md b/Compendium/spells/aura-of-the-unremarkable-frp1.md deleted file mode 100644 index bdc6cb339..000000000 --- a/Compendium/spells/aura-of-the-unremarkable-frp1.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/frp1 -- spell/area/emanation -- spell/level/6 -- trait/illusion -- trait/mental -- trait/uncommon -aliases: ["Aura Of The Unremarkable"] ---- -# Aura Of The Unremarkable *Spell 6* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Duration**sustained up to 1 minute - -You and allies in the area appear to be completely innocuous to other creatures within the spell's area, regardless of the actions you're committing. For example, if you and your allies are loudly interrogating a local for information or aiming a crossbow at a noble from a balcony, creatures who can see you might not think this is unusual. Non-allied creatures in the emanation must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature sees your actions as they really are and announces them as such. All other creatures in the area gain a +1 circumstance bonus to their Will saves to recognize your actions as they really are. -> - **Success** The creature sees your actions as they really are. -> - **Failure** The creature believes your actions are normal and unworthy of concern. -> - **Critical Failure** The creature believes you are performing other actions entirely, such as helping a local or waving to a noble, as determined by the GM. The creature doesn't have a chance of remembering events normally. Any [hostile](../../Rules/conditions.md#Hostile) actions by you or your allies against a creature or its allies break the effect of the spell for that creature. So, for example, if an interrogated local's friends or threatened noble's guards saw your actions, they would be unaffected by this spell. When the spell ends (or when affected allies move outside the range of the emanation), observers see things normally but the altered perceptions from earlier events remain in mind. Each mention of the events as noteworthy, such as being questioned about them by an authority figure, grants the target another Will save to break the effect and remember things normally (unless the creature critically failed their save). - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 77* \ No newline at end of file diff --git a/Compendium/spells/avatar.md b/Compendium/spells/avatar.md deleted file mode 100644 index eb0c13232..000000000 --- a/Compendium/spells/avatar.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/polymorph -- trait/transmutation -aliases: ["Avatar"] ---- -# Avatar *Spell 10* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You transform into an avatar of your deity, assuming a [Huge](../../Rules/traits/huge-b1.md) battle form. You must have space to expand or the spell is lost. - -You have hands in this battle form and can take manipulate actions. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -You gain the following statistics and abilities regardless of which deity's battle form you assume: - -- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. -- 30 temporary Hit Points. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to your deity's battle form, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example) unless they have the [finesse](../../Rules/traits/finesse.md) trait, and all ranged attacks are Dexterity based. Attacks that deal positive or negative damage don't heal creatures. -- [Athletics](../skills.md#Athletics) modifier of +35, unless your own is higher. - -You also gain the specific abilities listed for your deity below: - -- > [!pf2-note] -> You can see all deities battle forms on the Deities page. - -*Source: Core Rulebook p. 318* \ No newline at end of file diff --git a/Compendium/spells/awaken-entropy-da.md b/Compendium/spells/awaken-entropy-da.md deleted file mode 100644 index c8e93ab65..000000000 --- a/Compendium/spells/awaken-entropy-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/burst -- spell/level/6 -- trait/necromancy -aliases: ["Awaken Entropy"] ---- -# Awaken Entropy *Spell 6* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute - -All things age, all things die, and at the end of days even the universe will grow quiet and still. You awaken the cosmic principle of entropy, accelerating time in an area—flesh falters, plants shrivel, and even stone begins to crumble. - -Any creature that enters or begins its turn in the area must succeed at a basic Fortitude save or take `8d6` negative damage, or `8d6` force damage if the creature normally doesn't take negative damage, such as if the creature is a construct or undead. Even beings such as fiends with unlimited lifespans can be worn away by entropy. - -The first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) on each subsequent turn, the entropic zone grows stronger in addition to having its duration increased. The radius of the burst increases by 10 feet (to a maximum of 40 feet), and the size of the damage dice increases by one step (from d6 to d8, then to d10, and finally to d12). - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Dark Archive p. 181* \ No newline at end of file diff --git a/Compendium/spells/baleful-polymorph.md b/Compendium/spells/baleful-polymorph.md deleted file mode 100644 index 44b6f68e9..000000000 --- a/Compendium/spells/baleful-polymorph.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/incapacitation -- trait/polymorph -- trait/transmutation -aliases: ["Baleful Polymorph"] ---- -# Baleful Polymorph *Spell 6* -[incapacitation](../../Rules/traits/incapacitation.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies - -You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be [sickened](../../Rules/conditions.md#Sickened). When it recovers from the [sickened](../../Rules/conditions.md#Sickened) condition, its features revert to normal. -> - **Failure** The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately. -> - **Critical Failure** The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration. - -*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/Compendium/spells/bandits-doom-som.md b/Compendium/spells/bandits-doom-som.md deleted file mode 100644 index cc8b132aa..000000000 --- a/Compendium/spells/bandits-doom-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/abjuration -- trait/curse -aliases: ["Bandit's Doom"] ---- -# Bandit's Doom *Spell 5* -[abjuration](../../Rules/traits/abjuration.md) [curse](../../Rules/traits/curse.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 30 minutes -- **Targets**1 item of 2 Bulk or less -- **Duration**1 month - -You ward the target item against those who would steal it. When a creature attempts to take the target into its possession, it takes `8d8` mental damage and is [doomed](../../Rules/conditions.md#Doomed), depending on the result of its Will save. The spell then ends. You can choose up to 10 creatures when you cast this spell; if you do, those creatures can take the target item without triggering the ward. You can only have one bandit's doom active at a time. If you cast the spell again, the newer casting supersedes the older. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [doomed](../../Rules/conditions.md#Doomed). -> - **Failure** The creature takes full damage and is [doomed](../../Rules/conditions.md#Doomed). -> - **Critical Failure** The creature takes double damage and is [doomed](../../Rules/conditions.md#Doomed). - -**Heightened (+ 2)** The damage increases by `2d8`. - -*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/Compendium/spells/bane.md b/Compendium/spells/bane.md deleted file mode 100644 index 0261cc798..000000000 --- a/Compendium/spells/bane.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/1 -- trait/enchantment -- trait/mental -aliases: ["Bane"] ---- -# Bane *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Will -- **Duration**1 minute - -You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast [bane](), you can use a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless. - -*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/Compendium/spells/banishment.md b/Compendium/spells/banishment.md deleted file mode 100644 index 41aa9e0b6..000000000 --- a/Compendium/spells/banishment.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/abjuration -- trait/incapacitation -aliases: ["Banishment"] ---- -# Banishment *Spell 5* -[abjuration](../../Rules/traits/abjuration.md) [incapacitation](../../Rules/traits/incapacitation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature that isn't on its home plane -- **Saving Throw** Will - -You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while [Casting this Spell](../../Rules/actions/cast-a-spell.md) and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch. This spell fails if you aren't on your home plane when you cast it. - -> [!success-degree] -> - **Critical Success** The target resists being banished and you are [stunned](../../Rules/conditions.md#Stunned). -> - **Success** The target resists being banished. -> - **Failure** The target is banished. -> - **Critical Failure** The target is banished and can't return by any means to the plane it's banished from for 1 week. - -**Heightened (9th)** You can target up to 10 creatures. The extra material component affects targets to which it is anathema. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/Compendium/spells/barkskin.md b/Compendium/spells/barkskin.md deleted file mode 100644 index 2a52c587d..000000000 --- a/Compendium/spells/barkskin.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/abjuration -- trait/plant -aliases: ["Barkskin"] ---- -# Barkskin *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**10 minutes - -The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can [Dismiss](../../Rules/actions/dismiss.md) the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt. - -**Heightened (+ 2)** The resistances increase by 2, and the weakness increases by 3. - -*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/Compendium/spells/battlefield-persistence-apg.md b/Compendium/spells/battlefield-persistence-apg.md deleted file mode 100644 index 6895681aa..000000000 --- a/Compendium/spells/battlefield-persistence-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/cursebound -- trait/divination -- trait/divine -- trait/oracle -- trait/uncommon -aliases: ["Battlefield Persistence"] ---- -# Battlefield Persistence *Focus 3* -[cursebound](../../Rules/traits/cursebound-apg.md) [divination](../../Rules/traits/divination.md) [divine](../../Rules/traits/divine.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are about to attempt a saving throw, but you haven't rolled yet. - -You're difficult to remove from battle. You gain a +2 status bonus to the triggering save, and if the triggering save is against an [incapacitation](../../Rules/traits/incapacitation.md) effect, it treats you as if you were 2 levels higher. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/beastmaster-trance-apg.md b/Compendium/spells/beastmaster-trance-apg.md deleted file mode 100644 index f6ab5d776..000000000 --- a/Compendium/spells/beastmaster-trance-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/archetype -- trait/concentrate -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Beastmaster Trance"] ---- -# Beastmaster Trance *Focus 3* -[archetype](../../Rules/traits/archetype.md) [concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**mile -- **Targets**one of your animal companions you can perceive -- **Duration**sustained up to 1 minute - -You enter a magical trance that allows you to perceive through the senses of the target companion. You attempt [Perception](../skills.md#Perception) checks using your own [Perception](../skills.md#Perception), but you have any special senses the target has, such as [low-light vision](../../Rules/abilities/low-light-vision.md) or [darkvision](../../Rules/abilities/darkvision.md). This spell grants no special method of communication with the chosen animal, so it follows any instructions you gave it before you entered the trance and, failing that, it does as it wishes. - -For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat-footed](../../Rules/conditions.md#Flat-footed). You can't take actions with the [attack](../../Rules/traits/attack.md) or [move](../../Rules/traits/move.md) traits. - -**Heightened (6th)** Increase the range to 100 miles and the duration to sustained up to 10 minutes. The target can hear you through the spell, allowing you to Command the Animal or use other actions that have the [auditory](../../Rules/traits/auditory.md) trait. - -**Heightened (8th)** Increase the range to planetary and the duration to sustained up to 1 hour. You can communicate telepathically with the target for the duration of the trance. - -*Source: Advanced Player's Guide p. 161* \ No newline at end of file diff --git a/Compendium/spells/befitting-attire-som.md b/Compendium/spells/befitting-attire-som.md deleted file mode 100644 index 71d75f22e..000000000 --- a/Compendium/spells/befitting-attire-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/illusion -- trait/visual -aliases: ["Befitting Attire"] ---- -# Befitting Attire *Spell 2* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**5 willing creatures -- **Duration**1 hour - -You cloak the targets in an illusion, shaping their clothing and worn items into ones suitable for a particular occasion. You visualize the occasion, and the spell creates illusory attire customized to each target. For instance, if you visualized a noble ball, armor would appear to be fine clothing. This doesn't change identifying details of the targets' appearances other than their clothes. - -Any creature that touches the attire, uses the [Seek](../../Rules/actions/seek.md) action to examine it, or otherwise interacts with it can attempt to 0. - -**Heightened (4th)** You can target up to 20 creatures. - -**Heightened (5th)** You can target up to 100 creatures. - -*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/Compendium/spells/befuddle-logm.md b/Compendium/spells/befuddle-logm.md deleted file mode 100644 index 3f483dc51..000000000 --- a/Compendium/spells/befuddle-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Befuddle"] ---- -# Befuddle *Spell 1* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** basic Will -- **Duration**1 round - -You sow seeds of confusion in your target's mind, causing their actions and thoughts to become [clumsy](../../Rules/conditions.md#Clumsy). - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [clumsy](../../Rules/conditions.md#Clumsy) and [stupefied](../../Rules/conditions.md#Stupefied). -> - **Failure** The target is [clumsy](../../Rules/conditions.md#Clumsy) and [stupefied](../../Rules/conditions.md#Stupefied). -> - **Critical Failure** The target is [clumsy](../../Rules/conditions.md#Clumsy), [stupefied](../../Rules/conditions.md#Stupefied), and [confused](../../Rules/conditions.md#Confused). - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/behold-the-weave-da.md b/Compendium/spells/behold-the-weave-da.md deleted file mode 100644 index f988925de..000000000 --- a/Compendium/spells/behold-the-weave-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/3 -- trait/divination -- trait/incapacitation -- trait/prediction -aliases: ["Behold the Weave"] ---- -# Behold the Weave *Spell 3* -[divination](../../Rules/traits/divination.md) [incapacitation](../../Rules/traits/incapacitation.md) [prediction](../../Rules/traits/prediction.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round - -You behold the many timelines that weave around a creature, and in so doing, you make one more likely to occur. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** You can make neither heads nor tails of the target's timeline, and the target is unaffected. -> - **Success** The target must commit to a single action that it will take at some point during its next turn: "[Stride](../../Rules/actions/stride.md) toward Valeros," "Cast [shield](shield.md)," "[Strike](../../Rules/actions/strike.md) at Amiri with my jaws. " That action is now locked in, and the creature must attempt it, even if the situation has changed—if the creature stated that it would [Strike](../../Rules/actions/strike.md) at Amiri with its jaws, it must try to do so. If the creature is entirely unable to fulfill the action it committed to—for instance, if it had only 1 action left and Amiri was out of the range of its jaws [Strike](../../Rules/actions/strike.md)—it loses the last action of its turn as it reels in a temporal paradox. The creature can choose to lock in a 2- or 3-action activity if it prefers to do so, but if it does, it loses all the associated actions if it can't perform the activity on its turn. If the situation changes oddly (perhaps the creature is forcibly teleported away and has no idea which direction is "toward Valeros" any longer), the GM determines what happens. -> - **Failure** As success, but the creature must commit at least two of its actions for the next turn—"I will [Stride](../../Rules/actions/stride.md) toward Valeros and then [Strike](../../Rules/actions/strike.md) with my claws. " All of these actions are similarly locked in and can't be changed, but the creature can take them in any order. -> - **Critical Failure** As failure, but the creature must commit all of its actions for the next turn. - -**Heightened (7th)** Instead of affecting a single target, the spell affects all enemies within a 30-foot emanation. - -*Source: Dark Archive p. 181* \ No newline at end of file diff --git a/Compendium/spells/bestial-curse-apg.md b/Compendium/spells/bestial-curse-apg.md deleted file mode 100644 index 022694ca5..000000000 --- a/Compendium/spells/bestial-curse-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/4 -- trait/curse -- trait/polymorph -- trait/transmutation -aliases: ["Bestial Curse"] ---- -# Bestial Curse *Spell 4* -[curse](../../Rules/traits/curse.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living humanoid -- **Saving Throw** Fortitude -- **Duration**varies - -You tap into the target's inner being and curse it to become a bestial version of itself. The effect is based on its Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's body gains minor bestial features. Its insides churn as they partially transform, causing it to be [clumsy](../../Rules/conditions.md#Clumsy) for 1 round. When it recovers from the [clumsy](../../Rules/conditions.md#Clumsy) condition, its features revert to normal and the spell ends. -> - **Failure** The target transforms into a bestial form for 1 hour. The target becomes [clumsy](../../Rules/conditions.md#Clumsy) and gains weakness 1 to silver. It gains a claw, hoof, horn, or jaws [Strike](../../Rules/actions/strike.md) (your choice) that uses the target's unarmed [Strike](../../Rules/actions/strike.md) statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any manipulate action, it must succeed at a DC 5 flat check or the action is lost. -> - **Critical Failure** As failure, but the duration is unlimited. - -*Source: Advanced Player's Guide p. 215* \ No newline at end of file diff --git a/Compendium/spells/bilocation-da.md b/Compendium/spells/bilocation-da.md deleted file mode 100644 index e42cffd58..000000000 --- a/Compendium/spells/bilocation-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/9 -- trait/conjuration -aliases: ["Bilocation"] ---- -# Bilocation *Spell 9* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You exist in two places at once. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), another copy of yourself appears in an adjacent square. During bilocation's duration, whenever you act, you can choose which of your selves does so, and whenever one of you uses a move action, you can both move. Your two selves share Hit Points, and any condition or effect on one affects both. If both of your selves are in the area of the same effect, or targeted by the same multitarget effect, you are only affected once. Even if you are reduced to 0 Hit Points or killed, both selves remain until the duration expires. Your link continues at any distance, even across planar boundaries. You can [Dismiss](../../Rules/actions/dismiss.md) the Spell, and if you do so, you choose which of the selves vanishes and which becomes you, allowing you to extricate one of your selves from a dangerous situation. - -*Source: Dark Archive p. 104* \ No newline at end of file diff --git a/Compendium/spells/bind-soul.md b/Compendium/spells/bind-soul.md deleted file mode 100644 index c23bfdcc3..000000000 --- a/Compendium/spells/bind-soul.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/evil -- trait/necromancy -- trait/uncommon -aliases: ["Bind Soul"] ---- -# Bind Soul *Spell 9* -[evil](../../Rules/traits/evil.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**black sapphire with a gp value of at least the target's level × 100 -- **Range**30 foot -- **Targets**1 creature that died within the last minute -- **Duration** - -You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. - -While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell. - -*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/Compendium/spells/bind-undead.md b/Compendium/spells/bind-undead.md deleted file mode 100644 index f62c50598..000000000 --- a/Compendium/spells/bind-undead.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/necromancy -aliases: ["Bind Undead"] ---- -# Bind Undead *Spell 3* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 mindless undead creature with a level no greater than bind undead's spell level -- **Duration**1 day - -With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any [hostile](../../Rules/conditions.md#Hostile) actions against the target, the spell ends. - -*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/Compendium/spells/bit-of-luck.md b/Compendium/spells/bit-of-luck.md deleted file mode 100644 index c73ee218d..000000000 --- a/Compendium/spells/bit-of-luck.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Bit Of Luck"] ---- -# Bit Of Luck *Focus 1* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[luck](../setting/domains.md#Luck)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 minute - -You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. - -If you cast [bit of luck]() again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours. - -*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/Compendium/spells/biting-words-som.md b/Compendium/spells/biting-words-som.md deleted file mode 100644 index e3d271680..000000000 --- a/Compendium/spells/biting-words-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/attack -- trait/auditory -- trait/evocation -- trait/linguistic -- trait/sonic -aliases: ["Biting Words"] ---- -# Biting Words *Spell 1* -[attack](../../Rules/traits/attack.md) [auditory](../../Rules/traits/auditory.md) [evocation](../../Rules/traits/evocation.md) [linguistic](../../Rules/traits/linguistic.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish [Casting the Spell](../../Rules/actions/cast-a-spell.md), and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, [concentrate](../../Rules/traits/concentrate.md), and [linguistic](../../Rules/traits/linguistic.md) traits. After your third attack total, the spell ends. - -When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing `2d6` sonic damage if you hit (or double damage on a critical hit). - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/Compendium/spells/black-tentacles.md b/Compendium/spells/black-tentacles.md deleted file mode 100644 index dc1ef15ef..000000000 --- a/Compendium/spells/black-tentacles.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/5 -- trait/conjuration -aliases: ["Black Tentacles"] ---- -# Black Tentacles *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst adjacent to a flat surface -- **Duration**1 minute - -Oily black tentacles rise up and attempt to [Grapple](../../Rules/actions/grapple.md) each creature in the area. Make spell attack rolls against the Fortitude DC of each creature. Any creature you succeed against is [grabbed](../../Rules/conditions.md#Grabbed) and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal `1d6` bludgeoning damage to any creature already [grabbed](../../Rules/conditions.md#Grabbed). - -The tentacles' [Escape](../../Rules/actions/escape.md) DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/Compendium/spells/blackfingerss-blades-sot3.md b/Compendium/spells/blackfingerss-blades-sot3.md deleted file mode 100644 index c87c682bf..000000000 --- a/Compendium/spells/blackfingerss-blades-sot3.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/level/5 -- trait/poison -- trait/transmutation -- trait/uncommon -aliases: ["Blackfingers's Blades"] ---- -# Blackfingers's Blades *Spell 5* -[poison](../../Rules/traits/poison.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to 4 weapons, each wielded by a separate willing creature within range -- **Duration**up to 1 minute - -You pray for swift and painful death to your enemies and find your and your allies' weapons blessed to deliver just that. The target weapons are coated with giant scorpion venom (Core Rulebook 551) with a DC equal to your spell DC. The effects remain on a weapon for 1 minute or until the weapon deals damage, whichever comes first. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 78* \ No newline at end of file diff --git a/Compendium/spells/blanket-of-stars-apg.md b/Compendium/spells/blanket-of-stars-apg.md deleted file mode 100644 index e0e5be9b0..000000000 --- a/Compendium/spells/blanket-of-stars-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/6 -- trait/illusion -aliases: ["Blanket Of Stars"] ---- -# Blanket Of Stars *Spell 6* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Will -- **Duration**10 minutes - -A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars. It imparts the stillness of the cosmos to you, granting you a +2 status bonus to [Stealth](../skills.md#Stealth) checks to [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md). While outside under a starry night sky, you're also [invisible](../../Rules/conditions.md#Invisible) as long as you remain still. When moving under a starry night sky, you are [concealed](../../Rules/conditions.md#Concealed) instead. - -Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a mental, [visual](../../Rules/traits/visual.md) effect. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [dazzled](../../Rules/conditions.md#Dazzled) until the end of its next turn. -> - **Critical Failure** The creature is [confused](../../Rules/conditions.md#Confused) and [dazzled](../../Rules/conditions.md#Dazzled) until the end of its next turn. - -*Source: Advanced Player's Guide p. 215* \ No newline at end of file diff --git a/Compendium/spells/blazing-dive-som.md b/Compendium/spells/blazing-dive-som.md deleted file mode 100644 index 0eb93b6b7..000000000 --- a/Compendium/spells/blazing-dive-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/air -- trait/evocation -- trait/fire -aliases: ["Blazing Dive"] ---- -# Blazing Dive *Spell 3* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** basic Reflex - -Superheated air collects under you, buoying you high into the sky before you plummet back down in a fiery comet. - -You [Fly](../../Rules/actions/fly.md) 15 feet straight up into the air, then [Fly](../../Rules/actions/fly.md) in a straight line to an empty space of your choice on the ground within 60 feet. When you land, the blistering air blasts out from you, dealing `3d4` bludgeoning damage and `3d6` fire damage (basic Reflex save) to all creatures in a 10-foot emanation. - -**Heightened (+ 1)** The damage increases by `1d4` bludgeoning and `1d6` fire. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 90* \ No newline at end of file diff --git a/Compendium/spells/blazing-fissure-som.md b/Compendium/spells/blazing-fissure-som.md deleted file mode 100644 index 0f2598b90..000000000 --- a/Compendium/spells/blazing-fissure-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/line -- spell/level/5 -- trait/earth -- trait/evocation -- trait/fire -aliases: ["Blazing Fissure"] ---- -# Blazing Fissure *Spell 5* -[earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**120-foot line -- **Saving Throw** Reflex - -A thin crack rips through the earth, erupting with magma, then swiftly seals up. Each creature along the line and on solid ground takes `4d6` bludgeoning damage and `6d6` fire damage with a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage, and it falls [prone](../../Rules/conditions.md#Prone). -> - **Critical Failure** The target takes double damage, and it falls [prone](../../Rules/conditions.md#Prone). - -**Heightened (+ 1)** The damage increases by `1d6` bludgeoning and `1d6` fire. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 91* \ No newline at end of file diff --git a/Compendium/spells/bless.md b/Compendium/spells/bless.md deleted file mode 100644 index 19f78f4d3..000000000 --- a/Compendium/spells/bless.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/1 -- trait/enchantment -- trait/mental -aliases: ["Bless"] ---- -# Bless *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**you and allies in the area -- **Duration**1 minute - -Blessings from beyond help your companions strike true. - -You and your allies in the area gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast [bless](), you can use a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. Bless can counteract bane. - -*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/Compendium/spells/blessing-of-defiance-som.md b/Compendium/spells/blessing-of-defiance-som.md deleted file mode 100644 index 366a3c5ea..000000000 --- a/Compendium/spells/blessing-of-defiance-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/abjuration -aliases: ["Blessing Of Defiance"] ---- -# Blessing Of Defiance *Spell 5* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**varies -- **Duration**1 round - -Channeling forth the power to persevere in the face of adversity, you grant the target the means to deny danger and avoid dire harm. Choose one saving throw: Fortitude, Reflex, or Will. The target gets a +4 status bonus to that saving throw for 1 round. The potency and number of targets of this blessing depend on how many actions you spend when [Casting the Spell](../../Rules/actions/cast-a-spell.md). - -**[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell targets you or one willing ally within range. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (verbal)** The spell targets you or one willing ally within range. If you choose Fortitude, the target gains resistance 15 to poison. If you choose Reflex, the target gains a +15-foot status bonus to its Speeds. If you choose Will, the target gains resistance 15 to mental damage. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (verbal)** The spell targets you and all willing allies within 30 feet. - -*Source: Secrets of Magic p. 91* \ No newline at end of file diff --git a/Compendium/spells/blightburn-blast-ec5.md b/Compendium/spells/blightburn-blast-ec5.md deleted file mode 100644 index 4e5b5cf36..000000000 --- a/Compendium/spells/blightburn-blast-ec5.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec5 -- spell/area/cone -- spell/level/7 -- trait/disease -- trait/evocation -- trait/uncommon -aliases: ["Blightburn Blast"] ---- -# Blightburn Blast *Spell 7* -[disease](../../Rules/traits/disease.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Fortitude - -You channel a blast of powerful blightburn radiation from your hands. You deal `4d6` poison damage to creatures in the area. Creatures who fail their save are afflicted with stage 1 of blightburn sickness (see above; on a critical failure, the creature moves immediately to stage 2). The level of blightburn sickness caused by this spell is equal to twice the spell's level, and the disease's save DC uses the caster's DC. - -*Source: Extinction Curse #5: Lord of the Black Sands p. 73* \ No newline at end of file diff --git a/Compendium/spells/blind-ambition.md b/Compendium/spells/blind-ambition.md deleted file mode 100644 index c7ba5bd52..000000000 --- a/Compendium/spells/blind-ambition.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Blind Ambition"] ---- -# Blind Ambition *Focus 1* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[ambition](../setting/domains.md#Ambition)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**10 minutes - -You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. - -The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes a –1 status penalty to its saving throws and other defenses against attempts to [Coerce](../../Rules/actions/coerce.md) it, [Request](../../Rules/actions/request.md) something of it, or use [mental](../../Rules/traits/mental.md) effects to convince it to do something (such as a [suggestion](suggestion.md) spell). This penalty applies only if the target is being encouraged to advance its own ambitions. -> - **Failure** As success, but the penalty is –2. -> - **Critical Failure** The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it. - -*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/Compendium/spells/blinding-beauty-apg.md b/Compendium/spells/blinding-beauty-apg.md deleted file mode 100644 index 32b23c5a3..000000000 --- a/Compendium/spells/blinding-beauty-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/cone -- spell/focus/3 -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/sorcerer -- trait/uncommon -- trait/visual -aliases: ["Blinding Beauty"] ---- -# Blinding Beauty *Focus 3* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot cone -- **Saving Throw** Will - -You channel the allure of your nymph bloodline into a terribly beautiful glance. Each enemy in the area must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) until the start of its next turn. -> - **Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) until the start of its next turn. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 minute. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/blinding-fury-apg.md b/Compendium/spells/blinding-fury-apg.md deleted file mode 100644 index 420ad3e40..000000000 --- a/Compendium/spells/blinding-fury-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/6 -- trait/curse -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Blinding Fury"] ---- -# Blinding Fury *Spell 6* -[curse](../../Rules/traits/curse.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature damages you. -- **Range**60 foot -- **Targets**the triggering creature -- **Saving Throw** Will -- **Duration**varies - -You curse the target with your outrage at being attacked. The effect is determined by the target's Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target can't observe you until the end of its turn, and if you're currently [observed](../../Rules/conditions.md#Observed) by it, you become [hidden](../../Rules/conditions.md#Hidden) to it. -> - **Failure** As success, and for 1 minute, every time the target damages you, it can't observe you until the end of its turn. -> - **Critical Failure** As success, and for an unlimited duration, the first time each round the target damages a creature, it can't observe that creature until the end of its turn. If it damages several creatures at once, the creature it can't perceive is chosen randomly among those creatures. - -*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/Compendium/spells/blindness.md b/Compendium/spells/blindness.md deleted file mode 100644 index 07728527f..000000000 --- a/Compendium/spells/blindness.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/incapacitation -- trait/necromancy -aliases: ["Blindness"] ---- -# Blindness *Spell 3* -[incapacitation](../../Rules/traits/incapacitation.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [blinded](../../Rules/conditions.md#Blinded) until its next turn begins. -> - **Failure** The target is [blinded](../../Rules/conditions.md#Blinded) for 1 minute. -> - **Critical Failure** The target is [blinded](../../Rules/conditions.md#Blinded) permanently. - -*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/Compendium/spells/blink-charge-som.md b/Compendium/spells/blink-charge-som.md deleted file mode 100644 index afd3b70b1..000000000 --- a/Compendium/spells/blink-charge-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/conjuration -- trait/force -- trait/teleportation -aliases: ["Blink Charge"] ---- -# Blink Charge *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [force](../../Rules/traits/force.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature - -You propel yourself through the fabric of space to deal a blow carrying the momentum of your teleportation. You teleport to an empty space adjacent to a creature you can see within range, then make a [Strike](../../Rules/actions/strike.md) against the creature with a weapon you're wielding. The [Strike](../../Rules/actions/strike.md) deals damage, plus an extra `2d8` force damage, depending on the result of your [Strike](../../Rules/actions/strike.md). - -> [!success-degree] -> - **Critical Success** Double damage, plus after the [Strike](../../Rules/actions/strike.md), you can teleport the target into an empty space up to 5 feet away from its current position. The new space must be on the ground if it started on the ground, in the air if it was flying, and so on. -> - **Success** The [Strike](../../Rules/actions/strike.md) deals full damage. -> - **Failure** The [Strike](../../Rules/actions/strike.md) deals no damage, but the target takes `1d8` force damage. -> - **Critical Failure** The [Strike](../../Rules/actions/strike.md) deals no damage, and you take `1d8` force damage. - -**Heightened (+ 2)** The spell's range increases by 60 feet, and any force damage the spell deals is increased by `1d8`. - -*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/Compendium/spells/blink.md b/Compendium/spells/blink.md deleted file mode 100644 index 4af40c871..000000000 --- a/Compendium/spells/blink.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/conjuration -- trait/teleportation -aliases: ["Blink"] ---- -# Blink *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You blink quickly between the Material Plane and the Ethereal Plane. You gain resistance 5 to all damage (except force). You can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above. - -**Heightened (+ 2)** The resistance increases by 3. - -*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/Compendium/spells/blinking-flame-aura-loil.md b/Compendium/spells/blinking-flame-aura-loil.md deleted file mode 100644 index 61a9597cb..000000000 --- a/Compendium/spells/blinking-flame-aura-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/5 -- trait/divination -- trait/fire -- trait/healing -- trait/uncommon -aliases: ["Blinking Flame Aura"] ---- -# Blinking Flame Aura *Focus 5* -[divination](../../Rules/traits/divination.md) [fire](../../Rules/traits/fire.md) [healing](../../Rules/traits/healing.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You focus your sight inside and call on your inner fire to grant you warmth, steady your vision, and soothe your body. You recover 15 Hit Points. For the duration, you gain a +2 status bonus on [Perception](../skills.md#Perception) checks and resistance 10 to cold. - -**Heightened (+ 1)** You recover an additional 3 Hit Points, and the resistance to cold increases by 2. - -*Source: Lost Omens: Impossible Lands p. 222* \ No newline at end of file diff --git a/Compendium/spells/blister-apg.md b/Compendium/spells/blister-apg.md deleted file mode 100644 index 0320a86d0..000000000 --- a/Compendium/spells/blister-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/5 -- trait/necromancy -aliases: ["Blister"] ---- -# Blister *Spell 5* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute - -You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target grows one blister. You can spend a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes `7d6` acid damage (basic Fortitude save). You choose the direction of the cone, which can't include the target. When no blisters are left, the spell ends. -> - **Failure** As success, but the target grows two blisters. -> - **Critical Failure** As success, but the target grows four blisters. - -**Heightened (+ 1)** The damage of a popped blister increases by `1d6`. - -*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/Compendium/spells/blistering-invective-apg.md b/Compendium/spells/blistering-invective-apg.md deleted file mode 100644 index 448d7e4bd..000000000 --- a/Compendium/spells/blistering-invective-apg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/2 -- trait/auditory -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Blistering Invective"] ---- -# Blistering Invective *Spell 2* -[auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will - -A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe. Your words deal `2d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage), and the target must attempt a Will save. If the target doesn't understand the language or you're not speaking a language, it gains a +4 circumstance bonus to its save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half the [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The target becomes [frightened](../../Rules/conditions.md#Frightened) and takes the full [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The target becomes [frightened](../../Rules/conditions.md#Frightened) and takes double the [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 2)** You can target two additional creatures, and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/Compendium/spells/blood-feast-ec4.md b/Compendium/spells/blood-feast-ec4.md deleted file mode 100644 index 08c1b57e6..000000000 --- a/Compendium/spells/blood-feast-ec4.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec4 -- spell/level/5 -- trait/necromancy -- trait/uncommon -aliases: ["Blood Feast"] ---- -# Blood Feast *Spell 5* -[necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -Your head splits vertically into an enormous maw, which feasts upon the target's blood, dealing `12d6` piercing damage, depending on your spell attack roll. After the spell, your head sews back together as if it had never split apart. You gain temporary Hit Points for 1 minute equal to half the piercing damage the target takes. - -If you are a gug, increase the piercing damage by `2d6` and increase the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) you deal on a critical hit by `1d8`. This spell doesn't alter a gug's appearance. - -> [!success-degree] -> - **Critical Success** The creature takes double damage and `1d8` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Success** The creature takes full damage. -> - **Failure** You miss and the creature takes no damage. - -**Heightened (+ 1)** The piercing damage increases by `2d6`, and the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) on a critical increases by 1. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 74* \ No newline at end of file diff --git a/Compendium/spells/blood-vendetta-apg.md b/Compendium/spells/blood-vendetta-apg.md deleted file mode 100644 index 06d03ab52..000000000 --- a/Compendium/spells/blood-vendetta-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/2 -- trait/curse -- trait/necromancy -aliases: ["Blood Vendetta"] ---- -# Blood Vendetta *Spell 2* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature deals piercing, slashing, or [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) to you -- **Requirements**You can bleed. -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** Will -- **Duration**varies - -You curse the target, punishing it for having the audacity to spill your blood. The target takes `2d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) and must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The target takes the full [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. -> - **Critical Failure** As failure, but the target takes double the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 2)** The [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) increases by `2d6`. - -*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/Compendium/spells/blood-ward-apg.md b/Compendium/spells/blood-ward-apg.md deleted file mode 100644 index 9f4830d36..000000000 --- a/Compendium/spells/blood-ward-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/abjuration -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Blood Ward"] ---- -# Blood Ward *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -You consolidate warding energies with a gesture, guarding a creature against attacks from a certain type of foe. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait. The target is temporarily immune for 10 minutes. - -**Heightened (5th)** The status bonus increases to +2. - -*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/Compendium/spells/bloodspray-curse-som.md b/Compendium/spells/bloodspray-curse-som.md deleted file mode 100644 index 01fc26720..000000000 --- a/Compendium/spells/bloodspray-curse-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/curse -- trait/necromancy -aliases: ["Bloodspray Curse"] ---- -# Bloodspray Curse *Spell 4* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies - -You inflict a curse upon the target that causes any wound to gush blood. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** For 1 minute, the first time each round that the target takes at least 10 piercing or slashing damage from a single [Strike](../../Rules/actions/strike.md), it takes `2d6` additional damage of the same type. -> - **Failure** As success, but when it takes the additional damage, it also takes `2d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 2)** The additional damage increases by `1d6` and the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) increases by `1d6`. - -*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/Compendium/spells/blur.md b/Compendium/spells/blur.md deleted file mode 100644 index f4fea932e..000000000 --- a/Compendium/spells/blur.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/illusion -- trait/visual -aliases: ["Blur"] ---- -# Blur *Spell 2* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute - -The target's form appears blurry. It becomes [concealed](../../Rules/conditions.md#Concealed). As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md). - -*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/Compendium/spells/boil-blood-som.md b/Compendium/spells/boil-blood-som.md deleted file mode 100644 index 9abdcfbe2..000000000 --- a/Compendium/spells/boil-blood-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/8 -- trait/evocation -- trait/fire -aliases: ["Boil Blood"] ---- -# Boil Blood *Spell 8* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You heat a foe's blood and boil it within its veins. The target takes `10d10` fire damage, with a Fortitude save. A nonliving creature with blood in its body (such as a vampire) can be affected, but a creature with no blood is immune. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage and is [drained](../../Rules/conditions.md#Drained). -> - **Critical Failure** The target takes double damage and is [drained](../../Rules/conditions.md#Drained). - -**Heightened (+ 1)** The damage increases by `1d10`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/Compendium/spells/boost-eidolon-som.md b/Compendium/spells/boost-eidolon-som.md deleted file mode 100644 index 6a74cd8ad..000000000 --- a/Compendium/spells/boost-eidolon-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/summoner -- trait/uncommon -aliases: ["Boost Eidolon"] ---- -# Boost Eidolon *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [summoner](../../Rules/traits/summoner-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 round - -You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's [Strikes](../../Rules/actions/strike.md) deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice. - -*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/Compendium/spells/bottle-the-storm-logm.md b/Compendium/spells/bottle-the-storm-logm.md deleted file mode 100644 index 6ebea8470..000000000 --- a/Compendium/spells/bottle-the-storm-logm.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/electricity -- trait/evocation -aliases: ["Bottle The Storm"] ---- -# Bottle The Storm *Focus 4* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Domains**: [[lightning](../setting/domains.md#Lightning)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You would take electricity damage. -- **Duration**1 minute - -When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 against the triggering effect. If you successfully prevent damage in this way, at any time during the spell's duration, you can spend a single action, which has the [attack](../../Rules/traits/attack.md) trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the damage prevented by bottle the storm. If you cast [bottle the storm]() a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly. - -**Heightened (7th)** The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. - -**Heightened (10th)** The resistance increases to 20, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. - -*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/bottomless-stomach-som.md b/Compendium/spells/bottomless-stomach-som.md deleted file mode 100644 index 0297b8a60..000000000 --- a/Compendium/spells/bottomless-stomach-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/conjuration -- trait/extradimensional -aliases: ["Bottomless Stomach"] ---- -# Bottomless Stomach *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour - -You create a shimmering extradimensional space accessible from the target's mouth. The space can hold objects and equipment, up to a total of 10 Bulk. This extradimensional storage doesn't hamper the target's ability to eat, drink, speak (if applicable), or otherwise act, as it only opens and closes when the target chooses. - -The target can [Interact](../../Rules/actions/interact.md) to swallow an object of up to 1 Bulk, which doesn't harm the object or the target. If the extradimensional space is full, the target can't add any more objects until first removing one or more stored objects. Organic matter and living creatures can't be stored in this space. The extradimensional storage is obvious to any creature who looks into the target's mouth, as the entryway shimmers slightly, though this doesn't clearly reveal the contents inside. - -The target can [Interact](../../Rules/actions/interact.md) to spit out a single object of its choice, causing the object to fall to the ground in the target's space. The target can [Interact](../../Rules/actions/interact.md) three times in a row to spit out the entire contents of its extradimensional storage; the target doesn't have to take these actions all in the same turn, but if it takes any other actions in between, it has to start over. The items eject into the target's space, possibly spilling out into adjacent spaces if there is too much to fit. - -When the spell ends or the target falls [unconscious](../../Rules/conditions.md#Unconscious), the contents of the extradimensional storage are disgorged in a riotous spew, landing in the nearest unoccupied space, a bit wet but otherwise unharmed. - -**Heightened (5th)** The duration increases to 8 hours. - -*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/Compendium/spells/bracing-tendrils-da.md b/Compendium/spells/bracing-tendrils-da.md deleted file mode 100644 index 0efd34538..000000000 --- a/Compendium/spells/bracing-tendrils-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/3 -- trait/evocation -- trait/force -aliases: ["Bracing Tendrils"] ---- -# Bracing Tendrils *Spell 3* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Visible tendrils of force anchor your body to the ground, preventing unwanted movement. Whenever you're on the ground and a creature or effect attempts to forcibly move you from your space, you can use your spell DC in place of your Fortitude DC as the DC of the check to move you. If a creature wouldn't normally need a check to move you, it must succeed at an appropriate check (usually an [Athletics](../skills.md#Athletics) check for physical movement) against your spell DC or you are unmoved; if an effect wouldn't normally need a check to move you, it must counteract bracing tendrils or you are unmoved. When a creature fails to move you in this way, you can choose to have the tendrils lash back and push them 5 feet away from you. - -While the tendrils anchor you in place when you come to a stop, they uproot easily to cooperate with your own voluntary movement, so you can still move freely while under the effect of the spell. - -*Source: Dark Archive p. 104* \ No newline at end of file diff --git a/Compendium/spells/brain-drain-apg.md b/Compendium/spells/brain-drain-apg.md deleted file mode 100644 index 95ee25edc..000000000 --- a/Compendium/spells/brain-drain-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/cursebound -- trait/enchantment -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Brain Drain"] ---- -# Brain Drain *Focus 1* -[cursebound](../../Rules/traits/cursebound-apg.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will - -You probe the target's mind to glean knowledge. This deals `1d8` mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). Choose a skill that has the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action, and use the target's skill modifier for the check. - -**Heightened (+ 1)** The mental damage increases by `1d8`. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/brand-the-impenitent-logm.md b/Compendium/spells/brand-the-impenitent-logm.md deleted file mode 100644 index 03f483dd9..000000000 --- a/Compendium/spells/brand-the-impenitent-logm.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/2 -- trait/abjuration -- trait/curse -aliases: ["Brand The Impenitent"] ---- -# Brand The Impenitent *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) [curse](../../Rules/traits/curse.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies - -You brand the target with an ethereal copy of your deity's religious symbol. This brand can't be [hidden](../../Rules/conditions.md#Hidden), but it is visible only to followers of your faith, who see it as clearly as a lit torch. Followers of your faith ignore the target's [concealed](../../Rules/conditions.md#Concealed) condition, if any, and the target gains a –1 status penalty to AC against attacks by followers of your faith. If the target is a follower of your deity in good standing, the spell fails. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The spell lasts for 1 round. -> - **Failure** The spell lasts for 1 minute. -> - **Critical Failure** The spell has an unlimited duration. - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/breadcrumbs-som.md b/Compendium/spells/breadcrumbs-som.md deleted file mode 100644 index d70dbed09..000000000 --- a/Compendium/spells/breadcrumbs-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/abjuration -aliases: ["Breadcrumbs"] ---- -# Breadcrumbs *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour - -You protect your target from going astray in [hostile](../../Rules/conditions.md#Hostile) territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. - -This trail doesn't denote the direction or the order of its path—it merely indicates where the target has moved during the spell's duration. - -**Heightened (2nd)** The duration increases to 8 hours. - -**Heightened (3rd)** The duration increases to last until your next daily preparations. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 92* \ No newline at end of file diff --git a/Compendium/spells/breath-of-drought-ec1.md b/Compendium/spells/breath-of-drought-ec1.md deleted file mode 100644 index 5c5f126b2..000000000 --- a/Compendium/spells/breath-of-drought-ec1.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/area/burst -- spell/level/2 -- trait/evocation -- trait/fire -- trait/uncommon -aliases: ["Breath Of Drought"] ---- -# Breath Of Drought *Spell 2* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**sustained - -You fill the area with an oppressive, arid swelter that overwhelms creatures with heat exhaustion. Objects are unaffected. Each creature in the area when the spell is cast or that ends its turn in the area afterward must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as fire elementals) are immune to breath of drought. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature is [sickened](../../Rules/conditions.md#Sickened). - -**Heightened (4th)** Once per round when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the center of the burst to a new location within range. - -**Heightened (7th)** As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst. - -*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/Compendium/spells/breath-of-life.md b/Compendium/spells/breath-of-life.md deleted file mode 100644 index 428094664..000000000 --- a/Compendium/spells/breath-of-life.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Breath Of Life"] ---- -# Breath Of Life *Spell 5* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A living creature within range would die. -- **Range**60 foot -- **Targets**the triggering creature - -Your blessing revives a creature at the moment of its death. - -You prevent the target from [dying](../../Rules/conditions.md#Dying) and restore Hit Points to the target equal to `4d8` plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was [disintegrate](disintegrate.md) or a [death](../../Rules/traits/death.md) effect. - -*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/Compendium/spells/buffeting-winds-lokl.md b/Compendium/spells/buffeting-winds-lokl.md deleted file mode 100644 index 13b561b5b..000000000 --- a/Compendium/spells/buffeting-winds-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/area/cone -- spell/level/1 -- trait/air -- trait/evocation -- trait/nonlethal -aliases: ["Buffeting Winds"] ---- -# Buffeting Winds *Spell 1* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [nonlethal](../../Rules/traits/nonlethal.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex - -You release a quick burst of wind that batters your living opponents without causing them lasting harm, while also blowing undead away. The wind deals `2d4` bludgeoning damage, which is nonlethal against living creatures. Against undead, the winds are more vicious, and the spell loses the [nonlethal](../../Rules/traits/nonlethal.md) trait against such creatures. Each creature in the area must attempt a basic Reflex save. On a failure, undead creatures are also knocked back 5 feet (or 10 feet on a critical failure). - -**Heightened (+ 1)** The damage increases by `2d4`. - -*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/Compendium/spells/bullhorn-som.md b/Compendium/spells/bullhorn-som.md deleted file mode 100644 index c8e594926..000000000 --- a/Compendium/spells/bullhorn-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/auditory -- trait/cantrip -- trait/illusion -aliases: ["Bullhorn"] ---- -# Bullhorn *Cantrip 1* -[auditory](../../Rules/traits/auditory.md) [cantrip](../../Rules/traits/cantrip.md) [illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn't make your voice jarring or distracting. This doesn't increase the range or area of other [auditory](../../Rules/traits/auditory.md) or [linguistic](../../Rules/traits/linguistic.md) effects, and physical barriers such as walls and doors still block or muffle your voice as normal. - -Your loud voice makes it easier to [Coerce](../../Rules/actions/coerce.md) others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to [Coerce](../../Rules/actions/coerce.md) and auditory [Performance](../skills.md#Performance) checks to [Perform](../../Rules/actions/perform.md) at a large venue. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (5th)** Your voice can be heard clearly up to 1,200 feet away. - -**Heightened (7th)** Your voice can be heard clearly up to 1 mile away. - -*Source: Secrets of Magic p. 93* \ No newline at end of file diff --git a/Compendium/spells/burning-blossoms-som.md b/Compendium/spells/burning-blossoms-som.md deleted file mode 100644 index 68a9d1703..000000000 --- a/Compendium/spells/burning-blossoms-som.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cylinder -- spell/level/8 -- trait/enchantment -- trait/fire -- trait/plant -aliases: ["Burning Blossoms"] ---- -# Burning Blossoms *Spell 8* -[enchantment](../../Rules/traits/enchantment.md) [fire](../../Rules/traits/fire.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**30-foot radius, 100-foot tall cylinder -- **Saving Throw** Will -- **Duration**1 minute - -An intangible hollow tree sprouts from the ground and grows to towering height, radiating a fiery passion and fascinating viewers. The base of the tree takes up a single square and grows 100 feet upwards, while its branches extend outwards 30 feet, forming the spell's cylindrical area. - -The tree then blossoms, growing delicate white flowers that burn with white-hot fire. As the tree's branches gently rustle in the wind, flower petals drift to the ground in a shower of flame. Any creature that ends its turn under the tree's branches takes `6d6` fire damage from the burning petals. - -Any enemy that can see the tree, even if the enemy is outside the spell's area, must attempt a Will save. This is an emotion, [mental](../../Rules/traits/mental.md), and [visual](../../Rules/traits/visual.md) effect. Creatures [fascinated](../../Rules/conditions.md#Fascinated) with the tree must use at least one of their actions on each of their turns to move toward the tree. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and is temporarily immune for 24 hours. -> - **Success** The creature is unaffected, but it must attempt a new save at the end of its turn if it can still see the tree. -> - **Failure** The creature is [fascinated](../../Rules/conditions.md#Fascinated) with the tree until the end of its next turn. If it can still see the tree then, it must attempt a save again. -> - **Critical Failure** The creature is [fascinated](../../Rules/conditions.md#Fascinated) with the tree until the spell ends. The tree's fire damage doesn't end the fascination; other [hostile](../../Rules/conditions.md#Hostile) actions end it, as normal. If the fascination ends, the creature must attempt a new save at the end of its turn if it can still see the tree. - -**Heightened (+ 1)** The damage increases by `1d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 93* \ No newline at end of file diff --git a/Compendium/spells/burning-hands.md b/Compendium/spells/burning-hands.md deleted file mode 100644 index 3f1ef0fda..000000000 --- a/Compendium/spells/burning-hands.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/level/1 -- trait/evocation -- trait/fire -aliases: ["Burning Hands"] ---- -# Burning Hands *Spell 1* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Reflex - -Gouts of flame rush from your hands. You deal `2d6` fire damage to creatures in the area. - -**Heightened (+ 1)** The damage increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/Compendium/spells/buzzing-bites-lomm.md b/Compendium/spells/buzzing-bites-lomm.md deleted file mode 100644 index f9626f10d..000000000 --- a/Compendium/spells/buzzing-bites-lomm.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lomm -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/hex -- trait/rare -- trait/witch -aliases: ["Buzzing Bites"] ---- -# Buzzing Bites *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [hex](../../Rules/traits/hex-apg.md) [rare](../../Rules/traits/rare.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You evoke buzzing and crawling insects to climb onto a foe's body and bite, dealing `1d4` piercing damage and potentially sickening the foe, depending on its Fortitude save. You deal the piercing damage initially and then again the first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), starting on the round after you cast it and rolling the damage based on the target's saving throw result each time. However, the creature only attempts the Fortitude save once, when you first [Cast the Spell](../../Rules/actions/cast-a-spell.md). Once this spell ends, the target becomes temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage. -> - **Critical Failure** The target takes double damage and is [sickened](../../Rules/conditions.md#Sickened) by the crawling insects. The sickened value can't be reduced below 1 while the spell is active. - -**Heightened (+ 1)** The damage increases by `1d4`. - -*Source: Lost Omens: Monsters of Myth p. 75* \ No newline at end of file diff --git a/Compendium/spells/cackle-apg.md b/Compendium/spells/cackle-apg.md deleted file mode 100644 index 037cf2e24..000000000 --- a/Compendium/spells/cackle-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/enchantment -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Cackle"] ---- -# Cackle *Focus 1* -[enchantment](../../Rules/traits/enchantment.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -With a quick burst of laughter, you prolong a [magical](../../Rules/traits/magical.md) effect you created. You [Sustain a Spell](../../Rules/actions/sustain-a-spell.md). - -*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/Compendium/spells/call-of-the-grave.md b/Compendium/spells/call-of-the-grave.md deleted file mode 100644 index 1326f9360..000000000 --- a/Compendium/spells/call-of-the-grave.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/arcane -- trait/attack -- trait/necromancy -- trait/uncommon -- trait/wizard -aliases: ["Call Of The Grave"] ---- -# Call Of The Grave *Focus 1* -[arcane](../../Rules/traits/arcane.md) [attack](../../Rules/traits/attack.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature - -You fire a ray of sickening energy. Make a spell attack roll. - -> [!success-degree] -> - **Critical Success** The target becomes [sickened](../../Rules/conditions.md#Sickened) and [slowed](../../Rules/conditions.md#Slowed) as long as it's [sickened](../../Rules/conditions.md#Sickened). -> - **Success** The target becomes [sickened](../../Rules/conditions.md#Sickened). -> - **Failure** The target is unaffected. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/call-the-blood-av3.md b/Compendium/spells/call-the-blood-av3.md deleted file mode 100644 index 295f283fe..000000000 --- a/Compendium/spells/call-the-blood-av3.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/av3 -- spell/level/4 -- trait/death -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Call The Blood"] ---- -# Call The Blood *Spell 4* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude - -With a word and gesture, you cause streams of blood to erupt from the target's mouth, nostrils, ears, or other facial openings and come rushing into your mouth. You deal `8d4` negative damage to the target. - -If the target takes damage, its blood flows into your mouth. If you're a living creature and don't have negative healing, you're [sickened](../../Rules/conditions.md#Sickened). If you're undead (or living but have negative healing), you can choose to either gain temporary Hit Points equal to half of the negative damage the target takes (after applying resistance and the like) and become [quickened](../../Rules/conditions.md#Quickened) for 1 round, or forgo the temporary Hit Points and become [quickened](../../Rules/conditions.md#Quickened) for 1 minute. You can use this extra action only to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md). You lose any remaining temporary Hit Points after 1 minute. - -**Heightened (+ 1)** The damage increases by `2d4`. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 75* \ No newline at end of file diff --git a/Compendium/spells/call-to-arms-apg.md b/Compendium/spells/call-to-arms-apg.md deleted file mode 100644 index cd5114e18..000000000 --- a/Compendium/spells/call-to-arms-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/focus/1 -- trait/auditory -- trait/cursebound -- trait/emotion -- trait/enchantment -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Call To Arms"] ---- -# Call To Arms *Focus 1* -[auditory](../../Rules/traits/auditory.md) [cursebound](../../Rules/traits/cursebound-apg.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are about to roll for initiative. -- **Area**20-foot emanation -- **Duration**1 minute - -You cry out a call to arms, inspiring your allies to enter the fray. - -Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration. - -**Heightened (6th)** The bonus increases to +3. - -**Heightened (9th)** The bonus increases to +4. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/calm-emotions.md b/Compendium/spells/calm-emotions.md deleted file mode 100644 index 4f128faec..000000000 --- a/Compendium/spells/calm-emotions.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Calm Emotions"] ---- -# Calm Emotions *Spell 2* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** Calming urges impose a –1 status penalty to the creature's attack rolls. -> - **Failure** Any [emotion](../../Rules/traits/emotion.md) effects that would affect the creature are suppressed and the creature can't use [hostile](../../Rules/conditions.md#Hostile) actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions. -> - **Critical Failure** As failure, but hostility doesn't end the effect. - -*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/Compendium/spells/canticle-of-everlasting-grief-som.md b/Compendium/spells/canticle-of-everlasting-grief-som.md deleted file mode 100644 index e87620c60..000000000 --- a/Compendium/spells/canticle-of-everlasting-grief-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/8 -- trait/auditory -- trait/curse -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Canticle Of Everlasting Grief"] ---- -# Canticle Of Everlasting Grief *Spell 8* -[auditory](../../Rules/traits/auditory.md) [curse](../../Rules/traits/curse.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `5d6` mental damage, is [frightened](../../Rules/conditions.md#Frightened), and can't benefit from circumstance or status bonuses for 1 round. -> - **Failure** The target takes `10d6` mental damage, is [frightened](../../Rules/conditions.md#Frightened), and can't benefit from circumstance or status bonuses for 1 week. -> - **Critical Failure** The target takes `20d6` mental damage and is [frightened](../../Rules/conditions.md#Frightened). It can't benefit from circumstance or status bonuses until the curse is [broken](../../Rules/conditions.md#Broken). While the curse remains, the target's allies are also unable to benefit from circumstance or status bonuses while within 15 feet of it. - -*Source: Secrets of Magic p. 94* \ No newline at end of file diff --git a/Compendium/spells/captivating-adoration.md b/Compendium/spells/captivating-adoration.md deleted file mode 100644 index a7f1dcd15..000000000 --- a/Compendium/spells/captivating-adoration.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/4 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -- trait/visual -aliases: ["Captivating Adoration"] ---- -# Captivating Adoration *Focus 4* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Domains**: [[passion](../setting/domains.md#Passion)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Saving Throw** Will -- **Duration**1 minute - -You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects. - -When a creature enters the area for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and temporarily immune for 1 hour. -> - **Success** The creature is [fascinated](../../Rules/conditions.md#Fascinated) with you for its next action, then is temporarily immune for 1 hour. -> - **Failure** The creature is [fascinated](../../Rules/conditions.md#Fascinated) with you. -> - **Critical Failure** The creature is [fascinated](../../Rules/conditions.md#Fascinated) with you, and its attitude toward you improves by one step. - -**Heightened (+ 1)** Increase the size of the emanation by 15 feet. - -*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/Compendium/spells/cascade-countermeasure-som.md b/Compendium/spells/cascade-countermeasure-som.md deleted file mode 100644 index 6bc9f3c60..000000000 --- a/Compendium/spells/cascade-countermeasure-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/3 -- trait/abjuration -- trait/magus -- trait/uncommon -aliases: ["Cascade Countermeasure"] ---- -# Cascade Countermeasure *Focus 3* -[abjuration](../../Rules/traits/abjuration.md) [magus](../../Rules/traits/magus-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're benefiting from [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md). -- **Duration**until the [Arcane Cascade](../../Rules/actions/arcane-cascade-som.md) stance ends - -You quickly adjust your Arcane Cascade to offer magical protection. You gain resistance 5 against damage from spells. As normal, using Arcane Cascade again means you've ended the stance, and the spell ends. - -**Heightened (+ 3)** The resistance increases by 5. - -*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/Compendium/spells/cast-into-time-som.md b/Compendium/spells/cast-into-time-som.md deleted file mode 100644 index c3a1df5ef..000000000 --- a/Compendium/spells/cast-into-time-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cone -- spell/level/6 -- trait/divination -aliases: ["Cast Into Time"] ---- -# Cast Into Time *Spell 6* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude - -You release a wave of temporal energy that sends creatures violently tumbling through time, scarring their thoughts with the information flowing around them. Although the journey can feel like it lasts for minutes or even days, the targets reappear instantly. Witnessing this chaotic flow of time and being bashed against objects from different times deals the targets `5d8` mental damage and `5d6` bludgeoning damage, with a Fortitude save. A creature that falls into time disappears until the end of your turn. It then reappears in the same space it left; if that space is occupied, it appears in the nearest empty space, chosen by the GM. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature falls into time. When it returns, it takes half damage. -> - **Failure** The creature falls into time. When it returns, it takes full damage and is [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature falls into time. When it returns, it takes double damage and is [sickened](../../Rules/conditions.md#Sickened). - -**Heightened (+ 1)** The bludgeoning damage increase by `2d6`. - -*Source: Secrets of Magic p. 94* \ No newline at end of file diff --git a/Compendium/spells/cataclysm.md b/Compendium/spells/cataclysm.md deleted file mode 100644 index 2da3e19f5..000000000 --- a/Compendium/spells/cataclysm.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/10 -- trait/acid -- trait/air -- trait/cold -- trait/earth -- trait/electricity -- trait/evocation -- trait/fire -- trait/water -aliases: ["Cataclysm"] ---- -# Cataclysm *Spell 10* -[acid](../../Rules/traits/acid.md) [air](../../Rules/traits/air.md) [cold](../../Rules/traits/cold.md) [earth](../../Rules/traits/earth.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**1000 foot -- **Area**60-foot burst -- **Saving Throw** basic Reflex - -You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack. - -The following effects come down upon all creatures in the area. Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm's damage. Each creature attempts one basic Reflex save that applies to all six types of damage. - -- Flesh-dissolving acid rain deals `3d10` acid damage. -- A roaring earthquake shakes and bludgeons creatures on the ground, dealing `3d10` bludgeoning damage. -- A blast of freezing wind deals `3d10` cold damage. -- Incredible lightning lashes the area, dealing `3d10` electricity damage. -- Beating winds churn across the sky, dealing `3d10` bludgeoning damage to creatures flying in the area. -- An instant tsunami sweeps over creatures in the area, dealing `3d10` bludgeoning damage with the [water](../../Rules/traits/water.md) trait (doubled for creatures swimming in the area). -- A massive wildfire burns in a sudden inferno, dealing `3d10` fire damage. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/Compendium/spells/catch-your-name-som.md b/Compendium/spells/catch-your-name-som.md deleted file mode 100644 index 5b9fe0e7e..000000000 --- a/Compendium/spells/catch-your-name-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/6 -- trait/divination -- trait/rare -aliases: ["Catch Your Name"] ---- -# Catch Your Name *Spell 6* -[divination](../../Rules/traits/divination.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature on your plane speaks your private or true name -- **Requirements**You know your own true name. -- **Saving Throw** Will - -You learn a private name (but not the true name) of the creature who spoke your name, as well as their precise location, unless they succeed at a Will save to negate the effect. You are aware any time the trigger conditions are met as long as you have the spell prepared or in your repertoire. There is no way to distinguish one trigger of this spell from another without actually casting the spell. - -This can become a nuisance if you are so famous that your name is regularly on others' lips. - -*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/Compendium/spells/celestial-brand.md b/Compendium/spells/celestial-brand.md deleted file mode 100644 index 674053bea..000000000 --- a/Compendium/spells/celestial-brand.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/5 -- trait/curse -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Celestial Brand"] ---- -# Celestial Brand *Focus 5* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Duration**1 round - -A blazing symbol appears on the target, marking it for divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional `1d4` good damage. The target is then temporarily immune for 1 minute. - -**Heightened (+ 2)** The good damage increases by 1. - -*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/chameleon-coat-apg.md b/Compendium/spells/chameleon-coat-apg.md deleted file mode 100644 index 9e0482e3d..000000000 --- a/Compendium/spells/chameleon-coat-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/5 -- trait/illusion -aliases: ["Chameleon Coat"] ---- -# Chameleon Coat *Spell 5* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**15 foot -- **Targets**up to 8 creatures -- **Duration**10 minutes - -You shift the colors of the targets' outermost layer of clothing and gear to be closer to their environment when they remain still. Creatures affected by the spell gain a +3 status bonus to [Stealth](../skills.md#Stealth) checks to [Hide](../../Rules/actions/hide.md). The changed color granted by the spell always shifts to match the environment, even if there are drastic changes. If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature. - -**Heightened (6th)** If a creature affected by this spell rolls a critical failure on its [Stealth](../skills.md#Stealth) check to [Sneak](../../Rules/actions/sneak.md) within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter. - -**Heightened (8th)** As 6th level, and the status bonus is +4. - -*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/Compendium/spells/champions-sacrifice.md b/Compendium/spells/champions-sacrifice.md deleted file mode 100644 index bbbf20636..000000000 --- a/Compendium/spells/champions-sacrifice.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/6 -- trait/abjuration -- trait/champion -- trait/uncommon -aliases: ["Champion's Sacrifice"] ---- -# Champion's Sacrifice *Focus 6* -[abjuration](../../Rules/traits/abjuration.md) [champion](../../Rules/traits/champion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally is hit by a [Strike](../../Rules/actions/strike.md), or an ally fails a saving throw against an effect that doesn't affect you. -- **Range**30 foot -- **Targets**1 ally - -You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect. - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/charged-javelin-logm.md b/Compendium/spells/charged-javelin-logm.md deleted file mode 100644 index 5160890af..000000000 --- a/Compendium/spells/charged-javelin-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/attack -- trait/electricity -- trait/evocation -aliases: ["Charged Javelin"] ---- -# Charged Javelin *Focus 1* -[attack](../../Rules/traits/attack.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Domains**: [[lightning](../setting/domains.md#Lightning)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 or more creatures - -You fire a javelin of electricity that leaves a charged field around its target. Make a spell attack roll. The javelin deals `1d6` electricity damage and 1 [persistent electricity damage](../../Rules/conditions.md#Persistent%20Damage). - -> [!success-degree] -> - **Critical Success** The javelin deals double damage, both initial and persistent. -> - **Success** The javelin deals full damage. As long as the target is taking [persistent damage](../../Rules/conditions.md#Persistent%20Damage) from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or [electricity](../../Rules/traits/electricity.md) effects against the target, and the target takes a –1 status penalty to saves against [electricity](../../Rules/traits/electricity.md) effects. - -**Heightened (+ 1)** The initial damage increases by `1d6`, and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases by 1. - -*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/charitable-urge-apg.md b/Compendium/spells/charitable-urge-apg.md deleted file mode 100644 index 6b12dea9b..000000000 --- a/Compendium/spells/charitable-urge-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/2 -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Charitable Urge"] ---- -# Charitable Urge *Spell 2* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You speak on the virtue of charity, compelling the target to give away its possessions. The target must attempt a Will save. If the target has no items on its person, the spell fails. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stunned](../../Rules/conditions.md#Stunned) as it wrestles with the urge. -> - **Failure** On its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be [stunned](../../Rules/conditions.md#Stunned) for 1 round instead of giving up the item. This might require the target to [Interact](../../Rules/actions/interact.md) to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an [Interact](../../Rules/actions/interact.md) action. -> - **Critical Failure** As failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success. - -*Source: Advanced Player's Guide p. 216* \ No newline at end of file diff --git a/Compendium/spells/charm.md b/Compendium/spells/charm.md deleted file mode 100644 index d188737e2..000000000 --- a/Compendium/spells/charm.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Charm"] ---- -# Charm *Spell 1* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 hour - -To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used [hostile](../../Rules/conditions.md#Hostile) actions against it. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. If you use [hostile](../../Rules/conditions.md#Hostile) actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. - -> [!success-degree] -> - **Critical Success** The target is unaffected and aware you tried to charm it. -> - **Success** The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305). -> - **Failure** The target's attitude becomes [friendly](../../Rules/conditions.md#Friendly) toward you. If it was [friendly](../../Rules/conditions.md#Friendly), it becomes [helpful](../../Rules/conditions.md#Helpful). It can't use [hostile](../../Rules/conditions.md#Hostile) actions against you. -> - **Critical Failure** The target's attitude becomes [helpful](../../Rules/conditions.md#Helpful) toward you, and it can't use [hostile](../../Rules/conditions.md#Hostile) actions against you. - -**Heightened (4th)** The duration lasts until the next time you make your daily preparations. - -**Heightened (8th)** The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures. - -*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/Compendium/spells/charming-touch.md b/Compendium/spells/charming-touch.md deleted file mode 100644 index 268a07819..000000000 --- a/Compendium/spells/charming-touch.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/uncommon -aliases: ["Charming Touch"] ---- -# Charming Touch *Focus 1* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[passion](../setting/domains.md#Passion)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature that could find you attractive -- **Saving Throw** Will -- **Duration**10 minutes - -You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were [hostile](../../Rules/conditions.md#Hostile) to it. - -> [!success-degree] -> - **Critical Success** The target is unaffected and aware you tried to charm it. -> - **Success** The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305). -> - **Failure** The target's attitude becomes [friendly](../../Rules/conditions.md#Friendly) toward you. If it was [friendly](../../Rules/conditions.md#Friendly), it becomes [helpful](../../Rules/conditions.md#Helpful). It can't use [hostile](../../Rules/conditions.md#Hostile) actions against you. -> - **Critical Failure** The target is [helpful](../../Rules/conditions.md#Helpful) and can't use [hostile](../../Rules/conditions.md#Hostile) actions against you. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. If you use [hostile](../../Rules/conditions.md#Hostile) actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. - -**Heightened (4th)** You can target any type of creature, not just humanoids, as long as it could find you attractive. - -*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/Compendium/spells/charming-words.md b/Compendium/spells/charming-words.md deleted file mode 100644 index 507cd5f1d..000000000 --- a/Compendium/spells/charming-words.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/auditory -- trait/enchantment -- trait/incapacitation -- trait/linguistic -- trait/mental -- trait/uncommon -- trait/wizard -aliases: ["Charming Words"] ---- -# Charming Words *Focus 1* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the start of your next turn - -You whisper enchanting words to deflect your foe's ire. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes a –1 circumstance penalty to attack rolls and damage rolls against you. -> - **Failure** The target can't use [hostile](../../Rules/conditions.md#Hostile) actions against you. -> - **Critical Failure** The target is [stunned](../../Rules/conditions.md#Stunned) and can't use [hostile](../../Rules/conditions.md#Hostile) actions against you. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/chill-touch.md b/Compendium/spells/chill-touch.md deleted file mode 100644 index 7bf9689f0..000000000 --- a/Compendium/spells/chill-touch.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/necromancy -- trait/negative -aliases: ["Chill Touch"] ---- -# Chill Touch *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living or undead creature -- **Saving Throw** Fortitude - -Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead. - -- **Living Creature** The spell deals negative damage equal to `1d4` plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round on a critical failure. -- **Undead Creature** The target is [flat-footed](../../Rules/conditions.md#Flat-footed) for 1 round on a failed Fortitude save. On a critical failure, the target is also [fleeing](../../Rules/conditions.md#Fleeing) for 1 round unless it succeeds at a Will save. - -**Heightened (+ 1)** The negative damage to living creatures increases by `1d4`. - -*Source: Core Rulebook p. 323* \ No newline at end of file diff --git a/Compendium/spells/chilling-darkness.md b/Compendium/spells/chilling-darkness.md deleted file mode 100644 index 70e97808e..000000000 --- a/Compendium/spells/chilling-darkness.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/attack -- trait/cold -- trait/darkness -- trait/evil -- trait/evocation -aliases: ["Chilling Darkness"] ---- -# Chilling Darkness *Spell 3* -[attack](../../Rules/traits/attack.md) [cold](../../Rules/traits/cold.md) [darkness](../../Rules/traits/darkness.md) [evil](../../Rules/traits/evil.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature - -You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal `5d6` cold damage, plus `5d6` evil damage if the target is a celestial. - -If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target. - -> [!success-degree] -> - **Critical Success** The target takes double damage. -> - **Success** The target takes full damage. - -**Heightened (+ 1)** The cold damage increases by `2d6`, and the evil damage against celestials increases by `2d6`. - -*Source: Core Rulebook p. 323* \ No newline at end of file diff --git a/Compendium/spells/chilling-spray-logm.md b/Compendium/spells/chilling-spray-logm.md deleted file mode 100644 index 236025b2e..000000000 --- a/Compendium/spells/chilling-spray-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/cone -- spell/level/1 -- trait/cold -- trait/evocation -aliases: ["Chilling Spray"] ---- -# Chilling Spray *Spell 1* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex - -A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal `2d4` cold damage to creatures in the area; they must each attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds. -> - **Critical Failure** The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds. - -**Heightened (+ 1)** The damage increases by `2d4`. - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/chroma-leach-apg.md b/Compendium/spells/chroma-leach-apg.md deleted file mode 100644 index 8c199d406..000000000 --- a/Compendium/spells/chroma-leach-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/4 -- trait/necromancy -aliases: ["Chroma Leach"] ---- -# Chroma Leach *Spell 4* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Fortitude - -Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living. - -The target must attempt a Fortitude save; creatures with the [gnome](../../Rules/traits/gnome.md) trait take a –2 circumstance penalty to this save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. -> - **Failure** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute and [drained](../../Rules/conditions.md#Drained). The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the [mental](../../Rules/traits/mental.md) and [emotion](../../Rules/traits/emotion.md) traits. -> - **Critical Failure** As failure, but the creature is permanently [enfeebled](../../Rules/conditions.md#Enfeebled) and [drained](../../Rules/conditions.md#Drained) (although magic such as restoration can reduce or remove these conditions). - -*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/Compendium/spells/chromatic-armor-som.md b/Compendium/spells/chromatic-armor-som.md deleted file mode 100644 index df530cc38..000000000 --- a/Compendium/spells/chromatic-armor-som.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/abjuration -- trait/light -aliases: ["Chromatic Armor"] ---- -# Chromatic Armor *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute - -You wrap the target in armor made of sheets of colored light. - -The armor sheds bright light for 20 feet (and dim light for the next 20 feet). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Will save at the end of its action. On a failure, it becomes [dazzled](../../Rules/conditions.md#Dazzled) until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the [light](../../Rules/traits/light.md) and [visual](../../Rules/traits/visual.md) traits. - -When you cast the spell, roll `1d8` twice on the table below to see the armor's colors (rerolling any duplicates) - -Each color grants resistance 5 to the indicated damage type. If you spend three actions to [Cast the Spell](../../Rules/actions/cast-a-spell.md), roll three times instead. - -- **1. Red** fire -- **2. Orange** acid -- **3. Yellow** electricity -- **4. Green** poison -- **5. Blue** sonic -- **6. Indigo** mental -- **7. Violet** force -- **8. Matching Color** The armor becomes the color matching the type of damage the target took most recently in the past minute. If it didn't take any of those seven types of damage or the armor is already that color, roll again, rerolling any results of 8. - -**Heightened (+ 3)** The resistance is increased by 5. - -*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/Compendium/spells/chromatic-image-som.md b/Compendium/spells/chromatic-image-som.md deleted file mode 100644 index 4e2be2f00..000000000 --- a/Compendium/spells/chromatic-image-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/6 -- trait/illusion -- trait/visual -aliases: ["Chromatic Image"] ---- -# Chromatic Image *Spell 6* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You call forth three illusory images of yourself, and each of the four of you takes on a different color, your colors all shifting each time someone attacks you. This has the effects of mirror image, except that whenever a foe destroys one of the images, roll `1d4` to see which color the image was when it was destroyed. The attacker takes the corresponding effect. - -- **1. Red** 5 fire damage and 5 mental damage. -- **2. Orange** 5 acid damage and 5 mental damage. -- **3. Yellow** 5 electricity damage and 5 mental damage. -- **4. Green** 5 poison damage and 5 mental damage, plus it's [frightened](../../Rules/conditions.md#Frightened). - -*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/Compendium/spells/chromatic-ray-som.md b/Compendium/spells/chromatic-ray-som.md deleted file mode 100644 index 5c0a31f0a..000000000 --- a/Compendium/spells/chromatic-ray-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/attack -- trait/evocation -- trait/light -aliases: ["Chromatic Ray"] ---- -# Chromatic Ray *Spell 4* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -You send out a ray of colored light streaming toward your enemy, with a [magical](../../Rules/traits/magical.md) effect depending on the ray's color. - -Make a spell attack roll. If you hit, roll `1d4` to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color. - -- **1. Red** ([fire](../../Rules/traits/fire.md)) The ray deals 30 fire damage to the target. -- **2. Orange** ([acid](../../Rules/traits/acid.md)) The ray deals 40 acid damage to the target. -- **3. Yellow** ([electricity](../../Rules/traits/electricity.md)) The ray deals 50 electricity damage to the target. -- **4. Green** ([poison](../../Rules/traits/poison.md)) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute ([enfeebled](../../Rules/conditions.md#Enfeebled) on a critical failure). - -**Heightened (6th)** The damage for red, orange, yellow, and green each increase by 10. Roll `1d8` to determine the ray's color, using the results for 1–4 above and the results for 5–8 below. - -- **5. Blue** The ray has the effect of the [flesh to stone](flesh-to-stone.md) spell. On a critical hit, the target is [clumsy](../../Rules/conditions.md#Clumsy) as long as it's [slowed](../../Rules/conditions.md#Slowed) by the flesh to stone effect. -- **6. Indigo** ([emotion](../../Rules/traits/emotion.md), [incapacitation](../../Rules/traits/incapacitation.md), [mental](../../Rules/traits/mental.md)) The ray has the effect of the [confusion](confusion.md) spell. On a critical hit, it has the effect of [warp mind](warp-mind.md) instead. -- **7. Violet** The target is [slowed](../../Rules/conditions.md#Slowed) for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a [teleportation](../../Rules/traits/teleportation.md) effect. -- **8. Intense Color** The target is [dazzled](../../Rules/conditions.md#Dazzled) until the end of your next turn, or [blinded](../../Rules/conditions.md#Blinded) if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8). - -*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/Compendium/spells/chromatic-wall.md b/Compendium/spells/chromatic-wall.md deleted file mode 100644 index 4b09f009f..000000000 --- a/Compendium/spells/chromatic-wall.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/abjuration -aliases: ["Chromatic Wall"] ---- -# Chromatic Wall *Spell 5* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**10 minutes - -You create an opaque wall of light in a single vibrant color. - -The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall's effects. - -Roll `1d4` to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall. - -- **Red** The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. [Cone of cold](cone-of-cold.md) can counteract a red chromatic wall. -- **Orange** The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. [Gust of wind](gust-of-wind.md) can counteract an orange chromatic wall. -- **Yellow** The wall stops [acid](../../Rules/traits/acid.md), [cold](../../Rules/traits/cold.md), [electricity](../../Rules/traits/electricity.md), [fire](../../Rules/traits/fire.md), [force](../../Rules/traits/force.md), [negative](../../Rules/traits/negative.md), [positive](../../Rules/traits/positive.md), and [sonic](../../Rules/traits/sonic.md) effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. [Disintegrate](disintegrate.md) can counteract a yellow chromatic wall. -- **Green** The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute. A basic Fortitude save reduces the damage and negates the [enfeebled](../../Rules/conditions.md#Enfeebled) condition on a success. [Passwall](passwall.md) can counteract a green chromatic wall. - -**Heightened (7th)** The spell's duration increases to 1 hour. Roll `1d8` to determine the wall's color; the results for 5–8 are below. A red, orange, yellow, or green wall deals an extra 10 damage. - -- 5. **Blue** The wall stops [auditory](../../Rules/traits/auditory.md), petrification, [sonic](../../Rules/traits/sonic.md), and [visual](../../Rules/traits/visual.md) effects from passing through, and creatures passing through are subject to the effects of [flesh to stone](flesh-to-stone.md). [Magic missile](magic-missile.md) can counteract a blue chromatic wall. -- 6. **Indigo** The wall stops [divination](../../Rules/traits/divination.md) and [mental](../../Rules/traits/mental.md) effects from passing through, and those passing through are subject to the effects of [warp mind](warp-mind.md). [Searing light](searing-light.md) can counteract an indigo chromatic wall. -- 7. **Violet** The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are [slowed](../../Rules/conditions.md#Slowed) for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of [plane shift](plane-shift.md). [Dispel magic](dispel-magic.md) can counteract a violet chromatic wall. -- 8. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves. - -*Source: Core Rulebook p. 323* \ No newline at end of file diff --git a/Compendium/spells/cinder-gaze-da.md b/Compendium/spells/cinder-gaze-da.md deleted file mode 100644 index fe55db1b8..000000000 --- a/Compendium/spells/cinder-gaze-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/1 -- trait/cleric -- trait/divination -- trait/prediction -- trait/rare -aliases: ["Cinder Gaze"] ---- -# Cinder Gaze *Focus 1* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [prediction](../../Rules/traits/prediction.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[fire (apocryphal)](../setting/domains.md#Fire%20(apocryphal))] -- **Cast** 1 minute - -You've learned to read the future in the patterns of flames and smoke. Though inexact and often symbolic, these readings help prepare you for upcoming events. When Casting this Spell, you must be near a fire (of any size) for the duration. - -Upon completion, roll `1d4` for your prediction. The benefit lasts for 10 minutes or until expended, whichever comes first. After casting cinder gaze, you can't cast it again for 10 minutes. - -- **Terrible Danger** You gain a +2 status bonus to your next initiative roll. -- **New Life** The next time you take damage, just before taking the damage, you gain temporary Hit Points equal to 1 plus your spellcasting ability modifier. -- **Vivid Insight** ([fortune](../../Rules/traits/fortune.md)) The next time you attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), roll twice and take the higher result. -- **Good Fortune** ([fortune](../../Rules/traits/fortune.md)) The next time you attempt a saving throw, roll twice and take the better result. - -**Heightened (+ 1)** The number of temporary Hit Points from new life increases by 2. - -*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/Compendium/spells/claim-curse-som.md b/Compendium/spells/claim-curse-som.md deleted file mode 100644 index d8a73adba..000000000 --- a/Compendium/spells/claim-curse-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/necromancy -aliases: ["Claim Curse"] ---- -# Claim Curse *Spell 3* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature affected by a curse -- **Duration**5 minutes - -By burning threads of fate around a target and then retying them to yourself instead, you temporarily draw their curse to you and offer them brief succor from the worst of its effects. Choose a curse affecting the target that you don't already have. For 5 minutes, you are affected by the curse (at the same stage as the target, if applicable), and the target isn't. When the duration ends, the curse's effects return to the target as normal. - -*Source: Secrets of Magic p. 95* \ No newline at end of file diff --git a/Compendium/spells/claim-undead-apg.md b/Compendium/spells/claim-undead-apg.md deleted file mode 100644 index df33755b1..000000000 --- a/Compendium/spells/claim-undead-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/cursebound -- trait/incapacitation -- trait/necromancy -- trait/oracle -- trait/uncommon -aliases: ["Claim Undead"] ---- -# Claim Undead *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [incapacitation](../../Rules/traits/incapacitation.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 undead creature -- **Saving Throw** Will -- **Duration**10 minutes - -You attempt to wrest control of a target undead or force it to recognize you as its master. If the target is [controlled](../../Rules/conditions.md#Controlled) by another creature, that controller attempts a Will saving throw to retain control; otherwise, the target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stunned](../../Rules/conditions.md#Stunned) as it fights off your commands. -> - **Failure** The target becomes [controlled](../../Rules/conditions.md#Controlled) by you and follows your orders. It (or the creature previously controlling it) can attempt a new Will save at the end of each of its turns, and the spell ends on a success. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. -> - **Critical Failure** As failure, but the target (or the creature previously controlling it) receives a new save only if you give it a new order that is against its nature. - -*Source: Advanced Player's Guide p. 230* \ No newline at end of file diff --git a/Compendium/spells/clairaudience.md b/Compendium/spells/clairaudience.md deleted file mode 100644 index b68cdb4a0..000000000 --- a/Compendium/spells/clairaudience.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/divination -- trait/scrying -aliases: ["Clairaudience"] ---- -# Clairaudience *Spell 3* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**500 foot -- **Duration**10 minutes - -You create an [invisible](../../Rules/conditions.md#Invisible) floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses. - -*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/Compendium/spells/clairvoyance.md b/Compendium/spells/clairvoyance.md deleted file mode 100644 index a49e0d2f4..000000000 --- a/Compendium/spells/clairvoyance.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/divination -- trait/scrying -aliases: ["Clairvoyance"] ---- -# Clairvoyance *Spell 4* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**500 foot -- **Duration**10 minutes - -You create an [invisible](../../Rules/conditions.md#Invisible) floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses. - -*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/Compendium/spells/clawsong-sot3.md b/Compendium/spells/clawsong-sot3.md deleted file mode 100644 index baa03b963..000000000 --- a/Compendium/spells/clawsong-sot3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/level/2 -- trait/transmutation -- trait/uncommon -aliases: ["Clawsong"] ---- -# Clawsong *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature with an unarmed claw [Strike](../../Rules/actions/strike.md) -- **Duration**sustained up to 1 minute - -You sing a fierce prayer, low and growling, and awaken the ancient spirit of a Terwa beast to guide and strengthen the target's unarmed blows. The target's claw attack gains the versatile (piercing) trait, and deals `1d6` slashing damage. If the target's claw attack already deals `1d6` slashing damage, it deals `1d8` instead. If its claw attack already had the versatile (piercing) trait, it gains the deadly `1d8` trait. - -**Heightened (4th)** The spell can affect up to 6 willing creatures with unarmed claw [Strikes](../../Rules/actions/strike.md). - -*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/Compendium/spells/cleansing-flames-frp3.md b/Compendium/spells/cleansing-flames-frp3.md deleted file mode 100644 index d9f954768..000000000 --- a/Compendium/spells/cleansing-flames-frp3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/frp3 -- spell/focus/5 -- trait/fire -- trait/healing -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Cleansing Flames"] ---- -# Cleansing Flames *Focus 5* -[fire](../../Rules/traits/fire.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -You wrap the target in purifying flames. You can attempt to counteract a single poison or non-curse effect imparting the [clumsy](../../Rules/conditions.md#Clumsy), [dazzled](../../Rules/conditions.md#Dazzled), [enfeebled](../../Rules/conditions.md#Enfeebled), [fatigued](../../Rules/conditions.md#Fatigued), [frightened](../../Rules/conditions.md#Frightened), [paralyzed](../../Rules/conditions.md#Paralyzed), [sickened](../../Rules/conditions.md#Sickened), or [stupefied](../../Rules/conditions.md#Stupefied) condition. - -The target can choose to empower the flames with their life force, becoming [drained](../../Rules/conditions.md#Drained) (or increasing their [drained](../../Rules/conditions.md#Drained) value by 1, if already under the condition) to grant you a +1 circumstance bonus to your counteract check. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 74* \ No newline at end of file diff --git a/Compendium/spells/clinging-ice-apg.md b/Compendium/spells/clinging-ice-apg.md deleted file mode 100644 index 6c18934d3..000000000 --- a/Compendium/spells/clinging-ice-apg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/cold -- trait/conjuration -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Clinging Ice"] ---- -# Clinging Ice *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [cold](../../Rules/traits/cold.md) [conjuration](../../Rules/traits/conjuration.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**sustained, up to 1 minute - -Freezing sleet and heavy snowfall collect on the target's feet and legs, dealing `1d4` cold damage and other effects depending on its Reflex save. Once this spell ends, the target becomes temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage, and takes a –5-foot circumstance penalty to its Speeds until the spell ends. -> - **Critical Failure** The target takes double damage and a –10-foot circumstance penalty to its Speeds until the spell ends. - -**Heightened (+ 1)** The damage increases by `1d4`. - -*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/Compendium/spells/clinging-shadows-stance-apg.md b/Compendium/spells/clinging-shadows-stance-apg.md deleted file mode 100644 index 4802c8af1..000000000 --- a/Compendium/spells/clinging-shadows-stance-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/4 -- trait/evocation -- trait/monk -- trait/shadow -- trait/stance -- trait/uncommon -aliases: ["Clinging Shadows Stance"] ---- -# Clinging Shadows Stance *Focus 4* -[evocation](../../Rules/traits/evocation.md) [monk](../../Rules/traits/monk.md) [shadow](../../Rules/traits/shadow.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until you leave the stance - -You adopt the stance of clinging shadows. You can make shadow grasp [Strikes](../../Rules/actions/strike.md). These deal `1d4` negative damage; are in the brawling group; and have the agile, grapple, [reach](../../Rules/traits/reach.md), and [unarmed](../../Rules/traits/unarmed.md) traits. - -While in clinging shadows stance, you gain a +2 circumstance bonus to [Athletics](../skills.md#Athletics) checks to [Grapple](../../Rules/actions/grapple.md), and to the DC for creatures to [Escape](../../Rules/actions/escape.md) from you. - -*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/Compendium/spells/cloak-of-colors.md b/Compendium/spells/cloak-of-colors.md deleted file mode 100644 index e6c5f6079..000000000 --- a/Compendium/spells/cloak-of-colors.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/illusion -- trait/visual -aliases: ["Cloak Of Colors"] ---- -# Cloak Of Colors *Spell 5* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute - -A cloak of swirling colors shrouds the target. Creatures are [dazzled](../../Rules/conditions.md#Dazzled) while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save. - -> [!success-degree] -> - **Success** The attacker is unaffected. -> - **Failure** The attacker is [blinded](../../Rules/conditions.md#Blinded) for 1 round. -> - **Critical Failure** The attacker is [stunned](../../Rules/conditions.md#Stunned) for 1 round. The creature is temporarily immune until the end of its turn; this effect has the [incapacitation](../../Rules/traits/incapacitation.md) trait. - -*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/Compendium/spells/cloak-of-light-sot4.md b/Compendium/spells/cloak-of-light-sot4.md deleted file mode 100644 index 7bf2969cb..000000000 --- a/Compendium/spells/cloak-of-light-sot4.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/level/4 -- trait/healing -- trait/light -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Cloak of Light"] ---- -# Cloak of Light *Spell 4* -[healing](../../Rules/traits/healing.md) [light](../../Rules/traits/light.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 5 rounds - -You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover `2d4` Hit Points. Undead creatures that begin their turn adjacent to you take `4d4` positive damage. - -**Heightened (+ 2)** The healing increases by `1d4`, and the damage to undead increases by `2d4`. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/Compendium/spells/cloak-of-shadow.md b/Compendium/spells/cloak-of-shadow.md deleted file mode 100644 index cea7d86f3..000000000 --- a/Compendium/spells/cloak-of-shadow.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/darkness -- trait/evocation -- trait/shadow -- trait/uncommon -aliases: ["Cloak Of Shadow"] ---- -# Cloak Of Shadow *Focus 1* -[cleric](../../Rules/traits/cleric.md) [darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[darkness](../setting/domains.md#Darkness)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute - -You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. - -The target can use [concealed](../../Rules/conditions.md#Concealed) condition gained from the shadows to [Hide](../../Rules/actions/hide.md), though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely [undetected](../../Rules/conditions.md#Undetected). The target can use an [Interact](../../Rules/actions/interact.md) action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends. - -*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/Compendium/spells/clone-companion-som.md b/Compendium/spells/clone-companion-som.md deleted file mode 100644 index 81c2aa6be..000000000 --- a/Compendium/spells/clone-companion-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/8 -- trait/conjuration -aliases: ["Clone Companion"] ---- -# Clone Companion *Spell 8* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**your companion -- **Duration**sustained up to 1 minute - -You create a duplicate of your companion, and the duplicate fights alongside its twin, mirroring the original's actions. - -The duplicate appears adjacent to your companion and has the same statistics. - -Each time you Command your companion, both your companion and its duplicate gain 2 actions. The duplicate always acts immediately after your companion and must use identical actions to the ones your companion used, in exactly the same order. However, it can use the actions differently, such as [Striding](../../Rules/actions/stride.md) to a different position or selecting a different target for a [Strike](../../Rules/actions/strike.md). If the duplicate is unable to mimic an action, it performs the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day. - -The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and clone companion immediately ends. - -*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/Compendium/spells/cloudkill.md b/Compendium/spells/cloudkill.md deleted file mode 100644 index 7ff2435f5..000000000 --- a/Compendium/spells/cloudkill.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/5 -- trait/death -- trait/necromancy -- trait/poison -aliases: ["Cloudkill"] ---- -# Cloudkill *Spell 5* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Fortitude -- **Duration**1 minute - -You conjure a poisonous fog. This functions as [obscuring mist](obscuring-mist.md), except the area moves 10 feet away from you each round. You deal `6d8` poison damage to each breathing creature that starts its turn in the spell's area. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (+ 1)** The damage increases by `1d8`. - -*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/Compendium/spells/clownish-curse-ec2.md b/Compendium/spells/clownish-curse-ec2.md deleted file mode 100644 index c961147eb..000000000 --- a/Compendium/spells/clownish-curse-ec2.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec2 -- spell/level/4 -- trait/attack -- trait/curse -- trait/enchantment -- trait/mental -- trait/misfortune -- trait/uncommon -aliases: ["Clownish Curse"] ---- -# Clownish Curse *Spell 4* -[attack](../../Rules/traits/attack.md) [curse](../../Rules/traits/curse.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [misfortune](../../Rules/traits/misfortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You afflict the target with a curse that causes it to emit ridiculous noises as it moves. Furthermore, the target's hands and feet become awkward and uncoordinated, as though it were wearing oversized gloves and shoes. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** For 1 round, the target must roll twice and use the worse result whenever attempting an [Acrobatics](../skills.md#Acrobatics), [Stealth](../skills.md#Stealth), or [Thievery](../skills.md#Thievery) check. If the target rolls a failure at an [Acrobatics](../skills.md#Acrobatics), [Stealth](../skills.md#Stealth), or [Thievery](../skills.md#Thievery) check, it gets a critical failure instead. -> - **Failure** As success, but the effect is 1 hour. -> - **Critical Failure** As success, except the effect is permanent. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/Compendium/spells/color-spray.md b/Compendium/spells/color-spray.md deleted file mode 100644 index e68918e79..000000000 --- a/Compendium/spells/color-spray.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/level/1 -- trait/illusion -- trait/incapacitation -- trait/visual -aliases: ["Color Spray"] ---- -# Color Spray *Spell 1* -[illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Will -- **Duration**1 or more rounds (see below) - -Swirling colors affect viewers based on their Will saves. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [stunned](../../Rules/conditions.md#Stunned), [blinded](../../Rules/conditions.md#Blinded) for 1 round, and [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. -> - **Critical Failure** The creature is [stunned](../../Rules/conditions.md#Stunned) for 1 round and [blinded](../../Rules/conditions.md#Blinded) for 1 minute. - -*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/Compendium/spells/combustion-som.md b/Compendium/spells/combustion-som.md deleted file mode 100644 index 0764d5453..000000000 --- a/Compendium/spells/combustion-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/3 -- trait/evocation -- trait/fire -- trait/uncommon -aliases: ["Combustion"] ---- -# Combustion *Focus 3* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You ignite a creature in lasting flames. The fire deals `4d8` fire damage and `2d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) to the creature, which must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and takes no [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The creature takes full damage, as well as full [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The creature takes double damage, as well as double [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** Increase the initial damage by `1d8` and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) by `1d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 200* \ No newline at end of file diff --git a/Compendium/spells/command.md b/Compendium/spells/command.md deleted file mode 100644 index fd2cfd063..000000000 --- a/Compendium/spells/command.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/auditory -- trait/enchantment -- trait/linguistic -- trait/mental -aliases: ["Command"] ---- -# Command *Spell 1* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the end of the target's next turn - -You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the [fleeing](../../Rules/conditions.md#Fleeing) condition), release what it's holding, [Drop Prone](../../Rules/actions/drop-prone.md), or stand in place. It can't [Delay](../../Rules/actions/delay.md) or take any reactions until it has obeyed your command. The effects depend on the target's Will save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** For the first action on its next turn, the creature must use a single action to do as you command. -> - **Critical Failure** The target must use all its actions on its next turn to obey your command. - -**Heightened (5th)** You can target up to 10 creatures. - -*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/Compendium/spells/commanding-lash.md b/Compendium/spells/commanding-lash.md deleted file mode 100644 index c551d861c..000000000 --- a/Compendium/spells/commanding-lash.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/uncommon -aliases: ["Commanding Lash"] ---- -# Commanding Lash *Focus 4* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[tyranny](../setting/domains.md#Tyranny)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**Your most recent action dealt damage to a target. -- **Range**100 foot -- **Targets**A creature you dealt damage to on your most recent action. -- **Saving Throw** Will -- **Duration**until the end of the target's next turn - -With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command. - -*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/Compendium/spells/compel-true-name-som.md b/Compendium/spells/compel-true-name-som.md deleted file mode 100644 index a62cbfd4f..000000000 --- a/Compendium/spells/compel-true-name-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/auditory -- trait/enchantment -- trait/incapacitation -- trait/linguistic -- trait/mental -- trait/rare -- trait/true-name -aliases: ["Compel True Name"] ---- -# Compel True Name *Spell 4* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) [true name](../../Rules/traits/true-name-som.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature whose true name you know -- **Saving Throw** Will -- **Duration**varies - -You instruct the target to do something, compelling obedience by calling it by its true name. Your instructions can't be self-destructive. Though this spell has the [linguistic](../../Rules/traits/linguistic.md) trait, this applies only to the instructions; the creature doesn't need to know its own true name to be affected. - -The target must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 week, and learns your true name. -> - **Success** The target is unaffected, is temporarily immune to further castings of this spell by you for 1 day, and learns a fragment of your true name (see the Fragmentary Names sidebar at right). -> - **Failure** The target does as you command. The spell has a duration of 10 minutes, or until the target has completed a finite instruction or the instructions become selfdestructive. The creature is temporarily immune to further castings of this spell by you for 1 hour. -> - **Critical Failure** As failure, but the spell's duration is 8 hours, and the creature is not temporarily immune. - -*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/Compendium/spells/competitive-edge.md b/Compendium/spells/competitive-edge.md deleted file mode 100644 index 58a3fb507..000000000 --- a/Compendium/spells/competitive-edge.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Competitive Edge"] ---- -# Competitive Edge *Focus 4* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[ambition](../setting/domains.md#Ambition)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**sustained up to 1 minute - -Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round. - -**Heightened (7th)** Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4. - -*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/Compendium/spells/comprehend-language.md b/Compendium/spells/comprehend-language.md deleted file mode 100644 index 03c4b3d19..000000000 --- a/Compendium/spells/comprehend-language.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/divination -aliases: ["Comprehend Language"] ---- -# Comprehend Language *Spell 2* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 hour - -The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly. - -**Heightened (3rd)** The target can also speak the language. - -**Heightened (4th)** You can target up to 10 creatures, and targets can also speak the language. - -*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/Compendium/spells/concordant-choir-som.md b/Compendium/spells/concordant-choir-som.md deleted file mode 100644 index 10fa12235..000000000 --- a/Compendium/spells/concordant-choir-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/evocation -- trait/sonic -aliases: ["Concordant Choir"] ---- -# Concordant Choir *Spell 1* -[evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**varies -- **Saving Throw** basic Fortitude - -You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. - -**[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (verbal)** The spell deals `1d4` sonic damage to a single enemy, with a basic Fortitude save. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell deals `2d4` sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell deals `2d4` sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save. - -**Heightened (+ 1)** The damage increases by `1d4` for the 1-action version, or `2d4` for the other versions. - -*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/Compendium/spells/cone-of-cold.md b/Compendium/spells/cone-of-cold.md deleted file mode 100644 index 5844a9b35..000000000 --- a/Compendium/spells/cone-of-cold.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/level/5 -- trait/cold -- trait/evocation -aliases: ["Cone Of Cold"] ---- -# Cone Of Cold *Spell 5* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot cone -- **Saving Throw** basic Reflex - -Icy cold rushes forth from your hands. You deal `12d6` cold damage to creatures in the area. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/Compendium/spells/confusion.md b/Compendium/spells/confusion.md deleted file mode 100644 index 22caa0f14..000000000 --- a/Compendium/spells/confusion.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Confusion"] ---- -# Confusion *Spell 4* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute - -You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target babbles incoherently and is [stunned](../../Rules/conditions.md#Stunned). -> - **Failure** The target is [confused](../../Rules/conditions.md#Confused) for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion. -> - **Critical Failure** The target is [confused](../../Rules/conditions.md#Confused) for 1 minute, with no save to end early. - -**Heightened (8th)** You can target up to 10 creatures. - -*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/Compendium/spells/consecrate-flesh-lokl.md b/Compendium/spells/consecrate-flesh-lokl.md deleted file mode 100644 index a5c81ec84..000000000 --- a/Compendium/spells/consecrate-flesh-lokl.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/3 -- trait/good -- trait/transmutation -- trait/uncommon -aliases: ["Consecrate Flesh"] ---- -# Consecrate Flesh *Spell 3* -[good](../../Rules/traits/good.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Through the strength of your faith, your body becomes infused with holy energy. You have weakness 5 to evil. Any creature that touches or damages you with an unarmed attack or non-reach melee weapon takes `1d6` good damage. - -Your unarmed attacks deal an additional 1 good damage. Your healing spells that restore Hit Points restore an additional `1d4` Hit Points when you initially cast them; as normal, if your healing spell restores Hit Points more than once, grants fast healing, or the like, the additional Hit Points still only apply once. - -**Heightened (+ 3)** Creatures touching you take `1d6` additional good damage, your unarmed [Strikes](../../Rules/actions/strike.md) deal 1 additional good damage, your healing spells restore `1d4` more additional Hit Points, and your weakness to evil increases by 5. - -*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/Compendium/spells/consuming-darkness-apg.md b/Compendium/spells/consuming-darkness-apg.md deleted file mode 100644 index a9b881c5e..000000000 --- a/Compendium/spells/consuming-darkness-apg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/focus/5 -- trait/evocation -- trait/shadow -- trait/sorcerer -- trait/uncommon -aliases: ["Consuming Darkness"] ---- -# Consuming Darkness *Focus 5* -[evocation](../../Rules/traits/evocation.md) [shadow](../../Rules/traits/shadow.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute - -Your shadow wriggles before spreading out from you, forming a gateway of clinging, consuming shadow through which the horrors of another plane can barely be seen. The first time each turn you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the radius increases by 5 feet. - -Each enemy that enters the area or begins its turn in the area takes `2d6` negative damage and must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature sinks partially into the shadow, taking half damage and a –5-foot circumstance penalty to its Speeds for as long it remains in the area. -> - **Failure** As success, but the creature takes full damage and a –10-foot circumstance penalty. -> - **Critical Failure** The creature is absorbed into the shadows, where it can be seen below the surface; it takes double damage and is [immobilized](../../Rules/conditions.md#Immobilized) for 1 round or until it [Escapes](../../Rules/actions/escape.md). - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/contagious-idea-da.md b/Compendium/spells/contagious-idea-da.md deleted file mode 100644 index e215c3222..000000000 --- a/Compendium/spells/contagious-idea-da.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/emotion -- trait/enchantment -- trait/mental -- trait/psychic -- trait/uncommon -aliases: ["Contagious Idea"] ---- -# Contagious Idea *Cantrip 5* -[cantrip](../../Rules/traits/cantrip.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 or 2 creatures other than yourself (see text) - - Nothing is so contagious as a thought. You place either a pleasant thought or a terrifying one in a creature's mind. You can then plant the same thought in a second creature's mind. You can't choose a creature that's already been a target of this casting of contagious idea, nor can you choose yourself. The second target can be beyond the range of the spell, but it must be within 30 feet of the first target. - -- Pleasant Thought The target is soothed, gaining 5 temporary Hit Points that last for 1 minute. -- Terrifying Thought The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected and is temporarily immune for 1 minute. -> - **Success** The target is [frightened](../../Rules/conditions.md#Frightened) and is then temporarily immune for 1 minute. -> - **Failure** The target becomes [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target becomes [frightened](../../Rules/conditions.md#Frightened). - -**Heightened (+ 1)** The temporary Hit Points for a pleasant thought increase by 1. - -## Amp - -You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each level heightened). - -## Summary - -*Source: Dark Archive p. 21* \ No newline at end of file diff --git a/Compendium/spells/contingency.md b/Compendium/spells/contingency.md deleted file mode 100644 index df7d3fd4a..000000000 --- a/Compendium/spells/contingency.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/abjuration -aliases: ["Contingency"] ---- -# Contingency *Spell 7* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** 10 minutes -- **Duration**until the next time you make your daily preparations - -You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast [contingency](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/contingency.md), such as choosing a damage type for [resist energy](resist-energy.md). During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a [Ready](../../Rules/actions/ready.md) action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast [contingency](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/contingency.md) again, the newer casting supersedes the older. - -**Heightened (8th)** You can choose a spell of 5th level or lower. - -**Heightened (9th)** You can choose a spell of 6th level or lower. - -**Heightened (10th)** You can choose a spell of 7th level or lower. - -*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/Compendium/spells/continual-flame.md b/Compendium/spells/continual-flame.md deleted file mode 100644 index 54f4e527e..000000000 --- a/Compendium/spells/continual-flame.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/evocation -- trait/light -aliases: ["Continual Flame"] ---- -# Continual Flame *Spell 2* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Cost**6 gp of ruby dust -- **Range**touch -- **Targets**1 object -- **Duration** - -A magical flame springs up from the object, as bright as a torch. - -It doesn't need oxygen, react to water, or generate heat. - -**Heightened (+ 1)** The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th, 60 gp for 5th, 120 gp for 6th,; 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/Compendium/spells/control-sand-ec5.md b/Compendium/spells/control-sand-ec5.md deleted file mode 100644 index 12fcce140..000000000 --- a/Compendium/spells/control-sand-ec5.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec5 -- spell/area/emanation -- spell/level/7 -- trait/earth -- trait/evocation -- trait/uncommon -aliases: ["Control Sand"] ---- -# Control Sand *Spell 7* -[earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Duration**sustained up to 1 minute - -You whip up a small sandstorm around your body. When a creature starts its turn in the area or moves into the area, it must succeed at a Fortitude save or become [dazzled](../../Rules/conditions.md#Dazzled) for as long as it remains in the area; it is then temporarily immune to this dazzling effect for 10 minutes. - -Choose one of the following additional effects when you cast this spell. On subsequent rounds, you can switch to a different effect once per round as a free action triggered by sustaining the spell. - -- **Sand Shield** You create a magical shield made of sand. The sand shield provides no benefit to AC, but it does allow you to use the Shield Block reaction (Core Rulebook 266) and acts as a shield for this purpose. The sand shield has Hardness 14, 21 Hit Points, and no [Broken](../../Rules/conditions.md#Broken) Threshold; when the shield's HP are reduced to 0, you can't use its Shield Block reaction again until the next time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) and choose the sand shield effect. -- **Sandblast** You direct a jet of sand at a single target. One creature of your choice within 30 feet takes `8d6` slashing damage (basic Reflex save). On a critical failure, the creature is also [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. -- **Sandstorm** The area of the spell expands to a 30-foot emanation, and any creature that starts its turn in the area or moves into the area takes `6d4` slashing damage (basic Reflex save) and must hold its breath or begin suffocating (Core Rulebook 478). - -**Heightened (+ 1)** Increase the sand shield's Hardness by 2 and its Hit Points by 1, the sandblast damage by `1d6`, and the sandstorm damage by `1d4`. - -*Source: Extinction Curse #5: Lord of the Black Sands p. 73* \ No newline at end of file diff --git a/Compendium/spells/control-water.md b/Compendium/spells/control-water.md deleted file mode 100644 index 1ce9c67e9..000000000 --- a/Compendium/spells/control-water.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/misc -- spell/level/5 -- trait/evocation -- trait/water -aliases: ["Control Water"] ---- -# Control Water *Spell 5* -[evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**50 feet long by 50 feet wide - -By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/Compendium/spells/coral-eruption-som.md b/Compendium/spells/coral-eruption-som.md deleted file mode 100644 index 61b63bb56..000000000 --- a/Compendium/spells/coral-eruption-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/4 -- trait/conjuration -aliases: ["Coral Eruption"] ---- -# Coral Eruption *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**two 10-foot bursts that don't overlap -- **Saving Throw** basic Reflex -- **Duration**1 minute - -Razor sharp coral growths erupt from the ground, transforming the landscape into a dangerous coral reef. - -You can create a third nonoverlapping burst if the centers of all three bursts are underwater. Creatures in the area when the spell is cast take `6d6` piercing damage and must attempt a basic Reflex save. A creature that critically fails its saving throw also takes `1d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -The area becomes difficult terrain and hazardous terrain. - -A creature that moves through the area takes 3 piercing damage for every square of that area it moves into. - -**Heightened (+ 2)** The initial piercing damage increases by `3d6`, and the hazardous terrain damage increases by 1. - -*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/Compendium/spells/corrosive-body-som.md b/Compendium/spells/corrosive-body-som.md deleted file mode 100644 index 1df2548d5..000000000 --- a/Compendium/spells/corrosive-body-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/7 -- trait/acid -- trait/polymorph -- trait/transmutation -aliases: ["Corrosive Body"] ---- -# Corrosive Body *Spell 7* -[acid](../../Rules/traits/acid.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes `3d6` acid damage, and your unarmed attacks deal `1d4` additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain `3d6` temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid. - -*Source: Secrets of Magic p. 96* \ No newline at end of file diff --git a/Compendium/spells/cosmic-form-som.md b/Compendium/spells/cosmic-form-som.md deleted file mode 100644 index d36960bc4..000000000 --- a/Compendium/spells/cosmic-form-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/7 -- trait/polymorph -- trait/transmutation -aliases: ["Cosmic Form"] ---- -# Cosmic Form *Spell 7* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You recreate your form entirely out of cosmic energy, transforming into a Large battle form. You must have enough space to expand into, or the spell is lost. When you cast this spell, choose to take on the powers of the moon or the sun. You have hands in this battle form and can use manipulate actions. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of the form that you choose: - -- AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. -- 20 temporary Hit Points. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +25, and you use the listed damage. The melee attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example), and the ranged attacks are Dexterity based. If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +25, unless your own is higher. You also gain specific abilities based on the stellar body: -- **Moon** Speed 30 feet, fly 50 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (agile, reach <10 feet>), **Damage** `2d4+10` bludgeoning plus `1d6` fire; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (range <90 feet>), **Damage** `2d4+10` fire; this form's fire damage is silver for resistances, weaknesses, and the like; on a critical hit with either [Strike](../../Rules/actions/strike.md), the target is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -- **Sun** Speed 30 feet, fly 50 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (agile, reach <10 feet>), **Damage** `2d6+10` fire plus `1d6` [persistent fire](../../Rules/conditions.md#Persistent%20Damage); **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") sunbeam (range <90 feet>), **Damage** `1d6+10` fire plus `1d6` [persistent fire](../../Rules/conditions.md#Persistent%20Damage); on a critical hit with either [Strike](../../Rules/actions/strike.md), the target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. - -*Source: Secrets of Magic p. 97* \ No newline at end of file diff --git a/Compendium/spells/counter-performance.md b/Compendium/spells/counter-performance.md deleted file mode 100644 index 834328e8d..000000000 --- a/Compendium/spells/counter-performance.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/1 -- trait/bard -- trait/composition -- trait/enchantment -- trait/fortune -- trait/mental -- trait/uncommon -aliases: ["Counter Performance"] ---- -# Counter Performance *Focus 1* -[bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [enchantment](../../Rules/traits/enchantment.md) [fortune](../../Rules/traits/fortune.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or an ally within 60 feet rolls a saving throw against an [auditory](../../Rules/traits/auditory.md) or [visual](../../Rules/traits/visual.md) effect. -- **Area**60-foot emanation - -Your performance protects you and your allies. Roll a [Performance](../skills.md#Performance) check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your [Performance](../skills.md#Performance) check and the saving throw. - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/countless-eyes-apg.md b/Compendium/spells/countless-eyes-apg.md deleted file mode 100644 index 123f544b2..000000000 --- a/Compendium/spells/countless-eyes-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/4 -- trait/divination -aliases: ["Countless Eyes"] ---- -# Countless Eyes *Spell 4* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute - -Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject Seeks, it can [Seek](../../Rules/actions/seek.md) in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight. - -*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/Compendium/spells/cozy-cabin-apg.md b/Compendium/spells/cozy-cabin-apg.md deleted file mode 100644 index e53c8d791..000000000 --- a/Compendium/spells/cozy-cabin-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/3 -- trait/conjuration -aliases: ["Cozy Cabin"] ---- -# Cozy Cabin *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**30 foot -- **Duration**12 hours - -You shape a cabin 20 feet on each side and 10 feet high. This cabin has the [structure](../../Rules/traits/structure.md) trait and the same restrictions as magic items that create structures. The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn't include its own lock, but it has a fastener to which a lock can be applied. - -The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire. The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most [hostile](../../Rules/conditions.md#Hostile) weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/Compendium/spells/crashing-wave-apg.md b/Compendium/spells/crashing-wave-apg.md deleted file mode 100644 index 45bca3066..000000000 --- a/Compendium/spells/crashing-wave-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/cone -- spell/level/3 -- trait/evocation -- trait/water -aliases: ["Crashing Wave"] ---- -# Crashing Wave *Spell 3* -[evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Reflex - -You summon a crashing wave that sweeps away from you. You deal `6d6` bludgeoning damage to creatures in the area. The water also extinguishes non-magical fires in the area. - -**Heightened (+ 1)** The damage increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/Compendium/spells/create-water.md b/Compendium/spells/create-water.md deleted file mode 100644 index 63fdde6c7..000000000 --- a/Compendium/spells/create-water.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/conjuration -- trait/water -aliases: ["Create Water"] ---- -# Create Water *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**0 feet - -As you cup your hands, water begins to flow forth from them. - -You create 2 gallons of water. If no one drinks it, it evaporates after 1 day. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/Compendium/spells/crisis-of-faith.md b/Compendium/spells/crisis-of-faith.md deleted file mode 100644 index 9d4303119..000000000 --- a/Compendium/spells/crisis-of-faith.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/enchantment -- trait/mental -aliases: ["Crisis Of Faith"] ---- -# Crisis Of Faith *Spell 3* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will - -You assault the target's faith, riddling the creature with doubt and mental turmoil that deal `6d6` mental damage, or `6d8` mental damage if it can cast divine spells. The effects are determined by its Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage; if the target can cast divine spells, it's [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Critical Failure** The target takes double damage, is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round, and can't cast divine spells for 1 round. To many deities, casting this spell on a follower of your own deity without significant cause is anathema. - -**Heightened (+ 1)** The damage increases by `2d6` (or by `2d8` if the target is a divine spellcaster). - -*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/Compendium/spells/crusade.md b/Compendium/spells/crusade.md deleted file mode 100644 index 54e1598b3..000000000 --- a/Compendium/spells/crusade.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/enchantment -- trait/linguistic -- trait/mental -- trait/uncommon -aliases: ["Crusade"] ---- -# Crusade *Spell 9* -[enchantment](../../Rules/traits/enchantment.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 4 creatures -- **Duration**10 minutes - -You issue a divine mandate to the targets. you pronounce a cause. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful. - -Your cause can't force the targets to harm one another or themselves. The targets become completely dedicated to that cause, depending on their levels. They choose their own actions, but they favor direct action over inaction or indirect action. - -- 13th or Lower The target is so dedicated to the cause that it pursues the cause to the death (unless you say otherwise). -- 14th The target is dedicated to the cause, but the spell ends for the target if it's reduced to half its maximum Hit Points or fewer. -- 15th As 14th, plus the target can attempt a Will save at the end of each of its turns to end the spell for itself - -The spell ends for all creatures if you or one of your allies uses a [hostile](../../Rules/conditions.md#Hostile) action against a target, or when the cause is completed. The GM might determine this spell has alignment traits befitting the cause. - -**Heightened (10th)** The level for each category increases by 2. - -*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/Compendium/spells/crushing-despair.md b/Compendium/spells/crushing-despair.md deleted file mode 100644 index e62f6710b..000000000 --- a/Compendium/spells/crushing-despair.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/level/5 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Crushing Despair"] ---- -# Crushing Despair *Spell 5* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** Will -- **Duration**1 or more rounds - -You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is [slowed](../../Rules/conditions.md#Slowed) for that turn as it sobs uncontrollably. -> - **Failure** As success, but the [slowed](../../Rules/conditions.md#Slowed) duration is 1 minute. -> - **Critical Failure** As failure, and the creature is automatically [slowed](../../Rules/conditions.md#Slowed) for 1 minute. - -**Heightened (7th)** The area increases to a 60-foot cone. - -*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/Compendium/spells/crushing-ground-som.md b/Compendium/spells/crushing-ground-som.md deleted file mode 100644 index b6f3c06da..000000000 --- a/Compendium/spells/crushing-ground-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/earth -- trait/transmutation -- trait/uncommon -aliases: ["Crushing Ground"] ---- -# Crushing Ground *Focus 1* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 round - -You tear open the ground then slam it shut. The target creature takes `2d6` bludgeoning damage with a Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage, is [flat-footed](../../Rules/conditions.md#Flat-footed), and takes a –10-foot circumstance penalty to Speed. -> - **Critical Failure** The target takes double damage and is [flat-footed](../../Rules/conditions.md#Flat-footed) and [immobilized](../../Rules/conditions.md#Immobilized). It can attempt to [Escape](../../Rules/actions/escape.md) against your spell DC. If it doesn't [Escape](../../Rules/actions/escape.md), the target takes an additional `2d6` bludgeoning damage when the spell ends. - -**Heightened (+ 1)** Increase the initial damage and additional damage by `2d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 200* \ No newline at end of file diff --git a/Compendium/spells/cry-of-destruction.md b/Compendium/spells/cry-of-destruction.md deleted file mode 100644 index f18a8a88c..000000000 --- a/Compendium/spells/cry-of-destruction.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/focus/1 -- trait/cleric -- trait/evocation -- trait/sonic -- trait/uncommon -aliases: ["Cry Of Destruction"] ---- -# Cry Of Destruction *Focus 1* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[destruction](../setting/domains.md#Destruction)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Fortitude - -Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes `1d8` sonic damage. If you already dealt damage to an enemy this turn with a [Strike](../../Rules/actions/strike.md) or spell, increase the damage dice from this spell to d12s. - -**Heightened (+ 1)** The damage increases by `1d8`. - -*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/Compendium/spells/cup-of-dust-logm.md b/Compendium/spells/cup-of-dust-logm.md deleted file mode 100644 index 45bf6a0c8..000000000 --- a/Compendium/spells/cup-of-dust-logm.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/3 -- trait/curse -- trait/necromancy -aliases: ["Cup Of Dust"] ---- -# Cup Of Dust *Spell 3* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**1 day - -You curse the target with a thirst no drink can quench. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. -> - **Success** The creature is [fatigued](../../Rules/conditions.md#Fatigued) for 1 round. -> - **Failure** The creature is immediately afflicted by thirst as if it hadn't had a drink in days. It becomes [fatigued](../../Rules/conditions.md#Fatigued) and takes `1d4` damage each hour that can't be healed until it quenches its thirst. No amount of drinking can quench the creature's thirst during the spell's duration. -> - **Critical Failure** As failure but the creature takes `2d4` damage each hour, twice as much as usual for thirst. - -**Heightened (+ 3)** The thirst becomes more unbearable, increasing the damage each hour by `1d4`, or by `2d4` on a critical failure. - -**Spell Lists**: Elemental - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/curse-of-death-apg.md b/Compendium/spells/curse-of-death-apg.md deleted file mode 100644 index 58429ad94..000000000 --- a/Compendium/spells/curse-of-death-apg.md +++ /dev/null @@ -1,57 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/curse -- trait/death -- trait/hex -- trait/necromancy -- trait/uncommon -- trait/witch -aliases: ["Curse Of Death"] ---- -# Curse Of Death *Focus 5* -[curse](../../Rules/traits/curse.md) [death](../../Rules/traits/death.md) [hex](../../Rules/traits/hex-apg.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1. -> - **Failure** The target is afflicted with the curse of death at stage 1. -> - **Critical Failure** The target is afflicted with the curse of death at stage 2. - -```ad-inline-affliction -title: Curse of Death - -[curse](../../../rules/traits/curse.md) -This curse ends immediately when the spell ends - - -## Stages - -**Stage 1** `4d6` negative damage and [fatigued](../../../rules/conditions.md#Fatigued) (1 round) - -**Stage 2** `8d6` negative damage and [fatigued](../../../rules/conditions.md#Fatigued) (1 round) - -**Stage 3** `12d6` negative damage and [fatigued](../../../rules/conditions.md#Fatigued) (1 round) - -**Stage 4** death - - -%% #trait/curse %% -``` - -**Heightened (+ 1)** Increase the negative damage taken on a success and during the first three stages of the curse by `1d6`. - -## Summary - -*Source: Advanced Player's Guide p. 237* diff --git a/Compendium/spells/curse-of-lost-time-apg.md b/Compendium/spells/curse-of-lost-time-apg.md deleted file mode 100644 index bd49c700e..000000000 --- a/Compendium/spells/curse-of-lost-time-apg.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/3 -- trait/curse -- trait/negative -- trait/transmutation -aliases: ["Curse Of Lost Time"] ---- -# Curse Of Lost Time *Spell 3* -[curse](../../Rules/traits/curse.md) [negative](../../Rules/traits/negative.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 Large or smaller object, construct, or living creature -- **Saving Throw** Fortitude -- **Duration**varies - -You mimic the process of aging or erosion on the target. - -The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune. - -- **Object** If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes `4d6` damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the curse ends, the item becomes shoddy and can't be Repaired, and the curse attempts to counteract any spell that would restore the object's Hit Points. Remove curse can target an item affected by this spell. -- **Construct** The construct takes `4d6` damage (basic Fortitude save). On a failure, for 1 hour the construct is [clumsy](../../Rules/conditions.md#Clumsy), is [enfeebled](../../Rules/conditions.md#Enfeebled), and can't be Repaired, and the curse attempts to counteract any spell that would restore the construct's Hit Points. On a critical failure, these effects have an unlimited duration. -- **Living Creature** The living creature must attempt a Fortitude save. Ageless creatures are immune. - -> [!success-degree] -> - **Critical Success** The living creature is unaffected. -> - **Success** The living creature briefly ages, becoming [clumsy](../../Rules/conditions.md#Clumsy) and [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. -> - **Failure** As success, with a duration of 1 hour. -> - **Critical Failure** As success, with an unlimited duration. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Advanced Player's Guide p. 217* \ No newline at end of file diff --git a/Compendium/spells/daemon-form-som.md b/Compendium/spells/daemon-form-som.md deleted file mode 100644 index 1cb309b9c..000000000 --- a/Compendium/spells/daemon-form-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/6 -- trait/evil -- trait/polymorph -- trait/transmutation -aliases: ["Daemon Form"] ---- -# Daemon Form *Spell 6* -[evil](../../Rules/traits/evil.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You infuse yourself with the corrupting death and pure malevolence of Abaddon, transforming into a Large daemon battle form. You must have enough space to expand into or the spell is lost. When you cast this spell you choose either ceustodaemon, leukodaemon, meladaemon, or piscodaemon. The battle form is Medium if you choose ceustodaemon. While in this form, you gain the [daemon](../../Rules/traits/daemon-b1.md) and [fiend](../../Rules/traits/fiend.md) traits. You have hands in this battle form and can use manipulate actions. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of the form that you choose: - -- AC = 21 + your level. Ignore your armor check's penalty and Speed reduction. -- 15 temporary Hit Points and weakness 5 to good. -- A +2 status bonus to all saving throws against [death](../../Rules/traits/death.md) effects. -- Resistance 10 to poison. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +21, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of Daemon you choose: -- **Ceustodaemon** Speed 25 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; any successful jaws or claw [Strike](../../Rules/actions/strike.md) deals an additional `1d6` damage, and you take the same amount of damage. -- **Leukodaemon** Speed 25 feet, fly 40 feet; +2 status bonus to saves against diseases; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") composite longbow (deadly , range increment <100 feet>, volley), **Damage** `2d8` piercing plus `1d6` evil. -- **Meladaemon** Speed 25 feet, fly 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `1d8` slashing plus `1d6` evil and `1d6` negative, and you can spend an action after a hit to Grab the target. -- **Piscodaemon** Speed 25 feet, swim 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw, **Damage** `2d10+10` piercing plus `1d6` evil and `1d6` [persistent bleed](../../Rules/conditions.md#Persistent%20Damage), and you can spend an action after a hit to Grab the target; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle ([agile](../../Rules/traits/agile.md)), **Damage** `2d6` bludgeoning plus `1d6` evil and `1d6` poison. - -*Source: Secrets of Magic p. 98* \ No newline at end of file diff --git a/Compendium/spells/dance-of-darkness-apg.md b/Compendium/spells/dance-of-darkness-apg.md deleted file mode 100644 index 520d14e8d..000000000 --- a/Compendium/spells/dance-of-darkness-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/darkness -- trait/evocation -- trait/uncommon -aliases: ["Dance Of Darkness"] ---- -# Dance Of Darkness *Focus 5* -[darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**varies - -You dance, [Striding](../../Rules/actions/stride.md) up to half your Speed. At either the start or end of your [Stride](../../Rules/actions/stride.md), you create an area of magical darkness in a 10-foot burst centered on your location. This area is filled with magical darkness that works the same way as that created by a [darkness](darkness.md) spell of the same level. When you create the darkness, attempt a [Performance](../skills.md#Performance) check to dance, with a standard DC for your level, to determine the duration of the darkness. - -> [!success-degree] -> - **Critical Success** 1 minute -> - **Success** 2 rounds -> - **Failure** 1 round - -*Source: Advanced Player's Guide p. 193* \ No newline at end of file diff --git a/Compendium/spells/dancing-blade-da.md b/Compendium/spells/dancing-blade-da.md deleted file mode 100644 index 4823b561d..000000000 --- a/Compendium/spells/dancing-blade-da.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/psychic -- trait/uncommon -aliases: ["Dancing Blade"] ---- -# Dancing Blade *Cantrip 5* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an [invisible](../../Rules/conditions.md#Invisible) duelist. When you first [Cast the Spell](../../Rules/actions/cast-a-spell.md), the weapon automatically flies to the target and [Strikes](../../Rules/actions/strike.md). It moves along with its target, always remaining within reach. - -Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the weapon either Changes Partners or [Strikes](../../Rules/actions/strike.md). The weapon's attacks use and contribute to your multiple attack penalty. - -- **Change Partners** Change the weapon's target to a different creature within 30 feet. The weapon flies to its new target. -- **Strike** ([attack](../../Rules/traits/attack.md)) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to `2d6` plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the [versatile](../../Rules/traits/versatile.md) trait or can otherwise deal multiple types of damage, you choose each time you attack). - -**Heightened (+ 2)** The damage increases by `1d6`. - -## Amp - -The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's [Strike](../../Rules/actions/strike.md) change from d6s to d10s. When you [Cast](../../Rules/actions/cast-a-spell.md) or [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can choose from the following options in addition to the standard ones. - -- **Guard** Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first. -- **Push** ([attack](../../Rules/traits/attack.md)) The weapon attempts to [Shove](../../Rules/actions/shove.md) its target, using your spell attack roll instead of an [Athletics](../skills.md#Athletics) check to determine the results of the [Shove](../../Rules/actions/shove.md). - -## Summary - -*Source: Dark Archive p. 17* \ No newline at end of file diff --git a/Compendium/spells/dancing-lights.md b/Compendium/spells/dancing-lights.md deleted file mode 100644 index 57d77362f..000000000 --- a/Compendium/spells/dancing-lights.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/light -aliases: ["Dancing Lights"] ---- -# Dancing Lights *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**sustained - -You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/Compendium/spells/dancing-shield-lokl.md b/Compendium/spells/dancing-shield-lokl.md deleted file mode 100644 index 3cdd86b80..000000000 --- a/Compendium/spells/dancing-shield-lokl.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/2 -- trait/evocation -- trait/uncommon -aliases: ["Dancing Shield"] ---- -# Dancing Shield *Spell 2* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 touched shield and 1 willing creature -- **Duration**sustained up to 1 minute - -You levitate the touched shield and orbit it around a nearby ally. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the shield uses the [Raise a Shield](../../Rules/actions/raise-a-shield.md) action to protect the target creature. - -**Heightened (4th)** If you have the Shield Block reaction, you can use your reaction to have the target shield use Shield Block when the target creature would take damage from a physical attack, in addition to the usual trigger. In this case, Shield Block protects the target creature, rather than you. Since the shield is using Shield Block and not you, additional effects or abilities that normally apply when you Shield Block don't apply. - -*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/Compendium/spells/darkened-eyes.md b/Compendium/spells/darkened-eyes.md deleted file mode 100644 index 970aa84d0..000000000 --- a/Compendium/spells/darkened-eyes.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/darkness -- trait/transmutation -- trait/uncommon -aliases: ["Darkened Eyes"] ---- -# Darkened Eyes *Focus 4* -[cleric](../../Rules/traits/cleric.md) [darkness](../../Rules/traits/darkness.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[darkness](../setting/domains.md#Darkness)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies - -You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's [darkvision](../../Rules/abilities/darkvision.md) or low-light vision is suppressed for 1 round. -> - **Failure** As success, but the duration is 1 minute. -> - **Critical Failure** As success, but the duration is 1 minute, and the target is also [blinded](../../Rules/conditions.md#Blinded) for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it's no longer [blinded](../../Rules/conditions.md#Blinded), but its [darkvision](../../Rules/abilities/darkvision.md) or [low-light vision](../../Rules/abilities/low-light-vision.md) remains suppressed. - -*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/Compendium/spells/darklight-som.md b/Compendium/spells/darklight-som.md deleted file mode 100644 index f313be693..000000000 --- a/Compendium/spells/darklight-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/focus/7 -- trait/darkness -- trait/evocation -- trait/shadow -- trait/uncommon -aliases: ["Darklight"] ---- -# Darklight *Focus 7* -[darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -Shadows pour forth from your eyes, creating a field of darkness that prevents light from emanating within the area. Light doesn't enter the area; any non-magical light sources, such as a [torches](../equipment/items/torch.md) or lanterns, don't emanate any light while inside the area, even if their light radius would extend beyond the darkness. The spell similarly suppresses magical light of the spell's level or lower. - -Light can't pass through, so creatures in the area can't see outside. Even creatures with [darkvision](../../Rules/abilities/darkvision.md) (but not [greater darkvision](../../Rules/abilities/darkvision.md)) can barely see through the darkness; any creatures seen through the darkness are [concealed](../../Rules/conditions.md#Concealed) to them. Creatures with [greater darkvision](../../Rules/abilities/darkvision.md) can see through the darkness normally. - -Creatures who move into the field or start their turn within the field have some of the life and light sucked out of them, taking `2d6` bludgeoning damage and `2d6` negative damage, with a basic Fortitude save. - -When you cast this spell, choose up to four allies in the area to spare from darklight's effects. Until the spell ends, they're immune to damage from [darklight](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/darklight-som.md) spells and can see through darklight (but not other darkness) as though they had [greater darkvision](../../Rules/abilities/darkvision.md). - -**Heightened (10th)** The bludgeoning and negative damage both increase to `3d6`. - -*Source: Secrets of Magic p. 227* \ No newline at end of file diff --git a/Compendium/spells/darkness.md b/Compendium/spells/darkness.md deleted file mode 100644 index 19c69b520..000000000 --- a/Compendium/spells/darkness.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/darkness -- trait/evocation -aliases: ["Darkness"] ---- -# Darkness *Spell 2* -[darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. - -This also suppresses magical light of your [darkness](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/darkness.md) spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness. - -**Heightened (4th)** Even creatures with [darkvision](../../Rules/abilities/darkvision.md) (but not [greater darkvision](../../Rules/abilities/darkvision.md)) can barely see through the darkness. They treat targets seen through the darkness as [concealed](../../Rules/conditions.md#Concealed). - -*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/Compendium/spells/darkvision.md b/Compendium/spells/darkvision.md deleted file mode 100644 index a658303c8..000000000 --- a/Compendium/spells/darkvision.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/divination -aliases: ["Darkvision"] ---- -# Darkvision *Spell 2* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You grant yourself supernatural sight in areas of darkness. - -You gain [darkvision](../../Rules/abilities/darkvision.md). - -**Heightened (3rd)** The spell's range is touch and it targets 1 willing creature. - -**Heightened (5th)** The spell's range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/Compendium/spells/daydreamers-curse-av2.md b/Compendium/spells/daydreamers-curse-av2.md deleted file mode 100644 index d76e72042..000000000 --- a/Compendium/spells/daydreamers-curse-av2.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/av2 -- spell/level/4 -- trait/attack -- trait/curse -- trait/enchantment -- trait/mental -- trait/misfortune -- trait/uncommon -aliases: ["Daydreamer's Curse"] ---- -# Daydreamer's Curse *Spell 4* -[attack](../../Rules/traits/attack.md) [curse](../../Rules/traits/curse.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [misfortune](../../Rules/traits/misfortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You impose a curse upon the target that renders it easily distracted and unable to focus its thoughts on tasks that demand insight or discernment. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a [Medicine](../skills.md#Medicine), [Nature](../skills.md#Nature), [Perception](../skills.md#Perception), or [Survival](../skills.md#Survival) check. If the target critically succeeds at a [Perception](../skills.md#Perception) check or skill check to perform an action with the [concentrate](../../Rules/traits/concentrate.md) trait, the target gets a success instead. -> - **Failure** As success, but the effect is permanent. -> - **Critical Failure** As failure, except the target treats the outcomes of all checks with the [concentrate](../../Rules/traits/concentrate.md) trait as one degree of success worse than the result it rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). - -*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/Compendium/spells/days-weight-som.md b/Compendium/spells/days-weight-som.md deleted file mode 100644 index d2588bf16..000000000 --- a/Compendium/spells/days-weight-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/transmutation -aliases: ["Day's Weight"] ---- -# Day's Weight *Spell 3* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**1 minute - -You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [fatigued](../../Rules/conditions.md#Fatigued) and [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. -> - **Failure** The target is [fatigued](../../Rules/conditions.md#Fatigued) and [enfeebled](../../Rules/conditions.md#Enfeebled) for the duration. -> - **Critical Failure** The target is [fatigued](../../Rules/conditions.md#Fatigued) and [enfeebled](../../Rules/conditions.md#Enfeebled) for the duration. The [fatigued](../../Rules/conditions.md#Fatigued) condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means). - -**Heightened (6th)** You can target up to 10 creatures. - -*Source: Secrets of Magic p. 98* \ No newline at end of file diff --git a/Compendium/spells/daze.md b/Compendium/spells/daze.md deleted file mode 100644 index 8bdfe820a..000000000 --- a/Compendium/spells/daze.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/enchantment -- trait/mental -- trait/nonlethal -aliases: ["Daze"] ---- -# Daze *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [nonlethal](../../Rules/traits/nonlethal.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round - -You cloud the target's mind and daze it with a mental jolt. - -The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also [stunned](../../Rules/conditions.md#Stunned). - -**Heightened (+ 2)** The damage increases by `1d6`. - -*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/Compendium/spells/dazzling-flash.md b/Compendium/spells/dazzling-flash.md deleted file mode 100644 index d42c6d049..000000000 --- a/Compendium/spells/dazzling-flash.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/focus/1 -- trait/cleric -- trait/evocation -- trait/light -- trait/uncommon -- trait/visual -aliases: ["Dazzling Flash"] ---- -# Dazzling Flash *Focus 1* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Domains**: [[sun](../setting/domains.md#Sun)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude - -You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. The creature can spend an [Interact](../../Rules/actions/interact.md) action rubbing its eyes to end the [blinded](../../Rules/conditions.md#Blinded) condition. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 1 hour. - -**Heightened (3rd)** The area increases to a 30-foot cone. - -*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/deafness.md b/Compendium/spells/deafness.md deleted file mode 100644 index f38a7d4ee..000000000 --- a/Compendium/spells/deafness.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/necromancy -aliases: ["Deafness"] ---- -# Deafness *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [deafened](../../Rules/conditions.md#Deafened) for 1 round. -> - **Failure** The target is [deafened](../../Rules/conditions.md#Deafened) for 10 minutes. -> - **Critical Failure** The target is [deafened](../../Rules/conditions.md#Deafened) permanently. - -*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/Compendium/spells/death-knell.md b/Compendium/spells/death-knell.md deleted file mode 100644 index fff24cc74..000000000 --- a/Compendium/spells/death-knell.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/death -- trait/necromancy -aliases: ["Death Knell"] ---- -# Death Knell *Spell 2* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature that has 0 HP -- **Saving Throw** Will - -You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's [dying](../../Rules/conditions.md#Dying) value increases by 1. -> - **Failure** The target dies. - -*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/Compendium/spells/death-ward.md b/Compendium/spells/death-ward.md deleted file mode 100644 index 54c827283..000000000 --- a/Compendium/spells/death-ward.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/abjuration -aliases: ["Death Ward"] ---- -# Death Ward *Spell 5* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature touched -- **Duration**10 minutes - -You shield a creature from the ravages of negative energy. - -It receives a +4 status bonus to saves against [death](../../Rules/traits/death.md) and [negative](../../Rules/traits/negative.md) effects, gains negative resistance 10, and suppresses the effects of the [doomed](../../Rules/conditions.md#Doomed) condition. - -*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/Compendium/spells/deaths-call.md b/Compendium/spells/deaths-call.md deleted file mode 100644 index f3adf348a..000000000 --- a/Compendium/spells/deaths-call.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/necromancy -- trait/uncommon -aliases: ["Death's Call"] ---- -# Death's Call *Focus 1* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[death](../setting/domains.md#Death)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. -- **Duration**1 minute - -Seeing another pass from this world to the next invigorates you. - -You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain - -These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier. - -*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/debilitating-dichotomy-apg.md b/Compendium/spells/debilitating-dichotomy-apg.md deleted file mode 100644 index 21d369917..000000000 --- a/Compendium/spells/debilitating-dichotomy-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/4 -- trait/cursebound -- trait/evocation -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Debilitating Dichotomy"] ---- -# Debilitating Dichotomy *Focus 4* -[cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature other than you -- **Saving Throw** Will - -You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take `9d6` mental damage with a basic Will save, and the target is [stunned](../../Rules/conditions.md#Stunned) if it critically fails its save. You get a degree of success one better than you rolled for your saving throw. - -**Heightened (+ 1)** The damage increases by `3d6`. - -*Source: Advanced Player's Guide p. 231* \ No newline at end of file diff --git a/Compendium/spells/deceivers-cloak-apg.md b/Compendium/spells/deceivers-cloak-apg.md deleted file mode 100644 index 881066506..000000000 --- a/Compendium/spells/deceivers-cloak-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/hex -- trait/illusion -- trait/uncommon -- trait/witch -aliases: ["Deceiver's Cloak"] ---- -# Deceiver's Cloak *Focus 3* -[hex](../../Rules/traits/hex-apg.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained - -You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level [illusory disguise](illusory-disguise.md). - -**Heightened (6th)** You can appear as any creature of the same size, even with a completely different body shape. - -*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/Compendium/spells/deitys-strike-som.md b/Compendium/spells/deitys-strike-som.md deleted file mode 100644 index 687354d8c..000000000 --- a/Compendium/spells/deitys-strike-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/7 -- trait/evocation -- trait/force -aliases: ["Deity's Strike"] ---- -# Deity's Strike *Spell 7* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have a deity. -- **Range**500 foot -- **Targets**1 creature (see text) - -A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals `7d12` force damage, or double damage on a critical hit. - -After the attack, whether it succeeds or fails, divine energy bursts from the weapon in a shock wave. It emits in a 10-foot-wide, 30-foot-long line starting from the target and continuing in a direction you choose. Choose an alignment your deity has (chaotic, evil, good, or lawful) - -Your target and any other creatures within the area of the spell take `5d6` damage of the chosen alignment type, with a basic Reflex save. The spell gains the trait of the alignment you choose. If your deity is true neutral, the weapon doesn't create a shock wave. - -**Heightened (9th)** The force damage increases by `1d12` and the alignment damage increases by `1d6`. - -*Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/Compendium/spells/deja-vu-apg.md b/Compendium/spells/deja-vu-apg.md deleted file mode 100644 index 5be000e1c..000000000 --- a/Compendium/spells/deja-vu-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Déjà Vu", "Deja Vu"] ---- -# Déjà Vu *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**2 rounds - -You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. - -If the target can't repeat an action, such as [Casting a Spell](../../Rules/actions/cast-a-spell.md) that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes [stupefied](../../Rules/conditions.md#Stupefied) until the end of its turn. - -*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/Compendium/spells/delay-affliction-apg.md b/Compendium/spells/delay-affliction-apg.md deleted file mode 100644 index 4163bd333..000000000 --- a/Compendium/spells/delay-affliction-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/cursebound -- trait/healing -- trait/necromancy -- trait/oracle -- trait/positive -- trait/uncommon -aliases: ["Delay Affliction"] ---- -# Delay Affliction *Focus 3* -[cursebound](../../Rules/traits/cursebound-apg.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers `3d8` Hit Points. You attempt to counteract any one affliction you are aware the target has, suspending its effects for 1 hour on a success rather than removing it. The target is then temporarily immune to delay affliction for 1 day. You don't need to have identified the name of the specific affliction, but you do need to be aware of it; for instance, you couldn't delay an ingested poison during its onset period unless you were aware of the poison. - -**Heightened (+ 1)** The target recovers an additional `1d8` Hit Points and you can attempt to suspend an additional affliction. - -*Source: Advanced Player's Guide p. 231* \ No newline at end of file diff --git a/Compendium/spells/delay-consequence-logm.md b/Compendium/spells/delay-consequence-logm.md deleted file mode 100644 index 45ae0ad1e..000000000 --- a/Compendium/spells/delay-consequence-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/abjuration -aliases: ["Delay Consequence"] ---- -# Delay Consequence *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Domains**: [[time](../setting/domains.md#Time)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature or object within range is hit by an attack. -- **Range**30 foot -- **Targets**the triggering creature -- **Duration**1 round - -You transpose the moment that the target would be injured to later in its timestream. Roll damage normally, but do not reduce Hit Points or apply any other effects of the attack until the spell's duration has elapsed. When the spell ends, the target is immediately affected by the attack, taking damage and being affected by any additional effects. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/deluge-ec6.md b/Compendium/spells/deluge-ec6.md deleted file mode 100644 index 79aacbad6..000000000 --- a/Compendium/spells/deluge-ec6.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec6 -- spell/area/burst -- spell/level/8 -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Deluge"] ---- -# Deluge *Spell 8* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**40-foot burst - -You unleash a catastrophic downpour in the area that vanishes an instant later. All flying creatures in the area descend 50 feet or until blocked by the ground or firm surface. Each creature whose descent was blocked by the ground or firm surface takes bludgeoning damage equal to the number of feet it fell (the creature does not also take falling damage) and is knocked [prone](../../Rules/conditions.md#Prone). Creatures on the ground, including flying creatures forced to the ground by the spell, must succeed at a Reflex save or be pushed 50 feet away from the center of the area. - -Flimsy structures in the area collapse. The GM can determine other large-scale effects that result from the deluge. - -**Heightened (+ 1)** The area increases by 10 feet, and flying creatures fall an additional 10 feet. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/Compendium/spells/delusional-pride.md b/Compendium/spells/delusional-pride.md deleted file mode 100644 index 96c9d8d8a..000000000 --- a/Compendium/spells/delusional-pride.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Delusional Pride"] ---- -# Delusional Pride *Focus 4* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[confidence](../setting/domains.md#Confidence)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to –2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The duration is 1 round. -> - **Failure** The duration is 10 minutes. -> - **Critical Failure** The duration is 24 hours. - -*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/demon-form-som.md b/Compendium/spells/demon-form-som.md deleted file mode 100644 index b2eae649f..000000000 --- a/Compendium/spells/demon-form-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/6 -- trait/chaotic -- trait/evil -- trait/polymorph -- trait/transmutation -aliases: ["Demon Form"] ---- -# Demon Form *Spell 6* -[chaotic](../../Rules/traits/chaotic.md) [evil](../../Rules/traits/evil.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock. If you choose hezrou, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form, you gain the [demon](../../Rules/traits/demon.md) and [fiend](../../Rules/traits/fiend.md) traits. You have hands in this battle form and can use manipulate actions. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of the form that you choose: - -- AC = 20 + your level. Ignore your armor check's penalty and Speed reduction. -- 30 temporary Hit Points, weakness 5 to cold iron, and weakness 5 to good. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +22, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of demon you choose: -- **Babau** Speed 25 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longspear (reach <10 feet>), **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `2d4` slashing plus `1d6` evil; all [Strikes](../../Rules/actions/strike.md) deal `2d6` additional precision damage to flatfooted creatures. -- **Hezrou** Speed 30 feet, swim 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+10` piercing plus `1d6` evil, and you can spend an action after a hit to Grab the target; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d8` slashing plus `1d6` evil. -- **Nabasu** Speed 25 feet, fly 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil. -- **Vrock** Speed 25 feet, fly 35 feet; resistance 10 to electricity; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](../../Rules/traits/agile.md)), **Damage** `2d6` slashing plus `1d6` evil. - -*Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/Compendium/spells/desperate-repair-lokl.md b/Compendium/spells/desperate-repair-lokl.md deleted file mode 100644 index a7f975acc..000000000 --- a/Compendium/spells/desperate-repair-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/5 -- trait/transmutation -- trait/uncommon -aliases: ["Desperate Repair"] ---- -# Desperate Repair *Spell 5* -[transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A shield within range would be reduced to 0 Hit Points by a damaging effect -- **Requirements**The triggering shield had more than 1 Hit Point before taking damage. -- **Range**60 foot -- **Targets**1 shield - -You hold a shield together with the power of your magic, forcing wood and steel to fuse back together. The shield remains at 1 Hit Point and isn't destroyed. Its construction is weakened until someone takes the time to repair it, preventing desperate repair or a similar ability from saving the same shield until your next daily preparations. - -*Source: Lost Omens: Knights of Lastwall p. 92* \ No newline at end of file diff --git a/Compendium/spells/destructive-aura.md b/Compendium/spells/destructive-aura.md deleted file mode 100644 index 1f6d50a5e..000000000 --- a/Compendium/spells/destructive-aura.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/4 -- trait/aura -- trait/cleric -- trait/evocation -- trait/uncommon -aliases: ["Destructive Aura"] ---- -# Destructive Aura *Focus 4* -[aura](../../Rules/traits/aura.md) [cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[destruction](../setting/domains.md#Destruction)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Duration**1 minute - -Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2. - -**Heightened (+ 2)** Reduce the resistances by an additional 2. - -*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/detect-alignment.md b/Compendium/spells/detect-alignment.md deleted file mode 100644 index f79fa985b..000000000 --- a/Compendium/spells/detect-alignment.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/1 -- trait/detection -- trait/divination -- trait/uncommon -aliases: ["Detect Alignment"] ---- -# Detect Alignment *Spell 1* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation - -Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. - -Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras. - -**Heightened (2nd)** You learn each aura's location and strength. - -*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/Compendium/spells/detect-creator-lokl.md b/Compendium/spells/detect-creator-lokl.md deleted file mode 100644 index ec45e0e62..000000000 --- a/Compendium/spells/detect-creator-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/4 -- trait/detection -- trait/divination -- trait/rare -aliases: ["Detect Creator"] ---- -# Detect Creator *Spell 4* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**mile -- **Targets**1 destroyed undead -- **Duration**sustained - -You examine the remains or spiritual residue of a destroyed undead creature to locate that undead's creator, perhaps a necromancer or vampire. If the creator is within range, you can sense the direction to them. If the creator is within 100 feet, you sense their presence within 100 feet, and the spell ends; you can't further home in on their location. If there's lead or running water between you and the undead's creator, this spell can't locate them. This spell fails automatically if the undead doesn't have a specific creator or the specific creator isn't on the same plane. - -*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/Compendium/spells/detect-magic.md b/Compendium/spells/detect-magic.md deleted file mode 100644 index a8c61faa3..000000000 --- a/Compendium/spells/detect-magic.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/cantrip -- trait/cantrip -- trait/detection -- trait/divination -aliases: ["Detect Magic"] ---- -# Detect Magic *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation - -You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. - -You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. - -You detect illusion magic only if that magic's effect has a lower level than the level of your [detect magic](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/detect-magic.md) spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. - -**Heightened (3rd)** You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. - -**Heightened (4th)** As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/Compendium/spells/detect-poison.md b/Compendium/spells/detect-poison.md deleted file mode 100644 index da84fcc35..000000000 --- a/Compendium/spells/detect-poison.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/detection -- trait/divination -- trait/uncommon -aliases: ["Detect Poison"] ---- -# Detect Poison *Spell 1* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 object or creature - -You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons. - -**Heightened (2nd)** You learn the number and types of poison. - -*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/Compendium/spells/detect-scrying.md b/Compendium/spells/detect-scrying.md deleted file mode 100644 index 9d0d96906..000000000 --- a/Compendium/spells/detect-scrying.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/4 -- trait/detection -- trait/divination -- trait/uncommon -aliases: ["Detect Scrying"] ---- -# Detect Scrying *Spell 4* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Duration**1 hour - -By tapping into trace divinatory auras, you detect the presence of [scrying](../../Rules/traits/scrying.md) effects in the area. If detect scrying is higher level than a [scrying](../../Rules/traits/scrying.md) effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction. - -**Heightened (6th)** The duration is until the next time you make your daily preparations. - -*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/Compendium/spells/devil-form-som.md b/Compendium/spells/devil-form-som.md deleted file mode 100644 index 9794ed1fe..000000000 --- a/Compendium/spells/devil-form-som.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/6 -- trait/evil -- trait/lawful -- trait/polymorph -- trait/transmutation -aliases: ["Devil Form"] ---- -# Devil Form *Spell 6* -[evil](../../Rules/traits/evil.md) [lawful](../../Rules/traits/lawful.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon. If you choose osyluth or sarglagon, the battle form is Large and you must have enough space to expand into or the spell is lost. While in this form you gain the [devil](../../Rules/traits/devil.md) and [fiend](../../Rules/traits/fiend.md) traits. - -You have hands in this battle form and can use manipulate actions. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of the form that you choose: - -- AC = 22 + your level. Ignore your armor check's penalty and Speed reduction. -- 5 temporary Hit Points, resistance 5 to physical damage (except silver), and weakness 5 to good. -- Resistance 10 to fire. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to the battle form you use. You're trained with them. Your attack modifier is +20, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +23, unless your own modifier is higher. You also gain specific abilities based on the type of devil you choose: -- **Barbazu** Speed 35 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive (deadly , forceful, reach <10 feet>), **Damage** `2d8+10` slashing plus `1d6` evil and `1d6` [persistent bleed](../../Rules/conditions.md#Persistent%20Damage); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beard, **Damage** `3d8` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d6` slashing plus `1d6` evil. -- **Erinys** Speed 25 feet, fly 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([versatile

](../../Rules/traits/versatile.md)), **Damage** `1d8+10` slashing plus `1d6` evil and `1d6` fire; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") composite longbow (deadly , range increment <100 feet>, volley), **Damage** `1d8` piercing plus `1d6` evil and `1d6` fire. -- **Osyluth** Speed 35 feet, fly 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw (agile, reach <10 feet>), **Damage** `2d6` slashing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger (reach <15 feet>), **Damage** `1d10` piercing plus `1d6` evil and `1d6` poison; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") bone shard (range increment <30 feet>), **Damage** `2d6` piercing plus `1d6` evil. -- **Sarglagon** Speed 25 feet, fly 25 feet, swim 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d10+10` piercing plus `1d6` evil; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tentacle arm ([agile](../../Rules/traits/agile.md)), **Damage** `1d8` bludgeoning plus `1d6` evil and `1d6` poison. - -*Source: Secrets of Magic p. 99* \ No newline at end of file diff --git a/Compendium/spells/devour-life-ec6.md b/Compendium/spells/devour-life-ec6.md deleted file mode 100644 index 4139ad30a..000000000 --- a/Compendium/spells/devour-life-ec6.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec6 -- spell/level/8 -- trait/death -- trait/healing -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Devour Life"] ---- -# Devour Life *Spell 8* -[death](../../Rules/traits/death.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude - -You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0 Hit Points, it dies immediately. You regain Hit Points equal to half the negative damage the target takes (after applying resistance and the like). Any excess healing is gained as temporary Hit Points, which you lose after 1 minute. - -**Heightened (+ 1)** The damage increases by 10. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/Compendium/spells/diabolic-edict.md b/Compendium/spells/diabolic-edict.md deleted file mode 100644 index 985df96ff..000000000 --- a/Compendium/spells/diabolic-edict.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/enchantment -- trait/sorcerer -- trait/uncommon -aliases: ["Diabolic Edict"] ---- -# Diabolic Edict *Focus 1* -[enchantment](../../Rules/traits/enchantment.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing living creature -- **Duration**1 round - -You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks. - -*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/diamond-dust-logm.md b/Compendium/spells/diamond-dust-logm.md deleted file mode 100644 index f732784ef..000000000 --- a/Compendium/spells/diamond-dust-logm.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/cold -- trait/evocation -aliases: ["Diamond Dust"] ---- -# Diamond Dust *Focus 4* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) - -- **Domains**: [[cold](../setting/domains.md#Cold)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation centered on you -- **Saving Throw** basic Fortitude -- **Duration**1 minute - -You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its turn within the area takes `2d6` cold damage. A creature can take this damage only once per turn. The crystals scatter and refract light; if a [light](../../Rules/traits/light.md) effect enters diamond dust's area, any creatures that effect goes on to affect gain a +2 status bonus to AC and saves against it. - -While the spell persists, you can activate or deactivate this aura by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -**Heightened (+ 2)** The damage increases by `1d6`. - -*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/dim-the-light-apg.md b/Compendium/spells/dim-the-light-apg.md deleted file mode 100644 index d9c535fc4..000000000 --- a/Compendium/spells/dim-the-light-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/darkness -- trait/evocation -- trait/sorcerer -- trait/uncommon -aliases: ["Dim The Light"] ---- -# Dim The Light *Focus 1* -[darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You cast a darkness or shadow spell. - -You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt a [Stealth](../skills.md#Stealth) check to [Hide](../../Rules/actions/hide.md), and you can become [hidden](../../Rules/conditions.md#Hidden) to a creature even if you don't have cover and aren't otherwise [concealed](../../Rules/conditions.md#Concealed) from that creature. - -You cease being [hidden](../../Rules/conditions.md#Hidden) at the end of your turn unless you move into cover or become [concealed](../../Rules/conditions.md#Concealed) before then. - -*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/Compendium/spells/dimension-door.md b/Compendium/spells/dimension-door.md deleted file mode 100644 index 0f85fd8f6..000000000 --- a/Compendium/spells/dimension-door.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/conjuration -- trait/teleportation -aliases: ["Dimension Door"] ---- -# Dimension Door *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot - -Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. - -**Heightened (5th)** The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour. - -*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/Compendium/spells/dimensional-anchor.md b/Compendium/spells/dimensional-anchor.md deleted file mode 100644 index c62372fa5..000000000 --- a/Compendium/spells/dimensional-anchor.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/abjuration -aliases: ["Dimensional Anchor"] ---- -# Dimensional Anchor *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any [teleportation](../../Rules/traits/teleportation.md) effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The effect's duration is 1 minute. -> - **Failure** The effect's duration is 10 minutes. -> - **Critical Failure** The effect's duration is 1 hour. - -*Source: Core Rulebook p. 329* \ No newline at end of file diff --git a/Compendium/spells/dimensional-assault-som.md b/Compendium/spells/dimensional-assault-som.md deleted file mode 100644 index e28e70db1..000000000 --- a/Compendium/spells/dimensional-assault-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/conjuration -- trait/magus -- trait/teleportation -- trait/uncommon -aliases: ["Dimensional Assault"] ---- -# Dimensional Assault *Focus 1* -[conjuration](../../Rules/traits/conjuration.md) [magus](../../Rules/traits/magus-som.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**half your Speed - -You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee [Strike](../../Rules/actions/strike.md) against one creature within your reach. - -*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/Compendium/spells/dimensional-lock.md b/Compendium/spells/dimensional-lock.md deleted file mode 100644 index be533b2a2..000000000 --- a/Compendium/spells/dimensional-lock.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/7 -- trait/abjuration -- trait/uncommon -aliases: ["Dimensional Lock"] ---- -# Dimensional Lock *Spell 7* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**60-foot burst -- **Duration**until the next time you make your daily preparations - -You create a shimmering barrier that attempts to counteract [teleportation](../../Rules/traits/teleportation.md) effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 329* \ No newline at end of file diff --git a/Compendium/spells/dimensional-steps.md b/Compendium/spells/dimensional-steps.md deleted file mode 100644 index 91a0ae76c..000000000 --- a/Compendium/spells/dimensional-steps.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/conjuration -- trait/teleportation -- trait/uncommon -- trait/wizard -aliases: ["Dimensional Steps"] ---- -# Dimensional Steps *Focus 4* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**20 foot - -You teleport to a location up to 20 feet away within your line of sight. - -**Heightened (+ 1)** The distance you can teleport increases by 5 feet. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/dinosaur-form.md b/Compendium/spells/dinosaur-form.md deleted file mode 100644 index ae8a92f6b..000000000 --- a/Compendium/spells/dinosaur-form.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/polymorph -- trait/transmutation -aliases: ["Dinosaur Form"] ---- -# Dinosaur Form *Spell 4* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. - -When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](../../Rules/traits/animal.md) and [dinosaur](../../Rules/traits/dinosaur.md) traits. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. -- 15 temporary Hit Points. -- [Low-light vision](../../Rules/abilities/low-light-vision.md) and imprecise [scent](../../Rules/abilities/scent.md) 30 feet. -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +18, unless your own modifier is higher. You also gain specific abilities based on the form you choose: -- **Ankylosaurus** Speed 25 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([backswing](../../Rules/traits/backswing.md), [reach <10 feet>](../../Rules/traits/reach.md)), **Damage** `2d6` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d6` bludgeoning. -- **Brontosaurus** Speed 25 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <15 feet>](../../Rules/traits/reach.md)), **Damage** `2d6` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d8` bludgeoning. -- **Deinonychus** Speed 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](../../Rules/traits/agile.md)), **Damage** `2d4` piercing plus 1 [persistent bleed](../../Rules/conditions.md#Persistent%20Damage); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d10` piercing. -- **Stegosaurus** Speed 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](../../Rules/traits/reach.md)), **Damage** `2d8` piercing. -- **Triceratops** Speed 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `2d8` piercing, plus `1d6` [persistent bleed](../../Rules/conditions.md#Persistent%20Damage) on a critical hit; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d6` bludgeoning. -- **Tyrannosaurus** Speed 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([deadly ](../../Rules/traits/deadly.md), [reach <10 feet>](../../Rules/traits/reach.md)), **Damage** `1d12` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `1d10` bludgeoning. - -**Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and [Athletics](../skills.md#Athletics) +21. - -**Heightened (7th)** Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and [Athletics](../skills.md#Athletics) +25. - -*Source: Core Rulebook p. 329* \ No newline at end of file diff --git a/Compendium/spells/dirge-of-doom.md b/Compendium/spells/dirge-of-doom.md deleted file mode 100644 index 0934a0f61..000000000 --- a/Compendium/spells/dirge-of-doom.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -- trait/uncommon -aliases: ["Dirge Of Doom"] ---- -# Dirge Of Doom *Cantrip 3* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot emanation -- **Duration**1 round - -Foes within the area are [frightened](../../Rules/conditions.md#Frightened). They can't reduce their [frightened](../../Rules/conditions.md#Frightened) value below 1 while they remain in the area. - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/disappearance.md b/Compendium/spells/disappearance.md deleted file mode 100644 index 0ed17d821..000000000 --- a/Compendium/spells/disappearance.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/illusion -aliases: ["Disappearance"] ---- -# Disappearance *Spell 8* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes - -You shroud a creature from others' senses. The target becomes [undetected](../../Rules/conditions.md#Undetected), not just to sight but to all senses, allowing the target to count as [invisible](../../Rules/conditions.md#Invisible) no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature. - -*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/Compendium/spells/discern-lies.md b/Compendium/spells/discern-lies.md deleted file mode 100644 index dc19ec855..000000000 --- a/Compendium/spells/discern-lies.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/divination -- trait/mental -- trait/revelation -- trait/uncommon -aliases: ["Discern Lies"] ---- -# Discern Lies *Spell 4* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [revelation](../../Rules/traits/revelation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to [Perception](../skills.md#Perception) checks when someone Lies. - -*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/Compendium/spells/discern-secrets-apg.md b/Compendium/spells/discern-secrets-apg.md deleted file mode 100644 index 5be29f7d8..000000000 --- a/Compendium/spells/discern-secrets-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/divination -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Discern Secrets"] ---- -# Discern Secrets *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -You call upon your patron's power to better uncover secrets. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), the target can [Recall Knowledge](../../Rules/actions/recall-knowledge.md), [Seek](../../Rules/actions/seek.md), or [Sense Motive](../../Rules/actions/sense-motive.md). The target gains a +1 status bonus to the skill or [Perception](../skills.md#Perception) used for the roll, and this bonus remains as long as you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). The target is temporarily immune to discern secrets for 1 minute. - -**Heightened (5th)** You can target two creatures instead of one. - -*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/Compendium/spells/disjunction.md b/Compendium/spells/disjunction.md deleted file mode 100644 index 2ff462d10..000000000 --- a/Compendium/spells/disjunction.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/abjuration -- trait/uncommon -aliases: ["Disjunction"] ---- -# Disjunction *Spell 9* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 magic item - -Crackling energy disjoins the target. You attempt to counteract it (page 458). If you succeed, it's deactivated for 1 week. On a critical success, it's destroyed. If it's an artifact or similar item, you automatically fail. - -*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/Compendium/spells/dismantle-apg.md b/Compendium/spells/dismantle-apg.md deleted file mode 100644 index f4bd55025..000000000 --- a/Compendium/spells/dismantle-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/2 -- trait/transmutation -aliases: ["Dismantle"] ---- -# Dismantle *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 non-magical object in your possession of 1 Bulk or less -- **Duration**1 minute - -You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it. The object gains the [broken](../../Rules/conditions.md#Broken) condition, and the component pieces become small enough to be [hidden](../../Rules/conditions.md#Hidden) under normal clothing and armor. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise. Once reassembled, the object loses the [broken](../../Rules/conditions.md#Broken) condition and its Hit Points return to the value the object had when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -**Heightened (4th)** The spell lasts for 10 minutes. - -**Heightened (6th)** The spell lasts until your next daily preparations. - -*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/Compendium/spells/dispel-magic.md b/Compendium/spells/dispel-magic.md deleted file mode 100644 index 9cc419239..000000000 --- a/Compendium/spells/dispel-magic.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/abjuration -aliases: ["Dispel Magic"] ---- -# Dispel Magic *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 spell effect or unattended magic item - -You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. - -If the target is an artifact or similar item, you automatically fail. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/Compendium/spells/disperse-into-air.md b/Compendium/spells/disperse-into-air.md deleted file mode 100644 index 1ff503244..000000000 --- a/Compendium/spells/disperse-into-air.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/air -- trait/cleric -- trait/polymorph -- trait/transmutation -- trait/uncommon -aliases: ["Disperse Into Air"] ---- -# Disperse Into Air *Focus 4* -[air](../../Rules/traits/air.md) [cleric](../../Rules/traits/cleric.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[air](../setting/domains.md#Air)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You take damage from an enemy or a hazard. - -After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. - -*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/disrupt-undead.md b/Compendium/spells/disrupt-undead.md deleted file mode 100644 index 6c44b4cbf..000000000 --- a/Compendium/spells/disrupt-undead.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/necromancy -- trait/positive -aliases: ["Disrupt Undead"] ---- -# Disrupt Undead *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 undead creature -- **Saving Throw** Fortitude - -You lance the target with energy. You deal `1d6` positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/Compendium/spells/disrupting-weapons.md b/Compendium/spells/disrupting-weapons.md deleted file mode 100644 index 1e17f0e88..000000000 --- a/Compendium/spells/disrupting-weapons.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/necromancy -- trait/positive -aliases: ["Disrupting Weapons"] ---- -# Disrupting Weapons *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to two weapons, each of which must be wielded by you or a willing ally, or else unattended -- **Duration**1 minute - -You infuse weapons with positive energy. Attacks with these weapons deal an extra `1d4` positive damage to undead. - -**Heightened (3rd)** The damage increases to `2d4` damage. - -**Heightened (5th)** Target up to three weapons, and the damage increases to `3d4` damage. - -*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/Compendium/spells/distortion-lens-da.md b/Compendium/spells/distortion-lens-da.md deleted file mode 100644 index c13a68413..000000000 --- a/Compendium/spells/distortion-lens-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/misc -- spell/cantrip -- trait/cantrip -- trait/conjuration -- trait/psychic -- trait/uncommon -aliases: ["Distortion Lens"] ---- -# Distortion Lens *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [conjuration](../../Rules/traits/conjuration.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Area**one 5-foot square -- **Duration**sustained up to 1 minute - -You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. - -The first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again. - -**Heightened (+ 3)** The lens increases or decreases the range of abilities by an additional 5 feet. - -## Amp - -The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies. - -## Summary - -*Source: Dark Archive p. 23* \ No newline at end of file diff --git a/Compendium/spells/distracting-chatter-som.md b/Compendium/spells/distracting-chatter-som.md deleted file mode 100644 index 6c18639f4..000000000 --- a/Compendium/spells/distracting-chatter-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/auditory -- trait/illusion -aliases: ["Distracting Chatter"] ---- -# Distracting Chatter *Spell 3* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering. - -The target is [flat-footed](../../Rules/conditions.md#Flat-footed), takes a –2 status penalty to purely auditory [Perception](../skills.md#Perception) checks, and must succeed at a DC 5 flat check to use auditory abilities or verbal spell components. Similarly, a creature who attempts to affect the target with an [auditory](../../Rules/traits/auditory.md) effect must succeed at a DC 5 flat check or the attempt fails. The duration depends on the target's Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The duration is 1 round. -> - **Failure** The duration is 3 rounds. -> - **Critical Failure** The duration is 1 minute. - -**Heightened (7th)** You can target up to five creatures. - -*Source: Secrets of Magic p. 100* \ No newline at end of file diff --git a/Compendium/spells/dividing-trench-lokl.md b/Compendium/spells/dividing-trench-lokl.md deleted file mode 100644 index bc9fd8590..000000000 --- a/Compendium/spells/dividing-trench-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/3 -- trait/earth -- trait/transmutation -- trait/uncommon -aliases: ["Dividing Trench"] ---- -# Dividing Trench *Spell 3* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute - -You dig an earthen trench across the surrounding terrain, which must be soil, clay, sand, or other soft earth, but not flooring or stone. The trench is 5 feet wide, 5 feet deep, and up to 15 feet long. You can shape the trench's path, but it must be one continuous line. You must conjure the trench in an open space so it doesn't pass through any creatures or objects. - -Creatures inside the trench have cover from creatures outside the trench, and creatures outside the trench have cover from creatures inside the trench. Particularly small creatures in the trench might have more cover against other creatures who aren't close to the trench's edge, and in turn, those creatures might have more cover against small creatures in the trench; the GM determines the amount of additional cover, if any. - -Entering or leaving the trench requires an additional 5 feet of movement but doesn't require any kind of check and isn't considered difficult terrain. At the end of the spell's duration, the trench disappears and all creatures in the trench remain in their spaces on solid ground. - -**Heightened (+ 2)** The trench's maximum length increases by 15 feet. - -*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/Compendium/spells/divine-armageddon-som.md b/Compendium/spells/divine-armageddon-som.md deleted file mode 100644 index 1a0cfba09..000000000 --- a/Compendium/spells/divine-armageddon-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/8 -- trait/necromancy -- trait/negative -- trait/positive -aliases: ["Divine Armageddon"] ---- -# Divine Armageddon *Spell 8* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**60-foot burst -- **Saving Throw** basic Fortitude - -You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take `10d6` negative damage and `10d6` alignment damage (good, evil, lawful, or chaotic), chosen from among the alignments your deity has. If your deity is true neutral, increase the negative damage by `4d6` instead of dealing alignment damage. A creature harmed by positive damage, such as one with negative healing, takes positive damage instead of negative damage from this spell. - -You can't cast this spell if you don't have a deity. This spell gains the trait corresponding to the alignment damage dealt. - -**Heightened (+ 1)** The damage increases by `1d6` negative damage, `1d6` alignment damage, and `1d6` additional negative and positive damage for a true neutral deity. - -*Source: Secrets of Magic p. 100* \ No newline at end of file diff --git a/Compendium/spells/divine-aura.md b/Compendium/spells/divine-aura.md deleted file mode 100644 index 3a968964c..000000000 --- a/Compendium/spells/divine-aura.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/8 -- trait/abjuration -- trait/aura -aliases: ["Divine Aura"] ---- -# Divine Aura *Spell 8* -[abjuration](../../Rules/traits/abjuration.md) [aura](../../Rules/traits/aura.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Targets**allies in the area -- **Duration**sustained up to 1 minute - -Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. - -Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. The bonuses granted by the spell increase to +2 against attacks by—and effects created by—creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good). These bonuses increase to +4 against effects created by such creatures that attempt to impose the [controlled](../../Rules/conditions.md#Controlled) condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura. - -When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be [blinded](../../Rules/conditions.md#Blinded) for 1 minute. It's then temporarily immune for 1 minute. - -The first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, the divine aura's radius grows 10 feet. - -*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/Compendium/spells/divine-decree.md b/Compendium/spells/divine-decree.md deleted file mode 100644 index 85fe79d98..000000000 --- a/Compendium/spells/divine-decree.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/7 -- trait/evocation -aliases: ["Divine Decree"] ---- -# Divine Decree *Spell 7* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**40 foot -- **Area**40-foot emanation -- **Saving Throw** Fortitude -- **Duration**varies - -You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. - -You deal `7d10` damage to creatures in the area; each creature must attempt a Fortitude save. Creatures with an alignment that matches the one you chose are unaffected by the spell. - -Those that neither match nor oppose it treat the result of their saving throw as one degree better and don't suffer effects other than damage. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute. -> - **Critical Failure** The creature takes double damage and is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's [paralyzed](../../Rules/conditions.md#Paralyzed) for 1 minute; on a critical failure, it dies. - -**Heightened (+ 1)** The damage increases by `1d10`, and the level of creatures that must attempt a second save on a critical failure increases by 2. - -*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/Compendium/spells/divine-inspiration.md b/Compendium/spells/divine-inspiration.md deleted file mode 100644 index e937c5f6b..000000000 --- a/Compendium/spells/divine-inspiration.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/enchantment -- trait/mental -aliases: ["Divine Inspiration"] ---- -# Divine Inspiration *Spell 8* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature - -You infuse a target with spiritual energy, refreshing its magic. - -If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had [Refocused](../../Rules/actions/refocus.md). - -*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/Compendium/spells/divine-lance.md b/Compendium/spells/divine-lance.md deleted file mode 100644 index 5f7bfa4b3..000000000 --- a/Compendium/spells/divine-lance.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/evocation -aliases: ["Divine Lance"] ---- -# Divine Lance *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to `1d4` + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose. - -**Heightened (+ 1)** The damage increases by `1d4`. - -*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/Compendium/spells/divine-plagues-logm.md b/Compendium/spells/divine-plagues-logm.md deleted file mode 100644 index e710a4693..000000000 --- a/Compendium/spells/divine-plagues-logm.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/disease -- trait/necromancy -aliases: ["Divine Plagues"] ---- -# Divine Plagues *Focus 1* -[disease](../../Rules/traits/disease.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Domains**: [[plague](../setting/domains.md#Plague)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**15 foot -- **Saving Throw** Fortitude - -Your deity sends wracking plagues. The target must attempt a Fortitude save. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), decide whether the disease inflicts the [clumsy](../../Rules/conditions.md#Clumsy), [enfeebled](../../Rules/conditions.md#Enfeebled), or [stupefied](../../Rules/conditions.md#Stupefied) condition. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is afflicted with divine plague at stage 1. -> - **Critical Failure** The target is afflicted with divine plague at stage 2. - -```ad-inline-affliction -title: Divine Plague _Level 1_ - -[disease](../../../rules/traits/disease.md) - -## Stages - -**Stage 1** [clumsy](../../../rules/conditions.md#Clumsy), [enfeebled](../../../rules/conditions.md#Enfeebled), or [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 2** [slowed](../../../rules/conditions.md#Slowed) and [clumsy](../../../rules/conditions.md#Clumsy), [enfeebled](../../../rules/conditions.md#Enfeebled), or [stupefied](../../../rules/conditions.md#Stupefied) (1 round) - -**Stage 3** [clumsy](../../../rules/conditions.md#Clumsy), [enfeebled](../../../rules/conditions.md#Enfeebled), or [stupefied](../../../rules/conditions.md#Stupefied) and the target can't recover from the condition until they are cured} (1 day) - - -%% #trait/disease #affliction/level/level-1 %% -``` - -**Heightened (5th)** The divine plague disease gains the [virulent](../../Rules/traits/virulent.md) trait. The condition value for the [clumsy](../../Rules/conditions.md#Clumsy), [enfeebled](../../Rules/conditions.md#Enfeebled), or [stupefied](../../Rules/conditions.md#Stupefied) condition is 2 instead of 1. - -## Summary - -*Source: Lost Omens: Gods & Magic p. 115* diff --git a/Compendium/spells/divine-wrath.md b/Compendium/spells/divine-wrath.md deleted file mode 100644 index c63d9b61f..000000000 --- a/Compendium/spells/divine-wrath.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/4 -- trait/evocation -aliases: ["Divine Wrath"] ---- -# Divine Wrath *Spell 4* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude - -You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal `4d10` damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature takes full damage and is [sickened](../../Rules/conditions.md#Sickened); while it is [sickened](../../Rules/conditions.md#Sickened), it is also [slowed](../../Rules/conditions.md#Slowed). - -**Heightened (+ 1)** The damage increases by `1d10`. - -*Source: Core Rulebook p. 332* \ No newline at end of file diff --git a/Compendium/spells/diviners-sight.md b/Compendium/spells/diviners-sight.md deleted file mode 100644 index 750cd7cc9..000000000 --- a/Compendium/spells/diviners-sight.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/concentrate -- trait/divination -- trait/fortune -- trait/uncommon -- trait/wizard -aliases: ["Diviner's Sight"] ---- -# Diviner's Sight *Focus 1* -[concentrate](../../Rules/traits/concentrate.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing living creature -- **Duration**until the end of your next turn - -You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. - -Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/divinity-leech-aoe6.md b/Compendium/spells/divinity-leech-aoe6.md deleted file mode 100644 index 856b3579a..000000000 --- a/Compendium/spells/divinity-leech-aoe6.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe6 -- spell/level/9 -- trait/enchantment -- trait/rare -aliases: ["Divinity Leech"] ---- -# Divinity Leech *Spell 9* -[enchantment](../../Rules/traits/enchantment.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You disrupt the connection between a divine caster or deific servitor and their deity, blocking their use of divine power. - -If the target fails its save, it is [fatigued](../../Rules/conditions.md#Fatigued). For the spell's duration, whenever the target casts a divine spell, you regain `6d6` HP and the target must attempt another Will save with the following effects. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** Each target of the divine spell has an outcome one degree of success better than the result it rolled. -> - **Failure** The divine spell is lost and target is [stunned](../../Rules/conditions.md#Stunned). -> - **Critical Failure** As failure, but the target is [stunned](../../Rules/conditions.md#Stunned) for 1 round. - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 75* \ No newline at end of file diff --git a/Compendium/spells/dominate.md b/Compendium/spells/dominate.md deleted file mode 100644 index b87df1aa7..000000000 --- a/Compendium/spells/dominate.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/uncommon -aliases: ["Dominate"] ---- -# Dominate *Spell 6* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the next time you make your daily preparations - -You take command of the target, forcing it to obey your orders. - -If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stunned](../../Rules/conditions.md#Stunned) as it fights off your commands. -> - **Failure** The target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends. -> - **Critical Failure** As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies. - -**Heightened (10th)** The duration is unlimited. - -*Source: Core Rulebook p. 332* \ No newline at end of file diff --git a/Compendium/spells/door-to-beyond-logm.md b/Compendium/spells/door-to-beyond-logm.md deleted file mode 100644 index 68c3731e9..000000000 --- a/Compendium/spells/door-to-beyond-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/conjuration -aliases: ["Door To Beyond"] ---- -# Door To Beyond *Focus 4* -[conjuration](../../Rules/traits/conjuration.md) - -- **Domains**: [[void](../setting/domains.md#Void)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**5 foot -- **Area**20-foot emanation -- **Saving Throw** Fortitude -- **Duration**1 minute - -Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing Large or smaller creatures and objects of light Bulk or less toward the center. Large or smaller creatures in the area must attempt a Fortitude save at the start of their turn; creatures that move into the area must attempt the save on entering. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is pulled 10 feet toward the door. -> - **Critical Failure** The creature is pulled 20 feet toward the door. The cracks of the door to beyond are too thin for anything to fully slip through, but decompressive effects deal `4d6` slashing damage to any creature or object that ends its turn in the door's space. You are unaffected by your own door to beyond. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/Compendium/spells/downpour.md b/Compendium/spells/downpour.md deleted file mode 100644 index 1a21bed7c..000000000 --- a/Compendium/spells/downpour.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/focus/4 -- trait/cleric -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Downpour"] ---- -# Downpour *Focus 4* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Domains**: [[water](../setting/domains.md#Water)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**30-foot burst -- **Duration**1 minute - -You call forth a torrential downpour, which extinguishes nonmagical flames. Creatures in the area are [concealed](../../Rules/conditions.md#Concealed) and gain fire resistance 10. Creatures outside the area are [concealed](../../Rules/conditions.md#Concealed) to those inside the area. Creatures with weakness to water that end their turns in the area take damage equal to their weakness. - -**Heightened (+ 1)** The fire resistance increases by 2. - -*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/draconic-barrage-logm.md b/Compendium/spells/draconic-barrage-logm.md deleted file mode 100644 index 9e0286a42..000000000 --- a/Compendium/spells/draconic-barrage-logm.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/evocation -aliases: ["Draconic Barrage"] ---- -# Draconic Barrage *Focus 1* -[evocation](../../Rules/traits/evocation.md) - -- **Domains**: [[wyrmkin](../setting/domains.md#Wyrmkin)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll `1d6` on the table below for each dragon evoked to determine which type of dragon you create. While the spell persists, you can command one of your dragons to spit a missile of energy at a creature within 60 feet by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. This is a ranged [Strike](../../Rules/actions/strike.md) that uses your spell attack bonus and deals `1d6` damage plus your spellcasting ability modifier, with the damage type depending on the dragon. A dragon's breath [Strike](../../Rules/actions/strike.md) uses and contributes to your multiple attack penalty. Once a dragon has used its breath [Strike](../../Rules/actions/strike.md), it winks out of existence; when you have no dragons remaining, the spell ends. - -| `D6` | Dragon | Breath Strike Type | -|------|--------|--------------------| -| 1 | Copper or black | Acid | -| 2 | Silver or white | Cold | -| 3 | Bronze or blue | Electricity | -| 4 | Brass, gold, or red | Fire | -| 5 | Green | Poison | -| 6 | Your choice of dragon | As the dragon | - - -**Heightened (+ 1)** You shape 1 additional dragon, and the [Strike](../../Rules/actions/strike.md) damage increases by `1d6`. - -*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/Compendium/spells/dragon-claws.md b/Compendium/spells/dragon-claws.md deleted file mode 100644 index ee8959987..000000000 --- a/Compendium/spells/dragon-claws.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/morph -- trait/sorcerer -- trait/transmutation -- trait/uncommon -aliases: ["Dragon Claws"] ---- -# Dragon Claws *Focus 1* -[morph](../../Rules/traits/morph.md) [sorcerer](../../Rules/traits/sorcerer.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Vicious claws grow from your fingers. They are finesse unarmed attacks that deal `1d4` slashing damage and `1d6` extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type. - -**Heightened (5th)** The extra damage increases to `2d6`, and the resistance increases to 10. - -**Heightened (9th)** The extra damage increases to `3d6`, and the resistance increases to 15. - -*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/dragon-form.md b/Compendium/spells/dragon-form.md deleted file mode 100644 index 6c980ae1f..000000000 --- a/Compendium/spells/dragon-form.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/polymorph -- trait/transmutation -aliases: ["Dragon Form"] ---- -# Dragon Form *Spell 6* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the [dragon](../../Rules/traits/dragon.md) trait. - -You have hands in this battle form and can take manipulate actions. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. -- 10 temporary Hit Points. -- Speed 40 feet, fly Speed 100 feet. -- Resistance 10 against the damage type of your breath weapon (see below). -- [Darkvision](../../Rules/abilities/darkvision.md) and imprecise [scent](../../Rules/abilities/scent.md) 60 feet. -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks. -- [Athletics](../skills.md#Athletics) modifier of +23, unless your own modifier is higher. -- **Breath Weapon** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([arcane](../../Rules/traits/arcane.md), [evocation](../../Rules/traits/evocation.md)) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for `1d4` rounds. Your breath weapon has the trait corresponding to the type of damage it deals. - -You also gain specific abilities based on the type of dragon you choose: - -- **Black** swim Speed 60 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `11d6` acid. -- **Blue** burrow Speed 20 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 80-foot line, `6d12` electricity. -- **Green** swim Speed 40 feet, ignores difficult terrain from non-magical foliage; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` poison; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `10d6` poison (Fortitude save instead of Reflex). -- **Red** ignore [concealed](../../Rules/conditions.md#Concealed) from smoke; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `4d6` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 30-foot cone, `10d6` fire. -- **White** climb Speed 25 feet on ice only; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d6` piercing plus `2d6` cold; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `10d6` cold. -- **Brass** burrow Speed 20 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d8` piercing plus `2d4` fire; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spikes (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `15d4` fire. -- **Bronze** swim Speed 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` slashing; breath weapon 80-foot line, `6d12` electricity. -- **Copper** climb Speed 25 feet on stone only; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 60-foot line, `10d6` acid. -- **Gold** swim Speed 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `4d6` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d10` fire. -- **Silver** walk on clouds; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` cold; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach 10), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `8d8` cold. - -**Heightened (8th)** Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, [Athletics](../skills.md#Athletics) +28, and a +14 status bonus to breath weapon damage. - -*Source: Core Rulebook p. 332* \ No newline at end of file diff --git a/Compendium/spells/dragon-wings.md b/Compendium/spells/dragon-wings.md deleted file mode 100644 index 69852ad9d..000000000 --- a/Compendium/spells/dragon-wings.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/5 -- trait/morph -- trait/sorcerer -- trait/transmutation -- trait/uncommon -aliases: ["Dragon Wings"] ---- -# Dragon Wings *Focus 5* -[morph](../../Rules/traits/morph.md) [sorcerer](../../Rules/traits/sorcerer.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last. - -**Heightened (8th)** The duration increases to 10 minutes. - -*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/draw-ire-som.md b/Compendium/spells/draw-ire-som.md deleted file mode 100644 index 9c1dbbf93..000000000 --- a/Compendium/spells/draw-ire-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Draw Ire"] ---- -# Draw Ire *Spell 1* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute - -You cause mental distress to a creature, goading it to strike back at you. You deal `1d10` mental damage to the creature and cause it to take a –1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and the penalty. The spell ends at the end of the target's next turn. -> - **Failure** The target takes full damage and the penalty. -> - **Critical Failure** The target takes double damage, and the status penalty is –2. - -**Heightened (+ 1)** The damage increases by `1d10`. - -*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/Compendium/spells/draw-the-lightning-som.md b/Compendium/spells/draw-the-lightning-som.md deleted file mode 100644 index 9a3601a42..000000000 --- a/Compendium/spells/draw-the-lightning-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/electricity -- trait/evocation -aliases: ["Draw The Lightning"] ---- -# Draw The Lightning *Spell 4* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature that is either taller than you or higher in the air than you -- **Saving Throw** Reflex -- **Duration**1 minute - -Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical power. - -You must hold your weapon or an empty hand aloft as part of this spell's somatic component. When you do, a bolt of lightning descends from a storm cloud in the air above your and through the target, dealing `3d12` electricity damage with a basic Reflex save. For the rest of the spell's duration, your first [Strike](../../Rules/actions/strike.md) each round with the weapon you held aloft (or with your unarmed attacks if you held an empty hand aloft) deals an additional `1d12` electricity damage. - -The spell creates its own storm cloud if necessary, so you can cast [draw the lightning](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/draw-the-lightning-som.md) anywhere, even underground. - -If draw the lightning is cast outside under a cloudy or stormy sky, increase the bolt's damage by `2d12`. - -**Heightened (8th)** The damage dealt to the initial target increases by `4d12`, and the additional damage dealt on the first [Strike](../../Rules/actions/strike.md) each turn increases by `1d12`. - -*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/Compendium/spells/dread-aura.md b/Compendium/spells/dread-aura.md deleted file mode 100644 index 4fbea800c..000000000 --- a/Compendium/spells/dread-aura.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/4 -- trait/aura -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -- trait/uncommon -- trait/wizard -aliases: ["Dread Aura"] ---- -# Dread Aura *Focus 4* -[aura](../../Rules/traits/aura.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Duration**sustained up to 1 minute - -You emit an aura of terror. Foes in the area are [frightened](../../Rules/conditions.md#Frightened) and unable to reduce the condition. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/dread-secret-apg.md b/Compendium/spells/dread-secret-apg.md deleted file mode 100644 index 43320aaf9..000000000 --- a/Compendium/spells/dread-secret-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/cursebound -- trait/divination -- trait/emotion -- trait/fear -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Dread Secret"] ---- -# Dread Secret *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [divination](../../Rules/traits/divination.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 6 creatures -- **Saving Throw** Will -- **Duration**until the start of your next turn - -You utter a powerful secret at odds with the fundamental nature of the target creatures. Choose a specific resistance or weakness that you believe one or more of the targets have due to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) or previous experience with the targets, such as resistance to fire or weakness to silver. If the information is incorrect for a given target, the spell has no effect on that target. Affected targets must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes 1 damage of the type of weakness you chose (thus triggering the creature's weakness), or loses its resistance until the end of your next turn if you chose a resistance. -> - **Failure** As success, and the creature becomes [frightened](../../Rules/conditions.md#Frightened) from the revelation of its dread secret. -> - **Critical Failure** As failure, except the creature is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Advanced Player's Guide p. 231* \ No newline at end of file diff --git a/Compendium/spells/dream-council.md b/Compendium/spells/dream-council.md deleted file mode 100644 index e1789443a..000000000 --- a/Compendium/spells/dream-council.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/illusion -- trait/mental -- trait/sleep -aliases: ["Dream Council"] ---- -# Dream Council *Spell 8* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [sleep](../../Rules/traits/sleep.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**planetary -- **Targets**up to 12 creatures you know by name and have met in person -- **Duration**1 hour - -When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends. - -*Source: Core Rulebook p. 333* \ No newline at end of file diff --git a/Compendium/spells/dreamers-call.md b/Compendium/spells/dreamers-call.md deleted file mode 100644 index 76fa739df..000000000 --- a/Compendium/spells/dreamers-call.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/uncommon -aliases: ["Dreamer's Call"] ---- -# Dreamer's Call *Focus 4* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[dreams](../setting/domains.md#Dreams)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**until the end of the target's next turn - -The target becomes distracted and suggestible, inundated by vivid daydreams. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's attention wavers. It becomes [flat-footed](../../Rules/conditions.md#Flat-footed) and [fascinated](../../Rules/conditions.md#Fascinated) by its daydreams. -> - **Failure** As success, except that you appear in the dream and give a suggestion. This can be to approach you, run away (as if it had the [fleeing](../../Rules/conditions.md#Fleeing) condition), [Release](../../Rules/actions/release.md) what it's holding, [Drop Prone](../../Rules/actions/drop-prone.md), or stand in place. The creature follows this course of action as its first action after you [Cast the Spell](../../Rules/actions/cast-a-spell.md). -> - **Critical Failure** As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and it does nothing else. - -*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/drop-dead.md b/Compendium/spells/drop-dead.md deleted file mode 100644 index 186019721..000000000 --- a/Compendium/spells/drop-dead.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/illusion -- trait/uncommon -- trait/visual -aliases: ["Drop Dead"] ---- -# Drop Dead *Spell 5* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range is hit by an attack from an enemy. -- **Range**120 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -The target appears to fall down dead, though it actually turns [invisible](../../Rules/conditions.md#Invisible). Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate [Perception](../skills.md#Perception) check to 0. If the target uses [hostile](../../Rules/conditions.md#Hostile) actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too. - -**Heightened (7th)** The spell doesn't end if the target uses [hostile](../../Rules/conditions.md#Hostile) actions. - -*Source: Core Rulebook p. 333* \ No newline at end of file diff --git a/Compendium/spells/dull-ambition-apg.md b/Compendium/spells/dull-ambition-apg.md deleted file mode 100644 index 5568a3e9e..000000000 --- a/Compendium/spells/dull-ambition-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/4 -- trait/curse -- trait/enchantment -- trait/mental -- trait/misfortune -aliases: ["Dull Ambition"] ---- -# Dull Ambition *Spell 4* -[curse](../../Rules/traits/curse.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [misfortune](../../Rules/traits/misfortune.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect is based on the target's Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** For 1 hour, the target rolls twice and uses the lower result on initiative rolls. -> - **Failure** For 1 day, the target rolls twice and uses the lower result on initiative rolls and any check to determine the success of a downtime activity. -> - **Critical Failure** As failure, but the duration is unlimited. - -*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/Compendium/spells/duplicate-foe.md b/Compendium/spells/duplicate-foe.md deleted file mode 100644 index f35fabec3..000000000 --- a/Compendium/spells/duplicate-foe.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/conjuration -aliases: ["Duplicate Foe"] ---- -# Duplicate Foe *Spell 7* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 enemy of level 15 or lower -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, [Perception](../skills.md#Perception), and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. - -The duplicate gains the minion trait, and it can only [Stride](../../Rules/actions/stride.md) and [Strike](../../Rules/actions/strike.md). Its [Strikes](../../Rules/actions/strike.md) deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. - -The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. - -The duplicate is unstable, so each turn after it takes its actions, it loses `4d6` Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. - -> [!success-degree] -> - **Critical Success** You fail to create a duplicate. -> - **Success** The duplicate deals half damage with its [Strikes](../../Rules/actions/strike.md) and the duration is reduced to a maximum of 2 rounds. -> - **Failure** The duplicate works as described. - -**Heightened (+ 1)** The level of creature you can target increases by 2. The duplicate has 10 more HP. - -*Source: Core Rulebook p. 334* \ No newline at end of file diff --git a/Compendium/spells/dust-storm-logm.md b/Compendium/spells/dust-storm-logm.md deleted file mode 100644 index 36696f29f..000000000 --- a/Compendium/spells/dust-storm-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/burst -- spell/focus/4 -- trait/air -- trait/conjuration -- trait/nonlethal -aliases: ["Dust Storm"] ---- -# Dust Storm *Focus 4* -[air](../../Rules/traits/air.md) [conjuration](../../Rules/traits/conjuration.md) [nonlethal](../../Rules/traits/nonlethal.md) - -- **Domains**: [[dust](../setting/domains.md#Dust)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot-radius burst -- **Duration**1 minute - -You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath (Core Rulebook 478), though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take `1d6` slashing damage. Creatures that have the [water](../../Rules/traits/water.md) trait or that are made primarily of liquid take double damage. - -**Heightened (+ 2)** The damage increases by `1d6`. - -*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/dutiful-challenge-logm.md b/Compendium/spells/dutiful-challenge-logm.md deleted file mode 100644 index 022c3bba9..000000000 --- a/Compendium/spells/dutiful-challenge-logm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/abjuration -aliases: ["Dutiful Challenge"] ---- -# Dutiful Challenge *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Domains**: [[duty](../setting/domains.md#Duty)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute - -As you challenge an enemy, you take some of its attention away from your allies. The target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and you take a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than the target. Each time a creature other than you uses a [hostile](../../Rules/conditions.md#Hostile) action that affects the challenged enemy, the enemy can attempt a Will save. On a success, the enemy no longer takes the penalty against that creature. You can [Dismiss](../../Rules/actions/dismiss.md) the spell, and it ends automatically if you or the target is defeated. - -**Heightened (+ 3)** The status penalties increase by 1. - -*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/earthbind.md b/Compendium/spells/earthbind.md deleted file mode 100644 index d6b1920e0..000000000 --- a/Compendium/spells/earthbind.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/transmutation -aliases: ["Earthbind"] ---- -# Earthbind *Spell 3* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 flying creature -- **Saving Throw** Fortitude -- **Duration**varies - -Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target falls safely up to 120 feet. -> - **Failure** The target falls safely up to 120 feet. If it hits the ground, it can't [Fly](../../Rules/actions/fly.md), levitate, or otherwise leave the ground for 1 round. -> - **Critical Failure** The target falls safely up to 120 feet. If it hits the ground, it can't [Fly](../../Rules/actions/fly.md), levitate, or otherwise leave the ground for 1 minute. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 334* \ No newline at end of file diff --git a/Compendium/spells/echoing-weapon-som.md b/Compendium/spells/echoing-weapon-som.md deleted file mode 100644 index 1512cfee8..000000000 --- a/Compendium/spells/echoing-weapon-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/evocation -- trait/sonic -aliases: ["Echoing Weapon"] ---- -# Echoing Weapon *Spell 1* -[evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon -- **Duration**1 minute - -You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful [Strikes](../../Rules/actions/strike.md) with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four [Strikes](../../Rules/actions/strike.md)). - -**Heightened (+ 2)** The sonic damage increases by 1 per [Strike](../../Rules/actions/strike.md) (and the maximum damage increases by 4). - -*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/Compendium/spells/eclipse-burst.md b/Compendium/spells/eclipse-burst.md deleted file mode 100644 index 623465029..000000000 --- a/Compendium/spells/eclipse-burst.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/7 -- trait/cold -- trait/darkness -- trait/necromancy -- trait/negative -aliases: ["Eclipse Burst"] ---- -# Eclipse Burst *Spell 7* -[cold](../../Rules/traits/cold.md) [darkness](../../Rules/traits/darkness.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**60-foot burst -- **Saving Throw** Reflex - -A globe of freezing darkness explodes in the area, dealing `8d10` cold damage to creatures in the area, plus `8d4` additional negative damage to living creatures. Creatures in the area must attempt a Reflex save. - -If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the [light](../../Rules/traits/light.md) effect. - -> [!success-degree] -> - **Critical Success** The creature or object is unaffected. -> - **Success** The creature or object takes half damage. -> - **Failure** The creature or object takes full damage. -> - **Critical Failure** The creature or object takes double damage. If it's a creature, it becomes [blinded](../../Rules/conditions.md#Blinded) by the darkness for an unlimited duration. - -**Heightened (+ 1)** The cold damage increases by `1d10` and the negative damage against the living increases by `1d4`. - -*Source: Core Rulebook p. 334* \ No newline at end of file diff --git a/Compendium/spells/ectoplasmic-expulsion-av3.md b/Compendium/spells/ectoplasmic-expulsion-av3.md deleted file mode 100644 index 08c7ce280..000000000 --- a/Compendium/spells/ectoplasmic-expulsion-av3.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/av3 -- spell/level/5 -- trait/mental -- trait/necromancy -- trait/uncommon -aliases: ["Ectoplasmic Expulsion"] ---- -# Ectoplasmic Expulsion *Spell 5* -[mental](../../Rules/traits/mental.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 creature - -You call upon tendrils of ephemeral ectoplasm to pass through the target and carry away a harmful psychic affliction. - -You immediately attempt to counteract a single effect on the target with the [emotion](../../Rules/traits/emotion.md) or [possession](../../Rules/traits/possession.md) trait, or an effect giving the target the [controlled](../../Rules/conditions.md#Controlled) or [fascinated](../../Rules/conditions.md#Fascinated) condition. If you fail to counteract the effect, you nevertheless set up a resonance that allows the target to more ably escape the effect on its own; for the next hour, the target gains a +2 status bonus to Will saves to shrug off the effect you failed to counteract (such as Will saves to shake off control by the [possession](possession.md) spell). - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 75* \ No newline at end of file diff --git a/Compendium/spells/ectoplasmic-interstice-logm.md b/Compendium/spells/ectoplasmic-interstice-logm.md deleted file mode 100644 index 2fa0f9a6c..000000000 --- a/Compendium/spells/ectoplasmic-interstice-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/necromancy -aliases: ["Ectoplasmic Interstice"] ---- -# Ectoplasmic Interstice *Focus 4* -[necromancy](../../Rules/traits/necromancy.md) - -- **Domains**: [[souls](../setting/domains.md#Souls)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**15-foot emanation -- **Duration**sustained up to 1 minute - -You force the Material and Ethereal Planes to partially overlap, creating a zone that causes incorporeal and spiritual entities to take on many of the aspects of corporeal creatures. Within the ectoplasmic interstice, incorporeal creatures cannot pass through solid objects or corporeal creatures, and they can manipulate and attempt Strength-based checks against physical creatures and objects. An incorporeal PC or other creature with a normal Strength modifier simply uses that modifier, but if the creature had a Strength modifier of –5, like most incorporeal monsters, it uses a +4 modifier instead, increasing its [Athletics](../skills.md#Athletics) modifier by 9 accordingly. Attacks against creatures that are within the interstice overcome resistances as if they were by ghost touch weapons. - -*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/efficient-apport-som.md b/Compendium/spells/efficient-apport-som.md deleted file mode 100644 index ce3b665f7..000000000 --- a/Compendium/spells/efficient-apport-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/conjuration -- trait/teleportation -- trait/uncommon -- trait/wizard -aliases: ["Efficient Apport"] ---- -# Efficient Apport *Focus 1* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 unattended object of light Bulk or less - -Walking over to an item to pick it up is so much effort. - -Whether it's your spellbook, a reagent, or a glass of wine, it's simply more efficient to call it to your hand. You teleport the target into your open hand. If you don't have a hand free, it falls to the ground at your feet. - -**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less - -**Heightened (5th)** The range increases to 120 feet, and you can target an unattended object with a Bulk of 1 or less. - -**Heightened (7th)** The range increases to 120 feet, and you can target an unattended object with a Bulk of 2 or less. A Little Chat about Runes - -*Source: Secrets of Magic p. 241* \ No newline at end of file diff --git a/Compendium/spells/eidolons-wrath-som.md b/Compendium/spells/eidolons-wrath-som.md deleted file mode 100644 index 558107262..000000000 --- a/Compendium/spells/eidolons-wrath-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/emanation -- spell/focus/3 -- trait/eidolon -- trait/evocation -- trait/summoner -- trait/uncommon -aliases: ["Eidolon's Wrath"] ---- -# Eidolon's Wrath *Focus 3* -[eidolon](../../Rules/traits/eidolon-som.md) [evocation](../../Rules/traits/evocation.md) [summoner](../../Rules/traits/summoner-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**20-foot radius emanation around your eidolon -- **Saving Throw** basic Reflex - -Your eidolon releases a powerful energy attack that deals `5d6` damage of the type you chose when you took the Eidolon's Wrath feat, with a basic Reflex save. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/Compendium/spells/eject-soul-logm.md b/Compendium/spells/eject-soul-logm.md deleted file mode 100644 index b2a810c80..000000000 --- a/Compendium/spells/eject-soul-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/incapacitation -- trait/necromancy -aliases: ["Eject Soul"] ---- -# Eject Soul *Focus 1* -[incapacitation](../../Rules/traits/incapacitation.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Domains**: [[souls](../setting/domains.md#Souls)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature that has a soul - -Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is [stunned](../../Rules/conditions.md#Stunned) as its soul briefly loses its connection to its body. -> - **Critical Failure** The target's soul exits its body for 1 round. The target's body becomes [stunned](../../Rules/conditions.md#Stunned). While its body is [stunned](../../Rules/conditions.md#Stunned) in this way, the target remains fully aware in soul form; it simply can't consciously move its body (though the body makes basic instinctual defensive movements). The target's soul has the [incorporeal](../../Rules/traits/incorporeal-b1.md) trait, is [invisible](../../Rules/conditions.md#Invisible), and has a fly Speed of 60 feet. It can't attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target's body ceases being [stunned](../../Rules/conditions.md#Stunned), the target's soul instantly returns to its body as the target wakes. - -**Heightened (+ 3)** If a willing ally chooses to critically fail, it can stay in soul form for 1 additional round. - -*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/electric-arc.md b/Compendium/spells/electric-arc.md deleted file mode 100644 index dcb7273f2..000000000 --- a/Compendium/spells/electric-arc.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/electricity -- trait/evocation -aliases: ["Electric Arc"] ---- -# Electric Arc *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 or 2 creatures -- **Saving Throw** basic Reflex - -An arc of lightning leaps from one target to another. You deal electricity damage equal to `1d4` plus your spellcasting ability modifier. - -**Heightened (+ 1)** The damage increases by `1d4`. - -*Source: Core Rulebook p. 335* \ No newline at end of file diff --git a/Compendium/spells/electrified-crystal-ward-aoa4.md b/Compendium/spells/electrified-crystal-ward-aoa4.md deleted file mode 100644 index f900f1859..000000000 --- a/Compendium/spells/electrified-crystal-ward-aoa4.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa4 -- spell/focus/3 -- trait/electricity -- trait/evocation -- trait/rare -aliases: ["Electrified Crystal Ward"] ---- -# Electrified Crystal Ward *Focus 3* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [rare](../../Rules/traits/rare.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 hinge or latch - -You create an [electric latch rune](../gm/hazards/electric-latch-rune.md) hazard on the target, creating a special crystalline lock on the object. You can also substitute your spell DC for any of the hazard's listed DCs. You can have only one such hazard active at a time, and if you cast this spell while a previous electric latch rune is active, the older hazard discharges harmlessly. - -**Heightened (+ 2)** The hazard's damage increases by `1d12`. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 75* \ No newline at end of file diff --git a/Compendium/spells/element-embodied-som.md b/Compendium/spells/element-embodied-som.md deleted file mode 100644 index a66c83db2..000000000 --- a/Compendium/spells/element-embodied-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/10 -- trait/polymorph -- trait/transmutation -aliases: ["Element Embodied"] ---- -# Element Embodied *Spell 10* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is [Gargantuan](../../Rules/traits/gargantuan-b1.md), and you must have enough space to expand into or the spell is lost. While in this form, you gain the [elemental](../../Rules/traits/elemental.md) trait and the trait for the element you choose. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. -- 30 temporary Hit Points. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the [enfeebled](../../Rules/conditions.md#Enfeebled) and [clumsy](../../Rules/conditions.md#Clumsy) conditions, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Acrobatics](../skills.md#Acrobatics) modifier of +36 for air or fire elemental or [Athletics](../skills.md#Athletics) modifier of +36 for earth or water elemental, unless your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: -- **Air Elemental** fly Speed 80 feet; **High Winds** (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the [air](../../Rules/traits/air.md) trait; **Swiftness** Your movement doesn't trigger reactions; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gust (reach <25 feet>), **Damage** `3d12+11` bludgeoning plus Push 10 feet; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") lightning lash (range increment <80 feet>), **Damage** `3d12+4` electricity. -- **Earth Elemental** 30 feet, burrow 20 feet; resistance 5 to physical; **Spike Stones** (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the [earth](../../Rules/traits/earth.md) trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; **Rocky Toughness** You gain 40 temporary Hit Points when you choose this form instead of 30; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist (reach <25 feet>), **Damage** `3d12+15` bludgeoning; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rock (range increment <40 feet>), **Damage** `4d8+6` bludgeoning. -- **Fire Elemental** 50 feet; immunity to fire; weakness to cold 10; **Intense Heat** (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes `5d6` fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril (reach <25 feet>), **Damage** `3d10+12` fire plus `2d6` [persistent fire](../../Rules/conditions.md#Persistent%20Damage); **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fire mote (range increment <60 feet>), **Damage** `4d8+6` bludgeoning. -- **Water Elemental** 40 feet, swim 80 feet; resistance 10 to fire; **Vortex** (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the [water](../../Rules/traits/water.md) trait; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wave (reach <25 feet>), **Damage** `3d12+18` bludgeoning plus Push or Pull 10 feet; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") water spout (range increment <60 feet>), **Damage** `4d8+6` bludgeoning. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 101* \ No newline at end of file diff --git a/Compendium/spells/elemental-absorption-som.md b/Compendium/spells/elemental-absorption-som.md deleted file mode 100644 index c526afb37..000000000 --- a/Compendium/spells/elemental-absorption-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/abjuration -aliases: ["Elemental Absorption"] ---- -# Elemental Absorption *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You absorb elemental energy, which you can release as a powerful counterattack. Choose air, earth, fire, or water. You gain resistance 5 to damage dealt by effects with the chosen [elemental](../../Rules/traits/elemental.md) trait; if you choose water, you also gain resistance to cold damage. As usual, if a spell has a multiple effects, such as a spell that deals both fire damage and bludgeoning damage with superheated rocks, you gain resistance to only the effects associated with the element you chose. Keep track of how much damage you have prevented with this spell. - -As a 2-action activity, which has the [concentrate](../../Rules/traits/concentrate.md) trait and the trait matching the element you chose, you can release the stored energy. This deals damage equal to the amount you've stored (maximum 30 damage) to one enemy within 60 feet, with a basic Reflex save. The damage type depends on the element you chose: fire damage for fire; bludgeoning or cold damage for water; bludgeoning or slashing damage for air; or bludgeoning, piercing, or slashing damage for earth. After releasing the energy, the spell ends. If you do not use the stored energy before the spell ends, the energy is lost. - -**Heightened (+ 3)** The resistance increases by 5 and the maximum damage increases by 30. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 102* \ No newline at end of file diff --git a/Compendium/spells/elemental-annihilation-wave-som.md b/Compendium/spells/elemental-annihilation-wave-som.md deleted file mode 100644 index 28872b796..000000000 --- a/Compendium/spells/elemental-annihilation-wave-som.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cone -- spell/level/3 -- trait/air -- trait/earth -- trait/evocation -- trait/fire -- trait/water -aliases: ["Elemental Annihilation Wave"] ---- -# Elemental Annihilation Wave *Spell 3* -[air](../../Rules/traits/air.md) [earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds -- **Area**30-foot cone -- **Saving Throw** basic Reflex - -You draw elemental power from your surroundings, and combining it with your own magical energy, unleash a wave of utter destruction and swirling colors that deals `1d6` fire damage and `3d6` bludgeoning damage with a basic Reflex save. The number of actions you spend when Casting this Spell determines the area and other parameters. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell is a 30-foot cone. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell is a 30-foot cone. - -On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked [prone](../../Rules/conditions.md#Prone). - -**Two Rounds** If you spend 3 actions [Casting the Spell](../../Rules/actions/cast-a-spell.md), you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of [gust of wind](gust-of-wind.md). - -**Heightened (+ 2)** The damage increases by `2d6`, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 102* \ No newline at end of file diff --git a/Compendium/spells/elemental-betrayal-apg.md b/Compendium/spells/elemental-betrayal-apg.md deleted file mode 100644 index ec22b180e..000000000 --- a/Compendium/spells/elemental-betrayal-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/evocation -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Elemental Betrayal"] ---- -# Elemental Betrayal *Focus 1* -[evocation](../../Rules/traits/evocation.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -You call upon the elements to undermine your foe. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait. - -**Heightened (+ 2)** Increase the additional damage by 1. - -*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/Compendium/spells/elemental-confluence-som.md b/Compendium/spells/elemental-confluence-som.md deleted file mode 100644 index bdaa4d116..000000000 --- a/Compendium/spells/elemental-confluence-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/6 -- trait/air -- trait/conjuration -- trait/earth -- trait/fire -- trait/water -aliases: ["Elemental Confluence"] ---- -# Elemental Confluence *Spell 6* -[air](../../Rules/traits/air.md) [conjuration](../../Rules/traits/conjuration.md) [earth](../../Rules/traits/earth.md) [fire](../../Rules/traits/fire.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**sustained up to 1 minute - -You conjure four types of elementals who combine forces to form into a chaotic storm. The confluence has AC 28 and 120 Hit Points, weakness 10 to area effects, and immunity to bleed and poison. Creatures can move through the confluence; creatures within the confluence are [concealed](../../Rules/conditions.md#Concealed), and all creatures outside the confluence are [concealed](../../Rules/conditions.md#Concealed) to creatures within it. When you Cast or Sustain this Spell, you choose up to two different types of elementals to act. - -- **Air** ([air](../../Rules/traits/air.md), [electricity](../../Rules/traits/electricity.md)) The elemental looses a bolt of electricity from the confluence, dealing `4d4` electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence. -- **Earth** ([earth](../../Rules/traits/earth.md)) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round. -- **Fire** ([fire](../../Rules/traits/fire.md)) Flames roar through the confluence, dealing `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) to those partially or entirely inside the confluence. -- **Water** ([attack](../../Rules/traits/attack.md), [water](../../Rules/traits/water.md)) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence. -- The water deals `4d6` bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 102* \ No newline at end of file diff --git a/Compendium/spells/elemental-form.md b/Compendium/spells/elemental-form.md deleted file mode 100644 index a2f3dd17c..000000000 --- a/Compendium/spells/elemental-form.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/polymorph -- trait/transmutation -aliases: ["Elemental Form"] ---- -# Elemental Form *Spell 5* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the [elemental](../../Rules/traits/elemental.md) trait. You have hands in this battle form and can take manipulate actions. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. -- 10 temporary Hit Points. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based ([air](../../Rules/traits/air.md) or [fire](../../Rules/traits/fire.md)) or Strength based ([earth](../../Rules/traits/earth.md) or [water](../../Rules/traits/water.md)). If your corresponding unarmed attack modifier is higher, you can use it instead. -- **Acrobatics** ([air](../../Rules/traits/air.md) or [fire](../../Rules/traits/fire.md)) or [Athletics](../skills.md#Athletics) (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: -- **Air** fly Speed 80 feet, movement doesn't trigger reactions; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gust, **Damage** `1d4` bludgeoning. -- **Earth** Speed 20 feet, burrow Speed 20 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist, **Damage** `2d10` bludgeoning. -- **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril, **Damage** `1d8` fire plus `1d4` [persistent fire](../../Rules/conditions.md#Persistent%20Damage). -- **Water** Speed 20 feet, swim Speed 60 feet; fire resistance 5; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wave, **Damage** `1d12` bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful [Shove](../../Rules/actions/shove.md). - -**Heightened (6th)** Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics) +23. - -**Heightened (7th)** Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including [persistent damage](../../Rules/conditions.md#Persistent%20Damage)), and [Acrobatics](../skills.md#Acrobatics) or [Athletics](../skills.md#Athletics) +25. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 335* \ No newline at end of file diff --git a/Compendium/spells/elemental-gift-som.md b/Compendium/spells/elemental-gift-som.md deleted file mode 100644 index 26d5808ff..000000000 --- a/Compendium/spells/elemental-gift-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/transmutation -aliases: ["Elemental Gift"] ---- -# Elemental Gift *Spell 4* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 minute - -An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -The target gains the benefit of that element as described below, and this spell gains that trait's element. - -- **Air** The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus. -- **Earth** While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would [Shove](../../Rules/actions/shove.md) or [Trip](../../Rules/actions/trip.md) it, and to saves against effects that would attempt to knock it [prone](../../Rules/conditions.md#Prone). In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement. -- **Fire** The target's melee unarmed [Strikes](../../Rules/actions/strike.md) and melee weapon [Strikes](../../Rules/actions/strike.md) deal `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) on a hit. -- **Water** The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed. - -**Heightened (8th)** You can target up to 5 willing creatures. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 103* \ No newline at end of file diff --git a/Compendium/spells/elemental-tempest.md b/Compendium/spells/elemental-tempest.md deleted file mode 100644 index 148aeb767..000000000 --- a/Compendium/spells/elemental-tempest.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/evocation -- trait/metamagic -- trait/uncommon -- trait/wizard -aliases: ["Elemental Tempest"] ---- -# Elemental Tempest *Focus 4* -[evocation](../../Rules/traits/evocation.md) [metamagic](../../Rules/traits/metamagic.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Your spellcasting surrounds you in a storm of elemental energy. - -If the next action you take is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take `1d6` damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/elemental-toss.md b/Compendium/spells/elemental-toss.md deleted file mode 100644 index 41d2daa64..000000000 --- a/Compendium/spells/elemental-toss.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/attack -- trait/evocation -- trait/sorcerer -- trait/uncommon -aliases: ["Elemental Toss"] ---- -# Elemental Toss *Focus 1* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature - -With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing `1d8` bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait. - -**Heightened (+ 1)** The damage increases by `1d8`. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/elemental-zone-som.md b/Compendium/spells/elemental-zone-som.md deleted file mode 100644 index ec4eff97b..000000000 --- a/Compendium/spells/elemental-zone-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/2 -- trait/evocation -aliases: ["Elemental Zone"] ---- -# Elemental Zone *Spell 2* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot radius burst -- **Duration**1 minute - -Select an elemental trait: [air](../../Rules/traits/air.md), [earth](../../Rules/traits/earth.md), [fire](../../Rules/traits/fire.md), or [water](../../Rules/traits/water.md). Elemental zone gains the trait you chose. You imbue the area with the raw energy of that element, creating a zone that emits and amplifies magic of that type. The temperature might suddenly rise or fall, a storm cloud might form, and so on. Spells with the chosen elemental trait cast against creatures in the zone get a +2 status bonus to one damage type the spell deals based on the chosen trait: bludgeoning or electricity for [air](../../Rules/traits/air.md), bludgeoning for [earth](../../Rules/traits/earth.md), fire for [fire](../../Rules/traits/fire.md), and bludgeoning or cold for [water](../../Rules/traits/water.md). The caster chooses one type to add the bonus to if the spell deals more than one eligible type. This bonus is halved if the spell didn't use a spell slot (such as a cantrip, focus spell, or innate spell). - -The zone has no effect on the spell if the spell doesn't deal any damage of an eligible type. - -**Heightened (+ 2)** The status bonus increases by 1. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 104* \ No newline at end of file diff --git a/Compendium/spells/embrace-the-pit.md b/Compendium/spells/embrace-the-pit.md deleted file mode 100644 index d68266a9f..000000000 --- a/Compendium/spells/embrace-the-pit.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/3 -- trait/evil -- trait/morph -- trait/sorcerer -- trait/transmutation -- trait/uncommon -aliases: ["Embrace The Pit"] ---- -# Embrace The Pit *Focus 3* -[evil](../../Rules/traits/evil.md) [morph](../../Rules/traits/morph.md) [sorcerer](../../Rules/traits/sorcerer.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. - -You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage. - -**Heightened (+ 2)** The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/empathic-link-lokl.md b/Compendium/spells/empathic-link-lokl.md deleted file mode 100644 index 1893b3f76..000000000 --- a/Compendium/spells/empathic-link-lokl.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/2 -- trait/divination -- trait/emotion -- trait/mental -- trait/uncommon -aliases: ["Empathic Link"] ---- -# Empathic Link *Spell 2* -[divination](../../Rules/traits/divination.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour - -You forge a bond between yourself and the target, enabling you to feel each other's emotions. You and the target can communicate empathetically, sharing emotions, at a distance of up to 1 mile. - -**Heightened (4th)** You can target up to 4 willing creatures, and the duration increases to 8 hours. - -*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/Compendium/spells/empty-body.md b/Compendium/spells/empty-body.md deleted file mode 100644 index 8cc04e051..000000000 --- a/Compendium/spells/empty-body.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/9 -- trait/conjuration -- trait/monk -- trait/teleportation -- trait/uncommon -aliases: ["Empty Body"] ---- -# Empty Body *Focus 9* -[conjuration](../../Rules/traits/conjuration.md) [monk](../../Rules/traits/monk.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You turn ethereal, with the effects of ethereal jaunt, but you don't need to concentrate. - -*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/empty-inside-logm.md b/Compendium/spells/empty-inside-logm.md deleted file mode 100644 index 4968cabf8..000000000 --- a/Compendium/spells/empty-inside-logm.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/abjuration -- trait/mental -aliases: ["Empty Inside"] ---- -# Empty Inside *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [mental](../../Rules/traits/mental.md) - -- **Domains**: [[void](../setting/domains.md#Void)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You inject a sliver of the void into your mind, momentarily remaking it into a bleak and empty place. Attempt a counteract check against one [emotion](../../Rules/traits/emotion.md) effect affecting you. - -**Heightened (5th)** You can attempt counteract checks against any number of [emotion](../../Rules/traits/emotion.md) effects affecting you. - -*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/Compendium/spells/empty-pack-da.md b/Compendium/spells/empty-pack-da.md deleted file mode 100644 index b16b65ab8..000000000 --- a/Compendium/spells/empty-pack-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/2 -- trait/illusion -aliases: ["Empty Pack"] ---- -# Empty Pack *Spell 2* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 container of 2 Bulk or less -- **Duration**1 hour - -You render every item inside the container you touch [invisible](../../Rules/conditions.md#Invisible), although the container itself remains visible. The items within are [undetected](../../Rules/conditions.md#Undetected) to all creatures, though a creature can attempt to find an item by reaching into the bag, making an item [hidden](../../Rules/conditions.md#Hidden) to them instead if they succeed. Additionally, the spell doesn't prevent the items from making protrusions in the bag, adding weight, making noise when jostling around, and so on. - -However, the spell prevents anything within the container from falling out if it's upended. Any object removed from the container becomes visible and remains visible even if returned to the container. - -**Heightened (4th)** The duration is until the next time you make your daily preparations. - -*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/Compendium/spells/endure-logm.md b/Compendium/spells/endure-logm.md deleted file mode 100644 index 8f4b75c4f..000000000 --- a/Compendium/spells/endure-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/enchantment -- trait/mental -aliases: ["Endure"] ---- -# Endure *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 round - -You invigorate the touched creature's mind and urge it to press on. You grant the touched creature 5 temporary Hit Points. - -**Heightened (+ 1)** Increase the temporary Hit Points by 5. - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/enduring-might.md b/Compendium/spells/enduring-might.md deleted file mode 100644 index dd43b609d..000000000 --- a/Compendium/spells/enduring-might.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/abjuration -- trait/cleric -- trait/uncommon -aliases: ["Enduring Might"] ---- -# Enduring Might *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[might](../setting/domains.md#Might)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An attack or effect would deal damage to you. - -Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect. - -**Heightened (+ 1)** The resistance increases by 2. - -*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/Compendium/spells/energy-absorption.md b/Compendium/spells/energy-absorption.md deleted file mode 100644 index 58e574970..000000000 --- a/Compendium/spells/energy-absorption.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/abjuration -- trait/uncommon -- trait/wizard -aliases: ["Energy Absorption"] ---- -# Energy Absorption *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An effect would deal acid, cold, electricity, or fire damage to you. - -You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage. - -**Heightened (+ 1)** The resistance increases by 5. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/energy-aegis.md b/Compendium/spells/energy-aegis.md deleted file mode 100644 index 6fbfff493..000000000 --- a/Compendium/spells/energy-aegis.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/abjuration -aliases: ["Energy Aegis"] ---- -# Energy Aegis *Spell 7* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 creature -- **Duration**until the next time you make your daily preparations - -You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage. - -**Heightened (9th)** The resistances increase to 10. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 335* \ No newline at end of file diff --git a/Compendium/spells/enervation-apg.md b/Compendium/spells/enervation-apg.md deleted file mode 100644 index 949c25a72..000000000 --- a/Compendium/spells/enervation-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/line -- spell/level/4 -- trait/necromancy -- trait/negative -aliases: ["Enervation"] ---- -# Enervation *Spell 4* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot line -- **Saving Throw** Fortitude - -Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes `2d8` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The creature takes `4d8` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage) and becomes [drained](../../Rules/conditions.md#Drained). -> - **Critical Failure** The creature takes `4d8` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage) and becomes [drained](../../Rules/conditions.md#Drained) and [doomed](../../Rules/conditions.md#Doomed). - -**Heightened (+ 2)** The [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage) increases by `1d8` on a success, or by `2d8` on a failure or critical failure. - -*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/Compendium/spells/enhance-senses-lokl.md b/Compendium/spells/enhance-senses-lokl.md deleted file mode 100644 index 459cbdc78..000000000 --- a/Compendium/spells/enhance-senses-lokl.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/4 -- trait/divination -- trait/uncommon -aliases: ["Enhance Senses"] ---- -# Enhance Senses *Spell 4* -[divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 hour - -You enhance the target's senses. The target gains low-light vision, and all of the target's imprecise senses have their distances doubled. If the target already has low-light vision, they gain darkvision. - -**Heightened (+ 2)** The number of targets increases by 1. - -*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/Compendium/spells/enlarge-companion-apg.md b/Compendium/spells/enlarge-companion-apg.md deleted file mode 100644 index d4f124136..000000000 --- a/Compendium/spells/enlarge-companion-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/4 -- trait/polymorph -- trait/ranger -- trait/transmutation -- trait/uncommon -aliases: ["Enlarge Companion"] ---- -# Enlarge Companion *Focus 4* -[polymorph](../../Rules/traits/polymorph.md) [ranger](../../Rules/traits/ranger.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your animal companion -- **Duration**1 minute - -Your animal companion grows much larger, towering over its foes in battle. Your animal companion becomes Huge, gaining the effects of a 4th-level [enlarge](enlarge.md) spell. - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/enlarge.md b/Compendium/spells/enlarge.md deleted file mode 100644 index 189d5a1bc..000000000 --- a/Compendium/spells/enlarge.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/polymorph -- trait/transmutation -aliases: ["Enlarge"] ---- -# Enlarge *Spell 2* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**5 minutes - -Bolstered by magical power, the target grows to size Large. - -Its equipment grows with it but returns to natural size if removed. The creature is [clumsy](../../Rules/conditions.md#Clumsy). Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature. - -**Heightened (4th)** The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature. - -**Heightened (6th)** Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures. - -*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/Compendium/spells/entangle.md b/Compendium/spells/entangle.md deleted file mode 100644 index 5ed3dc51e..000000000 --- a/Compendium/spells/entangle.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/plant -- trait/transmutation -aliases: ["Entangle"] ---- -# Entangle *Spell 2* -[plant](../../Rules/traits/plant.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**all squares in a 20-foot burst that contain plants or fungi -- **Duration**1 minute - -Plants or fungi in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also [immobilized](../../Rules/conditions.md#Immobilized) for 1 round. Creatures can attempt to [Escape](../../Rules/actions/escape.md) at entangle's DC to remove these effects. - -*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/Compendium/spells/enthrall.md b/Compendium/spells/enthrall.md deleted file mode 100644 index 2f4ea89f4..000000000 --- a/Compendium/spells/enthrall.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/auditory -- trait/emotion -- trait/enchantment -aliases: ["Enthrall"] ---- -# Enthrall *Spell 3* -[auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**all creatures in range -- **Saving Throw** Will -- **Duration**sustained - -Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying. - -Each creature that comes within range has to attempt a save when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). If you're speaking, enthrall gains the [linguistic](../../Rules/traits/linguistic.md) trait. - -> [!success-degree] -> - **Critical Success** The target is unaffected and notices that you tried to use magic. -> - **Success** The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled). -> - **Failure** The target is [fascinated](../../Rules/conditions.md#Fascinated) with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer [fascinated](../../Rules/conditions.md#Fascinated) and is temporarily immune for 1 hour. If the target is subject to a [hostile](../../Rules/conditions.md#Hostile) act, or if another creature succeeds at a [Diplomacy](../skills.md#Diplomacy) or [Intimidation](../skills.md#Intimidation) check against it, the fascination ends immediately. -> - **Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees with you. - -*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/Compendium/spells/entrancing-eyes-ec4.md b/Compendium/spells/entrancing-eyes-ec4.md deleted file mode 100644 index 67193628d..000000000 --- a/Compendium/spells/entrancing-eyes-ec4.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec4 -- spell/area/emanation -- spell/level/7 -- trait/enchantment -- trait/mental -- trait/uncommon -- trait/visual -aliases: ["Entrancing Eyes"] ---- -# Entrancing Eyes *Spell 7* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation centered on you -- **Duration**sustained up to 1 minute - -Your eyes glow with an entrancing radiance that captivates those who meet your gaze. Any creature that ends its turn within the emanation must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected and becomes immune to this particular casting of the spell. Success The target is unaffected. -> - **Failure** Until the end of its next turn, the target is [stupefied](../../Rules/conditions.md#Stupefied) and [fascinated](../../Rules/conditions.md#Fascinated). -> - **Critical Failure** Until the end of its next turn, the target is [stupefied](../../Rules/conditions.md#Stupefied), [fascinated](../../Rules/conditions.md#Fascinated), and can't take reactions. In addition, all creatures and objects other than you are [concealed](../../Rules/conditions.md#Concealed) from the target. During any round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can use a single action, which has the [manipulate](../../Rules/traits/manipulate.md) trait, to focus your entrancing eyes on a single creature you can see within 30 feet. This creature must immediately make a Will save against the spell as if it were ending its turn in the emanation. If the creature was already [fascinated](../../Rules/conditions.md#Fascinated) by your entrancing eyes before its save, a failed save causes it to be [paralyzed](../../Rules/conditions.md#Paralyzed) for 1 round. You can't use this action to focus on the same creature more than once per round. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 74* \ No newline at end of file diff --git a/Compendium/spells/entropic-wheel-da.md b/Compendium/spells/entropic-wheel-da.md deleted file mode 100644 index 04dd1ae22..000000000 --- a/Compendium/spells/entropic-wheel-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/cold -- trait/evocation -- trait/fire -- trait/psychic -- trait/uncommon -aliases: ["Entropic Wheel"] ---- -# Entropic Wheel *Cantrip 3* -[cantrip](../../Rules/traits/cantrip.md) [cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You deal cold or fire damage to an enemy. -- **Duration**1 minute - -You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), the wheel has one mote of thermal energy, and when you use a [cold](../../Rules/traits/cold.md) or [fire](../../Rules/traits/fire.md) effect or deal cold or fire damage, the wheel spins, siphoning off a bit of energy and gaining another mote. The wheel can't gain motes more than once on a given turn, and the maximum number of motes is equal to entropic wheel's level. - -When you [Cast a Spell](../../Rules/actions/cast-a-spell.md) that deals fire damage, the target also takes cold damage equal to the number of motes in the entropic wheel. When you [Cast a Spell](../../Rules/actions/cast-a-spell.md) that deals cold damage, the target also takes fire damage equal to the number of motes in the entropic wheel. This applies only to the initial damage of the spell, not to any [persistent damage](../../Rules/conditions.md#Persistent%20Damage) or ongoing effects. - -## Amp - -You gain two motes instead of one when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and each time the wheel gains another mote. - -## Summary - -*Source: Dark Archive p. 20* \ No newline at end of file diff --git a/Compendium/spells/envenom-companion-som.md b/Compendium/spells/envenom-companion-som.md deleted file mode 100644 index 74c5ee53d..000000000 --- a/Compendium/spells/envenom-companion-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/necromancy -- trait/poison -aliases: ["Envenom Companion"] ---- -# Envenom Companion *Spell 3* -[necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your companion or eidolon -- **Duration**1 minute - -You envenom your companion or eidolon's attacks, which drip with highly toxic venom for the spell's duration. The first time each round the target hits a creature with an unarmed [Strike](../../Rules/actions/strike.md) that deals piercing or slashing damage, that [Strike](../../Rules/actions/strike.md) deals an additional `1d8` poison damage. A creature that is damaged by this poison must attempt a Fortitude save. On a failure, it's also [clumsy](../../Rules/conditions.md#Clumsy) for 1 round. - -This spell can't target familiars. - -**Heightened (+ 3)** The poison damage increases by `1d8` and the [clumsy](../../Rules/conditions.md#Clumsy) value imposed on a failed save increases by 1. - -*Source: Secrets of Magic p. 104* \ No newline at end of file diff --git a/Compendium/spells/ephemeral-hazards-logm.md b/Compendium/spells/ephemeral-hazards-logm.md deleted file mode 100644 index df789fd42..000000000 --- a/Compendium/spells/ephemeral-hazards-logm.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/illusion -- trait/mental -- trait/visual -aliases: ["Ephemeral Hazards"] ---- -# Ephemeral Hazards *Focus 4* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Domains**: [[delirium](../setting/domains.md#Delirium)] -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Duration**1 minute - -You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by-10-foot spaces within range. - -The hazards are merely a mental projection, and a creature receives a Will save each time it touches a hazard or is occupying one's space at the start of its turn. Depending on the result, the creature takes `4d6` mental damage and might have difficulty moving through the area. A creature can take this damage only once per turn, even if it moves through several hazards. Choose bludgeoning, slashing, piercing, acid, cold, electricity, fire, or sonic damage when you cast [ephemeral hazards](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/ephemeral-hazards-logm.md); resistances and weaknesses to those damage types apply if the target thinks they do, as judged by the GM. You can freely choose the appearance and damage type of each hazard as long as its appearance reflects the type of damage it deals (for instance, a hazard that deals piercing damage might take the form of sharpened spikes). - -> [!success-degree] -> - **Critical Success** The creature is unaffected by the hazards and no longer needs to attempt Will saves against them. -> - **Success** The creature realizes the hazards aren't real but still takes half damage from them; on future Will saves against the hazards, the creature continues to use this result unless it rolls a critical success. -> - **Failure** The target takes full damage and treats the square as difficult terrain. -> - **Critical Failure** The target takes double damage and cannot pass through a square containing a hazard. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Lost Omens: Gods & Magic p. 113* \ No newline at end of file diff --git a/Compendium/spells/ephemeral-tracking-apg.md b/Compendium/spells/ephemeral-tracking-apg.md deleted file mode 100644 index 2434f65df..000000000 --- a/Compendium/spells/ephemeral-tracking-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/divination -- trait/ranger -- trait/uncommon -aliases: ["Ephemeral Tracking"] ---- -# Ephemeral Tracking *Focus 3* -[divination](../../Rules/traits/divination.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You can look at currents in the air and water and see tracks that you can follow just as you would on land. You can use [Survival](../skills.md#Survival) to [Track](../../Rules/actions/track.md) through both air and water, noticing aerial or aquatic "tracks" of all creatures who passed nearby in the last hour. It's more difficult to [Track](../../Rules/actions/track.md) in this way: the DC to [Track](../../Rules/actions/track.md) through air or water is always at least 30, or higher after precipitation or wind (in the air) or heavy tides or currents (in the water). It's possible to [Cover Tracks](../../Rules/actions/cover-tracks.md) against this spell, but creatures might not realize they need to do so. - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/eradicate-undeath.md b/Compendium/spells/eradicate-undeath.md deleted file mode 100644 index 6bf91a9c1..000000000 --- a/Compendium/spells/eradicate-undeath.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/focus/4 -- trait/cleric -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Eradicate Undeath"] ---- -# Eradicate Undeath *Focus 4* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[death](../setting/domains.md#Death)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Fortitude - -A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes `4d12` positive damage. - -**Heightened (+ 1)** The damage increases by `1d12`. - -*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/Compendium/spells/erase-trail-lokl.md b/Compendium/spells/erase-trail-lokl.md deleted file mode 100644 index 96fefc251..000000000 --- a/Compendium/spells/erase-trail-lokl.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/area/burst -- spell/level/2 -- trait/abjuration -- trait/uncommon -aliases: ["Erase Trail"] ---- -# Erase Trail *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Area**40-foot burst - -You drastically reduce all signs of one specific creature's passage from the area, including footprints, handprints, dirt, and minor changes caused to the surrounding environment, like the bending of grass. The DC of checks to [Seek](../../Rules/actions/seek.md) or [Search](../../Rules/actions/search.md) and discover such signs within the area gains a +4 status bonus or is equal to your spell DC, whichever is higher. This spell doesn't repair objects the creature damaged, return slain creatures to life, or remove objects or garbage left behind. It also doesn't prevent others from noticing that the creature's trail ends or begins abruptly outside the area. - -Finally, this spell doesn't hide the creature from sight or prevent them from leaving new signs of their presence after this spell is cast. - -**Heightened (+ 2)** The range increases by 100 feet, the area increases by 20 feet, and you can remove all signs of 1 additional creature's passage from the area. - -*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/Compendium/spells/establish-ward-apg.md b/Compendium/spells/establish-ward-apg.md deleted file mode 100644 index aa95cd012..000000000 --- a/Compendium/spells/establish-ward-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/focus/5 -- trait/abjuration -- trait/sorcerer -- trait/uncommon -aliases: ["Establish Ward"] ---- -# Establish Ward *Focus 5* -[abjuration](../../Rules/traits/abjuration.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot burst -- **Duration**1 minute - -You bind a part of your essence to your surroundings, creating a warded area that grants you power within it, but drains you outside of it. While within the area, you can make nature's wrath [Strikes](../../Rules/actions/strike.md) by commanding plants, wind, rocks, and other natural features to attack enemies. These are melee [Strikes](../../Rules/actions/strike.md) that use your spell attack modifier, can target any creature within the ward, and deal bludgeoning, piercing, or slashing damage equal to `2d8` plus your spellcasting ability modifier. - -Upon [Casting the Spell](../../Rules/actions/cast-a-spell.md), you can immediately make a single nature's wrath [Strike](../../Rules/actions/strike.md). You are [quickened](../../Rules/conditions.md#Quickened) while inside the ward, and can use the additional action only to make nature's wrath [Strikes](../../Rules/actions/strike.md). You are [slowed](../../Rules/conditions.md#Slowed) while outside the area. - -**Heightened (+ 2)** The area increases by 5 feet, and the [Strikes](../../Rules/actions/strike.md) deal an additional `1d8` damage. - -*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/Compendium/spells/ethereal-jaunt.md b/Compendium/spells/ethereal-jaunt.md deleted file mode 100644 index b99004ca9..000000000 --- a/Compendium/spells/ethereal-jaunt.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/conjuration -- trait/teleportation -- trait/uncommon -aliases: ["Ethereal Jaunt"] ---- -# Ethereal Jaunt *Spell 7* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute - -You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down) - -You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and [concealed](../../Rules/conditions.md#Concealed) from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by [force](../../Rules/traits/force.md) effects and abjurations originating there. - -When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take `1d6` damage per 5 feet you were pushed. - -If you cast this spell when not on the Material Plane, it is lost. - -**Heightened (9th)** You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes. - -*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/Compendium/spells/etheric-shards-da.md b/Compendium/spells/etheric-shards-da.md deleted file mode 100644 index e67d51cc2..000000000 --- a/Compendium/spells/etheric-shards-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/burst -- spell/level/5 -- trait/evocation -- trait/force -aliases: ["Etheric Shards"] ---- -# Etheric Shards *Spell 5* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex -- **Duration**1 minute - -You reach out and sow glittering splinters of force throughout the area, otherworldly caltrops of will and ectoplasm. The area is difficult terrain, even to flying or incorporeal creatures. - -Any creature that moves through the area takes `1d4` piercing damage per square traversed, with a basic Reflex save made at the end of each move action they take through the area. - -**Heightened (+ 2)** The spell's area increases by 5 feet, and the piercing damage increases by 1. - -*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/Compendium/spells/euphoric-renewal-da.md b/Compendium/spells/euphoric-renewal-da.md deleted file mode 100644 index f49328d16..000000000 --- a/Compendium/spells/euphoric-renewal-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/necromancy -- trait/rare -aliases: ["Euphoric Renewal"] ---- -# Euphoric Renewal *Focus 4* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[death (apocryphal)](../setting/domains.md#Death%20(apocryphal))] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You view death not as an ending but a beginning, and you delight in dancing on its edge. Each time you gain the [dying](../../Rules/conditions.md#Dying) condition and then regain consciousness while under the effect of euphoric renewal, you gain three benefits. - -- You're [quickened](../../Rules/conditions.md#Quickened) on your next turn. You can use the extra action only to [Stand](../../Rules/actions/stand.md). -- You gain a +1 circumstance bonus to saves for 1 minute. -- You gain 8 temporary Hit Points that last for 1 minute. - -**Heightened (+ 1)** The number of temporary HP increases by 2. - -*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/Compendium/spells/evil-eye-apg.md b/Compendium/spells/evil-eye-apg.md deleted file mode 100644 index 4898e7bc7..000000000 --- a/Compendium/spells/evil-eye-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/curse -- trait/emotion -- trait/enchantment -- trait/fear -- trait/hex -- trait/mental -- trait/uncommon -- trait/witch -aliases: ["Evil Eye"] ---- -# Evil Eye *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [curse](../../Rules/traits/curse.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [hex](../../Rules/traits/hex-apg.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -Your fix your eye on the target, imposing a malevolent hex. - -The target becomes [frightened](../../Rules/conditions.md#Frightened) based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/Compendium/spells/evolution-surge-som.md b/Compendium/spells/evolution-surge-som.md deleted file mode 100644 index e8b90523a..000000000 --- a/Compendium/spells/evolution-surge-som.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/morph -- trait/summoner -- trait/transmutation -- trait/uncommon -aliases: ["Evolution Surge"] ---- -# Evolution Surge *Focus 1* -[morph](../../Rules/traits/morph.md) [summoner](../../Rules/traits/summoner-som.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 minute - -You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects: - -- Your eidolon gains [low-light vision](../../Rules/abilities/low-light-vision.md) and [darkvision](../../Rules/abilities/darkvision.md). -- Your eidolon gains [scent](../../Rules/abilities/scent.md) as an imprecise sense up to 30 feet. -- Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the [amphibious](../../Rules/traits/amphibious-b1.md) trait. -- Your eidolon gains a +20-foot status bonus to its Speed. - -**Heightened (3rd)** Add the following options to the list of effects you can choose: - -- Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. -- Your eidolon gains a climb Speed equal to its land Speed. - -**Heightened (5th)** Add the options from the 3rd-level version and the following options to the list of effects you can choose: - -- Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. -- Your eidolon gains a fly Speed equal to its Speed. - -*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/Compendium/spells/exchange-image-aoa3.md b/Compendium/spells/exchange-image-aoa3.md deleted file mode 100644 index c5b8c8a5a..000000000 --- a/Compendium/spells/exchange-image-aoa3.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa3 -- spell/level/1 -- trait/illusion -- trait/uncommon -- trait/visual -aliases: ["Exchange Image"] ---- -# Exchange Image *Spell 1* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have the [humanoid](../../Rules/traits/humanoid.md) trait. -- **Range**touch -- **Targets**you and 1 other humanoid -- **Saving Throw** Will -- **Duration**varies - -To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and [unconscious](../../Rules/conditions.md#Unconscious) targets automatically critically fail this saving throw. - -> [!success-degree] -> - **Critical Success** No effect. -> - **Success** You take on the target's appearance, and they take yours. This has the same effects as a 1st-level [illusory disguise](illusory-disguise.md) spell, except that the target can't [Dismiss](../../Rules/actions/dismiss.md) the disguise. The duration is 1 minute or until Dismissed. -> - **Failure** As success, but the duration is 1 hour or until Dismissed. -> - **Critical Failure** As success, but the duration is 24 hours. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* \ No newline at end of file diff --git a/Compendium/spells/expeditious-excavation-logm.md b/Compendium/spells/expeditious-excavation-logm.md deleted file mode 100644 index fb2710864..000000000 --- a/Compendium/spells/expeditious-excavation-logm.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/misc -- spell/level/2 -- trait/earth -- trait/transmutation -aliases: ["Expeditious Excavation"] ---- -# Expeditious Excavation *Spell 2* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Area**cube of dirt 5 feet across or smaller - -You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or [Acrobatics](../skills.md#Acrobatics) check. - -> [!success-degree] -> - **Success** The creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice. -> - **Failure** The creature falls [prone](../../Rules/conditions.md#Prone) in the nearest available space of its choice, or falls into the pit if it prefers. -> - **Critical Failure** The creature falls into the pit excavated by the spell and lands [prone](../../Rules/conditions.md#Prone), taking falling damage as normal. - -**Heightened (+ 2)** The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or [Acrobatics](../skills.md#Acrobatics) check, as above. - -**Spell Lists**: Elemental - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/extend-boost-som.md b/Compendium/spells/extend-boost-som.md deleted file mode 100644 index 2f3dcc6b4..000000000 --- a/Compendium/spells/extend-boost-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/divination -- trait/metamagic -- trait/summoner -- trait/uncommon -aliases: ["Extend Boost"] ---- -# Extend Boost *Focus 1* -[divination](../../Rules/traits/divination.md) [metamagic](../../Rules/traits/metamagic.md) [summoner](../../Rules/traits/summoner-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You focus on the intricacies of the magic binding you to your eidolon to extend the duration of your [boost eidolon](boost-eidolon-som.md) or [reinforce eidolon](reinforce-eidolon-som.md) spell. If your next action is to cast [boost eidolon](boost-eidolon-som.md) or reinforce eidolon, attempt a skill check with the skill associated with the tradition of magic you gain from your eidolon (such as [Nature](../skills.md#Nature) for a primal eidolon). The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. - -> [!success-degree] -> - **Critical Success** The spell lasts 4 rounds. -> - **Success** The spell lasts 3 rounds. -> - **Failure** The spell lasts 1 round, but you don't spend the Focus Point for casting this spell. - -*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/Compendium/spells/extend-spell.md b/Compendium/spells/extend-spell.md deleted file mode 100644 index 2b7b56a84..000000000 --- a/Compendium/spells/extend-spell.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/3 -- trait/divination -- trait/metamagic -- trait/sorcerer -- trait/uncommon -aliases: ["Extend Spell"] ---- -# Extend Spell *Focus 3* -[divination](../../Rules/traits/divination.md) [metamagic](../../Rules/traits/metamagic.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to [Cast a Spell](../../Rules/actions/cast-a-spell.md) with a duration of 1 minute on a single target, and the spell isn't of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/extract-poison-som.md b/Compendium/spells/extract-poison-som.md deleted file mode 100644 index 684eed3cd..000000000 --- a/Compendium/spells/extract-poison-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/abjuration -aliases: ["Extract Poison"] ---- -# Extract Poison *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 poison on or in an object - -With the lightest touch, you can siphon the poison from an object and save it for your own later use, making an assassin's blade or politician's wine less deadly while you become all the more so. Attempt a counteract check against one poison you're aware of on or in an object you touch. If you successfully counteract the poison, you negate the object's toxicity and transfer the poison into a weapon you are holding, coating the weapon with a simple but powerful poison. On your next successful attack with that weapon before the end of your next turn, you add `1d6` poison damage per level of the poison you counteracted. On a critically failed attack roll, you lose the extracted poison from your weapon as normal. - -*Source: Secrets of Magic p. 104* \ No newline at end of file diff --git a/Compendium/spells/eyes-of-the-dead-botd.md b/Compendium/spells/eyes-of-the-dead-botd.md deleted file mode 100644 index c13a99ff1..000000000 --- a/Compendium/spells/eyes-of-the-dead-botd.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/botd -- spell/focus/3 -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Eyes of the Dead"] ---- -# Eyes of the Dead *Focus 3* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**mile -- **Targets**one undead creature under your control -- **Duration**sustained up to 1 minute - -You enter a magical trance that allows you to perceive through the senses of the target creature. You attempt [Perception](../skills.md#Perception) checks using your own [Perception](../skills.md#Perception), but you have any special senses the target has, such as low‑light vision or darkvision. - -The spell doesn't grant any special method of communication with the target. - -For the duration of the trance, your own senses are muted, though you can still communicate. This lack of awareness makes you [flat‑footed](../../Rules/conditions.md#Flat‑footed). You can't take actions with the [attack](../../Rules/traits/attack.md) or [move](../../Rules/traits/move.md) traits, nor can you cast spells. - -**Heightened (6th)** The range increases to 100 miles and the duration to sustained up to 10 minutes. You can communicate telepathically with the target for the duration of the trance, though the target is under no compulsion to follow commands if it wasn't already. - -*Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/Compendium/spells/face-in-the-crowd.md b/Compendium/spells/face-in-the-crowd.md deleted file mode 100644 index b404b4577..000000000 --- a/Compendium/spells/face-in-the-crowd.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/illusion -- trait/uncommon -- trait/visual -aliases: ["Face In The Crowd"] ---- -# Face In The Crowd *Focus 1* -[cleric](../../Rules/traits/cleric.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Domains**: [[cities](../setting/domains.md#Cities)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to [Deception](../skills.md#Deception) and [Stealth](../skills.md#Stealth) checks to go [unnoticed](../../Rules/conditions.md#Unnoticed) among the crowd, and you ignore difficult terrain caused by the crowd. - -**Heightened (3rd)** The spell gains a range of 10 feet and can target up to 10 creatures. - -*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/Compendium/spells/faerie-dust.md b/Compendium/spells/faerie-dust.md deleted file mode 100644 index f39c4bbac..000000000 --- a/Compendium/spells/faerie-dust.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/focus/1 -- trait/enchantment -- trait/mental -- trait/sorcerer -- trait/uncommon -aliases: ["Faerie Dust"] ---- -# Faerie Dust *Focus 1* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or more -- **Range**30 foot -- **Area**5-foot burst or more -- **Saving Throw** Will -- **Duration**1 round - -You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use [Casting the Spell](../../Rules/actions/cast-a-spell.md), the burst's radius increases by 5 feet. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature can't use reactions and takes a –2 status penalty to [Perception](../skills.md#Perception) checks and Will saves. -> - **Critical Failure** As failure, and the creature also takes a –1 status penalty to [Perception](../skills.md#Perception) checks and Will saves for 1 minute. - -**Heightened (+ 3)** The initial radius increases by 5 feet. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/faerie-fire.md b/Compendium/spells/faerie-fire.md deleted file mode 100644 index df6c9c5d7..000000000 --- a/Compendium/spells/faerie-fire.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/evocation -- trait/light -aliases: ["Faerie Fire"] ---- -# Faerie Fire *Spell 2* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Duration**5 minutes - -All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be [concealed](../../Rules/conditions.md#Concealed) while affected by faerie fire. If the creatures are [invisible](../../Rules/conditions.md#Invisible), they are [concealed](../../Rules/conditions.md#Concealed) while affected by faerie fire, rather than being [undetected](../../Rules/conditions.md#Undetected). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/falling-sky-da.md b/Compendium/spells/falling-sky-da.md deleted file mode 100644 index 11c72e485..000000000 --- a/Compendium/spells/falling-sky-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/cylinder -- spell/level/8 -- trait/evocation -- trait/incapacitation -aliases: ["Falling Sky"] ---- -# Falling Sky *Spell 8* -[evocation](../../Rules/traits/evocation.md) [incapacitation](../../Rules/traits/incapacitation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**60-foot tall, 30-foot radius cylinder - -Extraordinary telekinetic pressure smashes down through the area, battering creatures within it to the ground. All flying creatures in the area descend to the bottom of the spell's area, taking twice as much bludgeoning damage as if they had fallen the distance moved, to a maximum of 60 falling damage if they fall 60 feet. They take this falling damage even if the spell's area is entirely in the air and they don't hit the ground, as they concuss against the bottom of the spell's area at great speed. Creatures on the ground and within the spell's area, including flying creatures forced to the ground, must attempt Fortitude saves. - -> [!success-degree] -> - **Critical Success** The creature is unaffected, and if it was flying, it isn't knocked [prone](../../Rules/conditions.md#Prone) even though it took falling damage. -> - **Success** The creature is knocked [prone](../../Rules/conditions.md#Prone). -> - **Failure** The creature is knocked [prone](../../Rules/conditions.md#Prone) and [stunned](../../Rules/conditions.md#Stunned). -> - **Critical Failure** The creature is knocked [prone](../../Rules/conditions.md#Prone) and [stunned](../../Rules/conditions.md#Stunned) for 1 round. - -*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/Compendium/spells/fallow-field-logm.md b/Compendium/spells/fallow-field-logm.md deleted file mode 100644 index 6f895a453..000000000 --- a/Compendium/spells/fallow-field-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/necromancy -- trait/negative -aliases: ["Fallow Field"] ---- -# Fallow Field *Focus 4* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Domains**: [[decay](../setting/domains.md#Decay)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot emanation -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -A sickly yellow light fills the area as entropic forces prevent healing. When a creature within the area would regain Hit Points, such as from a [healing](../../Rules/traits/healing.md) effect or an ability like fast healing or regeneration, it must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature regains the full number of Hit Points that would be restored by the [healing](../../Rules/traits/healing.md) effect, and is temporarily immune for 1 minute. -> - **Success** The creature regains the full number of Hit Points that would be restored. -> - **Failure** The creature regains only half the number of Hit Points that would be restored. -> - **Critical Failure** The creature does not regain Hit Points from the [healing](../../Rules/traits/healing.md) effect. - -*Source: Lost Omens: Gods & Magic p. 113* \ No newline at end of file diff --git a/Compendium/spells/false-life.md b/Compendium/spells/false-life.md deleted file mode 100644 index 330c0a294..000000000 --- a/Compendium/spells/false-life.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/necromancy -aliases: ["False Life"] ---- -# False Life *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**8 hours - -You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier. - -**Heightened (+ 1)** The temporary Hit Points increase by 3. - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/false-nature-da.md b/Compendium/spells/false-nature-da.md deleted file mode 100644 index 082d7f36e..000000000 --- a/Compendium/spells/false-nature-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/4 -- trait/illusion -- trait/uncommon -aliases: ["False Nature"] ---- -# False Nature *Spell 4* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**one unattended item or one item you're holding -- **Duration**until your next daily preparations - -You create an illusion that makes an object seem to be something entirely different. When you Cast this Spell, speak aloud a declarative statement that the target is a different, nonspecific object. Your statement can't presuppose any other facts. For instance, you could claim an object is "a stone" or "an antidote," but not "the Starstone" or "the antidote to the lethal poison you already drank. " Creatures who previously [observed](../../Rules/conditions.md#Observed) the target receive an immediate Will save to disbelieve, but on a failure, the illusion temporarily rewrites their memory that the object was something different. A creature who failed their Will save, or didn't already see the item's original form, must [Interact](../../Rules/actions/interact.md) with the illusion as normal to receive a [Perception](../skills.md#Perception) check against the spell DC to disbelieve. - -When the spell ends, targets remember the object's true nature, even if they never disbelieved the spell. - -*Source: Dark Archive p. 78* \ No newline at end of file diff --git a/Compendium/spells/false-vision.md b/Compendium/spells/false-vision.md deleted file mode 100644 index b8ddfb851..000000000 --- a/Compendium/spells/false-vision.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/5 -- trait/illusion -- trait/uncommon -aliases: ["False Vision"] ---- -# False Vision *Spell 5* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**touch -- **Area**100-foot burst -- **Duration**until the next time you make your daily preparations - -You create a false image that fools any attempts to scry on an area. Any [scrying](scrying.md) spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round to change the illusion as you desire, including playing out a complex scene. If the [scrying](scrying.md) spell is of a higher level than false vision, the scryer can attempt a [Perception](../skills.md#Perception) check to 0, though even if they're successful, they can't learn what's truly going on in the area. - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/familiar-form-lopsg.md b/Compendium/spells/familiar-form-lopsg.md deleted file mode 100644 index 9392fb78e..000000000 --- a/Compendium/spells/familiar-form-lopsg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lopsg -- spell/focus/4 -- trait/polymorph -- trait/transmutation -- trait/uncommon -aliases: ["Familiar Form"] ---- -# Familiar Form *Focus 4* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You transform into a Tiny animal that commonly serves as a spellcaster's familiar. You gain the effects of the spell [pest form](pest-form.md), heightened to the level of familiar form you cast. However, you can transform into only a bat, cat, raven, snake, or other Tiny animal of a type that you have seen serve as a spellcaster's familiar. - -While in this form, despite the restrictions from polymorph battle forms, you retain the ability to cast spells of 1st level or lower but only those without material components. You still can't make any [Strikes](../../Rules/actions/strike.md) or other attacks in pest form, as normal. - -**Heightened (6th)** You retain the ability to cast spells of 2nd level or lower, rather than 1st, but still only those without material components. Additionally, the duration of familiar form increases to 10 minutes. - -**Heightened (8th)** You retain the ability to cast spells of 3rd level or lower, rather than 1st, but still only those without material components. Additionally, the duration of familiar form increases to 10 minutes. - -*Source: Lost Omens: Pathfinder Society Guide p. 5500* \ No newline at end of file diff --git a/Compendium/spells/familiars-face-apg.md b/Compendium/spells/familiars-face-apg.md deleted file mode 100644 index f0d93081e..000000000 --- a/Compendium/spells/familiars-face-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/3 -- trait/divination -- trait/scrying -aliases: ["Familiar's Face"] ---- -# Familiar's Face *Spell 3* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**mile -- **Targets**1 willing creature that is your animal companion or familiar -- **Duration**sustained - -The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses. - -If you can cast a spell with the [revelation](../../Rules/traits/revelation.md) trait that affects your senses, such as [see invisibility](see-invisibility.md), while this spell is active, you gain the benefit of the spell through the target's senses instead of your own. You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target's growls or squawks. You can use [Command an Animal](../../Rules/actions/command-an-animal.md) on the target as part of [Sustaining this Spell](../../Rules/actions/sustain-a-spell.md). You don't need line of sight or line of effect to your target when you [Cast this Spell](../../Rules/actions/cast-a-spell.md). - -*Source: Advanced Player's Guide p. 218* \ No newline at end of file diff --git a/Compendium/spells/fatal-aria.md b/Compendium/spells/fatal-aria.md deleted file mode 100644 index abe4aa4e0..000000000 --- a/Compendium/spells/fatal-aria.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/10 -- trait/bard -- trait/composition -- trait/death -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Fatal Aria"] ---- -# Fatal Aria *Focus 10* -[bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [death](../../Rules/traits/death.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature - -You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. - -- **16th or Lower** The target dies instantly. -- **17th** If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes [dying](../../Rules/conditions.md#Dying). -- **18th or Higher** The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly. - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/fated-confrontation-som.md b/Compendium/spells/fated-confrontation-som.md deleted file mode 100644 index faff6725e..000000000 --- a/Compendium/spells/fated-confrontation-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/10 -- trait/divination -aliases: ["Fated Confrontation"] ---- -# Fated Confrontation *Spell 10* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Targets**1 willing ally and 1 enemy -- **Duration**1 minute - -You weave the threads of fate to lead two foes into a climactic battle. The targets of this spell are the fated opponents: one of the targets of this spell must be you or a willing ally, and the other must be an enemy. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), the ally you targeted (or you, if you targeted yourself) may teleport to any unoccupied space of their choice within 30 feet of its fated opponent. - -This is a [teleportation](../../Rules/traits/teleportation.md) effect. - -You isolate the two targets for 1 round. During this time, fate refuses to allow either fated opponent to be affected by attacks or effects from a third party; a fated opponent could be affected by the other's meteor swarm or its own [heal](heal.md) spell, but it would be entirely immune to a spell or [Strike](../../Rules/actions/strike.md) from a creature outside of the spells effects, as well including damage from a hazard or the environment. This doesn't apply to anything that was affecting the targets before you cast [fated confrontation](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/fated-confrontation-som.md) (such as a spell with a duration or [persistent damage](../../Rules/conditions.md#Persistent%20Damage) the creature had before it was affected by fated confrontation) - -For the duration of the spell, either fated opponent can manipulate fate once on each of its turns. This allows it to either roll twice and take the higher result on an attack roll or skill check it makes against its fated opponent (a [fortune](../../Rules/traits/fortune.md) effect), or force the fated opponent to roll twice on a saving throw against one of its abilities and take the lower result (a [misfortune](../../Rules/traits/misfortune.md) effect) - -This spell ends if either target becomes unable to act, or if they both agree to cease hostilities. - -*Source: Secrets of Magic p. 105* \ No newline at end of file diff --git a/Compendium/spells/favorable-review-ec2.md b/Compendium/spells/favorable-review-ec2.md deleted file mode 100644 index 676130fa2..000000000 --- a/Compendium/spells/favorable-review-ec2.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec2 -- spell/level/4 -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/uncommon -aliases: ["Favorable Review"] ---- -# Favorable Review *Spell 4* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You enchant a creature to ensure they have only good things to say about your show. Identify a single creature, location, or performance, such as "Dame Ellendia," "Savories Meats," or "the Theater of the Mind's latest magic show." The target must attempt Will save. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -> [!success-degree] -> - **Critical Success** The target is unaffected and knows you tried to trick it. -> - **Success** The target is unaffected but thinks your spell was something harmless instead of favorable review, unless it identifies the spell (usually using [Identify Magic](../../Rules/actions/identify-magic.md)). -> - **Failure** The target cannot speak unfavorably about the subject for 1 week. This doesn't change the target's opinion about the subject, but the target's attempts to speak ill of the subject—whether in speech, writing, or other communication—always twist into compliments and praise instead. The target likely becomes aware of this effect quickly and can avoid speaking about the subject entirely if they choose. -> - **Critical Failure** As failure, except the duration is permanent and the target genuinely holds a favorable opinion about the subject, with their attitude toward the creature (or creatures associated with the subject, such as the owner of a location or artists in a performance) becoming two degrees better (for example, [helpful](../../Rules/conditions.md#Helpful) instead of [indifferent](../../Rules/conditions.md#Indifferent)). - -**Heightened (8th)** The range increases to 60 feet and you can target up to 10 creatures. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/Compendium/spells/fear-the-sun-sot4.md b/Compendium/spells/fear-the-sun-sot4.md deleted file mode 100644 index 3a2115e3a..000000000 --- a/Compendium/spells/fear-the-sun-sot4.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/level/2 -- trait/transmutation -- trait/uncommon -aliases: ["Fear the Sun"] ---- -# Fear the Sun *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You cause the creature's vision to become particularly sensitive. The creature must attempt a Fortitude save. The creature is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. -> - **Critical Failure** The creature gains light blindness (Pathfinder Bestiary 343) for 1 minute. If the creature is already exposed to bright light, it immediately becomes [blinded](../../Rules/conditions.md#Blinded), as it isn't acclimated to its newly acquired light blindness. - -**Heightened (6th)** You can target up to 10 creatures. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/Compendium/spells/fear.md b/Compendium/spells/fear.md deleted file mode 100644 index b4d6d58ac..000000000 --- a/Compendium/spells/fear.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Fear"] ---- -# Fear *Spell 1* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You plant fear in the target; it must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target is [frightened](../../Rules/conditions.md#Frightened) and [fleeing](../../Rules/conditions.md#Fleeing) for 1 round. - -**Heightened (3rd)** You can target up to five creatures. - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/fearful-feast-av3.md b/Compendium/spells/fearful-feast-av3.md deleted file mode 100644 index 302d5985f..000000000 --- a/Compendium/spells/fearful-feast-av3.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/av3 -- spell/focus/4 -- trait/fear -- trait/mental -- trait/necromancy -- trait/uncommon -aliases: ["Fearful Feast"] ---- -# Fearful Feast *Focus 4* -[fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range becomes [frightened](../../Rules/conditions.md#Frightened). -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** Will -- **Duration**varies - -You open your mouth wide and inhale sharply; you draw in the bravery, self-confidence, and hope to which the [frightened](../../Rules/conditions.md#Frightened) target clings and then strip away the target's false assumption that these fragile emotions can save them from the oblivion of terror. - -You deal `6d4` mental damage to the creature, which must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature's [frightened](../../Rules/conditions.md#Frightened) condition increases by 1, and it takes half damage. -> - **Failure** The creature's [frightened](../../Rules/conditions.md#Frightened) condition increases by 2, and it takes full damage; you regain Hit Points equal to half the damage the target takes. -> - **Critical Failure** The creature's [frightened](../../Rules/conditions.md#Frightened) condition increases by 3 and it takes double damage; you regain Hit Points equal to half the damage the target takes. - -**Heightened (+ 1)** The damage increases by `2d4`. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 65* \ No newline at end of file diff --git a/Compendium/spells/feast-of-ashes-logm.md b/Compendium/spells/feast-of-ashes-logm.md deleted file mode 100644 index 7693ccd5f..000000000 --- a/Compendium/spells/feast-of-ashes-logm.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/2 -- trait/curse -- trait/necromancy -aliases: ["Feast Of Ashes"] ---- -# Feast Of Ashes *Spell 2* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**1 week - -You curse the target with a hunger no food can sate. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and is temporarily immune for 1 hour. -> - **Success** The creature is [fatigued](../../Rules/conditions.md#Fatigued) for 1 round. -> - **Failure** The creature is immediately afflicted by hunger as if it hadn't eaten food in days. It becomes [fatigued](../../Rules/conditions.md#Fatigued) and takes `1d4` damage each day that can't be healed until it sates its hunger. No amount of eating can sate the creature's hunger during the spell's duration. After the spell's duration, the creature takes damage from starvation as described on page 500 of the Core Rulebook. -> - **Critical Failure** As failure but the creature takes `2d4` damage each day, twice as much as usual for hunger. - -**Heightened (+ 1)** The hunger becomes more unbearable, increasing the damage each day by `1d4`, or by `2d4` on a critical failure. - -*Source: Lost Omens: Gods & Magic p. 107* \ No newline at end of file diff --git a/Compendium/spells/feather-fall.md b/Compendium/spells/feather-fall.md deleted file mode 100644 index c3309d603..000000000 --- a/Compendium/spells/feather-fall.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/abjuration -aliases: ["Feather Fall"] ---- -# Feather Fall *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range is falling. -- **Range**60 foot -- **Targets**1 falling creature -- **Duration**1 minute - -You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/feeblemind.md b/Compendium/spells/feeblemind.md deleted file mode 100644 index bcf544edb..000000000 --- a/Compendium/spells/feeblemind.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/curse -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Feeblemind"] ---- -# Feeblemind *Spell 6* -[curse](../../Rules/traits/curse.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You drastically reduce the target's mental faculties. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied) with an unlimited duration. -> - **Critical Failure** The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control. - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/feet-to-fins.md b/Compendium/spells/feet-to-fins.md deleted file mode 100644 index eaddb0846..000000000 --- a/Compendium/spells/feet-to-fins.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/morph -- trait/transmutation -aliases: ["Feet To Fins"] ---- -# Feet To Fins *Spell 3* -[morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**10 minutes - -The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet. - -**Heightened (6th)** The spell lasts until the next time you make your daily preparations. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/feral-shades-som.md b/Compendium/spells/feral-shades-som.md deleted file mode 100644 index cc68120bc..000000000 --- a/Compendium/spells/feral-shades-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cone -- spell/level/2 -- trait/necromancy -aliases: ["Feral Shades"] ---- -# Feral Shades *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Fortitude - -A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal `2d4` slashing damage and `2d4` negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: [prone](../../Rules/conditions.md#Prone) creatures or those taking [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) take a –2 status penalty to the save. - -**Heightened (+ 1)** The slashing damage and the negative damage each increase by `1d4`. - -*Source: Secrets of Magic p. 105* \ No newline at end of file diff --git a/Compendium/spells/fey-disappearance.md b/Compendium/spells/fey-disappearance.md deleted file mode 100644 index 02d263b51..000000000 --- a/Compendium/spells/fey-disappearance.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/3 -- trait/enchantment -- trait/sorcerer -- trait/uncommon -aliases: ["Fey Disappearance"] ---- -# Fey Disappearance *Focus 3* -[enchantment](../../Rules/traits/enchantment.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of your next turn - -You become [invisible](../../Rules/conditions.md#Invisible) and ignore natural difficult terrain (such as underbrush). Any [hostile](../../Rules/conditions.md#Hostile) action you use ends this invisibility, but you still ignore natural difficult terrain. - -**Heightened (5th)** If you use a [hostile](../../Rules/conditions.md#Hostile) action, the invisibility doesn't end. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/fey-form-som.md b/Compendium/spells/fey-form-som.md deleted file mode 100644 index 11945adc3..000000000 --- a/Compendium/spells/fey-form-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/polymorph -- trait/transmutation -aliases: ["Fey Form"] ---- -# Fey Form *Spell 4* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. - -When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the [fey](../../Rules/traits/fey.md) trait. Unless you choose elananx or unicorn, you have hands in this battle form and can use manipulate actions. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of the form that you choose: - -- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. -- 15 temporary Hit Points and weakness 5 to cold iron. -- Low-light vision. -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +16, and you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead. -- [Acrobatics](../skills.md#Acrobatics) modifiers of +16, unless your own modifier is higher. You also gain specific abilities based on the type of fey: -- **Dryad The temporary** HP gained increases to 30; Speed 25 feet; weakness 5 to fire; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") branch, **Damage** `1d12+8` bludgeoning. -- **Elananx** Speed 30 feet; resistance 5 to fire; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d6+8` piercing plus `1d6` fire; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](../../Rules/traits/agile.md)), **Damage** `1d6` slashing. -- **Naiad** Speed 25 feet, swim 25 feet; resistance 5 to fire; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") aqueous fist ([water](../../Rules/traits/water.md)), **Damage** `1d8+8` bludgeoning. -- **Redcap** Speed 40 feet; Size Small; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe (deadly , trip), **Damage** `1d10+8` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") boot (agile, versatile B), **Damage** `1d6` piercing. -- Unicorn gain the [beast](../../Rules/traits/beast.md) trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `1d10+8` piercing plus 1 good; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hoof ([agile](../../Rules/traits/agile.md)), **Damage** `1d8` bludgeoning; all [Strikes](../../Rules/actions/strike.md) have the effects of a ghost touch property rune. - -*Source: Secrets of Magic p. 105* \ No newline at end of file diff --git a/Compendium/spells/fey-glamour.md b/Compendium/spells/fey-glamour.md deleted file mode 100644 index be09aa67e..000000000 --- a/Compendium/spells/fey-glamour.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/focus/5 -- trait/illusion -- trait/sorcerer -- trait/uncommon -aliases: ["Fey Glamour"] ---- -# Fey Glamour *Focus 5* -[illusion](../../Rules/traits/illusion.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**30-foot burst or Targets up to 10 creatures -- **Duration**10 minutes - -You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/field-of-life.md b/Compendium/spells/field-of-life.md deleted file mode 100644 index 9c846d67b..000000000 --- a/Compendium/spells/field-of-life.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/6 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Field Of Life"] ---- -# Field Of Life *Spell 6* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**20-foot burst -- **Duration**sustained up to 1 minute - -A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains `1d8` Hit Points, and any undead creature that starts its turn in the area takes `1d8` positive damage. - -**Heightened (8th)** The healing and damage increase to `1d10`. - -**Heightened (9th)** The healing and damage increase to `1d12`. - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/fiery-body.md b/Compendium/spells/fiery-body.md deleted file mode 100644 index 654a56c86..000000000 --- a/Compendium/spells/fiery-body.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/fire -- trait/polymorph -- trait/transmutation -aliases: ["Fiery Body"] ---- -# Fiery Body *Spell 7* -[fire](../../Rules/traits/fire.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes `3d6` fire damage. - -Your unarmed attacks deal `1d4` additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast [produce flame](produce-flame.md) as an innate spell; the casting is reduced from 2 actions to 1. - -In fire form, you have a fly Speed of 40 feet and don't need to breathe. - -**Heightened (9th)** Creatures touching you take `4d6` fire damage instead of `3d6`, your unarmed attacks deal `2d4` additional fire damage, and you have a fly Speed of 60 feet. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/Compendium/spells/final-sacrifice-apg.md b/Compendium/spells/final-sacrifice-apg.md deleted file mode 100644 index c1f6025a4..000000000 --- a/Compendium/spells/final-sacrifice-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/2 -- trait/evocation -- trait/fire -aliases: ["Final Sacrifice"] ---- -# Final Sacrifice *Spell 2* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature with the minion trait that you summoned or permanently control - -You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and creatures within 20 feet of it take `6d6` fire damage (basic Reflex save) - -If the target has the [cold](../../Rules/traits/cold.md) or [water](../../Rules/traits/water.md) trait, the spell instead deals cold damage and gains the [cold](../../Rules/traits/cold.md) trait in place of the [fire](../../Rules/traits/fire.md) trait. If used on a creature that isn't mindless, this spell has the [evil](../../Rules/traits/evil.md) trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by command undead, automatically fails and breaks the controlling effect. - -**Heightened (+ 1)** The damage increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 219* \ No newline at end of file diff --git a/Compendium/spells/finger-of-death.md b/Compendium/spells/finger-of-death.md deleted file mode 100644 index 62437a57e..000000000 --- a/Compendium/spells/finger-of-death.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/death -- trait/necromancy -aliases: ["Finger Of Death"] ---- -# Finger Of Death *Spell 7* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude - -You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly. - -**Heightened (+ 1)** The damage increases by 10. - -*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/Compendium/spells/fire-ray.md b/Compendium/spells/fire-ray.md deleted file mode 100644 index fb4543170..000000000 --- a/Compendium/spells/fire-ray.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/attack -- trait/cleric -- trait/evocation -- trait/fire -- trait/uncommon -aliases: ["Fire Ray"] ---- -# Fire Ray *Focus 1* -[attack](../../Rules/traits/attack.md) [cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[fire](../setting/domains.md#Fire)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature - -A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals `2d6` fire damage. - -> [!success-degree] -> - **Critical Success** The ray deals double damage and `1d4` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Success** The ray deals full damage. - -**Heightened (+ 1)** The ray's initial damage increases by `2d6`, and the [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) on a critical success increases by `1d4`. - -*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/Compendium/spells/fire-seeds.md b/Compendium/spells/fire-seeds.md deleted file mode 100644 index 0086d1ef4..000000000 --- a/Compendium/spells/fire-seeds.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/evocation -- trait/fire -- trait/plant -aliases: ["Fire Seeds"] ---- -# Fire Seeds *Spell 6* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** basic Reflex -- **Duration**1 minute - -Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an [Interact](../../Rules/actions/interact.md) action. It explodes in a 5-foot burst, dealing `4d6` fire damage. - -The save uses your spell DC, even if someone else throws the acorn. - -Flames continue to burn on the ground in the burst for 1 minute, dealing `2d6` fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. - -When the spell ends, any remaining acorns rot and turn to ordinary soil. - -**Heightened (8th)** The burst's damage increases to `5d6`, and the continuing flames damage increases to `3d6`. - -**Heightened (9th)** The burst's damage increases to `6d6`, and the continuing flames damage increases to `3d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/Compendium/spells/fire-shield.md b/Compendium/spells/fire-shield.md deleted file mode 100644 index ebdfe8e04..000000000 --- a/Compendium/spells/fire-shield.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/evocation -- trait/fire -aliases: ["Fire Shield"] ---- -# Fire Shield *Spell 4* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take `2d6` fire damage each time they do. - -**Heightened (+ 2)** The cold resistance increases by 5, and the fire damage increases by `1d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/Compendium/spells/fireball.md b/Compendium/spells/fireball.md deleted file mode 100644 index f6e41d1a9..000000000 --- a/Compendium/spells/fireball.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/3 -- trait/evocation -- trait/fire -aliases: ["Fireball"] ---- -# Fireball *Spell 3* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex - -A roaring blast of fire appears at a spot you designate, dealing `6d6` fire damage. - -**Heightened (+ 1)** The damage increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/Compendium/spells/flame-barrier.md b/Compendium/spells/flame-barrier.md deleted file mode 100644 index ec7a1794c..000000000 --- a/Compendium/spells/flame-barrier.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/abjuration -- trait/cleric -- trait/uncommon -aliases: ["Flame Barrier"] ---- -# Flame Barrier *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[fire](../setting/domains.md#Fire)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An effect would deal fire damage to either you or an ally within range. -- **Range**60 foot -- **Targets**the creature that would take fire damage - -You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect. - -**Heightened (+ 2)** The resistance increases by 5. - -*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/Compendium/spells/flame-vortex-som.md b/Compendium/spells/flame-vortex-som.md deleted file mode 100644 index 4e1d95aeb..000000000 --- a/Compendium/spells/flame-vortex-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cylinder -- spell/level/6 -- trait/air -- trait/evocation -- trait/fire -aliases: ["Flame Vortex"] ---- -# Flame Vortex *Spell 6* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**5-foot radius, 40-foot tall cylinder -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute - -You combine a blazing inferno and air currents into a fiery vortex. You can [Cast this Spell](../../Rules/actions/cast-a-spell.md) only if you are outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures. - -All creatures in the area take `3d4` bludgeoning damage and `3d6` fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round. - -**Heightened (+ 2)** The vortex deals an additional `1d4` bludgeoning damage and `1d6` fire damage. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/flame-wisp-som.md b/Compendium/spells/flame-wisp-som.md deleted file mode 100644 index 952f2a859..000000000 --- a/Compendium/spells/flame-wisp-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/evocation -- trait/fire -aliases: ["Flame Wisp"] ---- -# Flame Wisp *Spell 2* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Three faintly glowing wisps of fire float around your head. - -Each time you hit a creature with a [Strike](../../Rules/actions/strike.md), one of the wisps goes hurtling towards that creature, dealing `1d4` fire damage. If you [Cast a Spell](../../Rules/actions/cast-a-spell.md) with the [fire](../../Rules/traits/fire.md) trait while you have fewer than three wisps, a new wisp appears. - -**Heightened (+ 2)** The damage increases by `1d4`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/flaming-fusillade-apg.md b/Compendium/spells/flaming-fusillade-apg.md deleted file mode 100644 index 35f85a5ef..000000000 --- a/Compendium/spells/flaming-fusillade-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/cursebound -- trait/evocation -- trait/fire -- trait/oracle -- trait/uncommon -aliases: ["Flaming Fusillade"] ---- -# Flaming Fusillade *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You call upon an endless barrage of flames, producing miniature fireballs in your hands to hurl at foes. You cast [produce flame](produce-flame.md) as part of casting flaming fusillade. For the duration of flaming fusillade, produce flame's casting time is reduced from 2 actions to 1. - -**Heightened (9th)** For the duration, you also gain a status bonus to the damage dealt by produce flame equal to flaming fusillade's spell level. - -*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/Compendium/spells/flaming-sphere.md b/Compendium/spells/flaming-sphere.md deleted file mode 100644 index ec224c860..000000000 --- a/Compendium/spells/flaming-sphere.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/misc -- spell/level/2 -- trait/evocation -- trait/fire -aliases: ["Flaming Sphere"] ---- -# Flaming Sphere *Spell 2* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**1 5-foot square -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute - -You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals `3d6` fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you [Sustain this Spell](../../Rules/actions/sustain-a-spell.md) each round, you can leave the sphere in its square or roll it to another square within range. It deals `3d6` fire damage (basic Reflex save) to each creature in that square. - -Creatures that succeed at their save take no damage (instead of half). - -**Heightened (+ 1)** The damage increases by `1d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/Compendium/spells/flammable-fumes-som.md b/Compendium/spells/flammable-fumes-som.md deleted file mode 100644 index 424765837..000000000 --- a/Compendium/spells/flammable-fumes-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/5 -- trait/conjuration -- trait/poison -aliases: ["Flammable Fumes"] ---- -# Flammable Fumes *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. - -The gases are [invisible](../../Rules/conditions.md#Invisible), requiring a successful [Perception](../skills.md#Perception) check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes `2d6` poison damage. A creature can take the poison damage from flammable fumes only once per round. - -One round after you conjure the cloud, the gases loses stability and become flammable. If an open flame is brought into the cloud, or if anyone within the area uses a [fire](../../Rules/traits/fire.md) effect, the cloud detonates in a massive blaze that deals `10d6` fire damage to all creatures within it, and the spell ends. - -**Heightened (+ 2)** The poison damage increases by `1d6` and the fire damage on an explosion increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/fleet-step.md b/Compendium/spells/fleet-step.md deleted file mode 100644 index 57694b717..000000000 --- a/Compendium/spells/fleet-step.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/transmutation -aliases: ["Fleet Step"] ---- -# Fleet Step *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You gain a +30-foot status bonus to your Speed. - -*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/Compendium/spells/flesh-to-stone.md b/Compendium/spells/flesh-to-stone.md deleted file mode 100644 index cd40b24a0..000000000 --- a/Compendium/spells/flesh-to-stone.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/transmutation -aliases: ["Flesh To Stone"] ---- -# Flesh To Stone *Spell 6* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature made of flesh -- **Saving Throw** Fortitude -- **Duration**varies - -You try to turn the target's flesh into stone. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [slowed](../../Rules/conditions.md#Slowed) for 1 round. -> - **Failure** The target is [slowed](../../Rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](../../Rules/traits/incapacitation.md) trait. On a failed save, the [slowed](../../Rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure). A successful save reduces the [slowed](../../Rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically [petrified](../../Rules/conditions.md#Petrified). The spell ends if the creature is [petrified](../../Rules/conditions.md#Petrified) or the [slowed](../../Rules/conditions.md#Slowed) condition is removed. -> - **Critical Failure** As failure, but the target is initially [slowed](../../Rules/conditions.md#Slowed). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/Compendium/spells/floating-disk.md b/Compendium/spells/floating-disk.md deleted file mode 100644 index 32e4c12c3..000000000 --- a/Compendium/spells/floating-disk.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/conjuration -- trait/force -aliases: ["Floating Disk"] ---- -# Floating Disk *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**8 hours - -A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. - -The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk. - -*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/Compendium/spells/flowing-strike-som.md b/Compendium/spells/flowing-strike-som.md deleted file mode 100644 index 5dda0c543..000000000 --- a/Compendium/spells/flowing-strike-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/evocation -- trait/water -aliases: ["Flowing Strike"] ---- -# Flowing Strike *Spell 5* -[evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -A wave of flowing water rushes behind you like an elegant river, pushing you across the battlefield with fluid grace. - -You [Stride](../../Rules/actions/stride.md) up to 50 feet. This movement doesn't trigger reactions. You can make a [Strike](../../Rules/actions/strike.md) at any point during your [Stride](../../Rules/actions/stride.md). If your [Strike](../../Rules/actions/strike.md) hits, the wave flows after you to batter the target of your [Strike](../../Rules/actions/strike.md) as well, dealing `2d10` bludgeoning damage and pushing it 10 feet in a direction of your choice. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/fly.md b/Compendium/spells/fly.md deleted file mode 100644 index f629c3535..000000000 --- a/Compendium/spells/fly.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/transmutation -aliases: ["Fly"] ---- -# Fly *Spell 4* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**5 minutes - -The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater. - -**Heightened (7th)** The duration increases to 1 hour. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/Compendium/spells/focusing-hum-da.md b/Compendium/spells/focusing-hum-da.md deleted file mode 100644 index 5a5735d8d..000000000 --- a/Compendium/spells/focusing-hum-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/emanation -- spell/level/3 -- trait/divination -- trait/enchantment -aliases: ["Focusing Hum"] ---- -# Focusing Hum *Spell 3* -[divination](../../Rules/traits/divination.md) [enchantment](../../Rules/traits/enchantment.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**15-foot emanation centered on you -- **Duration**sustained up to 1 minute - -You infuse the air around you with a sustained hum that allows creatures within it to resist distractions. The DC of any flat check to [Cast a Spell](../../Rules/actions/cast-a-spell.md) while [stupefied](../../Rules/conditions.md#Stupefied) for creatures within the area is 2 lower. [Confused](../../Rules/conditions.md#Confused) creatures in the area don't attack anyone, including themselves, and instead lose the ability to speak coherently. You take a –2 penalty to [Stealth](../skills.md#Stealth) checks to [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md). - -*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/Compendium/spells/font-of-serenity-logm.md b/Compendium/spells/font-of-serenity-logm.md deleted file mode 100644 index 2991c8642..000000000 --- a/Compendium/spells/font-of-serenity-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/abjuration -- trait/emotion -- trait/mental -aliases: ["Font Of Serenity"] ---- -# Font Of Serenity *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) - -- **Domains**: [[repose](../setting/domains.md#Repose)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**15-foot emanation -- **Duration**1 minute - -A divine beacon radiates serenity, soothing nearby allies. - -Allies within the area gain a +1 status bonus to saving throws against [emotion](../../Rules/traits/emotion.md) effects. An ally can touch the font as an [Interact](../../Rules/actions/interact.md) action; if they do so, the spell attempts to counteract one [emotion](../../Rules/traits/emotion.md) effect affecting the ally of the ally's choice, after which that [emotion](../../Rules/traits/emotion.md) effect is temporarily immune for 1 day. - -If the spell succeeds at the counteract check, it removes the [emotion](../../Rules/traits/emotion.md) effect from your ally, though not from any other creatures the effect might be affecting. - -**Heightened (+ 4)** The bonus increases by 1. - -*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/Compendium/spells/for-love-for-lightning-lokl.md b/Compendium/spells/for-love-for-lightning-lokl.md deleted file mode 100644 index e7066a4ca..000000000 --- a/Compendium/spells/for-love-for-lightning-lokl.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/focus/6 -- trait/electricity -- trait/evocation -- trait/uncommon -aliases: ["For Love, for Lightning"] ---- -# For Love, for Lightning *Focus 6* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Requirements**You are wielding a sword or spear made partly or wholly of metal. -- **Duration**sustained - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you plunge the required weapon into the ground, where it crackles with crimson lightning. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and the first time during each of your subsequent turns that you [Sustain the spell](../../Rules/actions/sustain-a-spell.md), the crimson lightning arcs. When the weapon arcs, one enemy of your choice within 30 feet of the weapon takes `3d12` electricity damage (basic Reflex save). If you [Interact](../../Rules/actions/interact.md) to draw the weapon from the ground, the spell ends. - -**Heightened (+ 2)** The damage increases by `1d12`. - -*Source: Lost Omens: Knights of Lastwall p. 76* \ No newline at end of file diff --git a/Compendium/spells/forbidden-thought-da.md b/Compendium/spells/forbidden-thought-da.md deleted file mode 100644 index db41f6d38..000000000 --- a/Compendium/spells/forbidden-thought-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/enchantment -- trait/mental -- trait/psychic -- trait/uncommon -aliases: ["Forbidden Thought"] ---- -# Forbidden Thought *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will - -You place a psychic lock in a foe's mind that prevents it from a specific action. Choose "[Strike](../../Rules/actions/strike.md)," "[Stride](../../Rules/actions/stride.md)," "[Cast a Spell](../../Rules/actions/cast-a-spell.md)," or a specific action you know the creature to have (such as "Breath Weapon" against a dragon). If the creature attempts that action on its next turn, it must surmount your lock to do so, causing it to take `1d6` mental damage plus your spellcasting ability modifier (with a basic Will save). The target is then temporarily immune for 1 minute. - -**Heightened (+ 1)** The damage increases by `1d6`. - -## Amp - -Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it's also [stunned](../../Rules/conditions.md#Stunned). - -## Summary - -*Source: Dark Archive p. 21* \ No newline at end of file diff --git a/Compendium/spells/forbidding-ward.md b/Compendium/spells/forbidding-ward.md deleted file mode 100644 index 542267e87..000000000 --- a/Compendium/spells/forbidding-ward.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/abjuration -- trait/cantrip -aliases: ["Forbidding Ward"] ---- -# Forbidding Ward *Cantrip 1* -[abjuration](../../Rules/traits/abjuration.md) [cantrip](../../Rules/traits/cantrip.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 ally and 1 enemy -- **Duration**sustained up to 1 minute - -You ward an ally against the attacks and [hostile](../../Rules/conditions.md#Hostile) spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects. - -**Heightened (6th)** The status bonus increases to +2. - -*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/Compendium/spells/force-bolt.md b/Compendium/spells/force-bolt.md deleted file mode 100644 index b862ccfb7..000000000 --- a/Compendium/spells/force-bolt.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/evocation -- trait/force -- trait/uncommon -- trait/wizard -aliases: ["Force Bolt"] ---- -# Force Bolt *Focus 1* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature - -You fire an unerring dart of force from your fingertips. It automatically hits and deals `1d4+1` force damage to the target. - -**Heightened (+ 2)** The damage increases by 1d4+1. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/force-cage-apg.md b/Compendium/spells/force-cage-apg.md deleted file mode 100644 index 976d3b814..000000000 --- a/Compendium/spells/force-cage-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/misc -- spell/level/7 -- trait/evocation -- trait/force -aliases: ["Force Cage"] ---- -# Force Cage *Spell 7* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**1 cube 20 feet on each side -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute - -You create an immobile, [invisible](../../Rules/conditions.md#Invisible) prison of sheer force. The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane. Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it's pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails. - -The cage has AC 10, Hardness 20, and 40 Hit Points, and it's immune to critical hits and precision damage. A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within. Attacks with a weapon too large to fit between the bars can't pass through the cage, and the bars provide standard cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited. - -Force cage is immune to counteracting effects of its level or lower, but it is automatically destroyed by a [disintegrate](disintegrate.md) spell of any level, or by contact with a [rod of cancellation](../equipment/items/rod-of-cancellation-apg.md) or [sphere of annihilation](../equipment/items/sphere-of-annihilation-gmg.md). - -*Source: Advanced Player's Guide p. 219* \ No newline at end of file diff --git a/Compendium/spells/force-fang-som.md b/Compendium/spells/force-fang-som.md deleted file mode 100644 index c5e004f52..000000000 --- a/Compendium/spells/force-fang-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/evocation -- trait/force -- trait/magus -- trait/uncommon -aliases: ["Force Fang"] ---- -# Force Fang *Focus 1* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [magus](../../Rules/traits/magus-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**varies -- **Targets**1 creature - -You briefly turn your attack into pure force to bypass your opponent's defenses. Choose a target within your reach, or within the reach of a melee weapon you're wielding. - -If you can use [Spellstrike](../../Rules/actions/spellstrike-som.md) with a ranged weapon (with the starlit span hybrid study, for example), you can target a creature in the first range increment of your ranged weapon. For an instant, you transform your weapon or unarmed attack into a spike of pure force, replacing all its normal statistics and abilities. The force fang automatically deals `1d4+1` force damage to the target. - -**Heightened (+ 2)** The damage increases by `1d4+1`. - -*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/Compendium/spells/forced-mercy-lokl.md b/Compendium/spells/forced-mercy-lokl.md deleted file mode 100644 index e0d3d2726..000000000 --- a/Compendium/spells/forced-mercy-lokl.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/1 -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Forced Mercy"] ---- -# Forced Mercy *Spell 1* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) dealt by the target is reduced to 0. This effect doesn't incur the typical –2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is affected for 1 round. -> - **Failure** The creature is affected for `1d4` rounds. -> - **Critical Failure** The creature is affected for 1 minute. - -**Heightened (4th)** The range increases to 100 feet, and you can target up to 8 creatures. - -*Source: Lost Omens: Knights of Lastwall p. 93* \ No newline at end of file diff --git a/Compendium/spells/forced-quiet.md b/Compendium/spells/forced-quiet.md deleted file mode 100644 index cff58bb5b..000000000 --- a/Compendium/spells/forced-quiet.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/abjuration -- trait/cleric -- trait/uncommon -aliases: ["Forced Quiet"] ---- -# Forced Quiet *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[secrecy](../setting/domains.md#Secrecy)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**varies - -You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a [Perception](../skills.md#Perception) check against your spell DC, which might interfere with [auditory](../../Rules/traits/auditory.md) or [linguistic](../../Rules/traits/linguistic.md) effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The duration is 1 round. -> - **Failure** The duration is 1 minute. -> - **Critical Failure** The duration is 10 minutes. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/forceful-hand-som.md b/Compendium/spells/forceful-hand-som.md deleted file mode 100644 index 79eedf3d5..000000000 --- a/Compendium/spells/forceful-hand-som.md +++ /dev/null @@ -1,45 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/evocation -- trait/force -aliases: ["Forceful Hand"] ---- -# Forceful Hand *Spell 5* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Duration**sustained up to 1 minute - -A Medium floating, disembodied hand made of magical force appears in an unoccupied space adjacent to you, following you across the battlefield to shield you against your foes' attacks. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the hand moves to an unoccupied space of your choice adjacent to you. When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can have the hand [Fly](../../Rules/actions/fly.md) to an unoccupied space of your choice adjacent to an ally to protect that ally instead. The hand's movement does not trigger reactions based on creature movement. - -Successful attacks against the hand damage it, and damaging effects that can target a creature can target the hand. The hand has an AC of 25, 50 Hit Points, and can't recover HP by any means. A hit by a [disintegrate](disintegrate.md) spell or similar effect destroys the hand. - -The hand's actions and the cover it provides depend on what actions you take during your turn. At the end of your turn, what the hand does is determined by the first entry on this list that matches a trait from any of the actions you used on your turn. For instance, if you [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), and [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you use the entry for move actions, so the hand provides standard cover. - -- **[Manipulate](../../Rules/traits/manipulate.md) or [Attack](../../Rules/traits/attack.md)** The hand interposes between you and your foes. It provides lesser cover (+1 circumstance bonus to AC) against all attacks that pass through the hand's square. -- **[Move](../../Rules/traits/move.md)** The hand provides standard cover (+2 circumstance bonus to AC, Reflex, and [Stealth](../skills.md#Stealth) checks) against all attacks that pass through the hand's square. -- **[Concentrate](../../Rules/traits/concentrate.md)** The hand provides greater cover (+4 circumstance bonus to AC, Reflex, and [Stealth](../skills.md#Stealth) checks) against all attacks that pass through the hand's square. - -**Heightened (6th)** The hand has AC 27 and 60 Hit Points. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Swat. - -- **Swat** The hand [Flies](../../Rules/actions/fly.md) to an enemy of your choice within range and attempts to [Push](../../Rules/actions/shove.md) that enemy, using your spell attack roll instead of an [Athletics](../skills.md#Athletics) check to determine the results of the [Push](../../Rules/actions/shove.md). - -**Heightened (7th)** The hand has AC 30 and 70 Hit Points, and it is Large. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Grasp or Swat. - -- **Grasp** The hand [Flies](../../Rules/actions/fly.md) to an enemy of your choice within range and attempts to [Grapple](../../Rules/actions/grapple.md) that enemy, using your spell attack roll instead of an [Athletics](../skills.md#Athletics) check to determine the results of the [Grapple](../../Rules/actions/grapple.md). - -**Heightened (8th)** The hand has AC 32 and 80 Hit Points, and it is Large. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Grasp, Punch, or Swat. - -- **Punch** The hand [Flies](../../Rules/actions/fly.md) to an enemy of your choice within range and attempts to [Strike](../../Rules/actions/strike.md) that enemy with crushing force. The hand's [Strikes](../../Rules/actions/strike.md) use your melee spell attack modifiers and deal `7d8` force damage. The hand's [Strikes](../../Rules/actions/strike.md) don't use or contribute to your multiple attack penalty. - -**Heightened (9th)** The hand has AC 35 and 90 Hit Points, and it is Large. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), you can choose to replace the hand's Manipulate or Attack option with Crush, Grasp, Punch, or Swat. - -- **Crush** If the hand doesn't have a target [grabbed](../../Rules/conditions.md#Grabbed), it [Flies](../../Rules/actions/fly.md) to an enemy of your choice within range and attempts to [Strike](../../Rules/actions/strike.md) that enemy with deadly crushing force. The hand's [Strikes](../../Rules/actions/strike.md) are melee spell attacks that deal `6d8` force damage. The hand's [Strikes](../../Rules/actions/strike.md) don't take or contribute to your multiple attack penalty. On a successful [Strike](../../Rules/actions/strike.md), the target is [grabbed](../../Rules/conditions.md#Grabbed) by the hand until the end of your next turn, unless the hand moves or the target successfully [Escapes](../../Rules/actions/escape.md) against your spell DC. However, if the hand has a target [grabbed](../../Rules/conditions.md#Grabbed) when it uses Crush, it instead Constricts the target, dealing `6d8` force damage with a basic Fortitude save. - -*Source: Secrets of Magic p. 106* \ No newline at end of file diff --git a/Compendium/spells/foresee-the-path-da.md b/Compendium/spells/foresee-the-path-da.md deleted file mode 100644 index 8b7a51a33..000000000 --- a/Compendium/spells/foresee-the-path-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/divination -- trait/psychic -- trait/uncommon -aliases: ["Foresee the Path"] ---- -# Foresee the Path *Cantrip 5* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 ally and 1 enemy -- **Duration**sustained up to 1 minute - -You see just a split second into the future and glean how an enemy will move, making it easier for your allies to strike it mid-action. Make a [Perception](../skills.md#Perception) check against the target enemy's Will DC or [Deception](../skills.md#Deception) DC, whichever is higher. The GM may judge a different DC is more appropriate if it's higher; for instance, using the [Warfare Lore](../skills.md#Lore) DC of a military captain. The target is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The target ally gains a reaction that lets it make a melee [Strike](../../Rules/actions/strike.md) against the target enemy, triggered if the enemy leaves a square within the ally's reach. If the ally already has an ability that lets it make melee [Strikes](../../Rules/actions/strike.md) as a reaction, such as [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md), the ally can forgo gaining the temporary reaction to instead gain a +2 status bonus to melee [Strikes](../../Rules/actions/strike.md) it makes as reactions. -> - **Success** As critical success, but the status bonus an ally gets if it forgoes the reaction is +1. -> - **Failure** The spell has no effect. - -## Amp - -The spell has the same result on a failure as on a success (but still no effect on a critical failure). Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can choose an additional ally to target, granting them the same benefit as the initial target ally. - -## Summary - -*Source: Dark Archive p. 18* \ No newline at end of file diff --git a/Compendium/spells/foresight.md b/Compendium/spells/foresight.md deleted file mode 100644 index 93f7660f7..000000000 --- a/Compendium/spells/foresight.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/divination -- trait/mental -- trait/prediction -aliases: ["Foresight"] ---- -# Foresight *Spell 9* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [prediction](../../Rules/traits/prediction.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 hour - -You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a [mental](../../Rules/traits/mental.md) effect. Due to the amount of information this spell requires you to process, you can't have more than one [foresight](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/foresight.md) spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't [flat-footed](../../Rules/conditions.md#Flat-footed) against [undetected](../../Rules/conditions.md#Undetected) creatures or when flanked. In addition, you gain the following reaction. - -```ad-embed-ability -title: Foresight [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The target of foresight defends against a [hostile](../../../rules/conditions.md#Hostile) creature or other danger. - -**Effect** If the [hostile](../../../rules/conditions.md#Hostile) creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the [fortune](../../../rules/traits/fortune.md) trait. But if the [hostile](../../../rules/conditions.md#Hostile) creature or danger is rolling against the target (an attack roll or skill check, for example), that [hostile](../../../rules/conditions.md#Hostile) creature or danger rolls twice and uses the lower result, and this spell gains the [misfortune](../../../rules/traits/misfortune.md) trait. -``` - -*Source: Core Rulebook p. 340* diff --git a/Compendium/spells/forgotten-lines-aoa3.md b/Compendium/spells/forgotten-lines-aoa3.md deleted file mode 100644 index 842d81846..000000000 --- a/Compendium/spells/forgotten-lines-aoa3.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa3 -- spell/level/4 -- trait/divination -- trait/rare -aliases: ["Forgotten Lines"] ---- -# Forgotten Lines *Spell 4* -[divination](../../Rules/traits/divination.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 text or remnants thereof - -Members of the Lacunafex and other allies use this spell to restore material that Thrune agents have redacted from historical or otherwise valuable texts. You learn one piece of information that was removed from the target text after its creation. You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings. - -**Heightened (6th)** The spell reconstructs all missing information regarding a specific topic of your choice. - -**Heightened (9th)** The spell also reveals information the writer self-censored and didn't commit to paper. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 73* \ No newline at end of file diff --git a/Compendium/spells/foul-miasma-logm.md b/Compendium/spells/foul-miasma-logm.md deleted file mode 100644 index 6cfccc70e..000000000 --- a/Compendium/spells/foul-miasma-logm.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/disease -- trait/necromancy -aliases: ["Foul Miasma"] ---- -# Foul Miasma *Focus 4* -[disease](../../Rules/traits/disease.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Domains**: [[plague](../setting/domains.md#Plague)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature affected by a disease -- **Saving Throw** Will -- **Duration**1 minute - -You multiply the disease within a creature, drawing it into an infectious mist outside their body where it can spread to other creatures. The target must attempt a Will save. If the target is willing, it can choose to take the effects of critical failure. - -> [!success-degree] -> - **Critical Success** The target receives the benefit of a successful save against the lowest-level disease affecting it. -> - **Success** The target is unaffected. -> - **Failure** One randomly chosen disease affecting the target fills the air in a 15-foot emanation centered on the target. For the spell's duration, any creature that enters or ends its turn within the area is exposed to that disease. -> - **Critical Failure** As failure, except the miasma contains all the diseases affecting the target. - -*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/freedom-of-movement.md b/Compendium/spells/freedom-of-movement.md deleted file mode 100644 index 3296f343e..000000000 --- a/Compendium/spells/freedom-of-movement.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/abjuration -aliases: ["Freedom Of Movement"] ---- -# Freedom Of Movement *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature touched -- **Duration**10 minutes - -You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to [Escape](../../Rules/actions/escape.md) an effect that has them [immobilized](../../Rules/conditions.md#Immobilized), [grabbed](../../Rules/conditions.md#Grabbed), or [restrained](../../Rules/conditions.md#Restrained), they automatically succeed unless the effect is magical and of a higher level than the [freedom of movement](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/freedom-of-movement.md) spell. - -*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/Compendium/spells/frenzied-revelry-da.md b/Compendium/spells/frenzied-revelry-da.md deleted file mode 100644 index c55cf2479..000000000 --- a/Compendium/spells/frenzied-revelry-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/emanation -- spell/focus/1 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/mental -- trait/rare -aliases: ["Frenzied Revelry"] ---- -# Frenzied Revelry *Focus 1* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[indulgence (apocryphal)](../setting/domains.md#Indulgence%20(apocryphal))] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**you and allies in the area -- **Duration**1 minute - -You recall memories of hedonistic rites to send yourself into an infectious frenzy, dancing and howling wildly to encourage your companions to join in. You and your allies gain a +1 status bonus to saving throws against [mental](../../Rules/traits/mental.md) effects while in the area. Whenever someone benefiting from this bonus critically succeeds at a saving throw against an enemy's [mental](../../Rules/traits/mental.md) effect, its revelry increases, granting it a +1 status bonus to attack rolls and damage rolls for 1 round. - -**Heightened (4th)** The emanation's radius is 10 feet, and the status bonus to saves is +2. - -**Heightened (7th)** The emanation's radius is 15 feet, and the status bonus to saves is +3. - -*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/Compendium/spells/friendfetch-sot1.md b/Compendium/spells/friendfetch-sot1.md deleted file mode 100644 index 6da57a6d4..000000000 --- a/Compendium/spells/friendfetch-sot1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot1 -- spell/level/1 -- trait/evocation -- trait/force -- trait/uncommon -aliases: ["Friendfetch"] ---- -# Friendfetch *Spell 1* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 or 2 willing creatures - -You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement. - -*Source: Strength of Thousands #1: Kindled Magic p. 77* \ No newline at end of file diff --git a/Compendium/spells/frigid-flurry-som.md b/Compendium/spells/frigid-flurry-som.md deleted file mode 100644 index 1dc1c3cc4..000000000 --- a/Compendium/spells/frigid-flurry-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/line -- spell/level/7 -- trait/cold -- trait/evocation -- trait/water -aliases: ["Frigid Flurry"] ---- -# Frigid Flurry *Spell 7* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**line up to 120 feet -- **Saving Throw** basic Reflex - -You place a palm to your lips and exhale a cold breath, whipping up a gust of wind that freezes the air's ambient moisture into a flurry of jagged shards. The flurry deals `9d6` cold damage and `9d6` slashing damage to all foes, with a basic Reflex save, but the gust flows harmlessly around your allies. The wind then picks you up and carries you to the other end of the area; though your movement within the gust can still trigger reactions, the storm of ice crystals prevents you from being affected by any effects, except for those that would counteract the spell's magic or that the GM decides would affect snow. - -**Heightened (+ 1)** The cold and slashing damage each increase by `1d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/fungal-hyphae-logm.md b/Compendium/spells/fungal-hyphae-logm.md deleted file mode 100644 index cc96def81..000000000 --- a/Compendium/spells/fungal-hyphae-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/2 -- trait/fungus -- trait/necromancy -aliases: ["Fungal Hyphae"] ---- -# Fungal Hyphae *Spell 2* -[fungus](../../Rules/traits/fungus-b1.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems. - -You gain an imprecise [tremorsense](../../Rules/abilities/tremorsense.md) allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends. - -**Heightened (4th)** You can control plants in the area to a small degree, allowing you to make [Strikes](../../Rules/actions/strike.md) with tree branches, exposed roots, or similarly solid plants. To do so, you use a [Strike](../../Rules/actions/strike.md) action, but you can [Strike](../../Rules/actions/strike.md) any creature you can detect with your [tremorsense](../../Rules/abilities/tremorsense.md). These are melee spell attacks that deal `2d8` bludgeoning damage plus your spellcasting ability modifier. Unusual plants, such as thorny vines, might deal a different type of damage at the GM's discretion. You can't make any other attacks through these plants, or take any other actions through them, other than these [Strikes](../../Rules/actions/strike.md). - -**Heightened (6th)** As 4th level, but you can use other simple manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible. - -*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/fungal-infestation-apg.md b/Compendium/spells/fungal-infestation-apg.md deleted file mode 100644 index 17901d225..000000000 --- a/Compendium/spells/fungal-infestation-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/cone -- spell/level/2 -- trait/conjuration -aliases: ["Fungal Infestation"] ---- -# Fungal Infestation *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Area**15-foot cone -- **Saving Throw** Fortitude - -Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths. These noxious growths deal `2d6` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage), and each creature must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The target takes half the [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The target takes the full [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage). While it is taking this [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage), it has weakness 1 to fire and weakness 1 to slashing. -> - **Critical Failure** As failure, but double the [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage). While it is taking this [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage), it has weakness 2 to fire and weakness 2 to slashing. - -**Heightened (+ 2)** The [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases by `2d6`, and the weakness increases by 1, or by 2 on a critical failure. - -*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/Compendium/spells/gale-blast-som.md b/Compendium/spells/gale-blast-som.md deleted file mode 100644 index c4f814cbe..000000000 --- a/Compendium/spells/gale-blast-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/air -- trait/cantrip -- trait/evocation -aliases: ["Gale Blast"] ---- -# Gale Blast *Cantrip 1* -[air](../../Rules/traits/air.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Fortitude - -Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is pushed 5 feet away from you. -> - **Critical Failure** The creature takes double damage and is pushed 10 feet away from you. - -**Heightened (+ 2)** The damage increases by `1d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/gaseous-form.md b/Compendium/spells/gaseous-form.md deleted file mode 100644 index b9d4eb16c..000000000 --- a/Compendium/spells/gaseous-form.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/polymorph -- trait/transmutation -aliases: ["Gaseous Form"] ---- -# Gaseous Form *Spell 4* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**5 minutes - -The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. - -It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the [attack](../../Rules/traits/attack.md) or [manipulate](../../Rules/traits/manipulate.md) trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/Compendium/spells/gasping-marsh-sot3.md b/Compendium/spells/gasping-marsh-sot3.md deleted file mode 100644 index 342066bf3..000000000 --- a/Compendium/spells/gasping-marsh-sot3.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/area/burst -- spell/level/3 -- trait/evocation -- trait/poison -- trait/uncommon -aliases: ["Gasping Marsh"] ---- -# Gasping Marsh *Spell 3* -[evocation](../../Rules/traits/evocation.md) [poison](../../Rules/traits/poison.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute - -With a rattling hiss, you create a quickly evaporating mist of [invisible](../../Rules/conditions.md#Invisible) poisonous marsh gas to smother creatures in the area. When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the mist dissipates completely from the previous area, and you can select a new area within range to fill with the mist. If you don't [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the mist dissipates and the spell ends. You deal `4d6` poison damage to each breathing creature that starts its turn in the area. Each affected creature must attempt a Fortitude save. The creature is then temporarily immune to gasping marsh for 1 minute. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature takes double damage, is [sickened](../../Rules/conditions.md#Sickened), and takes `1d8` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/Compendium/spells/gate.md b/Compendium/spells/gate.md deleted file mode 100644 index c34b60a82..000000000 --- a/Compendium/spells/gate.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/conjuration -- trait/teleportation -- trait/uncommon -aliases: ["Gate"] ---- -# Gate *Spell 10* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**sustained up to 1 minute - -You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/Compendium/spells/genies-veil-apg.md b/Compendium/spells/genies-veil-apg.md deleted file mode 100644 index 1725447bf..000000000 --- a/Compendium/spells/genies-veil-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/abjuration -- trait/sorcerer -- trait/uncommon -aliases: ["Genie's Veil"] ---- -# Genie's Veil *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range is attacked. -- **Range**30 foot -- **Targets**1 willing creature - -With a flourish, you fulfill a creature's wish for protection, bending reality to keep them from harm. The target vanishes in a burst of brightly colored smoke and sparkles, reappearing an instant later. They become [concealed](../../Rules/conditions.md#Concealed) against the triggering attack and until the end of the current creature's turn. - -*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/Compendium/spells/gentle-repose.md b/Compendium/spells/gentle-repose.md deleted file mode 100644 index a64a76a7b..000000000 --- a/Compendium/spells/gentle-repose.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/necromancy -aliases: ["Gentle Repose"] ---- -# Gentle Repose *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 corpse -- **Duration**until the next time you make your daily preparations - -The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body. - -**Heightened (5th)** The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/Compendium/spells/geyser-som.md b/Compendium/spells/geyser-som.md deleted file mode 100644 index 6899a149a..000000000 --- a/Compendium/spells/geyser-som.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cylinder -- spell/level/5 -- trait/evocation -- trait/fire -- trait/water -aliases: ["Geyser"] ---- -# Geyser *Spell 5* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**10-foot radius, 50-foot-tall cylinder -- **Saving Throw** Reflex -- **Duration**1 round - -A powerful geyser blasts up from the ground, potentially pushing creatures on top of it into the air. The bottom of this spell's area must be on solid ground. Each creature in the area takes `3d6` bludgeoning damage and `4d6` fire damage, with a Reflex save. A creature pushed into the air by the geyser can't be pushed beyond the top of the geyser. After being pushed into the air, a creature falls unless it's flying or has some other means of staying aloft, taking falling damage (normally equal to half the distance it fell). After the geyser erupts, its area is filled with a cloud of steam for 1 round. - -All creatures in the steam are [concealed](../../Rules/conditions.md#Concealed), and all creatures outside the steam are [concealed](../../Rules/conditions.md#Concealed) to creatures within it. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and isn't pushed into the air. -> - **Failure** The creature takes full damage and is pushed 20 feet into the air. -> - **Critical Failure** The creature takes double damage and is pushed 40 feet into the air. - -**Heightened (+ 1)** The damage increases by `1d6` bludgeoning and `1d6` fire. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/ghost-sound.md b/Compendium/spells/ghost-sound.md deleted file mode 100644 index 2b5b861bd..000000000 --- a/Compendium/spells/ghost-sound.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/auditory -- trait/cantrip -- trait/illusion -aliases: ["Ghost Sound"] ---- -# Ghost Sound *Cantrip 1* -[auditory](../../Rules/traits/auditory.md) [cantrip](../../Rules/traits/cantrip.md) [illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**sustained - -You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. - -The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music). - -**Heightened (3rd)** The range increases to 60 feet. - -**Heightened (5th)** The range increases to 120 feet. - -*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/Compendium/spells/ghostly-shift-da.md b/Compendium/spells/ghostly-shift-da.md deleted file mode 100644 index a8165aa2d..000000000 --- a/Compendium/spells/ghostly-shift-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/conjuration -- trait/psychic -- trait/uncommon -aliases: ["Ghostly Shift"] ---- -# Ghostly Shift *Cantrip 3* -[cantrip](../../Rules/traits/cantrip.md) [conjuration](../../Rules/traits/conjuration.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force). - -**Heightened (+ 2)** The resistance increases by 1. - -## Amp - -Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you [Stride](../../Rules/actions/stride.md), [Burrow](../../Rules/actions/burrow.md), [Swim](../../Rules/actions/swim.md), or [Fly](../../Rules/actions/fly.md), you can pass through one creature's space during that action without needing to attempt a check to [Tumble Through](../../Rules/actions/tumble-through.md), though you can't end your turn in its space. When you pass through a creature's space in this way, you deal `2d6` force damage to that creature, with a basic Fortitude save. - -**Amp Heightened (+ 2)** Increase the damage dealt by phasing through a creature by `1d6`. - -## Summary - -*Source: Dark Archive p. 23* \ No newline at end of file diff --git a/Compendium/spells/ghostly-tragedy-apg.md b/Compendium/spells/ghostly-tragedy-apg.md deleted file mode 100644 index 00e04a616..000000000 --- a/Compendium/spells/ghostly-tragedy-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/level/4 -- trait/divination -- trait/uncommon -aliases: ["Ghostly Tragedy"] ---- -# Ghostly Tragedy *Spell 4* -[divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** (1 minute) -- **Area**60-foot emanation -- **Duration**10 minutes - -This spell compels local spirits to reenact a violent event of the recent past that you're aware of and name as you [Cast the Spell](../../Rules/actions/cast-a-spell.md). You take the role of the primary victim. The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury. The spirits don't change form, so this doesn't help determine perpetrators by their look. Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines. - -Once the scene ends, you take `2d6` negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim). Any creature that [observed](../../Rules/conditions.md#Observed) the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information. - -*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/Compendium/spells/ghostly-transcription-logm.md b/Compendium/spells/ghostly-transcription-logm.md deleted file mode 100644 index 6b149acb5..000000000 --- a/Compendium/spells/ghostly-transcription-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/illusion -- trait/visual -aliases: ["Ghostly Transcription"] ---- -# Ghostly Transcription *Focus 4* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Domains**: [[glyph](../setting/domains.md#Glyph)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute - -Glowing letters assemble in the air, providing a transcription of the target's speech in all languages you speak. For the spell's duration, any words spoken aloud by the target are spelled out in letters in front of them. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you can choose whether these letters are visible to all creatures or only certain creatures you specify. Any words the target mouths silently are similarly spelled out, allowing the target to communicate silently or in areas where sound doesn't carry. This even allows the target to provide verbal casting components in such areas, but only if you choose to make the letters visible to all creatures. Furthermore, any of the target's [auditory](../../Rules/traits/auditory.md) abilities can affect creatures even in areas where sound does not carry as long as you have made the glyphs visible to them and they have line of sight to the target; in this case, they gain the [visual](../../Rules/traits/visual.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -*Source: Lost Omens: Gods & Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/ghostly-weapon.md b/Compendium/spells/ghostly-weapon.md deleted file mode 100644 index 4ddd21836..000000000 --- a/Compendium/spells/ghostly-weapon.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/transmutation -aliases: ["Ghostly Weapon"] ---- -# Ghostly Weapon *Spell 3* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon that is either unattended or wielded by you or a willing ally -- **Duration**5 minutes - -The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune. - -If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain [ghost touch](../equipment/items/ghost-touch.md). - -*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/Compendium/spells/girzanjes-march-sot3.md b/Compendium/spells/girzanjes-march-sot3.md deleted file mode 100644 index 8af1bfa94..000000000 --- a/Compendium/spells/girzanjes-march-sot3.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/area/burst -- spell/level/4 -- trait/auditory -- trait/enchantment -- trait/linguistic -- trait/mental -- trait/uncommon -aliases: ["Girzanje's March"] ---- -# Girzanje's March *Spell 4* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot burst -- **Duration**sustained up to 1 minute - -You sing a prayer for war, inspiring valor in allies who hear your song. Allied creatures who can hear and understand you gain a +1 status bonus to attack rolls, Fortitude saves, and Will saves against [mental](../../Rules/traits/mental.md) effects. - -**Heightened (7th)** The status bonus increases to +2. - -**Heightened (10th)** The status bonus increases to +3. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/Compendium/spells/glacial-heart-lol.md b/Compendium/spells/glacial-heart-lol.md deleted file mode 100644 index 5dbdba47b..000000000 --- a/Compendium/spells/glacial-heart-lol.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/focus/5 -- trait/evocation -- trait/hex -- trait/rare -- trait/witch -aliases: ["Glacial Heart"] ---- -# Glacial Heart *Focus 5* -[evocation](../../Rules/traits/evocation.md) [hex](../../Rules/traits/hex-apg.md) [rare](../../Rules/traits/rare.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute - -Ice and bone-deep cold assail the target, freezing it from the inside out. The frosty assault deals `10d6` cold damage, subject to the target's Fortitude save. After the effects are resolved, the target is temporarily immune for 1 day. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and is [slowed](../../Rules/conditions.md#Slowed) for 1 round. The spell ends. -> - **Failure** The target takes full damage, is [slowed](../../Rules/conditions.md#Slowed), and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](../../Rules/traits/incapacitation.md) trait. On a failed save, the [slowed](../../Rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure), to a maximum of [slowed](../../Rules/conditions.md#Slowed). On a success, the [slowed](../../Rules/conditions.md#Slowed) condition decreases by 1. If at any point the [slowed](../../Rules/conditions.md#Slowed) condition is reduced to 0, the spell ends. Once a creature's actions are reduced to 0 by this [slowed](../../Rules/conditions.md#Slowed) condition, the creature is completely encased in ice. It continues making saves against glacial heart, possibly allowing it to reduce its [slowed](../../Rules/conditions.md#Slowed) condition enough that it can act. This ice has Hardness 4 and 8 Hit Points, and its DC to [Force Open](../../Rules/actions/force-open.md) is your spell DC. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is [stunned](../../Rules/conditions.md#Stunned) and takes any damage dealt by the breaking effect in excess of the ice's Hit Points. -> - **Critical Failure** As failure, but the target takes double damage and is initially [slowed](../../Rules/conditions.md#Slowed). - -**Heightened (+ 1)** Increase the cold damage by `2d6`. - -*Source: Lost Omens: Legends p. 32* \ No newline at end of file diff --git a/Compendium/spells/glibness.md b/Compendium/spells/glibness.md deleted file mode 100644 index ca86b848b..000000000 --- a/Compendium/spells/glibness.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Glibness"] ---- -# Glibness *Spell 4* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to [Deception](../skills.md#Deception) checks to [Lie](../../Rules/actions/lie.md) and against [Perception](../skills.md#Perception) checks to discern if you are telling the truth, and you add your level even if you're untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half. - -*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/Compendium/spells/glimmer-of-charm-som.md b/Compendium/spells/glimmer-of-charm-som.md deleted file mode 100644 index e61017bda..000000000 --- a/Compendium/spells/glimmer-of-charm-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/emanation -- spell/level/5 -- trait/aura -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Glimmer Of Charm"] ---- -# Glimmer Of Charm *Spell 5* -[aura](../../Rules/traits/aura.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**20-foot emanation centered on you -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and is aware of the aura. -> - **Success** The creature's attitude toward you improves by one step. If that improves its attitude to at least [indifferent](../../Rules/conditions.md#Indifferent), it can't take [hostile](../../Rules/conditions.md#Hostile) actions against you, though the effect ends as soon as you take a [hostile](../../Rules/conditions.md#Hostile) action against the creature or its allies. -> - **Failure** The creature's attitude toward you improves by two steps. It can't take [hostile](../../Rules/conditions.md#Hostile) actions against you, though the effect ends as soon as you take a [hostile](../../Rules/conditions.md#Hostile) action against the creature or its allies. -> - **Critical Failure** The creature's attitude becomes [helpful](../../Rules/conditions.md#Helpful) to you, though the effect ends as soon as you take a [hostile](../../Rules/conditions.md#Hostile) action against the creature or its allies. While the creature is [helpful](../../Rules/conditions.md#Helpful), it can't take [hostile](../../Rules/conditions.md#Hostile) actions against you. - -*Source: Secrets of Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/glimpse-the-truth.md b/Compendium/spells/glimpse-the-truth.md deleted file mode 100644 index 1f9f33439..000000000 --- a/Compendium/spells/glimpse-the-truth.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/4 -- trait/cleric -- trait/divination -- trait/revelation -- trait/uncommon -aliases: ["Glimpse The Truth"] ---- -# Glimpse The Truth *Focus 4* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [revelation](../../Rules/traits/revelation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[truth](../setting/domains.md#Truth)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot emanation -- **Duration**1 round - -Divine insight lets you see things as they truly are. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an [illusory disguise](illusory-disguise.md) spell, you see the creature's true form but illusory disguise doesn't end) - -The area moves with you for the duration of the spell, and the GM attempts a secret counteract check each time a new illusion is within the area. - -**Heightened (7th)** You can allow everyone to see through illusions you succeed against, not just yourself. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/glimpse-weakness-da.md b/Compendium/spells/glimpse-weakness-da.md deleted file mode 100644 index 342f944eb..000000000 --- a/Compendium/spells/glimpse-weakness-da.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/divination -- trait/psychic -- trait/uncommon -aliases: ["Glimpse Weakness"] ---- -# Glimpse Weakness *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Duration**1 minute - -You glimpse a loose scale, a seam in a foe's armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that hits the target with a successful [Strike](../../Rules/actions/strike.md) deals additional precision damage equal to 1 + this spell's level, and then the spell ends. - -## Amp - -The additional precision damage is `1d4+1`. - -**Amp Heightened (+ 2)** The additional precision damage increases by `1d4+1`. - -## Summary - -*Source: Dark Archive p. 18* \ No newline at end of file diff --git a/Compendium/spells/glitterdust.md b/Compendium/spells/glitterdust.md deleted file mode 100644 index 6e6478037..000000000 --- a/Compendium/spells/glitterdust.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/evocation -aliases: ["Glitterdust"] ---- -# Glitterdust *Spell 2* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Reflex - -Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is [concealed](../../Rules/conditions.md#Concealed) instead of [invisible](../../Rules/conditions.md#Invisible). This applies both if the creature was already [invisible](../../Rules/conditions.md#Invisible) and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target's invisibility is negated for 2 rounds. -> - **Failure** The target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute and its invisibility is negated for 1 minute. -> - **Critical Failure** The target is [blinded](../../Rules/conditions.md#Blinded) for 1 round and [dazzled](../../Rules/conditions.md#Dazzled) for 10 minutes. Its invisibility is negated for 10 minutes. - -*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/Compendium/spells/globe-of-invulnerability.md b/Compendium/spells/globe-of-invulnerability.md deleted file mode 100644 index 47df2ddc7..000000000 --- a/Compendium/spells/globe-of-invulnerability.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/4 -- trait/abjuration -- trait/uncommon -aliases: ["Globe Of Invulnerability"] ---- -# Globe Of Invulnerability *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot burst centered on one corner of your space -- **Duration**10 minutes - -You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a [dispel magic](dispel-magic.md) spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast). - -*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/Compendium/spells/gluttons-jaws.md b/Compendium/spells/gluttons-jaws.md deleted file mode 100644 index 871bd3e75..000000000 --- a/Compendium/spells/gluttons-jaws.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/morph -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Glutton's Jaws"] ---- -# Glutton's Jaws *Focus 1* -[morph](../../Rules/traits/morph.md) [necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the [forceful](../../Rules/traits/forceful.md) trait dealing `1d8` piercing damage. If you hit with your jaws and deal damage, you gain `1d6` temporary Hit Points. - -**Heightened (+ 2)** The temporary Hit Points increase by 1d6. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/glyph-of-warding.md b/Compendium/spells/glyph-of-warding.md deleted file mode 100644 index 3d61a1b43..000000000 --- a/Compendium/spells/glyph-of-warding.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/abjuration -aliases: ["Glyph Of Warding"] ---- -# Glyph Of Warding *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**1 container or a 10-foot-by-10-foot area -- **Duration** - -You craft a trap by binding a [hostile](../../Rules/conditions.md#Hostile) spell into a symbol. While [Casting this Spell](../../Rules/actions/cast-a-spell.md), you also [Cast a Spell](../../Rules/actions/cast-a-spell.md) of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a [hostile](../../Rules/conditions.md#Hostile) effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. - -Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the [Perception](../skills.md#Perception) check to notice it and the [Thievery](../skills.md#Thievery) check to disable it; both checks require the creature attempting them to be trained in order to succeed. - -You can [Dismiss](../../Rules/actions/dismiss.md) glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/Compendium/spells/goblin-pox.md b/Compendium/spells/goblin-pox.md deleted file mode 100644 index 74e58ec9b..000000000 --- a/Compendium/spells/goblin-pox.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/disease -- trait/necromancy -aliases: ["Goblin Pox"] ---- -# Goblin Pox *Spell 1* -[disease](../../Rules/traits/disease.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [sickened](../../Rules/conditions.md#Sickened). -> - **Failure** The target is afflicted with goblin pox at stage 1. -> - **Critical Failure** The target is afflicted with goblin pox at stage 2. - -```ad-inline-affliction -title: Goblin Pox _Level 1_ - -[disease](../../../rules/traits/disease.md) -Goblins and goblin dogs are immune. - - -## Stages - -**Stage 1** [sickened](../../../rules/conditions.md#Sickened) (1 round) - -**Stage 2** [sickened](../../../rules/conditions.md#Sickened) and [slowed](../../../rules/conditions.md#Slowed) (1 round) - -**Stage 3** [sickened](../../../rules/conditions.md#Sickened) and the creature can't reduce its [sickened](../../../rules/conditions.md#Sickened) value below 1 (1 day) - - -%% #trait/disease #affliction/level/level-1 %% -``` - -## Summary - -*Source: Core Rulebook p. 341* diff --git a/Compendium/spells/goodberry.md b/Compendium/spells/goodberry.md deleted file mode 100644 index bd139a0d8..000000000 --- a/Compendium/spells/goodberry.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/druid -- trait/healing -- trait/necromancy -- trait/uncommon -aliases: ["Goodberry"] ---- -# Goodberry *Focus 1* -[druid](../../Rules/traits/druid.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 ripe berry -- **Duration**10 minutes - -You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an [Interact](../../Rules/actions/interact.md) action to regain `1d6+4` Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. - -**Heightened (+ 1)** You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single [Interact](../../Rules/actions/interact.md) action. - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/gouging-claw-som.md b/Compendium/spells/gouging-claw-som.md deleted file mode 100644 index 675eb6ded..000000000 --- a/Compendium/spells/gouging-claw-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/morph -- trait/transmutation -aliases: ["Gouging Claw"] ---- -# Gouging Claw *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -You temporarily morph your limb into a clawed appendage. - -Make a melee spell attack roll against your target's AC. - -If you hit, you deal your choice of slashing or piercing damage equal to `1d6` plus your spellcasting ability modifier. - -On a critical success, you deal double damage plus `1d4` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The damage increases by `1d6` and the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) on a critical increases by `1d4`. - -*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/grasping-grave.md b/Compendium/spells/grasping-grave.md deleted file mode 100644 index 8fd0068f6..000000000 --- a/Compendium/spells/grasping-grave.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/misc -- spell/focus/5 -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Grasping Grave"] ---- -# Grasping Grave *Focus 5* -[necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**20-foot radius on the ground -- **Saving Throw** Reflex - -Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. The skeletal arms deal `6d6` slashing damage. Each creature in the area must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and a –10-foot circumstance penalty to its Speeds for 1 round. -> - **Critical Failure** The creature takes double damage and is [immobilized](../../Rules/conditions.md#Immobilized) for 1 round or until it [Escapes](../../Rules/actions/escape.md). - -**Heightened (+ 1)** The damage increases by 2d6. - -*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/grave-impressions-sot1.md b/Compendium/spells/grave-impressions-sot1.md deleted file mode 100644 index 531084d91..000000000 --- a/Compendium/spells/grave-impressions-sot1.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot1 -- spell/level/2 -- trait/necromancy -- trait/uncommon -aliases: ["Grave Impressions"] ---- -# Grave Impressions *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 corpse -- **Duration**10 minutes - -You project a fragment of your senses into the corpse. - -While within 500 feet of the corpse (even if it's outside your line of sight or line of effect), you can see from where the target corpse had eyes using your normal visual senses, and you can hear from where the corpse had ears using your normal auditory senses. You can switch between your own vision and hearing, and the corpse's senses, with a single action that has the [concentrate](../../Rules/traits/concentrate.md) trait. If the corpse naturally lacked eyes or hearing organs in life, you cannot use that sense when using this spell. If the corpse is moved from its location, the spell ends. - -**Heightened (4th)** The duration increases to 1 hour. - -**Heightened (6th)** The duration lasts until the next time you make your daily preparations. - -*Source: Strength of Thousands #1: Kindled Magic p. 77* \ No newline at end of file diff --git a/Compendium/spells/gravitational-pull-som.md b/Compendium/spells/gravitational-pull-som.md deleted file mode 100644 index 8a0b96d88..000000000 --- a/Compendium/spells/gravitational-pull-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/evocation -aliases: ["Gravitational Pull"] ---- -# Gravitational Pull *Spell 1* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -By suddenly altering gravity, you pull the target toward you. - -The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, it's also knocked [prone](../../Rules/conditions.md#Prone). The effects of this spell change depending on the number of actions you spend when you [Cast this Spell](../../Rules/actions/cast-a-spell.md). - -**[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell targets one creature. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell targets one creature and pulls the target 20 feet instead of 10. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell targets up to 5 creatures. - -*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/gravity-weapon-apg.md b/Compendium/spells/gravity-weapon-apg.md deleted file mode 100644 index a90e398d4..000000000 --- a/Compendium/spells/gravity-weapon-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/evocation -- trait/ranger -- trait/uncommon -aliases: ["Gravity Weapon"] ---- -# Gravity Weapon *Focus 1* -[evocation](../../Rules/traits/evocation.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. - -On your first weapon [Strike](../../Rules/actions/strike.md) each round, you gain a status bonus to damage equal to twice the number of weapon damage dice. - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/gravity-well-logm.md b/Compendium/spells/gravity-well-logm.md deleted file mode 100644 index 9e76290e9..000000000 --- a/Compendium/spells/gravity-well-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/burst -- spell/level/3 -- trait/evocation -aliases: ["Gravity Well"] ---- -# Gravity Well *Spell 3* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**30-foot-radius burst -- **Saving Throw** Reflex - -You create a sphere of altered gravity. All creatures and unsecured objects in the area move towards the center, depending on their Reflex saving throws. This follows the rules for forced movement. - -If there's not enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the amount set by their saving throw outcomes. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature moves 5 feet toward the center. -> - **Failure** The creature moves 15 feet toward the center. -> - **Critical Failure** The creature moves 30 feet toward the center. - -*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/gray-shadow-sot3.md b/Compendium/spells/gray-shadow-sot3.md deleted file mode 100644 index eb5359c0c..000000000 --- a/Compendium/spells/gray-shadow-sot3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/level/6 -- trait/necromancy -- trait/shadow -- trait/uncommon -aliases: ["Gray Shadow"] ---- -# Gray Shadow *Spell 6* -[necromancy](../../Rules/traits/necromancy.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 [dying](../../Rules/conditions.md#Dying) creature -- **Duration**sustained - -You pray over a [dying](../../Rules/conditions.md#Dying) creature, drawing its shadow into your service as long as its owner is stooped at death's door. You summon a greater shadow in a space adjacent to the [dying](../../Rules/conditions.md#Dying) creature. The greater shadow has its usual stats (Pathfinder Bestiary 289), with the following modifications: - -- The greater shadow's shadow hand [Strike](../../Rules/actions/strike.md) deals an additional `1d8` poison damage. -- When you [Cast a Spell](../../Rules/actions/cast-a-spell.md), you can use the greater shadow's location as the origin point instead of your own location. Upon doing so, the greater shadow immediately disappears. If the [dying](../../Rules/conditions.md#Dying) creature targeted by this spell dies or regains consciousness, the greater shadow disappears and this spell ends. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 78* \ No newline at end of file diff --git a/Compendium/spells/grease.md b/Compendium/spells/grease.md deleted file mode 100644 index 3c84a16dc..000000000 --- a/Compendium/spells/grease.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/misc -- spell/level/1 -- trait/conjuration -aliases: ["Grease"] ---- -# Grease *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**4 contiguous 5-foot squares or -- **Targets**1 object of 1 Bulk or less -- **Duration**1 minute - -You conjure grease, with effects based on choosing area or target. - -- **Area** All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an [Acrobatics](../skills.md#Acrobatics) check against your spell DC or fall [prone](../../Rules/conditions.md#Prone). Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md). A creature that [Steps](../../Rules/actions/step.md) or Crawls doesn't have to attempt a check or save. -- **Target** If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an [Acrobatics](../skills.md#Acrobatics) check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an [Acrobatics](../skills.md#Acrobatics) check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice - -If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them. - -*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/Compendium/spells/grim-tendrils.md b/Compendium/spells/grim-tendrils.md deleted file mode 100644 index 045690d9b..000000000 --- a/Compendium/spells/grim-tendrils.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/line -- spell/level/1 -- trait/necromancy -- trait/negative -aliases: ["Grim Tendrils"] ---- -# Grim Tendrils *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot line -- **Saving Throw** Fortitude - -Tendrils of darkness curl out from your fingertips and race through the air. You deal `2d4` negative damage and 1 [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) to living creatures in the line. Each living creature in the line must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half the negative damage and no [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The creature takes full damage. -> - **Critical Failure** The creature takes double negative damage and double [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The negative damage increases by `2d4`, and the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) increases by 1. - -*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/Compendium/spells/grisly-growths-apg.md b/Compendium/spells/grisly-growths-apg.md deleted file mode 100644 index 97c5c9418..000000000 --- a/Compendium/spells/grisly-growths-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/5 -- trait/transmutation -aliases: ["Grisly Growths"] ---- -# Grisly Growths *Spell 5* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 corporeal creature -- **Saving Throw** basic Fortitude - -This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result. - -The target takes `10d6` piercing damage (basic Fortitude save) as the new features erupt. This spell has no effect on a target with a mutable anatomy or no limbs, such as an ooze or a protean. The growths rot rapidly and fall away after 1 round. - -In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour. - -This additional effect is a [mental](../../Rules/traits/mental.md) and [visual](../../Rules/traits/visual.md) effect. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The character is [sickened](../../Rules/conditions.md#Sickened). - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/Compendium/spells/guidance.md b/Compendium/spells/guidance.md deleted file mode 100644 index da9d522c7..000000000 --- a/Compendium/spells/guidance.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/divination -aliases: ["Guidance"] ---- -# Guidance *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**until the start of your next turn - -You ask for divine guidance, granting the target a +1 status bonus to one attack roll, [Perception](../skills.md#Perception) check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. - -If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. - -*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/Compendium/spells/guiding-star-som.md b/Compendium/spells/guiding-star-som.md deleted file mode 100644 index 98a36dcdf..000000000 --- a/Compendium/spells/guiding-star-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/detection -- trait/divination -- trait/mental -aliases: ["Guiding Star"] ---- -# Guiding Star *Spell 2* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**planetary -- **Targets**1 creature you've met -- **Duration**until your next daily preparations - -You call on the constellations of the night sky to guide a creature to the location where you [Cast the Spell](../../Rules/actions/cast-a-spell.md). Each time the target views the stars, it receives a mental nudge toward your chosen location, though it isn't compelled to follow. The target can recognize you as the source. If the creature goes to another planet or plane, the spell's effects are suppressed, but they resume if the creature returns. - -*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/gust-of-wind.md b/Compendium/spells/gust-of-wind.md deleted file mode 100644 index 9b29d2bc2..000000000 --- a/Compendium/spells/gust-of-wind.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/line -- spell/level/1 -- trait/air -- trait/evocation -aliases: ["Gust Of Wind"] ---- -# Gust Of Wind *Spell 1* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**60-foot line -- **Duration**until the start of your next turn - -A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature can't move against the wind. -> - **Failure** The creature is knocked [prone](../../Rules/conditions.md#Prone). If it was flying, it suffers the effects of critical failure instead. -> - **Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked [prone](../../Rules/conditions.md#Prone), and takes `2d6` bludgeoning damage. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/Compendium/spells/halcyon-infusion-lol.md b/Compendium/spells/halcyon-infusion-lol.md deleted file mode 100644 index 5de6fe90f..000000000 --- a/Compendium/spells/halcyon-infusion-lol.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/level/6 -- trait/divination -- trait/mental -- trait/rare -aliases: ["Halcyon Infusion"] ---- -# Halcyon Infusion *Spell 6* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**one willing creature of lower level than you -- **Duration**until your next daily preparations - -You infuse magical energy into your target, opening up their mind to the pathways of magic and granting them the ability to use magic to affect the world around them. - -Choose a 1st-level spell you prepared today or that's in your repertoire, of the same tradition you used to cast [halcyon infusion](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/halcyon-infusion-lol.md). The spell must be one that has a listed range. If the target is at least 3rd level, you can choose a 2nd-level spell instead of a 1st-level spell; and if the target is at least 5th level, you can choose a 3rd-level spell. The target can [Cast the Spell](../../Rules/actions/cast-a-spell.md) once per day as an innate spell of the tradition you used to cast [halcyon infusion](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/halcyon-infusion-lol.md). If they are untrained in the appropriate magical tradition, their spell attack bonus is 2 + their level + their highest mental ability modifier, and their spell DC is 12 + their level + their highest mental ability modifier. - -Unlike most abilities that can only be used once per day, the target refreshes their use of the granted innate spell each day only after you make your daily preparations and choose to extend halcyon infusion's duration by either refraining from preparing a spell in the slot (if you're a prepared spellcaster) or expending another spell slot (if you're a spontaneous spellcaster). - -**Heightened (8th)** If the target is at least 7th level, you can choose a 4th-level spell. - -**Heightened (10th)** As 8th, and if the target is at least 9th level, you can choose a 5th-level spell. - -*Source: Lost Omens: Legends p. 66* \ No newline at end of file diff --git a/Compendium/spells/hallowed-ground-botd.md b/Compendium/spells/hallowed-ground-botd.md deleted file mode 100644 index b4110800a..000000000 --- a/Compendium/spells/hallowed-ground-botd.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/botd -- spell/area/burst -- spell/focus/1 -- trait/good -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Hallowed Ground"] ---- -# Hallowed Ground *Focus 1* -[good](../../Rules/traits/good.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**1 minute - -One small space becomes inhospitable to undead as you fill it with life-infused benevolent magic. Each undead creature in the area takes `1d6` positive damage and `1d4` good damage when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), with a basic Fortitude save. After that, undead creatures have weakness 1 to positive damage and your necromancy spells while in the area. - -This spell also automatically attempts to counteract any attempt to raise undead in the area (if either the undead would appear in the area or the effect's caster or creator is in it). If you Cast this Spell again, any previous hallowed ground you had cast ends. - -**Heightened (+ 2)** The positive damage increases by `1d6`, good damage increases by `1d4`, and weakness increases by 1. - -*Source: Book of the Dead p. 25* \ No newline at end of file diff --git a/Compendium/spells/hallucination.md b/Compendium/spells/hallucination.md deleted file mode 100644 index 6a16c4c38..000000000 --- a/Compendium/spells/hallucination.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/illusion -- trait/incapacitation -- trait/mental -aliases: ["Hallucination"] ---- -# Hallucination *Spell 5* -[illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 hour - -The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn't, or see a tower in the center of town. - -The target can attempt an initial Will save, with effects below. - -They also receive a Will save to 0 every time they [Seek](../../Rules/actions/seek.md) or directly interact with the hallucination. For example, the target could attempt to 0 each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature perceives what you chose until it disbelieves, but it knows what the hallucination is. -> - **Failure** The creature perceives what you chose until it disbelieves. -> - **Critical Failure** The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve. - -**Heightened (6th)** Choose to either target up to 10 creatures or change the spell's duration to until the next time you make your daily preparations. - -**Heightened (8th)** Choose to either target any number of creatures or change the spell's duration to unlimited. - -*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/Compendium/spells/hallucinatory-terrain.md b/Compendium/spells/hallucinatory-terrain.md deleted file mode 100644 index 1d8cf4454..000000000 --- a/Compendium/spells/hallucinatory-terrain.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/4 -- trait/illusion -- trait/uncommon -aliases: ["Hallucinatory Terrain"] ---- -# Hallucinatory Terrain *Spell 4* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Range**500 foot -- **Area**50-foot burst -- **Duration**until the next time you make your daily preparations - -You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. - -Any creature that touches the illusion or uses the [Seek](../../Rules/actions/seek.md) action to examine it can attempt to 0. - -**Heightened (5th)** Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures). - -*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/Compendium/spells/hand-of-the-apprentice.md b/Compendium/spells/hand-of-the-apprentice.md deleted file mode 100644 index b4f23e9b1..000000000 --- a/Compendium/spells/hand-of-the-apprentice.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/attack -- trait/evocation -- trait/uncommon -- trait/wizard -aliases: ["Hand Of The Apprentice"] ---- -# Hand Of The Apprentice *Focus 1* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**500 foot -- **Targets**1 creature - -You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee [Strike](../../Rules/actions/strike.md), but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/harm.md b/Compendium/spells/harm.md deleted file mode 100644 index e4b847c27..000000000 --- a/Compendium/spells/harm.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/necromancy -- trait/negative -aliases: ["Harm"] ---- -# Harm *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**varies -- **Targets**1 living creature or 1 willing undead creature - -You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal `1d8` negative damage to it, and it gets a basic Fortitude save. - -If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when [Casting this Spell](../../Rules/actions/cast-a-spell.md) determines its targets, range, area, and other parameters. - -**[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell has a range of touch. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (verbal, somatic)** The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, verbal, somatic)** You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area. - -**Heightened (+ 1)** The amount of healing or damage increases by `1d8`, and the extra healing for the 2-action version increases by 8. - -*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/Compendium/spells/haste.md b/Compendium/spells/haste.md deleted file mode 100644 index f4c586679..000000000 --- a/Compendium/spells/haste.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/transmutation -aliases: ["Haste"] ---- -# Haste *Spell 3* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute - -Magic empowers the target to act faster. It gains the [quickened](../../Rules/conditions.md#Quickened) condition and can use the extra action each round only for [Strike](../../Rules/actions/strike.md) and [Stride](../../Rules/actions/stride.md) actions. - -**Heightened (7th)** You can target up to 6 creatures. - -*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/Compendium/spells/hasted-assault-som.md b/Compendium/spells/hasted-assault-som.md deleted file mode 100644 index e22ae8c7d..000000000 --- a/Compendium/spells/hasted-assault-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/7 -- trait/magus -- trait/transmutation -- trait/uncommon -aliases: ["Hasted Assault"] ---- -# Hasted Assault *Focus 7* -[magus](../../Rules/traits/magus-som.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You call upon your magic to speed up your attacks. You gain the [quickened](../../Rules/conditions.md#Quickened) condition and can use the extra action each round for only [Strike](../../Rules/actions/strike.md) actions. - -*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/Compendium/spells/haunting-hymn-som.md b/Compendium/spells/haunting-hymn-som.md deleted file mode 100644 index f252892a0..000000000 --- a/Compendium/spells/haunting-hymn-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cone -- spell/cantrip -- trait/auditory -- trait/cantrip -- trait/evocation -- trait/sonic -aliases: ["Haunting Hymn"] ---- -# Haunting Hymn *Cantrip 1* -[auditory](../../Rules/traits/auditory.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude - -You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it's also [deafened](../../Rules/conditions.md#Deafened) for 1 minute. - -**Heightened (+ 2)** The damage increases by `1d6`. - -*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/heal-animal.md b/Compendium/spells/heal-animal.md deleted file mode 100644 index 5c1a752ce..000000000 --- a/Compendium/spells/heal-animal.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/druid -- trait/healing -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Heal Animal"] ---- -# Heal Animal *Focus 1* -[druid](../../Rules/traits/druid.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing living animal creature - -You heal an animal's wounds, restoring `1d8` Hit Points to the target. The number of actions spent [Casting this Spell](../../Rules/actions/cast-a-spell.md) determines its effect. - -- [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") somatic The spell has a range of touch. -- [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target. - -**Heightened (+ 1)** The amount of healing increases by `1d8`, and the additional healing for the 2-action version increases by 8. - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/heal-companion-apg.md b/Compendium/spells/heal-companion-apg.md deleted file mode 100644 index 9d3bcc177..000000000 --- a/Compendium/spells/heal-companion-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/healing -- trait/necromancy -- trait/positive -- trait/ranger -- trait/uncommon -aliases: ["Heal Companion"] ---- -# Heal Companion *Focus 1* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your animal companion - -You harness positive energy to heal your animal companion's wounds. You restore `1d10` Hit Points to your animal companion. The number of actions you spend [Casting this Spell](../../Rules/actions/cast-a-spell.md) determines range and other parameters. - -**[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell has a range of touch. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell has a range of 30 feet and restores an additional 8 Hit Points to the target. - -**Heightened (+ 1)** The amount of healing increases by `1d10`, and the additional healing for the 2-action version increases by 8. - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/heal.md b/Compendium/spells/heal.md deleted file mode 100644 index 9659a7c73..000000000 --- a/Compendium/spells/heal.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Heal"] ---- -# Heal *Spell 1* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**varies -- **Targets**1 willing living creature or 1 undead creature - -You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore `1d8` Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when [Casting this Spell](../../Rules/actions/cast-a-spell.md) determines its targets, range, area, and other parameters. - -**[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell has a range of touch. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (verbal, somatic)** The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst. - -**Heightened (+ 1)** The amount of healing or damage increases by `1d8`, and the extra healing for the 2-action version increases by 8. - -*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/Compendium/spells/healers-blessing.md b/Compendium/spells/healers-blessing.md deleted file mode 100644 index 5db0fdb8b..000000000 --- a/Compendium/spells/healers-blessing.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/necromancy -- trait/uncommon -aliases: ["Healer's Blessing"] ---- -# Healer's Blessing *Focus 1* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[healing](../setting/domains.md#Healing)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing living creature -- **Duration**1 minute - -Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Point. - -The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once. - -**Heightened (+ 1)** The additional healing increases by 2 HP. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/healing-plaster-som.md b/Compendium/spells/healing-plaster-som.md deleted file mode 100644 index 6bdc82584..000000000 --- a/Compendium/spells/healing-plaster-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/cantrip -- trait/earth -- trait/transmutation -aliases: ["Healing Plaster"] ---- -# Healing Plaster *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**5 foot -- **Targets**a handful of dirt or mud -- **Duration**10 minutes - -You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for [Medicine](../skills.md#Medicine) checks to [Administer First Aid](../../Rules/actions/administer-first-aid.md) or [Treat Wounds](../../Rules/actions/treat-wounds.md). If the plaster isn't used within the spell's duration, or if you [Cast the Spell](../../Rules/actions/cast-a-spell.md) again before using the plaster, it reverts to being normal non-magical earth. - -**Heightened (3rd)** The plaster grants anyone using it to [Administer First Aid](../../Rules/actions/administer-first-aid.md) or [Treat Wounds](../../Rules/actions/treat-wounds.md) a +1 item bonus to the [Medicine](../skills.md#Medicine) check. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/healing-well-som.md b/Compendium/spells/healing-well-som.md deleted file mode 100644 index 107666b94..000000000 --- a/Compendium/spells/healing-well-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Healing Well"] ---- -# Healing Well *Spell 5* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute - -You call forth a well of healing that you and your allies can draw from later. The well appears as a disc of shimmering light on the ground in a square you touch. At any time during the duration, if you or an ally are adjacent to the well, that character can [Interact](../../Rules/actions/interact.md) to tap into the well's power, recovering `4d8` Hit Points. When the well has been tapped five times, the spell ends. The well is made of insubstantial energy, allowing creatures to move through it and even end their turn in its space. - -If you use an ability that increases the amount of healing this spell grants, that increase applies only to the first time someone taps the well. - -**Heightened (+ 1)** The healing increases by 3. - -*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/hearts-desire-apg.md b/Compendium/spells/hearts-desire-apg.md deleted file mode 100644 index be6d34918..000000000 --- a/Compendium/spells/hearts-desire-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/emotion -- trait/illusion -- trait/mental -- trait/sorcerer -- trait/uncommon -aliases: ["Heart's Desire"] ---- -# Heart's Desire *Focus 3* -[emotion](../../Rules/traits/emotion.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You surround your target with wondrous illusions of their greatest desires, which distract them from reality. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target 0 and is unaffected. -> - **Success** For 1 round, the target is [stupefied](../../Rules/conditions.md#Stupefied) and takes a –2 status penalty to any checks it makes to determine the effects of reactions. -> - **Failure** For 1 minute, the target is [stupefied](../../Rules/conditions.md#Stupefied) and can't use reactions. -> - **Critical Failure** As failure, and all spaces are difficult terrain for the target. - -**Heightened (+ 2)** You can target one additional creature. - -*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/Compendium/spells/heat-metal-apg.md b/Compendium/spells/heat-metal-apg.md deleted file mode 100644 index 944e0250c..000000000 --- a/Compendium/spells/heat-metal-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/2 -- trait/evocation -- trait/fire -aliases: ["Heat Metal"] ---- -# Heat Metal *Spell 2* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 metal item or metal creature - -This spell heats the targeted metal to become red-hot for a moment. This is usually harmless to an unattended metal item, which doesn't get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt. If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals `4d6` fire damage and `2d4` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) to the creature, which must attempt a Reflex saving throw. - -If you target an item held by the creature, the creature can [Release](../../Rules/actions/release.md) the item to improve their degree of success by one step from the result of their saving throw. The [persistent damage](../../Rules/conditions.md#Persistent%20Damage) is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) as normal, since the item remains hot and can sear someone who picks it up. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and the object deals no [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The creature takes full damage and the object deals full [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** As failure, but the creature takes double damage and the object deals double [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The initial damage increases by `2d6` and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases by `1d4`. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/Compendium/spells/hellfire-plume.md b/Compendium/spells/hellfire-plume.md deleted file mode 100644 index 7c41000d3..000000000 --- a/Compendium/spells/hellfire-plume.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cylinder -- spell/focus/5 -- trait/evil -- trait/evocation -- trait/fire -- trait/sorcerer -- trait/uncommon -aliases: ["Hellfire Plume"] ---- -# Hellfire Plume *Focus 5* -[evil](../../Rules/traits/evil.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot radius, 60-foot-tall cylinder -- **Saving Throw** basic Reflex - -You call forth a plume of hellfire that erupts from below, dealing `4d6` fire damage and `4d6` evil damage. - -**Heightened (+ 1)** The fire damage increases by `1d6`, and the evil damage increases by `1d6`. - -*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/Compendium/spells/heroic-feat-apg.md b/Compendium/spells/heroic-feat-apg.md deleted file mode 100644 index 81c9ecc3f..000000000 --- a/Compendium/spells/heroic-feat-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/cursebound -- trait/divination -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Heroic Feat"] ---- -# Heroic Feat *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") or [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You gain the ability to perform a specialized combat technique from the vast wealth of martial knowledge your mystery provides. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), you use the action granted by one common fighter feat from pages 144–153 of the Core Rulebook or pages 126–127 of this book (your GM might add feats to this list). If you [Cast this Spell](../../Rules/actions/cast-a-spell.md) using 2 actions, the granted action must be a single action, and if you [Cast this Spell](../../Rules/actions/cast-a-spell.md) using 3 actions, you can instead choose a feat that grants a 2-action activity. The chosen feat's level can be no higher than heroic feat's spell level. The feat can't have a Frequency entry, and you must meet its prerequisites and requirements in order to select it. - -*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/Compendium/spells/heroism.md b/Compendium/spells/heroism.md deleted file mode 100644 index 599a11c38..000000000 --- a/Compendium/spells/heroism.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/enchantment -- trait/mental -aliases: ["Heroism"] ---- -# Heroism *Spell 3* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes - -You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, [Perception](../skills.md#Perception) checks, saving throws, and skill checks. - -**Heightened (6th)** The status bonus increases to +2. - -**Heightened (9th)** The status bonus increases to +3. - -*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/Compendium/spells/heros-defiance.md b/Compendium/spells/heros-defiance.md deleted file mode 100644 index d22e41822..000000000 --- a/Compendium/spells/heros-defiance.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/10 -- trait/champion -- trait/healing -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Hero's Defiance"] ---- -# Hero's Defiance *Focus 10* -[champion](../../Rules/traits/champion.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**An attack would bring you to 0 Hit Points. - -You shout in defiance, filling you with a sudden burst of healing. - -Just before applying the attack's damage, you recover `10d4+20` Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don't become [unconscious](../../Rules/conditions.md#Unconscious) or [dying](../../Rules/conditions.md#Dying). - -Either way, cheating death is difficult, and you can't use hero's defiance again until you [Refocus](../../Rules/actions/refocus.md) or the next time you prepare. - -Hero's defiance cannot be used against effects with the [death](../../Rules/traits/death.md) trait or that would leave no remains, such as [disintegrate](disintegrate.md). - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/hideous-laughter.md b/Compendium/spells/hideous-laughter.md deleted file mode 100644 index e0f51ce7d..000000000 --- a/Compendium/spells/hideous-laughter.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Hideous Laughter"] ---- -# Hideous Laughter *Spell 2* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**sustained - -The target is overtaken with uncontrollable laughter. It must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is plagued with uncontrollable laugher. It can't use reactions. -> - **Failure** The target is [slowed](../../Rules/conditions.md#Slowed) and can't use reactions. -> - **Critical Failure** The target falls [prone](../../Rules/conditions.md#Prone) and can't use actions or reactions for 1 round. It then suffers the failure effects. - -*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/Compendium/spells/hollow-heart-da.md b/Compendium/spells/hollow-heart-da.md deleted file mode 100644 index 42e7bad68..000000000 --- a/Compendium/spells/hollow-heart-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/1 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -- trait/rare -aliases: ["Hollow Heart"] ---- -# Hollow Heart *Focus 1* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[ambition (apocryphal)](../setting/domains.md#Ambition%20(apocryphal))] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You stoke the target's ambition beyond reason, until it believes no one is capable of helping it, or that others aren't to be trusted. The target attempts a Will saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target treats no other creature as an ally for 1 round. -> - **Failure** The target treats no other creature as an ally for 3 rounds. -> - **Critical Failure** As failure, and the target is [frightened](../../Rules/conditions.md#Frightened) as it realizes it can't rely on anyone but itself. - -*Source: Dark Archive p. 142* \ No newline at end of file diff --git a/Compendium/spells/hologram-cage-da.md b/Compendium/spells/hologram-cage-da.md deleted file mode 100644 index 781d5d6a6..000000000 --- a/Compendium/spells/hologram-cage-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/misc -- spell/cantrip -- trait/cantrip -- trait/illusion -- trait/light -- trait/psychic -- trait/uncommon -aliases: ["Hologram Cage"] ---- -# Hologram Cage *Cantrip 5* -[cantrip](../../Rules/traits/cantrip.md) [illusion](../../Rules/traits/illusion.md) [light](../../Rules/traits/light.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**1 cube 20 feet on each side -- **Duration**1 minute - -You weave light into a cube of vivid and fantastic patterns. The walls shed bright light for 10 feet (and dim light for the next 20 feet) and completely block line of sight; creatures within the cage can't be seen by creatures outside of it, though they can see each other, and creatures outside of it can't see into it. You can [Dismiss](../../Rules/actions/dismiss.md) the spell, and if you [Cast the Spell](../../Rules/actions/cast-a-spell.md) again, your previous hologram cage ends. - -**Heightened (7th)** The range of the spell increases to 80 feet, and you can expand the cube to be 25 feet on each side. - -## Amp - -Force walls make the cage's barrier physical as well as visual. Each 10-foot-by-10-foot section of the cage's wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level. The spell is disrupted if any of its walls would pass through a creature when you cast it. - -## Summary - -*Source: Dark Archive p. 22* \ No newline at end of file diff --git a/Compendium/spells/holy-cascade.md b/Compendium/spells/holy-cascade.md deleted file mode 100644 index fccd3ebf1..000000000 --- a/Compendium/spells/holy-cascade.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/4 -- trait/evocation -- trait/good -- trait/positive -- trait/water -aliases: ["Holy Cascade"] ---- -# Holy Cascade *Spell 4* -[evocation](../../Rules/traits/evocation.md) [good](../../Rules/traits/good.md) [positive](../../Rules/traits/positive.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Cost**one vial of [holy water](../equipment/items/holy-water.md) -- **Range**500 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex - -You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals `3d6` bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional `6d6` positive damage to undead and `6d6` good damage to fiends. - -**Heightened (+ 1)** The bludgeoning damage increases by `1d6`, and the additional positive and good damage each increase by `2d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/Compendium/spells/horizon-thunder-sphere-som.md b/Compendium/spells/horizon-thunder-sphere-som.md deleted file mode 100644 index 30cf37e1d..000000000 --- a/Compendium/spells/horizon-thunder-sphere-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/attack -- trait/electricity -- trait/evocation -aliases: ["Horizon Thunder Sphere"] ---- -# Horizon Thunder Sphere *Spell 1* -[attack](../../Rules/traits/attack.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds -- **Range**varies -- **Targets**1 creature - -You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal `3d6` electricity damage. On a critical success, the target takes double damage and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** This spell has a range of 30 feet. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. - -**Two Rounds** If you spend 3 actions [Casting the Spell](../../Rules/actions/cast-a-spell.md), you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing `2d6` electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed [Strike](../../Rules/actions/strike.md) or a non-reach melee weapon. - -**Heightened (+ 1)** The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by `2d6`, and the damage creatures take if they [Grapple](../../Rules/actions/grapple.md) or hit you while you're in your sparking state increases by 1. - -*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/horrid-wilting.md b/Compendium/spells/horrid-wilting.md deleted file mode 100644 index 850aa5682..000000000 --- a/Compendium/spells/horrid-wilting.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/necromancy -- trait/negative -aliases: ["Horrid Wilting"] ---- -# Horrid Wilting *Spell 8* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Targets**any number of living creatures -- **Saving Throw** basic Fortitude - -You pull the moisture from the targets' bodies, dealing `10d10` negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting. - -**Heightened (+ 1)** The damage increases by `1d10`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/Compendium/spells/horrific-visage.md b/Compendium/spells/horrific-visage.md deleted file mode 100644 index 3879431c7..000000000 --- a/Compendium/spells/horrific-visage.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/3 -- trait/emotion -- trait/fear -- trait/illusion -- trait/mental -- trait/sorcerer -- trait/uncommon -- trait/visual -aliases: ["Horrific Visage"] ---- -# Horrific Visage *Focus 3* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Saving Throw** Will - -You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. - -> [!success-degree] -> - **Success** The foe is unaffected. -> - **Failure** The foe is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The foe is [frightened](../../Rules/conditions.md#Frightened). - -**Heightened (5th)** Foes in the area are [frightened](../../Rules/conditions.md#Frightened) on a success, [frightened](../../Rules/conditions.md#Frightened) on a failure, and [frightened](../../Rules/conditions.md#Frightened) and [fleeing](../../Rules/conditions.md#Fleeing) for 1 round on a critical failure. They are still unaffected on a critical success. - -*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/Compendium/spells/house-of-imaginary-walls.md b/Compendium/spells/house-of-imaginary-walls.md deleted file mode 100644 index 097627571..000000000 --- a/Compendium/spells/house-of-imaginary-walls.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/illusion -- trait/uncommon -- trait/visual -aliases: ["House Of Imaginary Walls"] ---- -# House Of Imaginary Walls *Cantrip 5* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Duration**1 round - -You mime creating an [invisible](../../Rules/conditions.md#Invisible)-foot-by-10-foot stretch of wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that 0 is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level. - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/humanoid-form.md b/Compendium/spells/humanoid-form.md deleted file mode 100644 index 82e0bebf5..000000000 --- a/Compendium/spells/humanoid-form.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/polymorph -- trait/transmutation -aliases: ["Humanoid Form"] ---- -# Humanoid Form *Spell 2* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the [humanoid](../../Rules/traits/humanoid.md) trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the [shrink](shrink.md) spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. - -If items leave your person, they return to their usual size. - -Humanoid form grants you a +4 status bonus to [Deception](../skills.md#Deception) checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to [Impersonate](../../Rules/actions/impersonate.md) an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your [Deception](../skills.md#Deception) check. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -**Heightened (3rd)** You gain [darkvision](../../Rules/abilities/darkvision.md) or [low-light vision](../../Rules/abilities/low-light-vision.md) if the form you assume has that ability. - -**Heightened (5th)** You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the [enlarge](enlarge.md) spell. - -*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/Compendium/spells/hunters-luck-apg.md b/Compendium/spells/hunters-luck-apg.md deleted file mode 100644 index 32b896e4c..000000000 --- a/Compendium/spells/hunters-luck-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/2 -- trait/divination -- trait/fortune -- trait/ranger -- trait/uncommon -aliases: ["Hunter's Luck"] ---- -# Hunter's Luck *Focus 2* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**You attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) about a creature, but you haven't rolled yet. - -You have a preternatural ability to remember details about your foes. Roll the triggering check twice and use the better result. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/hunters-vision-apg.md b/Compendium/spells/hunters-vision-apg.md deleted file mode 100644 index 4f8587520..000000000 --- a/Compendium/spells/hunters-vision-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/divination -- trait/ranger -- trait/uncommon -aliases: ["Hunter's Vision"] ---- -# Hunter's Vision *Focus 5* -[divination](../../Rules/traits/divination.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 hunted prey -- **Duration**10 minutes - -Your target glows with a magical aura visible only to you and those who follow your lead. Your target is visible to you and others sharing your [Hunt Prey](../../Rules/actions/hunt-prey.md) benefits even if it wouldn't normally be due to lighting or the [concealed](../../Rules/conditions.md#Concealed) or [invisible](../../Rules/conditions.md#Invisible) conditions, though cover from opaque objects still blocks your sight. You ignore the flat check against the target due to the [concealed](../../Rules/conditions.md#Concealed) condition, and the target isn't automatically [hidden](../../Rules/conditions.md#Hidden) from you due to darkness or being [invisible](../../Rules/conditions.md#Invisible). - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/hurtling-stone.md b/Compendium/spells/hurtling-stone.md deleted file mode 100644 index b2de12734..000000000 --- a/Compendium/spells/hurtling-stone.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/attack -- trait/cleric -- trait/earth -- trait/evocation -- trait/uncommon -aliases: ["Hurtling Stone"] ---- -# Hurtling Stone *Focus 1* -[attack](../../Rules/traits/attack.md) [cleric](../../Rules/traits/cleric.md) [earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[earth](../setting/domains.md#Earth)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature - -You evoke a magical stone and throw it, with your god's presence guiding your aim. Make a spell attack roll against the target. The stone deals bludgeoning damage equal to `1d6` plus your Strength modifier. - -> [!success-degree] -> - **Critical Success** The stone deals double damage. -> - **Success** The stone deals full damage. - -**Heightened (+ 1)** The stone's damage increases by `1d6`. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/hydraulic-push.md b/Compendium/spells/hydraulic-push.md deleted file mode 100644 index cfaccd1a3..000000000 --- a/Compendium/spells/hydraulic-push.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/attack -- trait/evocation -- trait/water -aliases: ["Hydraulic Push"] ---- -# Hydraulic Push *Spell 1* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature or object - -You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. - -> [!success-degree] -> - **Critical Success** The target takes `6d6` bludgeoning damage and is knocked back 10 feet. -> - **Success** The target takes `3d6` bludgeoning damage and is knocked back 5 feet. - -**Heightened (+ 1)** The damage increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/Compendium/spells/hymn-of-healing-apg.md b/Compendium/spells/hymn-of-healing-apg.md deleted file mode 100644 index 1ac6651be..000000000 --- a/Compendium/spells/hymn-of-healing-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/bard -- trait/composition -- trait/healing -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Hymn of Healing"] ---- -# Hymn of Healing *Focus 1* -[bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you or 1 ally -- **Duration**sustained up to 4 rounds - -Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and the first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the target gains 2 temporary Hit Points, which last for 1 round. - -**Heightened (+ 1)** The fast healing and temporary Hit Points each increase by 2. - -*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/Compendium/spells/hypercognition.md b/Compendium/spells/hypercognition.md deleted file mode 100644 index 5e2b44093..000000000 --- a/Compendium/spells/hypercognition.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/divination -aliases: ["Hypercognition"] ---- -# Hypercognition *Spell 3* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 [Recall Knowledge](../../Rules/actions/recall-knowledge.md) actions as part of [Casting this Spell](../../Rules/actions/cast-a-spell.md). For these actions, you can't use any special abilities, reactions, or free actions that trigger when you [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/Compendium/spells/hyperfocus-logm.md b/Compendium/spells/hyperfocus-logm.md deleted file mode 100644 index e80c1b880..000000000 --- a/Compendium/spells/hyperfocus-logm.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/divination -aliases: ["Hyperfocus"] ---- -# Hyperfocus *Focus 1* -[divination](../../Rules/traits/divination.md) - -- **Domains**: [[delirium](../setting/domains.md#Delirium)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You sharpen a creature's senses, though more distant objects become hazy, indistinct, or muted to it. The target gains a +1 status bonus to [Perception](../skills.md#Perception) checks attempted with any of its precise senses. Furthermore, any imprecise senses the target has are sharpened to precise senses (though they do not receive the status bonus). However, the target cannot perceive anything beyond a range of 20 feet with any of its senses. The duration is determined by the target's Will save. - -You can allow allies to choose the outcome instead of rolling a saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is affected for 1 round. -> - **Failure** The target is affected for 1 minute. -> - **Critical Failure** As failure, but the target cannot perceive anything beyond a range of 10 feet. - -**Heightened (3rd)** You can target up to 2 creatures. - -**Heightened (6th)** You can target up to 4 creatures. - -*Source: Lost Omens: Gods & Magic p. 113* \ No newline at end of file diff --git a/Compendium/spells/hypnotic-pattern.md b/Compendium/spells/hypnotic-pattern.md deleted file mode 100644 index 6f03777a3..000000000 --- a/Compendium/spells/hypnotic-pattern.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/3 -- trait/illusion -- trait/visual -aliases: ["Hypnotic Pattern"] ---- -# Hypnotic Pattern *Spell 3* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are [dazzled](../../Rules/conditions.md#Dazzled) while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a [Seek](../../Rules/actions/seek.md) or [Interact](../../Rules/actions/interact.md) action on the pattern. A creature currently [fascinated](../../Rules/conditions.md#Fascinated) by the pattern doesn't attempt new saves. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is [fascinated](../../Rules/conditions.md#Fascinated) by the pattern. -> - **Critical Failure** The target is [fascinated](../../Rules/conditions.md#Fascinated) by the pattern. While it remains [fascinated](../../Rules/conditions.md#Fascinated), it can't use reactions. - -*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/Compendium/spells/ice-storm-apg.md b/Compendium/spells/ice-storm-apg.md deleted file mode 100644 index ddb57556f..000000000 --- a/Compendium/spells/ice-storm-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/level/4 -- trait/cold -- trait/evocation -aliases: ["Ice Storm"] ---- -# Ice Storm *Spell 4* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute - -You create a gray storm cloud that pelts creatures with an icy deluge. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), a burst of magical hail deals `2d8` bludgeoning damage and `2d8` cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell's duration, making the area difficult terrain. Any creature that ends its turn in the storm takes 2 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one. As normal, if a big creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn. - -**Heightened (+ 2)** The initial bludgeoning damage and cold damage increase by `1d8` each, and the cold damage creatures take at the end of their turns increases by 1. - -*Source: Advanced Player's Guide p. 220* \ No newline at end of file diff --git a/Compendium/spells/ignite-fireworks-som.md b/Compendium/spells/ignite-fireworks-som.md deleted file mode 100644 index 8254fafac..000000000 --- a/Compendium/spells/ignite-fireworks-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/2 -- trait/evocation -- trait/fire -- trait/sonic -aliases: ["Ignite Fireworks"] ---- -# Ignite Fireworks *Spell 2* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Saving Throw** Reflex - -A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing `1d8` fire damage and `1d8` sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature takes full damage and is [dazzled](../../Rules/conditions.md#Dazzled) for 3 rounds. -> - **Critical Failure** The creature takes double damage, takes `1d4` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage), and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. - -**Heightened (+ 2)** The initial fire damage increases by `1d8`, the sonic damage increases by `1d8`, and the [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) a creature takes on a critical failure increases by `1d4`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/ill-omen-logm.md b/Compendium/spells/ill-omen-logm.md deleted file mode 100644 index e69b221c6..000000000 --- a/Compendium/spells/ill-omen-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/curse -- trait/divination -- trait/misfortune -aliases: ["Ill Omen"] ---- -# Ill Omen *Spell 1* -[curse](../../Rules/traits/curse.md) [divination](../../Rules/traits/divination.md) [misfortune](../../Rules/traits/misfortune.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 round - -The target is struck with misfortune, which throws it off balance. The target must attempt a Will save. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. -> - **Critical Failure** Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. - -*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/illusory-creature.md b/Compendium/spells/illusory-creature.md deleted file mode 100644 index db8f432bd..000000000 --- a/Compendium/spells/illusory-creature.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/auditory -- trait/illusion -- trait/visual -aliases: ["Illusory Creature"] ---- -# Illusory Creature *Spell 2* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Duration**sustained - -You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. - -The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a [Deception](../skills.md#Deception) or [Performance](../skills.md#Performance) check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. - -In combat, the illusion can use 2 actions per turn, which it uses when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. - -The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a [Strike](../../Rules/actions/strike.md), the target takes mental damage equal to `1d4` plus your spellcasting ability modifier. This is a [mental](../../Rules/traits/mental.md) effect. - -The illusion's [Strikes](../../Rules/actions/strike.md) are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate [Perception](../skills.md#Perception) check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. - -Any creature that touches the image or uses the [Seek](../../Rules/actions/seek.md) action to examine it can attempt to 0. - -When a creature 0, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. - -**Heightened (+ 1)** The damage of the image's [Strikes](../../Rules/actions/strike.md) increases by `1d4`, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan). - -*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/Compendium/spells/illusory-disguise.md b/Compendium/spells/illusory-disguise.md deleted file mode 100644 index e58166e6c..000000000 --- a/Compendium/spells/illusory-disguise.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/illusion -- trait/visual -aliases: ["Illusory Disguise"] ---- -# Illusory Disguise *Spell 1* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. - -Casting illusory disguise counts as setting up a disguise for the [Impersonate](../../Rules/actions/impersonate.md) use of [Deception](../skills.md#Deception); it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to [Deception](../skills.md#Deception) checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -**Heightened (2nd)** The spell also disguises your voice and [scent](../../Rules/abilities/scent.md), and it gains the [auditory](../../Rules/traits/auditory.md) and [olfactory](../../Rules/traits/olfactory-b1.md) traits. - -**Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and [scent](../../Rules/abilities/scent.md), and it gains the [auditory](../../Rules/traits/auditory.md) trait. - -*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/Compendium/spells/illusory-object.md b/Compendium/spells/illusory-object.md deleted file mode 100644 index 371a1f8e8..000000000 --- a/Compendium/spells/illusory-object.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/1 -- trait/illusion -- trait/visual -aliases: ["Illusory Object"] ---- -# Illusory Object *Spell 1* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**20-foot burst -- **Duration**10 minutes - -You create an illusory visual image of a stationary object. - -The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. - -Any creature that touches the image or uses the [Seek](../../Rules/actions/seek.md) action to examine it can attempt to 0. - -**Heightened (2nd)** Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the [auditory](../../Rules/traits/auditory.md) trait. The duration increases to 1 hour. - -**Heightened (5th)** As the 2nd-level version, but the duration is unlimited. - -*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/Compendium/spells/illusory-scene.md b/Compendium/spells/illusory-scene.md deleted file mode 100644 index a21733d94..000000000 --- a/Compendium/spells/illusory-scene.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/5 -- trait/auditory -- trait/illusion -- trait/visual -aliases: ["Illusory Scene"] ---- -# Illusory Scene *Spell 5* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**500 foot -- **Area**30-foot burst -- **Duration**1 hour - -You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the [illusory creature](illusory-creature.md) spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a [hallucinatory terrain](hallucinatory-terrain.md) spell. - -When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. - -Any creature that touches any part of the image or uses the [Seek](../../Rules/actions/seek.md) action to examine it can attempt to 0. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success. - -**Heightened (6th)** Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor. - -**Heightened (8th)** As the 6th-level version, and the duration is unlimited. - -*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/Compendium/spells/imaginary-weapon-da.md b/Compendium/spells/imaginary-weapon-da.md deleted file mode 100644 index fb71daf20..000000000 --- a/Compendium/spells/imaginary-weapon-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/evocation -- trait/force -- trait/psychic -- trait/uncommon -aliases: ["Imaginary Weapon"] ---- -# Imaginary Weapon *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -You create a simple weapon of force. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of bludgeoning or slashing damage equal to `1d8` plus your spellcasting ability modifier. On a critical success, you deal double damage and can choose to detonate your weapon to push the target 10 feet away from you. - -**Heightened (+ 1)** The damage increases by `1d8`. - -## Amp - -You form multiple force weapons to lash out at multiple foes. You make two imaginary weapon [Strikes](../../Rules/actions/strike.md), each against a different target. Your multiple attack penalty doesn't increase until you've made both [Strikes](../../Rules/actions/strike.md). - -**Amp Heightened (+ 1)** The damage increases by `2d8` instead of `1d8`. - -## Summary - -*Source: Dark Archive p. 22* \ No newline at end of file diff --git a/Compendium/spells/imp-sting-aoe4.md b/Compendium/spells/imp-sting-aoe4.md deleted file mode 100644 index 3997f1ba6..000000000 --- a/Compendium/spells/imp-sting-aoe4.md +++ /dev/null @@ -1,50 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe4 -- spell/level/2 -- trait/evil -- trait/necromancy -- trait/poison -- trait/uncommon -aliases: ["Imp Sting"] ---- -# Imp Sting *Spell 2* -[evil](../../Rules/traits/evil.md) [necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -You reproduce an imp's evil, poisonous sting, stabbing at an enemy and possibly affecting them with the devil's benumbing venom. You deal `1d4` piercing damage to the touched creature and afflict the creature with imp venom. - -If the target takes piercing damage, they also take `1d6` evil damage and must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `1d6` poison damage. -> - **Failure** The target is afflicted with imp venom at stage 1. -> - **Critical Failure** The target is afflicted with imp venom at stage 2. - -```ad-inline-affliction -title: Imp Venom _Level 3_ - -[poison](../../../rules/traits/poison.md) -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d6` poison and [clumsy](../../../rules/conditions.md#Clumsy) - -**Stage 2** `1d6` poison, [clumsy](../../../rules/conditions.md#Clumsy), and [slowed](../../../rules/conditions.md#Slowed) (1 round.) - - -%% #trait/poison #affliction/level/level-3 %% -``` - -## Summary - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 80* diff --git a/Compendium/spells/impaling-briars.md b/Compendium/spells/impaling-briars.md deleted file mode 100644 index a1270351f..000000000 --- a/Compendium/spells/impaling-briars.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/8 -- trait/conjuration -- trait/druid -- trait/plant -- trait/uncommon -aliases: ["Impaling Briars"] ---- -# Impaling Briars *Focus 8* -[conjuration](../../Rules/traits/conjuration.md) [druid](../../Rules/traits/druid.md) [plant](../../Rules/traits/plant.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**ground within a 100-foot emanation -- **Duration**sustained up to 1 minute - -The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time you [Sustain this Spell](../../Rules/actions/sustain-a-spell.md) each round, you can select one of the following effects to occur in the area. - -- **Ensnare** The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is [immobilized](../../Rules/conditions.md#Immobilized) for 1 round unless it [Escapes](../../Rules/actions/escape.md). -- **Impede** The briars twist and writhe, making the entire area difficult terrain. -- **Wall** A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain - -In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) and [manipulate](../../Rules/traits/manipulate.md) traits. Make a spell attack roll. On a success, the target takes `10d6` piercing damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is [immobilized](../../Rules/conditions.md#Immobilized) for 1 round unless it [Escapes](../../Rules/actions/escape.md). - -*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/Compendium/spells/impaling-spike-apg.md b/Compendium/spells/impaling-spike-apg.md deleted file mode 100644 index 740d736a6..000000000 --- a/Compendium/spells/impaling-spike-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/5 -- trait/conjuration -aliases: ["Impaling Spike"] ---- -# Impaling Spike *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 minute - -You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it. The spike is made of cold iron and deals `8d6` piercing damage. The target must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The target dodges the spike and is unaffected. -> - **Success** The target is struck by the spike and takes half damage. -> - **Failure** The target is impaled through a leg or another non-vital body part. The creature takes full damage and, if it's standing on solid ground, becomes [immobilized](../../Rules/conditions.md#Immobilized). It can attempt to [Escape](../../Rules/actions/escape.md) (the DC is your spell DC). While it remains impaled, it takes damage from any weakness to cold iron it has at the end of each of its turns. -> - **Critical Failure** As failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is [flat-footed](../../Rules/conditions.md#Flat-footed) as long as it's impaled. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/Compendium/spells/impeccable-flow-sot1.md b/Compendium/spells/impeccable-flow-sot1.md deleted file mode 100644 index 18988892b..000000000 --- a/Compendium/spells/impeccable-flow-sot1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot1 -- spell/level/2 -- trait/divination -- trait/lawful -- trait/uncommon -aliases: ["Impeccable Flow"] ---- -# Impeccable Flow *Spell 2* -[divination](../../Rules/traits/divination.md) [lawful](../../Rules/traits/lawful.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You attune yourself to an underlying cosmic order to the world. While you remain in tune with this power, you gain a +1 status bonus to [Perception](../skills.md#Perception) checks, saving throws, and skill checks. If you critically fail any check while under the effects of this spell, the bonus ends and you instead have a –1 status penalty to all checks for the remaining duration. - -**Heightened (5th)** The status bonus increases to +2. - -**Heightened (8th)** The status bonus increases to +3. - -*Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/Compendium/spells/impending-doom-som.md b/Compendium/spells/impending-doom-som.md deleted file mode 100644 index 136dfa8da..000000000 --- a/Compendium/spells/impending-doom-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/divination -- trait/emotion -- trait/fear -- trait/incapacitation -- trait/mental -- trait/prediction -aliases: ["Impending Doom"] ---- -# Impending Doom *Spell 3* -[divination](../../Rules/traits/divination.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [prediction](../../Rules/traits/prediction.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**3 rounds - -You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes `6d6` mental damage. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is unaffected for 1 round. On the second round, it becomes [flat-footed](../../Rules/conditions.md#Flat-footed). Finally, on the third round, it becomes [frightened](../../Rules/conditions.md#Frightened). At the end of the third round, it takes half damage. -> - **Failure** The creature is immediately [flat-footed](../../Rules/conditions.md#Flat-footed). On the second round, it becomes [frightened](../../Rules/conditions.md#Frightened). Finally, on the third round, it also becomes [stunned](../../Rules/conditions.md#Stunned). At the end of the third round, the creature takes full damage. -> - **Critical Failure** The creature is immediately [flat-footed](../../Rules/conditions.md#Flat-footed) and [frightened](../../Rules/conditions.md#Frightened). On the second round, it becomes [stunned](../../Rules/conditions.md#Stunned). Finally, on the third round, it also becomes [paralyzed](../../Rules/conditions.md#Paralyzed). At the end of the third round, the creature takes double damage. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Secrets of Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/implement-of-destruction-da.md b/Compendium/spells/implement-of-destruction-da.md deleted file mode 100644 index 6c30f4913..000000000 --- a/Compendium/spells/implement-of-destruction-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/4 -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Implement of Destruction"] ---- -# Implement of Destruction *Spell 4* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 enemy, and 1 weapon that is either unattended or wielded by you or a willing ally -- **Saving Throw** Will -- **Duration**1 minute - -You solemnly declare that the target weapon will bring death to a foe, implanting an irrational fear of the weapon into the target enemy. This link echoes at the forefront of the enemy's mind, forming a looming sense of omnipresent dread. The effect is based on the target enemy's Will save. - -> [!success-degree] -> - **Critical Success** The target enemy is unaffected. -> - **Success** The target weapon deals an additional `2d6` mental damage the first time it hits the target enemy before the end of the spell's duration. -> - **Failure** The target weapon deals an additional `2d6` [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage) to the target enemy. If the enemy is critically hit by the weapon, the enemy is [doomed](../../Rules/conditions.md#Doomed) for as long as it takes this [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The target weapon deals an additional `4d6` [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage) to the target enemy. If the enemy is critically hit by the weapon, the enemy is [doomed](../../Rules/conditions.md#Doomed). - -**Heightened (+ 2)** Increase the mental damage by `1d6` on a success, and increase the [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage) by `1d6` on a failure or by `2d6` on a critical failure. - -*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/Compendium/spells/implosion.md b/Compendium/spells/implosion.md deleted file mode 100644 index 58503aa5a..000000000 --- a/Compendium/spells/implosion.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/evocation -aliases: ["Implosion"] ---- -# Implosion *Spell 9* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 corporeal creature -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute - -You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time you [Sustain this Spell](../../Rules/actions/sustain-a-spell.md) each round, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form. - -**Heightened (+ 1)** The damage increases by 10. - -*Source: Core Rulebook p. 346* \ No newline at end of file diff --git a/Compendium/spells/imprint-message-apg.md b/Compendium/spells/imprint-message-apg.md deleted file mode 100644 index 190bf9fbc..000000000 --- a/Compendium/spells/imprint-message-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/divination -aliases: ["Imprint Message"] ---- -# Imprint Message *Spell 1* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object - -You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading (page 222) on the target object, replacing any emotional events the item was present for. If the object is in the area of a [retrocognition](retrocognition.md) spell, the imprinted messages appear as major events in the timeline, but they don't interfere with any other visions. - -If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), any prior vibrations placed on an object by previous castings of imprint message fade. - -*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/Compendium/spells/incendiary-aura-apg.md b/Compendium/spells/incendiary-aura-apg.md deleted file mode 100644 index cc708a959..000000000 --- a/Compendium/spells/incendiary-aura-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/focus/1 -- trait/cursebound -- trait/evocation -- trait/fire -- trait/oracle -- trait/uncommon -aliases: ["Incendiary Aura"] ---- -# Incendiary Aura *Focus 1* -[cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Duration**1 minute - -You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking `2d4` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 2)** Increase the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) by `1d4` and the radius of the emanation by 5 feet. - -*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/Compendium/spells/indestructibility-apg.md b/Compendium/spells/indestructibility-apg.md deleted file mode 100644 index a79f03839..000000000 --- a/Compendium/spells/indestructibility-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/10 -- trait/abjuration -aliases: ["Indestructibility"] ---- -# Indestructibility *Spell 10* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**until the start of your next turn - -You can't be affected by anything unless you choose to be. - -For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources. You can still be affected by anything you're willing to have affect you. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/Compendium/spells/inevitable-destination-da.md b/Compendium/spells/inevitable-destination-da.md deleted file mode 100644 index b394ffe1d..000000000 --- a/Compendium/spells/inevitable-destination-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/conjuration -- trait/rare -aliases: ["Inevitable Destination"] ---- -# Inevitable Destination *Focus 4* -[cleric](../../Rules/traits/cleric.md) [conjuration](../../Rules/traits/conjuration.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[travel (apocryphal)](../setting/domains.md#Travel%20(apocryphal))] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you and 1 enemy -- **Duration**2 rounds - -You twist the paths of the target, ensuring that each one leads to you. The target attempts a Will saving throw. - -> [!success-degree] -> - **Critical Success** As failure, plus the target is pulled 10 feet closer to you and falls [prone](../../Rules/conditions.md#Prone), tripping in its haste to move toward you. -> - **Success** Your pull hampers the target's footsteps. It takes a –10-foot circumstance penalty to its Speeds until the end of its next turn. -> - **Failure** The target can't move any farther from you than it was when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), though it can move in such a way that it maintains an equal distance. If you move farther away from the target than the initial distance, the spell ends. The targeted foe can attempt to [Escape](../../Rules/actions/escape.md) against your spell DC. If it succeeds, the spell ends. - -*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/Compendium/spells/inevitable-disaster-som.md b/Compendium/spells/inevitable-disaster-som.md deleted file mode 100644 index 3eec1d9d8..000000000 --- a/Compendium/spells/inevitable-disaster-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/curse -- trait/divination -- trait/prediction -aliases: ["Inevitable Disaster"] ---- -# Inevitable Disaster *Spell 5* -[curse](../../Rules/traits/curse.md) [divination](../../Rules/traits/divination.md) [prediction](../../Rules/traits/prediction.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You briefly glimpse cause and effect, putting into motion a chain of events that will visit doom on your enemy at some point in the future, though you're not quite sure when or how the doom will occur. Some kind of strange accident occurs `1d4` rounds later, dealing 55 damage to the creature, with a basic Fortitude save. This happens regardless of where the target is located at the time, even if it travels to another plane. The GM should roll to determine when the damage occurs secretly and determine the form of the accident as well as the type of damage it deals; generally, the accident should be one that deals physical damage of some type (for instance, a tree branch might fall on the foe and deal bludgeoning damage, or a window might break and fling sharp slashing glass at them), though other damage types might be appropriate in more unusual environments. - -**Heightened (+ 1)** The damage increases by 10. - -*Source: Secrets of Magic p. 111* \ No newline at end of file diff --git a/Compendium/spells/inexhaustible-cynicism-som.md b/Compendium/spells/inexhaustible-cynicism-som.md deleted file mode 100644 index 744c393d0..000000000 --- a/Compendium/spells/inexhaustible-cynicism-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/7 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Inexhaustible Cynicism"] ---- -# Inexhaustible Cynicism *Spell 7* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 5 creatures -- **Saving Throw** Will - -You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn't treat anyone as an ally (in case its friends were replaced by an impostor), and doesn't believe anything it's told (in case of lies, though this doesn't mean the creature automatically believes the opposite either). It doesn't even fully trust its own ability to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), as it becomes convinced it most likely remembered false information, as from a critical failure on a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -Finally, the creature takes `6d6` mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn [Seeking](../../Rules/actions/seek.md) or otherwise [Interacting](../../Rules/actions/interact.md) with its surroundings in an attempt to 0 that it feels are obviously surrounding it. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is affected for 1 round. -> - **Failure** The creature is affected for 1 minute. -> - **Critical Failure** The creature is affected for 1 hour. - -*Source: Secrets of Magic p. 111* \ No newline at end of file diff --git a/Compendium/spells/infectious-enthusiasm-som.md b/Compendium/spells/infectious-enthusiasm-som.md deleted file mode 100644 index 1af934e44..000000000 --- a/Compendium/spells/infectious-enthusiasm-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/cantrip -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Infectious Enthusiasm"] ---- -# Infectious Enthusiasm *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 round - -With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. - -You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who [observed](../../Rules/conditions.md#Observed) you Casting this Spell and was within 30 feet when you did so can take a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to gain the same bonus you chose until the start of its next turn. - -Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check [observed](../../Rules/conditions.md#Observed) you casting the spell. - -*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/infectious-melody-som.md b/Compendium/spells/infectious-melody-som.md deleted file mode 100644 index cfe34c20a..000000000 --- a/Compendium/spells/infectious-melody-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/emanation -- spell/level/4 -- trait/auditory -- trait/enchantment -- trait/mental -aliases: ["Infectious Melody"] ---- -# Infectious Melody *Spell 4* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Will -- **Duration**varies - -You call forth the chords of a tune so catchy that foes hearing it can't help but sing along, making it harder for them to communicate. Each target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** For 1 round, the creature can communicate only by singing along to the melody. It can speak only on its turn, and it must take the [Perform](../../Rules/actions/perform.md) action when it does. The result of the [Performance](../skills.md#Performance) check determines how well it sang, but it stills communicate the information regardless of the result, which has no further mechanical impact than the time spent to take the action. A single [Perform](../../Rules/actions/perform.md) check is sufficient for any amount of speaking on the creature's turn. This effect might interfere with verbal components of spells or other linguistic abilities that rely on precise speech; in order to use such an ability successfully, the creature must succeed at a DC 5 flat check. In addition, the creature takes a –2 status penalty on linguistic [Intimidation](../skills.md#Intimidation) checks, as singing its threats saps away some of the menace. The creature's constant humming of the tune also makes it nearly impossible for the creature to remain [undetected](../../Rules/conditions.md#Undetected). -> - **Failure** As success, but the duration is 3 rounds. -> - **Critical Failure** As success, but the duration is 1 hour. - -*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/inner-radiance-torrent-som.md b/Compendium/spells/inner-radiance-torrent-som.md deleted file mode 100644 index 27619e286..000000000 --- a/Compendium/spells/inner-radiance-torrent-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/line -- spell/level/2 -- trait/force -- trait/light -- trait/necromancy -aliases: ["Inner Radiance Torrent"] ---- -# Inner Radiance Torrent *Spell 2* -[force](../../Rules/traits/force.md) [light](../../Rules/traits/light.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") to 2 rounds -- **Area**line 60 feet or longer -- **Saving Throw** basic Reflex - -You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal `4d4` force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also [blinded](../../Rules/conditions.md#Blinded) for 1 round. - -The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The line is 60 feet long. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The line is 120 feet long. - -**Two Rounds** The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by `4d4`, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you. - -**Heightened (+ 1)** The initial damage, as well as the additional damage for the 2-round casting time, each increase by `4d4`, and the damage to adjacent creatures dealt while in your shining state increases by 1. - -*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/inscrutable-mask-som.md b/Compendium/spells/inscrutable-mask-som.md deleted file mode 100644 index f365e018d..000000000 --- a/Compendium/spells/inscrutable-mask-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/3 -- trait/illusion -- trait/shadow -- trait/uncommon -aliases: ["Inscrutable Mask"] ---- -# Inscrutable Mask *Focus 3* -[illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You shroud your form and features in an impenetrable mask of shadow. The mask grants you a +1 status bonus to [Deception](../skills.md#Deception) checks to [Lie](../../Rules/actions/lie.md) or [Feint](../../Rules/actions/feint.md), [Intimidation](../skills.md#Intimidation) checks to [Demoralize](../../Rules/actions/demoralize.md), and [Stealth](../skills.md#Stealth) checks to [Hide](../../Rules/actions/hide.md) in areas of dim light or darkness. - -**Heightened (6th)** The status bonus increases to +2. - -**Heightened (9th)** The status bonus increases to +3. Shadow Companions Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. Shadowcasters, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option. - -*Source: Secrets of Magic p. 227* \ No newline at end of file diff --git a/Compendium/spells/insect-form.md b/Compendium/spells/insect-form.md deleted file mode 100644 index f49207511..000000000 --- a/Compendium/spells/insect-form.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/polymorph -- trait/transmutation -aliases: ["Insect Form"] ---- -# Insect Form *Spell 3* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](../../Rules/traits/animal.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. -- 10 temporary Hit Points. -- Low-light vision. -- One or more attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose: -- **Ant** Speed 30 feet, climb Speed 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `2d6` bludgeoning. -- **Beetle** Speed 25 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `2d10` bludgeoning. -- **Centipede** Speed 25 feet, climb Speed 25 feet; [darkvision](../../Rules/abilities/darkvision.md); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `1d8` piercing plus `1d4` [persistent poison](../../Rules/conditions.md#Persistent%20Damage). -- **Mantis** Speed 40 feet; imprecise [scent](../../Rules/abilities/scent.md) 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foreleg, **Damage** `2d8` bludgeoning. -- **Scorpion** Speed 40 feet; [darkvision](../../Rules/abilities/darkvision.md), imprecise [tremorsense](../../Rules/abilities/tremorsense.md) 60 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger, **Damage** `1d8` piercing plus `1d4` [persistent poison](../../Rules/conditions.md#Persistent%20Damage); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pincer ([agile](../../Rules/traits/agile.md)), **Damage** `1d6` bludgeoning. -- **Spider** [darkvision](../../Rules/abilities/darkvision.md); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `1d6` piercing plus `1d4` [persistent poison](../../Rules/conditions.md#Persistent%20Damage); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Speed 25 feet, climb Speed 25 feet; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") web (range increment <20 feet>), Damage entangles the target for 1 round. - -**Heightened (4th)** Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and [Athletics](../skills.md#Athletics) +16. - -**Heightened (5th)** Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including [persistent damage](../../Rules/conditions.md#Persistent%20Damage)), and [Athletics](../skills.md#Athletics) +20. - -*Source: Core Rulebook p. 346* \ No newline at end of file diff --git a/Compendium/spells/inspire-competence.md b/Compendium/spells/inspire-competence.md deleted file mode 100644 index 6430eb3e3..000000000 --- a/Compendium/spells/inspire-competence.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Inspire Competence"] ---- -# Inspire Competence *Cantrip 1* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 ally -- **Duration**1 round - -Your encouragement inspires your ally to succeed at a task. - -This counts as having taken sufficient preparatory actions to [Aid](../../Rules/actions/aid.md) your ally on a skill check of your choice, regardless of the circumstances. When you later use the [Aid](../../Rules/actions/aid.md) reaction, you can roll [Performance](../skills.md#Performance) instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in [Performance](../skills.md#Performance), you automatically critically succeed. - -The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to [Sneak](../../Rules/actions/sneak.md) quietly or maintain a disguise). - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/inspire-courage.md b/Compendium/spells/inspire-courage.md deleted file mode 100644 index 0c3c08fd3..000000000 --- a/Compendium/spells/inspire-courage.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Inspire Courage"] ---- -# Inspire Courage *Cantrip 1* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round - -You inspire your allies with words or tunes of encouragement. - -You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against [fear](../../Rules/traits/fear.md) effects. - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/inspire-defense.md b/Compendium/spells/inspire-defense.md deleted file mode 100644 index bc96858c1..000000000 --- a/Compendium/spells/inspire-defense.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Inspire Defense"] ---- -# Inspire Defense *Cantrip 2* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round - -You inspire your allies to protect themselves more effectively. - -You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage. - -*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/inspire-heroics.md b/Compendium/spells/inspire-heroics.md deleted file mode 100644 index 0404a8dad..000000000 --- a/Compendium/spells/inspire-heroics.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/bard -- trait/enchantment -- trait/metamagic -- trait/uncommon -aliases: ["Inspire Heroics"] ---- -# Inspire Heroics *Focus 4* -[bard](../../Rules/traits/bard.md) [enchantment](../../Rules/traits/enchantment.md) [metamagic](../../Rules/traits/metamagic.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast [inspire courage](inspire-courage.md) or inspire defense, attempt a [Performance](../skills.md#Performance) check. - -The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. - -> [!success-degree] -> - **Critical Success** The status bonus from your inspire courage or inspire defense increases to +3. -> - **Success** The status bonus from inspire courage or inspire defense increases to +2. -> - **Failure** Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/instant-armor-som.md b/Compendium/spells/instant-armor-som.md deleted file mode 100644 index 962f4e719..000000000 --- a/Compendium/spells/instant-armor-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/conjuration -- trait/contingency -- trait/extradimensional -aliases: ["Instant Armor"] ---- -# Instant Armor *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) [contingency](../../Rules/traits/contingency-som.md) [extradimensional](../../Rules/traits/extradimensional.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Duration**24 hours - -Upon casting this spell, the armor you're wearing is whisked away into an extradimensional space that's linked to you. If the armor is magical and invested by you, it remains invested while in this space, though you don't gain its benefits. You then gain the Armor Up! action; once you use the action, the spell ends. If the action hasn't been used by the time the spell's duration ends, the extradimensional space collapses, ejecting the armor's pieces on the ground under you. - -```ad-embed-ability -title: Armor Up! [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) - -You snap your fingers. The armor returns to your body. -%% #trait/manipulate %% -``` - -*Source: Secrets of Magic p. 112* diff --git a/Compendium/spells/interstellar-void-apg.md b/Compendium/spells/interstellar-void-apg.md deleted file mode 100644 index b726af59f..000000000 --- a/Compendium/spells/interstellar-void-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/cold -- trait/cursebound -- trait/evocation -- trait/oracle -- trait/uncommon -aliases: ["Interstellar Void"] ---- -# Interstellar Void *Focus 3* -[cold](../../Rules/traits/cold.md) [cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You call upon the frigid depths of outer space to bring a terrible chill to your enemy. The target is cloaked in the freezing void, which deals `3d6` cold damage immediately and the first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) on future turns, with a basic Fortitude save. - -The target is [fatigued](../../Rules/conditions.md#Fatigued) for as long as the effect persists. - -**Heightened (+ 1)** The cold damage increases by `1d6`. - -*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/Compendium/spells/invisibility-cloak.md b/Compendium/spells/invisibility-cloak.md deleted file mode 100644 index dd947c806..000000000 --- a/Compendium/spells/invisibility-cloak.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/illusion -- trait/uncommon -- trait/wizard -aliases: ["Invisibility Cloak"] ---- -# Invisibility Cloak *Focus 4* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You become [invisible](../../Rules/conditions.md#Invisible), with the same restrictions as the 2nd-level [invisibility](invisibility.md) spell. - -**Heightened (6th)** The duration increases to 10 minutes. - -**Heightened (8th)** The duration increases to 1 hour. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/invisibility-curtain-som.md b/Compendium/spells/invisibility-curtain-som.md deleted file mode 100644 index cf57da434..000000000 --- a/Compendium/spells/invisibility-curtain-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/illusion -aliases: ["Invisibility Curtain"] ---- -# Invisibility Curtain *Spell 4* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**sustained - -You create a transparent [invisible](../../Rules/conditions.md#Invisible) wall that makes any creatures on one side of the wall [invisible](../../Rules/conditions.md#Invisible) to those on the other side. You choose which side of the wall provides invisibility to the creatures on that side when you cast the spell. You create either a 1-inch-thick wall in a straight line up to 60 feet long and 10 feet high or a 1-inch-thick, 10-foot-radius ring with the same height. The wall is intangible and stands vertically in either of the two forms. If you wish to do so, you can create the wall with a shorter length or height, or with a smaller radius. Any creature that crosses the wall becomes visible or [invisible](../../Rules/conditions.md#Invisible) as appropriate, and it's visible if any portion of it is on the visible side of the wall. If a creature rendered [invisible](../../Rules/conditions.md#Invisible) by the wall takes a [hostile](../../Rules/conditions.md#Hostile) action, the spell ends after the [hostile](../../Rules/conditions.md#Hostile) action is completed. - -**Heightened (7th)** The spell doesn't end if an [invisible](../../Rules/conditions.md#Invisible) creature takes a [hostile](../../Rules/conditions.md#Hostile) action. - -*Source: Secrets of Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/invisibility-sphere.md b/Compendium/spells/invisibility-sphere.md deleted file mode 100644 index d4a158c9b..000000000 --- a/Compendium/spells/invisibility-sphere.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/3 -- trait/illusion -aliases: ["Invisibility Sphere"] ---- -# Invisibility Sphere *Spell 3* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Targets**you and any number of creatures in range -- **Duration**10 minutes - -You and all targets are [invisible](../../Rules/conditions.md#Invisible) except to each other as long as you remain within the spell's area. If a creature made [invisible](../../Rules/conditions.md#Invisible) by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made [invisible](../../Rules/conditions.md#Invisible) by this spell uses a [hostile](../../Rules/conditions.md#Hostile) action, the spell ends after the [hostile](../../Rules/conditions.md#Hostile) action is completed. - -While exploring, it's easy to move together slowly and remain [invisible](../../Rules/conditions.md#Invisible). This is untenable in a battle, however. Once an encounter begins, creatures remain [invisible](../../Rules/conditions.md#Invisible) until at most the end of the first round, at which point the spell ends. - -**Heightened (5th)** The duration increases to 1 hour. - -*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/Compendium/spells/invisibility.md b/Compendium/spells/invisibility.md deleted file mode 100644 index 13b8d160f..000000000 --- a/Compendium/spells/invisibility.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/illusion -aliases: ["Invisibility"] ---- -# Invisibility *Spell 2* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes - -Cloaked in illusion, the target becomes [invisible](../../Rules/conditions.md#Invisible). This makes it [undetected](../../Rules/conditions.md#Undetected) to all creatures, though the creatures can attempt to find the target, making it [hidden](../../Rules/conditions.md#Hidden) to them instead (page 466). If the target uses a [hostile](../../Rules/conditions.md#Hostile) action, the spell ends after that [hostile](../../Rules/conditions.md#Hostile) action is completed. - -**Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a [hostile](../../Rules/conditions.md#Hostile) action. - -*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/Compendium/spells/invisible-item-apg.md b/Compendium/spells/invisible-item-apg.md deleted file mode 100644 index 26be2c6e4..000000000 --- a/Compendium/spells/invisible-item-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/illusion -aliases: ["Invisible Item"] ---- -# Invisible Item *Spell 1* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object -- **Duration**1 hour - -You make the object [invisible](../../Rules/conditions.md#Invisible). This makes it [undetected](../../Rules/conditions.md#Undetected) to all creatures, though the creatures can attempt to find the target, making it [hidden](../../Rules/conditions.md#Hidden) to them instead if they succeed. If the item is used as part of a [hostile](../../Rules/conditions.md#Hostile) action, the spell ends after that [hostile](../../Rules/conditions.md#Hostile) action is completed. Making a weapon [invisible](../../Rules/conditions.md#Invisible) typically doesn't give any advantage to the attack, except that an [invisible](../../Rules/conditions.md#Invisible) thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker's hiding place unless the weapon returns to the attacker. - -**Heightened (3rd)** The duration is until the next time you make your daily preparations. - -**Heightened (7th)** The duration is unlimited. - -*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/Compendium/spells/invoke-spirits-som.md b/Compendium/spells/invoke-spirits-som.md deleted file mode 100644 index 5450dfa01..000000000 --- a/Compendium/spells/invoke-spirits-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/5 -- trait/emotion -- trait/fear -- trait/mental -- trait/necromancy -aliases: ["Invoke Spirits"] ---- -# Invoke Spirits *Spell 5* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -Ragged apparitions of the dead rise to stalk the living. - -They deal `2d4` mental damage and `2d4` negative damage to each living creature in the area, with a basic Will save. - -Additionally, creatures that critically fail the save are [frightened](../../Rules/conditions.md#Frightened) and are [fleeing](../../Rules/conditions.md#Fleeing) for 1 round. - -On subsequent rounds, the first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee. - -**Heightened (+ 2)** The mental damage and negative damage each increase by `1d4`. - -*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/Compendium/spells/invoke-the-crimson-oath-locg.md b/Compendium/spells/invoke-the-crimson-oath-locg.md deleted file mode 100644 index 576a4c966..000000000 --- a/Compendium/spells/invoke-the-crimson-oath-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/locg -- spell/area/cone -- spell/focus/2 -- trait/evocation -- trait/uncommon -aliases: ["Invoke The Crimson Oath"] ---- -# Invoke The Crimson Oath *Focus 2* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**20-foot cone - -Brandishing your weapon and shouting the final line of the Crimson Oath, you unleash a blast of destructive ruby energy. You must be wielding a melee weapon, and you perform this spell's somatic component by swinging the weapon in a downward arc. You deal normal melee damage for your weapon, including all appropriate bonuses, penalties, modifiers, and properties, to each creature in the spell's area; they must each attempt a basic Fortitude save. A creature that critically fails this save also suffers any additional effect you would normally inflict with your weapon on a critical hit; if the creature that critically fails its save is also immune to critical hits, it merely fails the save instead. - -You can convert all the physical damage from this spell into positive damage against all undead creatures in the area. - -*Source: Lost Omens: Character Guide p. 90* \ No newline at end of file diff --git a/Compendium/spells/invoke-true-name-som.md b/Compendium/spells/invoke-true-name-som.md deleted file mode 100644 index 2d0104c08..000000000 --- a/Compendium/spells/invoke-true-name-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/cantrip -- trait/enchantment -- trait/rare -- trait/true-name -aliases: ["Invoke True Name"] ---- -# Invoke True Name *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [enchantment](../../Rules/traits/enchantment.md) [rare](../../Rules/traits/rare.md) [true name](../../Rules/traits/true-name-som.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature whose true name you know - -You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) against your spells and takes a –2 circumstance penalty to saving throws against your spells. - -In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name. - -*Source: Secrets of Magic p. 247* \ No newline at end of file diff --git a/Compendium/spells/iron-gut-logm.md b/Compendium/spells/iron-gut-logm.md deleted file mode 100644 index fd5dfb374..000000000 --- a/Compendium/spells/iron-gut-logm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/2 -- trait/transmutation -aliases: ["Iron Gut"] ---- -# Iron Gut *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal. For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an [Interact](../../Rules/actions/interact.md) action. - -The object must be small enough to reasonably fit within your stomach. It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can't possibly notice and you gain a +4 circumstance bonus to your [Stealth](../skills.md#Stealth) checks to Conceal the Object unless the searcher specifically searches your mouth and stomach. If at the end of the spell's duration you still have an object stored in your stomach, it is violently expelled, dealing `1d6` damage to you. - -**Heightened (3rd)** The duration increases to 8 hours. - -*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/isolation-da.md b/Compendium/spells/isolation-da.md deleted file mode 100644 index 54f1aaed0..000000000 --- a/Compendium/spells/isolation-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/illusion -- trait/rare -aliases: ["Isolation"] ---- -# Isolation *Focus 4* -[cleric](../../Rules/traits/cleric.md) [illusion](../../Rules/traits/illusion.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[darkness (apocryphal)](../setting/domains.md#Darkness%20(apocryphal))] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**3 rounds - -You summon a tangible manifestation of loneliness to cloak the target from view as surely as if it were wreathed in darkness. The target attempts a Will saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target becomes [invisible](../../Rules/conditions.md#Invisible), but only to its allies. Any creature not allied with the target can see it normally. Effects such as [see invisibility](see-invisibility.md) enable an ally to see the target. The target's allies still know the target is present and can still see all the effects of the target's actions. -> - **Failure** As success, except the target also becomes inaudible to its allies and imperceptible to them through any other senses. - -*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/Compendium/spells/item-facade.md b/Compendium/spells/item-facade.md deleted file mode 100644 index 65a27d1f6..000000000 --- a/Compendium/spells/item-facade.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/illusion -- trait/visual -aliases: ["Item Facade"] ---- -# Item Facade *Spell 1* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object no more than 10 feet by 10 feet by 10 feet -- **Duration**1 hour - -You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears [broken](../../Rules/conditions.md#Broken) and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A [broken](../../Rules/conditions.md#Broken) item appears to be intact and functional. - -Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to 0. - -**Heightened (2nd)** The duration is 24 hours. - -**Heightened (3rd)** The duration is unlimited. - -*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/Compendium/spells/jealous-hex.md b/Compendium/spells/jealous-hex.md deleted file mode 100644 index e5f60eb48..000000000 --- a/Compendium/spells/jealous-hex.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/curse -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Jealous Hex"] ---- -# Jealous Hex *Focus 1* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**up to 1 minute - -You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength ([enfeebled](../../Rules/conditions.md#Enfeebled)); Dexterity ([clumsy](../../Rules/conditions.md#Clumsy)); Constitution ([drained](../../Rules/conditions.md#Drained)); or Intelligence, Wisdom, or Charisma ([stupefied](../../Rules/conditions.md#Stupefied)). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The condition's value is 1. -> - **Critical Failure** The condition's value is 2. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success. - -*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/Compendium/spells/join-pasts-aoa3.md b/Compendium/spells/join-pasts-aoa3.md deleted file mode 100644 index ecccd1d5c..000000000 --- a/Compendium/spells/join-pasts-aoa3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa3 -- spell/cantrip -- trait/cantrip -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Join Pasts"] ---- -# Join Pasts *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**2 willing creatures -- **Duration**1 round - -With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), the other can [Aid](../../Rules/actions/aid.md) the first target's skill check, using any [Lore](../skills.md#Lore) skill (even if that [Lore](../skills.md#Lore) wouldn't normally apply) without having made any preparations to [Aid](../../Rules/actions/aid.md). - -**Heightened (+ 1)** You can touch one additional target to include them in the spell's effects. Multiple targets can attempt checks to [Aid](../../Rules/actions/aid.md) the target who is attempting to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 74* \ No newline at end of file diff --git a/Compendium/spells/jump.md b/Compendium/spells/jump.md deleted file mode 100644 index 1aa8538ed..000000000 --- a/Compendium/spells/jump.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/move -- trait/transmutation -aliases: ["Jump"] ---- -# Jump *Spell 1* -[move](../../Rules/traits/move.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. - -**Heightened (3rd)** The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the [Leap](../../Rules/actions/leap.md) action. - -*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/Compendium/spells/juvenile-companion-som.md b/Compendium/spells/juvenile-companion-som.md deleted file mode 100644 index 1b4bb752f..000000000 --- a/Compendium/spells/juvenile-companion-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/polymorph -- trait/transmutation -aliases: ["Juvenile Companion"] ---- -# Juvenile Companion *Spell 1* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**your companion -- **Duration**10 minutes - -You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged. - -If your companion uses a [hostile](../../Rules/conditions.md#Hostile) action, juvenile companion ends. This spell has no effect on a companion that doesn't have a juvenile form. - -**Heightened (2nd)** The duration increases to 1 hour. - -*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/Compendium/spells/ki-blast.md b/Compendium/spells/ki-blast.md deleted file mode 100644 index e723c9b4a..000000000 --- a/Compendium/spells/ki-blast.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/focus/3 -- trait/evocation -- trait/force -- trait/monk -- trait/uncommon -aliases: ["Ki Blast"] ---- -# Ki Blast *Focus 3* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**15-foot cone or more -- **Saving Throw** Fortitude - -You unleash your ki as a powerful blast of force that deals `2d6` force damage. If you use 2 actions to cast [ki blast](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/ki-blast.md), increase the size of the cone to 30 feet and the damage to `3d6`. If you use 3 actions to cast [ki blast](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/ki-blast.md), increase the size of the cone to 60 feet and the damage to `4d6`. Each creature in the area must attempt a Fortitude saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is pushed 5 feet. -> - **Critical Failure** The creature takes double damage and is pushed 10 feet. - -**Heightened (+ 1)** The damage increases by `1d6`, or by `2d6` if you use 2 or 3 actions. - -*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/ki-form-apg.md b/Compendium/spells/ki-form-apg.md deleted file mode 100644 index 2d35992f1..000000000 --- a/Compendium/spells/ki-form-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/9 -- trait/monk -- trait/polymorph -- trait/uncommon -aliases: ["Ki Form"] ---- -# Ki Form *Focus 9* -[monk](../../Rules/traits/monk.md) [polymorph](../../Rules/traits/polymorph.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Drawing from deep wells of spiritual power, you take on a special ki form. In your ki form, your hair, feathers, skin, or scales change color and begin to glow. In this form you gain a fly Speed equal to your land Speed. Choose force, lawful (only if you are lawful), negative, or positive damage. All your [Strikes](../../Rules/actions/strike.md) deal `1d6` additional damage of the chosen type. Your entire body is also surrounded by a glowing corona of the same color as your inner ki; this is a [light](../../Rules/traits/light.md) effect. Your corona is a 5-foot emanation that deals `2d6` damage of the chosen type to creatures who start their turn within the emanation. If the emanation overlaps with a [darkness](../../Rules/traits/darkness.md) effect, the corona's glow attempts to counteract the [darkness](../../Rules/traits/darkness.md) effect. Regardless of the outcome, the corona can't attempt to counteract that effect again for 1 day. As a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, you can flare your corona out to become a 30-foot emanation. - -In your ki form, your emotions surge to the forefront and it's difficult to moderate your attacks. Your weapons and unarmed attacks lose the [nonlethal](../../Rules/traits/nonlethal.md) trait. You take a –2 status penalty to saves against [emotion](../../Rules/traits/emotion.md) effects but gain a +2 status bonus to saves against all other [mental](../../Rules/traits/mental.md) effects. - -*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/Compendium/spells/ki-rush.md b/Compendium/spells/ki-rush.md deleted file mode 100644 index 2634b4d63..000000000 --- a/Compendium/spells/ki-rush.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/monk -- trait/transmutation -- trait/uncommon -aliases: ["Ki Rush"] ---- -# Ki Rush *Focus 1* -[monk](../../Rules/traits/monk.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Accelerated by your ki, you move with such speed you become a blur. Move two times: two [Strides](../../Rules/actions/stride.md), two [Steps](../../Rules/actions/step.md), or one [Stride](../../Rules/actions/stride.md) and one [Step](../../Rules/actions/step.md) (in either order). You gain the [concealed](../../Rules/conditions.md#Concealed) condition during this movement and until the start of your next turn. - -*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/ki-strike.md b/Compendium/spells/ki-strike.md deleted file mode 100644 index fbf2772eb..000000000 --- a/Compendium/spells/ki-strike.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/monk -- trait/transmutation -- trait/uncommon -aliases: ["Ki Strike"] ---- -# Ki Strike *Focus 1* -[monk](../../Rules/traits/monk.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You focus your ki into magical attacks. Make an unarmed [Strike](../../Rules/actions/strike.md) or [Flurry of Blows](../../Rules/actions/flurry-of-blows.md) (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the [Strikes](../../Rules/actions/strike.md), and the [Strikes](../../Rules/actions/strike.md) deal `1d6` extra damage. This damage can be any of the following types of your choice, chosen each time you [Strike](../../Rules/actions/strike.md): force, lawful (only if you're lawful), negative, or positive. - -**Heightened (+ 4)** The extra damage increases by `1d6`. - -*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/kinetic-ram-da.md b/Compendium/spells/kinetic-ram-da.md deleted file mode 100644 index d25042fae..000000000 --- a/Compendium/spells/kinetic-ram-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/1 -- trait/evocation -- trait/force -aliases: ["Kinetic Ram"] ---- -# Kinetic Ram *Spell 1* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**varies -- **Targets**1 or more creatures -- **Saving Throw** Fortitude - -Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell. - -[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") The spell targets one creature within 15 feet. - -[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked [prone](../../Rules/conditions.md#Prone) and takes `1d6` bludgeoning damage. - -[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") The spell targets all creatures in a 5-foot emanation. - -*Source: Dark Archive p. 105* \ No newline at end of file diff --git a/Compendium/spells/knock.md b/Compendium/spells/knock.md deleted file mode 100644 index 7bd45a58b..000000000 --- a/Compendium/spells/knock.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/transmutation -aliases: ["Knock"] ---- -# Knock *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 door, lock, or container -- **Duration**1 minute - -You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an [Athletics](../skills.md#Athletics) or a [Thievery](../skills.md#Thievery) check. You can attempt a [Thievery](../skills.md#Thievery) check to open the target as part of casting knock, and you add your level even if you're untrained. - -Knock counteracts lock. - -*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/Compendium/spells/know-direction.md b/Compendium/spells/know-direction.md deleted file mode 100644 index ac2b18692..000000000 --- a/Compendium/spells/know-direction.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/detection -- trait/divination -aliases: ["Know Direction"] ---- -# Know Direction *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). - -**Heightened (7th)** You can instead know the direction to a familiar location, such as a previous home or a favorite tavern. - -*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/Compendium/spells/know-the-enemy.md b/Compendium/spells/know-the-enemy.md deleted file mode 100644 index ef8ed1a9f..000000000 --- a/Compendium/spells/know-the-enemy.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Know The Enemy"] ---- -# Know The Enemy *Focus 4* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[knowledge](../setting/domains.md#Knowledge)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells. - -Use a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/lament-logm.md b/Compendium/spells/lament-logm.md deleted file mode 100644 index 7909bdc75..000000000 --- a/Compendium/spells/lament-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/auditory -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Lament"] ---- -# Lament *Focus 1* -[auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Domains**: [[sorrow](../setting/domains.md#Sorrow)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30-foot cone -- **Targets**1 or more creatures -- **Saving Throw** basic Will - -You let out your negative emotions in a guttural wail that shakes your enemies' hearts and deals `1d8` mental damage (basic Will save). If you have any harmful conditions imposed by [emotion](../../Rules/traits/emotion.md) effects, lament deals additional mental damage equal to the counteract level of the highest-level effect. - -**Heightened (+ 1)** The damage increases by `1d8`. - -*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/Compendium/spells/lay-on-hands.md b/Compendium/spells/lay-on-hands.md deleted file mode 100644 index 64f550654..000000000 --- a/Compendium/spells/lay-on-hands.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/champion -- trait/healing -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Lay On Hands"] ---- -# Lay On Hands *Focus 1* -[champion](../../Rules/traits/champion.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing living creature or 1 undead creature - -Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. - -If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal `1d6` damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round. - -**Heightened (+ 1)** The amount of healing increases by 6, and the damage to an undead target increases by `1d6`. - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/leng-sting-aoe4.md b/Compendium/spells/leng-sting-aoe4.md deleted file mode 100644 index 5c4c21cab..000000000 --- a/Compendium/spells/leng-sting-aoe4.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe4 -- spell/level/7 -- trait/necromancy -- trait/poison -- trait/uncommon -aliases: ["Leng Sting"] ---- -# Leng Sting *Spell 7* -[necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -You use the power of nightmares to magically replicate the venomous attack of the aberrant and cunning Leng spiders. You deal `2d6` piercing damage to the touched creature and afflict it with Leng spider venom. If the target takes piercing damage, they must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `2d6` poison damage. -> - **Failure** The target is afflicted with Leng spider venom at stage 1. -> - **Critical Failure** The target is afflicted with Leng spider venom at stage 2. Leng Spider Venom (incapacitation, poison) Level 13; Maximum Duration 6 rounds; Stage 1 `2d6` poison damage and [drained](../../Rules/conditions.md#Drained) (1 round); Stage 2 `3d6` poison damage and [drained](../../Rules/conditions.md#Drained) (1 round); Stage 3 `4d6` poison damage, [drained](../../Rules/conditions.md#Drained), and [confused](../../Rules/conditions.md#Confused) (1 round) - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 80* \ No newline at end of file diff --git a/Compendium/spells/levitate.md b/Compendium/spells/levitate.md deleted file mode 100644 index 9dbcafa69..000000000 --- a/Compendium/spells/levitate.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/evocation -aliases: ["Levitate"] ---- -# Levitate *Spell 3* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 unattended object or willing creature -- **Duration**5 minutes - -You defy gravity and levitate the target 5 feet off the ground. - -For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an [Interact](../../Rules/actions/interact.md) action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/Compendium/spells/liberating-command-logm.md b/Compendium/spells/liberating-command-logm.md deleted file mode 100644 index a7f5a8b3c..000000000 --- a/Compendium/spells/liberating-command-logm.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/enchantment -- trait/mental -aliases: ["Liberating Command"] ---- -# Liberating Command *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature - -You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is [grabbed](../../Rules/conditions.md#Grabbed), [immobilized](../../Rules/conditions.md#Immobilized), or [restrained](../../Rules/conditions.md#Restrained), it can immediately use a reaction to attempt to [Escape](../../Rules/actions/escape.md). - -*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/life-boost-apg.md b/Compendium/spells/life-boost-apg.md deleted file mode 100644 index cd2f06de4..000000000 --- a/Compendium/spells/life-boost-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/healing -- trait/hex -- trait/necromancy -- trait/uncommon -- trait/witch -aliases: ["Life Boost"] ---- -# Life Boost *Focus 1* -[healing](../../Rules/traits/healing.md) [hex](../../Rules/traits/hex-apg.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**4 rounds - -You temporarily bolster the target's vitality. The target gains fast healing equal to double the spell's level. - -*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/Compendium/spells/life-connection-som.md b/Compendium/spells/life-connection-som.md deleted file mode 100644 index 78ff32d29..000000000 --- a/Compendium/spells/life-connection-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/contingency -- trait/necromancy -aliases: ["Life Connection"] ---- -# Life Connection *Spell 3* -[contingency](../../Rules/traits/contingency-som.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**1 living creature -- **Duration**24 hours - -When you cast this spell, you place a failsafe deep within the life force of the target. You can sense when the target takes damage, provided you're within 1 mile of one another. A creature can be part of no more than one life connection simultaneously. When the spell is complete, you gain the Defend Life reaction; once you use the reaction, the spell ends. - -```ad-embed-ability -title: Defend Life [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) - -- **Trigger**: The target takes damage -- **Requirements**: You're within 1 mile of the target - -**Effect** After calculating the amount of damage the target would take (applying weaknesses, resistances, and the like), you lose an equal number of Hit Points, and the target doesn't take any of the damage. You can't reduce the amount of Hit Points you lose in this way. The target still takes any effects that would come with the damage, however, such as the venom on a viper's fangs [Strike](../../../rules/actions/strike.md). -%% #trait/concentrate %% -``` - -*Source: Secrets of Magic p. 113* diff --git a/Compendium/spells/life-giving-form-apg.md b/Compendium/spells/life-giving-form-apg.md deleted file mode 100644 index 2510e629e..000000000 --- a/Compendium/spells/life-giving-form-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/cursebound -- trait/healing -- trait/light -- trait/necromancy -- trait/oracle -- trait/positive -- trait/uncommon -aliases: ["Life-giving Form"] ---- -# Life-giving Form *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [healing](../../Rules/traits/healing.md) [light](../../Rules/traits/light.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You transcend your physical form, becoming a beacon of healing energy. Your body exudes bright light like a torch. - -You gain resistance 5 to precision damage and weakness 5 to negative damage, and your unarmed [Strikes](../../Rules/actions/strike.md) deal an extra `1d4` positive damage. - -You can touch a living creature with an [Interact](../../Rules/actions/interact.md) action to restore `6d8` Hit Points to it, and when a creature touches you with an [Interact](../../Rules/actions/interact.md) action you can allow it to gain the same healing; either way, the creature becomes temporarily immune to life-giving form's healing for 1 minute. This is a positive [healing](../../Rules/traits/healing.md) effect. You can't heal yourself with life-giving form. A creature harmed by positive damage (such as an undead) that touches you or damages you with an unarmed attack or non-reach melee weapon instead takes `3d4` positive damage, and it doesn't become temporarily immune. - -You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -**Heightened (+ 1)** Increase the Hit Points restored with an [Interact](../../Rules/actions/interact.md) action by `1d8`, the positive damage by 1, and the resistance and weakness by 1. - -*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/Compendium/spells/life-link-apg.md b/Compendium/spells/life-link-apg.md deleted file mode 100644 index 7e05dbb6d..000000000 --- a/Compendium/spells/life-link-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/cursebound -- trait/healing -- trait/necromancy -- trait/oracle -- trait/positive -- trait/uncommon -aliases: ["Life Link"] ---- -# Life Link *Focus 1* -[cursebound](../../Rules/traits/cursebound-apg.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [oracle](../../Rules/traits/oracle-apg.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature other than you -- **Duration**1 minute - -You forge a connection of life energy between you and your target, distributing harm between both of you. When you first [Cast the Spell](../../Rules/actions/cast-a-spell.md), the target recovers `1d4` Hit Points. The first time each round that the target takes damage, reduce the damage it takes by 3 (to a minimum of 0 damage). You lose 3 Hit Points each time, or the total damage dealt, if less than 3; this damage ignores any immunities or resistances you have and can't otherwise be mitigated in any way. - -The spell ends immediately if you fall [unconscious](../../Rules/conditions.md#Unconscious). You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (3rd)** You can target 2 creatures other than you. Increase the initial healing to `3d4` and the maximum damage reduced and Hit Points lost to 5. - -**Heightened (6th)** You can target 3 creatures other than you. Increase the initial healing to `6d4` and the maximum damage reduced and Hit Points lost to 10. - -**Heightened (9th)** You can target 4 creatures other than you. Increase the initial healing to `9d4` and the maximum damage reduced and Hit Points lost to 15. - -*Source: Advanced Player's Guide p. 232* \ No newline at end of file diff --git a/Compendium/spells/life-pact-lokl.md b/Compendium/spells/life-pact-lokl.md deleted file mode 100644 index 6f60eb7c3..000000000 --- a/Compendium/spells/life-pact-lokl.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/3 -- trait/healing -- trait/necromancy -- trait/uncommon -aliases: ["Life Pact"] ---- -# Life Pact *Spell 3* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**up to 6 willing creatures -- **Duration**10 minutes - -Using your life force or spirit as a conduit, you bind the targets in a mystical pact. If one of the targets is about to take damage that would reduce it to 0 Hit Points, all other targets immediately lose 3 Hit Points and the triggering target regains a number of Hit Points equal to the Hit Points lost this way, just before taking the damage. If this healing is enough that the triggering target is no longer reduced to 0 Hit Points, they remain conscious. Once the triggering target has regained Hit Points from the other targets, the spell ends. - -**Heightened (+ 1)** Increase the number of Hit Points lost by 1 for each target other than the one reduced to 0 Hit Points. - -The target reduced to 0 Hit Points regains that many additional Hit Points. - -*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/Compendium/spells/life-siphon.md b/Compendium/spells/life-siphon.md deleted file mode 100644 index c9a87e23a..000000000 --- a/Compendium/spells/life-siphon.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/healing -- trait/necromancy -- trait/uncommon -- trait/wizard -aliases: ["Life Siphon"] ---- -# Life Siphon *Focus 4* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You expend one of your wizard spell slots to cast a wizard spell of the necromancy school. - -You use some of the spell's magic to heal yourself, regaining `1d8` Hit Points per level of the spell. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/lifelink-surge-som.md b/Compendium/spells/lifelink-surge-som.md deleted file mode 100644 index 1e7ce14f8..000000000 --- a/Compendium/spells/lifelink-surge-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/2 -- trait/healing -- trait/necromancy -- trait/positive -- trait/summoner -- trait/uncommon -aliases: ["Lifelink Surge"] ---- -# Lifelink Surge *Focus 2* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [summoner](../../Rules/traits/summoner-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**4 rounds - -You make a quick gesture, tracing the link between yourself and your eidolon and drawing on your connection to slowly strengthen your shared life force. Your eidolon gains fast healing 4 for 4 rounds. - -**Heightened (+ 1)** The fast healing increases by 2. - -*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/Compendium/spells/lift-natures-caul-av3.md b/Compendium/spells/lift-natures-caul-av3.md deleted file mode 100644 index 38d98b7ca..000000000 --- a/Compendium/spells/lift-natures-caul-av3.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/av3 -- spell/area/emanation -- spell/focus/1 -- trait/fear -- trait/illusion -- trait/uncommon -- trait/visual -aliases: ["Lift Nature's Caul"] ---- -# Lift Nature's Caul *Focus 1* -[fear](../../Rules/traits/fear.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**creatures in the area -- **Saving Throw** Will -- **Duration**varies - -With a wave of the hand, you cause the targets to see the world around them as if a gauzy film had been lifted away to expose the truth that lies below their perceived reality. Natural features they can see grow twisted and horrendous, structures appear distorted and ruined, and objects seem warped and alien. This alternate vision fades quickly, but the glimpse beyond the natural world lingers for the spell's duration. - -Aberrations or worshippers of Outer Gods or Great Old Ones are bolstered by this vision of warped reality and gain a +1 status bonus to Will saving throws and attack rolls for 1 minute, while all other creatures must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and temporarily immune for 1 hour. -> - **Success** The creature is [sickened](../../Rules/conditions.md#Sickened). -> - **Failure** The creature is [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute and [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute and [frightened](../../Rules/conditions.md#Frightened). It can't reduce the value of its [frightened](../../Rules/conditions.md#Frightened) condition below 1 as long as it remains [stupefied](../../Rules/conditions.md#Stupefied) by this spell. - -**Heightened (+ 2)** You increase the area by 5 feet and the duration of the [stupefied](../../Rules/conditions.md#Stupefied) condition by 1 minute. - -*Source: Abomination Vaults #3: Eyes of Empty Death p. 65* \ No newline at end of file diff --git a/Compendium/spells/light-of-revelation-locg.md b/Compendium/spells/light-of-revelation-locg.md deleted file mode 100644 index be36a2abf..000000000 --- a/Compendium/spells/light-of-revelation-locg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/locg -- spell/focus/2 -- trait/divination -- trait/light -- trait/revelation -- trait/uncommon -aliases: ["Light Of Revelation"] ---- -# Light Of Revelation *Focus 2* -[divination](../../Rules/traits/divination.md) [light](../../Rules/traits/light.md) [revelation](../../Rules/traits/revelation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30-foot emanation -- **Duration**5 minutes - -You shed a luminous aura, illuminating a 30-foot radius with bright light. You and all allies in this area gain a +1 status bonus to [Perception](../skills.md#Perception) checks to detect [hidden](../../Rules/conditions.md#Hidden) or [undetected](../../Rules/conditions.md#Undetected) creatures, as well as hidden objects, doors, and other features. - -*Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/Compendium/spells/light.md b/Compendium/spells/light.md deleted file mode 100644 index 794c61964..000000000 --- a/Compendium/spells/light.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/light -aliases: ["Light"] ---- -# Light *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally -- **Duration**until the next time you make your daily preparations - -The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a [torch](../equipment/items/torch.md). If you cast this spell again on a second object, the [light](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/light.md) spell on the first object ends. - -**Heightened (4th)** The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/Compendium/spells/lightning-bolt.md b/Compendium/spells/lightning-bolt.md deleted file mode 100644 index f438a582f..000000000 --- a/Compendium/spells/lightning-bolt.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/line -- spell/level/3 -- trait/electricity -- trait/evocation -aliases: ["Lightning Bolt"] ---- -# Lightning Bolt *Spell 3* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**120-foot line -- **Saving Throw** basic Reflex - -A bolt of lightning strikes outward from your hand, dealing `4d12` electricity damage. - -**Heightened (+ 1)** The damage increases by `1d12`. - -*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/Compendium/spells/lightning-storm-apg.md b/Compendium/spells/lightning-storm-apg.md deleted file mode 100644 index ffa4d5cc9..000000000 --- a/Compendium/spells/lightning-storm-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/level/5 -- trait/electricity -- trait/evocation -aliases: ["Lightning Storm"] ---- -# Lightning Storm *Spell 5* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute - -You create a black, rumbling storm cloud and call down one lightning bolt within the spell's area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing `4d12` electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. - -**Heightened (+ 2)** The damage of each bolt increases by `1d12`. - -*Source: Advanced Player's Guide p. 221* \ No newline at end of file diff --git a/Compendium/spells/lingering-composition.md b/Compendium/spells/lingering-composition.md deleted file mode 100644 index f3041c0d6..000000000 --- a/Compendium/spells/lingering-composition.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/bard -- trait/enchantment -- trait/metamagic -- trait/uncommon -aliases: ["Lingering Composition"] ---- -# Lingering Composition *Focus 1* -[bard](../../Rules/traits/bard.md) [enchantment](../../Rules/traits/enchantment.md) [metamagic](../../Rules/traits/metamagic.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You add a flourish to your composition to extend its benefits. - -If your next action is to cast a cantrip composition with a duration of 1 round, attempt a [Performance](../skills.md#Performance) check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. - -> [!success-degree] -> - **Critical Success** The composition lasts 4 rounds. -> - **Success** The composition lasts 3 rounds. -> - **Failure** The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/linnorm-sting-aoe4.md b/Compendium/spells/linnorm-sting-aoe4.md deleted file mode 100644 index c226a6a61..000000000 --- a/Compendium/spells/linnorm-sting-aoe4.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe4 -- spell/level/9 -- trait/fire -- trait/necromancy -- trait/poison -- trait/uncommon -aliases: ["Linnorm Sting"] ---- -# Linnorm Sting *Spell 9* -[fire](../../Rules/traits/fire.md) [necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -You replicate the fiery venom of the tor linnorm and inflict an enemy with the dread dragon's debilitating bite. - -You deal `2d12` piercing damage to the targeted creature and afflict it with tor linnorm venom. If the target takes piercing damage, they must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `8d6` fire damage. -> - **Failure** The target is afflicted with tor linnorm venom at stage 1. -> - **Critical Failure** The target is afflicted with tor linnorm venom at stage 2. Tor Linnorm Venom (fire, injury, poison) Level 17; Maximum Duration 10 rounds; Stage 1 `8d6` fire damage and [drained](../../Rules/conditions.md#Drained) (1 round); Stage 2 `12d6` fire damage and [drained](../../Rules/conditions.md#Drained) (1 round) - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 81* \ No newline at end of file diff --git a/Compendium/spells/litany-against-sloth.md b/Compendium/spells/litany-against-sloth.md deleted file mode 100644 index de70be4b5..000000000 --- a/Compendium/spells/litany-against-sloth.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/5 -- trait/champion -- trait/evocation -- trait/good -- trait/litany -- trait/uncommon -aliases: ["Litany Against Sloth"] ---- -# Litany Against Sloth *Focus 5* -[champion](../../Rules/traits/champion.md) [evocation](../../Rules/traits/evocation.md) [good](../../Rules/traits/good.md) [litany](../../Rules/traits/litany.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Saving Throw** Will -- **Duration**1 round - -Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. - -A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target can't use reactions. -> - **Failure** The target can't use reactions and is [slowed](../../Rules/conditions.md#Slowed). -> - **Critical Failure** The target can't use reactions and is [slowed](../../Rules/conditions.md#Slowed). - -*Source: Core Rulebook p. 388* \ No newline at end of file diff --git a/Compendium/spells/litany-against-wrath.md b/Compendium/spells/litany-against-wrath.md deleted file mode 100644 index a84638e57..000000000 --- a/Compendium/spells/litany-against-wrath.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/3 -- trait/champion -- trait/evocation -- trait/good -- trait/litany -- trait/uncommon -aliases: ["Litany Against Wrath"] ---- -# Litany Against Wrath *Focus 3* -[champion](../../Rules/traits/champion.md) [evocation](../../Rules/traits/evocation.md) [good](../../Rules/traits/good.md) [litany](../../Rules/traits/litany.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Saving Throw** Will -- **Duration**1 round - -Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The first time the target uses an action that deals damage to at least one good creature, the target takes `3d6` good damage. -> - **Failure** Each time the target uses an action that deals damage to at least one good creature, the target takes `3d6` good damage. -> - **Critical Failure** The target is [enfeebled](../../Rules/conditions.md#Enfeebled). Each time it uses an action that deals damage to at least one good creature, the target takes `3d6` good damage. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Core Rulebook p. 388* \ No newline at end of file diff --git a/Compendium/spells/litany-of-depravity-apg.md b/Compendium/spells/litany-of-depravity-apg.md deleted file mode 100644 index 5bcfce1d4..000000000 --- a/Compendium/spells/litany-of-depravity-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/7 -- trait/champion -- trait/evil -- trait/evocation -- trait/litany -- trait/uncommon -aliases: ["Litany Of Depravity"] ---- -# Litany Of Depravity *Focus 7* -[champion](../../Rules/traits/champion.md) [evil](../../Rules/traits/evil.md) [evocation](../../Rules/traits/evocation.md) [litany](../../Rules/traits/litany.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 good creature -- **Duration**1 round - -Your litany calls into question the morals your foe claims to hold dear. The target gains weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute. - -**Heightened (+ 1)** The weakness increases by 1. - -*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/Compendium/spells/litany-of-righteousness.md b/Compendium/spells/litany-of-righteousness.md deleted file mode 100644 index 68dbe6c17..000000000 --- a/Compendium/spells/litany-of-righteousness.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/7 -- trait/champion -- trait/evocation -- trait/good -- trait/litany -- trait/uncommon -aliases: ["Litany Of Righteousness"] ---- -# Litany Of Righteousness *Focus 7* -[champion](../../Rules/traits/champion.md) [evocation](../../Rules/traits/evocation.md) [good](../../Rules/traits/good.md) [litany](../../Rules/traits/litany.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 evil creature -- **Duration**1 round - -Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. - -The target then becomes temporarily immune to all of your litanies for 1 minute. - -**Heightened (+ 1)** The weakness increases by 1. - -*Source: Core Rulebook p. 388* \ No newline at end of file diff --git a/Compendium/spells/litany-of-self-interest-apg.md b/Compendium/spells/litany-of-self-interest-apg.md deleted file mode 100644 index 699539515..000000000 --- a/Compendium/spells/litany-of-self-interest-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/champion -- trait/enchantment -- trait/evil -- trait/litany -- trait/mental -- trait/uncommon -aliases: ["Litany Of Self-interest"] ---- -# Litany Of Self-interest *Focus 5* -[champion](../../Rules/traits/champion.md) [enchantment](../../Rules/traits/enchantment.md) [evil](../../Rules/traits/evil.md) [litany](../../Rules/traits/litany.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round - -You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others. A creature that wants to gain the benefit of this spell and doesn't care about its limitations can voluntarily fail the save. The target then becomes temporarily immune to all your litanies for 1 minute. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target gains a +2 status bonus to attack rolls, [Perception](../skills.md#Perception) checks, saving throws, and skill checks. The target can't [Aid](../../Rules/actions/aid.md) other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target. Other creatures allied with the spell's target can still consider the target an ally and affect it accordingly. - -**Heightened (8th)** The status bonus increases to +3. - -*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/Compendium/spells/localized-quake.md b/Compendium/spells/localized-quake.md deleted file mode 100644 index b2add7ae1..000000000 --- a/Compendium/spells/localized-quake.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/area/emanation -- spell/focus/4 -- trait/cleric -- trait/earth -- trait/transmutation -- trait/uncommon -aliases: ["Localized Quake"] ---- -# Localized Quake *Focus 4* -[cleric](../../Rules/traits/cleric.md) [earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[earth](../setting/domains.md#Earth)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation or 15-foot cone -- **Saving Throw** Reflex - -You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take `4d6` bludgeoning damage and must attempt a Reflex saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and falls [prone](../../Rules/conditions.md#Prone). -> - **Critical Failure** The creature takes double damage and falls [prone](../../Rules/conditions.md#Prone). - -**Heightened (+ 1)** Increase the damage by `2d6`. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/locate.md b/Compendium/spells/locate.md deleted file mode 100644 index da7a1ed10..000000000 --- a/Compendium/spells/locate.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/detection -- trait/divination -- trait/uncommon -aliases: ["Locate"] ---- -# Locate *Spell 3* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**500 foot -- **Targets**1 specific object or type of object -- **Duration**sustained - -You learn the direction to the target (if you picked a specific object, such as "my mother's sword") or the nearest target (if you picked a type of object, such as "swords"). If the target is a specific object, you must have [observed](../../Rules/conditions.md#Observed) it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water. - -**Heightened (5th)** You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target. - -*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/Compendium/spells/lock-item-lokl.md b/Compendium/spells/lock-item-lokl.md deleted file mode 100644 index dde590dd3..000000000 --- a/Compendium/spells/lock-item-lokl.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/2 -- trait/abjuration -- trait/uncommon -aliases: ["Lock Item"] ---- -# Lock Item *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 object held by 1 creature and the creature holding it -- **Saving Throw** Reflex -- **Duration**varies - -One object held by a creature becomes fused to that creature's hand and can't be put down. To [Disarm](../../Rules/actions/disarm.md) or [Steal](../../Rules/actions/steal.md) the item, the result of the skill check must exceed the spell's DC or the normal DC, whichever is higher. To voluntarily drop the weapon, the target must spend an [Interact](../../Rules/actions/interact.md) action rather than a free action, and then succeed at a Reflex save. On a failed save, the action is wasted, but on a success, they drop the item and the spell ends. An unwilling creature must attempt an initial Reflex save against lock item. A willing creature can choose to critically fail the saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is affected for 1 round. -> - **Failure** The creature is affected for 4 rounds. -> - **Critical Failure** The creature is affected for 1 minute. - -**Heightened (+ 2)** You can target either 1 additional object held by the same creature or 1 additional object held by 1 additional creature. - -*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/Compendium/spells/lock.md b/Compendium/spells/lock.md deleted file mode 100644 index 5b13cc72c..000000000 --- a/Compendium/spells/lock.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/abjuration -aliases: ["Lock"] ---- -# Lock *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 lock, or a door or container with a latch -- **Duration**until the next time you make your daily preparations - -The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an [Athletics](../skills.md#Athletics) and [Thievery](../skills.md#Thievery) DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. - -Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door. - -If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an [Interact](../../Rules/actions/interact.md) action during which you touch the target. This does not end the spell. You can [Dismiss](../../Rules/actions/dismiss.md) this spell at any time and from any distance. - -**Heightened (2nd)** The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost. - -*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/Compendium/spells/longstrider.md b/Compendium/spells/longstrider.md deleted file mode 100644 index aec0b75d0..000000000 --- a/Compendium/spells/longstrider.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/transmutation -aliases: ["Longstrider"] ---- -# Longstrider *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed. - -**Heightened (2nd)** The duration increases to 8 hours. - -*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/Compendium/spells/loose-times-arrow-da.md b/Compendium/spells/loose-times-arrow-da.md deleted file mode 100644 index 6dec17145..000000000 --- a/Compendium/spells/loose-times-arrow-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/2 -- trait/transmutation -aliases: ["Loose Time's Arrow"] ---- -# Loose Time's Arrow *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 6 creatures -- **Duration**until the start of your next turn - -You pluck the time stream like a bow—pull one string back, release, and watch a creature fly. All affected targets are [quickened](../../Rules/conditions.md#Quickened). They can use the extra action only to [Step](../../Rules/actions/step.md) or [Stride](../../Rules/actions/stride.md). - -*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/Compendium/spells/loremasters-etude.md b/Compendium/spells/loremasters-etude.md deleted file mode 100644 index 61ac00495..000000000 --- a/Compendium/spells/loremasters-etude.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/bard -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Loremaster's Etude"] ---- -# Loremaster's Etude *Focus 1* -[bard](../../Rules/traits/bard.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**You or an ally within range attempts a skill check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) -- **Range**30 foot -- **Targets**you or the triggering ally - -You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering [Recall Knowledge](../../Rules/actions/recall-knowledge.md) skill check twice and use the better result. - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/lose-the-path-som.md b/Compendium/spells/lose-the-path-som.md deleted file mode 100644 index 5bc754725..000000000 --- a/Compendium/spells/lose-the-path-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/illusion -- trait/mental -- trait/visual -aliases: ["Lose The Path"] ---- -# Lose The Path *Spell 1* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature in range [Strides](../../Rules/actions/stride.md). -- **Range**60 foot -- **Targets**the triggering creature -- **Saving Throw** Will - -You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. - -Regardless of the result, the creature is immune to lose the path for 1 hour. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature treats all squares as difficult terrain for its [Stride](../../Rules/actions/stride.md). -> - **Critical Failure** As failure, except that you determine where the target moves during the [Stride](../../Rules/actions/stride.md), though you can't move it into hazardous terrain or to a place it can't stand. - -*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/Compendium/spells/lucky-break.md b/Compendium/spells/lucky-break.md deleted file mode 100644 index 2d61c7fbb..000000000 --- a/Compendium/spells/lucky-break.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Lucky Break"] ---- -# Lucky Break *Focus 4* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[luck](../setting/domains.md#Luck)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You fail (but don't critically fail) a saving throw. - -Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/lucky-number-som.md b/Compendium/spells/lucky-number-som.md deleted file mode 100644 index 784891d81..000000000 --- a/Compendium/spells/lucky-number-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/contingency -- trait/divination -aliases: ["Lucky Number"] ---- -# Lucky Number *Spell 2* -[contingency](../../Rules/traits/contingency-som.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Duration**until the next time you make your daily preparations - -When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), roll `1d20` and make a note of the result. You gain the following reaction; once you use the reaction, the spell ends, and you become temporarily immune to lucky number until the next time you make your daily preparations. - -That's My Number! [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (divination, fortune) Trigger You roll your lucky number as your d20 result on a non-secret attack roll, saving throw, or skill check; Effect You call upon the fortune stored within your lucky number and reroll the triggering check. However, pushing your luck has a price: if your result on the reroll is the same number again, you critically fail, regardless of what degree of success you ordinarily would have received. - -*Source: Secrets of Magic p. 113* \ No newline at end of file diff --git a/Compendium/spells/mad-monkeys-apg.md b/Compendium/spells/mad-monkeys-apg.md deleted file mode 100644 index 09e21810e..000000000 --- a/Compendium/spells/mad-monkeys-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/level/3 -- trait/conjuration -aliases: ["Mad Monkeys"] ---- -# Mad Monkeys *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Duration**sustained up to 1 minute - -Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt. Casting calm emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys. - -Choose the kind of mischief your monkeys make when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). They produce the effect listed for that mischief when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and the first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the area of the monkeys by 5 feet. - -- **Flagrant Burglary** The monkeys try to [Steal](../../Rules/actions/steal.md) any one item from one creature in the area. Use your spell DC – 10 as the monkeys' [Thievery](../skills.md#Thievery) modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys— even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose. -- **Raucous Din** The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and is temporarily immune for 10 minutes. -> - **Success** The creature is unaffected. -> - **Failure** For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the creature loses that action. -> - **Critical Failure** As failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell's area. - -*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/Compendium/spells/mage-hand.md b/Compendium/spells/mage-hand.md deleted file mode 100644 index 4ee98002c..000000000 --- a/Compendium/spells/mage-hand.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/evocation -aliases: ["Mage Hand"] ---- -# Mage Hand *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 unattended object of light Bulk or less -- **Duration**sustained - -You create a single magical hand, either [invisible](../../Rules/conditions.md#Invisible) or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. - -**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less. - -**Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. - -**Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/Compendium/spells/magic-aura.md b/Compendium/spells/magic-aura.md deleted file mode 100644 index 19ecf41ec..000000000 --- a/Compendium/spells/magic-aura.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/illusion -- trait/uncommon -aliases: ["Magic Aura"] ---- -# Magic Aura *Spell 1* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 object of 3 bulk or less -- **Duration**until the next time you make your daily preparations - -You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical. - -A caster using [detect magic](detect-magic.md) or [read aura](read-aura.md) of an equal or higher spell level can attempt to 0 from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher. - -**Heightened (3rd)** You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know. - -*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/Compendium/spells/magic-fang.md b/Compendium/spells/magic-fang.md deleted file mode 100644 index 21fc946d3..000000000 --- a/Compendium/spells/magic-fang.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/transmutation -aliases: ["Magic Fang"] ---- -# Magic Fang *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute - -Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one. - -*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/Compendium/spells/magic-hide-apg.md b/Compendium/spells/magic-hide-apg.md deleted file mode 100644 index d33002c58..000000000 --- a/Compendium/spells/magic-hide-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/abjuration -- trait/ranger -- trait/uncommon -aliases: ["Magic Hide"] ---- -# Magic Hide *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**your animal companion -- **Duration**1 minute - -Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/magic-mailbox-som.md b/Compendium/spells/magic-mailbox-som.md deleted file mode 100644 index 63d909d65..000000000 --- a/Compendium/spells/magic-mailbox-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/conjuration -- trait/teleportation -- trait/uncommon -aliases: ["Magic Mailbox"] ---- -# Magic Mailbox *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 hour -- **Range**touch -- **Targets**2 containers, each no larger than 5 feet in any dimension -- **Duration**until your next daily preparations - -You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If both containers are left closed for 10 consecutive minutes, the contents of each one, totaling no more than 3 Bulk of nonliving, non-magical material per container, transport to the other's location. If a container's contents total more than 3 Bulk, the transport fails. - -If either container is opened before the full 10 minutes have elapsed, the contents appear as they did when the containers were closed, and the process starts anew as soon as both containers have been closed. After the contents of the containers successfully swap, they can't swap again until after both containers have been opened at least once. Both containers must be located on the same plane for the process to function; if this ceases to be the case or if something else disrupts the effect during an active transposition, the process halts as if one of the containers had been opened. - -*Source: Secrets of Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/magic-missile.md b/Compendium/spells/magic-missile.md deleted file mode 100644 index b3a7c6e60..000000000 --- a/Compendium/spells/magic-missile.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/evocation -- trait/force -aliases: ["Magic Missile"] ---- -# Magic Missile *Spell 1* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Targets**1 creature - -You send a dart of force streaking toward a creature that you can see. It automatically hits and deals `1d4+1` force damage. For each additional action you use when [Casting the Spell](../../Rules/actions/cast-a-spell.md), increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. - -**Heightened (+ 2)** You shoot one additional missile with each action you spend. - -*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/Compendium/spells/magic-mouth.md b/Compendium/spells/magic-mouth.md deleted file mode 100644 index 2b5a66920..000000000 --- a/Compendium/spells/magic-mouth.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/auditory -- trait/illusion -- trait/visual -aliases: ["Magic Mouth"] ---- -# Magic Mouth *Spell 2* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object -- **Duration** - -You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the [magic mouth](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/magic-mouth.md) spell ends. - -*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/Compendium/spells/magic-stone-apg.md b/Compendium/spells/magic-stone-apg.md deleted file mode 100644 index c989dc57e..000000000 --- a/Compendium/spells/magic-stone-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/necromancy -- trait/positive -aliases: ["Magic Stone"] ---- -# Magic Stone *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 to 3 non-magical stones or sling bullets -- **Duration**1 minute - -You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action you use [Casting this Spell](../../Rules/actions/cast-a-spell.md). - -The stones must be unattended or carried by you or a willing ally. The stones become +1 striking disrupting sling bullets. Each stone can be used only once, after which it crumbles to dust. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/Compendium/spells/magic-warrior-aspect-lowg.md b/Compendium/spells/magic-warrior-aspect-lowg.md deleted file mode 100644 index fe6aebde8..000000000 --- a/Compendium/spells/magic-warrior-aspect-lowg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/focus/2 -- trait/morph -- trait/transmutation -- trait/uncommon -aliases: ["Magic Warrior Aspect"] ---- -# Magic Warrior Aspect *Focus 2* -[morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**5 minutes - -You call upon the aspect of the animal from your mask, gaining physical features reminiscent of that animal. You morph slightly into that creature, gaining the Speeds and senses you would gain from using [animal form](animal-form.md) to turn into the type of animal your mask represents; these special Speeds can't be increased by status bonuses or item bonuses. - -*Source: Lost Omens: World Guide p. 95* \ No newline at end of file diff --git a/Compendium/spells/magic-warrior-transformation-lowg.md b/Compendium/spells/magic-warrior-transformation-lowg.md deleted file mode 100644 index b10b4eb83..000000000 --- a/Compendium/spells/magic-warrior-transformation-lowg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/focus/2 -- trait/polymorph -- trait/transmutation -- trait/uncommon -aliases: ["Magic Warrior Transformation"] ---- -# Magic Warrior Transformation *Focus 2* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You transform into the animal from your mask. You gain the effects of [animal form](animal-form.md), heightened to magic warrior transformation's level, and you can transform into only the type of animal your mask represents. - -*Source: Lost Omens: World Guide p. 95* \ No newline at end of file diff --git a/Compendium/spells/magic-weapon.md b/Compendium/spells/magic-weapon.md deleted file mode 100644 index 5b0ad08b7..000000000 --- a/Compendium/spells/magic-weapon.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/transmutation -aliases: ["Magic Weapon"] ---- -# Magic Weapon *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon that is unattended or wielded by you or a willing ally -- **Duration**1 minute - -The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/Compendium/spells/magical-fetters-aoe2.md b/Compendium/spells/magical-fetters-aoe2.md deleted file mode 100644 index 36507bdae..000000000 --- a/Compendium/spells/magical-fetters-aoe2.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe2 -- spell/level/3 -- trait/conjuration -- trait/incapacitation -- trait/uncommon -aliases: ["Magical Fetters"] ---- -# Magical Fetters *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [incapacitation](../../Rules/traits/incapacitation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**see below - -Ghostly manacles launch from your outstretched hand and clasp around the target's limbs, impeding its movements. - -The target must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [clumsy](../../Rules/conditions.md#Clumsy) and takes a –10-foot status penalty to its Speed for 1 round. -> - **Failure** The target is [clumsy](../../Rules/conditions.md#Clumsy) and takes a –10-foot status penalty to its Speed for 1 minute. -> - **Critical Failure** As failure, but the target is also [slowed](../../Rules/conditions.md#Slowed) for the duration. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 77* \ No newline at end of file diff --git a/Compendium/spells/magics-vessel.md b/Compendium/spells/magics-vessel.md deleted file mode 100644 index 353a12713..000000000 --- a/Compendium/spells/magics-vessel.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/enchantment -- trait/uncommon -aliases: ["Magic's Vessel"] ---- -# Magic's Vessel *Focus 1* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[magic](../setting/domains.md#Magic)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you [Cast a Spell](../../Rules/actions/cast-a-spell.md) from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast. - -*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/magnetic-acceleration-som.md b/Compendium/spells/magnetic-acceleration-som.md deleted file mode 100644 index d524db8d9..000000000 --- a/Compendium/spells/magnetic-acceleration-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/attack -- trait/evocation -aliases: ["Magnetic Acceleration"] ---- -# Magnetic Acceleration *Spell 3* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature or object - -You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with magnetic acceleration. On a hit, the target takes `3d6` bludgeoning damage and `3d6` piercing damage, or double damage on a critical hit. - -**Heightened (+ 1)** The bludgeoning and piercing damage each increase by `1d6`. - -*Source: Secrets of Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/magnetic-attraction-som.md b/Compendium/spells/magnetic-attraction-som.md deleted file mode 100644 index 2c075ee48..000000000 --- a/Compendium/spells/magnetic-attraction-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/evocation -aliases: ["Magnetic Attraction"] ---- -# Magnetic Attraction *Spell 2* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 10 metal objects with a total Bulk of 1 or less - -You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily in your hands, or dropping to the ground at your position, at your discretion. - -Unattended objects fly to you automatically. If you target secured objects or those in another creature's possession (such as sheathed weapons), you must attempt to [Disarm](../../Rules/actions/disarm.md) the creature of the metal objects, making a spell attack roll instead of an [Athletics](../skills.md#Athletics) check to do so. - -Instead of drawing the objects to yourself, you can polarize a single metal object within range, designating it as a lodestone and causing the metal objects to fly to it instead. The lodestone must be at least three times the total Bulk of the targeted metal objects. Objects will stick to the lodestone for 1 minute, though they can be wrenched away with an [Interact](../../Rules/actions/interact.md) action. - -*Source: Secrets of Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/magnetic-repulsion-som.md b/Compendium/spells/magnetic-repulsion-som.md deleted file mode 100644 index 4a60f5b47..000000000 --- a/Compendium/spells/magnetic-repulsion-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/abjuration -aliases: ["Magnetic Repulsion"] ---- -# Magnetic Repulsion *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a –1 status penalty, and the squares adjacent to you are difficult terrain for creatures wearing metal armor. For creatures made entirely of metal, the penalty to their attack rolls is –2 and the squares adjacent to you are greater difficult terrain. - -While this spell is active, you require an additional [Interact](../../Rules/actions/interact.md) action before using a metal object (including to [Strike](../../Rules/actions/strike.md) with a metal weapon), and if you're wearing metal armor, you're [slowed](../../Rules/conditions.md#Slowed). - -**Heightened (+ 3)** The status penalty to attack rolls increases by 1. - -*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/magnificent-mansion.md b/Compendium/spells/magnificent-mansion.md deleted file mode 100644 index cda4209b4..000000000 --- a/Compendium/spells/magnificent-mansion.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/conjuration -- trait/extradimensional -- trait/uncommon -aliases: ["Magnificent Mansion"] ---- -# Magnificent Mansion *Spell 7* -[conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**30 foot -- **Duration**until the next time you make your daily preparations - -You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you [Cast the Spell](../../Rules/actions/cast-a-spell.md), appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it [invisible](../../Rules/conditions.md#Invisible). You and the creatures you designated can reopen the door at will, just like opening a physical door. - -Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you [Cast the Spell](../../Rules/actions/cast-a-spell.md), provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. - -A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the [unseen servant](unseen-servant.md) spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. - -*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/Compendium/spells/malicious-shadow-apg.md b/Compendium/spells/malicious-shadow-apg.md deleted file mode 100644 index 65f9430c7..000000000 --- a/Compendium/spells/malicious-shadow-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/evocation -- trait/hex -- trait/shadow -- trait/uncommon -- trait/witch -aliases: ["Malicious Shadow"] ---- -# Malicious Shadow *Focus 3* -[evocation](../../Rules/traits/evocation.md) [hex](../../Rules/traits/hex-apg.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the target. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the shadow makes a [Strike](../../Rules/actions/strike.md) against the target. The shadow moves along with the foe, always remaining within reach. If you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) multiple times in a round, you gain this effect each time. The shadow uses and contributes to your multiple attack penalty. - -The shadow's [Strikes](../../Rules/actions/strike.md) are melee spell attacks. Regardless of its shape, the shadow's [Strikes](../../Rules/actions/strike.md) deal damage equal to `1d10` plus your spellcasting ability modifier. You choose the type of damage when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), choosing from bludgeoning, piercing, or slashing damage. The shadow doesn't take up space, grant flanking, or have any other attributes a creature would. The shadow can't make any attacks other than its [Strike](../../Rules/actions/strike.md). - -The shadow vanishes if the target moves into an area of complete darkness or enters an area with light from all directions such that the target doesn't cast a shadow. If another effect is controlling the target's shadow when you cast [malicious shadow](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/malicious-shadow-apg.md), you can attempt to counteract that effect to temporarily take control of the shadow, but the original effect resumes when malicious shadow ends. - -**Heightened (+ 2)** The [Strike](../../Rules/actions/strike.md) damage increases by `1d10`. - -*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/Compendium/spells/malignant-sustenance.md b/Compendium/spells/malignant-sustenance.md deleted file mode 100644 index 031b2c1f2..000000000 --- a/Compendium/spells/malignant-sustenance.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Malignant Sustenance"] ---- -# Malignant Sustenance *Focus 4* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[undeath](../setting/domains.md#Undeath)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing undead creature -- **Duration**1 minute - -You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. - -This healing comes from negative energy, so it heals the undead rather than damaging it. - -**Heightened (+ 1)** The fast healing increases by 2. - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/manifold-lives-da.md b/Compendium/spells/manifold-lives-da.md deleted file mode 100644 index 1632efd11..000000000 --- a/Compendium/spells/manifold-lives-da.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/6 -- trait/cursebound -- trait/divination -- trait/emotion -- trait/mental -- trait/oracle -- trait/uncommon -aliases: ["Manifold Lives"] ---- -# Manifold Lives *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [divination](../../Rules/traits/divination.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You cast a creature's mind back through time, forcing them to take other paths and make other choices, experiencing countless alternate lives in an instant. The creature becomes overwhelmed with regret over paths untraveled, lives unlived, and times unrealized. The creature takes `6d6` mental damage and must attempt a Will save. After the effect is resolved, the target is then temporarily immune for 1 day. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Failure** The creature takes full damage and is [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute. While affected, the creature must attempt another save at the start of its turn; on a failure, it's [slowed](../../Rules/conditions.md#Slowed) for that turn as it sobs uncontrollably. -> - **Critical Failure** The creature takes double damage and for 1 minute, it's [stupefied](../../Rules/conditions.md#Stupefied) and [slowed](../../Rules/conditions.md#Slowed) as it sobs uncontrollably. - -**Heightened (+ 1)** The mental damage increases by `1d6`. - -*Source: Dark Archive p. 189* \ No newline at end of file diff --git a/Compendium/spells/mantis-form-lowg.md b/Compendium/spells/mantis-form-lowg.md deleted file mode 100644 index 43ba9e200..000000000 --- a/Compendium/spells/mantis-form-lowg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/focus/4 -- trait/polymorph -- trait/transmutation -- trait/uncommon -aliases: ["Mantis Form"] ---- -# Mantis Form *Focus 4* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You become a mantis. You gain the effects of insect form, heightened to mantis form's level, and you can only transform into a mantis. - -*Source: Lost Omens: World Guide p. 71* \ No newline at end of file diff --git a/Compendium/spells/mantle-of-the-frozen-heart-som.md b/Compendium/spells/mantle-of-the-frozen-heart-som.md deleted file mode 100644 index e90a920d2..000000000 --- a/Compendium/spells/mantle-of-the-frozen-heart-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/cold -- trait/morph -- trait/transmutation -aliases: ["Mantle Of The Frozen Heart"] ---- -# Mantle Of The Frozen Heart *Spell 5* -[cold](../../Rules/traits/cold.md) [morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill down anyone's spine who draws too close and leaving a fine dusting of frost in your wake. Upon Casting this Spell, pick two of the options below. As a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, you can change one of your chosen abilities to a different option from the list. - -- **Chilling Ice** The ice around your body thickens, melting off to protect you from heat while inuring you from the cold. You gain resistance 10 to cold. -- **Heart of Ice** Your body temperature plummets to blistering cold. Any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes `2d6` cold damage. -- **Ice Glide** Ice trails from your feet for an instant as you move, allowing you to skate rapidly along the ice. You don't need to [Balance](../../Rules/actions/balance.md) on ice, and you ignore difficult terrain caused by ice or snow. While moving along a smooth surface, you gain a +20-foot status bonus to your land Speed. -- **Icy Claws** Your hands morph into vicious, piercing claws of ice useful for attacking or climbing. As long as you have both hands free, you gain a climb Speed equal to your land Speed. You gain a claw unarmed attack with the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits, in the brawling weapon group. Your claw attack deals `1d6` piercing damage as its base damage, plus an additional `2d6` cold damage. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/mantle-of-the-magma-heart-som.md b/Compendium/spells/mantle-of-the-magma-heart-som.md deleted file mode 100644 index 29b6a52dd..000000000 --- a/Compendium/spells/mantle-of-the-magma-heart-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/fire -- trait/morph -- trait/transmutation -aliases: ["Mantle Of The Magma Heart"] ---- -# Mantle Of The Magma Heart *Spell 5* -[fire](../../Rules/traits/fire.md) [morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters with heat, and tiny sparks of flame dance behind you as you pass. - -Upon casting this spell, pick two of the options below. As a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, you can change one of your chosen abilities to a different option from the list. - -- **Enlarging Eruption** You erupt in lava, which clings to you and hardens, causing your body to swell and burst until you grow to size Large. You're [clumsy](../../Rules/conditions.md#Clumsy). Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. You can't choose this option if you're already Large or larger. -- **Fiery Grasp** Your hands swell and grow with lava. You gain a lava fist unarmed attack in the brawling weapon group. Your lava fists deal `1d8` bludgeoning damage as their base damage, plus an additional `2d6` fire damage and `1d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -- **Heart of Fire** Your body's temperature becomes so hot that any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes `2d6` fire damage. -- **Warming Flames** Flames flicker around you, warming away the cold while protecting you from the heat. You gain resistance 5 to cold and fire. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/mariners-curse.md b/Compendium/spells/mariners-curse.md deleted file mode 100644 index 93fb4a99f..000000000 --- a/Compendium/spells/mariners-curse.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/curse -- trait/necromancy -aliases: ["Mariner's Curse"] ---- -# Mariner's Curse *Spell 5* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will - -You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target becomes [sickened](../../Rules/conditions.md#Sickened). Reducing its [sickened](../../Rules/conditions.md#Sickened) condition to 0 ends the curse. -> - **Failure** The target becomes [sickened](../../Rules/conditions.md#Sickened) and can't reduce its [sickened](../../Rules/conditions.md#Sickened) condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is [sickened](../../Rules/conditions.md#Sickened) and on the water at least a mile from shore, it is also [slowed](../../Rules/conditions.md#Slowed). -> - **Critical Failure** As failure, but the target becomes [sickened](../../Rules/conditions.md#Sickened). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/Compendium/spells/martyrs-intervention-lokl.md b/Compendium/spells/martyrs-intervention-lokl.md deleted file mode 100644 index 410e7f952..000000000 --- a/Compendium/spells/martyrs-intervention-lokl.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/3 -- trait/healing -- trait/necromancy -- trait/uncommon -aliases: ["Martyr's Intervention"] ---- -# Martyr's Intervention *Spell 3* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range would take damage that reduces it to 0 Hit Points -- **Requirements**You don't have the [wounded](../../Rules/conditions.md#Wounded) condition. -- **Range**60 foot -- **Targets**1 living creature - -You shield a creature in dire need with your own life force, taking the harm upon yourself to save their life. The target is reduced to 1 Hit Point instead of 0 Hit Points. All remaining damage that was prevented from harming the target creature is instead dealt to you. Both you and the target become [wounded](../../Rules/conditions.md#Wounded); targets who are already [wounded](../../Rules/conditions.md#Wounded) increased their [wounded](../../Rules/conditions.md#Wounded) value by 1. - -*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/Compendium/spells/mask-of-terror.md b/Compendium/spells/mask-of-terror.md deleted file mode 100644 index 659cd8a57..000000000 --- a/Compendium/spells/mask-of-terror.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/emotion -- trait/fear -- trait/illusion -- trait/mental -- trait/visual -aliases: ["Mask Of Terror"] ---- -# Mask Of Terror *Spell 7* -[emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 minute - -The target appears to be a gruesome and terrifying creature. - -The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage. - -When any creature attempts a [hostile](../../Rules/conditions.md#Hostile) action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature becomes [frightened](../../Rules/conditions.md#Frightened) before using its action. -> - **Critical Failure** The creature becomes [frightened](../../Rules/conditions.md#Frightened), and its action fails and is wasted. - -**Heightened (8th)** You can target up to 5 creatures. If a creature uses a [hostile](../../Rules/conditions.md#Hostile) action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror. - -*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/Compendium/spells/maze-of-locked-doors-aoe2.md b/Compendium/spells/maze-of-locked-doors-aoe2.md deleted file mode 100644 index 05de4beb5..000000000 --- a/Compendium/spells/maze-of-locked-doors-aoe2.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe2 -- spell/level/7 -- trait/conjuration -- trait/extradimensional -- trait/incapacitation -- trait/teleportation -- trait/uncommon -aliases: ["Maze Of Locked Doors"] ---- -# Maze Of Locked Doors *Spell 7* -[conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) [incapacitation](../../Rules/traits/incapacitation.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained - -The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP 80, BT 40, [Athletics](../skills.md#Athletics) DC 30 to [Force Open](../../Rules/actions/force-open.md)) secured with average locks (DC 25 [Thievery](../skills.md#Thievery), 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). [Teleportation](../../Rules/traits/teleportation.md) effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level [teleportation](../../Rules/traits/teleportation.md) effects require the caster to succeed at a counteract check against your spell DC or they fail. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is trapped for 1 round, or until it bypasses 1 door. -> - **Failure** The target is trapped for 1 minute, or until it bypasses 2 doors. -> - **Critical Failure** The target it trapped for 10 minutes, or until it bypasses 3 doors. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 77* \ No newline at end of file diff --git a/Compendium/spells/maze.md b/Compendium/spells/maze.md deleted file mode 100644 index 93871744a..000000000 --- a/Compendium/spells/maze.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/conjuration -- trait/extradimensional -- trait/teleportation -aliases: ["Maze"] ---- -# Maze *Spell 8* -[conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained - -You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a [Survival](../skills.md#Survival) check or [Perception](../skills.md#Perception) check against your spell DC to escape the maze. The possible outcomes are as follows. - -> [!success-degree] -> - **Critical Success** The target escapes and the spell ends. -> - **Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends. -> - **Failure** The target makes no progress toward escape. -> - **Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is. Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled. - -*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/Compendium/spells/medusas-wrath-apg.md b/Compendium/spells/medusas-wrath-apg.md deleted file mode 100644 index 7c04a2dc0..000000000 --- a/Compendium/spells/medusas-wrath-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/8 -- trait/monk -- trait/transmutation -- trait/uncommon -aliases: ["Medusa's Wrath"] ---- -# Medusa's Wrath *Focus 8* -[monk](../../Rules/traits/monk.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You make an attack filled with a medusa's petrifying power. - -Make an unarmed [Strike](../../Rules/actions/strike.md) with the following additional effects. - -> [!success-degree] -> - **Critical Success** The target is [slowed](../../Rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](../../Rules/traits/incapacitation.md) trait. On a failed save, the [slowed](../../Rules/conditions.md#Slowed) condition increases by 1 (2 on a critical failure). A successful save reduces the [slowed](../../Rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the [slowed](../../Rules/conditions.md#Slowed) condition from medusa's wrath, it is [petrified](../../Rules/conditions.md#Petrified) permanently. The spell ends if the creature is [petrified](../../Rules/conditions.md#Petrified) or the [slowed](../../Rules/conditions.md#Slowed) condition is removed. -> - **Success** As critical success, but the target is initially [slowed](../../Rules/conditions.md#Slowed). - -*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/Compendium/spells/meld-into-stone.md b/Compendium/spells/meld-into-stone.md deleted file mode 100644 index fff7573bd..000000000 --- a/Compendium/spells/meld-into-stone.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/earth -- trait/transmutation -aliases: ["Meld Into Stone"] ---- -# Meld Into Stone *Spell 3* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. - -Significant physical damage to the stone while you are inside it expels you and deals `10d6` damage to you. Passwall expels you without dealing damage and ends meld into stone. - -You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/Compendium/spells/mending.md b/Compendium/spells/mending.md deleted file mode 100644 index 95d68e4b0..000000000 --- a/Compendium/spells/mending.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/transmutation -aliases: ["Mending"] ---- -# Mending *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**non-magical object of light Bulk or less - -You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the [broken](../../Rules/conditions.md#Broken) condition if this repairs it past the item's [Broken](../../Rules/conditions.md#Broken) Threshold. You can't replace lost pieces or repair an object that's been completely destroyed. - -**Heightened (2nd)** You can target a non-magical object of 1 Bulk or less. - -**Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/Compendium/spells/message-rune-logm.md b/Compendium/spells/message-rune-logm.md deleted file mode 100644 index 2ab31e669..000000000 --- a/Compendium/spells/message-rune-logm.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/divination -- trait/linguistic -- trait/mental -aliases: ["Message Rune"] ---- -# Message Rune *Spell 1* -[divination](../../Rules/traits/divination.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 5 minutes -- **Range**touch -- **Targets**1 flat unattended surface -- **Duration**1 day - -You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune's appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter. - -You also specify a trigger that creatures must meet to activate the rune. For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically. You know when someone is listening to the message, but you do not know who is listening to it. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -*Source: Lost Omens: Gods & Magic p. 108* \ No newline at end of file diff --git a/Compendium/spells/message.md b/Compendium/spells/message.md deleted file mode 100644 index 8d7511601..000000000 --- a/Compendium/spells/message.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/auditory -- trait/cantrip -- trait/illusion -- trait/linguistic -- trait/mental -aliases: ["Message"] ---- -# Message *Cantrip 1* -[auditory](../../Rules/traits/auditory.md) [cantrip](../../Rules/traits/cantrip.md) [illusion](../../Rules/traits/illusion.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**120 foot -- **Targets**1 creature -- **Duration**see below - -You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. - -While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. - -**Heightened (3rd)** The spell's range increases to 500 feet. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/Compendium/spells/mimic-undead-som.md b/Compendium/spells/mimic-undead-som.md deleted file mode 100644 index 8006d8068..000000000 --- a/Compendium/spells/mimic-undead-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/necromancy -aliases: ["Mimic Undead"] ---- -# Mimic Undead *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You're a living creature. -- **Duration**10 minutes - -You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch. - -Your heartbeat, breathing, and similar life functions become very difficult to detect. Senses such as lifesense detect you as undead unless a creature succeeds at a [Perception](../skills.md#Perception) check against the spell's DC, and on a failed check, they don't detect you at all if they only sense living creatures. Detection spells that specifically sense living creatures must succeed at a counteract check against mimic undead to detect you. You gain a +4 status bonus to [Impersonate](../../Rules/actions/impersonate.md) an undead but physically intact version of yourself and can add your level as your proficiency bonus even if you're untrained. You don't gain these benefits to [Impersonate](../../Rules/actions/impersonate.md) any other sort of undead. Mindless undead usually don't have a reason to even attempt the [Perception](../skills.md#Perception) check to notice your Impersonation unless you interact with them in some way. - -*Source: Secrets of Magic p. 115* \ No newline at end of file diff --git a/Compendium/spells/mind-blank.md b/Compendium/spells/mind-blank.md deleted file mode 100644 index 28a4a5aa7..000000000 --- a/Compendium/spells/mind-blank.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/abjuration -- trait/uncommon -aliases: ["Mind Blank"] ---- -# Mind Blank *Spell 8* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**until the next time you make your daily preparations - -Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against [mental](../../Rules/traits/mental.md) effects. - -Mind blank attempts to counteract any detection, [revelation](../../Rules/traits/revelation.md), and [scrying](../../Rules/traits/scrying.md) effects as if its spell level were 1 higher than its actual level. On a success, the [divination](../../Rules/traits/divination.md) effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target. - -*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/Compendium/spells/mind-games-sot1.md b/Compendium/spells/mind-games-sot1.md deleted file mode 100644 index aaa34d1ea..000000000 --- a/Compendium/spells/mind-games-sot1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot1 -- spell/level/2 -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Mind Games"] ---- -# Mind Games *Spell 2* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Cost**3 gp game piece focus -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts another Will save. - -> [!success-degree] -> - **Critical Success** You are [stunned](../../Rules/conditions.md#Stunned) and the spell ends. -> - **Success** The target is unaffected. -> - **Failure** The target is [stunned](../../Rules/conditions.md#Stunned). -> - **Critical Failure** The target is [stunned](../../Rules/conditions.md#Stunned). - -*Source: Strength of Thousands #1: Kindled Magic p. 77* \ No newline at end of file diff --git a/Compendium/spells/mind-of-menace-som.md b/Compendium/spells/mind-of-menace-som.md deleted file mode 100644 index 7de644b82..000000000 --- a/Compendium/spells/mind-of-menace-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/contingency -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -aliases: ["Mind Of Menace"] ---- -# Mind Of Menace *Spell 3* -[contingency](../../Rules/traits/contingency-som.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Duration**24 hours - -This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends. - -Fight with Fear [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a [mental](../../Rules/traits/mental.md) effect against you; Effect The triggering creature must attempt a Will save, which has the following effects. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [frightened](../../Rules/conditions.md#Frightened), and you gain a +2 status bonus to your saving throw or other defense against the triggering [mental](../../Rules/traits/mental.md) effect. -> - **Critical Failure** The creature is [frightened](../../Rules/conditions.md#Frightened), and you're unaffected by the triggering [mental](../../Rules/traits/mental.md) effect. - -*Source: Secrets of Magic p. 116* \ No newline at end of file diff --git a/Compendium/spells/mind-probe.md b/Compendium/spells/mind-probe.md deleted file mode 100644 index bc04b6df8..000000000 --- a/Compendium/spells/mind-probe.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/divination -- trait/linguistic -- trait/mental -- trait/uncommon -aliases: ["Mind Probe"] ---- -# Mind Probe *Spell 5* -[divination](../../Rules/traits/divination.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** Each round of the spell's duration, you can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) to ask a different question and attempt to uncover the answer. For each question, the target can attempt a [Deception](../skills.md#Deception) check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. -> - **Critical Failure** As failure, and the target takes a –4 circumstance penalty to [Deception](../skills.md#Deception) checks against your questions. - -*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/Compendium/spells/mind-reading.md b/Compendium/spells/mind-reading.md deleted file mode 100644 index b9c0f53e2..000000000 --- a/Compendium/spells/mind-reading.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/detection -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Mind Reading"] ---- -# Mind Reading *Spell 3* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round or sustained up to 1 minute - -With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour. - -> [!success-degree] -> - **Critical Success** The target perceives vague surface thoughts from you when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). -> - **Success** You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. -> - **Failure** You perceive vague surface thoughts from the target when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours. -> - **Critical Failure** As failure, and for the duration of the spell, you can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) to detect the target's surface thoughts again. The target doesn't receive any additional saves. - -*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/Compendium/spells/mindlink.md b/Compendium/spells/mindlink.md deleted file mode 100644 index 5485323bb..000000000 --- a/Compendium/spells/mindlink.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/divination -- trait/mental -aliases: ["Mindlink"] ---- -# Mindlink *Spell 1* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature - -You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes. - -*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/Compendium/spells/miracle.md b/Compendium/spells/miracle.md deleted file mode 100644 index d2883396d..000000000 --- a/Compendium/spells/miracle.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/divination -aliases: ["Miracle"] ---- -# Miracle *Spell 10* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A casting of miracle can do any of the following things. - -- Duplicate any spell from the divine list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](../../Rules/traits/common.md) or you must have access. -- Produce any effect whose power level is in line with the above effects. -- Reverse certain effects that refer to the [wish](wish.md) spell. - -The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect. - -*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/Compendium/spells/mirecloak-sot3.md b/Compendium/spells/mirecloak-sot3.md deleted file mode 100644 index ecdb12ac3..000000000 --- a/Compendium/spells/mirecloak-sot3.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/level/5 -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Mirecloak"] ---- -# Mirecloak *Spell 5* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 4 creatures -- **Saving Throw** Fortitude -- **Duration**up to 1 minute - -You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a +1 status bonus to AC and a +2 status bonus to [Stealth](../skills.md#Stealth) checks, both only while the target is in dim light or darkness. - -If a creature deals damage in melee to or touches a cloaked creature, the cloak wraps around the attacker, temporarily connecting the psyches of the cloaked creature and the attacker and violently prying a random piece of interesting information from the attacker's mind. The attacker takes `2d8` mental damage and must attempt a Will save. Afterward, the spell ends for the cloaked creature, and the attacker is temporarily immune to mirecloak for 24 hours. - -> [!success-degree] -> - **Critical Success** The attacker is unaffected. -> - **Success** The attacker takes half damage. -> - **Failure** The attacker takes full damage and is [sickened](../../Rules/conditions.md#Sickened). In addition, the cloaked creature gleans a piece of information from the attacker's mind. -> -> The details and extent of this information are at the GM's discretion. -> - **Critical Failure** As failure, but the attacker takes double damage and is [sickened](../../Rules/conditions.md#Sickened). - -*Source: Strength of Thousands #3: Hurricane's Howl p. 78* \ No newline at end of file diff --git a/Compendium/spells/mirror-malefactors-som.md b/Compendium/spells/mirror-malefactors-som.md deleted file mode 100644 index 4ea093068..000000000 --- a/Compendium/spells/mirror-malefactors-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/illusion -- trait/mental -- trait/visual -aliases: ["Mirror Malefactors"] ---- -# Mirror Malefactors *Spell 5* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** basic Will -- **Duration**sustained up to 1 minute - -You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside the range of the spell. These mirrors reflect the target, though if the target has no reflection, like a vampire, it's unaffected by mirror malefactors. As long as the target is surrounded by mirrors, it's [frightened](../../Rules/conditions.md#Frightened), and it can't reduce its [frightened](../../Rules/conditions.md#Frightened) value. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), the reflections leap from the mirrors and attack the target, dealing `7d8` mental damage with a basic Will save. On subsequent turns, this effect repeats the first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) that turn. If the target succeeds at any Will save it attempts against mirror malefactors, the illusory mirrors shatter and the spell ends. - -**Heightened (+ 1)** The damage for both the initial effect and on subsequent turns increases by `1d8`. - -*Source: Secrets of Magic p. 116* \ No newline at end of file diff --git a/Compendium/spells/mirrors-misfortune-som.md b/Compendium/spells/mirrors-misfortune-som.md deleted file mode 100644 index d9ca78383..000000000 --- a/Compendium/spells/mirrors-misfortune-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/illusion -aliases: ["Mirror's Misfortune"] ---- -# Mirror's Misfortune *Spell 4* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this spell, you seem to split in two. As you do, you can [Step](../../Rules/actions/step.md) to any adjacent square. In either your initial square, or another square adjacent to your initial square, an exact illusory duplicate of you appears. You decide a simple course of action for the duplicate to follow, such as to walk to a specific point or wave its hands in the air, but more complex routines are beyond its abilities. A creature can distinguish between you and the duplicate only if it spends an action to [Seek](../../Rules/actions/seek.md) and succeeds at a [Perception](../skills.md#Perception) check against the spell's DC. - -If a creature takes a [hostile](../../Rules/conditions.md#Hostile) action against the duplicate, the illusion shatters into mirrorlike shards, inflicting bad luck on the attacker's next few attacks as misfortune's toll for shattering the mirror. The attacker must attempt a Will save with the following effects; this is a [curse](../../Rules/traits/curse.md) and [misfortune](../../Rules/traits/misfortune.md) effect. When the duplicate shatters, the spell ends. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** Within the next hour, the creature must roll its next two attack rolls twice and take the lower result. -> - **Critical Failure** Within the next hour, the creature must roll its next four attack rolls twice and take the lower result. - -*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/mislead.md b/Compendium/spells/mislead.md deleted file mode 100644 index f9580ce31..000000000 --- a/Compendium/spells/mislead.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/illusion -aliases: ["Mislead"] ---- -# Mislead *Spell 6* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute - -You turn yourself [invisible](../../Rules/conditions.md#Invisible) and create an illusory duplicate of yourself. When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. - -Both the duplicate and your invisibility persist for the spell's duration. Performing a [hostile](../../Rules/conditions.md#Hostile) action doesn't end mislead's invisibility, just like a 4th-level [invisibility](invisibility.md) spell. A creature that determines the duplicate is an illusion doesn't necessarily know you're [invisible](../../Rules/conditions.md#Invisible), and one that can see your [invisible](../../Rules/conditions.md#Invisible) form doesn't necessarily know your duplicate is an illusion. - -If you [Cast a Spell](../../Rules/actions/cast-a-spell.md), attack, or otherwise interact with another creature, as a part of that action you can attempt a [Deception](../skills.md#Deception) check against observers' [Perception](../skills.md#Perception) DCs to convince them your duplicate used that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your [Deception](../skills.md#Deception) check would automatically fail. - -*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/Compendium/spells/modify-memory.md b/Compendium/spells/modify-memory.md deleted file mode 100644 index 6e855c664..000000000 --- a/Compendium/spells/modify-memory.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Modify Memory"] ---- -# Modify Memory *Spell 4* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration** - -You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell. - -> [!success-degree] -> - **Critical Success** The target is unaffected and realizes you tried to alter its memory. -> - **Success** The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. -> - **Failure** During the first 5 minutes of the spell's duration, you can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories. - -**Heightened (6th)** You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze. - -*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/Compendium/spells/moment-of-renewal.md b/Compendium/spells/moment-of-renewal.md deleted file mode 100644 index 835778c30..000000000 --- a/Compendium/spells/moment-of-renewal.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/healing -- trait/necromancy -aliases: ["Moment Of Renewal"] ---- -# Moment Of Renewal *Spell 8* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to 6 creatures - -The targets experience a day's worth of recovery in an instant. - -Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day. - -*Source: Core Rulebook p. 353* \ No newline at end of file diff --git a/Compendium/spells/momentary-recovery-da.md b/Compendium/spells/momentary-recovery-da.md deleted file mode 100644 index e6d21ffeb..000000000 --- a/Compendium/spells/momentary-recovery-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/7 -- trait/conjuration -- trait/teleportation -aliases: ["Momentary Recovery"] ---- -# Momentary Recovery *Spell 7* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot - -You instantly teleport yourself and any items you're wearing or holding from your current space to a clear space within range that you can see. If this teleportation would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. After you vanish but before you arrive, you can take up to 2 actions (or the number of actions you spent to cast momentary recovery, if it was fewer than 2 actions). You can't target any other creatures or objects with anything during these actions and any effect with a duration that you create during these actions ends immediately when you arrive. After you arrive, you are [slowed](../../Rules/conditions.md#Slowed) until the end of your next turn. - -*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/Compendium/spells/monstrosity-form.md b/Compendium/spells/monstrosity-form.md deleted file mode 100644 index 9c49577a8..000000000 --- a/Compendium/spells/monstrosity-form.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/polymorph -- trait/transmutation -aliases: ["Monstrosity Form"] ---- -# Monstrosity Form *Spell 8* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the [beast](../../Rules/traits/beast.md) trait (for phoenix) or the [animal](../../Rules/traits/animal.md) trait (for purple worm or sea serpent). You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. -- 20 temporary Hit Points. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: -- **Phoenix** Speed 30 feet, fly Speed 90 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak (reach <15 feet>), **Damage** `2d6+12` piercing plus `2d4` fire and `2d4` [persistent fire](../../Rules/conditions.md#Persistent%20Damage); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon (agile, reach <15 feet>), **Damage** `2d8+12` slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes `2d6` fire damage. A creature can take this damage only once per turn. You can use a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to activate or deactivate this aura. -- **Purple Worm** Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+20` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger (agile, reach <10 feet>), **Damage** `2d8+15` piercing plus `2d6` [persistent poison](../../Rules/conditions.md#Persistent%20Damage); **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") body (reach <10 feet>) **Damage** `2d8+20` bludgeoning; Inexorable You automatically recover from the [paralyzed](../../Rules/conditions.md#Paralyzed), [slowed](../../Rules/conditions.md#Slowed), and [stunned](../../Rules/conditions.md#Stunned) conditions at the end of each of your turns. You're also immune to being [immobilized](../../Rules/conditions.md#Immobilized) and ignore difficult terrain and greater difficult terrain. -- **Sea Serpent** Speed 20 feet, swim Speed 90 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <15 feet>), **Damage** `2d12+20` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <25 feet>), **Damage** `2d8+20` bludgeoning; Spine Rake [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([move](../../Rules/traits/move.md)) You extend your spines and [Swim](../../Rules/actions/swim.md) or [Stride](../../Rules/actions/stride.md). Each creature you're adjacent to at any point during your movement takes `4d8+10` slashing damage (basic Reflex against your spell DC). - -**Heightened (9th)** You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and [Athletics](../skills.md#Athletics) +33. - -*Source: Core Rulebook p. 353* \ No newline at end of file diff --git a/Compendium/spells/moon-frenzy.md b/Compendium/spells/moon-frenzy.md deleted file mode 100644 index 9189ce2a0..000000000 --- a/Compendium/spells/moon-frenzy.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/morph -- trait/transmutation -aliases: ["Moon Frenzy"] ---- -# Moon Frenzy *Spell 5* -[morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 5 willing creatures -- **Duration**1 minute - -A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal `2d8` piercing damage; the claws deal `2d6` slashing damage and have the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes `1d4` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -The targets can't use concentrate actions unless those actions also have the [rage](../../Rules/traits/rage.md) trait, with the exception of [Seek](../../Rules/actions/seek.md). A creature can attempt to end the spell's effect on itself by using a single action, which has the [rage](../../Rules/traits/rage.md) trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. - -If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet. - -**Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. - -**Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. - -*Source: Core Rulebook p. 353* \ No newline at end of file diff --git a/Compendium/spells/moonbeam.md b/Compendium/spells/moonbeam.md deleted file mode 100644 index f47e3dae8..000000000 --- a/Compendium/spells/moonbeam.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/attack -- trait/cleric -- trait/evocation -- trait/fire -- trait/light -- trait/uncommon -aliases: ["Moonbeam"] ---- -# Moonbeam *Focus 1* -[attack](../../Rules/traits/attack.md) [cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[moon](../setting/domains.md#Moon)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature or object - -You shine a ray of moonlight. Make a spell attack roll. The beam of light deals `1d6` fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like. - -> [!success-degree] -> - **Critical Success** The beam deals double damage, and the target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. -> - **Success** The beam deals full damage, and the target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. - -**Heightened (+ 1)** The ray's damage increases by `1d6`. - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/moonburst-sot4.md b/Compendium/spells/moonburst-sot4.md deleted file mode 100644 index 3a49cb86b..000000000 --- a/Compendium/spells/moonburst-sot4.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/area/burst -- spell/level/7 -- trait/cold -- trait/evocation -- trait/light -- trait/positive -- trait/uncommon -aliases: ["Moonburst"] ---- -# Moonburst *Spell 7* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**60-foot burst -- **Saving Throw** Reflex - -A powerful globe of chilling moonlight explodes in the area, dealing `8d10` cold damage to creatures and objects in the area, plus `8d10` additional positive damage to undead creatures. Moonburst's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. Each creature and object in the area must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature or object is unaffected. -> - **Success** The creature or object takes half damage. -> - **Failure** The creature or object takes full damage. -> - **Critical Failure** The creature or object takes full damage. -> -> If it's a creature, it's [blinded](../../Rules/conditions.md#Blinded) for an unlimited duration. If the globe overlaps with an area of magical darkness, moonburst attempts to counteract the [darkness](../../Rules/traits/darkness.md) effect. - -**Heightened (+ 1)** The cold damage increases by `1d10`, and the positive damage against undead increases by `1d10`. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/Compendium/spells/moonlight-bridge-apg.md b/Compendium/spells/moonlight-bridge-apg.md deleted file mode 100644 index 02f4916b8..000000000 --- a/Compendium/spells/moonlight-bridge-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/conjuration -- trait/cursebound -- trait/light -- trait/oracle -- trait/uncommon -aliases: ["Moonlight Bridge"] ---- -# Moonlight Bridge *Focus 6* -[conjuration](../../Rules/traits/conjuration.md) [cursebound](../../Rules/traits/cursebound-apg.md) [light](../../Rules/traits/light.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**10 minutes - -You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward, for up to 120 feet. This bridge has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. You and your allies can cross the bridge normally, but other creatures simply pass through it if they try to do so. - -The bridge blocks physical, ethereal, and incorporeal attacks from crossing, whether from above or below. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (+ 1)** The length of the bridge increases by 20 feet, and its Hit Points increase by 20. - -*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/Compendium/spells/moonlight-ray-sot4.md b/Compendium/spells/moonlight-ray-sot4.md deleted file mode 100644 index ae887d30e..000000000 --- a/Compendium/spells/moonlight-ray-sot4.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/level/3 -- trait/attack -- trait/cold -- trait/evocation -- trait/good -- trait/light -- trait/uncommon -aliases: ["Moonlight Ray"] ---- -# Moonlight Ray *Spell 3* -[attack](../../Rules/traits/attack.md) [cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [good](../../Rules/traits/good.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature - -You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals `5d6` cold damage; if the target is a fiend or undead, you deal an extra `5d6` good damage. Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like. - -> [!success-degree] -> - **Critical Success** The target takes double cold damage, as well as double good damage if a fiend or undead. -> - **Success** The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target. - -**Heightened (+ 1)** The cold damage increases by `2d6`, and the good damage against fiends and undead increases by `2d6`. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/Compendium/spells/morass-of-ages-da.md b/Compendium/spells/morass-of-ages-da.md deleted file mode 100644 index 73ac3c240..000000000 --- a/Compendium/spells/morass-of-ages-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/emanation -- spell/level/4 -- trait/aura -- trait/transmutation -aliases: ["Morass of Ages"] ---- -# Morass of Ages *Spell 4* -[aura](../../Rules/traits/aura.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You surround yourself in temporal eddies that draw out time for those around you, making every step feel like an eternity endured. A creature in the emanation, or that later enters the emanation, must attempt a Fortitude save. The creature makes this save only once and uses the same effect for the duration of the spell. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can choose to increase the emanation's radius by 5 feet, to a maximum of 60 feet. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** Squares in the emanation are difficult terrain for the creature. -> - **Failure** Squares in the emanation are difficult terrain for the creature, and the creature is [slowed](../../Rules/conditions.md#Slowed) when it starts its turn in the emanation. -> - **Critical Failure** As failure, plus the creature also becomes [restrained](../../Rules/conditions.md#Restrained). The creature can attempt to [Escape](../../Rules/actions/escape.md) against your spell DC to remove the [restrained](../../Rules/conditions.md#Restrained) condition. - -*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/Compendium/spells/moths-supper-da.md b/Compendium/spells/moths-supper-da.md deleted file mode 100644 index 58d609b0d..000000000 --- a/Compendium/spells/moths-supper-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/3 -- trait/necromancy -aliases: ["Moth's Supper"] ---- -# Moth's Supper *Spell 3* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You sigh, and your breath transforms into delicate, black-winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range forth in search of sustenance— fresh-spilled blood, by preference, but rotting corpses, flowering plants, or even left-behind food will do in a pinch. They then return, perching on your hair or shoulders and whispering their secrets into your ears. This has three effects. - -- You heal `2d4` Hit Points every 10 minutes. -- The first time during the duration when someone successfully Treats your Wounds, you regain an additional `4d4` Hit Points. -- You gain an imprecise sense out to 30 feet that senses only freshly spilled blood and rotten flesh. - -**Heightened (+ 1)** The amount of Hit Points healed every 10 minutes increases by `1d4` and the amount of Hit Points regained from the first [Treat Wounds](../../Rules/actions/treat-wounds.md) increases by `2d4`. - -*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/Compendium/spells/mud-pit-som.md b/Compendium/spells/mud-pit-som.md deleted file mode 100644 index 4eb6afed5..000000000 --- a/Compendium/spells/mud-pit-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/1 -- trait/conjuration -- trait/earth -- trait/water -aliases: ["Mud Pit"] ---- -# Mud Pit *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) [earth](../../Rules/traits/earth.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**squares on the ground in a 15-foot burst -- **Duration**1 minute - -Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/murderous-vine-som.md b/Compendium/spells/murderous-vine-som.md deleted file mode 100644 index 52696573d..000000000 --- a/Compendium/spells/murderous-vine-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/attack -- trait/conjuration -- trait/plant -aliases: ["Murderous Vine"] ---- -# Murderous Vine *Spell 4* -[attack](../../Rules/traits/attack.md) [conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature adjacent to a flat surface -- **Duration**1 minute - -You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface. - -Make a spell attack roll against the target's Fortitude DC. On a success, the creature is [grabbed](../../Rules/conditions.md#Grabbed) and takes `3d6` bludgeoning damage and `2d8` piercing damage. At the end of that creature's turn, if it's still [grabbed](../../Rules/conditions.md#Grabbed) by the vine, it takes `2d6` bludgeoning damage. - -The vine's [Escape](../../Rules/actions/escape.md) DC is equal to your spell DC. A creature can attack the vine in an attempt to break its grip. The vine's AC is equal to your spell DC, and the vine is destroyed if it takes 20 or more damage. Destroying or escaping from the vines ends the spell. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (+ 2)** The initial bludgeoning damage increases by `1d6`, the initial piercing damage increases by `1d8`, and the damage a creature takes for ending its turn [grabbed](../../Rules/conditions.md#Grabbed) by the vine increases by `1d6`. - -*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/mystic-beacon.md b/Compendium/spells/mystic-beacon.md deleted file mode 100644 index e4e559727..000000000 --- a/Compendium/spells/mystic-beacon.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/evocation -- trait/uncommon -aliases: ["Mystic Beacon"] ---- -# Mystic Beacon *Focus 4* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[magic](../setting/domains.md#Magic)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**until the start of your next turn - -The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends. - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/nature-incarnate.md b/Compendium/spells/nature-incarnate.md deleted file mode 100644 index 0724cb54f..000000000 --- a/Compendium/spells/nature-incarnate.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/polymorph -- trait/transmutation -aliases: ["Nature Incarnate"] ---- -# Nature Incarnate *Spell 10* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the [plant](../../Rules/traits/plant.md) trait (for a green man) or the [beast](../../Rules/traits/beast.md) trait (for a kaiju). You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. -- 30 temporary Hit Points. -- [Darkvision](../../Rules/abilities/darkvision.md). -- One or more attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: -- **Green Man** Speed 40 feet, climb Speed 40 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") vines ([reach <30 feet>](../../Rules/traits/reach.md), [versatile

](../../Rules/traits/versatile.md)), **Damage** `6d8+12` bludgeoning; **Ranged** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns (range <100 feet>), **Damage** `6d6+6` piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become [clumsy](../../Rules/conditions.md#Clumsy) for 1 round ([clumsy](../../Rules/conditions.md#Clumsy) on a critical failure). -- **Kaiju** Speed 50 feet; resistance 5 to physical damage; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <30 feet>](../../Rules/traits/reach.md)), **Damage** `6d10+10` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claws (agile, reach <30 feet>), **Damage** `6d8+8` slashing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot (agile, reach <15 feet>), **Damage** `6d6+10` bludgeoning; Unstoppable You are immune to being [immobilized](../../Rules/conditions.md#Immobilized) and ignore difficult terrain and greater difficult terrain; Trample [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. - -*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/Compendium/spells/natures-bounty.md b/Compendium/spells/natures-bounty.md deleted file mode 100644 index f3373837e..000000000 --- a/Compendium/spells/natures-bounty.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/conjuration -- trait/plant -- trait/positive -- trait/uncommon -aliases: ["Nature's Bounty"] ---- -# Nature's Bounty *Focus 4* -[cleric](../../Rules/traits/cleric.md) [conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[nature](../setting/domains.md#Nature)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You have a free hand. - -A palm-sized raw fruit or vegetable appears in your open hand. - -You choose the specific type of food. A creature can consume the food with an [Interact](../../Rules/actions/interact.md) action to regain `3d10+12` Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute. - -**Heightened (+ 1)** The Hit Points restored increase by 6. - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/natures-enmity.md b/Compendium/spells/natures-enmity.md deleted file mode 100644 index 9f96f4b4a..000000000 --- a/Compendium/spells/natures-enmity.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/9 -- trait/enchantment -aliases: ["Nature's Enmity"] ---- -# Nature's Enmity *Spell 9* -[enchantment](../../Rules/traits/enchantment.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**500-foot burst -- **Targets**up to 5 creatures -- **Duration**10 minutes - -Animals and plants and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. - -- Vegetation springs up from every surface, giving each target a –10-foot circumstance penalty to its Speed any time it's adjacent to the plants. -- Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal `2d10` slashing damage. The target attempts a basic Reflex save, and it is [flat-footed](../../Rules/conditions.md#Flat-footed) for 1 round on any outcome other than a critical success. -- The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. - -Furthermore, animal or plant creatures become [hostile](../../Rules/conditions.md#Hostile) to it, even one with a strong bond to the target, such as an animal companion. - -The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature. - -*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/Compendium/spells/natures-reprisal-som.md b/Compendium/spells/natures-reprisal-som.md deleted file mode 100644 index 730c3b622..000000000 --- a/Compendium/spells/natures-reprisal-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/6 -- trait/plant -- trait/poison -- trait/transmutation -aliases: ["Nature's Reprisal"] ---- -# Nature's Reprisal *Spell 6* -[plant](../../Rules/traits/plant.md) [poison](../../Rules/traits/poison.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**all squares on the ground that contain plants in an 80-foot burst -- **Duration**1 minute - -The plant life within the area begins to writhe and lash out against your enemies as you call upon nature to impede your foes. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 6 poison damage to an enemy each time it enters an affected square. - -**Heightened (+ 1)** The poison damage of the hazardous terrain increases by 1. - -*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/necromancers-generosity-som.md b/Compendium/spells/necromancers-generosity-som.md deleted file mode 100644 index efffa319b..000000000 --- a/Compendium/spells/necromancers-generosity-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/necromancy -- trait/negative -aliases: ["Necromancer's Generosity"] ---- -# Necromancer's Generosity *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 undead minion you control -- **Duration**1 minute - -You channel negative energy through your magical connection to your undead minion to strengthen the creature. The target regains `1d8+4` Hit Points when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and it gains a +2 status bonus to saves against [positive](../../Rules/traits/positive.md) effects for the duration. - -**Heightened (+ 1)** The amount of healing increases by `1d8+4`. - -*Source: Secrets of Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/necrotic-radiation-ec4.md b/Compendium/spells/necrotic-radiation-ec4.md deleted file mode 100644 index bd908bd24..000000000 --- a/Compendium/spells/necrotic-radiation-ec4.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec4 -- spell/level/4 -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Necrotic Radiation"] ---- -# Necrotic Radiation *Spell 4* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**one object or one 10-footsquare area -- **Duration**24 hours - -You imbue the touched object or space with slow-acting necrotic radiation. If you cast the spell on an object, any creature ending its turn holding or carrying the object takes `2d6` negative damage. If you cast the spell on an area, any creature ending its turn in the area takes `2d6` negative damage. You can attempt to use this spell on an attended object by touching the object. If you do, the creature attempts a Reflex save to reduce the effect. - -> [!success-degree] -> - **Critical Success** The object is unaffected. -> - **Success** The creature pulls the object away quickly. The spell only lasts 1 minute. -> - **Failure** The creature manages to slightly protect the object. The spell lasts 10 minutes. -> - **Critical Failure** The spell lasts the full 24 hours. - -**Heightened (+ 2)** Increase the radiation's negative damage by `1d6`. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/Compendium/spells/necrotize-som.md b/Compendium/spells/necrotize-som.md deleted file mode 100644 index fb2f2606c..000000000 --- a/Compendium/spells/necrotize-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/6 -- trait/necromancy -- trait/negative -aliases: ["Necrotize"] ---- -# Necrotize *Spell 6* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude -- **Duration**varies - -You necrotize part of a creature's body, harming it and debilitating it as its body putrefies, mimicking the natural process of decay. The target takes `12d6` negative damage and one of the following debilitations; roll `1d4` to randomly determine which. The effects depend on its Fortitude save. - -- **Bones** The target's bones necrotize and become spongy and weak, giving it weakness 3 to bludgeoning damage. -- **Joints** The target's joints necrotize, making its movements ungainly and [clumsy](../../Rules/conditions.md#Clumsy). It becomes [clumsy](../../Rules/conditions.md#Clumsy). -- **Legs** The target's legs necrotize, as well as any other limbs associated with forms of movement, making it harder for the creature to move. The target takes a –10-foot status penalty to its Speeds. -- **Muscles** The target's muscles necrotize, rotting away. The target becomes [enfeebled](../../Rules/conditions.md#Enfeebled). - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and the debilitation lasts until the end of your next turn. -> - **Failure** The target takes full damage and the debilitation lasts for 1 minute. -> - **Critical Failure** The target takes double damage, and you can pick a second debilitation to apply, in addition to the one you rolled randomly. Both debilitations last for 1 minute. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/needle-of-vengeance-apg.md b/Compendium/spells/needle-of-vengeance-apg.md deleted file mode 100644 index 41cbf3788..000000000 --- a/Compendium/spells/needle-of-vengeance-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/enchantment -- trait/hex -- trait/mental -- trait/uncommon -- trait/witch -aliases: ["Needle Of Vengeance"] ---- -# Needle Of Vengeance *Focus 1* -[enchantment](../../Rules/traits/enchantment.md) [hex](../../Rules/traits/hex-apg.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 enemy -- **Saving Throw** basic Will -- **Duration**sustained up to 1 minute - -A long, jagged needle jabs into the target foe's psyche whenever it tries to attack a specifically forbidden creature. Name yourself or one of your allies. The target takes 2 mental damage any time it uses a [hostile](../../Rules/conditions.md#Hostile) action against the named creature. - -**Heightened (+ 1)** Increase the damage by 2. - -*Source: Advanced Player's Guide p. 238* \ No newline at end of file diff --git a/Compendium/spells/negate-aroma.md b/Compendium/spells/negate-aroma.md deleted file mode 100644 index 628cc52f7..000000000 --- a/Compendium/spells/negate-aroma.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/abjuration -aliases: ["Negate Aroma"] ---- -# Negate Aroma *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 hour - -The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise [scent](../../Rules/abilities/scent.md). A creature attempting a [Perception](../skills.md#Perception) check to [Seek](../../Rules/actions/seek.md) with [scent](../../Rules/abilities/scent.md) and other senses might notice the lack of natural [scent](../../Rules/abilities/scent.md). If the target has any abilities that result from its smell, such as an overpowering [scent](../../Rules/abilities/scent.md), those abilities are also negated. - -**Heightened (5th)** The range increases to 30 feet, and you can target up to 10 creatures. - -*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/Compendium/spells/neutralize-poison.md b/Compendium/spells/neutralize-poison.md deleted file mode 100644 index 6aaefcfab..000000000 --- a/Compendium/spells/neutralize-poison.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/healing -- trait/necromancy -aliases: ["Neutralize Poison"] ---- -# Neutralize Poison *Spell 3* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison. - -*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/Compendium/spells/nightmare.md b/Compendium/spells/nightmare.md deleted file mode 100644 index 1bab71927..000000000 --- a/Compendium/spells/nightmare.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/illusion -- trait/mental -aliases: ["Nightmare"] ---- -# Nightmare *Spell 4* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**planetary -- **Targets**1 creature you know by name -- **Saving Throw** Will -- **Duration**1 day - -You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save. - -> [!success-degree] -> - **Critical Success** The target suffers no adverse effects and is temporarily immune for 1 week. -> - **Success** The target experiences the nightmares but suffers no adverse effects other than unpleasant memories. -> - **Failure** The target experiences the nightmares and awakens [fatigued](../../Rules/conditions.md#Fatigued). -> - **Critical Failure** The target experiences the nightmares, awakens [fatigued](../../Rules/conditions.md#Fatigued), and is [drained](../../Rules/conditions.md#Drained) until it is no longer [fatigued](../../Rules/conditions.md#Fatigued). - -*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/Compendium/spells/noxious-vapors-apg.md b/Compendium/spells/noxious-vapors-apg.md deleted file mode 100644 index b00bf4344..000000000 --- a/Compendium/spells/noxious-vapors-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/level/1 -- trait/evocation -- trait/poison -aliases: ["Noxious Vapors"] ---- -# Noxious Vapors *Spell 1* -[evocation](../../Rules/traits/evocation.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Saving Throw** basic Fortitude -- **Duration**1 round - -You emit a cloud of toxic smoke that temporarily obscures you from sight. Each creature except you in the area when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) takes `1d6` poison damage (basic Fortitude save). A creature that critically fails the saving throw also becomes [sickened](../../Rules/conditions.md#Sickened). All creatures in the area become [concealed](../../Rules/conditions.md#Concealed), and all creatures outside the smoke become [concealed](../../Rules/conditions.md#Concealed) to creatures within it. This smoke can be dispersed by a strong wind. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/Compendium/spells/nudge-fate-apg.md b/Compendium/spells/nudge-fate-apg.md deleted file mode 100644 index d0437c00d..000000000 --- a/Compendium/spells/nudge-fate-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/divination -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Nudge Fate"] ---- -# Nudge Fate *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute. - -If you cast [nudge fate](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/nudge-fate-apg.md) while a previous casting of this hex is still in effect, the previous effect ends. - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/nudge-the-odds-som.md b/Compendium/spells/nudge-the-odds-som.md deleted file mode 100644 index b8ffebce6..000000000 --- a/Compendium/spells/nudge-the-odds-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/divination -- trait/uncommon -aliases: ["Nudge The Odds"] ---- -# Nudge The Odds *Spell 1* -[divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You bestow yourself supernaturally good luck at cards, dice, and other games of chance. You gain a +1 status bonus to [Games Lore](../skills.md#Lore) checks to gamble, and if you roll a critical failure on such a check, you get a failure instead; however, the spell is too short-lived to use for [Earn Income](../../Rules/actions/earn-income.md) checks from gambling. - -When you're under the effect of nudge the odds, one facial feature, such as a lock of hair or the iris of an eye, transforms to a distinctive golden color; the GM chooses which feature when you cast the spell. This change resists all magical efforts to conceal it, though it can be [hidden](../../Rules/conditions.md#Hidden) or covered by mundane means. A creature noticing the feature can identify the spell using [Recall Knowledge](../../Rules/actions/recall-knowledge.md). Because it prevents losing big, gamblers consider nudge the odds a repugnant form of cheating. - -If you're caught using the spell, you are likely to suffer serious consequences, depending on the nature of the gamblers you cheated. - -**Heightened (5th)** The status bonus increases to +2, and the duration increases to last until the next time you make your daily preparations. If you continue spending your spell slot to keep the duration active, this allows you to apply the effect to a downtime check to [Earn Income](../../Rules/actions/earn-income.md). - -*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/nullify-som.md b/Compendium/spells/nullify-som.md deleted file mode 100644 index de5d3451f..000000000 --- a/Compendium/spells/nullify-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/10 -- trait/abjuration -aliases: ["Nullify"] ---- -# Nullify *Spell 10* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A foe within range casts a 9th-level or lower spell. -- **Range**120 foot -- **Targets**the triggering spell - -You instantly destroy the incoming spell, though at the cost of sending magical feedback through your body. You automatically counteract the spell, but the feedback brings you unavoidable harm. You lose `1d8` Hit Points per level of the triggering spell. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/nymphs-token-apg.md b/Compendium/spells/nymphs-token-apg.md deleted file mode 100644 index d9e5dbb1b..000000000 --- a/Compendium/spells/nymphs-token-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/enchantment -- trait/sorcerer -- trait/uncommon -aliases: ["Nymph's Token"] ---- -# Nymph's Token *Focus 1* -[enchantment](../../Rules/traits/enchantment.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You grant an ally a token of favor. You create a token, such as a lock of your hair or a flower, that persists for the spell's duration; as part of [Casting the Spell](../../Rules/actions/cast-a-spell.md), you can [Interact](../../Rules/actions/interact.md) to pass the token to an ally within your reach. As long as the ally has the token on their person, they gain a +1 status bonus to [Performance](../skills.md#Performance) checks and Will saves. You can [Dismiss](../../Rules/actions/dismiss.md) the spell as a free action. - -**Heightened (4th)** As long as the ally has the token on their person, you can cast spells that have a range of touch on them at a range of 30 feet. - -*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/Compendium/spells/oathkeepers-insignia-logm.md b/Compendium/spells/oathkeepers-insignia-logm.md deleted file mode 100644 index 804d70ac3..000000000 --- a/Compendium/spells/oathkeepers-insignia-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/conjuration -aliases: ["Oathkeeper's Insignia"] ---- -# Oathkeeper's Insignia *Focus 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Domains**: [[duty](../setting/domains.md#Duty)] -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -- **Trigger**You make a promise or deal. -- **Duration**1 hour - -A magical indicator assures a creature that you've upheld your end of a bargain. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you create a bracelet, flower, or other such trinket. If, while the spell persists, you complete the terms of the promise or deal you made, the trinket fades away with a pleasant chime; if you violate the terms instead, the trinket breaks with a dissonant crash. - -**Heightened (3rd)** The duration becomes 1 day. - -**Heightened (5th)** The duration becomes 1 week. - -**Heightened (7th)** The duration becomes 1 month. - -**Heightened (9th)** The duration becomes 1 year. - -*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/object-memory-logm.md b/Compendium/spells/object-memory-logm.md deleted file mode 100644 index f739a106b..000000000 --- a/Compendium/spells/object-memory-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/divination -aliases: ["Object Memory"] ---- -# Object Memory *Focus 1* -[divination](../../Rules/traits/divination.md) - -- **Domains**: [[vigil](../setting/domains.md#Vigil)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Targets**1 weapon or tool -- **Duration**1 minute - -By touching an object, you draw forth the experience of those who created and used it. If you touch a weapon, your proficiency rank with that weapon temporarily increases to trained (if it is not already higher). If you touch a tool, your proficiency rank with the next skill check you attempt with that tool (such as a [Crafting](../skills.md#Crafting) check with a blacksmith's hammer) within the spell's duration temporarily increases to trained (if it is not already higher). This spell has no benefit for activities that take longer than a minute to complete. - -**Heightened (6th)** Your proficiency rank increases to expert instead of trained. - -*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/object-reading-apg.md b/Compendium/spells/object-reading-apg.md deleted file mode 100644 index d7c5a5db8..000000000 --- a/Compendium/spells/object-reading-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/divination -aliases: ["Object Reading"] ---- -# Object Reading *Spell 1* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 object - -You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM. If you cast [object reading](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/object-reading-apg.md) on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame. - -**Heightened (2nd)** You can learn about an event that occurred within the last month. - -**Heightened (4th)** You can learn about an event that occurred within the last year. - -**Heightened (6th)** You can learn about an event that occurred within the last decade. - -**Heightened (8th)** You can learn about an event that occurred within the last century. - -**Heightened (9th)** You can learn about an event that occurred within the entirety of the object's history. - -*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/Compendium/spells/obscuring-mist.md b/Compendium/spells/obscuring-mist.md deleted file mode 100644 index aa0e9c8ba..000000000 --- a/Compendium/spells/obscuring-mist.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/conjuration -- trait/water -aliases: ["Obscuring Mist"] ---- -# Obscuring Mist *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -You call forth a cloud of mist. All creatures within the mist become [concealed](../../Rules/conditions.md#Concealed), and all creatures outside the mist become [concealed](../../Rules/conditions.md#Concealed) to creatures within it. You can [Dismiss](../../Rules/actions/dismiss.md) the cloud. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 355* \ No newline at end of file diff --git a/Compendium/spells/ocular-overload-som.md b/Compendium/spells/ocular-overload-som.md deleted file mode 100644 index 5450e58ad..000000000 --- a/Compendium/spells/ocular-overload-som.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/contingency -- trait/illusion -- trait/incapacitation -- trait/visual -aliases: ["Ocular Overload"] ---- -# Ocular Overload *Spell 4* -[contingency](../../Rules/traits/contingency-som.md) [illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Duration**24 hours - -Just as a creature is about to attack you, you assault them with jarring illusions, completely surrounding their eyes with blinding flashes of motion and color. When the spell is complete, you gain the Overload Vision reaction; once you use the reaction, the spell ends. - -```ad-embed-ability -title: Overload Vision [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../../../rules/traits/concentrate.md) - -- **Trigger**: A creature within 60 feet would make an attack roll against you - -**Effect** The triggering creature must attempt a Fortitude save. -%% #trait/concentrate %% -``` - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [dazzled](../../Rules/conditions.md#Dazzled) until the end of the current turn. -> - **Failure** The target is [blinded](../../Rules/conditions.md#Blinded) until the end of the current turn. -> - **Critical Failure** The target is [blinded](../../Rules/conditions.md#Blinded) until the end of the current turn and [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. - -*Source: Secrets of Magic p. 118* diff --git a/Compendium/spells/ode-to-ouroboros-apg.md b/Compendium/spells/ode-to-ouroboros-apg.md deleted file mode 100644 index da3d947bb..000000000 --- a/Compendium/spells/ode-to-ouroboros-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/bard -- trait/composition -- trait/necromancy -- trait/uncommon -aliases: ["Ode To Ouroboros"] ---- -# Ode To Ouroboros *Focus 5* -[bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature's [dying](../../Rules/conditions.md#Dying) condition would reach the value at which they would die. -- **Range**60 foot -- **Targets**the triggering creature - -Your ode temporarily staves off death. The target's [dying](../../Rules/conditions.md#Dying) condition remains 1 below the value at which it dies. This doesn't help prevent death from effects that kill the target without increasing its [dying](../../Rules/conditions.md#Dying) condition, such as disintegrate and [death](../../Rules/traits/death.md) effects. - -*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/Compendium/spells/omnidirectional-scan-da.md b/Compendium/spells/omnidirectional-scan-da.md deleted file mode 100644 index 4d75e04bc..000000000 --- a/Compendium/spells/omnidirectional-scan-da.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/emanation -- spell/cantrip -- trait/cantrip -- trait/divination -- trait/psychic -- trait/scrying -- trait/uncommon -aliases: ["Omnidirectional Scan"] ---- -# Omnidirectional Scan *Cantrip 3* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) [psychic](../../Rules/traits/psychic-da.md) [scrying](../../Rules/traits/scrying.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**30-foot emanation -- **Targets**1 ally and 1 enemy -- **Duration**until the start of your next turn - -You quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture. You can choose to [Seek](../../Rules/actions/seek.md) the entire emanation of the spell. - -Regardless of whether you [Seek](../../Rules/actions/seek.md), target one ally and one enemy in the area; if a target is [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden) from you, you automatically succeed at the flat check to target it with this spell. You prepare to [Aid](../../Rules/actions/aid.md) the target ally on an attack roll against the target enemy. If you take this [Aid](../../Rules/actions/aid.md) reaction, you use your spell attack modifier and proficiency rank on your check to [Aid](../../Rules/actions/aid.md). If you critically fail the roll to [Aid](../../Rules/actions/aid.md), you get a failure instead. - -## Amp - -Your scans are so minute that you can project your foe's likely strengths and weaknesses. You learn which of the target enemy's saving throws is highest and which is lowest, and you and all allies within 30 feet gain a +1 circumstance bonus to attacks and damage against the creature. - -If you take the [Aid](../../Rules/actions/aid.md) reaction you prepared for and succeed at your roll, these bonuses increase to +2 on the attack you're Aiding. On a critical success, they increase to +3, or to +4 if you have legendary proficiency in spell attack rolls. - -## Summary - -*Source: Dark Archive p. 18* \ No newline at end of file diff --git a/Compendium/spells/one-with-the-land-som.md b/Compendium/spells/one-with-the-land-som.md deleted file mode 100644 index 231c1371e..000000000 --- a/Compendium/spells/one-with-the-land-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/9 -- trait/earth -- trait/plant -- trait/transmutation -aliases: ["One With The Land"] ---- -# One With The Land *Spell 9* -[earth](../../Rules/traits/earth.md) [plant](../../Rules/traits/plant.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You merge with an adjacent natural feature with enough volume to fit you and your worn and held possessions, such as the ground or a large tree. Your merged form is visible within the feature, and creatures can target and attack you normally, though you have cover and can use it to [Hide](../../Rules/actions/hide.md) or [Take Cover](../../Rules/actions/take-cover.md) within the feature. You can cast spells while in the feature as long as they don't require line of effect beyond the feature. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -While merged, you gain the following additional benefits. - -- You immediately become aware of the surrounding terrain features, and you gain [tremorsense](../../Rules/abilities/tremorsense.md) as an imprecise sense with a range of 200 feet. -- You can make terrain vengeance [Strikes](../../Rules/actions/strike.md) by commanding plants, rocks, and other natural features to attack your foes. These are melee [Strikes](../../Rules/actions/strike.md) that use your spell attack roll, can target any creature within 60 feet of you, and deal `5d12` bludgeoning, piercing, or slashing damage. You choose the damage type each time you make a terrain vengeance [Strike](../../Rules/actions/strike.md). -- By spending a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, you can increase or decrease the environmental temperature changing it to either one step warmer than normal, one step colder than normal, or the normal temperature. -- As a 2-action activity that has the [concentrate](../../Rules/traits/concentrate.md) trait, you can create or remove difficult terrain caused by natural terrain in a 20-foot burst within 200 feet - -All of your alterations to the land end when the spell ends. - -Significant physical damage to the natural feature while you are inside it expels you and deals `10d6` damage to you. - -*Source: Secrets of Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/oneiric-mire-som.md b/Compendium/spells/oneiric-mire-som.md deleted file mode 100644 index a6194dd00..000000000 --- a/Compendium/spells/oneiric-mire-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/3 -- trait/illusion -- trait/mental -- trait/visual -aliases: ["Oneiric Mire"] ---- -# Oneiric Mire *Spell 3* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -You shroud an area in illusory dreamstuff, making the ground look and feel like a deep mire or quicksand. Ground in the area is difficult terrain. - -Each creature in the area when the spell is cast, or that enters the area, must attempt a Will save. On a failure, it believes it's being pulled down by the earth, taking a –10-foot circumstance penalty to its Speeds. On a critical failure, it's also [immobilized](../../Rules/conditions.md#Immobilized). In addition to the normal actions to [Escape](../../Rules/actions/escape.md), at the end of an affected creature's turn, it can attempt a Will save, removing the effects on a success. On a critical success at any Will save made against oneiric mire, the creature fully 0 and no longer needs to make Will saves to risk a Speed penalty or being [immobilized](../../Rules/conditions.md#Immobilized), though the area is still difficult terrain. - -*Source: Secrets of Magic p. 119* \ No newline at end of file diff --git a/Compendium/spells/ooze-form-som.md b/Compendium/spells/ooze-form-som.md deleted file mode 100644 index e22746984..000000000 --- a/Compendium/spells/ooze-form-som.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/polymorph -- trait/transmutation -aliases: ["Ooze Form"] ---- -# Ooze Form *Spell 3* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre jelly. While in this form, you gain the [ooze](../../Rules/traits/ooze.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 7 + your level. Ignore your armor's check penalty and Speed reduction. -- 20 temporary Hit Points. -- You are immune to critical hits, precision damage, and [visual](../../Rules/traits/visual.md) effects. -- Resistance 5 to acid, piercing, and slashing damage. -- No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense. -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +14, unless your own is higher. You also gain specific abilities based on the ooze: -- **Black Pudding** Speed 15 feet, climb 15 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `2d6+5` bludgeoning and `1d8` acid. -- **Gelatinous Cube** Speed 15 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") cube face, **Damage** `1d6+5` acid; a creature hit by your cube face [Strike](../../Rules/actions/strike.md) must succeed at a Fortitude save against your spell DC or be [stunned](../../Rules/conditions.md#Stunned) (or [paralyzed](../../Rules/conditions.md#Paralyzed) for 1 round on a critical failure); this save has the [incapacitation](../../Rules/traits/incapacitation.md) trait. -- **Gray Ooze** Speed 15 feet, climb 15 feet, swim 15 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `1d6+5` bludgeoning and `1d6` acid, and you can spend an action after a hit to Grab the target. -- **Ochre Jelly** Speed 15 feet, climb 10 feet; resistance 5 to electricity; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pseudopod, **Damage** `1d8+5` bludgeoning and `1d8` acid, and you can spend an action after a hit to Grab the target. - -**Heightened (4th)** Your battle form is [Large](../../Rules/traits/large-b1.md), and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 30 temporary HP; resistance 7 to acid, piercing, and slashing; attack modifier +16; damage bonus +9; and [Athletics](../skills.md#Athletics) +16. Your motion sense has a range of 40 feet. - -**Heightened (5th)** Your battle form is [Huge](../../Rules/traits/huge-b1.md), and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 40 temporary HP; resistance 10 to acid, piercing, and slashing; attack modifier +18; damage bonus +6 and double damage dice; and [Athletics](../skills.md#Athletics) +20. Your motion sense has a range of 60 feet. - -**Heightened (8th)** Your battle form is [Gargantuan](../../Rules/traits/gargantuan-b1.md) (20-foot by 20-foot space), and your attacks have 20-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 60 temporary HP; resistance 12 to acid, piercing, and slashing; attack modifier +28; damage bonus +13 and double damage dice; and [Athletics](../skills.md#Athletics) +29. Your motion sense has a range of 60 feet. - -*Source: Secrets of Magic p. 119* \ No newline at end of file diff --git a/Compendium/spells/ordained-purpose-aoe5.md b/Compendium/spells/ordained-purpose-aoe5.md deleted file mode 100644 index 3b30347bc..000000000 --- a/Compendium/spells/ordained-purpose-aoe5.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe5 -- spell/area/emanation -- spell/focus/4 -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Ordained Purpose"] ---- -# Ordained Purpose *Focus 4* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[naga](../setting/domains.md#Naga)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Saving Throw** basic Will - -You call upon the authority of cosmic forces of order, overwhelming creatures with remorse and agony for acting outside of their station and purpose. Enemies in the area take `4d6` mental damage and must attempt a Will save. A creature that has lost abilities as a result of performing acts anathema to its deity or beliefs (such as a champion who violated their tenets and hasn't atoned) uses the outcome one degree of success worse than the result of its saving throw. At the GM's discretion, a creature currently filling its appointed station and purpose (such as a farmer working in a field or a criminal in the act of committing a crime) uses the outcome one degree of success better than the result of its saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and must [Drop Prone](../../Rules/actions/drop-prone.md) as its first action on its next turn. -> - **Critical Failure** The creature takes double damage, must [Drop Prone](../../Rules/actions/drop-prone.md) as its first action on its next turn, and can't [Stand](../../Rules/actions/stand.md) during its next turn. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 75* \ No newline at end of file diff --git a/Compendium/spells/organsight-som.md b/Compendium/spells/organsight-som.md deleted file mode 100644 index 9fb376346..000000000 --- a/Compendium/spells/organsight-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/divination -- trait/revelation -aliases: ["Organsight"] ---- -# Organsight *Spell 3* -[divination](../../Rules/traits/divination.md) [revelation](../../Rules/traits/revelation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living or undead creature that has organs -- **Duration**1 minute - -You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on [Medicine](../skills.md#Medicine) checks against the target that depend on its organs, but a –2 circumstance penalty on [Medicine](../skills.md#Medicine) checks depending on seeing its skin. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), attempt a special [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check using [Medicine](../skills.md#Medicine) to spot and discern a vital organ. If you have a [Lore](../skills.md#Lore) skill appropriate to the creature, you can use that skill instead of [Medicine](../skills.md#Medicine). If you succeed, the next time you deal piercing or slashing damage to the target with a [Strike](../../Rules/actions/strike.md) or spell, you deal `4d6` additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check again. The extra damage isn't cumulative, so making the check more than once before a [Strike](../../Rules/actions/strike.md) or spell has no extra benefit. - -**Heightened (+ 1)** The precision damage increases by `1d6`. - -*Source: Secrets of Magic p. 120* \ No newline at end of file diff --git a/Compendium/spells/outcasts-curse.md b/Compendium/spells/outcasts-curse.md deleted file mode 100644 index 50acbceb7..000000000 --- a/Compendium/spells/outcasts-curse.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/curse -- trait/enchantment -- trait/mental -- trait/misfortune -aliases: ["Outcast's Curse"] ---- -# Outcast's Curse *Spell 4* -[curse](../../Rules/traits/curse.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [misfortune](../../Rules/traits/misfortune.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will - -You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), [Intimidation](../skills.md#Intimidation), or [Performance](../skills.md#Performance) check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, [unfriendly](../../Rules/conditions.md#Unfriendly) instead of [indifferent](../../Rules/conditions.md#Indifferent)). -> - **Failure** As success, but the effect is permanent. -> - **Critical Failure** As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse. - -*Source: Core Rulebook p. 355* \ No newline at end of file diff --git a/Compendium/spells/over-the-coals-da.md b/Compendium/spells/over-the-coals-da.md deleted file mode 100644 index fb6f2e951..000000000 --- a/Compendium/spells/over-the-coals-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/5 -- trait/hex -- trait/mental -- trait/necromancy -- trait/rare -- trait/witch -aliases: ["Over the Coals"] ---- -# Over the Coals *Focus 5* -[hex](../../Rules/traits/hex-apg.md) [mental](../../Rules/traits/mental.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You accuse the target of breaking its word to you and invoke the wrath of your patron to claim what's due, demanding the target pay you in currency, fulfill an order, or stand down. The demand can't be obviously self-destructive, or the spell fails. If the target resists, you take your payment from its life force. The target must attempt a Will save. Regardless of the result of its save, the target is temporarily immune for 1 day. - -> [!success-degree] -> - **Critical Success** The target is unaffected and is immune to your pact broker cantrips for 1 day. -> - **Success** If the target doesn't comply with your request by the end of its next turn, it takes `3d8` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage). If it later complies, the spell automatically ends. -> - **Failure** As success, but if the target doesn't comply, it is [drained](../../Rules/conditions.md#Drained) and takes `6d8` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** As success, but if the target doesn't comply, it is [drained](../../Rules/conditions.md#Drained), [doomed](../../Rules/conditions.md#Doomed), and takes `6d8` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage). Even if the target completes your commands later, the spell doesn't end until all the conditions end. - -**Heightened (9th)** You can target up to two creatures. - -*Source: Dark Archive p. 159* \ No newline at end of file diff --git a/Compendium/spells/overflowing-sorrow-logm.md b/Compendium/spells/overflowing-sorrow-logm.md deleted file mode 100644 index e2fc4d8dd..000000000 --- a/Compendium/spells/overflowing-sorrow-logm.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Overflowing Sorrow"] ---- -# Overflowing Sorrow *Focus 4* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Domains**: [[sorrow](../setting/domains.md#Sorrow)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation, centered on you -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -Sadness flows out of you into nearby creatures, blotting out any other thoughts they had. The first time a creature begins its turn in the area or enters the area, it must attempt a Will save. If it later leaves and reenters the area, it uses the same effect as before. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –1 status penalty to skill checks and [Perception](../skills.md#Perception) checks as long as it remains in the area. -> - **Failure** While the creature is in the area, any [emotion](../../Rules/traits/emotion.md) effects of lower counteract level than overflowing sorrow are suppressed, and whenever the creature attempts to use an emotion action or cast an emotion spell, it must succeed at a DC 11 flat check or the action or spell is disrupted. -> - **Critical Failure** As failure, but the creature cannot use emotion actions or spells. - -**Heightened (+ 2)** When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you can choose to increase the area by 5 feet. - -*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/Compendium/spells/overstuff.md b/Compendium/spells/overstuff.md deleted file mode 100644 index 95bcdbd9f..000000000 --- a/Compendium/spells/overstuff.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/transmutation -- trait/uncommon -aliases: ["Overstuff"] ---- -# Overstuff *Focus 1* -[cleric](../../Rules/traits/cleric.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[indulgence](../setting/domains.md#Indulgence)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude - -Huge amounts of food and drink fill the target. It receives a full meal's worth of nourishment and must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [sickened](../../Rules/conditions.md#Sickened), but if it spends an action to end the condition, it succeeds automatically. -> - **Failure** The target is [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The target is [sickened](../../Rules/conditions.md#Sickened). A target [sickened](../../Rules/conditions.md#Sickened) by this spell takes a –10-foot status penalty to its Speed until it's no longer [sickened](../../Rules/conditions.md#Sickened). - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/overwhelming-presence.md b/Compendium/spells/overwhelming-presence.md deleted file mode 100644 index 4e7cfe047..000000000 --- a/Compendium/spells/overwhelming-presence.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/9 -- trait/auditory -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/visual -aliases: ["Overwhelming Presence"] ---- -# Overwhelming Presence *Spell 9* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**40-foot burst -- **Targets**any number of creatures -- **Saving Throw** Will -- **Duration**until full tribute is paid - -You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target must pay tribute twice. -> - **Failure** The target must pay tribute six times. -> - **Critical Failure** As failure, and the target must spend all its actions paying tribute if possible. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is [fascinated](../../Rules/conditions.md#Fascinated) by you and can't use [hostile](../../Rules/conditions.md#Hostile) actions against you. The target is then temporarily immune for 1 minute. - -*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/Compendium/spells/pact-broker-da.md b/Compendium/spells/pact-broker-da.md deleted file mode 100644 index bccd15b64..000000000 --- a/Compendium/spells/pact-broker-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/enchantment -- trait/hex -- trait/mental -- trait/rare -- trait/witch -aliases: ["Pact Broker"] ---- -# Pact Broker *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [enchantment](../../Rules/traits/enchantment.md) [hex](../../Rules/traits/hex-apg.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You offer to broker a pact of peace. If the target accepts and doesn't take [hostile](../../Rules/conditions.md#Hostile) actions against you and your allies, you take a –1 status penalty to [Deception](../skills.md#Deception) checks to [Lie](../../Rules/actions/lie.md) to them. If they refuse and take a [hostile](../../Rules/conditions.md#Hostile) action against you or an ally, they must attempt a Will save. If they accepted the offer and then take a [hostile](../../Rules/conditions.md#Hostile) action against you or an ally, they must attempt a Will save and treat the result as one category worse. Regardless of the outcome, the target is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target takes a –1 status penalty to attack and damage rolls against you and your allies. -> - **Critical Failure** The target takes a –2 status penalty to attack and damage rolls against you and your allies. - -*Source: Dark Archive p. 159* \ No newline at end of file diff --git a/Compendium/spells/painful-vibrations-som.md b/Compendium/spells/painful-vibrations-som.md deleted file mode 100644 index f7d46a1c4..000000000 --- a/Compendium/spells/painful-vibrations-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/evocation -- trait/sonic -aliases: ["Painful Vibrations"] ---- -# Painful Vibrations *Spell 4* -[evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude - -You send powerful sound waves through an opponent's body, vibrating its bones and internal organs painfully. - -The creature takes `8d6` sonic damage and must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage, is [sickened](../../Rules/conditions.md#Sickened), and is [deafened](../../Rules/conditions.md#Deafened) for 1 round. -> - **Critical Failure** The target takes double damage, is [sickened](../../Rules/conditions.md#Sickened), and is [deafened](../../Rules/conditions.md#Deafened) for 1 minute. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Secrets of Magic p. 120* \ No newline at end of file diff --git a/Compendium/spells/paralyze.md b/Compendium/spells/paralyze.md deleted file mode 100644 index 6712fbe6c..000000000 --- a/Compendium/spells/paralyze.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Paralyze"] ---- -# Paralyze *Spell 3* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stunned](../../Rules/conditions.md#Stunned). -> - **Failure** The target is [paralyzed](../../Rules/conditions.md#Paralyzed) for 1 round. -> - **Critical Failure** The target is [paralyzed](../../Rules/conditions.md#Paralyzed) for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. - -**Heightened (7th)** You can target up to 10 creatures. - -*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/Compendium/spells/paranoia.md b/Compendium/spells/paranoia.md deleted file mode 100644 index 8deee09cd..000000000 --- a/Compendium/spells/paranoia.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/illusion -- trait/mental -aliases: ["Paranoia"] ---- -# Paranoia *Spell 2* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute - -You cause the target to see all other creatures as dire threats. - -The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target believes everyone it sees is a potential threat. It becomes [unfriendly](../../Rules/conditions.md#Unfriendly) to all creatures to which it wasn't already [hostile](../../Rules/conditions.md#Hostile), even those that were previously allies. It treats no one as an ally. The spell ends after 1 round. -> - **Failure** As success, but the effect lasts 1 minute. -> - **Critical Failure** As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone. - -**Heightened (6th)** You can target up to 5 creatures. - -*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/Compendium/spells/parch-logm.md b/Compendium/spells/parch-logm.md deleted file mode 100644 index efdddedec..000000000 --- a/Compendium/spells/parch-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/air -- trait/evocation -aliases: ["Parch"] ---- -# Parch *Focus 1* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) - -- **Domains**: [[dust](../setting/domains.md#Dust)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature with the [water](../../Rules/traits/water.md) trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to parch. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes a –1 status penalty to its checks and DCs for 1 round. -> - **Failure** The target takes a –1 status penalty to its checks and DCs for 1 minute. -> - **Critical Failure** The target takes a –2 status penalty to its checks and DCs for 1 minute and is [dazzled](../../Rules/conditions.md#Dazzled) as long as it has this penalty. If a creature affected by parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the [water](../../Rules/traits/water.md) trait or are made primarily of liquid, as well as affected creatures that can't drink, can end the effect as a two-action activity, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -**Heightened (4th)** You can target up to 4 creatures. - -*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/pass-without-trace.md b/Compendium/spells/pass-without-trace.md deleted file mode 100644 index 83e122ff5..000000000 --- a/Compendium/spells/pass-without-trace.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/abjuration -aliases: ["Pass Without Trace"] ---- -# Pass Without Trace *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to [Track](../../Rules/actions/track.md) you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one [pass without trace](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/pass-without-trace.md) spell at a time. - -**Heightened (2nd)** The duration increases to 8 hours. - -**Heightened (4th)** The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area. - -*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/Compendium/spells/path-of-least-resistance-da.md b/Compendium/spells/path-of-least-resistance-da.md deleted file mode 100644 index 09902765a..000000000 --- a/Compendium/spells/path-of-least-resistance-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/divination -- trait/uncommon -aliases: ["Path of Least Resistance"] ---- -# Path of Least Resistance *Focus 4* -[divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You trace several possible routes, quickly resetting the timeline until you find the safest one. Choose three spaces you could reach with two [Stride](../../Rules/actions/stride.md) actions. Each must be at least 20 feet from the other two. You [Stride](../../Rules/actions/stride.md) twice to one of the spaces, determined randomly by the GM from among the paths you chose. If some of the paths contain a [hidden](../../Rules/conditions.md#Hidden) danger, such as a trap that you would trigger by walking into the trap's affected area, the GM doesn't consider this path when randomly determining which one you take, but if all options have a [hidden](../../Rules/conditions.md#Hidden) danger, the GM randomly chooses between all three paths. This movement doesn't trigger reactions. - -*Source: Dark Archive p. 185* \ No newline at end of file diff --git a/Compendium/spells/penumbral-disguise-sot4.md b/Compendium/spells/penumbral-disguise-sot4.md deleted file mode 100644 index 1aee870ea..000000000 --- a/Compendium/spells/penumbral-disguise-sot4.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/level/2 -- trait/illusion -- trait/shadow -- trait/uncommon -aliases: ["Penumbral Disguise"] ---- -# Penumbral Disguise *Spell 2* -[illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**10 minutes - -You wrap the target in shadows, granting them a +1 status bonus to [Stealth](../skills.md#Stealth) checks to [Hide](../../Rules/actions/hide.md) while in dim light or darkness. In addition, the shadows mask the creature's features. While the creature is in dim light or darkness, other creatures must succeed at a [Seek](../../Rules/actions/seek.md) action against the spell's DC to discern details about the target's appearance. - -For example, without using [Seek](../../Rules/actions/seek.md), other creatures can determine the target's general shape (such as humanoid), but they would need to [Seek](../../Rules/actions/seek.md) to determine the target's precise appearance or any other identifying information. - -Creatures with darkvision can still see the target and their features normally. The target's normal appearance is revealed in bright light. - -**Heightened (4th)** The status bonus is +2. Creatures with darkvision can no longer discern details about the target while the target is in dim light or darkness without Seeking, though creatures with greater darkvision can still determine these details. - -**Heightened (6th)** As 4th level, except the status bonus is +3 and creatures without darkvision can't determine even general details about the target while the target is in dim light or darkness unless they successfully [Seek](../../Rules/actions/seek.md) the target; these creatures see a vague shadow instead. Even on a successful [Seek](../../Rules/actions/seek.md), they only determine general features, though they can see details on a critical success. - -**Heightened (8th)** As 6th level, except the status bonus is +4 and even creatures with greater darkvision must [Seek](../../Rules/actions/seek.md) to discern details about the target while the target is in dim light or darkness. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 77* \ No newline at end of file diff --git a/Compendium/spells/penumbral-shroud-logm.md b/Compendium/spells/penumbral-shroud-logm.md deleted file mode 100644 index 50914e88c..000000000 --- a/Compendium/spells/penumbral-shroud-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/darkness -- trait/evocation -aliases: ["Penumbral Shroud"] ---- -# Penumbral Shroud *Spell 1* -[darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**10 minutes - -You envelop the target in a shroud of shadow. The target perceives light as one step lower than it actually is (bright light becomes dim light, for example), affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +1 status bonus to saving throws against [light](../../Rules/traits/light.md) effects. While this effect is [helpful](../../Rules/conditions.md#Helpful) to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The effect lasts for 1 round -> - **Failure** The effect lasts its normal duration. - -*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/perfect-strike-locg.md b/Compendium/spells/perfect-strike-locg.md deleted file mode 100644 index 46e8407ef..000000000 --- a/Compendium/spells/perfect-strike-locg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/locg -- spell/focus/2 -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Perfect Strike"] ---- -# Perfect Strike *Focus 2* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You miss a [Strike](../../Rules/actions/strike.md) with an unarmed attack. - -You call upon insight from your training to recover accuracy. Reroll the missed attack roll and keep the new result. - -*Source: Lost Omens: Character Guide p. 131* \ No newline at end of file diff --git a/Compendium/spells/perfect-strike-lowg.md b/Compendium/spells/perfect-strike-lowg.md deleted file mode 100644 index c6fd587c8..000000000 --- a/Compendium/spells/perfect-strike-lowg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/focus/2 -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Perfect Strike"] ---- -# Perfect Strike *Focus 2* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You miss a [Strike](../../Rules/actions/strike.md) with an unarmed attack. - -You call upon insight from your training to recover accuracy. - -Reroll the missed attack roll and keep the new result. - -*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/Compendium/spells/perfected-form.md b/Compendium/spells/perfected-form.md deleted file mode 100644 index 6c69ada50..000000000 --- a/Compendium/spells/perfected-form.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/abjuration -- trait/cleric -- trait/fortune -- trait/uncommon -aliases: ["Perfected Form"] ---- -# Perfected Form *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[perfection](../setting/domains.md#Perfection)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You fail a saving throw against a morph, petrification, or [polymorph](../../Rules/traits/polymorph.md) effect. - -Reroll the saving throw and use the better result. - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/perfected-mind.md b/Compendium/spells/perfected-mind.md deleted file mode 100644 index 59e868a3a..000000000 --- a/Compendium/spells/perfected-mind.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/abjuration -- trait/cleric -- trait/uncommon -aliases: ["Perfected Mind"] ---- -# Perfected Mind *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[perfection](../setting/domains.md#Perfection)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one [mental](../../Rules/traits/mental.md) effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the [mental](../../Rules/traits/mental.md) effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once. - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/pernicious-poltergeist-som.md b/Compendium/spells/pernicious-poltergeist-som.md deleted file mode 100644 index 0a80a6ed0..000000000 --- a/Compendium/spells/pernicious-poltergeist-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/4 -- trait/necromancy -aliases: ["Pernicious Poltergeist"] ---- -# Pernicious Poltergeist *Spell 4* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**sustained up to 1 minute - -You create an echo of a powerful poltergeist, temporarily anchoring it to the area to terrorize and harm any opponents foolish enough to remain in the area. Because the poltergeist is a manifestation and is not truly present, it can't be attacked or hurt; it remains [invisible](../../Rules/conditions.md#Invisible) unless otherwise stated. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and the first time you Sustain it on subsequent rounds, the poltergeist creates your choice of one of the following effects. - -- **Deathly Assault** ([negative](../../Rules/traits/negative.md)) The poltergeist focuses on one creature in the area and flies through that creature's space, dealing `4d10` negative damage (basic Fortitude save). -- **Frighten** ([emotion](../../Rules/traits/emotion.md), [fear](../../Rules/traits/fear.md), [mental](../../Rules/traits/mental.md)) The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Creatures in the area must attempt a Will save, becoming [frightened](../../Rules/conditions.md#Frightened) on a failure. -- **Telekinetic Storm** ([force](../../Rules/traits/force.md)) The poltergeist hurls debris and quasi-real objects around in the area. All creatures in the area take `4d8` force damage (basic Reflex save). - -**Heightened (+ 2)** The damage of the deathly assault effect increases by `1d10`, and the damage of the telekinetic storm effect increases by `1d8`. - -*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/Compendium/spells/perseiss-precautions-lopsg.md b/Compendium/spells/perseiss-precautions-lopsg.md deleted file mode 100644 index b3fc8b30b..000000000 --- a/Compendium/spells/perseiss-precautions-lopsg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lopsg -- spell/level/3 -- trait/divination -- trait/fortune -- trait/prediction -- trait/uncommon -aliases: ["Perseis's Precautions"] ---- -# Perseis's Precautions *Spell 3* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [prediction](../../Rules/traits/prediction.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Duration**10 minutes - -Leaving nothing to chance, you weave divinatory precautions against an ambush, alerting the target to danger. Once during the duration of this spell, the target can roll one [Perception](../skills.md#Perception), [Arcana](../skills.md#Arcana), [Crafting](../skills.md#Crafting), [Lore](../skills.md#Lore), [Occultism](../skills.md#Occultism), or [Society](../skills.md#Society) initiative roll twice and take the better result, after which the spell ends. - -The strain of staying so prepared is too much for a mind to handle for long; the target is temporarily immune to this spell for 24 hours once the spell ends, whether they used the initiative benefit or not. - -*Source: Lost Omens: Pathfinder Society Guide p. 124* \ No newline at end of file diff --git a/Compendium/spells/persistent-servant-som.md b/Compendium/spells/persistent-servant-som.md deleted file mode 100644 index deda0f92c..000000000 --- a/Compendium/spells/persistent-servant-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/2 -- trait/conjuration -aliases: ["Persistent Servant"] ---- -# Persistent Servant *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**120 foot -- **Area**60-foot burst -- **Duration**until your next daily preparations - -You call forth an unseen servant (Core Rulebook 380) and task it to perform a specific chore repeatedly. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration, though it can't ever leave the spell's area. - -The servant isn't a minion, and you don't need to [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) in order for it to continue to act. However, it acts on its own time, and thus can't accomplish anything useful during an encounter, even if an encounter happens within the spell's range. - -Tasks that rely on timing, discretion, or significant manual dexterity are [doomed](../../Rules/conditions.md#Doomed) to failure. For instance, a servant tasked to pick objects off the floor won't discriminate between trash, misplaced treasure, or objects that are supposed to be on the floor, like a mousetrap. - -*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/Compendium/spells/personal-blizzard-apg.md b/Compendium/spells/personal-blizzard-apg.md deleted file mode 100644 index 96151eb11..000000000 --- a/Compendium/spells/personal-blizzard-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/conjuration -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Personal Blizzard"] ---- -# Personal Blizzard *Focus 3* -[conjuration](../../Rules/traits/conjuration.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You summon an isolated blizzard of obscuring, scouring ice to follow your target. The target attempts a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `1d6` cold damage, and the spell ends. -> - **Failure** The target takes `1d6` cold damage and `1d6` [persistent cold damage](../../Rules/conditions.md#Persistent%20Damage). (The [persistent damage](../../Rules/conditions.md#Persistent%20Damage) automatically ends when the spell ends.) It is [concealed](../../Rules/conditions.md#Concealed) to other creatures, and other creatures are [concealed](../../Rules/conditions.md#Concealed) to it. -> - **Critical Failure** As failure, but both the cold damage and the [persistent cold damage](../../Rules/conditions.md#Persistent%20Damage) increase to `2d6`. - -**Heightened (+ 1)** The cold damage and [persistent cold damage](../../Rules/conditions.md#Persistent%20Damage) increase by 1 (2 on a critical failure). - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/personal-rain-cloud-ec1.md b/Compendium/spells/personal-rain-cloud-ec1.md deleted file mode 100644 index e5c62ba68..000000000 --- a/Compendium/spells/personal-rain-cloud-ec1.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/level/1 -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Personal Rain Cloud"] ---- -# Personal Rain Cloud *Spell 1* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 minute - -You conjure a 5-foot-wide rain cloud that follows the target wherever it goes. It stays roughly an arm's length overhead, unless it must drift lower to fit under a ceiling. - -The cloud rains constantly on the target, keeping it wet and dampening the ground in the wake of any movement. - -The rain extinguishes non-magical flames. The target gains fire resistance 2. Creatures with weakness to water take damage equal to their weakness at the end of each of their turns. Creatures can attempt a Reflex save to avoid the cloud. - -**Heightened (+ 1)** The amount of fire resistance increases by 2. - -*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/Compendium/spells/pest-form.md b/Compendium/spells/pest-form.md deleted file mode 100644 index d42c2b47d..000000000 --- a/Compendium/spells/pest-form.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/polymorph -- trait/transmutation -aliases: ["Pest Form"] ---- -# Pest Form *Spell 1* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](../../Rules/traits/animal.md) trait, and you can't make [Strikes](../../Rules/actions/strike.md). You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities: - -- AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. -- Speed 20 feet. -- Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) -- [Low-light vision](../../Rules/abilities/low-light-vision.md) and imprecise [scent](../../Rules/abilities/scent.md) 30 feet. -- [Acrobatics](../skills.md#Acrobatics) and [Stealth](../skills.md#Stealth) modifiers of +10, unless your own modifier is higher; [Athletics](../skills.md#Athletics) modifier –4. - -**Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. - -*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/Compendium/spells/pet-cache-apg.md b/Compendium/spells/pet-cache-apg.md deleted file mode 100644 index 94bbd8358..000000000 --- a/Compendium/spells/pet-cache-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/conjuration -- trait/extradimensional -aliases: ["Pet Cache"] ---- -# Pet Cache *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing creature that is your animal companion or familiar -- **Duration**8 hours - -You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered). - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 222* \ No newline at end of file diff --git a/Compendium/spells/petal-storm-som.md b/Compendium/spells/petal-storm-som.md deleted file mode 100644 index a0ac88dce..000000000 --- a/Compendium/spells/petal-storm-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/4 -- trait/air -- trait/conjuration -- trait/plant -aliases: ["Petal Storm"] ---- -# Petal Storm *Spell 4* -[air](../../Rules/traits/air.md) [conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**15-foot radius burst -- **Duration**1 minute - -You bring forth a cloud of razor-sharp flower petals that thrash violently in the wind. A creature that enters the storm or starts its turn in the storm is sliced by the razor-sharp edges of the petals. It takes `2d10` slashing damage with a basic Reflex save. A creature can take damage from the petals only once per round. At the end of the duration, the storm calms and the petals fall harmlessly to the ground. - -**Heightened (+ 2)** The damage increases by `1d10`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/Compendium/spells/phantasmal-calamity.md b/Compendium/spells/phantasmal-calamity.md deleted file mode 100644 index 072cb011d..000000000 --- a/Compendium/spells/phantasmal-calamity.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/6 -- trait/illusion -- trait/mental -aliases: ["Phantasmal Calamity"] ---- -# Phantasmal Calamity *Spell 6* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**30-foot burst -- **Saving Throw** Will - -A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals `11d6` mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also [stunned](../../Rules/conditions.md#Stunned) for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it 0 and recovers from the [stunned](../../Rules/conditions.md#Stunned) condition. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Core Rulebook p. 357* \ No newline at end of file diff --git a/Compendium/spells/phantasmal-killer.md b/Compendium/spells/phantasmal-killer.md deleted file mode 100644 index dac32d155..000000000 --- a/Compendium/spells/phantasmal-killer.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/death -- trait/emotion -- trait/fear -- trait/illusion -- trait/mental -aliases: ["Phantasmal Killer"] ---- -# Phantasmal Killer *Spell 4* -[death](../../Rules/traits/death.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 living creature -- **Saving Throw** Will - -You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `4d6` mental damage and is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target takes `8d6` mental damage and is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes `12d6` mental damage, is [fleeing](../../Rules/conditions.md#Fleeing) until the end of its next turn, and is [frightened](../../Rules/conditions.md#Frightened). This effect has the [incapacitation](../../Rules/traits/incapacitation.md) trait. - -**Heightened (+ 1)** The damage increases by `2d6` on a failure and by `3d6` on a critical failure. - -*Source: Core Rulebook p. 357* \ No newline at end of file diff --git a/Compendium/spells/phantasmal-treasure-apg.md b/Compendium/spells/phantasmal-treasure-apg.md deleted file mode 100644 index 53ae5aabf..000000000 --- a/Compendium/spells/phantasmal-treasure-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/2 -- trait/emotion -- trait/illusion -- trait/mental -aliases: ["Phantasmal Treasure"] ---- -# Phantasmal Treasure *Spell 2* -[emotion](../../Rules/traits/emotion.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**varies - -A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell's range. Only the spell's target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero. - -The target's response to the treasure is based on the outcome of the target's Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target becomes [fascinated](../../Rules/conditions.md#Fascinated) with the treasure, and the duration is until the end of its turn. The target can also try to 0 if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target 0, the spell ends. -> - **Failure** As success, but the duration is 1 minute. -> - **Critical Failure** As success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn't next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also [Interact](../../Rules/actions/interact.md) to converse with it.) - -*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/Compendium/spells/phantom-crowd-som.md b/Compendium/spells/phantom-crowd-som.md deleted file mode 100644 index 7aabcbc40..000000000 --- a/Compendium/spells/phantom-crowd-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/misc -- spell/level/2 -- trait/illusion -- trait/visual -aliases: ["Phantom Crowd"] ---- -# Phantom Crowd *Spell 2* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**a 10-foot square -- **Duration**sustained up to 10 minutes - -A tightly packed crowd of humanoids appropriate to the area appear, facing you and agreeing loudly with anything you say. A creature that touches a member of the crowd or makes a [Seek](../../Rules/actions/seek.md) action to examine the crowd can attempt to 0. The crowd is difficult terrain for anyone who hasn't 0. - -When you spend 1 or more actions to cast a composition spell (Core Rulebook 386) or to perform an activity that includes a [Performance](../skills.md#Performance) check, you can also Sustain this Spell as part of that action. - -**Heightened (+ 1)** The crowd occupies an additional 10-foot square in range. The additional square doesn't need to be adjacent to any other square created by the spell. It can overlap, but there's no additional effect in the overlapped squares. - -*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/Compendium/spells/phantom-pain.md b/Compendium/spells/phantom-pain.md deleted file mode 100644 index c25ca645c..000000000 --- a/Compendium/spells/phantom-pain.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/illusion -- trait/mental -- trait/nonlethal -aliases: ["Phantom Pain"] ---- -# Phantom Pain *Spell 1* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [nonlethal](../../Rules/traits/nonlethal.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute - -Illusory pain wracks the target, dealing `2d4` mental damage and `1d4` [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage). The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes full initial damage but no [persistent damage](../../Rules/conditions.md#Persistent%20Damage), and the spell ends immediately. -> - **Failure** The target takes full initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage), and the target is [sickened](../../Rules/conditions.md#Sickened). If the target recovers from being [sickened](../../Rules/conditions.md#Sickened), the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) ends and the spell ends. -> - **Critical Failure** As failure, but the target is [sickened](../../Rules/conditions.md#Sickened). - -**Heightened (+ 1)** The damage increases by `2d4` and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) by `1d4`. - -*Source: Core Rulebook p. 357* \ No newline at end of file diff --git a/Compendium/spells/phantom-prison-som.md b/Compendium/spells/phantom-prison-som.md deleted file mode 100644 index 60bd746b1..000000000 --- a/Compendium/spells/phantom-prison-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/illusion -- trait/incapacitation -- trait/mental -- trait/visual -aliases: ["Phantom Prison"] ---- -# Phantom Prison *Spell 3* -[illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**50 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute - -You completely surround a Large or smaller creature in immobile illusory walls, trapping it inside a false prison it can't escape. No other creatures see or feel these walls, and the target can't see anything outside of the illusory walls. The target can attempt a Will save when the spell is cast, each time it attempts to interact with or escape the walls, and each time something from outside the walls affects the target. On a success, it 0 and the spell ends. - -**Heightened (8th)** You can target up to 5 creatures. - -*Source: Secrets of Magic p. 121* \ No newline at end of file diff --git a/Compendium/spells/phase-bolt-da.md b/Compendium/spells/phase-bolt-da.md deleted file mode 100644 index 38f6db32e..000000000 --- a/Compendium/spells/phase-bolt-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/evocation -aliases: ["Phase Bolt"] ---- -# Phase Bolt *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal `1d4` piercing damage plus your spellcasting ability modifier. On a critical success, the target takes double damage. - -**Heightened (+ 1)** The bolt's damage increases by `1d4`. - -*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/Compendium/spells/phase-familiar-apg.md b/Compendium/spells/phase-familiar-apg.md deleted file mode 100644 index 1ba0a8e53..000000000 --- a/Compendium/spells/phase-familiar-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/abjuration -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Phase Familiar"] ---- -# Phase Familiar *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**Your familiar would take damage. -- **Range**60 foot -- **Targets**your familiar - -You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. - -**Heightened (+ 1)** Increase the resistance by 2. - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/physical-boost.md b/Compendium/spells/physical-boost.md deleted file mode 100644 index 818814f0c..000000000 --- a/Compendium/spells/physical-boost.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/transmutation -- trait/uncommon -- trait/wizard -aliases: ["Physical Boost"] ---- -# Physical Boost *Focus 1* -[transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Duration**until the end of the target's next turn - -You temporarily improve the target's physique. The target gains a +2 status bonus to the next [Acrobatics](../skills.md#Acrobatics) check, [Athletics](../skills.md#Athletics) check, Fortitude save, or Reflex save it attempts. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/pied-piping-apg.md b/Compendium/spells/pied-piping-apg.md deleted file mode 100644 index 40fec2fd2..000000000 --- a/Compendium/spells/pied-piping-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/focus/10 -- trait/bard -- trait/composition -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/sonic -- trait/uncommon -aliases: ["Pied Piping"] ---- -# Pied Piping *Focus 10* -[bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [sonic](../../Rules/traits/sonic.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** Will -- **Duration**1 minute - -Your performance enraptures those who hear it, compelling them to follow you about in admiration. Each creature within the emanation must attempt a Will save when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) or the first time they enter the area, after which they become temporarily immune for 1 day. Once per turn, you can spend a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [fascinated](../../Rules/conditions.md#Fascinated) with you. -> - **Failure** The creature uses all its actions to move toward you and compliment your performance. This effect ends if a [hostile](../../Rules/conditions.md#Hostile) action is used against the affected creature. -> - **Critical Failure** The target gains the minion trait and is [controlled](../../Rules/conditions.md#Controlled) by you. This effect ends if a [hostile](../../Rules/conditions.md#Hostile) action is used against the affected creature, or if you direct the creature to use any action that causes it harm. - -*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/Compendium/spells/pillar-of-water-ec2.md b/Compendium/spells/pillar-of-water-ec2.md deleted file mode 100644 index 4bd43a151..000000000 --- a/Compendium/spells/pillar-of-water-ec2.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec2 -- spell/level/3 -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Pillar Of Water"] ---- -# Pillar Of Water *Spell 3* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute - -You create a large, self-contained cylinder of still fresh water. - -The pillar has a maximum radius of 15 feet and a maximum height of 60 feet. Creatures inside the pillar can swim through the water as normal ([Swim](../../Rules/actions/swim.md) DC 10), or, if the spell was cast on solid ground, walk along the bottom (which is difficult terrain) - -Any creature that exits the pillar falls or lands accordingly. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/Compendium/spells/pillars-of-sand-ec5.md b/Compendium/spells/pillars-of-sand-ec5.md deleted file mode 100644 index 80eea29c0..000000000 --- a/Compendium/spells/pillars-of-sand-ec5.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec5 -- spell/level/5 -- trait/conjuration -- trait/earth -- trait/uncommon -aliases: ["Pillars Of Sand"] ---- -# Pillars Of Sand *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [earth](../../Rules/traits/earth.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**sustained up to 1 minute - -You raise one or more pillars of solid sand from the earth. The total height of the pillars is 30 feet, which must be used in 10-foot increments (for example, you could create three 10-foot-tall pillars, one 20-foot-tall pillar and one 10-foot-tall pillar, or one 30-foot-tall pillar). Each pillar is 5 feet by 5 feet in length and width. The pillars must be conjured on a relatively flat area of natural earthen terrain such as sand, dirt, stone, or clay. Regardless of the terrain, the pillars are always made of tightly compacted sand particles that together become as hard and solid as stone (DC 15 [Athletics](../skills.md#Athletics) to [Climb](../../Rules/actions/climb.md)) - -If a creature occupies the space where you cast this spell, it is carried upward atop the pillar. The creature can attempt a Reflex save (DC equal to the caster's spell DC); on a success, the creature can either attempt to [Grab an Edge](../../Rules/actions/grab-an-edge.md) or move into an adjacent unoccupied square. If the pillar would rise higher than the ceiling, it firmly abuts the ceiling but does not rise any higher. A creature caught between a pillar and a ceiling takes no damage (subject to GM discretion, such as is in the case of stalactites or other hazards) but becomes [immobilized](../../Rules/conditions.md#Immobilized). The creature can attempt an [Escape](../../Rules/actions/escape.md) check to free itself, but it must thereafter [Grab an Edge](../../Rules/actions/grab-an-edge.md), [Climb](../../Rules/actions/climb.md) down, or fall from the top of the pillar. The [Grab an Edge](../../Rules/actions/grab-an-edge.md) and [Escape](../../Rules/actions/escape.md) DCs are the same as the Reflex save. - -As part of your action to [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can choose to either destroy one of your pillars, causing it to immediately crumble into nothing, or create a new pillar, as long as doing so wouldn't exceed the total number of feet of pillar you can create. You can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) two or more times on a single turn to destroy or create a pillar. - -**Heightened (+ 1)** The total height of the pillars increases by 10 feet, but must still be used in 10-foot increments (this also increases the total number of pillars that can be created by one). - -*Source: Extinction Curse #5: Lord of the Black Sands p. 74* \ No newline at end of file diff --git a/Compendium/spells/plant-form.md b/Compendium/spells/plant-form.md deleted file mode 100644 index caaa650f2..000000000 --- a/Compendium/spells/plant-form.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/plant -- trait/polymorph -- trait/transmutation -aliases: ["Plant Form"] ---- -# Plant Form *Spell 5* -[plant](../../Rules/traits/plant.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the [plant](../../Rules/traits/plant.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -You gain the following statistics and abilities regardless of which battle form you choose: - -- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. -- 12 temporary Hit Points. -- Resistance 10 to poison. -- Low-light vision. -- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](../../Rules/actions/strike.md) with. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. -- [Athletics](../skills.md#Athletics) modifier of +19, unless your own modifier is higher. You also gain specific abilities based on the type of plant you choose: -- **Arboreal** Speed 30 feet; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") branch (reach <15 feet>), **Damage** `2d10` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d8` bludgeoning; you can speak in this form, but you still can't [Cast a Spell](../../Rules/actions/cast-a-spell.md) or supply verbal components. -- **Flytrap** Speed 15 feet; resistance 10 to acid; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leaf (reach <10 feet>), **Damage** `2d8` piercing, and you can spend an action after a hit to Grab the target. -- **Shambler** Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") vine (reach <15 feet>), **Damage** `2d8` slashing. - -**Heightened (6th)** Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and [Athletics](../skills.md#Athletics) +22. - -*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/Compendium/spells/pocket-library-som.md b/Compendium/spells/pocket-library-som.md deleted file mode 100644 index 4b685dbe5..000000000 --- a/Compendium/spells/pocket-library-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/divination -- trait/extradimensional -aliases: ["Pocket Library"] ---- -# Pocket Library *Spell 1* -[divination](../../Rules/traits/divination.md) [extradimensional](../../Rules/traits/extradimensional.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Duration**24 hours - -You collect information from the world's libraries about a particular subject and store it in an extradimensional library. - -When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), choose any skill in which you are at least trained that has the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) action. - -During the duration of this spell, you can call forth a tome from the extradimensional library when attempting a [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check using your chosen skill. This is part of the action to [Recall Knowledge](../../Rules/actions/recall-knowledge.md). You must have a hand free to do so. The tome appears in your hand, open to an appropriate page. This grants you a +1 status bonus on the [Recall Knowledge](../../Rules/actions/recall-knowledge.md) check. If you roll a critical failure on this check, you get a failure instead. If the roll is successful and the subject is a creature, you gain additional information or context about the creature. Once you reference a book from your pocket library, the spell ends. - -**Heightened (3rd)** The status bonus increases to +2 and you can reference your pocket library twice before the spell ends. - -**Heightened (6th)** The status bonus increases to +3 you can reference your pocket library three times before the spell ends. - -**Heightened (9th)** The status bonus increases to +4 and you can reference your pocket library four times before the spell ends. - -*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/Compendium/spells/polar-ray.md b/Compendium/spells/polar-ray.md deleted file mode 100644 index dd3e3ad26..000000000 --- a/Compendium/spells/polar-ray.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/attack -- trait/cold -- trait/evocation -aliases: ["Polar Ray"] ---- -# Polar Ray *Spell 8* -[attack](../../Rules/traits/attack.md) [cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature - -You fire a blue-white ray of freezing air and sleet that deals `10d8` cold damage. Make a spell attack roll against the target. - -> [!success-degree] -> - **Critical Success** The target takes double damage and is [drained](../../Rules/conditions.md#Drained). -> - **Success** The target takes full damage and is [drained](../../Rules/conditions.md#Drained). - -**Heightened (+ 1)** The damage increases by `2d8`. - -*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/Compendium/spells/poltergeists-fury-da.md b/Compendium/spells/poltergeists-fury-da.md deleted file mode 100644 index c88b8252b..000000000 --- a/Compendium/spells/poltergeists-fury-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/emanation -- spell/level/6 -- trait/evocation -aliases: ["Poltergeist's Fury"] ---- -# Poltergeist's Fury *Spell 6* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**20-foot emanation -- **Saving Throw** basic Reflex -- **Duration**sustained up to 1 minute - -Your fury spills over in a telekinetic storm of terrifying proportions. Any loose, unattended objects of 1 Bulk or less within range are picked up and begin to orbit you at breathtaking speeds. All creatures in the area take `6d4` piercing damage with a basic Reflex save. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can increase the radius of the storm by 10 feet, to a maximum of 100 feet. The storm moves with you and provides you with lesser cover, though you can't use this cover to [Hide](../../Rules/actions/hide.md) or [Sneak](../../Rules/actions/sneak.md). Allies within the storm who roll a success on their Reflex save against your poltergeist's fury get a critical success instead, as you attempt to avoid hitting them. - -**Heightened (+ 1)** The damage increases by `1d4`. - -*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/Compendium/spells/portrait-of-the-artist-som.md b/Compendium/spells/portrait-of-the-artist-som.md deleted file mode 100644 index b02e737d7..000000000 --- a/Compendium/spells/portrait-of-the-artist-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/illusion -- trait/visual -aliases: ["Portrait Of The Artist"] ---- -# Portrait Of The Artist *Spell 5* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Duration**1 hour - -You change your appearance to look like a well-known artist talented at a particular craft or performance, such as a painter, singer, or orator, with the effects of illusory disguise. Additionally, you appear to mimic their skill, although such appearances are merely an illusion. If they are famous for physical art, the spell creates illusions of physical artwork matching their style, and onlookers who don't disbelieve are convinced these works are as impressive as the real thing. If they are famous for their ability to perform, you create an illusory performance that tricks onlookers into thinking you are as skillful as the performer you're pretending to be. The audience can disbelieve this spell if they interact with your art or actively listen to the performance, using either [Perception](../skills.md#Perception) or an appropriate [Lore](../skills.md#Lore), whichever is higher. When the duration ends, any fake art disappears, and those who were duped by a performance realize it wasn't as good as they thought, though they still might not discover that you weren't really the artist you claimed to be. - -This spell can't grant you any benefits from special abilities that take such skill they require a [Performance](../skills.md#Performance) check, such as the lingering performance focus spell. Using the spell to maintain the ruse long enough to [Earn Income](../../Rules/actions/earn-income.md) from your art is also quite difficult; because it requires careful timing and repeated deceit, it can't be assumed to automatically work on an [Earn Income](../../Rules/actions/earn-income.md) check. - -*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/Compendium/spells/positive-attunement-som.md b/Compendium/spells/positive-attunement-som.md deleted file mode 100644 index 634dcdde6..000000000 --- a/Compendium/spells/positive-attunement-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Positive Attunement"] ---- -# Positive Attunement *Spell 3* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living or undead creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You attune a creature to the Positive Energy Plane, connecting its life force without fully transporting it. The creature's appearance becomes more brightly colored. If the creature is living, it heals `1d8` Hit Points immediately and at the end of each of your turns. Effects that increase healing only increase the initial healing. - -If the creature is undead or has negative healing, it instead takes `1d8` positive damage, depending on the result of its Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is damaged once and the spell ends. -> - **Failure** The creature is damaged immediately and at the end of each of your turns (so twice in the round you [Cast the Spell](../../Rules/actions/cast-a-spell.md)). -> - **Critical Failure** As failure, and the damage is doubled. - -**Heightened (+ 3)** The damage and healing each increase by `1d8`. - -*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/Compendium/spells/positive-luminance.md b/Compendium/spells/positive-luminance.md deleted file mode 100644 index 6dd8aebc3..000000000 --- a/Compendium/spells/positive-luminance.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/light -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Positive Luminance"] ---- -# Positive Luminance *Focus 4* -[cleric](../../Rules/traits/cleric.md) [light](../../Rules/traits/light.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[sun](../setting/domains.md#Sun)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. - -If an undead creature damages you with an attack or spell while it's within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. - -It takes this damage only the first time it damages you in a round. - -You can [Dismiss](../../Rules/actions/dismiss.md) this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir's value. - -When you cast [positive luminance](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/positive-luminance.md), any other [positive luminance](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/positive-luminance.md) spell you already had in effect ends. - -**Heightened (+ 1)** Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1. - -*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/Compendium/spells/possession.md b/Compendium/spells/possession.md deleted file mode 100644 index 9fe85e931..000000000 --- a/Compendium/spells/possession.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/incapacitation -- trait/mental -- trait/necromancy -- trait/possession -- trait/uncommon -aliases: ["Possession"] ---- -# Possession *Spell 7* -[incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [necromancy](../../Rules/traits/necromancy.md) [possession](../../Rules/traits/possession.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**1 minute - -You send your mind and soul into the target's body, attempting to take control. The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer. - -While you're possessing a target, your own body is [unconscious](../../Rules/conditions.md#Unconscious) and can't wake up normally. You can sense everything the possessed target does. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be [paralyzed](../../Rules/conditions.md#Paralyzed) for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature's initiative count. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** You possess the target but can't control it. You ride along in the body while the spell lasts. -> - **Failure** You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's [controlled](../../Rules/conditions.md#Controlled) by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends. -> - **Critical Failure** You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is [controlled](../../Rules/conditions.md#Controlled) by you. - -**Heightened (9th)** The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts. - -*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/Compendium/spells/power-word-blind.md b/Compendium/spells/power-word-blind.md deleted file mode 100644 index 141447bec..000000000 --- a/Compendium/spells/power-word-blind.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/auditory -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Power Word Blind"] ---- -# Power Word Blind *Spell 7* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**varies - -You utter an arcane word of power that can make the target [blinded](../../Rules/conditions.md#Blinded) upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. - -- **11th or Lower** The target is [blinded](../../Rules/conditions.md#Blinded) permanently. -- **12th–13th** The target is [blinded](../../Rules/conditions.md#Blinded) for `1d4` minutes. -- **14th or Higher** The target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. - -**Heightened (+ 1)** The levels at which each outcome applies increase by 2. - -*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/Compendium/spells/power-word-kill.md b/Compendium/spells/power-word-kill.md deleted file mode 100644 index 89aa98688..000000000 --- a/Compendium/spells/power-word-kill.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/auditory -- trait/death -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Power Word Kill"] ---- -# Power Word Kill *Spell 9* -[auditory](../../Rules/traits/auditory.md) [death](../../Rules/traits/death.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**varies - -You utter the most powerful arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. - -- **14th or Lower** The target dies instantly. -- **15th** If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes [dying](../../Rules/conditions.md#Dying), or increases its [dying](../../Rules/conditions.md#Dying) condition by 1 if it's already [dying](../../Rules/conditions.md#Dying). -- **16th or Higher** The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly. - -**Heightened (10th)** The levels at which each outcome applies increase by 2. - -*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/Compendium/spells/power-word-stun.md b/Compendium/spells/power-word-stun.md deleted file mode 100644 index cfb0d718e..000000000 --- a/Compendium/spells/power-word-stun.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/auditory -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Power Word Stun"] ---- -# Power Word Stun *Spell 8* -[auditory](../../Rules/traits/auditory.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**varies - -You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. - -- **13th or Lower** The target is [stunned](../../Rules/conditions.md#Stunned) for `1d6` rounds. -- **14th–15th** The target is [stunned](../../Rules/conditions.md#Stunned) for 1 round. -- **16th or Higher** The target is [stunned](../../Rules/conditions.md#Stunned). - -**Heightened (+ 1)** The levels at which each outcome applies increase by 2. - -*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/Compendium/spells/powerful-inhalation-som.md b/Compendium/spells/powerful-inhalation-som.md deleted file mode 100644 index 9b7f2ab4a..000000000 --- a/Compendium/spells/powerful-inhalation-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/emanation -- spell/focus/3 -- trait/air -- trait/evocation -- trait/uncommon -aliases: ["Powerful Inhalation"] ---- -# Powerful Inhalation *Focus 3* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Saving Throw** basic Fortitude - -You rapidly draw the air from your surroundings, hoarding it for yourself. Creatures in the area when the spell is cast take `5d6` bludgeoning damage with a basic Fortitude save. A creature that fails its save can't speak above a raspy whisper for 1 round. A creature that critically fails can't speak or use abilities that require it to breathe for 1 round. This prevents it from using effects that require speech, such as casting spells with verbal components, and from using a breath weapon or similar ability. - -Creatures made of air (such as air elementals) attempting a save against this spell get a degree of success one worse than they rolled. - -**Heightened (+ 1)** Increase the damage by `2d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/Compendium/spells/practice-makes-perfect-aoa4.md b/Compendium/spells/practice-makes-perfect-aoa4.md deleted file mode 100644 index 66ea4a3ee..000000000 --- a/Compendium/spells/practice-makes-perfect-aoa4.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa4 -- spell/focus/1 -- trait/cleric -- trait/divination -- trait/uncommon -aliases: ["Practice Makes Perfect"] ---- -# Practice Makes Perfect *Focus 1* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[toil](../setting/domains.md#Toil)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or an ally within range fails a skill check for a skill in which you or they are trained. -- **Range**30 foot - -The target gains a +2 status bonus to the triggering check, or a +3 bonus if the target has master or better proficiency in the skill. This bonus can change the outcome of the target's check. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 63* \ No newline at end of file diff --git a/Compendium/spells/precious-metals.md b/Compendium/spells/precious-metals.md deleted file mode 100644 index 691eb77ce..000000000 --- a/Compendium/spells/precious-metals.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/transmutation -- trait/uncommon -aliases: ["Precious Metals"] ---- -# Precious Metals *Focus 4* -[cleric](../../Rules/traits/cleric.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[wealth](../setting/domains.md#Wealth)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins) -- **Duration**1 minute - -Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into [cold iron](../equipment/items/cold-iron.md), copper, gold, iron, silver, or steel (the details for these metals are found on pages 577–579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to [cold iron](../equipment/items/cold-iron-weapon.md) would deal additional damage to a creature with a weakness to cold iron. - -This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell. - -**Heightened (8th)** Add [adamantine](../equipment/items/adamantine.md) and [mithral](../equipment/items/mithral.md) to the list of metals you can transform the item into. - -*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/Compendium/spells/prestidigitation.md b/Compendium/spells/prestidigitation.md deleted file mode 100644 index b5a239b56..000000000 --- a/Compendium/spells/prestidigitation.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/evocation -aliases: ["Prestidigitation"] ---- -# Prestidigitation *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Targets**1 object (cook, lift, or tidy only) -- **Duration**sustained - -The simplest magic does your bidding. You can perform simple [magical](../../Rules/traits/magical.md) effects for as long as you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can choose one of four options. - -- **Cook** Cool, warm, or flavor 1 pound of nonliving material. -- **Lift** Slowly lift an unattended object of light Bulk or less 1 foot off the ground. -- **Make** Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component. -- **Tidy** Color, clean, or soil an object of light Bulk or less - -You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. - -Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/Compendium/spells/primal-herd.md b/Compendium/spells/primal-herd.md deleted file mode 100644 index 8ce840608..000000000 --- a/Compendium/spells/primal-herd.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/polymorph -- trait/transmutation -aliases: ["Primal Herd"] ---- -# Primal Herd *Spell 10* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you and up to 5 willing targets -- **Duration**1 minute - -Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the [animal](../../Rules/traits/animal.md) trait. Each target can [Dismiss](../../Rules/actions/dismiss.md) the spell's effects on themself. Each target gains the following while transformed: - -- AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. -- 20 temporary Hit Points. -- Speed 40 feet. -- Low-light vision. -- The following unarmed melee attacks, which are the only attacks the target can use. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed [Strike](../../Rules/actions/strike.md), and the damage is listed for each attack. These attacks are Strength based (for the purpose of the [enfeebled](../../Rules/conditions.md#Enfeebled) condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tusk (reach <15 feet>), **Damage** `4d8+19` piercing; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk (agile, reach <15 feet>), **Damage** `4d6+16` bludgeoning; **Melee** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot (agile, reach <15 feet>), **Damage** `4d6+13` bludgeoning. -- [Athletics](../skills.md#Athletics) modifier of +30, unless the target's own modifier is higher. -- **Trample** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot [Strike](../../Rules/actions/strike.md) based on a basic Reflex save (DC = 19 + the target's level). - -*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/Compendium/spells/primal-phenomenon.md b/Compendium/spells/primal-phenomenon.md deleted file mode 100644 index 40c967961..000000000 --- a/Compendium/spells/primal-phenomenon.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/divination -aliases: ["Primal Phenomenon"] ---- -# Primal Phenomenon *Spell 10* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You request a direct intercession from the natural world. - -Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for. A [primal phenomenon](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/primal-phenomenon.md) spell can do any of the following things. - -- Duplicate any spell from the primal list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](../../Rules/traits/common.md) or you must have access. -- Produce any effect whose power level is in line with the above effects. -- Reverse certain effects that refer to the [wish](wish.md) spell. - -At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect. - -*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/Compendium/spells/primal-summons.md b/Compendium/spells/primal-summons.md deleted file mode 100644 index c11d9c464..000000000 --- a/Compendium/spells/primal-summons.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/6 -- trait/conjuration -- trait/druid -- trait/uncommon -aliases: ["Primal Summons"] ---- -# Primal Summons *Focus 6* -[conjuration](../../Rules/traits/conjuration.md) [druid](../../Rules/traits/druid.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -You enhance a summoned creature with the power of the elements. If your next action is to cast either [summon animal](summon-animal.md) or [summon plant or fungus](summon-plant-or-fungus.md), choose [air](../../Rules/traits/air.md), [earth](../../Rules/traits/earth.md), [fire](../../Rules/traits/fire.md), or [water](../../Rules/traits/water.md), and the creature you summon gains the corresponding abilities. - -- **Air** The creature gains a fly Speed of 60 feet. -- **Earth** The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. -- **Fire** The creature's attacks deal `1d6` extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. -- **Water** The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a [Shove](../../Rules/actions/shove.md) (ignoring multiple attack penalty), and gains resistance 5 to fire. - -*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/Compendium/spells/prismatic-armor-som.md b/Compendium/spells/prismatic-armor-som.md deleted file mode 100644 index 7f848740a..000000000 --- a/Compendium/spells/prismatic-armor-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/7 -- trait/abjuration -aliases: ["Prismatic Armor"] ---- -# Prismatic Armor *Spell 7* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute - -You wrap the target in armor made of multicolored light. - -It functions as [chromatic armor](chromatic-armor-som.md) that is all colors (granting resistance 5 to acid, electricity, fire, force, mental, poison, and sonic). An attacker that critically fails on its saving throw against the spell is [blinded](../../Rules/conditions.md#Blinded) rather than [dazzled](../../Rules/conditions.md#Dazzled). - -**Heightened (9th)** The resistances increase to 10 each. - -*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/Compendium/spells/prismatic-shield-aoe6.md b/Compendium/spells/prismatic-shield-aoe6.md deleted file mode 100644 index 8556612a0..000000000 --- a/Compendium/spells/prismatic-shield-aoe6.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe6 -- spell/level/9 -- trait/abjuration -- trait/light -- trait/rare -aliases: ["Prismatic Shield"] ---- -# Prismatic Shield *Spell 9* -[abjuration](../../Rules/traits/abjuration.md) [light](../../Rules/traits/light.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the start of your next turn - -Shield-sized shards of multicolored light manifest in the air around you, each rotating quickly to intercept attacks. Melee attacks against you impact a randomly colored shard, subjecting the attacker to a random effect from prismatic spray, with a saving throw of the type indicated in that spell. The shards automatically block physical ranged attacks the size of a spear or smaller, such as arrows, bolts, and javelins. You gain a +2 circumstance bonus to your AC against attacks with larger ranged weapons. Any spell that targets you requires the caster to succeed at a counteract check against your spell DC, or it fails to affect you. - -*Source: Agents of Edgewatch #6: Ruins of the Radiant Siege p. 75* \ No newline at end of file diff --git a/Compendium/spells/prismatic-sphere.md b/Compendium/spells/prismatic-sphere.md deleted file mode 100644 index a13a85d9e..000000000 --- a/Compendium/spells/prismatic-sphere.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/abjuration -- trait/light -aliases: ["Prismatic Sphere"] ---- -# Prismatic Sphere *Spell 9* -[abjuration](../../Rules/traits/abjuration.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Duration**1 hour - -You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. - -*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/Compendium/spells/prismatic-spray.md b/Compendium/spells/prismatic-spray.md deleted file mode 100644 index cc917e59f..000000000 --- a/Compendium/spells/prismatic-spray.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/level/7 -- trait/evocation -- trait/light -aliases: ["Prismatic Spray"] ---- -# Prismatic Spray *Spell 7* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone - -A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll `1d8` on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. - -| `1d8` | Color | Save | Effect (Traits) | -|-------|-------|------|-----------------| -| 1 | Red | Reflex | 50 fire damage ([fire](../../Rules/traits/fire.md)) | -| 2 | Orange | Reflex | 60 acid damage ([acid](../../Rules/traits/acid.md)) | -| 3 | Yellow | Reflex | 70 electricity damage ([electricity](../../Rules/traits/electricity.md)) | -| 4 | Green | Fortitude | 30 poison damage and [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute ([poison](../../Rules/traits/poison.md)) | -| 5 | Blue | Fortitude | Affected as if by [flesh to stone](flesh-to-stone.md) | -| 6 | Indigo | Will | [Confused](../../Rules/conditions.md#Confused), as the [warp mind](warp-mind.md) spell ([mental](../../Rules/traits/mental.md)) | -| 7 | Violet | Will | [Slowed](../../Rules/conditions.md#Slowed) for 1 minute; if a critical failure, sent to another plane, as [plane shift](plane-shift.md) ([teleportation](../../Rules/traits/teleportation.md)) | -| 8 | Potent beam | — | Affected by two beams—roll twice, rerolling any duplicates or results of 8. | - - -*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/Compendium/spells/prismatic-wall.md b/Compendium/spells/prismatic-wall.md deleted file mode 100644 index af7237957..000000000 --- a/Compendium/spells/prismatic-wall.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/abjuration -- trait/light -aliases: ["Prismatic Wall"] ---- -# Prismatic Wall *Spell 8* -[abjuration](../../Rules/traits/abjuration.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 hour - -You create an opaque wall of shimmering, multicolored light. - -The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. - -The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're [dazzled](../../Rules/conditions.md#Dazzled) for 1 round on a success, [blinded](../../Rules/conditions.md#Blinded) for 1 round on a failure, and [blinded](../../Rules/conditions.md#Blinded) for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour. - -A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level [chromatic wall](chromatic-wall.md) spell of that color, and the others have the effect of a 7th-level [chromatic wall](chromatic-wall.md) spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. - -The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. - -The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/Compendium/spells/private-sanctum.md b/Compendium/spells/private-sanctum.md deleted file mode 100644 index b26c3de15..000000000 --- a/Compendium/spells/private-sanctum.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/4 -- trait/abjuration -- trait/uncommon -aliases: ["Private Sanctum"] ---- -# Private Sanctum *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**touch -- **Area**100-foot burst -- **Duration**until the next time you make your daily preparations - -From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. [Scrying](scrying.md) spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area. - -*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/Compendium/spells/produce-flame.md b/Compendium/spells/produce-flame.md deleted file mode 100644 index 80891d11d..000000000 --- a/Compendium/spells/produce-flame.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/evocation -- trait/fire -aliases: ["Produce Flame"] ---- -# Produce Flame *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal `1d4` fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and `1d4` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** Increase the damage by `1d4` and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit by `1d4`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/Compendium/spells/project-image.md b/Compendium/spells/project-image.md deleted file mode 100644 index d03110106..000000000 --- a/Compendium/spells/project-image.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/illusion -- trait/mental -aliases: ["Project Image"] ---- -# Project Image *Spell 7* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you [Cast a Spell](../../Rules/actions/cast-a-spell.md) other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends. - -**Heightened (+ 2)** The maximum duration you can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) increases to 10 minutes. - -*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/Compendium/spells/proliferating-eyes-som.md b/Compendium/spells/proliferating-eyes-som.md deleted file mode 100644 index 447e931c8..000000000 --- a/Compendium/spells/proliferating-eyes-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/9 -- trait/divination -- trait/scrying -aliases: ["Proliferating Eyes"] ---- -# Proliferating Eyes *Spell 9* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature (see text) -- **Duration**8 hours - -You implant an [invisible](../../Rules/conditions.md#Invisible), magical eye sensor on the target's body. The eye has sight and vision, but no other special senses. The eye is highly contagious—the first two times the target touches another creature during the duration, the spell buds off an additional eye that implants itself on that creature, which can then bud off two eyes of its own. This process can propagate up to four times from the original target, for a potential maximum of 31 eyes if each affected creature touches two new creatures. - -You can switch between perceiving through your own senses or the vision of any of the eye sensors using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. You always know how many eyes there are and can tell which original eyes budded off to make which new eyes, though you gain no special insight into the identity of the new targets other than what you can glean from spying on them. - -*Source: Secrets of Magic p. 122* \ No newline at end of file diff --git a/Compendium/spells/protect-companion-som.md b/Compendium/spells/protect-companion-som.md deleted file mode 100644 index 6d90bb789..000000000 --- a/Compendium/spells/protect-companion-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/abjuration -- trait/cantrip -aliases: ["Protect Companion"] ---- -# Protect Companion *Cantrip 1* -[abjuration](../../Rules/traits/abjuration.md) [cantrip](../../Rules/traits/cantrip.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**your eidolon, or a creature with the [minion](../../Rules/traits/minion.md) trait under your control -- **Duration**until the start of your next turn - -You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast [protect companion](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/protect-companion-som.md) again for 10 minutes. - -Life Block [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs [Strike](../../Rules/actions/strike.md). - -**Heightened (+ 2)** The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell's actual level. - -*Source: Secrets of Magic p. 123* \ No newline at end of file diff --git a/Compendium/spells/protection.md b/Compendium/spells/protection.md deleted file mode 100644 index 3bb7fc95d..000000000 --- a/Compendium/spells/protection.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/abjuration -- trait/uncommon -aliases: ["Protection"] ---- -# Protection *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute - -You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. - -The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment. - -This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the [lawful](../../Rules/traits/lawful.md) trait, and vice versa; if you choose evil, this spell gains the [good](../../Rules/traits/good.md) trait, and vice versa. - -*Source: Core Rulebook p. 361* \ No newline at end of file diff --git a/Compendium/spells/protective-ward.md b/Compendium/spells/protective-ward.md deleted file mode 100644 index b934cfe53..000000000 --- a/Compendium/spells/protective-ward.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/1 -- trait/abjuration -- trait/aura -- trait/uncommon -- trait/wizard -aliases: ["Protective Ward"] ---- -# Protective Ward *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [aura](../../Rules/traits/aura.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**5-foot-radius emanation centered on you -- **Duration**sustained up to 1 minute - -You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the emanation's radius increases by 5 feet, to a maximum of 30 feet. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/protector-tree-som.md b/Compendium/spells/protector-tree-som.md deleted file mode 100644 index 211169dbd..000000000 --- a/Compendium/spells/protector-tree-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/conjuration -- trait/plant -aliases: ["Protector Tree"] ---- -# Protector Tree *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Duration**1 minute - -A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 10 Hit Points. - -Whenever an ally adjacent to the tree is hit by a [Strike](../../Rules/actions/strike.md), the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square. - -If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree, and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations. - -**Heightened (+ 1)** The tree has an additional 10 Hit Points. - -*Source: Secrets of Magic p. 123* \ No newline at end of file diff --git a/Compendium/spells/protectors-sacrifice.md b/Compendium/spells/protectors-sacrifice.md deleted file mode 100644 index 01b7c2816..000000000 --- a/Compendium/spells/protectors-sacrifice.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/abjuration -- trait/cleric -- trait/uncommon -aliases: ["Protector's Sacrifice"] ---- -# Protector's Sacrifice *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[protection](../setting/domains.md#Protection)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within 30 feet takes damage. -- **Range**30 foot - -You protect your ally by suffering in their stead. Reduce the damage the triggering ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply. - -You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. - -**Heightened (+ 1)** The damage you redirect increases by 3. - -*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/Compendium/spells/protectors-sphere.md b/Compendium/spells/protectors-sphere.md deleted file mode 100644 index 0f208ce67..000000000 --- a/Compendium/spells/protectors-sphere.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/4 -- trait/abjuration -- trait/aura -- trait/cleric -- trait/uncommon -aliases: ["Protector's Sphere"] ---- -# Protector's Sphere *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [aura](../../Rules/traits/aura.md) [cleric](../../Rules/traits/cleric.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[protection](../setting/domains.md#Protection)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot emanation -- **Duration**sustained up to 1 minute - -A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area. - -**Heightened (+ 1)** The resistance increases by 1. - -*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/Compendium/spells/prying-eye.md b/Compendium/spells/prying-eye.md deleted file mode 100644 index 4fcd2761c..000000000 --- a/Compendium/spells/prying-eye.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/divination -- trait/scrying -aliases: ["Prying Eye"] ---- -# Prying Eye *Spell 5* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**see text -- **Duration**sustained - -You create an [invisible](../../Rules/conditions.md#Invisible), floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. - -The first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt [Seek](../../Rules/actions/seek.md) actions through the eye if you want to attempt [Perception](../skills.md#Perception) checks with it. Any damage dealt to the eye destroys it and ends the spell. - -*Source: Core Rulebook p. 361* \ No newline at end of file diff --git a/Compendium/spells/prying-survey-ec6.md b/Compendium/spells/prying-survey-ec6.md deleted file mode 100644 index fcd802dc1..000000000 --- a/Compendium/spells/prying-survey-ec6.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec6 -- spell/area/emanation -- spell/level/8 -- trait/divination -- trait/scrying -- trait/uncommon -aliases: ["Prying Survey"] ---- -# Prying Survey *Spell 8* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Area**120-foot emanation -- **Duration**1 hour - -You create eight [invisible](../../Rules/conditions.md#Invisible), floating eyes, each about 3 inches in diameter, that scan the area around you, transmitting rough impressions of the environment. The eyes constantly examine and send you summaries of their findings. They are solid and can't move through barriers, and they don't follow routes that they fail to find while Searching. Any damage to an eye destroys it. When all eyes are destroyed, the spell ends. - -As a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, you can concentrate on a location within the area that an eye can reach. An eye travels to that location, and you [Seek](../../Rules/actions/seek.md) visually as if you were there. As an exploration activity, you can travel at half speed while continuing to concentrate on the eyes to gain the benefits of both the [Scout](../../Rules/actions/scout.md) and [Search](../../Rules/actions/search.md) activities. With the eyes, you can check everything even if you are traveling faster than 300 feet per minute. The eyes use your [Perception](../skills.md#Perception) modifier. You can have only one prying survey in effect at a time. - -**Heightened (10th)** The area increases to a 500-foot emanation. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/Compendium/spells/puff-of-poison-som.md b/Compendium/spells/puff-of-poison-som.md deleted file mode 100644 index b7277f302..000000000 --- a/Compendium/spells/puff-of-poison-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/inhaled -- trait/poison -aliases: ["Puff Of Poison"] ---- -# Puff Of Poison *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [inhaled](../../Rules/traits/inhaled.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**5 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage), depending on its Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The target takes half initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The target takes full initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The target takes double initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 2)** The initial poison damage increases by `1d8` and the [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) increases by 1. - -*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/Compendium/spells/pulse-of-the-city.md b/Compendium/spells/pulse-of-the-city.md deleted file mode 100644 index 44b8ddbd0..000000000 --- a/Compendium/spells/pulse-of-the-city.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/divination -- trait/scrying -- trait/uncommon -aliases: ["Pulse Of The City"] ---- -# Pulse Of The City *Focus 4* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[cities](../setting/domains.md#Cities)] -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**mile - -You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. - -- Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials) -- Titles nobles and politicians (high society weddings, elite soirees, political rallies) -- Masses common folk and merchants (gathering mobs, major sales) When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast [pulse of the city](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/pulse-of-the-city.md) again within 24 hours, you can say "echo" instead of another word to get an update on the event you learned about the last time you [Cast the Spell](../../Rules/actions/cast-a-spell.md) - -Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection). - -**Heightened (5th)** The range increases to 100 miles. - -*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/Compendium/spells/pulverizing-cascade-som.md b/Compendium/spells/pulverizing-cascade-som.md deleted file mode 100644 index acedc322d..000000000 --- a/Compendium/spells/pulverizing-cascade-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cylinder -- spell/focus/3 -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Pulverizing Cascade"] ---- -# Pulverizing Cascade *Focus 3* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot radius, 20-foot-tall cylinder -- **Saving Throw** basic Reflex - -You raise a pair of towering waves and slam them into each other, crushing creatures caught between them. Creatures in the area take `5d6` bludgeoning damage with a basic Reflex save. - -**Heightened (+ 1)** Increase the damage by `2d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/Compendium/spells/pummeling-rubble-apg.md b/Compendium/spells/pummeling-rubble-apg.md deleted file mode 100644 index 26dfd9b23..000000000 --- a/Compendium/spells/pummeling-rubble-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/cone -- spell/level/1 -- trait/earth -- trait/evocation -aliases: ["Pummeling Rubble"] ---- -# Pummeling Rubble *Spell 1* -[earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex - -A spray of heavy rocks flies through the air in front of you. The rubble deals `2d4` bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is pushed 5 feet away from you. -> - **Critical Failure** The creature takes double damage and is pushed 10 feet away from you. - -**Heightened (+ 1)** Increase the damage by `2d4`. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/Compendium/spells/punishing-winds.md b/Compendium/spells/punishing-winds.md deleted file mode 100644 index ffeec5fa1..000000000 --- a/Compendium/spells/punishing-winds.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cylinder -- spell/level/8 -- trait/air -- trait/evocation -aliases: ["Punishing Winds"] ---- -# Punishing Winds *Spell 8* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Area**30-foot radius, 100-foot-tall cylinder -- **Duration**sustained up to 1 minute - -Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. - -The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an [Athletics](../skills.md#Athletics) check or [Acrobatics](../skills.md#Acrobatics) check to [Maneuver in Flight](../../Rules/actions/maneuver-in-flight.md) against your spell DC to get through. A creature that fails ends its current action but can try again. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 361* \ No newline at end of file diff --git a/Compendium/spells/purify-food-and-drink.md b/Compendium/spells/purify-food-and-drink.md deleted file mode 100644 index 61fd8d368..000000000 --- a/Compendium/spells/purify-food-and-drink.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/necromancy -aliases: ["Purify Food And Drink"] ---- -# Purify Food And Drink *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 cubic foot of contaminated food or water - -You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons. - -*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/Compendium/spells/purifying-icicle-lokl.md b/Compendium/spells/purifying-icicle-lokl.md deleted file mode 100644 index 987c4a7bb..000000000 --- a/Compendium/spells/purifying-icicle-lokl.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/1 -- trait/cold -- trait/evocation -- trait/positive -- trait/uncommon -aliases: ["Purifying Icicle"] ---- -# Purifying Icicle *Spell 1* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You evoke life essence into the form of water and freeze it, then launch the icicle at a foe. Make a spell attack roll. On a success, the icicle deals `2d6` piercing damage and `1d6` cold damage, and if the target is undead, the icicle deals an additional `1d4` positive damage. On a critical success, the target takes double damage and takes a –10-foot circumstance penalty to its Speeds for 1 round as the icicle lodges inside them before melting away. - -**Heightened (+ 1)** The piercing damage and cold damage each increase by `1d6`. The positive damage increases by `1d4`. - -*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/Compendium/spells/purifying-veil-da.md b/Compendium/spells/purifying-veil-da.md deleted file mode 100644 index 6ddff981f..000000000 --- a/Compendium/spells/purifying-veil-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/evocation -- trait/good -- trait/rare -- trait/water -aliases: ["Purifying Veil"] ---- -# Purifying Veil *Focus 4* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [good](../../Rules/traits/good.md) [rare](../../Rules/traits/rare.md) [water](../../Rules/traits/water.md) - -- **Domains**: [[water (apocryphal)](../setting/domains.md#Water%20(apocryphal))] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 Large or smaller creature -- **Duration**1 minute - -Drawing on the purifying powers of water, you call forth a veil of fine water droplets suffused with holy energy. The veil surrounds the target. Everything on each side of the veil is [concealed](../../Rules/conditions.md#Concealed) from creatures on the opposite side, but the water doesn't impede attacks or movement across the veil. If the target moves through the veil, it takes `4d6` good damage with a basic Will save. If the target leaves the veil, the spell ends. - -**Heightened (+ 1)** The good damage increases by `1d6`. - -*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/Compendium/spells/purple-worm-sting.md b/Compendium/spells/purple-worm-sting.md deleted file mode 100644 index 45f1d801d..000000000 --- a/Compendium/spells/purple-worm-sting.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/necromancy -- trait/poison -aliases: ["Purple Worm Sting"] ---- -# Purple Worm Sting *Spell 6* -[necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -You replicate the attack of a deadly purple worm. You deal `3d6` piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `3d6` poison damage. -> - **Failure** The target is afflicted with purple worm venom at stage 1. -> - **Critical Failure** The target is afflicted with purple worm venom at stage 2. - -```ad-inline-affliction -title: Purple Worm Venom _Level 11_ - -[poison](../../../rules/traits/poison.md) -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `3d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 2** `4d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 3** `6d6` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - - -%% #trait/poison #affliction/level/level-11 %% -``` - -## Summary - -*Source: Core Rulebook p. 362* diff --git a/Compendium/spells/pushing-gust.md b/Compendium/spells/pushing-gust.md deleted file mode 100644 index 29233d3ee..000000000 --- a/Compendium/spells/pushing-gust.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/air -- trait/cleric -- trait/conjuration -- trait/uncommon -aliases: ["Pushing Gust"] ---- -# Pushing Gust *Focus 1* -[air](../../Rules/traits/air.md) [cleric](../../Rules/traits/cleric.md) [conjuration](../../Rules/traits/conjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[air](../setting/domains.md#Air)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is pushed 5 feet away from you. -> - **Failure** The target is pushed 10 feet away from you. -> - **Critical Failure** The target is pushed 10 feet away from you and knocked [prone](../../Rules/conditions.md#Prone). - -*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/Compendium/spells/putrefy-food-and-drink-aoe2.md b/Compendium/spells/putrefy-food-and-drink-aoe2.md deleted file mode 100644 index 89b0fe7c0..000000000 --- a/Compendium/spells/putrefy-food-and-drink-aoe2.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe2 -- spell/level/1 -- trait/necromancy -aliases: ["Putrefy Food And Drink"] ---- -# Putrefy Food And Drink *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 cubic foot of clean food or water - -You cause otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water, unholy water, and similar food and drink of significance are spoiled by this spell, unless they are associated with a deity of decay or putrefaction, but it has no effect on creatures of any type, potions, or alchemical elixirs. One cubic foot of liquid is roughly 8 gallons. - -**Heightened (2nd)** You can target an alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir spoils and becomes a mundane item. - -**Heightened (3rd)** You can target a potion or alchemical elixir with this spell, attempting a counteract check against it. If you succeed, the elixir or potion spoils and becomes a mundane item. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 77* \ No newline at end of file diff --git a/Compendium/spells/pyrotechnics-ec2.md b/Compendium/spells/pyrotechnics-ec2.md deleted file mode 100644 index 09c4dc665..000000000 --- a/Compendium/spells/pyrotechnics-ec2.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec2 -- spell/level/3 -- trait/fire -- trait/transmutation -- trait/uncommon -aliases: ["Pyrotechnics"] ---- -# Pyrotechnics *Spell 3* -[fire](../../Rules/traits/fire.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 fire -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You turn a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, chosen when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). The spell targets one fire source, which is immediately extinguished if it is a non-magical fire the size of a campfire or smaller. If the fire source is a creature, the creature takes `1d6` points of cold damage and is not extinguished. - -**Fireworks** The targeted fire explodes into a colorful array of flashy, fiery, glowing aerial fireworks in a 20-foot-radius burst. The first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, you can cause the area of fireworks to ascend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the area of the fireworks must attempt a Fortitude save, and are then temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 round. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 minute. - -**Smoke Cloud** Thick smoke billows out from the fire and coalesces into a cloud that spreads to fill a 20-foot-radius burst centered on the targeted fire. Creatures within the smoke cloud take a –4 circumstance penalty to visual Perception checks, and creatures outside the smoke cloud take a –4 circumstance penalty to visual Perception checks to detect creatures or objects within it. The first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, you can cause the smoke cloud to descend up to 20 feet, but you cannot move the area laterally. Creatures that start their turn within the smoke cloud must attempt a Fortitude save, and are then temporarily immune for 1 minute. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [sickened](../../Rules/conditions.md#Sickened). -> - **Critical Failure** The creature is [sickened](../../Rules/conditions.md#Sickened) and cannot recover from the [sickened](../../Rules/conditions.md#Sickened) condition while in the area of the smoke cloud. - -*Source: Extinction Curse #2: Legacy of the Lost God p. 77* \ No newline at end of file diff --git a/Compendium/spells/quench-apg.md b/Compendium/spells/quench-apg.md deleted file mode 100644 index fed48ddbc..000000000 --- a/Compendium/spells/quench-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/level/2 -- trait/abjuration -- trait/water -aliases: ["Quench"] ---- -# Quench *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**sustained - -You cause the air in the area to become supersaturated with water vapor. Non-magical fires within the area are automatically extinguished. Fire creatures within the area take `4d8` damage (basic Fortitude save). Choose one magical fire, fire spell, or fire item in the area and attempt to counteract it. If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 flaming longsword would become a +1 longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it. - -The first time each round you [Sustain this Spell](../../Rules/actions/sustain-a-spell.md), you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires. - -If you have the Counterspell reaction, you can use quench to counter any spell with the [fire](../../Rules/traits/fire.md) trait instead of needing to have the triggering fire spell prepared or in your repertoire. - -**Heightened (+ 1)** Increase the damage to fire creatures by `2d8`. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/Compendium/spells/quick-sort-som.md b/Compendium/spells/quick-sort-som.md deleted file mode 100644 index 0ebdcdab6..000000000 --- a/Compendium/spells/quick-sort-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/transmutation -aliases: ["Quick Sort"] ---- -# Quick Sort *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**10 foot -- **Targets**up to 200 unattended objects in range, each of light Bulk or less -- **Duration**up to 1 minute - -You magically sort a group of objects into neat stacks or piles. You can sort the objects in two different ways. - -The first option is to separate them into different piles depending on an easily [observed](../../Rules/conditions.md#Observed) factor, such as color or shape. Alternatively, you can sort the objects into ordered stacks depending on a clearly indicated notation, such as a page number, title, or date. The objects sort themselves throughout the duration, though it takes less time per object to sort a smaller number of objects, down to a single round for 30 or fewer objects. - -**Heightened (3rd)** The spell can sort up to 400 objects in a minute, or 60 objects in a round. - -**Heightened (5th)** The spell can sort up to 800 objects in a minute, or 120 objects in a round. - -*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/Compendium/spells/quicken-time-da.md b/Compendium/spells/quicken-time-da.md deleted file mode 100644 index fe3358d0f..000000000 --- a/Compendium/spells/quicken-time-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/burst -- spell/level/5 -- trait/transmutation -aliases: ["Quicken Time"] ---- -# Quicken Time *Spell 5* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -You speed up the time stream in an area, stretching and pulling it until time flows swift and wild. Any creature that begins its turn in the area is [quickened](../../Rules/conditions.md#Quickened) and can use the extra action each round to [Stride](../../Rules/actions/stride.md) or [Strike](../../Rules/actions/strike.md). Unfortunately, speeding up time is much more difficult than slowing it down, and the effect is uneven and jittery, making accuracy between times painfully difficult; creatures inside the area are [concealed](../../Rules/conditions.md#Concealed) to those outside it, and vice versa. - -*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/Compendium/spells/quivering-palm.md b/Compendium/spells/quivering-palm.md deleted file mode 100644 index 143f25ec8..000000000 --- a/Compendium/spells/quivering-palm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/8 -- trait/incapacitation -- trait/monk -- trait/necromancy -- trait/uncommon -aliases: ["Quivering Palm"] ---- -# Quivering Palm *Focus 8* -[incapacitation](../../Rules/traits/incapacitation.md) [monk](../../Rules/traits/monk.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** Fortitude -- **Duration**1 month - -Make a melee unarmed [Strike](../../Rules/actions/strike.md). If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the [auditory](../../Rules/traits/auditory.md) and [concentrate](../../Rules/traits/concentrate.md) traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target survives, the spell ends, and the target is then temporarily immune for 24 hours. -> - **Success** The target is [stunned](../../Rules/conditions.md#Stunned) and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours. -> - **Failure** The target is [stunned](../../Rules/conditions.md#Stunned) and takes 80 damage. The spell's duration continues, but the target is then temporarily immune for 24 hours against being killed by quivering palm. -> - **Critical Failure** The target dies. If you cast [quivering palm](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/quivering-palm.md) again, the effects of any quivering palm you had previously cast end. - -**Heightened (+ 1)** The damage increases by 10 on a failure, or 5 on a success. - -*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/radiant-beam-lokl.md b/Compendium/spells/radiant-beam-lokl.md deleted file mode 100644 index 5da02f428..000000000 --- a/Compendium/spells/radiant-beam-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/area/misc -- spell/level/4 -- trait/evocation -- trait/good -- trait/light -- trait/uncommon -aliases: ["Radiant Beam"] ---- -# Radiant Beam *Spell 4* -[evocation](../../Rules/traits/evocation.md) [good](../../Rules/traits/good.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**120-foot line -- **Saving Throw** basic Reflex - -You fire a beam of blinding light from your outstretched hands. The beam deals `5d10` good damage. On a failed saving throw, a creature becomes [dazzled](../../Rules/conditions.md#Dazzled) for 1 round, or [dazzled](../../Rules/conditions.md#Dazzled) for 4 rounds on a critical failure. - -If the light passes through an area of magical darkness or targets a creature affected by magical darkness, radiant beam attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the target. - -**Heightened (+ 1)** The damage increases by `1d10`. - -*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/Compendium/spells/radiant-field-sot4.md b/Compendium/spells/radiant-field-sot4.md deleted file mode 100644 index 22e32ad55..000000000 --- a/Compendium/spells/radiant-field-sot4.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/area/burst -- spell/level/2 -- trait/evocation -- trait/light -- trait/uncommon -aliases: ["Radiant Field"] ---- -# Radiant Field *Spell 2* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -You create an area of bright light. Creatures with light blindness (Bestiary 343) that are [blinded](../../Rules/conditions.md#Blinded) by radiant field and remain in the area must attempt a Fortitude save at the start of their turns. On a failure, a creature remains [blinded](../../Rules/conditions.md#Blinded) for 1 round; this is an [incapacitation](../../Rules/traits/incapacitation.md) effect. This spell also suppresses magical darkness of your radiant field spell's level or lower. - -**Heightened (4th)** Creatures seen through the area are [concealed](../../Rules/conditions.md#Concealed) to creatures with light blindness, even those that are outside the area. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/Compendium/spells/raise-dead.md b/Compendium/spells/raise-dead.md deleted file mode 100644 index 2e05ef555..000000000 --- a/Compendium/spells/raise-dead.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/healing -- trait/necromancy -- trait/uncommon -aliases: ["Raise Dead"] ---- -# Raise Dead *Spell 6* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** 10 minutes -- **Cost**diamonds worth a total value of the target's level (minimum 1) × 200 gp -- **Range**10 foot -- **Targets**1 dead creature of 13th level or lower - -You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If [Pharasma](../setting/deities/pharasma.md) has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. - -If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it [clumsy](../../Rules/conditions.md#Clumsy), [drained](../../Rules/conditions.md#Drained), and [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. - -The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark. - -**Heightened (7th)** The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. - -**Heightened (8th)** The maximum level the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. - -**Heightened (9th)** The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. - -**Heightened (10th)** The maximum level the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp. - -*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/Compendium/spells/rally-point-da.md b/Compendium/spells/rally-point-da.md deleted file mode 100644 index 64f22cad8..000000000 --- a/Compendium/spells/rally-point-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/misc -- spell/level/3 -- trait/conjuration -- trait/teleportation -- trait/uncommon -aliases: ["Rally Point"] ---- -# Rally Point *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Area**one 5-foot square -- **Duration**1 minute - -You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to teleport to the rally point along with items you are wearing or holding. This teleportation fails if the area is occupied, if the rally point is more than 120 feet away, or if you try to bring along any other creature, even if it's in an extradimensional container. Once you teleport to the rally point, the spell's duration ends. - -**Heightened (7th)** You can target up to four other creatures within 30 feet, in addition to yourself. Each of you can teleport to the rally point once during the spell's duration, by taking a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. The duration no longer ends once you teleport to the rally point, though you still can't teleport to the rally point again. - -*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/Compendium/spells/rangers-bramble-apg.md b/Compendium/spells/rangers-bramble-apg.md deleted file mode 100644 index 95cd6c140..000000000 --- a/Compendium/spells/rangers-bramble-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/misc -- spell/focus/3 -- trait/plant -- trait/ranger -- trait/transmutation -- trait/uncommon -aliases: ["Ranger's Bramble"] ---- -# Ranger's Bramble *Focus 3* -[plant](../../Rules/traits/plant.md) [ranger](../../Rules/traits/ranger.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Area**all squares that contain plants in a 5-foot burst -- **Duration**1 minute - -You cause plants in the area to entangle your foes, with the effects of [entangle](entangle.md). A creature that critically fails the save takes `2d4` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) in addition to being [immobilized](../../Rules/conditions.md#Immobilized). - -[Escaping](../../Rules/actions/escape.md) your bramble doesn't end the [bleed damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The bleed damage on a critical failure increases by `1d4`. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/rapid-adaptation-som.md b/Compendium/spells/rapid-adaptation-som.md deleted file mode 100644 index fdefdc597..000000000 --- a/Compendium/spells/rapid-adaptation-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/transmutation -aliases: ["Rapid Adaptation"] ---- -# Rapid Adaptation *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**your companion or eidolon -- **Duration**1 hour - -You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment. - -The target gains one of the following natural adaptations based on the surrounding environment. - -- **Aquatic** The target gains a swim Speed equal to its land Speed. If it already had a swim Speed, it gains a +10-foot status bonus to its swim Speed. -- **Arctic** The target isn't affected by severe or extreme cold, and when it rolls a success on an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md) on ice and snow, it gets a critical success instead. -- **Desert** The target isn't affected by severe or extreme heat, and when it rolls a success on an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md) on sand, it gets a critical success instead. -- **Forest** The target gains [scent](../../Rules/abilities/scent.md) as an imprecise sense with a range of 30 feet. -- **Mountain** The target isn't [flat-footed](../../Rules/conditions.md#Flat-footed) when Climbing, and when it rolls a success on an [Acrobatics](../skills.md#Acrobatics) check to [Balance](../../Rules/actions/balance.md) on rubble, it gets a critical success instead. -- **Plains** The target gains a +10-foot status bonus to its land Speed. -- **Underground** The target gains [darkvision](../../Rules/abilities/darkvision.md). - -*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/Compendium/spells/ravening-maw-ec3.md b/Compendium/spells/ravening-maw-ec3.md deleted file mode 100644 index b93bfa0ca..000000000 --- a/Compendium/spells/ravening-maw-ec3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec3 -- spell/level/5 -- trait/evil -- trait/healing -- trait/necromancy -- trait/uncommon -aliases: ["Ravening Maw"] ---- -# Ravening Maw *Spell 5* -[evil](../../Rules/traits/evil.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**one living creature -- **Saving Throw** Will -- **Duration**3 rounds - -You evoke Zevgavizeb's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality by feasting on the flesh of the fallen. On its turn, the target can use 2 actions (these actions have the [manipulate](../../Rules/traits/manipulate.md) trait) to cannibalize an adjacent [dying](../../Rules/conditions.md#Dying) or dead creature. If the cannibalized creature is [dying](../../Rules/conditions.md#Dying), it dies. If the cannibalized creature is an ally of the target, the target regains `5d8` HP; otherwise, the target regains `5d4` HP. Certain monsters (such as those whose blood is acidic or magical) might inflict additional effects on those who cannibalize them at the GM's discretion. Once cannibalized, a particular creature's body doesn't have enough meat to cannibalize again. During any round that there's a [dying](../../Rules/conditions.md#Dying) or dead creature within 30 feet of the target, if the target can't or doesn't cannibalize a creature, the target takes `5d4` mental damage. - -**Heightened (+ 1)** The amount of HP restored by cannibalizing a creature increases by `1d8` for eating an ally and `1d4` otherwise, and the mental damage increases by `1d4`. - -*Source: Extinction Curse #3: Life's Long Shadows p. 67* \ No newline at end of file diff --git a/Compendium/spells/ravenous-portal-som.md b/Compendium/spells/ravenous-portal-som.md deleted file mode 100644 index 7d5f3ee99..000000000 --- a/Compendium/spells/ravenous-portal-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/abjuration -aliases: ["Ravenous Portal"] ---- -# Ravenous Portal *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 door no more than 10 feet tall and 5 feet wide -- **Duration**1 hour - -You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door. - -When that happens, the door transforms into a mimic that can't move and is [hostile](../../Rules/conditions.md#Hostile) to all creatures. When [Casting the Spell](../../Rules/actions/cast-a-spell.md), you designate yourself and up to 10 other creatures of your choice; these creatures don't trigger the ward, and the mimic is [helpful](../../Rules/conditions.md#Helpful) to them instead of [hostile](../../Rules/conditions.md#Hostile). No effect can move the mimic unless it's also capable of moving the entire door. Once the door transforms into a mimic, it attacks creatures in its reach for up to 1 minute, and then the spell ends. If the mimic is killed before that time, the spell ends and the door returns to its normal form. - -While turned into a mimic, the door can't be opened, unlocked, or bypassed—not even by the designated creatures. It's a creature, not a door, during that time. When the spell ends, the door returns to the state it was in before the ward was triggered. - -*Source: Secrets of Magic p. 124* \ No newline at end of file diff --git a/Compendium/spells/ray-of-enfeeblement.md b/Compendium/spells/ray-of-enfeeblement.md deleted file mode 100644 index 76705a546..000000000 --- a/Compendium/spells/ray-of-enfeeblement.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/attack -- trait/necromancy -aliases: ["Ray Of Enfeeblement"] ---- -# Ray Of Enfeeblement *Spell 1* -[attack](../../Rules/traits/attack.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute - -A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target becomes [enfeebled](../../Rules/conditions.md#Enfeebled). -> - **Failure** The target becomes [enfeebled](../../Rules/conditions.md#Enfeebled). -> - **Critical Failure** The target becomes [enfeebled](../../Rules/conditions.md#Enfeebled). - -*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/Compendium/spells/ray-of-frost.md b/Compendium/spells/ray-of-frost.md deleted file mode 100644 index 95bec76d5..000000000 --- a/Compendium/spells/ray-of-frost.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/cold -- trait/evocation -aliases: ["Ray Of Frost"] ---- -# Ray Of Frost *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature - -You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to `1d4` + your spellcasting ability modifier. - -> [!success-degree] -> - **Critical Success** The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round. -> - **Success** The target takes normal damage. - -**Heightened (+ 1)** The damage increases by `1d4`. - -*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/Compendium/spells/read-aura.md b/Compendium/spells/read-aura.md deleted file mode 100644 index a5fc9fa23..000000000 --- a/Compendium/spells/read-aura.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/detection -- trait/divination -aliases: ["Read Aura"] ---- -# Read Aura *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**30 foot -- **Targets**1 object - -You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297 –298) - -If the object is illusory, you detect this only if the effect's level is lower than the level of your [read aura](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/read-aura.md) spell. - -**Heightened (3rd)** You can target up to 10 objects. - -**Heightened (6th)** You can target any number of objects. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/Compendium/spells/read-omens.md b/Compendium/spells/read-omens.md deleted file mode 100644 index c82c9a955..000000000 --- a/Compendium/spells/read-omens.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/divination -- trait/prediction -- trait/uncommon -aliases: ["Read Omens"] ---- -# Read Omens *Spell 4* -[divination](../../Rules/traits/divination.md) [prediction](../../Rules/traits/prediction.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes - -You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen. - -*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/read-the-air-som.md b/Compendium/spells/read-the-air-som.md deleted file mode 100644 index df737d0f0..000000000 --- a/Compendium/spells/read-the-air-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/cantrip -- trait/divination -aliases: ["Read The Air"] ---- -# Read The Air *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures. - -As part of Casting this Spell, you [Recall Knowledge](../../Rules/actions/recall-knowledge.md) using [Society](../skills.md#Society) to gain information about the immediate social situation. You also gain a +1 status bonus on your next [Diplomacy](../skills.md#Diplomacy) check to [Make an Impression](../../Rules/actions/make-an-impression.md) on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect. - -*Source: Secrets of Magic p. 125* \ No newline at end of file diff --git a/Compendium/spells/reapers-lantern-apg.md b/Compendium/spells/reapers-lantern-apg.md deleted file mode 100644 index 9feed82b7..000000000 --- a/Compendium/spells/reapers-lantern-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/level/2 -- trait/death -- trait/light -- trait/necromancy -aliases: ["Reaper's Lantern"] ---- -# Reaper's Lantern *Spell 2* -[death](../../Rules/traits/death.md) [light](../../Rules/traits/light.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Saving Throw** Fortitude -- **Duration**1 minute - -You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light to twice that area. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell). Living creatures and undead in the area when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), or that enter the area later, must attempt Fortitude saves. Living creatures that fail their Fortitude saves gain only half the normal benefit from [healing](../../Rules/traits/healing.md) effects while within the area. Undead targets that fail their Fortitude saves become [enfeebled](../../Rules/conditions.md#Enfeebled) while within the area. Once a creature attempts a save against reaper's lantern, it uses the same outcome if it leaves the area and enters it again. - -Once per turn, starting on the turn after you cast [reaper's lantern](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/reapers-lantern-apg.md), you can use a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. When you do so, you force creatures in the area that haven't yet attempted a save against reaper's lantern to attempt one. - -*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/Compendium/spells/rebounding-barrier-lol.md b/Compendium/spells/rebounding-barrier-lol.md deleted file mode 100644 index 5f2b845b5..000000000 --- a/Compendium/spells/rebounding-barrier-lol.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/level/4 -- trait/abjuration -- trait/rare -aliases: ["Rebounding Barrier"] ---- -# Rebounding Barrier *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are hit by a physical [Strike](../../Rules/actions/strike.md). - -You swiftly raise a reflective barrier, reducing physical damage and rebounding it onto your attacker. - -You gain resistance 10 against one physical damage type the triggering attack deals. Your attacker takes 5 damage of the same type. - -**Heightened (+ 1)** The resistance increases by 2. Damage dealt to your attacker increases by 1. - -*Source: Lost Omens: Legends p. 37* \ No newline at end of file diff --git a/Compendium/spells/rebuke-death.md b/Compendium/spells/rebuke-death.md deleted file mode 100644 index 22c7d0fd7..000000000 --- a/Compendium/spells/rebuke-death.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/4 -- trait/cleric -- trait/healing -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Rebuke Death"] ---- -# Rebuke Death *Focus 4* -[cleric](../../Rules/traits/cleric.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[healing](../setting/domains.md#Healing)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**20-foot emanation -- **Targets**1 living creature per action spent to cast this spell - -You snatch creatures from the jaws of death. You can spend 1 to 3 actions [Casting this Spell](../../Rules/actions/cast-a-spell.md), and you can target a number of creatures equal to the actions spent. Each target regains `3d6` Hit Points. If the target had the [dying](../../Rules/conditions.md#Dying) condition, coming back from [dying](../../Rules/conditions.md#Dying) due to this healing doesn't increase its [wounded](../../Rules/conditions.md#Wounded) condition. - -**Heightened (+ 1)** Increase the healing by `1d6`. - -*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/redact-logm.md b/Compendium/spells/redact-logm.md deleted file mode 100644 index 910992205..000000000 --- a/Compendium/spells/redact-logm.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/transmutation -aliases: ["Redact"] ---- -# Redact *Focus 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Domains**: [[glyph](../setting/domains.md#Glyph)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**unattended written materials of up to 1 Bulk or less -- **Duration**1 day - -You strike mention of a specific name from one or more documents. When you cast the spell, give one proper name, be it a creature, location, or object. Any mention of that name within the document becomes blurred, smudged, or otherwise completely illegible. Epithets and unambiguous references to the name are redacted as well; for instance, redacting the name of the goddess Sarenrae from a book would also remove references to her title "the Dawnflower." - -**Heightened (3rd)** Instead of striking out a given name, you can replace it with a different name you choose. Epithets and references are substituted with similar ones relating to the replacement name. Anyone reading the text can attempt a [Perception](../skills.md#Perception) or [Society](../skills.md#Society) check against your spell DC to notice the altered text, though that doesn't tell them what the original said. - -**Heightened (4th)** At your choice, the duration is unlimited. - -*Source: Lost Omens: Gods & Magic p. 114* \ No newline at end of file diff --git a/Compendium/spells/redistribute-potential-da.md b/Compendium/spells/redistribute-potential-da.md deleted file mode 100644 index 861ad759d..000000000 --- a/Compendium/spells/redistribute-potential-da.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/misc -- spell/cantrip -- trait/cantrip -- trait/cold -- trait/evocation -- trait/fire -- trait/psychic -- trait/uncommon -aliases: ["Redistribute Potential"] ---- -# Redistribute Potential *Cantrip 5* -[cantrip](../../Rules/traits/cantrip.md) [cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**2 adjacent 5-foot squares -- **Saving Throw** basic Fortitude - -Energy attempts to balance out, but with your magic, you can shunt all the energy in one area to another. Creatures in either area take `4d4` damage with a basic Fortitude save. Choose one of the squares to steal heat, dealing cold damage, and the other to concentrate the stolen heat, dealing fire damage. A creature that fails its save also becomes [clumsy](../../Rules/conditions.md#Clumsy) from numbness if it's in the area of stolen heat or [enfeebled](../../Rules/conditions.md#Enfeebled) from heat stroke if it's in the area of concentrated heat; these conditions last until the start of your next turn. If a creature is large enough to be in both squares, you choose only one of the areas for it to attempt its save against; it's unaffected by the other area. - -**Heightened (+ 1)** The damage increases by `1d4`. - -## Amp - -You can affect the flow of energy on a much grander scale. Instead of two 5-foot squares, you create two 10-foot bursts. They still must be adjacent to one another and can overlap. A creature in both areas can still be affected by only one of your choice. The spell's damage increases to `6d6`. The conditions last for 1 minute. - -**Amp Heightened (+ 1)** Increase the damage by `2d6` instead of `1d4`. - -## Summary - -*Source: Dark Archive p. 20* \ No newline at end of file diff --git a/Compendium/spells/reflective-scales-logm.md b/Compendium/spells/reflective-scales-logm.md deleted file mode 100644 index 9845e82bd..000000000 --- a/Compendium/spells/reflective-scales-logm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/4 -- trait/abjuration -aliases: ["Reflective Scales"] ---- -# Reflective Scales *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold, fire, electricity, or poison damage. You gain resistance 5 against that type of damage. The scales' color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage. - -The scales store up energy as they protect you. Keep track of how much damage the scales have prevented. As a 2-action activity that has the [concentrate](../../Rules/traits/concentrate.md) and [manipulate](../../Rules/traits/manipulate.md) traits, you can explode your scales outward in a 20-foot radius around you, dealing `1d6` damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of `10d6` damage (after preventing 100 damage). Once you do so, the spell ends. - -**Heightened (+ 2)** The resistance increases by 5 and the maximum damage from the scale explosion increases by `5d6`. - -*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/regenerate.md b/Compendium/spells/regenerate.md deleted file mode 100644 index 3a6a3075b..000000000 --- a/Compendium/spells/regenerate.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Regenerate"] ---- -# Regenerate *Spell 7* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing living creature -- **Duration**1 minute - -An infusion of positive energy grants a creature continuous healing. The target temporarily gains [regeneration](../../Rules/abilities/regeneration.md) 15, which restores 15 Hit Points to it at the start of each of its turns. While it has [regeneration](../../Rules/abilities/regeneration.md), the target can't die from damage and its [dying](../../Rules/conditions.md#Dying) condition can't increase to a value that would kill it (this stops most creatures from going beyond [dying](../../Rules/conditions.md#Dying)), though if its [wounded](../../Rules/conditions.md#Wounded) value becomes 4 or higher, it stays [unconscious](../../Rules/conditions.md#Unconscious) until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn. - -Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an [Interact](../../Rules/actions/interact.md) action to hold the body part to the area it was severed from. - -**Heightened (9th)** The regeneration increases to 20. - -*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/reinforce-eidolon-som.md b/Compendium/spells/reinforce-eidolon-som.md deleted file mode 100644 index dfdd4362e..000000000 --- a/Compendium/spells/reinforce-eidolon-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/abjuration -- trait/cantrip -- trait/summoner -- trait/uncommon -aliases: ["Reinforce Eidolon"] ---- -# Reinforce Eidolon *Cantrip 1* -[abjuration](../../Rules/traits/abjuration.md) [cantrip](../../Rules/traits/cantrip.md) [summoner](../../Rules/traits/summoner-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 round - -You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws, plus resistance to all damage equal to half the spell's level. Your eidolon can benefit from either [boost eidolon](boost-eidolon-som.md) or [reinforce eidolon](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/reinforce-eidolon-som.md), but not both; if you cast one of these spells during the other's duration, the newer spell replaces the older one. - -*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/Compendium/spells/rejuvenating-flames-frp3.md b/Compendium/spells/rejuvenating-flames-frp3.md deleted file mode 100644 index 326ec69f4..000000000 --- a/Compendium/spells/rejuvenating-flames-frp3.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/frp3 -- spell/area/cone -- spell/focus/1 -- trait/fire -- trait/healing -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Rejuvenating Flames"] ---- -# Rejuvenating Flames *Focus 1* -[fire](../../Rules/traits/fire.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Reflex - -You create a gout of flame that both heals and burns. You restore `1d4` HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take `1d4` fire damage with a basic Reflex save. - -**Heightened (+ 1)** You restore an additional `1d4` HP to your allies and deal an additional `1d4` fire damage to enemies. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 74* \ No newline at end of file diff --git a/Compendium/spells/remake.md b/Compendium/spells/remake.md deleted file mode 100644 index 7df18d1f0..000000000 --- a/Compendium/spells/remake.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/conjuration -- trait/uncommon -aliases: ["Remake"] ---- -# Remake *Spell 10* -[conjuration](../../Rules/traits/conjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 hour -- **Range**5 foot - -You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from [disintegrate](disintegrate.md) is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power. - -The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/remember-the-lost-logm.md b/Compendium/spells/remember-the-lost-logm.md deleted file mode 100644 index 90fb97af7..000000000 --- a/Compendium/spells/remember-the-lost-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/divination -- trait/mental -aliases: ["Remember The Lost"] ---- -# Remember The Lost *Focus 4* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Domains**: [[vigil](../setting/domains.md#Vigil)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot-radius emanation centered on you -- **Saving Throw** basic Will - -You call upon the lost and forgotten, assailing your foes' minds with the memories of those who died with a grievance toward them. Enemies in the area take `6d6` mental damage (basic Will save) and are [frightened](../../Rules/conditions.md#Frightened) on a critical failure. If you know the names of anyone murdered or grievously wronged by an enemy in the area, you can chant those victims' names when you cast the spell to improve the clarity of the visions, increasing the damage to the corresponding enemy from `6d6` to `6d10`; you can do so for multiple enemies if you know victims of each enemy. The visions are personal to each foe in the area, and you can't use this spell to discern a murderer by guessing a name. A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect. - -**Heightened (+ 1)** The damage increases by `2d6` (or `2d10` to an enemy when you name a specific victim). - -*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/Compendium/spells/remove-disease.md b/Compendium/spells/remove-disease.md deleted file mode 100644 index 879de3742..000000000 --- a/Compendium/spells/remove-disease.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/healing -- trait/necromancy -aliases: ["Remove Disease"] ---- -# Remove Disease *Spell 3* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**1 creature - -Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target. - -*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/remove-fear.md b/Compendium/spells/remove-fear.md deleted file mode 100644 index 6f504c74e..000000000 --- a/Compendium/spells/remove-fear.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/enchantment -aliases: ["Remove Fear"] ---- -# Remove Fear *Spell 2* -[enchantment](../../Rules/traits/enchantment.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -With a touch, you ease a creature's fears. You can attempt to counteract a single [fear](../../Rules/traits/fear.md) effect that the target suffers from. - -This frees only the target, not any other creatures under the [fear](../../Rules/traits/fear.md) effect. - -**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. - -*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/remove-paralysis.md b/Compendium/spells/remove-paralysis.md deleted file mode 100644 index 5a19c477f..000000000 --- a/Compendium/spells/remove-paralysis.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/healing -- trait/necromancy -aliases: ["Remove Paralysis"] ---- -# Remove Paralysis *Spell 2* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -A surge of energy frees a [paralyzed](../../Rules/conditions.md#Paralyzed) creature. You can attempt to counteract a single effect imposing the [paralyzed](../../Rules/conditions.md#Paralyzed) condition on the target. This does not cure someone who is [paralyzed](../../Rules/conditions.md#Paralyzed) from some natural state or effect, such as paralysis caused by non-magical wounds or toxins. - -**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. - -*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/repelling-pulse-som.md b/Compendium/spells/repelling-pulse-som.md deleted file mode 100644 index 6b05c6a7e..000000000 --- a/Compendium/spells/repelling-pulse-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/emanation -- spell/level/5 -- trait/evocation -- trait/force -aliases: ["Repelling Pulse"] ---- -# Repelling Pulse *Spell 5* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** Reflex - -You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes `7d10` force damage depending on its Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is pushed 10 feet away from you. -> - **Critical Failure** The creature takes double damage. The creature is pushed 20 feet away from you and is then knocked [prone](../../Rules/conditions.md#Prone). - -**Heightened (+ 2)** The force damage increases by `2d10`, and the distance the target is moved on a failure and critical failure increases by 5 feet. - -*Source: Secrets of Magic p. 125* \ No newline at end of file diff --git a/Compendium/spells/replicate-som.md b/Compendium/spells/replicate-som.md deleted file mode 100644 index 86b6fea73..000000000 --- a/Compendium/spells/replicate-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/illusion -- trait/shadow -aliases: ["Replicate"] ---- -# Replicate *Spell 4* -[illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Targets**1 willing or [unconscious](../../Rules/conditions.md#Unconscious) creature of 8th level or lower -- **Duration**sustained - -You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, [Interacting](../../Rules/actions/interact.md), speaking short sentences, and other similar basic tasks. It is unable to cast spells, attack, or use any complex skills. - -The illusory duplicate is your [minion](../../Rules/traits/minion.md). You can issue new commands to the double as part of [Sustaining the Spell](../../Rules/actions/sustain-a-spell.md). - -You can command the duplicate telepathically as long as the spell lasts, provided it's within 1 mile of you. You can switch between using your own senses and the duplicate's senses with a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. - -The illusory duplicate has the same statistics as the original creature, except it doesn't have any of the original's item bonuses, and it has one quarter of the original's Hit Points. - -If the double's Hit Points are reduced to 0, the spell ends. - -**Heightened (+ 1)** The maximum level of the target increases by 2. - -*Source: Secrets of Magic p. 125* \ No newline at end of file diff --git a/Compendium/spells/resilient-sphere.md b/Compendium/spells/resilient-sphere.md deleted file mode 100644 index 6e58adac1..000000000 --- a/Compendium/spells/resilient-sphere.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/abjuration -- trait/force -aliases: ["Resilient Sphere"] ---- -# Resilient Sphere *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 Large or smaller creature -- **Duration**1 minute - -You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. - -It's immune to critical hits and precision damage. [Disintegrate](disintegrate.md) destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save. - -> [!success-degree] -> - **Critical Success** The target disrupts the sphere's integrity, causing it to collapse entirely. -> - **Success** The sphere functions normally but has only 10 Hit Points instead of 40. -> - **Failure** The sphere has its normal effect. - -*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/Compendium/spells/resist-energy.md b/Compendium/spells/resist-energy.md deleted file mode 100644 index b4ddefc42..000000000 --- a/Compendium/spells/resist-energy.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/abjuration -aliases: ["Resist Energy"] ---- -# Resist Energy *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes - -A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. - -**Heightened (4th)** The resistance increases to 10, and you can target up to two creatures. - -**Heightened (7th)** The resistance increases to 15, and you can target up to five creatures. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/Compendium/spells/resplendent-mansion.md b/Compendium/spells/resplendent-mansion.md deleted file mode 100644 index ca4dab902..000000000 --- a/Compendium/spells/resplendent-mansion.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/conjuration -aliases: ["Resplendent Mansion"] ---- -# Resplendent Mansion *Spell 9* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**500 foot -- **Duration**until the next time you make your daily preparations - -You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While [Casting the Spell](../../Rules/actions/cast-a-spell.md), you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create [magical](../../Rules/traits/magical.md) effects, but magical devices brought into the mansion function normally. - -Your mansion contains the same types and quantities of foodstuffs and servants as created by the [magnificent mansion](magnificent-mansion.md) spell. - -Each of the mansion's exterior doorways and windows are protected by [alarm](alarm.md) spells. You choose whether each alarm is audible or mental as you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used. - -*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/Compendium/spells/restoration.md b/Compendium/spells/restoration.md deleted file mode 100644 index f73a1dc28..000000000 --- a/Compendium/spells/restoration.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/healing -- trait/necromancy -aliases: ["Restoration"] ---- -# Restoration *Spell 2* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 creature - -Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast [restoration](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/restoration.md), choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one [restoration](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/restoration.md) spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin. - -- **Reduce a Condition** Reduce the value of the target's [clumsy](../../Rules/conditions.md#Clumsy), [enfeebled](../../Rules/conditions.md#Enfeebled), or [stupefied](../../Rules/conditions.md#Stupefied) condition by 2. You can instead reduce two of the listed conditions by 1 each. -- **Lessen a Toxin** Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction. - -**Heightened (4th)** Add [drained](../../Rules/conditions.md#Drained) to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's [doomed](../../Rules/conditions.md#Doomed) value by 1. You can't use this to reduce a permanent [doomed](../../Rules/conditions.md#Doomed) condition. - -**Heightened (6th)** As the 4th-level [restoration](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/restoration.md), but you can reduce a permanent [doomed](../../Rules/conditions.md#Doomed) condition if you add a spellcasting action and a material component while [Casting the Spell](../../Rules/actions/cast-a-spell.md), during which you provide 100 gp worth of diamond dust as a cost. - -*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/Compendium/spells/restorative-moment-apg.md b/Compendium/spells/restorative-moment-apg.md deleted file mode 100644 index cdb82dfcf..000000000 --- a/Compendium/spells/restorative-moment-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/hex -- trait/necromancy -- trait/uncommon -- trait/witch -aliases: ["Restorative Moment"] ---- -# Restorative Moment *Focus 5* -[hex](../../Rules/traits/hex-apg.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any [doomed](../../Rules/conditions.md#Doomed) and [drained](../../Rules/conditions.md#Drained) conditions it has by 1 and can immediately attempt one saving throw against each affliction it has with a stage length of 1 day or less. The target is then temporarily immune for 1 day. - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/restore-senses.md b/Compendium/spells/restore-senses.md deleted file mode 100644 index 2b90327b2..000000000 --- a/Compendium/spells/restore-senses.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/healing -- trait/necromancy -aliases: ["Restore Senses"] ---- -# Restore Senses *Spell 2* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -You attempt to counteract a single effect imposing the [blinded](../../Rules/conditions.md#Blinded) or [deafened](../../Rules/conditions.md#Deafened) conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin. - -**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature. - -*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/Compendium/spells/restyle-som.md b/Compendium/spells/restyle-som.md deleted file mode 100644 index 083f0a882..000000000 --- a/Compendium/spells/restyle-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/transmutation -aliases: ["Restyle"] ---- -# Restyle *Spell 1* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 piece of clothing currently worn by you or an ally -- **Duration** - -You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes can't alter the clothing's overall shape, size, or purpose. The changes can't increase the quality of the craftsmanship or artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or creates more material than what's originally part of the object. The object's statistics also remain unchanged. - -*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/Compendium/spells/retributive-pain.md b/Compendium/spells/retributive-pain.md deleted file mode 100644 index 5badfbdc9..000000000 --- a/Compendium/spells/retributive-pain.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/abjuration -- trait/cleric -- trait/mental -- trait/nonlethal -- trait/uncommon -aliases: ["Retributive Pain"] ---- -# Retributive Pain *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [mental](../../Rules/traits/mental.md) [nonlethal](../../Rules/traits/nonlethal.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[pain](../setting/domains.md#Pain)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature in range damages you. -- **Range**30 foot -- **Targets**the triggering creature -- **Saving Throw** basic Fortitude - -You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. - -*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/return-beacon-frp1.md b/Compendium/spells/return-beacon-frp1.md deleted file mode 100644 index d76f59080..000000000 --- a/Compendium/spells/return-beacon-frp1.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/frp1 -- spell/level/5 -- trait/conjuration -- trait/teleportation -- trait/uncommon -aliases: ["Return Beacon"] ---- -# Return Beacon *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**30 foot -- **Duration**1 hour - -You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is [invisible](../../Rules/conditions.md#Invisible) except when detected by detect magic, in which case it looks like a 10-foot-wide tower of bright light stretching into the sky. At any time during the duration of the beacon, you can complete a 1-minute activity, which has the [concentrate](../../Rules/traits/concentrate.md) and [manipulate](../../Rules/traits/manipulate.md) traits, to focus on the beacon and transport yourself and any items you're wearing and holding from your current space to the location of the beacon. Transporting yourself in this way ends the spell. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the beacon collapses, ending the spell, and the transportation attempt fails. - -Casting return beacon while a beacon is active causes the previous return beacon spell to end. If you are not within 1 mile of the beacon, your attempt to transport yourself to the beacon fails. If a solid object is in the same space as the beacon when you transport yourself, you arrive in the nearest open space to the beacon. If there is not an open space within 30 feet of the beacon, your attempt to transport yourself fails, but the beacon remains intact. - -**Heightened (7th)** The duration is 8 hours and you can transport yourself to the beacon from up to 100 miles away. - -**Heightened (8th)** The duration is 24 hours and you can transport yourself to the beacon from up to 1,000 miles away. In addition, you can bring 1 willing ally you touch with you when you transport to the beacon. - -**Heightened (9th)** The duration is 1 week and you can transport yourself to the beacon from anywhere on the same plane. In addition, you can bring up to 4 willing allies you touch with you when you transport to the beacon. - -**Heightened (10th)** The duration is unlimited and you can transport yourself to the beacon from any distance, even across other planes. In addition, you can bring up to 8 willing allies you touch when you transport to the beacon. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 77* \ No newline at end of file diff --git a/Compendium/spells/return-the-favor-da.md b/Compendium/spells/return-the-favor-da.md deleted file mode 100644 index 49677818b..000000000 --- a/Compendium/spells/return-the-favor-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/3 -- trait/hex -- trait/necromancy -- trait/rare -- trait/witch -aliases: ["Return the Favor"] ---- -# Return the Favor *Focus 3* -[hex](../../Rules/traits/hex-apg.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally uses a reaction to grant you a beneficial effect during a combat encounter. -- **Range**30 foot -- **Targets**1 ally - -You're unable to leave any debts unpaid. When an ally supports you in a fight, you offer assistance in turn for the favor. The triggering ally gains 12 temporary Hit Points for 1 minute. - -**Heightened (+ 1)** The temporary Hit Points increase by 4. - -*Source: Dark Archive p. 159* \ No newline at end of file diff --git a/Compendium/spells/return-to-essence-sot5.md b/Compendium/spells/return-to-essence-sot5.md deleted file mode 100644 index 45f6485c0..000000000 --- a/Compendium/spells/return-to-essence-sot5.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot5 -- spell/level/7 -- trait/abjuration -- trait/rare -aliases: ["Return to Essence"] ---- -# Return to Essence *Spell 7* -[abjuration](../../Rules/traits/abjuration.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**one magically sealed or warded doorway or chest - -You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a counteract check (Core Rulebook 458) against the target spell or [magical](../../Rules/traits/magical.md) effect that wards or seals a doorway or chest, such as lock, or against a spell or effect that deals damage or delivers secondary effects when it's opened, such as glyph of warding. If you succeed, you recover its energy, restoring one of your expended spell slots of 3rd level or lower. - -**Heightened (8th)** You can restore an expended spell slot of 4th level or lower. - -**Heightened (9th)** You can restore an expended spell slot of 5th level or lower. - -**Heightened (10th)** You can restore an expended spell slot of 6th level or lower. - -*Source: Strength of Thousands #5: Doorway to the Red Star p. 77* \ No newline at end of file diff --git a/Compendium/spells/reverse-gravity.md b/Compendium/spells/reverse-gravity.md deleted file mode 100644 index f632d9682..000000000 --- a/Compendium/spells/reverse-gravity.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cylinder -- spell/level/7 -- trait/evocation -- trait/uncommon -aliases: ["Reverse Gravity"] ---- -# Reverse Gravity *Spell 7* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot radius, 40-foot-tall cylinder -- **Duration**1 minute - -You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to [Grab an Edge](../../Rules/actions/grab-an-edge.md) to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. - -When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. - -*Source: Core Rulebook p. 365* \ No newline at end of file diff --git a/Compendium/spells/revival.md b/Compendium/spells/revival.md deleted file mode 100644 index 18919e49f..000000000 --- a/Compendium/spells/revival.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Revival"] ---- -# Revival *Spell 10* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**dead creatures and living creatures of your choice within range -- **Duration**sustained up to 1 minute - -A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain `10d8+40` Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as [raise dead](raise-dead.md). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by [disintegrate](disintegrate.md) or a [death](../../Rules/traits/death.md) effect. It has no effect on undead. - -*Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/Compendium/spells/rewinding-step-som.md b/Compendium/spells/rewinding-step-som.md deleted file mode 100644 index 816c335b2..000000000 --- a/Compendium/spells/rewinding-step-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/transmutation -aliases: ["Rewinding Step"] ---- -# Rewinding Step *Spell 5* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Duration**10 minutes - -You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes your temporal anchor space. While you're within 500 feet of your temporal anchor space, you can spend a single action that has the [concentrate](../../Rules/traits/concentrate.md) trait to instantaneously return to that space (you don't need to have line of effect to the space). The spell then ends. You bring any items that are in your possession with you when you take the action to return. - -If the anchor space is occupied when you attempt to return to it or if this spell would bring another creature with you, the spell fails to transport you, then ends. - -**Heightened (7th)** You can return if you're within 1,000 feet of your anchor space. - -**Heightened (9th)** You can return if you're within 1 mile of your anchor space. - -*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/Compendium/spells/rime-slick-ec1.md b/Compendium/spells/rime-slick-ec1.md deleted file mode 100644 index c50281872..000000000 --- a/Compendium/spells/rime-slick-ec1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/area/burst -- spell/level/2 -- trait/cold -- trait/evocation -- trait/uncommon -aliases: ["Rime Slick"] ---- -# Rime Slick *Spell 2* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot burst -- **Saving Throw** basic Reflex -- **Duration**1 minute - -You call down a chill wind. When you Cast this Spell, you deal `2d4` cold damage to each creature in the area (basic Reflex save). If a creature in the area critically fails its Reflex save and was standing, it also falls [prone](../../Rules/conditions.md#Prone). - -You also create a layer of ice on all surfaces in the area, which become difficult terrain. Unattended objects in the area become slick with ice, and picking them up requires a successful Reflex save or [Acrobatics](../skills.md#Acrobatics) check against your spell DC. The ice melts on any object that takes fire damage as well as in any square included in the area of a higher-level spell or effect with the [fire](../../Rules/traits/fire.md) trait. - -**Heightened (5th)** The damage increases to `8d4` cold damage and the area is a 30-foot burst. - -**Heightened (8th)** The damage increases to `14d4` cold damage and the area is a 60-foot burst. - -*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/Compendium/spells/rip-the-spirit-som.md b/Compendium/spells/rip-the-spirit-som.md deleted file mode 100644 index 21f82db0f..000000000 --- a/Compendium/spells/rip-the-spirit-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/death -- trait/necromancy -- trait/negative -aliases: ["Rip The Spirit"] ---- -# Rip The Spirit *Spell 5* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** basic Fortitude - -You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes `5d6` negative damage, depending on its basic Fortitude save, and is [drained](../../Rules/conditions.md#Drained) if it fails its save. The spell's effect is based on how many actions you spend when [Casting the Spell](../../Rules/actions/cast-a-spell.md). - -**[>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell targets one living creature in range. - -**[>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (somatic, verbal)** The spell targets one living creature in range and the damage is `10d6` negative instead of `5d6`. - -**[>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** The spell targets all living creatures in a 30-foot emanation. - -**Heightened (+ 1)** The amount of damage increases by `1d6`, or by `2d6` for the 2-action version. - -*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/Compendium/spells/rising-surf-som.md b/Compendium/spells/rising-surf-som.md deleted file mode 100644 index 55b48cdef..000000000 --- a/Compendium/spells/rising-surf-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/conjuration -- trait/move -- trait/uncommon -- trait/water -aliases: ["Rising Surf"] ---- -# Rising Surf *Focus 1* -[conjuration](../../Rules/traits/conjuration.md) [move](../../Rules/traits/move.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot - -You create a wave of water that you ride, banking around obstacles and surfing to higher ground. You move up to 35 feet, raising yourself up to 5 feet above the ground. - -(You can avoid many types of difficult terrain in this way.) You must end your movement on an unoccupied space where you have solid footing. This movement isn't a [Stride](../../Rules/actions/stride.md), but you measure the distance in a similar way, and it still triggers reactions caused by movement. You can't transport anyone else with you. - -**Heightened (+ 2)** Increase the distance you move by 5 feet and the maximum height traveled above the ground by 5 feet. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/Compendium/spells/rituals/abyssal-pact-b1.md b/Compendium/spells/rituals/abyssal-pact-b1.md deleted file mode 100644 index 8afdf92b8..000000000 --- a/Compendium/spells/rituals/abyssal-pact-b1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/b1 -- ritual/1 -- trait/conjuration -- trait/uncommon -aliases: ["Abyssal Pact"] ---- -# Abyssal Pact *Ritual 1* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Primary Checks** [Religion](../../skills.md#Religion) (expert; you must be a demon) - -You call in a favor from another demon whose level is no more than double _Abyssal pact's_ spell level, two demons whose levels are each at least 2 less than double the spell level, or three demons whose levels are each at least 3 less than double the spell level. - -> [!success-degree] -> - **Critical Success** You conjure the demon or demons. They are eager to pursue the task, so they don't ask for a favor. -> - **Success** You conjure the demon or demons. They are not eager to pursue the task, so they require a favor in return. -> - **Failure** You don't conjure any demons. -> - **Critical Failure** The demon or demons are angry that you disturbed them. They appear before you, but they immediately attack you. - -*Source: Bestiary p. 347* \ No newline at end of file diff --git a/Compendium/spells/rituals/angelic-messenger-b1.md b/Compendium/spells/rituals/angelic-messenger-b1.md deleted file mode 100644 index 362b847f7..000000000 --- a/Compendium/spells/rituals/angelic-messenger-b1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/b1 -- ritual/1 -- trait/conjuration -- trait/uncommon -aliases: ["Angelic Messenger"] ---- -# Angelic Messenger *Ritual 1* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Primary Checks** [Religion](../../skills.md#Religion) (expert; you must be a angel) - -You transport yourself to either a celestial plane or a world on the Material Plane where worshippers of your patron can be found. You must be of no higher level than double _angelic messenger's_ spell level. - -> [!success-degree] -> - **Critical Success** As success, but if you've never visited that plane or world before, you appear right in front of the message's intended recipient. -> - **Success** You arrive on the target plane or world at the last location you visited on that plane or world, or to a random location within 10d10 miles of your message's intended recipient if you've never visited that plane or world before. -> - **Failure** You don't travel. -> - **Critical Failure** You accidentally travel to the wrong plane, possibly a dangerous plane. - -*Source: Bestiary p. 348* \ No newline at end of file diff --git a/Compendium/spells/rituals/anima-invocation-modified-aoa6.md b/Compendium/spells/rituals/anima-invocation-modified-aoa6.md deleted file mode 100644 index b8d9c9e5a..000000000 --- a/Compendium/spells/rituals/anima-invocation-modified-aoa6.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/aoa6 -- ritual/10 -- trait/abjuration -- trait/rare -aliases: ["Anima Invocation (Modified)"] ---- -# Anima Invocation (Modified) *Ritual 10* -[abjuration](../../../Rules/traits/abjuration.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 hour -- **Secondary Casters** 4 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (legendary) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Religion](../../skills.md#Religion) -- **Range**10 miles -- **Targets**primary and secondary casters - -The exact effects of the unmodified Anima Invocation are not necessary for this Adventure Path—what's presented here is the modified version of the ritual. - -When casting the modified version of the Anima Invocation, it instead draws upon the latent spiritual energies of sapient creatures within range of the spell without requiring their deaths, then uses this energy to bolster the connection between body and soul among all of the ritual's casters. This shift from an offensive effect to a defensive one results in a much less dangerous spell that helps to protect against [Dahak](../../setting/deities/dahak-logm.md). - -> [!success-degree] -> - **Critical Success** You gain full access to your own potential for 1 day. You gain resistance 10 to all damage and a +4 status bonus to saves against effects created by evil creatures. Your [Strikes](../../../Rules/actions/strike.md) gain the effects of the [ghost touch](../../equipment/items/ghost-touch.md) rune and deal an additional `1d10` good damage. You are immune to the soul-draining effect within Alseta's Landing. -> - **Success** You tap into your own potential for 1 day. You gain resistance 5 to all damage and a +2 status bonus to saves against effects created by evil creatures. Your [Strikes](../../../Rules/actions/strike.md) gain the effects of the [ghost touch](../../equipment/items/ghost-touch.md) rune and deal an additional 1 good damage. You are immune to the soul-draining effect within Alseta's Landing. -> - **Failure** You are unable to tap into your own spiritual essence, but you still gain immunity to the souldraining effect within Alseta's Landing. -> - **Critical Failure** You botch the ritual, damaging your own spiritual essence. You gain [doomed](../../../Rules/conditions.md#Doomed) or increase your [doomed](../../../Rules/conditions.md#Doomed) condition by 1 if you're already [doomed](../../../Rules/conditions.md#Doomed). This [doomed](../../../Rules/conditions.md#Doomed) value decreases by 1 every week. This is a [curse](../../../Rules/traits/curse.md) effect. - -*Source: Age of Ashes #6: Broken Promises p. 75* \ No newline at end of file diff --git a/Compendium/spells/rituals/animate-object.md b/Compendium/spells/rituals/animate-object.md deleted file mode 100644 index 5d2fd57ee..000000000 --- a/Compendium/spells/rituals/animate-object.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/2 -- trait/transmutation -- trait/uncommon -aliases: ["Animate Object"] ---- -# Animate Object *Ritual 2* -[transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare oils, see [Table 7–1](../../../Rules/tables/creature-creation-rituals.md) -- **Secondary Casters** 1 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting) -- **Range**10 feet -- **Targets**1 object - -You transform the target into an animated object with a level up to that allowed by [Table 7–1](../../../Rules/tables/creature-creation-rituals.md) and of a type corresponding to the object (so a broom would become an animated broom). - -> [!success-degree] -> - **Critical Success** The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](../../../Rules/traits/auditory.md) and [concentrate](../../../Rules/traits/concentrate.md) traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. -> - **Success** As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command. -> - **Failure** You fail to create the animated object. -> - **Critical Failure** You create the animated object, but it goes berserk and attempts to destroy you. - -*Source: Core Rulebook p. 409* \ No newline at end of file diff --git a/Compendium/spells/rituals/arcane-weaving-sot1.md b/Compendium/spells/rituals/arcane-weaving-sot1.md deleted file mode 100644 index b98f1556e..000000000 --- a/Compendium/spells/rituals/arcane-weaving-sot1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/sot1 -- ritual/3 -- trait/divination -- trait/uncommon -aliases: ["Arcane Weaving"] ---- -# Arcane Weaving *Ritual 3* -[divination](../../../Rules/traits/divination.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare silks worth a total value of 20 gp × the spell level -- **Secondary Casters** 1 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Crafting](../../skills.md#Crafting), or [Occultism](../../skills.md#Occultism) - -You and the secondary casters weave together spells (and, if anadis, silk) in a complex ritual that combines magical learning with art, allowing all the participants to share spells they know with one another. - -> [!success-degree] -> - **Success** You or any secondary caster can swap any spell in your spell repertoire for a spell in the spell repertoire of any other participant. This spell can't be a higher level than the ritual's level. -> - **Failure** None of the participants can swap spells. -> - **Critical Failure** As failure, and all participants are [stupefied](../../../Rules/conditions.md#Stupefied) for 24 hours and can't reduce their [stupefied](../../../Rules/conditions.md#Stupefied) condition below 1 for 24 hours. - -*Source: Strength of Thousands #1: Kindled Magic p. 79* \ No newline at end of file diff --git a/Compendium/spells/rituals/asmodean-wager-som.md b/Compendium/spells/rituals/asmodean-wager-som.md deleted file mode 100644 index 1fc9979f6..000000000 --- a/Compendium/spells/rituals/asmodean-wager-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/6 -- trait/divination -- trait/linguistic -- trait/rare -aliases: ["Asmodean Wager"] ---- -# Asmodean Wager *Ritual 6* -[divination](../../../Rules/traits/divination.md) [linguistic](../../../Rules/traits/linguistic.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 hour -- **Cost** parchment, ink, and an item of value from each bettor worth at least 50 gp -- **Secondary Casters** 1 to 9 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Society](../../skills.md#Society) - -You facilitate a magically binding agreement between yourself and one or more additional secondary casters, wherein each participant (hereafter referred to as the bettors) stakes something of value on the outcome of an event that has yet to be determined. The nature of the event is up to the bettors: a test of skill, a game of chance, or even something occurring in the distant future. While named for [Asmodeus](../../setting/deities/asmodeus.md) and invented by those with a diabolical bent, the ritual has no particular connection to Hell and instead relies on the occult connections between the bettors. The stakes can be either of the following: - -- A promise or possession. The losers of the bet are placed under the effects of a 9th-level geas ritual to uphold the promise or turn over a single item they own, as stated at the time of the spell's casting. Once ownership has been transferred or the promise fulfilled, nothing prevents the bettors from trying to reclaim a former possession. -- The bettors' life. As soon as the outcome has been decided, the losers die instantly with no saving throw; this is a [death](../../../Rules/traits/death.md) effect. The next time the winner would die, they instead remain alive and [unconscious](../../../Rules/conditions.md#Unconscious) at 0 Hit Points with a [dying](../../../Rules/conditions.md#Dying) condition 1 lower than would kill them. Until this protection has been exhausted, the loser of the bet can't be returned to life through any means, even powerful magic such as wish. A creature already in possession of an additional life as a result of winning an Asmodean wager can't enter into a new wager with a life as collateral - -If any participant knowingly and willingly makes any attempt to cheat at or avoid fulfilling the terms of the wager, the spell automatically determines them the loser and resolves accordingly. The spell doesn't function if any participant is acting against their will or being mentally [controlled](../../../Rules/conditions.md#Controlled) or coerced by any means, or if any participant is immune to or otherwise unaffected by their wager (such as if a construct, undead, or other creature immune to [death](../../../Rules/traits/death.md) effects tried to bet its life). At the GM's discretion, if it ever becomes permanently impossible for the bet's outcome to be determined, the spell ends without any further result. - -> [!success-degree] -> - **Success** The ritual is successful. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The wording of the ritual is imperfect and subverts the bet, causing all bettors to be considered losers regardless of the actual result of the wager. - -*Source: Secrets of Magic p. 147* \ No newline at end of file diff --git a/Compendium/spells/rituals/astral-projection-apg.md b/Compendium/spells/rituals/astral-projection-apg.md deleted file mode 100644 index 92ba375da..000000000 --- a/Compendium/spells/rituals/astral-projection-apg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/5 -- trait/divination -- trait/uncommon -aliases: ["Astral Projection"] ---- -# Astral Projection *Ritual 5* -[divination](../../../Rules/traits/divination.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 hour -- **Cost** one jacinth worth a total value of the target's level (minimum 1) × 5 gp, for each target -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (master) -- **Secondary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (whichever isn't used for the primary check), [Survival](../../skills.md#Survival) -- **Range**touch -- **Targets**yourself and up to 5 willing creatures - -You project the targets' spiritual essences into the Astral Plane, leaving their inanimate physical forms behind. These astral forms can be used to explore the Astral Plane indefinitely, while the targets' bodies remain safely in stasis on the plane where the ritual was cast (where they remain unconscious and can't be awoken normally). The casters must be in physical contact with one another in a circle for the duration of the casting, and all targets must be selected from these casters. - -A target's astral form is a duplicate of the target and everything they're carrying; anything that happens to a duplicate item happens to the original as well. For instance, if you use, spend, destroy, lose, or give away an item's duplicate, the original vanishes from your possession. For the duration of the ritual, any of the targets can spend a single action to Dismiss their astral form and immediately return to their physical body. As the primary caster, when you Dismiss your astral form, you can also Dismiss all the other targets' astral forms as part of the same action, returning all targets to their physical forms simultaneously. While in the Astral Plane, the other targets are unable to navigate without you, and if they become separated from you, they must wait for your return or Dismiss their own astral forms. When the ritual ends, the targets' astral forms vanish. - -A target's astral form and corresponding physical form are linked by an incorporeal silver cord, which is visible only in the Astral Plane. This nearly unbreakable cord serves as a conduit and safety line; if it is severed, the target's astral and physical forms are both immediately slain. If the ritual is interrupted by an external force, such as [dispel magic](../dispel-magic.md) being cast on a target's physical or astral form, the target is immediately and harmlessly returned to their physical body. If a target's astral form is slain, the silver cord immediately rips them back to their physical body; the strain requires them to attempt a Fortitude save with the same DC as the ritual's primary check. On a failure, the creature dies; on a success, they become [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), [doomed](../../../Rules/conditions.md#Doomed), and [enfeebled](../../../Rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. A target's physical body remains in suspended animation for the duration of the ritual, but if it is destroyed, they die and their astral form also vanishes. - -This ritual only projects a portion of the targets' consciousnesses onto the Astral Plane. To travel physically to the Astral Plane (to reach the Outer Planes, for example) requires spells such as [plane shift](../plane-shift.md). - -> [!success-degree] -> - **Critical Success** All targets are able to navigate independently in the Astral Plane. Each target's silver cord is stronger than usual, providing them a +4 circumstance bonus to their Fortitude save to avoid dying if their astral form dies. -> - **Success** You successfully project the targets. -> - **Failure** You fail to project the targets. -> - **Critical Failure** The process of separating the targets' spirits from their bodies is complicated, and something goes catastrophically wrong. All casters become [doomed](../../../Rules/conditions.md#Doomed), are immediately reduced to 0 Hit Points, and begin dying. - -*Source: Advanced Player's Guide p. 240* \ No newline at end of file diff --git a/Compendium/spells/rituals/awaken-animal.md b/Compendium/spells/rituals/awaken-animal.md deleted file mode 100644 index d81343769..000000000 --- a/Compendium/spells/rituals/awaken-animal.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/6 -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Awaken Animal"] ---- -# Awaken Animal *Ritual 6* -[divination](../../../Rules/traits/divination.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** herbs, 1/5 the value on [Table 7–1](../../../Rules/tables/creature-creation-rituals.md) -- **Secondary Casters** 3 -- **Primary Checks** [Nature](../../skills.md#Nature) (master) -- **Secondary Checks** [Lore](../../skills.md#Lore) (any), [Society](../../skills.md#Society), [Survival](../../skills.md#Survival) -- **Range**10 feet -- **Targets**1 animal of up to the level on [Table 7–1](../../../Rules/tables/creature-creation-rituals.md) - -You grant intelligence to the target, transforming it into a beast. If it was previously an animal companion or minion, it can no longer serve as one. - -> [!success-degree] -> - **Critical Success** The target's Intelligence, Wisdom, and Charisma modifiers each increase to +2 if they were lower, and it becomes [helpful](../../../Rules/conditions.md#Helpful) to you for awakening it. -> - **Success** The target's Intelligence, Wisdom, and Charisma modifiers increase to +0 if they were worse and it becomes [friendly](../../../Rules/conditions.md#Friendly) to you for awakening it. -> - **Failure** You fail to awaken the target. -> - **Critical Failure** You accidentally awaken the target with a pure bestial hatred toward you. The target's Intelligence, Wisdom, and Charisma modifiers increase to –2 if they were worse. It becomes [hostile](../../../Rules/conditions.md#Hostile) to you, attempting to destroy you. - -*Source: Core Rulebook p. 409* \ No newline at end of file diff --git a/Compendium/spells/rituals/awaken-object-som.md b/Compendium/spells/rituals/awaken-object-som.md deleted file mode 100644 index d4b997e79..000000000 --- a/Compendium/spells/rituals/awaken-object-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/6 -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Awaken Object"] ---- -# Awaken Object *Ritual 6* -[divination](../../../Rules/traits/divination.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** crushed gems and spices worth 250 gp -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (expert) or [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (whichever isn't used for the primary check) -- **Targets**1 non-magical inanimate object - -You imbue a single Small or smaller object with rudimentary awareness and consciousness, and it gains mental ability modifiers depending on the results of the ritual. It gains the ability to see and hear, and the ability to understand (but not speak) a single language that you know. It's [indifferent](../../../Rules/conditions.md#Indifferent) to you and all living creatures. In all other respects, it's an ordinary object of its type. An awakened object that gains the [broken](../../../Rules/conditions.md#Broken) condition is rendered insensate until Repaired above its [Broken](../../../Rules/conditions.md#Broken) Threshold. - -Magical objects and constructs can't be awakened, nor can most spell or magic item abilities be added to an awakened object later (the process to do so is much more complicated than a ritual and essentially creates an intelligent magic. - -*Source: Secrets of Magic p. 147* \ No newline at end of file diff --git a/Compendium/spells/rituals/awaken-portal-av1.md b/Compendium/spells/rituals/awaken-portal-av1.md deleted file mode 100644 index 31118b96a..000000000 --- a/Compendium/spells/rituals/awaken-portal-av1.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/av1 -- ritual/3 -- trait/conjuration -- trait/rare -aliases: ["Awaken Portal"] ---- -# Awaken Portal *Ritual 3* -[conjuration](../../../Rules/traits/conjuration.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 hour -- **Secondary Casters** up to 5 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (trained) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Occultism](../../skills.md#Occultism) (whichever is used for the primary check) -- **Range**10 ft. -- **Targets**1 portal - -You attempt to reactivate a dormant gate, portal, or [teleportation circle](teleportation-circle-apg.md) by infusing it with magical energies. This ritual must be successfully performed twice, once at each location the portal connects. While the teleportation circles and portals found in the Abomination Vaults require no additional cost to awaken, other portals might require rare items or specific materials as a cost for this ritual at the GM's discretion—some portals might even be so powerful that this ritual cannot awaken them at all. - -The DC required to successfully awaken a portal varies based on the strength and distance between its end points. For the portals found in the Abomination Vaults Adventure Path, the DC varies according to the dungeon level on which it is located. Use the DCs by Spell Level section of Table 10–5 to determine the DC for a portal, using the dungeon level in place of spell level. Thus, activating the portal on the first level of the Abomination Vaults requires a successful DC 15 check, while activating the portal on the fourth level requires a successful DC 23 check. - -> [!success-degree] -> - **Critical Success** You awaken the portal. If its other side is awakened, the portal can be used normally and won't deactivate naturally. If its other side is not awakened, this side remains awakened for 1 year, possibly allowing you enough time to find and awaken the connecting portal. -> - **Success** As critical success, but if the portal's other side is not awakened, this side remains awakened for only 1d6 days before it fades and falls dormant again. -> - **Failure** You fail to activate the portal, and magical backlash leaves you [stupefied](../../../Rules/conditions.md#Stupefied) for 24 hours. -> - **Critical Failure** As failure, but in addition, a hostile creature is drawn through the portal and immediately attacks anyone present. The creature drawn through the portal varies, according to the portal's nature; in the Abomination Vaults, the creature conjured depends on the dungeon level where the ritual was attempted, as listed below. - -- **First Level** vampiric mist -- **Second Level** scalathrax -- **Third Level** gibbering mouther -- **Fourth Level** will-o'-wisp -- **Fifth Level** soul eater -- **Sixth Level** voidglutton -- **Seventh Level** dread wraith -- **Eighth Level** ghost mage -- **Ninth Level** gosreg -- **Tenth Level** shining child - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 79* \ No newline at end of file diff --git a/Compendium/spells/rituals/bathe-in-blood-som.md b/Compendium/spells/rituals/bathe-in-blood-som.md deleted file mode 100644 index 28b159d25..000000000 --- a/Compendium/spells/rituals/bathe-in-blood-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/8 -- trait/necromancy -- trait/rare -aliases: ["Bathe In Blood"] ---- -# Bathe In Blood *Ritual 8* -[necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 day -- **Cost** alchemical herbs and components worth a total of 1,000 gp × the target's level -- **Secondary Casters** 2 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Religion](../../skills.md#Religion), [Society](../../skills.md#Society) -- **Range**20 feet -- **Targets**1 living creature of a level no greater than double the bathe in blood ritual's level - -This is an old ritual, illegal in nearly every corner of Golarion, but never quite exterminated. You bathe in the freshly spilled blood of your people, whose lives and years you steal in the process. - -This ritual requires that you submerge yourself in a bath of alchemically treated blood, attended by silent servants. - -The blood must come from the same ancestry as your own, and must have been spilled within the last 6 hours; a spell such as [gentle repose](../gentle-repose.md) can extend this time, but using such preserved blood applies a –4 circumstance penalty to the primary and secondary checks. If you're [Medium](../../../Rules/traits/medium-b1.md), you require 30 gallons of blood to immerse yourself, and a typical [Medium](../../../Rules/traits/medium-b1.md) creature holds about 1-1/2 gallons of blood in its body. This ritual doesn't strictly require that the blood donors be killed and drained dry, but the logistical challenges of gathering enough blood without murder are beyond all but the most well-resourced casters. - -Each time you enact this ritual, regardless of its success or failure, you take a penalty to the primary check for all subsequent castings. This penalty starts at –1 and increases by –1 during each casting (so if you were casting this ritual on yourself for the fifth time, you would take a –4 penalty on your [Occultism](../../skills.md#Occultism) check). - -> [!success-degree] -> - **Critical Success** You emerge rejuvenated and revived. You become up to 40 years younger, returning to the prime of youth and life. If you're already at your desired age, your aging instead stops for the next 40 years. While remaining recognizably yourself, you also become preternaturally attractive, gaining a +1 circumstance bonus to [Make an Impression](../../../Rules/actions/make-an-impression.md). -> - **Success** You become 20 years younger or pause your aging for 20 years. -> - **Failure** The ritual has no effect. -> - **Critical Failure** You die. Casters killed this way frequently return as undead, often as ghosts or vampires. - -*Source: Secrets of Magic p. 148* \ No newline at end of file diff --git a/Compendium/spells/rituals/call-spirit.md b/Compendium/spells/rituals/call-spirit.md deleted file mode 100644 index 5403a1a2e..000000000 --- a/Compendium/spells/rituals/call-spirit.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/5 -- trait/necromancy -- trait/uncommon -aliases: ["Call Spirit"] ---- -# Call Spirit *Ritual 5* -[necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 hour -- **Cost** rare candles and incense worth a total value of 50 gp -- **Secondary Casters** 1 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (expert) or [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (whichever isn't used for the primary check) - -You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit [Impersonates](../../../Rules/actions/impersonate.md) the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. - -Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect. - -> [!success-degree] -> - **Critical Success** The spirit is particularly cooperative, and even if it has strong reasons to deceive you, it takes a –2 circumstance penalty to its [Deception](../../skills.md#Deception) checks. -> - **Success** You call the spirit. -> - **Failure** You fail to call a spirit. -> - **Critical Failure** One or more evil spirits appear and attack. - -*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/Compendium/spells/rituals/clone-apg.md b/Compendium/spells/rituals/clone-apg.md deleted file mode 100644 index f077914b7..000000000 --- a/Compendium/spells/rituals/clone-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/9 -- trait/necromancy -- trait/rare -aliases: ["Clone"] ---- -# Clone *Ritual 9* -[necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 7 days -- **Cost** rare laboratory supplies and reagents worth the target's level (minimum 1) × 100 gp -- **Secondary Casters** 3 -- **Primary Checks** [Crafting](../../skills.md#Crafting) (legendary) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Occultism](../../skills.md#Occultism), [Medicine](../../skills.md#Medicine) -- **Targets**1 living creature up to 20th level - -You remove 1 cubic inch of flesh from the target, who must be present throughout the ritual and can be one of the casters. You then use that flesh to grow a duplicate of the target's physical form that will house the target's soul upon death. This duplicate is physically identical to the original creature. - -In order to perform the ritual, you need an expanded alchemist's lab or a superior set of equipment. Once the ritual is successfully completed, the duplicate grows within the laboratory equipment for `2d4` months. While direct involvement isn't required during this period of growth, you must prevent any interference or interruption or the ritual fails. When the duplicate is complete, the original creature's soul enters it as soon as their original body dies, or immediately if the creature died during the intervening months, as long as the soul is free and willing. If [Pharasma](../../setting/deities/pharasma.md) has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, the duplicate remains empty until the impediment is removed. While unoccupied, the inert duplicate must be preserved in suitable alchemical equipment to prevent it from rotting. - -> [!success-degree] -> - **Critical Success** The cloning process is successful. When the soul occupies the completed clone, it is [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), [doomed](../../../Rules/conditions.md#Doomed), and [enfeebled](../../../Rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. -> - **Success** As critical success, but each condition value is 2. -> - **Failure** You fail to form the clone. -> - **Critical Failure** The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive creature such as an invidiak demon. - -*Source: Advanced Player's Guide p. 240* \ No newline at end of file diff --git a/Compendium/spells/rituals/commune-with-nature.md b/Compendium/spells/rituals/commune-with-nature.md deleted file mode 100644 index cf13de224..000000000 --- a/Compendium/spells/rituals/commune-with-nature.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/6 -- trait/divination -- trait/prediction -- trait/uncommon -aliases: ["Commune With Nature"] ---- -# Commune With Nature *Ritual 6* -[divination](../../../Rules/traits/divination.md) [prediction](../../../Rules/traits/prediction.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare incense worth a total value of 60 gp -- **Secondary Casters** 1 -- **Primary Checks** [Nature](../../skills.md#Nature) (master) -- **Secondary Checks** [Nature](../../skills.md#Nature) - -As [commune](commune.md), except you contact the primal spirits of nature, which know about animals, beasts, fey, plants, fungi, topography, and natural resources within a 3-mile radius of the ritual's location. - -*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/Compendium/spells/rituals/commune.md b/Compendium/spells/rituals/commune.md deleted file mode 100644 index 4b0030153..000000000 --- a/Compendium/spells/rituals/commune.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/6 -- trait/divination -- trait/prediction -- trait/uncommon -aliases: ["Commune"] ---- -# Commune *Ritual 6* -[divination](../../../Rules/traits/divination.md) [prediction](../../../Rules/traits/prediction.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare incense worth a total value of 150 gp -- **Secondary Casters** 1 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (master) or [Religion](../../skills.md#Religion) (master) -- **Secondary Checks** [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (whichever is used for the primary check) - -You call upon an unknown planar entity to answer questions; this is a servitor of your deity if you have one and use [Religion](../../skills.md#Religion). You can ask up to seven questions that could be answered with "Yes" or "No." The entity is likely to know answers related to its purview; a servitor of Gozreh would likely know about unnatural weather patterns and a servitor of Desna would likely know someone's travel route. The entity answers with one word answers such as "Yes," "No," "Likely," and "Unknown," though its answers always reflect its own agenda and could be deceptive. - -> [!success-degree] -> - **Critical Success** You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won't attempt to deceive you, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as "If you leave immediately" or "That was true once." -> - **Success** You can ask your questions and receive answers. -> - **Failure** You fail to contact a planar entity. -> - **Critical Failure** You are exposed to the enormity of the cosmos and are [stupefied](../../../Rules/conditions.md#Stupefied) for 1 week (can't remove by any means). - -*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/Compendium/spells/rituals/community-repair-sot2.md b/Compendium/spells/rituals/community-repair-sot2.md deleted file mode 100644 index c474badb5..000000000 --- a/Compendium/spells/rituals/community-repair-sot2.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/sot2 -- ritual/4 -- trait/emotion -- trait/rare -- trait/transmutation -aliases: ["Community Repair"] ---- -# Community Repair *Ritual 4* -[emotion](../../../Rules/traits/emotion.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Cast** 1 day -- **Cost** rare powdered pigments in at least three different colors, worth a total of 50 gp -- **Secondary Casters** 4 or more -- **Primary Checks** [Performance](../../skills.md#Performance) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Performance](../../skills.md#Performance), [Society](../../skills.md#Society) -- **Range**10 feet -- **Targets**1 damaged or [broken](../../../Rules/conditions.md#Broken) public work no larger than 3,000 cubic feet (the size of a [Huge](../../../Rules/traits/huge-b1.md) creature) - -You lead your community in repairing a public work, such as a bridge, well, or mural, through the power of memory and art. The primary caster serves as an emcee or leader, while each secondary caster provides a heartfelt anecdote that somehow involves the public work; for instance, recounting a story of playing at a fountain each summer. The anecdotes don't need to be firsthand accounts—a community member might sing of how their grandparents fell in love crossing a bridge every day—but they must be directly connected in some way. The GM can offer a +1 circumstance bonus to the secondary caster whose anecdote seems most moving. - -If the public work was destroyed intentionally by one of the casters, the ritual automatically critically fails. - -> [!success-degree] -> - **Critical Success** The public work is restored to its prior construction, and it takes on further qualities, encouraged by the thoughts of the community. For the next week, while a caster is within 60 feet of the site of the ritual, they receive a +1 status bonus to Will saves against [emotion](../../../Rules/traits/emotion.md) effects and a +10-foot status bonus to their Speeds. -> - **Success** The public work is restored to its prior construction and function. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The public work refuses to repair itself, and the memories of the community members are soured in response to the botched ritual. For the next week, while a caster is within 60 feet of the site of the ritual, they cannot receive any benefit from beneficial [emotion](../../../Rules/traits/emotion.md) effects, and they take a –10-foot status penalty to their Speeds as their movement slows to a morose crawl. - -*Source: Strength of Thousands #2: Spoken on the Song Wind p. 75* \ No newline at end of file diff --git a/Compendium/spells/rituals/concealments-curtain-som.md b/Compendium/spells/rituals/concealments-curtain-som.md deleted file mode 100644 index 4199a0f2d..000000000 --- a/Compendium/spells/rituals/concealments-curtain-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/4 -- trait/curse -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Concealment's Curtain"] ---- -# Concealment's Curtain *Ritual 4* -[curse](../../../Rules/traits/curse.md) [divination](../../../Rules/traits/divination.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 6 days -- **Cost** an ornate mirror worth at least 100 gp, naturally occurring round fruit the size and number of the target's eyes, and the same amount of flawless silver needles worth at least 1 gp each -- **Secondary Casters** 3 -- **Primary Checks** [Occultism](../../skills.md#Occultism) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Deception](../../skills.md#Deception), [Stealth](../../skills.md#Stealth) -- **Range**planetary -- **Targets**1 living creature - -At twilight for 5 days, you line the fruit in front of the mirror, chanting the name of the target, and envisioning its eyes in your mind. At exactly midnight on the last day, you drive the pins through the fruits, miming the action of methodically blinding the target to you and your companions. The target is immediately affected and can't visually detect any of the casters involved in the ritual—provided that the ritual was successful, the target is unaware of the effects. Since the ritual affects the target's ability to see the casters, rather than make the casters [invisible](../../../Rules/conditions.md#Invisible), effects like true seeing are ineffective against concealment's curtain; instead, the target would need to remove the curse with effects like remove curse. - -To perform this ritual, you must have been within 5 feet of the target at least once, close enough to get a good look at its eyes. The target is temporarily immune to further castings of concealment's curtain for 1 year. - -> [!success-degree] -> - **Critical Success** The target is unable to visually detect the casters for the duration, and the target's detection spells don't detect the targets. -> - **Success** The target is unable to visually detect the casters for the duration, but it's detection spells function normally. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The ritual backfires and all casters participating in it are [blinded](../../../Rules/conditions.md#Blinded) for the next 24 hours. - -*Source: Secrets of Magic p. 148* \ No newline at end of file diff --git a/Compendium/spells/rituals/consecrate.md b/Compendium/spells/rituals/consecrate.md deleted file mode 100644 index db512d1bd..000000000 --- a/Compendium/spells/rituals/consecrate.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/2 -- ritual/area/burst -- trait/consecration -- trait/evocation -- trait/uncommon -aliases: ["Consecrate"] ---- -# Consecrate *Ritual 2* -[consecration](../../../Rules/traits/consecration.md) [evocation](../../../Rules/traits/evocation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 3 days -- **Cost** rare incense and offerings worth a total value of 20 gp × the spell level -- **Secondary Casters** 2 must be worshippers of your religion -- **Primary Checks** [Religion](../../skills.md#Religion) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Performance](../../skills.md#Performance) -- **Range**40 feet -- **Area**40-foot-radius burst around an immobile altar, shrine, or fixture of your deity - -You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and [Perception](../../skills.md#Perception) checks, and creatures anathema to your deity (such as undead for [Pharasma](../../setting/deities/pharasma.md) or [Sarenrae](../../setting/deities/sarenrae.md)) take a –1 status penalty to those checks. Attacks made by worshippers of your deity within the area deal 1 damage of one of your deity's alignment types (your choice); if your deity is true neutral, you don't gain this benefit. - -> [!success-degree] -> - **Critical Success** The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral. -> - **Success** The consecration succeeds. -> - **Failure** The consecration fails. -> - **Critical Failure** The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail. - -**Heightened (7th)** The consecrated area also gains the effects of the [dimensional lock](../dimensional-lock.md) spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level. - -*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/Compendium/spells/rituals/construct-mindscape-da.md b/Compendium/spells/rituals/construct-mindscape-da.md deleted file mode 100644 index 76887cd09..000000000 --- a/Compendium/spells/rituals/construct-mindscape-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/da -- ritual/5 -- trait/illusion -- trait/rare -aliases: ["Construct Mindscape"] ---- -# Construct Mindscape *Ritual 5* -[illusion](../../../Rules/traits/illusion.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 day -- **Cost** precious clay, wood, or other modeling materials worth spell level × 20 gp -- **Secondary Casters** 4 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (master) -- **Secondary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism), [Crafting](../../skills.md#Crafting) - -You create an entirely mental environment called an immersive mindscape. It can have any appearance you and the secondary casters imagine and hold in your minds as you execute the ritual. A mindscape is typically veiled, disguising its nature as a mental construct, but you can choose to make it overt. Even a veiled mindscape has some signs it's not a real place that can be revealed through close inspection or by spending a long time there. Most mindscapes are incapable of physically harming those inside. Even though the mindscape you create is limited in dimension, it appears to have a convincing environment around it, such as a sky and clouds. - -> [!success-degree] -> - **Critical Success** You create a mindscape approximately a half-mile in length and width, and 50 feet in height (large enough to contain a typical village). The GM might allow you to make it larger if it has little detail, such as a grassy plain. You and any secondary casters of your choice can enter it and you can leave a doorway that you and any creatures you designate can pass through. -> - **Success** As critical success, but the mindscape is approximately 25 feet in length, width, and height (like a modest house). -> - **Failure** You can't hold the image together and it falls apart. -> - **Critical Failure** Your secret desires horribly warp the mindscape into a distorted mirror of what you intended. - -**Heightened (6th)** The duration is 1 week. - -**Heightened (9th)** The duration is 1 year, and the area on a critical success is 1 mile in length and width. - -**Heightened (10th)** The duration is unlimited, and the area on a critical success is 1 mile in length and width. The cost increases to 2,000 gp. - -*Source: Dark Archive p. 199* \ No newline at end of file diff --git a/Compendium/spells/rituals/create-demiplane-apg.md b/Compendium/spells/rituals/create-demiplane-apg.md deleted file mode 100644 index 9b9a52982..000000000 --- a/Compendium/spells/rituals/create-demiplane-apg.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/8 -- trait/conjuration -- trait/rare -- trait/teleportation -aliases: ["Create Demiplane"] ---- -# Create Demiplane *Ritual 8* -[conjuration](../../../Rules/traits/conjuration.md) [rare](../../../Rules/traits/rare.md) [teleportation](../../../Rules/traits/teleportation.md) - -- **Cast** 9 days -- **Cost** precious materials worth a total value of 800 gp -- **Secondary Casters** 3 -- **Primary Checks** [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), [Religion](../../skills.md#Religion) (legendary) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), [Religion](../../skills.md#Religion) (whichever three aren't used for the primary check) -- **Targets**Up to seven willing creatures of 14th level or lower - -Few incantations are as renowned as the power to create worlds. To cast this ritual, you must be on the Astral Plane, the Ethereal Plane, or a plane that connects to one of the two. - -A demiplane created with this ritual exists on the Astral or Ethereal Plane. It can have the appearance of any mundane environment or structure, such as a glorious cathedral, a clearing in a forest, a comfortably furnished cavern, or anything else one can imagine. All demiplanes have finite, unbreachable boundaries, which might resemble stone, wood, or something more unnatural, such as a wall of mist or unceasing void. - -Demiplanes have environmental conditions as appropriate for the Material Plane, though the primary caster can dictate a general climate or light level, as well as whether the demiplane experiences seasons or a day-night cycle. The demiplane has no native plants or animals, but they can be introduced, and plants will grow in a demiplane's light. - -When you first cast _create demiplane_, the casters are teleported to the demiplane. The demiplane has no direct access to other worlds, so [plane shift](../plane-shift.md) or similar abilities are necessary to access it. As part of casting the ritual to create a new demiplane, you create a key to the demiplane which serves as a plane shift tuning fork for that demiplane. Most resemble ornate keys, but some take the forms of maps, compasses, or dowsing rods. - -If you have the original key to an existing demiplane and are on that demiplane, you can instead use this ritual to either expand the demiplane or add special traits or features described below. - -- **Alignment** The demiplane gains one alignment trait, such as [lawful](../../../Rules/traits/lawful.md) or [good](../../../Rules/traits/good.md). -- **Bounteous** The demiplane has a functional ecosystem, with plants and animals appropriate to the environment. This ecosystem doesn't require any additional effort on your part to maintain. -- **Elemental** The demiplane gains the [air](../../../Rules/traits/air.md), [earth](../../../Rules/traits/earth.md), [fire](../../../Rules/traits/fire.md), or [water](../../../Rules/traits/water.md) planar essence trait. -- **Gravity** The demiplane gains a gravity trait of your choice. -- **Key** You create an additional key that can be used to access the demiplane with [plane shift](../plane-shift.md) and improve it with [create demiplane](../../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/rituals/create-demiplane-apg.md). -- **Portal** You create a permanent gateway between the demiplane and a single other location. You must spend the ritual's casting time constructing the gateway on the external side, which typically resembles an arch or doorway of some sort. The gate is always active, but it can be secured as you would any door. -- **Scope** The demiplane can be [unbounded](../../../Rules/traits/unbounded-gmg.md) instead of [finite](../../../Rules/traits/finite-gmg.md), though still with the same size. - -> [!success-degree] -> - **Critical Success** You create a new demiplane whose area consists of two contiguous squares, each 100 feet on a side. The ceiling is 20 feet high. If modifying an existing demiplane, you can instead either add this area to the demiplane's size or add two special traits or features. -> - **Success** As critical success, but the demiplane's area is a single square, 100 feet on a side and a ceiling 20 feet high. If modifying an existing demiplane, you can add one special trait or feature. -> - **Failure** The ritual has no effect. -> - **Critical Failure** Something goes horribly wrong, and all casters are teleported to an unknown but likely hostile plane. - -**Heightened (10th)** The ritual creates a square area 1,000 feet on a side, with a ceiling 20 feet high (two contiguous areas of this size on a critical success). The cost of the ritual increases to 20,000 gp. - -*Source: Advanced Player's Guide p. 241* \ No newline at end of file diff --git a/Compendium/spells/rituals/create-skinstitch-aoe2.md b/Compendium/spells/rituals/create-skinstitch-aoe2.md deleted file mode 100644 index f1f76692e..000000000 --- a/Compendium/spells/rituals/create-skinstitch-aoe2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/aoe2 -- ritual/6 -- trait/transmutation -- trait/uncommon -aliases: ["Create Skinstitch"] ---- -# Create Skinstitch *Ritual 6* -[transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare oils worth 480 gp -- **Secondary Casters** 1 -- **Primary Checks** [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting) -- **Range**touch -- **Targets**1 frame covered in the skin of sentient humanoids - -You transform the target into a skinstitch, a hideous construct covered in the flesh of sentient humanoids. - -> [!success-degree] -> - **Critical Success** The target becomes a skinstitch. If it's at least 4 levels lower than you, you can make it a minion which gives it the [minion](../../../Rules/traits/minion.md) trait. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command that it pursues single-mindedly. If you aren't a follower of [Norgorber](../../setting/deities/norgorber.md), it ignores any of your subsequent commands. A follower of [Norgorber](../../setting/deities/norgorber.md) can give the skinstitch simple commands by presenting a holy symbol of the deity and commanding it with a single action that has the [auditory](../../../Rules/traits/auditory.md) and [concentrate](../../../Rules/traits/concentrate.md) traits. -> - **Success** As critical success, except a skinstitch that doesn't become your minion stays in place and attacks anyone that attacks or tries to move it, rather than following your command. -> - **Failure** You fail to create the skinstitch. -> - **Critical Failure** You create the skinstitch, but it goes berserk and attempts to kill you, ignoring your commands even if you are a follower of [Norgorber](../../setting/deities/norgorber.md). - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 76* \ No newline at end of file diff --git a/Compendium/spells/rituals/create-undead.md b/Compendium/spells/rituals/create-undead.md deleted file mode 100644 index 396daf276..000000000 --- a/Compendium/spells/rituals/create-undead.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/2 -- trait/evil -- trait/necromancy -- trait/uncommon -aliases: ["Create Undead"] ---- -# Create Undead *Ritual 2* -[evil](../../../Rules/traits/evil.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** black onyx, see [Table 7–1](../../../Rules/tables/creature-creation-rituals.md) -- **Secondary Casters** 1 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (expert), [Occultism](../../skills.md#Occultism) (expert), or [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Religion](../../skills.md#Religion) -- **Range**10 feet -- **Targets**1 dead creature - -You transform the target into an undead creature with a level up to that allowed in [Table 7–1](../../../Rules/tables/creature-creation-rituals.md). There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead. - -> [!success-degree] -> - **Critical Success** The target becomes an undead creature of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](../../../Rules/traits/auditory.md) and [concentrate](../../../Rules/traits/concentrate.md) traits. You can have a maximum of four minions under your control. If it's intelligent and doesn't become a minion, the undead is [helpful](../../../Rules/conditions.md#Helpful) to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. -> - **Success** As critical success, except an intelligent undead that doesn't become your minion is only [friendly](../../../Rules/conditions.md#Friendly) to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command. -> - **Failure** You fail to create the undead. -> - **Critical Failure** You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you. - -*Source: Core Rulebook p. 411* \ No newline at end of file diff --git a/Compendium/spells/rituals/daemonic-pact-b2.md b/Compendium/spells/rituals/daemonic-pact-b2.md deleted file mode 100644 index 934bf0760..000000000 --- a/Compendium/spells/rituals/daemonic-pact-b2.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/b2 -- ritual/1 -- trait/conjuration -- trait/uncommon -aliases: ["Daemonic Pact"] ---- -# Daemonic Pact *Ritual 1* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Primary Checks** [Religion](../../skills.md#Religion) (expert; you must be a demon or urdefhan) - -You call upon the powers of Abaddon to grant you the assistance of a daemon. You call upon a daemon whose level can be no more than double _daemonic pact's_ spell level, two daemons whose levels are each at least 2 less than double the spell level, or three daemons whose levels are each at least 3 less than double the spell level. - -> [!success-degree] -> - **Critical Success** You conjure the daemon or daemons, and they require nothing in return for their service. -> - **Success** You conjure the daemon or daemons, who serve you willingly, but require a sacrifice in the form of spilled blood (either another creature's or your own). -> - **Failure** You don't conjure any daemons. -> - **Critical Failure** You don't conjure any daemons, and the self-sacrifice required to perform the ritual leaves you [drained](../../../Rules/conditions.md#Drained) (or [drained](../../../Rules/conditions.md#Drained) if the spell level is 5 or higher). - -*Source: Bestiary 2 p. 311* \ No newline at end of file diff --git a/Compendium/spells/rituals/div-pact-b3.md b/Compendium/spells/rituals/div-pact-b3.md deleted file mode 100644 index 8dac88a92..000000000 --- a/Compendium/spells/rituals/div-pact-b3.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/b3 -- ritual/1 -- trait/conjuration -- trait/uncommon -aliases: ["Div Pact"] ---- -# Div Pact *Ritual 1* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Primary Checks** [Religion](../../skills.md#Religion) (expert; you must be a div) - -You call upon the powers of Abaddon to grant you the assistance of a div. You call upon a div whose level can be no more than double _div pact's_ spell level, two divs whose levels are each at least 2 less than double the spell level, or three divs whose levels are each at least 3 less than double the spell level. - -> [!success-degree] -> - **Critical Success** You conjure the div or divs, and they require nothing in return for their service. -> - **Success** You conjure the div or divs. They are not eager to pursue the task, so they require a favor in return. -> - **Failure** You don't conjure any divs. -> - **Critical Failure** You don't conjure any divs, and they send a spiritual backlash that denies your use of any of your innate divine spells for 24 hours. If you are under the effect of any of your innate divine spells, the durations end. - -*Source: Bestiary 3 p. 311* \ No newline at end of file diff --git a/Compendium/spells/rituals/dread-ambience-som.md b/Compendium/spells/rituals/dread-ambience-som.md deleted file mode 100644 index 6dd0d09fb..000000000 --- a/Compendium/spells/rituals/dread-ambience-som.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/5 -- ritual/area/misc -- trait/consecration -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -- trait/uncommon -aliases: ["Dread Ambience"] ---- -# Dread Ambience *Ritual 5* -[consecration](../../../Rules/traits/consecration.md) [emotion](../../../Rules/traits/emotion.md) [enchantment](../../../Rules/traits/enchantment.md) [fear](../../../Rules/traits/fear.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 2 days -- **Cost** candles, specialty salts, and rare herbs worth 80 gp total -- **Secondary Casters** 1 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Deception](../../skills.md#Deception) -- **Area**1 square mile - -In some places, it always feels like something is observing you, as if the very land doesn't want you there. [Hostile](../../../Rules/conditions.md#Hostile) creatures skitter about in the underbrush. Tendrils of mist try to lead you stray. Even the scent of the place is unwelcoming. Sometimes, this eerie atmosphere is a natural occurrence. Other times, it's the result of the dread ambience ritual. - -To create this unwelcoming, intimidating aura, you must prepare the area with salts and herbs, traveling the entire edge of the area throughout the casting. - -After you complete your ritual, anyone who enters the area receives a status penalty to saving throws against [fear](../../../Rules/traits/fear.md) effects within the dread ambience. - -> [!success-degree] -> - **Critical Success** The sense of dread is particularly powerful. Every creature in an area takes a –2 status penalty to saving throws against [fear](../../../Rules/traits/fear.md) effects. -> - **Success** The dread ambience succeeds. Every creature in the area takes a –1 status penalty to saving throws against [fear](../../../Rules/traits/fear.md) effects. -> - **Failure** The dread ambience fails. -> - **Critical Failure** The dread ambience fails, and the casters take a –1 status penalty to all Will saves for the next week. - -**Heightened (7th)** The dread ambience costs 750 gp and remains in place for 10 years. - -**Heightened (9th)** The dread ambience costs 5,000 gp and remains in place for an unlimited duration. - -*Source: Secrets of Magic p. 149* \ No newline at end of file diff --git a/Compendium/spells/rituals/elemental-sentinel-som.md b/Compendium/spells/rituals/elemental-sentinel-som.md deleted file mode 100644 index c6d9317f1..000000000 --- a/Compendium/spells/rituals/elemental-sentinel-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/1 -- trait/conjuration -- trait/uncommon -aliases: ["Elemental Sentinel"] ---- -# Elemental Sentinel *Ritual 1* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** precious metals, rare incense, and herbs worth a total value of 15 gp per spell level -- **Primary Checks** [Arcana](../../skills.md#Arcana) (expert) or [Occultism](../../skills.md#Occultism) (expert) -- **Targets**1 object - -You place a tiny elemental wisp within a single object, usually a mirror, statue, or other mundane-looking item, to serve as an alarm. Shattering or otherwise destroying the object frees the wisp and ends the ritual's effect even if the object is magically restored. - -> [!success-degree] -> - **Critical Success** The elemental wisps inhabits the object and willingly serves you to the best of its ability. The wisp becomes aware of the target object's surroundings and can telepathically contact you with a range of 500 feet. It reports to you about intruders or other changes to the room in which it's located. You must tell the wisp what the criteria for the reports will be—for instance, when anyone not openly wearing a certain symbol enters the room or when an item is removed. The wisp has a +5 [Perception](../../skills.md#Perception) modifier and observes the room using normal vision, normal hearing, and touch. -> - **Success** As critical success, but the range of the telepathy is 100 feet and the wisp's [Perception](../../skills.md#Perception) modifier is +3. -> - **Failure** You're unable to harness the spirit. The ritual fails. -> - **Critical Failure** The elemental wisp is trapped in the object as with a success, but it refuses or is somehow unable to help you. The elemental might have extremely low Intelligence or simply be spiteful. Regardless, the object's reports are always misleading. - -**Heightened (4th)** The range of the telepathic link increases, allowing the wisp to contact you anywhere on the same planet. Its [Perception](../../skills.md#Perception) modifier increases to +10, or +12 on a critical success. - -**Heightened (6th)** As 4th level, except the wisp can see invisibility, and its [Perception](../../skills.md#Perception) modifier increases to +15, or +17 on a critical success. - -*Source: Secrets of Magic p. 150* \ No newline at end of file diff --git a/Compendium/spells/rituals/empower-ley-line-som.md b/Compendium/spells/rituals/empower-ley-line-som.md deleted file mode 100644 index c9fee13bf..000000000 --- a/Compendium/spells/rituals/empower-ley-line-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/7 -- trait/evocation -- trait/rare -aliases: ["Empower Ley Line"] ---- -# Empower Ley Line *Ritual 7* -[evocation](../../../Rules/traits/evocation.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 day -- **Cost** magical foci worth a total value of 50 gp × the spell level × the target's level -- **Secondary Casters** 6 -- **Primary Checks** [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), or [Religion](../../skills.md#Religion), matching the ley line's tradition (legendary) -- **Secondary Checks** [Ley Line Lore](../../skills.md#Lore) or [Occultism](../../skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line or ley line node up to double this ritual's level - -You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](../../../Rules/traits/positive.md) and [negative](../../../Rules/traits/negative.md) effects. - -The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) - -You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases: a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day. - -> [!success-degree] -> - **Critical Success** You empower the ley line until the next turning of the season. -> - **Success** You empower the ley line for 1 week. -> - **Failure** You fail to empower the ley line. -> - **Critical Failure** All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects. - -*Source: Secrets of Magic p. 216* \ No newline at end of file diff --git a/Compendium/spells/rituals/establish-nexus-som.md b/Compendium/spells/rituals/establish-nexus-som.md deleted file mode 100644 index 85633c4e2..000000000 --- a/Compendium/spells/rituals/establish-nexus-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/5 -- trait/consecration -- trait/rare -- trait/transmutation -aliases: ["Establish Nexus"] ---- -# Establish Nexus *Ritual 5* -[consecration](../../../Rules/traits/consecration.md) [rare](../../../Rules/traits/rare.md) [transmutation](../../../Rules/traits/transmutation.md) - -- **Cast** 1 day -- **Cost** magical foci worth 100 gp × the spell level × the node's level -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), or [Religion](../../skills.md#Religion) based on the ley line (master) -- **Secondary Checks** [Ley Line Lore](../../skills.md#Lore) or [Occultism](../../skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line node up to double establish nexus's level - -You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. - -The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled. - -> [!success-degree] -> - **Critical Success** The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift. -> - **Success** The ley line nexus is established and lasts for a year and one day, unless the ley lines shift. -> - **Failure** You fail to establish the ley line nexus. -> - **Critical Failure** All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day. - -*Source: Secrets of Magic p. 217* \ No newline at end of file diff --git a/Compendium/spells/rituals/fantastic-facade-apg.md b/Compendium/spells/rituals/fantastic-facade-apg.md deleted file mode 100644 index 95b148506..000000000 --- a/Compendium/spells/rituals/fantastic-facade-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/9 -- ritual/area/circle -- trait/illusion -- trait/rare -aliases: ["Fantastic Façade"] ---- -# Fantastic Façade *Ritual 9* -[illusion](../../../Rules/traits/illusion.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 week -- **Cost** mystical paint, elaborate veils, and powdered minerals worth 20,000 gp total -- **Secondary Casters** 3 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (legendary) -- **Secondary Checks** [Society](../../skills.md#Society) or [Survival](../../skills.md#Survival), [Deception](../../skills.md#Deception), [Stealth](../../skills.md#Stealth) -- **Area**circle centered on you up to 1 mile in radius -- **Targets**1 settlement and its residents - -You draw a permanent series of complex illusions over the target settlement, choosing the look, sound, feel, and smell of the structures, terrain, and creatures within at the time the ritual is cast. You can alter the appearance of existing structures and creatures, and you can add illusory structures or creatures. For example, you could cause everything and everyone in the target area to appear green, create an illusory forest with a thick canopy that obscures the settlement from outside view, or make empty ruins seem inhabited and pristine. When you create the facade, you determine which illusory elements remain static (limited to basic natural movement, such as flags blowing in the breeze) and which follow a basic program (for example, a daily parade in the town square, complete with marching band). You're unable to alter the programs after you create the facade. - -You can disguise creatures as you please, with the same effects as a 3rd-level [illusory disguise](../illusory-disguise.md). If a creature affected by the facade leaves the area, any illusions affecting it fade after 1 day. You decide when casting the ritual whether newcomers are disguised by the illusions, and whether the disguise appears immediately or after a set period, up to 1 week. - -A creature that interacts with the target settlement in a way that would suggest or reveal the illusory nature of the facade, such as by trying to paint a building affected by the facade or climbing an illusory structure, can attempt to 0. The illusions created by the spell are harmless, so an illusory river of lava wouldn't cause damage, nor could thorns on an illusory rose bush prick someone. - -> [!success-degree] -> - **Critical Success** You create the facade as described, and you can alter the programs within your facade by spending 1 day to reprogram them. -> - **Success** You create the facade as described. -> - **Failure** Your illusions fail and the ritual has no effect. -> - **Critical Failure** Your ritual produces unexpected and uncontrolled illusions different from what you had planned, such as unexpected and slowly shifting colors across the buildings, unpleasant smells, and creatures appearing as skeletons. These effects fade after 1 month. - -**Heightened (10th)** The cost increases to 100,000 gp and the radius can be up to 5 miles. - -*Source: Advanced Player's Guide p. 240* \ No newline at end of file diff --git a/Compendium/spells/rituals/fey-abeyance-sot1.md b/Compendium/spells/rituals/fey-abeyance-sot1.md deleted file mode 100644 index 9c707363a..000000000 --- a/Compendium/spells/rituals/fey-abeyance-sot1.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/sot1 -- ritual/1 -- ritual/area/misc -- trait/abjuration -- trait/rare -aliases: ["Fey Abeyance"] ---- -# Fey Abeyance *Ritual 1* -[abjuration](../../../Rules/traits/abjuration.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 hour -- **Cost** rare oils, cold iron bells worth at least 5 gp -- **Secondary Casters** 1 -- **Primary Checks** [Nature](../../skills.md#Nature) (trained) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Intimidation](../../skills.md#Intimidation), [Occultism](../../skills.md#Occultism), [Performance](../../skills.md#Performance) -- **Area**An enclosed area up to 60 feet × 60 feet, up to 20 feet high - -You ward an area with cold iron bells, protecting it from the influence of the first world. Fey creatures feel uncomfortable within the area and all physical attacks against them are considered cold iron for the purposes of their Weaknesses and Resistances. Furthermore, you set up bells within 3 squares within the area (usually at entrances). When a fey creature begins its turn in a square containing bells, it takes mental damage equal to its Weakness to cold iron, if any. This damage is [nonlethal](../../../Rules/traits/nonlethal.md). - -> [!success-degree] -> - **Critical Success** You may designate up to 6 squares to contain bells. -> - **Success** The ritual succeeds. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The ritual has no effect and attracts the attention of a troublesome fey creature. At the GM's discretion, it might be [hostile](../../../Rules/conditions.md#Hostile) or merely mischievous. - -*Source: Strength of Thousands #1: Kindled Magic p. 23* \ No newline at end of file diff --git a/Compendium/spells/rituals/freedom.md b/Compendium/spells/rituals/freedom.md deleted file mode 100644 index a0dc7e527..000000000 --- a/Compendium/spells/rituals/freedom.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/8 -- trait/abjuration -- trait/uncommon -aliases: ["Freedom"] ---- -# Freedom *Ritual 8* -[abjuration](../../../Rules/traits/abjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** valuable oils and objects associated with the target worth a total value of 100 gp × the spell level × the target's level -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (legendary) or [Occultism](../../skills.md#Occultism) (legendary) -- **Secondary Checks** [Society](../../skills.md#Society) -- **Range**see text -- **Targets**1 creature - -You perform a ritual to free a creature imprisoned, [petrified](../../../Rules/conditions.md#Petrified), or otherwise put into stasis by any [magical](../../../Rules/traits/magical.md) effects from all such effects, even effects like imprisonment that don't have a duration, as long as freedom's spell level is equal to or higher than the effect's spell level. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment). You must know the name of the creature and details of its background; if the creature is not a close associate, a failure or critical failure on a secondary [Society](../../skills.md#Society) check reduces even a critical success on the primary check to a failure. - -> [!success-degree] -> - **Critical Success** You free the target from all [magical](../../../Rules/traits/magical.md) effects imprisoning it, petrifying it, or putting it into stasis. It gains a +1 status bonus to saving throws to resist those same [magical](../../../Rules/traits/magical.md) effects for 1 week. -> - **Success** You free the target from all [magical](../../../Rules/traits/magical.md) effects imprisoning it, petrifying it, or putting it into stasis. -> - **Failure** You fail to free the target. -> - **Critical Failure** The [magical](../../../Rules/traits/magical.md) effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters. - -*Source: Core Rulebook p. 411* \ No newline at end of file diff --git a/Compendium/spells/rituals/garden-of-death-som.md b/Compendium/spells/rituals/garden-of-death-som.md deleted file mode 100644 index b6b2efcf1..000000000 --- a/Compendium/spells/rituals/garden-of-death-som.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/4 -- ritual/area/burst -- trait/consecration -- trait/necromancy -- trait/plant -- trait/poison -- trait/uncommon -aliases: ["Garden Of Death"] ---- -# Garden Of Death *Ritual 4* -[consecration](../../../Rules/traits/consecration.md) [necromancy](../../../Rules/traits/necromancy.md) [plant](../../../Rules/traits/plant.md) [poison](../../../Rules/traits/poison.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** water infused with a dozen deadly toxins worth a total of 50 gp -- **Secondary Casters** 2 -- **Primary Checks** [Nature](../../skills.md#Nature) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Medicine](../../skills.md#Medicine) -- **Area**40-foot-radius burst - -Typically associated with the less friendly fey or druids, this ritual calls all the poisonous, toxic, and venomous plants and animals of an area to congregate in a certain place, creating a beautiful but extravagantly deadly garden. - -You and the secondary casters sprinkle the ground of the garden with water infused with various poisons and a few drops of your blood. Within the bounds of the ritual, the ecosystem attracts every possible poisonous plant or animal native to the environment, with nonpoisonous plants or animals growing only if there's no toxic counterpart. This deadly ecosystem flourishes, if at all possible (plants still need light and water, for instance), for a year and gradually disperses after this period. If this ritual is successfully cast on the grounds of an existing garden of death, it resets the duration and expands the garden's radius by 20 feet instead. - -The maximum level of plants or animals called by the ritual is equal to its spell level, and the called plants and animals can use the ritual's spell DC instead of their own poison DC, whichever is higher. The garden's residents don't willingly use their poison on you or the secondary casters, but you don't otherwise control or command them. - -> [!success-degree] -> - **Critical Success** A poisonous garden forms, and you and the secondary casters gain a +2 circumstance bonus to [Nature](../../skills.md#Nature) or [Crafting](../../skills.md#Crafting) checks to deal with the plants or animals, such as feeding them or harvesting poison from them. -> - **Success** As critical success, but without the circumstance bonus when interacting with the garden. -> - **Failure** The ritual has no effect. -> - **Critical Failure** You and the secondary casters are each bitten by the most poisonous creature found naturally in the environment. - -*Source: Secrets of Magic p. 150* \ No newline at end of file diff --git a/Compendium/spells/rituals/geas.md b/Compendium/spells/rituals/geas.md deleted file mode 100644 index c58d1438f..000000000 --- a/Compendium/spells/rituals/geas.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/3 -- trait/curse -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Geas"] ---- -# Geas *Ritual 3* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Secondary Casters** 1 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (expert), [Occultism](../../skills.md#Occultism) (expert), or [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Society](../../skills.md#Society) or [Legal Lore](../../skills.md#Lore) -- **Range**10 feet -- **Targets**1 creature of a level no greater than double the geas ritual's level - -You enforce a magic rule on a willing target, forcing it to either perform or refrain from carrying out a certain act. A geas to perform an act is usually conditional, such as, "Always offer hospitality to strangers seeking a place to stay." An unconditional geas to perform a certain act doesn't require the target to perform that act exclusively, though it must prioritize the task above all leisurely pursuits. The most common geas to refrain from carrying out an act is a specification to avoid violating a contract. In those cases, the secondary caster usually takes charge of making sure the wording of the contract is attuned correctly with the ritual's magic. Because the target is willing, geas can have a duration that lasts for as long as the target agrees to. If the target is unable to fulfill the geas, it becomes [sickened](../../../Rules/conditions.md#Sickened), and the [sickened](../../../Rules/conditions.md#Sickened) condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of [sickened](../../../Rules/conditions.md#Sickened). The [sickened](../../../Rules/conditions.md#Sickened) condition ends immediately when it follows the geas again; it can't remove the [sickened](../../../Rules/conditions.md#Sickened) condition in any other way. Only powerful magic such as a [wish](../wish.md) spell can remove the effects of geas from a willing target. - -> [!success-degree] -> - **Critical Success** The geas succeeds, and the target receives a +1 status bonus to skill checks that directly uphold the geas (at the GM's discretion). -> - **Success** The geas succeeds. -> - **Failure** The geas fails. -> - **Critical Failure** The geas fails, and you are instead affected by the geas you were attempting to place on the target. You are considered an unwilling target, so the geas can be counteracted with a [remove curse](../remove-curse.md) spell. - -**Heightened (5th)** You can use geas on an unwilling creature; it can attempt a Will save to negate the effect. If the target fails this Will save, the geas lasts up to 1 week. A [remove curse](../remove-curse.md) spell can counteract a geas on an unwilling creature, in addition to powerful magic such as a [wish](../wish.md) spell. A clever unwilling creature can subvert the geas by contriving situations that prevent it from complying, but in that case it becomes [sickened](../../../Rules/conditions.md#Sickened) (as described above). - -**Heightened (7th)** As 5th level, but the geas lasts for up to 1 year on an unwilling creature. - -**Heightened (9th)** As 5th level, but the geas lasts for a duration you choose (even unlimited) on an unwilling creature. - -*Source: Core Rulebook p. 412* \ No newline at end of file diff --git a/Compendium/spells/rituals/guardians-aegis-som.md b/Compendium/spells/rituals/guardians-aegis-som.md deleted file mode 100644 index b8da58416..000000000 --- a/Compendium/spells/rituals/guardians-aegis-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/3 -- trait/abjuration -- trait/divination -- trait/uncommon -aliases: ["Guardian's Aegis"] ---- -# Guardian's Aegis *Ritual 3* -[abjuration](../../../Rules/traits/abjuration.md) [divination](../../../Rules/traits/divination.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare oils worth 10 gp × the primary caster's level -- **Secondary Casters** 1 -- **Primary Checks** [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) -- **Secondary Checks** [Athletics](../../skills.md#Athletics), [Diplomacy](../../skills.md#Diplomacy), or [Society](../../skills.md#Society) - -The guardian's aegis is a ritual used across numerous cultures to bind a chosen guardian and ward together so that they can complete a quest of great import. When the ritual is completed, designate one of the casters as the guardian, while the other is the ward. As long as you're on the same plane of existence, both of you are always aware of each other's relative directions and state of being, including any conditions the other is affected by. As long as you're within 30 feet of each other, whenever the ward takes damage, the damage is reduced by the amount equal to half the guardian's level, and the guardian loses an equal number of Hit Points; the target still takes additional effects like poison even if guardian's aegis reduces the damage to 0. - -> [!success-degree] -> - **Critical Success** The ritual is successful, and the duration is 1 month. -> - **Success** The ritual is successful. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The ritual backfires. You and the secondary caster become magically isolated from each other for 1 week, unable to provide each other any beneficial effect. - -*Source: Secrets of Magic p. 150* \ No newline at end of file diff --git a/Compendium/spells/rituals/heartbond-apg.md b/Compendium/spells/rituals/heartbond-apg.md deleted file mode 100644 index 004395d29..000000000 --- a/Compendium/spells/rituals/heartbond-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/2 -- trait/abjuration -- trait/uncommon -aliases: ["Heartbond"] ---- -# Heartbond *Ritual 2* -[abjuration](../../../Rules/traits/abjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 hour -- **Cost** fine wine and a set of matching rings or other tokens worth 40 gp total -- **Secondary Casters** 2 -- **Primary Checks** [Nature](../../skills.md#Nature) or [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Diplomacy](../../skills.md#Diplomacy), [Society](../../skills.md#Society) -- **Range**20 feet - -You create a magical bond between two willing creatures, who are secondary casters of the ritual and must share genuine affection for one another. As part of the ritual, both members of the bond receive a ring, amulet, or similar token to symbolize their shared connection. They lose the effects of the ritual when not wearing the token, and the bond is broken if either token is destroyed. - -Creatures benefiting from a successful heartbond ritual can later participate in a heightened version of the ritual without requiring new checks by spending the required time and paying the difference of the two costs. A creature can be under the effects of multiple heartbond rituals at once. - -> [!success-degree] -> - **Critical Success** Once per day, each bonded creature can use a 2-action activity, which has the [concentrate](../../../Rules/traits/concentrate.md) trait, to learn the present state of the other bonded creature. The creature knows the other creature's direction and distance and any conditions affecting them. Both of the participants can cast [message](../message.md) as a divine innate spell at will, but can only target the other participant. -> - **Success** As a critical success, except the bonded creatures can't cast [message](../message.md) as a divine innate spell. -> - **Failure** The ritual has no effect. -> - **Critical Failure** Magical backlash creates discordant energy among the participants. For 1 week, each ritual participant is [clumsy](../../../Rules/conditions.md#Clumsy) and [stupefied](../../../Rules/conditions.md#Stupefied) whenever they are within 30 feet of another ritual participant. - -**Heightened (6th)** Increase the cost to a total value of 600 gp. On a success, secondary casters in the ritual permanently gain the effects of a 6th-level [telepathy](../telepathy.md) spell, but only with each other. - -*Source: Advanced Player's Guide p. 311* \ No newline at end of file diff --git a/Compendium/spells/rituals/heroes-feast-apg.md b/Compendium/spells/rituals/heroes-feast-apg.md deleted file mode 100644 index 924e7c6c5..000000000 --- a/Compendium/spells/rituals/heroes-feast-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/5 -- trait/conjuration -- trait/uncommon -aliases: ["Heroes' Feast"] ---- -# Heroes' Feast *Ritual 5* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 4 hours -- **Cost** 25 gp -- **Secondary Casters** 1 -- **Primary Checks** [Nature](../../skills.md#Nature), [Religion](../../skills.md#Religion), or [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Diplomacy](../../skills.md#Diplomacy) or [Society](../../skills.md#Society) -- **Range**40 feet - -You conjure otherworldly beings to serve you and your companions a feast with restorative properties. These mysterious beings may be fey, divine, or other supernatural servitors, as appropriate for the primary check. After the first hour of the ritual, these servants appear and serve a massive feast, complete with an exquisite table and up to 10 place settings. The bounteous spread consists of all manner of dishes, including the guests' childhood comfort foods, modern delicacies, and preferred drinks. The summoned servants spend the next 3 hours waiting on you and the other guests, fetching additional food, pouring drinks, and so forth. During this time, you and the other guests must strive to be as polite and gracious as possible to avoid offending your mysterious hosts. At the feast's end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the servants immediately vanish with their provisions and the ritual is disrupted. - -> [!success-degree] -> - **Critical Success** The feast is nourishing and revitalizing. The magical food casts [neutralize poison](../neutralize-poison.md), [remove disease](../remove-disease.md), and [remove fear](../remove-fear.md) on each guest for each relevant affliction, using your modifier for the primary skill check as the counteract modifier. Each guest also recovers 100 Hit Points and gains 20 temporary Hit Points for the next 12 hours. Guests also gain a +2 status bonus to saves against [disease](../../../Rules/traits/disease.md), [fear](../../../Rules/traits/fear.md), and [poison](../../../Rules/traits/poison.md) effects for the next 12 hours. -> - **Success** As critical success, except guests recover only 50 Hit Points, gain only 10 temporary Hit Points, and don't gain the status bonus to saves. -> - **Failure** You and the other guests taste ash in your mouths and realize that the feast contained nothing of sustenance. -> - **Critical Failure** The otherworldly servants were offended by your behavior or the hubris you demonstrated in summoning them and poisoned the feast. You and your guests become [sickened](../../../Rules/conditions.md#Sickened) and can't reduce the condition for 12 hours. - -*Source: Advanced Player's Guide p. 242* \ No newline at end of file diff --git a/Compendium/spells/rituals/ideal-mimicry-som.md b/Compendium/spells/rituals/ideal-mimicry-som.md deleted file mode 100644 index bd06b0e0e..000000000 --- a/Compendium/spells/rituals/ideal-mimicry-som.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/6 -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Ideal Mimicry"] ---- -# Ideal Mimicry *Ritual 6* -[enchantment](../../../Rules/traits/enchantment.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 6 days -- **Cost** crafting materials worth at least 50 gp × the target's level; a lock of hair from the target, nail clippings from the target, or a vial of blood from the target -- **Secondary Casters** 1 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting) -- **Range**see text -- **Targets**1 sentient living creature - -You craft a doll with care and quiet meditation on the target, inserting the fingernails into the body, tying the lock of hair around the neck of the doll, or emptying the vial of blood into the stuffing and allowing it to be absorbed. You then stuff the doll and form it to mimic the shape of the target, creating clothing and accessories for the doll that are similar to commonly worn items. You must have been within 5 feet of the target at least once and gotten a good look at them to perform this ritual. You can cast the ritual and create the doll at any range from the target. - -Once the doll is complete, you can [Interact](../../../Rules/actions/interact.md) with the doll violently once per round to cause pain to the target as long as they're within 200 feet. This pain manifests as mental damage inflicted on the target, and it depends on how many of the three body part components (hair, nails, or blood) you included in the creation of the doll. After the first time you manipulate the doll, you can continue to do so until either the target moves beyond 200 feet or until you [Interact](../../../Rules/actions/interact.md) with the doll to cause pain 10 times, whichever comes first. After either of those conditions is met, the doll falls apart into stuffing and dust. - -> [!success-degree] -> - **Critical Success** The doll becomes connected to the target. Each [Interact](../../../Rules/actions/interact.md) action causes `3d6` mental damage to the target for each of the three body part components (maximum `9d6` for all three components). The connection is more powerful than normal, increasing the number of times you can [Interact](../../../Rules/actions/interact.md) to cause pain from 10 to 20. -> - **Success** As critical success, except you can only [Interact](../../../Rules/actions/interact.md) the normal 10 times. -> - **Failure** The doll is just an ordinary doll. -> - **Critical Failure** Any [Interact](../../../Rules/actions/interact.md) actions you take to cause pain to target instead cause `9d6` damage to the casters. The target is alerted to the attempt nonetheless, through a feeling of the connection being subverted. - -**Heightened (+ 2)** Increase the damage to the target by `1d6` per body part component, and the damage to the casters on a critical failure by `3d6`. - -*Source: Secrets of Magic p. 151* \ No newline at end of file diff --git a/Compendium/spells/rituals/infernal-pact-b1.md b/Compendium/spells/rituals/infernal-pact-b1.md deleted file mode 100644 index 3cd947b35..000000000 --- a/Compendium/spells/rituals/infernal-pact-b1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/b1 -- ritual/1 -- trait/conjuration -- trait/uncommon -aliases: ["Infernal Pact"] ---- -# Infernal Pact *Ritual 1* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Primary Checks** [Religion](../../skills.md#Religion) (expert; you must be a devil) - -You make an appeal to a powerful devil, asking it to bind some of its subordinates to your service. If you succeed, the devil sends you its choice of one devil whose level is no more than double _infernal pact's_ level, two devils whose levels are each at least 2 less than double the spell level, or three devils whose levels are each at least 3 less than double the spell level. - -> [!success-degree] -> - **Critical Success** The devils are sent to you and serve you for `1d4` weeks. -> - **Success** The devils are sent to you and serve you for `1d4` days. -> - **Failure** Your request is denied. -> - **Critical Failure** Not only is your request denied, but the powerful devil sends word of its displeasure to your master. - -*Source: Bestiary p. 348* \ No newline at end of file diff --git a/Compendium/spells/rituals/inveigle.md b/Compendium/spells/rituals/inveigle.md deleted file mode 100644 index 33efa3f2d..000000000 --- a/Compendium/spells/rituals/inveigle.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/2 -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Inveigle"] ---- -# Inveigle *Ritual 2* -[enchantment](../../../Rules/traits/enchantment.md) [mental](../../../Rules/traits/mental.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare oils worth a total value of 10 gp × the target's level -- **Primary Checks** [Arcana](../../skills.md#Arcana) (expert), [Occultism](../../skills.md#Occultism) (expert), or [Religion](../../skills.md#Religion) (expert) -- **Range**10 feet -- **Targets**1 creature of a level no greater than double the inveigle ritual's level - -You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is [helpful](../../../Rules/conditions.md#Helpful) toward you, so it will go out of its way to help you. As with any other [helpful](../../../Rules/conditions.md#Helpful) creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or [restrained](../../../Rules/conditions.md#Restrained). - -If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect. - -> [!success-degree] -> - **Critical Success** The ritual succeeds and the target takes a –4 status penalty to Will saves to end the effect. -> - **Success** The ritual succeeds. -> - **Failure** The ritual fails. -> - **Critical Failure** The ritual fails and the target instead hates you, becoming [hostile](../../../Rules/conditions.md#Hostile) to you for the duration. - -**Heightened (6th)** You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month. - -*Source: Core Rulebook p. 413* \ No newline at end of file diff --git a/Compendium/spells/rituals/lucky-month-lotg.md b/Compendium/spells/rituals/lucky-month-lotg.md deleted file mode 100644 index f78def58f..000000000 --- a/Compendium/spells/rituals/lucky-month-lotg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/lotg -- ritual/2 -- trait/divination -- trait/uncommon -aliases: ["Lucky Month"] ---- -# Lucky Month *Ritual 2* -[divination](../../../Rules/traits/divination.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** a favorite food or drink and a wearable token with personal or familial significance worth 10 gp total -- **Secondary Casters** 3 -- **Primary Checks** [Religion](../../skills.md#Religion) (trained) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Performance](../../skills.md#Performance), [Society](../../skills.md#Society) -- **Range**30 feet -- **Targets**1 creature and 1 object - -You imbue the provided token with luck. You choose a single creature within range during the ritual's performance to become the recipient of the token's luck. That creature has access to the token's luck as long as they're wearing the token. If the token is stolen or lost, they lose access to its luck until the token is recovered. The token loses its luck if it's destroyed or after the duration noted in the ritual's effects has elapsed. - -> [!success-degree] -> - **Critical Success** You can call upon the token's luck. Once per week, when rolling a saving throw or skill check, you can use the token's power and roll twice, taking the higher result. This is a [fortune](../../../Rules/traits/fortune.md) effect. The token keeps its luck for 1 month. -> - **Success** As a critical success, except you can only call upon the token's power once during the lucky month. -> - **Failure** The ritual has no effect. -> - **Critical Failure** Magical backlash creates ill luck. Once per week, the ritual's recipient must roll twice and take the worse result for their first significant saving throw or skill check of the week, as determined by the GM. This is a [misfortune](../../../Rules/traits/misfortune.md) effect. This ill luck remains for 1 month and applies to the recipient whether or not they're wearing the token. - -*Source: Lost Omens: Travel Guide p. 90* \ No newline at end of file diff --git a/Compendium/spells/rituals/mind-swap-som.md b/Compendium/spells/rituals/mind-swap-som.md deleted file mode 100644 index 6137ea3f9..000000000 --- a/Compendium/spells/rituals/mind-swap-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/5 -- trait/mental -- trait/necromancy -- trait/possession -- trait/rare -aliases: ["Mind Swap"] ---- -# Mind Swap *Ritual 5* -[mental](../../../Rules/traits/mental.md) [necromancy](../../../Rules/traits/necromancy.md) [possession](../../../Rules/traits/possession.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 day -- **Cost** a pair of jeweled mirrors worth a total value of 50 gp × the level of the highest-level target -- **Secondary Casters** 1 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Medicine](../../skills.md#Medicine) or [Occultism](../../skills.md#Occultism) -- **Range**10 feet -- **Targets**2 creatures of the same ancestry, of up to twice the level of mind swap - -This ritual allows two subjects to exchange minds, fully inhabiting one another's bodies. The two targets can be chosen from you, the secondary caster, or unrelated third parties present throughout the ritual. Normally, both targets must be of the same ancestry for the minds to be fully compatible, but at the GM's discretion, for a much higher cost, the targets can be from different ancestries; this requires much more adjudication of ancestry feats and abilities. When both targets are of the same ancestry, muscle memory and the influence of their soul allow them to carry over all their mechanical abilities into each new body, except they use the other body's heritage (and lineage, if any). The GM might rule that similar physiological changes can't be overridden with a mind swap. - -If a body dies, the mind and spirit controlling it dies instantly. When the spell ends, the minds and souls snap back to their original bodies. At this time, if the original body is dead, the mind and soul attempting to return to that body die as well. - -> [!success-degree] -> - **Critical Success** Each target's mind and spirit possess the other's body and can control it normally. The mind swap is unusually smooth, and the targets gain a +4 circumstance bonus to [Deception](../../skills.md#Deception) checks to [Impersonate](../../../Rules/actions/impersonate.md) each other. -> - **Success** Each target's mind and spirit possess the other's body and can control it normally. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The ritual is scrambled, sending a welter of [confused](../../../Rules/conditions.md#Confused) memories into the target's minds. You and the secondary casters are [stupefied](../../../Rules/conditions.md#Stupefied) for the next week. - -**Heightened (9th)** You can cast the ritual without a duration, leaving no magic to counteract. The effects are reversible only by another mind swap ritual or powerful magic like wish. This increases the cost of the ritual to 10,000 gp and is an evil act unless both targets are willing. - -*Source: Secrets of Magic p. 151* \ No newline at end of file diff --git a/Compendium/spells/rituals/mindscape-door-da.md b/Compendium/spells/rituals/mindscape-door-da.md deleted file mode 100644 index 41b7f64ce..000000000 --- a/Compendium/spells/rituals/mindscape-door-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/da -- ritual/5 -- trait/illusion -- trait/uncommon -aliases: ["Mindscape Door"] ---- -# Mindscape Door *Ritual 5* -[illusion](../../../Rules/traits/illusion.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 hour -- **Cost** incense and focusing diagrams worth a total value of the target's level (minimum 1) × 1 gp, for each target -- **Secondary Casters** 3 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism), [Deception](../../skills.md#Deception) or [Diplomacy](../../skills.md#Diplomacy), [Perception](../../skills.md#Perception) - -You project the targets into an immersive mindscape or cause them to exit one. You must be aware the mindscape exists, though you don't need to know specifics. The casters must be in physical contact with one another in a circle for the duration of the casting and all targets must be selected from these casters. Your bodies typically remain behind in stasis when you enter a mindscape, though some mindscapes pull you entirely into them upon entrance. If you enter a mindscape, you can leave only by using another mindscape door ritual, finding an exit within the nature of the mindscape, or when the mindscape ceases to exist. When exiting a mindscape, you typically return to your bodies or to the location where you entered the mindscape. - -If the mindscape's creator wants to prevent anyone from entering or exiting, the DC of the primary check is the creator's Will DC if that would be higher than the ritual's normal DC. - -> [!success-degree] -> - **Critical Success** You transport the creatures as you intended and can leave a portal that lasts for an unlimited duration. It typically looks like an ordinary door or passage appropriate to the mindscape. Any target of the spell can enter or exit through this portal as they would an ordinary door. If you wish, you can make the door passable by anyone. -> - **Success** You transport the creatures as you intended. -> - **Failure** You fail to enter or exit the mindscape. -> - **Critical Failure** Something goes horribly wrong. The GM decides whether mental feedback deals `9d6` mental damage to all ritual casters (DC 26 basic Will save) or `1d4` casters are unwillingly pulled into the mindscape (or ejected from it). - -**Heightened (8th)** The ritual targets up to 100 willing creatures, the critical failure damage increases to `20d6`, and the critical failure save DC increases to 40. - -*Source: Dark Archive p. 199* \ No newline at end of file diff --git a/Compendium/spells/rituals/mosquito-blight-lomm.md b/Compendium/spells/rituals/mosquito-blight-lomm.md deleted file mode 100644 index 284a76784..000000000 --- a/Compendium/spells/rituals/mosquito-blight-lomm.md +++ /dev/null @@ -1,61 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/lomm -- ritual/5 -- ritual/area/misc -- trait/conjuration -- trait/disease -- trait/necromancy -- trait/rare -aliases: ["Mosquito Blight"] ---- -# Mosquito Blight *Ritual 5* -[conjuration](../../../Rules/traits/conjuration.md) [disease](../../../Rules/traits/disease.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 day -- **Cost** amber and rare incense worth 750 gp -- **Primary Checks** [Nature](../../skills.md#Nature) (expert; you must be the Mosquito Witch) -- **Area**1-mile-radius circle centered on you - -You infest the area with tenacious, biting insects that disease and drain life from creatures in the area. Arthropods (insects, spiders, and similar invertebrates) are unaffected and instead gain a +1 status bonus to attack rolls, skill checks, saving throws, and [Perception](../../skills.md#Perception) checks while within the area. All other creatures are harassed by insects and exposed to the disease witch's hunger when they enter the area and once per day thereafter that they remain in the area. As part of casting this ritual, you create a Tiny ritual insect hive (Hardness 5, 10 HP) that must remain in the ritual's area. If the hive is removed or destroyed, the ritual's effect ends 1 hour later. - -````ad-embed-affliction -title: Witch's Hunger, _Disease 1_ -collapse: closed -# Witch's Hunger -*Disease 1* -[disease](../../../rules/traits/disease.md) - -```ad-inline-affliction -title: Saving Throw: Fortitude - -- **Onset**: `1d6` hours - -## Stages - -**Stage 1** [enfeebled](../../../rules/conditions.md#Enfeebled) (1 day) - -**Stage 2** [enfeebled](../../../rules/conditions.md#Enfeebled) (1 day) - -**Stage 3** [enfeebled](../../../rules/conditions.md#Enfeebled) and [slowed](../../../rules/conditions.md#Slowed) (1 day) - -**Stage 4** [unconscious](../../../rules/conditions.md#Unconscious) (1 day) - -**Stage 5** death -``` - -*Source: Lost Omens: Monsters of Myth* -```` - -> [!success-degree] -> - **Critical Success** As success, and the disease is especially deadly, with Stage 3 instead causing unconsciousness and Stage 4 instead causing death. -> - **Success** You create the ritual hive and cast the ritual. -> - **Failure** You fail to cast the ritual. -> - **Critical Failure** You fail to cast the ritual and instead cause ravenous insects to torment you, immediately exposing you to the witch's hunger disease. - - -## Summary - -*Source: Lost Omens: Monsters of Myth p. 77* diff --git a/Compendium/spells/rituals/mystic-carriage-som.md b/Compendium/spells/rituals/mystic-carriage-som.md deleted file mode 100644 index 5b84ebafe..000000000 --- a/Compendium/spells/rituals/mystic-carriage-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/3 -- trait/conjuration -- trait/uncommon -aliases: ["Mystic Carriage"] ---- -# Mystic Carriage *Ritual 3* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 hour -- **Cost** toy carriage, horse statues, rare incense, and feathers worth 50 gp -- **Secondary Casters** 1 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (Expert) or [Occultism](../../skills.md#Occultism) (Expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting) or [Driving Lore](../../skills.md#Lore) - -This ritual allows you and the other casters to conjure a magical carriage that transports you to a destination of your choice. To summon the mystic carriage, you must be within 250 miles of your destination and spend 1 hour burning incense and feathers while chanting the name of the location you wish the carriage to take you to. When it arrives, the carriage is a Large vehicle that can fit 4 Medium or smaller passengers, as well as 100 Bulk. It has a Speed of 60 feet, AC of 14, Fortitude saving throw modifier of +8, Hardness 5, 100 Hit Points (BT 50), object immunities, and immunities to critical hits and precision damage. - -Once loaded and boarded, the mystic carriage sets out at a Speed of 60 feet, heading unerringly towards its destination using whatever roads and trails are available. - -If it's attacked, it continues going as long as nothing blocks its passage. If something blocks its way, living or otherwise, it will stop until the way is cleared, waiting to continue until all of its passengers are aboard once more. - -> [!success-degree] -> - **Critical Success** You create a mystic carriage that lasts for 2 weeks, instead of 1 week. It can take you to up to two destinations, the first of which must be within 250 miles and the second of which must be within 250 miles of the first destination. -> - **Success** You create a mystic carriage as described above. -> - **Failure** You don't create a mystic carriage. -> - **Critical Failure** You don't create a mystic carriage, and you're attacked by a herd of four riding horses. - -**Heightened (+ 1)** The carriage's AC, Fortitude save, and Hardness increase by 2, its Hit Points increase by 20, and its [Broken](../../../Rules/conditions.md#Broken) Threshold increases by 10. - -*Source: Secrets of Magic p. 152* \ No newline at end of file diff --git a/Compendium/spells/rituals/owb-pact-b3.md b/Compendium/spells/rituals/owb-pact-b3.md deleted file mode 100644 index 03c7dd406..000000000 --- a/Compendium/spells/rituals/owb-pact-b3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/b3 -- ritual/3 -- trait/conjuration -- trait/uncommon -aliases: ["Owb Pact"] ---- -# Owb Pact *Ritual 3* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Secondary Casters** 2 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (expert) - -You call upon an owb to assist you in a goal. Only caligni callers can use this ritual with relative safety. If a different type of caligni attempts this ritual, they use an outcome one degree of success worse than the result of their check. If a non-caligni attempts this ritual, the result is an automatic critical failure. - -> [!success-degree] -> - **Critical Success** You conjure the owb. It decides your goals closely match its own and doesn't request a favor in return. -> - **Success** You conjure the owb. It isn't eager to pursue the task, so it requires a favor in return. -> - **Failure** You don't conjure an owb. -> - **Critical Failure** You conjure an owb, but it deems you unworthy and siphons away some of your soul energy. All casters become [doomed](../../../Rules/conditions.md#Doomed). - -*Source: Bestiary 3 p. 41* \ No newline at end of file diff --git a/Compendium/spells/rituals/planar-ally.md b/Compendium/spells/rituals/planar-ally.md deleted file mode 100644 index 51504fb67..000000000 --- a/Compendium/spells/rituals/planar-ally.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/5 -- trait/conjuration -- trait/uncommon -aliases: ["Planar Ally"] ---- -# Planar Ally *Ritual 5* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare incense and offerings worth a total value of 2 gp × the spell level × the target's level -- **Secondary Casters** 2 must share your religion -- **Primary Checks** [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Diplomacy](../../skills.md#Diplomacy) - -You call upon your deity to grant you aid in the form of a divine servitor of your deity's choice of a level no greater than double planar ally's spell level. While performing this ritual, the secondary casters entreat your deity, explaining what sort of assistance you need and why you need it; if the task is incredibly fitting to your deity, the GM can grant a circumstance bonus to the secondary [Diplomacy](../../skills.md#Diplomacy) check or rule that the check is automatically a critical success. If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature's level, even for a short and simple task, and it often costs as much as a permanent magic item of the creature's level to persuade a creature to fight alongside you. If you use the ritual without good reason, the result is automatically a critical failure. - -> [!success-degree] -> - **Critical Success** Your deity sends a servitor, and the servitor's payment costs only half as much as normal. If you ask for a particular servitor by name, your deity is likely to send that servitor unless the servitor is busy. -> - **Success** Your deity sends a servitor. -> - **Failure** Your deity does not send a servitor. -> - **Critical Failure** Your deity is offended and sends a sign of displeasure or possibly even a servitor to scold or attack you, depending on your deity's nature. You must conduct an [atone](atone.md) ritual to regain your former standing with your deity. - -*Source: Core Rulebook p. 413* \ No newline at end of file diff --git a/Compendium/spells/rituals/planar-binding.md b/Compendium/spells/rituals/planar-binding.md deleted file mode 100644 index d097755e5..000000000 --- a/Compendium/spells/rituals/planar-binding.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/6 -- trait/abjuration -- trait/conjuration -- trait/uncommon -aliases: ["Planar Binding"] ---- -# Planar Binding *Ritual 6* -[abjuration](../../../Rules/traits/abjuration.md) [conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level -- **Secondary Casters** 4 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (master) or [Occultism](../../skills.md#Occultism) (master) -- **Secondary Checks** [Crafting](../../skills.md#Crafting); [Diplomacy](../../skills.md#Diplomacy) or [Intimidation](../../skills.md#Intimidation); [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (whichever isn't used for the primary check) -- **Range**interplanar -- **Targets**1 extraplanar creature - -You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the [Crafting](../../skills.md#Crafting) check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. - -You can also leave out this step, removing the need for a [Crafting](../../skills.md#Crafting) check, with the same result (if you're summoning a good outsider you trust, for example). The creature can also attack or leave if you use any [hostile](../../../Rules/conditions.md#Hostile) action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates. - -You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time. - -> [!success-degree] -> - **Critical Success** You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day. -> - **Success** You call the extraplanar creature. -> - **Failure** You fail to call the extraplanar creature. -> - **Critical Failure** You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you. - -*Source: Core Rulebook p. 414* \ No newline at end of file diff --git a/Compendium/spells/rituals/portrait-of-spite-som.md b/Compendium/spells/rituals/portrait-of-spite-som.md deleted file mode 100644 index 741f97850..000000000 --- a/Compendium/spells/rituals/portrait-of-spite-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/5 -- trait/curse -- trait/necromancy -- trait/uncommon -aliases: ["Portrait Of Spite"] ---- -# Portrait Of Spite *Ritual 5* -[curse](../../../Rules/traits/curse.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 7 days -- **Cost** splendid art supplies worth at least 100 gp × the target's level, at least one pint of blood from the target -- **Secondary Casters** 3 -- **Primary Checks** [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (master) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (whichever isn't used for the primary check) -- **Targets**1 living creature - -Using the blood, you compose a portrait of the target in perfect health. Once the portrait is complete, you recite your grievances against the target and enact on the portrait the punishments you wish to see them face, choosing from the [clumsy](../../../Rules/conditions.md#Clumsy), [enfeebled](../../../Rules/conditions.md#Enfeebled), [drained](../../../Rules/conditions.md#Drained), or [stupefied](../../../Rules/conditions.md#Stupefied) condition. The target must attempt a Will saving throw. You're only able to perform this ritual if you know the target's name and are able to see their face clearly in your mind's eye, and the secondary caster who performs the [Crafting](../../skills.md#Crafting) check must be able to paint or draw the target from memory. - -The target suffers the effects over the course of `1d6` hours, during which time the portrait transforms to reveal a caricature of the punishment you chose—muscles atrophied into nothing for [enfeebled](../../../Rules/conditions.md#Enfeebled), pallid and sickly for [drained](../../../Rules/conditions.md#Drained), and so on. The target is immediately aware that they're under the effects of a magical ailment. If the duration expires or the target removes the curse with a remove curse or similar effect, their portrait slowly returns back to its original form. Destroying the portrait also ends the effect immediately. - -> [!success-degree] -> - **Critical Success** The target is either [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), [enfeebled](../../../Rules/conditions.md#Enfeebled), or [stupefied](../../../Rules/conditions.md#Stupefied), depending on the punishment you chose. On a successful Will save, the condition value is 2, and the target is unaffected on a critical success. -> - **Success** The target is either [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), [enfeebled](../../../Rules/conditions.md#Enfeebled), or [stupefied](../../../Rules/conditions.md#Stupefied), depending on the punishment you chose. On a successful Will save, the condition value is 1, and the target is unaffected on a critical success. -> - **Failure** The portrait doesn't change, and the ritual has no effect on the target. -> - **Critical Failure** The portrait turns into a sickening mimicry of your form and the forms of the secondary casters, and the blood of your target extracts itself from the canvas, dripping down and drying immediately to prevent you from reattempting the ritual. Over the course of the next `1d6` hours, you and the secondary casters experience the curse you had intended to place upon the target with the effects of a critical success. - -*Source: Secrets of Magic p. 153* \ No newline at end of file diff --git a/Compendium/spells/rituals/primal-call.md b/Compendium/spells/rituals/primal-call.md deleted file mode 100644 index 883e6677a..000000000 --- a/Compendium/spells/rituals/primal-call.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/6 -- trait/abjuration -- trait/conjuration -- trait/uncommon -aliases: ["Primal Call"] ---- -# Primal Call *Ritual 6* -[abjuration](../../../Rules/traits/abjuration.md) [conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** faerie circle ingredients worth a total value of 1 gp × the spell level × the target's level -- **Secondary Casters** 4 -- **Primary Checks** [Nature](../../skills.md#Nature) (master) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Diplomacy](../../skills.md#Diplomacy), [Survival](../../skills.md#Survival) -- **Range**100 miles -- **Targets**1 animal, beast, fey, fungus, or plant - -This functions as [planar ally](planar-ally.md) except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles. - -*Source: Core Rulebook p. 415* \ No newline at end of file diff --git a/Compendium/spells/rituals/purify-soul-path-som.md b/Compendium/spells/rituals/purify-soul-path-som.md deleted file mode 100644 index 31e983b95..000000000 --- a/Compendium/spells/rituals/purify-soul-path-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/2 -- trait/abjuration -- trait/uncommon -aliases: ["Purify Soul Path"] ---- -# Purify Soul Path *Ritual 2* -[abjuration](../../../Rules/traits/abjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare incense and offering worth a total value of 10 gp × your level -- **Primary Checks** [Religion](../../skills.md#Religion) (trained) - -You delve inward, spending extensive time contemplating the purity of your own soul and the actions of your past. If you aren't truly penitent, the outcome is always a critical failure. - -> [!success-degree] -> - **Critical Success** You reconcile your misdeeds with your soul path, removing your soulforged corruption. The corruption flaw from your armament no longer affects you. Before your reconciliation is complete, you must perform a special quest or other task in accord with your soul path. If completed during downtime, this task should take no less than 1 week. For 1 month, you receive divine insight just before performing an act that would be anathema to your soul path. -> - **Success** As critical success, but you gain no special insight regarding its subsequent actions. -> - **Failure** You don't reconcile and must continue to meditate and redress your misdeeds. Any future purify soul path rituals for the same misdeeds cost half as much and gain a +4 circumstance bonus to the primary check. - -**Heightened (+ 1)** Increase the maximum target level by 2 and the base cost by 10 gp. - -*Source: Secrets of Magic p. 234* \ No newline at end of file diff --git a/Compendium/spells/rituals/raga-of-remembrance-lomm.md b/Compendium/spells/rituals/raga-of-remembrance-lomm.md deleted file mode 100644 index a6f3250ac..000000000 --- a/Compendium/spells/rituals/raga-of-remembrance-lomm.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/lomm -- ritual/10 -- trait/necromancy -- trait/unique -aliases: ["Raga of Remembrance"] ---- -# Raga of Remembrance *Ritual 10* -[necromancy](../../../Rules/traits/necromancy.md) [unique](../../../Rules/traits/unique.md) - -- **Cast** 1 hour -- **Cost** ceramics, incense, and pigments worth 100,000 gp -- **Secondary Casters** 3 -- **Primary Checks** [Occultism](../../skills.md#Occultism) or [Religion](../../skills.md#Religion) (legendary) -- **Secondary Checks** [Diplomacy](../../skills.md#Diplomacy) or [Performance](../../skills.md#Performance); [Nature](../../skills.md#Nature); [Religion](../../skills.md#Religion) or [Society](../../skills.md#Society) -- **Targets**the primary caster - -You scribe occult symbols on unblighted Vudran ground, laying the ceramics within them to create a ritual space. To perform the ritual, light incense in the ceramics and sit at the center of the ritual space. You then play the [disharmonic instrument](../../../Rules/actions/craft-disharmonic-instrument-lomm.md), drawing on musical skill, occult harmonics, or religious tradition. This establishes an underlying drone atop which the secondary casters layer their own performances. The song calls to the millions who died defending Vudra from Kothogaz, investing their power in Vanitapati, the legendary psychic. - -> [!success-degree] -> - **Critical Success** A towering, ethereal avatar of Vanitapati manifests around you, surrounded by swirling spirits. The avatar weakens Kothogaz's spirit. While Kothogaz is within 1 mile of you, it is [frightened](../../../Rules/conditions.md#Frightened) and is permanently destroyed if reduced to 0 Hit Points. -> - **Success** As critical success, but Kothogaz is frightened 1. -> - **Failure** The dead come to your aid, but their presence is unnerving. As success, but Kothogaz isn't frightened, and the primary and secondary casters take a –1 status penalty to saving throws against emotion effects. -> - **Critical Failure** Rather than the dead, Kothogaz hears the ritual's call and immediately teleports to the primary caster with its Disharmonic Door ability. Primary and secondary casters are afflicted with many-eyed blight. - -*Source: Lost Omens: Monsters of Myth p. 53* \ No newline at end of file diff --git a/Compendium/spells/rituals/ravenous-reanimation-b2.md b/Compendium/spells/rituals/ravenous-reanimation-b2.md deleted file mode 100644 index 26d7764ba..000000000 --- a/Compendium/spells/rituals/ravenous-reanimation-b2.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/b2 -- ritual/7 -- trait/evil -- trait/necromancy -- trait/rare -aliases: ["Ravenous Reanimation"] ---- -# Ravenous Reanimation *Ritual 7* -[evil](../../../Rules/traits/evil.md) [necromancy](../../../Rules/traits/necromancy.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 day -- **Cost** valuable treasures from the target dragon's hoard worth a total value of 50,000 gp -- **Primary Checks** [Arcana](../../skills.md#Arcana) (master), [Occultism](../../skills.md#Occultism) (master), or [Religion](../../skills.md#Religion) (master) -- **Requirements**: You must be an evil dragon. - -You destroy the gathered treasures with your breath weapon or other powerful magic, then invoke necromantic energies before you feed upon the charred and melted remains. As you do so, negative energy courses through your flesh, automatically killing you. Each individual ravener's _ravenous reanimation_ requires three to five unique additional components. Whether or not you return as a ravener depends on the success of the ritual. - -> [!success-degree] -> - **Critical Success** You immediately transform into a ravener upon finishing the ritual; your soul ward starts at full Hit Points (equal to 5 × your level). -> - **Success** You rise as a ravener 24 hours after completing the ritual, as long as your body remains relatively intact. When you rise as a ravener, your soul ward starts at 1 Hit Point. -> - **Failure** You rise as a ravener husk 24 hours after completing the ritual. -> - **Critical Failure** You die. - -*Source: Bestiary 2 p. 223* \ No newline at end of file diff --git a/Compendium/spells/rituals/reincarnate-apg.md b/Compendium/spells/rituals/reincarnate-apg.md deleted file mode 100644 index 417bf1494..000000000 --- a/Compendium/spells/rituals/reincarnate-apg.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/3 -- trait/necromancy -- trait/uncommon -aliases: ["Reincarnate"] ---- -# Reincarnate *Ritual 3* -[necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 4 hours -- **Cost** rare herbs worth a total value of the target's level (minimum 1) × 25 gp -- **Secondary Casters** 2 -- **Primary Checks** [Nature](../../skills.md#Nature) (expert) -- **Secondary Checks** [Occultism](../../skills.md#Occultism), [Religion](../../skills.md#Religion) -- **Range**10 feet -- **Targets**1 dead creature of up to 8th level - -You call forth the target's soul and attempt to incarnate it into a brand-new body. As the soul won't be returning to the original body, only a small portion of the creature's remains are required. These remains must have been part of the original body at the time of death, and the target must have died within the past week. If [Pharasma](../../setting/deities/pharasma.md) has decided that the target's time has come or the target's soul is trapped or doesn't wish to return, this ritual automatically fails, but you discover this after you succeed at the [Religion](../../skills.md#Religion) check and can end the ritual without paying the cost. - -If the ritual is successful, the target's new body has a random ancestry. First roll `1d20`. On a result of 1 through 14, the new body is one of a [common](../../../Rules/traits/common.md) ancestry, while on a 15 through 20 they become a member of an [uncommon](../../../Rules/traits/uncommon.md) or [rare](../../../Rules/traits/rare.md) ancestry. The GM chooses possible ancestries based on those found in the region and then rolls randomly between them. For instance, the GM could roll `1d6` to choose a common ancestry from the Core Rulebook. The target replaces their ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of their new ancestry. The target loses their heritage and ancestry feats, selecting replacements from their new ancestry. The target's background, class features, and known languages remain unaltered. - -> [!success-degree] -> - **Critical Success** You reincarnate the target into a new adult body. This new body has full HP and has the same spells prepared and points in their pools as the original did when it died. -> - **Success** As critical success, except the new body has 1 HP and no spells prepared or points in any pools. The soul takes some time to adjust to their new body, leaving them [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), and [enfeebled](../../../Rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. -> - **Failure** You fail to reincarnate the target. -> - **Critical Failure** The target's soul becomes trapped in an unintelligent animal creature of the GM's choosing, with a level no greater than half the target's level. While trapped, the target has an Intelligence score of 1 (–5 modifier) and can't use any of their own abilities. - -**Heightened (4th)** The maximum level of the target increases to 10. The cost is the target's level (minimum 1) × 40 gp. - -**Heightened (5th)** The maximum level of the target increases to 12. The cost is the target's level (minimum 1) × 75 gp. - -**Heightened (6th)** The maximum level of the target increases to 14. The cost is the target's level (minimum 1) × 125 gp. The target must have died within the past month. - -**Heightened (7th)** The maximum level of the target increases to 16. The cost is the target's level (minimum 1) × 200 gp. The target must have died within the past month. - -**Heightened (8th)** The maximum level of the target increases to 18. The cost is the target's level (minimum 1) × 300 gp. The target must have died within the past year. - -**Heightened (9th)** The maximum level of the target increases to 20. The cost is the target's level (minimum 1) × 600 gp. The target must have died within the past decade. - -*Source: Advanced Player's Guide p. 242* \ No newline at end of file diff --git a/Compendium/spells/rituals/rest-eternal-apg.md b/Compendium/spells/rituals/rest-eternal-apg.md deleted file mode 100644 index b93b8dfde..000000000 --- a/Compendium/spells/rituals/rest-eternal-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/4 -- trait/necromancy -- trait/uncommon -aliases: ["Rest Eternal"] ---- -# Rest Eternal *Ritual 4* -[necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare oils to anoint the body worth a total value of the target's level (minimum 1) × 25 gp -- **Secondary Casters** 2 -- **Primary Checks** [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Occultism](../../skills.md#Occultism), [Religion](../../skills.md#Religion) -- **Range**20 feet -- **Targets**1 dead creature - -You call upon gods, spirits, and stranger beings to bar a creature's spirit from ever returning. A spirit that doesn't wish to be so constrained can attempt a Will save to resist this ritual; on a critical success, it fools you into believing the ritual succeeded. This ritual has no effect on a target who is undead or whose soul is otherwise not in the afterlife. - -> [!success-degree] -> - **Critical Success** You sequester the subject's spirit to the afterlife. Attempts to communicate with the dead creature, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is at least 2 higher than that of rest eternal or originates from an artifact or a deity. Successfully returning the creature to life ends the restrictions placed by rest eternal. -> - **Success** As critical success, but effects to interact with the spirit fail unless the effect's counteract level is higher than that of rest eternal or originates from an artifact or a deity. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The ritual fails, and the spirits you appealed to are angered by your meddling. All casters become [doomed](../../../Rules/conditions.md#Doomed) for 1 week. - -*Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/Compendium/spells/rituals/resurrect.md b/Compendium/spells/rituals/resurrect.md deleted file mode 100644 index d8fdc9c62..000000000 --- a/Compendium/spells/rituals/resurrect.md +++ /dev/null @@ -1,41 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/crb -- ritual/5 -- trait/healing -- trait/necromancy -- trait/uncommon -aliases: ["Resurrect"] ---- -# Resurrect *Ritual 5* -[healing](../../../Rules/traits/healing.md) [necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** diamonds worth a total value of 75 gp × the target's level -- **Secondary Casters** 2 -- **Primary Checks** [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Medicine](../../skills.md#Medicine), [Society](../../skills.md#Society) -- **Range**10 feet -- **Targets**1 dead creature of up to 10th level - -You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If [Pharasma](../../setting/deities/pharasma.md) has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful [Religion](../../skills.md#Religion) check and can end the ritual without paying the cost. - -> [!success-degree] -> - **Critical Success** You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, [Perception](../../skills.md#Perception), saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark. -> - **Success** As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is [clumsy](../../../Rules/conditions.md#Clumsy), [drained](../../../Rules/conditions.md#Drained), and [enfeebled](../../../Rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. -> - **Failure** Your attempt is unsuccessful. -> - **Critical Failure** Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target. - -**Heightened (6th)** You can resurrect a target of up to 12th level, and the base cost is 125 gp. - -**Heightened (7th)** You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp. - -**Heightened (8th)** As 7th level, but the target can be up to 16th level and the base cost is 300 gp. - -**Heightened (9th)** You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp. - -**Heightened (10th)** As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp. - -*Source: Core Rulebook p. 415* \ No newline at end of file diff --git a/Compendium/spells/rituals/rituals.md b/Compendium/spells/rituals/rituals.md deleted file mode 100644 index 4ae8b0382..000000000 --- a/Compendium/spells/rituals/rituals.md +++ /dev/null @@ -1,77 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Rituals - -- [Abyssal Pact](abyssal-pact-b1.md) -- [Angelic Messenger](angelic-messenger-b1.md) -- [Anima Invocation (Modified)](anima-invocation-modified-aoa6.md) -- [Animate Object](animate-object.md) -- [Arcane Weaving](arcane-weaving-sot1.md) -- [Asmodean Wager](asmodean-wager-som.md) -- [Astral Projection](astral-projection-apg.md) -- [Atone](atone.md) -- [Awaken Animal](awaken-animal.md) -- [Awaken Object](awaken-object-som.md) -- [Awaken Portal](awaken-portal-av1.md) -- [Bathe In Blood](bathe-in-blood-som.md) -- [Blight](blight.md) -- [Call Spirit](call-spirit.md) -- [Clone](clone-apg.md) -- [Commune With Nature](commune-with-nature.md) -- [Commune](commune.md) -- [Community Repair](community-repair-sot2.md) -- [Concealment's Curtain](concealments-curtain-som.md) -- [Consecrate](consecrate.md) -- [Construct Mindscape](construct-mindscape-da.md) -- [Control Weather](control-weather.md) -- [Create Demiplane](create-demiplane-apg.md) -- [Create Skinstitch](create-skinstitch-aoe2.md) -- [Create Undead](create-undead.md) -- [Daemonic Pact](daemonic-pact-b2.md) -- [Div Pact](div-pact-b3.md) -- [Dread Ambience](dread-ambience-som.md) -- [Elemental Sentinel](elemental-sentinel-som.md) -- [Empower Ley Line](empower-ley-line-som.md) -- [Establish Nexus](establish-nexus-som.md) -- [Fantastic Façade](fantastic-facade-apg.md) -- [Fey Abeyance](fey-abeyance-sot1.md) -- [Freedom](freedom.md) -- [Garden Of Death](garden-of-death-som.md) -- [Geas](geas.md) -- [Guardian's Aegis](guardians-aegis-som.md) -- [Heartbond](heartbond-apg.md) -- [Heroes' Feast](heroes-feast-apg.md) -- [Ideal Mimicry](ideal-mimicry-som.md) -- [Imprisonment](imprisonment.md) -- [Infernal Pact](infernal-pact-b1.md) -- [Inveigle](inveigle.md) -- [Legend Lore](legend-lore.md) -- [Lucky Month](lucky-month-lotg.md) -- [Mind Swap](mind-swap-som.md) -- [Mindscape Door](mindscape-door-da.md) -- [Mosquito Blight](mosquito-blight-lomm.md) -- [Mystic Carriage](mystic-carriage-som.md) -- [Owb Pact](owb-pact-b3.md) -- [Planar Ally](planar-ally.md) -- [Planar Binding](planar-binding.md) -- [Plant Growth](plant-growth.md) -- [Portrait Of Spite](portrait-of-spite-som.md) -- [Primal Call](primal-call.md) -- [Purify Soul Path](purify-soul-path-som.md) -- [Raga of Remembrance](raga-of-remembrance-lomm.md) -- [Ravenous Reanimation](ravenous-reanimation-b2.md) -- [Reincarnate](reincarnate-apg.md) -- [Rest Eternal](rest-eternal-apg.md) -- [Resurrect](resurrect.md) -- [Simulacrum](simulacrum-apg.md) -- [Statuette](statuette-ec4.md) -- [Tattoo Whispers](tattoo-whispers-sot1.md) -- [Teleportation Circle](teleportation-circle-apg.md) -- [Terminate Bloodline](terminate-bloodline-ec5.md) -- [The World's A Stage](the-worlds-a-stage-som.md) -- [Unfettered Mark](unfettered-mark-aoe5.md) -- [Unseen Custodians](unseen-custodians-apg.md) -- [Ward Domain](ward-domain-apg.md) -- [Word of Recall](word-of-recall-apg.md) diff --git a/Compendium/spells/rituals/simulacrum-apg.md b/Compendium/spells/rituals/simulacrum-apg.md deleted file mode 100644 index f4b63fb42..000000000 --- a/Compendium/spells/rituals/simulacrum-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/4 -- trait/illusion -- trait/uncommon -aliases: ["Simulacrum"] ---- -# Simulacrum *Ritual 4* -[illusion](../../../Rules/traits/illusion.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** a piece of hair, drop of blood, or other part of the creature to be duplicated, plus rare oils, minerals, and pigments with a total value of 300 gp -- **Secondary Casters** 3 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (master, the check has the [secret](../../../Rules/traits/secret.md) trait) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), [Occultism](../../skills.md#Occultism), [Religion](../../skills.md#Religion), or [Society](../../skills.md#Society) (whichever is required to [Recall Knowledge](../../../Rules/actions/recall-knowledge.md) about the creature being duplicated); [Crafting](../../skills.md#Crafting), [Deception](../../skills.md#Deception) -- **Range**20 feet -- **Targets**1 living creature - -You create an illusory duplicate of the target creature by animating ice or snow sculpted in its shape. The simulacrum is a 4th-level creature with no special abilities. If it needs to attempt a roll or use a DC, use the moderate number for a monster, except as noted below. It doesn't have any specific memories from the target, but it can use information about the creature gained from any of the casters to [Impersonate](../../../Rules/actions/impersonate.md) the target. It looks exactly like the target and has a [Deception](../../skills.md#Deception) modifier to [Impersonate](../../../Rules/actions/impersonate.md) that creature equal to the modifier of the secondary spellcaster who rolled the [Deception](../../skills.md#Deception) check, with a +4 status bonus. - -While it doesn't have any of the original's special abilities, like a dragon's breath weapon, the illusions that make up the simulacrum allow it to appear to use those abilities; they just never seem to have an effect. For instance, against a simulacrum dragon's breath weapon, all creatures in the area seem to critically succeed at their saving throws and take no damage. Creatures can attempt to 0 by attempting a [Perception](../../skills.md#Perception) check against the [Deception](../../skills.md#Deception) DC of the secondary spellcaster who rolled the [Deception](../../skills.md#Deception) check. - -> [!success-degree] -> - **Critical Success** You bring the simulacrum to life. It has the [minion](../../../Rules/traits/minion.md) trait and is under your absolute control. You gain a direct mental link with the simulacrum and can spend an action to command the simulacrum via this link, even at a distance. -> - **Success** As a critical success, but there is no special link between you and the simulacrum. You must spend an action to command it verbally or by some other means. -> - **Failure** The ritual fails and has no effect. -> - **Critical Failure** The simulacrum awakens, but it isn't your [minion](../../../Rules/traits/minion.md) and is [hostile](../../../Rules/conditions.md#Hostile) to all the casters. It does everything it can to destroy them, but if it can't immediately slay them, the simulacrum tries to escape and plots their demise. - -*Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/Compendium/spells/rituals/statuette-ec4.md b/Compendium/spells/rituals/statuette-ec4.md deleted file mode 100644 index 7b0c5f481..000000000 --- a/Compendium/spells/rituals/statuette-ec4.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/ec4 -- ritual/6 -- trait/polymorph -- trait/rare -aliases: ["Statuette"] ---- -# Statuette *Ritual 6* -[polymorph](../../../Rules/traits/polymorph.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 hour -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Occultism](../../skills.md#Occultism) -- **Range**10 feet -- **Targets**1 freestanding, non-magical object no larger than 3,000 cubic feet (the size of a [Huge](../../../Rules/traits/huge-b1.md) creature) - -This ritual is a variant of the [shrink item](../shrink-item.md) spell that allows for the transformation of significantly larger items. You transform the object into a tiny statuette of itself that is Light Bulk. The ritual does not shrink any creatures inside or on top of the item when it is transformed. The item remains in statuette form until the ritual's duration expires or until a creature places it on a stable surface and uses a 10-minute activity to [Interact](../../../Rules/actions/interact.md) with the item to enlarge it. When restored to its normal size, the object simply pushes other creatures and objects aside or harmlessly contains them, as a magic item with the [structure](../../../Rules/traits/structure.md) trait. - -Your [Arcana](../../skills.md#Arcana) check determines how long the object remains in statuette form. - -> [!success-degree] -> - **Critical Success** The object remains a statuette for 1 week. -> - **Success** The object remains a statuette for 1 day. -> - **Failure** You fail to shrink the object. -> - **Critical Failure** You fail to shrink the object, and the highest-level item you carry of light Bulk or more shrinks to a tiny, unusable figurine of itself, weighing negligible bulk, for 1 week. - -*Source: Extinction Curse #4: Siege of the Dinosaurs p. 75* \ No newline at end of file diff --git a/Compendium/spells/rituals/tattoo-whispers-sot1.md b/Compendium/spells/rituals/tattoo-whispers-sot1.md deleted file mode 100644 index 74fef7ff3..000000000 --- a/Compendium/spells/rituals/tattoo-whispers-sot1.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/sot1 -- ritual/3 -- trait/auditory -- trait/divination -- trait/linguistic -- trait/mental -- trait/rare -aliases: ["Tattoo Whispers"] ---- -# Tattoo Whispers *Ritual 3* -[auditory](../../../Rules/traits/auditory.md) [divination](../../../Rules/traits/divination.md) [linguistic](../../../Rules/traits/linguistic.md) [mental](../../../Rules/traits/mental.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 hour -- **Cost** tattoo inks and silver tattooing needles worth 20 gp for each secondary caster -- **Secondary Casters** 2 up to a maximum of 6 -- **Primary Checks** [Crafting](../../skills.md#Crafting) (expert) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Occultism](../../skills.md#Occultism) -- **Range**touch -- **Targets**the secondary casters - -You carefully tattoo the same design upon each secondary caster. The tattoo can be of any shape or symbol, but it must include a mouth. The tattoo fades naturally over the course of 1 month. - -> [!success-degree] -> - **Critical Success** The tattoos on the secondary casters are all magically linked for 1 week, providing a semi-telepathic bond. Each secondary caster can communicate secretly with any other secondary casters at any time by mouthing words but making no sound. The person receiving a message must be within 120 feet of the sender, must be within the sender's line of sight, and must have their tattoo uncovered. The mouth of the tattoo moves to match the words, which the tattoo whispers, but only the tattoo's bearer can hear it. -> - **Success** As critical success, but the effect lasts for 1 day. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The ritual has no effect and creates a backlash of [persistent mental](../../../Rules/conditions.md#Persistent%20Damage) static. All casters are [stupefied](../../../Rules/conditions.md#Stupefied) for 1 day. - -*Source: Strength of Thousands #1: Kindled Magic p. 38* \ No newline at end of file diff --git a/Compendium/spells/rituals/teleportation-circle-apg.md b/Compendium/spells/rituals/teleportation-circle-apg.md deleted file mode 100644 index f2cff1153..000000000 --- a/Compendium/spells/rituals/teleportation-circle-apg.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/7 -- trait/conjuration -- trait/teleportation -- trait/uncommon -aliases: ["Teleportation Circle"] ---- -# Teleportation Circle *Ritual 7* -[conjuration](../../../Rules/traits/conjuration.md) [teleportation](../../../Rules/traits/teleportation.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare incense, precious metals, and purified chalk worth 500 gp -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (master) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Survival](../../skills.md#Survival) -- **Range**20 feet - -You create a 10-foot-diameter circle on the ground, which acts as a portal to a destination determined at the time of the ritual. You designate the destination of the teleportation as part of the ritual. This destination can't be changed. The destination must be a location within 1,000 miles and be on the same plane as the teleportation circle. You must be able to identify the location precisely both by its position relative to the location where you create the teleportation circle and by the destination's appearance (or other identifying features). The destination must also be a 10-foot-diameter circle that doesn't overlap with any solid structures, but it can be a place that is harmful or dangerous. - -A secondary caster attempting a [Survival](../../skills.md#Survival) check for this ritual can be located at the exact site of the destination, instead of with you at the point of origin. If the secondary succeeds at their check at the destination and you roll a success, the ritual is a critical success instead. - -While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination. A creature that is unwilling to be teleported can attempt a Will save to resist the effect. If it remains in the circle, the creature must attempt this save again at the end of each of its turns. - -The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions. - -> [!success-degree] -> - **Critical Success** You create the teleportation circle, and it's extremely precise, regardless of the distance traveled. Travelers arrive exactly at the designated point. -> - **Success** As a critical success, but the destination of the teleportation circle is slightly inaccurate, and is off target by roughly 1 percent of the distance traveled, to a maximum of 10 miles off target. -> - **Failure** The teleportation circle doesn't function. -> - **Critical Failure** The teleportation circle is wildly inaccurate. It leads to a random destination roughly the same distance from the origin point, and the chances of some other unusual mishap are much greater. - -**Heightened (9th)** The cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet. - -**Heightened (10th)** The cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet. - -*Source: Advanced Player's Guide p. 244* \ No newline at end of file diff --git a/Compendium/spells/rituals/terminate-bloodline-ec5.md b/Compendium/spells/rituals/terminate-bloodline-ec5.md deleted file mode 100644 index 78be27a98..000000000 --- a/Compendium/spells/rituals/terminate-bloodline-ec5.md +++ /dev/null @@ -1,64 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/ec5 -- ritual/6 -- trait/necromancy -- trait/uncommon -aliases: ["Terminate Bloodline"] ---- -# Terminate Bloodline *Ritual 6* -[necromancy](../../../Rules/traits/necromancy.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** a bodily sample from the target, and valuables belonging to the target worth a total value of 100 gp × the spell level × the target's level -- **Secondary Casters** 3 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (master) -- **Secondary Checks** [Society](../../skills.md#Society) -- **Range**10 miles -- **Targets**1 creature of a level no greater than double the _terminate bloodline_ ritual's level - -Mighty drow noble houses, including House Shraen, use this ritual to stamp out fledgling noble houses before they rise to power. At the ritual's completion, you place a contagious wasting disease upon the target creature with the intention of ending their familial bloodline. - -The ritual is easiest to cast on a subdued target, typically a low-ranking member of the targeted family bloodline who is kidnapped and has their memory wiped. If the target is conscious when the ritual is cast, the target attempts a Fortitude save against the ritual's DC; on a success, the ritual fails. Otherwise, the target is automatically affected by the dying bloodline disease. - -Every member of an infected creature's immediate family (blood relationship or parent or child) that comes into physical contact with that infected creature must attempt a Fortitude save or contract the disease. - -````ad-embed-affliction -title: Dying Bloodline, _Disease 1_ -collapse: closed -# Dying Bloodline -*Disease 1* -[curse](../../../rules/traits/curse.md) [disease](../../../rules/traits/disease.md) - -Failing or critically failing this disease's Fortitude save causes the disease to progress to the next stage as normal; however, succeeding or critically succeeding at the save has no effect. The disease can be removed only by first successfully counteracting the curse and then counteracting the disease. - -**Level** equal to twice the ritual's level; - -```ad-inline-affliction -## Stages - -**Stage 1** carrier with no effect (1 month) - -**Stage 2** [fatigued](../../../rules/conditions.md#Fatigued) (1 week) - -**Stage 3** [fatigued](../../../rules/conditions.md#Fatigued) and [drained](../../../rules/conditions.md#Drained) (1 day) - -**Stage 4** [fatigued](../../../rules/conditions.md#Fatigued) and [drained](../../../rules/conditions.md#Drained) (1 day) - -**Stage 5** death -``` - -*Source: Extinction Curse #5: Lord of the Black Sands p. 74* -```` - -> [!success-degree] -> - **Critical Success** The creature does not contract the disease and does not need to attempt further saves when coming into physical contact with that particular creature (the creature is not immune to the disease, however, and must attempt a save as normal if it comes into physical contact with a different infected family member). -> - **Success** The creature is not affected but must attempt another save the next time they come into physical contact with that particular infected creature. -> - **Failure** The creature contracts the disease and can spread it in the same way as the original target. - - -## Summary - -*Source: Extinction Curse #5: Lord of the Black Sands p. 74* diff --git a/Compendium/spells/rituals/the-worlds-a-stage-som.md b/Compendium/spells/rituals/the-worlds-a-stage-som.md deleted file mode 100644 index 8bbf898b9..000000000 --- a/Compendium/spells/rituals/the-worlds-a-stage-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/som -- ritual/5 -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["The World's A Stage"] ---- -# The World's A Stage *Ritual 5* -[divination](../../../Rules/traits/divination.md) [fortune](../../../Rules/traits/fortune.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** costumes and a stage large enough to fit all casters -- **Secondary Casters** 2 to 12 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Performance](../../skills.md#Performance) - -This famous ritual is a sophisticated example of symbolic magic, binding fate and fortune to follow a prepared script. To conduct the ritual, you and the secondary casters must put on a long-form, multi-person, plot-based performance that's usually a play or opera, though more unusual performances have been known. You take the role of the director, while the secondary casters are either actors ([Performance](../../skills.md#Performance)) or significant backstage figures, such as set or costume designers ([Crafting](../../skills.md#Crafting)). The casting time of the ritual includes both preparations and rehearsals of various sorts and the actual performance, which must be at least an hour long. - -The performance presents current events and offers a particular vision on how they resolve, often in metaphorical or allegorical format (proposing the overthrow of a tyrant by referring to a different, legendary tyrant who was overthrown, or suggesting that a murderous secret might be uncovered by presenting an allegory of truth defeating murder). This performance must be presented to an audience of at least a hundred people, a majority of whom must both be connected, at least peripherally, to the events in question (the people of the tyrant's city, or the residents of the village where the murder occurred) and who must understand what the metaphor or allegory actually refers to. For the magic to spark, the performance must declare its purpose loudly and clearly to the parties most concerned. If a major antagonist featured in the performance is in the audience and the ritual is a success, you get a critical success instead. - -> [!success-degree] -> - **Critical Success** Something sublime sparks between performance and audience, and destiny conspires to push events in the right direction. You and each secondary caster can reroll up to three skill checks at any point during the duration of the ritual after determining the results, as long as the skill check is connected to ensuring the topic of the performance comes true (to sneak past the tyrant's guards or find the murder weapon, for instance). -> - **Success** As critical success except the sparks of destiny are weaker, so each caster can reroll only a single skill check. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The performance is a dramatic and horrendous botch, and fate strikes out at the casters. You and each secondary caster are [doomed](../../../Rules/conditions.md#Doomed) for the next month, and this condition can't be removed by anything less than a wish or similarly powerful magic. - -*Source: Secrets of Magic p. 153* \ No newline at end of file diff --git a/Compendium/spells/rituals/unfettered-mark-aoe5.md b/Compendium/spells/rituals/unfettered-mark-aoe5.md deleted file mode 100644 index 1ccb2bd60..000000000 --- a/Compendium/spells/rituals/unfettered-mark-aoe5.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/aoe5 -- ritual/8 -- trait/abjuration -- trait/rare -aliases: ["Unfettered Mark"] ---- -# Unfettered Mark *Ritual 8* -[abjuration](../../../Rules/traits/abjuration.md) [rare](../../../Rules/traits/rare.md) - -- **Cast** 1 hour -- **Cost** rare inks and needles worth a total value of 100 gp × the spell level × the target's level (see text) -- **Secondary Casters** 0 to 10 -- **Primary Checks** [Crafting](../../skills.md#Crafting) (master) or any (legendary) -- **Secondary Checks** any (see text) -- **Range**touch -- **Targets**1 creature or self - -You tattoo the target with rare inks and create a magical tattoo called an unfettered mark. This particular version of the unfettered mark grants the target special powers to escape from the Black Whale and Stormholt (the demiplane that overlaps with the Black Whale). While [Crafting](../../skills.md#Crafting) is the easiest method for creating this tattoo, the artistry is less important than maintaining a feeling of freedom in your mind while performing the ritual. Because of this, you can use any skill as long as it holds a special significance to you. - -A ranger who is at home in the woods, for example, could use a [Survival](../../skills.md#Survival) or [Nature](../../skills.md#Nature) check while creating the tattoo. If the target already has a successful unfettered mark currently active, the magic fades from the old tattoo and is replaced by the results of the new ritual. - -The ritual can be performed alone or with the aid of up to 10 secondary casters. Each secondary caster must tattoo themself with their own tattoo and pay the full ritual cost to participate. Creatures currently held captive in the prison have a special relationship with the ritual: for each month they spend drawing memories of home on the walls of their cell, they can reduce the total cost of the ritual by 50 gp. - -> [!success-degree] -> - **Critical Success** The target and primary and secondary casters all gain the ability to leave Stormholt. To do so, they must leave the prison by swimming through the water or by riding in a vessel that is in contact with the water (such as a rowboat). When they reach the great whirlpool, they are pulled under as normal, but instead of being transported to the Flotsam Graveyard in Absalom, they are immediately transported (as teleport) to a location in Absalom of their choice. They also gain the benefits of water walk, water breathing, and resistance to electricity 10 for the duration of the ritual. -> - **Success** As critical success, except the affected creatures don't gain the benefits of water walk and water breathing. -> - **Failure** You create the tattoo but fail to imbue it with magic. -> - **Critical Failure** As failure, but the tattoo also creates an unwholesome bond with the demiplane of Stormholt. For 24 hours, the target and the primary and secondary casters gain a fishlike appearance and are covered in a slimy membrane. They gain the ability to breathe both water and air, but their skin quickly dries out when on land. After 1 hour on land they become [drained](../../../Rules/conditions.md#Drained) and [fatigued](../../../Rules/conditions.md#Fatigued), conditions that can be removed only if they reenter water. Additionally, the membrane conducts electricity well, causing them to gain weakness 10 to electricity. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 80* \ No newline at end of file diff --git a/Compendium/spells/rituals/unseen-custodians-apg.md b/Compendium/spells/rituals/unseen-custodians-apg.md deleted file mode 100644 index 77f33e7f0..000000000 --- a/Compendium/spells/rituals/unseen-custodians-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/2 -- ritual/area/misc -- trait/conjuration -- trait/uncommon -aliases: ["Unseen Custodians"] ---- -# Unseen Custodians *Ritual 2* -[conjuration](../../../Rules/traits/conjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare oils, salts, and herbs worth a total value of 15 gp -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (expert) -- **Secondary Checks** [Arcana](../../skills.md#Arcana), [Occultism](../../skills.md#Occultism) (whichever isn't used for the primary check), [Diplomacy](../../skills.md#Diplomacy) -- **Area**100 feet × 100 feet, up to 20 feet high - -You create a site-bound, long-lasting [unseen servant](../unseen-servant.md) spell effect, forming entities of pure force to carry out basic tasks at a fixed location. - -> [!success-degree] -> - **Critical Success** The ritual creates six unseen servant. You don't need to concentrate on them, and they aren't [summoned](../../../Rules/traits/summoned.md) [minions](../../../Rules/traits/minion.md). You can spend an action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait, to command one to perform a basic task; it continues to perform the task until commanded again. -> - **Success** As critical success, but the ritual creates three unseen servants. -> - **Failure** The ritual fails to create any servants. -> - **Critical Failure** The ritual creates six unseen servants, but these creatures are [hostile](../../../Rules/conditions.md#Hostile) and capable of making fist [Strikes](../../../Rules/actions/strike.md) with an attack bonus equal to your skill modifier for the primary skill check, dealing `1d6` force damage. They attack you and your allies and attempt to break objects belonging to you and your allies within the area. - -**Heightened (6th)** If destroyed, the unseen servants reform the next morning. The cost increases to 30 gp. - -*Source: Advanced Player's Guide p. 245* \ No newline at end of file diff --git a/Compendium/spells/rituals/ward-domain-apg.md b/Compendium/spells/rituals/ward-domain-apg.md deleted file mode 100644 index fb2f2dc91..000000000 --- a/Compendium/spells/rituals/ward-domain-apg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/6 -- ritual/area/misc -- trait/abjuration -- trait/uncommon -aliases: ["Ward Domain"] ---- -# Ward Domain *Ritual 6* -[abjuration](../../../Rules/traits/abjuration.md) [uncommon](../../../Rules/traits/uncommon.md) - -- **Cast** 1 day -- **Cost** rare incenses, oils, and powdered silver, worth 150 gp total -- **Secondary Casters** 3 -- **Primary Checks** [Arcana](../../skills.md#Arcana), [Nature](../../skills.md#Nature), or [Occultism](../../skills.md#Occultism) (master) -- **Secondary Checks** [Lore](../../skills.md#Lore) (any), [Survival](../../skills.md#Survival), [Thievery](../../skills.md#Thievery) -- **Area**100 feet × 100 feet, up to 50 feet high - -This ritual has long been used to guard the private sanctums of powerful rulers, spellcasters, and other figures of import. You and the other casters spend the casting time burning incense, anointing doorframes, and drawing lines of powered silver across entryways. The ritual creates the following magical effects within the area; these effects are heightened to the level of _ward domain_ and remain throughout the duration. - -All gates, doors, windows, and similar apertures in the area (if any) are locked, with the effects of lock. In addition, you can obscure up to six doors, doorways, or similar entrances within the area with the effects of illusory object to appear as plain walls. Scrying spells can't perceive any stimuli from the area, and _ward domain_ attempts to counteract teleportation effects into or out of the area, including attempts to summon creatures into the area, using a modifier equal to the ritual's save DC – 10. - -A successful [dispel magic](../dispel-magic.md) used on a specific effect removes only that effect (such as the [lock](../lock.md) effect on one window). A successful [disjunction](../disjunction.md) ends the entire ritual. - -> [!success-degree] -> - **Critical Success** You create the effects described above, and you protect an area twice as large. -> - **Success** You create the effects described above. -> - **Failure** The ritual has no effect. -> - **Critical Failure** The area becomes trapped and [hostile](../../../Rules/conditions.md#Hostile) to you and your allies in a way you didn't anticipate. - -**Heightened (+ 1)** The ward covers an additional area 100 feet × 100 feet, up to 50 feet high, which must be contiguous with the original area. - -*Source: Advanced Player's Guide p. 245* \ No newline at end of file diff --git a/Compendium/spells/rituals/word-of-recall-apg.md b/Compendium/spells/rituals/word-of-recall-apg.md deleted file mode 100644 index 75ef6db28..000000000 --- a/Compendium/spells/rituals/word-of-recall-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ritual -tags: -- compendium/src/pf2e/apg -- ritual/7 -- trait/conjuration -- trait/rare -- trait/teleportation -aliases: ["Word of Recall"] ---- -# Word of Recall *Ritual 7* -[conjuration](../../../Rules/traits/conjuration.md) [rare](../../../Rules/traits/rare.md) [teleportation](../../../Rules/traits/teleportation.md) - -- **Cast** 7 days -- **Cost** rare oils and powdered minerals worth 5,000 gp -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (expert, the check has the [secret](../../../Rules/traits/secret.md) trait) -- **Secondary Checks** [Arcana](../../skills.md#Arcana) or [Occultism](../../skills.md#Occultism) (whichever isn't used for the primary check), [Society](../../skills.md#Society) -- **Range**20 feet -- **Targets**Up to seven willing creatures of 14th level or lower - -You bind yourself and your allies to the specific safe location where you perform the ritual. This allows the participants to return later by simply speaking a word. - -> [!success-degree] -> - **Success** You form the connection with the designated sanctuary. Any participant in the ritual can spend a single action, which has the [concentrate](../../../Rules/traits/concentrate.md) trait, to utter a word of power you choose when you cast the spell. When they do, all the participants can immediately return to the sanctuary from any distance, as long as they are on the same plane as the sanctuary. Each participant arrives in the position in which they were standing during the casting of the ritual. When the word is spoken, all other participants know it, and each can choose whether or not to return to the sanctuary at that time. The ritual then immediately ends. -> - **Failure** You fail to form the connection between the participants and the sanctuary and are aware that the ritual has failed. -> - **Critical Failure** The ritual inadvertently forms a connection with a location on another plane. The casters are unaware of this misalignment. When the word is invoked, all ritual participants are shifted to this extraplanar location. - -**Heightened (+ 1)** The cost increases by 5,000 gp, the ritual can target one more creature, and the maximum level of creature it can target increases by 2. - -*Source: Advanced Player's Guide p. 245* \ No newline at end of file diff --git a/Compendium/spells/roar-of-the-wyrm-logm.md b/Compendium/spells/roar-of-the-wyrm-logm.md deleted file mode 100644 index 5884df2e3..000000000 --- a/Compendium/spells/roar-of-the-wyrm-logm.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/focus/4 -- trait/auditory -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Roar Of The Wyrm"] ---- -# Roar Of The Wyrm *Focus 4* -[auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Domains**: [[wyrmkin](../setting/domains.md#Wyrmkin)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** Will -- **Duration**varies - -You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The impressive roar grants you a +2 circumstance bonus to [Diplomacy](../skills.md#Diplomacy) checks for 10 minutes against dragons that were in the area at the time of casting. - -All enemies within the area other than dragons must attempt a Will save; to these enemies, roar of the wyrm is a [fear](../../Rules/traits/fear.md) effect. - -Roar of the wyrm affects non-dragon creatures with deep ties to dragonkind (such as a barbarian with the draconic instinct, a sorcerer with the draconic bloodline, or a member of a culture that reveres dragons) as if they had the [dragon](../../Rules/traits/dragon.md) trait. The GM decides if a creature is aligned enough with dragonkind to be affected in this way. Champions, clerics, and other faithful employ a variety of holy (and unholy) instruments to demonstrate the majesty of their deity and triumphantly vanquish the foes of their faith. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The creature is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../Rules/conditions.md#Frightened) and [fleeing](../../Rules/conditions.md#Fleeing) for 1 round. - -*Source: Lost Omens: Gods & Magic p. 119* \ No newline at end of file diff --git a/Compendium/spells/roaring-applause-som.md b/Compendium/spells/roaring-applause-som.md deleted file mode 100644 index 6b244eb4d..000000000 --- a/Compendium/spells/roaring-applause-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Roaring Applause"] ---- -# Roaring Applause *Spell 3* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained - -Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause. - -Targets of this spell must be able to see, hear, or otherwise understand you. The targets must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target becomes mildly distracted by your display and applauds while it isn't fully occupied. It can't use reactions. -> - **Failure** The target applauds you so vigorously that it can't use reactions and is [slowed](../../Rules/conditions.md#Slowed). The applause is so involved that it has the [manipulate](../../Rules/traits/manipulate.md) trait. This triggers reactions based on the [manipulate](../../Rules/traits/manipulate.md) trait at the start of the target's turn. -> - **Critical Failure** As failure, plus the target is so distracted by its vigorous applauding of you that it's [fascinated](../../Rules/conditions.md#Fascinated) with you. - -**Heightened (6th)** You can target up to 10 creatures. - -*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/Compendium/spells/rope-trick.md b/Compendium/spells/rope-trick.md deleted file mode 100644 index f73abbd85..000000000 --- a/Compendium/spells/rope-trick.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/conjuration -- trait/extradimensional -- trait/uncommon -aliases: ["Rope Trick"] ---- -# Rope Trick *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) [extradimensional](../../Rules/traits/extradimensional.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**1 touched piece of rope from 5 to 30 feet long -- **Duration**8 hours - -You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope. - -The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or [hidden](../../Rules/conditions.md#Hidden), though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an [Athletics](../skills.md#Athletics) check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own. - -If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in `1d4` rounds, depositing the creatures within safely on the ground below. - -*Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/Compendium/spells/rouse-skeletons-som.md b/Compendium/spells/rouse-skeletons-som.md deleted file mode 100644 index 05549f93a..000000000 --- a/Compendium/spells/rouse-skeletons-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/3 -- trait/necromancy -aliases: ["Rouse Skeletons"] ---- -# Rouse Skeletons *Spell 3* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute - -Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal `2d6` slashing damage to creatures on the ground in the area when the skeletons first appear (basic Reflex save) - -On subsequent rounds, the first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal `2d6` slashing damage (basic Reflex save) to each creature in their new area. - -Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated. - -**Heightened (+ 2)** The damage increases by `1d6`. - -*Source: Secrets of Magic p. 126* \ No newline at end of file diff --git a/Compendium/spells/runic-impression-som.md b/Compendium/spells/runic-impression-som.md deleted file mode 100644 index fbe27a3aa..000000000 --- a/Compendium/spells/runic-impression-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/4 -- trait/evocation -- trait/magus -- trait/uncommon -aliases: ["Runic Impression"] ---- -# Runic Impression *Focus 4* -[evocation](../../Rules/traits/evocation.md) [magus](../../Rules/traits/magus-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**you or one weapon you're wielding -- **Duration**1 minute - -Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: [corrosive](../equipment/items/corrosive.md), [flaming](../equipment/items/flaming.md), [frost](../equipment/items/frost.md), [ghost touch](../equipment/items/ghost-touch.md), [returning](../equipment/items/returning.md), [shock](../equipment/items/shock.md), or [thundering](../equipment/items/thundering.md). If you cast runic impression on a weapon, this spell ends if you cease holding the weapon. - -If this spell would give a weapon more property runes than its normal maximum, one of the existing property runes (you choose) is suppressed until the spell ends. - -For unarmed attacks, if this spell would give you more property runes than you could have from handwraps of mighty blows, one of the existing property runes is similarly suppressed. - -**Heightened (8th)** Add [keen](../equipment/items/keen.md) to the list of runes you can choose as well as the greater types of corrosive, flaming, frost, shock, and thundering. - -*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/Compendium/spells/rusting-grasp-apg.md b/Compendium/spells/rusting-grasp-apg.md deleted file mode 100644 index 4e8c3976b..000000000 --- a/Compendium/spells/rusting-grasp-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/4 -- trait/transmutation -aliases: ["Rusting Grasp"] ---- -# Rusting Grasp *Spell 4* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk - -You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as adamantine and orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell. - -All damage from this spell ignores Hardness. If the spell causes [persistent damage](../../Rules/conditions.md#Persistent%20Damage) from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) (reducing the DC of the flat check to end [persistent damage](../../Rules/conditions.md#Persistent%20Damage) to 10 and granting an immediate flat check). The effect of the spell depends on its target. - -- **Creature or Hazard** A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes `8d6` damage (basic Fortitude save), plus `2d6` [persistent damage](../../Rules/conditions.md#Persistent%20Damage) on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM. -- **Item** The rust deals `2d6` damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure - -On a failed save, the item also takes `1d6` [persistent damage](../../Rules/conditions.md#Persistent%20Damage). For an attended item, this [persistent damage](../../Rules/conditions.md#Persistent%20Damage) occurs at the end of the attending creature's turns; if the item was unattended when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), the damage happens at the end of your turns. - -When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it. Thin iron or steel items, such as weapons, have 20 HP and a [Broken](../../Rules/conditions.md#Broken) Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a [Broken](../../Rules/conditions.md#Broken) Threshold of 18. Other materials' statistics can be found on pages 577–579 of the Core Rulebook. - -**Heightened (+ 1)** Increase the initial damage to creatures or hazards by `2d6`, and increase the maximum Bulk of an item you can target by 1. - -*Source: Advanced Player's Guide p. 223* \ No newline at end of file diff --git a/Compendium/spells/safe-passage-apg.md b/Compendium/spells/safe-passage-apg.md deleted file mode 100644 index 8f0f09577..000000000 --- a/Compendium/spells/safe-passage-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/misc -- spell/level/3 -- trait/abjuration -aliases: ["Safe Passage"] ---- -# Safe Passage *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Area**10-foot-wide, 10-foot-tall, 60-foot-long section of terrain -- **Duration**sustained up to 1 minute - -You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time. - -Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area. The spell grants a +2 status bonus to AC and saves against such effects, and resistance 5 to all damage from such effects. Furthermore, the spell prevents anything in the area that's [prone](../../Rules/conditions.md#Prone) to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type. - -Safe passage protects only against harm, not inconvenience, and it doesn't reduce difficult terrain, remove the [concealed](../../Rules/conditions.md#Concealed) condition caused by precipitation, or the like, nor does it protect against creatures within the spell's area. - -**Heightened (5th)** The granted resistance increases to 10, and the area can be 120 feet long. - -**Heightened (8th)** The granted resistance increases to 15, and the area can be 500 feet long. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/Compendium/spells/safeguard-secret.md b/Compendium/spells/safeguard-secret.md deleted file mode 100644 index 584617b87..000000000 --- a/Compendium/spells/safeguard-secret.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/abjuration -- trait/cleric -- trait/mental -- trait/uncommon -aliases: ["Safeguard Secret"] ---- -# Safeguard Secret *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[secrecy](../setting/domains.md#Secrecy)] -- **Cast** 1 minute -- **Range**10 foot -- **Targets**you and any number of willing allies -- **Duration**1 hour - -You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you [Cast the Spell](../../Rules/actions/cast-a-spell.md). The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically [Deception](../skills.md#Deception) checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. - -If you [Cast this Spell](../../Rules/actions/cast-a-spell.md) again, any previous safeguard secret you had cast ends. - -*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/sages-curse-av2.md b/Compendium/spells/sages-curse-av2.md deleted file mode 100644 index 27e101a77..000000000 --- a/Compendium/spells/sages-curse-av2.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/av2 -- spell/level/4 -- trait/attack -- trait/curse -- trait/enchantment -- trait/mental -- trait/misfortune -- trait/uncommon -aliases: ["Sage's Curse", "Savant's Curse"] ---- -# Sage's Curse *Spell 4* -[attack](../../Rules/traits/attack.md) [curse](../../Rules/traits/curse.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [misfortune](../../Rules/traits/misfortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You afflict the target with a curse that fills its mind with distracting and hyperspecialized minutiae, causing it to second-guess even simple facts. The target must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting an [Arcana](../skills.md#Arcana), [Lore](../skills.md#Lore), [Occultism](../skills.md#Occultism), or [Society](../skills.md#Society) check. If the target succeeds at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), it gains one piece of true knowledge and one piece of erroneous knowledge, but it has no way of knowing which is which (this has no effect if the target critically succeeds at a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md)). -> - **Failure** As success, but the effect is permanent. -> - **Critical Failure** As failure, and the target treats the outcomes of all checks to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) as one degree of success worse than the result the target rolled (a critical success becomes a success, a success becomes a failure, and a failure becomes a critical failure). - -*Source: Abomination Vaults #2: Hands of the Devil p. 73* \ No newline at end of file diff --git a/Compendium/spells/sanctuary.md b/Compendium/spells/sanctuary.md deleted file mode 100644 index dcd758b85..000000000 --- a/Compendium/spells/sanctuary.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/abjuration -aliases: ["Sanctuary"] ---- -# Sanctuary *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute - -You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a [hostile](../../Rules/conditions.md#Hostile) action, the spell ends. - -> [!success-degree] -> - **Critical Success** Sanctuary ends. -> - **Success** The creature can attempt its attack and any other attacks against the target this turn. -> - **Failure** The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn. -> - **Critical Failure** The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration. - -*Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/Compendium/spells/sanguine-mist-som.md b/Compendium/spells/sanguine-mist-som.md deleted file mode 100644 index b11f78483..000000000 --- a/Compendium/spells/sanguine-mist-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/4 -- trait/death -- trait/necromancy -- trait/negative -aliases: ["Sanguine Mist"] ---- -# Sanguine Mist *Spell 4* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute - -You unleash a cloud of foul, blood-sucking fog that drains the vitality from the living to bolster your own. Each living creature in the area when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), aside from you, takes `6d6` negative damage with a basic Fortitude save. Creatures in the area are [concealed](../../Rules/conditions.md#Concealed), and all creatures outside the cloud become [concealed](../../Rules/conditions.md#Concealed) to creatures within it. - -The first time each round you Sustain this Spell on subsequent turns, living creatures in the area take an additional `2d6` negative damage with another basic Fortitude save. You also gain temporary Hit Points equal to half the damage a single creature took when you Sustained the spell this turn; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. - -**Heightened (+ 1)** The initial damage increases by `2d6` and the secondary damage increases by `1d6`. - -*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/Compendium/spells/savor-the-sting.md b/Compendium/spells/savor-the-sting.md deleted file mode 100644 index eba4458c4..000000000 --- a/Compendium/spells/savor-the-sting.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/enchantment -- trait/mental -- trait/nonlethal -- trait/uncommon -aliases: ["Savor The Sting"] ---- -# Savor The Sting *Focus 1* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [nonlethal](../../Rules/traits/nonlethal.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[pain](../setting/domains.md#Pain)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will - -You inflict pain upon the target and revel in their anguish. This deals `1d4` mental damage and `1d4` [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage); the target must attempt a Will save. As long as the target is taking [persistent damage](../../Rules/conditions.md#Persistent%20Damage) from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and no [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Failure** The target takes full initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** The target takes double initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The initial damage increases by `1d4` and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases by `1d4`. - -*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/scatter-scree-som.md b/Compendium/spells/scatter-scree-som.md deleted file mode 100644 index 2b6cfc84c..000000000 --- a/Compendium/spells/scatter-scree-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/misc -- spell/cantrip -- trait/cantrip -- trait/earth -- trait/evocation -aliases: ["Scatter Scree"] ---- -# Scatter Scree *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**two contiguous 5-foot cubes -- **Saving Throw** basic Reflex -- **Duration**1 minute - -You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to `1d4` plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can [Interact](../../Rules/actions/interact.md) to clear a square of this scree. - -If you cast this spell again, any previous scatter scree you have cast ends. - -**Heightened (+ 1)** The damage increases by `1d4`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/Compendium/spells/schadenfreude-som.md b/Compendium/spells/schadenfreude-som.md deleted file mode 100644 index 4b2b43cdb..000000000 --- a/Compendium/spells/schadenfreude-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Schadenfreude"] ---- -# Schadenfreude *Spell 1* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You critically fail a saving throw against a foe's effect. -- **Range**30 foot -- **Targets**the triggering foe -- **Saving Throw** Will - -You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is distracted by its amusement and takes a –1 status penalty on [Perception](../skills.md#Perception) checks and Will saves for 1 round. -> - **Failure** The creature is overcome by its amusement and is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Critical Failure** The creature is lost in its amusement and is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round and [stunned](../../Rules/conditions.md#Stunned). - -*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/Compendium/spells/scholarly-recollection.md b/Compendium/spells/scholarly-recollection.md deleted file mode 100644 index 61310a733..000000000 --- a/Compendium/spells/scholarly-recollection.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Scholarly Recollection"] ---- -# Scholarly Recollection *Focus 1* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[knowledge](../setting/domains.md#Knowledge)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You attempt a [Perception](../skills.md#Perception) check to [Seek](../../Rules/actions/seek.md), or you attempt a skill check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with a skill you're trained in. - -Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. - -*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/scintillating-pattern.md b/Compendium/spells/scintillating-pattern.md deleted file mode 100644 index 800c08376..000000000 --- a/Compendium/spells/scintillating-pattern.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/8 -- trait/illusion -- trait/incapacitation -- trait/visual -aliases: ["Scintillating Pattern"] ---- -# Scintillating Pattern *Spell 8* -[illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -A field of cascading, ever-changing colors manifests in the air. - -Creatures are [dazzled](../../Rules/conditions.md#Dazzled) while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a [Seek](../../Rules/actions/seek.md) or [Interact](../../Rules/actions/interact.md) action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [confused](../../Rules/conditions.md#Confused) for `1d4` rounds. -> - **Critical Failure** The creature is [stunned](../../Rules/conditions.md#Stunned) for `1d4` rounds. After the [stunned](../../Rules/conditions.md#Stunned) condition ends, the creature is [confused](../../Rules/conditions.md#Confused) for the remaining duration of the spell. - -*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/Compendium/spells/scintillating-safeguard-apg.md b/Compendium/spells/scintillating-safeguard-apg.md deleted file mode 100644 index ee43dd897..000000000 --- a/Compendium/spells/scintillating-safeguard-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/6 -- trait/abjuration -aliases: ["Scintillating Safeguard"] ---- -# Scintillating Safeguard *Spell 6* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An effect would deal physical or energy damage to you or a creature in range. -- **Range**30 foot -- **Targets**up to 5 willing creatures who would be harmed by the triggering effect - -A sparkling magical barrier envelops each target, shielding them against the triggering effect. Choose one type of physical or energy damage the triggering effect deals. Each target gains resistance 10 against that damage type for the triggering effect. The resistance applies only against the initial damage, not against any [persistent damage](../../Rules/conditions.md#Persistent%20Damage) or other lingering effects of the effect. - -**Heightened (+ 1)** The resistance increases by 1. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/Compendium/spells/scorching-ray-som.md b/Compendium/spells/scorching-ray-som.md deleted file mode 100644 index 11003a662..000000000 --- a/Compendium/spells/scorching-ray-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/attack -- trait/evocation -- trait/fire -aliases: ["Scorching Ray"] ---- -# Scorching Ray *Spell 2* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Targets**1 or more creatures - -You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes `2d6` fire damage, and on a critical hit, the target takes double damage. - -For each additional action you use when [Casting the Spell](../../Rules/actions/cast-a-spell.md), you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions [Casting the Spell](../../Rules/actions/cast-a-spell.md), the damage increases to `4d6` fire damage on a hit, and it still deals double damage on a critical hit. - -**Heightened (+ 1)** The damage to each target increases by `1d6` for the 1-action version, or by `2d6` for the 2-action and 3-action versions. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/Compendium/spells/scouring-pulse-lokl.md b/Compendium/spells/scouring-pulse-lokl.md deleted file mode 100644 index 1b8a416f2..000000000 --- a/Compendium/spells/scouring-pulse-lokl.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/area/cylinder -- spell/level/5 -- trait/evocation -- trait/light -- trait/positive -- trait/uncommon -aliases: ["Scouring Pulse"] ---- -# Scouring Pulse *Spell 5* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot radius, 60-foot-tall cylinder -- **Saving Throw** Reflex - -You inundate the area with concentrated positive energy, which scours away the stain of undeath. Each creature in the area takes `6d8` positive damage and must attempt a basic Reflex save. Creatures that fail the save also take `1d8` [persistent positive damage](../../Rules/conditions.md#Persistent%20Damage). Creatures that take [persistent positive damage](../../Rules/conditions.md#Persistent%20Damage) from scouring pulse are wreathed in a heatless halo of light. They emit bright light in a 5-foot radius preventing them from being [concealed](../../Rules/conditions.md#Concealed); if the creature is [invisible](../../Rules/conditions.md#Invisible), they're [concealed](../../Rules/conditions.md#Concealed) while affected by scouring pulse, rather than being [undetected](../../Rules/conditions.md#Undetected). - -**Heightened (8th)** The positive damage increases to `9d8` damage, and the [persistent positive damage](../../Rules/conditions.md#Persistent%20Damage) increases to `2d8`. Creatures remain suffused in light for `1d4` additional rounds after removing the [persistent positive damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Lost Omens: Knights of Lastwall p. 94* \ No newline at end of file diff --git a/Compendium/spells/scouring-sand-ec1.md b/Compendium/spells/scouring-sand-ec1.md deleted file mode 100644 index 03338a3f3..000000000 --- a/Compendium/spells/scouring-sand-ec1.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/area/burst -- spell/level/1 -- trait/earth -- trait/evocation -- trait/uncommon -aliases: ["Scouring Sand"] ---- -# Scouring Sand *Spell 1* -[earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**10-foot burst -- **Duration**sustained up to 1 minute - -You blast the area with grit that scours away soil and gets into creatures' eyes. For the duration of the spell, any plant-based difficult terrain smaller than a tree becomes loose, allowing each 5-foot square of it to be cleared with a single [Interact](../../Rules/actions/interact.md) action. In addition, scouring sand attempts to counteract entangle and other effects that create or manipulate plant-based terrain in its area. - -Successfully counteracting an effect removes only the portion of its area that overlaps with scouring sand's area. - -After one such attempt, the effect is temporarily immune to scouring sand's counteract for 24 hours. Each creature in the area when you [Cast this Spell](../../Rules/actions/cast-a-spell.md) or that ends its turn in the area must attempt a Reflex save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute or until it uses an [Interact](../../Rules/actions/interact.md) action to get the sand out of its eyes. -> - **Critical Failure** As failure, but the creature is also [blinded](../../Rules/conditions.md#Blinded) for its next action. - -**Heightened (3rd)** Once per round when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the center of the burst to a spot within range. - -**Heightened (6th)** As the 3rd-level version, except the range is 120 feet and the area is a 20-foot burst. - -*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/Compendium/spells/sculpt-sound-apg.md b/Compendium/spells/sculpt-sound-apg.md deleted file mode 100644 index 528670086..000000000 --- a/Compendium/spells/sculpt-sound-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/3 -- trait/illusion -aliases: ["Sculpt Sound"] ---- -# Sculpt Sound *Spell 3* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object -- **Duration**10 minutes - -You change the sounds made by a creature or object. Choose how you're altering the sounds when you [Cast the Spell](../../Rules/actions/cast-a-spell.md); you can't alter it later. You can cause something that didn't create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another. A creature who succeeds at a [Perception](../skills.md#Perception) check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can't determine the true sound unless they critically succeed at the [Perception](../skills.md#Perception) check. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn't prevent that creature from using verbal spell components, though it does prevent most [auditory](../../Rules/traits/auditory.md) effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save. - -> [!success-degree] -> - **Success** The affected sound from the creature isn't altered. -> - **Failure** The affected sound from the creature is altered in the way you determine. -> - **Critical Failure** The affected sound from the creature is altered and the target becomes [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute as it struggles with the disorienting effects of its altered sound. - -**Heightened (5th)** You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way. - -*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/Compendium/spells/sea-of-thought-da.md b/Compendium/spells/sea-of-thought-da.md deleted file mode 100644 index 2d16fbbec..000000000 --- a/Compendium/spells/sea-of-thought-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/burst -- spell/level/3 -- trait/conjuration -aliases: ["Sea of Thought"] ---- -# Sea of Thought *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot burst -- **Saving Throw** Fortitude -- **Duration**1 minute - -You cover the area in a sloshing torrent of semi-solidified thought, roughly ankle high. The area becomes difficult terrain, similarly to a shallow bog. Each round that a creature starts its turn in the area, it must attempt a Fortitude save against the shifting waves of thought. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also knocked [prone](../../Rules/conditions.md#Prone). - -**Heightened (+ 1)** The radius of the spell's area increases by 5 feet. - -*Source: Dark Archive p. 106* \ No newline at end of file diff --git a/Compendium/spells/sea-surge-ec1.md b/Compendium/spells/sea-surge-ec1.md deleted file mode 100644 index 6f0747bc8..000000000 --- a/Compendium/spells/sea-surge-ec1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/level/2 -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Sea Surge"] ---- -# Sea Surge *Spell 2* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**until the start of your next turn - -You slap or stomp on a nearby solid or liquid surface, sending a surge of water rushing away from you. The water forms a flat, 5-foot-thick, 10-foot-high wall of water between 5 and 15 feet wide (you decide). It moves 60 feet in a direction of your choice along the struck surface, extinguishing all non-magical fires, carrying along unattended objects of 1 Bulk or less, and pushing larger objects. The wave moves another 60 feet in the same direction at the start of your next turn, then vanishes. Large or smaller creatures in the area or that enter the area the wave moves through must attempt a Fortitude save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is knocked [prone](../../Rules/conditions.md#Prone). If the creature was Swimming, it gets a critical failure instead. -> - **Critical Failure** The creature is pushed 20 feet in the wave's direction, is knocked [prone](../../Rules/conditions.md#Prone), and takes `3d6` bludgeoning damage. - -*Source: Extinction Curse #1: The Show Must Go On p. 78* \ No newline at end of file diff --git a/Compendium/spells/seal-fate-apg.md b/Compendium/spells/seal-fate-apg.md deleted file mode 100644 index c0214e366..000000000 --- a/Compendium/spells/seal-fate-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/4 -- trait/curse -- trait/death -- trait/necromancy -aliases: ["Seal Fate"] ---- -# Seal Fate *Spell 4* -[curse](../../Rules/traits/curse.md) [death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Fortitude - -You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise. Choose one type of damage from the following list: acid, bludgeoning, cold, electricity, fire, negative, piercing, slashing, or sonic. The effect is based on the target's Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target gains weakness 2 to the chosen damage type until the end of your next turn. -> - **Failure** As success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies. -> - **Critical Failure** As failure, but the duration is unlimited. - -**Heightened (+ 2)** The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4. - -*Source: Advanced Player's Guide p. 224* \ No newline at end of file diff --git a/Compendium/spells/searing-light.md b/Compendium/spells/searing-light.md deleted file mode 100644 index 4a15840ff..000000000 --- a/Compendium/spells/searing-light.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/attack -- trait/evocation -- trait/fire -- trait/good -- trait/light -aliases: ["Searing Light"] ---- -# Searing Light *Spell 3* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [good](../../Rules/traits/good.md) [light](../../Rules/traits/light.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature - -You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals `5d6` fire damage. If the target is a fiend or undead, you deal an extra `5d6` good damage. - -> [!success-degree] -> - **Critical Success** The target takes double fire damage, as well as double good damage if a fiend or undead. -> - **Success** The target takes full damage If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target - -**Heightened (+ 1)** The fire damage increases by `2d6`, and the good damage against fiends and undead increases by `2d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/Compendium/spells/seashell-of-stolen-sound-som.md b/Compendium/spells/seashell-of-stolen-sound-som.md deleted file mode 100644 index 6c92eecc6..000000000 --- a/Compendium/spells/seashell-of-stolen-sound-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/divination -- trait/sonic -aliases: ["Seashell Of Stolen Sound"] ---- -# Seashell Of Stolen Sound *Spell 1* -[divination](../../Rules/traits/divination.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within range begins to make a sound. -- **Range**30 foot -- **Duration**until your next daily preparations - -You store a sound in a seashell to use as you will: the last words of a loved one, a dragon's mighty roar, the compromising conversation between two powerful diplomats, or even more strange and secret. As part of Casting this Spell, you must present an unbroken seashell. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), magic swirls around the triggering creature, copying the sounds they make, as well as any background noise, for the next minute and storing them in the seashell. - -You or another creature can then play the sound back from the seashell during the spell's duration by [Interacting](../../Rules/actions/interact.md) with the seashell, but once the sounds have been played back, the seashell shatters and the spell ends. - -As normal for spells with a duration until your next daily preparations, you can choose to continue expending the spell slot to prolong the duration of an existing seashell of stolen sound for another day. While the spell faithfully copies the sounds around the target, it doesn't reproduce any special [auditory](../../Rules/traits/auditory.md) or [sonic](../../Rules/traits/sonic.md) effects of the sound. - -*Source: Secrets of Magic p. 127* \ No newline at end of file diff --git a/Compendium/spells/secret-chest-apg.md b/Compendium/spells/secret-chest-apg.md deleted file mode 100644 index c342a738d..000000000 --- a/Compendium/spells/secret-chest-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/5 -- trait/conjuration -aliases: ["Secret Chest"] ---- -# Secret Chest *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 container and its contents, totaling 10 - -Bulk or less Duration until the next time you make your daily preparations You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later. The container's physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can't contain any creatures. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), the container and all its contents are transported to a random location deep in the Ethereal Plane. Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it. Though very unlikely, it's possible for a creature on the Ethereal Plane to stumble upon the chest. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell to return the chest to your current location. If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways. - -*Source: Advanced Player's Guide p. 225* \ No newline at end of file diff --git a/Compendium/spells/see-invisibility.md b/Compendium/spells/see-invisibility.md deleted file mode 100644 index 02814b533..000000000 --- a/Compendium/spells/see-invisibility.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/divination -- trait/revelation -aliases: ["See Invisibility"] ---- -# See Invisibility *Spell 2* -[divination](../../Rules/traits/divination.md) [revelation](../../Rules/traits/revelation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You can see [invisible](../../Rules/conditions.md#Invisible) creatures and objects. They appear to you as translucent shapes, and they are [concealed](../../Rules/conditions.md#Concealed) to you. - -**Heightened (5th)** The spell has a duration of 8 hours. - -*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/Compendium/spells/sending.md b/Compendium/spells/sending.md deleted file mode 100644 index 55d50ee87..000000000 --- a/Compendium/spells/sending.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/divination -- trait/mental -aliases: ["Sending"] ---- -# Sending *Spell 5* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**planetary -- **Targets**1 creature with whom you are familiar - -You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. - -*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/Compendium/spells/sepulchral-mask-apg.md b/Compendium/spells/sepulchral-mask-apg.md deleted file mode 100644 index 73aa5de02..000000000 --- a/Compendium/spells/sepulchral-mask-apg.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/focus/1 -- trait/divination -- trait/emotion -- trait/mental -- trait/sorcerer -- trait/uncommon -- trait/visual -aliases: ["Sepulchral Mask"] ---- -# Sepulchral Mask *Focus 1* -[divination](../../Rules/traits/divination.md) [emotion](../../Rules/traits/emotion.md) [mental](../../Rules/traits/mental.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**5-foot emanation -- **Targets**enemies in the area -- **Saving Throw** Will -- **Duration**1 minute - -You manifest a supernatural funerary mask, granting you a +1 status bonus to Will saving throws against [emotion](../../Rules/traits/emotion.md) effects for 1 minute. Its somber countenance forces your foes to confront their regrets and sins. Each enemy in the area when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) or that starts its turn in the area takes `1d4` mental damage and must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and takes a –1 status penalty to Will saves against [emotion](../../Rules/traits/emotion.md) effects for 1 round. -> - **Critical Failure** The creature takes double damage and a –1 status penalty to Will saves against [emotion](../../Rules/traits/emotion.md) effects for 1 minute. - -**Heightened (+ 2)** Increase the mental damage by `2d4` and the emanation's radius by 5 feet. - -*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/Compendium/spells/shadow-army-som.md b/Compendium/spells/shadow-army-som.md deleted file mode 100644 index 1cead3a50..000000000 --- a/Compendium/spells/shadow-army-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/10 -- trait/auditory -- trait/illusion -- trait/mental -- trait/shadow -- trait/visual -aliases: ["Shadow Army"] ---- -# Shadow Army *Spell 10* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [shadow](../../Rules/traits/shadow.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**50-foot burst -- **Saving Throw** Will -- **Duration**1 minute - -You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to [Hide](../../Rules/actions/hide.md) and [Sneak](../../Rules/actions/sneak.md) among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes `3d10` mental damage and `3d10` bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you choose a condition your shadows impose on a failed save: [clumsy](../../Rules/conditions.md#Clumsy), [enfeebled](../../Rules/conditions.md#Enfeebled), [flat-footed](../../Rules/conditions.md#Flat-footed), or [slowed](../../Rules/conditions.md#Slowed). - -> [!success-degree] -> - **Critical Success** The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage, and gains the chosen condition. -> - **Critical Failure** The creature takes double damage, and gains the chosen condition. - -*Source: Secrets of Magic p. 128* \ No newline at end of file diff --git a/Compendium/spells/shadow-blast.md b/Compendium/spells/shadow-blast.md deleted file mode 100644 index e5fdf9854..000000000 --- a/Compendium/spells/shadow-blast.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/misc -- spell/level/5 -- trait/evocation -- trait/shadow -aliases: ["Shadow Blast"] ---- -# Shadow Blast *Spell 5* -[evocation](../../Rules/traits/evocation.md) [shadow](../../Rules/traits/shadow.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**varies -- **Area**varies -- **Saving Throw** basic Reflex or Will - -You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals `5d8` damage of the type you chose to each creature in the area. - -**Heightened (+ 1)** The damage increases by `1d8`. - -*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/Compendium/spells/shadow-illusion-apg.md b/Compendium/spells/shadow-illusion-apg.md deleted file mode 100644 index 3118a1892..000000000 --- a/Compendium/spells/shadow-illusion-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/auditory -- trait/illusion -- trait/shadow -- trait/uncommon -- trait/visual -aliases: ["Shadow Illusion"] ---- -# Shadow Illusion *Focus 6* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Duration**sustained - -You create a shadowy illusion of a creature or a stationary object, but the illusion can exist only in an area of dim light or darkness. The spell ends if the illusion is ever out of an area of dim light or darkness. If the illusion is an object, it must fit within a 20-foot burst, and the creature can be of any size up to Gargantuan, filling a 20-foot-by-20-foot space. - -The object or creature appears to animate naturally; it even generates the appropriate sounds and smells, and feels believable to the touch, though its coloring is always muted. - -If the illusion is a creature, shadow illusion has the effects of an [illusory creature](illusory-creature.md) spell of the same level, except it deals `2d8` damage plus your spellcasting ability modifier, instead of the amount listed in illusory creature. - -Heighten (+2) The area that an illusory object can fit in increases by 10 feet. - -The damage of the illusory creature's [Strike](../../Rules/actions/strike.md) increases by `1d8`. - -*Source: Advanced Player's Guide p. 193* \ No newline at end of file diff --git a/Compendium/spells/shadow-jump-apg.md b/Compendium/spells/shadow-jump-apg.md deleted file mode 100644 index 168bea0c7..000000000 --- a/Compendium/spells/shadow-jump-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/conjuration -- trait/shadow -- trait/teleportation -- trait/uncommon -aliases: ["Shadow Jump"] ---- -# Shadow Jump *Focus 5* -[conjuration](../../Rules/traits/conjuration.md) [shadow](../../Rules/traits/shadow.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You are in dim light or darkness. -- **Range**120 foot - -You instantly transport yourself from one shadow to another. - -Teleport yourself and any items you're wearing and holding from your current space to a clear space you can see that's in dim light or darkness and within range. You can transport your familiar with this spell, but if shadow jump would bring any other creature with you—even if you're carrying the creature in an extradimensional container—the spell is disrupted. - -**Heightened (8th)** When you arrive at your destination, you can become [invisible](../../Rules/conditions.md#Invisible) until the end of your next turn or until you are no longer in an area of dim light or darkness, whichever comes first. The invisibility is an [illusion](../../Rules/traits/illusion.md) effect. - -*Source: Advanced Player's Guide p. 193* \ No newline at end of file diff --git a/Compendium/spells/shadow-projectile-som.md b/Compendium/spells/shadow-projectile-som.md deleted file mode 100644 index cbd07f80b..000000000 --- a/Compendium/spells/shadow-projectile-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/illusion -- trait/shadow -- trait/visual -aliases: ["Shadow Projectile"] ---- -# Shadow Projectile *Spell 3* -[illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within 20 feet of you makes a ranged attack roll. -- **Saving Throw** Will - -You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes `3d8` mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to [shadow projectile](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/shadow-projectile-som.md) spells for 1 hour. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [flat-footed](../../Rules/conditions.md#Flat-footed) against the triggering attack. -> - **Failure** The creature is [flat-footed](../../Rules/conditions.md#Flat-footed) against the triggering attack and takes full damage from your illusory projectile. -> - **Critical Failure** As failure, but double damage. - -**Heightened (+ 2)** The damage increases by `1d8`. - -*Source: Secrets of Magic p. 128* \ No newline at end of file diff --git a/Compendium/spells/shadow-raid-som.md b/Compendium/spells/shadow-raid-som.md deleted file mode 100644 index 1dd43e14c..000000000 --- a/Compendium/spells/shadow-raid-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/7 -- trait/illusion -- trait/shadow -aliases: ["Shadow Raid"] ---- -# Shadow Raid *Spell 7* -[illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**30-foot burst -- **Saving Throw** basic Reflex or Will -- **Duration**1 minute - -You spin illusions of flying shadows throughout the area. - -The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) take `6d8` bludgeoning, piercing, or slashing damage, with a basic Reflex or Will save, as shadows explode into being. You choose the damage type when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing `3d8` damage of the type you chose to any enemy that ends its turn in the area. All creatures are [concealed](../../Rules/conditions.md#Concealed) to enemies in the area, as the illusory shadows swarm over them and block light. - -A creature that spends an action to [Seek](../../Rules/actions/seek.md) or otherwise interact with the shadow raid can attempt a [Perception](../skills.md#Perception) check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends. - -**Heightened (9th)** The initial damage increases by `2d8`, and the damage to a creature that ends its turn in the area increases by `1d8`. - -*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/Compendium/spells/shadow-siphon.md b/Compendium/spells/shadow-siphon.md deleted file mode 100644 index a8e8d53aa..000000000 --- a/Compendium/spells/shadow-siphon.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/illusion -- trait/shadow -aliases: ["Shadow Siphon"] ---- -# Shadow Siphon *Spell 5* -[illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A spell or [magical](../../Rules/traits/magical.md) effect deals damage. -- **Range**60 foot -- **Targets**the triggering spell - -Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt. - -*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/shadow-spy-da.md b/Compendium/spells/shadow-spy-da.md deleted file mode 100644 index d529d4f23..000000000 --- a/Compendium/spells/shadow-spy-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/3 -- trait/necromancy -aliases: ["Shadow Spy"] ---- -# Shadow Spy *Spell 3* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**120 foot -- **Duration**until the next time you make your daily preparations - -You mix blood, soil, and shadow together to form a half-real homunculus in the shape of a crow, sparrow, or other bird. You then command the bird to fly to a location within range and observe all around it. The bird has the statistics of a homunculus, save that it has all of your senses and shares your [Perception](../skills.md#Perception) modifier. Once the spell's duration elapses or upon a trigger you set (which must be fairly simple—"at dusk" or "when the judge leaves"), the bird flies to your location. If you wring its neck and drink its blood, you learn all that it saw since its creation. - -*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/Compendium/spells/shadow-walk.md b/Compendium/spells/shadow-walk.md deleted file mode 100644 index f50225870..000000000 --- a/Compendium/spells/shadow-walk.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/conjuration -- trait/shadow -- trait/teleportation -- trait/uncommon -aliases: ["Shadow Walk"] ---- -# Shadow Walk *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [shadow](../../Rules/traits/shadow.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**you and up to 9 willing creatures touched -- **Duration**8 hours - -You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can [Dismiss](../../Rules/actions/dismiss.md) the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and [Dismiss](../../Rules/actions/dismiss.md) the spell at the same point on the Plane of Shadow appear together). - -*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/shadows-web-apg.md b/Compendium/spells/shadows-web-apg.md deleted file mode 100644 index 99a5f6a71..000000000 --- a/Compendium/spells/shadows-web-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/focus/7 -- trait/evocation -- trait/monk -- trait/uncommon -aliases: ["Shadow's Web"] ---- -# Shadow's Web *Focus 7* -[evocation](../../Rules/traits/evocation.md) [monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot burst -- **Saving Throw** Fortitude - -Grasping darkness surges from you, dealing `14d4` negative damage. Each creature in the area must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. -> - **Failure** The creature takes full damage and is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. -> - **Critical Failure** The creature takes double damage and is [stunned](../../Rules/conditions.md#Stunned), [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round, and [immobilized](../../Rules/conditions.md#Immobilized) for 1 round or until it [Escapes](../../Rules/actions/escape.md), whichever comes first. - -**Heightened (+ 1)** The negative damage increases by `2d4`. Oracle - -*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/Compendium/spells/shaken-confidence-da.md b/Compendium/spells/shaken-confidence-da.md deleted file mode 100644 index 9f6123016..000000000 --- a/Compendium/spells/shaken-confidence-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/mental -- trait/misfortune -- trait/rare -aliases: ["Shaken Confidence"] ---- -# Shaken Confidence *Focus 4* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [misfortune](../../Rules/traits/misfortune.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[confidence (apocryphal)](../setting/domains.md#Confidence%20(apocryphal))] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An enemy within 30 feet of you critically fails an attack roll, [Perception](../skills.md#Perception) check, or skill check. -- **Saving Throw** Will -- **Duration**varies - -You mock the target for all its failings, twisting its selfconfidence into doubt. The enemy attempts a Will saving throw. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is briefly shaken and unsure of its abilities. It must roll twice and take the worse result on the next roll of the same type as the critical failure that triggered the spell (such as the target's next [Acrobatics](../skills.md#Acrobatics) check if the spell's trigger was a critical failure on an [Acrobatics](../skills.md#Acrobatics) check). If the target doesn't attempt any qualifying checks, the spell ends at the end of the target's next turn. - -*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/Compendium/spells/shall-not-falter-shall-not-rout-lol.md b/Compendium/spells/shall-not-falter-shall-not-rout-lol.md deleted file mode 100644 index 8284a6478..000000000 --- a/Compendium/spells/shall-not-falter-shall-not-rout-lol.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/focus/5 -- trait/healing -- trait/necromancy -- trait/rare -aliases: ["Shall Not Falter, Shall Not Rout"] ---- -# Shall Not Falter, Shall Not Rout *Focus 5* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Calling out the fifth line of the Crimson Oath, you seal your most grievous injuries with a stroke of your blade. The first time each round that you [Strike](../../Rules/actions/strike.md) with your weapon and deal damage to a foe, you recover a number of HP equal to twice shall not falter, shall not rout's level. This healing can't raise your current HP above half of your maximum HP. - -*Source: Lost Omens: Legends p. 69* \ No newline at end of file diff --git a/Compendium/spells/shambling-horror-botd.md b/Compendium/spells/shambling-horror-botd.md deleted file mode 100644 index 2dd73ea4d..000000000 --- a/Compendium/spells/shambling-horror-botd.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/botd -- spell/focus/6 -- trait/evil -- trait/necromancy -- trait/uncommon -aliases: ["Shambling Horror"] ---- -# Shambling Horror *Focus 6* -[evil](../../Rules/traits/evil.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 corpse of a Gargantuan or smaller creature that has a level no greater than your level – 4 and has died since the last sunrise -- **Duration**10 minutes - -You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton (Bestiary 298, Bestiary 3 236, page 146) or zombie (Bestiary 340, Bestiary 3 302, page 170). Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee [Strikes](../../Rules/actions/strike.md) that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has. - -A shambling horror has the [minion](../../Rules/traits/minion.md) trait. You can't control more than one shambling horror at the same time—if you create a new one while one is already under your control, you must choose one to release, causing it to lose the [minion](../../Rules/traits/minion.md) trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror. - -*Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/Compendium/spells/shape-stone.md b/Compendium/spells/shape-stone.md deleted file mode 100644 index 0c267060f..000000000 --- a/Compendium/spells/shape-stone.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/earth -- trait/transmutation -aliases: ["Shape Stone"] ---- -# Shape Stone *Spell 4* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**cube of stone 10 feet across or smaller - -You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or [Acrobatics](../skills.md#Acrobatics) check. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature falls [prone](../../Rules/conditions.md#Prone) atop the stone. -> - **Critical Failure** The creature falls off the stone (if applicable) and lands [prone](../../Rules/conditions.md#Prone). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/shape-wood.md b/Compendium/spells/shape-wood.md deleted file mode 100644 index b342495e9..000000000 --- a/Compendium/spells/shape-wood.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/plant -- trait/transmutation -aliases: ["Shape Wood"] ---- -# Shape Wood *Spell 2* -[plant](../../Rules/traits/plant.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**an unworked piece of wood up to 20 cubic feet in volume - -You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping. - -*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/shapechange.md b/Compendium/spells/shapechange.md deleted file mode 100644 index 6fa0136fe..000000000 --- a/Compendium/spells/shapechange.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/polymorph -- trait/transmutation -aliases: ["Shapechange"] ---- -# Shapechange *Spell 9* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you [Cast the Spell](../../Rules/actions/cast-a-spell.md) rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/share-burden-logm.md b/Compendium/spells/share-burden-logm.md deleted file mode 100644 index 9e31626d3..000000000 --- a/Compendium/spells/share-burden-logm.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/abjuration -- trait/mental -aliases: ["Share Burden"] ---- -# Share Burden *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [mental](../../Rules/traits/mental.md) - -- **Domains**: [[repose](../setting/domains.md#Repose)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within 30 feet is about to attempt a saving throw against a harmful [emotion](../../Rules/traits/emotion.md) effect, and you would not -- **Targets**you and the triggering ally - -You shoulder some of your ally's pain. Both you and your ally use the outcome one degree of success better than the result of your ally's saving throw, even if the triggering effect usually affects only one target. - -*Source: Lost Omens: Gods & Magic p. 116* \ No newline at end of file diff --git a/Compendium/spells/share-lore-logm.md b/Compendium/spells/share-lore-logm.md deleted file mode 100644 index d64f30b52..000000000 --- a/Compendium/spells/share-lore-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/divination -- trait/mental -aliases: ["Share Lore"] ---- -# Share Lore *Spell 1* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**up to 3 creatures -- **Duration**10 minutes - -You share your knowledge with the touched creatures. - -Choose one [Lore](../skills.md#Lore) skill in which you are trained. The targets become trained in that [Lore](../skills.md#Lore) skill for the duration of the spell. - -**Heightened (3rd)** The duration of the spell is 1 hour and you can target up to five creatures. - -**Heightened (5th)** The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two [Lore](../skills.md#Lore) skills in which you are trained. - -*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/shared-nightmare.md b/Compendium/spells/shared-nightmare.md deleted file mode 100644 index 782fb3a84..000000000 --- a/Compendium/spells/shared-nightmare.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/uncommon -aliases: ["Shared Nightmare"] ---- -# Shared Nightmare *Focus 4* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[nightmares](../setting/domains.md#Nightmares)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become [confused](../../Rules/conditions.md#Confused), but which it'll be depends on the target's Will save. - -> [!success-degree] -> - **Critical Success** You are [confused](../../Rules/conditions.md#Confused) for 1 round. -> - **Success** At the start of your next turn, you spend your first action with the [confused](../../Rules/conditions.md#Confused) condition, then act normally. -> - **Failure** As success, but the target is affected instead of you, spending its first action each turn [confused](../../Rules/conditions.md#Confused). The duration is 1 minute. -> - **Critical Failure** The target is [confused](../../Rules/conditions.md#Confused) for 1 minute. - -*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/shatter-mind-da.md b/Compendium/spells/shatter-mind-da.md deleted file mode 100644 index 7688d56f3..000000000 --- a/Compendium/spells/shatter-mind-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/cone -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/mental -- trait/psychic -- trait/uncommon -aliases: ["Shatter Mind"] ---- -# Shatter Mind *Cantrip 3* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [mental](../../Rules/traits/mental.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** basic Will - -You telepathically assail the minds of your foes. You deal mental damage equal to `2d4` plus your spellcasting ability modifier to all enemies in the area, with a basic Will save. - -**Heightened (+ 1)** The damage increases by `1d4`. - -## Amp - -You increase the area of the spell to your choice of a 30-foot cone or 60-foot cone, and the damage dice for the spell change to d10s. Creatures that fail are [stupefied](../../Rules/conditions.md#Stupefied) until the start of your next turn (or [stupefied](../../Rules/conditions.md#Stupefied) on a critical failure). - -## Summary - -*Source: Dark Archive p. 21* \ No newline at end of file diff --git a/Compendium/spells/shatter.md b/Compendium/spells/shatter.md deleted file mode 100644 index b863cd64d..000000000 --- a/Compendium/spells/shatter.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/evocation -- trait/sonic -aliases: ["Shatter"] ---- -# Shatter *Spell 2* -[evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 unattended object - -A high-frequency sonic attack shatters a nearby object. You deal `2d10` sonic damage to the object, ignoring the object's Hardness if it is 4 or lower. - -**Heightened (+ 1)** The damage increases by `1d10`, and the Hardness the spell ignores increases by 2. - -*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/shattering-gem-logm.md b/Compendium/spells/shattering-gem-logm.md deleted file mode 100644 index f536d41d9..000000000 --- a/Compendium/spells/shattering-gem-logm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/abjuration -- trait/earth -aliases: ["Shattering Gem"] ---- -# Shattering Gem *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) [earth](../../Rules/traits/earth.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 minute - -A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature [Strikes](../../Rules/actions/strike.md) the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it `1d8` slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target. - -**Heightened (+ 1)** The gem has 5 additional HP, and the damage dealt by its detonation increases by `1d8`. - -**Spell Lists**: Elemental - -*Source: Lost Omens: Gods & Magic p. 109* \ No newline at end of file diff --git a/Compendium/spells/shepherd-of-souls-apg.md b/Compendium/spells/shepherd-of-souls-apg.md deleted file mode 100644 index 5d332745b..000000000 --- a/Compendium/spells/shepherd-of-souls-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/healing -- trait/necromancy -- trait/sorcerer -- trait/uncommon -aliases: ["Shepherd Of Souls"] ---- -# Shepherd Of Souls *Focus 5* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A living creature within 30 feet takes damage. -- **Range**30 foot -- **Targets**1 creature - -You stay the hand of fate for one not yet destined to die, sacrificing some of your own vitality to heal them. You lose up to 15 Hit Points as a sacrifice, and the target reduces the damage by twice the number of Hit Points sacrificed. If this reduction exceeds the amount of damage, the target recovers Hit Points equal to the excess amount. - -**Heightened (+ 2)** The maximum number of Hit Points you can sacrifice increases by 5. - -*Source: Advanced Player's Guide p. 236* \ No newline at end of file diff --git a/Compendium/spells/shield.md b/Compendium/spells/shield.md deleted file mode 100644 index cad03d95e..000000000 --- a/Compendium/spells/shield.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/abjuration -- trait/cantrip -- trait/force -aliases: ["Shield"] ---- -# Shield *Cantrip 1* -[abjuration](../../Rules/traits/abjuration.md) [cantrip](../../Rules/traits/cantrip.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the start of your next turn - -You raise a magical shield of force. This counts as using the [Raise a Shield](../../Rules/actions/raise-a-shield.md) action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. - -While the spell is in effect, you can use the [Shield Block](../feats/shield-block.md) reaction with your magic shield. The shield has Hardness 5. After you use [Shield Block](../feats/shield-block.md), the spell ends and you can't cast it again for 10 minutes. Unlike a normal [Shield Block](../feats/shield-block.md), you can use the spell's reaction against the [magic missile](magic-missile.md) spell. - -Heightening the spell increases the shield's Hardness. - -**Heightened (3rd)** The shield has Hardness 10. - -**Heightened (5th)** The shield has Hardness 15. - -**Heightened (7th)** The shield has Hardness 20. - -**Heightened (9th)** The shield has Hardness 25. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/shielding-strike-som.md b/Compendium/spells/shielding-strike-som.md deleted file mode 100644 index f25f331e9..000000000 --- a/Compendium/spells/shielding-strike-som.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/abjuration -- trait/magus -- trait/uncommon -aliases: ["Shielding Strike"] ---- -# Shielding Strike *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [magus](../../Rules/traits/magus-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee [Strike](../../Rules/actions/strike.md). You can then either [Raise your Shield](../../Rules/actions/raise-a-shield.md) if you're wielding one or cast [shield](shield.md) if you have the spell. - -*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/Compendium/spells/shift-blame-som.md b/Compendium/spells/shift-blame-som.md deleted file mode 100644 index d732385e6..000000000 --- a/Compendium/spells/shift-blame-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/enchantment -- trait/mental -aliases: ["Shift Blame"] ---- -# Shift Blame *Spell 3* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or another creature attacks a creature or fails at a [Deception](../skills.md#Deception), [Diplomacy](../skills.md#Diplomacy), or [Intimidation](../skills.md#Intimidation) check. -- **Range**30 foot -- **Targets**the target of the triggering attack or skill check -- **Saving Throw** Will - -You alter the target's memories of the triggering event as they form. You choose another creature (which can be you) with the capacity to make the triggering attack or skill check, and you alter the target's memories to recall the creature you chose as responsible for the triggering attack or skill check. The target must attempt a Will save and is then temporarily immune for 24 hours. - -> [!success-degree] -> - **Critical Success** The target knows you attempted to alter its memories. -> - **Success** The target doesn't realize you attempted to alter its memories, though it knows you cast a spell. -> - **Failure** You successfully alter the target's memory. It isn't forced to react to the new memories in a particular way, and it's likely to question them if they contradict other information it knows or are implausible for the situation. - -*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/Compendium/spells/shifting-form.md b/Compendium/spells/shifting-form.md deleted file mode 100644 index ce5e1f0ab..000000000 --- a/Compendium/spells/shifting-form.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/morph -- trait/transmutation -- trait/uncommon -- trait/wizard -aliases: ["Shifting Form"] ---- -# Shifting Form *Focus 4* -[morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You gain one of the following abilities of your choice. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -- You gain a 20-foot status bonus to your Speed. -- You gain a climb or swim Speed equal to half your Speed. -- You gain [darkvision](../../Rules/abilities/darkvision.md). -- You gain a pair of claws. These are agile finesse unarmed attacks that deal `1d8` slashing damage. -- You gain [scent](../../Rules/abilities/scent.md) 60 feet (imprecise). - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/shifting-sand-logm.md b/Compendium/spells/shifting-sand-logm.md deleted file mode 100644 index 6cdcaea88..000000000 --- a/Compendium/spells/shifting-sand-logm.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/burst -- spell/level/3 -- trait/earth -- trait/transmutation -aliases: ["Shifting Sand"] ---- -# Shifting Sand *Spell 3* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**a horizontal earthen or sandy surface within a 20-foot burst -- **Duration**sustained up to 1 minute - -You cause the surface to heave. The area becomes difficult terrain and any tracks in the area are destroyed by the churning ground. Creatures standing in the area take a –1 status penalty to [Acrobatics](../skills.md#Acrobatics) checks to [Balance](../../Rules/actions/balance.md) and [Tumble Through](../../Rules/actions/tumble-through.md) and [Athletics](../skills.md#Athletics) checks to [High Jump](../../Rules/actions/high-jump.md) and [Long Jump](../../Rules/actions/long-jump.md). The first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the churning area up to 10 feet in any direction. Creatures [immobilized](../../Rules/conditions.md#Immobilized) by the spell are carried along with the shifting sand in the same direction, if possible; this movement is forced movement. Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and ignores the area's difficult terrain and penalty to skill checks until the end of its turn. -> - **Success** The creature ignores the area's penalty to skill checks until the end of its turn. -> - **Failure** The creature is affected normally by the spell this turn. -> - **Critical Failure** The creature becomes [immobilized](../../Rules/conditions.md#Immobilized) within the spell's area until it [Escapes](../../Rules/actions/escape.md). If the creature was already [immobilized](../../Rules/conditions.md#Immobilized) by shifting sands, it also falls [prone](../../Rules/conditions.md#Prone). - -**Heightened (5th)** The status penalty increases to –2 and the spell's range increases to 60 feet. - -**Heightened (7th)** The status penalty increases to –3, the spell's range increases to 60 feet, and the spell's area increases to a 30-foot burst. - -**Heightened (9th)** The status penalty increases to –4, the spell's range increases to 60 feet, and the spell's area increases to a 40-foot burst. - -**Spell Lists**: Elemental - -*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/shillelagh.md b/Compendium/spells/shillelagh.md deleted file mode 100644 index 87aacba10..000000000 --- a/Compendium/spells/shillelagh.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/plant -- trait/transmutation -aliases: ["Shillelagh"] ---- -# Shillelagh *Spell 1* -[plant](../../Rules/traits/plant.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 club or staff you hold -- **Duration**1 minute - -The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three. - -*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/Compendium/spells/shocking-grasp.md b/Compendium/spells/shocking-grasp.md deleted file mode 100644 index c4c0812f2..000000000 --- a/Compendium/spells/shocking-grasp.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/attack -- trait/electricity -- trait/evocation -aliases: ["Shocking Grasp"] ---- -# Shocking Grasp *Spell 1* -[attack](../../Rules/traits/attack.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes `2d12` electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes `1d4` [persistent electricity damage](../../Rules/conditions.md#Persistent%20Damage) on a hit. On a critical hit, double the initial damage, but not the [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The damage increases by `1d12`, and the [persistent electricity damage](../../Rules/conditions.md#Persistent%20Damage) increases by 1. - -*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/Compendium/spells/shockwave-logm.md b/Compendium/spells/shockwave-logm.md deleted file mode 100644 index 986539bbc..000000000 --- a/Compendium/spells/shockwave-logm.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/cone -- spell/level/1 -- trait/earth -- trait/evocation -aliases: ["Shockwave"] ---- -# Shockwave *Spell 1* -[earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex - -You create a wave of energy that ripples through the earth. - -Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [flat-footed](../../Rules/conditions.md#Flat-footed) until the start of its next turn. -> - **Failure** The creature falls [prone](../../Rules/conditions.md#Prone). -> - **Critical Failure** As failure, plus the creature takes `1d6` damage. - -**Heightened (+ 1)** The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on). - -**Spell Lists**: Elemental - -*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/shooting-star-som.md b/Compendium/spells/shooting-star-som.md deleted file mode 100644 index 94cb073ec..000000000 --- a/Compendium/spells/shooting-star-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/divination -- trait/magus -- trait/uncommon -aliases: ["Shooting Star"] ---- -# Shooting Star *Focus 1* -[divination](../../Rules/traits/divination.md) [magus](../../Rules/traits/magus-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're wielding a ranged weapon or a thrown weapon. - -You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged [Strike](../../Rules/actions/strike.md), ignoring the target's concealment and reducing the target's cover by one degree for this [Strike](../../Rules/actions/strike.md) only (greater to standard, standard to lesser, and lesser to none). If the [Strike](../../Rules/actions/strike.md) hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn. - -*Source: Secrets of Magic p. 143* \ No newline at end of file diff --git a/Compendium/spells/show-the-way-logm.md b/Compendium/spells/show-the-way-logm.md deleted file mode 100644 index be5472f68..000000000 --- a/Compendium/spells/show-the-way-logm.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/area/emanation -- spell/level/3 -- trait/detection -- trait/divination -aliases: ["Show The Way"] ---- -# Show The Way *Spell 3* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Area**5-foot emanation -- **Targets**you and allies in the area -- **Duration**8 hours - -You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain. For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third. Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards. - -**Heightened (6th)** For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain doesn't reduce your travel Speed at all, and traveling through greater difficult terrain reduces your travel Speed to only three-quarters of its normal value instead of one-third. - -*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/shrink-item.md b/Compendium/spells/shrink-item.md deleted file mode 100644 index fcb6efebf..000000000 --- a/Compendium/spells/shrink-item.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/polymorph -- trait/transmutation -aliases: ["Shrink Item"] ---- -# Shrink Item *Spell 3* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk -- **Duration**until the next time you make your daily preparations - -You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can [Dismiss](../../Rules/actions/dismiss.md) the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size. If there isn't room for the object to return to normal size when the spell ends, the spell's duration continues until the object is in a location large enough to accommodate its normal size. - -*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/Compendium/spells/shrink.md b/Compendium/spells/shrink.md deleted file mode 100644 index 189b57f6d..000000000 --- a/Compendium/spells/shrink.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/polymorph -- trait/transmutation -aliases: ["Shrink"] ---- -# Shrink *Spell 2* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**5 minutes - -You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature. - -**Heightened (6th)** The spell can target up to 10 creatures. - -*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/Compendium/spells/shroud-of-flame-frp3.md b/Compendium/spells/shroud-of-flame-frp3.md deleted file mode 100644 index d6de077e8..000000000 --- a/Compendium/spells/shroud-of-flame-frp3.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/frp3 -- spell/area/emanation -- spell/focus/3 -- trait/evocation -- trait/fire -- trait/sorcerer -- trait/uncommon -aliases: ["Shroud Of Flame"] ---- -# Shroud Of Flame *Focus 3* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**10-foot emanation -- **Duration**sustained up to 1 minute - -You encircle yourself in an aura of protective flames. - -Each creature that hits you with an unarmed attack, Grapples you, or otherwise touches you takes 3 fire damage. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and the first time you sustain it each round, each creature in the area takes `3d6` fire damage (basic Reflex save). - -**Heightened (+ 1)** The damage caused by touching you increases by 1, and the fire damage when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) or sustain it increases by `1d6`. - -*Source: Fists of the Ruby Phoenix #3: King of the Mountain p. 74* \ No newline at end of file diff --git a/Compendium/spells/shroud-of-night-apg.md b/Compendium/spells/shroud-of-night-apg.md deleted file mode 100644 index 0e67cf2e8..000000000 --- a/Compendium/spells/shroud-of-night-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/darkness -- trait/evocation -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Shroud Of Night"] ---- -# Shroud Of Night *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. The target's eyes are blanketed in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. Regardless of the outcome, the target is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is shrouded in murky darkness. Unless the target has [darkvision](../../Rules/abilities/darkvision.md), other creatures are [concealed](../../Rules/conditions.md#Concealed) to it. - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/sigil.md b/Compendium/spells/sigil.md deleted file mode 100644 index 182c50dcb..000000000 --- a/Compendium/spells/sigil.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/transmutation -aliases: ["Sigil"] ---- -# Sigil *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object -- **Duration**unlimited (see below) - -You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or [invisible](../../Rules/conditions.md#Invisible), and you can change it from one state to another by using an [Interact](../../Rules/actions/interact.md) action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level. - -**Heightened (3rd)** The sigil instead fades after 1 month. - -**Heightened (5th)** The sigil instead fades after 1 year. - -**Heightened (7th)** The sigil never fades. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/Compendium/spells/sign-of-conviction-lokl.md b/Compendium/spells/sign-of-conviction-lokl.md deleted file mode 100644 index aec56ae00..000000000 --- a/Compendium/spells/sign-of-conviction-lokl.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/3 -- trait/conjuration -- trait/uncommon -aliases: ["Sign of Conviction"] ---- -# Sign of Conviction *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute - -You conjure the religious symbol of your deity into the air above you in the same space you stand in, wielding the power of your faith to smite your foes. This religious symbol is immobile, made of pure magical force, and can't be damaged. As long as you Sustain sign of conviction, you gain a +1 status bonus to AC and saving throws and are [immobilized](../../Rules/conditions.md#Immobilized). The DC for [any](../../Rules/traits/any-b1.md) effect to force you to move out of your space (such as the [Shove](../../Rules/actions/shove.md) action) is equal to your spell DC or the normal DC, whichever is higher. If you stop being [immobilized](../../Rules/conditions.md#Immobilized) or are moved out of your space, sign of conviction immediately ends. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), the religious symbol emits a blast of energy at a target within 100 feet. Make a spell attack roll that deals `2d10` damage on a success (see below for determining damage type) and double damage on a critical success. You can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) multiple times in the same round to emit an array of blasts. - -If you worship a good deity, the spell gains the [good](../../Rules/traits/good.md) and [light](../../Rules/traits/light.md) traits, deals your choice of either fire or good damage, and emits bright light in a 20-foot burst. If you worship an evil deity, the spell gains the [evil](../../Rules/traits/evil.md) and [darkness](../../Rules/traits/darkness.md) traits, deals your choice of cold or evil damage, and reduces the light level in a 20-foot burst to dim light if it would be brighter. If you worship a neutral deity, the spell gains the [force](../../Rules/traits/force.md) trait and deals force damage. - -**Heightened (+ 2)** The damage increases by `1d10`. - -*Source: Lost Omens: Knights of Lastwall p. 95* \ No newline at end of file diff --git a/Compendium/spells/silence.md b/Compendium/spells/silence.md deleted file mode 100644 index 0406ef90b..000000000 --- a/Compendium/spells/silence.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/illusion -aliases: ["Silence"] ---- -# Silence *Spell 2* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing creature -- **Duration**1 minute - -The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use actions with the [auditory](../../Rules/traits/auditory.md) trait. This prevents it from casting spells that include verbal components. - -**Heightened (4th)** The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any [auditory](../../Rules/traits/auditory.md) and [sonic](../../Rules/traits/sonic.md) effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example). - -*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/Compendium/spells/silvers-refrain-aoa3.md b/Compendium/spells/silvers-refrain-aoa3.md deleted file mode 100644 index 287a9c415..000000000 --- a/Compendium/spells/silvers-refrain-aoa3.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa3 -- spell/area/emanation -- spell/cantrip -- trait/abjuration -- trait/bard -- trait/cantrip -- trait/composition -- trait/rare -aliases: ["Silver's Refrain"] ---- -# Silver's Refrain *Cantrip 1* -[abjuration](../../Rules/traits/abjuration.md) [bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [rare](../../Rules/traits/rare.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round - -The "Song of Silver" was an enchanted song used by the Silver Ravens to battle diabolic forces. You pull from select verses to temporarily replicate some of the legendary song's benefits, albeit on a much smaller scale. - -Weapon and unarmed attacks by allies in the area are treated as silver. In addition, this spell automatically attempts to counteract any dimension door cast by a devil within the area or cast by a devil attempting to enter the area using dimension door. If a devil attempts to enter the area using dimension door and the spell is counteracted, the devil remains where it started. - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 74* \ No newline at end of file diff --git a/Compendium/spells/sleep.md b/Compendium/spells/sleep.md deleted file mode 100644 index 71e2e2900..000000000 --- a/Compendium/spells/sleep.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/1 -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/sleep -aliases: ["Sleep"] ---- -# Sleep *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [sleep](../../Rules/traits/sleep.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Saving Throw** Will - -Each creature in the area becomes drowsy and might fall asleep. A creature that falls [unconscious](../../Rules/conditions.md#Unconscious) from this spell doesn't fall [prone](../../Rules/conditions.md#Prone) or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful [Perception](../skills.md#Perception) check, limiting its utility in combat. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes a –1 status penalty to [Perception](../skills.md#Perception) checks for 1 round. -> - **Failure** The creature falls [unconscious](../../Rules/conditions.md#Unconscious). If it's still [unconscious](../../Rules/conditions.md#Unconscious) after 1 minute, it wakes up automatically. -> - **Critical Failure** The creature falls [unconscious](../../Rules/conditions.md#Unconscious). If it's still [unconscious](../../Rules/conditions.md#Unconscious) after 1 hour, it wakes up automatically. - -**Heightened (4th)** The creatures fall [unconscious](../../Rules/conditions.md#Unconscious) for 1 round on a failure or 1 minute on a critical failure. They fall [prone](../../Rules/conditions.md#Prone) and release what they're holding, and they can't attempt [Perception](../skills.md#Perception) checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up. - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/slough-skin-logm.md b/Compendium/spells/slough-skin-logm.md deleted file mode 100644 index 0f3971432..000000000 --- a/Compendium/spells/slough-skin-logm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/2 -- trait/necromancy -aliases: ["Slough Skin"] ---- -# Slough Skin *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 hour - -You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body. The flat check to remove [persistent damage](../../Rules/conditions.md#Persistent%20Damage) from effects that coat your skin (such as most [persistent acid damage](../../Rules/conditions.md#Persistent%20Damage)) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system) - -If you're suffering from an effect other than [persistent damage](../../Rules/conditions.md#Persistent%20Damage) that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against [persistent damage](../../Rules/conditions.md#Persistent%20Damage), and you also receive a +2 status bonus to those saving throws. - -While affected by this spell, your continually shedding skin makes you much easier to [Track](../../Rules/actions/track.md). Anyone [Tracking](../../Rules/actions/track.md) you gains a +2 circumstance bonus to do so, and you cannot [Hide](../../Rules/actions/hide.md) Your Tracks. - -*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/slow.md b/Compendium/spells/slow.md deleted file mode 100644 index c1f1a6aae..000000000 --- a/Compendium/spells/slow.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/transmutation -aliases: ["Slow"] ---- -# Slow *Spell 3* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 minute - -You dilate the flow of time around the target, slowing its actions. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [slowed](../../Rules/conditions.md#Slowed) for 1 round. -> - **Failure** The target is [slowed](../../Rules/conditions.md#Slowed) for 1 minute. -> - **Critical Failure** The target is [slowed](../../Rules/conditions.md#Slowed) for 1 minute. - -**Heightened (6th)** You can target up to 10 creatures. - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/snare-hopping-apg.md b/Compendium/spells/snare-hopping-apg.md deleted file mode 100644 index 3a28284d5..000000000 --- a/Compendium/spells/snare-hopping-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/conjuration -- trait/ranger -- trait/teleportation -- trait/uncommon -aliases: ["Snare Hopping"] ---- -# Snare Hopping *Focus 1* -[conjuration](../../Rules/traits/conjuration.md) [ranger](../../Rules/traits/ranger.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Targets**one snare you built - -You may not have placed your snare in the right place, but you can magically move it there. You teleport the target snare to another unoccupied location in range. - -**Heightened (+ 1)** The range of the spell increases by 10 feet. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/snowball-lowg.md b/Compendium/spells/snowball-lowg.md deleted file mode 100644 index b23998c12..000000000 --- a/Compendium/spells/snowball-lowg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/level/1 -- trait/attack -- trait/cold -- trait/evocation -- trait/water -aliases: ["Snowball"] ---- -# Snowball *Spell 1* -[attack](../../Rules/traits/attack.md) [cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -You throw a magically propelled and chilled ball of dense snow. The target takes `2d4` cold damage and potentially other effects, depending on the result of your spell attack roll. - -> [!success-degree] -> - **Critical Success** The target takes double damage and a –10-foot status penalty to its Speeds for 1 round. -> - **Success** The target takes full damage and a –5-foot status penalty to its Speeds for 1 round. -> - **Failure** No effect. - -**Heightened (+ 1)** The damage increases by `2d4`. - -**Spell Lists**: Elemental - -*Source: Lost Omens: World Guide p. 112* \ No newline at end of file diff --git a/Compendium/spells/soft-landing-da.md b/Compendium/spells/soft-landing-da.md deleted file mode 100644 index 717db48a7..000000000 --- a/Compendium/spells/soft-landing-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/cylinder -- spell/level/4 -- trait/abjuration -aliases: ["Soft Landing"] ---- -# Soft Landing *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**mile -- **Area**20-foot tall, 60-foot radius cylinder with the ground at the bottom -- **Duration**1 minute - -You create a magical field that buoys any creature or object falling into the area, providing a harmless landing from any height. As you generally fall 1,500 feet per round, you can cast this spell while you are falling to ensure a safe landing, provided you can see your landing point and it's within range. - -*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/Compendium/spells/solid-fog.md b/Compendium/spells/solid-fog.md deleted file mode 100644 index b8b0018ad..000000000 --- a/Compendium/spells/solid-fog.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/4 -- trait/conjuration -- trait/water -aliases: ["Solid Fog"] ---- -# Solid Fog *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Duration**1 minute - -You conjure a bank of fog so thick it impedes movement as well as sight. This functions as [obscuring mist](obscuring-mist.md), except that the area is also difficult terrain. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/sonata-span-som.md b/Compendium/spells/sonata-span-som.md deleted file mode 100644 index 5fc1b9250..000000000 --- a/Compendium/spells/sonata-span-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/line -- spell/level/2 -- trait/auditory -- trait/conjuration -- trait/sonic -aliases: ["Sonata Span"] ---- -# Sonata Span *Spell 2* -[auditory](../../Rules/traits/auditory.md) [conjuration](../../Rules/traits/conjuration.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot line -- **Duration**sustained - -By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. - -It can support as many creatures as can physically fit on the bridge. - -*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/Compendium/spells/song-of-marching-apg.md b/Compendium/spells/song-of-marching-apg.md deleted file mode 100644 index ea67278b0..000000000 --- a/Compendium/spells/song-of-marching-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Song Of Marching"] ---- -# Song Of Marching *Cantrip 3* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**sustained up to 1 hour - -You maintain a brisk performance that keeps allies on the move. You and your allies in the area can [Hustle](../../Rules/actions/hustle.md) for the spell's duration, even though you are also [Sustaining the Spell](../../Rules/actions/sustain-a-spell.md). You and your allies then become temporarily immune for 1 day. - -**Heightened (6th)** You can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) for up to 2 hours. - -**Heightened (9th)** You can [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) for up to 4 hours. - -*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/Compendium/spells/song-of-strength-apg.md b/Compendium/spells/song-of-strength-apg.md deleted file mode 100644 index f2af7274f..000000000 --- a/Compendium/spells/song-of-strength-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Song Of Strength"] ---- -# Song Of Strength *Cantrip 1* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round - -You bolster your allies' physical strength with a hearty exhortation. You and your allies gain a +1 status bonus to [Athletics](../skills.md#Athletics) checks and to their DCs against [Athletics](../skills.md#Athletics) skill actions such as [Disarm](../../Rules/actions/disarm.md), [Shove](../../Rules/actions/shove.md), and [Trip](../../Rules/actions/trip.md). - -Special If you have the [inspire heroics](inspire-heroics.md) composition spell, you can use that composition to improve the bonus granted by song of strength in the same way as inspire courage or inspire defense. - -*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/Compendium/spells/song-of-the-fallen-aoa6.md b/Compendium/spells/song-of-the-fallen-aoa6.md deleted file mode 100644 index 662f79784..000000000 --- a/Compendium/spells/song-of-the-fallen-aoa6.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa6 -- spell/focus/10 -- trait/bard -- trait/composition -- trait/necromancy -- trait/uncommon -aliases: ["Song Of The Fallen"] ---- -# Song Of The Fallen *Focus 10* -[bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 4 dead creatures or up to 4 undead creatures -- **Duration**sustained up to 1 minute - -You chant a dirge or an elegy that either rouses the dead to action or reminds undead that they should lay to rest. - -If you target dead creatures, the bodies animate and can continue acting as if they were alive. A creature animated in this way has 60 temporary Hit Points. The animated creatures are [slowed](../../Rules/conditions.md#Slowed) but can otherwise act normally. Creatures animated with this spell die again once the spell ends. - -If you target undead creatures, each undead must attempt a basic Will save. - -> [!success-degree] -> - **Critical Success** The undead takes `5d6` positive damage. -> - **Success** The undead takes `10d6` positive damage and is [slowed](../../Rules/conditions.md#Slowed) for 1 round. -> - **Failure** The undead takes 100 positive damage and is [slowed](../../Rules/conditions.md#Slowed) for 1 minute. -> - **Critical Failure** The undead is destroyed. - -*Source: Age of Ashes #6: Broken Promises p. 77* \ No newline at end of file diff --git a/Compendium/spells/soothe.md b/Compendium/spells/soothe.md deleted file mode 100644 index 645d4240a..000000000 --- a/Compendium/spells/soothe.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/emotion -- trait/enchantment -- trait/healing -- trait/mental -aliases: ["Soothe"] ---- -# Soothe *Spell 1* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [healing](../../Rules/traits/healing.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**1 minute - -You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains `1d10+4` Hit Points when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) and gains a +2 status bonus to saves against [mental](../../Rules/traits/mental.md) effects for the duration. - -**Heightened (+ 1)** The amount of healing increases by `1d10+4`. - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/soothing-ballad.md b/Compendium/spells/soothing-ballad.md deleted file mode 100644 index 10752adb8..000000000 --- a/Compendium/spells/soothing-ballad.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/7 -- trait/bard -- trait/composition -- trait/emotion -- trait/enchantment -- trait/healing -- trait/mental -- trait/uncommon -aliases: ["Soothing Ballad"] ---- -# Soothing Ballad *Focus 7* -[bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [healing](../../Rules/traits/healing.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you and up to 9 allies - -You draw upon your muse to soothe your allies. Choose one of the following three effects: - -- The spell attempts to counteract [fear](../../Rules/traits/fear.md) effects on the targets. -- The spell attempts to counteract effects imposing paralysis on the targets. -- The spell restores `7d8` Hit Points to the targets. - -**Heightened (+ 1)** When used to heal, soothing ballad restores `1d8` more Hit Points. - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/soothing-blossoms-som.md b/Compendium/spells/soothing-blossoms-som.md deleted file mode 100644 index af3a02865..000000000 --- a/Compendium/spells/soothing-blossoms-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/level/3 -- trait/conjuration -- trait/plant -aliases: ["Soothing Blossoms"] ---- -# Soothing Blossoms *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**10 minutes - -Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a [poison](../../Rules/traits/poison.md) or [disease](../../Rules/traits/disease.md) effect, it gets a critical success instead. - -The blossoms grant assisted recovery to everyone in the area to end their [persistent damage](../../Rules/conditions.md#Persistent%20Damage), both when the spell is cast and at the start of each of your turns. - -Once the duration ends, the flowers lose their [magical](../../Rules/traits/magical.md) effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less. - -*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/Compendium/spells/soothing-mist-apg.md b/Compendium/spells/soothing-mist-apg.md deleted file mode 100644 index f709cc9c6..000000000 --- a/Compendium/spells/soothing-mist-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/2 -- trait/healing -- trait/necromancy -- trait/positive -- trait/ranger -- trait/uncommon -aliases: ["Soothing Mist"] ---- -# Soothing Mist *Focus 2* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [ranger](../../Rules/traits/ranger.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing living creature or 1 undead creature - -You call forth a magical mist of positive energy that envelops a creature. The mist restores `2d8` Hit Points to a target living creature and ends one source of [persistent acid](../../Rules/conditions.md#Persistent%20Damage), bleed, fire, negative, or poison damage affecting it. If the creature is taking [persistent damage](../../Rules/conditions.md#Persistent%20Damage) from multiple sources, you select which one is removed. Against an undead target, you deal `2d8` positive damage (basic Fortitude save); if it fails the save, it also takes 2 [persistent positive damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The amount of healing (or damage to an undead target) increases by `1d8`, and the [persistent positive damage](../../Rules/conditions.md#Persistent%20Damage) to an undead creature increases by 1. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/soothing-spring-som.md b/Compendium/spells/soothing-spring-som.md deleted file mode 100644 index 9f0d80945..000000000 --- a/Compendium/spells/soothing-spring-som.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/healing -- trait/necromancy -- trait/positive -- trait/water -aliases: ["Soothing Spring"] ---- -# Soothing Spring *Spell 4* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**30 foot -- **Duration**1 hour - -Steam wisps into the air as a stone-lined pool appears in the ground and fills with hot water that bubbles up from the earth. The water is comfortably hot and smells mildly sulfurous in a not-unpleasant way. You are able to draw out the full energizing potential of the mineral-rich water. Any creature that spends the full hour soaking in the hot spring or basking in the mud from the bottom of the pit regains `10d8` Hit Points and feels refreshed, losing the [fatigued](../../Rules/conditions.md#Fatigued) condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed. - -The pool is 20 feet on each side, and it's 5 feet deep. - -It can contain 16 Medium or smaller creatures at a time. - -A Large creature counts as eight Medium creatures and a Huge creature fills the entire pool. This pool has the [structure](../../Rules/traits/structure.md) trait and the same restrictions as magic items that create structures. - -**Heightened (+ 1)** The healing increases by `2d8`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 129* \ No newline at end of file diff --git a/Compendium/spells/soothing-words.md b/Compendium/spells/soothing-words.md deleted file mode 100644 index 290bfe8a7..000000000 --- a/Compendium/spells/soothing-words.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Soothing Words"] ---- -# Soothing Words *Focus 1* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[family](../setting/domains.md#Family)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 ally -- **Duration**1 round - -You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against [emotion](../../Rules/traits/emotion.md) effects. - -In addition, when you [Cast this Spell](../../Rules/actions/cast-a-spell.md), you can attempt to counteract one [emotion](../../Rules/traits/emotion.md) effect on the target. - -**Heightened (5th)** The bonus to saves increases to +2, or +3 against [emotion](../../Rules/traits/emotion.md) effects. - -*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/soul-siphon-apg.md b/Compendium/spells/soul-siphon-apg.md deleted file mode 100644 index 72c830e2b..000000000 --- a/Compendium/spells/soul-siphon-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/cursebound -- trait/necromancy -- trait/negative -- trait/oracle -- trait/uncommon -aliases: ["Soul Siphon"] ---- -# Soul Siphon *Focus 1* -[cursebound](../../Rules/traits/cursebound-apg.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 living creature -- **Saving Throw** Fortitude - -You siphon off a portion of the target's soul to bolster your own vitality. The target must attempt a Fortitude save or take `1d4` negative damage. You gain temporary Hit Points equal to the total amount of HP the target loses, including the HP lost from becoming [drained](../../Rules/conditions.md#Drained). - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and becomes [drained](../../Rules/conditions.md#Drained). -> - **Critical Failure** The creature takes double damage and becomes [drained](../../Rules/conditions.md#Drained). - -**Heightened (+ 1)** Increase the damage by `1d4`. - -*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/Compendium/spells/sound-burst.md b/Compendium/spells/sound-burst.md deleted file mode 100644 index c91a79f60..000000000 --- a/Compendium/spells/sound-burst.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/evocation -- trait/sonic -aliases: ["Sound Burst"] ---- -# Sound Burst *Spell 2* -[evocation](../../Rules/traits/evocation.md) [sonic](../../Rules/traits/sonic.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** Fortitude - -A cacophonous noise blasts out, dealing `2d10` sonic damage. - -Each creature must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [deafened](../../Rules/conditions.md#Deafened) for 1 round. -> - **Critical Failure** The creature takes double damage, is [deafened](../../Rules/conditions.md#Deafened) for 1 minute, and is [stunned](../../Rules/conditions.md#Stunned). - -**Heightened (+ 1)** The damage increases by `1d10`. - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/speak-with-animals.md b/Compendium/spells/speak-with-animals.md deleted file mode 100644 index 4b5492b86..000000000 --- a/Compendium/spells/speak-with-animals.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/divination -aliases: ["Speak With Animals"] ---- -# Speak With Animals *Spell 2* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You can ask questions of, receive answers from, and use the [Diplomacy](../skills.md#Diplomacy) skill with animals. The spell doesn't make them more [friendly](../../Rules/conditions.md#Friendly) than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments. - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/speak-with-plants.md b/Compendium/spells/speak-with-plants.md deleted file mode 100644 index 67c7b36b2..000000000 --- a/Compendium/spells/speak-with-plants.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/divination -- trait/plant -aliases: ["Speak With Plants"] ---- -# Speak With Plants *Spell 4* -[divination](../../Rules/traits/divination.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more [friendly](../../Rules/conditions.md#Friendly) or intelligent than normal. Most normal plants have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. - -Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments. - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/speaking-sky-aoe2.md b/Compendium/spells/speaking-sky-aoe2.md deleted file mode 100644 index c33e34df9..000000000 --- a/Compendium/spells/speaking-sky-aoe2.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe2 -- spell/focus/6 -- trait/air -- trait/divination -- trait/uncommon -aliases: ["Speaking Sky"] ---- -# Speaking Sky *Focus 6* -[air](../../Rules/traits/air.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 round - -The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* \ No newline at end of file diff --git a/Compendium/spells/speaking-sky-loil.md b/Compendium/spells/speaking-sky-loil.md deleted file mode 100644 index f567a788e..000000000 --- a/Compendium/spells/speaking-sky-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/6 -- trait/air -- trait/divination -- trait/uncommon -aliases: ["Speaking Sky"] ---- -# Speaking Sky *Focus 6* -[air](../../Rules/traits/air.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 round - -The air speaks to you. You can precisely sense any motion within 60 feet through vibration and air movement. - -*Source: Lost Omens: Impossible Lands p. 225* \ No newline at end of file diff --git a/Compendium/spells/spectral-hand.md b/Compendium/spells/spectral-hand.md deleted file mode 100644 index a5c848db2..000000000 --- a/Compendium/spells/spectral-hand.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/necromancy -aliases: ["Spectral Hand"] ---- -# Spectral Hand *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**1 minute - -You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you [Cast a Spell](../../Rules/actions/cast-a-spell.md) with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. - -When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take `1d6` damage. - -*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/Compendium/spells/spell-immunity.md b/Compendium/spells/spell-immunity.md deleted file mode 100644 index ca8d3e9b7..000000000 --- a/Compendium/spells/spell-immunity.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/abjuration -aliases: ["Spell Immunity"] ---- -# Spell Immunity *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**until the next time you make your daily preparations - -You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/Compendium/spells/spellmasters-ward-lopsg.md b/Compendium/spells/spellmasters-ward-lopsg.md deleted file mode 100644 index 57bfde342..000000000 --- a/Compendium/spells/spellmasters-ward-lopsg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lopsg -- spell/focus/5 -- trait/abjuration -- trait/uncommon -aliases: ["Spellmaster's Ward"] ---- -# Spellmaster's Ward *Focus 5* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Duration**sustained up to 1 minute - -You create one or more glowing protective runes that revolve around you. For each additional action you use when [Casting the Spell](../../Rules/actions/cast-a-spell.md), increase the number of runes you create by one, to a maximum of three runes for 3 actions. - -When you next take damage from a spell, a rune is expended to prevent `2d6` of that spell's damage. If damage from the triggering spell remains, additional runes are expended until the damage is completely negated, or until all runes have been spent, whichever comes first. - -**Heightened (+ 1)** Each rune prevents an additional 1 damage. - -*Source: Lost Omens: Pathfinder Society Guide p. 5500* \ No newline at end of file diff --git a/Compendium/spells/spells.md b/Compendium/spells/spells.md deleted file mode 100644 index 727a14997..000000000 --- a/Compendium/spells/spells.md +++ /dev/null @@ -1,1184 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Spells - -- [Aberrant Form](aberrant-form-som.md) -- [Aberrant Whispers](aberrant-whispers.md) -- [Abundant Step](abundant-step.md) -- [Abyssal Plague](abyssal-plague.md) -- [Abyssal Wrath](abyssal-wrath.md) -- [Access Lore](access-lore-apg.md) -- [Achaekek's Clutch](achaekeks-clutch-lol.md) -- [Acid Arrow](acid-arrow.md) -- [Acid Splash](acid-splash.md) -- [Acid Storm](acid-storm-logm.md) -- [Acidic Burst](acidic-burst-logm.md) -- [Adapt Self](adapt-self-logm.md) -- [Adaptive Ablation](adaptive-ablation-logm.md) -- [Admonishing Ray](admonishing-ray-aoe2.md) -- [Aerial Form](aerial-form.md) -- [Agile Feet](agile-feet.md) -- [Agitate](agitate-logm.md) -- [Agonizing Despair](agonizing-despair-apg.md) -- [Air Bubble](air-bubble.md) -- [Air Walk](air-walk.md) -- [Airburst](airburst-sot1.md) -- [Alarm](alarm.md) -- [All Is One, One Is All](all-is-one-one-is-all-lol.md) -- [Allegro](allegro.md) -- [Alter Reality](alter-reality.md) -- [Anathematic Reprisal](anathematic-reprisal.md) -- [Ancestral Defense](ancestral-defense-apg.md) -- [Ancestral Form](ancestral-form-apg.md) -- [Ancestral Memories](ancestral-memories.md) -- [Ancestral Touch](ancestral-touch-apg.md) -- [Angel Form](angel-form-som.md) -- [Angelic Halo](angelic-halo.md) -- [Angelic Wings](angelic-wings.md) -- [Animal Allies](animal-allies-som.md) -- [Animal Feature](animal-feature-apg.md) -- [Animal Form](animal-form.md) -- [Animal Messenger](animal-messenger.md) -- [Animal Vision](animal-vision.md) -- [Animate Dead](animate-dead-apg.md) -- [Animate Rope](animate-rope-apg.md) -- [Animated Assault](animated-assault-apg.md) -- [Animus Mine](animus-mine-logm.md) -- [Ant Haul](ant-haul.md) -- [Anticipate Peril](anticipate-peril-logm.md) -- [Antimagic Field](antimagic-field.md) -- [Apex Companion](apex-companion-aoa6.md) -- [Appearance Of Wealth](appearance-of-wealth.md) -- [Approximate](approximate-som.md) -- [Aqueous Orb](aqueous-orb-apg.md) -- [Arcane Countermeasure](arcane-countermeasure.md) -- [Armor Of Bones](armor-of-bones-apg.md) -- [Aromatic Lure](aromatic-lure-lol.md) -- [Artistic Flourish](artistic-flourish.md) -- [Ash Cloud](ash-cloud-som.md) -- [Asterism](asterism-logm.md) -- [Astral Labyrinth](astral-labyrinth-ec6.md) -- [Astral Rain](astral-rain-da.md) -- [Athletic Rush](athletic-rush.md) -- [Augment Summoning](augment-summoning.md) -- [Augury](augury.md) -- [Aura Of The Unremarkable](aura-of-the-unremarkable-frp1.md) -- [Avatar](avatar.md) -- [Awaken Entropy](awaken-entropy-da.md) -- [Baleful Polymorph](baleful-polymorph.md) -- [Bandit's Doom](bandits-doom-som.md) -- [Bane](bane.md) -- [Banishment](banishment.md) -- [Barkskin](barkskin.md) -- [Battlefield Persistence](battlefield-persistence-apg.md) -- [Beastmaster Trance](beastmaster-trance-apg.md) -- [Befitting Attire](befitting-attire-som.md) -- [Befuddle](befuddle-logm.md) -- [Behold the Weave](behold-the-weave-da.md) -- [Bestial Curse](bestial-curse-apg.md) -- [Bilocation](bilocation-da.md) -- [Bind Soul](bind-soul.md) -- [Bind Undead](bind-undead.md) -- [Bit Of Luck](bit-of-luck.md) -- [Biting Words](biting-words-som.md) -- [Black Tentacles](black-tentacles.md) -- [Blackfingers's Blades](blackfingerss-blades-sot3.md) -- [Blade Barrier](blade-barrier.md) -- [Blanket Of Stars](blanket-of-stars-apg.md) -- [Blazing Dive](blazing-dive-som.md) -- [Blazing Fissure](blazing-fissure-som.md) -- [Bless](bless.md) -- [Blessing Of Defiance](blessing-of-defiance-som.md) -- [Blightburn Blast](blightburn-blast-ec5.md) -- [Blind Ambition](blind-ambition.md) -- [Blinding Beauty](blinding-beauty-apg.md) -- [Blinding Fury](blinding-fury-apg.md) -- [Blindness](blindness.md) -- [Blink Charge](blink-charge-som.md) -- [Blink](blink.md) -- [Blinking Flame Aura](blinking-flame-aura-loil.md) -- [Blister](blister-apg.md) -- [Blistering Invective](blistering-invective-apg.md) -- [Blood Feast](blood-feast-ec4.md) -- [Blood Vendetta](blood-vendetta-apg.md) -- [Blood Ward](blood-ward-apg.md) -- [Bloodspray Curse](bloodspray-curse-som.md) -- [Blur](blur.md) -- [Boil Blood](boil-blood-som.md) -- [Boost Eidolon](boost-eidolon-som.md) -- [Bottle The Storm](bottle-the-storm-logm.md) -- [Bottomless Stomach](bottomless-stomach-som.md) -- [Bracing Tendrils](bracing-tendrils-da.md) -- [Brain Drain](brain-drain-apg.md) -- [Brand The Impenitent](brand-the-impenitent-logm.md) -- [Breadcrumbs](breadcrumbs-som.md) -- [Breath Of Drought](breath-of-drought-ec1.md) -- [Breath Of Life](breath-of-life.md) -- [Buffeting Winds](buffeting-winds-lokl.md) -- [Bullhorn](bullhorn-som.md) -- [Burning Blossoms](burning-blossoms-som.md) -- [Burning Hands](burning-hands.md) -- [Buzzing Bites](buzzing-bites-lomm.md) -- [Cackle](cackle-apg.md) -- [Call Of The Grave](call-of-the-grave.md) -- [Call The Blood](call-the-blood-av3.md) -- [Call To Arms](call-to-arms-apg.md) -- [Calm Emotions](calm-emotions.md) -- [Canticle Of Everlasting Grief](canticle-of-everlasting-grief-som.md) -- [Captivating Adoration](captivating-adoration.md) -- [Cascade Countermeasure](cascade-countermeasure-som.md) -- [Cast Into Time](cast-into-time-som.md) -- [Cataclysm](cataclysm.md) -- [Catch Your Name](catch-your-name-som.md) -- [Celestial Brand](celestial-brand.md) -- [Chain Lightning](chain-lightning.md) -- [Chameleon Coat](chameleon-coat-apg.md) -- [Champion's Sacrifice](champions-sacrifice.md) -- [Charged Javelin](charged-javelin-logm.md) -- [Charitable Urge](charitable-urge-apg.md) -- [Charm](charm.md) -- [Charming Touch](charming-touch.md) -- [Charming Words](charming-words.md) -- [Chill Touch](chill-touch.md) -- [Chilling Darkness](chilling-darkness.md) -- [Chilling Spray](chilling-spray-logm.md) -- [Chroma Leach](chroma-leach-apg.md) -- [Chromatic Armor](chromatic-armor-som.md) -- [Chromatic Image](chromatic-image-som.md) -- [Chromatic Ray](chromatic-ray-som.md) -- [Chromatic Wall](chromatic-wall.md) -- [Cinder Gaze](cinder-gaze-da.md) -- [Circle Of Protection](circle-of-protection.md) -- [Claim Curse](claim-curse-som.md) -- [Claim Undead](claim-undead-apg.md) -- [Clairaudience](clairaudience.md) -- [Clairvoyance](clairvoyance.md) -- [Clawsong](clawsong-sot3.md) -- [Cleansing Flames](cleansing-flames-frp3.md) -- [Clinging Ice](clinging-ice-apg.md) -- [Clinging Shadows Stance](clinging-shadows-stance-apg.md) -- [Cloak Of Colors](cloak-of-colors.md) -- [Cloak of Light](cloak-of-light-sot4.md) -- [Cloak Of Shadow](cloak-of-shadow.md) -- [Clone Companion](clone-companion-som.md) -- [Cloudkill](cloudkill.md) -- [Clownish Curse](clownish-curse-ec2.md) -- [Collective Transposition](collective-transposition.md) -- [Color Spray](color-spray.md) -- [Combustion](combustion-som.md) -- [Command](command.md) -- [Commanding Lash](commanding-lash.md) -- [Compel True Name](compel-true-name-som.md) -- [Competitive Edge](competitive-edge.md) -- [Comprehend Language](comprehend-language.md) -- [Concordant Choir](concordant-choir-som.md) -- [Cone Of Cold](cone-of-cold.md) -- [Confusion](confusion.md) -- [Consecrate Flesh](consecrate-flesh-lokl.md) -- [Consuming Darkness](consuming-darkness-apg.md) -- [Contagious Idea](contagious-idea-da.md) -- [Contingency](contingency.md) -- [Continual Flame](continual-flame.md) -- [Control Sand](control-sand-ec5.md) -- [Control Water](control-water.md) -- [Coral Eruption](coral-eruption-som.md) -- [Corrosive Body](corrosive-body-som.md) -- [Cosmic Form](cosmic-form-som.md) -- [Counter Performance](counter-performance.md) -- [Countless Eyes](countless-eyes-apg.md) -- [Cozy Cabin](cozy-cabin-apg.md) -- [Crashing Wave](crashing-wave-apg.md) -- [Create Food](create-food.md) -- [Create Water](create-water.md) -- [Creation](creation.md) -- [Crisis Of Faith](crisis-of-faith.md) -- [Crusade](crusade.md) -- [Crushing Despair](crushing-despair.md) -- [Crushing Ground](crushing-ground-som.md) -- [Cry Of Destruction](cry-of-destruction.md) -- [Cup Of Dust](cup-of-dust-logm.md) -- [Curse Of Death](curse-of-death-apg.md) -- [Curse Of Lost Time](curse-of-lost-time-apg.md) -- [Daemon Form](daemon-form-som.md) -- [Dance Of Darkness](dance-of-darkness-apg.md) -- [Dancing Blade](dancing-blade-da.md) -- [Dancing Lights](dancing-lights.md) -- [Dancing Shield](dancing-shield-lokl.md) -- [Darkened Eyes](darkened-eyes.md) -- [Darklight](darklight-som.md) -- [Darkness](darkness.md) -- [Darkvision](darkvision.md) -- [Daydreamer's Curse](daydreamers-curse-av2.md) -- [Day's Weight](days-weight-som.md) -- [Daze](daze.md) -- [Dazzling Flash](dazzling-flash.md) -- [Deafness](deafness.md) -- [Death Knell](death-knell.md) -- [Death Ward](death-ward.md) -- [Death's Call](deaths-call.md) -- [Debilitating Dichotomy](debilitating-dichotomy-apg.md) -- [Deceiver's Cloak](deceivers-cloak-apg.md) -- [Deity's Strike](deitys-strike-som.md) -- [Déjà Vu](deja-vu-apg.md) -- [Delay Affliction](delay-affliction-apg.md) -- [Delay Consequence](delay-consequence-logm.md) -- [Deluge](deluge-ec6.md) -- [Delusional Pride](delusional-pride.md) -- [Demon Form](demon-form-som.md) -- [Desperate Repair](desperate-repair-lokl.md) -- [Destructive Aura](destructive-aura.md) -- [Detect Alignment](detect-alignment.md) -- [Detect Creator](detect-creator-lokl.md) -- [Detect Magic](detect-magic.md) -- [Detect Poison](detect-poison.md) -- [Detect Scrying](detect-scrying.md) -- [Devil Form](devil-form-som.md) -- [Devour Life](devour-life-ec6.md) -- [Diabolic Edict](diabolic-edict.md) -- [Diamond Dust](diamond-dust-logm.md) -- [Dim The Light](dim-the-light-apg.md) -- [Dimension Door](dimension-door.md) -- [Dimensional Anchor](dimensional-anchor.md) -- [Dimensional Assault](dimensional-assault-som.md) -- [Dimensional Lock](dimensional-lock.md) -- [Dimensional Steps](dimensional-steps.md) -- [Dinosaur Form](dinosaur-form.md) -- [Dirge Of Doom](dirge-of-doom.md) -- [Disappearance](disappearance.md) -- [Discern Lies](discern-lies.md) -- [Discern Location](discern-location.md) -- [Discern Secrets](discern-secrets-apg.md) -- [Disintegrate](disintegrate.md) -- [Disjunction](disjunction.md) -- [Dismantle](dismantle-apg.md) -- [Dispel Magic](dispel-magic.md) -- [Disperse Into Air](disperse-into-air.md) -- [Disrupt Undead](disrupt-undead.md) -- [Disrupting Weapons](disrupting-weapons.md) -- [Distortion Lens](distortion-lens-da.md) -- [Distracting Chatter](distracting-chatter-som.md) -- [Dividing Trench](dividing-trench-lokl.md) -- [Divine Armageddon](divine-armageddon-som.md) -- [Divine Aura](divine-aura.md) -- [Divine Decree](divine-decree.md) -- [Divine Inspiration](divine-inspiration.md) -- [Divine Lance](divine-lance.md) -- [Divine Plagues](divine-plagues-logm.md) -- [Divine Vessel](divine-vessel.md) -- [Divine Wrath](divine-wrath.md) -- [Diviner's Sight](diviners-sight.md) -- [Divinity Leech](divinity-leech-aoe6.md) -- [Dominate](dominate.md) -- [Door To Beyond](door-to-beyond-logm.md) -- [Downpour](downpour.md) -- [Draconic Barrage](draconic-barrage-logm.md) -- [Dragon Breath](dragon-breath.md) -- [Dragon Claws](dragon-claws.md) -- [Dragon Form](dragon-form.md) -- [Dragon Wings](dragon-wings.md) -- [Drain Life](drain-life.md) -- [Draw Ire](draw-ire-som.md) -- [Draw The Lightning](draw-the-lightning-som.md) -- [Dread Aura](dread-aura.md) -- [Dread Secret](dread-secret-apg.md) -- [Dream Council](dream-council.md) -- [Dream Message](dream-message.md) -- [Dreamer's Call](dreamers-call.md) -- [Dreaming Potential](dreaming-potential.md) -- [Drop Dead](drop-dead.md) -- [Dull Ambition](dull-ambition-apg.md) -- [Duplicate Foe](duplicate-foe.md) -- [Dust Storm](dust-storm-logm.md) -- [Dutiful Challenge](dutiful-challenge-logm.md) -- [Earthbind](earthbind.md) -- [Earthquake](earthquake.md) -- [Echoing Weapon](echoing-weapon-som.md) -- [Eclipse Burst](eclipse-burst.md) -- [Ectoplasmic Expulsion](ectoplasmic-expulsion-av3.md) -- [Ectoplasmic Interstice](ectoplasmic-interstice-logm.md) -- [Efficient Apport](efficient-apport-som.md) -- [Eidolon's Wrath](eidolons-wrath-som.md) -- [Eject Soul](eject-soul-logm.md) -- [Electric Arc](electric-arc.md) -- [Electrified Crystal Ward](electrified-crystal-ward-aoa4.md) -- [Element Embodied](element-embodied-som.md) -- [Elemental Absorption](elemental-absorption-som.md) -- [Elemental Annihilation Wave](elemental-annihilation-wave-som.md) -- [Elemental Betrayal](elemental-betrayal-apg.md) -- [Elemental Blast](elemental-blast.md) -- [Elemental Confluence](elemental-confluence-som.md) -- [Elemental Form](elemental-form.md) -- [Elemental Gift](elemental-gift-som.md) -- [Elemental Motion](elemental-motion.md) -- [Elemental Tempest](elemental-tempest.md) -- [Elemental Toss](elemental-toss.md) -- [Elemental Zone](elemental-zone-som.md) -- [Embrace The Pit](embrace-the-pit.md) -- [Empathic Link](empathic-link-lokl.md) -- [Empty Body](empty-body.md) -- [Empty Inside](empty-inside-logm.md) -- [Empty Pack](empty-pack-da.md) -- [Endure Elements](endure-elements.md) -- [Endure](endure-logm.md) -- [Enduring Might](enduring-might.md) -- [Energy Absorption](energy-absorption.md) -- [Energy Aegis](energy-aegis.md) -- [Enervation](enervation-apg.md) -- [Enhance Senses](enhance-senses-lokl.md) -- [Enhance Victuals](enhance-victuals.md) -- [Enlarge Companion](enlarge-companion-apg.md) -- [Enlarge](enlarge.md) -- [Entangle](entangle.md) -- [Enthrall](enthrall.md) -- [Entrancing Eyes](entrancing-eyes-ec4.md) -- [Entropic Wheel](entropic-wheel-da.md) -- [Envenom Companion](envenom-companion-som.md) -- [Ephemeral Hazards](ephemeral-hazards-logm.md) -- [Ephemeral Tracking](ephemeral-tracking-apg.md) -- [Eradicate Undeath](eradicate-undeath.md) -- [Erase Trail](erase-trail-lokl.md) -- [Establish Ward](establish-ward-apg.md) -- [Ethereal Jaunt](ethereal-jaunt.md) -- [Etheric Shards](etheric-shards-da.md) -- [Euphoric Renewal](euphoric-renewal-da.md) -- [Evil Eye](evil-eye-apg.md) -- [Evolution Surge](evolution-surge-som.md) -- [Exchange Image](exchange-image-aoa3.md) -- [Expeditious Excavation](expeditious-excavation-logm.md) -- [Extend Boost](extend-boost-som.md) -- [Extend Spell](extend-spell.md) -- [Extract Poison](extract-poison-som.md) -- [Eyes of the Dead](eyes-of-the-dead-botd.md) -- [Fabricated Truth](fabricated-truth.md) -- [Face In The Crowd](face-in-the-crowd.md) -- [Faerie Dust](faerie-dust.md) -- [Faerie Fire](faerie-fire.md) -- [Falling Sky](falling-sky-da.md) -- [Fallow Field](fallow-field-logm.md) -- [False Life](false-life.md) -- [False Nature](false-nature-da.md) -- [False Vision](false-vision.md) -- [Familiar Form](familiar-form-lopsg.md) -- [Familiar's Face](familiars-face-apg.md) -- [Fatal Aria](fatal-aria.md) -- [Fated Confrontation](fated-confrontation-som.md) -- [Favorable Review](favorable-review-ec2.md) -- [Fear the Sun](fear-the-sun-sot4.md) -- [Fear](fear.md) -- [Fearful Feast](fearful-feast-av3.md) -- [Feast Of Ashes](feast-of-ashes-logm.md) -- [Feather Fall](feather-fall.md) -- [Feeblemind](feeblemind.md) -- [Feet To Fins](feet-to-fins.md) -- [Feral Shades](feral-shades-som.md) -- [Fey Disappearance](fey-disappearance.md) -- [Fey Form](fey-form-som.md) -- [Fey Glamour](fey-glamour.md) -- [Field Of Life](field-of-life.md) -- [Fiery Body](fiery-body.md) -- [Final Sacrifice](final-sacrifice-apg.md) -- [Finger Of Death](finger-of-death.md) -- [Fire Ray](fire-ray.md) -- [Fire Seeds](fire-seeds.md) -- [Fire Shield](fire-shield.md) -- [Fireball](fireball.md) -- [Flame Barrier](flame-barrier.md) -- [Flame Strike](flame-strike.md) -- [Flame Vortex](flame-vortex-som.md) -- [Flame Wisp](flame-wisp-som.md) -- [Flaming Fusillade](flaming-fusillade-apg.md) -- [Flaming Sphere](flaming-sphere.md) -- [Flammable Fumes](flammable-fumes-som.md) -- [Fleet Step](fleet-step.md) -- [Flesh To Stone](flesh-to-stone.md) -- [Floating Disk](floating-disk.md) -- [Flowing Strike](flowing-strike-som.md) -- [Fly](fly.md) -- [Focusing Hum](focusing-hum-da.md) -- [Font Of Serenity](font-of-serenity-logm.md) -- [For Love, for Lightning](for-love-for-lightning-lokl.md) -- [Forbidden Thought](forbidden-thought-da.md) -- [Forbidding Ward](forbidding-ward.md) -- [Force Bolt](force-bolt.md) -- [Force Cage](force-cage-apg.md) -- [Force Fang](force-fang-som.md) -- [Forced Mercy](forced-mercy-lokl.md) -- [Forced Quiet](forced-quiet.md) -- [Forceful Hand](forceful-hand-som.md) -- [Foresee the Path](foresee-the-path-da.md) -- [Foresight](foresight.md) -- [Forgotten Lines](forgotten-lines-aoa3.md) -- [Foul Miasma](foul-miasma-logm.md) -- [Freedom Of Movement](freedom-of-movement.md) -- [Frenzied Revelry](frenzied-revelry-da.md) -- [Friendfetch](friendfetch-sot1.md) -- [Frigid Flurry](frigid-flurry-som.md) -- [Fungal Hyphae](fungal-hyphae-logm.md) -- [Fungal Infestation](fungal-infestation-apg.md) -- [Gale Blast](gale-blast-som.md) -- [Gaseous Form](gaseous-form.md) -- [Gasping Marsh](gasping-marsh-sot3.md) -- [Gate](gate.md) -- [Genie's Veil](genies-veil-apg.md) -- [Gentle Repose](gentle-repose.md) -- [Geyser](geyser-som.md) -- [Ghost Sound](ghost-sound.md) -- [Ghostly Shift](ghostly-shift-da.md) -- [Ghostly Tragedy](ghostly-tragedy-apg.md) -- [Ghostly Transcription](ghostly-transcription-logm.md) -- [Ghostly Weapon](ghostly-weapon.md) -- [Ghoulish Cravings](ghoulish-cravings.md) -- [Girzanje's March](girzanjes-march-sot3.md) -- [Glacial Heart](glacial-heart-lol.md) -- [Glibness](glibness.md) -- [Glimmer Of Charm](glimmer-of-charm-som.md) -- [Glimpse The Truth](glimpse-the-truth.md) -- [Glimpse Weakness](glimpse-weakness-da.md) -- [Glitterdust](glitterdust.md) -- [Globe Of Invulnerability](globe-of-invulnerability.md) -- [Glutton's Jaws](gluttons-jaws.md) -- [Glyph Of Warding](glyph-of-warding.md) -- [Goblin Pox](goblin-pox.md) -- [Goodberry](goodberry.md) -- [Gouging Claw](gouging-claw-som.md) -- [Grasping Grave](grasping-grave.md) -- [Grave Impressions](grave-impressions-sot1.md) -- [Gravitational Pull](gravitational-pull-som.md) -- [Gravity Weapon](gravity-weapon-apg.md) -- [Gravity Well](gravity-well-logm.md) -- [Gray Shadow](gray-shadow-sot3.md) -- [Grease](grease.md) -- [Grim Tendrils](grim-tendrils.md) -- [Grisly Growths](grisly-growths-apg.md) -- [Guidance](guidance.md) -- [Guiding Star](guiding-star-som.md) -- [Gust Of Wind](gust-of-wind.md) -- [Halcyon Infusion](halcyon-infusion-lol.md) -- [Hallowed Ground](hallowed-ground-botd.md) -- [Hallucination](hallucination.md) -- [Hallucinatory Terrain](hallucinatory-terrain.md) -- [Hand Of The Apprentice](hand-of-the-apprentice.md) -- [Harm](harm.md) -- [Haste](haste.md) -- [Hasted Assault](hasted-assault-som.md) -- [Haunting Hymn](haunting-hymn-som.md) -- [Heal Animal](heal-animal.md) -- [Heal Companion](heal-companion-apg.md) -- [Heal](heal.md) -- [Healer's Blessing](healers-blessing.md) -- [Healing Plaster](healing-plaster-som.md) -- [Healing Well](healing-well-som.md) -- [Heart's Desire](hearts-desire-apg.md) -- [Heat Metal](heat-metal-apg.md) -- [Hellfire Plume](hellfire-plume.md) -- [Heroic Feat](heroic-feat-apg.md) -- [Heroism](heroism.md) -- [Hero's Defiance](heros-defiance.md) -- [Hideous Laughter](hideous-laughter.md) -- [Hollow Heart](hollow-heart-da.md) -- [Hologram Cage](hologram-cage-da.md) -- [Holy Cascade](holy-cascade.md) -- [Horizon Thunder Sphere](horizon-thunder-sphere-som.md) -- [Horrid Wilting](horrid-wilting.md) -- [Horrific Visage](horrific-visage.md) -- [House Of Imaginary Walls](house-of-imaginary-walls.md) -- [Humanoid Form](humanoid-form.md) -- [Hunter's Luck](hunters-luck-apg.md) -- [Hunter's Vision](hunters-vision-apg.md) -- [Hurtling Stone](hurtling-stone.md) -- [Hydraulic Push](hydraulic-push.md) -- [Hydraulic Torrent](hydraulic-torrent.md) -- [Hymn of Healing](hymn-of-healing-apg.md) -- [Hypercognition](hypercognition.md) -- [Hyperfocus](hyperfocus-logm.md) -- [Hypnotic Pattern](hypnotic-pattern.md) -- [Ice Storm](ice-storm-apg.md) -- [Ignite Fireworks](ignite-fireworks-som.md) -- [Ill Omen](ill-omen-logm.md) -- [Illusory Creature](illusory-creature.md) -- [Illusory Disguise](illusory-disguise.md) -- [Illusory Object](illusory-object.md) -- [Illusory Scene](illusory-scene.md) -- [Imaginary Weapon](imaginary-weapon-da.md) -- [Imp Sting](imp-sting-aoe4.md) -- [Impaling Briars](impaling-briars.md) -- [Impaling Spike](impaling-spike-apg.md) -- [Impeccable Flow](impeccable-flow-sot1.md) -- [Impending Doom](impending-doom-som.md) -- [Implement of Destruction](implement-of-destruction-da.md) -- [Implosion](implosion.md) -- [Imprint Message](imprint-message-apg.md) -- [Incendiary Aura](incendiary-aura-apg.md) -- [Indestructibility](indestructibility-apg.md) -- [Inevitable Destination](inevitable-destination-da.md) -- [Inevitable Disaster](inevitable-disaster-som.md) -- [Inexhaustible Cynicism](inexhaustible-cynicism-som.md) -- [Infectious Enthusiasm](infectious-enthusiasm-som.md) -- [Infectious Melody](infectious-melody-som.md) -- [Inner Radiance Torrent](inner-radiance-torrent-som.md) -- [Inscrutable Mask](inscrutable-mask-som.md) -- [Insect Form](insect-form.md) -- [Inspire Competence](inspire-competence.md) -- [Inspire Courage](inspire-courage.md) -- [Inspire Defense](inspire-defense.md) -- [Inspire Heroics](inspire-heroics.md) -- [Instant Armor](instant-armor-som.md) -- [Interstellar Void](interstellar-void-apg.md) -- [Invisibility Cloak](invisibility-cloak.md) -- [Invisibility Curtain](invisibility-curtain-som.md) -- [Invisibility Sphere](invisibility-sphere.md) -- [Invisibility](invisibility.md) -- [Invisible Item](invisible-item-apg.md) -- [Invoke Spirits](invoke-spirits-som.md) -- [Invoke The Crimson Oath](invoke-the-crimson-oath-locg.md) -- [Invoke True Name](invoke-true-name-som.md) -- [Iron Gut](iron-gut-logm.md) -- [Isolation](isolation-da.md) -- [Item Facade](item-facade.md) -- [Jealous Hex](jealous-hex.md) -- [Join Pasts](join-pasts-aoa3.md) -- [Jump](jump.md) -- [Juvenile Companion](juvenile-companion-som.md) -- [Ki Blast](ki-blast.md) -- [Ki Form](ki-form-apg.md) -- [Ki Rush](ki-rush.md) -- [Ki Strike](ki-strike.md) -- [Kinetic Ram](kinetic-ram-da.md) -- [Knock](knock.md) -- [Know Direction](know-direction.md) -- [Know The Enemy](know-the-enemy.md) -- [Lament](lament-logm.md) -- [Lay On Hands](lay-on-hands.md) -- [Leng Sting](leng-sting-aoe4.md) -- [Levitate](levitate.md) -- [Liberating Command](liberating-command-logm.md) -- [Life Boost](life-boost-apg.md) -- [Life Connection](life-connection-som.md) -- [Life-giving Form](life-giving-form-apg.md) -- [Life Link](life-link-apg.md) -- [Life Pact](life-pact-lokl.md) -- [Life Siphon](life-siphon.md) -- [Lifelink Surge](lifelink-surge-som.md) -- [Lift Nature's Caul](lift-natures-caul-av3.md) -- [Light Of Revelation](light-of-revelation-locg.md) -- [Light](light.md) -- [Lightning Bolt](lightning-bolt.md) -- [Lightning Storm](lightning-storm-apg.md) -- [Lingering Composition](lingering-composition.md) -- [Linnorm Sting](linnorm-sting-aoe4.md) -- [Litany Against Sloth](litany-against-sloth.md) -- [Litany Against Wrath](litany-against-wrath.md) -- [Litany Of Depravity](litany-of-depravity-apg.md) -- [Litany Of Righteousness](litany-of-righteousness.md) -- [Litany Of Self-interest](litany-of-self-interest-apg.md) -- [Localized Quake](localized-quake.md) -- [Locate](locate.md) -- [Lock Item](lock-item-lokl.md) -- [Lock](lock.md) -- [Longstrider](longstrider.md) -- [Loose Time's Arrow](loose-times-arrow-da.md) -- [Loremaster's Etude](loremasters-etude.md) -- [Lose The Path](lose-the-path-som.md) -- [Lucky Break](lucky-break.md) -- [Lucky Number](lucky-number-som.md) -- [Mad Monkeys](mad-monkeys-apg.md) -- [Mage Armor](mage-armor.md) -- [Mage Hand](mage-hand.md) -- [Magic Aura](magic-aura.md) -- [Magic Fang](magic-fang.md) -- [Magic Hide](magic-hide-apg.md) -- [Magic Mailbox](magic-mailbox-som.md) -- [Magic Missile](magic-missile.md) -- [Magic Mouth](magic-mouth.md) -- [Magic Stone](magic-stone-apg.md) -- [Magic Warrior Aspect](magic-warrior-aspect-lowg.md) -- [Magic Warrior Transformation](magic-warrior-transformation-lowg.md) -- [Magic Weapon](magic-weapon.md) -- [Magical Fetters](magical-fetters-aoe2.md) -- [Magic's Vessel](magics-vessel.md) -- [Magnetic Acceleration](magnetic-acceleration-som.md) -- [Magnetic Attraction](magnetic-attraction-som.md) -- [Magnetic Repulsion](magnetic-repulsion-som.md) -- [Magnificent Mansion](magnificent-mansion.md) -- [Malicious Shadow](malicious-shadow-apg.md) -- [Malignant Sustenance](malignant-sustenance.md) -- [Manifold Lives](manifold-lives-da.md) -- [Mantis Form](mantis-form-lowg.md) -- [Mantle Of The Frozen Heart](mantle-of-the-frozen-heart-som.md) -- [Mantle Of The Magma Heart](mantle-of-the-magma-heart-som.md) -- [Mariner's Curse](mariners-curse.md) -- [Martyr's Intervention](martyrs-intervention-lokl.md) -- [Mask Of Terror](mask-of-terror.md) -- [Massacre](massacre.md) -- [Maze Of Locked Doors](maze-of-locked-doors-aoe2.md) -- [Maze](maze.md) -- [Medusa's Wrath](medusas-wrath-apg.md) -- [Meld Into Stone](meld-into-stone.md) -- [Mending](mending.md) -- [Message Rune](message-rune-logm.md) -- [Message](message.md) -- [Meteor Swarm](meteor-swarm.md) -- [Mimic Undead](mimic-undead-som.md) -- [Mind Blank](mind-blank.md) -- [Mind Games](mind-games-sot1.md) -- [Mind Of Menace](mind-of-menace-som.md) -- [Mind Probe](mind-probe.md) -- [Mind Reading](mind-reading.md) -- [Mindlink](mindlink.md) -- [Miracle](miracle.md) -- [Mirecloak](mirecloak-sot3.md) -- [Mirror Image](mirror-image.md) -- [Mirror Malefactors](mirror-malefactors-som.md) -- [Mirror's Misfortune](mirrors-misfortune-som.md) -- [Misdirection](misdirection.md) -- [Mislead](mislead.md) -- [Modify Memory](modify-memory.md) -- [Moment Of Renewal](moment-of-renewal.md) -- [Momentary Recovery](momentary-recovery-da.md) -- [Monstrosity Form](monstrosity-form.md) -- [Moon Frenzy](moon-frenzy.md) -- [Moonbeam](moonbeam.md) -- [Moonburst](moonburst-sot4.md) -- [Moonlight Bridge](moonlight-bridge-apg.md) -- [Moonlight Ray](moonlight-ray-sot4.md) -- [Morass of Ages](morass-of-ages-da.md) -- [Moth's Supper](moths-supper-da.md) -- [Mud Pit](mud-pit-som.md) -- [Murderous Vine](murderous-vine-som.md) -- [Mystic Beacon](mystic-beacon.md) -- [Nature Incarnate](nature-incarnate.md) -- [Nature's Bounty](natures-bounty.md) -- [Nature's Enmity](natures-enmity.md) -- [Nature's Reprisal](natures-reprisal-som.md) -- [Necromancer's Generosity](necromancers-generosity-som.md) -- [Necrotic Radiation](necrotic-radiation-ec4.md) -- [Necrotize](necrotize-som.md) -- [Needle Of Vengeance](needle-of-vengeance-apg.md) -- [Negate Aroma](negate-aroma.md) -- [Neutralize Poison](neutralize-poison.md) -- [Nightmare](nightmare.md) -- [Nondetection](nondetection.md) -- [Noxious Vapors](noxious-vapors-apg.md) -- [Nudge Fate](nudge-fate-apg.md) -- [Nudge The Odds](nudge-the-odds-som.md) -- [Nullify](nullify-som.md) -- [Nymph's Token](nymphs-token-apg.md) -- [Oathkeeper's Insignia](oathkeepers-insignia-logm.md) -- [Object Memory](object-memory-logm.md) -- [Object Reading](object-reading-apg.md) -- [Obscuring Mist](obscuring-mist.md) -- [Ocular Overload](ocular-overload-som.md) -- [Ode To Ouroboros](ode-to-ouroboros-apg.md) -- [Omnidirectional Scan](omnidirectional-scan-da.md) -- [One With The Land](one-with-the-land-som.md) -- [Oneiric Mire](oneiric-mire-som.md) -- [Ooze Form](ooze-form-som.md) -- [Ordained Purpose](ordained-purpose-aoe5.md) -- [Organsight](organsight-som.md) -- [Outcast's Curse](outcasts-curse.md) -- [Over the Coals](over-the-coals-da.md) -- [Overflowing Sorrow](overflowing-sorrow-logm.md) -- [Overstuff](overstuff.md) -- [Overwhelming Presence](overwhelming-presence.md) -- [Pact Broker](pact-broker-da.md) -- [Painful Vibrations](painful-vibrations-som.md) -- [Paralyze](paralyze.md) -- [Paranoia](paranoia.md) -- [Parch](parch-logm.md) -- [Pass Without Trace](pass-without-trace.md) -- [Passwall](passwall.md) -- [Path of Least Resistance](path-of-least-resistance-da.md) -- [Penumbral Disguise](penumbral-disguise-sot4.md) -- [Penumbral Shroud](penumbral-shroud-logm.md) -- [Perfect Strike](perfect-strike-locg.md) -- [Perfect Strike](perfect-strike-lowg.md) -- [Perfected Form](perfected-form.md) -- [Perfected Mind](perfected-mind.md) -- [Pernicious Poltergeist](pernicious-poltergeist-som.md) -- [Perseis's Precautions](perseiss-precautions-lopsg.md) -- [Persistent Servant](persistent-servant-som.md) -- [Personal Blizzard](personal-blizzard-apg.md) -- [Personal Rain Cloud](personal-rain-cloud-ec1.md) -- [Pest Form](pest-form.md) -- [Pet Cache](pet-cache-apg.md) -- [Petal Storm](petal-storm-som.md) -- [Phantasmal Calamity](phantasmal-calamity.md) -- [Phantasmal Killer](phantasmal-killer.md) -- [Phantasmal Treasure](phantasmal-treasure-apg.md) -- [Phantom Crowd](phantom-crowd-som.md) -- [Phantom Pain](phantom-pain.md) -- [Phantom Prison](phantom-prison-som.md) -- [Phantom Steed](phantom-steed.md) -- [Phase Bolt](phase-bolt-da.md) -- [Phase Familiar](phase-familiar-apg.md) -- [Physical Boost](physical-boost.md) -- [Pied Piping](pied-piping-apg.md) -- [Pillar Of Water](pillar-of-water-ec2.md) -- [Pillars Of Sand](pillars-of-sand-ec5.md) -- [Plane Shift](plane-shift.md) -- [Plant Form](plant-form.md) -- [Pocket Library](pocket-library-som.md) -- [Polar Ray](polar-ray.md) -- [Poltergeist's Fury](poltergeists-fury-da.md) -- [Portrait Of The Artist](portrait-of-the-artist-som.md) -- [Positive Attunement](positive-attunement-som.md) -- [Positive Luminance](positive-luminance.md) -- [Possession](possession.md) -- [Power Word Blind](power-word-blind.md) -- [Power Word Kill](power-word-kill.md) -- [Power Word Stun](power-word-stun.md) -- [Powerful Inhalation](powerful-inhalation-som.md) -- [Practice Makes Perfect](practice-makes-perfect-aoa4.md) -- [Precious Metals](precious-metals.md) -- [Prestidigitation](prestidigitation.md) -- [Primal Herd](primal-herd.md) -- [Primal Phenomenon](primal-phenomenon.md) -- [Primal Summons](primal-summons.md) -- [Prismatic Armor](prismatic-armor-som.md) -- [Prismatic Shield](prismatic-shield-aoe6.md) -- [Prismatic Sphere](prismatic-sphere.md) -- [Prismatic Spray](prismatic-spray.md) -- [Prismatic Wall](prismatic-wall.md) -- [Private Sanctum](private-sanctum.md) -- [Produce Flame](produce-flame.md) -- [Project Image](project-image.md) -- [Proliferating Eyes](proliferating-eyes-som.md) -- [Protect Companion](protect-companion-som.md) -- [Protection](protection.md) -- [Protective Ward](protective-ward.md) -- [Protector Tree](protector-tree-som.md) -- [Protector's Sacrifice](protectors-sacrifice.md) -- [Protector's Sphere](protectors-sphere.md) -- [Prying Eye](prying-eye.md) -- [Prying Survey](prying-survey-ec6.md) -- [Puff Of Poison](puff-of-poison-som.md) -- [Pulse Of The City](pulse-of-the-city.md) -- [Pulverizing Cascade](pulverizing-cascade-som.md) -- [Pummeling Rubble](pummeling-rubble-apg.md) -- [Punishing Winds](punishing-winds.md) -- [Purify Food And Drink](purify-food-and-drink.md) -- [Purifying Icicle](purifying-icicle-lokl.md) -- [Purifying Veil](purifying-veil-da.md) -- [Purple Worm Sting](purple-worm-sting.md) -- [Pushing Gust](pushing-gust.md) -- [Putrefy Food And Drink](putrefy-food-and-drink-aoe2.md) -- [Pyrotechnics](pyrotechnics-ec2.md) -- [Quench](quench-apg.md) -- [Quick Sort](quick-sort-som.md) -- [Quicken Time](quicken-time-da.md) -- [Quivering Palm](quivering-palm.md) -- [Radiant Beam](radiant-beam-lokl.md) -- [Radiant Field](radiant-field-sot4.md) -- [Raise Dead](raise-dead.md) -- [Rally Point](rally-point-da.md) -- [Ranger's Bramble](rangers-bramble-apg.md) -- [Rapid Adaptation](rapid-adaptation-som.md) -- [Ravening Maw](ravening-maw-ec3.md) -- [Ravenous Portal](ravenous-portal-som.md) -- [Ray Of Enfeeblement](ray-of-enfeeblement.md) -- [Ray Of Frost](ray-of-frost.md) -- [Read Aura](read-aura.md) -- [Read Fate](read-fate.md) -- [Read Omens](read-omens.md) -- [Read The Air](read-the-air-som.md) -- [Reaper's Lantern](reapers-lantern-apg.md) -- [Rebounding Barrier](rebounding-barrier-lol.md) -- [Rebuke Death](rebuke-death.md) -- [Redact](redact-logm.md) -- [Redistribute Potential](redistribute-potential-da.md) -- [Reflective Scales](reflective-scales-logm.md) -- [Regenerate](regenerate.md) -- [Reinforce Eidolon](reinforce-eidolon-som.md) -- [Rejuvenating Flames](rejuvenating-flames-frp3.md) -- [Remake](remake.md) -- [Remember The Lost](remember-the-lost-logm.md) -- [Remove Curse](remove-curse.md) -- [Remove Disease](remove-disease.md) -- [Remove Fear](remove-fear.md) -- [Remove Paralysis](remove-paralysis.md) -- [Repelling Pulse](repelling-pulse-som.md) -- [Replicate](replicate-som.md) -- [Repulsion](repulsion.md) -- [Resilient Sphere](resilient-sphere.md) -- [Resist Energy](resist-energy.md) -- [Resplendent Mansion](resplendent-mansion.md) -- [Restoration](restoration.md) -- [Restorative Moment](restorative-moment-apg.md) -- [Restore Senses](restore-senses.md) -- [Restyle](restyle-som.md) -- [Retributive Pain](retributive-pain.md) -- [Retrocognition](retrocognition.md) -- [Return Beacon](return-beacon-frp1.md) -- [Return the Favor](return-the-favor-da.md) -- [Return to Essence](return-to-essence-sot5.md) -- [Reverse Gravity](reverse-gravity.md) -- [Revival](revival.md) -- [Rewinding Step](rewinding-step-som.md) -- [Righteous Might](righteous-might.md) -- [Rime Slick](rime-slick-ec1.md) -- [Rip The Spirit](rip-the-spirit-som.md) -- [Rising Surf](rising-surf-som.md) -- [Roar Of The Wyrm](roar-of-the-wyrm-logm.md) -- [Roaring Applause](roaring-applause-som.md) -- [Rope Trick](rope-trick.md) -- [Rouse Skeletons](rouse-skeletons-som.md) -- [Runic Impression](runic-impression-som.md) -- [Rusting Grasp](rusting-grasp-apg.md) -- [Safe Passage](safe-passage-apg.md) -- [Safeguard Secret](safeguard-secret.md) -- [Sage's Curse](sages-curse-av2.md) -- [Sanctified Ground](sanctified-ground.md) -- [Sanctuary](sanctuary.md) -- [Sanguine Mist](sanguine-mist-som.md) -- [Savor The Sting](savor-the-sting.md) -- [Scatter Scree](scatter-scree-som.md) -- [Schadenfreude](schadenfreude-som.md) -- [Scholarly Recollection](scholarly-recollection.md) -- [Scintillating Pattern](scintillating-pattern.md) -- [Scintillating Safeguard](scintillating-safeguard-apg.md) -- [Scorching Ray](scorching-ray-som.md) -- [Scouring Pulse](scouring-pulse-lokl.md) -- [Scouring Sand](scouring-sand-ec1.md) -- [Scrying](scrying.md) -- [Sculpt Sound](sculpt-sound-apg.md) -- [Sea of Thought](sea-of-thought-da.md) -- [Sea Surge](sea-surge-ec1.md) -- [Seal Fate](seal-fate-apg.md) -- [Searing Light](searing-light.md) -- [Seashell Of Stolen Sound](seashell-of-stolen-sound-som.md) -- [Secret Chest](secret-chest-apg.md) -- [Secret Page](secret-page.md) -- [See Invisibility](see-invisibility.md) -- [Sending](sending.md) -- [Sepulchral Mask](sepulchral-mask-apg.md) -- [Shadow Army](shadow-army-som.md) -- [Shadow Blast](shadow-blast.md) -- [Shadow Illusion](shadow-illusion-apg.md) -- [Shadow Jump](shadow-jump-apg.md) -- [Shadow Projectile](shadow-projectile-som.md) -- [Shadow Raid](shadow-raid-som.md) -- [Shadow Siphon](shadow-siphon.md) -- [Shadow Spy](shadow-spy-da.md) -- [Shadow Walk](shadow-walk.md) -- [Shadow's Web](shadows-web-apg.md) -- [Shaken Confidence](shaken-confidence-da.md) -- [Shall Not Falter, Shall Not Rout](shall-not-falter-shall-not-rout-lol.md) -- [Shambling Horror](shambling-horror-botd.md) -- [Shape Stone](shape-stone.md) -- [Shape Wood](shape-wood.md) -- [Shapechange](shapechange.md) -- [Share Burden](share-burden-logm.md) -- [Share Lore](share-lore-logm.md) -- [Shared Nightmare](shared-nightmare.md) -- [Shatter Mind](shatter-mind-da.md) -- [Shatter](shatter.md) -- [Shattering Gem](shattering-gem-logm.md) -- [Shepherd Of Souls](shepherd-of-souls-apg.md) -- [Shield Other](shield-other.md) -- [Shield](shield.md) -- [Shielding Strike](shielding-strike-som.md) -- [Shift Blame](shift-blame-som.md) -- [Shifting Form](shifting-form.md) -- [Shifting Sand](shifting-sand-logm.md) -- [Shillelagh](shillelagh.md) -- [Shocking Grasp](shocking-grasp.md) -- [Shockwave](shockwave-logm.md) -- [Shooting Star](shooting-star-som.md) -- [Show The Way](show-the-way-logm.md) -- [Shrink Item](shrink-item.md) -- [Shrink](shrink.md) -- [Shroud Of Flame](shroud-of-flame-frp3.md) -- [Shroud Of Night](shroud-of-night-apg.md) -- [Sigil](sigil.md) -- [Sign of Conviction](sign-of-conviction-lokl.md) -- [Silence](silence.md) -- [Silver's Refrain](silvers-refrain-aoa3.md) -- [Sleep](sleep.md) -- [Slough Skin](slough-skin-logm.md) -- [Slow](slow.md) -- [Snare Hopping](snare-hopping-apg.md) -- [Snowball](snowball-lowg.md) -- [Soft Landing](soft-landing-da.md) -- [Solid Fog](solid-fog.md) -- [Sonata Span](sonata-span-som.md) -- [Song Of Marching](song-of-marching-apg.md) -- [Song Of Strength](song-of-strength-apg.md) -- [Song Of The Fallen](song-of-the-fallen-aoa6.md) -- [Soothe](soothe.md) -- [Soothing Ballad](soothing-ballad.md) -- [Soothing Blossoms](soothing-blossoms-som.md) -- [Soothing Mist](soothing-mist-apg.md) -- [Soothing Spring](soothing-spring-som.md) -- [Soothing Words](soothing-words.md) -- [Soul Siphon](soul-siphon-apg.md) -- [Sound Burst](sound-burst.md) -- [Speak With Animals](speak-with-animals.md) -- [Speak With Plants](speak-with-plants.md) -- [Speaking Sky](speaking-sky-aoe2.md) -- [Speaking Sky](speaking-sky-loil.md) -- [Spectral Hand](spectral-hand.md) -- [Spell Immunity](spell-immunity.md) -- [Spell Turning](spell-turning.md) -- [Spellmaster's Ward](spellmasters-ward-lopsg.md) -- [Spellwrack](spellwrack.md) -- [Spider Climb](spider-climb.md) -- [Spider Sting](spider-sting.md) -- [Spike Stones](spike-stones-apg.md) -- [Spinning Staff](spinning-staff-som.md) -- [Spirit Blast](spirit-blast.md) -- [Spirit Link](spirit-link.md) -- [Spirit Object](spirit-object-lol.md) -- [Spirit Sense](spirit-sense-apg.md) -- [Spirit Song](spirit-song.md) -- [Spirit Veil](spirit-veil-apg.md) -- [Spiritual Anamnesis](spiritual-anamnesis-aoa3.md) -- [Spiritual Attunement](spiritual-attunement-som.md) -- [Spiritual Epidemic](spiritual-epidemic.md) -- [Spiritual Guardian](spiritual-guardian.md) -- [Spiritual Weapon](spiritual-weapon.md) -- [Splash Of Art](splash-of-art.md) -- [Split The Tongue](split-the-tongue-aoe5.md) -- [Spout](spout-som.md) -- [Spray Of Stars](spray-of-stars-apg.md) -- [Stabilize](stabilize.md) -- [Stagnate Time](stagnate-time-da.md) -- [Stasis](stasis-logm.md) -- [Status](status.md) -- [Steal Shadow](steal-shadow-apg.md) -- [Steal The Sky](steal-the-sky-aoe2.md) -- [Steal the Sky](steal-the-sky-loil.md) -- [Stinking Cloud](stinking-cloud.md) -- [Stoke The Heart](stoke-the-heart-apg.md) -- [Stone Lance](stone-lance-som.md) -- [Stone Tell](stone-tell.md) -- [Stone To Flesh](stone-to-flesh.md) -- [Stoneskin](stoneskin.md) -- [Storm Lord](storm-lord.md) -- [Storm Of Vengeance](storm-of-vengeance.md) -- [Stormburst](stormburst-sot3.md) -- [Stormwind Flight](stormwind-flight.md) -- [Strange Geometry](strange-geometry-apg.md) -- [String of Fate](string-of-fate-da.md) -- [Stumbling Curse](stumbling-curse-sot1.md) -- [Subconscious Suggestion](subconscious-suggestion.md) -- [Subjugate Undead](subjugate-undead-botd.md) -- [Sudden Blight](sudden-blight-apg.md) -- [Sudden Bolt](sudden-bolt-ec1.md) -- [Sudden Recollection](sudden-recollection-som.md) -- [Sudden Shift](sudden-shift.md) -- [Suggestion](suggestion.md) -- [Summon Anarch](summon-anarch-som.md) -- [Summon Ancient Fleshforged](summon-ancient-fleshforged-loil.md) -- [Summon Animal](summon-animal.md) -- [Summon Archmage](summon-archmage-som.md) -- [Summon Axiom](summon-axiom-som.md) -- [Summon Celestial](summon-celestial.md) -- [Summon Construct](summon-construct.md) -- [Summon Deific Herald](summon-deific-herald-som.md) -- [Summon Draconic Legion](summon-draconic-legion-som.md) -- [Summon Dragon](summon-dragon.md) -- [Summon Elemental](summon-elemental.md) -- [Summon Entity](summon-entity.md) -- [Summon Fey](summon-fey.md) -- [Summon Fiend](summon-fiend.md) -- [Summon Giant](summon-giant.md) -- [Summon Healing Servitor](summon-healing-servitor-loil.md) -- [Summon Instrument](summon-instrument-apg.md) -- [Summon Irii](summon-irii-da.md) -- [Summon Kaiju](summon-kaiju-som.md) -- [Summon Lesser Servitor](summon-lesser-servitor-som.md) -- [Summon Plant Or Fungus](summon-plant-or-fungus.md) -- [Summoner's Precaution](summoners-precaution-som.md) -- [Summoner's Visage](summoners-visage-som.md) -- [Sun Blade](sun-blade-locg.md) -- [Sunburst](sunburst.md) -- [Sun's Fury](suns-fury-lol.md) -- [Suspended Retribution](suspended-retribution-da.md) -- [Swamp Of Sloth](swamp-of-sloth.md) -- [Swampcall](swampcall-sot3.md) -- [Swarm Form](swarm-form-logm.md) -- [Swarming Wasp Stings](swarming-wasp-stings-aoe4.md) -- [Swarmsense](swarmsense-logm.md) -- [Sweet Dream](sweet-dream.md) -- [Symphony Of The Unfettered Heart](symphony-of-the-unfettered-heart-apg.md) -- [Synaptic Pulse](synaptic-pulse.md) -- [Synchronize](synchronize-som.md) -- [Synchronize Steps](synchronize-steps-lokl.md) -- [Synesthesia](synesthesia.md) -- [Take Its Course](take-its-course.md) -- [Talking Corpse](talking-corpse.md) -- [Tame](tame-som.md) -- [Tanglefoot](tanglefoot.md) -- [Tangling Creepers](tangling-creepers.md) -- [Telekinetic Bombardment](telekinetic-bombardment-da.md) -- [Telekinetic Haul](telekinetic-haul.md) -- [Telekinetic Maneuver](telekinetic-maneuver.md) -- [Telekinetic Projectile](telekinetic-projectile.md) -- [Telekinetic Rend](telekinetic-rend-da.md) -- [Telepathic Bond](telepathic-bond.md) -- [Telepathic Demand](telepathic-demand.md) -- [Telepathy](telepathy.md) -- [Teleport](teleport.md) -- [Tempest Form](tempest-form-apg.md) -- [Tempest Of Shades](tempest-of-shades-som.md) -- [Tempest Surge](tempest-surge.md) -- [Tempest Touch](tempest-touch-apg.md) -- [Temporal Distortion](temporal-distortion-da.md) -- [Temporal Twin](temporal-twin-da.md) -- [Temporal Ward](temporal-ward-sot5.md) -- [Temporary Glyph](temporary-glyph-som.md) -- [Temporary Tool](temporary-tool-logm.md) -- [Tempt Fate](tempt-fate.md) -- [Tentacular Limbs](tentacular-limbs.md) -- [Terrain Transposition](terrain-transposition-apg.md) -- [Tesseract Tunnel](tesseract-tunnel-da.md) -- [Tether](tether-logm.md) -- [Thermal Stasis](thermal-stasis-da.md) -- [Thicket Of Knives](thicket-of-knives-som.md) -- [Thoughtful Gift](thoughtful-gift-apg.md) -- [Threefold Aspect](threefold-aspect-apg.md) -- [Thunderburst](thunderburst-apg.md) -- [Thundering Dominance](thundering-dominance-som.md) -- [Thunderous Strike](thunderous-strike-som.md) -- [Tidal Surge](tidal-surge.md) -- [Time Beacon](time-beacon-logm.md) -- [Time Jump](time-jump-som.md) -- [Time Pocket](time-pocket-da.md) -- [Time Sense](time-sense-da.md) -- [Time Skip](time-skip-da.md) -- [Time Stop](time-stop.md) -- [Timely Tutor](timely-tutor-som.md) -- [Tireless Worker](tireless-worker-aoa4.md) -- [Tongues](tongues.md) -- [Tortoise And The Hare](tortoise-and-the-hare-som.md) -- [Touch Of Corruption](touch-of-corruption-apg.md) -- [Touch Of Idiocy](touch-of-idiocy.md) -- [Touch Of Obedience](touch-of-obedience.md) -- [Touch Of The Moon](touch-of-the-moon.md) -- [Touch Of Undeath](touch-of-undeath.md) -- [Transcribe Moment](transcribe-moment-lopsg.md) -- [Transmute Rock And Mud](transmute-rock-and-mud-apg.md) -- [Traveler's Transit](travelers-transit.md) -- [Tree Shape](tree-shape.md) -- [Tree Stride](tree-stride.md) -- [Trickster's Twin](tricksters-twin.md) -- [Triple Time](triple-time.md) -- [True Seeing](true-seeing.md) -- [True Strike](true-strike.md) -- [True Target](true-target.md) -- [Umbral Extraction](umbral-extraction-som.md) -- [Umbral Graft](umbral-graft-som.md) -- [Unblinking Flame Emblem](unblinking-flame-emblem-loil.md) -- [Unblinking Flame Ignition](unblinking-flame-ignition-loil.md) -- [Unblinking Flame Revelation](unblinking-flame-revelation-lowg.md) -- [Unbreaking Wave Advance](unbreaking-wave-advance-lowg.md) -- [Unbreaking Wave Barrier](unbreaking-wave-barrier-loil.md) -- [Unbreaking Wave Containment](unbreaking-wave-containment-loil.md) -- [Unbreaking Wave Vapor](unbreaking-wave-vapor-loil.md) -- [Uncontrollable Dance](uncontrollable-dance.md) -- [Undeath's Blessing](undeaths-blessing.md) -- [Undermine Reality](undermine-reality-ec6.md) -- [Undetectable Alignment](undetectable-alignment.md) -- [Unexpected Transposition](unexpected-transposition-som.md) -- [Unfathomable Song](unfathomable-song.md) -- [Unfetter Eidolon](unfetter-eidolon-som.md) -- [Unfettered Pack](unfettered-pack.md) -- [Unfolding Wind Blitz](unfolding-wind-blitz-loil.md) -- [Unfolding Wind Buffet](unfolding-wind-buffet-loil.md) -- [Unfolding Wind Crash](unfolding-wind-crash-loil.md) -- [Unfolding Wind Rush](unfolding-wind-rush-lowg.md) -- [Unimpeded Stride](unimpeded-stride.md) -- [Unity](unity.md) -- [Unrelenting Observation](unrelenting-observation.md) -- [Unseasonable Squall](unseasonable-squall-ec1.md) -- [Unseen Servant](unseen-servant.md) -- [Unspeakable Shadow](unspeakable-shadow-som.md) -- [Untwisting Iron Augmentation](untwisting-iron-augmentation-loil.md) -- [Untwisting Iron Buffer](untwisting-iron-buffer-lowg.md) -- [Untwisting Iron Pillar](untwisting-iron-pillar-loil.md) -- [Untwisting Iron Roots](untwisting-iron-roots-loil.md) -- [Unusual Anatomy](unusual-anatomy.md) -- [Updraft](updraft-som.md) -- [Upheaval](upheaval-ec6.md) -- [Vampiric Exsanguination](vampiric-exsanguination.md) -- [Vampiric Maiden](vampiric-maiden-apg.md) -- [Vampiric Touch](vampiric-touch.md) -- [Variable Gravity](variable-gravity-som.md) -- [Vector Screen](vector-screen-da.md) -- [Veil Of Confidence](veil-of-confidence.md) -- [Veil Of Dreams](veil-of-dreams-apg.md) -- [Veil](veil.md) -- [Ventriloquism](ventriloquism.md) -- [Verdant Sprout](verdant-sprout-ec1.md) -- [Verminous Lure](verminous-lure-sot1.md) -- [Vibrant Pattern](vibrant-pattern.md) -- [Vibrant Thorns](vibrant-thorns.md) -- [Victory Cry](victory-cry-da.md) -- [Vigilant Eye](vigilant-eye.md) -- [Vision Of Weakness](vision-of-weakness-apg.md) -- [Visions Of Danger](visions-of-danger.md) -- [Vital Beacon](vital-beacon.md) -- [Volcanic Eruption](volcanic-eruption.md) -- [Vomit Swarm](vomit-swarm-apg.md) -- [Voracious Gestalt](voracious-gestalt-som.md) -- [Wail Of The Banshee](wail-of-the-banshee.md) -- [Waking Dream](waking-dream-da.md) -- [Waking Nightmare](waking-nightmare.md) -- [Wall Of Fire](wall-of-fire.md) -- [Wall Of Flesh](wall-of-flesh-apg.md) -- [Wall Of Force](wall-of-force.md) -- [Wall Of Ice](wall-of-ice.md) -- [Wall of Radiance](wall-of-radiance-sot4.md) -- [Wall of Shadow](wall-of-shadow-sot4.md) -- [Wall Of Stone](wall-of-stone.md) -- [Wall Of Thorns](wall-of-thorns.md) -- [Wall of Virtue](wall-of-virtue-lokl.md) -- [Wall Of Water](wall-of-water-som.md) -- [Wall Of Wind](wall-of-wind.md) -- [Wanderer's Guide](wanderers-guide.md) -- [Warding Aggression](warding-aggression-som.md) -- [Warp Mind](warp-mind.md) -- [Warp Step](warp-step-da.md) -- [Warped Terrain](warped-terrain.md) -- [Warrior's Regret](warriors-regret-som.md) -- [Wash Your Luck](wash-your-luck-som.md) -- [Water Breathing](water-breathing.md) -- [Water Walk](water-walk.md) -- [Weapon Of Judgment](weapon-of-judgment.md) -- [Weapon Storm](weapon-storm.md) -- [Weapon Surge](weapon-surge.md) -- [Weaponize Secret](weaponize-secret-da.md) -- [Web Of Eyes](web-of-eyes-som.md) -- [Web](web.md) -- [Weird](weird.md) -- [Whirling Flames](whirling-flames-apg.md) -- [Whirling Scarves](whirling-scarves-logm.md) -- [Whirlwind](whirlwind-som.md) -- [Wholeness Of Body](wholeness-of-body.md) -- [Wild Morph](wild-morph.md) -- [Wild Shape](wild-shape.md) -- [Wild Winds Stance](wild-winds-stance.md) -- [Wildfire](wildfire-som.md) -- [Wilding Word](wilding-word-apg.md) -- [Wind Jump](wind-jump.md) -- [Wind Walk](wind-walk.md) -- [Wind Whispers](wind-whispers-da.md) -- [Winning Streak](winning-streak-som.md) -- [Winter Bolt](winter-bolt-logm.md) -- [Wish-twisted Form](wish-twisted-form-apg.md) -- [Wish](wish.md) -- [Withering Grasp](withering-grasp-logm.md) -- [Word Of Freedom](word-of-freedom.md) -- [Word Of Truth](word-of-truth.md) -- [Wordsmith](wordsmith-da.md) -- [Worm's Repast](worms-repast-av1.md) -- [Wronged Monk's Wrath](wronged-monks-wrath-frp1.md) -- [Wyvern Sting](wyvern-sting-aoe4.md) -- [You're Mine](youre-mine.md) -- [Zeal For Battle](zeal-for-battle.md) -- [Zealous Conviction](zealous-conviction.md) -- [Zenith Star](zenith-star-logm.md) -- [Zero Gravity](zero-gravity-som.md) -- [Zone Of Truth](zone-of-truth.md) diff --git a/Compendium/spells/spellwrack.md b/Compendium/spells/spellwrack.md deleted file mode 100644 index 5dd5d6fa4..000000000 --- a/Compendium/spells/spellwrack.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/abjuration -- trait/curse -- trait/force -aliases: ["Spellwrack"] ---- -# Spellwrack *Spell 6* -[abjuration](../../Rules/traits/abjuration.md) [curse](../../Rules/traits/curse.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will - -You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** Whenever the target becomes affected by a spell with a duration, the target takes `2d12` [persistent force damage](../../Rules/conditions.md#Persistent%20Damage). Each time it takes [persistent force damage](../../Rules/conditions.md#Persistent%20Damage) from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful [Arcana](../skills.md#Arcana) check against your spell DC can help the target recover from the [persistent damage](../../Rules/conditions.md#Persistent%20Damage); the curse and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) end after 1 minute. -> - **Failure** As success, but the curse and [persistent damage](../../Rules/conditions.md#Persistent%20Damage) do not end on their own. -> - **Critical Failure** As failure, but the [persistent force damage](../../Rules/conditions.md#Persistent%20Damage) is `4d12`. - -*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/Compendium/spells/spider-climb.md b/Compendium/spells/spider-climb.md deleted file mode 100644 index a4fb3989d..000000000 --- a/Compendium/spells/spider-climb.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/transmutation -aliases: ["Spider Climb"] ---- -# Spider Climb *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes - -Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed. - -**Heightened (5th)** The duration increases to 1 hour. - -*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/Compendium/spells/spider-sting.md b/Compendium/spells/spider-sting.md deleted file mode 100644 index b29114da7..000000000 --- a/Compendium/spells/spider-sting.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/necromancy -- trait/poison -aliases: ["Spider Sting"] ---- -# Spider Sting *Spell 1* -[necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -You magically duplicate a spider's venomous sting. You deal `1d4` piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `1d4` poison damage. -> - **Failure** The target is afflicted with spider venom at stage 1. -> - **Critical Failure** The target is afflicted with spider venom at stage 2. - -```ad-inline-affliction -title: Spider Venom _Level 1_ - -[poison](../../../rules/traits/poison.md) -- **Maximum Duration**: 4 rounds - -## Stages - -**Stage 1** `1d4` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - -**Stage 2** `1d4` poison damage and [enfeebled](../../../rules/conditions.md#Enfeebled) (1 round) - - -%% #trait/poison #affliction/level/level-1 %% -``` - -## Summary - -*Source: Core Rulebook p. 371* diff --git a/Compendium/spells/spike-stones-apg.md b/Compendium/spells/spike-stones-apg.md deleted file mode 100644 index 98a9a640d..000000000 --- a/Compendium/spells/spike-stones-apg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/level/4 -- trait/conjuration -- trait/earth -aliases: ["Spike Stones"] ---- -# Spike Stones *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) [earth](../../Rules/traits/earth.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**20-foot burst -- **Duration**1 hour - -Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. - -A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into. - -**Heightened (+ 1)** Increase the damage by 1. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 225* \ No newline at end of file diff --git a/Compendium/spells/spinning-staff-som.md b/Compendium/spells/spinning-staff-som.md deleted file mode 100644 index f1199ff23..000000000 --- a/Compendium/spells/spinning-staff-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/evocation -- trait/magus -- trait/uncommon -aliases: ["Spinning Staff"] ---- -# Spinning Staff *Focus 1* -[evocation](../../Rules/traits/evocation.md) [magus](../../Rules/traits/magus-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're wielding a staff. - -You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next [Spellstrike](../../Rules/actions/spellstrike-som.md). Make a melee [Strike](../../Rules/actions/strike.md) with your staff against one foe and then a second melee [Strike](../../Rules/actions/strike.md) with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal. - -*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/Compendium/spells/spirit-blast.md b/Compendium/spells/spirit-blast.md deleted file mode 100644 index 01539ed8c..000000000 --- a/Compendium/spells/spirit-blast.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/force -- trait/necromancy -aliases: ["Spirit Blast"] ---- -# Spirit Blast *Spell 6* -[force](../../Rules/traits/force.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** basic Fortitude - -You concentrate ethereal energy and attack a creature's spirit, dealing `16d6` force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/Compendium/spells/spirit-link.md b/Compendium/spells/spirit-link.md deleted file mode 100644 index cb33b8d14..000000000 --- a/Compendium/spells/spirit-link.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/healing -- trait/necromancy -aliases: ["Spirit Link"] ---- -# Spirit Link *Spell 1* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**10 minutes - -You form a spiritual link with another creature, allowing you to take in its pain. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md) and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained. - -This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can [Dismiss](../../Rules/actions/dismiss.md) this spell, and if you're ever at 0 Hit Points, spirit link ends automatically. - -**Heightened (+ 1)** The number of Hit Points transferred each time increases by 2. - -*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/Compendium/spells/spirit-object-lol.md b/Compendium/spells/spirit-object-lol.md deleted file mode 100644 index 442c7effd..000000000 --- a/Compendium/spells/spirit-object-lol.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/cantrip -- trait/cantrip -- trait/hex -- trait/necromancy -- trait/rare -- trait/witch -aliases: ["Spirit Object"] ---- -# Spirit Object *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [hex](../../Rules/traits/hex-apg.md) [necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 unattended object up to 1 Bulk - -Using a sliver of Baba Yaga's power, you briefly bring an object to life. The object gains a means of locomotion, such as sprouting chicken legs, and [Strides](../../Rules/actions/stride.md) up to 25 feet to a space you decide within range. If you spent 2 actions [Casting the Spell](../../Rules/actions/cast-a-spell.md), the object then attacks one creature of your choice adjacent to its new space. Make a melee spell attack roll against the creature. On a success, the creature takes bludgeoning, piercing, or slashing damage (as appropriate for the object) equal to `1d4` plus your spellcasting ability modifier, and on a critical success, it takes double damage. - -**Heightened (+ 1)** Increase the maximum Bulk of the target by 1 and the damage by `1d4`. - -*Source: Lost Omens: Legends p. 32* \ No newline at end of file diff --git a/Compendium/spells/spirit-sense-apg.md b/Compendium/spells/spirit-sense-apg.md deleted file mode 100644 index baed74bda..000000000 --- a/Compendium/spells/spirit-sense-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/emanation -- spell/level/2 -- trait/detection -- trait/divination -- trait/mental -aliases: ["Spirit Sense"] ---- -# Spirit Sense *Spell 2* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Duration**10 minutes - -You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't [Searching](../../Rules/actions/search.md), you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: [Perception](../skills.md#Perception) checks to [Seek](../../Rules/actions/seek.md), attempts to [Recall Knowledge](../../Rules/actions/recall-knowledge.md), skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits. - -**Heightened (6th)** The spell's duration lasts until the next time you make your daily preparations. - -*Source: Advanced Player's Guide p. 225* \ No newline at end of file diff --git a/Compendium/spells/spirit-veil-apg.md b/Compendium/spells/spirit-veil-apg.md deleted file mode 100644 index 07f2d08f7..000000000 --- a/Compendium/spells/spirit-veil-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/illusion -- trait/sorcerer -- trait/uncommon -aliases: ["Spirit Veil"] ---- -# Spirit Veil *Focus 3* -[illusion](../../Rules/traits/illusion.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You draw an occluding veil of spirits around yourself, blocking yourself especially well from undead eyes. You become [concealed](../../Rules/conditions.md#Concealed) to all creatures, and you are [hidden](../../Rules/conditions.md#Hidden) from undead creatures regardless of what precise senses they have; this grants the effects of invisibility, but against all the undead creature's precise senses. If you physically interact with an undead creature or use a [hostile](../../Rules/conditions.md#Hostile) action, the spell ends. - -**Heightened (+ 1)** You can target one additional willing creature within 30 feet. The spell ends if any target physically interacts with an undead creature or uses a [hostile](../../Rules/conditions.md#Hostile) action. - -*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/Compendium/spells/spiritual-anamnesis-aoa3.md b/Compendium/spells/spiritual-anamnesis-aoa3.md deleted file mode 100644 index 64ab7cf3f..000000000 --- a/Compendium/spells/spiritual-anamnesis-aoa3.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa3 -- spell/level/4 -- trait/mental -- trait/necromancy -- trait/uncommon -aliases: ["Spiritual Anamnesis"] ---- -# Spiritual Anamnesis *Spell 4* -[mental](../../Rules/traits/mental.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -Memories of a past life that seem incredibly real (and may even be) overwhelm the target's mind. This is especially disorienting for undead and creatures that have lived a previous life (such as celestials, fiends, monitors, and many other extraplanar creatures); if such creatures roll a critical success on their save, they get a success instead, and if they roll a failure, they get a critical failure instead. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [slowed](../../Rules/conditions.md#Slowed) for 1 round. -> - **Failure** The target is [slowed](../../Rules/conditions.md#Slowed) for 1 minute and babbles about the visions, possibly providing information about what they saw. -> - **Critical Failure** As failure, but the target is also [stunned](../../Rules/conditions.md#Stunned). - -*Source: Age of Ashes #3: Tomorrow Must Burn p. 74* \ No newline at end of file diff --git a/Compendium/spells/spiritual-attunement-som.md b/Compendium/spells/spiritual-attunement-som.md deleted file mode 100644 index 6ef3a6cc7..000000000 --- a/Compendium/spells/spiritual-attunement-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/abjuration -- trait/uncommon -aliases: ["Spiritual Attunement"] ---- -# Spiritual Attunement *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You attune yourself to a spiritual plane of the Outer Sphere (see sidebar on page 131), connecting your spirit without fully transporting to it. Your [Strikes](../../Rules/actions/strike.md) and spells gain the alignment traits of the plane you chose, which deals additional damage to creatures with a weakness to either of those alignment traits. Furthermore, the plane protects you from energy of the alignments that oppose the plane. You gain resistance 5 to damage of the alignments that oppose those of your chosen plane. For example, if you chose Heaven, your [Strikes](../../Rules/actions/strike.md) would gain the [good](../../Rules/traits/good.md) and [lawful](../../Rules/traits/lawful.md) traits, and you would gain resistance to chaotic and evil. If you choose the Boneyard, the resistance is to negative and positive damage instead. - -**Heightened (+ 2)** The resistance increases by 5. - -*Source: Secrets of Magic p. 130* \ No newline at end of file diff --git a/Compendium/spells/spiritual-epidemic.md b/Compendium/spells/spiritual-epidemic.md deleted file mode 100644 index 40be6caa9..000000000 --- a/Compendium/spells/spiritual-epidemic.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/curse -- trait/necromancy -aliases: ["Spiritual Epidemic"] ---- -# Spiritual Epidemic *Spell 8* -[curse](../../Rules/traits/curse.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) and [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. -> - **Failure** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) and [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute and [enfeebled](../../Rules/conditions.md#Enfeebled) and [stupefied](../../Rules/conditions.md#Stupefied) permanently. -> - **Critical Failure** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) and [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute and [enfeebled](../../Rules/conditions.md#Enfeebled) and [stupefied](../../Rules/conditions.md#Stupefied) permanently. - -*Source: Core Rulebook p. 372* \ No newline at end of file diff --git a/Compendium/spells/spiritual-guardian.md b/Compendium/spells/spiritual-guardian.md deleted file mode 100644 index 1c7043ad7..000000000 --- a/Compendium/spells/spiritual-guardian.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/abjuration -- trait/force -aliases: ["Spiritual Guardian"] ---- -# Spiritual Guardian *Spell 5* -[abjuration](../../Rules/traits/abjuration.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have a deity. -- **Range**120 foot -- **Duration**sustained up to 1 minute - -A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a [Strike](../../Rules/actions/strike.md) against it. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a [Strike](../../Rules/actions/strike.md) with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though [disintegrate](disintegrate.md) automatically destroys it if it hits the spiritual guardian's AC of 25. - -The guardian's [Strikes](../../Rules/actions/strike.md) are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to `2d8` plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. - -The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its [Strike](../../Rules/actions/strike.md), and feats or spells that affect weapons or enhance allies do not apply to the guardian. - -**Heightened (+ 2)** The guardian's damage increases by 1d8, and its Hit Points increase by 20. - -*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/Compendium/spells/spiritual-weapon.md b/Compendium/spells/spiritual-weapon.md deleted file mode 100644 index a9bef3f8c..000000000 --- a/Compendium/spells/spiritual-weapon.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/evocation -- trait/force -aliases: ["Spiritual Weapon"] ---- -# Spiritual Weapon *Spell 2* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Duration**sustained up to 1 minute - -A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon. - -When you cast the spell, the weapon appears next to a foe you choose within range and makes a [Strike](../../Rules/actions/strike.md) against it. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the weapon to a new target within range (if needed) and [Strike](../../Rules/actions/strike.md) with it. The spiritual weapon uses and contributes to your multiple attack penalty. - -The weapon's [Strikes](../../Rules/actions/strike.md) are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to `1d8` plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth. - -The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its [Strike](../../Rules/actions/strike.md), and feats or spells that affect weapons do not apply to it. - -**Heightened (+ 2)** The weapon's damage increases by 1d8. - -*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/Compendium/spells/splash-of-art.md b/Compendium/spells/splash-of-art.md deleted file mode 100644 index 5c0c26ab8..000000000 --- a/Compendium/spells/splash-of-art.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/focus/1 -- trait/cleric -- trait/illusion -- trait/uncommon -- trait/visual -aliases: ["Splash Of Art"] ---- -# Splash Of Art *Focus 1* -[cleric](../../Rules/traits/cleric.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) - -- **Domains**: [[creation](../setting/domains.md#Creation)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**5-foot burst -- **Saving Throw** Will -- **Duration**varies - -A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll `1d4` to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color. - -| `1d4` | Color | Failure | Critical Failure | -|-------|-------|---------|------------------| -| 1 | White | [Dazzled](../../Rules/conditions.md#Dazzled) 1 round | [Dazzled](../../Rules/conditions.md#Dazzled) 1 minute | -| 2 | Red | [Enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round | [Enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round | -| 3 | Yellow | [Frightened](../../Rules/conditions.md#Frightened) | [Frightened](../../Rules/conditions.md#Frightened) | -| 4 | Blue | [Clumsy](../../Rules/conditions.md#Clumsy) for 1 round | [Clumsy](../../Rules/conditions.md#Clumsy) for 1 round | - - -*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/split-the-tongue-aoe5.md b/Compendium/spells/split-the-tongue-aoe5.md deleted file mode 100644 index a2666ee2d..000000000 --- a/Compendium/spells/split-the-tongue-aoe5.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe5 -- spell/focus/1 -- trait/transmutation -- trait/uncommon -aliases: ["Split The Tongue"] ---- -# Split The Tongue *Focus 1* -[transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[naga](../setting/domains.md#Naga)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A creature within 30 feet fails a [Deception](../skills.md#Deception) or [Diplomacy](../skills.md#Diplomacy) check. -- **Saving Throw** basic Fortitude - -The deceiving creature's tongue splits like a serpent's tongue. The creature takes `1d8` slashing damage and must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [stupefied](../../Rules/conditions.md#Stupefied) for `1d4` rounds. -> - **Critical Failure** As failure, but the creature takes double damage and is [stupefied](../../Rules/conditions.md#Stupefied) for `1d4` rounds. - -**Heightened (+ 1)** The damage increases by `1d8`. - -*Source: Agents of Edgewatch #5: Belly of the Black Whale p. 75* \ No newline at end of file diff --git a/Compendium/spells/spout-som.md b/Compendium/spells/spout-som.md deleted file mode 100644 index a1298d9f0..000000000 --- a/Compendium/spells/spout-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/misc -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/water -aliases: ["Spout"] ---- -# Spout *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**a 5-foot cube -- **Saving Throw** Reflex - -Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to `1d4` plus your spellcasting ability modifier, with a basic Reflex saving throw. - -You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. - -**Heightened (+ 1)** The damage increases by `1d4`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 130* \ No newline at end of file diff --git a/Compendium/spells/spray-of-stars-apg.md b/Compendium/spells/spray-of-stars-apg.md deleted file mode 100644 index c7c71ace0..000000000 --- a/Compendium/spells/spray-of-stars-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/cone -- spell/focus/1 -- trait/cursebound -- trait/evocation -- trait/fire -- trait/light -- trait/oracle -- trait/uncommon -aliases: ["Spray Of Stars"] ---- -# Spray Of Stars *Focus 1* -[cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [light](../../Rules/traits/light.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**15-foot cone -- **Saving Throw** Reflex - -You fling a spray of tiny shooting stars, dealing `1d4` fire damage. Each creature in the area must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The creature takes full damage and is [dazzled](../../Rules/conditions.md#Dazzled) for 3 rounds. -> - **Critical Failure** The creature takes double damage and is [dazzled](../../Rules/conditions.md#Dazzled) for 1 minute. - -**Heightened (+ 1)** Increase the damage by `1d4`. - -*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/Compendium/spells/stabilize.md b/Compendium/spells/stabilize.md deleted file mode 100644 index b9ad174ec..000000000 --- a/Compendium/spells/stabilize.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/cantrip -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Stabilize"] ---- -# Stabilize *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 [dying](../../Rules/conditions.md#Dying) creature - -Positive energy shuts death's door. The target loses the [dying](../../Rules/conditions.md#Dying) condition, though it remains [unconscious](../../Rules/conditions.md#Unconscious) at 0 Hit Points. - -*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/Compendium/spells/stagnate-time-da.md b/Compendium/spells/stagnate-time-da.md deleted file mode 100644 index b7efbaeed..000000000 --- a/Compendium/spells/stagnate-time-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/burst -- spell/level/5 -- trait/transmutation -aliases: ["Stagnate Time"] ---- -# Stagnate Time *Spell 5* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Will -- **Duration**1 minute - -You examine the time stream in a particular area, then proceed to stick a few metaphorical pins into it, thickening and slowing down the flow of time until it rumbles along like a river of molasses. Any creature that begins its turn in the area must attempt a Will save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [slowed](../../Rules/conditions.md#Slowed) this turn. -> - **Critical Failure** The creature is [slowed](../../Rules/conditions.md#Slowed) this turn. - -*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/Compendium/spells/stasis-logm.md b/Compendium/spells/stasis-logm.md deleted file mode 100644 index 9f002756d..000000000 --- a/Compendium/spells/stasis-logm.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/incapacitation -- trait/transmutation -aliases: ["Stasis"] ---- -# Stasis *Focus 4* -[incapacitation](../../Rules/traits/incapacitation.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Domains**: [[time](../setting/domains.md#Time)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature or up to 1 Bulk of objects -- **Saving Throw** Will -- **Duration**varies - -The flow of time congeals around an object or creature, holding it in place. The target must attempt a Will save (an unattended object automatically critically fails its save). - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stunned](../../Rules/conditions.md#Stunned) as time thickens around it. -> - **Failure** Time ceases to pass for the target for 1 round. It is invulnerable to all damage, it cannot be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. While in stasis, the target can't be moved, and it remains fixed in place, defying gravity if need be. -> - **Critical Failure** As failure, but the target is held in stasis for 3 rounds. At the end of each of its turns, it can attempt a Will save to reduce the remaining duration by 1 round or end it entirely on a critical success. - -*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/status.md b/Compendium/spells/status.md deleted file mode 100644 index b5be1f9f5..000000000 --- a/Compendium/spells/status.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/detection -- trait/divination -aliases: ["Status"] ---- -# Status *Spell 2* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 willing living creature -- **Duration**until the next time you make your daily preparations - -As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it. - -**Heightened (4th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. - -*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/Compendium/spells/steal-shadow-apg.md b/Compendium/spells/steal-shadow-apg.md deleted file mode 100644 index f1952bd79..000000000 --- a/Compendium/spells/steal-shadow-apg.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/3 -- trait/necromancy -- trait/shadow -- trait/sorcerer -- trait/uncommon -aliases: ["Steal Shadow"] ---- -# Steal Shadow *Focus 3* -[necromancy](../../Rules/traits/necromancy.md) [shadow](../../Rules/traits/shadow.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**sustained up to 1 minute - -You steal a creature's shadow, leaving it weakened and vulnerable. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round. -> - **Failure** The target takes `3d4` negative damage and is [enfeebled](../../Rules/conditions.md#Enfeebled) for the spell's duration as you tear its shadow away, collecting it in your hand. On subsequent rounds, the first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can throttle the shadow to deal `3d4` negative damage to the target (basic Fortitude save). Until the spell ends, the target doesn't cast a shadow. -> - **Critical Failure** As failure, but the target is [enfeebled](../../Rules/conditions.md#Enfeebled). - -**Heightened (+ 1)** The damage when the spell is cast and when it is sustained increases by `1d4`. - -*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/Compendium/spells/steal-the-sky-aoe2.md b/Compendium/spells/steal-the-sky-aoe2.md deleted file mode 100644 index eb96fd5a7..000000000 --- a/Compendium/spells/steal-the-sky-aoe2.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe2 -- spell/focus/5 -- trait/air -- trait/evocation -- trait/uncommon -aliases: ["Steal The Sky"] ---- -# Steal The Sky *Focus 5* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You make a successful unarmed - -[Strike](../../Rules/actions/strike.md) against a flying creature. - -Targets the creature you hit Saving Throw Fortitude You deny a flying creature the support of the air. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The target descends 60 feet. If it hits a surface, it takes bludgeoning damage as if it had fallen. -> - **Failure** As success, and if the target hits a surface, it falls [prone](../../Rules/conditions.md#Prone) and can't [Fly](../../Rules/actions/fly.md), levitate, or otherwise leave the ground for 1 minute. -> - **Critical Failure** As failure, and the creature takes double damage from hitting a surface. - -**Heightened (+ 1)** Increase the distance the creature must descend by 20 feet. - -*Source: Agents of Edgewatch #2: Sixty Feet Under p. 79* \ No newline at end of file diff --git a/Compendium/spells/steal-the-sky-loil.md b/Compendium/spells/steal-the-sky-loil.md deleted file mode 100644 index 1aced090c..000000000 --- a/Compendium/spells/steal-the-sky-loil.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/5 -- trait/air -- trait/evocation -- trait/uncommon -aliases: ["Steal the Sky"] ---- -# Steal the Sky *Focus 5* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You make a successful unarmed [Strike](../../Rules/actions/strike.md) against a flying creature. -- **Targets**the creature you hit -- **Saving Throw** Fortitude or Fortitude - -You deny a flying creature the support of the air. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target descends 60 feet. If it hits a surface, it takes bludgeoning damage as if it had fallen. -> - **Failure** As success; if the target hits a surface, it falls [prone](../../Rules/conditions.md#Prone) and can't [Fly](../../Rules/actions/fly.md), levitate, or otherwise leave the ground for 1 minute. -> - **Critical Failure** As failure, and the creature takes double damage from hitting a surface. - -**Heightened (+ 1)** Increase the distance the creature must descend by 20 feet. - -*Source: Lost Omens: Impossible Lands p. 225* \ No newline at end of file diff --git a/Compendium/spells/stinking-cloud.md b/Compendium/spells/stinking-cloud.md deleted file mode 100644 index d1e18614b..000000000 --- a/Compendium/spells/stinking-cloud.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/3 -- trait/conjuration -- trait/poison -aliases: ["Stinking Cloud"] ---- -# Stinking Cloud *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [poison](../../Rules/traits/poison.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude -- **Duration**1 minute - -You create a cloud of putrid mist in the area. The cloud functions as [obscuring mist](obscuring-mist.md) except it sickens creatures that end their turns within the cloud. (The [concealed](../../Rules/conditions.md#Concealed) condition is not a [poison](../../Rules/traits/poison.md) effect.) - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [sickened](../../Rules/conditions.md#Sickened). -> - **Failure** The creature is [sickened](../../Rules/conditions.md#Sickened) and [slowed](../../Rules/conditions.md#Slowed) while in the cloud. -> - **Critical Failure** The creature is [sickened](../../Rules/conditions.md#Sickened) and [slowed](../../Rules/conditions.md#Slowed) until it leaves the cloud. - -*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/Compendium/spells/stoke-the-heart-apg.md b/Compendium/spells/stoke-the-heart-apg.md deleted file mode 100644 index 98680995b..000000000 --- a/Compendium/spells/stoke-the-heart-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/emotion -- trait/enchantment -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Stoke The Heart"] ---- -# Stoke The Heart *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -Intense fervor fills the target creature, empowering their blows. - -The target gains a +2 status bonus to damage rolls. Once this spell ends, the target becomes temporarily immune for 1 minute. - -**Heightened (+ 2)** The status bonus to damage increases by 1. - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/stone-lance-som.md b/Compendium/spells/stone-lance-som.md deleted file mode 100644 index df401ca30..000000000 --- a/Compendium/spells/stone-lance-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/3 -- trait/attack -- trait/earth -- trait/evocation -- trait/uncommon -aliases: ["Stone Lance"] ---- -# Stone Lance *Focus 3* -[attack](../../Rules/traits/attack.md) [earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Duration**1 minute - -You conjure a jagged lance of stone and then launch it at a foe. Make a spell attack roll against the target. - -On a hit, you deal `6d6` piercing damage and the lance impales the creature, giving it a –10-foot circumstance penalty to its Speeds unless it [Escapes](../../Rules/actions/escape.md). On a critical hit, if the creature is on the ground, the lance also embeds into the ground and immobilizes the creature until it [Escapes](../../Rules/actions/escape.md). A creature that [Escapes](../../Rules/actions/escape.md) after being impaled takes 3 [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage). When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped. - -**Heightened (+ 1)** Increase the damage by `2d6` and the [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) for [Escapes](../../Rules/actions/escape.md) by 1. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/Compendium/spells/stone-tell.md b/Compendium/spells/stone-tell.md deleted file mode 100644 index 003d9d31f..000000000 --- a/Compendium/spells/stone-tell.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/earth -- trait/evocation -- trait/uncommon -aliases: ["Stone Tell"] ---- -# Stone Tell *Spell 6* -[earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is [concealed](../../Rules/conditions.md#Concealed) beneath or behind them. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/Compendium/spells/stone-to-flesh.md b/Compendium/spells/stone-to-flesh.md deleted file mode 100644 index d1b2fa949..000000000 --- a/Compendium/spells/stone-to-flesh.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/earth -- trait/transmutation -aliases: ["Stone To Flesh"] ---- -# Stone To Flesh *Spell 6* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**[petrified](../../Rules/conditions.md#Petrified) creature or human-size stone object - -Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a [petrified](../../Rules/conditions.md#Petrified) creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/Compendium/spells/stoneskin.md b/Compendium/spells/stoneskin.md deleted file mode 100644 index bea9ecd83..000000000 --- a/Compendium/spells/stoneskin.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/abjuration -- trait/earth -aliases: ["Stoneskin"] ---- -# Stoneskin *Spell 4* -[abjuration](../../Rules/traits/abjuration.md) [earth](../../Rules/traits/earth.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**20 minutes - -The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute. - -**Heightened (6th)** The resistance increases to 10. - -**Heightened (8th)** The resistance increases to 15. - -**Heightened (10th)** The resistance increases to 20. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/Compendium/spells/storm-lord.md b/Compendium/spells/storm-lord.md deleted file mode 100644 index f0a8ab77c..000000000 --- a/Compendium/spells/storm-lord.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/focus/9 -- trait/air -- trait/druid -- trait/electricity -- trait/evocation -- trait/uncommon -aliases: ["Storm Lord"] ---- -# Storm Lord *Focus 9* -[air](../../Rules/traits/air.md) [druid](../../Rules/traits/druid.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You are outdoors and aboveground. -- **Area**100-foot emanation which affects you -- **Duration**sustained up to 1 minute - -The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time you [Sustain this Spell](../../Rules/actions/sustain-a-spell.md) each round, you can select one of the following effects to occur in the area. - -- **Calm** No additional effect. -- **Fog** Heavy fog rolls in, concealing the area with the effects of [obscuring mist](obscuring-mist.md). -- **Rain** Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a –2 circumstance penalty to [Acrobatics](../skills.md#Acrobatics) and [Perception](../skills.md#Perception) checks. -- **Wind** Powerful winds buffet the area in all directions - -Ranged attacks take a –4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. - -In addition, once per round you can use a single action, which has the [concentrate](../../Rules/traits/concentrate.md) and [manipulate](../../Rules/traits/manipulate.md) traits, to call down a bolt of lightning, striking any target in range that you can see. You deal `10d6` electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also [deafened](../../Rules/conditions.md#Deafened) for 1 round. - -*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/Compendium/spells/storm-of-vengeance.md b/Compendium/spells/storm-of-vengeance.md deleted file mode 100644 index 71b9f430a..000000000 --- a/Compendium/spells/storm-of-vengeance.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/9 -- trait/air -- trait/electricity -- trait/evocation -aliases: ["Storm Of Vengeance"] ---- -# Storm Of Vengeance *Spell 9* -[air](../../Rules/traits/air.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**800 foot -- **Area**360-foot burst -- **Duration**sustained up to 1 minute - -A massive storm cloud forms in the air in a 360-foot burst. - -Beneath it, rain begins to fall, and gales impose a –4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md) and the first time each round you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can choose one of the following storm effects. You can't choose the same effect twice in a row. - -- **Acid Rain** Each creature in the storm takes `4d8` acid damage with no saving throw. -- **Hail** The storm deals `4d10` bludgeoning damage to creatures beneath it (basic Fortitude save). -- **Lightning** Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals `7d6` electricity damage (basic Reflex save). -- **Rain and Wind** Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud difficult terrain and making everything seen within or through the area [concealed](../../Rules/conditions.md#Concealed). -- **Thunderclap** Each creature in the storm must succeed at a Fortitude save or be [deafened](../../Rules/conditions.md#Deafened) for 10 minutes - -A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour. - -**Heightened (10th)** The range increases to 2,200 feet, and the cloud is a 1,000-foot burst. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/Compendium/spells/stormburst-sot3.md b/Compendium/spells/stormburst-sot3.md deleted file mode 100644 index 49ee5a02f..000000000 --- a/Compendium/spells/stormburst-sot3.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/area/burst -- spell/level/5 -- trait/electricity -- trait/evocation -- trait/uncommon -aliases: ["Stormburst"] ---- -# Stormburst *Spell 5* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**15-foot burst -- **Saving Throw** Reflex - -Your voice projects like cracking thunder as you summon a localized storm, creating a fearsome surge of lightning and wind that deals `6d6` electricity damage. Each creature must attempt a Reflex saving throw. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is knocked [prone](../../Rules/conditions.md#Prone). -> - **Critical Failure** The creature takes double damage, is knocked [prone](../../Rules/conditions.md#Prone), and is [stunned](../../Rules/conditions.md#Stunned). - -**Heightened (7th)** The damage increases to `8d6`, and targets who critically fail are [stunned](../../Rules/conditions.md#Stunned). - -**Heightened (9th)** The damage increases to `10d6`, and targets who critically fail are [stunned](../../Rules/conditions.md#Stunned). - -*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/Compendium/spells/stormwind-flight.md b/Compendium/spells/stormwind-flight.md deleted file mode 100644 index df7fcdc37..000000000 --- a/Compendium/spells/stormwind-flight.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/air -- trait/druid -- trait/transmutation -- trait/uncommon -aliases: ["Stormwind Flight"] ---- -# Stormwind Flight *Focus 4* -[air](../../Rules/traits/air.md) [druid](../../Rules/traits/druid.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. - -**Heightened (6th)** When you fly using stormwind flight, you don't count flying against the wind as difficult terrain. - -*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/Compendium/spells/strange-geometry-apg.md b/Compendium/spells/strange-geometry-apg.md deleted file mode 100644 index e89670618..000000000 --- a/Compendium/spells/strange-geometry-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/misc -- spell/level/5 -- trait/illusion -aliases: ["Strange Geometry"] ---- -# Strange Geometry *Spell 5* -[illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**4 cubes, each 10 feet on a side -- **Saving Throw** Will -- **Duration**1 minute - -You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you [Cast the Spell](../../Rules/actions/cast-a-spell.md), or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to 0, as normal. - -> [!success-degree] -> - **Success** The creature 0. -> - **Failure** All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a [teleportation](../../Rules/traits/teleportation.md) effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground. - -*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/Compendium/spells/string-of-fate-da.md b/Compendium/spells/string-of-fate-da.md deleted file mode 100644 index 60d4473a0..000000000 --- a/Compendium/spells/string-of-fate-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/1 -- trait/abjuration -- trait/cleric -- trait/fortune -- trait/rare -aliases: ["String of Fate"] ---- -# String of Fate *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [fortune](../../Rules/traits/fortune.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[fate (apocryphal)](../setting/domains.md#Fate%20(apocryphal))] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**you and 1 ally -- **Duration**sustained up to 1 minute - -You bond yourself to a cherished friend, vowing to share their fate for good or for ill. Whenever an effect would require both you and the target to attempt a saving throw, if one of you succeeds at your saving throw and the other critically fails, you can choose to both fail instead. You and the ally must agree to fail; otherwise, use your normal save results instead. - -*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/Compendium/spells/stumbling-curse-sot1.md b/Compendium/spells/stumbling-curse-sot1.md deleted file mode 100644 index 019aeb5a7..000000000 --- a/Compendium/spells/stumbling-curse-sot1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot1 -- spell/focus/1 -- trait/curse -- trait/hex -- trait/transmutation -- trait/uncommon -- trait/witch -aliases: ["Stumbling Curse"] ---- -# Stumbling Curse *Focus 1* -[curse](../../Rules/traits/curse.md) [hex](../../Rules/traits/hex-apg.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute - -With a twist of a finger, you send a creature careening on a haphazard trajectory. The target must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes a –2 status penalty to [Athletics](../skills.md#Athletics) and [Acrobatics](../skills.md#Acrobatics) checks. -> - **Failure** As success, and each time the target [Strides](../../Rules/actions/stride.md), it uses the first 5 feet of movement of the [Stride](../../Rules/actions/stride.md) to move 5 feet in a random direction (this is forced movement). This has no effect on a creature with only 5 feet of movement. -> - **Critical Failure** As failure, except you control the direction of the target's first 5 feet of movement of the [Stride](../../Rules/actions/stride.md). - -*Source: Strength of Thousands #1: Kindled Magic p. 75* \ No newline at end of file diff --git a/Compendium/spells/subjugate-undead-botd.md b/Compendium/spells/subjugate-undead-botd.md deleted file mode 100644 index f75676d7c..000000000 --- a/Compendium/spells/subjugate-undead-botd.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/botd -- spell/focus/3 -- trait/mental -- trait/necromancy -- trait/uncommon -aliases: ["Subjugate Undead"] ---- -# Subjugate Undead *Focus 3* -[mental](../../Rules/traits/mental.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**one undead creature with a level of no more than your level – 4 -- **Saving Throw** Will -- **Duration**varies - -You attempt to seize control of the target. It can attempt a Will save to resist the effect. If the target is already being [controlled](../../Rules/conditions.md#Controlled) by another creature, the controlling creature also rolls a saving throw and the undead uses the better result. Casting subjugate undead again ends any previous subjugate undead you cast. - -> [!success-degree] -> - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. -> - **Success** The target is unaffected. -> - **Failure** The undead creature becomes a [minion](../../Rules/traits/minion.md) under your control for 1 minute. The spell is dismissed if you or an ally takes a hostile action against the [minion](../../Rules/traits/minion.md) undead. -> - **Critical Failure** As failure, except the duration is 10 minutes. - -*Source: Book of the Dead p. 35* \ No newline at end of file diff --git a/Compendium/spells/sudden-blight-apg.md b/Compendium/spells/sudden-blight-apg.md deleted file mode 100644 index cb5f36291..000000000 --- a/Compendium/spells/sudden-blight-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/level/2 -- trait/necromancy -- trait/negative -aliases: ["Sudden Blight"] ---- -# Sudden Blight *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**20-foot burst -- **Saving Throw** basic Fortitude - -You accelerate the processes of decay in the area. Each living creature in the area takes `2d10` negative damage (basic Fortitude save). A creature afflicted by a disease takes a –2 circumstance penalty to this save. - -You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden blight attempts to counteract any [magical](../../Rules/traits/magical.md) effect on the plants before withering them. - -**Heightened (+ 1)** The damage increases by `1d10`. - -*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/Compendium/spells/sudden-bolt-ec1.md b/Compendium/spells/sudden-bolt-ec1.md deleted file mode 100644 index ee2169bfa..000000000 --- a/Compendium/spells/sudden-bolt-ec1.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/level/2 -- trait/electricity -- trait/evocation -- trait/uncommon -aliases: ["Sudden Bolt"] ---- -# Sudden Bolt *Spell 2* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature or object -- **Saving Throw** basic Reflex - -You call down a small bolt of lightning on the target, dealing `4d12` electricity damage. - -**Heightened (+ 1)** The damage increases by `1d12`. - -*Source: Extinction Curse #1: The Show Must Go On p. 79* \ No newline at end of file diff --git a/Compendium/spells/sudden-recollection-som.md b/Compendium/spells/sudden-recollection-som.md deleted file mode 100644 index ffcd8e48e..000000000 --- a/Compendium/spells/sudden-recollection-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Sudden Recollection"] ---- -# Sudden Recollection *Spell 3* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration** - -You place a bit of knowledge deep in a creature's subconscious or make a willing creature forget some information until a specific trigger occurs. The target gets a Will saving throw to resist the effect. A willing creature can choose to fail its save. - -> [!success-degree] -> - **Critical Success** The target is unaffected and realizes you tried to alter its memory. -> - **Success** The target is unaffected but thinks your spell was something harmless instead of sudden recollection, unless it identifies the spell. -> - **Failure** You choose a piece of information the target didn't already know and create a trigger, such as seeing an object, hearing a key phrase, or witnessing an event. As soon as the target experiences the trigger, it receives the information and the spell ends. If the target was willing, you can instead choose a piece of information the target already knew and suppress its memory of that information until it experiences the trigger, after which it recovers the information and the spell ends. - -*Source: Secrets of Magic p. 130* \ No newline at end of file diff --git a/Compendium/spells/sudden-shift.md b/Compendium/spells/sudden-shift.md deleted file mode 100644 index 6482a9709..000000000 --- a/Compendium/spells/sudden-shift.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/abjuration -- trait/cleric -- trait/illusion -- trait/uncommon -aliases: ["Sudden Shift"] ---- -# Sudden Shift *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[trickery](../setting/domains.md#Trickery)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An enemy misses you with a melee attack. -- **Duration**until the end of your next turn - -You swiftly move from a dangerous spot and veil yourself. You [Step](../../Rules/actions/step.md) and become [concealed](../../Rules/conditions.md#Concealed). - -*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/suggestion.md b/Compendium/spells/suggestion.md deleted file mode 100644 index 03b459790..000000000 --- a/Compendium/spells/suggestion.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/enchantment -- trait/incapacitation -- trait/linguistic -- trait/mental -aliases: ["Suggestion"] ---- -# Suggestion *Spell 4* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected and knows you tried to control it. -> - **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. -> - **Failure** The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](../../Rules/traits/negative.md) effects. -> - **Critical Failure** As failure, but the base duration is 1 hour. - -**Heightened (8th)** You can target up to 10 creatures. - -*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/Compendium/spells/summon-anarch-som.md b/Compendium/spells/summon-anarch-som.md deleted file mode 100644 index 75ffe1f16..000000000 --- a/Compendium/spells/summon-anarch-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/conjuration -aliases: ["Summon Anarch"] ---- -# Summon Anarch *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a [chaotic](../../Rules/traits/chaotic.md) [celestial](../../Rules/traits/celestial.md), [monitor](../../Rules/traits/monitor.md), or [fiend](../../Rules/traits/fiend.md) to fight on your behalf. You summon a common chaotic creature that has the [celestial](../../Rules/traits/celestial.md), [monitor](../../Rules/traits/monitor.md), or [fiend](../../Rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/Compendium/spells/summon-ancient-fleshforged-loil.md b/Compendium/spells/summon-ancient-fleshforged-loil.md deleted file mode 100644 index 6b1bd9a6c..000000000 --- a/Compendium/spells/summon-ancient-fleshforged-loil.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/level/9 -- trait/conjuration -- trait/incarnate -- trait/rare -aliases: ["Summon Ancient Fleshforged"] ---- -# Summon Ancient Fleshforged *Spell 9* -[conjuration](../../Rules/traits/conjuration.md) [incarnate](../../Rules/traits/incarnate-som.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**250 foot -- **Duration** - -You summon an ancient Fleshforged, one of Nex's personal weaponized monstrosities unleashed in the first wars against Geb. It squeezes itself into its war form from time long forgotten, unleashing its wrath upon your foes. - -The Fleshforged occupies the space noted in the spell description. When you Cast this Spell, choose one of the Fleshforged below to summon. - -- Bone Breaker Size Gargantuan, Speed 40 feet, climb 100 feet; Arrive Skull Breaking Hum (evocation, sonic) The Bone Breaker appears in a shower of bone fragments. Its form is that of an immense titan of flesh and metal with long, muscular, twisted arms. The Bone Breaker releases a hum at a harmonic frequency that weakens bones in creatures' bodies. Each foe within an 80-foot emanation must attempt a Fortitude save. On a critical success, they're unaffected; on a success, they're [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 round; on a failure they're [enfeebled](../../Rules/conditions.md#Enfeebled) for 1 minute; and on a critical failure, they're [enfeebled](../../Rules/conditions.md#Enfeebled) for 10 minutes. A skeleton or other undead foe made almost entirely of bones treats their result as one degree of success worse than they rolled. Depart Bruising Departure The Bone Breaker pounds its long arms into the ground, creating a long shockwave. Each foe within a 100-foot-long, 10-foot-wide line takes `8d12` bludgeoning damage, with a basic Fortitude save. -- Thorn Caller Size Gargantuan, Speed 100 feet; Arrive (evocation, light) Thorn's Guidance The Thorn Caller appears in a burst of light. The Thorn Caller's body is an ornate armored sphere with black panther masks surrounding a glowing light. The ball floats in the air due to six glowing, thornlike wings. Two clusters of bird heads emerge from both sides of the body with long necks that twirl together like tentacles. The Thorn - -Caller's burst of light illuminates all foes within 200 feet. The foes become [dazzled](../../Rules/conditions.md#Dazzled) and [flat-footed](../../Rules/conditions.md#Flat-footed), and if they were [invisible](../../Rules/conditions.md#Invisible), they become [concealed](../../Rules/conditions.md#Concealed) instead. - -These effects last until the Thorn Caller departs. - -Depart Thorn-Burst The Thorn Caller launches its thorned wings at various targets. Attempt spell attack rolls against up to 6 different targets within 300 feet. - -On a hit, the target takes `10d8` piercing damage, double on a critical hit, half on a failure, and none on a critical failure. - -- The Thousand Size Medium (see below), Speed 30 feet; Arrive (emotion, enchantment, fear, mental) Disconcerting Arrival Select five spaces in range and summon a Medium-sized polyp of The Thousand in each of these spaces. The Thousand is an entity whose full scope is 1,000 polyps of oozing flesh, each physically separate but mentally part of a single creature. Not all 1,000 polyps have survived, and the spell summons five of them. Each creature within 10 feet of any of the polyps must attempt a Will Save. On a critical success, they're unaffected; on a success, they're [frightened](../../Rules/conditions.md#Frightened); on a failure, they're [frightened](../../Rules/conditions.md#Frightened); and on a critical failure, they're [frightened](../../Rules/conditions.md#Frightened) and [fleeing](../../Rules/conditions.md#Fleeing) for 1 round; Depart (illusion, mental) Violent Omen Each [frightened](../../Rules/conditions.md#Frightened) foe within a 60-foot emanation of any of the five polyps takes `10d8` mental damage, with a basic Will save. -- Scion of Desiccation Size Gargantuan, Speed 100 feet, fly 100 feet; Arrive (necromancy, negative) Ashes to Ashes The Scion of Desiccation appears in a swirl of screaming wind, a gargantuan form of twisted flesh that's constantly flensed by gritty ash and dust, and just as constantly regenerating itself. Each foe within a 40-foot emanation takes `10d10` negative energy damage, with a basic Fortitude save; Depart (necromancy, negative) Dust to Dust Each foe within a 60-foot emanation must attempt a Fortitude save; they're [drained](../../Rules/conditions.md#Drained) on a failure or [drained](../../Rules/conditions.md#Drained) on a critical failure. - -*Source: Lost Omens: Impossible Lands p. 306* \ No newline at end of file diff --git a/Compendium/spells/summon-animal.md b/Compendium/spells/summon-animal.md deleted file mode 100644 index 93e57d757..000000000 --- a/Compendium/spells/summon-animal.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/conjuration -aliases: ["Summon Animal"] ---- -# Summon Animal *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure an animal to fight for you. You summon a common creature that has the [animal](../../Rules/traits/animal.md) trait and whose level is –1. - -Heightening the spell increases the maximum level of creature you can summon. - -**Heightened (2nd)** Level 1. - -**Heightened (3rd)** Level 2. - -**Heightened (4th)** Level 3. - -**Heightened (5th)** Level 5. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-archmage-som.md b/Compendium/spells/summon-archmage-som.md deleted file mode 100644 index d2652b524..000000000 --- a/Compendium/spells/summon-archmage-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/8 -- trait/conjuration -- trait/incarnate -aliases: ["Summon Archmage"] ---- -# Summon Archmage *Spell 8* -[conjuration](../../Rules/traits/conjuration.md) [incarnate](../../Rules/traits/incarnate-som.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the end of your next turn - -You briefly call forth the spirit of a legendary wizard from ages long past, which manifests as an immense humanoid figure (typically an elf or a human). The archmage occupies the space of a Large creature and has a Speed of 60 feet. - -**Arrive** ([evocation](../../Rules/traits/evocation.md), [force](../../Rules/traits/force.md)) _Archmage's Amplification_ The archmage arrives in a fierce burst of magical force, automatically dealing `3d4+3` force damage to up to 5 creatures it chooses within 100 feet of it. Like magic missiles, this can be blocked by the [shield](shield.md) spell. - -The archmage also feeds magical power into some spells. Beneficial spells last longer due to the archmage's influence. When the remaining duration of a beneficial spell affecting you or one of your allies would decrease (usually at the start of the caster's turn), it doesn't decrease if the subject of the spell is within 100 feet of the archmage. This applies only if the spell's maximum duration was 3 rounds or longer. - -**Depart** ([abjuration](../../Rules/traits/abjuration.md)) _Archmage's Rebuke_ The archmage drains the magic from your foes. Each of your enemies within 100 feet of the archmage must attempt a Will save. On a failure, the creature is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round, and if it's currently benefiting from any spells of a lower level than summon archmage, the archmage can choose any one of them and end the spell. - -*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/Compendium/spells/summon-axiom-som.md b/Compendium/spells/summon-axiom-som.md deleted file mode 100644 index 465ad675d..000000000 --- a/Compendium/spells/summon-axiom-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/5 -- trait/conjuration -aliases: ["Summon Axiom"] ---- -# Summon Axiom *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a [lawful](../../Rules/traits/lawful.md) [celestial](../../Rules/traits/celestial.md), [monitor](../../Rules/traits/monitor.md), or [fiend](../../Rules/traits/fiend.md) to fight on your behalf. You summon a common lawful creature that has the [celestial](../../Rules/traits/celestial.md), [monitor](../../Rules/traits/monitor.md), or [fiend](../../Rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of creatures, even if their alignments match. Heightening the spell increases the maximum level of creature you can summon. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/Compendium/spells/summon-celestial.md b/Compendium/spells/summon-celestial.md deleted file mode 100644 index ca3706f14..000000000 --- a/Compendium/spells/summon-celestial.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/conjuration -aliases: ["Summon Celestial"] ---- -# Summon Celestial *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a celestial to fight on your behalf. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [celestial](../../Rules/traits/celestial.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-construct.md b/Compendium/spells/summon-construct.md deleted file mode 100644 index 09938f78e..000000000 --- a/Compendium/spells/summon-construct.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/conjuration -aliases: ["Summon Construct"] ---- -# Summon Construct *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a construct to fight for you. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [construct](../../Rules/traits/construct.md) trait and whose level is –1. - -**Heightened (2nd)** Level 1. - -**Heightened (3rd)** Level 2. - -**Heightened (4th)** Level 3. - -**Heightened (5th)** Level 5. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-deific-herald-som.md b/Compendium/spells/summon-deific-herald-som.md deleted file mode 100644 index 2ab7fc206..000000000 --- a/Compendium/spells/summon-deific-herald-som.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/8 -- trait/conjuration -- trait/incarnate -aliases: ["Summon Deific Herald"] ---- -# Summon Deific Herald *Spell 8* -[conjuration](../../Rules/traits/conjuration.md) [incarnate](../../Rules/traits/incarnate-som.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Requirements**You have a deity. -- **Range**100 foot -- **Duration**until the end of your next turn - -Your faith is strong enough to briefly summon a direct representative of your deity, such as the deity's herald. The herald occupies the space of a Huge creature and has a Speed of 60 feet. The effects of this spell depend on your deity's alignment. - -- **Lawful Good: Arrive** ([enchantment](../../Rules/traits/enchantment.md), [good](../../Rules/traits/good.md), [lawful](../../Rules/traits/lawful.md)) _Aura of Retribution_ While within 100 feet of the herald, you and your allies gain the champion's [Retributive Strike](../../Rules/actions/retributive-strike.md) reaction; **Depart** _Holy Smite_ The herald casts 5th-level [divine wrath](divine-wrath.md) (choosing good) in a 100-foot emanation. -- **Neutral Good: Arrive** ([enchantment](../../Rules/traits/enchantment.md), [good](../../Rules/traits/good.md)) _Aura of Redemption_ While within 100 feet of the herald, you and your allies gain the champion's [Glimpse of Redemption](../../Rules/actions/glimpse-of-redemption.md) reaction; **Depart** _Merciful Healing_ The herald casts the 3-action version of 5th-level [heal](heal.md) with a radius of 100 feet. This spell targets only you and your allies. -- **Chaotic Good: Arrive** ([chaotic](../../Rules/traits/chaotic.md), [enchantment](../../Rules/traits/enchantment.md), [good](../../Rules/traits/good.md)) _Aura of Liberation_ While within 100 feet of the herald, you and your allies gain the champion's [Liberating Step](../../Rules/actions/liberating-step.md) reaction; **Depart** _Radiating Freedom_ The herald affects you and all your allies within 100 feet with [freedom of movement](freedom-of-movement.md). The duration is reduced to 3 rounds. -- **Lawful Neutral: Arrive** ([abjuration](../../Rules/traits/abjuration.md), [lawful](../../Rules/traits/lawful.md)) _Defy Chaos_ You and each ally within 100 feet of the herald gain resistance 20 against chaotic damage while the herald is present; **Depart** _Order's Wrath_ The herald casts 5th-level [divine wrath](divine-wrath.md) (choosing lawful) in a 100-foot emanation. -- **Neutral: Arrive** ([transmutation](../../Rules/traits/transmutation.md)) _Quickening Ripple_ You and each ally within 100 feet of the herald are [quickened](../../Rules/conditions.md#Quickened) while the herald is present, and can use the additional action to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md); **Depart** _Sapping Beam_ The herald casts 6th-level [enervation](enervation-apg.md) in a 100-foot line. -- **Chaotic Neutral: Arrive** ([abjuration](../../Rules/traits/abjuration.md), [chaotic](../../Rules/traits/chaotic.md)) _Defy Law_ You and each ally within 100 feet of the herald gain resistance 20 against lawful damage while the herald is present; **Depart** _Chaos Hammer_ The herald casts 5th-level [divine wrath](divine-wrath.md) (choosing chaotic) in a 100-foot emanation. -- **Lawful Evil: Arrive** _Aura of Iron_ While within 100 feet of the herald, you and your allies gain the champion's [Iron Command](../../Rules/actions/iron-command-apg.md) reaction; **Depart** _Unholy Blight_ The herald casts 5th-level [divine wrath](divine-wrath.md) (choosing evil) in a 100-foot emanation. -- **Neutral Evil: Arrive** _Aura of Selfishness_ While within 100 feet of the herald, you and your allies gain the champion's [Selfish Shield](../../Rules/actions/selfish-shield-apg.md) reaction; **Depart** _Infinite Despair_ The herald casts 5th-level [crushing despair](crushing-despair.md) in a 100-foot cone. -- **Chaotic Evil: Arrive** _Aura of Vengeance_ While within 100 feet of the herald, you and your allies gain the champion's [Destructive Vengeance](../../Rules/actions/destructive-vengeance-apg.md) reaction; **Depart** _Weapon Hurricane_ The herald casts 5th-level [weapon storm](weapon-storm.md) in a 100-foot cone, using `d12` for the die size. - -> [!pf2-example] Herald Examples -> -> Each of the many deities of Golarion have their own herald; these are just a few of the most prominent. -> -> - **Lawful Good:** The Grand Defender ([Torag](../setting/deities/torag.md)), the Grim White Stag ([Erastil](../setting/deities/erastil.md)), Hand of the Inheritor ([Iomedae](../setting/deities/iomedae.md)) -> - **Neutral Good:** The Spirit of Adoration ([Shelyn](../setting/deities/shelyn.md)), Sunlord Thalachos ([Sarenrae](../setting/deities/sarenrae.md)) -> - **Chaotic Good:** Night Monarch ([Desna](../setting/deities/desna.md)), Thais ([Cayden Cailean](../setting/deities/cayden-cailean.md)) -> - **Lawful Neutral:** Lawgiver ([Abadar](../setting/deities/abadar.md)), The Old Man ([Irori](../setting/deities/irori.md)) -> - **Neutral:** Arcanotheign ([Nethys](../setting/deities/nethys.md)), Personification of Fury ([Gozreh](../setting/deities/gozreh.md)), Steward of the Skein ([Pharasma](../setting/deities/pharasma.md)) -> - **Chaotic Neutral:** The First Blade ([Gorum](../setting/deities/gorum.md)), the Menotherian ([Calistria](../setting/deities/calistria.md)) -> - **Lawful Evil:** Basileus ([Asmodeus](../setting/deities/asmodeus.md)), the Prince in Chains ([Zon-Kuthon](../setting/deities/zon-kuthon.md)) -> - **Neutral Evil:** Mother's Maw ([Urgathoa](../setting/deities/urgathoa.md)), the Stabbing Beast ([Norgorber](../setting/deities/norgorber.md)) -> - **Chaotic Evil:** Tarrasque ([Rovagug](../setting/deities/rovagug.md)), Yethazmari ([Lamashtu](../setting/deities/lamashtu.md)) - -*Source: Secrets of Magic p. 131* \ No newline at end of file diff --git a/Compendium/spells/summon-draconic-legion-som.md b/Compendium/spells/summon-draconic-legion-som.md deleted file mode 100644 index 058055194..000000000 --- a/Compendium/spells/summon-draconic-legion-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/9 -- trait/conjuration -- trait/incarnate -aliases: ["Summon Draconic Legion"] ---- -# Summon Draconic Legion *Spell 9* -[conjuration](../../Rules/traits/conjuration.md) [incarnate](../../Rules/traits/incarnate-som.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the end of your next turn - -You momentarily summon an army of powerful dragons that unleash annihilating blasts as they descend upon your location. These dragons act as one and collectively occupy the space of a [Gargantuan](../../Rules/traits/gargantuan-b1.md) creature. They have a fly Speed of 100 feet. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), choose whether it summons chromatic or metallic dragons. - -**Arrive** ([evocation](../../Rules/traits/evocation.md)) _Energy Annihilation_ The draconic legion breathes out two blasts of energy: a 120-foot line and a 60-foot cone that can't overlap. Each creature in either of the areas takes `10d8` damage (basic Reflex save). The dragons choose the damage type of each breath weapon, depending on the category of dragons summoned. Chromatic dragons can choose cold, fire, or poison for the cone and acid or electricity for the line; metallic dragons can choose cold or fire for the cone and acid, electricity, or fire for the line. - -**Depart** _Draconic Whirlwind_ The draconic legion strikes with fury, dealing `9d8` slashing damage (basic Reflex save) to all enemy creatures in its location or within 20 feet. - -*Source: Secrets of Magic p. 133* \ No newline at end of file diff --git a/Compendium/spells/summon-dragon.md b/Compendium/spells/summon-dragon.md deleted file mode 100644 index e3a14bde6..000000000 --- a/Compendium/spells/summon-dragon.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/conjuration -aliases: ["Summon Dragon"] ---- -# Summon Dragon *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a dragon to fight for you. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [dragon](../../Rules/traits/dragon.md) trait and whose level is 5 or lower. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-elemental.md b/Compendium/spells/summon-elemental.md deleted file mode 100644 index 10b15dcd7..000000000 --- a/Compendium/spells/summon-elemental.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/conjuration -aliases: ["Summon Elemental"] ---- -# Summon Elemental *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure an elemental to fight for you. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [elemental](../../Rules/traits/elemental.md) trait and whose level is 1 or lower. - -**Heightened (3rd)** Level 2. - -**Heightened (4th)** Level 3. - -**Heightened (5th)** Level 5. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-entity.md b/Compendium/spells/summon-entity.md deleted file mode 100644 index 5f7afb3ac..000000000 --- a/Compendium/spells/summon-entity.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/conjuration -aliases: ["Summon Entity"] ---- -# Summon Entity *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure an aberration to fight for you. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [aberration](../../Rules/traits/aberration.md) trait and whose level is 5 or lower. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-fey.md b/Compendium/spells/summon-fey.md deleted file mode 100644 index 8fd9cf378..000000000 --- a/Compendium/spells/summon-fey.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/conjuration -aliases: ["Summon Fey"] ---- -# Summon Fey *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a fey to fight for you. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [fey](../../Rules/traits/fey.md) trait and whose level is –1. - -**Heightened (2nd)** Level 1. - -**Heightened (3rd)** Level 2. - -**Heightened (4th)** Level 3. - -**Heightened (5th)** Level 5. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-fiend.md b/Compendium/spells/summon-fiend.md deleted file mode 100644 index 1caa4df33..000000000 --- a/Compendium/spells/summon-fiend.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/conjuration -aliases: ["Summon Fiend"] ---- -# Summon Fiend *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a fiend to fight on your behalf. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [fiend](../../Rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/Compendium/spells/summon-giant.md b/Compendium/spells/summon-giant.md deleted file mode 100644 index 4041eafd6..000000000 --- a/Compendium/spells/summon-giant.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/conjuration -aliases: ["Summon Giant"] ---- -# Summon Giant *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a giant to fight for you. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [giant](../../Rules/traits/giant.md) trait and whose level is 5 or lower. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/Compendium/spells/summon-healing-servitor-loil.md b/Compendium/spells/summon-healing-servitor-loil.md deleted file mode 100644 index 0fd1e4ee3..000000000 --- a/Compendium/spells/summon-healing-servitor-loil.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/level/5 -- trait/healing -- trait/incarnate -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Summon Healing Servitor"] ---- -# Summon Healing Servitor *Spell 5* -[healing](../../Rules/traits/healing.md) [incarnate](../../Rules/traits/incarnate-som.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration** - -You call forth a servitor forged from raw positive energy to heal and bolster your allies. The servitor occupies the space of a Huge creature and has a speed of 60 feet. - -Arrive (healing, necromancy, positive) Servitor's Protection The servitor appears in a flash of light, moving from ally to ally and granting them a temporary reprieve. All allies within 20 feet of the Servitor gain 20 temporary Hit Points until the servitor departs. - -Depart (healing, necromancy, positive) Servitor's Blessing The servitor disappears in a 30-foot emanation of positive energy. All willing living creatures within heal `3d8` Hit Points. All undead within take that much damage, with a basic Fortitude save. - -**Heightened (+ 2)** The Arrive effect's temporary Hit Points increase by 8, and the Depart effect's healing and damage to undead increase by `1d8`. - -*Source: Lost Omens: Impossible Lands p. 307* \ No newline at end of file diff --git a/Compendium/spells/summon-instrument-apg.md b/Compendium/spells/summon-instrument-apg.md deleted file mode 100644 index 31eb8b2c8..000000000 --- a/Compendium/spells/summon-instrument-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/conjuration -aliases: ["Summon Instrument"] ---- -# Summon Instrument *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Duration**1 hour - -You materialize a handheld musical instrument in your grasp. - -The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears. - -**Heightened (5th)** The instrument is instead a virtuoso handheld instrument. - -*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/Compendium/spells/summon-irii-da.md b/Compendium/spells/summon-irii-da.md deleted file mode 100644 index 65e78d156..000000000 --- a/Compendium/spells/summon-irii-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/8 -- trait/conjuration -- trait/incarnate -- trait/rare -aliases: ["Summon Irii"] ---- -# Summon Irii *Spell 8* -[conjuration](../../Rules/traits/conjuration.md) [incarnate](../../Rules/traits/incarnate-som.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the start of your next turn - -You cast your spell, whisper your words of power, and find that an irii is already here—indeed, they have always been here, and always were, and always will be. The temporal being occupies the space of a Medium creature and has a Speed of 60 feet and a fly Speed of 60 feet. When you Cast this Spell, choose whether it summons a fate irii or a fortune irii. - -- **Fate** The fate stands before you with its stained-glass wings and animal-headed gaze, floating eyes circling about it; Arrive (divination, fortune, lawful, prediction) Decree the Immutability of Time While within 30 feet of the fate, you and your allies who roll below 10 on a d20 for an attack roll, [Perception](../skills.md#Perception) check, saving throw, or skill check get a 10 instead; Depart (divination, misfortune, prediction) Observe the Inevitability of Destiny Each enemy within a 30-foot emanation must attempt a Will save. If a creature fails its save, until the end of its next turn, any time it rolls above 10 on a d20 for an attack roll, [Perception](../skills.md#Perception) check, saving throw, or skill check, it gets a 10 instead. -- **Fortune** The fortune stands before you with its golden horns and moth-scale wings, a sly smirk on its elfin face; Arrive (chaotic, divination, fortune, prediction) Decree the Chaos of Infinity While within 30 feet of the fortune, you and your allies roll twice and take the higher roll on all damage rolls, [Perception](../skills.md#Perception) checks, and saving throws; Depart (divination, misfortune, prediction) Sunder Eternity's Authority Each enemy within a 30-foot emanation must attempt a Will save. A creature that fails its save must roll twice and take the lower result on all damage rolls, [Perception](../skills.md#Perception) checks, and saving throws until the end of its next turn. - -*Source: Dark Archive p. 182* \ No newline at end of file diff --git a/Compendium/spells/summon-kaiju-som.md b/Compendium/spells/summon-kaiju-som.md deleted file mode 100644 index 38ee20ccd..000000000 --- a/Compendium/spells/summon-kaiju-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/10 -- trait/conjuration -- trait/incarnate -- trait/rare -aliases: ["Summon Kaiju"] ---- -# Summon Kaiju *Spell 10* -[conjuration](../../Rules/traits/conjuration.md) [incarnate](../../Rules/traits/incarnate-som.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Duration**until the end of your next turn - -You briefly conjure a kaiju, a massive, rampaging monster with a unique name and legendary reputation. - -It rises from its secluded lair to annihilate your foes. The summoned kaiju occupies the space of a [Gargantuan](../../Rules/traits/gargantuan-b1.md) creature. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), choose one of the kaiju below to summon. - -- **Agmazar the Star Titan** Speed 100 feet, climb 50 feet; **Arrive** ([necromancy](../../Rules/traits/necromancy.md), [negative](../../Rules/traits/negative.md)) _Channel Void_ Each foe in a 100-foot emanation takes `16d8` negative energy damage with a basic Fortitude save; **Depart** ([transmutation](../../Rules/traits/transmutation.md)) Gravitic Repulsion Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save. -- **Agyra, the Forever Storm** Speed 80 feet, fly 200 feet; **Arrive** ([electricity](../../Rules/traits/electricity.md), [evocation](../../Rules/traits/evocation.md)) _Breath of a Thousand Storms_ Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes `6d12` electricity damage with a basic Reflex save. On a failure, the creature is also [slowed](../../Rules/conditions.md#Slowed) for 1 round (or for 1 minute on a critical failure); **Depart** ([evocation](../../Rules/traits/evocation.md), [sonic](../../Rules/traits/sonic.md)) _Thunderous Blast_ Each creature within a 100-foot emanation takes `6d10` sonic damage with a basic Reflex save, and is also knocked [prone](../../Rules/conditions.md#Prone) on a failed save. -- **Bezravnis, the Inferno Below** Speed 100 feet, burrow 100 feet; **Arrive** ([earth](../../Rules/traits/earth.md), [evocation](../../Rules/traits/evocation.md)) _Burrow from the Earth's Heart_ Bezravnis explodes from the ground where it was summoned, causing all creatures in a 50-foot emanation to take `8d12` bludgeoning damage with a basic Reflex save. This potentially collapses structures with the collapse effect of the [earthquake](earthquake.md) spell, except there is no chance of falling into a fissure; **Depart** _Web Hurricane_ Bezravnis departs with a hurricane of webbing. All creatures within a 50-foot emanation must succeed at a Reflex save or take a –20-foot circumstance penalty to its Speeds until it [Escapes](../../Rules/actions/escape.md) (or is [immobilized](../../Rules/conditions.md#Immobilized) until it escapes on a critical failure). The [Escape](../../Rules/actions/escape.md) DC is your spell DC. -- **Mogaru, the Final King** Speed 100 feet, swim 100 feet; **Arrive** ([auditory](../../Rules/traits/auditory.md), [enchantment](../../Rules/traits/enchantment.md), [mental](../../Rules/traits/mental.md)) _Trance of the King's Melody_ Mogaru manifests with a burst of the song that summoned him, requiring all foes within 60 feet who can hear him to attempt a Will save, leaving them [stunned](../../Rules/conditions.md#Stunned) on a failure; **Depart** ([evocation](../../Rules/traits/evocation.md), [fire](../../Rules/traits/fire.md)) _Volcanic Breath_ Mogaru unleashes his scorching breath in a 120-foot cone. Each creature in the area takes `10d6` fire damage with a basic Reflex save. On a failure, it also takes `4d6` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). -- **Vorgozen, the Shapeless Feeder** Speed 50 feet, climb 50 feet, swim 100 feet; **Arrive** ([necromancy](../../Rules/traits/necromancy.md)) _Pollute Magic_ Vorgozen's foul presence pollutes magic around her. Each of your enemies within a 60-foot emanation that are under the effects of a spell must attempt a Fortitude save. On a failure, the creature is [sickened](../../Rules/conditions.md#Sickened). Any of your enemies that [Casts a Spell](../../Rules/actions/cast-a-spell.md) within 60 feet of Vorgozen must attempt a Fortitude save with the same effects unless it's already [sickened](../../Rules/conditions.md#Sickened); **Depart** ([acid](../../Rules/traits/acid.md), [evocation](../../Rules/traits/evocation.md)) _Beam of Purest Vitriol_ Each creature in a 1,200-foot line takes `10d6` acid damage and `10d6` bludgeoning damage with a basic Fortitude save. -- **Yarthoon, the Moon Grub** Speed 60 feet, burrow 100 feet, fly 100 feet, swim 100 feet; **Arrive** ([cold](../../Rules/traits/cold.md), [evocation](../../Rules/traits/evocation.md)) _Algid Beam Barrage_ Yarthoon fires countless beams, targeting each of your enemies within 200 feet of it. The beams deal `10d6` cold damage with a basic Reflex save; **Depart** ([cold](../../Rules/traits/cold.md), [conjuration](../../Rules/traits/conjuration.md), [water](../../Rules/traits/water.md)) _Frostbite Mist_ Chilling mist surges out in a 100-foot burst centered on Yarthoon and remains for 1 minute. This mist has the effects of [obscuring mist](obscuring-mist.md), plus any creature within the area at the end of its turn take `5d6` cold damage with a basic Fortitude save. -- **Ebeshra, the Winged Razor** Speed 75 feet, fly 100 feet; **Arrive** ([conjuration](../../Rules/traits/conjuration.md), [teleportation](../../Rules/traits/teleportation.md)) _Planar Draw_ Each foe in a 100-foot emanation is pulled 50 feet towards the center, unless it succeeds at a Fortitude save. Creatures that fail and reach the center take `10d6` bludgeoning damage; **Depart** ([electricity](../../Rules/traits/electricity.md), [evocation](../../Rules/traits/evocation.md)) _Storm Discharge_ Each foe in a 240-foot line takes `12d8` electricity damage with a basic Reflex save - -*Source: Secrets of Magic p. 133* \ No newline at end of file diff --git a/Compendium/spells/summon-lesser-servitor-som.md b/Compendium/spells/summon-lesser-servitor-som.md deleted file mode 100644 index 8a45f98d8..000000000 --- a/Compendium/spells/summon-lesser-servitor-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/conjuration -aliases: ["Summon Lesser Servitor"] ---- -# Summon Lesser Servitor *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -While deities jealously guard their most powerful servants from the summoning spells of those who aren't steeped in the faith, this spell allows you to conjure an inhabitant of the Outer Sphere with or without the deity's permission. - -You summon a [celestial](../../Rules/traits/celestial.md), [monitor](../../Rules/traits/monitor.md), or [fiend](../../Rules/traits/fiend.md) whose level is –1 to fight on your behalf. Alternatively, you can choose a magical animal from the Outer Sphere as your lesser servitor. This animal is your choice of an eagle, guard dog, or raven. It gains the alignment matching your deity (or you, if you don't have a deity) and has the following trait depending on the alignment it gained: [celestial](../../Rules/traits/celestial.md) for [lawful](../../Rules/traits/lawful.md), [monitor](../../Rules/traits/monitor.md) for neutral, or [fiend](../../Rules/traits/fiend.md) for [evil](../../Rules/traits/evil.md). - -You can't summon a creature if it is opposed to your deity's alignment on either axis (or opposed to your alignment if you don't follow a deity). For example, if you deity is [lawful](../../Rules/traits/lawful.md) [good](../../Rules/traits/good.md), you can't summon a [chaotic](../../Rules/traits/chaotic.md) or [evil](../../Rules/traits/evil.md) creature. The GM might determine that deities restrict specific types of creatures even if their alignments aren't diametrically opposed. For example, [Pharasma](../setting/deities/pharasma.md) would restrict the summoning of sahkils. - -Heightening the spell increases the maximum level of creature you can summon and might add additional animal servitors, which otherwise work like the eagle, guard dog, and raven. - -**Heightened (2nd)** Level 1. - -**Heightened (3rd)** Level 2. You can summon a black bear, giant bat, or leopard. - -**Heightened (4th)** Level 3. You can summon a great white shark or tiger. - -*Source: Secrets of Magic p. 134* \ No newline at end of file diff --git a/Compendium/spells/summon-plant-or-fungus.md b/Compendium/spells/summon-plant-or-fungus.md deleted file mode 100644 index 864434f16..000000000 --- a/Compendium/spells/summon-plant-or-fungus.md +++ /dev/null @@ -1,38 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/conjuration -aliases: ["Summon Plant Or Fungus"] ---- -# Summon Plant Or Fungus *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**sustained up to 1 minute - -You conjure a plant or fungus to fight for you. This works like [summon animal](summon-animal.md), except you summon a common creature that has the [plant](../../Rules/traits/plant.md) or [fungus](../../Rules/traits/fungus-b1.md) trait and whose level is –1. - -**Heightened (2nd)** Level 1. - -**Heightened (3rd)** Level 2. - -**Heightened (4th)** Level 3. - -**Heightened (5th)** Level 5. - -**Heightened (6th)** Level 7. - -**Heightened (7th)** Level 9. - -**Heightened (8th)** Level 11. - -**Heightened (9th)** Level 13. - -**Heightened (10th)** Level 15. - -*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/Compendium/spells/summoners-precaution-som.md b/Compendium/spells/summoners-precaution-som.md deleted file mode 100644 index 1a8a2831f..000000000 --- a/Compendium/spells/summoners-precaution-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/contingency -- trait/necromancy -aliases: ["Summoner's Precaution"] ---- -# Summoner's Precaution *Spell 2* -[contingency](../../Rules/traits/contingency-som.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Requirements**You have an eidolon. -- **Duration**until your next daily preparations - -You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the following reaction; after using it, the spell ends. - -Sever Conduit [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") (concentrate) Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a [death](../../Rules/traits/death.md) effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage. - -*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/Compendium/spells/summoners-visage-som.md b/Compendium/spells/summoners-visage-som.md deleted file mode 100644 index 2140389f5..000000000 --- a/Compendium/spells/summoners-visage-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/polymorph -- trait/transmutation -aliases: ["Summoner's Visage"] ---- -# Summoner's Visage *Spell 2* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**your eidolon -- **Duration**10 minutes - -You transform your eidolon into your identical twin. - -Assuming you are a humanoid, the eidolon gains the [humanoid](../../Rules/traits/humanoid.md) trait in addition to its other traits while it's in this form, as well as any other trait related to your form (such as elf or gnome). Your eidolon gains a +4 status bonus to [Deception](../skills.md#Deception) checks to [Impersonate](../../Rules/actions/impersonate.md) you and can add its level to such checks even if it's untrained. - -Although your eidolon looks like you, it doesn't gain any new abilities, and its statistics don't change in any way—the transformation is purely cosmetic. If this transformation reduces your eidolon's size, the eidolon loses any other effects of its larger size, such as any increase to reach. - -Your eidolon can still use gear only if it has the eidolon trait, which allows eidolons to use it. Any such eidolon items the eidolon was wearing change size and shape, if necessary, and its effects remain active. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -**Heightened (4th)** The duration increases to 1 hour. - -*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/Compendium/spells/sun-blade-locg.md b/Compendium/spells/sun-blade-locg.md deleted file mode 100644 index e0f42b803..000000000 --- a/Compendium/spells/sun-blade-locg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/locg -- spell/focus/2 -- trait/evocation -- trait/fire -- trait/light -- trait/positive -- trait/uncommon -aliases: ["Sun Blade"] ---- -# Sun Blade *Focus 2* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [light](../../Rules/traits/light.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature - -You fire a ray of burning sunlight from your weapon. You must be wielding a sword or spear to cast [sun blade](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/sun-blade-locg.md), and you perform this spell's somatic component with the weapon. Make a spell attack roll. The ray deals `1d4` fire damage. If the target is evil, the ray deals an additional `1d4` good damage, and if the target is undead, the ray deals an additional `1d4` positive damage (both effects apply against creatures that are both evil and undead). If you are in an area of bright natural sunlight, increase the die size of each damage die by one step (from d4 to d6). - -> [!success-degree] -> - **Critical Success** The ray deals double damage. -> - **Success** The ray deals full damage. - -**Heightened (+ 1)** The damage increases by `1d4` fire, `1d4` good, and `1d4` positive (or `1d6` of each type of damage in bright natural sunlight). - -*Source: Lost Omens: Character Guide p. 91* \ No newline at end of file diff --git a/Compendium/spells/sunburst.md b/Compendium/spells/sunburst.md deleted file mode 100644 index e34bc7e8f..000000000 --- a/Compendium/spells/sunburst.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/7 -- trait/evocation -- trait/fire -- trait/light -- trait/positive -aliases: ["Sunburst"] ---- -# Sunburst *Spell 7* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [light](../../Rules/traits/light.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**60-foot burst -- **Saving Throw** Reflex - -A powerful globe of searing sunlight explodes in the area, dealing `8d10` fire damage to creatures in the area, plus `8d10` additional positive damage to undead creatures. Each creature in the area must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The creature or object is unaffected. -> - **Success** The creature or object takes half damage. -> - **Failure** The creature or object takes full damage. -> - **Critical Failure** The creature or object takes full damage. If it's a creature, it becomes [blinded](../../Rules/conditions.md#Blinded) permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the [darkness](../../Rules/traits/darkness.md) effect. - -**Heightened (+ 1)** The fire damage increases by `1d10`, and the positive damage against undead increases by `1d10`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/Compendium/spells/suns-fury-lol.md b/Compendium/spells/suns-fury-lol.md deleted file mode 100644 index cf1fead3e..000000000 --- a/Compendium/spells/suns-fury-lol.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lol -- spell/focus/3 -- trait/evocation -- trait/fire -- trait/good -- trait/uncommon -aliases: ["Sun's Fury"] ---- -# Sun's Fury *Focus 3* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [good](../../Rules/traits/good.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 weapon without an unholy rune that is unattended or wielded by you or a willing ally -- **Duration**1 minute - -The target weapon becomes wreathed in a glowing flame. The weapon deals an additional `1d4` fire and 1 good damage on a successful [Strike](../../Rules/actions/strike.md). In addition, the flame causes the weapon to glow as bright as a torch. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -*Source: Lost Omens: Legends p. 101* \ No newline at end of file diff --git a/Compendium/spells/suspended-retribution-da.md b/Compendium/spells/suspended-retribution-da.md deleted file mode 100644 index 779105f93..000000000 --- a/Compendium/spells/suspended-retribution-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/6 -- trait/curse -- trait/divination -- trait/mental -- trait/prediction -aliases: ["Suspended Retribution"] ---- -# Suspended Retribution *Spell 6* -[curse](../../Rules/traits/curse.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [prediction](../../Rules/traits/prediction.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** basic Reflex -- **Duration**1 minute - -All life dances one step from the precipice, one heartbeat from disaster. You open your eyes wide and see doom waiting in the wings, then invite it to step forward. A spectral omen of disaster appears above the target's head— traditionally, this is a downward-pointing sword, but some spellcasters report seeing a hangman's noose or a grinning skull instead. When you Cast this Spell, pick one of the following triggers. - -- The target moves more than its Speed in a single round. -- The target makes more than one [Strike](../../Rules/actions/strike.md) in a single round. -- The target Casts a Spell. -- The target uses a specific skill you name. -- The target uses a specific ability you name. If the target takes the triggering action, the portent of doom activates—the sword strikes down, the noose loops around the target's neck, the skull bares its fangs—and the target takes 70 mental damage with a basic Reflex save. The target instinctively knows which action will trigger the omen and can ward off the omen by spending a total of 3 actions, which have the [concentrate](../../Rules/traits/concentrate.md) trait, to pray, make signs against doom, or similar apotropaic actions. These actions need not be consecutive. After the creature spends the actions, the spell ends. - -**Heightened (+ 1)** The damage increases by 10. - -*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/Compendium/spells/swamp-of-sloth.md b/Compendium/spells/swamp-of-sloth.md deleted file mode 100644 index 80775935c..000000000 --- a/Compendium/spells/swamp-of-sloth.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/focus/3 -- trait/conjuration -- trait/sorcerer -- trait/uncommon -aliases: ["Swamp Of Sloth"] ---- -# Swamp Of Sloth *Focus 3* -[conjuration](../../Rules/traits/conjuration.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**5-foot burst or more -- **Saving Throw** basic Fortitude -- **Duration**1 minute - -Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals `1d6` poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to [Cast the Spell](../../Rules/actions/cast-a-spell.md). For each additional action, increase the burst's radius by 5 feet. - -**Heightened (+ 2)** The damage increases by 1d6, and the initial radius increases by 5 feet. - -*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/Compendium/spells/swampcall-sot3.md b/Compendium/spells/swampcall-sot3.md deleted file mode 100644 index 1895f3809..000000000 --- a/Compendium/spells/swampcall-sot3.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot3 -- spell/area/burst -- spell/level/1 -- trait/earth -- trait/transmutation -- trait/uncommon -aliases: ["Swampcall"] ---- -# Swampcall *Spell 1* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**1 minute - -You call upon the spirits of the soil to twist and churn, transforming the terrain in the targeted area into a sodden mess. The area becomes difficult terrain. Creatures in the area when you Cast this Spell must attempt a Reflex saving throw. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature sinks partially into the mud. The creature takes a –10-foot circumstance penalty to its Speeds (except for its swim Speed, if any) and becomes [flat-footed](../../Rules/conditions.md#Flat-footed). These effects last until the creature leaves the area or until the end of its next turn, whichever comes first. -> - **Critical Failure** As failure, but the penalty to Speeds (except [Swim](../../Rules/actions/swim.md) speed) is –15 feet. - -**Heightened (3rd)** The range increases to 60 feet, and the area increases to a 20-foot burst. - -*Source: Strength of Thousands #3: Hurricane's Howl p. 77* \ No newline at end of file diff --git a/Compendium/spells/swarm-form-logm.md b/Compendium/spells/swarm-form-logm.md deleted file mode 100644 index adbb7b85e..000000000 --- a/Compendium/spells/swarm-form-logm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/4 -- trait/polymorph -- trait/transmutation -aliases: ["Swarm Form"] ---- -# Swarm Form *Focus 4* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Domains**: [[swarm](../setting/domains.md#Swarm)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**5 minutes - -You discorporate into a swarm of Tiny creatures. While in swarm form, you have the [swarm](../../Rules/traits/swarm-b1.md) trait and you gain resistance 5 to slashing and piercing damage and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent creatures through the gap. - -You don't gain the swarm mind ability, so you are still affected normally by [mental](../../Rules/traits/mental.md) effects. As a swarm, you can't speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your [Strikes](../../Rules/actions/strike.md) with your normal body. You can [Dismiss](../../Rules/actions/dismiss.md) the Spell. - -**Heightened (+ 2)** Increase your resistances and weaknesses each by 5. - -*Source: Lost Omens: Gods & Magic p. 118* \ No newline at end of file diff --git a/Compendium/spells/swarming-wasp-stings-aoe4.md b/Compendium/spells/swarming-wasp-stings-aoe4.md deleted file mode 100644 index 14bcd001e..000000000 --- a/Compendium/spells/swarming-wasp-stings-aoe4.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe4 -- spell/area/burst -- spell/level/4 -- trait/necromancy -- trait/poison -- trait/uncommon -aliases: ["Swarming Wasp Stings"] ---- -# Swarming Wasp Stings *Spell 4* -[necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** Fortitude - -You manifest a swarm of disembodied wasp stingers that stab creatures in the area, possibly poisoning them. - -Creatures in the affected area take `1d6` piercing damage. - -Each creature that takes piercing damage must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `2d6` poison damage. -> - **Failure** The target is afflicted with swarming wasp venom at stage 1. -> - **Critical Failure** The target is afflicted with swarming wasp venom at stage 2. - -```ad-inline-affliction -title: Swarming Wasp Venom _Level 7_ - -[poison](../../../rules/traits/poison.md) -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `2d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round;) - -**Stage 2** `3d6` poison damage and [clumsy](../../../rules/conditions.md#Clumsy) (1 round) - - -%% #trait/poison #affliction/level/level-7 %% -``` - -## Summary - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 81* diff --git a/Compendium/spells/swarmsense-logm.md b/Compendium/spells/swarmsense-logm.md deleted file mode 100644 index 46e184e86..000000000 --- a/Compendium/spells/swarmsense-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/divination -aliases: ["Swarmsense"] ---- -# Swarmsense *Focus 1* -[divination](../../Rules/traits/divination.md) - -- **Domains**: [[swarm](../setting/domains.md#Swarm)] -- **Cast** 1 minute -- **Duration**sustained - -You extend your senses through a multitude of crawling and flying creatures. You create a crawling swarm in your square. - -You can hear through the swarm as if using your normal auditory senses. The first time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) each round, you can move the swarm 10 feet along the ground in any direction. The swarm has AC 15 and a +0 bonus to its saves. Any damage dealt to the swarm destroys it and ends the spell. - -**Heightened (3rd)** The swarm has the benefits of spider climb. - -**Heightened (5th)** The swarm has a fly Speed of 10 feet. You can see through the swarm using your visual senses. - -**Heightened (7th)** The swarm gains a 10-foot status bonus to its Speeds. - -*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/sweet-dream.md b/Compendium/spells/sweet-dream.md deleted file mode 100644 index cae3bebcb..000000000 --- a/Compendium/spells/sweet-dream.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/auditory -- trait/cleric -- trait/enchantment -- trait/linguistic -- trait/mental -- trait/sleep -- trait/uncommon -aliases: ["Sweet Dream"] ---- -# Sweet Dream *Focus 1* -[auditory](../../Rules/traits/auditory.md) [cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [sleep](../../Rules/traits/sleep.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[dreams](../setting/domains.md#Dreams)] -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**1 willing creature -- **Duration**10 minutes - -With soothing song or tales, you lull the target into an enchanting dream. When you cast the spell, the target falls [unconscious](../../Rules/conditions.md#Unconscious) if it wasn't already. While [unconscious](../../Rules/conditions.md#Unconscious), it experiences a dream of your choice. If it sleeps for at least 1 minute, it gains the benefit of the dream for the remainder of the spell's duration. - -- **Dream of Insight** +1 status bonus to Intelligence-based skill checks -- **Dream of Glamour** +1 status bonus to Charisma-based skill checks -- **Dream of Voyaging** +5-foot status bonus to Speed - -If you [Cast this Spell](../../Rules/actions/cast-a-spell.md) again, the effects of any previous sweet dream you cast end. - -*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/symphony-of-the-unfettered-heart-apg.md b/Compendium/spells/symphony-of-the-unfettered-heart-apg.md deleted file mode 100644 index 603640421..000000000 --- a/Compendium/spells/symphony-of-the-unfettered-heart-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/abjuration -- trait/bard -- trait/composition -- trait/uncommon -aliases: ["Symphony Of The Unfettered Heart"] ---- -# Symphony Of The Unfettered Heart *Focus 5* -[abjuration](../../Rules/traits/abjuration.md) [bard](../../Rules/traits/bard.md) [composition](../../Rules/traits/composition.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**you or 1 ally - -Your symphony lifts listeners from their worldly concerns. - -Attempt a [Performance](../skills.md#Performance) check to counteract one of the following conditions affecting the target: [grabbed](../../Rules/conditions.md#Grabbed), [immobilized](../../Rules/conditions.md#Immobilized), [paralyzed](../../Rules/conditions.md#Paralyzed), [restrained](../../Rules/conditions.md#Restrained), [slowed](../../Rules/conditions.md#Slowed), or [stunned](../../Rules/conditions.md#Stunned). If you fail, you can't target that effect on the target for 1 day. Use the condition's source to determine the counteract DC (for example, the [Escape](../../Rules/actions/escape.md) DC for [grabbed](../../Rules/conditions.md#Grabbed)). - -**Heightened (9th)** You can target up to four creatures. - -*Source: Advanced Player's Guide p. 228* \ No newline at end of file diff --git a/Compendium/spells/synaptic-pulse.md b/Compendium/spells/synaptic-pulse.md deleted file mode 100644 index 8c09c081d..000000000 --- a/Compendium/spells/synaptic-pulse.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/5 -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Synaptic Pulse"] ---- -# Synaptic Pulse *Spell 5* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** Will -- **Duration**1 round - -You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [stunned](../../Rules/conditions.md#Stunned). -> - **Failure** The creature is [stunned](../../Rules/conditions.md#Stunned). -> - **Critical Failure** The creature is [stunned](../../Rules/conditions.md#Stunned) for 1 round. - -*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/Compendium/spells/synchronize-som.md b/Compendium/spells/synchronize-som.md deleted file mode 100644 index 08e316442..000000000 --- a/Compendium/spells/synchronize-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/divination -aliases: ["Synchronize"] ---- -# Synchronize *Spell 1* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**up to 5 willing creatures -- **Duration**up to 24 hours - -You harmlessly place your unique magic sigil, which is about 1 square inch in size, on your targets. When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you set the duration by choosing a time at which point the sigil flashes dimly three times. After that point, the spell ends. Even though spell durations aren't normally exact, the effects of synchronize are precise to the second. The timer is based on the place where the spell was cast, so entering a plane or area where time flows differently changes how the time elapses. - -**Heightened (2nd)** The spell can target up to 20 willing creatures. - -*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/Compendium/spells/synchronize-steps-lokl.md b/Compendium/spells/synchronize-steps-lokl.md deleted file mode 100644 index c325b5960..000000000 --- a/Compendium/spells/synchronize-steps-lokl.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/1 -- trait/enchantment -- trait/uncommon -aliases: ["Synchronize Steps"] ---- -# Synchronize Steps *Spell 1* -[enchantment](../../Rules/traits/enchantment.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**2 willing creatures -- **Duration**sustained up to 1 minute - -You link the minds of two targets, enabling them to move in tandem. When one of the targets Steps, the other target can use a reaction to [Step](../../Rules/actions/step.md). When one of the targets Strides, the other target can use a reaction to [Stride](../../Rules/actions/stride.md). - -**Heightened (5th)** The range increases to 60 feet, and you can target up to 10 willing creatures. - -*Source: Lost Omens: Knights of Lastwall p. 95* \ No newline at end of file diff --git a/Compendium/spells/synesthesia.md b/Compendium/spells/synesthesia.md deleted file mode 100644 index 3c0f9687b..000000000 --- a/Compendium/spells/synesthesia.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/divination -- trait/mental -aliases: ["Synesthesia"] ---- -# Synesthesia *Spell 5* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 minute - -The target's senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save. - -- Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted. -- The target's difficulty processing visual input makes all creatures and objects [concealed](../../Rules/conditions.md#Concealed) from it. -- The creature has trouble moving, making it [clumsy](../../Rules/conditions.md#Clumsy) and giving it a –10-foot status penalty to its Speeds. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is affected for 1 round. -> - **Failure** The target is affected for 1 minute. -> - **Critical Failure** As failure, and the target is [stunned](../../Rules/conditions.md#Stunned) as it attempts to process the sensory shifts. - -**Heightened (9th)** You can target up to five creatures. - -*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/Compendium/spells/take-its-course.md b/Compendium/spells/take-its-course.md deleted file mode 100644 index f64e86940..000000000 --- a/Compendium/spells/take-its-course.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/necromancy -- trait/uncommon -aliases: ["Take Its Course"] ---- -# Take Its Course *Focus 4* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[indulgence](../setting/domains.md#Indulgence)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature - -When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. - -This spell attempts to progress a disease affliction, a poison affliction, or [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) affecting the target. - -If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. - -The effect of this spell depends on whether you're attempting to end an affliction or [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage), and whether you are attempting to help or hinder the target's recovery. - -- **Affliction** The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a –2 status penalty to its saving throw against the affliction. -- **Persistent Poison** You can cause the target take the [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) immediately when you [Cast this Spell](../../Rules/actions/cast-a-spell.md) (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage). You can set the DC of that flat check to 5 or 20 instead of the normal DC. - -**Heightened (7th)** You can attempt to progress any number of the target's eligible afflictions and [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage). - -*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/tame-som.md b/Compendium/spells/tame-som.md deleted file mode 100644 index b5a05e5f6..000000000 --- a/Compendium/spells/tame-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/auditory -- trait/cantrip -- trait/enchantment -- trait/mental -aliases: ["Tame"] ---- -# Tame *Cantrip 1* -[auditory](../../Rules/traits/auditory.md) [cantrip](../../Rules/traits/cantrip.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**10 foot -- **Targets**1 non-[hostile](../../Rules/conditions.md#Hostile) domesticated animal -- **Saving Throw** Will -- **Duration**1 minute - -As you make comforting sounds and gestures, you approach the target in a [friendly](../../Rules/conditions.md#Friendly) manner combining caution and confidence. You improve the target's attitude to you by one step ([unfriendly](../../Rules/conditions.md#Unfriendly) to neutral, neutral to [friendly](../../Rules/conditions.md#Friendly), [friendly](../../Rules/conditions.md#Friendly) to [helpful](../../Rules/conditions.md#Helpful)) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day. - -This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM. - -**Heightened (3rd)** The duration becomes 10 minutes. - -**Heightened (6th)** The duration becomes 1 hour. - -*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/Compendium/spells/tanglefoot.md b/Compendium/spells/tanglefoot.md deleted file mode 100644 index 044d07a62..000000000 --- a/Compendium/spells/tanglefoot.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/conjuration -- trait/plant -aliases: ["Tanglefoot"] ---- -# Tanglefoot *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target. - -> [!success-degree] -> - **Critical Success** The target gains the [immobilized](../../Rules/conditions.md#Immobilized) condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to [Escape](../../Rules/actions/escape.md) against your spell DC to remove the penalty and the [immobilized](../../Rules/conditions.md#Immobilized) condition. -> - **Success** The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to [Escape](../../Rules/actions/escape.md) against your spell DC to remove the penalty. -> - **Failure** The target is unaffected. - -**Heightened (2nd)** The effects last for 2 rounds. - -**Heightened (4th)** The effects last for 1 minute. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/tangling-creepers.md b/Compendium/spells/tangling-creepers.md deleted file mode 100644 index a82b9a873..000000000 --- a/Compendium/spells/tangling-creepers.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/6 -- trait/conjuration -- trait/plant -aliases: ["Tangling Creepers"] ---- -# Tangling Creepers *Spell 6* -[conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**40-foot burst -- **Duration**10 minutes - -Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target. If the attack succeeds, the vine pulls the target into the creepers and makes it [immobilized](../../Rules/conditions.md#Immobilized) for 1 round or until the creature [Escapes](../../Rules/actions/escape.md) (against your spell DC), whichever comes first. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/telekinetic-bombardment-da.md b/Compendium/spells/telekinetic-bombardment-da.md deleted file mode 100644 index fd970f0b9..000000000 --- a/Compendium/spells/telekinetic-bombardment-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/burst -- spell/level/7 -- trait/evocation -aliases: ["Telekinetic Bombardment"] ---- -# Telekinetic Bombardment *Spell 7* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**10-foot burst or 30-foot line -- **Saving Throw** Reflex - -You grasp a piece of the landscape—such as a tree, carriage, or piece of masonry—and lob it in your foe's direction. Your missile crashes down in either a 10-foot burst (for most missiles) or a 30-foot line (for something long and tall, like a tree or a ship's mast), dealing `14d6` bludgeoning damage and turning its area into difficult terrain as it breaks into rubble. All creatures in the area must attempt a Reflex save. If the area is a line, it doesn't have to start from your square but can instead start anywhere in range, as long as the entire area remains within range. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is knocked [prone](../../Rules/conditions.md#Prone). -> - **Critical Failure** The creature takes double damage, is knocked [prone](../../Rules/conditions.md#Prone), and is [stunned](../../Rules/conditions.md#Stunned). - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/Compendium/spells/telekinetic-haul.md b/Compendium/spells/telekinetic-haul.md deleted file mode 100644 index cea25d0f8..000000000 --- a/Compendium/spells/telekinetic-haul.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/evocation -aliases: ["Telekinetic Haul"] ---- -# Telekinetic Haul *Spell 5* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 unattended object of up to 80 Bulk with no dimension longer than 20 feet -- **Duration**sustained up to 1 minute - -You move the target up to 20 feet, potentially suspending it in midair. When you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can do so again, or you can choose a different eligible target to move. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/telekinetic-maneuver.md b/Compendium/spells/telekinetic-maneuver.md deleted file mode 100644 index 217912da1..000000000 --- a/Compendium/spells/telekinetic-maneuver.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/attack -- trait/evocation -- trait/force -aliases: ["Telekinetic Maneuver"] ---- -# Telekinetic Maneuver *Spell 2* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature - -With a rush of telekinetic power, you move a foe or something they carry. You can attempt to [Disarm](../../Rules/actions/disarm.md), [Shove](../../Rules/actions/shove.md), or [Trip](../../Rules/actions/trip.md) the target using a spell attack roll instead of an [Athletics](../skills.md#Athletics) check. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/telekinetic-projectile.md b/Compendium/spells/telekinetic-projectile.md deleted file mode 100644 index e6636fea3..000000000 --- a/Compendium/spells/telekinetic-projectile.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/cantrip -- trait/attack -- trait/cantrip -- trait/evocation -aliases: ["Telekinetic Projectile"] ---- -# Telekinetic Projectile *Cantrip 1* -[attack](../../Rules/traits/attack.md) [cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature - -You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to `1d6` plus your spellcasting ability modifier. - -No specific traits or magic properties of the hurled item affect the attack or the damage. - -> [!success-degree] -> - **Critical Success** You deal double damage. -> - **Success** You deal full damage. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/telekinetic-rend-da.md b/Compendium/spells/telekinetic-rend-da.md deleted file mode 100644 index df8e72df1..000000000 --- a/Compendium/spells/telekinetic-rend-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/burst -- spell/cantrip -- trait/cantrip -- trait/evocation -- trait/psychic -- trait/uncommon -aliases: ["Telekinetic Rend"] ---- -# Telekinetic Rend *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [evocation](../../Rules/traits/evocation.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**2 non-overlapping 5-foot bursts -- **Saving Throw** basic Fortitude - -Your mind creates a violent axis of motion in a nearby space. You deal your choice of `1d6` bludgeoning or `1d6` slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. - -**Heightened (+ 2)** The damage increases by `1d6`. - -## Amp - -Your thoughts expand in scope and power. The bursts deal `1d6` bludgeoning damage and `1d6` slashing damage, instead of the usual damage. A creature that critically fails its save is also [stunned](../../Rules/conditions.md#Stunned). - -**Amp Heightened (+ 2)** Both types of damage increase by `1d6` instead of just one. Add a third non-overlapping 5-foot burst to the area. - -## Summary - -*Source: Dark Archive p. 17* \ No newline at end of file diff --git a/Compendium/spells/telepathic-bond.md b/Compendium/spells/telepathic-bond.md deleted file mode 100644 index 323dece54..000000000 --- a/Compendium/spells/telepathic-bond.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/divination -- trait/mental -- trait/uncommon -aliases: ["Telepathic Bond"] ---- -# Telepathic Bond *Spell 5* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**you and up to 4 willing creatures touched -- **Duration**8 hours - -The targets can communicate telepathically with any or all of the other targets from any point on the same planet. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/telepathic-demand.md b/Compendium/spells/telepathic-demand.md deleted file mode 100644 index fdd42bc27..000000000 --- a/Compendium/spells/telepathic-demand.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/enchantment -- trait/incapacitation -- trait/linguistic -- trait/mental -aliases: ["Telepathic Demand"] ---- -# Telepathic Demand *Spell 9* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**planetary -- **Targets**1 creature you've telepathically contacted before -- **Saving Throw** Will -- **Duration**varies - -You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of [suggestion](suggestion.md), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the [telepathy](telepathy.md) spell. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/telepathy.md b/Compendium/spells/telepathy.md deleted file mode 100644 index 2a2557c89..000000000 --- a/Compendium/spells/telepathy.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/divination -- trait/linguistic -- trait/mental -aliases: ["Telepathy"] ---- -# Telepathy *Spell 4* -[divination](../../Rules/traits/divination.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you. - -**Heightened (6th)** Telepathy loses the [linguistic](../../Rules/traits/linguistic.md) trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language. - -*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/tempest-form-apg.md b/Compendium/spells/tempest-form-apg.md deleted file mode 100644 index 0f48ac006..000000000 --- a/Compendium/spells/tempest-form-apg.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/6 -- trait/cursebound -- trait/oracle -- trait/polymorph -- trait/transmutation -- trait/uncommon -aliases: ["Tempest Form"] ---- -# Tempest Form *Focus 6* -[cursebound](../../Rules/traits/cursebound-apg.md) [oracle](../../Rules/traits/oracle-apg.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute - -Your body becomes fluid to better suit your surroundings. - -When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), choose whether to become air, water, or mist. The spell gains the [air](../../Rules/traits/air.md) trait if you choose air or mist, and the [water](../../Rules/traits/water.md) trait if you choose water or mist. You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. - -You can slip through tiny cracks and don't need to breathe. - -You can't cast spells, activate items, or use actions that have the [attack](../../Rules/traits/attack.md) or [manipulate](../../Rules/traits/manipulate.md) trait, except those granted by this spell. You also gain the following effects based on your form. - -- **Air** You gain a fly Speed of 20 feet and become [invisible](../../Rules/conditions.md#Invisible) while you are in the air. You can create the effects of a gust of wind from your space as a 2-action activity, which has the [manipulate](../../Rules/traits/manipulate.md) trait. -- **Mist** You gain a fly Speed of 20 feet, and it becomes hard to see through you. Any creature on one side of your space who is targeted by a creature on the opposite side is [concealed](../../Rules/conditions.md#Concealed) to the targeting creature. -- **Water** You gain a swim Speed of 20 feet and become [invisible](../../Rules/conditions.md#Invisible) while you are in the water. You can electrically charge yourself by taking a single action, which has the [manipulate](../../Rules/traits/manipulate.md) trait. If you do, you are no longer [invisible](../../Rules/conditions.md#Invisible) in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes `1d6` electricity damage; if it touches you, this is cumulative with the damage from your major curse. - -**Heightened (+ 2)** Increase the resistance by 5 and the electricity damage from the charged water form by 1. - -*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/Compendium/spells/tempest-of-shades-som.md b/Compendium/spells/tempest-of-shades-som.md deleted file mode 100644 index 1c62232a8..000000000 --- a/Compendium/spells/tempest-of-shades-som.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/7 -- trait/incarnate -- trait/necromancy -aliases: ["Tempest Of Shades"] ---- -# Tempest Of Shades *Spell 7* -[incarnate](../../Rules/traits/incarnate-som.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**100 foot -- **Duration**until the end of your next turn - -You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge creature and has a Speed of 60 feet. - -**Arrive** ([negative](../../Rules/traits/negative.md)) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The creature is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../../Rules/conditions.md#Frightened). It's also [fleeing](../../Rules/conditions.md#Fleeing) for 1 round or until it's no longer [frightened](../../Rules/conditions.md#Frightened), whichever comes first. - -*Source: Secrets of Magic p. 135* \ No newline at end of file diff --git a/Compendium/spells/tempest-surge.md b/Compendium/spells/tempest-surge.md deleted file mode 100644 index efdfb24bb..000000000 --- a/Compendium/spells/tempest-surge.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/air -- trait/druid -- trait/electricity -- trait/evocation -- trait/uncommon -aliases: ["Tempest Surge"] ---- -# Tempest Surge *Focus 1* -[air](../../Rules/traits/air.md) [druid](../../Rules/traits/druid.md) [electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex - -You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals `1d12` electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is [clumsy](../../Rules/conditions.md#Clumsy) for 1 round and takes 1 [persistent electricity damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 1)** The initial damage increases by `1d12`, and the [persistent electricity damage](../../Rules/conditions.md#Persistent%20Damage) on a failure increases by 1. - -*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/Compendium/spells/tempest-touch-apg.md b/Compendium/spells/tempest-touch-apg.md deleted file mode 100644 index 1659c238a..000000000 --- a/Compendium/spells/tempest-touch-apg.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/cold -- trait/cursebound -- trait/evocation -- trait/oracle -- trait/uncommon -- trait/water -aliases: ["Tempest Touch"] ---- -# Tempest Touch *Focus 1* -[cold](../../Rules/traits/cold.md) [cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -Your touch calls forth a churning mass of icy water that clings to your target, dealing `1d4` bludgeoning damage and `1d4` cold damage. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and a –5-foot circumstance penalty to its Speeds until the end of your next turn. -> - **Failure** The target takes full damage and a –10-foot circumstance penalty to its Speeds until the end of your next turn. -> - **Critical Failure** As failure, but the target takes double damage. - -**Heightened (+ 1)** The bludgeoning and cold damage each increase by `1d4`. Spells 5 - -*Source: Advanced Player's Guide p. 233* \ No newline at end of file diff --git a/Compendium/spells/temporal-distortion-da.md b/Compendium/spells/temporal-distortion-da.md deleted file mode 100644 index 4699c1f12..000000000 --- a/Compendium/spells/temporal-distortion-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/1 -- trait/cursebound -- trait/oracle -- trait/transmutation -- trait/uncommon -aliases: ["Temporal Distortion"] ---- -# Temporal Distortion *Focus 1* -[cursebound](../../Rules/traits/cursebound-apg.md) [oracle](../../Rules/traits/oracle-apg.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will - -You share some of your own temporal distortions with a foe, altering their mind and body unpredictably as they're thrown backward or forward in time. Roll `1d4`. On a 1, the foe becomes [clumsy](../../Rules/conditions.md#Clumsy); on a 2, it becomes [enfeebled](../../Rules/conditions.md#Enfeebled); on a 3, it becomes [stupefied](../../Rules/conditions.md#Stupefied); and on a 4, you choose which condition applies. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is either [clumsy](../../Rules/conditions.md#Clumsy), [enfeebled](../../Rules/conditions.md#Enfeebled), or [stupefied](../../Rules/conditions.md#Stupefied) for 4 rounds, depending on the result of the d4. -> - **Critical Failure** As failure, but the time warp is stronger, increasing the condition's effects but making it run its course faster. The condition's value is 3, and the condition lasts for 2 rounds. - -*Source: Dark Archive p. 189* \ No newline at end of file diff --git a/Compendium/spells/temporal-twin-da.md b/Compendium/spells/temporal-twin-da.md deleted file mode 100644 index d92a10e21..000000000 --- a/Compendium/spells/temporal-twin-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/3 -- trait/conjuration -- trait/uncommon -aliases: ["Temporal Twin"] ---- -# Temporal Twin *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**one willing ally -- **Duration**until the start of your next turn - -You pull a fleeting duplicate of your ally from the recent past. The duplicate appears in an unoccupied space of your choice within 30 feet of you and repeats a basic single action the target took since the end of your last turn, such as making a [Strike](../../Rules/actions/strike.md) or [Interacting](../../Rules/actions/interact.md) to pull a lever. Because the other basic single actions don't produce much of a result on their own, this is typically used for [Strike](../../Rules/actions/strike.md) and [Interact](../../Rules/actions/interact.md), though occasionally it could be useful to have a temporal twin [Stride](../../Rules/actions/stride.md) through a potentially dangerous area to expose a hazard. The target ally spends a reaction to create the duplicate, makes any decisions, and rolls for the repeated action, such as choosing a target for a [Strike](../../Rules/actions/strike.md) and making the attack roll. If the ally doesn't have a reaction to spend, temporal twin fails. Use the duplicate's location for determining flanking, cover, and the like. Using this spell requires remembering what your ally did, and if you don't remember the details, the GM might not allow you to cast temporal twin. - -This action can't be used for anything but a basic single action, nor can it use limited resources. The action can have a different target than the original action but must be very similar in form. For example, if the original action were to [Interact](../../Rules/actions/interact.md) to pull a lever, the time duplicate could pull a different lever, but couldn't turn a doorknob or pick up an item from a table. - -Being pulled through time to create a twin destabilizes the target's timeline. Once an ally has been the target of temporal twin, they're temporarily immune for 1 day. - -*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/Compendium/spells/temporal-ward-sot5.md b/Compendium/spells/temporal-ward-sot5.md deleted file mode 100644 index 46dc9f2cd..000000000 --- a/Compendium/spells/temporal-ward-sot5.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot5 -- spell/level/6 -- trait/abjuration -- trait/rare -aliases: ["Temporal Ward"] ---- -# Temporal Ward *Spell 6* -[abjuration](../../Rules/traits/abjuration.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 container or doorway -- **Saving Throw** Will -- **Duration**10 minutes - -You ward a target doorway or container with a temporal trap that rewinds the personal timeline of creatures trying to open it. A creature attempting to open a warded doorway or container must attempt a Will save with the below results. You can set a password for the ward. Any creature that attempts to open the target container, or to open or pass through the target doorway without speaking the password must attempt a save as normal. The ward vanishes automatically once the spell's duration ends, but can be removed before then as if it were a magical trap, using your spell DC for both the [Perception](../skills.md#Perception) check to notice it and [Thievery](../skills.md#Thievery) check to disable it. Both checks require the creature attempting them to have expert proficiency in order to succeed. You can [Dismiss](../../Rules/actions/dismiss.md) temporal ward. The maximum number of temporal wards you can have active at a time is equal to your spellcasting ability modifier. - -> [!success-degree] -> - **Critical Success** The creature is unaffected and opens the doorway or the container as normal. -> - **Success** The creature experiences a brief moment of dé jà-vu in which they're convinced they already opened the door. -> -> They must use an additional action to open the door. If they can't or don't want to do so, the action or activity they used to open the door or container is wasted, and the door or container remains closed. -> - **Failure** The creature is thrown briefly backwards in time. -> -> The action or activity they used to open the door or container is wasted and they're returned to the position they were located at during the start of their turn. Their turn then ends. -> - **Critical Failure** As failure, but the temporal displacement also causes the creature to lose their bearings, making them [confused](../../Rules/conditions.md#Confused) for 1 minute. - -**Heightened (10th)** The temporal ward has an unlimited duration, until it is counteracted, Dismissed, or Disarmed. - -*Source: Strength of Thousands #5: Doorway to the Red Star p. 78* \ No newline at end of file diff --git a/Compendium/spells/temporary-glyph-som.md b/Compendium/spells/temporary-glyph-som.md deleted file mode 100644 index 341e7b54e..000000000 --- a/Compendium/spells/temporary-glyph-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/misc -- spell/level/5 -- trait/abjuration -aliases: ["Temporary Glyph"] ---- -# Temporary Glyph *Spell 5* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**a 5-foot square -- **Duration**1 minute - -You temporarily bind a [hostile](../../Rules/conditions.md#Hostile) spell into a symbol. While Casting this Spell, you also [Cast a Spell](../../Rules/actions/cast-a-spell.md) of a lower spell level to store in the glyph. The stored spell must take 2 actions or fewer to Cast, have a [hostile](../../Rules/conditions.md#Hostile) effect, and target one creature or have an area. Any creature that enters temporary glyph's area activates the glyph, releasing the harmful spell within. - -You can set a password for the glyph. Speaking it when entering the spell's area prevents the glyph from triggering. - -You can also set a more specific trigger to limit which types of creatures set off the glyph (Core Rulebook 305) - -Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell can target one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Temporary glyph's duration ends when the glyph is triggered. The glyph is a magical trap, using your spell DC for both the [Perception](../skills.md#Perception) check to notice it and the [Thievery](../skills.md#Thievery) check to disable it; both checks require the creature attempting them to be trained in order to succeed. - -You can [Dismiss](../../Rules/actions/dismiss.md) temporary glyph. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/Compendium/spells/temporary-tool-logm.md b/Compendium/spells/temporary-tool-logm.md deleted file mode 100644 index 1b7e996bd..000000000 --- a/Compendium/spells/temporary-tool-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/conjuration -aliases: ["Temporary Tool"] ---- -# Temporary Tool *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** 1 minute -- **Duration**until used or 1 minute; see text - -You conjure a temporary simple tool, such as a shovel or rope into your hands. It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears. The tool is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item. - -*Source: Lost Omens: Gods & Magic p. 110* \ No newline at end of file diff --git a/Compendium/spells/tempt-fate.md b/Compendium/spells/tempt-fate.md deleted file mode 100644 index b20e7079b..000000000 --- a/Compendium/spells/tempt-fate.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/divination -- trait/fortune -- trait/uncommon -aliases: ["Tempt Fate"] ---- -# Tempt Fate *Focus 4* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[fate](../setting/domains.md#Fate)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You or an ally within range attempts a saving throw. -- **Range**120 foot -- **Targets**the triggering creature - -You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. - -If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for [Casting this Spell](../../Rules/actions/cast-a-spell.md). - -**Heightened (8th)** The bonus on the saving throw is +2. - -*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/tentacular-limbs.md b/Compendium/spells/tentacular-limbs.md deleted file mode 100644 index 5d4654040..000000000 --- a/Compendium/spells/tentacular-limbs.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/morph -- trait/sorcerer -- trait/transmutation -- trait/uncommon -aliases: ["Tentacular Limbs"] ---- -# Tentacular Limbs *Focus 1* -[morph](../../Rules/traits/morph.md) [sorcerer](../../Rules/traits/sorcerer.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed [Strikes](../../Rules/actions/strike.md) with your arms (such as fist and claw [Strikes](../../Rules/actions/strike.md)) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you [Cast a Spell](../../Rules/actions/cast-a-spell.md), you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell. - -**Heightened (+ 2)** When you add an additional action to a spell to temporarily extend your reach, your reach increases by an additional 10 feet to deliver that spell. - -*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/Compendium/spells/terrain-transposition-apg.md b/Compendium/spells/terrain-transposition-apg.md deleted file mode 100644 index 47b4bcd29..000000000 --- a/Compendium/spells/terrain-transposition-apg.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/conjuration -- trait/ranger -- trait/teleportation -- trait/uncommon -aliases: ["Terrain Transposition"] ---- -# Terrain Transposition *Focus 5* -[conjuration](../../Rules/traits/conjuration.md) [ranger](../../Rules/traits/ranger.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**90 foot - -You mystically transpose your current location with another. - -While in a wilderness environment, you transport yourself and items you're holding to a clear space you can see within range. - -If you have [Favored Terrain](../feats/favored-terrain.md) and both your starting and ending position are in your favored terrain, the range increases to 180 feet. If you have an animal companion and it is adjacent to you, you can transport it along with you to an adjacent open space, but if this spell would bring any other creature with you, even in an extradimensional container, the spell is lost. - -*Source: Advanced Player's Guide p. 235* \ No newline at end of file diff --git a/Compendium/spells/tesseract-tunnel-da.md b/Compendium/spells/tesseract-tunnel-da.md deleted file mode 100644 index 40dce03b2..000000000 --- a/Compendium/spells/tesseract-tunnel-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/conjuration -- trait/psychic -- trait/teleportation -- trait/uncommon -aliases: ["Tesseract Tunnel"] ---- -# Tesseract Tunnel *Cantrip 5* -[cantrip](../../Rules/traits/cantrip.md) [conjuration](../../Rules/traits/conjuration.md) [psychic](../../Rules/traits/psychic-da.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**sustained up to 1 minute - -You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then [Stride](../../Rules/actions/stride.md), creating another portal in the space you end your [Stride](../../Rules/actions/stride.md). Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the [teleportation](../../Rules/traits/teleportation.md) trait to its movement. - -You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while [Burrowing](../../Rules/actions/burrow.md), [Climbing](../../Rules/actions/climb.md), [Flying](../../Rules/actions/fly.md), or [Swimming](../../Rules/actions/swim.md) instead of [Striding](../../Rules/actions/stride.md) if you have the corresponding movement type. - -## Amp - -Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. - -## Summary - -*Source: Dark Archive p. 23* \ No newline at end of file diff --git a/Compendium/spells/tether-logm.md b/Compendium/spells/tether-logm.md deleted file mode 100644 index 67833162a..000000000 --- a/Compendium/spells/tether-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/1 -- trait/abjuration -aliases: ["Tether"] ---- -# Tether *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Reflex -- **Duration**1 minute or until dismissed; see text - -You use magical chains, vines, or other tethers to bind your target to you. The creature can still try to [Escape](../../Rules/actions/escape.md), and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points). You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell. The target must attempt a Reflex save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes a –5-foot circumstance penalty to its Speed as long as it is within 30 feet of you. -> - **Failure** The target takes a –10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it [Escapes](../../Rules/actions/escape.md) or the spell ends. -> - **Critical Failure** The target is [immobilized](../../Rules/conditions.md#Immobilized) until it [Escapes](../../Rules/actions/escape.md) or the spell ends. - -**Heightened (+ 1)** The tethers' AC increases by 3 and their Hit Points increase by 10. - -*Source: Lost Omens: Gods & Magic p. 111* \ No newline at end of file diff --git a/Compendium/spells/thermal-stasis-da.md b/Compendium/spells/thermal-stasis-da.md deleted file mode 100644 index f0e1473af..000000000 --- a/Compendium/spells/thermal-stasis-da.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/abjuration -- trait/cantrip -- trait/psychic -- trait/uncommon -aliases: ["Thermal Stasis"] ---- -# Thermal Stasis *Cantrip 1* -[abjuration](../../Rules/traits/abjuration.md) [cantrip](../../Rules/traits/cantrip.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Duration**until the start of your next turn - -The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium. The target gains resistance 2 against fire damage and resistance 2 against cold damage. - -**Heightened (+ 1)** Each resistance increases by 2. - -## Amp - -The spell's duration becomes 1 minute. - -## Summary - -*Source: Dark Archive p. 20* \ No newline at end of file diff --git a/Compendium/spells/thicket-of-knives-som.md b/Compendium/spells/thicket-of-knives-som.md deleted file mode 100644 index 4d6e5a5c6..000000000 --- a/Compendium/spells/thicket-of-knives-som.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/1 -- trait/illusion -- trait/visual -aliases: ["Thicket Of Knives"] ---- -# Thicket Of Knives *Spell 1* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You create numerous phantom copies of your weapon arm, hiding your true movements and rendering your attacks unpredictable. You gain a +2 status bonus to [Deception](../skills.md#Deception) checks. If you're untrained in [Deception](../skills.md#Deception), you can use the [Feint](../../Rules/actions/feint.md) action anyway, and add your level as your proficiency bonus despite being untrained. - -*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/Compendium/spells/thoughtful-gift-apg.md b/Compendium/spells/thoughtful-gift-apg.md deleted file mode 100644 index 14ade7317..000000000 --- a/Compendium/spells/thoughtful-gift-apg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/1 -- trait/conjuration -- trait/teleportation -aliases: ["Thoughtful Gift"] ---- -# Thoughtful Gift *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**120 foot -- **Targets**1 willing creature - -You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the target's hand, if they have a free hand, or at their feet if they don't. The target knows what object you are attempting to send them. - -If the target is [unconscious](../../Rules/conditions.md#Unconscious) or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails. - -**Heightened (3rd)** The spell's range increases to 500 feet. - -**Heightened (5th)** As 3rd level, and the object's maximum Bulk increases to 1. You can [Cast the Spell](../../Rules/actions/cast-a-spell.md) with 3 actions instead of 1; doing so increases the range to 1 mile and you don't need line of sight to the target, but you must be extremely familiar with the target. - -*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/Compendium/spells/threefold-aspect-apg.md b/Compendium/spells/threefold-aspect-apg.md deleted file mode 100644 index 82a8c3a67..000000000 --- a/Compendium/spells/threefold-aspect-apg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/3 -- trait/polymorph -- trait/transmutation -aliases: ["Threefold Aspect"] ---- -# Threefold Aspect *Spell 3* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Duration**until the next time you make your daily preparations - -This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly). Choose one when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different. - -Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages. This grants you a +4 status bonus to [Deception](../skills.md#Deception) checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you're untrained. Furthermore, unless a creature specifically uses a [Seek](../../Rules/actions/seek.md) action or otherwise carefully examines you, it doesn't get a chance to notice that you aren't at your true age. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/Compendium/spells/thunderburst-apg.md b/Compendium/spells/thunderburst-apg.md deleted file mode 100644 index 37387a1ce..000000000 --- a/Compendium/spells/thunderburst-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/focus/3 -- trait/air -- trait/cursebound -- trait/evocation -- trait/oracle -- trait/sonic -- trait/uncommon -aliases: ["Thunderburst"] ---- -# Thunderburst *Focus 3* -[air](../../Rules/traits/air.md) [cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [oracle](../../Rules/traits/oracle-apg.md) [sonic](../../Rules/traits/sonic.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Area**20-foot burst -- **Saving Throw** Fortitude - -You create a powerful blast of air and a loud peal of thunder, dealing `2d6` bludgeoning damage and `2d6` sonic damage. - -Each creature in the area must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is [deafened](../../Rules/conditions.md#Deafened) for 1 minute. -> - **Critical Failure** The creature takes double damage and is [deafened](../../Rules/conditions.md#Deafened) for 1 hour. - -**Heightened (+ 2)** Increase each type of damage by `2d6` and the area by 5 feet. - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/thundering-dominance-som.md b/Compendium/spells/thundering-dominance-som.md deleted file mode 100644 index c93907e29..000000000 --- a/Compendium/spells/thundering-dominance-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/enchantment -- trait/mental -aliases: ["Thundering Dominance"] ---- -# Thundering Dominance *Spell 2* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**your companion or eidolon -- **Duration**1 minute - -You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to [Intimidation](../skills.md#Intimidation) checks. Once during this spell's duration, it can take the Thundering Roar action. - -Thundering Roar [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic) The target unleashes a powerful vocalization. Each enemy in a 10-foot emanation takes `4d8` sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also [frightened](../../Rules/conditions.md#Frightened). - -**Heightened (+ 2)** The status bonus to [Intimidation](../skills.md#Intimidation) checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by `2d8`. - -*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/Compendium/spells/thunderous-strike-som.md b/Compendium/spells/thunderous-strike-som.md deleted file mode 100644 index f9992b49c..000000000 --- a/Compendium/spells/thunderous-strike-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/evocation -- trait/magus -- trait/sonic -- trait/uncommon -aliases: ["Thunderous Strike"] ---- -# Thunderous Strike *Focus 1* -[evocation](../../Rules/traits/evocation.md) [magus](../../Rules/traits/magus-som.md) [sonic](../../Rules/traits/sonic.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**You're wielding a melee weapon in two hands. - -You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee [Strike](../../Rules/actions/strike.md) with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked [prone](../../Rules/conditions.md#Prone). The target of your [Strike](../../Rules/actions/strike.md) must be within the cone or the effect fails. - -**Heightened (+ 1)** The damage increases by 1. - -*Source: Secrets of Magic p. 144* \ No newline at end of file diff --git a/Compendium/spells/tidal-surge.md b/Compendium/spells/tidal-surge.md deleted file mode 100644 index 27923bc29..000000000 --- a/Compendium/spells/tidal-surge.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Tidal Surge"] ---- -# Tidal Surge *Focus 1* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Domains**: [[water](../setting/domains.md#Water)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Failure** You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water. -> - **Critical Failure** You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water. - -*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/time-beacon-logm.md b/Compendium/spells/time-beacon-logm.md deleted file mode 100644 index f870376b3..000000000 --- a/Compendium/spells/time-beacon-logm.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/7 -- trait/divination -aliases: ["Time Beacon"] ---- -# Time Beacon *Spell 7* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of your turn - -You create a beacon in time, intending to return to it if things go wrong. You can cast [time beacon](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/time-beacon-logm.md) on only your turn. Keep careful track of everything that happens this turn after you cast [time beacon](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/time-beacon-logm.md). At the end of your turn, you can choose to rewind time back to just after you cast [time beacon](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/time-beacon-logm.md), removing all effects of your turn since then. Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough. If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a counteract check against each such effect. If it fails at any of these checks, you can't return. After returning to the time beacon, the spell ends. - -*Source: Lost Omens: Gods & Magic p. 111* \ No newline at end of file diff --git a/Compendium/spells/time-jump-som.md b/Compendium/spells/time-jump-som.md deleted file mode 100644 index 6731ef3ac..000000000 --- a/Compendium/spells/time-jump-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/transmutation -aliases: ["Time Jump"] ---- -# Time Jump *Spell 3* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You leap forward a few seconds in time, appearing across the battlefield in the blink of an eye. You gain 2 actions, each of which must be used to [Leap](../../Rules/actions/leap.md), [Stand](../../Rules/actions/stand.md), [Step](../../Rules/actions/step.md), or [Stride](../../Rules/actions/stride.md). - -If you have an appropriate Speed, you can add [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) to this list. - -While you take these actions, time pauses. All other creatures are completely unaware of your actions, can't speak, and can't use any actions that would be triggered by your movement. While you're taking these actions, you can't take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled. - -Leaping forward through time is disorienting, so if you use time jump again within 1 minute of using the spell, you become [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute. - -*Source: Secrets of Magic p. 136* \ No newline at end of file diff --git a/Compendium/spells/time-pocket-da.md b/Compendium/spells/time-pocket-da.md deleted file mode 100644 index ad76da8ff..000000000 --- a/Compendium/spells/time-pocket-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/3 -- trait/transmutation -aliases: ["Time Pocket"] ---- -# Time Pocket *Spell 3* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**one item of 1 Bulk or less that a willing creature is holding -- **Duration**until the next time you make your daily preparations - -You fling the target item forward in time and link it to the future of the creature holding it. The item disappears. When the spell ends, the item reappears with the creature that was holding it when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). If the creature has enough hands free to hold the item, it appears in their hands. Otherwise, it falls to the ground in the creature's space. - -You can [Dismiss](../../Rules/actions/dismiss.md) the spell, and it automatically ends if you're reduced to 0 Hit Points or cast time pocket again. - -*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/Compendium/spells/time-sense-da.md b/Compendium/spells/time-sense-da.md deleted file mode 100644 index 51c4b5d68..000000000 --- a/Compendium/spells/time-sense-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/level/1 -- trait/divination -aliases: ["Time Sense"] ---- -# Time Sense *Spell 1* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), you gain a perfect sense of time. You can learn exactly what time it is, down to the second. You can instead choose to gain a perfect sense of the calendar if you have knowledge in that area—if you're trained in [Nature](../skills.md#Nature), you can learn exactly how long it is until sunrise and how many days until the next solstice. If you're trained in [Astronomy Lore](../skills.md#Lore), you can learn precisely when any known predictable astronomical conjunction will begin and end, and so on. - -You can gain a +1 status bonus to one attack roll, [Perception](../skills.md#Perception) check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. If you choose to gain this bonus, you can't gain it again for 1 hour. - -*Source: Dark Archive p. 183* \ No newline at end of file diff --git a/Compendium/spells/time-skip-da.md b/Compendium/spells/time-skip-da.md deleted file mode 100644 index 8b40ce9e3..000000000 --- a/Compendium/spells/time-skip-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/3 -- trait/cursebound -- trait/oracle -- trait/transmutation -- trait/uncommon -aliases: ["Time Skip"] ---- -# Time Skip *Focus 3* -[cursebound](../../Rules/traits/cursebound-apg.md) [oracle](../../Rules/traits/oracle-apg.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 willing creature other than yourself -- **Duration**1 round - -You manipulate time around your ally, pushing them forward a few moments in time. The target is [quickened](../../Rules/conditions.md#Quickened) on its next turn and can use the action only to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md). - -**Heightened (+ 1)** You can target one additional willing creature other than yourself within range. - -*Source: Dark Archive p. 189* \ No newline at end of file diff --git a/Compendium/spells/timely-tutor-som.md b/Compendium/spells/timely-tutor-som.md deleted file mode 100644 index e00c7e704..000000000 --- a/Compendium/spells/timely-tutor-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/divination -- trait/mental -aliases: ["Timely Tutor"] ---- -# Timely Tutor *Spell 2* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**your eidolon or familiar -- **Duration**sustained up to 1 minute - -You serve as an astral connection between your eidolon or familiar and the Akashic Record—a demiplane consisting of a comprehensive psychic library—then turn to the creature for advice. If you cast this spell on your familiar, your familiar adds your spellcasting ability modifier on checks to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) with the [Lore](../skills.md#Lore) skill of your choice, much like it does for [Acrobatics](../skills.md#Acrobatics) and [Stealth](../skills.md#Stealth). Your familiar must have the speech familiar ability in order to share any information it learns with you. If you cast this spell on your eidolon, it instead becomes trained in the [Lore](../skills.md#Lore) skill. - -If you lose physical contact with the target, its connection to the Akashic Record is severed and timely tutor immediately ends. - -*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/Compendium/spells/tireless-worker-aoa4.md b/Compendium/spells/tireless-worker-aoa4.md deleted file mode 100644 index 705f22230..000000000 --- a/Compendium/spells/tireless-worker-aoa4.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoa4 -- spell/focus/4 -- trait/healing -- trait/necromancy -aliases: ["Tireless Worker"] ---- -# Tireless Worker *Focus 4* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Domains**: [[toil](../setting/domains.md#Toil)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**sustained up to 1 minute - -You suppress your choice of one of the following conditions that's affecting the target: [clumsy](../../Rules/conditions.md#Clumsy), [encumbered](../../Rules/conditions.md#Encumbered), [enfeebled](../../Rules/conditions.md#Enfeebled), or [fatigued](../../Rules/conditions.md#Fatigued). If you don't remove the effect that caused the condition, the condition returns after the spell's duration expires. - -*Source: Age of Ashes #4: Fires of the Haunted City p. 63* \ No newline at end of file diff --git a/Compendium/spells/tongues.md b/Compendium/spells/tongues.md deleted file mode 100644 index cac5c2d4e..000000000 --- a/Compendium/spells/tongues.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/5 -- trait/divination -- trait/uncommon -aliases: ["Tongues"] ---- -# Tongues *Spell 5* -[divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**1 hour - -The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is. - -**Heightened (7th)** The duration is 8 hours. - -*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/Compendium/spells/tortoise-and-the-hare-som.md b/Compendium/spells/tortoise-and-the-hare-som.md deleted file mode 100644 index dce26e2e7..000000000 --- a/Compendium/spells/tortoise-and-the-hare-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/transmutation -aliases: ["Tortoise And The Hare"] ---- -# Tortoise And The Hare *Spell 4* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 foe, and either yourself or 1 ally -- **Saving Throw** Fortitude - -You prove that slow and steady doesn't always win the race by turning a foe into a proverbial tortoise and yourself or an ally into a hare, siphoning some of the foe's speed and granting it to the other target. The effects depend on the foe's Fortitude save. - -> [!success-degree] -> - **Critical Success** The targets are unaffected. -> - **Success** The foe is [slowed](../../Rules/conditions.md#Slowed) for 1 round, and the other target is unaffected. -> - **Failure** The foe is [slowed](../../Rules/conditions.md#Slowed) for 3 rounds and the other target is [quickened](../../Rules/conditions.md#Quickened) for 1 round. It can use the extra action to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md). -> - **Critical Failure** The foe is [slowed](../../Rules/conditions.md#Slowed) for 3 minutes and the other target is [quickened](../../Rules/conditions.md#Quickened) for 1 minute. It can use the extra action to [Step](../../Rules/actions/step.md), [Stride](../../Rules/actions/stride.md), or [Strike](../../Rules/actions/strike.md). - -*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/Compendium/spells/touch-of-corruption-apg.md b/Compendium/spells/touch-of-corruption-apg.md deleted file mode 100644 index 22bb4c28a..000000000 --- a/Compendium/spells/touch-of-corruption-apg.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/champion -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Touch Of Corruption"] ---- -# Touch Of Corruption *Focus 1* -[champion](../../Rules/traits/champion.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 willing undead creature or 1 living creature - -You infuse the target with negative energy. If the target is living, this deals `1d6` negative damage (basic Fortitude save); on a failed save, the target also takes a –2 status penalty to AC for 1 round. - -If the target is a willing undead creature, the target instead regains 6 Hit Points, and if you are the undead target, you also gain a +2 status bonus to damage rolls for 1 round. - -**Heightened (+ 1)** Increase the damage dealt to a living creature by `1d6` or increase the Hit Points regained by undead by 6. - -*Source: Advanced Player's Guide p. 229* \ No newline at end of file diff --git a/Compendium/spells/touch-of-idiocy.md b/Compendium/spells/touch-of-idiocy.md deleted file mode 100644 index 191246169..000000000 --- a/Compendium/spells/touch-of-idiocy.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/enchantment -- trait/mental -aliases: ["Touch Of Idiocy"] ---- -# Touch Of Idiocy *Spell 2* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**1 minute - -You dull the target's mind; the target must attempt a Will save. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied). -> - **Critical Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied). - -*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/Compendium/spells/touch-of-obedience.md b/Compendium/spells/touch-of-obedience.md deleted file mode 100644 index 4d45e740c..000000000 --- a/Compendium/spells/touch-of-obedience.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Touch Of Obedience"] ---- -# Touch Of Obedience *Focus 1* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[tyranny](../setting/domains.md#Tyranny)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Will -- **Duration**varies - -Your imperious touch erodes the target's willpower, making it easier to control. The target attempts a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stupefied](../../Rules/conditions.md#Stupefied) until the end of your current turn. -> - **Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied) until the end of your next turn. -> - **Critical Failure** The target is [stupefied](../../Rules/conditions.md#Stupefied) for 1 minute. - -*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/touch-of-undeath.md b/Compendium/spells/touch-of-undeath.md deleted file mode 100644 index d789a3cad..000000000 --- a/Compendium/spells/touch-of-undeath.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/necromancy -- trait/negative -- trait/uncommon -aliases: ["Touch Of Undeath"] ---- -# Touch Of Undeath *Focus 1* -[cleric](../../Rules/traits/cleric.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[undeath](../setting/domains.md#Undeath)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** Fortitude - -You attack the target's life force with undeath, dealing `1d6` negative damage. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target takes full damage, and [positive](../../Rules/traits/positive.md) effects heal it only half as much as normal for 1 round. -> - **Critical Failure** The target takes double damage, and [positive](../../Rules/traits/positive.md) effects heal it only half as much as normal for 1 minute. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/transcribe-moment-lopsg.md b/Compendium/spells/transcribe-moment-lopsg.md deleted file mode 100644 index 178d2293f..000000000 --- a/Compendium/spells/transcribe-moment-lopsg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lopsg -- spell/focus/4 -- trait/evocation -- trait/uncommon -aliases: ["Transcribe Moment"] ---- -# Transcribe Moment *Focus 4* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You instantly create a small, permanent scroll that contains a magically precise written description of your current surroundings in every direction. Any creature who spends 1 minute to read the scroll—written in a language of your choice that you know— immediately sees and experiences your surroundings during the moment that you recorded (including whatever events transpired that round) exactly as you experienced it. This depiction records only what you can sense yourself. For example, if you can't see [invisible](../../Rules/conditions.md#Invisible) creatures, the depiction doesn't reveal them even to a reader who could normally see them; a reader can't use their [Perception](../skills.md#Perception) to notice details you missed, but they can attempt a check to [Recall Knowledge](../../Rules/actions/recall-knowledge.md) based on what they just experienced if they have knowledge that you lack. You can have multiple scrolls from transcribe moment in existence at the same time, up to a number equal to your Intelligence modifier. If you [Cast the Spell](../../Rules/actions/cast-a-spell.md) again while already at the maximum number of scrolls, choose one of the current scrolls to lose its magic, then create the new one. - -*Source: Lost Omens: Pathfinder Society Guide p. 46* \ No newline at end of file diff --git a/Compendium/spells/transmute-rock-and-mud-apg.md b/Compendium/spells/transmute-rock-and-mud-apg.md deleted file mode 100644 index 169cca610..000000000 --- a/Compendium/spells/transmute-rock-and-mud-apg.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/misc -- spell/level/5 -- trait/earth -- trait/transmutation -aliases: ["Transmute Rock And Mud"] ---- -# Transmute Rock And Mud *Spell 5* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**2 adjacent 10-foot cubes - -You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -- **Rock to Mud** You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you [Cast this Spell](../../Rules/actions/cast-a-spell.md) on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to [Swim](../../Rules/actions/swim.md) through it (DC 10 [Athletics](../skills.md#Athletics)). If the mud is deep enough that a creature can't reach the bottom, the creature must [Swim](../../Rules/actions/swim.md) to move through it. If you [Cast this Spell](../../Rules/actions/cast-a-spell.md) on a ceiling, the falling mud deals `8d6` bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse. -- **Mud to Rock** Mud in the area turns into unworked stone - -If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw. - -> [!success-degree] -> - **Critical Success** The creature escapes the mud and is atop the stone, unaffected. -> - **Success** The creature climbs out of the mud as it turns to rock and is [prone](../../Rules/conditions.md#Prone) atop the stone. -> - **Failure** The creature is partially stuck in the mud and is [grabbed](../../Rules/conditions.md#Grabbed) for 1 round or until it [Escapes](../../Rules/actions/escape.md), whichever comes first. -> - **Critical Failure** The creature is entirely stuck. It is [restrained](../../Rules/conditions.md#Restrained) for 1 round or until it [Escapes](../../Rules/actions/escape.md), whichever comes first. - -**Heightened (+ 2)** Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes. - -**Spell Lists**: Elemental - -*Source: Advanced Player's Guide p. 226* \ No newline at end of file diff --git a/Compendium/spells/travelers-transit.md b/Compendium/spells/travelers-transit.md deleted file mode 100644 index 61e35d8fe..000000000 --- a/Compendium/spells/travelers-transit.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/evocation -- trait/uncommon -aliases: ["Traveler's Transit"] ---- -# Traveler's Transit *Focus 4* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[travel](../setting/domains.md#Travel)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed. - -*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/tree-shape.md b/Compendium/spells/tree-shape.md deleted file mode 100644 index 490150309..000000000 --- a/Compendium/spells/tree-shape.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/plant -- trait/polymorph -- trait/transmutation -aliases: ["Tree Shape"] ---- -# Tree Shape *Spell 2* -[plant](../../Rules/traits/plant.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**8 hours - -You transform into a Large tree. [Perception](../skills.md#Perception) checks don't reveal your true nature, but a successful [Nature](../skills.md#Nature) or [Survival](../skills.md#Survival) check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. - -*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/Compendium/spells/triple-time.md b/Compendium/spells/triple-time.md deleted file mode 100644 index 2343fd136..000000000 --- a/Compendium/spells/triple-time.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/cantrip -- trait/bard -- trait/cantrip -- trait/composition -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Triple Time"] ---- -# Triple Time *Cantrip 2* -[bard](../../Rules/traits/bard.md) [cantrip](../../Rules/traits/cantrip.md) [composition](../../Rules/traits/composition.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**60-foot emanation -- **Duration**1 round - -You dance at a lively tempo, speeding your allies' movement. - -You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round. - -*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/Compendium/spells/true-seeing.md b/Compendium/spells/true-seeing.md deleted file mode 100644 index 49df2e795..000000000 --- a/Compendium/spells/true-seeing.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/divination -- trait/revelation -aliases: ["True Seeing"] ---- -# True Seeing *Spell 6* -[divination](../../Rules/traits/divination.md) [revelation](../../Rules/traits/revelation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell). - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/Compendium/spells/true-strike.md b/Compendium/spells/true-strike.md deleted file mode 100644 index 5dbcb89dc..000000000 --- a/Compendium/spells/true-strike.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/divination -- trait/fortune -aliases: ["True Strike"] ---- -# True Strike *Spell 1* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until the end of your turn - -A glimpse into the future ensures your next blow strikes true. - -The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden). - -*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/Compendium/spells/true-target.md b/Compendium/spells/true-target.md deleted file mode 100644 index 3c3eaa099..000000000 --- a/Compendium/spells/true-target.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/divination -- trait/fortune -- trait/prediction -aliases: ["True Target"] ---- -# True Target *Spell 7* -[divination](../../Rules/traits/divination.md) [fortune](../../Rules/traits/fortune.md) [prediction](../../Rules/traits/prediction.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**60 foot -- **Targets**4 creatures -- **Duration**until the start of your next turn - -You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being [concealed](../../Rules/conditions.md#Concealed) or [hidden](../../Rules/conditions.md#Hidden). - -*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/Compendium/spells/umbral-extraction-som.md b/Compendium/spells/umbral-extraction-som.md deleted file mode 100644 index 34b9366d8..000000000 --- a/Compendium/spells/umbral-extraction-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/illusion -- trait/mental -- trait/shadow -aliases: ["Umbral Extraction"] ---- -# Umbral Extraction *Spell 2* -[illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [shadow](../../Rules/traits/shadow.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**3 rounds - -You prepare to steal spells from your foes, ripping them from the foe's shadow to stow them in an ephemeral pocket in the Shadow Plane. You gain a temporary spell slot, which you can fill only by stealing a spell from an enemy spellcaster. During umbral extraction's duration, you can use the [Steal](../../Rules/actions/steal.md) action to attempt to take one of the foe's prepared spells or unused spontaneous spell slots instead of an item. You can also make one attempt to [Steal](../../Rules/actions/steal.md) as part of Casting umbral extraction. If you succeed at your check to [Steal](../../Rules/actions/steal.md) a spell, you deal `1d4` mental damage to the target per level of the spell stolen due to the psychological toll of the spiritual emptiness created by wrenching the spell away, and you place the stolen spell in your temporary spell slot. It gains the [shadow](../../Rules/traits/shadow.md) trait if cast from this temporary slot. - -Determine the stolen spell at random from the target's spells that are 1 level lower than umbral extraction, or from spells of the same level if you got a critical success. If the target has no spell slots of that level, use the highest level below that in which the target does have a spell slot. (If the target has no eligible spells, you get nothing, but you can continue to attempt to [Steal](../../Rules/actions/steal.md) spells for the remaining duration.) If the target is a prepared caster, you randomly steal one of their prepared spells. If the target is a spontaneous caster, you instead steal an unexpended spell slot of the appropriate level and determine the spell at random from all the target's known spells at that level. You can't steal a target's innate spells, focus spells, or cantrips. - -You know what the spell is as soon as you steal it, and your temporary spell slot becomes a spell slot of the same level as the spell you stole. - -As normal, you can [Steal](../../Rules/actions/steal.md) only from a target within your reach. Once you've placed a spell in your temporary spell slot, you can't attempt to [Steal](../../Rules/actions/steal.md) more spells. If you succeed at your [Thievery](../skills.md#Thievery) check, you must take the spell you stole. Even if you're a spontaneous caster, you can use the temporary spell slot only to cast the stolen spell and you can cast only the stolen spell from your temporary spell slot. When umbral extraction ends, you lose the temporary spell slot and any spell still stored in it. When you cast [umbral extraction](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/umbral-extraction-som.md), any previous casting of umbral extraction currently affecting you ends. - -*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/Compendium/spells/umbral-graft-som.md b/Compendium/spells/umbral-graft-som.md deleted file mode 100644 index 22687a22b..000000000 --- a/Compendium/spells/umbral-graft-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/illusion -- trait/shadow -aliases: ["Umbral Graft"] ---- -# Umbral Graft *Spell 4* -[illusion](../../Rules/traits/illusion.md) [shadow](../../Rules/traits/shadow.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**3 rounds - -You reflect a spell into a shadowy version of itself, in the process depleting the power of the initial spell. During umbral graft's duration, you can use the [Steal](../../Rules/actions/steal.md) action to attempt to abscond with spells affecting a foe instead of stealing an item. You can also make one attempt to [Steal](../../Rules/actions/steal.md) as part of Casting umbral graft. If you succeed at your check to [Steal](../../Rules/actions/steal.md) a spell, randomly determine a spell affecting the foe that has a target entry. That spell ceases to affect the target, and you can either cause the spell to affect you or store it in your shadow. If your attempt to [Steal](../../Rules/actions/steal.md) was a critical success, you automatically steal the spell if its level is equal to or lower than umbral graft. If it was a success, you automatically steal it if its level is lower than umbral graft. If you succeeded, but the spell's level was too high to steal automatically, you must attempt a counteract check to see if you steal the spell. You know what the spell is as soon as you steal it. If you store it, you can transfer it to a willing creature as a single action that has the [manipulate](../../Rules/traits/manipulate.md) trait. The spell lasts for its remaining duration, to a maximum of 1 minute, and any time you keep it stored subtracts from its duration normally. The spell gains the [shadow](../../Rules/traits/shadow.md) trait. - -You can't steal constant innate spells that are always active on a creature, such as a choral angel's constant tongues, or innate spells that have special restrictions that remove their ability to target other creatures, such as an imp's invisibility. At the GM's discretion, you might not be able to steal innate spells with other unusual modifications to the base spell. - -As normal, you can [Steal](../../Rules/actions/steal.md) only from a target within your reach. Once you've stolen a spell, you can't attempt to [Steal](../../Rules/actions/steal.md) more spells, nor can you choose not to take a spell if you succeed at your [Thievery](../skills.md#Thievery) check. When you cast [umbral graft](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/umbral-graft-som.md), any spells you stole with a previous umbral graft end even if their duration hasn't elapsed. If you're affected by both umbral graft and umbral extraction, you make the choice whether to steal a spell slot, an active spell, or an item each time you [Steal](../../Rules/actions/steal.md). - -*Source: Secrets of Magic p. 137* \ No newline at end of file diff --git a/Compendium/spells/unblinking-flame-emblem-loil.md b/Compendium/spells/unblinking-flame-emblem-loil.md deleted file mode 100644 index e267d2c1c..000000000 --- a/Compendium/spells/unblinking-flame-emblem-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/7 -- trait/divination -- trait/fire -- trait/uncommon -aliases: ["Unblinking Flame Emblem"] ---- -# Unblinking Flame Emblem *Focus 7* -[divination](../../Rules/traits/divination.md) [fire](../../Rules/traits/fire.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Trigger**Your last action was a successful [Strike](../../Rules/actions/strike.md) against an enemy. -- **Duration**3 rounds - -You emblazon the target with a fiery sigil that projects your sight and your flame onto them, allowing you and your allies to track their movements and making it easier to hit them. - -Attack rolls against the target gain a +1 status bonus, and successful Strikes against the target deal `1d6` fire damage, and `1d10` [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit. However, you're [flat-footed](../../Rules/conditions.md#Flat-footed) against other enemies, as the information from the emblem distracts you. The emblem takes your full attention; if you use unblinking flame emblem again before the original duration expires, the new casting replaces the previous casting. - -**Heightened (9th)** The fire damage increases to `1d8`, and the [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage) on a critical hit increases to `1d12`. - -*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/Compendium/spells/unblinking-flame-ignition-loil.md b/Compendium/spells/unblinking-flame-ignition-loil.md deleted file mode 100644 index a3f9234b8..000000000 --- a/Compendium/spells/unblinking-flame-ignition-loil.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/9 -- trait/divination -- trait/fire -- trait/uncommon -aliases: ["Unblinking Flame Ignition"] ---- -# Unblinking Flame Ignition *Focus 9* -[divination](../../Rules/traits/divination.md) [fire](../../Rules/traits/fire.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**A foe reduces you to half your Hit Points or fewer. -- **Duration**3 rounds - -You feel the most alive when pushed into a corner, as the insights and vision granted by the flame stoke into overdrive. Your body begins to emit a blazing aura of flames. You gain greater darkvision, low-light vision, and the ability to see [invisible](../../Rules/conditions.md#Invisible) creatures. You gain a fly Speed equal to your land Speed as you launch flame from your aura to soar through the sky. You become [quickened](../../Rules/conditions.md#Quickened), and you can use the extra action each round only to [Strike](../../Rules/actions/strike.md) or [Fly](../../Rules/actions/fly.md) using your flames. Any creature who starts their turn within 5 feet of you takes `1d12` fire damage. - -*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/Compendium/spells/unblinking-flame-revelation-lowg.md b/Compendium/spells/unblinking-flame-revelation-lowg.md deleted file mode 100644 index 721bbf9c3..000000000 --- a/Compendium/spells/unblinking-flame-revelation-lowg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/focus/3 -- trait/abjuration -- trait/uncommon -aliases: ["Unblinking Flame Revelation"] ---- -# Unblinking Flame Revelation *Focus 3* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Requirements**Your previous action was a successful unarmed [Strike](../../Rules/actions/strike.md). -- **Targets**the creature you hit -- **Duration**2 rounds - -You light your foe with revealing flame. The GM attempts a secret counteract check against each illusion affecting the creature; on a success, you suppress the illusion for the duration, rather than end the effect. - -*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/Compendium/spells/unbreaking-wave-advance-lowg.md b/Compendium/spells/unbreaking-wave-advance-lowg.md deleted file mode 100644 index 51b48c2b0..000000000 --- a/Compendium/spells/unbreaking-wave-advance-lowg.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/area/cone -- spell/focus/3 -- trait/evocation -- trait/uncommon -- trait/water -aliases: ["Unbreaking Wave Advance"] ---- -# Unbreaking Wave Advance *Focus 3* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**15-foot cone -- **Saving Throw** Fortitude - -You unleash a mighty wave from your hand that buffets back your foes. Each creature in the area must attempt a Fortitude saving throw. If a creature pushed by unbreaking wave advance would be pushed into a solid barrier or another creature, it stops at that point and takes `3d6` damage. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is pushed 10 feet. -> - **Critical Failure** The creature is pushed 20 feet. - -**Heightened (+ 1)** The damage for pushing a creature into a solid barrier increases by `1d6`. - -*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/Compendium/spells/unbreaking-wave-barrier-loil.md b/Compendium/spells/unbreaking-wave-barrier-loil.md deleted file mode 100644 index 30c80307c..000000000 --- a/Compendium/spells/unbreaking-wave-barrier-loil.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/area/emanation -- spell/focus/7 -- trait/abjuration -- trait/uncommon -- trait/water -aliases: ["Unbreaking Wave Barrier"] ---- -# Unbreaking Wave Barrier *Focus 7* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**5-foot emanation -- **Saving Throw** Fortitude or Fortitude -- **Duration**sustained up to 1 minute - -You create a protective circle around yourself that repels your foes. You gain a +1 status bonus to AC. Any creature other than you within the area, or attempting to move into the area, must attempt a Fortitude saving throw; a creature needs to attempt the Fortitude saving throw only once each round. - -If a creature pushed by unbreaking wave barrier would be pushed into a solid barrier or another creature, it stops at that point and takes `2d6` bludgeoning damage for every additional 5 feet it would've been pushed. On subsequent rounds, the first time you Sustain this Spell each round, you can increase the radius of the barrier by 5 feet. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature isn't pushed, but the space within the barrier is difficult terrain for it. -> - **Failure** The creature is pushed 10 feet, and the space within the barrier is difficult terrain for it. -> - **Critical Failure** The creature is pushed 20 feet and knocked [prone](../../Rules/conditions.md#Prone), and the space within the barrier is difficult terrain for it. - -*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/Compendium/spells/unbreaking-wave-containment-loil.md b/Compendium/spells/unbreaking-wave-containment-loil.md deleted file mode 100644 index 7e99be205..000000000 --- a/Compendium/spells/unbreaking-wave-containment-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/9 -- trait/evocation -- trait/incapacitation -- trait/uncommon -- trait/water -aliases: ["Unbreaking Wave Containment"] ---- -# Unbreaking Wave Containment *Focus 9* -[evocation](../../Rules/traits/evocation.md) [incapacitation](../../Rules/traits/incapacitation.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Targets**up to 4 creatures -- **Duration**sustained up to 1 minute - -You wrap enemies in four strands of water. When you cast the spell, make a spell attack roll against the targets. On a success, they're [immobilized](../../Rules/conditions.md#Immobilized) until the spell ends or they [Escape](../../Rules/actions/escape.md); on a critical success, they're also [restrained](../../Rules/conditions.md#Restrained) until the spell ends or they [Escape](../../Rules/actions/escape.md). Each target that's [immobilized](../../Rules/conditions.md#Immobilized) or [restrained](../../Rules/conditions.md#Restrained) also takes `10d6` bludgeoning damage from the constricting waves, with a basic Fortitude save. The first time each subsequent round when you Sustain the Spell, if all the targets aren't [immobilized](../../Rules/conditions.md#Immobilized) or [restrained](../../Rules/conditions.md#Restrained), make a spell attack roll against any targets who are free but remain within range, with the same effects as when you cast the spell, immobilizing or restraining them depending on your spell attack roll. Creatures who are [immobilized](../../Rules/conditions.md#Immobilized) or [restrained](../../Rules/conditions.md#Restrained) take `10d6` bludgeoning damage with a basic Fortitude save. - -*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/Compendium/spells/unbreaking-wave-vapor-loil.md b/Compendium/spells/unbreaking-wave-vapor-loil.md deleted file mode 100644 index 2911dcd5d..000000000 --- a/Compendium/spells/unbreaking-wave-vapor-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/5 -- trait/abjuration -- trait/uncommon -- trait/water -aliases: ["Unbreaking Wave Vapor"] ---- -# Unbreaking Wave Vapor *Focus 5* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) [water](../../Rules/traits/water.md) - -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You're targeted by an attack made by an attacker you can see. - -You're [concealed](../../Rules/conditions.md#Concealed) against the triggering attack and gain a +2 circumstance bonus to AC against it. After the triggering attack is complete, you can [Step](../../Rules/actions/step.md) if the triggering attack hit or [Step](../../Rules/actions/step.md) twice if the triggering attack missed. - -*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/Compendium/spells/uncontrollable-dance.md b/Compendium/spells/uncontrollable-dance.md deleted file mode 100644 index 071015da1..000000000 --- a/Compendium/spells/uncontrollable-dance.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Uncontrollable Dance"] ---- -# Uncontrollable Dance *Spell 8* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -The target is overcome with an all-consuming urge to dance. - -For the duration of the spell, the target is [flat-footed](../../Rules/conditions.md#Flat-footed) and can't use reactions. While affected, the creature can't use actions with the [move](../../Rules/traits/move.md) trait except to dance, using the [Stride](../../Rules/actions/stride.md) action to move up to half its Speed. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. -> - **Failure** The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. -> - **Critical Failure** The spell's duration is 1 minute, and the target must spend all its actions each turn dancing. - -*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/Compendium/spells/undeaths-blessing.md b/Compendium/spells/undeaths-blessing.md deleted file mode 100644 index 094f57aab..000000000 --- a/Compendium/spells/undeaths-blessing.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/necromancy -- trait/negative -- trait/sorcerer -- trait/uncommon -aliases: ["Undeath's Blessing"] ---- -# Undeath's Blessing *Focus 1* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 living creature touched -- **Saving Throw** Will -- **Duration**1 minute - -You instill within a creature the touch of the grave. For the duration, [harm](harm.md) and [heal](heal.md) spells treat the creature as undead. In addition, [harm](harm.md) spells gain a +2 status bonus to the Hit Points restored to the target. - -If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target heals half as much from [heal](heal.md) and takes half as much damage from [harm](harm.md) for 1 round. -> - **Failure** Effects as described in the text. - -**Heightened (+ 1)** The status bonus to the Hit Points restored increases by 2. - -*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/Compendium/spells/undermine-reality-ec6.md b/Compendium/spells/undermine-reality-ec6.md deleted file mode 100644 index 9032e5c61..000000000 --- a/Compendium/spells/undermine-reality-ec6.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec6 -- spell/level/8 -- trait/illusion -- trait/incapacitation -- trait/shadow -- trait/uncommon -aliases: ["Undermine Reality"] ---- -# Undermine Reality *Spell 8* -[illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [shadow](../../Rules/traits/shadow.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Targets**one creature -- **Duration**varies - -You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasireal, its [Strikes](../../Rules/actions/strike.md) deal half damage, it can't critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is quasi-real until the end of its next turn. -> - **Failure** The target is quasi-real for 1 minute. At the end of each of its turns, it can attempt another Will save, ending the spell on a success. -> - **Critical Failure** The target is quasi-real for an unlimited duration. - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 76* \ No newline at end of file diff --git a/Compendium/spells/undetectable-alignment.md b/Compendium/spells/undetectable-alignment.md deleted file mode 100644 index 5f3240c8f..000000000 --- a/Compendium/spells/undetectable-alignment.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/abjuration -- trait/uncommon -aliases: ["Undetectable Alignment"] ---- -# Undetectable Alignment *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Range**touch -- **Targets**1 creature or object -- **Duration**until the next time you make your daily preparations - -You shroud a creature in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. - -*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/Compendium/spells/unexpected-transposition-som.md b/Compendium/spells/unexpected-transposition-som.md deleted file mode 100644 index e75fdbc83..000000000 --- a/Compendium/spells/unexpected-transposition-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/6 -- trait/conjuration -- trait/teleportation -aliases: ["Unexpected Transposition"] ---- -# Unexpected Transposition *Spell 6* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You are targeted with an enemy's [Strike](../../Rules/actions/strike.md). -- **Range**30 foot -- **Targets**1 creature other than the triggering enemy -- **Saving Throw** Will - -When attacked, you attempt to quickly swap your own position with that of another creature. A creature that is unwilling to swap places with you must attempt a Will save. Willing creatures automatically fail. If you successfully switch places with the target, the triggering attack is resolved against that creature as if it had been the original target of the attack. After the swap, you and the target are both temporarily immune to [unexpected transposition](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/unexpected-transposition-som.md) spells for 1 minute. You automatically switch places if the target is willing. If it's unwilling, it can attempt a Will save. Neither of you teleports if the target succeeds at its save. - -*Source: Secrets of Magic p. 138* \ No newline at end of file diff --git a/Compendium/spells/unfathomable-song.md b/Compendium/spells/unfathomable-song.md deleted file mode 100644 index b8cd872cb..000000000 --- a/Compendium/spells/unfathomable-song.md +++ /dev/null @@ -1,42 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/auditory -- trait/emotion -- trait/enchantment -- trait/fear -- trait/incapacitation -- trait/mental -aliases: ["Unfathomable Song"] ---- -# Unfathomable Song *Spell 9* -[auditory](../../Rules/traits/auditory.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**up to 5 creatures -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you [Sustain this Spell](../../Rules/actions/sustain-a-spell.md) each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md). - -> [!success-degree] -> - **Critical Success** The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. -> - **Success** The target is unaffected this round, but it can be affected on subsequent rounds. -> - **Failure** Roll `1d4` on the table below. -> - **Critical Failure** Roll `1d4+1` on the table below. - -| Result | Effect | -|--------|--------| -| 1 | The target is [frightened](../../Rules/conditions.md#Frightened). | -| 2 | The target is [confused](../../Rules/conditions.md#Confused) for 1 round. | -| 3 | The target is [stupefied](../../Rules/conditions.md#Stupefied) for 1 round. | -| 4 | The target is [blinded](../../Rules/conditions.md#Blinded) for 1 round. | -| 5 | The target is [stunned](../../Rules/conditions.md#Stunned) for 1 round and [stupefied](../../Rules/conditions.md#Stupefied) for an unlimited duration. | - - -*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/Compendium/spells/unfetter-eidolon-som.md b/Compendium/spells/unfetter-eidolon-som.md deleted file mode 100644 index 4c5b65513..000000000 --- a/Compendium/spells/unfetter-eidolon-som.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/abjuration -- trait/summoner -- trait/uncommon -aliases: ["Unfetter Eidolon"] ---- -# Unfetter Eidolon *Focus 1* -[abjuration](../../Rules/traits/abjuration.md) [summoner](../../Rules/traits/summoner-som.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**100 foot -- **Targets**your eidolon -- **Duration**1 minute - -You loosen the link between yourself and your eidolon, allowing it to travel farther from you for a short period of time. While the spell is active, your eidolon can travel an unlimited distance away from you. When the spell ends, if your eidolon is more than 100 feet away from you, it unmanifests. - -*Source: Secrets of Magic p. 145* \ No newline at end of file diff --git a/Compendium/spells/unfolding-wind-blitz-loil.md b/Compendium/spells/unfolding-wind-blitz-loil.md deleted file mode 100644 index 499cd1ae8..000000000 --- a/Compendium/spells/unfolding-wind-blitz-loil.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/7 -- trait/air -- trait/transmutation -- trait/uncommon -aliases: ["Unfolding Wind Blitz"] ---- -# Unfolding Wind Blitz *Focus 7* -[air](../../Rules/traits/air.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You blitz forward so quickly that you soar through the air, and nothing can react to you. [Fly](../../Rules/actions/fly.md) up to twice your Speed. This movement doesn't trigger reactions. At any point along the way, you can make Strikes with an unarmed attack against up to three different targets within your reach. You increase your multiple attack penalty for these attacks only after completing all of the attacks. - -*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/Compendium/spells/unfolding-wind-buffet-loil.md b/Compendium/spells/unfolding-wind-buffet-loil.md deleted file mode 100644 index d763ac2fa..000000000 --- a/Compendium/spells/unfolding-wind-buffet-loil.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/5 -- trait/air -- trait/evocation -- trait/uncommon -aliases: ["Unfolding Wind Buffet"] ---- -# Unfolding Wind Buffet *Focus 5* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -You surround your unarmed attacks with the speed and force of air. Make three unarmed Strikes against the same target. If at least one was a successful hit, the target must attempt a Fortitude save or be pushed back 5 feet for each normal hit from the buffet, plus 10 feet for each critical hit. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is pushed back half the normal distance. -> - **Failure** The target is pushed back the normal distance. -> - **Critical Failure** The target is pushed back double the normal distance and then knocked [prone](../../Rules/conditions.md#Prone). - -*Source: Lost Omens: Impossible Lands p. 223* \ No newline at end of file diff --git a/Compendium/spells/unfolding-wind-crash-loil.md b/Compendium/spells/unfolding-wind-crash-loil.md deleted file mode 100644 index 5e262106d..000000000 --- a/Compendium/spells/unfolding-wind-crash-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/9 -- trait/air -- trait/evocation -- trait/move -- trait/uncommon -aliases: ["Unfolding Wind Crash"] ---- -# Unfolding Wind Crash *Focus 9* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [move](../../Rules/traits/move.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Saving Throw** basic Reflex - -You jump up to 120 feet in any direction and then deal `18d6` bludgeoning damage to creatures within a 20-foot emanation after you land, with a basic Reflex save. Creatures who critically fail are also knocked [prone](../../Rules/conditions.md#Prone). - -**Heightened (10th)** The damage increases to `20d6`. - -*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/Compendium/spells/unfolding-wind-rush-lowg.md b/Compendium/spells/unfolding-wind-rush-lowg.md deleted file mode 100644 index 7fd6373c3..000000000 --- a/Compendium/spells/unfolding-wind-rush-lowg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/focus/3 -- trait/evocation -- trait/uncommon -aliases: ["Unfolding Wind Rush"] ---- -# Unfolding Wind Rush *Focus 3* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You travel on a rushing wind. Move two times: two [Strides](../../Rules/actions/stride.md), two [Steps](../../Rules/actions/step.md), or one [Stride](../../Rules/actions/stride.md) and one [Step](../../Rules/actions/step.md) (in either order). You can [Stride](../../Rules/actions/stride.md) or [Step](../../Rules/actions/step.md) into the air during this movement, moving upward at a 45-degree angle at most; if you end your movement in the air, you fall after taking one action or when your turn ends, whichever comes first. A [wall of wind](wall-of-wind.md) appears in all the spaces you left during this movement, lasting for 1 round. - -**Heightened (5th)** The wall of wind lasts 3 rounds. - -*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/Compendium/spells/unimpeded-stride.md b/Compendium/spells/unimpeded-stride.md deleted file mode 100644 index 2ba4781e1..000000000 --- a/Compendium/spells/unimpeded-stride.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/transmutation -- trait/uncommon -aliases: ["Unimpeded Stride"] ---- -# Unimpeded Stride *Focus 1* -[cleric](../../Rules/traits/cleric.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[freedom](../setting/domains.md#Freedom)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -Nothing can hold you in place. You immediately escape from every [magical](../../Rules/traits/magical.md) effect that has you [immobilized](../../Rules/conditions.md#Immobilized) or [grabbed](../../Rules/conditions.md#Grabbed) unless the effect is of a higher level than your [unimpeded stride](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/unimpeded-stride.md) spell. - -You then [Stride](../../Rules/actions/stride.md). During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed. - -*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/unity.md b/Compendium/spells/unity.md deleted file mode 100644 index fbabe2e14..000000000 --- a/Compendium/spells/unity.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/abjuration -- trait/cleric -- trait/fortune -- trait/uncommon -aliases: ["Unity"] ---- -# Unity *Focus 4* -[abjuration](../../Rules/traits/abjuration.md) [cleric](../../Rules/traits/cleric.md) [fortune](../../Rules/traits/fortune.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[family](../setting/domains.md#Family)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw. -- **Range**30 foot -- **Targets**each ally targeted by the triggering spell - -You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. - -Each ally decides individually which modifier to use. - -*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/unseasonable-squall-ec1.md b/Compendium/spells/unseasonable-squall-ec1.md deleted file mode 100644 index f07b576e3..000000000 --- a/Compendium/spells/unseasonable-squall-ec1.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/area/burst -- spell/level/3 -- trait/air -- trait/evocation -- trait/uncommon -aliases: ["Unseasonable Squall"] ---- -# Unseasonable Squall *Spell 3* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**20-foot burst -- **Duration**until the start of your next turn - -You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell's origin point. Each Medium or smaller creature in the area when you [Cast the Spell](../../Rules/actions/cast-a-spell.md) or that moves into spell's area must attempt a Fortitude saving throw. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is knocked [prone](../../Rules/conditions.md#Prone). If the creature was Flying, it gets a critical failure instead. -> - **Critical Failure** The creature is pushed 30 feet away from the center of the burst, is knocked [prone](../../Rules/conditions.md#Prone), and takes `2d6` bludgeoning damage. - -*Source: Extinction Curse #1: The Show Must Go On p. 79* \ No newline at end of file diff --git a/Compendium/spells/unseen-servant.md b/Compendium/spells/unseen-servant.md deleted file mode 100644 index 1080ba1da..000000000 --- a/Compendium/spells/unseen-servant.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/conjuration -aliases: ["Unseen Servant"] ---- -# Unseen Servant *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Duration**sustained - -You summon an unseen servant, which you can command as part of [Sustaining the Spell](../../Rules/actions/sustain-a-spell.md). It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop [Sustaining the Spell](../../Rules/actions/sustain-a-spell.md). The unseen servant gains the [summoned](../../Rules/traits/summoned.md) trait. - -> [!pf2-example] -> -> Use this stat block for unseen servant. -> -> !Unseen Servant -> - -*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/Compendium/spells/unspeakable-shadow-som.md b/Compendium/spells/unspeakable-shadow-som.md deleted file mode 100644 index 06371ffc4..000000000 --- a/Compendium/spells/unspeakable-shadow-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/9 -- trait/death -- trait/emotion -- trait/fear -- trait/illusion -- trait/mental -- trait/shadow -- trait/visual -aliases: ["Unspeakable Shadow"] ---- -# Unspeakable Shadow *Spell 9* -[death](../../Rules/traits/death.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) [shadow](../../Rules/traits/shadow.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You alter a creature's shadow, transforming it into a terrifying monster out to devour the creature. The creature must attempt a Will save. A creature that has the [frightened](../../Rules/conditions.md#Frightened) condition from unspeakable shadow must spend at least one of its actions each turn to either attack its shadow (making a [Strike](../../Rules/actions/strike.md) ineffectually) or flee from its shadow (using one action to move away as though it had the [fleeing](../../Rules/conditions.md#Fleeing) condition). - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target is [frightened](../../Rules/conditions.md#Frightened). It can't reduce its [frightened](../../Rules/conditions.md#Frightened) value below 1 for 1 minute. -> - **Critical Failure** The target is so afraid, it might instantly die. It must succeed at a Fortitude save or die; this saving throw has the [incapacitation](../../Rules/traits/incapacitation.md) trait. If it succeeds at its save, the target is [frightened](../../Rules/conditions.md#Frightened) and can't reduce its [frightened](../../Rules/conditions.md#Frightened) value below 1 for 1 minute. - -*Source: Secrets of Magic p. 138* \ No newline at end of file diff --git a/Compendium/spells/untwisting-iron-augmentation-loil.md b/Compendium/spells/untwisting-iron-augmentation-loil.md deleted file mode 100644 index a37f6aabd..000000000 --- a/Compendium/spells/untwisting-iron-augmentation-loil.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/7 -- trait/earth -- trait/transmutation -- trait/uncommon -aliases: ["Untwisting Iron Augmentation"] ---- -# Untwisting Iron Augmentation *Focus 7* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Your unarmed attacks are treated as cold iron and silver, they gain the [earth](../../Rules/traits/earth.md) trait, and they gain a +1 status bonus to damage rolls per damage die. - -**Heightened (9th)** Your unarmed attacks are also treated as adamantine. - -*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/Compendium/spells/untwisting-iron-buffer-lowg.md b/Compendium/spells/untwisting-iron-buffer-lowg.md deleted file mode 100644 index 36d7f5c59..000000000 --- a/Compendium/spells/untwisting-iron-buffer-lowg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lowg -- spell/focus/3 -- trait/abjuration -- trait/uncommon -aliases: ["Untwisting Iron Buffer"] ---- -# Untwisting Iron Buffer *Focus 3* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You send currents of protective ki to the surface of your body that protect you from harm, at least until your enemies dissipate them. - -You gain 15 temporary Hit Points, which last for up to 3 rounds. - -**Heightened (+ 1)** The temporary Hit Points increase by 5. - -*Source: Lost Omens: World Guide p. 83* \ No newline at end of file diff --git a/Compendium/spells/untwisting-iron-pillar-loil.md b/Compendium/spells/untwisting-iron-pillar-loil.md deleted file mode 100644 index 43c45e93e..000000000 --- a/Compendium/spells/untwisting-iron-pillar-loil.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/focus/9 -- trait/abjuration -- trait/earth -- trait/uncommon -aliases: ["Untwisting Iron Pillar"] ---- -# Untwisting Iron Pillar *Focus 9* -[abjuration](../../Rules/traits/abjuration.md) [earth](../../Rules/traits/earth.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**5 rounds - -You call upon the earth and your ki to shield you from your enemies. You gain 50 temporary Hit Points that last for the duration or until you lose them, as well as resistance 5 to all physical damage (except adamantine). - -*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/Compendium/spells/untwisting-iron-roots-loil.md b/Compendium/spells/untwisting-iron-roots-loil.md deleted file mode 100644 index a567b3a70..000000000 --- a/Compendium/spells/untwisting-iron-roots-loil.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/loil -- spell/area/emanation -- spell/focus/5 -- trait/earth -- trait/transmutation -- trait/uncommon -aliases: ["Untwisting Iron Roots"] ---- -# Untwisting Iron Roots *Focus 5* -[earth](../../Rules/traits/earth.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Area**10-foot emanation - -You manipulate the earth beneath your feet to throw your enemies off balance, leaving chunks of rock and rubble behind. Creatures within range take `2d6` bludgeoning damage, with a basic Reflex save; on a failed save, they also fall [prone](../../Rules/conditions.md#Prone). The affected area becomes difficult terrain, but you can move through the difficult terrain normally. - -**Heightened (+ 1)** The damage increases by `1d6`. - -*Source: Lost Omens: Impossible Lands p. 224* \ No newline at end of file diff --git a/Compendium/spells/unusual-anatomy.md b/Compendium/spells/unusual-anatomy.md deleted file mode 100644 index bcaf6e568..000000000 --- a/Compendium/spells/unusual-anatomy.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/5 -- trait/polymorph -- trait/sorcerer -- trait/transmutation -- trait/uncommon -aliases: ["Unusual Anatomy"] ---- -# Unusual Anatomy *Focus 5* -[polymorph](../../Rules/traits/polymorph.md) [sorcerer](../../Rules/traits/sorcerer.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects: - -- You gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. -- You gain [darkvision](../../Rules/abilities/darkvision.md). -- Acid oozes from your skin. Any creature that hits you with an unarmed attack or with a non-reach melee weapon takes `2d6` acid damage. - -**Heightened (+ 2)** The resistances increase by 5, and the acid damage increases by `1d6`. - -*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/Compendium/spells/updraft-som.md b/Compendium/spells/updraft-som.md deleted file mode 100644 index fd5f73596..000000000 --- a/Compendium/spells/updraft-som.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/focus/1 -- trait/air -- trait/evocation -- trait/uncommon -aliases: ["Updraft"] ---- -# Updraft *Focus 1* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** basic Reflex - -A powerful blast of wind erupts from the ground, launching the target into the air and sending it crashing back down. The collision deals `2d6` bludgeoning damage with a basic Reflex save. On a failure, the target is knocked [prone](../../Rules/conditions.md#Prone). - -**Heightened (+ 1)** Increase the damage by `2d6`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/Compendium/spells/upheaval-ec6.md b/Compendium/spells/upheaval-ec6.md deleted file mode 100644 index df8374b49..000000000 --- a/Compendium/spells/upheaval-ec6.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec6 -- spell/area/burst -- spell/level/9 -- trait/conjuration -- trait/earth -- trait/uncommon -aliases: ["Upheaval"] ---- -# Upheaval *Spell 9* -[conjuration](../../Rules/traits/conjuration.md) [earth](../../Rules/traits/earth.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**500 foot -- **Area**150-foot burst - -The ground in the area shudders and crumbles as huge pillars of stone erupt into the air, rending the terrain around them. - -The GM might add additional effects in certain areas. - -Cliffs might collapse, causing creatures to fall, or a river might be blocked and flood the surrounding area. - -- **Stone Debris** The area becomes difficult terrain. -- **Rising Pillars** Pillars of smooth stone rise from your chosen number of 10-foot squares on a surface in the area, ascending up to 60 feet in height. Each pillar stops when it hits a structure or ceiling unless that structure collapses (see below). The DC to [Climb](../../Rules/actions/climb.md) or [Grab an Edge](../../Rules/actions/grab-an-edge.md) on a pillar is 30. Each creature on a pillar after it rises must succeed at a Reflex saving throw or fall off the nearest edge (the creature can choose which edge, if several are equally close). A creature on a pillar that is stopped by a structure falls without attempting a save. -- **Structural Collapse** Structures and ceilings might collapse. The GM rolls a flat check for each (DC 14 for a sturdy structure, DC 9 for an average structure and most natural formations, all adjusted higher or lower as the GM sees fit). In general, shoddy structures automatically collapse. A collapse deals `11d6` bludgeoning damage to creatures beneath it; each creature caught in a collapse must attempt a Reflex save to avoid it. If the creature is forced to attempt a Reflex save because it was on a rising pillar, it uses the same result. - -> [!success-degree] -> - **Critical Success** The creature takes half collapse damage. -> - **Success** The creature takes half the collapse damage and falls [prone](../../Rules/conditions.md#Prone). -> - **Failure** The creature takes the full collapse damage and falls [prone](../../Rules/conditions.md#Prone). -> - **Critical Failure** The creature takes the full collapse damage and is [restrained](../../Rules/conditions.md#Restrained) by debris until it successfully Escapes (DC equal to the spell's save DC). - -*Source: Extinction Curse #6: The Apocalypse Prophet p. 77* \ No newline at end of file diff --git a/Compendium/spells/vampiric-exsanguination.md b/Compendium/spells/vampiric-exsanguination.md deleted file mode 100644 index 731aa1ade..000000000 --- a/Compendium/spells/vampiric-exsanguination.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cone -- spell/level/6 -- trait/death -- trait/necromancy -- trait/negative -aliases: ["Vampiric Exsanguination"] ---- -# Vampiric Exsanguination *Spell 6* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Fortitude - -You draw in the blood and life force of other creatures through your outstretched arms. You deal `12d6` negative damage to living creatures in the area. - -You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/Compendium/spells/vampiric-maiden-apg.md b/Compendium/spells/vampiric-maiden-apg.md deleted file mode 100644 index 7173d34e6..000000000 --- a/Compendium/spells/vampiric-maiden-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/4 -- trait/necromancy -- trait/negative -aliases: ["Vampiric Maiden"] ---- -# Vampiric Maiden *Spell 4* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Fortitude - -A ghostly iron maiden snaps shut on the target and drains its vitality for your gain. This deals `4d4` piercing damage and `4d4` negative damage, and the target must attempt a Fortitude save. You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like). You lose any remaining temporary HP after 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage. -> - **Failure** The target is briefly trapped within the vampiric maiden. The target takes full damage and is [immobilized](../../Rules/conditions.md#Immobilized) by the iron maiden for 1 round or until it uses an [Interact](../../Rules/actions/interact.md) action to extricate itself, whichever comes first. -> - **Critical Failure** The target takes double damage and is [immobilized](../../Rules/conditions.md#Immobilized) by the vampiric maiden for 1 round or until it [Escapes](../../Rules/actions/escape.md) (the DC is your spell DC), whichever comes first. - -**Heightened (+ 1)** The piercing and negative damage increase by `1d4` each. - -*Source: Advanced Player's Guide p. 227* \ No newline at end of file diff --git a/Compendium/spells/vampiric-touch.md b/Compendium/spells/vampiric-touch.md deleted file mode 100644 index df4f3ac72..000000000 --- a/Compendium/spells/vampiric-touch.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/death -- trait/necromancy -- trait/negative -aliases: ["Vampiric Touch"] ---- -# Vampiric Touch *Spell 3* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 living creature -- **Saving Throw** basic Fortitude - -Your touch leeches the lifeblood out of a target to empower yourself. You deal `6d6` negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. - -**Heightened (+ 1)** The damage increases by `2d6`. - -*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/Compendium/spells/variable-gravity-som.md b/Compendium/spells/variable-gravity-som.md deleted file mode 100644 index 2ddaa22bf..000000000 --- a/Compendium/spells/variable-gravity-som.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/transmutation -aliases: ["Variable Gravity"] ---- -# Variable Gravity *Spell 4* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**5 minutes - -You can adjust how strongly gravity grips you, changing between low gravity, normal gravity, and high gravity with ease. Choose one type of gravity when you cast the spell. While the spell lasts, you can change the type of gravity with a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. The spell doesn't alter your physical appearance, so it's impossible to what type of gravity you're subjected to by casual observation. - -- **Low Gravity** You can jump double the normal distance when you [Long Jump](../../Rules/actions/long-jump.md) or [Leap](../../Rules/actions/leap.md), though still to a maximum of your Speed. When you [High Jump](../../Rules/actions/high-jump.md), you can use the calculation for a [Long Jump](../../Rules/actions/long-jump.md) but don't double the distance. Rather than the normal calculation for falling damage, when you fall, you take no damage for the first 10 feet and then take bludgeoning damage equal to a quarter of the remaining distance you fell. Abilities that adjust how much falling damage you take still apply. -- **High Gravity** You become [encumbered](../../Rules/conditions.md#Encumbered). You gain a +2 status bonus to your saving throws and DCs to resist forced movement and attempts to knock you [prone](../../Rules/conditions.md#Prone). You reduce the distance forced movement moves you by half or 10 feet, whichever is more - -You can only jump half as high and far. Rather than the normal calculation for falling damage, you take bludgeoning damage equal to the distance you fall. - -Abilities that adjust how much falling damage you take still apply. - -**Heightened (6th)** The duration increases to 1 hour. - -*Source: Secrets of Magic p. 138* \ No newline at end of file diff --git a/Compendium/spells/vector-screen-da.md b/Compendium/spells/vector-screen-da.md deleted file mode 100644 index bcae02029..000000000 --- a/Compendium/spells/vector-screen-da.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/area/misc -- spell/cantrip -- trait/abjuration -- trait/cantrip -- trait/psychic -- trait/uncommon -aliases: ["Vector Screen"] ---- -# Vector Screen *Cantrip 3* -[abjuration](../../Rules/traits/abjuration.md) [cantrip](../../Rules/traits/cantrip.md) [psychic](../../Rules/traits/psychic-da.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Area**one 5-foot square -- **Duration**until the start of your next turn - -You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks—such as [arrows](../equipment/items/arrow.md), [bolts](../equipment/items/bolt.md), [sling bullets](../equipment/items/sling-bullets.md), and other objects of similar size—is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as [javelins](../equipment/items/javelin.md), take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty. - -**Heightened (5th)** The screen is 10 feet wide. - -**Heightened (6th)** The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don't create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area. - -## Amp - -Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. If there are any projectiles trapped in the screen, you can cast [telekinetic projectile](telekinetic-projectile.md) to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you. - -## Summary - -*Source: Dark Archive p. 17* \ No newline at end of file diff --git a/Compendium/spells/veil-of-confidence.md b/Compendium/spells/veil-of-confidence.md deleted file mode 100644 index e01babc87..000000000 --- a/Compendium/spells/veil-of-confidence.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Veil Of Confidence"] ---- -# Veil Of Confidence *Focus 1* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[confidence](../setting/domains.md#Confidence)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You surround yourself in a veil of confidence. You reduce your current [frightened](../../Rules/conditions.md#Frightened) condition by 1, and whenever you would become [frightened](../../Rules/conditions.md#Frightened) during the duration, reduce the amount by 1. If you critically fail a save against fear, veil of confidence ends immediately, and you increase any [frightened](../../Rules/conditions.md#Frightened) condition you gain from the critical failure by 1 instead of decreasing it. - -*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/veil-of-dreams-apg.md b/Compendium/spells/veil-of-dreams-apg.md deleted file mode 100644 index ce93bb924..000000000 --- a/Compendium/spells/veil-of-dreams-apg.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/1 -- trait/enchantment -- trait/hex -- trait/mental -- trait/uncommon -- trait/witch -aliases: ["Veil Of Dreams"] ---- -# Veil Of Dreams *Focus 1* -[enchantment](../../Rules/traits/enchantment.md) [hex](../../Rules/traits/hex-apg.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You draw the target into a drowsy state, causing daydreams and sluggishness. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes a –1 status penalty to [Perception](../skills.md#Perception), attack rolls, and Will saves. This penalty increases to –2 for Will saves against [sleep](../../Rules/traits/sleep.md) effects. -> - **Failure** As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted. - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/veil.md b/Compendium/spells/veil.md deleted file mode 100644 index 47329b28b..000000000 --- a/Compendium/spells/veil.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/illusion -- trait/visual -aliases: ["Veil"] ---- -# Veil *Spell 4* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 10 creatures -- **Duration**1 hour - -You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not precise enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target; for example, you could make one target appear to be a dwarf and another an elf. - -Casting veil counts as setting up a disguise for the purpose of the [Impersonate](../../Rules/actions/impersonate.md) action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to [Deception](../skills.md#Deception) checks to prevent others from seeing through their disguises, and add their level even if untrained. You can [Dismiss](../../Rules/actions/dismiss.md) any or all of these disguises. - -**Heightened (5th)** The spell also disguises the targets' voices and scents; it gains the [auditory](../../Rules/traits/auditory.md) trait. - -**Heightened (7th)** The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents; it gains the [auditory](../../Rules/traits/auditory.md) trait. - -*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/Compendium/spells/ventriloquism.md b/Compendium/spells/ventriloquism.md deleted file mode 100644 index 0a1058512..000000000 --- a/Compendium/spells/ventriloquism.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/1 -- trait/auditory -- trait/illusion -aliases: ["Ventriloquism"] ---- -# Ventriloquism *Spell 1* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**10 minutes - -Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to 0. - -**Heightened (2nd)** The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to 0, it must actively attempt a [Perception](../skills.md#Perception) check or otherwise use actions to interact with the sound. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 381* \ No newline at end of file diff --git a/Compendium/spells/verdant-sprout-ec1.md b/Compendium/spells/verdant-sprout-ec1.md deleted file mode 100644 index 9676fa66c..000000000 --- a/Compendium/spells/verdant-sprout-ec1.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/ec1 -- spell/level/1 -- trait/conjuration -- trait/plant -- trait/uncommon -aliases: ["Verdant Sprout"] ---- -# Verdant Sprout *Spell 1* -[conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot - -You imbue a single ordinary, inexpensive plant seed with primal energy and throw it onto a surface, where it gradually sprouts into a Medium plant. After 10 minutes, the plant is sturdy enough to provide standard cover, and its space is difficult terrain. The plant is laden with nutritious nuts or fruit sufficient to feed one Medium creature for a day. The plant has AC 10, Hardness 5, and 20 Hit Points. - -**Heightened (+ 1)** You throw an additional seed, which grows into an additional plant within range. - -*Source: Extinction Curse #1: The Show Must Go On p. 79* \ No newline at end of file diff --git a/Compendium/spells/verminous-lure-sot1.md b/Compendium/spells/verminous-lure-sot1.md deleted file mode 100644 index c8bb63cf9..000000000 --- a/Compendium/spells/verminous-lure-sot1.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot1 -- spell/level/1 -- trait/olfactory -- trait/transmutation -- trait/uncommon -aliases: ["Verminous Lure"] ---- -# Verminous Lure *Spell 1* -[olfactory](../../Rules/traits/olfactory-b1.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature or object -- **Duration**10 minutes - -Upon casting, the target emits a musk that's captivating to certain animals. Tiny animals and animal swarms of any size within range must attempt a Will save. On a failure, non-[hostile](../../Rules/conditions.md#Hostile) animals or animal swarms try to touch the target. If [hostile](../../Rules/conditions.md#Hostile), such creatures choose to attack the target instead of other foes, if able to do so without spending additional actions or exposing themselves to additional danger. - -Verminous lure doesn't change animals' attitudes towards the target and is easily overridden by more direct control, such as the [Command an Animal](../../Rules/actions/command-an-animal.md) action. - -Animals with imprecise sense can use their scent as a precise sense against the target. - -*Source: Strength of Thousands #1: Kindled Magic p. 76* \ No newline at end of file diff --git a/Compendium/spells/vibrant-pattern.md b/Compendium/spells/vibrant-pattern.md deleted file mode 100644 index f8ac1a089..000000000 --- a/Compendium/spells/vibrant-pattern.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/6 -- trait/illusion -- trait/incapacitation -- trait/visual -aliases: ["Vibrant Pattern"] ---- -# Vibrant Pattern *Spell 6* -[illusion](../../Rules/traits/illusion.md) [incapacitation](../../Rules/traits/incapacitation.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**10-foot burst -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You create a pattern of lights that pulses with intensity. - -Creatures are [dazzled](../../Rules/conditions.md#Dazzled) while inside the pattern. - -In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a [Seek](../../Rules/actions/seek.md) or [Interact](../../Rules/actions/interact.md) action on the pattern. A creature currently [blinded](../../Rules/conditions.md#Blinded) by the pattern doesn't need to attempt new saving throws. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) by the pattern. If it exits the pattern, it can attempt a new save to recover from the [blinded](../../Rules/conditions.md#Blinded) condition at the end of each of its turns, to a maximum duration of 1 minute. -> - **Critical Failure** The creature is [blinded](../../Rules/conditions.md#Blinded) for 1 minute. - -*Source: Core Rulebook p. 381* \ No newline at end of file diff --git a/Compendium/spells/vibrant-thorns.md b/Compendium/spells/vibrant-thorns.md deleted file mode 100644 index 630769b3f..000000000 --- a/Compendium/spells/vibrant-thorns.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/morph -- trait/plant -- trait/transmutation -- trait/uncommon -aliases: ["Vibrant Thorns"] ---- -# Vibrant Thorns *Focus 1* -[cleric](../../Rules/traits/cleric.md) [morph](../../Rules/traits/morph.md) [plant](../../Rules/traits/plant.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[nature](../setting/domains.md#Nature)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to `1d6` until the start of your next turn. - -**Heightened (+ 1)** The damage increases by 1, or `1d6` after you cast a positive spell. - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/victory-cry-da.md b/Compendium/spells/victory-cry-da.md deleted file mode 100644 index 3fffe079d..000000000 --- a/Compendium/spells/victory-cry-da.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/1 -- trait/cleric -- trait/evocation -- trait/rare -- trait/sonic -aliases: ["Victory Cry"] ---- -# Victory Cry *Focus 1* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [rare](../../Rules/traits/rare.md) [sonic](../../Rules/traits/sonic.md) - -- **Domains**: [[might (apocryphal)](../setting/domains.md#Might%20(apocryphal))] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**An ally within range critically succeeds at a melee [Strike](../../Rules/actions/strike.md). -- **Range**30 foot -- **Targets**the triggering ally - -Your true might comes from your bonds with your allies, and you glory in their achievements. The weapon used to make the [Strike](../../Rules/actions/strike.md) deals an additional `1d6` sonic damage (not doubled due to the critical hit), and the ally can immediately attempt to [Shove](../../Rules/actions/shove.md) the creature struck, even if the ally's hands are full. - -Your ally can use its item bonus to the triggering attack roll on the [Athletics](../skills.md#Athletics) check, if any, and it gains a +1 status bonus to the [Athletics](../skills.md#Athletics) check if the triggering [Strike](../../Rules/actions/strike.md) was with a weapon that has the [trip](../../Rules/traits/trip.md) trait or an unarmed attack that has the [trip](../../Rules/traits/trip.md) trait. - -**Heightened (+ 2)** The sonic damage increases by `1d6`. - -*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/Compendium/spells/vigilant-eye.md b/Compendium/spells/vigilant-eye.md deleted file mode 100644 index b4349f2a3..000000000 --- a/Compendium/spells/vigilant-eye.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/divination -- trait/uncommon -- trait/wizard -aliases: ["Vigilant Eye"] ---- -# Vigilant Eye *Focus 4* -[divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**500 foot -- **Duration**1 hour - -You create an [invisible](../../Rules/conditions.md#Invisible) eye sensor, as [clairvoyance](clairvoyance.md). - -When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/vision-of-weakness-apg.md b/Compendium/spells/vision-of-weakness-apg.md deleted file mode 100644 index fe01e85ff..000000000 --- a/Compendium/spells/vision-of-weakness-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/2 -- trait/cursebound -- trait/divination -- trait/oracle -- trait/uncommon -aliases: ["Vision Of Weakness"] ---- -# Vision Of Weakness *Focus 2* -[cursebound](../../Rules/traits/cursebound-apg.md) [divination](../../Rules/traits/divination.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Targets**1 creature - -You focus your gaze on a creature and gain a flash of divine insight into its nature. If the creature has any weaknesses, you learn them, as well as which of its three saving throw modifiers is lowest. You also learn an inherent understanding of its movements and gain a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune to vision of weakness for 1 day. - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/visions-of-danger.md b/Compendium/spells/visions-of-danger.md deleted file mode 100644 index aaf3f480c..000000000 --- a/Compendium/spells/visions-of-danger.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/7 -- trait/auditory -- trait/illusion -- trait/visual -aliases: ["Visions Of Danger"] ---- -# Visions Of Danger *Spell 7* -[auditory](../../Rules/traits/auditory.md) [illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**30-foot burst -- **Saving Throw** Will -- **Duration**1 minute - -An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals `8d8` mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to 0. A creature that tries to [Interact](../../Rules/actions/interact.md) with the monsters or observes one with a [Seek](../../Rules/actions/seek.md) action can attempt to 0. Creatures that 0 take no damage from the illusion thereafter. - -**Heightened (+ 1)** The mental damage increases by `1d8`. - -*Source: Core Rulebook p. 381* \ No newline at end of file diff --git a/Compendium/spells/vital-beacon.md b/Compendium/spells/vital-beacon.md deleted file mode 100644 index e518ae10e..000000000 --- a/Compendium/spells/vital-beacon.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/healing -- trait/necromancy -- trait/positive -aliases: ["Vital Beacon"] ---- -# Vital Beacon *Spell 4* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Duration**until your next daily preparations - -Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an [Interact](../../Rules/actions/interact.md) action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores `4d10` Hit Points to the first creature, `4d8` Hit Points to the second, `4d6` Hit Points to the third, and `4d4` Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time. - -**Heightened (+ 1)** The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step. - -*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/Compendium/spells/volcanic-eruption.md b/Compendium/spells/volcanic-eruption.md deleted file mode 100644 index 1193aa05d..000000000 --- a/Compendium/spells/volcanic-eruption.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/cylinder -- spell/level/7 -- trait/evocation -- trait/fire -aliases: ["Volcanic Eruption"] ---- -# Volcanic Eruption *Spell 7* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Area**5-foot radius, 80-foot-tall cylinder -- **Saving Throw** Reflex - -The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing `14d6` fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is [clumsy](../../Rules/conditions.md#Clumsy) and takes a –10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to [Escape](../../Rules/actions/escape.md) against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. - -Additionally, creatures in the area and those within 5 feet of the lava column automatically take `3d6` fire damage from the intense heat, regardless of the results of their saving throws. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and is encased. -> - **Critical Failure** The creature takes double damage and is encased. - -**Heightened (+ 1)** The damage in the area increases by `2d6`, and the damage from the intense heat increases by `1d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/Compendium/spells/vomit-swarm-apg.md b/Compendium/spells/vomit-swarm-apg.md deleted file mode 100644 index 6f23a1b43..000000000 --- a/Compendium/spells/vomit-swarm-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/cone -- spell/level/2 -- trait/evocation -aliases: ["Vomit Swarm"] ---- -# Vomit Swarm *Spell 2* -[evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot cone -- **Saving Throw** basic Reflex - -You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn't change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing `2d8` piercing damage (basic Reflex save). A creature that fails its saving throw also becomes [sickened](../../Rules/conditions.md#Sickened). Once the spell ends, the swarm disappears. - -**Heightened (+ 1)** Increase the damage by `1d8`. - -*Source: Advanced Player's Guide p. 227* \ No newline at end of file diff --git a/Compendium/spells/voracious-gestalt-som.md b/Compendium/spells/voracious-gestalt-som.md deleted file mode 100644 index cef662c10..000000000 --- a/Compendium/spells/voracious-gestalt-som.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/emanation -- spell/level/9 -- trait/aura -- trait/death -- trait/evil -- trait/necromancy -aliases: ["Voracious Gestalt"] ---- -# Voracious Gestalt *Spell 9* -[aura](../../Rules/traits/aura.md) [death](../../Rules/traits/death.md) [evil](../../Rules/traits/evil.md) [necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**30-foot emanation -- **Saving Throw** basic Fortitude -- **Duration**sustained up to 1 minute - -You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), the gestalt deals `14d6` negative damage to all living creatures of your choice in the area, with a basic Fortitude save. Creatures you choose that end their turns in the area take `6d6` damage, with a basic Fortitude save. - -At the end of each of your turns, if you killed a living creature during that turn or if the gestalt's damage killed a creature since the end of your prior turn, you add the slain creature's soul to the gestalt. The emanation's radius increases by 20 feet and the damage dealt by the aura increases by `1d6`. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat. - -**Heightened (10th)** The initial damage increases to `16d6` and the aura's damage starts at `7d6`. - -*Source: Secrets of Magic p. 139* \ No newline at end of file diff --git a/Compendium/spells/wail-of-the-banshee.md b/Compendium/spells/wail-of-the-banshee.md deleted file mode 100644 index 447f70e63..000000000 --- a/Compendium/spells/wail-of-the-banshee.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/emanation -- spell/level/9 -- trait/auditory -- trait/death -- trait/necromancy -- trait/negative -aliases: ["Wail Of The Banshee"] ---- -# Wail Of The Banshee *Spell 9* -[auditory](../../Rules/traits/auditory.md) [death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Area**40-foot emanation -- **Targets**any number of creatures -- **Saving Throw** Fortitude - -Your scream chills the souls of enemies that hear it. Each living enemy in the area takes `8d10` negative damage and must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes full damage. -> - **Failure** The target takes full damage and is [drained](../../Rules/conditions.md#Drained) `1d4`. -> - **Critical Failure** The target takes double damage and is [drained](../../Rules/conditions.md#Drained). - -*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/Compendium/spells/waking-dream-da.md b/Compendium/spells/waking-dream-da.md deleted file mode 100644 index 4cf1965c0..000000000 --- a/Compendium/spells/waking-dream-da.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/enchantment -- trait/mental -aliases: ["Waking Dream"] ---- -# Waking Dream *Focus 4* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -You cloud the target's mind with vivid, dreamlike imagery, so they have difficulty distinguishing real threats from imagined ones. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is distracted by the visions and treats all other creatures as [concealed](../../Rules/conditions.md#Concealed) for 1 round, and you can't [Sustain the Spell](../../Rules/actions/sustain-a-spell.md) to increase the duration. -> - **Failure** The target is [confused](../../Rules/conditions.md#Confused). In addition to the creatures present, the target might also attack wildly at thin air, attempting to fend off the dreams. It can attempt a new save at the end of each of its turns to end the confusion. -> -> Even if the [confused](../../Rules/conditions.md#Confused) effect ends early, the target treats all other creatures as [concealed](../../Rules/conditions.md#Concealed) for 1 round. -> - **Critical Failure** As failure, but the target gets no save to end the effect early. - -*Source: Dark Archive p. 207* \ No newline at end of file diff --git a/Compendium/spells/waking-nightmare.md b/Compendium/spells/waking-nightmare.md deleted file mode 100644 index 121262b18..000000000 --- a/Compendium/spells/waking-nightmare.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/fear -- trait/mental -- trait/uncommon -aliases: ["Waking Nightmare"] ---- -# Waking Nightmare *Focus 1* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fear](../../Rules/traits/fear.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[nightmares](../setting/domains.md#Nightmares)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save. - -If the target is [unconscious](../../Rules/conditions.md#Unconscious) when you [Cast this Spell](../../Rules/actions/cast-a-spell.md) on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the [fleeing](../../Rules/conditions.md#Fleeing) condition for 1 round in addition to the effects noted above. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target is [frightened](../../Rules/conditions.md#Frightened). - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/wall-of-fire.md b/Compendium/spells/wall-of-fire.md deleted file mode 100644 index dcd7afbd7..000000000 --- a/Compendium/spells/wall-of-fire.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/4 -- trait/evocation -- trait/fire -aliases: ["Wall Of Fire"] ---- -# Wall Of Fire *Spell 4* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute - -You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is [concealed](../../Rules/conditions.md#Concealed) from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes `4d6` fire damage. - -**Heightened (+ 1)** The fire damage increases by `1d6`. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/Compendium/spells/wall-of-flesh-apg.md b/Compendium/spells/wall-of-flesh-apg.md deleted file mode 100644 index 754a06c13..000000000 --- a/Compendium/spells/wall-of-flesh-apg.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/level/5 -- trait/necromancy -aliases: ["Wall Of Flesh"] ---- -# Wall Of Flesh *Spell 5* -[necromancy](../../Rules/traits/necromancy.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**20 foot -- **Duration**10 minutes - -You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall can't be Repaired but can be healed by positive energy and healing spells and abilities. - -When you [Cast the Spell](../../Rules/actions/cast-a-spell.md), choose one of the following features for your wall. - -- **Mouths** The wall has countless toothy mouths along its surface. The mouths [Strike](../../Rules/actions/strike.md) any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these [Strikes](../../Rules/actions/strike.md) and dealing piercing damage equal to `1d6` + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can't benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall. -- **Eyes** The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual [Perception](../skills.md#Perception) checks within the wall's line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don't have line of effect through the wall. -- **Arms** The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save. - -> [!success-degree] -> - **Success** The creature is unaffected. -> - **Failure** The creature is [grabbed](../../Rules/conditions.md#Grabbed) by the wall for 1 round or until it [Escapes](../../Rules/actions/escape.md) against your spell DC, whichever comes first. -> - **Critical Failure** The creature is [restrained](../../Rules/conditions.md#Restrained) by the wall for 1 round or until it [Escapes](../../Rules/actions/escape.md) against your spell DC, whichever comes first. - -*Source: Advanced Player's Guide p. 227* \ No newline at end of file diff --git a/Compendium/spells/wall-of-force.md b/Compendium/spells/wall-of-force.md deleted file mode 100644 index 656c3d47c..000000000 --- a/Compendium/spells/wall-of-force.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/evocation -- trait/force -aliases: ["Wall Of Force"] ---- -# Wall Of Force *Spell 6* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute - -You form an [invisible](../../Rules/conditions.md#Invisible) wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. - -The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. [Teleportation](../../Rules/traits/teleportation.md) effects can pass through the barrier, as can [visual](../../Rules/traits/visual.md) effects (since the wall is [invisible](../../Rules/conditions.md#Invisible)) - -Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a [disintegrate](disintegrate.md) spell of any level or by contact with a rod of cancellation or sphere of annihilation. - -**Heightened (+ 2)** The Hit Points of the wall increases by 20. - -*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/Compendium/spells/wall-of-radiance-sot4.md b/Compendium/spells/wall-of-radiance-sot4.md deleted file mode 100644 index e65dd9ba1..000000000 --- a/Compendium/spells/wall-of-radiance-sot4.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/level/3 -- trait/evocation -- trait/light -- trait/uncommon -aliases: ["Wall of Radiance"] ---- -# Wall of Radiance *Spell 3* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute - -You form a wall of brilliant light that obscures creatures. You create a thin wall of light in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Creatures adjacent to the wall are [dazzled](../../Rules/conditions.md#Dazzled). Creatures that move through the wall take `2d6` fire damage (basic Fortitude save) as the concentrated light burns them. - -**Heightened (4th)** The bright light makes it difficult to discern creatures on the other side. Creatures are [concealed](../../Rules/conditions.md#Concealed) to other creatures on the opposite side of the wall from them. The fire damage increases to `3d6`. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/Compendium/spells/wall-of-shadow-sot4.md b/Compendium/spells/wall-of-shadow-sot4.md deleted file mode 100644 index 23ad3c6ed..000000000 --- a/Compendium/spells/wall-of-shadow-sot4.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/sot4 -- spell/level/3 -- trait/darkness -- trait/evocation -- trait/uncommon -aliases: ["Wall of Shadow"] ---- -# Wall of Shadow *Spell 3* -[darkness](../../Rules/traits/darkness.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Duration**1 minute - -You form a wall of pure darkness in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically and, if you wish, can be of a shorter length or height. The wall prevents light from passing through and appears as a sheet of pure darkness to creatures observing it. - -Creatures without darkvision or those unable to see through darkness can't see creatures on the other side of the wall. The wall is too thin for creatures to [Hide](../../Rules/actions/hide.md) in the darkness itself, but creatures can [Hide](../../Rules/actions/hide.md) from creatures on the other side of the wall as normal. - -**Heightened (5th)** Creatures with darkvision (but not greater darkvision) can barely see through the wall. They treat targets seen through the wall as [concealed](../../Rules/conditions.md#Concealed). - -**Heightened (7th)** Creatures with greater darkvision can barely see through the darkness. They treat targets seen through the wall as [concealed](../../Rules/conditions.md#Concealed). All other creatures are unable to see through the darkness at all. - -*Source: Strength of Thousands #4: Secrets of the Temple-City p. 78* \ No newline at end of file diff --git a/Compendium/spells/wall-of-virtue-lokl.md b/Compendium/spells/wall-of-virtue-lokl.md deleted file mode 100644 index ac565c193..000000000 --- a/Compendium/spells/wall-of-virtue-lokl.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/lokl -- spell/level/3 -- trait/evocation -- trait/light -- trait/uncommon -aliases: ["Wall of Virtue"] ---- -# Wall of Virtue *Spell 3* -[evocation](../../Rules/traits/evocation.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute - -You create a translucent wall of light, which draws power from the celestial realms. You create either a 5-foot-thick wall in a straight line up to 60 feet long and 10 feet high or a 5-foot-thick, 10-foot-radius ring with the same height. The wall sheds bright light for 20 feet on each side and dim light for the next 20 feet. - -If the light passes through an area of magical darkness or targets a creature affected by magical darkness, wall of virtue attempts to counteract the darkness. - -Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes `1d8` good damage and `1d8` positive damage. - -**Heightened (+ 2)** The good damage increases by `1d8`, and the positive damage increases by `1d8`. - -*Source: Lost Omens: Knights of Lastwall p. 95* \ No newline at end of file diff --git a/Compendium/spells/wall-of-water-som.md b/Compendium/spells/wall-of-water-som.md deleted file mode 100644 index 2dd163ae9..000000000 --- a/Compendium/spells/wall-of-water-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/conjuration -- trait/water -aliases: ["Wall Of Water"] ---- -# Wall Of Water *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [water](../../Rules/traits/water.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Duration**1 minute - -Raising your hand in the air, you call a massive wave onto the battlefield. The wall stays upright in a straight line that is 60 feet long, 10 feet high, and 5 feet thick. - -Any non-magical fires within the wall of water's area that are its size or smaller are put out instantly. It also attempts to counteract any magical fires in its area. Both of these effects happen when the spell is cast and whenever a fire enters the wall's area. If the wall fails to counteract a given fire, it can't counteract that fire for the duration of the spell. - -Bludgeoning or slashing projectiles can't pass through the wall, and piercing projectiles have their range increments halved if they pass through the wall. A creature traversing the wall of water needs to [Swim](../../Rules/actions/swim.md) through. The rules of aquatic combat (Core Rulebook 478) apply to creatures traversing the wall of water, targeting creatures within the wall, or passing through the wall. For instance, a bludgeoning or slashing melee attack targeting a creature in the wall would take a –2 circumstance penalty. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 139* \ No newline at end of file diff --git a/Compendium/spells/wanderers-guide.md b/Compendium/spells/wanderers-guide.md deleted file mode 100644 index 5091e7abd..000000000 --- a/Compendium/spells/wanderers-guide.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/3 -- trait/divination -aliases: ["Wanderer's Guide"] ---- -# Wanderer's Guide *Spell 3* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** 1 minute -- **Duration**until your next daily preparations - -You call upon the beyond to guide your route. When you [Cast this Spell](../../Rules/actions/cast-a-spell.md), choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route. - -*Source: Core Rulebook p. 383* \ No newline at end of file diff --git a/Compendium/spells/warding-aggression-som.md b/Compendium/spells/warding-aggression-som.md deleted file mode 100644 index 3bbf78ffe..000000000 --- a/Compendium/spells/warding-aggression-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/abjuration -aliases: ["Warding Aggression"] ---- -# Warding Aggression *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**up to 1 minute - -You channel a magical ward through your attack and attempt to plant it on a foe. This ward increases your defenses against that foe, as long as you keep attacking that foe to maintain it. Make a melee [Strike](../../Rules/actions/strike.md) with a weapon or unarmed attack against a foe. In addition to the normal effects of the [Strike](../../Rules/actions/strike.md), it has the effects below. Warding aggression ends if the foe you attacked dies or at the end of any turn in which you didn't hit that foe with a melee [Strike](../../Rules/actions/strike.md). - -> [!success-degree] -> - **Critical Success** You gain a +3 status bonus to AC against the foe for 1 round and a +2 status bonus to AC against the foe for the remaining duration. -> - **Success** You gain a +2 status bonus to AC against the foe. -> - **Failure** You gain a +1 status bonus to AC against the foe. -> - **Critical Failure** You gain no additional effect. - -*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/Compendium/spells/warp-mind.md b/Compendium/spells/warp-mind.md deleted file mode 100644 index 4cf4ea6b1..000000000 --- a/Compendium/spells/warp-mind.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/7 -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -aliases: ["Warp Mind"] ---- -# Warp Mind *Spell 7* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**1 creature -- **Saving Throw** Will - -You scramble a creature's mental faculties and sensory input. - -The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so [dispel magic](dispel-magic.md) and other effects that counteract spells can't counteract them. However, [alter reality](alter-reality.md), [miracle](miracle.md), [primal phenomenon](primal-phenomenon.md), [restoration](restoration.md), or [wish](wish.md) can still counteract the effects. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target spends the first action on its next turn with the [confused](../../Rules/conditions.md#Confused) condition. -> - **Failure** The target is [confused](../../Rules/conditions.md#Confused) for 1 minute. -> - **Critical Failure** The target is [confused](../../Rules/conditions.md#Confused) permanently. - -*Source: Core Rulebook p. 383* \ No newline at end of file diff --git a/Compendium/spells/warp-step-da.md b/Compendium/spells/warp-step-da.md deleted file mode 100644 index de471eb65..000000000 --- a/Compendium/spells/warp-step-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/cantrip -- trait/cantrip -- trait/conjuration -aliases: ["Warp Step"] ---- -# Warp Step *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then [Stride](../../Rules/actions/stride.md) twice. You can use warp step to [Burrow](../../Rules/actions/burrow.md), [Climb](../../Rules/actions/climb.md), [Fly](../../Rules/actions/fly.md), or [Swim](../../Rules/actions/swim.md) instead of [Stride](../../Rules/actions/stride.md) if you have the corresponding movement type. - -*Source: Dark Archive p. 107* \ No newline at end of file diff --git a/Compendium/spells/warped-terrain.md b/Compendium/spells/warped-terrain.md deleted file mode 100644 index 57eb6c655..000000000 --- a/Compendium/spells/warped-terrain.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/focus/1 -- trait/illusion -- trait/uncommon -- trait/visual -- trait/wizard -aliases: ["Warped Terrain"] ---- -# Warped Terrain *Focus 1* -[illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) [wizard](../../Rules/traits/wizard.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**60 foot -- **Area**5-foot burst or more -- **Duration**1 minute - -You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a [Seek](../../Rules/actions/seek.md) action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions. - -**Heightened (4th)** You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures. - -*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/warriors-regret-som.md b/Compendium/spells/warriors-regret-som.md deleted file mode 100644 index e7c87bd15..000000000 --- a/Compendium/spells/warriors-regret-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/2 -- trait/curse -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Warrior's Regret"] ---- -# Warrior's Regret *Spell 2* -[curse](../../Rules/traits/curse.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Will - -Regret eats away at the target's mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** At the end of its next turn, the target takes `1d8` damage per different creature it intentionally damaged on that turn (`1d8` if it damaged one creature, `2d8` if it damaged two different creatures, and so on). The maximum is `4d8` if it damaged 4 different creatures. -> - **Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature. -> - **Critical Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins. - -**Heightened (+ 2)** The amount of mental damage the target takes for each creature it damaged that turn increases by `1d8`, and the maximum damage the target can take per turn increases by `4d8`. - -*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/Compendium/spells/wash-your-luck-som.md b/Compendium/spells/wash-your-luck-som.md deleted file mode 100644 index ae2053cf5..000000000 --- a/Compendium/spells/wash-your-luck-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/cantrip -- trait/abjuration -- trait/cantrip -- trait/fortune -aliases: ["Wash Your Luck"] ---- -# Wash Your Luck *Cantrip 1* -[abjuration](../../Rules/traits/abjuration.md) [cantrip](../../Rules/traits/cantrip.md) [fortune](../../Rules/traits/fortune.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. - -Once during the spell's duration, before rolling a check, you can cancel out a [misfortune](../../Rules/traits/misfortune.md) effect on that roll, as normal when a [fortune](../../Rules/traits/fortune.md) and [misfortune](../../Rules/traits/misfortune.md) effect apply to the same roll. After canceling out the [misfortune](../../Rules/traits/misfortune.md) effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes. - -*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/Compendium/spells/water-breathing.md b/Compendium/spells/water-breathing.md deleted file mode 100644 index 68788e9fd..000000000 --- a/Compendium/spells/water-breathing.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/transmutation -aliases: ["Water Breathing"] ---- -# Water Breathing *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** 1 minute -- **Range**30 foot -- **Targets**up to 5 creatures -- **Duration**1 hour - -The targets can breathe underwater. - -**Heightened (3rd)** The duration increases to 8 hours. - -**Heightened (4th)** The duration increases to until your next daily preparations. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/Compendium/spells/water-walk.md b/Compendium/spells/water-walk.md deleted file mode 100644 index 97a31de96..000000000 --- a/Compendium/spells/water-walk.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/2 -- trait/transmutation -aliases: ["Water Walk"] ---- -# Water Walk *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Duration**10 minutes - -The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must [Swim](../../Rules/actions/swim.md) normally. This spell doesn't grant the ability to breathe underwater. - -**Heightened (4th)** The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/Compendium/spells/weapon-of-judgment.md b/Compendium/spells/weapon-of-judgment.md deleted file mode 100644 index 788ab9a7f..000000000 --- a/Compendium/spells/weapon-of-judgment.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/evocation -- trait/force -aliases: ["Weapon Of Judgment"] ---- -# Weapon Of Judgment *Spell 9* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Requirements**You have a deity. -- **Range**100 foot -- **Targets**1 creature -- **Duration**1 minute - -An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. - -If you name "war," mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a [hostile](../../Rules/conditions.md#Hostile) action against the creature you chose during that turn, the weapon [Strikes](../../Rules/actions/strike.md) the target. - -If you name "peace," mentally choose up to five allies. The target instinctively knows who those allies are. The weapon [Strikes](../../Rules/actions/strike.md) the target each time the target uses a [hostile](../../Rules/conditions.md#Hostile) action against you or one of your allies. The weapon [Strikes](../../Rules/actions/strike.md) only once per action, even if the action targets multiple allies (such as for a [fireball](fireball.md) or a Whirlwind Strike) - -[Strikes](../../Rules/actions/strike.md) with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals force damage equal to `3d10` plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. - -When the weapon [Strikes](../../Rules/actions/strike.md), you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon) - -No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. - -The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its [Strike](../../Rules/actions/strike.md), and feats or spells that affect weapons do not apply to this weapon. - -**Heightened (10th)** The force damage increases by `1d10`. - -*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/Compendium/spells/weapon-surge.md b/Compendium/spells/weapon-surge.md deleted file mode 100644 index bedc5e461..000000000 --- a/Compendium/spells/weapon-surge.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/evocation -- trait/uncommon -aliases: ["Weapon Surge"] ---- -# Weapon Surge *Focus 1* -[cleric](../../Rules/traits/cleric.md) [evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[zeal](../setting/domains.md#Zeal)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**touch -- **Targets**1 weapon you're wielding - -Holding your weapon aloft, you fill it with divine energy. On your next [Strike](../../Rules/actions/strike.md) with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice) - -If the target weapon leaves your possession, weapon surge immediately ends. - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/weaponize-secret-da.md b/Compendium/spells/weaponize-secret-da.md deleted file mode 100644 index 11295fd07..000000000 --- a/Compendium/spells/weaponize-secret-da.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/divination -- trait/mental -- trait/rare -aliases: ["Weaponize Secret"] ---- -# Weaponize Secret *Focus 4* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[secrecy (apocryphal)](../setting/domains.md#Secrecy%20(apocryphal))] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**up to 3 creatures -- **Saving Throw** Will -- **Duration**1 minute - -You understand that holding a secret is in itself a kind of power. Each target must attempt a Will save. - -> [!success-degree] -> - **Success** The target is unaffected. -> - **Failure** A rune symbolizing a secret the target is keeping (at the GM's discretion) appears floating in front of you. If that creature attempts a [Strike](../../Rules/actions/strike.md) or spell attack against you while you hold their secret, you can discharge the rune as a reaction to deal `7d6` mental damage to the creature. -> - **Critical Failure** As failure, but the target becomes convinced you know their secret and takes `1d6` [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage) from worry. If the rune with the secret is discharged while the creature is still taking the [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage), the [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage) immediately ends. - -**Heightened (+ 1)** The mental damage increases by `2d6`, and the [persistent mental damage](../../Rules/conditions.md#Persistent%20Damage) on a critical failure increases by 1. - -*Source: Dark Archive p. 143* \ No newline at end of file diff --git a/Compendium/spells/web-of-eyes-som.md b/Compendium/spells/web-of-eyes-som.md deleted file mode 100644 index ddf25f598..000000000 --- a/Compendium/spells/web-of-eyes-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/3 -- trait/divination -- trait/scrying -aliases: ["Web Of Eyes"] ---- -# Web Of Eyes *Spell 3* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 5 willing creatures -- **Duration**10 minutes - -You place an [invisible](../../Rules/conditions.md#Invisible) scrying sensor on each target just above their eyes. Each sensor looks where that target looks, and all the targets can link their vision briefly to help notice things one target sees but the others might not. - -Each target can use an action, which has the [concentrate](../../Rules/traits/concentrate.md) trait, to share what it sees with any number of other targets until the start of its next turn. Only one creature can share its vision at a time, so if another target takes this action, the effect ends for any target that was previously sharing its vision. - -This improves how well the recipients can perceive anything the sharing creature is looking at. For instance, if a creature is [undetected](../../Rules/conditions.md#Undetected) to a recipient but [observed](../../Rules/conditions.md#Observed) by the sharing creature, the creature becomes [observed](../../Rules/conditions.md#Observed) by the recipient as well. Typically, the creature is seen as a glowing outline superimposed on its position. This might allow the recipient to target a creature it couldn't otherwise; however, cover and line of effect still might prevent or impede targeting and attacks. This can only improve the recipient's vision, not reduce it; for example, if an enemy was [undetected](../../Rules/conditions.md#Undetected) by the sharing creature and [observed](../../Rules/conditions.md#Observed) by a recipient, the recipient would still clearly observe the enemy. - -Once the vision sharing stops, the benefit ends. Whether a creature is [hidden](../../Rules/conditions.md#Hidden) or [undetected](../../Rules/conditions.md#Undetected) is still based on the last information a target had before the vision sharing ended. - -For example, that means if a creature is behind a wall but hasn't moved, it's still [hidden](../../Rules/conditions.md#Hidden) rather than [undetected](../../Rules/conditions.md#Undetected) by a recipient that witnessed its current position. - -. - -*Source: Secrets of Magic p. 140* \ No newline at end of file diff --git a/Compendium/spells/web.md b/Compendium/spells/web.md deleted file mode 100644 index 990398743..000000000 --- a/Compendium/spells/web.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/2 -- trait/conjuration -aliases: ["Web"] ---- -# Web *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Duration**1 minute - -You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. - -Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an [Athletics](../skills.md#Athletics) check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming [immobilized](../../Rules/conditions.md#Immobilized). A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web. - -> [!success-degree] -> - **Critical Success** The creature is unaffected, and it doesn't need to attempt further [Athletics](../skills.md#Athletics) checks or saving throws against the web this turn. If it used an [Athletics](../skills.md#Athletics) check, it clears the web from every square it leaves after leaving the square. -> - **Success** The creature is unaffected during its action. If it used an [Athletics](../skills.md#Athletics) check, it clears the web from every square it leaves after leaving the square. -> - **Failure** The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn. -> - **Critical Failure** The creature is [immobilized](../../Rules/conditions.md#Immobilized) until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to [Escape](../../Rules/actions/escape.md) to remove its [immobilized](../../Rules/conditions.md#Immobilized) condition. - -**Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet. - -*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/Compendium/spells/weird.md b/Compendium/spells/weird.md deleted file mode 100644 index 2f3de8bc4..000000000 --- a/Compendium/spells/weird.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/9 -- trait/death -- trait/emotion -- trait/fear -- trait/illusion -- trait/mental -aliases: ["Weird"] ---- -# Weird *Spell 9* -[death](../../Rules/traits/death.md) [emotion](../../Rules/traits/emotion.md) [fear](../../Rules/traits/fear.md) [illusion](../../Rules/traits/illusion.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**120 foot -- **Targets**any number of creatures -- **Saving Throw** Will - -You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the targets' worst fears. Only the targets can see their assailants. Each target takes `16d6` mental damage and must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes half damage and is [frightened](../../Rules/conditions.md#Frightened). -> - **Failure** The target takes full damage and is [frightened](../../Rules/conditions.md#Frightened). -> - **Critical Failure** The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is [frightened](../../Rules/conditions.md#Frightened), and it's also [fleeing](../../Rules/conditions.md#Fleeing) until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies. - -*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/Compendium/spells/whirling-flames-apg.md b/Compendium/spells/whirling-flames-apg.md deleted file mode 100644 index fb29237f3..000000000 --- a/Compendium/spells/whirling-flames-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/area/burst -- spell/focus/3 -- trait/cursebound -- trait/evocation -- trait/fire -- trait/oracle -- trait/uncommon -aliases: ["Whirling Flames"] ---- -# Whirling Flames *Focus 3* -[cursebound](../../Rules/traits/cursebound-apg.md) [evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) [oracle](../../Rules/traits/oracle-apg.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Mystery** Oracle -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**up to two 5-foot bursts that don't overlap -- **Saving Throw** basic Reflex - -You call forth a storm of whirling flames, engulfing all creatures in that area and dealing `5d6` fire damage with a basic Reflex save. - -**Heightened (+ 2)** The damage increases by `3d6`, and you can add another nonoverlapping 5-foot burst to the area. Ranger - -*Source: Advanced Player's Guide p. 234* \ No newline at end of file diff --git a/Compendium/spells/whirling-scarves-logm.md b/Compendium/spells/whirling-scarves-logm.md deleted file mode 100644 index 8afab98dc..000000000 --- a/Compendium/spells/whirling-scarves-logm.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/level/3 -- trait/abjuration -- trait/force -aliases: ["Whirling Scarves"] ---- -# Whirling Scarves *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) [force](../../Rules/traits/force.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the [concealed](../../Rules/conditions.md#Concealed) condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the [concealed](../../Rules/conditions.md#Concealed) condition, the scarves snag the weapon or unarmed attack, and the creature takes a –1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn't the creature's turn). The timing of the scarves' movement is harder to predict for ranged attackers, so the flat check for the [concealed](../../Rules/conditions.md#Concealed) condition against ranged attacks increases from DC 5 to DC 6. You can [Dismiss](../../Rules/actions/dismiss.md) this spell. - -**Heightened (+ 2)** The circumstance penalty to further attacks with a melee weapon or unarmed attack the scarves snag increases by 1. The DC of the flat check for the [concealed](../../Rules/conditions.md#Concealed) condition against ranged attacks increases by 1. - -*Source: Lost Omens: Gods & Magic p. 111* \ No newline at end of file diff --git a/Compendium/spells/whirlwind-som.md b/Compendium/spells/whirlwind-som.md deleted file mode 100644 index dcc57466c..000000000 --- a/Compendium/spells/whirlwind-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cylinder -- spell/level/8 -- trait/air -- trait/evocation -aliases: ["Whirlwind"] ---- -# Whirlwind *Spell 8* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**500 foot -- **Area**15-foot radius, 80-foot tall cylinder -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute - -Powerful winds coalesce into a devastating tornado. You can [Cast this Spell](../../Rules/actions/cast-a-spell.md) only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are difficult terrain. - -All creatures in the area take `5d10` bludgeoning damage as powerful winds and debris buffet them, with a Reflex save. Each time you [Sustain the Spell](../../Rules/actions/sustain-a-spell.md), you can move the whirlwind up to 30 feet in a straight line. Each creature the whirlwind moves through takes the damage, also with a Reflex save. A creature can be affected by a whirlwind only once per round. - -> [!success-degree] -> - **Critical Success** The creature is unaffected. -> - **Success** The creature takes half damage. -> - **Failure** The creature takes full damage and rises 10 feet into the air. If it doesn't have a fly Speed, the creature gains one equal to its Speed until it either reaches the ground or ceases to be in the whirlwind's area, potentially falling when the spell ends or when it leaves the area. -> - **Critical Failure** As failure, except the creature takes double damage and rises 20 feet into the air. - -**Heightened (+ 1)** Increase the bludgeoning damage by `1d10`. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 141* \ No newline at end of file diff --git a/Compendium/spells/wholeness-of-body.md b/Compendium/spells/wholeness-of-body.md deleted file mode 100644 index 5b1be2f12..000000000 --- a/Compendium/spells/wholeness-of-body.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/2 -- trait/healing -- trait/monk -- trait/necromancy -- trait/positive -- trait/uncommon -aliases: ["Wholeness Of Body"] ---- -# Wholeness Of Body *Focus 2* -[healing](../../Rules/traits/healing.md) [monk](../../Rules/traits/monk.md) [necromancy](../../Rules/traits/necromancy.md) [positive](../../Rules/traits/positive.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -You heal yourself in one of the following ways, chosen by you when you cast the spell. - -- You regain 8 Hit Points. -- You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction. - -**Heightened (+ 1)** If you choose to regain Hit Points, the Hit Points regained increase by 8. - -*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/Compendium/spells/wild-morph.md b/Compendium/spells/wild-morph.md deleted file mode 100644 index afa0a83c9..000000000 --- a/Compendium/spells/wild-morph.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/druid -- trait/morph -- trait/transmutation -- trait/uncommon -aliases: ["Wild Morph"] ---- -# Wild Morph *Focus 1* -[druid](../../Rules/traits/druid.md) [morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute - -You morph your body based on your training, choosing one of the following effects based on your wild order feats. - -- If you have [Wild Shape](../feats/wild-shape.md), you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal `1d6` slashing damage each ([agile](../../Rules/traits/agile.md), [finesse](../../Rules/traits/finesse.md)). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals `1d8` piercing damage. -- If you have [Elemental Shape](../feats/elemental-shape.md), you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. -- If you have [Plant Shape](../feats/plant-shape.md), you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a [reach](../../Rules/traits/reach.md) weapon). -- If you have [Soaring Shape](../feats/soaring-shape.md), you can cast the spell as a two-action activity ([>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") somatic, verbal) to grow wings from your back. These wings allow you to [fly](../../Rules/actions/fly.md) with a fly Speed of 30 feet. - -**Heightened (6th)** You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal `2d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws are envenomed, also dealing `2d6` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) on a hit. - -**Heightened (10th)** You can choose up to three of the effects from the list. Wild claws deal `4d6` [persistent bleed damage](../../Rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws deal `4d6` [persistent poison damage](../../Rules/conditions.md#Persistent%20Damage) on a hit. - -*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/Compendium/spells/wild-shape.md b/Compendium/spells/wild-shape.md deleted file mode 100644 index fc643b9bc..000000000 --- a/Compendium/spells/wild-shape.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/druid -- trait/polymorph -- trait/transmutation -- trait/uncommon -aliases: ["Wild Shape"] ---- -# Wild Shape *Focus 1* -[druid](../../Rules/traits/druid.md) [polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Duration**1 minute (or longer) - -You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in [pest form](pest-form.md), which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. - -**Heightened (2nd)** You can also wild shape into the forms listed in [animal form](animal-form.md). - -*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/wild-winds-stance.md b/Compendium/spells/wild-winds-stance.md deleted file mode 100644 index 8b29013cf..000000000 --- a/Compendium/spells/wild-winds-stance.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/air -- trait/evocation -- trait/monk -- trait/stance -- trait/uncommon -aliases: ["Wild Winds Stance"] ---- -# Wild Winds Stance *Focus 4* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) [monk](../../Rules/traits/monk.md) [stance](../../Rules/traits/stance.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**until you leave the stance - -You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed [Strikes](../../Rules/actions/strike.md) as ranged [Strikes](../../Rules/actions/strike.md) against targets within 30 feet. These deal `1d6` bludgeoning damage, use the brawling group, and have the agile, nonlethal, [propulsive](../../Rules/traits/propulsive.md), and [unarmed](../../Rules/traits/unarmed.md) traits. Wind crash [Strikes](../../Rules/actions/strike.md) ignore concealment and all cover. - -While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks. - -*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/Compendium/spells/wildfire-som.md b/Compendium/spells/wildfire-som.md deleted file mode 100644 index 6447c49aa..000000000 --- a/Compendium/spells/wildfire-som.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/burst -- spell/focus/1 -- trait/conjuration -- trait/fire -- trait/uncommon -aliases: ["Wildfire"] ---- -# Wildfire *Focus 1* -[conjuration](../../Rules/traits/conjuration.md) [fire](../../Rules/traits/fire.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**10-foot burst -- **Saving Throw** Reflex -- **Duration**sustained up to 1 minute - -A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 [persistent fire damage](../../Rules/conditions.md#Persistent%20Damage). - -Each time you sustain this spell, the radius of the burst increases by 5 feet. - -**Heightened (+ 2)** Increase the damage and [persistent damage](../../Rules/conditions.md#Persistent%20Damage) by 1. - -**Spell Lists**: Elemental - -*Source: Secrets of Magic p. 201* \ No newline at end of file diff --git a/Compendium/spells/wilding-word-apg.md b/Compendium/spells/wilding-word-apg.md deleted file mode 100644 index 02dc3a732..000000000 --- a/Compendium/spells/wilding-word-apg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/cantrip -- trait/cantrip -- trait/enchantment -- trait/hex -- trait/uncommon -- trait/witch -aliases: ["Wilding Word"] ---- -# Wilding Word *Cantrip 1* -[cantrip](../../Rules/traits/cantrip.md) [enchantment](../../Rules/traits/enchantment.md) [hex](../../Rules/traits/hex-apg.md) [uncommon](../../Rules/traits/uncommon.md) [witch](../../Rules/traits/witch-apg.md) - -- **Patron** Witch -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 animal, fungus, or plant -- **Saving Throw** Will -- **Duration**sustained up to 1 minute - -With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll. -> - **Failure** As success, but the target also becomes [sickened](../../Rules/conditions.md#Sickened) each time it damages you. -> - **Critical Failure** As success, but the target also becomes [sickened](../../Rules/conditions.md#Sickened) each time it damages you. - -*Source: Advanced Player's Guide p. 239* \ No newline at end of file diff --git a/Compendium/spells/wind-jump.md b/Compendium/spells/wind-jump.md deleted file mode 100644 index 1774c048f..000000000 --- a/Compendium/spells/wind-jump.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/5 -- trait/air -- trait/monk -- trait/transmutation -- trait/uncommon -aliases: ["Wind Jump"] ---- -# Wind Jump *Focus 5* -[air](../../Rules/traits/air.md) [monk](../../Rules/traits/monk.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**1 minute - -You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall. - -**Heightened (6th)** At the end of your turn, you can attempt a DC 30 [Acrobatics](../skills.md#Acrobatics) check to find purchase in midair. If you succeed, you don't fall. - -*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/Compendium/spells/wind-walk.md b/Compendium/spells/wind-walk.md deleted file mode 100644 index 8bb3121fa..000000000 --- a/Compendium/spells/wind-walk.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/8 -- trait/air -- trait/transmutation -aliases: ["Wind Walk"] ---- -# Wind Walk *Spell 8* -[air](../../Rules/traits/air.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** 10 minutes -- **Range**touch -- **Targets**you and up to five creatures touched -- **Duration**8 hours - -When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, [Cast a Spell](../../Rules/actions/cast-a-spell.md), come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground. - -**Spell Lists**: Elemental - -*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/Compendium/spells/wind-whispers-da.md b/Compendium/spells/wind-whispers-da.md deleted file mode 100644 index bb4e81955..000000000 --- a/Compendium/spells/wind-whispers-da.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/enchantment -- trait/linguistic -- trait/mental -- trait/rare -aliases: ["Wind Whispers"] ---- -# Wind Whispers *Focus 4* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) [rare](../../Rules/traits/rare.md) - -- **Domains**: [[air (apocryphal)](../setting/domains.md#Air%20(apocryphal))] -- **Cast** 1 hour -- **Range**mile - -You call forth numerous breezes in which you weave gossip, whispering subtly into the ears of those around. Choose a rumor or information you wish to spread, which may or may not be true, about a single subject. Those within range of the spell overhear the rumor at some point over the next hour, though they'll be unable to pin it down to a source. Attempt a check with a modifier equal to your spell DC – 10 against a hard DC for your level. The GM might modify the DC depending on how plausible the rumor is. Repeated castings to spread the same rumor or information have no effect unless circumstances have substantially changed, as determined by the GM. - -> [!success-degree] -> - **Critical Success** Your rumor spreads far and wide, and it's at the tip of people's tongues. For 1 week, anyone who succeeds at a check to [Gather Information](../../Rules/actions/gather-information.md) on the specific subject learns your rumor in preference to other rumors about the subject. Skill checks to convince people that the rumor is true get a +2 circumstance bonus. -> - **Success** Enough people take note of the rumor that it begins to spread, though those who heard the rumor aren't necessarily convinced. For 1 week, anyone who succeeds at a check to [Gather Information](../../Rules/actions/gather-information.md) on the specific subject adds your rumor to the list of rumors they could learn about the subject, and skill checks to convince people that the rumor is true get a +1 circumstance bonus. -> - **Failure** Most in the area dismiss the rumor as wild gossip and pay it little mind, granting no effect. -> - **Critical Failure** The winds' gossip is misinterpreted and spreads information contradictory to the rumor you were attempting to spread. A contradictory rumor spreads, and skill checks to convince others that your original rumor is true take a –2 circumstance penalty. - -*Source: Dark Archive p. 144* \ No newline at end of file diff --git a/Compendium/spells/winning-streak-som.md b/Compendium/spells/winning-streak-som.md deleted file mode 100644 index 4298244d9..000000000 --- a/Compendium/spells/winning-streak-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/level/4 -- trait/divination -aliases: ["Winning Streak"] ---- -# Winning Streak *Spell 4* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**20 foot -- **Targets**1 creature -- **Duration**1 round (see text) - -The target is energized by its good fortune as it spreads to others—as long as they keep winning. It gains the [quickened](../../Rules/conditions.md#Quickened) condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes [quickened](../../Rules/conditions.md#Quickened) if they weren't already, and the duration of the winning streak is extended by another round. Creatures [quickened](../../Rules/conditions.md#Quickened) by the spell can use the extra action to [Strike](../../Rules/actions/strike.md), [Step](../../Rules/actions/step.md), or [Stride](../../Rules/actions/stride.md). If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends. - -*Source: Secrets of Magic p. 141* \ No newline at end of file diff --git a/Compendium/spells/winter-bolt-logm.md b/Compendium/spells/winter-bolt-logm.md deleted file mode 100644 index f8aa079cc..000000000 --- a/Compendium/spells/winter-bolt-logm.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/attack -- trait/cold -- trait/evocation -aliases: ["Winter Bolt"] ---- -# Winter Bolt *Focus 1* -[attack](../../Rules/traits/attack.md) [cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) - -- **Domains**: [[cold](../setting/domains.md#Cold)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature - -You fling a hollow icicle filled with winter's wrath. Make a spell attack against a target within range. The bolt deals `1d8` piercing damage and lodges in the target. At the end of the target's next turn, the bolt shatters, releasing a whirl of snow and ice that deals `1d12` cold damage to the target and all adjacent creatures. The bolt can be removed with an [Interact](../../Rules/actions/interact.md) action, which causes it to melt harmlessly without detonating. - -> [!success-degree] -> - **Critical Success** The initial bolt deals full damage and is especially well anchored, taking 2 [Interact](../../Rules/actions/interact.md) actions to remove. The bolt's explosion deals double damage. -> - **Success** The bolt and its explosion deal full damage. - -**Heightened (+ 1)** The initial damage increases by `1d8` and the secondary damage increases by `1d12`. - -*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/wish-twisted-form-apg.md b/Compendium/spells/wish-twisted-form-apg.md deleted file mode 100644 index b53089c20..000000000 --- a/Compendium/spells/wish-twisted-form-apg.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/apg -- spell/focus/5 -- trait/sorcerer -- trait/transmutation -- trait/uncommon -aliases: ["Wish-twisted Form"] ---- -# Wish-twisted Form *Focus 5* -[sorcerer](../../Rules/traits/sorcerer.md) [transmutation](../../Rules/traits/transmutation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**varies - -You focus your magic upon an enemy, wishing for their defenses to fail and turning their strengths into weaknesses. - -The target must attempt one Will saving throw for all of the following effects. - -- The target gains weakness 5 to one energy type of your choice. -- The target's resistances are reduced by 5. -- The target takes a –10-foot status penalty to all its Speeds. -- The target takes a –1 status penalty to its saving throws. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes the penalties for 1 round. -> - **Failure** The target takes the penalties for 1 minute. -> - **Critical Failure** As failure, and the target takes a –1 status penalty to AC for the duration. - -**Heightened (+ 1)** Increase the weakness and the reduction to resistances by 1. - -*Source: Advanced Player's Guide p. 237* \ No newline at end of file diff --git a/Compendium/spells/wish.md b/Compendium/spells/wish.md deleted file mode 100644 index ea80f8d56..000000000 --- a/Compendium/spells/wish.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/10 -- trait/divination -aliases: ["Wish"] ---- -# Wish *Spell 10* -[divination](../../Rules/traits/divination.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -You state a wish, making your greatest desire come true. A [wish](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/wish.md) spell can produce any one of the following effects. - -- Duplicate any spell from the arcane list of 9th level or lower to which you have access. -- Duplicate any spell from another spell list of 7th level or lower. It must be [common](../../Rules/traits/common.md) or you must have access. -- Produce any effect whose power level is in line with the above effects. -- Reverse certain effects that refer to the [wish](../../../..//TTRPGShare-Pathfinder-2E-Vault/compendium/spells/wish.md) spell. - -The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect. - -*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/Compendium/spells/withering-grasp-logm.md b/Compendium/spells/withering-grasp-logm.md deleted file mode 100644 index 191a89a4f..000000000 --- a/Compendium/spells/withering-grasp-logm.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/necromancy -- trait/negative -aliases: ["Withering Grasp"] ---- -# Withering Grasp *Focus 1* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) - -- **Domains**: [[decay](../setting/domains.md#Decay)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature or object - -Your touch rots organic material and decays objects. Make a melee spell attack roll. Your touch deals `1d12` negative damage plus `1d4` [persistent negative damage](../../Rules/conditions.md#Persistent%20Damage). If a creature uses an item to block withering grasp, such as with the [Shield Block](../feats/shield-block.md) reaction, the item is automatically affected, but the creature does not take damage (even if there is Domains damage left over after the shield's Hardness). Unlike normal negative damage, the negative damage from withering grasp damages objects, constructs, and the like by eroding them away. - -> [!success-degree] -> - **Critical Success** Your touch deals double damage (both initial and persistent). If you target an object, lower its Hardness by 4 for 1 minute. -> - **Success** Your touch deals full damage. If you target an object, lower its Hardness by 2 for 1 minute. - -**Heightened (+ 1)** The damage increases by `1d12` and the [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increases by 1. If you target an object, lower its Hardness by an additional 1 point on both a success and a critical success. - -*Source: Lost Omens: Gods & Magic p. 112* \ No newline at end of file diff --git a/Compendium/spells/word-of-freedom.md b/Compendium/spells/word-of-freedom.md deleted file mode 100644 index fded1e271..000000000 --- a/Compendium/spells/word-of-freedom.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Word Of Freedom"] ---- -# Word Of Freedom *Focus 4* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[freedom](../setting/domains.md#Freedom)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Range**30 foot -- **Targets**1 creature -- **Duration**1 round - -You utter a liberating word of power that frees a creature. - -You suppress one of the following conditions of your choice: [confused](../../Rules/conditions.md#Confused), [frightened](../../Rules/conditions.md#Frightened), [grabbed](../../Rules/conditions.md#Grabbed), [restrained](../../Rules/conditions.md#Restrained), or [paralyzed](../../Rules/conditions.md#Paralyzed). The target isn't affected by the chosen condition, and if you suppress the [grabbed](../../Rules/conditions.md#Grabbed) or [restrained](../../Rules/conditions.md#Restrained) condition, the target automatically breaks free from any grab or restraint affecting it when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). - -If you don't remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target [confused](../../Rules/conditions.md#Confused) for 1 minute, word of freedom would let the target act normally for a round, but the [confused](../../Rules/conditions.md#Confused) condition would return afterward. - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/word-of-truth.md b/Compendium/spells/word-of-truth.md deleted file mode 100644 index b3bc8ed38..000000000 --- a/Compendium/spells/word-of-truth.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/1 -- trait/cleric -- trait/divination -- trait/uncommon -aliases: ["Word Of Truth"] ---- -# Word Of Truth *Focus 1* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[truth](../setting/domains.md#Truth)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -- **Duration**sustained up to 1 minute - -You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true. - -Each time you Sustain this Spell, you can repeat this effect. - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/wordsmith-da.md b/Compendium/spells/wordsmith-da.md deleted file mode 100644 index b2f23f68a..000000000 --- a/Compendium/spells/wordsmith-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/da -- spell/focus/4 -- trait/cleric -- trait/rare -- trait/transmutation -aliases: ["Wordsmith"] ---- -# Wordsmith *Focus 4* -[cleric](../../Rules/traits/cleric.md) [rare](../../Rules/traits/rare.md) [transmutation](../../Rules/traits/transmutation.md) - -- **Domains**: [[knowledge (apocryphal)](../setting/domains.md#Knowledge%20(apocryphal))] -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**touch -- **Targets**1 document written by a single author and comprised of written text in a single language -- **Duration**until the next time you [Refocus](../../Rules/actions/refocus.md) - -You're a devotee of knowledge with an unmatched command of the language used to spread that knowledge, and you can reshape the written word into a form more understandable to your audience. The language of the target's written text shifts to a language you know. This shift doesn't change the text's contents beyond minor translation differences, nor does it grant the reader any understanding of the original language. - -*Source: Dark Archive p. 144* \ No newline at end of file diff --git a/Compendium/spells/worms-repast-av1.md b/Compendium/spells/worms-repast-av1.md deleted file mode 100644 index 2bfe9914c..000000000 --- a/Compendium/spells/worms-repast-av1.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/av1 -- spell/level/2 -- trait/necromancy -- trait/rare -aliases: ["Worm's Repast"] ---- -# Worm's Repast *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) [rare](../../Rules/traits/rare.md) - -- **Traditions**: [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 corporeal creature -- **Saving Throw** Fortitude -- **Duration**see below - -Gnawing worms materialize within the flesh of the target creature, dealing `4d6` piercing damage and `1d6` [persistent piercing damage](../../Rules/conditions.md#Persistent%20Damage). If the target is a non-skeletal corporeal undead creature, you deal an extra `2d6` [persistent piercing damage](../../Rules/conditions.md#Persistent%20Damage). The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The worms writhe away harmlessly and the target takes no damage. -> - **Success** The target takes full initial damage but no [persistent damage](../../Rules/conditions.md#Persistent%20Damage), and the spell ends immediately. -> - **Failure** The target takes full initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage) and is [flat-footed](../../Rules/conditions.md#Flat-footed) due to the pain for as long as it takes [persistent damage](../../Rules/conditions.md#Persistent%20Damage). -> - **Critical Failure** As failure, but the target takes double the initial damage and is also [slowed](../../Rules/conditions.md#Slowed) by the pain for as long as it takes [persistent damage](../../Rules/conditions.md#Persistent%20Damage). - -**Heightened (+ 2)** : The initial and [persistent damage](../../Rules/conditions.md#Persistent%20Damage) increase by `2d6` and `1d6`, respectively. - -*Source: Abomination Vaults #1: Ruins of Gauntlight p. 80* \ No newline at end of file diff --git a/Compendium/spells/wronged-monks-wrath-frp1.md b/Compendium/spells/wronged-monks-wrath-frp1.md deleted file mode 100644 index f1d3421ab..000000000 --- a/Compendium/spells/wronged-monks-wrath-frp1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/frp1 -- spell/area/emanation -- spell/focus/5 -- trait/electricity -- trait/evocation -- trait/force -- trait/monk -- trait/uncommon -aliases: ["Wronged Monk's Wrath"] ---- -# Wronged Monk's Wrath *Focus 5* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) [monk](../../Rules/traits/monk.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Area**5-foot emanation or more -- **Saving Throw** Reflex - -You unleash your ki as a powerful storm of force and lightning, dealing `2d6` force damage and `2d12` electricity damage to creatures in the area. If you use 2 actions to cast the spell, increase the size of the emanation to 10 feet and the damage to `3d6` force damage and `3d12` electricity damage. If you use 3 actions to cast the spell, increase the size of the emanation to 20 feet and the damage to `4d6` force and `4d12` electricity damage. Each creature attempts one basic Reflex save that applies to both types of damage On a failed save, the creature is [deafened](../../Rules/conditions.md#Deafened) for 1 round; on a critical failure, the creature also takes `2d12` [persistent electricity damage](../../Rules/conditions.md#Persistent%20Damage) and is [deafened](../../Rules/conditions.md#Deafened) for 1 minute. - -**Heightened (+ 2)** The force damage increases by `1d6` and the electricity damage by `1d12`, or `2d6` and `2d12` if you use 2 or 3 actions. - -*Source: Fists of the Ruby Phoenix #1: Despair on Danger Island p. 77* \ No newline at end of file diff --git a/Compendium/spells/wyvern-sting-aoe4.md b/Compendium/spells/wyvern-sting-aoe4.md deleted file mode 100644 index 072ecc8fc..000000000 --- a/Compendium/spells/wyvern-sting-aoe4.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/aoe4 -- spell/level/5 -- trait/necromancy -- trait/poison -- trait/uncommon -aliases: ["Wyvern Sting"] ---- -# Wyvern Sting *Spell 5* -[necromancy](../../Rules/traits/necromancy.md) [poison](../../Rules/traits/poison.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**touch -- **Targets**1 creature -- **Saving Throw** Fortitude - -You duplicate the venomous sting of a wyvern. You deal `3d4` piercing damage to the touched creature and afflict it with wyvern venom. If the target takes piercing damage, they must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes `5d6` poison damage. -> - **Failure** The target is afflicted with wyvern venom at stage 1. -> - **Critical Failure** The target is afflicted with wyvern venom at stage 2. - -```ad-inline-affliction -title: Wyvern Venom _Level 9_ - -[poison](../../../rules/traits/poison.md) -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `5d6` poison damage (1 round;) - -**Stage 2** `6d6` poison damage (1 round;) - -**Stage 3** `8d6` poison damage (1 round) - - -%% #trait/poison #affliction/level/level-9 %% -``` - -## Summary - -*Source: Agents of Edgewatch #4: Assault on Hunting Lodge Seven p. 81* diff --git a/Compendium/spells/youre-mine.md b/Compendium/spells/youre-mine.md deleted file mode 100644 index 290075ae1..000000000 --- a/Compendium/spells/youre-mine.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/5 -- trait/emotion -- trait/enchantment -- trait/incapacitation -- trait/mental -- trait/sorcerer -- trait/uncommon -aliases: ["You're Mine"] ---- -# You're Mine *Focus 5* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**1 creature -- **Saving Throw** Will -- **Duration**1 round - -You manipulate the target's emotions, potentially allowing you to control it for a brief instant. The target must attempt a Will save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [stunned](../../Rules/conditions.md#Stunned). -> - **Failure** On the target's next turn, it's [stunned](../../Rules/conditions.md#Stunned) and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally. -> - **Critical Failure** The target is [controlled](../../Rules/conditions.md#Controlled) for 1 round. - -**Heightened (7th)** On a failure, the target is [controlled](../../Rules/conditions.md#Controlled) for 1 round. On a critical failure, the target is [controlled](../../Rules/conditions.md#Controlled) for up to 1 minute; it receives a new Will save at the end of each of its turns, and on a success, the spell ends. - -*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/zeal-for-battle.md b/Compendium/spells/zeal-for-battle.md deleted file mode 100644 index 981fced6f..000000000 --- a/Compendium/spells/zeal-for-battle.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/focus/4 -- trait/cleric -- trait/emotion -- trait/enchantment -- trait/fortune -- trait/mental -- trait/uncommon -aliases: ["Zeal For Battle"] ---- -# Zeal For Battle *Focus 4* -[cleric](../../Rules/traits/cleric.md) [emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [fortune](../../Rules/traits/fortune.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Domains**: [[zeal](../setting/domains.md#Zeal)] -- **Cast** [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -- **Trigger**You and at least 1 ally are about to roll initiative. -- **Range**10 foot -- **Targets**you and the triggering ally - -You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own [Perception](../skills.md#Perception) modifier or other statistic to determine your results. - -*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/Compendium/spells/zealous-conviction.md b/Compendium/spells/zealous-conviction.md deleted file mode 100644 index 54fb64fd9..000000000 --- a/Compendium/spells/zealous-conviction.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/level/6 -- trait/emotion -- trait/enchantment -- trait/mental -aliases: ["Zealous Conviction"] ---- -# Zealous Conviction *Spell 6* -[emotion](../../Rules/traits/emotion.md) [enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Targets**up to 10 willing creatures -- **Duration**10 minutes - -You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against [mental](../../Rules/traits/mental.md) effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely. - -**Heightened (9th)** The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3. - -*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/Compendium/spells/zenith-star-logm.md b/Compendium/spells/zenith-star-logm.md deleted file mode 100644 index 155d60b99..000000000 --- a/Compendium/spells/zenith-star-logm.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/logm -- spell/focus/1 -- trait/divination -- trait/light -aliases: ["Zenith Star"] ---- -# Zenith Star *Focus 1* -[divination](../../Rules/traits/divination.md) [light](../../Rules/traits/light.md) - -- **Domains**: [[stars](../setting/domains.md#Stars)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**60 foot -- **Targets**1 creature -- **Saving Throw** Fortitude -- **Duration**1 day - -You call a tiny star to orbit a creature in a sparkling halo before shooting up into the heavens, where it marks the creature's rough location. The target must attempt a Fortitude save. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. -> - **Failure** The target is [dazzled](../../Rules/conditions.md#Dazzled) for 1 round. While the spell persists, as long as you can see the night sky and the target is visible from the same night sky, you can sense the approximate direction and distance to the creature by using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. This is exact enough to track the creature, but not pinpoint their exact square (for instance, to make an attack). You can set a number of zenith stars equal to your Wisdom modifier; if you exceed this number, your oldest zenith star is automatically Dismissed. -> - **Critical Failure** As failure, but the target is [blinded](../../Rules/conditions.md#Blinded) for 1 round. - -**Heightened (+ 1)** The duration increases by 1 day. - -**Heightened (4th)** You ignore the [concealed](../../Rules/conditions.md#Concealed) condition against targets marked by zenith star. - -*Source: Lost Omens: Gods & Magic p. 117* \ No newline at end of file diff --git a/Compendium/spells/zero-gravity-som.md b/Compendium/spells/zero-gravity-som.md deleted file mode 100644 index 123ce9c18..000000000 --- a/Compendium/spells/zero-gravity-som.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/som -- spell/area/cylinder -- spell/level/6 -- trait/evocation -- trait/uncommon -aliases: ["Zero Gravity"] ---- -# Zero Gravity *Spell 6* -[evocation](../../Rules/traits/evocation.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -- **Range**120 foot -- **Area**20-foot radius, 40-foot-tall cylinder -- **Duration**sustained up to 1 minute - -You negate gravity's effects in the area. Creatures float in place unless they can Push Off a surface. Pushing Off is a single action which has the [move](../../Rules/traits/move.md) trait, allowing the creature to move half its Speed in a straight line through the area. After Pushing Off a surface, the creature continues to move the same distance at the start of each of its turns until it leaves the area or Pushes Off against something else. A creature pushing against an untethered object of its size or smaller causes both the creature and the object to move at the same speed, but in opposite directions. Creatures who can levitate or fly can use those abilities to move around in the area without having to push off anything. Creatures who can't levitate or fly are usually on the ground, giving them a surface from which to push off. - -You can [Dismiss](../../Rules/actions/dismiss.md) this spell. When zero gravity ends, all creatures and objects in the area fall back down. - -*Source: Secrets of Magic p. 141* \ No newline at end of file diff --git a/Compendium/spells/zone-of-truth.md b/Compendium/spells/zone-of-truth.md deleted file mode 100644 index ed9ebc129..000000000 --- a/Compendium/spells/zone-of-truth.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-spell -tags: -- compendium/src/pf2e/crb -- spell/area/burst -- spell/level/3 -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Zone Of Truth"] ---- -# Zone Of Truth *Spell 3* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) [uncommon](../../Rules/traits/uncommon.md) - -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -- **Range**30 foot -- **Area**20-foot burst -- **Saving Throw** Will -- **Duration**10 minutes - -You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target takes a –2 status penalty to [Deception](../skills.md#Deception) checks. -> - **Failure** The target can't speak any deliberate and intentional lies, and it takes a –2 status penalty to [Deception](../skills.md#Deception) checks. -> - **Critical Failure** The target can't speak any deliberate and intentional lies and takes a –4 status penalty to [Deception](../skills.md#Deception) checks. - -*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/Rules/abilities/aquatic-ambush.md b/Rules/abilities/aquatic-ambush.md deleted file mode 100644 index dc5ef8a2e..000000000 --- a/Rules/abilities/aquatic-ambush.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Aquatic Ambush"] ---- -# Aquatic Ambush [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet. - -**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a [Strike](../actions/strike.md) against it. The creature is [flat-footed](../conditions.md#Flat-footed) against this [Strike](../actions/strike.md). \ No newline at end of file diff --git a/Rules/abilities/aquatic-bones-botd.md b/Rules/abilities/aquatic-bones-botd.md deleted file mode 100644 index 3410b8792..000000000 --- a/Rules/abilities/aquatic-bones-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Aquatic Bones"] ---- -# Aquatic Bones - -The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the [aquatic](../traits/aquatic-b1.md) trait and the [aquatic ambush](aquatic-ambush.md) ability. \ No newline at end of file diff --git a/Rules/abilities/attack-of-opportunity.md b/Rules/abilities/attack-of-opportunity.md deleted file mode 100644 index 94cba7497..000000000 --- a/Rules/abilities/attack-of-opportunity.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Attack of Opportunity"] ---- -# Attack of Opportunity [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. - -**Effect** The monster attempts a melee [Strike](../actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This [Strike](../actions/strike.md) doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this [Strike](../actions/strike.md). \ No newline at end of file diff --git a/Rules/abilities/blaze-b3.md b/Rules/abilities/blaze-b3.md deleted file mode 100644 index 429204fc5..000000000 --- a/Rules/abilities/blaze-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Blaze"] ---- -# Blaze - -The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its [Strikes](../actions/strike.md) deal additional [persistent fire damage](../conditions.md#Persistent%20Damage) equal to half the skeleton's level (minimum 1 damage). \ No newline at end of file diff --git a/Rules/abilities/bloody.md b/Rules/abilities/bloody.md deleted file mode 100644 index bf7ec0862..000000000 --- a/Rules/abilities/bloody.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Bloody"] ---- -# Bloody - -The skeleton is covered in dripping blood and gains [fast healing](fast-healing.md) equal to its level. \ No newline at end of file diff --git a/Rules/abilities/bone-missile-b3.md b/Rules/abilities/bone-missile-b3.md deleted file mode 100644 index 5e7f15a52..000000000 --- a/Rules/abilities/bone-missile-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Bone Missile"] ---- -# Bone Missile [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged [Strike](../actions/strike.md). This uses the attack bonus of whichever of the skeleton's other [Strikes](../actions/strike.md) has the highest attack bonus and deals piercing damage equal to that [Strike](../actions/strike.md)'s damage plus the skeleton's level (minimum 1). \ No newline at end of file diff --git a/Rules/abilities/bone-powder-b3.md b/Rules/abilities/bone-powder-b3.md deleted file mode 100644 index 4d863da2d..000000000 --- a/Rules/abilities/bone-powder-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Bone Powder"] ---- -# Bone Powder - -When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take `1d6` [persistent poison damage](../conditions.md#Persistent%20Damage) (plus an additional `1d6` for every 6 levels the skeleton has). \ No newline at end of file diff --git a/Rules/abilities/bone-storm-botd.md b/Rules/abilities/bone-storm-botd.md deleted file mode 100644 index f8df19b70..000000000 --- a/Rules/abilities/bone-storm-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Bone Storm"] ---- -# Bone Storm [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take `1d6` slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms. \ No newline at end of file diff --git a/Rules/abilities/buck.md b/Rules/abilities/buck.md deleted file mode 100644 index 3764ee042..000000000 --- a/Rules/abilities/buck.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Buck"] ---- -# Buck [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: A creature Mounts or uses the Command an Animal action while riding the monster. - -**Effect** Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [prone](../conditions.md#Prone). If the save is a critical failure, the triggering creature also takes `1d6` bludgeoning damage in addition to the normal damage for the fall. \ No newline at end of file diff --git a/Rules/abilities/butter-up-gmg.md b/Rules/abilities/butter-up-gmg.md deleted file mode 100644 index 9ef653ba3..000000000 --- a/Rules/abilities/butter-up-gmg.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/emotion -- trait/mental -aliases: ["Butter Up"] ---- -# Butter Up -[emotion](../traits/emotion.md) [mental](../traits/mental.md) - -When someone eats a dish or treat made by this NPC, the NPC can attempt a [Baking Lore](../../Compendium/skills.md#Lore), [Cooking Lore](../../Compendium/skills.md#Lore), or similar check against that creature's Will DC, with the same results as the [Make an Impression](../actions/make-an-impression.md) action of [Diplomacy](../../Compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. \ No newline at end of file diff --git a/Rules/abilities/call-your-bluff-gmg.md b/Rules/abilities/call-your-bluff-gmg.md deleted file mode 100644 index 242ee048d..000000000 --- a/Rules/abilities/call-your-bluff-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Call Your Bluff"] ---- -# Call Your Bluff - -When gambling, the NPC may use [Games Lore](../../Compendium/skills.md#Lore) to [Sense Motive](../actions/sense-motive.md) instead of [Perception](../../Compendium/skills.md#Perception). \ No newline at end of file diff --git a/Rules/abilities/change-shape.md b/Rules/abilities/change-shape.md deleted file mode 100644 index de308198d..000000000 --- a/Rules/abilities/change-shape.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/concentrate -- trait/magical-tradition -- trait/polymorph -- trait/transmutation -aliases: ["Change Shape"] ---- -# Change Shape [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[[magical tradition]](/rules/traits/any-magical-tradition-b1.md) [concentrate](../traits/concentrate.md) [polymorph](../traits/polymorph.md) [transmutation](../traits/transmutation.md) - -The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of [Deception](../../Compendium/skills.md#Deception). The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its [Deception](../../Compendium/skills.md#Deception) DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and [Strikes](../actions/strike.md), and might potentially change its senses or size. Any changes are listed in its stat block. \ No newline at end of file diff --git a/Rules/abilities/child-care-gmg.md b/Rules/abilities/child-care-gmg.md deleted file mode 100644 index 28f41b7ec..000000000 --- a/Rules/abilities/child-care-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Child Care"] ---- -# Child Care - -When treating infants, the NPC can use their [Midwifery Lore](../../Compendium/skills.md#Lore) skill in place of [Medicine](../../Compendium/skills.md#Medicine), and can use Medicine's trained actions on infants. \ No newline at end of file diff --git a/Rules/abilities/collapse.md b/Rules/abilities/collapse.md deleted file mode 100644 index f5d70e058..000000000 --- a/Rules/abilities/collapse.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Collapse"] ---- -# Collapse [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The skeleton is critically hit. - -**Effect** The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is [immobilized](../conditions.md#Immobilized) and [flat-footed](../conditions.md#Flat-footed). \ No newline at end of file diff --git a/Rules/abilities/constrict.md b/Rules/abilities/constrict.md deleted file mode 100644 index 4be5cd1ef..000000000 --- a/Rules/abilities/constrict.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Constrict"] ---- -# Constrict [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The monster deals the listed amount of damage to any number of creatures [grabbed](../conditions.md#Grabbed) or [restrained](../conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. \ No newline at end of file diff --git a/Rules/abilities/coven.md b/Rules/abilities/coven.md deleted file mode 100644 index 0d7616a8e..000000000 --- a/Rules/abilities/coven.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/divination -- trait/mental -- trait/occult -aliases: ["Coven"] ---- -# Coven -[divination](../traits/divination.md) [mental](../traits/mental.md) [occult](../traits/occult.md) - -This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the [concentrate](../traits/concentrate.md), and can sense what another coven member is sensing as a two-action activity, which has the [concentrate](../traits/concentrate.md) as well. - -Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level [baleful polymorph](../../Compendium/spells/baleful-polymorph.md) spell and all the following spells, which the coven can cast at any level up to 5th: [augury](../../Compendium/spells/augury.md), [charm](../../Compendium/spells/charm.md), [clairaudience](../../Compendium/spells/clairaudience.md), [clairvoyance](../../Compendium/spells/clairvoyance.md), [dream message](../../Compendium/spells/dream-message.md), [illusory disguise](../../Compendium/spells/illusory-disguise.md), [illusory scene](../../Compendium/spells/illusory-scene.md), [prying eye](../../Compendium/spells/prying-eye.md), and [talking corpse](../../Compendium/spells/talking-corpse.md). Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [control weather](../../Compendium/spells/rituals/control-weather.md) ritual, with a DC of 23 instead of the standard DC. - -If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells. \ No newline at end of file diff --git a/Rules/abilities/crumbling-bones-botd.md b/Rules/abilities/crumbling-bones-botd.md deleted file mode 100644 index b1f2324d5..000000000 --- a/Rules/abilities/crumbling-bones-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Crumbling Bones"] ---- -# Crumbling Bones - -The skeleton is made from crumbling bones that drift in clouds of dust. The skeleton has a fly Speed of 20 but it must end its turn within no more than 5 feet off the ground, or it falls, taking damage as normal. In addition, the skeleton can move through any space that's large enough for its skull to fit through. \ No newline at end of file diff --git a/Rules/abilities/curse-of-the-werecreature.md b/Rules/abilities/curse-of-the-werecreature.md deleted file mode 100644 index 234944074..000000000 --- a/Rules/abilities/curse-of-the-werecreature.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/curse -- trait/necromancy -- trait/primal -aliases: ["Curse of the Werecreature"] ---- -# Curse of the Werecreature -[curse](../traits/curse.md) [necromancy](../traits/necromancy.md) [primal](../traits/primal.md) - -This curse affects only humanoids. - -```ad-inline-affliction -title: Saving Throw: DC is the standard DC for the [werecreature's new level – 1](../../../rules/tables/dcs-by-level.md) Fortitude - -**Effect** On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling [unconscious](../../../rules/conditions.md#Unconscious) until dawn -``` diff --git a/Rules/abilities/darkvision.md b/Rules/abilities/darkvision.md deleted file mode 100644 index bdfdece97..000000000 --- a/Rules/abilities/darkvision.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Darkvision"] ---- -# Darkvision - -A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level [darkness](../../Compendium/spells/darkness.md) spell, block normal [darkvision](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/abilities/darkvision.md). A monster with greater darkvision, however, can see through even these forms of magical darkness. \ No newline at end of file diff --git a/Rules/abilities/engulf.md b/Rules/abilities/engulf.md deleted file mode 100644 index 910c46a5c..000000000 --- a/Rules/abilities/engulf.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Engulf"] ---- -# Engulf [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -The monster [Strides](../actions/stride.md) up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space. - -A creature that fails its save is pulled into the monster's body. It is [grabbed](../conditions.md#Grabbed), is [slowed](../conditions.md#Slowed), and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](../conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space. - -If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion. \ No newline at end of file diff --git a/Rules/abilities/ferocity.md b/Rules/abilities/ferocity.md deleted file mode 100644 index d5ae679a1..000000000 --- a/Rules/abilities/ferocity.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Ferocity"] ---- -# Ferocity [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The monster is reduced to 0 HP. - -**Effect** The monster avoids being knocked out and remains at 1 HP, but its [wounded](../conditions.md#Wounded) value increases by 1. When it is [wounded](../conditions.md#Wounded), it can no longer use this ability. \ No newline at end of file diff --git a/Rules/abilities/find-footing-gmg.md b/Rules/abilities/find-footing-gmg.md deleted file mode 100644 index d26807e4d..000000000 --- a/Rules/abilities/find-footing-gmg.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/concentrate -aliases: ["Find Footing"] ---- -# Find Footing [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) - -The NPC attempts an [Architecture Lore](../../Compendium/skills.md#Lore), [Engineering Lore](../../Compendium/skills.md#Lore), or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](../../Compendium/skills.md#Acrobatics) checks to [Balance](../actions/balance.md) across that ground. \ No newline at end of file diff --git a/Rules/abilities/frightful-presence.md b/Rules/abilities/frightful-presence.md deleted file mode 100644 index b57a2243f..000000000 --- a/Rules/abilities/frightful-presence.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/aura -- trait/emotion -- trait/fear -- trait/mental -aliases: ["Frightful Presence"] ---- -# Frightful Presence -[aura](../traits/aura.md) [emotion](../traits/emotion.md) [fear](../traits/fear.md) [mental](../traits/mental.md) - -A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. - -> [!success-degree] -> - **Critical Success** The creature is unaffected by the presence. -> - **Success** The creature is [frightened](../conditions.md#Frightened). -> - **Failure** The creature is [frightened](../conditions.md#Frightened). -> - **Critical Failure** The creature is [frightened](../conditions.md#Frightened). \ No newline at end of file diff --git a/Rules/abilities/frozen-botd.md b/Rules/abilities/frozen-botd.md deleted file mode 100644 index 239fa832d..000000000 --- a/Rules/abilities/frozen-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Frozen"] ---- -# Frozen - -The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals cold damage equal to half the skeleton's level to all adjacent creatures at the start of the skeleton's turn (basic Reflex save with a standard DC for its level). \ No newline at end of file diff --git a/Rules/abilities/golem-antimagic.md b/Rules/abilities/golem-antimagic.md deleted file mode 100644 index f7165a5f5..000000000 --- a/Rules/abilities/golem-antimagic.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Golem Antimagic"] ---- -# Golem Antimagic - -A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem. - -- **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical. -- **Healed By** Any magic of this type that targets the golem makes the golem lose the [slowed](../conditions.md#Slowed) condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical. -- **Slowed By** Any magic of this type that targets the golem causes it to be [slowed](../conditions.md#Slowed) for `2d6` rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's [slowed](../conditions.md#Slowed) for that round. -- **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block. \ No newline at end of file diff --git a/Rules/abilities/gone-fishing-gmg.md b/Rules/abilities/gone-fishing-gmg.md deleted file mode 100644 index f139b46e9..000000000 --- a/Rules/abilities/gone-fishing-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Gone Fishing"] ---- -# Gone Fishing - -The NPC can use [Fishing Lore](../../Compendium/skills.md#Lore) to [Track](../actions/track.md) aquatic creatures or to [Aid](../actions/aid.md) checks to [Track](../actions/track.md) them. \ No newline at end of file diff --git a/Rules/abilities/grab.md b/Rules/abilities/grab.md deleted file mode 100644 index d09bd4b23..000000000 --- a/Rules/abilities/grab.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Grab"] ---- -# Grab [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. - -**Effect** The monster automatically Grabs the target until the end of the monster's next turn. The creature is [grabbed](../conditions.md#Grabbed) by whichever body part the monster attacked with, and that body part can't be used to [Strike](../actions/strike.md) creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures [grabbed](../conditions.md#Grabbed) by it. A [grabbed](../conditions.md#Grabbed) creature can use the [Escape](../actions/escape.md) action to get out of the grab, and the Grab ends for a [grabbed](../conditions.md#Grabbed) creatures if the monster moves away from it. \ No newline at end of file diff --git a/Rules/abilities/grave-eruption-botd.md b/Rules/abilities/grave-eruption-botd.md deleted file mode 100644 index 52d241c47..000000000 --- a/Rules/abilities/grave-eruption-botd.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Grave Eruption"] ---- -# Grave Eruption [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - -- **Requirements**: The skeleton is [undetected](../conditions.md#Undetected) and buried in dirt, gravel, or other loose material - -**Effect** The skeleton erupts from the ground, Stands, and makes a melee [Strike](../actions/strike.md). The target is [flat-footed](../conditions.md#Flat-footed) against this [Strike](../actions/strike.md). If the [Strike](../actions/strike.md) hits, the target is [frightened](../conditions.md#Frightened) (or [frightened](../conditions.md#Frightened) on a critical hit). \ No newline at end of file diff --git a/Rules/abilities/greater-constrict.md b/Rules/abilities/greater-constrict.md deleted file mode 100644 index 7f54f5de1..000000000 --- a/Rules/abilities/greater-constrict.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Greater Constrict"] ---- -# Greater Constrict [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The monster deals the listed amount of damage to any number of creatures [grabbed](../conditions.md#Grabbed) or [restrained](../conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [unconscious](../conditions.md#Unconscious), and a creature that succeeds is then temporarily immune to falling [unconscious](../conditions.md#Unconscious) from Greater Constrict for 1 minute. \ No newline at end of file diff --git a/Rules/abilities/improved-grab.md b/Rules/abilities/improved-grab.md deleted file mode 100644 index 8cbae00ab..000000000 --- a/Rules/abilities/improved-grab.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Improved Grab"] ---- -# Improved Grab [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -The monster can use [Grab](grab.md) as a free action triggered by a hit with its initial attack. A monster with [Improved Grab](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/abilities/improved-grab.md) still needs to spend an action to extend the duration for creatures it already has [grabbed](../conditions.md#Grabbed). \ No newline at end of file diff --git a/Rules/abilities/improved-knockdown.md b/Rules/abilities/improved-knockdown.md deleted file mode 100644 index 42e10576c..000000000 --- a/Rules/abilities/improved-knockdown.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Improved Knockdown"] ---- -# Improved Knockdown [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -The monster can use [Knockdown](knockdown.md) as a free action triggered by a hit with its initial attack. \ No newline at end of file diff --git a/Rules/abilities/improved-push.md b/Rules/abilities/improved-push.md deleted file mode 100644 index 9fcd5dfd6..000000000 --- a/Rules/abilities/improved-push.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Improved Push"] ---- -# Improved Push [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - -The monster can use [Push](push.md) as a free action triggered by a hit with its initial attack. \ No newline at end of file diff --git a/Rules/abilities/keen-eyes-gmg.md b/Rules/abilities/keen-eyes-gmg.md deleted file mode 100644 index 5bf2bb17a..000000000 --- a/Rules/abilities/keen-eyes-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Keen Eyes"] ---- -# Keen Eyes - -Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. \ No newline at end of file diff --git a/Rules/abilities/knockdown.md b/Rules/abilities/knockdown.md deleted file mode 100644 index 8e435c2bf..000000000 --- a/Rules/abilities/knockdown.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Knockdown"] ---- -# Knockdown [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The monster's last action was a success with a Strike that lists Knockdown in its damage entry. - -**Effect** The monster knocks the target [prone](../conditions.md#Prone). \ No newline at end of file diff --git a/Rules/abilities/lacquered-botd.md b/Rules/abilities/lacquered-botd.md deleted file mode 100644 index 0f41b9b04..000000000 --- a/Rules/abilities/lacquered-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Lacquered"] ---- -# Lacquered - -During the process to create the skeleton, it was covered with several layers of an alchemical lacquer, giving its bones a golden hue and granting added protection. The skeleton gains acid resistance 5 and a +2 status bonus to saves against effects that age or erode the target. \ No newline at end of file diff --git a/Rules/abilities/light-blindness.md b/Rules/abilities/light-blindness.md deleted file mode 100644 index 4eda0a450..000000000 --- a/Rules/abilities/light-blindness.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Light Blindness"] ---- -# Light Blindness - -When first exposed to bright light, the monster is [blinded](../conditions.md#Blinded) until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in [darkness](../../Compendium/spells/darkness.md). However, as long as the monster is in an area of bright light, it's [dazzled](../conditions.md#Dazzled). \ No newline at end of file diff --git a/Rules/abilities/local-lore-gmg.md b/Rules/abilities/local-lore-gmg.md deleted file mode 100644 index 3d9429f87..000000000 --- a/Rules/abilities/local-lore-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Local Lore"] ---- -# Local Lore - -When they first meet a given person from their home settlement, the NPC can automatically attempt one check to [Recall Knowledge](../actions/recall-knowledge.md) about that person. This uses the [Lore](../../Compendium/skills.md#Lore) skill for that settlement. \ No newline at end of file diff --git a/Rules/abilities/low-light-vision.md b/Rules/abilities/low-light-vision.md deleted file mode 100644 index 4323f0a85..000000000 --- a/Rules/abilities/low-light-vision.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Low-Light Vision"] ---- -# Low-Light Vision - -The monster can see in dim light as though it were bright light, so it ignores the [concealed](../conditions.md#Concealed) condition due to dim light. \ No newline at end of file diff --git a/Rules/abilities/moon-frenzy.md b/Rules/abilities/moon-frenzy.md deleted file mode 100644 index f5c703dcb..000000000 --- a/Rules/abilities/moon-frenzy.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/polymorph -- trait/primal -- trait/transmutation -aliases: ["Moon Frenzy"] ---- -# Moon Frenzy -[polymorph](../traits/polymorph.md) [primal](../traits/primal.md) [transmutation](../traits/transmutation.md) - -When a full moon appears in the night sky, the werecreature must enter hybrid form, can't [Change Shape](change-shape.md) thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. \ No newline at end of file diff --git a/Rules/abilities/negative-healing-b2.md b/Rules/abilities/negative-healing-b2.md deleted file mode 100644 index eeceffbd8..000000000 --- a/Rules/abilities/negative-healing-b2.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Negative Healing"] ---- -# Negative Healing - -A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead. \ No newline at end of file diff --git a/Rules/abilities/nimble-botd.md b/Rules/abilities/nimble-botd.md deleted file mode 100644 index 093ff5f96..000000000 --- a/Rules/abilities/nimble-botd.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Nimble"] ---- -# Nimble - -The skeleton is particularly fast and nimble. Its land Speed increases by 10 feet and it has a climb Speed of 20 feet. In addition, it gains the Nimble Dodge reaction (Core Rulebook 183). \ No newline at end of file diff --git a/Rules/abilities/quick-transcription-gmg.md b/Rules/abilities/quick-transcription-gmg.md deleted file mode 100644 index ac5168688..000000000 --- a/Rules/abilities/quick-transcription-gmg.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Quick Transcription"] ---- -# Quick Transcription - -The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a [Scribing Lore](../../Compendium/skills.md#Lore) check, completing the task in half the time on a success (one-quarter on a critical success). \ No newline at end of file diff --git a/Rules/abilities/regeneration.md b/Rules/abilities/regeneration.md deleted file mode 100644 index a2df9d81f..000000000 --- a/Rules/abilities/regeneration.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Regeneration"] ---- -# Regeneration - -This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [dying](../conditions.md#Dying) condition never increases beyond [dying](../conditions.md#Dying) as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to [dying](../conditions.md#Dying). \ No newline at end of file diff --git a/Rules/abilities/rend.md b/Rules/abilities/rend.md deleted file mode 100644 index ce1a6c07d..000000000 --- a/Rules/abilities/rend.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Rend"] ---- -# Rend [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: The monster hit the same enemy with two consecutive [Strikes](../actions/strike.md) of the listed type in the same round. - -**Effect** A Rend entry lists a [Strike](../actions/strike.md) the monster has. The monster automatically deals that [Strike](../actions/strike.md)'s damage again to the enemy. \ No newline at end of file diff --git a/Rules/abilities/retributive-strike.md b/Rules/abilities/retributive-strike.md deleted file mode 100644 index 789d4c5e8..000000000 --- a/Rules/abilities/retributive-strike.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Retributive Strike"] ---- -# Retributive Strike [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: An enemy damages the monster's ally, and both are within 15 feet of the monster. - -**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee [Strike](../actions/strike.md) against it. \ No newline at end of file diff --git a/Rules/abilities/rotten-botd.md b/Rules/abilities/rotten-botd.md deleted file mode 100644 index a3e08ec5d..000000000 --- a/Rules/abilities/rotten-botd.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Rotten"] ---- -# Rotten - -The bones of this skeleton are black and rotten, having spent years in polluted water or some other foul substance. The skeleton loses its resistance to piercing and slashing damage and is surrounded by a horrific stench in a 10-foot aura. A creature entering or starting its turn in the aura must succeed at a Fortitude save against the standard DC of the skeleton's level or become [sickened](../conditions.md#Sickened) (plus [slowed](../conditions.md#Slowed) for as long as it remains [sickened](../conditions.md#Sickened) on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the [sickened](../conditions.md#Sickened) condition. A creature that succeeds at its save is temporarily immune for 1 minute. - -This stench remains for 1 hour after the rotten skeleton has been destroyed unless the bones are burned, or the rot is washed away with at least 1 gallon of water. \ No newline at end of file diff --git a/Rules/abilities/scent.md b/Rules/abilities/scent.md deleted file mode 100644 index 57317f5f2..000000000 --- a/Rules/abilities/scent.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Scent"] ---- -# Scent - -Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma) - -If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of [scent](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/abilities/scent.md) abilities used to detect that creature, and the GM can reduce the range if a creature is downwind. \ No newline at end of file diff --git a/Rules/abilities/screaming-skull.md b/Rules/abilities/screaming-skull.md deleted file mode 100644 index 0d93fd105..000000000 --- a/Rules/abilities/screaming-skull.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/auditory -- trait/emotion -- trait/fear -- trait/mental -aliases: ["Screaming Skull"] ---- -# Screaming Skull [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[auditory](../traits/auditory.md) [emotion](../traits/emotion.md) [fear](../traits/fear.md) [mental](../traits/mental.md) - -The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to [Demoralize](../actions/demoralize.md) each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then. \ No newline at end of file diff --git a/Rules/abilities/shield-block.md b/Rules/abilities/shield-block.md deleted file mode 100644 index 2dfb5f2a5..000000000 --- a/Rules/abilities/shield-block.md +++ /dev/null @@ -1,10 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Shield Block"] ---- -# Shield Block [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: The monster has its shield raised and takes damage from a physical attack. - -**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield. \ No newline at end of file diff --git a/Rules/abilities/skeleton-of-roses-b3.md b/Rules/abilities/skeleton-of-roses-b3.md deleted file mode 100644 index 22d37ac09..000000000 --- a/Rules/abilities/skeleton-of-roses-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Skeleton of Roses"] ---- -# Skeleton of Roses - -Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee [Strikes](../actions/strike.md) deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms. \ No newline at end of file diff --git a/Rules/abilities/sneak-attack.md b/Rules/abilities/sneak-attack.md deleted file mode 100644 index 3c25de4c1..000000000 --- a/Rules/abilities/sneak-attack.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Sneak Attack"] ---- -# Sneak Attack - -When the monster [Strikes](../actions/strike.md) a creature that has the [flat-footed](../conditions.md#Flat-footed) condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon. \ No newline at end of file diff --git a/Rules/abilities/swallow-whole.md b/Rules/abilities/swallow-whole.md deleted file mode 100644 index 8fb48a0ff..000000000 --- a/Rules/abilities/swallow-whole.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/attack -aliases: ["Swallow Whole"] ---- -# Swallow Whole [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) - -The monster attempts to swallow a creature of the listed size or smaller that it has [grabbed](../conditions.md#Grabbed) in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an [Athletics](../../Compendium/skills.md#Athletics) check opposed by the [grabbed](../conditions.md#Grabbed) creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to [Strike](../actions/strike.md) or Grab once again. The monster can't attack creatures it has swallowed. - -A swallowed creature is [grabbed](../conditions.md#Grabbed), is [slowed](../conditions.md#Slowed), and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [Escapes](../actions/escape.md) this ability's [grabbed](../conditions.md#Grabbed) condition, it exits through the monster's mouth. This frees any other creature [grabbed](../conditions.md#Grabbed) in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](../conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space. - -If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage. \ No newline at end of file diff --git a/Rules/abilities/telepathy.md b/Rules/abilities/telepathy.md deleted file mode 100644 index 2038176ef..000000000 --- a/Rules/abilities/telepathy.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -tags: -- trait/aura -- trait/divination -- trait/magical -aliases: ["Telepathy"] ---- -# Telepathy -[aura](../traits/aura.md) [divination](../traits/divination.md) [magical](../traits/magical.md) - -A monster with [telepathy](../../Compendium/spells/telepathy.md) can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. \ No newline at end of file diff --git a/Rules/abilities/throw-rock.md b/Rules/abilities/throw-rock.md deleted file mode 100644 index a90707457..000000000 --- a/Rules/abilities/throw-rock.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Throw Rock"] ---- -# Throw Rock [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged [Strike](../actions/strike.md). \ No newline at end of file diff --git a/Rules/abilities/trample.md b/Rules/abilities/trample.md deleted file mode 100644 index 8a330e6fd..000000000 --- a/Rules/abilities/trample.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Trample"] ---- -# Trample [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - -The monster [Strides](../actions/stride.md) up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed [Strike](../actions/strike.md), but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure). \ No newline at end of file diff --git a/Rules/abilities/troop-defenses-b3.md b/Rules/abilities/troop-defenses-b3.md deleted file mode 100644 index 808ef19d4..000000000 --- a/Rules/abilities/troop-defenses-b3.md +++ /dev/null @@ -1,8 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Troop Defenses"] ---- -# Troop Defenses - -Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, [fleeing](../conditions.md#Fleeing), or easily dispatched, depending on their nature. A damaging single-target effect, such as a [Strike](../actions/strike.md), can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a [Strike](../actions/strike.md) for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot. Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect. \ No newline at end of file diff --git a/Rules/abilities/warpwave-aoe6.md b/Rules/abilities/warpwave-aoe6.md deleted file mode 100644 index 5133f50ea..000000000 --- a/Rules/abilities/warpwave-aoe6.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-ability -aliases: ["Warpwave"] ---- -# Warpwave - -Many proteans can inflict disorienting alterations in time and space called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll `1d8` and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for `1d4` rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature. - -| `D8` | Warpwave Effect | -|------|-----------------| -| 1 | [Clumsy](../conditions.md#Clumsy) ([clumsy](../conditions.md#Clumsy) on a critical failure) | -| 2 | [Confused](../conditions.md#Confused) and gains `4d6` temporary Hit Points | -| 3 | [Dazzled](../conditions.md#Dazzled) (permanent on a critical failure) | -| 4 | [Enfeebled](../conditions.md#Enfeebled) (3 on a critical failure) | -| 5 | [Immobilized](../conditions.md#Immobilized) by filaments of energy | -| 6 | [Quickened](../conditions.md#Quickened) ([Stride](../actions/stride.md), [Strike](../actions/strike.md), or [Step](../actions/step.md) only) | -| 7 | [Slowed](../conditions.md#Slowed) | -| 8 | [Stupefied](../conditions.md#Stupefied) (3 on a critical failure) | \ No newline at end of file diff --git a/Rules/actions/accidental-shot-g-g.md b/Rules/actions/accidental-shot-g-g.md deleted file mode 100644 index 273f9b34e..000000000 --- a/Rules/actions/accidental-shot-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/archetype/unexpected-sharpshooter-g-g -- compendium/src/pf2e/g&g -- trait/fortune -aliases: ["Accidental Shot"] ---- -# Accidental Shot [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fortune](../traits/fortune.md) -*Source: Guns & Gears p. 142* - -**Archetype** [Unexpected Sharpshooter](../../Compendium/character/archetypes/unexpected-sharpshooter-g-g.md) -- **Frequency**: once per day -- **Activity**: Two-Action - -You make a [Strike](strike.md) with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](../conditions.md#Concealed) or [hidden](../conditions.md#Hidden). \ No newline at end of file diff --git a/Rules/actions/act-together-som.md b/Rules/actions/act-together-som.md deleted file mode 100644 index 43c786d13..000000000 --- a/Rules/actions/act-together-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/summoner-som -- compendium/src/pf2e/som -- trait/summoner -- trait/tandem -aliases: ["Act Together"] ---- -# Act Together [V](../core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[summoner](../traits/summoner-som.md) [tandem](../traits/tandem-som.md) -*Source: Secrets of Magic p. 53* - -**Class** summoner -- **Frequency**: once per round -- **Activity**: Varies ([>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")) - -You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. - -For example, if you spent 2 actions to Act Together, you could cast [burning hands](../../Compendium/spells/burning-hands.md) (2 actions) and your eidolon could [Strike](strike.md) (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could [Stride](stride.md) (1 action). - -This lets you each use separate exploration activities like [Avoid Notice](avoid-notice.md) as you travel (Core Rulebook 496). \ No newline at end of file diff --git a/Rules/actions/actions.md b/Rules/actions/actions.md deleted file mode 100644 index dca3617e8..000000000 --- a/Rules/actions/actions.md +++ /dev/null @@ -1,221 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Actions - -- [Accidental Shot](accidental-shot-g-g.md) -- [Act Together](act-together-som.md) -- [Activate an Item](activate-an-item.md) -- [Administer First Aid](administer-first-aid.md) -- [Affix a Fulu](affix-a-fulu-som.md) -- [Affix a Talisman](affix-a-talisman.md) -- [Aid](aid.md) -- [Amulet's Abeyance](amulets-abeyance-da.md) -- [Anadi Venom](anadi-venom-lome.md) -- [Arcane Cascade](arcane-cascade-som.md) -- [Arrest a Fall](arrest-a-fall.md) -- [Attack of Opportunity](attack-of-opportunity.md) -- [Automaton Aim](automaton-aim-g-g.md) -- [Avert Gaze](avert-gaze.md) -- [Avoid Notice](avoid-notice.md) -- [Balance](balance.md) -- [Barbed Quills](barbed-quills-lome.md) -- [Board](board-gmg.md) -- [Borrow an Arcane Spell](borrow-an-arcane-spell.md) -- [Break Them Down](break-them-down-loil.md) -- [Bribe Contact](bribe-contact-gmg.md) -- [Bullying Press](bullying-press-gmg.md) -- [Burrow](burrow.md) -- [Calculate Threats](calculate-threats-da.md) -- [Call on Ancient Blood](call-on-ancient-blood.md) -- [Call to Axis](call-to-axis-lome.md) -- [Cast a Spell](cast-a-spell.md) -- [Change Shape (Beastkin)](change-shape-beastkin-loag.md) -- [Change Shape (Kitsune)](change-shape-kitsune-loag.md) -- [Change Tradition Focus](change-tradition-focus-gmg.md) -- [Cleanse Soul Path](cleanse-soul-path-som.md) -- [Clear a Path](clear-a-path-g-g.md) -- [Climb](climb.md) -- [Clue In](clue-in-apg.md) -- [Coerce](coerce.md) -- [Command an Animal](command-an-animal.md) -- [Conceal an Object](conceal-an-object.md) -- [Conduct Energy](conduct-energy-loag.md) -- [Confident Finisher](confident-finisher-apg.md) -- [Cover Tracks](cover-tracks.md) -- [Covered Reload](covered-reload-g-g.md) -- [Craft Disharmonic Instrument](craft-disharmonic-instrument-lomm.md) -- [Craft](craft.md) -- [Cram](cram-sot1.md) -- [Crawl](crawl.md) -- [Create a Diversion](create-a-diversion.md) -- [Create Forgery](create-forgery.md) -- [Debilitating Strike](debilitating-strike.md) -- [Deceptive Sidestep](deceptive-sidestep-gmg.md) -- [Decipher Writing](decipher-writing.md) -- [Defend](defend.md) -- [Delay](delay.md) -- [Demoralize](demoralize.md) -- [Destructive Vengeance](destructive-vengeance-apg.md) -- [Detect Magic](detect-magic.md) -- [Devise a Stratagem](devise-a-stratagem-apg.md) -- [Disable a Device](disable-a-device.md) -- [Disarm](disarm.md) -- [Discover](discover-gmg.md) -- [Dismiss](dismiss.md) -- [Dispelling Bullet](dispelling-bullet-g-g.md) -- [Drain Bonded Item](drain-bonded-item.md) -- [Drifter's Wake](drifters-wake-g-g.md) -- [Drink from the Chalice](drink-from-the-chalice-da.md) -- [Drive](drive-gmg.md) -- [Drop Prone](drop-prone.md) -- [Dueling Counter](dueling-counter-gmg.md) -- [Earn Income](earn-income.md) -- [Energy Emanation](energy-emanation-locg.md) -- [Energy Shot](energy-shot-g-g.md) -- [Envenom](envenom-loil.md) -- [Escape](escape.md) -- [Expeditious Inspection](expeditious-inspection-apg.md) -- [Explode](explode-g-g.md) -- [Exploit Vulnerability](exploit-vulnerability-da.md) -- [Fade Into Daydreams](fade-into-daydreams-da.md) -- [Feint](feint.md) -- [Finish the Job](finish-the-job-g-g.md) -- [Fling Magic](fling-magic-da.md) -- [Flurry of Blows](flurry-of-blows.md) -- [Fly](fly.md) -- [Follow the Expert](follow-the-expert.md) -- [Force Open](force-open.md) -- [Forge Documents](forge-documents-gmg.md) -- [Fortify Camp](fortify-camp-gmg.md) -- [Gain Contact](gain-contact-gmg.md) -- [Gather Information](gather-information.md) -- [Ghost Shot](ghost-shot-g-g.md) -- [Glimpse of Redemption](glimpse-of-redemption.md) -- [Gossip](gossip-gmg.md) -- [Grab an Edge](grab-an-edge.md) -- [Grapple](grapple.md) -- [Grim Swagger](grim-swagger-g-g.md) -- [Harvest Heartsliver](harvest-heartsliver-lomm.md) -- [Hide](hide.md) -- [High Jump](high-jump.md) -- [Hunt Prey](hunt-prey.md) -- [Hustle](hustle.md) -- [Identify Alchemy](identify-alchemy.md) -- [Identify Magic](identify-magic.md) -- [Impersonate](impersonate.md) -- [Implement's Interruption](implements-interruption-da.md) -- [Influence](influence-gmg.md) -- [Intensify Vulnerability](intensify-vulnerability-da.md) -- [Interact](interact.md) -- [Into the Fray](into-the-fray-g-g.md) -- [Invest an Item](invest-an-item.md) -- [Investigate](investigate.md) -- [Invigorating Fear](invigorating-fear-loag.md) -- [Invoke Celestial Privilege](invoke-celestial-privilege.md) -- [Iron Command](iron-command-apg.md) -- [Leap](leap.md) -- [Learn a Spell](learn-a-spell.md) -- [Learn Name](learn-name-som.md) -- [Liberating Step](liberating-step.md) -- [Lie](lie.md) -- [Living Fortification](living-fortification-g-g.md) -- [Long Jump](long-jump.md) -- [Long-Term Rest](long-term-rest.md) -- [Make an Impression](make-an-impression.md) -- [Maneuver in Flight](maneuver-in-flight.md) -- [Manifest Eidolon](manifest-eidolon-som.md) -- [Map the Area](map-the-area-gmg.md) -- [Master Strike](master-strike.md) -- [Mighty Rage](mighty-rage.md) -- [Mirror's Reflection](mirrors-reflection-da.md) -- [Mount](mount.md) -- [Mutagenic Flashback](mutagenic-flashback.md) -- [One Shot, One Kill](one-shot-one-kill-g-g.md) -- [Opportune Riposte](opportune-riposte-apg.md) -- [Overdrive](overdrive-g-g.md) -- [Palm an Object](palm-an-object.md) -- [Perform](perform.md) -- [Pick a Lock](pick-a-lock.md) -- [Pistolero's Retort](pistoleros-retort-g-g.md) -- [Point Out](point-out.md) -- [Pointed Question](pointed-question-apg.md) -- [Practical Research](practical-research-sot1.md) -- [Psychic Defense](psychic-defense-da.md) -- [Pursue a Lead](pursue-a-lead-apg.md) -- [Quick Alchemy](quick-alchemy.md) -- [Quick Tincture](quick-tincture-apg.md) -- [Raconteur's Reload](raconteurs-reload-g-g.md) -- [Rage](rage.md) -- [Raise a Shield](raise-a-shield.md) -- [Raise Neck](raise-neck-loil.md) -- [Rally](rally-gmg.md) -- [Ready](ready.md) -- [Recall Ammunition](recall-ammunition-g-g.md) -- [Recall Knowledge](recall-knowledge.md) -- [Recall The Teachings](recall-the-teachings-da.md) -- [Recenter](recenter-da.md) -- [Reconnoiter](reconnoiter-gmg.md) -- [Refocus](refocus.md) -- [Release](release.md) -- [Reloading Strike](reloading-strike-g-g.md) -- [Repair](repair.md) -- [Repeat a Spell](repeat-a-spell.md) -- [Request](request.md) -- [Research](research-gmg.md) -- [Restore The Mind](restore-the-mind-da.md) -- [Retraining](retraining.md) -- [Retributive Strike](retributive-strike.md) -- [Ring Bell](ring-bell-da.md) -- [Run Over](run-over-gmg.md) -- [Scout Location](scout-location-gmg.md) -- [Scout](scout.md) -- [Search](search.md) -- [Secure Disguises](secure-disguises-gmg.md) -- [Seek](seek.md) -- [Selfish Shield](selfish-shield-apg.md) -- [Sense Direction](sense-direction.md) -- [Sense Motive](sense-motive.md) -- [Sense Weakness](sense-weakness-gmg.md) -- [Share Senses](share-senses-som.md) -- [Shove](shove.md) -- [Siegebreaker](siegebreaker-g-g.md) -- [Sneak](sneak.md) -- [Spellstrike](spellstrike-som.md) -- [Spinning Crush](spinning-crush-g-g.md) -- [Spring the Trap](spring-the-trap-loil.md) -- [Squeeze](squeeze.md) -- [Stand](stand.md) -- [Steal](steal.md) -- [Step](step.md) -- [Stop](stop-gmg.md) -- [Stride](stride.md) -- [Strike](strike.md) -- [Study](study-sot1.md) -- [Subsist](subsist.md) -- [Sustain a Spell](sustain-a-spell.md) -- [Sustain an Activation](sustain-an-activation.md) -- [Swim](swim.md) -- [Tail Toxin](tail-toxin-apg.md) -- [Take a Breather](take-a-breather-gmg.md) -- [Take Control](take-control-gmg.md) -- [Take Cover](take-cover.md) -- [Tap Ley Line](tap-ley-line-som.md) -- [Ten Paces](ten-paces-g-g.md) -- [Thoughtful Reload](thoughtful-reload-g-g.md) -- [Threatening Approach](threatening-approach-locg.md) -- [Touch and Go](touch-and-go-loil.md) -- [Toxic Skin](toxic-skin-lome.md) -- [Track](track.md) -- [Travel](travel-gmg.md) -- [Treat Disease](treat-disease.md) -- [Treat Poison](treat-poison.md) -- [Treat Wounds](treat-wounds.md) -- [Trip](trip.md) -- [Tumble Through](tumble-through.md) -- [Unleash Psyche](unleash-psyche-da.md) -- [Venom Draw](venom-draw-loil.md) -- [Vital Shot](vital-shot-g-g.md) -- [Wicked Thorns](wicked-thorns-loil.md) -- [Wind Them Up](wind-them-up-loil.md) diff --git a/Rules/actions/activate-an-item.md b/Rules/actions/activate-an-item.md deleted file mode 100644 index 15c817cfb..000000000 --- a/Rules/actions/activate-an-item.md +++ /dev/null @@ -1,61 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Activate an Item"] ---- -# Activate an Item (basic) [V](../core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -*Source: Core Rulebook p. 532* - - -- **Requirements**: You can Activate an Item with the [invested](../traits/invested.md) trait only if it's invested by you. If the item requires you to [Interact](interact.md) with it, you must be wielding it (if it's a held item) or touching it with a free hand (if it's another type of item). -- **Activity**: Varies - -You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block. - -Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, "**Activate** [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command." - -**Long Activation Times** Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the [exploration](../traits/exploration.md) trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar). - -**Activation Components** Each activation entry lists any components involved in the activation after the action icons or text, such as "[>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command." The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item. - -- Command ([auditory](../traits/auditory.md), [concentrate](../traits/concentrate.md)) -- Envision ([concentrate](../traits/concentrate.md)) -- [Interact](interact.md) ([manipulate](../traits/manipulate.md)) -- [Cast a Spell](cast-a-spell.md) - -Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. - -Activating an Item works much like [Casting a Spell](cast-a-spell.md), in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry. - -If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. - -Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect. - -> [!pf2-brown] DISRUPTING ACTIVATIONS -> -> Some abilities and effects can disrupt the process of [Activating an Item](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/activate-an-item.md). If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends. - -**Activation Components** An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below. - -**Command** This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](../traits/concentrate.md)s. You must be able to speak to provide this component. - -**Envision** This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](../traits/concentrate.md). - -**Interact** This component works like the Interact basic action. - -Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action. - -**Cast a Spell** If an item lists "[Cast a Spell](cast-a-spell.md)" after "Activate," the activation requires you to use the [Cast a Spell](cast-a-spell.md) activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. - -If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it. - -In this case, Activate an Item gains all the traits from the relevant components of the [Cast a Spell](cast-a-spell.md) activity. - -**Limited Activations** Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item. - -**Sustaining Activations** Some items, once activated, have effects that can be sustained if you concentrate on them. This works much - -**Dismissing Activations** Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action. \ No newline at end of file diff --git a/Rules/actions/administer-first-aid.md b/Rules/actions/administer-first-aid.md deleted file mode 100644 index d37d23b6e..000000000 --- a/Rules/actions/administer-first-aid.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Administer First Aid"] ---- -# Administer First Aid (basic) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 248* - -**Skill** [medicine](../../Compendium/skills.md#Medicine) (untrained) -- **Requirements**: You are holding [healer's tools](../../Compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. -- **Activity**: Two-Action - -You perform first aid on an adjacent creature that is [dying](../conditions.md#Dying) or bleeding. If a creature is both [dying](../conditions.md#Dying) and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. - -- **Stabilize** Attempt a [Medicine](../../Compendium/skills.md#Medicine) check on a creature that has 0 Hit Points and the [dying](../conditions.md#Dying) condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value). -- **Stop Bleeding** Attempt a [Medicine](../../Compendium/skills.md#Medicine) check on a creature that is taking [persistent bleed damage](../conditions.md#Persistent%20Damage), giving them a chance to make another flat check to remove the [persistent damage](../conditions.md#Persistent%20Damage). The DC is usually the DC of the effect that caused the bleed. - -> [!success-degree] -> - **Success** If you're trying to stabilize, the creature loses the [dying](../conditions.md#Dying) condition (but remains [unconscious](../conditions.md#Unconscious)). If you're trying to stop bleeding, the creature attempts a flat check to end the bleeding. -> - **Critical Failure** If you were trying to stabilize, the creature's [dying](../conditions.md#Dying) value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its [persistent bleed damage](../conditions.md#Persistent%20Damage). \ No newline at end of file diff --git a/Rules/actions/affix-a-fulu-som.md b/Rules/actions/affix-a-fulu-som.md deleted file mode 100644 index b3f96d86c..000000000 --- a/Rules/actions/affix-a-fulu-som.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/som -- trait/manipulate -aliases: ["Affix a Fulu"] ---- -# Affix a Fulu (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) -*Source: Secrets of Magic p. 158* - - -- **Activity**: Single Action - -You affix a fulu to an armor, weapon, shield, creature, or structure that's beside or in the same square as you. A creature can remove a fulu from itself or an unattended object in its reach with a single action. \ No newline at end of file diff --git a/Rules/actions/affix-a-talisman.md b/Rules/actions/affix-a-talisman.md deleted file mode 100644 index ee21752d8..000000000 --- a/Rules/actions/affix-a-talisman.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/manipulate -aliases: ["Affix a Talisman"] ---- -# Affix a Talisman (basic) -[exploration](../traits/exploration.md) [manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 565* - - -- **Requirements**: You must use a [repair kit](../../Compendium/equipment/items/repair-kit.md). - -You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the [repair kit](../../Compendium/equipment/items/repair-kit.md) with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again. \ No newline at end of file diff --git a/Rules/actions/amulets-abeyance-da.md b/Rules/actions/amulets-abeyance-da.md deleted file mode 100644 index 46584165d..000000000 --- a/Rules/actions/amulets-abeyance-da.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/abjuration -- trait/magical -- trait/manipulate -- trait/thaumaturge -aliases: ["Amulet's Abeyance"] ---- -# Amulet's Abeyance [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[abjuration](../traits/abjuration.md) [magical](../traits/magical.md) [manipulate](../traits/manipulate.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 36* - -- **Trigger** The target of your [Exploit Vulnerability](exploit-vulnerability-da.md) would damage you or an ally within 15 feet of you. -- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|amulet|DA|1||amulet implement and are benefiting from [Exploit Vulnerability](exploit-vulnerability-da.md). -- **Activity**: Reaction - -You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level. \ No newline at end of file diff --git a/Rules/actions/anadi-venom-lome.md b/Rules/actions/anadi-venom-lome.md deleted file mode 100644 index d9fe8460f..000000000 --- a/Rules/actions/anadi-venom-lome.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/anadi-lome -- compendium/src/pf2e/lome -aliases: ["Anadi Venom"] ---- -# Anadi Venom [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Lost Omens: The Mwangi Expanse p. 103* - -**Ancestry** Anadi; **Heritage** Anadi|LOME|Venomous|Venomous|LOME| -- **Frequency**: a number of times per day equal to your level -- **Activity**: Single Action - -You envenom your fangs. If the next fangs [Strike](strike.md) you make before the end of your turn hits and deals damage, the [Strike](strike.md) deals an additional `1d6` poison damage. On a critical failure, the poison is wasted as normal. At 12th level, this poison damage increases to `2d6`. \ No newline at end of file diff --git a/Rules/actions/arcane-cascade-som.md b/Rules/actions/arcane-cascade-som.md deleted file mode 100644 index 228621bb8..000000000 --- a/Rules/actions/arcane-cascade-som.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/magus-som -- compendium/src/pf2e/som -- trait/concentrate -- trait/magus -- trait/stance -aliases: ["Arcane Cascade"] ---- -# Arcane Cascade [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [magus](../traits/magus-som.md) [stance](../traits/stance.md) -*Source: Secrets of Magic p. 38* - -**Class** magus -- **Requirements**: You used your most recent action to [Cast a Spell](cast-a-spell.md) or make a [Spellstrike](spellstrike-som.md). -- **Activity**: Single Action - -You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee [Strikes](strike.md) deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. - -If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school. - -- **Abjuration or Evocation** force -- **Conjuration or Transmutation** same type as your weapon or unarmed attack -- **Divination, Enchantment, or Illusion** mental -- **Necromancy** negative \ No newline at end of file diff --git a/Rules/actions/arrest-a-fall.md b/Rules/actions/arrest-a-fall.md deleted file mode 100644 index ae853c98c..000000000 --- a/Rules/actions/arrest-a-fall.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Arrest a Fall"] ---- -# Arrest a Fall (basic) [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Core Rulebook p. 472* - - -- **Trigger** You fall. -- **Requirements**: You have a fly Speed. -- **Activity**: Reaction - -You attempt an [Acrobatics](../../Compendium/skills.md#Acrobatics) check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances. - -> [!success-degree] -> - **Success** You fall gently, taking no damage from the fall. \ No newline at end of file diff --git a/Rules/actions/attack-of-opportunity.md b/Rules/actions/attack-of-opportunity.md deleted file mode 100644 index bd8972942..000000000 --- a/Rules/actions/attack-of-opportunity.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/fighter -- compendium/src/pf2e/crb -aliases: ["Attack of Opportunity"] ---- -# Attack of Opportunity [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Core Rulebook p. 474* - -**Class** fighter -- **Trigger** A creature within your reach uses a [manipulate](../traits/manipulate.md) action or a [move](../traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using. -- **Activity**: Reaction - -You lash out at a foe that leaves an opening. Make a melee [Strike](strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a [manipulate](../traits/manipulate.md) action, you disrupt that action. This [Strike](strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](strike.md). \ No newline at end of file diff --git a/Rules/actions/automaton-aim-g-g.md b/Rules/actions/automaton-aim-g-g.md deleted file mode 100644 index 1befeb867..000000000 --- a/Rules/actions/automaton-aim-g-g.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/automaton-g-g -- compendium/src/pf2e/g&g -aliases: ["Automaton Aim"] ---- -# Automaton Aim [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Guns & Gears p. 39* - -**Ancestry** Automaton; **Heritage** Automaton|G&G|Sharpshooter Automaton|Sharpshooter Automaton|G&G| -- **Activity**: Single Action - -You steady your body and observe the events of the battlefield to maximize the range of your next shot. You reduce the penalty for firing into your weapon's second range increment from –2 to 0 for the next ranged attack you make this turn. You can use this action a second time in the same turn to reduce the penalty from firing into your weapon's third range increment from –4 to 0 for the next ranged attack you make this turn. \ No newline at end of file diff --git a/Rules/actions/avoid-notice.md b/Rules/actions/avoid-notice.md deleted file mode 100644 index 53523336f..000000000 --- a/Rules/actions/avoid-notice.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -aliases: ["Avoid Notice"] ---- -# Avoid Notice (basic) -[exploration](../traits/exploration.md) -*Source: Core Rulebook p. 479* - - - -You attempt a [Stealth](../../Compendium/skills.md#Stealth) check to avoid notice while traveling at half speed. If you have the [Swift Sneak](../../Compendium/feats/swift-sneak.md) feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the [Legendary Sneak](../../Compendium/feats/legendary-sneak.md) feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a [Stealth](../../Compendium/skills.md#Stealth) check instead of a [Perception](../../Compendium/skills.md#Perception) check both to determine your initiative and to see if the enemies notice you (based on their [Perception](../../Compendium/skills.md#Perception) DCs, as normal for [Sneak](sneak.md), regardless of their initiative check results). \ No newline at end of file diff --git a/Rules/actions/balance.md b/Rules/actions/balance.md deleted file mode 100644 index 780981d68..000000000 --- a/Rules/actions/balance.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Balance"] ---- -# Balance (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 240* - -**Skill** [acrobatics](../../Compendium/skills.md#Acrobatics) (untrained) -- **Requirements**: You are in a square that contains a narrow surface, uneven ground, or another similar feature. -- **Activity**: Single Action - -You move across a narrow surface or uneven ground, attempting an [Acrobatics](../../Compendium/skills.md#Acrobatics) check against its Balance DC. You are [flat-footed](../conditions.md#Flat-footed) while on a narrow surface or uneven ground. - -> [!success-degree] -> - **Critical Success** You move up to your Speed. -> - **Success** You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). -> - **Failure** You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. -> - **Critical Failure** You fall and your turn ends. - -> [!pf2-example] Sample Balance Tasks -> -> - **Untrained** tangled roots, uneven cobblestones -> - **Trained** wooden beam -> - **Expert** deep, loose gravel -> - **Master** tightrope, smooth sheet of ice -> - **Legendary** razor's edge, chunks of floor falling in midair \ No newline at end of file diff --git a/Rules/actions/barbed-quills-lome.md b/Rules/actions/barbed-quills-lome.md deleted file mode 100644 index 1aabcb6ca..000000000 --- a/Rules/actions/barbed-quills-lome.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/shisk-lome -- compendium/src/pf2e/lome -aliases: ["Barbed Quills"] ---- -# Barbed Quills [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Lost Omens: The Mwangi Expanse p. 123* - -**Ancestry** Shisk; **Heritage** Shisk|LOME|Quillcoat|Quillcoat|LOME| -- **Frequency**: once per day -- **Trigger** You are hit with an unarmed strike or a strike with a non-reach melee weapon. -- **Activity**: Reaction - -You break off quills in your attacker's flesh. You deal `1d8` piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage) as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by `1d8` and the persistent piercing damage increases by 1. \ No newline at end of file diff --git a/Rules/actions/board-gmg.md b/Rules/actions/board-gmg.md deleted file mode 100644 index 2e9046e18..000000000 --- a/Rules/actions/board-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/move -aliases: ["Board"] ---- -# Board [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Gamemastery Guide p. 175* - -**Variant Rule** Vehicles -- **Requirements**: You are adjacent to a point of entry on the vehicle you are attempting to board. -- **Activity**: Single Action - -You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics) check with a DC equal to the vehicle's AC. \ No newline at end of file diff --git a/Rules/actions/break-them-down-loil.md b/Rules/actions/break-them-down-loil.md deleted file mode 100644 index f3811fdf1..000000000 --- a/Rules/actions/break-them-down-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Break Them Down"] ---- -# Break Them Down [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Lost Omens: Impossible Lands p. 108* - -**Class** gunslinger; **Subclass** Triggerbrand -- **Activity**: Two-Action - -Your foes are but dross from which you carve and shoot your legend. Make a melee [Strike](strike.md) and then a ranged [Strike](strike.md) with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee [Strike](strike.md) hits, you gain a +1 circumstance bonus to the attack roll with the ranged [Strike](strike.md). Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both [Strikes](strike.md) hit, you deal an additional `2d6` [persistent bleed damage](../conditions.md#Persistent%20Damage) to the enemy, and they're [dazzled](../conditions.md#Dazzled) until this [persistent bleed damage](../conditions.md#Persistent%20Damage) ends. \ No newline at end of file diff --git a/Rules/actions/bribe-contact-gmg.md b/Rules/actions/bribe-contact-gmg.md deleted file mode 100644 index 29fe9e336..000000000 --- a/Rules/actions/bribe-contact-gmg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -- trait/secret -aliases: ["Bribe Contact"] ---- -# Bribe Contact -[downtime](../traits/downtime.md) [secret](../traits/secret.md) -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration -- **Cost**: A bribe worth at least one-tenth of the Currency per Additional PC listed on [Table 10–9: Party Treasure by Level](../tables/party-treasure-by-level.md). Doubling this amount grants a +2 circumstance bonus to the check. -- **Requirements**: You've successfully [Gained a Contact](gain-contact-gmg.md) - -You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard [Deception](../../Compendium/skills.md#Deception) or [Diplomacy](../../Compendium/skills.md#Diplomacy) check. - -> [!success-degree] -> - **Success** The contact accepts the bribe and you gain 1 EP. -> - **Failure** You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story. -> - **Critical Failure** As failure, but adding 2 AP to the infiltration. \ No newline at end of file diff --git a/Rules/actions/bullying-press-gmg.md b/Rules/actions/bullying-press-gmg.md deleted file mode 100644 index eae06ba61..000000000 --- a/Rules/actions/bullying-press-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/flourish -aliases: ["Bullying Press"] ---- -# Bullying Press [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[flourish](../traits/flourish.md) -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Trigger** You attempt a melee [Strike](strike.md) against your opponent, but haven't rolled yet. -- **Requirements**: You're in a duel, you're trained in [Intimidation](../../Compendium/skills.md#Intimidation), and you rolled an [Intimidation](../../Compendium/skills.md#Intimidation) check for initiative this round. -- **Activity**: Reaction - -If you hit, your opponent becomes [frightened](../conditions.md#Frightened). If your opponent is using [Perception](../../Compendium/skills.md#Perception) for initiative when this ability is used, they become [frightened](../conditions.md#Frightened) instead. \ No newline at end of file diff --git a/Rules/actions/calculate-threats-da.md b/Rules/actions/calculate-threats-da.md deleted file mode 100644 index 1cb38e7ea..000000000 --- a/Rules/actions/calculate-threats-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/mental -- trait/psyche -- trait/psychic -aliases: ["Calculate Threats"] ---- -# Calculate Threats [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](../traits/mental.md) [psyche](../traits/psyche-da.md) [psychic](../traits/psychic-da.md) -*Source: Dark Archive p. 16* - -- **Activity**: Single Action - -Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn. \ No newline at end of file diff --git a/Rules/actions/call-on-ancient-blood.md b/Rules/actions/call-on-ancient-blood.md deleted file mode 100644 index 41e0c8701..000000000 --- a/Rules/actions/call-on-ancient-blood.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/dwarf -- compendium/src/pf2e/crb -aliases: ["Call on Ancient Blood"] ---- -# Call on Ancient Blood [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Core Rulebook p. 35* - -**Ancestry** Dwarf; **Heritage** Dwarf||Ancient-Blooded|Ancient-Blooded|| -- **Trigger** You attempt a saving throw against a [magical](../traits/magical.md) effect, but you haven't rolled yet. -- **Activity**: Reaction - -Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save. \ No newline at end of file diff --git a/Rules/actions/call-to-axis-lome.md b/Rules/actions/call-to-axis-lome.md deleted file mode 100644 index b512b08d2..000000000 --- a/Rules/actions/call-to-axis-lome.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/conrasu-lome -- compendium/src/pf2e/lome -- trait/fortune -aliases: ["Call to Axis"] ---- -# Call to Axis [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[fortune](../traits/fortune.md) -*Source: Lost Omens: The Mwangi Expanse p. 107* - -**Ancestry** Conrasu; **Heritage** Conrasu|LOME|Rite of Knowing|Rite of Knowing|LOME| -- **Frequency**: once per day -- **Trigger** You are about to attempt a check to [Recall Knowledge](recall-knowledge.md). -- **Activity**: Free Action - -You call upon the knowledge of Axis to ensure the accuracy of your information. You roll a second time and use the higher result. If you roll a critical failure, you get a failure instead. If you roll a success, you get a critical success instead. \ No newline at end of file diff --git a/Rules/actions/cast-a-spell.md b/Rules/actions/cast-a-spell.md deleted file mode 100644 index 96ecd2643..000000000 --- a/Rules/actions/cast-a-spell.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Cast a Spell"] ---- -# Cast a Spell (basic) [V](../core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -*Source: Core Rulebook p. 302* - - -- **Activity**: Varies - -You [Cast a Spell](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/cast-a-spell.md) you have prepared or in your repertoire. [Casting a Spell](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/cast-a-spell.md) is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs. - -Some spells are cast as a reaction or free action. In those cases, you [Cast the Spell](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/cast-a-spell.md) as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, "[R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") verbal." - -**Long Casting Times** Some spells take minutes or hours to cast. The [Cast a Spell](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/cast-a-spell.md) activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the [exploration](../traits/exploration.md) trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below). - -**Activation Components** Each spell lists the spell components required to cast it after the action icons or text, such as "[>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the [Cast a Spell](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/cast-a-spell.md) activity. If you can't provide the components, you fail to [Cast the Spell](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/cast-a-spell.md). - -- Material ([manipulate](../traits/manipulate.md)) -- Somatic ([manipulate](../traits/manipulate.md)) -- Verbal ([concentrate](../traits/concentrate.md)) -- Focus ([manipulate](../traits/manipulate.md)) - -**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the [Cast a Spell](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/cast-a-spell.md) activity. If a spell is disrupted during a [Sustain a Spell](sustain-a-spell.md) action, the spell immediately ends. The full rules for disrupting actions appear here. \ No newline at end of file diff --git a/Rules/actions/change-shape-beastkin-loag.md b/Rules/actions/change-shape-beastkin-loag.md deleted file mode 100644 index 0eb28e64b..000000000 --- a/Rules/actions/change-shape-beastkin-loag.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/loag -- trait/concentrate -- trait/polymorph -- trait/primal -- trait/transmutation -aliases: ["Change Shape (Beastkin)"] ---- -# Change Shape (Beastkin) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [polymorph](../traits/polymorph.md) [primal](../traits/primal.md) [transmutation](../traits/transmutation.md) -*Source: Lost Omens: Ancestry Guide p. 79* - - -- **Activity**: Single Action - -You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal `1d4` piercing damage, have the [agile](../traits/agile.md), [finesse](../traits/finesse.md), and [unarmed](../traits/unarmed.md) traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry. \ No newline at end of file diff --git a/Rules/actions/change-shape-kitsune-loag.md b/Rules/actions/change-shape-kitsune-loag.md deleted file mode 100644 index 0669af043..000000000 --- a/Rules/actions/change-shape-kitsune-loag.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/kitsune-loag -- compendium/src/pf2e/loag -- trait/concentrate -- trait/divine -- trait/kitsune -- trait/polymorph -- trait/transmutation -aliases: ["Change Shape (Kitsune)"] ---- -# Change Shape (Kitsune) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [divine](../traits/divine.md) [kitsune](../traits/kitsune-loag.md) [polymorph](../traits/polymorph.md) [transmutation](../traits/transmutation.md) -*Source: Lost Omens: Ancestry Guide* - -**Ancestry** Kitsune -- **Activity**: Single Action - -You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the [Impersonate](impersonate.md) use of [Deception](../../Compendium/skills.md#Deception). You lose any unarmed [Strikes](strike.md) you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again. \ No newline at end of file diff --git a/Rules/actions/change-tradition-focus-gmg.md b/Rules/actions/change-tradition-focus-gmg.md deleted file mode 100644 index 2c25eb6c7..000000000 --- a/Rules/actions/change-tradition-focus-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/magical -aliases: ["Change Tradition Focus"] ---- -# Change Tradition Focus [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](../traits/magical.md) -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Requirements**: You are in a duel and are trained in the skill for the tradition you're changing your focus to ([Arcana](../../Compendium/skills.md#Arcana) for arcane, [Occultism](../../Compendium/skills.md#Occultism) for occult, [Nature](../../Compendium/skills.md#Nature) for primal, or [Religion](../../Compendium/skills.md#Religion) for divine). -- **Activity**: Single Action - -You change your tradition focus to another magical tradition. \ No newline at end of file diff --git a/Rules/actions/cleanse-soul-path-som.md b/Rules/actions/cleanse-soul-path-som.md deleted file mode 100644 index b11a5170b..000000000 --- a/Rules/actions/cleanse-soul-path-som.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/som -- trait/exploration -aliases: ["Cleanse Soul Path"] ---- -# Cleanse Soul Path -[exploration](../traits/exploration.md) -*Source: Secrets of Magic p. 234* - -**Variant Rule** Soulforged Armaments - -You meditate, pray, or otherwise try to reinforce your soul's connection to your soulforged armament. This takes 10 minutes. Attempt a counteract check against your soulforged corruption. The counteract level is half your level rounded up, and the counteract check modifier is your [Religion](../../Compendium/skills.md#Religion) modifier. If successful, reduce the stage of your [soulforged corruption](../../Compendium/gm/afflictions/soulforged-corruption-som.md) by 1 (to a minimum of Stage 1). \ No newline at end of file diff --git a/Rules/actions/clear-a-path-g-g.md b/Rules/actions/clear-a-path-g-g.md deleted file mode 100644 index b990e1129..000000000 --- a/Rules/actions/clear-a-path-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Clear a Path"] ---- -# Clear a Path [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Vanguard -- **Requirements**: You're wielding a two-handed firearm or two-handed crossbow. -- **Activity**: Single Action - -You push outward with your weapon to clear some space before quickly reloading a fresh round. You make an [Athletics](../../Compendium/skills.md#Athletics) check to [Shove](shove.md) an opponent within your reach using your weapon, then [Interact](interact.md) to reload. For this [Shove](shove.md), you don't need a free hand, and you add the weapon's item bonus on attack rolls (if any) to the [Athletics](../../Compendium/skills.md#Athletics) check. If your last action was a ranged [Strike](strike.md) with the weapon, use the same multiple attack penalty as that [Strike](strike.md) for the [Shove](shove.md); the [Shove](shove.md) still counts toward your multiple attack penalty on further attacks as normal. \ No newline at end of file diff --git a/Rules/actions/clue-in-apg.md b/Rules/actions/clue-in-apg.md deleted file mode 100644 index 2cd0318ac..000000000 --- a/Rules/actions/clue-in-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/concentrate -- trait/investigator -aliases: ["Clue In"] ---- -# Clue In [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../traits/concentrate.md) [investigator](../traits/investigator-apg.md) -*Source: Advanced Player's Guide p. 56* - -**Class** investigator -- **Frequency**: once per 10 minutes -- **Trigger** Another creature attempts a check to investigate a lead you're pursuing. -- **Activity**: Reaction - -You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from [Pursue a Lead](pursue-a-lead-apg.md). The GM can add any relevant traits to this reaction depending on the situation, such as [auditory](../traits/auditory.md) and [linguistic](../traits/linguistic.md) if you're conveying information verbally. \ No newline at end of file diff --git a/Rules/actions/coerce.md b/Rules/actions/coerce.md deleted file mode 100644 index c66b50527..000000000 --- a/Rules/actions/coerce.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/exploration -- trait/linguistic -- trait/mental -aliases: ["Coerce"] ---- -# Coerce (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) [emotion](../traits/emotion.md) [exploration](../traits/exploration.md) [linguistic](../traits/linguistic.md) [mental](../traits/mental.md) -*Source: Core Rulebook p. 247* - -**Skill** [intimidation](../../Compendium/skills.md#Intimidation) (untrained) -- **Activity**: Single Action - -With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an [Intimidation](../../Compendium/skills.md#Intimidation) check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar on page 246 and described in full in the Conditions Appendix, starting on page 618. - -> [!success-degree] -> - **Critical Success** The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes [unfriendly](../conditions.md#Unfriendly) (if they weren't already [unfriendly](../conditions.md#Unfriendly) or [hostile](../conditions.md#Hostile)). However, the target is too scared of you to retaliate—at least in the short term. -> - **Success** As critical success, but once the target becomes [unfriendly](../conditions.md#Unfriendly), they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies. -> - **Failure** The target doesn't do what you say, and if they were not already [unfriendly](../conditions.md#Unfriendly) or [hostile](../conditions.md#Hostile), they become [unfriendly](../conditions.md#Unfriendly) -> - **Critical Failure** The target refuses to comply, becomes [hostile](../conditions.md#Hostile) if they weren't already, and can't be Coerced by you for at least 1 week. \ No newline at end of file diff --git a/Rules/actions/command-an-animal.md b/Rules/actions/command-an-animal.md deleted file mode 100644 index 3e5c3513a..000000000 --- a/Rules/actions/command-an-animal.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -aliases: ["Command an Animal"] ---- -# Command an Animal (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) -*Source: Core Rulebook p. 249* - -**Skill** [nature](../../Compendium/skills.md#Nature) (untrained) -- **Activity**: Single Action - -You issue an order to an animal. Attempt a [Nature](../../Compendium/skills.md#Nature) check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. - -You automatically fail if the animal is [hostile](../conditions.md#Hostile) or [unfriendly](../conditions.md#Unfriendly) to you. If the animal is [helpful](../conditions.md#Helpful) to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like [Ride](../../Compendium/feats/ride.md). - -Most animals know the [Leap](leap.md), [Seek](seek.md), [Drop Prone](drop-prone.md), [Stand](stand.md), [Stride](stride.md), and [Strike](strike.md) basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to [Stride](stride.md) three times or to [Stride](stride.md) twice and then [Strike](strike.md). - -> [!success-degree] -> - **Success** The animal does as you command on its next turn. -> - **Failure** The animal is hesitant or resistant, and it does nothing. -> - **Critical Failure** The animal misbehaves or misunderstands, and it takes some other action determined by the GM. \ No newline at end of file diff --git a/Rules/actions/conceal-an-object.md b/Rules/actions/conceal-an-object.md deleted file mode 100644 index c46518c25..000000000 --- a/Rules/actions/conceal-an-object.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -- trait/secret -aliases: ["Conceal an Object"] ---- -# Conceal an Object (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 251* - -**Skill** [stealth](../../Compendium/skills.md#Stealth) (untrained) -- **Activity**: Single Action - -You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your [Stealth](../../Compendium/skills.md#Stealth) check and compares it to this passive observer's [Perception](../../Compendium/skills.md#Perception) DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a [Perception](../../Compendium/skills.md#Perception) check against your [Stealth](../../Compendium/skills.md#Stealth) DC (finding the object on success). - -You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their [Perception](../../Compendium/skills.md#Perception) check results to your [Stealth](../../Compendium/skills.md#Stealth) DC to determine whether they find the object. - -> [!success-degree] -> - **Success** The object remains [undetected](../conditions.md#Undetected). -> - **Failure** The searcher finds the object. \ No newline at end of file diff --git a/Rules/actions/conduct-energy-loag.md b/Rules/actions/conduct-energy-loag.md deleted file mode 100644 index dc597c19a..000000000 --- a/Rules/actions/conduct-energy-loag.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/item -- compendium/src/pf2e/loag -- trait/energy -aliases: ["Conduct Energy"] ---- -# Conduct Energy [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[energy](../traits/energy-loag.md) -*Source: Lost Omens: Ancestry Guide p. 139* - - -- **Requirements**: Your last action or spell this turn had the [acid](../traits/acid.md), [cold](../traits/cold.md), [electricity](../traits/electricity.md), [fire](../traits/fire.md), or [sonic](../traits/sonic.md) trait. -- **Activity**: Free Action - -You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits. \ No newline at end of file diff --git a/Rules/actions/confident-finisher-apg.md b/Rules/actions/confident-finisher-apg.md deleted file mode 100644 index 951215774..000000000 --- a/Rules/actions/confident-finisher-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/swashbuckler-apg -- compendium/src/pf2e/apg -- trait/finisher -- trait/swashbuckler -aliases: ["Confident Finisher"] ---- -# Confident Finisher [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[finisher](../traits/finisher-apg.md) [swashbuckler](../traits/swashbuckler-apg.md) -*Source: Advanced Player's Guide p. 85* - -**Class** swashbuckler -- **Activity**: Single Action - -You make an incredibly graceful attack, piercing your foe's defenses. Make a [Strike](strike.md) with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect. - -> [!success-degree] -> - **Failure** You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the [Strike](strike.md). \ No newline at end of file diff --git a/Rules/actions/cover-tracks.md b/Rules/actions/cover-tracks.md deleted file mode 100644 index 2dcdffe71..000000000 --- a/Rules/actions/cover-tracks.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/move -aliases: ["Cover Tracks"] ---- -# Cover Tracks (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [move](../traits/move.md) -*Source: Core Rulebook p. 252* - -**Skill** [survival](../../Compendium/skills.md#Survival) (trained) - -You cover your tracks, moving up to half your travel Speed. You don't need to attempt a [Survival](../../Compendium/skills.md#Survival) check to cover your tracks, but anyone tracking you must succeed at a [Survival](../../Compendium/skills.md#Survival) check against your [Survival](../../Compendium/skills.md#Survival) DC if it is higher than the normal DC to Track. - -In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the [exploration](../traits/exploration.md) trait. \ No newline at end of file diff --git a/Rules/actions/covered-reload-g-g.md b/Rules/actions/covered-reload-g-g.md deleted file mode 100644 index 1370561ce..000000000 --- a/Rules/actions/covered-reload-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Covered Reload"] ---- -# Covered Reload [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Sniper -- **Activity**: Single Action - -You duck into a safe position or minimize your profile while reloading to make your next attack. Either [Take Cover](take-cover.md) or attempt to [Hide](hide.md), then [Interact](interact.md) to reload. As normal, you must meet the requirements to [Take Cover](take-cover.md) or [Hide](hide.md); you must be [prone](../conditions.md#Prone), benefiting from cover, or near a feature that allows you to [Take Cover](take-cover.md), and you need to be benefiting from cover or [concealed](../conditions.md#Concealed) to a creature to [Hide](hide.md) from that creature. \ No newline at end of file diff --git a/Rules/actions/craft-disharmonic-instrument-lomm.md b/Rules/actions/craft-disharmonic-instrument-lomm.md deleted file mode 100644 index 46f52145f..000000000 --- a/Rules/actions/craft-disharmonic-instrument-lomm.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/lomm -- trait/downtime -- trait/manipulate -- trait/rare -aliases: ["Craft Disharmonic Instrument"] ---- -# Craft Disharmonic Instrument -[downtime](../traits/downtime.md) [manipulate](../traits/manipulate.md) [rare](../traits/rare.md) -*Source: Lost Omens: Monsters of Myth p. 53* - -- **Requirements**: Legendary in [Crafting](../../Compendium/skills.md#Crafting) - -You use legendary Vudran techniques to craft a disharmonic instrument that incorporates pieces of Kothogaz's heart. This is likely a tanpura, but legends mention other instruments and even voice enhancers. A disharmonic instrument is a virtuoso musical instrument. - -This activity requires seven [disharmonic heartslivers](harvest-heartsliver-lomm.md), the formula for a disharmonic instrument, 55,000 gp worth of rare materials, and 7 days of work. At the end of the 7 days, attempt a DC 40 Crafting check to [Craft](craft.md). - -> [!success-degree] -> - **Critical Success** You masterfully complete the disharmonic instrument. Holding the instrument grants immunity to Kothogaz's tympanic heartbeat and many-eyed blight. -> - **Success** You complete the disharmonic instrument. -> - **Failure** You don't complete the disharmonic instrument, and you contract many-eyed blight from the heartslivers. -> - **Critical Failure** As failure, and whenever you're on the same plane as Kothogaz, it can immediately teleport to you with its Disharmonic Door ability. \ No newline at end of file diff --git a/Rules/actions/craft.md b/Rules/actions/craft.md deleted file mode 100644 index 69f419ebc..000000000 --- a/Rules/actions/craft.md +++ /dev/null @@ -1,52 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -- trait/manipulate -aliases: ["Craft"] ---- -# Craft (basic) -[downtime](../traits/downtime.md) [manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 244* - -**Skill** [crafting](../../Compendium/skills.md#Crafting) (trained) - -You can make an item from raw materials. You need the [Alchemical Crafting](../../Compendium/feats/alchemical-crafting.md) skill feat to create alchemical items, the [Magical Crafting](../../Compendium/feats/magical-crafting.md) skill feat to create magic items, and the [Snare Crafting](../../Compendium/feats/snare-crafting.md) feat to create snares. - -To Craft an item, you must meet the following requirements: - -- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in [Crafting](../../Compendium/skills.md#Crafting), and if it's 16th or higher, you must be legendary. -- You have the formula for the item; see Getting Formulas below for more information. -- You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield. -- You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials. - -You must spend 4 days at work, at which point you attempt a [Crafting](../../Compendium/skills.md#Crafting) check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. - -If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using [Table 4–2: Income Earned](../tables/income-earned.md), based on your proficiency rank in [Crafting](../../Compendium/skills.md#Crafting) and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of [Crafting](../../Compendium/skills.md#Crafting) appears in the sidebar. - -> [!success-degree] -> - **Critical Success** Your attempt is successful. Each additional day spent [Crafting](../../Compendium/skills.md#Crafting) reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in [Crafting](../../Compendium/skills.md#Crafting). -> - **Success** Your attempt is successful. Each additional day spent [Crafting](../../Compendium/skills.md#Crafting) reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. -> - **Failure** You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. -> - **Critical Failure** You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over. - -> [!pf2-example] Consumables and Ammunition -> -> You can Craft items with the [consumable](../traits/consumable.md) trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also [Craft](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/craft.md) non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](../tables/ranged-weapons.md) (typically 10). - -> [!pf2-example] Getting Formulas -> -> You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a [basic crafter's book](../../Compendium/equipment/items/basic-crafters-book.md). See the rules on page 293 for information on how to acquire other formulas. - -> [!pf2-brown] Crafting Example -> -> Ezren is a 5th-level wizard and an expert in [Crafting](../../Compendium/skills.md#Crafting). He has a [Crafting](../../Compendium/skills.md#Crafting) modifier of +13 and the [Magical Crafting](../../Compendium/feats/magical-crafting.md) feat. With 2 weeks of downtime ahead of him, he decides to craft a [striking](../../Compendium/equipment/items/striking.md) rune, a 4th-level item. The GM secretly chooses a DC of 19. -> -> The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his [Crafting](../../Compendium/skills.md#Crafting) check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp. -> -> However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. -> -> Because he's a 5th-level character and an expert at [Crafting](../../Compendium/skills.md#Crafting), he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the [striking](../../Compendium/equipment/items/striking.md) rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's [Crafting](../../Compendium/skills.md#Crafting) check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp. \ No newline at end of file diff --git a/Rules/actions/cram-sot1.md b/Rules/actions/cram-sot1.md deleted file mode 100644 index ad3632de6..000000000 --- a/Rules/actions/cram-sot1.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/sot1 -- trait/downtime -aliases: ["Cram"] ---- -# Cram -[downtime](../traits/downtime.md) -*Source: Strength of Thousands #1: Kindled Magic p. 63* - -- **Requirements**: You are an initiate, attendant, or conversant, and your branch level for either your primary or secondary branch is 2 or more levels below the limit. - -Realizing that you're falling behind in your studies, you cram more than you probably should. You Study twice, each in a branch that satisfies the activity requirements. However, the extra studying comes at a price. Until the next time you take the Study downtime activity, you're particularly tired from all the extra hours cramming; at the start of each day of adventuring, you must succeed at a DC 8 flat check or be [fatigued](../conditions.md#Fatigued) for that day. \ No newline at end of file diff --git a/Rules/actions/crawl.md b/Rules/actions/crawl.md deleted file mode 100644 index 0f8131f0f..000000000 --- a/Rules/actions/crawl.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Crawl"] ---- -# Crawl (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 470* - - -- **Requirements**: You are [prone](../conditions.md#Prone) and your Speed is at least 10 feet. -- **Activity**: Single Action - -You move 5 feet by crawling and continue to stay [prone](../conditions.md#Prone). \ No newline at end of file diff --git a/Rules/actions/create-a-diversion.md b/Rules/actions/create-a-diversion.md deleted file mode 100644 index 111e7c3bd..000000000 --- a/Rules/actions/create-a-diversion.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/mental -aliases: ["Create a Diversion"] ---- -# Create a Diversion (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](../traits/mental.md) -*Source: Core Rulebook p. 245* - -**Skill** [deception](../../Compendium/skills.md#Deception) (untrained) -- **Activity**: Single Action - -With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the [manipulate](../traits/manipulate.md) trait. If you use distracting words, it gains the [auditory](../traits/auditory.md) and [linguistic](../traits/linguistic.md) traits. - -Attempt a single [Deception](../../Compendium/skills.md#Deception) check and compare it to the [Perception](../../Compendium/skills.md#Perception) DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their [Perception](../../Compendium/skills.md#Perception) DCs against your attempts to Create a Diversion for 1 minute. - -> [!success-degree] -> - **Success** You become hidden to each creature whose [Perception](../../Compendium/skills.md#Perception) DC is less than or equal to your result. (The [hidden](../conditions.md#Hidden) condition allows you to [Sneak](sneak.md) away, as described on page 252.) This lasts until the end of your turn or until you do anything except [Step](step.md) or use the [Hide](hide.md) or the [Sneak](sneak.md) action of the [Stealth](../../Compendium/skills.md#Stealth) skill. If you [Strike](strike.md) a creature, the creature remains [flat-footed](../conditions.md#Flat-footed) against that attack, and you then become [observed](../conditions.md#Observed). If you do anything else, you become [observed](../conditions.md#Observed) just before you act unless the GM determines otherwise. -> - **Failure** You don't divert the attention of any creatures whose [Perception](../../Compendium/skills.md#Perception) DC exceeds your result, and those creatures are aware you were trying to trick them. \ No newline at end of file diff --git a/Rules/actions/create-forgery.md b/Rules/actions/create-forgery.md deleted file mode 100644 index 1d45a279d..000000000 --- a/Rules/actions/create-forgery.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -- trait/secret -aliases: ["Create Forgery"] ---- -# Create Forgery (basic) -[downtime](../traits/downtime.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 251* - -**Skill** [society](../../Compendium/skills.md#Society) (trained) - -You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 [Society](../../Compendium/skills.md#Society) check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a [Perception](../../Compendium/skills.md#Perception) or [Society](../../Compendium/skills.md#Society) check against your [Society](../../Compendium/skills.md#Society) DC can do so. - -If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting. - -If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's [Perception](../../Compendium/skills.md#Perception) DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document. - -An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a [Perception](../../Compendium/skills.md#Perception) or [Society](../../Compendium/skills.md#Society) check against your [Society](../../Compendium/skills.md#Society) DC (if they succeed, they know your document is a forgery). - -> [!success-degree] -> - **Success** The observer does not detect the forgery. -> - **Failure** The observer knows your document is a forgery. \ No newline at end of file diff --git a/Rules/actions/debilitating-strike.md b/Rules/actions/debilitating-strike.md deleted file mode 100644 index dcbb96ad8..000000000 --- a/Rules/actions/debilitating-strike.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/rogue -- compendium/src/pf2e/crb -- trait/rogue -aliases: ["Debilitating Strike"] ---- -# Debilitating Strike [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[rogue](../traits/rogue.md) -*Source: Core Rulebook p. 182* - -**Class** rogue -- **Trigger** Your [Strike](strike.md) hits a [flat-footed](../conditions.md#Flat-footed) creature and deals damage. -- **Activity**: Free Action - -You apply one of the following debilitations, which lasts until the end of your next turn. - -- **Debilitation** the target takes a –10-foot status penalty to its Speeds. -- **Debilitation** The target becomes [enfeebled](../conditions.md#Enfeebled). \ No newline at end of file diff --git a/Rules/actions/deceptive-sidestep-gmg.md b/Rules/actions/deceptive-sidestep-gmg.md deleted file mode 100644 index f16e7f0ca..000000000 --- a/Rules/actions/deceptive-sidestep-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/misfortune -aliases: ["Deceptive Sidestep"] ---- -# Deceptive Sidestep [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[misfortune](../traits/misfortune.md) -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Trigger** An opponent hits, but does not critically hit you, with a melee Strike. -- **Requirements**: You're in a duel, you're trained in [Deception](../../Compendium/skills.md#Deception), and you rolled a [Deception](../../Compendium/skills.md#Deception) check for initiative this round. -- **Activity**: Reaction - -You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using [Intimidation](../../Compendium/skills.md#Intimidation) for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll. \ No newline at end of file diff --git a/Rules/actions/defend.md b/Rules/actions/defend.md deleted file mode 100644 index f1434b310..000000000 --- a/Rules/actions/defend.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -aliases: ["Defend"] ---- -# Defend (basic) -[exploration](../traits/exploration.md) -*Source: Core Rulebook p. 479* - - - -You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of [Raising a Shield](raise-a-shield.md) before your first turn begins. \ No newline at end of file diff --git a/Rules/actions/delay.md b/Rules/actions/delay.md deleted file mode 100644 index 01c6f7eef..000000000 --- a/Rules/actions/delay.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Delay"] ---- -# Delay (basic) [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -*Source: Core Rulebook p. 470* - - -- **Trigger** Your turn begins. -- **Activity**: Free Action - -You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. - -When you Delay, any [persistent damage](../conditions.md#Persistent%20Damage) or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn. \ No newline at end of file diff --git a/Rules/actions/demoralize.md b/Rules/actions/demoralize.md deleted file mode 100644 index 6cfec2398..000000000 --- a/Rules/actions/demoralize.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/emotion -- trait/fear -- trait/mental -aliases: ["Demoralize"] ---- -# Demoralize (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) [emotion](../traits/emotion.md) [fear](../traits/fear.md) [mental](../traits/mental.md) -*Source: Core Rulebook p. 247* - -**Skill** [intimidation](../../Compendium/skills.md#Intimidation) (untrained) -- **Activity**: Single Action - -With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an [Intimidation](../../Compendium/skills.md#Intimidation) check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. - -> [!success-degree] -> - **Critical Success** The target becomes [frightened](../conditions.md#Frightened) 2. -> - **Success** The target becomes [frightened](../conditions.md#Frightened) 1. \ No newline at end of file diff --git a/Rules/actions/destructive-vengeance-apg.md b/Rules/actions/destructive-vengeance-apg.md deleted file mode 100644 index 292b6ba85..000000000 --- a/Rules/actions/destructive-vengeance-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Destructive Vengeance"] ---- -# Destructive Vengeance [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](../traits/champion.md) [uncommon](../traits/uncommon.md) -*Source: Advanced Player's Guide p. 116* - -**Class** champion; **Subclass** Antipaladin -- **Trigger** An enemy within 15 feet damages you. -- **Activity**: Reaction - -Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your [Strikes](strike.md) against the triggering creature deal 2 extra damage of the type you chose. - -The damage you take and deal when you use this reaction increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. The extra damage on your [Strikes](strike.md) increases to 4 at 9th level and 6 at 16th level. \ No newline at end of file diff --git a/Rules/actions/detect-magic.md b/Rules/actions/detect-magic.md deleted file mode 100644 index 196ae345a..000000000 --- a/Rules/actions/detect-magic.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Detect Magic"] ---- -# Detect Magic (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) -*Source: Core Rulebook p. 479* - - - -You cast [detect magic](../../Compendium/spells/detect-magic.md) at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them. \ No newline at end of file diff --git a/Rules/actions/devise-a-stratagem-apg.md b/Rules/actions/devise-a-stratagem-apg.md deleted file mode 100644 index e73a938a6..000000000 --- a/Rules/actions/devise-a-stratagem-apg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/concentrate -- trait/fortune -- trait/investigator -aliases: ["Devise a Stratagem"] ---- -# Devise a Stratagem [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [fortune](../traits/fortune.md) [investigator](../traits/investigator-apg.md) -*Source: Advanced Player's Guide p. 56* - -**Class** investigator -- **Frequency**: once per round -- **Activity**: Single Action - -You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a `d20`. If you [Strike](strike.md) the chosen creature later this round, you must use the result of the roll you made to [Devise a Stratagem](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/devise-a-stratagem-apg.md) for your [Strike](strike.md)'s attack roll instead of rolling. You make this substitution only for the first [Strike](strike.md) you make against the creature this round, not any subsequent attacks. - -When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your [Strike](strike.md) uses an [agile](../traits/agile.md) or [finesse](../traits/finesse.md) melee weapon, an [agile](../traits/agile.md) or [finesse](../traits/finesse.md) unarmed attack, a ranged weapon (which must be [agile](../traits/agile.md) or [finesse](../traits/finesse.md) if it's a melee weapon with the [thrown](../traits/thrown.md) trait), or a [sap](../../Compendium/equipment/items/sap.md). - -If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. \ No newline at end of file diff --git a/Rules/actions/disable-a-device.md b/Rules/actions/disable-a-device.md deleted file mode 100644 index c86f0c296..000000000 --- a/Rules/actions/disable-a-device.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Disable a Device"] ---- -# Disable a Device (basic) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 253* - -**Skill** [thievery](../../Compendium/skills.md#Thievery) (trained) -- **Requirements**: Some devices require you to use [thieves' tools](../../Compendium/equipment/items/thieves-tools.md) when disabling them. -- **Activity**: Two-Action - -This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves' tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in [Thievery](../../Compendium/skills.md#Thievery) to disable it. - -Your [Thievery](../../Compendium/skills.md#Thievery) check result determines how much progress you make. - -> [!success-degree] -> - **Critical Success** You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. -> - **Success** You disable the device, or you achieve one success toward disabling a complex device. -> - **Critical Failure** You trigger the device. \ No newline at end of file diff --git a/Rules/actions/disarm.md b/Rules/actions/disarm.md deleted file mode 100644 index f68350665..000000000 --- a/Rules/actions/disarm.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Disarm"] ---- -# Disarm (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) -*Source: Core Rulebook p. 243* - -**Skill** [athletics](../../Compendium/skills.md#Athletics) (trained) -- **Requirements**: You have at least one hand free. The target can't be more than one size larger than you. -- **Activity**: Single Action - -You try to knock something out of an opponent's grasp. Attempt an [Athletics](../../Compendium/skills.md#Athletics) check against the opponent's Reflex DC. - -> [!success-degree] -> - **Critical Success** You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space. -> - **Success** You weaken your opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. -> - **Critical Failure** You lose your balance and become [flat-footed](../conditions.md#Flat-footed) until the start of your next turn. \ No newline at end of file diff --git a/Rules/actions/discover-gmg.md b/Rules/actions/discover-gmg.md deleted file mode 100644 index 7f12119b4..000000000 --- a/Rules/actions/discover-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -- trait/secret -aliases: ["Discover"] ---- -# Discover -[concentrate](../traits/concentrate.md) [secret](../traits/secret.md) -*Source: Gamemastery Guide p. 151* - -**Variant Rule** Influence - -You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a [Perception](../../Compendium/skills.md#Perception) check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block. - -> [!success-degree] -> - **Critical Success** Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. -> - **Success** Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses. -> - **Failure** You learn no information. -> - **Critical Failure** Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery. \ No newline at end of file diff --git a/Rules/actions/dispelling-bullet-g-g.md b/Rules/actions/dispelling-bullet-g-g.md deleted file mode 100644 index 4965c7506..000000000 --- a/Rules/actions/dispelling-bullet-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/archetype/spellshot-g-g -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/abjuration -- trait/magical -- trait/spellshot -aliases: ["Dispelling Bullet"] ---- -# Dispelling Bullet [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[abjuration](../traits/abjuration.md) [magical](../traits/magical.md) [spellshot](../traits/spellshot-g-g.md) -*Source: Guns & Gears p. 140* - -**Class** gunslinger -**Archetype** [Spellshot](../../Compendium/character/archetypes/spellshot-g-g.md) -- **Activity**: Two-Action - -You imprint a bullet with a field of abjuration built upon your magical signature, disrupting the magic of whatever it hits. Make a firearm or crossbow [Strike](strike.md) against a foe you can see. If you hit, you attempt to counteract a spell effect active on the target (your choice, or the highest-level effect if you don't choose). Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. \ No newline at end of file diff --git a/Rules/actions/drain-bonded-item.md b/Rules/actions/drain-bonded-item.md deleted file mode 100644 index 7fdd23fe8..000000000 --- a/Rules/actions/drain-bonded-item.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/wizard -- compendium/src/pf2e/crb -- trait/arcane -- trait/wizard -aliases: ["Drain Bonded Item"] ---- -# Drain Bonded Item [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[arcane](../traits/arcane.md) [wizard](../traits/wizard.md) -*Source: Core Rulebook p. 205* - -**Class** wizard -- **Frequency**: once per day -- **Activity**: Free Action - -You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still [Cast the Spell](cast-a-spell.md) and meet the spell's other requirements. \ No newline at end of file diff --git a/Rules/actions/drifters-wake-g-g.md b/Rules/actions/drifters-wake-g-g.md deleted file mode 100644 index f630a02c9..000000000 --- a/Rules/actions/drifters-wake-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Drifter's Wake"] ---- -# Drifter's Wake [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Drifter -- **Activity**: Three-Action - -You drift across the battlefield, striking down foes as you go. You [Stride](stride.md), and you can [Strike](strike.md) up to three times at any points during your movement. Each attack must target a different enemy and must be made with a one-handed firearm, crossbow, melee weapon, or unarmed attack. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made all your attacks. Your movement doesn't trigger reactions. \ No newline at end of file diff --git a/Rules/actions/drink-from-the-chalice-da.md b/Rules/actions/drink-from-the-chalice-da.md deleted file mode 100644 index e436df6f0..000000000 --- a/Rules/actions/drink-from-the-chalice-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/magical -- trait/manipulate -- trait/necromancy -- trait/thaumaturge -aliases: ["Drink from the Chalice"] ---- -# Drink from the Chalice [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[magical](../traits/magical.md) [manipulate](../traits/manipulate.md) [necromancy](../traits/necromancy.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 37* - -- **Frequency**: once per round -- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|chalice|DA|1||chalice implement. -- **Activity**: Single Action - -You drink from the liquid that slowly collects in your chalice or administer it to an adjacent ally. The drinker chooses whether to take a small sip or to drain the contents. - -- **Sip** A sip grants the drinker an amount of temporary Hit Points equal to 2 + half your level that last until the end of your next turn. -- **Drain** Drinking deep instead heals the drinker 3 Hit Points for each level you have. After the chalice is drained, it's left with only its slowly collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 10 minutes pass without anyone drinking from the chalice, it refills itself and can be drained again. If the drinker has [negative healing](../abilities/negative-healing-b2.md), it can still heal in this way, and the effect has the [negative](../traits/negative.md) trait instead of [healing](../traits/healing.md) and [positive](../traits/positive.md). \ No newline at end of file diff --git a/Rules/actions/drive-gmg.md b/Rules/actions/drive-gmg.md deleted file mode 100644 index 3a863a55b..000000000 --- a/Rules/actions/drive-gmg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/move -aliases: ["Drive"] ---- -# Drive [V](../core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[move](../traits/move.md) -*Source: Gamemastery Guide p. 175* - -**Variant Rule** Vehicles -- **Requirements**: You are piloting a vehicle. -- **Activity**: Varies - -You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies. - -[>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. - -[>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](../traits/reckless-gmg.md)) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. - -[>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](../traits/reckless-gmg.md)) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. \ No newline at end of file diff --git a/Rules/actions/drop-prone.md b/Rules/actions/drop-prone.md deleted file mode 100644 index 7b5bf5b52..000000000 --- a/Rules/actions/drop-prone.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Drop Prone"] ---- -# Drop Prone (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 470* - - -- **Activity**: Single Action - -You fall [prone](../conditions.md#Prone). \ No newline at end of file diff --git a/Rules/actions/dueling-counter-gmg.md b/Rules/actions/dueling-counter-gmg.md deleted file mode 100644 index e519f0de6..000000000 --- a/Rules/actions/dueling-counter-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/magical -aliases: ["Dueling Counter"] ---- -# Dueling Counter [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[magical](../traits/magical.md) -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Trigger** Your opponent [Casts a Spell](cast-a-spell.md) from the same tradition as your tradition focus. -- **Requirements**: You are in a duel and have a tradition focus. -- **Activity**: Reaction - -Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell. \ No newline at end of file diff --git a/Rules/actions/energy-emanation-locg.md b/Rules/actions/energy-emanation-locg.md deleted file mode 100644 index 4defe179e..000000000 --- a/Rules/actions/energy-emanation-locg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/dwarf -- compendium/src/pf2e/locg -aliases: ["Energy Emanation"] ---- -# Energy Emanation [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Lost Omens: Character Guide p. 19* - -**Ancestry** Dwarf; **Heritage** Dwarf||Elemental Heart|Elemental Heart|LOCG| -- **Frequency**: once per day -- **Activity**: Two-Action - -Energy bursts forth from your body. You deal `1d6` damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by `1d6`. \ No newline at end of file diff --git a/Rules/actions/energy-shot-g-g.md b/Rules/actions/energy-shot-g-g.md deleted file mode 100644 index 91238f84f..000000000 --- a/Rules/actions/energy-shot-g-g.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/archetype/spellshot-g-g -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/evocation -- trait/magical -- trait/spellshot -aliases: ["Energy Shot"] ---- -# Energy Shot [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[evocation](../traits/evocation.md) [magical](../traits/magical.md) [spellshot](../traits/spellshot-g-g.md) -*Source: Guns & Gears p. 140* - -**Class** gunslinger -**Archetype** [Spellshot](../../Compendium/character/archetypes/spellshot-g-g.md) -- **Trigger** You roll initiative. -- **Activity**: Free Action - -You unleash a small surge of magical energy into your weapon, shrouding the bullet with potential energy and granting it the ability to deal energy damage to your foes to exploit their weaknesses. You can Interact to draw a ranged weapon. On your first three [Strikes](strike.md) of this encounter with a firearm or crossbow, you deal an additional 1 acid, cold, fire or electricity damage. You choose which damage type to deal as part of making each [Strike](strike.md). \ No newline at end of file diff --git a/Rules/actions/envenom-loil.md b/Rules/actions/envenom-loil.md deleted file mode 100644 index d8943d0ff..000000000 --- a/Rules/actions/envenom-loil.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/vishkanya-loil -- compendium/src/pf2e/loil -- trait/manipulate -aliases: ["Envenom"] ---- -# Envenom [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) -*Source: Lost Omens: Impossible Lands* - -**Ancestry** Vishkanya -- **Frequency**: once per day -- **Activity**: Single Action - -Through use of either saliva or blood, you use your innate toxins to apply vishkanyan venom to your weapon or a piece of ammunition. To use your blood, you must be injured, or you can deal 1 slashing damage to yourself as part of the action. The vishkanyan venom remains potent until the end of your next turn, or until you expend it as normal for an injury poison by either hitting a target or critically failing an attack roll. - -```ad-inline-affliction -title: Minor Vishkanyan Venom - -[injury](../../../rules/traits/injury.md) [poison](../../../rules/traits/poison.md) -- **Saving Throws**: Fortitude -- **Maximum Duration**: 6 rounds - -## Stages - -**Stage 1** `1d4` poison damage (1 round) - -**Stage 2** `1d4` poison damage (1 round) - -**Stage 3** `1d4` poison damage (1 round) - - -%% #trait/injury #trait/poison %% -``` diff --git a/Rules/actions/escape.md b/Rules/actions/escape.md deleted file mode 100644 index 3827c84a5..000000000 --- a/Rules/actions/escape.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Escape"] ---- -# Escape (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) -*Source: Core Rulebook p. 470* - - -- **Activity**: Single Action - -You attempt to escape from being [grabbed](../conditions.md#Grabbed), [immobilized](../conditions.md#Immobilized), or [restrained](../conditions.md#Restrained). Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the [Athletics](../../Compendium/skills.md#Athletics) DC of a creature grabbing you, the [Thievery](../../Compendium/skills.md#Thievery) DC of a creature who tied you up, the spell DC for a spell effect, or the listed [Escape](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/escape.md) DC of an object, hazard, or other impediment. You can attempt an [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics) check instead of using your attack modifier if you choose (but this action still has the [attack](../traits/attack.md) trait). - -> [!success-degree] -> - **Critical Success** You get free and remove the [grabbed](../conditions.md#Grabbed), [immobilized](../conditions.md#Immobilized), and [restrained](../conditions.md#Restrained) conditions imposed by your chosen target. You can then [Stride](stride.md) up to 5 feet. -> - **Success** You get free and remove the [grabbed](../conditions.md#Grabbed), [immobilized](../conditions.md#Immobilized), and [restrained](../conditions.md#Restrained) conditions imposed by your chosen target. -> - **Critical Failure** You don't get free, and you can't attempt to [Escape](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/escape.md) again until your next turn. \ No newline at end of file diff --git a/Rules/actions/expeditious-inspection-apg.md b/Rules/actions/expeditious-inspection-apg.md deleted file mode 100644 index 0e8434bda..000000000 --- a/Rules/actions/expeditious-inspection-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/investigator -aliases: ["Expeditious Inspection"] ---- -# Expeditious Inspection [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[investigator](../traits/investigator-apg.md) -*Source: Advanced Player's Guide p. 57* - -**Class** investigator; **Subclass** Empiricism -- **Frequency**: once per 10 minutes -- **Activity**: Free Action - -You observe and assess your surroundings with great speed. You [Recall Knowledge](recall-knowledge.md), [Seek](seek.md), or [Sense Motive](sense-motive.md). \ No newline at end of file diff --git a/Rules/actions/explode-g-g.md b/Rules/actions/explode-g-g.md deleted file mode 100644 index 324b6cead..000000000 --- a/Rules/actions/explode-g-g.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/inventor-g-g -- compendium/src/pf2e/g&g -- trait/fire -- trait/inventor -- trait/manipulate -- trait/unstable -aliases: ["Explode"] ---- -# Explode [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[fire](../traits/fire.md) [inventor](../traits/inventor-g-g.md) [manipulate](../traits/manipulate.md) [unstable](../traits/unstable-g-g.md) -*Source: Guns & Gears p. 19* - -**Class** inventor -- **Activity**: Two-Action - -You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals `2d6` fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). - -At 3rd level, and every level thereafter, increase your explosion's damage by `(3)d6`. - -If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation. \ No newline at end of file diff --git a/Rules/actions/exploit-vulnerability-da.md b/Rules/actions/exploit-vulnerability-da.md deleted file mode 100644 index 3b8839f52..000000000 --- a/Rules/actions/exploit-vulnerability-da.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/esoterica -- trait/manipulate -- trait/thaumaturge -aliases: ["Exploit Vulnerability"] ---- -# Exploit Vulnerability [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[esoterica](../traits/esoterica-da.md) [manipulate](../traits/manipulate.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 32* - -- **Frequency**: once per round -- **Requirements**: You are holding your implement. -- **Activity**: Single Action - -You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an [Esoteric Lore](../../Compendium/skills.md#Lore) check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. - -> [!success-degree] -> - **Critical Success** You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](strike.md) against the creature also become [magical](../traits/magical.md) if they weren't already. -> - **Success** You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon [Strikes](strike.md) against the creature also become [magical](../traits/magical.md) if they weren't already. -> - **Failure** Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon [Strikes](strike.md) against the creature also become [magical](../traits/magical.md) if they weren't already. -> - **Critical Failure** You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become [flat-footed](../conditions.md#Flat-footed) until the beginning of your next turn. \ No newline at end of file diff --git a/Rules/actions/fade-into-daydreams-da.md b/Rules/actions/fade-into-daydreams-da.md deleted file mode 100644 index 91ca9dd9d..000000000 --- a/Rules/actions/fade-into-daydreams-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/illusion -- trait/psyche -- trait/psychic -aliases: ["Fade Into Daydreams"] ---- -# Fade Into Daydreams [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[illusion](../traits/illusion.md) [psyche](../traits/psyche-da.md) [psychic](../traits/psychic-da.md) -*Source: Dark Archive p. 16* - -- **Activity**: Single Action - -Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become [concealed](../conditions.md#Concealed) until the start of your next turn. This concealment can't be used to [Hide](hide.md), as normal for concealing effects that leave your location obvious. \ No newline at end of file diff --git a/Rules/actions/feint.md b/Rules/actions/feint.md deleted file mode 100644 index 77d463579..000000000 --- a/Rules/actions/feint.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/mental -aliases: ["Feint"] ---- -# Feint (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[mental](../traits/mental.md) -*Source: Core Rulebook p. 246* - -**Skill** [deception](../../Compendium/skills.md#Deception) (trained) -- **Requirements**: You are within melee reach of the opponent you attempt to Feint. -- **Activity**: Single Action - -With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a [Deception](../../Compendium/skills.md#Deception) check against that opponent's [Perception](../../Compendium/skills.md#Perception) DC. - -> [!success-degree] -> - **Critical Success** You throw your enemy's defenses against you entirely off. The target is [flat-footed](../conditions.md#Flat-footed) against melee attacks that you attempt against it until the end of your next turn. -> - **Success** Your foe is fooled, but only momentarily. The target is [flat-footed](../conditions.md#Flat-footed) against the next melee attack that you attempt against it before the end of your current turn. -> - **Critical Failure** Your feint backfires. You are [flat-footed](../conditions.md#Flat-footed) against melee attacks the target attempts against you until the end of your next turn. \ No newline at end of file diff --git a/Rules/actions/finish-the-job-g-g.md b/Rules/actions/finish-the-job-g-g.md deleted file mode 100644 index df0c50bcc..000000000 --- a/Rules/actions/finish-the-job-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Finish the Job"] ---- -# Finish the Job [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 108* - -**Class** gunslinger; **Subclass** Drifter -- **Requirements**: On your last action, you failed (but didn't critically fail) a Strike with a firearm or crossbow you're holding in one hand, and your other hand is either wielding a melee weapon or empty. -- **Activity**: Single Action - -Your last attack failed, but it set you up for another. Make a [Strike](strike.md) with your other hand, using a one-handed melee weapon or unarmed attack. This [Strike](strike.md) uses the same multiple attack penalty as the [Strike](strike.md) that failed on the last action. Afterward, increase your multiple attack penalty normally. \ No newline at end of file diff --git a/Rules/actions/fling-magic-da.md b/Rules/actions/fling-magic-da.md deleted file mode 100644 index 3114680bd..000000000 --- a/Rules/actions/fling-magic-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -- trait/evocation -- trait/magical -- trait/manipulate -- trait/thaumaturge -aliases: ["Fling Magic"] ---- -# Fling Magic [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](../traits/concentrate.md) [evocation](../traits/evocation.md) [magical](../traits/magical.md) [manipulate](../traits/manipulate.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 41* - -- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement. -- **Activity**: Two-Action - -You fling magical energy at a target within 60 feet, dealing damage equal to `1d4` + your Charisma modifier to the target, with a basic Reflex save against your class DC. The damage is of the type you selected when you gained your First Implement and Esoterica|Thaumaturge|DA|wand|DA|1||wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4. - -You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of `d4`s. After you do so, the wand takes `1d4` rounds to recharge, during which you can't boost the wand's damage but can continue to Fling Magic normally. If you critically hit with a [Strike](strike.md), your wand recharges immediately as it draws in power from the clash. \ No newline at end of file diff --git a/Rules/actions/flurry-of-blows.md b/Rules/actions/flurry-of-blows.md deleted file mode 100644 index 8de27578e..000000000 --- a/Rules/actions/flurry-of-blows.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/monk -- compendium/src/pf2e/crb -- trait/flourish -- trait/monk -aliases: ["Flurry of Blows"] ---- -# Flurry of Blows [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[flourish](../traits/flourish.md) [monk](../traits/monk.md) -*Source: Core Rulebook p. 156* - -**Class** monk -- **Activity**: Single Action - -Make two unarmed [Strikes](strike.md). If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the [Strikes](strike.md) normally. As it has the [flourish](../traits/flourish.md) trait, you can use [Flurry of Blows](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/flurry-of-blows.md) only once per turn. \ No newline at end of file diff --git a/Rules/actions/fly.md b/Rules/actions/fly.md deleted file mode 100644 index 2b95d3c2a..000000000 --- a/Rules/actions/fly.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Fly"] ---- -# Fly (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 305* - - -- **Requirements**: You have a fly Speed. -- **Activity**: Single Action - -You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall. \ No newline at end of file diff --git a/Rules/actions/follow-the-expert.md b/Rules/actions/follow-the-expert.md deleted file mode 100644 index 745001881..000000000 --- a/Rules/actions/follow-the-expert.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/exploration -- trait/visual -aliases: ["Follow the Expert"] ---- -# Follow the Expert (basic) -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [visual](../traits/visual.md) -*Source: Core Rulebook p. 479* - - - -Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like [Avoiding Notice](avoid-notice.md)). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary). \ No newline at end of file diff --git a/Rules/actions/force-open.md b/Rules/actions/force-open.md deleted file mode 100644 index 7b3a1b0b8..000000000 --- a/Rules/actions/force-open.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Force Open"] ---- -# Force Open (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) -*Source: Core Rulebook p. 242* - -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) -- **Activity**: Single Action - -Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a [crowbar](../../Compendium/equipment/items/crowbar.md), prying something open takes a –2 item penalty to the [Athletics](../../Compendium/skills.md#Athletics) check to Force Open. - -> [!success-degree] -> - **Critical Success** You open the door, window, container, or gate and can avoid damaging it in the process. -> - **Success** You break the door, window, container, or gate open, and the door, window, container, or gate gains the [broken](../conditions.md#Broken) condition. If it's especially sturdy, the GM might have it take damage but not be broken. -> - **Critical Failure** Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open. - -> [!pf2-example] Sample Force Open Tasks -> -> - **Untrained** fabric, flimsy glass -> - **Trained** ice, sturdy glass -> - **Expert** flimsy wooden door, wooden portcullis -> - **Master** sturdy wooden door, iron portcullis, metal bar -> - **Legendary** stone or iron door \ No newline at end of file diff --git a/Rules/actions/forge-documents-gmg.md b/Rules/actions/forge-documents-gmg.md deleted file mode 100644 index a83ebf397..000000000 --- a/Rules/actions/forge-documents-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -- trait/secret -aliases: ["Forge Documents"] ---- -# Forge Documents -[downtime](../traits/downtime.md) [secret](../traits/secret.md) -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration - -You prepare forgeries that might serve as convincing props. Attempt a hard or very hard [Society](../../Compendium/skills.md#Society) check. - -> [!success-degree] -> - **Success** You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. -> - **Failure** You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. -> - **Critical Failure** As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure. \ No newline at end of file diff --git a/Rules/actions/fortify-camp-gmg.md b/Rules/actions/fortify-camp-gmg.md deleted file mode 100644 index 3039a1788..000000000 --- a/Rules/actions/fortify-camp-gmg.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -aliases: ["Fortify Camp"] ---- -# Fortify Camp -*Source: Gamemastery Guide p. 173* - -**Variant Rule** Hexploration - -You can spend time fortifying your camp for defense with a successful [Crafting](../../Compendium/skills.md#Crafting) check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and [Perception](../../Compendium/skills.md#Perception) checks to [Seek](seek.md) creatures attempting to sneak up on the camp. \ No newline at end of file diff --git a/Rules/actions/gain-contact-gmg.md b/Rules/actions/gain-contact-gmg.md deleted file mode 100644 index 989bac8d3..000000000 --- a/Rules/actions/gain-contact-gmg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -aliases: ["Gain Contact"] ---- -# Gain Contact -[downtime](../traits/downtime.md) -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration - -You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC [Diplomacy](../../Compendium/skills.md#Diplomacy) or [Society](../../Compendium/skills.md#Society) check, or a check using a [Lore](../../Compendium/skills.md#Lore) skill appropriate to your prospective contact. - -> [!success-degree] -> - **Success** You make contact and gain 1 EP. -> - **Failure** You fail to make contact. -> - **Critical Failure** You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. \ No newline at end of file diff --git a/Rules/actions/ghost-shot-g-g.md b/Rules/actions/ghost-shot-g-g.md deleted file mode 100644 index 33169eb30..000000000 --- a/Rules/actions/ghost-shot-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Ghost Shot"] ---- -# Ghost Shot [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[flourish](../traits/flourish.md) [gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Sniper -- **Activity**: Single Action - -Make a firearm or crossbow [Strike](strike.md). If you're [hidden](../conditions.md#Hidden) from or [undetected](../conditions.md#Undetected) by the target, the [Strike](strike.md) adds the additional precision damage from One Shot, One Kill; if you would already receive that additional damage on the [Strike](strike.md), the effects aren't cumulative. If you were [undetected](../conditions.md#Undetected) or [unnoticed](../conditions.md#Unnoticed) by any creatures, you're now [hidden](../conditions.md#Hidden) from them instead, as the origin of the attack is clear. \ No newline at end of file diff --git a/Rules/actions/gossip-gmg.md b/Rules/actions/gossip-gmg.md deleted file mode 100644 index 59d21a859..000000000 --- a/Rules/actions/gossip-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -- trait/secret -aliases: ["Gossip"] ---- -# Gossip -[downtime](../traits/downtime.md) [secret](../traits/secret.md) -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration - -You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard [Diplomacy](../../Compendium/skills.md#Diplomacy) check. - -> [!success-degree] -> - **Critical Success** You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. -> - **Success** You gain inside information about the place or group you're attempting to infiltrate that aids your planning. -> - **Failure** You learn nothing. -> - **Critical Failure** You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1. \ No newline at end of file diff --git a/Rules/actions/grapple.md b/Rules/actions/grapple.md deleted file mode 100644 index 006813b39..000000000 --- a/Rules/actions/grapple.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Grapple", "Grab"] ---- -# Grapple (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) -*Source: Core Rulebook p. 242* - -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) -- **Requirements**: You have at least one free hand or have your target grappled or [restrained](../conditions.md#Restrained). Your target cannot be more than one size larger than you. -- **Activity**: Single Action - -You attempt to grab an opponent with your free hand. Attempt an [Athletics](../../Compendium/skills.md#Athletics) check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed or restrained. - -> [!success-degree] -> - **Critical Success** Your opponent is [restrained](../conditions.md#Restrained) until the end of your next turn unless you move or your opponent [Escapes](escape.md). -> - **Success** Your opponent is [grabbed](../conditions.md#Grabbed) until the end of your next turn unless you move or your opponent [Escapes](escape.md). -> - **Failure** You fail to grab your opponent. If you already had the opponent [grabbed](../conditions.md#Grabbed) or [restrained](../conditions.md#Restrained) using a Grapple, those conditions on that creature end. -> - **Critical Failure** If you already had the opponent [grabbed](../conditions.md#Grabbed) or [restrained](../conditions.md#Restrained), it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land [prone](../conditions.md#Prone). \ No newline at end of file diff --git a/Rules/actions/grim-swagger-g-g.md b/Rules/actions/grim-swagger-g-g.md deleted file mode 100644 index e88490fda..000000000 --- a/Rules/actions/grim-swagger-g-g.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/auditory -- trait/emotion -- trait/fear -- trait/gunslinger -- trait/linguistic -- trait/mental -aliases: ["Grim Swagger"] ---- -# Grim Swagger [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[auditory](../traits/auditory.md) [emotion](../traits/emotion.md) [fear](../traits/fear.md) [gunslinger](../traits/gunslinger-g-g.md) [linguistic](../traits/linguistic.md) [mental](../traits/mental.md) -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Pistolero -- **Requirements**: You have a one-handed firearm or one-handed crossbow visibly worn or wielded. -- **Activity**: Three-Action - -You attempt to clear the room by promising a grim fate to anyone who doesn't do what you say, and quickly. Attempt a [Deception](../../Compendium/skills.md#Deception) or [Intimidation](../../Compendium/skills.md#Intimidation) check against the Will DCs of each creature within 30 feet, except for your allies. Regardless of whether you succeed or fail, each subject is temporarily immune to your Grim Swagger for 10 minutes. - -For example, if you attempt a [Deception](../../Compendium/skills.md#Deception) check, you lie and boast about your prowess or the large group of friends on their way to back you up. If you attempt an [Intimidation](../../Compendium/skills.md#Intimidation) check, you promise everyone in the room that you're going to be the last thing they see. - -> [!success-degree] -> - **Critical Success** The creature becomes [frightened](../conditions.md#Frightened). If it's lower level than you, it's also [fleeing](../conditions.md#Fleeing) for 1 round. -> - **Success** The creature becomes [frightened](../conditions.md#Frightened). \ No newline at end of file diff --git a/Rules/actions/harvest-heartsliver-lomm.md b/Rules/actions/harvest-heartsliver-lomm.md deleted file mode 100644 index 554ebb5c0..000000000 --- a/Rules/actions/harvest-heartsliver-lomm.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/lomm -- trait/manipulate -- trait/rare -aliases: ["Harvest Heartsliver"] ---- -# Harvest Heartsliver [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[manipulate](../traits/manipulate.md) [rare](../traits/rare.md) -*Source: Lost Omens: Monsters of Myth p. 53* - -- **Requirements**: You're inside Kothogaz's body. -- **Activity**: Reaction - -You attempt to steal a section of Kothogaz's heart. Attempt an attack roll or a DC 40 [Acrobatics](../../Compendium/skills.md#Acrobatics), [Athletics](../../Compendium/skills.md#Athletics), [Medicine](../../Compendium/skills.md#Medicine), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or [Religion](../../Compendium/skills.md#Religion) check. - -> [!success-degree] -> - **Critical Success** You steal a small disharmonic heartsliver, stow it on your person, and can exit Kothogaz's body. -> - **Success** As critical success, but you can't exit. -> - **Failure** You take Kothogaz's [Swallow Whole](../abilities/swallow-whole.md) damage. -> - **Critical Failure** You take double Kothogaz's Swallow Whole damage and are [deafened](../conditions.md#Deafened) by its heartbeat for 1 minute. \ No newline at end of file diff --git a/Rules/actions/hide.md b/Rules/actions/hide.md deleted file mode 100644 index 7c4bdfe55..000000000 --- a/Rules/actions/hide.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/secret -aliases: ["Hide"] ---- -# Hide (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[secret](../traits/secret.md) -*Source: Core Rulebook p. 251* - -**Skill** [stealth](../../Compendium/skills.md#Stealth) (untrained) -- **Activity**: Single Action - -You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your [Stealth](../../Compendium/skills.md#Stealth) check in secret and compares the result to the [Perception](../../Compendium/skills.md#Perception) DC of each creature you're observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check. - -> [!success-degree] -> - **Success** If the creature could see you, you're now [hidden](../conditions.md#Hidden) from it instead of [observed](../conditions.md#Observed). If you were [hidden](../conditions.md#Hidden) from or [undetected](../conditions.md#Undetected) by the creature, you retain that condition. -> -> If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except [Hide](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/hide.md), [Sneak](sneak.md), or [Step](step.md). If you attempt to [Strike](strike.md) a creature, the creature remains [flat-footed](../conditions.md#Flat-footed) against that attack, and you then become [observed](../conditions.md#Observed). If you do anything else, you become [observed](../conditions.md#Observed) just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another [Stealth](../../Compendium/skills.md#Stealth) check. -> -> If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again. \ No newline at end of file diff --git a/Rules/actions/high-jump.md b/Rules/actions/high-jump.md deleted file mode 100644 index dc02430c0..000000000 --- a/Rules/actions/high-jump.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["High Jump"] ---- -# High Jump (basic) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Core Rulebook p. 242* - -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) -- **Activity**: Two-Action - -You Stride, then make a vertical [Leap](leap.md) and attempt a DC 30 [Athletics](../../Compendium/skills.md#Athletics) check to increase the height of your jump. If you didn't [Stride](stride.md) at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. - -> [!success-degree] -> - **Critical Success** Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet. -> - **Success** Increase the maximum vertical distance to 5 feet. -> - **Failure** You [Leap](leap.md) normally. -> - **Critical Failure** You don't [Leap](leap.md) at all, and instead you fall [prone](../conditions.md#Prone) in your space. - -> [!pf2-example] Leap -> -> The [Leap](leap.md) basic action is used for [High Jump](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/high-jump.md) and [Long Jump](long-jump.md). [Leap](leap.md) lets you take a careful, short jump. You can [Leap](leap.md) up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your [Leap](leap.md) ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical [Leap](leap.md), you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. \ No newline at end of file diff --git a/Rules/actions/hunt-prey.md b/Rules/actions/hunt-prey.md deleted file mode 100644 index cef4ea9f3..000000000 --- a/Rules/actions/hunt-prey.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/ranger -- compendium/src/pf2e/crb -- trait/concentrate -- trait/ranger -aliases: ["Hunt Prey", "Mark Prey"] ---- -# Hunt Prey [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [ranger](../traits/ranger.md) -*Source: Core Rulebook p. 168* - -**Class** ranger -- **Activity**: Single Action - -You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. - -You gain a +2 circumstance bonus to [Perception](../../Compendium/skills.md#Perception) checks when you [Seek](seek.md) your prey and a +2 circumstance bonus to [Survival](../../Compendium/skills.md#Survival) checks when you [Track](track.md) your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting. - -You can have only one creature designated as your prey at a time. If you use [Hunt Prey](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/hunt-prey.md) against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. \ No newline at end of file diff --git a/Rules/actions/identify-alchemy.md b/Rules/actions/identify-alchemy.md deleted file mode 100644 index 8bc6f74c7..000000000 --- a/Rules/actions/identify-alchemy.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/secret -aliases: ["Identify Alchemy"] ---- -# Identify Alchemy (basic) [⏲](../core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 245* - -**Skill** [crafting](../../Compendium/skills.md#Crafting) (trained) -- **Requirements**: You have a [alchemist's tools](../../Compendium/equipment/items/alchemists-tools.md). -- **Activity**: 10 minute - -You can identify the nature of an alchemical item with 10 minutes of testing using [alchemist's tools](../../Compendium/equipment/items/alchemists-tools.md). If your attempt is interrupted in any way, you must start over. - -> [!success-degree] -> - **Success** You identify the item and the means of activating it. -> - **Failure** You fail to identify the item but can try again. -> - **Critical Failure** You misidentify the item as another item of the GM's choice. \ No newline at end of file diff --git a/Rules/actions/impersonate.md b/Rules/actions/impersonate.md deleted file mode 100644 index 495523891..000000000 --- a/Rules/actions/impersonate.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/manipulate -- trait/secret -aliases: ["Impersonate"] ---- -# Impersonate (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [manipulate](../traits/manipulate.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 245* - -**Skill** [deception](../../Compendium/skills.md#Deception) (untrained) - -You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a [disguise kit](../../Compendium/equipment/items/disguise-kit.md), but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion. - -In most cases, creatures have a chance to detect your deception only if they use the [Seek](seek.md) action to attempt [Perception](../../Compendium/skills.md#Perception) checks against your [Deception](../../Compendium/skills.md#Deception) DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret [Deception](../../Compendium/skills.md#Deception) check for you against that creature's [Perception](../../Compendium/skills.md#Perception) DC instead. If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret [Deception](../../Compendium/skills.md#Deception) check even if you aren't directly interacting with others. - -> [!success-degree] -> - **Success** You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes. -> - **Failure** The creature can tell you're not who you claim to be. -> - **Critical Failure** The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise. \ No newline at end of file diff --git a/Rules/actions/implements-interruption-da.md b/Rules/actions/implements-interruption-da.md deleted file mode 100644 index 172d69889..000000000 --- a/Rules/actions/implements-interruption-da.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/evocation -- trait/magical -- trait/thaumaturge -aliases: ["Implement's Interruption"] ---- -# Implement's Interruption [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[evocation](../traits/evocation.md) [magical](../traits/magical.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 41* - -- **Trigger** The target of your [Exploit Vulnerability](exploit-vulnerability-da.md) uses a [concentrate](../traits/concentrate.md), [manipulate](../traits/manipulate.md), or [move](../traits/move.md) action, or leaves a square during a move action it's using. -- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement and are benefiting from [Exploit Vulnerability](exploit-vulnerability-da.md) against a creature. The creature must be within your reach if you're wielding a melee weapon, or within 10 feet if you're wielding a ranged weapon. -- **Activity**: Reaction - -Your weapon senses a moment of weakness and guides your hand to strike down a foe. Make a [Strike](strike.md) against the triggering creature with your First Implement and Esoterica|Thaumaturge|DA|weapon|DA|1||weapon implement. If your attack is a critical hit, you disrupt the triggering action. This [Strike](strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](strike.md). \ No newline at end of file diff --git a/Rules/actions/influence-gmg.md b/Rules/actions/influence-gmg.md deleted file mode 100644 index e8d840bdb..000000000 --- a/Rules/actions/influence-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -- trait/linguistic -aliases: ["Influence"] ---- -# Influence -[concentrate](../traits/concentrate.md) [linguistic](../traits/linguistic.md) -*Source: Gamemastery Guide p. 151* - -**Variant Rule** Influence - -You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block). - -> [!success-degree] -> - **Critical Success** You gain 2 Influence Points with the chosen NPC. -> - **Success** You gain 1 Influence Point with the chosen NPC. -> - **Failure** You gain no Influence Points with the chosen NPC. -> - **Critical Failure** You lose 1 Influence Point with the chosen NPC. \ No newline at end of file diff --git a/Rules/actions/intensify-vulnerability-da.md b/Rules/actions/intensify-vulnerability-da.md deleted file mode 100644 index 5a9ae297c..000000000 --- a/Rules/actions/intensify-vulnerability-da.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -- trait/divination -- trait/esoterica -- trait/magical -- trait/thaumaturge -aliases: ["Intensify Vulnerability"] ---- -# Intensify Vulnerability [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [divination](../traits/divination.md) [esoterica](../traits/esoterica-da.md) [magical](../traits/magical.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 35* - -- **Prerequisites**: [Exploit Vulnerability](exploit-vulnerability-da.md) -- **Frequency**: once per round -- **Requirements**: You're benefiting from [Exploit Vulnerability](exploit-vulnerability-da.md), you can see the subject, and you haven't used [Exploit Vulnerability](exploit-vulnerability-da.md) this round. -- **Activity**: Single Action - -You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn. \ No newline at end of file diff --git a/Rules/actions/into-the-fray-g-g.md b/Rules/actions/into-the-fray-g-g.md deleted file mode 100644 index 1890a0315..000000000 --- a/Rules/actions/into-the-fray-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Into the Fray"] ---- -# Into the Fray [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 108* - -**Class** gunslinger; **Subclass** Drifter -- **Trigger** You roll Initiative. -- **Activity**: Free Action - -You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can [Interact](interact.md) to draw a one-handed ranged weapon and can then [Interact](interact.md) to draw a one-handed melee weapon. As your first action on your first turn, you can [Stride](stride.md) as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this [Stride](stride.md). \ No newline at end of file diff --git a/Rules/actions/invest-an-item.md b/Rules/actions/invest-an-item.md deleted file mode 100644 index 7719c9abc..000000000 --- a/Rules/actions/invest-an-item.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Invest an Item"] ---- -# Invest an Item (basic) [V](../core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -*Source: Core Rulebook p. 531* - - -- **Activity**: Varies - -You invest your energy in an item with the [invested](../traits/invested.md) trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. - -You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit. \ No newline at end of file diff --git a/Rules/actions/investigate.md b/Rules/actions/investigate.md deleted file mode 100644 index c74105727..000000000 --- a/Rules/actions/investigate.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Investigate"] ---- -# Investigate (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) -*Source: Core Rulebook p. 480* - - - -You seek out information about your surroundings while traveling at half speed. You use [Recall Knowledge](recall-knowledge.md) as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a [Recall Knowledge](recall-knowledge.md) action while Investigating, but the GM determines whether the skill is relevant to the clues you could find. \ No newline at end of file diff --git a/Rules/actions/invigorating-fear-loag.md b/Rules/actions/invigorating-fear-loag.md deleted file mode 100644 index 6dd1a26b2..000000000 --- a/Rules/actions/invigorating-fear-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/kitsune-loag -- compendium/src/pf2e/loag -aliases: ["Invigorating Fear"] ---- -# Invigorating Fear [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Lost Omens: Ancestry Guide p. 123* - -**Ancestry** kitsune; **Heritage** kitsune|LOAG|Dark Fields|Dark Fields|LOAG| -- **Frequency**: once per hour -- **Trigger** A creature within 60 feet gains the [frightened](../conditions.md#Frightened) condition. -- **Activity**: Reaction - -You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. \ No newline at end of file diff --git a/Rules/actions/invoke-celestial-privilege.md b/Rules/actions/invoke-celestial-privilege.md deleted file mode 100644 index 83011db66..000000000 --- a/Rules/actions/invoke-celestial-privilege.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/kitsune-loag -- compendium/src/pf2e/crb -aliases: ["Invoke Celestial Privilege"] ---- -# Invoke Celestial Privilege [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Core Rulebook p. 123* - -**Ancestry** kitsune; **Heritage** kitsune|LOAG|Celestial Envoy|Celestial Envoy|LOAG| -- **Trigger** You attempt a saving throw against a [divine](../traits/divine.md) effect, but you haven't rolled yet. -- **Activity**: Reaction - -You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against [divine](../traits/divine.md) effects until the start of your next turn. \ No newline at end of file diff --git a/Rules/actions/iron-command-apg.md b/Rules/actions/iron-command-apg.md deleted file mode 100644 index e03507ba8..000000000 --- a/Rules/actions/iron-command-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/apg -- trait/champion -- trait/divine -- trait/emotion -- trait/enchantment -- trait/mental -- trait/uncommon -aliases: ["Iron Command"] ---- -# Iron Command [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](../traits/champion.md) [divine](../traits/divine.md) [emotion](../traits/emotion.md) [enchantment](../traits/enchantment.md) [mental](../traits/mental.md) [uncommon](../traits/uncommon.md) -*Source: Advanced Player's Guide p. 116* - -**Class** champion; **Subclass** Tyrant -- **Trigger** An enemy within 15 feet damages you. -- **Activity**: Reaction - -You put an impertinent foe who dared harm you in their proper place. You command your enemy to kneel before you in obedience. If they dare to refuse, they must pay the price in pain and anguish. The foe must choose one of the following options. - -- The enemy kneels, dropping prone as a free action. -- The enemy refuses, and you deal 1d6 mental damage to it. This damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 12th level, 5d6 at 16th level, and 6d6 at 19th level. - -In addition, your [Strikes](strike.md) against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether the damage type is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level. \ No newline at end of file diff --git a/Rules/actions/leap.md b/Rules/actions/leap.md deleted file mode 100644 index defe9985e..000000000 --- a/Rules/actions/leap.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Leap"] ---- -# Leap (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Core Rulebook p. 470* - - -- **Activity**: Single Action - -You take a careful, short jump. You can [Leap](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/leap.md) up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your [Leap](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/leap.md) ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). - -If you [Leap](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/leap.md) vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. - -Jumping a greater distance requires using the [Athletics](../../Compendium/skills.md#Athletics) skill. \ No newline at end of file diff --git a/Rules/actions/learn-a-spell.md b/Rules/actions/learn-a-spell.md deleted file mode 100644 index 37c02c0fe..000000000 --- a/Rules/actions/learn-a-spell.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Learn a Spell"] ---- -# Learn a Spell (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) -*Source: Core Rulebook p. 238* - - -- **Requirements**: You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list. - -You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the [bard multiclass archetype](../../Compendium/character/archetypes/bard.md), you couldn't use [Religion](../../Compendium/skills.md#Religion) to add an occult spell to your bardic spell repertoire. - -To learn the spell, you must do the following: - -- Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession. -- Have materials with the Price indicated in [Table 4-3: Learning a Spell](../tables/learning-a-spell.md). -- Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on [Table 4-3: Learning a Spell](../tables/learning-a-spell.md)). [Uncommon](../traits/uncommon.md) or [rare](../traits/rare.md) spells have [higher DCs](../tables/dc-adjustments.md); full guidelines for the GM appear on page 503. - -If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells. - -> [!success-degree] -> - **Critical Success** You expend half the materials and learn the spell. -> - **Success** You expend the materials and learn the spell. -> - **Failure** You fail to learn the spell but can try again after you gain a level. The materials aren't expended. -> - **Critical Failure** As failure, plus you expend half the materials. \ No newline at end of file diff --git a/Rules/actions/learn-name-som.md b/Rules/actions/learn-name-som.md deleted file mode 100644 index 3c603a2c9..000000000 --- a/Rules/actions/learn-name-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/som -- trait/downtime -- trait/rare -- trait/secret -aliases: ["Learn Name"] ---- -# Learn Name -[downtime](../traits/downtime.md) [rare](../traits/rare.md) [secret](../traits/secret.md) -*Source: Secrets of Magic p. 245* - -**Variant Rule** True Names - -You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type. - -The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM. - -> [!success-degree] -> - **Critical Success** You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name. -> - **Success** As critical success, except you find only one private name and don't find hidden fragments of their true name. -> - **Critical Failure** If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely \ No newline at end of file diff --git a/Rules/actions/liberating-step.md b/Rules/actions/liberating-step.md deleted file mode 100644 index de22a99b2..000000000 --- a/Rules/actions/liberating-step.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Liberating Step"] ---- -# Liberating Step [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](../traits/champion.md) -*Source: Core Rulebook p. 107* - -**Class** champion; **Subclass** Liberator -- **Trigger** An enemy damages, Grabs, or [Grapples](grapple.md) your ally, and both are within 15 feet of you. -- **Activity**: Reaction - -You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to [Escape](escape.md) from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape. \ No newline at end of file diff --git a/Rules/actions/lie.md b/Rules/actions/lie.md deleted file mode 100644 index 4e6619875..000000000 --- a/Rules/actions/lie.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/linguistic -- trait/mental -- trait/secret -aliases: ["Lie"] ---- -# Lie (basic) [⏲](../core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) [linguistic](../traits/linguistic.md) [mental](../traits/mental.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 246* - -**Skill** [deception](../../Compendium/skills.md#Deception) (untrained) -- **Activity**: 1 round (at least 1 Round) - -You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single [Deception](../../Compendium/skills.md#Deception) check and compare it against the [Perception](../../Compendium/skills.md#Perception) DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them. - -At the GM's discretion, if a creature initially believes your lie, it might attempt a [Perception](../../Compendium/skills.md#Perception) check later to Sense Motive against your [Deception](../../Compendium/skills.md#Deception) DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements. - -> [!success-degree] -> - **Success** The target believes your lie. -> - **Failure** The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future. \ No newline at end of file diff --git a/Rules/actions/living-fortification-g-g.md b/Rules/actions/living-fortification-g-g.md deleted file mode 100644 index 7e4034841..000000000 --- a/Rules/actions/living-fortification-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Living Fortification"] ---- -# Living Fortification [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Vanguard -- **Trigger** You roll Initiative. -- **Activity**: Free Action - -You can posture defensively with firearms or crossbows, acting like a walking tower. [Interact](interact.md) to draw a firearm or crossbow. You then position that weapon defensively, gaining a +1 circumstance bonus to AC until the start of your first turn, or a +2 circumstance bonus if the chosen weapon has the [parry](../traits/parry.md) trait. \ No newline at end of file diff --git a/Rules/actions/long-jump.md b/Rules/actions/long-jump.md deleted file mode 100644 index ad2a39002..000000000 --- a/Rules/actions/long-jump.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Long Jump"] ---- -# Long Jump (basic) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Core Rulebook p. 242* - -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) -- **Activity**: Two-Action - -You [Stride](stride.md), then make a horizontal [Leap](leap.md) and attempt an [Athletics](../../Compendium/skills.md#Athletics) check to increase the length of your jump. The DC of the [Athletics](../../Compendium/skills.md#Athletics) check is equal to the total distance in feet you're attempting to move during your [Leap](leap.md) (so you'd need to succeed at a DC 20 check to [Leap](leap.md) 20 feet). You can't [Leap](leap.md) farther than your Speed. - -If you didn't [Stride](stride.md) at least 10 feet, or if you attempt to jump in a different direction than your [Stride](stride.md), you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. - -> [!success-degree] -> - **Success** Increase the maximum horizontal distance you [Leap](leap.md) to the desired distance. -> - **Failure** You [Leap](leap.md) normally. -> - **Critical Failure** You [Leap](leap.md) normally, but then fall and land [prone](../conditions.md#Prone). \ No newline at end of file diff --git a/Rules/actions/make-an-impression.md b/Rules/actions/make-an-impression.md deleted file mode 100644 index 4824d9ac7..000000000 --- a/Rules/actions/make-an-impression.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/exploration -- trait/linguistic -- trait/mental -aliases: ["Make an Impression"] ---- -# Make an Impression (basic) -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [linguistic](../traits/linguistic.md) [mental](../traits/mental.md) -*Source: Core Rulebook p. 246* - -**Skill** [diplomacy](../../Compendium/skills.md#Diplomacy) (untrained) - -With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a [Diplomacy](../../Compendium/skills.md#Diplomacy) check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise. - -> [!success-degree] -> - **Critical Success** The target's attitude toward you improves by two steps. -> - **Success** The target's attitude toward you improves by one step. -> - **Critical Failure** The target's attitude toward you decreases by one step. - -> [!pf2-example] Changing Attitudes -> -> Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed in the Conditions Appendix and are summarized here. -> -> - **Helpful:** Willing to help you and responds favorably to your requests. -> - **Friendly:** Has a good attitude toward you, but won't necessarily stick their neck out to help you. -> - **Indifferent:** Doesn't care about you either way. (Most NPCs start out indifferent.) -> - **Unfriendly:** Dislikes you and doesn't want to help you. -> - **Hostile:** Actively works against you—and might attack you just because of their dislike. -> -> No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use [Diplomacy](../../Compendium/skills.md#Diplomacy) results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond. \ No newline at end of file diff --git a/Rules/actions/maneuver-in-flight.md b/Rules/actions/maneuver-in-flight.md deleted file mode 100644 index d47237650..000000000 --- a/Rules/actions/maneuver-in-flight.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Maneuver in Flight"] ---- -# Maneuver in Flight (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 240* - -**Skill** [acrobatics](../../Compendium/skills.md#Acrobatics) (trained) -- **Requirements**: You have a fly Speed. -- **Activity**: Single Action - -You try a difficult maneuver while [Flying](fly.md). Attempt an [Acrobatics](../../Compendium/skills.md#Acrobatics) check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed. - -> [!success-degree] -> - **Success** You succeed at the maneuver. -> - **Failure** Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind). -> - **Critical Failure** As failure, but the consequence is more dire. - -> [!pf2-example] Sample Maneuver in Flight Tasks -> -> - **Trained** steep ascent or descent -> - **Expert** fly against the wind, hover midair -> - **Master** reverse direction -> - **Legendary** fly through gale force winds \ No newline at end of file diff --git a/Rules/actions/manifest-eidolon-som.md b/Rules/actions/manifest-eidolon-som.md deleted file mode 100644 index 113607cce..000000000 --- a/Rules/actions/manifest-eidolon-som.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/summoner-som -- compendium/src/pf2e/som -- trait/concentrate -- trait/conjuration -- trait/manipulate -- trait/summoner -- trait/teleportation -aliases: ["Manifest Eidolon"] ---- -# Manifest Eidolon [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[concentrate](../traits/concentrate.md) [conjuration](../traits/conjuration.md) [manipulate](../traits/manipulate.md) [summoner](../traits/summoner-som.md) [teleportation](../traits/teleportation.md) -*Source: Secrets of Magic p. 52* - -**Class** summoner -- **Activity**: Three-Action - -Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. - -The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. \ No newline at end of file diff --git a/Rules/actions/map-the-area-gmg.md b/Rules/actions/map-the-area-gmg.md deleted file mode 100644 index 5f9766b74..000000000 --- a/Rules/actions/map-the-area-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -aliases: ["Map the Area"] ---- -# Map the Area -[concentrate](../traits/concentrate.md) -*Source: Gamemastery Guide p. 173* - -**Variant Rule** Hexploration - -As long as your group has successfully [Reconnoitered](reconnoiter-gmg.md) the hex, you can use this activity to create an accurate map of the hex with a successful [Survival](../../Compendium/skills.md#Survival) check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2. \ No newline at end of file diff --git a/Rules/actions/master-strike.md b/Rules/actions/master-strike.md deleted file mode 100644 index b105be9d4..000000000 --- a/Rules/actions/master-strike.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/rogue -- compendium/src/pf2e/crb -- trait/incapacitation -- trait/rogue -aliases: ["Master Strike"] ---- -# Master Strike [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[incapacitation](../traits/incapacitation.md) [rogue](../traits/rogue.md) -*Source: Core Rulebook p. 182* - -**Class** rogue -- **Frequency**: once per round -- **Trigger** Your [Strike](strike.md) hits a [flat-footed](../conditions.md#Flat-footed) creature and deals damage. -- **Activity**: Free Action - -The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day. - -> [!success-degree] -> - **Critical Success** The target is unaffected. -> - **Success** The target is [enfeebled](../conditions.md#Enfeebled) until the end of your next turn. -> - **Failure** The target is [paralyzed](../conditions.md#Paralyzed) for 4 rounds. -> - **Critical Failure** The target is [paralyzed](../conditions.md#Paralyzed) for 4 rounds, knocked [unconscious](../conditions.md#Unconscious) for 2 hours, or killed (your choice). \ No newline at end of file diff --git a/Rules/actions/mighty-rage.md b/Rules/actions/mighty-rage.md deleted file mode 100644 index a88c9636d..000000000 --- a/Rules/actions/mighty-rage.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/barbarian -- compendium/src/pf2e/crb -- trait/barbarian -aliases: ["Mighty Rage"] ---- -# Mighty Rage [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[barbarian](../traits/barbarian.md) -*Source: Core Rulebook p. 85* - -**Class** barbarian -- **Trigger** You use the [Rage](rage.md) action on your turn. -- **Activity**: Free Action - -Use an action that has the [rage](../traits/rage.md) trait. Alternatively, you can increase the actions of the triggering [Rage](rage.md) to 2 to instead use a 2-action activity with the rage trait. \ No newline at end of file diff --git a/Rules/actions/mirrors-reflection-da.md b/Rules/actions/mirrors-reflection-da.md deleted file mode 100644 index 5f0a79faa..000000000 --- a/Rules/actions/mirrors-reflection-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/illusion -- trait/magical -- trait/manipulate -- trait/thaumaturge -aliases: ["Mirror's Reflection"] ---- -# Mirror's Reflection [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[illusion](../traits/illusion.md) [magical](../traits/magical.md) [manipulate](../traits/manipulate.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 39* - -- **Requirements**: You're holding your First Implement and Esoterica|Thaumaturge|DA|mirror|DA|1||mirror implement. -- **Activity**: Single Action - -You reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces. - -Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. For example, if you made a melee Strike against a creature within reach of the reflection, you'd mime the actions of the Strike, but only the reflection would actually make the Strike. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. For example, a fireball that included both of you in its area would require only one save from you and damage you no more than once. When you move, you choose which square to move from, but the mirror effect ends (see below). - -Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of First Implement and Esoterica|Thaumaturge|DA|this|DA|1||this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. \ No newline at end of file diff --git a/Rules/actions/mount.md b/Rules/actions/mount.md deleted file mode 100644 index ad8e87cdb..000000000 --- a/Rules/actions/mount.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Mount"] ---- -# Mount (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 472* - - -- **Activity**: Single Action - -You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it. \ No newline at end of file diff --git a/Rules/actions/one-shot-one-kill-g-g.md b/Rules/actions/one-shot-one-kill-g-g.md deleted file mode 100644 index b9a1a67e9..000000000 --- a/Rules/actions/one-shot-one-kill-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["One Shot, One Kill"] ---- -# One Shot, One Kill [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Sniper -- **Trigger** You roll [Stealth](../../Compendium/skills.md#Stealth) for Initiative. -- **Activity**: Free Action - -Your first shot is the deadliest. [Interact](interact.md) to draw a firearm or crossbow. On your first turn, your first [Strike](strike.md) with that weapon deals an additional `1d6` precision damage. This precision damage increases to `2d6` at 9th level and `3d6` at 15th level. \ No newline at end of file diff --git a/Rules/actions/opportune-riposte-apg.md b/Rules/actions/opportune-riposte-apg.md deleted file mode 100644 index 27be1f40c..000000000 --- a/Rules/actions/opportune-riposte-apg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/swashbuckler-apg -- compendium/src/pf2e/apg -- trait/swashbuckler -aliases: ["Opportune Riposte"] ---- -# Opportune Riposte [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[swashbuckler](../traits/swashbuckler-apg.md) -*Source: Advanced Player's Guide p. 86* - -**Class** swashbuckler -- **Trigger** A foe within your reach critically fails a [Strike](strike.md) against you. -- **Activity**: Reaction - -You take advantage of an opening from your enemy's fumbled attack. You either make a melee [Strike](strike.md) against the triggering foe or attempt to [Disarm](disarm.md) it of the weapon it used for the Strike. \ No newline at end of file diff --git a/Rules/actions/overdrive-g-g.md b/Rules/actions/overdrive-g-g.md deleted file mode 100644 index e4b92c03c..000000000 --- a/Rules/actions/overdrive-g-g.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/inventor-g-g -- compendium/src/pf2e/g&g -- trait/inventor -- trait/manipulate -aliases: ["Overdrive"] ---- -# Overdrive [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[inventor](../traits/inventor-g-g.md) [manipulate](../traits/manipulate.md) -*Source: Guns & Gears p. 16* - -**Class** inventor -- **Frequency**: once per round -- **Activity**: Single Action - -Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a [Crafting](../../Compendium/skills.md#Crafting) check that has a [standard DC for your level](../tables/dcs-by-level.md). - -> [!success-degree] -> - **Critical Success** Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your [Strikes](strike.md) deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. -> - **Success** Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. -> - **Failure** You make a miscalculation and nothing happens. -> - **Critical Failure** Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset. \ No newline at end of file diff --git a/Rules/actions/palm-an-object.md b/Rules/actions/palm-an-object.md deleted file mode 100644 index 71ce7bf7d..000000000 --- a/Rules/actions/palm-an-object.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Palm an Object"] ---- -# Palm an Object (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 253* - -**Skill** [thievery](../../Compendium/skills.md#Thievery) (untrained) -- **Activity**: Single Action - -Palming a small, unattended object without being noticed requires you to roll a single [Thievery](../../Compendium/skills.md#Thievery) check against the [Perception](../../Compendium/skills.md#Perception) DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. - -> [!success-degree] -> - **Success** The creature does not notice you Palming the Object. -> - **Failure** The creature notices you Palming the Object, and the GM determines the creature's response. \ No newline at end of file diff --git a/Rules/actions/perform.md b/Rules/actions/perform.md deleted file mode 100644 index 8ad5cbdb5..000000000 --- a/Rules/actions/perform.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -aliases: ["Perform"] ---- -# Perform (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) -*Source: Core Rulebook p. 250* - -**Skill** [performance](../../Compendium/skills.md#Performance) (untrained) -- **Activity**: Single Action - -When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent [Diplomacy](../../Compendium/skills.md#Diplomacy) checks against the observers—or even change their attitudes—if the GM sees fit. - -> [!success-degree] -> - **Critical Success** Your performance impresses the observers, and they're likely to share stories of your ability. -> - **Success** You prove yourself, and observers appreciate the quality of your performance. -> - **Failure** Your performance falls flat. -> - **Critical Failure** You demonstrate only incompetence. - -> [!pf2-example] Sample Perform Tasks -> -> - **Untrained** audience of commoners -> - **Trained** audience of artisans -> - **Expert** audience of merchants or minor nobles -> - **Master** audience of high nobility or minor royalty -> - **Legendary** audience of major royalty or otherworldly beings \ No newline at end of file diff --git a/Rules/actions/pick-a-lock.md b/Rules/actions/pick-a-lock.md deleted file mode 100644 index 8e424d97b..000000000 --- a/Rules/actions/pick-a-lock.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Pick a Lock"] ---- -# Pick a Lock (basic) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 253* - -**Skill** [thievery](../../Compendium/skills.md#Thievery) (trained) -- **Requirements**: You have [thieves' tools](../../Compendium/equipment/items/thieves-tools.md). -- **Activity**: Two-Action - -Opening a lock without a key is very similar to [Disabling a Device](disable-a-device.md), but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found on page 290). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock. - -> [!success-degree] -> - **Critical Success** You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering. -> - **Success** You open the lock, or you achieve one success toward opening a complex lock. -> - **Critical Failure** You break your tools. Fixing them requires using [Crafting](../../Compendium/skills.md#Crafting) to [Repair](repair.md) them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves' tools). \ No newline at end of file diff --git a/Rules/actions/pistoleros-retort-g-g.md b/Rules/actions/pistoleros-retort-g-g.md deleted file mode 100644 index 5fe985e63..000000000 --- a/Rules/actions/pistoleros-retort-g-g.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Pistolero's Retort"] ---- -# Pistolero's Retort [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 108* - -**Class** gunslinger; **Subclass** Pistolero -- **Trigger** A foe within the first range increment of the onehanded firearm or one-handed crossbow you're wielding critically fails an attack roll against you. -- **Requirements**: You're wielding a one-handed firearm or one-handed crossbow. -- **Activity**: Reaction - -You punish your foe's failure with a shot. Make a [Strike](strike.md) against the triggering foe with a one-handed firearm or one-handed crossbow. \ No newline at end of file diff --git a/Rules/actions/point-out.md b/Rules/actions/point-out.md deleted file mode 100644 index 3f357622b..000000000 --- a/Rules/actions/point-out.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/manipulate -- trait/visual -aliases: ["Point Out"] ---- -# Point Out (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../traits/auditory.md) [manipulate](../traits/manipulate.md) [visual](../traits/visual.md) -*Source: Core Rulebook p. 472* - - -- **Requirements**: A creature is [undetected](../conditions.md#Undetected) by one or more of your allies but isn't [undetected](../conditions.md#Undetected) by you. -- **Activity**: Single Action - -You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is [hidden](../conditions.md#Hidden) to your allies, rather than [undetected](../conditions.md#Undetected). This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a [Perception](../../Compendium/skills.md#Perception) check against the creature's [Stealth](../../Compendium/skills.md#Stealth) DC or they misunderstand and believe the target is in a different location. \ No newline at end of file diff --git a/Rules/actions/pointed-question-apg.md b/Rules/actions/pointed-question-apg.md deleted file mode 100644 index c0f947bcc..000000000 --- a/Rules/actions/pointed-question-apg.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/auditory -- trait/concentrate -- trait/investigator -- trait/linguistic -- trait/mental -aliases: ["Pointed Question"] ---- -# Pointed Question [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) [investigator](../traits/investigator-apg.md) [linguistic](../traits/linguistic.md) [mental](../traits/mental.md) -*Source: Advanced Player's Guide p. 58* - -**Class** investigator; **Subclass** Interrogation -- **Frequency**: once per 10 minutes -- **Activity**: Single Action - -You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a [Diplomacy](../../Compendium/skills.md#Diplomacy) check against the creature's Will DC. The creature is then temporarily immune for 1 hour. - -> [!success-degree] -> - **Critical Success** The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your [Perception](../../Compendium/skills.md#Perception) DC if the creature attempts to [Lie](lie.md) to you. -> - **Success** As critical success, but the circumstance bonus is +2. -> - **Failure** The target can refuse to answer you as normal. -> - **Critical Failure** The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention. \ No newline at end of file diff --git a/Rules/actions/practical-research-sot1.md b/Rules/actions/practical-research-sot1.md deleted file mode 100644 index 042728633..000000000 --- a/Rules/actions/practical-research-sot1.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/sot1 -- trait/downtime -aliases: ["Practical Research"] ---- -# Practical Research -[downtime](../traits/downtime.md) -*Source: Strength of Thousands #1: Kindled Magic p. 63* - -- **Requirements**: You are a conversant or lore-speaker. - -You identify something interesting in the field and perform special research on it. This requires an appropriate check, which the GM will describe when the opportunity arises. The results of the check vary. While they typically include all the benefits of the Study activity, some opportunities for Practical Research also offer unique benefits, such as access to new character options. \ No newline at end of file diff --git a/Rules/actions/psychic-defense-da.md b/Rules/actions/psychic-defense-da.md deleted file mode 100644 index a2dc22cf9..000000000 --- a/Rules/actions/psychic-defense-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -- trait/magical -aliases: ["Psychic Defense"] ---- -# Psychic Defense [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[concentrate](../traits/concentrate.md) [magical](../traits/magical.md) -*Source: Dark Archive p. 201* - -- **Trigger** Your opponent uses a psychic manifestation against you. -- **Requirements**: You're in a psychic duel and are psychically centered. -- **Activity**: Reaction - -You gain the benefit matching your psychic center against thet riggering manifestation. Then your psychic center is expended. - -- **Armor of Insight ([Perception](../../Compendium/skills.md#Perception))** Sensing the incoming attack, you make your mind resist psychic harm. You gain resistance equal to half your level (minimum 1) to mental damage against the triggering effect. This resistance is doubled if you're a master in Perception and tripled if you're legendary. -- **Empathic Orbit ([Diplomacy](../../Compendium/skills.md#Diplomacy))** Displaying empathy, you sow doubt in your attacker to diminish their resolve for psychic combat. The opponent is stupefied 1 until the end of their next turn or stupefied 2 if you're legendary in Diplomacy. -- **Ire's Spear ([Intimidation](../../Compendium/skills.md#Intimidation))** Blazing anger surges in your mind, causing backlash to anyone who harms you. If the manifestation damages you, the opponent takes damage equal to the counteract level of the manifestation it used against you. This damage is doubled if you're a master of Intimidation or tripled if you're legendary. -- **Rational Labyrinth ([Occultism](../../Compendium/skills.md#Occultism))** Analytically breaking down the attack, you realign your mind's defenses into a puzzle designed to confound it. You gain a +2 status bonus to your Will save or Will DC, or a +4 status bonus if the effect has the emotion trait. -- **Sensory Phantasm ([Deception](../../Compendium/skills.md#Deception))** Using your guile, you send psychic illusions through your mental link to your foe, making yourself harder to pinpoint. You're concealed against the opponent until the end of its next turn. \ No newline at end of file diff --git a/Rules/actions/pursue-a-lead-apg.md b/Rules/actions/pursue-a-lead-apg.md deleted file mode 100644 index c2ccdcf3c..000000000 --- a/Rules/actions/pursue-a-lead-apg.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/concentrate -- trait/exploration -- trait/investigator -aliases: ["Pursue a Lead"] ---- -# Pursue a Lead -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [investigator](../traits/investigator-apg.md) -*Source: Advanced Player's Guide p. 56* - -**Class** investigator -- **Frequency**: once per 10 minutes - -You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. - -Whenever you attempt a [Perception](../../Compendium/skills.md#Perception) or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically [Perception](../../Compendium/skills.md#Perception) checks or skill checks that use Intelligence, Wisdom, or Charisma. - -You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations. \ No newline at end of file diff --git a/Rules/actions/quick-alchemy.md b/Rules/actions/quick-alchemy.md deleted file mode 100644 index 1df848204..000000000 --- a/Rules/actions/quick-alchemy.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/alchemist -- compendium/src/pf2e/crb -- trait/alchemist -- trait/manipulate -aliases: ["Quick Alchemy"] ---- -# Quick Alchemy [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[alchemist](../traits/alchemist.md) [manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 72* - -**Class** alchemist -- **Cost**: 1 batch of infused reagents -- **Requirements**: You have the formula for the alchemical item you're creating, and you're either holding or wearing [alchemist's tools](../../Compendium/equipment/items/alchemists-tools.md). -- **Activity**: Single Action - -You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](../../Compendium/skills.md#Crafting) check. This item has the [infused](../traits/infused.md) trait, but it remains potent only until the start of your next turn. \ No newline at end of file diff --git a/Rules/actions/quick-tincture-apg.md b/Rules/actions/quick-tincture-apg.md deleted file mode 100644 index 4b571b2f8..000000000 --- a/Rules/actions/quick-tincture-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/investigator-apg -- compendium/src/pf2e/apg -- trait/investigator -- trait/manipulate -aliases: ["Quick Tincture"] ---- -# Quick Tincture [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[investigator](../traits/investigator-apg.md) [manipulate](../traits/manipulate.md) -*Source: Advanced Player's Guide p. 57* - -**Class** investigator; **Subclass** Alchemical Sciences -- **Cost**: 1 versatile vial -- **Requirements**: You know the formula for the alchemical item you're creating, you are holding or wearing [alchemist's tools](../../Compendium/equipment/items/alchemists-tools.md), and you have a free hand. -- **Activity**: Single Action - -You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](../../Compendium/skills.md#Crafting) check. This item has the [infused](../traits/infused.md) trait, but it remains potent only until the end of the current turn. \ No newline at end of file diff --git a/Rules/actions/raconteurs-reload-g-g.md b/Rules/actions/raconteurs-reload-g-g.md deleted file mode 100644 index 6af14c7de..000000000 --- a/Rules/actions/raconteurs-reload-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Raconteur's Reload"] ---- -# Raconteur's Reload [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Pistolero -- **Activity**: Single Action - -Your rapid or forceful words draw the enemy's attention away from your hands long enough to chamber another bullet. [Interact](interact.md) to reload and then attempt a [Deception](../../Compendium/skills.md#Deception) check to [Create a Diversion](create-a-diversion.md) or an [Intimidation](../../Compendium/skills.md#Intimidation) check to [Demoralize](demoralize.md). \ No newline at end of file diff --git a/Rules/actions/rage.md b/Rules/actions/rage.md deleted file mode 100644 index 12123e792..000000000 --- a/Rules/actions/rage.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/barbarian -- compendium/src/pf2e/crb -- trait/barbarian -- trait/concentrate -- trait/emotion -- trait/mental -aliases: ["Rage"] ---- -# Rage [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[barbarian](../traits/barbarian.md) [concentrate](../traits/concentrate.md) [emotion](../traits/emotion.md) [mental](../traits/mental.md) -*Source: Core Rulebook p. 84* - -**Class** barbarian -- **Requirements**: You aren't [fatigued](../conditions.md#Fatigued) or raging. -- **Activity**: Single Action - -You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall [unconscious](../conditions.md#Unconscious), whichever comes first. You can't voluntarily stop raging. While you are raging: - -- You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is [agile](../traits/agile.md). -- You take a –1 penalty to AC. -- You can't use actions with the [concentrate](../traits/concentrate.md) trait unless they also have the [rage](../traits/rage.md) trait. You can [Seek](seek.md) while raging. - -After you stop raging, you lose any remaining temporary Hit Points from [Rage](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/rage.md), and you can't [Rage](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/rage.md) again for 1 minute. \ No newline at end of file diff --git a/Rules/actions/raise-neck-loil.md b/Rules/actions/raise-neck-loil.md deleted file mode 100644 index 79a048a9a..000000000 --- a/Rules/actions/raise-neck-loil.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/nagaji-loil -- compendium/src/pf2e/loil -aliases: ["Raise Neck"] ---- -# Raise Neck [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Lost Omens: Impossible Lands p. 48* - -**Ancestry** Nagaji; **Heritage** Nagaji|LOIL|Whipfang|Whipfang|LOIL| -- **Activity**: Single Action - -You raise your head into a striking position. The fangs [Strike](strike.md) granted by your nagaji ancestry gains a reach of 10 feet until the end of your turn. \ No newline at end of file diff --git a/Rules/actions/rally-gmg.md b/Rules/actions/rally-gmg.md deleted file mode 100644 index 2455c883a..000000000 --- a/Rules/actions/rally-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/auditory -- trait/emotion -- trait/exploration -- trait/linguistic -- trait/mental -aliases: ["Rally"] ---- -# Rally -[auditory](../traits/auditory.md) [emotion](../traits/emotion.md) [exploration](../traits/exploration.md) [linguistic](../traits/linguistic.md) [mental](../traits/mental.md) -*Source: Gamemastery Guide p. 201* - -**Variant Rule** Stamina -- **Prerequisites**: trained in [Diplomacy](../../Compendium/skills.md#Diplomacy), [Intimidation](../../Compendium/skills.md#Intimidation), [Performance](../../Compendium/skills.md#Performance) - -You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the [Performance](../../Compendium/skills.md#Performance) skill, the GM might adjust the traits for this action to match the traits for your type of performance. - -Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat. \ No newline at end of file diff --git a/Rules/actions/recall-ammunition-g-g.md b/Rules/actions/recall-ammunition-g-g.md deleted file mode 100644 index f64d9c71f..000000000 --- a/Rules/actions/recall-ammunition-g-g.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/archetype/spellshot-g-g -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/conjuration -- trait/magical -- trait/spellshot -- trait/teleportation -aliases: ["Recall Ammunition"] ---- -# Recall Ammunition [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[conjuration](../traits/conjuration.md) [magical](../traits/magical.md) [spellshot](../traits/spellshot-g-g.md) [teleportation](../traits/teleportation.md) -*Source: Guns & Gears p. 140* - -**Class** gunslinger -**Archetype** [Spellshot](../../Compendium/character/archetypes/spellshot-g-g.md) -- **Trigger** You miss with a firearm or crossbow [Strike](strike.md) while using an ordinary level-0 bolt or bullet -- **Activity**: Reaction - -You amplify the connection between bullet and firearm, calling your missed shot back into your gun. The ammunition you just fired is reloaded back into your gun and immediately ready to fire again. \ No newline at end of file diff --git a/Rules/actions/recall-knowledge.md b/Rules/actions/recall-knowledge.md deleted file mode 100644 index 3d26ab1a7..000000000 --- a/Rules/actions/recall-knowledge.md +++ /dev/null @@ -1,77 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/secret -aliases: ["Recall Knowledge", "Identify"] ---- -# Recall Knowledge (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 239* - - -- **Activity**: Single Action - -You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply. - -> [!success-degree] -> - **Critical Success** You recall the knowledge accurately and gain additional information or context. -> - **Success** You recall the knowledge accurately or gain a useful clue about your current situation. -> - **Critical Failure** You recall incorrect information or gain an erroneous or misleading clue. - -The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, [Arcana](../../Compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](../../Compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. - -- **[Arcana](../../Compendium/skills.md#Arcana):** Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. -- **[Crafting](../../Compendium/skills.md#Crafting):** Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. -- **Lore:** The subject of the Lore skill's subcategory. -- **[Medicine](../../Compendium/skills.md#Medicine):** Diseases, poisons, wounds, and forensics. -- **[Nature](../../Compendium/skills.md#Nature):** The environment, flora, geography, weather, creatures of natural origin, and natural planes. -- **[Occultism](../../Compendium/skills.md#Occultism):** Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. -- **[Religion](../../Compendium/skills.md#Religion):** Divine agents, divine planes, theology, obscure myths, and creatures of religious significance. -- **Society:** Local history, key personalities, legal institutions, societal structure, and humanoid culture. - -The GM might allow checks to [Recall Knowledge](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/recall-knowledge.md) using other skills. For example, you might assess the skill of an acrobat using [Acrobatics](../../Compendium/skills.md#Acrobatics). If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score. - -> [!pf2-example] Recall Knowledge Tasks -> -> These examples use [Society](../../Compendium/skills.md#Society) or [Religion](../../Compendium/skills.md#Religion). -> -> - **Untrained** name of a ruler, key noble, or major deity -> - **Trained** line of succession for a major noble family, core doctrines of a major deity -> - **Expert** genealogy of a minor noble, teachings of an ancient priest -> - **Master** hierarchy of a genie noble court, major extraplanar temples of a deity -> - **Legendary** existence of a long-lost noble heir, secret doctrines of a religion - -**Recall Knowledge** On most topics, you can use simple DCs for checks to [Recall Knowledge](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. - -**Alternative Skills** As noted in the action's description, a character might attempt to [Recall Knowledge](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](../../Compendium/skills.md#Medicine) to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty. - -**Additional Knowledge** Sometimes a character might want to follow up on a check to [Recall Knowledge](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/recall-knowledge.md) can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject. - -**Creature Identification** A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions. - -The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use [Occultism](../../Compendium/skills.md#Occultism) to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity). - -| Creature Trait | Skills | -|----------------|--------| -| Aberration | [Occultism](../../Compendium/skills.md#Occultism) | -| Animal | [Nature](../../Compendium/skills.md#Nature) | -| Astral | [Occultism](../../Compendium/skills.md#Occultism) | -| Beast | [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature) | -| Celestial | [Religion](../../Compendium/skills.md#Religion) | -| Construct | [Arcana](../../Compendium/skills.md#Arcana), [Crafting](../../Compendium/skills.md#Crafting) | -| Dragon | [Arcana](../../Compendium/skills.md#Arcana) | -| Elemental | [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature) | -| Ethereal | [Occultism](../../Compendium/skills.md#Occultism) | -| Fey | [Nature](../../Compendium/skills.md#Nature) | -| Fiend | [Religion](../../Compendium/skills.md#Religion) | -| Fungus | [Nature](../../Compendium/skills.md#Nature) | -| Humanoid | [Society](../../Compendium/skills.md#Society) | -| Monitor | [Religion](../../Compendium/skills.md#Religion) | -| Ooze | [Occultism](../../Compendium/skills.md#Occultism) | -| Plant | [Nature](../../Compendium/skills.md#Nature) | -| Spirit | [Occultism](../../Compendium/skills.md#Occultism) | -| Undead | [Religion](../../Compendium/skills.md#Religion) | \ No newline at end of file diff --git a/Rules/actions/recall-the-teachings-da.md b/Rules/actions/recall-the-teachings-da.md deleted file mode 100644 index 7364c8903..000000000 --- a/Rules/actions/recall-the-teachings-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/divination -- trait/occult -- trait/psyche -- trait/psychic -aliases: ["Recall The Teachings"] ---- -# Recall The Teachings [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[divination](../traits/divination.md) [occult](../traits/occult.md) [psyche](../traits/psyche-da.md) [psychic](../traits/psychic-da.md) -*Source: Dark Archive p. 15* - -- **Activity**: Single Action - -The heightened power of your psyche lets you recall every lesson you've ever learned. You search your mind for the right teaching, which at first seems cryptic but comes into clarity when it's most relevant. Until the start of your next turn, you count as having prepared to [Aid](aid.md) all allies within 30 feet of you. If you use the [Aid](aid.md) reaction to help one of them during that time, you roll an [Occultism](../../Compendium/skills.md#Occultism) check for [Aid](aid.md) as you recall a lesson to help them. Most lessons take the form of short axioms, parables, or sayings, meaning that conveying them to your ally usually grants your [Aid](aid.md) reaction the [auditory](../traits/auditory.md) and [linguistic](../traits/linguistic.md) traits. \ No newline at end of file diff --git a/Rules/actions/recenter-da.md b/Rules/actions/recenter-da.md deleted file mode 100644 index 4031d146c..000000000 --- a/Rules/actions/recenter-da.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/concentrate -aliases: ["Recenter"] ---- -# Recenter [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) -*Source: Dark Archive p. 201* - -- **Requirements**: You're in a psychic duel and are trained in the skill matching the psychic center you are changing to. -- **Activity**: Single Action - -You adopt the psychic center matching the emotion of your choice. If you were already psychically centered, you lose your old psychic center when you adopt the new one. \ No newline at end of file diff --git a/Rules/actions/reconnoiter-gmg.md b/Rules/actions/reconnoiter-gmg.md deleted file mode 100644 index 57ca1dbef..000000000 --- a/Rules/actions/reconnoiter-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -aliases: ["Reconnoiter"] ---- -# Reconnoiter -[concentrate](../traits/concentrate.md) -*Source: Gamemastery Guide p. 173* - -**Variant Rule** Hexploration - -You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex—1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can [Map the Area](map-the-area-gmg.md) to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features. - -For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a [Perception](../../Compendium/skills.md#Perception) check as part of your Reconnoiter activity to find the monastery. \ No newline at end of file diff --git a/Rules/actions/refocus.md b/Rules/actions/refocus.md deleted file mode 100644 index 61bac9e24..000000000 --- a/Rules/actions/refocus.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Refocus"] ---- -# Refocus (basic) [⏲](../core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) -*Source: Core Rulebook p. 300* - - -- **Requirements**: You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points. -- **Activity**: 10 minute (10 minutes) - -You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually [Refocus](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/refocus.md) while tending the wounds of their allies, and a wizard of the illusionist school might be able to [Refocus](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/refocus.md) while attempting to [Identify Magic](identify-magic.md) of the illusion school. \ No newline at end of file diff --git a/Rules/actions/release.md b/Rules/actions/release.md deleted file mode 100644 index b60f2fe54..000000000 --- a/Rules/actions/release.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Release"] ---- -# Release (basic) [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 470* - - -- **Activity**: Free Action - -You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most [manipulate](../traits/manipulate.md) actions, Release does not trigger reactions that can be triggered by actions with the [manipulate](../traits/manipulate.md) trait (such as [Attack of Opportunity](attack-of-opportunity.md)). - -If you want to prepare to Release something outside of your turn, use the [Ready](ready.md) activity. \ No newline at end of file diff --git a/Rules/actions/reloading-strike-g-g.md b/Rules/actions/reloading-strike-g-g.md deleted file mode 100644 index 205bb8d3b..000000000 --- a/Rules/actions/reloading-strike-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Reloading Strike"] ---- -# Reloading Strike [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 108* - -**Class** gunslinger; **Subclass** Drifter -- **Requirements**: You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty. -- **Activity**: Single Action - -You make a melee attack and then reload your gun in one fluid movement. [Strike](strike.md) an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then [Interact](interact.md) to reload. You don't need a free hand to reload in this way. \ No newline at end of file diff --git a/Rules/actions/repair.md b/Rules/actions/repair.md deleted file mode 100644 index 3d88c95df..000000000 --- a/Rules/actions/repair.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/manipulate -aliases: ["Repair"] ---- -# Repair (basic) [⏲](../core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[exploration](../traits/exploration.md) [manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 243* - -**Skill** [crafting](../../Compendium/skills.md#Crafting) (untrained) -- **Requirements**: You have a [repair kit](../../Compendium/equipment/items/repair-kit.md). -- **Activity**: 10 minute (10 minutes) - -You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the [repair kit](../../Compendium/equipment/items/repair-kit.md) with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to [Craft](../../Compendium/skills.md#Craft) it in the first place. You can't Repair a destroyed item. - -> [!success-degree] -> - **Critical Success** You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in [Crafting](../../Compendium/skills.md#Crafting) (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary). -> - **Success** You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in [Crafting](../../Compendium/skills.md#Crafting) (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary). -> - **Critical Failure** You deal `2d6` damage to the item. Apply the item's Hardness to this damage. \ No newline at end of file diff --git a/Rules/actions/repeat-a-spell.md b/Rules/actions/repeat-a-spell.md deleted file mode 100644 index a587a5fc8..000000000 --- a/Rules/actions/repeat-a-spell.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Repeat a Spell"] ---- -# Repeat a Spell (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) -*Source: Core Rulebook p. 480* - - - -You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you'll likely use this activity only when something out of the ordinary occurs. - -You can instead use this activity to continue [Sustaining a Spell](sustain-a-spell.md) or [Activation](sustain-an-activation.md) with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. \ No newline at end of file diff --git a/Rules/actions/request.md b/Rules/actions/request.md deleted file mode 100644 index c50eaaed2..000000000 --- a/Rules/actions/request.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/auditory -- trait/concentrate -- trait/linguistic -- trait/mental -aliases: ["Request"] ---- -# Request (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[auditory](../traits/auditory.md) [concentrate](../traits/concentrate.md) [linguistic](../traits/linguistic.md) [mental](../traits/mental.md) -*Source: Core Rulebook p. 247* - -**Skill** [diplomacy](../../Compendium/skills.md#Diplomacy) (untrained) -- **Activity**: Single Action - -You can make a request of a creature that's [friendly](../conditions.md#Friendly) or [helpful](../conditions.md#Helpful) to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. - -> [!success-degree] -> - **Critical Success** The target agrees to your request without qualifications. -> - **Success** The target agrees to your request, but they might demand added provisions or alterations to the request. -> - **Failure** The target refuses the request, though they might propose an alternative that is less extreme. -> - **Critical Failure** Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request. \ No newline at end of file diff --git a/Rules/actions/research-gmg.md b/Rules/actions/research-gmg.md deleted file mode 100644 index 34c2fdcf1..000000000 --- a/Rules/actions/research-gmg.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/concentrate -- trait/exploration -- trait/linguistic -aliases: ["Research"] ---- -# Research -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [linguistic](../traits/linguistic.md) -*Source: Gamemastery Guide p. 154* - -**Variant Rule** Research - -You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. - -> [!success-degree] -> - **Critical Success** You gain 2 RP. -> - **Success** You gain 1 RP. -> - **Critical Failure** You make a false discovery and lose 1 RP. \ No newline at end of file diff --git a/Rules/actions/restore-the-mind-da.md b/Rules/actions/restore-the-mind-da.md deleted file mode 100644 index a4e3b02d3..000000000 --- a/Rules/actions/restore-the-mind-da.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/emotion -- trait/enchantment -- trait/healing -- trait/mental -- trait/psyche -- trait/psychic -aliases: ["Restore The Mind"] ---- -# Restore The Mind [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[emotion](../traits/emotion.md) [enchantment](../traits/enchantment.md) [healing](../traits/healing.md) [mental](../traits/mental.md) [psyche](../traits/psyche-da.md) [psychic](../traits/psychic-da.md) -*Source: Dark Archive p. 15* - -- **Activity**: Single Action - -Your unleashed psyche gives you closer connections to the emotions of your allies, letting you project reassurance and strength that replenishes their mind and body. Choose one of the two benefits to grant one ally within 30 feet that you can see. That ally is then temporarily immune for 10 minutes. - -- The ally gains a +1 status bonus to saving throws against [mental](../traits/mental.md) effects until your psyche ends. -- The ally regains Hit Points equal to 2 + double your level. \ No newline at end of file diff --git a/Rules/actions/retributive-strike.md b/Rules/actions/retributive-strike.md deleted file mode 100644 index ee62d184a..000000000 --- a/Rules/actions/retributive-strike.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/crb -- trait/champion -aliases: ["Retributive Strike"] ---- -# Retributive Strike [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](../traits/champion.md) -*Source: Core Rulebook p. 107* - -**Class** champion; **Subclass** Paladin -- **Trigger** An enemy damages your ally, and both are within 15 feet of you. -- **Activity**: Reaction - -You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it. \ No newline at end of file diff --git a/Rules/actions/ring-bell-da.md b/Rules/actions/ring-bell-da.md deleted file mode 100644 index d3f0835b4..000000000 --- a/Rules/actions/ring-bell-da.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/da -- trait/auditory -- trait/emotion -- trait/enchantment -- trait/magical -- trait/manipulate -- trait/mental -- trait/thaumaturge -aliases: ["Ring Bell"] ---- -# Ring Bell [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[auditory](../traits/auditory.md) [emotion](../traits/emotion.md) [enchantment](../traits/enchantment.md) [magical](../traits/magical.md) [manipulate](../traits/manipulate.md) [mental](../traits/mental.md) [thaumaturge](../traits/thaumaturge-da.md) -*Source: Dark Archive p. 37* - -- **Trigger** The target of your [Exploit Vulnerability](exploit-vulnerability-da.md) makes a Strike or Casts a Spell that would affect you or one of your allies. -- **Requirements**: You are holding your First Implement and Esoterica|Thaumaturge|DA|bell|DA|1||bell implement, and the triggering creature is within 30 feet of you. -- **Activity**: Reaction - -First Implement and Esoterica|Thaumaturge|DA|Your|DA|1||Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise. - -- **Distracting Cacophony** The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied. -- **Disrupting Harmony** The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure). \ No newline at end of file diff --git a/Rules/actions/run-over-gmg.md b/Rules/actions/run-over-gmg.md deleted file mode 100644 index a71680205..000000000 --- a/Rules/actions/run-over-gmg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/move -- trait/reckless -aliases: ["Run Over"] ---- -# Run Over [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[move](../traits/move.md) [reckless](../traits/reckless-gmg.md) -*Source: Gamemastery Guide p. 176* - -**Variant Rule** Vehicles -- **Requirements**: You are piloting a vehicle. -- **Activity**: Three-Action - -You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger. - -Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends. \ No newline at end of file diff --git a/Rules/actions/scout-location-gmg.md b/Rules/actions/scout-location-gmg.md deleted file mode 100644 index d8c4c9b6e..000000000 --- a/Rules/actions/scout-location-gmg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -- trait/secret -aliases: ["Scout Location"] ---- -# Scout Location -[downtime](../traits/downtime.md) [secret](../traits/secret.md) -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration - -You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC [Perception](../../Compendium/skills.md#Perception), [Society](../../Compendium/skills.md#Society) or [Stealth](../../Compendium/skills.md#Stealth) check. - -> [!success-degree] -> - **Success** You make observations that provide 1 EP. -> - **Failure** You learn nothing particularly noteworthy. -> - **Critical Failure** You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure. \ No newline at end of file diff --git a/Rules/actions/scout.md b/Rules/actions/scout.md deleted file mode 100644 index 0722b3fcf..000000000 --- a/Rules/actions/scout.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Scout"] ---- -# Scout (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) -*Source: Core Rulebook p. 480* - - - -You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls. \ No newline at end of file diff --git a/Rules/actions/search.md b/Rules/actions/search.md deleted file mode 100644 index d3ee31cd5..000000000 --- a/Rules/actions/search.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -aliases: ["Search"] ---- -# Search (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) -*Source: Core Rulebook p. 480* - - - -You [Seek](seek.md) meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while [Searching](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/search.md) to cover the area more thoroughly, and the [Expeditious Search](../../Compendium/feats/expeditious-search.md) feat increases these maximum Speeds. If you come across a secret door, item, or hazard while [Searching](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/search.md), the GM will attempt a free secret check to [Seek](seek.md) to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly. \ No newline at end of file diff --git a/Rules/actions/secure-disguises-gmg.md b/Rules/actions/secure-disguises-gmg.md deleted file mode 100644 index 3f45c0519..000000000 --- a/Rules/actions/secure-disguises-gmg.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/downtime -aliases: ["Secure Disguises"] ---- -# Secure Disguises -[downtime](../traits/downtime.md) -*Source: Gamemastery Guide p. 163* - -**Variant Rule** Infiltration - -You seek to procure or create disguises. Attempt a normal, hard, or very hard [Crafting](../../Compendium/skills.md#Crafting), [Deception](../../Compendium/skills.md#Deception), [Performance](../../Compendium/skills.md#Performance), or [Society](../../Compendium/skills.md#Society) check. - -> [!success-degree] -> - **Success** You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity. -> - **Failure** Your efforts result in an unusable disguise. \ No newline at end of file diff --git a/Rules/actions/seek.md b/Rules/actions/seek.md deleted file mode 100644 index 3004f29ca..000000000 --- a/Rules/actions/seek.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/secret -aliases: ["Seek"] ---- -# Seek (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 471* - - -- **Activity**: Single Action - -You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away. - -If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching a particularly cluttered area. - -The GM attempts a single secret [Perception](../../Compendium/skills.md#Perception) check for you and compares the result to the [Stealth](../../Compendium/skills.md#Stealth) DCs of any [undetected](../conditions.md#Undetected) or [hidden](../conditions.md#Hidden) creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone [Concealing the Object](conceal-an-object.md)). A creature you detect might remain [hidden](../conditions.md#Hidden), rather than becoming [observed](../conditions.md#Observed), if you're using an imprecise sense or if an effect (such as [invisibility](../conditions.md#Invisible)) prevents the subject from being [observed](../conditions.md#Observed). - -> [!success-degree] -> - **Critical Success** If you were searching for creatures, any [undetected](../conditions.md#Undetected) or [hidden](../conditions.md#Hidden) creature you critically succeeded against becomes [observed](../conditions.md#Observed) by you. If you were searching for an object, you learn its location. -> - **Success** If you were searching for creatures, any [undetected](../conditions.md#Undetected) creature you succeeded against becomes [hidden](../conditions.md#Hidden) from you instead of [undetected](../conditions.md#Undetected), and any [hidden](../conditions.md#Hidden) creature you succeeded against becomes [observed](../conditions.md#Observed) by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM. \ No newline at end of file diff --git a/Rules/actions/selfish-shield-apg.md b/Rules/actions/selfish-shield-apg.md deleted file mode 100644 index 06666b8ad..000000000 --- a/Rules/actions/selfish-shield-apg.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/champion -- compendium/src/pf2e/apg -- trait/champion -- trait/uncommon -aliases: ["Selfish Shield"] ---- -# Selfish Shield [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](../traits/champion.md) [uncommon](../traits/uncommon.md) -*Source: Advanced Player's Guide p. 116* - -**Class** champion; **Subclass** Desecrator -- **Trigger** An enemy within 15 feet damages you. -- **Activity**: Reaction - -Your self-interest keeps you safe. You gain resistance against the triggering damage equal to 2 + half your level, regardless of damage type. - -In addition, your [Strikes](strike.md) against the triggering creature deal 1 extra damage until the end of your next turn. You choose whether this extra damage is evil or negative each time you use this reaction. This extra damage increases to 2 at 9th level and 3 at 16th level. \ No newline at end of file diff --git a/Rules/actions/sense-direction.md b/Rules/actions/sense-direction.md deleted file mode 100644 index 8914b8528..000000000 --- a/Rules/actions/sense-direction.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/secret -aliases: ["Sense Direction"] ---- -# Sense Direction (basic) -[exploration](../traits/exploration.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 252* - -**Skill** [survival](../../Compendium/skills.md#Survival) (untrained) - -Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a [Survival](../../Compendium/skills.md#Survival) check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction. - -> [!success-degree] -> - **Critical Success** You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly -> - **Success** You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions. - -> [!pf2-example] Sense Direction Tasks -> -> - **Untrained** determine a cardinal direction using the sun -> - **Trained** find an overgrown path in a forest -> - **Expert** navigate a hedge maze -> - **Master** navigate a byzantine labyrinth or relatively featureless desert -> - **Legendary** navigate an ever-changing dream realm \ No newline at end of file diff --git a/Rules/actions/sense-motive.md b/Rules/actions/sense-motive.md deleted file mode 100644 index 3c3848df8..000000000 --- a/Rules/actions/sense-motive.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/secret -aliases: ["Sense Motive"] ---- -# Sense Motive (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 471* - - -- **Activity**: Single Action - -You try to tell whether a creature's behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret [Perception](../../Compendium/skills.md#Perception) check for you and compares the result to the [Deception](../../Compendium/skills.md#Deception) DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly. - -> [!success-degree] -> - **Critical Success** You determine the creature's true intentions and get a solid idea of any mental magic affecting it. -> - **Success** You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it. -> - **Failure** You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally. -> - **Critical Failure** You get a false sense of the creature's intentions. \ No newline at end of file diff --git a/Rules/actions/sense-weakness-gmg.md b/Rules/actions/sense-weakness-gmg.md deleted file mode 100644 index a8068c922..000000000 --- a/Rules/actions/sense-weakness-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -aliases: ["Sense Weakness"] ---- -# Sense Weakness [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Gamemastery Guide p. 167* - -**Variant Rule** Duels -- **Trigger** You attempt a melee Strike against your opponent, but haven't rolled yet. -- **Requirements**: You're in a duel, you're trained in [Perception](../../Compendium/skills.md#Perception), and you rolled a [Perception](../../Compendium/skills.md#Perception) check for initiative this round. -- **Activity**: Reaction - -You pick a precise moment to attack, giving you an edge. Your opponent is [flat-footed](../conditions.md#Flat-footed) against the attack. If your opponent is using [Deception](../../Compendium/skills.md#Deception) for initiative when this ability is used, they are instead [flat-footed](../conditions.md#Flat-footed) until the start of their next turn. \ No newline at end of file diff --git a/Rules/actions/share-senses-som.md b/Rules/actions/share-senses-som.md deleted file mode 100644 index 9ca181d68..000000000 --- a/Rules/actions/share-senses-som.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/summoner-som -- compendium/src/pf2e/som -- trait/concentrate -- trait/divination -- trait/scrying -- trait/summoner -aliases: ["Share Senses"] ---- -# Share Senses [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) [divination](../traits/divination.md) [scrying](../traits/scrying.md) [summoner](../traits/summoner-som.md) -*Source: Secrets of Magic p. 53* - -**Class** summoner -- **Requirements**: Your eidolon is manifested. -- **Activity**: Single Action - -You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can [Dismiss](dismiss.md) this effect. \ No newline at end of file diff --git a/Rules/actions/shove.md b/Rules/actions/shove.md deleted file mode 100644 index cda8832c3..000000000 --- a/Rules/actions/shove.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Shove", "Push"] ---- -# Shove (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) -*Source: Core Rulebook p. 243* - -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) -- **Requirements**: You have at least one hand free. The target can't be more than one size larger than you. -- **Activity**: Single Action - -You push an opponent away from you. Attempt an [Athletics](../../Compendium/skills.md#Athletics) check against your opponent's Fortitude DC. - -> [!success-degree] -> - **Critical Success** You push your opponent up to 10 feet away from you. You can [Stride](stride.md) after it, but you must move the same distance and in the same direction. -> - **Success** You push your opponent back 5 feet. You can [Stride](stride.md) after it, but you must move the same distance and in the same direction. -> - **Critical Failure** You lose your balance, fall, and land [prone](../conditions.md#Prone). - -> [!pf2-example] Forced Movement -> -> The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. \ No newline at end of file diff --git a/Rules/actions/siegebreaker-g-g.md b/Rules/actions/siegebreaker-g-g.md deleted file mode 100644 index eb1baabc5..000000000 --- a/Rules/actions/siegebreaker-g-g.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/flourish -- trait/gunslinger -aliases: ["Siegebreaker"] ---- -# Siegebreaker [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[flourish](../traits/flourish.md) [gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Vanguard -- **Requirements**: You're wielding a firearm that has the kickback or scatter trait, or a two-handed crossbow. -- **Activity**: Three-Action - -With unbelievable force, you charge and smash your weapon into a target before digging in your heels and pulling the trigger. [Leap](leap.md) or [Stride](stride.md), then make a [Strike](strike.md) with the required firearm or crossbow against an adjacent target. This Strike deals an additional `3d8` bludgeoning damage and ignores 10 points of the target's Hardness (if any), or of their shield's Hardness if the target uses [Shield Block](../../Compendium/feats/shield-block.md). - -After the [Strike](strike.md), you become [immobilized](../conditions.md#Immobilized) and position the required weapon defensively, gaining a +1 circumstance bonus to AC, or a +2 circumstance bonus if the chosen weapon has the [parry](../traits/parry.md) trait. Both effects last until the start of your next turn. If a force would move you while you're [immobilized](../conditions.md#Immobilized) in this way, it must succeed at an appropriate check against your class DC. \ No newline at end of file diff --git a/Rules/actions/sneak.md b/Rules/actions/sneak.md deleted file mode 100644 index cd4515678..000000000 --- a/Rules/actions/sneak.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -- trait/secret -aliases: ["Sneak"] ---- -# Sneak (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) [secret](../traits/secret.md) -*Source: Core Rulebook p. 252* - -**Skill** [stealth](../../Compendium/skills.md#Stealth) (untrained) -- **Activity**: Single Action - -You can attempt to move to another place while becoming or staying [undetected](../conditions.md#Undetected). [Stride](stride.md) up to half your Speed. (You can use Sneak while [Burrowing](burrow.md), [Climbing](climb.md), [Flying](fly.md), or [Swimming](swim.md) instead of [Striding](stride.md) if you have the corresponding movement type; you must move at half that Speed.) - -If you're [undetected](../conditions.md#Undetected) by a creature and it's impossible for that creature to observe you (for a typical creature, this includes when you're [invisible](../conditions.md#Invisible), the observer is [blinded](../conditions.md#Blinded), or you're in darkness and the creature can't see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be [undetected](../conditions.md#Undetected) if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your [Stealth](../../Compendium/skills.md#Stealth) check in secret and compares the result to the [Perception](../../Compendium/skills.md#Perception) DC of each creature you were [hidden](../conditions.md#Hidden) from or [undetected](../conditions.md#Undetected) by at the start of your movement. If you have cover or greater cover from the creature throughout your [Stride](stride.md), you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your [Stealth](../../Compendium/skills.md#Stealth) check. Because you're moving, the bonus increase from [Taking Cover](take-cover.md) doesn't apply. You don't get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become [observed](../conditions.md#Observed) by such a creature. - -> [!success-degree] -> - **Success** You're [undetected](../conditions.md#Undetected) by the creature during your movement and remain [undetected](../conditions.md#Undetected) by the creature at the end of it. -> -> If you successfully become [hidden](../conditions.md#Hidden) to a creature but then cease to have cover or greater cover against it or be concealed from it, you become [observed](../conditions.md#Observed) again. You cease being [hidden](../conditions.md#Hidden) if you do anything except [Hide](hide.md), Sneak, or [Step](step.md). If you attempt to Strike a creature, the creature remains [flat-footed](../conditions.md#Flat-footed) against that attack, and you then become observed. If you do anything else, you become [observed](../conditions.md#Observed) just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another [Stealth](../../Compendium/skills.md#Stealth) check. -> -> If a creature uses [Seek](seek.md) to make you [observed](../conditions.md#Observed) by it, you must successfully [Hide](hide.md) to become [hidden](../conditions.md#Hidden) from it again. -> - **Failure** A telltale sound or other sign gives your position away, though you still remain unseen. You're [hidden](../conditions.md#Hidden) from the creature throughout your movement and remain so. -> - **Critical Failure** You're spotted! You're observed by the creature throughout your movement and remain so. If you're [invisible](../conditions.md#Invisible) and were [hidden](../conditions.md#Hidden) from the creature, instead of being [observed](../conditions.md#Observed) you're [hidden](../conditions.md#Hidden) throughout your movement and remain so. \ No newline at end of file diff --git a/Rules/actions/spellstrike-som.md b/Rules/actions/spellstrike-som.md deleted file mode 100644 index f3e5fcd34..000000000 --- a/Rules/actions/spellstrike-som.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/magus-som -- compendium/src/pf2e/som -- trait/magus -aliases: ["Spellstrike"] ---- -# Spellstrike [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[magus](../traits/magus-som.md) -*Source: Secrets of Magic p. 37* - -**Class** magus -- **Frequency**: until recharged (see below) -- **Activity**: Two-Action - -You channel a spell into a punch or sword thrust to deliver a combined attack. You [Cast a Spell](cast-a-spell.md) that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your [Strike](strike.md) the [arcane](../traits/arcane.md) trait, making it [magical](../traits/magical.md). - -After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the [concentrate](../traits/concentrate.md) trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike. - -**Spellstrike Specifics** Though the base [Spellstrike](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/spellstrike-som.md) rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. - -**One Target:** The spell targets only the target of your [Strike](strike.md), even if it normally allows more targets. Some feats let you affect more creatures. - -**Reach:** The coupled spell affects the target using the reach of the weapon or unarmed attack you make your [Spellstrike](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/spellstrike-som.md) with. For instance, [shocking grasp](../../Compendium/spells/shocking-grasp.md) would affect a creature beyond the reach of your hand if you used a weapon with reach, and [ray of frost](../../Compendium/spells/ray-of-frost.md) would affect only a creature in your weapon's reach, even though the spell's range is longer. - -**Ancillary Effects:** Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the [Strike](strike.md). For example, [acid splash](../../Compendium/spells/acid-splash.md) would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the [Strike](strike.md) deals damage; if the [Strike](strike.md) has other special effects, the GM determines whether they happen before or after the spell. - -**Multiple Defenses:** Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a [Strike](strike.md) with its initial attack roll, not with any later ones. - -**Invalid or Immune Target:** If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. - -**Variable Actions:** Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use [Spellstrike](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/spellstrike-som.md). A spell has to take exactly 1 or 2 actions; you can't use [Spellstrike](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/spellstrike-som.md) with a spell that takes a free action, reaction, or 3 or more actions. - -**Metamagic:** You typically can't use metamagic with [Spellstrike](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/spellstrike-som.md) because metamagic requires the next action you take to be [Cast a Spell](cast-a-spell.md), and [Spellstrike](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/spellstrike-som.md) is a combined activity that doesn't qualify. \ No newline at end of file diff --git a/Rules/actions/spinning-crush-g-g.md b/Rules/actions/spinning-crush-g-g.md deleted file mode 100644 index 89b788475..000000000 --- a/Rules/actions/spinning-crush-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Spinning Crush"] ---- -# Spinning Crush [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Vanguard -- **Requirements**: You're wielding a loaded firearm or loaded crossbow. -- **Activity**: Three-Action - -You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take `1d6` bludgeoning damage plus your Strength modifier; this increases to `2d6` if your firearm has a [striking](../../Compendium/equipment/items/striking.md) rune, `3d6` if it has a greater striking rune, and `4d6` if it has a major striking rune. This ability does not apply other effects that increase damage with your firearm [Strikes](strike.md) such as weapon specialization. Creatures affected by this attack must attempt a basic Reflex save. A creature that fails its save is also pushed 5 feet directly away from you. \ No newline at end of file diff --git a/Rules/actions/spring-the-trap-loil.md b/Rules/actions/spring-the-trap-loil.md deleted file mode 100644 index 87bc00168..000000000 --- a/Rules/actions/spring-the-trap-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Spring the Trap"] ---- -# Spring the Trap [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Lost Omens: Impossible Lands p. 108* - -**Class** gunslinger; **Subclass** Triggerbrand -- **Trigger** You roll initiative. -- **Activity**: Free Action - -You can [Interact](interact.md) to draw a combination weapon and set it to melee or ranged mode. On your first turn, your movement and ranged attacks don't trigger reactions that are normally triggered by movement or a ranged attack (such as [Attack of Opportunity](attack-of-opportunity.md)). \ No newline at end of file diff --git a/Rules/actions/stand.md b/Rules/actions/stand.md deleted file mode 100644 index 93734a276..000000000 --- a/Rules/actions/stand.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Stand"] ---- -# Stand (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 471* - - -- **Activity**: Single Action - -You stand up from [prone](../conditions.md#Prone). \ No newline at end of file diff --git a/Rules/actions/steal.md b/Rules/actions/steal.md deleted file mode 100644 index 961437816..000000000 --- a/Rules/actions/steal.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Steal"] ---- -# Steal (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 253* - -**Skill** [thievery](../../Compendium/skills.md#Thievery) (untrained) -- **Activity**: Single Action - -You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard. - -Attempt a [Thievery](../../Compendium/skills.md#Thievery) check to determine if you successfully Steal the object. The DC to Steal is usually the [Perception](../../Compendium/skills.md#Perception) DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your [Thievery](../../Compendium/skills.md#Thievery) check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents). - -You might also need to compare your [Thievery](../../Compendium/skills.md#Thievery) check result against the [Perception](../../Compendium/skills.md#Perception) DCs of observers other than the person wearing the object. The GM may increase the [Perception](../../Compendium/skills.md#Perception) DCs of these observers if they're distracted. - -> [!success-degree] -> - **Success** You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item. -> - **Failure** The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft. \ No newline at end of file diff --git a/Rules/actions/stop-gmg.md b/Rules/actions/stop-gmg.md deleted file mode 100644 index bd63dc0aa..000000000 --- a/Rules/actions/stop-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/manipulate -aliases: ["Stop"] ---- -# Stop [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) -*Source: Gamemastery Guide p. 176* - -**Variant Rule** Vehicles -- **Requirements**: You are piloting a vehicle in motion. -- **Activity**: Single Action - -You bring the vehicle to a stop. \ No newline at end of file diff --git a/Rules/actions/stride.md b/Rules/actions/stride.md deleted file mode 100644 index c4fd13cf3..000000000 --- a/Rules/actions/stride.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Stride"] ---- -# Stride (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 471* - - -- **Activity**: Single Action - -You move up to your Speed. \ No newline at end of file diff --git a/Rules/actions/study-sot1.md b/Rules/actions/study-sot1.md deleted file mode 100644 index 6973726fe..000000000 --- a/Rules/actions/study-sot1.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/sot1 -- trait/downtime -aliases: ["Study"] ---- -# Study -[downtime](../traits/downtime.md) -*Source: Strength of Thousands #1: Kindled Magic p. 63* - -- **Requirements**: You are an initiate, attendant, or conversant. - -You give everything you have to your studies, in keeping with your branch. Choose either your primary or secondary branch and attempt a skill check with one of the branch's associated skills against a standard DC of the branch's level. - -> [!success-degree] -> - **Critical Success** Incredible results! You ace every exam and cause a stir that all the instructors notice. Increase the level of the branch you chose by 2. -> - **Success** You succeed in your studies admirably. Increase the level of the branch you chose by 1. -> - **Failure** You need to work harder and try again. Your branch level remains the same. -> - **Critical Failure** You make a major mistake that requires you to perform remedial studies. The next time you would get an opportunity to attempt this activity, you must skip that opportunity to catch up. \ No newline at end of file diff --git a/Rules/actions/subsist.md b/Rules/actions/subsist.md deleted file mode 100644 index ab97e38cb..000000000 --- a/Rules/actions/subsist.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -aliases: ["Subsist"] ---- -# Subsist (basic) -[downtime](../traits/downtime.md) -*Source: Core Rulebook p. 240* - - - -You try to provide food and shelter for yourself, and possibly others as well, with a standard of living as described [here](../tables/cost-of-living.md). The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty - -> [!success-degree] -> - **Critical Success** You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living. -> - **Success** You find enough food and shelter with basic protection from the elements to provide you a subsistence living. -> - **Failure** You're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter. -> - **Critical Failure** You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing. - -The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, [Arcana](../../Compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](../../Compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. - -> [!pf2-example] Sample Subsist Tasks -> -> These examples use [Society](../../Compendium/skills.md#Society) or [Religion](../../Compendium/skills.md#Religion). -> -> - **Untrained** lush forest with calm weather or large city with plentiful resources -> - **Trained** typical hillside or village -> - **Expert** typical mountains or insular hamlet -> - **Master** typical desert or city under siege -> - **Legendary** barren wasteland or city of undead \ No newline at end of file diff --git a/Rules/actions/tail-toxin-apg.md b/Rules/actions/tail-toxin-apg.md deleted file mode 100644 index 7666fa2f2..000000000 --- a/Rules/actions/tail-toxin-apg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/kobold-apg -- compendium/src/pf2e/apg -- trait/kobold -- trait/poison -aliases: ["Tail Toxin"] ---- -# Tail Toxin [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[kobold](../traits/kobold-b1.md) [poison](../traits/poison.md) -*Source: Advanced Player's Guide p. 14* - -**Ancestry** Kobold; **Heritage** Kobold|APG|Venomtail|Venomtail|APG| -- **Frequency**: once per day -- **Requirements**: You are wielding a piercing or slashing weapon. -- **Activity**: Single Action - -You apply your tail's venom to a piercing or slashing weapon. If your next [Strike](strike.md) with that weapon before the end of your next turn hits and deals damage, you deal [persistent poison damage](../conditions.md#Persistent%20Damage) equal to your level to the target. \ No newline at end of file diff --git a/Rules/actions/take-a-breather-gmg.md b/Rules/actions/take-a-breather-gmg.md deleted file mode 100644 index d69e9f8ab..000000000 --- a/Rules/actions/take-a-breather-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/exploration -aliases: ["Take a Breather"] ---- -# Take a Breather -[exploration](../traits/exploration.md) -*Source: Gamemastery Guide p. 200* - -**Variant Rule** Inspiration -- **Cost**: 1 Resolve Point - -You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points. \ No newline at end of file diff --git a/Rules/actions/take-control-gmg.md b/Rules/actions/take-control-gmg.md deleted file mode 100644 index 49e6fd749..000000000 --- a/Rules/actions/take-control-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/manipulate -aliases: ["Take Control"] ---- -# Take Control [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) -*Source: Gamemastery Guide p. 176* - -**Variant Rule** Vehicles -- **Requirements**: You are aboard the vehicle and adjacent to its controls. -- **Activity**: Single Action - -You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. \ No newline at end of file diff --git a/Rules/actions/take-cover.md b/Rules/actions/take-cover.md deleted file mode 100644 index 6f7cf9599..000000000 --- a/Rules/actions/take-cover.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -aliases: ["Take Cover"] ---- -# Take Cover (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Core Rulebook p. 471* - - -- **Requirements**: You are benefiting from cover, are near a feature that allows you to take cover, or are [prone](../conditions.md#Prone). -- **Activity**: Single Action - -You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to [Stealth](../../Compendium/skills.md#Stealth) checks to [Hide](hide.md), [Sneak](sneak.md), or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an [attack](../traits/attack.md) action, become [unconscious](../conditions.md#Unconscious), or end this effect as a free action. \ No newline at end of file diff --git a/Rules/actions/tap-ley-line-som.md b/Rules/actions/tap-ley-line-som.md deleted file mode 100644 index d19eef2a3..000000000 --- a/Rules/actions/tap-ley-line-som.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/som -- trait/concentrate -aliases: ["Tap Ley Line"] ---- -# Tap Ley Line (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) -*Source: Secrets of Magic p. 215* - -**Skill** [arcana](../../Compendium/skills.md#Arcana), [nature](../../Compendium/skills.md#Nature), [occultism](../../Compendium/skills.md#Occultism), [religion](../../Compendium/skills.md#Religion) (trained) -**Variant Rule** Ley Lines -- **Activity**: Single Action - -You attempt to manipulate the magical essence of a ley line that you're aware of within 30 feet. The GM determines the DC based on the hard DC for the ley line's level. - -> [!success-degree] -> - **Critical Success** You gain the ley line's benefits until the end of your next turn. -> - **Success** You gain the ley line's benefits until the end of your turn. -> - **Failure** You take mental damage equal to `1d6*1`. You can't Tap the Ley Line again for 1 hour. -> - **Critical Failure** As failure, and you're subject to the ley line's backlash effect. You can't Tap the Ley Line again for 24 hours. \ No newline at end of file diff --git a/Rules/actions/ten-paces-g-g.md b/Rules/actions/ten-paces-g-g.md deleted file mode 100644 index e73918b3c..000000000 --- a/Rules/actions/ten-paces-g-g.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Ten Paces"] ---- -# Ten Paces [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 109* - -**Class** gunslinger; **Subclass** Pistolero -- **Trigger** You roll Initiative. -- **Activity**: Free Action - -You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can [Interact](interact.md) to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can [Step](step.md) up to 10 feet as a free action. \ No newline at end of file diff --git a/Rules/actions/thoughtful-reload-g-g.md b/Rules/actions/thoughtful-reload-g-g.md deleted file mode 100644 index b31cd4faa..000000000 --- a/Rules/actions/thoughtful-reload-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Thoughtful Reload"] ---- -# Thoughtful Reload [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 140* - -- **Activity**: Single Action - -As you sink deep into a state of analytical calm and focus on the foe before you, your hands reload a bullet instinctively. Attempt a [Recall Knowledge](recall-knowledge.md) check against an opponent you can see and then [Interact](interact.md) to reload. \ No newline at end of file diff --git a/Rules/actions/threatening-approach-locg.md b/Rules/actions/threatening-approach-locg.md deleted file mode 100644 index 64d10986b..000000000 --- a/Rules/actions/threatening-approach-locg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/lizardfolk-locg -- compendium/src/pf2e/locg -aliases: ["Threatening Approach"] ---- -# Threatening Approach [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -*Source: Lost Omens: Character Guide p. 57* - -**Ancestry** Lizardfolk; **Heritage** Lizardfolk|LOCG|Frilled|Frilled|LOCG| -- **Activity**: Two-Action - -You [Stride](stride.md) to be adjacent to a foe and [Demoralize](demoralize.md) that foe. If you succeed, the foe is [frightened](../conditions.md#Frightened) instead of [frightened](../conditions.md#Frightened). \ No newline at end of file diff --git a/Rules/actions/touch-and-go-loil.md b/Rules/actions/touch-and-go-loil.md deleted file mode 100644 index a13ead938..000000000 --- a/Rules/actions/touch-and-go-loil.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Touch and Go"] ---- -# Touch and Go [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Lost Omens: Impossible Lands p. 108* - -**Class** gunslinger; **Subclass** Triggerbrand -- **Requirements**: You're wielding a combination weapon. -- **Activity**: Single Action - -Your body's shadows mask your hands' steel. You can [Step](step.md) toward an enemy, you can [Interact](interact.md) to change your weapon between melee or ranged modes, and you then [Interact](interact.md) to reload. \ No newline at end of file diff --git a/Rules/actions/toxic-skin-lome.md b/Rules/actions/toxic-skin-lome.md deleted file mode 100644 index 0e2aabac2..000000000 --- a/Rules/actions/toxic-skin-lome.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/grippli-lome -- compendium/src/pf2e/lome -- trait/grippli -- trait/poison -aliases: ["Toxic Skin"] ---- -# Toxic Skin [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[grippli](../traits/grippli-b2.md) [poison](../traits/poison.md) -*Source: Lost Omens: The Mwangi Expanse p. 119* - -**Ancestry** grippli; **Heritage** grippli|LOME|poisonhide|poisonhide|LOME| -- **Frequency**: once per hour -- **Trigger** A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you. -- **Activity**: Reaction - -You exude a deadly toxin. The triggering creature takes `1d4` poison damage (basic Fortitude save using your class DC or spell DC, whichever is higher). At 3rd level and every 2 levels thereafter, the damage increases by `1d4`. \ No newline at end of file diff --git a/Rules/actions/track.md b/Rules/actions/track.md deleted file mode 100644 index 825a085cc..000000000 --- a/Rules/actions/track.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/concentrate -- trait/exploration -- trait/move -aliases: ["Track"] ---- -# Track (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [move](../traits/move.md) -*Source: Core Rulebook p. 252* - -**Skill** [survival](../../Compendium/skills.md#Survival) (trained) - -You follow tracks, moving at up to half your travel Speed.. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the [exploration](../traits/exploration.md) trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check. - -You attempt your [Survival](../../Compendium/skills.md#Survival) check when you start [Tracking](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/track.md), once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. - -> [!success-degree] -> - **Success** You find the trail or continue to follow the one you're already following. -> - **Failure** You lose the trail but can try again after a 1-hour delay. -> - **Critical Failure** You lose the trail and can't try again for 24 hours. - -> [!pf2-example] Sense Track Tasks -> -> - **Untrained** the path of a large army following a road -> - **Trained** relatively fresh tracks of a rampaging bear through the plains -> - **Expert** a nimble panther's tracks through a jungle, tracks after the rain -> - **Master** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock -> - **Legendary** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane \ No newline at end of file diff --git a/Rules/actions/travel-gmg.md b/Rules/actions/travel-gmg.md deleted file mode 100644 index 0ad7ada47..000000000 --- a/Rules/actions/travel-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- compendium/src/pf2e/gmg -- trait/move -aliases: ["Travel"] ---- -# Travel -[move](../traits/move.md) -*Source: Gamemastery Guide p. 172* - -**Variant Rule** Hexploration - -You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain. - -The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain. \ No newline at end of file diff --git a/Rules/actions/treat-disease.md b/Rules/actions/treat-disease.md deleted file mode 100644 index df0b6bd89..000000000 --- a/Rules/actions/treat-disease.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/downtime -- trait/manipulate -aliases: ["Treat Disease"] ---- -# Treat Disease (basic) [⏲](../core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[downtime](../traits/downtime.md) [manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 248* - -**Skill** [medicine](../../Compendium/skills.md#Medicine) (trained) -- **Requirements**: You are holding [healer's tools](../../Compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. -- **Activity**: 8 hour (at least 8 hours) - -You spend at least 8 hours caring for a diseased creature. Attempt a [Medicine](../../Compendium/skills.md#Medicine) check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease. - -> [!success-degree] -> - **Critical Success** You grant the creature a +4 circumstance bonus to its next saving throw against the disease. -> - **Success** You grant the creature a +2 circumstance bonus to its next saving throw against the disease. -> - **Critical Failure** Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease. \ No newline at end of file diff --git a/Rules/actions/treat-poison.md b/Rules/actions/treat-poison.md deleted file mode 100644 index 5ac2e21f4..000000000 --- a/Rules/actions/treat-poison.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/manipulate -aliases: ["Treat Poison"] ---- -# Treat Poison (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 248* - -**Skill** [medicine](../../Compendium/skills.md#Medicine) (trained) -- **Requirements**: You are holding [healer's tools](../../Compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. -- **Activity**: Single Action - -You treat a patient to prevent the spread of poison. Attempt a [Medicine](../../Compendium/skills.md#Medicine) check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison. - -> [!success-degree] -> - **Critical Success** You grant the creature a +4 circumstance bonus to its next saving throw against the poison. -> - **Success** You grant the creature a +2 circumstance bonus to its next saving throw against the poison. -> - **Critical Failure** Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison. \ No newline at end of file diff --git a/Rules/actions/treat-wounds.md b/Rules/actions/treat-wounds.md deleted file mode 100644 index b31ddc18f..000000000 --- a/Rules/actions/treat-wounds.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/exploration -- trait/healing -- trait/manipulate -aliases: ["Treat Wounds"] ---- -# Treat Wounds (basic) [⏲](../core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") -[exploration](../traits/exploration.md) [healing](../traits/healing.md) [manipulate](../traits/manipulate.md) -*Source: Core Rulebook p. 248* - -**Skill** [medicine](../../Compendium/skills.md#Medicine) (trained) -- **Requirements**: You are holding [healer's tools](../../Compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. -- **Activity**: 10 minute (10 minutes) - -You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). - -The [Medicine](../../Compendium/skills.md#Medicine) check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in [Medicine](../../Compendium/skills.md#Medicine), you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of [Medicine](../../Compendium/skills.md#Medicine), you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. - -If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds. - -The result of your [Medicine](../../Compendium/skills.md#Medicine) check determines how many Hit Points the target regains. - -> [!success-degree] -> - **Critical Success** The target regains `4d8` Hit Points, and its wounded condition is removed. -> - **Success** The target regains `2d8` Hit Points, and its wounded condition is removed. -> - **Critical Failure** The target takes `1d8` damage \ No newline at end of file diff --git a/Rules/actions/trip.md b/Rules/actions/trip.md deleted file mode 100644 index 06d950864..000000000 --- a/Rules/actions/trip.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/attack -aliases: ["Trip"] ---- -# Trip (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) -*Source: Core Rulebook p. 243* - -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) -- **Requirements**: You have at least one hand free. Your target can't be more than one size larger than you. -- **Activity**: Single Action - -You try to knock an opponent to the ground. Attempt an [Athletics](../../Compendium/skills.md#Athletics) check against the target's Reflex DC. - -> [!success-degree] -> - **Critical Success** The target falls and lands [prone](../conditions.md#Prone) and takes `1d6` bludgeoning damage. -> - **Success** The target falls and lands [prone](../conditions.md#Prone). -> - **Critical Failure** You lose your balance and fall and land [prone](../conditions.md#Prone). - -> [!pf2-example] Falling -> -> When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked [prone](../conditions.md#Prone) when you land. -> -> If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can [Grab an Edge](grab-an-edge.md) as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463. \ No newline at end of file diff --git a/Rules/actions/tumble-through.md b/Rules/actions/tumble-through.md deleted file mode 100644 index 25771b370..000000000 --- a/Rules/actions/tumble-through.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/basic -- compendium/src/pf2e/crb -- trait/move -aliases: ["Tumble Through"] ---- -# Tumble Through (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) -*Source: Core Rulebook p. 240* - -**Skill** [acrobatics](../../Compendium/skills.md#Acrobatics) (untrained) -- **Activity**: Single Action - -You [Stride](stride.md) up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an [Acrobatics](../../Compendium/skills.md#Acrobatics) check against the enemy's Reflex DC as soon as you try to enter its space. You can [Tumble Through](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/actions/tumble-through.md) using Climb, Fly, Swim, or another action instead of [Stride](stride.md) in the appropriate environment. - -> [!success-degree] -> - **Success** You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure. -> - **Failure** Your movement ends, and you trigger reactions as if you had moved out of the square you started in. \ No newline at end of file diff --git a/Rules/actions/unleash-psyche-da.md b/Rules/actions/unleash-psyche-da.md deleted file mode 100644 index 3109af9b5..000000000 --- a/Rules/actions/unleash-psyche-da.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/psychic-da -- compendium/src/pf2e/da -- trait/psychic -aliases: ["Unleash Psyche"] ---- -# Unleash Psyche [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[psychic](../traits/psychic-da.md) -*Source: Dark Archive p. 12* - -**Class** psychic -- **Trigger** Your turn begins. -- **Requirements**: You're in an encounter, you Cast a Spell on your previous turn, and you aren't [stupefied](../conditions.md#Stupefied). -- **Activity**: Free Action - -You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can't voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur. - -- You're constantly surrounded by the visual manifestation of your psychic magic. -- When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell's level. This applies only to spells that don't have a duration and that you cast using psychic spellcasting. -- You can use actions that have the psyche trait. - -After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can't use Unleash Psyche again for 2 rounds, and you're [stupefied](../conditions.md#Stupefied) for 2 rounds. \ No newline at end of file diff --git a/Rules/actions/venom-draw-loil.md b/Rules/actions/venom-draw-loil.md deleted file mode 100644 index a6e90cf2a..000000000 --- a/Rules/actions/venom-draw-loil.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/vishkanya-loil -- compendium/src/pf2e/loil -aliases: ["Venom Draw"] ---- -# Venom Draw [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -*Source: Lost Omens: Impossible Lands p. 60* - -**Ancestry** Vishkanya; **Heritage** Vishkanya|LOIL|Keen-Venom|Keen-Venom|LOIL| -- **Requirements**: Your [Envenom](envenom-loil.md) action hasn't been expended. -- **Activity**: Single Action - -You quickly envenom poisonous saliva on your weapon as you draw it. [Interact](interact.md) to draw a weapon, and then [Envenom](envenom-loil.md) it. This uses up your daily use of [Envenom](envenom-loil.md). \ No newline at end of file diff --git a/Rules/actions/vital-shot-g-g.md b/Rules/actions/vital-shot-g-g.md deleted file mode 100644 index 64fc650d7..000000000 --- a/Rules/actions/vital-shot-g-g.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/g&g -- trait/gunslinger -aliases: ["Vital Shot"] ---- -# Vital Shot [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Guns & Gears p. 110* - -**Class** gunslinger; **Subclass** Sniper -- **Activity**: Two-Action - -Your careful shot against an unsuspecting opponent pierces a vital artery or organ. Make a ranged [Strike](strike.md). If the target is [flat-footed](../conditions.md#Flat-footed), the [Strike](strike.md) deals an extra die of weapon damage, and the foe takes [persistent bleed damage](../conditions.md#Persistent%20Damage) equal to the amount of precision damage from your [One Shot, One Kill](one-shot-one-kill-g-g.md). \ No newline at end of file diff --git a/Rules/actions/wicked-thorns-loil.md b/Rules/actions/wicked-thorns-loil.md deleted file mode 100644 index 6bacc4c48..000000000 --- a/Rules/actions/wicked-thorns-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/ancestry/ghoran-loil -- compendium/src/pf2e/loil -aliases: ["Wicked Thorns"] ---- -# Wicked Thorns [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -*Source: Lost Omens: Impossible Lands p. 37* - -**Ancestry** Ghoran; **Heritage** Ghoran|LOIL|Thorned|Thorned|LOIL| -- **Frequency**: once per day -- **Trigger** You're hit with an unarmed [Strike](strike.md) or a [Strike](strike.md) with a non-reach melee weapon. -- **Activity**: Reaction - -Several of your thorns break off and hook into your attacker's body. You deal `1d8` piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage) as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8, and the persistent piercing damage increases by 1. \ No newline at end of file diff --git a/Rules/actions/wind-them-up-loil.md b/Rules/actions/wind-them-up-loil.md deleted file mode 100644 index 71ce039a6..000000000 --- a/Rules/actions/wind-them-up-loil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-action -tags: -- action/class/gunslinger-g-g -- compendium/src/pf2e/loil -- trait/gunslinger -aliases: ["Wind Them Up"] ---- -# Wind Them Up [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[gunslinger](../traits/gunslinger-g-g.md) -*Source: Lost Omens: Impossible Lands p. 108* - -**Class** gunslinger; **Subclass** Triggerbrand -- **Activity**: Two-Action - -Should foes parry your blade or dodge your bullets? Neither—they should be watching their purse. Make a melee [Strike](strike.md) with your combination weapon, and then attempt a [Thievery](../../Compendium/skills.md#Thievery) check with a –5 penalty to [Steal](steal.md) from your target; you can't [Steal](steal.md) closely guarded objects or objects that would take a long time to pilfer. You don't need a free hand to attempt to [Steal](steal.md) something in this manner. If your [Thievery](../../Compendium/skills.md#Thievery) check succeeds, the target is [flat-footed](../conditions.md#Flat-footed) against your ranged attacks until the start of your next turn, and you don't trigger reactions that are normally triggered by movement or a ranged attack. These effects occur even if your target has no objects to [Steal](steal.md). \ No newline at end of file diff --git a/Rules/assets/img/delay.svg b/Rules/assets/img/delay.svg deleted file mode 100644 index 563d67a56..000000000 --- a/Rules/assets/img/delay.svg +++ /dev/null @@ -1 +0,0 @@ - \ No newline at end of file diff --git a/Rules/assets/img/reaction.svg b/Rules/assets/img/reaction.svg deleted file mode 100644 index 0528c3f33..000000000 --- a/Rules/assets/img/reaction.svg +++ /dev/null @@ -1 +0,0 @@ - \ No newline at end of file diff --git a/Rules/assets/img/single_action.svg b/Rules/assets/img/single_action.svg deleted file mode 100644 index 6f9c30a49..000000000 --- a/Rules/assets/img/single_action.svg +++ /dev/null @@ -1 +0,0 @@ - \ No newline at end of file diff --git a/Rules/assets/img/two_actions.svg b/Rules/assets/img/two_actions.svg deleted file mode 100644 index a22edfedf..000000000 --- a/Rules/assets/img/two_actions.svg +++ /dev/null @@ -1 +0,0 @@ - \ No newline at end of file diff --git a/Rules/conditions.md b/Rules/conditions.md deleted file mode 100644 index 9cd1848c7..000000000 --- a/Rules/conditions.md +++ /dev/null @@ -1,331 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Conditions"] ---- -# Conditions - - -## Blinded - -You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail [Perception](../Compendium/skills.md#Perception) checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to [Perception](../Compendium/skills.md#Perception) checks. You are immune to visual effects. Blinded overrides [dazzled](conditions.md#Dazzled). - -_Source: Core Rulebook p. 618_ - -## Broken - -Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category:–1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. - -A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. - -If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold. - -_Source: Core Rulebook p. 618_ - -## Clumsy - -Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using [Acrobatics](../Compendium/skills.md#Acrobatics), [Stealth](../Compendium/skills.md#Stealth), and [Thievery](../Compendium/skills.md#Thievery). - -_Source: Core Rulebook p. 618_ - -## Concealed - -While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be [observed](conditions.md#Observed), but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you. - -_Source: Core Rulebook p. 618_ - -## Confused - -You don't have your wits about you, and you attack wildly. You are [flat-footed](conditions.md#Flat-footed), you don't treat anyone as your ally (though they might still treat you as theirs), and you can't [Delay](actions/delay.md), [Ready](actions/ready.md), or use reactions. - -You use all your actions to [Strike](actions/strike.md) or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions. - -Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition. - -_Source: Core Rulebook p. 618_ - -## Controlled - -Someone else is making your decisions for you, usually because you're being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you. - -_Source: Core Rulebook p. 618_ - -## Dazzled - -Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are [concealed](conditions.md#Concealed) from you. - -_Source: Core Rulebook p. 619_ - -## Deafened - -You can't hear. You automatically critically fail [Perception](../Compendium/skills.md#Perception) checks that require you to be able to hear. You take a –2 status penalty to [Perception](../Compendium/skills.md#Perception) checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the [auditory](traits/auditory.md) trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to [auditory](traits/auditory.md) effects. - -_Source: Core Rulebook p. 619_ - -## Doomed - -A powerful force has gripped your soul, calling you closer to death. Doomed always includes a value. The dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. When you die, you're no longer doomed. - -Your doomed value decreases by 1 each time you get a full night's rest. - -_Source: Core Rulebook p. 619_ - -## Drained - -When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you're hit by an effect that inflicts drained 3 and you're a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn't count as taking damage. - -Each time you get a full night's rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don't immediately recover the lost Hit Points. - -_Source: Core Rulebook p. 619_ - -## Dying - -You are bleeding out or otherwise at death's door. While you have this condition, you are [unconscious](conditions.md#Unconscious). Dying always includes a value, and if it ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy's critical hit or a critical failure on your save. - -If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain [unconscious](conditions.md#Unconscious), but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition. - -_Source: Core Rulebook p. 619_ - -## Encumbered - -You are carrying more weight than you can manage. While you're encumbered, you're [clumsy](conditions.md#Clumsy) and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet. - -_Source: Core Rulebook p. 619_ - -## Enfeebled - -You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and [Athletics](../Compendium/skills.md#Athletics) checks. - -_Source: Core Rulebook p. 619_ - -## Fascinated - -You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to [Perception](../Compendium/skills.md#Perception) and skill checks, and you can't use actions with the [concentrate](traits/concentrate.md) unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to [Seek](actions/seek.md) and [Recall Knowledge](actions/recall-knowledge.md) about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies. - -_Source: Core Rulebook p. 619_ - -## Fatigued - -You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling. - -You recover from fatigue after a full night's rest. - -_Source: Core Rulebook p. 620_ - -## Flat-Footed - -You're distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the [flat-footed](conditions.md#Flat-footed) condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally flatfooted against everything. If a rule doesn't specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say "The target is [flat-footed](conditions.md#Flat-footed). - -_Source: Core Rulebook p. 620_ - -## Fleeing - -You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using [move](traits/move.md) actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't [Delay](actions/delay.md) or [Ready](actions/ready.md) while fleeing. - -_Source: Core Rulebook p. 620_ - -## Friendly - -This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is friendly to a character likes that character. The character can attempt to make a [Request](actions/request.md) of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM. - -_Source: Core Rulebook p. 620_ - -## Frightened - -You're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1. - -_Source: Core Rulebook p. 620_ - -## Grabbed - -You're held in place by another creature, giving you the [flat-footed](conditions.md#Flat-footed) and [immobilized](conditions.md#Immobilized) conditions. If you attempt a [manipulate](traits/manipulate.md) action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied. - -_Source: Core Rulebook p. 620_ - -## Helpful - -This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren't at the expense of the helpful creature's goals or quality of life. If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM. - -_Source: Core Rulebook p. 620_ - -## Hidden - -While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using [Stealth](../Compendium/skills.md#Stealth) to [Hide](actions/hide.md). When [Seeking](actions/seek.md) a creature using only imprecise senses, it remains [hidden](conditions.md#Hidden), rather than [observed](conditions.md#Observed). A creature you're [hidden](conditions.md#Hidden) from is [flat-footed](conditions.md#Flat-footed) to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails affect you. Area effects aren't subject to this flat check. - -A creature might be able to use the [Seek](actions/seek.md) action to try to observe you, as described on page 471. - -_Source: Core Rulebook p. 620_ - -## Hostile - -This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is hostile to a character actively seeks to harm that character. It doesn't necessarily attack, but it won't accept Requests from the character. - -_Source: Core Rulebook p. 620_ - -## Immobilized - -You can't use any action with the [move](traits/move.md) trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place. - -_Source: Core Rulebook p. 620_ - -## Indifferent - -This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is indifferent to a character doesn't really care one way or the other about that character. Assume a creature's attitude to a given character is indifferent unless specified otherwise. - -_Source: Core Rulebook p. 620_ - -## Invisible - -While invisible, you can't be seen. You're [undetected](conditions.md#Undetected) to everyone. Creatures can [Seek](actions/seek.md) to attempt to detect you; if a creature succeeds at its [Perception](../Compendium/skills.md#Perception) check against your [Stealth](../Compendium/skills.md#Stealth) DC, you become [hidden](conditions.md#Hidden) to that creature until you [Sneak](actions/sneak.md) to become [undetected](conditions.md#Undetected) again. If you become invisible while someone can already see you, you start out [hidden](conditions.md#Hidden) to the observer (instead of [undetected](conditions.md#Undetected)) until you successfully [Sneak](actions/sneak.md). You can't become [observed](conditions.md#Observed) while invisible except via special abilities or magic. - -_Source: Core Rulebook p. 620_ - -## Observed - -Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using [Stealth](../Compendium/skills.md#Stealth) to [Hide](actions/hide.md), it can become [hidden](conditions.md#Hidden) or [undetected](conditions.md#Undetected) instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When Seeking a creature using only imprecise senses, it remains [hidden](conditions.md#Hidden), rather than observed. - -_Source: Core Rulebook p. 621_ - -## Paralyzed - -Your body is frozen in place. You have the [flat-footed](conditions.md#Flat-footed) condition and can't act except to [Recall Knowledge](actions/recall-knowledge.md) and use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you can't [Seek](actions/seek.md) while paralyzed. - -_Source: Core Rulebook p. 621_ - -## Persistent Damage - -Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as "X persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends. - -> [!pf2-brown] PERSISTENT DAMAGE RULES -> -> The additional rules presented below apply to persistent damage in certain cases. -> -> Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute. -> -> ### Assisted Recovery -> CRB p. 621 -> -> You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round. -> -> The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies. -> -> - The action to help might require a skill check or another roll to determine its effectiveness. -> - Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. -> - Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage. -> - Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. -> -> ### Immunities, Resistances, and Weaknesses -> CRB p. 621 -> -> Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations. -> -> ### Multiple Persistent Damage Conditions -> CRB p. 621 -> -> You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're [dying](conditions.md#Dying) with several types of persistent damage, the persistent damage increases your [dying](conditions.md#Dying) condition only once. - -_Source: Core Rulebook p. 621_ - -## Petrified - -You have been turned to stone. You can't act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don't have a Broken Threshold. When you're turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don't age or notice the passing of time. - -_Source: Core Rulebook p. 621_ - -## Prone - -You're lying on the ground. You are [flat-footed](conditions.md#Flat-footed) and take a –2 circumstance penalty to attack rolls. The only [move](traits/move.md) actions you can use while you're prone are [Crawl](actions/crawl.md) and [Stand](actions/stand.md). Standing up ends the prone condition. You can [Take Cover](actions/take-cover.md) while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain [flat-footed](conditions.md#Flat-footed)). - -If you would be knocked prone while you're [Climbing](actions/climb.md) or [Flying](actions/fly.md), you fall (see pages 463–464 for the rules on falling). You can't be knocked prone when [Swimming](actions/swim.md). - -_Source: Core Rulebook p. 621_ - -## Quickened - -You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you've been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don't immediately gain actions if you become quickened during your turn. - -_Source: Core Rulebook p. 622_ - -## Restrained - -You're tied up and can barely move, or a creature has you pinned. You have the [flat-footed](conditions.md#Flat-footed) and [immobilized](conditions.md#Immobilized) conditions, and you can't use any actions with the [attack](traits/attack.md) or [manipulate](traits/manipulate.md) traits except to attempt to [Escape](actions/escape.md) or [Force Open](actions/force-open.md) your bonds. [Restrained](conditions.md#Restrained) overrides grabbed. - -_Source: Core Rulebook p. 622_ - -## Sickened - -You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. - -You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success). - -_Source: Core Rulebook p. 622_ - -## Slowed - -You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn. - -_Source: Core Rulebook p. 622_ - -## Stunned - -You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as "stunned for 1 minute." In this case, you lose all your actions for the listed duration. - -Stunned overrides [slowed](conditions.md#Slowed). If the duration of your stunned condition ends while you are [slowed](conditions.md#Slowed), you count the actions lost to the stunned condition toward those lost to being [slowed](conditions.md#Slowed). So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn. - -_Source: Core Rulebook p. 622_ - -## Stupefied - -Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to [Cast a Spell](actions/cast-a-spell.md) while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value. - -_Source: Core Rulebook p. 622_ - -## Unconscious - -You're sleeping, or you've been knocked out. You can't act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the [blinded](conditions.md#Blinded) and [flat-footed](conditions.md#Flat-footed) conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't. - -If you're unconscious because you're [dying](conditions.md#Dying), you can't wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the [dying](conditions.md#Dying) and unconscious conditions and can act normally on your next turn. - -If you are unconscious and at 0 Hit Points, but not [dying](conditions.md#Dying), you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn. - -If you're unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition. - -- You take damage, provided the damage doesn't reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal. -- You receive healing, other than the natural healing you get from resting. -- Someone shakes you awake with an Interact action. -- There's loud noise going on around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their [Stealth](../Compendium/skills.md#Stealth) DCs. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check. -- If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest. - -_Source: Core Rulebook p. 622_ - -## Undetected - -When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is [flat-footed](conditions.md#Flat-footed) to you. - -A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a [hidden](conditions.md#Hidden) creature (requiring a DC 11 flat check, as described on page 466), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. - -A creature can use the [Seek](actions/seek.md) action to try to find you, as described on page 471. - -_Source: Core Rulebook p. 623_ - -## Unfriendly - -This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The unfriendly creature won't accept Requests from the character. - -_Source: Core Rulebook p. 623_ - -## Unnoticed - -If you are unnoticed by a creature, that creature has no idea you are present at all. When you're unnoticed, you're also [undetected](conditions.md#Undetected) by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence. - -_Source: Core Rulebook p. 623_ - -## Wounded - -You have been seriously injured. If you lose the [dying](conditions.md#Dying) condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the [dying](conditions.md#Dying) condition while wounded, increase your [dying](conditions.md#Dying) condition value by your wounded value. - -The wounded condition ends if someone successfully restores Hit Points to you with [Treat Wounds](actions/treat-wounds.md), or if you are restored to full Hit Points and rest for 10 minutes. - -_Source: Core Rulebook p. 623_ \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-4-skills.md b/Rules/core-rulebook/chapter-4-skills.md deleted file mode 100644 index aa4f5a893..000000000 --- a/Rules/core-rulebook/chapter-4-skills.md +++ /dev/null @@ -1,865 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["Chapter 4: Skills"] ---- -# Chapter 4: Skills -CRB p. 233 - -A character's acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the alchemist's reliance on [Crafting](../../Compendium/skills.md#Crafting)—but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up. - -A character gains training in certain skills at 1st level: typically two skills from their background, a small number of predetermined skills from their class, and several skills of your choice granted by your class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might gain training in a specific skill from multiple sources, such as if your background granted training in [Crafting](../../Compendium/skills.md#Crafting) and you took the alchemist class, which also grants training in [Crafting](../../Compendium/skills.md#Crafting). Each time after the first that you would gain the trained proficiency rank in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a [Lore](../../Compendium/skills.md#Lore) skill, the new skill must also be a [Lore](../../Compendium/skills.md#Lore) skill. - -> [!pf2-sidebar] Improving Skills -> -> As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements. -> -> ### Skill Increases -> CRB p. 233 -> -> Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills you're trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you don't get to choose a second skill to become expert in—the redundant benefit simply has no effect. -> -> ### Skill Feats -> CRB p. 233 -> -> Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait. These feats appear in Chapter 5. - -## Key Ability -CRB p. 233 - -Each skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with [Stealth](../../Compendium/skills.md#Stealth) uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill is listed on [Table 4–1: Skills, Key Abilities, and Actions](../tables/skills-key-abilities-and-actions.md) and also appears in parentheses following the skill's name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC. - -## Skill Actions -CRB p. 233 - -The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on [Table 4–1: Skills, Key Abilities, and Actions](../tables/skills-key-abilities-and-actions.md). The untrained and trained actions of each skill appear in separate sections within the skill's description. - -Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in [Arcana](../../Compendium/skills.md#Arcana) could identify a construct with a lucky roll using [Arcana](../../Compendium/skills.md#Arcana) to [Recall Knowledge](../actions/recall-knowledge.md), the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarian's anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank. - -## Skill Checks and Skill DCs -CRB p. 234 - -When you're actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your ability modifier for the skill's key ability, your proficiency bonus for the skill, and any other bonuses and penalties. - -> [!pf2-inset] -> -> Skill modifier = modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties - -When writing down the modifier on your character sheet, you should write down only the numbers that always apply—typically just your ability modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should write those down, too. - -The GM sets the DC of a skill check, using the guidelines in Chapter 10: Game Mastering. The most important DCs to remember are the five simple skill DCs below. - -| Task Difficulty | Simple DC | -|-----------------|-----------| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 30 | -| Legendary | 40 | - -When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature's skill action. - -See page 444 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties. - -### Armor and Skills -CRB p. 234 - -Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creature's Strengthand Dexterity-based skill checks and skill DCs, unless the action has the attack trait. Check penalties from armor are detailed on page 274 in Chapter 6: Equipment. - -### Secret Checks -CRB p. 234 - -Sometimes you won't know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you're searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. - -This way, you as the player don't know things that your character wouldn't. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public. - -### Exploration and Downtime Activities -CRB p. 234 - -Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually can't be used during an encounter, though the GM might bend this restriction. If you're not sure whether you have the time to use one of these activities, ask your GM. - -## General Skill Actions -CRB p. 234 - -General skill actions are skill actions that can be used with multiple different skills. When you use a general skill action, you might use your modifier from any skill that lists it as one of the skill's actions, depending on the situation. - -| General Skill Action | Proficiency | Page | -|----------------------|-------------|------| -| [Decipher Writing](../actions/decipher-writing.md) | Trained | 234 | -| [Earn Income](../actions/earn-income.md) | Trained | 236 | -| [Identify Magic](../actions/identify-magic.md) | Trained | 238 | -| [Learn a Spell](../actions/learn-a-spell.md) | Trained | 238 | -| [Recall Knowledge](../actions/recall-knowledge.md) [>](chapter-9-playing-the-game.md#Actions "Single Action") | Untrained | 238 | -| [Subsist](../actions/subsist.md) | Untrained | 240 | - -### Decipher Writing (Trained) -CRB p. 234 - -When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing. [Arcana](../../Compendium/skills.md#Arcana) is typically used for writing about magic or science, [Occultism](../../Compendium/skills.md#Occultism) for esoteric texts about mysteries and philosophy, [Religion](../../Compendium/skills.md#Religion) for scripture, and Society for coded messages or archaic documents. - -![Decipher Writing](../actions/decipher-writing.md) - -> [!pf2-example] Sample Decipher Tasks -> -> **Trained** entry-level philosophy treatise -> -> **Expert** complex code, such as a cipher -> -> **Master** spymaster's code or advanced research notes -> -> **Legendary** esoteric planar text written in metaphor by an ancient celestial - -![Skills, Key Abilities, and Actions](../tables/skills-key-abilities-and-actions.md) - -### Earn Income (Trained) -CRB p. 236 - -You can use a skill—typically [Crafting](../../Compendium/skills.md#Crafting), Lore, or [Performance](../../Compendium/skills.md#Performance)—to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won't come up in every campaign. - -> [!pf2-brown] Extra Preperation -> -> When Earning Income, you might be able to spend days of downtime to prepare for your task, which adjusts the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you're trying a task that's higher level than you; otherwise such tasks have an increased DC! -> -> ### Ending or Interrupting Tasks -> CRB p. 236 -> -> When a task you're doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you'll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs. -> -> However, you might pause a task due to an adventure or event that wouldn't prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn't been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can't try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check. - -In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using [Religion](../../Compendium/skills.md#Religion) in a monastery to study old texts—but giving sermons at a church would still fall under [Performance](../../Compendium/skills.md#Performance) instead of [Religion](../../Compendium/skills.md#Religion). You also might be able to use physical skills to make money, such as using [Acrobatics](../../Compendium/skills.md#Acrobatics) to perform feats in a circus or [Thievery](../../Compendium/skills.md#Thievery) to pick pockets. If you're using a skill other than [Crafting](../../Compendium/skills.md#Crafting), Lore, or [Performance](../../Compendium/skills.md#Performance), the DC tends to be significantly higher. - -![Earn Income](../actions/earn-income.md) - -> [!pf2-example] Sample Earn Income Tasks -> -> These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work. -> -> **Trained** bartend, do legal research -> -> **Expert** curate drink selection, present minor court cases -> -> **Master** run a large brewery, present important court cases -> -> **Legendary** run an international brewing franchise, present a case in Hell's courts - -![Income Earned](../tables/income-earned.md) - -#### Crafting Goods for the Market ([Crafting](../../Compendium/skills.md#Crafting)) -CRB p. 237 - -Using [Crafting](../../Compendium/skills.md#Crafting), you can work at producing common items for the market. It's usually easy to find work making basic items whose level is 1 or 2 below your settlement's level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don't occur as often and might have special requirements—or serious consequences if you disappoint a prominent client. - -#### Practicing a Trade (Lore) -CRB p. 237 - -You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there's high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you're attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant's scale to buy and sell valuables in a market. - -> [!pf2-brown] Income Examples -> -> The following examples show the kinds of tasks your character might take on to Earn Income during low-level and high-level play. -> -> ### Harsk Makes Tea -> CRB p. 237 -> -> Harsk is a 3rd-level ranger and an expert at harvesting and brewing tea. He has a Tea Lore modifier of +7. He has 30 days of downtime at his disposal and decides to work at a prestigious local tea house. The GM decides this is a 5th-level task if Harsk wants to assist the tea master, or a 2nd-level task if he wants to serve tea. -> -> Harsk chooses the tougher task, and the GM secretly sets the DC at 20. -> -> Harsk rolls a 4 on his Tea Lore check for a result of 11. -> -> Poor Harsk has failed! He earns only 2 sp for his efforts and continues working for 3 more days, for a total of 8 sp. -> -> At that point, the GM offers Harsk a choice: either he can finish out the week with the tea master and look for a new job, or he can lower his ambitions and serve in the tea house. Harsk, now more aware of his own capabilities, accepts the less prestigious job for now. -> -> He moves to his new job and attempts a new Tea Lore check against DC 16. Rolling a 19, he gets a result of 26—a critical success! He earns 5 sp per day (like a success at a 3rd-level task). The GM rules that demand will be high enough that Harsk can work there for the remainder of his downtime if he so chooses, a total of 26 days. Harsk accepts and earns a total of 138 sp (13 gp, 8 sp) that month. -> -> ### Lem Performs -> CRB p. 237 -> -> Lem is a 16th-level bard and legendary with his flute. He has a [Performance](../../Compendium/skills.md#Performance) modifier of +31 with his enchanted flute. With 30 days of downtime ahead of him, Lem wonders if he can find something that might excite him more than performing in front of a bunch of stuffy nobles. -> -> He finds a momentous offer indeed—a performance in a celestial realm, and Lem's patron goddess Shelyn might even be in attendance! This is a 20th-level task, and the GM secretly sets the DC at 40. -> -> Lem rolls an 11 on his [Performance](../../Compendium/skills.md#Performance) check for a result of 42. Success! The engagement lasts for a week, and at the end, the grateful celestials present Lem with a beautiful living diamond rose in constant bloom worth 1,400 gold pieces (200 gp per day for 7 days). -> -> With 23 days of downtime left, Lem accepts a 14thlevel task performing at a prestigious bardic college for members of a royal court. The GM secretly sets the DC at 32, and Lem critically succeeds, earning 28 gp per day for a total of 644 gp. Between the two performances, Lem has earned just over 2,000 gold pieces during his downtime—though he's not sure he'll ever sell that rose. - -#### Staging a Performance ([Performance](../../Compendium/skills.md#Performance)) -CRB p. 238 - -You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit. - -### Identify Magic (Trained) -CRB p. 238 - -Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills on page 238, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is. - -![Identify Magic](../actions/identify-magic.md) - -> [!pf2-example] Magical Traditions and Skills -> -> Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. -> -> Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills. - -| Magical Tradition | Correspoding Skill | -|-------------------|--------------------| -| Arcane | [Arcana](../../Compendium/skills.md#Arcana) | -| Divine | [Religion](../../Compendium/skills.md#Religion) | -| Occult | [Occultism](../../Compendium/skills.md#Occultism) | -| Primal | [Nature](../../Compendium/skills.md#Nature) | - -### Learn a Spell (Trained) -CRB p. 238 - -If you're a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. [Table 4–3: Learning a Spell](../tables/learning-a-spell.md) lists the Price of the materials needed to Learn a Spell of each level. - -![Learn a Spell](../actions/learn-a-spell.md) - -![Learning a Spell](../tables/learning-a-spell.md) - -### Recall Knowledge (Untrained) -CRB p. 238 - -To remember useful information on a topic, you can attempt to [Recall Knowledge](../actions/recall-knowledge.md). You might know basic information about something without needing to attempt a check, but [Recall Knowledge](../actions/recall-knowledge.md) requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use [Medicine](../../Compendium/skills.md#Medicine) to learn the cause of death, you might need to conduct a forensic examination before attempting to [Recall Knowledge](../actions/recall-knowledge.md). - -![Recall Knowledge](../actions/recall-knowledge.md) - -The following skills can be used to [Recall Knowledge](../actions/recall-knowledge.md), getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, [Arcana](../../Compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](../../Compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. - -- **[Arcana](../../Compendium/skills.md#Arcana):** Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. -- **[Crafting](../../Compendium/skills.md#Crafting):** Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. -- **Lore:** The subject of the Lore skill's subcategory. -- **[Medicine](../../Compendium/skills.md#Medicine):** Diseases, poisons, wounds, and forensics. -- **[Nature](../../Compendium/skills.md#Nature):** The environment, flora, geography, weather, creatures of natural origin, and natural planes. -- **[Occultism](../../Compendium/skills.md#Occultism):** Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. -- **[Religion](../../Compendium/skills.md#Religion):** Divine agents, divine planes, theology, obscure myths, and creatures of religious significance. -- **Society:** Local history, key personalities, legal institutions, societal structure, and humanoid culture. - -The GM might allow checks to [Recall Knowledge](../actions/recall-knowledge.md) using other skills. For example, you might assess the skill of an acrobat using [Acrobatics](../../Compendium/skills.md#Acrobatics). If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score. - -> [!pf2-example] Recall Knowledge Tasks -> -> These examples use Society or [Religion](../../Compendium/skills.md#Religion). -> -> **Untrained** name of a ruler, key noble, or major deity -> -> **Trained** line of succession for a major noble family, core doctrines of a major deity -> -> **Expert** genealogy of a minor noble, teachings of an ancient priest -> -> **Master** hierarchy of a genie noble court, major extraplanar temples of a deity -> -> **Legendary** existence of a long-lost noble heir, secret doctrines of a religion - -### Subsist (Untrained) -CRB p. 240 - -If you need to provide food and shelter, you can use the [Subsist](../actions/subsist.md) downtime activity. This typically uses Society if you're in a settlement or [Survival](../../Compendium/skills.md#Survival) if you're in the wild. - -![Subsist](../actions/subsist.md) - -> [!pf2-example] Sample Subsist Tasks -> -> **Untrained** lush forest with calm weather or large city with plentiful resources -> -> **Trained** typical hillside or village -> -> **Expert** typical mountains or insular hamlet -> -> **Master** typical desert or city under siege -> -> **Legendary** barren wasteland or city of undead - -## Skill Descriptions -CRB p. 240 - -The following entries describe the skills in the game. The heading for each entry provides the skill's name, with that skill's key ability in parentheses. A brief description of the skill is followed by a list of actions you can use if you're untrained in that skill, and then the actions you can perform if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren't comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key ability modifier. - -Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal. - -### Acrobatics (Dex) -CRB p. 240 - -[Acrobatics](../../Compendium/skills.md#Acrobatics) measures your ability to perform tasks requiring coordination and grace. When you use the [Escape](../actions/escape.md) basic action (page 470), you can use your [Acrobatics](../../Compendium/skills.md#Acrobatics) modifier instead of your unarmed attack modifier. - -![Balance](../actions/balance.md) - -> [!pf2-example] Sample Balance Tasks -> -> **Untrained** tangled roots, uneven cobblestones -> -> **Trained** wooden beam -> -> **Expert** deep, loose gravel -> -> **Master** tightrope, smooth sheet of ice -> -> **Legendary** razor's edge, chunks of floor falling in midair - -![Tumble Through](../actions/tumble-through.md) - -#### Acrobatics Trained Actions -CRB p. 240 - -![Maneuver in Flight](../actions/maneuver-in-flight.md) - -> [!pf2-example] Sample Maneuver in Flight Tasks -> -> **Trained** steep ascent or descent -> -> **Expert** fly against the wind, hover midair -> -> **Master** reverse direction -> -> **Legendary** fly through gale force winds - -![Squeeze](../actions/squeeze.md) - -> [!pf2-example] Sample Squeeze Tasks -> -> **Trained** space barely fitting your shoulders -> -> **Master** space barely fitting your head - -### Arcana (Int) -CRB p. 241 - -[Arcana](../../Compendium/skills.md#Arcana) measures how much you know about arcane magic and creatures. Even if you're untrained, you can [Recall Knowledge](../actions/recall-knowledge.md). - -- **Recall Knowledge** about arcane theories; magic traditions; creatures of arcane significance (like dragons and beasts); and the Elemental, Astral, and Shadow Planes. - -#### Arcana Trained Actions -CRB p. 241 - -You must be trained in [Arcana](../../Compendium/skills.md#Arcana) to use it for the following general skill actions (page 234). - -- **Decipher Writing** about arcane theory. -- **Identify Magic**, particularly arcane magic. -- **Learn a Spell** from the [arcane](../traits/arcane.md) tradition. - -![Borrow an Arcane Spell](../actions/borrow-an-arcane-spell.md) - -### Athletics (Str) -CRB p. 241 - -[Athletics](../../Compendium/skills.md#Athletics) allows you to perform deeds of physical prowess. When you use the [Escape](../actions/escape.md) basic action, you can use your [Athletics](../../Compendium/skills.md#Athletics) modifier instead of your unarmed attack modifier. - -![Climb](../actions/climb.md) - -> [!pf2-example] Sample Climb Tasks -> -> **Untrained** ladder, steep slope, low-branched tree -> -> **Trained** rigging, rope, typical tree -> -> **Expert** wall with small handholds and footholds -> -> **Master** ceiling with handholds and footholds, rock wall -> -> **Legendary** smooth surface - -> [!pf2-example] TABLE 4–4: CLIMB AND SWIM DISTANCE -> -> This table provides a quick reference for how far you can move with a Climb or Swim action. -> -> -> -> -> -> -> -> - - - - -> -> -> - - - - -> -> -> - - - - -> -> -> - - - - -> -> -> - - - - -> ->
Swim Distance
SpeedSuccessCriticalSuccessCritical
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025
-> - -![Force Open](../actions/force-open.md) - -> [!pf2-example] Sample Force Open Tasks -> -> **Untrained** fabric, flimsy glass -> -> **Trained** ice, sturdy glass -> -> **Expert** flimsy wooden door, wooden portcullis -> -> **Master** sturdy wooden door, iron portcullis, metal bar -> -> **Legendary** stone or iron door - -![Grapple](../actions/grapple.md) - -![High Jump](../actions/high-jump.md) - -> [!pf2-example] Leap -> -> The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. - -![Long Jump](../actions/long-jump.md) - -![Shove](../actions/shove.md) - -> [!pf2-example] Forced Movement -> -> The [Shove](../actions/shove.md) action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. - -![Swim](../actions/swim.md) - -> [!pf2-example] Sample Swim Tasks -> -> **Untrained** lake or other still water -> -> **Trained** flowing water, like a river -> -> **Expert** swiftly flowing river -> -> **Master** stormy sea -> -> **Legendary** maelstrom, waterfall - -![Trip](../actions/trip.md) - -> [!pf2-brown] FALLING -> -> When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land. -> -> If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). -> -> You can [Grab an Edge](../actions/grab-an-edge.md) as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463. - -#### Athletics Trained Action -CRB p. 243 - -![Disarm](../actions/disarm.md) - -### Crafting (Int) -CRB p. 243 - -You can use this skill to create, understand, and repair items. - -Even if you're untrained, you can [Recall Knowledge](../actions/recall-knowledge.md). - -- **Recall Knowledge** about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs. - -![Repair](../actions/repair.md) - -#### Crafting Trained Actions -CRB p. 244 - -You must be trained in [Crafting](../../Compendium/skills.md#Crafting) to use it to [Earn Income](../actions/earn-income.md). - -- **Earn Income** by crafting goods for the market. - -![Craft](../actions/craft.md) - -> [!pf2-example] Consumables and Ammunition -> -> You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](../tables/ranged-weapons.md) (typically 10). - -> [!pf2-example] Getting Formulas -> -> You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a [basic crafter's book](../../Compendium/equipment/items/basic-crafters-book.md). See the rules on page 293 for information on how to acquire other formulas. - -> [!pf2-brown] Crafting Example -> -> Ezren is a 5th-level wizard and an expert in [Crafting](../../Compendium/skills.md#Crafting). He has a [Crafting](../../Compendium/skills.md#Crafting) modifier of +13 and the [Magical Crafting](../../Compendium/feats/magical-crafting.md) feat. With 2 weeks of downtime ahead of him, he decides to craft a [striking](../../Compendium/equipment/items/striking.md) rune, a 4th-level item. The GM secretly chooses a DC of 19. -> -> The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his [Crafting](../../Compendium/skills.md#Crafting) check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp. -> -> However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. -> -> Because he's a 5th-level character and an expert at [Crafting](../../Compendium/skills.md#Crafting), he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the [striking](../../Compendium/equipment/items/striking.md) rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's [Crafting](../../Compendium/skills.md#Crafting) check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp. - -![Identify Alchemy](../actions/identify-alchemy.md) - -### Deception (Cha) -CRB p. 245 - -You can trick and mislead others using disguises, lies, and other forms of subterfuge. - -![Create a Diversion](../actions/create-a-diversion.md) - -![Impersonate](../actions/impersonate.md) - -![Lie](../actions/lie.md) - -#### Deception Trained Action -CRB p. 246 - -![Feint](../actions/feint.md) - -### Diplomacy (Cha) -CRB p. 246 - -You influence others through negotiation and flattery. - -![Gather Information](../actions/gather-information.md) - -> [!pf2-example] Sample Gather Information Tasks -> -> **Untrained** talk of the town -> -> **Trained** common rumor -> -> **Expert** obscure rumor, poorly guarded secret -> -> **Master** well-guarded or esoteric information -> -> **Legendary** information known only to an incredibly select few, or only to extraordinary beings - -![Make an Impression](../actions/make-an-impression.md) - -> [!pf2-example] Changing Attitudes -> -> Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. -> -> The attitudes are detailed in the Conditions Appendix and are summarized here. -> -> - **[Helpful:](../conditions.md#Helpful)** Willing to help you and responds favorably to your requests. -> - **[Friendly:](../conditions.md#Friendly)** Has a good attitude toward you, but won't necessarily stick their neck out to help you. -> - **[Indifferent:](../conditions.md#Indifferent)** Doesn't care about you either way. (Most NPCs start out indifferent.) -> - **[Unfriendly:](../conditions.md#Unfriendly)** Dislikes you and doesn't want to help you. -> - **[Hostile:](../conditions.md#Hostile)** Actively works against you—and might attack you just because of their dislike. -> -> No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use [Diplomacy](../../Compendium/skills.md#Diplomacy) results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond. - -![Request](../actions/request.md) - -### Intimidation (Cha) -CRB p. 247 - -You bend others to your will using threats. - -![Coerce](../actions/coerce.md) - -![Demoralize](../actions/demoralize.md) - -### Lore (Int) -CRB p. 247 - -You have specialized information on a narrow topic. - -Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn't increase your proficiency with Sailing Lore, for example. - -You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they'll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill's [Recall Knowledge](../actions/recall-knowledge.md) action. For instance, Magic Lore wouldn't enable you to recall the same breadth of knowledge covered by [Arcana](../../Compendium/skills.md#Arcana), Adventuring Lore wouldn't simply give you all the information an adventurer needs, and Planar Lore would not be sufficient to gain all the information spread across various skills and subcategories such as Heaven Lore. - -If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use. If there's any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not. - -Even if you're untrained in Lore, you can use it to [Recall Knowledge](../actions/recall-knowledge.md). - -- **[Recall Knowledge](../actions/recall-knowledge.md)** about the subject of your Lore skill's subcategory. - -> [!pf2-example] Common Lore Categories -> -> You can learn any Lore skill your GM gives you permission to take. The following list covers a wide variety of common Lore topics appropriate for most campaigns. Backgrounds often grant you a Lore from this list. -> -> - Academia Lore -> - Accounting Lore -> - Architecture Lore -> - Art Lore -> - Circus Lore -> - Engineering Lore -> - Farming Lore -> - Fishing Lore -> - Fortune-Telling Lore -> - Games Lore -> - Genealogy Lore -> - Gladiatorial Lore -> - Guild Lore -> - Heraldry Lore -> - Herbalism Lore -> - Hunting Lore -> - Labor Lore -> - Legal Lore -> - Library Lore -> - Lore about a specific deity ([Golarion](../../Compendium/setting/deities/abadar.md) Lore, [Golarion](../../Compendium/setting/deities/iomedae.md) Lore, etc.) -> - Lore about a specific creature or narrow category of creatures (Demon Lore, Owlbear Lore, Vampire Lore, etc.) -> - Lore of a specific plane other than the Material Plane,or the plane in which the game is set if not the Material Plane (Abyss Lore, Astral Plane Lore, Heaven Lore, etc.) -> - Lore about a specific settlement (Absalom Lore,Magnimar Lore, etc.) -> - Lore about a specific terrain (Mountain Lore, River Lore, etc.) -> - Lore of a type of food or drink (Alcohol Lore, Baking Lore, Butchering Lore, Cooking Lore, Tea Lore, etc.) -> - Mercantile Lore -> - Midwifery Lore -> - Milling Lore -> - Mining Lore -> - Sailing Lore -> - Scouting Lore -> - Scribing Lore -> - Stabling Lore -> - Tanning Lore -> - Theater Lore -> - Underworld Lore -> - Warfare Lore - -#### Lore Trained Action -CRB p. 248 - -You must be trained in Lore to use it to Earn Income (page 236). - -- **[Earn Income](../actions/earn-income.md)** by using your knowledge to practice a trade. - -### Medicine (Wis) -CRB p. 248 - -You can patch up wounds and help people recover from diseases and poisons. Even if you're untrained in [Medicine](../../Compendium/skills.md#Medicine), you can use it to [Recall Knowledge](../actions/recall-knowledge.md). - -- **[Recall Knowledge](../actions/recall-knowledge.md)** about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed. - -![Administer First Aid](../actions/administer-first-aid.md) - -#### Medicine Trained Actions -CRB p. 248 - -![Treat Disease](../actions/treat-disease.md) - -![Treat Poison](../actions/treat-poison.md) - -![Treat Wounds](../actions/treat-wounds.md) - -### Nature (Wis) -CRB p. 249 - -You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you're untrained in [Nature](../../Compendium/skills.md#Nature), you can use it to [Recall Knowledge](../actions/recall-knowledge.md). - -- **[Recall Knowledge](../actions/recall-knowledge.md)** about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes. - -![Command an Animal](../actions/command-an-animal.md) - -> [!pf2-brown] COMMANDED ANIMALS -> -> Issuing commands to an animal doesn't always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses. -> -> The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round. - -#### Nature Trained Actions -CRB p. 249 - -You must be trained in [Nature](../../Compendium/skills.md#Nature) to use it for the following general skill actions (page 234). - -- **[Identify Magic](../actions/identify-magic.md)**, particularly primal magic. -- **[Learn a Spell](../actions/learn-a-spell.md)** from the [primal](../traits/primal.md) tradition. - -### Occultism (Int) -CRB p. 249 - -You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you're untrained in [Occultism](../../Compendium/skills.md#Occultism), you can use it to [Recall Knowledge](../actions/recall-knowledge.md). - -- **[Recall Knowledge](../actions/recall-knowledge.md)** about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and the Positive Energy, Negative Energy, Shadow, Astral, and Ethereal Planes. - -#### Occultism Trained Actions -CRB p. 249 - -You must be trained in [Occultism](../../Compendium/skills.md#Occultism) to use it for the following general skill actions (page 234). - -- **[Decipher Writing](../actions/decipher-writing.md)** on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings. -- **[Identify Magic](../actions/identify-magic.md)**, particularly occult magic. -- **[Learn a Spell](../actions/learn-a-spell.md)** from the [occult](../traits/occult.md) tradition. - -### Performance (Cha) -CRB p. 250 - -You are skilled at a form of performance, using your talents to impress a crowd or make a living. - -#### Basic Competence -CRB p. 250 - -Some performances require you to be more than just charismatic, and if you don't meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you're dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. - -Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches! - -#### Performance Traits -CRB p. 250 - -When you use an action that utilizes the [Performance](../../Compendium/skills.md#Performance) skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performancebased traits are listed below. - -| Performance | Additional Traits | -|-------------|-------------------| -| Act or perform comedy | [Auditory](../traits/auditory.md), [linguistic](../traits/linguistic.md), and [visual](../traits/visual.md) | -| Dance | [Move](../traits/move.md) and [visual](../traits/visual.md) | -| Play an instrument | [Auditory](../traits/auditory.md) and [manipulate](../traits/manipulate.md) | -| Orate or sing | [Auditory](../traits/auditory.md) and [linguistic](../traits/linguistic.md) | - -![Perform](../actions/perform.md) - -> [!pf2-example] Sample Perform Tasks -> -> **Untrained** audience of commoners -> -> **Trained** audience of artisans -> -> **Expert** audience of merchants or minor nobles -> -> **Master** audience of high nobility or minor royalty -> -> **Legendary** audience of major royalty or otherworldly beings - -#### Performance Trained Action -CRB p. 250 - -You must be trained in [Performance](../../Compendium/skills.md#Performance) to use it to Earn Income (page 236). - -- **[Earn Income](../actions/earn-income.md)** by staging a performance. - -### Religion (Wis) -CRB p. 250 - -The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. - -Even if you're untrained in [Religion](../../Compendium/skills.md#Religion), you can use it to [Recall Knowledge](../actions/recall-knowledge.md). - -- **[Recall Knowledge](../actions/recall-knowledge.md)** about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), the Outer Sphere, and the Positive and Negative Energy Planes. - -#### Religion Trained Actions -CRB p. 250 - -You must be trained in [Religion](../../Compendium/skills.md#Religion) to use it for the following general skill actions (page 234). - -- **[Decipher Writing](../actions/decipher-writing.md)** of a religious nature, including allegories, homilies, and proverbs. -- **[Identify Magic](../actions/identify-magic.md)**, particularly divine magic. -- **[Learn a Spell](../actions/learn-a-spell.md)** from the [divine](../traits/divine.md) tradition. - -### Society (Int) -CRB p. 250 - -You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you're untrained in Society, you can use it for the following general skill actions (page 234). - -- **[Recall Knowledge](../actions/recall-knowledge.md)** about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons. -- **[Subsist](../actions/subsist.md)** in a settlement by finding shelter, scrounging, or begging for food. - -#### Society Trained Actions -CRB p. 250 - -You must be trained in Society to use it to [Decipher Writing](../actions/decipher-writing.md). - -- **[Decipher Writing](../actions/decipher-writing.md)** that's a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don't know. - -![Create Forgery](../actions/create-forgery.md) - -### Stealth (Dex) -CRB p. 251 - -You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item. - -![Conceal an Object](../actions/conceal-an-object.md) - -> [!pf2-brown] Being Stealthy -> -> If you want to sneak around when there are creatures that can see you, you can use a combination of [Hide](../actions/hide.md) and [Sneak](../actions/sneak.md) to do so. -> -> - First, [Hide](../actions/hide.md) behind something (either by taking advantage of cover or having the [concealed](../conditions.md#Concealed) condition due to fog, a spell, or a similar effect). A successful [Stealth](../../Compendium/skills.md#Stealth) check makes you hidden, though the creatures still know roughly where you are. -> - Second, now that you're hidden, you can [Sneak](../actions/sneak.md). That means you can move at half your Speed and attempt another [Stealth](../../Compendium/skills.md#Stealth) check. If it's successful, you're now [undetected](../conditions.md#Undetected). That means the creatures don't know which square you're in anymore. -> -> If you were approaching creatures that didn't know you were there, you could begin [Sneaking](../actions/sneak.md) right away, since they didn't know your location to start with. Some actions can cause you to become [observed](../conditions.md#Observed) again, but they're mostly what you'd expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. If you [Strike](../actions/strike.md) someone after successfully [Hiding](../actions/hide.md) or [Sneaking](../actions/sneak.md), though, they're [flat-footed](../conditions.md#Flat-footed) to that [Strike](../actions/strike.md). -> -> Creatures can try to find you using the [Seek](../actions/seek.md) action , described on page 471. -> -> Three conditions explain the states of detection. Remember that these conditions are relative to each creature—you can be observed by one creature while hidden to another and undetected by a third. -> -> ### Observed -> CRB p. 251 -> -> You're in the creature's clear view. -> -> ### Hidden -> CRB p. 251 -> -> The creature knows your location but can't see you. -> -> ### Undetected -> CRB p. 251 -> -> The creature doesn't know your location. - -![Hide](../actions/hide.md) - -### Survival (Wis) -CRB p. 252 - -You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you're untrained, you can still use [Survival](../../Compendium/skills.md#Survival) to Subsist (page 240). - -- **[Subsist](../actions/subsist.md)** in the wild by foraging for food and building shelter. - -![Sense Direction](../actions/sense-direction.md) - -> [!pf2-example] Sense Direction Tasks -> -> **Untrained** determine a cardinal direction using the sun -> -> **Trained** find an overgrown path in a forest -> -> **Expert** navigate a hedge maze -> -> **Master** navigate a byzantine labyrinth or relatively featureless desert -> -> **Legendary** navigate an ever-changing dream realm - -#### Survival Trained Actions -CRB p. 252 - -![Cover Tracks](../actions/cover-tracks.md) - -![Track](../actions/track.md) - -> [!pf2-example] Sample Track Tasks -> -> **Untrained** the path of a large army following a road -> -> **Trained** relatively fresh tracks of a rampaging bear through the plains -> -> **Expert** a nimble panther's tracks through a jungle, tracks after the rain -> -> **Master** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock -> -> **Legendary** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane - -### Thievery (Dex) -CRB p. 253 - -You are trained in a particular set of skills favored by thieves and miscreants. - -![Palm an Object](../actions/palm-an-object.md) - -![Steal](../actions/steal.md) - -#### Thievery Trained Actions -CRB p. 253 - -![Disable a Device](../actions/disable-a-device.md) - -![Pick a Lock](../actions/pick-a-lock.md) \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-6-equipment.md b/Rules/core-rulebook/chapter-6-equipment.md deleted file mode 100644 index 4cc349497..000000000 --- a/Rules/core-rulebook/chapter-6-equipment.md +++ /dev/null @@ -1,915 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["Chapter 6: Equipment"] ---- -# Chapter 6: Equipment -CRB p. 271 - -Your character starts out with 15 gold pieces (150 silver pieces) to spend on any common items from this chapter. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them. - -Once you've purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the [Crafting](../../Compendium/skills.md#Crafting) skill, or purchase them from a merchant. - -## Coins and Currency -CRB p. 271 - -Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the **silver piece** (**sp**). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the **copper piece** (**cp**). Each copper piece is worth one-tenth of a silver piece. The **gold piece** (**gp**) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The **platinum piece** (**pp**) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See [Table 6–1: Coin Values](../tables/coin-values.md) for the exchange rates of common types of coins. - -### Other Currency -CRB p. 271 - -Art objects, gems, and raw materials (such as those used for the [Craft](../actions/craft.md) activity) can be used much like currency: you can sell them for the same Price you can buy them. - -## Price -CRB p. 271 - -Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of "—" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price. - -> [!pf2-key-box] STARTING MONEY -> -> ### 15 GP (150 SP) -> CRB p. 271 - -![Coin Values](../tables/coin-values.md) - -## Item Level -CRB p. 271 - -Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game. - -## Carrying and Using Items -CRB p. 271 - -A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. - -Drawing a worn item or changing how you're carrying an item usually requires you to use an [Interact](../actions/interact.md) action (though to drop an item, you use the [Release](../actions/release.md) action instead). [Table 6–2: Changing Equipment](../tables/changing-equipment.md) lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so. - -Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an [Interact](../actions/interact.md) action to draw it and then using a second action to drink it as described in its [Activate](../actions/activate-an-item.md) entry. - -### Bulk -CRB p. 271 - -Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items. - -#### Bulk Limits -CRB p. 272 - -You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier. - -> [!pf2-beige] Encumbered -> -> You are carrying more weight than you can manage. While you're [encumbered](../conditions.md#Encumbered), you're [clumsy](../conditions.md#Clumsy) and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet. - -#### Bulk Values -CRB p. 272 - -Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, [full plate](../../Compendium/equipment/items/full-plate.md) armor is 4 Bulk, a [longsword](../../Compendium/equipment/items/longsword.md) is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM. - -#### Estimating an Item's Bulk -CRB p. 272 - -As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295. - -#### Bulk of Coins -CRB p. 272 - -Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2. - -#### Bulk of Creatures -CRB p. 272 - -You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number. - -| Size of Creature | Bulk | -|------------------|------| -| [Tiny](../traits/tiny-b1.md) | 1 | -| [Small](../traits/small-b1.md) | 3 | -| [Medium](../traits/medium-b1.md) | 6 | -| [Large](../traits/large-b1.md) | 12 | -| [Huge](../traits/huge-b1.md) | 24 | -| [Gargantuan](../traits/gargantuan-b1.md) | 48 | - -#### Dragging -CRB p. 272 - -In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within. - -### Wielding Items -CRB p. 272 - -Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it. - -![Changing Equipment](../tables/changing-equipment.md) - -## Item Damage -CRB p. 272 - -An item can be broken or destroyed if it takes enough damage. Every item has a **Hardness** value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the [Shield Block](../../Compendium/feats/shield-block.md) reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items. - -An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its **Broken Threshold** (**BT**); once its Hit Points are reduced to 0, it is **destroyed**. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no [Broken](../conditions.md#Broken) Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired. - -An item's Hardness, Hit Points, and [Broken](../conditions.md#Broken) Threshold usually depend on the material the item is made of. This information appears in the 11 section of 11. - -> [!pf2-beige] Broken -> -> Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. -> -> A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. -> -> If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold. - -### Object Immunities -CRB p. 273 - -Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap. - -## Shoddy Items -CRB p. 273 - -Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type. - -## Armor -CRB p. 274 - -### Armor Class -CRB p. 274 - -Your **Armor Class** (**AC**) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll. - -> [!pf2-inset] -> -> Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties - -Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense. - -### Donning and Removing Armor -CRB p. 274 - -Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor. - -### Armor Statistics -CRB p. 274 - -[Table 6–3: Unarmored Defense](../tables/unarmored-defense.md) provides the statistics for the various forms of protection without wearing armor. [Table 6–4: Armor](../tables/armor.md) provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics. - -#### Category -CRB p. 274 - -The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor. - -#### AC Bonus -CRB p. 274 - -This number is the item bonus you add for the armor when determining Armor Class. - -#### Dexterity Modifier Cap (Dex Cap) -CRB p. 274 - -This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor. - -#### Check Penalty -CRB p. 274 - -While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty. - -#### Speed Penalty -CRB p. 274 - -While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet. - -#### Strength -CRB p. 274 - -This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet). - -#### Bulk -CRB p. 274 - -This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295. - -#### Group -CRB p. 274 - -Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275. - -#### Armor Traits -CRB p. 274 - -The traits for each suit of armor appear in this entry. - -Armor can have the following traits. - -**[Bulwark](../traits/bulwark.md):** The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](../../Compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. - -**[Comfort](../traits/comfort.md):** The armor is so comfortable that you can rest normally while wearing it. - -**[Flexible](../traits/flexible.md):** The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics) checks. - -**[Noisy](../traits/noisy.md):** This armor is loud and likely to alert others to your presence when you're using the [Avoid Notice](../actions/avoid-notice.md) exploration activity. - -#### Armor Specialization Effects -CRB p. 275 - -Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects. - -**Chain:** The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. - -**Composite:** The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. - -**Leather:** The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. - -**Plate:** The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. - -![Unarmored Defense](../tables/unarmored-defense.md) - -![Armor](../tables/armor.md) - -> [!pf2-brown] MATERIALS -> -> Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details. -> -> Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577. - -### Armor Descriptions -CRB p. 275 - -Each type of armor is described in more detail below. - -**[Breastplate](../../Compendium/equipment/items/breastplate.md):** Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed. - -**[Chain Mail](../../Compendium/equipment/items/chain-mail.md):** A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body. - -**[Chain Shirt](../../Compendium/equipment/items/chain-shirt.md):** Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer. - -**[Explorer's Clothing](../../Compendium/equipment/items/explorers-clothing.md):** Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581). - -**[Full Plate](../../Compendium/equipment/items/full-plate.md):** Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285). - -**[Half Plate](../../Compendium/equipment/items/half-plate.md):** Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285). - -**[Hide](../../Compendium/equipment/items/hide.md):** A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility. - -**[Leather](../../Compendium/equipment/items/leather.md):** A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility. - -**[Padded Armor](../../Compendium/equipment/items/padded-armor.md):** This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat. - -**[Scale Mail](../../Compendium/equipment/items/scale-mail.md):** Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs. - -**[Splint Mail](../../Compendium/equipment/items/splint-mail.md):** This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285). - -**[Studded Leather](../../Compendium/equipment/items/studded-leather.md):** This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection. - -![Damaging Armor](../tables/damaging-armor.md) - -## Shields -CRB p. 277 - -[Raise a Shield](../actions/raise-a-shield.md) is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and [Raise a Shield](../actions/raise-a-shield.md). A [buckler](../../Compendium/equipment/items/buckler.md), however, doesn't take up your hand, so you can [Raise a Shield](../actions/raise-a-shield.md) with a [buckler](../../Compendium/equipment/items/buckler.md) if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of [Raise a Shield](../actions/raise-a-shield.md) if that hand is no longer free. - -When you have a [tower shield](../../Compendium/equipment/items/tower-shield.md) raised, you can use the [Take Cover](../actions/take-cover.md) action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can [Take Cover](../actions/take-cover.md) as normal using the cover from your shield). - -If you have access to the [Shield Block](../../Compendium/feats/shield-block.md) reaction (from your class or from a feat), you can use it while [Raising your Shield](../actions/raise-a-shield.md) to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage. - -### Shield Statistics -CRB p. 277 - -Shields have statistics that follow the same rules as armor: - -Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here. - -#### AC Bonus -CRB p. 277 - -A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472. - -#### Hardness -CRB p. 277 - -Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the [Shield Block](../../Compendium/feats/shield-block.md) feat (page 266). The rules for Hardness appear on page 272. - -#### HP (BT) -CRB p. 277 - -This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the [Shield Block](../../Compendium/feats/shield-block.md) reaction. - -![Shields](../tables/shields.md) - -### Attacking with a Shield -CRB p. 277 - -A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on [Table 6–7: Melee Weapons](../tables/melee-weapons.md). The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a [shield boss](../../Compendium/equipment/items/shield-boss.md) or [shield spikes](../../Compendium/equipment/items/shield-spikes.md) to a shield to make it a more practical weapon. These can be found on [Table 6–7](../tables/melee-weapons.md). These work like other weapons and can even be etched with runes. - -### Shield Descriptions -CRB p. 277 - -Each type of shield is described in more detail below. - -**[Buckler](../../Compendium/equipment/items/buckler.md):** This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand. - -**[Wooden Shield](../../Compendium/equipment/items/wooden-shield.md):** Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily. - -**[Steel Shield](../../Compendium/equipment/items/steel-shield.md):** Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable. - -**[Tower Shield](../../Compendium/equipment/items/tower-shield.md):** These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal. - -## Weapons -CRB p. 278 - -### Attack Rolls -CRB p. 278 - -When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently. - -> [!pf2-inset] -> -> Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties - -> [!pf2-inset] -> -> Melee attack modifier = Strength modifier (or optionally Dexterity for a [finesse](../traits/finesse.md) weapon) + proficiency bonus + other bonuses + penalties - -Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls. - -#### Multiple Attack Penalty -CRB p. 278 - -If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty. - -The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the [agile](../traits/agile.md) trait to reduce your multiple attack penalty. - -### Damage Rolls -CRB p. 278 - -When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows. - -> [!pf2-inset] -> -> Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties - -> [!pf2-inset] -> -> Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties - -Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier. - -Magic weapons with [striking](../../Compendium/equipment/items/striking.md), greater striking, or major striking runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization. - -### Critical Hits -CRB p. 278 - -When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit). - -If you critically succeed at a [Strike](../actions/strike.md), your attack deals 9. Other attacks, such as spell attack rolls and some uses of the [Athletics](../../Compendium/skills.md#Athletics) skill, describe the specific effects that occur when their outcomes are critical successes. - -### Unarmed Attacks -CRB p. 278 - -Almost all characters start out trained in unarmed attacks. You can [Strike](../actions/strike.md) with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so. - -[Table 6–6: Unarmed Attacks](../tables/unarmed-attacks.md) lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them. - -### Improvised Weapons -CRB p. 278 - -If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. - -### Weapon Statistics -CRB p. 279 - -The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0. - -#### Damage -CRB p. 279 - -This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing. - -> [!pf2-beige] Damage Dice -> -> Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical striking rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die. -> -> ### Counting Damage Dice -> CRB p. 279 -> -> Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a striking rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like. -> -> ### Increasing Die Size -> CRB p. 279 -> -> When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once. -> -> **`1d4` ➞ `1d6` ➞ `1d8` ➞ `1d10` ➞ `1d12`** - -#### Range -CRB p. 279 - -Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible. - -For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet. - -#### Reload -CRB p. 279 - -While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many [Interact](../actions/interact.md) actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn. - -An item with an entry of "—" must be drawn to be thrown, which usually takes an [Interact](../actions/interact.md) action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon. - -#### Bulk -CRB p. 279 - -This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295. - -> [!pf2-brown] SELECTING WEAPONS -> -> Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in. -> -> When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations. -> -> ### Weapon Categories -> CRB p. 279 -> -> Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations. - -#### Hands -CRB p. 279 - -Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free. - -Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait. - -#### Group -CRB p. 280 - -A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283. - -#### Weapon Traits -CRB p. 280 - -The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a "weapon" can also apply to an unarmed attack that has that trait. - -#### Ammunition -CRB p. 280 - -Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it. - -![Unarmed Attacks](../tables/unarmed-attacks.md) - -![Melee Weapons](../tables/melee-weapons.md) - -![Ranged Weapons](../tables/ranged-weapons.md) - -#### Weapon Traits -CRB p. 282 - -Weapons and unarmed attacks with the weapon trait can have the following traits. - -### Critical Specialization Effects -CRB p. 283 - -Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon. - -**Axe:** Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage. - -**Bomb:** Increase the radius of the bomb's splash damage (if any) to 10 feet. - -**Bow:** If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 [Athletics](../../Compendium/skills.md#Athletics) check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. - -**Brawling:** The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn. - -**Club:** You knock the target away from you up to 10 feet (you choose the distance). This is forced movement. - -**Dart:** The target takes `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls. - -**Flail:** The target is knocked [prone](../conditions.md#Prone). - -**Hammer:** The target is knocked [prone](../conditions.md#Prone). - -**Knife:** The target takes `1d6` [persistent bleed](../conditions.md#Persistent%20Damage) damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls. - -**Pick:** The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die. - -**Polearm:** The target is moved 5 feet in a direction of your choice. This is forced movement. - -**Shield:** You knock the target back from you 5 feet. This is forced movement. - -**Sling:** The target must succeed at a Fortitude save against your class DC or be stunned 1. - -**Spear:** The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn. - -**Sword:** The target is made off-balance by your attack, becoming [flat-footed](../conditions.md#Flat-footed) until the start of your next turn. - -#### Weapon Descriptions -CRB p. 284 - -> [!pf2-note] -> Please visit the items page to view all weapons. - -## Gear -CRB p. 287 - -### Gear Statistics -CRB p. 287 - -[Tables 6–9](../tables/adventuring-gear.md) and [6–10](../tables/uncommon-adventuring-gear.md) list Price and Bulk entries for a wide variety of gear. Any item with a number after it in parentheses indicates that the item's Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses. - -#### Hands -CRB p. 287 - -This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items). - -#### Wearing Tools -CRB p. 287 - -You can make a set of tools (such as [alchemist's tools](../../Compendium/equipment/items/alchemists-tools.md) or [healer's tools](../../Compendium/equipment/items/healers-tools.md)) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an [Interact](../actions/interact.md) action to use. - -![Adventuring Gear](../tables/adventuring-gear.md) - -![Uncommon Adventuring Gear](../tables/uncommon-adventuring-gear.md) - -### Adventuring Gear -CRB p. 290 - -These items follow special rules or require more detail. - -**Adventurer's Pack:** This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. - -The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 [torches](../../Compendium/equipment/items/torch.md), and a waterskin. - -**Alchemist's Tools:** These beakers and chemicals can be used to set up a mobile alchemical laboratory. Expanded alchemist's tools give a +1 item bonus to [Crafting](../../Compendium/skills.md#Crafting) checks to create alchemical items. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers. - -**Artisan's Tools:** You need these tools to create items from raw materials with the Craft skill. Sterling artisan's tools give you a +1 item bonus to the check. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. - -**Backpack:** A backpack holds up to 4 Bulk of items. If you're carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible. - -**Basic Crafter's Book:** This book contains the 0 for [Crafting](../../Compendium/skills.md#Crafting) the common items in this chapter. - -**Caltrops:** These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 [Acrobatics](../../Compendium/skills.md#Acrobatics) check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. - -Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged. - -**Candle:** A lit candle sheds dim light in a 10-foot radius. - -**Chest:** A wooden chest can hold up to 8 Bulk of items. - -**Climbing Kit:** This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to [Athletics](../../Compendium/skills.md#Athletics) checks to Climb while using an extreme climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit. - -**Clothing:** Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. - -Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer's clothing, see pages 275 –276. - -Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. - -You gain a +1 item bonus to checks to Make an Impression on nobility or other upper-class folk while wearing highfashion fine clothing. - -Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold. - -**Compass:** A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). - -A lensatic compass gives you a +1 item bonus to these checks. - -**Crowbar:** When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the [Athletics](../../Compendium/skills.md#Athletics) check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to [Athletics](../../Compendium/skills.md#Athletics) checks to Force Open anything that can be pried open. - -**Disguise Kit:** This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the [Deception](../../Compendium/skills.md#Deception) skill. - -An elite disguise kit adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. - -**Fishing Tackle:** This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. Professional fishing tackle grants a +1 item bonus to checks to fish. - -**Flint and Steel:** Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer. - -**Formula Book:** A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them. - -**Grappling Hook:** You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up. - -**Healer's Tools:** This kit of bandages, herbs, and suturing tools is necessary for [Medicine](../../Compendium/skills.md#Medicine) checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. - -Expanded healer's tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers. - -**Holly and Mistletoe:** Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. - -A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature. - -**Lantern:** A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. - -A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet). - -A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. - -Closing or opening the shutters takes an Interact action. - -**Lock:** Picking a poor lock requires two successful DC 15 [Thievery](../../Compendium/skills.md#Thievery) checks, a simple lock requires three successful DC 20 [Thievery](../../Compendium/skills.md#Thievery) checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. - -**Magnifying Glass:** This quality handheld lens gives you a +1 item bonus to [Perception](../../Compendium/skills.md#Perception) checks to notice minute details of documents, fabric, and the like. - -**Manacles:** You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](../../Compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. - -**Material Component Pouch:** This pouch contains material components for those spells that require them. - -Though the components are used up over time, you can refill spent components during your daily preparations. - -**Musical Instrument:** Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while played. - -A virtuoso instrument gives a +1 item bonus to [Performance](../../Compendium/skills.md#Performance) checks using that instrument. - -**Oil:** You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. - -If the oil ignites, the target takes `1d6` fire damage. - -**Piton:** These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing. - -**Religious Symbol:** This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it. - -**Religious Text:** This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it. - -**Repair Kit:** A repair kit allows you to perform simple repairs while traveling. - -It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the [Crafting](../../Compendium/skills.md#Crafting) skill. A superb repair kit gives you a +1 item bonus to the check. - -**Sack:** A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out. - -**Saddlebags:** Saddlebags come in a pair. Each can hold up to 3 Bulk of items. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk. - -**Scholarly Journal:** Scholarly journals are uncommon. - -Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to [Recall Knowledge](../actions/recall-knowledge.md) about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location. - -**Signal Whistle:** When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain. - -**Snare Kit:** This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the [Crafting](../../Compendium/skills.md#Crafting) skill. A specialist snare kit gives you a +1 item bonus to the check. - -**Spellbook:** A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook. - -**Spyglass:** A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to [Perception](../../Compendium/skills.md#Perception) checks to notice details at a distance. - -**Survey Map:** Maps are [uncommon](../traits/uncommon.md). - -Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](../../Compendium/skills.md#Survival) checks and any skill checks to [Recall Knowledge](../actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. - -Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location. - -**Tack:** Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. - -If carried, the Bulk increases to 2. - -**Ten-Foot Pole:** When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon. - -**Thieves' Tools:** You need thieves' tools to Pick Locks or Disable Devices (of some types) using the [Thievery](../../Compendium/skills.md#Thievery) skill. - -Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. - -**Tool:** This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. - -**Torch:** A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage. - -**Waterskin:** When it's full, a waterskin has 1 Bulk and contains roughly 1 day's worth of water for a Small or Medium creature. - -**Writing Set:** Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. - -### Class Kits -CRB p. 289 - -If you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. Note than an adventurer's pack, which is included in each kit, contains a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 [torches](../../Compendium/equipment/items/torch.md), and a waterskin. - -#### Alchemist -CRB p. 289 - -**Price** 9 gp, 6 sp; **Bulk** 4 Bulk, 6 light; - -**Money Left Over** 5 gp, 4 sp - -**Armor** studded leather armor - -**Weapons** dagger, sling with 20 sling bullets - -**Gear** adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath - -**Options** repair kit (2 gp) - -#### Barbarian -CRB p. 289 - -**Price** 3 gp, 2 sp; **Bulk** 3 Bulk, 5 light; **Money Left Over** 11 gp, 8 sp **Armor** hide armor **Weapons** 4 javelins **Gear** adventurer's pack, grappling hook, 2 sheaths **Options** greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp) - -#### Bard -CRB p. 289 - -**Price** 6 gp, 8 sp; **Bulk** 4 Bulk, 3 light; **Money Left Over** 8 gp, 2 sp **Armor** studded leather armor **Weapons** dagger, rapier, sling with 20 sling bullets **Gear** adventurer's pack, bandolier, handheld instrument, sheath - -#### Champion -CRB p. 289 - -**Price** 3 gp, 8 sp; **Bulk** 3 Bulk, 7 light; **Money Left Over** 11 gp, 2 sp **Armor** hide armor **Weapons** dagger, 4 javelins **Gear** adventurer's pack, crowbar, grappling hook, sheath **Options** your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter) - -#### Cleric -CRB p. 289 - -**Price** 1 gp 5 sp; **Bulk** 1 Bulk, 3 light; **Money Left Over** 13 gp **Gear** adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) **Options** your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter), hide armor (2 gp) - -#### Druid -CRB p. 289 - -**Price** 3 gp, 7 sp; **Bulk** 4 Bulk, 4 light; **Money Left Over** 11 gp, 3 sp **Armor** leather armor **Weapons** 4 javelins, longspear **Gear** adventurer's pack, bandolier, holly and mistletoe **Options** healer's tools (5 gp) - -#### Fighter -CRB p. 289 - -**Price** 3 gp; **Bulk** 3 Bulk, 2 light; **Left Over** 12 gp **Armor** hide armor **Weapons** dagger **Gear** adventurer's pack, grappling hook, sheath **Options** greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp) - -#### Monk -CRB p. 289 - -**Price** 4 gp, 9 sp; **Bulk** 4 Bulk, 2 light; **Money Left Over** 10 gp, 2 sp **Weapons** longspear, staff **Gear** adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick - -#### Ranger -CRB p. 289 - -**Price** 9 gp, 1 sp; **Bulk** 3 Bulk, 3 light; **Money Left Over** 5 gp, 9 sp **Armor** leather armor **Weapons** dagger, longbow with 20 arrows **Gear** adventurer's pack, sheath - -#### Rogue -CRB p. 289 - -**Price** 5 gp, 4 sp; **Bulk** 4 Bulk, 1 light; **Money Left Over** 9 gp, 6 sp **Armor** leather armor **Weapons** dagger, rapier **Gear** adventurer's pack, climbing kit, sheath **Options** thieves' tools (3 gp) - -#### Sorcerer -CRB p. 289 - -**Price** 1 gp, 6 sp; **Bulk** 1 Bulk, 6 light; **Money Left Over** 12 gp, 9 sp **Weapons** dagger, slingshot with 20 sling bullets **Gear** adventurer's pack, bandolier, 2 sets of caltrops, sheath - -#### Wizard -CRB p. 289 - -**Price** 1 gp, 2 sp; **Bulk** 2 Bulk, 2 light; **Money Left Over** 11 gp, 8 sp **Weapons** staff **Gear** adventurer's pack, material component pouch, writing set **Options** crossbow with 20 bolts (3 gp, 2 sp) - -### Alchemical Gear -CRB p. 292 - -The items listed on Table 6–11 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each item's full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis. - -![Alchemical Gear](../tables/alchemical-gear.md) - -#### Alchemical Bombs -CRB p. 292 - -Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544. - -**Lesser Acid Flask:** This alchemical bomb deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. - -**Lesser Alchemist's Fire:** This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage. - -**Lesser Bottled Lightning:** This alchemical bomb deals 1d6 electricity damage and 1 electricity splash damage, and it makes the target [flat-footed](../conditions.md#Flat-footed). - -**Lesser Frost Vial:** This alchemical bomb deals 1d6 cold damage and 1 cold splash damage, and it gives the target a –5-foot status penalty to its Speeds until the end of its next turn. - -**Lesser Tanglefoot Bag:** This alchemical bomb gives the target a –10-foot status penalty to its Speeds for 1 minute, and the target is immobilized on a critical hit unless it [Escapes](../actions/escape.md). - -**Lesser Thunderstone:** This alchemical bomb deals `1d4` sonic damage and 1 sonic splash damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn. - -#### Elixirs -CRB p. 292 - -Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546. - -**Lesser Antidote:** After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours. - -**Lesser Antiplague:** After drinking a lesser antiplague, you gain a +2 item bonus to Fortitude saves against disease for 24 hours, including your saves against diseases' progression. - -**Lesser Elixir of Life:** Drinking a lesser elixir of life restores 1d6 Hit Points and grants a +1 item bonus to saving throws against diseases and poisons for 10 minutes. - -#### Alchemical Tools -CRB p. 292 - -Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564. - -**Smokestick:** You create a 5-foot radius smokescreen for 1 minute. - -**Sunrod:** You can strike a sunrod on a hard surface as an Interact action to cause it to shed bright light in a 20-foot radius (dim light in the next 20 feet) for 6 hours. - -**Tindertwig:** You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel. - -### Magical Gear -CRB p. 293 - -The items on Table 6–12 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items' full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis. - -![Magical Gear](../tables/magical-gear.md) - -#### Consumable Magic Items -CRB p. 293 - -You can typically purchase [holy](../../Compendium/equipment/items/holy-water.md) and [unholy water](../../Compendium/equipment/items/unholy-water.md) in a settlement. Particularly good settlements tend to ban [unholy water](../../Compendium/equipment/items/unholy-water.md) and evil settlements tend to ban [holy water](../../Compendium/equipment/items/holy-water.md). - -**Holy Water:** You can throw [holy water](../../Compendium/equipment/items/holy-water.md) like a bomb, dealing `1d6` good damage and 1 good splash damage to fiends, undead, and other creatures weak to good damage. - -**Unholy Water:** You can throw [unholy water](../../Compendium/equipment/items/unholy-water.md) like a bomb, dealing `1d6` evil damage and 1 evil splash damage to celestials and other creatures weak to evil damage. - -#### Potions -CRB p. 293 - -Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562. - -#### Scrolls -CRB p. 293 - -Scrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots. - -The Price listed in the table is for a scroll with a common 1st-level spell. For more on scrolls, see page 564. - -#### Talismans -CRB p. 293 - -A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. For more on talismans, see page 565. - -**Potency Crystal:** When you affix the crystal to a weapon and activate it, this talisman empowers the weapon for the rest of the turn, granting it a +1 item bonus to attack rolls and a second weapon damage die. - -### Formulas -CRB p. 293 - -Formulas are instructions for making items with the [Craft](../actions/craft.md) activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to [Craft](../actions/craft.md) the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals. - -You can buy common formulas at the Price listed on [Table 6–13](../tables/formulas.md), or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can [Craft](../actions/craft.md) a copy of it using the [Crafting](../../Compendium/skills.md#Crafting) skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all! - -If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a [Crafting](../../Compendium/skills.md#Crafting) check against the same DC it would take to [Craft](../actions/craft.md) the item. If you succeed, you [Craft](../actions/craft.md) the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage. - -The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like [Crafting](../actions/craft.md) it from scratch; you use the disassembled parts as the necessary raw materials. - -![Formulas](../tables/formulas.md) - -#### Items with Multiple Types -CRB p. 293 - -If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, _if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding._ - -### Services -CRB p. 294 - -The services listed on [Table 6–14](../tables/basic-services-and-consumables.md) describe expenditures for common services and consumables. - -![Basic Services and Consumables](../tables/basic-services-and-consumables.md) - -#### Hirelings -CRB p. 294 - -Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you. - -#### Transportation -CRB p. 294 - -The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. - -#### Spellcasting -CRB p. 294 - -Spellcasting services, listed on [Table 6–15](../tables/spellcasting-services.md), are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. - -![Spellcasting Services](../tables/spellcasting-services.md) - -### Cost of Living -CRB p. 294 - -[Table 6–16](../tables/cost-of-living.md) shows how much it costs to get by. This covers room and board, dues, taxes, and other fees. - -![Cost of Living](../tables/cost-of-living.md) - -### Animals -CRB p. 294 - -The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become [frightened](../conditions.md#Frightened) and [fleeing](../conditions.md#Fleeing) as long as they're [frightened](../conditions.md#Frightened). If you successfully Command your Animal using [Nature](../../Compendium/skills.md#Nature), you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to [frightened](../conditions.md#Frightened) and [fleeing](../conditions.md#Fleeing), with the same exceptions. - -Warhorses and warponies are combat trained. They don't become [frightened](../conditions.md#Frightened) or [fleeing](../conditions.md#Fleeing) during encounters in this way. - -![Animals](../tables/animals.md) - -#### Barding -CRB p. 295 - -You can purchase special armor for animals, called barding (shown on [Table 6–18](../tables/barding.md)). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available. - -![Barding](../tables/barding.md) - -### Items and Sizes -CRB p. 295 - -The Bulk rules in this chapter are for [Small](../traits/small-b1.md) and [Medium](../traits/medium-b1.md) creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on [Table 6–19](../tables/bulk-conversions.md). - -These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures. - -#### Bulk Conversions for Different Sizes -CRB p. 295 - -As shown in [Table 6–19](../tables/bulk-conversions.md), [Large](../traits/large-b1.md) or larger creatures are less encumbered by bulky items than [Small](../traits/small-b1.md) or [Medium](../traits/medium-b1.md) creatures, while [Tiny](../traits/tiny-b1.md) creatures become overburdened more quickly. A [Large](../traits/large-b1.md) creature treats 10 items of 1 Bulk as 1 Bulk, a [Huge](../traits/huge-b1.md) creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A [Tiny](../traits/tiny-b1.md) creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a [Huge](../traits/huge-b1.md) creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A [Tiny](../traits/tiny-b1.md) creature doesn't treat any items as having negligible Bulk. - -![Bulk conversions](../tables/bulk-conversions.md) - -#### Items of Different Sizes -CRB p. 295 - -Creatures of sizes other than [Small](../traits/small-b1.md) or [Medium](../traits/medium-b1.md) need items appropriate to their size. These items have different Bulk and possibly a different Price. [Table 6 –20](../tables/differently-sized-items.md) provides the Price and Bulk conversion for such items. - -![Differently Sized Items](../tables/differently-sized-items.md) - -For example, a [morningstar](../../Compendium/equipment/items/morningstar.md) sized for a [Medium](../traits/medium-b1.md) creature has a Price of 1 gp and 1 Bulk, so one made for a [Huge](../traits/huge-b1.md) creature has a Price of 4 gp and 4 Bulk. One made for a [Tiny](../traits/tiny-b1.md) creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk. - -Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, [Tiny](../traits/tiny-b1.md) or [Large](../traits/large-b1.md) (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a [Medium](../traits/medium-b1.md) creature. - -Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on [Table 6 –20](../tables/differently-sized-items.md), then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information. \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-8-the-age-of-lost-omens.md b/Rules/core-rulebook/chapter-8-the-age-of-lost-omens.md deleted file mode 100644 index dfa74379d..000000000 --- a/Rules/core-rulebook/chapter-8-the-age-of-lost-omens.md +++ /dev/null @@ -1,199 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["Chapter 8: The Age of Lost Omens"] ---- -# Chapter 8: The Age of Lost Omens -CRB p. 417 - -> [!pf2-sidebar] TIME -> -> Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. - -> [!pf2-sidebar] MONTHS AND DAYS -> -> The names of the months of the year are as follows in the Inner Sea region: -> -> Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows: -> -> Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday) - -## Beyond the Inner Sea -CRB p. 418 - -## The Great Beyond -CRB p. 418 - -### Inner Sphere -CRB p. 419 - -### Outer Sphere -CRB p. 419 - -### Other planes and Dimensions -CRB p. 419 - -## The Inner Sea Region -CRB p. 419 - -## Absalom and Starstone Isle -CRB p. 420 - -## Broken Lands -CRB p. 421 - -## Eye of Dread -CRB p. 422 - -## Golden Road -CRB p. 423 - -## High Seas -CRB p. 424 - -## Impossible Lands -CRB p. 425 - -## Mwangi Expanse -CRB p. 426 - -## Old Cheliax -CRB p. 427 - -## Saga Lands -CRB p. 428 - -## Shining Kingdoms Cultures -CRB p. 429 - -> [!pf2-note] -> Human Ethnicities can be found on the Ancestries page. - -### Regional Languages -CRB p. 432 - -These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. - -Nearly every language listed here is spoken on the melting-pot streets of Absalom. - -![Regional Languages](../tables/regional-languages.md) - -## Creatures -CRB p. 433 - -Listed on these pages are brief descriptions of many creatures that have held important cultural, regional, or historical roles on Golarion, particularly in the Inner Sea region. - -### Alghollthus -CRB p. 433 - -### Demons -CRB p. 433 - -### Devils -CRB p. 433 - -### Dragons -CRB p. 433 - -### Genies -CRB p. 433 - -### Giants -CRB p. 433 - -### Gnolls -CRB p. 434 - -### Goblinoids -CRB p. 434 - -### Kobolds -CRB p. 434 - -### Leshys -CRB p. 434 - -### Lizardfolk -CRB p. 434 - -### Orcs -CRB p. 434 - -### Planar Scions -CRB p. 434 - -### Serpentfolk -CRB p. 434 - -## Factions -CRB p. 435 - -The factions summarized below represent a sampling of those active in the Inner Sea region. Some, like the Pathfinder Society and the Aspis Consortium, are widespread and powerful; their influence can be found throughout the world. Others, such as the Firebrands and the Sczarni, are disorganized or regional in scope. - -All encourage adventurers to join their ranks, although the benefits each faction can offer an adventurer varies widely. - -### Aspis Consortium -CRB p. 435 - -### Bellflower Network -CRB p. 435 - -### Esoteric Order of the Palatine Eye -CRB p. 435 - -### Eagle Knights -CRB p. 435 - -### Firebrands -CRB p. 435 - -### Free Captains -CRB p. 435 - -### Hellknights -CRB p. 436 - -### Knights of Lastwall -CRB p. 436 - -### Lion Blades -CRB p. 436 - -### Magaambya -CRB p. 436 - -### Night Heralds -CRB p. 436 - -### Pathfinder Society -CRB p. 436 - -### Red Mantis -CRB p. 436 - -### Sczarni -CRB p. 436 - -## Religion -CRB p. 437 - -### Deities -CRB p. 437 - -Anyone can worship a deity, but those who do so devoutly should take care to pursue the faith's edicts (behaviors the faith encourages) and avoid its anathemas (actions considered blasphemous). Each deity below has their alignment listed in parentheses after their name, followed by a short description and their edicts, anathemas, and the alignments permitted for followers. Following that are benefits available to the most ardent devotees of the deities. - -You get these benefits only if you're a cleric of the deity or some other rule specifically gives you a devotee benefit. - -### Faiths and Philosophies -CRB p. 440 - -Of course, faith can express itself in more ways than venerating a single deity—or a deity at all. A few examples of nondeific religions and philosophies are presented below. Clerics can work with allied faiths and philosophies, but the organizations here turn to other classes—such as sorcerers with divine bloodlines, druids, or monks—to serve as their leaders. These faiths and philosophies don't have an external godhead that offers benefits to devotees. - -### Domains -CRB p. 441 - -The following domains are used by the primary deities of Golarion, as listed on pages 437–440. - -![Domains](../tables/domains.md) \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-9-playing-the-game.md b/Rules/core-rulebook/chapter-9-playing-the-game.md deleted file mode 100644 index 438fa9b34..000000000 --- a/Rules/core-rulebook/chapter-9-playing-the-game.md +++ /dev/null @@ -1,1736 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["Chapter 9: Playing the Game"] ---- -# Chapter 9: Playing the Game -CRB p. 443 - -Before diving into how to play Pathfinder, it's important to understand the game's three modes of play, which determine the pace of your adventure and the specific rules you'll use at a given time. Each mode provides a different pace and presents a different level of risk to your characters. The Game Master (GM) determines which mode works best for the story and controls the transition between them. - -You'll likely talk about the modes less formally during your play session, simply transitioning between exploration and encounters during the adventure, before heading to a settlement to achieve something during downtime. - -The most intricate of the modes is **encounter mode**. This is where most of the intense action takes place, and it's most often used for combat or other high-stakes situations. The GM typically switches to encounter mode by calling on the players to "roll for initiative" to determine the order in which all the actors take their turns during the encounter. - -Time is then divided into a series of rounds, each lasting roughly 6 seconds in the game world. Each round, player characters, other creatures, and sometimes even hazards or events take their turn in initiative order. At the start of a participant's turn, they gain the use of a number of actions (typically 3 in the case of PCs and other creatures) as well as a special action called a reaction. These actions, and what you do with them, are how you affect the world within an encounter. The full rules for playing in encounter mode start on page 468. - -In **exploration mode**, time is more flexible and the play more free form. In this mode, minutes, hours, or even days in the game world pass quickly in the real world, as the characters travel cross country, explore uninhabited sections of a dungeon, or roleplay during a social gathering. Often, developments during exploration lead to encounters, and the GM will switch to that mode of play until the encounter ends, before returning to exploration mode. The rules for exploration start on page 479. - -The third mode is **downtime**. During downtime, the characters are at little risk, and the passage of time is measured in days or longer. This is when you might forge a magic sword, research a new spell, or prepare for your next adventure. The rules for downtime are on page 481. - -## General Rules -CRB p. 443 - -Before exploring the specific rules of each mode of play, you'll want to understand a number of general rules of the game. To one degree or another, these rules are used in every mode of play. - -## Making Choices -CRB p. 443 - -Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, "So what do you do?" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players. - -This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter. - -Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, "Which way do you go?" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately. - -But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check. - -## Checks -CRB p. 443 - -When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps. - -- Roll a d20 and identify the modifiers, bonuses, and penalties that apply. -- Calculate the result. -- Compare the result to the difficulty class (DC). -- Determine the degree of success and the effect. - -Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an [Athletics](../../Compendium/skills.md#Athletics) skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to [Recall Knowledge](../actions/recall-knowledge.md). You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before. - -No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below. - -> [!pf2-brown] Game Conventions -> -> Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing. -> -> ### The GM Has the Final Say -> CRB p. 444 -> -> If you're ever uncertain how to apply a rule, the GM decides. -> -> Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun. -> -> ### Specific Overrides General -> CRB p. 444 -> -> A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC 5 flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to. -> -> ### Rounding -> CRB p. 444 -> -> You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified. -> -> For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage. -> -> ### Multiplying -> CRB p. 444 -> -> When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it. -> -> ### Duplicate Effects -> CRB p. 444 -> -> When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using [mage armor](../../Compendium/spells/mage-armor.md) and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage. -> -> ### Ambiguous Rules -> CRB p. 444 -> -> Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed. - -### Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply -CRB p. 444 - -Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A **modifier** can be either positive or negative, but a **bonus** is always positive, and a **penalty** is always negative. - -The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic. - -Nearly all checks allow you to add an **ability modifier** to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier. - -When attempting a check that involves something you have some training in, you will also add your **bonus**. This bonus depends on your proficiency rank: - -untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level. - -| Proficiency Rank | Proficiency Bonus | -|------------------|-------------------| -| Untrained | 0 | -| Trained | Your level + 2 | -| Expert | Your level + 4 | -| Master | Your level + 6 | -| Legendary | Your level + 8 | - -There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't "stack." For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two. - -**Circumstance bonuses** typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher. - -**Item bonuses** are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to [Crafting](../../Compendium/skills.md#Crafting) checks when making alchemical items. - -**Status bonuses** typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level [heroism](../../Compendium/spells/heroism.md) spell grants a +1 status bonus to attack rolls, [Perception](../../Compendium/skills.md#Perception) checks, saving throws, and skill checks. If you were under the effect of [heroism](../../Compendium/spells/heroism.md) and someone cast the [bless](../../Compendium/spells/bless.md) spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus. - -Penalties work very much like bonuses. You can have {**circumstance penalties**, **status penalties**, and sometimes even **item penalties.** Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a [heroism](../../Compendium/spells/heroism.md) spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so [heroism](../../Compendium/spells/heroism.md) still helps even though you're feeling unwell. - -Unlike bonuses, penalties can also be **untyped**, in which case they won't be classified as "circumstance," "item," or "status." Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack. - -Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll. - -Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step. - -### Step 2: Calculate the Result -CRB p. 445 - -This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result. - -### Step 3: Compare the Result to the DC -CRB p. 445 - -This step can be simple, or it can create suspense. Sometimes you'll know the **Difficulty Class** (**DC**) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail. - -Other times, you might not know the DC right away. Swimming across a river would require an [Athletics](../../Compendium/skills.md#Athletics) check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC. - -#### Calculating DCs -CRB p. 445 - -Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic. - -### Step 4: Determine the Degree of Success and Effect -CRB p. 445 - -Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check. - -You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure. - -If you rolled a 20 on the die (a "natural 20"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a "natural 1"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead. - -Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else. - -## Specific Checks -CRB p. 446 - -While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another. - -### Attack Rolls -CRB p. 446 - -When you use a [Strike](../actions/strike.md) action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page. - -**Melee attack rolls** use Strength as their ability modifier by default. If you're using a weapon or attack with the [finesse](../traits/finesse.md) trait, then you can use your Dexterity modifier instead. - -> [!pf2-inset] -> -> Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a [finesse](../traits/finesse.md) weapon) + proficiency bonus + other bonuses + penalties - -**Ranged attack rolls** use Dexterity as their ability modifier. - -> [!pf2-inset] -> -> Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties - -When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons. - -The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580). - -Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below. - -#### Multiple Attack Penalty -CRB p. 446 - -The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an [attack](../traits/attack.md) action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the [attack](../traits/attack.md) trait counts toward your multiple attack penalty, including [Strikes](../actions/strike.md), spell attack rolls, certain skill actions like [Shove](../actions/shove.md), and many others. - -Some weapons and abilities reduce multiple attack penalties, such as [agile](../traits/agile.md) weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks. - -| Attack | Multiple Attack Penalty | Agile | -|--------|-------------------------|-------| -| First | None | None | -| Second | –5 | –4 | -| Third or subsequent | –10 | –8 | - -Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a [longsword](../../Compendium/equipment/items/longsword.md) in one hand and a [shortsword](../../Compendium/equipment/items/shortsword.md) (which has the [agile](../traits/agile.md) trait) in your other hand, and you are going to make three [Strikes](../actions/strike.md) with these weapons during the course of your turn. The first [Strike](../actions/strike.md) you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the [longsword](../../Compendium/equipment/items/longsword.md) or a –4 penalty if you use the [shortsword](../../Compendium/equipment/items/shortsword.md). - -Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular [Strike](../actions/strike.md). It would be a –10 penalty with the [longsword](../../Compendium/equipment/items/longsword.md) and a –8 penalty with the [shortsword](../../Compendium/equipment/items/shortsword.md), no matter what weapon you used for your previous [Strikes](../actions/strike.md). - -The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn. - -##### Range Penalty -CRB p. 446 - -Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first. - -You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target. - -For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range. - -##### Armor Class -CRB p. 447 - -Attack rolls are compared to a special difficulty class called an **Armor Class** (**AC**), which measures how hard it is for your foes to hit you with [Strikes](../actions/strike.md) and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you. - -Armor Class is calculated using the following formula. - -> [!pf2-inset] -> -> Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties - -Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense. - -Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor. - -Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273). - -> [!pf2-brown] STRIDING AND STRIKING -> -> Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471. -> -> **[Stride](../actions/stride.md)** is an action that has the move trait and that allows you to move a number of feet up to your Speed. -> -> You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet. -> -> **[Strike](../actions/strike.md)** is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist). -> -> If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks. -> -> Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments. -> -> Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are [Strikes](../actions/strike.md), special attacks like the Grapple action of the [Athletics](../../Compendium/skills.md#Athletics) skill, or spell attack rolls. - -### Spell Attack Rolls -CRB p. 447 - -If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC. - -The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting [meld into stone](../../Compendium/spells/meld-into-stone.md) from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting [heal](../../Compendium/spells/heal.md) and other spells using her cleric divine spellcasting. - -Determine the spell attack roll with the following formula. - -> [!pf2-inset] -> -> Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties - -If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty. - -Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your **Spell DC** to determine how the spell affects them. - -Your spell DC is calculated using the following formula. - -> [!pf2-inset] -> -> Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties - -### Perception -CRB p. 448 - -Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check. - -Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check. - -> [!pf2-inset] -> -> Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties - -Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception. - -Many abilities are compared to your **Perception DC** to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier. - -#### Perception for Initiative -CRB p. 448 - -Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468. - -### Saving Throws -CRB p. 448 - -There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find [resilient](../../Compendium/equipment/items/resilient.md) armor or other magic items that give an item bonus. - -**Fortitude saving throws** allow you to reduce the effects of abilities and afflictions that can debilitate the body. - -They use your Constitution modifier and are calculated as shown in the formula below. - -> [!pf2-inset] -> -> Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties - -**Reflex saving throws** measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below. - -> [!pf2-inset] -> -> Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties - -**Will saving throws** measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below. - -> [!pf2-inset] -> -> Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties - -Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw. - -Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save. - -#### Basic Saving Throws -CRB p. 449 - -Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the "basic" part refers to the effects. - -For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw. - -> [!success-degree] -> - **Critical Success** You take no damage from the spell, hazard, or effect that caused you to attempt the save. -> - **Success** You take half the listed damage from the effect. -> - **Failure** You take the full damage listed from the effect. -> - **Critical Failure** You take double the listed damage from the effect. - -> [!pf2-brown] FORTUNE AND MISFORTUNE EFFECTS -> -> Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result. -> -> You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. -> -> If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. - -### Skill Checks -CRB p. 449 - -Pathfinder has a variety of skills, from [Athletics](../../Compendium/skills.md#Athletics) to [Medicine](../../Compendium/skills.md#Medicine) to [Occultism](../../Compendium/skills.md#Occultism). Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, [Athletics](../../Compendium/skills.md#Athletics) deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. [Medicine](../../Compendium/skills.md#Medicine) deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula. - -> [!pf2-inset] -> -> Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties - -You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446. - -When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill. - -### Notating Total Modifiers -CRB p. 450 - -When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations. - -Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a +1 weapon potency rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances. - -## Special Checks -CRB p. 450 - -Some categories of checks follow special rules. The most notable are flat checks and secret checks. - -### Flat Checks -CRB p. 450 - -When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks. - -If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail. - -### Secret Checks -CRB p. 450 - -Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with [Recall Knowledge](../actions/recall-knowledge.md) or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check. - -The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery. - -## Damage -CRB p. 450 - -In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459. - -Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties. - -Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below. - -- Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll. -- Determine the damage type. -- Apply the target's immunities, weaknesses, and resistances to the damage. -- If any damage remains, reduce the target's Hit Points by that amount. - -### Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties -CRB p. 450 - -Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll `1d8`. If you're casting a 3rd-level [fireball](../../Compendium/spells/fireball.md) spell, you'll roll `6d6`. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage. - -When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items. - -As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together. - -Use the formulas below. - -> [!pf2-inset] -> -> Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties - -> [!pf2-inset] -> -> Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties - -> [!pf2-inset] -> -> Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties - -If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage. - -#### Increasing Damage -CRB p. 451 - -In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the [striking](../../Compendium/equipment/items/striking.md) rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature. - -#### Persistent Damage -CRB p. 451 - -Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. - -Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. - -See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition. - -#### Doubling and Halving Damage -CRB p. 451 - -Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the [flaming](../../Compendium/equipment/items/flaming.md) weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled. - -### Step 2: Determine The Damage Type -CRB p. 451 - -Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a [lightning bolt](../../Compendium/spells/lightning-bolt.md) spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452. - -#### Damage Types and Traits -CRB p. 451 - -When an attack deals a type of damage, the attack action gains that trait. For example, the [Strikes](../actions/strike.md) and attack actions you use wielding a sword when its [flaming](../../Compendium/equipment/items/flaming.md) rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage. - -> [!pf2-brown] DAMAGE TYPES -> -> Damage has a number of different types and categories, which are described below. -> -> ### Physical Damage -> CRB p. 451 -> -> Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. **Piercing damage** is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. **Slashing damage** is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap. -> -> Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types. -> -> ### Energy Damage -> CRB p. 451 -> -> Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. **Cold damage** freezes material by way of contact with chilling gases and ice. **Electricity Damage** comes from the discharge of powerful lightning and sparks. **Fire damage** burns through heat and combustion. **Sonic damage** assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage. -> -> Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create **positive damage** that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as **negative damage** that gnaws at the living. -> -> Powerful and pure magical energy can manifest itself as **force damage**. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths. -> -> ### Alignment Damage -> CRB p. 451 -> -> Weapons and effects keyed to a particular alignment can deal **chaotic**, **evil**, **good**, or **lawful** damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures. -> -> ### Mental Damage -> CRB p. 451 -> -> Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals **mental damage**. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects. -> -> ### Poison Damage -> CRB p. 451 -> -> Venoms, toxins and the like can deal **poison damage**, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457. -> -> ### Bleed Damage -> CRB p. 451 -> -> Another special type of physical damage is **bleed damage**. This is persistent damage that represents loss of blood. -> -> As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points. -> -> ### Precision Damage -> CRB p. 451 -> -> Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you **precision damage**, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6. -> -> Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage. -> -> ### Precious Materials -> CRB p. 451 -> -> While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have. - -### Step 3: Apply the Target's Immunities, Weaknesses, and Resistances -CRB p. 451 - -Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment. - -#### Immunity -CRB p. 451 - -When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire. - -Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as [Grapple](../actions/grapple.md) and [Shove](../actions/shove.md)). - -Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a stone golem has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the [nonlethal](../traits/nonlethal.md) trait, such as if you're a monk. - -#### Temporary Immunity -CRB p. 453 - -Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the [blindness](../../Compendium/spells/blindness.md) spell says, "The target is temporarily immune to blindness for 1 minute." If anyone casts [blindness](../../Compendium/spells/blindness.md) on that creature again before 1 minute passes, the spell has no effect. - -Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends. - -#### Weakness -CRB p. 453 - -If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage. - -If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material. - -#### Resistance -CRB p. 453 - -If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your mace (since it's magical) or a non-magical [spear](../../Compendium/equipment/items/spear.md) (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon. - -If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value. - -It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. - -### Step 4: If Damage Remains, Reduce the Target's Hit Points -CRB p. 453 - -After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459. - -#### Nonlethal Attacks -CRB p. 453 - -You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon. - -Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them. - -## Conditions -CRB p. 453 - -The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you. - -Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623. - -> [!pf2-brown] CONDITIONS -> -> These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each. -> -> **[Blinded](../conditions.md#Blinded):** You're unable to see. -> -> **[Broken](../conditions.md#Broken):** This item can't be used for its normal function until repaired. -> -> **[Clumsy](../conditions.md#Clumsy):** You can't move as easily or gracefully as usual. -> -> **[Concealed](../conditions.md#Concealed):** Fog or similar obscuration makes you difficult to see and target. -> -> **[Confused](../conditions.md#Confused):** You attack indiscriminately. -> -> **[Controlled](../conditions.md#Controlled):** Another creature determines your actions. -> -> **[Dazzled](../conditions.md#Dazzled):** Everything is [concealed](../conditions.md#Concealed) to you. -> -> **[Deafened](../conditions.md#Deafened):** You're unable to hear. -> -> **[Doomed](../conditions.md#Doomed):** With your soul in peril, you are now closer to death. -> -> **[Drained](../conditions.md#Drained):** Blood loss or something similar has leached your vitality. -> -> **[Dying](../conditions.md#Dying):** You're slipping closer to death. -> -> **[Encumbered](../conditions.md#Encumbered):** You're carrying more weight than you can manage. -> -> **[Enfeebled](../conditions.md#Enfeebled):** Your strength has been sapped away. -> -> **[Fascinated](../conditions.md#Fascinated):** You are compelled to focus your attention on something. -> -> **[Fatigued](../conditions.md#Fatigued):** Your defenses are lower and you can't focus while exploring. -> -> **[Flat-Footed](../conditions.md#Flat-footed):** You're unable to defend yourself to your full capability. -> -> **[Fleeing](../conditions.md#Fleeing):** You must run away. -> -> **[Friendly](../conditions.md#Friendly):** An NPC with this condition has a good attitude toward you. -> -> **[Frightened](../conditions.md#Frightened):** Fear makes you less capable of attacking and defending. -> -> **[Grabbed](../conditions.md#Grabbed):** A creature, object, or magic holds you in place. -> -> **[Helpful](../conditions.md#Helpful):** An NPC with this condition wants to assist you. -> -> **[Hidden](../conditions.md#Hidden):** A creature you're [hidden](../conditions.md#Hidden) from knows your location but can't see you. -> -> **[Hostile](../conditions.md#Hostile):** An NPC with this condition wants to harm you. -> -> **[Immobilized](../conditions.md#Immobilized):** You can't move. -> -> **[Indifferent](../conditions.md#Indifferent):** An NPC with this condition doesn't have a strong opinion about you. -> -> **[Invisible](../conditions.md#Invisible):** Creatures can't see you. -> -> **[Observed](../conditions.md#Observed):** You're in plain view. -> -> **[Paralyzed](../conditions.md#Paralyzed):** You body is frozen in place. -> -> **[Persistent Damage](../conditions.md#Persistent%20Damage):** You keep taking damage every round. -> -> **[Petrified](../conditions.md#Petrified):** You've been turned to stone. -> -> **[Prone](../conditions.md#Prone):** You're lying on the ground and easier to attack. -> -> **[Quickened](../conditions.md#Quickened):** You get an extra action each turn. -> -> **[Restrained](../conditions.md#Restrained):** You're tied up and can't move, or a grappling creature has you pinned. -> -> **[Sickened](../conditions.md#Sickened):** You're sick to your stomach. -> -> **[Slowed](../conditions.md#Slowed):** You lose actions each turn. -> -> **[Stunned](../conditions.md#Stunned):** You can't use actions. -> -> **[Stupefied](../conditions.md#Stupefied):** Your can't access your full mental faculties, and you have trouble casting spells. -> -> **[Unconscious](../conditions.md#Unconscious):** You're asleep or knocked out. -> -> **[Undetected](../conditions.md#Undetected):** A creature you're [undetected](../conditions.md#Undetected) by doesn't know where you are. -> -> **[Unfriendly](../conditions.md#Unfriendly):** An NPC with this condition doesn't like you. -> -> **[Unnoticed](../conditions.md#Unnoticed):** A creature is entirely unaware you're present. -> -> **[Wounded](../conditions.md#Wounded):** You've been brought back from the brink of death but haven't fully recovered. - -## Effects -CRB p. 453 - -Anything you do in the game has an **effect**. Many of these outcomes are easy to adjudicate during the game. - -If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved. - -Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters. - -While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a [fly](../../Compendium/spells/fly.md) spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome. - -The following general rules are used to understand and apply effects. - -### Duration -CRB p. 455 - -Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305. - -For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last "until the end of the target's next turn" or "through" a number of their turns (such as "through the target's next 3 turns"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start. - -Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met. - -### Range and Reach -CRB p. 455 - -Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a **range**—the maximum distance from the creature or object creating the effect in which the effect can occur. - -Ranged and thrown weapons have a **range increment**. - -Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet. - -**Reach** is how far you can physically reach with your body or a weapon. Melee [Strikes](../actions/strike.md) rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on. - -### Targets -CRB p. 455 - -Some effects require you to choose specific targets. - -Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted. - -Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing. - -Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy. - -### Areas -CRB p. 456 - -Some effects occupy an area of a specified shape and size. - -An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by difficult terrain or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects. - -#### Burst -CRB p. 456 - -A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast [fireball](../../Compendium/spells/fireball.md), it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst. - -#### Cone -CRB p. 457 - -A cone shoots out from you in a quarter circle on the grid. - -When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge. - -If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own. - -#### Emanation -CRB p. 457 - -An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the [bless](../../Compendium/spells/bless.md) spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected. - -#### Line -CRB p. 457 - -A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the [lightning bolt](../../Compendium/spells/lightning-bolt.md) spell's area is a 60-foot line that's 5 feet wide. - -### Line of Effect -CRB p. 457 - -When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call. - -In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a [fireball](../../Compendium/spells/fireball.md) and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the [fireball](../../Compendium/spells/fireball.md) and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect. - -### Line of Sight -CRB p. 457 - -Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in Cover), you have line of sight. An area of darkness prevents line of sight if you don't have [darkvision](../abilities/darkvision.md), but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call. - -## Afflictions -CRB p. 457 - -Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell. - -### Format -CRB p. 457 - -Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format. - -#### Name and Traits -CRB p. 457 - -The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. - -#### Saving Throw -CRB p. 457 - -When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC. - -On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again. - -If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below. - -#### Onset -CRB p. 458 - -Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw. - -#### Maximum Duration -CRB p. 458 - -If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below. - -#### Stages -CRB p. 458 - -An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage. - -At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again. - -On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage. - -### Conditions from Afflictions -CRB p. 458 - -An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage. - -### Multiple Exposures -CRB p. 458 - -Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length. - -### Virulent Afflictions -CRB p. 458 - -Afflictions with the [virulent](../traits/virulent.md) trait are harder to remove. - -You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2. - -## Counteracting -CRB p. 458 - -Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise. - -When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level. - -Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level. - -> [!success-degree] -> - **Critical Success** Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level. -> - **Success** Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level. -> - **Failure** Counteract the target if its counteract level is lower than your effect's counteract level. -> - **Critical Failure** You fail to counteract the target. - -## Hit Points, Healing, and Dying -CRB p. 459 - -All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt. - -Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points. - -### Knocked Out and Dying -CRB p. 459 - -Creatures cannot be reduced to fewer than 0 Hit Points. - -When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed. - -Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well. - -As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects: - -- You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP. -- You gain the [dying](../conditions.md#Dying) condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the [dying](../conditions.md#Dying) condition instead. If you have the [wounded](../conditions.md#Wounded) condition (page 460), increase your [dying](../conditions.md#Dying) value by an amount equal to your [wounded](../conditions.md#Wounded) value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points. - -#### Taking Damage while Dying -CRB p. 459 - -If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value. - -### Recovery Checks -CRB p. 459 - -When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows. - -> [!success-degree] -> - **Critical Success** Your [dying](../conditions.md#Dying) value is reduced by 2. -> - **Success** Your [dying](../conditions.md#Dying) value is reduced by 1. -> - **Failure** Your [dying](../conditions.md#Dying) value increases by 1. -> - **Critical Failure** Your [dying](../conditions.md#Dying) value increases by 2. - -### Conditions Related to Death and Dying -CRB p. 459 - -To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules. - -Presented below are the rules for the [dying](../conditions.md#Dying), [unconscious](../conditions.md#Unconscious), wounded, and doomed conditions. - -#### Dying -CRB p. 459 - -You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. - -If you lose the [dying](../conditions.md#Dying) condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition. - -#### Unconscious -CRB p. 459 - -You're sleeping, or you've been knocked out. You can't act. - -You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and [flat-footed](../conditions.md#Flat-footed) conditions. - -When you gain this condition, you fall [prone](../conditions.md#Prone) and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't. - -**If you're [unconscious](../conditions.md#Unconscious) because you're [dying](../conditions.md#Dying)**, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn. - -If you are [unconscious](../conditions.md#Unconscious) and at 0 Hit Points, but not **dying**, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn. - -If you're [unconscious](../conditions.md#Unconscious) and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. - -Each causes you to lose the [unconscious](../conditions.md#Unconscious) condition. - -- You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain [unconscious](../conditions.md#Unconscious) and gain the [dying](../conditions.md#Dying) condition as normal.) -- You receive healing, other than the natural healing you get from resting. -- Someone nudges or shakes you awake using an Interact action. -- Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their [Stealth](../../Compendium/skills.md#Stealth) DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check. -- If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest. - -#### Wounded -CRB p. 460 - -You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes. - -#### Doomed -CRB p. 460 - -Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were [doomed](../conditions.md#Doomed), you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed. - -Your [doomed](../conditions.md#Doomed) value decreases by 1 each time you get a full night's rest. - -### Death -CRB p. 460 - -After you die you lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the [resurrect](../../Compendium/spells/rituals/resurrect.md) ritual or the [raise dead](../../Compendium/spells/raise-dead.md) spell. - -### Heroic Recovery -CRB p. 460 - -If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery. - -### Death Effects and Instant Death -CRB p. 461 - -Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points. - -### Massive Damage -CRB p. 461 - -You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow. - -### Temporary Hit Points -CRB p. 461 - -Some spells or abilities give you temporary Hit Points. - -Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration. - -### Fast Healing and Regeneration -CRB p. 461 - -A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage. - -### Items and Hit Points -CRB p. 461 - -Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person). - -## Actions -CRB p. 461 - -You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions. - -**Single actions** can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468. - -**Activities** usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect. - -**Reactions** have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control. - -**Free actions** don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost). - -> [!pf2-brown] ACTION ICON KEY -> -> These icons appear in stat blocks as shorthand for each type of action. -> -> [>](chapter-9-playing-the-game.md#Actions "Single Action") Single Action -> -> [>>](chapter-9-playing-the-game.md#Actions "Two-Action") Two-Action Activity -> -> [>>>](chapter-9-playing-the-game.md#Actions "Three-Action") Three-Action Activity -> -> [R](chapter-9-playing-the-game.md#Actions "Reaction") Reaction -> -> [F](chapter-9-playing-the-game.md#Actions "Free Action") Free Action - -### Activities -CRB p. 461 - -An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action. - -An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it. - -#### Exploration and Downtime Activities -CRB p. 461 - -Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time. - -If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that. - -> [!pf2-brown] IN-DEPTH ACTION RULES -> -> These rules clarify some of the specifics of using actions. -> -> ### Simultaneous Actions -> CRB p. 462 -> -> You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move. -> -> Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action. -> -> ### Subordinate Actions -> CRB p. 462 -> -> An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in. -> -> Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the [haste](../../Compendium/spells/haste.md) spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, "If the next action you use is a Strike," an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action. - -### Actions with Triggers -CRB p. 462 - -You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and _only_ when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to. - -There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items. - -#### Limitations on Triggers -CRB p. 462 - -The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of "your turn begins," you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative. - -This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger. - -### Other Actions -CRB p. 462 - -Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so "by spending a single action, which has the [concentrate](../traits/concentrate.md)." Game masters can also use this approach when a character tries to do something that isn't covered in the rules. - -### Gaining and Losing Actions -CRB p. 462 - -Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them. - -Conditions are detailed in the appendix on pages 618–623. - -Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the [haste](../../Compendium/spells/haste.md) spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while [haste](../../Compendium/spells/haste.md) was active, you might want to lose the action from haste first, since it's more limited than your normal actions. - -Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. - -### Disrupting Actions -CRB p. 462 - -Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a [Cast a Spell](../actions/cast-a-spell.md) activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity. - -The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away. - -## Movement -CRB p. 463 - -Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form. - -Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in. - -### Movement Types -CRB p. 463 - -Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground. - -Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise. - -Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet. - -#### Speed -CRB p. 463 - -Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed. - -#### Burrow Speed -CRB p. 463 - -A burrow Speed lets you tunnel through the ground. You can use the [Burrow](../actions/burrow.md) action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy. - -#### Climb Speed -CRB p. 463 - -A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt [Athletics](../../Compendium/skills.md#Athletics) checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance. - -You might still have to attempt [Athletics](../../Compendium/skills.md#Athletics) checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an [Athletics](../../Compendium/skills.md#Athletics) check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to [Athletics](../../Compendium/skills.md#Athletics) checks to Climb. - -If you have a climb Speed, you're not [flat-footed](../conditions.md#Flat-footed) while climbing. - -#### Fly Speed -CRB p. 463 - -As long as you have a fly Speed, you can use the [Fly](../actions/fly.md) and [Arrest a Fall](../actions/arrest-a-fall.md) actions. You can also attempt to [Maneuver in Flight](../actions/maneuver-in-flight.md) if you're trained in the [Acrobatics](../../Compendium/skills.md#Acrobatics) skill. - -Wind conditions can affect how you use the [Fly](../actions/fly.md) action. In general, moving against the wind uses the same rules as moving through difficult terrain (or greater difficult terrain, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473. - -Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally. - -#### Swim Speed -CRB p. 463 - -With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting [Athletics](../../Compendium/skills.md#Athletics) checks to [Swim](../actions/swim.md), you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through difficult terrain. - -You might still have to attempt checks to [Swim](../actions/swim.md) in hazardous conditions or to cross turbulent water. You can also choose to roll an [Athletics](../../Compendium/skills.md#Athletics) check to [Swim](../actions/swim.md) rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to [Athletics](../../Compendium/skills.md#Athletics) checks to [Swim](../actions/swim.md). - -Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid drowning. - -### Falling -CRB p. 463 - -When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter. - -You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter). - -#### Falling on a Creature -CRB p. 464 - -If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible. - -> [!success-degree] -> - **Critical Success** The creature takes no damage. -> - **Success** The creature takes bludgeoning damage equal to one-quarter the falling damage you took. -> - **Failure** The creature takes bludgeoning damage equal to half the falling damage you took. -> - **Critical Failure** The creature takes the same amount of bludgeoning damage you took from the fall. - -#### Falling Objects -CRB p. 464 - -A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal. - -## Perception -CRB p. 464 - -Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the [Seek](../actions/seek.md) action. - -The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception. - -### Light -CRB p. 464 - -The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius. - -#### Bright Light -CRB p. 464 - -In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are [dazzled](../conditions.md#Dazzled) or [blinded](../conditions.md#Blinded) by bright light. - -#### Dim Light -CRB p. 464 - -Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the [concealed](../conditions.md#Concealed) condition, unless the seeker has [darkvision](../abilities/darkvision.md) or [low-light vision](../abilities/low-light-vision.md), or a 0 other than vision. - -#### Darkness -CRB p. 464 - -A creature or object within darkness is hidden or undetected unless the seeker has [darkvision](../abilities/darkvision.md) or a 0 other than vision. A creature without [darkvision](../abilities/darkvision.md) or another means of perceiving in darkness has the [blinded](../conditions.md#Blinded) condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you [dazzled](../conditions.md#Dazzled) for a short time, as determined by the GM. - -### Senses -CRB p. 464 - -The ways a creature can use [Perception](../../Compendium/skills.md#Perception) depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity. - -#### Precise Senses -CRB p. 464 - -Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature. - -#### Imprecise Senses -CRB p. 464 - -Hearing is an imprecise sense—it cannot detect the full range of detail that a 0 can. You can usually sense a creature automatically with an imprecise sense, but it has the [hidden](../conditions.md#Hidden) condition instead of the [observed](../conditions.md#Observed) condition. It might be [undetected](../conditions.md#Undetected) by you if it's using [Stealth](../../Compendium/skills.md#Stealth) or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the [Seek](../actions/seek.md) basic action to detect the creature. At best, an imprecise sense can be used to make an [undetected](../conditions.md#Undetected) creature (or one you didn't even know was there) merely [hidden](../conditions.md#Hidden)—it can't make the creature [observed](../conditions.md#Observed). - -#### Vague Senses -CRB p. 465 - -A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an [unnoticed](../conditions.md#Unnoticed) creature, making it [undetected](../conditions.md#Undetected). Even then, the vague sense isn't sufficient to make the creature [hidden](../conditions.md#Hidden) or [observed](../conditions.md#Observed). - -When one creature might detect another, the GM almost always uses the most 0 available. - -Pathfinder's rules assume that a given creature has vision as its only 0 and hearing as its only 0. Some characters and creatures, however, have 0 or 0 that don't match this assumption. For instance, a character with poor vision might treat that sense as 0, an animal with the [scent](../abilities/scent.md) ability can use its sense of smell as an 0, and a creature with echolocation or a similar ability can use hearing as a 0 sense. Such senses are often given special names and appear as "echolocation (precise)," "scent (imprecise) 30 feet," or the like. - -### Special Senses -CRB p. 465 - -While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can. - -Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in 0 below) when it comes to situations that foil average vision. The following are a few examples of common special senses. - -#### Darkvision and Greater Darkvision -CRB p. 465 - -A creature with [darkvision](../abilities/darkvision.md) or [greater darkvision](../abilities/darkvision.md) can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level [darkness](../../Compendium/spells/darkness.md) spell, block normal [darkvision](../abilities/darkvision.md). A creature with [greater darkvision](../abilities/darkvision.md), however, can see through even these forms of magical darkness. - -#### Low-Light Vision -CRB p. 465 - -A creature with [low-light vision](../abilities/low-light-vision.md) can see in dim light as though it were bright light, so it ignores the [concealed](../conditions.md#Concealed) condition due to dim light. - -#### Scent -CRB p. 465 - -Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). - -If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of [scent](../abilities/scent.md) abilities used to detect that creature, and the GM can reduce the range if a creature is downwind. - -#### Tremorsense -CRB p. 465 - -Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface. - -> [!pf2-brown] DETECTING WITH OTHER SENSES -> -> If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even [invisible](../conditions.md#Invisible) in the area of a [silence](../../Compendium/spells/silence.md) spell. -> -> ### Using Stealth with Other Senses -> CRB p. 465 -> -> The [Stealth](../../Compendium/skills.md#Stealth) skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable [Stealth](../../Compendium/skills.md#Stealth) action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak. -> -> In some cases, rolling a Dexterity-based [Stealth](../../Compendium/skills.md#Stealth) skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the [Stealth](../../Compendium/skills.md#Stealth) check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check. - -### Detecting Creatures -CRB p. 465 - -There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions page. - -With the exception of [invisible](../conditions.md#Invisible), these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures. - -Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has [darkvision](../abilities/darkvision.md). - -You can attempt to avoid detection by using the [Stealth](../../Compendium/skills.md#Stealth) skill to [Avoid Notice](../actions/avoid-notice.md), [Hide](../actions/hide.md), or [Sneak](../actions/sneak.md), or by using [Deception](../../Compendium/skills.md#Deception) to [Create a Diversion](../actions/create-a-diversion.md). - -#### Observed -CRB p. 466 - -In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either [hidden](../conditions.md#Hidden), [undetected](../conditions.md#Undetected), or [unnoticed](../conditions.md#Unnoticed), and you'll need to factor in the targeting restrictions. Even if a creature is [observed](../conditions.md#Observed), it might still be [concealed](../conditions.md#Concealed). - -#### Hidden -CRB p. 466 - -A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been [blinded](../conditions.md#Blinded) or the creature is under the effects of [invisibility](../../Compendium/spells/invisibility.md), but you used the [Seek](../actions/seek.md) basic action to determine its general location based on hearing alone. Regardless of the specifics, you're [flat-footed](../conditions.md#Flat-footed) to a hidden creature. - -When targeting a [hidden](../conditions.md#Hidden) creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain [flat-footed](../conditions.md#Flat-footed) to the creature, whether you successfully target it or not. - -#### Undetected -CRB p. 466 - -If a creature is undetected, you don't know what space it occupies, you're [flat-footed](../conditions.md#Flat-footed) to it, and you can't easily target it. Using the [Seek](../actions/seek.md) basic action can help you find an undetected creature, usually making it [hidden](../conditions.md#Hidden) from you instead of [undetected](../conditions.md#Undetected). If a creature is [undetected](../conditions.md#Undetected), that doesn't necessarily mean you're unaware of its presence—you might suspect an [undetected](../conditions.md#Undetected) creature is in the room with you, even though you're unable to find its space. The [unnoticed](../conditions.md#Unnoticed) condition covers creatures you're entirely unaware of. - -Targeting an [undetected](../conditions.md#Undetected) creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a [hidden](../conditions.md#Hidden) creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. [Undetected](../conditions.md#Undetected) creatures are subject to area effects normally. - -For instance, suppose an enemy elf wizard cast [invisibility](../../Compendium/spells/invisibility.md) and then [Sneaked](../actions/sneak.md) away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit! - -#### Unnoticed -CRB p. 467 - -If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence. - -## Concealment and Invisibility -CRB p. 467 - -The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see. - -### Concealed -CRB p. 467 - -This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed. - -When you target a creature that's [concealed](../conditions.md#Concealed) from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don't affect the target. the [concealed](../conditions.md#Concealed) condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed. - -### Invisible -CRB p. 467 - -A creature with the invisible condition (by way of an [invisibility](../../Compendium/spells/invisibility.md) spell or [invisibility potion](../../Compendium/equipment/items/invisibility-potion.md), for example) is automatically [undetected](../conditions.md#Undetected) to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. - -You can use the [Seek](../actions/seek.md) basic action to attempt to figure out an [invisible](../conditions.md#Invisible) creature's location, making it instead only [hidden](../conditions.md#Hidden) from you. This lasts until the [invisible](../conditions.md#Invisible) creature successfully uses [Sneak](../actions/sneak.md) to become [undetected](../conditions.md#Undetected) again. If you're already [observing](../conditions.md#Observed) a creature when it becomes [invisible](../conditions.md#Invisible), it starts out [hidden](../conditions.md#Hidden), since you know where it was when it became [invisible](../conditions.md#Invisible), though it can then [Sneak](../actions/sneak.md) to become [undetected](../conditions.md#Undetected). - -Other effects might make an [invisible](../conditions.md#Invisible) creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. - -Similarly, throwing a net over an [invisible](../conditions.md#Invisible) creature would make it [observed](../conditions.md#Observed) but [concealed](../conditions.md#Concealed) for as long as the net is on the creature. - -## Hero Points -CRB p. 467 - -Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session. - -The GM is in charge of awarding Hero Points (guidelines for doing so can be found 1). - -Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session. - -You can spend your Hero Points in one of two ways. - -Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion. - -- **Spend 1 Hero Point** to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check). -- **Spend all your Hero Points** (minimum 1) to avoid death. You can do this when your [dying](../conditions.md#Dying) condition would increase. You lose the [dying](../conditions.md#Dying) condition entirely and stabilize with 0 Hit Points. You don't gain the [wounded](../conditions.md#Wounded) condition or increase its value from losing the [dying](../conditions.md#Dying) condition in this way, but if you already had that condition, you don't lose it or decrease its value. - -### Describing Heroic Deeds -CRB p. 467 - -Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players. - -Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits. - -## Encounter Mode -CRB p. 468 - -### Structure -CRB p. 468 - -An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence. - -You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter. - -#### Step 1: Roll Initiative -CRB p. 468 - -When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle. - -Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a [Stealth](../../Compendium/skills.md#Stealth) check. A social encounter could call for a [Deception](../../Compendium/skills.md#Deception) or [Diplomacy](../../Compendium/skills.md#Diplomacy) check. - -The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden. - -Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last. - -If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter. - -#### Step 2: Play a Round -CRB p. 468 - -A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions. - -#### Step 3: Begin the Next Round -CRB p. 468 - -Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends. - -#### Step 4: End the Encounter -CRB p. 468 - -When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up. - -### Turns -CRB p. 468 - -When it's your turn to act, you can use single actions ([>](chapter-9-playing-the-game.md#Actions "Single Action")), short activities ([>>](chapter-9-playing-the-game.md#Actions "Two-Action") and [>>>](chapter-9-playing-the-game.md#Actions "Three-Action")), reactions ([reaction]), and free actions ([F](chapter-9-playing-the-game.md#Actions "Free Action")). When you're finished, your turn ends and the character next in the initiative order begins their turn. - -Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps. - -#### Step 1: Start Your Turn -CRB p. 468 - -Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose: - -- If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn. -- You can use 1 free action or reaction with a trigger of "Your turn begins" or something similar. -- If you're [dying](../conditions.md#Dying), roll a recovery check (page 459). -- Do anything else that is specified to happen at the start of your turn. - -The last step of starting your turn is always the same. - -- Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't "save" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as [quickened](../conditions.md#Quickened) and [slowed](../conditions.md#Slowed)) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both [quickened](../conditions.md#Quickened) and [slowed](../conditions.md#Slowed)), you choose which actions to lose. - -#### Step 2: Act -CRB p. 469 - -You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions. - -If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn. - -Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions. - -#### Step 3: End Your Turn -CRB p. 469 - -Once you've done all the things you want to do with the actions you have available, you reach the end of your turn. - -Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order. - -- End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the [Sustain a Spell](../actions/sustain-a-spell.md) action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0. -- If you have a [persistent damage](../conditions.md#Persistent%20Damage) condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the [persistent damage](../conditions.md#Persistent%20Damage). You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the [frightened](../conditions.md#Frightened) condition decreasing in severity. These take place after you've taken any [persistent damage](../conditions.md#Persistent%20Damage), attempted flat checks to end the [persistent damage](../conditions.md#Persistent%20Damage), and attempted saves against any afflictions. -- You can use 1 free action or reaction with a trigger of "Your turn ends" or something similar. -- Resolve anything else specified to happen at the end of your turn. - -> [!pf2-brown] TRACKING INITIATIVE -> -> The GM keeps track of the initiative order for an encounter. -> -> It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify. -> -> Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a _Pathfinder Combat Pad_, which has magnetic markers to allow for easily rearranging the order. -> -> ### Changing the Initiative Order -> CRB p. 469 -> -> Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction. - -### Basic Actions -CRB p. 469 - -Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike. - -Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed. - -In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534. - -> [!pf2-note] -> To view all actions, please visit the Actions page. - -> [!pf2-brown] SPEAKING -> -> As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a [Deception](../../Compendium/skills.md#Deception) skill check to Lie, require spending actions and follow their own rules. -> -> All speech has the [auditory](../traits/auditory.md) trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is [visual](../traits/visual.md) instead of [auditory](../traits/auditory.md). - -#### Specialty Basic Actions -CRB p. 472 - -These actions are useful under specific circumstances. Some require you to have a special movement type (page 463). - -### Activities in Encounters -CRB p. 472 - -Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461. - -### Reactions in Encounters -CRB p. 472 - -Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens. - -Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn. - -Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically. - -One example of such a reaction is [Attack of Opportunity](../actions/attack-of-opportunity.md), which fighters gain at 1st level. - -This reaction lets you make a melee [Strike](../actions/strike.md) if a creature within reach uses a [manipulate](../traits/manipulate.md) or [move](../traits/move.md) action, makes a ranged attack, or leaves a square during a [move](../traits/move.md) action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an [Attack of Opportunity](../actions/attack-of-opportunity.md) from a creature without reach and one with reach. - -You'll notice this reaction allows you to use a modified basic action, a [Strike](../actions/strike.md). This follows the rules on subordinate actions found on page 462. - -Because your [Attack of Opportunity](../actions/attack-of-opportunity.md) takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty. - -### Movement in Encounters -CRB p. 473 - -Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463). - -When the rules refer to a "movement cost" or "spending movement," they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to difficult terrain or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another. - -For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square. - -#### Grid Movement -CRB p. 473 - -If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled. - -Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn. - -#### Size, Space, and Reach -CRB p. 473 - -Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in [Table 9–1: Size and Reach](../tables/size-and-reach.md). - -Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach. - -The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below. - -![Size and Reach](../tables/size-and-reach.md) - -Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack. - -#### Move Actions That Trigger Reactions -CRB p. 474 - -Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability. - -Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement. - -#### Moving Through a Creature's Space -CRB p. 474 - -You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can [Tumble Through](../actions/tumble-through.md) that creature's space using [Acrobatics](../../Compendium/skills.md#Acrobatics). You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone). - -##### Prone and Incapacitated Creatures -CRB p. 474 - -You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way. - -##### Creatures of Different Sizes -CRB p. 475 - -In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature. - -Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there. - -##### Objects -CRB p. 475 - -Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all. - -### Forced Movement -CRB p. 475 - -When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement. - -If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature. - -### Terrain -CRB p. 475 - -Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you. - -#### Difficult Terrain -CRB p. 475 - -Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of **difficult terrain** (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement. - -Moving into a square of **greater difficult terrain** instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain. - -Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise. - -#### Hazardous Terrain -CRB p. 476 - -Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain. - -#### Narrow Surfaces -CRB p. 476 - -A narrow surface is so precariously thin that you need to [Balance](../actions/balance.md) or risk falling. Even on a success, you are [flat-footed](../conditions.md#Flat-footed) on a narrow surface. - -Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the [Acrobatics](../../Compendium/skills.md#Acrobatics) check to [Balance](../actions/balance.md)) or fall. - -#### Uneven Ground -CRB p. 476 - -Uneven ground is an area unsteady enough that you need to [Balance](../actions/balance.md) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are [flat-footed](../conditions.md#Flat-footed) on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the [Acrobatics](../../Compendium/skills.md#Acrobatics) check to Balance) or fall prone. - -#### Inclines -CRB p. 476 - -An incline is an area so steep that you need to [Climb](../actions/climb.md) using the [Athletics](../../Compendium/skills.md#Athletics) skill in order to progress upward. - -You're [flat-footed](../conditions.md#Flat-footed) when [Climbing](../actions/climb.md) an incline. - -### Flanking -CRB p. 476 - -When you and an ally are flanking a foe, it has a harder time defending against you. A creature is [flat-footed](../conditions.md#Flat-footed) (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it. - -To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your [reach](../traits/reach.md) with that weapon for this purpose. - -### Cover -CRB p. 477 - -When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to [Stealth](../../Compendium/skills.md#Stealth) checks to [Hide](../actions/hide.md), [Sneak](../actions/sneak.md), or otherwise avoid detection. You can increase this to greater cover using the [Take Cover](../actions/take-cover.md) basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use [Stealth](../../Compendium/skills.md#Stealth) to [Hide](../actions/hide.md), but lesser cover isn't sufficient. - -| Type of Cover | Bonus | Can Hide | -|---------------|-------|----------| -| Lesser | +1 to AC | No | -| Standard | +2 to AC, Reflex, [Stealth](../../Compendium/skills.md#Stealth) | Yes | -| Greater | +4 to AC, Reflex, [Stealth](../../Compendium/skills.md#Stealth) | Yes | - -Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all. - -Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has [Taken Cover](../actions/take-cover.md)). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space. - -#### Cover and Large Creatures -CRB p. 477 - -If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar. - -#### Special Circumstances -CRB p. 477 - -Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center. - -### Special Battles -CRB p. 477 - -Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas. - -#### Mounted Combat -CRB p. 478 - -You can ride some creatures into combat. As noted in the [Mount](../actions/mount.md) specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the [Command an Animal](../actions/command-an-animal.md) action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you [Command an Animal](../actions/command-an-animal.md) that's your mount. - -For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to [Command an Animal](../actions/command-an-animal.md) and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both. - -##### Mounted Attacks -CRB p. 478 - -You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then [Command an Animal](../actions/command-an-animal.md) to have your mount Strike, your mount's attack takes a –5 multiple attack penalty. - -You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach. - -##### Mounted Defenses -CRB p. 478 - -When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way. - -Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount. - -> [!pf2-brown] THREE-DIMENSIONAL COMBAT -> -> In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods: -> -> - Find platforms to place flying creatures' miniatures on. -> - Set a die next to a creature with the number indicating how many squares up in the air it is. -> - Make a stack of dice or tokens, 1 per 5 feet of elevation. -> - Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from. -> -> As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides. - -#### Aerial Combat -CRB p. 478 - -Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using [Acrobatics](../../Compendium/skills.md#Acrobatics) to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap. - -#### Aquatic Combat -CRB p. 478 - -Use these rules for battles in water or underwater: - -- You're [flat-footed](../conditions.md#Flat-footed) unless you have a swim Speed. -- You gain resistance 5 to acid and fire. -- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. -- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. -- You can't cast fire spells or use actions with the fire trait underwater. -- At the GM's discretion, some ground-based actions might not work underwater or while floating. - -##### Drowning and Suffocating -CRB p. 478 - -You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air. - -When you run out of air, you fall [unconscious](../conditions.md#Unconscious) and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points). - -## Exploration Mode -CRB p. 479 - -Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations. - -### Travel Speed -CRB p. 479 - -Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below. - -![Travel Speed](../tables/travel-speed.md) - -The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting. - -Moving through difficult terrain halves the listed movement rate. greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress. - -### Exploration Activities -CRB p. 479 - -While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2. - -When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as "Using my dagger, I nudge the door so I can check for devious traps." Instead, "I'm searching the area for hazards" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective. - -These are most common exploration activities. - -> [!pf2-brown] SKILL EXPLORATION ACTIVITIES -> -> Chapter 4: Skills includes numerous additional exploration activities, which are summarized here. -> -> **[Borrow an Arcane Spell](../actions/borrow-an-arcane-spell.md):** You use [Arcana](../../Compendium/skills.md#Arcana) to prepare a spell from someone else's spellbook (page 241). -> -> **[Coerce](../actions/coerce.md):** You use [Intimidation](../../Compendium/skills.md#Intimidation) to threaten a creature so it does what you want (page 247). -> -> **[Cover Tracks](../actions/cover-tracks.md):** You use [Survival](../../Compendium/skills.md#Survival) to obscure your passing (page 252). -> -> **[Decipher Writing](../actions/decipher-writing.md):** You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234). -> -> **[Gather Information](../actions/gather-information.md):** You use [Diplomacy](../../Compendium/skills.md#Diplomacy) to canvass the area to learn about a specific individual or topic (page 246). -> -> **[Identify Alchemy](../actions/identify-alchemy.md):** You use Craft and alchemist's tools to identify an alchemical item (page 245). -> -> **[Identify Magic](../actions/identify-magic.md):** Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238). -> -> **[Impersonate](../actions/impersonate.md):** You use [Deception](../../Compendium/skills.md#Deception) and usually a disguise kit to create a disguise (page 245). -> -> **[Learn a Spell](../actions/learn-a-spell.md):** You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238). -> -> **[Make an Impression](../actions/make-an-impression.md):** You use [Diplomacy](../../Compendium/skills.md#Diplomacy) to make a good impression on someone (page 246). -> -> **[Repair](../actions/repair.md):** With a repair kit and the [Crafting](../../Compendium/skills.md#Crafting) skill, you fix a damaged item (page 243). -> -> **[Sense Direction](../actions/sense-direction.md):** You use [Survival](../../Compendium/skills.md#Survival) to get a sense of where you are or determine the cardinal directions (page 252). -> -> **[Squeeze](../actions/squeeze.md):** Using [Acrobatics](../../Compendium/skills.md#Acrobatics), you squeeze though very tight spaces (page 241). -> -> **[Track](../actions/track.md):** You use [Survival](../../Compendium/skills.md#Survival) to find and follow creatures' tracks (page 252). -> -> **[Treat Wounds](../actions/treat-wounds.md):** You use [Medicine](../../Compendium/skills.md#Medicine) to treat a living creature's wounds (page 249). - -### Rest and Daily Preparations -CRB p. 480 - -You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you [fatigued](../conditions.md#Fatigued). If you go more than 16 hours without resting, you become [fatigued](../conditions.md#Fatigued) (you cannot recover from this until you rest at least 6 continuous hours). - -After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following: - -- Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day. -- Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset. -- You don armor and equip weapons and other gear. -- You invest up to 10 worn magic items to gain their benefits for the day. - -## Downtime Mode -CRB p. 481 - -Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. - -### Long-Term Rest -CRB p. 481 - -You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level. - -### Retraining -CRB p. 481 - -Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining. - -Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor. - -Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances). - -When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want. - -#### Feats -CRB p. 481 - -You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat. - -#### Skills -CRB p. 481 - -You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in [Performance](../../Compendium/skills.md#Performance) and [Stealth](../../Compendium/skills.md#Stealth), and an expert in [Occultism](../../Compendium/skills.md#Occultism), you could reduce the character's proficiency in [Stealth](../../Compendium/skills.md#Stealth) to expert and become a master in [Occultism](../../Compendium/skills.md#Occultism), but you couldn't reassign that skill increase to become legendary in [Performance](../../Compendium/skills.md#Performance). Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. - -You can also spend a week to retrain an initial trained skill you gained during character creation. - -#### Class Features -CRB p. 481 - -You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month. - -> [!pf2-brown] SKILL DOWNTIME ACTIVITIES -> -> Chapter 4: Skills includes several downtime activities, which are summarized here. -> -> **[Craft](../actions/craft.md):** Using the [Crafting](../../Compendium/skills.md#Crafting) skill, you can create items from raw materials (page 244). -> -> **[Create Forgery](../actions/create-forgery.md):** You forge a document (page 251). -> -> **[Earn Income](../actions/earn-income.md):** You earn money, typically using [Crafting](../../Compendium/skills.md#Crafting), Lore, or [Performance](../../Compendium/skills.md#Performance) (page 236). -> -> **[Subsist](../actions/subsist.md):** You find food and shelter in the wilderness or within a settlement (page 240). -> -> **[Treat Disease](../actions/treat-disease.md):** You spend time caring for a diseased creature in the hope of curing that creature (page 248). - -### Other Downtime Activities -CRB p. 481 - -Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). - -You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file diff --git a/Rules/core-rulebook/conditions-appendix.md b/Rules/core-rulebook/conditions-appendix.md deleted file mode 100644 index 534546eeb..000000000 --- a/Rules/core-rulebook/conditions-appendix.md +++ /dev/null @@ -1,98 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/crb -aliases: ["Conditions Appendix"] ---- -# Conditions Appendix -CRB p. 618 - -Conditions are persistent. Whenever you're affected by a condition, its effects last until the condition's stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end. - -## Condition Values -CRB p. 618 - -Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends. - -## Overriding Conditions -CRB p. 618 - -Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed. - -## List of Conditions -CRB p. 618 - -> [!pf2-note] -> You can view all conditions on the Conditions page. - -> [!pf2-brown] -> -> ### GROUPS OF CONDITIONS -> CRB p. 618 -> -> Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact. -> -> - **Degrees of Detection** [Observed](../conditions.md#Observed), [hidden](../conditions.md#Hidden), [undetected](../conditions.md#Undetected), [unnoticed](../conditions.md#Unnoticed) -> - **Senses** [Blinded](../conditions.md#Blinded), [concealed](../conditions.md#Concealed), [dazzled](../conditions.md#Dazzled), [deafened](../conditions.md#Deafened), [invisible](../conditions.md#Invisible) -> - **Death and Dying** [Doomed](../conditions.md#Doomed), [dying](../conditions.md#Dying), [unconscious](../conditions.md#Unconscious), [wounded](../conditions.md#Wounded) -> - **Attitudes** [Hostile](../conditions.md#Hostile), [unfriendly](../conditions.md#Unfriendly), [indifferent](../conditions.md#Indifferent), [friendly](../conditions.md#Friendly), [helpful](../conditions.md#Helpful) -> - **Lowered Abilities** [Clumsy](../conditions.md#Clumsy), [drained](../conditions.md#Drained), [enfeebled](../conditions.md#Enfeebled), [stupefied](../conditions.md#Stupefied) -> -> ### DEATH AND DYING RULES -> CRB p. 618 -> -> The [doomed](../conditions.md#Doomed), [dying](../conditions.md#Dying), [unconscious](../conditions.md#Unconscious), and [wounded](../conditions.md#Wounded) conditions all relate to the process of coming closer to death. The full rules are on pages 459–461. The most significant information not contained in the conditions themselves is this: When you're reduced to 0 Hit Points, you're knocked out with the following effects: -> -> - You immediately move your initiative position to directly before the creature or effect that reduced you to 0 Hit Points. -> - You gain the [dying](../conditions.md#Dying) condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the [dying](../conditions.md#Dying) condition instead. If you have the [wounded](../conditions.md#Wounded) condition, increase these values by your [wounded](../conditions.md#Wounded) value. If the damage came from a nonlethal attack or effect, you don't gain the [dying](../conditions.md#Dying) condition—you are instead [unconscious](../conditions.md#Unconscious) with 0 Hit Points. -> -> ### PERSISTENT DAMAGE RULES -> CRB p. 618 -> -> The additional rules presented below apply to persistent damage in certain cases. -> -> Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute. -> -> ### Assisted Recovery -> CRB p. 618 -> -> You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round. -> -> The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies. -> -> - The action to help might require a skill check or another roll to determine its effectiveness. -> - Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. -> - Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage. -> - Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. -> -> ### Immunities, Resistances, and Weaknesses -> CRB p. 618 -> -> Immunities, resistances, and weaknesses all apply to [persistent damage](../conditions.md#Persistent%20Damage). If an effect deals initial damage in addition to [persistent damage](../conditions.md#Persistent%20Damage), apply immunities, resistances, and weaknesses separately to the initial damage and to the [persistent damage](../conditions.md#Persistent%20Damage). Usually, if an effect negates the initial damage, it also negates the [persistent damage](../conditions.md#Persistent%20Damage), such as with a slashing weapon that also deals [persistent bleed damage](../conditions.md#Persistent%20Damage) because it cut you. The GM might rule otherwise in some situations. -> -> ### Multiple Persistent Damage Conditions -> CRB p. 618 -> -> You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one [persistent damage](../conditions.md#Persistent%20Damage) condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from [persistent damage](../conditions.md#Persistent%20Damage) occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're [dying](../conditions.md#Dying) with several types of [persistent damage](../conditions.md#Persistent%20Damage), the [persistent damage](../conditions.md#Persistent%20Damage) increases your [dying](../conditions.md#Dying) condition only once. -> -> ### GAINING AND LOSING ACTIONS -> CRB p. 618 -> -> [Quickened](../conditions.md#Quickened), [slowed](../conditions.md#Slowed), and [stunned](../conditions.md#Stunned) are the primary ways you can gain or lose actions on a turn. The rules for how this works appear on page 462. In brief, these conditions alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of your turn doesn't adjust your number of actions on that turn. If you have conflicting conditions that affect your number of actions, you choose which actions you lose. For instance, the action gained from [haste](../../Compendium/spells/haste.md) lets you only [Stride](../actions/stride.md) or [Strike](../actions/strike.md), so if you need to lose one action because you're also [slowed](../conditions.md#Slowed), you might decide to lose the action from [haste](../../Compendium/spells/haste.md), letting you keep your other actions that can be used more flexibly. -> -> Some conditions prevent you from taking a certain subset of actions, typically reactions. Other conditions simply say you can't act. When you can't act, you're unable to take any actions at all. Unlike [slowed](../conditions.md#Slowed) or [stunned](../conditions.md#Stunned), these don't change the number of actions you regain; they just prevent you from using them. That means if you are somehow cured of paralysis on your turn, you can act immediately. -> -> ### REDUNDANT CONDITIONS -> CRB p. 618 -> -> You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue. -> -> For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be [enfeebled](../conditions.md#Enfeebled) and [flat-footed](../conditions.md#Flat-footed) until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you [enfeebled](../conditions.md#Enfeebled) for 1 minute. In this case, the [enfeebled](../conditions.md#Enfeebled) that lasts for 1 minute replaces the [enfeebled](../conditions.md#Enfeebled) from the monster, so you would be [enfeebled](../conditions.md#Enfeebled) for the longer duration. You would remain [flat-footed](../conditions.md#Flat-footed), since nothing replaced that condition, and it still lasts only until the end of the monster's next turn. -> -> Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you've been affected by it. In the example above, a spell that removes the [enfeebled](../conditions.md#Enfeebled) condition from you would remove it entirely—the spell wouldn't need to remove it twice. -> -> ### Redundant Conditions with Values -> CRB p. 618 -> -> Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a [slowed](../conditions.md#Slowed) condition that lasts 1 round and a [slowed](../conditions.md#Slowed) condition that lasts for 6 rounds, you'd be [slowed](../conditions.md#Slowed) for the first round, and then you'd change to [slowed](../conditions.md#Slowed) for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your [slowed](../conditions.md#Slowed) value by 1, it would reduce the first condition from the example to [slowed](../conditions.md#Slowed) and reduce the second to [slowed](../conditions.md#Slowed), removing it. \ No newline at end of file diff --git a/Rules/core-rulebook/core-rulebook.md b/Rules/core-rulebook/core-rulebook.md deleted file mode 100644 index a9dbcc51e..000000000 --- a/Rules/core-rulebook/core-rulebook.md +++ /dev/null @@ -1,159 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- book/core/core-rulebook -- compendium/src/pf2e/crb -aliases: ["Core Rulebook"] ---- -**[Chapter 1: Introduction](chapter-1-introduction.md)** - -- [What is a Roleplaying Game?](chapter-1-introduction.md#What%20is%20a%20Roleplaying%20Game?) -- [Basics of Play](chapter-1-introduction.md#Basics%20of%20Play) -- [Playing the Game](chapter-1-introduction.md#Playing%20the%20Game) -- [Example of Play](chapter-1-introduction.md#Example%20of%20Play) -- [Using This Book](chapter-1-introduction.md#Using%20This%20Book) -- [Format of Rules Elements](chapter-1-introduction.md#Format%20of%20Rules%20Elements) -- [Character Creation](chapter-1-introduction.md#Character%20Creation) -- [Sample Character](chapter-1-introduction.md#Sample%20Character) -- [Leveling Up](chapter-1-introduction.md#Leveling%20Up) - -**[Chapter 2: Ancestries & Backgrounds](chapter-2-ancestries-backgrounds.md)** - -- [Ancestry Entries](chapter-2-ancestries-backgrounds.md#Ancestry%20Entries) -- [Dwarf](chapter-2-ancestries-backgrounds.md#Dwarf) -- [Elf](chapter-2-ancestries-backgrounds.md#Elf) -- [Gnome](chapter-2-ancestries-backgrounds.md#Gnome) -- [Goblin](chapter-2-ancestries-backgrounds.md#Goblin) -- [Halfling](chapter-2-ancestries-backgrounds.md#Halfling) -- [Human](chapter-2-ancestries-backgrounds.md#Human) -- [Backgrounds](chapter-2-ancestries-backgrounds.md#Backgrounds) -- [Languages](chapter-2-ancestries-backgrounds.md#Languages) - -**[Chapter 3: Classes](chapter-3-classes.md)** - -- [Reading Class Entries](chapter-3-classes.md#Reading%20Class%20Entries) -- [Animal Companions and Familiars](chapter-3-classes.md#Animal%20Companions%20and%20Familiars) -- [Archetypes](chapter-3-classes.md#Archetypes) - -**[Chapter 4: Skills](chapter-4-skills.md)** - -- [Key Ability](chapter-4-skills.md#Key%20Ability) -- [Skill Actions](chapter-4-skills.md#Skill%20Actions) -- [Skill Checks and Skill DCs](chapter-4-skills.md#Skill%20Checks%20and%20Skill%20DCs) -- [General Skill Actions](chapter-4-skills.md#General%20Skill%20Actions) -- [Skill Descriptions](chapter-4-skills.md#Skill%20Descriptions) - -**[Chapter 5: Feats](chapter-5-feats.md)** - -**[Chapter 6: Equipment](chapter-6-equipment.md)** - -- [Coins and Currency](chapter-6-equipment.md#Coins%20and%20Currency) -- [Price](chapter-6-equipment.md#Price) -- [Item Level](chapter-6-equipment.md#Item%20Level) -- [Carrying and Using Items](chapter-6-equipment.md#Carrying%20and%20Using%20Items) -- [Item Damage](chapter-6-equipment.md#Item%20Damage) -- [Shoddy Items](chapter-6-equipment.md#Shoddy%20Items) -- [Armor](chapter-6-equipment.md#Armor) -- [Shields](chapter-6-equipment.md#Shields) -- [Weapons](chapter-6-equipment.md#Weapons) -- [Gear](chapter-6-equipment.md#Gear) - -**[Chapter 7: Spells](chapter-7-spells.md)** - -- [Tradition and School](chapter-7-spells.md#Tradition%20and%20School) -- [Magical Schools](chapter-7-spells.md#Magical%20Schools) -- [Spell Slots](chapter-7-spells.md#Spell%20Slots) -- [Cantrips](chapter-7-spells.md#Cantrips) -- [Focus Spells](chapter-7-spells.md#Focus%20Spells) -- [Innate Spells](chapter-7-spells.md#Innate%20Spells) -- [Casting Spells](chapter-7-spells.md#Casting%20Spells) -- [Ranges, Areas, and Targets](chapter-7-spells.md#Ranges,%20Areas,%20and%20Targets) -- [Durations](chapter-7-spells.md#Durations) -- [Saving Throws](chapter-7-spells.md#Saving%20Throws) -- [Spell Attacks](chapter-7-spells.md#Spell%20Attacks) -- [Identifying Spells](chapter-7-spells.md#Identifying%20Spells) -- [Counteracting](chapter-7-spells.md#Counteracting) -- [Hostile Actions](chapter-7-spells.md#Hostile%20Actions) -- [Setting Triggers](chapter-7-spells.md#Setting%20Triggers) -- [Walls](chapter-7-spells.md#Walls) -- [Reading Spells](chapter-7-spells.md#Reading%20Spells) -- [Spell Lists](chapter-7-spells.md#Spell%20Lists) -- [Spell Descriptions](chapter-7-spells.md#Spell%20Descriptions) -- [Focus Spells](chapter-7-spells.md#Focus%20Spells) -- [Rituals](chapter-7-spells.md#Rituals) - -**[Chapter 8: The Age of Lost Omens](chapter-8-the-age-of-lost-omens.md)** - -- [Beyond the Inner Sea](chapter-8-the-age-of-lost-omens.md#Beyond%20the%20Inner%20Sea) -- [The Great Beyond](chapter-8-the-age-of-lost-omens.md#The%20Great%20Beyond) -- [The Inner Sea Region](chapter-8-the-age-of-lost-omens.md#The%20Inner%20Sea%20Region) -- [Absalom and Starstone Isle](chapter-8-the-age-of-lost-omens.md#Absalom%20and%20Starstone%20Isle) -- [Broken Lands](chapter-8-the-age-of-lost-omens.md#Broken%20Lands) -- [Eye of Dread](chapter-8-the-age-of-lost-omens.md#Eye%20of%20Dread) -- [Golden Road](chapter-8-the-age-of-lost-omens.md#Golden%20Road) -- [High Seas](chapter-8-the-age-of-lost-omens.md#High%20Seas) -- [Impossible Lands](chapter-8-the-age-of-lost-omens.md#Impossible%20Lands) -- [Mwangi Expanse](chapter-8-the-age-of-lost-omens.md#Mwangi%20Expanse) -- [Old Cheliax](chapter-8-the-age-of-lost-omens.md#Old%20Cheliax) -- [Saga Lands](chapter-8-the-age-of-lost-omens.md#Saga%20Lands) -- [Shining Kingdoms Cultures](chapter-8-the-age-of-lost-omens.md#Shining%20Kingdoms%20Cultures) -- [Creatures](chapter-8-the-age-of-lost-omens.md#Creatures) -- [Factions](chapter-8-the-age-of-lost-omens.md#Factions) -- [Religion](chapter-8-the-age-of-lost-omens.md#Religion) - -**[Chapter 9: Playing the Game](chapter-9-playing-the-game.md)** - -- [General Rules](chapter-9-playing-the-game.md#General%20Rules) -- [Making Choices](chapter-9-playing-the-game.md#Making%20Choices) -- [Checks](chapter-9-playing-the-game.md#Checks) -- [Specific Checks](chapter-9-playing-the-game.md#Specific%20Checks) -- [Special Checks](chapter-9-playing-the-game.md#Special%20Checks) -- [Damage](chapter-9-playing-the-game.md#Damage) -- [Conditions](chapter-9-playing-the-game.md#Conditions) -- [Effects](chapter-9-playing-the-game.md#Effects) -- [Afflictions](chapter-9-playing-the-game.md#Afflictions) -- [Counteracting](chapter-9-playing-the-game.md#Counteracting) -- [Hit Points, Healing, and Dying](chapter-9-playing-the-game.md#Hit%20Points,%20Healing,%20and%20Dying) -- [Actions](chapter-9-playing-the-game.md#Actions) -- [Movement](chapter-9-playing-the-game.md#Movement) -- [Perception](chapter-9-playing-the-game.md#Perception) -- [Hero Points](chapter-9-playing-the-game.md#Hero%20Points) -- [Encounter Mode](chapter-9-playing-the-game.md#Encounter%20Mode) -- [Exploration Mode](chapter-9-playing-the-game.md#Exploration%20Mode) -- [Downtime Mode](chapter-9-playing-the-game.md#Downtime%20Mode) - -**[Chapter 10: Game Mastering](chapter-10-game-mastering.md)** - -- [Planning a Campaign](chapter-10-game-mastering.md#Planning%20a%20Campaign) -- [Preparing an Adventure](chapter-10-game-mastering.md#Preparing%20an%20Adventure) -- [Running a Game Session](chapter-10-game-mastering.md#Running%20a%20Game%20Session) -- [Pathfinder Society](chapter-10-game-mastering.md#Pathfinder%20Society) -- [Running Modes of Play](chapter-10-game-mastering.md#Running%20Modes%20of%20Play) -- [Difficulty Classes](chapter-10-game-mastering.md#Difficulty%20Classes) -- [Rewards](chapter-10-game-mastering.md#Rewards) -- [Environment](chapter-10-game-mastering.md#Environment) -- [Hazards](chapter-10-game-mastering.md#Hazards) - -**[Chapter 11: Crafting & Treasure](chapter-11-crafting-treasure.md)** - -- [Using Items](chapter-11-crafting-treasure.md#Using%20Items) -- [Constant Abilities](chapter-11-crafting-treasure.md#Constant%20Abilities) -- [Investing Magic Items](chapter-11-crafting-treasure.md#Investing%20Magic%20Items) -- [Activating Magic Items](chapter-11-crafting-treasure.md#Activating%20Magic%20Items) -- [Reading Items](chapter-11-crafting-treasure.md#Reading%20Items) -- [Alchemical Items](chapter-11-crafting-treasure.md#Alchemical%20Items) -- [Armor](chapter-11-crafting-treasure.md#Armor) -- [Consumables](chapter-11-crafting-treasure.md#Consumables) -- [Held Items](chapter-11-crafting-treasure.md#Held%20Items) -- [Materials](chapter-11-crafting-treasure.md#Materials) -- [Runes](chapter-11-crafting-treasure.md#Runes) -- [Shields](chapter-11-crafting-treasure.md#Shields) -- [Snares](chapter-11-crafting-treasure.md#Snares) -- [Staves](chapter-11-crafting-treasure.md#Staves) -- [Structures](chapter-11-crafting-treasure.md#Structures) -- [Wands](chapter-11-crafting-treasure.md#Wands) -- [Weapons](chapter-11-crafting-treasure.md#Weapons) -- [Worn Items](chapter-11-crafting-treasure.md#Worn%20Items) - -**[Appendix A: Conditions Appendix](../../../rules/core-rulebook/appendix-a-conditions-appendix.md)** diff --git a/Rules/gamemastery-guide/chapter-1-gamemastery-basics.md b/Rules/gamemastery-guide/chapter-1-gamemastery-basics.md deleted file mode 100644 index 8fca2f0cb..000000000 --- a/Rules/gamemastery-guide/chapter-1-gamemastery-basics.md +++ /dev/null @@ -1,1692 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["Chapter 1: Gamemastery Basics"] ---- -# Chapter 1: Gamemastery Basics -GMG p. 7 - -The information presented here provides [helpful](../conditions.md#Helpful) guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the _Core Rulebook_. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics. - -- **Running Encounters** (page 10) is the first of three sections that explains the three modes of play in more detail. You'll find help on tracking initiative, improving the speed of play, running special battles, and more. -- **Running Exploration** (page 17) gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more. -- **Running Downtime** (page 22) covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more. -- **Adjudicating Rules** (page 28) offers guidance on how to make effective rules calls and create house rules. -- **Resolving Problems** (page 30) presents advice on total party kills, problem players, and power imbalances. -- **Narrative Collaboration** (page 32) includes tools for players to control the story more directly. -- **Special Circumstances** (page 33) discusses organized play, odd-sized groups, and players with different needs. -- **Rarity in Your Game** (page 35) details how rarity can enrich the theme and story of your game. -- **Campaign Structure** (page 36) clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling. -- **Adventure Design** (page 40) includes tools for building your own adventures. -- **Encounter Design** (page 46) explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters. -- **Drawing Maps** (page 52) describes useful steps for making maps and commonly used map symbols. - -## General Advice -GMG p. 7 - -This section covers topics related to running the game. - -If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as Building Creatures (page 56), Building Worlds (page 122), and Settlements (page 132) - -Both the _Core Rulebook_ and this book explore many topics, but don't feel like you have to master them all to be a good GM! It's important to remember you're not perfect, and the other players won't expect you to be. Trial and error, mistakes and triumphs—they're all part of running any game. - -### Session Zero -GMG p. 7 - -Some groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called "session zero." Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyone's finished building their characters, or just hang out and do something else after you've planned your characters. - -Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each other's characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways. - -### Pacing Game Sessions -GMG p. 7 - -Page 489 of the _Core Rulebook_ explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments. - -Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you'd like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. - -Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks. - -### Stakes and Consequences -GMG p. 7 - -A GM should always convey a clear picture of the stakes and consequences of the PCs' actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond what's expected of them? A well-constructed adventure conveys the stakes at the outset, but it's also important to remind the players of those stakes throughout play. The _Core Rulebook_ summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well. - -Consequences should be specific and evocative. Don't just tell the players what happened after their characters' success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It's usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs don't stop them, then the city gets conquered. It's OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy. - -You can emphasize consequences by awarding PCs accomplishment XP (_Core Rulebook_ 507). It serves as a good reminder to the players, reinforcing their success. - -#### Failing Forward -GMG p. 8 - -An unexpected failure can bring the game to a halt, particularly during exploration. "Failing forward" means finding a way to progress the story instead of just saying, "That didn't work." This doesn't mean that the group can't fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the player's choice to attempt a check _mattered_, even if the results weren't what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. It's important however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you won't know immediately how a PC can fail forward, and in those cases, it's usually best to just move on. - -### Improvisation -GMG p. 8 - -As a GM, you often make things up on the fly. You can find tips for improvising rules on page 491 of the _Core Rulebook_ and within the Adjudicating Rules section of this book (pages 28–29). When an issue seems to pertains to the story instead of the rules, ask yourself the following questions. - -- Does something already established in our story so far tell me what should happen here? -- If an NPC is involved, what would their personality lead them to do? -- What does the player expect to happen? -- What would best fit the themes of our story? You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, there's nothing wrong with asking the group to take a little break while you fill in the gap. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say, "Nothing happens," and move on. - -Often, a player will ask, "What happens when I do that?" This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game. - -#### False Information -GMG p. 8 - -A critical failure to [Recall Knowledge](../actions/recall-knowledge.md) can result in you needing to convey false information, requiring some improvisation. If you aren't careful, this information can be perceived by the PCs as too silly, or could derail the game. For example, if a PC misinterpreted text about the god of commerce, [Abadar](../../Compendium/setting/deities/abadar.md), saying they believe the god is an incompetent chaotic spendthrift who's bad with money is absurd. Similarly, if they incorrectly believe [Abadar](../../Compendium/setting/deities/abadar.md) will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent. - -Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. - -Avoid dispensing false information that might not be used for hours or entire sessions, after the check is forgotten. - -If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get importantseeming false information. Erroneously believing Abadar's symbol is a set of scales instead of a key might lead to a miscommunication, but one that's not dangerous, pretty easy to clear up, and only a little embarrassing for the PC. - -### Secret Checks -GMG p. 8 - -During play, you roll some checks in secret instead of allowing the player to do so, as explained on page 450 of the _Core Rulebook_. This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their character's perspective. It can be handy to keep a list of the PCs' modifiers on hand to help you roll secret checks more quickly. At least, you should record each player's [Perception](../../Compendium/skills.md#Perception) modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to [Recall Knowledge](../actions/recall-knowledge.md). Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change. - -You can still have the players roll the checks even if an action has the [secret](../traits/secret.md) trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they'll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters' mistakes. - -### Hero Points -GMG p. 9 - -Page 507 of the _Core Rulebook_ offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PC's action merits a Hero Point. - -### Metagaming -GMG p. 9 - -Knowledge the players have that their characters don't is called "metagame knowledge," and using it to influence characters' decisions is called "metagaming." Some metagaming results naturally from play and is wise to disregard. The wizard aiming a _fireball_ precisely enough to include three enemies in the very edge of the spell's area is probably unrealistic, but isn't that disruptive to play. Things get more questionable if the player says, "That's a rakshasa, so don't use divine spells against it," regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, "I'm not sure your character's aware of that," or, "Can you explain your character's thinking when they do that?" If the problem persists, see the guidelines mentioned in the Problematic Players section on page 31. - -### Portraying Npcs -GMG p. 9 - -Although the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs. Portray NPCs however it works for you. Some GMs keep it simple, describing the NPCs simply by their looks, or their hook (see below). Others go into more detail, using accents, mannerisms, or acting. - -Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single "hook" into their concept: a widowed merchant, a refugee from a distant realm, or a child who constantly asks awkward questions. Each hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later. - -#### Npc Limitations -GMG p. 9 - -Always remember that the PCs have the greatest role in your story. Avoid including allied NPCs who could easily solve any problem the PCs get assigned. An extremely powerful NPC should be engaged with matters beyond what the PCs are tasked with or have some limitation that necessitates the PCs' involvement. Remember that an NPC is not "your character" in the way each player has a character. Though NPCs who travel with the party can be effective and fun when handled with caution, an NPC who effectively acts as the GM's character is often called a GMPC (Game Master Player Character) and can contribute to a feeling that the players are being coerced into making certain decisions. - -#### Betrayal -GMG p. 9 - -NPCs, even allies, can shift allegiances. They might betray, fail, or sell out their companions, which can make for a meaningful story event. If an NPC is betraying the party in some way, lay groundwork early on so the players don't feel ambushed by the twist. If the players can look back and see a clear path to this result, it is likely they'll feel the decision makes sense in the context of the story. Try to give the NPC a "tell" or a paper trail they can detect. - -#### Respecting the Character -GMG p. 9 - -Sometimes, when creating characters, a GM can unintentionally play into themes that can be harmful or hurtful. For example, an NPC with a background of abuse, a former or current slave, or a character with disabilities requires respectful handling. This is particularly true if you, as the GM, do not have the same life experience as the NPC in question. If you want to include these themes for an NPC, you should probably bring it up with your players beforehand and set expectations. You don't need to spoil the character, but sitting down and checking in with your players can help prevent unpleasant surprises and is better than assuming. To keep the representation respectful, avoid clichés and don't use the hook as a joke. Your group's guidelines for objectionable content (_Core Rulebook_ 486) can also help you portray NPCs respectfully. - -#### A Proper End -GMG p. 9 - -An NPC's story should have a satisfying ending. The NPC might leave your story when they achieve a major goal, go on to other adventures, give up their dream, or die. - -The death of a beloved NPC should have weight. Make it sympathetic and powerful, and ideally have it take place "on stage" with the PCs present. Be prepared that NPC deaths might stir up strong emotions within the group, and be prepared to cut the session short or to fade to black to mitigate the full brunt of the event if necessary. - -An NPC's death should matter beyond the PCs' emotions or search for revenge, too—maybe the NPC's sacrifice saved a village or inspired others. Let players see that legacy carried on. - -## Running Encounters -GMG p. 10 - -This section provides tips to help you run encounters that are fast and entertaining to play. Though the _Core Rulebook_ discusses running encounters starting on page 493, this section supplements that information. Though this chapter contains detailed advice about many topics, it's important to remember that, as a GM, you should primarily focus on the following tasks. - -- Answering questions quickly and decisively whenever possible. -- Building anticipation for what happens next. -- Emphasizing thrilling action and setting a rapid pace. -- Letting players know when they're up, and preferably when they're "on deck" to go next. -- Showing the immediate consequences of actions. - -If you're interested in building on the topics in this section, information on designing combat encounters appears on page 46. Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the influence subsystem. - -### Speed of Play -GMG p. 10 - -Encounters should move quickly, giving the PCs just enough time to savor successes and lament failures. This requires effort from everyone, but you can make it easier by running creatures and NPCs efficiently. First off, don't worry too much about little mistakes you make when running encounters. If you forgot to apply a creature's special bonus or didn't take an action that would have prevented the creature from taking damage, it's not a big deal. Keep an eye on what you emphasize during the adventure, as well. - -Be quick when describing a normal attack, but spend a little more time on a critical hit or a big spell. This all boils down to significance. It's fine to slow down the game for something important, but it's best to move briskly through anything less important. As you run the game, you'll quickly develop a sense for what's significant and what's not. - -#### Looking Up Rules -GMG p. 10 - -One of the primary ways the game slows down is when you or another player needs to look up a rule. For something that isn't too impactful, it's better to just make a ruling on the spot and move on. Tell the player they can look it up when it's not their turn, and you'll play it as written after that, but that the game needs to move on in the meantime. - -It's okay to look up something that's both significant and heavily rules-dependent, such as a spell description or the 9 rules. Even then, reciting a full chunk of rules text can pull players out of the flow of play, so summarize. It also helps to train your players to look things up in advance if they think they'll need them, so they're ready to go when their turns come around. This can be tough as a GM, since it's essentially always your turn. However, you can ask a player to look something up for you, or, if you need to pause long enough to reference certain books, remind the players to plan for their next turns while you're busy. - -#### Rewinding -GMG p. 10 - -Though "rewinding" can happen in any mode of play, it's usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone else's. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a flaming rune to one of their hits, it's pretty easy to reduce the monster's HP on another turn, but if they realized their attack missed only because they forgot the bonus from _bless_, that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when. - -#### Complex Rolls -GMG p. 10 - -You'll often make multiple rolls at the same time, especially when attempting saving throws for multiple creatures against area or multi-target spells. This can sometimes take a considerable amount of time if you're resolving the result of each creature's save and then determining its degree of success. To do so quickly, you could use one of the following techniques. Each of the examples below uses a PC's spell as an example, but these recommendations also apply to similar rolls that aren't caused by spells. - -- Get the PC's Difficulty Class first, and have the player roll damage while you roll the saving throws. -- Use separate colors of dice for the different types of foes, or arrange the dice in such a way that it's easier for you to tell which creatures or NPCs are which. -- Go in order from the best enemy results (the highest total) to the worst. This means you'll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when you're moving to a lower degree of success, rather than recalculating them each time. - -This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC. - -Say, "who critically succeeded?" "who succeeded?" and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and it's still possible that the players can determine or estimate the DC anyway. - -#### Enemy Tactics -GMG p. 11 - -As noted on page 493 of the _Core Rulebook_, enemies don't need to make perfect decisions. It's usually better to make a decision quickly than to pick the perfect enemy tactic. - -The chaos of combat, desperation, or ego could all cause a villain to make a poor decision, and that's something you can play up if you realize they've done so, acting out the foe's response to their own folly, or chiding them through the sarcastic remark of one of their allies. - -### Initiative -GMG p. 11 - -The rules for rolling initiative can be found on page 468 of the _Core Rulebook_, and the GM guidelines on 498. Below you'll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table. - -When do you ask players to roll initiative? In most cases, it's pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there's not much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there is no reason to roll initiative only to drop out of combat immediately! - -#### Initiative and Stealth -GMG p. 11 - -When one or both sides of an impending battle are being stealthy, you'll need to deal with the impacts of [Stealth](../../Compendium/skills.md#Stealth) on the start of the encounter. Anyone who's [Avoiding Notice](../actions/avoid-notice.md) should attempt a [Stealth](../../Compendium/skills.md#Stealth) check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll [Perception](../../Compendium/skills.md#Perception) instead, but if they do they forsake their [Stealth](../../Compendium/skills.md#Stealth) and are definitely going to be detected. - -To determine whether someone is [undetected](../conditions.md#Undetected) by other participants in the encounter, you still compare their [Stealth](../../Compendium/skills.md#Stealth) check for initiative to the [Perception](../../Compendium/skills.md#Perception) DC of their enemies. They're [undetected](../conditions.md#Undetected) by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their [Perception](../../Compendium/skills.md#Perception) DC? Well, all the enemies are [undetected](../conditions.md#Undetected), but not [unnoticed](../conditions.md#Unnoticed). That means the participant who rolled high still knows someone is around, and can start moving about, Seeking, and otherwise preparing to fight. The characters [Avoiding Notice](../actions/avoid-notice.md) still have a significant advantage, since that character needs to spend actions and attempt additional checks in order to find them. - -What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location. - -> [!pf2-brown] SETTING THE SCENE -> -> When an encounter begins, spend a moment to describe the location if you haven't already. Use some of the description tips found in Evocative Environments on page 17. It can help to describe where enemies are within the environment, to better ground them in the location. You can also use the enemies' expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light? - -#### Batch Initiative -GMG p. 12 - -If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving. - -#### Placing Characters on the Map -GMG p. 12 - -If the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If they're moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures in a basic marching order ahead of time, then just move them onto the map in that formation. - -When that doesn't work, such as when one or more PCs were in a different location or the map doesn't fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using [Stealth](../../Compendium/skills.md#Stealth) in reasonable places to hide, even if that means you have to adjust the marching order to do so. - -#### Inappropriate Skills -GMG p. 12 - -As described in the _Core Rulebook_ on page 489, you can allow PCs to roll skills other than [Perception](../../Compendium/skills.md#Perception) (or [Stealth](../../Compendium/skills.md#Stealth) when [Avoiding Notice](../actions/avoid-notice.md)) for initiative. You might find that once a player gets to use a stronger skill for initiative, they'll keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. If you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using [Perception](../../Compendium/skills.md#Perception) for a while. - -### Ad Hoc Bonuses and Penalties -GMG p. 12 - -This section covers a few ground rules for how to best respond to PC tactics, when to apply ad hoc bonuses and penalties, and when to use certain tactics for NPCs. When PCs put effort into getting advantages against their foes, there should be some payoff provided their tactics make sense in the narrative. Ad hoc bonuses and penalties give you some mechanical tools to emphasize that. Also keep in mind that you can change the flow of the story to respond to tactics as well. Changing an enemy's behavior can be a more satisfying consequence than just getting a bonus. When you're determining whether to grant a special bonus that's not defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions. - -- Is this the result of an interesting, surprising, or novel strategy by the character? -- Did this take effort or smart thinking to set up? -- Is this easy to replicate in pretty much every battle? - -If you answered yes to any of the first two, it's more likely you should assign a bonus—typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldn't unless you really do want to see that tactic used over and over again. - -Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following. - -- Does the environment or terrain create any applicable disadvantages for the character? -- Should the character have expected this would be more difficult based on what they already knew? -- Was this circumstance caused by a bad decision on the part of the one taking the penalty? -- Is this negative circumstance easy to replicate in pretty much every battle? - - Once again, answering yes to most of these questions means it is more likely you should apply a penalty, and answering yes to the final question means it less likely you should do so. - -### Adjudicating Actions -GMG p. 12 - -Some of the basic actions of the game require you to interpret how a rule should apply. Here, you'll find advice the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can [Aid](../actions/aid.md) or [Take Cover](../actions/take-cover.md)), a PC can usually determine before they take the action whether doing so is viable; if it isn't viable for some reason, alert them that it won't work before they spend time, actions or resources trying. There are some exceptions, especially if the reason an action wouldn't work is something a character wouldn't know. - -For example, if a character tries to [Take Cover](../actions/take-cover.md) behind a wall, not realizing it's illusory, you shouldn't reveal the deception prematurely. - -#### Aid -GMG p. 13 - -It's up to you whether someone's preparation is enough to let them [Aid](../actions/aid.md) an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to [Aid](../actions/aid.md) an attempt to [Pick a Lock](../actions/pick-a-lock.md), but just saying you're going to "encourage" them likely wouldn't. Second, the character who is attempting to [Aid](../actions/aid.md) needs to be in a proper position to help, and able to convey any necessary information. Helping a character [Climb](../actions/climb.md) a wall is pretty tough if the character a PC wishes to [Aid](../actions/aid.md) is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to [Aid](../actions/aid.md) the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished. - -#### Ready -GMG p. 13 - -The [Ready](../actions/ready.md) activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn't exist in world. For instance, if a player says, "I [Ready](../actions/ready.md) to shoot an arrow at her if she uses a concentrate action," or "I [Ready](../actions/ready.md) to attack him if he has fewer than 47 Hit Points," find out what their character is trying to specifically observe. If they don't have a clear answer for that, they need to adjust their action. - -#### Seek -GMG p. 13 - -The [Seek](../actions/seek.md) action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple [Seek](../actions/seek.md) action rather than a long-term [Search](../actions/search.md) exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer—and can therefore be accomplished in a single turn—or requires more than that and can't be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story. - -#### Sense Motive -GMG p. 13 - -When someone tries to Sense the Motive of an NPC, you'll need to figure out how to convey the information they receive. It's best to try to convey this indirectly, such as by describing a lying target's body language, odd word choices, sweating, or other details rather than saying, "They aren't behaving normally." However, sometimes dropping a punchy, "Oh, she is 100% lying about this!" on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to [Sense Motive](../actions/sense-motive.md) again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to [Sense Motive](../actions/sense-motive.md), gets different information about the target, and shares it, that doesn't really count as new information for a PC who tried previously. Rather, it's up to the players to roleplay out any changes in their thinking as a result. - -#### Take Cover -GMG p. 13 - -You'll often need to determine whether someone can [Take Cover](../actions/take-cover.md). They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. [Taking Cover](../actions/take-cover.md) might also require them to [Drop Prone](../actions/drop-prone.md), such as if they want to take cover under a table. - -Most of the time, you can let them combine this with the [Take Cover](../actions/take-cover.md) action instead of using 2 separate actions. - -### Maps and Miniatures -GMG p. 13 - -A grid and miniatures can make it easier to visualize combat for players and give a visual centerpiece for the players to focus on. Some advice for drawing maps appears on pages 52–53. A setup can range from a basic grid with some hasty marker lines and coins for miniatures to a full-color Flip- Mat with official prepainted minis or cardboard pawns, all the way to a set of 3-D dungeon terrain and handpainted minis for each character. Many online tabletops have preset maps, token packs, and built-in functions for movement and line of sight. All these are fun to play on! Your setup should match your time commitment, budget, and the aesthetics you want. - -You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3-D elements that aren't represented on your map. Including the echoing ring of a sword striking a shield, an errant _ray of frost_ freezing solid an apple in a bowl of fruit on the table, and the like makes the game feel more alive. - -Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but there's still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. You're empowered to give players minor boosts that fit the story you want to tell, and to fill in nuances of the location beyond the elements covered in the _Core Rulebook_ - -#### Cover -GMG p. 13 - -You determine whether a character has cover. The rules for drawing lines found in the _Core Rulebook_ are useful in simple cases, but in more complicated situations, use your own discretion to make the call. Consider the details of the environment and 3-D space beyond what's on the battle mat. For instance, hanging banners might give cover, or a PC who has climbed onto a ledge might have a clear shot at an enemy standing behind a short wall. Be generous to PCs who use creativity to get into smart positions, especially if they spend valuable actions to move or [Take Cover](../actions/take-cover.md). - -> [!pf2-brown] VARIANT RULES ON THE GRID -> -> These two variants can change up how distance and movement work in your game. -> -> ### UNIFORM DIAGONALS -> GMG p. 14 -> -> If you like, your group can count all diagonals as 5 feet instead of counting every other diagonal as 10 feet. This speeds up play, but some people find it breaks their suspension of disbelief. This is most noticeable when someone moves a long distance along a diagonal all at once or when characters start moving diagonally as much as possible to cover more distance. Using this variant requires thinking of the game map in more abstract terms, and less like a real physical environment where the map is accurately reflecting the size of the room or encounter area. You can choose whether you measure radius-based areas of spells in the same way or visualize them as circles or other round shapes. The latter works best if you have templates to use. -> -> ### HEX GRIDS -> GMG p. 14 -> -> Some of the challenges of diagonal movement can be fixed by using a hex grid instead of a square grid, or by using a grid with offset squares, which works similarly. This allows you to count movement the same in all directions. However, it makes flanking a bit harder to pull off, requires you to arrange standard Large and larger miniatures differently, and causes challenges when drawing maps that consist primarily of rectangular structures, since you'll have a lot of partially occupied hexes. - -#### Splitting and Combining Movement -GMG p. 14 - -The different types of actions representing movement are split up for convenience of understanding how the rules work with a creature's actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then [Leap](../actions/leap.md), then continue moving. This can end up feeling like they're losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a [Leap](../actions/leap.md), then Leaping, then using the rest of their Speed. - -This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a [Strike](../actions/strike.md) usually arrests movement long enough that doing so in the middle of movement isn't practical. - -#### Going Gridless -GMG p. 14 - -As described on page 494 of the _Core Rulebook_, you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that don't require understanding a complex physical space. Your game doesn't have to be entirely on or entirely off maps—you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the _Core Rulebook_, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like "Can I get there this turn," or "How many of the gnolls can I catch in a _fireball_?" If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean you're making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details. - -### Special Battles and Movement -GMG p. 14 - -The _Core Rulebook_ covers the essential rules for mounted, aerial, and aquatic combat on page 478, but more complex battles can require specialized rules. - -#### Mounted Combat -GMG p. 14 - -The logistics of mounted combat take some extra work. - -If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since you'll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other side's greater mobility. - -When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs' mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mount's level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls [prone](../conditions.md#Prone). Setting a simple expert DC of 20 often works well for such checks. - -Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead (page 156) - -##### Different Types of Mounts -GMG p. 14 - -The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to [Command an Animal](../actions/command-an-animal.md), the. - -rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether [Diplomacy](../../Compendium/skills.md#Diplomacy) checks or the like are needed. It's recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted. - -#### Aerial Combat -GMG p. 15 - -Determining positioning in the air can be tricky, and it's often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. - -Note that battles can get more spread out with flight. If any creature is flying, it's important to establish the height of potential obstacles in the area early. This way, no one's surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them. - -The rules for flight say that a creature might need to attempt an [Acrobatics](../../Compendium/skills.md#Acrobatics) check to [Maneuver in Flight](../actions/maneuver-in-flight.md) to pull off tricky maneuvers. You can generally use the same judgment you would for calling for [Acrobatics](../../Compendium/skills.md#Acrobatics) checks when someone's moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC. - -Falls can be deadly, and often happen when _fly_ or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the _feather fall_ spell to prevent the damage or a _jade cat_ talisman to reduce it. - -#### Aquatic Combat -GMG p. 15 - -The rules in the _Core Rulebook_ are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. It's often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since it's not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. It's generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use _air bubble_ and quickly cast _water breathing_ again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level _water breathing_ spell to avoid it isn't much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor [Athletics](../../Compendium/skills.md#Athletics), who might need to strategize around their shortcomings. The DC to [Swim](../actions/swim.md) underwater shouldn't be very high—typically 15, or 13 in calm water. - -When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink. - -When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when _either_ party is in water. You might judge that a character in the water is [concealed](../conditions.md#Concealed) against someone outside it due to distortion, and vice versa. - -### Unexpected Difficulty -GMG p. 16 - -What do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, suggestions for dealing with a total party kill can be found on page 30. - -If a battle is too easy, it's often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs' success should still matter. Make sure the PCs feel the enemy's desperation—possibly have the enemy sacrifice something important to them to secure their escape. - -In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time. - -However, if the challenge comes down to a factor you had control over as a GM—like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability—it's more likely you should make adjustments. - -> [!pf2-brown] THREATS IN PUBLISHED ADVENTURES -> -> When you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as "moderate 3" for an encounter that's a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments. - -### Social Encounters -GMG p. 16 - -Sometimes you'll want to run a social conflict in encounter mode. The basic guidelines on how to do so appear on page 494 of the _Core Rulebook_, and this section expands on them with additional advice and examples. Social encounters still require opposition—typically an adversary arguing against you, but sometimes institutional opposition or strongly held beliefs. It's important to note that some NPCs are much more adept at certain types of social encounters than at combat. You can find guidelines on creating such NPCs on pages 72–73, and some examples in the NPC Gallery chapter. The _Core Rulebook_ suggests a few means of measuring success and progress in social encounters. If you want something more detailed, look at Victory Points on page 148 of this book, or the more specific rules for Influence on page 151. As noted in the _Core Rulebook_, social encounters don't usually use 6-second rounds. The time scale you use can be flexible. Usually, you'll want a participant to go on just long enough to make one salient point and attempt one check before moving to the next character in the initiative order. Be flexible and encouraging as you run a social encounter, and don't worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs they're lying, assume they can easily convey that to other characters subtly. It's good to remind players of things their characters might know or be likely to notice even if the players, in the moment, don't have them in mind. Describe NPCs' mental states and ask for clarification about the PCs' attitudes when needed. The following list describes various types of social encounters that PCs may find themselves in. - -- Besting a rival bard in a battle of wits -- Brokering peace between warring groups -- Convincing a dragon not to eat the party -- Convincing a monarch to defend against an invasion -- Disproving a rival's scientific theories before an alchemists' guild assembly -- Ending a tense standoff -- Exposing a slippery villain's deception before a court of nobles -- Getting a desperate criminal to free a hostage -- Persuading a clan to trust their ancient rivals -- Petitioning for admittance to a magical academy -- Proving someone's innocence in front of a judge -- Securing a major contract over a rival -- Quelling an angry mob -- Swaying a fallen priest to return to the faith -- Tricking a charlatan into contradicting their past lies -- Turning a leader against their corrupted advisor -- Turning a low-ranking cultists against their leader -- Urging a lawmaker to grant clemency or a stay of execution -- Wining a debate about a contentious topic. - -## Running Exploration -GMG p. 17 - -The _Core Rulebook_ discusses running exploration mode starting on page 496 of that book, and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the hexploration subsystem on page 170. If you're looking for guidelines on managing initiative, see page 11 in the Running Encounters section. As you run exploration, keep the following basic goals in mind. You'll find more advice on many of these points in the sections ahead. - -- Evoke the setting with sensory details. -- Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals. -- Get players to add details by asking for their reactions. -- Present small-scale mysteries to intrigue players and spur investigation. -- When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure. -- Plan effective transitions to encounters. - -### Evocative Environments -GMG p. 17 - -As the PCs explore, convey their surroundings by appealing to the players' senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead. - -When determining which details to cover, think about what's familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs' familiarity as a tool to single out what's new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently. - -Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is! - -### Flow of Time -GMG p. 17 - -As noted in the _Core Rulebook_, you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be a relayed as a series of distressing details in quick succession, and would feel more tense due to that precision. - -With that in mind, when is it best to speed up or slow down the passage of game time? Usually, you'll slow down and give more description when you're establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of what's ahead. When a PC stops to do something important or makes a key decision, and slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs' mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PC's thoughts. - -### Exploration Activities -GMG p. 17 - -As described starting on page 479 of the _Core Rulebook_, PCs will undertake exploration activities while they explore. The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than being able to unrealistically do all things simultaneously. - -This adds variety within the group's behavior and can show you where players want the story to go. For example, a player whose PC is Investigating carvings on the walls shows you that the player wants those to be informative. - -Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which an activity applies, plus any details or alterations for the situation. If a player says, "I'm [Avoiding Notice](../actions/avoid-notice.md)," add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps _and_ keeping their shield raised _and_ covering the group's tracks, ask them which is most important to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone [Scouting](../actions/scout.md) might encounter thin ice and fall through before their group can reach them, or someone [Investigating](../actions/investigate.md) ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as [Treat Wounds](../actions/treat-wounds.md). Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are [fatigued](../conditions.md#Fatigued) and can't sustain an exploration activity as they travel), and they can change activities at any time. - -The _Core Rulebook_ covers how to adjudicate specific activities—[Detect Magic](../actions/detect-magic.md), [Follow the Expert](../actions/follow-the-expert.md), [Investigate](../actions/investigate.md), and [Search](../actions/search.md). - -#### More on Searching -GMG p. 18 - -The rules for [Searching](../actions/search.md) deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely. - -If the group isn't in any danger and has time for a really thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, that's a good time for their efforts to draw unwanted attention! PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? It's best to tie this to taking a different tactic. Just saying "I search it again" isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early on so the group doesn't waste too much time on it. If they're determined to keep going—which they often are—you might have them find something useful but minor in the search. - -> [!pf2-brown] QUICK ENVIRONMENTAL DETAILS -> -> ### AQUATIC -> GMG p. 18 -> -> - **Sights** choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood -> - **Sounds** waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface -> - **Smells** salt water, crisp fresh air, dead fish -> - **Textures** frigid water, slimy seaweed, crusty salt collecting on surfaces -> - **Weather** powerful winds, oncoming storms -> -> ### ARCTIC -> GMG p. 18 -> -> - **Sights** blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow -> - **Sounds** howling winds, drips of melting ice, utter quiet -> - **Smells** clean air, half-frozen bog, lichen, seaweed -> - **Textures** crunching snow, hard ice -> - **Weather** frigid gales, light snowfall, pounding blizzard -> -> ### FOREST -> GMG p. 18 -> -> - **Sights** towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots -> - **Sounds** rustling leaves, snapping branches, animal calls -> - **Smells** decomposing vegetation, flowering plants, pine trees, earthy mushrooms -> - **Textures** leaves crunching underfoot, scraping branches, water dripping from above, rough bark -> - **Weather** still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow -> -> ### MOUNTAIN -> GMG p. 18 -> -> - **Sights** bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks -> - **Sounds** howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche -> - **Smells** blowing dust, pine trees, fresh snow -> - **Textures** rough stone, powdery snow, unstable rubble -> - **Weather** swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain -> -> ### PLAINS -> GMG p. 18 -> -> - **Sights** grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon -> - **Sounds** rustling wind, birdsong, distant sounds carried far -> - **Smells** fresh air, earthy soil, distant carcasses -> - **Textures** touch of tall grass, rasp of scrub brush, crunch of dry dirt -> - **Weather** cooling of gentle wind, heat of direct sunlight, massive black thunderclouds -> -> ### SWAMP -> GMG p. 18 -> -> - **Sights** lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish -> - **Sounds** croaking frogs, chirping insects, bubbling, splashing -> - **Smells** rich moss and algae, pungent swamp gases -> - **Textures** pushing through floating detritus, tangling creepers, thick mud -> - **Weather** oppressive humidity, still air, pouring rain, rays of sunlight -> -> ### UNDERGROUND -> GMG p. 18 -> -> - **Sights** winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites -> - **Sounds** dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps -> - **Smells** staleness of still air, sulfur, tang of metal deposits -> - **Textures** rough rock walls, erosion-smoothed stone, cobwebs -> - **Weather** chill of underground air, geothermal heat - -#### More on Follow the Expert -GMG p. 19 - -[Follow the Expert](../actions/follow-the-expert.md) is a truly versatile activity that lets a PC who's lacking at a skill or exploration activity have a better chance to succeed. It's important that this doesn't become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter [Avoid Notice](../actions/avoid-notice.md) over and over, the fighter is essentially receiving training in [Stealth](../../Compendium/skills.md#Stealth) at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters. - -#### Improvising New Activities -GMG p. 19 - -The list of exploration activities isn't exhaustive. More appear in special subsystems and adventures, and you'll often need to create your own. When making your own, it's usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If you're having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. ([Defend](../actions/defend.md), for example, is based on using 1 action to [Stride](../actions/stride.md) then 1 to Raise your Shield, which is why the PC moves at half Speed.) [Hustle](../actions/hustle.md) is a good example of an activity that can't be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds. - -When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced. Eventually, you'll start to find which exploration activities your group enjoys the most. - -### Scenes Within Exploration -GMG p. 19 - -It can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon's great hall another. Other times, you'll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene. - -This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, "You've been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and [broken](../conditions.md#Broken). What do you do?" When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC Investigating artwork or [Searching](../actions/search.md) for secrets in the example above. - -#### Hazards -GMG p. 20 - -The task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards don't usually appear out of nowhere. A trap might be on a door's lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise that's entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, "Okay, we should have seen that coming," with even that minimal amount of foreshadowing. - -When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesn't mean they should be glossed over. - -Give a clear picture of what action by a PC set off the hazard, what happens as the hazard activates, and any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard won't always have a [huge](../traits/huge-b1.md) effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar setback beyond just damage. - -If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and give concrete details about how their efforts pan out to make it feel more real. It's good if the player sweats a little bit! It's supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, it's good to describe what happens with each success to show incremental progress. - -#### Investigations -GMG p. 21 - -The [Investigate](../actions/investigate.md) exploration activity is pretty broad and can lead into a more thorough investigation scene. Lead off with a definite clue that has details but clearly isn't the whole picture: "These runes look like ones used for arcane magic but are some kind of variant form," "As you assess the architecture of the room, you see the pillar caps are all made of granite, except for one that appears to be painted plaster," or "Each of the stained glass shows scenes of one of the god Norgorber's aspects, but there are only three windows, and Norgorber has four aspects." Then, if this piques a player's interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorber's fourth aspect. Avoid calling for checks if it's not necessary. In the last example, you'd likely tell them which of the deity's aspects is missing without another [Religion](../../Compendium/skills.md#Religion) check, and if the aspect is represented as a statue in the room, asking for a [Perception](../../Compendium/skills.md#Perception) check to find it might short-circuit the investigation in an uninteresting way. - -To make the investigation feel real, it helps to talk the player through their character's thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning a further question that detail raises. Then let the player extrapolate rather than telling them their conclusion. Even if the investigation doesn't lead to a an unambiguous conclusion, the players should feel they're more informed than when they started. - -Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas. - -### Getting Lost -GMG p. 21 - -When PCs are exploring the wilderness or twisting dungeon corridors, they might get lost. This is most likely if they fail to Sense their Direction using [Survival](../../Compendium/skills.md#Survival) but can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided it's a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end. - -The [Sense Direction](../actions/sense-direction.md) activity uses [Survival](../../Compendium/skills.md#Survival) to find north. - -You can combine this with [Recalling Knowledge](../actions/recall-knowledge.md) about the area—typically using [Nature](../../Compendium/skills.md#Nature) or [Society](../../Compendium/skills.md#Society)—for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher in deep wilderness. As the PCs try to find their way, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, indicating a settlement. Others might be mysterious or dangerous, such as haunted glades or animal hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out. - -Let the group decide on their course from there. - -If the trek takes multiple days, you can move through each day pretty quickly. - -You might need to have the group [Subsist](../actions/subsist.md) if they run out of food, and you might want to include some encounters if they're in a dangerous area. For these encounters, choose creatures that live in that type of environment. - -Remember that not all creatures attack on sight. [Friendly](../conditions.md#Friendly) or cautious creatures might approach, resulting in more interactive scenes that might even help the PCs. - -If the PCs get unlucky or are just awful at [Survival](../../Compendium/skills.md#Survival), you might end up stuck with no way for them to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be! - -### Surprise Attacks -GMG p. 21 - -Page 499 of the _Core Rulebook_ covers the mechanics of how surprise attacks occur while PCs rest. Such surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are in a group scares away most animals and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if they're attacked. - -This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. It's usually better to ask the PCs if they're setting up watches, rather than assume that their silence on the issue means they aren't. - -## Running Downtime -GMG p. 22 - -You can use downtime in a variety of ways that can streamline gameplay and flesh out the story, such as to: - -- Demonstrate changes to the setting that result from the PCs' previous achievements, giving them time to breathe and appreciate what they've accomplished. -- Emphasize the PCs' planning and the fruit it bears. -- Avoid bogging the game down, even if a great deal of time passes. Keep the number of rolls small. -- Bring back compelling NPCs or plot threads established in previous downtime or adventures. -- Interject interesting events and scenes related to what the PCs do to make the world feel more alive. -- Switch to encounter or exploration more as needed when actions spur a new scene or adventure. - -This section covers advice on how to fit downtime to suit your group. The amount and complexity can vary greatly depending on the game. You can find the basics of running downtime on page 500 of the _Core Rulebook_. - -### Depth of Downtime -GMG p. 22 - -Determine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger. - -Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a town briefly in the middle of an adventure. You can extend this as needed for more detailed roleplaying scenes. - -For the level of detail, it's important to give more than just an overview, but often the basics will do. "A fleet of merchant ships arrives in the port, and an officer puts you to work unloading cargo" might do for using [Sailing Lore](../../Compendium/skills.md#Lore) to [Earn Income](../actions/earn-income.md), and "Your shipment of iron arrives late, but you're able to complete the armor" could be enough for [Crafting](../../Compendium/skills.md#Crafting). Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae. - -#### Group Engagement -GMG p. 22 - -One major challenge of downtime is keeping the whole group involved. When you can, combine multiple people's tasks into one. For instance, if one PC wants to [Earn Income](../actions/earn-income.md) with [Performance](../../Compendium/skills.md#Performance) and another wants to offer their services as a medic, you might say that a traveling caravan is stopping briefly, seeking entertainment and treatment for diseases and injuries their group suffered on the road. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters' interests. For instance, if the rogue's contact at the thieves' guild wants a special magical cloak, a different PC might [Craft](../actions/craft.md) that cloak. - -PCs can help each other more directly. For instance, if the barbarian's player doesn't plan to do anything in downtime, you might let the barbarian [Aid](../actions/aid.md) another character in crafting weapons—feeding the forge and working the bellows, for instance. - -If a player really isn't interested in downtime, they might not want to engage at all. In that case, it's best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players. - -#### Campaigns Without Downtime -GMG p. 22 - -There are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs don't really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before they're on to the next challenge, and even the end of an adventure is a cliffhanger. - -In the second, you and the other players just don't care about downtime at all. It doesn't interest you. In this case, just summarize what happens between adventures and skip using any downtime rules. - -If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures. - -However, the PCs will have less choice in what items they get if they don't [Craft](../actions/craft.md) or earn extra money to buy items. - -### Long-Term Goals -GMG p. 22 - -Downtime's more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs' goals are, and also look for storylines they're interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane school, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the leadership subsystem on page 168. If players don't have clear ideas for their goals, look at their backgrounds, NPCs they know, and things they've expressed interest in during adventures to develop some suggestions. Remember that you're not trying to get them to accept your exact suggestions, but to pick a goal they really like. Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs' efforts, both in downtime and on their adventures if applicable. This doesn't have to be subtle! You can directly say, "You've been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizard's tower illegally seems to have soured him toward you." Think ahead in stages. For instance, if a PC wants to run a business, you might have them... - -- Start with a simple stand to sell their wares. -- Show they're drawing big crowds and need to expand. -- Build a storefront. -- Open to modest success. -- Get a small but loyal following. -- Hire employees to keep up with demand. -- Deal with supply issues or competition. -- Get enough interest in a nearby settlement that they might want to expand their business. - -And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs' stand, and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs' agency into the story. - -#### Success and Failure -GMG p. 23 - -Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then let the player decide how to commit their downtime, and to which tasks. - -Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Ustalav—they might find a way. Don't undermine their efforts or ideas, but do make clear the magnitude of the task they've chosen. Remember that even if a goal fails, the effort was worthwhile. - -A failure or a success at a long-term goal can be a major emotional beat for the character. They've changed the world, after all! Don't shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time! - -### Buying and Selling -GMG p. 24 - -The game leaves it up to you to determine what items the PCs can and can't purchase, and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and alchemical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. You can set the specifics where you need, but let's look at three possibilities. - -**PCs can buy what they want where they want.** You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters' strengths. This still means there's a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your group's play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items) - -**PCs can buy what they want but must put in additional effort.** If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for something already plentiful on the market could drop lower, typically to 25% or 10%, or be refused entirely if there's a glut. Buying an item usually costs the full Price; buying higher-level items (or uncommon items if they're available at all) requires seeking out a special vendor or NPC and can take extra time, representing a real investment by the PCs. They might be unable to find the item at all even after their time investment, based on the settlement's parameters. This approach allows PCs to determine some of their items, but forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex. - -**Magical markets are rare or nonexistent.** PCs get what they find in adventures and can [Craft](../actions/craft.md) their own items, if you allow them to get formulas in some way. If you have magical marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get weapons and armor with fundamental runes fairly easily, or make sure you award those on a regular basis. - -### Tasks and Events -GMG p. 25 - -Players will often look to you for tasks they might take on during downtime, especially if they're looking to [Earn Income](../actions/earn-income.md). You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The [Earn Income](../actions/earn-income.md) tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to "zoom out" to focus on a special scene or even a short encounter or adventure. - -![EARN INCOME TASKS](../tables/earn-income-tasks-gmg.md) - -![DOWNTIME EVENTS](../tables/downtime-events-gmg.md) - -### Money in Downtime -GMG p. 26 - -While the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron. - -The downtime system includes a guide for calculating the cost of living, using the values found in the _Core Rulebook_ on page 294. [Tracking](../actions/track.md) cost of living is usually best reserved for months or years of downtime since that's when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story they're telling. - -#### Investments -GMG p. 26 - -The downtime system isn't meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on. - -When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of [Crafting](../../Compendium/skills.md#Crafting) an item, you can't build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead. - -#### Money During Long Periods of Downtime -GMG p. 26 - -If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the guidelines for average progress and cost of living on pages 501–502 of the _Core Rulebook_ to figure out how much they get. - -Because you're trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world. - -### Retraining -GMG p. 26 - -The rules and suggestions for retraining are covered thoroughly in the _Core Rulebook_ on page 502. Your primary responsibility here is to determine the time, instruction, and costs of retraining, as well as adjusting details to align cohesively with the story and world. - -Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change. - -What kind of research and practice do they do? If they have a teacher, what advice does that teacher give? You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesn't use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them. - -#### Teachers -GMG p. 26 - -Most of the abilities PCs gain come through adventuring. They're learning on the job! [Retraining](../actions/retraining.md), on the other hand, is dedicated study that might require a teacher's help. You don't have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with nature for a druid, poring through a massive grimoire for a wizard, and so on. The important part is the guidance gained from that source. The following list includes sample teachers. - -- Archwizard Koda Mohanz, wizard academy proctor -- Bagra Redforge, aged artisan -- Baroness Ivestia II, tutor in etiquette and social maneuvering -- Byren Effestos, Esquire, advisor in matters of law, politics, and finance -- Dr. Phinella Albor, professor of medicine and surgery -- Dr. Revis Enzerrad, mystic versed in the occult -- Grita the Swamp Sage, purveyor of strange draughts and cryptic riddles -- Jeballewn Leastfire, tutor in alchemical experimentation -- Kpunde Neverlost, retired veteran adventurer -- Lyra, teller of legends and master of handicrafts -- Major Venaeus, instructor of military tactics -- Mother Elizia, high priest and religious scholar -- Professor Kurid Yamarrupan, senior university lector -- Quintari Solvar, coach for fitness and healthy living -- Ragged Sanden, hermit and speaker for nature -- Silent Flame, Master of the Seventeen Forms -- Tembly the Daring, veteran acrobat and circus performer -- Twelve Fingers, experienced thief and spy -- Wen Hardfoot, well-traveled scout and naturalist -- Zuleri Gan, conductor, playwright, and music scholar. - -#### Extreme Retraining -GMG p. 27 - -By the default rules, PCs can't retrain their class, ancestry, background, ability boosts, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, storybased quests. Class and ability modifiers are the simplest of these to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress towards the class change. - -Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels. [Retraining](../actions/retraining.md) a class or ability scores should take a long time, typically months or years. - -Changing an ancestry or heritage requires some kind of magic, such as reincarnation into a new form. - -This might take a complex ritual, exposure to bizarre and rare magic, or the intervention of a deity. For instance, you might require an elf who wants to be a halfling to first become trained in [Halfling Lore](../../Compendium/skills.md#Lore), worship the halfling pantheon, and eventually do a great service for halflings to get a divine blessing of transformation. - -[Retraining](../actions/retraining.md) a background requires altering the game's story so that the events the PC thought happened didn't. - -That can be pretty tricky to justify! The most likely scenario is that they had their memory altered and need to get it magically restored to reveal their "true" background—the new retrained background. - -Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game, and don't need an in-world justification for certain changes. For some groups it might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what's previously happened in the game than to accept something like an elf turning into a halfling via magic. - -## Adjudicating Rules -GMG p. 28 - -You need at least some familiarity with the rules to run a game well. But you don't need to be the foremost expert on the rules. You don't even need to know the most about the rules at your table to be a great GM! There's a key difference between "knowing" the rules and "adjudicating" the rules. - -While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and to be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication! - -### Core Principles -GMG p. 28 - -These are the most important things to keep in mind. - -- Remember the basics of the rules. -- Be consistent with your past rulings. -- Don't worry if you don't have a specific rule memorized; it's OK to look it up! -- Listen to concise opinions from the other players. -- Make a call and get on with play. -- Review your decision after the session is over, if necessary. - -#### The Basics -GMG p. 28 - -Start by looking at the basic guidelines on page 491 of the _Core Rulebook_ for the fundamental principles that can help you make rulings quickly and fairly. You should also be familiar with the rules relevant to encounters, exploration, and downtime, as well as with the section in Chapter 10: Game Mastering in the _Core Rulebook_ on running those modes of play. - -#### Consistency and Fairness -GMG p. 28 - -As an arbiter of the rules and the person who's setting the scene for the action, it's in your best interest to appear fair at all times. Your main defense against appearing unfair is consistency in your rulings. - -Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like "When Torben swung from the chandelier and attacked the air elemental, I required an [Athletics](../../Compendium/skills.md#Athletics) check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the rope bridge to attack the giant bat sounds similar, so why don't you roll an [Athletics](../../Compendium/skills.md#Athletics) check." Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings. - -Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. - -Over time, your players will think about these examples when planning their actions, which can improve consistency during play. - -#### Looking Up Rules -GMG p. 28 - -It is perfectly acceptable to refer to the rules during a session. However, you don't have to do this alone. - -If you're leafing through a book or searching an electronic reference, your players are idle. There are a few techniques that make these intervals more palatable for the players. Letting them know that you're looking something up might prompt some players to also read the rule. This can increase the chances of collaboration and sets expectations for the length of the pause. Alerting your players that you're going to take a minute and read the rules also lets them know that it's a good time to tend to away-from-the-table tasks like refilling a drink. - -#### Listen to the Players -GMG p. 28 - -The friends around your game table are perhaps your best tool for achieving quick, fair, and consistent rulings. Sharing the task of remembering the rules makes rules discussions collaborative rather than combative, greatly increases the chances of accurate and comprehensive recall of the written rules and your own past rulings, and is true to the shared storytelling spirit of Pathfinder. - -Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. - -In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings. - -Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to each player. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you. - -#### Make the Call -GMG p. 29 - -Though all the above are great practices for making good rulings, often the best ruling is the one that keeps the game moving. Avoid getting so bogged down that it takes you several minutes to decide what ruling you'll proceed with. Take what's close enough and keep playing. If necessary, you can tell your group "This is how we're playing it now, but we can have more discussion between sessions." This gets you back in the action, puts a clear stamp on the fact that this is your decision in the moment, and empowers your players with permission to express their opinions on the ruling at a later time. - -When in doubt, rule in favor of the player's request, and then review the situation later. - -The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story. - -#### Take Time for Review -GMG p. 29 - -When you make a decision you're not sure about, look back over it at the end of a session or between sessions. - -You might change your mind—there's nothing wrong with that! If you change or clarify your original ruling, inform your players before the next session. No one likes being surprised by a rule change. Even better, include them in a rules conversation just like you might during a session. The guidance on discussing rules with your players still applies between sessions. Unlike at-the-table rules discussions, there's also much more time in these situations to read existing official rulings or sources. - -### Saying "Yes, But" -GMG p. 29 - -Some of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. It's usually better to say "yes" than "no," within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing a spider and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of oil? Surely that should have some effect! This is where you can use a variant of the well-known improv "Yes, and," technique: you can say "Yes, but." With "Yes, but," you allow the player's creative idea, but tie it into the world and the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool. Almost all of these require an action or are part of another action. - -- Get a fleeting benefit without a roll. Example: dip a sword into a burning brazier to add 1 fire damage on the next attack against a troll. -- Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe. -- Require a check, then apply a circumstance penalty or condition to a foe. Example: throw a barrel over a monster's head. -- Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a higher elevation down onto a foe for a small amount of damage, potentially knocking the foe [prone](../conditions.md#Prone); throw sand in an opponent's eyes. -- Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a _produce flame_ spell at a barrel of explosives. - -Another powerful tool you can use to help you say "Yes, but" when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PCs attempt to [Grapple](../actions/grapple.md) a spider to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around a spider to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on. - -### House Rules -GMG p. 29 - -You and your players will inevitably come across a rule you disagree with, or that runs counter to the theme of your game. You might even decide to add a specific rule to an area not covered by the written rules. Collectively, these rulings, changes, and additions are known as house rules. It's a good idea to record them in a place where the group can easily access and refer to them, and where a potential new player could find them. Such record-keeping is a great thing to delegate to a player! The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort. You might take a look at Chapter 4: Variant Rules to get started! - -## Resolving Problems -GMG p. 30 - -When dealing with problems at the table, keep in mind the primary reason to play Pathfinder is to have fun. And that's true for everyone—player or GM. Don't "solve" a problem by reducing everyone's enjoyment of the game or their ability to forge a path for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is a highly personal, individual thing, rarely does a group agree on all things all the time. - -Solving problems can be as collaborative as the rest of the game. Only a foolish GM ignores the players' opinions— but that said, the final decision in resolving a problem rests with you. - -Issues at the table arise occasionally. Broadly, such problems can be separated into four main categories: distractions, total party kills, problematic players, and power imbalances. The first of these is covered in detail on page 491 of the _Core Rulebook_, and guidance for the others appears here. - -### Total Party Kills -GMG p. 30 - -Perhaps the most feared of any outcome of a gaming session, a total party kill (TPK) can spell the end of an adventure or campaign. In a TPK, every member of the party dies. Think in advance about how comfortable you are with TPKs and discuss them with the other players. This can provide valuable insights into not only how you should handle one but also the implied level of lethality the players expect. - -TPKs are rarely unavoidable. Usually it becomes evident at some point during the session, whether to everyone or only to you, that disaster looms. - -What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs' foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take—perhaps with a few characters still falling along the way. It's not entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters' fates. - -Should a TPK occur anyway, the kind of game you're running should influence your approach to the situation. - -For example, in a campaign centered around dungeon crawling, a TPK is less of a problem—the players simply form a new adventuring party and take up where the dead ones left off. If you are running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the town, or the like, a TPK could demolish multiple plot threads. Here, you might use the story you have in place, having the NPCs take up arms to find or avenge the slain group—or raise them from the dead. - -Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isn't always a bad thing. If the group is interested in moving on, there's nothing wrong with ending the campaign and starting something different. - -### Problematic Players -GMG p. 31 - -Most players who cause problems do so unintentionally— perhaps bringing out-of-game issues and stresses to the table. You shouldn't immediately jump on every instance of problematic play—everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you don't, bad feelings, grudges, and even ruined friendships could result. Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages and the like can lose the subtlety of speech—it's better to meet the player face to face, if possible. Here are some problematic behaviors that often come up and might require you to intervene. - -- Obsessing over the letter of the rules. -- Constantly "helping" other players make the optimal choice on their turn. -- Making their character the center of attention, without allowing space for other players. - -Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve. - -- Repeatedly arguing with decisions made by other players or the GM. -- Ignoring other players' opinions. -- Deliberately derailing the adventure's plot. -- Being deliberately rude or cruel to other players— especially if it's on the basis of their ethnicity, gender, sexual orientation, political or religious affiliation, the color of their skin, or the like. - -#### Safety Tools -GMG p. 31 - -Introducing and using safety tools at your table can help head off some problematic behaviors. The X-Card and Lines and Veils tools described on page 485 of the _Core Rulebook_ allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table. - -#### Ejecting a Player -GMG p. 31 - -Ultimately, there is no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problem player needs to either modify their behavior or leave the group. - -> [!pf2-brown] CHEATING -> -> Players rarely cheat knowingly, so if you suspect a player of cheating, it's safe to assume first that they're unaware of—or simply forgot—how an aspect of the rules works. A gentle reminder of how the rule, spell, or ability in question functions is usually enough to move past the situation. Every once in a great while, you'll encounter a player who is deliberately cheating. The spirit of roleplaying is one of cooperative storytelling and overcoming challenges together, so one player cheating steals fun from every other player at the table. It's natural to feel some anger in this situation, so make sure you let some time pass between when you discover that a player is cheating and when you address it with them. -> -> Ultimately, it will fall to you as the GM to gently make it clear that this behavior must stop. To do this well, think carefully about why the player is cheating before approaching them. The reason behind the cheating often points to a reasonable solution. When discussing the matter with your player, do your best to remain calm and inquisitive rather than accusatory. - -Before meeting with the problem player, discuss the situation with the other players in private to ensure you make the right call, and figure out what repercussions you expect and whether the game should continue at all. - -When you break the news to the problem player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship. - -### Power Imbalances -GMG p. 31 - -You might end up with one PC who outshines everyone else. - -Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or there's just a rules combination or item that's stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered character's player becomes bored because they aren't challenged during gameplay. - -Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative. - -If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm. - -It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table. - -## Narrative Collaboration -GMG p. 32 - -While some players like to sit back and let the Game Master control everything, most players want their contributions to shape the campaign's story. This is central to the concept of player agency—making players feel like the choices they make really matter, and that the world is a living place they can change through their decisions. In some games, the players can step beyond the traditional divide between GM and players to directly influence how the story progresses. Below are three methods you can use to balance the narrative control of your game. - -### Idea Farm -GMG p. 32 - -Coming up with ideas for a campaign can sometimes feel overwhelming. This is where your players come in handy! You can solicit direct feedback from them and implement their ideas into the game. This style of narrative control preserve your authority over the game while giving players the chance to incorporate elements into the game you know they want to see. It doesn't venture beyond the traditional structure of a fantasy roleplaying game. - -Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. It's best to take this step before you even set to work on crafting the world or plot, so that player input can define what's important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players set off across the sea, you might ask where they want their voyage to end and what sites, if any, they'd like to explore along the way. - -### Creative Collaboration -GMG p. 32 - -You might have players develop the stories of some of the regions or NPCs, while your contributions serve as the glue that makes it all work together. This breaks somewhat with traditional RPG structures, in that you might not be the expert on all areas of the setting and plot. - -Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesn't want to do anything beyond playing their character. There's a trade-off here, because while you'll be off-loading some of your work, you'll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting. - -If you expect one of a player's specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you. - -### Decentralized Storytelling -GMG p. 32 - -So what if you want to go all the way and completely break down the walls between the GM and other players? What if you want to preside over a game in which anyone can speak for any of the NPCs, and when someone tries to determine what's down the next hallway, it's just as likely to come from another player as from you? Now we're talking about decentralized storytelling, the least traditional approach we'll cover here. - -In this approach, one of your biggest jobs is asking questions or giving prompts. "When you open the door, what's beyond?" "How does the king react to Lem's taunt?" You can direct your questions to individual players, leave them open to all, and put forth your own suggestions. - -This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. It's well suited for shorter campaigns, or ones in which players take turns in the GM's seat. - -### Challenges -GMG p. 32 - -The largest risk of putting narrative control in multiple people's hands is losing a cohesive story. When multiple people have conflicting ideas about the tone of the game or particulars of the setting, you can end up with something that doesn't satisfy anyone. One of your tasks as GM is to recap events to clarify and reinforce the shared narrative. - -Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in a Bestiary volume or in the NPC Gallery of this book to avoid spending hours of work on creatures you won't use. - -Also, don't lose sight of your own enjoyment! You shouldn't sacrifice how much fun you have for others. - -### Story Points -GMG p. 32 - -If you prefer, you can give players a number of Story Points at the start of each session (typically 2 or 3). They can cash these in to determine what happens next in the story. Having a currency like this means you can keep your steady hand on the tiller while allowing other players to interject when it's important to them. For most groups, a Story Point should allow the player to suggest a plot twist that can be resolved quickly, or to establish a relevant fact or NPC attitude. It can't determine the outcome of an entire scene or vastly alter the reality of the setting. - -## Special Circumstances -GMG p. 33 - -### Pathfinder Society Organized Play -GMG p. 33 - -The Pathfinder Society Organized Play campaign is a thriving, worldwide organization of players and GMs. - -While most home campaigns provide long-running stories with a consistent group, Pathfinder Society provides adventures designed to be completed in a single game session, so that players can continue their characters' stories whenever and wherever works best for them. To allow this flexibility while maintaining a fair experience, the Pathfinder Society campaign handles some tasks that are normally in the GM's purview, such as selecting which rules options are available to PCs. Pathfinder Society GMs are expected to stay true to the adventure as it is written but are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use illusions, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. You can decide for yourself which alternative solutions seem reasonable based on the context of the adventure, consulting the Difficulty Classes section on page 503 of the _Core Rulebook_ to set appropriate DCs for challenges. For more about playing, running, and organizing games for Pathfinder Society Organized Play, visit **PathfinderSociety.club (http://PathfinderSociety.club)** - -### Unusual Group Sizes -GMG p. 33 - -The standard group size for Pathfinder assumes four players and a GM. Page 489 of the _Core Rulebook_ gives instructions for how to adjust for other group sizes, but additional changes may be helpful. - -#### Small Groups -GMG p. 33 - -Small-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs don't fill. When adding GM-controlled NPCs to the party, it's important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldn't make major decisions, and they shouldn't outshine PCs at their primary skills or roles (see page 9 for more information about GM-controlled NPCs). You can also use variant rules like dual-class characters, free archetypes, or even just a few extra trained skills to help improve the PCs' overall flexibility. - -If you don't add additional characters to the party or modify the PCs, it's a good idea to tailor challenges and storylines to their abilities as well as player interest. For example, if you have two players, a rogue and a bard, a heist could be a good fit. In combats, carefully consider how the PCs will fare against each opponent. Some monsters are particularly likely to incapacitate a single PC; in small groups, use such creatures carefully and consider raising the encounter difficulty and XP awards beyond what a creature of that level is normally worth. Meanwhile, creatures that depend on affecting or damaging large numbers of PCs at once might be less effective. - -#### Large Groups -GMG p. 33 - -Large-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GM's attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's treasury, looking up rules, or helping with accessories like props and music. (For information on even greater degrees of player delegation, check out page 32.) Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table. - -Each additional player adds to the length of combat twice: once for their own turn, and once for the additional foes on the field. By encouraging players to pay attention to the battle when it isn't their turn and to plan their actions as their turn approaches, you can shorten each player's turn and keep the battle moving swiftly. - -Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected. - -### Player Needs -GMG p. 34 - -Sometimes, making your game accessible and fun for everyone at the table requires making some adjustments to your typical GMing style or setup. The first step is open communication so you can learn what the players need, what accommodations would be [helpful](../conditions.md#Helpful), and what type of assistance players do and don't want to receive. - -#### Sensory Differences -GMG p. 34 - -Players may have differences in the way that they process sensory information, as well as which senses they use. For players who are hard of hearing or who struggle to process large amounts of sensory information at once, selecting a quiet gaming venue and establishing ground rules about table talk (such as asking players not to interrupt each other) can make the game more accessible. Such players can also often benefit from handouts they can consult during the session. Keep in mind the way your players perceive the world when describing locations. For example, if you have a blind or visually impaired player at the table, instead of simply describing what a location looks like, describe how it sounds and smells, the temperature of the room, the feeling of the breeze, and other aspects of the scene that they can identify with. - -#### Attention Span -GMG p. 34 - -It's not uncommon for people to struggle to maintain their attention for hours on end, especially for young players. If keeping attention is an issue at your table, add breaks to the game. Whether you're just taking a break to stretch and chat or enjoying a full meal in the middle of the game, switching up the context helps players refresh their focus. Some players remain more engaged if they have something else to do while playing, such as doodling or pacing. Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active. - -## Rarity in Your Game -GMG p. 35 - -This section supplements the Using Rarity and Access sidebar on page 488 of the _Core Rulebook_ - -### The Four Rarities -GMG p. 35 - -Let's first review the default usage for the four rarities in the game and how these already start to tell a story about your world. - -- **Common** elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any). -- **Uncommon** elements are difficult to access, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down. -- **Rare** elements are lost secrets, ancient magic, and other options that PCs can access only if you specifically make them available. -- **Unique** elements are one of a kind. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, an orc named Graytusk is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's an orc—just to discern specific information about her. - -### Different Contexts -GMG p. 35 - -Just because something is common or uncommon in one context doesn't necessarily mean it's the same in others. This is specifically true when comparing the commonality of a creature and an ancestry. For instance, while hobgoblins are a relatively common monster for adventurers to encounter and are a common creature, in most settings they are still far less prevalent than humans or elves and would be an uncommon ancestry. - -Because uncommon elements are available in certain circumstances, it often varies by locale, even within the same setting. For instance, a katana is uncommon in the _Core Rulebook_ and in the Inner Sea region of Golarion, but in Asian fantasy–inspired Tian Xia, a katana would be common and some western weapons might be uncommon. Similarly, in an elven kingdom, uncommon elven weapons like the elven curve blade might be common. - -#### Access Entries -GMG p. 35 - -Uncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though it's uncommon. These entries include a statement such as "follower of Shelyn," "member of the Pathfinder Society," or "from Absalom." - -### Starting Elements -GMG p. 35 - -Elements like ancestries, backgrounds, classes, and heritages that a character must select at character creation can still be uncommon or rare. Obviously, there's no opportunity for the character to search for them during play, but these rarities still indicate the prevalence of adventurers with those elements in the world. You can decide to allow them on a case-by-case basis depending on the campaign and the story your group wants to tell. For instance, a game set in the lizardfolk empire of Droon might have lizardfolk (normally uncommon) as a common ancestry while the typical common ancestries are less common. An official player's guide for a Pathfinder Adventure Path might have uncommon backgrounds that you can access by playing the Adventure Path. - -### Storytelling -GMG p. 35 - -You might craft a quest involving an uncommon or rare subject. For instance, players might encounter a door that requires a rare spell to open, and need to travel to an academy to learn it. If a player has their heart set on an option that's not common, look for ways to build a story in which their character acquires that option. - -### Worldbuilding -GMG p. 35 - -With the rarities at your fingertips, you and your group can start building a unique world using rarity as a tool. Imagine a world where one or more of the core classes are rare. - -Maybe the gods rarely answer the call of the faithful and a PC cleric is one of the only clerics in the world. Perhaps sorcerers are rare and feared by wizards' guilds, which have a stranglehold on spell access. For a grittier feel, you could make abilities that can remove afflictions uncommon or rare. You could even create a low-magic setting where all magic and magic items are uncommon or rare. - -You can add, remove, or alter Access entries to fit your world. For instance, if in your world the goddess of death guards the secrets of resurrection, you might add an Access entry to _raise dead_ and _resurrection_ for characters who worship that goddess. - -These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited. - -## Campaign Structure -GMG p. 36 - -A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout. - -That means a campaign can become more than the sum of its parts. When you start out, you'll likely have a core structure in mind for your campaign, but through play it can—and should—grow and evolve. - -### Basic Structures -GMG p. 36 - -When building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on pages 41–43 that, after creating your basic campaign structure, can be used to inspire the creation of the adventures in your campaign. - -#### One-Shot -GMG p. 36 - -An adventure lasting one session, a one-shot works well for a highly themed adventure using characters or concepts that are novel, but that players might not want to stick with long-term. - -- 1, typically a dungeon crawl, horror, intrigue, or mystery -- 1, but often starts at a higher level -- 1 session. - -#### Brief Campaign -GMG p. 36 - -This structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Pathfinder, and can be extended to a longer campaign if the group wishes. - -- 2, typically one dungeon crawl followed by one high adventure; this format also works well for horror adventures -- 4–5 -- 3 months weekly, 6 months biweekly. - -#### Extended Campaign -GMG p. 36 - -An extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesn't reach the higher levels of the game. - -- 5, typically with multiple adventures fitting the main theme of the campaign (such as high adventure or gritty adventure), with other adventure styles for variety. -- 11–13 -- 1 year weekly, 1-1/2 years biweekly. - -#### Epic Campaign -GMG p. 36 - -An ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the world and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years. - -- 6 long adventures, typically starting with high adventure or a dungeon crawl and including military adventure, planar adventure, and romantic adventure -- 20 -- 1-1/2 years weekly, 3 years biweekly. - -### Linking Adventures -GMG p. 36 - -In a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from one adventure that causes the next adventure to take place. Related locations can help, too. Adventures that take place in neighboring regions, or both in the same region, have an inherent link. If they take place in two different places, you'll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure. - -#### Adventure Themes -GMG p. 36 - -Consider how each adventure's theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if you're switching from an adventure about subjugation to one of mayhem, the PCs could take down a villain who wants to enslave the populace, but then face opportunistic brigands who loot and pillage once order breaks down. - -### Player Goals -GMG p. 36 - -Ask what you and the other players enjoy and would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs' goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and adventures. Consider which part of the game most closely ties to each goal. A PC who wants to build an institution will need money and interpersonal connections, so you can use treasure and NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued. - -Look for good times to recap the state of a character's goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. The Long-Term Goals section on page 22 gives you more details on how you can use goals in downtime. - -### Changing the World -GMG p. 37 - -As the group moves through the campaign, the events of their adventures and downtime should change the world around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on. - -#### Power Level -GMG p. 37 - -As the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise adventures bring in new monsters with commensurate capabilities. - -Higher-level adventures should present new challenges appropriate to the PCs' abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should compel different reactions from the people they meet, as their reputation spreads and they exhibit abilities beyond what most people have ever seen. - -### Recurring Villains -GMG p. 37 - -Consider including villains who can appear multiple times over the course of several adventures. They don't necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain. When you create a recurring villain, it's best not to make them too integral to the story, since the PCs might take them down earlier than you expect! Have some contingency plans in place. - -The advice about Portraying NPCs on page 9 applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villain's emotions and plans. Which PC do they have the biggest grudge against and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PC's spells or tactics? - -#### Villain Goals -GMG p. 37 - -Just as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially [helpful](../conditions.md#Helpful) to contrast the villain's goals with those of the PCs. If a PC wants to establish a trade network, maybe a villain plans to get rich robbing caravans or merchant ships. If a PC plans to found churches to a deity, a villain could worship one of that god's adversaries. Just like with PCs' goals, show how the villain's goal has impacted the world, even in small ways. Try to find ways the villain can make a difference even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a village. All of these outcomes can have memorable, long-lasting effects even if the villain's ultimate plan fails. - -### Rewards -GMG p. 38 - -The _Core Rulebook_ explains (on page 507) three types of concrete rewards covered by the rules: Hero Points, Experience Points, and treasure. Experience Points and treasure are the bedrock of progress in a campaign, since attaining a higher level and acquiring magic items let PCs take on more challenging adventures. - -#### Experience Points -GMG p. 38 - -In a standard game, Experience Points come from encounters of low threat or higher, and from accomplishments. Try to be consistent about what is worth accomplishment XP and what isn't, and give out at least some accomplishment XP every session. If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesn't mean you should allow XP "farming," however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragon's egg from a lair, someone collecting another egg wouldn't necessarily get accomplishment XP. - -You might find that accomplishment XP doesn't work well for your game, especially if you're running a dungeon crawl or other game with less interaction with NPCs or fewer quests. In this case, you can remove accomplishment XP and use fast advancement speed (800 XP to level up) to move at the standard advancement speed. - -#### Treasure -GMG p. 38 - -The game's math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes weapons and armor with fundamental runes, and items that help with the PC's favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level). The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters—such as some dungeon crawls or sandbox games—see Treasure by Encounter on page 51. As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix "core items," treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase _plate armor of the deep_, but they will likely wear it if they find it. These items should always be useful—a party without a primal spellcaster won't have much use for an _animal staff_. The number of core items to give out depends partly on how much the campaign allows for crafting and buying items. - -- If there are few limits on buying items and there's plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want. -- If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it. -- If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use Automatic Bonus Progression (page 196) to eliminate the need for core items. - -##### Selling Items -GMG p. 38 - -The PCs' ability to sell items plays a big part in their ability to equip themselves how they want. It's expected that a Pathfinder campaign strives for some amount of verisimilitude—that PCs can't find a buyer for every item, especially if they're selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldn't be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth. - -If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. - -Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful. - -### Starting the Campaign -GMG p. 39 - -Before your first session begins, communicate back and forth with the players about the following details to make sure you've planned your campaign to fit their preferences, then recap and communicate your final decisions. - -- Establish the expected schedule and generally how long you expect the campaign to last. It's okay if you don't know the total length for sure, but you should still give an estimate. -- Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If you're running a session zero to create characters first (page 7), let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what they'll use for the game itself. -- Let the players know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts. -- Tell the players where in the game world the first session will take place. -- Give the players a basic idea of the genre or theme. - -#### At the First Session -GMG p. 39 - -If you're running a session zero, read the Session Zero section on page 7 for advice on your first session. For the first time you play through an adventure, follow these bits of advice. - -- Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay. -- Have the players introduce their characters. If they have detailed backstories, it's usually best that they start out just describing what the other PCs could learn with first impressions. If they want to go deeper into their backstory during play, they can do so later. -- Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. You'll want to keep doing this throughout play. -- Begin the adventure, using the Starting a Session steps on page 490 of the _Core Rulebook_. For your first adventure, find a good place for the PCs to meet and a reason for them to be together. - -#### Starting at a Higher Level -GMG p. 39 - -A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level. - -The [Character Wealth](../tables/character-wealth.md) table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want. - -### Ending the Campaign -GMG p. 39 - -A campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. It's important that the ending follow the story, wherever it has gone, even if it doesn't match the idea you had in your head at the start. Check in with your group, especially when you're getting close to the end of each adventure, to see how long they want the campaign to go on. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final session's gameplay to be a bit shorter—possibly just one big showdown—to allow time for an epilogue and for the group to reminisce and decompress at the end. - -An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until they're content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes, such as a PC tracking down an escaped villain and bringing them to justice. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration! - -#### Dealing with Failure -GMG p. 39 - -If a campaign ends prematurely, get a sense from the players of whether they want to continue. The advice on Total Party Kills on page 30 should be [helpful](../conditions.md#Helpful). If the campaign ended in a stranger way than a total party kill— say, a PC handing over the powerful relic the villain needed to complete a master plan—you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the world after the calamity, or maybe they have just enough time they might still be able to stop the plan. - -#### The Next Campaign -GMG p. 39 - -If the group plays another campaign in the same world that takes place after your previous campaign, think through the repercussions of the last campaign and change the world as needed. You might introduce new elements into the world that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters such as backgrounds, all based on the impact the previous PCs made on the world. - -## Adventure Design -GMG p. 40 - -Creating an adventure for your players can be one of the most fulfilling parts of being a GM. Get started with the basic tips on adventure building on page 487 of the _Core Rulebook_, then flesh out your adventure using the following adventure recipes to quickly outline an adventure based on your chosen theme. Reading other adventures is a great way to get ideas, whether they're published adventures or ones your friends have written. You can borrow ideas and structures if they work for your game, and tweak as needed. - -### Player Motivations -GMG p. 40 - -One of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations. - -If your players all like similar things (maybe they all like epic storylines, or all prefer tactical combat), your job will be a bit easier. But for most groups there's a mix, and you'll want to put in a detailed NPC who appeals to one player's love of social scenes, a powerful villain to engage a player who loves stories of winning against overwhelming odds, and exotic animals that attract a player who's into having animal friends. If you're not sure what your players enjoy, ask them in advance what they'd like to see in the game! Considering player motivations doesn't mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. The important thing is getting the players engaged, not predicting the future. - -### Keeping It Varied -GMG p. 40 - -You can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if you're building an enclosed dungeon, you don't want to place a combat in every room, or exploration will quickly become stale. - -Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions won't feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations. This translates to mechanical details, too. Inching across a balance beam requires different skills than rebuilding a [broken](../conditions.md#Broken) key. - -### Theme and Feeling -GMG p. 40 - -Think about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the _only_ emotions to come out, but they will inform how you build the settings and NPCs. Adventure Recipes (below) gives steps to effectively implement theme and feeling. - -### Adventure Recipes -GMG p. 40 - -These procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK! These recipes use six steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term "opposition" refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent, but not necessarily monolithic. It might contain multiple individuals or groups, who might not get along with one another. - -- **Styles (page 41):** The overall vibe of your game, such as a gritty game, dungeon crawl, or high adventure. These frameworks offer guidelines for the number of sessions and types of encounters that work best. -- **Threats (page 43):** Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe. -- **Motivations (page 44):** Determine more specifically what the opposition's goals and motivations are. -- **Story Arcs (page 44):** This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond. -- **NPCs and Organizations (page 45):** The characters and factions you include should fit the theme. -- **Mechanics (page 45):** Your last step is adding in the individual creatures, hazards, treasure, and so on. - -#### Styles -GMG p. 41 - -These frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the threats section (page 43) into this structure, then customize as you see fit. - -##### Dungeon Crawl -GMG p. 41 - -- 3–4 -- 1 long voyage to reach the dungeon; 3 voyages through long, trapped hallways or mazes; 1 secure cave or other staging area; 2 secret passages or rooms -- 2 trivial, 4 low, 6 moderate, 6 severe. Many encounters can be bypassed through secret routes. -- 4 conversations with dungeon creatures; 1 negotiation to establish a truce -- Cramped quarters, short lines of sight, and poor lighting conditions, with occasional vaulted chambers and flooded crypts. Traps and puzzles. - -##### Gritty Adventure -GMG p. 41 - -- 5–7 -- 1 long voyage, plagued by attacks; 2–3 voyages through urban environments; 1 prison break, heist, or other test of skill -- 2 trivial, 4 low, 7 moderate, 8 severe; possibly 1 extreme. Foes are often other humanoids. -- 2 battles of wits, 2 chances to bypass opponents with deception or threats, 2 opportunities to gather information and rumors -- Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Town fires, weather conditions, unfriendly crowds. The _Pathfinder Critical Hit Deck (https://paizo.com/products/btq024tn?Pathfinder-Critical-Hit-Deck)_ is particularly appropriate. - -##### High Adventure -GMG p. 41 - -- 6–8 -- 2 long voyages, often by sea or air, punctuated with combat; 1 trapped dungeon, tournament, or other test of skill -- 16 moderate, 8 severe. Avoid low- and trivial-threat battles. -- 2 battles of wits; 4 conversations with bizarre creatures -- Unique environments and terrain for dynamic battles. Swinging from balconies on curtains, fighting atop high wires, racing chariots, and so on. Use difficult terrain sparingly, coupled with creative ways to get around it. Large groups of low-level troops the PCs can defeat with ease. - -##### Horror -GMG p. 41 - -- 1–2 -- 1 short voyage on foot; 2–4 creepy areas to investigate, like haunted mansions or dark forests -- 2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots. -- 2 battles of wits; 4 conversations with bizarre creatures -- Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when they're not. Retreat is often the right option (include a reasonable way for the PCs to escape) - -##### Intrigue -GMG p. 41 - -- 2–3 -- 1 long voyage, often by land or sea; 3–4 competitions, performances, or other test of skill; 1–2 infiltrations or escapes -- 2 trivial, 2 low, 4 moderate, 1 severe. Severethreat encounters should be reserved for major reveals of the ongoing intrigue—an ally is revealed to be a foe, a schemer is exposed and must call on his guard, and so on. -- 2–3 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors -- Urban environments, including fights atop runaway carriages, around (and atop) banquet tables, and running over rooftops. Ambushes in apparently safe social settings. Assassination attempts. - -##### Military Adventure -GMG p. 42 - -- 2–3 -- 1 long march and 2–3 short marches, or a tour of the defenses for a siege; 2–3 trapped enemy campsites and secret spy redoubts -- 4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 2–4 foes, typically humanoid soldiers with a range of capabilities. -- 1–2 skill challenges to convince neutral parties to become allies or raise troops' morale -- Fortified battlegrounds, with moats, walls, defensive towers, and siege weapons. Victory conditions that are goal or deadline oriented—holding a gate for 10 minutes while reserves rush to defend it, setting fire to an enemy catapult, rescuing prisoners, and so on. - -##### Mystery -GMG p. 42 - -- 2–3 -- 2–3 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations -- 2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over the most powerful foe. -- 1 battles of wits, 1 conversation with a bizarre creature, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery -- Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesn't want the PCs to solve the mystery can attack to move the plot forward. - -##### Planar Adventure -GMG p. 42 - -- 6–8 -- 3–4 long voyages through different planes, often by [gate](../../Compendium/spells/gate.md), spells, or planar vessel, punctuated by combat; 1–2 scouting a demiplane, planar city or fortress, or other planar stronghold -- 12 moderate, 12 severe. Avoid trivial- and low-threat encounters, except as set dressing to introduce a new plane. -- 6 conversations with bizarre creatures, including some with alien ways of thinking; 2 opportunities to gather information and rumors -- Fights showcasing otherworldly environs— on the sides of glaciers, in limitless oceans, on chunks of rock floating along rivers of lava, atop bottomless pits, or on the chains of 100-foot-tall gates. - -##### Romantic Adventure -GMG p. 42 - -- 4–6 -- 1 tour of a kingdom or other central locale; 1 adventure into the wilds on a hunting trip or bandit hunt; 1 tournament to prove a PC's love or worth -- 3 low, 6 moderate, 3 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life. -- 2 battles of wits, 1 grand ball, 1 entreaty before a ruler, 2 scenes of relaxation or carousing with unexpected import -- Duels—social or combat—against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs - -> [!pf2-brown] ADVENTURE PRESENTATION -> -> When you're writing up your own adventure, you don't need to go into the same level of detail you'd see in a published adventure. You might be able to get by with just an outline, some bullet points for each NPC, a breakdown of encounters, and a few rough maps. Or maybe for your style of running games, you prefer to have some text written about each scene, or even particular lines of dialogue. If you're creating your first adventure, it can be good to write out a little more than you need. Just keep in mind that things might change in play. If you prepared more than you actually used, that's normal! Detailing NPCs or locations in particular can be useful, especially if they're going to appear again. But in many of these cases, you'll add details at the table and can jot down those notes for later. -> -> ### RUNNING YOUR OWN ADVENTURE -> GMG p. 41 -> -> It's often easier to run an adventure you made yourself, but that's not true for everybody. If you notice as you run your adventure that your notes don't have enough for you to go on, you can be more thorough next time. And if something ended up inconsistent, there's nothing wrong with telling your players you want to revise something you previously said. -> -> Because this is your own creation, it's closer to your heart. If the adventure doesn't go well, it can sting. Sometimes this is because of random chance, sometimes due to unforeseen decisions, and occasionally because you made a mistake. Those are all normal parts of the game! One of the things you'll internalize the more you run games is that you're a part of the creative process and don't need to be perfect. - -#### Threats -GMG p. 43 - -Think of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether they're enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too! - -##### Corruption -GMG p. 43 - -The opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group. - -- Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less [friendly](../conditions.md#Friendly) and present threats, allies become unable to help or even turn against the PCs. -- Make enemies subtle; patient; and willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they may be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat. -- Contrast the corruption with education, healing, and working towards betterment. -- When the PCs make progress, allow them to expose agents of corruption, and inoculate allies and neutral parties against the growing threat or educate them about it. - -**Foes** alghollthu, fiends, undead. - -##### Devastation -GMG p. 43 - -The opposition wants to destroy or lay waste to a place, person, institution, ideal, or group. - -- Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed. -- Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour. -- Contrast devastation with forces of preservation and order. -- When the PCs make progress, show the slow recovery from devastation. - -**Foes** chromatic dragons, demons, orcs. - -##### Extremism -GMG p. 43 - -The opposition seeks a massive change—one they think is for the better. Their violent means of achieving it put them in conflict with the PCs. - -- Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else. -- Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves. -- If something about the extremists' cause is just—such as preserving the natural world or protecting their people— reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it. -- When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion. - -**Foes** cultists, revolutionaries. - -##### Mayhem -GMG p. 44 - -The opposition is a force for mayhem, without any greater plan or long-term goal. It may be a mindless force of violence such as a [wounded](../conditions.md#Wounded) beast, or a thinking foe that simply revels in causing chaos and damage. - -- Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things. -- A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem may be the result of the natural order being out of balance, or might be a distraction set off by a different foe looking to use it to further its own goals. -- Emphasize the cascading effects of unchecked mayhem. Normal trade, farming, migration, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption. -- When the PCs make progress, show how resilient systems can recover from massive disruptions but may need additional help or protection. - -**Foes** beasts, dinosaurs, drakes, giants. - -##### Subjugation -GMG p. 44 - -The opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule. - -- Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation—are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line? -- Make enemies self-righteous, focused, and in control of groups they have previously subjugated. Fights aren't just for the sake of violence, but steps towards greater control. -- Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each. -- When the PCs make progress, have previously cowed or neutral parties be moved to rebel. - -**Foes** chromatic dragons, devils, hags, hobgoblins, rakshasas. - -#### Motivations -GMG p. 44 - -Think about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes—not necessarily a good one or a smart one, but a believable one. Be true to each character! Consider these questions so you can use the answers when deciding what the opposition will do. - -- What does the opposition want? -- Who or what does the opposition fear? (And no, "the PCs" isn't an answer.) -- Why is the opposition sure to succeed? If the PCs don't do anything, what makes the opposition unstoppable? -- What are the opposition's weaknesses? How can they be bribed or tricked? What's something they ignore that might be used against them? - -#### Story Arcs -GMG p. 44 - -Keep several story arcs in mind. Most of these will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point you've imagined. If the adversary's plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations. Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded. Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters. - -- **Use motifs.** Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story. -- **Follow character growth.** Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now. -- **Escalate!** Build on the previous story and show that the next threat is scarier. The first adventure may endanger a village, the next a city, the next a whole nation, and so on. -- **Bring in recurring characters.** A recurring character is especially strong if they appear in similar circumstances each time. For instance, a merchant who travels the world might appear in the campaign only when she wants the PCs to undermine her rivals. -- **Make each adventure count.** While developing an arc, don't diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs' victory or defeat. - -> [!pf2-brown] BUILDING A SANDBOX -> -> In a "sandbox" game, you give the players a sizable location to explore and let them decide how to go about it. A sandbox doesn't have as many time-sensitive events as a directed adventure, and the flow of the game is driven more by the players than by the opposition. You can put self-contained dungeons or other locations within the sandbox, but it's up to the players when and how to visit them or deal with them. -> -> To make a sandbox, create about triple the number of encounters and spread them out among multiple locations or factions. You can expect the PCs won't deal with all of them. In most cases, you'll want to determine where the PCs are headed next before the end of a session so you can prepare for the next session. Depending on the size and complexity of the location, the number of encounters might be much higher. Treat each sub-area as a kind of mini-adventure, and only loosely sketch it until you know what the PCs' plans are. - -#### Npcs and Organizations -GMG p. 45 - -Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You'll want most to follow the theme directly, like the examples in Threats on page 43. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren't adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You'll often find that NPCs you create will become more or less important than you expected. - -You can "demote" an NPC if the players don't find them interesting or "promote" them if the PCs like them more than expected. - -#### Mechanics -GMG p. 45 - -Last of all, you'll fill out specific encounters, NPCs, treasure hoards, maps, and so on. For many games, you can save most of this work for between later sessions, spreading out your preparations over the course of the game. You can find more detail on these in the _Core Rulebook_: - -- Treasure guidelines (page 508) -- Accomplishment XP (page 507) -- Environments (page 512) -- Building Encounters (page 488) -- Hazards (page 522) You can also find more information on these in this book: -- Building your own creatures (page 56) -- Building your own hazards (page 74) -- Building encounters (page 46) - -## Encounter Design -GMG p. 46 - -Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. This section covers ways to expand on the basics provided on page 489 of the _Core Rulebook_ to make your encounters an exciting and integral part of the plot. - -Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature. - -When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter. - -### Variety -GMG p. 46 - -Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety. - -- **Theme:** Look for ways to include varied creatures and locations. Even if the PCs delve into a dungeon inhabited by drow, they should encounter other creatures, too! All creatures should have a justification for fitting in, but no place needs to be uniform. -- **Difficulty:** A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severethreat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them! -- **Complexity:** Use high complexity judiciously, saving it for important or memorable fights. -- **Encounter Composition:** The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different. -- **Setup:** Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or other phase. -- **Information:** Uncertainty can increase the tension and sense of danger the players feel. Ambushes, fights against unknown foes or foes behind battlements, and other scenarios can create this basic uncertainty. - -### Encounter Locations -GMG p. 46 - -Choose compelling settings for your encounters. When encounters take place in a building or lair, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening reek of decay in the lair of a great predator. - -They could also be alchemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs through the walls and occasionally leaps out at passersby. - -In some cases, you'll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a guard patrol or wandering monster. In these cases, you'll need several terrain and structure options so there's something interesting about the environment no matter where the battle takes place. - -#### Maps and Terrain -GMG p. 46 - -Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without [friendly](../conditions.md#Friendly) fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, stalagmites, or other features the PCs and their foes can duck behind for cover. - -#### Inhabitant or Intruder? -GMG p. 46 - -In most cases, the PCs enter territory that's far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them, or because they are unaffected by them. A kobold in their lair might bait a PC into walking into a trap the kobold avoided. Marshland may be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers. - -If the foes are smaller or larger than the PCs, consider including paths, cubbyholes, staircases, or narrow passages that one side of the fight can use more effectively. - -Sometimes, though, the PCs must defend their own base from intruders. In these situations, you're flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players. - -#### Wild Weather -GMG p. 47 - -On a bright, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although [torches](../../Compendium/equipment/items/torch.md) are plentiful, their reach is limited, and lights are sure to draw attention in dark areas. - -#### Budgeting for Terrain -GMG p. 47 - -If you include terrain that's tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounter's XP budget. A fight that requires Climbing, Swimming, or pushing through difficult terrain can be much tougher—especially if the enemies have strong ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end. - -### Enemy Motivations -GMG p. 47 - -Every encounter should happen for a reason. Consider a creature's motivation to fight. Is it defending its lair? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You may realize a creature doesn't have a compelling motivation, or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesn't need to happen! Your game might be more satisfying if the PCs' clever actions avoid the fight—provided you award them XP accordingly. - -#### Morale -GMG p. 47 - -Think how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even nonsapient creatures like animals—back down from a battle they're obviously losing. This normally means foes [fleeing](../conditions.md#Fleeing) at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. - -For instance, after the necromancer's living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy's morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways. - -### Dynamic Encounters -GMG p. 48 - -While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer. - -No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players. - -#### Hazards in Combat -GMG p. 48 - -In isolated encounters where the PCs have plenty of time to recover from hazards' effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous. - -A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter. - -Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them. - -As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they are an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing magical fire into the room, or should they prioritize the fire elemental growing stronger with exposure to the inferno? There's no right answer, and the PCs' choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage. - -#### Evolving Battlefields -GMG p. 48 - -While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the room's floor shuffle around on their own turn each round, or various points teleport creatures to different locations—possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they don't tend to be an opposition or obstacle specifically threatening the PCs. - -Similarly, a third party in the encounter, perhaps a rampaging monster or a restless spirit, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain. - -Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating a ritualist and ending his ritual could cause the foes to lose a powerful beneficial effect but unleash a demon that crawled through the remains of the botched ritual, or cause part of the room to collapse from the magical backlash. Major physical changes to the environment, like such a collapse, portions of the room rising or falling, or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or reinforcements arrive for whichever side was outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isn't particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the jewel the PCs and their enemies are trying to recover. - -> [!pf2-brown] QUICK ADVENTURE GROUPS -> -> If you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs. -> -> - **Boss and Lackeys (120 XP):** One creature of party level + 2, four creatures of party level – 4 -> - **Boss and Lieutenant (120 XP):** One creature of party level + 2, one creature of party level -> - **Elite Enemies (120 XP):** Three creatures of party level -> - **Lieutenant and Lackeys (80 XP):** One creature of party level, four creatures of party level – 4 -> - **Mated Pair (80 XP):** Two creatures of party level -> - **Troop (80 XP):** One creature of party level, two creatures of party level – 2 -> - **Mook Squad (60 XP):** Six creatures of party level – 4 - -#### Combining and Separating Encounters -GMG p. 49 - -Picture this: the PCs storm a castle. They choose to eschew stealth in favor of a direct approach. On the ramparts, a guard spots them and raises an alarm. The sound of horns and whistles blare throughout the keep as each defender ensures that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them. - -This means moving to defensible positions or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the castle example, some guards may come out to attack the PCs, while others cluster around the central keep. Perhaps each individual patrol of guards around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six guards is a challenge, they won't try to pick a fight with 30. When the PCs' foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the guards are likely to change their rotations to better secure the keep. - -The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction. - -#### Time Pressure -GMG p. 49 - -Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then! - -#### Secondary Objectives -GMG p. 50 - -One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself is not so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the villains are about to burn captives in a fire, and some of the PCs need to divert their efforts to avoid a pyrrhic victory. Encounters with a parallel objective that require PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also makes PCs skilled in areas related to the side mission feel amazing when they handle it quickly or well. - -Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being burned, either by fighting quickly or actively protecting the documents. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against guards who mistakenly believe the PCs are criminals, or they might need to prevent slippery scouts from retreating to alert others. Options like these highlight mobile characters like the monk. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their caravan in order to follow the foes back to their lair. - -Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but—like all of these tactics—they can become annoying if overused. - -#### Opponent Synergy -GMG p. 50 - -Most encounters assume that the PCs' opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies' abilities, or another benefit they gain based on their allies' actions. Just as a team of PCs learns how to best position the rogue to flank enemies and minimize the harm they take from the wizard's _fireball_ spell, NPCs can learn to complement each other's strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat. - -When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both. - -For example, instead of representing a kraken the size of a warship as a single foe, you could represent each of its tentacles as an individual opponent. Perhaps the kraken can sacrifice actions it would otherwise use to crush PCs in its maw to use its tentacles more freely. In this case, you could model a field of tentacles as a complex hazard that mainly reacts to the PCs moving within it, but allow the kraken's head to act with a few tentacles directly. - -#### Misdirection -GMG p. 50 - -Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups. - -Rather than amping up the opposition to match the PCs' firepower and creating opponents whose own offenses are too powerful for the PCs' defenses, consider a little sleight of hand. For instance, a villain might have an illusory or disguised decoy target with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Spells like _project image_ can allow a foe to attack from a safer position, and _possession_ grants the foe a disposable body unless the PCs brought along _spirit blast_ or similar magic. Sometimes you can even hide the villain in plain sight: for instance, in an encounter with three goblins with similar-looking gear and an ogre, one of the goblins might be the biggest threat, but the PCs are likely to target the ogre first. - -Care when setting up the battle map can also go a long way to misdirect your players—or at least avoid accidentally telegraphing what an encounter will be. For instance, if you always put out statue minis whenever there are statues in the room, the PCs might at first be overly suspicious of ordinary statues, but they will be more surprised later on when a statue turns out to be a construct than if you place minis only when the statue is actually a construct. - -> [!pf2-brown] PITFALLS -> -> This section arms you with a wide variety of useful tricks to add interest to your encounters, but you should keep an eye out for some common pitfalls of encounter building. -> -> - **Don't Make Every Encounter Complex:** There are many ways to make complex and dynamic encounters, but making every single encounter complex will become exhausting for you and your players. Some encounters should be simple, both because it will make the world feel more real and because it's a good way for the group to relax without as much to keep track of. -> - **Avoid Flat Difficulty:** Ensure that not too many of your encounters fall at the same threat level. Having some lowand even trivial-threat battles adds variety, and it's great to throw in a few severe encounters beyond just bosses. -> - **Beware of Unexpected Difficulty:** You might end up with creatures that have abilities that fit well together, making them extremely powerful as a combo, or that are particularly well-suited against your PCs. Compare the creatures and what you know about your PCs in advance, especially if the encounter is already a severe threat by the numbers. Page 16 has suggestions for what to do if you find a spike in difficulty during an encounter rather than in advance. -> - **Watch for Overpowered Terrain:** As noted under Budgeting for Terrain, some features of the environment can increase the danger drastically. Consider your creature and the environment, and see whether the creature has a massive advantage compared to PCs in that terrain, such as a monster with powerful, long-range attacks when PCs are stuck at a distance. If so, you might want to adjust. - -#### Recurring Villains -GMG p. 51 - -Not every villain dies the first time the PCs defeat them in combat. Some may escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, it's good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesn't escape, they might have other tricks up their sleeves, rising again to oppose the PCs. They could well return later in the adventure—or they might come back immediately for a second battle, so long as there is a proper justification for doing so. For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villain's outer shell might reveal its terrible true form. - -### Social Encounters -GMG p. 51 - -The setup for a social encounter tends to be less detailed. For the NPCs involved, you'll just need statistics for their social skills, [Perception](../../Compendium/skills.md#Perception), and Will. If you're making your own, you can find guidelines under Non-Combat Level on page 72. - -You also need to decide the objective or consequences of the social encounter—what the PCs can achieve and what happens if they fail—and the form of the challenge. It might be a public debate, a private audience with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a crowd the PCs can sway? Are they in an imposing, luxurious throne room or at a city gate? Is the atmosphere oppressive? Hopeful? You might find the PCs' goal ends up being quite different from what you initially thought they would be. Fortunately, social encounters can be pretty adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldn't limit you. - -The basics of social encounters are on _Core Rulebook_ page 494, and page 16 of this book has more advice. - -### Treasure by Encounter -GMG p. 51 - -The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table below. It takes the treasure budget for each level from Table 10–9 on page 509 of the _Core Rulebook_ and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. - -The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this. - -| Level | Total Treasure per Level | Low | Moderate | Severe | Extreme | Extra Treasure | -|-------|--------------------------|-----|----------|--------|---------|----------------| -| 1 | 175 gp | 13 gp | 18 gp | 26 gp | 35 gp | 35 gp | -| 2 | 300 gp | 23 gp | 30 gp | 45 gp | 60 gp | 60 gp | -| 3 | 500 gp | 38 gp | 50 gp | 75 gp | 100 gp | 100 gp | -| 4 | 850 gp | 65 gp | 85 gp | 130 gp | 170 gp | 170 gp | -| 5 | 1,350 gp | 100 gp | 135 gp | 200 gp | 270 gp | 270 gp | -| 6 | 2,000 gp | 150 gp | 200 gp | 300 gp | 400 gp | 400 gp | -| 7 | 2,900 gp | 220 gp | 290 gp | 440 gp | 580 gp | 580 gp | -| 8 | 4,000 gp | 300 gp | 400 gp | 600 gp | 800 gp | 800 gp | -| 9 | 5,700 gp | 430 gp | 570 gp | 860 gp | 1,140 gp | 1,140 gp | -| 10 | 8,000 gp | 600 gp | 800 gp | 1,200 gp | 1,600 gp | 1,600 gp | -| 11 | 11,500 gp | 865 gp | 1,150 gp | 1,725 gp | 2,300 gp | 2,300 gp | -| 12 | 16,500 gp | 1,250 gp | 1,650 gp | 2,475 gp | 3,300 gp | 3,300 gp | -| 13 | 25,000 gp | 1,875 gp | 2,500 gp | 3,750 gp | 5,000 gp | 5,000 gp | -| 14 | 36,500 gp | 2,750 gp | 3,650 gp | 5,500 gp | 7,300 gp | 7,300 gp | -| 15 | 54,500 gp | 4,100 gp | 5,450 gp | 8,200 gp | 10,900 gp | 10,900 gp | -| 16 | 82,500 gp | 6,200 gp | 8,250 gp | 12,400 gp | 16,500 gp | 16,500 gp | -| 17 | 128,000 gp | 9,600 gp | 12,800 gp | 19,200 gp | 25,600 gp | 25,600 gp | -| 18 | 208,000 gp | 15,600 gp | 20,800 gp | 31,200 gp | 41,600 gp | 41,600 gp | -| 19 | 355,000 gp | 26,600 gp | 35,500 gp | 53,250 gp | 71,000 gp | 71,000 gp | -| 20 | 490,000 gp | 36,800 gp | 49,000 gp | 73,500 gp | 98,000 gp | 98,000 gp | - -## Drawing Maps -GMG p. 52 - -If you're worried that you don't have the kind of artistic mastery to create a map, don't be! Fundamentally, your maps should serve your purposes, framing the flow of action and story in a way that allows you to track the campaign's action and possibilities. No one expects you to create stunning maps that look as professional as those in published adventures. Just follow some best practices to make your maps both interesting and clear. So, grab the following supplies and let's get started. - -- Sheets of graph paper -- Scratch paper -- A pencil, preferably with H or 3H lead to leave a soft mark that's easy to erase -- An eraser -- Ink pens (optional) -- Ruler and compass (optional) In all stages of mapmaking, don't be frustrated by missteps. You can always fix them later—the eraser is your friend! Drawing or erasing too much can weaken the paper, but you can always throw out a draft and start again. Remind yourself that this doesn't need to be the most exquisite piece of art ever made—all it needs to be is a tool for you to keep your story straight. - -### Create a Legend -GMG p. 52 - -Begin by making a list of the features your adventure site should contain—from geographic features to the types of rooms in a building to the monsters and traps the PC will face—and deciding the map's scale and orientation. The scale, orientation, and a key for any symbols you use to indicate features will go in the map's legend. - -The scale for your adventure maps is usually the easiest to decide. If the map is meant to be usable for combat on a grid, where 1 inch equals 5 feet, you can assume each square of your graph paper equals 5 feet. If you are mapping a larger area, you could use each square to represent 10 feet or even more. - -For the orientation, draw an arrow toward the north, write an "N" above the arrow's point, and you're done. - -The key of the various details your map depicts is less predictable. Once you've decided what features your map should include—such as monsters, secret doors, and traps for a dungeon, or settlements and ruins for a regional map—think of a symbol to represent each feature on the map. You can also use the symbols in the sample map. - -### Start Sketching -GMG p. 52 - -Now that you have your legend, it's time to start the map. Grab a pencil and begin sketching your adventure site. - -If you're drawing a dungeon complex, start by detailing the corridors and rooms. If you're creating an outdoor area, begin with any bodies of water, rivers, and topography. No matter what you are drawing, do so with soft lines so you can easily erase—you might make mistakes, or you might have better ideas later in the process. As your map starts to take shape, start populating it with features matching the symbols you've designated in your map key. - -Try not to overcomplicate your maps. Keeping your map as simple as possible will make sure important details stand out and aids in the map's legibility. - -When sketching your maps—especially when drawing areas of wilderness or buildings—pull inspiration from the real world. An internet search will turn up reference images that can help when you're deciding the placement of trees and shapes of canyons and streams, or when you're replicating ancient, medieval, renaissance, or fantasy architecture. Basing your terrain and buildings on these references will help your creation seem more natural and believable. - -When you draw dungeons and similar adventure sites, remember the size of the creatures that live in your complex, and give them enough room to live and move around. In other words, make sure the ancient black dragon fits through the entrance to its lair! Second, avoid empty rooms, and don't put rooms in just to have them. Each room should have a purpose. Maybe it's an abandoned purpose, but each time you create a chamber, ask yourself, "Why was this room built?" Lastly, avoid symmetrical or just plain dull structures. Part of the fun of exploring is being surprised by what you find, and needless symmetry and repetitive layouts can ruin that surprise. - -### Number Encounter Areas -GMG p. 52 - -The next step is to number the encounter areas. You can then use that numbering system in your encounter notes. - -If you are designing multiple sites, or many levels of a massive dungeon, consider adding a letter designation before your numbering. The first area of your first site can be A1, while the first area of your next site can be B1, and so on. - -### Add Definition -GMG p. 52 - -With your map sketched and keyed, you can solidify your sketches with either darker pencil strokes or ink. This allows you to preserve your map so you can rerun the adventure or reuse the map for a different adventure. If you're feeling artistically inspired, you can color your map with colored pencils, marker, or paint. \ No newline at end of file diff --git a/Rules/gamemastery-guide/chapter-2-tools.md b/Rules/gamemastery-guide/chapter-2-tools.md deleted file mode 100644 index ac9507810..000000000 --- a/Rules/gamemastery-guide/chapter-2-tools.md +++ /dev/null @@ -1,2865 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["Chapter 2: Tools"] ---- -# Chapter 2: Tools -GMG p. 55 - -> [!pf2-sidebar] BUILDING VERSUS MODIFYING -> -> Many times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what you'll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. The less important an element is to your game, or the less time you'll be using it at the table, the more likely you should modify something that already exists. - -This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections. - -- **Building Creatures** (page 56) demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game. -- **Building Hazards** (page 74) gives rules and advice for creating your own brand-new hazards. -- **Building Items** (page 82) teaches you how to create new pieces of treasure to delight your PCs. -- **Item Quirks** (page 86) introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities. -- **Intelligent Items** (page 88) includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started. -- **Cursed Items** (page 90) examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune. -- **Relics** (page 94) are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance. -- **Artifacts** (page 106) are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way. -- **Gems and Art Objects** (page 114) expands the diversity of monetary awards given to PCs and includes 100 sample art objects. -- **Afflictions** (page 116) provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions. -- **Building Worlds** (page 122) explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world. -- **Nations** (page 130) includes a system to quickly encapsulate a nation in a stat block that contains all the information you need. -- **Settlements** (page 132) covers everything from tiny villages to incredible metropolises. The section explains the settlement's role in a game and provides a system to describe a settlement in a stat block with all the important information. -- **Planes** (page 136) includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well. - -It's up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that don't fit in the standard Pathfinder game or world. Unless you're building your entire game world from scratch, you can usually wait to implement any new rules creation until you think you'll need it for your next session. - -## Building Creatures -GMG p. 55 - -Creatures aren't built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision. - -This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you may prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. There's no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that is as similar to an official _Bestiary_ entry as possible, while others prefer to compile just a brief set of notes. - -### Develop the Concept -GMG p. 56 - -To begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the _Bestiary_, demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creature's core aspects, and if you feel uncertain later, you can look back and ask yourself, "Does this emphasize a core aspect or not?" Next, look at the creature's role in your game. - -Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it's in a fight, if someone tries to talk to it, or if it's in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it? Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you'll use five at the same time, you'll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme. - -Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creature's special abilities or spells, rather than its raw numbers. - -With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the _Bestiary_ or feats in the _Core Rulebook_, adjusting as needed, to save yourself time. It helps to think of a creature that's similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch. - -Now that you understand your creature's concept, it's time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions. - -> [!pf2-brown] BUILDING CREATURES OVERVIEW -> -> This section details the creature-building process using the following steps. -> -> - **Develop the Concept (page 56)** Think about your creature, and make notes you can use in future steps. -> - **Build the Stat Block** Pick all the statistics for the creatures, going through the list below. - - - Level (page 58) - - Alignment, Size, and Traits (page 58) - - Ability Modifiers (page 59) - - Perception and Senses (page 60) - - Languages (page 60) - - Skills (page 60) - - Items, if necessary (page 61) - - AC (page 61) - - Saving Throws (page 62) - - Hit Points (page 62) - - Immunities, Weaknesses, and Resistances (page 63) - - Speed (page 64) - - Strikes, including their damage (page 64) - - Spells, if necessary (page 65) -> - **Design Abilities (page 67)** Create the special abilities your creature can use. -> - **Review Holistically (page 69)** Step back, take stock of your creature as a whole, and tweak as needed. -> -> ### TRAIT ABILITIES (PAGE 70) -> GMG p. 57 -> -> This section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. You'll also find abilities typical of creatures with those traits to help guide you as you plan your creatures. -> -> ### DESIGNING NPCS (PAGE 72) -> GMG p. 57 -> -> Sometimes you'll design a creature that's meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs. - -### Understanding and Choosing Statistics -GMG p. 57 - -Most of the statistics in this section use a scale of extreme, high, moderate, and low—some use terrible values as well. - -**Extreme:** The creature is world class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from the _Bestiary_ include the succubus's [Diplomacy](../../Compendium/skills.md#Diplomacy) and the lich's spell DC. - -**High:** Extremely capable but not world class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. An ogre warrior's attack bonus and a kobold scout's [Stealth](../../Compendium/skills.md#Stealth) are high values. - -**Moderate:** A middle-of-the road statistic can cover anything unremarkable about the creature. Use this one often. - -**Low:** The creature is actively bad at this. Choose these intentionally to represent the creature's weak points. - -Most creatures should have at least one low statistic; an example is the goblin pyro's Will save. - -**Terrible:** Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isn't game-breakingly bad. A spider's Intelligence is terrible, as is a dero stalker's Will save. - -#### Push and Pull -GMG p. 57 - -When it comes to statistics, a creature should be balanced overall. That means if you're giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you'd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There's no perfect system for making these decisions. If you've made a creature that has four high stats and nothing low, or vice-versa, take another look. A creature's strengths and weaknesses change the PCs' strategies for dealing with it, and that's what makes playing the game fun! - -> [!pf2-brown] RESKINNING A CREATURE -> -> Sometimes you need a creature with abilities that are almost exactly the same as those of a published creature. In that case, it can be more efficient to simply "reskin" the old creature rather than design a new one—that is, to change the description but keep the abilities mostly the same. Occasionally reskinning requires small mechanical adjustments. For instance, a fire cat that has immunity to fire, an aura that deals fire damage, and the ability to light people on fire with its jaws to deal [persistent fire damage](../conditions.md#Persistent%20Damage) could be reskinned as a caustic animate tree that has immunity to acid, an aura that deals acid damage, and branch attacks that smear acidic sap on a creature's body when they hit, dealing [persistent acid damage](../conditions.md#Persistent%20Damage). - -#### Extreme Increases -GMG p. 58 - -At the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have—extreme social skills aren't much use to a combatfocused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack. - -### Level -GMG p. 58 - -For most creatures you build, their level depends on the level of the party who will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creature's combat ability, so a creature that's more social might have, for example, 3rd-level combat statistics and 6th-level skills but remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level on page 72. - -Some abilities are hard for PCs to deal with at low levels. For instance, creatures that can fly and have ranged attacks should typically appear around 7th level, when PCs gain access to flight. Natural invisibility or at-will _invisibility_ as an innate spell should come at around 6th level, when PCs are more likely to prepare _see invisibility_ in lower-level spell slots, or 8th level, when some PCs get the Blind-Fight feat. - -The tables in this chapter go up to 24th level—the highest-level extreme encounter a party might face. - -### Alignment, Size, and Traits -GMG p. 58 - -Fill out the trait line of your creature's stat block. The alignment can be whatever suits your story, though some types of creatures must be or tend to be certain alignments. - -Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you don't automatically adjust statistics for size, except for an exception to Strength modifiers for Large and bigger creatures, which you'll find in Ability Modifiers on the next page. - -Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, or undead. If you're making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements—air, earth, fire, and water—or types of energy—like acid, cold, and electricity—have those traits. - -Some abilities typical of creatures with the traits listed above can be found in Trait Abilities on page 70. As with the other steps, looking at similar creatures will give you an idea of what traits to use. - -Add any traits that have detailed rules attached to them, like amphibious, aquatic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as dinosaur or werecreature, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didn't add a trait the creature really should have, you can usually apply it retroactively. - -> [!pf2-brown] BASE ROAD MAPS -> -> You can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isn't listed should typically use moderate numbers. You can set ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73. -> -> **Brute** low [Perception](../../Compendium/skills.md#Perception); high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage -> -> **Magical Striker** high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creature's level (rounded up) minus 1 -> -> **Skill Paragon** high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creature's skills in combat -> -> **Skirmisher** high Dex modifier; low Fortitude, high Reflex; higher Speed than typical -> -> **Sniper** high [Perception](../../Compendium/skills.md#Perception); high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged [Strikes](../actions/strike.md) have high attack bonus and damage or moderate attack bonus and extreme damage (melee [Strikes](../actions/strike.md) are weaker) -> -> **Soldier** high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; [Attack of Opportunity](../actions/attack-of-opportunity.md) or other tactical abilities -> -> **Spellcaster** high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creature's level (rounded up) - -### Ability Modifiers -GMG p. 59 - -Next, figure out your creature's ability modifiers, since these will suggest what their other statistics should be. - -You don't have to determine the exact numbers, but it's good to avoid creating creatures whose ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high [Perception](../../Compendium/skills.md#Perception). Most of the time, you'll just be using ability modifiers for untrained skills, so they're useful as a guide but not crucial. - -Table 2–1 shows some benchmarks for your creatures. - -Use high for the creature's best ability modifiers, moderate for ones they're okay at, and low for the rest. - -If a creature has a truly bad ability, you can go as low as –5. That's the terrible range for ability modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for dogs, dolphins, and such) or –5 (for more instinctual animals like spiders), and for mindless creatures, which have a –5 Intelligence modifier. - -Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a succubus or nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. - -This happens with only Large or larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | — | `1d20+3` | `1d20+2` | `1d20+0` | -| 0 | — | `1d20+3` | `1d20+2` | `1d20+0` | -| 1 | `1d20+5` | `1d20+4` | `1d20+3` | `1d20+1` | -| 2 | `1d20+5` | `1d20+4` | `1d20+3` | `1d20+1` | -| 3 | `1d20+5` | `1d20+4` | `1d20+3` | `1d20+1` | -| 4 | `1d20+6` | `1d20+5` | `1d20+3` | `1d20+2` | -| 5 | `1d20+6` | `1d20+5` | `1d20+4` | `1d20+2` | -| 6 | `1d20+7` | `1d20+5` | `1d20+4` | `1d20+2` | -| 7 | `1d20+7` | `1d20+6` | `1d20+4` | `1d20+2` | -| 8 | `1d20+7` | `1d20+6` | `1d20+4` | `1d20+3` | -| 9 | `1d20+7` | `1d20+6` | `1d20+4` | `1d20+3` | -| 10 | `1d20+8` | `1d20+7` | `1d20+5` | `1d20+3` | -| 11 | `1d20+8` | `1d20+7` | `1d20+5` | `1d20+3` | -| 12 | `1d20+8` | `1d20+7` | `1d20+5` | `1d20+4` | -| 13 | `1d20+9` | `1d20+8` | `1d20+5` | `1d20+4` | -| 14 | `1d20+9` | `1d20+8` | `1d20+5` | `1d20+4` | -| 15 | `1d20+9` | `1d20+8` | `1d20+6` | `1d20+4` | -| 16 | `1d20+10` | `1d20+9` | `1d20+6` | `1d20+5` | -| 17 | `1d20+10` | `1d20+9` | `1d20+6` | `1d20+5` | -| 18 | `1d20+10` | `1d20+9` | `1d20+6` | `1d20+5` | -| 19 | `1d20+11` | `1d20+10` | `1d20+6` | `1d20+5` | -| 20 | `1d20+11` | `1d20+10` | `1d20+7` | `1d20+6` | -| 21 | `1d20+11` | `1d20+10` | `1d20+7` | `1d20+6` | -| 22 | `1d20+11` | `1d20+10` | `1d20+8` | `1d20+6` | -| 23 | `1d20+11` | `1d20+10` | `1d20+8` | `1d20+6` | -| 24 | `1d20+13` | `1d20+12` | `1d20+9` | `1d20+7` | - -### Perception -GMG p. 60 - -[Perception](../../Compendium/skills.md#Perception) is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low [Perception](../../Compendium/skills.md#Perception) modifier, or moderate if it's supposed to be a great hunter. Don't make your creature's [Perception](../../Compendium/skills.md#Perception) higher just because it's often used for initiative; creatures with poor [Perception](../../Compendium/skills.md#Perception) could use a skill check for initiative instead, such as [Stealth](../../Compendium/skills.md#Stealth). - -#### Senses -GMG p. 60 - -Choose or design any special senses for your creature, such as [low-light vision](../abilities/low-light-vision.md), [darkvision](../abilities/darkvision.md), or [scent](../abilities/scent.md). If you're making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether it's precise or imprecise. - -For example, a sinspawn has "sin scent (imprecise) 30 feet." This means it can smell creatures bearing its associated sin if they're within 30 feet, and the sense is imprecise—about as acute as human hearing. - -| Level | Extreme | High | Moderate | Low | Terrible | -|-------|---------|------|----------|-----|----------| -| –1 | `1d20+9` | `1d20+8` | `1d20+5` | `1d20+2` | `1d20+0` | -| 0 | `1d20+10` | `1d20+9` | `1d20+6` | `1d20+3` | `1d20+1` | -| 1 | `1d20+11` | `1d20+10` | `1d20+7` | `1d20+4` | `1d20+2` | -| 2 | `1d20+12` | `1d20+11` | `1d20+8` | `1d20+5` | `1d20+3` | -| 3 | `1d20+14` | `1d20+12` | `1d20+9` | `1d20+6` | `1d20+4` | -| 4 | `1d20+15` | `1d20+14` | `1d20+11` | `1d20+8` | `1d20+6` | -| 5 | `1d20+17` | `1d20+15` | `1d20+12` | `1d20+9` | `1d20+7` | -| 6 | `1d20+18` | `1d20+17` | `1d20+14` | `1d20+11` | `1d20+8` | -| 7 | `1d20+20` | `1d20+18` | `1d20+15` | `1d20+12` | `1d20+10` | -| 8 | `1d20+21` | `1d20+19` | `1d20+16` | `1d20+13` | `1d20+11` | -| 9 | `1d20+23` | `1d20+21` | `1d20+18` | `1d20+15` | `1d20+12` | -| 10 | `1d20+24` | `1d20+22` | `1d20+19` | `1d20+16` | `1d20+14` | -| 11 | `1d20+26` | `1d20+24` | `1d20+21` | `1d20+18` | `1d20+15` | -| 12 | `1d20+27` | `1d20+25` | `1d20+22` | `1d20+19` | `1d20+16` | -| 13 | `1d20+29` | `1d20+26` | `1d20+23` | `1d20+20` | `1d20+18` | -| 14 | `1d20+30` | `1d20+28` | `1d20+25` | `1d20+22` | `1d20+19` | -| 15 | `1d20+32` | `1d20+29` | `1d20+26` | `1d20+23` | `1d20+20` | -| 16 | `1d20+33` | `1d20+30` | `1d20+28` | `1d20+25` | `1d20+22` | -| 17 | `1d20+35` | `1d20+32` | `1d20+29` | `1d20+26` | `1d20+23` | -| 18 | `1d20+36` | `1d20+33` | `1d20+30` | `1d20+27` | `1d20+24` | -| 19 | `1d20+38` | `1d20+35` | `1d20+32` | `1d20+29` | `1d20+26` | -| 20 | `1d20+39` | `1d20+36` | `1d20+33` | `1d20+30` | `1d20+27` | -| 21 | `1d20+41` | `1d20+38` | `1d20+35` | `1d20+32` | `1d20+28` | -| 22 | `1d20+43` | `1d20+39` | `1d20+36` | `1d20+33` | `1d20+30` | -| 23 | `1d20+44` | `1d20+40` | `1d20+37` | `1d20+34` | `1d20+31` | -| 24 | `1d20+46` | `1d20+42` | `1d20+38` | `1d20+36` | `1d20+32` | - -### Languages -GMG p. 60 - -Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesn't. Some creatures can understand language but can't vocalize; in this case, you can state that they can't speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them [tongues](../../Compendium/spells/tongues.md) or a similar ability as a constant innate spell. - -### Skills -GMG p. 60 - -You have lots of flexibility in setting your creature's skills. - -Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creature's level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creature's proficiency rank for these skills. Some skills can get a high bonus for free to fit the creature's theme, particularly [Lore](../../Compendium/skills.md#Lore) skills. - -> [!pf2-brown] CONVERTING FIRST EDITION CREATURES -> -> If you're converting creatures from First Edition, you won't find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on. -> -> Here are the main areas of difference that you'll want to keep in mind for your conversion. -> -> - Ability modifiers scale differently, so don't copy them over exactly. The highest modifiers tend not to get as high in Second Edition. You'll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in high-level First Edition creatures with awful Dexterity. -> - Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples. -> - When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, don't feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject. -> - Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction. -> - If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level. - -Most creatures don't have an extreme skill unless they are world class for their level, like a succubus's [Diplomacy](../../Compendium/skills.md#Diplomacy). Having an extreme skill is less impactful than an extreme AC or attack bonus, but still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. There's no need for terrible skill modifiers, since an untrained skill usually represents that. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | `1d20+8` | `1d20+5` | `1d20+4` | `1d20+2` to `1d20+1` | -| 0 | `1d20+9` | `1d20+6` | `1d20+5` | `1d20+3` to `1d20+2` | -| 1 | `1d20+10` | `1d20+7` | `1d20+6` | `1d20+4` to `1d20+3` | -| 2 | `1d20+11` | `1d20+8` | `1d20+7` | `1d20+5` to `1d20+4` | -| 3 | `1d20+13` | `1d20+10` | `1d20+9` | `1d20+7` to `1d20+5` | -| 4 | `1d20+15` | `1d20+12` | `1d20+10` | `1d20+8` to `1d20+7` | -| 5 | `1d20+16` | `1d20+13` | `1d20+12` | `1d20+10` to `1d20+8` | -| 6 | `1d20+18` | `1d20+15` | `1d20+13` | `1d20+11` to `1d20+9` | -| 7 | `1d20+20` | `1d20+17` | `1d20+15` | `1d20+13` to `1d20+11` | -| 8 | `1d20+21` | `1d20+18` | `1d20+16` | `1d20+14` to `1d20+12` | -| 9 | `1d20+23` | `1d20+20` | `1d20+18` | `1d20+16` to `1d20+13` | -| 10 | `1d20+25` | `1d20+22` | `1d20+19` | `1d20+17` to `1d20+15` | -| 11 | `1d20+26` | `1d20+23` | `1d20+21` | `1d20+19` to `1d20+16` | -| 12 | `1d20+28` | `1d20+25` | `1d20+22` | `1d20+20` to `1d20+17` | -| 13 | `1d20+30` | `1d20+27` | `1d20+24` | `1d20+22` to `1d20+19` | -| 14 | `1d20+31` | `1d20+28` | `1d20+25` | `1d20+23` to `1d20+20` | -| 15 | `1d20+33` | `1d20+30` | `1d20+27` | `1d20+25` to `1d20+21` | -| 16 | `1d20+35` | `1d20+32` | `1d20+28` | `1d20+26` to `1d20+23` | -| 17 | `1d20+36` | `1d20+33` | `1d20+30` | `1d20+28` to `1d20+24` | -| 18 | `1d20+38` | `1d20+35` | `1d20+31` | `1d20+29` to `1d20+25` | -| 19 | `1d20+40` | `1d20+37` | `1d20+33` | `1d20+31` to `1d20+27` | -| 20 | `1d20+41` | `1d20+38` | `1d20+34` | `1d20+32` to `1d20+28` | -| 21 | `1d20+43` | `1d20+40` | `1d20+36` | `1d20+34` to `1d20+29` | -| 22 | `1d20+45` | `1d20+42` | `1d20+37` | `1d20+35` to `1d20+31` | -| 23 | `1d20+46` | `1d20+43` | `1d20+38` | `1d20+36` to `1d20+32` | -| 24 | `1d20+48` | `1d20+45` | `1d20+40` | `1d20+38` to `1d20+33` | - -#### Special Modifiers -GMG p. 61 - -You can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive "[Athletics](../../Compendium/skills.md#Athletics) `1d20+7` (`1d20+9` to [Climb](../actions/climb.md) or [Grab](../abilities/grab.md))." This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above. - -### Items -GMG p. 61 - -If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 2–4: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a _+1 weapon_, that item's not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508–510 of the _Core Rulebook_. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column. - -Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure's loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting. - -| Creature Level | Safe Item Level | -|----------------|-----------------| -| 3 or lower | 0 | -| 4—5 | 1 | -| 6 | 2 (+1 weapon) | -| 7 | 3 | -| 8 | 4 (+1 striking weapon) | -| 9 | 5 (+1 armor) | -| 10 | 6 | -| 11 | 7 | -| 12 | 8 (+1 resilient armor) | -| 13 | 9 | -| 14 | 10 (+2 striking weapon) | -| 15 | 11 (+2 resilient armor) | -| 16 | 12 (+2 greater striking weapon) | -| 17 | 13 | -| 18 | 14 (+2 greater resilient armor) | -| 19 | 15 | -| 20 | 16 (+3 greater striking weapon) | -| 21 | 17 | -| 22 | 18 (+3 greater resilient armor) | -| 23 | 19 (+3 major striking weapon) | -| 24 | 20 (+3 major resilient armor) | - -### Armor Class -GMG p. 61 - -Because AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC—high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | 18 | 15 | 14 | 12 | -| 0 | 19 | 16 | 15 | 13 | -| 1 | 19 | 16 | 15 | 13 | -| 2 | 21 | 18 | 17 | 15 | -| 3 | 22 | 19 | 18 | 16 | -| 4 | 24 | 21 | 20 | 18 | -| 5 | 25 | 22 | 21 | 19 | -| 6 | 27 | 24 | 23 | 21 | -| 7 | 28 | 25 | 24 | 22 | -| 8 | 30 | 27 | 26 | 24 | -| 9 | 31 | 28 | 27 | 25 | -| 10 | 33 | 30 | 29 | 27 | -| 11 | 34 | 31 | 30 | 28 | -| 12 | 36 | 33 | 32 | 30 | -| 13 | 37 | 34 | 33 | 31 | -| 14 | 39 | 36 | 35 | 33 | -| 15 | 40 | 37 | 36 | 34 | -| 16 | 42 | 39 | 38 | 36 | -| 17 | 43 | 40 | 39 | 37 | -| 18 | 45 | 42 | 41 | 39 | -| 19 | 46 | 43 | 42 | 40 | -| 20 | 48 | 45 | 44 | 42 | -| 21 | 49 | 46 | 45 | 43 | -| 22 | 51 | 48 | 47 | 45 | -| 23 | 52 | 49 | 48 | 46 | -| 24 | 54 | 51 | 50 | 48 | - -#### Compensating with Hp and Saves -GMG p. 62 - -You might adjust your creature's HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one that's easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creature's HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere. - -> [!pf2-brown] IMPROVISING A CREATURE -> -> As you get more experienced, you might find that you don't need to build some creatures in advance. In many cases, especially for simple creatures, you can just select values from the relevant tables on the fly and track its HP. When you do, track which value you used as it came up. For instance, let's say you're improvising a 2nd-level kobold soldier. When it's time for initiative, you decide it has moderate [Perception](../../Compendium/skills.md#Perception) and jot down "Per +8." Your group's fighter beats it at initiative and attacks. You decide the soldier has high AC—looking at Table 2–5, you see that's 18—and add this information to your note. -> -> The fighter's [Strike](../actions/strike.md) hits, and you select the low end of high HP: 36. Well, now it's 25. Your note says "Per +8, AC 18, HP 25." If it gets to take a turn, you can give it a [Strike](../actions/strike.md) then. - -### Saving Throws -GMG p. 62 - -You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save off the listed number by 1 is rarely a big deal. Pay attention to the creature's Con, Dex, and Wis modifiers—these don't have to correspond to the creature's saves exactly, but should inform your choices. - -Extreme saves often pair with extreme or high ability modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save. - -| Level | Extreme | High | Moderate | Low | Terrible | -|-------|---------|------|----------|-----|----------| -| –1 | `1d20+9` | `1d20+8` | `1d20+5` | `1d20+2` | `1d20+0` | -| 0 | `1d20+10` | `1d20+9` | `1d20+6` | `1d20+3` | `1d20+1` | -| 1 | `1d20+11` | `1d20+10` | `1d20+7` | `1d20+4` | `1d20+2` | -| 2 | `1d20+12` | `1d20+11` | `1d20+8` | `1d20+5` | `1d20+3` | -| 3 | `1d20+14` | `1d20+12` | `1d20+9` | `1d20+6` | `1d20+4` | -| 4 | `1d20+15` | `1d20+14` | `1d20+11` | `1d20+8` | `1d20+6` | -| 5 | `1d20+17` | `1d20+15` | `1d20+12` | `1d20+9` | `1d20+7` | -| 6 | `1d20+18` | `1d20+17` | `1d20+14` | `1d20+11` | `1d20+8` | -| 7 | `1d20+20` | `1d20+18` | `1d20+15` | `1d20+12` | `1d20+10` | -| 8 | `1d20+21` | `1d20+19` | `1d20+16` | `1d20+13` | `1d20+11` | -| 9 | `1d20+23` | `1d20+21` | `1d20+18` | `1d20+15` | `1d20+12` | -| 10 | `1d20+24` | `1d20+22` | `1d20+19` | `1d20+16` | `1d20+14` | -| 11 | `1d20+26` | `1d20+24` | `1d20+21` | `1d20+18` | `1d20+15` | -| 12 | `1d20+27` | `1d20+25` | `1d20+22` | `1d20+19` | `1d20+16` | -| 13 | `1d20+29` | `1d20+26` | `1d20+23` | `1d20+20` | `1d20+18` | -| 14 | `1d20+30` | `1d20+28` | `1d20+25` | `1d20+22` | `1d20+19` | -| 15 | `1d20+32` | `1d20+29` | `1d20+26` | `1d20+23` | `1d20+20` | -| 16 | `1d20+33` | `1d20+30` | `1d20+28` | `1d20+25` | `1d20+22` | -| 17 | `1d20+35` | `1d20+32` | `1d20+29` | `1d20+26` | `1d20+23` | -| 18 | `1d20+36` | `1d20+33` | `1d20+30` | `1d20+27` | `1d20+24` | -| 19 | `1d20+38` | `1d20+35` | `1d20+32` | `1d20+29` | `1d20+26` | -| 20 | `1d20+39` | `1d20+36` | `1d20+33` | `1d20+30` | `1d20+27` | -| 21 | `1d20+41` | `1d20+38` | `1d20+35` | `1d20+32` | `1d20+28` | -| 22 | `1d20+43` | `1d20+39` | `1d20+36` | `1d20+33` | `1d20+30` | -| 23 | `1d20+44` | `1d20+40` | `1d20+37` | `1d20+34` | `1d20+31` | -| 24 | `1d20+46` | `1d20+42` | `1d20+38` | `1d20+36` | `1d20+32` | - -### Hit Points -GMG p. 62 - -Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you don't want a creature with extreme AC to have high HP too. - -Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63) - -#### Regeneration and Healing Abilities -GMG p. 62 - -Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round—usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 2–10: [Strike](../actions/strike.md) Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome—and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creature's total HP by double its regeneration value. Fast healing follows the same rules, but because it can't prevent a creature's death and there isn't always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple. - -If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at-will healing ability should be based on a _heal_ spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level _heal_ spell). If the ability both deals damage and heals, use that same baseline scale from above but with _vampiric touch_ instead of _heal_ - -| Level | High | Moderate | Low | -|-------|------|----------|-----| -| –1 | 9 | 8–7 | 6–5 | -| 0 | 20–17 | 16–14 | 13–11 | -| 1 | 26–24 | 21–19 | 16–14 | -| 2 | 40–36 | 32–28 | 25–21 | -| 3 | 59–53 | 48–42 | 37–31 | -| 4 | 78–72 | 63–57 | 48–42 | -| 5 | 97–91 | 78–72 | 59–53 | -| 6 | 123–115 | 99–91 | 75–67 | -| 7 | 148–140 | 119–111 | 90–82 | -| 8 | 173–165 | 139–131 | 105–97 | -| 9 | 198–190 | 159–151 | 120–112 | -| 10 | 223–215 | 179–171 | 135–127 | -| 11 | 248–240 | 199–191 | 150–142 | -| 12 | 273–265 | 219–211 | 165–157 | -| 13 | 298–290 | 239–231 | 180–172 | -| 14 | 323–315 | 259–251 | 195–187 | -| 15 | 348–340 | 279–271 | 210–202 | -| 16 | 373–365 | 299–291 | 225–217 | -| 17 | 398–390 | 319–311 | 240–232 | -| 18 | 423–415 | 339–331 | 255–247 | -| 19 | 448–440 | 359–351 | 270–262 | -| 20 | 473–465 | 379–371 | 285–277 | -| 21 | 505–495 | 405–395 | 305–295 | -| 22 | 544–532 | 436–424 | 329–317 | -| 23 | 581–569 | 466–454 | 351–339 | -| 24 | 633–617 | 508–492 | 383–367 | - -### Immunities, Weaknesses, and Resistances -GMG p. 63 - -If it's highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. Table 2–8 lists the ranges for weaknesses and resistances by level. - -Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creature's biology or construction would logically cause it to be unaffected (like a mindless creature's immunity to [mental](../traits/mental.md) effects) - -If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, a giant octopus isn't actually made of cold water, so it wouldn't be immune to cold, but its life in the ocean depths make it resistant to cold. You'll typically use the lower end of the value on Table 2–8 for a broad resistance that applies to a wide range of effects, like "physical 5 (except silver)" and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP. - -Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. - -A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less. - -| Level | Maximum | Minimum | -|-------|---------|---------| -| –1 | 1 | 1 | -| 0 | 3 | 1 | -| 1 | 3 | 2 | -| 2 | 5 | 2 | -| 3 | 6 | 3 | -| 4 | 7 | 4 | -| 5 | 8 | 4 | -| 6 | 9 | 5 | -| 7 | 10 | 5 | -| 8 | 11 | 6 | -| 9 | 12 | 6 | -| 10 | 13 | 7 | -| 11 | 14 | 7 | -| 12 | 15 | 8 | -| 13 | 16 | 8 | -| 14 | 17 | 9 | -| 15 | 18 | 9 | -| 16 | 19 | 9 | -| 17 | 19 | 10 | -| 18 | 20 | 10 | -| 19 | 21 | 11 | -| 20 | 22 | 11 | -| 21 | 23 | 12 | -| 22 | 24 | 12 | -| 23 | 25 | 13 | -| 24 | 26 | 13 | - -The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as "physical 5 (except silver)." If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because they're bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage—they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly. - -### Speed -GMG p. 64 - -Your creature's Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Creatures at higher levels need ways to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This might mean adding a fly Speed, giving the creature ranged attacks, and so forth. - -Creatures can have climb and swim Speeds even at low levels. While you can give your creature a fly Speed at those low levels, it's better to wait until around 7th level (when PCs gain access to _fly_) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely. - -### [Strikes](../actions/strike.md) -GMG p. 64 - -When building your creature's selection of [Strikes](../actions/strike.md), use the following sections to set the [Strike](../actions/strike.md)'s attack bonus and damage. Give the attack all the normal traits if it's a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the [Strike](../actions/strike.md). - -You might want to make sure a creature has an unarmed attack if you think it's likely to get disarmed. At 7th level and higher, PCs might have the ability to fly, which makes it more important for creatures to have decent ranged [Strikes](../actions/strike.md) to make sure they aren't totally hopeless against flying PCs (though they could instead have fast fly Speeds or something similar) - -#### Strike Attack Bonus -GMG p. 64 - -Use a high attack bonus for combat creatures—fighter types—that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature that's more like a barbarian), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | `1d20+10` | `1d20+8` | `1d20+6` | `1d20+4` | -| 0 | `1d20+10` | `1d20+8` | `1d20+6` | `1d20+4` | -| 1 | `1d20+11` | `1d20+9` | `1d20+7` | `1d20+5` | -| 2 | `1d20+13` | `1d20+11` | `1d20+9` | `1d20+7` | -| 3 | `1d20+14` | `1d20+12` | `1d20+10` | `1d20+8` | -| 4 | `1d20+16` | `1d20+14` | `1d20+12` | `1d20+9` | -| 5 | `1d20+17` | `1d20+15` | `1d20+13` | `1d20+11` | -| 6 | `1d20+19` | `1d20+17` | `1d20+15` | `1d20+12` | -| 7 | `1d20+20` | `1d20+18` | `1d20+16` | `1d20+13` | -| 8 | `1d20+22` | `1d20+20` | `1d20+18` | `1d20+15` | -| 9 | `1d20+23` | `1d20+21` | `1d20+19` | `1d20+16` | -| 10 | `1d20+25` | `1d20+23` | `1d20+21` | `1d20+17` | -| 11 | `1d20+27` | `1d20+24` | `1d20+22` | `1d20+19` | -| 12 | `1d20+28` | `1d20+26` | `1d20+24` | `1d20+20` | -| 13 | `1d20+29` | `1d20+27` | `1d20+25` | `1d20+21` | -| 14 | `1d20+31` | `1d20+29` | `1d20+27` | `1d20+23` | -| 15 | `1d20+32` | `1d20+30` | `1d20+28` | `1d20+24` | -| 16 | `1d20+34` | `1d20+32` | `1d20+30` | `1d20+25` | -| 17 | `1d20+35` | `1d20+33` | `1d20+31` | `1d20+27` | -| 18 | `1d20+37` | `1d20+35` | `1d20+33` | `1d20+28` | -| 19 | `1d20+38` | `1d20+36` | `1d20+34` | `1d20+29` | -| 20 | `1d20+40` | `1d20+38` | `1d20+36` | `1d20+31` | -| 21 | `1d20+41` | `1d20+39` | `1d20+37` | `1d20+32` | -| 22 | `1d20+43` | `1d20+41` | `1d20+39` | `1d20+33` | -| 23 | `1d20+44` | `1d20+42` | `1d20+40` | `1d20+35` | -| 24 | `1d20+46` | `1d20+44` | `1d20+42` | `1d20+36` | - -#### Strike Damage -GMG p. 64 - -Table 2–10 on the next page gives the damage a creature should deal with a single [Strike](../actions/strike.md). You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower. - -A creature that's meant to be primarily a combat threat uses high damage for its melee [Strikes](../actions/strike.md), or moderate for melee [Strikes](../actions/strike.md) that have the [agile](../traits/agile.md) trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round. - -More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through [Strikes](../actions/strike.md), go one category lower: moderate for their main melee [Strikes](../actions/strike.md), low for agile and ranged [Strikes](../actions/strike.md). - -Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their [Strikes](../actions/strike.md). - -On Table 2–10, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like `1d6` fire from flaming attacks, that counts toward its total damage per [Strike](../actions/strike.md). Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per [Strike](../actions/strike.md) by giving the creature the ability to attack more efficiently or use other tricks. - -| Level | Extreme | High | Moderate | Low | -|-------|---------|------|----------|-----| -| –1 | `1d6+1` (4) | `1d4+1` (3) | `1d4` (3) | `1d4` (2) | -| 0 | `1d6+3` (6) | `1d6+2` (5) | `1d4+2` (4) | `1d4+1` (3) | -| 1 | `1d8+4` (8) | `1d6+3` (6) | `1d6+2` (5) | `1d4+2` (4) | -| 2 | `1d12+4` (11) | `1d10+4` (9) | `1d8+4` (8) | `1d6+3` (6) | -| 3 | `1d12+8` (15) | `1d10+6` (12) | `1d8+6` (10) | `1d6+5` (8) | -| 4 | `2d10+7` (18) | `2d8+5` (14) | `2d6+5` (12) | `2d4+4` (9) | -| 5 | `2d12+7` (20) | `2d8+7` (16) | `2d6+6` (13) | `2d4+6` (11) | -| 6 | `2d12+10` (23) | `2d8+9` (18) | `2d6+8` (15) | `2d4+7` (12) | -| 7 | `2d12+12` (25) | `2d10+9` (20) | `2d8+8` (17) | `2d6+6` (13) | -| 8 | `2d12+15` (28) | `2d10+11` (22) | `2d8+9` (18) | `2d6+8` (15) | -| 9 | `2d12+17` (30) | `2d10+13` (24) | `2d8+11` (20) | `2d6+9` (16) | -| 10 | `2d12+20` (33) | `2d12+13` (26) | `2d10+11` (22) | `2d6+10` (17) | -| 11 | `2d12+22` (35) | `2d12+15` (28) | `2d10+12` (23) | `2d8+10` (19) | -| 12 | `3d12+19` (38) | `3d10+14` (30) | `3d8+12` (25) | `3d6+10` (20) | -| 13 | `3d12+21` (40) | `3d10+16` (32) | `3d8+14` (27) | `3d6+11` (21) | -| 14 | `3d12+24` (43) | `3d10+18` (34) | `3d8+15` (28) | `3d6+13` (23) | -| 15 | `3d12+26` (45) | `3d12+17` (36) | `3d10+14` (30) | `3d6+14` (24) | -| 16 | `3d12+29` (48) | `3d12+18` (37) | `3d10+15` (31) | `3d6+15` (25) | -| 17 | `3d12+31` (50) | `3d12+19` (38) | `3d10+16` (32) | `3d6+16` (26) | -| 18 | `3d12+34` (53) | `3d12+20` (40) | `3d10+17` (33) | `3d6+17` (27) | -| 19 | `4d12+29` (55) | `4d10+20` (42) | `4d8+17` (35) | `4d6+14` (28) | -| 20 | `4d12+32` (58) | `4d10+22` (44) | `4d8+19` (37) | `4d6+15` (29) | -| 21 | `4d12+34` (60) | `4d10+24` (46) | `4d8+20` (38) | `4d6+17` (31) | -| 22 | `4d12+37` (63) | `4d10+26` (48) | `4d8+22` (40) | `4d6+18` (32) | -| 23 | `4d12+39` (65) | `4d12+24` (50) | `4d10+20` (42) | `4d6+19` (33) | -| 24 | `4d12+42` (68) | `4d12+26` (52) | `4d10+22` (44) | `4d6+21` (35) | - -> [!pf2-brown] MANUFACTURED WEAPONS -> -> As noted in Items on page 61, most creatures have less treasure than PCs, so those that rely on manufactured weapons are significantly weaker if you don't adjust the weapons' damage to compensate. The method for determining [Strike](../actions/strike.md) damage on page 64 abstracts over the sources of damage so you don't have to worry about adjusting the weapon's damage. If you do decide to calculate the weapon's damage, give your creature weapon specialization or greater weapon specialization much earlier than a PC would get it. You might also need to add sneak attack or similar abilities to make the creature deal more damage. -> -> On the flip side, you might want to use a one-off creature as a source of a particularly high-level piece of treasure, such as a magic weapon. In these cases, you might want to make the attack bonus higher for the potency rune or the damage higher for a potent striking rune so the PCs feel the weapon's effect before they obtain it. This will make the treasure feel more powerful, since they've already been on the receiving end. - -### Spells -GMG p. 65 - -Your creature might have magical abilities that are best represented by spells. If you're making a highly spellcasting-themed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isn't its core focus, consider giving it some innate spells instead. - -How many spells you should give a creature depends on how you expect it to spend its actions in combat. If it's primarily going to be making [Strikes](../actions/strike.md), it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic. - -When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't one note—selecting _fireball_ for most of a creature's spell slots doesn't make for a compelling fire creature in the way a diverse selection of fire spells would. - -When choosing spells, some spells won't be very useful if cast at an extremely low level compared to the creature's levels. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 levels below the highest level a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the [incapacitation](../traits/incapacitation.md) trait should be in the highest level slot if you want the creature to potentially get their full effect against PCs. - -#### Spell Dc and Spell Attack Roll -GMG p. 65 - -Set the creature's spell DC and spell attack roll using Table 2–11 on page 66. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells. - -Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. - -At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and [Strikes](../actions/strike.md). - -Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There is no low value—the creature shouldn't have any spells in the first place if it would be that bad at using them! - -#### Prepared and Spontaneous Spells -GMG p. 66 - -Spell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You aren't strictly limited to that tradition's spell list, though sticking close to it will make your creature's connection to that tradition more clear. The decision to use prepared or spontaneous spellcasting should align with the creature's theme: a spontaneous spellcaster fits well as a one-off creature, since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances. - -For a creature that can cast as many spells as a PC spellcaster, the highest spell level the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell level (plus three spell slots of each lower level), or three spell slots of that level (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell level (plus three spell slots of each lower level), or four spell slots of that level (plus four spell slots of each lower level) - -Because creatures tend to be "on stage" for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three levels of spells, pick cantrips, and slot in a few thematic backup spells in the fourth level down. - -For a recurring foe, you might give it a full complement. - -#### Innate Spells -GMG p. 66 - -Unlike prepared and spontaneous spells, innate spells can be of higher level than half the creature's level rounded up, and you can choose how often they're used—they can even be used at will or be constant effects. The most notable innate spells tend to be top-level ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creature's theme, and constant spells that give it an ongoing benefit. A spell that's usable a limited number of times and falls at a lower level than the top tier is typically less likely to come up in combat; however, that's a great spot for utility and recovery spells, such as _dispel magic_ or _restoration_ - -Sometimes a strongly thematic innate spell is of a higher level than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the succubus's _dominate_ spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one. - -Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature spending its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature. - -| Level | Extreme DC | Extreme Spell Attack Bonus | High DC | High Spell Attack Bonus | Moderate DC | Moderate Spell Attack Bonus | -|-------|------------|----------------------------|---------|-------------------------|-------------|-----------------------------| -| –1 | 19 | `1d20+11` | 16 | `1d20+8` | 13 | `1d20+5` | -| 0 | 19 | `1d20+11` | 16 | `1d20+8` | 13 | `1d20+5` | -| 1 | 20 | `1d20+12` | 17 | `1d20+9` | 14 | `1d20+6` | -| 2 | 22 | `1d20+14` | 18 | `1d20+10` | 15 | `1d20+7` | -| 3 | 23 | `1d20+15` | 20 | `1d20+12` | 17 | `1d20+9` | -| 4 | 25 | `1d20+17` | 21 | `1d20+13` | 18 | `1d20+10` | -| 5 | 26 | `1d20+18` | 22 | `1d20+14` | 19 | `1d20+11` | -| 6 | 27 | `1d20+19` | 24 | `1d20+16` | 21 | `1d20+13` | -| 7 | 29 | `1d20+21` | 25 | `1d20+17` | 22 | `1d20+14` | -| 8 | 30 | `1d20+22` | 26 | `1d20+18` | 23 | `1d20+15` | -| 9 | 32 | `1d20+24` | 28 | `1d20+20` | 25 | `1d20+17` | -| 10 | 33 | `1d20+25` | 29 | `1d20+21` | 26 | `1d20+18` | -| 11 | 34 | `1d20+26` | 30 | `1d20+22` | 27 | `1d20+19` | -| 12 | 36 | `1d20+28` | 32 | `1d20+24` | 29 | `1d20+21` | -| 13 | 37 | `1d20+29` | 33 | `1d20+25` | 30 | `1d20+22` | -| 14 | 39 | `1d20+31` | 34 | `1d20+26` | 31 | `1d20+23` | -| 15 | 40 | `1d20+32` | 36 | `1d20+28` | 33 | `1d20+25` | -| 16 | 41 | `1d20+33` | 37 | `1d20+29` | 34 | `1d20+26` | -| 17 | 43 | `1d20+35` | 38 | `1d20+30` | 35 | `1d20+27` | -| 18 | 44 | `1d20+36` | 40 | `1d20+32` | 37 | `1d20+29` | -| 19 | 46 | `1d20+38` | 41 | `1d20+33` | 38 | `1d20+30` | -| 20 | 47 | `1d20+39` | 42 | `1d20+34` | 39 | `1d20+31` | -| 21 | 48 | `1d20+40` | 44 | `1d20+36` | 41 | `1d20+33` | -| 22 | 50 | `1d20+42` | 45 | `1d20+37` | 42 | `1d20+34` | -| 23 | 51 | `1d20+43` | 46 | `1d20+38` | 43 | `1d20+35` | -| 24 | 52 | `1d20+44` | 48 | `1d20+40` | 45 | `1d20+37` | - -#### Rituals -GMG p. 67 - -Since rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it. - -> [!pf2-brown] FOCUS SPELLS -> -> Some creatures have focus spells, especially when those focus spells clearly fit a creature's theme. Simply give the creature the focus spells you like and between 1 and 3 Focus Points (you can also allow your creature to cast focus spells using spell slots). Use the same DC and spell attack roll as any other spell. -> -> A creature that has just 1 Focus Point is likely to cast a focus spell only once, unless it's a recurring enemy. If the creature has plenty of spells already, you might want to skip focus spells altogether, as they aren't as strong as top-level spell slots. - -### Design Abilities -GMG p. 67 - -In this step, you'll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the _Bestiary_ and feats from the _Core Rulebook_ and use them as is or modify them to fit your needs. - -When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive. - -#### Basics of Ability Design -GMG p. 67 - -There are a few principles of ability construction that you'll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything. - -- Respect the action economy. -- Make sure abilities are level appropriate. -- Avoid "invisible" abilities. - -##### Action Economy -GMG p. 67 - -Understanding a creature's action economy is key for making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you gave the creature. - -Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities on page 69 for advice on designing these tricky abilities. - -Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have [Improved Grab](../abilities/improved-grab.md) instead of Grab, Speeds should be higher, and many abilities that would have cost an action at a lower level should be free actions. - -##### Level Appropriateness -GMG p. 67 - -The effects of an ability should be appropriate to the creature's level. For damaging abilities, that means they follow the damage guidelines on page 68. For others, take a look at spells and feats with a similar effect to see if they're level appropriate. For instance, say you're considering giving a 6th-level creature the ability to teleport a short distance. _Dimension door_ is comparable—that's a 4th-level spell, normally cast by a 7th-level or higher creature. That means 6th level probably isn't too low, but the creature shouldn't be able to use the ability more than once. You can also compare your creature to those in a _Bestiary_ volume to see if the special abilities seem similar in power to those of other creatures of the same level. - -##### Invisible Abilities -GMG p. 68 - -Avoid abilities that do nothing but change the creature's math, also known as "[invisible](../conditions.md#Invisible) abilities." These alter a creature's statistics in a way that's [invisible](../conditions.md#Invisible) to the players, which makes the creature less engaging because the players don't see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isn't that compelling, whereas one that increases its damage by lighting its arrows on fire is noticeable. - -These both work toward the same goal—dealing more damage this round—but one is far more memorable. - -#### Active Abilities -GMG p. 68 - -Abilities a creature uses on its turn have the most flexibility and scope. You can use Table 2–11 to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis. - -Consider how you want your creature to spend its turns. - -Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal [Strikes](../actions/strike.md). And as you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with meleeonly creatures. You can give such creatures abilities similar to Sudden Charge or the deadly mantis's Leaping Grab. - -Use 3-action abilities sparingly, as a creature can't use them if it is [slowed](../conditions.md#Slowed) or [stunned](../conditions.md#Stunned)—making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it—saying "This can be more powerful than other abilities because it is less likely to work," is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use. - -Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get [grabbed](../conditions.md#Grabbed), become [slowed](../conditions.md#Slowed), or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. - -This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic. - -##### Free Actions -GMG p. 68 - -Use free actions that don't have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not [Strikes](../actions/strike.md) or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then [Strike](../actions/strike.md). - -##### Damage-Dealing Abilities -GMG p. 68 - -If a special action is a single action with only one target, you can often set damage using Table 2–10: [Strike](../actions/strike.md) Damage on page 65. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases. - -For abilities that deal damage in an area, use Table 2–12 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns) - -You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the [Strike](../actions/strike.md) Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage. - -| Level | Unlimited Use | Limited Use | -|-------|---------------|-------------| -| –1 | `1d4` (2) | `1d6` (4) | -| 0 | `1d6` (4) | `1d10` (6) | -| 1 | `2d4` (5) | `2d6` (7) | -| 2 | `2d6` (7) | `3d6` (11) | -| 3 | `2d8` (9) | `4d6` (14) | -| 4 | `3d6` (11) | `5d6` (18) | -| 5 | `2d10` (12) | `6d6` (21) | -| 6 | `4d6` (14) | `7d6` (25) | -| 7 | `4d6` (15) | `8d6` (28) | -| 8 | `5d6` (17) | `9d6` (32) | -| 9 | `5d6` (18) | `10d6` (35) | -| 10 | `6d6` (20) | `11d6` (39) | -| 11 | `6d6` (21) | `12d6` (42) | -| 12 | `5d8` (23) | `13d6` (46) | -| 13 | `7d6` (24) | `14d6` (49) | -| 14 | `4d12` (26) | `15d6` (53) | -| 15 | `6d8` (27) | `16d6` (56) | -| 16 | `8d6` (28) | `17d6` (60) | -| 17 | `8d6` (29) | `18d6` (63) | -| 18 | `9d6` (30) | `19d6` (67) | -| 19 | `7d8` (32) | `20d6` (70) | -| 20 | `6d10` (33) | `21d6` (74) | -| 21 | `10d6` (35) | `22d6` (77) | -| 22 | `8d8` (36) | `23d6` (81) | -| 23 | `11d6` (38) | `24d6` (84) | -| 24 | `11d6` (39) | `25d6` (88) | - -#### Defensive Abilities -GMG p. 69 - -Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and [Shield Block](../../Compendium/feats/shield-block.md) is usually plenty. Defensive abilities often run the risk of being [invisible](../conditions.md#Invisible) abilities. For examples of good defensive abilities, look at spells like _sanctuary_ for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options. - -#### Reactive Abilities -GMG p. 69 - -Reactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky. It's tempting to give every creature a reaction, but that's not necessarily a good idea. - -To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, an ogre doesn't have [Attack of Opportunity](../actions/attack-of-opportunity.md) because it's a big oaf. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason. - -Second, look at the complexity of the encounter your creature is likely to appear in. If you'll have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party. - -When creating reactions, be careful with "gotcha" abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that [Strikes](../actions/strike.md) as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature— only an incredible duelist or something similar. - -Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to [Strike](../actions/strike.md) a creature is likely to be perceived by the players as uninteresting because it's so predictable. - -The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: [Shield Block](../../Compendium/feats/shield-block.md). The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. - -Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, "Oh, I should have seen that coming." - -##### Reaction Damage -GMG p. 69 - -Reactions should use lower damage, usually that of a moderate [Strike](../actions/strike.md). A reaction that deals area damage might deal low damage, though use such reactions with caution. - -#### Constant and Automatic Abilities -GMG p. 69 - -Certain abilities shouldn't use any actions. Auras are a common constant ability, with frightful presence, an adult red dragon's dragon heat, and a xulgath's stench as notable examples. An aura needs a range, and if it needs a DC, you'll usually set it to the moderate spell DC unless the aura is one of the creature's defining concepts. For example, the xulgath's stench DC is significantly higher because the aura is such an iconic part of the creature. - -Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action. - -Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP. - -##### Constant and Automatic Damage -GMG p. 69 - -Much like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low [Strike](../actions/strike.md) damage. Automatic abilities like the living wildfire's explosion ability tend to deal moderate [Strike](../actions/strike.md) damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat. - -#### Skill Abilities -GMG p. 69 - -A skilled creature might have abilities related to its skills. - -The skill feats in the _Core Rulebook_ make for a good baseline. Avoid giving your creature skill abilities that won't matter in its interactions with PCs. - -### Review Holistically -GMG p. 69 - -Now it's time to look over your completed creature as a whole and make sure it's living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be? If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets [slowed](../conditions.md#Slowed)? Can it move into combat against the PCs effectively given their mobility options compared to its own? Does it have any abilities it'll never use given its other actions? When you're satisfied with your creation, it's ready to hit the table. But that's not necessarily the end! If you notice issues during the game, you can fix them on the spot. It's your game, and you can freely change what you wrote if you think differently later on. - -### Trait Abilities -GMG p. 70 - -Creatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures. - -```ad-pf2-note -title: Aberration - -usually [darkvision](../../../rules/abilities/darkvision.md) - -usually Aklo -``` - -```ad-pf2-note -title: Aeon - -[LN](../../../rules/traits/lawful-neutral-b1.md), [monitor](../../../rules/traits/monitor.md) - -usually Utopian and other planar languages; envisioning for true aeons - -chaotic - -Attacks always deal additional lawful damage. -``` - -```ad-pf2-note -title: Air - -usually Auran - -Many air creatures have fly Speeds. -``` - -```ad-pf2-note -title: Angel - -good (usually [NG](../../../rules/traits/neutral-good-b1.md)), [celestial](../../../rules/traits/celestial.md) - -Angels each have a unique aura based on how they serve as messengers and how they deliver those messages. - -usually has a fly Speed - -usually angelic messenger -``` - -```ad-pf2-note -title: Animal - -[N](../../../rules/traits/neutral-b1.md) - -None - -–4 or –5 -``` - -```ad-pf2-note -title: Archon - -[LG](../../../rules/traits/lawful-goo-b1.md), [celestial](../../../rules/traits/celestial.md) - -Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent. -``` - -```ad-pf2-note -title: Astral - -[Darkvision](../../../rules/abilities/darkvision.md) -``` - -```ad-pf2-note -title: Azata - -[CG](../../../rules/traits/chaotic-good-b1.md), [celestial](../../../rules/traits/celestial.md) - -cold iron, evil - -Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent. -``` - -```ad-pf2-note -title: Beast - -–3 or higher -``` - -```ad-pf2-note -title: Celestial - -good - -[darkvision](../../../rules/abilities/darkvision.md) - -Celestial - -often a +1 status bonus to all saves vs. magic - -evil - -Attacks always deal additional good damage. -``` - -```ad-pf2-note -title: Cold - -or **Resistances** cold -``` - -```ad-pf2-note -title: Construct - -Many constructs lack minds and have the [mindless](../../../rules/traits/mindless.md) trait. - -bleed, death effects, diseased, [doomed](../../../rules/conditions.md#Doomed), [drained](../../../rules/conditions.md#Drained), [fatigued](../../../rules/conditions.md#Fatigued), healing, necromancy, nonlethal attacks, [paralyzed](../../../rules/conditions.md#Paralyzed), poison, [sickened](../../../rules/conditions.md#Sickened), [unconscious](../../../rules/conditions.md#Unconscious); if [mindless](../../../rules/traits/mindless.md), add mental -``` - -```ad-pf2-note -title: Daemon - -[NE](../../../rules/traits/neutral-evil-b1.md), [fiend](../../../rules/traits/fiend.md) - -Daemonic, telepathy 100 feet - -death effects - -Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent. -``` - -```ad-pf2-note -title: Demon - -[CE](../../../rules/traits/chaotic-evil-b1.md), [fiend](../../../rules/traits/fiend.md) - -Abyssal, telepathy (usually 100 feet) - -cold iron, good - -typically high to account for their multiple weaknesses - -Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit. - -usually 5th-level [dimension door](../../../compendium/spells/dimension-door.md) and at-will 4th-level [dimension door](../../../compendium/spells/dimension-door.md) - -usually [Abyssal pact](../../../compendium/spells/rituals/abyssal-pact-b1.md) - -Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others. -``` - -```ad-pf2-note -title: Devil - -[LE](../../../rules/traits/lawful-evil-b1.md), [fiend](../../../rules/traits/fiend.md) - -Infernal, telepathy (usually 100 feet) - -fire - -physical (except silver), poison - -usually one 5th-level [dimension door](../../../compendium/spells/dimension-door.md) and at-will 4th-level [dimension door](../../../compendium/spells/dimension-door.md) - -usually [Infernal pact](../../../compendium/spells/rituals/infernal-pact-b1.md) - -Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemure's Subservience to the gelugon's Tactician of Cocytus and the pit fiend's Devil Shaping. -``` - -```ad-pf2-note -title: Dragon - -[darkvision](../../../rules/abilities/darkvision.md) - -usually Draconic - -usually has a fly Speed - -Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon. -``` - -```ad-pf2-note -title: Earth - -often [tremorsense](../../../rules/abilities/tremorsense.md) - -usually Terran - -usually has a burrow Speed -``` - -```ad-pf2-note -title: Elemental - -[darkvision](../../../rules/abilities/darkvision.md) - -bleed, [paralyzed](../../../rules/conditions.md#Paralyzed), poison, sleep -``` - -```ad-pf2-note -title: Ethereal - -[darkvision](../../../rules/abilities/darkvision.md) -``` - -```ad-pf2-note -title: Fey - -[low-light vision](../../../rules/abilities/low-light-vision.md) - -usually Aklo, Sylvan, or both - -cold iron -``` - -```ad-pf2-note -title: Fiend - -evil - -[darkvision](../../../rules/abilities/darkvision.md) - -often a +1 status bonus to all saves vs. magic - -good - -Attacks always deal additional evil damage. -``` - -```ad-pf2-note -title: Fire - -usually Ignan - -fire - -cold -``` - -```ad-pf2-note -title: Fungus - -fungi without minds have the [mindless](../../../rules/traits/mindless.md) trait - -if [mindless](../../../rules/traits/mindless.md), mental - -sometimes slashing or fire -``` - -```ad-pf2-note -title: Giant - -[Large](../../../rules/traits/large-b1.md) or bigger, [humanoid](../../../rules/traits/humanoid.md) - -[low-light vision](../../../rules/abilities/low-light-vision.md) - -usually Jotun -``` - -```ad-pf2-note -title: Humanoid - -–3 or higher -``` - -```ad-pf2-note -title: Inevitable - -[LN](../../../rules/traits/lawful-neutral-b1.md), [aeon](../../../rules/traits/aeon-b1.md), [monitor](../../../rules/traits/monitor.md) - -[death effects](../../../rules/traits/death.md), disease, [emotion](../../../rules/traits/emotion.md), poison, [unconscious](../../../rules/conditions.md#Unconscious) - -Attacks always deal additional lawful damage. -``` - -```ad-pf2-note -title: Monitor - -neither [good](../../../rules/traits/good.md) nor [evil](../../../rules/traits/evil.md) - -[darkvision](../../../rules/abilities/darkvision.md) -``` - -```ad-pf2-note -title: Ooze - -Almost all oozes lack minds and have the [mindless](../../../rules/traits/mindless.md) trait. - -typically motion sense (Bestiary 254) and no vision - -usually well below the low value for their level - -usually around double - -critical hits, precision, [unconscious](../../../rules/conditions.md#Unconscious), often acid; if it has no vision, add [visual effects](../../../rules/traits/visual.md); if [mindless](../../../rules/traits/mindless.md), add mental -``` - -```ad-pf2-note -title: Plant - -plants without minds have the [mindless](../../../rules/traits/mindless.md) trait - -usually [low-light vision](../../../rules/abilities/low-light-vision.md) - -if [mindless](../../../rules/traits/mindless.md), mental - -sometimes fire -``` - -```ad-pf2-note -title: Protean - -[CN](../../../rules/traits/chaotic-neutral-b1.md), [monitor](../../../rules/traits/monitor.md) - -Protean - -lawful - -precision, protean anatomy - -(Bestiary 237) - -Attacks always deal additional chaotic damage. - -constant [freedom of movement](../../../compendium/spells/freedom-of-movement.md) - - -``` - -```ad-pf2-note -title: Psychopomp - -[N](../../../rules/traits/neutral-b1.md), [monitor](../../../rules/traits/monitor.md) - -lifesense (typically 60 feet) - -Requian - -[death effects](../../../rules/traits/death.md), disease - -negative, poison - -spirit touch (Bestiary 270) -``` - -```ad-pf2-note -title: Rakshasa - -[LE](../../../rules/traits/lawful-evil-b1.md), [fiend](../../../rules/traits/fiend.md) - -usually +2 status bonus to all saves vs. magic (+3 vs. divine magic) - -physical (except piercing) - - -``` - -```ad-pf2-note -title: Spirit - -[incorporeal](../../../rules/traits/incorporeal-b1.md), often [undead](../../../rules/traits/undead.md) -``` - -```ad-pf2-note -title: Swarm - -size based on the entire mass, usually [Large](../../../rules/traits/large-b1.md) or bigger - -typically low - -precision, swarm mind - -area damage, splash damage - -physical, usually with one physical type having lower or no resistance -``` - -```ad-pf2-note -title: Undead - -Almost all undead are [evil](../../../rules/traits/evil.md). Ghostly undead have the [incorporeal](../../../rules/traits/incorporeal-b1.md) trait. Undead without minds, such as most zombies, have the [mindless](../../../rules/traits/mindless.md) trait. - -[darkvision](../../../rules/abilities/darkvision.md) - -negative healing - -[death effects](../../../rules/traits/death.md), disease, [paralyzed](../../../rules/conditions.md#Paralyzed), poison, sleep (or unconscious if it never rests at all); if [mindless](../../../rules/traits/mindless.md), add mental -``` - -```ad-pf2-note -title: Water - -usually Aquan - -usually has a swim Speed -``` - -### Designing Npcs -GMG p. 72 - -Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesn't mean you have to build an NPC exactly like a PC, though. - -You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class's proficiencies and ability modifiers to determine how strong the NPC's statistics should be. Class Road Maps on page 73 has prebuilt road maps for the _Core Rulebook_ classes to get you started. - -If the NPC isn't meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202–249. Compare your NPC to the existing ones to determine the NPC's level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPC's interactions with the PCs to express their theme and role in the story. These NPCs can be level –1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it. - -It's highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don't need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they're a skill-based NPC, and better proficiency in narrow areas of expertise, like [Engineering Lore](../../Compendium/skills.md#Lore) for a tinker NPC. - -#### Non-Combat Level -GMG p. 72 - -An NPC's level should represent their combat prowess. - -A common person might not be a combat threat, even if they're important or highly skilled, and they consequently have a low level. However, that doesn't mean they can't present a challenge in other types of encounters. This is represented by a non-combat level, and tends to be specific to their area of expertise. For example, the barrister on page 232 of the NPC Gallery is a 4th-level creature in an encounter related to legal matters. - -This can go the other way as well, such as with a powerful combat creature that's not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind. - -Building an NPC's non-combat level is pretty simple. - -Choose the level you want the NPC to be for the type of challenge you have in mind, and use the skill numbers for that level—typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high [Perception](../../Compendium/skills.md#Perception) and Will DC, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be. - -The Experience Points gained for besting an NPC depend on how the party overcame them, because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPC's specialty, the party gets XP based on the NPC's non-combat level. If they just beat the NPC up, the XP would be based on the NPC's creature level. Quite often, that means 0 XP and failure at the PCs' objective; for instance, during a baking contest, if the PCs murder the other baker, not only would they be disqualified, but they would likely be apprehended for their crime. - -#### Pc-Style Build -GMG p. 72 - -If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you had built them using the creature rules, but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if they're meant to engage in social or exploration endeavors rather than just battles. There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as you intend. - -- The creature's treasure should follow the Treasure for New Characters rules on page 510 of the _Core Rulebook_. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level. -- You can expedite ability score generation by making the starting ability modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one [Lore](../../Compendium/skills.md#Lore) skill, to represent the skills granted by a background. -- It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest. -- For general feats, Incredible Initiative and Toughness make good choices. -- Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-level slots. - -> [!pf2-brown] CLASS ROAD MAPS -> -> You can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. You'll still need to look through the class to pick feats, weapons, and the like. Any statistic that isn't specifically listed can use moderate numbers. -> -> - **Alchemist** low [Perception](../../Compendium/skills.md#Perception); high [Crafting](../../Compendium/skills.md#Crafting); high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; it's usually easier to give the alchemist its bomb items rather than use [Quick Alchemy](../actions/quick-alchemy.md) on the spot. -> - **Barbarian** high [Athletics](../../Compendium/skills.md#Athletics); high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); [Rage](../actions/rage.md) and a few barbarian abilities -> - **Bard** moderate [Occultism](../../Compendium/skills.md#Occultism), high [Performance](../../Compendium/skills.md#Performance), high Charisma-based skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells -> - **Champion** low [Perception](../../Compendium/skills.md#Perception); moderate [Religion](../../Compendium/skills.md#Religion); high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champion's reaction, devotion spells, [Shield Block](../../Compendium/feats/shield-block.md) -> - **Cleric (Cloistered Cleric)** high [Perception](../../Compendium/skills.md#Perception); high [Religion](../../Compendium/skills.md#Religion), moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells -> - **Cleric (Warpriest)** moderate [Perception](../../Compendium/skills.md#Perception); moderate [Religion](../../Compendium/skills.md#Religion), moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, [Shield Block](../../Compendium/feats/shield-block.md) -> - **Druid** high [Perception](../../Compendium/skills.md#Perception); high [Nature](../../Compendium/skills.md#Nature), moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order -> - **Fighter** high [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics); high Str or Dex; high AC; low Will; high attack and high damage; [Attack of Opportunity](../actions/attack-of-opportunity.md), [Shield Block](../../Compendium/feats/shield-block.md), a few fighter abilities -> - **Monk** high [Acrobatics](../../Compendium/skills.md#Acrobatics), [Athletics](../../Compendium/skills.md#Athletics), or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; [Flurry of Blows](../actions/flurry-of-blows.md), a few monk abilities (possibly including ki spells) -> - **Ranger** high [Perception](../../Compendium/skills.md#Perception); moderate [Nature](../../Compendium/skills.md#Nature) and moderate to high [Survival](../../Compendium/skills.md#Survival); high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove [Hunt Prey](../actions/hunt-prey.md) and just use high attack and high damage); a few ranger abilities -> - **Rogue** high [Perception](../../Compendium/skills.md#Perception); high Dex (or key ability score for a specific rogue's racket); high [Stealth](../../Compendium/skills.md#Stealth) and [Thievery](../../Compendium/skills.md#Thievery), plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities -> - **Sorcerer** low [Perception](../../Compendium/skills.md#Perception); moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells -> - **Wizard** low [Perception](../../Compendium/skills.md#Perception); high [Arcana](../../Compendium/skills.md#Arcana); high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; [Drain Bonded Item](../actions/drain-bonded-item.md), school spells and additional slots for a specialist (or additional uses of [Drain Bonded Item](../actions/drain-bonded-item.md) for a universalist) - -> [!pf2-brown] CLASS ABILITIES -> -> You don't need to give an NPC all the abilities from its class— especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters. -> -> - **Alchemist** Feats 1st: [Quick Bomber](../../Compendium/feats/quick-bomber.md); 6th: [Debilitating Bomb](../../Compendium/feats/debilitating-bomb.md); 8th: [Sticky Bomb](../../Compendium/feats/sticky-bomb.md); 10th: [Expanded Splash](../../Compendium/feats/expanded-splash.md), [Greater Debilitating Bomb](../../Compendium/feats/greater-debilitating-bomb.md); 14th: [True Debilitating Bomb](../../Compendium/feats/true-debilitating-bomb.md); 18th: [Miracle Worker](../../Compendium/feats/miracle-worker.md) -> - **Barbarian** instinct ability and related feats, raging resistance; Feats 1st: [Raging Intimidation](../../Compendium/feats/raging-intimidation.md); 2nd: [No Escape](../../Compendium/feats/no-escape.md), [Shake it Off](../../Compendium/feats/shake-it-off.md); 4th: [Fast Movement](../../Compendium/feats/fast-movement.md), [Swipe (Barbarian)](../../Compendium/feats/swipe-barbarian.md); 6th: [Attack of Opportunity (Barbarian)](../../Compendium/feats/attack-of-opportunity-barbarian.md), [Cleave](../../Compendium/feats/cleave.md); 8th: [Sudden Leap (Barbarian)](../../Compendium/feats/sudden-leap-barbarian.md); 10th: [Come and Get Me](../../Compendium/feats/come-and-get-me.md), [Knockback](../../Compendium/feats/knockback.md), [Terrifying Howl](../../Compendium/feats/terrifying-howl.md); 14th: [Awesome Blow](../../Compendium/feats/awesome-blow.md), [Whirlwind Strike (Barbarian)](../../Compendium/feats/whirlwind-strike-barbarian.md); 18th: [Vicious Evisceration](../../Compendium/feats/vicious-evisceration.md) -> - **Bard** muse feats; Feats 4th: [Melodious Spell](../../Compendium/feats/melodious-spell.md); 6th: [Dirge of Doom](../../Compendium/feats/dirge-of-doom.md), [Steady Spellcasting (Bard)](../../Compendium/feats/steady-spellcasting-bard.md); 10th: [Quickened Casting (Bard)](../../Compendium/feats/quickened-casting-bard.md); 14th: [Allegro](../../Compendium/feats/allegro.md), [Soothing Ballad](../../Compendium/feats/soothing-ballad.md); 16th: [Effortless Concentration (Bard)](../../Compendium/feats/effortless-concentration-bard.md); 20th: [Fatal Aria](../../Compendium/feats/fatal-aria.md) -> - **Champion** divine ally and related feats, divine smite, exalt, feats based on cause; Feats 1st: [Deity's Domain](../../Compendium/feats/deitys-domain.md); 2nd: [Divine Grace](../../Compendium/feats/divine-grace.md); 4th: [Aura of Courage](../../Compendium/feats/aura-of-courage.md), [Mercy](../../Compendium/feats/mercy.md); 6th: [Attack of Opportunity (Champion)](../../Compendium/feats/attack-of-opportunity-champion.md); 8th: [Greater Mercy](../../Compendium/feats/greater-mercy.md); 12th: [Aura of Faith](../../Compendium/feats/aura-of-faith.md); 14th: [Aura of Righteousness](../../Compendium/feats/aura-of-righteousness.md), [Divine Reflexes](../../Compendium/feats/divine-reflexes.md); 18th: [Celestial Form](../../Compendium/feats/celestial-form.md), [Ultimate Mercy](../../Compendium/feats/ultimate-mercy.md) -> - **Cleric** Feats 1st: [Harming Hands](../../Compendium/feats/harming-hands.md), [Healing Hands](../../Compendium/feats/healing-hands.md); 2nd: [Sap Life](../../Compendium/feats/sap-life.md), [Turn Undead](../../Compendium/feats/turn-undead.md); 4th: [Command Undead](../../Compendium/feats/command-undead.md), [Necrotic Infusion](../../Compendium/feats/necrotic-infusion.md); 6th: [Divine Weapon](../../Compendium/feats/divine-weapon.md), [Selective Energy](../../Compendium/feats/selective-energy.md); 8th: [Channeled Succor](../../Compendium/feats/channeled-succor.md); 12th: [Defensive Recovery](../../Compendium/feats/defensive-recovery.md); 14th: [Fast Channel](../../Compendium/feats/fast-channel.md); 16th: [Eternal Bane](../../Compendium/feats/eternal-bane.md), [Eternal Blessing](../../Compendium/feats/eternal-blessing.md) -> - **Druid** order feats; Feats 6th: [Steady Spellcasting (Druid)](../../Compendium/feats/steady-spellcasting-druid.md); 8th: [Fey Caller](../../Compendium/feats/fey-caller.md) (only the added spells); 10th: [Overwhelming Energy (Druid)](../../Compendium/feats/overwhelming-energy-druid.md); 12th: [Primal Summons](../../Compendium/feats/primal-summons.md); 16th: [Effortless Concentration (Druid)](../../Compendium/feats/effortless-concentration-druid.md), 20th: [Leyline Conduit](../../Compendium/feats/leyline-conduit.md) -> - **Fighter** bravery, feats associated with a combat style; Feats 1st: [Power Attack](../../Compendium/feats/power-attack.md), [Sudden Charge (Fighter)](../../Compendium/feats/sudden-charge-fighter.md); 2nd: [Intimidating Strike](../../Compendium/feats/intimidating-strike.md), [Lunge](../../Compendium/feats/lunge.md); 4th: [Knockdown](../../Compendium/feats/knockdown.md), [Swipe (Fighter)](../../Compendium/feats/swipe-fighter.md); 6th: [Shatter Defenses](../../Compendium/feats/shatter-defenses.md); 8th: [Blind-Fight (Fighter)](../../Compendium/feats/blind-fight-fighter.md), [Felling Strike](../../Compendium/feats/felling-strike.md), [Sudden Leap (Fighter)](../../Compendium/feats/sudden-leap-fighter.md); 10th: [Certain Strike](../../Compendium/feats/certain-strike.md), [Combat Reflexes](../../Compendium/feats/combat-reflexes.md), [Disruptive Stance](../../Compendium/feats/disruptive-stance.md), [Fearsome Brute](../../Compendium/feats/fearsome-brute.md); 12th: [Spring Attack](../../Compendium/feats/spring-attack.md); 14th: [Determination](../../Compendium/feats/determination.md), [Whirlwind Strike (Fighter)](../../Compendium/feats/whirlwind-strike-fighter.md); 20th: [Weapon Supremacy](../../Compendium/feats/weapon-supremacy.md) -> - **Monk** metal strikes, mystic strikes, perfected form, stance and related feats; Feats 1st: [Ki Rush](../../Compendium/feats/ki-rush.md), [Ki Strike](../../Compendium/feats/ki-strike.md); 2nd: [Crushing Grab](../../Compendium/feats/crushing-grab.md), [Stunning Fist](../../Compendium/feats/stunning-fist.md); 4th: [Deflect Arrow](../../Compendium/feats/deflect-arrow.md), [Flying Kick](../../Compendium/feats/flying-kick.md); 6th: [Abundant Step](../../Compendium/feats/abundant-step.md), [Ki Blast](../../Compendium/feats/ki-blast.md), [Whirling Throw](../../Compendium/feats/whirling-throw.md); 8th: [Wall Run](../../Compendium/feats/wall-run.md); 10th: [Winding Flow](../../Compendium/feats/winding-flow.md); 16th: [Quivering Palm](../../Compendium/feats/quivering-palm.md), [Shattering Strike](../../Compendium/feats/shattering-strike.md); 18th: [Diamond Fists](../../Compendium/feats/diamond-fists.md), [Swift River](../../Compendium/feats/swift-river.md); 20th: [Enduring Quickness](../../Compendium/feats/enduring-quickness.md), Impossible Techniques -> - **Ranger** [Hunt Prey](../actions/hunt-prey.md), hunter's edge, nature's edge, masterful hunter, swift prey, companion or combat style and related feats; Feats 2nd: [Quick Draw (Ranger)](../../Compendium/feats/quick-draw-ranger.md), [Wild Empathy](../../Compendium/feats/wild-empathy.md); 4th: Scout's Warning; 6th: Skirmish Strike; 8th: [Blind-Fight (Ranger)](../../Compendium/feats/blind-fight-ranger.md), [Warden's Boon](../../Compendium/feats/wardens-boon.md); 10th: [Camouflage](../../Compendium/feats/camouflage.md); 14th: Sense the Unseen; 18th: [Shadow Hunter](../../Compendium/feats/shadow-hunter.md); 20th: [Ultimate Skirmisher](../../Compendium/feats/ultimate-skirmisher.md) -> - **Rogue** surprise attack, deny advantage, debilitating strike, master strike, rogue's racket and related feats; Feats 1st: Nimble Dodge; 2nd: [Mobility](../../Compendium/feats/mobility.md), [Quick Draw (Rogue)](../../Compendium/feats/quick-draw-rogue.md); 4th: Scout's Warning; 6th: [Gang Up](../../Compendium/feats/gang-up.md), Skirmish Strike, [Twist the Knife](../../Compendium/feats/twist-the-knife.md); 8th: [Blind-Fight (Rogue)](../../Compendium/feats/blind-fight-rogue.md), [Opportune Backstab](../../Compendium/feats/opportune-backstab.md); 10th: [Sneak Savant](../../Compendium/feats/sneak-savant.md); 12th: [Fantastic Leap](../../Compendium/feats/fantastic-leap.md), [Spring from the Shadows](../../Compendium/feats/spring-from-the-shadows.md); 14th: Sense the Unseen; 16th: [Dispelling Slice](../../Compendium/feats/dispelling-slice.md), [Perfect Distraction](../../Compendium/feats/perfect-distraction.md); 20th: [Hidden Paragon](../../Compendium/feats/hidden-paragon.md), [Reactive Distraction](../../Compendium/feats/reactive-distraction.md) -> - **Sorcerer** bloodline and related feats; Feats 1st: [Counterspell (Sorcerer)](../../Compendium/feats/counterspell-sorcerer.md), [Dangerous Sorcery](../../Compendium/feats/dangerous-sorcery.md); 4th: [Bespell Weapon (Sorcerer)](../../Compendium/feats/bespell-weapon-sorcerer.md); 6th: [Steady Spellcasting (Sorcerer)](../../Compendium/feats/steady-spellcasting-sorcerer.md); 10th: [Overwhelming Energy (Sorcerer)](../../Compendium/feats/overwhelming-energy-sorcerer.md), [Quickened Casting (Sorcerer)](../../Compendium/feats/quickened-casting-sorcerer.md); 16th: [Effortless Concentration (Sorcerer)](../../Compendium/feats/effortless-concentration-sorcerer.md); 20th: [Metamagic Mastery (Sorcerer)](../../Compendium/feats/metamagic-mastery-sorcerer.md) -> - **Wizard** school and related feats; Feats 1st: [Counterspell (Wizard)](../../Compendium/feats/counterspell-wizard.md); 4th: [Bespell Weapon (Wizard)](../../Compendium/feats/bespell-weapon-wizard.md); 6th: [Steady Spellcasting (Wizard)](../../Compendium/feats/steady-spellcasting-wizard.md); 10th: [Overwhelming Energy (Wizard)](../../Compendium/feats/overwhelming-energy-wizard.md), [Quickened Casting (Wizard)](../../Compendium/feats/quickened-casting-wizard.md); 12th: [Clever Counterspell](../../Compendium/feats/clever-counterspell.md); 14th: [Reflect Spell (Wizard)](../../Compendium/feats/reflect-spell-wizard.md); 16th: [Effortless Concentration (Wizard)](../../Compendium/feats/effortless-concentration-wizard.md); 18th: [Infinite Possibilities](../../Compendium/feats/infinite-possibilities.md); 20th: [Metamagic Mastery (Wizard)](../../Compendium/feats/metamagic-mastery-wizard.md), [Spell Combination](../../Compendium/feats/spell-combination.md). - -## Building Hazards -GMG p. 74 - -### Concept -GMG p. 74 - -The first thing you'll need is a concept for your hazard. - -What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If it's a trap, is it mechanical, magical, or both? This is a good time to brainstorm the hazard's name and description, as this will help you decide how the hazard can be disabled. - -The following information builds on concepts from Building Creatures, which starts on page 56. - -#### Hazard Types -GMG p. 74 - -The three main types of hazards are traps, environmental hazards, and haunts. - -Traps are usually built or placed, though they can also form accidentally, such as if a magic portal, through millennia of disuse, malfunctions as its magic warps. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by _dispel magic_, and those without a listed proficiency rank for [Stealth](../../Compendium/skills.md#Stealth) can be found using _detect magic_. [Thievery](../../Compendium/skills.md#Thievery) is the most common skill used to disable traps. - -Environmental hazards are either living things, like dangerous spores and molds, or simply features of the terrain or environment, like avalanches or rockslides. While they are always physical, some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas or a patch of quicksand. [Survival](../../Compendium/skills.md#Survival) is the most common skill used to disable environmental hazards. - -Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being's demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy. The skills and options used to disable haunts vary, though using [Religion](../../Compendium/skills.md#Religion) for an exorcism is common. However, even with a successful check to disable a haunt, it can reoccur until its unfinished business is resolved. Typically, successfully disabling or enduring a haunt provides clues to determine what it would take to lay it to rest permanently. - -### Understanding and Choosing Statistics -GMG p. 74 - -Much like for creatures, hazard statistics can be extreme, high, or low (hazards don't need as much granularity, so they usually don't have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, you'll use the values slightly differently. - -**Extreme:** While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone [unnoticed](../conditions.md#Unnoticed) or if someone critically failed to disable them. Does it have an extreme [Stealth](../../Compendium/skills.md#Stealth) DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard. - -**High:** This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures. - -**Low:** If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures (pages 56–73), or just an incredibly low value. - -### Stealth and Disable -GMG p. 75 - -When determining a hazard's combat statistics, first decide how the hazard can be located and how hard it is to disable. - -A hazard where the main challenge is how difficult it is to find, like the _Core Rulebook's_ [hidden](../conditions.md#Hidden) pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the _Armageddon orb_ - -| Level | Extreme | High | Low | -|-------|---------|------|-----| -| –1 | 18 | 15 | 12 to 11 | -| 0 | 19 | 16 | 13 to 12 | -| 1 | 20 | 17 | 14 to 13 | -| 2 | 21 | 18 | 15 to 14 | -| 3 | 23 | 20 | 17 to 15 | -| 4 | 25 | 22 | 18 to 17 | -| 5 | 26 | 23 | 20 to 18 | -| 6 | 28 | 25 | 21 to 19 | -| 7 | 30 | 27 | 23 to 21 | -| 8 | 31 | 28 | 24 to 22 | -| 9 | 33 | 30 | 26 to 23 | -| 10 | 35 | 32 | 27 to 25 | -| 11 | 36 | 33 | 29 to 26 | -| 12 | 38 | 35 | 30 to 27 | -| 13 | 40 | 37 | 32 to 29 | -| 14 | 41 | 38 | 33 to 30 | -| 15 | 43 | 40 | 35 to 31 | -| 16 | 45 | 42 | 36 to 33 | -| 17 | 46 | 43 | 38 to 34 | -| 18 | 48 | 45 | 39 to 35 | -| 19 | 50 | 47 | 41 to 37 | -| 20 | 51 | 48 | 42 to 38 | -| 21 | 53 | 50 | 44 to 39 | -| 22 | 55 | 52 | 45 to 41 | -| 23 | 56 | 53 | 46 to 42 | -| 24 | 58 | 55 | 48 to 43 | - -When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. - -Remember, a hazard without a listed rank next to its [Stealth](../../Compendium/skills.md#Stealth) DC is obvious enough that creatures can find it without [Searching](../actions/search.md), and magical hazards without a listed rank are not normally protected against _detect magic_. Most hazards built by intelligent creatures are [concealed](../conditions.md#Concealed) have at least a trained rank. Table 2–14 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the _Core Rulebook_ can be disabled with master [Religion](../../Compendium/skills.md#Religion), or by a higher DC with expert [Diplomacy](../../Compendium/skills.md#Diplomacy). - -If you need a [Stealth](../../Compendium/skills.md#Stealth) modifier for a complex hazard, just subtract 10 from the listed DC. - -| Levels | High | Moderate | -|--------|------|----------| -| 0 or lower | Untrained | Untrained | -| 1-4 | Trained (expert for [Perception](../../Compendium/skills.md#Perception)) | Trained | -| 5-8 | Expert | Trained | -| 9-18 | Master | Expert | -| 19 or higher | Legendary | Master | - -### Defenses -GMG p. 75 - -If there's a physical component that a character could break, you'll need to determine the hazard's AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section. - -| Level | EAC | HAC | LAC | E Save | H Save | L Save | Hardness | HP* | -|-------|-----|-----|-----|--------|--------|--------|----------|-----| -| –1 | 18 | 15 | 12 | `1d20+9` | `1d20+8` | `1d20+2` | 2–4 | 11–13 | -| 0 | 19 | 16 | 13 | `1d20+10` | `1d20+9` | `1d20+3` | 3–5 | 15–17 | -| 1 | 19 | 16 | 13 | `1d20+11` | `1d20+10` | `1d20+4` | 5–7 | 23–25 | -| 2 | 21 | 18 | 15 | `1d20+12` | `1d20+11` | `1d20+5` | 7–9 | 30–34 | -| 3 | 22 | 19 | 16 | `1d20+14` | `1d20+12` | `1d20+6` | 10–12 | 42–46 | -| 4 | 24 | 21 | 18 | `1d20+15` | `1d20+14` | `1d20+8` | 11–13 | 46–50 | -| 5 | 25 | 22 | 19 | `1d20+17` | `1d20+15` | `1d20+9` | 12–14 | 50–54 | -| 6 | 27 | 24 | 21 | `1d20+18` | `1d20+17` | `1d20+11` | 13–15 | 54–58 | -| 7 | 28 | 25 | 22 | `1d20+20` | `1d20+18` | `1d20+12` | 14–16 | 58–62 | -| 8 | 30 | 27 | 24 | `1d20+21` | `1d20+19` | `1d20+13` | 15–17 | 62–66 | -| 9 | 31 | 28 | 25 | `1d20+23` | `1d20+21` | `1d20+15` | 16–18 | 66–70 | -| 10 | 33 | 30 | 27 | `1d20+24` | `1d20+22` | `1d20+16` | 17–19 | 70–74 | -| 11 | 34 | 31 | 28 | `1d20+26` | `1d20+24` | `1d20+18` | 19–21 | 78–82 | -| 12 | 36 | 33 | 30 | `1d20+27` | `1d20+25` | `1d20+19` | 20–22 | 82–86 | -| 13 | 37 | 34 | 31 | `1d20+29` | `1d20+26` | `1d20+20` | 21–23 | 86–90 | -| 14 | 39 | 36 | 33 | `1d20+30` | `1d20+28` | `1d20+22` | 22–24 | 90–94 | -| 15 | 40 | 37 | 34 | `1d20+32` | `1d20+29` | `1d20+23` | 23–25 | 94–98 | -| 16 | 42 | 39 | 36 | `1d20+33` | `1d20+30` | `1d20+25` | 25–27 | 101–107 | -| 17 | 43 | 40 | 37 | `1d20+35` | `1d20+32` | `1d20+26` | 27–29 | 109–115 | -| 18 | 45 | 42 | 39 | `1d20+36` | `1d20+33` | `1d20+27` | 29–31 | 117–123 | -| 19 | 46 | 43 | 40 | `1d20+38` | `1d20+35` | `1d20+29` | 31–33 | 125–131 | -| 20 | 48 | 45 | 42 | `1d20+39` | `1d20+36` | `1d20+30` | 33–35 | 133–139 | -| 21 | 49 | 46 | 43 | `1d20+41` | `1d20+38` | `1d20+32` | 36–38 | 144–152 | -| 22 | 51 | 48 | 45 | `1d20+43` | `1d20+39` | `1d20+33` | 39–41 | 156–164 | -| 23 | 52 | 49 | 46 | `1d20+44` | `1d20+40` | `1d20+34` | 44–46 | 168–176 | -| 24 | 54 | 51 | 48 | `1d20+46` | `1d20+42` | `1d20+36` | 46–50 | 180–188 | - -* The Broken Threshold is usually half the hazard's HP. - -Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 2–7: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility. - -### Offense -GMG p. 76 - -Almost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have an attack bonus even higher than the extreme attack bonus for a creature (abbreviated as S. Atk in Table 2–16: Offense). Complex hazards usually have attack bonuses akin to a high attack bonus for a creature (abbreviated as C. Atk in Table 2–16). You can adjust them further using Table 2–9: Attack Bonus on page 64 if your hazard needs it. Simple hazard DCs aren't as high for their level as their attack bonuses are, since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs on Table 2–16: Offense below. - -The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12. - -| Level | S. Atk | C. Atk | Simple Dmg | Complex Dmg | EDC | HDC | -|-------|--------|--------|------------|-------------|-----|-----| -| –1 | `1d20+10` | `1d20+8` | `2d4+1` (6) | `1d4+1` (3) | 19 | 16 | -| 0 | `1d20+11` | `1d20+8` | `2d6+3` (10) | `1d6+2` (5) | 19 | 16 | -| 1 | `1d20+13` | `1d20+9` | `2d6+5` (12) | `1d6+3` (6) | 20 | 17 | -| 2 | `1d20+14` | `1d20+11` | `2d10+7` (18) | `1d10+4` (9) | 22 | 18 | -| 3 | `1d20+16` | `1d20+12` | `2d10+13` (24) | `1d10+6` (12) | 23 | 20 | -| 4 | `1d20+17` | `1d20+14` | `4d8+10` (28) | `2d8+5` (14) | 25 | 21 | -| 5 | `1d20+19` | `1d20+15` | `4d8+14` (32) | `2d8+7` (16) | 26 | 22 | -| 6 | `1d20+20` | `1d20+17` | `4d8+18` (36) | `2d8+9` (18) | 27 | 24 | -| 7 | `1d20+22` | `1d20+18` | `4d10+18` (40) | `2d10+9` (20) | 29 | 25 | -| 8 | `1d20+23` | `1d20+20` | `4d10+22` (44) | `2d10+11` (22) | 30 | 26 | -| 9 | `1d20+25` | `1d20+21` | `4d10+26` (48) | `2d10+13` (24) | 32 | 28 | -| 10 | `1d20+26` | `1d20+23` | `4d12+26` (52) | `2d12+13` (26) | 33 | 29 | -| 11 | `1d20+28` | `1d20+24` | `4d12+30` (56) | `2d12+15` (28) | 34 | 30 | -| 12 | `1d20+29` | `1d20+26` | `6d10+27` (60) | `3d10+14` (30) | 36 | 32 | -| 13 | `1d20+31` | `1d20+27` | `6d10+31` (64) | `3d10+16` (32) | 37 | 33 | -| 14 | `1d20+32` | `1d20+29` | `6d10+35` (68) | `3d10+18` (34) | 39 | 34 | -| 15 | `1d20+34` | `1d20+30` | `6d12+33` (72) | `3d12+17` (36) | 40 | 36 | -| 16 | `1d20+35` | `1d20+32` | `6d12+35` (74) | `3d12+18` (37) | 41 | 37 | -| 17 | `1d20+37` | `1d20+33` | `6d12+37` (76) | `3d12+19` (38) | 43 | 38 | -| 18 | `1d20+38` | `1d20+35` | `6d12+41` (80) | `3d12+20` (40) | 44 | 40 | -| 19 | `1d20+40` | `1d20+36` | `8d10+40` (84) | `4d10+20` (42) | 46 | 41 | -| 20 | `1d20+41` | `1d20+38` | `8d10+44` (88) | `4d10+22` (44) | 47 | 42 | -| 21 | `1d20+43` | `1d20+39` | `8d10+48` (92) | `4d10+24` (46) | 48 | 44 | -| 22 | `1d20+44` | `1d20+41` | `8d10+52` (96) | `4d10+26` (48) | 50 | 45 | -| 23 | `1d20+46` | `1d20+42` | `8d12+48` (100) | `4d12+24` (50) | 51 | 46 | -| 24 | `1d20+47` | `1d20+44` | `8d12+52` (104) | `4d12+26` (52) | 52 | 48 | - -#### Designing Simple Hazards -GMG p. 76 - -When designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when it's a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or even the encounters in some way (you can find more information on integrating hazards with encounters in Dynamic Encounters on page 48) - -#### Designing Complex Hazards -GMG p. 76 - -Unlike a simple hazard, a complex hazard can play the part of a creature in a battle, or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard don't apply when designing a complex hazard. A complex hazard can apply its damage over and over again, eventually killing its hapless victim, and isn't intended to be a quick-to-overcome obstacle. - -Complex hazards have a lot more in common with creatures than simple hazards do, and you'll see that a complex hazard's statistics are similar to those of a creature. - -A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the _Core Rulebook's_ poisoned dart gallery requires only one [Thievery](../../Compendium/skills.md#Thievery) check to disable, the control panel is on the far end of the gallery, so a PC would need to make their way across first. - -##### Building Routines -GMG p. 76 - -A complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a force of nature like sinking in quicksand. Make sure to build a routine that makes sense for the hazard; an environmental lava chute that ejects lava into the area each round shouldn't be able to seek out and precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize life force and target living creatures. - -If you create a hazard that can't consistently attack the PCs (like the _Core Rulebook's_ blade pillar, which moves in a random direction), you can make it deadlier than normal in other ways. - -The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazard's actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in a encounter alongside creatures. - -### Simple Hazards -GMG p. 77 - -A simple hazard uses its reaction when triggered. - -### Complex Hazards -GMG p. 80 - -Complex hazards roll initiative and act on their turn. - -## Building Items -GMG p. 82 - -New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time! - -### Concept and Role -GMG p. 82 - -First, come up with a concept for the item based on the role the item serves in your game and in the game's world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems. - -A new magic item might be important later in the story, or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they're noticeably better, while consumable items don't have as big an impact on the story as permanent items. - -#### Item Level -GMG p. 82 - -A new item is typically going to be within a few levels of the PCs. If it's too low, it might not be interesting, and if it's too high, it might be too powerful or too lucrative to sell. - -#### Comparison -GMG p. 82 - -First, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the _broom of flying_, which moves of its own volition to a location and thus can't be used to gain a huge advantage during combat, and _winged boots_, which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work. - -### Item Effects -GMG p. 82 - -Next, use the item's concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplay-inspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a load-bearing item bonus, like a magic weapon. To determine the item's power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants. - -For specific advice for the type of magic item you are creating, check out Designing by Type on page 83. - -#### Special Abilities -GMG p. 82 - -When deciding what special abilities are appropriate for what level, it's best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the item's level could cast. Scrolls are about the most efficient you can get—they're the same level the spellcaster would be—but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally. - -The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps [haste](../../Compendium/spells/haste.md)), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a wand. - -If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences. - -Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones. - -##### Constant Abilities -GMG p. 82 - -If you want an effect to be constant, set the level and Price accordingly. For instance, let's say your group is 16th level and you want to give them an item themed around flying. - -A 7th-level [fly](../../Compendium/spells/fly.md) spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game. - -##### Activation Actions -GMG p. 83 - -Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with "helper" spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast. - -##### Scaling Out of Usefulness -GMG p. 83 - -Some spells aren't appealing if their level is too low. For instance, an item that casts 1st-level _burning hands_ three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isn't effective compared to other actions a character could take. Err on the side of fewer, more impressive activations. - -#### Bonuses -GMG p. 83 - -If your item includes item bonuses, check the table below for the minimum item levels the game's math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isn't effectively permanent. If a character typically picks three or fewer locks a day, there's no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to [Pick a Lock](../actions/pick-a-lock.md) three times per day. - -For attack bonuses, AC, and saves, the minimums match _magic weapons_ and _magic armor_. You can have other items with these bonuses (like _handwraps of mighty blows_), but keep in mind they compete with fundamental runes. - -Skill bonuses come on a wider range of items. Some are more broadly useful, so an [Athletics](../../Compendium/skills.md#Athletics) item might be more expensive than an equivalent [Society](../../Compendium/skills.md#Society) item. Gaining a bonus to [Perception](../../Compendium/skills.md#Perception) is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus. - -| Statistic | +1 | +2 | +3 | -|-----------|----|----|----| -| Attack Bonus | 2 | 10 | 16 | -| AC | 5 | 11 | 18 | -| Save (resilient rune) | 8 | 14 | 20 | -| Skill/Perception | 3 | 9 | 17* | - -* This is also the minimum level for apex items. - -### Designing by Type -GMG p. 83 - -The following guidance applies to items of various types. - -#### Alchemical Items -GMG p. 83 - -Alchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid [alchemical](../traits/alchemical.md) effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game. - -Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; it's easy to make one that doesn't affect certain characters. Look at the serene mutagen. If its drawback didn't affect spells, Wisdom-based casters who didn't use weapons would have no drawback. - -Poisons are one of the trickier alchemical items to make, and it's usually best to just tweak one found in the _Core Rulebook_ to avoid making something that's overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful. - -#### Ammunition -GMG p. 83 - -Magic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a [Strike](../actions/strike.md). This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every [Strike](../actions/strike.md) without noticing the gold cost. If the ammunition doesn't deal normal [Strike](../actions/strike.md) damage on a hit, remember to say that! Dealing damage is the default. - -#### Armor and Weapons -GMG p. 83 - -Specific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts _wall of fire_ in an unconnected way. - -The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific item's special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. That's not always bad, since it's still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn't too drastic. - -If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes' Prices, and its level is that of the highest-level rune on the item. - -When picking abilities, you can also consider taking from the relic gifts found on pages 96–105. Even if your game doesn't use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldn't scale on a normal magic item. - -#### Held Items -GMG p. 84 - -Usually, held items should require manipulation to use, with [Interact](../actions/interact.md) activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like. - -Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat. - -#### Oils -GMG p. 84 - -Oils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a [petrified](../conditions.md#Petrified) character can't drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more. - -#### Potions -GMG p. 84 - -Potions are consumables in the truest sense; you literally consume them. Since the action of drinking isn't easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and it's the reason potions are nearly always higher level than scrolls with similar effects. - -#### Runes -GMG p. 84 - -Property runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level. - -#### Scrolls -GMG p. 84 - -You'll never need to design a new scroll, but use them as a comparison when designing other types of consumables. If you're designing a consumable that seems like it's much better than a scroll of its level—or faster to activate—you should probably raise the item's level or adjust the effect. - -#### Shields -GMG p. 84 - -Use the _sturdy shields_ as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities. - -#### Staves -GMG p. 84 - -You'll need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item. - -#### Structures -GMG p. 84 - -Structures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isn't some [hidden](../conditions.md#Hidden) abuse where the structure drastically alters encounters. The [structure](../traits/structure.md) trait is intended to help as a starting point. - -#### Talismans -GMG p. 84 - -Because talismans are affixed ahead of time but don't take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters' answer to scrolls to expand on the options of the non-spellcasters at your table. - -#### Wands -GMG p. 84 - -You won't need to design basic _magic wands_, but you might want a special wand. When designing a new special wand, your wand's level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, it's now competing with wands of a spell a whole level higher, so the special effect should be worth that cost! - -#### Worn Items -GMG p. 84 - -Worn items vary wildly in their effects, but they all take up one of a character's 10 invested items. Remember to include the item's worn entry, if applicable (or — if you could imagine someone wearing 10 or more with no difficulty) - -> [!pf2-brown] POTIONS VS. ELIXIRS -> -> Alchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially [quickened](../conditions.md#Quickened) spells thanks to the single action activation. - -Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic. - -Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items. - -### Fill in the Numbers -GMG p. 85 - -You're almost done! The final step is to fill in the numbers. - -#### Dcs -GMG p. 85 - -Choose any DCs for the item's abilities. You can't go wrong with the typical DCs in Table 2–18. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower. - -The lower the DC, the quicker the item becomes obsolete. - -| Item Level | DC | -|------------|----| -| 1 | 15 | -| 2 | 16 | -| 3 | 17 | -| 4 | 18 | -| 5 | 19 | -| 6 | 20 | -| 7 | 23 | -| 8 | 24 | -| 9 | 25 | -| 10 | 27 | -| 11 | 28 | -| 12 | 29 | -| 13 | 30 | -| 14 | 31 | -| 15 | 34 | -| 16 | 35 | -| 17 | 37 | -| 18 | 38 | -| 19 | 41 | -| 20 | 43 | - -#### Item Prices -GMG p. 85 - -Use the following guidelines for pricing items. - -##### Permanent Items -GMG p. 85 - -Each item level has a price range. Based on the item's role and abilities, decide where in that range to place it. There's plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it. - -Primary items cost near the highest value for their level. - -They have a big impact on combat or player ability. This includes weapons, armor, and [Perception](../../Compendium/skills.md#Perception) items. The highest price is for items like _magic weapons_, _magic armor_, and apex items. So a _+1 striking weapon_ is 100 gp at 4th level. - -Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like [Medicine](../../Compendium/skills.md#Medicine) or [Crafting](../../Compendium/skills.md#Crafting). - -Tertiary items, with low value, are weird or very specific items, ones not usually core to a character's build. - -Especially strange ones might fall into the gap between two levels. - -| Level | Price | Core Item | -|-------|-------|-----------| -| 1 | 10–20 gp | | -| 2 | 25–35 gp | +1 weapon | -| 3 | 45–60 gp | +1 skill item | -| 4 | 75–100 gp | +1 striking weapon | -| 5 | 125–160 gp | +1 armor | -| 6 | 200–250 gp | | -| 7 | 300–360 gp | | -| 8 | 415–500 gp | +1 resilient armor | -| 9 | 575–700 gp | +2 skill item | -| 10 | 820–1,000 gp | +2 striking weapon | -| 11 | 1,160–1,400 gp | +2 resilient armor | -| 12 | 1,640–2,000 gp | +2 greater striking weapon | -| 13 | 2,400–3,000 gp | | -| 14 | 3,600–4,500 gp | +2 greater resilient armor | -| 15 | 5,300–6,500 gp | | -| 16 | 7,900–10,000 gp | +3 greater striking weapon | -| 17 | 12,000–15,000 gp | +3 skill item, apex item | -| 18 | 18,600–24,000 gp | +3 greater resilient armor | -| 19 | 30,400–40,000 gp | +3 superior striking weapon | -| 20 | 52,000–70,000 gp | +3 superior resilient armor | - -#### Consumables -GMG p. 85 - -Consumables have a slightly narrower range, with topend items like scrolls, optimum healing potions, or super-useful consumables like a _potion of invisibility_ at the high end. - -| Level | Price | -|-------|-------| -| 1 | 3–4 gp | -| 2 | 5–7 gp | -| 3 | 8–12 gp | -| 4 | 13–20 gp | -| 5 | 21–30 gp | -| 6 | 31–50 gp | -| 7 | 51–70 gp | -| 8 | 71–100 gp | -| 9 | 101–150 gp | -| 10 | 151–200 gp | -| 11 | 201–300 gp | -| 12 | 301–400 gp | -| 13 | 401–600 gp | -| 14 | 601–900 gp | -| 15 | 901–1,300 gp | -| 16 | 1,301–2,000 gp | -| 17 | 2,001–3,000 gp | -| 18 | 3,001–5,000 gp | -| 19 | 5,001–8,000 gp | -| 20 | 8,001–14,000 gp | - -You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any [mechanical](../traits/mechanical.md) effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such. - -## Item Quirks -GMG p. 86 - -You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any [mechanical](../traits/mechanical.md) effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or –1 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. It's typically a language spoken by the item's creator. - -| `1d100` | Quirk | Description | -|---------|-------|-------------| -| 01 | Melodic | Faint music plays when in use. | -| 02 | Skin-altering | The user's skin color changes to a bright color such as blue or green. | -| 03 | Choral | Repeats everything the user says in a singing voice. | -| 04 | Mood coloration | User's mood affects the item's color. | -| 05 | Chatty | Happily engages in small talk. | -| 06 | Spoiling | Food within 1 foot spoils at twice the normal rate. | -| 07 | Friendly | Requests to be introduced to everyone the user meets. | -| 08 | Muffling | Nearby sounds are slightly quieter. | -| 09 | Runic | Runes appear on the user's skin. | -| 10 | Comfortable | Can serve as a pillow or blanket. | -| 11 | Rain-blocking | The user remains dry in the rain. | -| 12 | Clumsy | When unattended, knocks over other small items within 1 foot. | -| 13 | Elemental appearance | Seems made of flame, water, or another elemental material. | -| 14 | Magnetic | Small, ferrous objects of light Bulk or less adhere to it. | -| 15 | Aberrant | Has tentacles, teeth, or other off-putting features. | -| 16 | Dream-eating | Creatures asleep within 10 feet do not dream. | -| 17 | Clean | Remains pristine despite filth. | -| 18 | Hungry | Needs daily meals, often odd things like wood shavings. | -| 19 | Smelly | Smells like the last food the user ate. | -| 20 | Flamboyant | Flashes of light, sparks of color, and other effects shower from it. | -| 21 | Verdant trail | Small plants grow where the user walks, remaining for 1 hour. | -| 22 | Complaining | Grumbles when not in use. | -| 23 | Detecting | Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet. | -| 24 | Fibbing | Tells grandiose and obvious lies. | -| 25 | Compressing | User is slightly shorter. | -| 26 | Attentive | Turns to face the last creature to touch it. | -| 27 | Soprano | User's voice becomes higher. | -| 28 | Shrinking | Decreases in size when used. | -| 29 | Aromatic | Nearby air smells pleasant. | -| 30 | Temperate | Slight warmth spills from the item. | -| 31 | Slime trail | User leaves a trail of slime where they walk, remaining for 1 hour. | -| 32 | Tetrachromatic | Colors seem more vivid to the user. | -| 33 | Resounding | Nearby sounds are slightly louder. | -| 34 | Insect-attracting | Harmless insects swarm around it. | -| 35 | Ancient tongue | Speaks in a forgotten language. | -| 36 | Bloodthirsty | The sight of blood causes it to quiver in anticipation. | -| 37 | Polished | Highly reflective. | -| 38 | Scribing | Absorbs ink for 1 hour, allowing its points to be used as a pen. | -| 39 | Dirty | A layer of filth always remains. | -| 40 | Eye-altering | User's eye color changes. | -| 41 | Preserving | Food within 1 foot spoils at half rate. | -| 42 | Leafy | Small plants grow on or from it. | -| 43 | Wet | It and its user are always damp. | -| 44 | Encouraging | Offers encouragement when the user fails a check. | -| 45 | Loyal | Remains within 5 feet of the user, as if on a tether. | -| 46 | Ritualistic | Demands the user perform a simple act every morning. | -| 47 | Restless | Slowly moves and fidgets. | -| 48 | Displaced | Appears offset from where it is. | -| 49 | Caring | Provides advice and reminders. | -| 50 | Projecting | Light creates a kaleidoscopic effect. | -| 51 | Hair-altering | User's hair color changes. | -| 52 | Watchful | Staring eyes cover it. | -| 53 | Generous | Produces small, token gifts. | -| 54 | Bass | User's voice becomes lower. | -| 55 | Leaking | Secretes a harmless liquid. | -| 56 | Taste-altering | Food tastes different, such as tasting sweeter or saltier. | -| 57 | Bouncy | Bounces on collision. | -| 58 | Lucid | Creatures asleep within 10 feet see the item in their dreams. | -| 59 | Decorous | Insists the user use polite language. | -| 60 | Junky | Appears shoddy or made of scraps. | -| 61 | Cavorting | Dances in place when not in use. | -| 62 | Furry | Covered by a thin coat of fur. | -| 63 | Unusually colored | An outlandish color, such as a bright purple suit of armor. | -| 64 | Sonorous | Sounds a pure tone when struck. | -| 65 | Starry | Seems made of night sky. | -| 66 | Compact | Packs neatly into a smaller form. | -| 67 | Misting | Constantly leaking mist or steam. | -| 68 | Chirping | Coos and squeaks when used. | -| 69 | Balanced | Always remains perfectly upright. | -| 70 | Sun-blocking | User never receives sunburns. | -| 71 | Animal-attracting | Harmless animals follow the user. | -| 72 | Flaunting | Forces user to move dramatically. | -| 73 | Tracing | Followed by thin trails of color. | -| 74 | Monologuing | Recites long lectures or speeches. | -| 75 | Foretelling | Makes mysterious predictions. | -| 76 | Adhesive | Sticks slightly to any surface. | -| 77 | Levitating | Floats slightly above a surface. | -| 78 | Slimy | Covered by a thin layer of slime. | -| 79 | Commentating | Remarks on its surroundings. | -| 80 | Numbing | User is less sensitive to pain. | -| 81 | Time-telling | Announces the current time. | -| 82 | Towering | User is slightly taller. | -| 83 | Absorbent | Absorbs up to one pint of liquid. | -| 84 | Faceted | Appears made of crystal or gems. | -| 85 | Bubbly | Creates bubbles when used. | -| 86 | Image-flipping | User appears to be mirrored. | -| 87 | Hair-growing | User's hair grows at double rate. | -| 88 | Alternating | Appearance slowly changes. | -| 89 | Sweaty | Becomes damp and pungent when used extensively. | -| 90 | Glittering | Shimmers and glows with light. | -| 91 | Molting | Sheds a thick film every morning. | -| 92 | Echoing | Sounds around the user echo. | -| 93 | Shadowless | Item and user cast no shadow. | -| 94 | Storytelling | Is inscribed with a story or knows a tale it can recite on command. | -| 95 | Chilled | Slightly cool to the touch. | -| 96 | Color-washing | User's vision shifts to a given coloration, such as sepia or monochrome. | -| 97 | Growing | Increases in size when used. | -| 98 | Floating | Slowly descends when dropped. | -| 99 | Two quirks | Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100. | -| 100 | Three quirks | Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100. | - -## Intelligent Items -GMG p. 88 - -Intelligent items are a special kind of magic item that straddles the line between treasure and NPC. An intelligent item might be another type of item as well: it could be an artifact (like _Serithtial_ on page 112), a cursed item (page 90), or even a relic (page 94) that grows with its wielder. - -Introducing an intelligent item is an effective way to subtly alter the party dynamic. An intelligent item works well when its personality makes it a natural complement or foil for its partner: the PC investing, holding, or otherwise interacting with the item. An intelligent item that can communicate only with that particular PC is also a great way to engage players who are a bit quieter, or those slower to speak in a scene where all the PCs can talk to a particular NPC. Due to their inherently limited agency, intelligent items are at less of a risk for stealing the spotlight than other NPCs who travel along with the party. - -### Intelligent Item Rules -GMG p. 88 - -Every intelligent item has the [intelligent](../traits/intelligent-gmg.md) trait. Intelligent items can't be crafted by normal means—typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own. - -Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack. - -#### Alignment -GMG p. 88 - -An intelligent item always has an alignment trait, just like any other creature, even if it isn't fully sapient. Few intelligent items are capable of growing and changing their alignment and fundamental nature; most are fixed at the time of their creation. - -#### Perception and Senses -GMG p. 88 - -An intelligent item that has any sense of the world around them has a [Perception](../../Compendium/skills.md#Perception) modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesn't, it might be able to communicate with its partner and let them know. - -#### Communication and Languages -GMG p. 88 - -Intelligent items almost always have some means of communication—an easy way to demonstrate an item's intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the item's partner or to a certain distance. - -If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesn't have speech listed, it can only understand the listed languages, not speak them. - -#### Skills -GMG p. 88 - -Intelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature. - -#### Ability Scores -GMG p. 88 - -Intelligent items have Intelligence, Wisdom, and Charisma scores, though as inanimate objects, they don't have Strength, Dexterity, or Constitution entries. - -#### Will Save -GMG p. 88 - -Since they have their own minds, intelligent items might be subject to [mental](../traits/mental.md) effects that require a Will save. - -### Item Agency -GMG p. 88 - -As a default, intelligent items have control over all their own magic, meaning an intelligent magic weapon could deny the effects of its fundamental and property runes if it so chose, and intelligent items perform their own activations when they wish. Intelligent items can typically use 3 actions per turn, acting on their partner's turn. These actions don't count toward their partner's 3 actions. They have a reaction if any of their activations requires one. - -Beyond denying magic effects and communicating their displeasure, intelligent items can usually influence or hinder their partners only in subtle ways. If the item is a weapon or tool necessary for an action (like thieves' tools), it can at least be disruptive enough to make its partner take a –2 circumstance penalty to associated checks, much as if the partner were using an improvised weapon or tool. If an intelligent item can have a greater effect, such as seizing control of its partner's body for a time, the intelligent item's entry includes those abilities. - -### Designing Intelligent Items -GMG p. 89 - -When you first set out to create an intelligent item, ask yourself what role you expect the item will play in your game. Unlike any other item, the intelligent item is a character of its own and adds to the group dynamic, usually in ways similar to a minor NPC who follows the party throughout the adventure. That means it's important to have a clear role in mind. Is the item an ally in the PCs' dangerous quest? A kindred spirit and confidante? A foil for the PC? A morally ambiguous ally worth handling for its great power? Or perhaps a bit of comic relief? Once you know what you want in the item, you can develop its personality and abilities in parallel, coming up with thematic links between them. - -When choosing values for the intelligent item's statistics, you'll often want to use values suitable for a creature of its level. You could use much lower values if you want to give it a weakness, but keep in mind that a low Will modifier might make it particularly easy to control, which could be a problem if it can make life miserable for its partner. Because the item can usually activate its abilities on its own, the intelligent item is essentially adding a limited additional character to the PCs' team, so consider its effect on the encounters the PCs face. For example, a high-level normal item that lets a PC cast a 3rd-level _fireball_ every round might be reasonable given that it counts toward the PC's available actions, but an intelligent item is adding that _fireball_ on top of everything else the PCs can do. - -### Specific Intelligent Items -GMG p. 89 - -The following, as well as the intelligent artifact _Serithtial_ on page 112, are a few example intelligent items to get you started. - -## Cursed Items -GMG p. 90 - -Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the [cursed](../traits/cursed-gmg.md) trait is always rare. - -**Identifying Cursed Items:** Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something [helpful](../conditions.md#Helpful) or benign. A critical success reveals both the presence of the curse and the exact nature of the curse. - -**Removing Cursed Items:** Many cursed items can't be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term "fuse" to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the item's owner with a _remove curse_ spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so it's best to dispose of the item quickly. Invested cursed items that can't be removed continue to count against a character's invested items, even without reinvesting them each day. - -### Specific Cursed Items -GMG p. 90 - -The following are a few examples of cursed items. - -> [!pf2-note] -> Please visit the items page to view all cursed items. - -### Item Curses -GMG p. 92 - -Most curses alter a base item. Item curses alter their base item, much like a property rune, though they can't be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry. - -Curses typically can't be removed or transferred from the item, though at your discretion, either might be possible after the curse is [broken](../conditions.md#Broken). If the PCs manage to break the curse, the newly uncursed item could be quite valuable. - -> [!pf2-note] -> Please visit the items page to view all item curses. - -## Relics -GMG p. 94 - -Relics begin as a simple item, called a relic seed, which is little more than a functional item with a minor [magical](../traits/magical.md) effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story. - -The decision to add relics to the game is entirely up to you as the GM. If you decide to add them, you'll need to adjust treasure somewhat. It's also wise to consider how many players you expect to end up with relics. Will they each get one? Or will there be just one or two tied to the theme of the campaign? - -### Discovering a Relic -GMG p. 94 - -Some relics might begin as ordinary items with a rich history. They might be part of a character's starting gear, only to have their true powers uncovered later during play. - -Other relics can be acquired during play as part of the ongoing story. Regardless of their origin, these powerful items might not appear to be much at first, but they contain the potential to become something truly great. - -For example, an old, tarnished amulet found around the neck of a buried king might turn out to be an item of deep historical significance that awakens to great power. - -The seemingly ordinary family sword, passed down to each new generation, might unlock [hidden](../conditions.md#Hidden) potential through the deeds of its owner. - -The PCs might immediately recognize a relic for its ability, or they might carry it for a time before its true nature becomes apparent. The story of a relic should be a tale of discovery. At first, a relic's wielder likely does not fully understand the item's power, or might be unable to use it, learning of its abilities only after a momentous event or fortuitous breakthrough. Ultimately, relics are powerful tools in service of the story, working as a valuable tie to the narrative, but their growth and development are in your hands. Because of the place relics hold in the story, they aren't available for purchase, nor can they be crafted. - -Pay attention to the characters' backstories for potential relics, and look for spots in your narrative that might be suitable for campaign relics. If you're planning to use relics in your game, let the players know in advance, since their ideas and plans can guide you and give them greater investment in the relics. - -#### Background Relics -GMG p. 94 - -A background relic is tied to the history of a character, and its form and abilities should draw inspiration from the story of their character's life or the past of the item. - -The relic could be a gift from a friend or mentor, an heirloom from the character's family, a found object from their upbringing, or even the first item they ever crafted. The player should select the form of the relic (a battered longsword, a copper ring, or a threadbare red cloak, for example) - -#### Campaign Relics -GMG p. 94 - -A campaign relic is drawn from the ongoing story of the campaign. You decide the entirety of the item, from its form to its aspects (described below) as part of the story of the campaign. Use campaign relics to reinforce and foreshadow the themes of your game. Relics come to those who need them to do great deeds, after all, so finding a relic with the perfect aspects for your future challenges is entirely likely. Unlike background relics, campaign relics typically have magical abilities when first found. - -### Relic Aspects -GMG p. 95 - -Each relic is associated with aspects—typically two—that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the flare bolt gift (which has the fire aspect), but not the rolling geode gift (which has the earth aspect) - -Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the character's great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. There's no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life. - -### Advancing a Relic -GMG p. 95 - -As a relic's bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they can't have property runes, like any other specific item. - -The more complex advancement comes from gifts. - -[Table 2–22: Relic Gifts](../tables/relic-gifts-gmg.md) shows the typical number of gifts a relic should have at a given level, but relics don't follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones. - -The gift types—minor, major, and grand—indicate their general power level. Again, the table indicates what's generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just won't be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see Adjusting Treasure below) - -![Relic Gifts](../tables/relic-gifts-gmg.md) - -You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearer's strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic. - -### Adjusting Treasure -GMG p. 95 - -When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from [Table 10–9: Party Treasure by Level](../tables/party-treasure-by-level.md) on page 509 of the _Core Rulebook_ should be replaced with relic seeds and gifts instead. You can use the relic's minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful. - -If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but you're rewarding their investment in the story. - -### Making Relic Seeds -GMG p. 95 - -A relic seed can be quite simple: imagine a standard item with two aspects and an appearance that matches the theme. You can also use an existing magic item for a campaign relic; pick two aspects for it, and tweak its appearance or characteristics to make it clearly different from other items of its type. You can choose a tradition for the seed and apply that trait to the seed and all the gifts of the seed. This tradition might be derived from the background of the item, or it might appear or change through story moments involving the relic. - -If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic. - -> [!pf2-brown] Player-Driven Relics -> -> Though these rules assume you as the GM are providing relic gifts as a form of treasure with input from the players, you can instead have the players make all the decisions for their relics. Encourage the players to choose different styles of items and aspects to match their characters' themes, rather than simply choosing the most powerful combination of options. Have players describe how their relic gets more powerful in the story. What acts from previous sessions lent the relic power? What special meditations or practices did they perform to unlock new gifts? How does it feel to have the relic grow? -> -> As the item and the character level up, the player chooses which gifts the item gets from the list as a part of character advancement. You still adjust treasure as normal for incorporating relics into your game. In fact, if the player tries to optimize the combinations, they will likely be more powerful than under the standard method. - -### Relic Gifts -GMG p. 96 - -Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character's career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one. - -The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow. - -#### Gift Saves and Spell Attack Rolls -GMG p. 96 - -Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner's class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic's counteract modifier is equal to its owner's counteract modifier. - -> [!pf2-note] -> Please visit the relic gifts page to view all relic gifts. - -> [!pf2-brown] Runes as Gifts -> -> You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the [Table 2–22](../tables/relic-gifts-gmg.md). If you're using the player-driven relics variant, it's recommended you do not include this option. - -## Artifacts -GMG p. 106 - -Stranger and more powerful than other magic items, artifacts can change the course of history in the right hands—or the wrong hands. Simply finding an artifact is a pivotal moment in your campaign, and its presence then ripples throughout your entire game, warping the story around it. Some entire adventures revolve around one artifact! Adding an artifact to your game should never be taken lightly. Artifacts shouldn't be found in normal treasure hoards, even at 20th level, and you'll need to structure moments in your plot that play into the artifact's presence. - -Prepare yourself for encounters being easily overcome by the artifact. That doesn't mean you shouldn't include such encounters, since part of the thrill of an artifact is that it breaks the normal rules! Though you should include an artifact mindfully, you should allow it to have its full impact so that it can do itself and the story of your game justice. - -### Artifact Rules -GMG p. 106 - -Every artifact is an item with the [artifact](../traits/artifact-gmg.md) trait. This trait means two things: the item can't be crafted by normal means, and it can't be damaged by normal means. - -Artifacts are always rare or unique. The ones found here are all 20th level or higher, which is typical for artifacts. - -The other rules for wearing or using the item still apply. - -#### Artifact Destruction -GMG p. 106 - -An artifact's stat block usually has a destruction entry. - -This details the extraordinary method needed to destroy the item. These entries can be highly specific. It could take completing an entire quest, or even an entire campaign, to finally destroy an artifact. However, the story of your game might require something different, so you can always change an artifact's destruction requirement for your game. - -### Creating an Artifact -GMG p. 106 - -Mechanically, an artifact functions in the game just like any other item—only the scope of its abilities is different. Artifacts can and should do things normal items can't, so you don't need to apply the normal limitations on creating items. - -When you're making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifact's role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item—just make sure they all fit its theme. - -Give your item the [artifact](../traits/artifact-gmg.md) trait and either the [rare](../traits/rare.md) trait (if there multiple items of its kind), or the [unique](../traits/unique.md) trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was. - -Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your item's abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the item's DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielder's spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifact's abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the _orbs of dragonkind_ each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across. - -### Artifacts -GMG p. 106 - -Countless artifacts have been created over the ages, only a few of which are described here. - -> [!pf2-note] -> Please visit the items page to view all artifacts. - -## Gems and Art Objects -GMG p. 114 - -Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice. - -### Gems -GMG p. 114 - -Gems are naturally occurring minerals, typically in a crystalline form, or, in a few cases, organic material such as amber, coral, and pearls. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary to [Craft](../actions/craft.md) the finished gem. Lesser semiprecious stones are level 0 items, moderate and greater semiprecious stones are 1st-level items, lesser and moderate precious stones are 4th-level items that require expert proficiency to [Craft](../actions/craft.md), and greater precious stones are 7th-level items that require master proficiency to [Craft](../actions/craft.md). - -### Art Objects -GMG p. 114 - -These pieces of artwork have listed values, but might be more valuable to a collector or someone with a personal connection. When including art objects, consider whether the PCs could discover this information and secure a greater reward. For instance, a dwarven crown might be worth 1,000 gp for its exquisite crafting, but even more to the dwarves who lost the crown of their first queen long ago. - -This could also be a plot hook for a later adventure. - -On the other hand, the materials used to make an art object, such as the paint and the canvas of a painting, are worth far less than the finished object. Some art objects on Table 2–24 include uncommon or rare precious materials, though usually not in large enough amounts for other crafting purposes. If you're rolling randomly and don't want to give out an uncommon or rare material, roll again or modify the description (for instance, you might change the mithral crown in the major art objects list to a gold crown) - -## Afflictions -GMG p. 55 - -Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses, diseases, and drugs for use in your game. A broad sampling of poisons can be found beginning on page 550 of the _Core Rulebook_, and the rules for afflictions start on 457. - -Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when it's part of a mystery. - -### Curses -GMG p. 116 - -A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions. - -Curses may come from a malicious action, such as a lich's Paralyzing Touch or a spell from an evil spellcaster. - -Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. - -Then, decide on a trigger for the curse—such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry. - -### Diseases -GMG p. 118 - -Exposure to disease can be a hazard, such as when PCs come into contact with a plague-ridden corpse; such hazards grant XP as a simple hazard of the disease's level. When a disease gives a [sickened](../conditions.md#Sickened) condition that can't be reduced until it runs its course, that typically means the disease has symptoms such as a difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the condition's prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they aren't in an encounter. - -### Drugs -GMG p. 120 - -Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once. - -Certain drugs alter how addiction works for that drug, adding the [virulent](../traits/virulent.md) trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction. - -````ad-embed-disease -title: Addiction, _Disease , level varies_ -collapse: closed -# Addiction -*Disease , level varies* - -Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was. - -When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease. - -```ad-inline-affliction -title: Saving Throw: Fortitude (dc Equals That Of The Drug) - -- **Onset**: 1 day - -## Stages - -**Stage 1** [fatigued](../../../rules/conditions.md#Fatigued) (1 week) - -**Stage 2** [fatigued](../../../rules/conditions.md#Fatigued) and [sickened](../../../rules/conditions.md#Sickened) (1 week) - -**Stage 3** [fatigued](../../../rules/conditions.md#Fatigued), [drained](../../../rules/conditions.md#Drained) and [sickened](../../../rules/conditions.md#Sickened) (1 week) - -**Stage 4** [fatigued](../../../rules/conditions.md#Fatigued), [drained](../../../rules/conditions.md#Drained), [sickened](../../../rules/conditions.md#Sickened) and [stupefied](../../../rules/conditions.md#Stupefied) (1 week) -``` - -*Source: Gamemastery Guide p. 120* -```` - -> [!pf2-brown] DRUGS IN YOUR GAME -> -> Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic. -> -> If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the [virulent](../traits/virulent.md) trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug. - -## Building Worlds -GMG p. 122 - -Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility, in that you can build only as much as you need for the next few adventures, and you can adapt the world on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your world-building goals, this chapter guides you through the design process step by step. - -### Design Approach -GMG p. 122 - -World building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely top-down approach, but you can design from the bottom up simply by starting at the end of this section and working backwards. Either way, you may find yourself skipping between sections as inspiration strikes—and that's OK! When building a world, there's a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you don't need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as you'd like. You'll also want to allow room for input from your players— gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (page 32 has more information on players contributing to the narrative) - -Before you decide anything else, however, you should establish your concept and your goals. Do you envision a high-magic steampunk setting where humans are a tiny minority? A world where the only magic derives from squabbling pantheons of gods whose followers are caught up in their wars for power? A quaint town isolated from an otherwise-unknown world beyond a vast, impenetrable forest of mist-choked, skeletal trees? Are you designing a world for a multi-year campaign, or for a fast-paced one-shot adventure? Having an idea in mind will help steer your choices as you build your world, and knowing your goals will help you focus on building what you need. - -#### Top Down -GMG p. 122 - -The top-down approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture. - -You may already have an idea of the big movers and shakers of your world or your multiverse. You may want to chronicle a thousand years or more of the setting's history. You may have already sketched out a world map with continents, nations, and trade routes spanning the globe. This approach begins with broad generalities that get more detailed as you design and during play. - -#### Bottom Up -GMG p. 122 - -With a bottom-up approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it. - -### The World -GMG p. 122 - -While world building might include building much more than a single planet, most adventures occur entirely on one world. It's a good idea to have a broad understanding of that world as a whole. - -#### Planetary Basics -GMG p. 122 - -When designing the physical features of a campaign world, you'll want to determine its shape and the general distribution of landmasses. You can also establish the world's size, though note the scale of a world generally has a fairly small impact on the adventures taking place there. - -##### Shape -GMG p. 122 - -In a fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could be any shape you desire, and it need not be a planet at all! - -**Globe:** Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity. - -**Hollow World:** What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. Light might emanate from a sun-like orb in the world's center, from various other natural or magical sources, or not at all. - -**Irregular:** What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if it's something even stranger? With such an unusual shape, you may need to decide how gravity, atmosphere, and other details function. - -##### Landmass -GMG p. 123 - -The next major step in world creation is to sketch out the planet's oceans and major landmasses. On Earth, these geological features are the result of plate tectonics. - -In a fantasy world, however, the oceans might have been cleaved from the land by the actions of titans, or the continents shaped to suit a god's whims. The following are some common landmass types. - -**Archipelago:** A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets. - -**Major Islands:** A region of seas dominated by large islands, each several hundred miles across. - -**Island-Continent:** An enormous island nearly the size of a continent, surrounded by ocean. - -**Continent:** A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales. - -**Supercontinent:** An assembly of the world's continental blocks into a single immense landmass. - -#### Environment -GMG p. 123 - -The environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning on page 512 of the _Core Rulebook_ - -##### Common Environments -GMG p. 123 - -The following environments are common enough that they might appear in nearly any adventure or world. - -**Aquatic:** Oceans, seas, lakes, and other large waterways are aquatic environments. - -**Arctic:** Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere. - -**Desert:** Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts. - -**Forest:** The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line—an elevation above which trees can't grow. - -**Mountain:** A world's highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall. - -**Plains:** Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevation on plateaus. - -**Urban:** Cities and settlements are urban environments. These areas are detailed in Settlements, beginning on page 132. - -**Swamp:** Wide floodplains, shallow lakes, and marshes can appear at most latitudes. - -##### Extreme Environments -GMG p. 123 - -Some adventures lead to fantastic reaches of the world or the multiverse that are seldom tread by mortals. - -**Aerial:** A world might include windy realms of floating islands and castles in the clouds. - -**Glacier:** Massive sheets of dense ice, constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snow-covered crevasses. - -**Volcanic:** Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger. - -**Undersea:** A subset of aquatic environments, undersea environments are those areas submerged beneath the waves. - -**Underground:** Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface. - -#### Mapping a World -GMG p. 123 - -Many Game Masters like to have an overland map for their local region, nation, or even the whole world. The primary goal of this scale of map is to designate sites of import to the campaign; you need not detail every hamlet or woodland grove, but having a sense of the major features can help you and the other players visualize the world in which they're playing. - -**Step 1. Coastlines:** The easiest first step is to separate land from sea. Regional maps may only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents. - -**Step 2. Topography:** Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains. - -**Step 3. Watercourses:** It's important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance. - -Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses don't branch—tributaries join into rivers as they flow downstream. - -**Step 4. Terrain and Environment:** Sketch in interesting terrain features such as forests, deserts, or tundra. You may want to differentiate these environs, separating coniferous and deciduous forests from tropical jungles or arctic taiga. Environs not specifically called out on an overland map are typically presumed to be some variety of grassland. - -**Step 5. Civilization:** Now you're ready to place the elements of civilization. Major cities should typically be located near fresh water and natural resources. Major roads connect larger settlements, circumventing forests and other difficult environs, but they may wind through mountain passes when lucrative commerce demands it. Add smaller settlements along your roads, further connected by smaller roads and trails. Finally, draw political boundaries and mark other sites of interest. - -> [!pf2-brown] CAMPAIGN REFERENCE -> -> Before the campaign starts, you might want to begin the outline for a campaign reference: a living document that you can easily review and annotate during gameplay and that records the geography, factions, history, characters, and plots central to your campaign. - -### Civilization -GMG p. 124 - -With the major geographical features and terrain of your world decided, you'll next want to establish significant nations and settlements. - -When it comes to designing a world's cultures, you might want to focus primarily on those areas the party is likely to explore first. This allows you to establish the details and depth of one region's peoples before expanding out to address others. That's not to say you shouldn't have ideas about the cultures beyond your starting settlement—it just means you don't need to decide every detail of every culture all at once. - -As always, you don't need to demarcate every realm on the globe or indicate every town, hamlet, and thorp. - -Keep your focus on what you need for your story and your adventure—leaving terra incognita can lead to stories down the road as the party ventures further from home. - -#### Societal Benchmarks -GMG p. 124 - -The following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards. - -##### Technology -GMG p. 124 - -Throughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate real-world technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead? **Primeval:** Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings. - -**Ancient:** Advancements in mining and metallurgy lead to weapons and tools made from bronze. Crop rotation and storage in granaries ensure greater survival in times of famine. Trade between river and coastal settlements is aided by oar- and sail-powered galleys. Chariots come into strong use during warfare. - -**Classical:** Superior military tactics and engineered roads allow for rapid deployment of infantry wielding iron weapons and aided by mounted cavalry. Advances in complex irrigation and construction of aqueducts lead to an abundance of harvest foods and dramatic improvements to sanitation. - -**Medieval:** Warfare in this era is defined by iron armor, crossbows, and weapons forged of fine steel. - -**Enlightenment:** The development of black powder and muzzle-loaded, single-shot firearms greatly changes warfare, making plate armor mostly obsolete. Larger ships permit ocean crossings and long-range trade to distant shores. The printing press speeds literacy and the dissemination of new ideas. - -**Steam:** Steam engines replace conveyances drawn by animal power or sail, leading to a significant shift from wood fuel to coal. Further advances in science lead to dirigible airships and observation balloons. Simple firearms are replaced by repeating revolvers and bolt action rifles. - -##### Divine Involvement -GMG p. 124 - -What is the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world. - -**None:** Deities do not exist in this world, or if they do, they are oblivious to or completely unconcerned with mortal affairs. If they exist, they don't make their presence known, nor do they grant power to their worshippers. - -**Limited:** Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few. - -**Accepted:** Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances. - -**Ubiquitous:** Deities live among mortals, exerting their divine will directly. Gods rule entire nations, commanding absolute obedience from their faithful followers. - -##### Magic -GMG p. 124 - -Does magic exist? If so, which traditions are available? What are the sources of a spellcaster's power, and how do they gain and channel that magic? - -**No Magic:** Magic of any kind does not exist in this world. Spells and magic effects do not function. Consider the variants on page 196 to handle the lack of magic items. - -**Low Magic:** Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned. - -Again, consider the variants on page 196 to handle the relative scarcity of magic items. - -**Common:** Magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people. - -Magic portals and gates can whisk travelers "in the know" halfway across the world or to the other side of the multiverse. - -**High Magic:** Magic and magical items are commonplace in society. It may be as easy to learn spellcasting as it is to learn a new language. Magical objects simulate various modern technologies. - -#### Designing Nations -GMG p. 125 - -For any nation you establish in your setting, you'll want to provide at least a minimal description—the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations they're likely to spend significant time in, and those nations' main allied and enemy nations, if they are likely to become part of the plot. - -When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players. - -Beyond those basic details, the following considerations can help flesh out the nations in your setting. - -##### Location, Size, and Population -GMG p. 125 - -Major geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a city-state or as large as a continent-sweeping empire. - -Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state. - -National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nation-states have a population around a hundred thousand, while a continent-spanning empire could swell to well over a hundred million. - -Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumping-off points when dreaming up how the nation was founded and its later history. - -##### Cultural Hallmarks -GMG p. 126 - -What elements of the nation's predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation. - -##### History -GMG p. 126 - -How did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately [hidden](../conditions.md#Hidden)? How have the residents of the nation adapted to change, and in what ways have they failed to do so? - -##### Economy and Political Stances -GMG p. 126 - -Determine the key resources and industries that drive the nation's economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class. - -These resources can also affect international relationships. - -An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors. - -You'll also want to consider the significant NPCs of each nation. This includes the official ruler, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes. - -> [!pf2-brown] CONSCIENTIOUS CULTURE DESIGN -> -> Creating fantasy cultures is a delicate topic, as it can be all too easy to create a culture or a group based on damaging stereotypes or simplistic reductions of real-world groups. -> -> Creating entire cultures out of harmful genre tropes such as "jungle savage" or "noble samurai" reduces real-world cultures to caricatures and perpetuates stereotypes about people from those cultures. Taking inspiration from the real world is wonderful—our world is filled with an incredible diversity of cultures and peoples—but you should do so with care and respect for those sources. - -#### Building Settlements -GMG p. 126 - -In Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness. - -The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlement's campaign role will inform many of the other decisions you make about the place. - -Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways. - -While it may be easier to create a village or city merely to serve the characters' needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories. - -Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community. - -##### Mapping a Settlement -GMG p. 126 - -Don't underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isn't intended to be a picture-perfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign. For more inspiration, see the section on Drawing Maps (page 52) - -**Step 1. City Layout:** The layout of a settlement is as unique as the terrain upon which it is settled. First, decide the major trade route for the settlement. This is typically a river, which brings fresh water, fish, and fast transport to the populace. Larger cities can sustain additional growth with access to a deep-water harbor or a major overland trade road. Even settlements conceived with a grid plan tend to stretch along established trade routes before expanding outwards. - -**Step 2. Districts:** Towns with a population over a thousand typically have defensive walls. As a settlement grows further in size and population, additional stone fortifications are often constructed beyond the city center, which further segment the city into districts or boroughs. A metropolis, for example, might have several distinct neighborhoods: Castle Ward, Noble Quarter, Temple Hill, the Gardens, Scholars' Court, Artisan Plaza, the docks, the slums, and so forth. - -**Step 3. Markets and Shops:** Designate one or more open spaces in the settlement for a market square. This marketplace typically grows in the city center, along a major road intersecting the settlement's primary trade route. Lining the perimeter of the temporary tents and stalls of a bazaar are permanent retail shops offering pricier goods and services. Here in the beating heart of city commerce, adventurers can arm themselves for upcoming expeditions or sell their ill-gotten gains once making it back to the settlement. - -**Step 4. Inns:** Heroes need a place to celebrate and recover between adventures. In addition to both public and private lodging, a settlement's inns often serve food and drink. As with the town market, inns are commonly built in central locations where trade roads meet. In your campaign, inns are ideal locations to spread gossip, introduce notable NPCs, and initiate quests. For the right price, innkeepers might rent strongboxes to secure money and other valuables between adventures. - -**Step 5. Landmarks:** To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting. A random observatory might be noteworthy, but the Celestial Watchtower has an air of intrigue that could lead to a fun adventure hook. - -### Religion -GMG p. 127 - -The greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world you're building, religion (or even the absence thereof) shapes the people and the stories you tell. - -#### Theology -GMG p. 127 - -Religious traditions are commonly categorized by their belief in one or more divine entities. - -**Polytheism:** This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of the Age of Lost Omens is polytheistic. - -**Dualism:** This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false. - -**Monotheism:** A monotheistic doctrine recognizes the existence of only one true god. The supreme deity may exhibit more than one aspect yet remain a single entity, like Gozreh from the Age of Lost Omens. - -**Pantheism:** Divine power arises from the universe itself, or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, all-encompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe. - -**Animism:** Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall. - -An example of animism in the Age of Lost Omens is the connection between the Shoanti people and their totems, which they forge a relationship with when they come of age. - -**Atheism:** In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world may still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers. - -#### Pantheons -GMG p. 127 - -In polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities. - -**Universal:** All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers. - -**Ancestral or Regional:** Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons may share the same area of concern, but they seldom compete for worshippers from rival pantheons. - -**Competitive:** The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and may actually switch to another pantheon if it earns them additional worshippers. - -**None:** The deities of this multiverse act as individuals with no familial ties or common agenda binding them to each other. - -#### Deities -GMG p. 127 - -These immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Pathfinder, deities also dictate some of the abilities of those champions and clerics who channel their power. - -When designing deities, you'll need to include the divine statistics and devotee benefits described below. - -##### Divine Rank -GMG p. 127 - -Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power. - -**God:** Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded. - -**Demigod:** Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god. - -**Quasi Deity:** The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own. - -##### Divine Statistics -GMG p. 128 - -In Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes. - -**Alignment:** A deity's alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment. - -**Areas of Concern:** Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank. - -**Edicts:** Every deity has edicts, which are those tenets they require their faithful—especially divinely empowered clergy like champions and clerics—to promote in the world. A deity usually has one to three simple and straightforward edicts. - -**Anathema:** The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deity's anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema. - -**Follower Alignments:** Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deity's alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things. - -##### Devotee Benefits -GMG p. 128 - -Deities grant favored status and special power to the most fervent and influential of their flock. - -**Divine Font:** Clerics channel a deity's divine power as a font of negative or positive energy. Most often, good-aligned deities grant _heal_ while evil deities grant _harm_, with neutral deities most often offering a choice between the two. However, there's nothing inherently good about positive energy or evil about negative energy, so a specific deity's divine font may vary based on their areas of concern. - -**Divine Skill:** Champions and clerics automatically gain the trained proficiency rank in their deity's divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, [Intimidation](../../Compendium/skills.md#Intimidation) would be appropriate for a god of tyranny, or [Deception](../../Compendium/skills.md#Deception) for a goddess of trickery. - -**Favored Weapon:** Clerics gain access to their deity's favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one. - -**Domains:** Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deity's domains. Pathfinder's deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity's portfolio and give players sufficient options, you can give your deities as many domains as you like. - -**Cleric Spells:** When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st-level spell and usually two others, all chosen from non-divine spell lists. The exact number of spells a deity grants can vary—a magic-focused deity might grant one spell per level—though this shouldn't exceed one spell per level. - -### Cosmology -GMG p. 128 - -An enduring curiosity among many cultures is to ask what wonders lie beyond the night sky. Does anyone gaze back from the moon above? What realms do the gods call home, and what is it like to walk in their divine presence? Is the mortal world at the center of the universe, or is all life utterly insignificant? Spiritual ponderings like these are central to belief systems across the globe. As a world builder, you get to answer those enduring questions by designing the multiverse in all its inexplicable grandeur. - -The following are some aspects of your cosmology you might consider, but as you decide these, you should also consider how many of these details are known in your world—and by whom. - -#### The Universe -GMG p. 128 - -The reality in which mortals live out their short existence is known to sages and scholars by many names—the universe, the Material Plane, or the mortal realm, among others. The structure of the physical universe might follow any of the following models, or it might be something completely different. - -**Vast:** The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various bits of detritus. - -**Limited:** The physical universe in your campaign world may be smaller in scope yet far more fanciful. - -For example, in Hinduism, the cosmos is supported on the backs of four elephants, themselves standing upon the shell of a world-sized tortoise, whereas Norse cosmology describes nine worlds connected by an immense ash tree. - -**Bizarre:** Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities. What if the universe the PCs first know is in fact a magical or mechanical simulation of such complexity that its inhabitants are unaware that they themselves exist as an artificial consciousness? - -#### Composition of Outer Space -GMG p. 129 - -The spaces between the stars can also affect the stories told in that world. - -**Vacuum:** In conventional astronomy, outer space is an immense void existing in a near-perfect vacuum. In some settings—including the Age of Lost Omens, where it is known as the Dark Tapestry—the trackless firmament between the stars is an ominous expanse home only to terrible beings of incomprehensible malice. - -**Endless Sky:** What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world. - -**Celestial Spheres:** The ancient Greeks posited that planets, stars, are more were embedded like jewels within celestial orbs of quintessence nested within one another. - -#### Solar System -GMG p. 129 - -What is the shape and structure of the solar system containing your game world? **Heliocentric:** Physics dictate that all planets in a system orbit the sun. - -**Geocentric:** What if your game world is in fact the center of the star system, or perhaps even the center of the known universe? **Dyson Sphere:** Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun. - -#### Planets and Moons -GMG p. 129 - -In antiquity, astronomers noticed that some of the twinkling lights in the night sky moved differently than the others. In time, these celestial wanderers would come to be known as planets, many with their own complement of orbiting moons. Are there other planets orbiting your world's sun? Are they terrestrial, gas giants, or something less common? How many moons are there? The characters may never venture there, but celestial bodies can have a strong influence on a culture and help you describe your world in an evocative and distinctive way. - -#### The Multiverse -GMG p. 129 - -In Pathfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, on page 136, details how planes work and the multiverse of the Age of Lost Omens, but you can fit planes to your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly infinite, limited only by your imagination and the story you want to tell. - -## Nations -GMG p. 130 - -Nations vary tremendously, from massive empires to isolated island realms, and their characteristics can give flavor and depth to your story and the PCs' adventures. An encounter in shadowy Nidal, where allegiance to Zon-Kuthon has literally blocked the sun from the sky, is going to have a very different tone than one in sun-drenched Thuvia. A nation working to overcome generations of xenophobia, like Kyonin, might have a different reaction to adventurers than a long-established empire like Taldor. A journey into a new nation can introduce the heroes to a new people (if the party visits the hobgoblin nation of Oprak), a new philosophy (such as the materialistic Prophecies of Kalistrade in Druma), or a new foe (as visitors to the undead-ridden Gravelands will certainly learn) - -Nations can also provide adventuring inspiration and hooks. When the heroes are caught in the crossfire between two nations in conflict, national concerns become their own. Learning more about a nation's history or practices might lead to a great finding—or a loathsome practice the characters want to eradicate. A party might get involved in the political machinations of a nation's elite power mongers, or they might fall out of favor and find themselves on the run from the law! Nations also influence a character's story on a personal level. A nation can suggest a character's ancestry, inform the languages they speak, and influence their choice of deity. As a GM, the relationship between a character and a nation can provide opportunities to better hook that character into your campaign. Has the character always lived there, or have they emigrated from elsewhere—and why? A character who fled due to political persecution might have long-standing enemies, while a hero who left due to ideological differences might have friends and family who seek to return them to the fold. - -### Nation Stat Block -GMG p. 130 - -The stat block for a nation presents the core information about a nation in a simple, streamlined format. - -#### Nations of Lost Omens -GMG p. 131 - -Presented below are stat blocks for two nations from the Lost Omens Campaign Setting. You can use these as examples when building your own nation stat blocks. - -## Settlements -GMG p. 132 - -For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot. - -For others, a settlement might be a beloved home they're willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city. - -### Settlements in a Game -GMG p. 132 - -Given the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the _Pathfinder Core Rulebook_. Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game. - -#### Settlement Adventures -GMG p. 132 - -Designing adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40. - -However, a settlement's greater population density also allows for a number of adventure styles and elements that aren't as common beyond the city walls. - -Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160) - -Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168) - -##### Modes of Play -GMG p. 132 - -Just like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement. - -#### Marketplaces -GMG p. 132 - -Where there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be [helpful](../conditions.md#Helpful) to have a sense of what items and economic power a given settlement has on its own merits. - -In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlement's. Usually, fewer of the highest-level items are available—you can use Table 10–9: Party Treasure by Level on page 509 of the _Core Rulebook_ as a guideline for how many of the highest-level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlement's actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher-level items similar to those available for sale. If a settlement's population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited. - -If a character's level is higher than the settlement's, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled. - -Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlement's level. For example, a character in a 9th-level city can typically find and pay someone to cast a 5th-level common spell—the highest spell available to a 9th-level spellcaster. - -Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item. - -For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available. - -#### Power Structures -GMG p. 132 - -Outside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlement's power structures shape the party's interactions within that settlement. - -##### Government -GMG p. 133 - -The government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary. - -That said, the lawful and publicly recognized ruler of a settlement isn't always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by [hidden](../conditions.md#Hidden) cabals, from strange religious sects to thieves' guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger. - -##### Legal Codes -GMG p. 133 - -Most civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a party's interactions with that settlement, as it's likely easier to navigate a well-documented system than one in which the rules are learned only through experience and word of mouth. - -Much like a government, the legal codes reflect the settlement's alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws. - -##### Law Enforcement -GMG p. 133 - -Most settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether that's a post filled by a rotation of volunteers or a city guard of professionals paid by the city's government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences. - -##### Organizations, Churches, and Factions -GMG p. 133 - -The government isn't the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another. - -Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement. - -An organization can wield overt influence over the community where they're based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers. - -##### Corruption -GMG p. 134 - -In any settlement, it's possible for officials to put their own interests before those of the people they serve. - -Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery. - -> [!pf2-brown] COMMON NPCS -> -> Several categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements. -> -> - **Courtiers** (page 206) The upper crust of society is most common in larger settlements. -> - **Magistrates** (page 224) These public officials create and implement the law. -> - **Officers** (page 232) Officers are responsible for enforcing the law in a settlement. -> - **Performers** (page 236) Performers are most common in settlements, where there are large audiences. -> - **Publicans** (page 238) Nearly every settlement has at least one gathering place and its regulars. -> - **Scholars** (page 240) Most repositories of lore are located within settlements. -> - **Tradespeople** (page 244) Tradespeople provide the skilled labor that keeps a town supplied and running. - -### Settlement Stat Block -GMG p. 134 - -A settlement's stat block consolidates the basic information about a settlement into a centralized format. - -#### Sample Settlement Abilities -GMG p. 134 - -Here are some common settlement abilities you can use to customize a settlement of your own creation. - -**Artists' Haven:** Residents of this city have a deep appreciation for fine art. It's easier to find higher-level tasks involving [Performance](../../Compendium/skills.md#Performance) or art, as well as buyers willing to pay more for art objects. - -**City of Artisans:** Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons. - -**Magical Academy:** The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell. - -**Religious Bias:** This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to [Diplomacy](../../Compendium/skills.md#Diplomacy) checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity's foes take a –1 circumstance penalty to the same actions. - -**Scholarly:** An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (Core Rulebook 291) before attempting to Recall Knowledge. - -#### Changing a Settlement -GMG p. 135 - -Sometimes the characters spend a long period of time in a single settlement. Perhaps it's their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time. - -Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs' adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block—but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the stat block's abilities, should the PCs' actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlement's markets. - -#### Settlements of Lost Omens -GMG p. 135 - -## The Planes -GMG p. 136 - -Exploring the planes offers several opportunities for high adventure, as well chances to discover the secrets of creation. - -### Planar Traits -GMG p. 136 - -Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be [broken](../conditions.md#Broken) down into six categories: alignment, scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the plane's traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted. - -#### Enhanced and Impeded Magic -GMG p. 136 - -Some planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone [Casting a Spell](../actions/cast-a-spell.md) with that trait a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who [Casts a Spell](../actions/cast-a-spell.md) or Activates an Item with the specified trait must succeed at a DC 6 flat check or lose the spell or activation. - -#### Alignment Trait -GMG p. 136 - -Certain planes, particularly in the Outer Sphere, are attuned to an alignment. Most inhabitants share that alignment— even powerful creatures such as deities. Planes with the neutral alignment trait are more often a mix of alignments than strongly neutral, and planes with no alignment affinity simply don't have an alignment trait, rather than being neutral. Alignments are given as an abbreviation (_Pathfinder Bestiary_ 345), which appears first in the plane's list of traits. - -Spells that share any of the plane's alignment traits are enhanced, and those with opposing traits are impeded. For instance, in the chaotic evil Abyss, chaotic and evil spells are enhanced, and lawful and good spells are impeded. - -#### Scope Trait -GMG p. 136 - -Most planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the [finite](../traits/finite-gmg.md) or [unbounded](../traits/unbounded-gmg.md) trait. - -**Finite:** Finite planes consist of a limited amount of space. - -**Immeasurable:** Immeasurable planes are immeasurably large, perhaps infinite. - -**Unbounded:** Unbounded planes loop back on themselves when a creature reaches the plane's "edge." - -#### Gravity Traits -GMG p. 136 - -Many planes have unusual gravity. - -**Normal:** Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body. - -**High Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. - -**Low Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. - -**Microgravity:** There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. - -**Strange Gravity:** All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. - -**Subjective Gravity:** All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](../actions/fly.md) action. - -#### Time Traits -GMG p. 137 - -Time flows differently on many planes. - -**Normal:** Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane. - -**Erratic:** Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. - -> [!success-degree] -> - **Success** Time passed normally on the erratic time plane. -> - **Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane. -> - **Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. - -**Flowing:** The flow of time is consistently faster or slower. - -A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. - -**Timeless:** Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another [time](../traits/time-b2.md) trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the [timeless](../traits/timeless-gmg.md) trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. - -#### Morphic Traits -GMG p. 137 - -This trait describes how easily the physical nature of the plane can be changed. The Material Plane is the norm, but other planes can warp through the plane's own sentient designs or be manipulated by extremely powerful creatures. - -**Normal:** Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole. - -**Metamorphic:** Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the plane's nature is under the control of a deity or power, or the plane simply changes at random. - -**Sentient:** The plane changes based on its own whims. - -**Static:** Visitors can't affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the [static](../traits/static-gmg.md) trait is somehow removed or suppressed. - -#### Planar Essence Traits -GMG p. 137 - -Planar essence traits describe a plane's fundamental nature. For example, many of the Inner Sphere's planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs. - -**Air:** Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings. - -**Earth:** These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. - -**Fire:** Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely [hostile](../conditions.md#Hostile) to non-fire creatures. - -Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking `1d6` [persistent fire damage](../conditions.md#Persistent%20Damage). Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage. - -**Water:** These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. - -**Negative:** Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, [drained](../conditions.md#Drained) of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the [death](../traits/death.md) trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith (_Bestiary_ 335). Negative magic is enhanced, and positive magic is impeded. - -**Positive:** These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and negative magic is impeded. - -**Shadow:** Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of [light](../../Compendium/spells/light.md) spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded. - -### Planar Stat Blocks -GMG p. 138 - -Each of the planes listed in the following pages includes a short stat block of key information. The plane's type— whether it is a plane, dimension, or demiplane—appears in the stat block's heading, followed by the traits that define that plane. The following entries also provide important information about each plane. - -**Category:** This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension. - -**Divinities:** A list of all of the deities, demigods, and other powers that call this realm their home. - -**Native Inhabitants:** A sample of typical inhabitants of the plane. Also listed are the plane's petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led. More information on petitioners can be found in _Pathfinder Bestiary 2_ - -#### Inner Sphere Planes -GMG p. 138 - -The planes of the Inner Sphere form the heart of the cosmos. They are the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the Elemental Planes of Fire, Earth, Water, and Air; the universe of the Material Plane; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of the Positive and Negative Energy Planes. - -#### Transitive Planes -GMG p. 140 - -At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos. - -Bright and dark mirrors of the Material Plane, the First World and Shadow Plane overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel. - -#### Outer Sphere Planes -GMG p. 141 - -The planes of the Outer Sphere are the manifest realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Abyss manifests as cracks in the Outer Sphere's fabric, while rising from the metropolitan Axis is the Boneyard's spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else. - -#### Dimensions -GMG p. 144 - -Existing in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once—including one another—dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other. Although some scholars include other extraplanar realms within the ranks of dimensions, only two such realms are uniformly agreed upon and classified as such. The Dreamlands, also known as the Dimension of Dreams, is readily accessed by mortal dreamers, while the Dimension of Time is notorious for the near impossibility of accessing it as well as the bizarre, often deadly restrictions upon travel to and within its bounds. - -### Demiplanes -GMG p. 145 - -Demiplanes are much smaller and more limited than planes or dimensions, and they come into being more easily. They may arise naturally where the raw chaos of the Maelstrom churns at the border of the Astral, crystallize around shed memories of dead mortals on their way to judgment, or coalesce within the mists of the Ethereal set into motion by the forces of the Positive and Negative Energy Planes. They can also be crafted by will and powerful magic to suit their designers' whims. Almost innumerable, each is distinctly finite, with their own nature and rules set at their creation. - -Desna's demiplanar realm of Cynosure exists as Golarion's literal north star, silently visible in the night skies, hosting her servitors and petitioners in her divine realm at its heart. Other demiplanes are crafted by mortals, such as the Refuge of Nex, created by the titular archmage seeking respite and solitude, and the Hao-Jin Tapestry, a demiplane stocked with its creator's collection and accessed through a literal tapestry artifact she fashioned as its entrance. - -Created not by gods or mortals, the Akashic Record is a demiplane thought to exist deep within the Astral as a repository of the collective knowledge and memories of the cosmos, secure and unchanging, but so difficult to access that most doubt its very existence. Other demiplanes serve darker purposes and are perhaps best left forgotten, though their mysteries often tempt the ignorant, the foolish, and the desperate. The Prison of the Laughing Fiend serves to bottle its enigmatic and godlike occupant, Tegresin the Laughing Fiend, bound by nameless divinities whose nature and reason changes with each telling of the story, while the Dead Vault was crafted at Golarion's core by the gods themselves to forever bottle Rovagug the Rough Beast, lest he escape and devour all existence. diff --git a/Rules/gamemastery-guide/chapter-3-subsystems.md b/Rules/gamemastery-guide/chapter-3-subsystems.md deleted file mode 100644 index 3eabee30b..000000000 --- a/Rules/gamemastery-guide/chapter-3-subsystems.md +++ /dev/null @@ -1,1441 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["Chapter 3: Subsystems"] ---- -# Chapter 3: Subsystems -GMG p. 147 - -> [!pf2-sidebar] COMBINING SUBSYSTEMS -> -> Some of the subsystems in this chapter could interact in interesting ways when combined. For instance, the influence subsystem could be part of how you build up reputation, or a piece of the plan in an infiltration. Or you could have a hexploration chase with a rival adventuring group, encountering obstacles in each hex as you race for the prize—while using vehicles to travel faster! Ultimately, it's up to you to decide how two combined subsystems should interact to tell your group's particular story, though a good rule of thumb is to have a backdrop subsystem that you're tracking on a longer term to which the shorter-term subsystem contributes. - -Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections. - -- **Victory Points** (page 148) provides you a framework with which to build your own subsystems, detailing the fundamental structure that Pathfinder uses for its subsystems. -- **Influence** (page 151) gives rules for more in-depth social encounters involving influencing NPCs. -- **Research** (page 154) shows you how to build an interesting structure for scenes where PCs research information. -- **Chases** (page 156) are designed to represent the fast-paced feel of movie chase scenes. -- **Infiltration** (page 160) allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers. -- **Reputation** (page 164) breathes life into the world around the PCs, as various groups of NPCs react favorably or unfavorably to the PCs actions, and PCs' status with those groups changes. -- **Duels** (page 166) provides a simple architecture for one-on-one showdowns between adversaries. -- **Leadership** (page 168) allows PCs to attract people to a cause, giving them cohorts and organizations to look after. -- **Hexploration** (page 170) teaches you how to build exploration maps on a hexagonal grid to give your PCs the thrill of discovering secrets within uncharted or unfamiliar territory. -- **Vehicles** (page 174) allows you to run encounters involving vehicles and capitalize on their potential to help PCs explore on a larger scale and at a faster pace. - -## Deciding to Use a Subsystem -GMG p. 147 - -When you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention. - -Subsystems are best when used for a component of the game that's meant to be at least a significant portion of a single session. Think about whether you want a different style of play than normal before you decide to use a subsystem, since that's what subsystems are best suited for. You should avoid using a particular subsystem if many members of your group don't like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that don't contribute to telling an interesting story. - -It's important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. A subsystem stripped of all its life and story depth can become nothing more than a large number of die rolls, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and that's okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene. - -## Victory Points -GMG p. 148 - -Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story. - -### Naming Your Victory Points -GMG p. 148 - -It can be fun to rename your Victory Points, to better reflect the subsystem they track. - -The term "Victory Points" is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word "Points" if you prefer, though this section often retains it while describing how Victory Points can be used. - -### Victory Point Subsystem Structures -GMG p. 148 - -There are a few common structures for tracking Victory Points that you might use for your new subsystem. - -You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points. - -#### Accumulating Victory Points -GMG p. 148 - -The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC. - -In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since it's dynamic and less at risk of resulting in a stalemate. - -You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end. - -##### Accumulating Rolls -GMG p. 148 - -In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases. - -> [!success-degree] -> - **Critical Success** The PCs gain 2 Victory Points. -> - **Success** The PCs gain 1 Victory Point. -> - **Critical Failure** The PCs lose 1 Victory Point. - -This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare-brained schemes have a fair chance of losing the PCs 1 Victory Point. - -#### Diminishing Victory Points -GMG p. 149 - -Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. - -If they're on a timer, the final results might be better the more points they manage to keep before the time runs out. - -##### Diminishing Rolls -GMG p. 149 - -Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows. - -> [!success-degree] -> - **Critical Success** If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success. -> - **Success** The PCs avoid losing any Victory Points. -> - **Failure** The PCs lose 1 Victory Point. -> - **Critical Failure** The PCs lose 2 Victory Points. - -#### Multiple Point Subsystems -GMG p. 149 - -In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins! - -Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure. - -Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate. - -### Obstacles and Dcs -GMG p. 149 - -When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below) - -Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge. - -> [!pf2-brown] ENEMY VICTORY POINTS -> -> In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, it's usually best to increase or reduce the enemy's Victory Points based on just the PCs' actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foe's Victory Points. -> -> Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies' Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but "damages" the enemies' VP instead of gaining VP for the PCs' side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story. - -### Setting Your Scale -GMG p. 149 - -The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Table 3–1 (page 150) suggests possible values for your Victory Point scale. The "adventure-wide" scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds. - -This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the "adventure-wide, sideline" value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all. - -The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time. - -| Duration of Challenge | VP End Point | VP Threshold | -|-----------------------|--------------|--------------| -| Quick Encounter | 3-5 | — | -| Long Encounter | 7-10 | 4 | -| Most of a session | 15-25 | 5, 10, 15 | -| Adventure-wide, sideline | 15-20 | 5, 10, 15 | -| Adventure-wide, forefront | 25-50 | 10, 20, 30, 40 | - -The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points—such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use. - -### Running Your Subsystem -GMG p. 150 - -When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check. - -You can even have challenges that require all the PCs to participate. For instance, if the party's host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to [Impersonate](../actions/impersonate.md) or [Sneak](../actions/sneak.md). You'll likely find that some approaches should be automatic successes if they're well-suited to the task, or automatic failures for ideas that are likely impossible. - -### Rewards -GMG p. 150 - -How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that's fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs' patron will become based on the PCs' decisions, you might not give XP directly from the subsystem, since in that case "success" is undefined. - -## Influence -GMG p. 151 - -Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence. - -These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. It's perfect for a single social gathering—whether it's a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use [Perception](../../Compendium/skills.md#Perception) to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has [Diplomacy](../../Compendium/skills.md#Diplomacy). - -The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover. - -```ad-pf2-note -title: Influence -[concentrate](../../../rules/traits/concentrate.md) [linguistic](../../../rules/traits/linguistic.md) - -You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block). - -> [!success-degree] -> - **Critical Success** You gain 2 Influence Points with the chosen NPC. -> - **Success** You gain 1 Influence Point with the chosen NPC. -> - **Failure** You gain no Influence Points with the chosen NPC. -> - **Critical Failure** You lose 1 Influence Point with the chosen NPC. -``` - -```ad-pf2-note -title: Discover -[concentrate](../../../rules/traits/concentrate.md) [secret](../../../rules/traits/secret.md) - -You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block. - -> [!success-degree] -> - **Critical Success** Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category. -> - **Success** Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses. -> - **Failure** You learn no information. -> - **Critical Failure** Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery. -``` - -### Influence Stat Blocks -GMG p. 152 - -NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight. - -Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's [Perception](../../Compendium/skills.md#Perception) and Will modifiers. - -After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, [hidden](../conditions.md#Hidden) agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter) - -```ad-pf2-note -title: NPC Name -traits - -A succinct description of the NPC, such as "Famous musician" or "Popular baron." - -The NPC's Perception modifier, plus potentially relevant spells such as true sight. - -The NPC's Will modifier, plus any special adjustments. - -The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs. - -The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). [Diplomacy](../../../compendium/skills.md#Diplomacy) should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests. - -The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds. - -Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible. - -Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far. -``` - -#### Setting Dcs -GMG p. 153 - -When setting DCs, it's often good to start with a "social level" for the NPC and set their DCs accordingly. - -Use the DC adjustments from page 504 of the _Core Rulebook_ just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work. - -For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for [Diplomacy](../../Compendium/skills.md#Diplomacy) but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the [Intimidation](../../Compendium/skills.md#Intimidation) DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for [Alcohol Lore](../../Compendium/skills.md#Lore). - -> [!pf2-brown] SAMPLE STAT BLOCK -> -> In this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. It's a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case. -> -> ```ad-pf2-note -> title: Danphy Mollwether -> [human](../../../rules/traits/human.md) [humanoid](../../../rules/traits/humanoid.md) [le](../../../rules/traits/lawful-evil-b1.md) [medium](../../../rules/traits/medium-b1.md) -> -> Penny-pinching landlord -> -> +9||Perception -> -> +11||Will -> -> DC 13 [Mercantile Lore](../../../compendium/skills.md#Lore), DC 18 [Perception](../../../compendium/skills.md#Perception), DC 16 [Society](../../../compendium/skills.md#Society) -> -> DC 16 [Accounting Lore](../../../compendium/skills.md#Lore) (noting how the theater could be made profitable), DC 16 [Crafting](../../../compendium/skills.md#Crafting) (volunteering to repair the building), DC 20 [Intimidation](../../../compendium/skills.md#Intimidation), DC 20 [Performance](../../../compendium/skills.md#Performance), DC 22 [Diplomacy](../../../compendium/skills.md#Diplomacy), DC 24 [Deception](../../../compendium/skills.md#Deception) -> -> Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them. -> -> Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them. -> -> Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt. -> -> The landlord thinks in practical terms, with little patience for the "good-for-nothings" of the troupe. Appeals directed at sympathy alone increase the check's DC by 2. -> -> Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the [Performance](../../../compendium/skills.md#Performance) DC by 2. -> -> - **Background** Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive. -> - **Appearance** An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life. -> - **Personality** Impatient, crotchety, skeptical -> - **Penalty** Antagonizing Mr. Mollwether by "sermonizing" or "wasting his time" causes him to cut the meeting short, reducing it to 2 rounds instead of 3. -> ``` - -### Running an Influence Encounter -GMG p. 153 - -When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. It's up to you to make sure every NPC is distinct, react to the PCs' interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks. - -Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter. - -## Research -GMG p. 154 - -In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs' efforts early. Otherwise, you can simply use the rules in the _Core Rulebook_, since the PCs are free to keep rolling until they uncover everything there is to find. - -In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian. - -```ad-embed-ability -title: Research -[concentrate](../../../rules/traits/concentrate.md) [exploration](../../../rules/traits/exploration.md) [linguistic](../../../rules/traits/linguistic.md) - -You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. - -> [!success-degree] -> - **Critical Success** You gain 2 RP. -> - **Success** You gain 1 RP. -> - **Critical Failure** You make a false discovery and lose 1 RP. -%% #trait/concentrate #trait/exploration #trait/linguistic %% -``` - -### Building a Library -GMG p. 154 - -"Library" is the general term the research subsystem uses to designate the setting of the PCs' research. Despite the name, the library doesn't necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, you'll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that aren't typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of [Athletics](../../Compendium/skills.md#Athletics) checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard. - -#### Choosing Thresholds -GMG p. 154 - -Once you've decided what your library looks like and how the library and research options are structured, it's time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesn't, you should probably have fewer thresholds. - -Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in library's depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something. - -If your library covers multiple topics, each has its own set of thresholds. You'll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic. - -Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds—you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward. - -#### Library Stat Block -GMG p. 155 - -When you build a library, you can use a stat block to organize the information. In a published adventure, you'll find libraries presented in the format below. There's no need to include entries that aren't applicable for your library. - -```ad-pf2-note -title: Library's Name *Library (Level)* -traits - -Whether it's a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the library's divisions. If the divisions are separate topics, they'll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the library's other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold. - -The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries. - -Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold). -``` - -Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details. - -### Running Research -GMG p. 155 - -When running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, it's fine if they don't learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites. - -> [!pf2-brown] SAMPLE STAT BLOCK -> -> In this example, the PCs are trying to research [hidden](../conditions.md#Hidden) occult secrets about hags known only to the fey of a strange sylvan library. It's a 7th-level challenge. If you'd like to use this sample library for a different research topic, just change the results of each threshold and replace any [Occultism](../../Compendium/skills.md#Occultism) Research checks with checks appropriate to the new topic! -> -> ```ad-pf2-note -> title: Gade of Forgotten Time *Library 7* -> [fey](../../../rules/traits/fey.md) [primal](../../../rules/traits/primal.md) -> -> Five-foot stems open up into colorful petaled tomes -> -> 10 -> -> DC 18 [Academia Lore](../../../compendium/skills.md#Lore) or [Library Lore](../../../compendium/skills.md#Lore), DC 23 [Occultism](../../../compendium/skills.md#Occultism) -> -> A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music -> -> 15 -> -> DC 21 [Performance](../../../compendium/skills.md#Performance), DC 23 [Nature](../../../compendium/skills.md#Nature), DC 25 [Occultism](../../../compendium/skills.md#Occultism) -> -> Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable -> -> 5 -> -> DC 23 [Diplomacy](../../../compendium/skills.md#Diplomacy), DC 23 [Occultism](../../../compendium/skills.md#Occultism), DC 25 [Society](../../../compendium/skills.md#Society), DC 28 [Perception](../../../compendium/skills.md#Perception) -> -> The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mother's Call. -> -> The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o'-wisps and animates some of the glade's plant matter into a shambler. The three creatures attack the PCs together. -> -> The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: [read omens](../../../compendium/spells/read-omens.md). -> -> The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother tree's [Performance](../../../compendium/skills.md#Performance) Research check with a DC 28 [Diplomacy](../../../compendium/skills.md#Diplomacy) check to convince the tree to share further knowledge. -> -> The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2. -> -> The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite. -> ``` - -## Chases -GMG p. 156 - -The _Core Rulebook's_ Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene. - -Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point. - -Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days? - -### Obstacles -GMG p. 156 - -During a chase, all the characters must overcome a series of obstacles that represent challenges—from locked doors to deceptive bogs—during the different legs of the pursuit. - -These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle. - -Each obstacle requires a certain number of Chase Points to overcome—typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry) - -Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or [Perception](../../Compendium/skills.md#Perception) check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry) - -On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains. - -> [!success-degree] -> - **Critical Success** The PCs gain 2 Chase Points. -> - **Success** The PCs gain 1 Chase Point. -> - **Critical Failure** The PCs lose 1 Chase Point. - -If the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful. - -Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using [Acrobatics](../../Compendium/skills.md#Acrobatics) to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful. - -Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle— each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0. - -It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows. - -```ad-pf2-note -title: Crowd *Obstacle 1* - -4 - -DC 15 [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics) to weave or push through, DC 13 [Society](../../../compendium/skills.md#Society) to follow the flow - -Throngs of people crowd the streets, making it difficult to continue the chase. -``` - -### Building a Chase -GMG p. 156 - -When building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome. - -Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses [Stealth](../../Compendium/skills.md#Stealth), selecting [Thievery](../../Compendium/skills.md#Thievery) as the other option doesn't really offer opportunities for different types of characters, since those who are good at [Thievery](../../Compendium/skills.md#Thievery) are very likely the same ones who are good at [Stealth](../../Compendium/skills.md#Stealth). On the other hand, offering [Athletics](../../Compendium/skills.md#Athletics) as an alternative gives a champion who's terrible at [Stealth](../../Compendium/skills.md#Stealth) a way to help. The group can help cover for a character who is less capable at a particular obstacle, but it's more fun for players to present substantially different options for each obstacle. - -Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles. - -**Short:** 6 obstacles, about 10–20 minutes of game time - -**Medium:** 8 obstacles, about 15–25 minutes of game time - -**Long:** 10 obstacles, about 20–30 minutes of game time. - -#### Setting Obstacle Dcs -GMG p. 157 - -When you set the DCs for an obstacle, you'll typically be using simple DCs. Use a proficiency rank that's generally appropriate for the PCs' level if you want the obstacle to be a significant one. As noted earlier, you'll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully! If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill they've chosen to use. - -#### Shortcuts and Split Paths -GMG p. 157 - -You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a [Perception](../../Compendium/skills.md#Perception) check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group. - -> [!pf2-brown] SOLO CHASES -> -> Sometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where it's extremely difficult to succeed at either choice, and no allies can help them. In these chases, it's best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle. - -#### Ending Chases -GMG p. 157 - -Once you have the obstacles, decide the end conditions. - -Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, it's less clear when to end a chase otherwise. It's typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens. - -#### Types of Chases -GMG p. 157 - -- **Chase Down:** The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape. -- **Run Away:** The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round. -- **Beat the Clock:** The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds. -- **Competitive Chase:** The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.) - -### Running a Chase -GMG p. 158 - -When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle. - -Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so they're experienced at assessing which path is going to be easier or harder. - -Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them. - -#### Visual Aids -GMG p. 158 - -It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance. - -#### If the Pcs Get Stuck -GMG p. 158 - -Sometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesn't make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost. - -### Sample Obstacles -GMG p. 158 - -You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group they're best suited for, and many include both a basic version for lower levels and a higher-level version. - -| Crumbling Corridor (1st) | DC 13 [Acrobatics](../../Compendium/skills.md#Acrobatics) to avoid disturbing the walls, DC 15 [Crafting](../../Compendium/skills.md#Crafting) to shore up the walls; **Quaking Corridor (11th)** DC 25 [Acrobatics](../../Compendium/skills.md#Acrobatics), DC 30 [Crafting](../../Compendium/skills.md#Crafting) | -| Fungus Grotto (1st) | DC 15 Fortitude to endure poisonous spore, DC 13 [Survival](../../Compendium/skills.md#Survival) to avoid the mushrooms; **Virulent Fungi (5th)** DC 20 Fortitude, DC 18 [Survival](../../Compendium/skills.md#Survival) | -| Pit Trap (1st) | DC 13 [Athletics](../../Compendium/skills.md#Athletics) to quickly climb out, DC 15 Perception to spot the trap before it's triggered; **Exceptional Pit Trap (5th)** DC 20 [Athletics](../../Compendium/skills.md#Athletics), DC 18 Perception | -| Wandering Gelatinous Cube (1st) | DC 18 [Occultism](../../Compendium/skills.md#Occultism) to identify its deficiencies, DC 15 [Stealth](../../Compendium/skills.md#Stealth) to sneak past; **Wandering Black Pudding (7th)** DC 24 [Occultism](../../Compendium/skills.md#Occultism), DC 19 [Stealth](../../Compendium/skills.md#Stealth) | -| Collapsed Tunnel (5th) | DC 20 [Athletics](../../Compendium/skills.md#Athletics) to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 [Athletics](../../Compendium/skills.md#Athletics), DC 28 Perception | -| Pendulum Trap (5th) | DC 20 Reflex to dodge the blades, DC 15 [Thievery](../../Compendium/skills.md#Thievery) to disable the tap; **Panoply of Pendulums (12th)** DC 30 Reflex, DC 28 [Thievery](../../Compendium/skills.md#Thievery) | -| Wooden Portcullis (8th) | DC 25 [Acrobatics](../../Compendium/skills.md#Acrobatics) to squeeze through, DC 20 [Athletics](../../Compendium/skills.md#Athletics) to lift the gate; **Iron Portcullis (11th)** DC 25 [Acrobatics](../../Compendium/skills.md#Acrobatics), DC 30 [Athletics](../../Compendium/skills.md#Athletics) | - -| Crowd (1st) | DC 15 [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics) to weave or push through, DC 13 [Society](../../Compendium/skills.md#Society) to follow the flow; **Festival Crowd (4th)** DC 20 [Athletics](../../Compendium/skills.md#Athletics), DC 18 [Society](../../Compendium/skills.md#Society) | -| Fruit Cart (1st) | DC 13 [Athletics](../../Compendium/skills.md#Athletics) to vault over or smash through, DC 15 [Intimidation](../../Compendium/skills.md#Intimidation) to make the merchant move it; **Merchant Pavilion (5th)** DC 20 [Athletics](../../Compendium/skills.md#Athletics), DC 22 [Intimidation](../../Compendium/skills.md#Intimidation) | -| Guard Dog (1st) | DC 14 [Nature](../../Compendium/skills.md#Nature) to calm, DC 16 [Stealth](../../Compendium/skills.md#Stealth) to sneak past; **Guard Roc (9th)** DC 26 [Nature](../../Compendium/skills.md#Nature), DC 28 [Stealth](../../Compendium/skills.md#Stealth) | -| Rickety Rooftops (1st) | DC 15 [Acrobatics](../../Compendium/skills.md#Acrobatics) to cross clotheslines, DC 13 [Athletics](../../Compendium/skills.md#Athletics) to jump from roof to roof; **Crumbling, Steep Rooftops (5th)** DC 18 [Acrobatics](../../Compendium/skills.md#Acrobatics), DC 20 [Athletics](../../Compendium/skills.md#Athletics) | -| Wooden Fence (1st) | DC 13 [Athletics](../../Compendium/skills.md#Athletics) to climb over, DC 15 [Thievery](../../Compendium/skills.md#Thievery) to unlock a gate; **High Iron Fence (8th)** DC 20 [Athletics](../../Compendium/skills.md#Athletics), DC 25 [Thievery](../../Compendium/skills.md#Thievery) | -| Gang of Hooligans (2nd) | DC 13 [Deception](../../Compendium/skills.md#Deception) to trick, DC 15 [Stealth](../../Compendium/skills.md#Stealth) to sneak past; **Elite Criminals (12th)** DC 28 [Deception](../../Compendium/skills.md#Deception), DC 30 [Stealth](../../Compendium/skills.md#Stealth) | -| Twisting Alleyways (2nd) | DC 17 Perception to find a path, DC 13 [Society](../../Compendium/skills.md#Society) to recall a map; **Multi-Story Maze (7th)** DC 22 Perception, DC 20 [Society](../../Compendium/skills.md#Society) | - -| Deep Mud (1st) | DC 15 [Athletics](../../Compendium/skills.md#Athletics) to slog through, DC 13 Perception to find a path; **Horrid Bog (5th)** DC 20 [Athletics](../../Compendium/skills.md#Athletics), DC 18 Perception | -| Downpour (1st) | DC 13 Fortitude to push through, DC 15 [Nature](../../Compendium/skills.md#Nature) to predict the weather; **Magical Thunderstorm (5th)** DC 30 Fortitude, DC 25 [Nature](../../Compendium/skills.md#Nature) | -| Rope Bridge (1st) | DC 15 [Acrobatics](../../Compendium/skills.md#Acrobatics) to cross carefully, DC 13 [Crafting](../../Compendium/skills.md#Crafting) to make repairs; **Solitary Frayed Rope (11th)** DC 25 [Acrobatics](../../Compendium/skills.md#Acrobatics), DC 30 [Crafting](../../Compendium/skills.md#Crafting) | -| Rushing River (1st) | DC 15 [Athletics](../../Compendium/skills.md#Athletics) to swim or hop across stones, DC 13 [Survival](../../Compendium/skills.md#Survival) to find a ford nearby;**Flash Flood (5th)** DC 20 [Athletics](../../Compendium/skills.md#Athletics), DC 18 [Survival](../../Compendium/skills.md#Survival) | -| Steep Hills (1st) | DC 13 [Athletics](../../Compendium/skills.md#Athletics) to climb across, DC 15 Perception to find easier path; **Rugged Mountain (5th)** DC 20 [Athletics](../../Compendium/skills.md#Athletics), DC 18 Perception | -| Swarm of Wasps (1st) | DC 15 Fortitude to endure stings, DC 13 [Survival](../../Compendium/skills.md#Survival) to smoke them out; **Those Aren't Wasps! (5th)** DC 20 Fortitude, DC 18 [Survival](../../Compendium/skills.md#Survival) | -| Tangled Forest (2nd) | DC 17 Perception to find the way, DC 13 [Survival](../../Compendium/skills.md#Survival) to plot a path; **Enchanted Forest (5th)** DC 20 Perception, DC 18 [Survival](../../Compendium/skills.md#Survival) | - -## Infiltration -GMG p. 160 - -An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves' guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out—in any case, blocked from accomplishing their goal. - -An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your group's preferences. - -### Building an Infiltration -GMG p. 160 - -When creating an infiltration, you'll want to start with the party's broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table. - -#### Objective -GMG p. 160 - -The first thing you'll need to determine is the party's objective, or broad goal. Maybe the PCs need to find their way into some [hidden](../conditions.md#Hidden) sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence—the PCs might first need to find a way to enter the cult's sanctum, then open the vault, and then escape with the relic. - -To achieve an objective, the PCs must overcome a certain number of obstacles—specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several. - -It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective. - -Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success! - -While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions, and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether! - -#### Obstacles -GMG p. 160 - -Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome—typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways—usually through a skill or [Perception](../../Compendium/skills.md#Perception) check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs' level, rather than using set DCs. - -The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter. - -A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once. - -##### Obstacles in Play -GMG p. 161 - -On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points! - -> [!success-degree] -> - **Critical Success** The PC gains 2 Infiltration Points. -> - **Success** The PC gains 1 Infiltration Point. -> - **Failure** The PCs accrue 1 Awareness Point. -> - **Critical Failure** The PCs accrue 2 Awareness Points. - -If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly [helpful](../conditions.md#Helpful) actions. - -Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle. - -##### Pacing -GMG p. 161 - -The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for. - -##### Sample Obstacles -GMG p. 161 - -While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points. - -```ad-pf2-note -title: Guard Post *Obstacle* - -2 (individual); - -standard, hard, or very hard [Deception](../../../compendium/skills.md#Deception), [Diplomacy](../../../compendium/skills.md#Diplomacy), or Stealth - -Guards cluster at a checkpoint, alert for unusual activity. -``` - -```ad-pf2-note -title: Locked Door *Obstacle* - -1 (group); - -hard or very hard [Athletics](../../../compendium/skills.md#Athletics) or Thievery - -A locked door separates the heroes from their target. -``` - -```ad-pf2-note -title: Trap *Obstacle* - -3 (group); - -hard or very hard Thievery - -A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure. - -> [!success-degree] -> - **Critical Failure** The PCs accrue 2 AP as normal, and the PC who critically fails the [Thievery](../../../compendium/skills.md#Thievery) check also triggers the trap. -``` - -> [!pf2-brown] SETTING INFILTRATION SKILLS AND DCS -> -> Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10–6: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for [Stealth](../../Compendium/skills.md#Stealth) (because it's easier to scout when [unnoticed](../conditions.md#Unnoticed)), a hard one for [Perception](../../Compendium/skills.md#Perception) (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for [Society](../../Compendium/skills.md#Society) (because walking in like you belong is difficult if you don't have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise. - -#### Awareness Points -GMG p. 161 - -The trick of any infiltration is to get it done before anyone notices. Awareness Points measure the opposition's awareness of the PCs' efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants. - -Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure) Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion. - -The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails. - -Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way. - -This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game. - -**5 Awareness Points:** Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs. - -**10 Awareness Points:** The first time the PCs reach this tier, a complication occurs. - -**15 Awareness Points:** Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs. - -**20 Awareness Points:** The infiltration fails. - -#### Complications -GMG p. 162 - -Sometimes when a plan goes sour and seems like it can't get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions—maybe the wizard's castle has various wards, each triggered when a PC attempts to use a different kind of magic. - -Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants—hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least. - -When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle. - -Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high. - -The following example is a common complication that could occur in almost any infiltration. - -```ad-pf2-note -title: Do I Know You? *Complication* - -The PCs reach 5 Awareness Points for the first time. - -standard, hard, or very hard [Deception](../../../compendium/skills.md#Deception), [Diplomacy](../../../compendium/skills.md#Diplomacy), [Performance](../../../compendium/skills.md#Performance), or Stealth - -Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely. - -> [!success-degree] -> - **Success** You convince or otherwise dodge the person. -> - **Failure** You are recognized, and the party accrues 1 AP. -> - **Critical Failure** As failure, but the party accrues 2 AP. -``` - -#### Opportunities -GMG p. 162 - -Not everything that happens during an infiltration is a challenge that must be solved—sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they don't provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the party's Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks—failing can increase the PCs' Awareness Points or trigger complications. You'll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guard's keys only once, but can cause a distraction several times. - -Some opportunities might be available at almost any time in any infiltration, like this example. - -```ad-pf2-note -title: Smooth The Path *Opportunity* - -The PC has successfully completed an individual objective and some other PCs have not. - -Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of [Following the Expert](../../../rules/actions/follow-the-expert.md). In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead. -``` - -### PC Preparations -GMG p. 162 - -Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points—but in this case, before the infiltration even begins! - -Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity—most activities should grant their benefits only once. - -You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story. - -#### Edge Points -GMG p. 163 - -Edge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances—for instance, no matter how well you forge documents, it won't help you unlock a door—so consider using unique tokens to represent such Edge Points. - -#### Preparation Activities -GMG p. 163 - -```ad-embed-ability -title: Bribe Contact -[downtime](../../../rules/traits/downtime.md) [secret](../../../rules/traits/secret.md) - -- **Cost**: A bribe worth at least one-tenth of the Currency per Additional PC listed on [Table 10–9: Party Treasure by Level](../../../rules/tables/party-treasure-by-level.md). Doubling this amount grants a +2 circumstance bonus to the check. -- **Requirements**: You've successfully [Gained a Contact](../../../rules/actions/gain-contact-gmg.md). - -**Effect** You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard [Deception](../../../compendium/skills.md#Deception) or [Diplomacy](../../../compendium/skills.md#Diplomacy) check. - -> [!success-degree] -> - **Success** The contact accepts the bribe and you gain 1 EP. -> - **Failure** You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story. -> - **Critical Failure** As failure, but adding 2 AP to the infiltration. -%% #trait/downtime #trait/secret %% -``` - -```ad-embed-ability -title: Forge Documents -[downtime](../../../rules/traits/downtime.md) [secret](../../../rules/traits/secret.md) - -You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check. - -> [!success-degree] -> - **Success** You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork. -> - **Failure** You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used. -> - **Critical Failure** As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure. -%% #trait/downtime #trait/secret %% -``` - -```ad-embed-ability -title: Gain Contact -[downtime](../../../rules/traits/downtime.md) - -You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC [Diplomacy](../../../compendium/skills.md#Diplomacy) or Society check, or a check using a Lore skill appropriate to your prospective contact. - -> [!success-degree] -> - **Success** You make contact and gain 1 EP. -> - **Failure** You fail to make contact. -> - **Critical Failure** You insult or spook the contact in some way. Future attempts take a –2 circumstance penalty. -%% #trait/downtime %% -``` - -```ad-embed-ability -title: Gossip -[downtime](../../../rules/traits/downtime.md) [secret](../../../rules/traits/secret.md) - -You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard [Diplomacy](../../../compendium/skills.md#Diplomacy) check. - -> [!success-degree] -> - **Critical Success** You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus. -> - **Success** You gain inside information about the place or group you're attempting to infiltrate that aids your planning. -> - **Failure** You learn nothing. -> - **Critical Failure** You hear a few mistaken rumors and take a –2 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1. -%% #trait/downtime #trait/secret %% -``` - -```ad-embed-ability -title: Scout Location -[downtime](../../../rules/traits/downtime.md) [secret](../../../rules/traits/secret.md) - -You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or [Stealth](../../../compendium/skills.md#Stealth) check. - -> [!success-degree] -> - **Success** You make observations that provide 1 EP. -> - **Failure** You learn nothing particularly noteworthy. -> - **Critical Failure** You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure. -%% #trait/downtime #trait/secret %% -``` - -```ad-embed-ability -title: Secure Disguises -[downtime](../../../rules/traits/downtime.md) - -You seek to procure or create disguises. Attempt a normal, hard, or very hard [Crafting](../../../compendium/skills.md#Crafting), [Deception](../../../compendium/skills.md#Deception), [Performance](../../../compendium/skills.md#Performance), or Society check. - -> [!success-degree] -> - **Success** You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity. -> - **Failure** Your efforts result in an unusable disguise. -%% #trait/downtime %% -``` - -> [!pf2-brown] BUILDING AN INFILTRATION -> -> For most infiltrations, you'll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization—or, most likely, both. You likely need to know the party's objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected! - -## Reputation -GMG p. 164 - -Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of –50 Reputation Points. - -### Favors -GMG p. 164 - -Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group. - -- Minor favors are simple, basic tasks that don't take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point. -- Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points. -- Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points. - -### Disservices -GMG p. 164 - -On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether it's through actual malice and planning on the PCs' part or simply by accident. Unlike favors, disservices don't have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points. - -- Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point. -- Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the group's efforts or violating a fundamental tenet of the group's beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points. -- Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabal's apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and _then_ lose 5 more Reputation Points. - -### Reputations -GMG p. 164 - -PCs generally start with a reputation of "ignored" with most groups, as most groups have never heard of them. - -If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group—an individual NPC can hold a different opinion. - -| Reputation | Reputation Points | Raised By | Lowered By | -|------------|-------------------|-----------|------------| -| Revered | 30 to 50 | Major favor | Moderate or major disservice | -| Admired | 15 to 29 | Major favor | Any disservice | -| Liked | 5 to 14 | Moderate or major favor | Any disservice | -| Ignored | –4 to 4 | Any favor | Any disservice | -| Disliked | –5 to –14 | Any favor | Moderate or major disservice | -| Hated | –15 to –29 | Any favor | Major disservice | -| Hunted | –30 to –50 | Moderate or major favor | Major disservice. | - -#### Ignored -GMG p. 164 - -The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them. - -This is the default for most PCs with most groups, and it carries no special benefits or detriments. - -#### Liked -GMG p. 164 - -The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually [friendly](../conditions.md#Friendly) to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further. - -#### Admired -GMG p. 164 - -The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are [helpful](../conditions.md#Helpful) toward the PCs, and those who aren't are [friendly](../conditions.md#Friendly). Only major favors accrue Reputation Points. - -#### Revered -GMG p. 164 - -The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is [helpful](../conditions.md#Helpful) toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them. - -#### Disliked -GMG p. 165 - -The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually [unfriendly](../conditions.md#Unfriendly) to them. At this reputation, only moderate and major disservices reduce Reputation Points. - -#### Hated -GMG p. 165 - -The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are [hostile](../conditions.md#Hostile) toward the PCs, and those who aren't are [unfriendly](../conditions.md#Unfriendly). When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points. - -#### Hunted -GMG p. 165 - -The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is [hostile](../conditions.md#Hostile) toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them. - -### Running Reputation -GMG p. 165 - -Using Reputation Points in the background allows you to track the PCs' status with a variety of groups or factions in your campaign based on the PCs' actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals don't fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayor's wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs' foes could frame them, harming the PCs' reputation though they've done no disservice. - -> [!pf2-brown] REPUTATION IN PATHFINDER SOCIETY ORGANIZED PLAY -> -> Pathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game! - -## Duels -GMG p. 166 - -### Setting Up a Duel -GMG p. 166 - -Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules. - -#### Compete Alone -GMG p. 166 - -It's customary that each participant must compete alone and may receive no help from outside sources. - -However, some duels pit pairs of combatants against one another (either all together or as tag teams) - -#### Limited Tools -GMG p. 166 - -The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy. - -#### Duration -GMG p. 166 - -Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability. - -#### Adjudication -GMG p. 166 - -Most duels are overseen by a third party who ensures the duelists don't break the duel's rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge. - -### Combat Duels -GMG p. 166 - -Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat. - -#### Initiative and Dueling Actions -GMG p. 167 - -Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use [Deception](../../Compendium/skills.md#Deception), [Intimidation](../../Compendium/skills.md#Intimidation), or [Perception](../../Compendium/skills.md#Perception) when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round. - -If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for [Intimidation](../../Compendium/skills.md#Intimidation), Deceptive Sidestep for [Deception](../../Compendium/skills.md#Deception), or Sense Weakness for [Perception](../../Compendium/skills.md#Perception). Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders. - -```ad-embed-ability -title: Bullying Press [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[flourish](../../../rules/traits/flourish.md) - -- **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. -- **Requirements**: You're in a duel, you're trained in [Intimidation](../../../compendium/skills.md#Intimidation), and you rolled an [Intimidation](../../../compendium/skills.md#Intimidation) check for initiative this round. - -**Effect** If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead. -%% #trait/flourish %% -``` - -```ad-embed-ability -title: Deceptive Sidestep [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[misfortune](../../../rules/traits/misfortune.md) - -- **Trigger**: An opponent hits, but does not critically hit you, with a melee Strike. -- **Requirements**: You're in a duel, you're trained in [Deception](../../../compendium/skills.md#Deception), and you rolled a [Deception](../../../compendium/skills.md#Deception) check for initiative this round. - -**Effect** You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using [Intimidation](../../../compendium/skills.md#Intimidation) for initiative when this ability is used, they also take a –2 circumstance penalty to the second attack roll. -%% #trait/misfortune %% -``` - -```ad-embed-ability -title: Sense Weakness [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - -- **Trigger**: You attempt a melee Strike against your opponent, but haven't rolled yet. -- **Requirements**: You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round. - -**Effect** You pick a precise moment to attack, giving you an edge. Your opponent is [flat-footed](../../../rules/conditions.md#Flat-footed) against the attack. If your opponent is using [Deception](../../../compendium/skills.md#Deception) for initiative when this ability is used, they are instead [flat-footed](../../../rules/conditions.md#Flat-footed) until the start of their next turn. -``` - -#### Ending the Duel -GMG p. 167 - -The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. - -### Spellcasting Duels -GMG p. 167 - -Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can. - -#### Initiative and Dueling Actions -GMG p. 167 - -In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or [Religion](../../Compendium/skills.md#Religion) check instead of [Perception](../../Compendium/skills.md#Perception). If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell. - -They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition. - -Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders. - -When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or [Religion](../../Compendium/skills.md#Religion) for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels. - -```ad-embed-ability -title: Dueling Counter [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[magical](../../../rules/traits/magical.md) - -- **Trigger**: Your opponent [Casts a Spell](../../../rules/actions/cast-a-spell.md) from the same tradition as your tradition focus. -- **Requirements**: You are in a duel and have a tradition focus. - -**Effect** Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell. -%% #trait/magical %% -``` - -```ad-embed-ability -title: Change Tradition Focus [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - -- **Requirements**: You are in a duel and are trained in the skill for the tradition you're changing your focus to ([Arcana](../../../compendium/skills.md#Arcana) for arcane, [Occultism](../../../compendium/skills.md#Occultism) for occult, [Nature](../../../compendium/skills.md#Nature) for primal, or [Religion](../../../compendium/skills.md#Religion) for divine). - -**Effect** You change your tradition focus to another magical tradition. -``` - -#### Ending the Duel -GMG p. 167 - -Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. - -## Leadership -GMG p. 168 - -Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign. - -### Organization Levels -GMG p. 168 - -Every organization has a level from 1 to 20. Any organization below level 1 has no followers; it's just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants. - -| Level | Followers | Max Follower Level | Lieutenants | Lieutenants Levels | -|-------|-----------|--------------------|-------------|--------------------| -| 1 | 1–2 | 0 | — | — | -| 2 | 3–4 | 0 | — | — | -| 3 | 5–6 | 0 | 1 | 1 | -| 4 | 7–9 | 0 | 1 | 1 | -| 5 | 10–13 | 0 | 1 | 1 | -| 6 | 14–18 | 1 | 2 | 2 | -| 7 | 19–27 | 1 | 2 | 2 | -| 8 | 28–36 | 1 | 3 | 2–3 | -| 9 | 37–53 | 1 | 4–5 | 2–3 | -| 10 | 54–75 | 2 | 6–7 | 3–4 | -| 11 | 76–99 | 2 | 8–10 | 3–4 | -| 12 | 100–150 | 2 | 11–15 | 3–5 | -| 13 | 151–215 | 2 | 16–22 | 3–5 | -| 14 | 216–300 | 3 | 23–30 | 4–6 | -| 15 | 301–425 | 3 | 31–42 | 4–6 | -| 16 | 426–600 | 3 | 43–60 | 4–7 | -| 17 | 601–850 | 3 | 61–85 | 4–7 | -| 18 | 851–1,200 | 4 | 86–120 | 5–8 | -| 19 | 1,201–1,700 | 4 | 121–170 | 5–8 | -| 20 | 1,701–2,400 | 4 | 171–240 | 5–9 | - -### Base of Operations -GMG p. 168 - -Beyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations. - -### Organization Npcs -GMG p. 168 - -Followers and lieutenants are noncombatant NPCs of the levels indicated on Table 3–3: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organization's members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story. - -Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs don't need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level— the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs' adventuring, nor do they provide a source of free magic or labor. - -#### Cohorts and New Pcs -GMG p. 168 - -While the followers and lieutenants who define an organization's advancement don't accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs. - -### Running Leadership -GMG p. 169 - -When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization. - -#### Leadership Events -GMG p. 169 - -During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories. - -**Opportunity:** An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin. - -**Trouble:** Something's gone wrong with the organization, requiring the PCs' attention or assistance to solve. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out. - -**Windfall:** The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas. - -## Hexploration -GMG p. 170 - -While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers. - -The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies. - -Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit. - -### Designing a Hexploration Map -GMG p. 170 - -The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain. - -When designing your hex map, it's best to have each hex represent one primary terrain type. This doesn't mean that's the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference. - -But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours. - -#### Populating Hexes -GMG p. 170 - -When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first—or if they'll explore those areas at all. Because hexploration leads to nonlinear, player-guided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below). - -##### Set Encounters -GMG p. 170 - -Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs' exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next. - -##### Random Encounters -GMG p. 170 - -You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). It's often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap. - -A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm. - -Hazard encounters can include those located in the Hazards section on pages 520–529 of the _Core Rulebook_ and pages 77–81 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74. - -Creature encounters can use the creatures found in the _Bestiary_, or you can create your own using the rules found in Building Creatures on page 56. - -Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs' current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, don't adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156) - -##### Terrain -GMG p. 171 - -While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512–519 of the _Core Rulebook_. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172) - -#### Generating Random Hex Maps -GMG p. 171 - -If you'd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 3–4: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling `1d20` on Table 3–4 and Table 3–5: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert—though figuring out a way for that to occur could lead to an interesting encounter or subplot later on. - -| `1d20` | Result | -|--------|--------| -| 1–3 | Plains | -| 4–5 | Desert | -| 6–7 | Aquatic (lake, sea, or ocean) | -| 8–9 | Mountain | -| 10–11 | Forest | -| 12 | Swamp | -| 13 | Arctic | -| 14–20 | Match the previous hex | - -| `1d20` | Result | -|--------|--------| -| 1–3 | **Landmark** A feature of some significance that distinguishes the hex as noteworthy. | -| 4–6 | **Secret** The hex contains a secret the party uncovers upon exploring the hex. | -| 7–9 | **Resource** The hex contains some valuable resource appropriate to the terrain. | -| 10–20 | **Standard** A standard representation of the terrain type. | - -> [!pf2-brown] TYPES OF TERRAIN -> -> The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or greater difficult terrain) and the potential resources and secrets found there. -> -> ### AQUATIC -> GMG p. 172 -> -> - **Terrain** typically requires a boat or a swim speed; depends on the strengths of currents and the weather -> - **Resources** seafood, coral, pearls, shipwrecks -> - **Secrets** remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures -> -> ### ARCTIC -> GMG p. 172 -> -> - **Terrain** typically difficult or greater difficult terrain -> - **Resources** scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales) -> - **Secret** thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers -> -> ### DESERT -> GMG p. 172 -> -> - **Terrain** typically difficult or greater difficult terrain -> - **Resources** water sources (underground springs, oases, and streams), mineral wealth -> - **Secrets** forgotten civilizations beneath the dunes -> -> ### FOREST -> GMG p. 172 -> -> - **Terrain** typically difficult terrain, or greater difficult terrain for a dense jungle -> - **Resources** diverse flora and fauna, natural remedies, plentiful game -> - **Secrets** bandit encampment, druid's henge, fey-touched glade or mushroom circle -> -> ### MOUNTAIN -> GMG p. 172 -> -> - **Terrain** typically greater difficult terrain, or difficult terrain for hills -> - **Resources** minerals (including gold, silver, and gemstones) -> - **Secrets** hidden pass, watchtower or waypoint constructed by a nearby empire, dragon's lair, bandit hideout -> -> ### PLAIN -> GMG p. 172 -> -> - **Terrain** open terrain -> - **Resources** useful plants (flax or cotton) -> - **Secrets** artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval -> -> ### SWAMP -> GMG p. 172 -> -> - **Terrain** typically greater difficult terrain -> - **Resources** materials useful for medicine or poison -> - **Secrets** river raider camps, remains and gear of unlucky travelers, sites of mystic significance. - -### Running Hexploration -GMG p. 172 - -Once you have your hexploration map ready, it's time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day. - -These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it can't even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity. - -| Speed | Activities per Day | -|-------|--------------------| -| 10 feet or less | 1/2 | -| 15–25 feet | 1 | -| 30–40 feet | 2 | -| 45–55 feet | 3 | -| 60 feet or more | 4 | - -This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is [fatigued](../conditions.md#Fatigued). Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the character's Constitution modifier (minimum 1 day). Any additional days of forced march make the character [fatigued](../conditions.md#Fatigued) until they spend an entire day of downtime resting. - -#### Group Activities -GMG p. 172 - -Group activities require the entire party to work together in order to be effective; these activities each count as one of the day's hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter. - -```ad-pf2-note -title: Travel -[move](../../../rules/traits/move.md) - -You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain. - -The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain. -``` - -```ad-pf2-note -title: Reconnoiter -[concentrate](../../../rules/traits/concentrate.md) - -You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex—1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex (see below). You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features. - -For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery. -``` - -#### Individual Activities -GMG p. 173 - -Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities. - -```ad-pf2-note -title: Fortify Camp - -You can spend time fortifying your camp for defense with a successful [Crafting](../../../compendium/skills.md#Crafting) check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp. -``` - -```ad-pf2-note -title: Map The Area -[concentrate](../../../rules/traits/concentrate.md) - -As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful [Survival](../../../compendium/skills.md#Survival) check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2. -``` - -##### Existing Activities -GMG p. 173 - -Characters can use the [Subsist](../actions/subsist.md) downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to [Subsist](../actions/subsist.md) normally still apply here. - -In general, the various exploration activities found in the sidebar on page 498 of the _Core Rulebook_ (except [Hustle](../actions/hustle.md)) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the _Core Rulebook_, at the GM's discretion. - -#### Random Encounters -GMG p. 173 - -When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 3–7: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 3–8: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own. - -| Terrain Type | Flat Check DC* | -|--------------|----------------| -| Aquatic | 17 | -| Arctic | 17 | -| Desert | 17 | -| Forest | 14 | -| Mountain | 16 | -| Plains | 12 | -| Swamp | 14 | - -* On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs. - -| `1d10` | Encounter | -|--------|-----------| -| 1–5 | Harmless | -| 6–7 | Hazard | -| 8–10 | Creature | - -#### Switching Out of Hexploration -GMG p. 173 - -Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, you'll want to deduct the time from their available hexploration activities. For the story's sake, it's best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning. - -## Vehicles -GMG p. 174 - -Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the party's home and its primary weapon. - -The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play. - -### Vehicle Basics -GMG p. 174 - -Ultimately, vehicles are objects. They have object immunities (_Core Rulebook_ 273), and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules. - -#### Size, Space, and Capacity -GMG p. 174 - -Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block. - -Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne. - -#### Movement and Heading -GMG p. 174 - -A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers. - -Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading. - -When a vehicle moves, it must move in the direction of its heading—it can't move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warship's 30-foot Speed, turning typically requires several actions' worth of movement. - -Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading. - -When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see Table 9–2: Travel Speed on page 479 of the _Core Rulebook_). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds. - -#### Propulsion -GMG p. 174 - -Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion—the way in which their movement is powered—and this propulsion often has additional considerations. - -There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules. - -##### Alchemical -GMG p. 174 - -Powered by the reactions of alchemical reagents, [controlled](../conditions.md#Controlled) internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the [Crafting](../../Compendium/skills.md#Crafting) skill. - -##### Magical -GMG p. 174 - -Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like _dispel magic_, using the vehicle's level and a standard DC for that level for the counteract check. A creature can use [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or [Religion](../../Compendium/skills.md#Religion) (depending on the type of magic) for a magical vehicle's piloting checks. - -##### Pulled -GMG p. 175 - -This method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot. - -When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control. - -For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use [Nature](../../Compendium/skills.md#Nature) for piloting checks; for sapient pulling creatures, the pilot can instead use [Diplomacy](../../Compendium/skills.md#Diplomacy) or [Intimidation](../../Compendium/skills.md#Intimidation) for piloting checks. - -##### Rowed -GMG p. 175 - -These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover) - -When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesn't damage the vehicle. - -A pilot on a vehicle rowed by other people can use [Diplomacy](../../Compendium/skills.md#Diplomacy) or [Intimidation](../../Compendium/skills.md#Intimidation) for piloting checks. - -##### Wind -GMG p. 175 - -Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use [Nature](../../Compendium/skills.md#Nature) for piloting checks. - -### Piloting a Vehicle -GMG p. 175 - -In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round. - -#### Vehicle Momentum -GMG p. 175 - -A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176. - -#### Piloting Checks -GMG p. 175 - -Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use [Driving Lore](../../Compendium/skills.md#Lore) or [Piloting Lore](../../Compendium/skills.md#Lore) along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative. - -The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicle's piloting checks. - -#### Piloting Actions -GMG p. 175 - -Characters use the actions listed below to move and interact with vehicles. The effects of the [reckless](../traits/reckless-gmg.md) trait appear on page 176. - -```ad-embed-ability -title: Board [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../../../rules/traits/move.md) - -- **Requirements**: You are adjacent to a point of entry on the vehicle you are attempting to board. - -**Effect** You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful [Acrobatics](../../skills.md#Acrobatics) or [Athletics](../../../compendium/skills.md#Athletics) check with a DC equal to the vehicle's AC. -%% #trait/move %% -``` - -```ad-embed-ability -title: Drive [V](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") -[move](../../../rules/traits/move.md) - -- **Requirements**: You are piloting a vehicle. - -**Effect** You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies. - -[>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled. - -[>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([reckless](../../../rules/traits/reckless-gmg.md)) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. - -[>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") ([reckless](../../../rules/traits/reckless-gmg.md)) You take a –5 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading. -%% #trait/move %% -``` - -```ad-embed-ability -title: Run Over [>>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") -[move](../../../rules/traits/move.md) [reckless](../../../rules/traits/reckless-gmg.md) - -- **Requirements**: You are piloting a vehicle. - -**Effect** You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger. - -Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends. -%% #trait/move #trait/reckless %% -``` - -```ad-embed-ability -title: Stop [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) - -- **Requirements**: You are piloting a vehicle in motion. - -**Effect** You bring the vehicle to a stop. -%% #trait/manipulate %% -``` - -```ad-embed-ability -title: Take Control [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../../../rules/traits/manipulate.md) - -- **Requirements**: You are aboard the vehicle and adjacent to its controls. - -**Effect** You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity. -%% #trait/manipulate %% -``` - -#### Reckless Piloting -GMG p. 176 - -Actions that have the [reckless](../traits/reckless-gmg.md) trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. - -**Success** The action occurs as described. - -**Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled. - -#### Uncontrolled Vehicles -GMG p. 176 - -Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers an [Attack of Opportunity](../actions/attack-of-opportunity.md) that knocks the pilot [unconscious](../conditions.md#Unconscious) or paralyzes them, the vehicle becomes uncontrolled. - -An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds. - -An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action. - -#### Vehicles in Combat -GMG p. 177 - -Whether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a –2 penalty, or a –4 penalty if the vehicle is uncontrolled or any action in the last round had the [reckless](../traits/reckless-gmg.md) trait. - -While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground. - -An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides. - -Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction. - -#### Broken Vehicles -GMG p. 177 - -When a vehicle is [broken](../conditions.md#Broken), it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The [broken](../conditions.md#Broken) vehicle's Speeds are halved. - -A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it's using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage. - -### Vehicle Statistics -GMG p. 177 - -Vehicles can be as simple as a farmer's cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format. - -### Sample Vehicles -GMG p. 177 - -Presented here is a sample of the many vehicles that can be found throughout Golarion. diff --git a/Rules/gamemastery-guide/chapter-4-variant-rules.md b/Rules/gamemastery-guide/chapter-4-variant-rules.md deleted file mode 100644 index 27fd2d310..000000000 --- a/Rules/gamemastery-guide/chapter-4-variant-rules.md +++ /dev/null @@ -1,887 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["Chapter 4: Variant Rules"] ---- -# Chapter 4: Variant Rules -GMG p. 181 - -Most of the variant rules in this chapter involve characters, how they progress, and how those pieces fit together. The variants included in this chapter are divided into the following sections. - -- **Ability Score Variants** (page 182) includes an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly. -- **Alignment Variants** (page 184) contains options for removing alignment and an incremental alignment system. -- **Deep Backgrounds** (page 186) replace simply selecting a background with a series of steps that flesh out more of the character's backstory. -- **Feats and Features** (page 192) shows how to build characters who gain feats and class features in different ways, from dual-classed characters with all the options of two classes to characters with a free archetype or more ancestry feats. -- **Level 0 Characters** (page 195) can play through the characters' adventures before they take on character classes. -- **Magic Item Variants** (page 196) contains rules deconstructing the magic item bonuses, allowing you to progress them automatically or via craftsmanship to more easily run a lower-magic game. -- **Proficiency without Level** (page 198) changes the fundamental math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman. -- **Skill Points** (page 199) offers a more granular system for characters to choose and hone their skills. -- **Stamina** (page 200) grants characters a pool of Stamina Points that they lose before Hit Points and can recover with by resting to catch their breath. - -## Choosing Variant Rules -GMG p. 181 - -When you and your group are deciding which variant rules to use, think about the types of stories you want to tell together, including the genre, themes, and characters, and use that information to choose which variant rules might be the best fit. If different players think different variant options would work best for the game, let each of them make their point, but ultimately you as the GM make the final call. - -You might discover that your game requires variant rules beyond those listed here—and that's okay! In fact, it's to be expected. Use these options as a starting point for some of the most commonly [helpful](../conditions.md#Helpful) tools, but you and your group should work together to build your own variant rules whenever you want a different experience. Don't be afraid to deviate from the baseline—you and your group know what you like and what you're looking for better than a baseline rules set ever could. More about creating your own house rules can be found on page 29. - -If you're not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if they're causing unexpected side effects or not working as you intended. When you're playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations and ensures they don't feel ambushed by any variant rules the first time they're encountered in the game, which is important for making sure there is a feeling of fairness among your players. - -## Ability Score Variants -GMG p. 182 - -### Gradual Ability Boosts -GMG p. 182 - -In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character can't boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set). - -This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels. - -### Point Buy -GMG p. 182 - -This alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 4–1: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use. - -#### Step 1: Decrease Starting Scores -GMG p. 182 - -All of a character's ability scores start at 10. If the PC's ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8. - -#### Step 2: Spend Points -GMG p. 182 - -Now that each player has set their minimum scores, they'll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get. - -The total number of Ability Points spent determines the character's starting ability score, as shown on Table 4–1: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost. - -- **Dedicated Ability Points:** A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their background's choices of predetermined ability scores, and 2 dedicated Ability Points for their class's key ability score. -- **Flexible Ability Points:** Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1. - -| Total Ability Points Spent | Ability Score | -|----------------------------|---------------| -| -2 | 8 | -| -1 | 9 | -| 0 | 10 | -| 1 | 11 | -| 2 | 12 | -| 3 | 13 | -| 5 | 14 | -| 7 | 15 | -| 10 | 16 | -| 13 | 17 | -| 17 | 18 | - -#### Increasing Scores at Higher Levels -GMG p. 182 - -When a character levels up, they gain Ability Points at each level, as shown on Table 4–2: Ability Points Gained. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on Table 4–3: Raising an Ability Score and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, it's best to increase scores when leveling up, between game sessions, or during downtime. - -Apex items work as described in the Core Rulebook. They can increase an ability score to a maximum of 24. - -| Level | Ability Points Gained | -|-------|-----------------------| -| 1 | Starting points | -| 2 | 2 | -| 3 | 2 | -| 4 | 2 | -| 5 | 2 | -| 6 | 3 | -| 7 | 3 | -| 8 | 3 | -| 9 | 3 | -| 10 | 3 | -| 11 | 4 | -| 12 | 4 | -| 13 | 4 | -| 14 | 4 | -| 15 | 4 | -| 16 | 5 | -| 17 | 5 | -| 18 | 5 | -| 19 | 5 | -| 20 | 5 | - -| Current Ability Score | Cost to Raise by 1 | -|-----------------------|--------------------| -| 8 | 1 | -| 9 | 1 | -| 10 | 1 | -| 11 | 1 | -| 12 | 1 | -| 13 | 2 | -| 14 | 2 | -| 15 | 3 | -| 16 | 3 | -| 17 | 4 | -| 18 | 5 | -| 19 | 6 | -| 20 | 7 | -| 21 | 8 | - -#### Example -GMG p. 183 - -Merisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10. - -In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8. - -Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which she's happy with. She now has 8 flexible Ability Points left. She's worried she'll be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because it's inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12. - -When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), it's usually best to wait until she has enough Ability Points that increasing a score will increase her modifier—just in case she changes her mind. - -### Alternative Scores -GMG p. 183 - -The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other. - -Make the following changes. - -- **Strength** does everything that both Strength and Constitution do in the _Core Rulebook_, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, [Athletics](../../Compendium/skills.md#Athletics), Hit Points, Fortitude saves, and so on. -- **Dexterity** splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with [finesse](../traits/finesse.md) attacks (if better than Strength), and [Thievery](../../Compendium/skills.md#Thievery) checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, [Acrobatics](../../Compendium/skills.md#Acrobatics) checks, and [Stealth](../../Compendium/skills.md#Stealth) checks. -- **Charisma** applies to Will saves instead of Wisdom. -- **Wisdom** is otherwise unchanged. -- **Intelligence** is unchanged. - -You'll need a small number of gameplay tweaks. [Anklets of alacrity](../../Compendium/equipment/items/anklets-of-alacrity.md) become an Agility apex item, both the [belt of giant strength](../../Compendium/equipment/items/belt-of-giant-strength.md) and [belt of regeneration](../../Compendium/equipment/items/belt-of-regeneration.md) become Strength apex items, and so on. The rogue's thief racket is obsolete, so you might allow rogues to choose a different racket but still gain [Thievery](../../Compendium/skills.md#Thievery). For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with you group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary. - -## Alignment Variants -GMG p. 184 - -Pathfinder's alignment system summarizes a character's ideals, signals that some of the players' opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesn't simulate the nuance and complexity of real-world moral issues, which are often not so easily categorized. What is considered "good" may be heavily influenced by societal norms or religious beliefs. It's not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games. - -### Minor Changes -GMG p. 184 - -If you want to keep parts of the existing alignment system, you can use either of the following variants to make changes without entirely removing or replacing alignment. Alignment-based effects still exist in both of these variants, but they might not be as useful as in standard Pathfinder. - -#### Extreme Good and Evil -GMG p. 184 - -In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions— such as the cleric and champion restrictions—but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary. - -#### Incremental Alignment -GMG p. 184 - -Changing character alignment can be extremely dramatic under the Core Rulebook rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments. - -This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. It's meant to indicate the trends of a character's behavior and foreshadow any alignment change that might occur over time. It's typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once— and to recover it could take a long-term atonement and commitment to good. - -If a rule depends on a character's alignment, disregard the "fully" and "somewhat" distinctions. A protection spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like detect alignment, might give more precise information. - -| 1 | 2 | 3 | 4 | 5 | 6 | 7 | -|---|---|---|---|---|---|---| -| FULLY LAWFUL | SOMEWHAT LAWFUL | SOMEWHAT NEUTRAL | FULLY NEUTRAL | SOMEWHAT NEUTRAL | SOMEWHAT CHAOTIC | FULLY CHAOTIC | -^changing-alignment-4-4-2 - -| 1 | 2 | 3 | 4 | 5 | 6 | 7 | -|---|---|---|---|---|---|---| -| FULLY GOOD | SOMEWHAT GOOD | SOMEWHAT NEUTRAL | FULLY NEUTRAL | SOMEWHAT NEUTRAL | SOMEWHAT EVIL | FULLY EVIL | - -### Major Changes -GMG p. 184 - -These two variants massively change how the alignment system works. In fact, one removes it entirely! - -#### No Alignment -GMG p. 184 - -The simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deity's light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that it's acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens. - -#### Moral Intentions -GMG p. 185 - -> [!pf2-sidebar] Example Moral Intentions -> -> - I will never let my companions down. -> - I will avenge my family. -> - I will protect the natural world. -> - I will achieve great wealth. -> - I will spread the word of my deity. -> - I will help others in need. -> - I will spread the rule of the rightful government. - -In this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a character's intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table. - -Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the character's mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil. - -A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict. - -#### Rules Adjustments -GMG p. 185 - -Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments. - -##### Aligned Damage -GMG p. 185 - -If you're using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like "radiant" and "shadow" that don't have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters' maximum Hit Points, and call it good. No matter what you do with creatures, you'll also have to replace abilities like the champion's that deal aligned damage in a similar way, or remove those abilities. - -If you're using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM. - -##### Detection -GMG p. 185 - -Alignment-detecting effects don't exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability. - -##### Traits -GMG p. 185 - -Alignment traits don't exist, and anything that has those traits loses them. Effects that require the traits to function, like [protection](../../Compendium/spells/protection.md), don't exist. - -## Deep Backgrounds -GMG p. 186 - -### Using Deep Backgrounds -GMG p. 186 - -This variant replaces Step 4 of Character Creation (Core Rulebook page 25). The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down. - -- Two ability boosts, each to a different ability score. -- Training in a [Lore](../../Compendium/skills.md#Lore) skill. -- One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as [Quick Identification](../../Compendium/feats/quick-identification.md)). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive. - -#### Rerolling and Selecting -GMG p. 186 - -At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the Core Rulebook and the Age of Lost Omens setting—if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting. - -### Generating Deep Backgrounds -GMG p. 186 - -As a player, follow the steps below to generate your character's deep background. - -#### Step 1: Family Background -GMG p. 186 - -The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll `d100` on the following table. Use the medium family for most ancestries, small if you're a half-elf or half-orc, and large if you're a goblin or halfling. For ancestries other than those in the _Core Rulebook_, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives. - -| `d100` | Small Family | Medium Family | Large Family | -|--------|--------------|---------------|--------------| -| 1-4 | 0 | 0 | 0 | -| 5-8 | 0 | 0 | 1 | -| 9-20 | 0 | 0 | 2 | -| 21-34 | 0 | 1 | 3 | -| 35-39 | 1 | 2 | 3 | -| 40-50 | 1 | 2 | 4 | -| 51-60 | 2 | 3 | 4 | -| 61-65 | 2 | 3 | 5 | -| 66-69 | 2 | 4 | 5 | -| 70-78 | 3 | 4 | 5 | -| 79-80 | 4 | 4 | 6 | -| 81-87 | 4 | 5 | 6 | -| 88-90 | 5 | 5 | 6 | -| 91-93 | 5 | 6 | 7 | -| 94-95 | 6 | 6 | 7 | -| 96-97 | 6 | 7 | 7 | -| 98-99 | 7 | 7 | 8+ | -| 100 | 8+ | 8+ | 8+ | - -- If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options. -- If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options. -- If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options. - -#### Step 2: Homeland -GMG p. 186 - -Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a dwarf, `1d20-3`; if an elf, `1d20+2`; if a goblin, `1d20-4`. For ancestries other than those in the _Core Rulebook_, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a [Lore](../../Compendium/skills.md#Lore) skill based on your homeland's terrain to your background options, such as [Forest Lore](../../Compendium/skills.md#Lore) for a wooded frontier or [Absalom Lore](../../Compendium/skills.md#Lore) if you grew up in that city. - -| `1d20 + 0` | Result | -|------------|--------| -| 1 or less | **Underground** You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add [Engineering Lore](../../Compendium/skills.md#Lore), [Labor Lore](../../Compendium/skills.md#Lore), and [Mining Lore](../../Compendium/skills.md#Lore) to your background options. | -| 2-3 | **Frontier** You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add [Farming Lore](../../Compendium/skills.md#Lore), [Fishing Lore](../../Compendium/skills.md#Lore), [Hunting Lore](../../Compendium/skills.md#Lore), [Scouting Lore](../../Compendium/skills.md#Lore), and [Lore](../../Compendium/skills.md#Lore) pertaining to a type of creature that threatened your homeland regularly (such as [Giant Lore](../../Compendium/skills.md#Lore)) to your background options. | -| 4-5 | **Trade Town** People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add [Accounting Lore](../../Compendium/skills.md#Lore), [Guild Lore](../../Compendium/skills.md#Lore), [Mercantile Lore](../../Compendium/skills.md#Lore), [Stabling Lore](../../Compendium/skills.md#Lore), and [Lore](../../Compendium/skills.md#Lore) of a common ancestry (such as [Dwarf Lore](../../Compendium/skills.md#Lore)) to your background options. | -| 6-7 | **Simple Village** You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add [Herbalism Lore](../../Compendium/skills.md#Lore), [Midwifery Lore](../../Compendium/skills.md#Lore), [Milling Lore](../../Compendium/skills.md#Lore), [Tanning Lore](../../Compendium/skills.md#Lore), and [Lore](../../Compendium/skills.md#Lore) of a type of food, drink, or product the village was known for producing (such as [Alcohol Lore](../../Compendium/skills.md#Lore) or [Wagon Lore](../../Compendium/skills.md#Lore)) to your background options. | -| 8-9 | **Cosmopolitan City** You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add [Art Lore](../../Compendium/skills.md#Lore), [Guild Lore](../../Compendium/skills.md#Lore), [Legal Lore](../../Compendium/skills.md#Lore), and [Underworld Lore](../../Compendium/skills.md#Lore) to your background options. | -| 10-11 | **Metropolis** You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add [Architecture Lore](../../Compendium/skills.md#Lore), [Gladiatorial Lore](../../Compendium/skills.md#Lore), [Guild Lore](../../Compendium/skills.md#Lore), [Legal Lore](../../Compendium/skills.md#Lore), and [Theater Lore](../../Compendium/skills.md#Lore) to your background options. | -| 12 | **Front Lines** You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add [Heraldry Lore](../../Compendium/skills.md#Lore), [Scouting Lore](../../Compendium/skills.md#Lore), and [Warfare Lore](../../Compendium/skills.md#Lore) to your background options. | -| 13-14 | **Itinerant** You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add [Circus Lore](../../Compendium/skills.md#Lore), Fortune-[Telling Lore](../../Compendium/skills.md#Lore), [Games Lore](../../Compendium/skills.md#Lore), [Labor Lore](../../Compendium/skills.md#Lore), and [Underworld Lore](../../Compendium/skills.md#Lore) to your background options. | -| 15 | **Another Ancestry's Settlement** Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the [Adopted Ancestry](../../Compendium/feats/adopted-ancestry.md) feat and the [Lore](../../Compendium/skills.md#Lore) skill related to your adopted ancestry (such as [Dwarf Lore](../../Compendium/skills.md#Lore)) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill. | -| 16 | **Coastal Community** You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add [Fishing Lore](../../Compendium/skills.md#Lore), [Sailing Lore](../../Compendium/skills.md#Lore), and [Lore](../../Compendium/skills.md#Lore) of a specific type of sea creature (such as [Shark Lore](../../Compendium/skills.md#Lore)) to your background options. | -| 17-18 | **Religious Community** You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add [Art Lore](../../Compendium/skills.md#Lore), [Scribing Lore](../../Compendium/skills.md#Lore), Lore about a deity that was the focus or enemy of your community (such as [Pharasma Lore](../../Compendium/skills.md#Lore)), and [Lore](../../Compendium/skills.md#Lore) about a plane (other than the Material Plane) where that deity resides to your background options. | -| 19+ | **Academic Community** You were raised in or near a university, academy, or other center of learning. Add [Academia Lore](../../Compendium/skills.md#Lore), [Genealogy Lore](../../Compendium/skills.md#Lore), [Library Lore](../../Compendium/skills.md#Lore), and [Scribing Lore](../../Compendium/skills.md#Lore) to your background options. | - -#### Step 3: Major Childhood Event -GMG p. 186 - -During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you. - -| `1d20` | Result | -|--------|--------| -| 1 | **Abandoned in a Distant Land** Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the [Multilingual](../../Compendium/feats/multilingual.md) skill feat to your background options. | -| 2 | **Academy Trained** You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the [Additional Lore](../../Compendium/feats/additional-lore.md) skill feat to your background options. If you select [Additional Lore](../../Compendium/feats/additional-lore.md) as your skill feat, instead of becoming trained in [Lore](../../Compendium/skills.md#Lore), you become trained in your choice of [Arcana](../../Compendium/skills.md#Arcana), [Occultism](../../Compendium/skills.md#Occultism), or [Society](../../Compendium/skills.md#Society). | -| 3 | **Attained a Magical Gift** When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the [Arcane Sense](../../Compendium/feats/arcane-sense.md) skill feat to your background options. | -| 4 | **Betrayed** A friend or family member whom you trusted more than anyone else betrayed you. Add the [Lie to Me](../../Compendium/feats/lie-to-me.md) skill feat to your background options. | -| 5 | **Bullied** In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the [Intimidating Glare](../../Compendium/feats/intimidating-glare.md) skill feat to your background options. | -| 6 | **Captured by Giants** You were captured by marauding giants and fought your way free. Add the [Titan Wrestler](../../Compendium/feats/titan-wrestler.md) skill feat to your background options. | -| 7 | **Claimed an Inheritance** You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in [Society](../../Compendium/skills.md#Society). | -| 8 | **Died** You died or came so close that you walked the boundary between life and death. Add the [Diehard](../../Compendium/feats/diehard.md) feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill. | -| 9 | **Fell In with a Bad Crowd** In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the [Experienced Smuggler](../../Compendium/feats/experienced-smuggler.md) skill feat to your background options. | -| 10 | **Had an Ordinary Childhood** Your childhood was fairly ordinary, with no major catastrophe—a stark contrast to most adventurers. Add the [Assurance](../../Compendium/feats/assurance.md) skill feat for a skill of your choice to your background options. | -| 11 | **Had Your First Kill** You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in [Athletics](../../Compendium/skills.md#Athletics). | -| 12 | **Kidnapped** You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the [Quick Squeeze](../../Compendium/feats/quick-squeeze.md) skill feat to your background options. | -| 13 | **Lost in the Wilderness** Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the [Survey Wildlife](../../Compendium/feats/survey-wildlife.md) skill feat to your background options. | -| 14 | **Met a Fantastic Creature** When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the [Recognize Spell](../../Compendium/feats/recognize-spell.md) skill feat to your background options. | -| 15 | **Raided** A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in [Medicine](../../Compendium/skills.md#Medicine). | -| 16 | **Robbed** Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the [Snare Crafting](../../Compendium/feats/snare-crafting.md) skill feat to your background options. | -| 17 | **Survived a Disaster** You witnessed and survived a major disaster in your childhood years—such as a great fire, flood, earthquake, volcano, or storm—by relying on what was at hand. Add the [Quick Repair](../../Compendium/feats/quick-repair.md) skill feat to your background options. | -| 18 | **Trained by a Mentor** A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the [Experienced Professional](../../Compendium/feats/experienced-professional.md) skill feat to your background options. | -| 19 | **Witnessed War** You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the [Battle Medicine](../../Compendium/feats/battle-medicine.md) skill feat to your background options. | -| 20 | **Won a Competition** You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the [Fascinating Performance](../../Compendium/feats/fascinating-performance.md) skill feat to your background options. | - -#### Step 4: Influencial Associate -GMG p. 186 - -You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid. - -| `1d20` | Result | -|--------|--------| -| 1 | **The Academic **One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options. | -| 2 | **The Boss** You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options. | -| 3 | **The Champion** You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options. | -| 4 | **The Confidante** You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options. | -| 5 | **The Crafter** One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options. | -| 6 | **The Criminal** One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins—perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options. | -| 7 | **The Dead One** One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options. | -| 8 | **The Fiend** You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options. | -| 9 | **The Fool** One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery—a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options. | -| 10 | **The Hunter** This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options. | -| 11 | **The Liege Lord** You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options. | -| 12 | **The Lover** You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options. | -| 13 | **The Mentor** You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options. | -| 14 | **The Mercenary** With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options. | -| 15 | **The Mystic** You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options. | -| 16 | **The Pariah** You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options. | -| 17 | **The Relative** You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options. | -| 18 | **The Seer** You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options. | -| 19 | **The Wanderer** You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options. | -| 20 | **The Well-Connected Friend** In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options. | - -#### Step 5: Relationships -GMG p. 186 - -This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right. - -Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options. - -| `1d12` | Result | -|--------|--------| -| 1 | **Animal Helpers** When you and this character were younger, you worked together to nurse sick animals back to health. Add the Train Animal skill feat to your background options. | -| 2 | **Comrade-in-Arms** You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the [Assurance](../../Compendium/feats/assurance.md) skill feat for [Athletics](../../Compendium/skills.md#Athletics) to your background options. | -| 3 | **Desperate Intimidation** You had to frighten off pirates or slavers looking to capture you and this character. Add the [Group Coercion](../../Compendium/feats/group-coercion.md) skill feat to your background options. | -| 4 | **Homelessness** At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the [Streetwise](../../Compendium/feats/streetwise.md) skill feat to your background options. | -| 5 | **Kindly Witch** This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the [Natural Medicine](../../Compendium/feats/natural-medicine.md) skill feat to your background options. | -| 6 | **Liberators** You and this character worked together to free some captives—including one of your friends or relatives—from a gang of slavers. Add the [Lengthy Diversion](../../Compendium/feats/lengthy-diversion.md) skill feat to your background options. | -| 7 | **Magician** This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the [Subtle Theft](../../Compendium/feats/subtle-theft.md) skill feat to your background options. | -| 8 | **Missing Child** When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the [Hobnobber](../../Compendium/feats/hobnobber.md) skill feat to your background options. | -| 9 | **Patron of the Arts** This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the [Virtuosic Performer](../../Compendium/feats/virtuosic-performer.md) skill feat to your background options. | -| 10 | **Religious Students** You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the [Student of the Canon](../../Compendium/feats/student-of-the-canon.md) skill feat to your background options. | -| 11 | **Timely Cure** When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the [Alchemical Crafting](../../Compendium/feats/alchemical-crafting.md) skill feat to your background options. | -| 12 | **Wasteland Survivors** You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the [Forager](../../Compendium/feats/forager.md) skill feat to your background options. | - -| `1d12` | Result | -|--------|--------| -| 1 | **Accidental Fall** This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the [Cat Fall](../../Compendium/feats/cat-fall.md) skill feat to your background options. | -| 2 | **Accusation of Theft** You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the [Pickpocket](../../Compendium/feats/pickpocket.md) skill feat to your background options. | -| 3 | **Called Before Judges** Information provided by this character—either intentionally or inadvertently given—required you to justify yourself in front of a group of bureaucrats or magistrates. Add the [Group Impression](../../Compendium/feats/group-impression.md) skill feat to your background options. | -| 4 | **Matter of Might** You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the [Hefty Hauler](../../Compendium/feats/hefty-hauler.md) skill feat to your background options. | -| 5 | **Mercantile Expertise** To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the [Bargain Hunter](../../Compendium/feats/bargain-hunter.md) skill feat to your background options. | -| 6 | **Privileged Position** You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the [Quick Identification](../../Compendium/feats/quick-identification.md) skill feat to your background options. | -| 7 | **Relationship Ender** You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the [Quick Coercion](../../Compendium/feats/quick-coercion.md) skill feat to your background options. | -| 8 | **Rival Trackers** You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the [Experienced Tracker](../../Compendium/feats/experienced-tracker.md) skill feat to your background options. | -| 9 | **Seeking Accolades** You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the [Impressive Performance](../../Compendium/feats/impressive-performance.md) skill feat to your background options. | -| 10 | **Slander** You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the [Charming Liar](../../Compendium/feats/charming-liar.md) skill feat to your background options. | -| 11 | **Social Maneuvering** You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the [Courtly Graces](../../Compendium/feats/courtly-graces.md) skill feat to your background options | -| 12 | **Spy** You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the [Read Lips](../../Compendium/feats/read-lips.md) skill feat to your background options. | - -## Feats and Features -GMG p. 192 - -### Dual-Class PCs -GMG p. 192 - -Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes. - -#### Building a Dual-Class Character -GMG p. 192 - -When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves. - -Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a cleric of [Shelyn](../../Compendium/setting/deities/shelyn.md)/ranger would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in [Nature](../../Compendium/skills.md#Nature) and [Survival](../../Compendium/skills.md#Survival) from ranger and [Religion](../../Compendium/skills.md#Religion) and either [Crafting](../../Compendium/skills.md#Crafting) or [Performance](../../Compendium/skills.md#Performance) from [cleric](../../Compendium/skills.md#Cleric), and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the deity|Cleric||1, divine spellcasting|Cleric||1, divine font|Cleric||1, and doctrine|Cleric||1 class features from cleric plus the Hunt Prey|Ranger||1, hunter's edge|Ranger||1, and ranger feats|Ranger||1||ranger feat class features from ranger. - -##### Spells -GMG p. 192 - -Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a sorcerer/wizard gets five cantrips in their spell repertoire from sorcerer, five prepared cantrips from wizard, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition. - -Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points. - -##### Character Advancement -GMG p. 192 - -A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn't provide them.) - -If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the cleric gets Alertness|Cleric||5 at 5th level, they wouldn't change their [Perception](../../Compendium/skills.md#Perception) rank, since it was already expert due to the ranger's initial proficiencies|Ranger||1. - -#### Playing with Dual-Class Characters -GMG p. 192 - -Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the party's longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty. - -Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunter's edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarian's high damage plus the fighter's high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the character's flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes. - -Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has. - -### Free Archetype -GMG p. 194 - -Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype. - -#### Building a Character -GMG p. 194 - -The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game. - -If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character. - -#### Playing with Free Archetypes -GMG p. 194 - -Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant. - -### Ancestry Paragon -GMG p. 194 - -Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant. - -#### Building an Ancestry Paragon Character -GMG p. 194 - -When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats. - -#### Playing with Ancestry Paragon Characters -GMG p. 194 - -Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes. - -### Simplified Ancestries -GMG p. 194 - -The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a character's ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go. - -#### Building a Simplified Ancestry Character -GMG p. 194 - -When choosing an ancestry for a simplified ancestry character, you gain the ancestry's normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat ([Dwarven Lore](../../Compendium/skills.md#Lore) for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats. - -### Simplified Ancestries -GMG p. 194 - -The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their class's core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making. - -#### Building a Simplified Skill Feat Character -GMG p. 194 - -Simplified skill feat characters don't receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement. - -#### Playing with Simplified Skill Feat Characters -GMG p. 194 - -While you probably won't need to adjust combat challenges at all for simplified skill feat characters, skillbased challenges—especially social challenges—will be tougher, especially at higher levels where it's expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly. - -## Level 0 Characters -GMG p. 195 - -### Building Characters -GMG p. 195 - -Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost. - -#### Initial Proficiencies -GMG p. 195 - -A level 0 character is trained in [Perception](../../Compendium/skills.md#Perception), all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2. - -#### Hit Points -GMG p. 195 - -A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points. - -#### Starting Money -GMG p. 195 - -A level 0 character starts with 5 gp (50 sp) to spend on equipment. - -#### Apprentice Option -GMG p. 195 - -If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as [Occultism](../../Compendium/skills.md#Occultism) and [Performance](../../Compendium/skills.md#Performance) for a bard) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class. - -##### Alchemist -GMG p. 195 - -An apprentice alchemist gains the advanced alchemy|Alchemist|CRB|1 ability of the alchemy|Alchemist|CRB|1 class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items. - -##### Monk -GMG p. 195 - -An apprentice monk gains the powerful fist|Monk|CRB|1 class feature. - -##### Other Martial Class -GMG p. 195 - -An apprentice of another martial class (barbarian, champion, fighter, ranger, or rogue) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the monk does), give it a different ability as well. - -##### Spellcaster -GMG p. 195 - -An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day. - -### Gameplay -GMG p. 195 - -Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level –1 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task. - -If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level. - -#### Treasure -GMG p. 195 - -As the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency. - -## Magic Item Variants -GMG p. 196 - -### Automatic Bonus Progression -GMG p. 196 - -This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus—potency—to reflect a character's innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases. - -#### Special Class Features -GMG p. 196 - -Every character automatically gains the class features on [Table 4–11: Automatic Bonus Progression](../tables/automatic-bonus-progression-gmg.md). - -| Level | Benefits | -|-------|----------| -| 1 | – | -| 2 | Attack potency +1 | -| 3 | Skill potency (one at +1) | -| 4 | Devastating attacks (two dice) | -| 5 | Defense potency +1 | -| 6 | Skill potency (two at +1 each) | -| 7 | Perception potency +1 | -| 8 | Saving throw potency +1 | -| 9 | Skill potency (one at +2, one at +1) | -| 10 | Attack potency +2 | -| 11 | Defense potency +2 | -| 12 | Devastating attacks (three dice) | -| 13 | Perception potency +2; skill potency (two at +2, one at +1) | -| 14 | Saving throw potency +2 | -| 15 | Skill potency (three at +2 each, one at +1) | -| 16 | Attack potency +3 | -| 17 | Ability apex; skill potency (one at +3, two at +2 each, two at +1 each) | -| 18 | Defense potency +3 | -| 19 | Devastating attacks (four dice), Perception potency +3 | -| 20 | Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) | - -##### Attack Potency -GMG p. 196 - -Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level. - -##### Skill Potency -GMG p. 196 - -At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time. - -##### Devastating Attacks -GMG p. 196 - -At 4th level, your weapon and unarmed [Strikes](../actions/strike.md) deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level. - -##### Defense Potency -GMG p. 196 - -At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3. - -##### Perception Potency -GMG p. 196 - -At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19. - -##### Saving Throw Potency -GMG p. 196 - -At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20. - -##### Ability Apex -GMG p. 196 - -At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score). - -#### Adjusting Items and Treasure -GMG p. 196 - -With this variant, you can ignore as much of [Table 10–9: Party Treasure by Level](../tables/party-treasure-by-level.md) on page 509 of the Core Rulebook as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands. - -Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on [Table 10–9](../tables/party-treasure-by-level.md) of the Core Rulebook. - -If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or [holy](../../Compendium/equipment/items/holy.md). If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses. - -### High-Quality -GMG p. 197 - -In this variant, gear can provide bonuses even if it's not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in [Crafting](../../Compendium/skills.md#Crafting) to [Craft](../actions/craft.md). - -| Quality | Item Bonus | Property Rune Slots | Item Level | Price | -|---------|------------|---------------------|------------|-------| -| Expert | +1 | 1 | 2 | 35 gp | -| Master | +2 | 2 | 10 | 935 gp | -| Legendary | +3 | 3 | 16 | 8,935 gp | - -| Quality | Bonus Increase | Property Rune Slots | Item Level | Price | -|---------|----------------|---------------------|------------|-------| -| Expert | +1 | 1 | 5 | 160 gp | -| Master | +2 | 2 | 11 | 1,060 gp | -| Legendary | +3 | 3 | 18 | 20,560 gp | - -| Quality | Item Bonus | Damage Dice | Property Rune Slots | Item Level | Price | -|---------|------------|-------------|---------------------|------------|-------| -| Expert | +1 | 1 | 1 | 2 | 35 gp | -| Expert devastating | +1 | 2 | 1 | 4 | 100 gp | -| Master | +2 | 2 | 2 | 10 | 1,000 gp | -| Master devastating | +2 | 3 | 2 | 12 | 2,000 gp | -| Legendary | +3 | 3 | 3 | 16 | 10,000 gp | -| Legendary devastating | +3 | 4 | 3 | 19 | 40,000 gp | - -| Quality | Bonus Increase | Save Bonus | Property Rune Slots | Item Level | Price | -|---------|----------------|------------|---------------------|------------|-------| -| Expert | +1 | – | 1 | 5 | 160 gp | -| Expert resilient | +1 | +1 | 1 | 8 | 500 gp | -| Master | +2 | +1 | 2 | 11 | 1,400 gp | -| Master resilient | +2 | +2 | 2 | 14 | 4,500 gp | -| Legendary | +3 | +2 | 3 | 18 | 24,000 gp | -| Legendary resilient | +3 | +3 | 3 | 20 | 70,000 gp | - -#### High-Quality Weapons and Armor -GMG p. 197 - -High-quality weapons and armor give the same benefits as weapon and armor potency runes ([Tables 4–12](../tables/high-quality-weapons-gmg.md) and [4–13](../tables/high-quality-armor-gmg.md)). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using [Table 4–14](../tables/devastating-weapons-gmg.md) and [Table 4–15](../tables/resilient-armor-gmg.md). If you choose to still have magic weapons and armor, the effects don't stack with quality. - -#### High-Quality Skill Items -GMG p. 197 - -Items with skill or [Perception](../../Compendium/skills.md#Perception) bonuses don't have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can [Craft](../actions/craft.md) or buy a non-magical item to boost [Perception](../../Compendium/skills.md#Perception) or a skill using the table below. - -| Quality | Item Bonus | Item Level | Price | -|---------|------------|------------|-------| -| Expert | +1 | 3 | 40 gp | -| Master | +2 | 9 | 550 gp | -| Legendary | +3 | 17 | 11,000 gp | - -## Proficiency Without Level -GMG p. 198 - -The proficiency rank progression in the _Core Rulebook_ is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the character's level from the proficiency bonus. - -The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a –2 proficiency modifier instead of a +0 proficiency bonus. - -Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells. - -Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables on page 503 of the _Core Rulebook_, or you can reference [Table 4–17: Simple Skill DCs (No Level)](../tables/simple-skill-dcs-no-level-gmg.md) for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the Core Rulebook, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves. - -| Proficiency Rank | DC | -|------------------|----| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 25 | -| Legendary | 30 | - -### Adjusting Encounters -GMG p. 198 - -Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards. - -Under the math in the _Core Rulebook_, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in [Table 4–18: Creature XP (No Level)](../tables/creature-xp-no-level-gmg.md). You'll still use the same XP budget for a given threat level as shown on [Table 10–1: Encounter Budget](../tables/encounter-budget.md) (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on). - -| Creature's Level | XP | -|------------------|----| -| Party level – 7 | 9 | -| Party level – 6 | 12 | -| Party level – 5 | 14 | -| Party level – 4 | 18 | -| Party level – 3 | 21 | -| Party level – 2 | 26 | -| Party level – 1 | 32 | -| Party level | 40 | -| Party level + 1 | 48 | -| Party level + 2 | 60 | -| Party level + 3 | 72 | -| Party level + 4 | 90 | -| Party level + 5 | 108 | -| Party level + 6 | 135 | -| Party level + 7 | 160 | - -While the XP values in [Table 4–18](../tables/creature-xp-no-level-gmg.md) work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though it's outnumbered. - -### Adjusting Treasure -GMG p. 198 - -Treasure and the cost of items in the Core Rulebook are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the automatic item bonus progression. - -## Skill Points -GMG p. 199 - -### Assigning Skill Points -GMG p. 199 - -At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on [Table 4–19: Skill Points by Level](../tables/skill-points-by-level-gmg.md). The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on [Table 4–20: Cost to Increase Rank](../tables/cost-to-increase-rank-gmg.md). A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on. - -| Level | Skill Points Gained | -|-------|---------------------| -| 1 | Initial proficiencies | -| 2-5 | 1 | -| 6-13 | 2 | -| 14-20 | 4 | - -| Rank | Minimum Level | Skill Point Cost | -|------|---------------|------------------| -| Untrained to trained | 1 | 1 | -| Trained to expert | 3 | 2 | -| Expert to master | 7 | 4 | -| Master to legendary | 15 | 8 | - -#### Rogues -GMG p. 199 - -Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on [Table 4–19](../tables/skill-points-by-level-gmg.md). - -#### Retraining -GMG p. 199 - -A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime. - -### Skill Points in Play -GMG p. 199 - -Players using Skill Points have more flexibility to build characters with a broader range of skills in which they're trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldn't have a big enough effect on a group's capabilities that you need to make any significant adjustments when you run the game. - -## Stamina -GMG p. 200 - -> [!pf2-sidebar] Stamina's Impact -> -> The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via [Taking a Breather](../actions/take-a-breather-gmg.md) and [Treating Wounds](../actions/treat-wounds.md) as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies. -> -> Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle. - -> [!pf2-sidebar] No-Limit Stamina -> -> If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make [Taking a Breather](../actions/take-a-breather-gmg.md) and [Rally](../actions/rally-gmg.md) free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to [Take a Breather](../actions/take-a-breather-gmg.md) before they can [Steel their Resolve](../../Compendium/feats/steel-your-resolve-gmg.md) again. - -### Stamina Points -GMG p. 200 - -Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points. - -Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A [heal](../../Compendium/spells/heal.md) spell restores Hit Points, not Stamina Points, and the actions described below (like [Take a Breather](../actions/take-a-breather-gmg.md)) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. - -In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of [Table 4–21](../tables/stamina-and-hit-points-by-class-gmg.md) at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game. - -| Normal Class HP | Class Stamina Points | Class Hit Points | Classes | -|-----------------|----------------------|------------------|---------| -| 6 + Con modifier | 3 + Con modifier | 3 | Sorcerer, wizard | -| 8 + Con modifier | 4 + Con modifier | 4 | Alchemist, bard, cleric, druid, rogue | -| 10 + Con modifier | 5 + Con modifier | 5 | Champion, fighter, monk, ranger | -| 12 + Con modifier | 6 + Con modifier | 6 | Barbarian | - -### Resolve Points -GMG p. 200 - -In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way. - -#### Stabilize -GMG p. 200 - -If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize. - -### Stamina Actions -GMG p. 200 - -```ad-embed-action -title: Take a Breather -collapse: closed -# Take a Breather -[exploration](../../../rules/traits/exploration.md) -*Source: Gamemastery Guide p. 200* - -- **Cost**: 1 Resolve Point - -You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points. -``` - -```ad-embed-action -title: Rally -collapse: closed -# Rally -[auditory](../../../rules/traits/auditory.md) [emotion](../../../rules/traits/emotion.md) [exploration](../../../rules/traits/exploration.md) [linguistic](../../../rules/traits/linguistic.md) [mental](../../../rules/traits/mental.md) -*Source: Gamemastery Guide p. 201* - -- **Prerequisites**: trained in [Diplomacy](../../../compendium/skills.md#Diplomacy), [Intimidation](../../../compendium/skills.md#Intimidation), [Performance](../../../compendium/skills.md#Performance) - -You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the [Performance](../../../compendium/skills.md#Performance) skill, the GM might adjust the traits for this action to match the traits for your type of performance. - -Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat. - -> [!success-degree] -> - **Critical Success** The ally can spend 1 Resolve Point to regain all their Stamina Points. -> - **Success** You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points. -> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. -``` - -### Stamina Feats -GMG p. 200 - -```ad-embed-feat -title: Encouraging Words [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2* -collapse: closed -# Encouraging Words [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[auditory](../../../rules/traits/auditory.md) [general](../../../rules/traits/general.md) [linguistic](../../../rules/traits/linguistic.md) [mental](../../../rules/traits/mental.md) [skill](../../../rules/traits/skill.md) - -- **Prerequisites**: trained in [Diplomacy](../../../compendium/skills.md#Diplomacy) -- **Requirements**: The target ally lost Stamina Points within the last round. -- **Activity** Single Action ([>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) - -You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a [Diplomacy](../../../compendium/skills.md#Diplomacy) check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in [Diplomacy](../../../compendium/skills.md#Diplomacy), you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day. - -> [!success-degree] -> - **Critical Success** The ally recovers `2d8` Stamina Points. -> - **Success** The ally recovers `1d8` Stamina Points. -> - **Critical Failure** The ally takes `1d8` mental damage, but this can reduce only Stamina Points, never Hit Points. - -*Source: Gamemastery Guide p. 201* -%% #compendium/src/pf2e/gmg #trait/auditory #trait/general #trait/linguistic #trait/mental #trait/skill %% -``` - -```ad-embed-feat -title: Steel Your Resolve [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 3* -collapse: closed -# Steel Your Resolve [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 3* -[general](../../../rules/traits/general.md) - -- **Cost**: 1 Resolve Point -- **Activity** Single Action ([>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")) - -Regain Stamina Points equal to half your maximum. - -*Source: Gamemastery Guide p. 201* -%% #compendium/src/pf2e/gmg #trait/general %% -``` - -### Other Creatures -GMG p. 200 - -There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate. diff --git a/Rules/gamemastery-guide/chapter-5-npc-gallery.md b/Rules/gamemastery-guide/chapter-5-npc-gallery.md deleted file mode 100644 index 7c1e06b0b..000000000 --- a/Rules/gamemastery-guide/chapter-5-npc-gallery.md +++ /dev/null @@ -1,761 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["Chapter 5: Npc Gallery"] ---- -# Chapter 5: Npc Gallery -GMG p. 203 - -## Using the Npc Gallery -GMG p. 203 - -In this section, you'll find all kinds of NPCs across a variety of categories and roles for you to use in your game. Their levels span from –1 to 8, the range you most often need for stock characters. Since high-level opponents, major villains, ruling monarchs, and the like tend to be unique individuals, you'll likely create those NPCs specifically for the role they serve, using the rules for Building Creatures on page 56. But you can never have too many lower-level NPCs on hand when the PCs unexpectedly take an unusually keen interest in an NPC or pick a fight at a roadside tavern. - -The level listed on an NPC's stat block is their level assuming they're used in combat; they should be able to hold their own as well as any other creature of that level. But many of these NPCs are primarily noncombatants who are much more skilled in their occupation than they ever would be in combat. To that end, those specialist NPCs' entries also mention a higher level that you would use when the PCs have to compete against them in their area of expertise. - -### Customizing Npcs -GMG p. 203 - -The NPCs in this gallery are all humans with no languages besides Common. In some cases, such as human-centric Taldor where Common is the official language, you can most likely use the NPCs in this section as written. But more often, you'll need to make minor adjustments to the details to portray a particular NPC. Since these stat blocks present the most basic possible version for each character, you shouldn't need to remove any statistics or abilities unless your NPC can't speak Common. - -The next few sections provide guidelines and ancestry adjustments you can use to quickly customize a default NPC. - -### Adjusting Level -GMG p. 203 - -Sometimes you'll need an NPC that fills a particular role—say an angry drunk— but the level in the stat block presented isn't the right fit for your group. You can start by applying the elite or weak adjustments on page 6 of the _Bestiary_ to adjust the NPC's level by 1 in either direction. - -If you need to change the NPC's level beyond that, use the values from the tables in Building Creatures in Chapter 2, and add or remove special abilities as necessary to suit the NPC's new level. - -### Changing Alignment -GMG p. 203 - -Aside from some obviously aligned NPCs, like the villains, most of the NPCs in this gallery are presented as neutral. If you want to change an NPC's alignment, all you have to do is change their alignment trait. You might consider how the new alignment affects the NPC's personality and adjust their skills accordingly; for instance, a lawful evil teacher might have a higher modifier for [Intimidation](../../Compendium/skills.md#Intimidation) than [Diplomacy](../../Compendium/skills.md#Diplomacy). - -### Changing Languages -GMG p. 203 - -If you need a human character who speaks more languages to fit their backstory, nation of origin, or role, simply add those languages. - -### Npc Ancestry Adjustments -GMG p. 204 - -To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like [darkvision](../abilities/darkvision.md), altered Speed, and unique abilities like a halfling's keen eyes. For other ancestries, you can create similar templates following the same format. - -In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry's strengths and weaknesses. - -For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect. - -#### Dwarf -GMG p. 204 - -Change the [human](../traits/human.md) trait to [dwarf](../traits/dwarf.md). - -- Add Dwarven to the NPC's languages. -- Add [darkvision](../abilities/darkvision.md). -- Decrease the NPC's Speed by 5 feet. If the NPC already has a reduced Speed due to their armor, consider applying the [Unburdened Iron](../../Compendium/feats/unburdened-iron.md) ancestry feat. - -#### Elf -GMG p. 204 - -Change the [human](../traits/human.md) trait to [elf](../traits/elf.md). - -- Add Elven to the NPC's languages. -- Add [low-light vision](../abilities/low-light-vision.md). -- Increase the NPC's Speed by 5 feet. - -#### Gnome -GMG p. 204 - -Change the [human](../traits/human.md) trait to [gnome](../traits/gnome.md). - -- Add Gnomish and Sylvan to the NPC's languages. -- Add [low-light vision](../abilities/low-light-vision.md). - -#### Goblin -GMG p. 204 - -Change the [human](../traits/human.md) trait to [goblin](../traits/goblin.md). - -- Add Goblin to the NPC's languages. -- Add [darkvision](../abilities/darkvision.md). - -#### Halfling -GMG p. 204 - -Change the [human](../traits/human.md) trait to [halfling](../traits/halfling.md). - -- Add Halfling to the NPC's languages. -- Add the keen eyes ability below. - -```ad-embed-ability -title: Keen Eyes - -Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. -``` - -### Making a Specialist -GMG p. 204 - -These NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative! - -```ad-embed-ability -title: Butter Up -[emotion](../../../rules/traits/emotion.md) [mental](../../../rules/traits/mental.md) - -When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression action of [Diplomacy](../../../compendium/skills.md#Diplomacy). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. -%% #trait/emotion #trait/mental %% -``` - -```ad-embed-ability -title: Call Your Bluff - -When gambling, the NPC may use Games Lore to Sense Motive instead of Perception. -``` - -```ad-embed-ability -title: Child Care - -When treating infants, the NPC can use their Midwifery Lore skill in place of [Medicine](../../../compendium/skills.md#Medicine), and can use [Medicine](../../../compendium/skills.md#Medicine)'s trained actions on infants. -``` - -```ad-embed-ability -title: Find Footing [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../../../rules/traits/concentrate.md) - -The NPC attempts an Architecture Lore, Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](../../skills.md#Acrobatics) checks to Balance across that ground. -%% #trait/concentrate %% -``` - -```ad-embed-ability -title: Gone Fishing - -The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them. -``` - -```ad-embed-ability -title: Local Lore - -When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement. -``` - -```ad-embed-ability -title: Quick Transcription - -The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (onequarter on a critical success). -``` - -| NPC | Level | Page | -|-----|-------|------| -| Acolyte of Nethys | 1 | 212 | -| Acrobat | 2 | 236 | -| Adept | –1 | 228 | -| Advisor | 5 | 207 | -| Antipaladin | 5 | 247 | -| Apothecary | –1 (3)* | 220 | -| Apprentice | –1 | 244 | -| Archer sentry | 2 | 233 | -| Assassin | 8 | 211 | -| Astronomer | 2 | 241 | -| Bandit | 2 | 208 | -| Barkeep | 1 | 238 | -| Barrister | –1 (4)* | 232 | -| Beast tamer | 4 | 237 | -| Beggar | –1 | 214 | -| Bodyguard | 1 | 226 | -| Bosun | 3 | 243 | -| Bounty hunter | 4 | 226 | -| Burglar | 4 | 210 | -| Captain of the guard | 6 | 234 | -| Charlatan | 3 | 209 | -| Chronicler | 3 | 216 | -| Commoner | –1 | 214 | -| Cult leader | 7 | 230 | -| Cultist | 1 | 228 | -| Dancer | 1 | 236 | -| Demonologist | 7 | 231 | -| Despot | 5 | 248 | -| Dockhand | 0 | 222 | -| Drunkard | 2 | 239 | -| Executioner | 6 | 235 | -| False priest | 4 | 229 | -| Farmer | 0 | 222 | -| Fence | 5 | 210 | -| Gang leader | 7 | 249 | -| Grave robber | 1 | 208 | -| Gravedigger | 1 | 223 | -| Guard | 1 | 232 | -| Guide | 4 | 216 | -| Guildmaster | 8 (12)* | 245 | -| Harbormaster | 3 | 225 | -| Harrow reader | –1 (3)* | 228 | -| Hunter | 7 | 219 | -| Innkeeper | 1 | 239 | -| Jailer | 3 | 233 | -| Judge | –1 (6)* | 224 | -| Librarian | –1 (3)* | 240 | -| Mage for hire | 3 | 226 | -| Mastermind | 4 (7)* | 246 | -| Merchant | –1 (4)* | 244 | -| Miner | 0 | 223 | -| Monster hunter | 6 | 227 | -| Navigator | 2 (4)* | 242 | -| Necromancer | 5 | 230 | -| Noble | 3 | 206 | -| Palace guard | 4 | 206 | -| Physician | –1 (4)* | 220 | -| Pirate | 2 | 242 | -| Plague doctor | 5 | 221 | -| Poacher | 2 | 218 | -| Priest of Pharasma | 6 | 213 | -| Prisoner | 1 | 215 | -| Prophet | 2 | 212 | -| Reckless scientist | 6 | 248 | -| Ruffian | 2 | 209 | -| Saboteur | 2 | 246 | -| Sage | 6 | 241 | -| Servant | –1 | 222 | -| Server | –1 | 238 | -| Ship captain | 6 | 243 | -| Smith | 3 (6)* | 245 | -| Spy | 6 | 207 | -| Surgeon | 2 (6)* | 220 | -| Tax collector | –1 (3)* | 224 | -| Teacher | –1 (4)* | 240 | -| Tomb raider | 5 | 217 | -| Torchbearer | 0 | 216 | -| Tracker | 3 | 218 | -| Troubadour | 3 | 237 | -| Urchin | –1 | 215 | -| Warden | 6 | 225 | -| Watch officer | 3 | 234 | -| Zealot of Asmodeus | 4 | 212 | - -* This NPC is a higher-level challenge in their area of expertise. The NPC's level during such a challenge is listed in parentheses. - -## Courtiers -GMG p. 207 - -Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court. - -### Noble -GMG p. 207 - -Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion. - -### Palace Guard -GMG p. 207 - -Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles to various locations, and keeping those in their charge as safe as possible. The statistics below are for the lowest rank-and-file member of a small nation's palace guards; they also work well for elite guards of a lesser noble. - -### Advisor -GMG p. 208 - -Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom—for good or ill. - -### Spy -GMG p. 208 - -No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder. - -## Criminals -GMG p. 209 - -Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures. - -### Grave Robber -GMG p. 209 - -Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. - -### Bandit -GMG p. 209 - -By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. - -Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses. - -### Ruffian -GMG p. 210 - -Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences. - -### Charlatan -GMG p. 210 - -Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and [confused](../conditions.md#Confused). Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts. - -### Burglar -GMG p. 211 - -Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining [undetected](../conditions.md#Undetected) all the while. - -### Fence -GMG p. 211 - -The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers. - -### Assassin -GMG p. 212 - -Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both. - -## Devotees -GMG p. 212 - -Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives. - -### Acolyte -GMG p. 212 - -Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, sequestered in temples. - -### Prophet -GMG p. 212 - -The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams. - -### Zealot -GMG p. 212 - -Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve [Abadar](../../Compendium/setting/deities/abadar.md), Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse (_Bestiary_ 209) wearing light barding. This horse is an additional monster in the fight. - -### Priest -GMG p. 213 - -Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation. - -## Downtrodden -GMG p. 214 - -Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes—due to economic downturn, famine, or war—the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain. - -### Beggar -GMG p. 214 - -Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society—folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap—sometimes by choice, but often not. - -### Commoner -GMG p. 214 - -Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. - -Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect. - -### Urchin -GMG p. 215 - -Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers. - -### Prisoner -GMG p. 215 - -Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don't become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose. - -## Explorers -GMG p. 216 - -The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land. - -### Torchbearer -GMG p. 216 - -Torchbearers carry a light sources for seasoned explorers and serve as apprentices. - -### Chronicler -GMG p. 216 - -Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds. - -### Guide -GMG p. 216 - -Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards. - -### Tomb Raider -GMG p. 217 - -Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time. - -## Foresters -GMG p. 219 - -From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there. - -### Poacher -GMG p. 219 - -Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws— sometimes out of greed, sometimes out of desperation, and sometimes for sport. - -Although penalties against poaching often include public shaming (see Penalties for Poaching), in lean times a successful poacher is a local hero. - -### Tracker -GMG p. 219 - -The forest offers dangerous creatures—whether they walk on four legs or two—a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair. - -### Hunter -GMG p. 220 - -As is reflected in the many depictions of an elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain. - -## Healers -GMG p. 221 - -The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others. - -### Apothecary -GMG p. 221 - -Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge. - -### Physician -GMG p. 221 - -The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge. - -### Surgeon -GMG p. 221 - -The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon. - -While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge. - -### Plague Doctor -GMG p. 222 - -These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land—and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague. - -## Laborers -GMG p. 223 - -Every day, laborers perform backbreaking physical work. - -### Servant -GMG p. 223 - -Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers. - -### Dockhand -GMG p. 223 - -Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking. - -### Farmer -GMG p. 223 - -Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and animals. - -### Miner -GMG p. 224 - -Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe. - -### Gravedigger -GMG p. 224 - -An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death. - -## Magistrates -GMG p. 224 - -Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo. - -### Judge -GMG p. 224 - -These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law regardless of station, with minimal sentimentality toward rationalization and justification of why the law was broken. Yet expectations and practice are not always the same thing. For every unbiased justice, there is one who is zealously confident in their own agenda. - -In a court case or other legal proceeding, the judge is a 6th-level challenge. - -### Tax Collector -GMG p. 224 - -Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is collected, and to whom is it disbursed are their main concerns; the collector is unconcerned with whether the taxed can afford it or take a loan to make up for any shortfall. However, tax collectors aren't immune to corruption: arrangements can be made, deals discussed, documents altered, or coin misappropriated. When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge. - -### Harbormaster -GMG p. 225 - -There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation. - -### Warden -GMG p. 225 - -Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes. - -## Mercenaries -GMG p. 226 - -A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it. - -### Bodyguard -GMG p. 226 - -Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons. - -### Mage for Hire -GMG p. 226 - -Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage. - -### Bounty Hunter -GMG p. 226 - -Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows. - -### Monster Hunter -GMG p. 227 - -Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame. - -## Mystics -GMG p. 228 - -Those initiated into the hidden truths and forbidden secrets of the world are forever transformed—or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom. - -### Adept -GMG p. 228 - -Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual. - -### Harrow Reader -GMG p. 228 - -A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge. - -### Cultist -GMG p. 228 - -Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form. - -### False Priest -GMG p. 229 - -Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic. - -### Necromancer -GMG p. 230 - -Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death. - -### Cult Leader -GMG p. 230 - -A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position. - -### Demonologist -GMG p. 231 - -Demonologists can pull a creature from the Abyss and bend it to their will... for a time. - -## Officers -GMG p. 233 - -Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy. - -### Barrister -GMG p. 233 - -Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge. - -### Guard -GMG p. 233 - -Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats. - -### Archer Sentry -GMG p. 234 - -Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants. - -### Jailer -GMG p. 234 - -A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape. - -### Watch Officer -GMG p. 235 - -Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness. - -### Captain of the Guard -GMG p. 235 - -The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. - -A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward. - -### Executioner -GMG p. 236 - -Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands. - -## Performers -GMG p. 237 - -[Performance](../../Compendium/skills.md#Performance)s can serve as entertainment, expressions of beauty, or part of a shared culture. - -### Dancer -GMG p. 237 - -Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a 5th-level challenge for dance contests. - -### Acrobat -GMG p. 237 - -Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like. - -### Troubadour -GMG p. 238 - -Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events. - -### Beast Tamer -GMG p. 238 - -Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences. - -## Publicans -GMG p. 238 - -Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres. - -### Server -GMG p. 238 - -Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy. - -### Barkeep -GMG p. 238 - -Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice. - -### Innkeeper -GMG p. 239 - -The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information. - -### Drunkard -GMG p. 239 - -Every tavern has one—that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair trigger, and when they're set off come, no one—even the drunkard themself—can tell you what started the row. - -## Scholars -GMG p. 240 - -True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons. - -### Librarian -GMG p. 240 - -Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research. - -### Teacher -GMG p. 240 - -The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well rounded, but some are experts or even masters of a single discipline. A teacher typically knows three languages in addition to Common. For academic encounters, a teacher is a 4th-level challenge. - -### Astronomer -GMG p. 241 - -Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales—they desire truth. - -### Sage -GMG p. 241 - -The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for their experiences. Sages serve their people as much as their sovereigns. They educate and try to prevent their people from straying from their cultures' acceptable norms and traditions. Sages rarely take power for themselves, as they take their responsibility seriously to guide wisely and empower those they serve. - -## Seafarers -GMG p. 242 - -Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements. - -### Navigator -GMG p. 242 - -A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge. - -### Pirate -GMG p. 242 - -These scourges of the seas are a threat to anyone who spends time away from land. - -### Bosun -GMG p. 243 - -A ship's boatswain, or bosun, leads the deckhands who maintain the ship. - -### Ship Captain -GMG p. 243 - -The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship. - -## Tradespeople -GMG p. 244 - -Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments. - -### Apprentice -GMG p. 244 - -Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves. - -Depicted below is an apprentice cartographer. - -### Merchant -GMG p. 244 - -Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. - -Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. - -For encounters involving negotiation or mercantile skill, a merchant is a 4thlevel challenge. A merchant might have an additional [Lore](../../Compendium/skills.md#Lore) skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than [Mercantile Lore](../../Compendium/skills.md#Lore). - -### Smith -GMG p. 245 - -Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks. - -### Guildmaster -GMG p. 245 - -In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster—often a master artisan in their own right—also acts as an administrator and politician, advocating for artisans in their trade. The guildmaster is a 12th-level challenge when competing in crafting or their area of expertise (architecture in the example below) - -## Villains -GMG p. 246 - -Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way. - -### Saboteur -GMG p. 246 - -Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies. - -### Mastermind -GMG p. 246 - -Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge. - -### Antipaladin -GMG p. 247 - -There is perhaps nothing more anathematic to peace than an antipaladin. - -Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good. - -### Despot -GMG p. 248 - -Despots live to amass and exploit power over others. - -### Reckless Scientist -GMG p. 248 - -It's the reckless scientist's job to break the rules of reality, no matter the cost. - -### Gang Leader -GMG p. 249 - -Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader. diff --git a/Rules/gamemastery-guide/gamemastery-guide.md b/Rules/gamemastery-guide/gamemastery-guide.md deleted file mode 100644 index 2de961199..000000000 --- a/Rules/gamemastery-guide/gamemastery-guide.md +++ /dev/null @@ -1,74 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- book/core/gamemastery-guide -- compendium/src/pf2e/gmg -aliases: ["Gamemastery Guide"] ---- -**[Introduction](introduction.md)** - -- [The Game Master](introduction.md#The%20Game%20Master) -- [How to Use This Book](introduction.md#How%20to%20Use%20This%20Book) -- [Choosing Your Tools](introduction.md#Choosing%20Your%20Tools) - -**[Chapter 1: Gamemastery Basics](chapter-1-gamemastery-basics.md)** - -- [General Advice](chapter-1-gamemastery-basics.md#General%20Advice) -- [Running Encounters](chapter-1-gamemastery-basics.md#Running%20Encounters) -- [Running Exploration](chapter-1-gamemastery-basics.md#Running%20Exploration) -- [Running Downtime](chapter-1-gamemastery-basics.md#Running%20Downtime) -- [Adjudicating Rules](chapter-1-gamemastery-basics.md#Adjudicating%20Rules) -- [Resolving Problems](chapter-1-gamemastery-basics.md#Resolving%20Problems) -- [Narrative Collaboration](chapter-1-gamemastery-basics.md#Narrative%20Collaboration) -- [Special Circumstances](chapter-1-gamemastery-basics.md#Special%20Circumstances) -- [Rarity in Your Game](chapter-1-gamemastery-basics.md#Rarity%20in%20Your%20Game) -- [Campaign Structure](chapter-1-gamemastery-basics.md#Campaign%20Structure) -- [Adventure Design](chapter-1-gamemastery-basics.md#Adventure%20Design) -- [Encounter Design](chapter-1-gamemastery-basics.md#Encounter%20Design) -- [Drawing Maps](chapter-1-gamemastery-basics.md#Drawing%20Maps) - -**[Chapter 2: Tools](chapter-2-tools.md)** - -- [Building Creatures](chapter-2-tools.md#Building%20Creatures) -- [Building Hazards](chapter-2-tools.md#Building%20Hazards) -- [Building Items](chapter-2-tools.md#Building%20Items) -- [Item Quirks](chapter-2-tools.md#Item%20Quirks) -- [Intelligent Items](chapter-2-tools.md#Intelligent%20Items) -- [Relics](chapter-2-tools.md#Relics) -- [Artifacts](chapter-2-tools.md#Artifacts) -- [Gems and Art Objects](chapter-2-tools.md#Gems%20and%20Art%20Objects) -- [Afflictions](chapter-2-tools.md#Afflictions) -- [Building Worlds](chapter-2-tools.md#Building%20Worlds) -- [Nations](chapter-2-tools.md#Nations) -- [Settlements](chapter-2-tools.md#Settlements) -- [The Planes](chapter-2-tools.md#The%20Planes) - -**[Chapter 3: Subsystems](chapter-3-subsystems.md)** - -- [Victory Points](chapter-3-subsystems.md#Victory%20Points) -- [Influence](chapter-3-subsystems.md#Influence) -- [Research](chapter-3-subsystems.md#Research) -- [Chases](chapter-3-subsystems.md#Chases) -- [Infiltration](chapter-3-subsystems.md#Infiltration) -- [Reputation](chapter-3-subsystems.md#Reputation) -- [Duels](chapter-3-subsystems.md#Duels) -- [Leadership](chapter-3-subsystems.md#Leadership) -- [Hexploration](chapter-3-subsystems.md#Hexploration) -- [Vehicles](chapter-3-subsystems.md#Vehicles) - -**[Chapter 4: Variant Rules](chapter-4-variant-rules.md)** - -- [Ability Score Variants](chapter-4-variant-rules.md#Ability%20Score%20Variants) -- [Alignment Variants](chapter-4-variant-rules.md#Alignment%20Variants) -- [Deep Backgrounds](chapter-4-variant-rules.md#Deep%20Backgrounds) -- [Feats and Features](chapter-4-variant-rules.md#Feats%20and%20Features) -- [Level 0 Characters](chapter-4-variant-rules.md#Level%200%20Characters) -- [Magic Item Variants](chapter-4-variant-rules.md#Magic%20Item%20Variants) -- [Proficiency Without Level](chapter-4-variant-rules.md#Proficiency%20Without%20Level) -- [Skill Points](chapter-4-variant-rules.md#Skill%20Points) -- [Stamina](chapter-4-variant-rules.md#Stamina) - -**[Chapter 5: Npc Gallery](chapter-5-npc-gallery.md)** - -- [Using the Npc Gallery](chapter-5-npc-gallery.md#Using%20the%20Npc%20Gallery) \ No newline at end of file diff --git a/Rules/gamemastery-guide/introduction.md b/Rules/gamemastery-guide/introduction.md deleted file mode 100644 index e30e7e355..000000000 --- a/Rules/gamemastery-guide/introduction.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/gmg -aliases: ["Introduction"] ---- -# Introduction -GMG p. 4 - -## The Game Master -GMG p. 4 - -In a game of Pathfinder, the Game Master (often abbreviated GM) is the player in charge of the story and the world the other players are exploring with their characters. As the GM, you set the stage for the adventure, show how the rest of the world responds to the player characters' actions, and guide the action along an engaging storyline. It falls to you to describe the characters' surroundings, the threats facing them, and the creatures they interact with. You're presenting the challenges the heroes must overcome, whether that's a deadly trap of haunted blades in a lost tomb full of ancient treasures or a vicious troll threatening the heroes' home village. It also comes to you to interpret and adjudicate the rules. Game Mastering involves many more components than playing a character, but it's a fun and tremendously rewarding experience. - -Though the word "master" is in the GM's title, it's not a role that requires or even benefits from absolutism. - -Pathfinder is a collaborative experience, and while your role as the Game Master is one of an adjudicator or a moderator, it doesn't mean you control everything at the table—especially not the players and their characters. - -Nor does the role require mastery, either of the rules or the setting. You'll need to understand the game, but you don't need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place. - -## How to Use This Book -GMG p. 4 - -The _Gamemastery Guide_ is one of the central rule books for Pathfinder. It's not required to play the game, but it builds upon the basic guidelines provided in the Game Mastering chapter of the _Pathfinder Core Rulebook_, and you'll find it [helpful](../conditions.md#Helpful) to read that chapter before delving into this book. This book provides more detail on those topics, as well as many more tools to help you make your game a fun and memorable experience for everyone involved. - -Throughout most of this book, "you" refers to the Game Master. In some sections of player-facing material, however, such as some player-focused variant rules and the actions for certain subsystems, "you" instead refers to the player using that material. - -Pathfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of the _Gamemastery Guide_ makes it easy to take and use whatever components you need for the game you're running at any time. As with any toolbox, you won't need to use everything at once! - -## Choosing Your Tools -GMG p. 5 - -The tools of this book you'll use most depend on what kind of Game Master you are, what your players want, and the story you're telling together. - -No two Game Masters are the same. Perhaps you're a veteran Game Master who's looking for new ways to customize the game and tailor it to suit your interests and those of your players. Or perhaps you're a brand new GM and looking for guidance to feel comfortable leading a game of your own. Maybe you've been a Game Master for years, but this is your first time running a Pathfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players. - -If you're a newer Game Master, you'll find a wealth of information to help you feel confident in running your games. Chapter 1 in particular can help you better understand how to run a game in the different modes of play, how to adjudicate the rules quickly and fairly, and what to do when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table. - -You'll also find the NPC Gallery in Chapter 5 useful as a source of stock NPCs to play a role in your game and also for examples to compare against when using the rules in Chapter 2 to build your own monsters and NPCs. - -If you're a Game Master running a published Pathfinder adventure, you'll find guidance in Chapter 1 specifically for running published adventures, and much of the advice in that chapter about running a game applies to published adventures. A number of adventures— especially scenarios in the Pathfinder Society Organized Play campaign and Pathfinder Adventure Path volumes— use the subsystems in Chapter 3. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found here, such as vehicles, chases, and influence. - -If you are looking to create your own Pathfinder adventures, Chapter 1 provides you design guidance ranging from the broad strokes of an entire campaign, to individual adventures, and then to the particular considerations of any given encounter. Chapter 2 is a veritable toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures. If you plan to set your adventures in a world of your own design, the world-building section of Chapter 2 can guide that process and help you establish the details you'll need to ensure your setting is a vibrant backdrop for fantastic adventure. The NPC Gallery in Chapter 5 can help populate your story and world so that you don't have to create every element from scratch. - -If you're an experienced Game Master, you will find a wealth of customization options to tailor your games to the needs of players. The advice in Chapter 1, such as the guidance to make encounters more dynamic, can help you fine-tune your GM skills and enrich your game. Using the tools in Chapter 2, you'll be able to build precisely the option you need for any game. Chapter 3 offers a variety of rules subsystems that provide a framework for specific endeavors and situations, from chases and duels to social influence and overland exploration. In Chapter 4, you'll find variant rules options that let you tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story. - -### Remember the First Rule -GMG p. 5 - -The first rule of Pathfinder is that this game is yours. The rest of the rules exist for you to use to tell the stories you want to tell and share exciting adventures with your friends. There are plenty of rules in this book, but none of them overrule that first rule. Take the rules that help you make the game you want, change those that don't do quite what you need them to, and leave the ones that aren't helping. It's your game. There's no right or wrong way to GM so long as everyone is having fun—and that includes you! \ No newline at end of file diff --git a/Rules/lost-omens-gods-magic/character-options.md b/Rules/lost-omens-gods-magic/character-options.md deleted file mode 100644 index 2901ce888..000000000 --- a/Rules/lost-omens-gods-magic/character-options.md +++ /dev/null @@ -1,112 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["Character Options"] ---- -# Character Options -LOGM p. 102 - -A character's faith or philosophy can shape them in powerful ways both fundamental and peripheral, from the cleric who receives spells by the grace of their deity to a champion who fights tyranny wielding a weapon imbued with divine power to a raging barbarian who cares only that their companions' [divine](../traits/divine.md) healing keeps them in the fight. In a world rife with [divine](../traits/divine.md) magic, only a few rare individuals live without considering how faith affects their lives—even if that consideration means working in opposition to the divine. The gifts and curses of the gods filter down through all aspects of life, from the truly world-shaking powers of the mightiest clerics to the minor miracles performed by righteous crusaders and wicked priests to the everyday minutiae of a common acolyte. - -While any character can express their faith through their actions, the options presented in this chapter provide ways for a character to incorporate their convictions into their abilities as well. New domains and domain spells expand a cleric's options beyond those listed in the _Pathfinder Core Rulebook_. New spells grant specialized abilities to clerics and other spellcasters, while new feats, weapons, and gear provide ways for characters of any class and philosophy to embrace and express their ideology. - -Many of the new rules presented in this section are closely related to a single deity or domain, but in some cases, they're simply more common among a given faith, and practitioners of any faith can make use of them if they can gain access. Priests of [Brigh](../../Compendium/setting/deities/brigh-logm.md) might develop the formula for a revolutionary magic item available to the faithful, but that doesn't mean they won't ever trade it in exchange for information about another creator's inventions. Similarly, priests of [Nalinivati](../../Compendium/setting/deities/nalinivati-logm.md) certainly aren't the only warriors who wield [urumis](../../Compendium/equipment/items/urumi-logm.md), but they are in part responsible for the popularity of the weapon across the Inner Sea region, and the [polytool](../../Compendium/equipment/items/polytool-logm.md) is only one of numerous innovations emerging from Numeria. - -In addition to seeking access to options simply more common among other faiths, if you'd like to incorporate an option limited to a faith other than the one your character holds, work with your GM to make sure your use of that option works with the campaign and doesn't diminish the choices of other characters who might worship the original deity who grants that option. If so, you and the GM might work together to alter certain aspects of a feat, spell, item, or other option to ensure it fits your faith and makes sense within the larger story you want to tell. - -## Feats -LOGM p. 102 - -Feats can be used to customize a character in several specific ways, whether by expanding the options available to a character whose class is already tied to a deity, or by granting ways for a character with an unrelated class to incorporate a philosophy into their suite of abilities. Some of the feats presented here enhance a follower's powers, while other abilities arise among those working to foil or deceive the faithful. This section includes general feats, skill feats, and a small number of more specialized class feats. - -## Spells -LOGM p. 103 - -Divine spellcasters can call a deity's might to their fingertips, acting as a worldly conduit for divine wrath or redemption—but not just anyone can call the power of the gods. Some of the spells in this section are new additions to the [divine](../traits/divine.md) spell list, and thus they can be cast by any clerics, sorcerers whose bloodlines grant [divine](../traits/divine.md) spells, or other characters with access to [divine](../traits/divine.md) spells. Others are more commonly used by bards, druids, sorcerers, wizards, and other characters with access to spellcasting, but can be granted to worshippers of a specific deity as a blessing to the faithful. - -## Domains and Domain Spells -LOGM p. 103 - -This section provides a number of new domains, as well as basic and advanced domain spells for each of these new domains. Several of the gods presented in this book rely upon the new domains listed here, but several of the entries for the more common deities on Golarion list some of the domains in this section as alternate domains, representing lesser-known or niche aspects of the deity. Followers of these deities can take the [Expanded Domain Initiate](../../Compendium/feats/expanded-domain-initiate-logm.md) or [Splinter Faith](../../Compendium/feats/splinter-faith-logm.md) feats to gain access to alternate domains and their associated spells. GMs may instead prefer to take inspiration from the rules in the [Splinter Faith](../../Compendium/feats/splinter-faith-logm.md) feat to present new approaches to existing faiths or altogether new faiths. - -## Items and Weapons -LOGM p. 103 - -The final section of this chapter provides rules for a number of new items, both magical and non-magical, suitable for characters who operate closely within a faith or philosophy—or those who oppose them! The deities in this book are revered across all of Golarion, with some having origins or centers of worship far removed from the Inner Sea region. As such, many of these deities favor weapons not commonly found around the Inner Sea. - -In addition to the new weapons, this section presents a variety of exciting items to give all characters the means to express their faith and make their mark on the world, from simple trinkets to powerful items granted to the most favored of a god's servants. - -## Appendix -LOGM p. 103 - -The tables at the end of this book list dozens of other deities whose faiths are prominent in the Age of Lost Omens. The chart provides the basic details required for a worshipper, such as permitted alignments, edicts, and anathema. GMs and players are encouraged to use the tables as inspiration for characters and new deities. - -> [!pf2-note] -> Please note that the Appendix table has not been replicated. Visit the deities page to view all deities. - -## Feats -LOGM p. 104 - -While champions and clerics have clear ties to their chosen deities and gain definitive benefits from them, they don't hold a monopoly on such abilities. The following feats represent ways all characters might benefit from adherence to a deity or a particular philosophy—as well as feats for characters who oppose the faithful. - -> [!pf2-note] -> Please visit the feats page to view all feats. - -## Spells -LOGM p. 106 - -The following spells are often associated with the deities of the Inner Sea region. - -> [!pf2-note] -> Please visit the spells page to view all spells. - -## Domains -LOGM p. 112 - -Though each god wields great power over many aspects of the universe, their focus tends toward specific areas of concern, known as domains. Worshippers who devote themselves to a deity may be granted access to secret spells, known as domain spells, through which they can manifest a sliver of their deity's power and work great feats of magic. - -This section presents spells for 18 new domains. - -![Domains](../tables/domains-logm.md) - -## Items and Weapons -LOGM p. 120 - -Champions, clerics, and other faithful employ a variety of holy (and unholy) instruments to demonstrate the majesty of their deity and triumphantly vanquish the foes of their faith. - -### Favored Weapons -LOGM p. 120 - -The following weapons are favored by adherents of various faiths. - -#### Weapon Traits -LOGM p. 120 - -The weapons in this section include the following new traits. - -> [!pf2-note] -> Please visit the traits page to view all traits. - -#### Weapon Descriptions -LOGM p. 120 - -The weapons detailed in the tables below are described here. - -> [!pf2-note] -> Please visit the items page to view all items. - -![Martial Melee Weapons](../tables/martial-melee-weapons-logm.md) - -![Uncommon Martial Melee Weapons](../tables/uncommon-martial-melee-weapons-logm.md) - -![Uncommon Martial Ranged Weapons](../tables/uncommon-martial-ranged-weapons-logm.md) - -### Magic Items -LOGM p. 121 - -The following magic items see use among adherents of different deities as well as impious adventurers who simply want to channel the might of the gods. - -> [!pf2-note] -> Please visit the items page to view all items. \ No newline at end of file diff --git a/Rules/lost-omens-gods-magic/demigods-and-other-divinities.md b/Rules/lost-omens-gods-magic/demigods-and-other-divinities.md deleted file mode 100644 index 2691bde6e..000000000 --- a/Rules/lost-omens-gods-magic/demigods-and-other-divinities.md +++ /dev/null @@ -1,65 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["Demigods and Other Divinities"] ---- -# Demigods and Other Divinities -LOGM p. 72 - -Away from the temple districts of major cities, places of pilgrimage, and mass celebrations of holidays and religious festivals, smaller cults, cabals, and sects pursue their own rites and codes of conduct across the Inner Sea and beyond. While many faithful primarily worship more mainstream and well-known deities, others dedicate themselves to less conventional paths of devotion. This calling from a higher power comes in many forms, whether it's the potent voice of the fey embodied in the Eldest of the First World; the raw power of fire, air, earth, and water exemplified by the elemental lords; or even paragons of the aligned outer planes such as empyreal lords, archdevils, and monitor demigods. Some mortals even worship the inscrutable and incomprehensible entities from beyond reality known as the Outer Gods, extraordinarily powerful beings that are nonetheless so alien to mortalkind that their followings' impact fills a similar niche to the worship of demigods. - -Though rarely invested with the full strength of a true god, some powerful, unique extraplanar creatures nevertheless carry a spark of the divine that empowers their followers to perform miracles and call upon divine aid in times of need. To the everyday resident of the Inner Sea, such a difference in power is largely academic, as the only ones with the strength to subdue or even slay such a being are largely gods themselves, or figures of myth and legend. These entities are collectively referred to as "demigods." Some demigods are children of the true gods, others are mortals who have achieved a spark of divinity that allows them to influence the world much like other traditional deities, and still others are powerful divine servitors. Regardless of their origin or true nature, the term has expanded over time to include any of the myriad of powerful entities from the Great Beyond who take an interest in Golarion and answer the prayers of their followers, from divine entities who truly went through a sort of ascension to exemplars of already powerful types of outsiders. - -The following pages describe many of the demigods whose followers can be found in the Inner Sea region. Many more demigods exist than are detailed here, including ones whose worship is common in other parts of Golarion, demigods who have ascended from obscure types of planar beings rarely encountered on Golarion, beings of lesser power with very limited presences in Golarion, and those that have fully devoted their attentions to other planes altogether. Additionally, the ranks of the demigods are constantly changing as their jockeying for power—their alliances, betrayals, and competitions with one another—and the distant but ever-present possibility of true apotheosis lead to realignments, declines in stature, and occasional deaths that reverberate through the fabric of the Great Beyond. - -The entries that follow provide details on these demigods and Outer Gods, and statistics for their worship can be found in the tables on pages 124–133. - -## Archdevils and Queens of the Night -LOGM p. 74 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Demon Lords -LOGM p. 76 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## The Eldest -LOGM p. 78 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Elemental Lords -LOGM p. 80 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Empyreal Lords -LOGM p. 82 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## The Horsemen -LOGM p. 86 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Monitor Demigods -LOGM p. 88 - -> [!pf2-note] -> Please visit the deities page to view these deities. - -## Outer Gods & Great Old Ones -LOGM p. 90 - -> [!pf2-note] -> Please visit the deities page to view these deities. \ No newline at end of file diff --git a/Rules/lost-omens-gods-magic/gods-of-the-inner-sea.md b/Rules/lost-omens-gods-magic/gods-of-the-inner-sea.md deleted file mode 100644 index a641b4fbf..000000000 --- a/Rules/lost-omens-gods-magic/gods-of-the-inner-sea.md +++ /dev/null @@ -1,80 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["Gods of the Inner Sea"] ---- -# Gods of the Inner Sea -LOGM p. 10 - -The gods venerated—or feared—by the people of the Inner Sea region are as diverse as the people themselves. This chapter provides information about many of the gods that are important in the region and beyond. While the 20 primary deities of the Inner Sea region are well known due to either widespread worship or their historical tendency to help or harm the people who live there, the other 20 gods detailed in this chapter grant their worshippers just as much power and are just as important in their worshippers' lives. - -## Using the Entries -LOGM p. 10 - -The entries for deities in this book use one of the two stat block formats described below to present the vital information required for worship, depending on the prominence of the particular deity. Additional information useful for playing a champion, cleric, or worshipper of one of the 20 core deities is available in 8 of the _Pathfinder Core Rulebook_. - -### Core Deities -LOGM p. 10 - -The entries for the 20 deities who are most influential in the Inner Sea region present information useful for understanding those gods. Each entry includes three boons and three curses the god might use to express their approval of or displeasure at a specific deed; the power of these intercessions varies between deities, depending on their specific focuses and interest in mortal concerns. Each section also begins with statistics for the deity, which use the following format. - -> [!pf2-note] -> Please note that many of these statistics are found in the _Lore_ tab on the deities page. - -**Name:** The deity's name plus a common title or epithet. - -**Alignment:** The deity's alignment and areas of concern. - -**Realm:** Where the deity and the souls of their deceased faithful live among the Outer Planes, including the name of the god's divine realm, if they have one. - -**Allies:** Gods this deity has good working or personal relationships with and whom they can call on for aid. - -**Enemies:** Gods this deity often comes into conflict with due to philosophical differences, conflicts in aims, or personal vendettas. - -**Relationships:** Gods the deity has the most important connections to, including siblings, lovers, or other vital relationships. This section is omitted if it doesn't apply to the god. - -**Temples:** If temples to this deity tend to be in a certain kind of place, or if they tend to serve a certain societal function, that information is listed here. - -**Worshippers:** The kind of people who tend to worship this deity, aside from dedicated priests. - -**Sacred Animal:** An animal that is considered holy to the deity and their followers. - -**Sacred Colors:** The colors favored by the deity and typically worn in the raiment of their followers. - -**Divine Ability:** This section lists the two ability boosts the deity grants as options for characters with the [raised by belief](../../Compendium/character/backgrounds/raised-by-belief-logm.md) background. - -**Alternate Domains:** If the deity offers 1, they are listed here. If the deity does not offer alternate domains, this section is omitted. - -### Other Deities -LOGM p. 11 - -Starting on page 52, this chapter also provides details on 20 additional deities who are important in their own right, including their statistics and the mechanical information required to play a champion, cleric, or other worshipper of that deity. Each god's stat block presents information useful for understanding that deity and lists the benefits worshippers receive from the [avatar](../../Compendium/spells/avatar.md) spell. These statistics use the following format. - -**Name:** The deity's name plus a common title or epithet. - -**Areas of Concern:** The topics that the deity cares most deeply about. - -**Alignment:** The deity's alignment. In parentheses, the entry lists other character alignments that this deity accepts from worshippers. For instance, [Kazutal](../../Compendium/setting/deities/kazutal-logm.md), the goddess of protection and community, accepts any good-aligned clerics. [Arazni](../../Compendium/setting/deities/arazni-logm.md), who is embittered and prone to cruelty, nonetheless has some sympathy for victims of abuse and accepts evil, neutral, and good worshippers, since she is less concerned about her worshippers' morality. - -**Divine Font:** This entry presents whether the deity grants worshippers [heal](../../Compendium/spells/heal.md) or [harm](../../Compendium/spells/harm.md), or can grant both. [Heal](../../Compendium/spells/heal.md) heals the living and harms undead, while [harm](../../Compendium/spells/harm.md) harms the living and heals undead. Usually, good deities channel [heal](../../Compendium/spells/heal.md), evil deities channel [harm](../../Compendium/spells/harm.md), and neutral deities can channel [harm](../../Compendium/spells/harm.md) or [heal](../../Compendium/spells/heal.md), but there are exceptions. - -**Divine Ability:** This section lists the two ability boosts the deity grants as options for characters with the [raised by belief](../../Compendium/character/backgrounds/raised-by-belief-logm.md) background. - -**Divine Skill:** This section lists a skill that is especially associated with this deity, which their followers would naturally be good at due to their worship or association with this deity. - -**Domains:** The domains that best represent this deity. - -**Alternate Domains:** If the deity offers 1, they are listed here. If the deity doesn't offer alternate domains, this section is omitted. - -**Cleric Spells:** Each deity provides at least three additional spells to the spell list of clerics who worship them. Typically these are a 1st-level spell and two other thematically appropriate spells. - -**Edicts:** These are things that the deity urges their followers to do. Followers must adhere to these as closely as possible if they wish to gain favor with this deity. - -**Anathema:** These are things that are absolutely abhorrent to the deity; committing these acts will likely earn a follower disfavor or punishment. - -**Favored Weapon:** The deity's 1. - -> [!pf2-note] -> Please visit the deities page to view all deities. \ No newline at end of file diff --git a/Rules/lost-omens-gods-magic/lost-omens-gods-magic.md b/Rules/lost-omens-gods-magic/lost-omens-gods-magic.md deleted file mode 100644 index 4883ca02d..000000000 --- a/Rules/lost-omens-gods-magic/lost-omens-gods-magic.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- book/lost-omens/lost-omens-gods-magic -- compendium/src/pf2e/logm -aliases: ["Lost Omens: Gods & Magic"] ---- -**[Overview](overview.md)** - -- [Why Belief Matters](overview.md#Why%20Belief%20Matters) -- [The Role of the Gods](overview.md#The%20Role%20of%20the%20Gods) -- [Rules Elements](overview.md#Rules%20Elements) - -**[Gods of the Inner Sea](gods-of-the-inner-sea.md)** - -- [Using the Entries](gods-of-the-inner-sea.md#Using%20the%20Entries) - -**[Demigods and Other Divinities](demigods-and-other-divinities.md)** - -- [Archdevils and Queens of the Night](demigods-and-other-divinities.md#Archdevils%20and%20Queens%20of%20the%20Night) -- [Demon Lords](demigods-and-other-divinities.md#Demon%20Lords) -- [The Eldest](demigods-and-other-divinities.md#The%20Eldest) -- [Elemental Lords](demigods-and-other-divinities.md#Elemental%20Lords) -- [Empyreal Lords](demigods-and-other-divinities.md#Empyreal%20Lords) -- [The Horsemen](demigods-and-other-divinities.md#The%20Horsemen) -- [Monitor Demigods](demigods-and-other-divinities.md#Monitor%20Demigods) -- [Outer Gods & Great Old Ones](demigods-and-other-divinities.md#Outer%20Gods%20&%20Great%20Old%20Ones) - -**[Philosophies and Spirituality](philosophies-and-spirituality.md)** - -- [Pantheons](philosophies-and-spirituality.md#Pantheons) - -**[Character Options](character-options.md)** - -- [Feats](character-options.md#Feats) -- [Spells](character-options.md#Spells) -- [Domains and Domain Spells](character-options.md#Domains%20and%20Domain%20Spells) -- [Items and Weapons](character-options.md#Items%20and%20Weapons) -- [Appendix](character-options.md#Appendix) \ No newline at end of file diff --git a/Rules/lost-omens-gods-magic/overview.md b/Rules/lost-omens-gods-magic/overview.md deleted file mode 100644 index 76a2dcfa2..000000000 --- a/Rules/lost-omens-gods-magic/overview.md +++ /dev/null @@ -1,113 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["Overview"] ---- -# Overview -LOGM p. 6 - -A defining characteristic of fantasy as a genre is the presence and use of magic—a fantasy roleplaying game without magic would be like a science fiction story without technology or a horror story without fear! Pathfinder posits four traditions of magic: arcane, divine, occult, and primal. For a faithful character, divine magic is usually the most intrinsically appealing, as it reflects a direct connection to a deity. - -Divine magic is the intersection of the instinctual and faith-based vital essence that rules over life and death, and the otherworldly spiritual essence that forms the building blocks of all souls. It can close wounds in seconds, call down blasts of divine vengeance, uncover hidden truths, reveal the future, and even temporarily turn a devotee into an avatar of their god. The idea of divine might invokes images of a righteous crusader, but neutral and evil gods similarly imbue their devotees with power to further their own causes. The divine tradition also encompasses spiritual philosophies that don't involve any specific deity, as well as pantheons of multiple deities. - -This book presents an in-depth look at the gods presented in 8 of the _Pathfinder Core Rulebook_, including alternate domains and divine intercessions each god grants. Following that are 20 additional gods, with rules for playing their clerics and champions, including how to assume the forms of their mighty avatars. Following these entries, this book describes demigod pantheons, such as the Eldest and the empyreal lords, as well as spiritual philosophies, including the [Green Faith](../../Compendium/setting/deities/green-faith.md) and [Sangpotshi](../../Compendium/setting/deities/sangpotshi-logm.md). This book also includes exciting new domains, feats, items, spells, and weapons useful for many characters, not just clerics. - -## Why Belief Matters -LOGM p. 6 - -Faith is important in any fantasy world where mortals can wield divine power. On Golarion, the existence of the gods is not a speculative question. To the contrary, the veracity of each of the gods is demonstrable, visible through manifestations ranging from powerful divine spells to portentous curses and boons. - -Belief and devotion shape life on Golarion in numerous ways. Generally, the gods imbue their most devoted followers with their magic. A cleric's adherence to the principles and observances of their god underpins their ability to access the divine magic that powers their spells. A champion forges their very identity in devotion to their deity and cause, from which they draw their righteous zeal. Other mortals often view with awe those characters commanding divine power through such intense piety. - -Yet these are exceptional cases, and more mundane faith is common. A fighter might worship [Kurgess](../../Compendium/setting/deities/kurgess-logm.md), the god of healthy competition and physical development, while a barbarian similarly follows [Gorum](../../Compendium/setting/deities/gorum.md), the god of strength and battle, each finding inspiration for their personal growth and values in their worship. Wilderness-roaming characters, such as rangers and druids (whose magic derives from primal forces rather than the divine), may feel drawn to the [Green Faith](../../Compendium/setting/deities/green-faith.md) or [Shoanti animism](../../Compendium/setting/deities/shoanti-animism-logm.md) as an expression of their connection to the earth—or they might venerate [Gozreh](../../Compendium/setting/deities/gozreh.md), the god of nature; [Sarenrae](../../Compendium/setting/deities/sarenrae.md), the goddess of the sun; or [Tsukiyo](../../Compendium/setting/deities/tsukiyo-logm.md), the god of the moon. Scholarly characters, such as alchemists and wizards, may recognize that religious devotions provide them with a connection to community, a sense of purpose, or even a path to greater personal power. They might worship a deity associated with intellectual pursuits, like the god of magic, [Nethys](../../Compendium/setting/deities/nethys.md), or they might enjoy established and well-connected churches, such as those of [Abadar](../../Compendium/setting/deities/abadar.md), the god of cities and wealth; [Iomedae](../../Compendium/setting/deities/iomedae.md), the goddess of justice and honor; or [Asmodeus](../../Compendium/setting/deities/asmodeus.md), the god of tyranny and pride. Sorcerers and bards, on the other hand, might be inspired to worship [Shelyn](../../Compendium/setting/deities/shelyn.md), the goddess of art and love; [Desna](../../Compendium/setting/deities/desna.md), the goddess of luck and travel; or even [Cayden Cailean](../../Compendium/setting/deities/cayden-cailean.md), the god of freedom and alcohol. Devotion might be woven into their self-expression, or it could provide a connection to like-minded followers, or give them a deeper sense of purpose. Characters who rely on perfecting their skills, such as rogues and monks, might be drawn to the worship of [Irori](../../Compendium/setting/deities/irori.md), the god of knowledge and self-perfection—or of [Norgorber](../../Compendium/setting/deities/norgorber.md), the god of secret knowledge and thievery. - -While most characters faithful enough to gain power from their deity do so in service to a single god or goddess, most people on Golarion venerate many deities, giving praise or asking for aid based on the circumstances of their lives. The focus of a person's faith may change as circumstances do. A barbarian might have a central devotion to [Chaldira](../../Compendium/setting/deities/chaldira-logm.md), the halfling god of battle and luck, but add prayers to [Shelyn](../../Compendium/setting/deities/shelyn.md), god of beauty and love, when she finds true love. Upon the untimely death of her lover, she may turn to [Pharasma](../../Compendium/setting/deities/pharasma.md), god of death and fate, or to [Desna](../../Compendium/setting/deities/desna.md), god of dreams, to ease her grief—or to [Calistria](../../Compendium/setting/deities/calistria.md), god of vengeance, to repay the death. Similarly, a dishonored politician might continue to honor [Gruhastha](../../Compendium/setting/deities/gruhastha-logm.md) the Keeper but offer a prayer to [Achaekek](../../Compendium/setting/deities/achaekek-logm.md), the mantis god of assassins and death, to regain her power. - -## The Role of the Gods -LOGM p. 7 - -As befits a reality in which gods and magic are demonstrable, the deities of the Pathfinder setting are not aloof constructs whose power merely provides options for character creation. They are deeply involved in the fabric of reality, shaping the course of Golarion's people in particular. Ascension to godhood is a real and living thing on Golarion; deities including [Arazni](../../Compendium/setting/deities/arazni-logm.md), [Cayden Cailean](../../Compendium/setting/deities/cayden-cailean.md), [Iomedae](../../Compendium/setting/deities/iomedae.md), [Norgorber](../../Compendium/setting/deities/norgorber.md), and most recently [Casandalee](../../Compendium/setting/deities/casandalee-logm.md) were mortals on Golarion who ascended to become deities. Others, such as [Abadar](../../Compendium/setting/deities/abadar.md) and [Sarenrae](../../Compendium/setting/deities/sarenrae.md), have their homes in other planes and predate Golarion's existence, yet they nevertheless take an active interest in its workings. - -Political upheavals can favor particular gods, and some show deities' direct influence. Cheliax's pact with [Asmodeus](../../Compendium/setting/deities/asmodeus.md) has inarguably extended his diabolical influence across the Inner Sea region. The success of the undead nation of Geb is a boon to [Urgathoa](../../Compendium/setting/deities/urgathoa.md), while simultaneously offering endless worry to [Pharasma](../../Compendium/setting/deities/pharasma.md) and her legions of psychopomps. The destruction of Lastwall was a blow to [Iomedae](../../Compendium/setting/deities/iomedae.md), greatly reducing her influence in that region. While these gods also have myriad extraplanar and extra-worldly concerns beyond mortal consideration, they are still—to varying degrees and at various times—deeply invested in the dramas playing out across Golarion, and they manifest their will accordingly. - -Despite a long and deep divine connection to Golarion, it is extremely rare for a god to appear in the world. The gift of divine power is the most common way in which the gods influence mortal (as well as undead and immortal) lives on the planet. Divine intercession, through the granting of boons and curses, is another way in which the gods spread their influence. Golarion's deities don't spend the majority of their time doling out curses and boons, nor does every god pay attention to every mortal—no god has that much time amid their plots and alliances playing out on an extraplanar scale. Yet when their attention is attracted through particular merit or outrage, or when it fits into a larger objective, they may intercede to bless or to curse a mortal who has drawn their attention. Finally, a god might speak to a mortal through a dream, portent, or singular religious experience. Such moments can shape a character's deepest values and motives, and they are entirely at the GM's discretion. - -Campaigns set on worlds other than Golarion can still use the rules and information found in this book to deepen religious themes. The gods exert their influence across the multiverse, and they might enact dramas similar to those described here on any world of the GM's creation. Alternatively, different gods might take the center stage in another world's pantheon, or they might have entirely different relationships. On a different world, [Rovagug](../../Compendium/setting/deities/rovagug.md) might be the primary deity and principal villain behind truly monstrous schemes, and [Nethys](../../Compendium/setting/deities/nethys.md)—in his role as a destroyer—might support the Rough Beast. - -## Rules Elements -LOGM p. 7 - -This book presents the following new rules elements. - -### Alternate Domains -LOGM p. 7 - -Each deity grants four domains—these are their primary domains. Some deities, however, have such expansive jurisdiction that more than four domains are appropriate for them. Many of these alternate domains are available only to characters who specialize in these areas, as they often fall outside of their deity's main purposes or areas of focus. This book lists alternate domains a deity may have. Followers of a deity do not initially have access to these alternate domains, but a cleric can take the [Expanded Domain Initiate](../../Compendium/feats/expanded-domain-initiate-logm.md) feat on the following page to gain access to one of their deity's alternate domains, and either a cleric or a champion from an unusual branch of their faith can take the [Splinter Faith](../../Compendium/feats/splinter-faith-logm.md) feat below to redefine the domains available to them. - -![Expanded Domain Initiate](../../Compendium/feats/expanded-domain-initiate-logm.md) - -![Splinter Faith](../../Compendium/feats/splinter-faith-logm.md) - -### Changing Faith -LOGM p. 8 - -Whether dramatic or gradual, a character may have a crisis of faith or even a fall from grace. When this happens, the character is no longer able to use the spells, feats, and other class features tied to their now-lost faith. As reflects the genuine struggle within their soul, such characters may find themselves hobbled in their actions and interactions until they are restored to good standing via the atone ritual—or, in the case of a more complete break, until they retrain. - -[Retraining](../actions/retraining.md) requires substantial downtime—in most cases, at least a month. A character who wishes to [retrain](../actions/retraining.md) into a different faith with similar concerns and domains requires less time to convert than a character moving into a radically divergent faith. Thus, a cleric of [Grandmother Spider](../../Compendium/setting/deities/grandmother-spider-logm.md) might move to the worship of [Calistria](../../Compendium/setting/deities/calistria.md) with a month's tutelage and service in one of her temples. However, that same cleric of [Grandmother Spider](../../Compendium/setting/deities/grandmother-spider-logm.md) could not so easily become a priest of [Asmodeus](../../Compendium/setting/deities/asmodeus.md), even though both deities share the trickery domain—their longstanding animosity is reflected in their diametrically opposed doctrines and cultures. Such a conversion is not impossible but could take several months of downtime or happen piecemeal over months of in-game development. In some instances, particularly in the case of PCs or other high-profile targets of conversion, a new deity might send an emissary directly to a character struggling with a crisis of faith in order to tempt that character to righteousness or villainy. In these cases, the emissary might be able to offer a near-immediate transformation as an enticement, funneling vital and spiritual essence primed to the deity's philosophy into the converting character to remove the need for any downtime at all. Such a transformation is not without risks, however, and may come with complications down the line. - -At the GM's discretion, characters for whom divine patronage is essential but who lose faith completely can [retrain](../actions/retraining.md) into a new class. A champion might retrain as a fighter or a ranger, swapping out faith-based feats and class features for appropriate analogues. The length of downtime required in any of these cases is at the GM's discretion, though the player and GM are advised to work together to determine a suitable time frame that does not fully interrupt play and can help tell a satisfying story. - -### Divine Intercession -LOGM p. 9 - -To make their influence on Golarion felt directly—but without manifesting on the planet in all their divine glory—each god has the tool of divine intercession. Divine intercession manifests as a boon or a curse, of varying duration and power, visited upon a mortal. Curses are not triggered simply by doing something a god does not like, or everyone in Golarion would be cursed all the time; they are often reserved for followers of the god who commit anathema that aren't strong enough to warrant ejection from the faith, or those who have committed shocking blasphemies. Conversely, an unaffiliated worshipper embroiled in high-profile actions that are anathema to a god could earn a curse. Similarly, boons are not automatically granted to anyone petitioning the god. Certainly, someone who upholds a deity's edicts could earn a boon, especially when acting under adverse circumstances. Most often, as befits their inscrutable nature, a deity will bestow a boon or a curse for their own reasons. Perhaps a mission is of dire importance to a god's plan for a specific place or people, or perhaps the survival of a particular character figures in their plans decades from now. - -The divine intercessions provided in each entry are examples, and the GM can have any deity grant a different effect than the intercessions provided. These intercessions are special and are always at the deity's, and thus the GM's, direct discretion, with the GM deciding when a boon or curse goes into effect. The GM is also at liberty to remove a boon or curse as is appropriate for the game's story. A PC or NPC can never select a feat, spell, or other rules option that entitles them to a divine boon or bestows a divine curse upon foes. Minor intercessions are memorable for the recipient, providing either a relatively modest and long-lasting effect or a spectacular but fleeting one. Moderate intercessions are hugely significant events that typically come with permanent consequences, and major intercessions can pivotally reshape a recipient's life, granting powers wildly beyond their innate abilities or inflicting life-changing curses. - -#### Creating New Intercession -LOGMWS p. 2 - -The intercessions presented in _Lost Omens Gods & Magic_ and in this document provide intercessions for the featured deities of the Inner Sea region. However, the people of Golarion worship countless deities, including those that may not already have intercessions listed. If you wish to create new intercessions for these other deities or even new deities of your own design, here are a few suggestions. - -**Balance:** Deities are all-powerful beings in the Age of Lost Omens, capable of feats far beyond those that any PC or NPC could ever achieve. However, even with this unlimited power and potential, deities tend to only use a fraction of their abilities to help or hinder mortals. A good guideline to determine the power and capability of a boon or curse is to look at the effects of spells and rituals. Minor effects should be on par with a 1st-, 2nd-, or 3rd-level spell or ritual. Use 4th-, 5th-, and 6th-level spells and rituals as a guideline for moderate effects. Major effects should probably be equivalent to a 7th-, 8th-, or 9th-level spell or ritual. - -The effects of intercessions tend to be instantaneous or last a single combat at most. As these effects aren't spells, feel free to be a bit more liberal with the power of the effects, however. For example, an intercession that [quickens](../conditions.md#Quickened) a creature but grants the creature 2 additional actions instead of 1 is more powerful than a standard [haste](../../Compendium/spells/haste.md) spell, but would probably still serve well as a moderate boon. Any effects that last much longer should probably remain closer to the power of a spell or ritual. Deities can be fickle, though, so feel free to enhance, reduce, or outright remove any effect that isn't working how you would like. - -**Frequency:** Repeated use of divine intercessions will quickly cause them to lose their luster. Deities tend to avoid interceding for the most part and will only do so on rare occasions. If PCs started receiving boons with every prayer, the intercessions would eventually lose what makes them unique and become just another "buff" that the PCs use in their everyday adventures. Try to keep intercessions restricted to key moments of drama or as rewards for significant events in your campaign. - -In addition, try to avoid keeping long-lasting intercessions in effect for too long. A PC that earns a boon might only keep it until their deity's will is done, such as after the slaying of a significant enemy. A cursed PC could lose their curse after a genuine attempt to atone and seek forgiveness for their misdeeds against a deity. Typically, one level's worth of adventuring or a significant story milestone is a good place to remove the effects of an intercession. Allowing a PC to keep the effects of an intercession for longer has effects on the overall balance of play, either in or against the PC's favor. However, in the end, your group can decide what's best. A group of divinely mandated characters each with a unique boon from their respective deity can make for a truly exciting and heroic game! - -**Theme:** Most important of all is that any new intercession matches the theme of the deity who grants it. In some cases, a thematic and flavorful intercession is more interesting than a simple numerical bonus. For example, [Iomedae's](../../Compendium/setting/deities/iomedae.md) minor boon allows a PC to remain clean and tidy at all times, regardless of what events they undergo. This has no mechanical effect but ties into [Iomedae's](../../Compendium/setting/deities/iomedae.md) themes of purity and valor. Minor boons are a great place for effects such as these. Rather than granting a bonus to Diplomacy checks, consider having the boon allow a PC to be heard by anyone who can see them, enabling them to influence others at a distance. - -Beyond making these unique abilities, you can always choose to provide existing effects that are thematic. A storm deity might grant the ability to cast [chain lightning](../../Compendium/spells/chain-lightning.md) as an innate spell. Beyond that, you can also restrict specific effects to their more thematic elements. The same storm deity could grant [elemental form](../../Compendium/spells/elemental-form.md), but restrict the form to only that of an air elemental. Finally, feel free to tweak the flavor or effects of a spell or ritual to better match the associated deity. The storm deity could grant [fireball](../../Compendium/spells/fireball.md) but have it become a spell named _thunderclap_, using the original spell's mechanics but changing the damage type from fire to sonic. Tweaking existing effects in this way can help you create new intercessions with relatively little work, especially in cases where you feel an intercession is needed on short notice. - -### New Background -LOGM p. 9 - -The following background is available to characters of any class. Each deity stat block in this book presents a pair of associated ability scores that this background can boost in its Divine Ability entry. - -![Raised by Belief](../../Compendium/character/backgrounds/raised-by-belief-logm.md) - -### Favored Weapon -LOGM p. 9 - -Each deity has a favored weapon. These weapons are not restricted for use by their clerics and champions alone; lay worshippers often train with and wield them in battle as another way to show their devotion. Each of the favored weapons detailed in this book is available to any character with access to it. The same is true of the divine items included in this book. - -### Theme Templates -LOGM p. 9 - -Theme templates (introduced in the _Lost Omens Character Guide_) allow a GM to replicate creatures and NPCs that worship specific deities. When you add a theme template that grants many additional abilities, you should consider removing one or more of the creature's original abilities to compensate, or raising the creature's level by 1 and adjusting its statistics accordingly so as to add the template's abilities without taking anything away. Either way, a template adds abilities based on the creature's final level; for example, if you raised a 6th-level creature to 7th level, adjusted its numbers, and added a template, it would gain the 7th-level or higher template abilities. A deity's theme template works as follows. - -**All Creatures:** Add any traits in the deity's alignment. Remove any alignment traits not in the deity's alignment. - -**1st Level or Higher:** Add the deity's favored weapon and a wooden religious symbol of the deity to the creature's items. Add a favored weapon [Strike](../actions/strike.md) with an attack bonus equal to the creature's highest melee or ranged [Strike](../actions/strike.md) (whichever is appropriate). If the favored weapon is simple, increase the damage die of that Strike by one step. - -**4th Level or Higher:** The creature can cast the initial domain spell of one of the deity's domains and gains a pool of 1 Focus Point. - -**7th Level or Higher:** The creature can cast the 1st-level spell the deity grants clerics three times per day as a [divine](../traits/divine.md) innate spell. - -**12th Level or Higher:** The creature can cast the advanced domain spell of the domain you chose for 4th level or higher, and its focus pool increases to 2 Focus Points. - -**17th Level or Higher:** The creature has been truly blessed. Either the creature can cast the deity's other deity spells of up to 7th level once per day each as [divine](../traits/divine.md) innate spells, or, at the GM's discretion, the creature gains the benefits of one of the deity's boons. \ No newline at end of file diff --git a/Rules/lost-omens-gods-magic/philosophies-and-spirituality.md b/Rules/lost-omens-gods-magic/philosophies-and-spirituality.md deleted file mode 100644 index da0ab363c..000000000 --- a/Rules/lost-omens-gods-magic/philosophies-and-spirituality.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/logm -aliases: ["Philosophies and Spirituality"] ---- -# Philosophies and Spirituality -LOGM p. 92 - -Faith on Golarion isn't limited to worshipping one god. Some worshippers draw power from multiple deities, while others follow the spirits of the world, or reject the divine entirely, relying on secular philosophies for guidance. The following pages present examples of the diverse religious and philosophical practices of the Inner Sea region. - -## Pantheons -LOGM p. 92 - -A pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance. At the GM's discretion, champions and clerics can dedicate themselves to a pantheon. In such cases, the characters still worship a specific patron deity among those in the pantheon, but also follow the edicts and anathema of the pantheon as a whole. A character who worships a pantheon this way can gain the domains, alternate domains, and spells from the pantheon instead of those from their patron deity. They must uphold the ideals of both their patron deity and the pantheon, though the patron deity's edicts and anathema take precedence. For example, a worshipper of [Iomedae](../../Compendium/setting/deities/iomedae.md) could worship [the Godclaw](../../Compendium/setting/deities/the-godclaw-logm.md), but they wouldn't take the tyranny domain, as it would be in conflict with [Iomedae's](../../Compendium/setting/deities/iomedae.md) edicts. In rare cases, a character can worship a pantheon without following a patron deity. Such cases are unique and subject to GM approval. - -> [!pf2-note] -> Please visit the deities page to view all pantheons. - -> [!pf2-note] -> Please visit the deities page to view all philosophies. \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-1-overview.md b/Rules/lost-omens-world-guide/chapter-1-overview.md deleted file mode 100644 index 41001a4b3..000000000 --- a/Rules/lost-omens-world-guide/chapter-1-overview.md +++ /dev/null @@ -1,153 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 1: Overview"] ---- -# Chapter 1: Overview -LOWG p. 6 - -> [!pf2-sidebar] GOLARION TIMELINE -> -> > [!pf2-note] -> To read the "incomplete summary of major events in Golarion's history", read from page 6 to 9. -> -> ### TIME -> LOWG p. 9 -> -> Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. -> -> ### MONTHS AND DAYS -> LOWG p. 9 -> -> The names of the months of the year are as follows in the Inner Sea region: -> -> Abadius (January) -> -> Calistril (February) -> -> Pharast (March) -> -> Gozran (April) -> -> Desnus (May) -> -> Sarenith (June) -> -> Erastus (July) -> -> Arodus (August) -> -> Rova (September) -> -> Lamashan (October) -> -> Neth (November) -> -> Kuthona (December) -> -> The names of the days are as follows: -> -> Moonday (Monday) -> -> Toilday (Tuesday) -> -> Wealday (Wednesday) -> -> Oathday (Thursday) -> -> Fireday (Friday) -> -> Starday (Saturday) -> -> Sunday (Sunday) -> -> ### ACCESS TO RULES ELEMENTS -> LOWG p. 10 -> -> Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, often hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a character from Taldor gains access to the Lion Blade archetype, even though it's uncommon. -> -> ### ARCHETYPES -> LOWG p. 10 -> -> Applying the archetypes provided in this book requires you to select archetype feats instead of class feats. Once you have the archetype's dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. Archetype feats you gain in place of a class feat are called archetype class feats. -> -> Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). -> -> Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. -> -> Sometimes an archetype feat lets you gain another feat. You must always meet the prerequisites of the feat you gain in this way. - -Heroes aren't born, they're forged: forced by extraordinary circumstances to rise above and shaped by the world they inhabit. - -This book is a guide to that world. In its pages, you'll learn about the heart of the Pathfinder setting, known as the Inner Sea region, from the towns and cities your heroes call home to the wild frontiers and monstrous lairs where they'll risk everything in search of fortune and glory. The information presented here provides players with a sense of the setting as a whole and is perfect for both fleshing out existing character concepts and inspiring you when you're not sure what to play. Is your wizard a necromancer from haunted Ustalav, raised to battle the undead armies of the Whispering Tyrant, or a young student at the Arcanamirium in Absalom, the City at the Center of the World? Perhaps you're a daring priest from the burning deserts of Qadira, blasting manticores and genies with the blazing light of the sun goddess Sarenrae, or a troll-hunting warrior from the icy Lands of the Linnorm Kings. Regardless, here you'll find the rich details you need to give your character the perfect backstory, as well as new backgrounds, gods, feats, spells, and other rules to help you customize your ideal hero. - -Likewise, Game Masters will find a rich and exciting world filled with hundreds of inspiring characters, plots, and adventure locations to get their creativity flowing, as well as new gear and magical items to reward their band of adventurers. Will you take your group to the rugged land of Numeria in search of alien technology from a crashed spaceship? Might they fight devils in diabolical Cheliax, or instead ally with the denizens of Hell themselves to reforge a troubled empire? They could venture into the ancient pyramids of Osirion, where mummies guard magic from a lost age, or battle dragons in the fractious orc hold of Belkzen. Whether you want your party to face pirates or giants, elves or dwarves, vampires or sphinxes, there's no end to the threats and treasures lurking in the ruins of lost empires, in temples to forgotten gods—or just beyond their campfire's light. - -The Inner Sea awaits. Are you ready? - -## The World of Golarion -LOWG p. 6 - -While the multiverse is a big place, most Pathfinder adventures take place on Golarion: a planet of magic and mystery, where mortal heroes can ascend to godhood and terrifying monsters threaten entire civilizations. This book focuses on the Inner Sea region, the traditional heart of the Pathfinder campaign setting, which consists of the entire continent of Avistan and the northern third of the continent of Garund directly to the south. Yet Golarion is much larger than any one nation or continent, and adventurers from the Inner Sea may travel far and wide in pursuit of greatness. Below is a brief overview of Golarion's different major regions. - -### Arcadia -LOWG p. 6 - -### Avistan -LOWG p. 7 - -### Casmaron -LOWG p. 7 - -### Crown of the World -LOWG p. 7 - -### The Darklands -LOWG p. 7 - -### Garund -LOWG p. 8 - -### Ruins of Azlant -LOWG p. 8 - -### Sarusan -LOWG p. 8 - -### Tian Xia -LOWG p. 9 - -### The Oceans -LOWG p. 9 - -## The Solar System -LOWG p. 9 - -## The Great Beyond -LOWG p. 9 - -### Astral Plane -LOWG p. 10 - -### Elemental Planes -LOWG p. 10 - -### Energy Planes -LOWG p. 10 - -### Ethereal Plane -LOWG p. 10 - -### First World -LOWG p. 10 - -### Material Plane -LOWG p. 10 - -### Outer Sphere -LOWG p. 10 - -### Shadow Plane -LOWG p. 10 \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-10-saga-lands.md b/Rules/lost-omens-world-guide/chapter-10-saga-lands.md deleted file mode 100644 index 27d82e6c4..000000000 --- a/Rules/lost-omens-world-guide/chapter-10-saga-lands.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 10: Saga Lands"] ---- -# Chapter 10: Saga Lands -LOWG p. 108 - -- **Nations** Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia -- **Peoples** Azlanti, Dwarven, Elven, Goblin, Gnome, Kellid, Shoanti, Taldan, Tien, Ulfen, Varisian -- **Languages** Common, Dwarven, Elven, Goblin, Gnomish, Hallit, Jotun, Shoanti, Skald, Thassilonian, Tien, Varisian -- **Factions** Firebrands, Pathfinder Society, Sczarni -- **Religions** [Abadar](../../Compendium/setting/deities/abadar.md), [Cayden Cailean](../../Compendium/setting/deities/cayden-cailean.md), [Desna](../../Compendium/setting/deities/desna.md), [Gorum](../../Compendium/setting/deities/gorum.md), [Lamashtu](../../Compendium/setting/deities/lamashtu.md), [Nocticula](../../Compendium/setting/deities/nocticula-logm.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Books/Lore, Cheese, Grain/Fruit, Jewelry/Gems, Livestock/Hides, Lumber, Magic Items, Ores, Ships - -> [!pf2-sidebar] TIMELINE -> See page 110 of Lost Omens: World Guide - -## Saga Lands -LOWG p. 110 - -## Irrisen -LOWG p. 110 - -### WINTERY SPELLS -LOWG p. 112 - -The eternal winter of Irrisen has inspired numerous spells, but the simplicity of the snowball spell has resulted in use throughout the Saga Lands. - -- [Snowball](../../Compendium/spells/snowball-lowg.md) - -## Lands of the Linnorm Kings -LOWG p. 112 - -## New Thassilon -LOWG p. 113 - -## Realm of the Mammoth Lords -LOWG p. 115 - -## Varisia -LOWG p. 115 - -## Backgrounds -LOWG p. 118 - -The following backgrounds are particularly suitable for characters from the Saga Lands region. - -- [Mammoth Speaker](../../Compendium/character/backgrounds/mammoth-speaker-lowg.md) -- [Shoanti Name-Bearer](../../Compendium/character/backgrounds/shoanti-name-bearer-lowg.md) -- [Thassilonian Traveler](../../Compendium/character/backgrounds/thassilonian-traveler-lowg.md) -- [Ulfen Raider](../../Compendium/character/backgrounds/ulfen-raider-lowg.md) -- [Varisian Wanderer](../../Compendium/character/backgrounds/varisian-wanderer-lowg.md) -- [Winter's Child](../../Compendium/character/backgrounds/winters-child-lowg.md) -- [Witch Wary](../../Compendium/character/backgrounds/witch-wary-lowg.md) - -## Runescarred -LOWG p. 119 - -The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon. - -- [Runescarred Dedication](../../Compendium/feats/runescarred-dedication-lowg.md) -- [Spell Runes](../../Compendium/feats/spell-runes-lowg.md) -- [Living Rune](../../Compendium/feats/living-rune-lowg.md) -- [Warding Rune](../../Compendium/feats/warding-rune-lowg.md) -- [Greater Spell Runes](../../Compendium/feats/greater-spell-runes-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md b/Rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md deleted file mode 100644 index bf249e1d3..000000000 --- a/Rules/lost-omens-world-guide/chapter-11-shining-kingdoms.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 11: Shining Kingdoms"] ---- -# Chapter 11: Shining Kingdoms -LOWG p. 120 - -- **Nations** Andoran, Druma, Five Kings Mountains, Galt, Kyonin, Taldor -- **Peoples** Dwarven, Elven, Half-Elven, Gnome, Keleshite, Kellid, Taldan -- **Languages** Common, Dwarven, Elven, Gnomish, Hallit, Kelish -- **Factions** Eagle Knights, Lion Blades, [Prophecies of Kalistrade](../../Compendium/setting/deities/prophecies-of-kalistrade.md) -- **Religions** [Abadar](../../Compendium/setting/deities/abadar.md), [Calistria](../../Compendium/setting/deities/calistria.md), [Erastil](../../Compendium/setting/deities/erastil.md), [Iomedae](../../Compendium/setting/deities/iomedae.md), [Sarenrae](../../Compendium/setting/deities/sarenrae.md), [Torag](../../Compendium/setting/deities/torag.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Ores, Ships, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 122 of Lost Omens: World Guide - -## Shining Kingdoms -LOWG p. 121 - -## Andoran -LOWG p. 122 - -### DARKMOON VALE -LOWG p. 123 - -### MAGICAL EAGLE KNIGHT EPAULETS -LOWG p. 123 - -Epaulets are part of nearly every Eagle Knight uniform, so enchanted versions of these items are common among the Eagle Knights. - -- [Golden Legion Epaulet](../../Compendium/equipment/items/golden-legion-epaulet-lowg.md) - -## Druma -LOWG p. 124 - -## Five Kings Mountains -LOWG p. 125 - -## Galt -LOWG p. 126 - -## Kyonin -LOWG p. 127 - -### TANGLEBRIAR -LOWG p. 128 - -## Taldor -LOWG p. 128 - -## Verduran Forest -LOWG p. 129 - -## Backgrounds -LOWG p. 130 - -The following backgrounds are particularly suitable for characters from the Shining Kingdoms region. - -- [Final Blade Survivor](../../Compendium/character/backgrounds/final-blade-survivor-lowg.md) -- [Kalistrade Follower](../../Compendium/character/backgrounds/kalistrade-follower-lowg.md) -- [Kyonin Emissary](../../Compendium/character/backgrounds/kyonin-emissary-lowg.md) -- [Lumber Consortium Laborer](../../Compendium/character/backgrounds/lumber-consortium-laborer-lowg.md) -- [Rivethun Adherent](../../Compendium/character/backgrounds/rivethun-adherent-lowg.md) -- [Taldan Schemer](../../Compendium/character/backgrounds/taldan-schemer-lowg.md) -- [Wildwood Local](../../Compendium/character/backgrounds/wildwood-local-lowg.md) - -## Lion Blade -LOWG p. 131 - -You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools. - -- [Lion Blade Dedication](../../Compendium/feats/lion-blade-dedication-lowg.md) -- [Lost in the Crowd](../../Compendium/feats/lost-in-the-crowd-lowg.md) -- [Crowd Mastery](../../Compendium/feats/crowd-mastery-lowg.md) -- [Expeditious Advance](../../Compendium/feats/expeditious-advance-lowg.md) -- [Spy's Countermeasures](../../Compendium/feats/spys-countermeasures-lowg.md) -- [Flicker](../../Compendium/feats/flicker-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md b/Rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md deleted file mode 100644 index 79b7ce80b..000000000 --- a/Rules/lost-omens-world-guide/chapter-2-absalom-and-starstone-isle.md +++ /dev/null @@ -1,123 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 2: Absalom and Starstone Isle"] ---- -# Chapter 2: Absalom and Starstone Isle -LOWG p. 12 - -- **Nations** Absalom -- **Peoples** All -- **Languages** All -- **Factions** Firebrands, Knights of Lastwall, Pathfinder Society -- **Religions** [Abadar](../../Compendium/setting/deities/abadar.md), [Cayden Cailean](../../Compendium/setting/deities/cayden-cailean.md), [Iomedae](../../Compendium/setting/deities/iomedae.md), [Irori](../../Compendium/setting/deities/irori.md), [Norgorber](../../Compendium/setting/deities/norgorber.md), [Shelyn](../../Compendium/setting/deities/shelyn.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Books/Lore, Jewelry/Gems, Lumber, Luxury Goods and Art, Magic Items, Ores, Seafood, Ships, Skymetal, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 14 of Lost Omens: World Guide - -## Starstone Isle -LOWG p. 13 - -## Absalom -LOWG p. 14 - -### Ascendant Court -LOWG p. 15 - -### Azlanti Keep -LOWG p. 15 - -### The Coins -LOWG p. 15 - -### The Docks -LOWG p. 16 - -### Eastgate -LOWG p. 16 - -### Foreign Quarter -LOWG p. 16 - -### Archaic Wayfinders -LOWG p. 17 - -- [Archaic Wayfinder](../../Compendium/equipment/items/archaic-wayfinder-lowg.md) - -### Ivy District -LOWG p. 17 - -### The Petal District -LOWG p. 17 - -### Precipice Quarter -LOWG p. 18 - -### The Puddles -LOWG p. 18 - -### Westgate -LOWG p. 18 - -### The Wise Quarter -LOWG p. 18 - -## Greater Kortos -LOWG p. 18 - -### Cairnlands -LOWG p. 19 - -### Diobel -LOWG p. 19 - -### Dunmire -LOWG p. 19 - -### The Immenwood -LOWG p. 19 - -### Kortos Mounts -LOWG p. 20 - -### The Scrape -LOWG p. 20 - -### Swardlands -LOWG p. 20 - -### Tyrant's Grasp -LOWG p. 21 - -## The Isle of Erran -LOWG p. 21 - -### Escadar -LOWG p. 21 - -## Backgrounds -LOWG p. 22 - -The following backgrounds are particularly suitable for characters from the Absalom region. - -- [Child of the Puddles](../../Compendium/character/backgrounds/child-of-the-puddles-lowg.md) -- [Diobel Pearl Diver](../../Compendium/character/backgrounds/diobel-pearl-diver-lowg.md) -- [Freed Slave of Absalom](../../Compendium/character/backgrounds/freed-slave-of-absalom-lowg.md) -- [Grand Council Bureaucrat](../../Compendium/character/backgrounds/grand-council-bureaucrat-lowg.md) -- [Inlander](../../Compendium/character/backgrounds/inlander-lowg.md) -- [Menagerie Dung Sweeper](../../Compendium/character/backgrounds/menagerie-dung-sweeper-lowg.md) -- [Pathfinder Hopeful](../../Compendium/character/backgrounds/pathfinder-hopeful-lowg.md) -- [Trade Consortium Underling](../../Compendium/character/backgrounds/trade-consortium-underling-lowg.md) - -## Pathfinder Agent -LOWG p. 23 - -You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity. - -- [Pathfinder Agent Dedication](../../Compendium/feats/pathfinder-agent-dedication-lowg.md) -- [Careful Explorer](../../Compendium/feats/careful-explorer-lowg.md) -- [Deft Cooperation](../../Compendium/feats/deft-cooperation-lowg.md) -- [Wayfinder Resonance Tinkerer](../../Compendium/feats/wayfinder-resonance-tinkerer-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-3-broken-lands.md b/Rules/lost-omens-world-guide/chapter-3-broken-lands.md deleted file mode 100644 index 8296e450c..000000000 --- a/Rules/lost-omens-world-guide/chapter-3-broken-lands.md +++ /dev/null @@ -1,88 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 3: Broken Lands"] ---- -# Chapter 3: Broken Lands -LOWG p. 24 - -- **Nations** Brevoy, Mendev, Numeria, Razmiran, River Kingdoms, Sarkoris Scar -- **Peoples** Dwarven, Kellid, Taldan -- **Languages** Abyssal, Common, Draconic, Hallit, Skald, Varisian -- **Factions** Firebrands, Pathfinder Society, Razmir -- **Religions** [Abadar](../../Compendium/setting/deities/abadar.md), [Cayden Cailean](../../Compendium/setting/deities/cayden-cailean.md), [Desna](../../Compendium/setting/deities/desna.md), [Gorum](../../Compendium/setting/deities/gorum.md), [Iomedae](../../Compendium/setting/deities/iomedae.md), [Lamashtu](../../Compendium/setting/deities/lamashtu.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Mercenaries, Skymetal, Technology, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 26 of Lost Omens: World Guide - -## Broken Lands -LOWG p. 26 - -## Brevoy -LOWG p. 26 - -### Aldori Dueling Sword -LOWG p. 28 - -- [Aldori Dueling Sword](../../Compendium/equipment/items/aldori-dueling-sword-lowg.md) - -## The Lake of Mists and Veils -LOWG p. 28 - -## Mendev -LOWG p. 28 - -## Numeria -LOWG p. 29 - -## Razmiran -LOWG p. 30 - -## The River Kingdoms -LOWG p. 31 - -### Daggermark -LOWG p. 32 - -### Leydis -LOWG p. 32 - -### Sevenarches -LOWG p. 32 - -### Tymon -LOWG p. 32 - -## Sarkoris Scar -LOWG p. 32 - -## The Sellen River -LOWG p. 33 - -## Backgrounds -LOWG p. 34 - -The following backgrounds are particularly suitable for characters from the Broken Lands region. - -- [Aspiring River Monarch](../../Compendium/character/backgrounds/aspiring-river-monarch-lowg.md) -- [Issian Partisan](../../Compendium/character/backgrounds/issian-partisan-lowg.md) -- [Razmiran Faithful](../../Compendium/character/backgrounds/razmiran-faithful-lowg.md) -- [Rostland Partisan](../../Compendium/character/backgrounds/rostland-partisan-lowg.md) -- [Sarkorian Reclaimer](../../Compendium/character/backgrounds/sarkorian-reclaimer-lowg.md) -- [Sarkorian Survivor](../../Compendium/character/backgrounds/sarkorian-survivor-lowg.md) -- [Wonder Taster](../../Compendium/character/backgrounds/wonder-taster-lowg.md) - -## Aldori Duelist -LOWG p. 35 - -You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord. - -- [Aldori Duelist Dedication](../../Compendium/feats/aldori-duelist-dedication-lowg.md) -- [Aldori Parry](../../Compendium/feats/aldori-parry-lowg.md) -- [Duelist's Edge](../../Compendium/feats/duelists-edge-lowg.md) -- [Aldori Riposte](../../Compendium/feats/aldori-riposte-lowg.md) -- [Unnerving Prowess](../../Compendium/feats/unnerving-prowess-lowg.md) -- [Saving Slash](../../Compendium/feats/saving-slash-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-4-eye-of-dread.md b/Rules/lost-omens-world-guide/chapter-4-eye-of-dread.md deleted file mode 100644 index 89e6b4759..000000000 --- a/Rules/lost-omens-world-guide/chapter-4-eye-of-dread.md +++ /dev/null @@ -1,75 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 4: Eye of Dread"] ---- -# Chapter 4: Eye of Dread -LOWG p. 36 - -- **Nations** Belkzen, Gravelands, Molthune, Nirmathas, Oprak, Ustalav -- **Peoples** Dwarven, Goblin, Half-orc, Kellid, Taldan, Varisian -- **Languages** Common, Goblin, Hallit, Necril, Orcish, Varisian -- **Factions** [Esoteric Order of the Palatine Eye](../../Compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Magaambya, [Whispering Way](../../Compendium/setting/deities/whispering-way.md) -- **Religions** [Desna](../../Compendium/setting/deities/desna.md), [Erastil](../../Compendium/setting/deities/erastil.md), [Iomedae](../../Compendium/setting/deities/iomedae.md), [Pharasma](../../Compendium/setting/deities/pharasma.md), [Rovagug](../../Compendium/setting/deities/rovagug.md), [Urgathoa](../../Compendium/setting/deities/urgathoa.md) -- **Resources** Armor/Weapons, Books/Lore, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Mercenaries, Ores - -> [!pf2-sidebar] TIMELINE -> See page 38 of Lost Omens: World Guide - -## Eye of Dread -LOWG p. 38 - -## Belkzen -LOWG p. 38 - -## Fangwood Forest -LOWG p. 40 - -## The Gravelands -LOWG p. 40 - -## Lake Encarthan and the Isle of Terror -LOWG p. 41 - -## Molthune -LOWG p. 42 - -## Nirmathas -LOWG p. 43 - -### Kraggodan -LOWG p. 43 - -## Oprak -LOWG p. 44 - -## Ustalav -LOWG p. 45 - -## Backgrounds -LOWG p. 46 - -The following backgrounds are particularly suitable for characters from the Eye of Dread region. - -- [Belkzen Slayer](../../Compendium/character/backgrounds/belkzen-slayer-lowg.md) -- [Cursed Family](../../Compendium/character/backgrounds/cursed-family-lowg.md) -- [Lastwall Survivor](../../Compendium/character/backgrounds/lastwall-survivor-lowg.md) -- [Molthuni Mercenary](../../Compendium/character/backgrounds/molthuni-mercenary-lowg.md) -- [Nirmathi Guerrilla](../../Compendium/character/backgrounds/nirmathi-guerrilla-lowg.md) -- [Onyx Trader](../../Compendium/character/backgrounds/onyx-trader-lowg.md) -- [Ustalavic Academic](../../Compendium/character/backgrounds/ustalavic-academic-lowg.md) -- [Whispering Way Scion](../../Compendium/character/backgrounds/whispering-way-scion-lowg.md) - -## Lastwall Sentry -LOWG p. 47 - -While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion. - -- [Lastwall Sentry Dedication](../../Compendium/feats/lastwall-sentry-dedication-lowg.md) -- [Eye of Ozem](../../Compendium/feats/eye-of-ozem-lowg.md) -- [Necromantic Resistance](../../Compendium/feats/necromantic-resistance-lowg.md) -- [Grave Sense](../../Compendium/feats/grave-sense-lowg.md) -- [Necromantic Tenacity](../../Compendium/feats/necromantic-tenacity-lowg.md) -- [Lastwall Warden](../../Compendium/feats/lastwall-warden-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-5-golden-road.md b/Rules/lost-omens-world-guide/chapter-5-golden-road.md deleted file mode 100644 index a40538fc1..000000000 --- a/Rules/lost-omens-world-guide/chapter-5-golden-road.md +++ /dev/null @@ -1,84 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 5: Golden Road"] ---- -# Chapter 5: Golden Road -LOWG p. 48 - -- **Nations** Katapesh, Osirion, Qadira, Rahaddum, Thuvia -- **Peoples** Dwarf, Garundi, Gnome, Hafling, Keleshite, Mwangi, Taldan, Tien, Vudrani -- **Languages** Common, Kelish, Mwangi, Osiriani, Vudrani, Tien -- **Factions** [Esoteric Order of the Palatine Eye](../../Compendium/setting/deities/esoteric-order-of-the-palatine-eye-logm.md), Night Heralds, Pathfinder Society -- **Religions** [Abadar](../../Compendium/setting/deities/abadar.md), [Gozreh](../../Compendium/setting/deities/gozreh.md), [Nethys](../../Compendium/setting/deities/nethys.md), [Pharasma](../../Compendium/setting/deities/pharasma.md), [Rovagug](../../Compendium/setting/deities/rovagug.md), [Sarenrae](../../Compendium/setting/deities/sarenrae.md) -- **Resources** Alcohol/Drugs, Books/Lore, Grain/Fruit/Vegetables, Luxury Goods, Magic Items, Ores, Ships, Spices/Salt - -> [!pf2-sidebar] TIMELINE -> See page 50 of Lost Omens: World Guide - -## Golden Road -LOWG p. 50 - -## The Barrier Wall -LOWG p. 51 - -## Katapesh -LOWG p. 52 - -### Pesh -LOWG p. 53 - -- [Refined Pesh](../../Compendium/equipment/items/refined-pesh-gmg.md) - -### Okeno -LOWG p. 53 - -## Osirion -LOWG p. 54 - -### Flying Pyramids -LOWG p. 54 - -## Qadira -LOWG p. 55 - -## Rahadoum -LOWG p. 56 - -### Rahadoumi Healing -LOWG p. 57 - -With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise. - -- [Godless Healing](../../Compendium/feats/godless-healing-lowg.md) - -## Thuvia -LOWG p. 57 - -## Backgrounds -LOWG p. 58 - -The following backgrounds are particularly suitable for characters from the Golden Road region. - -- [Black Market Smuggler](../../Compendium/character/backgrounds/black-market-smuggler-lowg.md) -- [Desert Tracker](../../Compendium/character/backgrounds/desert-tracker-lowg.md) -- [Merabite Prodigy](../../Compendium/character/backgrounds/merabite-prodigy-lowg.md) -- [Osirionologist](../../Compendium/character/backgrounds/osirionologist-lowg.md) -- [Purveyor of the Bizarre](../../Compendium/character/backgrounds/purveyor-of-the-bizarre-lowg.md) -- [Secular Medic](../../Compendium/character/backgrounds/secular-medic-lowg.md) -- [Thuvian Unifier](../../Compendium/character/backgrounds/thuvian-unifier-lowg.md) - -## Living Monolith -LOWG p. 59 - -You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical _ka stone_ to finalize your oaths. - -- [Living Monolith Dedication](../../Compendium/feats/living-monolith-dedication-lowg.md) -- [Ka Stone Ritual](../../Compendium/feats/ka-stone-ritual-lowg.md) -- [Stone Blood](../../Compendium/feats/stone-blood-lowg.md) -- [Fortified Flesh](../../Compendium/feats/fortified-flesh-lowg.md) -- [Attunement to Stone](../../Compendium/feats/attunement-to-stone-lowg.md) -- [Judgment of the Monolith](../../Compendium/feats/judgment-of-the-monolith-lowg.md) -- [Stone Communion](../../Compendium/feats/stone-communion-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-6-high-seas.md b/Rules/lost-omens-world-guide/chapter-6-high-seas.md deleted file mode 100644 index f20a3541e..000000000 --- a/Rules/lost-omens-world-guide/chapter-6-high-seas.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 6: High Seas"] ---- -# Chapter 6: High Seas -LOWG p. 60 - -- **Nations** Hermea, Mediogalti Island, The Shackles, Mordant Spire -- **Peoples** All -- **Languages** Azlanti, Common, Elven, Hallit, Infernal, Mwangi, Skald -- **Factions** Firebrands, Free Captains, Red Mantis -- **Religions** [Achaekek](../../Compendium/setting/deities/achaekek-logm.md), [Besmara](../../Compendium/setting/deities/besmara-logm.md), [Calistria](../../Compendium/setting/deities/calistria.md), [Cayden Cailean](../../Compendium/setting/deities/cayden-cailean.md), [Gozreh](../../Compendium/setting/deities/gozreh.md), [Norgorber](../../Compendium/setting/deities/norgorber.md) -- **Resources** Alcohol/Drugs, Luxury Goods, Magic Items, Mercenaries, Seafood, Ships, Spices/Salt - -> [!pf2-sidebar] TIMELINE -> See page 62 of Lost Omens: World Guide - -## High Seas -LOWG p. 62 - -## Azlanti Ruins -LOWG p. 62 - -## Eye of Abendego -LOWG p. 63 - -## Hermea -LOWG p. 64 - -## Mediogalti Island -LOWG p. 65 - -## Mordant Spire -LOWG p. 66 - -## The Shackles -LOWG p. 67 - -## Undersea Realms -LOWG p. 68 - -### Gholinom, the Passage Outward -LOWG p. 69 - -### Irim -LOWG p. 69 - -### Kienek-Li -LOWG p. 69 - -## Backgrounds -LOWG p. 70 - -The following backgrounds are particularly suitable for characters from the High Seas region. - -- [Aspiring Free Captain](../../Compendium/character/backgrounds/aspiring-free-captain-lowg.md) -- [Hermean Expatriate](../../Compendium/character/backgrounds/hermean-expatriate-lowg.md) -- [Mantis Scion](../../Compendium/character/backgrounds/mantis-scion-lowg.md) -- [Press-Ganged](../../Compendium/character/backgrounds/press-ganged-lowg.md) -- [Scholar of the Ancients](../../Compendium/character/backgrounds/scholar-of-the-ancients-lowg.md) -- [Storm Survivor](../../Compendium/character/backgrounds/storm-survivor-lowg.md) -- [Undersea Enthusiast](../../Compendium/character/backgrounds/undersea-enthusiast-lowg.md) - -## Red Mantis Assassin -LOWG p. 71 - -You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond. - -- [Red Mantis Assassin Dedication](../../Compendium/feats/red-mantis-assassin-dedication-lowg.md) -- [Basic Red Mantis Magic](../../Compendium/feats/basic-red-mantis-magic-lowg.md) -- [Advanced Red Mantis Magic](../../Compendium/feats/advanced-red-mantis-magic-lowg.md) -- [Crimson Shroud](../../Compendium/feats/crimson-shroud-lowg.md) -- [Mantis Form](../../Compendium/feats/mantis-form-lowg.md) - -### RED MANTIS ASSASSIN FOCUS SPELLS -LOWG p. 71 - -- [Mantis Form](../../Compendium/spells/mantis-form-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-7-impossible-lands.md b/Rules/lost-omens-world-guide/chapter-7-impossible-lands.md deleted file mode 100644 index babda4484..000000000 --- a/Rules/lost-omens-world-guide/chapter-7-impossible-lands.md +++ /dev/null @@ -1,68 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 7: Impossible Lands"] ---- -# Chapter 7: Impossible Lands -LOWG p. 72 - -- **Nations** Alkenstar, Geb, Jalmeray, Mana Wastes, Nex -- **Peoples** Dwarf, Garundi, Gnome, Keleshite, Mwangi, Vudrani -- **Languages** Common, Dwarven, Gnomish, Kelish, Mwangi, Necril, Osiriani, Vudrani -- **Factions** Arclords of Nex, Pathfinder Society, [Whispering Way](../../Compendium/setting/deities/whispering-way.md) -- **Religions** [Abadar](../../Compendium/setting/deities/abadar.md), [Irori](../../Compendium/setting/deities/irori.md), [Nethys](../../Compendium/setting/deities/nethys.md), [Torag](../../Compendium/setting/deities/torag.md), [Urgathoa](../../Compendium/setting/deities/urgathoa.md), [Zon-Kuthon](../../Compendium/setting/deities/zon-kuthon.md) -- **Resources** Alcohol/Drugs, Books/Lore, Luxury Goods, Magic Items, Ores, Seafood, Spices/Salt, Technology - -> [!pf2-sidebar] TIMELINE -> See page 74 of Lost Omens: World Guide - -## Impossible Lands -LOWG p. 73 - -## Alkenstar -LOWG p. 74 - -## Geb -LOWG p. 76 - -## Jalmeray -LOWG p. 77 - -## Mana Wastes -LOWG p. 79 - -## Nex -LOWG p. 80 - -## Backgrounds -LOWG p. 82 - -The following backgrounds are particularly suitable for characters from the Impossible Lands region. - -- [Alkenstar Tinker](../../Compendium/character/backgrounds/alkenstar-tinker-lowg.md) -- [Geb Crusader](../../Compendium/character/backgrounds/geb-crusader-lowg.md) -- [Mana Wastes Refugee](../../Compendium/character/backgrounds/mana-wastes-refugee-lowg.md) -- [Nexian Mystic](../../Compendium/character/backgrounds/nexian-mystic-lowg.md) -- [Oenopion Ooze-Tender](../../Compendium/character/backgrounds/oenopion-ooze-tender-lowg.md) -- [Perfection Seeker](../../Compendium/character/backgrounds/perfection-seeker-lowg.md) -- [Quick](../../Compendium/character/backgrounds/quick-lowg.md) - -## Student of Perfection -LOWG p. 83 - -You studied martial arts at Jalmeray's Houses of Perfection. - -- [Student of Perfection Dedication](../../Compendium/feats/student-of-perfection-dedication-lowg.md) -- [Perfect Strike](../../Compendium/feats/perfect-strike-lowg.md) -- [Perfect Ki Adept](../../Compendium/feats/perfect-ki-adept-lowg.md) - -### Student of Perfection Focus Spells -LOWG p. 83 - -- [Perfect Strike](../../Compendium/spells/perfect-strike-lowg.md) -- [Unblinking Flame Revelation](../../Compendium/spells/unblinking-flame-revelation-lowg.md) -- [Unbreaking Wave Advance](../../Compendium/spells/unbreaking-wave-advance-lowg.md) -- [Unfolding Wind Rush](../../Compendium/spells/unfolding-wind-rush-lowg.md) -- [Untwisting Iron Buffer](../../Compendium/spells/untwisting-iron-buffer-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md b/Rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md deleted file mode 100644 index 010acfeca..000000000 --- a/Rules/lost-omens-world-guide/chapter-8-mwangi-expanse.md +++ /dev/null @@ -1,94 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 8: Mwangi Expanse"] ---- -# Chapter 8: Mwangi Expanse -LOWG p. 84 - -- **Nations** Bloodcove, Kibwe, Mzali, Nantambu, Senghor, Usaro, Vidrian -- **Peoples** Elven, Garundi, Hafling, Mwangi, Taldan -- **Languages** Common, Elven, Garundi, Halfling, Mwangi -- **Factions** Aspis Consortium, [Green Faith](../../Compendium/setting/deities/green-faith.md), Magaambya -- **Religions** [Abadar](../../Compendium/setting/deities/abadar.md), [Calistria](../../Compendium/setting/deities/calistria.md), [Gozreh](../../Compendium/setting/deities/gozreh.md), [Norgorber](../../Compendium/setting/deities/norgorber.md), [Sarenrae](../../Compendium/setting/deities/sarenrae.md), [Shelyn](../../Compendium/setting/deities/shelyn.md) -- **Resources** Books/Lore, Grain/Vegetables, Livestock/Hides, Lumber, Luxury Goods, Magic Items, Ores, Seafood, Ships, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 86 of Lost Omens: World Guide - -## Mwangi Expanse -LOWG p. 85 - -## Bloodcove -LOWG p. 86 - -## Kibwe -LOWG p. 86 - -## Lake Ocota -LOWG p. 87 - -## Mzali -LOWG p. 88 - -## Nantambu -LOWG p. 89 - -## Senghor -LOWG p. 90 - -## Usaro -LOWG p. 90 - -## Vidrian -LOWG p. 91 - -## Other Mwangi Locations -LOWG p. 92 - -### JAHA -LOWG p. 92 - -### MUALIJAE NATIONS -LOWG p. 92 - -### OSIBU -LOWG p. 93 - -### RUINS OF KHO -LOWG p. 93 - -### SODDEN LANDS -LOWG p. 93 - -## Backgrounds -LOWG p. 94 - -The following backgrounds are particularly suitable for characters from the Mwangi Expanse region. - -- [Bekyar Restorer](../../Compendium/character/backgrounds/bekyar-restorer-lowg.md) -- [Bonuwat Wavetouched](../../Compendium/character/backgrounds/bonuwat-wavetouched-lowg.md) -- [Bright Lion](../../Compendium/character/backgrounds/bright-lion-lowg.md) -- [Magaambya Academic](../../Compendium/character/backgrounds/magaambya-academic-lowg.md) -- [Senghor Sailor](../../Compendium/character/backgrounds/senghor-sailor-lowg.md) -- [Shory Seeker](../../Compendium/character/backgrounds/shory-seeker-lowg.md) -- [Sodden Scavenger](../../Compendium/character/backgrounds/sodden-scavenger-lowg.md) -- [Vidrian Reformer](../../Compendium/character/backgrounds/vidrian-reformer-lowg.md) - -## Magic Warrior -LOWG p. 95 - -You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe. - -- [Magic Warrior Dedication](../../Compendium/feats/magic-warrior-dedication-lowg.md) -- [Magic Warrior Aspect](../../Compendium/feats/magic-warrior-aspect-lowg.md) -- [Magic Warrior Transformation](../../Compendium/feats/magic-warrior-transformation-lowg.md) -- [Nameless Anonymity](../../Compendium/feats/nameless-anonymity-lowg.md) - -### MAGIC WARRIOR FOCUS SPELLS -LOWG p. 95 - -- [Magic Warrior Aspect](../../Compendium/spells/magic-warrior-aspect-lowg.md) -- [Magic Warrior Transformation](../../Compendium/spells/magic-warrior-transformation-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/chapter-9-old-cheliax.md b/Rules/lost-omens-world-guide/chapter-9-old-cheliax.md deleted file mode 100644 index f8f6e610c..000000000 --- a/Rules/lost-omens-world-guide/chapter-9-old-cheliax.md +++ /dev/null @@ -1,70 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -aliases: ["Chapter 9: Old Cheliax"] ---- -# Chapter 9: Old Cheliax -LOWG p. 96 - -- **Nations** Cheliax, Isger, Nidal, Ravounel -- **Peoples** Gnome, Goblin, Hafling, Nidalese, Taldan, Varisian -- **Languages** Common, Gnomish, Goblin, Halfling, Infernal, Shadowtongue, Varisian -- **Factions** Bellflower Network, Firebrands, Hellknights -- **Religions** [Asmodeus](../../Compendium/setting/deities/asmodeus.md), [Desna](../../Compendium/setting/deities/desna.md), [Erastil](../../Compendium/setting/deities/erastil.md), [Norgorber](../../Compendium/setting/deities/norgorber.md), [Shelyn](../../Compendium/setting/deities/shelyn.md), [Zon-Kuthon](../../Compendium/setting/deities/zon-kuthon.md) -- **Resources** Alcohol/Drugs, Armor/Weapons, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Mercenaries, Ores, Seafood, Ships, Spices/Salt, Textiles - -> [!pf2-sidebar] TIMELINE -> See page 98 of Lost Omens: World Guide - -## Old Cheliax -LOWG p. 97 - -## Cheliax -LOWG p. 97 - -### DEVIL'S PERCH -LOWG p. 100 - -### WHISPERWOOD -LOWG p. 100 - -## Isger -LOWG p. 100 - -## Nidal -LOWG p. 102 - -### THE MINDSPIN MOUNTAINS -LOWG p. 103 - -## Ravounel -LOWG p. 104 - -### VYRE -LOWG p. 105 - -## Backgrounds -LOWG p. 106 - -The following backgrounds are particularly suitable for characters from the Old Cheliax region. - -- [Atteran Rancher](../../Compendium/character/backgrounds/atteran-rancher-lowg.md) -- [Bellflower Agent](../../Compendium/character/backgrounds/bellflower-agent-lowg.md) -- [Chelish Rebel](../../Compendium/character/backgrounds/chelish-rebel-lowg.md) -- [Child of Westcrown](../../Compendium/character/backgrounds/child-of-westcrown-lowg.md) -- [Goblinblood Orphan](../../Compendium/character/backgrounds/goblinblood-orphan-lowg.md) -- [Shadow Haunted](../../Compendium/character/backgrounds/shadow-haunted-lowg.md) -- [Thrune Loyalist](../../Compendium/character/backgrounds/thrune-loyalist-lowg.md) - -## Hellknight Armiger -LOWG p. 107 - -You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks. - -- [Hellknight Armiger Dedication](../../Compendium/feats/hellknight-armiger-dedication-lowg.md) -- [Ardent Armiger](../../Compendium/feats/ardent-armiger-lowg.md) -- [Diabolic Certitude](../../Compendium/feats/diabolic-certitude-lowg.md) -- [Mortification](../../Compendium/feats/mortification-lowg.md) -- [Armiger's Mobility](../../Compendium/feats/armigers-mobility-lowg.md) \ No newline at end of file diff --git a/Rules/lost-omens-world-guide/lost-omens-world-guide.md b/Rules/lost-omens-world-guide/lost-omens-world-guide.md deleted file mode 100644 index 1610af16b..000000000 --- a/Rules/lost-omens-world-guide/lost-omens-world-guide.md +++ /dev/null @@ -1,135 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/lowg -- book/lost-omens/lost-omens-world-guide -aliases: ["Lost Omens: World Guide"] ---- -**[Chapter 1: Overview](chapter-1-overview.md)** - -- [The World of Golarion](chapter-1-overview.md#The%20World%20of%20Golarion) -- [The Solar System](chapter-1-overview.md#The%20Solar%20System) -- [The Great Beyond](chapter-1-overview.md#The%20Great%20Beyond) - -**[Chapter 2: Absalom and Starstone Isle](chapter-2-absalom-and-starstone-isle.md)** - -- [Starstone Isle](chapter-2-absalom-and-starstone-isle.md#Starstone%20Isle) -- [Absalom](chapter-2-absalom-and-starstone-isle.md#Absalom) -- [Greater Kortos](chapter-2-absalom-and-starstone-isle.md#Greater%20Kortos) -- [The Isle of Erran](chapter-2-absalom-and-starstone-isle.md#The%20Isle%20of%20Erran) -- [Backgrounds](chapter-2-absalom-and-starstone-isle.md#Backgrounds) -- [Pathfinder Agent](chapter-2-absalom-and-starstone-isle.md#Pathfinder%20Agent) - -**[Chapter 3: Broken Lands](chapter-3-broken-lands.md)** - -- [Broken Lands](chapter-3-broken-lands.md#Broken%20Lands) -- [Brevoy](chapter-3-broken-lands.md#Brevoy) -- [The Lake of Mists and Veils](chapter-3-broken-lands.md#The%20Lake%20of%20Mists%20and%20Veils) -- [Mendev](chapter-3-broken-lands.md#Mendev) -- [Numeria](chapter-3-broken-lands.md#Numeria) -- [Razmiran](chapter-3-broken-lands.md#Razmiran) -- [The River Kingdoms](chapter-3-broken-lands.md#The%20River%20Kingdoms) -- [Sarkoris Scar](chapter-3-broken-lands.md#Sarkoris%20Scar) -- [The Sellen River](chapter-3-broken-lands.md#The%20Sellen%20River) -- [Backgrounds](chapter-3-broken-lands.md#Backgrounds) -- [Aldori Duelist](chapter-3-broken-lands.md#Aldori%20Duelist) - -**[Chapter 4: Eye of Dread](chapter-4-eye-of-dread.md)** - -- [Eye of Dread](chapter-4-eye-of-dread.md#Eye%20of%20Dread) -- [Belkzen](chapter-4-eye-of-dread.md#Belkzen) -- [Fangwood Forest](chapter-4-eye-of-dread.md#Fangwood%20Forest) -- [The Gravelands](chapter-4-eye-of-dread.md#The%20Gravelands) -- [Lake Encarthan and the Isle of Terror](chapter-4-eye-of-dread.md#Lake%20Encarthan%20and%20the%20Isle%20of%20Terror) -- [Molthune](chapter-4-eye-of-dread.md#Molthune) -- [Nirmathas](chapter-4-eye-of-dread.md#Nirmathas) -- [Oprak](chapter-4-eye-of-dread.md#Oprak) -- [Ustalav](chapter-4-eye-of-dread.md#Ustalav) -- [Backgrounds](chapter-4-eye-of-dread.md#Backgrounds) -- [Lastwall Sentry](chapter-4-eye-of-dread.md#Lastwall%20Sentry) - -**[Chapter 5: Golden Road](chapter-5-golden-road.md)** - -- [Golden Road](chapter-5-golden-road.md#Golden%20Road) -- [The Barrier Wall](chapter-5-golden-road.md#The%20Barrier%20Wall) -- [Katapesh](chapter-5-golden-road.md#Katapesh) -- [Osirion](chapter-5-golden-road.md#Osirion) -- [Qadira](chapter-5-golden-road.md#Qadira) -- [Rahadoum](chapter-5-golden-road.md#Rahadoum) -- [Thuvia](chapter-5-golden-road.md#Thuvia) -- [Backgrounds](chapter-5-golden-road.md#Backgrounds) -- [Living Monolith](chapter-5-golden-road.md#Living%20Monolith) - -**[Chapter 6: High Seas](chapter-6-high-seas.md)** - -- [High Seas](chapter-6-high-seas.md#High%20Seas) -- [Azlanti Ruins](chapter-6-high-seas.md#Azlanti%20Ruins) -- [Eye of Abendego](chapter-6-high-seas.md#Eye%20of%20Abendego) -- [Hermea](chapter-6-high-seas.md#Hermea) -- [Mediogalti Island](chapter-6-high-seas.md#Mediogalti%20Island) -- [Mordant Spire](chapter-6-high-seas.md#Mordant%20Spire) -- [The Shackles](chapter-6-high-seas.md#The%20Shackles) -- [Undersea Realms](chapter-6-high-seas.md#Undersea%20Realms) -- [Backgrounds](chapter-6-high-seas.md#Backgrounds) -- [Red Mantis Assassin](chapter-6-high-seas.md#Red%20Mantis%20Assassin) - -**[Chapter 7: Impossible Lands](chapter-7-impossible-lands.md)** - -- [Impossible Lands](chapter-7-impossible-lands.md#Impossible%20Lands) -- [Alkenstar](chapter-7-impossible-lands.md#Alkenstar) -- [Geb](chapter-7-impossible-lands.md#Geb) -- [Jalmeray](chapter-7-impossible-lands.md#Jalmeray) -- [Mana Wastes](chapter-7-impossible-lands.md#Mana%20Wastes) -- [Nex](chapter-7-impossible-lands.md#Nex) -- [Backgrounds](chapter-7-impossible-lands.md#Backgrounds) -- [Student of Perfection](chapter-7-impossible-lands.md#Student%20of%20Perfection) - -**[Chapter 8: Mwangi Expanse](chapter-8-mwangi-expanse.md)** - -- [Mwangi Expanse](chapter-8-mwangi-expanse.md#Mwangi%20Expanse) -- [Bloodcove](chapter-8-mwangi-expanse.md#Bloodcove) -- [Kibwe](chapter-8-mwangi-expanse.md#Kibwe) -- [Lake Ocota](chapter-8-mwangi-expanse.md#Lake%20Ocota) -- [Mzali](chapter-8-mwangi-expanse.md#Mzali) -- [Nantambu](chapter-8-mwangi-expanse.md#Nantambu) -- [Senghor](chapter-8-mwangi-expanse.md#Senghor) -- [Usaro](chapter-8-mwangi-expanse.md#Usaro) -- [Vidrian](chapter-8-mwangi-expanse.md#Vidrian) -- [Other Mwangi Locations](chapter-8-mwangi-expanse.md#Other%20Mwangi%20Locations) -- [Backgrounds](chapter-8-mwangi-expanse.md#Backgrounds) -- [Magic Warrior](chapter-8-mwangi-expanse.md#Magic%20Warrior) - -**[Chapter 9: Old Cheliax](chapter-9-old-cheliax.md)** - -- [Old Cheliax](chapter-9-old-cheliax.md#Old%20Cheliax) -- [Cheliax](chapter-9-old-cheliax.md#Cheliax) -- [Isger](chapter-9-old-cheliax.md#Isger) -- [Nidal](chapter-9-old-cheliax.md#Nidal) -- [Ravounel](chapter-9-old-cheliax.md#Ravounel) -- [Backgrounds](chapter-9-old-cheliax.md#Backgrounds) -- [Hellknight Armiger](chapter-9-old-cheliax.md#Hellknight%20Armiger) - -**[Chapter 10: Saga Lands](chapter-10-saga-lands.md)** - -- [Saga Lands](chapter-10-saga-lands.md#Saga%20Lands) -- [Irrisen](chapter-10-saga-lands.md#Irrisen) -- [Lands of the Linnorm Kings](chapter-10-saga-lands.md#Lands%20of%20the%20Linnorm%20Kings) -- [New Thassilon](chapter-10-saga-lands.md#New%20Thassilon) -- [Realm of the Mammoth Lords](chapter-10-saga-lands.md#Realm%20of%20the%20Mammoth%20Lords) -- [Varisia](chapter-10-saga-lands.md#Varisia) -- [Backgrounds](chapter-10-saga-lands.md#Backgrounds) -- [Runescarred](chapter-10-saga-lands.md#Runescarred) - -**[Chapter 11: Shining Kingdoms](chapter-11-shining-kingdoms.md)** - -- [Shining Kingdoms](chapter-11-shining-kingdoms.md#Shining%20Kingdoms) -- [Andoran](chapter-11-shining-kingdoms.md#Andoran) -- [Druma](chapter-11-shining-kingdoms.md#Druma) -- [Five Kings Mountains](chapter-11-shining-kingdoms.md#Five%20Kings%20Mountains) -- [Galt](chapter-11-shining-kingdoms.md#Galt) -- [Kyonin](chapter-11-shining-kingdoms.md#Kyonin) -- [Taldor](chapter-11-shining-kingdoms.md#Taldor) -- [Verduran Forest](chapter-11-shining-kingdoms.md#Verduran%20Forest) -- [Backgrounds](chapter-11-shining-kingdoms.md#Backgrounds) -- [Lion Blade](chapter-11-shining-kingdoms.md#Lion%20Blade) \ No newline at end of file diff --git a/Rules/secrets-of-magic/chapter-1-essentials-of-magic.md b/Rules/secrets-of-magic/chapter-1-essentials-of-magic.md deleted file mode 100644 index e8eb3f6d3..000000000 --- a/Rules/secrets-of-magic/chapter-1-essentials-of-magic.md +++ /dev/null @@ -1,114 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["Chapter 1: Essentials of Magic"] ---- -# Chapter 1: Essentials of Magic -SoM p. 7 - -> [!pf2-sidebar] Magical Backgrounds -> -> Starting on page 28 are new backgrounds that have a particular magical bent. As with many backgrounds, these can work with all sorts of characters, from those who went on to be spellcasters to others who dabbled in magic but ended up choosing a different path. -> -> You might also want to look at the following backgrounds from the _Core Rulebook_ and _Advanced Player's Guide_. -> -> **Core Rulebook**: [Acolyte](../../Compendium/character/backgrounds/acolyte.md), [animal whisperer](../../Compendium/character/backgrounds/animal-whisperer.md), [fortune teller](../../Compendium/character/backgrounds/fortune-teller.md), [herbalist](../../Compendium/character/backgrounds/herbalist.md), [hermit](../../Compendium/character/backgrounds/hermit.md), [scholar](../../Compendium/character/backgrounds/scholar.md) -> -> **Advanced Player's Guide**: [Cultist](../../Compendium/character/backgrounds/cultist-apg.md), [pilgrim](../../Compendium/character/backgrounds/pilgrim-apg.md), [root worker](../../Compendium/character/backgrounds/root-worker-apg.md), [teacher](../../Compendium/character/backgrounds/teacher-apg.md) -> -> ### Rare Backgrounds -> SoM p. 7 -> -> Some of these magical backgrounds require atypical magical events in a character's past (such as the circumstances of their birth); these are rare backgrounds, and you'll need to work with your GM if you'd like to take one of them. Rare backgrounds start on page 30. - -## Tradition Treatises -SoM p. 7 - -- **Principals of Elementary Thaumaturgy (page 8):** Arcane scholars are prone to stultifying pedantry, digging into every bit of minutiae. Toff Ornelos is among the few to present anything approaching a text suitable for beginners. -- **Journeys of the Spirit and Flesh (page 10):** The divine tradition is as varied in practice as the many gods that empower it. Zorahar the Wandering Cleric compiled an absolutely massive study of different Nethysian subfaiths. I thought a sampling would be enlightening. -- **A Letter from Djavin Vhrest (page 12):** Scholarship on the occult tradition can melt your mind to a puddle (figuratively, for the most part). Luckily, I possess a letter from a foremost curator in my discipline: Djavin Vhrest of the Forae Logos. -- **On Primal Practice (page 14):** Primal theorists publish almost nothing—they prefer an oral tradition held within secret druidic circles—though I did find this kindly letter. As it's from one family member to another, I find it especially fitting I now place it in your hands, my dear. - -## On Essences -SoM p. 7 - -## The Eight Arches of Incantation -SoM p. 7 - -> [!pf2-note] -> Read from page 7 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 1 of **Principals of Elementary Thaumaturgy, 7th Ed.** (Acadamae, 4720) by Toff Ornelos" on page 8 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 3 of **Principals of Elementary Thaumaturgy, 7th Ed.** (Acadamae, 4720) by Toff Ornelos" on page 9 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 2, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 10 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 6, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 11 of Secrets of Magic. - -> [!pf2-note] -> Read the "Excerpt from Chapter 11, **Journeys of the Spirit and Flesh: A Thousand Paths to Nethys**, by Zorahar the Wandering Cleric" on page 11 of Secrets of Magic. - -> [!pf2-note] -> Read the letter "From the desk of Djavin Vhrest" on page 12 of Secrets of Magic. - -> [!pf2-note] -> Read the letter on Primal magic on page 14 of Secrets of Magic. - -## Abjuration -SoM p. 20 - -## Conjuration -SoM p. 21 - -## Divination -SoM p. 22 - -## Enchantment -SoM p. 23 - -## Evocation -SoM p. 24 - -## Illusion -SoM p. 25 - -## Necromancy -SoM p. 26 - -## Transmutation -SoM p. 27 - -## Magical Backgrounds -SoM p. 28 - -- [Academy Dropout](../../Compendium/character/backgrounds/academy-dropout-som.md) -- [Astrologer](../../Compendium/character/backgrounds/astrologer-som.md) -- [Eidolon Contact](../../Compendium/character/backgrounds/eidolon-contact-som.md) -- [False Medium](../../Compendium/character/backgrounds/false-medium-som.md) -- [Magical Merchant](../../Compendium/character/backgrounds/magical-merchant-som.md) -- [Magical Misfit](../../Compendium/character/backgrounds/magical-misfit-som.md) -- [Musical Prodigy](../../Compendium/character/backgrounds/musical-prodigy-som.md) -- [Occult Librarian](../../Compendium/character/backgrounds/occult-librarian-som.md) -- [Plant Whisperer](../../Compendium/character/backgrounds/plant-whisperer-som.md) -- [Street Preacher](../../Compendium/character/backgrounds/street-preacher-som.md) -- [Student of Magic](../../Compendium/character/backgrounds/student-of-magic-som.md) - -## Rare Magical Backgrounds -SoM p. 30 - -These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the chosen one background has been prophesied to achieve a goal that's part of the main plot of the campaign or a side quest just for them, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game. - -- [Anti-Magical](../../Compendium/character/backgrounds/anti-magical-som.md) -- [Chosen One](../../Compendium/character/backgrounds/chosen-one-som.md) -- [Genie-Blessed](../../Compendium/character/backgrounds/genie-blessed-som.md) -- [Magical Experiment](../../Compendium/character/backgrounds/magical-experiment-som.md) -- [Seer of the Dead](../../Compendium/character/backgrounds/seer-of-the-dead-som.md) -- [Song of the Deep](../../Compendium/character/backgrounds/song-of-the-deep-som.md) -- [Time Traveler](../../Compendium/character/backgrounds/time-traveler-som.md) \ No newline at end of file diff --git a/Rules/secrets-of-magic/chapter-2-classes.md b/Rules/secrets-of-magic/chapter-2-classes.md deleted file mode 100644 index c67cb5e46..000000000 --- a/Rules/secrets-of-magic/chapter-2-classes.md +++ /dev/null @@ -1,86 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["Chapter 2: Classes"] ---- -# Chapter 2: Classes -SoM p. 33 - -> [!pf2-sidebar] CHARACTERS -> See page 33 of Secrets of Magic - -- The magus, a polymath of battle, trains in both spells and strikes. Combining these arts, a magus channels spells into their weapon or body to inflict devastating wounds upon their foes. The magus's versatility in combat and knowledge of the arcane makes them a welcome addition to any party. -- A summoner acts as the living anchor to a powerful being called an eidolon, which they call upon for aid. Summoners maintain deep connections with their eidolons, granting them the ability to influence the way the creature evolves. Eidolons manifest in many forms, including as constructs, demons, dragons, fey, and other creatures. - -## Multiclass Archetypes -SoM p. 74 - -Applying an archetype requires you to select archetype feats instead of class feats. Find the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats. - -Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the [Fighter Resiliency](../../Compendium/feats/fighter-resiliency.md) archetype feat). - -Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. - -Sometimes an archetype feat lets you gain another feat, such as the summoner's [Basic Synergy](../../Compendium/feats/basic-synergy-som.md). You must still meet the prerequisites of that feat. - -Archetypes with the [multiclass](../traits/multiclass.md) trait, like both the magus and summoner archetypes, represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a magus can't select the [Magus Dedication](../../Compendium/feats/magus-dedication-som.md) feat). - -### Bounded Spellcasting Archetype -SoM p. 74 - -Some archetypes, such as the magus and summoner multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature. - -Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called [Master Magus Spellcasting](../../Compendium/feats/master-magus-spellcasting-som.md). All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire. - -**Basic Bounded Spellcasting Feat:** Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the "basic bounded spellcasting benefits." At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot. - -**Expert Bounded Spellcasting Feat:** Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the "expert bounded spellcasting benefits." - -**Master Bounded Spellcasting Feat:** Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the "master bounded spellcasting benefits." - -### Magus -SoM p. 75 - -You've mixed physical combat with spellcasting. - -- [Magus Dedication](../../Compendium/feats/magus-dedication-som.md) -- [Basic Martial Magic](../../Compendium/feats/basic-martial-magic-som.md) -- [Hybrid Study Spell](../../Compendium/feats/hybrid-study-spell-som.md) -- [Spellstriker](../../Compendium/feats/spellstriker-som.md) -- [Advanced Martial Magic](../../Compendium/feats/advanced-martial-magic-som.md) -- [Basic Magus Spellcasting](../../Compendium/feats/basic-magus-spellcasting-som.md) -- [Expert Magus Spellcasting](../../Compendium/feats/expert-magus-spellcasting-som.md) -- [Master Magus Spellcasting](../../Compendium/feats/master-magus-spellcasting-som.md) - -### Summoner -SoM p. 76 - -You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world. - -#### Multiclass Summoner Characters -SoM p. 76 - -- Alchemist summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for construct or plant eidolons. -- Barbarian summoners find themselves drawn to the fury of anger phantoms, the two fueled by the same inner instinct. -- Bard summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a fey eidolon for a polymath muse or a phantom eidolon for a warrior muse. -- Champion summoners get along best with divine eidolons matching the alignment associated with their cause—angel eidolons for the tenets of good, devil eidolons for a tyrant, and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack. -- Cleric summoners often find a connection to eidolons associated with their deity, such as a Sarenite cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy. -- Druid summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the leaf order or beast eidolons for the animal or wild order. -- Fighter summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style. -- Monk summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife. -- Ranger summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon. -- Rogue summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The Unfetter Eidolon feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes. -- Sorcerer summoners often choose eidolons that match closely to their bloodline, such as a psychopomp eidolon for the psychopomp bloodline. The eidolon might even be part of the story of how the sorcerer gained their bloodline. -- Wizard summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like dragon and construct eidolons. - -- [Summoner Dedication](../../Compendium/feats/summoner-dedication-som.md) -- [Basic Synergy](../../Compendium/feats/basic-synergy-som.md) -- [Initial Eidolon Ability](../../Compendium/feats/initial-eidolon-ability-som.md) -- [Advanced Synergy](../../Compendium/feats/advanced-synergy-som.md) -- [Basic Summoner Spellcasting](../../Compendium/feats/basic-summoner-spellcasting-som.md) -- [Expert Combat Eidolon](../../Compendium/feats/expert-combat-eidolon-som.md) -- [Expert Summoner Spellcasting](../../Compendium/feats/expert-summoner-spellcasting-som.md) -- [Signature Synergy](../../Compendium/feats/signature-synergy-som.md) -- [Master Summoner Spellcasting](../../Compendium/feats/master-summoner-spellcasting-som.md) \ No newline at end of file diff --git a/Rules/secrets-of-magic/chapter-3-spells.md b/Rules/secrets-of-magic/chapter-3-spells.md deleted file mode 100644 index 503d9e64c..000000000 --- a/Rules/secrets-of-magic/chapter-3-spells.md +++ /dev/null @@ -1,139 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["Chapter 3: Spells"] ---- -# Chapter 3: Spells -SoM p. 79 - -> [!pf2-sidebar] Rune Manifestations -> -> The runes that manifest around a caster's hands during spellcasting express the baseline characteristics of invoked magical energies—a common, albeit vaguely understood phenomenon. Scholars have confirmed that these symbols represent schools of magic or power sources, changing to reflect a magical undertaking's complexity. While spellcasters from the same traditions can manifest similar runes—for example, bards invoking runes that resemble musical notes—the exact aesthetic represents an individual's personality and experience, evolving as a spellcaster develops. The study of runes common in the Thassilonian empire originally began as an attempt to use these runic manifestations to comprehend the language of magic and the nature of the universe. -> -> ### Spell Lists -> SoM p. 79 -> -> The following eight pages list the new spells of each tradition. (Focus spells for magus and summoner appear on pages 143–145.) A superscript "H" indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates the spell's school. -> -> - **Arcane Spell List** page 80 -> - **Divine Spell List** page 82 -> - **Occult Spell List** page 84 -> - **Primal Spell List** page 86 - -## Arcane Spell List -SoM p. 80 - -> [!pf2-note] -> Please visit the spells page to view all Arcane Spells from Secrets of Magic. - -## Divine Spell List -SoM p. 82 - -> [!pf2-note] -> Please visit the spells page to view all Divine Spells from Secrets of Magic. - -> [!pf2-brown] Hymn to the Eternal Rose -> See page 83 of Secrets of Magic - -> [!pf2-brown] Rovagug's Call -> See page 83 of Secrets of Magic - -## Occult Spell List -SoM p. 84 - -> [!pf2-note] -> Please visit the spells page to view all Divine Spells from Secrets of Magic. - -## Primal Spell List -SoM p. 86 - -> [!pf2-note] -> Please visit the spells page to view all Divine Spells from Secrets of Magic. - -> [!pf2-brown] Notes from the Green Faith Council -> See page 87 of Secrets of Magic - -## Spell Descriptions -SoM p. 88 - -> [!pf2-note] -> Please visit the spells page to view all Spells from Secrets of Magic. - -> [!pf2-sidebar] Targeting Companions and Eidolons -> -> Some spells in this chapter can affect the caster's companion or eidolon. When "companion" is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, "**Targets** your familiar," you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. -> -> If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. -> -> The spells in this section that can target companions or eidolons are: [clone companion](../../Compendium/spells/clone-companion-som.md), [envenom companion](../../Compendium/spells/envenom-companion-som.md), [juvenile companion](../../Compendium/spells/juvenile-companion-som.md), [protect companion](../../Compendium/spells/protect-companion-som.md), [rapid adaptation](../../Compendium/spells/rapid-adaptation-som.md), [summoner's precaution](../../Compendium/spells/summoners-precaution-som.md), [summoner's visage](../../Compendium/spells/summoners-visage-som.md), [thundering dominance](../../Compendium/spells/thundering-dominance-som.md), and [timely tutor](../../Compendium/spells/timely-tutor-som.md). - -> [!pf2-sidebar] Incarnate Spells -> -> A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish Casting the Spell. At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word "Arrive" or "Depart" respectively, along with any traits. -> -> A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. -> -> The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by [Strikes](../actions/strike.md), spells, or other effects unless they would be able to target or end a spell effect (such as [dispel magic](../../Compendium/spells/dispel-magic.md)). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -## Focus Spells -SoM p. 143 - -### Magus -SoM p. 143 - -> [!pf2-note] -> Please visit the spells page to view all Magus Focus Spells from Secrets of Magic. - -> [!pf2-brown] Magus Regimens -> See page 144 of Secrets of Magic - -### Summoner -SoM p. 143 - -> [!pf2-note] -> Please visit the spells page to view all Summoner Focus Spells from Secrets of Magic. - -> [!pf2-brown] Eidolon Bonding -> See page 144 of Secrets of Magic - -> [!pf2-brown] Describing Link Spells -> See page 145 of Secrets of Magic - -## Rituals -SoM p. 147 - -> [!pf2-note] -> Please visit the rituals page to view all Rituals from Secrets of Magic. - -> [!pf2-brown] Sympathetic Magic -> -> Some rituals work by exploiting magical bonds created between two creatures or a creature and an object tied to them with some kind of personal connection, such as a possession or lock of hair, in a style of spellcasting known as sympathetic magic. Sympathetic magic can be a tool for great good, binding the souls of a guardian and his ward together until a noble quest is completed, or for great evil, hiding assassins from the sight of an otherwise competent watcher. - -> [!pf2-brown] Empathy, Sympathy, and Hate -> -> Sympathetic magic draws much of its power from emotional and spiritual forces, which is one of the reasons it's more likely to be harnessed in occult rituals than any other magical tradition. Strong emotions directed towards the target of the ritual, such as love or empathy for a beloved ally or hatred for an unrelenting enemy, are often key to determining the ritual's success and effectiveness. -> -> Powerful emotions from enough people can even give rise to such effects without a formalized ritual. In the orcish hold of Belkzen, Ardax the White-Hair rules the orcs with an iron fist and defies powerful runelords and magical tyrants with impunity. Some scholars posit that the collective emotions of the Belkzen orcs united under Ardax might have formed a pseudo sympathetic ritual with enough power to deflect the hateful spells of the wizards who would rather see Ardax removed from his position of leadership. \ No newline at end of file diff --git a/Rules/secrets-of-magic/chapter-4-magic-items.md b/Rules/secrets-of-magic/chapter-4-magic-items.md deleted file mode 100644 index 8c727d714..000000000 --- a/Rules/secrets-of-magic/chapter-4-magic-items.md +++ /dev/null @@ -1,322 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["Chapter 4: Magic Items"] ---- -# Chapter 4: Magic Items -SoM p. 155 - -> [!pf2-sidebar] Chapter Map -> -> The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items. -> -> - Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript "U" indicates the item is uncommon. -> - Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures. -> - Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within. -> - Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear. -> - Personal Staves (page 166) are staves you build and customize yourself. -> - Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell. -> - Spellhearts (page 170) are akin to permanent talismans. -> - Consumables (page 172) contains other types of consumables, such as potions and talismans. -> - Permanent Items (page 178) contains more permanent items and runes. - -## Creating a Magic Item -SoM p. 155 - -As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. - -## Investing a Magic Item -SoM p. 155 - -The word "preparation" means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. - -## Activating a Magic Item -SoM p. 155 - -You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a _[third eye](../../Compendium/equipment/items/third-eye.md)_ gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a _potion of dragon's breath_ explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a _[staff of power](../../Compendium/equipment/items/staff-of-power.md)_—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. - -## Collected Notes -SoM p. 155 - -In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter. - -## Fulus -SoM p. 158 - -Many regional variants of fulus, each of which carries a different name, exist throughout Tian Xia. The workings behind the writings remained a secret until scholars correctly deduced that the charms were, in fact, edicts that commanded magic to act in the fashion prescribed by the talisman. Deciphering these writings allowed for the creation of fulus that draw power from sources as diverse as a witch's patron, an arcane legacy, or the changing of the seasons. For the creative adventurer, this lightweight paper makes a versatile tool with many potential applications. - -### Fulu Rules -SoM p. 158 - -**[Fulu](../traits/fulu-som.md):** Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. - -All fulus have the [fulu](../traits/fulu-som.md) and [consumable](../traits/consumable.md) traits. Fulus also have a tradition trait—either [arcane](../traits/arcane.md), [divine](../traits/divine.md), [occult](../traits/occult.md) or [primal](../traits/primal.md)—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the [divine](../traits/divine.md) trait, whereas a witch who dabbles in fate might create a fulu with the [occult](../traits/occult.md) trait. Some fulus also have the [talisman](../traits/talisman.md) trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. - -Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the [Affix a Fulu](../actions/affix-a-fulu-som.md) activity, or the [Affix a Talisman](../actions/affix-a-talisman.md) action instead if the fulu is also a talisman. - -### Using Fulus -SoM p. 158 - -Beyond fulu talismans, non-talisman fulus can be affixed or removed easily, though removing a fulu causes it to immediately burn out. The paper is fragile, easily destroyed by hazards such as water, fire, or an observant enemy when either unattended or affixed to the ground or a structure. Fulus that are also talismans use the normal rules for Affixing and removing talismans instead of the action presented here. - -![Affix a Fulu](../actions/affix-a-fulu-som.md) - -### Crafting a Fulu -SoM p. 158 - -Fulus can be created using the [Crafting](../../Compendium/skills.md#Crafting) skill like any other magic item, and they have a batch size of four, meaning you can Craft four copies of the same fulu at a time. A fulu's script consists of symbols citing the person or place from which the fulu draws power, a symbol of command, details of the desired effect, and other formulaic elements to complete the charm. Each part is written as the crafter recites a spell mantra, with the crafter's powers and magic essences weaving into the ink and paper. As creating a fulu requires knowledge of these mantras, a fulu can't be disassembled to learn its formula like many other items—the formula for a fulu can be learned only firsthand. - -Unlike most items, the ritualistic aspect of fulus' creation allows the creator to expedite the process, though doing so decreases the fulus' stability. A character with the formula for a fulu can [Craft](../actions/craft.md) up to four fulus for their full price in a single day of downtime, rather than taking four days as normal for the [Craft](../actions/craft.md) downtime activity. However, if they do so, the fulus only last for a month, rather than a year. This is perfect for fulus you expect to use soon after [Crafting](../actions/craft.md) them, as in that case, there isn't much difference between a month and a year. - -### Fulus -SoM p. 158 - -The following are some of the fulus most frequently seen in temples and on armors and weapons. While divine fulus are most common on Golarion, fulus of all traditions are generally available, so the fulus in this section list the magical trait as a placeholder. - -> [!pf2-sidebar] Real-Life Usage -> -> In the real world, "fulu" refers to two divine instruments found in Daoist traditions. "Fu" refers to warding talismans, and "lu" are writs for summoning divine soldiers or spirits; both can still be found in use by Daoist temples and folk religions. Unlike in Golarion, fulus that draw power from unrecognized divine figures or use ahistorical symbols are considered frauds. Some temples have attempted to reduce predatory appropriation by recording their talismans' meanings (though not how to create them) in informative manuals. - -- [Apotropaic Fulu](../../Compendium/equipment/items/apotropaic-fulu-som.md) -- [Detect Anathema Fulu](../../Compendium/equipment/items/detect-anathema-fulu-som.md) -- [Fulus Of Concealment](../../Compendium/equipment/items/fulus-of-concealment-som.md) -- [Fulu Of The Drunken Monkey](../../Compendium/equipment/items/fulu-of-the-drunken-monkey-som.md) -- [Fulu Of Fire Suppression](../../Compendium/equipment/items/fulu-of-fire-suppression-som.md) -- [Fulu Of Flood Suppression](../../Compendium/equipment/items/fulu-of-flood-suppression-som.md) -- [Fulu Of The Stoic Ox](../../Compendium/equipment/items/fulu-of-the-stoic-ox-som.md) -- [Ghostbane Fulu](../../Compendium/equipment/items/ghostbane-fulu-som.md) -- [Magical Lock Fulu](../../Compendium/equipment/items/magical-lock-fulu-som.md) -- [Matchmaker Fulu](../../Compendium/equipment/items/matchmaker-fulu-som.md) -- [Rebound Fulu](../../Compendium/equipment/items/rebound-fulu-som.md) -- [Restful Sleep Fulu](../../Compendium/equipment/items/restful-sleep-fulu-som.md) -- [Spirit-Sealing Fulu](../../Compendium/equipment/items/spirit-sealing-fulu-som.md) -- [Stormbreaker Fulu](../../Compendium/equipment/items/stormbreaker-fulu-som.md) -- [Tracking Fulu](../../Compendium/equipment/items/tracking-fulu-som.md) -- [Venomous Cure Fulu](../../Compendium/equipment/items/venomous-cure-fulu-som.md) - -> [!pf2-sidebar] Creating Your Own Fulu -> -> Many fulus replicate spell effects, functioning much like scrolls affixed onto the targets. As the GM, if you want to create a new fulu using this concept, in general, the number of fulus needed to replicate a spell is the same as the number of actions required to Cast the Spell. You can draw that full set of fulus into one hand with the same [Interact](../actions/interact.md) action. While this means affixing time is equal to casting time, the fulus don't need to be affixed on the same turn, so take that into account when deciding whether or how to build a particular fulu. If a spell has more than three targets, such as a heightened [remove fear](../../Compendium/spells/remove-fear.md), you might allow for the creation of a fulu that's affixed to the ground and that affects targets within a certain distance once a character places the last one. - -#### Fulu Items -SoM p. 161 - -The following items are associated with fulus. - -- [Fu Water](../../Compendium/equipment/items/fu-water-som.md) -- [Fulu Compendium](../../Compendium/equipment/items/fulu-compendium-som.md) - -## Grimoires -SoM p. 161 - -Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. - -If you prepare spells (whether from your class features, like a cleric or wizard, or from a special feat or ability, like the Esoteric Polymath bard feat), you can study a grimoire during your daily preparations to enhance one or more of the spells within. Until your next daily preparations, you gain the ability to Activate the grimoire. As you've already absorbed the power from the grimoire during your daily preparations, you can Activate it even if you later lose possession of the book itself. Grimoires' benefits apply only to spells cast via spell slots—not cantrips, focus spells, or innate spells. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day. - -### Grimoires -SoM p. 161 - -A few of the grimoires known to exist are listed here. - -- [Bestiary Of Metamorphosis](../../Compendium/equipment/items/bestiary-of-metamorphosis-som.md) -- [Book Of Lingering Blaze](../../Compendium/equipment/items/book-of-lingering-blaze-som.md) -- [Codex Of Unimpeded Sight](../../Compendium/equipment/items/codex-of-unimpeded-sight-som.md) -- [Endless Grimoire](../../Compendium/equipment/items/endless-grimoire-som.md) -- [Instructions For Lasting Agony](../../Compendium/equipment/items/instructions-for-lasting-agony-som.md) -- [Spellbook Of Redundant Enchantment](../../Compendium/equipment/items/spellbook-of-redundant-enchantment-som.md) -- [Storyteller's Opus](../../Compendium/equipment/items/storytellers-opus-som.md) -- [Summoning Handscroll](../../Compendium/equipment/items/summoning-handscroll-som.md) -- [Warding Tablets](../../Compendium/equipment/items/warding-tablets-som.md) - -## Magical Tattoos -SoM p. 164 - -Tattooing is a precise art, and making magical tattoos requires developing a special rapport between the artist and their living canvas. For this reason, it can be difficult to find someone to ink a magical tattoo on your body. (Consequently, most most magical tattoos other than the ones appearing here are uncommon.) Securing such services might require a person to achieve notable deeds, become a member of a community, or prove their character and commitment to the artist. - -Most magical tattooing requires the same tools as traditional methods, just using magical inks and, sometimes, magical implements, such as needles, bone tattooing rakes, or the like. Some processes, including certain traditional Varisian methods, etch the magic directly into the skin without puncturing it. The pain remains the same. - -### Tattooing Rules -SoM p. 164 - -To craft a magical tattoo, you must be able to craft magic items and have a specialty in tattooing. You can attain these requirements by taking the [Tattoo Artist](../../Compendium/feats/tattoo-artist-som.md) skill feat below, or you can take both the [Magical Crafting](../../Compendium/feats/magical-crafting.md) and [Specialty Crafting](../../Compendium/feats/specialty-crafting.md) skill feats, choosing artistry as your specialty. - -#### Crafting A Tattoo -SoM p. 164 - -Inking a magical tattoo onto a creature is much like etching a rune onto an item. The tattooist uses the [Craft](../actions/craft.md) activity, and the subject must be present throughout the process. The tattooist must meet any special [Craft](../actions/craft.md) requirements, and they can ink only one tattoo at a time. Not only does a magical tattoo not have any effect until the [Craft](../actions/craft.md) activity is complete, but it also requires a healing period. Though this time frame can last up to a month, applying magical or alchemical healing can shorten it to as little as a day. - -#### The Tattoo Trait -SoM p. 164 - -A magical tattoo has the [tattoo](../traits/tattoo-lowg.md) trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the [invested](../traits/invested.md) trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like [dispel magic](../../Compendium/spells/dispel-magic.md) or [disjunction](../../Compendium/spells/disjunction.md). If destroyed, the tattoo fades from the skin. - -If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they [Craft](../actions/craft.md) a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be 11 into their greater versions by having a tattooist add to or modify the existing tattoo. - -> [!pf2-example] Cultural Tattoos -> See page 165 of Secrets of Magic - -### Tattoos -SoM p. 164 - -- [Familiar Tattoo](../../Compendium/equipment/items/familiar-tattoo-som.md) -- [Rune of Sin](../../Compendium/equipment/items/rune-of-sin-som.md) -- [Warding Tattoo](../../Compendium/equipment/items/warding-tattoo-som.md) - -## Personal Staves -SoM p. 166 - -A custom staff is always unique, and you need your GM's permission to create one and introduce it to your game. - -### Creating a Personal Staff -SoM p. 166 - -Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list. - -#### Determining Level And Price -SoM p. 166 - -Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below. - -![Personal Staves](../tables/personal-staves-som.md) - -#### Picking Your Spells -SoM p. 166 - -Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your undine sorcerer might create a _deep sea staff_ themed around the [water](../traits/water.md) trait, inscribing it with spells such as [create water](../../Compendium/spells/create-water.md) and [hydraulic push](../../Compendium/spells/hydraulic-push.md). - -You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using [Trick Magic Item](../../Compendium/feats/trick-magic-item.md); however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters. - -#### Example -SoM p. 166 - -Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells: - -- Cantrip: [tanglefoot](../../Compendium/spells/tanglefoot.md) -- 1st: protector tree, [shillelagh](../../Compendium/spells/shillelagh.md) -- 2nd: [entangle](../../Compendium/spells/entangle.md), [shape wood](../../Compendium/spells/shape-wood.md) -- 3rd: [tree shape](../../Compendium/spells/tree-shape.md), [wall of thorns](../../Compendium/spells/wall-of-thorns.md) -- 4th: [barkskin](../../Compendium/spells/barkskin.md), [speak with plants](../../Compendium/spells/speak-with-plants.md) -- 5th: [plant form](../../Compendium/spells/plant-form.md), [wall of thorns](../../Compendium/spells/wall-of-thorns.md) -- 6th: nature's reprisal, [plant form](../../Compendium/spells/plant-form.md) - -Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot. - -#### Crafting the Staff -SoM p. 166 - -> [!pf2-sidebar] Staff of Nature's Cunning -> -> You might want to take a version of the Lini's Leafstick for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels. -> -> [Staff of Nature's Cunning](../../Compendium/equipment/items/staff-of-natures-cunning-som.md) - -Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items. - -As with normal staves, one casting of all listed levels of all spells in the staff must be provided during [Crafting](../actions/craft.md). - -Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the [magical](../traits/magical.md) trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list. - -You still need to [Craft](../actions/craft.md) the staff. If you're not good at [Crafting](../../Compendium/skills.md#Crafting), you can have somebody use the [Craft](../../Compendium/skills.md#Craft) activity for you, but you must be present the whole time. Since the creation of a custom staff is [rare](../traits/rare.md), you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story. - -##### Example -SoM p. 167 - -Lini selected mostly transmutation spells for her staff, so she chooses the [transmutation](../traits/transmutation.md) trait. She could give it the primal trait, but choses to keep it open with the [magical](../traits/magical.md) trait, much like the [verdant staff](../../Compendium/equipment/items/verdant-staff.md) in the Core Rulebook. - -To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a [Crafting](../../Compendium/skills.md#Crafting) check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements. - -#### Naming The Staff -SoM p. 167 - -When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master. - -##### Example -SoM p. 167 - -Lini christens her new creation _Lini's Leafstick_! - -![Lini's Leafstick](../../Compendium/equipment/items/linis-leafstick-som.md) - -### Revising the Staff -SoM p. 166 - -As you level up, your staff will get less useful unless you upgrade it. You might also want to make revisions as you play if you come to dislike the spells you chose. - -To change spells already in the staff, use the [Craft](../actions/craft.md) activity with a Price equal to 1/10th the staff's Price. You can swap out any of the spells in the staff when you finish. The new spells have to have the staff's chosen trait and be an appropriate level, just as though you were choosing them when initially making the staff, and you must provide castings of them. - -Upgrading the staff is similar to 11 an item to a higher-level version. Decide the staff's new level. Pay the difference in Price, pick the new spells, and use [Craft](../actions/craft.md) for the upgrade. You must supply castings of the new spells. Upgrading doesn't let you switch any of the spells you'd previously chosen. - -## Spell Catalysts -SoM p. 167 - -Items with the [catalyst](../traits/catalyst-som.md) trait are consumable material spell components that alter or magnify specific spells. [Activating](../actions/activate-an-item.md) a catalyst is part of [Casting the Spell](../actions/cast-a-spell.md). The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](../actions/cast-a-spell.md). - -- [Dazzling Rosary](../../Compendium/equipment/items/dazzling-rosary-som.md) -- [Dimensional Knot](../../Compendium/equipment/items/dimensional-knot-som.md) -- [Firestarter Pellets](../../Compendium/equipment/items/firestarter-pellets-som.md) -- [Force Tiles](../../Compendium/equipment/items/force-tiles-som.md) -- [Noxious Incense](../../Compendium/equipment/items/noxious-incense-som.md) -- [Shimmering Dust](../../Compendium/equipment/items/shimmering-dust-som.md) -- [Soothing Scents](../../Compendium/equipment/items/soothing-scents-som.md) -- [Thunderbird Tuft](../../Compendium/equipment/items/thunderbird-tuft-som.md) -- [Waterproofing Wax](../../Compendium/equipment/items/waterproofing-wax-som.md) - -## Spellhearts -SoM p. 170 - -Unlike talismans, a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the spellheart trait. - -**[Spellheart](../traits/spellheart-som.md)**: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the [Affix a Spellheart](../actions/affix-a-talisman.md) activity, which is otherwise identical to [Affix a Talisman](../actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. The rules related to talismans and affixing them are on page 565 of the Core Rulebook. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](../actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](../../Compendium/spells/air-walk.md), gale blast, and [wall of wind](../../Compendium/spells/wall-of-wind.md). - -- [Five-Feather Wreath](../../Compendium/equipment/items/five-feather-wreath-som.md) -- [Flaming Star](../../Compendium/equipment/items/flaming-star-som.md) -- [Grim Sandglass](../../Compendium/equipment/items/grim-sandglass-som.md) -- [Perfect Droplet](../../Compendium/equipment/items/perfect-droplet-som.md) -- [Trinity Geode](../../Compendium/equipment/items/trinity-geode-som.md) - -## Consumables -SoM p. 173 - -> [!pf2-tip] - -> [!pf2-note] -> Please visit the items page to view all Consumable Items from Secrets of Magic. - -> [!pf2-paper] A letter -> - -- > [!pf2-example] Materiality and Magic -> See page 177 of Secrets of Magic -- > [!pf2-example] Pleasantly Consumable -> See page 177 of Secrets of Magic - -## Permanent Items -SoM p. 179 - -> [!pf2-tip] - -> [!pf2-note] -> Please visit the items page to view all Permanent Items from Secrets of Magic. - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> - -> [!pf2-paper] A letter -> \ No newline at end of file diff --git a/Rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md b/Rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md deleted file mode 100644 index 5c9f24b3d..000000000 --- a/Rules/secrets-of-magic/chapter-5-book-of-unlimited-magic.md +++ /dev/null @@ -1,1379 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["Chapter 5: Book of Unlimited Magic"] ---- -# Chapter 5: Book of Unlimited Magic -SoM p. 193 - -> [!pf2-sidebar] Access To Rules Elements -> -> Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry gains access to the rules element. For instance, a shadowcaster can choose a shadow familiar, even though it's uncommon. Access entries are often used in other books to give appropriate access to creatures from specific regions or organizations. -> -> ### Class Archetypes -> SoM p. 193 -> -> This section includes several class archetypes: elementalist, flexible spellcaster, runelord, and wellspring mage. These archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. -> -> You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. -> -> It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype. - -This chapter provides you with a wide variety of unusual magical practices and character options, many of them uncommon or rare. By adding them to your game, you can expand and enrich the narrative of how magic works. The chapter is organized into the following sections. - -**6** allows a spellcaster to harness pent-up emotions to enter a state of emotional fervor, gaining special benefits from the emotion but risking emotional fallout once the fervor ends. - -**6** has options for characters focused on elemental magic, including elementalists who focus their entire spell list on the elements, elemental stances for monks, and druid orders of flame, stone, and waves. - -**6** represents the culmination of spellcasters' research and experimentation to gain the best of both worlds between prepared spellcasting and spontaneous spellcasting. - -**6** taps into the natural world around the spellcaster, giving them benefits depending on the terrain, even allowing the spellcaster to simulate the energies of a different terrain. - -**6** embody the magical veins and arteries of the multiverse, flowing with energy across worlds and planes alike and gathering at special locations called nodes. Spellcasters can learn to tap into ley lines, though doing so presents a significant gamble. - -**6** covers situations and settings where magic is _everywhere_, infusing the land itself with unusual effects and trickling down to every creature in the area. - -**6** surrenders the piece of a spellcaster's soul that keeps out the darkness, allowing themselves to learn new magic or to gain shadowy animal companions and familiars. - -**6** magically attach to a creature's soul, then grow in the breadth of their magic in a similar fashion to relics. - -**6** bond weapons, armor, or shields to the forger's soul, allowing the soulforger to manifest their armament at a moment's notice and even bring forth an empowered true form. - -**6** divides magic into seven runes associated with the seven sins. Each runelord embodies one of the seven schools, gaining significant advantages with their school spells. - -**6** allow a practitioner to learn the secrets of a being's inner nature, granting them an incredible amount of leverage to compel that creature into service. - -**6** is both a blessing and a curse: it grants a deep infusion of magic, potentially allowing the casting of many spells, but it also risks out-of-control wellspring surges if the power becomes too much to handle. - -## Cathartic Magic -SoM p. 194 - -**Rarity:** [Uncommon](../traits/uncommon.md) - -Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them. - -The magic of emotions is as difficult to master as emotions themselves. Practitioners of this art find themselves tired, unfocused, or in physical pain after tapping into their deepest feelings. It often takes time for these users to reclaim mastery of their own minds. Most cathartic mages find a mundane activity to help settle themselves, such as reading, needlepoint, or simple meditation. - -### Roleplaying -SoM p. 194 - -Using cathartic magic in your game invites heavy use of role-playing emotional states, which can be a challenge for some game tables. Players need to check with their GMs and other players to ensure these rules are appropriate for the game. Entering an emotional fervor doesn't mean anything a character does in that state is acceptable. As always, adding new rules doesn't excuse being rude to other players. - -It's also important to keep the cathartic emotion from overshadowing the other parts of your character, as it works best as part of a well-rounded personality. It's a powerful emotion, though not your _only_ emotion. This power can be a double-edged sword, but it doesn't have to be. It could be a fun quirk, a deep struggle, or a mysterious power your character wants to investigate. - -### Gamemastering -SoM p. 194 - -One of the reasons cathartic magic is uncommon has to do with the adjustments the GM must make to incorporate it in the game. Some situations that would normally be detrimental for PCs, like becoming controlled or critically failing at a roll, can be a trigger for powering up instead! Some emotions require a PC or NPC to be an emotional focus, making the ability largely useless if the PC is separated from that person. - -#### Gamemastering -SoM p. 194 - -In the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the Cathartic Mage Dedication. Like any reaction, it still poses a choice—the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the [Cathartic Mage](../../Compendium/character/archetypes/cathartic-mage-som.md) archetype. - -### [Cathartic Mage](../../Compendium/character/archetypes/cathartic-mage-som.md) (Archetype) -SoM p. 194 - -Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again. - -- [Cathartic Mage Dedication](../../Compendium/feats/cathartic-mage-dedication-som.md) -- [Basic Cathartic Spellcasting](../../Compendium/feats/basic-cathartic-spellcasting-som.md) -- [Cathartic Focus Spell](../../Compendium/feats/cathartic-focus-spell-som.md) -- [Work Yourself Up](../../Compendium/feats/work-yourself-up-som.md) -- [Expert Cathartic Spellcasting](../../Compendium/feats/expert-cathartic-spellcasting-som.md) -- [Infectious Emotions](../../Compendium/feats/infectious-emotions-som.md) -- [Master Cathartic Spellcasting](../../Compendium/feats/master-cathartic-spellcasting-som.md) - -> [!pf2-sidebar] Emotional Focus -> -> Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable. - -#### Emotional States -SoM p. 196 - -The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information. - -**Catharsis Trigger** The event or conditions you must meet to take your Catharsis reaction. - -**Catharsis Activation** The benefit when you use Catharsis. - -**Emotional Fervor** Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot must be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended. - -**Emotional Fallout** The effect you experience when your emotional fervor ends. - -**Focus Spell** The focus spell you gain if you select the [Cathartic Focus Spell](../../Compendium/feats/cathartic-focus-spell-som.md) archetype feat. - -##### Anger -SoM p. 196 - -Your destructive wrath allows you to harm your foes but causes you pain in the process. - -**Catharsis Trigger** An enemy deals damage to you. You can't use this reaction if you're [fatigued](../conditions.md#Fatigued). - -**Catharsis Activation** If you're [grabbed](../conditions.md#Grabbed), [immobilized](../conditions.md#Immobilized), or [restrained](../conditions.md#Restrained), you can attempt to [Escape](../actions/escape.md). If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level. - -**Emotional Fervor** When you [Cast a Spell](../actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: [draw ire](../../Compendium/spells/draw-ire-som.md) - -**Emotional Fallout** You become [fatigued](../conditions.md#Fatigued) until you Settle your Emotions. - -**Focus Spell** [athletic rush](../../Compendium/spells/athletic-rush.md) - -##### Awe -SoM p. 196 - -Your powerful sense of wonderment can be infectious and distracting. - -**Catharsis Trigger** You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs. - -**Catharsis Activation** If you're [fascinated](../conditions.md#Fascinated) or [stupefied](../conditions.md#Stupefied), you can attempt an additional save to end the effect if it allowed a save. - -**Emotional Fervor** When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes [fascinated](../conditions.md#Fascinated) with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: [glitterdust](../../Compendium/spells/glitterdust.md) - -**Emotional Fallout** You become [flat-footed](../conditions.md#Flat-footed) until you Settle your Emotions. - -**Focus Spell** [dazzling flash](../../Compendium/spells/dazzling-flash.md) (doesn't require a religious symbol) - -##### Dedication -SoM p. 196 - -Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar). - -**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. - -**Catharsis Activation** Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute. - -**Emotional Fervor** Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: [spirit link](../../Compendium/spells/spirit-link.md) - -**Emotional Fallout** Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus. - -**Focus Spell** [protector's sacrifice](../../Compendium/spells/protectors-sacrifice.md) - -##### Fear -SoM p. 196 - -You let your fear fuel you, rather than consume you, but it burns your endurance. - -**Catharsis Trigger** An enemy makes you [frightened](../conditions.md#Frightened). - -**Catharsis Activation** Increase your [frightened](../conditions.md#Frightened) value by 1, to a maximum of [frightened](../conditions.md#Frightened). - -**Emotional Fervor** You don't take the status penalty from the [frightened](../conditions.md#Frightened) condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: [fear](../../Compendium/spells/fear.md) - -**Emotional Fallout** You are [fleeing](../conditions.md#Fleeing) for 2 rounds, running from the source of the [frightened](../conditions.md#Frightened) condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout. - -**Focus Spell** [waking nightmare](../../Compendium/spells/waking-nightmare.md) - -##### Hatred -SoM p. 196 - -Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar). - -**Catharsis Trigger** You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up). - -**Catharsis Activation** You can [Step](../actions/step.md) or [Stride](../actions/stride.md). You must end this movement closer to your emotional focus. - -**Emotional Fervor** Your emotional focus is [flat-footed](../conditions.md#Flat-footed) to you and takes a –2 status penalty to saves against your spells. You're [flat-footed](../conditions.md#Flat-footed) to your emotional focus and take a –2 status penalty to saves against it. Spell: [blood vendetta](../../Compendium/spells/blood-vendetta-apg.md) - -**Emotional Fallout** You become [stunned](../conditions.md#Stunned). - -**Focus Spell** [cry of destruction](../../Compendium/spells/cry-of-destruction.md) - -##### Joy -SoM p. 197 - -Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned. - -**Catharsis Trigger** You critically succeed on an attack roll or save, or an enemy critically fails on a save against you. - -**Catharsis Activation** Reduce the value of any [frightened](../conditions.md#Frightened) or [stupefied](../conditions.md#Stupefied) condition you have by 1 and end any [persistent mental damage](../conditions.md#Persistent%20Damage) you have. - -**Emotional Fervor** You gain a +1 status bonus to [Performance](../../Compendium/skills.md#Performance) checks and to the spell attack rolls of [emotion](../traits/emotion.md) spells, and enemies take a –1 status penalty to saves against your [emotion](../traits/emotion.md) spells. Spell: [hideous laughter](../../Compendium/spells/hideous-laughter.md) - -**Emotional Fallout** You become [fatigued](../conditions.md#Fatigued) until you Settle your Emotions. - -**Focus Spell** [unimpeded stride](../../Compendium/spells/unimpeded-stride.md) - -##### Love -SoM p. 197 - -You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back. - -**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you. - -**Catharsis Activation** If either you or your emotional focus is [confused](../conditions.md#Confused) or [controlled](../conditions.md#Controlled), one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save. - -**Emotional Fervor** You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: [soothe](../../Compendium/spells/soothe.md) - -**Emotional Fallout** You're [fascinated](../conditions.md#Fascinated) with your emotional focus for 1 minute. - -**Focus Spell** [soothing words](../../Compendium/spells/soothing-words.md) - -##### Misery -SoM p. 197 - -To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering. - -**Catharsis Trigger** You gain [persistent damage](../conditions.md#Persistent%20Damage) from a foe. - -**Catharsis Activation** You gain a number of temporary Hit Points equal to your level. They last for 1 minute. - -**Emotional Fervor** You can choose not to attempt a flat check to end [persistent damage](../conditions.md#Persistent%20Damage) you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes [persistent damage](../conditions.md#Persistent%20Damage) of the same type the spell dealt, of an amount equal to the highest amount of [persistent damage](../conditions.md#Persistent%20Damage) you currently have. You can't choose a creature that's already taking [persistent damage](../conditions.md#Persistent%20Damage). Spell: [phantom pain](../../Compendium/spells/phantom-pain.md) - -**Emotional Fallout** You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level. - -**Focus Spell** [savor the sting](../../Compendium/spells/savor-the-sting.md) - -##### Pride -SoM p. 197 - -All is well as long as you appear well, but you get caught up in the moment and lose track of what's important. - -**Catharsis Trigger** You critically fail on an attack roll or saving throw. - -**Catharsis Activation** The critical failure becomes a failure. - -**Emotional Fervor** Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: [color spray](../../Compendium/spells/color-spray.md) - -**Emotional Fallout** You momentarily lose track of what's real, becoming [confused](../conditions.md#Confused) for 1 round. Spell: [mirror image](../../Compendium/spells/mirror-image.md) - -**Focus Spell** [veil of confidence](../../Compendium/spells/veil-of-confidence.md) - -##### Remorse -SoM p. 197 - -You attempt to overcome your failings, but your guilt stays with you. - -**Catharsis Trigger** An ally within 30 feet drops to 0 Hit Points. - -**Catharsis Activation** You [Step](../actions/step.md) or [Stride](../actions/stride.md). You must end this movement closer to the triggering ally - -**Emotional Fervor** Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: [warrior's regret](../../Compendium/spells/warriors-regret-som.md) - -**Emotional Fallout** Your emotional weight crushes you, leaving you [stupefied](../conditions.md#Stupefied) until you Settle your Emotions. - -**Focus Spell** [healer's blessing](../../Compendium/spells/healers-blessing.md) - -## Elementalism -SoM p. 198 - -### Druidic Orders -SoM p. 198 - -Elementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms. - -Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the storm order that focuses on [air](../traits/air.md), a sizable contingent of druids devote themselves fully to elemental magic, choosing the [elementalist](../../Compendium/character/archetypes/elementalist-som.md) class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element. - -Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray. - -#### Flame -SoM p. 198 - -You feel a kinship with flames and can use them for succor and destruction. You're trained in [Acrobatics](../../Compendium/skills.md#Acrobatics). You also gain the [Fire Lung](../../Compendium/feats/fire-lung-som.md) druid feat. You gain the [wildfire](../../Compendium/spells/wildfire-som.md) order spell. Allowing unnatural fires to spread or preventing natural fires from occurring in a way that harms the environment are anathema to your order (this doesn't prevent you from using fire destructively or force you to combat a controlled or natural fire). - -#### Stone -SoM p. 198 - -You're as enduring as stone, and you take comfort in its steadfast presence, both natural and worked. You're trained in [Crafting](../../Compendium/skills.md#Crafting). You also gain the [Steadying Stone](../../Compendium/feats/steadying-stone-som.md) druid feat. You gain the [crushing ground](../../Compendium/spells/crushing-ground-som.md) order spell. Poisoning or polluting the land and heedlessly carving the earth to plunder its natural resources are anathema to your order (this doesn't prevent you from responsibly digging or mining). - -#### Wave -SoM p. 198 - -Water is the source of life, and you've learned to shape how it flows. You're trained in [Medicine](../../Compendium/skills.md#Medicine). You also gain the [Shore Step](../../Compendium/feats/shore-step-som.md) druid feat. You gain the [rising surf](../../Compendium/spells/rising-surf-som.md) order spell. Polluting water or allowing those who pollute water sources to go unpunished is anathema to your order (this doesn't force you to take action against potential water pollution or to sacrifice yourself against an obviously superior foe). - -> [!pf2-sidebar] The Four Elements -> -> The elements are clearly observable in the natural world, but philosophers ascribe deeper attributes that can be seen in a gust or heard in a geode. -> -> **Fire** is unbridled potential but must be tended with care. When nurtured, flames bring warmth and healing. They illuminate darkness and reveal truth, clearing old growth for new. But fire also burns, obscures, and destroys. An elementalist must learn to both bank and fuel the flames. -> -> **Earth** is both cradle and tomb. It's home for most creatures, providing nourishment and shelter. But the earth runs deep and is too vast to fully control. An elementalist must listen carefully to the stones or risk their anger. -> -> **Water** is soothing and enigmatic. Most living creatures are composed primarily of water and require water to survive; controlling water thus gives an elementalist power over the flow of life. Though water is the easiest element to work with, its depths are a mystery. -> -> **Air** breathes life into myriad worlds but is ephemeral and often overlooked. In truth, air is the most difficult of elements to work with, as learning to grasp the ungraspable and see the unseen is notoriously difficult. Mastering air requires intuition, subtlety, and impressive powers of perception. - -### Druid Feats -SoM p. 198 - -- [Fire Lung](../../Compendium/feats/fire-lung-som.md) -- [Shore Step](../../Compendium/feats/shore-step-som.md) -- [Steadying Stone](../../Compendium/feats/steadying-stone-som.md) -- [Fire Resistance](../../Compendium/feats/fire-resistance-som.md) -- [Natural Swimmer](../../Compendium/feats/natural-swimmer-som.md) -- [Sheltering Cave](../../Compendium/feats/sheltering-cave-som.md) -- [Advanced Elemental Spell](../../Compendium/feats/advanced-elemental-spell-som.md) -- [Fiery Retort](../../Compendium/feats/fiery-retort-som.md) -- [Harden Flesh](../../Compendium/feats/harden-flesh-som.md) -- [Purifying Spell](../../Compendium/feats/purifying-spell-som.md) - -### Focus Spells -SoM p. 200 - -These elemental focus spells are available to druids of the flame, stone, and wave orders and to characters with the [elementalist](../../Compendium/character/archetypes/elementalist-som.md) class archetype. - -- [Combustion](../../Compendium/spells/combustion-som.md) -- [Crushing Ground](../../Compendium/spells/crushing-ground-som.md) -- [Powerful Inhalation](../../Compendium/spells/powerful-inhalation-som.md) -- [Pulverizing Cascade](../../Compendium/spells/pulverizing-cascade-som.md) -- [Rising Surf](../../Compendium/spells/rising-surf-som.md) -- [Stone Lance](../../Compendium/spells/stone-lance-som.md) -- [Updraft](../../Compendium/spells/updraft-som.md) -- [Wildfire](../../Compendium/spells/wildfire-som.md) - -### Monk Stances -SoM p. 202 - -Monks manipulate the elements within themselves to manifest magic. [Mountain Stance](../../Compendium/feats/mountain-stance.md) and [Wild Winds Initiate](../../Compendium/feats/wild-winds-initiate.md) from the Core Rulebook provide earth and air. - -- Reflective Ripple Stance -- Stoked Flame Stance -- Inner Fire -- Rippling Spin -- Blazing Streak -- Wave Spiral - -### Elemental Spell List -SoM p. 203 - -> [!pf2-note] -> Please visit the spells page to view all Elemental Spells from Secrets of Magic. - -> [!pf2-sidebar] Elementalism On Golarion -> See page 205 of Secrets of Magic - -### [Elementalist](../../Compendium/character/archetypes/elementalist-som.md) (Class Archetype) -SoM p. 206 - -You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element. - -#### Elemental Magic -SoM p. 206 - -You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the [Elementalist Dedication](../../Compendium/feats/elementalist-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must have a spellcasting class feature that chooses spells from the arcane or primal spell list. - -**Elementalist Adjustments:** Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. - -If you're a sorcerer with the elemental bloodline, you can replace your [initial bloodline spell](../../Compendium/spells/elemental-toss.md) with an initial elemental focus spell, and your [advanced bloodline spell](../../Compendium/spells/elemental-motion.md) with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline. - -**Druid Elementalist Adjustments:** If you're a druid of the storm order, you can choose to replace your starting order spell, [tempest surge](../../Compendium/spells/tempest-surge.md), with [updraft](../../Compendium/spells/updraft-som.md). - -**Wizard Elementalist Adjustments:** If you're a wizard with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the [air](../traits/air.md) trait in your extra arcane school slots, you can prepare an extra air cantrip, and you add an extra air spell from the elemental spell list to your spellbook. Additionally, in place of your arcane school spell, you learn the initial elemental focus spell of your selected element. In all other ways, your arcane school|Wizard||1 functions as written in the Core Rulebook. If you later select the [Advanced School Spell](../../Compendium/feats/advanced-school-spell.md) wizard feat, instead of gaining the listed school spell, you gain the advanced elemental focus spell of your selected element. - -**Additional Feats:** **4th** [Familiar](../../Compendium/feats/familiar-sorcerer.md), **6th** [Enhanced Familiar](../../Compendium/feats/enhanced-familiar-sorcerer.md), **8th** [Current Spell](../../Compendium/feats/current-spell-apg.md), [Water Step](../../Compendium/feats/water-step.md). - -- [Elementalist Dedication](../../Compendium/feats/elementalist-dedication-som.md) -- [Dousing Spell](../../Compendium/feats/dousing-spell-som.md) -- [Elemental Familiar](../../Compendium/feats/elemental-familiar-som.md) -- [Burning Spell](../../Compendium/feats/burning-spell-som.md) -- [Metabolize Element](../../Compendium/feats/metabolize-element-som.md) -- [Rockslide Spell](../../Compendium/feats/rockslide-spell-som.md) -- [Wind-Tossed Spell](../../Compendium/feats/wind-tossed-spell-som.md) - -## Flexible Preparation -SoM p. 208 - -Flexible spellcasters learn to prepare spells into a collection each day and can cast spells from their collection spontaneously. This combination makes such spellcasters the envy of their peers, but it comes with a significant cost. The magical power required to fuel their flexible casting draws heavily upon their magic's mental or vital essence, so they can cast far fewer spells each day. The strain manifests differently for each flexible spellcaster and varies by tradition, though it most commonly starts as a mild headache for arcane and occult spellcasters or fatigue for divine and primal spellcasters. - -Flexible spellcasting wizards—who sometimes prefer to use the more generic term for arcane spellcasters, arcanists—are more common in schools and other places that practice experimental or innovative magic, such as the Occularium in the atheist nation of Rahadoum, the Magaambya magic school in the jungle of the Mwangi Expanse, or the many academies in the arcane nation of Nex. Flexible spellcasting druids, sometimes called fey callers, use the infinite possibilities of the First World and the magical curiosity of the fey to power their flexible magic. They more commonly appear in places where the veil to the First World is thin, such as the Land of the Linnorm Kings or the River Kingdoms. Flexible spellcasting clerics, sometimes called ecclesiasts, have an unorthodox connection to their deity, allowing them flexibility in the grace they earn through their prayers. They're more commonly itinerant, rather than connected to an established church. Flexible spellcasting witches, sometimes called invokers, have more personal connections with their patrons (even though the patron is still an enigma), allowing them to adjust their magic more easily. - -![Flexible Spellcaster Spells per Day](../tables/flexible-spellcaster-spells-per-day-som.md) - -### [Flexible Spellcaster](../../Compendium/character/archetypes/flexible-spellcaster-som.md) (Class Archetype) -SoM p. 209 - -You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day. - -#### Flexible Spell Preparation -SoM p. 209 - -This class feature alters your spellcasting class feature (such as Arcane Spellcasting|Wizard||1 for the wizard or Divine Spellcasting|Cleric||1 for the cleric). If you choose this class archetype, you must select [Flexible Spellcaster Dedication](../../Compendium/feats/flexible-spellcaster-dedication-som.md) as your 2nd-level class feat. - -**Prerequisites:** You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day. - -**Flexible Spellcaster Adjustments:** You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows. - -- You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5—1). -- Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips. -- During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard. -- You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once. -- Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar. - -![Flexible Spellcaster Spells per Day](../tables/flexible-spellcaster-spells-per-day-som.md) - -> [!pf2-sidebar] Restricted Spell Slots -> -> When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's Arcane School|Wizard||1||specialist school spells or the cleric's divine font|Cleric||1, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast [heal](../../Compendium/spells/heal.md) spells of the highest level you can cast, but doesn't add [heal](../../Compendium/spells/heal.md) to your spell collection. A harming font does the same for the [harm](../../Compendium/spells/harm.md) spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. - -##### Heightening Spells -SoM p. 209 - -Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day. - -##### Adjucidating Class Feats and Features -SoM p. 209 - -Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing "a spell you have prepared" or "a prepared spell" for "a spell in your collection" or "a spell slot." For example, in [Counterspell](../../Compendium/feats/counterspell-wizard.md), you'd replace "a spell you have prepared" in the trigger for "a spell in your collection" and "expend a prepared spell" for "expend a spell slot." Similarly, in arcane bond|Wizard||1, you'd replace "cast one spell you prepared today and already cast" with "cast one spell in your collection you've already cast today." - -The [Counterspell](../../Compendium/feats/counterspell-wizard.md) and [Leyline Conduit](../../Compendium/feats/leyline-conduit.md) feats in the Core Rulebook need these substitutions, as does [Form Retention](../../Compendium/feats/form-retention-apg.md) from the Advanced Player's Guide. [Spell Mastery](../../Compendium/feats/spell-mastery-apg.md) provides additional restricted spells, like divine font|Cleric||1 or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells. - -##### Disallowed Feats -SoM p. 209 - -The following feats from the Core Rulebook aren't available for a flexible spellcaster: [Call of the Wild](../../Compendium/feats/call-of-the-wild.md), [Clever Counterspell](../../Compendium/feats/clever-counterspell.md), [Infinite Possibilities](../../Compendium/feats/infinite-possibilities.md), [Reprepare Spell](../../Compendium/feats/reprepare-spell.md), and [Spell Combination](../../Compendium/feats/spell-combination.md). The disallowed feats from the Advanced Player's Guide are as follows: [Elemental Summons](../../Compendium/feats/elemental-summons-apg.md), [Miraculous Possibility](../../Compendium/feats/miraculous-possibility-apg.md), [Rites of Convocation](../../Compendium/feats/rites-of-convocation-apg.md), and [Rites of Transfiguration](../../Compendium/feats/rites-of-transfiguration-apg.md). - -## Geomancy -SoM p. 210 - -To a geomancer, the world is a living tapestry of magic, woven together in different biomes and ecosystems that each interact with those around them, sometimes working together and other times at cross purposes. A novice geomancer learns to tap into that flow of magic and enhance their castings whenever their magic has a resonance with the surrounding area, but a true master can chain magic to build an artificial resonance cobbled together out of nothing more than their own power and connection to the land. - -> [!pf2-sidebar] Geomantic Stauration -> -> Areas of geomantic saturation are rare phenomena wherein either elemental matter or life essence strongly saturate a site or location, granting a unique magical effect. For example, the Crystal Womb deep underground is saturated with earth elemental energy. To represent a place of geomantic saturation, the rules for magical terrain in Pervasive Magic are a good starting point. -> -> To a geomancer, these areas also represent a potential source of power and learning. Tapping into or attuning with a saturated area might present a challenge for the geomancer, potentially requiring research or a ritual similar to [establish nexus](../../Compendium/spells/rituals/establish-nexus-som.md). Successfully attuning to the areas might offer rare spells, feats, or other options for a geomancer to access or even a unique option available only by attuning with that specific saturation. - -### Terrain Types -SoM p. 210 - -Each of the nine fundamental geomantic terrains represents a wide variety of environments and biomes. For instance, the mountain terrain applies to hilly regions, the forest terrain applies to jungles and rain forests, and the swamp terrain includes marshes and bogs. While each of these fundamental terrains isn't homogeneous and offers diverse magical secrets to a geomancer, over time, geomancers have nonetheless developed certain broad associations with each type. - -#### Aquatic Geomancy -SoM p. 210 - -Rivers course, tides ebb and flow, and water shifts from ice to vapor, all while creatures grow and adapt within the depths. Casting spells in water calls for a free flow of ideas and emotions. Geomantic rituals intended to change one thing to another often take place in aquatic terrain, or in a liminal space between aquatic terrain and another type of terrain, such as a beach. - -#### Arctic Geomancy -SoM p. 210 - -Icy winds carry crystalline flecks of snow that distort the horizons, and desolate nights bring undulating light shows to the black skies. An arctic environment draws a geomancer toward illusory magic that replicates the splendor and mystery of the sparkling tundras, and to long-lasting protection against the elements. - -#### Desert Geomancy -SoM p. 210 - -Sandstorms rage as the sun glares down oppressive heat, only to retreat into a frigid night. Life is harsh in the desert, and only the powerful and adaptable survive; the desert's geomantic energies reflect that truth. When the environment is unforgiving, so is the geomancer, who brings forth punishing magic as merciless as trackless stone and sizzling sand. - -#### Forest Geomancy -SoM p. 210 - -Forest are defined by the thick growth of plants, a canopy of green home to creatures across every stratum from the forest floor to the treetops. All forests, from those of humid ferns to frozen conifers, share growth and creation. This generative power thrives in a geomancer, coming to life in spells that spring vines and thorns or call forth ancient creatures tied to the land. - -#### Mountain Geomancy -SoM p. 210 - -Mountains reach to the skies above, breathtaking and impassable. They stand ever-vigilant and seemingly outside the passage of time until, over the course of eons, even they crumble. Mountains serve as barriers and thresholds: boundaries between nations and demarcations between lush windward and arid leeward. This role leads geomancers to associate mountains with wards and barriers. - -#### Plains Geomancy -SoM p. 210 - -The vast expanse of grasslands represent limitless potential spanning off in every direction. Animals and caravans alike migrate across the plains, but humans and other sapient creatures also settle down and build farms. The openness of the plains calls for spells of the wind, plant cultivation, and fast, effortless travel. A geomancer on the plains feels the vastness within them, stretching as broad as the distant horizons. - -#### Sky Geomancy -SoM p. 210 - -The open sky is a soaring realm of freedom and exhilaration. The sky is capricious, reflecting the moods of the firmament and altering those of the creatures that live beneath; its oppressive gray or clear blue evoke different emotions. As night falls, the heavens become a star-flecked wonderland beneath the pale gaze of the moon. The sky opens the geomancer to change and uncertainty, allowing for magic to move physical forms and enchantments to sway minds. - -#### Swamp Geomancy -SoM p. 210 - -Wetlands cultivate teeming life, though many of the organisms that thrive in swamps can also bring disease. Marshes, bogs, and fens have their own slightly different geomantic properties, but all envelop the geomancer, engulfing the self in gripping mud, murky water, and calls of buzzing insects. The magic of death and rebirth flourishes in the duality of the swamp. - -#### Underground Geomancy -SoM p. 210 - -Places beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface. - -### [Geomancer](../../Compendium/character/archetypes/geomancer-som.md) (Archetype) -SoM p. 212 - -You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. - -You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible. - -- [Geomancer Dedication](../../Compendium/feats/geomancer-dedication-som.md) -- [Attunement Shift](../../Compendium/feats/attunement-shift-som.md) -- [Shared Attunement](../../Compendium/feats/shared-attunement-som.md) -- [Rough Terrain Stance](../../Compendium/feats/rough-terrain-stance-som.md) -- [Attuned Stride](../../Compendium/feats/attuned-stride-som.md) -- [Draw From The Land](../../Compendium/feats/draw-from-the-land-som.md) -- [Read The Land](../../Compendium/feats/read-the-land-som.md) -- [Terrain Shield](../../Compendium/feats/terrain-shield-som.md) -- [Shifting Terrain](../../Compendium/feats/shifting-terrain-som.md) -- [Quickened Attunement](../../Compendium/feats/quickened-attunement-som.md) - -## Ley Lines -SoM p. 214 - -Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways. - -### Ley Lines in your Game -SoM p. 214 - -Though magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires—the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world. - -Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world. - -Tapping into ley lines often provides benefits that alter spells, akin to metamagic (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight. - -A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node. - -Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story. - -### Locating Ley Lines -SoM p. 214 - -Ley lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice—but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants. - -A character can locate a ley line with a successful [Occultism](../../Compendium/skills.md#Occultism) check to [Identify Magic](../actions/identify-magic.md), usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to [Identify Magic](../actions/identify-magic.md) based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power. - -### Ley Line Nodes -SoM p. 214 - -Ley line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power. - -### Using Ley Lines -SoM p. 214 - -While locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the [Tap Ley Line](../actions/tap-ley-line-som.md) general skill action. The results of this action are based on the benefits and drawbacks of a ley line. - -#### Tap Ley Lines (Trained) -SoM p. 214 - -You can use your magical prowess to temporarily access the power of a ley line. Tapping the Ley Line requires a skill check using the skill associated with its tradition ([Arcana](../../Compendium/skills.md#Arcana) for arcane, [Nature](../../Compendium/skills.md#Nature) for primal, [Occultism](../../Compendium/skills.md#Occultism) for occult, and [Religion](../../Compendium/skills.md#Religion) for divine). In cases where a ley line has multiple associated traditions, you can use any of the appropriate skills to Tap the Ley Line. The benefits of a ley line are always magical in nature and can be counteracted in a similar way to a magic item. - -![Tap Ley Line](../actions/tap-ley-line-som.md) - -### Sample Ley Lines -SoM p. 214 - -The following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are rare, but a specific ley line can be unique. - -```ad-pf2-note -title: Basic Ley Line * 2* -[evocation](../../../rules/traits/evocation.md) [rare](../../../rules/traits/rare.md) - -Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the [arcane](../../../rules/traits/arcane.md), [divine](../../../rules/traits/divine.md), [occult](../../../rules/traits/occult.md), or [primal](../../../rules/traits/primal.md) trait as appropriate. - -> [!success-degree] -``` - -```ad-pf2-note -title: Energy Ley Line * 4* -[evocation](../../../rules/traits/evocation.md) [primal](../../../rules/traits/primal.md) [rare](../../../rules/traits/rare.md) - -Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater persistent damage on the benefit and greater damage on the backlash, usually `1d8` per 4 levels. - -> [!success-degree] -``` - -```ad-pf2-note -title: Focused Ley Line * 10* -[arcane](../../../rules/traits/arcane.md) [divine](../../../rules/traits/divine.md) [evocation](../../../rules/traits/evocation.md) [occult](../../../rules/traits/occult.md) [primal](../../../rules/traits/primal.md) [rare](../../../rules/traits/rare.md) - -Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day. - -> [!success-degree] -``` - -```ad-pf2-note -title: Haunted Ley Line * 12* -[divine](../../../rules/traits/divine.md) [necromancy](../../../rules/traits/necromancy.md) [occult](../../../rules/traits/occult.md) [rare](../../../rules/traits/rare.md) - -Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level [blink](../../../compendium/spells/blink.md) spell. - -> [!success-degree] -``` - -```ad-pf2-note -title: Specialized Ley Line * 14* -[arcane](../../../rules/traits/arcane.md) [rare](../../../rules/traits/rare.md) - -Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once. - -> [!success-degree] -``` - -### Ley Line Rituals -SoM p. 214 - -Those who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines. - -```ad-embed-ritual -title: Empower Ley Line -collapse: closed -# Empower Ley Line *Ritual 7* -[evocation](../../../rules/traits/evocation.md) [rare](../../../rules/traits/rare.md) - -- **Cast** 1 day -- **Cost** magical foci worth a total value of 50 gp × the spell level × the target's level -- **Secondary Casters** 6 -- **Primary Checks** [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion), matching the ley line's tradition (legendary) -- **Secondary Checks** [Ley Line Lore](../../../compendium/skills.md#Lore) or [Occultism](../../../compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line or ley line node up to double this ritual's level - -You draw upon surrounding magical energy to empower a ley line, enhancing both its [positive](../../../rules/traits/positive.md) and [negative](../../../rules/traits/negative.md) effects. - -The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success) - -You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases: a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day. - -> [!success-degree] -> - **Critical Success** You empower the ley line until the next turning of the season. -> - **Success** You empower the ley line for 1 week. -> - **Failure** You fail to empower the ley line. -> - **Critical Failure** All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects. - -*Source: Secrets of Magic p. 216* -``` - -```ad-embed-ritual -title: Establish Nexus -collapse: closed -# Establish Nexus *Ritual 5* -[consecration](../../../rules/traits/consecration.md) [rare](../../../rules/traits/rare.md) [transmutation](../../../rules/traits/transmutation.md) - -- **Cast** 1 day -- **Cost** magical foci worth 100 gp × the spell level × the node's level -- **Secondary Casters** 2 -- **Primary Checks** [Arcana](../../../compendium/skills.md#Arcana), [Nature](../../../compendium/skills.md#Nature), [Occultism](../../../compendium/skills.md#Occultism), or [Religion](../../../compendium/skills.md#Religion) based on the ley line (master) -- **Secondary Checks** [Ley Line Lore](../../../compendium/skills.md#Lore) or [Occultism](../../../compendium/skills.md#Occultism) -- **Range**10 feet -- **Targets**1 ley line node up to double establish nexus's level - -You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus. - -The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled. - -> [!success-degree] -> - **Critical Success** The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift. -> - **Success** The ley line nexus is established and lasts for a year and one day, unless the ley lines shift. -> - **Failure** You fail to establish the ley line nexus. -> - **Critical Failure** All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day. - -*Source: Secrets of Magic p. 217* -``` - -## Pervasive Magic -SoM p. 218 - -**Rarity:** [Rare](../traits/rare.md) - -GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting). - -Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city. - -The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats presented starting on page 219. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance. - -### Tradition Traits -SoM p. 218 - -Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See page 220 for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems. - -Creatures (including PCs) gain the following: - -- A trait associated with one of the magic traditions: [arcane](../traits/arcane.md), [divine](../traits/divine.md), [occult](../traits/occult.md), or [primal](../traits/primal.md). -- The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait. -- The [Cast a Spell](../actions/cast-a-spell.md) activity. -- Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic. -- Access to backgrounds and feats with the [pervasive magic](../traits/pervasive-magic-som.md) trait (see below). - -### Magical Backgrounds -SoM p. 218 - -Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait. - -- [Energy Scarred](../../Compendium/character/backgrounds/energy-scarred-som.md) -- [Mystic Tutor](../../Compendium/character/backgrounds/mystic-tutor-som.md) -- [Surge Investigator](../../Compendium/character/backgrounds/surge-investigator-som.md) - -### Feats -SoM p. 218 - -This section presents new feats that are available only to creatures or characters from pervasive magic campaigns. All of these feats are class feats, but they can be taken by any class. When you take the feat, it gains the trait appropriate for your class. - -- [Cantrip Casting](../../Compendium/feats/cantrip-casting-som.md) -- [Basic Spellcasting](../../Compendium/feats/basic-spellcasting-som.md) -- [Expert Spellcasting](../../Compendium/feats/expert-spellcasting-som.md) -- [Master Spellcasting](../../Compendium/feats/master-spellcasting-som.md) - -### Creature Adjustments -SoM p. 218 - -In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself. - -#### Arcane Adjustments -SoM p. 218 - -The creature gains the [arcane](../traits/arcane.md) trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Daze](../../Compendium/spells/daze.md), [detect magic](../../Compendium/spells/detect-magic.md), [shield](../../Compendium/spells/shield.md), [telekinetic projectile](../../Compendium/spells/telekinetic-projectile.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Charm](../../Compendium/spells/charm.md), [fleet step](../../Compendium/spells/fleet-step.md), [grim tendrils](../../Compendium/spells/grim-tendrils.md), [magic missile](../../Compendium/spells/magic-missile.md), [sleep](../../Compendium/spells/sleep.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Blur](../../Compendium/spells/blur.md), [invisibility](../../Compendium/spells/invisibility.md), [mirror image](../../Compendium/spells/mirror-image.md), [see invisibility](../../Compendium/spells/see-invisibility.md), [spider climb](../../Compendium/spells/spider-climb.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Blindness](../../Compendium/spells/blindness.md), [fireball](../../Compendium/spells/fireball.md), [haste](../../Compendium/spells/haste.md), [hypnotic pattern](../../Compendium/spells/hypnotic-pattern.md), [lightning bolt](../../Compendium/spells/lightning-bolt.md), [wall of wind](../../Compendium/spells/wall-of-wind.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Blink](../../Compendium/spells/blink.md), [confusion](../../Compendium/spells/confusion.md), [fire shield](../../Compendium/spells/fire-shield.md), [freedom of movement](../../Compendium/spells/freedom-of-movement.md), [wall of fire](../../Compendium/spells/wall-of-fire.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Cloak of colors](../../Compendium/spells/cloak-of-colors.md), [cloudkill](../../Compendium/spells/cloudkill.md), [cone of cold](../../Compendium/spells/cone-of-cold.md), [tongues](../../Compendium/spells/tongues.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Chain lightning](../../Compendium/spells/chain-lightning.md), [spellwrack](../../Compendium/spells/spellwrack.md), [true seeing](../../Compendium/spells/true-seeing.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Fiery body](../../Compendium/spells/fiery-body.md), [prismatic spray](../../Compendium/spells/prismatic-spray.md), [true target](../../Compendium/spells/true-target.md) | -| 17 to 18 | 8th (DC 35, attack +27) | [Disappearance](../../Compendium/spells/disappearance.md), [horrid wilting](../../Compendium/spells/horrid-wilting.md), [maze](../../Compendium/spells/maze.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Meteor swarm](../../Compendium/spells/meteor-swarm.md), [prismatic sphere](../../Compendium/spells/prismatic-sphere.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Time stop](../../Compendium/spells/time-stop.md), [wish](../../Compendium/spells/wish.md) | - -#### Divine Adjustments -SoM p. 218 - -The creature gains the [divine](../traits/divine.md) trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Detect magic](../../Compendium/spells/detect-magic.md), [divine lance](../../Compendium/spells/divine-lance.md), [guidance](../../Compendium/spells/guidance.md), [light](../../Compendium/spells/light.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Bane](../../Compendium/spells/bane.md), [bless](../../Compendium/spells/bless.md), [heal](../../Compendium/spells/heal.md), [sanctuary](../../Compendium/spells/sanctuary.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Death knell](../../Compendium/spells/death-knell.md), [restoration](../../Compendium/spells/restoration.md), [silence](../../Compendium/spells/silence.md), [spiritual weapon](../../Compendium/spells/spiritual-weapon.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Chilling darkness](../../Compendium/spells/chilling-darkness.md), [heroism](../../Compendium/spells/heroism.md), [sanctified ground](../../Compendium/spells/sanctified-ground.md), [searing light](../../Compendium/spells/searing-light.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Divine wrath](../../Compendium/spells/divine-wrath.md), [spell immunity](../../Compendium/spells/spell-immunity.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Abyssal plague](../../Compendium/spells/abyssal-plague.md), [flame strike](../../Compendium/spells/flame-strike.md), [sending](../../Compendium/spells/sending.md), [spiritual guardian](../../Compendium/spells/spiritual-guardian.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Blade barrier](../../Compendium/spells/blade-barrier.md), [righteous might](../../Compendium/spells/righteous-might.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Eclipse burst](../../Compendium/spells/eclipse-burst.md), [energy aegis](../../Compendium/spells/energy-aegis.md), [sunburst](../../Compendium/spells/sunburst.md) | -| 17 to 18 | 8th (DC 35, attack +27) | [Divine aura](../../Compendium/spells/divine-aura.md), [spiritual epidemic](../../Compendium/spells/spiritual-epidemic.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Overwhelming presence](../../Compendium/spells/overwhelming-presence.md), [wail of the banshee](../../Compendium/spells/wail-of-the-banshee.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Miracle](../../Compendium/spells/miracle.md), [revival](../../Compendium/spells/revival.md) | - -#### Occult Adjustments -SoM p. 218 - -The creature gains the [occult](../traits/occult.md) trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Chill touch](../../Compendium/spells/chill-touch.md), [guidance](../../Compendium/spells/guidance.md), [ghost sound](../../Compendium/spells/ghost-sound.md), [shield](../../Compendium/spells/shield.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Bane](../../Compendium/spells/bane.md), [charm](../../Compendium/spells/charm.md), [fear](../../Compendium/spells/fear.md), [grim tendrils](../../Compendium/spells/grim-tendrils.md), [ray of enfeeblement](../../Compendium/spells/ray-of-enfeeblement.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Darkness](../../Compendium/spells/darkness.md), [false life](../../Compendium/spells/false-life.md), [paranoia](../../Compendium/spells/paranoia.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Enthrall](../../Compendium/spells/enthrall.md), [haste](../../Compendium/spells/haste.md), [slow](../../Compendium/spells/slow.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Confusion](../../Compendium/spells/confusion.md), [phantasmal killer](../../Compendium/spells/phantasmal-killer.md), [suggestion](../../Compendium/spells/suggestion.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Abyssal plague](../../Compendium/spells/abyssal-plague.md), [black tentacles](../../Compendium/spells/black-tentacles.md), [crushing despair](../../Compendium/spells/crushing-despair.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Feeblemind](../../Compendium/spells/feeblemind.md), [repulsion](../../Compendium/spells/repulsion.md), [spirit blast](../../Compendium/spells/spirit-blast.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Mask of terror](../../Compendium/spells/mask-of-terror.md), [visions of danger](../../Compendium/spells/visions-of-danger.md), [warp mind](../../Compendium/spells/warp-mind.md) | -| 17 to 18 | 8th (DC 35, attack +27) | [Maze](../../Compendium/spells/maze.md), mind, [spirit song](../../Compendium/spells/spirit-song.md), [uncontrollable dance](../../Compendium/spells/uncontrollable-dance.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Telepathic demand](../../Compendium/spells/telepathic-demand.md), [unfathomable song](../../Compendium/spells/unfathomable-song.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Alter reality](../../Compendium/spells/alter-reality.md), [fabricated truth](../../Compendium/spells/fabricated-truth.md) | - -#### Primal Adjustments -SoM p. 218 - -The creature gains the [primal](../traits/primal.md) trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. - -| Creature Level | Spell Level (Statistics) | Suggested Spells | -|----------------|--------------------------|------------------| -| –1 to 2 | Cantrip (DC 15, attack +7) | [Electric arc](../../Compendium/spells/electric-arc.md), [produce flame](../../Compendium/spells/produce-flame.md) | -| 3 to 4 | 1st (DC 18, attack +10) | [Heal](../../Compendium/spells/heal.md), [jump](../../Compendium/spells/jump.md), [magic fang](../../Compendium/spells/magic-fang.md), [pass without trace](../../Compendium/spells/pass-without-trace.md) | -| 5 to 6 | 2nd (DC 21, attack +13) | [Barkskin](../../Compendium/spells/barkskin.md), [enlarge](../../Compendium/spells/enlarge.md), [resist energy](../../Compendium/spells/resist-energy.md), [shatter](../../Compendium/spells/shatter.md) | -| 7 to 8 | 3rd (DC 23, attack +15) | [Blindness](../../Compendium/spells/blindness.md), [slow](../../Compendium/spells/slow.md), [stinking cloud](../../Compendium/spells/stinking-cloud.md) | -| 9 to 10 | 4th (DC 26, attack +18) | [Air walk](../../Compendium/spells/air-walk.md), [freedom of movement](../../Compendium/spells/freedom-of-movement.md), [solid fog](../../Compendium/spells/solid-fog.md) | -| 11 to 12 | 5th (DC 29, attack +21) | [Cloudkill](../../Compendium/spells/cloudkill.md), [elemental form](../../Compendium/spells/elemental-form.md), [wall of ice](../../Compendium/spells/wall-of-ice.md) | -| 13 to 14 | 6th (DC 31, attack +23) | [Baleful polymorph](../../Compendium/spells/baleful-polymorph.md), [field of life](../../Compendium/spells/field-of-life.md), [tangling creepers](../../Compendium/spells/tangling-creepers.md) | -| 15 to 16 | 7th (DC 34, attack +26) | [Eclipse burst](../../Compendium/spells/eclipse-burst.md), [regenerate](../../Compendium/spells/regenerate.md), [sunburst](../../Compendium/spells/sunburst.md), {volcanic eruption} | -| 17 to 18 | 8th (DC 35, attack +27) | [Earthquake](../../Compendium/spells/earthquake.md), [horrid wilting](../../Compendium/spells/horrid-wilting.md), [punishing winds](../../Compendium/spells/punishing-winds.md) | -| 19 to 20 | 9th (DC 38, attack +30) | [Nature's enmity](../../Compendium/spells/natures-enmity.md), [storm of vengeance](../../Compendium/spells/storm-of-vengeance.md) | -| 21 or higher | 10th (DC 42, attack +34) | [Cataclysm](../../Compendium/spells/cataclysm.md), [primal phenomenon](../../Compendium/spells/primal-phenomenon.md) | - -### Magical Terrain -SoM p. 218 - -From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger. - -Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters. - -#### Energy Surge Terrain -SoM p. 218 - -Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually `1d6` additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy). - -#### Heightened Terrain -SoM p. 218 - -This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at. - -#### Metamagic Terrain -SoM p. 218 - -Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically [Reach Spell](../../Compendium/feats/reach-spell-druid.md) or [Widen Spell](../../Compendium/feats/widen-spell-druid.md). If the caster uses a [metamagic](../traits/metamagic.md) action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin [Casting a Spell](../actions/cast-a-spell.md). - -#### Occult Magic Terrain -SoM p. 218 - -In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. - -Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, [Deception](../../Compendium/skills.md#Deception) checks, [Diplomacy](../../Compendium/skills.md#Diplomacy) checks, [Intimidation](../../Compendium/skills.md#Intimidation) checks, and [Performance](../../Compendium/skills.md#Performance) checks until the end of its next turn. - -#### Primal Magic Terrain -SoM p. 218 - -In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. - -Creatures who cast a primal spell here gain a +10-foot status bonus to Speeds until the end of their next turn. - -#### Spell-Touched Terrain -SoM p. 218 - -Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically. - -**Permanent Spell Effects:** This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by [blink](../../Compendium/spells/blink.md), or any creature that attempts to jump is automatically affected by a [jump](../../Compendium/spells/jump.md) spell. There might be a condition required before a creature gains the effects. - -**Periodic Spell Casting:** The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur. - -> [!pf2-sidebar] Limiting Pervasive Magic -> -> This section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful. -> -> ### Example Pervasive Magic Locations -> SoM p. 218 -> -> Use the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply. -> -> - A waterfall that grants [heroism](../../Compendium/spells/heroism.md) to anyone who survives a plunge from its heights. -> - A cavern that casts [hallucinatory terrain](../../Compendium/spells/hallucinatory-terrain.md), preventing spelunkers from finding the exit. -> - A remote spring that removes a curse or disease once per year for those who bathe in its waters. -> - An impassable forest that frequently casts [tanglefoot](../../Compendium/spells/tanglefoot.md) and [entangle](../../Compendium/spells/entangle.md) on creatures not native to its reaches. -> - A tavern where one patron each night is the target of a [hideous laughter](../../Compendium/spells/hideous-laughter.md) spell. - -### Pervasive Magic in the Inner Sea -SoM p. 218 - -There are many places on Golarion that could fit thematically in campaigns including pervasive magic or localized pervasive magic. The following are some examples of how GMs could apply pervasive magic rules to some of these areas. - -#### Absalom and Starstone Isle -SoM p. 218 - -Traces of the dead god Aroden's divine power might create areas of pervasive magic. Creatures of any type might gain the [divine](../traits/divine.md) trait. - -**Starstone Cathedral:** The magic of the Starstone could make this divine spell-touched terrain. - -**Tyrant's Grasp:** The site of the Whispering Tyrant's defeat is still suffused with powerful necromantic magic. Necromantic spells could be heightened in this area. - -#### Broken Lands -SoM p. 218 - -The Broken Lands are marked by areas where primal magic flourishes. Wild creatures from these regions might show [primal](../traits/primal.md) traits. - -**River Kingdoms:** The River Kingdoms, like other places with powerful First World connections, might feature areas of magical terrain with primal surges or areas where primal spells are heightened. - -**Sarkoris:** The lingering effects of the Worldwound could create powerful pervasive magic effects in this region, boosting spells connected to the Abyss but risking corruption to spellcasters who rely too heavily on it. - -#### Eye of Dread -SoM p. 218 - -The Eye of Dread region has seen multiple events of immense magical power, and pockets of pervasive magic could riddle the entire region. - -**Gallowspire:** The broken fortress of Tar-Baphon still teems with power. It might heighten necromantic magic and imbue undead inhabitants with the [arcane](../traits/arcane.md) trait. - -**Nirmathas:** Nirmathas has strong First World connections through the Fangwood forest and could be filled with primal magic near portals to the First World. - -#### Golden Road -SoM p. 218 - -Mostly due to the influence of Ancient Osirion, divine spell-touched terrain might appear in the region. - -**Black Desert:** The power of unlife flourishes in this Vault deep in the Darklands. All necromancy spells could be heightened, and undead creatures from this area might gain the [divine](../traits/divine.md) trait. - -#### High Seas -SoM p. 218 - -Even the waters of the High Seas could hold locations where magic is pervasive. - -**Azlanti Ruins:** The various ruins of Azlant might contain several variations of pervasive magic effects, most likely enhancing or affecting arcane magic. - -**Eye of Abendego:** The unceasing storm might heighten and enhance air- or wind-affecting magic. Creatures in the area might gain the [primal](../traits/primal.md) magic trait. - -#### Impossible Lands -SoM p. 218 - -The Impossible Lands is the most magic-infused region in the Inner Sea. Many types of pervasive magic effects and terrain might be found throughout its reaches. - -**Geb:** Geb's cities, especially the capital of Mechitar, might have heightened necromantic magic. - -**Jalmeray:** The island nation might have energy surge terrain or other such areas that heighten elemental magic. - -**Nex:** Several prominent locations within the magical kingdom might heighten [arcane](../traits/arcane.md) magic. - -#### Mwangi Expanse -SoM p. 218 - -The Mwangi Expanse is a verdant region, and it could have pockets of primal magic terrain secreted throughout its wild lands. - -**Mzali:** The temple-city of Mzali was once the center of an empire ruled by divine sun kings. A few creatures in this area might have the [divine](../traits/divine.md) trait, and divine magic could be heightened in parts of the city proper. - -**Ruins of Kho:** These ruins of the first Shory flying city, smashed to the earth by the Tarrasque, still sputter with magical energies. Creatures from areas near the fallen city might gain the [arcane](../traits/arcane.md) trait, and [arcane](../traits/arcane.md) magic could be heightened in the area. Specific spots among the ruins might feature various types of energy surge terrain. - -#### Old Cheliax -SoM p. 218 - -Cheliax's connection to Hell and Nidal's ties to Zon-Kuthon might manifest as areas of divine spell-touched terrain. - -**Barrowood:** While fey influences might lead to some areas of primal magic terrain, the Winter Grove where the first queen of House Thrune made her infernal pact could be covered in powerful Hellish, divine spell-touched terrain. - -**Nidal:** The pall of darkness over Nidal might qualify as a powerful type of spell-touched terrain in a pervasive magic game, and there could be even more twisted manifestations of Zon-Kuthon across the land. - -#### Saga Lands -SoM p. 218 - -The Saga Lands are potential places for pervasive magic that enhances primal spells. Additionally, Thassilonian ruins might enhance magic associated with a particular school of magic (excluding divination). - -**Lands of the Linnorm Kings:** Places with potent First World connections might qualify as [primal](../traits/primal.md) magic terrain. - -#### Shining Kingdoms -SoM p. 218 - -Many small areas of the Shining Kingdoms contain portals to the First World, and therefore might have the characteristic touch of primal magic common to such areas. - -**Darkmoon Vale:** The area's affinity for evocation magic might make even innocuous creatures capable of dangerous magical bursts. - -## Shadow Magic -SoM p. 224 - -**Rarity:** [Uncommon](../traits/uncommon.md) - -This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark. - -**[Shadowcasters](../../Compendium/character/archetypes/shadowcaster-som.md)** sacrifice the magic of light to bind themselves to the darkness. Information about shadowcasters in the Inner Sea region can be found on this page and the [archetype](../../Compendium/character/archetypes/shadowcaster-som.md). - -**Shadow companions and familiars** can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. [Shadowdancers](../../Compendium/character/archetypes/shadowdancer-apg.md) with companions typically choose these creatures of shadow. - -### Shadowcaster Origins -SoM p. 224 - -Shadowcasters can come from any tradition of magic, though divine or occult casters are the most likely to attempt to master the power of shadow. Their magic is most entwined with the spirit, and thus they're most easily able to understand and accept the sacrifice necessary to become a shadowcaster. Primal practitioners are rarer, often finding the power of shadow antithetical to their goals and beliefs. Arcane spellcasters are slightly more likely to use shadow magic, but it isn't uncommon for wizards to question the value of the trade, unwilling to give up the ability to manipulate the powers of light in exchange for increased facility with shadow and darkness. - -### Shadowcaster (Archetype) -SoM p. 226 - -The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness... all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow. - -**Additional Feats:** **4th** [Familiar](../../Compendium/feats/familiar-sorcerer.md); **6th** [Enhanced Familiar](../../Compendium/feats/enhanced-familiar-sorcerer.md); **12th** [Shadow Magic](../../Compendium/feats/shadow-magic-apg.md); **14th** [Additional Shadow Magic](../../Compendium/feats/additional-shadow-magic-apg.md), [Shadow Illusion](../../Compendium/feats/shadow-illusion-apg.md); **16th** [Shadow Power](../../Compendium/feats/shadow-power-apg.md) - -> [!pf2-note] -> You can find the full [Shadowcaster](../../Compendium/character/archetypes/shadowcaster-som.md) archetype on the archetypes page. - -### Shadow Companions -SoM p. 228 - -Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. [Shadowcasters](../../Compendium/character/archetypes/shadowcaster-som.md), as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option. - -> [!pf2-note] -> The Shadow Hound statblock can be found on the Companions & Familiars page. - -#### Shade Specialization -SoM p. 228 - -The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is [uncommon](../traits/uncommon.md), though you gain access to it if you're a shadowcaster. - -##### Shade -SoM p. 228 - -Your companion's physical form is made, in whole or in part, of shadow. It gains [darkvision](../abilities/darkvision.md), resistance 5 to all damage except force, and in areas of dim light or darkness, it can Step 10 feet instead of 5 feet. Its proficiency rank in unarmored defense increases to expert. - -> [!pf2-sidebar] Stalking the Shadows -> See page 229 of Secrets of Magic - -### Shadow Familiars -SoM p. 229 - -Familiars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on shadow familiars include shadow bloodline sorcerers and darkness domain clerics. - -#### Shadow Familiar -SoM p. 229 - -Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess. - -Shadow familiars are a type of specific familiar (Advanced Player's Guide 147). While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar. - -> [!pf2-note] -> The full Shadow Familiar statblock can be found on the Companions & Familiars page. - -#### Familiar Abilities -SoM p. 229 - -Shadow familiars use these additional familiar abilities. A shadowcaster, however, can select these abilities for any kind of familiar. - -**Darkeater:** Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level. - -**Shadow Step:** Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar. - -```ad-embed-ability -title: Shadow Step [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[conjuration](../../../rules/traits/conjuration.md) [shadow](../../../rules/traits/shadow.md) [teleportation](../../../rules/traits/teleportation.md) - -- **Requirements**: The familiar is in dim light or darkness. - -**Effect** The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or [occult](../../../rules/traits/occult.md) if you aren't a spellcaster. -%% #trait/conjuration #trait/shadow #trait/teleportation %% -``` - -## Soul Seeds -SoM p. 230 - -**Rarity:** [Rare](../traits/rare.md) - -Soul seeds are a special type of intangible 3, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have [Interact](../actions/interact.md) activations. - -> [!pf2-example] Using Soul Seeds -> -> Here are some potential ways for a soul seed to come into being or be used in your story: -> -> - A character can be born with a soul seed. -> - A soul seed is trapped in an obscure magical tome and bonds with the first creature to read the book. -> - Powerful emotion experienced in a place of great magic leads to the creation of a soul seed—and might also invoke cathartic magic. -> - Dreadful sacrifice creates a malignant soul seed. - -### Soul Seed Gifts -SoM p. 230 - -The GM should follow the same 3 for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds. - -> [!pf2-note] -> Please visit the relic gifts page to view all soul seed gifts. - -## Soulforged Armaments -SoM p. 232 - -**Rarity:** [Uncommon](../traits/uncommon.md) - -Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets—only to see them crossed out or fade from view as each is eliminated. - -> [!pf2-sidebar] Soulforged Tales -> See page 232 of Secrets of Magic - -### Binding an Armament -SoM p. 232 - -You bind an armament—a weapon, shield, or suit of armor—to your soul when you select the [Soulforger Dedication](../../Compendium/feats/soulforger-dedication-som.md) feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament. - -**Traits:** A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical and evocation traits if it's a weapon or the magical and abjuration traits if it's a shield or armor. - -**Extradimensional Storage:** The armament is stored in an extradimensional space when not in use, and you can Manifest it to summon it into your hands or onto your body. A soulforged armament can be Dropped, [Disarmed](../actions/disarm.md), or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can [Dismiss](../actions/dismiss.md) the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to [Dismiss](../actions/dismiss.md) and Manifest it essentially means it can't be stolen. - -**Essence Power:** Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found on page 236. You also choose a soulbond—a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested. - -> [!pf2-example] Special Armament Types -> -> The types of items you can choose for your armaments are fairly flexible, but some require special rules. -> -> ### Specific Items -> SoM p. 233 -> -> You can turn a specific item into your armament, such as a [flame tongue](../../Compendium/equipment/items/flame-tongue.md) or [sturdy shield](../../Compendium/equipment/items/sturdy-shield.md), though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament. -> -> ### Ammunition -> SoM p. 233 -> -> If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a [sleep arrow](../../Compendium/equipment/items/sleep-arrow.md)), you must attain and carry that ammunition separately. -> -> ### Dual Weapons -> SoM p. 233 -> -> You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two. -> -> ### Attached Weapons -> SoM p. 233 -> -> An attached weapon (such as a [shield boss](../../Compendium/equipment/items/shield-boss.md) or [shield spikes](../../Compendium/equipment/items/shield-spikes.md)) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other. - -### Soul Path -SoM p. 234 - -When you take Soulforger Dedication, you must choose a soul path—a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion. - -#### Corruption -SoM p. 234 - -Though the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will—with its potential for dramatic ebb and flow— poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path. - -If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor—or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it. - -Anathematic acts trigger a curse known as soulforged corruption that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below. - -#### Removing Corruption -SoM p. 234 - -The effects of soulforged corruption can be staved off with the [Cleanse Soul Path](../actions/cleanse-soul-path-som.md) exploration activity or cured with the [purify soul path](../../Compendium/spells/rituals/purify-soul-path-som.md) ritual. - -> [!pf2-sidebar] Soulforged Champions -> -> The most exalted wielders of soulforged weapons have been champions, and they're much more common than other wielders. If you're a champion, you can tie your soul path to your cause. Being a champion sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must [atone](../../Compendium/spells/rituals/atone.md). -> -> You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity. -> -> Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the atone ritual also gives you the effects of the purify soul path ritual with the same degree of success you rolled for [atone](../../Compendium/spells/rituals/atone.md). -> -> Characters other than champions can also choose a champion cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema. - -### Upgrading, Reshaping, Restoring -SoM p. 235 - -You might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name. - -Upgrading your armament works like etching or transferring runes (Core Rulebook 580) or upgrading a permanent item from a lower-level version of the same item (Core Rulebook 534), whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item. - -Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and [Crafting](../../Compendium/skills.md#Crafting) check you'd need to Craft full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a flame tongue into a spiked chain, a breastplate of command into hide armor, or a sturdy shield into a darkwood shield. You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power. - -You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by soulforged corruption, you must first successfully use purify soul path.) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament. - -### Soulforger (Archetype) -SoM p. 236 - -Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit. - -> [!pf2-note] -> You can find the [Soulforger](../../Compendium/character/archetypes/soulforger-som.md) archetype on the archetypes page. - -## Thassilonian Rune Magic -SoM p. 238 - -**Rarity:** [Rare](../traits/rare.md) - -Xin and the rest of the runelords focused their studies on the discernible fragments of magic's raw nature, expanding upon the use and understanding of runes from the Azlanti tradition to raise rune magic as paramount to their new empire. Xin began with relatively high-minded intentions. He focused his research on seven powerful runes that he believed represented entire schools of magic, and on associated mental schemas and mindsets that would allow a wizard to truly master those schools. Xin taught these seven mindsets as virtues corresponding to each of the seven schools of Thassilonian magic, such as confidence rooted in humility, and passion steeped in love. Later, he offered a list of seven rewards for the appropriate usage of magic from each school. - -But Xin's experimentation was built on a shaky foundation. The runes offered a powerful temptation to lose control, turning virtue into vice. When humility became pride and love became lust, Xin's most powerful runelords—Xanderghul of illusion and Sorshen of enchantment—formed a secret pact with the others to overthrow Xin and create a sinful empire where each of their seven provinces was a runelord's fiefdom and there was no higher authority to prevent the wizards of each province from falling deeper and deeper into sin. - -The runelords ruled Thassilon for many centuries, but nothing lasts forever, and the apocalypse known as Earthfall didn't spare Thassilon from the devastation it brought to the rest of the world. The runelords had forewarning, and each used extreme measures to survive, but due to a series of failures in their contingencies, it would be 10,000 years before they began to rise again. As the risen runelords clashed and heroes stepped in to oppose their return, time itself strained and tore, and an entire Thassilonian city, once sheltered from the passage of the eons, emerged once more into the world along with an entire populace of time-displaced citizens. - -Today, New Thassilon consists of two opposing lands. While Belimarius, the runelord of abjuration, rules over a kingdom keeping to the old and sinful ways of late Thassilon, Sorshen, once the runelord of enchantment, seeks to turn over a new leaf after a millennium of depraved evil and subjugation. As she seeks redemption, so too do those in her province seek to return to the study of the original meanings of the runes, eschewing the sinful ways of the late empire. It is in Sorshen's realm of Eurythnia that the understanding of runes and rune magic has begun to expand again, a lively scholastic revolution that mixes rediscovering the lore of Thassilon's founding and catching up with relevant magical innovations from the intervening 10,000 years. (You can find her thoughts on rune magic on page 242.) The term "runelord" has begun to shift in the vernacular, since Belimarius and Sorshen are independent queens and not the governors of provinces of imperial Thassilon. At first there was some inertia; practitioners had to overcome what felt almost like blasphemy, deigning to call themselves by the same title as their godlike rulers. But before long, those following the path of Thassilonian rune magic began to adopt the moniker as their own. - -These new runelords each forge their own path; some remain in New Thassilon to continue their research, while others explore this young world or even become adventurers. No matter what other motivations they might have, runelords are fascinated with advancing the study of rune magic. How deeply to engage in their magic's associated mindset is a thoroughly personal decision, and every runelord has their own perspective on the matter. It is usually best to assume nothing about a particular runelord before spending time with them to take their measure, as runelords who avoid any hint of sin don't appreciate being lumped in with those who indulge deeply, and vice versa. - -### The Seven Schools -SoM p. 238 - -The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. - -#### Abjuration [Envy] -SoM p. 238 - -Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. - -**Prohibited Schools** evocation, necromancy; **Rune Spells** initial: [blind ambition](../../Compendium/spells/blind-ambition.md), advanced: [competitive edge](../../Compendium/spells/competitive-edge.md) - -#### Conjuration [Sloth] -SoM p. 238 - -Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. - -**Prohibited Schools** evocation, illusion; **Rune Spells** initial: [efficient apport](../../Compendium/spells/efficient-apport-som.md), advanced: [swamp of sloth](../../Compendium/spells/swamp-of-sloth.md) - -#### Enchantment [Lust] -SoM p. 238 - -Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. - -**Prohibited Schools** necromancy, transmutation; **Rune Spells** initial: [charming touch](../../Compendium/spells/charming-touch.md), advanced: [captivating adoration](../../Compendium/spells/captivating-adoration.md) - -#### Evocation [Wrath] -SoM p. 238 - -Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. - -**Prohibited Schools** abjuration, conjuration; **Rune Spells** initial: [weapon surge](../../Compendium/spells/weapon-surge.md), advanced: [zeal for battle](../../Compendium/spells/zeal-for-battle.md) - -#### Illusion [Pride] -SoM p. 238 - -Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. - -**Prohibited Schools** conjuration, transmutation; **Rune Spells** initial: [veil of confidence](../../Compendium/spells/veil-of-confidence.md), advanced: [delusional pride](../../Compendium/spells/delusional-pride.md) - -#### Necromancy [Gluttony] -SoM p. 238 - -Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. - -**Prohibited Schools** abjuration, enchantment; **Rune Spells** initial: [overstuff](../../Compendium/spells/overstuff.md), advanced: [take its course](../../Compendium/spells/take-its-course.md) - -#### Transmutation [Greed] -SoM p. 238 - -Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. - -**Prohibited Schools** enchantment, illusion; **Rune Spells** initial: [appearance of wealth](../../Compendium/spells/appearance-of-wealth.md), advanced: [precious metals](../../Compendium/spells/precious-metals.md) - -### Runelord (Class Archetype) -SoM p. 240 - -You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power. - -You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin. - -> [!pf2-note] -> You can find the full [Runelord](../../Compendium/character/archetypes/runelord-som.md) archetype on the archetypes page. - -> [!pf2-paper] A letter -> - -## True Names -SoM p. 244 - -**Rarity:** [Rare](../traits/rare.md) - -The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name—a true name known to no one, or to only a few—that best represents us in all our complexity. - -True names might have been assigned by the gods when the cosmos was created or generated by natural processes, and are unique like fingerprints. Most people never learn theirs, and they might not even be aware they have one, but masters of this magic spend countless hours in study divining these names, recording them in long lists, and using them to summon, command, dispel, or otherwise dominate their enemies. - -### The Nature of Names -SoM p. 244 - -For the purposes of true name magic, names are divided into three categories: public names, private names, and true names. Public names are what we call something when we don't have a more specific name. They're often just words—like "grass" or "a giraffe"—but they also include aliases and nicknames. A public name can be given without consent, which is how spellcasters who rely on names work magic on those they don't know, improvising a nickname or simply referring to the target with a noun, like "elf." - -Private names include most birth names, given names, and chosen names. They're not necessarily a secret, but at the same time not everyone knows them. They're confidential, and knowing them means you can better understand—and influence—the individual. Places, animals, and other objects can be given private names by individuals and communities. A mountain is just a mountain, but when those who live nearby see in it the image of a protective goddess and begin to call it the Stone Mother, that mountain has now gained a private name known only to this community. - -A person, place, or thing might have many public or private names, but it can have only one true name, which perfectly represents its essence. Depending on their culture, individuals may not even be aware of theirs; a child who grows up in a society without knowledge of true names could live their whole life relying solely on private names and never even suspect they have a true name, let alone know what it is! But in cultures where this magic is common, most people know their true name and take steps to protect it. They keep their true name secret, revealing it only to their most trusted loved ones. An individual might first be told their true name by someone knowledgeable in magic, who finds it for them via research. But in other societies, individuals are given their true name by their soulmate, who knows this name without being told. Knowing your own true name gives you a deep, introspective insight into yourself that allows you to understand your own motivations and psychology, helping you self-actualize and avoid dissociation and anomie. - -True names, by definition, encapsulate everything an individual is and has ever been. They are the essential kernel of a person, and that means they do not change. But life, magic, and the world are mysterious and unpredictable! There are a few individuals who go through an experience so transformative that they become, for all practical purposes, a different person at the end of the story than they were at the beginning—and when they change, their true name changes with them. - -> [!pf2-example] Nameless Things -> -> Sometimes an aberration, celestial, fiend, monitor, spirit, or other creature enters the cosmos from another plane or another universe altogether—one where the laws of magic are different. If this creature comes from a place where true names don't exist or are optional, it may have no true name at all. Loremasters refer to these creatures as nameless things and no one is sure they even exist; some scholars argue that as soon as something without a name enters the cosmos, it is assigned a name in the same way every other living creature is. But if nameless things do exist in your game, give them the following rare ability. -> -> **Nameless Thing** This creature has no true name. It can't be targeted by any magical effect performed at a distance without line of effect, such as scrying or sending. It has a +2 circumstance bonus on saves against other magical effects. - -### Learning True Names -SoM p. 244 - -True names can be discovered or learned in many ways. A few rare secret societies might have "namers" among their number whose sole job is to teach long lists of true names to fellow members through rote memorization and practice. But for most, the discovery of a true name is the result of extensive research—though the form that research requires is difficult to predict. - -True names are sometimes found recorded in the personal diaries or grimoires of long-dead spellcasters. Organizations known for combating certain types of creatures compile lists of the few true names of their enemies they've managed to uncover. The true names of angels, demons, and similar creatures can rarely be found in prayers dedicated to that entity or in chants that protect against them. Occultists sometimes use deep meditative trances—potentially assisted by hallucinogenic drugs—to cast their minds through the cosmos and receive a true name through bizarre epiphanies. Those who serve and understand nature also know that the true name of primal and First World entities is encoded into the world itself—in tree rings, geological strata, and the pattern of snow on the ground—just waiting to be deciphered by someone who knows what to look for. For a lucky few, a true name just comes to them spontaneously as a sign they've found their soulmate. All these are examples of information that can be uncovered using the research subsystem. - -### Using the Research Subsystem -SoM p. 244 - -When finding the true name of a specific individual is key to the story and time is short, use the research subsystem. Set the level of the library equal to the level of the creature whose true name the PCs are trying to find. Consider the types of strange and fanciful libraries you might use for such a story. For instance, imagine the player characters are searching for the true name of a phistophilus (also known as a contract devil), in order to rescue an NPC from the consequences of an infernal contract. You might build an infernal library in Cheliax or some other region where knowledge of devils is common, or maybe even in Hell itself! Such a library might have guardians and traps aplenty, but also the potential to learn even more true names from the various contracts therein. - -### Simplified Name Research -SoM p. 244 - -Sometimes the GM doesn't have time to create a library or use the research subsystem, but nonetheless would like a PC to be able to research the name of a particular entity for story reasons. In that case, they can use the Learn Name downtime activity below. Since the knowledge of a true name essentially puts that creature at the namer's mercy, this activity can't reveal true names by default, but it might lead to clues regarding a creature's true name. - -```ad-embed-action -title: Learn Name -collapse: closed -# Learn Name -[downtime](../../../rules/traits/downtime.md) [rare](../../../rules/traits/rare.md) [secret](../../../rules/traits/secret.md) -*Source: Secrets of Magic p. 245* - - -You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, "the general leading the invasion" is enough, but "the person who killed the duchess" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type. - -The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM. - -> [!success-degree] -> - **Critical Success** You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name. -> - **Success** As critical success, except you find only one private name and don't find hidden fragments of their true name. -> - **Critical Failure** If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely -``` - -### Using True Names -SoM p. 244 - -Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. - -- Checks to [Recall Knowledge](../actions/recall-knowledge.md) about the creature -- [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or [Religion](../../Compendium/skills.md#Religion) checks relating to the creature, such as [Deciphering its Writing](../actions/decipher-writing.md), [Identifying its Magic](../actions/identify-magic.md), or [Learning its Spells](../actions/learn-a-spell.md) -- [Deception](../../Compendium/skills.md#Deception), [Diplomacy](../../Compendium/skills.md#Diplomacy), and [Intimidation](../../Compendium/skills.md#Intimidation) checks used on or related to the creature, such as to [Coerce](../actions/coerce.md) it, [Gather Information](../actions/gather-information.md) on it, or [Impersonate](../actions/impersonate.md) it - -> [!pf2-sidebar] Fragmentary Names -> -> Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. - -### Namer's Codex -SoM p. 244 - -Namers have hidden their special techniques, spells, and items for millennia. - -#### Naming Skill Feat -SoM p. 244 - -- [Reveal True Name](../../Compendium/feats/reveal-true-name-som.md) - -#### Naming Spells -SoM p. 244 - -- [Catch Your Name](../../Compendium/spells/catch-your-name-som.md) -- [Compel True Name](../../Compendium/spells/compel-true-name-som.md) -- [Invoke True Name](../../Compendium/spells/invoke-true-name-som.md) - -#### Naming Items -SoM p. 244 - -- True Name Amulet - -## Wellspring Magic -SoM p. 248 - -**Rarity:** [Rare](../traits/rare.md) - -Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all. - -A magic wellspring often comes as an intrinsic part of the caster's own magic, whether granted or inherited. Characters can also receive wellsprings of magic as gifts from powerful entities or when they're released from other sources of potent magical energy. Being nearby when an artifact is destroyed or a powerful magical being dies can, rarely, leave a permanent wellspring in a character. - -Choosing the wellspring mage archetype below gives you the abilities related to this type of magic. This is a class archetype, chosen at 1st level as explained below. Consider what source will be most satisfying for your character, and think about how they feel when experiencing the influx of wellspring magic. Does the wellspring feel like a true part of your being? Like an unwanted outsider working its will through you? Like a problem to be solved? An aspect of yourself to come to terms with? As noted in the archetype, high-stress situations cause the wellspring magic roll. You can work with your GM to refine what sorts of situations might be high-stress for you that wouldn't be for other characters. - -### Using Wellspring Magic -SoM p. 248 - -Wellspring magic is most often appropriate for oracles who struggle to handle seemingly endless magic sent from the gods unasked, and for sorcerers with exceptional raw power but not exceptional discipline. More rarely, a particularly interested muse might give a bard a wellspring of irresistible creative energy in exchange for using it to humiliate or cast down a rival fey lord at exceptional personal risk. Summoners very rarely experience wellsprings because of the nature of their link to their eidolon, but when they do, the wellspring is most often connected to a magical essence associated with the eidolon. When sent by an entity such as a god, this power is generally an ambitious gamble to further one or more far-reaching schemes. - -#### Multiclass Variant -SoM p. 248 - -As a variant, a GM can consider applying wellspring magic to characters with the oracle or sorcerer multiclass dedication to represent struggling to control their new powers. If used this way, you might allow players who wish to represent their character mastering the surging power to remove the wellspring mage archetype when they gain an appropriate level without retraining. - -#### Areas of Wellspring Magic -SoM p. 248 - -A GM might implement wellspring magic in areas where there is an overload of magic or where magic is unstable. When using it in this way, you can apply chosen effects of the wellspring mage archetype to all spellcasters in the area, or even give the archetype to spellcasters in the area as a temporary free archetype. - -The ravaged Mana Wastes might be a good place to use this style of wellspring magic. For other planes, the extraplanar First World, home of the fey, and the chaotic Maelstrom are excellent candidates. - -### Wellspring Mage (Class Archetype) -SoM p. 248 - -The source of your magic buckles against your control, always pressing to be released. - -> [!pf2-note] -> You can find the [Wellspring Mage](../../Compendium/character/archetypes/wellspring-mage-som.md) archetype on the archetypes page. - -### Wellspring Surges -SoM p. 248 - -When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so. - -Roll `1d20` and use [Table 5–2: Wellspring Surges](../tables/wellspring-surges-som.md) below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead. - -If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies. - -A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects. - -| `d20` | Effect | -|-------|--------| -| 1 | **Energy Unleashed** ([evocation](../traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | -| 2 | **Positive Energy Expulsion** ([healing](../traits/healing.md), [necromancy](../traits/necromancy.md), [positive](../traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | -| 3 | **Mass Siphon** ([transmutation](../traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](../actions/climb.md) at their land Speed and can [Leap](../actions/leap.md) as far upward as they could normally [Leap](../actions/leap.md) horizontally. | -| 4 | **Magical Nemesis** ([conjuration](../traits/conjuration.md), [teleportation](../traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](../../Compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](../conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](../traits/summoned.md) or a [minion](../traits/minion.md). | -| 5 | **Monstrous Transformation** ([mental](../traits/mental.md), [morph](../traits/morph.md), [transmutation](../traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](../conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | -| 6 | **Sudden Gale** ([air](../traits/air.md), [evocation](../traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](../conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | -| 7 | **Tremor** ([earth](../traits/earth.md), [evocation](../traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](../conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | -| 8 | **Oppressive Voice** ([divination](../traits/divination.md), [mental](../traits/mental.md), [nonlethal](../traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](../conditions.md#Stunned) ([stunned](../conditions.md#Stunned) on a critical failure). | -| 9 | **Trinket Squall** ([illusion](../traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | -| 10 | **Antimagic Eruption** ([abjuration](../traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | -| 11 | **Mental Broadcast** ([detection](../traits/detection.md), [divination](../traits/divination.md), [mental](../traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | -| 12 | **Verdant Clutch** ([conjuration](../traits/conjuration.md), [plant](../traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](../conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](../actions/escape.md) DC is equal to the spell DC. | -| 13 | **Tinge of Terror** ([emotion](../traits/emotion.md), [enchantment](../traits/enchantment.md), [fear](../traits/fear.md), [mental](../traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](../conditions.md#Frightened) on a failure or [frightened](../conditions.md#Frightened) on a critical failure. | -| 14 | **Strike up the Band** ([auditory](../traits/auditory.md), [illusion](../traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](../../Compendium/skills.md#Diplomacy), [Intimidation](../../Compendium/skills.md#Intimidation), and [Performance](../../Compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](../../Compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](../../Compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | -| 15 | **Life Sap** ([necromancy](../traits/necromancy.md)) The surge drains your life force and strength. You become [drained](../conditions.md#Drained) and [doomed](../conditions.md#Doomed), and you are [enfeebled](../conditions.md#Enfeebled) for 1 minute. | -| 16 | **Ablative Barrier** ([abjuration](../traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | -| 17 | **Luminous Pests** ([illusion](../traits/illusion.md), [visual](../traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](../conditions.md#Dazzled) for 1 minute, or [blinded](../conditions.md#Blinded) for 1 round and then [dazzled](../conditions.md#Dazzled) for 1 minute on a critical failure. | -| 18 | **Emotional Turmoil** ([emotion](../traits/emotion.md), [enchantment](../traits/enchantment.md), [mental](../traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | -| 19 | **Sudden Downpour** ([evocation](../traits/evocation.md), [water](../traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | -| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | diff --git a/Rules/secrets-of-magic/introduction.md b/Rules/secrets-of-magic/introduction.md deleted file mode 100644 index 8709dcf38..000000000 --- a/Rules/secrets-of-magic/introduction.md +++ /dev/null @@ -1,36 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -aliases: ["Introduction"] ---- -# Introduction -SoM p. 5 - -> [!pf2-sidebar] Chapter Summaries -> -> _Secrets of Magic_ has five chapters, each detailing the practices of magic, those who harness its power, and the fruits of that power. -> -> **Chapter 1—Essentials of Magic:** Learn how magic works from the writings of Golarion's magical luminaries. Then you'll find both common and rare backgrounds for characters with a magical past -> -> **Chapter 2—Classes:** Fight while slinging spells with the magus, or form a special bond with a magical creature as a summoner. These full new classes are followed by their multiclass archetypes. -> -> **Chapter 3—Spells:** Over 200 spells, including new rituals and focus spells for the magus and summoner, offer new tools for spellcasters of any tradition. Summon powerful entities, use magic for everyday tasks, harness the elements, and even manipulate time! -> -> **Chapter 4—Magic Items:** Expand your collection with new consumables and permanent items. You'll also find sections on brand-new types of items, including fulu consumables, grimoires, magical tattoos, personal staves you design yourself, spell catalysts, and spellhearts you fasten to your gear. -> -> **Chapter 5—Book of Unlimited Magic:** Dive deep into strange and new forms of magic, from the emotion-based cathartic magic to elementalism, geomancy, shadow magic, rune magic from ancient Thassilon, and more! - -_Secrets of Magic_ goes beyond the basics of magic in ways both large and small. You'll find everything from a new cantrip that creates a small spout of water to rules for pervasive magic that can totally transform a campaign's world. And more than just the rules, this book digs deep into how magic feels and the ways spellcasters understand the magic of their world. Though the Essentials of Magic chapter goes in-depth on this topic, you'll find notes among the spells and magic items written by the people of Golarion, and the Book of Unlimited Magic explains in each section how that form of magic can affect roleplaying and the game world. - -The knowledge and methods of magic recounted in this book come from all sorts of sources, and only the most seasoned experts in the game world are familiar with them all. When using these sources, consider which areas a given character or institution knows how to use or is familiar with—and, crucially, which ones they're unaware of. A druid who knows geomancy and druidic circles in great depth might be entirely unfamiliar with arts practiced by arcane or occult casters. Separate what you as a player or GM understand and think of fun wrinkles or misunderstandings a character might make based on their limited experience. As another example, the magical essences are crucial to magic working, but a follower of a certain tradition might only know the practical spellcraft that lets them actually use magic. They might be unaware of the deeper sources, or even consider them unnecessary to learn—frivolous time wasted on esoterica when one could be studying a new spell! - -## Choosing Expansions -SoM p. 5 - -The _Pathfinder Core Rulebook_ and _Pathfinder Advanced Player's Guide_ include rules useful to the vast majority of games. Parts of Secrets of Magic aren't meant for every table. Chapter 5 in particular, with its new forms of magic, is more appropriate for certain games and circumstances than others. Some of that chapter's entries have rarities above common to more clearly indicate this. If you're running a game or want to use options like these for your character, think in advance about what their inclusion means for your game. You might even want to have a discussion about the implications with the rest of your group. - -That said, Chapters 2, 3, and 4 are more broadly useful. Even if you don't want to have elementalists as a specific type of caster in your game, the elemental spells in Chapter 3 could still be useful for any caster of the appropriate tradition. The classes in this book are common, as are the vast majority of spells and magic items. - -The pieces of this book are meant to play well together. Exploring the spells and items can open up more options for the new rules in the Book of Unlimited Magic, and the new classes will find spells that work well with their abilities. Pick and choose your favorites, and above all, experiment! \ No newline at end of file diff --git a/Rules/secrets-of-magic/secrets-of-magic.md b/Rules/secrets-of-magic/secrets-of-magic.md deleted file mode 100644 index 68224f2da..000000000 --- a/Rules/secrets-of-magic/secrets-of-magic.md +++ /dev/null @@ -1,75 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-book -tags: -- compendium/src/pf2e/som -- book/core/secrets-of-magic -aliases: ["Secrets of Magic"] ---- -**[Introduction](introduction.md)** - -- [Choosing Expansions](introduction.md#Choosing%20Expansions) - -**[Chapter 1: Essentials of Magic](chapter-1-essentials-of-magic.md)** - -- [Tradition Treatises](chapter-1-essentials-of-magic.md#Tradition%20Treatises) -- [On Essences](chapter-1-essentials-of-magic.md#On%20Essences) -- [The Eight Arches of Incantation](chapter-1-essentials-of-magic.md#The%20Eight%20Arches%20of%20Incantation) -- [Abjuration](chapter-1-essentials-of-magic.md#Abjuration) -- [Conjuration](chapter-1-essentials-of-magic.md#Conjuration) -- [Divination](chapter-1-essentials-of-magic.md#Divination) -- [Enchantment](chapter-1-essentials-of-magic.md#Enchantment) -- [Evocation](chapter-1-essentials-of-magic.md#Evocation) -- [Illusion](chapter-1-essentials-of-magic.md#Illusion) -- [Necromancy](chapter-1-essentials-of-magic.md#Necromancy) -- [Transmutation](chapter-1-essentials-of-magic.md#Transmutation) -- [Magical Backgrounds](chapter-1-essentials-of-magic.md#Magical%20Backgrounds) -- [Rare Magical Backgrounds](chapter-1-essentials-of-magic.md#Rare%20Magical%20Backgrounds) - -**[Chapter 2: Classes](chapter-2-classes.md)** - -- [Multiclass Archetypes](chapter-2-classes.md#Multiclass%20Archetypes) -- [Bounded Spellcasting Archetype](chapter-2-classes.md#Bounded%20Spellcasting%20Archetype) -- [Magus](chapter-2-classes.md#Magus) -- [Summoner](chapter-2-classes.md#Summoner) - -**[Chapter 3: Spells](chapter-3-spells.md)** - -- [Arcane Spell List](chapter-3-spells.md#Arcane%20Spell%20List) -- [Divine Spell List](chapter-3-spells.md#Divine%20Spell%20List) -- [Occult Spell List](chapter-3-spells.md#Occult%20Spell%20List) -- [Primal Spell List](chapter-3-spells.md#Primal%20Spell%20List) -- [Spell Descriptions](chapter-3-spells.md#Spell%20Descriptions) -- [Focus Spells](chapter-3-spells.md#Focus%20Spells) -- [Rituals](chapter-3-spells.md#Rituals) - -**[Chapter 4: Magic Items](chapter-4-magic-items.md)** - -- [Creating a Magic Item](chapter-4-magic-items.md#Creating%20a%20Magic%20Item) -- [Investing a Magic Item](chapter-4-magic-items.md#Investing%20a%20Magic%20Item) -- [Activating a Magic Item](chapter-4-magic-items.md#Activating%20a%20Magic%20Item) -- [Collected Notes](chapter-4-magic-items.md#Collected%20Notes) -- [Fulus](chapter-4-magic-items.md#Fulus) -- [Grimoires](chapter-4-magic-items.md#Grimoires) -- [Magical Tattoos](chapter-4-magic-items.md#Magical%20Tattoos) -- [Personal Staves](chapter-4-magic-items.md#Personal%20Staves) -- [Spell Catalysts](chapter-4-magic-items.md#Spell%20Catalysts) -- [Spellhearts](chapter-4-magic-items.md#Spellhearts) -- [Consumables](chapter-4-magic-items.md#Consumables) -- [Permanent Items](chapter-4-magic-items.md#Permanent%20Items) - -**[Chapter 5: Book of Unlimited Magic](chapter-5-book-of-unlimited-magic.md)** - -- [Cathartic Magic](chapter-5-book-of-unlimited-magic.md#Cathartic%20Magic) -- [Elementalism](chapter-5-book-of-unlimited-magic.md#Elementalism) -- [Elemental Spell List](chapter-5-book-of-unlimited-magic.md#Elemental%20Spell%20List) -- [Flexible Preparation](chapter-5-book-of-unlimited-magic.md#Flexible%20Preparation) -- [Geomancy](chapter-5-book-of-unlimited-magic.md#Geomancy) -- [Ley Lines](chapter-5-book-of-unlimited-magic.md#Ley%20Lines) -- [Pervasive Magic](chapter-5-book-of-unlimited-magic.md#Pervasive%20Magic) -- [Shadow Magic](chapter-5-book-of-unlimited-magic.md#Shadow%20Magic) -- [Soul Seeds](chapter-5-book-of-unlimited-magic.md#Soul%20Seeds) -- [Soulforged Armaments](chapter-5-book-of-unlimited-magic.md#Soulforged%20Armaments) -- [Thassilonian Rune Magic](chapter-5-book-of-unlimited-magic.md#Thassilonian%20Rune%20Magic) -- [True Names](chapter-5-book-of-unlimited-magic.md#True%20Names) -- [Wellspring Magic](chapter-5-book-of-unlimited-magic.md#Wellspring%20Magic) \ No newline at end of file diff --git a/Rules/tables/ability-modifiers.md b/Rules/tables/ability-modifiers.md deleted file mode 100644 index d6f0cb117..000000000 --- a/Rules/tables/ability-modifiers.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Ability Modifiers"] ---- -# Ability Modifiers -*Source: Core Rulebook p. 20* - -| Ability Score | Modifier | Ability Score | Modifier | -|---------------|----------|---------------|----------| -| 1 | -5 | 14-15 | +2 | -| 2-3 | -4 | 16-17 | +3 | -| 4-5 | -3 | 18-19 | +4 | -| 6-7 | -2 | 20-21 | +5 | -| 8-9 | -1 | 22-23 | +6 | -| 10-11 | +0 | 24-25 | +7 | -| 12-13 | +1 | etc... | | \ No newline at end of file diff --git a/Rules/tables/ability-quirks-da.md b/Rules/tables/ability-quirks-da.md deleted file mode 100644 index cf9976cb2..000000000 --- a/Rules/tables/ability-quirks-da.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/da -aliases: ["Ability Quirks"] ---- -# Ability Quirks -*Source: Dark Archive p. 103* - -| `d10` | Quirk | -|-------|-------| -| 1 | **Temporal Effectiveness** The deviation's power feels slightly stronger (or slightly weaker) at a specific time of day. | -| 2 | **Musical Notation** Your deviation produces strange ethereal tones or chimes when activated, or you activate it through singing, whistling, or performance. | -| 3 | **Strange Biology** When you gained your deviation, you grew extra eyes, a set of chitinous antennae, or some other strange biological feature unusual for your ancestry. While you might be able to hide it underneath clothing, your deviant abilities all center around this organ, so it must be uncovered and unobstructed for you to use your deviation. | -| 4 | **Chromatic Absorption** Whenever you use your deviation, you absorb or mute a specific color from an object near you, and any manifestation of your deviant ability has that color. The absorbed colors return to your surroundings within an hour. | -| 5 | **Selective Application** The deviation works slightly better (or slightly worse) on a certain type of creature (such as gnomes or caterpillars) or material (such as glass or silver). | -| 6 | **Atmospheric Disturbance** When you use your deviation, tiny clouds, light wind, or other small atmospheric disturbances occur within 5 feet of your body. | -| 7 | **Fractal Sign** Your deviation causes sand, droplets, small insects, or other lightweight objects to organize themselves into strange, geometric patterns whenever activated. | -| 8 | **Harmless Wound** When you use your deviation, trace amounts of blood drip from your eyes or nose. | -| 9 | **Strange Fuel** Each day, you must consume a small amount of a specific material, such as quartz or holy water (which you can do harmlessly), or your deviation is painful to use. | -| 10 | **Forgotten Prayers** When you gain your deviation, piecemeal knowledge of a forgotten language fills your mind—not enough to communicate, but enough that you control your deviation by commanding or beseeching some higher power in the language. | \ No newline at end of file diff --git a/Rules/tables/adventuring-gear.md b/Rules/tables/adventuring-gear.md deleted file mode 100644 index 09a9e9a8c..000000000 --- a/Rules/tables/adventuring-gear.md +++ /dev/null @@ -1,115 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Adventuring Gear"] ---- -# Adventuring Gear -*Source: Core Rulebook p. 288* - -| Item | Price | Bulk | Hands | -|------|-------|------|-------| -| [Adventurer's pack](../../Compendium/equipment/items/adventurers-pack.md) | 15 sp | 1 | — | -| [Alchemist's lab](../../Compendium/equipment/items/alchemists-lab.md) | 5 gp | 6 | 2 | -| Expanded alchemist's lab (level 3) | 55 gp | 6 | 2 | -| [Alchemist's tools](../../Compendium/equipment/items/alchemists-tools.md) | 3 gp | 1 | 2 | -| [Artisan's tools](../../Compendium/equipment/items/artisans-tools.md) | 4 gp | 2 | 2 | -| Sterling artisan's tools (level 3) | 50 gp | 2 | 2 | -| [Backpack](../../Compendium/equipment/items/backpack.md) | 1 sp | — | — | -| [Basic crafter's book](../../Compendium/equipment/items/basic-crafters-book.md) | 1 sp | L | 2 | -| [Bedroll](../../Compendium/equipment/items/bedroll.md) | 2 cp | L | — | -| [Caltrops](../../Compendium/equipment/items/caltrops.md) | 3 sp | L | 1 | -| [Candle (10)](../../Compendium/equipment/items/candle-10.md) | 1 cp | — | 1 | -| [Chain (10 feet)](../../Compendium/equipment/items/chain-10-feet.md) | 4 gp | 1 | 2 | -| [Chalk (10)](../../Compendium/equipment/items/chalk-10.md) | 1 cp | — | 1 | -| [Chest](../../Compendium/equipment/items/chest.md) | 6 sp | 2 | 2 | -| [Climbing kit](../../Compendium/equipment/items/climbing-kit.md) | 5 sp | 1 | 2 | -| Extreme climbing kit (level 3) | 40 gp | 1 | 2 | -| [Clothing](../../Compendium/equipment/items/clothing.md) | | | | -| Ordinary | 1 sp | — | — | -| [Explorer's](../../Compendium/equipment/items/explorers-clothing.md) | 1 sp | L | — | -| Fine | 2 gp | L | — | -| High-fashion fine (level 3) | 55 gp | L | — | -| Winter | 4 sp | L | — | -| [Compass](../../Compendium/equipment/items/compass.md) | 1 gp | — | 1 | -| Lensatic compass (level 3) | 20 gp | — | 1 | -| [Cookware](../../Compendium/equipment/items/cookware.md) | 1 gp | 2 | 2 | -| [Crowbar](../../Compendium/equipment/items/crowbar.md) | 5 sp | L | 2 | -| Levered crowbar (level 3) | 20 gp | L | 2 | -| [Disguise kit](../../Compendium/equipment/items/disguise-kit.md) | 2 gp | L | 2 | -| [Replacement cosmetics](../../Compendium/equipment/items/replacement-cosmetics.md) | 1 sp | — | — | -| Elite disguise kit (level 3) | 40 gp | L | 2 | -| Elite cosmetics (level 3) | 5 sp | — | — | -| [Fishing tackle](../../Compendium/equipment/items/fishing-tackle.md) | 8 sp | 1 | 2 | -| Professional fishing tackle (level 3) | 20 gp | 1 | 2 | -| [Flint and steel](../../Compendium/equipment/items/flint-and-steel.md) | 5 cp | — | 2 | -| [Formula book (blank)](../../Compendium/equipment/items/formula-book-blank.md) | 1 gp | L | 1 | -| [Grappling hook](../../Compendium/equipment/items/grappling-hook.md) | 1 sp | L | 1 | -| [Hammer](../../Compendium/equipment/items/hammer.md) | 1 sp | L | 1 | -| [Healer's tools](../../Compendium/equipment/items/healers-tools.md) | 5 gp | 1 | 2 | -| Expanded healer's tools (level 3) | 50 gp | 1 | 2 | -| [Holly and mistletoe](../../Compendium/equipment/items/holly-and-mistletoe.md) | 0 | — | 1 | -| [Hourglass](../../Compendium/equipment/items/hourglass.md) | 3 gp | L | 1 | -| [Ladder (10-foot)](../../Compendium/equipment/items/ladder-10-foot.md) | 3 cp | 3 | 2 | -| Lantern | | | | -| Bull's eye | 1 gp | 1 | 1 | -| Hooded | 7 sp | L | 1 | -| Lock | | | | -| Poor lock (level 0) | 2 sp | — | 2 | -| Simple lock (level 1) | 2 gp | — | 2 | -| Average lock (level 3) | 15 gp | — | 2 | -| Good lock (level 9) | 200 gp | — | 2 | -| Superior lock (level 17) | 4,500 gp | — | 2 | -| [Magnifying glass](../../Compendium/equipment/items/magnifying-glass.md) (level 3) | 40 gp | — | 1 | -| Manacles | | | | -| Poor manacles (level 0) | 2 sp | — | 2 | -| Simple manacles (level 1) | 3 gp | — | 2 | -| Average manacles (level 3) | 20 gp | — | 2 | -| Good manacles (level 9) | 250 gp | — | 2 | -| Superior manacles (level 17) | 5,000 gp | — | 2 | -| [Material component pouch](../../Compendium/equipment/items/material-component-pouch.md) | 5 sp | L | 1 | -| [Merchant's scale](../../Compendium/equipment/items/merchants-scale.md) | 2 sp | L | 2 | -| [Mirror](../../Compendium/equipment/items/mirror.md) | 1 gp | — | 1 | -| [Mug](../../Compendium/equipment/items/mug.md) | 1 cp | — | 1 | -| Musical instrument | | | | -| Handheld | 8 sp | 1 | 2 | -| Virtuoso handheld (level 3) | 50 gp | 1 | 2 | -| Heavy | 2 gp | 16 | 2 | -| Virtuoso heavy (level 3) | 100 gp | 16 | 2 | -| [Oil (1 pint)](../../Compendium/equipment/items/oil-1-pint.md) | 1 cp | — | 2 | -| [Piton](../../Compendium/equipment/items/piton.md) | 1 cp | — | 1 | -| [Rations (1 week)](../../Compendium/equipment/items/rations-1-week.md) | 4 sp | L | 1 | -| Religious symbol | | | | -| Wooden | 1 sp | L | 1 | -| Silver | 2 gp | L | 1 | -| [Religious text](../../Compendium/equipment/items/religious-text.md) | 1 gp | L | 1 | -| [Repair kit](../../Compendium/equipment/items/repair-kit.md) | 2 gp | 1 | 2 | -| Superb repair kit (level 3) | 25 gp | 1 | 2 | -| [Rope (50 feet)](../../Compendium/equipment/items/rope-50-feet.md) | 5 sp | L | 2 | -| [Sack (5)](../../Compendium/equipment/items/sack-5.md) | 1 cp | L | 1 | -| [Saddlebags](../../Compendium/equipment/items/saddlebags.md) | 2 sp | L | 2 | -| [Signal whistle](../../Compendium/equipment/items/signal-whistle.md) | 8 cp | — | 1 | -| [Snare kit](../../Compendium/equipment/items/snare-kit.md) | 5 gp | 2 | 2 | -| Specialist snare kit (level 3) | 55 gp | 2 | 2 | -| [Soap](../../Compendium/equipment/items/soap.md) | 2 cp | — | 1 | -| [Spellbook (blank)](../../Compendium/equipment/items/spellbook-blank.md) | 1 gp | L | 1 | -| [Spyglass](../../Compendium/equipment/items/spyglass.md) | 20 gp | L | 2 | -| Fine spyglass (level 4) | 80 gp | L | 2 | -| [Tack](../../Compendium/equipment/items/tack.md) | 4 gp | 1 | — | -| [Ten-foot pole](../../Compendium/equipment/items/ten-foot-pole.md) | 1 cp | 1 | 2 | -| Tent | | | | -| Pup | 8 sp | L | 2 | -| Four-person | 5 gp | 1 | 2 | -| Pavilion (level 2) | 40 gp | 12 | 2 | -| [Thieves' tools](../../Compendium/equipment/items/thieves-tools.md) | 3 gp | L | 2 | -| [Replacement picks](../../Compendium/equipment/items/replacement-picks.md) | 3 sp | — | — | -| Infiltrator thieves' tools (level 3) | 50 gp | L | 2 | -| Infiltrator picks (level 3) | 3 gp | — | — | -| Tool | | | | -| Long tool | 1 gp | 1 | 2 | -| Short tool | 4 sp | L | 1 or 2 | -| [Torch](../../Compendium/equipment/items/torch.md) | 1 cp | L | 1 | -| [Waterskin](../../Compendium/equipment/items/waterskin.md) | 5 cp | L | 1 | -| [Writing set](../../Compendium/equipment/items/writing-set.md) | 1 gp | L | 2 | -| [Extra ink and paper](../../Compendium/equipment/items/extra-ink-and-paper.md) | 1 sp | — | — | \ No newline at end of file diff --git a/Rules/tables/alchemical-gear.md b/Rules/tables/alchemical-gear.md deleted file mode 100644 index bdde6538f..000000000 --- a/Rules/tables/alchemical-gear.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Alchemical Gear"] ---- -# Alchemical Gear -*Source: Core Rulebook p. 292* - -| Alchemical Bombs | Price | Bulk | Page | -|------------------|-------|------|------| -| Lesser acid flask | 3 gp | L | 544 | -| Lesser alchemist's fire | 3 gp | L | 545 | -| Lesser bottled lightning | 3 gp | L | 545 | -| Lesser frost vial | 3 gp | L | 545 | -| Lesser tanglefoot bag | 3 gp | L | 545 | -| Lesser thunderstone | 3 gp | L | 545 | -^alchemical-gear-6-11-7 - -| Elixirs | Price | Bulk | Page | -|---------|-------|------|------| -| Lesser antidote | 3 gp | L | 546 | -| Lesser antiplague | 3 gp | L | 546 | -| Minor elixir of life | 3 gp | L | 548 | -^alchemical-gear-6-11-11 - -| Alchemical Tools | Price | Bulk | Page | -|------------------|-------|------|------| -| Lesser smokestick | 3 gp | L | 554 | -| [Sunrod](../../Compendium/equipment/items/sunrod.md) | 3 gp | L | 554 | -| Tindertwig (10) | 2 sp | — | 554 | \ No newline at end of file diff --git a/Rules/tables/alignment-aura.md b/Rules/tables/alignment-aura.md deleted file mode 100644 index da25e6db5..000000000 --- a/Rules/tables/alignment-aura.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Alignment Aura"] ---- -# Alignment Aura -*Source: Core Rulebook p. 328* - -The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example). - -| Creature Item Level | Spell or Effect Level | Aura Strength | -|---------------------|-----------------------|---------------| -| 0-5 | — | None | -| 6-10 | 0-3 | Faint | -| 11-15 | 4-7 | Moderate | -| 16-20 | 8-9 | Powerful | -| 21+ | 10 | Overwhelming | \ No newline at end of file diff --git a/Rules/tables/alkenstar-services-ooa1.md b/Rules/tables/alkenstar-services-ooa1.md deleted file mode 100644 index e7f73cf8c..000000000 --- a/Rules/tables/alkenstar-services-ooa1.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Alkenstar Services"] ---- -# Alkenstar Services -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 81* - -| Service | Price | -|---------|-------| -| Black powder tattoo (per 4 hours) | 5 gp | -| Bulletworks use (per day) | 1 gp | -| Clockwork rentals (per day) | | -| Clockwork lookout | 1 sp | -| Clockwork pack mule | 2 sp | -| Clockwork servant | 1 gp | -| Clockwork mount | 2 gp | -| Clockwork carriage | 8 gp | -| Firearm repair (per day) | 2 gp | -| Spellcasting services | ×2* | -| Workshop rental (per day) | 1 gp | -| Including expert assistance | 3 gp | - -* Spellcasting services in Alkenstar usually cost twice the amount listed on [Table 6–15: Spellcasting Services](spellcasting-services.md). \ No newline at end of file diff --git a/Rules/tables/animal-caretaking-gear-prices-lotg.md b/Rules/tables/animal-caretaking-gear-prices-lotg.md deleted file mode 100644 index c1eca75d1..000000000 --- a/Rules/tables/animal-caretaking-gear-prices-lotg.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Animal Caretaking Gear Prices"] ---- -# Animal Caretaking Gear Prices -*Source: Lost Omens: Travel Guide p. 103* - -| Name | Price | -|------|-------| -| [Animal bed](../../Compendium/equipment/items/animal-bed-lotg.md) | 1 sp | -| [Cage](../../Compendium/equipment/items/cage-lotg.md) | 5 sp | -| [Collar](../../Compendium/equipment/items/collar-lotg.md) | 1 sp | -| Feed, standard (1 week's feed) | 1 cp | -| Feed, unique (1 week's feed) | 1 sp | -| [Handling gloves](../../Compendium/equipment/items/handling-gloves-lotg.md) | 5 sp | -| [Harness](../../Compendium/equipment/items/harness-lotg.md) | 8 sp | -| [Leash](../../Compendium/equipment/items/leash-lotg.md) | 1 sp | -| Tank, stationary | 1 gp | -| Tank, traveling | 10 gp | -| Treats, standard | 1 cp | -| Treats, unique | 1 sp | \ No newline at end of file diff --git a/Rules/tables/animal-instincts.md b/Rules/tables/animal-instincts.md deleted file mode 100644 index ae921af0d..000000000 --- a/Rules/tables/animal-instincts.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Animal Instincts"] ---- -# Animal Instincts -*Source: Core Rulebook p. 86* - -| Animal | Attack | Damage | Traits | -|--------|--------|--------|--------| -| Ape | Fist | `1d10` B | [Grapple](../traits/grapple.md), [unarmed](../traits/unarmed.md) | -| Bear | Jaws | `1d10` P | [Unarmed](../traits/unarmed.md) | -| | Claws | `1d6` S | [Agile](../traits/agile.md), [unarmed](../traits/unarmed.md) | -| Bull | Horn | `1d10` P | [Shove](../traits/shove.md), [unarmed](../traits/unarmed.md) | -| Cat | Jaws | `1d10` P | [Unarmed](../traits/unarmed.md) | -| | Claws | `1d6` S | [Agile](../traits/agile.md), [unarmed](../traits/unarmed.md) | -| Deer | Antler | `1d10` P | [Grapple](../traits/grapple.md), [unarmed](../traits/unarmed.md) | -| Frog | Jaws | `1d10` B | [Unarmed](../traits/unarmed.md) | -| | Tongue | `1d4` B | [Agile](../traits/agile.md), [unarmed](../traits/unarmed.md) | -| Shark | Jaws | `1d10` P | [Grapple](../traits/grapple.md), [unarmed](../traits/unarmed.md) | -| Snake | Fangs | `1d10` P | [Grapple](../traits/grapple.md), [unarmed](../traits/unarmed.md) | -| Wolf | Jaws | `1d10` P | [Trip](../traits/trip.md), [Unarmed](../traits/unarmed.md) | \ No newline at end of file diff --git a/Rules/tables/animal-prices-lotg.md b/Rules/tables/animal-prices-lotg.md deleted file mode 100644 index 6c4befe90..000000000 --- a/Rules/tables/animal-prices-lotg.md +++ /dev/null @@ -1,48 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Animal Prices"] ---- -# Animal Prices -*Source: Lost Omens: Travel Guide p. 103* - -| Name | Price | -|------|-------| -| [Alpaca](../../Compendium/equipment/items/alpaca-lotg.md) | 75+ gp | -| [Axolotl](../../Compendium/equipment/items/axolotl-lotg.md) | 40 gp | -| [Badger](../../Compendium/equipment/items/badger-lotg.md) | 15 sp | -| [Bat](../../Compendium/equipment/items/bat-lotg.md) | 3+ gp | -| [Beehive](../../Compendium/equipment/items/beehive-lotg.md) | 1 gp | -| [Bird](../../Compendium/equipment/items/bird-lotg.md) | 1+ sp | -| [Bird, house eagle](../../Compendium/equipment/items/house-eagle-lotg.md) | 10 gp | -| [Butterfly](../../Compendium/equipment/items/butterfly-lotg.md) or [moth](../../Compendium/equipment/items/moth-lotg.md) | 1 sp | -| [Cat](../../Compendium/equipment/items/cat-lotg.md) | 3+ cp | -| [Cat, Galtan orange](../../Compendium/equipment/items/galtan-orange-cat-lotg.md) | 10 gp | -| [Cow](../../Compendium/equipment/items/cow-lotg.md) | 8 gp | -| [Cradle minder](../../Compendium/equipment/items/cradle-minder-lotg.md) | 50 gp | -| [Dinosaur](../../Compendium/equipment/items/dinosaur-lotg.md) | 10+ gp | -| [Dog](../../Compendium/equipment/items/dog-lotg.md) | 2+ sp | -| [Duck](../../Compendium/equipment/items/duck-lotg.md) | 5 sp | -| [Ferret](../../Compendium/equipment/items/ferret-lotg.md) | 1 sp | -| [Fish](../../Compendium/equipment/items/fish-lotg.md) | 1+ cp | -| [Fox](../../Compendium/equipment/items/fox-lotg.md) | 8 sp | -| [Frog](../../Compendium/equipment/items/frog-lotg.md) | 2+ sp | -| [Gerbil](../../Compendium/equipment/items/gerbil-lotg.md) or [hamster](../../Compendium/equipment/items/hamster-lotg.md) | 1 sp | -| [Horse](../../Compendium/equipment/items/horse-lotg.md) | 2+ gp | -| [Kayalini](../../Compendium/equipment/items/kayalini-lotg.md) | 5 gp | -| [Lizard](../../Compendium/equipment/items/lizard-lotg.md) | 1+ sp | -| [Lizard, X's](../../Compendium/equipment/items/xs-lizard-lotg.md) | 1 gp | -| [Monkey](../../Compendium/equipment/items/monkey-lotg.md) | 3 gp | -| [Mouse](../../Compendium/equipment/items/mouse-lotg.md) | 1 cp | -| [Opossum, domestic](../../Compendium/equipment/items/opossum-domestic-lotg.md) | 2 gp | -| [Pig](../../Compendium/equipment/items/pig-lotg.md) | 5+ sp | -| [Praying mantis](../../Compendium/equipment/items/praying-mantis-lotg.md) | 1 sp | -| [Rabbit](../../Compendium/equipment/items/rabbit-lotg.md) | 1+ gp | -| [Raccoon](../../Compendium/equipment/items/raccoon-lotg.md) | 5 gp | -| [Rat](../../Compendium/equipment/items/rat-lotg.md) | 1+ sp | -| [Snake](../../Compendium/equipment/items/snake-lotg.md) | 1+ gp | -| [Spider](../../Compendium/equipment/items/spider-lotg.md) | 2+ sp | -| [Squirrel](../../Compendium/equipment/items/squirrel-lotg.md) | 7 sp | -| [Turtle](../../Compendium/equipment/items/turtle-lotg.md) | 3 sp | \ No newline at end of file diff --git a/Rules/tables/animals.md b/Rules/tables/animals.md deleted file mode 100644 index 052df8943..000000000 --- a/Rules/tables/animals.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Animals"] ---- -# Animals -*Source: Core Rulebook p. 294* - -| Animal | Rental Price* (per day) | Purchase Price | -|--------|-------------------------|----------------| -| Dog | | | -| Guard dog | 1 cp per day | 2 sp | -| Riding dog | 6 cp per day | 4 gp | -| Horse | | | -| Riding horse | 1 sp per day | 8 gp | -| Warhorse | 1 gp per day | 30 gp (level 2) | -| Pack animal | 2 cp per day | 2 gp | -| Pony | | | -| Riding pony | 8 cp per day | 7 gp | -| Warpony | 8 sp per day | 24 gp (level 2) | - -* Might require a deposit equal to the purchase Price. \ No newline at end of file diff --git a/Rules/tables/armor-upgrade-prices.md b/Rules/tables/armor-upgrade-prices.md deleted file mode 100644 index 77ae4b6e2..000000000 --- a/Rules/tables/armor-upgrade-prices.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Armor Upgrade Prices"] ---- -# Armor Upgrade Prices -*Source: Core Rulebook p. 582* - -| Starting Armor | Improved Armor | Price and Process | -|----------------|----------------|-------------------| -| +1 armor | +1 resilient armor | 340 gp to etch resilient (8th level) | -| +1 resilient armor | +2 resilient armor | 900 gp to etch +2 armor potency (11th level) | -| +2 resilient armor | +2 greater resilient armor | 3,100 gp to etch greater resilient (14th level) | -| +2 greater resilient armor | +3 greater resilient armor | 19,500 gp to etch +3 armor potency (18th level) | -| +3 greater resilient armor | +3 major resilient armor | 46,000 gp to etch major resilient (20th level) | \ No newline at end of file diff --git a/Rules/tables/armor.md b/Rules/tables/armor.md deleted file mode 100644 index 17d1e78b6..000000000 --- a/Rules/tables/armor.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Armor"] ---- -# Armor -*Source: Core Rulebook p. 275* - -| Light Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Padded Armor](../../Compendium/equipment/items/padded-armor.md) | 2 sp | +1 | +3 | — | — | 10 | L | Cloth | [Comfort](../traits/comfort.md) | -| [Leather](../../Compendium/equipment/items/leather.md) | 2 gp | +1 | +4 | -1 | — | 10 | 1 | Leather | — | -| [Studded Leather](../../Compendium/equipment/items/studded-leather.md) | 3 gp | +2 | +3 | -1 | — | 12 | 1 | Leather | — | -| [Chain shirt](../../Compendium/equipment/items/chain-shirt.md) | 5 gp | +2 | +3 | -1 | — | 12 | 1 | Chain | [Flexible](../traits/flexible.md), [Noisy](../traits/noisy.md) | -^armor-6-4-5 - -| Medium Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|--------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Hide](../../Compendium/equipment/items/hide.md) | 2 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Leather | — | -| [Scale mail](../../Compendium/equipment/items/scale-mail.md) | 4 gp | +3 | +2 | –2 | –5 ft. | 14 | 2 | Composite | — | -| [Chain mail](../../Compendium/equipment/items/chain-mail.md) | 6 gp | +4 | +1 | –2 | –5 ft. | 16 | 2 | Chain | [Flexible](../traits/flexible.md), [Noisy](../traits/noisy.md) | -| [Breastplate](../../Compendium/equipment/items/breastplate.md) | 8 gp | +4 | +1 | -2 | -5 ft. | 16 | 2 | Plate | — | -^armor-6-4-10 - -| Heavy Armor | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|-------------|-------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Splint mail](../../Compendium/equipment/items/splint-mail.md) (level 1) | 13 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Composite | — | -| [Half plate](../../Compendium/equipment/items/half-plate.md) (level 1) | 18 gp | +5 | +1 | -3 | -10 ft. | 16 | 3 | Plate | — | -| [Full plate](../../Compendium/equipment/items/full-plate.md) (level 2) | 30 gp | +6 | +0 | -3 | -10 ft. | 18 | 4 | Plate | [Bulwark](../traits/bulwark.md) | \ No newline at end of file diff --git a/Rules/tables/automatic-bonus-progression-gmg.md b/Rules/tables/automatic-bonus-progression-gmg.md deleted file mode 100644 index 50e96a457..000000000 --- a/Rules/tables/automatic-bonus-progression-gmg.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Automatic Bonus Progression"] ---- -# Automatic Bonus Progression -*Source: Gamemastery Guide p. 196* - -| Level | Benefits | -|-------|----------| -| 1 | – | -| 2 | Attack potency +1 | -| 3 | Skill potency (one at +1) | -| 4 | Devastating attacks (two dice) | -| 5 | Defense potency +1 | -| 6 | Skill potency (two at +1 each) | -| 7 | Perception potency +1 | -| 8 | Saving throw potency +1 | -| 9 | Skill potency (one at +2, one at +1) | -| 10 | Attack potency +2 | -| 11 | Defense potency +2 | -| 12 | Devastating attacks (three dice) | -| 13 | Perception potency +2; skill potency (two at +2, one at +1) | -| 14 | Saving throw potency +2 | -| 15 | Skill potency (three at +2 each, one at +1) | -| 16 | Attack potency +3 | -| 17 | Ability apex; skill potency (one at +3, two at +2 each, two at +1 each) | -| 18 | Defense potency +3 | -| 19 | Devastating attacks (four dice), Perception potency +3 | -| 20 | Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) | \ No newline at end of file diff --git a/Rules/tables/barding.md b/Rules/tables/barding.md deleted file mode 100644 index f8c28c76d..000000000 --- a/Rules/tables/barding.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Barding"] ---- -# Barding -*Source: Core Rulebook p. 294* - -| Light Barding | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Bulk | Strength | -|---------------|-------|----------|---------|---------------|---------------|------|----------| -| Small or Medium | 10 gp | +1 | +5 | –1 | –5 ft. | 2 | +3 | -| Large | 20 gp | +1 | +5 | –1 | –5 ft. | 4 | +3 | -^barding-6-18-3 - -| Heavy Barding | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Bulk | Strength | -|---------------|-------|----------|---------|---------------|---------------|------|----------| -| Small or Medium (level 2) | 25 gp | +3 | +3 | –3 | –10 ft. | 4 | +5 | -| Large (level 3) | 50 gp | +3 | +3 | –3 | –10 ft. | 8 | +5 | \ No newline at end of file diff --git a/Rules/tables/basic-services-and-consumables.md b/Rules/tables/basic-services-and-consumables.md deleted file mode 100644 index 600a4d0d9..000000000 --- a/Rules/tables/basic-services-and-consumables.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Basic Services and Consumables"] ---- -# Basic Services and Consumables -*Source: Core Rulebook p. 294* - -| Item | Price | Bulk | Hands | -|------|-------|------|-------| -| Beverages | | | | -| Mug of ale | 1 cp | L | 1 | -| Keg of ale | 2 sp | 2 | 2 | -| Pot of coffee or tea | 2 cp | L | 1 | -| Bottle of wine | 1 sp | L | 1 | -| Bottle of fine wine | 1 gp | L | 1 | -| Hireling (1 day) | | | | -| Unskilled | 1 sp | | | -| Skilled | 5 sp | | | -| Lodging (1 day) | | | | -| Floor space | 3 cp | | | -| Bed (for 1) | 1 sp | | | -| Private room (for 2) | 8 sp | | | -| Extravagant suite (for 6) | 10 gp | | | -| Meals | | | | -| Poor meal | 1 cp | L | 2 | -| Square meal | 3 cp | L | 2 | -| Fine dining | 1 gp | L | 2 | -| Stabling (1 day) | 2 cp | | | -| Toll | at least 1 cp | | | -| Transportation (per 5 miles) | | | | -| Caravan | 3 cp | | | -| Carriage | 2 sp | | | -| Ferry or riverboat | 4 cp | | | -| Sailing ship | 6 cp | | | \ No newline at end of file diff --git a/Rules/tables/bulk-conversions.md b/Rules/tables/bulk-conversions.md deleted file mode 100644 index b90c03ca6..000000000 --- a/Rules/tables/bulk-conversions.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Bulk conversions"] ---- -# Bulk conversions -*Source: Core Rulebook p. 295* - -| Creature Size | Bulk Limit | Treats as Light | Treats as Negligible | -|---------------|------------|-----------------|----------------------| -| Tiny | Half | — | none | -| Small or Med. | Standard | L | — | -| Large | ×2 | 1 Bulk | L | -| Huge | ×4 | 2 Bulk | 1 Bulk | -| Gargantuan | ×8 | 4 Bulk | 2 Bulk | \ No newline at end of file diff --git a/Rules/tables/bulk-of-creatures.md b/Rules/tables/bulk-of-creatures.md deleted file mode 100644 index 04fe53f5f..000000000 --- a/Rules/tables/bulk-of-creatures.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Bulk of Creatures"] ---- -# Bulk of Creatures -*Source: Core Rulebook p. 273* - -| Size of Creature | Bulk | -|------------------|------| -| [Tiny](../traits/tiny-b1.md) | 1 | -| [Small](../traits/small-b1.md) | 3 | -| [Medium](../traits/medium-b1.md) | 6 | -| [Large](../traits/large-b1.md) | 12 | -| [Huge](../traits/huge-b1.md) | 24 | -| [Gargantuan](../traits/gargantuan-b1.md) | 48 | \ No newline at end of file diff --git a/Rules/tables/changing-equipment.md b/Rules/tables/changing-equipment.md deleted file mode 100644 index 657d4ef7b..000000000 --- a/Rules/tables/changing-equipment.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Changing Equipment"] ---- -# Changing Equipment -*Source: Core Rulebook p. 274* - -| Change | Hands | Action | -|--------|-------|--------| -| Draw or put away a worn item, or pick up an item[^1] | 1 or 2 | [Interact](../actions/interact.md) | -| Pass an item to or take an item from a willing creature[^2] | 1 or 2 | [Interact](../actions/interact.md) | -| Drop an item to the ground | 1 or 2 | [Release](../actions/release.md) | -| Detach a shield or item strapped to you | 1 | [Interact](../actions/interact.md) | -| Change your grip by removing a hand from an item | 2 | [Release](../actions/release.md) | -| Change your grip by adding a hand to an item | 2 | [Interact](../actions/interact.md) | -| Retrieve an item from a backpack[^3], sack, or similar container | 2 | [Interact](../actions/interact.md) | - -[^1]: If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it. - -[^2]: A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use. - -[^3]: Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate [Interact](../actions/interact.md) action. \ No newline at end of file diff --git a/Rules/tables/character-wealth.md b/Rules/tables/character-wealth.md deleted file mode 100644 index 18ac66b8d..000000000 --- a/Rules/tables/character-wealth.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Character Wealth"] ---- -# Character Wealth -*Source: Core Rulebook p. 511* - -| Level | Permanent Items | Currency | Lump sum | -|-------|-----------------|----------|----------| -| 1 | — | 15 gp | 15 gp | -| 2 | **1st**: 1 | 20 gp | 30 gp | -| 3 | **2nd**: 1, **1st**: 2 | 25 gp | 75 gp | -| 4 | **3rd**: 1, **2nd**: 2, **1st**: 1 | 30 gp | 140 gp | -| 5 | **4th**: 1, **3rd**: 2, **2nd**: 1, **1st**: 2 | 50 gp | 270 gp | -| 6 | **5th**: 1, **4th**: 2, **3rd**: 1, **2nd**: 2 | 80 gp | 450 gp | -| 7 | **6th**: 1, **5th**: 2, **4th**: 1, **3rd**: 2 | 125 gp | 720 gp | -| 8 | **7th**: 1, **6th**: 2, **5th**: 1, **4th**: 2 | 180 gp | 1,100 gp | -| 9 | **8th**: 1, **7th**: 2, **6th**: 1, **5th**: 2 | 250 gp | 1,600 gp | -| 10 | **9th**: 1, **8th**: 2, **7th**: 1, **6th**: 2 | 350 gp | 2,300 gp | -| 11 | **10th**: 1, **9th**: 2, **8th**: 1, **7th**: 2 | 500 gp | 3,200 gp | -| 12 | **11th**: 1, **10th**: 2, **9th**: 1, **8th**: 2 | 700 gp | 4,500 gp | -| 13 | **12th**: 1, **11th**: 2, **10th**: 1, **9th**: 2 | 1,000 gp | 6,400 gp | -| 14 | **13th**: 1, **12th**: 2, **11th**: 1, **10th**: 2 | 1,500 gp | 9,300 gp | -| 15 | **14th**: 1, **13th**: 2, **12th**: 1, **11th**: 2 | 2,250 gp | 13,500 gp | -| 16 | **15th**: 1, **14th**: 2, **13th**: 1, **12th**: 2 | 3,250 gp | 20,000 gp | -| 17 | **16th**: 1, **15th**: 2, **14th**: 1, **13th**: 2 | 5,000 gp | 30,000 gp | -| 18 | **17th**: 1, **16th**: 2, **15th**: 1, **14th**: 2 | 7,500 gp | 45,000 gp | -| 19 | **18th**: 1, **17th**: 2, **16th**: 1, **15th**: 2 | 12,000 gp | 69,000 gp | -| 20 | **19th**: 1, **18th**: 2, **17th**: 1, **16th**: 2 | 20,000 gp | 112,000 gp | \ No newline at end of file diff --git a/Rules/tables/climb-and-swim-distance.md b/Rules/tables/climb-and-swim-distance.md deleted file mode 100644 index 23db261eb..000000000 --- a/Rules/tables/climb-and-swim-distance.md +++ /dev/null @@ -1,53 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Climb and Swim Distance"] ---- -# Climb and Swim Distance -*Source: Core Rulebook p. 242* - -This table provides a quick reference for how far you can move with a [Climb](../actions/climb.md) or [Swim](../actions/swim.md) action. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Swim Distance
SpeedSuccessCriticalSuccessCritical
5-15 feet55510
20-35 feet5101015
40-55 feet10151520
60-65 feet15202025
\ No newline at end of file diff --git a/Rules/tables/coin-values.md b/Rules/tables/coin-values.md deleted file mode 100644 index 0fd3d0501..000000000 --- a/Rules/tables/coin-values.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Coin Values"] ---- -# Coin Values -*Source: Core Rulebook p. 271* - -| Coins | CP | SP | GP | PP | -|-------|----|----|----|----| -| Copper piece (cp) | 1 | 1/10 | 1/100 | 1/1,000 | -| Silver piece (sp) | 10 | 1 | 1/10 | 1/100 | -| Gold piece (gp) | 100 | 10 | 1 | 1/10 | -| Platinum piece (pp) | 1,000 | 100 | 10 | 1 | \ No newline at end of file diff --git a/Rules/tables/common-crimes-and-punishments-lotg.md b/Rules/tables/common-crimes-and-punishments-lotg.md deleted file mode 100644 index afe9f4c98..000000000 --- a/Rules/tables/common-crimes-and-punishments-lotg.md +++ /dev/null @@ -1,47 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Common Crimes and Punishments"] ---- -# Common Crimes and Punishments -*Source: Lost Omens: Travel Guide p. 65* - -| Crime | Typical Punishment[^1] | -|-------|------------------------| -| Murder | Execution | -| Arson | Execution | -| Summoning prohibited planar beings (varies by region) | Execution | -| Treason | Execution | -| Espionage | 10 to 30 years labor often shortened as spies are exchanged or traded back to their home country | -| Torture Fifty | lashes and 5 to 20 years hard labor, often followed by exile | -| Other atrocities | Forty lashes and 3 to 10 years hard labor, often followed by exile | -| Manslaughter | Twenty to fifty lashes, 3 to 15 years of labor, and/or a fine equal to 50% of the character's wealth | -| Creating undead | Fifty lashes, 3 to 10 years of hard labor, and/or a fine equal to 40% of the character's wealth | -| Kidnapping | Twenty to forty lashes and/or 2 to 8 years hard labor, often followed by exile | -| Enchantment | major (dominate), Thirty lashes and/or a fine equal to 25% of the character's wealth, often followed by exile | -| Enchantment | minor (charm), Ten lashes and/or a fine equal to 10% of the character's wealth | -| Assault & battery (permanent injury) | Thirty lashes, 1 year hard labor, and/or a fine equal to 10% of the character's wealth | -| Assault & battery (no permanent injury) | Ten lashes and/or a fine equal to 2% of the character's wealth | -| Cruelty to animals | Five to twenty lashes and/or a fine equal to 5% of the character's wealth | -| Robbery | Twenty lashes and/or 1 to 5 years hard labor | -| Burglary | 1 to 3 years hard labor and/or fine equal to 20% of the stolen goods' value | -| Larceny | 6 to 18 months hard labor and/or fine equal to 15% of the stolen goods' value | -| Embezzlement | Return of all funds and a fine of 20% of what was stolen | -| Extortion | Return of all funds and a fine of 20% of what was stolen | -| Possession of stolen goods | Return of all goods and a fine equal to 10% of the goods' cost | -| Perjury | A fine equal to 15% of the character's wealth | -| Forgery (official papers) | A fine equal to 15% of the character's wealth | -| Forgery (other) | A fine equal to 10% of the character's wealth | -| Blackmail | A fine equal to 10% of the character's wealth | -| Fraud | A fine equal to 10% of the character's wealth | -| Worship of banned gods | 2 to 8 years hard labor and/or a fine equal to 20% of the character's wealth | -| Smuggling | 1 to 5 years hard labor and/or a fine equal to 15% of the character's wealth | -| Vandalism | Ten lashes and/or a fine equal to 2% of the character's wealth | -| Pickpocketing | Five lashes and/or a fine equal to 1% of the character's wealth | -| Trespassing | Two lashes and/or a fine equal to 1% of the character's wealth | -| Multiple offenses | at once As most serious offense plus 50% of other sentences | -| Repeated offenses | Increase the sentence by a quarter for each prior offense—excessive offenses result in execution | - -[^1]: Punishments can vary from region to region. Countries in the Inner Sea that use fines typically link them to the character's ability to pay \ No newline at end of file diff --git a/Rules/tables/common-languages.md b/Rules/tables/common-languages.md deleted file mode 100644 index e4e696c69..000000000 --- a/Rules/tables/common-languages.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Common Languages"] ---- -# Common Languages -*Source: Core Rulebook p. 65* - -| Language | Speakers | -|----------|----------| -| Common | Humans, dwarves, elves, halflings, and other common ancestries | -| Draconic | Dragons, reptilian humanoids | -| Dwarven | Dwarves | -| Elven | Elves, half-elves | -| Gnomish | Gnomes | -| Goblin | Goblins, hobgoblins, bugbears | -| Halfling | Halflings | -| Jotun | Giants, ogres, trolls, ettins, cyclopes | -| Orcish | Orcs, half-orcs | -| Sylvan | Fey, centaurs, plant and fungus creatures | -| Undercommon | Drow, duergars, xulgaths | \ No newline at end of file diff --git a/Rules/tables/cost-of-living.md b/Rules/tables/cost-of-living.md deleted file mode 100644 index 24f0707dd..000000000 --- a/Rules/tables/cost-of-living.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Cost of Living"] ---- -# Cost of Living -*Source: Core Rulebook p. 294* - -| Standard of Living | Week | Month | Year | -|--------------------|------|-------|------| -| Subsistence* | 4 sp | 2 gp | 24 gp | -| Comfortable | 1 gp | 4 gp | 52 gp | -| Fine | 30 gp | 130 gp | 1,600 gp | -| Extravagant | 100 gp | 430 gp | 5,200 gp | - -* You can attempt to [Subsist](../actions/subsist.md) using [Society](../../Compendium/skills.md#Society) or [Survival](../../Compendium/skills.md#Survival) for free. \ No newline at end of file diff --git a/Rules/tables/cost-to-increase-rank-gmg.md b/Rules/tables/cost-to-increase-rank-gmg.md deleted file mode 100644 index c35a61e9e..000000000 --- a/Rules/tables/cost-to-increase-rank-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Cost to Increase Rank"] ---- -# Cost to Increase Rank -*Source: Gamemastery Guide p. 199* - -| Rank | Minimum Level | Skill Point Cost | -|------|---------------|------------------| -| Untrained to trained | 1 | 1 | -| Trained to expert | 3 | 2 | -| Expert to master | 7 | 4 | -| Master to legendary | 15 | 8 | \ No newline at end of file diff --git a/Rules/tables/creature-creation-rituals.md b/Rules/tables/creature-creation-rituals.md deleted file mode 100644 index c28ea72e0..000000000 --- a/Rules/tables/creature-creation-rituals.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Creature Creation Rituals"] ---- -# Creature Creation Rituals -*Source: Core Rulebook p. 408* - -| Creature Level | Spell Level Required | Cost | -|----------------|----------------------|------| -| -1 or 0 | 2 | 15 gp | -| 1 | 2 | 60 gp | -| 2 | 3 | 105 gp | -| 3 | 3 | 180 gp | -| 4 | 4 | 300 gp | -| 5 | 4 | 480 gp | -| 6 | 5 | 750 gp | -| 7 | 5 | 1,080 gp | -| 8 | 6 | 1,500 gp | -| 9 | 6 | 2,100 gp | -| 10 | 7 | 3,500 gp | -| 11 | 7 | 4,200 gp | -| 12 | 8 | 6,000 gp | -| 13 | 8 | 9,000 gp | -| 14 | 9 | 13,500 gp | -| 15 | 9 | 19,500 gp | -| 16 | 10 | 30,000 gp | -| 17 | 10 | 45,000 gp | \ No newline at end of file diff --git a/Rules/tables/creature-identification-skills.md b/Rules/tables/creature-identification-skills.md deleted file mode 100644 index a3c67f54d..000000000 --- a/Rules/tables/creature-identification-skills.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Creature Identification Skills"] ---- -# Creature Identification Skills -*Source: Core Rulebook p. 506* - -| Creature Trait | Skills | -|----------------|--------| -| Aberration | [Occultism](../../Compendium/skills.md#Occultism) | -| Animal | [Nature](../../Compendium/skills.md#Nature) | -| Astral | [Occultism](../../Compendium/skills.md#Occultism) | -| Beast | [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature) | -| Celestial | [Religion](../../Compendium/skills.md#Religion) | -| Construct | [Arcana](../../Compendium/skills.md#Arcana), [Crafting](../../Compendium/skills.md#Crafting) | -| Dragon | [Arcana](../../Compendium/skills.md#Arcana) | -| Elemental | [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature) | -| Ethereal | [Occultism](../../Compendium/skills.md#Occultism) | -| Fey | [Nature](../../Compendium/skills.md#Nature) | -| Fiend | [Religion](../../Compendium/skills.md#Religion) | -| Fungus | [Nature](../../Compendium/skills.md#Nature) | -| Humanoid | [Society](../../Compendium/skills.md#Society) | -| Monitor | [Religion](../../Compendium/skills.md#Religion) | -| Ooze | [Occultism](../../Compendium/skills.md#Occultism) | -| Plant | [Nature](../../Compendium/skills.md#Nature) | -| Spirit | [Occultism](../../Compendium/skills.md#Occultism) | -| Undead | [Religion](../../Compendium/skills.md#Religion) | \ No newline at end of file diff --git a/Rules/tables/creature-xp-and-role.md b/Rules/tables/creature-xp-and-role.md deleted file mode 100644 index c4390196a..000000000 --- a/Rules/tables/creature-xp-and-role.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Creature XP and Role"] ---- -# Creature XP and Role -*Source: Core Rulebook p. 489* - -| Creature Level | XP | Suggested Role | -|----------------|----|----------------| -| Party level –4 | 10 | Low-threat lackey | -| Party level –3 | 15 | Low- or moderate-threat lackey | -| Party level –2 | 20 | Any lackey or standard creature | -| Party level –1 | 30 | Any standard creature | -| Party level | 40 | Any standard creature or low-threat boss | -| Party level + 1 | 60 | Low- or moderate-threat boss | -| Party level + 2 | 80 | Moderate- or severe-threat boss | -| Party level + 3 | 120 | Severe- or extreme-threat boss | -| Party level + 4 | 160 | Extreme-threat solo boss | \ No newline at end of file diff --git a/Rules/tables/creature-xp-no-level-gmg.md b/Rules/tables/creature-xp-no-level-gmg.md deleted file mode 100644 index 8b968e8b8..000000000 --- a/Rules/tables/creature-xp-no-level-gmg.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Creature XP (No Level)"] ---- -# Creature XP (No Level) -*Source: Gamemastery Guide p. 198* - -| Creature's Level | XP | -|------------------|----| -| Party level – 7 | 9 | -| Party level – 6 | 12 | -| Party level – 5 | 14 | -| Party level – 4 | 18 | -| Party level – 3 | 21 | -| Party level – 2 | 26 | -| Party level – 1 | 32 | -| Party level | 40 | -| Party level + 1 | 48 | -| Party level + 2 | 60 | -| Party level + 3 | 72 | -| Party level + 4 | 90 | -| Party level + 5 | 108 | -| Party level + 6 | 135 | -| Party level + 7 | 160 | \ No newline at end of file diff --git a/Rules/tables/critical-fumble-deck-melee-cfd.md b/Rules/tables/critical-fumble-deck-melee-cfd.md deleted file mode 100644 index ea92440ec..000000000 --- a/Rules/tables/critical-fumble-deck-melee-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Melee"] ---- -# Critical Fumble Deck: Melee -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Meant To Do That** You are moved 10 feet in a random direction (determined by the GM). This movement triggers reactions. | -| 2 | **Wrong End** If you are using a slashing weapon, you take `1d6` slashing damage and 1 [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 3 | **Bad Fall** You fall [prone](../conditions.md#Prone) and are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 4 | **Wait, What?** You are [confused](../conditions.md#Confused). | -| 5 | **Bad Grip** You take a -2 circumstance penalty to attack rolls with this weapon until the end of your next turn. | -| 6 | **Eat Dirt** You fall [prone](../conditions.md#Prone) and are [blinded](../conditions.md#Blinded) until the end of your next turn. | -| 7 | **Vibration** If you're using a bludgeoning weapon, you drop that weapon and become [enfeebled](../conditions.md#Enfeebled) until healed. | -| 8 | **Who Was That?** You are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 9 | **Attack the Darkness** Your enemies are [concealed](../conditions.md#Concealed) from you until the end of your next turn. | -| 10 | **Off Balance** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | -| 11 | **Slipped** You fall [prone](../conditions.md#Prone). | -| 12 | **Second Thoughts** You are [sickened](../conditions.md#Sickened). | -| 13 | **Butterfingers** You drop the weapon you made the attack with. | -| 14 | **Notched** Your weapon takes `1d6` damage, ignoring Hardness. | -| 15 | **Broken Weapon** Your weapon's current Hit Point are reduced to its Broken Threshold. If already [broken](../conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | -| 16 | **Fling** You drop the weapon you used for the attack. It lands `1d6x5` feet away from your in a random direction. | -| 17 | **Pulled Muscle** Until healed, you are [enfeebled](../conditions.md#Enfeebled). | -| 18 | **Overextended** You trigger reactions as if you had used a [move](../traits/move.md) action. | -| 19 | **Awkward Attack** You are [flat-footed](../conditions.md#Flat-footed) until the end of your next turn. | -| 20 | **This Sword Is Heavy** You are [fatigued](../conditions.md#Fatigued). | -| 21 | **Backswing** You deal the attack's normal damage to yourself instead of the target. | -| 22 | **Wide Open** You are [flat-footed](../conditions.md#Flat-footed) until the end of your next turn. | -| 23 | **Strained** Until healed, you are [clumsy](../conditions.md#Clumsy). | -| 24 | **Too Much Stuff!** You get tangled in your gear and are [encumbered](../conditions.md#Encumbered) until you spend 2 [Interact](../actions/interact.md) actions to free yourself. | -| 25 | **Spinning Swing** You are [sickened](../conditions.md#Sickened). | -| 26 | **I Told You It's Sharp!** You take `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 27 | **Pin Prick** You take 1 [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 28 | **Armor Smash** You deal the attack's normal damage to your armor, applying Hardness. | -| 29 | **Catch Your Breath** You are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 30 | **Grave Miscalculation** You critically hit yourself with the attack. | -| 31 | **Stuck** Your weapon is lodged into a nearby surface or item. To free it, you must succeed at a DC 20 [Athletics](../../Compendium/skills.md#Athletics) check made as an [Interact](../actions/interact.md) action. | -| 32 | **Bent** Your weapon's current Hit Point are reduced to its Broken Threshold. if already [broken](../conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | -| 33 | **Funny Bone** You drop one item you are holding (determined randomly by the GM). | -| 34 | **Weapon Tangle** You can't use this weapon to attack until the end of your next turn. | -| 35 | **Bonk!** You are [stunned](../conditions.md#Stunned). | -| 36 | **Sorry!** You hit and ally adjacent to your or an ally adjacent to the target. | -| 37 | **Better to Give** You hit yourself instead of the target. | -| 38 | **Rang Your Own Bell** Until healed, you are [deafened](../conditions.md#Deafened). | -| 39 | **On the Receiving End** You deal damage to yourself instead of the target. | -| 40 | **Creeping Hesitation** You are [flat-footed](../conditions.md#Flat-footed) until the end of your next turn. | -| 41 | **All or Nothing** You take a -1 circumstance penalty to attack rolls until you score a critical hit. | -| 42 | **Winded** You are [fatigued](../conditions.md#Fatigued). | -| 43 | **Shield Crash** You deal the attack's normal damage to your shield, applying Hardness. | -| 44 | **Hand It Over** Unless you succeed at a Reflex saving throw, your target gains possessions of your weapon. | -| 45 | **This Is Bad** You take `1d10` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 46 | **Clipped Your Hand** You take `1d8` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 47 | **Decision Paralysis** You are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 48 | **Catastrophic Failure** You fall [unconscious](../conditions.md#Unconscious) until you awake up or the end of your next turn. | -| 49 | **Pointy End Goes There** You become [wounded](../conditions.md#Wounded) or your [wounded](../conditions.md#Wounded) value increases by 1. | -| 50 | **Broken Haft** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](../conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. If your weapon is a [reach](../traits/reach.md) weapon, it loses [reach](../traits/reach.md). | -| 51 | **Fog of War** You are [dazzled](../conditions.md#Dazzled) until the end of your next turn. | -| 52 | **Go for the Eyes** You are [dazzled](../conditions.md#Dazzled) until the end of your next turn. | -| 53 | **Punt** Your weapon files `1d4x5` feet in a random direction (determined by the GM). | -| 54 | **Pointy End Goes There** You become [wounded](../conditions.md#Wounded) or your [wounded](../conditions.md#Wounded) value increases by 1. | \ No newline at end of file diff --git a/Rules/tables/critical-fumble-deck-ranged-cfd.md b/Rules/tables/critical-fumble-deck-ranged-cfd.md deleted file mode 100644 index 3385139d4..000000000 --- a/Rules/tables/critical-fumble-deck-ranged-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Ranged"] ---- -# Critical Fumble Deck: Ranged -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Misjudged the Distance** Until the end of your next turn, all your range increment penalties are doubled. | -| 2 | **Phantom Wind** You take a -2 circumstance penalty to ranged attacks until the end of your next turn. | -| 3 | **Spraining Shot** Until healed, you take a -10-foot circumstance penalty to your land Speed and are [clumsy](../conditions.md#Clumsy). | -| 4 | **Don't Hit Me!** Until the end of your next turn, each time you miss with a ranged attack targeting enemy adjacent to any of your allies, you hit one of those adjacent allies instead (determined randomly by the GM). | -| 5 | **Huh?** You are [confused](../conditions.md#Confused). | -| 6 | **Overcompensate** Cover provides a +4 circumstance bonus to AC against your ranged attacks for 1 minute. | -| 7 | **Recoil** You are pushed 5 feet backwards and fall [prone](../conditions.md#Prone). | -| 8 | **Seeing Double** You are [dazzled](../conditions.md#Dazzled) until the end of your next turn. | -| 9 | **Aim Carefully Next Time** Until the end of your next turn, your attacks require and extra action to use. | -| 10 | **Friendly Fire** You the ally nearest to the target. | -| 11 | **Backfire** You hit yourself instead of the target. | -| 12 | **Mix it Up** You can't make ranged attacks until the end of your next turn. | -| 13 | **Snapped String** If the attack used a weapon in the bow group, the string snaps, requiring 3 [Interact](../actions/interact.md) actions to fix. | -| 14 | **Notched Fingers** You take `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 15 | **My Spleeny Bits!** You become [wounded](../conditions.md#Wounded) or your [wounded](../conditions.md#Wounded) value increases by 1. | -| 16 | **Head Rush** You are [sickened](../conditions.md#Sickened). | -| 17 | **Awkward Attack** You are [flat-footed](../conditions.md#Flat-footed) until the end of your next turn. | -| 18 | **Aching Back** You are [fatigued](../conditions.md#Fatigued). | -| 19 | **Shot Your Eye Out** You critically hit yourself instead of the target. | -| 20 | **Errant Aim** Reroll the attack roll, targeting the creature closest to the target (excluding yourself). | -| 21 | **Wide Open** You are [flat-footed](../conditions.md#Flat-footed) until the end of your next turn. | -| 22 | **Cracked** The ranged weapon (not the ammunition) you are using takes `1d6` damage, ignoring Hardness. | -| 23 | **Whoops!** You fall [prone](../conditions.md#Prone). | -| 24 | **Sprain** Until healed, you are [clumsy](../conditions.md#Clumsy). | -| 25 | **Nicked** You take 1 [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 26 | **Klutz** You drop the weapon you used. | -| 27 | **Spilled Ammo** The ammunition from the weapon you're using falls from its container onto the ground. You can spend 1 [Interact](../actions/interact.md) action to pick up one piece of ammunition spilled this way. | -| 28 | **Lost Grip** You are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 29 | **Wrong Weapon** If you made a [thrown](../traits/thrown.md) attack, you instead throw an object from your gear (determined randomly by the GM). | -| 30 | **Kickback Like a Mule** You fall [prone](../conditions.md#Prone). | -| 31 | **Archer's Elbow** Until healed, you take a -2 circumstance penalty to ranged attacks. | -| 32 | **Double Miss** If this attack uses ammunition, you use twice the amount of ammunition on this attack. | -| 33 | **Not My Pony!** You hit the nearest animal companion, mount, or familiar. | -| 34 | **Amazing Miss** You are [stunned](../conditions.md#Stunned). | -| 35 | **Shot Your Foot** Until healed, you are [clumsy](../conditions.md#Clumsy) and take a -5-foot circumstance penalty to your land speed. | -| 36 | **Lost the Target** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | -| 37 | **Weapon Problem** If the attack used a projectile weapon, something on the weapon malfunctions, requiring you to spend 2 [Interact](../actions/interact.md) actions to fix. | -| 38 | **Lowered Guard** You provoke reactions as if you used a [move](../traits/move.md) action. | -| 39 | **In the Line of Fire** You critically hit your nearest ally. | -| 40 | **Insecure** You take a -1 circumstance penalty to attacks rolls until you score a critical hit. | -| 41 | **Close to the Ear** You are [deafened](../conditions.md#Deafened) until the end of your next turn. | -| 42 | **Bad Alignment** You take a -2 circumstance penalty to attacks using this weapon until the end of your next turn. | -| 43 | **Everything You Got** You are [fatigued](../conditions.md#Fatigued). | -| 44 | **Broken** Your weapon's current Hit Points are reduced to its Broken Threshold. If already [broken](../conditions.md#Broken), the weapon takes `3d6` damage, ignoring Hardness. | -| 45 | **What Are the Odds?** If this is a [thrown](../traits/thrown.md) weapon attack and the target can hold the weapon, the target snatches the weapon out of the air and wields it. | -| 46 | **Oopsie!** You hit yourself instead of the target. | -| 47 | **Torn Tendon** Until healed, you are [clumsy](../conditions.md#Clumsy). | -| 48 | **Overthrow** If the attack used a [thrown](../traits/thrown.md) weapon, the weapon travels three times its range increment in a random direction (determined by the GM). | -| 49 | **Tunnel Vision** For 3 rounds, you gain a +1 circumstance bonus to attack rolls, but you are [flat-footed](../conditions.md#Flat-footed). | -| 50 | **All Thumbs** Until healed, you are [clumsy](../conditions.md#Clumsy). | -| 51 | **Bull's Eye** Your attack ricochets and hits you near the eye. You are [blinded](../conditions.md#Blinded) until the end of your next turn. | -| 52 | **Pinch a Finger** You take `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 53 | **So Much Blood** You are [sickened](../conditions.md#Sickened). | -| 54 | **Tunnel Vision** For 3 rounds, you gain a +1 circumstance bonus to attack rolls, but you are [flat-footed](../conditions.md#Flat-footed). | \ No newline at end of file diff --git a/Rules/tables/critical-fumble-deck-spell-cfd.md b/Rules/tables/critical-fumble-deck-spell-cfd.md deleted file mode 100644 index 91543aacc..000000000 --- a/Rules/tables/critical-fumble-deck-spell-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Spell"] ---- -# Critical Fumble Deck: Spell -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **How Did That Happen?** You call forth a mist with the effects of [stinking cloud](../../Compendium/spells/stinking-cloud.md) centered on a corner of your space (determined by the GM). | -| 2 | **Power Down** Until healed, you are [stupefied](../conditions.md#Stupefied). | -| 3 | **Exploding Skull** You must attempt a Fortitude save. If you succeed, you take `3d6` mental damage. If you fail, your head explodes and you die. | -| 4 | **Mental Slip** You are [controlled](../conditions.md#Controlled) by the target until the end of your next turn. | -| 5 | **Blastoff** You must succeed at a Will saving throw or be thrown `1d6x5` feet into the air (or in a random direction determined by the GM if you are flying). | -| 6 | **Strange Transference** Lost one prepared spell or spell slot, determined randomly by the GM. Your target can [Cast this Spell](../actions/cast-a-spell.md) on its next turn even if they can't cast spells, using your level, spell attack modifier, and spell DC. | -| 7 | **Mental Backlash** Until healed, you are [stupefied](../conditions.md#Stupefied). | -| 8 | **Fragmented Magic** Your target gains the effect of a [mirror image](../../Compendium/spells/mirror-image.md) spell. | -| 9 | **Power Transfer** The highest-level spell effect currently affecting you is transferred to your target. | -| 10 | **Power Drain** You lose one prepared spell or spell slot (determined randomly by the GM). | -| 11 | **Nosebleed** You take 1 [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 12 | **Magic Vacuum** The effects of all beneficial spells affecting you end immediately. | -| 13 | **Magic Fatigue** You can't cast any spells until the end of your next turn. | -| 14 | **Electrical Feedback** You take `2d6` electricity damage. | -| 15 | **Beastly Rift** Your spell becomes a [summon animal](../../Compendium/spells/summon-animal.md) spell of the same level. The animal attacks you. | -| 16 | **Reflection** The spell hits you instead of the target. | -| 17 | **Spontaneous Combustion** You take `2d6` fire damage. | -| 18 | **Critical Backlash** You critically hit yourself instead of the target. | -| 19 | **Acidic Backlash** You take `2d6` acid damage. | -| 20 | **Bleeding Eyes** You take `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 21 | **Tangled in Your Gear** You are [encumbered](../conditions.md#Encumbered) until you spend 2 [Interact](../actions/interact.md) actions to free your self. | -| 22 | **Distance Rift** You are teleported to the nearest space adjacent to your spell's target. | -| 23 | **Mind Drain** Until healed, you are [stupefied](../conditions.md#Stupefied). | -| 24 | **Vertigo** You are [sickened](../conditions.md#Sickened). | -| 25 | **Apprentice Move** Reroll the attack roll, targeting the creature closest to the target (excluding yourself). | -| 26 | **Not Me, You Fool!** You hit the ally nearest to the target. | -| 27 | **Tiring Spell** You are [fatigued](../conditions.md#Fatigued). | -| 28 | **Unexpected Blast** Your spell affects all targets within 30 feet of you. You are immune to this effect. | -| 29 | **You made 'em Stronger** The target gains a +2 status bonus to attack rolls until the end of its next turn. | -| 30 | **Drawing a Blank** Until healed, you are [stupefied](../conditions.md#Stupefied). | -| 31 | **Spell Shield** The target gains a +2 status bonus to saving throws against spells for 1 minute. | -| 32 | **Left Reeling** You are [stunned](../conditions.md#Stunned). | -| 33 | **Caster's Block** You can't cast this spell again at any level until you rest and make your daily preparations. | -| 34 | **You Made 'em Bigger** The target increases in size, with the effects of a 2nd level [enlarge](../../Compendium/spells/enlarge.md) spell. | -| 35 | **Side Effect** You are [sickened](../conditions.md#Sickened). You are also [stupefied](../conditions.md#Stupefied) until healed. | -| 36 | **Weakened** You take -2 circumstance penalty to spell attack rolls and spell DC's until the end of your next turn. | -| 37 | **Spell Rush** You are [stupefied](../conditions.md#Stupefied) until healed. | -| 38 | **The Magic is Gone** You take a -1 circumstance penalty to attack rolls until you score a critical hit. | -| 39 | **Can You Hear Me Now?** Until healed, you are [deafened](../conditions.md#Deafened). | -| 40 | **Error!** You deal the spell's normal damage to yourself instead of the target. | -| 41 | **Why Me?** You provoke reactions as if you used a [move](../traits/move.md) action. | -| 42 | **Poor Trade** You hit, but you lose a prepared spell or spell slot of the highest level available (you choose the spell). | -| 43 | **You Made 'em Tougher** The target gains resistance 5 to all damage until the start of its next turn. | -| 44 | **You Made 'em Faster** The target is [quickened](../conditions.md#Quickened) for 2 rounds. | -| 45 | **Jumbled Components** You are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 46 | **Clatto Verata Necktie** You critically hit your nearest ally. | -| 47 | **Cursed** You are [doomed](../conditions.md#Doomed). | -| 48 | **Magical Smackdown** You automatically fail (but do not critically fail) your next saving throw. | -| 49 | **Wild Magic** Roll twice on the [rod of wonder](../../Compendium/equipment/items/rod-of-wonder.md) table. You are the target of those effects. | -| 50 | **Draining Magic** You are [drained](../conditions.md#Drained). | -| 51 | **Everything to Fear** You are [frightened](../conditions.md#Frightened). | -| 52 | **Now I See You...** Your target becomes [invisible](../conditions.md#Invisible) until the end of its next turn or uses a hostile action. | -| 53 | **It's So Sparkly!** You are [blinded](../conditions.md#Blinded) until the end of your next turn. | -| 54 | **Wild Magic** Roll twice on the [rod of wonder](../../Compendium/equipment/items/rod-of-wonder.md) table. You are the target of those effects. | \ No newline at end of file diff --git a/Rules/tables/critical-fumble-deck-unarmed-cfd.md b/Rules/tables/critical-fumble-deck-unarmed-cfd.md deleted file mode 100644 index 6486b44fa..000000000 --- a/Rules/tables/critical-fumble-deck-unarmed-cfd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/cfd -aliases: ["Critical Fumble Deck: Unarmed"] ---- -# Critical Fumble Deck: Unarmed -*Source: Critical Fumble Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Not the Weak Point** You take `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage) and can't use this attack until the end of your next turn. | -| 2 | **Overthink It** Your target gains a +2 circumstance bonus to AC against attacks you make against it until the end of your next turn. | -| 3 | **Bad Jam** You are [clumsy](../conditions.md#Clumsy) and [enfeebled](../conditions.md#Enfeebled). | -| 4 | **Pinched Nerve** Until healed, you take a -10-foot circumstance penalty to land Speed and are [clumsy](../conditions.md#Clumsy). | -| 5 | **Eye Strain** You are [dazzled](../conditions.md#Dazzled) until the end of your next turn. | -| 6 | **That Tastes Awful!** If this was a jaws attack (or similar), you are [sickened](../conditions.md#Sickened). | -| 7 | **Punctured Foot** You take `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage). Until this effect ends, you take a -10-foot circumstance penalty to your land Speed. | -| 8 | **Broken Tooth** Until healed, you take a -2 circumstance penalty to attack rolls. | -| 9 | **Brutal Collision** Attempt a Fortitude saving throw. If you succeed, you're [stunned](../conditions.md#Stunned). If you fail, you're [stunned](../conditions.md#Stunned). | -| 10 | **Something's Broken** You take `1d4` bludgeoning damage, and you can't use this attack until healed. | -| 11 | **Bruised Ego** You can't attack another creature until the target is knocked out or the end of your next turn. | -| 12 | **Hangnail** If you attacked with a claw or fist, you can't use that attack until the end of your next turn. | -| 13 | **Torn Muscle** Until healed, you are [enfeebled](../conditions.md#Enfeebled). | -| 14 | **Hit the Wall** You are [fatigued](../conditions.md#Fatigued). | -| 15 | **Frustration** You take a -2 circumstance penalty to attack rolls until the end of your next turn. | -| 16 | **Overextended** You trigger reactions as if you had used a [move](../traits/move.md) action. | -| 17 | **Bit Your Tongue!** You take 1 [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 18 | **Upset Stomach** You are [sickened](../conditions.md#Sickened). | -| 19 | **Tiring Attack** You are [fatigued](../conditions.md#Fatigued). | -| 20 | **Awkward Attack** You are [flat-footed](../conditions.md#Flat-footed) until the end of your next turn. | -| 21 | **Tripped** You fall [prone](../conditions.md#Prone). | -| 22 | **Fist Meet Face** You critically hit yourself with the attack. | -| 23 | **Out of Position** You can't use this attack until the end of your next turn. | -| 24 | **Bleeding Fist** You take `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 25 | **Twisted Up** You are [encumbered](../conditions.md#Encumbered) until you spend 2 [Interact](../actions/interact.md) actions to free yourself. | -| 26 | **Stop Hitting Yourself** You hit yourself instead of the target. | -| 27 | **Just a Taste** You hit an ally adjacent to you or the target. | -| 28 | **Battered** Until healed, you take a -2 circumstance penalty to checks and saving throws. | -| 29 | **Got Too Close** This attack grants and triggers a [Grapple](../actions/grapple.md) or Grab as a reaction by your enemy. | -| 30 | **Can't Find an Opening** You can't use this attack until the end of your next turn. | -| 31 | **Off Balance** You are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 32 | **Caught Your Attack** This attack grants and triggers a [Trip](../actions/trip.md) or [Shove](../actions/shove.md) as a reaction by your enemy. | -| 33 | **Bad Headbutt** You are [stunned](../conditions.md#Stunned). | -| 34 | **Bone Bruise** You become [wounded](../conditions.md#Wounded) or your [wounded](../conditions.md#Wounded) value increases by 1. | -| 35 | **Overexertion** You are [fatigued](../conditions.md#Fatigued). | -| 36 | **Sprain** Until healed, you are [clumsy](../conditions.md#Clumsy). | -| 37 | **Sneeze** You are [slowed](../conditions.md#Slowed) until the end of your next turn. | -| 38 | **Ferocious Fumble** You critically hit an ally within your reach (determined randomly by the GM). | -| 39 | **Head, Meet Wall** You are [stunned](../conditions.md#Stunned). | -| 40 | **Great Roar** Until healed, you are [deafened](../conditions.md#Deafened). | -| 41 | **Pins and Needles** You are [sickened](../conditions.md#Sickened). | -| 42 | **It Bit Your Fist** The target deals jaws damage to you. | -| 43 | **Hard-Edged Adversary** You take `2d6` piercing or slashing damage (determined by the GM). | -| 44 | **Smash the Floor** You kick up a cloud of dust, becoming [blinded](../conditions.md#Blinded) until the end of your next turn. | -| 45 | **Whirlwind of Shame** You hit every creature adjacent to you except for the target. | -| 46 | **Ingrown Nail** You take a -1 circumstance penalty to attack rolls until your score a critical hit. | -| 47 | **Stinging Failure** Until healed, you take a -2 circumstance penalty to attack rolls made with this attack. | -| 48 | **Don't Pick at It** You become [wounded](../conditions.md#Wounded) or your [wounded](../conditions.md#Wounded) value increases by 1. | -| 49 | **Head First!** You fall [unconscious](../conditions.md#Unconscious) until you wake up or the end of your next turn. | -| 50 | **Whiff** You hit yourself instead of the target. | -| 51 | **Jam a Finger** You the the target for the minimum amount of damage you can deal with the attack. You take the attack's normal damage. | -| 52 | **Winds of Change** You can't attack the same target again until the end of your next turn. | -| 53 | **Unintentional Move** You are moved 10 feet in a random direction (determined by the GM). This movement triggers reactions. | -| 54 | **Head First!** You fall [unconscious](../conditions.md#Unconscious) until you wake up or the end of your next turn. | \ No newline at end of file diff --git a/Rules/tables/critical-hit-deck-bludgeoning-chd.md b/Rules/tables/critical-hit-deck-bludgeoning-chd.md deleted file mode 100644 index 23d5b53e6..000000000 --- a/Rules/tables/critical-hit-deck-bludgeoning-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Bludgeoning"] ---- -# Critical Hit Deck: Bludgeoning -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Crunch** _Crit Effect:_ The target is [sickened](../conditions.md#Sickened). | -| 2 | **Where Am I?** Normal damage. _Crit Effect:_ The target is [stunned](../conditions.md#Stunned). | -| 3 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an [attack](../traits/attack.md) action against the target. | -| 4 | **Cracked Rib** The target is [fatigued](../conditions.md#Fatigued). | -| 5 | **Feeble Parry** _Crit Effect:_ The target drops one weapon it's wielding determined by the GM. | -| 6 | **Cracked Knee** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and takes a -5-foot status penalty to land Speed. | -| 7 | **Bell Ringer** _Crit Effect:_ The target is [sickened](../conditions.md#Sickened), and it is [stupefied](../conditions.md#Stupefied) until it is no longer [sickened](../conditions.md#Sickened). | -| 8 | **Split Open** _Crit Effect:_ The target takes `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 9 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | -| 10 | **I See Stars** Normal damage. _Crit Effect:_ The target is [dazzled](../conditions.md#Dazzled) until healed. | -| 11 | **Broken Nose** The target takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 12 | **Crushed Toe** Normal damage. The target is [clumsy](../conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed. Both effects last until healed. | -| 13 | **Crumpling Blow** The target is knocked [prone](../conditions.md#Prone). | -| 14 | **Shattered Hand** Normal damage. Until healed, the target is [clumsy](../conditions.md#Clumsy) and [enfeebled](../conditions.md#Enfeebled), and it can't use one of its hands (chosen randomly by the GM). | -| 15 | **Numbing Blow** Normal damage. _Crit Effect:_ The target is [clumsy](../conditions.md#Clumsy) for 1 minute and must succeed at a Reflex save or drop one item it holds at random. | -| 16 | **Two for One** _Crit Effect:_ Deal normal damage to one target adjacent to the original target. | -| 17 | **And Stay Down** Normal damage. _Crit Effect:_ The target is knocked [prone](../conditions.md#Prone) and [stunned](../conditions.md#Stunned). | -| 18 | **Rattled** Normal damage. _Crit Effect:_ The target is [confused](../conditions.md#Confused) for 1 round. | -| 19 | **Nighty Night** Normal damage. _Crit Effect:_ The target falls [unconscious](../conditions.md#Unconscious) and can't wake up until the of its next turn. | -| 20 | **Brained** The target is [stunned](../conditions.md#Stunned). | -| 21 | **Collapsed Lung** Normal damage. _Crit Effect:_ Until healed, t he target is [enfeebled](../conditions.md#Enfeebled) and [fatigued](../conditions.md#Fatigued). | -| 22 | **Bony Masher** Normal damage. _Crit Effect:_ Either the target is [clumsy](../conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed or is [clumsy](../conditions.md#Clumsy) and can't use one of its arms (your choice). Either effect last until healed. | -| 23 | **Overwhelming Smash** Triple damage. | -| 24 | **Ruptured Spleen** Normal damage. _Crit Effect:_ The target takes 1 [persistent bleed damage](../conditions.md#Persistent%20Damage) that can't be removed until the target has been subject to [magical](../traits/magical.md) healing. | -| 25 | **Off Balance** Normal damage. The target triggers reactions as if it just used a [move](../traits/move.md) action. It is also [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 26 | **Crushed Intestines** Normal damage. _Crit Effect:_ The target is [wounded](../conditions.md#Wounded) and [enfeebled](../conditions.md#Enfeebled) until it is no longer wounded. | -| 27 | **Crushed Trachea** _Crit Effect:_ The target is suffocating until subject to magical healing. It can't speak while it is suffocating. | -| 28 | **Skull Crush** _Crit Effect:_ The target is [stupefied](../conditions.md#Stupefied) until healed. | -| 29 | **Caved Skull** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 30 | **To Your Thinky Bits** _Crit Effect:_ The target is [stupefied](../conditions.md#Stupefied) until healed. | -| 31 | **Dazing Thud** The target is [stunned](../conditions.md#Stunned). | -| 32 | **Clocked!** Triple damage. The target is knocked [prone](../conditions.md#Prone). | -| 33 | **Broken Ribs** Normal damage. _Crit Effect:_ The target is [slowed](../conditions.md#Slowed) until healed. | -| 34 | **Staggering Blow** _Crit Effect:_ The target is [stunned](../conditions.md#Stunned). | -| 35 | **Thunder Strike** _Crit Effect:_ The target is [deafened](../conditions.md#Deafened) until healed. | -| 36 | **Box the Ears** The target is [deafened](../conditions.md#Deafened) until healed. | -| 37 | **Concussion** Normal damage. The target is [confused](../conditions.md#Confused) for 1 minute and [stupefied](../conditions.md#Stupefied) until healed. | -| 38 | **Armor Dent** Normal damage. _Crit Effect:_ Deal the same amount of damage to the target's armor, ignoring that armor's Hardness. | -| 39 | **Soul-Crushing Blow** _Crit Effect:_ The target is [doomed](../conditions.md#Doomed) and is [stupefied](../conditions.md#Stupefied) for as long as it is [doomed](../conditions.md#Doomed). | -| 40 | **Breathless** The target is [fatigued](../conditions.md#Fatigued). | -| 41 | **Broken Leg** _Crit Effect:_ The target takes a -15-foot status penalty to its land Speed until healed. | -| 42 | **Shield Smack** _Crit Effect:_ The target must succeed at a Reflex save or drop a shield it's holding. | -| 43 | **My Teef!** The target must succeed at a DC 5 flat check to cast spells with the verbal component until healed. | -| 44 | **Knockback** _Crit Effect:_ The target is pushed `1d4x5` feet away. | -| 45 | **Low Blow** _Crit Effect:_ The target is [sickened](../conditions.md#Sickened) and [slowed](../conditions.md#Slowed) as long as it remains [sickened](../conditions.md#Sickened). | -| 46 | **Busted Shin** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and takes a -10-foot status penalty to its land Speed. | -| 47 | **Back Breaker** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and [enfeebled](../conditions.md#Enfeebled). | -| 48 | **Busted Shin** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and takes a -10-foot status penalty to its land Speed. | -| 49 | **Solid Blow** Triple damage. | -| 50 | **Tiring Blow** The target is [fatigued](../conditions.md#Fatigued). | -| 51 | **Foot Smash** The target is [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 52 | **Lights Out** _Crit Effect:_ The target is [blinded](../conditions.md#Blinded) until the end of its next turn. | -| 53 | **Roundhouse** _Crit Effect:_ Make one additional attack against a foe adjacent to the original target, using the same attack modifier as the original attack. | -| 54 | **Low Blow** _Crit Effect:_ The target is [sickened](../conditions.md#Sickened) and [slowed](../conditions.md#Slowed) as long as it remains [sickened](../conditions.md#Sickened). | \ No newline at end of file diff --git a/Rules/tables/critical-hit-deck-bomb-or-spell-chd.md b/Rules/tables/critical-hit-deck-bomb-or-spell-chd.md deleted file mode 100644 index a35e8a3c6..000000000 --- a/Rules/tables/critical-hit-deck-bomb-or-spell-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Bomb or Spell"] ---- -# Critical Hit Deck: Bomb or Spell -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Allergic Reaction** The target takes `1d8` poison damage. | -| 2 | **Mind Cloud** The target is [stupefied](../conditions.md#Stupefied) until healed. | -| 3 | **Olfactory Overload** The target loses its sense of smell and any scent ability or other olfactory sense until healed. | -| 4 | **Stunned** Normal damage. The target is [stunned](../conditions.md#Stunned). | -| 5 | **Cut Off From Magic** Normal damage. The target can't cast spells or activate magic items for `1d4` rounds. | -| 6 | **Now You See Me...** You become [invisible](../conditions.md#Invisible) until the end of your next turn or until you use a hostile action. | -| 7 | **Petrified** The target is [petrified](../conditions.md#Petrified) for 10 minutes. | -| 8 | **Protective Charm** You gain a +2 status bonus to AC and all saving throws until the end of your next turn. | -| 9 | **Pretty Colors** The target is [dazzled](../conditions.md#Dazzled) until the end of your next turn. | -| 10 | **Conduit** The target takes a -2 status penalty to AC and saves against your bombs or spells until the end of your next turn. | -| 11 | **Nerve Damage** Normal damage. The target is [slowed](../conditions.md#Slowed) until healed. | -| 12 | **Strange Goo** Normal damage and the target is [restrained](../conditions.md#Restrained), using your class DC as the DC to [Escape](../actions/escape.md). | -| 13 | **Life Leech** If this is a spell, the target becomes [doomed](../conditions.md#Doomed) and you regain `1d8` Hit Points. | -| 14 | **Vampiric Feedback** Normal damage. You regain Hit Points equal half the damage you dealt. | -| 15 | **Knockback** Push the target up to 10 feet. | -| 16 | **Electrocuted** If this is a [electricity](../traits/electricity.md) spell or bomb, the target takes double damage, and at the start of its next turn, it takes normal damage. Any other bomb or spell deals double damage. | -| 17 | **Frozen** If this is a [cold](../traits/cold.md) bomb or spell, the target takes triple damage and is [slowed](../conditions.md#Slowed) for 1 round. Any other bomb or spell deals double damage. | -| 18 | **Power Surge** Triple damage. | -| 19 | **Devastating Strike** Triple damage. The target is [stunned](../conditions.md#Stunned). | -| 20 | **Eyeburn** The target is [blinded](../conditions.md#Blinded) until the end of its next turn. | -| 21 | **Transposition** If this is a spell attack, you and the target switch places. This is a [teleportation](../traits/teleportation.md) effect. | -| 22 | **Hypnotic Link** If this is a spell, the target takes normal damage and is [controlled](../conditions.md#Controlled) by you until the end of its next turn. | -| 23 | **Distraction** The target is [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 24 | **Funny Bone** The target laughs uncontrollably until the end of its next turn. While laughing, it is [slowed](../conditions.md#Slowed) and can't use reactions. | -| 25 | **Shrink Aftereffect** Normal damage. The target is reduced in size as if subject to a [shrink](../../Compendium/spells/shrink.md) spell until the end of its next turn. | -| 26 | **Psychic Overflow** The target takes `1d8` mental damage. | -| 27 | **Vulnerability** The target gains weakness 5 to any damage types dealt by the bomb or spell for 1 minute. | -| 28 | **Lingering Damage** The target takes `1d6` [persistent damage](../conditions.md#Persistent%20Damage) of the same type as the bomb or spell's damage. | -| 29 | **Unnatural Selection** Triple damage to [aberrations](../traits/aberration.md), [celestials](../traits/celestial.md), [fiends](../traits/fiend.md), and [monitors](../traits/monitor.md). Double damage to all other creatures. | -| 30 | **Hoarder's Wrath** Triple damage to [dragons](../traits/dragon.md). Double damage to all other creatures. | -| 31 | **Slowed Down** The target is [slowed](../conditions.md#Slowed) for 1 round. | -| 32 | **Doomed!** The target is [slowed](../conditions.md#Slowed) for 1 round, and is also [doomed](../conditions.md#Doomed). | -| 33 | **Forceful Blast** The bomb or spell deals and additional `1d8` force damage. | -| 34 | **Terrifying Display** The target is [frightened](../conditions.md#Frightened). | -| 35 | **Returning Spell** If a spell attack, the spell or spell slot is not expended. | -| 36 | **Call of the Wild** Triple damage to [animals](../traits/animal.md), [beasts](../traits/beast.md), and [fey](../traits/fey.md). Double damage to all other creatures. | -| 37 | **Corrosive** If this is an [acid](../traits/acid.md) bomb or spell, the target takes triple damage and `1d6` [persistent acid damage](../conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | -| 38 | **Magical Glow** The target glows for 1 minute with the effect of a [faerie fire](../../Compendium/spells/faerie-fire.md) spell. | -| 39 | **Draining Strike** The target loses one random prepared spell or spell slot, as determined by the GM. | -| 40 | **Combustion** If this is a [fire](../traits/fire.md) bomb or spell, the target takes triple damage and `1d6` [persistent fire damage](../conditions.md#Persistent%20Damage). Any other bomb or spell deals double damage. | -| 41 | **Maximum Effect** Don't roll for damage. You deal the maximum possible critical hit damage with this attack. | -| 42 | **Intense Strike** The attack ignores all resistances. | -| 43 | **Excruciating** The target is [sickened](../conditions.md#Sickened). | -| 44 | **Intense Splash** The target takes normal damage, and all creatures adjacent to the target take half damage of the same type. | -| 45 | **Planar Rift** If this is a spell, the target takes normal damage and must succeed at a Will save or be sent to a random plane (determined by the GM). | -| 46 | **Light Blast** The target is [blinded](../conditions.md#Blinded) until the end of its next turn. | -| 47 | **Mystical Thwart** The target can't activate magic items, cast spells, or use [Quick Alchemy](../actions/quick-alchemy.md) until the end of its next turn. | -| 48 | **Light Blast** The target is [blinded](../conditions.md#Blinded) until the end of its next turn. | -| 49 | **Phased** The target becomes [incorporeal](../traits/incorporeal-b1.md) until the end of your next turn. | -| 50 | **Time Vortex** If this is a spell, normal damage and the target vanished and reappears `1d4` rounds later. The target can use no actions, and any effects it has with durations do not pass while it's gone. | -| 51 | **Energy Might** If the bomb or spell deals acid, cold, electricity, fire or sonic damage, it deals triple damage. Any other bomb or spells deals double damage. | -| 52 | **Roaring Blast** The target is [deafened](../conditions.md#Deafened) until healed. | -| 53 | **Concussive Blast** The target is pushed up to 10 feet and knocked [prone](../conditions.md#Prone). | -| 54 | **Planar Rift** If this is a spell, the target takes normal damage and must succeed at a Will save or be sent to a random plane (determined by the GM). | \ No newline at end of file diff --git a/Rules/tables/critical-hit-deck-piercing-chd.md b/Rules/tables/critical-hit-deck-piercing-chd.md deleted file mode 100644 index f19f313a2..000000000 --- a/Rules/tables/critical-hit-deck-piercing-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Piercing"] ---- -# Critical Hit Deck: Piercing -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Forearm Piercing** _Crit Effect:_ The target drops one weapon it's holding (chosen randomly by the GM). | -| 2 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an attack action against the target. | -| 3 | **Tongue Piercing** The target must succeed at a DC 5 flat check to cast spells with the verbal component until healed. | -| 4 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | -| 5 | **Shoulder Wound** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and [enfeebled](../conditions.md#Enfeebled). | -| 6 | **Calf Jab** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and takes a -10-foot status penalty to land Speed. | -| 7 | **Skewered** Triple damage. _Crit Effect:_ The target is [slowed](../conditions.md#Slowed) for 1 round. | -| 8 | **Send 'em Reeling** _Crit Effect:_ The target is [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 9 | **Blowback** The target is knocked [prone](../conditions.md#Prone). | -| 10 | **Pinhole** _Crit Effect:_ The target takes 1 [persistent bleed damage](../conditions.md#Persistent%20Damage) that can't be removed until the target is healed. | -| 11 | **Two in a Row** _Crit Effect:_ Deal normal damage to an additional target adjacent to the original target. | -| 12 | **Stinger** Normal damage. The target is [sickened](../conditions.md#Sickened). | -| 13 | **Pierced** The target is [slowed](../conditions.md#Slowed) until the end of its next turn. | -| 14 | **Right in the Ear** Normal damage. The target is [deafened](../conditions.md#Deafened) until healed. | -| 15 | **Sucking Chest Wound** The target is [fatigued](../conditions.md#Fatigued). | -| 16 | **Pinned Arm** As the bow critical specialization effect, and the target can't use one of its arms until freed. If using a melee weapon, you must drop it to gain this effect. | -| 17 | **Ventilated** Triple damage. | -| 18 | **Guarded Strike** _Crit Effect:_ Gain +2 circumstance bonus to AC until the end of your next turn. | -| 19 | **Painful Poke** The target is [stunned](../conditions.md#Stunned). | -| 20 | **Kidney Piercing** The target is [sickened](../conditions.md#Sickened). | -| 21 | **Nerve Cluster** Normal damage. _Crit Effect:_ The target is [stunned](../conditions.md#Stunned). | -| 22 | **Punctured Lung** _Crit Effect:_ The target is suffocating until subject to magical healing. | -| 23 | **Nicked an Artery** Normal damage. _Crit Effect:_ The target takes `2d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 24 | **Muscle Severed** Normal damage. _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and [enfeebled](../conditions.md#Enfeebled). | -| 25 | **Chipped Bone** The target is [clumsy](../conditions.md#Clumsy) until healed. | -| 26 | **Lodged in the Bone** _Crit Effect:_ The target takes `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 27 | **Pierced Elbow** The target drops one item it is holding (determined randomly by the GM). | -| 28 | **Hand Wound** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and can't use one of its hands (determined randomly by the GM). | -| 29 | **Overreaction** Normal damage. The target triggers reactions as if it just used a [move](../traits/move.md) action. It is also [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 30 | **Clean Through** Triple damage. | -| 31 | **Cheek Pierced** The target must succeed at a DC 5 flat check to cast spells with a verbal component until healed. | -| 32 | **Head Shot** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 33 | **Spinal Tap** Normal damage. _Crit Effect:_ The target is [sickened](../conditions.md#Sickened). | -| 34 | **Heart Shot** Triple damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 35 | **Nailed in Place** As the bow critical specialization effect. If this is a melee weapon, you must drop the weapon to gain this effect. If this attack already has that effect, the [Athletics](../../Compendium/skills.md#Athletics) check to pull free is DC 20 instead of DC 10. | -| 36 | **Javelin Catcher** Triple damage if the attack was ranged or [thrown](../traits/thrown.md) attack. Double damage for all other attacks. | -| 37 | **Infection** The target must succeed at a Fortitude save or contract filth fever. | -| 38 | **Eye Patch for You** Triple damage. _Crit Effect:_ The target is [dazzled](../conditions.md#Dazzled) until healed. | -| 39 | **Knockback** The target is pushed 10 feet. | -| 40 | **Spun Around** The target is [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 41 | **Grazing Hit** Normal damage. _Crit Effect:_ The target is [stunned](../conditions.md#Stunned). | -| 42 | **Penetrating Wound** The attack ignores all resistances. | -| 43 | **Gusher** The target takes `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 44 | **Deep Hurting** _Crit Effect:_ The target is [fatigued](../conditions.md#Fatigued). | -| 45 | **Hobbled** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and takes a -10-foot status penalty to all Speeds. | -| 46 | **Perfect strike** Triple damage. | -| 47 | **Deep Wound** _Crit Effect:_ The target is [sickened](../conditions.md#Sickened). | -| 48 | **Perfect strike** Triple damage. | -| 49 | **Tenacious Wound** Normal damage. _Crit Effect:_ The target can't heal this damage until it has rested at least 8 hours. | -| 50 | **Leg Wound** _Crit Effect:_ The target takes a -5-foot status penalty to its land Speed until healed. | -| 51 | **Organ Scramble** Triple damage. _Crit Effect:_ The target is [fatigued](../conditions.md#Fatigued). | -| 52 | **Bicep Wound** The target is [enfeebled](../conditions.md#Enfeebled) until healed. | -| 53 | **Ragged Wound** The target takes `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 54 | **Hobbled** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and takes a -10-foot status penalty to all Speeds. | \ No newline at end of file diff --git a/Rules/tables/critical-hit-deck-slashing-chd.md b/Rules/tables/critical-hit-deck-slashing-chd.md deleted file mode 100644 index 86fb69328..000000000 --- a/Rules/tables/critical-hit-deck-slashing-chd.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/chd -aliases: ["Critical Hit Deck: Slashing"] ---- -# Critical Hit Deck: Slashing -*Source: Critical Hit Deck p. 0* - -| `d54` | Effect | -|-------|--------| -| 1 | **Surprise Opening** _Crit Effect:_ You gain 1 action that you can use before the end of your turn to use an attack action against the target. | -| 2 | **Missing Ear** Normal damage. The target takes a -2 circumstance penalty to [Perception](../../Compendium/skills.md#Perception) check and Charisma-based check except [Intimidation](../../Compendium/skills.md#Intimidation) until healed. | -| 3 | **Brow to Chin** _Crit Effect:_ The target takes a -2 status penalty to [Perception](../../Compendium/skills.md#Perception) and ranged attack rolls until healer. | -| 4 | **Gory** The target is [sickened](../conditions.md#Sickened). | -| 5 | **Hamstring** Normal damage. _Crit Effect:_ The target is knocked [prone](../conditions.md#Prone). The target is also [clumsy](../conditions.md#Clumsy) until healed. | -| 6 | **Ugly Wound** The target takes a -2 circumstance penalty to checks with all Charisma-based skills except [Intimidation](../../Compendium/skills.md#Intimidation). | -| 7 | **Momentum** You gain a +2 circumstance bonus to all attack rolls until the end of your next turn. | -| 8 | **Shattered Jaw** _Crit Effect:_ Until healed, the target is [wounded](../conditions.md#Wounded) and can't speak, eat, drink, or make attacks with its jaws. | -| 9 | **Tangled** _Crit Effect:_ You can attempt to [Grapple](../actions/grapple.md) the target as a free action. This uses the same multiple attack penalty as your attack and doesn't count towards your multiple attack penalty. | -| 10 | **Disembowel** Triple damage. | -| 11 | **Weapon Strike** _Crit Effect:_ Deal normal damage to one of the target's weapons (applying Hardness normally). | -| 12 | **Missing Digits** Normal damage. _Crit Effect:_ The target loses `1d4` fingers on one hand and becomes [clumsy](../conditions.md#Clumsy) until subject to regeneration spell or similar effect. | -| 13 | **Overhand Chop** _Crit Effect:_ `1d8` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 14 | **Throat Slash** Normal damage. _Crit Effect:_ The target takes `1d8` [persistent bleed damage](../conditions.md#Persistent%20Damage). The target can't talk, cast spells with a verbal component, or breathe while subject to this [bleed damage](../conditions.md#Persistent%20Damage). | -| 15 | **Stand Aside** Push the target 5 feet. | -| 16 | **Cut Straps** _Crit Effect:_ The target's armor check penalty doubles until the armor is [Repaired](../actions/repair.md) (DC 15). | -| 17 | **Knockback** Push the target up to 10 feet. | -| 18 | **Severed Tendon** _Crit Effect:_ Until healed, the target is [clumsy](../conditions.md#Clumsy) and takes a -5-foot status penalty to its land Speed. | -| 19 | **That'll Leave a Mark!** Normal damage. _Crit Effect:_ The target takes `2d6` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 20 | **Fingertipped** Normal damage. Until healed, the target is [clumsy](../conditions.md#Clumsy) and can't use one of its hands (chosen randomly by the GM). | -| 21 | **Rupture Abdominal Cavity** Triple damage. _Crit Effect:_ The target is [fatigued](../conditions.md#Fatigued). | -| 22 | **Pain and Simple** Triple damage. | -| 23 | **Care Your Initials** Normal damage. The target is so humiliated it can do nothing but attack you. At the end of each of its turns, it can attempt a Will save to end this effect. | -| 24 | **Lean into the Blow** Triple damage. You drop your weapon. | -| 25 | **Hack and Slash** Triple damage. The target is [flat-flooted](../conditions.md#Flat-flooted) until the end of its next turn. | -| 26 | **Severed Spine** The target must succeed at a Fortitude save or be [paralyzed](../conditions.md#Paralyzed) until healed. | -| 27 | **Long Gash** Normal damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage). The DC of the flat check to remove this bleed damage is 5 higher than normal. | -| 28 | **Broad Swipe** The target takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage). | -| 29 | **Paper Cut** The target takes a -2 status penalty to attack rolls until the end of its next turn. | -| 30 | **Wide Open** The target is [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 31 | **Across the Eyes** Normal damage. _Crit Effect:_ The target is [blinded](../conditions.md#Blinded) until healed. | -| 32 | **From Chops to Groin** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 33 | **Nerve Slice** _Crit Effect:_ The target is [slowed](../conditions.md#Slowed) for 1 round. | -| 34 | **Leg Swipe** The target is knocked [prone](../conditions.md#Prone). | -| 35 | **Decapitation** Triple damage. _Crit Effect:_ The target must succeed at a Fortitude save or die. | -| 36 | **Lip Cut** The target must succeed at a DC 5 flat check to cast spells with a verbal component until healed. | -| 37 | **Flay** Normal damage. The target is [enfeebled](../conditions.md#Enfeebled) until healed. | -| 38 | **Flat-Blade Thwack** Triple damage. You can deal bludgeoning damage instead of slashing damage. | -| 39 | **Armor Damage** The target's armor also takes the damage (applying the armor's Hardness normally). | -| 40 | **Sliced Hand** Normal damage. Until healed, the target is [enfeebled](../conditions.md#Enfeebled), [clumsy](../conditions.md#Clumsy), and can't used one of its hands (determined randomly by the GM). | -| 41 | **Swing Through** _Crit Effect:_ Make an additional attack against a foe adjacent to the original target, using the same attack modifier as the original attack. | -| 42 | **Muscle Wound** _Crit Effect:_ The target is [enfeebled](../conditions.md#Enfeebled) until healed. | -| 43 | **Terrible Cut** Triple damage. | -| 44 | **Gut Slash** The target takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage) and any creature it [Swallows Whole](../abilities/swallow-whole.md) is immediately released. | -| 45 | **Bad Parry** _Crit Effect:_ The target must succeed at a Reflex save or drop one weapon it is holding (determined randomly by the GM). | -| 46 | **Sapping Slash** _Crit Effect:_ The target is [fatigued](../conditions.md#Fatigued). | -| 47 | **Brow Cut** Normal damage. _Crit Effect:_ The target takes `1d4` [persistent bleed damage](../conditions.md#Persistent%20Damage). Until the bleed ends, all creatures are [concealed](../conditions.md#Concealed) to the target. | -| 48 | **Sapping Slash** _Crit Effect:_ The target is [fatigued](../conditions.md#Fatigued). | -| 49 | **Parrying Strike** _Crit Effect:_ Gain a +2 circumstance bonus to AC until the end of your next turn. | -| 50 | **Spun Around** The target is [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 51 | **Wing Tear** The target loses any fly Speed until healed. | -| 52 | **Bewildering Display** _Crit Effect:_ The target is [flat-footed](../conditions.md#Flat-footed) until the end of its next turn. | -| 53 | **Delayed Wound** Normal damage. _Crit Effect:_ The target takes the same amount of damage at the end of its next two turns. | -| 54 | **Bad Parry** _Crit Effect:_ The target must succeed at a Reflex save or drop one weapon it is holding (determined randomly by the GM). | \ No newline at end of file diff --git a/Rules/tables/damaging-armor.md b/Rules/tables/damaging-armor.md deleted file mode 100644 index 02526958f..000000000 --- a/Rules/tables/damaging-armor.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Damaging Armor"] ---- -# Damaging Armor -*Source: Core Rulebook p. 276* - -Your armor's statistics are based on the material it's predominantly made from. It's not likely your armor will take damage, as explained in Item Damage on page 272. - -| Material | Hardness | HP | BT | -|----------|----------|----|----| -| Cloth ([explorer's clothing](../../Compendium/equipment/items/explorers-clothing.md), [padded armor](../../Compendium/equipment/items/padded-armor.md)) | 1 | 4 | 2 | -| Leather ([hide](../../Compendium/equipment/items/hide.md), [leather](../../Compendium/equipment/items/leather.md), [studded leather](../../Compendium/equipment/items/studded-leather.md)) | 4 | 16 | 8 | -| Metal ([breastplate](../../Compendium/equipment/items/breastplate.md), [chain mail](../../Compendium/equipment/items/chain-mail.md), [chain shirt](../../Compendium/equipment/items/chain-shirt.md), [full plate](../../Compendium/equipment/items/full-plate.md), [half plate](../../Compendium/equipment/items/half-plate.md), [scale mail](../../Compendium/equipment/items/scale-mail.md), [splint mail](../../Compendium/equipment/items/splint-mail.md)) | 9 | 36 | 18 | \ No newline at end of file diff --git a/Rules/tables/dc-adjustments.md b/Rules/tables/dc-adjustments.md deleted file mode 100644 index fae31dc65..000000000 --- a/Rules/tables/dc-adjustments.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["DC Adjustments"] ---- -# DC Adjustments -*Source: Core Rulebook p. 504* - -| Difficulty | Adjustment | Rarity | -|------------|------------|--------| -| Incredibly easy | -10 | — | -| Very easy | –5 | — | -| Easy | –2 | — | -| Hard | +2 | Uncommon | -| Very hard | +5 | Rare | -| Incredibly hard | +10 | Unique | \ No newline at end of file diff --git a/Rules/tables/dcs-by-level.md b/Rules/tables/dcs-by-level.md deleted file mode 100644 index 36d166f36..000000000 --- a/Rules/tables/dcs-by-level.md +++ /dev/null @@ -1,142 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["DCs by Level"] ---- -# DCs by Level -*Source: Core Rulebook p. 503* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelDCLevelDC
0141331
1151432
2161534
3181635
4191736
5201838
6221939
7232040
8242142
9262244
10272346
11282448
12302550
DC
15
18
20
23
26
28
31
34
36
39
- -* If a spell is uncommon or rare, its difficulty should be adjusted accordingly. \ No newline at end of file diff --git a/Rules/tables/devastating-weapons-gmg.md b/Rules/tables/devastating-weapons-gmg.md deleted file mode 100644 index 4fab6fb69..000000000 --- a/Rules/tables/devastating-weapons-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Devastating Weapons"] ---- -# Devastating Weapons -*Source: Gamemastery Guide p. 197* - -| Quality | Item Bonus | Damage Dice | Property Rune Slots | Item Level | Price | -|---------|------------|-------------|---------------------|------------|-------| -| Expert | +1 | 1 | 1 | 2 | 35 gp | -| Expert devastating | +1 | 2 | 1 | 4 | 100 gp | -| Master | +2 | 2 | 2 | 10 | 1,000 gp | -| Master devastating | +2 | 3 | 2 | 12 | 2,000 gp | -| Legendary | +3 | 3 | 3 | 16 | 10,000 gp | -| Legendary devastating | +3 | 4 | 3 | 19 | 40,000 gp | \ No newline at end of file diff --git a/Rules/tables/differently-sized-items.md b/Rules/tables/differently-sized-items.md deleted file mode 100644 index f08a16444..000000000 --- a/Rules/tables/differently-sized-items.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Differently Sized Items"] ---- -# Differently Sized Items -*Source: Core Rulebook p. 295* - -| Creature Size | Prize | Bulk | Light Becomes | Negligible Becomes | -|---------------|-------|------|---------------|--------------------| -| Tiny | Standard | Half* | — | — | -| Small or Med. | Standard | Standard | L | — | -| Large | ×2 | ×2 | 1 Bulk | L | -| Huge | ×4 | ×4 | 2 Bulk | 1 Bulk | -| Gargantuan | ×8 | ×8 | 4 Bulk | 2 Bulk | - -* An item that would have its Bulk reduced below 1 has light Bulk. \ No newline at end of file diff --git a/Rules/tables/domains-logm.md b/Rules/tables/domains-logm.md deleted file mode 100644 index 1fa61f2bd..000000000 --- a/Rules/tables/domains-logm.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Domains"] ---- -# Domains -*Source: Lost Omens: Gods & Magic p. 112* - -| Domain | Description | Domain Spell | Advanced Domain Spell | -|--------|-------------|--------------|-----------------------| -| Change | You can restructure the physical and metaphysical. | [Adapt self](../../Compendium/spells/adapt-self-logm.md) | [Adaptive ablation](../../Compendium/spells/adaptive-ablation-logm.md) | -| Cold | You control ice, snow, and freezing temperatures. | [Winter bolt](../../Compendium/spells/winter-bolt-logm.md) | [Diamond dust](../../Compendium/spells/diamond-dust-logm.md) | -| Decay | You have the power to spoil and deteriorate matter. | [Withering grasp](../../Compendium/spells/withering-grasp-logm.md) | [Fallow field](../../Compendium/spells/fallow-field-logm.md) | -| Delirium | You can bring about hallucinations and restlessness. | [Hyperfocus](../../Compendium/spells/hyperfocus-logm.md) | [Ephemeral hazards](../../Compendium/spells/ephemeral-hazards-logm.md) | -| Dust | You have the power to dry and crumble what opposes you. | [Parch](../../Compendium/spells/parch-logm.md) | [Dust storm](../../Compendium/spells/dust-storm-logm.md) | -| Duty | You defend oaths and carry out your divine missions with great dedication. | [Oathkeeper's insignia](../../Compendium/spells/oathkeepers-insignia-logm.md) | [Dutiful challenge](../../Compendium/spells/dutiful-challenge-logm.md) | -| Glyph | You wield power over written word and symbols | [Redact](../../Compendium/spells/redact-logm.md) | [Ghostly transcription](../../Compendium/spells/ghostly-transcription-logm.md) | -| Lightning | You control electricity, thunder, and storms. | [Charged javelin](../../Compendium/spells/charged-javelin-logm.md) | [Bottle the storm](../../Compendium/spells/bottle-the-storm-logm.md) | -| Plague | You wield disease and pestilence like a weapon. | [Divine plagues](../../Compendium/spells/divine-plagues-logm.md) | [Foul miasma](../../Compendium/spells/foul-miasma-logm.md) | -| Repose | You ease mental burdens. | [Share burden](../../Compendium/spells/share-burden-logm.md) | [Font of serenity](../../Compendium/spells/font-of-serenity-logm.md) | -| Sorrow | You have a painful connection to melancholy and sadness. | [Lament](../../Compendium/spells/lament-logm.md) | [Overflowing sorrow](../../Compendium/spells/overflowing-sorrow-logm.md) | -| Soul | You wield power over the spiritual. | [Eject soul](../../Compendium/spells/eject-soul-logm.md) | [Ectoplasmic interstice](../../Compendium/spells/ectoplasmic-interstice-logm.md) | -| Star | You command the power of the stars. | [Zenith star](../../Compendium/spells/zenith-star-logm.md) | [Asterism](../../Compendium/spells/asterism-logm.md) | -| Swarm | You exert control over masses of creatures. | [Swarmsense](../../Compendium/spells/swarmsense-logm.md) | [Swarm form](../../Compendium/spells/swarm-form-logm.md) | -| Time | You reign over the flow of time | [Delay consequence](../../Compendium/spells/delay-consequence-logm.md) | [Stasis](../../Compendium/spells/stasis-logm.md) | -| Vigil | You watch over those long passed and guard their secrets. | [Object memory](../../Compendium/spells/object-memory-logm.md) | [Remember the lost](../../Compendium/spells/remember-the-lost-logm.md) | -| Void | You draw power from emptiness. | [Empty inside](../../Compendium/spells/empty-inside-logm.md) | [Door to beyond](../../Compendium/spells/door-to-beyond-logm.md) | -| Wyrmkin | You draw on the power of dragons, linnorms, and other powerful reptilian creatures. | [Draconic barrage](../../Compendium/spells/draconic-barrage-logm.md) | [Roar of the wyrm](../../Compendium/spells/roar-of-the-wyrm-logm.md) | \ No newline at end of file diff --git a/Rules/tables/domains.md b/Rules/tables/domains.md deleted file mode 100644 index 7587f7f1f..000000000 --- a/Rules/tables/domains.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Domains"] ---- -# Domains -*Source: Core Rulebook p. 441* - -| Domain | Description | Domain Spell | Advanced Domain Spell | -|--------|-------------|--------------|-----------------------| -| **Air** | You can control winds and the weather. | [Pushing gust](../../Compendium/spells/pushing-gust.md) | [Disperse into air](../../Compendium/spells/disperse-into-air.md) | -| **Ambition** | You strive to keep up with and outpace the competition. | [Blind ambition](../../Compendium/spells/blind-ambition.md) | [Competitive edge](../../Compendium/spells/competitive-edge.md) | -| **Cities** | You have powers over urban environments and denizens. | [Face in the crowd](../../Compendium/spells/face-in-the-crowd.md) | [Pulse of the city](../../Compendium/spells/pulse-of-the-city.md) | -| **Confidence** | You overcome your fear and project pride. | [Veil of confidence](../../Compendium/spells/veil-of-confidence.md) | [Delusional pride](../../Compendium/spells/delusional-pride.md) | -| **Creation** | You have divine abilities related to crafting and art. | [Splash of art](../../Compendium/spells/splash-of-art.md) | [Artistic flourish](../../Compendium/spells/artistic-flourish.md) | -| **Darkness** | You operate in the darkness and take away the light. | [Cloak of shadow](../../Compendium/spells/cloak-of-shadow.md) | [Darkened eyes](../../Compendium/spells/darkened-eyes.md) | -| **Death** | You have the power to end lives and destroy undead. | [Death's Call](../../Compendium/spells/deaths-call.md) | [Eradicate undeath](../../Compendium/spells/eradicate-undeath.md) | -| **Destruction** | You are a conduit for divine devastation. | [Cry of destruction](../../Compendium/spells/cry-of-destruction.md) | [Destructive aura](../../Compendium/spells/destructive-aura.md) | -| **Dreams** | You have the power to enter and manipulate dreams. | [Sweet dream](../../Compendium/spells/sweet-dream.md) | [Dreamer's call](../../Compendium/spells/dreamers-call.md) | -| **Earth** | You control soil and stone.. | [Hurtling stone](../../Compendium/spells/hurtling-stone.md) | [Localized quake](../../Compendium/spells/localized-quake.md) | -| **Family** | You aid and protect your family and community more effectively. | [Soothing words](../../Compendium/spells/soothing-words.md) | [Unity](../../Compendium/spells/unity.md) | -| **Fate** | You see and understand hidden inevitabilities. | [Read fate](../../Compendium/spells/read-fate.md) | [Tempt fate](../../Compendium/spells/tempt-fate.md) | -| **Fire** | You control flame. | [Fire ray](../../Compendium/spells/fire-ray.md) | [Flame barrier](../../Compendium/spells/flame-barrier.md) | -| **Freedom** | You liberate yourself and others from shackles and constraints. | [Unimpeded stride](../../Compendium/spells/unimpeded-stride.md) | [Word of freedom](../../Compendium/spells/word-of-freedom.md) | -| **Healing** | Your healing magic is particularly potent. | [Healer's blessing](../../Compendium/spells/healers-blessing.md) | [Rebuke death](../../Compendium/spells/rebuke-death.md) | -| **Indulgence** | You feast mightily and can shake off the effects of overindulging. | [Overstuff](../../Compendium/spells/overstuff.md) | [Take its course](../../Compendium/spells/take-its-course.md) | -| **Knowledge** | You receive divine insights. | [Scholarly recollection](../../Compendium/spells/scholarly-recollection.md) | [Know the enemy](../../Compendium/spells/know-the-enemy.md) | -| **Luck** | You're unnaturally lucky and keep out of harm's way. | [Bit of luck](../../Compendium/spells/bit-of-luck.md) | [Lucky break](../../Compendium/spells/lucky-break.md) | -| **Magic** | You perform the unexpected and inexplicable. | [Magic's vessel](../../Compendium/spells/magics-vessel.md) | [Mystic beacon](../../Compendium/spells/mystic-beacon.md) | -| **Might** | Your physical power is bolstered by divine strength. | [Athletic rush](../../Compendium/spells/athletic-rush.md) | [Enduring might](../../Compendium/spells/enduring-might.md) | -| **Moon** | You command powers associated with the moon. | [Moonbeam](../../Compendium/spells/moonbeam.md) | [Touch of the moon](../../Compendium/spells/touch-of-the-moon.md) | -| **Nature** | You hold power over animals and plants. | [Vibrant thorns](../../Compendium/spells/vibrant-thorns.md) | [Nature's bounty](../../Compendium/spells/natures-bounty.md) | -| **Nightmares** | You fill minds with horror and dread. | [Waking nightmare](../../Compendium/spells/waking-nightmare.md) | [Shared nightmare](../../Compendium/spells/shared-nightmare.md) | -| **Pain** | You punish those who displease you with the sharp sting of pain. | [Savor the sting](../../Compendium/spells/savor-the-sting.md) | [Retributive pain](../../Compendium/spells/retributive-pain.md) | -| **Passion** | You evoke passion, whether as love or lust. | [Charming touch](../../Compendium/spells/charming-touch.md) | [Captivating adoration](../../Compendium/spells/captivating-adoration.md) | -| **Perfection** | You strive to perfect your mind, body, and spirit. | [Perfected mind](../../Compendium/spells/perfected-mind.md) | [Perfected form](../../Compendium/spells/perfected-form.md) | -| **Protection** | You ward yourself and others. | [Protector's sacrifice](../../Compendium/spells/protectors-sacrifice.md) | [Protector's sphere](../../Compendium/spells/protectors-sphere.md) | -| **Secrecy** | You protect secrets and keep them hidden. | [Forced quiet](../../Compendium/spells/forced-quiet.md) | [Safeguard secret](../../Compendium/spells/safeguard-secret.md) | -| **Sun** | You harness the power of the sun and other light sources, and punish undead. | [Dazzling flash](../../Compendium/spells/dazzling-flash.md) | [Positive luminance](../../Compendium/spells/positive-luminance.md) | -| **Travel** | You have power over movement and journeys. | [Agile feet](../../Compendium/spells/agile-feet.md) | [Traveler's transit](../../Compendium/spells/travelers-transit.md) | -| **Trickery** | You deceive others and cause mischief. | [Sudden shift](../../Compendium/spells/sudden-shift.md) | [Trickster's twin](../../Compendium/spells/tricksters-twin.md) | -| **Truth** | You pierce lies and discover the truth. | [Word of truth](../../Compendium/spells/word-of-truth.md) | [Glimpse the truth](../../Compendium/spells/glimpse-the-truth.md) | -| **Tyranny** | You wield power to rule and enslave others. | [Touch of obedience](../../Compendium/spells/touch-of-obedience.md) | [Commanding lash](../../Compendium/spells/commanding-lash.md) | -| **Undeath** | Your magic carries close ties to the undead. | [Touch of undeath](../../Compendium/spells/touch-of-undeath.md) | [Malignant sustenance](../../Compendium/spells/malignant-sustenance.md) | -| **Water** | You control water and bodies of water. | [Tidal surge](../../Compendium/spells/tidal-surge.md) | [Downpour](../../Compendium/spells/downpour.md) | -| **Wealth** | You hold power over wealth, trade, and treasure. | [Appearance of wealth](../../Compendium/spells/appearance-of-wealth.md) | [Precious metals](../../Compendium/spells/precious-metals.md) | -| **Zeal** | Your inner fire increases your combat prowess. | [Weapon surge](../../Compendium/spells/weapon-surge.md) | [Zeal for battle](../../Compendium/spells/zeal-for-battle.md) | \ No newline at end of file diff --git a/Rules/tables/downtime-events-gmg.md b/Rules/tables/downtime-events-gmg.md deleted file mode 100644 index d05cbf3d9..000000000 --- a/Rules/tables/downtime-events-gmg.md +++ /dev/null @@ -1,63 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Downtime Events"] ---- -# Downtime Events -*Source: Gamemastery Guide p. 25* - -| [Craft](../actions/craft.md) or [Earn Income](../actions/earn-income.md) ([Crafting](../../Compendium/skills.md#Crafting)) | -|-------------------------------------------------------------------------------------------------------------------------------| -| A shipment of important materials is delayed, and the PC must find out why. | -| The PC creates a superlative work, which draws the attention of a collector or museum. | -| The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret. | -^downtime-events-1-2-4 - -| Create a Forgery ([Society](../../Compendium/skills.md#Society)) | -|-------------------------------------------------------------| -| The format for paperwork the PC is attempting to mimic gets changed, and they must adjust. | -| The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a [clumsy](../conditions.md#Clumsy) assistant knocking over beakers of chemicals. | -| A mysterious benefactor provides the PC with special tools or a source document they didn't have, but suggests they'll ask for a favor later to reciprocate. | -^downtime-events-1-2-8 - -| [Earn Income](../actions/earn-income.md) (General) | -|--------------------------------------------------------| -| A fussy client demands multiple rounds of changes throughout the process. | -| An accident at a work site puts someone in danger. | -| Something the PC is working on becomes a fad or hit— demand skyrockets! A visitor is impressed with the PC's work and offers them a more lucrative task in a distant location. | -| Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses. | -| The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way. | -| The PC returns to their work one day to find someone has tampered with what they've done. | -^downtime-events-1-2-15 - -| [Earn Income](../actions/earn-income.md) ([Performance](../../Compendium/skills.md#Performance)) | -|-------------------------------------------------------------------------------------------------| -| Due to the performance's success, more shows are added, running the PC ragged. | -| A competing show across town draws away customers. | -| A powerful noble finances a special performance but demands some changes to the contents. | -| One of the PC's fellow performers doesn't show up, but the show must go on! | -^downtime-events-1-2-20 - -| [Subsist](../actions/subsist.md) ([Survival](../../Compendium/skills.md#Survival)) | -|-----------------------------------------------------------------------------------| -| Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine. | -| The PC finds signs indicating some large creature has been foraging as well—possibly a monster. | -^downtime-events-1-2-23 - -| Buy and Sell Items | -|--------------------| -| The PC sells an item of interest to members of a particular group, who pursue the PC. | -| A merchant sells the PC a fraudulent item. | -| A shop the PCs frequent is in trouble and about to go out of business without help. | -| Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item. | -^downtime-events-1-2-28 - -| Retrain | -|---------| -| The PC sustains an injury in physical training. | -| Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon. | -| A retraining instructor falls ill or goes missing. | -| Someone witnesses the PC retraining and asks to join them as they study or practice. | -| The PC's training comes to a halt, and they need to acquire a rare book or something similar to continue. | \ No newline at end of file diff --git a/Rules/tables/dragon-instincts.md b/Rules/tables/dragon-instincts.md deleted file mode 100644 index ae5956e01..000000000 --- a/Rules/tables/dragon-instincts.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Dragon Instincts"] ---- -# Dragon Instincts -*Source: Core Rulebook p. 86* - -| Dragon Type | Category | Breath Weapon | -|-------------|----------|---------------| -| Black | Chromatic | Line of acid | -| Blue | Chromatic | Line of electricity | -| Green | Chromatic | Cone of poison | -| Red | Chromatic | Cone of fire | -| White | Chromatic | Cone of cold | -| Brass | Metallic | Line of fire | -| Bronze | Metallic | Line of electricity | -| Copper | Metallic | Line of acid | -| Gold | Metallic | Cone of fire | -| Silver | Metallic | Cone of cold | \ No newline at end of file diff --git a/Rules/tables/earn-income-tasks-gmg.md b/Rules/tables/earn-income-tasks-gmg.md deleted file mode 100644 index 593955220..000000000 --- a/Rules/tables/earn-income-tasks-gmg.md +++ /dev/null @@ -1,122 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Earn Income Tasks"] ---- -# Earn Income Tasks -*Source: Gamemastery Guide p. 25* - -| Academia, Library, Other Educational Lore | -|-------------------------------------------| -| Work at a school or library | -| Compile information on a distant land for an expedition | -| Serve as administrator for a school or library | -| Acquire a rare book on dragons for a local noble | -^earn-income-tasks-1-1-5 - -| Crafting | -|----------| -| Make tools for local farmers | -| Brew a crate of healing potions for a local church or hospital | -| Sew a dress for a noble's debutante ball | -| Supply magical weapons for the palace guard corps | -^earn-income-tasks-1-1-10 - -| Engineering Lore | -|------------------| -| Assess the fortifications built to protect a town | -| Plan the mechanism for a drawbridge | -| Create schematics for a new mill | -^earn-income-tasks-1-1-14 - -| Food or Drink Lore | -|--------------------| -| Brew simple ale or cook an ordinary dish for the local inn | -| Identify a dozen bottles of wine | -| Create a showpiece dish for an upcoming festival | -| Create a nine-course meal for a noble banquet | -^earn-income-tasks-1-1-19 - -| Genealogy Lore | -|----------------| -| Compile a family tree for a minor noble family | -| Determine next of kin to settle an inheritance dispute | -| Map the web of intermarriages of a sprawling royal family | -| Determine the lineages of an ancient civilization | -| Trace the lost heir of an ancient empire | -^earn-income-tasks-1-1-25 - -| Guild Lore | -|------------| -| Recruit initiates for a guild | -| Identify symbols of an ancient guild in a tome | -| Consult on rearranging a guild's hierarchy | -| Oversee the merger of two guilds or one guild splitting into two | -^earn-income-tasks-1-1-30 - -| Herbalism Lore | -|----------------| -| Supply poultices to a physician | -| Prepare herbs for a small restaurant | -| Identify the poisonous plant eaten by a local lord | -^earn-income-tasks-1-1-34 - -| Legal Lore | -|------------| -| Clear some minor red tape | -| Defend someone charged with theft | -| Bring a corrupt noble to justice through the legal system | -| Find loopholes in a contract made with a devil | -^earn-income-tasks-1-1-39 - -| Mercantile Lore | -|-----------------| -| Price a crate of imported textiles | -| Find the best trade route for a pirate crew to raid | -| Set exchange rates for a trade consortium | -^earn-income-tasks-1-1-43 - -| Mining Lore | -|-------------| -| Work a shift in a coal mine | -| Determine where a raw ingot was mined | -| Prospect to find a site for a new mine | -^earn-income-tasks-1-1-47 - -| Performance | -|-------------| -| Busk for townsfolk at a street fair | -| Play in the orchestra at an opera | -| Attend a society figure's salon | -| Perform for visiting nobles | -| Impress a visiting maestro to bring glory to your hometown | -| Put on a performance for a patron from another plane | -^earn-income-tasks-1-1-54 - -| Politics Lore | -|---------------| -| Lobby for a vote or decision to go a certain way | -| Smear a noble to lower their station | -^earn-income-tasks-1-1-57 - -| Sailing Lore | -|--------------| -| Crew a ship on a short voyage | -| Render a ship in dry-dock seaworthy | -| Pilot a ship through monster-infested waters | -^earn-income-tasks-1-1-61 - -| Underworld Lore | -|-----------------| -| Find out where a stolen item ended up | -| Get someone an audience with the head of a thieves' guild | -| Smuggle a shipment of valuables out of the city | -^earn-income-tasks-1-1-65 - -| Warfare Lore | -|--------------| -| Teach a spear fighting class at a dojo | -| Instruct an officer in various military stratagems | -| Advise a general in planning a battlefield offensive. | \ No newline at end of file diff --git a/Rules/tables/encounter-budget.md b/Rules/tables/encounter-budget.md deleted file mode 100644 index c77114648..000000000 --- a/Rules/tables/encounter-budget.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Encounter Budget"] ---- -# Encounter Budget -*Source: Core Rulebook p. 489* - -| Threat | XP Budget | Character Adjustment | -|--------|-----------|----------------------| -| Trivial | 40 or less | 10 or less | -| Low | 60 | 15 | -| Moderate | 80 | 20 | -| Severe | 120 | 30 | -| Extreme | 160 | 40 | \ No newline at end of file diff --git a/Rules/tables/enviromental-damage.md b/Rules/tables/enviromental-damage.md deleted file mode 100644 index 7e93b0886..000000000 --- a/Rules/tables/enviromental-damage.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Enviromental Damage"] ---- -# Enviromental Damage -*Source: Core Rulebook p. 512* - -| Category | Damage | -|----------|--------| -| Minor | `1d6`-`2d6` | -| Moderate | `4d6`-`6d6` | -| Major | `8d6`-`12d6` | -| Massive | `18d6`-`24d6` | \ No newline at end of file diff --git a/Rules/tables/enviromental-features.md b/Rules/tables/enviromental-features.md deleted file mode 100644 index 09727e7fc..000000000 --- a/Rules/tables/enviromental-features.md +++ /dev/null @@ -1,54 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Enviromental Features"] ---- -# Enviromental Features -*Source: Core Rulebook p. 513* - -| Feature | Pages | Proficiency DC Band | -|---------|-------|---------------------| -| Avalanche | 518 | Expert–legendary | -| Blizzard | 518 | — | -| Bog | 514 | Untrained–trained | -| Canopy | 513 | Trained–master | -| Chasm | 513 | — | -| Cliff | 513 | Trained–master | -| Collapse | 518 | Expert–legendary | -| Crowd | 514 | Trained–master | -| Current | 512 | Trained–master | -| Door | 515 | See page 515 | -| Earthquake | 518 | Trained–legendary | -| Flood | 518 | Expert–legendary | -| Floor | 515, 516 | Untrained–expert | -| Fog | 517 | — | -| Gate | 515 | — | -| Guard | 515 | — | -| Hedge | 514 | Untrained–trained | -| Ice | 512 | Trained–master | -| Lava | 519 | Expert–legendary | -| Ledge | 516 | Untrained–master | -| Portcullis | 515 | See page 515 | -| Precipitation | 517 | — | -| Rooftop | 515 | Trained–master | -| Rubble | 513, 516 | Untrained–expert | -| Sand | 513 | Untrained–expert | -| Sandstorm | 519 | Trained–master | -| Sewer | 515 | — | -| Slope | 514 | Untrained–trained | -| Snow | 512 | Untrained–expert | -| Stairs | 516 | Untrained–trained | -| Stalagmite | 516 | Trained–expert | -| Street | 516 | Untrained–trained | -| Temperature | 517 | — | -| Tornado | 519 | Master–legendary | -| Tree | 513 | Untrained–master | -| Tsunami | 519 | Master–legendary | -| Undergrowth | 513, 514 | Untrained–expert | -| Underwater Visibility | 512 | — | -| Volcanic Eruption | 519 | Trained–legendary | -| Wall | 517 | See page 516 | -| Wildfire | 519 | Expert–legendary | -| Wind | 517 | Untrained–legendary | \ No newline at end of file diff --git a/Rules/tables/experimental-metal-compositions-ooa3.md b/Rules/tables/experimental-metal-compositions-ooa3.md deleted file mode 100644 index 4f97d8f60..000000000 --- a/Rules/tables/experimental-metal-compositions-ooa3.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa3 -aliases: ["Experimental Metal Compositions"] ---- -# Experimental Metal Compositions -*Source: Outlaws of Alkenstar #3: The Smoking Gun p. 17* - -| `d6` | Effect | -|------|--------| -| 1 | Transforms into a sandy material, making the area difficult terrain. | -| 2 | Crystallizes into razor shards, dealing 5d6 slashing damage to creatures that use the Stride action in the area (DC 26 basic Reflex save). | -| 3 | Transforms into a surface more slippery than glass, making the area difficult terrain. Creatures that Stride in the area must succeed at a DC 26 Acrobatics check or fall prone. | -| 4 | Liquefies into a pool of molten metal, dealing 5d6 fire damage to creatures that begin their turn in the area (DC 26 basic Reflex save). | -| 5 | Transforms into a glue-like substance. To Stride in the area, creatures must first succeed at a DC 26 Athletics check to pull their legs free. | -| 6 | The metal becomes inert and has no effect. It begins in this state. | \ No newline at end of file diff --git a/Rules/tables/flaming-whiskey-effects-ooa1.md b/Rules/tables/flaming-whiskey-effects-ooa1.md deleted file mode 100644 index ec1feffbc..000000000 --- a/Rules/tables/flaming-whiskey-effects-ooa1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Flaming Whiskey Effects"] ---- -# Flaming Whiskey Effects -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 70* - -| `d6` | Effect | -|------|--------| -| 1 | No effect—the flames are harmless. | -| 2 | Singes to the face, dealing `1d4` fire damage. | -| 3 | Sets clothing or hat on fire, dealing `1d6` [persistent fire damage](../conditions.md#Persistent%20Damage). | -| 4 | Burns tongue, giving a –1 item penalty to linguistic based checks and DCs for 1 minute. The drinker is unable to yell or sing for 1 hour. | -| 5 | Burns mouth and throat, giving a –1 item penalty to linguistic-based checks and DCs for 1 hour. The drinker is unable to yell or sing for 8 hours. | -| 6 | The drinker regains `1d6` Hit Points (gaining any excess over the maximum as temporary Hit Points that last for 8 hours). | \ No newline at end of file diff --git a/Rules/tables/flexible-spellcaster-spells-per-day-som.md b/Rules/tables/flexible-spellcaster-spells-per-day-som.md deleted file mode 100644 index 9f9c6ae55..000000000 --- a/Rules/tables/flexible-spellcaster-spells-per-day-som.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/som -aliases: ["Flexible Spellcaster Spells per Day"] ---- -# Flexible Spellcaster Spells per Day -*Source: Secrets of Magic p. 208* - -| Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | Collection | -|-------|----------|-----|-----|-----|-----|-----|-----|-----|-----|-----|------|------------| -| 1 | 3 | 2 | — | — | — | — | — | — | — | — | — | 2 | -| 2 | 4 | 2 | — | — | — | — | — | — | — | — | — | 2 | -| 2 | 4 | 2 | 2 | — | — | — | — | — | — | — | — | 4 | -| 4 | 5 | 2 | 2 | — | — | — | — | — | — | — | — | 4 | -| 5 | 5 | 2 | 2 | 2 | — | — | — | — | — | — | — | 6 | -| 6 | 5 | 2 | 2 | 2 | — | — | — | — | — | — | — | 6 | -| 7 | 5 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | 8 | -| 8 | 5 | 2 | 2 | 2 | 2 | — | — | — | — | — | — | 8 | -| 9 | 5 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | 10 | -| 10 | 5 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | — | 10 | -| 11 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | 12 | -| 12 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | — | 12 | -| 12 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | 14 | -| 14 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | — | 14 | -| 15 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | 16 | -| 16 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | — | 16 | -| 17 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | 18 | -| 18 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | — | 18 | -| 19 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | * | 18 | -| 20 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | * | 18 | - -* Your class most likely has a class feature that gives you a single 10th level spell slot that works a bit differently from other slots. If so, flexible spellcaster doesn't change the way that spell works. \ No newline at end of file diff --git a/Rules/tables/formulas.md b/Rules/tables/formulas.md deleted file mode 100644 index 9501f47bf..000000000 --- a/Rules/tables/formulas.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Formulas"] ---- -# Formulas -*Source: Core Rulebook p. 293* - -| Item Level | Formula Price | Item Level | Formula Price | -|------------|---------------|------------|---------------| -| 0* | 5 sp | 11 | 70 gp | -| 1 | 1 gp | 12 | 100 gp | -| 2 | 2 gp | 13 | 150 gp | -| 3 | 3 gp | 14 | 225 gp | -| 4 | 5 gp | 15 | 325 gp | -| 5 | 8 gp | 16 | 500 gp | -| 6 | 13 gp | 17 | 750 gp | -| 7 | 18 gp | 18 | 1,200 gp | -| 8 | 25 gp | 19 | 2,000 gp | -| 9 | 35 gp | 20 | 3,500 gp | -| 10 | 50 gp | | | - -* Formulas for all 0-level common items from this chapter can be purchased collectively in a [basic crafter's book](../../Compendium/equipment/items/basic-crafters-book.md). \ No newline at end of file diff --git a/Rules/tables/fundamental-runes.md b/Rules/tables/fundamental-runes.md deleted file mode 100644 index ef71609a5..000000000 --- a/Rules/tables/fundamental-runes.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Fundamental Runes"] ---- -# Fundamental Runes -*Source: Core Rulebook p. 580* - -| Fundamental Rune | Etched Onto | Benefit | -|------------------|-------------|---------| -| Armor Potency | Armor | Increase item bonus to AC and determine maximum number of property runes | -| Resilient | Armor | Grant item bonus to saves | -| Weapon Potency | Weapon | Grant an item bonus to attack rolls and determine maximum number of property runes | -| Striking | Weapon | Increase weapon damage dice | \ No newline at end of file diff --git a/Rules/tables/general-feats.md b/Rules/tables/general-feats.md deleted file mode 100644 index 45f82d29f..000000000 --- a/Rules/tables/general-feats.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["General Feats"] ---- -# General Feats -*Source: Core Rulebook p. 255* - -| Non-Skill Feats | Level | Prerequisites | Benefits | -|-----------------|-------|---------------|----------| -| [Adopted Ancestry](../../Compendium/feats/adopted-ancestry.md) | 1 | — | Gain access to ancestry feats from another ancestry | -| [Armor Proficiency](../../Compendium/feats/armor-proficiency.md) | 1 | — | Become trained in a type of armor | -| [Breath Control](../../Compendium/feats/breath-control.md) | 1 | — | Hold your breath longer and gain benefits against inhaled threats | -| [Canny Acumen](../../Compendium/feats/canny-acumen.md) | 1 | — | Become an expert in a saving throw or [Perception](../../Compendium/skills.md#Perception) | -| [Diehard](../../Compendium/feats/diehard.md) | 1 | — | Die at [dying](../conditions.md#Dying), rather than dying 4 | -| [Fast Recovery](../../Compendium/feats/fast-recovery.md) | 1 | Constitution 14 | Regain more HP from rest, recover faster from disease and poisons | -| [Feather Step](../../Compendium/feats/feather-step.md) | 1 | Dexterity 14 | [Step](../actions/step.md) into difficult terrain | -| [Fleet](../../Compendium/feats/fleet.md) | 1 | — | Increase your Speed by 5 feet | -| [Incredible Initiative](../../Compendium/feats/incredible-initiative.md) | 1 | — | +2 to initiative rolls | -| [Ride](../../Compendium/feats/ride.md) | 1 | — | Automatically succeed at commanding your mount to move | -| [Shield Block](../../Compendium/feats/shield-block.md) | 1 | — | Ward off a blow with your shield | -| [Toughness](../../Compendium/feats/toughness.md) | 1 | — | Increase your maximum HP and reduce the DCs of recovery checks | -| [Weapon Proficiency](../../Compendium/feats/weapon-proficiency.md) | 1 | — | Become trained in a weapon type | -| [Ancestral Paragon](../../Compendium/feats/ancestral-paragon.md) | 3 | — | Gain a 1st-level ancestry feat | -| [Untrained Improvisation](../../Compendium/feats/untrained-improvisation.md) | 3 | — | Become more adept at using untrained skills | -| [Expeditious Search](../../Compendium/feats/expeditious-search.md) | 7 | Master Perception | Search areas in half the time | -| [Incredible Investiture](../../Compendium/feats/incredible-investiture.md) | 11 | Charisma 16 | Invest up to 12 magic items | \ No newline at end of file diff --git a/Rules/tables/general-skill-feats.md b/Rules/tables/general-skill-feats.md deleted file mode 100644 index df3d8790c..000000000 --- a/Rules/tables/general-skill-feats.md +++ /dev/null @@ -1,179 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["General Skill Feats"] ---- -# General Skill Feats -*Source: Core Rulebook p. 255* - -| Varying Skill Feats | Level | Prerequisites | Benefits | -|---------------------|-------|---------------|----------| -| [Assurance](../../Compendium/feats/assurance.md) | 1 | Trained in at least one skill | Receive a fixed result on a skill check | -| [Dubious Knowledge](../../Compendium/feats/dubious-knowledge.md) | 1 | Trained in [Recall Knowledge](../actions/recall-knowledge.md) skill | Learn true and erroneous knowledge on failed check | -| [Quick Identification](../../Compendium/feats/quick-identification.md) | 1 | Trained in [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or [Religion](../../Compendium/skills.md#Religion) | Identify Magic in 1 minute or less | -| [Recognize Spell](../../Compendium/feats/recognize-spell.md) | 1 | Trained in [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or Religion | Identify a spell as a reaction as it's being cast | -| [Skill Training](../../Compendium/feats/skill-training.md) | 1 | Intelligence 12 | Become trained in a skill | -| [Trick Magic Item](../../Compendium/feats/trick-magic-item.md) | 1 | Trained in [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or Religion | Activate a magic item you normally can't activate | -| [Automatic Knowledge](../../Compendium/feats/automatic-knowledge.md) | 2 | Expert in [Recall Knowledge](../actions/recall-knowledge.md) action, [Assurance](../../Compendium/feats/assurance.md) in the relevant skill | [Recall Knowledge](../actions/recall-knowledge.md) as a free action once per round | -| [Magical Shorthand](../../Compendium/feats/magical-shorthand.md) | 2 | Expert in [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or Religion | Learn spells quickly and at a reduced cost | -| [Quick Recognition](../../Compendium/feats/quick-recognition.md) | 7 | Master in [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or Religion; [Recognize Spell](../../Compendium/feats/recognize-spell.md) | Identify spells as a free action | -^general-skill-feats-5-2-10 - -| [Acrobatics](../../Compendium/skills.md#Acrobatics) Skill Feats | Level | Prerequisites | Benefits | -|------------------------------------------------------------|-------|---------------|----------| -| [Cat Fall](../../Compendium/feats/cat-fall.md) | 1 | Trained in [Acrobatics](../../Compendium/skills.md#Acrobatics) | Treat falls shorter than they are | -| [Quick Squeeze](../../Compendium/feats/quick-squeeze.md) | 1 | Trained in Acrobatics | Move swiftly as you [Squeeze](../actions/squeeze.md) | -| [Steady Balance](../../Compendium/feats/steady-balance.md) | 1 | Trained in Acrobatics | Maintain your balance in adverse conditions | -| [Nimble Crawl](../../Compendium/feats/nimble-crawl.md) | 2 | Expert in Acrobatics | [Crawl](../actions/crawl.md) at a faster rate | -| [Kip Up](../../Compendium/feats/kip-up.md) | 7 | Master in Acrobatics | [Stand](../actions/stand.md) up for free without triggering reactions | -^general-skill-feats-5-2-16 - -| [Arcana](../../Compendium/skills.md#Arcana) Skill Feats | Level | Prerequisites | Benefits | -|----------------------------------------------------|-------|---------------|----------| -| [Arcane Sense](../../Compendium/feats/arcane-sense.md) | 1 | Trained in [Arcana](../../Compendium/skills.md#Arcana) | Cast [detect magic](../../Compendium/spells/detect-magic.md) at will as an arcane innate spell | -| [Unified Theory](../../Compendium/feats/unified-theory.md) | 15 | Legendary in Arcana | Use [Arcana](../../Compendium/skills.md#Arcana) for checks for all magical traditions | -^general-skill-feats-5-2-19 - -| [Athletics](../../Compendium/skills.md#Athletics) Skill Feats | Level | Prerequisites | Benefits | -|----------------------------------------------------------|-------|---------------|----------| -| [Combat Climber](../../Compendium/feats/combat-climber.md) | 1 | Trained in [Athletics](../../Compendium/skills.md#Athletics) | Fight more effectively as you [Climb](../actions/climb.md) | -| [Hefty Hauler](../../Compendium/feats/hefty-hauler.md) | 1 | Trained in Athletics | Increase your Bulk limits by 2 | -| [Quick Jump](../../Compendium/feats/quick-jump.md) | 1 | Trained in Athletics | [High Jump](../actions/high-jump.md) or [Long Jump](../actions/long-jump.md) as a single action | -| [Titan Wrestler](../../Compendium/feats/titan-wrestler.md) | 1 | Trained in Athletics | [Disarm](../actions/disarm.md), [Grapple](../actions/grapple.md), [Shove](../actions/shove.md), or [Trip](../actions/trip.md) larger creatures | -| [Underwater Marauder](../../Compendium/feats/underwater-marauder.md) | 1 | Trained in Athletics | Fight more effectively underwater | -| [Powerful Leap](../../Compendium/feats/powerful-leap.md) | 2 | Expert in Athletics | Jump farther and higher | -| [Rapid Mantel](../../Compendium/feats/rapid-mantel.md) | 2 | Expert in Athletics | Pull yourself onto ledges quickly | -| [Quick Climb](../../Compendium/feats/quick-climb.md) | 7 | Master in Athletics | Climb swiftly | -| [Quick Swim](../../Compendium/feats/quick-swim.md) | 7 | Master in Athletics | Swim quickly | -| [Wall Jump](../../Compendium/feats/wall-jump.md) | 7 | Master in Athletics | Jump off walls | -| [Cloud Jump](../../Compendium/feats/cloud-jump.md) | 15 | Legendary in Athletics | Jump impossible distances | -^general-skill-feats-5-2-31 - -| [Crafting](../../Compendium/skills.md#Crafting) Skill Feats | Level | Prerequisites | Benefits | -|--------------------------------------------------------|-------|---------------|----------| -| [Alchemical Crafting](../../Compendium/feats/alchemical-crafting.md) | 1 | Trained in [Crafting](../../Compendium/skills.md#Crafting) | [Craft](../actions/craft.md) alchemical items | -| [Quick Repair](../../Compendium/feats/quick-repair.md) | 1 | Trained in Crafting | Repair items quickly | -| [Snare Crafting](../../Compendium/feats/snare-crafting.md) | 1 | Trained in Crafting | [Craft](../actions/craft.md) snares | -| [Specialty Crafting](../../Compendium/feats/specialty-crafting.md) | 1 | Trained in Crafting | Gain bonuses to [Craft](../actions/craft.md) certain items | -| [Magical Crafting](../../Compendium/feats/magical-crafting.md) | 2 | Expert in Crafting | [Craft](../actions/craft.md) magic items | -| [Impeccable Crafting](../../Compendium/feats/impeccable-crafting.md) | 7 | Master in [Crafting](../../Compendium/skills.md#Crafting), [Specialty Crafting](../../Compendium/feats/specialty-crafting.md) | [Craft](../actions/craft.md) items more efficiently | -| [Inventor](../../Compendium/feats/inventor.md) | 7 | Master in Crafting | Use [Crafting](../../Compendium/skills.md#Crafting) to create item formulas | -| [Craft Anything](../../Compendium/feats/craft-anything.md) | 15 | Legendary in Crafting | Ignore most requirements for crafting items | -^general-skill-feats-5-2-40 - -| [Deception](../../Compendium/skills.md#Deception) Skill Feats | Level | Prerequisites | Benefits | -|----------------------------------------------------------|-------|---------------|----------| -| [Charming Liar](../../Compendium/feats/charming-liar.md) | 1 | Trained in [Deception](../../Compendium/skills.md#Deception) | Improve a target's attitude with your lies | -| [Lengthy Diversion](../../Compendium/feats/lengthy-diversion.md) | 1 | Trained in Deception | Remain [hidden](../conditions.md#Hidden) after you [Create a Diversion](../actions/create-a-diversion.md) | -| [Lie to Me](../../Compendium/feats/lie-to-me.md) | 1 | Trained in Deception | Use [Deception](../../Compendium/skills.md#Deception) to detect lies | -| [Confabulator](../../Compendium/feats/confabulator.md) | 2 | Expert in Deception | Reduce the bonuses against your repeated lies | -| [Quick Disguise](../../Compendium/feats/quick-disguise.md) | 2 | Expert in Deception | Set up a disguise in only half the time | -| [Slippery Secrets](../../Compendium/feats/slippery-secrets.md) | 7 | Master in Deception | Evade attempts to uncover your true nature | -^general-skill-feats-5-2-47 - -| [Diplomacy](../../Compendium/skills.md#Diplomacy) Skill Feats | Level | Prerequisites | Benefits | -|----------------------------------------------------------|-------|---------------|----------| -| [Bargain Hunter](../../Compendium/feats/bargain-hunter.md) | 1 | Trained in [Diplomacy](../../Compendium/skills.md#Diplomacy) | [Earn Income](../actions/earn-income.md) by searching for deals | -| [Group Impression](../../Compendium/feats/group-impression.md) | 1 | Trained in Diplomacy | [Make an Impression](../actions/make-an-impression.md) on multiple targets at once | -| [Hobnobber](../../Compendium/feats/hobnobber.md) | 1 | Trained in Diplomacy | [Gather Information](../actions/gather-information.md) rapidly | -| [Glad-Hand](../../Compendium/feats/glad-hand.md) | 2 | Expert in Diplomacy | [Make an Impression](../actions/make-an-impression.md) on a target you've just met | -| [Shameless Request](../../Compendium/feats/shameless-request.md) | 7 | Master in Diplomacy | Make [Requests](../actions/request.md) of others with lesser consequences | -| [Legendary Negotiation](../../Compendium/feats/legendary-negotiation.md) | 15 | Legendary in Diplomacy | Quickly parley with foes | -^general-skill-feats-5-2-54 - -| [Intimidation](../../Compendium/skills.md#Intimidation) Skill Feats | Level | Prerequisites | Benefits | -|----------------------------------------------------------------|-------|---------------|----------| -| [Group Coercion](../../Compendium/feats/group-coercion.md) | 1 | Trained in [Intimidation](../../Compendium/skills.md#Intimidation) | [Coerce](../actions/coerce.md) multiple targets simultaneously | -| [Intimidating Glare](../../Compendium/feats/intimidating-glare.md) | 1 | Trained in Intimidation | [Demoralize](../actions/demoralize.md) a creature without speaking | -| [Quick Coercion](../../Compendium/feats/quick-coercion.md) | 1 | Trained in Intimidation | [Coerce](../actions/coerce.md) a creature quickly | -| [Intimidating Prowess](../../Compendium/feats/intimidating-prowess.md) | 2 | Strength 16, expert in Intimidation | Gain a bonus to physically [Demoralize](../actions/demoralize.md) a target | -| [Lasting Coercion](../../Compendium/feats/lasting-coercion.md) | 2 | Expert in Intimidation | [Coerce](../actions/coerce.md) a target into helping you longer | -| [Battle Cry](../../Compendium/feats/battle-cry.md) | 7 | Master in Intimidation | Demoralizes foes when you roll for initiative | -| [Terrified Retreat](../../Compendium/feats/terrified-retreat.md) | 7 | Master in Intimidation | Cause foes you [Demoralize](../actions/demoralize.md) to flee | -| [Scare to Death](../../Compendium/feats/scare-to-death.md) | 15 | Legendary in Intimidation | Scare a target so much, they might die | -^general-skill-feats-5-2-63 - -| Lore Skill Feats | Level | Prerequisites | Benefits | -|------------------|-------|---------------|----------| -| [Additional Lore](../../Compendium/feats/additional-lore.md) | 1 | Trained in [Lore](../../Compendium/skills.md#Lore) | Become trained in another Lore subcategory | -| [Experienced Professional](../../Compendium/feats/experienced-professional.md) | 1 | Trained in Lore | Prevent critical failures when Earning Income | -| [Unmistakable Lore](../../Compendium/feats/unmistakable-lore.md) | 2 | Expert in Lore | [Recall Knowledge](../actions/recall-knowledge.md) about your Lore more effectively | -| [Legendary Professional](../../Compendium/feats/legendary-professional.md) | 15 | Legendary in Lore | Gain renown for your Lore | -^general-skill-feats-5-2-68 - -| [Medicine](../../Compendium/skills.md#Medicine) Skill Feats | Level | Prerequisites | Benefits | -|--------------------------------------------------------|-------|---------------|----------| -| [Battle Medicine](../../Compendium/feats/battle-medicine.md) | 1 | Trained in Medicine | Heal yourself or an ally in battle | -| [Robust Recovery](../../Compendium/feats/robust-recovery.md) | 2 | Expert in Medicine | Greater benefits from [Treat Disease](../actions/treat-disease.md) and [Treat Poison](../actions/treat-poison.md) | -| [Ward Medic](../../Compendium/feats/ward-medic.md) | 2 | Expert in Medicine | Treat several patients at once | -| [Legendary Medic](../../Compendium/feats/legendary-medic.md) | 15 | Legendary in Medicine | Remove disease or the [blinded](../conditions.md#Blinded), [deafened](../conditions.md#Deafened), [doomed](../conditions.md#Doomed), or [drained](../conditions.md#Drained) condition | -^general-skill-feats-5-2-73 - -| [Nature](../../Compendium/skills.md#Nature) Skill Feats | Level | Prerequisites | Benefits | -|----------------------------------------------------|-------|---------------|----------| -| [Natural Medicine](../../Compendium/feats/natural-medicine.md) | 1 | Trained in [Nature](../../Compendium/skills.md#Nature) | Use [Nature](../../Compendium/skills.md#Nature) to [Treat Wounds](../actions/treat-wounds.md) | -| [Train Animal](../../Compendium/feats/train-animal.md) | 1 | Trained in Nature | Teach an animal a trick | -| [Bonded Animal](../../Compendium/feats/bonded-animal.md) | 2 | Expert in Nature | An animal becomes permanently helpful to you | -^general-skill-feats-5-2-77 - -| [Occultism](../../Compendium/skills.md#Occultism) Skill Feats | Level | Prerequisites | Benefits | -|----------------------------------------------------------|-------|---------------|----------| -| [Oddity Identification](../../Compendium/feats/oddity-identification.md) | 1 | Trained in [Occultism](../../Compendium/skills.md#Occultism) | +2 to [Occultism](../../Compendium/skills.md#Occultism) checks to [Identify Magic](../actions/identify-magic.md) with certain traits | -| [Bizarre Magic](../../Compendium/feats/bizarre-magic.md) | 7 | Master in Occultism | Your magic becomes more difficult to identify | -^general-skill-feats-5-2-80 - -| [Performance](../../Compendium/skills.md#Performance) Skill Feats | Level | Prerequisites | Benefits | -|--------------------------------------------------------------|-------|---------------|----------| -| [Fascinating Performance](../../Compendium/feats/fascinating-performance.md) | 1 | Trained in [Performance](../../Compendium/skills.md#Performance) | [Perform](../actions/perform.md) to fascinate observers | -| [Impressive Performance](../../Compendium/feats/impressive-performance.md) | 1 | Trained in Performance | [Make an Impression](../actions/make-an-impression.md) with Performance | -| [Virtuosic Performer](../../Compendium/feats/virtuosic-performer.md) | 1 | Trained in Performance | +1 with a certain type of performance | -| [Legendary Performer](../../Compendium/feats/legendary-performer.md) | 15 | Legendary in [Performance](../../Compendium/skills.md#Performance), [Virtuosic Performer](../../Compendium/feats/virtuosic-performer.md) | Gain renown for your Performance | -^general-skill-feats-5-2-85 - -| [Religion](../../Compendium/skills.md#Religion) Skill Feats | Level | Prerequisites | Benefits | -|--------------------------------------------------------|-------|---------------|----------| -| [Student of the Canon](../../Compendium/feats/student-of-the-canon.md) | 1 | Trained in Religion | More accurately recognize the tenets of your faith or philosophy | -| [Divine Guidance](../../Compendium/feats/divine-guidance.md) | 15 | Legendary in Religion | Find guidance in the writings of your faith | -^general-skill-feats-5-2-88 - -| Society Skill Feats | Level | Prerequisites | Benefits | -|---------------------|-------|---------------|----------| -| [Courtly Graces](../../Compendium/feats/courtly-graces.md) | 1 | Trained in [Society](../../Compendium/skills.md#Society) | Use Society to get along in noble society | -| [Multilingual](../../Compendium/feats/multilingual.md) | 1 | Trained in Society | Learn two new languages | -| [Read Lips](../../Compendium/feats/read-lips.md) | 1 | Trained in Society | Read the lips of people you can see | -| [Sign Language](../../Compendium/feats/sign-language.md) | 1 | Trained in Society | Learn sign languages | -| [Streetwise](../../Compendium/feats/streetwise.md) | 1 | Trained in Society | Use Society to [Gather Information](../actions/gather-information.md) and [Recall Knowledge](../actions/recall-knowledge.md) | -| [Connections](../../Compendium/feats/connections.md) | 2 | Expert in Society, [Courtly Graces](../../Compendium/feats/courtly-graces.md) | Leverage your connections for favors and meetings | -| [Legendary Codebreaker](../../Compendium/feats/legendary-codebreaker.md) | 15 | Legendary in Society | Quickly Decipher Writing using Society | -| [Legendary Linguist](../../Compendium/feats/legendary-linguist.md) | 15 | Legendary in Society, [Multilingual](../../Compendium/feats/multilingual.md) | Create pidgin languages to communicate with anyone | -^general-skill-feats-5-2-97 - -| [Stealth](../../Compendium/skills.md#Stealth) Skill Feats | Level | Prerequisites | Benefits | -|------------------------------------------------------|-------|---------------|----------| -| [Experienced Smuggler](../../Compendium/feats/experienced-smuggler.md) | 1 | Trained in [Stealth](../../Compendium/skills.md#Stealth) | Conceal items from observers more effectively | -| [Terrain Stalker](../../Compendium/feats/terrain-stalker.md) | 1 | Trained in Stealth | [Sneak](../actions/sneak.md) in certain terrain without attempting a check | -| [Quiet Allies](../../Compendium/feats/quiet-allies.md) | 2 | Expert in Stealth | Roll a single Stealth check when sneaking with allies | -| [Foil Senses](../../Compendium/feats/foil-senses.md) | 7 | Master in Stealth | Take precautions against special senses | -| [Swift Sneak](../../Compendium/feats/swift-sneak.md) | 7 | Master in Stealth | Move your full Speed while you Sneak | -| [Legendary Sneak](../../Compendium/feats/legendary-sneak.md) | 15 | Legendary in [Stealth](../../Compendium/skills.md#Stealth), [Swift Sneak](../../Compendium/feats/swift-sneak.md) | [Hide](../actions/hide.md) and [Sneak](../actions/sneak.md) without cover or being concealed | -^general-skill-feats-5-2-104 - -| [Survival](../../Compendium/skills.md#Survival) Skill Feats | Level | Prerequisites | Benefits | -|--------------------------------------------------------|-------|---------------|----------| -| [Experienced Tracker](../../Compendium/feats/experienced-tracker.md) | 1 | Trained in [Survival](../../Compendium/skills.md#Survival) | Track at your full Speed at a –5 penalty | -| [Forager](../../Compendium/feats/forager.md) | 1 | Trained in Survival | Forage for supplies to provide for multiple creatures | -| [Survey Wildlife](../../Compendium/feats/survey-wildlife.md) | 1 | Trained in Survival | Identify nearby creatures through signs and clues | -| [Terrain Expertise](../../Compendium/feats/terrain-expertise.md) | 1 | Trained in Survival | +1 to [Survival](../../Compendium/skills.md#Survival) checks in certain terrain | -| [Planar Survival](../../Compendium/feats/planar-survival.md) | 7 | Master in Survival | Use [Survival](../../Compendium/skills.md#Survival) to [Subsist](../actions/subsist.md) on different planes | -| Legendary [Survival](../../Compendium/skills.md#Survival)ist | 15 | Legendary in Survival | Survive extreme conditions | -^general-skill-feats-5-2-111 - -| [Thievery](../../Compendium/skills.md#Thievery) Skill Feats | Level | Prerequisites | Benefits | -|--------------------------------------------------------|-------|---------------|----------| -| [Pickpocket](../../Compendium/feats/pickpocket.md) | 1 | Trained in [Thievery](../../Compendium/skills.md#Thievery) | [Steal](../actions/steal.md) or [Palm an Object](../actions/palm-an-object.md) more effectively | -| [Subtle Theft](../../Compendium/feats/subtle-theft.md) | 1 | Trained in Thievery | Your thefts are harder to notice | -| [Wary Disarmament](../../Compendium/feats/wary-disarmament.md) | 2 | Expert in Thievery | +2 to AC or saves against devices or traps you trigger while disarming | -| [Quick Unlock](../../Compendium/feats/quick-unlock.md) | 7 | Master in Thievery | [Pick a Lock](../actions/pick-a-lock.md) with 1 action | -| [Legendary Thief](../../Compendium/feats/legendary-thief.md) | 15 | Legendary in [Thievery](../../Compendium/skills.md#Thievery), [Pickpocket](../../Compendium/feats/pickpocket.md) | Steal what would normally be impossible to steal | \ No newline at end of file diff --git a/Rules/tables/hazard-xp.md b/Rules/tables/hazard-xp.md deleted file mode 100644 index ab01b8ac1..000000000 --- a/Rules/tables/hazard-xp.md +++ /dev/null @@ -1,65 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Hazard XP"] ---- -# Hazard XP -*Source: Core Rulebook p. 521* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelSimple HazardComplex Hazard
Party level –42 XP10 XP
Party level –33 XP15 XP
Party level –24 XP20 XP
Party level –16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 430 XP150 XP
\ No newline at end of file diff --git a/Rules/tables/hero-point-deck-hpd.md b/Rules/tables/hero-point-deck-hpd.md deleted file mode 100644 index 01cb26962..000000000 --- a/Rules/tables/hero-point-deck-hpd.md +++ /dev/null @@ -1,64 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/hpd -aliases: ["Hero Point Deck"] ---- -# Hero Point Deck -*Source: Hero Point Deck p. 0* - -| `d52` | Effect | -|-------|--------| -| 1 | **Ancestral Might:** _Play during your turn._ Until the start of your next turn, you gain a +2 status bonus to checks based on the ability scores that are boosted by your ancestry (ignoring free boosts). If your ancestry only grants free boosts, select one ability score to gain the bonus to instead. | -| 2 | **Aura of Protection:** _Play this after [Casting a Spell](../actions/cast-a-spell.md) from your spell slots._ You surround yourself with an aura of residual magic power. Until the start of your next turn, you gain resistance to all damage equal to the level of the spell that you just cast. | -| 3 | **Battle Cry:** _Play after making a successful melee attack._ You unleash a terrifying battle cry. Attempt an [Intimidation](../../Compendium/skills.md#Intimidation) check to [Demoralize](../actions/demoralize.md) and compare the result against all enemies within 30 feet. | -| 4 | **Called Foe:** _Play before you make a [Strike](../actions/strike.md)._ Designate a foe that you can see. You gain a +2 status bonus to attack rolls made against that foe, but you take a -4 status penalty to attack rolls made against any other creature. This lasts until the end of your next turn or until you critically hit the designated foe, whichever comes first. | -| 5 | **Catch your Breath:** _Play at the end of your turn._ Select yourself or an ally within 30 feet. The creature you choose must have fewer than half their total Hit Points. The creature gains a number of temporary Hit Points equal to twice your level, which last until the end of the combat. | -| 6 | **Channel Life Force:** _Play on your turn after you have spent all of your Focus Points._ Gain 1 Focus Point that must be spent by the end of your turn or it's lost. If you use this Focus Point, you become [drained](../conditions.md#Drained). | -| 7 | **Class Might:** _Play during your turn._ Until the start of your next turn you gain a +2 status bonus to checks based on the key ability score of your class. If your class grants a choice for its key ability, select one of those ability scores to gain the bonus. | -| 8 | **Critical Moment:** _Play this after rolling a check._ Reroll the check twice and take the best result. This is a [fortune](../traits/fortune.md) effect. If you still fail this check, you become [doomed](../conditions.md#Doomed). | -| 9 | **Cut Through the Fog:** _Play before you attempt a Will save._ You succeed at the saving throw without needing to roll. You gain the [stupefied](../conditions.md#Stupefied) condition, which lasts until the next time you get a full night's rest. | -| 10 | **Daring Attempt:** _Play at the start of your turn._ Select one untrained skill. You are trained in that skill until the end of your next turn. If you use that skill before the end of your next turn and succeed at your skill check, you keep this benefit until the end of the combat, or for 1 minute if not in combat. | -| 11 | **Desperate Swing:** _Play during your turn._ Make a [Strike](../actions/strike.md), ignoring the multiple attack penalty. If you roll a critical success, you get a normal success instead. If the attack fails, you [release](../actions/release.md) your weapon, or drop [prone](../conditions.md#Prone) if you were using an unarmed attack or otherwise can't [release](../actions/release.md) your weapon. | -| 12 | **Distract Foe:** _Play this when a foe within 30 feet makes a melee attack against another creature._ That foe is [fascinated](../conditions.md#Fascinated) with you and it can't end this condition until it takes a hostile action against you or the combat ends. | -| 13 | **Dive Out of Danger:** _Play before you attempt a Reflex save._ You succeed at the saving throw without needing to roll. You gain the [clumsy](../conditions.md#Clumsy) condition, which lasts until the next time you get a full night's rest. | -| 14 | **Drain Power:** _Play when you [Activate a magic item](../actions/activate-an-item.md) that [Casts a Spell](../actions/cast-a-spell.md)._ Heighten the spell by 1 level. This can't heighten the item's spell above half your level, rounded up. If the item wasn't consumed on use, you can't use the item again for 24 hours. | -| 15 | **Endure the Onslaught:** _Play at any time._ Give a creature you can see resistance 5 to all damage until the start of your next turn. If you are 7th level or higher, the resistance is 10, and if you are 12th level or higher, the resistance is 15. | -| 16 | **Flash of Insight:** _Play at the start of your turn._ Until the end of your turn, you gain [Automatic Knowledge](../../Compendium/feats/automatic-knowledge.md) for any one skill. If you already have [Automatic Knowledge](../../Compendium/feats/automatic-knowledge.md), when you use that feat to attempt a [Recall Knowledge](../actions/recall-knowledge.md) check this turn, use an outcome one degree of success better than the result of your roll. If you use this to learn about a creature, you gain twice the number of clues about its abilities. | -| 17 | **Fluid Motion:** _Play at the start of your turn._ For the rest of your turn, you gain a climb Speed and a swim Speed equal to half your Speed. If you make a horizontal [Leap](../actions/leap.md), increase the distance jumped by 10 feet. | -| 18 | **Grazing Blow:** _Play after a foe hit you with a [Strike](../actions/strike.md)._ If the foe rolled a critical success, it gets a success instead. If the foe rolled a success, it deals minimum damage instead of rolling for damage. | -| 19 | **Hasty Block:** _Play when you are hit by a physical attack, and you have a shield within reach and a free hand._ You [Interact](../actions/interact.md) to draw and wield the shield and then use it to [Shield Block](../abilities/shield-block.md) against the attack. After the attack and block are resolved, the shield is torn from your grip and lands in an adjacent space. | -| 20 | **Healing Prayer:** _Play during your turn._ Select yourself or an ally within reach. The target regains `1d8+8` Hit Points. If you are 7th level or higher, the target regains `2d8+16 ` Hit Points. If you are 12th level or higher, the target regains `3d8+24` Hit Points. | -| 21 | **Hold the Line:** _Play during your turn._ Until the start of your next turn, each time an enemy would leave a space adjacent to you while using a [move](../traits/move.md) action, it must succeed at an [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics) check against your Fortitude DC or the move action is disrupted. | -| 22 | **I Hope This Works:** _Play at the start of your turn._ Once during your turn, you can [Activate an item](../actions/activate-an-item.md) to [Cast a Spell](../actions/cast-a-spell.md), even if you can't normally cast spells or don't have that spell on your spell list. After casting this spell, your turn ends. | -| 23 | **Impossible Shot:** _Play when making a ranged attack, either with a [Strike](../actions/strike.md) or a spell._ If you're attempting a [Strike](../actions/strike.md), double the range increment of the weapon or unarmed attack. If you're [Casting a Spell](../actions/cast-a-spell.md), increase the range of the spell by half. | -| 24 | **Last Ounce of Strength:** _Play at the start of a turn when you are [dying](../conditions.md#Dying)._ You regain consciousness and can act normally on your turn, but you can't regain Hit Points or remove the [dying](../conditions.md#Dying) condition during this turn. At the end of your turn, you fall [unconscious](../conditions.md#Unconscious) and your [dying](../conditions.md#Dying) condition increases by 1. Do not attempt a recovery check this turn. | -| 25 | **Last Second Sidestep:** _Play when you are targeted by a ranged [Strike](../actions/strike.md)._ The [Strike](../actions/strike.md) automatically misses. | -| 26 | **Last Stand:** _Play when you take damage._ Until the start of your next turn, any damage that would reduce you to 0 Hit Points leaves you with 1 Hit Point remaining and gives you the [doomed](../conditions.md#Doomed) condition, or increases your [doomed](../conditions.md#Doomed) value by 1 if you're already [doomed](../conditions.md#Doomed). As usual, you die when your [doomed](../conditions.md#Doomed) condition equals the dying value that would kill you (usually [doomed](../conditions.md#Doomed)). | -| 27 | **Magical Reverberation:** _Play this after [Casting a Spell](../actions/cast-a-spell.md)._ The spell's power reverberates in your mind. You can [Cast this Spell](../actions/cast-a-spell.md) one additional time without having it prepared or expending a spell slot. If you don't [Cast the Spell](../actions/cast-a-spell.md) by the end of your next turn, it is lost. After [Casting the Spell](../actions/cast-a-spell.md) again, you become [stupefied](../conditions.md#Stupefied) for 1 minute. | -| 28 | **Make Way!:** _Play at the start of a [Stride](../actions/stride.md)._ During the [Stride](../actions/stride.md), you must move in a straight line, but you can attempt to [Shove](../actions/shove.md) any creature in your way, moving it to an adjacent space out of the way of your movement. Your multiple attack penalty doesn't apply to any of these free [Shove](../actions/shove.md) attempts, nor do they increase your multiple attack penalty. If you fail to [Shove](../actions/shove.md) a creature out of your way, your movement ends. | -| 29 | **Misdirected Attack:** _Play after a foe critically fails on a melee [Strike](../actions/strike.md) against you._ That foe rerolls the attack, targeting one of its allies within reach. | -| 30 | **Opportune Distraction:** _Play at the start of your turn._ Until the end of your turn, you gain the benefits of greater cover after taking the [Hide](../actions/hide.md) or [Sneak](../actions/sneak.md) action, allowing you to [Hide](../actions/hide.md) or [Sneak](../actions/sneak.md) in the open. This effect ends if you do anything other than [Hide](../actions/hide.md), [Sneak](../actions/sneak.md), or [Step](../actions/step.md). | -| 31 | **Pierce Resistance:** _Play after you learn about a foe's resistance._ Until the end of your next turn, the foe loses a resistance of your choice. You must be aware of the resistance, either from seeing it shrug off damage from an attack or due to a successful [Recall Knowledge](../actions/recall-knowledge.md) check. | -| 32 | **Press On:** _Play at the start of your turn._ Until the end of your turn, ignore penalties to checks and DCs from conditions. | -| 33 | **Protect the Innocent:** _Play when an incapacitated ally or noncombatant NPC within sight takes damage from an attack or effect._ Prevent all of the damage. You take half of the damage they would have taken (in addition to the damage you would normally take from the attack or effect, if any). You can only use this to prevent damage to an ally if that ally is unable to act, such as when they are [unconscious](../conditions.md#Unconscious) or [paralyzed](../conditions.md#Paralyzed). | -| 34 | **Push Through the Pain:** _Play before you attempt a Fortitude save._ You succeed at the saving throw without needing to roll. You gain the [drained](../conditions.md#Drained) condition. | -| 35 | **Rage and Fury:** _Play when an ally is knocked [unconscious](../conditions.md#Unconscious) or when you take damage from a critical hit._ At the start of your next turn, you enter a rage (+2 damage to melee [strikes](../actions/strike.md), -1 AC penalty, no [concentrate](../traits/concentrate.md) actions unless they have the [rage](../traits/rage.md) trait, or use the stats for your rage|barbarian||1 class feature if you have one). At the end of that turn, if you don't have the rage|barbarian||1 class feature, the rage ends and you are [fatigued](../conditions.md#Fatigued). | -| 36 | **Rampage:** _Play at the start of your turn._ Make a [Strike](../actions/strike.md) against each foe within reach. The multiple attack penalty applies as normal. At the end of these attacks, your turn ends and you are [fatigued](../conditions.md#Fatigued). | -| 37 | **Reckless Charge:** _Play after taking two consecutive [Stride](../actions/stride.md) actions._ Make a melee [Strike](../actions/strike.md). You are [flat-footed](../conditions.md#Flat-footed) until the start of your next turn. | -| 38 | **Rending Swipe:** _Play after making two successful consecutive melee [Strikes](../actions/strike.md) against the same target with two different weapons._ The target takes `1d6` [persistent bleed damage](../conditions.md#Persistent%20Damage) and is [sickened](../conditions.md#Sickened) until the bleeding stops. If you are 7th level or higher, increase the bleed to `2d6`. If you are 12th level or higher, increase the bleed to `3d6`. | -| 39 | **Reverse Strike:** _Play after you fail an attack roll._ You get a success on the attack roll rather than a failure. | -| 40 | **Roll Back:** _Play after an attack or effect causes you to become [grabbed](../conditions.md#Grabbed) or knocks you [prone](../conditions.md#Prone)._ You roll backward from the attack, landing on your feet. Take a [Step](../actions/step.md) away from the source of the attack (if any), and you're no longer [prone](../conditions.md#Prone) or [grabbed](../conditions.md#Grabbed). | -| 41 | **Run and Shoot:** _Play when you take a [Stride](../actions/stride.md) action._ You make a ranged [Strike](../actions/strike.md) at any point during this movement. | -| 42 | **Shake it Off:** _Play at any time._ All [persistent damage](../conditions.md#Persistent%20Damage) affecting you immediately comes to an end. | -| 43 | **Shoot Through:** _Play when you are about to make your attack roll for a ranged [Strike](../actions/strike.md)._ If the path of the [Strike](../actions/strike.md) goes through another creature's space before reaching the target, the target is [flat-footed](../conditions.md#Flat-footed) against the attack, and the other creature doesn't provide cover. | -| 44 | **Spark of Courage:** _Play when you have the [frightened](../conditions.md#Frightened) condition._ You lose that condition and instead gain a +2 status bonus to attack rolls and skill checks until the end of your next turn. | -| 45 | **Stay in the Fight:** _Play at the start of a turn when you or an ally is affected by an ongoing [incapacitation](../traits/incapacitation.md) effect._ The creature ignores that [incapacitation](../traits/incapacitation.md) effect until the end of their turn. This turn doesn't count as part of the duration for that effect. | -| 46 | **Stoke the Magical Flame:** _Play when you or an ally is [Casting a Spell](../actions/cast-a-spell.md)._ Heighten that spell by 1 level. This can't heighten a spell above the highest level of spell you or the ally can cast. | -| 47 | **Strike True:** _Play when you or an ally are about to make a [Strike](../actions/strike.md)._ The target rolls twice and takes the higher result. This strike deals an extra die of damage on a hit if the attacker has fewer than half their maximum Hit Points, or two extra dice if they have fewer than one quarter their maximum Hit Points. This is a [fortune](../traits/fortune.md) effect. | -| 48 | **Surge of Magic:** _Play during your turn._ Until the end of your turn, you can [Activate one magic item](../actions/activate-an-item.md) that you have already activated once today. This activation doesn't count against the item's frequency limit if the limit is once per day, or a shorter increment of time. If the item is a [wand](../traits/wand.md), activating it this way doesn't overcharge it. | -| 49 | **Surge of Speed:** _Play at the start of a creature's turn._ That creature is [quickened](../conditions.md#Quickened) on its turn and can use the extra action only to take a single action with the [move](../traits/move.md) trait. | -| 50 | **Tuck and Roll:** _Play after a creature or hazard hits you with a [Strike](../actions/strike.md)._ You take the minimum amount of damage and fall [prone](../conditions.md#Prone). | -| 51 | **Tumble Through:** _Play after you end your movement adjacent to a creature that is larger than you._ Move to the opposite side of that creature. This movement doesn't trigger any reactions based on movement. | -| 52 | **Warding Sign:** _Play at any time._ Select a creature within sight. That creature is immune to [misfortune](../traits/misfortune.md) effects for 1 round. If the creature was already affected by a [misfortune](../traits/misfortune.md) effect, it ignores that effect for the duration, then the effect returns. | \ No newline at end of file diff --git a/Rules/tables/high-quality-armor-gmg.md b/Rules/tables/high-quality-armor-gmg.md deleted file mode 100644 index b861bf01f..000000000 --- a/Rules/tables/high-quality-armor-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["High-Quality Armor"] ---- -# High-Quality Armor -*Source: Gamemastery Guide p. 197* - -| Quality | Bonus Increase | Property Rune Slots | Item Level | Price | -|---------|----------------|---------------------|------------|-------| -| Expert | +1 | 1 | 5 | 160 gp | -| Master | +2 | 2 | 11 | 1,060 gp | -| Legendary | +3 | 3 | 18 | 20,560 gp | \ No newline at end of file diff --git a/Rules/tables/high-quality-skill-item-gmg.md b/Rules/tables/high-quality-skill-item-gmg.md deleted file mode 100644 index 4527f16cf..000000000 --- a/Rules/tables/high-quality-skill-item-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["High-Quality Skill Item"] ---- -# High-Quality Skill Item -*Source: Gamemastery Guide p. 197* - -| Quality | Item Bonus | Item Level | Price | -|---------|------------|------------|-------| -| Expert | +1 | 3 | 40 gp | -| Master | +2 | 9 | 550 gp | -| Legendary | +3 | 17 | 11,000 gp | \ No newline at end of file diff --git a/Rules/tables/high-quality-weapons-gmg.md b/Rules/tables/high-quality-weapons-gmg.md deleted file mode 100644 index 1e7f54c07..000000000 --- a/Rules/tables/high-quality-weapons-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["High-Quality Weapons"] ---- -# High-Quality Weapons -*Source: Gamemastery Guide p. 197* - -| Quality | Item Bonus | Property Rune Slots | Item Level | Price | -|---------|------------|---------------------|------------|-------| -| Expert | +1 | 1 | 2 | 35 gp | -| Master | +2 | 2 | 10 | 935 gp | -| Legendary | +3 | 3 | 16 | 8,935 gp | \ No newline at end of file diff --git a/Rules/tables/housing-costs-lotg.md b/Rules/tables/housing-costs-lotg.md deleted file mode 100644 index 1ebd22808..000000000 --- a/Rules/tables/housing-costs-lotg.md +++ /dev/null @@ -1,66 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/lotg -aliases: ["Housing Costs"] ---- -# Housing Costs -*Source: Lost Omens: Travel Guide p. 17* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
House payment (10 year period)PriceMonthly
Thatch hut (poor home)100 gp2 gp
Wood cottage (comfortable home)300 gp6 gp
Stone house (quality home)2,000 gp40 gp
Wood, stone, and metal manse (fine home)6,000 gp120 gp
Villa (luxury home)15,000 gp300 gp
HouseMonthly rent
Thatch hut (poor home)8 gp
Wood cottage (comfortable home)20 gp
Stone house (quality home)80 gp
Wood, stone, and metal manse (fine home)240 gp
Villa (luxury home)600 gp
\ No newline at end of file diff --git a/Rules/tables/income-earned.md b/Rules/tables/income-earned.md deleted file mode 100644 index 94205e27b..000000000 --- a/Rules/tables/income-earned.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Income Earned"] ---- -# Income Earned -*Source: Core Rulebook p. 236* - -| Task Level | Failure | Trained | Expert | Master | Legendary | -|------------|---------|---------|--------|--------|-----------| -| 0 | 1 cp | 5 cp | 5 cp | 5 cp | 5 cp | -| 1 | 2 cp | 2 sp | 2 sp | 2 sp | 2 sp | -| 2 | 4 cp | 3 sp | 3 sp | 3 sp | 3 sp | -| 3 | 8 cp | 5 sp | 5 sp | 5 sp | 5 sp | -| 4 | 1 sp | 7 sp | 8 sp | 8 sp | 8 sp | -| 5 | 2 sp | 9 sp | 1 gp | 1 gp | 1 gp | -| 6 | 3 sp | 1 gp, 5 sp | 2 gp | 2 gp | 2 gp | -| 7 | 4 sp | 2 gp | 2 gp, 5 sp | 2 gp, 5 sp | 2 gp, 5 sp | -| 8 | 5 sp | 2 gp, 5 sp | 3 gp | 3 gp | 3 gp | -| 9 | 6 sp | 3 gp | 4 gp | 4 gp | 4 gp | -| 10 | 7 sp | 4 gp | 5 gp | 6 gp | 6 gp | -| 11 | 8 sp | 5 gp | 6 gp | 8 gp | 8 gp | -| 12 | 9 sp | 6 gp | 8 gp | 10 gp | 10 gp | -| 13 | 1 gp | 7 gp | 10 gp | 15 gp | 15 gp | -| 14 | 1 gp, 5 sp | 8 gp | 15 gp | 20 gp | 20 gp | -| 15 | 2 gp | 10 gp | 20 gp | 28 gp | 28 gp | -| 16 | 2 gp, 5 sp | 13 gp | 25 gp | 36 gp | 40 gp | -| 17 | 3 gp | 15 gp | 30 gp | 45 gp | 55 gp | -| 18 | 4 gp | 20 gp | 45 gp | 70 gp | 90 gp | -| 19 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp | -| 19 | 6 gp | 30 gp | 60 gp | 100 gp | 130 gp | -| 20 | 8 gp | 40 gp | 75 gp | 150 gp | 200 gp | -| 20 (critical success) | — | 50 gp | 90 gp | 175 gp | 300 gp | \ No newline at end of file diff --git a/Rules/tables/innovation-armor-statistics-g-g.md b/Rules/tables/innovation-armor-statistics-g-g.md deleted file mode 100644 index 44446bb86..000000000 --- a/Rules/tables/innovation-armor-statistics-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/g&g -aliases: ["Innovation Armor Statistics"] ---- -# Innovation Armor Statistics -*Source: Guns & Gears p. 16* - -| Medium Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits | -|--------------|----------|---------|---------------|---------------|----------|------|-------|--------------| -| [Power Suit](../../Compendium/equipment/items/power-suit-g-g.md) | +4 | +1 | -2 | -5 feet | 16 | 2 | composite | — | -| [Subterfuge Suit](../../Compendium/equipment/items/subterfuge-suit-g-g.md) | +1 | +4 | -1 | — | 10 | 1 | composite | — | \ No newline at end of file diff --git a/Rules/tables/learning-a-spell.md b/Rules/tables/learning-a-spell.md deleted file mode 100644 index bdd0482c5..000000000 --- a/Rules/tables/learning-a-spell.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Learning a Spell"] ---- -# Learning a Spell -*Source: Core Rulebook p. 238* - -| Spell Level | Price | Typical DC | -|-------------|-------|------------| -| 1st or cantrip | 2 gp | 15 | -| 2nd | 6 gp | 18 | -| 3rd | 16 gp | 20 | -| 4th | 36 gp | 23 | -| 5th | 70 gp | 26 | -| 6th | 140 gp | 28 | -| 7th | 300 gp | 31 | -| 8th | 650 gp | 34 | -| 9th | 1,500 gp | 36 | -| 10th | 7,000 gp | 41 | \ No newline at end of file diff --git a/Rules/tables/magical-gear.md b/Rules/tables/magical-gear.md deleted file mode 100644 index ea1c2c433..000000000 --- a/Rules/tables/magical-gear.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Magical Gear"] ---- -# Magical Gear -*Source: Core Rulebook p. 293* - -| Consumable Magic Items | Price | Bulk | Page | -|------------------------|-------|------|------| -| _[Holy water](../../Compendium/equipment/items/holy-water.md)_ | 3 gp | L | 571 | -| _[Unholy water](../../Compendium/equipment/items/unholy-water.md)_ | 3 gp | L | 571 | -^magical-gear-6-12-3 - -| Potions | Price | Bulk | Page | -|---------|-------|------|------| -| _Minor healing potion_ | 4 gp | L | 563 | -^magical-gear-6-12-5 - -| Scrolls | Price | Bulk | Page | -|---------|-------|------|------| -| Scroll of a common 1st-level spell | 4 gp | L | 565 | -^magical-gear-6-12-7 - -| Talismans | Price | Bulk | Page | -|-----------|-------|------|------| -| _[Potency crystal](../../Compendium/equipment/items/potency-crystal.md)_ | 4 gp | — | 568 | \ No newline at end of file diff --git a/Rules/tables/mana-storm-effects-ooa2.md b/Rules/tables/mana-storm-effects-ooa2.md deleted file mode 100644 index 94a64fb4f..000000000 --- a/Rules/tables/mana-storm-effects-ooa2.md +++ /dev/null @@ -1,29 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa2 -aliases: ["Mana Storm Effects"] ---- -# Mana Storm Effects -*Source: Outlaws of Alkenstar #2: Cradle of Quartz p. 70* - -| `d20` | Mana Storm Effect | -|-------|-------------------| -| 1 | **Bleaching** ([primal](../traits/primal.md), [transmutation](../traits/transmutation.md)) Fortitude. Creatures and objects within a radius of 10 feet per level are drained of color for 1 hour. A gnome affected by this effect must succeed at a Will save or become [frightened](../conditions.md#Frightened) and unable to reduce this [frightened](../conditions.md#Frightened) condition below 1 while bleached of color; this is a [mental](../traits/mental.md) and [fear](../traits/fear.md) effect. | -| 2 | **Crawling Vermin** ([conjuration](../traits/conjuration.md), [primal](../traits/primal.md)) A monstrous, strangely colored insect hostile to all creatures appears within 60 feet. The creature that appears should be insectile in appearance and of a level approximately equal to the level of an animal summoned by [summon animal](../../Compendium/spells/summon-animal.md) of the storm's level. The GM determines the specific creature. After 1 minute, the creature can choose to either return where it came from or to remain. It's neither [summoned](../traits/summoned.md) nor a [minion](../traits/minion.md). | -| 3 | **Anchored** ([abjuration](../traits/abjuration.md), [arcane](../traits/arcane.md)) Will. Creatures within a radius of 10 feet per level are affected by [dimensional anchor](../../Compendium/spells/dimensional-anchor.md). Creatures that fail their saving throws also have their Speeds reduced by 10 feet (to a minimum of 5 feet) during the effect's duration. | -| 4 | **Unluck** ([arcane](../traits/arcane.md), [divination](../traits/divination.md), [misfortune](../traits/misfortune.md)) Will. A zone of unluck and strange violet illumination fill a radius of 10 feet per level for 1 hour. Creatures in this area roll attack rolls, [Perception](../../Compendium/skills.md#Perception) checks, saving throws, and skill checks twice and take the lower result. | -| 5 | **Strange Reversal** ([curse](../traits/curse.md), [transmutation](../traits/transmutation.md)) Fortitude. One creature's body and all its possessions reverse into a mirror image of themselves. This effect is permanent. | -| 6 | **Gravity Surge** ([arcane](../traits/arcane.md), [transmutation](../traits/transmutation.md)) Reflex. Creatures within a radius of 10 feet per level, in random order, are pushed 10 feet per level away from the nearest creature. A pushed creature that hits an object or another creature stops but takes falling damage equal to the distance moved (a creature hit takes the same amount of falling damage). | -| 7 | **Psychic Assault** ([illusion](../traits/illusion.md), [mental](../traits/mental.md), [nonlethal](../traits/nonlethal.md), [occult](../traits/occult.md)) Will. Creatures within a radius of 10 feet per level are affected by [phantom pain](../../Compendium/spells/phantom-pain.md). | -| 8 | **Dazzling Mein** ([illusion](../traits/illusion.md), [occult](../traits/occult.md), [visual](../traits/visual.md)) One creature is affected by cloak of colors; that creature is immune to the effects, but all others around it are affected normally. | -| 9 | **Geyser** ([evocation](../traits/evocation.md), [primal](../traits/primal.md), [water](../traits/water.md)) Fortitude. Water erupts from the ground, but rather than spraying directly up into the air, the water bends impossibly to surge along a horizontal path just above the ground, like a floating, torrential flood. This torrent of water manifests as a hydraulic torrent at first, eerily doing so in the most efficient line to catch as many potential targets in its path as it can. The water then splashes down into the sand, remaining as a long, thin swath of water that can provide a drinking source until it's soaked up or evaporates. | -| 10 | **Sudden Pit** ([conjuration](../traits/conjuration.md), [earth](../traits/earth.md), [primal](../traits/primal.md)) Reflex. A pit opens beneath a random creature. The pit is as wide as the creature's space, so the creature can [Grab an Edge](../actions/grab-an-edge.md) to avoid a fall. The pit is 20 feet deep per level of the mana storm and remains open even in terrain normally unable to support such a structure. After 1 hour, the pit vanishes and anything that fell in is restored to the surface. | -| 11 | **Befuddlement** ([arcane](../traits/arcane.md), [emotion](../traits/emotion.md), [enchantment](../traits/enchantment.md), [mental](../traits/mental.md)) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level become [confused](../conditions.md#Confused) for 1 round per level. | -| 12 | **Death Field** ([necromancy](../traits/necromancy.md), [primal](../traits/primal.md)) Fortitude. Normal vegetation within a radius of 10 feet per level immediately dies and turns to ash. Plant creatures take `2d6` damage per level of the mana storm (basic Fortitude save). | -| 13 | **Strangers to All** ([arcane](../traits/arcane.md), [curse](../traits/curse.md), [enchantment](../traits/enchantment.md), [mental](../traits/mental.md), [misfortune](../traits/misfortune.md)) Will. A number of creatures up to the level of the mana storm within a radius of 10 feet per level are affected by outcast's curse. | -| 14-15 | **Weird Rain** ([conjuration](../traits/conjuration.md), [primal](../traits/primal.md)) A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius of 10 feet per level of the mana storm for a number of rounds equal to the level. This rain doesn't harm creatures in the area. Creatures in the area have concealment. The objects remain even after the rain is over. | -| 16-17 | **Wellspring** ([primal](../traits/primal.md), varies) The mana storm draws magical potential from deep within a random creature. That creature rolls `1d20` and uses the [Wellspring Surges](wellspring-surges-som.md) table to determine a wellspring effect. | -| 18-19 | **Wondrous Effect** ([arcane](../traits/arcane.md), [evocation](../traits/evocation.md)) Randomly choose one creature to be a "wielder" and a different random creature to be a "target." Roll `d100` on the [rod of wonder](../../Compendium/equipment/items/rod-of-wonder.md) table to determine what sort of strange effect occurs between the creatures. | -| 20 | **Double Strength** (varies) Reroll two results and apply both in the order rolled; further results of 20 on these rerolls have no effect. | \ No newline at end of file diff --git a/Rules/tables/martial-melee-weapons-logm.md b/Rules/tables/martial-melee-weapons-logm.md deleted file mode 100644 index 5c77f90b0..000000000 --- a/Rules/tables/martial-melee-weapons-logm.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Martial Melee Weapons"] ---- -# Martial Melee Weapons -*Source: Lost Omens: Gods & Magic p. 120* - -| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------|-------|--------|------|-------|-------|---------------| -| [Machete](../../Compendium/equipment/items/machete-logm.md) | 7 sp | `1d6` S | L | 1 | Sword | [Deadly ](../traits/deadly.md), [sweep](../traits/sweep.md) | -| [Meteor hammer](../../Compendium/equipment/items/meteor-hammer-logm.md) | 3 gp | `1d8` B | 2 | 2 | Flail | [Backswing](../traits/backswing.md), [disarm](../traits/disarm.md), [reach](../traits/reach.md), [trip](../traits/trip.md) | -| [War razor](../../Compendium/equipment/items/war-razor-logm.md) | 3 sp | `1d4` S | L | 1 | Knife | [Agile](../traits/agile.md), [backstabber](../traits/backstabber.md), [deadly ](../traits/deadly.md), [finesse](../traits/finesse.md) | \ No newline at end of file diff --git a/Rules/tables/material-hardness-hit-points-and-broken-threshold.md b/Rules/tables/material-hardness-hit-points-and-broken-threshold.md deleted file mode 100644 index 1e7eb89a4..000000000 --- a/Rules/tables/material-hardness-hit-points-and-broken-threshold.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Material Hardness, Hit Points, and Broken Threshold"] ---- -# Material Hardness, Hit Points, and Broken Threshold -*Source: Core Rulebook p. 577* - -| Material | Hardness | HP | BT | Example Items | -|----------|----------|----|----|---------------| -| Paper | 0 | 1 | — | Book pages, paper fan, scroll | -| Thin cloth | 0 | 1 | — | Kite, silk dress, undershirt | -| Thin glass | 0 | 1 | — | Bottle, spectacles, window pane | -| Cloth | 1 | 4 | 2 | Cloth armor, heavy jacket, sack, tent | -| Glass | 1 | 4 | 2 | Glass block, glass table, heavy vase | -| Glass structure | 2 | 8 | 4 | Glass block wall | -| Thin leather | 2 | 8 | 4 | Backpack, jacket, pouch, strap, whip | -| Thin rope | 2 | 8 | 4 | Standard adventuring rope | -| Thin wood | 3 | 12 | 6 | Chair, club, sapling, wooden shield | -| Leather | 4 | 16 | 8 | Leather armor, saddle | -| Rope | 4 | 16 | 8 | Industrial rope, ship rigging | -| Thin stone | 4 | 16 | 8 | Chalkboard, slate tiles, stone cladding | -| Thin iron or steel | 5 | 20 | 10 | Chain, steel shield, sword | -| Wood | 5 | 20 | 10 | Chest, simple door, table, tree trunk | -| Stone | 7 | 28 | 14 | Paving stone, statue | -| Iron or steel | 9 | 36 | 18 | Anvil, iron or steel armor, stove | -| Wooden structure | 10 | 40 | 20 | Reinforced door, wooden wall | -| Stone structure | 14 | 56 | 28 | Stone wall | -| Iron or steel structure | 18 | 72 | 36 | Iron plate wall | \ No newline at end of file diff --git a/Rules/tables/melee-weapons.md b/Rules/tables/melee-weapons.md deleted file mode 100644 index 7743345b1..000000000 --- a/Rules/tables/melee-weapons.md +++ /dev/null @@ -1,92 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Melee Weapons"] ---- -# Melee Weapons -*Source: Core Rulebook p. 280* - -| Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|----------------|-------|--------|------|-------|-------|---------------| -| [Club](../../Compendium/equipment/items/club.md) | 0 | `1d6` B | 1 | 1 | Club | [Thrown](../traits/thrown.md) 10 ft. | -| [Dagger](../../Compendium/equipment/items/dagger.md) | 2 sp | `1d4` P | L | 1 | Knive | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [thrown](../traits/thrown.md) 10 ft., [versatile](../traits/versatile.md) S | -| [Gauntlet](../../Compendium/equipment/items/gauntlet.md) | 2sp | `1d4` B | L | 1 | Brawling | [Agile](../traits/agile.md), [free-hand](../traits/free-hand.md) | -| [Light mace](../../Compendium/equipment/items/light-mace.md) | 4 sp | `1d4` B | L | 1 | Club | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [shove](../traits/shove.md) | -| [Longspear](../../Compendium/equipment/items/longspear.md) | 5 sp | `1d8` P | 2 | 2 | Spear | [Reach](../traits/reach.md) | -| [Mace](../../Compendium/equipment/items/mace.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Shove](../traits/shove.md) | -| [Morningstar](../../Compendium/equipment/items/morningstar.md) | 1 gp | `1d6` B | 1 | 1 | Club | [Versatile](../traits/versatile.md) P | -| [Sickle](../../Compendium/equipment/items/sickle.md) | 2 sp | `1d4` S | L | 1 | Knife | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [trip](../traits/trip.md) | -| [Spear](../../Compendium/equipment/items/spear.md) | 1 sp | `1d6` P | 1 | 1 | Spear | [Thrown](../traits/thrown.md) 20 ft. | -| [Spiked gauntlet](../../Compendium/equipment/items/spiked-gauntlet.md) | 3 sp | `1d4` P | L | 1 | Brawling | [Agile](../traits/agile.md), [free-hand](../traits/free-hand.md) | -| [Staff](../../Compendium/equipment/items/staff.md) | 0 | `1d4` B | 1 | 1 | Club | [Two-hand](../traits/two-hand.md) d8 | -^melee-weapons-6-7-12 - -| Uncommon Simple Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|-------------------------|-------|--------|------|-------|-------|---------------| -| [Clan dagger](../../Compendium/equipment/items/clan-dagger.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](../traits/agile.md), [dwarf](../traits/dwarf.md), [parry](../traits/parry.md), [versatile](../traits/versatile.md) B | -| [Katar](../../Compendium/equipment/items/katar.md) | 3 sp | `1d4` P | L | 1 | Knife | [Agile](../traits/agile.md), [deadly](../traits/deadly.md) d6, [monk](../traits/monk.md) | -^melee-weapons-6-7-15 - -| Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|-----------------|-------|--------|------|-------|-------|---------------| -| [Bastard sword](../../Compendium/equipment/items/bastard-sword.md) | 4 gp | `1d8` S | 1 | 1 | Sword | [Two-hand](../traits/two-hand.md) d12 | -| [Battle axe](../../Compendium/equipment/items/battle-axe.md) | 1 gp | `1d8` S | 1 | 1 | Axe | [Sweep](../traits/sweep.md) | -| [Bo staff](../../Compendium/equipment/items/bo-staff.md) | 2 sp | `1d8` B | 2 | 2 | Club | [Monk](../traits/monk.md), [parry](../traits/parry.md), [reach](../traits/reach.md), [trip](../traits/trip.md) | -| [Falchion](../../Compendium/equipment/items/falchion.md) | 3 gp | `1d10` S | 2 | 2 | Sword | [Forceful](../traits/forceful.md), [sweep](../traits/sweep.md) | -| [Flail](../../Compendium/equipment/items/flail.md) | 8 sp | `1d6` B | 1 | 1 | Flail | [Disarm](../traits/disarm.md), [sweep](../traits/sweep.md), [trip](../traits/trip.md) | -| [Glaive](../../Compendium/equipment/items/glaive.md) | 1 gp | `1d8` S | 2 | 2 | Polearm | [Deadly](../traits/deadly.md) d8, [forceful](../traits/forceful.md), [reach](../traits/reach.md) | -| [Greataxe](../../Compendium/equipment/items/greataxe.md) | 2 gp | `1d12` S | 2 | 2 | Axe | [Sweep](../traits/sweep.md) | -| [Greatclub](../../Compendium/equipment/items/greatclub.md) | 1 gp | `1d10` B | 2 | 2 | Club | [Backswing](../traits/backswing.md), [shove](../traits/shove.md) | -| [Greatpick](../../Compendium/equipment/items/greatpick.md) | 1 gp | `1d10` P | 2 | 2 | Pick | [Fatal](../traits/fatal.md) d12 | -| [Greatsword](../../Compendium/equipment/items/greatsword.md) | 2 gp | `1d12` S | 2 | 2 | Sword | [Versatile](../traits/versatile.md) P | -| [Guisarme](../../Compendium/equipment/items/guisarme.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Reach](../traits/reach.md), [trip](../traits/trip.md) | -| [Halberd](../../Compendium/equipment/items/halberd.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Reach](../traits/reach.md), [versatile](../traits/versatile.md) S | -| [Hatchet](../../Compendium/equipment/items/hatchet.md) | 4 sp | `1d6` S | L | 1 | Axe | [Agile](../traits/agile.md), [sweep](../traits/sweep.md), [thrown](../traits/thrown.md) 10 ft. | -| [Lance](../../Compendium/equipment/items/lance.md) | 1 gp | `1d8` P | 2 | 2 | Spear | [Deadly](../traits/deadly.md) d8, [jousting ](../traits/jousting.md), [reach](../traits/reach.md) | -| [Light hammer](../../Compendium/equipment/items/light-hammer.md) | 3 sp | `1d6` B | L | 1 | Hammer | [Agile](../traits/agile.md), [thrown](../traits/thrown.md) 20 ft. | -| [Light pick](../../Compendium/equipment/items/light-pick.md) | 4 sp | `1d4` P | L | 1 | Pick | [Agile](../traits/agile.md), [fatal](../traits/fatal.md) d8 | -| [Longsword](../../Compendium/equipment/items/longsword.md) | 1 gp | `1d8` S | 1 | 1 | Sword | [Versatile](../traits/versatile.md) P | -| [Main-gauche](../../Compendium/equipment/items/main-gauche.md) | 5 sp | `1d4` P | L | 1 | Knife | [Agile](../traits/agile.md), [disarm](../traits/disarm.md), [finesse](../traits/finesse.md), [parry](../traits/parry.md), [versatile](../traits/versatile.md) S | -| [Maul](../../Compendium/equipment/items/maul.md) | 3 gp | `1d12` B | 2 | 2 | Hammer | [Shove](../traits/shove.md) | -| [Pick](../../Compendium/equipment/items/pick.md) | 7 sp | `1d6` P | 1 | 1 | Pick | [Fatal](../traits/fatal.md) d10 | -| [Ranseur](../../Compendium/equipment/items/ranseur.md) | 2 gp | `1d10` P | 2 | 2 | Polearm | [Disarm](../traits/disarm.md), [reach](../traits/reach.md) | -| [Rapier](../../Compendium/equipment/items/rapier.md) | 2 gp | `1d6` P | 1 | 1 | Sword | [Deadly](../traits/deadly.md) d8, [disarm](../traits/disarm.md), [finesse](../traits/finesse.md) | -| [Sap](../../Compendium/equipment/items/sap.md) | 1 sp | `1d6` B | L | 1 | Club | [Agile](../traits/agile.md), [nonlethal](../traits/nonlethal.md) | -| [Scimitar](../../Compendium/equipment/items/scimitar.md) | 1 gp | `1d6` S | 1 | 1 | Sword | [Forceful](../traits/forceful.md), [sweep](../traits/sweep.md) | -| [Scythe](../../Compendium/equipment/items/scythe.md) | 2 gp | `1d10` S | 2 | 2 | Polearm | [Deadly](../traits/deadly.md) d10, [trip](../traits/trip.md) | -| Shield bash | — | `1d4` B | — | 1 | Shield | — | -| [Shield boss](../../Compendium/equipment/items/shield-boss.md) | 5 sp | `1d6` B | — | 1 | Shield | [Attached ](../traits/attached.md) | -| [Shield spikes](../../Compendium/equipment/items/shield-spikes.md) | 5 sp | `1d6` P | — | 1 | Shield | [Attached ](../traits/attached.md) | -| [Shortsword](../../Compendium/equipment/items/shortsword.md) | 9 sp | `1d6` P | L | 1 | Sword | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [versatile](../traits/versatile.md) S | -| [Starknife](../../Compendium/equipment/items/starknife.md) | 2 gp | `1d4` P | L | 1 | Knife | [Agile](../traits/agile.md), [deadly](../traits/deadly.md) d6, [finesse](../traits/finesse.md), [thrown](../traits/thrown.md) 20 ft., [versatile](../traits/versatile.md) S | -| [Trident](../../Compendium/equipment/items/trident.md) | 1 gp | `1d8` P | 1 | 1 | Spear | [Thrown](../traits/thrown.md) 20 ft. | -| [War flail](../../Compendium/equipment/items/war-flail.md) | 2 gp | `1d10` B | 2 | 2 | Flail | [Disarm](../traits/disarm.md), [sweep](../traits/sweep.md), [trip](../traits/trip.md) | -| [Warhammer](../../Compendium/equipment/items/warhammer.md) | 1 gp | `1d8` B | 1 | 1 | Hammer | [Shove](../traits/shove.md) | -| [Whip](../../Compendium/equipment/items/whip.md) | 1 sp | `1d4` S | 1 | 1 | Flail | [Disarm](../traits/disarm.md), [finesse](../traits/finesse.md), [nonlethal](../traits/nonlethal.md), [reach](../traits/reach.md), [trip](../traits/trip.md) | -^melee-weapons-6-7-50 - -| Uncommon Martial Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------------------------|-------|--------|------|-------|-------|---------------| -| [Dogslicer](../../Compendium/equipment/items/dogslicer.md) | 1 sp | `1d6` S | L | 1 | Sword | [Agile](../traits/agile.md), [backstabber](../traits/backstabber.md), [finesse](../traits/finesse.md), [goblin](../traits/goblin.md) | -| Elven Curce blade | 4 gp | `1d8` S | 2 | 2 | Sword | [Elf](../traits/elf.md), [finesse](../traits/finesse.md), [forceful](../traits/forceful.md) | -| [Filcher's fork](../../Compendium/equipment/items/filchers-fork.md) | 1 gp | `1d4` P | L | 1 | Spear | [Agile](../traits/agile.md), [backstabber](../traits/backstabber.md), [deadly](../traits/deadly.md) d6, [finesse](../traits/finesse.md), [halfling](../traits/halfling.md), [thrown](../traits/thrown.md) 20 ft. | -| [Gnome hooked hammer](../../Compendium/equipment/items/gnome-hooked-hammer.md) | 2 gp | `1d6` B | 1 | 1 | Hammer | [Gnome](../traits/gnome.md), [trip](../traits/trip.md), [two-hand](../traits/two-hand.md) d10, [versatile](../traits/versatile.md) P | -| [Horsechopper](../../Compendium/equipment/items/horsechopper.md) | 9 sp | `1d8` S | 2 | 2 | Polearm | [Goblin](../traits/goblin.md), [reach](../traits/reach.md), [trip](../traits/trip.md), [versatile](../traits/versatile.md) P | -| [Kama](../../Compendium/equipment/items/kama.md) | 1 gp | `1d6` S | L | 1 | Knife | [Agile](../traits/agile.md), [monk](../traits/monk.md), [trip](../traits/trip.md) | -| [Katana](../../Compendium/equipment/items/katana.md) | 2 gp | `1d6` S | 1 | 1 | Sword | [Deadly](../traits/deadly.md) d8, [two-hand](../traits/two-hand.md) d10, [versatile](../traits/versatile.md) P | -| [Kukri](../../Compendium/equipment/items/kukri.md) | 6 sp | `1d6` S | L | 1 | Knive | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [trip](../traits/trip.md) | -| [Nunchaku](../../Compendium/equipment/items/nunchaku.md) | 2 sp | `1d6` B | L | 1 | Club | [Backswing](../traits/backswing.md), [disarm](../traits/disarm.md), [finesse](../traits/finesse.md), [monk](../traits/monk.md) | -| [Orc knuckle dagger](../../Compendium/equipment/items/orc-knuckle-dagger.md) | 7 sp | `1d6` P | L | 1 | Knife | [Agile](../traits/agile.md), [disarm](../traits/disarm.md), [orc](../traits/orc.md) | -| [Sai](../../Compendium/equipment/items/sai.md) | 6 sp | `1d4` P | L | 1 | Knife | [Agile](../traits/agile.md), [disarm](../traits/disarm.md), [finesse](../traits/finesse.md), [monk](../traits/monk.md), [versatile](../traits/versatile.md) B | -| [Spiked chain](../../Compendium/equipment/items/spiked-chain.md) | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](../traits/disarm.md), [finesse](../traits/finesse.md), [trip](../traits/trip.md) | -| [Temple sword](../../Compendium/equipment/items/temple-sword.md) | 2 gp | `1d8` S | 1 | 1 | Sword | [Monk](../traits/monk.md), [trip](../traits/trip.md) | -^melee-weapons-6-7-64 - -| Uncommon Advanced Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|---------------------------|-------|--------|------|-------|-------|---------------| -| Dwarven waraxe | 3 gp | `1d8` S | 2 | 1 | Axe | [Dwarf](../traits/dwarf.md), [sweep](../traits/sweep.md), [two-hand](../traits/two-hand.md) d12 | -| [Gnome flickmace](../../Compendium/equipment/items/gnome-flickmace.md) | 3 gp | `1d8` B | 2 | 1 | Flail | [Gnome](../traits/gnome.md), [reach](../traits/reach.md) | -| [Orc necksplitter](../../Compendium/equipment/items/orc-necksplitter.md) | 2 gp | `1d8` S | 1 | 1 | Axe | [Forceful](../traits/forceful.md), [orc](../traits/orc.md), [sweep](../traits/sweep.md) | -| [Sawtooth saber](../../Compendium/equipment/items/sawtooth-saber.md) | 5 gp | `1d6` S | L | 1 | Sword | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [twin](../traits/twin.md) | \ No newline at end of file diff --git a/Rules/tables/mixed-drink-effects-ooa1.md b/Rules/tables/mixed-drink-effects-ooa1.md deleted file mode 100644 index 0a822d690..000000000 --- a/Rules/tables/mixed-drink-effects-ooa1.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Mixed Drink Effects"] ---- -# Mixed Drink Effects -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 70* - -| `d20` | Effect | -|-------|--------| -| 1–9 | No effect | -| 10 | Excessive burping; increase the DC to recover from the sickened condition by 1 for 8 hours | -| 11 | Extreme stomach cramps; you can't willingly ingest anything, even other drinks, for 8 hours | -| 12 | Immediate and intense headache, causing weakness 5 to mental damage for 8 hours | -| 13 | Improved reflexes, giving a +1 item bonus to Reflex saves for 8 hours | -| 14 | Heightened awareness, granting a +1 item bonus to Perception checks to Seek for 8 hours | -| 15 | Keen insight, granting a +1 item bonus to Perception checks to Sense Motive for 8 hours | -| 16 | You can cast dancing lights as a primal cantrip once within the next day. | -| 17 | You can cast guidance as a primal cantrip once within the next day. | -| 18 | You can cast prestidigitation as a primal cantrip once within the next day. | -| 19 | You regain 1d6 Hit Points (and gain any excess over your maximum as temporary Hit Points that last for 8 hours). | -| 20 | You gain a bit of luck: once during the next 8 hours when you attempt a saving throw or a skill check, you can roll twice and take the higher result. This is a fortune effect. | \ No newline at end of file diff --git a/Rules/tables/monk-unarmed-attacks.md b/Rules/tables/monk-unarmed-attacks.md deleted file mode 100644 index 20233dfed..000000000 --- a/Rules/tables/monk-unarmed-attacks.md +++ /dev/null @@ -1,24 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Monk Unarmed Attacks"] ---- -# Monk Unarmed Attacks -*Source: Core Rulebook p. 159* - -Some monk stances allow you to make special unarmed attacks while in those stances. These attacks are summarized here. - -| Attack | Damage | Group | Traits | -|--------|--------|-------|--------| -| Crane Wing | `1d6` B | Brawling | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [nonlethal](../traits/nonlethal.md), [unarmed](../traits/unarmed.md) | -| Dragon tail | `1d10` B | Brawling | [Backswing](../traits/backswing.md), [nonlethal](../traits/nonlethal.md), [unarmed](../traits/unarmed.md) | -| Falling stone | `1d8` B | Brawling | [Forceful](../traits/forceful.md), [nonlethal](../traits/nonlethal.md), [unarmed](../traits/unarmed.md) | -| Iron Sweep | `1d8` B | Brawling | [Nonlethal](../traits/nonlethal.md), [parry](../traits/parry.md), [sweep](../traits/sweep.md), [unarmed](../traits/unarmed.md) | -| Lashing branch | `1d8` S | Brawling | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [nonlethal](../traits/nonlethal.md), [unarmed](../traits/unarmed.md) | -| Tiger claw | `1d8` S | Brawling | [Agile](../traits/agile.md), [Finesse](../traits/finesse.md), [nonlethal](../traits/nonlethal.md), [unarmed](../traits/unarmed.md) | -| Wind crash* | `1d6` S | Brawling | [Agile](../traits/agile.md), [nonlethal](../traits/nonlethal.md), [propulsive](../traits/propulsive.md), [unarmed](../traits/unarmed.md) | -| Wolf jaw | `1d8` P | Brawling | [Agile](../traits/agile.md), [backstabber](../traits/backstabber.md), [finesse](../traits/finesse.md), [nonlethal](../traits/nonlethal.md), [unarmed](../traits/unarmed.md) | - -* [Wild winds stance](../../Compendium/spells/wild-winds-stance.md) is a ki spell, so you can find out more about wind crash on page 402. \ No newline at end of file diff --git a/Rules/tables/party-treasure-by-level.md b/Rules/tables/party-treasure-by-level.md deleted file mode 100644 index 32241e9b6..000000000 --- a/Rules/tables/party-treasure-by-level.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Party Treasure by Level"] ---- -# Party Treasure by Level -*Source: Core Rulebook p. 509* - -| Level | Total Value | Permanent Items (By Item Level) | Consumables (By Item Level) | Party Currency | Currency per Additional PC | -|-------|-------------|---------------------------------|-----------------------------|----------------|----------------------------| -| 1 | 175 gp | **2nd**: 2, **1st**: 2* | **2nd**: 2, **1st**: 3 | 40 gp | 10 gp | -| 2 | 300 gp | **3rd**: 2, **2nd**: 2 | **3rd**: 2, **2nd**: 2, **1st**: 2 | 70 gp | 18 gp | -| 3 | 500 gp | **4th**: 2, **3rd**: 2 | **4th**: 2, **3rd**: 2, **2nd**: 2 | 120 gp | 30 gp | -| 4 | 850 gp | **5th**: 2, **4th**: 2 | **5th**: 2, **4th**: 2, **3rd**: 2 | 200 gp | 50 gp | -| 5 | 1,350 gp | **6th**: 2, **5th**: 2 | **6th**: 2, **5th**: 2, **4th**: 2 | 320 gp | 80 gp | -| 6 | 2,000 gp | **7th**: 2, **6th**: 2 | **7th**: 2, **6th**: 2, **5th**: 2 | 500 gp | 125 gp | -| 7 | 2,900 gp | **8th**: 2, **7th**: 2 | **8th**: 2, **7th**: 2, **6th**: 2 | 720 gp | 180 gp | -| 8 | 4,000 gp | **9th**: 2, **8th**: 2 | **9th**: 2, **8th**: 2, **7th**: 2 | 1,000 gp | 250 gp | -| 9 | 5,700 gp | **10th**: 2, **9th**: 2 | **10th**: 2, **9th**: 2, **8th**: 2 | 1,400 gp | 350 gp | -| 10 | 8,000 gp | **11th**: 2, **10th**: 2 | **11th**: 2, **10th**: 2, **9th**: 2 | 2,000 gp | 500 gp | -| 11 | 11,500 gp | **12th**: 2, **11th**: 2 | **12th**: 2, **11th**: 2, **10th**: 2 | 2,800 gp | 700 gp | -| 12 | 16,500 gp | **13th**: 2, **12th**: 2 | **13th**: 2, **12th**: 2, **11th**: 2 | 4,000 gp | 1,000 gp | -| 13 | 25,000 gp | **14th**: 2, **13th**: 2 | **14th**: 2, **13th**: 2, **12th**: 2 | 6,000 gp | 1,500 gp | -| 14 | 36,500 gp | **15th**: 2, **14th**: 2 | **15th**: 2, **14th**: 2, **13th**: 2 | 9,000 gp | 2,250 gp | -| 15 | 54,500 gp | **16th**: 2, **15th**: 2 | **16th**: 2, **15th**: 2, **14th**: 2 | 13,000 gp | 3,250 gp | -| 16 | 82,500 gp | **17th**: 2, **16th**: 2 | **17th**: 2, **16th**: 2, **15th**: 2 | 20,000 gp | 5,000 gp | -| 17 | 128,000 gp | **18th**: 2, **17th**: 2 | **18th**: 2, **17th**: 2, **16th**: 2 | 30,000 gp | 7,500 gp | -| 18 | 208,000 gp | **19th**: 2, **18th**: 2 | **19th**: 2, **18th**: 2, **17th**: 2 | 48,000 gp | 12,000 gp | -| 19 | 355,000 gp | **20th**: 2, **19th**: 2 | **20th**: 2, **19th**: 2, **18th**: 2 | 80,000 gp | 20,000 gp | -| 20 | 490,000 gp | **20th**: 4 | **20th**: 4, **19th**: 2 | 140,000 gp | 35,000 gp | - -* Many 1st-level permanent items should be items from Chapter 6 instead of magic items. \ No newline at end of file diff --git a/Rules/tables/personal-staves-som.md b/Rules/tables/personal-staves-som.md deleted file mode 100644 index d165a5801..000000000 --- a/Rules/tables/personal-staves-som.md +++ /dev/null @@ -1,133 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/som -aliases: ["Personal Staves"] ---- -# Personal Staves -*Source: Secrets of Magic p. 166* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
StaffMaximum Spells
LevelPriceCantrip1st2nd3rd4th5th6th7th8th
5160 gp12
7250 gp122
9700 gp1222
111400 gp12222
133000 gp122222
156500 gp1222222
1715000 gp12222222
1940000 gp122222222
\ No newline at end of file diff --git a/Rules/tables/ranged-weapons.md b/Rules/tables/ranged-weapons.md deleted file mode 100644 index 72b77756a..000000000 --- a/Rules/tables/ranged-weapons.md +++ /dev/null @@ -1,44 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Ranged Weapons"] ---- -# Ranged Weapons -*Source: Core Rulebook p. 280* - -| Simple Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | -|----------------|-------|--------|-------|--------|------|-------|-------|---------------| -| [Blowgun](../../Compendium/equipment/items/blowgun.md) | 1 sp | 1 P | 20 ft. | 1 | L | 1 | Dart | [Agile](../traits/agile.md), [nonlethal](../traits/nonlethal.md) | -| 10 blowgun darts | 5 cp | | | | L | | | | -| [Crossbow](../../Compendium/equipment/items/crossbow.md) | 3 gp | `1d8` P | 120 ft. | 1 | 1 | 2 | Bow | — | -| 10 bolts | 1 sp | | | | L | | | | -| [Dart](../../Compendium/equipment/items/dart.md) | 1 cp | `1d4` P | 20 ft. | — | L | 1 | Dart | [Agile](../traits/agile.md), [thrown](../traits/thrown.md) | -| [Hand crossbow](../../Compendium/equipment/items/hand-crossbow.md) | 3 gp | `1d6` P | 60 ft. | 1 | L | 1 | Bow | — | -| 10 bolts | 1 sp | | | | L | | | | -| [Javelin](../../Compendium/equipment/items/javelin.md) | 1 sp | `1d6` P | 30 ft. | — | L | 1 | Dart | [Thrown](../traits/thrown.md) | -| [Sling](../../Compendium/equipment/items/sling.md) | 0 | `1d6` B | 50 ft. | 1 | L | 1 | Sling | [Propulsive](../traits/propulsive.md) | -| 10 sling bullets | 1 cp | | | | L | | | | -^ranged-weapons-6-8-7 - -| Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | -|-----------------|-------|--------|-------|--------|------|-------|-------|---------------| -| Alchemical Bomb* | Varies | Varies | 20 ft. | — | L | 1 | Bomb | Varies | -| [Composite longbow](../../Compendium/equipment/items/composite-longbow.md) | 20 gp | `1d8` P | 100 ft. | 0 | 2 | 1+ | Bow | [Deadly](../traits/deadly.md) d10, [propulsive](../traits/propulsive.md), [volley](../traits/volley.md) 30 ft. | -| 10 arrows | 1 sp | | | | L | | | | -| [Composite shortbow](../../Compendium/equipment/items/composite-shortbow.md) | 14 gp | `1d6` P | 60 ft. | 0 | 1 | 1+ | Bow | [Deadly](../traits/deadly.md) d10, [propulsive](../traits/propulsive.md) | -| 10 arrows | 1 sp | | | | L | | | | -| [Longbow](../../Compendium/equipment/items/longbow.md) | 6 gp | `1d8` P | 100 ft. | 0 | 2 | 1+ | Bow | [Deadly](../traits/deadly.md) d10, [volley](../traits/volley.md) 30 ft. | -| 10 arrows | 1 sp | | | | L | | | | -| [Shortbow](../../Compendium/equipment/items/shortbow.md) | 3 gp | `1d6` P | 60 ft. | 0 | 1 | 1+ | Bow | [Deadly](../traits/deadly.md) d10 | -| 10 arrows | 1 sp | | | | L | | | | -^ranged-weapons-6-8-13 - -| Uncommon Martial Weapons | Price | Damage | Range | Reload | Bulk | Hands | Group | Weapon Traits | -|--------------------------|-------|--------|-------|--------|------|-------|-------|---------------| -| [Halfling sling staff](../../Compendium/equipment/items/halfling-sling-staff.md) | 5 gp | `1d10` B | 80 ft. | 1 | 1 | 2 | Sling | [Halfling](../traits/halfling.md), [propulsive](../traits/propulsive.md) | -| 10 sling bullets | 1 cp | | | | L | | | | -| [Shuriken](../../Compendium/equipment/items/shuriken.md) | 1 cp | `1d4` P | 20 ft. | 0 | — | 1 | Dart | [Agile](../traits/agile.md), [monk](../traits/monk.md),[thrown](../traits/thrown.md) | - -* Statistics for alchemical bombs can be found starting on page 544 \ No newline at end of file diff --git a/Rules/tables/regional-languages.md b/Rules/tables/regional-languages.md deleted file mode 100644 index f08350ab6..000000000 --- a/Rules/tables/regional-languages.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Regional Languages"] ---- -# Regional Languages -*Source: Core Rulebook p. 432* - -| Language | Regions | -|----------|---------| -| Hallit | Irrisen, Mendev, Numeria, Realm of the Mammoth Lords, Sarkoris, Ustalav | -| Kelish | Katapesh, Kelesh, Osirion, Qadira | -| Mwangi | Mwangi Expanse, the Shackles, Thuvia, Vidrian | -| Osiriani | Geb, Katapesh, Mana Wastes, Nex, Osirion, Rahadoum, Thuvia | -| Shoanti | Hold of Belkzen, Varisia | -| Skald | Irrisen, Lands of the Linnorm Kings | -| Tien | Lands of the Linnorm Kings, Realm of the Mammoth Lords, Tian Xia | -| Varisian | Brevoy, the Gravelands, Nidal, Nirmathas, Ustalav, Varisia | -| Vudrani | Jalmeray, Katapesh, Nex, Vudra | \ No newline at end of file diff --git a/Rules/tables/relic-gifts-gmg.md b/Rules/tables/relic-gifts-gmg.md deleted file mode 100644 index 5e12ea263..000000000 --- a/Rules/tables/relic-gifts-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Relic Gifts"] ---- -# Relic Gifts -*Source: Gamemastery Guide p. 95* - -| Number of Gifts | Minimum Level | Gift Type | Gold Piece Equivalent | -|-----------------|---------------|-----------|-----------------------| -| 1 | 1st | Minor | 20 gp | -| 2 | 5th | Minor | 160 gp | -| 3 | 9th | Major | 700 gp | -| 4 | 13th | Major | 3,000 gp | -| 5 | 17th | Grand | 15,000 gp | \ No newline at end of file diff --git a/Rules/tables/resilient-armor-gmg.md b/Rules/tables/resilient-armor-gmg.md deleted file mode 100644 index fba372b90..000000000 --- a/Rules/tables/resilient-armor-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Resilient Armor"] ---- -# Resilient Armor -*Source: Gamemastery Guide p. 197* - -| Quality | Bonus Increase | Save Bonus | Property Rune Slots | Item Level | Price | -|---------|----------------|------------|---------------------|------------|-------| -| Expert | +1 | – | 1 | 5 | 160 gp | -| Expert resilient | +1 | +1 | 1 | 8 | 500 gp | -| Master | +2 | +1 | 2 | 11 | 1,400 gp | -| Master resilient | +2 | +2 | 2 | 14 | 4,500 gp | -| Legendary | +3 | +2 | 3 | 18 | 24,000 gp | -| Legendary resilient | +3 | +3 | 3 | 20 | 70,000 gp | \ No newline at end of file diff --git a/Rules/tables/rituals-by-level.md b/Rules/tables/rituals-by-level.md deleted file mode 100644 index 20a34fdbf..000000000 --- a/Rules/tables/rituals-by-level.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Rituals by Level"] ---- -# Rituals by Level -*Source: Core Rulebook p. 409* - -| Level | Ritual | -|-------|--------| -| 2 | [Animate object](../../Compendium/spells/rituals/animate-object.md) | -| 2 | [Consecrate](../../Compendium/spells/rituals/consecrate.md) | -| 2 | [Create undead](../../Compendium/spells/rituals/create-undead.md) | -| 2 | [Inveigle](../../Compendium/spells/rituals/inveigle.md) | -| 3 | [Geas](../../Compendium/spells/rituals/geas.md) | -| 4 | [Atone](../../Compendium/spells/rituals/atone.md) | -| 4 | [Blight](../../Compendium/spells/rituals/blight.md) | -| 4 | [Plant growth](../../Compendium/spells/rituals/plant-growth.md) | -| 5 | [Call spirit](../../Compendium/spells/rituals/call-spirit.md) | -| 5 | [Planar ally](../../Compendium/spells/rituals/planar-ally.md) | -| 5 | [Resurrect](../../Compendium/spells/rituals/resurrect.md) | -| 6 | [Awaken animal](../../Compendium/spells/rituals/awaken-animal.md) | -| 6 | [Commune](../../Compendium/spells/rituals/commune.md) | -| 6 | [Commune with nature](../../Compendium/spells/rituals/commune-with-nature.md) | -| 6 | [Planar binding](../../Compendium/spells/rituals/planar-binding.md) | -| 6 | [Primal call](../../Compendium/spells/rituals/primal-call.md) | -| 7 | [Legend lore](../../Compendium/spells/rituals/legend-lore.md) | -| 8 | [Control weather](../../Compendium/spells/rituals/control-weather.md) | -| 8 | [Freedom](../../Compendium/spells/rituals/freedom.md) | -| 8 | [Imprisonment](../../Compendium/spells/rituals/imprisonment.md) | \ No newline at end of file diff --git a/Rules/tables/scroll-statistics.md b/Rules/tables/scroll-statistics.md deleted file mode 100644 index 63c6a5140..000000000 --- a/Rules/tables/scroll-statistics.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Scroll Statistics"] ---- -# Scroll Statistics -*Source: Core Rulebook p. 565* - -| Spell Level | Item Level | Scroll Price | -|-------------|------------|--------------| -| 1 | 1 | 4 gp | -| 2 | 3 | 12 gp | -| 3 | 5 | 30 gp | -| 4 | 7 | 70 gp | -| 5 | 9 | 150 gp | -| 6 | 11 | 300 gp | -| 7 | 13 | 600 gp | -| 8 | 15 | 1,300 gp | -| 9 | 17 | 3,000 gp | -| 10 | 19 | 8,000 gp | \ No newline at end of file diff --git a/Rules/tables/secret-language.md b/Rules/tables/secret-language.md deleted file mode 100644 index 0ccda6794..000000000 --- a/Rules/tables/secret-language.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Secret Language"] ---- -# Secret Language -*Source: Core Rulebook p. 65* - -| Language | Speakers | -|----------|----------| -| Druidic | Druids | \ No newline at end of file diff --git a/Rules/tables/services-and-fare-ooa1.md b/Rules/tables/services-and-fare-ooa1.md deleted file mode 100644 index e5d6eed47..000000000 --- a/Rules/tables/services-and-fare-ooa1.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa1 -aliases: ["Services and Fare"] ---- -# Services and Fare -*Source: Outlaws of Alkenstar #1: Punks in a Powder Keg p. 69* - -| Service | Price | -|---------|-------| -| Bulletworks use (per hour) | 1 sp | -| Bulletworks use (per day) | 1 gp | -| Firearm services | | -| Cleaning (per gun) | 1 sp | -| Repair (per day) | 1 gp | -| Firing range (per day) | 2 sp | -| Sleeping accommodations (per night) | | -| Taproom floor space | 5 cp | -| Bed (for 1) | 3 sp | -| Private room (for 2) | 1 gp | -^services-and-fare-6 - -| Food | Price | -|------|-------| -| Bread of the day | 1 cp | -| Brown bullet curry | 2 cp | -| Full-course meal | 4 sp | -| Spice cake | 5 cp | -| Stew (broth only) | 5 cp | -| Stew (with meat) | 1 sp | -| Ustradi oysters | 2 sp | -^services-and-fare-14 - -| Drink | Price | -|-------|-------| -| Dunsmith's dram | 5 cp | -| Flaming whiskey | 7 cp | -| Gear greaser | 6 cp | -| Ghostly wainright | 2 sp | -| Grenadier's revenge | 1 sp | -| Smokeside sour | 2 cp | \ No newline at end of file diff --git a/Rules/tables/shields.md b/Rules/tables/shields.md deleted file mode 100644 index da129ba36..000000000 --- a/Rules/tables/shields.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Shields"] ---- -# Shields -*Source: Core Rulebook p. 277* - -| Shield | Price | AC Bonus[^1] | Speed Penalty | Bulk | Hardness | HP (BT) | -|--------|-------|--------------|---------------|------|----------|---------| -| [Buckler](../../Compendium/equipment/items/buckler.md) | 1 gp | +1 | — | L | 3 | 6 (3) | -| [Wooden shield](../../Compendium/equipment/items/wooden-shield.md) | 1 gp | +2 | — | 1 | 3 | 12 (6) | -| [Steel shield](../../Compendium/equipment/items/steel-shield.md) | 2 gp | +2 | — | 1 | 5 | 20 (10) | -| [Tower shield](../../Compendium/equipment/items/tower-shield.md) | 10 gp | +2/+4[^2] | –5 ft. | 4 | 5 | 20 (10) | - -[^1]: Gaining a shield's circumstance bonus to AC requires using the [Raise a Shield](../actions/raise-a-shield.md) action. - -[^2]: Getting the higher bonus for a tower shield requires using the [Take Cover](../actions/take-cover.md) action while the shield is raised. \ No newline at end of file diff --git a/Rules/tables/simple-dcs.md b/Rules/tables/simple-dcs.md deleted file mode 100644 index 4c3efe630..000000000 --- a/Rules/tables/simple-dcs.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Simple DCs"] ---- -# Simple DCs -*Source: Core Rulebook p. 503* - -| Proficiency Rank | DC | -|------------------|----| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 30 | -| Legendary | 40 | \ No newline at end of file diff --git a/Rules/tables/simple-skill-dcs-no-level-gmg.md b/Rules/tables/simple-skill-dcs-no-level-gmg.md deleted file mode 100644 index 236212807..000000000 --- a/Rules/tables/simple-skill-dcs-no-level-gmg.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Simple Skill DCs (No Level)"] ---- -# Simple Skill DCs (No Level) -*Source: Gamemastery Guide p. 198* - -| Proficiency Rank | DC | -|------------------|----| -| Untrained | 10 | -| Trained | 15 | -| Expert | 20 | -| Master | 25 | -| Legendary | 30 | \ No newline at end of file diff --git a/Rules/tables/size-and-reach.md b/Rules/tables/size-and-reach.md deleted file mode 100644 index 95e4769b8..000000000 --- a/Rules/tables/size-and-reach.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Size and Reach"] ---- -# Size and Reach -*Source: Core Rulebook p. 474* - -| Size | Space | Reach (Tall) | Reach (Long) | -|------|-------|--------------|--------------| -| Tiny | Less than 5 feet | 0 feet | 0 feet | -| Small | 5 feet | 5 feet | 5 feet | -| Medium | 5 feet | 5 feet | 5 feet | -| Large | 10 feet | 10 feet | 5 feet | -| Huge | 15 feet | 15 feet | 10 feet | -| Gargantuan | 20 feet or more | 20 feet | 15 feet | \ No newline at end of file diff --git a/Rules/tables/skill-points-by-level-gmg.md b/Rules/tables/skill-points-by-level-gmg.md deleted file mode 100644 index a1b406f50..000000000 --- a/Rules/tables/skill-points-by-level-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Skill Points by Level"] ---- -# Skill Points by Level -*Source: Gamemastery Guide p. 199* - -| Level | Skill Points Gained | -|-------|---------------------| -| 1 | Initial proficiencies | -| 2-5 | 1 | -| 6-13 | 2 | -| 14-20 | 4 | \ No newline at end of file diff --git a/Rules/tables/skills-key-abilities-and-actions.md b/Rules/tables/skills-key-abilities-and-actions.md deleted file mode 100644 index 2d157ecb0..000000000 --- a/Rules/tables/skills-key-abilities-and-actions.md +++ /dev/null @@ -1,65 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Skills, Key Abilities, and Actions"] ---- -# Skills, Key Abilities, and Actions -*Source: Core Rulebook p. 235* - -| Skill | Key Ability | Untrained Actions | Trained Actions | -|-------|-------------|-------------------|-----------------| -| Acrobatics | Dexterity | [Balance](../actions/balance.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Maneuver in Flight](../actions/maneuver-in-flight.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | [Tumble Through](../actions/tumble-through.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Squeeze](../actions/squeeze.md)[^E] | -| Arcana | Intelligence | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Borrow an Arcane Spell](../actions/borrow-an-arcane-spell.md)[^E] | -| | | | [Decipher Writing](../actions/decipher-writing.md)[^E, G] | -| | | | [Identify Magic](../actions/identify-magic.md)[^E, G] | -| | | | [Learn a Spell](../actions/learn-a-spell.md)[^E, G] | -| Athletics | Strength | [Climb](../actions/climb.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Disarm](../actions/disarm.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | [Force Open](../actions/force-open.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Grapple](../actions/grapple.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [High Jump](../actions/high-jump.md) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | | -| | | [Long Jump](../actions/long-jump.md) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | | -| | | [Shove](../actions/shove.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Swim](../actions/swim.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Trip](../actions/trip.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| Crafting | Intelligence | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Craft](../actions/craft.md)[^D] | -| | | [Repair](../actions/repair.md)[^E] | [Earn Income](../actions/earn-income.md)[^D, G] | -| | | | [Identify Alchemy](../actions/identify-alchemy.md)[^E] | -| Deception | Charisma | [Create a Diversion](../actions/create-a-diversion.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Feint](../actions/feint.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | [Impersonate](../actions/impersonate.md)[^E] | | -| | | [Lie](../actions/lie.md) | | -| Diplomacy | Charisma | [Gather Information](../actions/gather-information.md)[^E] | | -| | | [Make an Impression](../actions/make-an-impression.md)[^E] | | -| | | [Request](../actions/request.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| Intimidation | Charisma | [Coerce](../actions/coerce.md)[^E] | | -| | | [Demoralize](../actions/demoralize.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| Lore | Intelligence | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](../actions/earn-income.md)[^D, G] | -| Medicine | Wisdom | [Administer First Aid](../actions/administer-first-aid.md) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") | [Treat Disease](../actions/treat-disease.md)[^D] | -| | | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Treat Poison](../actions/treat-poison.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | -| | | | [Treat Wounds](../actions/treat-wounds.md)[^E] | -| Nature | Wisdom | [Command an Animal](../actions/command-an-animal.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Identify Magic](../actions/identify-magic.md)[^E, G] | -| | | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Learn a Spell](../actions/learn-a-spell.md)[^E, G] | -| Occultism | Intelligence | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Decipher Writing](../actions/decipher-writing.md)[^E, G] | -| | | | [Identify Magic](../actions/identify-magic.md)[^E, G] | -| | | | [Learn a Spell](../actions/learn-a-spell.md)[^E, G] | -| Performance | Charisma | [Perform](../actions/perform.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Earn Income](../actions/earn-income.md)[^D, G] | -| Religion | Wisdom | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Decipher Writing](../actions/decipher-writing.md)[^E, G] | -| | | | [Identify Magic](../actions/identify-magic.md)[^E, G] | -| | | | [Learn a Spell](../actions/learn-a-spell.md)[^E, G] | -| Society | Intelligence | [Recall Knowledge](../actions/recall-knowledge.md)[^G] [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Create Forgery](../actions/create-forgery.md)[^D] | -| | | [Subsist](../actions/subsist.md)[^D, G] | [Decipher Writing](../actions/decipher-writing.md)[^E, G] | -| Stealth | Dexterity | [Conceal an Object](../actions/conceal-an-object.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Hide](../actions/hide.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| | | [Sneak](../actions/sneak.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | | -| Survival | Wisdom | [Sense Direction](../actions/sense-direction.md)[^E] | [Cover Tracks](../actions/cover-tracks.md)[^E] | -| | | [Subsist](../actions/subsist.md)[^D, G] | [Track](../actions/track.md)[^E] | -| Thievery | Dexterity | [Palm an Object](../actions/palm-an-object.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Disable a Device](../actions/disable-a-device.md) [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") | -| | | [Steal](../actions/steal.md) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | [Pick a Lock](../actions/pick-a-lock.md) [>>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") | - -[^D]: This skill action can be used only during downtime. - -[^E]: This skill action is used during exploration. - -[^G]: This is a general skill action, with a description appearing on pages 234 –240 instead of under the entries for the various skills it's used for. Decipher Writing appears on page 234, Earn Income on page 236, Identify Magic and Learn a Spell on page 238, and Subsist on page 240. \ No newline at end of file diff --git a/Rules/tables/spellcasting-services.md b/Rules/tables/spellcasting-services.md deleted file mode 100644 index fb648ef81..000000000 --- a/Rules/tables/spellcasting-services.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Spellcasting Services"] ---- -# Spellcasting Services -*Source: Core Rulebook p. 294* - -| Spell Level | Price* | Spell Level | Price* | -|-------------|--------|-------------|--------| -| 1st | 3 gp | 6th | 160 gp | -| 2nd | 7 gp | 7th | 360 gp | -| 3rd | 18 gp | 8th | 720 gp | -| 4th | 40 gp | 9th | 1,800 gp | -| 5th | 80 gp | | | - -* Plus any cost required to cast the specific spell. \ No newline at end of file diff --git a/Rules/tables/stamina-and-hit-points-by-class-gmg.md b/Rules/tables/stamina-and-hit-points-by-class-gmg.md deleted file mode 100644 index 7be73b754..000000000 --- a/Rules/tables/stamina-and-hit-points-by-class-gmg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/gmg -aliases: ["Stamina and Hit Points by Class"] ---- -# Stamina and Hit Points by Class -*Source: Gamemastery Guide p. 200* - -| Normal Class HP | Class Stamina Points | Class Hit Points | Classes | -|-----------------|----------------------|------------------|---------| -| 6 + Con modifier | 3 + Con modifier | 3 | Sorcerer, wizard | -| 8 + Con modifier | 4 + Con modifier | 4 | Alchemist, bard, cleric, druid, rogue | -| 10 + Con modifier | 5 + Con modifier | 5 | Champion, fighter, monk, ranger | -| 12 + Con modifier | 6 + Con modifier | 6 | Barbarian | \ No newline at end of file diff --git a/Rules/tables/suggested-character-options-ooa0.md b/Rules/tables/suggested-character-options-ooa0.md deleted file mode 100644 index afb26f0cd..000000000 --- a/Rules/tables/suggested-character-options-ooa0.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/ooa0 -aliases: ["Suggested Character Options"] ---- -# Suggested Character Options -*Source: Outlaws of Alkenstar Player's Guide p. 9* - -| | Alignments | Ancestries (and Ethnicities) | Classes | Languages | Skills | Feats | -|--|------------|------------------------------|---------|-----------|--------|-------| -| **Strongly Recommended** | [CG](../traits/chaotic-good-b1.md) | Dwarf (Dongun) | Alchemist | Common | [Crafting](../../Compendium/skills.md#Crafting) | [Alchemical Crafting](../../Compendium/feats/alchemical-crafting.md) | -| | [CN](../traits/chaotic-neutral-b1.md) | Human (Garundi, Keleshite, Mwangi, Vudrani) | Gunslinger | Dwarven | [Lore (Alkenstar, Brigh, Engineering)](../../Compendium/skills.md#Lore) | [Crafter's Appraisal](../../Compendium/feats/crafters-appraisal-apg.md) | -| | | | Inventor | | [Thievery](../../Compendium/skills.md#Thievery) | [Feather Step](../../Compendium/feats/feather-step.md) | -| | | | | | | [Quick Squeeze](../../Compendium/feats/quick-squeeze.md) | -| | | | | | | [Steady Balance](../../Compendium/feats/steady-balance.md) | -| **Strongly Recommended** | [N](../traits/neutral-b1.md) | Halfling (Jaric) | Bard | Gnoll | [Acrobatics](../../Compendium/skills.md#Acrobatics) | [Deceptive Worship](../../Compendium/feats/deceptive-worship-apg.md) | -| | [NG](../traits/neutral-good-b1.md) | Half-Elf (Vourinoi) | Cleric | Goblin | [Athletics](../../Compendium/skills.md#Athletics) | [Experienced Smuggler](../../Compendium/feats/experienced-smuggler.md) | -| | | Geniekin | Fighter | Kelish | [Deception](../../Compendium/skills.md#Deception) | [Lengthy Diversion](../../Compendium/feats/lengthy-diversion.md) | -| | | Gnoll | Investigator | | [Society](../../Compendium/skills.md#Society) | [Pickpocket](../../Compendium/feats/pickpocket.md) | -| | | | Oracle | | | [Quick Coercion](../../Compendium/feats/quick-coercion.md) | -| | | | Rogue | | | [Quick Repair](../../Compendium/feats/quick-repair.md) | -| | | | Sorcerer | | | [Streetwise](../../Compendium/feats/streetwise.md) | -| | | | Swashbuckler | | | [Subtle Theft](../../Compendium/feats/subtle-theft.md) | -| **Appropriate** | [LN](../traits/lawful-neutral-b1.md) | Dhampir | Other common classes | Aklo | [Diplomacy](../../Compendium/skills.md#Diplomacy) | [Bon Mot](../../Compendium/feats/bon-mot-apg.md) | -| | [NG](../traits/neutral-good-b1.md) | Fleshwarp | | Halfling | [Intimidation](../../Compendium/skills.md#Intimidation) | [Charming Liar](../../Compendium/feats/charming-liar.md) | -| | | | | Jotun | [Performance](../../Compendium/skills.md#Performance) | [Courtly Graces](../../Compendium/feats/courtly-graces.md) | -| | | Gnoll | | Mwangi | [Religion](../../Compendium/skills.md#Religion) | [Group Impression](../../Compendium/feats/group-impression.md) | -| | | | | Osiriani | [Stealth](../../Compendium/skills.md#Stealth) | [Hobnobber](../../Compendium/feats/hobnobber.md) | -| | | | | Vudrani | [Survival](../../Compendium/skills.md#Survival) | [Intimidating Glare](../../Compendium/feats/intimidating-glare.md) | -| **Not Recommended** | [LG](../traits/lawful-goo-b1.md) | — | — | — | [Medicine](../../Compendium/skills.md#Medicine) | Express Rider | -| | [LE](../traits/lawful-evil-b1.md) | | | | [Nature](../../Compendium/skills.md#Nature) | [Forager](../../Compendium/feats/forager.md) | -| | [NE](../traits/neutral-evil-b1.md) | | | | [Occultism](../../Compendium/skills.md#Occultism) | [Multilingual](../../Compendium/feats/multilingual.md) | -| | [CE](../traits/chaotic-evil-b1.md) | | | | | [Natural Medicine](../../Compendium/feats/natural-medicine.md) | -| | | | | | | [Ride](../../Compendium/feats/ride.md) | -| | | | | | | [Survey Wildlife](../../Compendium/feats/survey-wildlife.md) | -| | | | | | | [Terrain Expertise](../../Compendium/feats/terrain-expertise.md) | -| | | | | | | [Train Animal](../../Compendium/feats/train-animal.md) | -| | | | | | | [Underwater Marauder](../../Compendium/feats/underwater-marauder.md) | \ No newline at end of file diff --git a/Rules/tables/temperature-effects.md b/Rules/tables/temperature-effects.md deleted file mode 100644 index d757a6d69..000000000 --- a/Rules/tables/temperature-effects.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Temperature Effects"] ---- -# Temperature Effects -*Source: Core Rulebook p. 518* - -| Category | Temperature | Fatigue | Damage | -|----------|-------------|---------|--------| -| Incredible cold | –80º F or colder | 2 hours | Moderate cold every minute | -| Extreme cold | –79º F to –20º F | 4 hours | Minor cold every 10 minutes | -| Severe cold | –21º F to 12º F | 4 hours | Minor cold every hour | -| Mild cold | 13º F to 32º F | 4 hours | None | -| Normal | 33º F to 94º F | 8 hours | None | -| Mild heat | 95º F* to 104º F* | 4 hours | None | -| Severe heat | 105º F* to 114º F | 4 hours | Minor fire every hour | -| Extreme heat | 115º F to 139º F | 4 hours | Minor fire every 10 minutes | -| Incredible heat | 140º F or warmer | 2 hours | Moderate fire every minute | - -* Adjust temperatures down by 15º in areas of high humidity. \ No newline at end of file diff --git a/Rules/tables/the-nine-alignments.md b/Rules/tables/the-nine-alignments.md deleted file mode 100644 index 99f1fe421..000000000 --- a/Rules/tables/the-nine-alignments.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["The Nine Alignments"] ---- -# The Nine Alignments -*Source: Core Rulebook p. 29* - - - - - - - - - - - - - - - - - - - - - - - - - -
NeutralEvil
LawfulLawful Good (LG)Lawful Neutral (LN)Lawful Evil (LE)
NeutralNeutral Good (NG)True Neutral (N)Neutral Evil (NE)
ChaoticChaotic Good (CG)Chaotic Neutral (CN)Chaotic Evil (CE)
\ No newline at end of file diff --git a/Rules/tables/travel-speed.md b/Rules/tables/travel-speed.md deleted file mode 100644 index 434212722..000000000 --- a/Rules/tables/travel-speed.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Travel Speed"] ---- -# Travel Speed -*Source: Core Rulebook p. 479* - -| Speed | Feet per Minute | Miles per Hour | Miles per Day | -|-------|-----------------|----------------|---------------| -| 10 feet | 100 | 1 | 8 | -| 15 feet | 150 | 1-1/2 | 12 | -| 20 feet | 200 | 2 | 16 | -| 25 feet | 250 | 2-1/2 | 20 | -| 30 feet | 300 | 3 | 24 | -| 35 feet | 350 | 3-1/2 | 28 | -| 40 feet | 400 | 4 | 32 | -| 50 feet | 500 | 5 | 40 | -| 60 feet | 600 | 6 | 48 | \ No newline at end of file diff --git a/Rules/tables/unarmed-attacks.md b/Rules/tables/unarmed-attacks.md deleted file mode 100644 index 8f3574bc3..000000000 --- a/Rules/tables/unarmed-attacks.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Unarmed Attacks"] ---- -# Unarmed Attacks -*Source: Core Rulebook p. 280* - -| Unarmed Attack | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|----------------|-------|--------|------|-------|-------|---------------| -| Fist | — | `1d4` B | — | 1 | Brawling | [Agile](../traits/agile.md), [finesse](../traits/finesse.md), [nonlethal](../traits/nonlethal.md), [unarmed](../traits/unarmed.md) | \ No newline at end of file diff --git a/Rules/tables/unarmored-defense.md b/Rules/tables/unarmored-defense.md deleted file mode 100644 index be1622284..000000000 --- a/Rules/tables/unarmored-defense.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Unarmored Defense"] ---- -# Unarmored Defense -*Source: Core Rulebook p. 275* - -| Unarmored | Price | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | | Bulk | Group | Armor Traits | -|-----------|-------|----------|---------|---------------|---------------|--|------|-------|--------------| -| No armor | — | +0 | — | — | — | | — | — | — | -| Explorer's clothing | 1 sp | +0 | +5 | — | — | | L | Cloth | Comfort | \ No newline at end of file diff --git a/Rules/tables/uncommon-adventuring-gear.md b/Rules/tables/uncommon-adventuring-gear.md deleted file mode 100644 index 25e8f2fcc..000000000 --- a/Rules/tables/uncommon-adventuring-gear.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Uncommon Adventuring Gear"] ---- -# Uncommon Adventuring Gear -*Source: Core Rulebook p. 288* - -| Item | Price | Bulk | Hands | -|------|-------|------|-------| -| [Scholarly journal](../../Compendium/equipment/items/scholarly-journal.md) (level 3) | 6 gp | L | 1 | -| Scholarly journal compendium (level 3) | 30 gp | L | 2 | -| [Survey map](../../Compendium/equipment/items/survey-map.md) (level 3) | 10 gp | L | 1 | -| Survey map atlas (level 3) | 50 gp | L | 2 | \ No newline at end of file diff --git a/Rules/tables/uncommon-languages.md b/Rules/tables/uncommon-languages.md deleted file mode 100644 index 09d548ea0..000000000 --- a/Rules/tables/uncommon-languages.md +++ /dev/null @@ -1,22 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Uncommon Languages"] ---- -# Uncommon Languages -*Source: Core Rulebook p. 65* - -| Language | Speakers | -|----------|----------| -| Abyssal | Demons | -| Aklo | Deros, evil fey, otherworldly monsters | -| Aquan | Aquatic creatures, water elemental creatures | -| Auran | Air elemental creatures, flying creatures | -| Celestial | Angels | -| Gnoll | Gnolls | -| Ignan | Fire elemental creatures | -| Necril | Ghouls, intelligent undead | -| Shadowtongue | Nidalese, Shadow Plane creatures | -| Terran | Earth elemental creatures | \ No newline at end of file diff --git a/Rules/tables/uncommon-martial-melee-weapons-logm.md b/Rules/tables/uncommon-martial-melee-weapons-logm.md deleted file mode 100644 index ce93c802b..000000000 --- a/Rules/tables/uncommon-martial-melee-weapons-logm.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Uncommon Martial Melee Weapons"] ---- -# Uncommon Martial Melee Weapons -*Source: Lost Omens: Gods & Magic p. 120* - -| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------|-------|--------|------|-------|-------|---------------| -| [Bladed scarf](../../Compendium/equipment/items/bladed-scarf-logm.md) | 3 gp | `1d8` S | 1 | 2 | Flail | [Disarm](../traits/disarm.md), [reach](../traits/reach.md), [sweep](../traits/sweep.md), [trip](../traits/trip.md) | -| [Fighting fan](../../Compendium/equipment/items/fighting-fan-logm.md) | 11 sp | `1d4` S | L | 1 | Knife | [Agile](../traits/agile.md), [backstabber](../traits/backstabber.md), [deadly ](../traits/deadly.md), [finesse](../traits/finesse.md), [monk](../traits/monk.md) | -| [Khopesh](../../Compendium/equipment/items/khopesh-logm.md) | 2 gp | `1d8` S | 1 | 1 | Sword | [Trip](../traits/trip.md) | -| [Mambele](../../Compendium/equipment/items/mambele-logm.md) | 6 sp | `1d6` S | 1 | 1 | Axe | [Disarm](../traits/disarm.md), [deadly ](../traits/deadly.md), [thrown <20 feet>](../traits/thrown.md) | -| [Naginata](../../Compendium/equipment/items/naginata-logm.md) | 3 gp | `1d8` S | 2 | 2 | Polearm | [Deadly ](../traits/deadly.md), [reach](../traits/reach.md), [versatile

](../traits/versatile.md) | -| [Nine-ring sword](../../Compendium/equipment/items/nine-ring-sword-logm.md) | 9 sp | `1d8` S | 1 | 1 | Sword | [Disarm](../traits/disarm.md) | -| [Polytool (level 1)](../../Compendium/equipment/items/polytool-logm.md) | 10 gp | `1d6` [modular](../traits/modular-logm.md) | 1 | 1 | Sword | [Agile](../traits/agile.md), modular B, P, or S | -| [Tekko-kagi](../../Compendium/equipment/items/tekko-kagi-logm.md) | 2 sp | `1d4` S | L | 1 | Brawling | [Agile](../traits/agile.md), [disarm](../traits/disarm.md), [finesse](../traits/finesse.md), [parry](../traits/parry.md), [trip](../traits/trip.md) | -| [Urumi](../../Compendium/equipment/items/urumi-logm.md) | 2 gp | `1d6` S | 2 | 1 | Flail | [Deadly ](../traits/deadly.md), [sweep](../traits/sweep.md) | \ No newline at end of file diff --git a/Rules/tables/uncommon-martial-ranged-weapons-logm.md b/Rules/tables/uncommon-martial-ranged-weapons-logm.md deleted file mode 100644 index 5b995d6f1..000000000 --- a/Rules/tables/uncommon-martial-ranged-weapons-logm.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/logm -aliases: ["Uncommon Martial Ranged Weapons"] ---- -# Uncommon Martial Ranged Weapons -*Source: Lost Omens: Gods & Magic p. 120* - -| Weapon | Price | Damage | Bulk | Hands | Group | Weapon Traits | -|--------|-------|--------|------|-------|-------|---------------| -| [Bola](../../Compendium/equipment/items/bola-apg.md) | 5 sp | `1d6` B | L | 1 | Sling | [Nonlethal](../traits/nonlethal.md), [ranged trip](../traits/ranged-trip-b1.md), [thrown <20 feet>](../traits/thrown.md) | \ No newline at end of file diff --git a/Rules/tables/uncommon-membership-services-da.md b/Rules/tables/uncommon-membership-services-da.md deleted file mode 100644 index 5e6a92c00..000000000 --- a/Rules/tables/uncommon-membership-services-da.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/da -aliases: ["Uncommon Membership Services"] ---- -# Uncommon Membership Services -*Source: Dark Archive p. 84* - -| Service | Price | -|---------|-------| -| Coded signal | | -| Temporary | 10 gp | -| Permanent | 100 gp | -| Monument | 1000 gp | -| Counterfeit Item | | -| Low-grade | 5% of Price* | -| Medium-grade | 10% of Price* | -| High-grade | 20% of Price* | -| False witness | | -| Low-grade | 5% of Price* | -| Disreputable (DC 16) | 9 gp | -| Ordinary (level 5, DC 22) | 75 gp | -| Respectable (level 9, DC 28) | 450 gp | -| Honorable (level 13, DC 33) | 1,500 gp | -| Unimpeachable (level 17, DC 38) | 7,500 gp | -| Political favor | | -| Minor | 50 gp | -| Moderate | 1,000 gp | -| Major | 10,000 gp | - -* A counterfeit item has a minimum price (see text). \ No newline at end of file diff --git a/Rules/tables/watches-and-rest.md b/Rules/tables/watches-and-rest.md deleted file mode 100644 index 3cb35c747..000000000 --- a/Rules/tables/watches-and-rest.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Watches and Rest"] ---- -# Watches and Rest -*Source: Core Rulebook p. 500* - -| Group Size | Total Time | Duration of Each Watch | -|------------|------------|------------------------| -| 2 | 16 hours | 8 hours | -| 3 | 12 hours | 4 hours | -| 4 | 10 hours, 40 minutes | 2 hours, 40 minutes | -| 5 | 10 hours | 2 hours | -| 6 | 9 hours, 36 minutes | 1 hour, 36 minutes | \ No newline at end of file diff --git a/Rules/tables/weapon-upgrade-price.md b/Rules/tables/weapon-upgrade-price.md deleted file mode 100644 index b7b72b55e..000000000 --- a/Rules/tables/weapon-upgrade-price.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["Weapon Upgrade Price"] ---- -# Weapon Upgrade Price -*Source: Core Rulebook p. 582* - -| Starting Weapon | Improved Weapon | Price and Process | -|-----------------|-----------------|-------------------| -| +1 weapon | +1 striking weapon | 65 gp to etch striking (4th level) | -| +1 striking weapon | +2 striking weapon | 900 gp to etch +2 weapon potency (10th level) | -| +2 striking weapon | +2 greater striking weapon | 1,000 gp to etch greater striking (12th level) | -| +2 greater striking weapon | +3 greater striking weapon | 8,000 gp to etch +3 weapon potency (16th level) | -| +3 greater striking weapon | +3 major striking weapon | 30,000 gp to etch major striking (19th level) | \ No newline at end of file diff --git a/Rules/tables/wellspring-surges-som.md b/Rules/tables/wellspring-surges-som.md deleted file mode 100644 index e255eefbf..000000000 --- a/Rules/tables/wellspring-surges-som.md +++ /dev/null @@ -1,32 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/som -aliases: ["Wellspring Surges"] ---- -# Wellspring Surges -*Source: Secrets of Magic p. 250* - -| `d20` | Effect | -|-------|--------| -| 1 | **Energy Unleashed** ([evocation](../traits/evocation.md)) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. | -| 2 | **Positive Energy Expulsion** ([healing](../traits/healing.md), [necromancy](../traits/necromancy.md), [positive](../traits/positive.md)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. | -| 3 | **Mass Siphon** ([transmutation](../traits/transmutation.md)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](../actions/climb.md) at their land Speed and can [Leap](../actions/leap.md) as far upward as they could normally [Leap](../actions/leap.md) horizontally. | -| 4 | **Magical Nemesis** ([conjuration](../traits/conjuration.md), [teleportation](../traits/teleportation.md)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [summon animal](../../Compendium/spells/summon-animal.md) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](../conditions.md#Unfriendly) to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](../traits/summoned.md) or a [minion](../traits/minion.md). | -| 5 | **Monstrous Transformation** ([mental](../traits/mental.md), [morph](../traits/morph.md), [transmutation](../traits/transmutation.md)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](../conditions.md#Confused) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. | -| 6 | **Sudden Gale** ([air](../traits/air.md), [evocation](../traits/evocation.md)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](../conditions.md#Prone) (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. | -| 7 | **Tremor** ([earth](../traits/earth.md), [evocation](../traits/evocation.md)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall [prone](../conditions.md#Prone). The surface then becomes difficult terrain for 1 minute. | -| 8 | **Oppressive Voice** ([divination](../traits/divination.md), [mental](../traits/mental.md), [nonlethal](../traits/nonlethal.md)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also [stunned](../conditions.md#Stunned) ([stunned](../conditions.md#Stunned) on a critical failure). | -| 9 | **Trinket Squall** ([illusion](../traits/illusion.md)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to 0. | -| 10 | **Antimagic Eruption** ([abjuration](../traits/abjuration.md)) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. | -| 11 | **Mental Broadcast** ([detection](../traits/detection.md), [divination](../traits/divination.md), [mental](../traits/mental.md)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. | -| 12 | **Verdant Clutch** ([conjuration](../traits/conjuration.md), [plant](../traits/plant.md)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](../conditions.md#Immobilized) unless they succeed at a Reflex save. The [Escape](../actions/escape.md) DC is equal to the spell DC. | -| 13 | **Tinge of Terror** ([emotion](../traits/emotion.md), [enchantment](../traits/enchantment.md), [fear](../traits/fear.md), [mental](../traits/mental.md)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened](../conditions.md#Frightened) on a failure or [frightened](../conditions.md#Frightened) on a critical failure. | -| 14 | **Strike up the Band** ([auditory](../traits/auditory.md), [illusion](../traits/illusion.md)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](../../Compendium/skills.md#Diplomacy), [Intimidation](../../Compendium/skills.md#Intimidation), and [Performance](../../Compendium/skills.md#Performance) checks, a –2 status penalty to [Deception](../../Compendium/skills.md#Deception) checks, and makes certain uses of [Stealth](../../Compendium/skills.md#Stealth) virtually impossible. It might have other effects as the GM sees fit. | -| 15 | **Life Sap** ([necromancy](../traits/necromancy.md)) The surge drains your life force and strength. You become [drained](../conditions.md#Drained) and [doomed](../conditions.md#Doomed), and you are [enfeebled](../conditions.md#Enfeebled) for 1 minute. | -| 16 | **Ablative Barrier** ([abjuration](../traits/abjuration.md)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. | -| 17 | **Luminous Pests** ([illusion](../traits/illusion.md), [visual](../traits/visual.md)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](../conditions.md#Dazzled) for 1 minute, or [blinded](../conditions.md#Blinded) for 1 round and then [dazzled](../conditions.md#Dazzled) for 1 minute on a critical failure. | -| 18 | **Emotional Turmoil** ([emotion](../traits/emotion.md), [enchantment](../traits/enchantment.md), [mental](../traits/mental.md)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a –2 status penalty to them instead. | -| 19 | **Sudden Downpour** ([evocation](../traits/evocation.md), [water](../traits/water.md)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. | -| 20 | **Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. | \ No newline at end of file diff --git a/Rules/tables/xp-awards.md b/Rules/tables/xp-awards.md deleted file mode 100644 index d00d78caf..000000000 --- a/Rules/tables/xp-awards.md +++ /dev/null @@ -1,121 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-note -tags: -- compendium/src/pf2e/crb -aliases: ["XP Awards"] ---- -# XP Awards -*Source: Core Rulebook p. 508* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AccomplishmentXP Award
Minor10 XP
Moderate*30 XP
Major*80 XP
Adversary LevelXP Award
Party level –410 XP
Party level –315 XP
Party level –220 XP
Party level –130 XP
Party level40 XP
Party level + 160 XP
Party level + 280 XP
Party level + 3120 XP
Party level + 4160 XP
Hazard LevelSimple HazardComplex Hazard
Party level –42 XP10 XP
Party level –33 XP15 XP
Party level –24 XP20 XP
Party level –16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 432 XP160 XP
\ No newline at end of file diff --git a/Rules/traits/aasimar-apg.md b/Rules/traits/aasimar-apg.md deleted file mode 100644 index 9fa93cd09..000000000 --- a/Rules/traits/aasimar-apg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Aasimar"] ---- -# Aasimar -*Source: Advanced Player's Guide p. 266* - -A creature with this trait has the aasimar versatile heritage. Aasimars are planar scions descended from celestial beings. An ability with this trait can be used or selected only by aasimars. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/abjuration.md b/Rules/traits/abjuration.md deleted file mode 100644 index b63a221f7..000000000 --- a/Rules/traits/abjuration.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/abjuration -aliases: ["Abjuration"] ---- -# Abjuration -*Source: Core Rulebook p. 628* - -Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards. - -Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers. - -- **Categories**: School (Abjuration) \ No newline at end of file diff --git a/Rules/traits/academic-locg.md b/Rules/traits/academic-locg.md deleted file mode 100644 index cde069295..000000000 --- a/Rules/traits/academic-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Academic"] ---- -# Academic -*Source: Lost Omens: Character Guide p. 132* - -Academic entities are centered around study and the pursuit of knowledge. Academic organizations are often schools or groups including students, teachers, and researchers. - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/additive.md b/Rules/traits/additive.md deleted file mode 100644 index cf45ed8be..000000000 --- a/Rules/traits/additive.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/feat -aliases: ["Additive"] ---- -# Additive -*Source: Core Rulebook p. 75* - -Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an [infused](infused.md) [alchemical](alchemical.md) item, and some can be used only with the [Quick Alchemy](../actions/quick-alchemy.md) action. The additive trait is always followed by a level, such as additive <2>. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level. - -- **Categories**: Feat \ No newline at end of file diff --git a/Rules/traits/adjustment-lotgb.md b/Rules/traits/adjustment-lotgb.md deleted file mode 100644 index ebfcce770..000000000 --- a/Rules/traits/adjustment-lotgb.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lotgb -aliases: ["Adjustment"] ---- -# Adjustment -*Source: Lost Omens: The Grand Bazaar p. 133* - -Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a repair kit. \ No newline at end of file diff --git a/Rules/traits/aeon-b1.md b/Rules/traits/aeon-b1.md deleted file mode 100644 index 735485782..000000000 --- a/Rules/traits/aeon-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Aeon"] ---- -# Aeon -*Source: Bestiary p. 345* - -These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/aftermath-da.md b/Rules/traits/aftermath-da.md deleted file mode 100644 index 5162a98b6..000000000 --- a/Rules/traits/aftermath-da.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/class -- trait/category/feat -aliases: ["Aftermath"] ---- -# Aftermath -*Source: Dark Archive p. 218* - -This trait describes feats that represent special abilities gained after exposure to the weird and deadly. - -> [!pf2-note] -> See Aftermath Feats for more information. - -- **Categories**: Feat, Class \ No newline at end of file diff --git a/Rules/traits/air.md b/Rules/traits/air.md deleted file mode 100644 index 4ec631404..000000000 --- a/Rules/traits/air.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/energy-element -- trait/category/planar -aliases: ["Air"] ---- -# Air -*Source: Core Rulebook p. 628* - -Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. - -Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and [earth](earth.md) magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings. - -- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/Rules/traits/alchemical.md b/Rules/traits/alchemical.md deleted file mode 100644 index e4e7bf6a7..000000000 --- a/Rules/traits/alchemical.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Alchemical"] ---- -# Alchemical -*Source: Core Rulebook p. 628* - -Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't [magical](magical.md) and don't radiate a magical aura. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/amp-da.md b/Rules/traits/amp-da.md deleted file mode 100644 index 83727ce61..000000000 --- a/Rules/traits/amp-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/feat -- trait/category/spell -aliases: ["Amp"] ---- -# Amp -*Source: Dark Archive p. 218* - -An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. - -- **Categories**: Feat, Spell \ No newline at end of file diff --git a/Rules/traits/amphibious-b1.md b/Rules/traits/amphibious-b1.md deleted file mode 100644 index 4eba90c48..000000000 --- a/Rules/traits/amphibious-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Amphibious"] ---- -# Amphibious -*Source: Bestiary p. 345* - -An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed [Strikes](../actions/strike.md) don't take the usual –2 penalty for being underwater. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/anadi-lome.md b/Rules/traits/anadi-lome.md deleted file mode 100644 index 4d1377503..000000000 --- a/Rules/traits/anadi-lome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lome -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Anadi"] ---- -# Anadi -*Source: Lost Omens: The Mwangi Expanse p. 308* - -A reclusive people from Garund who resemble spiders and can assume human forms. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/android-loag.md b/Rules/traits/android-loag.md deleted file mode 100644 index c30c803cb..000000000 --- a/Rules/traits/android-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -aliases: ["Android"] ---- -# Android -*Source: Lost Omens: Ancestry Guide p. 140* - -A synthetic humanoid ancestry created by artificial means. Most common in Numeria. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/angel.md b/Rules/traits/angel.md deleted file mode 100644 index 2508dfd05..000000000 --- a/Rules/traits/angel.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Angel"] ---- -# Angel -*Source: Core Rulebook p. 628* - -This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have [darkvision](../abilities/darkvision.md), and have a weakness to evil damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/any-b1.md b/Rules/traits/any-b1.md deleted file mode 100644 index 7bcac75db..000000000 --- a/Rules/traits/any-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Any"] ---- -# Any -*Source: Bestiary p. 345* - -Any Alignment - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/any-class-som.md b/Rules/traits/any-class-som.md deleted file mode 100644 index efb7ed9a4..000000000 --- a/Rules/traits/any-class-som.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Any Class"] ---- -# Any Class -*Source: Secrets of Magic p. 219* - -When you take this feat, it gains the trait appropriate for your class > [!pf2-note] -> (replacing this one). - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/any-magical-tradition-b1.md b/Rules/traits/any-magical-tradition-b1.md deleted file mode 100644 index 29bfa3d41..000000000 --- a/Rules/traits/any-magical-tradition-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/tradition -aliases: ["Any Magical Tradition"] ---- -# Any Magical Tradition -*Source: Bestiary p. 342* - -> [!pf2-note] -> Replace this trait with another fitting magic tradition, such as [Arcane](arcane.md), [Divine](divine.md), [Primal](primal.md), or [Occult](occult.md). - -- **Categories**: Tradition \ No newline at end of file diff --git a/Rules/traits/aphorite-loag.md b/Rules/traits/aphorite-loag.md deleted file mode 100644 index ba54db853..000000000 --- a/Rules/traits/aphorite-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -aliases: ["Aphorite"] ---- -# Aphorite -*Source: Lost Omens: Ancestry Guide p. 140* - -A type of planar scion descended from a being from Axis, the Plane of Law. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/aquatic-b1.md b/Rules/traits/aquatic-b1.md deleted file mode 100644 index ded4f67fa..000000000 --- a/Rules/traits/aquatic-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Aquatic"] ---- -# Aquatic -*Source: Bestiary p. 345* - -Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed [Strikes](../actions/strike.md) don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/archon.md b/Rules/traits/archon.md deleted file mode 100644 index 74c0231dd..000000000 --- a/Rules/traits/archon.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Archon"] ---- -# Archon -*Source: Core Rulebook p. 628* - -Members of this family of celestials are the protectors of Heaven and are lawful good. They have [darkvision](../abilities/darkvision.md) and a weakness to evil damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/artifact-gmg.md b/Rules/traits/artifact-gmg.md deleted file mode 100644 index 127672379..000000000 --- a/Rules/traits/artifact-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Artifact"] ---- -# Artifact -*Source: Gamemastery Guide p. 250* - -Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always [rare](rare.md) or [unique](unique.md). - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/astral-b1.md b/Rules/traits/astral-b1.md deleted file mode 100644 index c84041248..000000000 --- a/Rules/traits/astral-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature-type -aliases: ["Astral"] ---- -# Astral -*Source: Bestiary p. 345* - -Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/attached.md b/Rules/traits/attached.md deleted file mode 100644 index b833b76fd..000000000 --- a/Rules/traits/attached.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Attached"] ---- -# Attached -*Source: Core Rulebook p. 282* - -An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, [shield spikes](../../Compendium/equipment/items/shield-spikes.md) are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 [Crafting](../../Compendium/skills.md#Crafting) check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/automaton-g-g.md b/Rules/traits/automaton-g-g.md deleted file mode 100644 index d4a2c5cc6..000000000 --- a/Rules/traits/automaton-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/ancestry-heritage -aliases: ["Automaton"] ---- -# Automaton -*Source: Guns & Gears p. 230* - -Automatons are living constructs sustained by a magical core. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/azarketi-loag.md b/Rules/traits/azarketi-loag.md deleted file mode 100644 index d39ba1f9b..000000000 --- a/Rules/traits/azarketi-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Azarketi"] ---- -# Azarketi -*Source: Lost Omens: Ancestry Guide p. 140* - -Amphibious humanoids who live among the seas of the Inner Sea region, said to have descended from the people of Azlant. Sometimes known as gillmen or Low Azlanti. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/azata.md b/Rules/traits/azata.md deleted file mode 100644 index a56906a2e..000000000 --- a/Rules/traits/azata.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Azata"] ---- -# Azata -*Source: Core Rulebook p. 629* - -This family of celestials is native to Elysium. They are typically chaotic good and have [darkvision](../abilities/darkvision.md) and a weakness to evil and cold iron. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/backstabber.md b/Rules/traits/backstabber.md deleted file mode 100644 index 0068addb4..000000000 --- a/Rules/traits/backstabber.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Backstabber"] ---- -# Backstabber -*Source: Core Rulebook p. 282* - -When you hit a [flat-footed](../conditions.md#Flat-footed) creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/beastkin-loag.md b/Rules/traits/beastkin-loag.md deleted file mode 100644 index 6deb484ec..000000000 --- a/Rules/traits/beastkin-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -aliases: ["Beastkin"] ---- -# Beastkin -*Source: Lost Omens: Ancestry Guide p. 140* - -Humanoids that can partially or fully transform into animal forms. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/boggard-b1.md b/Rules/traits/boggard-b1.md deleted file mode 100644 index ac76f751b..000000000 --- a/Rules/traits/boggard-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Boggard"] ---- -# Boggard -*Source: Bestiary p. 345* - -Boggards are frog-like humanoids. They typically have [darkvision](../abilities/darkvision.md). - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/bomb.md b/Rules/traits/bomb.md deleted file mode 100644 index 333199100..000000000 --- a/Rules/traits/bomb.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -- trait/category/weapon -aliases: ["Bomb"] ---- -# Bomb -*Source: Core Rulebook p. 629* - -An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. - -Bombs are martial [thrown](thrown.md) weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](../actions/strike.md) to throw alchemical bombs gain the [manipulate](manipulate.md) trait. The bomb is activated when thrown as a [Strike](../actions/strike.md)—you don't have to activate it separately. - -- **Categories**: Item, Weapon \ No newline at end of file diff --git a/Rules/traits/brutal-b2.md b/Rules/traits/brutal-b2.md deleted file mode 100644 index 489fd2d00..000000000 --- a/Rules/traits/brutal-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/weapon -aliases: ["Brutal"] ---- -# Brutal -*Source: Bestiary 2 p. 310* - -A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/bulwark.md b/Rules/traits/bulwark.md deleted file mode 100644 index da34bfebf..000000000 --- a/Rules/traits/bulwark.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/armor -aliases: ["Bulwark"] ---- -# Bulwark -*Source: Core Rulebook p. 274* - -The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](../../Compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. - -- **Categories**: Armor \ No newline at end of file diff --git a/Rules/traits/caligni-b1.md b/Rules/traits/caligni-b1.md deleted file mode 100644 index 4dc469855..000000000 --- a/Rules/traits/caligni-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Caligni"] ---- -# Caligni -*Source: Bestiary p. 345* - -These subterranean people have [darkvision](../abilities/darkvision.md), and some have powers to create darkness. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/capacity-g-g.md b/Rules/traits/capacity-g-g.md deleted file mode 100644 index b654f11d5..000000000 --- a/Rules/traits/capacity-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Capacity"] ---- -# Capacity -*Source: Guns & Gears p. 150* - -Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an [Interact](../actions/interact.md) action that doesn't require a free hand. Each barrel or chamber can be reloaded after it's fired as a separate [Interact](../actions/interact.md) action. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/catalyst-som.md b/Rules/traits/catalyst-som.md deleted file mode 100644 index 90641dd5f..000000000 --- a/Rules/traits/catalyst-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/item -aliases: ["Catalyst"] ---- -# Catalyst -*Source: Secrets of Magic p. 168* - -Items with the catalyst trait are consumable material spell components that alter or magnify specific spells. [Activating](../actions/activate-an-item.md) a catalyst is part of [Casting the Spell](../actions/cast-a-spell.md). The catalyst might increase the number of actions required to [Cast the Spell](../actions/cast-a-spell.md), as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of [Casting the Spell](../actions/cast-a-spell.md). - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/catfolk-b1.md b/Rules/traits/catfolk-b1.md deleted file mode 100644 index bb54bf139..000000000 --- a/Rules/traits/catfolk-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Catfolk"] ---- -# Catfolk -*Source: Bestiary p. 345* - -Catfolk are humanoids with feline features. - -A creature with this trait is a member of the catfolk ancestry. Catfolk are humanoids with feline features. An ability with this trait can be used or selected only by catfolk. An item with this trait is created and used by catfolk. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/changeling-b1.md b/Rules/traits/changeling-b1.md deleted file mode 100644 index 67f369fe8..000000000 --- a/Rules/traits/changeling-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Changeling"] ---- -# Changeling -*Source: Bestiary p. 123* - -These humanoids are the children of hags and members of other humanoid ancestries. - -A creature with this trait has the changeling versatile heritage. Changelings are the children of [hag](hag.md) and members of other humanoid ancestries. An ability with this trait can be used or selected only by changelings. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/chaotic-evil-b1.md b/Rules/traits/chaotic-evil-b1.md deleted file mode 100644 index 6487f7d30..000000000 --- a/Rules/traits/chaotic-evil-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Chaotic Evil"] ---- -# Chaotic Evil -*Source: Bestiary p. 345* - -[Chaotic](chaotic.md) and [evil](evil.md) - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/chaotic-good-b1.md b/Rules/traits/chaotic-good-b1.md deleted file mode 100644 index fe98d366a..000000000 --- a/Rules/traits/chaotic-good-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Chaotic Good"] ---- -# Chaotic Good -*Source: Bestiary p. 345* - -[Chaotic](chaotic.md) and [good](good.md) - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/chaotic-neutral-b1.md b/Rules/traits/chaotic-neutral-b1.md deleted file mode 100644 index da36dc9a2..000000000 --- a/Rules/traits/chaotic-neutral-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Chaotic Neutral"] ---- -# Chaotic Neutral -*Source: Bestiary p. 345* - -[Chaotic](chaotic.md) and neutral - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/charm-b1.md b/Rules/traits/charm-b1.md deleted file mode 100644 index 12449fe19..000000000 --- a/Rules/traits/charm-b1.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -aliases: ["Charm"] ---- -# Charm -*Source: Bestiary p. 77* - -> [!pf2-note] -> No entries available. \ No newline at end of file diff --git a/Rules/traits/city-gmg.md b/Rules/traits/city-gmg.md deleted file mode 100644 index b2c7ee66f..000000000 --- a/Rules/traits/city-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["City"] ---- -# City -*Source: Gamemastery Guide p. 250* - -Settlements with this trait tend to be relatively large, with levels typically ranging from 5 to 7. - -- **Categories**: Settlement \ No newline at end of file diff --git a/Rules/traits/city-state-loil.md b/Rules/traits/city-state-loil.md deleted file mode 100644 index c4655ad7b..000000000 --- a/Rules/traits/city-state-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/settlement -aliases: ["City-state"] ---- -# City-state -*Source: Lost Omens: Impossible Lands p. 113* - - - -- **Categories**: Settlement \ No newline at end of file diff --git a/Rules/traits/class-som.md b/Rules/traits/class-som.md deleted file mode 100644 index ba02d2d8f..000000000 --- a/Rules/traits/class-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Class"] ---- -# Class -*Source: Secrets of Magic p. 193* - -Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. - -You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. - -It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/climbing-aaws.md b/Rules/traits/climbing-aaws.md deleted file mode 100644 index d465402f2..000000000 --- a/Rules/traits/climbing-aaws.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/aaws -- trait/category/weapon -aliases: ["Climbing"] ---- -# Climbing -*Source: Azarketi Ancestry Web Supplement p. 1* - -The hand holding this weapon is freely available to [Climb](../actions/climb.md). - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/clockwork-g-g.md b/Rules/traits/clockwork-g-g.md deleted file mode 100644 index 96cd2fd07..000000000 --- a/Rules/traits/clockwork-g-g.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Clockwork"] ---- -# Clockwork -*Source: Guns & Gears p. 231* - -Clockworks are intricate, complex constructs that can be programmed to perform specific functions. - -Intricate, complex machines that use clockwork to function. Not all require daily winding, but those that do have the wind-up ability in their stat blocks. \ No newline at end of file diff --git a/Rules/traits/cobbled-g-g.md b/Rules/traits/cobbled-g-g.md deleted file mode 100644 index b2cddb926..000000000 --- a/Rules/traits/cobbled-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Cobbled"] ---- -# Cobbled -*Source: Guns & Gears p. 231* - -This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC 5 flat check. If you fail this check, the weapon misfires. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/combination-g-g.md b/Rules/traits/combination-g-g.md deleted file mode 100644 index 95421ad27..000000000 --- a/Rules/traits/combination-g-g.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Combination"] ---- -# Combination -*Source: Guns & Gears p. 231* - -Combination is a new trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has both a firearm form or usage and a melee weapon form or usage. Table 4–3: Uncommon Combination Weapons lists the firearm statistics first, and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the firearm usage requires an [Interact](../actions/interact.md) action. However, if your last action was a successful melee [Strike](../actions/strike.md) against a foe using a combination weapon, you can make a firearm [Strike](../actions/strike.md) with the combination weapon against that foe without fully switching to the firearm usage, firing the firearm just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the firearm [Strike](../actions/strike.md). - -Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a [vorpal](../../Compendium/equipment/items/vorpal.md) axe musket only applies the [vorpal](../../Compendium/equipment/items/vorpal.md) property rune when you are using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a [bayonet](../../Compendium/equipment/items/bayonet-g-g.md) or [reinforced stock](../../Compendium/equipment/items/reinforced-stock-g-g.md), attached to them. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/common.md b/Rules/traits/common.md deleted file mode 100644 index 418697b67..000000000 --- a/Rules/traits/common.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/rarity -aliases: ["Common"] ---- -# Common -*Source: Core Rulebook p. 629* - -Anything that doesn't list another rarity trait ([uncommon](uncommon.md), [rare](rare.md), or [unique](unique.md)) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. - -A creature of this rarity is generally known and can be summoned with the appropriate summon spell. - -- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/composition.md b/Rules/traits/composition.md deleted file mode 100644 index 3e44bd961..000000000 --- a/Rules/traits/composition.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/spell -aliases: ["Composition"] ---- -# Composition -*Source: Core Rulebook p. 629* - -To cast a composition cantrip or focus spell, you usually use a type of [Performance](../../Compendium/skills.md#Performance). If the spell includes a verbal component, you must use an [auditory](auditory.md) performance, and if it includes a somatic component, you must use a [visual](visual.md) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately. - -- **Categories**: Spell \ No newline at end of file diff --git a/Rules/traits/concealable-g-g.md b/Rules/traits/concealable-g-g.md deleted file mode 100644 index afe75c918..000000000 --- a/Rules/traits/concealable-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Concealable"] ---- -# Concealable -*Source: Guns & Gears p. 231* - -This weapon is designed to be inconspicuous or easily [concealed](../conditions.md#Concealed). You gain a +2 circumstance bonus to [Stealth](../../Compendium/skills.md#Stealth) checks and DCs to hide or conceal a weapon with this trait. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/concussive-g-g.md b/Rules/traits/concussive-g-g.md deleted file mode 100644 index b1aab02e6..000000000 --- a/Rules/traits/concussive-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Concussive"] ---- -# Concussive -*Source: Guns & Gears p. 231* - -These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/conjuration.md b/Rules/traits/conjuration.md deleted file mode 100644 index f71ba8a40..000000000 --- a/Rules/traits/conjuration.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/conjuration -aliases: ["Conjuration"] ---- -# Conjuration -*Source: Core Rulebook p. 630* - -Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, [teleportation](teleportation.md), or moving things from place to place. - -Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands. - -Conjuration spells often have the [teleportation](teleportation.md) trait, and the creatures summoned by conjuration spells have the [summoned](summoned.md) trait. - -- **Categories**: School (Conjuration) \ No newline at end of file diff --git a/Rules/traits/conrasu-loag.md b/Rules/traits/conrasu-loag.md deleted file mode 100644 index e6fab8ced..000000000 --- a/Rules/traits/conrasu-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Conrasu"] ---- -# Conrasu -*Source: Lost Omens: Ancestry Guide p. 138* - -Conrasus craft and use these weapons. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/construct.md b/Rules/traits/construct.md deleted file mode 100644 index 7be83472c..000000000 --- a/Rules/traits/construct.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature-type -aliases: ["Construct"] ---- -# Construct -*Source: Core Rulebook p. 630* - -A construct is an artificial creature empowered by a force other than necromancy. Constructs are often [mindless](mindless.md); they are immune to disease, the [paralyzed](../conditions.md#Paralyzed) condition, and poison; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/contingency-som.md b/Rules/traits/contingency-som.md deleted file mode 100644 index 2dd8835e3..000000000 --- a/Rules/traits/contingency-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/spell -aliases: ["Contingency"] ---- -# Contingency -*Source: Secrets of Magic p. 252* - -Spells with this trait grant you an action during the spell's effects, typically a reaction with a special trigger. They typically have a long duration, such as 24 hours. You can have only one spell with the contingency trait, or one [contingency](../../Compendium/spells/contingency.md) spell, active at a time. If you cast another spell with the contingency trait or [contingency](../../Compendium/spells/contingency.md), the newer casting supersedes the older. - -- **Categories**: Spell \ No newline at end of file diff --git a/Rules/traits/contract-lol.md b/Rules/traits/contract-lol.md deleted file mode 100644 index bf7ecab32..000000000 --- a/Rules/traits/contract-lol.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lol -- trait/category/item -aliases: ["Contract"] ---- -# Contract -*Source: Lost Omens: Legends p. 126* - -A contract is a type of item that magically establishes an agreement between multiple parties and typically grants magical benefits. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/couatl-b2.md b/Rules/traits/couatl-b2.md deleted file mode 100644 index ff7ea0e30..000000000 --- a/Rules/traits/couatl-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Couatl"] ---- -# Couatl -*Source: Bestiary 2 p. 308* - -A family of supernatural feathered serpents who serve as guardians and messengers on the Material Plane for various good-aligned divinities. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/critical-fusion-g-g.md b/Rules/traits/critical-fusion-g-g.md deleted file mode 100644 index 78188f38d..000000000 --- a/Rules/traits/critical-fusion-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Critical Fusion"] ---- -# Critical Fusion -*Source: Guns & Gears p. 231* - -Critical fusion is a new trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the firearm is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect. First, you can discharge the firearm to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the firearm to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both options discharge the firearm, which typically means you have to reload it before firing it again. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/curse.md b/Rules/traits/curse.md deleted file mode 100644 index 6b7761ca5..000000000 --- a/Rules/traits/curse.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Curse"] ---- -# Curse -*Source: Core Rulebook p. 630* - -A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses. - -Afflictions with this trait are manifestations of potent ill will. A curse either lasts a specified amount of time or can be removed only by certain actions a character must perform or conditions they must meet. A curse with stages follows the rules for afflictions. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/cursebound-apg.md b/Rules/traits/cursebound-apg.md deleted file mode 100644 index e996387c8..000000000 --- a/Rules/traits/cursebound-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/spell -aliases: ["Cursebound"] ---- -# Cursebound -*Source: Advanced Player's Guide p. 267* - -Spells with this trait increase the severity of your oracular curse when cast. Usually only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse. - -- **Categories**: Spell \ No newline at end of file diff --git a/Rules/traits/cursed-gmg.md b/Rules/traits/cursed-gmg.md deleted file mode 100644 index 407cb3a68..000000000 --- a/Rules/traits/cursed-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Cursed"] ---- -# Cursed -*Source: Gamemastery Guide p. 251* - -An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/daemon-b1.md b/Rules/traits/daemon-b1.md deleted file mode 100644 index 239eba3b9..000000000 --- a/Rules/traits/daemon-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Daemon"] ---- -# Daemon -*Source: Bestiary p. 346* - -A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have [darkvision](../abilities/darkvision.md) and weakness to good damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/dero-b1.md b/Rules/traits/dero-b1.md deleted file mode 100644 index 24050cec9..000000000 --- a/Rules/traits/dero-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Dero"] ---- -# Dero -*Source: Bestiary p. 346* - -This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/deviant-da.md b/Rules/traits/deviant-da.md deleted file mode 100644 index 439246cb2..000000000 --- a/Rules/traits/deviant-da.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/class -- trait/category/feat -aliases: ["Deviant"] ---- -# Deviant -*Source: Dark Archive p. 218* - -This trait describes strange supernatural or paranormal abilities. - -> [!pf2-note] -> See Deviant Abilities for more information. - -- **Categories**: Feat, Class, Action & Ability \ No newline at end of file diff --git a/Rules/traits/devil.md b/Rules/traits/devil.md deleted file mode 100644 index c31b8dafa..000000000 --- a/Rules/traits/devil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Devil"] ---- -# Devil -*Source: Core Rulebook p. 630* - -A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater [darkvision](../abilities/darkvision.md), immunity to fire, and telepathy. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/dhampir-b1.md b/Rules/traits/dhampir-b1.md deleted file mode 100644 index e3f167036..000000000 --- a/Rules/traits/dhampir-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Dhampir"] ---- -# Dhampir -*Source: Bestiary p. 346* - -These humanoids are the immortal offspring of vampires and members of other ancestries. - -A creature with this trait has the dhampir versatile heritage. These humanoids are the immortal offspring of vampires and members of other ancestries. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/disarm.md b/Rules/traits/disarm.md deleted file mode 100644 index dffb81d67..000000000 --- a/Rules/traits/disarm.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Disarm"] ---- -# Disarm -*Source: Core Rulebook p. 282* - -You can use this weapon to [Disarm](../actions/disarm.md) with the [Athletics](../../Compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](../../Compendium/skills.md#Athletics) check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/divination.md b/Rules/traits/divination.md deleted file mode 100644 index f4efd3662..000000000 --- a/Rules/traits/divination.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/divination -aliases: ["Divination"] ---- -# Divination -*Source: Core Rulebook p. 631* - -The divination school of magic typically involves obtaining or transferring information, or predicting events. - -Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge. - -Divinations often have the detection trait if they find something, the [prediction](prediction.md) trait if they grant you insight about what might happen in the future, the [revelation](revelation.md) trait if they show things as they truly are, or the [scrying](scrying.md) trait if they let you perceive another location. - -- **Categories**: School (Divination) \ No newline at end of file diff --git a/Rules/traits/double-barrel-g-g.md b/Rules/traits/double-barrel-g-g.md deleted file mode 100644 index 85bb179b8..000000000 --- a/Rules/traits/double-barrel-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Double Barrel"] ---- -# Double Barrel -*Source: Guns & Gears p. 232* - -This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single [Strike](../actions/strike.md) to increase the weapon damage die by one step. If the weapon has the [fatal](fatal.md) trait, this increases the fatal die by one step. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/dream-b2.md b/Rules/traits/dream-b2.md deleted file mode 100644 index 832373867..000000000 --- a/Rules/traits/dream-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature-type -aliases: ["Dream"] ---- -# Dream -*Source: Bestiary 2 p. 308* - -Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/drug-gmg.md b/Rules/traits/drug-gmg.md deleted file mode 100644 index 8af4bf51f..000000000 --- a/Rules/traits/drug-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Drug"] ---- -# Drug -*Source: Gamemastery Guide p. 251* - -An item with this trait is a drug, a poison that conveys short-term benefits in addition to harmful side effects and long-term consequences. Each time a creature uses a given drug it must also attempt a saving throw against addiction to that drug. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/duergar.md b/Rules/traits/duergar.md deleted file mode 100644 index 739291c61..000000000 --- a/Rules/traits/duergar.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Duergar"] ---- -# Duergar -*Source: Core Rulebook p. 631* - -Subterranean kin of the dwarves, duergar typically have [darkvision](../abilities/darkvision.md) and immunity to poison. They are not easily fooled by illusions. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/duskwalker-apg.md b/Rules/traits/duskwalker-apg.md deleted file mode 100644 index 2de570a5a..000000000 --- a/Rules/traits/duskwalker-apg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Duskwalker"] ---- -# Duskwalker -*Source: Advanced Player's Guide p. 267* - -A creature with this trait has the duskwalker versatile heritage. Duskwalkers are planar scions infused with the supernatural energy of psychopomps. An ability with this trait can be used or selected only by duskwalkers. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/dwarf.md b/Rules/traits/dwarf.md deleted file mode 100644 index 692e47aa8..000000000 --- a/Rules/traits/dwarf.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Dwarf"] ---- -# Dwarf -*Source: Core Rulebook p. 631* - -A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have [darkvision](../abilities/darkvision.md). An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/earth.md b/Rules/traits/earth.md deleted file mode 100644 index 9fa935ebd..000000000 --- a/Rules/traits/earth.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/energy-element -- trait/category/planar -aliases: ["Earth"] ---- -# Earth -*Source: Core Rulebook p. 631* - -Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. - -These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and [air](air.md) magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. - -Effects with the earth trait either manipulate or conjure earth. - -- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/Rules/traits/eidolon-som.md b/Rules/traits/eidolon-som.md deleted file mode 100644 index b915babaa..000000000 --- a/Rules/traits/eidolon-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/creature-type -aliases: ["Eidolon"] ---- -# Eidolon -*Source: Secrets of Magic p. 57* - -A creature with this trait is an eidolon. An action or spell with this trait can be performed by an eidolon only. An item with this trait can be used or worn by an eidolon only, and an eidolon can't use items that don't have this trait. (An eidolon can have up to two items invested.) - -- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/elf.md b/Rules/traits/elf.md deleted file mode 100644 index cb75eae2b..000000000 --- a/Rules/traits/elf.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Elf"] ---- -# Elf -*Source: Core Rulebook p. 631* - -A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have [low-light vision](../abilities/low-light-vision.md). An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/emotion.md b/Rules/traits/emotion.md deleted file mode 100644 index a592ecc59..000000000 --- a/Rules/traits/emotion.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Emotion"] ---- -# Emotion -*Source: Core Rulebook p. 631* - -This effect alters a creature's emotions. Effects with this trait always have the [mental](mental.md) trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to [emotion](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/traits/emotion.md) effects. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/enchantment.md b/Rules/traits/enchantment.md deleted file mode 100644 index 072793f15..000000000 --- a/Rules/traits/enchantment.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/enchantment -aliases: ["Enchantment"] ---- -# Enchantment -*Source: Core Rulebook p. 631* - -Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects. - -Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the [mental](mental.md) trait, and many have the [emotion](emotion.md) trait or the [fear](fear.md) trait. - -- **Categories**: School (Enchantment) \ No newline at end of file diff --git a/Rules/traits/energy-loag.md b/Rules/traits/energy-loag.md deleted file mode 100644 index f2568f11e..000000000 --- a/Rules/traits/energy-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/energy-element -aliases: ["Energy"] ---- -# Energy -*Source: Lost Omens: Ancestry Guide p. 139* - -> [!pf2-note] -> No entries available. - -- **Categories**: Energy & Element \ No newline at end of file diff --git a/Rules/traits/erratic-gmg.md b/Rules/traits/erratic-gmg.md deleted file mode 100644 index b9c27cf85..000000000 --- a/Rules/traits/erratic-gmg.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/time -aliases: ["Erratic"] ---- -# Erratic -*Source: Gamemastery Guide p. 251* - -Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. - -> [!success-degree] -> - **Success** Time passed normally on the erratic time plane. -> - **Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane. -> - **Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. - -- **Categories**: Planar, Time \ No newline at end of file diff --git a/Rules/traits/esoterica-da.md b/Rules/traits/esoterica-da.md deleted file mode 100644 index 6fc06c35f..000000000 --- a/Rules/traits/esoterica-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/feat -aliases: ["Esoterica"] ---- -# Esoterica -*Source: Dark Archive p. 220* - -The esoterica trait is present in many thaumaturge feats and class features that incorporate the various talismans, supernatural trinkets, and other objects you carry with you. Abilities that have the esoterica trait require you to be in possession of your esoterica to use them. Normally, you're assumed to always have your esoterica with you, but in some rare circumstances, you might either not have them on hand or have your gear stripped from you. - -- **Categories**: Feat, Action & Ability \ No newline at end of file diff --git a/Rules/traits/evil.md b/Rules/traits/evil.md deleted file mode 100644 index 5ea2f2245..000000000 --- a/Rules/traits/evil.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/alignment -- trait/category/planar -aliases: ["Evil"] ---- -# Evil -*Source: Core Rulebook p. 631* - -Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. - -Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. An ability with this trait can be selected or used only by evil creatures. - -- **Categories**: Alignment, Planar \ No newline at end of file diff --git a/Rules/traits/evocation.md b/Rules/traits/evocation.md deleted file mode 100644 index f55cfc201..000000000 --- a/Rules/traits/evocation.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/evocation -aliases: ["Evocation"] ---- -# Evocation -*Source: Core Rulebook p. 634* - -Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces. - -Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as [acid](acid.md), [cold](cold.md), [fire](fire.md), [force](force.md), or [sonic](sonic.md). - -- **Categories**: School (Evocation) \ No newline at end of file diff --git a/Rules/traits/evolution-som.md b/Rules/traits/evolution-som.md deleted file mode 100644 index 683dde8df..000000000 --- a/Rules/traits/evolution-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/feat -aliases: ["Evolution"] ---- -# Evolution -*Source: Secrets of Magic p. 57* - -Feats with this trait affect your eidolon instead of you, typically by granting it additional physical capabilities. - -- **Categories**: Feat \ No newline at end of file diff --git a/Rules/traits/fatal-aim-g-g.md b/Rules/traits/fatal-aim-g-g.md deleted file mode 100644 index 1a02d20d2..000000000 --- a/Rules/traits/fatal-aim-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Fatal Aim"] ---- -# Fatal Aim -*Source: Guns & Gears p. 150* - -It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the [fatal](fatal.md) trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an [Interact](../actions/interact.md) action rather than [Releasing](../actions/release.md) or as part of reloading. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/fear.md b/Rules/traits/fear.md deleted file mode 100644 index 187eb9d7d..000000000 --- a/Rules/traits/fear.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Fear"] ---- -# Fear -*Source: Core Rulebook p. 631* - -Fear effects evoke the emotion of fear. Effects with this trait always have the [mental](mental.md) and [emotion](emotion.md) traits as well. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/fetchling-b2.md b/Rules/traits/fetchling-b2.md deleted file mode 100644 index 89f5fe77e..000000000 --- a/Rules/traits/fetchling-b2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Fetchling"] ---- -# Fetchling -*Source: Bestiary 2 p. 308* - -A creature with this trait is a member of the fetchling ancestry. Fetchlings were once human, but generations of life on the Shadow Plane have transformed them. - -A humanoid ancestry that fled to and has been shaped by the Shadow Plane. Typically refer to themselves as kayals. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/finisher-apg.md b/Rules/traits/finisher-apg.md deleted file mode 100644 index 59ce11204..000000000 --- a/Rules/traits/finisher-apg.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/combat -aliases: ["Finisher"] ---- -# Finisher -*Source: Advanced Player's Guide p. 267* - -Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use any actions that have the attack trait for the rest of your turn. - -Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance. - -- **Categories**: Combat \ No newline at end of file diff --git a/Rules/traits/finite-gmg.md b/Rules/traits/finite-gmg.md deleted file mode 100644 index 08a37f12c..000000000 --- a/Rules/traits/finite-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/scope -aliases: ["Finite"] ---- -# Finite -*Source: Gamemastery Guide p. 251* - -Planes with this trait consist of a limited amount of space. - -- **Categories**: Planar, Scope \ No newline at end of file diff --git a/Rules/traits/fire.md b/Rules/traits/fire.md deleted file mode 100644 index 6debab3c5..000000000 --- a/Rules/traits/fire.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/energy-element -- trait/category/planar -aliases: ["Fire"] ---- -# Fire -*Source: Core Rulebook p. 632* - -Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. - -Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. - -Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking `1d6` persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and [cold](cold.md) and [water](water.md) magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage. - -- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/Rules/traits/fleshwarp-loag.md b/Rules/traits/fleshwarp-loag.md deleted file mode 100644 index fa32b13a6..000000000 --- a/Rules/traits/fleshwarp-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Fleshwarp"] ---- -# Fleshwarp -*Source: Lost Omens: Ancestry Guide p. 141* - -A humanoid transformed so completely by outside forces that they are now a unique ancestry. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/flexible.md b/Rules/traits/flexible.md deleted file mode 100644 index 0641f4a09..000000000 --- a/Rules/traits/flexible.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/armor -aliases: ["Flexible"] ---- -# Flexible -*Source: Core Rulebook p. 275* - -The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics) checks. - -- **Categories**: Armor \ No newline at end of file diff --git a/Rules/traits/flowing-gmg.md b/Rules/traits/flowing-gmg.md deleted file mode 100644 index ac64b711f..000000000 --- a/Rules/traits/flowing-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/time -aliases: ["Flowing"] ---- -# Flowing -*Source: Gamemastery Guide p. 251* - -The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. - -- **Categories**: Planar, Time \ No newline at end of file diff --git a/Rules/traits/fortune.md b/Rules/traits/fortune.md deleted file mode 100644 index a155a2360..000000000 --- a/Rules/traits/fortune.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Fortune"] ---- -# Fortune -*Source: Core Rulebook p. 632* - -A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](misfortune.md) effect would apply to the same roll, the two cancel each other out, and you roll normally. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/free-hand.md b/Rules/traits/free-hand.md deleted file mode 100644 index 19e884a07..000000000 --- a/Rules/traits/free-hand.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Free-Hand"] ---- -# Free-Hand -*Source: Core Rulebook p. 282* - -This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be [Disarmed](../actions/disarm.md). You can use the hand covered by your free hand weapon to wield other items, perform [manipulate](manipulate.md) actions, and so on. You can't attack with a free hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it. - -This weapon doesn't take up your hand, usually because it's built into your armor. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/fulu-som.md b/Rules/traits/fulu-som.md deleted file mode 100644 index be6b4a35b..000000000 --- a/Rules/traits/fulu-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/item -aliases: ["Fulu"] ---- -# Fulu -*Source: Secrets of Magic p. 253* - -Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. - -All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. - -Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the [Affixing the Talisman](../actions/affix-a-talisman.md) action instead if the fulu is also a talisman. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/fungus-b1.md b/Rules/traits/fungus-b1.md deleted file mode 100644 index d7c746f3c..000000000 --- a/Rules/traits/fungus-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature-type -aliases: ["Fungus"] ---- -# Fungus -*Source: Bestiary p. 345* - -Fungal creatures have the fungus trait. They are distinct from normal fungi. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/gadget-g-g.md b/Rules/traits/gadget-g-g.md deleted file mode 100644 index 2d09e0d9e..000000000 --- a/Rules/traits/gadget-g-g.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Gadget"] ---- -# Gadget -*Source: Guns & Gears p. 233* - -Gadgets are consumable technological inventions with innovative uses. \ No newline at end of file diff --git a/Rules/traits/ganzi-loag.md b/Rules/traits/ganzi-loag.md deleted file mode 100644 index 5382fe588..000000000 --- a/Rules/traits/ganzi-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Ganzi"] ---- -# Ganzi -*Source: Lost Omens: Ancestry Guide p. 141* - -A planar scion descended from a chaotic being of the Maelstrom, such as a protean. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/gargantuan-b1.md b/Rules/traits/gargantuan-b1.md deleted file mode 100644 index a4406883a..000000000 --- a/Rules/traits/gargantuan-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Gargantuan"] ---- -# Gargantuan -*Source: Bestiary p. 345* - -This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach. - -- **Categories**: Size \ No newline at end of file diff --git a/Rules/traits/genie-b1.md b/Rules/traits/genie-b1.md deleted file mode 100644 index e75baacea..000000000 --- a/Rules/traits/genie-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Genie"] ---- -# Genie -*Source: Bestiary p. 346* - -The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/geniekin-loag.md b/Rules/traits/geniekin-loag.md deleted file mode 100644 index 651db4530..000000000 --- a/Rules/traits/geniekin-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Geniekin"] ---- -# Geniekin -*Source: Lost Omens: Ancestry Guide p. 138* - -Geniekin craft and use these weapons. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/ghoran-loil.md b/Rules/traits/ghoran-loil.md deleted file mode 100644 index 345feebd0..000000000 --- a/Rules/traits/ghoran-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Ghoran"] ---- -# Ghoran -*Source: Lost Omens: Impossible Lands p. 341* - -An intelligent plant ancestry that maintain long lives by rejuvenating themselves from seeds. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/ghost-b1.md b/Rules/traits/ghost-b1.md deleted file mode 100644 index 1bd062a47..000000000 --- a/Rules/traits/ghost-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Ghost"] ---- -# Ghost -*Source: Bestiary p. 346* - -Lost souls that haunt the world as incorporeal undead are called ghosts. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/ghoul-b1.md b/Rules/traits/ghoul-b1.md deleted file mode 100644 index a5ba30a44..000000000 --- a/Rules/traits/ghoul-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Ghoul"] ---- -# Ghoul -*Source: Bestiary p. 346* - -Ghouls are vile undead creatures that feast on flesh. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/gnoll-b1.md b/Rules/traits/gnoll-b1.md deleted file mode 100644 index abacbcd70..000000000 --- a/Rules/traits/gnoll-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Gnoll"] ---- -# Gnoll -*Source: Bestiary p. 346* - -Gnolls are humanoids that resemble hyenas. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/gnome.md b/Rules/traits/gnome.md deleted file mode 100644 index 6ac46da7b..000000000 --- a/Rules/traits/gnome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Gnome"] ---- -# Gnome -*Source: Core Rulebook p. 632* - -A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have [low-light vision](../abilities/low-light-vision.md). An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/goblin.md b/Rules/traits/goblin.md deleted file mode 100644 index 09aea02c6..000000000 --- a/Rules/traits/goblin.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Goblin"] ---- -# Goblin -*Source: Core Rulebook p. 632* - -A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have [darkvision](../abilities/darkvision.md). An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins. - -A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/golem-b1.md b/Rules/traits/golem-b1.md deleted file mode 100644 index 07f78f841..000000000 --- a/Rules/traits/golem-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Golem"] ---- -# Golem -*Source: Bestiary p. 346* - -Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/goloma-lome.md b/Rules/traits/goloma-lome.md deleted file mode 100644 index 29d683536..000000000 --- a/Rules/traits/goloma-lome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lome -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Goloma"] ---- -# Goloma -*Source: Lost Omens: The Mwangi Expanse p. 309* - -Insular humanoids that bear countless eyes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/grapple.md b/Rules/traits/grapple.md deleted file mode 100644 index 48795cd31..000000000 --- a/Rules/traits/grapple.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Grapple"] ---- -# Grapple -*Source: Core Rulebook p. 283* - -You can use this weapon to [Grapple](../actions/grapple.md) with the [Athletics](../../Compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](../../Compendium/skills.md#Athletics) check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/gremlin-b1.md b/Rules/traits/gremlin-b1.md deleted file mode 100644 index 9deefc1fc..000000000 --- a/Rules/traits/gremlin-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Gremlin"] ---- -# Gremlin -*Source: Bestiary p. 346* - -Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/grimoire-som.md b/Rules/traits/grimoire-som.md deleted file mode 100644 index 3602c2759..000000000 --- a/Rules/traits/grimoire-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/item -aliases: ["Grimoire"] ---- -# Grimoire -*Source: Secrets of Magic p. 162* - -Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/grippli-b2.md b/Rules/traits/grippli-b2.md deleted file mode 100644 index 2dbac47f6..000000000 --- a/Rules/traits/grippli-b2.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Grippli"] ---- -# Grippli -*Source: Bestiary 2 p. 309* - -Gripplis are a family of froglike humanoids. - -Grippli craft and use these weapons. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/gunslinger-g-g.md b/Rules/traits/gunslinger-g-g.md deleted file mode 100644 index ecdf35b3f..000000000 --- a/Rules/traits/gunslinger-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/class -aliases: ["Gunslinger"] ---- -# Gunslinger -*Source: Guns & Gears p. 108* - - - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/hampering-loag.md b/Rules/traits/hampering-loag.md deleted file mode 100644 index 02da65b16..000000000 --- a/Rules/traits/hampering-loag.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/weapon -aliases: ["Hampering"] ---- -# Hampering -*Source: Lost Omens: Ancestry Guide p. 139* - -A weapon with the hampering trait is designed to be shaken, cast outward, or whipped about to control space on the battlefield. You can use an Interact action to thrash the weapon in a square within the weapon's reach. That square becomes difficult terrain until you attack with the weapon, move, or would otherwise stop intentionally thrashing it. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/healing.md b/Rules/traits/healing.md deleted file mode 100644 index 35481a71c..000000000 --- a/Rules/traits/healing.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Healing"] ---- -# Healing -*Source: Core Rulebook p. 632* - -A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing [disease](disease.md) or other debilitating effects. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/hellknight-locg.md b/Rules/traits/hellknight-locg.md deleted file mode 100644 index cc590e8c4..000000000 --- a/Rules/traits/hellknight-locg.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -aliases: ["Hellknight"] ---- -# Hellknight -*Source: Lost Omens: Character Guide p. 133* - -The Hellknights are a collection of knightly orders focused on maintaining order and upholding the law. \ No newline at end of file diff --git a/Rules/traits/hex-apg.md b/Rules/traits/hex-apg.md deleted file mode 100644 index ea88cd048..000000000 --- a/Rules/traits/hex-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/combat -aliases: ["Hex"] ---- -# Hex -*Source: Advanced Player's Guide p. 101* - -A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost. - -- **Categories**: Combat \ No newline at end of file diff --git a/Rules/traits/high-gravity-gmg.md b/Rules/traits/high-gravity-gmg.md deleted file mode 100644 index e8ee57d50..000000000 --- a/Rules/traits/high-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["High Gravity"] ---- -# High Gravity -*Source: Gamemastery Guide p. 252* - -As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. - -- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/Rules/traits/hobgoblin-locg.md b/Rules/traits/hobgoblin-locg.md deleted file mode 100644 index 6a6eae269..000000000 --- a/Rules/traits/hobgoblin-locg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Hobgoblin"] ---- -# Hobgoblin -*Source: Lost Omens: Character Guide p. 133* - -Hobgoblins are a sturdy, clever people with a propensity for militaristic order. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/huge-b1.md b/Rules/traits/huge-b1.md deleted file mode 100644 index 4717b3202..000000000 --- a/Rules/traits/huge-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Huge"] ---- -# Huge -*Source: Bestiary p. 345* - -A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long. - -- **Categories**: Size \ No newline at end of file diff --git a/Rules/traits/ifrit-b2.md b/Rules/traits/ifrit-b2.md deleted file mode 100644 index 3d95469e8..000000000 --- a/Rules/traits/ifrit-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Ifrit"] ---- -# Ifrit -*Source: Bestiary 2 p. 308* - -Ifrits are planar scions descended from efreet. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/illusion.md b/Rules/traits/illusion.md deleted file mode 100644 index abb1bb1f4..000000000 --- a/Rules/traits/illusion.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/illusion -aliases: ["Illusion"] ---- -# Illusion -*Source: Core Rulebook p. 633* - -Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli. - -Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the [mental](mental.md) trait, and depending on how the illusion is perceived, they might also have the [auditory](auditory.md) or [visual](visual.md) trait. - -- **Categories**: School (Illusion) \ No newline at end of file diff --git a/Rules/traits/immeasurable-gmg.md b/Rules/traits/immeasurable-gmg.md deleted file mode 100644 index b60935761..000000000 --- a/Rules/traits/immeasurable-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/scope -aliases: ["Immeasurable"] ---- -# Immeasurable -*Source: Gamemastery Guide p. 252* - -Planes with this trait are immeasurably large, perhaps infinite. - -- **Categories**: Planar, Scope \ No newline at end of file diff --git a/Rules/traits/incarnate-som.md b/Rules/traits/incarnate-som.md deleted file mode 100644 index f926eeb52..000000000 --- a/Rules/traits/incarnate-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/spell -aliases: ["Incarnate"] ---- -# Incarnate -*Source: Secrets of Magic p. 132* - -A spell with the incarnate trait is similar in theme to spells that summon creatures, but it doesn't conjure a minion with the summoned trait. Instead, when summoned, the incarnate creature takes its Arrive action when you finish [Casting the Spell](../actions/cast-a-spell.md). At the end of your next turn, the incarnate creature can either Step, Stride, or take the action for another movement type it has (such as Climb or Burrow), and then takes its Depart action. The spell then ends. The names of specific Arrive and Depart actions are listed in italics after the word "Arrive" or "Depart" respectively, along with any traits. - -A creature summoned by an incarnate spell acts in your interests, directs its effects away from you and your allies as much as possible, and might listen to your requests, but ultimately makes its own decisions. If the spell indicates that the incarnate makes a decision, the GM determines what the incarnate would do. It might even become more inclined to do precisely as you wish over multiple summonings. - -The incarnate is not fully a creature. It can't take any other actions, nor can it be targeted or harmed by [Strikes](../actions/strike.md), spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). It has a size for the purposes of determining its placement for effects, but it doesn't block movement. If applicable, its effects use your spell DCs and spell attack roll modifier. - -- **Categories**: Spell \ No newline at end of file diff --git a/Rules/traits/incorporeal-b1.md b/Rules/traits/incorporeal-b1.md deleted file mode 100644 index 665fc673e..000000000 --- a/Rules/traits/incorporeal-b1.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Incorporeal"] ---- -# Incorporeal -*Source: Bestiary p. 346* - -An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is [slowed](../conditions.md#Slowed) 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. - -An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. - -Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from [Strikes](../actions/strike.md) with the ghost touch property rune), with double the resistance against non-magical damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/inevitable-b1.md b/Rules/traits/inevitable-b1.md deleted file mode 100644 index 641600dfb..000000000 --- a/Rules/traits/inevitable-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Inevitable"] ---- -# Inevitable -*Source: Bestiary p. 347* - -These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/injection-g-g.md b/Rules/traits/injection-g-g.md deleted file mode 100644 index 62fb2b194..000000000 --- a/Rules/traits/injection-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Injection"] ---- -# Injection -*Source: Guns & Gears p. 233* - -This weapon can be filled with an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded poison with a single [Interact](../actions/interact.md) action. Refilling the weapon with a new substance requires three [Interact](../actions/interact.md) actions and uses both hands. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/intelligent-gmg.md b/Rules/traits/intelligent-gmg.md deleted file mode 100644 index 95141a523..000000000 --- a/Rules/traits/intelligent-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/item -aliases: ["Intelligent"] ---- -# Intelligent -*Source: Gamemastery Guide p. 252* - -An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don't have. Intelligent items can't be crafted by normal means, and they are always rare or unique. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/inventor-g-g.md b/Rules/traits/inventor-g-g.md deleted file mode 100644 index 1755cd107..000000000 --- a/Rules/traits/inventor-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/class -aliases: ["Inventor"] ---- -# Inventor -*Source: Guns & Gears p. 16* - - - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/investigator-apg.md b/Rules/traits/investigator-apg.md deleted file mode 100644 index 976192059..000000000 --- a/Rules/traits/investigator-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Investigator"] ---- -# Investigator -*Source: Advanced Player's Guide p. 268* - -This indicates abilities from the investigator class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/kaiju-frp2.md b/Rules/traits/kaiju-frp2.md deleted file mode 100644 index 1a6bc3ae5..000000000 --- a/Rules/traits/kaiju-frp2.md +++ /dev/null @@ -1,12 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/frp2 -aliases: ["Kaiju"] ---- -# Kaiju -*Source: Fists of the Ruby Phoenix #2: Ready? Fight! p. 89* - -> [!pf2-note] -> No entries available. \ No newline at end of file diff --git a/Rules/traits/kashrishi-loil.md b/Rules/traits/kashrishi-loil.md deleted file mode 100644 index 6453671a8..000000000 --- a/Rules/traits/kashrishi-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Kashrishi"] ---- -# Kashrishi -*Source: Lost Omens: Impossible Lands p. 341* - -A stout ancestry bearing distinctive crystal horns and inherent psychic abilities. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/kickback-g-g.md b/Rules/traits/kickback-g-g.md deleted file mode 100644 index 344901481..000000000 --- a/Rules/traits/kickback-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Kickback"] ---- -# Kickback -*Source: Guns & Gears p. 234* - -A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/kitsune-loag.md b/Rules/traits/kitsune-loag.md deleted file mode 100644 index 4a616930a..000000000 --- a/Rules/traits/kitsune-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Kitsune"] ---- -# Kitsune -*Source: Lost Omens: Ancestry Guide p. 141* - -Shapeshifting humanoids whose true forms resemble foxes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/kobold-b1.md b/Rules/traits/kobold-b1.md deleted file mode 100644 index 6ee7ae5c9..000000000 --- a/Rules/traits/kobold-b1.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Kobold"] ---- -# Kobold -*Source: Bestiary p. 347* - -Kobolds are reptilian humanoids who are usually Small and typically have [darkvision](../abilities/darkvision.md). - -A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually [Small](small-b1.md) and typically have [darkvision](../abilities/darkvision.md). An ability with this trait can be used or selected only by kobolds. - -A small, reptilian [humanoid](humanoid.md) ancestry proud of their kinship to dragons. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/large-b1.md b/Rules/traits/large-b1.md deleted file mode 100644 index cbc530653..000000000 --- a/Rules/traits/large-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Large"] ---- -# Large -*Source: Bestiary p. 345* - -A Large creature takes up a 10-foot-by-10-foot space (4 squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long. - -- **Categories**: Size \ No newline at end of file diff --git a/Rules/traits/lawful-evil-b1.md b/Rules/traits/lawful-evil-b1.md deleted file mode 100644 index c31523cfb..000000000 --- a/Rules/traits/lawful-evil-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Lawful Evil"] ---- -# Lawful Evil -*Source: Bestiary p. 345* - -[Lawful](lawful.md) and [evil](evil.md) - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/lawful-goo-b1.md b/Rules/traits/lawful-goo-b1.md deleted file mode 100644 index 8b85671ec..000000000 --- a/Rules/traits/lawful-goo-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Lawful Goo"] ---- -# Lawful Goo -*Source: Bestiary p. 345* - -[Lawful](lawful.md) and [good](good.md) - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/lawful-neutral-b1.md b/Rules/traits/lawful-neutral-b1.md deleted file mode 100644 index 6f54663ef..000000000 --- a/Rules/traits/lawful-neutral-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Lawful Neutral"] ---- -# Lawful Neutral -*Source: Bestiary p. 345* - -[Lawful](lawful.md) and neutral - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/leshy-b1.md b/Rules/traits/leshy-b1.md deleted file mode 100644 index 5f0d56e8c..000000000 --- a/Rules/traits/leshy-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Leshy"] ---- -# Leshy -*Source: Bestiary p. 347* - -Leshys are small plant creatures, roughly humanoid in form. - -Leshies are living plants animated by [primal](primal.md) magic. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/light.md b/Rules/traits/light.md deleted file mode 100644 index b89dfd980..000000000 --- a/Rules/traits/light.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Light"] ---- -# Light -*Source: Core Rulebook p. 633* - -Light effects overcome non-magical darkness in the area, and can counteract magical [darkness](darkness.md). You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/lineage-apg.md b/Rules/traits/lineage-apg.md deleted file mode 100644 index ad787045b..000000000 --- a/Rules/traits/lineage-apg.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -aliases: ["Lineage"] ---- -# Lineage -*Source: Advanced Player's Guide p. 268* - -A feat with this trait indicates a character's descendance from a particular type of creature. You can have only one lineage feat. You can select a lineage feat only at 1st level, and you can't retrain into or out of these feats. \ No newline at end of file diff --git a/Rules/traits/lizardfolk-b1.md b/Rules/traits/lizardfolk-b1.md deleted file mode 100644 index 02ad056f6..000000000 --- a/Rules/traits/lizardfolk-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Lizardfolk"] ---- -# Lizardfolk -*Source: Bestiary p. 347* - -Lizardfolk are a family of reptilian humanoids. - -These reptilian humanoids, also known as iruxi, are extremely adaptable and patient. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/low-gravity-gmg.md b/Rules/traits/low-gravity-gmg.md deleted file mode 100644 index 8f0189085..000000000 --- a/Rules/traits/low-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Low Gravity"] ---- -# Low Gravity -*Source: Gamemastery Guide p. 252* - -As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. - -- **Categories**: Gravity, Planar \ No newline at end of file diff --git a/Rules/traits/magical.md b/Rules/traits/magical.md deleted file mode 100644 index 989b4265d..000000000 --- a/Rules/traits/magical.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/item -aliases: ["Magical"] ---- -# Magical -*Source: Core Rulebook p. 633* - -Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. - -Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the [arcane](arcane.md), [divine](divine.md), [occult](occult.md), or [primal](primal.md) trait instead of the magical trait. Any of these traits indicate that the item is magical. - -Something with the [magical](../../../..//TTRPGShare-Pathfinder-2E-Vault/rules/traits/magical.md) trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/magus-som.md b/Rules/traits/magus-som.md deleted file mode 100644 index a07ef7ad4..000000000 --- a/Rules/traits/magus-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Magus"] ---- -# Magus -*Source: Secrets of Magic p. 253* - -This indicates abilities from the magus class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/medium-b1.md b/Rules/traits/medium-b1.md deleted file mode 100644 index 731f893c5..000000000 --- a/Rules/traits/medium-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Medium"] ---- -# Medium -*Source: Bestiary p. 345* - -A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. - -- **Categories**: Size \ No newline at end of file diff --git a/Rules/traits/merfolk-b1.md b/Rules/traits/merfolk-b1.md deleted file mode 100644 index cc03f09c7..000000000 --- a/Rules/traits/merfolk-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Merfolk"] ---- -# Merfolk -*Source: Bestiary p. 347* - -These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/metamagic.md b/Rules/traits/metamagic.md deleted file mode 100644 index 816b12b90..000000000 --- a/Rules/traits/metamagic.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/general -aliases: ["Metamagic"] ---- -# Metamagic -*Source: Core Rulebook p. 634* - -Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before [Casting the Spell](../actions/cast-a-spell.md) you want to alter. If you use any action (including free actions and reactions) other than [Cast a Spell](../actions/cast-a-spell.md) directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself. - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/metamorphic-gmg.md b/Rules/traits/metamorphic-gmg.md deleted file mode 100644 index 639c86491..000000000 --- a/Rules/traits/metamorphic-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/morphic -aliases: ["Metamorphic"] ---- -# Metamorphic -*Source: Gamemastery Guide p. 253* - -On planes with this trait, the plane's physical nature can be changed by things other than physical force or magic. - -- **Categories**: Gravity, Morphic \ No newline at end of file diff --git a/Rules/traits/metropolis-gmg.md b/Rules/traits/metropolis-gmg.md deleted file mode 100644 index 846b42eb7..000000000 --- a/Rules/traits/metropolis-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["Metropolis"] ---- -# Metropolis -*Source: Gamemastery Guide p. 253* - -Settlements with this trait are the largest of cities, often with a level of 8 or higher. - -- **Categories**: Settlement \ No newline at end of file diff --git a/Rules/traits/microgravity-gmg.md b/Rules/traits/microgravity-gmg.md deleted file mode 100644 index ee40b6b2a..000000000 --- a/Rules/traits/microgravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Microgravity"] ---- -# Microgravity -*Source: Gamemastery Guide p. 253* - -There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. - -- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/Rules/traits/militaristic-locg.md b/Rules/traits/militaristic-locg.md deleted file mode 100644 index 38b03c473..000000000 --- a/Rules/traits/militaristic-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Militaristic"] ---- -# Militaristic -*Source: Lost Omens: Character Guide p. 133* - -Militaristic entities have a command structure and an emphasis on armed combat in organized groups; militaristic organizations are often armies or law enforcement agencies. - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/mindshift-da.md b/Rules/traits/mindshift-da.md deleted file mode 100644 index 8c6a12e60..000000000 --- a/Rules/traits/mindshift-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/combat -aliases: ["Mindshift"] ---- -# Mindshift -*Source: Dark Archive p. 13* - -An action with this trait can always be altered to use the raw power of your mind. When you take this action, you can choose to replace any damage it deals with mental damage, give it the mental trait, and replace any save it requires with a Will save. The action loses any traits matching damage types it no longer deals. - -- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/Rules/traits/minion.md b/Rules/traits/minion.md deleted file mode 100644 index 206543960..000000000 --- a/Rules/traits/minion.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Minion"] ---- -# Minion -*Source: Core Rulebook p. 634* - -Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you [Command an Animal](../actions/command-an-animal.md); for a minion that's a spell or magic item effect, like a summoned minion, you [Sustain a Spell](../actions/sustain-a-spell.md) or [Sustain an Activation](../actions/sustain-an-activation.md); if not otherwise specified, you issue a verbal command as a single action with the [auditory](auditory.md) and [concentrate](concentrate.md) traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, [mindless](mindless.md) minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/misfortune.md b/Rules/traits/misfortune.md deleted file mode 100644 index c60c6764e..000000000 --- a/Rules/traits/misfortune.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Misfortune"] ---- -# Misfortune -*Source: Core Rulebook p. 634* - -A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a [fortune](fortune.md) effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/modification-g-g.md b/Rules/traits/modification-g-g.md deleted file mode 100644 index 98571c8df..000000000 --- a/Rules/traits/modification-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/feat -aliases: ["Modification"] ---- -# Modification -*Source: Guns & Gears p. 234* - -A feat with this trait alters the construction of your innovation. If you have the reconfigure|inventor|g&g|3 class feature, you can retrain such a feat more easily. - -- **Categories**: Feat \ No newline at end of file diff --git a/Rules/traits/modular-logm.md b/Rules/traits/modular-logm.md deleted file mode 100644 index 2020b45a2..000000000 --- a/Rules/traits/modular-logm.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/logm -- trait/category/item -- trait/category/weapon -aliases: ["Modular"] ---- -# Modular -*Source: Lost Omens: Gods & Magic p. 120* - -The weapon has multiple configurations that you can switch between using an [Interact](../actions/interact.md) action. This typically changes the type of damage the weapon deals (listed in the trait, such as "modular B, P, or S"). However, it can also change the weapon's traits. For example, a [switchscythe's](../../Compendium/equipment/items/switchscythe-lotgb.md) "modular (P and [grapple](grapple.md), or S and [sweep](sweep.md))" means that the [switchscythe](../../Compendium/equipment/items/switchscythe-lotgb.md) can either deal piercing damage and gain the [grapple](grapple.md) trait, or it can deal slashing damage and gain the [sweep](sweep.md) trait. \ No newline at end of file diff --git a/Rules/traits/monk.md b/Rules/traits/monk.md deleted file mode 100644 index 78aee4054..000000000 --- a/Rules/traits/monk.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/class -aliases: ["Monk"] ---- -# Monk -*Source: Core Rulebook p. 634* - -This indicates abilities from the monk class. - -Abilities with this trait are from the monk class. Weapons with this trait are primarily used by monks. CR. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/morlock-b2.md b/Rules/traits/morlock-b2.md deleted file mode 100644 index 01380c6f1..000000000 --- a/Rules/traits/morlock-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Morlock"] ---- -# Morlock -*Source: Bestiary 2 p. 308* - -Morlocks are a family of pale, underground-dwelling humanoids who, generations ago, were regular humans. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/morph.md b/Rules/traits/morph.md deleted file mode 100644 index 2fada6677..000000000 --- a/Rules/traits/morph.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Morph"] ---- -# Morph -*Source: Core Rulebook p. 634* - -Effects that slightly alter a creature's form have the morph trait. Any [Strikes](../actions/strike.md) specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two [polymorph](polymorph.md) effects, described in that trait). - -Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/mounted-g-g.md b/Rules/traits/mounted-g-g.md deleted file mode 100644 index 8579e627a..000000000 --- a/Rules/traits/mounted-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Mounted"] ---- -# Mounted -*Source: Guns & Gears p. 234* - -Mounted siege weapons take up a certain size and space, and typically have statistics to allow them to be attacked. They're used for large-scale warfare. 72. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/mummy-b1.md b/Rules/traits/mummy-b1.md deleted file mode 100644 index bdba3d618..000000000 --- a/Rules/traits/mummy-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Mummy"] ---- -# Mummy -*Source: Bestiary p. 347* - -A mummy is an undead creature created from a preserved corpse. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/mutant-b1.md b/Rules/traits/mutant-b1.md deleted file mode 100644 index 2b1288eb3..000000000 --- a/Rules/traits/mutant-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Mutant"] ---- -# Mutant -*Source: Bestiary p. 347* - -The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/nagaji-loil.md b/Rules/traits/nagaji-loil.md deleted file mode 100644 index 44efc4ff8..000000000 --- a/Rules/traits/nagaji-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Nagaji"] ---- -# Nagaji -*Source: Lost Omens: Impossible Lands p. 347* - -A traditionalist ancestry with reptilian features and serpentine heads. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/necromancy.md b/Rules/traits/necromancy.md deleted file mode 100644 index 906130a74..000000000 --- a/Rules/traits/necromancy.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/necromancy -aliases: ["Necromancy"] ---- -# Necromancy -*Source: Core Rulebook p. 634* - -Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death. - -Necromancy spells harness the power of life and death. - -They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the [curse](curse.md), [death](death.md), [healing](healing.md), [negative](negative.md), or [positive](positive.md) traits. - -- **Categories**: School (Necromancy) \ No newline at end of file diff --git a/Rules/traits/negative.md b/Rules/traits/negative.md deleted file mode 100644 index 8f0941c60..000000000 --- a/Rules/traits/negative.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/energy-element -aliases: ["Negative"] ---- -# Negative -*Source: Core Rulebook p. 630* - -Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane. - -Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the [death](death.md) trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith. Negative magic is enhanced, and [positive](positive.md) magic is impeded. - -Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. - -- **Categories**: Energy & Element \ No newline at end of file diff --git a/Rules/traits/neutral-b1.md b/Rules/traits/neutral-b1.md deleted file mode 100644 index 5b408c349..000000000 --- a/Rules/traits/neutral-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Neutral"] ---- -# Neutral -*Source: Bestiary p. 345* - -Neutral - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/neutral-evil-b1.md b/Rules/traits/neutral-evil-b1.md deleted file mode 100644 index 30996d5f7..000000000 --- a/Rules/traits/neutral-evil-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Neutral Evil"] ---- -# Neutral Evil -*Source: Bestiary p. 345* - -Neutral and [evil](evil.md) - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/neutral-good-b1.md b/Rules/traits/neutral-good-b1.md deleted file mode 100644 index 2cdf17901..000000000 --- a/Rules/traits/neutral-good-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/_alignabv -- trait/category/alignment -aliases: ["Neutral Good"] ---- -# Neutral Good -*Source: Bestiary p. 345* - -Neutral and [good](good.md) - -- **Categories**: Alignment, _alignAbv \ No newline at end of file diff --git a/Rules/traits/noisy.md b/Rules/traits/noisy.md deleted file mode 100644 index 5f8a489ab..000000000 --- a/Rules/traits/noisy.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/armor -aliases: ["Noisy"] ---- -# Noisy -*Source: Core Rulebook p. 275* - -This armor is loud and likely to alert others to your presence. The armor's check penalty applies to [Stealth](../../Compendium/skills.md#Stealth) checks even if you meet the required Strength score. - -- **Categories**: Armor \ No newline at end of file diff --git a/Rules/traits/nymph-b1.md b/Rules/traits/nymph-b1.md deleted file mode 100644 index 1f415dcb7..000000000 --- a/Rules/traits/nymph-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Nymph"] ---- -# Nymph -*Source: Bestiary p. 347* - -This family of beautiful fey creatures has strong ties to natural locations. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/olfactory-b1.md b/Rules/traits/olfactory-b1.md deleted file mode 100644 index 86564d934..000000000 --- a/Rules/traits/olfactory-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/effect -aliases: ["Olfactory"] ---- -# Olfactory -*Source: Bestiary p. 168* - -An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/oni-b2.md b/Rules/traits/oni-b2.md deleted file mode 100644 index 0c7c7c1f5..000000000 --- a/Rules/traits/oni-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Oni"] ---- -# Oni -*Source: Bestiary 2 p. 309* - -Oni are a family of fiends who dwell on the Material Plane and take monstrous forms based on humanoid shapes. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/oracle-apg.md b/Rules/traits/oracle-apg.md deleted file mode 100644 index 31c1a322e..000000000 --- a/Rules/traits/oracle-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Oracle"] ---- -# Oracle -*Source: Advanced Player's Guide p. 269* - -This trait indicates abilities from the oracle class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/orc.md b/Rules/traits/orc.md deleted file mode 100644 index 289262592..000000000 --- a/Rules/traits/orc.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Orc"] ---- -# Orc -*Source: Core Rulebook p. 634* - -A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have [darkvision](../abilities/darkvision.md). An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/oread-b2.md b/Rules/traits/oread-b2.md deleted file mode 100644 index faa52bf44..000000000 --- a/Rules/traits/oread-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Oread"] ---- -# Oread -*Source: Bestiary 2 p. 309* - -Oreads are planar scions descended from shaitans. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/pervasive-magic-som.md b/Rules/traits/pervasive-magic-som.md deleted file mode 100644 index 1e0bf7762..000000000 --- a/Rules/traits/pervasive-magic-som.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/general -aliases: ["Pervasive Magic"] ---- -# Pervasive Magic -*Source: Secrets of Magic p. 218* - -> [!pf2-note] -> For more information read the pervasive magic variant rule. - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/petitioner-b2.md b/Rules/traits/petitioner-b2.md deleted file mode 100644 index eef158e5a..000000000 --- a/Rules/traits/petitioner-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature-type -aliases: ["Petitioner"] ---- -# Petitioner -*Source: Bestiary 2 p. 309* - -Petitioners are mortal souls who have been judged and then transformed into creatures native to other planes. Petitioners can survive the basic environmental effects of their home plane. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/phantom-som.md b/Rules/traits/phantom-som.md deleted file mode 100644 index 6dd208148..000000000 --- a/Rules/traits/phantom-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/creature -aliases: ["Phantom"] ---- -# Phantom -*Source: Secrets of Magic p. 254* - -A phantom is a soul that has diverged from the River of Souls on the Ethereal Plane before being judged. They typically retain memories of their life before death, but are not undead. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/polymorph.md b/Rules/traits/polymorph.md deleted file mode 100644 index f4b443114..000000000 --- a/Rules/traits/polymorph.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/effect -aliases: ["Polymorph"] ---- -# Polymorph -*Source: Core Rulebook p. 635* - -These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any [Strikes](../actions/strike.md) specifically granted by a polymorph effect are [magical](magical.md). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a General creature of a general type or ancestry. - -If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](manipulate.md) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. - -- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/poppet-lotgb.md b/Rules/traits/poppet-lotgb.md deleted file mode 100644 index 9fda1d550..000000000 --- a/Rules/traits/poppet-lotgb.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lotgb -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Poppet"] ---- -# Poppet -*Source: Lost Omens: The Grand Bazaar p. 134* - -Small constructs originally designed to serve as companions or servants. They occasionally gain a greater spark of life, transforming them into independent, sapient creatures. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/portable-g-g.md b/Rules/traits/portable-g-g.md deleted file mode 100644 index 2560ad812..000000000 --- a/Rules/traits/portable-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Portable"] ---- -# Portable -*Source: Guns & Gears p. 235* - -Portable siege weapons, such as battering rams, can be more easily carried and have a role in both warfare and smaller conflicts or exploration. 73. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/positive.md b/Rules/traits/positive.md deleted file mode 100644 index e63673d70..000000000 --- a/Rules/traits/positive.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/energy-element -aliases: ["Positive"] ---- -# Positive -*Source: Core Rulebook p. 635* - -Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. - -These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and [negative](negative.md) magic is impeded. - -- **Categories**: Energy & Element \ No newline at end of file diff --git a/Rules/traits/protean-b1.md b/Rules/traits/protean-b1.md deleted file mode 100644 index 11dc1ebab..000000000 --- a/Rules/traits/protean-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Protean"] ---- -# Protean -*Source: Bestiary p. 347* - -A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have [darkvision](../abilities/darkvision.md), an amorphous anatomy, and a weakness to lawful damage. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/psyche-da.md b/Rules/traits/psyche-da.md deleted file mode 100644 index 24c1a297a..000000000 --- a/Rules/traits/psyche-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/action-ability -- trait/category/combat -aliases: ["Psyche"] ---- -# Psyche -*Source: Dark Archive p. 13* - -Your psyche must be unleashed to use abilities that have the psyche trait, and they end automatically when your unleashed psyche subsides. - -- **Categories**: Action & Ability, Combat \ No newline at end of file diff --git a/Rules/traits/psychic-da.md b/Rules/traits/psychic-da.md deleted file mode 100644 index b323ef6b4..000000000 --- a/Rules/traits/psychic-da.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/class -aliases: ["Psychic"] ---- -# Psychic -*Source: Dark Archive p. 221* - -This indicates abilities from the psychic class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/psychopomp-b1.md b/Rules/traits/psychopomp-b1.md deleted file mode 100644 index e8b18edd1..000000000 --- a/Rules/traits/psychopomp-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Psychopomp"] ---- -# Psychopomp -*Source: Bestiary p. 347* - -A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have [darkvision](../abilities/darkvision.md), lifesense, and spirit touch, and they are immune to death effects. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/qlippoth-b2.md b/Rules/traits/qlippoth-b2.md deleted file mode 100644 index 00b5452dd..000000000 --- a/Rules/traits/qlippoth-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Qlippoth"] ---- -# Qlippoth -*Source: Bestiary 2 p. 309* - -A family of fiends hailing from the Abyss, most qlippoth are chaotic evil. Their appearance affects the minds of non-qlippoth that view them. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/rakshasa-b1.md b/Rules/traits/rakshasa-b1.md deleted file mode 100644 index 52d0469f0..000000000 --- a/Rules/traits/rakshasa-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Rakshasa"] ---- -# Rakshasa -*Source: Bestiary p. 347* - -Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/ranged-trip-b1.md b/Rules/traits/ranged-trip-b1.md deleted file mode 100644 index f19f2ec69..000000000 --- a/Rules/traits/ranged-trip-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/weapon -aliases: ["Ranged Trip"] ---- -# Ranged Trip -*Source: Bestiary p. 85* - -The weapon can be used to [Trip](../actions/trip.md) with the [Athletics](../../Compendium/skills.md#Athletics) skill at a distance up to the weapon's first range increment. The skill check is attempted with a –2 circumstance penalty. You can add the weapon's item bonus to attack rolls as a bonus to the check. As with using a melee weapon to [Trip](../actions/trip.md), a ranged trip weapon doesn't deal any damage when used to [Trip](../actions/trip.md). This trait usually appears only on a [thrown](thrown.md) weapon. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/rare.md b/Rules/traits/rare.md deleted file mode 100644 index 8ccdeeeff..000000000 --- a/Rules/traits/rare.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/rarity -aliases: ["Rare"] ---- -# Rare -*Source: Core Rulebook p. 635* - -This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. - -Creatures with this trait are rare. They typically can't be summoned. The DC of [Recall Knowledge](../actions/recall-knowledge.md) checks related to these creatures is increased by 5. - -- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/ratfolk-b1.md b/Rules/traits/ratfolk-b1.md deleted file mode 100644 index 7b84c1385..000000000 --- a/Rules/traits/ratfolk-b1.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Ratfolk"] ---- -# Ratfolk -*Source: Bestiary p. 347* - -Ratfolk are humanoids who resemble rats. - -A creature with this trait is a member of the ratfolk ancestry. Ratfolk are humanoids who resemble rats. An ability with this trait can be used or selected only by ratfolk. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/reckless-gmg.md b/Rules/traits/reckless-gmg.md deleted file mode 100644 index 33a115252..000000000 --- a/Rules/traits/reckless-gmg.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/action-ability -aliases: ["Reckless"] ---- -# Reckless -*Source: Gamemastery Guide p. 254* - -Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. - -> [!success-degree] -> - **Success** The action occurs as described. -> - **Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/Rules/traits/reflection-da.md b/Rules/traits/reflection-da.md deleted file mode 100644 index 8f3ee77c3..000000000 --- a/Rules/traits/reflection-da.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Reflection"] ---- -# Reflection -*Source: Dark Archive p. 221* - -A creature with this trait has the reflection versatile heritage. Reflections are beings who are copies of living people, whether through cloning, planar duplication, or another mechanism. An ability with this trait can be used or selected only by reflections. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/repeating-g-g.md b/Rules/traits/repeating-g-g.md deleted file mode 100644 index e84698ed6..000000000 --- a/Rules/traits/repeating-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Repeating"] ---- -# Repeating -*Source: Guns & Gears p. 62* - -These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition loads automatically each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/resonant-loag.md b/Rules/traits/resonant-loag.md deleted file mode 100644 index ce072226f..000000000 --- a/Rules/traits/resonant-loag.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/weapon -aliases: ["Resonant"] ---- -# Resonant -*Source: Lost Omens: Ancestry Guide p. 139* - -This weapon can channel energy damage. You gain the [Conduct Energy](../actions/conduct-energy-loag.md) free action while wielding a resonant weapon. - -![Conduct Energy](../actions/conduct-energy-loag.md) - - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/revolutionary-locg.md b/Rules/traits/revolutionary-locg.md deleted file mode 100644 index 39b81b912..000000000 --- a/Rules/traits/revolutionary-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Revolutionary"] ---- -# Revolutionary -*Source: Lost Omens: Character Guide p. 134* - -Revolutionary entities use armed conflict to oppose authority. A revolutionary organization often has a loose structure of agents with loyalty to charismatic individuals. - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/saggorak-aoa4.md b/Rules/traits/saggorak-aoa4.md deleted file mode 100644 index a5044a266..000000000 --- a/Rules/traits/saggorak-aoa4.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/aoa4 -aliases: ["Saggorak"] ---- -# Saggorak -*Source: Age of Ashes #4: Fires of the Haunted City p. 73* - -Ancient dwarven blacksmiths in Saggorak designed a series of spectacularly powerful runes. Only someone with legendary proficiency in [Crafting](../../Compendium/skills.md#Crafting), or a well-versed dwarven crafter from the city of Kovlar, can apply, transfer, or remove a rune with the Saggorak trait. - -Because of their considerable power, all Saggorak runes take up two property rune slots, and consequently they can be applied only to armor and weapons with at least a +2 potency rune. \ No newline at end of file diff --git a/Rules/traits/scatter-g-g.md b/Rules/traits/scatter-g-g.md deleted file mode 100644 index fe6e626df..000000000 --- a/Rules/traits/scatter-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/weapon -aliases: ["Scatter"] ---- -# Scatter -*Source: Guns & Gears p. 235* - -This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/sea-devil-b1.md b/Rules/traits/sea-devil-b1.md deleted file mode 100644 index 7a74d1ebe..000000000 --- a/Rules/traits/sea-devil-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Sea Devil"] ---- -# Sea Devil -*Source: Bestiary p. 347* - -Evil ocean-dwelling humanoids, sea devils usually have [darkvision](../abilities/darkvision.md) and wavesense. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/sentient-gmg.md b/Rules/traits/sentient-gmg.md deleted file mode 100644 index 0353a4bf5..000000000 --- a/Rules/traits/sentient-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/morphic -- trait/category/planar -aliases: ["Sentient"] ---- -# Sentient -*Source: Gamemastery Guide p. 254* - -Planes with this trait can change their physical nature according to the plane's own whim. - -- **Categories**: Planar, Morphic \ No newline at end of file diff --git a/Rules/traits/serpentfolk-b2.md b/Rules/traits/serpentfolk-b2.md deleted file mode 100644 index 6fcf3f5bb..000000000 --- a/Rules/traits/serpentfolk-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Serpentfolk"] ---- -# Serpentfolk -*Source: Bestiary 2 p. 309* - -Serpentfolk are a family of serpentine humanoids. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/shadow.md b/Rules/traits/shadow.md deleted file mode 100644 index fd8455d9a..000000000 --- a/Rules/traits/shadow.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/general -aliases: ["Shadow"] ---- -# Shadow -*Source: Core Rulebook p. 636* - -This magic involves shadows or the energy of the Shadow Plane. - -Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane. - -Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and [light](light.md) magic is impeded. - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/shisk-lome.md b/Rules/traits/shisk-lome.md deleted file mode 100644 index f44a46e02..000000000 --- a/Rules/traits/shisk-lome.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lome -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Shisk"] ---- -# Shisk -*Source: Lost Omens: The Mwangi Expanse p. 310* - -Secretive humanoids covered in bony plumage that reside underground. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/shoony-ec3.md b/Rules/traits/shoony-ec3.md deleted file mode 100644 index 5c254c5b9..000000000 --- a/Rules/traits/shoony-ec3.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/ec3 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Shoony"] ---- -# Shoony -*Source: Extinction Curse #3: Life's Long Shadows p. 82* - -Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces and bulging eyes. - -- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/shove.md b/Rules/traits/shove.md deleted file mode 100644 index a41e94d78..000000000 --- a/Rules/traits/shove.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Shove"] ---- -# Shove -*Source: Core Rulebook p. 283* - -You can use this weapon to [Shove](../actions/shove.md) with the [Athletics](../../Compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](../../Compendium/skills.md#Athletics) check. If you critically fail a check to [Shove](../actions/shove.md) using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/skeleton-b1.md b/Rules/traits/skeleton-b1.md deleted file mode 100644 index 6f0697c41..000000000 --- a/Rules/traits/skeleton-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Skeleton"] ---- -# Skeleton -*Source: Bestiary p. 347* - -This undead is made by animating a dead creature's skeleton with negative energy. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/skulk-b2.md b/Rules/traits/skulk-b2.md deleted file mode 100644 index 6af3490a3..000000000 --- a/Rules/traits/skulk-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Skulk"] ---- -# Skulk -*Source: Bestiary 2 p. 309* - -Skulks are a family of humanoids whose skin can shift coloration to aid in stealth. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/small-b1.md b/Rules/traits/small-b1.md deleted file mode 100644 index b81420fe6..000000000 --- a/Rules/traits/small-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Small"] ---- -# Small -*Source: Bestiary p. 345* - -A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet. - -- **Categories**: Size \ No newline at end of file diff --git a/Rules/traits/soulbound-b1.md b/Rules/traits/soulbound-b1.md deleted file mode 100644 index 737c2e8d7..000000000 --- a/Rules/traits/soulbound-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Soulbound"] ---- -# Soulbound -*Source: Bestiary p. 347* - -These constructs are mentally augmented by a fragment of a once-living creature's soul. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/spellheart-som.md b/Rules/traits/spellheart-som.md deleted file mode 100644 index f33773e0f..000000000 --- a/Rules/traits/spellheart-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/equipment -aliases: ["Spellheart"] ---- -# Spellheart -*Source: Secrets of Magic p. 170* - -Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to [Affixing the Talisman](../actions/affix-a-talisman.md). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. [Crafting](../actions/craft.md) a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires [air walk](../../Compendium/spells/air-walk.md), gale blast, and [wall of wind](../../Compendium/spells/wall-of-wind.md). - -- **Categories**: Equipment \ No newline at end of file diff --git a/Rules/traits/spellshot-g-g.md b/Rules/traits/spellshot-g-g.md deleted file mode 100644 index e6f70d967..000000000 --- a/Rules/traits/spellshot-g-g.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -- trait/category/class -aliases: ["Spellshot"] ---- -# Spellshot -*Source: Guns & Gears p. 140* - - - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/spriggan-b2.md b/Rules/traits/spriggan-b2.md deleted file mode 100644 index b746157c4..000000000 --- a/Rules/traits/spriggan-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Spriggan"] ---- -# Spriggan -*Source: Bestiary 2 p. 310* - -Kin to gnomes, spriggans tend to be evil and can grow in size to resemble giants. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/sprite-b1.md b/Rules/traits/sprite-b1.md deleted file mode 100644 index 98f680f8d..000000000 --- a/Rules/traits/sprite-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Sprite"] ---- -# Sprite -*Source: Bestiary p. 347* - -A family of diminutive winged fey with a strong connection to primal magic. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/static-gmg.md b/Rules/traits/static-gmg.md deleted file mode 100644 index 060e77456..000000000 --- a/Rules/traits/static-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -aliases: ["Static"] ---- -# Static -*Source: Gamemastery Guide p. 254* - -The physical nature of a plane with this trait can't be changed in any way. - -- **Categories**: Planar \ No newline at end of file diff --git a/Rules/traits/steam-g-g.md b/Rules/traits/steam-g-g.md deleted file mode 100644 index 54248b154..000000000 --- a/Rules/traits/steam-g-g.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Steam"] ---- -# Steam -*Source: Guns & Gears p. 236* - -Items with this trait are powered by engines that boil water to produce steam and move their components. \ No newline at end of file diff --git a/Rules/traits/strange-gravity-gmg.md b/Rules/traits/strange-gravity-gmg.md deleted file mode 100644 index 668427f47..000000000 --- a/Rules/traits/strange-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Strange Gravity"] ---- -# Strange Gravity -*Source: Gamemastery Guide p. 254* - -All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. - -- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/Rules/traits/strix-loag.md b/Rules/traits/strix-loag.md deleted file mode 100644 index 5f31ac2f6..000000000 --- a/Rules/traits/strix-loag.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loag -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Strix"] ---- -# Strix -*Source: Lost Omens: Ancestry Guide p. 142* - -Winged humanoids, most of whom live in and around Cheliax. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/subjective-gravity-gmg.md b/Rules/traits/subjective-gravity-gmg.md deleted file mode 100644 index 6ac1a0cdc..000000000 --- a/Rules/traits/subjective-gravity-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/gravity -- trait/category/planar -aliases: ["Subjective Gravity"] ---- -# Subjective Gravity -*Source: Gamemastery Guide p. 254* - -All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and [mindless](mindless.md) creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining "down" near their feet. Designating this downward direction is a free action that has the [concentrate](concentrate.md) trait. If suspended in midair, a creature can replicate flight by choosing a "down" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the [Fly](../actions/fly.md) action. - -- **Categories**: Planar, Gravity \ No newline at end of file diff --git a/Rules/traits/suli-b2.md b/Rules/traits/suli-b2.md deleted file mode 100644 index 63298f1ef..000000000 --- a/Rules/traits/suli-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Suli"] ---- -# Suli -*Source: Bestiary 2 p. 310* - -Sulis are planar scions descended from jann. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/summoned.md b/Rules/traits/summoned.md deleted file mode 100644 index 43d5e9878..000000000 --- a/Rules/traits/summoned.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/creature -aliases: ["Summoned"] ---- -# Summoned -*Source: Core Rulebook p. 637* - -A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the [minion](minion.md) trait. If it tries to [Cast a Spell](../actions/cast-a-spell.md) of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. - -Immediately when you finish [Casting the Spell](../actions/cast-a-spell.md), the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/summoner-som.md b/Rules/traits/summoner-som.md deleted file mode 100644 index d2add3cb7..000000000 --- a/Rules/traits/summoner-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/class -aliases: ["Summoner"] ---- -# Summoner -*Source: Secrets of Magic p. 254* - -This indicates abilities from the summoner class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/swarm-b1.md b/Rules/traits/swarm-b1.md deleted file mode 100644 index 13b18d9ee..000000000 --- a/Rules/traits/swarm-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Swarm"] ---- -# Swarm -*Source: Bestiary p. 347* - -A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/swashbuckler-apg.md b/Rules/traits/swashbuckler-apg.md deleted file mode 100644 index 662200024..000000000 --- a/Rules/traits/swashbuckler-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Swashbuckler"] ---- -# Swashbuckler -*Source: Advanced Player's Guide p. 270* - -This indicates abilities from the swashbuckler class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/sylph-b2.md b/Rules/traits/sylph-b2.md deleted file mode 100644 index 47d9f8c31..000000000 --- a/Rules/traits/sylph-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Sylph"] ---- -# Sylph -*Source: Bestiary 2 p. 309* - -Sylphs are planar scions descended from djinn. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/tandem-som.md b/Rules/traits/tandem-som.md deleted file mode 100644 index 78258ae57..000000000 --- a/Rules/traits/tandem-som.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/action-ability -aliases: ["Tandem"] ---- -# Tandem -*Source: Secrets of Magic p. 57* - -Actions with this trait involve you and your eidolon acting in concert. You can't use a tandem action if either you or your eidolon can't act, if you haven't [Manifested your Eidolon](../actions/manifest-eidolon-som.md), or if you've [Manifested your Eidolon](../actions/manifest-eidolon-som.md) in a way where it isn't a separate entity (such as with the [Meld into Eidolon](../../Compendium/feats/meld-into-eidolon-som.md) feat). Tandem actions often let both you and your eidolon take separate actions, but these must be actions taken separately by you and your eidolon; you can't use a tandem action to take another tandem action. - -- **Categories**: Action & Ability \ No newline at end of file diff --git a/Rules/traits/tane-b2.md b/Rules/traits/tane-b2.md deleted file mode 100644 index 36ce90ff2..000000000 --- a/Rules/traits/tane-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Tane"] ---- -# Tane -*Source: Bestiary 2 p. 310* - -The Tane are powerful creatures created eons ago by the Eldest of the First World. All of the Tane treat whatever plane they happen to be on as their home plane. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/tattoo-lowg.md b/Rules/traits/tattoo-lowg.md deleted file mode 100644 index 59dc85dee..000000000 --- a/Rules/traits/tattoo-lowg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/lowg -- trait/category/item -aliases: ["Tattoo"] ---- -# Tattoo -*Source: Lost Omens: World Guide p. 124* - -A tattoo is a type of item that is drawn or cut into a creature's skin and usually takes the form of images or symbols. - -- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/tengu-b1.md b/Rules/traits/tengu-b1.md deleted file mode 100644 index 224215ce3..000000000 --- a/Rules/traits/tengu-b1.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Tengu"] ---- -# Tengu -*Source: Bestiary p. 270* - -A creature with this trait is a member of the tengu ancestry. Tengus are humanoids who resemble birds. An ability with this trait can be used or selected only by tengus. An item with this trait is created and used by tengus. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/tethered-b1.md b/Rules/traits/tethered-b1.md deleted file mode 100644 index 26c820f46..000000000 --- a/Rules/traits/tethered-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/weapon -aliases: ["Tethered"] ---- -# Tethered -*Source: Bestiary p. 85* - -This weapon is attached to a length of rope or chain that allows you to retrieve it after it has left your hand. If you have a free hand while wielding this weapon, you can use an [Interact](../actions/interact.md) action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been [disarmed](../actions/disarm.md) (unless it is being held by another creature). - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/thaumaturge-da.md b/Rules/traits/thaumaturge-da.md deleted file mode 100644 index db6f0cf4c..000000000 --- a/Rules/traits/thaumaturge-da.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/da -- trait/category/class -aliases: ["Thaumaturge"] ---- -# Thaumaturge -*Source: Dark Archive p. 222* - -This indicates abilities from the thaumaturge class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/tiefling-b1.md b/Rules/traits/tiefling-b1.md deleted file mode 100644 index 91945b984..000000000 --- a/Rules/traits/tiefling-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/ancestry-heritage -aliases: ["Tiefling"] ---- -# Tiefling -*Source: Bestiary p. 270* - -A creature with this trait has the tiefling versatile heritage. Tieflings are planar scions descended from [fiend](fiend.md). An ability with this trait can be used or selected only by tieflings. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/time-b2.md b/Rules/traits/time-b2.md deleted file mode 100644 index 7c498a357..000000000 --- a/Rules/traits/time-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature-type -aliases: ["Time"] ---- -# Time -*Source: Bestiary 2 p. 310* - -Time creatures are natives of the Dimension of Time. They do not age, and while some may be driven by supernatural hungers, they do not need to eat or drink to survive. They can survive the basic environmental effects of the Dimension of Time. - -- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/timeless-gmg.md b/Rules/traits/timeless-gmg.md deleted file mode 100644 index b37784fd5..000000000 --- a/Rules/traits/timeless-gmg.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -- trait/category/time -aliases: ["Timeless"] ---- -# Timeless -*Source: Gamemastery Guide p. 254* - -Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. - -- **Categories**: Planar, Time \ No newline at end of file diff --git a/Rules/traits/tiny-b1.md b/Rules/traits/tiny-b1.md deleted file mode 100644 index 88a53d2bf..000000000 --- a/Rules/traits/tiny-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/size -aliases: ["Tiny"] ---- -# Tiny -*Source: Bestiary p. 345* - -A creature of this size takes up less than a 5-foot-by-5-foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM's discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack. - -- **Categories**: Size \ No newline at end of file diff --git a/Rules/traits/town-gmg.md b/Rules/traits/town-gmg.md deleted file mode 100644 index 4d0842a0f..000000000 --- a/Rules/traits/town-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["Town"] ---- -# Town -*Source: Gamemastery Guide p. 254* - -Settlements with this trait are modest in size, with a level usually ranging from 2–4. - -- **Categories**: Settlement \ No newline at end of file diff --git a/Rules/traits/traits.md b/Rules/traits/traits.md deleted file mode 100644 index 4135931e7..000000000 --- a/Rules/traits/traits.md +++ /dev/null @@ -1,408 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-index ---- -# Index of Traits - -- [Aasimar](aasimar-apg.md) -- [Aberration](aberration.md) -- [Abjuration](abjuration.md) -- [Academic](academic-locg.md) -- [Acid](acid.md) -- [Additive](additive.md) -- [Adjustment](adjustment-lotgb.md) -- [Aeon](aeon-b1.md) -- [Aftermath](aftermath-da.md) -- [Agile](agile.md) -- [Air](air.md) -- [Alchemical](alchemical.md) -- [Alchemist](alchemist.md) -- [Amp](amp-da.md) -- [Amphibious](amphibious-b1.md) -- [Anadi](anadi-lome.md) -- [Android](android-loag.md) -- [Angel](angel.md) -- [Animal](animal.md) -- [Any](any-b1.md) -- [Any Class](any-class-som.md) -- [Any Magical Tradition](any-magical-tradition-b1.md) -- [Apex](apex.md) -- [Aphorite](aphorite-loag.md) -- [Aquatic](aquatic-b1.md) -- [Arcane](arcane.md) -- [Archetype](archetype.md) -- [Archon](archon.md) -- [Artifact](artifact-gmg.md) -- [Astral](astral-b1.md) -- [Attached](attached.md) -- [Attack](attack.md) -- [Auditory](auditory.md) -- [Aura](aura.md) -- [Automaton](automaton-g-g.md) -- [Azarketi](azarketi-loag.md) -- [Azata](azata.md) -- [Backstabber](backstabber.md) -- [Backswing](backswing.md) -- [Barbarian](barbarian.md) -- [Bard](bard.md) -- [Beast](beast.md) -- [Beastkin](beastkin-loag.md) -- [Boggard](boggard-b1.md) -- [Bomb](bomb.md) -- [Brutal](brutal-b2.md) -- [Bulwark](bulwark.md) -- [Caligni](caligni-b1.md) -- [Cantrip](cantrip.md) -- [Capacity](capacity-g-g.md) -- [Catalyst](catalyst-som.md) -- [Catfolk](catfolk-b1.md) -- [Celestial](celestial.md) -- [Champion](champion.md) -- [Changeling](changeling-b1.md) -- [Chaotic Evil](chaotic-evil-b1.md) -- [Chaotic Good](chaotic-good-b1.md) -- [Chaotic Neutral](chaotic-neutral-b1.md) -- [Chaotic](chaotic.md) -- [Charm](charm-b1.md) -- [City](city-gmg.md) -- [City-state](city-state-loil.md) -- [Class](class-som.md) -- [Cleric](cleric.md) -- [Climbing](climbing-aaws.md) -- [Clockwork](clockwork-g-g.md) -- [Cobbled](cobbled-g-g.md) -- [Cold](cold.md) -- [Combination](combination-g-g.md) -- [Comfort](comfort.md) -- [Common](common.md) -- [Companion](companion.md) -- [Complex](complex.md) -- [Composition](composition.md) -- [Concealable](concealable-g-g.md) -- [Concentrate](concentrate.md) -- [Concussive](concussive-g-g.md) -- [Conjuration](conjuration.md) -- [Conrasu](conrasu-loag.md) -- [Consecration](consecration.md) -- [Construct](construct.md) -- [Consumable](consumable.md) -- [Contact](contact.md) -- [Contingency](contingency-som.md) -- [Contract](contract-lol.md) -- [Couatl](couatl-b2.md) -- [Critical Fusion](critical-fusion-g-g.md) -- [Curse](curse.md) -- [Cursebound](cursebound-apg.md) -- [Cursed](cursed-gmg.md) -- [Daemon](daemon-b1.md) -- [Darkness](darkness.md) -- [Deadly](deadly.md) -- [Death](death.md) -- [Dedication](dedication.md) -- [Demon](demon.md) -- [Dero](dero-b1.md) -- [Detection](detection.md) -- [Deviant](deviant-da.md) -- [Devil](devil.md) -- [Dhampir](dhampir-b1.md) -- [Dinosaur](dinosaur.md) -- [Disarm](disarm.md) -- [Disease](disease.md) -- [Divination](divination.md) -- [Divine](divine.md) -- [Double Barrel](double-barrel-g-g.md) -- [Downtime](downtime.md) -- [Dragon](dragon.md) -- [Dream](dream-b2.md) -- [Drow](drow.md) -- [Drug](drug-gmg.md) -- [Druid](druid.md) -- [Duergar](duergar.md) -- [Duskwalker](duskwalker-apg.md) -- [Dwarf](dwarf.md) -- [Earth](earth.md) -- [Eidolon](eidolon-som.md) -- [Electricity](electricity.md) -- [Elemental](elemental.md) -- [Elf](elf.md) -- [Elixir](elixir.md) -- [Emotion](emotion.md) -- [Enchantment](enchantment.md) -- [Energy](energy-loag.md) -- [Environmental](environmental.md) -- [Erratic](erratic-gmg.md) -- [Esoterica](esoterica-da.md) -- [Ethereal](ethereal.md) -- [Evil](evil.md) -- [Evocation](evocation.md) -- [Evolution](evolution-som.md) -- [Exploration](exploration.md) -- [Extradimensional](extradimensional.md) -- [Fatal Aim](fatal-aim-g-g.md) -- [Fatal](fatal.md) -- [Fear](fear.md) -- [Fetchling](fetchling-b2.md) -- [Fey](fey.md) -- [Fiend](fiend.md) -- [Fighter](fighter.md) -- [Finesse](finesse.md) -- [Finisher](finisher-apg.md) -- [Finite](finite-gmg.md) -- [Fire](fire.md) -- [Fleshwarp](fleshwarp-loag.md) -- [Flexible](flexible.md) -- [Flourish](flourish.md) -- [Flowing](flowing-gmg.md) -- [Focused](focused.md) -- [Force](force.md) -- [Forceful](forceful.md) -- [Fortune](fortune.md) -- [Free-Hand](free-hand.md) -- [Fulu](fulu-som.md) -- [Fungus](fungus-b1.md) -- [Gadget](gadget-g-g.md) -- [Ganzi](ganzi-loag.md) -- [Gargantuan](gargantuan-b1.md) -- [General](general.md) -- [Genie](genie-b1.md) -- [Geniekin](geniekin-loag.md) -- [Ghoran](ghoran-loil.md) -- [Ghost](ghost-b1.md) -- [Ghoul](ghoul-b1.md) -- [Giant](giant.md) -- [Gnoll](gnoll-b1.md) -- [Gnome](gnome.md) -- [Goblin](goblin.md) -- [Golem](golem-b1.md) -- [Goloma](goloma-lome.md) -- [Good](good.md) -- [Grapple](grapple.md) -- [Gremlin](gremlin-b1.md) -- [Grimoire](grimoire-som.md) -- [Grippli](grippli-b2.md) -- [Gunslinger](gunslinger-g-g.md) -- [Hag](hag.md) -- [Half-Elf](half-elf.md) -- [Half-Orc](half-orc.md) -- [Halfling](halfling.md) -- [Hampering](hampering-loag.md) -- [Haunt](haunt.md) -- [Healing](healing.md) -- [Hellknight](hellknight-locg.md) -- [Hex](hex-apg.md) -- [High Gravity](high-gravity-gmg.md) -- [Hobgoblin](hobgoblin-locg.md) -- [Huge](huge-b1.md) -- [Human](human.md) -- [Humanoid](humanoid.md) -- [Ifrit](ifrit-b2.md) -- [Illusion](illusion.md) -- [Immeasurable](immeasurable-gmg.md) -- [Incapacitation](incapacitation.md) -- [Incarnate](incarnate-som.md) -- [Incorporeal](incorporeal-b1.md) -- [Inevitable](inevitable-b1.md) -- [Infused](infused.md) -- [Ingested](ingested.md) -- [Inhaled](inhaled.md) -- [Injection](injection-g-g.md) -- [Injury](injury.md) -- [Instinct](instinct.md) -- [Intelligent](intelligent-gmg.md) -- [Inventor](inventor-g-g.md) -- [Invested](invested.md) -- [Investigator](investigator-apg.md) -- [Jousting](jousting.md) -- [Kaiju](kaiju-frp2.md) -- [Kashrishi](kashrishi-loil.md) -- [Kickback](kickback-g-g.md) -- [Kitsune](kitsune-loag.md) -- [Kobold](kobold-b1.md) -- [Large](large-b1.md) -- [Lawful Evil](lawful-evil-b1.md) -- [Lawful Goo](lawful-goo-b1.md) -- [Lawful Neutral](lawful-neutral-b1.md) -- [Lawful](lawful.md) -- [Leshy](leshy-b1.md) -- [Light](light.md) -- [Lineage](lineage-apg.md) -- [Linguistic](linguistic.md) -- [Litany](litany.md) -- [Lizardfolk](lizardfolk-b1.md) -- [Low Gravity](low-gravity-gmg.md) -- [Magical](magical.md) -- [Magus](magus-som.md) -- [Manipulate](manipulate.md) -- [Mechanical](mechanical.md) -- [Medium](medium-b1.md) -- [Mental](mental.md) -- [Merfolk](merfolk-b1.md) -- [Metamagic](metamagic.md) -- [Metamorphic](metamorphic-gmg.md) -- [Metropolis](metropolis-gmg.md) -- [Microgravity](microgravity-gmg.md) -- [Militaristic](militaristic-locg.md) -- [Mindless](mindless.md) -- [Mindshift](mindshift-da.md) -- [Minion](minion.md) -- [Misfortune](misfortune.md) -- [Modification](modification-g-g.md) -- [Modular](modular-logm.md) -- [Monitor](monitor.md) -- [Monk](monk.md) -- [Morlock](morlock-b2.md) -- [Morph](morph.md) -- [Mounted](mounted-g-g.md) -- [Move](move.md) -- [Multiclass](multiclass.md) -- [Mummy](mummy-b1.md) -- [Mutagen](mutagen.md) -- [Mutant](mutant-b1.md) -- [Nagaji](nagaji-loil.md) -- [Necromancy](necromancy.md) -- [Negative](negative.md) -- [Neutral](neutral-b1.md) -- [Neutral Evil](neutral-evil-b1.md) -- [Neutral Good](neutral-good-b1.md) -- [Noisy](noisy.md) -- [Nonlethal](nonlethal.md) -- [Nymph](nymph-b1.md) -- [Oath](oath.md) -- [Occult](occult.md) -- [Oil](oil.md) -- [Olfactory](olfactory-b1.md) -- [Oni](oni-b2.md) -- [Ooze](ooze.md) -- [Open](open.md) -- [Oracle](oracle-apg.md) -- [Orc](orc.md) -- [Oread](oread-b2.md) -- [Parry](parry.md) -- [Pervasive Magic](pervasive-magic-som.md) -- [Petitioner](petitioner-b2.md) -- [Phantom](phantom-som.md) -- [Plant](plant.md) -- [Poison](poison.md) -- [Polymorph](polymorph.md) -- [Poppet](poppet-lotgb.md) -- [Portable](portable-g-g.md) -- [Positive](positive.md) -- [Possession](possession.md) -- [Potion](potion.md) -- [Precious](precious.md) -- [Prediction](prediction.md) -- [Press](press.md) -- [Primal](primal.md) -- [Propulsive](propulsive.md) -- [Protean](protean-b1.md) -- [Psyche](psyche-da.md) -- [Psychic](psychic-da.md) -- [Psychopomp](psychopomp-b1.md) -- [Qlippoth](qlippoth-b2.md) -- [Rage](rage.md) -- [Rakshasa](rakshasa-b1.md) -- [Range Increment](range-increment.md) -- [Ranged Trip](ranged-trip-b1.md) -- [Ranger](ranger.md) -- [Rare](rare.md) -- [Ratfolk](ratfolk-b1.md) -- [Reach](reach.md) -- [Reckless](reckless-gmg.md) -- [Reflection](reflection-da.md) -- [Reload](reload.md) -- [Repeating](repeating-g-g.md) -- [Resonant](resonant-loag.md) -- [Revelation](revelation.md) -- [Revolutionary](revolutionary-locg.md) -- [Rogue](rogue.md) -- [Saggorak](saggorak-aoa4.md) -- [Scatter](scatter-g-g.md) -- [Scroll](scroll.md) -- [Scrying](scrying.md) -- [Sea Devil](sea-devil-b1.md) -- [Secret](secret.md) -- [Sentient](sentient-gmg.md) -- [Serpentfolk](serpentfolk-b2.md) -- [Shadow](shadow.md) -- [Shisk](shisk-lome.md) -- [Shoony](shoony-ec3.md) -- [Shove](shove.md) -- [Skeleton](skeleton-b1.md) -- [Skill](skill.md) -- [Skulk](skulk-b2.md) -- [Sleep](sleep.md) -- [Small](small-b1.md) -- [Snare](snare.md) -- [Sonic](sonic.md) -- [Sorcerer](sorcerer.md) -- [Soulbound](soulbound-b1.md) -- [Spellheart](spellheart-som.md) -- [Spellshot](spellshot-g-g.md) -- [Spirit](spirit.md) -- [Splash](splash.md) -- [Spriggan](spriggan-b2.md) -- [Sprite](sprite-b1.md) -- [Staff](staff.md) -- [Stance](stance.md) -- [Static](static-gmg.md) -- [Steam](steam-g-g.md) -- [Strange Gravity](strange-gravity-gmg.md) -- [Strix](strix-loag.md) -- [Structure](structure.md) -- [Subjective Gravity](subjective-gravity-gmg.md) -- [Suli](suli-b2.md) -- [Summoned](summoned.md) -- [Summoner](summoner-som.md) -- [Swarm](swarm-b1.md) -- [Swashbuckler](swashbuckler-apg.md) -- [Sweep](sweep.md) -- [Sylph](sylph-b2.md) -- [Talisman](talisman.md) -- [Tandem](tandem-som.md) -- [Tane](tane-b2.md) -- [Tattoo](tattoo-lowg.md) -- [Teleportation](teleportation.md) -- [Tengu](tengu-b1.md) -- [Tethered](tethered-b1.md) -- [Thaumaturge](thaumaturge-da.md) -- [Thrown](thrown.md) -- [Tiefling](tiefling-b1.md) -- [Time](time-b2.md) -- [Timeless](timeless-gmg.md) -- [Tiny](tiny-b1.md) -- [Town](town-gmg.md) -- [Transmutation](transmutation.md) -- [Trap](trap.md) -- [Trip](trip.md) -- [Troll](troll-b1.md) -- [True Name](true-name-som.md) -- [Twin](twin.md) -- [Two-Hand](two-hand.md) -- [Unarmed](unarmed.md) -- [Unbounded](unbounded-gmg.md) -- [Uncommon](uncommon.md) -- [Undead](undead.md) -- [Undine](undine-b2.md) -- [Unique](unique.md) -- [Unstable](unstable-g-g.md) -- [Urdefhan](urdefhan-b2.md) -- [Vampire](vampire-b1.md) -- [Vanara](vanara-loil.md) -- [Velstrac](velstrac-b2.md) -- [Versatile](versatile.md) -- [Vigilante](vigilante-apg.md) -- [Village](village-gmg.md) -- [Virulent](virulent.md) -- [Vishkanya](vishkanya-loil.md) -- [Visual](visual.md) -- [Volley](volley.md) -- [Wand](wand.md) -- [Water](water.md) -- [Wayfaring](wayfaring-locg.md) -- [Werecreature](werecreature-b1.md) -- [Wight](wight-b1.md) -- [Witch](witch-apg.md) -- [Wizard](wizard.md) -- [Wraith](wraith-b1.md) -- [Xulgath](xulgath-b1.md) -- [Zombie](zombie-b1.md) diff --git a/Rules/traits/transmutation.md b/Rules/traits/transmutation.md deleted file mode 100644 index 67e1c10dd..000000000 --- a/Rules/traits/transmutation.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/school -- trait/category/spell/transmutation -aliases: ["Transmutation"] ---- -# Transmutation -*Source: Core Rulebook p. 637* - -Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form. - -Transmutation spells make alterations to or transform the physical form of a creature or object. The [morph](morph.md) and [polymorph](polymorph.md) traits appear primarily in transmutation spells. - -- **Categories**: School (Transmutation) \ No newline at end of file diff --git a/Rules/traits/trip.md b/Rules/traits/trip.md deleted file mode 100644 index 46765292d..000000000 --- a/Rules/traits/trip.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/weapon -aliases: ["Trip"] ---- -# Trip -*Source: Core Rulebook p. 283* - -You can use this weapon to [Trip](../actions/trip.md) with the [Athletics](../../Compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](../../Compendium/skills.md#Athletics) check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. - -- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/troll-b1.md b/Rules/traits/troll-b1.md deleted file mode 100644 index 934160fab..000000000 --- a/Rules/traits/troll-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Troll"] ---- -# Troll -*Source: Bestiary p. 347* - -Trolls are giant, brutish creatures and are well known for their ability to regenerate. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/true-name-som.md b/Rules/traits/true-name-som.md deleted file mode 100644 index 4a5772946..000000000 --- a/Rules/traits/true-name-som.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/som -- trait/category/general -aliases: ["True Name"] ---- -# True Name -*Source: Secrets of Magic p. 244* - -Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. - -- Checks to [Recall Knowledge](../actions/recall-knowledge.md) about the creature -- [Arcana](../../Compendium/skills.md#Arcana), [Nature](../../Compendium/skills.md#Nature), [Occultism](../../Compendium/skills.md#Occultism), or [Religion](../../Compendium/skills.md#Religion) checks relating to the creature, such as [Deciphering its Writing](../actions/decipher-writing.md), [Identifying its Magic](../actions/identify-magic.md), or [Learning its Spells](../actions/learn-a-spell.md) -- [Deception](../../Compendium/skills.md#Deception), [Diplomacy](../../Compendium/skills.md#Diplomacy), and [Intimidation](../../Compendium/skills.md#Intimidation) checks used on or related to the creature, such as to [Coerce](../actions/coerce.md) it, [Gather Information](../actions/gather-information.md) on it, or [Impersonate](../actions/impersonate.md) it - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/unbounded-gmg.md b/Rules/traits/unbounded-gmg.md deleted file mode 100644 index 4b846436e..000000000 --- a/Rules/traits/unbounded-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/planar -aliases: ["Unbounded"] ---- -# Unbounded -*Source: Gamemastery Guide p. 255* - -Planes with this trait loop back on themselves when a creature reaches the plane's "edge". - -- **Categories**: Planar \ No newline at end of file diff --git a/Rules/traits/uncommon.md b/Rules/traits/uncommon.md deleted file mode 100644 index c2f87f9e5..000000000 --- a/Rules/traits/uncommon.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/rarity -aliases: ["Uncommon"] ---- -# Uncommon -*Source: Core Rulebook p. 637* - -Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. - -Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of [Recall Knowledge](../actions/recall-knowledge.md) checks related to these creature is increased by 2. - -- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/undine-b2.md b/Rules/traits/undine-b2.md deleted file mode 100644 index 5d8a176e8..000000000 --- a/Rules/traits/undine-b2.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/ancestry-heritage -- trait/category/creature -aliases: ["Undine"] ---- -# Undine -*Source: Bestiary 2 p. 310* - -Undines are planar scions descended from marids. - -- **Categories**: Creature, Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/unique.md b/Rules/traits/unique.md deleted file mode 100644 index fab4f89d4..000000000 --- a/Rules/traits/unique.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/rarity -aliases: ["Unique"] ---- -# Unique -*Source: Core Rulebook p. 637* - -A rules element with this trait is one-of-a-kind. - -A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10. - -- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/unstable-g-g.md b/Rules/traits/unstable-g-g.md deleted file mode 100644 index 5570066f2..000000000 --- a/Rules/traits/unstable-g-g.md +++ /dev/null @@ -1,11 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/g&g -aliases: ["Unstable"] ---- -# Unstable -*Source: Guns & Gears p. 236* - -Unstable actions rely on experimental functions of your innovation that even you can't fully predict. After an unstable action is used on an innovation, using another one is dangerous. \ No newline at end of file diff --git a/Rules/traits/urdefhan-b2.md b/Rules/traits/urdefhan-b2.md deleted file mode 100644 index 9aa938239..000000000 --- a/Rules/traits/urdefhan-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Urdefhan"] ---- -# Urdefhan -*Source: Bestiary 2 p. 310* - -Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/vampire-b1.md b/Rules/traits/vampire-b1.md deleted file mode 100644 index ea5d400ff..000000000 --- a/Rules/traits/vampire-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Vampire"] ---- -# Vampire -*Source: Bestiary p. 347* - -Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/vanara-loil.md b/Rules/traits/vanara-loil.md deleted file mode 100644 index b7f3926db..000000000 --- a/Rules/traits/vanara-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Vanara"] ---- -# Vanara -*Source: Lost Omens: Impossible Lands p. 343* - -An inquisitive ancestry with primate-like features and prehensile tails. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/velstrac-b2.md b/Rules/traits/velstrac-b2.md deleted file mode 100644 index 3e9b49049..000000000 --- a/Rules/traits/velstrac-b2.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b2 -- trait/category/creature -aliases: ["Velstrac"] ---- -# Velstrac -*Source: Bestiary 2 p. 310* - -A family of fiends from the Shadow Plane that are associated with pain and agony. All velstracs possess some form of disturbing gaze. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/vigilante-apg.md b/Rules/traits/vigilante-apg.md deleted file mode 100644 index 2a1a80752..000000000 --- a/Rules/traits/vigilante-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/feat -aliases: ["Vigilante"] ---- -# Vigilante -*Source: Advanced Player's Guide p. 271* - -Using actions and abilities with the vigilante trait while in your social identity risks exposing you as a vigilante. - -- **Categories**: Feat \ No newline at end of file diff --git a/Rules/traits/village-gmg.md b/Rules/traits/village-gmg.md deleted file mode 100644 index 2f6525212..000000000 --- a/Rules/traits/village-gmg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/gmg -- trait/category/settlement -aliases: ["Village"] ---- -# Village -*Source: Gamemastery Guide p. 255* - -Settlements with this trait tend to be small and usually have a level no higher than 1. - -- **Categories**: Settlement \ No newline at end of file diff --git a/Rules/traits/vishkanya-loil.md b/Rules/traits/vishkanya-loil.md deleted file mode 100644 index bf1f129a8..000000000 --- a/Rules/traits/vishkanya-loil.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/loil -- trait/category/ancestry-heritage -aliases: ["Vishkanya"] ---- -# Vishkanya -*Source: Lost Omens: Impossible Lands p. 343* - -An ancestry with snake-like features and powerful venom. - -- **Categories**: Ancestry & Heritage \ No newline at end of file diff --git a/Rules/traits/water.md b/Rules/traits/water.md deleted file mode 100644 index c77e9f1d6..000000000 --- a/Rules/traits/water.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/crb -- trait/category/energy-element -- trait/category/planar -aliases: ["Water"] ---- -# Water -*Source: Core Rulebook p. 638* - -Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. - -These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and [fire](fire.md) magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. - -- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/Rules/traits/wayfaring-locg.md b/Rules/traits/wayfaring-locg.md deleted file mode 100644 index 606b33ce9..000000000 --- a/Rules/traits/wayfaring-locg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/locg -- trait/category/general -aliases: ["Wayfaring"] ---- -# Wayfaring -*Source: Lost Omens: Character Guide p. 135* - -Wayfaring entities are focused on exploration and discovery. - -- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/werecreature-b1.md b/Rules/traits/werecreature-b1.md deleted file mode 100644 index 72e4d45ca..000000000 --- a/Rules/traits/werecreature-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Werecreature"] ---- -# Werecreature -*Source: Bestiary p. 347* - -These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/wight-b1.md b/Rules/traits/wight-b1.md deleted file mode 100644 index 32a7cc1eb..000000000 --- a/Rules/traits/wight-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Wight"] ---- -# Wight -*Source: Bestiary p. 332* - -A wight is an undead creature that drains life and stands vigil over its burial site. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/witch-apg.md b/Rules/traits/witch-apg.md deleted file mode 100644 index e13ad8f72..000000000 --- a/Rules/traits/witch-apg.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/apg -- trait/category/class -aliases: ["Witch"] ---- -# Witch -*Source: Advanced Player's Guide p. 271* - -This trait indicates abilities from the witch class. - -- **Categories**: Class \ No newline at end of file diff --git a/Rules/traits/wraith-b1.md b/Rules/traits/wraith-b1.md deleted file mode 100644 index 9689f956f..000000000 --- a/Rules/traits/wraith-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Wraith"] ---- -# Wraith -*Source: Bestiary p. 335* - -A wraith is an incorporeal undead creature infused with negative energy and driven by a hatred of all life. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/xulgath-b1.md b/Rules/traits/xulgath-b1.md deleted file mode 100644 index ca9e08ba7..000000000 --- a/Rules/traits/xulgath-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Xulgath"] ---- -# Xulgath -*Source: Bestiary p. 347* - -These subterranean reptilian creatures tend to have [darkvision](../abilities/darkvision.md) and smell awful. - -- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/zombie-b1.md b/Rules/traits/zombie-b1.md deleted file mode 100644 index 8f611810f..000000000 --- a/Rules/traits/zombie-b1.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -obsidianUIMode: preview -cssclass: pf2e,pf2e-trait -tags: -- compendium/src/pf2e/b1 -- trait/category/creature -aliases: ["Zombie"] ---- -# Zombie -*Source: Bestiary p. 347* - -These undead are mindless rotting corpses that hunger for living flesh. - -- **Categories**: Creature \ No newline at end of file diff --git a/all-index.json b/all-index.json new file mode 100644 index 000000000..702e9fce2 --- /dev/null +++ b/all-index.json @@ -0,0 +1,9816 @@ +{ + "keys" : [ + "ability|all-around vision|b1", + "ability|aquatic ambush|b1", + "ability|aquatic bones|botd", + "ability|at-will spells|b1", + "ability|attack of opportunity|b1", + "ability|aura|b1", + "ability|blaze|b3", + "ability|bloody|b1", + "ability|bone missile|b3", + "ability|bone powder|b3", + "ability|bone storm|botd", + "ability|buck|b1", + "ability|butter up|gmg", + "ability|call your bluff|gmg", + "ability|catch rock|b1", + "ability|change shape|b1", + "ability|child care|gmg", + "ability|collapse|b1", + "ability|constant spells|b1", + "ability|constrict|b1", + "ability|corrupting gaze|b1", + "ability|coven|b1", + "ability|crumbling bones|botd", + "ability|curse of the werecreature|b1", + "ability|darkvision|b1", + "ability|disease|b1", + "ability|draining touch|b1", + "ability|engulf|b1", + "ability|explosive death|b1", + "ability|fast healing|b1", + "ability|ferocity|b1", + "ability|find footing|gmg", + "ability|frightful moan|b1", + "ability|frightful presence|b1", + "ability|frozen|botd", + "ability|golem antimagic|b1", + "ability|gone fishing|gmg", + "ability|grab|b1", + "ability|grave eruption|botd", + "ability|greater constrict|b1", + "ability|improved grab|b1", + "ability|improved knockdown|b1", + "ability|improved push|b1", + "ability|inhabit object|b1", + "ability|keen eyes|gmg", + "ability|knockdown|b1", + "ability|lacquered|botd", + "ability|lifesense|b1", + "ability|light blindness|b1", + "ability|local lore|gmg", + "ability|low-light vision|b1", + "ability|malevolent possession|b1", + "ability|moon frenzy|b1", + "ability|negative healing|b2", + "ability|nimble|botd", + "ability|poison|b1", + "ability|push|b1", + "ability|quick transcription|gmg", + "ability|regeneration|b1", + "ability|rejuvenation (ghost)|b1", + "ability|rend|b1", + "ability|retributive strike|b1", + "ability|rotten|botd", + "ability|scent|b1", + "ability|screaming skull|b1", + "ability|shield block|b1", + "ability|site bound|b1", + "ability|skeleton of roses|b3", + "ability|sneak attack|b1", + "ability|swallow whole|b1", + "ability|swarm mind|b1", + "ability|telekinetic assault|b1", + "ability|telepathy|b1", + "ability|throw rock|b1", + "ability|trample|b1", + "ability|tremorsense|b1", + "ability|troop defenses|b3", + "ability|warpwave|aoe6", + "ability|wavesense|b1", + "action|accidental shot|g&g", + "action|act together|som", + "action|activate an item|crb", + "action|administer first aid|crb", + "action|administer|aoa2", + "action|affix a fulu|som", + "action|affix a talisman|crb", + "action|aid|crb", + "action|amulet's abeyance|da", + "action|anadi venom|lome", + "action|approach duneshadow|aoa5", + "action|arcane cascade|som", + "action|arrest a fall|crb", + "action|attack of opportunity|crb", + "action|automaton aim|g&g", + "action|avert gaze|crb", + "action|avoid notice|crb", + "action|balance|crb", + "action|barbed quills|lome", + "action|befriend a local|aoa0", + "action|blend in|aoa5", + "action|board|gmg", + "action|borrow an arcane spell|crb", + "action|break them down|loil", + "action|breaking and entering|aoa5", + "action|breaking the chains|aoa5", + "action|bribe contact|gmg", + "action|build connections|aoa5", + "action|build infirmary|aoa2", + "action|build library|aoa2", + "action|build training facility|aoa2", + "action|build workshop (crafting)|aoa2", + "action|bullying press|gmg", + "action|burrow|crb", + "action|calculate threats|da", + "action|call on ancient blood|crb", + "action|call to axis|lome", + "action|camp in the mwangi jungle|aoa2", + "action|cast a spell|crb", + "action|change shape (beastkin)|loag", + "action|change shape (kitsune)|loag", + "action|change tradition focus|gmg", + "action|check the walls|aoa4", + "action|cleanse soul path|som", + "action|clean|aoa2", + "action|clear a path|g&g", + "action|clear courtyard|aoa2", + "action|climb|crb", + "action|clue in|apg", + "action|coerce|crb", + "action|command an animal|crb", + "action|conceal an object|crb", + "action|conduct energy|loag", + "action|confident finisher|apg", + "action|contact steel falcons|aoa5", + "action|convince mengkare|aoa6", + "action|cover tracks|crb", + "action|covered reload|g&g", + "action|craft disharmonic instrument|lomm", + "action|craft|crb", + "action|cram|sot1", + "action|crawl|crb", + "action|create a diversion|crb", + "action|create forgery|crb", + "action|cunning disguise|aoa5", + "action|deadly traps|aoa5", + "action|debilitating strike|crb", + "action|deceptive sidestep|gmg", + "action|decipher writing|crb", + "action|deconstruct|tv", + "action|deduce traditions|aoa4", + "action|defend|crb", + "action|delay|crb", + "action|demoralize|crb", + "action|destructive vengeance|apg", + "action|detect magic|crb", + "action|devise a stratagem|apg", + "action|dimensional interference|aoa5", + "action|disable a device|crb", + "action|disarm|crb", + "action|discover|gmg", + "action|dismiss|crb", + "action|dispel a disguise|aoa5", + "action|dispelling bullet|g&g", + "action|distract guards|aoa6", + "action|diviner on duty|aoa5", + "action|do i know you?|aoa5", + "action|drain bonded item|crb", + "action|drifter's wake|g&g", + "action|drink from the chalice|da", + "action|drive|gmg", + "action|drop prone|crb", + "action|dueling counter|gmg", + "action|earn income|crb", + "action|energy emanation|locg", + "action|energy shot|g&g", + "action|envenom|loil", + "action|escape|crb", + "action|expeditious inspection|apg", + "action|explode|g&g", + "action|exploit vulnerability|da", + "action|fade into daydreams|da", + "action|feint|crb", + "action|fight the fire|aoa6", + "action|find the cells|aoa5", + "action|finish the job|g&g", + "action|fling magic|da", + "action|flurry of blows|crb", + "action|fly|crb", + "action|follow the expert|crb", + "action|force open|crb", + "action|forge documents|aoa5", + "action|forge documents|gmg", + "action|fortify camp|gmg", + "action|gain contact|gmg", + "action|gather information|aoa5", + "action|gather information|crb", + "action|ghost shot|g&g", + "action|glimpse of redemption|crb", + "action|gossip|gmg", + "action|grab an edge|crb", + "action|grapple|crb", + "action|grim swagger|g&g", + "action|grow|tv", + "action|guild investigation|aoa4", + "action|harvest heartsliver|lomm", + "action|haul supplies|aoa5", + "action|hide|crb", + "action|high jump|crb", + "action|host event|aoa5", + "action|hunt prey|crb", + "action|hunt the animals|aoa2", + "action|hustle|crb", + "action|identify alchemy|crb", + "action|identify magic|crb", + "action|impersonate|crb", + "action|implement's interruption|da", + "action|impromptu tour|aoa5", + "action|influence guild|aoa5", + "action|influence regent|aoa4", + "action|influence|gmg", + "action|intensify vulnerability|da", + "action|interact|crb", + "action|into the fray|g&g", + "action|invest an item|crb", + "action|investigate chamber|aoa6", + "action|investigate|crb", + "action|invigorating fear|loag", + "action|invoke celestial privilege|crb", + "action|iron command|apg", + "action|issue challange|aoa5", + "action|leap|crb", + "action|learn a spell|crb", + "action|learn name|som", + "action|liberating step|crb", + "action|lie|crb", + "action|living fortification|g&g", + "action|locked doors|aoa5", + "action|long jump|crb", + "action|long-term rest|crb", + "action|loot the vaults|aoa5", + "action|make an impression|crb", + "action|make general repairs|aoa2", + "action|maneuver in flight|crb", + "action|manifest eidolon|som", + "action|map the area|gmg", + "action|master strike|crb", + "action|mighty rage|crb", + "action|mirror's reflection|da", + "action|mount|crb", + "action|mutagenic flashback|crb", + "action|obstructed route|aoa5", + "action|one shot, one kill|g&g", + "action|opportune riposte|apg", + "action|organize labor|aoa2", + "action|overdrive|g&g", + "action|palm an object|crb", + "action|pander to the crowd|aoa5", + "action|perform|crb", + "action|pick a lock|crb", + "action|pistolero's retort|g&g", + "action|point out|crb", + "action|pointed question|apg", + "action|position the hunters|aoa2", + "action|practical research|sot1", + "action|psychic defense|da", + "action|pursue a lead|apg", + "action|quick alchemy|crb", + "action|quick tincture|apg", + "action|raconteur's reload|g&g", + "action|rage|crb", + "action|raise a shield|crb", + "action|raise neck|loil", + "action|rally|gmg", + "action|ready|crb", + "action|rebuild battlements|aoa2", + "action|rebuild collapsed stairs|aoa2", + "action|recall ammunition|g&g", + "action|recall knowledge|crb", + "action|recall the teachings|da", + "action|recenter|da", + "action|reconnoiter|gmg", + "action|refocus|crb", + "action|release|crb", + "action|reloading strike|g&g", + "action|repair crumbled walls|aoa2", + "action|repair huntergate|aoa2", + "action|repair|crb", + "action|repeat a spell|crb", + "action|request|crb", + "action|rescue citizens|aoa6", + "action|research|gmg", + "action|restore the mind|da", + "action|retraining|crb", + "action|retributive strike|crb", + "action|ring bell|da", + "action|run over|gmg", + "action|scout duneshadow|aoa5", + "action|scout location|gmg", + "action|scout the facility|aoa5", + "action|scout|crb", + "action|search|crb", + "action|secure disguises|aoa5", + "action|secure disguises|gmg", + "action|secure invitation|aoa5", + "action|seek the animals|aoa2", + "action|seek the hidden forge|aoa4", + "action|seek|crb", + "action|selfish shield|apg", + "action|sense direction|crb", + "action|sense motive|crb", + "action|sense weakness|gmg", + "action|share senses|som", + "action|shove|crb", + "action|siegebreaker|g&g", + "action|smooth the path|aoa5", + "action|smuggled|aoa5", + "action|sneak|crb", + "action|spellstrike|som", + "action|spinning crush|g&g", + "action|spring the trap|loil", + "action|squeeze|crb", + "action|stand|crb", + "action|steal keys|aoa5", + "action|steal|crb", + "action|step|crb", + "action|stop|gmg", + "action|stride|crb", + "action|strike|crb", + "action|study|sot1", + "action|subsist|crb", + "action|sustain a spell|crb", + "action|sustain an activation|crb", + "action|swim|crb", + "action|tail toxin|apg", + "action|take a breather|gmg", + "action|take control|gmg", + "action|take cover|crb", + "action|tap ley line|som", + "action|ten paces|g&g", + "action|that's not everyone|aoa5", + "action|thoughtful reload|g&g", + "action|threatening approach|locg", + "action|topple crates|aoa3", + "action|touch and go|loil", + "action|toxic skin|lome", + "action|track|crb", + "action|travel|gmg", + "action|treat disease|crb", + "action|treat poison|crb", + "action|treat wounds|crb", + "action|trip|crb", + "action|tumble through|crb", + "action|unexpected falcons|aoa5", + "action|unexpected patrol|aoa5", + "action|unleash psyche|da", + "action|upgrade defenses|aoa2", + "action|venom draw|loil", + "action|vital shot|g&g", + "action|wicked thorns|loil", + "action|wind them up|loil", + "archetype|acrobat|apg", + "archetype|alchemist|crb", + "archetype|aldori duelist|lowg", + "archetype|alkenstar agent|ooa1", + "archetype|alter ego|da", + "archetype|animal trainer|ec2", + "archetype|archaeologist|apg", + "archetype|archer|apg", + "archetype|artillerist|g&g", + "archetype|assassin|apg", + "archetype|barbarian|crb", + "archetype|bard|crb", + "archetype|bastion|apg", + "archetype|beast gunner|g&g", + "archetype|beastmaster|apg", + "archetype|bellflower tiller|aoa3", + "archetype|blessed one|apg", + "archetype|bounty hunter|apg", + "archetype|bright lion|lol", + "archetype|bullet dancer|g&g", + "archetype|butterfly blade|frp1", + "archetype|captivator|lotgb", + "archetype|cathartic mage|som", + "archetype|cavalier|apg", + "archetype|celebrity|apg", + "archetype|champion|crb", + "archetype|chronoskimmer|da", + "archetype|cleric|crb", + "archetype|clockwork reanimator|ooa3", + "archetype|crystal keeper|aoa4", + "archetype|curse maelstrom|da", + "archetype|dandy|apg", + "archetype|demolitionist|g&g", + "archetype|dragon disciple|apg", + "archetype|drow shootist|av3", + "archetype|druid|crb", + "archetype|dual-weapon warrior|apg", + "archetype|duelist|apg", + "archetype|edgewatch detective|aoe1", + "archetype|eldritch archer|apg", + "archetype|eldritch researcher|av2", + "archetype|elementalist|som", + "archetype|exorcist|botd", + "archetype|familiar master|apg", + "archetype|fighter|crb", + "archetype|firebrand braggart|locg", + "archetype|firework technician|g&g", + "archetype|flexible spellcaster|som", + "archetype|folklorist|sot2", + "archetype|gelid shard|tv", + "archetype|geomancer|som", + "archetype|ghost eater|frp1", + "archetype|ghost hunter|av1", + "archetype|ghost|botd", + "archetype|ghoul|botd", + "archetype|gladiator|apg", + "archetype|golden league xun|frp2", + "archetype|golem grafter|ec3", + "archetype|gray gardener|ngd", + "archetype|gunslinger|g&g", + "archetype|halcyon speaker|locg", + "archetype|hallowed necromancer|botd", + "archetype|hellknight armiger|lowg", + "archetype|hellknight signifer|locg", + "archetype|hellknight|locg", + "archetype|herbalist|apg", + "archetype|horizon walker|apg", + "archetype|inventor|g&g", + "archetype|investigator|apg", + "archetype|jalmeri heavenseeker|aoe2", + "archetype|juggler|ec1", + "archetype|knight reclaimant|locg", + "archetype|knight vigilant|locg", + "archetype|lastwall sentry|lowg", + "archetype|lich|botd", + "archetype|linguist|apg", + "archetype|lion blade|lowg", + "archetype|living monolith|lowg", + "archetype|living vessel|da", + "archetype|loremaster|apg", + "archetype|magaambyan attendant|locg", + "archetype|magic warrior|lowg", + "archetype|magus|som", + "archetype|marshal|apg", + "archetype|martial artist|apg", + "archetype|mauler|apg", + "archetype|medic|apg", + "archetype|mind smith|da", + "archetype|monk|crb", + "archetype|mummy|botd", + "archetype|nantambu chime-ringer|sot2", + "archetype|oozemorph|sli", + "archetype|oracle|apg", + "archetype|overwatch|g&g", + "archetype|pactbinder|da", + "archetype|pactbound initiate|lomm", + "archetype|pathfinder agent|lowg", + "archetype|pirate|apg", + "archetype|pistol phenom|g&g", + "archetype|poisoner|apg", + "archetype|provocator|aoe3", + "archetype|psychic duelist|da", + "archetype|psychic|da", + "archetype|ranger|crb", + "archetype|reanimator|botd", + "archetype|red mantis assassin|aoe3", + "archetype|ritualist|apg", + "archetype|rogue|crb", + "archetype|runelord|som", + "archetype|runescarred|lowg", + "archetype|scout|apg", + "archetype|scroll trickster|apg", + "archetype|scrollmaster|locg", + "archetype|scrounger|apg", + "archetype|sentinel|apg", + "archetype|shadowcaster|som", + "archetype|shadowdancer|apg", + "archetype|shieldmarshal|loil", + "archetype|sixth pillar|frp2", + "archetype|sleepwalker|da", + "archetype|snarecrafter|apg", + "archetype|sniping duo|g&g", + "archetype|sorcerer|crb", + "archetype|soul warden|botd", + "archetype|soulforger|som", + "archetype|spell trickster|lotgb", + "archetype|spellmaster|locg", + "archetype|spellshot|g&g", + "archetype|staff acrobat|ec1", + "archetype|sterling dynamo|g&g", + "archetype|student of perfection|lowg", + "archetype|summoner|som", + "archetype|swashbuckler|apg", + "archetype|swordmaster|locg", + "archetype|talisman dabbler|apg", + "archetype|thaumaturge|da", + "archetype|time mage|da", + "archetype|trapsmith|g&g", + "archetype|trick driver|g&g", + "archetype|turpin rowe lumberjack|ec3", + "archetype|undead master|botd", + "archetype|undead slayer|botd", + "archetype|unexpected sharpshooter|g&g", + "archetype|ursine avenger hood|tv", + "archetype|vampire|botd", + "archetype|vehicle mechanic|g&g", + "archetype|vigilante|apg", + "archetype|viking|apg", + "archetype|weapon improviser|apg", + "archetype|wellspring mage|som", + "archetype|witch|apg", + "archetype|wizard|crb", + "archetype|wrestler|lotgb", + "archetype|zephyr guard|aoa5", + "archetype|zombie|botd", + "background|abadar's avenger|frp0", + "background|academy dropout|som", + "background|acolyte|crb", + "background|acrobat|crb", + "background|aerialist|ec0", + "background|aiudara seeker|aoa6", + "background|alkenstar outlaw|g&g", + "background|alkenstar sojourner|g&g", + "background|alkenstar tinker|lowg", + "background|amnesiac|apg", + "background|animal whisperer|crb", + "background|animal wrangler|ec0", + "background|anti-magical|som", + "background|anti-tech activist|g&g", + "background|archaeologist|lopsg", + "background|artisan|crb", + "background|artist|crb", + "background|aspiring free captain|lowg", + "background|aspiring river monarch|lowg", + "background|astrologer|som", + "background|astrological augur|lotg", + "background|attention addict|frp0", + "background|atteran rancher|lowg", + "background|back-alley doctor|g&g", + "background|bandit|apg", + "background|banished brighite|ooa0", + "background|barber|apg", + "background|barkeep|crb", + "background|barker|ec0", + "background|barrister|crb", + "background|bekyar restorer|lowg", + "background|belkzen slayer|lowg", + "background|bellflower agent|lowg", + "background|bibliophile|av0", + "background|black market smuggler|lowg", + "background|blessed|apg", + "background|blow-in|ec0", + "background|bonuwat wavetouched|lowg", + "background|bookkeeper|apg", + "background|bounty hunter|crb", + "background|bright lion|lowg", + "background|butcher|ec0", + "background|cannoneer|g&g", + "background|charlatan|crb", + "background|chelish rebel|lowg", + "background|child of the puddles|lowg", + "background|child of the twin village|da", + "background|child of westcrown|lowg", + "background|chosen one|som", + "background|circuit judge|g&g", + "background|circus born|ec0", + "background|clockfighter|g&g", + "background|clockwork researcher|g&g", + "background|clown|ec0", + "background|codebreaker|g&g", + "background|cook|apg", + "background|courier|apg", + "background|criminal|crb", + "background|cultist|apg", + "background|curandero|botd", + "background|cursed family|lowg", + "background|cursed|apg", + "background|deputy|g&g", + "background|desert tracker|lowg", + "background|detective|crb", + "background|diobel pearl diver|lowg", + "background|discarded duplicate|g&g", + "background|disciple of the gear|g&g", + "background|doomcaller|lotg", + "background|dragon scholar|aoa0", + "background|dreamer of the verdant moon|ec3", + "background|driver|g&g", + "background|droskari disciple|aoa4", + "background|eclipseborn|lotg", + "background|eidolon contact|som", + "background|eldritch anatomist|av0", + "background|emancipated|aoa0", + "background|emissary|crb", + "background|energy scarred|som", + "background|entertainer|crb", + "background|ex-con token guard|aoe0", + "background|false medium|som", + "background|farmhand|crb", + "background|farmsteader|g&g", + "background|feral child|apg", + "background|feybound|apg", + "background|field medic|crb", + "background|final blade survivor|lowg", + "background|fireworks performer|g&g", + "background|fogfen tale-teller|av0", + "background|fortune teller|crb", + "background|framed in ferrous quarter|ooa0", + "background|freed slave of absalom|lowg", + "background|gambler|crb", + "background|geb crusader|lowg", + "background|genie-blessed|som", + "background|gladiator|crb", + "background|goblinblood orphan|lowg", + "background|godless graycloak|aoe0", + "background|goldhand arms dealer|g&g", + "background|grand council bureaucrat|lowg", + "background|grave robber|botd", + "background|grizzled muckrucker|aoe0", + "background|guard|crb", + "background|gunsmith|g&g", + "background|harbor guard moonlighter|aoe0", + "background|harrow-led|aoe4", + "background|haunted citizen|botd", + "background|haunted|apg", + "background|haunting vision|aoa0", + "background|hellknight historian|aoa0", + "background|herbalist|crb", + "background|hermean expatriate|lowg", + "background|hermean heritor|aoa6", + "background|hermit|crb", + "background|hired killer|g&g", + "background|hounded thief|g&g", + "background|hunter|crb", + "background|inexplicably expelled|ooa0", + "background|inlander|lowg", + "background|insurgent|apg", + "background|issian partisan|lowg", + "background|junk collector|g&g", + "background|junker|g&g", + "background|kalistrade follower|lowg", + "background|kyonin emissary|lowg", + "background|laborer|crb", + "background|lastwall survivor|lowg", + "background|learned guard prodigy|aoe0", + "background|legacy of the hammer|da", + "background|legendary parents|aoa6", + "background|local scion|aoa0", + "background|lumber consortium laborer|lowg", + "background|magaambya academic|lowg", + "background|magical experiment|som", + "background|magical merchant|som", + "background|magical misfit|som", + "background|mammoth speaker|lowg", + "background|mana wastes refugee|lowg", + "background|mantis scion|lowg", + "background|market runner|av0", + "background|martial disciple|crb", + "background|mechanical symbiosis|g&g", + "background|mechanic|g&g", + "background|medicinal clocksmith|g&g", + "background|menagerie dung sweeper|lowg", + "background|merabite prodigy|lowg", + "background|merchant|crb", + "background|miner|crb", + "background|molthuni mercenary|lowg", + "background|musical prodigy|som", + "background|mystic seer|ec0", + "background|mystic tutor|som", + "background|necromancer's apprentice|botd", + "background|newcomer in need|frp0", + "background|nexian mystic|lowg", + "background|night watch|botd", + "background|nirmathi guerrilla|lowg", + "background|noble|crb", + "background|nocturnal navigator|lotg", + "background|nomad|crb", + "background|occult librarian|som", + "background|oenopion ooze-tender|lowg", + "background|once bitten|lokl", + "background|onyx trader|lowg", + "background|osirionologist|lowg", + "background|otherworldly mission|g&g", + "background|out-of-towner|aoa0", + "background|outrider|apg", + "background|ozem experience|lokl", + "background|pathfinder hopeful|lowg", + "background|pathfinder recruiter|lopsg", + "background|perfection seeker|lowg", + "background|pilgrim|apg", + "background|pillar|lokl", + "background|plant whisperer|som", + "background|political scion|aoe0", + "background|post guard of all trades|aoe0", + "background|press-ganged|g&g", + "background|press-ganged|lowg", + "background|printer|g&g", + "background|prisoner|crb", + "background|purveyor of the bizarre|lowg", + "background|pyre tender|botd", + "background|quick|lowg", + "background|raised by belief|logm", + "background|ratted-out gun runner|ooa0", + "background|razmiran faithful|lowg", + "background|reborn soul|da", + "background|reclaimed|lokl", + "background|reclaimer investigator|lokl", + "background|refugee|apg", + "background|relentless dedication|lokl", + "background|reputation seeker|aoa0", + "background|returned|apg", + "background|returning descendant|aoa0", + "background|revenant|g&g", + "background|rigger|ec0", + "background|rivethun adherent|lowg", + "background|root worker|apg", + "background|rostland partisan|lowg", + "background|royalty|apg", + "background|ruby phoenix fanatic|frp0", + "background|ruin delver|av0", + "background|saboteur|g&g", + "background|sailor|crb", + "background|sally guard neophyte|aoe0", + "background|saloon entertainer|g&g", + "background|sarkorian reclaimer|lowg", + "background|sarkorian survivor|lowg", + "background|saved by clockwork|g&g", + "background|scavenger|apg", + "background|scholar of the ancients|lowg", + "background|scholar|crb", + "background|scion of slayers|botd", + "background|scout|crb", + "background|second chance champion|frp0", + "background|secular medic|lowg", + "background|seer of the dead|som", + "background|senghor sailor|lowg", + "background|sentinel reflectance|lokl", + "background|servant|apg", + "background|shadow haunted|lowg", + "background|sheriff|g&g", + "background|shoanti name-bearer|lowg", + "background|shory seeker|lowg", + "background|sign bound|lotg", + "background|sleepless suns star|aoe0", + "background|snubbed out stoolie|ooa0", + "background|sodden scavenger|lowg", + "background|song of the deep|som", + "background|spell seeker|lopsg", + "background|sponsored by a stranger|sot0", + "background|sponsored by a village|sot0", + "background|sponsored by family|sot0", + "background|sponsored by teacher ot|sot0", + "background|spotter|g&g", + "background|squire|apg", + "background|starless one|lotg", + "background|starwatcher|av0", + "background|storm survivor|lowg", + "background|street preacher|som", + "background|street urchin|crb", + "background|student of magic|som", + "background|sun dancer|lotg", + "background|surge investigator|som", + "background|taldan schemer|lowg", + "background|tall tale|g&g", + "background|tax collector|apg", + "background|teacher|apg", + "background|tech-reliant|g&g", + "background|thassilonian traveler|lowg", + "background|thrune loyalist|lowg", + "background|thuvian unifier|lowg", + "background|tide watcher|lotg", + "background|time traveler|som", + "background|tinker|crb", + "background|tomb born|botd", + "background|touched by dahak|aoa6", + "background|toymaker|g&g", + "background|trade consortium underling|lowg", + "background|trailblazer|lopsg", + "background|translator|lopsg", + "background|truth seeker|aoa0", + "background|tyrant witness|lokl", + "background|ulfen raider|lowg", + "background|undercover contender|frp0", + "background|undercover lotus guard|aoe0", + "background|undersea enthusiast|lowg", + "background|undertaker|g&g", + "background|unsponsored|sot0", + "background|ustalavic academic|lowg", + "background|varisian wanderer|lowg", + "background|vidrian reformer|lowg", + "background|wandering preacher|g&g", + "background|wanted witness|ooa0", + "background|ward|apg", + "background|warrior|crb", + "background|waste walker|g&g", + "background|whispering way scion|lowg", + "background|wildwood local|lowg", + "background|willing host|botd", + "background|winter's child|lowg", + "background|wished alive|g&g", + "background|witch wary|lowg", + "background|witchlight follower|av0", + "background|wonder taster|lowg", + "book|book-crb", + "book|book-gmg", + "book|book-logm", + "book|book-lowg", + "book|book-som", + "condition|blinded|crb", + "condition|broken|crb", + "condition|clumsy|crb", + "condition|concealed|crb", + "condition|confused|crb", + "condition|controlled|crb", + "condition|dazzled|crb", + "condition|deafened|crb", + "condition|doomed|crb", + "condition|drained|crb", + "condition|dying|crb", + "condition|encumbered|crb", + "condition|enfeebled|crb", + "condition|fascinated|crb", + "condition|fatigued|crb", + "condition|flat-footed|crb", + "condition|fleeing|crb", + "condition|friendly|crb", + "condition|frightened|crb", + "condition|grabbed|crb", + "condition|helpful|crb", + "condition|hidden|crb", + "condition|hostile|crb", + "condition|immobilized|crb", + "condition|indifferent|crb", + "condition|invisible|crb", + "condition|observed|crb", + "condition|paralyzed|crb", + "condition|persistent damage|crb", + "condition|petrified|crb", + "condition|prone|crb", + "condition|quickened|crb", + "condition|restrained|crb", + "condition|sickened|crb", + "condition|slowed|crb", + "condition|stunned|crb", + "condition|stupefied|crb", + "condition|unconscious|crb", + "condition|undetected|crb", + "condition|unfriendly|crb", + "condition|unnoticed|crb", + "condition|wounded|crb", + "curse|boastful prince's scourge|da", + "curse|boatman's toll curse|loil", + "curse|consummate liar|loil", + "curse|coward's roots|gmg", + "curse|curse of biting swarms|loil", + "curse|curse of nightmares|gmg", + "curse|curse of petulant whispers|loil", + "curse|curse of slumber|gmg", + "curse|curse of the ravenous|gmg", + "curse|curse of the rotting heart|loil", + "curse|curse of the werecreature|b1", + "curse|enforced hospitality|da", + "curse|forbidding knowledge|da", + "curse|grave curse|gmg", + "curse|graveknight's curse|b1", + "curse|lord's arrogance|loil", + "curse|oath of the flesh|gmg", + "curse|rage of the excommunicant|da", + "curse|reviled of nature|gmg", + "curse|reviling earth|gmg", + "curse|sellsword's folly|gmg", + "curse|sinful tongue|da", + "curse|slayer's haunt|gmg", + "curse|slithering|sli", + "curse|spirit anchor|gmg", + "curse|swarming words|da", + "curse|sword of anathema|gmg", + "curse|theft of thought|gmg", + "curse|thief's burden|da", + "curse|thief's retribution|gmg", + "curse|unending thirst|gmg", + "curse|unraveling skin|da", + "curse|wizard's ward|gmg", + "curse|yellow silt curse|ooa2", + "data|book-crb", + "data|book-logm", + "data|book-lowg", + "data|book-som", + "deity|aakriti|loil", + "deity|abadar|crb", + "deity|abraxas|logm", + "deity|achaekek|logm", + "deity|adanye|lome", + "deity|alglenweis|logm", + "deity|alseta|logm", + "deity|andoletta|logm", + "deity|angazhan|logm", + "deity|angradd|logm", + "deity|anubis|logm", + "deity|apollyon|logm", + "deity|apsu|logm", + "deity|arazni|logm", + "deity|ardad lili|logm", + "deity|arqueros|lokl", + "deity|arshea|logm", + "deity|arundhat|logm", + "deity|ashava|logm", + "deity|ashukharma|logm", + "deity|asmodeus|crb", + "deity|atheists and free agents|crb", + "deity|atreia|logm", + "deity|ayrzul|logm", + "deity|azathoth|logm", + "deity|baalzebul|logm", + "deity|balumbdar|lome", + "deity|baphomet|logm", + "deity|barbatos|logm", + "deity|barzahk|logm", + "deity|bastet|logm", + "deity|belial|logm", + "deity|besmara|logm", + "deity|bes|logm", + "deity|black butterfly|logm", + "deity|bolka|logm", + "deity|brigh|logm", + "deity|calistria|crb", + "deity|casandalee|logm", + "deity|cayden cailean|crb", + "deity|cernunnos|logm", + "deity|chaldira|logm", + "deity|chamidu|logm", + "deity|charon|logm", + "deity|chohar|lome", + "deity|cosmic caravan|lotg", + "deity|count ranalc|logm", + "deity|cyth-v'sug|logm", + "deity|dagon|logm", + "deity|dahak|logm", + "deity|daikitsu|logm", + "deity|dammerich|logm", + "deity|desna|crb", + "deity|dhalavei|logm", + "deity|diomazul|logm", + "deity|dispater|logm", + "deity|doloras|logm", + "deity|dranngvit|logm", + "deity|droskar|logm", + "deity|dwarven pantheon|logm", + "deity|eiseth|logm", + "deity|elven pantheon|logm", + "deity|erastil|crb", + "deity|erecura|logm", + "deity|eritrice|logm", + "deity|esoteric order of the palatine eye|logm", + "deity|falayna|logm", + "deity|findeladlara|logm", + "deity|folgrit|logm", + "deity|followers of fate|b2", + "deity|fumeiyoshi|logm", + "deity|gendowyn|logm", + "deity|general susumu|logm", + "deity|geryon|logm", + "deity|ghlaunder|logm", + "deity|god calling|logm", + "deity|gogunta|b1", + "deity|gorum|crb", + "deity|gozreh|crb", + "deity|grandmother spider|logm", + "deity|gravelady's guard|lokl", + "deity|green faith|crb", + "deity|groetus|logm", + "deity|gruhastha|logm", + "deity|grundinnar|logm", + "deity|gyronna|logm", + "deity|halcamora|logm", + "deity|hanspur|logm", + "deity|hastur|logm", + "deity|hathor|logm", + "deity|hearth and harvest|lotg", + "deity|hei feng|logm", + "deity|horus|logm", + "deity|hshurha|logm", + "deity|imbrex|logm", + "deity|imot|logm", + "deity|iomedae|crb", + "deity|irez|logm", + "deity|irori|crb", + "deity|isis|logm", + "deity|jaidi|logm", + "deity|jaidz|logm", + "deity|kabriri|logm", + "deity|kalekot|lome", + "deity|kazutal|logm", + "deity|keepers of the hearth|lokl", + "deity|kelizandri|logm", + "deity|kerkamoth|logm", + "deity|ketephys|logm", + "deity|kitmu|lome", + "deity|kofusachi|logm", + "deity|kols|logm", + "deity|korada|logm", + "deity|kostchtchie|logm", + "deity|kurgess|logm", + "deity|lady jingxi|logm", + "deity|lady nanbyo|logm", + "deity|lahkgya|logm", + "deity|lamashtu|crb", + "deity|lao shu po|logm", + "deity|laws of mortality|logm", + "deity|likha|logm", + "deity|lissala|logm", + "deity|lubaiko|lome", + "deity|luhar|lome", + "deity|lymnieris|logm", + "deity|lysianassa|logm", + "deity|ma'at|logm", + "deity|magdh|logm", + "deity|magrim|logm", + "deity|mahathallah|logm", + "deity|mammon|logm", + "deity|matravash|logm", + "deity|mazludeh|lome", + "deity|mephistopheles|logm", + "deity|milani|logm", + "deity|moloch|logm", + "deity|monad|logm", + "deity|mother vulture|logm", + "deity|naderi|logm", + "deity|nalinivati|logm", + "deity|narakaas|logm", + "deity|narriseminek|logm", + "deity|nethys|crb", + "deity|ng|logm", + "deity|nhimbaloth|logm", + "deity|nivi rhombodazzle|logm", + "deity|nocticula|logm", + "deity|norgorber|crb", + "deity|nurgal|logm", + "deity|nyarlathotep|logm", + "deity|orcus|botd", + "deity|osiris|logm", + "deity|otolmens|logm", + "deity|pazuzu|logm", + "deity|pharasma|crb", + "deity|prophecies of kalistrade|crb", + "deity|pulura|logm", + "deity|qi zhong|logm", + "deity|ragadahn|logm", + "deity|ragathiel|logm", + "deity|ragdya|logm", + "deity|ranginori|logm", + "deity|raumya|logm", + "deity|ravithra|aoe5", + "deity|ra|logm", + "deity|rovagug|crb", + "deity|sairazul|logm", + "deity|saloc|logm", + "deity|sangpotshi|logm", + "deity|sarenrae|crb", + "deity|seafarers' hope|lotg", + "deity|sekhmet|logm", + "deity|selket|logm", + "deity|set|botd", + "deity|shax|logm", + "deity|shei|logm", + "deity|shelyn|crb", + "deity|shizuru|logm", + "deity|shoanti animism|logm", + "deity|shyka|logm", + "deity|sifkesh|logm", + "deity|sivanah|logm", + "deity|sobek|logm", + "deity|soralyon|logm", + "deity|sorrow's sword|lokl", + "deity|stag mother of the forest of stones|logm", + "deity|sturovenen|logm", + "deity|sun wukong|logm", + "deity|suyuddha|lokl", + "deity|szuriel|logm", + "deity|tanagaar|logm", + "deity|thamir|logm", + "deity|the deliberate journey|lotg", + "deity|the endless road|lokl", + "deity|the enlightened scholar's path|lotg", + "deity|the godclaw|logm", + "deity|the green mother|logm", + "deity|the laborer's bastion|lotg", + "deity|the lantern king|logm", + "deity|the lost prince|logm", + "deity|the offering plate|lotg", + "deity|thoth|logm", + "deity|tlehar|lome", + "deity|torag|crb", + "deity|treerazer|b1", + "deity|trelmarixian|logm", + "deity|trudd|logm", + "deity|tsukiyo|logm", + "deity|urban prosperity|lotg", + "deity|urgathoa|crb", + "deity|uvuko|lome", + "deity|valmallos|logm", + "deity|vildeis|logm", + "deity|vineshvakhi|loil", + "deity|wadjet|logm", + "deity|walkena|logm", + "deity|whispering way|crb", + "deity|winlas|logm", + "deity|xhamen-dor|logm", + "deity|yaezhing|logm", + "deity|yamatsumi|logm", + "deity|ydajisk|logm", + "deity|ydersius|b2", + "deity|ylimancha|logm", + "deity|ymeri|logm", + "deity|yog-sothoth|logm", + "deity|yuelral|logm", + "deity|zevgavizeb|logm", + "deity|zohls|logm", + "deity|zon-kuthon|crb", + "deity|zura|logm", + "deity|zyphus|logm", + "disease|blinding sickness|gmg", + "disease|bog rot|gmg", + "disease|bone chill|gmg", + "disease|brain worms|gmg", + "disease|bubonic plague|gmg", + "disease|choking death|gmg", + "disease|dysentery|aoa2", + "disease|exhaustive addiction|lomm", + "disease|ghast fever|b1", + "disease|ghoul fever|b1", + "disease|malaria|aoa2", + "disease|malaria|gmg", + "disease|nightmare fever|gmg", + "disease|poison sedum|ooa1", + "disease|scarlet fever|gmg", + "disease|scarlet leprosy|gmg", + "disease|sewer haze|gmg", + "disease|soulforged corruption|som", + "disease|tetanus|gmg", + "disease|tuberculosis|gmg", + "disease|waterborne zombie rot|botd", + "domain|abomination|av3", + "domain|air|crb", + "domain|ambition|crb", + "domain|change|logm", + "domain|cities|crb", + "domain|cold|logm", + "domain|confidence|crb", + "domain|creation|crb", + "domain|darkness|crb", + "domain|death|crb", + "domain|decay|logm", + "domain|delirium|logm", + "domain|destruction|crb", + "domain|dreams|crb", + "domain|dust|logm", + "domain|duty|logm", + "domain|earth|crb", + "domain|family|crb", + "domain|fate|crb", + "domain|fire|crb", + "domain|freedom|crb", + "domain|glyph|logm", + "domain|healing|crb", + "domain|indulgence|crb", + "domain|introspection|bl6", + "domain|knowledge|crb", + "domain|lightning|logm", + "domain|luck|crb", + "domain|magic|crb", + "domain|might|crb", + "domain|moon|crb", + "domain|naga|aoe5", + "domain|nature|crb", + "domain|nightmares|crb", + "domain|pain|crb", + "domain|passion|crb", + "domain|perfection|crb", + "domain|plague|logm", + "domain|protection|crb", + "domain|repose|logm", + "domain|secrecy|crb", + "domain|sorrow|logm", + "domain|soul|logm", + "domain|star|logm", + "domain|sun|crb", + "domain|swarm|logm", + "domain|time|logm", + "domain|toil|aoa4", + "domain|travel|crb", + "domain|trickery|crb", + "domain|truth|crb", + "domain|tyranny|crb", + "domain|undeath|crb", + "domain|vigil|logm", + "domain|void|logm", + "domain|water|crb", + "domain|wealth|crb", + "domain|wyrmkin|logm", + "domain|zeal|crb", + "feat|a home in every port|apg", + "feat|aasimar's mercy|apg", + "feat|aberration kinship|loag", + "feat|able ritualist|av2", + "feat|aboleth transmutation|aaws", + "feat|absorb spell|locg", + "feat|absorb toxin|lome", + "feat|abundant step|crb", + "feat|accelerating touch|apg", + "feat|acclimatization|apg", + "feat|accompany|apg", + "feat|accurate flurry|apg", + "feat|accurate swing|ngd", + "feat|accursed claws|apg", + "feat|accursed clay fist|ec3", + "feat|accursed magic|da", + "feat|accursed touch|botd", + "feat|achaekek's grip|lol", + "feat|acquired tolerance|apg", + "feat|acrobat dedication|apg", + "feat|acrobatic performer|apg", + "feat|acute scent|crb", + "feat|acute vision|crb", + "feat|adapted cantrip|crb", + "feat|adaptive adept|crb", + "feat|adaptive mask familiar|locg", + "feat|adaptive vision|g&g", + "feat|additional companion|apg", + "feat|additional lore|crb", + "feat|additional recollection|apg", + "feat|additional shadow magic|apg", + "feat|adhyabhau|loag", + "feat|adopted ancestry|crb", + "feat|adrenaline rush|apg", + "feat|adroit manipulation|locg", + "feat|advanced arcana|crb", + "feat|advanced blood potency|crb", + "feat|advanced bloodline|crb", + "feat|advanced bow training|apg", + "feat|advanced breakthrough|g&g", + "feat|advanced concoction|crb", + "feat|advanced construct companion|g&g", + "feat|advanced deduction|apg", + "feat|advanced deity's domain|crb", + "feat|advanced devotion|crb", + "feat|advanced dogma|crb", + "feat|advanced domain|crb", + "feat|advanced elemental spell|som", + "feat|advanced first aid|apg", + "feat|advanced flair|apg", + "feat|advanced fury|crb", + "feat|advanced general training|apg", + "feat|advanced hallowed spell|botd", + "feat|advanced hunter's trick|crb", + "feat|advanced kata|crb", + "feat|advanced maneuver|crb", + "feat|advanced martial magic|som", + "feat|advanced muse's whispers|crb", + "feat|advanced mysteries|apg", + "feat|advanced order training|locg", + "feat|advanced reanimated companion|ooa3", + "feat|advanced red mantis magic|lowg", + "feat|advanced revelation|apg", + "feat|advanced runic mind-smithing|da", + "feat|advanced school spell|crb", + "feat|advanced seeker of truths|av2", + "feat|advanced shooter|g&g", + "feat|advanced shooting|g&g", + "feat|advanced synergy|som", + "feat|advanced targeting system|loag", + "feat|advanced thaumaturgy|da", + "feat|advanced thoughtform|da", + "feat|advanced trickery|crb", + "feat|advanced weapon training|crb", + "feat|advanced weaponry|som", + "feat|advanced wilding|crb", + "feat|advanced witchcraft|apg", + "feat|advantageous assault|crb", + "feat|aegis of arnisant|locg", + "feat|aeon resonance|som", + "feat|aerial piledriver|lotgb", + "feat|aerobatics mastery|apg", + "feat|affliction mercy|crb", + "feat|after you|apg", + "feat|agathion magic|loag", + "feat|ageless patience|crb", + "feat|ageless spirit|loag", + "feat|aggravating scratch|apg", + "feat|aggressive block|crb", + "feat|agile grace|crb", + "feat|agile hand|lotgb", + "feat|agile maneuvers|apg", + "feat|agile shield grip|lokl", + "feat|agonizing rebuke|locg", + "feat|airborne form|som", + "feat|airy step|loag", + "feat|alabaster eyes|loil", + "feat|alacritous action|som", + "feat|alchemical crafting|crb", + "feat|alchemical discoveries|apg", + "feat|alchemical familiar|crb", + "feat|alchemical savant|crb", + "feat|alchemical scholar|locg", + "feat|alchemical shot|g&g", + "feat|alchemist dedication|crb", + "feat|aldori duelist dedication|lowg", + "feat|aldori parry|lowg", + "feat|aldori riposte|lowg", + "feat|alghollthu bound|aaws", + "feat|align armament|crb", + "feat|align ki|apg", + "feat|alkenstar agent dedication|ooa1", + "feat|all in my head|apg", + "feat|all in your head|da", + "feat|all the time in the world|frp3", + "feat|allegro|crb", + "feat|alluring performance|loil", + "feat|ally's shelter|apg", + "feat|alter ego dedication|da", + "feat|alter resistance|loag", + "feat|always ready|lokl", + "feat|ambush awareness|lome", + "feat|ambushing knockdown|aoe3", + "feat|ammunition thaumaturgy|da", + "feat|amorphous aspect|loag", + "feat|amphibious form|som", + "feat|amplifying touch|apg", + "feat|anadi lore|lome", + "feat|analyze idiolect|apg", + "feat|analyze information|loag", + "feat|analyze weakness|apg", + "feat|anarchic arcana|loag", + "feat|ancestor's rage|lome", + "feat|ancestor's transformation|loag", + "feat|ancestral blood magic|apg", + "feat|ancestral insight|loag", + "feat|ancestral linguistics|apg", + "feat|ancestral longevity|crb", + "feat|ancestral mage|apg", + "feat|ancestral mind|da", + "feat|ancestral paragon|crb", + "feat|ancestral suspicion|apg", + "feat|ancestral weaponry|apg", + "feat|anchoring aura|crb", + "feat|anchoring roots|loag", + "feat|ancient memories|loil", + "feat|ancillary motes|loag", + "feat|android lore|loag", + "feat|angel of death|apg", + "feat|angel of vindication|lokl", + "feat|angelic magic|apg", + "feat|angelkin|apg", + "feat|animal accomplice|crb", + "feat|animal companion (druid)|crb", + "feat|animal companion (ranger)|crb", + "feat|animal elocutionist|crb", + "feat|animal feature|apg", + "feat|animal magic|loag", + "feat|animal rage|crb", + "feat|animal senses|loag", + "feat|animal shape|loag", + "feat|animal skin|crb", + "feat|animal speaker|loag", + "feat|animal swiftness|loag", + "feat|animal trainer dedication|ec2", + "feat|animalistic resistance|loag", + "feat|animate net|lotgb", + "feat|ankle biter|botd", + "feat|ankle bite|locg", + "feat|annihilating swing|ec6", + "feat|annotate composition|apg", + "feat|anoint ally|apg", + "feat|antagonize|apg", + "feat|anticipate ambush|apg", + "feat|apex companion|aoa6", + "feat|aquatic adaptation|loag", + "feat|aquatic camouflage|loag", + "feat|aquatic conversationalist|loag", + "feat|aquatic eyes|loag", + "feat|arcane breadth|crb", + "feat|arcane camouflage|g&g", + "feat|arcane communication|g&g", + "feat|arcane evolution|crb", + "feat|arcane eye|g&g", + "feat|arcane fists|som", + "feat|arcane locomotion|g&g", + "feat|arcane propulsion|g&g", + "feat|arcane safeguards|g&g", + "feat|arcane school spell|crb", + "feat|arcane sense|crb", + "feat|arcane sensitivity|aoe1", + "feat|arcane shroud|som", + "feat|arcane sight|lome", + "feat|arcane slam|g&g", + "feat|arcane tattoos|locg", + "feat|archaeologist dedication|apg", + "feat|archaeologist's luck|apg", + "feat|archaeologist's warning|lopsg", + "feat|archer dedication|apg", + "feat|archer's aim|apg", + "feat|archon magic|apg", + "feat|archwizard's might|crb", + "feat|ardent armiger|lowg", + "feat|arise, ye worthy!|loag", + "feat|armiger's mobility|lowg", + "feat|armor assist|apg", + "feat|armor proficiency|crb", + "feat|armor rune shifter|aoa4", + "feat|armor specialist|apg", + "feat|armored exercise|lopsg", + "feat|armored rebuff|apg", + "feat|armored rest|lopsg", + "feat|armored stealth|apg", + "feat|arrow of death|apg", + "feat|arrow snatching|crb", + "feat|artillerist dedication|g&g", + "feat|artokus's fire|lol", + "feat|as in life, so in death|botd", + "feat|ashen veil|lokl", + "feat|assassin dedication|apg", + "feat|assassinate|apg", + "feat|assisting shot|crb", + "feat|assurance|crb", + "feat|assured identification|apg", + "feat|assured knowledge|apg", + "feat|assured ritualist|apg", + "feat|astonishing explosion|ec6", + "feat|astral blink|g&g", + "feat|astral tether|da", + "feat|asura magic|loil", + "feat|athletic might|apg", + "feat|athletic strategist|apg", + "feat|attack of opportunity (barbarian)|crb", + "feat|attack of opportunity (champion)|crb", + "feat|attack of opportunity (magus)|som", + "feat|attack of opportunity (swashbuckler)|apg", + "feat|attuned stride|som", + "feat|attunement shift|som", + "feat|attunement to stone|lowg", + "feat|augment senses|loag", + "feat|aura of courage|crb", + "feat|aura of despair|apg", + "feat|aura of faith|crb", + "feat|aura of life|crb", + "feat|aura of preservation|apg", + "feat|aura of righteousness|crb", + "feat|aura of unbreakable virtue|aoa6", + "feat|aura of vengeance|crb", + "feat|aura sight|da", + "feat|auspicious mount|crb", + "feat|automatic knowledge|crb", + "feat|automatic writing|da", + "feat|automaton armament|g&g", + "feat|automaton lore|g&g", + "feat|avalanche strike|apg", + "feat|avatar's audience|crb", + "feat|avenge ally|apg", + "feat|avenge in glory|locg", + "feat|awakened power|da", + "feat|awesome blow|crb", + "feat|axe climber|ec3", + "feat|axe thrower|ec3", + "feat|axial recall|g&g", + "feat|axiomatic lore|loag", + "feat|azaersi's roads|lol", + "feat|azarketi lore|aaws", + "feat|azarketi purification|loag", + "feat|azarketi weapon aptitude|aaws", + "feat|azarketi weapon expertise|aaws", + "feat|azarketi weapon familiarity|aaws", + "feat|azata magic|apg", + "feat|back to back|apg", + "feat|backup disguise|locg", + "feat|banishing blow|ec6", + "feat|banshee cry display|g&g", + "feat|barbarian dedication|crb", + "feat|barbarian resiliency|crb", + "feat|bard dedication|crb", + "feat|bardic lore|crb", + "feat|bargain hunter|crb", + "feat|bark and tendril|locg", + "feat|barreling charge (barbarian)|apg", + "feat|barreling charge (fighter)|apg", + "feat|barrier shield|lotgb", + "feat|bashing charge|apg", + "feat|basic arcana|crb", + "feat|basic bard spellcasting|crb", + "feat|basic beast gunner spellcasting|g&g", + "feat|basic blood potency|crb", + "feat|basic bloodline spell|crb", + "feat|basic breakthrough|g&g", + "feat|basic captivator spellcasting|lotgb", + "feat|basic cathartic spellcasting|som", + "feat|basic cleric spellcasting|crb", + "feat|basic concoction|crb", + "feat|basic deduction|apg", + "feat|basic devotion|crb", + "feat|basic dogma|crb", + "feat|basic druid spellcasting|crb", + "feat|basic eldritch archer spellcasting|apg", + "feat|basic flair|apg", + "feat|basic fury|crb", + "feat|basic hunter's trick|crb", + "feat|basic kata|crb", + "feat|basic lesson|apg", + "feat|basic magus spellcasting|som", + "feat|basic maneuver|crb", + "feat|basic martial magic|som", + "feat|basic modification|g&g", + "feat|basic muse's whispers|crb", + "feat|basic mysteries|apg", + "feat|basic oracle spellcasting|apg", + "feat|basic psychic spellcasting|da", + "feat|basic red mantis magic|lowg", + "feat|basic scroll cache|apg", + "feat|basic shooting|g&g", + "feat|basic sorcerer spellcasting|crb", + "feat|basic spellcasting|som", + "feat|basic summoner spellcasting|som", + "feat|basic synergy|som", + "feat|basic thaumaturgy|da", + "feat|basic thoughtform|da", + "feat|basic trickery|crb", + "feat|basic wilding|crb", + "feat|basic witch spellcasting|apg", + "feat|basic witchcraft|apg", + "feat|basic wizard spellcasting|crb", + "feat|bastion dedication|apg", + "feat|bat form|botd", + "feat|battle assessment|crb", + "feat|battle cry|crb", + "feat|battle medicine|crb", + "feat|battle planner|apg", + "feat|battle prayer|logm", + "feat|battleforger|locg", + "feat|beacon mark|lotgb", + "feat|bear empathy|tv", + "feat|bear hug|tv", + "feat|beast dynamo howl|g&g", + "feat|beast gunner dedication|g&g", + "feat|beast speaker|ec2", + "feat|beast trainer|apg", + "feat|beastbrood|loag", + "feat|beastmaster bond|apg", + "feat|beastmaster dedication|apg", + "feat|beastmaster's call|apg", + "feat|beastmaster's trance|apg", + "feat|become thought|da", + "feat|bellflower dedication|aoa3", + "feat|bend space|loil", + "feat|beneath notice|frp2", + "feat|bespell weapon (sorcerer)|crb", + "feat|bespell weapon (wizard)|crb", + "feat|bespell weapon|apg", + "feat|bestiary scholar|lopsg", + "feat|between the scales|apg", + "feat|big mouth|apg", + "feat|biographical eye|apg", + "feat|bizarre magic|crb", + "feat|bizarre transformation|da", + "feat|black cat curse|apg", + "feat|black powder blaze|g&g", + "feat|black powder boost|g&g", + "feat|black powder embodiment|g&g", + "feat|black powder flash|ooa1", + "feat|blade of justice|crb", + "feat|blade of law|locg", + "feat|blade of the crimson oath|locg", + "feat|blank slate|crb", + "feat|blast lock|g&g", + "feat|blast resistance|g&g", + "feat|blast tackle|g&g", + "feat|blasting beams|da", + "feat|blaze of revelation|apg", + "feat|blazing aura|loag", + "feat|blazing streak|som", + "feat|blazing talon surge|lopsg", + "feat|bleeding finisher|apg", + "feat|bless shield|lokl", + "feat|bless tonic|logm", + "feat|bless toxin|logm", + "feat|blessed blood|apg", + "feat|blessed blood|logm", + "feat|blessed denial|apg", + "feat|blessed medicine|botd", + "feat|blessed one dedication|apg", + "feat|blessed sacrifice|apg", + "feat|blessed spell|apg", + "feat|blessing of the sun gods|sot4", + "feat|blind-fight (fighter)|crb", + "feat|blind-fight (investigator)|apg", + "feat|blind-fight (ranger)|crb", + "feat|blind-fight (rogue)|crb", + "feat|blood component substitution|apg", + "feat|blood frenzy|som", + "feat|blood in the air|g&g", + "feat|bloodletting claws|som", + "feat|bloodletting fangs|apg", + "feat|bloodline breadth|crb", + "feat|bloodline conduit|crb", + "feat|bloodline focus|crb", + "feat|bloodline metamorphosis|aoa6", + "feat|bloodline mutation|apg", + "feat|bloodline perfection|crb", + "feat|bloodline resistance|crb", + "feat|bloodline wellspring|crb", + "feat|bloody blows|apg", + "feat|bloody debilitation|apg", + "feat|boaster's challenge|locg", + "feat|bolera's interrogation|aoe1", + "feat|bolster soul cage|botd", + "feat|bon mot|apg", + "feat|bond conservation|crb", + "feat|bonded animal|crb", + "feat|bonded focus|crb", + "feat|bonds of death|botd", + "feat|bone caller|loag", + "feat|bone investiture|loag", + "feat|bone magic|loag", + "feat|bone missile|botd", + "feat|bone rider|lome", + "feat|bone spikes|da", + "feat|bone swarm|botd", + "feat|boneyard's call|apg", + "feat|boost modulation|g&g", + "feat|boost summons|som", + "feat|borrow memories|da", + "feat|borrow time|da", + "feat|boulder roll|crb", + "feat|bounce back|apg", + "feat|bouncy goblin|locg", + "feat|bound in ice|lomm", + "feat|boundless reprisals|crb", + "feat|bounty hunter dedication|apg", + "feat|brain drain|da", + "feat|brains!|botd", + "feat|bravo's determination|locg", + "feat|brawling focus|crb", + "feat|breached defenses|da", + "feat|breath control|crb", + "feat|breath like honey|lome", + "feat|breath of calamity|loil", + "feat|breath of the dragon|apg", + "feat|briar battler|loag", + "feat|bright lion dedication|lol", + "feat|bright lion dedication|sot4", + "feat|brightness seeker|locg", + "feat|brightsoul|loag", + "feat|brilliant crafter|g&g", + "feat|brine may|apg", + "feat|brinesoul|loag", + "feat|bristle|lome", + "feat|brutal beating|crb", + "feat|brutal bully|crb", + "feat|brutal critical|crb", + "feat|brutal finish|crb", + "feat|brutish shove|crb", + "feat|buckler dance|apg", + "feat|buckler expertise|apg", + "feat|built-in tools|g&g", + "feat|bullet dancer burn|g&g", + "feat|bullet dancer dedication|g&g", + "feat|bullet dancer reload|g&g", + "feat|bullet split|g&g", + "feat|bullseye|apg", + "feat|bullying staff|ec1", + "feat|burn it!|crb", + "feat|burning spell|som", + "feat|burrow elocutionist|crb", + "feat|burrowing form|som", + "feat|butterfly blade dedication|frp1", + "feat|butterfly's kiss|frp1", + "feat|butterfly's sting|frp1", + "feat|cackle|apg", + "feat|cadence call|apg", + "feat|calaca's showstopper|loag", + "feat|calculated splash|crb", + "feat|call and response|apg", + "feat|call bonded item|apg", + "feat|call gun|g&g", + "feat|call implement|da", + "feat|call of elysium|loag", + "feat|call of the green man|loag", + "feat|call of the wild|crb", + "feat|call ursine ally|tv", + "feat|call your shot|apg", + "feat|called shot|g&g", + "feat|called|apg", + "feat|callow may|apg", + "feat|camouflage|crb", + "feat|can't fall here|loag", + "feat|can't you see?|da", + "feat|cannibalize magic|loil", + "feat|cannon corner shot|g&g", + "feat|canny acumen|crb", + "feat|canopy sight|loil", + "feat|cantorian reinforcement|loag", + "feat|cantorian rejuvenation|loag", + "feat|cantorian restoration|loag", + "feat|cantrip casting|som", + "feat|cantrip expansion (bard)|crb", + "feat|cantrip expansion (cleric)|crb", + "feat|cantrip expansion (magus)|som", + "feat|cantrip expansion (oracle)|apg", + "feat|cantrip expansion (psychic)|da", + "feat|cantrip expansion (sorcerer)|crb", + "feat|cantrip expansion (witch)|apg", + "feat|cantrip expansion (wizard)|crb", + "feat|captivating curiosity|loag", + "feat|captivating intensity|lotgb", + "feat|captivator dedication|lotgb", + "feat|capture magic|som", + "feat|caravan leader|apg", + "feat|careful explorer|lowg", + "feat|cartwheel dodge|aoe3", + "feat|cascade bearers flexibility|locg", + "feat|cascade bearers spellcasting|locg", + "feat|cascade countermeasure|som", + "feat|cascading ray|som", + "feat|cast down|crb", + "feat|cast out|botd", + "feat|castigating weapon|crb", + "feat|cat fall|crb", + "feat|cat nap|loag", + "feat|cat's luck|apg", + "feat|catch the details|lome", + "feat|catchy tune|loag", + "feat|caterwaul|apg", + "feat|catfolk dance|loag", + "feat|catfolk lore|apg", + "feat|catfolk weapon expertise|apg", + "feat|catfolk weapon familiarity|apg", + "feat|catfolk weapon rake|apg", + "feat|cathartic focus spell|som", + "feat|cathartic mage dedication|som", + "feat|catrina's presence|loag", + "feat|cauldron|apg", + "feat|cauterize|g&g", + "feat|cautious curiosity|apg", + "feat|cautious delver|lopsg", + "feat|cavalier dedication|apg", + "feat|cavalier's banner|apg", + "feat|cavalier's charge|apg", + "feat|cave climber|crb", + "feat|ceaseless shadows|crb", + "feat|cel rau|loag", + "feat|celebrity dedication|apg", + "feat|celestial eyes|apg", + "feat|celestial form|crb", + "feat|celestial lore|apg", + "feat|celestial mount|crb", + "feat|celestial resistance|apg", + "feat|celestial strikes|apg", + "feat|celestial wings|apg", + "feat|celestial word|apg", + "feat|ceremony of aeon's guidance|lome", + "feat|ceremony of aeon's shield|lome", + "feat|ceremony of fortification|lome", + "feat|ceremony of growth|lome", + "feat|ceremony of knowledge|lome", + "feat|ceremony of protection|lome", + "feat|ceremony of sun's gift|lome", + "feat|ceremony of sunlight|lome", + "feat|ceremony of the evened hand|lome", + "feat|ceremony of the strengthened hand|lome", + "feat|certain strike|crb", + "feat|chain reaction|g&g", + "feat|champion dedication|crb", + "feat|champion resiliency|crb", + "feat|champion's reaction|crb", + "feat|champion's sacrifice|crb", + "feat|chance death|loag", + "feat|change of face|da", + "feat|changeling lore|apg", + "feat|channel rot|botd", + "feat|channel smite|crb", + "feat|channel the godmind|loag", + "feat|channeled succor|crb", + "feat|charged creation|locg", + "feat|charlatan|logm", + "feat|charmed life|apg", + "feat|charming liar|crb", + "feat|charred remains|loag", + "feat|cheat death|apg", + "feat|cheek pouches|apg", + "feat|chemical contagion|apg", + "feat|chemical purification|lokl", + "feat|choking smoke|lotgb", + "feat|chosen of lamashtu|locg", + "feat|chromotherapy|da", + "feat|chronocognizance|da", + "feat|chronomancer's secrets|da", + "feat|chronoskimmer dedication|da", + "feat|cindersoul|loag", + "feat|city scavenger|crb", + "feat|clan pistol|g&g", + "feat|clan protector|locg", + "feat|clan's edge|locg", + "feat|claws of the dragon|apg", + "feat|cleansing light|loil", + "feat|cleansing subroutine|loag", + "feat|clear the way|apg", + "feat|cleave|crb", + "feat|cleric dedication|crb", + "feat|clever counterspell|crb", + "feat|clever gambit|apg", + "feat|clever improviser|crb", + "feat|clever shadow|loag", + "feat|climbing claws|apg", + "feat|climbing tail|loil", + "feat|clinch strike|lotgb", + "feat|clinging climber|botd", + "feat|clinging shadows initiate|apg", + "feat|cling|apg", + "feat|cloak of poison|loag", + "feat|clockwork celerity|g&g", + "feat|clockwork reanimator dedication|ooa3", + "feat|clone-risen|da", + "feat|close quarters|loag", + "feat|cloud gazer|loag", + "feat|cloud jump|crb", + "feat|cloud step|crb", + "feat|cloud walk|sot3", + "feat|clue them all in|apg", + "feat|coating of slime|loag", + "feat|cobble dancer|locg", + "feat|cobra envenom|apg", + "feat|cobra stance|apg", + "feat|coffin bound|botd", + "feat|cognitive loophole|crb", + "feat|cold minded|loil", + "feat|collapse armor|g&g", + "feat|collapse construct|g&g", + "feat|collapse wall|g&g", + "feat|collapse|botd", + "feat|collateral thrash|crb", + "feat|combat assessment|apg", + "feat|combat climber|crb", + "feat|combat grab|crb", + "feat|combat premonition|da", + "feat|combat reading|apg", + "feat|combat reflexes|crb", + "feat|combination finisher|apg", + "feat|combine elixirs|crb", + "feat|come and get me|crb", + "feat|come at me!|g&g", + "feat|command attention|apg", + "feat|command undead|crb", + "feat|communal healing|crb", + "feat|communal sustain|lopsg", + "feat|communal tale|sot2", + "feat|community knowledge|loil", + "feat|companion's cry|crb", + "feat|conceal spell|apg", + "feat|conceal spell|crb", + "feat|concealing legerdemain|apg", + "feat|conceited mindset|apg", + "feat|concentrated assault|g&g", + "feat|confabulator|crb", + "feat|conflux focus|som", + "feat|conflux wellspring|som", + "feat|confounding image|lotgb", + "feat|connect the dots|apg", + "feat|connections|crb", + "feat|conrasu lore|lome", + "feat|conrasu weapon expertise|lome", + "feat|conrasu weapon familiarity|lome", + "feat|conrasu weapon understanding|lome", + "feat|conscious spell specialization|da", + "feat|consecrate spell|lokl", + "feat|consecrated aura|botd", + "feat|consistent surge|loag", + "feat|consolidated overlay panopticon|loil", + "feat|constant gaze|lome", + "feat|constant levitation|da", + "feat|constricting hold|som", + "feat|construct shell|g&g", + "feat|consult the spirits|apg", + "feat|consult the stars|loag", + "feat|consume energy|da", + "feat|consume spell|apg", + "feat|contagious rage|crb", + "feat|contingency gadgets|g&g", + "feat|continual recovery|crb", + "feat|continuous assault|loag", + "feat|contortionist|apg", + "feat|control tower|g&g", + "feat|controlled blast|g&g", + "feat|controlled bullet|g&g", + "feat|converge|g&g", + "feat|convincing illusion|apg", + "feat|cooperative nature|crb", + "feat|cooperative soul|crb", + "feat|coordinated charge|apg", + "feat|coordinated distraction|aoe3", + "feat|core attunement|g&g", + "feat|core cannon|g&g", + "feat|core rejuvenation|g&g", + "feat|corgi mount|loag", + "feat|cornered fury|loag", + "feat|corpse stench|botd", + "feat|corpse-killer's defiance|lokl", + "feat|corrupted shield|apg", + "feat|coughing dragon display|g&g", + "feat|counter curse|da", + "feat|counter perform|crb", + "feat|counter thought|da", + "feat|countercharm|lotgb", + "feat|counterclockwork focus|loil", + "feat|counterspell (sorcerer)|crb", + "feat|counterspell (witch)|apg", + "feat|counterspell (wizard)|crb", + "feat|courageous advance|apg", + "feat|courageous assault|apg", + "feat|courageous onslaught|apg", + "feat|courageous opportunity|apg", + "feat|courteous comeback|locg", + "feat|courtly graces|crb", + "feat|cover fire|g&g", + "feat|craft anything|crb", + "feat|craft facsimile|lopsg", + "feat|craft philosopher's stone|crb", + "feat|crafter's appraisal|apg", + "feat|crafter's instinct|g&g", + "feat|crane flutter|crb", + "feat|crane stance|crb", + "feat|cranial detonation|da", + "feat|creative prodigy|loag", + "feat|cremate undead|crb", + "feat|criminal connections|apg", + "feat|crimson oath devotion|lokl", + "feat|crimson shroud|lowg", + "feat|cringe|apg", + "feat|critical debilitation|crb", + "feat|critter shape|loag", + "feat|crone's cruelty|loag", + "feat|cross the final horizon|aoe2", + "feat|cross the final horizon|loil", + "feat|cross the threshold|frp1", + "feat|crossblooded evolution|crb", + "feat|crossbow ace|crb", + "feat|crossbow crack shot|g&g", + "feat|crossbow terror|apg", + "feat|crowd mastery|lowg", + "feat|crown of the saumen kar|lomm", + "feat|crude communication|apg", + "feat|cruelty|apg", + "feat|crunch|lome", + "feat|crushing grab|crb", + "feat|cryptic spell|da", + "feat|crystal healing|da", + "feat|crystal keeper dedication|aoa4", + "feat|crystal luminescence|loil", + "feat|crystal ward spells|aoa4", + "feat|crystalline cloud|loag", + "feat|crystalline dust|loag", + "feat|cultural adaptability|crb", + "feat|cunning climber|locg", + "feat|cunning hair|loag", + "feat|cunning tinker|lotgb", + "feat|cunning trickster mask|sot6", + "feat|current spell|apg", + "feat|curse maelstrom dedication|da", + "feat|curse of the saumen kar|lomm", + "feat|cursed effigy|da", + "feat|cut from the air|apg", + "feat|cut the bonds|aoa3", + "feat|cycle spell|botd", + "feat|cynical|aaws", + "feat|daemon magic|apg", + "feat|dance of intercession|frp3", + "feat|dance of thunder|g&g", + "feat|dance underfoot|apg", + "feat|dancing leaf|crb", + "feat|dandy dedication|apg", + "feat|dangerous sorcery|crb", + "feat|dangle|loag", + "feat|dangle|loil", + "feat|daredevil's gambit|locg", + "feat|daring act|locg", + "feat|daring flourish|locg", + "feat|dark persona's presence|da", + "feat|darkseer|locg", + "feat|darting monkey|loil", + "feat|daywalker|botd", + "feat|daywalker|loag", + "feat|dazing blow|apg", + "feat|dazzling block|som", + "feat|dazzling bullet|g&g", + "feat|dead reckoning|lopsg", + "feat|deadeye|g&g", + "feat|deadly aim|crb", + "feat|deadly butterfly|frp1", + "feat|deadly grace|apg", + "feat|deadly poison weapon|aoa5", + "feat|deadly simplicity|crb", + "feat|deadly strikes|apg", + "feat|death warden|botd", + "feat|death's door|locg", + "feat|death's drums|apg", + "feat|deathly secrets|botd", + "feat|debilitating bomb|crb", + "feat|debilitating dichotomy|apg", + "feat|debilitating shot|crb", + "feat|debilitating venom|loil", + "feat|deceptive worship|apg", + "feat|decry thief|aoa5", + "feat|deep freeze|g&g", + "feat|deep lore|crb", + "feat|deep roots|da", + "feat|deep vision|loag", + "feat|deeper dabbler|apg", + "feat|deepest wellspring|da", + "feat|defend mount|apg", + "feat|defend summoner|som", + "feat|defensive armaments|g&g", + "feat|defensive coordination|apg", + "feat|defensive instincts|lome", + "feat|defensive recovery|crb", + "feat|defensive roll|crb", + "feat|defiance unto death|locg", + "feat|deflect arrow|crb", + "feat|deflecting cloud|sot3", + "feat|deflecting shot|g&g", + "feat|deft cooperation|lowg", + "feat|defy death|loag", + "feat|defy fey|loil", + "feat|defy the darkness|apg", + "feat|deimatic display|apg", + "feat|deity's domain|crb", + "feat|deity's protection|crb", + "feat|delay trap|crb", + "feat|deliberate death|loag", + "feat|delver|lome", + "feat|demanding challenge|locg", + "feat|demolition charge|apg", + "feat|demolitionist dedication|g&g", + "feat|demolitionist|g&g", + "feat|demon magic|apg", + "feat|demon's hair|frp3", + "feat|demonbane warrior|lome", + "feat|demonblood frenzy|lome", + "feat|denier of destruction|ec6", + "feat|deny support|aoe3", + "feat|deny the songs of war|sot2", + "feat|derring-do|apg", + "feat|desiccating inhalation|botd", + "feat|desperate finisher|crb", + "feat|desperate prayer|apg", + "feat|destructive block|apg", + "feat|detective's readiness|apg", + "feat|determination|crb", + "feat|determined dash|apg", + "feat|determined lore seeker|lopsg", + "feat|detonating spell|lokl", + "feat|devastating spellstrike|som", + "feat|devastating weaponry|g&g", + "feat|devil in plain sight|loag", + "feat|devil magic|apg", + "feat|devil's advocate|locg", + "feat|devil's eye|da", + "feat|devilish wiles|loag", + "feat|devoted focus|crb", + "feat|devoted guardian|lokl", + "feat|diabolic certitude|lowg", + "feat|diamond fists|crb", + "feat|diamond soul|crb", + "feat|didactic strike|apg", + "feat|diehard|crb", + "feat|different worlds|aoa3", + "feat|dig quickly|ec3", + "feat|dig up secrets|lome", + "feat|dimensional disappearance|som", + "feat|dire form|loag", + "feat|directed audience|apg", + "feat|directed channel|crb", + "feat|directed poison|lotgb", + "feat|directional bombs|crb", + "feat|dirge of doom|crb", + "feat|disarming assault|apg", + "feat|disarming block|apg", + "feat|disarming flair|apg", + "feat|disarming stance|crb", + "feat|disarming twist|crb", + "feat|discerning gaze|ngd", + "feat|discerning strike|lopsg", + "feat|disciple of shade|som", + "feat|disciple's breath|apg", + "feat|discordant voice|apg", + "feat|discreet inquiry|apg", + "feat|disengaging twist|lotgb", + "feat|disk rider|lotgb", + "feat|disorienting opening|apg", + "feat|disorienting venom|lome", + "feat|dispelling slice|crb", + "feat|dispelling spellstrike|som", + "feat|disrupt ki|crb", + "feat|disrupt prey|crb", + "feat|disrupting strikes|frp1", + "feat|disruptive blur|g&g", + "feat|disruptive stance|crb", + "feat|disruptive stare|loil", + "feat|distant cackle|lome", + "feat|distant wandering|da", + "feat|distracting explosion|g&g", + "feat|distracting feint|crb", + "feat|distracting flattery|apg", + "feat|distracting performance|apg", + "feat|distracting shadows|crb", + "feat|distracting shot|crb", + "feat|distracting spellstrike|som", + "feat|disturbing defense|sli", + "feat|disturbing knowledge|apg", + "feat|diverse armor expert|crb", + "feat|diverse lore|da", + "feat|diverse mystery|apg", + "feat|diverse recognition|lopsg", + "feat|diverse weapon expert|crb", + "feat|diverting vortex|apg", + "feat|divine access|apg", + "feat|divine aegis|apg", + "feat|divine ally|crb", + "feat|divine breadth|crb", + "feat|divine countermeasures|apg", + "feat|divine disharmony|da", + "feat|divine effusion|apg", + "feat|divine emissary|lokl", + "feat|divine evolution|crb", + "feat|divine grace|crb", + "feat|divine guidance|crb", + "feat|divine healing|lokl", + "feat|divine health|crb", + "feat|divine reflexes|crb", + "feat|divine wall|crb", + "feat|divine weapon|crb", + "feat|diviner sense|apg", + "feat|diving armor|g&g", + "feat|djinni magic|loag", + "feat|doctor's visitation|apg", + "feat|dodge away|apg", + "feat|dodging roll|apg", + "feat|dogfang bite|loag", + "feat|domain acumen|apg", + "feat|domain fluency|apg", + "feat|domain focus|crb", + "feat|domain initiate|crb", + "feat|domain wellspring|crb", + "feat|dominating gaze|botd", + "feat|dominion aura|loil", + "feat|dongun education|g&g", + "feat|dormant eruption|da", + "feat|double prey|crb", + "feat|double shot|crb", + "feat|double slice|crb", + "feat|doublespeak|apg", + "feat|dousing spell|som", + "feat|dracomancer|apg", + "feat|draconic arrogance|apg", + "feat|draconic scent|apg", + "feat|draconic sycophant|loag", + "feat|drag down|aaws", + "feat|dragging strike|apg", + "feat|dragon arcana|apg", + "feat|dragon disciple dedication|apg", + "feat|dragon grip|loag", + "feat|dragon prince|locg", + "feat|dragon roar|crb", + "feat|dragon shape|crb", + "feat|dragon spit|locg", + "feat|dragon stance|crb", + "feat|dragon transformation|crb", + "feat|dragon's breath|apg", + "feat|dragon's presence|apg", + "feat|dragon's rage breath|crb", + "feat|dragon's rage wings|crb", + "feat|dragonblood paragon|loag", + "feat|dragonslayer oath|crb", + "feat|drain emotion|loil", + "feat|drain soul cage|botd", + "feat|drain vitality|g&g", + "feat|draw from the land|som", + "feat|dread marshal stance|apg", + "feat|dread striker|crb", + "feat|dream guise|da", + "feat|dream logic|da", + "feat|dream magic|da", + "feat|dream may|apg", + "feat|drenching mist|lotgb", + "feat|drifter's juke|g&g", + "feat|drive back|lokl", + "feat|drive-by attack|g&g", + "feat|drow shootist dedication|av3", + "feat|druid dedication|crb", + "feat|dual energy heart|som", + "feat|dual finisher|apg", + "feat|dual onslaught|apg", + "feat|dual studies|som", + "feat|dual thrower|apg", + "feat|dual-form weapon|g&g", + "feat|dual-handed assault|crb", + "feat|dual-weapon blitz|apg", + "feat|dual-weapon reload|apg", + "feat|dual-weapon reload|g&g", + "feat|dual-weapon warrior dedication|apg", + "feat|dualborn|loag", + "feat|dualistic synergy|locg", + "feat|dubious knowledge|crb", + "feat|duel spell advantage|da", + "feat|dueling dance|apg", + "feat|dueling dance|crb", + "feat|dueling parry|apg", + "feat|dueling parry|crb", + "feat|dueling riposte|crb", + "feat|duelist dedication|apg", + "feat|duelist's challenge|apg", + "feat|duelist's edge|lowg", + "feat|duo's aim|g&g", + "feat|duskwalker lore|apg", + "feat|duskwalker magic|apg", + "feat|dustsoul|loag", + "feat|dwarven doughtiness|apg", + "feat|dwarven lore|crb", + "feat|dwarven reinforcement|apg", + "feat|dwarven weapon cunning|crb", + "feat|dwarven weapon expertise|crb", + "feat|dwarven weapon familiarity|crb", + "feat|eagle eyes|g&g", + "feat|eagle eye|g&g", + "feat|earned glory|apg", + "feat|earthsense|loag", + "feat|earworm|apg", + "feat|easily dismissed|locg", + "feat|eat fortune|apg", + "feat|ebb and flow|apg", + "feat|echo of the fallen|da", + "feat|echoes in stone|apg", + "feat|echoing channel|crb", + "feat|echoing spell|apg", + "feat|eclectic obsession|locg", + "feat|eclectic polymath|crb", + "feat|eclectic skill|crb", + "feat|eclectic sword mastery|loag", + "feat|eclectic sword training|apg", + "feat|eclipsed vitality|lokl", + "feat|edgewatch detective dedication|aoe1", + "feat|educate allies|apg", + "feat|educated assessment|locg", + "feat|eerie compression|loag", + "feat|eerie environs|da", + "feat|eerie flicker|da", + "feat|eerie proclamation|da", + "feat|eerie traces|da", + "feat|efficient alchemy|aoa6", + "feat|efficient alchemy|crb", + "feat|efficient controls|g&g", + "feat|efficient rituals|apg", + "feat|effortless captivation|lotgb", + "feat|effortless concentration (bard)|crb", + "feat|effortless concentration (druid)|crb", + "feat|effortless concentration (sorcerer)|crb", + "feat|effortless concentration (wizard)|crb", + "feat|effortless concentration|apg", + "feat|effortless concentration|som", + "feat|effortless reach|frp2", + "feat|efreeti magic|loag", + "feat|eidetic ear|lome", + "feat|eidetic memorization|lopsg", + "feat|eidolon's opportunity|som", + "feat|eidolon's wrath|som", + "feat|elaborate flourish|apg", + "feat|elaborate scroll esoterica|da", + "feat|elaborate talisman esoterica|da", + "feat|elastic mutagen|crb", + "feat|elbow breaker|lotgb", + "feat|eldritch archer dedication|apg", + "feat|eldritch calm|loil", + "feat|eldritch debilitations|apg", + "feat|eldritch nails|apg", + "feat|eldritch researcher dedication|av2", + "feat|electric counter|frp2", + "feat|electrify armor|g&g", + "feat|elemental assault|loag", + "feat|elemental bulwark|loag", + "feat|elemental embellish|loag", + "feat|elemental eyes|loag", + "feat|elemental familiar|som", + "feat|elemental fist|crb", + "feat|elemental lore|loag", + "feat|elemental shape|crb", + "feat|elemental summons|apg", + "feat|elemental trade|loag", + "feat|elemental wrath|locg", + "feat|elementalist dedication|som", + "feat|elf atavism|crb", + "feat|elf step|crb", + "feat|elite dracomancer|apg", + "feat|elucidating mercy|apg", + "feat|elude the divine|lol", + "feat|elude trouble|loag", + "feat|elven aloofness|apg", + "feat|elven instincts|locg", + "feat|elven lore|crb", + "feat|elven verve|locg", + "feat|elven weapon elegance|crb", + "feat|elven weapon expertise|crb", + "feat|elven weapon familiarity|crb", + "feat|elysium's cadence|da", + "feat|emancipator's mask|sot6", + "feat|embed aeon stone|som", + "feat|ember's eyes|loag", + "feat|emberkin|loag", + "feat|emblazon antimagic|crb", + "feat|emblazon armament|crb", + "feat|emblazon divinity|aoa6", + "feat|emblazon energy|crb", + "feat|embodied dragoon subjectivity|loil", + "feat|embodied dreadnought subjectivity|loil", + "feat|embodied legionary subjectivity|loil", + "feat|embrace the pain|apg", + "feat|emerald boughs accustomation|locg", + "feat|emerald boughs hideaway|locg", + "feat|emergency medical assistance|lopsg", + "feat|emergency targe|som", + "feat|emissary of peace|lokl", + "feat|emotional partitions|loil", + "feat|emotional surge|da", + "feat|emotionless|loag", + "feat|empathetic plea|apg", + "feat|empathic calm|loil", + "feat|empty body|crb", + "feat|empyreal aura|lokl", + "feat|empyreal blessing|apg", + "feat|enchanting arrow|apg", + "feat|encouraging words|gmg", + "feat|endemic herbs|apg", + "feat|endless memories|loil", + "feat|endurance of the rooted tree|ec6", + "feat|endure death's touch|locg", + "feat|enduring alchemy|crb", + "feat|enduring debilitation|aoa6", + "feat|enduring quickness|crb", + "feat|energetic resonance|apg", + "feat|energize wings|loag", + "feat|energized font|crb", + "feat|energy ablation|apg", + "feat|energy beam|g&g", + "feat|energy blessed|locg", + "feat|energy fusion|apg", + "feat|energy heart|som", + "feat|energy resistance|som", + "feat|energy ward|apg", + "feat|enervating wail|da", + "feat|enforce oath|apg", + "feat|enforced order|loag", + "feat|engine bay|g&g", + "feat|engine of destruction|g&g", + "feat|enhanced familiar (druid)|crb", + "feat|enhanced familiar (magus)|som", + "feat|enhanced familiar (sorcerer)|crb", + "feat|enhanced familiar (thaumaturge)|da", + "feat|enhanced familiar (witch)|apg", + "feat|enhanced familiar (wizard)|crb", + "feat|enhanced psychopomp familiar|botd", + "feat|enigma's knowledge|apg", + "feat|enlarge companion|apg", + "feat|enlarged chassis|g&g", + "feat|enlightened presence|crb", + "feat|enshroud soul cage|botd", + "feat|ensnaring wrappings|botd", + "feat|enthralling allure|apg", + "feat|enticing dwelling|botd", + "feat|entities from afar|av2", + "feat|entity's strike|da", + "feat|entourage|locg", + "feat|entreat with forebears|apg", + "feat|entwined energy ki|frp1", + "feat|envenom fangs|locg", + "feat|envenom strike|loil", + "feat|envenomed edge|lome", + "feat|environmental explorer|lopsg", + "feat|environmental grace|logm", + "feat|ephemeral tracking|apg", + "feat|equitable defense|loil", + "feat|escape timeline|da", + "feat|eschew materials|crb", + "feat|esoteric oath|apg", + "feat|esoteric polymath|crb", + "feat|esoteric reflexes|da", + "feat|esoteric warden|da", + "feat|esteemed visitor|ec3", + "feat|eternal bane|crb", + "feat|eternal blessing|crb", + "feat|eternal boost|som", + "feat|eternal composition|crb", + "feat|eternal elixir|crb", + "feat|eternal memories|loil", + "feat|eternal wings|apg", + "feat|eternal wings|loag", + "feat|evade doom|loag", + "feat|evanescent wings|loag", + "feat|evangelize|logm", + "feat|evasiveness|apg", + "feat|evasiveness|crb", + "feat|ever dreaming|da", + "feat|ever-vigilant senses|som", + "feat|everdistant defense|frp3", + "feat|everstand stance|locg", + "feat|everstand strike|locg", + "feat|everyone duck!|locg", + "feat|everyone's a suspect|apg", + "feat|exacting strike|crb", + "feat|executioner weapon training|ngd", + "feat|execution|ngd", + "feat|exhort the faithful|apg", + "feat|exorcist dedication|botd", + "feat|expand aura|apg", + "feat|expand spiral|botd", + "feat|expanded domain initiate|logm", + "feat|expanded luck|apg", + "feat|expanded senses|som", + "feat|expanded splash|crb", + "feat|expansive spellstrike|som", + "feat|expeditious advance|lowg", + "feat|expeditious search|crb", + "feat|experienced professional|crb", + "feat|experienced smuggler|crb", + "feat|experienced tracker|crb", + "feat|expert alchemy|crb", + "feat|expert backstabber|apg", + "feat|expert bard spellcasting|crb", + "feat|expert beast gunner spellcasting|g&g", + "feat|expert captivator spellcasting|lotgb", + "feat|expert cathartic spellcasting|som", + "feat|expert cleric spellcasting|crb", + "feat|expert combat eidolon|som", + "feat|expert disassembly|apg", + "feat|expert drill sergeant|locg", + "feat|expert druid spellcasting|crb", + "feat|expert eldritch archer spellcasting|apg", + "feat|expert fireworks crafter|g&g", + "feat|expert herbalism|apg", + "feat|expert longevity|crb", + "feat|expert magus spellcasting|som", + "feat|expert oracle spellcasting|apg", + "feat|expert poisoner|apg", + "feat|expert psychic spellcasting|da", + "feat|expert scroll cache|apg", + "feat|expert snowcasting|tv", + "feat|expert sorcerer spellcasting|crb", + "feat|expert spellcasting|som", + "feat|expert summoner spellcasting|som", + "feat|expert witch spellcasting|apg", + "feat|expert wizard spellcasting|crb", + "feat|exploit opening|g&g", + "feat|exploitive bomb|crb", + "feat|explosion|g&g", + "feat|explosive death drop|lopsg", + "feat|explosive entry|g&g", + "feat|explosive expert|g&g", + "feat|explosive leap|g&g", + "feat|explosive maneuver|g&g", + "feat|explosive savant|g&g", + "feat|express driver|g&g", + "feat|express rider|apg", + "feat|extend armament alignment|crb", + "feat|extend boost|som", + "feat|extend elixir|crb", + "feat|extinguish light|loag", + "feat|extra squishy|apg", + "feat|extradimensional stash|frp3", + "feat|exude abyssal corruption|da", + "feat|eye for numbers|apg", + "feat|eye for treasure|apg", + "feat|eye of ozem|lowg", + "feat|eye of the arclords|lowg", + "feat|eyes of night|apg", + "feat|fabricated connections|apg", + "feat|fade away|locg", + "feat|fading|lol", + "feat|fake it till you make it|da", + "feat|fake out|g&g", + "feat|false faith|aoa4", + "feat|familiar (magus)|som", + "feat|familiar (sorcerer)|crb", + "feat|familiar (thaumaturge)|da", + "feat|familiar (wizard)|crb", + "feat|familiar conduit|apg", + "feat|familiar foe|lokl", + "feat|familiar form|lopsg", + "feat|familiar mascot|apg", + "feat|familiar master dedication|apg", + "feat|familiar oddities|da", + "feat|familiar's eyes|apg", + "feat|familiar's language|apg", + "feat|fancy moves|apg", + "feat|fane's escape|lopsg", + "feat|fane's fourberie|lopsg", + "feat|fang sharpener|locg", + "feat|fangs|apg", + "feat|fantastic leap|crb", + "feat|far lobber|crb", + "feat|far shot|crb", + "feat|far throw|apg", + "feat|farabellus flip|lopsg", + "feat|fascinating performance|crb", + "feat|fast channel|crb", + "feat|fast movement|crb", + "feat|fast recovery|crb", + "feat|fatal aria|crb", + "feat|fatal bullet|g&g", + "feat|faultspawn|loil", + "feat|favor of heaven|loag", + "feat|favorable winds|loag", + "feat|favored enemy|crb", + "feat|favored terrain|crb", + "feat|fearsome brute|crb", + "feat|fearsome fangs|tv", + "feat|feast|botd", + "feat|feather step|crb", + "feat|feathered cloak|loag", + "feat|feed on pain|loag", + "feat|felicitous riposte|apg", + "feat|fell rider|loag", + "feat|felling shot|crb", + "feat|felling strike|crb", + "feat|feral mutagen|crb", + "feat|ferocious beasts|apg", + "feat|ferocious gust|loag", + "feat|ferocious shape|crb", + "feat|festering wounds|botd", + "feat|fetchling lore|loag", + "feat|feverish enzymes|botd", + "feat|fey ascension|loil", + "feat|fey caller|crb", + "feat|fey cantrips|loag", + "feat|fey disguise|loag", + "feat|fey fellowship|crb", + "feat|fey influence|loil", + "feat|fey life|da", + "feat|fey magic|loag", + "feat|fey skin|loag", + "feat|fey tracker|loil", + "feat|fey transcendence|loil", + "feat|fey's trickery|da", + "feat|field artillery|g&g", + "feat|fiend's door|apg", + "feat|fiendish eyes|apg", + "feat|fiendish form|apg", + "feat|fiendish lore|apg", + "feat|fiendish mount|apg", + "feat|fiendish resistance|apg", + "feat|fiendish strikes|apg", + "feat|fiendish wings|apg", + "feat|fiendish word|apg", + "feat|fiendsbane oath|crb", + "feat|fiery retort|som", + "feat|fighter dedication|crb", + "feat|fighter resiliency|crb", + "feat|fighting horn|loil", + "feat|final form|loag", + "feat|final rest|lokl", + "feat|final shot|g&g", + "feat|finessed features|g&g", + "feat|finest trick|loag", + "feat|finishing follow-through|apg", + "feat|finishing precision|apg", + "feat|finned ridges|loag", + "feat|fire lung|som", + "feat|fire resistance|som", + "feat|fire savvy|g&g", + "feat|firearm expert|g&g", + "feat|firebrand braggart dedication|locg", + "feat|firesight|loag", + "feat|firework technician dedication|g&g", + "feat|first frost|tv", + "feat|first revelation|apg", + "feat|first world adept|crb", + "feat|first world magic|crb", + "feat|flamboyant athlete|apg", + "feat|flamboyant cruelty|lol", + "feat|flamboyant leap|apg", + "feat|flame jump|loag", + "feat|flash your badge|ooa1", + "feat|flashing shield|lokl", + "feat|fledgling flight|loag", + "feat|fleet tempo|sot2", + "feat|fleeting shadow|apg", + "feat|fleet|crb", + "feat|flensing slice|apg", + "feat|flesh wound|g&g", + "feat|flexible form|loil", + "feat|flexible halcyon spellcasting|locg", + "feat|flexible ritualist|apg", + "feat|flexible spellcaster dedication|som", + "feat|flexible studies|apg", + "feat|flexible tail|loag", + "feat|flexible transmogrification|som", + "feat|flicker|lowg", + "feat|flinging blow|apg", + "feat|flinging shove|crb", + "feat|flourish and ruin|loag", + "feat|flourishing finish|aoe3", + "feat|flower magic|loil", + "feat|fluid contortionist|loag", + "feat|flurry of maneuvers|crb", + "feat|flying blade|apg", + "feat|flying kick|crb", + "feat|focus ally|lopsg", + "feat|focused cat nap|loag", + "feat|focused fascination|apg", + "feat|focused juggler|ec1", + "feat|focused shot|apg", + "feat|foil senses|crb", + "feat|folk dowsing|da", + "feat|folklorist dedication|sot2", + "feat|folksy patter|apg", + "feat|folktales lore|sot2", + "feat|follow-up assault|apg", + "feat|follow-up strike|apg", + "feat|font of knowledge|locg", + "feat|foolproof instructions|lopsg", + "feat|for love, for lightning|lokl", + "feat|forager|crb", + "feat|force fang|som", + "feat|forced entry|locg", + "feat|forceful push|lotgb", + "feat|forceful shot|lopsg", + "feat|forcible energy|apg", + "feat|forensic acumen|apg", + "feat|foresee danger|apg", + "feat|foreseen failure|da", + "feat|forest stealth|locg", + "feat|forestall curse|apg", + "feat|forewarn|g&g", + "feat|forge-blessed shot|g&g", + "feat|forge-day's rest|locg", + "feat|forgotten presence|da", + "feat|forlorn|crb", + "feat|form control|crb", + "feat|form lock|apg", + "feat|form lock|lotgb", + "feat|form of the bat|apg", + "feat|form of the fiend|apg", + "feat|form retention|apg", + "feat|formation master|locg", + "feat|formation training|locg", + "feat|fortified flesh|lowg", + "feat|fortified mind|loil", + "feat|fortify shield|loag", + "feat|fortuitous shift|locg", + "feat|fountain of secrets|lome", + "feat|fox trick|loag", + "feat|foxfire|loag", + "feat|freeze it!|locg", + "feat|fresh ingredients|apg", + "feat|friendform|lome", + "feat|friendly toss|apg", + "feat|frighten undead|botd", + "feat|frightening appearance|apg", + "feat|frightful aura|botd", + "feat|frightful condemnation|ngd", + "feat|frightful moan|botd", + "feat|frostbite runes|lomm", + "feat|frozen breadth|tv", + "feat|full automation|g&g", + "feat|fully flighted|loag", + "feat|fulminating shot|g&g", + "feat|fulminating synergy|locg", + "feat|fumesoul|loag", + "feat|furious bully|crb", + "feat|furious finish|crb", + "feat|furious focus|crb", + "feat|furious grab|crb", + "feat|furious sprint|crb", + "feat|furious vengeance|apg", + "feat|fuse stance|crb", + "feat|fused polearm|som", + "feat|fused staff|som", + "feat|future spell learning|da", + "feat|gadget specialist|g&g", + "feat|gang up|crb", + "feat|ganzi gaze|loag", + "feat|gaping flesh|loag", + "feat|garden path|aoa3", + "feat|gardener's resolve|ngd", + "feat|garuda magic|loag", + "feat|garuda's squall|loag", + "feat|gaze of veracity|locg", + "feat|gear gnash|g&g", + "feat|gear up|botd", + "feat|gecko's grip|locg", + "feat|gemsoul|loag", + "feat|general training|crb", + "feat|genie weapon expertise|loag", + "feat|genie weapon familiarity|loag", + "feat|genie weapon flourish|loag", + "feat|genius mutagen|crb", + "feat|geomancer dedication|som", + "feat|ghoran lore|loil", + "feat|ghoran weapon expertise|loil", + "feat|ghoran weapon familiarity|loil", + "feat|ghoran weapon practice|loil", + "feat|ghoran's wrath|loil", + "feat|ghost blade|da", + "feat|ghost dedication|botd", + "feat|ghost eater dedication|frp1", + "feat|ghost flight|botd", + "feat|ghost hunter dedication|av1", + "feat|ghost hunter|apg", + "feat|ghost strike|av1", + "feat|ghost wrangler|lokl", + "feat|ghostly grasp|botd", + "feat|ghostly grasp|da", + "feat|ghostly resistance|botd", + "feat|ghoul dedication|botd", + "feat|giant snare|apg", + "feat|giant's lunge|crb", + "feat|giant's stature|crb", + "feat|gift of the hoard|da", + "feat|gift of the moon|loag", + "feat|gigaton strike|g&g", + "feat|gigavolt|g&g", + "feat|glad-hand|crb", + "feat|gladiator dedication|apg", + "feat|glamour|loil", + "feat|glass skin|ooa3", + "feat|glean contents|apg", + "feat|glean lore|apg", + "feat|glib mutagen|crb", + "feat|glider form|som", + "feat|gloomseer|locg", + "feat|glory and valor!|loag", + "feat|glutton for flesh|botd", + "feat|glyph expert|lopsg", + "feat|gnaw|loag", + "feat|gnoll lore|lome", + "feat|gnoll weapon expertise|lome", + "feat|gnoll weapon familiarity|lome", + "feat|gnoll weapon practicality|lome", + "feat|gnome obsession|crb", + "feat|gnome polyglot|locg", + "feat|gnome weapon expertise|crb", + "feat|gnome weapon familiarity|crb", + "feat|gnome weapon innovator|crb", + "feat|goading feint|apg", + "feat|goblin jubilee display|g&g", + "feat|goblin lore|crb", + "feat|goblin scuttle|crb", + "feat|goblin song|crb", + "feat|goblin weapon expertise|crb", + "feat|goblin weapon familiarity|crb", + "feat|goblin weapon frenzy|crb", + "feat|godless healing|lowg", + "feat|golden body|aoa6", + "feat|golden league xun dedication|frp2", + "feat|golem dynamo|g&g", + "feat|golem grafter dedication|ec3", + "feat|goloma courage|lome", + "feat|goloma lore|lome", + "feat|gorilla pound|apg", + "feat|gorilla stance|apg", + "feat|gossip lore|apg", + "feat|graceful guidance|loag", + "feat|graceful leaper|apg", + "feat|graceful poise|crb", + "feat|grand dance|loil", + "feat|grand medic's mask|sot6", + "feat|grand scroll esoterica|da", + "feat|grand talisman esoterica|da", + "feat|grandmother's wisdom|lome", + "feat|grasping limbs|som", + "feat|grasping reach|locg", + "feat|grave mummification|botd", + "feat|grave sense|lowg", + "feat|grave sight|lokl", + "feat|grave strength|botd", + "feat|grave's voice|av1", + "feat|gravelands herbalist|lokl", + "feat|gravesight|apg", + "feat|gravity weapon|apg", + "feat|great bear|tv", + "feat|great boaster|locg", + "feat|great cleave|crb", + "feat|great tengu form|apg", + "feat|greater animal senses|loag", + "feat|greater augmentation|g&g", + "feat|greater awakened power|da", + "feat|greater bloodline|crb", + "feat|greater crossblooded evolution|crb", + "feat|greater cruelty|apg", + "feat|greater deathly secrets|botd", + "feat|greater debilitating bomb|crb", + "feat|greater despair|botd", + "feat|greater distracting shot|crb", + "feat|greater enhance venom|loil", + "feat|greater interpose|apg", + "feat|greater lesson|apg", + "feat|greater magical edification|apg", + "feat|greater magical scholastics|apg", + "feat|greater mental evolution|crb", + "feat|greater merciful elixir|crb", + "feat|greater mercy|crb", + "feat|greater physical evolution|apg", + "feat|greater revelation|apg", + "feat|greater snow step|tv", + "feat|greater spell runes|lowg", + "feat|greater spiritual evolution|apg", + "feat|greater sun blessing|sot4", + "feat|greater vital evolution|crb", + "feat|green empathy|crb", + "feat|green tongue|crb", + "feat|greenwatch initiate|loil", + "feat|greenwatch veteran|loil", + "feat|greenwatcher|loil", + "feat|grievous blow|apg", + "feat|grim insight|locg", + "feat|grimspawn|apg", + "feat|gripping limbs|loag", + "feat|grippli glide|lome", + "feat|grippli lore|lome", + "feat|grippli weapon expertise|lome", + "feat|grippli weapon familiarity|lome", + "feat|grippli weapon innovator|lome", + "feat|grit and tenacity|g&g", + "feat|group aid|apg", + "feat|group coercion|crb", + "feat|group impression|crb", + "feat|grovel|apg", + "feat|gruesome strike|apg", + "feat|guarded advance|lokl", + "feat|guarded movement|crb", + "feat|guarded thoughts|loil", + "feat|guardian ghosts|botd", + "feat|guardian's deflection|apg", + "feat|guardian's deflection|crb", + "feat|guide the timeline|da", + "feat|guided by the stars|loag", + "feat|guiding finish|crb", + "feat|guiding luck|crb", + "feat|guiding riposte|crb", + "feat|gunpowder gauntlet|g&g", + "feat|gunslinger dedication|g&g", + "feat|hag claws|apg", + "feat|hag magic|apg", + "feat|hag's sight|apg", + "feat|hair trigger|g&g", + "feat|halcyon speaker dedication|locg", + "feat|halcyon spellcasting adept|locg", + "feat|halcyon spellcasting initiate|locg", + "feat|halcyon spellcasting sage|locg", + "feat|halfling ingenuity|locg", + "feat|halfling lore|crb", + "feat|halfling luck|crb", + "feat|halfling weapon expertise|crb", + "feat|halfling weapon familiarity|crb", + "feat|halfling weapon trickster|crb", + "feat|hallowed initiate|botd", + "feat|hallowed necromancer dedication|botd", + "feat|halo|apg", + "feat|hammer quake|apg", + "feat|hand of the apprentice|crb", + "feat|hand of the lich|botd", + "feat|handy with your paws|ec3", + "feat|haphazard repair|g&g", + "feat|harbinger's caw|loag", + "feat|hard tail|locg", + "feat|hard to fool|loag", + "feat|harden flesh|som", + "feat|hardy traveler|apg", + "feat|harming hands|crb", + "feat|harmless doll|lotgb", + "feat|harmlessly cute|locg", + "feat|harmonize|crb", + "feat|harrying strike|locg", + "feat|harsh judgment|ngd", + "feat|hasted assault|som", + "feat|hatchling flight|loag", + "feat|haughty obstinacy|crb", + "feat|haunt ingenuity|da", + "feat|hazard finder|crb", + "feat|head of the night parade|frp3", + "feat|head stomp|apg", + "feat|headshot|g&g", + "feat|heal animal|apg", + "feat|heal companion|apg", + "feat|heal mount|crb", + "feat|healer's halo|loag", + "feat|healing bomb|apg", + "feat|healing hands|crb", + "feat|healing touch|crb", + "feat|healing transformation|crb", + "feat|heart of the kaiju|frp3", + "feat|heat wave|loag", + "feat|heaven's thunder|aoe2", + "feat|heaven's thunder|loil", + "feat|hefting shadow|loag", + "feat|hefty hauler|crb", + "feat|heightened captivation|lotgb", + "feat|heir of the saoc|locg", + "feat|hell's armaments|locg", + "feat|hellknight armiger dedication|lowg", + "feat|hellknight dedication|locg", + "feat|hellknight order cross-training|locg", + "feat|hellknight signifer dedication|locg", + "feat|hellspawn|apg", + "feat|helpful halfling|locg", + "feat|helpful poppet|lotgb", + "feat|helpful tinkering|g&g", + "feat|herbalist dedication|apg", + "feat|hero's wings|loag", + "feat|heroes' call|locg", + "feat|heroic presence|apg", + "feat|heroic recovery|crb", + "feat|hex focus|apg", + "feat|hex master|apg", + "feat|hex wellspring|apg", + "feat|hidden magic|apg", + "feat|hidden paragon|crb", + "feat|hidden thorn|loil", + "feat|hideous ululation|sli", + "feat|hierophant's power|crb", + "feat|high-quality scrounger|apg", + "feat|high-speed regeneration|da", + "feat|hijack undead|ooa3", + "feat|hilt hammer|lokl", + "feat|hireling manager|apg", + "feat|histrionic injury|lotgb", + "feat|hit the dirt!|g&g", + "feat|hobgoblin lore|locg", + "feat|hobgoblin weapon discipline|locg", + "feat|hobgoblin weapon expertise|locg", + "feat|hobgoblin weapon familiarity|locg", + "feat|hobnobber|crb", + "feat|hold mark|apg", + "feat|holistic care|apg", + "feat|holy castigation|crb", + "feat|holy light|lokl", + "feat|homeward bound|apg", + "feat|homing beacon|da", + "feat|hopping stride|loag", + "feat|horizon walker dedication|apg", + "feat|hot foot|g&g", + "feat|house of imaginary walls|crb", + "feat|hulking size|som", + "feat|hungry goblin|locg", + "feat|hunted shot|crb", + "feat|hunter's aim|crb", + "feat|hunter's defense|lome", + "feat|hunter's fangs|lome", + "feat|hunter's luck|apg", + "feat|hunter's sanctum|botd", + "feat|hunter's vision|apg", + "feat|hurling charge|apg", + "feat|hurricane swing|loag", + "feat|hybrid form|loag", + "feat|hybrid shape|lome", + "feat|hybrid study spell|som", + "feat|hydraulic deflection|loag", + "feat|hydraulic maneuvers|loag", + "feat|hyena familiar|lome", + "feat|hymn of healing|apg", + "feat|hypnotic lure|loil", + "feat|i meant to do that|g&g", + "feat|ice crafter|lomm", + "feat|icy apotheosis|tv", + "feat|idol threat|loil", + "feat|idyllkin|loag", + "feat|illusion sense|crb", + "feat|immortal bear|tv", + "feat|impaling briars|crb", + "feat|impaling finisher|apg", + "feat|impaling thrust|apg", + "feat|impassable wall stance|locg", + "feat|impeccable crafting|crb", + "feat|impervious vehicle|g&g", + "feat|implausible infiltration|crb", + "feat|implausible purchase (investigator)|apg", + "feat|implausible purchase (rogue)|apg", + "feat|implement initiate|da", + "feat|implement's assault|da", + "feat|implement's flight|da", + "feat|impose order|da", + "feat|impose order|loag", + "feat|imposing destrier|crb", + "feat|impossible flurry|crb", + "feat|impossible gossip|lotgb", + "feat|impossible polymath|crb", + "feat|impossible riposte|apg", + "feat|impossible snares|apg", + "feat|impossible striker|crb", + "feat|impossible technique|crb", + "feat|impossible volley (fighter)|crb", + "feat|impossible volley (ranger)|crb", + "feat|impressive landing|apg", + "feat|impressive mount|apg", + "feat|impressive performance|crb", + "feat|improbable elixirs|crb", + "feat|improved command undead|crb", + "feat|improved communal healing|crb", + "feat|improved dueling riposte|crb", + "feat|improved elemental bulwark|loag", + "feat|improved familiar (familiar master)|apg", + "feat|improved familiar (witch)|apg", + "feat|improved hijack undead|ooa3", + "feat|improved knockback|crb", + "feat|improved knockdown|crb", + "feat|improved poison weapon|crb", + "feat|improved reflexive shield|crb", + "feat|improved swift banishment|crb", + "feat|improved twin riposte (fighter)|crb", + "feat|improved twin riposte (ranger)|crb", + "feat|improvisational defender|ec3", + "feat|improvisational warrior|ec3", + "feat|improvise tool|apg", + "feat|improvised crafting|lopsg", + "feat|improvised critical|apg", + "feat|improvised pummel|apg", + "feat|improvised repair|apg", + "feat|in plain sight|da", + "feat|incredible aim|crb", + "feat|incredible beastmaster companion|apg", + "feat|incredible companion (druid)|crb", + "feat|incredible companion (ranger)|crb", + "feat|incredible construct companion|g&g", + "feat|incredible familiar (familiar master)|apg", + "feat|incredible familiar (thaumaturge)|da", + "feat|incredible familiar (witch)|apg", + "feat|incredible ferocity|crb", + "feat|incredible improvisation|crb", + "feat|incredible initiative|crb", + "feat|incredible investiture|crb", + "feat|incredible luck|apg", + "feat|incredible luck|locg", + "feat|incredible mount|apg", + "feat|incredible reanimated companion|ooa3", + "feat|incredible recollection|av2", + "feat|incredible ricochet|crb", + "feat|incredible scout|apg", + "feat|inertial barrier|da", + "feat|inescapable grasp|lotgb", + "feat|inexhaustible countermoves|apg", + "feat|infectious emotions|som", + "feat|infiltrate dream|da", + "feat|infinite possibilities|crb", + "feat|influence nature|apg", + "feat|initial eidolon ability|som", + "feat|innate magic intuition|lopsg", + "feat|inner breath|loag", + "feat|inner fire|loag", + "feat|inner fire|som", + "feat|inner strength|apg", + "feat|innocent butterfly|frp1", + "feat|innocuous|locg", + "feat|inoculation subroutine|loag", + "feat|inoculation|apg", + "feat|insect shape|crb", + "feat|insistent command|ec2", + "feat|inspirational focus|crb", + "feat|inspirational performance|crb", + "feat|inspire competence|crb", + "feat|inspire defense|crb", + "feat|inspire heroics|crb", + "feat|inspire imitation|crb", + "feat|inspired stratagem|apg", + "feat|inspiring marshal stance|apg", + "feat|inspiring resilience|lokl", + "feat|inspirit hazard|loag", + "feat|instant armor|lokl", + "feat|instant backup|g&g", + "feat|instant opening|crb", + "feat|instant return|g&g", + "feat|instigate psychic duel|da", + "feat|instinct ability|crb", + "feat|instinctive obfuscation|apg", + "feat|instinctive strike|apg", + "feat|instinctual interception|lokl", + "feat|instructive strike|da", + "feat|instrument of slaughter|apg", + "feat|instrument of zeal|crb", + "feat|integrated armament|g&g", + "feat|intense implement|da", + "feat|intensify investiture|da", + "feat|intercorporate|loag", + "feat|interfering surge|som", + "feat|internal cohesion|loag", + "feat|internal compartment|loag", + "feat|internal respirator|loag", + "feat|interrupt charge|lokl", + "feat|interweave dispel|crb", + "feat|intimidating glare|crb", + "feat|intimidating prowess|crb", + "feat|intimidating strike|crb", + "feat|into the future|da", + "feat|intuitive cooperation|locg", + "feat|intuitive crafting|loag", + "feat|intuitive illusions|locg", + "feat|inured to alchemy|ooa1", + "feat|inured to the heat|lome", + "feat|inventive offensive|locg", + "feat|inventor dedication|g&g", + "feat|inventor|crb", + "feat|investigate haunting|av1", + "feat|investigator dedication|apg", + "feat|investigator's stratagem|apg", + "feat|invigorating mercy|apg", + "feat|invincible mutagen|crb", + "feat|invisible trickster|loag", + "feat|invoke disaster|crb", + "feat|invoke the crimson oath|locg", + "feat|invoke the elements|loag", + "feat|invulnerable juggernaut|aoa6", + "feat|iron fists|apg", + "feat|iron lung|ec3", + "feat|iron repercussions|apg", + "feat|ironblood stance|crb", + "feat|ironblood surge|crb", + "feat|irrepressible|crb", + "feat|irrepressible|loag", + "feat|irriseni ice-witch|locg", + "feat|iruxi glide|loag", + "feat|iruxi spirit strike|loag", + "feat|iruxi unarmed cunning|locg", + "feat|it's alive!|ooa3", + "feat|jalmeri heavenseeker dedication|aoe2", + "feat|jalmeri heavenseeker dedication|loil", + "feat|jalmeri rakshasa magic|loil", + "feat|janatimo's lessons|lol", + "feat|janni hospitality|loag", + "feat|janni magic|loag", + "feat|jelly body|da", + "feat|jellyfish stance|frp2", + "feat|jinx glutton|loag", + "feat|judgment of the monolith|lowg", + "feat|juggernaut's fortitude|crb", + "feat|juggler dedication|ec1", + "feat|juggle|ec1", + "feat|jumping jenny display|g&g", + "feat|jungle runner|loil", + "feat|jungle strider|lome", + "feat|junk tinker|crb", + "feat|just one more thing|apg", + "feat|just the facts|apg", + "feat|just the thing!|g&g", + "feat|just the tool|da", + "feat|juvenile flight|loag", + "feat|ka stone ritual|lowg", + "feat|kashrishi revivification|loil", + "feat|keen follower|apg", + "feat|keen recollection|apg", + "feat|keep pace|apg", + "feat|keep up appearances|locg", + "feat|keep up the good fight|lokl", + "feat|ki blast|crb", + "feat|ki center|apg", + "feat|ki form|apg", + "feat|ki rush|crb", + "feat|ki strike|crb", + "feat|killing stone|loag", + "feat|kip up|crb", + "feat|kitsune lore|loag", + "feat|kitsune spell expertise|loag", + "feat|kitsune spell familiarity|loag", + "feat|kitsune spell mysteries|loag", + "feat|kneecap|apg", + "feat|kneel for no god|locg", + "feat|knight in shining armor|locg", + "feat|knight reclaimant dedication|locg", + "feat|knight vigilant dedication|locg", + "feat|knight's retaliation|lokl", + "feat|knock sense|lokl", + "feat|knockback strike|crb", + "feat|knockback|crb", + "feat|knockdown|crb", + "feat|know it all|av2", + "feat|know oneself|locg", + "feat|know the beat|aoa5", + "feat|know your own|apg", + "feat|know-it-all|crb", + "feat|know-it-all|da", + "feat|knowledge is power|som", + "feat|known weaknesses|apg", + "feat|kobold breath|apg", + "feat|kobold lore|apg", + "feat|kobold weapon expertise|loag", + "feat|kobold weapon familiarity|loag", + "feat|kobold weapon innovator|loag", + "feat|kreighton's cognitive crossover|lopsg", + "feat|lab rat|apg", + "feat|larcenous hand|lotgb", + "feat|larcenous tail|loag", + "feat|lasting coercion|crb", + "feat|lasting doubt|crb", + "feat|lastwall sentry dedication|lowg", + "feat|lastwall warden|lowg", + "feat|laughing gnoll|lome", + "feat|lavasoul|loag", + "feat|lawbringer|apg", + "feat|lead climber|apg", + "feat|lead investigator|apg", + "feat|lead the pack|apg", + "feat|lead the way|lokl", + "feat|leading dance|apg", + "feat|leap and fire|g&g", + "feat|leave an opening|crb", + "feat|leech-clipper|locg", + "feat|legendary codebreaker|crb", + "feat|legendary guide|apg", + "feat|legendary linguist|crb", + "feat|legendary medic|crb", + "feat|legendary monster hunter|crb", + "feat|legendary negotiation|crb", + "feat|legendary performer|crb", + "feat|legendary professional|crb", + "feat|legendary rider|apg", + "feat|legendary shot|crb", + "feat|legendary size|loil", + "feat|legendary sneak|crb", + "feat|legendary summoner|som", + "feat|legendary survivalist|crb", + "feat|legendary tattoo artist|tv", + "feat|legendary thief|crb", + "feat|legs of stone|ec3", + "feat|lemma of vision|loag", + "feat|lengthy diversion|crb", + "feat|leshy familiar secrets|apg", + "feat|leshy familiar|crb", + "feat|leshy glide|locg", + "feat|leshy lore|locg", + "feat|leshy superstition|locg", + "feat|lesser augmentation|g&g", + "feat|lesser enhance venom|loil", + "feat|lethal finisher|apg", + "feat|lethargy poisoner|av3", + "feat|levering strike|ec1", + "feat|leyline conduit|crb", + "feat|liberate soul|botd", + "feat|liberating stride|crb", + "feat|lich dedication|botd", + "feat|lie detector|apg", + "feat|lie to me|crb", + "feat|life leap|apg", + "feat|life-giving magic|locg", + "feat|lifeblood's call|loag", + "feat|lifelink surge|som", + "feat|lifesense|apg", + "feat|light from darkness|apg", + "feat|light of revelation|locg", + "feat|light paws|apg", + "feat|light step|crb", + "feat|lightless litheness|loag", + "feat|lightning snares|crb", + "feat|lightning tongue|loag", + "feat|lightslayer oath|apg", + "feat|lingering chill|da", + "feat|lingering composition|crb", + "feat|lingering flames|lotgb", + "feat|linguist dedication|apg", + "feat|link focus|som", + "feat|link wellspring|som", + "feat|linked focus|crb", + "feat|lion blade dedication|lowg", + "feat|lion's fury|sot4", + "feat|lion's might|sot4", + "feat|litany against sloth|crb", + "feat|litany against wrath|crb", + "feat|litany of depravity|apg", + "feat|litany of righteousness|crb", + "feat|litany of self-interest|apg", + "feat|live ammunition|g&g", + "feat|living hair|apg", + "feat|living monolith dedication|lowg", + "feat|living rune|lowg", + "feat|living vessel dedication|da", + "feat|living weapon|loag", + "feat|lizardfolk lore|locg", + "feat|loaner spell|apg", + "feat|lobbed attack|ec1", + "feat|lock on|g&g", + "feat|log roll|ec3", + "feat|long tongue|lome", + "feat|long-nosed form|apg", + "feat|look again|lotgb", + "feat|look but don't touch|loil", + "feat|loose cannon|ooa1", + "feat|lore seeker|locg", + "feat|lorefinder|av2", + "feat|loremaster dedication|apg", + "feat|loremaster's etude|crb", + "feat|lost in the crowd|lowg", + "feat|loud singer|apg", + "feat|loyal empath|ec3", + "feat|loyal warhorse|crb", + "feat|lucky break|loag", + "feat|lucky escape|g&g", + "feat|lucky keepsake|locg", + "feat|lunge|crb", + "feat|lunging spellstrike|som", + "feat|lunging stance|crb", + "feat|macabre virtuoso|botd", + "feat|magaambyan attendant dedication|locg", + "feat|mage hunter|apg", + "feat|magic arrow|apg", + "feat|magic finder|lopsg", + "feat|magic hands|apg", + "feat|magic hide|apg", + "feat|magic rider|apg", + "feat|magic sense (sorcerer)|crb", + "feat|magic sense (wizard)|crb", + "feat|magic sense|apg", + "feat|magic sense|som", + "feat|magic warrior aspect|lowg", + "feat|magic warrior dedication|lowg", + "feat|magic warrior transformation|lowg", + "feat|magical adaptation|apg", + "feat|magical adept|som", + "feat|magical crafting|crb", + "feat|magical edification|apg", + "feat|magical knowledge|da", + "feat|magical master|som", + "feat|magical resistance|g&g", + "feat|magical scholastics|apg", + "feat|magical shorthand|crb", + "feat|magical trickster|crb", + "feat|magical understudy|som", + "feat|magpie snatch|loag", + "feat|magus dedication|som", + "feat|magus's analysis|som", + "feat|maiden's mending|loag", + "feat|major lesson|apg", + "feat|maker of miracles|crb", + "feat|makeshift strike|apg", + "feat|malicious bane|apg", + "feat|malleable form|da", + "feat|malleable mental forge|da", + "feat|malleable movement|da", + "feat|maneuvering spell|frp2", + "feat|manifold edge|crb", + "feat|manifold modifications|g&g", + "feat|manipulative charm|botd", + "feat|mantis form|lowg", + "feat|many guises|apg", + "feat|marid magic|loag", + "feat|marine ally|loag", + "feat|mariner's fire|loag", + "feat|marsh runner|locg", + "feat|marshal dedication|apg", + "feat|martial artist dedication|apg", + "feat|martial exercise|lopsg", + "feat|martial experience|apg", + "feat|martial performance|apg", + "feat|martyr|apg", + "feat|mask familiar|locg", + "feat|mask of fear|loag", + "feat|mask of pain|loag", + "feat|mask of power|loag", + "feat|mask of rejection|loag", + "feat|masked casting|locg", + "feat|masquerade of seasons stance|loil", + "feat|master alchemy|crb", + "feat|master bard spellcasting|crb", + "feat|master beast gunner spellcasting|g&g", + "feat|master captivator spellcasting|lotgb", + "feat|master cathartic spellcasting|som", + "feat|master cleric spellcasting|crb", + "feat|master druid spellcasting|crb", + "feat|master eldritch archer spellcasting|apg", + "feat|master magus spellcasting|som", + "feat|master monster hunter|crb", + "feat|master of many styles|crb", + "feat|master of the dead|botd", + "feat|master oracle spellcasting|apg", + "feat|master psychic spellcasting|da", + "feat|master scroll cache|apg", + "feat|master siege engineer|g&g", + "feat|master snowcasting|tv", + "feat|master sorcerer spellcasting|crb", + "feat|master spellcasting|som", + "feat|master spotter|apg", + "feat|master spotter|crb", + "feat|master spotter|g&g", + "feat|master summoner spellcasting|som", + "feat|master summoner|som", + "feat|master witch spellcasting|apg", + "feat|master wizard spellcasting|crb", + "feat|master's counterspell|lopsg", + "feat|masterful companion|crb", + "feat|masterful obfuscation|lopsg", + "feat|mastermind's eye|frp1", + "feat|mature animal companion (druid)|crb", + "feat|mature animal companion (ranger)|crb", + "feat|mature beastmaster companion|apg", + "feat|mature trained companion|ec2", + "feat|mauler dedication|apg", + "feat|medic dedication|apg", + "feat|medical researcher|lol", + "feat|meditative focus|crb", + "feat|meditative wellspring|crb", + "feat|medusa's wrath|apg", + "feat|mega bomb|crb", + "feat|megaton strike|g&g", + "feat|megavolt|g&g", + "feat|meld into eidolon|som", + "feat|melodious spell|crb", + "feat|menacing prowess|frp2", + "feat|mental balm|da", + "feat|mental buffer|da", + "feat|mental forge|da", + "feat|mental static|da", + "feat|mental sustenance|loil", + "feat|merciful elixir|crb", + "feat|merciless rend|som", + "feat|mercy|crb", + "feat|mesmerizing gaze|apg", + "feat|metabolize element|som", + "feat|metal-veined strikes|loag", + "feat|metallic envisionment|da", + "feat|metamagic channel|crb", + "feat|metamagic mastery (sorcerer)|crb", + "feat|metamagic mastery (wizard)|crb", + "feat|meteoric spellstrike|som", + "feat|methodical debilitations|apg", + "feat|mighty bear|tv", + "feat|mighty bulwark|apg", + "feat|mighty dragon shape|apg", + "feat|mighty wings|sot3", + "feat|mimic protections|ec6", + "feat|mind over matter|da", + "feat|mind projectiles|da", + "feat|mind shards|da", + "feat|mind smith dedication|da", + "feat|mindblank mutagen|crb", + "feat|miniaturize|som", + "feat|minion guise|apg", + "feat|minor magic|crb", + "feat|miracle worker|crb", + "feat|miraculous flight|g&g", + "feat|miraculous intervention|lokl", + "feat|miraculous possibility|apg", + "feat|miraculous repair|loil", + "feat|miresoul|loag", + "feat|mirror refuge|da", + "feat|mirror shield|crb", + "feat|mirror-risen|da", + "feat|mischievous tail|loag", + "feat|mist child|apg", + "feat|mist escape|botd", + "feat|mist strider|loag", + "feat|mistaken identity|da", + "feat|mistsoul|loag", + "feat|mixed maneuver|crb", + "feat|mobile finisher|apg", + "feat|mobile magical combat|lopsg", + "feat|mobile shot stance|crb", + "feat|mobility|crb", + "feat|moderate enhance venom|loil", + "feat|modular dynamo|g&g", + "feat|molten wit|loil", + "feat|moment of clarity|crb", + "feat|monastic archer stance|apg", + "feat|monastic weaponry|crb", + "feat|monk dedication|crb", + "feat|monk moves|crb", + "feat|monk resiliency|crb", + "feat|monk's flurry|crb", + "feat|monkey spirits|loil", + "feat|monster hunter|crb", + "feat|monster warden|crb", + "feat|monstrosity shape|crb", + "feat|monstrous peacemaker|crb", + "feat|moon may|loag", + "feat|morph-risen|da", + "feat|morphic manipulation|da", + "feat|morrigna's spider affinity|loag", + "feat|mortal healing|logm", + "feat|mortification|lowg", + "feat|mother's mindfulness|loag", + "feat|mountain quake|crb", + "feat|mountain stance|crb", + "feat|mountain stronghold|crb", + "feat|mountain's stoutness|crb", + "feat|mounted shield|apg", + "feat|mug|apg", + "feat|multifarious muse|crb", + "feat|multilingual cipher|apg", + "feat|multilingual|crb", + "feat|multishot stance|crb", + "feat|multitalented|crb", + "feat|mummy dedication|botd", + "feat|mummy's despair|botd", + "feat|munitions crafter|g&g", + "feat|munitions machinist|g&g", + "feat|murderer's circle|aoe3", + "feat|murderous thorns|loil", + "feat|murksight|apg", + "feat|muscle mimicry|da", + "feat|musetouched|apg", + "feat|mutable familiar|apg", + "feat|mutate weapon|loag", + "feat|myriad forms|loag", + "feat|mysterious breadth|apg", + "feat|mysterious repertoire|apg", + "feat|mystery conduit|apg", + "feat|nagaji lore|loil", + "feat|nagaji spell expertise|loil", + "feat|nagaji spell familiarity|loil", + "feat|nagaji spell mysteries|loil", + "feat|named artillery|g&g", + "feat|nameless anonymity|lowg", + "feat|nanite shroud|loag", + "feat|nanite surge|loag", + "feat|nantambu chime-ringer dedication|sot2", + "feat|narrative conduit|sot2", + "feat|native waters|loil", + "feat|natural ambition|crb", + "feat|natural illusionist|locg", + "feat|natural medicine|crb", + "feat|natural performer|locg", + "feat|natural skill|crb", + "feat|natural swimmer|som", + "feat|necromancer's visage|botd", + "feat|necromantic bulwark|lokl", + "feat|necromantic deflection|lokl", + "feat|necromantic heir|botd", + "feat|necromantic physiology|apg", + "feat|necromantic resistance|botd", + "feat|necromantic resistance|lowg", + "feat|necromantic tenacity|lowg", + "feat|necrotic infusion|crb", + "feat|negate damage|g&g", + "feat|nestling fall|loag", + "feat|never tire|apg", + "feat|night magic|apg", + "feat|nightvision adaptation|loag", + "feat|nimble crawl|crb", + "feat|nimble dodge (rogue)|crb", + "feat|nimble dodge (swashbuckler)|apg", + "feat|nimble elf|crb", + "feat|nimble hooves|apg", + "feat|nimble roll (rogue)|crb", + "feat|nimble roll (swashbuckler)|apg", + "feat|nimble shield hand|apg", + "feat|no cause for alarm|apg", + "feat|no escape|crb", + "feat|no evidence|loag", + "feat|no hard feelings|g&g", + "feat|no stranger to death|lokl", + "feat|no! no! i created you!|g&g", + "feat|no!!!|da", + "feat|noble resolve|loil", + "feat|nocturnal charm|loag", + "feat|nocturnal grippli|lome", + "feat|nocturnal kindred|botd", + "feat|nocturnal sense|apg", + "feat|none shall know|lome", + "feat|nonlethal spell|apg", + "feat|nonlethal takedown|lokl", + "feat|nosoi's mask|loag", + "feat|nothing but fluff|lotgb", + "feat|numb to death|logm", + "feat|numb|botd", + "feat|obscured emergence|da", + "feat|obscured terrain|lotgb", + "feat|observant explorer|lopsg", + "feat|occult breadth|crb", + "feat|occult evolution|crb", + "feat|occult resistance|apg", + "feat|oddity identification|crb", + "feat|ode to ouroboros|apg", + "feat|offensive analysis|loag", + "feat|offensive subroutine|loag", + "feat|old soul|loag", + "feat|olethros's decree|loag", + "feat|one for all|apg", + "feat|one more activation|da", + "feat|one with earth|loag", + "feat|one with the land|botd", + "feat|one-inch punch|apg", + "feat|one-millimeter punch|apg", + "feat|one-toed hop|apg", + "feat|oneiric influence|da", + "feat|ongoing investigation|apg", + "feat|ongoing selfishness|apg", + "feat|ongoing strategy|apg", + "feat|ooze empathy|sli", + "feat|oozemorph dedication|sli", + "feat|open mind|loil", + "feat|opportune backstab|crb", + "feat|opportune throw|ec1", + "feat|opportunistic grapple|apg", + "feat|opportunist|crb", + "feat|oracle dedication|apg", + "feat|oracular providence|apg", + "feat|oracular warning|apg", + "feat|orc ferocity|crb", + "feat|orc lore|apg", + "feat|orc sight|crb", + "feat|orc superstition|crb", + "feat|orc warmask|loag", + "feat|orc weapon carnage|crb", + "feat|orc weapon expertise|crb", + "feat|orc weapon familiarity|crb", + "feat|order explorer|crb", + "feat|order magic|crb", + "feat|order spell|crb", + "feat|order training|locg", + "feat|ornate tattoo|locg", + "feat|orthographic mastery|apg", + "feat|ostentatious arrival|som", + "feat|otherworldly acumen|apg", + "feat|otherworldly magic|crb", + "feat|out of hand|botd", + "feat|overcrowd|apg", + "feat|overdrive ally|g&g", + "feat|overextending feint|apg", + "feat|overlooked mastermind|locg", + "feat|overpowering charge (barbarian)|apg", + "feat|overpowering charge (fighter)|apg", + "feat|oversized throw|apg", + "feat|overwatch dedication|g&g", + "feat|overwhelming blow|apg", + "feat|overwhelming breath|apg", + "feat|overwhelming energy (druid)|crb", + "feat|overwhelming energy (sorcerer)|crb", + "feat|overwhelming energy (wizard)|crb", + "feat|overwhelming spellstrike|som", + "feat|pack hunter|lome", + "feat|pack rat|apg", + "feat|pack stalker|lome", + "feat|pack tactics|loag", + "feat|pact of draconic fury|da", + "feat|pact of eldritch eyes|da", + "feat|pact of fey glamour|da", + "feat|pact of infernal prowess|da", + "feat|pact of the final breath|da", + "feat|pactbinder dedication|da", + "feat|pactbound dedication|lomm", + "feat|pain tolerance|ooa1", + "feat|paired link|da", + "feat|paired shots|g&g", + "feat|pale horse|apg", + "feat|panache paragon|apg", + "feat|paradoxical mystery|apg", + "feat|paragon battle medicine|lol", + "feat|paragon companion|g&g", + "feat|paragon reanimated companion|ooa3", + "feat|paragon's guard|crb", + "feat|parallel breakthrough|da", + "feat|paralyzing slash|botd", + "feat|parry and riposte|apg", + "feat|parthenogenic hatchling|locg", + "feat|parting shot|apg", + "feat|party crasher|apg", + "feat|pass through|botd", + "feat|past life|botd", + "feat|patch job|g&g", + "feat|path of iron|apg", + "feat|pathfinder agent dedication|lowg", + "feat|patron's breadth|apg", + "feat|patron's truth|apg", + "feat|peafowl stance|apg", + "feat|peafowl strut|apg", + "feat|peculiar anatomy|sli", + "feat|peer beyond|av1", + "feat|pelagic aptitude|loag", + "feat|penetrating fire|g&g", + "feat|penetrating projectile|apg", + "feat|penetrating shot|crb", + "feat|perfect clarity|crb", + "feat|perfect debilitation|crb", + "feat|perfect distraction|crb", + "feat|perfect dive|aaws", + "feat|perfect encore|crb", + "feat|perfect finisher|apg", + "feat|perfect form control|crb", + "feat|perfect ki adept|lowg", + "feat|perfect ki exemplar|loil", + "feat|perfect ki expert|loil", + "feat|perfect ki grandmaster|loil", + "feat|perfect mutagen|crb", + "feat|perfect readiness|g&g", + "feat|perfect resistance|loil", + "feat|perfect shot|crb", + "feat|perfect strike|lowg", + "feat|perfect weaponry|loil", + "feat|perfection's path|crb", + "feat|performance weapon expert|aoe3", + "feat|performative weapons training|apg", + "feat|perfume cloud|loil", + "feat|peri magic|loag", + "feat|perpetual breadth|apg", + "feat|perpetual scout|apg", + "feat|persistent boost|g&g", + "feat|persistent creation|locg", + "feat|persistent mutagen|crb", + "feat|pervasive superstition|crb", + "feat|pesh skin|aoa5", + "feat|petrified skin|da", + "feat|phalanx breaker|g&g", + "feat|phalanx formation|lokl", + "feat|phase arrow|apg", + "feat|phase bullet|g&g", + "feat|phase out|som", + "feat|phenom's verve|g&g", + "feat|phonetic training|apg", + "feat|physical training|lopsg", + "feat|pick up the pace|apg", + "feat|pickpocket|crb", + "feat|pied piping|apg", + "feat|pierce the darkness|lome", + "feat|pierce the light|loag", + "feat|piercing critical|g&g", + "feat|piercing quills|lome", + "feat|pilgrim's token|apg", + "feat|pin to the spot|aoe3", + "feat|pinch time|apg", + "feat|pinning fire|apg", + "feat|pinpoint poisoner|apg", + "feat|pirate dedication|apg", + "feat|pirate weapon training|apg", + "feat|pirouette|loil", + "feat|pistol phenom dedication|g&g", + "feat|pistol twirl|g&g", + "feat|pistolero's challenge|g&g", + "feat|piston punch|g&g", + "feat|pit of snakes|loil", + "feat|pitborn|apg", + "feat|pivot strike|ec1", + "feat|plague sniffer|loag", + "feat|planar sidestep|loil", + "feat|planar survival|crb", + "feat|plant evidence|apg", + "feat|plant shape|crb", + "feat|play dead|botd", + "feat|play to the crowd|apg", + "feat|plentiful snares|apg", + "feat|plot the future|apg", + "feat|plum deluge|frp3", + "feat|plumekith|loag", + "feat|point-blank shot|crb", + "feat|poison coat|apg", + "feat|poison resistance (alchemist)|crb", + "feat|poison resistance (druid)|crb", + "feat|poison weapon|crb", + "feat|poisoner dedication|apg", + "feat|poisoner's twist|apg", + "feat|polearm tricks|som", + "feat|portentous spell|apg", + "feat|positioning assault|crb", + "feat|positive luminance|botd", + "feat|posse|apg", + "feat|potent poisoner|crb", + "feat|poultice preparation|apg", + "feat|powder punch stance|ooa1", + "feat|power attack|crb", + "feat|power slide|g&g", + "feat|powerful alchemy|crb", + "feat|powerful guts|loag", + "feat|powerful leap|crb", + "feat|powerful shove|crb", + "feat|powerful snares|crb", + "feat|powerful sneak|crb", + "feat|practiced defender|lopsg", + "feat|practiced guidance|aoa3", + "feat|practiced opposition|lokl", + "feat|practiced paddler|ec3", + "feat|practiced reloads|g&g", + "feat|prairie rider|apg", + "feat|prayer attack|lol", + "feat|prayer-touched weapon|lokl", + "feat|precious arrow|apg", + "feat|precious munitions|g&g", + "feat|precise debilitations|crb", + "feat|precise finisher|apg", + "feat|predator's growl|loag", + "feat|predator's pounce|crb", + "feat|predatory claws|botd", + "feat|predictable!|apg", + "feat|predictive purchase (investigator)|apg", + "feat|predictive purchase (rogue)|apg", + "feat|preemptive reconfiguration|loag", + "feat|premonition of avoidance|apg", + "feat|premonition of clarity|apg", + "feat|preparation|apg", + "feat|prepare papers|ooa1", + "feat|prescient consumable|apg", + "feat|prescient planner|apg", + "feat|preternatural parry|som", + "feat|prevailing position|apg", + "feat|preventative treatment|lokl", + "feat|pride hunter|loag", + "feat|pride in arms|locg", + "feat|primal aegis|apg", + "feat|primal breadth|crb", + "feat|primal evolution|crb", + "feat|primal focus|crb", + "feat|primal rampage|locg", + "feat|primal summons|crb", + "feat|primal wellspring|crb", + "feat|prismatic scales|loil", + "feat|pristine weapon|apg", + "feat|progenitor lore|da", + "feat|project persona|apg", + "feat|propeller attachment|g&g", + "feat|propulsive leap|da", + "feat|protect ally|lopsg", + "feat|protective bond|som", + "feat|protective claws|lome", + "feat|protective sheath|locg", + "feat|protective spirit mask|sot6", + "feat|protective subroutine|loag", + "feat|prototype companion|g&g", + "feat|provocator dedication|aoe3", + "feat|proximity alert|loag", + "feat|psi burst|da", + "feat|psi catastrophe|da", + "feat|psi development|da", + "feat|psi strikes|da", + "feat|psychic dedication|da", + "feat|psychic duelist dedication|da", + "feat|psychic rapport|da", + "feat|psychopomp familiar|botd", + "feat|puncturing horn|loil", + "feat|purge of moments|da", + "feat|purge sins|loag", + "feat|purifying breeze|lokl", + "feat|purifying spell|som", + "feat|push back the dead!|lokl", + "feat|push it|g&g", + "feat|pushing attack|som", + "feat|qlippoth magic|loag", + "feat|quadruped|lotgb", + "feat|quah bond|locg", + "feat|quaking stomp|crb", + "feat|quick alchemy|crb", + "feat|quick bomber|crb", + "feat|quick change|apg", + "feat|quick change|loag", + "feat|quick climb|crb", + "feat|quick coercion|crb", + "feat|quick contacts|apg", + "feat|quick disguise|crb", + "feat|quick draw (ranger)|crb", + "feat|quick draw (rogue)|crb", + "feat|quick draw|g&g", + "feat|quick fix|apg", + "feat|quick identification|crb", + "feat|quick juggler|ec1", + "feat|quick jump|crb", + "feat|quick mount|apg", + "feat|quick recognition|crb", + "feat|quick repair|crb", + "feat|quick reversal|crb", + "feat|quick setup|tv", + "feat|quick shield block (champion)|crb", + "feat|quick shield block (fighter)|crb", + "feat|quick shot|apg", + "feat|quick snares|crb", + "feat|quick squeeze|crb", + "feat|quick stow|apg", + "feat|quick stow|lopsg", + "feat|quick study|apg", + "feat|quick swim|crb", + "feat|quick unlock|crb", + "feat|quicken heartbeat|ec3", + "feat|quickened attunement|som", + "feat|quickened casting (bard)|crb", + "feat|quickened casting (oracle)|apg", + "feat|quickened casting (sorcerer)|crb", + "feat|quickened casting (witch)|apg", + "feat|quickened casting (wizard)|crb", + "feat|quiet allies|crb", + "feat|quill spray|lome", + "feat|quivering palm|crb", + "feat|radiant blade master|crb", + "feat|radiant blade spirit|crb", + "feat|radiant burst|loag", + "feat|radiant circuitry|loag", + "feat|radiant infusion|apg", + "feat|radiate glory|loag", + "feat|ragdya's dance|loil", + "feat|ragdya's revelry|loil", + "feat|raging athlete|crb", + "feat|raging intimidation|crb", + "feat|raging thrower|crb", + "feat|rain of bolts|g&g", + "feat|rain of embers stance|lopsg", + "feat|rain-scribe mobility|locg", + "feat|rain-scribe sustenance|locg", + "feat|raise a tome|som", + "feat|rakshasa magic|loag", + "feat|rakshasa ravaged|loil", + "feat|rallying charge|apg", + "feat|rallying cry|loag", + "feat|rampaging ferocity|apg", + "feat|rampaging form|loag", + "feat|ranged combatant|som", + "feat|ranged disarm|g&g", + "feat|ranged reprisal|crb", + "feat|ranger dedication|crb", + "feat|ranger resiliency|crb", + "feat|ranger's bramble|apg", + "feat|rapid affixture|apg", + "feat|rapid manifestation|som", + "feat|rapid mantel|crb", + "feat|rapid recharge|som", + "feat|rapid response|apg", + "feat|rat familiar|apg", + "feat|rat form|apg", + "feat|rat magic|apg", + "feat|ratfolk growth|loag", + "feat|ratfolk lore|apg", + "feat|ratfolk roll|loag", + "feat|ratspeak|apg", + "feat|ravening's desperation|ec3", + "feat|ravenous charge|botd", + "feat|razor claws|locg", + "feat|razzle-dazzle|apg", + "feat|reach beyond|frp1", + "feat|reach for the sky|g&g", + "feat|reach for the stars|g&g", + "feat|reach spell (bard)|crb", + "feat|reach spell (cleric)|crb", + "feat|reach spell (druid)|crb", + "feat|reach spell (oracle)|apg", + "feat|reach spell (sorcerer)|crb", + "feat|reach spell (witch)|apg", + "feat|reach spell (wizard)|crb", + "feat|reactive charm|lotgb", + "feat|reactive dismissal|som", + "feat|reactive distraction|crb", + "feat|reactive interference|crb", + "feat|reactive pursuit|crb", + "feat|reactive shield|crb", + "feat|reactive transformation|apg", + "feat|read disaster|apg", + "feat|read lips|crb", + "feat|read psychometric resonance|da", + "feat|read shibboleths|apg", + "feat|read the land|som", + "feat|read the stars|loag", + "feat|reanimating spark|lotgb", + "feat|reanimator dedication|botd", + "feat|reaper of repose|locg", + "feat|reason rapidly|apg", + "feat|reassuring presence|lome", + "feat|rebounding assault|g&g", + "feat|rebounding toss|apg", + "feat|reckless abandon (barbarian)|crb", + "feat|reckless abandon (goblin)|apg", + "feat|reclaim spell|ec6", + "feat|reclaimant plea|lokl", + "feat|recognize ambush|loag", + "feat|recognize spell|crb", + "feat|recognize threat|locg", + "feat|recollect studies|lopsg", + "feat|reconstruct the scene (investigator)|apg", + "feat|reconstruct the scene (rogue)|apg", + "feat|recover spell|lopsg", + "feat|recycled cogwheels|g&g", + "feat|red herring|apg", + "feat|red mantis assassin dedication|lowg", + "feat|redirect attention|da", + "feat|redirect elements|som", + "feat|redirecting shot|g&g", + "feat|reflect foe|da", + "feat|reflect spell (sorcerer)|crb", + "feat|reflect spell (witch)|apg", + "feat|reflect spell (wizard)|crb", + "feat|reflecting riposte|ec6", + "feat|reflective pocket|da", + "feat|reflective ripple stance|som", + "feat|reflexive catch|ec1", + "feat|reflexive grip|lopsg", + "feat|reflexive riposte|apg", + "feat|reflexive shield|crb", + "feat|regrowth|loag", + "feat|rehydration|loag", + "feat|reimagine|loil", + "feat|reinforce eidolon|som", + "feat|reinforced chassis|g&g", + "feat|rejuvenating touch|apg", + "feat|rejuvenation token|botd", + "feat|rejuvenation|botd", + "feat|relentless disarm|aoa5", + "feat|relentless stalker|fop", + "feat|relentless wings|apg", + "feat|reliable luck|apg", + "feat|reliable squire|lokl", + "feat|reloading trick|av3", + "feat|remediate|apg", + "feat|remember your training|lopsg", + "feat|reminder of the greater fear|ngd", + "feat|remorseless lash|locg", + "feat|remote trigger|apg", + "feat|remove presence|da", + "feat|renewed vigor|crb", + "feat|renewing quills|lome", + "feat|repair module|loag", + "feat|repeating hand crossbow training|av3", + "feat|replenishing consumption|botd", + "feat|replenishing hydration|aaws", + "feat|replenishment of war|crb", + "feat|replicate|da", + "feat|reprepare spell|crb", + "feat|reptile rider|loag", + "feat|reptile speaker|locg", + "feat|repulse the wicked|lokl", + "feat|repurposed parts|g&g", + "feat|rescuer's press|lol", + "feat|reset the past|da", + "feat|resilient mind|lokl", + "feat|resilient shell|som", + "feat|resilient touch|apg", + "feat|resist ruin|apg", + "feat|resolute defender|lokl", + "feat|resolute|da", + "feat|resounding blow|apg", + "feat|resounding bravery|apg", + "feat|resounding cascade|som", + "feat|resounding finale|apg", + "feat|resourceful ritualist|apg", + "feat|restitch|lotgb", + "feat|restoring blood|loil", + "feat|resurrectionist|crb", + "feat|resuscitate|apg", + "feat|retain absorbed spell|lopsg", + "feat|retaliatory cleansing|lokl", + "feat|retractable claws|loag", + "feat|return fire|apg", + "feat|returning throw|apg", + "feat|reveal hidden self|loil", + "feat|reveal machinations|aoa3", + "feat|reveal true name|som", + "feat|revealing stab|crb", + "feat|reverberate|apg", + "feat|reverse curse|da", + "feat|reverse engineering|apg", + "feat|reverse engineer|g&g", + "feat|reversing charge|da", + "feat|revivification protocol|loag", + "feat|revivifying mutagen|crb", + "feat|ricochet feint|apg", + "feat|ricochet legend|g&g", + "feat|ricochet master|g&g", + "feat|ricochet shot|g&g", + "feat|ricochet stance (fighter)|apg", + "feat|ricochet stance (rogue)|apg", + "feat|ricocheting leap|lome", + "feat|ride|crb", + "feat|riftmarked|loag", + "feat|right-hand blood|lome", + "feat|rimesoul|loag", + "feat|ringmaster's introduction|ec6", + "feat|rippling spin|som", + "feat|riptide|aaws", + "feat|risky reload|g&g", + "feat|risky surgery|apg", + "feat|rites of convocation|apg", + "feat|rites of transfiguration|apg", + "feat|ritual researcher|apg", + "feat|ritual reversion|locg", + "feat|ritualist dedication|apg", + "feat|roadkill|g&g", + "feat|robust recovery|crb", + "feat|rock runner|crb", + "feat|rockslide spell|som", + "feat|rogue dedication|crb", + "feat|rokoan arts|loag", + "feat|roll with it|locg", + "feat|root magic|apg", + "feat|root to life|da", + "feat|rope mastery|frp2", + "feat|rope runner|apg", + "feat|rough rider|crb", + "feat|rough terrain stance|som", + "feat|round ears|locg", + "feat|ru-shi|loag", + "feat|rubbery skin|sli", + "feat|ruby resurrection|frp3", + "feat|rugged survivalist|lopsg", + "feat|rule of three|sot2", + "feat|runelord dedication|som", + "feat|runescarred dedication|lowg", + "feat|runic impression|som", + "feat|runic mind smithing|da", + "feat|running reload|crb", + "feat|running reload|g&g", + "feat|running tackle|lotgb", + "feat|runtsage|loag", + "feat|saber teeth|loag", + "feat|sabotage|crb", + "feat|sacral lord|da", + "feat|sacral monarch|da", + "feat|sacred armaments|lokl", + "feat|sacred defender|apg", + "feat|sacred defense|logm", + "feat|sacred ki|logm", + "feat|sacred spells|botd", + "feat|sacrifice armor|apg", + "feat|safe house|apg", + "feat|safeguard soul|botd", + "feat|safeguarded spell|apg", + "feat|safety measures|g&g", + "feat|sanctify water|logm", + "feat|saoc astrology|locg", + "feat|sap life|crb", + "feat|savage critical|crb", + "feat|saving slash|lowg", + "feat|scalding spit|locg", + "feat|scales of the dragon|apg", + "feat|scaling poppet|lotgb", + "feat|scalpel's point|apg", + "feat|scamper underfoot|ec3", + "feat|scamper|apg", + "feat|scapegoat parallel self|frp3", + "feat|scar-thick skin|loag", + "feat|scare to death|crb", + "feat|scarecrow|aoa3", + "feat|scatter blast|g&g", + "feat|scattered fire|lotgb", + "feat|scavenger's search|apg", + "feat|scholar's inheritance|loag", + "feat|scholarly defense|av2", + "feat|scholastic identification|apg", + "feat|school counterspell|som", + "feat|school spell redirection|som", + "feat|schooled in secrets|apg", + "feat|scintillating spell|apg", + "feat|scion transformation|loag", + "feat|scorching disarm|loag", + "feat|scour the library|da", + "feat|scouring rage|apg", + "feat|scout dedication|apg", + "feat|scout's charge|apg", + "feat|scout's pounce|apg", + "feat|scout's speed|apg", + "feat|scout's warning (ranger)|crb", + "feat|scout's warning (rogue)|crb", + "feat|scroll esoterica|da", + "feat|scroll savant|crb", + "feat|scroll thaumaturgy|da", + "feat|scroll trickster dedication|apg", + "feat|scrollmaster dedication|locg", + "feat|scrounger dedication|apg", + "feat|scrutinizing gaze|g&g", + "feat|sculpt shadows|loag", + "feat|scuttle up|loil", + "feat|sealed poppet|lotgb", + "feat|searing restoration|g&g", + "feat|seasoned|apg", + "feat|second ally|crb", + "feat|second chance spell|apg", + "feat|second shield|apg", + "feat|second sting|crb", + "feat|second wind|crb", + "feat|secret eyes|lome", + "feat|secret speech|aoa3", + "feat|secrets of shadow|som", + "feat|see the unseen|lome", + "feat|seedpod|locg", + "feat|seeker arrow|apg", + "feat|seeker of truths|av2", + "feat|seize|botd", + "feat|selective energy|crb", + "feat|self-destruct|ooa3", + "feat|selfless parry|apg", + "feat|semblance of life|botd", + "feat|sense alignment|aoe1", + "feat|sense allies|apg", + "feat|sense chaos|locg", + "feat|sense evil|crb", + "feat|sense for trouble|loag", + "feat|sense good|apg", + "feat|sense ki|frp2", + "feat|sense the unseen (investigator)|apg", + "feat|sense the unseen (ranger)|crb", + "feat|sense the unseen (rogue)|crb", + "feat|sense thoughts|locg", + "feat|senses of the bear|tv", + "feat|sensitive nose|lome", + "feat|sentinel dedication|apg", + "feat|sepulchral sublimation|botd", + "feat|serpent's tongue|loil", + "feat|serpentcoil slam|loil", + "feat|serpentine swimmer|loil", + "feat|settlement scholastics|apg", + "feat|seven-part link|da", + "feat|sever magic|da", + "feat|sever space|frp3", + "feat|shackleborn|loag", + "feat|shadow blending|loag", + "feat|shadow hunter|crb", + "feat|shadow illusion|apg", + "feat|shadow magic|apg", + "feat|shadow mark|apg", + "feat|shadow master|apg", + "feat|shadow of the wilds|locg", + "feat|shadow pact|locg", + "feat|shadow power|apg", + "feat|shadow reservoir|som", + "feat|shadow self|apg", + "feat|shadow sight|loag", + "feat|shadow sneak attack|apg", + "feat|shadow spells|som", + "feat|shadow spell|som", + "feat|shadow's assault|loag", + "feat|shadow's web|apg", + "feat|shadowcaster dedication|som", + "feat|shadowdancer dedication|apg", + "feat|shadowy disguise|loag", + "feat|shaitan magic|loag", + "feat|shaitan skin|loag", + "feat|shake it off|crb", + "feat|shall not falter, shall not rout|lol", + "feat|shamble|botd", + "feat|shameless request|crb", + "feat|shape of the cloud dragon|sot3", + "feat|shape of the dragon|apg", + "feat|shapechanger's intuition|loag", + "feat|shaped contaminant|aoa5", + "feat|share burden|da", + "feat|share eidolon magic|som", + "feat|share rage|crb", + "feat|share thoughts|locg", + "feat|share weakness|da", + "feat|shared assault|apg", + "feat|shared attunement|som", + "feat|shared avoidance|apg", + "feat|shared clarity|apg", + "feat|shared dream|da", + "feat|shared luck|apg", + "feat|shared luck|locg", + "feat|shared overdrive|g&g", + "feat|shared prey|crb", + "feat|shared replenishment|crb", + "feat|shared sight|lokl", + "feat|shared stratagem|apg", + "feat|shared synergy|locg", + "feat|shared warding|da", + "feat|sharp fangs|locg", + "feat|shatter defenses|crb", + "feat|shatter space|da", + "feat|shattering blows|apg", + "feat|shattering shot|g&g", + "feat|shattering strike|apg", + "feat|shattering strike|crb", + "feat|shed tail|locg", + "feat|sheltering cave|som", + "feat|sheltering slab|apg", + "feat|shepherd of desolation|lokl", + "feat|shield block|crb", + "feat|shield of faith|apg", + "feat|shield of grace|crb", + "feat|shield of reckoning|crb", + "feat|shield paragon|crb", + "feat|shield salvation|apg", + "feat|shield wall|lokl", + "feat|shield warden (champion)|crb", + "feat|shield warden (fighter)|crb", + "feat|shielded stride|crb", + "feat|shielded tome|som", + "feat|shieldmarshal dedication|loil", + "feat|shift spell|frp2", + "feat|shifting faces|loag", + "feat|shifting terrain|som", + "feat|shining arms|lotgb", + "feat|shining oath|crb", + "feat|shinstabber|loag", + "feat|shiny button eyes|lotgb", + "feat|shisk lore|lome", + "feat|shoki's argument|loag", + "feat|shoony lore|ec3", + "feat|shooter's camouflage|g&g", + "feat|shooting stars stance|apg", + "feat|shore step|som", + "feat|shorthanded|g&g", + "feat|shory aerialist|locg", + "feat|shory aeromancer|locg", + "feat|shoulder catastrophe|locg", + "feat|shove down|apg", + "feat|shoving sweep|apg", + "feat|showstopper|g&g", + "feat|shrink down|som", + "feat|shrouded magic|loag", + "feat|shrouded mien|loag", + "feat|sickening bite|botd", + "feat|side by side (druid)|crb", + "feat|side by side (ranger)|crb", + "feat|sidestep|crb", + "feat|sign language|crb", + "feat|signature spell expansion|apg", + "feat|signature spell expansion|da", + "feat|signature synergy|som", + "feat|signifer armor expertise|locg", + "feat|signifer's sight|locg", + "feat|silencing strike|apg", + "feat|silent spell|crb", + "feat|silent step|loag", + "feat|silent sting|frp2", + "feat|silent stone|loil", + "feat|silver's refrain|aoa3", + "feat|simple crystal magic|aoa4", + "feat|sin reservoir|som", + "feat|sing to the steel|sot2", + "feat|sinister appearance|loag", + "feat|sink and swim|da", + "feat|siphon life|da", + "feat|siphon power|apg", + "feat|siphoning touch|lotgb", + "feat|six pillars stance|frp2", + "feat|sixth pillar dedication|frp2", + "feat|sixth pillar mastery|frp2", + "feat|sixth sense|da", + "feat|skeletal resistance|botd", + "feat|skeletal transformation|botd", + "feat|skeleton commander|botd", + "feat|skeptic's defense|da", + "feat|skill mastery|apg", + "feat|skill mastery|crb", + "feat|skill training|crb", + "feat|skilled climber|loil", + "feat|skilled partner|som", + "feat|skillful climber|loil", + "feat|skillful tail ()|loag", + "feat|skillful tail (ganzi)|loag", + "feat|skillful tail (tiefling)|apg", + "feat|skim scroll|apg", + "feat|skin split|loil", + "feat|skirmish strike (ranger)|crb", + "feat|skirmish strike (rogue)|crb", + "feat|skirt the light|loag", + "feat|skittering scuttle|crb", + "feat|skittering sneak|loag", + "feat|skittertalk|lome", + "feat|skitter|apg", + "feat|skull creeper|loag", + "feat|sky and heaven stance|aoe2", + "feat|sky and heaven stance|loil", + "feat|sky master mask|sot6", + "feat|skyseeker|aoe2", + "feat|skyseeker|loil", + "feat|slag may|apg", + "feat|slayer's blessing|botd", + "feat|slayer's presence|botd", + "feat|slayer's strike|botd", + "feat|sleeper hold|crb", + "feat|sleepwalker dedication|da", + "feat|slice and swipe|aoe3", + "feat|slinger's readiness|g&g", + "feat|slinger's reflexes|g&g", + "feat|slink|loag", + "feat|slip into shadow|loag", + "feat|slip the grasp|loag", + "feat|slip with the breeze|loag", + "feat|slippery secrets|crb", + "feat|slither|loag", + "feat|sly striker|crb", + "feat|smash from the air|apg", + "feat|smashing tail|loag", + "feat|smite evil|crb", + "feat|smite good|apg", + "feat|smoke bomb|crb", + "feat|smoke curtain|g&g", + "feat|smoke sight|g&g", + "feat|smokesoul|loag", + "feat|smoldering explosion|lotgb", + "feat|snagging strike|crb", + "feat|snap out of it!|apg", + "feat|snap out of it!|lopsg", + "feat|snap shot|crb", + "feat|snare commando|loag", + "feat|snare crafting|crb", + "feat|snare genius|apg", + "feat|snare hopping|apg", + "feat|snare setter|apg", + "feat|snare specialist|crb", + "feat|snarecrafter dedication|apg", + "feat|sneak attacker|crb", + "feat|sneak savant|crb", + "feat|sneaky|loag", + "feat|sniper's aim|g&g", + "feat|sniping duo dedication|g&g", + "feat|snow may|loag", + "feat|snow step|tv", + "feat|snowcaster|tv", + "feat|soaring armor|g&g", + "feat|soaring dynamo|g&g", + "feat|soaring flight|apg", + "feat|soaring form|loag", + "feat|soaring poppet|lotgb", + "feat|soaring shape|crb", + "feat|sociable vow|da", + "feat|sociable|locg", + "feat|social camouflage|loil", + "feat|social purview|apg", + "feat|sodbuster|ec3", + "feat|solar rejuvenation|locg", + "feat|solar rejuvenation|loil", + "feat|solid lead|apg", + "feat|song of grace and speed|sot2", + "feat|song of marching|apg", + "feat|song of strength|apg", + "feat|song of the fallen|aoa6", + "feat|soothing ballad|crb", + "feat|soothing mist|apg", + "feat|sorcerer dedication|crb", + "feat|soul arsenal|som", + "feat|soul flare|som", + "feat|soul warden dedication|botd", + "feat|soulforger dedication|som", + "feat|soulsight (bard)|apg", + "feat|soulsight (sorcerer)|apg", + "feat|sound mirror|da", + "feat|sow rumor|locg", + "feat|sow spell|apg", + "feat|space-time shift|da", + "feat|spark fist|g&g", + "feat|spark of independence|lotgb", + "feat|speak with bats|loag", + "feat|speak with flowers|loil", + "feat|speak with kindred|locg", + "feat|speaking sky|aoe2", + "feat|speaking sky|loil", + "feat|specialized beastmaster companion|apg", + "feat|specialized companion (druid)|crb", + "feat|specialized companion (ranger)|crb", + "feat|specialized companion|ec2", + "feat|specialized mount|apg", + "feat|specialty crafting|crb", + "feat|speedy rituals|apg", + "feat|spell combination|crb", + "feat|spell devourer|apg", + "feat|spell gem|botd", + "feat|spell mastery|apg", + "feat|spell parry|som", + "feat|spell penetration|crb", + "feat|spell relay|apg", + "feat|spell runes|lowg", + "feat|spell shroud|apg", + "feat|spell swipe|som", + "feat|spell tinker|crb", + "feat|spell trickster dedication|lotgb", + "feat|spell-repelling form|som", + "feat|spellbook prodigy|apg", + "feat|spellmaster dedication|locg", + "feat|spellmaster's resilience|locg", + "feat|spellmaster's tenacity|lopsg", + "feat|spellmaster's ward|lopsg", + "feat|spellshot dedication|g&g", + "feat|spellstriker|som", + "feat|spelunker|lome", + "feat|spew tentacles|loag", + "feat|spine stabber|lome", + "feat|spinebreaker|lotgb", + "feat|spiral sworn|botd", + "feat|spirit sheath|som", + "feat|spirit soother|apg", + "feat|spirit spells|av1", + "feat|spirit strikes|apg", + "feat|spirit's absolution|botd", + "feat|spirit's anguish|botd", + "feat|spirit's wrath|crb", + "feat|spirits' interference|crb", + "feat|spiritual explorer|lopsg", + "feat|spiritual guides|apg", + "feat|spiritual sense|apg", + "feat|spiteful rake|loag", + "feat|splendid companion|ec2", + "feat|splinter faith|logm", + "feat|split hex|apg", + "feat|split shot|apg", + "feat|split slot|apg", + "feat|spore cloud|loag", + "feat|spot translate|apg", + "feat|spring attack|crb", + "feat|spring from the shadows|crb", + "feat|springing leaper|apg", + "feat|sprite's spark|loag", + "feat|spy's countermeasures|lowg", + "feat|spyglass modification|g&g", + "feat|squad tactics|loag", + "feat|squawk!|apg", + "feat|squirm free|lotgb", + "feat|stab and blast|g&g", + "feat|staff acrobat dedication|ec1", + "feat|staff sweep|ec1", + "feat|stage fighting|apg", + "feat|staggering fire|lokl", + "feat|stalking feline mask|sot6", + "feat|stalwart standard|lokl", + "feat|stance savant (fighter)|crb", + "feat|stance savant (monk)|crb", + "feat|stand still|crb", + "feat|standby spell|som", + "feat|star orb|loag", + "feat|starlit eyes|som", + "feat|startling appearance|apg", + "feat|startling appearance|loag", + "feat|stasian smash|g&g", + "feat|stave off catastrophe|lopsg", + "feat|stay down!|apg", + "feat|steadfast ally|ec3", + "feat|steady balance|crb", + "feat|steady on stone|loag", + "feat|steady spellcasting (bard)|crb", + "feat|steady spellcasting (cleric)|crb", + "feat|steady spellcasting (druid)|crb", + "feat|steady spellcasting (oracle)|apg", + "feat|steady spellcasting (sorcerer)|crb", + "feat|steady spellcasting (witch)|apg", + "feat|steady spellcasting (wizard)|crb", + "feat|steady spellcasting|da", + "feat|steady spellcasting|som", + "feat|steadying stone|som", + "feat|steal essence|ec6", + "feat|steal spell|apg", + "feat|steal the sky|aoe2", + "feat|steal the sky|loil", + "feat|steal time|da", + "feat|steal vitality|lotgb", + "feat|stealthy companion|crb", + "feat|steam spell|loag", + "feat|steed form|som", + "feat|steel skin|apg", + "feat|steel your resolve|gmg", + "feat|steel yourself!|apg", + "feat|stella's stab and snag|lopsg", + "feat|step lively|apg", + "feat|sterling dynamo dedication|g&g", + "feat|sticky bomb|crb", + "feat|sticky poison|apg", + "feat|stitch flesh|botd", + "feat|stoked flame stance|som", + "feat|stone blood|lowg", + "feat|stone bones|apg", + "feat|stone communion|lowg", + "feat|stone face|loag", + "feat|stone form|loag", + "feat|stonecunning|crb", + "feat|stonegate|apg", + "feat|stonewalker|crb", + "feat|storm born|crb", + "feat|storm form|loag", + "feat|storm retribution|crb", + "feat|storm shroud|botd", + "feat|storm's lash|apg", + "feat|storming breath|da", + "feat|stormsoul|loag", + "feat|stormy heart|loag", + "feat|story crooner|loag", + "feat|storyteller's mask|sot6", + "feat|strain mind|da", + "feat|strand strider|lome", + "feat|strange script|av2", + "feat|strangle|lotgb", + "feat|strategic assessment|apg", + "feat|strategic bypass|apg", + "feat|straveika|apg", + "feat|streetwise|crb", + "feat|strident command|ngd", + "feat|striker's scroll|som", + "feat|striking retribution|loag", + "feat|strix defender|loag", + "feat|strix lore|loag", + "feat|strix vengeance|loag", + "feat|strong arm|apg", + "feat|strong swimmer|loag", + "feat|stronger debilitating venom|loil", + "feat|stubborn persistence|apg", + "feat|student of perfection dedication|lowg", + "feat|student of the canon|crb", + "feat|student of the dueling arts|apg", + "feat|student of the staff|som", + "feat|studious adept|lome", + "feat|studious capacity|crb", + "feat|studious magic|lome", + "feat|stumbling feint|apg", + "feat|stumbling stance|apg", + "feat|stunning appearance|apg", + "feat|stunning finisher|apg", + "feat|stunning fist|crb", + "feat|subjective truth|apg", + "feat|submission hold|lotgb", + "feat|subtle delivery|apg", + "feat|subtle shank|aoe3", + "feat|subtle theft|crb", + "feat|sudden charge (barbarian)|crb", + "feat|sudden charge (fighter)|crb", + "feat|sudden leap (barbarian)|crb", + "feat|sudden leap (fighter)|crb", + "feat|sudden mindfulness|loil", + "feat|suli amir|loag", + "feat|suli-jann|loag", + "feat|summon air elemental|loag", + "feat|summon celestial kin|apg", + "feat|summon earth elemental|loag", + "feat|summon ensemble|lotgb", + "feat|summon fiendish kin|apg", + "feat|summon fire elemental|loag", + "feat|summon water elemental|loag", + "feat|summoner dedication|som", + "feat|summoner's call|som", + "feat|sun blade|locg", + "feat|sun's fury|lol", + "feat|sunder enchantment|apg", + "feat|sunder spell|apg", + "feat|superimpose time duplicates|da", + "feat|superior bond|crb", + "feat|superior propulsion|g&g", + "feat|superior sight|aoa6", + "feat|supernatural charm|crb", + "feat|supernatural senses|apg", + "feat|supertaster|apg", + "feat|suplex|lotgb", + "feat|supreme psychic center|da", + "feat|supreme spellstrike|som", + "feat|sure feet|crb", + "feat|sure foot|apg", + "feat|surface culture|locg", + "feat|surface skimmer|aaws", + "feat|surging focus|apg", + "feat|surging might|apg", + "feat|surprise attack|apg", + "feat|surprise snare|apg", + "feat|surprise strike|apg", + "feat|surreptitious spellcaster|locg", + "feat|surrounding flames|lotgb", + "feat|survey wildlife|crb", + "feat|survivor of desolation|locg", + "feat|suspect of opportunity|apg", + "feat|sustaining steel|som", + "feat|svetocher|apg", + "feat|swaggering initiative|apg", + "feat|swap investment|lopsg", + "feat|swap reflections|da", + "feat|swashbuckler dedication|apg", + "feat|swashbuckler's riposte|apg", + "feat|swashbuckler's speed|apg", + "feat|swift application|loil", + "feat|swift banishment|crb", + "feat|swift elusion|apg", + "feat|swift intervention|g&g", + "feat|swift leap|botd", + "feat|swift river|crb", + "feat|swift sneak|crb", + "feat|swift swimmer|locg", + "feat|swift tracker|crb", + "feat|swift|loag", + "feat|swimming poppet|lotgb", + "feat|swipe (barbarian)|crb", + "feat|swipe (fighter)|crb", + "feat|sword and pistol|g&g", + "feat|swordmaster dedication|locg", + "feat|sympathetic vulnerabilities|da", + "feat|symphony of blood|apg", + "feat|symphony of the muse|crb", + "feat|symphony of the unfettered heart|apg", + "feat|syncretism|logm", + "feat|synergistic spell|locg", + "feat|syu tak-nwa's deadly hair|frp1", + "feat|syu tak-nwa's hexed locks|frp1", + "feat|syu tak-nwa's skillful tresses|frp1", + "feat|tactical cadence|apg", + "feat|tactical debilitations|crb", + "feat|tactical entry|apg", + "feat|tag team|g&g", + "feat|tail snatch|loil", + "feat|tail spin|locg", + "feat|tail whip|locg", + "feat|take the wheel|g&g", + "feat|takedown expert|apg", + "feat|talisman dabbler dedication|apg", + "feat|talisman esoterica|da", + "feat|talismanic sage|apg", + "feat|tamper|g&g", + "feat|tandem movement|som", + "feat|tandem strike|som", + "feat|tangle of battle|apg", + "feat|tangled forest rake|crb", + "feat|tangled forest stance|crb", + "feat|tap vitality|da", + "feat|target of opportunity|apg", + "feat|target of psychic ire|da", + "feat|targeted redirection|g&g", + "feat|targeting finisher|apg", + "feat|targeting shot|crb", + "feat|taste blood|loag", + "feat|tattoo artist|tv", + "feat|tectonic stomp|da", + "feat|telekinetic slip|loil", + "feat|telluric power|apg", + "feat|tempest-sun redirection|locg", + "feat|tempest-sun shielding|locg", + "feat|temporary potions|apg", + "feat|ten lives|loag", + "feat|tenacious blood magic|ec6", + "feat|tenacious net|lome", + "feat|tenacious toxins|apg", + "feat|tengu feather fan|loag", + "feat|tengu lore|apg", + "feat|tengu weapon expertise|apg", + "feat|tengu weapon familiarity|apg", + "feat|tengu weapon study|apg", + "feat|tense negotiator|lopsg", + "feat|terraforming spell|apg", + "feat|terrain advantage|locg", + "feat|terrain expertise|crb", + "feat|terrain form|botd", + "feat|terrain master|crb", + "feat|terrain scout|apg", + "feat|terrain shield|som", + "feat|terrain stalker|crb", + "feat|terrain transposition|apg", + "feat|terrible transformation|tv", + "feat|terrified retreat|crb", + "feat|terrifying countenance|ngd", + "feat|terrifying howl|crb", + "feat|terrifying resistance|apg", + "feat|tetraelemental assault|loag", + "feat|that was a close one, huh?|g&g", + "feat|that's odd|apg", + "feat|thaumaturge dedication|da", + "feat|thaumaturge's demesne|da", + "feat|thaumaturge's investiture|da", + "feat|thaumaturgic ritualist|da", + "feat|the harder they fall|apg", + "feat|the tyrant falls!|lokl", + "feat|their master's call|botd", + "feat|theoretical acumen|locg", + "feat|thick hide mask|sot6", + "feat|thorned seedpod|loag", + "feat|thorough reports|lowg", + "feat|thorough research|apg", + "feat|thorough search|apg", + "feat|thoughtform summoning|da", + "feat|thoughtsense|da", + "feat|thousand faces|crb", + "feat|thrash|crb", + "feat|through spell|apg", + "feat|thrown voice|loag", + "feat|thunder clap|ooa1", + "feat|thunder god's fan|loag", + "feat|thwart evil|lokl", + "feat|tidal shield|loag", + "feat|tide-hardened|loag", + "feat|tiger slash|crb", + "feat|tiger stance|crb", + "feat|tiller's aid|aoa3", + "feat|tiller's drive|aoa3", + "feat|time dilation cascade|frp3", + "feat|time mage dedication|da", + "feat|timeless body|crb", + "feat|timeless nature|crb", + "feat|timeline-splitting spell|da", + "feat|tinkering fingers|apg", + "feat|tireless guide's mask|sot6", + "feat|titan slinger|crb", + "feat|titan swing|da", + "feat|titan wrestler|crb", + "feat|titan's stature|crb", + "feat|to battle!|apg", + "feat|to the ends of the earth|crb", + "feat|tomb-watcher's glare|locg", + "feat|tongue disarm|loag", + "feat|tongue of sun and moon|crb", + "feat|tongue tether|lome", + "feat|tools of the trade|apg", + "feat|topple foe|apg", + "feat|topple giants|g&g", + "feat|toppling dance|apg", + "feat|toppling tentacles|lotgb", + "feat|torch goblin|locg", + "feat|torrential backlash|da", + "feat|touch focus|frp2", + "feat|tough skin|loil", + "feat|tough tumbler|ec3", + "feat|toughness|crb", + "feat|tower shield mastery|lokl", + "feat|towering presence|loil", + "feat|towering size|som", + "feat|tracing sigil|lotgb", + "feat|train animal|crb", + "feat|trample|som", + "feat|trampling charge|apg", + "feat|tranquil sanctuary|loag", + "feat|transcendent realization|loil", + "feat|transcribe moment|lopsg", + "feat|translucent skin|loag", + "feat|transposable compliance|loil", + "feat|transpose|som", + "feat|trap finder (investigator)|apg", + "feat|trap finder (rogue)|crb", + "feat|trapsmith dedication|g&g", + "feat|treacherous earth|loag", + "feat|treat condition|apg", + "feat|tree climber|apg", + "feat|tree climber|locg", + "feat|tree's ward|loil", + "feat|trespass teleportation|da", + "feat|triangle shot|apg", + "feat|triangulate|g&g", + "feat|trick driver dedication|g&g", + "feat|trick magic item|crb", + "feat|trick shot|g&g", + "feat|trickster tengu|loag", + "feat|trickster's ace (investigator)|apg", + "feat|trickster's ace (rogue)|crb", + "feat|triggerbrand blitz|loil", + "feat|triggerbrand salvo|loil", + "feat|triple shot|crb", + "feat|triple threat|crb", + "feat|triple time|crb", + "feat|triumphant inspiration|apg", + "feat|true debilitating bomb|crb", + "feat|true gaze|lome", + "feat|true hypercognition|crb", + "feat|true perception|apg", + "feat|true shapeshifter|crb", + "feat|true transmogrification|som", + "feat|truespeech|loag", + "feat|tumble behind (rogue)|apg", + "feat|tumble behind (swashbuckler)|apg", + "feat|tumbling opportunist|apg", + "feat|tumbling strike|apg", + "feat|tupilaq carver|locg", + "feat|turn away misfortune|da", + "feat|turn back the clock|da", + "feat|turn to mist|botd", + "feat|turn undead|crb", + "feat|turpin rowe lumberjack dedication|ec3", + "feat|tusks|apg", + "feat|tusks|locg", + "feat|tweak appearances|aoa3", + "feat|twin distraction|apg", + "feat|twin eidolon|som", + "feat|twin feint|crb", + "feat|twin parry (fighter)|crb", + "feat|twin parry (ranger)|crb", + "feat|twin parry (swashbuckler)|apg", + "feat|twin psyche|da", + "feat|twin riposte (fighter)|crb", + "feat|twin riposte (ranger)|crb", + "feat|twin shot knockdown|g&g", + "feat|twin takedown|crb", + "feat|twin weakness|da", + "feat|twinned defense (fighter)|crb", + "feat|twinned defense (swashbuckler)|apg", + "feat|twist healing|loag", + "feat|twist the knife|crb", + "feat|twitchy|apg", + "feat|two truths|da", + "feat|two-weapon flurry|crb", + "feat|two-weapon fusillade|g&g", + "feat|ubiquitous gadgets|g&g", + "feat|ubiquitous overdrive|g&g", + "feat|ubiquitous snares|crb", + "feat|ubiquitous weakness|da", + "feat|ultimate flexibility|apg", + "feat|ultimate mercy|crb", + "feat|ultimate polymath|apg", + "feat|ultimate skirmisher|crb", + "feat|unassuming dedication|locg", + "feat|unbalancing blow|crb", + "feat|unbalancing finisher|apg", + "feat|unbalancing sweep|apg", + "feat|unbelievable escape|g&g", + "feat|unbelievable luck|g&g", + "feat|unbound freedom|loil", + "feat|unbreakable-er goblin|locg", + "feat|unburdened iron|crb", + "feat|uncanny agility|loag", + "feat|uncanny awareness|loag", + "feat|uncanny bombs|crb", + "feat|uncanny cheeks|loag", + "feat|uncanny dodge|crb", + "feat|uncanny suction|sli", + "feat|unconventional expertise|crb", + "feat|unconventional weaponry|crb", + "feat|undaunted|locg", + "feat|undead companion|loag", + "feat|undead empathy|botd", + "feat|undead master dedication|botd", + "feat|undead slayer dedication|botd", + "feat|undead slayer|apg", + "feat|underground network|apg", + "feat|underhanded assault|apg", + "feat|underwater marauder|crb", + "feat|underwater volcano|loag", + "feat|underworld investigator|apg", + "feat|undying conviction|botd", + "feat|undying ferocity|apg", + "feat|uneasy rest|lotgb", + "feat|unending emptiness|som", + "feat|unerring shot|g&g", + "feat|unexpected sharpshooter dedication|g&g", + "feat|unexpected shift|locg", + "feat|unfazed assessment|aoa5", + "feat|unfetter eidolon|som", + "feat|unfettered halfling|crb", + "feat|unfettering prankster|loil", + "feat|unhampered passage|apg", + "feat|unified theory|crb", + "feat|unimpeded step|crb", + "feat|united assault|lokl", + "feat|universal longevity|crb", + "feat|universal versatility|crb", + "feat|unkillable|botd", + "feat|unlimited demesne|da", + "feat|unlimited ghost flight|botd", + "feat|unlimited potential|da", + "feat|unlock secret|loil", + "feat|unmistakable lore|crb", + "feat|unnerving expansion|da", + "feat|unnerving prowess|lowg", + "feat|unravel mysteries|locg", + "feat|unrivaled builder|ec3", + "feat|unseat|apg", + "feat|unseen passage|loil", + "feat|unshakable grit|g&g", + "feat|unshakable idealism|locg", + "feat|unstable concoction|apg", + "feat|unstable redundancies|g&g", + "feat|unstoppable juggernaut|apg", + "feat|untrained improvisation|crb", + "feat|unusual composition|crb", + "feat|unwavering mien|crb", + "feat|unwind death|ooa3", + "feat|unyielding disguise|da", + "feat|urgent upwelling|som", + "feat|ursine avenger form|tv", + "feat|uzunjati recollection|locg", + "feat|uzunjati storytelling|locg", + "feat|vacate vision|sli", + "feat|vampire dedication|botd", + "feat|vampire lore|apg", + "feat|vanara battle clarity|loil", + "feat|vanara lore|loil", + "feat|vanara weapon expertise|loil", + "feat|vanara weapon familiarity|loil", + "feat|vanara weapon trickery|loil", + "feat|vandal|apg", + "feat|vantage shot|g&g", + "feat|vanth's weapon execution|loag", + "feat|vanth's weapon expertise|loag", + "feat|vanth's weapon familiarity|loag", + "feat|variable core|g&g", + "feat|vehicle mechanic dedication|g&g", + "feat|veil may|loag", + "feat|velstrac magic|loag", + "feat|vengeful hatred|crb", + "feat|vengeful oath|crb", + "feat|vengeful strike|crb", + "feat|venom purge|loil", + "feat|venom spit|loil", + "feat|verdant metamorphosis|crb", + "feat|verdant presence|ec6", + "feat|verdant weapon|apg", + "feat|vernai training|lol", + "feat|versatile font|crb", + "feat|versatile performance|crb", + "feat|versatile signature|crb", + "feat|versatile spellstrike|som", + "feat|very sneaky|crb", + "feat|very, very sneaky|crb", + "feat|vessel's form|da", + "feat|vestigial wings|loag", + "feat|vexing tumble|apg", + "feat|vibrant display|locg", + "feat|vibration sense|som", + "feat|vicious debilitations|crb", + "feat|vicious evisceration|crb", + "feat|vicious fangs|botd", + "feat|vicious incisors|apg", + "feat|vicious snares|loag", + "feat|vicious vengeance|apg", + "feat|vicious venom|loil", + "feat|victorious vigor|crb", + "feat|vigil's walls rise anew!|lol", + "feat|vigilant benediction|lokl", + "feat|vigilant mask|sot6", + "feat|vigilante dedication|apg", + "feat|vigorous health|locg", + "feat|vigorous inspiration|apg", + "feat|viking dedication|apg", + "feat|viking shieldbearer|locg", + "feat|viking vindicator|lokl", + "feat|viking weapon familiarity|apg", + "feat|viking weapon specialist|apg", + "feat|vile desecration|apg", + "feat|violent unleash|da", + "feat|violent vines|loil", + "feat|viper strike|loil", + "feat|virga may|loag", + "feat|virtue-forged tattoos|locg", + "feat|virtuosic performer|crb", + "feat|vishkanya lore|loil", + "feat|vishkanya weapon arts|loil", + "feat|vishkanya weapon expertise|loil", + "feat|vishkanya weapon familiarity|loil", + "feat|vision of foresight|da", + "feat|vision of weakness|apg", + "feat|visual fidelity|g&g", + "feat|vitality-manipulating stance|frp3", + "feat|vivacious afterimage|frp3", + "feat|vivacious bravado|apg", + "feat|vivacious conduit|crb", + "feat|voice cold as death|lokl", + "feat|voice of authority|ngd", + "feat|voice of the night|apg", + "feat|volatile grease|lotgb", + "feat|waking dream|da", + "feat|walk on the wind|da", + "feat|walk the plank|apg", + "feat|wall jump|crb", + "feat|wall run|crb", + "feat|wandering heart|locg", + "feat|wandering oasis|apg", + "feat|wandering thoughts|da", + "feat|war conditioning|loag", + "feat|ward against corruption|apg", + "feat|ward casting|locg", + "feat|ward medic|crb", + "feat|ward mind|lopsg", + "feat|ward slumber|da", + "feat|warden's boon|crb", + "feat|warden's focus|apg", + "feat|warden's guidance|crb", + "feat|warden's step|crb", + "feat|warden's wellspring|apg", + "feat|warding light|lol", + "feat|warding rune|lowg", + "feat|warning shot|g&g", + "feat|warp likeness|da", + "feat|warp space|da", + "feat|warped constriction|da", + "feat|warped reflection|da", + "feat|warren digger|apg", + "feat|warren friend|loag", + "feat|warren navigator|apg", + "feat|wary disarmament|crb", + "feat|wary skulker|apg", + "feat|wash out|lotgb", + "feat|watch and learn|lopsg", + "feat|watch your back|apg", + "feat|watchful gaze|lome", + "feat|watchful halfling|crb", + "feat|water conjuration|loag", + "feat|water dancer|loag", + "feat|water nagaji|loil", + "feat|water sprint|apg", + "feat|water step|crb", + "feat|water strider|loag", + "feat|wave spiral|som", + "feat|wave the flag|lokl", + "feat|wavetouched paragon|locg", + "feat|waxed feathers|loag", + "feat|wayfinder resonance infiltrator|lopsg", + "feat|wayfinder resonance tinkerer|lowg", + "feat|we march on|loag", + "feat|weapon improviser dedication|apg", + "feat|weapon proficiency|crb", + "feat|weapon supremacy|crb", + "feat|weapon-rune shifter|aoa4", + "feat|web hunter|lome", + "feat|web walker|lome", + "feat|web weaver|lome", + "feat|webslinger|lome", + "feat|weight of guilt|crb", + "feat|weighty impact|som", + "feat|well of potential|loil", + "feat|well-armed|botd", + "feat|well-groomed|apg", + "feat|well-met traveler|apg", + "feat|well-versed|apg", + "feat|wellspring control|som", + "feat|wellspring mage dedication|som", + "feat|westyr's wayfinder repository|lopsg", + "feat|what could have been|da", + "feat|wheedle and jig|lotgb", + "feat|whirling blade stance|apg", + "feat|whirling knockdown|g&g", + "feat|whirling throw|crb", + "feat|whirlwind spell|som", + "feat|whirlwind stance|ec1", + "feat|whirlwind strike (barbarian)|crb", + "feat|whirlwind strike (fighter)|crb", + "feat|whirlwind toss|frp3", + "feat|whispering steps|da", + "feat|whitecape|loil", + "feat|whodunnit?|apg", + "feat|wholeness of body|crb", + "feat|wide overwatch|g&g", + "feat|widen spell (druid)|crb", + "feat|widen spell (oracle)|apg", + "feat|widen spell (sorcerer)|crb", + "feat|widen spell (witch)|apg", + "feat|widen spell (wizard)|crb", + "feat|widen the gap|ec3", + "feat|wild empathy|crb", + "feat|wild lights|lotgb", + "feat|wild shape|crb", + "feat|wild strider|apg", + "feat|wild winds gust|crb", + "feat|wild winds initiate|crb", + "feat|wildborn adept|locg", + "feat|wildborn magic|locg", + "feat|wilderness spotter|fop", + "feat|willing death|loag", + "feat|wind caller|crb", + "feat|wind god's fan|loag", + "feat|wind jump|crb", + "feat|wind pillow|loil", + "feat|wind tempered|loag", + "feat|wind-tossed spell|som", + "feat|winding flow|crb", + "feat|wing step|loag", + "feat|winglets|loag", + "feat|wings of air|loag", + "feat|wings of the dragon|apg", + "feat|winter cat senses|loag", + "feat|winter's embrace|tv", + "feat|winter's kiss|tv", + "feat|wish alchemy|lol", + "feat|witch dedication|apg", + "feat|witch warden|locg", + "feat|witch's bottle|apg", + "feat|witch's charge|apg", + "feat|witch's communion|apg", + "feat|witch's hut|apg", + "feat|withstand death|lokl", + "feat|wizard dedication|crb", + "feat|wolf drag|crb", + "feat|wolf in sheep's clothing|da", + "feat|wolf stance|crb", + "feat|wonder worker|da", + "feat|woodcraft|locg", + "feat|woodland stride|crb", + "feat|words of unraveling|av2", + "feat|work yourself up|som", + "feat|worldsphere gravity|frp3", + "feat|wortwitch|apg", + "feat|wounded rage|crb", + "feat|wrestler dedication|lotgb", + "feat|wronged monk's wrath|frp1", + "feat|wyrmbane aura|crb", + "feat|wyrmling flight|loag", + "feat|yamaraj's grandeur|loag", + "feat|you failed to account for... this!|g&g", + "feat|you're next (rogue)|crb", + "feat|you're next (swashbuckler)|apg", + "feat|zephyr guard dedication|aoa5", + "feat|zombie dedication|botd", + "feat|zombie horde|ooa3", + "hazard|abyss-warped trees|qff2", + "hazard|acid strongbox trap|qff1", + "hazard|acidic needle launcher|aoa5", + "hazard|acidic poison cloud trap|aoe3", + "hazard|agitated carnivorous plants|sot2", + "hazard|air rift|frp2", + "hazard|angazhan's rake trap|sli", + "hazard|angry vegetation|ec6", + "hazard|arcane feedback trap|aoe4", + "hazard|armageddon orb|crb", + "hazard|ash web|aoa4", + "hazard|axiomatic polymorph trap|ec6", + "hazard|bad vibrations|afof", + "hazard|banshee's symphony|crb", + "hazard|barzillai's hounds|aoa3", + "hazard|befuddling gas trap|av3", + "hazard|black powder bomb|aoa2", + "hazard|blackfingers's prayer|aoe6", + "hazard|blast tumbler|av3", + "hazard|blood of belcorra|av1", + "hazard|blood tears|botd", + "hazard|blood-soaked soil|botd", + "hazard|bloodthirsty toy|botd", + "hazard|bloodthirsty urge|crb", + "hazard|boiling fountains|aoe1", + "hazard|boiling tub trap|aoe3", + "hazard|bottomless pit|crb", + "hazard|boulder deadfall trap|sot2", + "hazard|bounding hounds|da", + "hazard|broken rebus attack|frp1", + "hazard|brown mold|gmg", + "hazard|burning chandelier trap|aoe4", + "hazard|buzzing latch rune|ec4", + "hazard|call of the void|da", + "hazard|cannibalistic echoes|botd", + "hazard|canopy drop|aoe1", + "hazard|catacomb cave-in|ec1", + "hazard|caustic dart trap|ec3", + "hazard|caustic vapor|aoa5", + "hazard|cave-in|qff2", + "hazard|centipede carcasses trap|sot1", + "hazard|central spears|bb", + "hazard|clockwork arms|aoe5", + "hazard|clockwork poison bomb|aoe3", + "hazard|clone mirrors|da", + "hazard|cold spot|botd", + "hazard|collapsing porch|tio", + "hazard|collapsing structure|frp2", + "hazard|collapsing structure|lomm", + "hazard|color spray trap|ooa2", + "hazard|confounding betrayal|gmg", + "hazard|confounding portal|da", + "hazard|constricting hall|da", + "hazard|convergence lattice|ec6", + "hazard|cracked earth|loil", + "hazard|crushing gate trap|ec5", + "hazard|crystal pin|lomm", + "hazard|daemonic fog|av3", + "hazard|dahak's shell|aoa2", + "hazard|dahak's skull|aoa2", + "hazard|damurdiel's vengeance|aoa6", + "hazard|dance of death|gmg", + "hazard|darkside mirror|crb", + "hazard|dart barrage|aoe1", + "hazard|death's slumber ward|qff1", + "hazard|desperate hunger|botd", + "hazard|dimensional darkside mirror|frp3", + "hazard|disorienting illusions|da", + "hazard|distortion mirror|da", + "hazard|doom of tomorrow|av1", + "hazard|dragon pillar|aoa2", + "hazard|dragonstorm|aoa6", + "hazard|dream pollen pods|ec1", + "hazard|drowning pit|crb", + "hazard|echoes of betrayal|aoa4", + "hazard|echoes of faith|ec2", + "hazard|ectoplasmic grasp|botd", + "hazard|electric latch rune|crb", + "hazard|electrified water ward|sot2", + "hazard|endless elven aging|aoa5", + "hazard|entombed spirit|botd", + "hazard|entrapping chair|da", + "hazard|envenomed lock|bb", + "hazard|envenomed thorns trap|ec1", + "hazard|eternal flame|gmg", + "hazard|exhaling portal|da", + "hazard|exploding statue|aoe1", + "hazard|explosive barrels|aoe1", + "hazard|explosive furniture trap|ec4", + "hazard|explosive steam trap|ooa2", + "hazard|eyeball tank|aoe5", + "hazard|falling ceiling|bb", + "hazard|falling debris|fop", + "hazard|falling portcullis trap|ooa2", + "hazard|falling stalactites|qff2", + "hazard|false door trap|aoe4", + "hazard|false door trap|ooa2", + "hazard|false floor|da", + "hazard|false step floor|da", + "hazard|field of opposition|aoe6", + "hazard|fiendripping blast trap|sli", + "hazard|final flight|qff2", + "hazard|final words|botd", + "hazard|fireball rune|crb", + "hazard|flensing blades|gmg", + "hazard|floating flamethrower|frp2", + "hazard|flood of spirits|botd", + "hazard|flying guillotine|aoe1", + "hazard|footsteps of legends|qff2", + "hazard|forest fire|qff2", + "hazard|freezing alarm|aoe6", + "hazard|freezing floor tiles|frp2", + "hazard|frenetic musician|botd", + "hazard|frozen moment|crb", + "hazard|gas trap|aoe1", + "hazard|ghost crystal cloud|ec2", + "hazard|ghost stampede|botd", + "hazard|ghostly choir|gmg", + "hazard|glimpse grave|botd", + "hazard|gloomglow mushrooms|aoa1", + "hazard|grasp of the damned|gmg", + "hazard|grasping dead|botd", + "hazard|grazing deer|afof", + "hazard|greater planar rift|aoe6", + "hazard|green slime|gmg", + "hazard|gremlin horde|ooa3", + "hazard|guthallath rockslide|ec6", + "hazard|hail of razor stones|qff1", + "hazard|hall of fiery doom|qff3", + "hazard|hallowed wheel|ec2", + "hazard|hallucination powder trap|crb", + "hazard|hammer of forbiddance|crb", + "hazard|hampering web|gmg", + "hazard|hands of the forgotten|aoe2", + "hazard|hidden chute|aoe1", + "hazard|hidden pit|bb", + "hazard|hidden pit|crb", + "hazard|host of spirits|ec5", + "hazard|ice fall trap|fop", + "hazard|images of failure|av3", + "hazard|images of powerlessness|av3", + "hazard|imperious darkside mirror|ec5", + "hazard|ink drowning vats|aoe5", + "hazard|inky tendrils|aoe6", + "hazard|instant privacy fence|g&g", + "hazard|iron dart launcher|ooa2", + "hazard|iron maiden trap|aoe2", + "hazard|jealous abjurer|gmg", + "hazard|kharnas's lesser glyph|aoe6", + "hazard|krooth summoning rune|ec2", + "hazard|lava flume tube|crb", + "hazard|lesser dragonstorm|aoa6", + "hazard|life magnet|aoe2", + "hazard|lifeleech crystal patch|aoa4", + "hazard|living paints|aoe6", + "hazard|locking door|botd", + "hazard|lonely machine spirit|ooa1", + "hazard|luminous ward|aoa5", + "hazard|lyzerium bottles|ooa1", + "hazard|magic starknives trap|tio", + "hazard|malevolant mannequins|g&g", + "hazard|mana whorl|loil", + "hazard|masks of aroden's guises|ec2", + "hazard|maze of mirrors|ec2", + "hazard|mental scream trap|aoa5", + "hazard|mermaid fountain|bb", + "hazard|methane flue|qff3", + "hazard|mirror door|da", + "hazard|mogaru's breath|frp2", + "hazard|mukradi summoning runes|ec4", + "hazard|needling stairs|aoe3", + "hazard|nightmare terrain|tio", + "hazard|oil explosion|qff2", + "hazard|painful suggestion trap|av2", + "hazard|paralyzing light trap|av2", + "hazard|perilous flash flood|gmg", + "hazard|phantom bells|aoa3", + "hazard|phantom footsteps|botd", + "hazard|phantom jailer|botd", + "hazard|pharaoh's ward|crb", + "hazard|planar rift|crb", + "hazard|planar tear|lomm", + "hazard|plummeting doom|gmg", + "hazard|plunger chute|aoe1", + "hazard|poisoned dart gallery|crb", + "hazard|poisoned dart statues|aoe4", + "hazard|poisoned lock|crb", + "hazard|poisoned lock|fop", + "hazard|poisoned secret door trap|ec4", + "hazard|polymorph trap|crb", + "hazard|pouncing tiger haunt|qff1", + "hazard|precarious pile|ltiba", + "hazard|precarious thunderstone trap|ooa1", + "hazard|punishing altar|qff2", + "hazard|purple dye trap|ooa1", + "hazard|quaking footfalls|frp2", + "hazard|quaking slither|lomm", + "hazard|quarry sluiceway|aoa3", + "hazard|quicksand|crb", + "hazard|raving spirit|ec3", + "hazard|reflected desires|da", + "hazard|repeater crossbow trap|ooa1", + "hazard|rigged cubby|aoe2", + "hazard|rockfall ceiling|qff2", + "hazard|rusty grate pit|av2", + "hazard|sadistic conductor|botd", + "hazard|sand whirlwind|frp1", + "hazard|scroll shock trap|sli", + "hazard|scythe blades|bb", + "hazard|scythe blades|crb", + "hazard|second chance|crb", + "hazard|second kiss engine|ooa2", + "hazard|seismic spears trap|aoa5", + "hazard|serpent ward|sot2", + "hazard|shattered window|botd", + "hazard|shattering rune|qff3", + "hazard|shrieker|gmg", + "hazard|shrinking hall|da", + "hazard|shrouded assailant|da", + "hazard|shuffling hall|da", + "hazard|shuffling scythe blades|av2", + "hazard|sigil of deepest fears|da", + "hazard|siphoning spirit|botd", + "hazard|slamming door|bb", + "hazard|slamming door|crb", + "hazard|snowfall|gmg", + "hazard|soul draining cage|qff2", + "hazard|spear launcher|bb", + "hazard|spear launcher|crb", + "hazard|spear launcher|fop", + "hazard|spectral archers|qff3", + "hazard|spectral reflection|gmg", + "hazard|spell pitchers|loil", + "hazard|spike launcher|av1", + "hazard|spiked barricade trap|ec4", + "hazard|spiked doorframe|aoa1", + "hazard|spinning blade pillar|crb", + "hazard|spirit cyclone|botd", + "hazard|spirit window|da", + "hazard|stabbing sentinel|ec5", + "hazard|stalker summoning rune|sli", + "hazard|steam vents|g&g", + "hazard|stink-sap trap|ooa1", + "hazard|stonescale spirits|av1", + "hazard|storm discharge|lomm", + "hazard|subduing gas chamber|ooa1", + "hazard|suffering xulgaths|ec6", + "hazard|summoning rune (barbazu devil)|aoe1", + "hazard|summoning rune (fire elementals)|aoe1", + "hazard|summoning rune|crb", + "hazard|supplicant statues|aoe4", + "hazard|swatting tail|frp2", + "hazard|tar pit|qff3", + "hazard|telekinetic swarm trap|crb", + "hazard|thalassophobic pool|da", + "hazard|the laughing fiend's greeting|aoe6", + "hazard|the winder|aoe5", + "hazard|thief's trap|ec6", + "hazard|thunderstone cascade trap|ec2", + "hazard|titanic flytrap|gmg", + "hazard|tongues of flame|tio", + "hazard|toppling furniture|botd", + "hazard|town hall fire|aoa1", + "hazard|trapped lathe|aoa3", + "hazard|treacherous scree|gmg", + "hazard|tree of dreadful dreams|aoa3", + "hazard|vengeful furnace|av1", + "hazard|violent shove|botd", + "hazard|viper urn|tio", + "hazard|vision of dahak|aoa2", + "hazard|volatile reagents|ooa1", + "hazard|vorpal executioner|crb", + "hazard|wailing crystals|aoa4", + "hazard|watching wall|av1", + "hazard|waxworks onslaught trap|aoe4", + "hazard|web lurker deadfall|b1", + "hazard|web lurker noose|b1", + "hazard|web lurker noose|tio", + "hazard|weight of guilt|botd", + "hazard|wheel of misery|crb", + "hazard|witch-priests' curse|ec5", + "hazard|wooden bullets trap|ooa1", + "hazard|wrath of the destroyer|aoa2", + "hazard|wronged monk's wrath|frp1", + "hazard|yellow mold|crb", + "item|8-round magazine|tv", + "item|abadar's flawless scale|logm", + "item|ablative armor plating|g&g", + "item|ablative shield plating|g&g", + "item|abysium armor|lotgb", + "item|abysium powder|lotgb", + "item|abysium shield|lotgb", + "item|abysium weapon|lotgb", + "item|abysium|lotgb", + "item|accompaniment cloak|tv", + "item|accursed staff|tv", + "item|achaekek's kiss|tv", + "item|acid flask|crb", + "item|acid spitter|g&g", + "item|acrobat's staff|ec2", + "item|adamantine armor|crb", + "item|adamantine shield|crb", + "item|adamantine weapon|crb", + "item|adamantine|crb", + "item|adaptive cogwheel|g&g", + "item|addiction suppressant|lol", + "item|addiction suppressant|tv", + "item|addlebrain|aoa3", + "item|admonishing band|g&g", + "item|advancing|tv", + "item|adventurer's pack|crb", + "item|adze|loag", + "item|aeon stone (clear quartz octagon)|ooa2", + "item|aeon stone|crb", + "item|aether appendage|tv", + "item|aim-aiding|tv", + "item|air bladder|lotgb", + "item|air cartridge firing system|g&g", + "item|air repeater|g&g", + "item|aklys|b1", + "item|alarm snare|crb", + "item|alchemical atomizer|lol", + "item|alchemical chart|tv", + "item|alchemical crossbow|fop", + "item|alchemical fuse|ooa2", + "item|alchemical gauntlet|tv", + "item|alchemical springald|g&g", + "item|alchemist goggles|crb", + "item|alchemist's damper|ooa2", + "item|alchemist's fire|crb", + "item|alchemist's flamethrower|tv", + "item|alchemist's haversack|tv", + "item|alchemist's lab|crb", + "item|alchemist's tools|crb", + "item|alcohol|gmg", + "item|aldori dueling sword|lowg", + "item|alghollthu lash|tv", + "item|alicorn lance|tv", + "item|aligned oil|crb", + "item|alignment ampoule|lopsg", + "item|alkenstar cannon|g&g", + "item|alkenstar ice wine|loil", + "item|alluring scarf|lotgb", + "item|alpaca|lotg", + "item|aluum charm|aoa5", + "item|amaranthine pavise|lotgb", + "item|amazing pop-up book|tv", + "item|ambrosia of undying hope|ec6", + "item|amnemonic charm|tv", + "item|amphibious chair|lotgb", + "item|amulet of the third eye|tv", + "item|anarchic|crb", + "item|anathema fulu|tv", + "item|ancestral echoing|aoa4", + "item|ancestral embrace|sot6", + "item|ancestral geometry|tv", + "item|anchor of aquatic exploration|tv", + "item|anchor spear|ec5", + "item|anchoring|lotgb", + "item|animal bed|lotg", + "item|animal repellent|tv", + "item|animal staff|crb", + "item|animate dreamer|g&g", + "item|anklets of alacrity|crb", + "item|ankylostar|ec4", + "item|anointed waterskin|som", + "item|anointing oil|lokl", + "item|anticorrosion oil|tv", + "item|antidote|crb", + "item|antimagic oil|crb", + "item|antimagic|crb", + "item|antiplague|crb", + "item|antipode oil|tv", + "item|antivenom potion|tio", + "item|antler arrow|apg", + "item|apotropaic fulu|som", + "item|apparition gloves|tv", + "item|applereed mutagen|lol", + "item|apricot of bestial might|frp2", + "item|aquarium lamp|g&g", + "item|arachnid harness|tv", + "item|arboreal staff|tv", + "item|arboreal's revenge|g&g", + "item|archaic wayfinder|lowg", + "item|architect's pattern book|tv", + "item|archivist's gaze|som", + "item|arctic vigor|lotgb", + "item|armbands of athleticism|crb", + "item|armbands of the gorgon|tv", + "item|armor latches|tv", + "item|armor of the holy warrior|lokl", + "item|armor potency|crb", + "item|armored coat|lokl", + "item|armored skirt|locg", + "item|armory bracelet|tv", + "item|aroden's hearthstone|ec6", + "item|aromatic ammunition|g&g", + "item|arquebus|g&g", + "item|arrow attracting|gmg", + "item|arrow-catching shield|crb", + "item|arrow|crb", + "item|arsenic|crb", + "item|arsonous|gmg", + "item|artevil suspension|lotg", + "item|artificer spectacles|tv", + "item|artisan's tools|crb", + "item|asp coil|lotgb", + "item|assassin vine wine|tv", + "item|assisting|tv", + "item|astringent venom|tv", + "item|astrolabe|lopsg", + "item|atlatl|tv", + "item|auric noodles|tv", + "item|aurifying salts|aoe1", + "item|auspicious scepter|som", + "item|authorized|tv", + "item|autumn's embrace|tv", + "item|avalanche boots|tv", + "item|avalanche of stones snare|lotgb", + "item|awakened metal shot|g&g", + "item|axe musket|g&g", + "item|axe of the dwarven lords|gmg", + "item|axiomatic|crb", + "item|axolotl|lotg", + "item|backbiting|gmg", + "item|backfire mantle|som", + "item|backpack ballista bolts|g&g", + "item|backpack ballista|g&g", + "item|backpack catapult stones|g&g", + "item|backpack catapult|g&g", + "item|backpack|crb", + "item|badger|lotg", + "item|bag of cats|sot2", + "item|bag of devouring|gmg", + "item|bag of holding|crb", + "item|bag of weasels|gmg", + "item|bagpipes of turmoil|tv", + "item|baleblood draft|da", + "item|balisse feather|apg", + "item|ballista|g&g", + "item|ball|lotgb", + "item|bandalore|lotgb", + "item|bane ammunition|tv", + "item|bane oil|tv", + "item|bane|som", + "item|banner of the restful|lokl", + "item|barbed vest|aoe3", + "item|barding of the zephyr|crb", + "item|barding saddle|lokl", + "item|bargainer's instrument|tv", + "item|barkskin potion|crb", + "item|barricade buster|tv", + "item|barricade stone|sot3", + "item|basic cane|lotgb", + "item|basic chair|g&g", + "item|basic companion chair|tv", + "item|basic corrective lenses|lotgb", + "item|basic crafter's book|crb", + "item|basic crutch|lotgb", + "item|basic face mask|tv", + "item|basic hearing aid|lotgb", + "item|basic prosthesis|lotgb", + "item|basilisk eye|apg", + "item|bastard sword|crb", + "item|bastion of the inheritor|tv", + "item|bastion plate|tv", + "item|batsbreath cane|tv", + "item|battering ram|g&g", + "item|battle axe|crb", + "item|battle lute|av2", + "item|battle medic's baton|tv", + "item|battle saddle|tv", + "item|bat|lotg", + "item|bayonet|g&g", + "item|beacon shot|crb", + "item|beast staff|tv", + "item|beastmaster's sigil|tv", + "item|bec de corbin|tv", + "item|beckoning cat amulet|ec2", + "item|bedroll|crb", + "item|beehive|lotg", + "item|beguiling crown|tv", + "item|belladonna|crb", + "item|bellflower toolbelt|tv", + "item|bellicose dagger|tv", + "item|belt of giant strength|crb", + "item|belt of good health|bb", + "item|belt of regeneration|crb", + "item|belt of the five kings|crb", + "item|berserker's cloak|crb", + "item|bestial mutagen|crb", + "item|bestiary of metamorphosis|som", + "item|bewildering spellgun|tv", + "item|bewitching bloom|tv", + "item|bi-resonant wayfinder|locg", + "item|big boom gun|g&g", + "item|big rock bullet|lotgb", + "item|binding coil|som", + "item|binding snare|g&g", + "item|bird|lotg", + "item|biting snare|crb", + "item|bitter|lotgb", + "item|black adder venom|crb", + "item|black hole armor|tv", + "item|black lotus extract|crb", + "item|black powder knuckle dusters|g&g", + "item|black powder|g&g", + "item|black tendril shot|tv", + "item|blackfinger blight|aoe3", + "item|blade byrnie|tv", + "item|blade launcher|g&g", + "item|blade of four energies|som", + "item|blade of the black sovereign|lol", + "item|blade of the rabbit prince|aoe4", + "item|bladed diabolo|ec1", + "item|bladed gauntlet|lokl", + "item|bladed hoop|ec1", + "item|bladed scarf|tv", + "item|blast boots|g&g", + "item|blast foot|lotgb", + "item|blast lance|ooa3", + "item|blast suit|ooa3", + "item|blasting ram|g&g", + "item|blaze|ooa1", + "item|blazons of shared power|g&g", + "item|bleachguard doll|tv", + "item|bleeding spines snare|crb", + "item|blending brooch|tv", + "item|blessed reformer|tv", + "item|blessed tattoo|lowg", + "item|blight bomb|apg", + "item|blightburn bomb|tv", + "item|blightburn resin|crb", + "item|blightburn ward|ec5", + "item|blindpepper bolt|lotgb", + "item|blindpepper bomb|aoe1", + "item|blindpepper tube|aoe1", + "item|blister ammunition|tv", + "item|blisterwort|tv", + "item|blocks|lotgb", + "item|blood booster|tv", + "item|blood sap|gmg", + "item|bloodbane|aoa4", + "item|bloodbiter|gmg", + "item|bloodeye coffee|gmg", + "item|bloodhound mask|apg", + "item|bloodhound olfactory stimulators|tv", + "item|bloodletting kukri|crb", + "item|bloodline robe|tv", + "item|bloodseeker beak|crb", + "item|bloodthirsty|lotgb", + "item|blowgun dart|crb", + "item|blowgun|crb", + "item|blue dragonfly poison|tv", + "item|blunderbuss|g&g", + "item|bo staff|crb", + "item|boarding axe|aaws", + "item|boarding pike|lopsg", + "item|boastful hunter|g&g", + "item|body recovery kit|lopsg", + "item|bola shot|tv", + "item|bola|tv", + "item|bolt|crb", + "item|bomb coagulant alembic|tv", + "item|bomb launcher|g&g", + "item|bomb snare|crb", + "item|bombard|g&g", + "item|bomber's eye elixir|crb", + "item|bomber's saddle|ec5", + "item|bone dreadnought plate|tv", + "item|bone|tv", + "item|bonmuan swapping stone|frp1", + "item|book of lingering blaze|som", + "item|book of lost days|da", + "item|book of warding prayers|tv", + "item|bookthief brew|lopsg", + "item|boom snare|pfum", + "item|boomerang|tv", + "item|boots of bounding|crb", + "item|boots of dancing|gmg", + "item|boots of elvenkind|crb", + "item|boots of speed|crb", + "item|bootstrap respirator|tv", + "item|boozy bottle|tv", + "item|boreal staff|tv", + "item|bort's blessing|fop", + "item|bottled air|crb", + "item|bottled lightning|crb", + "item|bottled roc|tv", + "item|bottled screams|loil", + "item|bottled sunlight|botd", + "item|bottomless purse|da", + "item|bottomless stein|logm", + "item|boulder seed|tv", + "item|boulderhead bock|lopsg", + "item|bound guardian|tv", + "item|bountiful cauldron|aoa3", + "item|bow staff|tv", + "item|bower fruit|tv", + "item|bracelet of dashing|bb", + "item|bracelet of dashing|crb", + "item|bracers of armor|crb", + "item|bracers of devotion|tv", + "item|bracers of missile deflection|crb", + "item|bralani breath|tv", + "item|brass ear|apg", + "item|bravery baldric|tv", + "item|bravo's brew|crb", + "item|breaching pike|tv", + "item|breastplate of command|crb", + "item|breastplate of the mountain|tv", + "item|breastplate|crb", + "item|breath blaster|g&g", + "item|breathtaking vapor|tv", + "item|breech ejectors|g&g", + "item|brewer's regret|lotgb", + "item|brightbloom posy|tv", + "item|brightshade|tv", + "item|brilliant rapier|lotgb", + "item|brilliant|som", + "item|brimstone fumes|crb", + "item|bring me near|tv", + "item|broadspear|loil", + "item|bronze bull pendant|crb", + "item|brooch of inspiration|lotgb", + "item|brooch of shielding|crb", + "item|broom of flying|crb", + "item|bubbling scale|tok", + "item|buckle armor|tv", + "item|buckler|crb", + "item|bullhook|ec2", + "item|buoyancy vest|lopsg", + "item|burning badger guts snare|lotgb", + "item|burnished plating|lotgb", + "item|burr shield|som", + "item|busine of divine reinforcements|lokl", + "item|butchering axe|lotgb", + "item|butterfly sword|tv", + "item|butterfly|lotg", + "item|buugeng|loag", + "item|buzzsaw axe|som", + "item|cage|lotg", + "item|calamity glass|da", + "item|called|lokl", + "item|called|lotgb", + "item|caltrop snare|crb", + "item|caltrops|crb", + "item|camouflage dye|tv", + "item|camouflage suit|g&g", + "item|camp shroud|lokl", + "item|campaign stable|lokl", + "item|candle (10)|crb", + "item|candle of invocation|apg", + "item|candle of revealing|apg", + "item|candle of truth|crb", + "item|candlecap|tv", + "item|cane of the maelstrom|aoe6", + "item|cane pistol|g&g", + "item|cannon|g&g", + "item|cantrip deck|som", + "item|cape of the mountebank|crb", + "item|cape of the open sky|frp2", + "item|capsaicin tonic|tio", + "item|captivating bauble|tv", + "item|captivating score|tv", + "item|careless delight|tv", + "item|carrion cask|loil", + "item|cartographer's kit|lopsg", + "item|cassisian helmet|tv", + "item|cassock of devotion|crb", + "item|caster's targe|tv", + "item|cat's eye elixir|crb", + "item|catapult|g&g", + "item|catching|tv", + "item|caterwaul sling|crb", + "item|cat|lotg", + "item|cauldron of nightmares|aoe5", + "item|cauterizing torch|g&g", + "item|cave worm repellent|ec5", + "item|cayden's brew|tv", + "item|cayden's tankard|tv", + "item|celestial armor|crb", + "item|celestial hair|ec6", + "item|celestial peachwood sword|botd", + "item|celestial peach|lol", + "item|celestial staff|tv", + "item|ceramic plate|tv", + "item|cerulean scourge|apg", + "item|chain (10 feet)|crb", + "item|chain mail|crb", + "item|chain of stars|tv", + "item|chain of the stilled spirit|aoe2", + "item|chain shirt|crb", + "item|chain sword|tv", + "item|chair of inventions|tv", + "item|chair storage|lotgb", + "item|chakram|lotgb", + "item|chakri|loil", + "item|chakri|tv", + "item|chalk (10)|crb", + "item|chameleon suit|g&g", + "item|channel protection amulet|crb", + "item|chaos collar|da", + "item|chatterer of follies|som", + "item|cheetah's elixir|crb", + "item|chest|crb", + "item|chime of opening|crb", + "item|chimera thread|da", + "item|choker of elocution|crb", + "item|choker-arm mutagen|tv", + "item|choleric contagion|tv", + "item|chopping evisceration snare|lotgb", + "item|chromatic jellyfish oil|tv", + "item|chronicler wayfinder|lopsg", + "item|chronomancer staff|tv", + "item|cinderclaw gauntlet|aoa1", + "item|cinnamon seers|tv", + "item|circlet of persuasion|crb", + "item|clan dagger|crb", + "item|clan pistol|g&g", + "item|clandestine cloak|crb", + "item|clarity goggles|tv", + "item|claw blade|apg", + "item|clay|lotgb", + "item|climbing bolt|crb", + "item|climbing kit|crb", + "item|clinging ooze snare|pfum", + "item|cloak of elvenkind|crb", + "item|cloak of feline rest|som", + "item|cloak of immolation|gmg", + "item|cloak of repute|locg", + "item|cloak of the bat|crb", + "item|cloak of the false foe|da", + "item|clockwork bookshelf|g&g", + "item|clockwork box packer|g&g", + "item|clockwork chirper|g&g", + "item|clockwork cloak|aoe5", + "item|clockwork cloak|tv", + "item|clockwork dial|lopsg", + "item|clockwork disguise|g&g", + "item|clockwork diving suit|g&g", + "item|clockwork goggles|g&g", + "item|clockwork heels|lotgb", + "item|clockwork helm|aoe5", + "item|clockwork macuahuitl|lotgb", + "item|clockwork megaphone|g&g", + "item|clockwork monkey|g&g", + "item|clockwork recorder|lol", + "item|clockwork rejuvenator|aoe5", + "item|clockwork shield|tv", + "item|clockwork spider bomb|lotgb", + "item|cloister robe|tv", + "item|cloning potion|tv", + "item|clothing|crb", + "item|clown monarch|tv", + "item|clubhead poison|tv", + "item|club|crb", + "item|coat pistol|g&g", + "item|coating|tv", + "item|codebreaker's parchment|som", + "item|codex of destruction and renewal|tv", + "item|codex of unimpeded sight|som", + "item|cognitive mutagen|crb", + "item|coin of comfort|lotgb", + "item|cold comfort|lotgb", + "item|cold iron armor|crb", + "item|cold iron shield|crb", + "item|cold iron weapon|crb", + "item|cold iron|crb", + "item|coldstar pistols|tv", + "item|collar of empathy|crb", + "item|collar of inconspicuousness|crb", + "item|collar of the eternal bond|som", + "item|collar of the shifting spider|tv", + "item|collar|lotg", + "item|colorful coating|tv", + "item|combat grapnel|lopsg", + "item|combat lure|tv", + "item|comealong|lopsg", + "item|communication bangle|lopsg", + "item|communication pendants|pfum", + "item|communion mat|tv", + "item|compass of transpositional awareness|da", + "item|compass|crb", + "item|composer staff|tv", + "item|composite longbow|crb", + "item|composite shortbow|crb", + "item|comprehension elixir|crb", + "item|concealed holster|g&g", + "item|concealed sheath|apg", + "item|condensed mana|loil", + "item|conducting|loag", + "item|conduit shot|tv", + "item|confabulator|tv", + "item|conflagration club|som", + "item|conrasu coin|da", + "item|contagion metabolizer|tv", + "item|containment contraption|ooa2", + "item|conundrum spectacles|pfum", + "item|cookware|crb", + "item|cooperative blade|av2", + "item|cooperative waffles|tv", + "item|copper penny|tv", + "item|coral armor|tv", + "item|cordelia's construct key|lopsg", + "item|corpse compass|ooa3", + "item|corpsecaller round|ooa3", + "item|corpseward pendant|aoe1", + "item|corpseward pendant|tv", + "item|corrosive ammunition|apg", + "item|corrosive engravings|tv", + "item|corrosive|crb", + "item|corruption cassock|tv", + "item|corset knife|tv", + "item|courtier's pillow book|tv", + "item|cow|lotg", + "item|coyote cloak|crb", + "item|crackling bubble gum|tv", + "item|cradle minder|lotg", + "item|crafter's eyepiece|crb", + "item|crescent cross|tv", + "item|crimson brand|locg", + "item|crimson fulcrum lens|av3", + "item|crossbow|crb", + "item|crowbar|crb", + "item|crown of insight|lotgb", + "item|crown of the companion|sot2", + "item|crown of the companion|tv", + "item|crown of the fire eater|lotgb", + "item|crushing coils|tv", + "item|crushing|lotgb", + "item|crying angel pendant|crb", + "item|cryolite eye|da", + "item|cryomister|g&g", + "item|crystal ball|crb", + "item|crystal shards|apg", + "item|cube of force|loil", + "item|cube of nex|loil", + "item|cube of recall|tv", + "item|cunning|lopsg", + "item|curare|tv", + "item|curled cure gel|lotg", + "item|cursebreak bulwark|lotgb", + "item|cytillesh oil|crb", + "item|cytillesh|gmg", + "item|dagger of eternal sleep|logm", + "item|dagger of venom|crb", + "item|dagger pistol|g&g", + "item|dagger|crb", + "item|daikyu|apg", + "item|dancer's spear|tv", + "item|dancing lamentation|tv", + "item|dancing scarf|crb", + "item|dancing|crb", + "item|dandpatta|loil", + "item|daredevil boots|crb", + "item|darkvision elixir|crb", + "item|darkvision scope|g&g", + "item|darkwood armor|crb", + "item|darkwood shield|crb", + "item|darkwood weapon|crb", + "item|darkwood|crb", + "item|dart shield|tv", + "item|dart umbrella|g&g", + "item|dart|crb", + "item|dawnflower beads|tv", + "item|dawnlight|botd", + "item|day goggles|g&g", + "item|daylight vapor|aoe4", + "item|dazing coil|crb", + "item|dazzling rosary|som", + "item|deadweight mutagen|tv", + "item|deadweight snare|lotgb", + "item|deafening music box|aoe2", + "item|death coil|g&g", + "item|death knell powder|aoe4", + "item|death knell powder|tv", + "item|deathcap powder|crb", + "item|deathless light|sot4", + "item|deathless|lotgb", + "item|decanter of endless water|crb", + "item|deck of illusions|som", + "item|deck of many things|gmg", + "item|deck of mischief|som", + "item|deepdread claw|lol", + "item|defiled costa|loil", + "item|deflecting branch|sot4", + "item|degenerating|gmg", + "item|delve scale|tv", + "item|demilich eye gem|b1", + "item|demolishing|pfum", + "item|demolition fulu|tv", + "item|demon armor|crb", + "item|demon mask|bb", + "item|demon mask|crb", + "item|dependent|gmg", + "item|deployable cover|g&g", + "item|depth charge|tv", + "item|depth gauge|lopsg", + "item|desolation locket|tv", + "item|detect anathema fulu|som", + "item|detective's kit|apg", + "item|detector stone|lokl", + "item|deteriorating dust|logm", + "item|detonating gears snare|g&g", + "item|devil's bargain|tv", + "item|devil's luck|av2", + "item|devil's trident|lomm", + "item|dezullon fountain|tv", + "item|diadem of intellect|crb", + "item|diluted hype|lol", + "item|dimension shot|tv", + "item|dimensional knot|som", + "item|dinosaur boots|lotgb", + "item|dinosaur|lotg", + "item|diplomat's badge|crb", + "item|diplomat's charcuterie|tv", + "item|discord fulu|tv", + "item|disguise kit|crb", + "item|disintegration bolt|crb", + "item|dispelling sliver|crb", + "item|dispersing bullet|som", + "item|disrupting oil|tv", + "item|disrupting|crb", + "item|diviner's nose chain|lopsg", + "item|diving suit|lotgb", + "item|djezet armor|lotgb", + "item|djezet dose|lotgb", + "item|djezet shield|lotgb", + "item|djezet weapon|lotgb", + "item|djezet|lotgb", + "item|doctrine of blissful eternity|loil", + "item|dog-bone knife|da", + "item|dogslicer|crb", + "item|dog|lotg", + "item|doll|lotgb", + "item|donchak|loil", + "item|door ram|g&g", + "item|double-barreled musket|g&g", + "item|double-barreled pistol|g&g", + "item|doubling rings|crb", + "item|draconic toxin bottle|tv", + "item|dragon bile|crb", + "item|dragon handwraps|tv", + "item|dragon mouth pistol|g&g", + "item|dragon rune bracelet|sot3", + "item|dragon rune bracelet|tv", + "item|dragon throat scale|tv", + "item|dragon turtle plate|tv", + "item|dragon turtle scale|crb", + "item|dragon's blood pudding|lotgb", + "item|dragon's breath potion|crb", + "item|dragon's breath|lotgb", + "item|dragon's crest|lotgb", + "item|dragon's eye charm|aoa2", + "item|dragonbone arrowhead|som", + "item|dragonclaw scutcheon|tv", + "item|dragonfly fulu|tv", + "item|dragonfly potion|lotgb", + "item|dragonhide armor|crb", + "item|dragonhide shield|crb", + "item|dragonhide|crb", + "item|dragonplate|crb", + "item|dragonscale amulet|aoa4", + "item|dragonscale cameo|tv", + "item|dragonscale staff|tv", + "item|dragonslayer's shield|crb", + "item|dragontooth club|tv", + "item|dragontooth trophy|tv", + "item|drake rifle|g&g", + "item|drakeheart mutagen|apg", + "item|draxie's recipe book|tv", + "item|dread ampoule|apg", + "item|dread blindfold|crb", + "item|dread helm|tv", + "item|dreadsmoke thurible|logm", + "item|dread|lotgb", + "item|dreaming round|g&g", + "item|dreamstone, cursed|aoa3", + "item|dreamstone|aoa3", + "item|dreamtime tea|gmg", + "item|dreary|gmg", + "item|drover's band|av2", + "item|drowsy sun eye drops|lotg", + "item|druid's crown|tv", + "item|druid's vestments|crb", + "item|drum of upheaval|lotgb", + "item|drums of war|tv", + "item|duchy defender|g&g", + "item|duck|lotg", + "item|dueling cape|apg", + "item|dueling pistol|g&g", + "item|dueling spear|lotgb", + "item|duelist's beacon|lotgb", + "item|dullahan codex|tv", + "item|dupe's gold nugget|ooa2", + "item|dust of appearance|crb", + "item|dust of corpse animation|apg", + "item|dust of disappearance|crb", + "item|dust pods|ec1", + "item|dwarven dorn-dergar|tv", + "item|dwarven scattergun|g&g", + "item|dwarven thrower|crb", + "item|dwarven war axe|crb", + "item|dweomerweave robe|lotgb", + "item|eagle-eye elixir|crb", + "item|earplugs|g&g", + "item|earplugs|lopsg", + "item|earthbinding|tv", + "item|earthbreaker|tv", + "item|earthglide cloak|apg", + "item|earthsight box|apg", + "item|ebon fulcrum lens|av3", + "item|eclipse|aoa2", + "item|ectoplasmic tracer|botd", + "item|effervescent ampoule|crb", + "item|effervescent decoction|ooa3", + "item|egg cream fizz|tv", + "item|eidetic potion|tv", + "item|eidolon cape|tv", + "item|elder sign|gmg", + "item|eldritch flare|tv", + "item|electric eelskin|crb", + "item|electrocable|g&g", + "item|electromuscular stimulator|g&g", + "item|elemental ammunition|tv", + "item|elemental gem|crb", + "item|elemental wayfinder|lopsg", + "item|elixir of life|crb", + "item|elixir of rejuvenation|crb", + "item|elven absinthe|gmg", + "item|elven branched spear|lotgb", + "item|elven chain|crb", + "item|elven curve blade|crb", + "item|elysian dew|tv", + "item|emberheart|som", + "item|emerald fulcrum lens|av3", + "item|emerald grasshopper|crb", + "item|emergency disguise|lopsg", + "item|emergency eye|tv", + "item|emetic paste|tv", + "item|empath's cordial|tv", + "item|empathic cords|pfum", + "item|empathy charm|tv", + "item|encompassing lockpick|lotgb", + "item|endless grimoire|som", + "item|energized cartridge|g&g", + "item|energizing lattice|tv", + "item|energizing treat|tv", + "item|energizing|lotgb", + "item|energy adaptive|tv", + "item|energy mutagen|fop", + "item|energy mutagen|tv", + "item|energy robe|lotgb", + "item|energy-resistant|crb", + "item|enfilading arrow|lotgb", + "item|engulfing snare|apg", + "item|enhanced hearing aids|lotgb", + "item|enigma mirror|tv", + "item|enigma-sight potion|tv", + "item|ensnaring disk|tv", + "item|entertainer's lute|tv", + "item|enveloping light|lotgb", + "item|envenomed snare|lotgb", + "item|envisioning mask|apg", + "item|eroding bullet|g&g", + "item|erratic transposing|gmg", + "item|erraticannon|ooa3", + "item|escape fulu|tv", + "item|essence prism|gmg", + "item|ethereal|crb", + "item|etheric essence disruptor|g&g", + "item|ethersight ring|aoe2", + "item|ethersight ring|tv", + "item|euphoric loop|tv", + "item|everburning torch|crb", + "item|everyneed pack|lopsg", + "item|everyneed pack|tv", + "item|experimental clothing|lotgb", + "item|exploding shield|apg", + "item|exploration lens|sot3", + "item|explorer's clothing|crb", + "item|explorer's yurt|crb", + "item|explosive ammunition|crb", + "item|explosive dogslicer|g&g", + "item|explosive mine|g&g", + "item|explosive missive|tv", + "item|exsanguinating ammunition|g&g", + "item|extendable pincer|g&g", + "item|extendable tail|tv", + "item|extending|som", + "item|extra ink and paper|crb", + "item|eye of apprehension|crb", + "item|eye of enlightenment|som", + "item|eye of fortune|crb", + "item|eye of the unseen|lotgb", + "item|eye of the wise|aoa3", + "item|eye slash|tv", + "item|eyes of the eagle|crb", + "item|fade band|crb", + "item|faerie dragon liqueur|tv", + "item|faerie queen's bower|tv", + "item|fairy bullet|g&g", + "item|faith tattoo|tv", + "item|fake blood pack|lotgb", + "item|falcata|tv", + "item|falchion|crb", + "item|falconsight eye|tv", + "item|false death vial|tv", + "item|false death|aoa5", + "item|false hope|tv", + "item|false manacles|lopsg", + "item|false-bottomed mug|da", + "item|familiar morsel|tv", + "item|familiar satchel|lopsg", + "item|familiar tattoo|som", + "item|fan of the four winds|tv", + "item|fang snare|ec1", + "item|fanged|lotgb", + "item|fangwire|loag", + "item|fashionable wayfinder|lopsg", + "item|fate shot|tv", + "item|fauchard|locg", + "item|fear gem|crb", + "item|fearcracker|tv", + "item|fearless sash|tv", + "item|fearsome|apg", + "item|fearweed|aoe4", + "item|feast of hungry ghosts|botd", + "item|feather step stone|crb", + "item|feather token|crb", + "item|feed|lotg", + "item|feng huo lun|tv", + "item|ferret|lotg", + "item|fiddle of the maestro|tv", + "item|fiend's mouth cannon|g&g", + "item|fiendish teleportation|lol", + "item|fighter's fork|crb", + "item|fighting fan|tv", + "item|filcher's fork|crb", + "item|final blade|lowg", + "item|final rest|botd", + "item|fingerprinting kit|aoe1", + "item|fire and iceberg|lotgb", + "item|fire box|g&g", + "item|fire lance|g&g", + "item|fire poi|ec1", + "item|fire-jump ring|apg", + "item|firearm cleaning kit|g&g", + "item|firedrake|g&g", + "item|firefoot popcorn|tv", + "item|firestarter pellets|som", + "item|fishing tackle|crb", + "item|fish|lotg", + "item|five-feather wreath|som", + "item|flail|crb", + "item|flame drake snare|g&g", + "item|flame navette|crb", + "item|flame tongue|crb", + "item|flaming star|som", + "item|flaming|crb", + "item|flare beacon|g&g", + "item|flare snare|apg", + "item|flask of fellowship|som", + "item|flawed orb of gold dragonkind|aoa6", + "item|flaying knife|sli", + "item|flayleaf|gmg", + "item|fleshgem|lotgb", + "item|flingflenser|g&g", + "item|flint and steel|crb", + "item|flintlock musket|g&g", + "item|flintlock pistol|g&g", + "item|floating shield|crb", + "item|floorbell|aoe2", + "item|flurrying|tv", + "item|flying blade wheel snare|crb", + "item|flyssa|tv", + "item|focus cathartic|apg", + "item|folding boat|lotgb", + "item|folding drums|av2", + "item|folding ladder|lotgb", + "item|follypops|lotgb", + "item|force shield|crb", + "item|force tiles|som", + "item|forensic dye|apg", + "item|forge warden|crb", + "item|forgefather's seal|gmg", + "item|forgetful drops|da", + "item|forgetful ink|sot1", + "item|forgotten shell|aoe5", + "item|forgotten signet|tv", + "item|forked bipod|g&g", + "item|formula book (blank)|crb", + "item|fortification|crb", + "item|fortifying pebble|locg", + "item|fortress plate|tv", + "item|fortress shield|tv", + "item|fortune's coin|tv", + "item|fortune's favor|tv", + "item|four-ways dogslicer|apg", + "item|fox|lotg", + "item|freeze ammunition|tv", + "item|freezing ammunition|apg", + "item|frenzy oil|aoa5", + "item|frog chair|g&g", + "item|frog|lotg", + "item|frost brand|crb", + "item|frost vial|crb", + "item|frost worm snare|g&g", + "item|frostwalker pattern|tv", + "item|frost|crb", + "item|frying pan|tv", + "item|fu water|som", + "item|fulcrum lattice|av3", + "item|full plate|crb", + "item|fulminating spear|sot2", + "item|fulu compendium|som", + "item|fulu of fire suppression|som", + "item|fulu of flood suppression|som", + "item|fulu of the drunken monkey|som", + "item|fulu of the stoic ox|som", + "item|fulus of concealment|som", + "item|fundamental oil|tv", + "item|fungal armor|aoe5", + "item|fungal walk musk|av3", + "item|fury cocktail|tv", + "item|gada|loil", + "item|gadget skates|g&g", + "item|gaffe glasses|tv", + "item|gaff|b2", + "item|gakgung|tv", + "item|gallows tooth|crb", + "item|galtan orange cat|lotg", + "item|galvanic chew|tv", + "item|galvanic mortal coil|g&g", + "item|galvasphere|g&g", + "item|gambler's staff|tv", + "item|gamepiece chariot|lomm", + "item|games|lotgb", + "item|ganjay book|lopsg", + "item|garrote bolt|aoe5", + "item|garrote shot|tv", + "item|gauntlet bow|tv", + "item|gauntlet buckler|tv", + "item|gauntlet|crb", + "item|gauntlight|av1", + "item|gearbinder oil|tv", + "item|gearblade|aoe5", + "item|gecko pads|g&g", + "item|gecko potion|apg", + "item|gelid shard|tv", + "item|genealogy mask|lome", + "item|genius diadem|gmg", + "item|gerbil|lotg", + "item|ghast stiletto|tv", + "item|ghost ammunition|crb", + "item|ghost ampoule|tv", + "item|ghost charge|apg", + "item|ghost courier fulu|tv", + "item|ghost delivery fulu|tv", + "item|ghost dust|crb", + "item|ghost ink|apg", + "item|ghost lantern|tv", + "item|ghost oil|lokl", + "item|ghost touch|crb", + "item|ghostbane fulu|som", + "item|ghostcaller's planchette|tv", + "item|ghosthand's comet|tv", + "item|ghostly portal paint|som", + "item|ghostshot wrapping|g&g", + "item|ghoul hide|crb", + "item|giant centipede venom|crb", + "item|giant scorpion venom|crb", + "item|giant wasp venom|crb", + "item|gift of the poisoned heart|da", + "item|gill hook|aaws", + "item|ginger chew|tv", + "item|gi|tv", + "item|glaive of the artist|logm", + "item|glaive|crb", + "item|glamered|crb", + "item|glamorous buckler|apg", + "item|glass cutter|lopsg", + "item|glasses of sociability|som", + "item|gliding|tv", + "item|glimmering missive|tv", + "item|glittering scarab|da", + "item|glittering snare|lotgb", + "item|gloaming shard|som", + "item|gloom blade|crb", + "item|glorious plate|locg", + "item|gloves of carelessness|gmg", + "item|gloves of storing|crb", + "item|glue bullet|g&g", + "item|gluttonous spear|sli", + "item|gnome amalgam musket|g&g", + "item|gnome flickmace|crb", + "item|gnome hooked hammer|crb", + "item|goblin-eye orb|g&g", + "item|goggles of night|bb", + "item|goggles of night|crb", + "item|golden blade of mzali|sot4", + "item|golden branding iron|ooa2", + "item|golden breath fulu|tv", + "item|golden chrysalis|som", + "item|golden goose|da", + "item|golden legion epaulet|lowg", + "item|golden rod memento|lomm", + "item|golden silencer|ooa2", + "item|golden spur|ooa2", + "item|golden-cased bullet|ooa2", + "item|golem stylus|ec3", + "item|goo grenade|loil", + "item|gorget of the primal roar|crb", + "item|gorgon's breath|tv", + "item|gossip's eye|tv", + "item|gourd home|aoa3", + "item|goz mask|sot1", + "item|goz mask|tv", + "item|grail of twisted desires|ec2", + "item|grandstanding|gmg", + "item|granny's hedge trimmer|ltiba", + "item|grappling arrow|lopsg", + "item|grappling bolt|lopsg", + "item|grappling gun|g&g", + "item|grappling hook|crb", + "item|grasping snare|crb", + "item|grasping tree|ec1", + "item|grave token|loil", + "item|gravemist taper|tv", + "item|graveroot|crb", + "item|greataxe|crb", + "item|greatclub|crb", + "item|greatpick|crb", + "item|greatsword|crb", + "item|green wyrmling breath potion|bb", + "item|greengut|ec5", + "item|grievous|crb", + "item|griffon cane|lotgb", + "item|grim ring|botd", + "item|grim sandglass|som", + "item|grim trophy|crb", + "item|grimoire of unknown necessities|sot5", + "item|grinning pugwampi|tv", + "item|grisantian pelt armor|lomm", + "item|grisantian pelt|lomm", + "item|grolna|aoe1", + "item|grounding spike|tv", + "item|growth gun|g&g", + "item|grudgestone|tv", + "item|guardian shield|lokl", + "item|guardian staff|tv", + "item|guide harness|tv", + "item|guiding chisel|aoa4", + "item|guiding star|som", + "item|guisarme|crb", + "item|gun sword|g&g", + "item|gunner's bandolier|g&g", + "item|gunner's saddle|g&g", + "item|gyroscopic stabilizer|ooa2", + "item|habu's cudgel|sot2", + "item|hail of arrows snare|crb", + "item|halberd|crb", + "item|halcyon heart|sot6", + "item|half plate|crb", + "item|halfling sling staff|crb", + "item|hammer gun|g&g", + "item|hammer|crb", + "item|hampering snare|crb", + "item|hamster|lotg", + "item|hand adze|loag", + "item|hand cannon|g&g", + "item|hand crossbow|crb", + "item|hand of the mage|bb", + "item|hand of the mage|crb", + "item|hand-hewed face|da", + "item|handcuffs|aoe1", + "item|handling gloves|lotg", + "item|handwraps of mighty blows|crb", + "item|hardened harrow deck|aoe4", + "item|harmona gun|g&g", + "item|harmonic hauberk|lotgb", + "item|harnessed shield|tv", + "item|harness|lotg", + "item|harpoon bolt|ooa2", + "item|harpoon|tv", + "item|harrow spellcards|tv", + "item|hat of disagreeable disguise|tv", + "item|hat of disguise|bb", + "item|hat of disguise|crb", + "item|hat of many minds|som", + "item|hat of the magi|bb", + "item|hat of the magi|crb", + "item|hatchet|crb", + "item|hauling|lotgb", + "item|headband of inspired wisdom|crb", + "item|headbands of translocation|frp2", + "item|headbands of translocation|tv", + "item|healer's gel|som", + "item|healer's gloves|bb", + "item|healer's gloves|crb", + "item|healer's tools|crb", + "item|healing potion|crb", + "item|healing vapor|tv", + "item|heartening missive|tv", + "item|heated cloak|g&g", + "item|heavy ballista|g&g", + "item|heavy bombard|g&g", + "item|heavy crossbow|crb", + "item|heavy power suit|g&g", + "item|heavy rondache|tv", + "item|heckling tools|tv", + "item|heedless spurs|ec5", + "item|hell staff|tv", + "item|hellfire boots|apg", + "item|hellknight breastplate|tv", + "item|hellknight half plate|tv", + "item|hellknight plate|tv", + "item|helm of underwater action|tv", + "item|helmsman's recourse|tv", + "item|hemlock|crb", + "item|herd mask|sot1", + "item|herd mask|tv", + "item|hex blaster|ooa3", + "item|hexing jar|tv", + "item|hide shield|tv", + "item|hide|crb", + "item|hippogriff in a jar|tv", + "item|hoax-hunter's kit|da", + "item|hobbling snare|crb", + "item|hollowed hilt|lokl", + "item|holly and mistletoe|crb", + "item|holy avenger|crb", + "item|holy prayer beads|crb", + "item|holy steam ball|g&g", + "item|holy water|bb", + "item|holy water|crb", + "item|holy|crb", + "item|homeward swallow|tv", + "item|homeward wayfinder|lopsg", + "item|honeyscent|lol", + "item|hongali hornbow|lotgb", + "item|hook sword|tv", + "item|hopeful|lotgb", + "item|horn of blasting|crb", + "item|horn of fog|crb", + "item|horn of the aoyin|da", + "item|horned hand rests|lotgb", + "item|horns of naraga|gmg", + "item|horrid figurine|tv", + "item|horsechopper|crb", + "item|horseshoes of speed|crb", + "item|horse|lotg", + "item|hosteling statuette|lotgb", + "item|hourglass|crb", + "item|house eagle|lotg", + "item|hovering potion|tv", + "item|hummingbird wayfinder|lopsg", + "item|hundred-moth caress|som", + "item|hunger oil|aoe4", + "item|hunger oil|tv", + "item|hungering maw|tv", + "item|hunter's arrowhead|tv", + "item|hunter's bane|crb", + "item|hunter's bow|bb", + "item|hunter's brooch|av2", + "item|hunter's dawn|ec6", + "item|hunting spider venom|crb", + "item|hwacha|g&g", + "item|hyldarf's fang|g&g", + "item|hype|lol", + "item|ice slick snare|pfum", + "item|ichthyosis mutagen|av2", + "item|icy disposition|av2", + "item|ignitor|g&g", + "item|illuminated folio|tv", + "item|immaculate holsters|g&g", + "item|immolation clan pistol|g&g", + "item|immortal bastion|tv", + "item|immovable arm|lotgb", + "item|immovable potion|tv", + "item|immovable rod|crb", + "item|immovable tripod|g&g", + "item|immovable|tv", + "item|imp shot|tv", + "item|impact foam chassis|g&g", + "item|impactful|som", + "item|impenetrable scale|crb", + "item|implacable|lotgb", + "item|implosion dust|tv", + "item|impossible cake|lotgb", + "item|impossible|tv", + "item|impulse control|lotgb", + "item|incense of distilled death|apg", + "item|indestructible shield|crb", + "item|indomitable keepsake|g&g", + "item|inexplicable apparatus|crb", + "item|infernal health|lol", + "item|infiltrator's accessory|apg", + "item|infiltrator's elixir|crb", + "item|injection reservoir|tv", + "item|injection spear|g&g", + "item|inquisitive quill|tv", + "item|insight coffee|tv", + "item|insistent door knocker|locg", + "item|inspiring spotlight|ec2", + "item|instant evisceration snare|crb", + "item|instant fortress|crb", + "item|instant spy|g&g", + "item|instinct crown|tv", + "item|instructions for lasting agony|som", + "item|inubrix armor|lotgb", + "item|inubrix shield|lotgb", + "item|inubrix weapon|lotgb", + "item|inubrix|lotgb", + "item|inventor's chair|tv", + "item|inventor's fulu|tv", + "item|invisibility potion|bb", + "item|invisibility potion|crb", + "item|invisibility|crb", + "item|invisible chain shirt|som", + "item|invisible net|ec2", + "item|iris of the sky|g&g", + "item|iron cube|crb", + "item|iron cudgel|crb", + "item|iron equalizer|crb", + "item|iron medallion|crb", + "item|isolation draught|aoa5", + "item|ixamè's eye|sot3", + "item|jade bauble|crb", + "item|jade cat|crb", + "item|jahan waystone|lome", + "item|jar of shifting sands|som", + "item|javelin of lightning|crb", + "item|javelin|crb", + "item|jawbreaker shield|ec4", + "item|jax|ooa2", + "item|jellyfish lamp|lowg", + "item|jerkin of liberation|ec6", + "item|jezail|g&g", + "item|jiu huan dao|tv", + "item|jolt coil|tv", + "item|journeybread|tv", + "item|judgment thurible|tv", + "item|jug of fond remembrance|tv", + "item|juggernaut mutagen|crb", + "item|juggling club|ec1", + "item|junk bomb|pfum", + "item|juxtaposition ammunition|lotgb", + "item|jyoti's feather|tv", + "item|kaiju fulu|tv", + "item|kaldemash's lament|tv", + "item|kalis|loil", + "item|kama|crb", + "item|karambit|tv", + "item|katana|crb", + "item|katar|crb", + "item|kayalini|lotg", + "item|keen|crb", + "item|key to the stomach|da", + "item|keymaking tools|som", + "item|khakkara|apg", + "item|khopesh|tv", + "item|ki-channeling beads|tv", + "item|kin-warding|aoa4", + "item|kindled tome|tv", + "item|king's sleep|crb", + "item|kite|lotgb", + "item|klar|tv", + "item|knapsack of halflingkind|crb", + "item|knight captain's lance|lokl", + "item|knight's maintenance kit|lokl", + "item|knight's standard|lokl", + "item|knight's tabard|lokl", + "item|knockout dram|aoe1", + "item|knuckle duster|g&g", + "item|kortos diamond|ec6", + "item|kraken bottle|tv", + "item|kraken's guard|lotgb", + "item|kris|loil", + "item|kukri|crb", + "item|kusarigama|tv", + "item|ladder (10-foot)|crb", + "item|lady's blessing oil|lotg", + "item|lady's chalice|botd", + "item|lady's knife|lotgb", + "item|lady's spiral|botd", + "item|lamellar breastplate|tv", + "item|lancer|tv", + "item|lance|crb", + "item|lantern of empty light|av1", + "item|lantern|crb", + "item|large bore modifications|g&g", + "item|lastwall soup|locg", + "item|lattice armor|tv", + "item|laurel of the empath|tv", + "item|lawbringer's lasso|ooa3", + "item|leadenleg|apg", + "item|leaf weave|tv", + "item|leaper's elixir|crb", + "item|leash|lotg", + "item|leather lamellar|tv", + "item|leather|crb", + "item|legerdemain handkerchief|tv", + "item|leiomano|tv", + "item|leopard's armor|sot2", + "item|lesser cube of nex|loil", + "item|lethargy poison|crb", + "item|liar's demise|aoe4", + "item|liar's demise|tv", + "item|liar's gun|g&g", + "item|librarian staff|tv", + "item|librarian's baton|pfum", + "item|library robes|tv", + "item|lich dust|crb", + "item|lich phylactery|b1", + "item|life salt|botd", + "item|life shot|tv", + "item|life's last breath|ec5", + "item|life-boosting oil|tv", + "item|lifeblight residue|aoe4", + "item|lifting belt|crb", + "item|light hammer|crb", + "item|light mace|crb", + "item|light pick|crb", + "item|light writer|g&g", + "item|lightning rod shot|tv", + "item|lightweave scarf|tv", + "item|linguist's dictionary|tv", + "item|lini's leafstick|som", + "item|linnorm's sankeit|tv", + "item|lion badge|tok", + "item|lion claw|som", + "item|lion scythe|sot4", + "item|lion's shield|crb", + "item|liquid gold|ooa2", + "item|living leaf weave|tv", + "item|lizard|lotg", + "item|locket of sealed nightmares|ec6", + "item|lock|crb", + "item|lodestone bomb|tv", + "item|lodestone pellet|ooa2", + "item|long air repeater|g&g", + "item|long hammer|tv", + "item|longbow|crb", + "item|longspear|crb", + "item|longsword|crb", + "item|looter's lethargy|aoe1", + "item|looter's lethargy|tv", + "item|lost ember|da", + "item|lover's gloves|apg", + "item|lovers' ink|lol", + "item|luck blade|crb", + "item|luckless dice|tv", + "item|lucky draw bandolier|g&g", + "item|lucky rabbit's foot|logm", + "item|lyrakien staff|tv", + "item|mace multipistol|g&g", + "item|mace|crb", + "item|machete|tv", + "item|maestro's chair|lotgb", + "item|maestro's instrument|crb", + "item|mage bane|aoa5", + "item|magic wand|crb", + "item|magical hearing aids|lotgb", + "item|magical lock fulu|som", + "item|magical prosthetic eye|tv", + "item|magnetic construction set|lotgb", + "item|magnetic shield|tv", + "item|magnetic shot|tv", + "item|magnetic suit|g&g", + "item|magnetite scope|g&g", + "item|magnetizing|tv", + "item|magnifying glass of elucidation|lotgb", + "item|magnifying glass|crb", + "item|magnifying scope|g&g", + "item|mail of luck|crb", + "item|main-gauche|crb", + "item|majordomo torc|tv", + "item|malleable mixture|lotgb", + "item|malyass root paste|crb", + "item|mambele|tv", + "item|mana-rattler liniment|ooa3", + "item|manacles of persuasion|logm", + "item|manacles|crb", + "item|mantis shell|tv", + "item|mantle of amazing health|tv", + "item|mantle of the grogrisant|lomm", + "item|marbles|lotgb", + "item|marked playing cards|lopsg", + "item|marking snare|crb", + "item|martyr's shield|gmg", + "item|marvelous calliope|ec2", + "item|marvelous medicines|crb", + "item|marvelous pigment|tv", + "item|mask of allure|som", + "item|mask of mercy|sot1", + "item|mask of mercy|tv", + "item|mask of the banshee|apg", + "item|mask of the cursed eye|sot1", + "item|mask of the cursed eye|tv", + "item|mask of uncanny breath|tv", + "item|mask|lotgb", + "item|master magus ring|tv", + "item|matchmaker fulu|som", + "item|material component pouch|crb", + "item|material essence disruptor|g&g", + "item|mattock of the titans|crb", + "item|maul|crb", + "item|maw of hungry shadows|tv", + "item|mechanical torch|g&g", + "item|medusa armor|gmg", + "item|medusa's scream|apg", + "item|membership cords|da", + "item|memoir map|tv", + "item|memory palace|lotgb", + "item|menacing|tv", + "item|mender's soup|tv", + "item|mending lattice|crb", + "item|mentalist's staff|crb", + "item|merchant's guile|fop", + "item|merchant's scale|crb", + "item|merciful balm|tv", + "item|merciful|tv", + "item|mercurial mantle|som", + "item|mesmerizing opal|crb", + "item|messenger missive|tv", + "item|messenger's ring|crb", + "item|metalmist sphere|lopsg", + "item|meteor hammer|tv", + "item|meteor shield|tv", + "item|meteor shot|g&g", + "item|metronomic hammer|ooa2", + "item|midday lantern|sot4", + "item|mikazuki|tv", + "item|mind's light circlet|tv", + "item|mind-swap potion|tv", + "item|mindfog mist|crb", + "item|mindlance|tv", + "item|mindlock shot|tv", + "item|minotaur chair|lotgb", + "item|miogimo's mask|aoe5", + "item|mirror goggles|tv", + "item|mirror of sleeping vigil|lotgb", + "item|mirror of sorshen|gmg", + "item|mirror robe|lotgb", + "item|mirror-ball snare|lotgb", + "item|mirror|crb", + "item|misdirecting haversack|lotgb", + "item|misleading|tv", + "item|missive mint|tv", + "item|mistform elixir|crb", + "item|mistranslator's draft|da", + "item|miter of communion|logm", + "item|mithral armor|crb", + "item|mithral shield|crb", + "item|mithral tree|g&g", + "item|mithral weapon|crb", + "item|mithral|crb", + "item|mnemonic acid|aoe3", + "item|monkey pin|crb", + "item|monkey's fist|aoe1", + "item|monkey's paw|gmg", + "item|monkey|lotg", + "item|moonlit chain|crb", + "item|moonlit ink|da", + "item|moonlit spellgun|tv", + "item|moonstone diadem|ec2", + "item|morningstar|crb", + "item|mortal chronicle|tv", + "item|mortalis coin|tv", + "item|mortar of hidden meaning|logm", + "item|mortar|g&g", + "item|mother maw|tv", + "item|moth|lotg", + "item|mountain to the sky|lol", + "item|mountebank's passage|g&g", + "item|mourner's dawnlight fulu|tv", + "item|mouse|lotg", + "item|mudrock snare|lotgb", + "item|mug|crb", + "item|mukradi jar|tv", + "item|mummified bat|crb", + "item|murderer's knot|crb", + "item|musical instrument|crb", + "item|mustard powder|tv", + "item|mutagenic renovator|ooa3", + "item|naginata|tv", + "item|nauseating snare|apg", + "item|navigator's star|tv", + "item|necklace of fireballs|bb", + "item|necklace of fireballs|crb", + "item|necklace of knives|logm", + "item|necklace of strangulation|gmg", + "item|necrotic bomb|av3", + "item|nectar of purification|crb", + "item|nemesis name|tv", + "item|neophyte's fipple|tv", + "item|net launcher|g&g", + "item|nethysian bulwark|aoa5", + "item|nettleweed residue|crb", + "item|net|apg", + "item|nevercold|tv", + "item|nightbreeze machine|g&g", + "item|nightmare cudgel|aoe5", + "item|nightmare salt|tv", + "item|nightmare vapor|crb", + "item|nightpitch|tv", + "item|nightstick|aoe1", + "item|nine-ring sword|logm", + "item|niyaháat|tv", + "item|nodachi|tv", + "item|noisemaker snare|g&g", + "item|noqual armor|lotgb", + "item|noqual shield|lotgb", + "item|noqual weapon|lotgb", + "item|noqual|lotgb", + "item|north wind's night verse|som", + "item|nosoi charm|ngd", + "item|noxious incense|som", + "item|noxious jerkin|ec4", + "item|numbing tonic|tv", + "item|nunchaku|crb", + "item|o-yoroi|tv", + "item|oath of the devoted|lome", + "item|oathbow|crb", + "item|obfuscation oil|crb", + "item|oblivion essence|aoa5", + "item|ochre fulcrum lens|av3", + "item|octopus bottle|tv", + "item|ogre hook|b1", + "item|oil (1 pint)|crb", + "item|oil of animation|crb", + "item|oil of keen edges|crb", + "item|oil of mending|crb", + "item|oil of object animation|apg", + "item|oil of ownership|tv", + "item|oil of potency|crb", + "item|oil of repulsion|crb", + "item|oil of revelation|apg", + "item|oil of skating|tv", + "item|oil of swiftness|tv", + "item|oil of unlife|apg", + "item|oil of weightlessness|crb", + "item|oily button|sli", + "item|old tillimaquin|da", + "item|olfactory obfuscator|apg", + "item|olfactory stimulators|tv", + "item|omnidirectional spear snare|crb", + "item|one hundred victories|tv", + "item|onyx panther|crb", + "item|ooze ammunition|tv", + "item|ooze skin|tv", + "item|oozepick|loil", + "item|open mind|loil", + "item|opossum, domestic|lotg", + "item|oracular crown|tv", + "item|orb of dragonkind|gmg", + "item|orb shard|aoa6", + "item|orc knuckle dagger|crb", + "item|orc necksplitter|crb", + "item|orchestral brooch|som", + "item|orichalcum armor|crb", + "item|orichalcum shield|crb", + "item|orichalcum weapon|crb", + "item|orichalcum|crb", + "item|origin unguent|apg", + "item|ouroboros buckles|tv", + "item|ouroboros flail|som", + "item|overdramatic|gmg", + "item|overloaded brain grenade|pfum", + "item|owlbear claw|crb", + "item|owlbear egg|tv", + "item|oxygen ooze|loil", + "item|pacifying|aoe1", + "item|pacifying|tv", + "item|pact of blood-taking|av2", + "item|pact-bound pistol|g&g", + "item|pactmaster's grace|tv", + "item|pactmasters' grace|aoa5", + "item|padded armor|crb", + "item|paint set|lotgb", + "item|paired|lotgb", + "item|palanquin of night|loil", + "item|pale fade|tv", + "item|palm crossbow|lol", + "item|panabas|tv", + "item|panacea fruit|ec6", + "item|panacea|crb", + "item|pantograph gauntlet|g&g", + "item|paper shredder|g&g", + "item|parade armor|lokl", + "item|parchment of secrets|da", + "item|parrying scabbard|apg", + "item|pathfinder chronicle|locg", + "item|pathfinder's coin|locg", + "item|pathfinder's mentor|tv", + "item|pathfinder's pouch|locg", + "item|peacemaker|g&g", + "item|peachwood talisman|botd", + "item|peachwood weapon|botd", + "item|peachwood|botd", + "item|pendant of the occult|crb", + "item|penetrating ammunition|crb", + "item|pepperbox|g&g", + "item|perfect droplet|som", + "item|perfected robes|tv", + "item|periscope|apg", + "item|periscopic viewfinder|lotgb", + "item|persistent lodestone|g&g", + "item|persona mask|crb", + "item|peshspine grenade|aoa5", + "item|petrification cannon|g&g", + "item|phalanx piercer|tv", + "item|phantasmal doorknob|tv", + "item|phantom piano|tv", + "item|phantom roll|tv", + "item|philosopher's extractor|gmg", + "item|philosopher's stone|crb", + "item|phistophilus fiddle|tv", + "item|phoenix fighting fan|frp1", + "item|phoenix flask|som", + "item|phoenix necklace|frp1", + "item|phylactery of faithfulness|crb", + "item|pickpocket's tailoring|lotgb", + "item|pick|crb", + "item|piercing wind|g&g", + "item|piereta|ec6", + "item|pig|lotg", + "item|pilferer's gloves|tv", + "item|pillow shield|lotgb", + "item|pinwheel|lotgb", + "item|pipes of compulsion|tv", + "item|piranha kiss|lotgb", + "item|pirate staff|tv", + "item|pistol of wonder|g&g", + "item|piston gauntlets|tv", + "item|piton|crb", + "item|planar ribbon|ec6", + "item|plasma hype|lol", + "item|plate armor of the deep|crb", + "item|plated duster|loil", + "item|playing cards|lopsg", + "item|pocket gala|lotgb", + "item|pocket stage|crb", + "item|pocket watch|loil", + "item|poison concentrator|tv", + "item|poison fizz|tv", + "item|poisoner's staff|aoe4", + "item|poisonous cloak|gmg", + "item|poisonous dagger|bb", + "item|poi|ec1", + "item|polarizing mace|tv", + "item|polytool|tv", + "item|pontoon|tv", + "item|popdust|lotgb", + "item|poracha fulu|tv", + "item|portable altar|lokl", + "item|portable gaming hall|lotgb", + "item|portable hole|tv", + "item|portable ram|lotgb", + "item|portable weapon mount|g&g", + "item|portable|tv", + "item|possibility tome|crb", + "item|potency crystal|crb", + "item|potion of disguise|apg", + "item|potion of expeditious retreat|apg", + "item|potion of flying|crb", + "item|potion of grounding|som", + "item|potion of leaping|crb", + "item|potion of minute echoes|som", + "item|potion of quickness|crb", + "item|potion of resistance|crb", + "item|potion of retaliation|apg", + "item|potion of shared life|som", + "item|potion of shared memories|apg", + "item|potion of stable form|som", + "item|potion of swimming|crb", + "item|potion of tongues|crb", + "item|potion of undetectability|crb", + "item|potion of water breathing|crb", + "item|potion patch|tv", + "item|powder|lotgb", + "item|power suit|g&g", + "item|powered full plate|tv", + "item|practice targets|g&g", + "item|praying mantis|lotg", + "item|predictable silver piece|apg", + "item|presentable|lotgb", + "item|preserving|tv", + "item|pressure bomb|pfum", + "item|primeval mistletoe|crb", + "item|printing press|g&g", + "item|prismatic plate|lotgb", + "item|private workshop|lotgb", + "item|probing cane|lotgb", + "item|psychic brigandine|lotgb", + "item|psychic warding bracelet|lopsg", + "item|psychopomp mask|sot1", + "item|pucker pickle|tv", + "item|puff dragon|g&g", + "item|pummel-growth toxin|tv", + "item|pummeling snare|lotgb", + "item|purloining cloak|tv", + "item|purple worm venom|crb", + "item|putrescent glob|sli", + "item|puzzle box|lotgb", + "item|pyrite rat|bb", + "item|pyronite|ooa2", + "item|queasy lantern|lotgb", + "item|quenching potion|tv", + "item|quenching|tv", + "item|quick runner's shirt|lotgb", + "item|quick wig|lotgb", + "item|quickpatch glue|lopsg", + "item|quicksilver mutagen|crb", + "item|quill of passage|lopsg", + "item|quilted armor|tv", + "item|rabbit|lotg", + "item|raccoon|lotg", + "item|radiant lance|locg", + "item|radiant prism|tv", + "item|radiant spark|aoe6", + "item|raining knives snare|lotgb", + "item|rampart shield|lotgb", + "item|ranging shot|tv", + "item|ranseur|crb", + "item|rapier pistol|g&g", + "item|rapier|crb", + "item|rat-catcher trident|logm", + "item|ration tonic|apg", + "item|rations (1 week)|crb", + "item|rat|lotg", + "item|raucous|gmg", + "item|ravenous|gmg", + "item|razmiri wayfinder|lopsg", + "item|razor disc|tv", + "item|reading glyphs|tv", + "item|reading ring|lotgb", + "item|ready|apg", + "item|reaper's crescent|tv", + "item|reaper's grasp|g&g", + "item|reaper's lancet|aoe1", + "item|reaper's spellgun|tv", + "item|rebirth potion|tv", + "item|rebound fulu|som", + "item|rebounding breastplate|som", + "item|recording rod|aoe1", + "item|recovery bladder|lotgb", + "item|red-handed missive|tv", + "item|red-rib gill mask|sot3", + "item|redeemer's pistol|ooa3", + "item|reducer round|ooa3", + "item|reef heart|tv", + "item|refined pesh|gmg", + "item|reflected moonlight fulu|tv", + "item|reflecting shard|tv", + "item|reflecting shield|crb", + "item|reflexive tattoo|lotgb", + "item|reforging shield|aoa4", + "item|reinforced stock|g&g", + "item|reinforced surcoat|lotgb", + "item|reinforced wheels|lotgb", + "item|religious symbol|crb", + "item|religious text|crb", + "item|remorhaz armor|tv", + "item|remote trigger|tv", + "item|rending snare|lotgb", + "item|repair kit|crb", + "item|repeating crossbow|g&g", + "item|repeating hand crossbow|g&g", + "item|repeating heavy crossbow|g&g", + "item|repeating magazine|g&g", + "item|replacement cosmetics|crb", + "item|replacement filter|lopsg", + "item|replacement picks|crb", + "item|repulsion resin|aoe4", + "item|resilient|crb", + "item|resonating ammunition|som", + "item|resonating fork|tv", + "item|restful sleep fulu|som", + "item|restful tent|som", + "item|retaliation|tv", + "item|retribution axe|crb", + "item|retrieval prism|som", + "item|returning|crb", + "item|revealing mist|tv", + "item|reverberating stone|tv", + "item|rhino hide brooch|sot2", + "item|rhino hide|crb", + "item|rhino shot|lotgb", + "item|rhinoceros mask|sot1", + "item|rhinoceros mask|tv", + "item|rhoka sword|av3", + "item|rhythm bone|sot1", + "item|ridill|lomm", + "item|right of retribution|av2", + "item|rime crystal|tv", + "item|rime foil|tv", + "item|ring of climbing|crb", + "item|ring of counterspells|crb", + "item|ring of discretion|aoe1", + "item|ring of discretion|tv", + "item|ring of energy resistance|crb", + "item|ring of lies|crb", + "item|ring of maniacal devices|crb", + "item|ring of minor arcana|fop", + "item|ring of ravenousness|tv", + "item|ring of recalcitrant wishes|aoe6", + "item|ring of sneering charity|da", + "item|ring of spell turning|crb", + "item|ring of stoneshifting|ec3", + "item|ring of sustenance|crb", + "item|ring of swimming|crb", + "item|ring of the ram|crb", + "item|ring of the weary traveler|fop", + "item|ring of truth|gmg", + "item|ring of wizardry|crb", + "item|ringmaster's staff|ec2", + "item|roaring potion|tv", + "item|robe of eyes|crb", + "item|robe of the archmagi|crb", + "item|rock ripper snare|lotgb", + "item|rock-braced|aoa4", + "item|rod of cancellation|apg", + "item|rod of negation|crb", + "item|rod of wonder|crb", + "item|rope (50 feet)|crb", + "item|rope dart|tv", + "item|rope of climbing|apg", + "item|rose of loves lost|da", + "item|rotary bow|tv", + "item|round|g&g", + "item|rovagug's mud|tv", + "item|rowan rifle|g&g", + "item|rubbing set|lopsg", + "item|ruby capacitor|tv", + "item|ruby string|lol", + "item|ruler|lopsg", + "item|rune of sin|som", + "item|runestone|crb", + "item|rungu|loag", + "item|rusting ammunition|tv", + "item|rusting carapace|tv", + "item|s ring|som", + "item|saboteur's friend|tv", + "item|sack (5)|crb", + "item|sack of rotten fruit|afof", + "item|saddlebags|crb", + "item|sage's lash|som", + "item|saints' balm|ec2", + "item|sai|crb", + "item|salamander elixir|crb", + "item|salve of antiparalysis|crb", + "item|salve of slipperiness|crb", + "item|salvo shield|tv", + "item|sambuca|g&g", + "item|sampling ammunition|da", + "item|sandals of the stag|tv", + "item|sandstorm top|lomm", + "item|sanguine fang|tv", + "item|sanguine klar|tv", + "item|sanguine mutagen|tv", + "item|sankeit|tv", + "item|sansetsukon|tv", + "item|sapling shield|tv", + "item|sap|crb", + "item|sarkorian god-caller garb|lotgb", + "item|saurian spike|tv", + "item|savior spike|crb", + "item|sawtooth saber|crb", + "item|scale mail|crb", + "item|scale of igroon|tv", + "item|scarab cuirass|lotgb", + "item|scarlet mist|tv", + "item|scholar's drop|tv", + "item|scholarly journal|crb", + "item|scimitar|crb", + "item|scizore of the crab|tv", + "item|scizore|tv", + "item|scope of limning|g&g", + "item|scope of truth|g&g", + "item|scorpion whip|ec1", + "item|scourge|locg", + "item|scour|gmg", + "item|screech shooter|g&g", + "item|scroll case of simplicity|locg", + "item|scroll robes|tv", + "item|scrollstaff|locg", + "item|scroll|crb", + "item|scythe|crb", + "item|scything blade snare|crb", + "item|sea touch elixir|crb", + "item|sealing chest|lopsg", + "item|searing suture|ooa1", + "item|seeking bracelets|tok", + "item|seer's flute|tv", + "item|self-emptying pocket|da", + "item|self-immolating note|da", + "item|sense-dulling hood|tv", + "item|sentry fulu|tv", + "item|serene mutagen|crb", + "item|serithtial|gmg", + "item|serpent oil|tv", + "item|serrating|locg", + "item|serum of sex shift|crb", + "item|server's stew|lotgb", + "item|seventh prism|tv", + "item|sextant of the night|tv", + "item|shade hat|lotgb", + "item|shadow essence|crb", + "item|shadow signet|som", + "item|shadowed scale, the jungle secret|sot6", + "item|shadowmist cape|tv", + "item|shadow|crb", + "item|shapespeak mask|sot1", + "item|shapespeak mask|tv", + "item|shared-pain sankeit|tv", + "item|shark tooth charm|crb", + "item|shattered plan|tv", + "item|shatterstone|tv", + "item|shauth blade|av3", + "item|shauth lash|av3", + "item|shears|b2", + "item|shield augmentation|lotgb", + "item|shield boss|crb", + "item|shield bow|tv", + "item|shield of the unified legion|ec6", + "item|shield sconce|lopsg", + "item|shield spikes|crb", + "item|shielding salve|apg", + "item|shifter prosthesis|lotgb", + "item|shifting|crb", + "item|shimmering dust|som", + "item|shining ammunition|crb", + "item|shining shield|lokl", + "item|shining wayfinder|locg", + "item|shiver|gmg", + "item|shobhad longrifle|sot5", + "item|shockguard coil|g&g", + "item|shock|crb", + "item|shoony shovel|ec3", + "item|shootist bandolier|av3", + "item|shortbow|crb", + "item|shortbread spy|som", + "item|shortsword|crb", + "item|shot of the first vault|gmg", + "item|shrapnel snare|g&g", + "item|shrieking key|tv", + "item|shrieking skull|g&g", + "item|shrinking potion|crb", + "item|shuriken|crb", + "item|sibling's coin|da", + "item|siccatite armor|lotgb", + "item|siccatite shield|lotgb", + "item|siccatite weapon|lotgb", + "item|siccatite|lotgb", + "item|sickle-saber|lotgb", + "item|sickle|crb", + "item|sight-theft grit|aoe4", + "item|sight-theft grit|tv", + "item|sighting shot|tv", + "item|signal whistle|crb", + "item|signaling snare|crb", + "item|silencer|g&g", + "item|silencing ammunition|lotgb", + "item|silencing shot|g&g", + "item|silent bell|da", + "item|silent heart|loil", + "item|silhouette cloak|lotgb", + "item|silkspinner's shield|lotgb", + "item|silver armor|crb", + "item|silver crescent|tv", + "item|silver shield|crb", + "item|silver tripod|g&g", + "item|silver weapon|crb", + "item|silversheen|crb", + "item|silvertongue mutagen|crb", + "item|silver|crb", + "item|sinew-shock serum|apg", + "item|singing bowl of the versatile stance|logm", + "item|singing muse|sot2", + "item|singing shortbow|som", + "item|singing sword|gmg", + "item|singularity ammunition|lotgb", + "item|sinister knight|locg", + "item|sixfingers elixir|sli", + "item|skarja's heartstone|ec3", + "item|skeleton key|bb", + "item|skeleton key|crb", + "item|skeptic's elixir|av1", + "item|skinsaw mask|aoe2", + "item|skinsaw mask|tv", + "item|skinstitch salve|apg", + "item|skittering mask|sot1", + "item|skittering mask|tv", + "item|skull bomb|ooa3", + "item|skunk bomb|tv", + "item|sky hammer|crb", + "item|sky serpent bolt|lotgb", + "item|sky-piercing bow|frp2", + "item|skyrider sword|lotgb", + "item|slates of distant letters|apg", + "item|sleep arrow|crb", + "item|sleeves of storage|apg", + "item|sleuth's pipe|tv", + "item|slick|crb", + "item|slide pistol|g&g", + "item|slime whip|sli", + "item|sling bullets|crb", + "item|sling|crb", + "item|slippers of spider climbing|crb", + "item|slippery ribbon|sli", + "item|sloughing toxin|av2", + "item|sluggish bracelet|tv", + "item|slumber wine|crb", + "item|smogger|ooa2", + "item|smoke fan|g&g", + "item|smoked goggles|lotgb", + "item|smokestick|crb", + "item|smoking sword|bb", + "item|smother shroud|tv", + "item|snagging hook snare|apg", + "item|snagging|lotgb", + "item|snake oil|crb", + "item|snake|lotg", + "item|snapleaf|locg", + "item|snare kit|crb", + "item|snarling badger|tv", + "item|sneaky key|crb", + "item|sneezing powder|lotgb", + "item|sniper's bead|g&g", + "item|snowshoes of the long trek|lopsg", + "item|snowshoes|lopsg", + "item|soap|crb", + "item|soaring wings|tv", + "item|soaring|loag", + "item|socialite staff|tv", + "item|society portrait|da", + "item|soft-landing|lotgb", + "item|solar shellflower|tv", + "item|sonic tuning mace|som", + "item|soothing powder|tv", + "item|soothing scents|som", + "item|soothing toddy|tv", + "item|soothing tonic|tv", + "item|soul cage|botd", + "item|south wind's scorch song|som", + "item|sovereign glue|apg", + "item|sovereign steel armor|lol", + "item|sovereign steel weapon|lol", + "item|sovereign steel|lol", + "item|spangled rider's suit|ec2", + "item|spark dancer|tv", + "item|sparkblade|tio", + "item|sparking spellgun|tv", + "item|sparkler|tv", + "item|spear frog poison|tv", + "item|spear of the destroyer's flame|lomm", + "item|spear|crb", + "item|spectacles of inquiry|tv", + "item|spectacles of piercing sight|tv", + "item|spectacles of understanding|lopsg", + "item|spectral nightshade|aoe4", + "item|speed|crb", + "item|spell duelist's siphon|tv", + "item|spell echo shot|tv", + "item|spell-bastion|lotgb", + "item|spell-eating pitch|aoe4", + "item|spell-storing|crb", + "item|spellbook (blank)|crb", + "item|spellbook of redundant enchantment|som", + "item|spellbreaking|tv", + "item|spellcutter|sot5", + "item|spellender|sot2", + "item|spellguard blade|apg", + "item|spellguard shield|crb", + "item|spellstrike ammunition|crb", + "item|spellstriker staff|tv", + "item|sphere of annihilation|gmg", + "item|spider chair|g&g", + "item|spider gun|g&g", + "item|spider root|crb", + "item|spiderfoot brew|pfum", + "item|spiderfoot brew|tv", + "item|spider|lotg", + "item|spike launcher|g&g", + "item|spike snare|crb", + "item|spiked chain|crb", + "item|spiked gauntlet|crb", + "item|spined shield|crb", + "item|spiral rapier|lotgb", + "item|spirit snare|g&g", + "item|spirit-sealing fulu|som", + "item|spirit-singer|g&g", + "item|spiritsight crossbow|apg", + "item|spiritsight ring|tv", + "item|spiritual warhorn|tv", + "item|splint mail|crb", + "item|splint|lotgb", + "item|spoon gun|g&g", + "item|spore sap|ec4", + "item|spray pellets|tv", + "item|spraysling|tv", + "item|spring heel|tv", + "item|spring-loaded net launcher|lotgb", + "item|springald|g&g", + "item|sprite apple|tv", + "item|spurned lute|tv", + "item|spy staff|tv", + "item|spyglass eye|tv", + "item|spyglass|crb", + "item|squirrel|lotg", + "item|staff of abjuration|crb", + "item|staff of air|tv", + "item|staff of conjuration|crb", + "item|staff of divination|crb", + "item|staff of earth|tv", + "item|staff of enchantment|crb", + "item|staff of evocation|crb", + "item|staff of final rest|lotgb", + "item|staff of fire|crb", + "item|staff of healing|crb", + "item|staff of illumination|crb", + "item|staff of illusion|crb", + "item|staff of impossible visions|apg", + "item|staff of nature's cunning|som", + "item|staff of nature's vengeance|apg", + "item|staff of necromancy|crb", + "item|staff of power|crb", + "item|staff of providence|apg", + "item|staff of sieges|ec6", + "item|staff of the black desert|ec5", + "item|staff of the desert winds|som", + "item|staff of the dreamlands|lotgb", + "item|staff of the magi|crb", + "item|staff of transmutation|crb", + "item|staff of water|tv", + "item|staff-storing shield|som", + "item|staff|crb", + "item|stage fright missive|tv", + "item|staining|gmg", + "item|stalker bane snare|crb", + "item|stalwart's ring|fop", + "item|stampede medallion|som", + "item|stanching|lotgb", + "item|standard of the primeval howl|tv", + "item|star grenade|ooa3", + "item|starfall shield|tv", + "item|starfaring cloak|tv", + "item|stargazer|tv", + "item|staring skull|tv", + "item|starknife|crb", + "item|starshot arrow|lol", + "item|starsong nectar|tv", + "item|static snare|lotgb", + "item|steam winch|g&g", + "item|steamflight pack|g&g", + "item|steel shield|crb", + "item|steelheart 21|g&g", + "item|stepping stone shot|g&g", + "item|stiletto pen|lopsg", + "item|stole of civility|ec2", + "item|stone body mutagen|fop", + "item|stone body mutagen|tv", + "item|stone bullet|crb", + "item|stone circle|lotgb", + "item|stone fist elixir|crb", + "item|stone of unrivaled skill|da", + "item|stone of weight|gmg", + "item|stoneraiser javelin|ec4", + "item|stonethroat ammunition|lotgb", + "item|stone|tv", + "item|storage|tv", + "item|storm arrow|crb", + "item|storm chair|g&g", + "item|storm flash|crb", + "item|storm hammer|bb", + "item|stormbreaker fulu|frp2", + "item|stormbreaker fulu|som", + "item|stormfeather|som", + "item|storyteller's opus|som", + "item|striking snare|crb", + "item|striking|crb", + "item|studded leather|crb", + "item|stumbling fulu|tv", + "item|stunning snare|crb", + "item|stupor poison|av3", + "item|stupor poison|tv", + "item|sturdy satchel|lopsg", + "item|sturdy shield|crb", + "item|subterfuge suit|g&g", + "item|sukgung|tv", + "item|sulfur bomb|lotgb", + "item|summoning handscroll|som", + "item|sun dazzler|tv", + "item|sun orchid elixir|lowg", + "item|sun orchid poultice|lol", + "item|sun shot|sot4", + "item|sun sight|tv", + "item|sun sling|sot4", + "item|sun wheel|tio", + "item|sunflower censer|loil", + "item|sunken pistol|g&g", + "item|sunrod|crb", + "item|support|lotgb", + "item|sure-step crampons|tv", + "item|sure-step potion|tv", + "item|survey map|crb", + "item|swallow-spike|tv", + "item|swamp lily quilt|lol", + "item|swarmeater's clasp|aoe2", + "item|swarmeater's clasp|tv", + "item|swarmform collar|lotgb", + "item|swarming|tv", + "item|swarmsuit|lotgb", + "item|swift block cabochon|crb", + "item|swiftmount saddle|lokl", + "item|swim fins|lowg", + "item|swirling sand|da", + "item|switchscythe|lotgb", + "item|sword cane|apg", + "item|swordstealer shield|tv", + "item|tablet of chained souls|da", + "item|tack|crb", + "item|tactician's helm|tv", + "item|talespinner's lyre|tv", + "item|taleteller's ring|da", + "item|talisman cord|lopsg", + "item|talisman of the sphere|gmg", + "item|talwar|loil", + "item|tamchal chakram|av2", + "item|tanglefoot bag|crb", + "item|tanglefoot extruder|tv", + "item|tank|lotg", + "item|tar rocket snare|lotgb", + "item|taster's folly|tv", + "item|tattletale orb|tv", + "item|taw launcher|tv", + "item|tear-away clothing|lotgb", + "item|tears of death|crb", + "item|tears of the last azlanti|ec6", + "item|tekko-kagi|tv", + "item|temple sword|crb", + "item|ten-foot pole|crb", + "item|tengu gale blade|apg", + "item|tentacle cannon|g&g", + "item|tentacle potion|tv", + "item|tent|crb", + "item|terrifying ammunition|apg", + "item|the whispering reeds|av1", + "item|theatrical mutagen|tv", + "item|thieves' tools|crb", + "item|third eye|crb", + "item|thorn whip|loil", + "item|thoughtwhip claw|loil", + "item|thousand-blade thesis|som", + "item|thousand-pains fulu|tv", + "item|thrasher tail|tv", + "item|three peaked tree|g&g", + "item|three-section naginata|tv", + "item|thrice-fried mudwings|lotgb", + "item|thrower's bandolier|tv", + "item|throwing knife|ec1", + "item|throwing shield|lokl", + "item|thunder helm|ooa2", + "item|thunder sling|loag", + "item|thunder sling|tv", + "item|thunder snare|ec1", + "item|thunderbird tuft|som", + "item|thunderblast slippers|tv", + "item|thundercrasher|tv", + "item|thundering|crb", + "item|thundermace|lotgb", + "item|thunderstone|crb", + "item|thurible of revelation|crb", + "item|tiger menuki|crb", + "item|tiger's claw|g&g", + "item|time shield potion|apg", + "item|timeless salts|apg", + "item|timepiece|g&g", + "item|tin cobra|g&g", + "item|tindertwig|crb", + "item|titan's grasp|som", + "item|tlil mask|sot1", + "item|tlil mask|tv", + "item|toadskin salve|lotgb", + "item|tome of restorative cleansing|tv", + "item|tome of scintillating sleet|tv", + "item|tonfa|lotgb", + "item|toolkit of bronze whispers|tv", + "item|tool|crb", + "item|tooth and claw tattoo|tv", + "item|toothwort extract|lotg", + "item|topology protoplasm|som", + "item|torag's silver anvil|logm", + "item|torch|crb", + "item|torrent snare|ec1", + "item|torrent spellgun|tv", + "item|toshigami blossom|tv", + "item|tower shield|crb", + "item|toy carriage|lotgb", + "item|tracker's goggles|crb", + "item|tracker's stew|tv", + "item|tracking fulu|som", + "item|trackless|tv", + "item|tradecraft tattoo|tv", + "item|traitor's ring|da", + "item|transposition ammunition|lotgb", + "item|traveler's any-tool|crb", + "item|traveler's chair|g&g", + "item|traveler's cloak|lokl", + "item|traveling companion's chair|tv", + "item|treats|lotg", + "item|trebuchet|g&g", + "item|tremorsensors|tv", + "item|tri-bladed katar|lotgb", + "item|triangular teeth|tv", + "item|trickster's mandolin|tv", + "item|tricky pick|loag", + "item|trident|crb", + "item|triggerbrand|loil", + "item|trinity geode|som", + "item|trip snare|crb", + "item|tripod|g&g", + "item|triton's conch|crb", + "item|troll hide|tv", + "item|trollhound vest|tv", + "item|troubadour's cap|tv", + "item|true name amulet|som", + "item|trueshape bomb|tv", + "item|truesight potion|crb", + "item|trustworthy round|g&g", + "item|truth potion|crb", + "item|turnabout shield|tv", + "item|turtle|lotg", + "item|tusk and fang chain|frp2", + "item|twilight lantern|sot4", + "item|twining chains|lotgb", + "item|twining staff|crb", + "item|tyrant ampoule|tv", + "item|tyrant's writs|loil", + "item|umbrella injector|g&g", + "item|unbreakable heart|tv", + "item|undead compendium|lokl", + "item|undead detection dye|botd", + "item|undead scourge|lokl", + "item|undertaker's manifest|tv", + "item|underwater firing mechanism|g&g", + "item|unending itch|tv", + "item|unending youth|lol", + "item|unfathomable stargazer|tv", + "item|unholy water|crb", + "item|unholy|crb", + "item|universal solvent|apg", + "item|unmemorable mantle|locg", + "item|unsullied blood|loil", + "item|urn of ashes|apg", + "item|ursine avenger hood|tv", + "item|urumi|tv", + "item|vaccine|lol", + "item|vaccine|tv", + "item|vampire-fang morningstar|tv", + "item|vampiric scythe|lotgb", + "item|vanishing coin|crb", + "item|vanishing wayfinder|locg", + "item|vapor sphere|som", + "item|vaporous pipe|tv", + "item|varisian emblem|tv", + "item|vaultbreaker's harness|aoe2", + "item|vaultbreaker's harness|tv", + "item|vengeful arm|loil", + "item|venomed tongue|loil", + "item|venomous cure fulu|som", + "item|ventriloquist's ring|bb", + "item|ventriloquist's ring|crb", + "item|verdant branch|tv", + "item|verdant staff|crb", + "item|vermin repellent agent|lopsg", + "item|vestige lenses|lol", + "item|vexing vapor|lotgb", + "item|vial of the immortal wellspring|da", + "item|victory plate|apg", + "item|vigilant eye|tv", + "item|vine arrow|crb", + "item|vine of roses|lotgb", + "item|vine whip|tv", + "item|violet ray|g&g", + "item|violet venom|tv", + "item|violin of the waves|tv", + "item|viper arrow|crb", + "item|viper rapier|tv", + "item|viper's fang|crb", + "item|visap|loil", + "item|voice from the grave|tv", + "item|voicebox|tv", + "item|vorpal|crb", + "item|voyager's pack|crb", + "item|vulture's wing|loil", + "item|waffle iron|lotgb", + "item|wakizashi|apg", + "item|walking cauldron|apg", + "item|wand cane|tv", + "item|wand of caustic effluence|pfum", + "item|wand of choking mist|tv", + "item|wand of chromatic burst|tv", + "item|wand of clinging rime|tv", + "item|wand of contagious frailty|tv", + "item|wand of continuation|crb", + "item|wand of crackling lightning|apg", + "item|wand of crushing leaps|tv", + 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"item|waterproof journal|lopsg", + "item|waterproofing wax|som", + "item|waterskin|crb", + "item|waverider barding|lotgb", + "item|wax key blank|lopsg", + "item|wayfinder|crb", + "item|weapon harness|tv", + "item|weapon potency|crb", + "item|weapon shot|tv", + "item|weapon siphon|tv", + "item|weapon-weird oil|tv", + "item|weeping midnight|aoa5", + "item|wet shock snare|lotgb", + "item|wheel blades|lotgb", + "item|wheel spikes|lotgb", + "item|wheelbarrow|lotgb", + "item|whelming scrimshaw|tv", + "item|whip claw|loag", + "item|whip of compliance|ec2", + "item|whipstaff|tv", + "item|whip|crb", + "item|whirlwind vial|tv", + "item|whisper briolette|aoe4", + "item|whisper of the first lie|crb", + "item|whisperer of souls|tv", + "item|whispering staff|tv", + "item|whistle of calling|lokl", + "item|wig of holding|lotgb", + "item|wildwood ink|tv", + "item|wind and fire wheel|frp2", + "item|wind at your back|tv", + "item|wind ocarina|tv", + "item|wind-catcher|lotgb", + "item|wind-up cart|g&g", + "item|wind-up wings|g&g", + "item|winder's ring|ooa2", + "item|windlass bolas|tv", + "item|wine of the blood|da", + "item|winged boots|crb", + "item|winged|apg", + "item|winter wolf elixir|crb", + "item|wish blade|loag", + "item|wish knife|loag", + "item|witch's finger|tv", + "item|withering|gmg", + "item|wizard's tower|lotgb", + "item|wolf fang|crb", + "item|wolfjaw armor|tv", + "item|wolfsbane|crb", + "item|wondrous figurines|ec2", + "item|wondrous figurines|sot2", + "item|wondrous figurine|crb", + "item|wooden breastplate|tv", + "item|wooden nickel|tv", + "item|wooden shield|crb", + "item|wooden taws|tv", + "item|wordreaper|tok", + "item|worm vial|tv", + "item|wounding oil|tv", + "item|wounding|crb", + "item|wovenwood shield|lotgb", + "item|wrecker|tv", + "item|wrenchgear|loil", + "item|wrestler's armbands|tv", + "item|writ of authenticity|lopsg", + "item|writing set|crb", + "item|wyrm claw|tv", + "item|wyrm drinker|sot5", + "item|wyrm on the wing|tv", + "item|wyvern poison|crb", + "item|x's lizard|lotg", + "item|yarrow-root bandage|lotg", + "item|zealot staff|tv", + "item|zerk|gmg", + "item|zombie staff|tv", + "item|zulfikar|loil", + "ritual|abyssal pact|b1", + "ritual|angelic messenger|b1", + "ritual|anima invocation (modified)|aoa6", + "ritual|animate object|crb", + "ritual|arcane weaving|sot1", + "ritual|asmodean wager|som", + "ritual|astral projection|apg", + "ritual|atone|crb", + "ritual|awaken animal|crb", + "ritual|awaken object|som", + "ritual|awaken portal|av1", + "ritual|bathe in blood|som", + "ritual|blight|crb", + "ritual|call spirit|crb", + "ritual|clone|apg", + "ritual|commune with nature|crb", + "ritual|commune|crb", + "ritual|community repair|sot2", + "ritual|concealment's curtain|som", + "ritual|consecrate|crb", + "ritual|construct mindscape|da", + "ritual|control weather|crb", + "ritual|create demiplane|apg", + "ritual|create skinstitch|aoe2", + "ritual|create undead|crb", + "ritual|daemonic pact|b2", + "ritual|div pact|b3", + "ritual|dread ambience|som", + "ritual|elemental sentinel|som", + "ritual|empower ley line|som", + "ritual|establish nexus|som", + "ritual|fantastic façade|apg", + "ritual|fey abeyance|sot1", + "ritual|freedom|crb", + "ritual|garden of death|som", + "ritual|geas|crb", + "ritual|guardian's aegis|som", + "ritual|heartbond|apg", + "ritual|heroes' feast|apg", + "ritual|ideal mimicry|som", + "ritual|imprisonment|crb", + "ritual|infernal pact|b1", + "ritual|inveigle|crb", + "ritual|legend lore|crb", + "ritual|lucky month|lotg", + "ritual|mind swap|som", + "ritual|mindscape door|da", + "ritual|mosquito blight|lomm", + "ritual|mystic carriage|som", + "ritual|owb pact|b3", + "ritual|planar ally|crb", + "ritual|planar binding|crb", + "ritual|plant growth|crb", + "ritual|portrait of spite|som", + "ritual|primal call|crb", + "ritual|purify soul path|som", + "ritual|raga of remembrance|lomm", + "ritual|ravenous reanimation|b2", + "ritual|reincarnate|apg", + "ritual|rest eternal|apg", + "ritual|resurrect|crb", + "ritual|simulacrum|apg", + "ritual|statuette|ec4", + "ritual|tattoo whispers|sot1", + "ritual|teleportation circle|apg", + "ritual|terminate bloodline|ec5", + "ritual|the world's a stage|som", + "ritual|unfettered mark|aoe5", + "ritual|unseen custodians|apg", + "ritual|ward domain|apg", + "ritual|word of recall|apg", + "skill|acrobatics|crb", + "skill|arcana|crb", + "skill|athletics|crb", + "skill|crafting|crb", + "skill|deception|crb", + "skill|diplomacy|crb", + "skill|intimidation|crb", + "skill|lore|crb", + "skill|medicine|crb", + "skill|nature|crb", + "skill|occultism|crb", + "skill|perception|crb", + "skill|performance|crb", + "skill|religion|crb", + "skill|society|crb", + "skill|stealth|crb", + "skill|survival|crb", + "skill|thievery|crb", + "spell|aberrant form|som", + "spell|aberrant whispers|crb", + "spell|abundant step|crb", + "spell|abyssal plague|crb", + "spell|abyssal wrath|crb", + "spell|access lore|apg", + "spell|achaekek's clutch|lol", + "spell|acid arrow|crb", + "spell|acid splash|crb", + "spell|acid storm|logm", + "spell|acidic burst|logm", + "spell|adapt self|logm", + "spell|adaptive ablation|logm", + "spell|admonishing ray|aoe2", + "spell|aerial form|crb", + "spell|agile feet|crb", + "spell|agitate|logm", + "spell|agonizing despair|apg", + "spell|air bubble|crb", + "spell|air walk|crb", + "spell|airburst|sot1", + "spell|alarm|crb", + "spell|all is one, one is all|lol", + "spell|allegro|crb", + "spell|alter reality|crb", + "spell|anathematic reprisal|crb", + "spell|ancestral defense|apg", + "spell|ancestral form|apg", + "spell|ancestral memories|crb", + "spell|ancestral touch|apg", + "spell|angel form|som", + "spell|angelic halo|crb", + "spell|angelic wings|crb", + "spell|animal allies|som", + "spell|animal feature|apg", + "spell|animal form|crb", + "spell|animal messenger|crb", + "spell|animal vision|crb", + "spell|animate dead|apg", + "spell|animate rope|apg", + "spell|animated assault|apg", + "spell|animus mine|logm", + "spell|ant haul|crb", + "spell|anticipate peril|logm", + "spell|antimagic field|crb", + "spell|apex companion|aoa6", + "spell|appearance of wealth|crb", + "spell|approximate|som", + "spell|aqueous orb|apg", + "spell|arcane countermeasure|crb", + "spell|armor of bones|apg", + "spell|aromatic lure|lol", + "spell|artistic flourish|crb", + "spell|ash cloud|som", + "spell|asterism|logm", + "spell|astral labyrinth|ec6", + "spell|astral rain|da", + "spell|athletic rush|crb", + "spell|augment summoning|crb", + "spell|augury|crb", + "spell|aura of the unremarkable|frp1", + "spell|avatar|crb", + "spell|awaken entropy|da", + "spell|baleful polymorph|crb", + "spell|bandit's doom|som", + "spell|bane|crb", + "spell|banishment|crb", + "spell|barkskin|crb", + "spell|battlefield persistence|apg", + "spell|beastmaster trance|apg", + "spell|befitting attire|som", + "spell|befuddle|logm", + "spell|behold the weave|da", + "spell|bestial curse|apg", + "spell|bilocation|da", + "spell|bind soul|crb", + "spell|bind undead|crb", + "spell|bit of luck|crb", + "spell|biting words|som", + "spell|black tentacles|crb", + "spell|blackfingers's blades|sot3", + "spell|blade barrier|crb", + "spell|blanket of stars|apg", + "spell|blazing dive|som", + "spell|blazing fissure|som", + "spell|blessing of defiance|som", + "spell|bless|crb", + "spell|blightburn blast|ec5", + "spell|blind ambition|crb", + "spell|blinding beauty|apg", + "spell|blinding fury|apg", + "spell|blindness|crb", + "spell|blink charge|som", + "spell|blinking flame aura|loil", + "spell|blink|crb", + "spell|blistering invective|apg", + "spell|blister|apg", + "spell|blood feast|ec4", + "spell|blood vendetta|apg", + "spell|blood ward|apg", + "spell|bloodspray curse|som", + "spell|blur|crb", + "spell|boil blood|som", + "spell|boost eidolon|som", + "spell|bottle the storm|logm", + "spell|bottomless stomach|som", + "spell|bracing tendrils|da", + "spell|brain drain|apg", + "spell|brand the impenitent|logm", + "spell|breadcrumbs|som", + "spell|breath of drought|ec1", + "spell|breath of life|crb", + "spell|buffeting winds|lokl", + "spell|bullhorn|som", + "spell|burning blossoms|som", + "spell|burning hands|crb", + "spell|buzzing bites|lomm", + "spell|cackle|apg", + "spell|call of the grave|crb", + "spell|call the blood|av3", + "spell|call to arms|apg", + "spell|calm emotions|crb", + "spell|canticle of everlasting grief|som", + "spell|captivating adoration|crb", + "spell|cascade countermeasure|som", + "spell|cast into time|som", + "spell|cataclysm|crb", + "spell|catch your name|som", + "spell|celestial brand|crb", + "spell|chain lightning|crb", + "spell|chameleon coat|apg", + "spell|champion's sacrifice|crb", + "spell|charged javelin|logm", + "spell|charitable urge|apg", + "spell|charming touch|crb", + "spell|charming words|crb", + "spell|charm|crb", + "spell|chill touch|crb", + "spell|chilling darkness|crb", + "spell|chilling spray|logm", + "spell|chroma leach|apg", + "spell|chromatic armor|som", + "spell|chromatic image|som", + "spell|chromatic ray|som", + "spell|chromatic wall|crb", + "spell|cinder gaze|da", + "spell|circle of protection|crb", + "spell|claim curse|som", + "spell|claim undead|apg", + "spell|clairaudience|crb", + "spell|clairvoyance|crb", + "spell|clawsong|sot3", + "spell|cleansing flames|frp3", + "spell|clinging ice|apg", + "spell|clinging shadows stance|apg", + "spell|cloak of colors|crb", + "spell|cloak of light|sot4", + "spell|cloak of shadow|crb", + "spell|clone companion|som", + "spell|cloudkill|crb", + "spell|clownish curse|ec2", + "spell|collective transposition|crb", + "spell|color spray|crb", + "spell|combustion|som", + "spell|commanding lash|crb", + "spell|command|crb", + "spell|compel true name|som", + "spell|competitive edge|crb", + "spell|comprehend language|crb", + "spell|concordant choir|som", + "spell|cone of cold|crb", + "spell|confusion|crb", + "spell|consecrate flesh|lokl", + "spell|consuming darkness|apg", + "spell|contagious idea|da", + "spell|contingency|crb", + "spell|continual flame|crb", + "spell|control sand|ec5", + "spell|control water|crb", + "spell|coral eruption|som", + "spell|corrosive body|som", + "spell|cosmic form|som", + "spell|counter performance|crb", + "spell|countless eyes|apg", + "spell|cozy cabin|apg", + "spell|crashing wave|apg", + "spell|create food|crb", + "spell|create water|crb", + "spell|creation|crb", + "spell|crisis of faith|crb", + "spell|crusade|crb", + "spell|crushing despair|crb", + "spell|crushing ground|som", + "spell|cry of destruction|crb", + "spell|cup of dust|logm", + "spell|curse of death|apg", + "spell|curse of lost time|apg", + "spell|daemon form|som", + "spell|dance of darkness|apg", + "spell|dancing blade|da", + "spell|dancing lights|crb", + "spell|dancing shield|lokl", + "spell|darkened eyes|crb", + "spell|darklight|som", + "spell|darkness|crb", + "spell|darkvision|crb", + "spell|day's weight|som", + "spell|daydreamer's curse|av2", + "spell|daze|crb", + "spell|dazzling flash|crb", + "spell|deafness|crb", + "spell|death knell|crb", + "spell|death ward|crb", + "spell|death's call|crb", + "spell|debilitating dichotomy|apg", + "spell|deceiver's cloak|apg", + "spell|deity's strike|som", + "spell|delay affliction|apg", + "spell|delay consequence|logm", + "spell|deluge|ec6", + "spell|delusional pride|crb", + "spell|demon form|som", + "spell|desperate repair|lokl", + "spell|destructive aura|crb", + "spell|detect alignment|crb", + "spell|detect creator|lokl", + "spell|detect magic|crb", + "spell|detect poison|crb", + "spell|detect scrying|crb", + "spell|devil form|som", + "spell|devour life|ec6", + "spell|diabolic edict|crb", + "spell|diamond dust|logm", + "spell|dim the light|apg", + "spell|dimension door|crb", + "spell|dimensional anchor|crb", + "spell|dimensional assault|som", + "spell|dimensional lock|crb", + "spell|dimensional steps|crb", + "spell|dinosaur form|crb", + "spell|dirge of doom|crb", + "spell|disappearance|crb", + "spell|discern lies|crb", + "spell|discern location|crb", + "spell|discern secrets|apg", + "spell|disintegrate|crb", + "spell|disjunction|crb", + "spell|dismantle|apg", + "spell|dispel magic|crb", + "spell|disperse into air|crb", + "spell|disrupt undead|crb", + "spell|disrupting weapons|crb", + "spell|distortion lens|da", + "spell|distracting chatter|som", + "spell|dividing trench|lokl", + "spell|divine armageddon|som", + "spell|divine aura|crb", + "spell|divine decree|crb", + "spell|divine inspiration|crb", + "spell|divine lance|crb", + "spell|divine plagues|logm", + "spell|divine vessel|crb", + "spell|divine wrath|crb", + "spell|diviner's sight|crb", + "spell|divinity leech|aoe6", + "spell|dominate|crb", + "spell|door to beyond|logm", + "spell|downpour|crb", + "spell|draconic barrage|logm", + "spell|dragon breath|crb", + "spell|dragon claws|crb", + "spell|dragon form|crb", + "spell|dragon wings|crb", + "spell|drain life|crb", + "spell|draw ire|som", + "spell|draw the lightning|som", + "spell|dread aura|crb", + "spell|dread secret|apg", + "spell|dream council|crb", + "spell|dream message|crb", + "spell|dreamer's call|crb", + "spell|dreaming potential|crb", + "spell|drop dead|crb", + "spell|dull ambition|apg", + "spell|duplicate foe|crb", + "spell|dust storm|logm", + "spell|dutiful challenge|logm", + "spell|déjà vu|apg", + "spell|earthbind|crb", + "spell|earthquake|crb", + "spell|echoing weapon|som", + "spell|eclipse burst|crb", + "spell|ectoplasmic expulsion|av3", + "spell|ectoplasmic interstice|logm", + "spell|efficient apport|som", + "spell|eidolon's wrath|som", + "spell|eject soul|logm", + "spell|electric arc|crb", + "spell|electrified crystal ward|aoa4", + "spell|element embodied|som", + "spell|elemental absorption|som", + "spell|elemental annihilation wave|som", + "spell|elemental betrayal|apg", + "spell|elemental blast|crb", + "spell|elemental confluence|som", + "spell|elemental form|crb", + "spell|elemental gift|som", + "spell|elemental motion|crb", + "spell|elemental tempest|crb", + "spell|elemental toss|crb", + "spell|elemental zone|som", + "spell|embrace the pit|crb", + "spell|empathic link|lokl", + "spell|empty body|crb", + "spell|empty inside|logm", + "spell|empty pack|da", + "spell|endure elements|crb", + "spell|endure|logm", + "spell|enduring might|crb", + "spell|energy absorption|crb", + "spell|energy aegis|crb", + "spell|enervation|apg", + "spell|enhance senses|lokl", + "spell|enhance victuals|crb", + "spell|enlarge companion|apg", + "spell|enlarge|crb", + "spell|entangle|crb", + "spell|enthrall|crb", + "spell|entrancing eyes|ec4", + "spell|entropic wheel|da", + "spell|envenom companion|som", + "spell|ephemeral hazards|logm", + "spell|ephemeral tracking|apg", + "spell|eradicate undeath|crb", + "spell|erase trail|lokl", + "spell|establish ward|apg", + "spell|ethereal jaunt|crb", + "spell|etheric shards|da", + "spell|euphoric renewal|da", + "spell|evil eye|apg", + "spell|evolution surge|som", + "spell|exchange image|aoa3", + "spell|expeditious excavation|logm", + "spell|extend boost|som", + "spell|extend spell|crb", + "spell|extract poison|som", + "spell|eyes of the dead|botd", + "spell|fabricated truth|crb", + "spell|face in the crowd|crb", + "spell|faerie dust|crb", + "spell|faerie fire|crb", + "spell|falling sky|da", + "spell|fallow field|logm", + "spell|false life|crb", + "spell|false nature|da", + "spell|false vision|crb", + "spell|familiar form|lopsg", + "spell|familiar's face|apg", + "spell|fatal aria|crb", + "spell|fated confrontation|som", + "spell|favorable review|ec2", + "spell|fear the sun|sot4", + "spell|fearful feast|av3", + "spell|fear|crb", + "spell|feast of ashes|logm", + "spell|feather fall|crb", + "spell|feeblemind|crb", + "spell|feet to fins|crb", + "spell|feral shades|som", + "spell|fey disappearance|crb", + "spell|fey form|som", + "spell|fey glamour|crb", + "spell|field of life|crb", + "spell|fiery body|crb", + "spell|final sacrifice|apg", + "spell|finger of death|crb", + "spell|fire ray|crb", + "spell|fire seeds|crb", + "spell|fire shield|crb", + "spell|fireball|crb", + "spell|flame barrier|crb", + "spell|flame strike|crb", + "spell|flame vortex|som", + "spell|flame wisp|som", + "spell|flaming fusillade|apg", + "spell|flaming sphere|crb", + "spell|flammable fumes|som", + "spell|fleet step|crb", + "spell|flesh to stone|crb", + "spell|floating disk|crb", + "spell|flowing strike|som", + "spell|fly|crb", + "spell|focusing hum|da", + "spell|font of serenity|logm", + "spell|for love, for lightning|lokl", + "spell|forbidden thought|da", + "spell|forbidding ward|crb", + "spell|force bolt|crb", + "spell|force cage|apg", + "spell|force fang|som", + "spell|forced mercy|lokl", + "spell|forced quiet|crb", + "spell|forceful hand|som", + "spell|foresee the path|da", + "spell|foresight|crb", + "spell|forgotten lines|aoa3", + "spell|foul miasma|logm", + "spell|freedom of movement|crb", + "spell|frenzied revelry|da", + "spell|friendfetch|sot1", + "spell|frigid flurry|som", + "spell|frost's touch|tv", + "spell|fungal hyphae|logm", + "spell|fungal infestation|apg", + "spell|gale blast|som", + "spell|gaseous form|crb", + "spell|gasping marsh|sot3", + "spell|gate|crb", + "spell|genie's veil|apg", + "spell|gentle repose|crb", + "spell|geyser|som", + "spell|ghost sound|crb", + "spell|ghostly shift|da", + "spell|ghostly tragedy|apg", + "spell|ghostly transcription|logm", + "spell|ghostly weapon|crb", + "spell|ghoulish cravings|crb", + "spell|girzanje's march|sot3", + "spell|glacial heart|lol", + "spell|glibness|crb", + "spell|glimmer of charm|som", + "spell|glimpse the truth|crb", + "spell|glimpse weakness|da", + "spell|glitterdust|crb", + "spell|globe of invulnerability|crb", + "spell|glutton's jaws|crb", + "spell|glyph of warding|crb", + "spell|goblin pox|crb", + "spell|goodberry|crb", + "spell|gouging claw|som", + "spell|grasping grave|crb", + "spell|grave impressions|sot1", + "spell|gravitational pull|som", + "spell|gravity weapon|apg", + "spell|gravity well|logm", + "spell|gray shadow|sot3", + "spell|grease|crb", + "spell|grim tendrils|crb", + "spell|grisly growths|apg", + "spell|gritty wheeze|tok", + "spell|guidance|crb", + "spell|guiding star|som", + "spell|gust of wind|crb", + "spell|halcyon infusion|lol", + "spell|hallowed ground|botd", + "spell|hallucination|crb", + "spell|hallucinatory terrain|crb", + "spell|hand of the apprentice|crb", + "spell|harm|crb", + "spell|hasted assault|som", + "spell|haste|crb", + "spell|haunting hymn|som", + "spell|heal animal|crb", + "spell|heal companion|apg", + "spell|healer's blessing|crb", + "spell|healing plaster|som", + "spell|healing well|som", + "spell|heal|crb", + "spell|heart's desire|apg", + "spell|heat metal|apg", + "spell|hellfire plume|crb", + "spell|hero's defiance|crb", + "spell|heroic feat|apg", + "spell|heroism|crb", + "spell|hideous laughter|crb", + "spell|hollow heart|da", + "spell|hologram cage|da", + "spell|holy cascade|crb", + "spell|horizon thunder sphere|som", + "spell|horrid wilting|crb", + "spell|horrific visage|crb", + "spell|house of imaginary walls|crb", + "spell|humanoid form|crb", + "spell|hunter's luck|apg", + "spell|hunter's vision|apg", + "spell|hurtling stone|crb", + "spell|hydraulic push|crb", + "spell|hydraulic torrent|crb", + "spell|hymn of healing|apg", + "spell|hypercognition|crb", + "spell|hyperfocus|logm", + "spell|hypnotic pattern|crb", + "spell|ice storm|apg", + "spell|ignite fireworks|som", + "spell|ill omen|logm", + "spell|illusory creature|crb", + "spell|illusory disguise|crb", + "spell|illusory object|crb", + "spell|illusory scene|crb", + "spell|imaginary weapon|da", + "spell|imp sting|aoe4", + "spell|impaling briars|crb", + "spell|impaling spike|apg", + "spell|impeccable flow|sot1", + "spell|impending doom|som", + "spell|implement of destruction|da", + "spell|implosion|crb", + "spell|imprint message|apg", + "spell|incendiary aura|apg", + "spell|indestructibility|apg", + "spell|inevitable destination|da", + "spell|inevitable disaster|som", + "spell|inexhaustible cynicism|som", + "spell|infectious enthusiasm|som", + "spell|infectious melody|som", + "spell|inner radiance torrent|som", + "spell|inscrutable mask|som", + "spell|insect form|crb", + "spell|inspire competence|crb", + "spell|inspire courage|crb", + "spell|inspire defense|crb", + "spell|inspire heroics|crb", + "spell|instant armor|som", + "spell|interstellar void|apg", + "spell|invisibility cloak|crb", + "spell|invisibility curtain|som", + "spell|invisibility sphere|crb", + "spell|invisibility|crb", + "spell|invisible item|apg", + "spell|invoke spirits|som", + "spell|invoke the crimson oath|locg", + "spell|invoke true name|som", + "spell|iron gut|logm", + "spell|isolation|da", + "spell|item facade|crb", + "spell|jealous hex|crb", + "spell|join pasts|aoa3", + "spell|jump|crb", + "spell|juvenile companion|som", + "spell|ki blast|crb", + "spell|ki form|apg", + "spell|ki rush|crb", + "spell|ki strike|crb", + "spell|kinetic ram|da", + "spell|knock|crb", + "spell|know direction|crb", + "spell|know the enemy|crb", + "spell|lament|logm", + "spell|lay on hands|crb", + "spell|leng sting|aoe4", + "spell|levitate|crb", + "spell|liberating command|logm", + "spell|life boost|apg", + "spell|life connection|som", + "spell|life link|apg", + "spell|life pact|lokl", + "spell|life siphon|crb", + "spell|life-giving form|apg", + "spell|lifelink surge|som", + "spell|lift nature's caul|av3", + "spell|light of revelation|locg", + "spell|lightning bolt|crb", + "spell|lightning storm|apg", + "spell|light|crb", + "spell|lingering composition|crb", + "spell|linnorm sting|aoe4", + "spell|litany against sloth|crb", + "spell|litany against wrath|crb", + "spell|litany of depravity|apg", + "spell|litany of righteousness|crb", + "spell|litany of self-interest|apg", + "spell|localized quake|crb", + "spell|locate|crb", + "spell|lock item|lokl", + "spell|lock|crb", + "spell|longstrider|crb", + "spell|loose time's arrow|da", + "spell|loremaster's etude|crb", + "spell|lose the path|som", + "spell|lucky break|crb", + "spell|lucky number|som", + "spell|mad monkeys|apg", + "spell|mage armor|crb", + "spell|mage hand|crb", + "spell|magic aura|crb", + "spell|magic fang|crb", + "spell|magic hide|apg", + "spell|magic mailbox|som", + "spell|magic missile|crb", + "spell|magic mouth|crb", + "spell|magic stone|apg", + "spell|magic warrior aspect|lowg", + "spell|magic warrior transformation|lowg", + "spell|magic weapon|crb", + "spell|magic's vessel|crb", + "spell|magical fetters|aoe2", + "spell|magnetic acceleration|som", + "spell|magnetic attraction|som", + "spell|magnetic repulsion|som", + "spell|magnificent mansion|crb", + "spell|malicious shadow|apg", + "spell|malignant sustenance|crb", + "spell|manifold lives|da", + "spell|mantis form|lowg", + "spell|mantle of the frozen heart|som", + "spell|mantle of the magma heart|som", + "spell|mariner's curse|crb", + "spell|martyr's intervention|lokl", + "spell|mask of terror|crb", + "spell|massacre|crb", + "spell|maze of locked doors|aoe2", + "spell|maze|crb", + "spell|medusa's wrath|apg", + "spell|meld into stone|crb", + "spell|mending|crb", + "spell|message rune|logm", + "spell|message|crb", + "spell|meteor swarm|crb", + "spell|mimic undead|som", + "spell|mind blank|crb", + "spell|mind games|sot1", + "spell|mind of menace|som", + "spell|mind probe|crb", + "spell|mind reading|crb", + "spell|mindlink|crb", + "spell|miracle|crb", + "spell|mirecloak|sot3", + "spell|mirror image|crb", + "spell|mirror malefactors|som", + "spell|mirror's misfortune|som", + "spell|misdirection|crb", + "spell|mislead|crb", + "spell|modify memory|crb", + "spell|moment of renewal|crb", + "spell|momentary recovery|da", + "spell|monstrosity form|crb", + "spell|moon frenzy|crb", + "spell|moonbeam|crb", + "spell|moonburst|sot4", + "spell|moonlight bridge|apg", + "spell|moonlight ray|sot4", + "spell|morass of ages|da", + "spell|moth's supper|da", + "spell|mud pit|som", + "spell|murderous vine|som", + "spell|mystic beacon|crb", + "spell|nature incarnate|crb", + "spell|nature's bounty|crb", + "spell|nature's enmity|crb", + "spell|nature's reprisal|som", + "spell|necromancer's generosity|som", + "spell|necrotic radiation|ec4", + "spell|necrotize|som", + "spell|needle of vengeance|apg", + "spell|negate aroma|crb", + "spell|nettleskin|tok", + "spell|neutralize poison|crb", + "spell|nightmare|crb", + "spell|nondetection|crb", + "spell|noxious vapors|apg", + "spell|nudge fate|apg", + "spell|nudge the odds|som", + "spell|nullify|som", + "spell|nymph's token|apg", + "spell|oathkeeper's insignia|logm", + "spell|object memory|logm", + "spell|object reading|apg", + "spell|obscuring mist|crb", + "spell|ocular overload|som", + "spell|ode to ouroboros|apg", + "spell|omnidirectional scan|da", + "spell|one with the land|som", + "spell|oneiric mire|som", + "spell|ooze form|som", + "spell|ordained purpose|aoe5", + "spell|organsight|som", + "spell|outcast's curse|crb", + "spell|over the coals|da", + "spell|overflowing sorrow|logm", + "spell|overstuff|crb", + "spell|overwhelming presence|crb", + "spell|pact broker|da", + "spell|painful vibrations|som", + "spell|paralyze|crb", + "spell|paranoia|crb", + "spell|parch|logm", + "spell|pass without trace|crb", + "spell|passwall|crb", + "spell|path of least resistance|da", + "spell|penumbral disguise|sot4", + "spell|penumbral shroud|logm", + "spell|perfect strike|locg", + "spell|perfect strike|lowg", + "spell|perfected form|crb", + "spell|perfected mind|crb", + "spell|pernicious poltergeist|som", + "spell|perseis's precautions|lopsg", + "spell|persistent servant|som", + "spell|personal blizzard|apg", + "spell|personal rain cloud|ec1", + "spell|pest form|crb", + "spell|pet cache|apg", + "spell|petal storm|som", + "spell|phantasmal calamity|crb", + "spell|phantasmal killer|crb", + "spell|phantasmal treasure|apg", + "spell|phantom crowd|som", + "spell|phantom pain|crb", + "spell|phantom prison|som", + "spell|phantom steed|crb", + "spell|phase bolt|da", + "spell|phase familiar|apg", + "spell|physical boost|crb", + "spell|pied piping|apg", + "spell|pillar of water|ec2", + "spell|pillars of sand|ec5", + "spell|plane shift|crb", + "spell|plant form|crb", + "spell|pocket library|som", + "spell|polar ray|crb", + "spell|poltergeist's fury|da", + "spell|portrait of the artist|som", + "spell|positive attunement|som", + "spell|positive luminance|crb", + "spell|possession|crb", + "spell|power word blind|crb", + "spell|power word kill|crb", + "spell|power word stun|crb", + "spell|powerful inhalation|som", + "spell|practice makes perfect|aoa4", + "spell|precious metals|crb", + "spell|prestidigitation|crb", + "spell|primal herd|crb", + "spell|primal phenomenon|crb", + "spell|primal summons|crb", + "spell|prismatic armor|som", + "spell|prismatic shield|aoe6", + "spell|prismatic sphere|crb", + "spell|prismatic spray|crb", + "spell|prismatic wall|crb", + "spell|private sanctum|crb", + "spell|produce flame|crb", + "spell|project image|crb", + "spell|proliferating eyes|som", + "spell|protect companion|som", + "spell|protection|crb", + "spell|protective ward|crb", + "spell|protector tree|som", + "spell|protector's sacrifice|crb", + "spell|protector's sphere|crb", + "spell|prying eye|crb", + "spell|prying survey|ec6", + "spell|puff of poison|som", + "spell|pulse of the city|crb", + "spell|pulverizing cascade|som", + "spell|pummeling rubble|apg", + "spell|punishing winds|crb", + "spell|purify food and drink|crb", + "spell|purifying icicle|lokl", + "spell|purifying veil|da", + "spell|purple worm sting|crb", + "spell|pushing gust|crb", + "spell|putrefy food and drink|aoe2", + "spell|pyrotechnics|ec2", + "spell|quench|apg", + "spell|quick sort|som", + "spell|quicken time|da", + "spell|quivering palm|crb", + "spell|radiant beam|lokl", + "spell|radiant field|sot4", + "spell|raise dead|crb", + "spell|rally point|da", + "spell|ranger's bramble|apg", + "spell|rapid adaptation|som", + "spell|ravening maw|ec3", + "spell|ravenous portal|som", + "spell|ray of enfeeblement|crb", + "spell|ray of frost|crb", + "spell|read aura|crb", + "spell|read fate|crb", + "spell|read omens|crb", + "spell|read the air|som", + "spell|reaper's lantern|apg", + "spell|rebounding barrier|lol", + "spell|rebuke death|crb", + "spell|redact|logm", + "spell|redistribute potential|da", + "spell|reflective scales|logm", + "spell|regenerate|crb", + "spell|reinforce eidolon|som", + "spell|rejuvenating flames|frp3", + "spell|remake|crb", + "spell|remember the lost|logm", + "spell|remove curse|crb", + "spell|remove disease|crb", + "spell|remove fear|crb", + "spell|remove paralysis|crb", + "spell|repelling pulse|som", + "spell|replicate|som", + "spell|repulsion|crb", + "spell|resilient sphere|crb", + "spell|resist energy|crb", + "spell|resplendent mansion|crb", + "spell|restoration|crb", + "spell|restorative moment|apg", + "spell|restore senses|crb", + "spell|restyle|som", + "spell|retributive pain|crb", + "spell|retrocognition|crb", + "spell|return beacon|frp1", + "spell|return the favor|da", + "spell|return to essence|sot5", + "spell|reverse gravity|crb", + "spell|revival|crb", + "spell|rewinding step|som", + "spell|righteous might|crb", + "spell|rime slick|ec1", + "spell|rip the spirit|som", + "spell|rising surf|som", + "spell|roar of the wyrm|logm", + "spell|roaring applause|som", + "spell|rope trick|crb", + "spell|rouse skeletons|som", + "spell|runic impression|som", + "spell|rusting grasp|apg", + "spell|safe passage|apg", + "spell|safeguard secret|crb", + "spell|sage's curse|av2", + "spell|sanctified ground|crb", + "spell|sanctuary|crb", + "spell|sanguine mist|som", + "spell|savor the sting|crb", + "spell|scatter scree|som", + "spell|schadenfreude|som", + "spell|scholarly recollection|crb", + "spell|scintillating pattern|crb", + "spell|scintillating safeguard|apg", + "spell|scorching ray|som", + "spell|scouring pulse|lokl", + "spell|scouring sand|ec1", + "spell|scrying|crb", + "spell|sculpt sound|apg", + "spell|sea of thought|da", + "spell|sea surge|ec1", + "spell|seal fate|apg", + "spell|searing light|crb", + "spell|seashell of stolen sound|som", + "spell|secret chest|apg", + "spell|secret page|crb", + "spell|see invisibility|crb", + "spell|sending|crb", + "spell|sepulchral mask|apg", + "spell|shadow army|som", + "spell|shadow blast|crb", + "spell|shadow illusion|apg", + "spell|shadow jump|apg", + "spell|shadow projectile|som", + "spell|shadow raid|som", + "spell|shadow siphon|crb", + "spell|shadow spy|da", + "spell|shadow walk|crb", + "spell|shadow's web|apg", + "spell|shaken confidence|da", + "spell|shall not falter, shall not rout|lol", + "spell|shambling horror|botd", + "spell|shape stone|crb", + "spell|shape wood|crb", + "spell|shapechange|crb", + "spell|share burden|logm", + "spell|share lore|logm", + "spell|shared nightmare|crb", + "spell|shatter mind|da", + "spell|shattering gem|logm", + "spell|shatter|crb", + "spell|shepherd of souls|apg", + "spell|shield other|crb", + "spell|shielding strike|som", + "spell|shield|crb", + "spell|shift blame|som", + "spell|shifting form|crb", + "spell|shifting sand|logm", + "spell|shillelagh|crb", + "spell|shocking grasp|crb", + "spell|shockwave|logm", + "spell|shooting star|som", + "spell|show the way|logm", + "spell|shrink item|crb", + "spell|shrink|crb", + "spell|shroud of flame|frp3", + "spell|shroud of night|apg", + "spell|sigil|crb", + "spell|sign of conviction|lokl", + "spell|silence|crb", + "spell|silver's refrain|aoa3", + "spell|sleep|crb", + "spell|slough skin|logm", + "spell|slow|crb", + "spell|snare hopping|apg", + "spell|snowball|lowg", + "spell|soft landing|da", + "spell|solid fog|crb", + "spell|sonata span|som", + "spell|song of marching|apg", + "spell|song of strength|apg", + "spell|song of the fallen|aoa6", + "spell|soothe|crb", + "spell|soothing ballad|crb", + "spell|soothing blossoms|som", + "spell|soothing mist|apg", + "spell|soothing spring|som", + "spell|soothing words|crb", + "spell|soul siphon|apg", + "spell|sound burst|crb", + "spell|speak with animals|crb", + "spell|speak with plants|crb", + "spell|speaking sky|aoe2", + "spell|speaking sky|loil", + "spell|spectral hand|crb", + "spell|spell immunity|crb", + "spell|spell turning|crb", + "spell|spellmaster's ward|lopsg", + "spell|spellwrack|crb", + "spell|spider climb|crb", + "spell|spider sting|crb", + "spell|spike stones|apg", + "spell|spinning staff|som", + "spell|spirit blast|crb", + "spell|spirit link|crb", + "spell|spirit object|lol", + "spell|spirit sense|apg", + "spell|spirit song|crb", + "spell|spirit veil|apg", + "spell|spiritual anamnesis|aoa3", + "spell|spiritual attunement|som", + "spell|spiritual epidemic|crb", + "spell|spiritual guardian|crb", + "spell|spiritual weapon|crb", + "spell|splash of art|crb", + "spell|split the tongue|aoe5", + "spell|spout|som", + "spell|spray of stars|apg", + "spell|stabilize|crb", + "spell|stagnate time|da", + "spell|stasis|logm", + "spell|status|crb", + "spell|steal shadow|apg", + "spell|steal the sky|aoe2", + "spell|steal the sky|loil", + "spell|stinking cloud|crb", + "spell|stoke the heart|apg", + "spell|stone lance|som", + "spell|stone tell|crb", + "spell|stone to flesh|crb", + "spell|stoneskin|crb", + "spell|storm lord|crb", + "spell|storm of vengeance|crb", + "spell|stormburst|sot3", + "spell|stormwind flight|crb", + "spell|strange geometry|apg", + "spell|string of fate|da", + "spell|stumbling curse|sot1", + "spell|subconscious suggestion|crb", + "spell|subjugate undead|botd", + "spell|sudden blight|apg", + "spell|sudden bolt|ec1", + "spell|sudden recollection|som", + "spell|sudden shift|crb", + "spell|suggestion|crb", + "spell|summon anarch|som", + "spell|summon ancient fleshforged|loil", + "spell|summon animal|crb", + "spell|summon archmage|som", + "spell|summon axiom|som", + "spell|summon celestial|crb", + "spell|summon construct|crb", + "spell|summon deific herald|som", + "spell|summon draconic legion|som", + "spell|summon dragon|crb", + "spell|summon elemental|crb", + "spell|summon entity|crb", + "spell|summon fey|crb", + "spell|summon fiend|crb", + "spell|summon giant|crb", + "spell|summon healing servitor|loil", + "spell|summon instrument|apg", + "spell|summon irii|da", + "spell|summon kaiju|som", + "spell|summon lesser servitor|som", + "spell|summon plant or fungus|crb", + "spell|summoner's precaution|som", + "spell|summoner's visage|som", + "spell|sun blade|locg", + "spell|sun's fury|lol", + "spell|sunburst|crb", + "spell|suspended retribution|da", + "spell|swamp of sloth|crb", + "spell|swampcall|sot3", + "spell|swarm form|logm", + "spell|swarming wasp stings|aoe4", + "spell|swarmsense|logm", + "spell|sweet dream|crb", + "spell|symphony of the unfettered heart|apg", + "spell|synaptic pulse|crb", + "spell|synchronize steps|lokl", + "spell|synchronize|som", + "spell|synesthesia|crb", + "spell|take its course|crb", + "spell|talking corpse|crb", + "spell|tame|som", + "spell|tanglefoot|crb", + "spell|tangling creepers|crb", + "spell|telekinetic bombardment|da", + "spell|telekinetic haul|crb", + "spell|telekinetic maneuver|crb", + "spell|telekinetic projectile|crb", + "spell|telekinetic rend|da", + "spell|telepathic bond|crb", + "spell|telepathic demand|crb", + "spell|telepathy|crb", + "spell|teleport|crb", + "spell|tempest form|apg", + "spell|tempest of shades|som", + "spell|tempest surge|crb", + "spell|tempest touch|apg", + "spell|temporal distortion|da", + "spell|temporal twin|da", + "spell|temporal ward|sot5", + "spell|temporary glyph|som", + "spell|temporary tool|logm", + "spell|tempt fate|crb", + "spell|tentacular limbs|crb", + "spell|terrain transposition|apg", + "spell|tesseract tunnel|da", + "spell|tether|logm", + "spell|thermal stasis|da", + "spell|thicket of knives|som", + "spell|thoughtful gift|apg", + "spell|threefold aspect|apg", + "spell|thunderburst|apg", + "spell|thundering dominance|som", + "spell|thunderous strike|som", + "spell|tidal surge|crb", + "spell|time beacon|logm", + "spell|time jump|som", + "spell|time pocket|da", + "spell|time sense|da", + "spell|time skip|da", + "spell|time stop|crb", + "spell|timely tutor|som", + "spell|tireless worker|aoa4", + "spell|tongues|crb", + "spell|tortoise and the hare|som", + "spell|touch of corruption|apg", + "spell|touch of idiocy|crb", + "spell|touch of obedience|crb", + "spell|touch of the moon|crb", + "spell|touch of undeath|crb", + "spell|transcribe moment|lopsg", + "spell|transmute rock and mud|apg", + "spell|traveler's transit|crb", + "spell|tree shape|crb", + "spell|tree stride|crb", + "spell|trickster's twin|crb", + "spell|triple time|crb", + "spell|true seeing|crb", + "spell|true strike|crb", + "spell|true target|crb", + "spell|umbral extraction|som", + "spell|umbral graft|som", + "spell|unblinking flame emblem|loil", + "spell|unblinking flame ignition|loil", + "spell|unblinking flame revelation|lowg", + "spell|unbreaking wave advance|lowg", + "spell|unbreaking wave barrier|loil", + "spell|unbreaking wave containment|loil", + "spell|unbreaking wave vapor|loil", + "spell|uncontrollable dance|crb", + "spell|undeath's blessing|crb", + "spell|undermine reality|ec6", + "spell|undetectable alignment|crb", + "spell|unexpected transposition|som", + "spell|unfathomable song|crb", + "spell|unfetter eidolon|som", + "spell|unfettered pack|crb", + "spell|unfolding wind blitz|loil", + "spell|unfolding wind buffet|loil", + "spell|unfolding wind crash|loil", + "spell|unfolding wind rush|lowg", + "spell|unimpeded stride|crb", + "spell|unity|crb", + "spell|unrelenting observation|crb", + "spell|unseasonable squall|ec1", + "spell|unseen servant|crb", + "spell|unspeakable shadow|som", + "spell|untwisting iron augmentation|loil", + "spell|untwisting iron buffer|lowg", + "spell|untwisting iron pillar|loil", + "spell|untwisting iron roots|loil", + "spell|unusual anatomy|crb", + "spell|updraft|som", + "spell|upheaval|ec6", + "spell|vampiric exsanguination|crb", + "spell|vampiric maiden|apg", + "spell|vampiric touch|crb", + "spell|variable gravity|som", + "spell|vector screen|da", + "spell|veil of confidence|crb", + "spell|veil of dreams|apg", + "spell|veil|crb", + "spell|ventriloquism|crb", + "spell|verdant sprout|ec1", + "spell|verminous lure|sot1", + "spell|vibrant pattern|crb", + "spell|vibrant thorns|crb", + "spell|victory cry|da", + "spell|vigilant eye|crb", + "spell|vision of weakness|apg", + "spell|visions of danger|crb", + "spell|vital beacon|crb", + "spell|volcanic eruption|crb", + "spell|vomit swarm|apg", + "spell|voracious gestalt|som", + "spell|wail of the banshee|crb", + "spell|waking dream|da", + "spell|waking nightmare|crb", + "spell|wall of fire|crb", + "spell|wall of flesh|apg", + "spell|wall of force|crb", + "spell|wall of ice|crb", + "spell|wall of radiance|sot4", + "spell|wall of shadow|sot4", + "spell|wall of stone|crb", + "spell|wall of thorns|crb", + "spell|wall of virtue|lokl", + "spell|wall of water|som", + "spell|wall of wind|crb", + "spell|wanderer's guide|crb", + "spell|warding aggression|som", + "spell|warp mind|crb", + "spell|warp step|da", + "spell|warped terrain|crb", + "spell|warrior's regret|som", + "spell|wash your luck|som", + "spell|water breathing|crb", + "spell|water walk|crb", + "spell|weapon of judgment|crb", + "spell|weapon storm|crb", + "spell|weapon surge|crb", + "spell|weaponize secret|da", + "spell|web of eyes|som", + "spell|web|crb", + "spell|weird|crb", + "spell|whirling flames|apg", + "spell|whirling scarves|logm", + "spell|whirlwind|som", + "spell|wholeness of body|crb", + "spell|wild morph|crb", + "spell|wild shape|crb", + "spell|wild winds stance|crb", + "spell|wildfire|som", + "spell|wilding word|apg", + "spell|wind jump|crb", + "spell|wind walk|crb", + "spell|wind whispers|da", + "spell|winning streak|som", + "spell|winter bolt|logm", + "spell|wish-twisted form|apg", + "spell|wish|crb", + "spell|withering grasp|logm", + "spell|word of freedom|crb", + "spell|word of truth|crb", + "spell|wordsmith|da", + "spell|worm's repast|av1", + "spell|wronged monk's wrath|frp1", + "spell|wyvern sting|aoe4", + "spell|you're mine|crb", + "spell|zeal for battle|crb", + "spell|zealous conviction|crb", + "spell|zenith star|logm", + "spell|zero gravity|som", + "spell|zone of truth|crb", + "table|ability modifiers|crb", + "table|ability quirks|da", + "table|adventuring gear|crb", + "table|alchemical gear|crb", + "table|alignment aura|crb", + "table|alkenstar services|ooa1", + "table|animal caretaking gear prices|lotg", + "table|animal instincts|crb", + "table|animal prices|lotg", + "table|animals|crb", + "table|armor upgrade prices|crb", + "table|armor|crb", + "table|automatic bonus progression|gmg", + "table|barding|crb", + "table|basic services and consumables|crb", + "table|bulk conversions|crb", + "table|bulk of creatures|crb", + "table|changing equipment|crb", + "table|character wealth|crb", + "table|climb and swim distance|crb", + "table|coin values|crb", + "table|common crimes and punishments|lotg", + "table|common languages|crb", + "table|cost of living|crb", + "table|cost to increase rank|gmg", + "table|crafting downtime events|tv", + "table|creature creation rituals|crb", + "table|creature identification skills|crb", + "table|creature xp (no level)|gmg", + "table|creature xp and role|crb", + "table|critical fumble deck: melee|cfd", + "table|critical fumble deck: ranged|cfd", + "table|critical fumble deck: spell|cfd", + "table|critical fumble deck: unarmed|cfd", + "table|critical hit deck: bludgeoning|chd", + "table|critical hit deck: bomb or spell|chd", + "table|critical hit deck: piercing|chd", + "table|critical hit deck: slashing|chd", + "table|damaging armor|crb", + "table|days of setup time|tv", + "table|dc adjustments|crb", + "table|dcs by level|crb", + "table|devastating weapons|gmg", + "table|differently sized items|crb", + "table|domains|crb", + "table|domains|logm", + "table|downtime events|gmg", + "table|dragon instincts|crb", + "table|earn income tasks|gmg", + "table|encounter budget|crb", + "table|enviromental damage|crb", + "table|enviromental features|crb", + "table|experimental metal compositions|ooa3", + "table|flaming whiskey effects|ooa1", + "table|flexible spellcaster spells per day|som", + "table|formulas|crb", + "table|fundamental runes|crb", + "table|general feats|crb", + "table|general skill feats|crb", + "table|hazard xp|crb", + "table|hero point deck|hpd", + "table|high-quality armor|gmg", + "table|high-quality skill item|gmg", + "table|high-quality weapons|gmg", + "table|hired help|aoa2", + "table|housing costs|lotg", + "table|income earned|crb", + "table|innovation armor statistics|g&g", + "table|learning a spell|crb", + "table|magical gear|crb", + "table|mana storm effects|ooa2", + "table|martial melee weapons|logm", + "table|material hardness, hit points, and broken threshold|crb", + "table|melee weapons|crb", + "table|mixed drink effects|ooa1", + "table|monk unarmed attacks|crb", + "table|party treasure by level|crb", + "table|personal staves|som", + "table|quirks|gmg", + "table|ranged weapons|crb", + "table|regional languages|crb", + "table|relic gifts|gmg", + "table|resilient armor|gmg", + "table|rituals by level|crb", + "table|scroll statistics|crb", + "table|secret language|crb", + "table|services and fare|ooa1", + "table|shields|crb", + "table|simple dcs|crb", + "table|simple skill dcs (no level)|gmg", + "table|size and reach|crb", + "table|skill points by level|gmg", + "table|skills, key abilities, and actions|crb", + "table|spellcasting services|crb", + "table|stamina and hit points by class|gmg", + "table|suggested character options|ooa0", + "table|temperature effects|crb", + "table|the nine alignments|crb", + "table|travel speed|crb", + "table|treasure by encounter|gmg", + "table|unarmed attacks|crb", + "table|unarmored defense|crb", + "table|uncommon adventuring gear|crb", + "table|uncommon languages|crb", + "table|uncommon martial melee weapons|logm", + "table|uncommon martial ranged weapons|logm", + "table|uncommon membership services|da", + "table|watches and rest|crb", + "table|weapon upgrade price|crb", + "table|wellspring surges|som", + "table|xp awards|crb", + "trait|aasimar|apg", + "trait|aberration|crb", + "trait|abjuration|crb", + "trait|academic|locg", + "trait|acid|crb", + "trait|additive|crb", + "trait|adjusted|tv", + "trait|adjustment|lotgb", + "trait|aeon|b1", + "trait|aftermath|da", + "trait|agile|crb", + "trait|air|crb", + "trait|alchemical|crb", + "trait|alchemist|crb", + "trait|amphibious|b1", + "trait|amp|da", + "trait|anadi|lome", + "trait|android|loag", + "trait|angel|crb", + "trait|animal|crb", + "trait|any class|som", + "trait|any magical tradition|b1", + "trait|any|b1", + "trait|apex|crb", + "trait|aphorite|loag", + "trait|aquadynamic|tv", + "trait|aquatic|b1", + "trait|arcane|crb", + "trait|archetype|crb", + "trait|archon|crb", + "trait|artifact|gmg", + "trait|astral|b1", + "trait|attached|crb", + "trait|attack|crb", + "trait|auditory|crb", + "trait|aura|crb", + "trait|automaton|g&g", + "trait|azarketi|loag", + "trait|azata|crb", + "trait|backstabber|crb", + "trait|backswing|crb", + "trait|barbarian|crb", + "trait|barding|tv", + "trait|bard|crb", + "trait|beastkin|loag", + "trait|beast|crb", + "trait|boggard|b1", + "trait|bomb|crb", + "trait|brace|tv", + "trait|brutal|b2", + "trait|bulwark|crb", + "trait|caligni|b1", + "trait|cantrip|crb", + "trait|capacity|tv", + "trait|catalyst|som", + "trait|catfolk|b1", + "trait|celestial|crb", + "trait|certain kill|frp3", + "trait|champion|crb", + "trait|changeling|b1", + "trait|chaotic evil|b1", + "trait|chaotic good|b1", + "trait|chaotic neutral|b1", + "trait|chaotic|crb", + "trait|charau-ka|lome", + "trait|charm|b1", + "trait|city-state|loil", + "trait|city|gmg", + "trait|class|som", + "trait|cleric|crb", + "trait|climbing|aaws", + "trait|clockwork|g&g", + "trait|cobbled|g&g", + "trait|coda|tv", + "trait|cold|crb", + "trait|combination|g&g", + "trait|comfort|crb", + "trait|common|crb", + "trait|companion|crb", + "trait|complex|crb", + "trait|composition|crb", + "trait|concealable|g&g", + "trait|concentrate|crb", + "trait|concussive|g&g", + "trait|conjuration|crb", + "trait|conrasu|loag", + "trait|consecration|crb", + "trait|construct|crb", + "trait|consumable|crb", + "trait|contact|crb", + "trait|contingency|som", + "trait|contract|lol", + "trait|couatl|b2", + "trait|critical fusion|g&g", + "trait|cursebound|apg", + "trait|cursed|gmg", + "trait|curse|crb", + "trait|daemon|b1", + "trait|darkness|crb", + "trait|deadly|crb", + "trait|death|crb", + "trait|dedication|crb", + "trait|deflecting|tv", + "trait|demon|crb", + "trait|dero|b1", + "trait|detection|crb", + "trait|deviant|da", + "trait|devil|crb", + "trait|dhampir|b1", + "trait|dinosaur|crb", + "trait|disarm|crb", + "trait|disease|crb", + "trait|divination|crb", + "trait|divine|crb", + "trait|double barrel|g&g", + "trait|downtime|crb", + "trait|dragon|crb", + "trait|dream|b2", + "trait|drow|crb", + "trait|drug|gmg", + "trait|druid|crb", + "trait|duergar|crb", + "trait|duskwalker|apg", + "trait|dwarf|crb", + "trait|earth|crb", + "trait|eidolon|som", + "trait|electricity|crb", + "trait|elemental|crb", + "trait|elf|crb", + "trait|elixir|crb", + "trait|emotion|crb", + "trait|enchantment|crb", + "trait|energy|loag", + "trait|entrench|tv", + "trait|environmental|crb", + "trait|erratic|gmg", + "trait|esoterica|da", + "trait|ethereal|crb", + "trait|evil|crb", + "trait|evocation|crb", + "trait|evolution|som", + "trait|expandable|tv", + "trait|exploration|crb", + "trait|extradimensional|crb", + "trait|fatal aim|g&g", + "trait|fatal|crb", + "trait|fear|crb", + "trait|fetchling|b2", + "trait|fey|crb", + "trait|fiend|crb", + "trait|fighter|crb", + "trait|finesse|crb", + "trait|finisher|apg", + "trait|finite|gmg", + "trait|fire|crb", + "trait|fleshwarp|loag", + "trait|flexible|crb", + "trait|flourish|crb", + "trait|flowing|gmg", + "trait|focused|crb", + "trait|foldaway|tv", + "trait|forceful|crb", + "trait|force|crb", + "trait|fortune|crb", + "trait|free-hand|crb", + "trait|fulu|som", + "trait|fungus|b1", + "trait|gadget|g&g", + "trait|ganzi|loag", + "trait|gargantuan|b1", + "trait|general|crb", + "trait|geniekin|loag", + "trait|genie|b1", + "trait|ghoran|loil", + "trait|ghost|b1", + "trait|ghoul|b1", + "trait|giant|crb", + "trait|gnoll|b1", + "trait|gnome|crb", + "trait|goblin|crb", + "trait|golem|b1", + "trait|goloma|lome", + "trait|good|crb", + "trait|grapple|crb", + "trait|gremlin|b1", + "trait|grimoire|som", + "trait|grippli|b2", + "trait|gunslinger|g&g", + "trait|hag|crb", + "trait|half-elf|crb", + "trait|half-orc|crb", + "trait|halfling|crb", + "trait|hampering|loag", + "trait|harnessed|tv", + "trait|haunt|crb", + "trait|healing|crb", + "trait|hefty|tv", + "trait|hellknight|locg", + "trait|hex|apg", + "trait|high gravity|gmg", + "trait|hindering|tv", + "trait|hobgoblin|locg", + "trait|huge|b1", + "trait|humanoid|crb", + "trait|human|crb", + "trait|ifrit|b2", + "trait|illusion|crb", + "trait|immeasurable|gmg", + "trait|incapacitation|crb", + "trait|incarnate|som", + "trait|incorporeal|b1", + "trait|inevitable|b1", + "trait|infused|crb", + "trait|ingested|crb", + "trait|inhaled|crb", + "trait|injection|g&g", + "trait|injury|crb", + "trait|inscribed|tv", + "trait|instinct|crb", + "trait|integrated|tv", + "trait|intelligent|gmg", + "trait|inventor|g&g", + "trait|invested|crb", + "trait|investigator|apg", + "trait|jousting|crb", + "trait|kaiju|frp2", + "trait|kashrishi|loil", + "trait|kickback|g&g", + "trait|kitsune|loag", + "trait|kobold|b1", + "trait|laminar|tv", + "trait|large|b1", + "trait|launching|tv", + "trait|lawful evil|b1", + "trait|lawful goo|b1", + "trait|lawful neutral|b1", + "trait|lawful|crb", + "trait|leshy|b1", + "trait|light|crb", + "trait|lineage|apg", + "trait|linguistic|crb", + "trait|litany|crb", + "trait|lizardfolk|b1", + "trait|low gravity|gmg", + "trait|lozenge|tv", + "trait|magical|crb", + "trait|magus|som", + "trait|manipulate|crb", + "trait|mechanical|crb", + "trait|medium|b1", + "trait|mental|crb", + "trait|merfolk|b1", + "trait|metamagic|crb", + "trait|metamorphic|gmg", + "trait|metropolis|gmg", + "trait|microgravity|gmg", + "trait|militaristic|locg", + "trait|mindless|crb", + "trait|mindshift|da", + "trait|minion|crb", + "trait|misfortune|crb", + "trait|missive|tv", + "trait|modification|g&g", + "trait|modular|logm", + "trait|monitor|crb", + "trait|monk|crb", + "trait|morlock|b2", + "trait|morph|crb", + "trait|mounted|g&g", + "trait|move|crb", + "trait|multiclass|crb", + "trait|mummy|b1", + "trait|mutagen|crb", + "trait|mutant|b1", + "trait|nagaji|loil", + "trait|necromancy|crb", + "trait|negative|crb", + "trait|neutral evil|b1", + "trait|neutral good|b1", + "trait|neutral|b1", + "trait|noisy|crb", + "trait|nonlethal|crb", + "trait|nymph|b1", + "trait|oath|crb", + "trait|occult|crb", + "trait|oil|crb", + "trait|olfactory|b1", + "trait|oni|b2", + "trait|ooze|crb", + "trait|open|crb", + "trait|oracle|apg", + "trait|orc|crb", + "trait|oread|b2", + "trait|parry|crb", + "trait|pervasive magic|som", + "trait|petitioner|b2", + "trait|phantom|som", + "trait|plant|crb", + "trait|poison|crb", + "trait|polymorph|crb", + "trait|ponderous|tv", + "trait|poppet|lotgb", + "trait|portable|g&g", + "trait|positive|crb", + "trait|possession|crb", + "trait|potion|crb", + "trait|precious|crb", + "trait|prediction|crb", + "trait|press|crb", + "trait|primal|crb", + "trait|processed|tv", + "trait|propulsive|crb", + "trait|protean|b1", + "trait|psyche|da", + "trait|psychic|da", + "trait|psychopomp|b1", + "trait|qlippoth|b2", + "trait|rage|crb", + "trait|rakshasa|b1", + "trait|range increment|crb", + "trait|ranged trip|b1", + "trait|ranger|crb", + "trait|rare|crb", + "trait|ratfolk|b1", + "trait|razing|tv", + "trait|reach|crb", + "trait|reckless|gmg", + "trait|recovery|tv", + "trait|reflection|da", + "trait|relic|tv", + "trait|reload|crb", + "trait|repeating|g&g", + "trait|resonant|loag", + "trait|revelation|crb", + "trait|revolutionary|locg", + "trait|rogue|crb", + "trait|saggorak|aoa4", + "trait|scatter|g&g", + "trait|scroll|crb", + "trait|scrying|crb", + "trait|sea devil|b1", + "trait|secret|crb", + "trait|sentient|gmg", + "trait|serpentfolk|b2", + "trait|shadow|crb", + "trait|shield throw|tv", + "trait|shisk|lome", + "trait|shoony|ec3", + "trait|shove|crb", + "trait|skeleton|b1", + "trait|skill|crb", + "trait|skulk|b2", + "trait|sleep|crb", + "trait|small|b1", + "trait|snare|crb", + "trait|social|apg", + "trait|sonic|crb", + "trait|sorcerer|crb", + "trait|soulbound|b1", + "trait|spellgun|tv", + "trait|spellheart|som", + "trait|spellshot|g&g", + "trait|spirit|crb", + "trait|splash|crb", + "trait|spriggan|b2", + "trait|sprite|b1", + "trait|staff|crb", + "trait|stance|crb", + "trait|static|gmg", + "trait|steam|g&g", + "trait|strange gravity|gmg", + "trait|strix|loag", + "trait|structure|crb", + "trait|subjective gravity|gmg", + "trait|suli|b2", + "trait|summoned|crb", + "trait|summoner|som", + "trait|swarm|b1", + "trait|swashbuckler|apg", + "trait|sweep|crb", + "trait|sylph|b2", + "trait|talisman|crb", + "trait|tandem|som", + "trait|tane|b2", + "trait|tattoo|lowg", + "trait|teleportation|crb", + "trait|tengu|b1", + "trait|tethered|b1", + "trait|thaumaturge|da", + "trait|thrown|crb", + "trait|tiefling|b1", + "trait|timeless|gmg", + "trait|time|b2", + "trait|tiny|b1", + "trait|town|gmg", + "trait|training|tv", + "trait|transmutation|crb", + "trait|trap|crb", + "trait|trip|crb", + "trait|troll|b1", + "trait|true name|som", + "trait|twin|crb", + "trait|two-hand|crb", + "trait|unarmed|crb", + "trait|unbounded|gmg", + "trait|uncommon|crb", + "trait|undead|crb", + "trait|undine|b2", + "trait|unique|crb", + "trait|unstable|g&g", + "trait|urdefhan|b2", + "trait|vampire|b1", + "trait|vanara|loil", + "trait|vehicular|tv", + "trait|velstrac|b2", + "trait|versatile|crb", + "trait|vigilante|apg", + "trait|village|gmg", + "trait|virulent|crb", + "trait|vishkanya|loil", + "trait|visual|crb", + "trait|volley|crb", + "trait|wand|crb", + "trait|water|crb", + "trait|wayfaring|locg", + "trait|werecreature|b1", + "trait|wight|b1", + "trait|witch|apg", + "trait|wizard|crb", + "trait|wraith|b1", + "trait|xulgath|b1", + "trait|zombie|b1" + ] +} \ No newline at end of file diff --git a/compendium/character/archetypes/alchemist.md b/compendium/character/archetypes/alchemist.md new file mode 100644 index 000000000..d3e7716a7 --- /dev/null +++ b/compendium/character/archetypes/alchemist.md @@ -0,0 +1,119 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/alchemy +- compendium/src/pf2e/crb +aliases: ["Alchemist"] +--- +# Alchemist *Dedication Level 2* + +You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation. + +## Multiclass Alchemist characters +CRB p. 220 + +The free alchemical items from the alchemist archetype are extremely useful to characters of any class. The following are just some of the possible combinations. + +- Barbarian alchemists can mix mutagens with their rage to ferocious effect. +- Champion alchemists can focus on alchemical items that boost defenses and heal others, allowing their champion's reaction and [lay on hands](compendium/spells/lay-on-hands.md) to go further. +- Fighter alchemists can use their alchemy to gain additional options in situations where their usual tactics don't work. +- Ranger alchemists focus on alchemy and snares, getting extra use out of their [Crafting](compendium/skills.md#Crafting) skill and supplying bombs for the bomb snare. +- Rogue alchemists can combine a rogue's poison feats with free daily poisons, and bombs present an interesting way to sneak attack with various types of energy damage. +- Spellcaster alchemists often use their alchemical items to take pressure off their repertoire or prepared spells. For instance, a wizard alchemist who can brew up [darkvision elixirs](compendium/equipment/items/darkvision-elixir.md) to grant [darkvision](rules/abilities/darkvision.md) can prepare another spell instead of [darkvision](compendium/spells/darkvision.md). + +*Source: Core Rulebook p. 220* + +```ad-embed-feat +title: Alchemist Dedication, Feat 2 +collapse: closed +# Alchemist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You put your alchemical interest into practice. You become trained in alchemical bombs and [Crafting](compendium/skills.md#Crafting); if you were already trained in [Crafting](compendium/skills.md#Crafting), you instead become trained in a skill of your choice. You become trained in alchemist class DC. + +You gain the alchemist's infused reagents|Alchemist|CRB|1 class feature, gaining a number of reagents each day equal to your level. + +You also gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. + +*Source: Core Rulebook p. 220* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Concoction, Feat 4 +collapse: closed +# Basic Concoction *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) + +You gain a 1st- or 2nd-level alchemist feat. + +*Source: Core Rulebook p. 220* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Quick Alchemy, Feat 4 +collapse: closed +# Quick Alchemy *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) + +You gain the [Quick Alchemy](rules/actions/quick-alchemy.md) action. + +*Source: Core Rulebook p. 220* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Concoction, Feat 6 +collapse: closed +# Advanced Concoction *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Concoction](compendium/feats/basic-concoction.md) + +You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another alchemist feat. + +*Source: Core Rulebook p. 220* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Alchemy, Feat 6 +collapse: closed +# Expert Alchemy *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md), expert in [Crafting](compendium/skills.md#Crafting) + +Your advanced alchemy level increases to 3. At 10th level, it increases to 5. + +*Source: Core Rulebook p. 220* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Alchemy, Feat 12* +collapse: closed +# Master Alchemy *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Alchemy](compendium/feats/master-alchemy.md) is intended for use with the Alchemist Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Alchemy](compendium/feats/expert-alchemy.md), master in [Crafting](compendium/skills.md#Crafting) + +Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. + +*Source: Core Rulebook p. 220* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/archetypes.md b/compendium/character/archetypes/archetypes.md new file mode 100644 index 000000000..b8f9e9b86 --- /dev/null +++ b/compendium/character/archetypes/archetypes.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Archetypes + +- [Alchemist](alchemist.md) +- [Barbarian](barbarian.md) +- [Bard](bard.md) +- [Champion](champion.md) +- [Cleric](cleric.md) +- [Druid](druid.md) +- [Fighter](fighter.md) +- [Monk](monk.md) +- [Ranger](ranger.md) +- [Rogue](rogue.md) +- [Sorcerer](sorcerer.md) +- [Wizard](wizard.md) diff --git a/compendium/character/archetypes/barbarian.md b/compendium/character/archetypes/barbarian.md new file mode 100644 index 000000000..c09c4a54f --- /dev/null +++ b/compendium/character/archetypes/barbarian.md @@ -0,0 +1,111 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/crb +aliases: ["Barbarian"] +--- +# Barbarian *Dedication Level 2* + +There's a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities. + +## Multiclass Barbarian characters +CRB p. 221 + +The barbarian archetype is a great choice for characters that emphasize Strength and melee attacks more than usual for their class, as long as they can handle Rage's spellcasting restriction. It's especially good for characters looking to add more damage. + +*Source: Core Rulebook p. 221* + +```ad-embed-feat +title: Barbarian Dedication, Feat 2 +collapse: closed +# Barbarian Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Constitution 14 + +You become trained in [Athletics](compendium/skills.md#Athletics); if you were already trained in [Athletics](compendium/skills.md#Athletics), you instead become trained in a skill of your choice. You become trained in barbarian class DC. + +You can use the [Rage](rules/actions/rage.md) action. + +Choose an instinct|Barbarian||1 as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the barbarian archetype. + +*Source: Core Rulebook p. 221* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Barbarian Resiliency, Feat 4 +collapse: closed +# Barbarian Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), class granting no more Hit Points per level than 10 + your Constitution modifier + +You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 221* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Fury, Feat 4 +collapse: closed +# Basic Fury *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) + +You gain a 1st- or 2nd-level barbarian feat. + +*Source: Core Rulebook p. 221* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Fury, Feat 6 +collapse: closed +# Advanced Fury *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Fury](compendium/feats/basic-fury.md) + +You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another barbarian feat. + +*Source: Core Rulebook p. 221* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Instinct Ability, Feat 6 +collapse: closed +# Instinct Ability *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) + +You gain the instinct|Barbarian||1 ability for the instinct you chose for [Barbarian Dedication](compendium/feats/barbarian-dedication.md). + +*Source: Core Rulebook p. 221* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Juggernaut's Fortitude, Feat 12* +collapse: closed +# Juggernaut's Fortitude *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Juggernaut's Fortitude](compendium/feats/juggernauts-fortitude.md) is intended for use with the Barbarian Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), expert in Fortitude saves + +Your proficiency rank in Fortitude saves increases to master. + +*Source: Core Rulebook p. 221* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/bard.md b/compendium/character/archetypes/bard.md new file mode 100644 index 000000000..87fe22e96 --- /dev/null +++ b/compendium/character/archetypes/bard.md @@ -0,0 +1,154 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/crb +aliases: ["Bard"] +--- +# Bard *Dedication Level 2* + +A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become. + +## Multiclass Bard characters +CRB p. 222 + +The bard archetype grants powerful effects that tend to use actions; it's a great choice if you have actions to spare. + +*Source: Core Rulebook p. 222* + +```ad-embed-feat +title: Bard Dedication, Feat 2 +collapse: closed +# Bard Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +You cast spells like a bard and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in [Occultism](compendium/skills.md#Occultism) and [Performance](compendium/skills.md#Performance); for each of these skills in which you were already trained, you instead become trained in a skill of your choice. + +Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the bard archetype. + +*Source: Core Rulebook p. 222* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Bard Spellcasting, Feat 4 +collapse: closed +# Basic Bard Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Muse's Whispers, Feat 4 +collapse: closed +# Basic Muse's Whispers *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain a 1st- or 2nd-level bard feat. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Muse's Whispers, Feat 6 +collapse: closed +# Advanced Muse's Whispers *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Muse's Whispers](compendium/feats/basic-muses-whispers.md) + +You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another bard feat. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Counter Perform, Feat 6 +collapse: closed +# Counter Perform *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain the [counter performance](compendium/spells/counter-performance.md) composition spells|Bard||1||composition spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by engaging your muse. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Inspirational Performance, Feat 8 +collapse: closed +# Inspirational Performance *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain the [inspire courage](compendium/spells/inspire-courage.md) composition cantrip. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Occult Breadth, Feat 8 +collapse: closed +# Occult Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md) + +Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest Bard spell slots. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Bard Spellcasting, Feat 12* +collapse: closed +# Expert Bard Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md), master in [Occultism](compendium/skills.md#Occultism) + +You gain the expert spellcasting benefits. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Bard Spellcasting, Feat 18* +collapse: closed +# Master Bard Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Bard Spellcasting](compendium/feats/master-bard-spellcasting.md) is intended for use with the Bard Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md), legendary in [Occultism](compendium/skills.md#Occultism) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 222* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/champion.md b/compendium/character/archetypes/champion.md new file mode 100644 index 000000000..eb79e1404 --- /dev/null +++ b/compendium/character/archetypes/champion.md @@ -0,0 +1,137 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/crb +aliases: ["Champion"] +--- +# Champion *Dedication Level 2* + +You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause. + +## Multiclass Champion characters +CRB p. 223 + +The champion archetype greatly improves defenses, particularly armor. It's a great way for a character to gain armor proficiency or a powerful defensive reaction. + +*Source: Core Rulebook p. 223* + +```ad-embed-feat +title: Champion Dedication, Feat 2 +collapse: closed +# Champion Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Charisma 14 + +Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in [Religion](compendium/skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. + +You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the champion archetype. + +*Source: Core Rulebook p. 223* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Devotion, Feat 4 +collapse: closed +# Basic Devotion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You gain a 1st- or 2nd-level champion feat. + +*Source: Core Rulebook p. 223* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Champion Resiliency, Feat 4 +collapse: closed +# Champion Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 223* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Healing Touch, Feat 4 +collapse: closed +# Healing Touch *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You gain the appropriate devotion spell for your cause ([lay on hands](compendium/spells/lay-on-hands.md) for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by praying or serving your deity. (For more on devotion spells, see page 107.) + +*Source: Core Rulebook p. 223* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Devotion, Feat 6 +collapse: closed +# Advanced Devotion *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Devotion](compendium/feats/basic-devotion.md) + +You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another champion feat. + +*Source: Core Rulebook p. 223* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Champion's Reaction, Feat 6 +collapse: closed +# Champion's Reaction *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You can use the champion's reaction associated with your cause. + +*Source: Core Rulebook p. 223* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Divine Ally, Feat 6 +collapse: closed +# Divine Ally *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You gain a divine ally|Champion||3 of your choice. + +*Source: Core Rulebook p. 223* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Diverse Armor Expert, Feat 14* +collapse: closed +# Diverse Armor Expert *Feat 14* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Diverse Armor Expert](compendium/feats/diverse-armor-expert.md) is intended for use with the Champion Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), expert in unarmored defense or one or more types of armor + +Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. + +*Source: Core Rulebook p. 223* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/cleric.md b/compendium/character/archetypes/cleric.md new file mode 100644 index 000000000..137901ec3 --- /dev/null +++ b/compendium/character/archetypes/cleric.md @@ -0,0 +1,129 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/crb +aliases: ["Cleric"] +--- +# Cleric *Dedication Level 2* + +You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts. + +## Multiclass Cleric characters +CRB p. 224 + +The cleric archetype is a great way to create a character of another class who's a devotee of a particular deity. The many domains available to clerics of different deities present a variety of options for focus spells. + +- Alchemist clerics work well with the chirurgeon field, healing various ailments with either alchemy or spells. +- Martial clerics are typically looking for a potent domain spell or some healing to use in a pinch. +- Divine sorcerer clerics double down as the ultimate divine spellcasters. +- Other spellcaster clerics diversify their options, becoming theurgic characters who combine two magical traditions. + +*Source: Core Rulebook p. 224* + +```ad-embed-feat +title: Cleric Dedication, Feat 2 +collapse: closed +# Cleric Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Wisdom 14 + +You cast spells like a cleric. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. You become trained in [Religion](compendium/skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the cleric archetype. + +*Source: Core Rulebook p. 224* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Cleric Spellcasting, Feat 4 +collapse: closed +# Basic Cleric Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) + +You gain the basic spellcasting benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype. + +*Source: Core Rulebook p. 224* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Dogma, Feat 4 +collapse: closed +# Basic Dogma *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) + +You gain a 1st- or 2nd-level cleric feat. + +*Source: Core Rulebook p. 224* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Dogma, Feat 6 +collapse: closed +# Advanced Dogma *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Dogma](compendium/feats/basic-dogma.md) + +You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another cleric feat. + +*Source: Core Rulebook p. 224* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Divine Breadth, Feat 8 +collapse: closed +# Divine Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md) + +You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest Cleric spell slots. + +*Source: Core Rulebook p. 224* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Cleric Spellcasting, Feat 12* +collapse: closed +# Expert Cleric Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md), master in [Religion](compendium/skills.md#Religion) + +You gain the expert spellcasting benefits. + +*Source: Core Rulebook p. 224* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Cleric Spellcasting, Feat 18* +collapse: closed +# Master Cleric Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Cleric Spellcasting](compendium/feats/master-cleric-spellcasting.md) is intended for use with the Cleric Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md), legendary in [Religion](compendium/skills.md#Religion) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 224* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/druid.md b/compendium/character/archetypes/druid.md new file mode 100644 index 000000000..e9b2216b1 --- /dev/null +++ b/compendium/character/archetypes/druid.md @@ -0,0 +1,142 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/crb +aliases: ["Druid"] +--- +# Druid *Dedication Level 2* + +You have entered a druidic circle and learned a few of the order's secrets, granting you primal power. + +## Multiclass Druid characters +CRB p. 225 + +The druid archetype can provide a bit of healing or elemental damage and can increase your utility in a natural environment with spells like [speak with animals](compendium/spells/speak-with-animals.md) and [meld into stone](compendium/spells/meld-into-stone.md). + +*Source: Core Rulebook p. 225* + +```ad-embed-feat +title: Druid Dedication, Feat 2 +collapse: closed +# Druid Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Wisdom 14 + +You cast spells like a druid. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. + +You learn the Druidic language. + +Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order's feats. You become trained in [Nature](compendium/skills.md#Nature) and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the druid archetype. + +*Source: Core Rulebook p. 225* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Druid Spellcasting, Feat 4 +collapse: closed +# Basic Druid Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) + +You gain the basic spellcasting benefits. + +*Source: Core Rulebook p. 225* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Wilding, Feat 4 +collapse: closed +# Basic Wilding *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) + +You gain a 1st- or 2nd-level druid feat. + +*Source: Core Rulebook p. 225* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Order Spell, Feat 4 +collapse: closed +# Order Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) + +You gain the initial order spell from your order. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by being one with nature. (For more on order spells, see page 131.) + +*Source: Core Rulebook p. 225* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Wilding, Feat 6 +collapse: closed +# Advanced Wilding *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Wilding](compendium/feats/basic-wilding.md) + +You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another druid feat. + +*Source: Core Rulebook p. 225* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Primal Breadth, Feat 8 +collapse: closed +# Primal Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md) + +Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest Druid spell slots. + +*Source: Core Rulebook p. 225* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Druid Spellcasting, Feat 12* +collapse: closed +# Expert Druid Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md), master in [Nature](compendium/skills.md#Nature) + +You gain the expert spellcasting benefits. + +*Source: Core Rulebook p. 225* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Druid Spellcasting, Feat 18* +collapse: closed +# Master Druid Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md) is intended for use with the Druid Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md), legendary in [Nature](compendium/skills.md#Nature) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 225* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/fighter.md b/compendium/character/archetypes/fighter.md new file mode 100644 index 000000000..e8c4e7191 --- /dev/null +++ b/compendium/character/archetypes/fighter.md @@ -0,0 +1,114 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/crb +aliases: ["Fighter"] +--- +# Fighter *Dedication Level 2* + +You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. With further training, you can become a true combat specialist. + +## Multiclass Fighter characters +CRB p. 226 + +The fighter archetype grants access to great feats for characters focusing on any combat style, and it's particularly helpful for characters looking to diversify their offensive abilities or focus on more powerful weapons. + +- Barbarian fighters can combine their talents with two-handed weapons with some of the fighter's two-handed feats to devastating effect. +- Champion fighters focus on a style of combat exemplified by their deity. A shield-using champion benefits from the best of both worlds in shield feats. +- Monk fighters are great at combining unusual weapon styles. For instance, a monks isn't hindered by a restriction to keep one hand free, because they want to punch you with that hand anyway. +- Ranger fighters can either specialize in archery or use their fighter feats to pick up an unusual combat style combination. +- Rogue fighters can make good use of fighter's free hand, two-weapon fighting, or archery feats. +- Spellcaster fighters benefit greatly from the additional weapon proficiencies, and fighter is a solid choice for any spellcaster of a particularly martial bent. + +*Source: Core Rulebook p. 226* + +```ad-embed-feat +title: Fighter Dedication, Feat 2 +collapse: closed +# Fighter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Dexterity 14 + +You become trained in simple weapons and martial weapons. You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics); if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the fighter archetype. + +*Source: Core Rulebook p. 226* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Maneuver, Feat 4 +collapse: closed +# Basic Maneuver *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) + +You gain a 1st- or 2nd-level fighter feat. + +*Source: Core Rulebook p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Fighter Resiliency, Feat 4 +collapse: closed +# Fighter Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Opportunist, Feat 4 +collapse: closed +# Opportunist *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) + +You gain the [Attack of Opportunity](rules/actions/attack-of-opportunity.md) reaction. + +*Source: Core Rulebook p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Maneuver, Feat 6 +collapse: closed +# Advanced Maneuver *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Maneuver](compendium/feats/basic-maneuver.md) + +You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another fighter feat. + +*Source: Core Rulebook p. 226* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Diverse Weapon Expert, Feat 12* +collapse: closed +# Diverse Weapon Expert *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Diverse Weapon Expert](compendium/feats/diverse-weapon-expert.md) is intended for use with the Fighter Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), expert in any kind of weapon or unarmed attack + +Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained. + +*Source: Core Rulebook p. 226* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/monk.md b/compendium/character/archetypes/monk.md new file mode 100644 index 000000000..85b474ede --- /dev/null +++ b/compendium/character/archetypes/monk.md @@ -0,0 +1,127 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/crb +aliases: ["Monk"] +--- +# Monk *Dedication Level 2* + +Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights. + +## Multiclass Monk characters +CRB p. 227 + +The monk archetype is a strong choice for any character that fights unarmored or with unarmed attacks. + +- Barbarian monks with the animal instinct can combine the barbarian's excellent unarmed damage with the monk's diverse unarmed special abilities. +- Champion monks are perfect for champions of Irori or other deities who favor unarmed attacks. +- Fighter monks can supplement free-hand fighting and add mobility to the fighter's toolkit. +- Rogue monks are incredibly effective because stances grant some of the best agile finesse attacks and flurry gives more sneak attacks. +- Spellcaster monks can fight with a free hand and still use material components to cast spells. + +*Source: Core Rulebook p. 227* + +```ad-embed-feat +title: Monk Dedication, Feat 2 +collapse: closed +# Monk Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Dexterity 14 + +You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics); if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. + +**Special.** You can't select another dedication feat until you have gained two other feats from the monk archetype. + +*Source: Core Rulebook p. 227* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Kata, Feat 4 +collapse: closed +# Basic Kata *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) + +You gain a 1st- or 2nd-level monk feat. + +*Source: Core Rulebook p. 227* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Monk Resiliency, Feat 4 +collapse: closed +# Monk Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 227* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Kata, Feat 6 +collapse: closed +# Advanced Kata *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Kata](compendium/feats/basic-kata.md) + +You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another monk feat. + +*Source: Core Rulebook p. 227* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Monk Moves, Feat 8 +collapse: closed +# Monk Moves *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) + +You gain a +10-foot status bonus to your Speed when you're not wearing armor. + +*Source: Core Rulebook p. 227* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Monk's Flurry, Feat 10 +collapse: closed +# Monk's Flurry *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) + +You gain the [Flurry of Blows](rules/actions/flurry-of-blows.md) action. + +*Source: Core Rulebook p. 227* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Perfection's Path, Feat 12* +collapse: closed +# Perfection's Path *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Perfection's Path](compendium/feats/perfections-path.md) is intended for use with the Monk Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), expert in at least one saving throw + +Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master. + +*Source: Core Rulebook p. 227* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/ranger.md b/compendium/character/archetypes/ranger.md new file mode 100644 index 000000000..e42272188 --- /dev/null +++ b/compendium/character/archetypes/ranger.md @@ -0,0 +1,101 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/crb +aliases: ["Ranger"] +--- +# Ranger *Dedication Level 2* + +You have studied hunting, tracking, and wilderness survival, adding a ranger's tools to your skill set. + +## Multiclass Ranger characters +CRB p. 228 + +The ranger archetype has access to excellent options to improve a character's monster knowledge and survival skills, but ranger is of particular interest to any character wanting to become a dedicated archer. + +- Alchemist rangers can add snares to their daily free items, benefiting from a strong [Crafting](compendium/skills.md#Crafting) modifier, and their Intelligence makes them exceptional with monster knowledge feats. The ranger archetype is also useful to bombers who want to alternate with bow attacks. +- Champion rangers are particularly fitting for deities who connect thematically to nature or have a bow as their favored weapon. (Or, in the case of Erastil, both!) +- Fighter rangers are among the most fearsome archers, combining the best archery feats from both classes to create a fighting style unique to each fighter ranger. +- Rogue rangers make excellent snipers or ranged skirmishers, and snares let them be on the other side of traps for a change. +- Spellcaster rangers benefit greatly from ranger's feat support, backing up their spells with ranged weapon attacks. Druids have the most thematic overlap with rangers among the spellcasters, allowing you to create a true master of the wilderness. + +*Source: Core Rulebook p. 228* + +```ad-embed-feat +title: Ranger Dedication, Feat 2 +collapse: closed +# Ranger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Dexterity 14 + +You become trained in [Survival](compendium/skills.md#Survival); if you were already trained in [Survival](compendium/skills.md#Survival), you instead become trained in another skill of your choice. You become trained in ranger class DC. + +You can use the [Hunt Prey](rules/actions/hunt-prey.md) action (page 168). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the ranger archetype. + +*Source: Core Rulebook p. 228* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Hunter's Trick, Feat 4 +collapse: closed +# Basic Hunter's Trick *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md) + +You gain a 1st- or 2nd-level ranger feat. + +*Source: Core Rulebook p. 228* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Ranger Resiliency, Feat 4 +collapse: closed +# Ranger Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 228* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Hunter's Trick, Feat 6 +collapse: closed +# Advanced Hunter's Trick *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Hunter's Trick](compendium/feats/basic-hunters-trick.md) + +You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another ranger feat. + +*Source: Core Rulebook p. 228* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Spotter, Feat 12* +collapse: closed +# Master Spotter *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Spotter](compendium/feats/master-spotter.md) is intended for use with the Ranger Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), expert in [Perception](compendium/skills.md#Perception) + +Your proficiency rank in [Perception](compendium/skills.md#Perception) increases to master. + +*Source: Core Rulebook p. 228* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/rogue.md b/compendium/character/archetypes/rogue.md new file mode 100644 index 000000000..110034743 --- /dev/null +++ b/compendium/character/archetypes/rogue.md @@ -0,0 +1,131 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- compendium/src/pf2e/crb +aliases: ["Rogue"] +--- +# Rogue *Dedication Level 2* + +You've learned to sneak, steal, and disable traps. With time and luck, you'll become capable of moving through the shadows, striking unseen, and escaping without notice. + +## Multiclass Rogue characters +CRB p. 229 + +Nearly any character can benefit from the many skills and tricks the rogue archetype grants. + +- Alchemist rogues can use the rogue's Poison Weapon to great effect with their daily poisons, and sneak attack is a nice boost to bomb damage. +- Barbarian rogues can become masters in every save and diversify their skills. +- Champion rogues add damage from sneak attack while protecting their flanking partners from harm. +- Fighter rogues combine the fighter's accuracy with extra damage, a deadly combination for archers or finesse fighters. +- Monk rogues have great synergy, since many stances grant powerful [Strikes](rules/actions/strike.md) that work with sneak attack. +- Ranger rogues benefit from the shared focus on trailing foes and catching them [flat-footed](rules/conditions.md#Flat-footed). The flurry edge can get you many sneak attacks, and the precision edge doubles down on precision damage. +- Spellcaster rogues use the rogue multiclass to shore up skills or to pick up tricky rogue feats like Mobility to help keep them safe. + +*Source: Core Rulebook p. 229* + +```ad-embed-feat +title: Rogue Dedication, Feat 2 +collapse: closed +# Rogue Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Dexterity 14 + +You gain a skill feat and the rogue's surprise attack|Rogue||1 class feature. You become trained in light armor. In addition, you become trained in [Stealth](compendium/skills.md#Stealth) or [Thievery](compendium/skills.md#Thievery) plus one skill of your choice; if you are already trained in both [Stealth](compendium/skills.md#Stealth) and [Thievery](compendium/skills.md#Thievery), you become trained in an additional skill of your choice. You become trained in rogue class DC. + +**Special.** You cannot gain another dedication feat until you have gained two other feats from the rogue archetype. + +*Source: Core Rulebook p. 229* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Trickery, Feat 4 +collapse: closed +# Basic Trickery *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) + +You gain a 1st- or 2nd-level rogue feat. + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Sneak Attacker, Feat 4 +collapse: closed +# Sneak Attacker *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) + +You gain the sneak attack class feature (page 181), except it deals `1d4` damage, increasing to `1d6` at 6th level. You don't increase the number of dice as you gain levels. + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Trickery, Feat 6 +collapse: closed +# Advanced Trickery *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Trickery](compendium/feats/basic-trickery.md) + +You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another rogue feat. + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Skill Mastery, Feat 8 +collapse: closed +# Skill Mastery *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), trained in at least one skill and expert in at least one skill + +Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. + +**Special.** You can select this feat up to five times. + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Uncanny Dodge, Feat 10 +collapse: closed +# Uncanny Dodge *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) + +You gain the deny advantage class feature (page 181). + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Evasiveness, Feat 12* +collapse: closed +# Evasiveness *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Evasiveness](compendium/feats/evasiveness.md) is intended for use with the Rogue Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), expert in Reflex saves + +Your proficiency rank for Reflex saves increases to master. + +*Source: Core Rulebook p. 229* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/sorcerer.md b/compendium/character/archetypes/sorcerer.md new file mode 100644 index 000000000..3c1850894 --- /dev/null +++ b/compendium/character/archetypes/sorcerer.md @@ -0,0 +1,140 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/crb +aliases: ["Sorcerer"] +--- +# Sorcerer *Dedication Level 2* + +You coax the magic power in your blood to manifest, accessing magic others don't expect you to have. + +## Multiclass Sorcerer characters +CRB p. 230 + +The sorcerer archetype is a method for anyone to pick up commonly useful spells, such as [invisibility](compendium/spells/invisibility.md) and [haste](compendium/spells/haste.md). + +*Source: Core Rulebook p. 230* + +```ad-embed-feat +title: Sorcerer Dedication, Feat 2 +collapse: closed +# Sorcerer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +Choose a bloodline. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. + +You cast spells like a sorcerer. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. + +*Source: Core Rulebook p. 230* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Basic Blood Potency, Feat 4 +collapse: closed +# Basic Blood Potency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) + +You gain a 1st- or 2nd-level sorcerer feat. + +*Source: Core Rulebook p. 230* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Bloodline Spell, Feat 4 +collapse: closed +# Basic Bloodline Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) + +You gain your bloodline|Sorcerer||1's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) without any special effort. + +*Source: Core Rulebook p. 230* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Sorcerer Spellcasting, Feat 4 +collapse: closed +# Basic Sorcerer Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered. + +*Source: Core Rulebook p. 230* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Blood Potency, Feat 6 +collapse: closed +# Advanced Blood Potency *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Blood Potency](compendium/feats/basic-blood-potency.md) + +You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. + +**Special.** You can select this feat more than once. Each time you do, you gain another sorcerer feat. + +*Source: Core Rulebook p. 230* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Bloodline Breadth, Feat 8 +collapse: closed +# Bloodline Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md) + +Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest Sorcerer spell slots. + +*Source: Core Rulebook p. 230* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Sorcerer Spellcasting, Feat 12* +collapse: closed +# Expert Sorcerer Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md); master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), depending on bloodline + +You gain the expert spellcasting benefits. + +*Source: Core Rulebook p. 230* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Sorcerer Spellcasting, Feat 18* +collapse: closed +# Master Sorcerer Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Sorcerer Spellcasting](compendium/feats/master-sorcerer-spellcasting.md) is intended for use with the Sorcerer Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md); legendary in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), depending on bloodline + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 230* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/archetypes/wizard.md b/compendium/character/archetypes/wizard.md new file mode 100644 index 000000000..c7970683c --- /dev/null +++ b/compendium/character/archetypes/wizard.md @@ -0,0 +1,140 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-archetype +tags: +- archetype/benefit/spellcasting +- compendium/src/pf2e/crb +aliases: ["Wizard"] +--- +# Wizard *Dedication Level 2* + +You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells. + +## Multiclass Wizard characters +CRB p. 231 + +The wizard archetype grants versatile prepared spells, perfect for characters looking to add some extra utility. + +*Source: Core Rulebook p. 231* + +```ad-embed-feat +title: Wizard Dedication, Feat 2 +collapse: closed +# Wizard Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in [Arcana](compendium/skills.md#Arcana); if you were already trained in [Arcana](compendium/skills.md#Arcana), you instead become trained in a skill of your choice. + +Select one arcane arcane school|wizard||1||school of magic; you don't gain any abilities from your choice of school. + +**Special.** You can't select another dedication feat until you have gained two other feats from the wizard archetype. + +*Source: Core Rulebook p. 231* +%% #trait/archetype #trait/dedication #trait/multiclass %% +``` + +```ad-embed-feat +title: Arcane School Spell, Feat 4 +collapse: closed +# Arcane School Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) + +You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by studying. + +*Source: Core Rulebook p. 231* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Arcana, Feat 4 +collapse: closed +# Basic Arcana *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) + +You gain a 1st- or 2nd-level wizard feat of your choice. + +*Source: Core Rulebook p. 231* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Basic Wizard Spellcasting, Feat 4 +collapse: closed +# Basic Wizard Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. + +*Source: Core Rulebook p. 231* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Advanced Arcana, Feat 6 +collapse: closed +# Advanced Arcana *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Arcana](compendium/feats/basic-arcana.md) + +You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. + +**Special.** You can select this feat more than once. Each time you select it, you gain another wizard feat. + +*Source: Core Rulebook p. 231* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Arcane Breadth, Feat 8 +collapse: closed +# Arcane Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md) + +You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest Wizard spell slots. + +*Source: Core Rulebook p. 231* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Expert Wizard Spellcasting, Feat 12* +collapse: closed +# Expert Wizard Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md), master in [Arcana](compendium/skills.md#Arcana) + +You gain the expert spellcasting benefits. + +*Source: Core Rulebook p. 231* +%% #trait/archetype %% +``` + +```ad-embed-feat +title: Master Wizard Spellcasting, Feat 18* +collapse: closed +# Master Wizard Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +> [!pf2-note] This version of [Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md) is intended for use with the Wizard Archetype. Its level has been changed accordingly. + +- **Prerequisites**: [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md), legendary in [Arcana](compendium/skills.md#Arcana) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 231* +%% #trait/archetype %% +``` \ No newline at end of file diff --git a/compendium/character/backgrounds/acolyte.md b/compendium/character/backgrounds/acolyte.md new file mode 100644 index 000000000..c2e073982 --- /dev/null +++ b/compendium/character/backgrounds/acolyte.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/religion +- compendium/src/pf2e/crb +aliases: ["Acolyte"] +--- +# Acolyte +*Source: Core Rulebook p. 60* + +You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you'll always carry within you the lessons you learned. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Religion](compendium/skills.md#Religion) skill and the [Scribing Lore](compendium/skills.md#Lore) skill. You gain the [Student of the Canon](compendium/feats/student-of-the-canon.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/acrobat.md b/compendium/character/backgrounds/acrobat.md new file mode 100644 index 000000000..9b409d773 --- /dev/null +++ b/compendium/character/backgrounds/acrobat.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/acrobatics +- compendium/src/pf2e/crb +aliases: ["Acrobat"] +--- +# Acrobat +*Source: Core Rulebook p. 60* + +In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. + +Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. + +You're trained in the [Acrobatics](compendium/skills.md#Acrobatics) skill and the [Circus Lore](compendium/skills.md#Lore) skill. You gain the [Steady Balance](compendium/feats/steady-balance.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/animal-whisperer.md b/compendium/character/backgrounds/animal-whisperer.md new file mode 100644 index 000000000..e21c8c153 --- /dev/null +++ b/compendium/character/backgrounds/animal-whisperer.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/wisdom +- background/skill/nature +- compendium/src/pf2e/crb +aliases: ["Animal Whisperer"] +--- +# Animal Whisperer +*Source: Core Rulebook p. 60* + +You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter different creatures, befriending them along the way. + +Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and a [Lore](compendium/skills.md#Lore) skill related to one terrain inhabited by animals you like (such as [Plains Lore](compendium/skills.md#Lore) or [Swamp Lore](compendium/skills.md#Lore)). You gain the [Train Animal](compendium/feats/train-animal.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/artisan.md b/compendium/character/backgrounds/artisan.md new file mode 100644 index 000000000..e956d2529 --- /dev/null +++ b/compendium/character/backgrounds/artisan.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/strength +- background/skill/crafting +- compendium/src/pf2e/crb +aliases: ["Artisan"] +--- +# Artisan +*Source: Core Rulebook p. 60* + +As an apprentice, you practiced a particular form of building or crafting, developing specialized skill. You might have been a blacksmith's apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships. + +Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Guild Lore](compendium/skills.md#Lore) skill. + +You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/artist.md b/compendium/character/backgrounds/artist.md new file mode 100644 index 000000000..df251b37f --- /dev/null +++ b/compendium/character/backgrounds/artist.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/crafting +- compendium/src/pf2e/crb +aliases: ["Artist"] +--- +# Artist +*Source: Core Rulebook p. 60* + +Your art is your greatest passion, whatever form it takes. + +Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Art Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/backgrounds.md b/compendium/character/backgrounds/backgrounds.md new file mode 100644 index 000000000..c784c80f8 --- /dev/null +++ b/compendium/character/backgrounds/backgrounds.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Backgrounds + +- [Acolyte](acolyte.md) +- [Acrobat](acrobat.md) +- [Animal Whisperer](animal-whisperer.md) +- [Artisan](artisan.md) +- [Artist](artist.md) +- [Barkeep](barkeep.md) +- [Barrister](barrister.md) +- [Bounty Hunter](bounty-hunter.md) +- [Charlatan](charlatan.md) +- [Criminal](criminal.md) +- [Detective](detective.md) +- [Emissary](emissary.md) +- [Entertainer](entertainer.md) +- [Farmhand](farmhand.md) +- [Field Medic](field-medic.md) +- [Fortune Teller](fortune-teller.md) +- [Gambler](gambler.md) +- [Gladiator](gladiator.md) +- [Guard](guard.md) +- [Herbalist](herbalist.md) +- [Hermit](hermit.md) +- [Hunter](hunter.md) +- [Laborer](laborer.md) +- [Martial Disciple](martial-disciple.md) +- [Merchant](merchant.md) +- [Miner](miner.md) +- [Noble](noble.md) +- [Nomad](nomad.md) +- [Prisoner](prisoner.md) +- [Sailor](sailor.md) +- [Scholar](scholar.md) +- [Scout](scout.md) +- [Street Urchin](street-urchin.md) +- [Tinker](tinker.md) +- [Warrior](warrior.md) diff --git a/compendium/character/backgrounds/barkeep.md b/compendium/character/backgrounds/barkeep.md new file mode 100644 index 000000000..42a38cdd6 --- /dev/null +++ b/compendium/character/backgrounds/barkeep.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/constitution +- background/skill/diplomacy +- compendium/src/pf2e/crb +aliases: ["Barkeep"] +--- +# Barkeep +*Source: Core Rulebook p. 60* + +You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize. + +Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Alcohol Lore](compendium/skills.md#Lore) skill. You gain the [Hobnobber](compendium/feats/hobnobber.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/barrister.md b/compendium/character/backgrounds/barrister.md new file mode 100644 index 000000000..db354ded2 --- /dev/null +++ b/compendium/character/backgrounds/barrister.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/diplomacy +- compendium/src/pf2e/crb +aliases: ["Barrister"] +--- +# Barrister +*Source: Core Rulebook p. 60* + +Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You're capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Legal Lore](compendium/skills.md#Lore) skill. + +You gain the [Group Impression](compendium/feats/group-impression.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/bounty-hunter.md b/compendium/character/backgrounds/bounty-hunter.md new file mode 100644 index 000000000..5cb409898 --- /dev/null +++ b/compendium/character/backgrounds/bounty-hunter.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/crb +aliases: ["Bounty Hunter"] +--- +# Bounty Hunter +*Source: Core Rulebook p. 61* + +Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Legal Lore](compendium/skills.md#Lore) skill. + +You gain the [Experienced Tracker](compendium/feats/experienced-tracker.md) skill feat. \ No newline at end of file diff --git a/Compendium/character/backgrounds/charlatan.md b/compendium/character/backgrounds/charlatan.md similarity index 76% rename from Compendium/character/backgrounds/charlatan.md rename to compendium/character/backgrounds/charlatan.md index 70f6ea095..98b12de53 100644 --- a/Compendium/character/backgrounds/charlatan.md +++ b/compendium/character/backgrounds/charlatan.md @@ -4,7 +4,6 @@ cssclass: pf2e,pf2e-background tags: - background/boost/charisma - background/boost/intelligence -- background/feat/charming-liar - background/skill/deception - compendium/src/pf2e/crb aliases: ["Charlatan"] @@ -16,4 +15,4 @@ You traveled from place to place, peddling false fortunes and snake oil in one t Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. -You're trained in the [Deception](../../skills.md#Deception) skill and the [Underworld Lore](../../skills.md#Lore) skill. You gain the [Charming Liar](../../feats/charming-liar.md) skill feat. \ No newline at end of file +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Charming Liar](compendium/feats/charming-liar.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/criminal.md b/compendium/character/backgrounds/criminal.md new file mode 100644 index 000000000..e514f25ec --- /dev/null +++ b/compendium/character/backgrounds/criminal.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/stealth +- compendium/src/pf2e/crb +aliases: ["Criminal"] +--- +# Criminal +*Source: Core Rulebook p. 61* + +As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Smuggler](compendium/feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/detective.md b/compendium/character/backgrounds/detective.md new file mode 100644 index 000000000..a2f2fab78 --- /dev/null +++ b/compendium/character/backgrounds/detective.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/society +- compendium/src/pf2e/crb +aliases: ["Detective"] +--- +# Detective +*Source: Core Rulebook p. 61* + +You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Streetwise](compendium/feats/streetwise.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/emissary.md b/compendium/character/backgrounds/emissary.md new file mode 100644 index 000000000..96ee45198 --- /dev/null +++ b/compendium/character/backgrounds/emissary.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/crb +aliases: ["Emissary"] +--- +# Emissary +*Source: Core Rulebook p. 61* + +As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and a [Lore](compendium/skills.md#Lore) skill related to one city you've visited often. You gain the [Multilingual](compendium/feats/multilingual.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/entertainer.md b/compendium/character/backgrounds/entertainer.md new file mode 100644 index 000000000..f0df5d26f --- /dev/null +++ b/compendium/character/backgrounds/entertainer.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/performance +- compendium/src/pf2e/crb +aliases: ["Entertainer"] +--- +# Entertainer +*Source: Core Rulebook p. 61* + +Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Performance](compendium/skills.md#Performance) skill and the [Theater Lore](compendium/skills.md#Lore) skill. You gain the [Fascinating Performance](compendium/feats/fascinating-performance.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/farmhand.md b/compendium/character/backgrounds/farmhand.md new file mode 100644 index 000000000..af4d84b74 --- /dev/null +++ b/compendium/character/backgrounds/farmhand.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/athletics +- compendium/src/pf2e/crb +aliases: ["Farmhand"] +--- +# Farmhand +*Source: Core Rulebook p. 62* + +With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you became an adventurer. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Farming Lore](compendium/skills.md#Lore) skill. You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Athletics](compendium/skills.md#Athletics). \ No newline at end of file diff --git a/compendium/character/backgrounds/field-medic.md b/compendium/character/backgrounds/field-medic.md new file mode 100644 index 000000000..18405b3e0 --- /dev/null +++ b/compendium/character/backgrounds/field-medic.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/medicine +- compendium/src/pf2e/crb +aliases: ["Field Medic"] +--- +# Field Medic +*Source: Core Rulebook p. 62* + +In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. + +You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Medicine](compendium/skills.md#Medicine) skill and the [Warfare Lore](compendium/skills.md#Lore) skill. You gain the [Battle Medicine](compendium/feats/battle-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/fortune-teller.md b/compendium/character/backgrounds/fortune-teller.md new file mode 100644 index 000000000..0cd39419a --- /dev/null +++ b/compendium/character/backgrounds/fortune-teller.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/occultism +- compendium/src/pf2e/crb +aliases: ["Fortune Teller"] +--- +# Fortune Teller +*Source: Core Rulebook p. 62* + +The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. + +You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Occultism](compendium/skills.md#Occultism) skill and the [Fortune-Telling Lore](compendium/skills.md#Lore) skill. You gain the [Oddity Identification](compendium/feats/oddity-identification.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/gambler.md b/compendium/character/backgrounds/gambler.md new file mode 100644 index 000000000..42ee25b24 --- /dev/null +++ b/compendium/character/backgrounds/gambler.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/dexterity +- background/skill/deception +- compendium/src/pf2e/crb +aliases: ["Gambler"] +--- +# Gambler +*Source: Core Rulebook p. 62* + +The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring as a way out of a spiral. + +Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. + +You're trained in the [Deception](compendium/skills.md#Deception) skill and the [Games Lore](compendium/skills.md#Lore) skill. You gain the [Lie to Me](compendium/feats/lie-to-me.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/gladiator.md b/compendium/character/backgrounds/gladiator.md new file mode 100644 index 000000000..b1fe02334 --- /dev/null +++ b/compendium/character/backgrounds/gladiator.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/performance +- compendium/src/pf2e/crb +aliases: ["Gladiator"] +--- +# Gladiator +*Source: Core Rulebook p. 62* + +The bloody games of the arena taught you the art of combat. + +Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd's attention pay off in a new adventuring life. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Performance](compendium/skills.md#Performance) skill and the [Gladiatorial Lore](compendium/skills.md#Lore) skill. You gain the [Impressive Performance](compendium/feats/impressive-performance.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/guard.md b/compendium/character/backgrounds/guard.md new file mode 100644 index 000000000..50667f00a --- /dev/null +++ b/compendium/character/backgrounds/guard.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/crb +aliases: ["Guard"] +--- +# Guard +*Source: Core Rulebook p. 62* + +You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. + +However you left the guard, you might think of adventuring as a way to use your skills on a wider stage. + +Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Legal Lore](compendium/skills.md#Lore) or [Warfare Lore](compendium/skills.md#Lore) skill. You gain the [Quick Coercion](compendium/feats/quick-coercion.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/herbalist.md b/compendium/character/backgrounds/herbalist.md new file mode 100644 index 000000000..68e102a24 --- /dev/null +++ b/compendium/character/backgrounds/herbalist.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/medicine +- background/skill/nature +- compendium/src/pf2e/crb +aliases: ["Herbalist"] +--- +# Herbalist +*Source: Core Rulebook p. 62* + +As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. + +You're adept at collecting the right natural cures in all sorts of environments and preparing them properly. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) skill and the [Herbalism Lore](compendium/skills.md#Lore) skill. You gain the [Natural Medicine](compendium/feats/natural-medicine.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/hermit.md b/compendium/character/backgrounds/hermit.md new file mode 100644 index 000000000..94418b609 --- /dev/null +++ b/compendium/character/backgrounds/hermit.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/intelligence +- background/skill/nature +- background/skill/occultism +- compendium/src/pf2e/crb +aliases: ["Hermit"] +--- +# Hermit +*Source: Core Rulebook p. 62* + +In an isolated place—like a cave, remote oasis, or secluded mansion—you lived a life of solitude. Adventuring might represent your first foray out among other people in some time. + +This might be a welcome reprieve from solitude or an unwanted change, but in either case, you're likely still rough around the edges. + +Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. + +You're trained in the [Nature](compendium/skills.md#Nature) or [Occultism](compendium/skills.md#Occultism) skill, plus a [Lore](compendium/skills.md#Lore) skill related to the terrain you lived in as a hermit (such as [Cave Lore](compendium/skills.md#Lore) or [Desert Lore](compendium/skills.md#Lore)). You gain the [Dubious Knowledge](compendium/feats/dubious-knowledge.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/hunter.md b/compendium/character/backgrounds/hunter.md new file mode 100644 index 000000000..10108c11d --- /dev/null +++ b/compendium/character/backgrounds/hunter.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/crb +aliases: ["Hunter"] +--- +# Hunter +*Source: Core Rulebook p. 62* + +You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Tanning Lore](compendium/skills.md#Lore) skill. You gain the [Survey Wildlife](compendium/feats/survey-wildlife.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/laborer.md b/compendium/character/backgrounds/laborer.md new file mode 100644 index 000000000..912da56f8 --- /dev/null +++ b/compendium/character/backgrounds/laborer.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/crb +aliases: ["Laborer"] +--- +# Laborer +*Source: Core Rulebook p. 62* + +You've spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else's command. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Labor Lore](compendium/skills.md#Lore) skill. + +You gain the [Hefty Hauler](compendium/feats/hefty-hauler.md) skill feat in [Athletics](compendium/skills.md#Athletics). \ No newline at end of file diff --git a/compendium/character/backgrounds/martial-disciple.md b/compendium/character/backgrounds/martial-disciple.md new file mode 100644 index 000000000..dd5232047 --- /dev/null +++ b/compendium/character/backgrounds/martial-disciple.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/acrobatics +- background/skill/athletics +- compendium/src/pf2e/crb +aliases: ["Martial Disciple"] +--- +# Martial Disciple +*Source: Core Rulebook p. 63* + +You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization. + +Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. + +You're trained in your choice of the [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) skill. You gain a skill feat: [Cat Fall](compendium/feats/cat-fall.md) if you chose [Acrobatics](compendium/skills.md#Acrobatics) or [Quick Jump](compendium/feats/quick-jump.md) if you chose [Athletics](compendium/skills.md#Athletics). You're also trained in the [Warfare Lore](compendium/skills.md#Lore) skill. \ No newline at end of file diff --git a/compendium/character/backgrounds/merchant.md b/compendium/character/backgrounds/merchant.md new file mode 100644 index 000000000..4beab2631 --- /dev/null +++ b/compendium/character/backgrounds/merchant.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/diplomacy +- compendium/src/pf2e/crb +aliases: ["Merchant"] +--- +# Merchant +*Source: Core Rulebook p. 63* + +In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Diplomacy](compendium/skills.md#Diplomacy) skill and the [Mercantile Lore](compendium/skills.md#Lore) skill. You gain the [Bargain Hunter](compendium/feats/bargain-hunter.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/miner.md b/compendium/character/backgrounds/miner.md new file mode 100644 index 000000000..4f5e8c3c0 --- /dev/null +++ b/compendium/character/backgrounds/miner.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/strength +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/crb +aliases: ["Miner"] +--- +# Miner +*Source: Core Rulebook p. 63* + +You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor— and if you have to head back underground, this time you plan to do so armed with a real weapon instead of a miner's pick. + +Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and the [Mining Lore](compendium/skills.md#Lore) skill. You gain the [Terrain Expertise](compendium/feats/terrain-expertise.md) skill feat with underground terrain. \ No newline at end of file diff --git a/compendium/character/backgrounds/noble.md b/compendium/character/backgrounds/noble.md new file mode 100644 index 000000000..13ad119ab --- /dev/null +++ b/compendium/character/backgrounds/noble.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/charisma +- background/boost/intelligence +- background/skill/society +- compendium/src/pf2e/crb +aliases: ["Noble"] +--- +# Noble +*Source: Core Rulebook p. 63* + +To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble's lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer's life. + +Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. + +You're trained in the [Society](compendium/skills.md#Society) skill and your choice of the [Genealogy Lore](compendium/skills.md#Lore) or [Heraldry Lore](compendium/skills.md#Lore) skill. You gain the [Courtly Graces](compendium/feats/courtly-graces.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/nomad.md b/compendium/character/backgrounds/nomad.md new file mode 100644 index 000000000..b61f0d79a --- /dev/null +++ b/compendium/character/backgrounds/nomad.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/crb +aliases: ["Nomad"] +--- +# Nomad +*Source: Core Rulebook p. 63* + +Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places. + +Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and a [Lore](compendium/skills.md#Lore) skill related to one terrain you traveled in (such as [Desert Lore](compendium/skills.md#Lore) or [Swamp Lore](compendium/skills.md#Lore)). You gain the [Assurance](compendium/feats/assurance.md) skill feat with [Survival](compendium/skills.md#Survival). \ No newline at end of file diff --git a/compendium/character/backgrounds/prisoner.md b/compendium/character/backgrounds/prisoner.md new file mode 100644 index 000000000..c8c78612f --- /dev/null +++ b/compendium/character/backgrounds/prisoner.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/stealth +- compendium/src/pf2e/crb +aliases: ["Prisoner"] +--- +# Prisoner +*Source: Core Rulebook p. 63* + +You might have been imprisoned for crimes (whether you were guilty or not), or enslaved for some part of your upbringing. + +In your adventuring life, you take full advantage of your newfound freedom. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Stealth](compendium/skills.md#Stealth) skill and the [Underworld Lore](compendium/skills.md#Lore) skill. You gain the [Experienced Smuggler](compendium/feats/experienced-smuggler.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/sailor.md b/compendium/character/backgrounds/sailor.md new file mode 100644 index 000000000..3a6409546 --- /dev/null +++ b/compendium/character/backgrounds/sailor.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/strength +- background/skill/athletics +- compendium/src/pf2e/crb +aliases: ["Sailor"] +--- +# Sailor +*Source: Core Rulebook p. 63* + +You heard the call of the sea from a young age. Perhaps you signed onto a merchant's vessel, joined the navy, or even fell in with a crew of pirates and scalawags. + +Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. + +You're trained in the [Athletics](compendium/skills.md#Athletics) skill and the [Sailing Lore](compendium/skills.md#Lore) skill. + +You gain the [Underwater Marauder](compendium/feats/underwater-marauder.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/scholar.md b/compendium/character/backgrounds/scholar.md new file mode 100644 index 000000000..450a0f9b3 --- /dev/null +++ b/compendium/character/backgrounds/scholar.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/intelligence +- background/boost/wisdom +- background/skill/arcana +- background/skill/nature +- background/skill/occultism +- background/skill/religion +- compendium/src/pf2e/crb +aliases: ["Scholar"] +--- +# Scholar +*Source: Core Rulebook p. 63* + +You have a knack for learning, and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and always dreamed about one day seeing the real things. + +Eventually, that curiosity led you to leave your studies and become an adventurer. + +Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. + +You're trained in your choice of the [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) skill, and gain the [Assurance](compendium/feats/assurance.md) skill feat in your chosen skill. You're also trained in the [Academia Lore](compendium/skills.md#Lore) skill. \ No newline at end of file diff --git a/compendium/character/backgrounds/scout.md b/compendium/character/backgrounds/scout.md new file mode 100644 index 000000000..207f83019 --- /dev/null +++ b/compendium/character/backgrounds/scout.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/wisdom +- background/skill/survival +- compendium/src/pf2e/crb +aliases: ["Scout"] +--- +# Scout +*Source: Core Rulebook p. 64* + +You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle. + +Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. + +You're trained in the [Survival](compendium/skills.md#Survival) skill and a [Lore](compendium/skills.md#Lore) skill related to one terrain you scouted in (such as [Forest Lore](compendium/skills.md#Lore) or [Cavern Lore](compendium/skills.md#Lore)). You gain the [Forager](compendium/feats/forager.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/street-urchin.md b/compendium/character/backgrounds/street-urchin.md new file mode 100644 index 000000000..4c09d5bf6 --- /dev/null +++ b/compendium/character/backgrounds/street-urchin.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/dexterity +- background/skill/thievery +- compendium/src/pf2e/crb +aliases: ["Street Urchin"] +--- +# Street Urchin +*Source: Core Rulebook p. 64* + +You eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some folk adventure for the glory, you do so to survive. + +Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. + +You're trained in [Thievery](compendium/skills.md#Thievery) and a [Lore](compendium/skills.md#Lore) skill for the city you lived in as a street urchin (such as [Absalom Lore](compendium/skills.md#Lore) or [Magnimar Lore](compendium/skills.md#Lore)). You gain the [Pickpocket](compendium/feats/pickpocket.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/tinker.md b/compendium/character/backgrounds/tinker.md new file mode 100644 index 000000000..48cd60f33 --- /dev/null +++ b/compendium/character/backgrounds/tinker.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/dexterity +- background/boost/intelligence +- background/skill/crafting +- compendium/src/pf2e/crb +aliases: ["Tinker"] +--- +# Tinker +*Source: Core Rulebook p. 64* + +Creating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you'll come up with next. + +It might be a genius device with tremendous potential... or it might explode. + +Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. + +You're trained in the [Crafting](compendium/skills.md#Crafting) skill and the [Engineering Lore](compendium/skills.md#Lore) skill. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) skill feat. \ No newline at end of file diff --git a/compendium/character/backgrounds/warrior.md b/compendium/character/backgrounds/warrior.md new file mode 100644 index 000000000..894a96889 --- /dev/null +++ b/compendium/character/backgrounds/warrior.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-background +tags: +- background/boost/constitution +- background/boost/strength +- background/skill/intimidation +- compendium/src/pf2e/crb +aliases: ["Warrior"] +--- +# Warrior +*Source: Core Rulebook p. 64* + +In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break out from the regimented structure of these forces, or you could have always been as independent a warrior as you are now. + +Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. + +You're trained in the [Intimidation](compendium/skills.md#Intimidation) skill and the [Warfare Lore](compendium/skills.md#Lore) skill. You gain the [Intimidating Glare](compendium/feats/intimidating-glare.md) skill feat. \ No newline at end of file diff --git a/compendium/equipment/items/acid-flask.md b/compendium/equipment/items/acid-flask.md new file mode 100644 index 000000000..619300aac --- /dev/null +++ b/compendium/equipment/items/acid-flask.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/bomb +- trait/acid +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/splash +aliases: ["Acid Flask"] +--- +# Acid Flask *Item 1+* +[acid](rules/traits/acid.md) [alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +This flask filled with corrosive acid deals 1 acid damage, the listed [persistent acid damage](rules/conditions.md#Persistent%20Damage), and the listed acid splash damage. Many types grant an item bonus to attack rolls. + +*Source: Core Rulebook p. 544* \ No newline at end of file diff --git a/Compendium/equipment/items/adamantine-armor.md b/compendium/equipment/items/adamantine-armor.md similarity index 78% rename from Compendium/equipment/items/adamantine-armor.md rename to compendium/equipment/items/adamantine-armor.md index e2eaff4db..0e743b3bb 100644 --- a/Compendium/equipment/items/adamantine-armor.md +++ b/compendium/equipment/items/adamantine-armor.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/material - trait/uncommon aliases: ["Adamantine Armor"] --- # Adamantine Armor *Item 12+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor +- **Category** Material Adamantine armor has a shiny, black appearance and is amazingly durable. diff --git a/Compendium/equipment/items/adamantine-shield.md b/compendium/equipment/items/adamantine-shield.md similarity index 75% rename from Compendium/equipment/items/adamantine-shield.md rename to compendium/equipment/items/adamantine-shield.md index 1d9ec9239..c31d978d5 100644 --- a/Compendium/equipment/items/adamantine-shield.md +++ b/compendium/equipment/items/adamantine-shield.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/material - trait/uncommon aliases: ["Adamantine Shield"] --- # Adamantine Shield *Item 8+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Category** Material Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons. diff --git a/Compendium/equipment/items/adamantine-weapon.md b/compendium/equipment/items/adamantine-weapon.md similarity index 84% rename from Compendium/equipment/items/adamantine-weapon.md rename to compendium/equipment/items/adamantine-weapon.md index 660335db2..63440975b 100644 --- a/Compendium/equipment/items/adamantine-weapon.md +++ b/compendium/equipment/items/adamantine-weapon.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/material - trait/uncommon aliases: ["Adamantine Weapon"] --- # Adamantine Weapon *Item 11+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon +- **Category** Material Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon. diff --git a/compendium/equipment/items/adamantine.md b/compendium/equipment/items/adamantine.md new file mode 100644 index 000000000..3641cbff1 --- /dev/null +++ b/compendium/equipment/items/adamantine.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +- trait/precious +- trait/uncommon +aliases: ["Adamantine"] +--- +# Adamantine *Item 8+* +[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) + +- **Category** Material + +Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge. + + +*Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/compendium/equipment/items/adventurers-pack.md b/compendium/equipment/items/adventurers-pack.md new file mode 100644 index 000000000..4a40b2a9b --- /dev/null +++ b/compendium/equipment/items/adventurers-pack.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Adventurer's Pack"] +--- +# Adventurer's Pack *Item 0* + +- **Price** 15 sp +- **Bulk** 1 +- **Category** Adventuring Gear + +This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: a [backpack](compendium/equipment/items/backpack.md), a [bedroll](compendium/equipment/items/bedroll.md), [10 pieces of chalk](compendium/equipment/items/chalk-10.md), [flint and steel](compendium/equipment/items/flint-and-steel.md), [50 feet of rope](compendium/equipment/items/rope-50-feet.md), 2 weeks' [rations](compendium/equipment/items/rations-1-week.md), [soap](compendium/equipment/items/soap.md), 5 [torches](compendium/equipment/items/torch.md), and a [waterskin](compendium/equipment/items/waterskin.md). + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/aeon-stone.md b/compendium/equipment/items/aeon-stone.md new file mode 100644 index 000000000..3c4c831c3 --- /dev/null +++ b/compendium/equipment/items/aeon-stone.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Aeon Stone"] +--- +# Aeon Stone *Item 1+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times. + +When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body. + +You can stow an aeon stone with an [Interact](rules/actions/interact.md) action, and an orbiting stone can be snatched out of the air with a successful [Disarm](rules/actions/disarm.md) action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again. + +There are various types of aeon stones, each with a different shape, color, and [magical](rules/traits/magical.md) effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a [wayfinder](compendium/equipment/items/wayfinder.md). + +*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/alarm-snare.md b/compendium/equipment/items/alarm-snare.md new file mode 100644 index 000000000..a4a7a2775 --- /dev/null +++ b/compendium/equipment/items/alarm-snare.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/auditory +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Alarm Snare"] +--- +# Alarm Snare *Item 1* +[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 3 gp +- **Category** Snare + +You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated. + +*Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/compendium/equipment/items/alchemist-goggles.md b/compendium/equipment/items/alchemist-goggles.md new file mode 100644 index 000000000..41119e4e6 --- /dev/null +++ b/compendium/equipment/items/alchemist-goggles.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Alchemist Goggles"] +--- +# Alchemist Goggles *Item 4+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) alchemical items and a +1 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making [Strikes](rules/actions/strike.md) with alchemical bombs. + +*Source: Core Rulebook p. 605* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-fire.md b/compendium/equipment/items/alchemists-fire.md new file mode 100644 index 000000000..8d7ddcd80 --- /dev/null +++ b/compendium/equipment/items/alchemists-fire.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/fire +- trait/splash +aliases: ["Alchemist's Fire"] +--- +# Alchemist's Fire *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, [persistent fire damage](rules/conditions.md#Persistent%20Damage), and splash damage. Many types grant an item bonus to attack rolls. + +*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/alchemists-lab.md b/compendium/equipment/items/alchemists-lab.md new file mode 100644 index 000000000..799f7985d --- /dev/null +++ b/compendium/equipment/items/alchemists-lab.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Alchemist's Lab"] +--- +# Alchemist's Lab *Item 0* + +- **Price** 5 gp +- **Bulk** 6 +- **Hands** 2 +- **Category** Adventuring Gear + +You need an alchemist's lab to [Craft](rules/actions/craft.md) alchemical items during downtime. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/alchemists-tools.md b/compendium/equipment/items/alchemists-tools.md similarity index 100% rename from Compendium/equipment/items/alchemists-tools.md rename to compendium/equipment/items/alchemists-tools.md diff --git a/compendium/equipment/items/aligned-oil.md b/compendium/equipment/items/aligned-oil.md new file mode 100644 index 000000000..6e9e8775d --- /dev/null +++ b/compendium/equipment/items/aligned-oil.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/divine +- trait/evocation +- trait/oil +aliases: ["Aligned Oil"] +--- +# Aligned Oil *Item 9* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [oil](rules/traits/oil.md) + +- **Price** 140 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This oil fills a weapon with cosmic power of an alignment. Each aligned oil is crafted to one alignment: chaos, evil, good, or law (such as a good-aligned oil). A weapon anointed with this oil gains the effects of the property rune matching its alignment: anarchic (chaos), axiomatic (law), holy (good), or unholy (evil) + +This lasts for 1 minute. + +*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/anarchic.md b/compendium/equipment/items/anarchic.md new file mode 100644 index 000000000..86f22617c --- /dev/null +++ b/compendium/equipment/items/anarchic.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/chaotic +- trait/evocation +- trait/magical +aliases: ["Anarchic"] +--- +# Anarchic *Item 11* +[chaotic](rules/traits/chaotic.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 1400 gp +- **Usage** etched onto a weapon without an axiomatic rune +- **Category** Rune + +An anarchic rune is jagged and asymmetrical, channeling chaotic energy. A weapon with this rune deals an additional `1d6` chaotic damage against lawful targets. If you are lawful, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. + +When you critically succeed at a [Strike](rules/actions/strike.md) with this weapon against a lawful creature, roll `1d6`. On a 1 or 2, you deal double minimum damage; on a 3 or 4, double your damage normally; on a 5 or 6, you deal double maximum damage. + +*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/animal-staff.md b/compendium/equipment/items/animal-staff.md new file mode 100644 index 000000000..3292da471 --- /dev/null +++ b/compendium/equipment/items/animal-staff.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/staff +- trait/divination +- trait/magical +- trait/staff +aliases: ["Animal Staff"] +--- +# Animal Staff *Item 4+* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This staff is topped with carved animal and monster heads. + +While wielding the staff, you gain a +2 circumstance bonus to [Nature](compendium/skills.md#Nature) checks to identify animals. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Core Rulebook p. 592* \ No newline at end of file diff --git a/compendium/equipment/items/anklets-of-alacrity.md b/compendium/equipment/items/anklets-of-alacrity.md new file mode 100644 index 000000000..0573fcec8 --- /dev/null +++ b/compendium/equipment/items/anklets-of-alacrity.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Anklets of Alacrity"] +--- +# Anklets of Alacrity *Item 17* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 15000 gp +- **Usage** worn anklets; **Bulk** — +- **Category** Apex + +These gem-studded golden anklets give you a +3 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. When you invest the anklets, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You click the anklets together, gaining a +20-foot status bonus to all your Speeds and the effects of water walk for the next 10 minutes. +``` + +*Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/antidote.md b/compendium/equipment/items/antidote.md new file mode 100644 index 000000000..2c9f38ea2 --- /dev/null +++ b/compendium/equipment/items/antidote.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Antidote"] +--- +# Antidote *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. + +*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/compendium/equipment/items/antimagic-oil.md b/compendium/equipment/items/antimagic-oil.md new file mode 100644 index 000000000..21ffd34fb --- /dev/null +++ b/compendium/equipment/items/antimagic-oil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/abjuration +- trait/consumable +- trait/magical +- trait/oil +- trait/rare +aliases: ["Antimagic Oil"] +--- +# Antimagic Oil *Item 20* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [rare](rules/traits/rare.md) + +- **Price** 13000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This oil contains energy that repels nearly all types of magic. + +When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the [magical](rules/traits/magical.md) trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer. + +Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer. + +*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/antimagic.md b/compendium/equipment/items/antimagic.md new file mode 100644 index 000000000..9d2ea2f50 --- /dev/null +++ b/compendium/equipment/items/antimagic.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Antimagic"] +--- +# Antimagic *Item 15* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6500 gp +- **Usage** etched onto armor +- **Category** Rune + +This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against [magical](rules/traits/magical.md) effects. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A spell targets you or includes you in its area + +**Effect** The armor attempts to counteract the triggering spell with the effect of a 7th-level [dispel magic](compendium/spells/dispel-magic.md) spell and a counteract modifier of +26. +``` + +*Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/compendium/equipment/items/antiplague.md b/compendium/equipment/items/antiplague.md new file mode 100644 index 000000000..4da980801 --- /dev/null +++ b/compendium/equipment/items/antiplague.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Antiplague"] +--- +# Antiplague *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Antiplague can fortify the body's defenses against diseases. + +Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression. + +*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/compendium/equipment/items/armbands-of-athleticism.md b/compendium/equipment/items/armbands-of-athleticism.md new file mode 100644 index 000000000..7be774883 --- /dev/null +++ b/compendium/equipment/items/armbands-of-athleticism.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Armbands of Athleticism"] +--- +# Armbands of Athleticism *Item 9+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn armbands; **Bulk** L +- **Category** Worn + +Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks. In addition, whenever you use an action to [Climb](rules/actions/climb.md) or [Swim](rules/actions/swim.md) and you succeed at the [Athletics](compendium/skills.md#Athletics) check, add a +5-foot item bonus to the distance you move. + +*Source: Core Rulebook p. 605* \ No newline at end of file diff --git a/Compendium/equipment/items/armor-potency.md b/compendium/equipment/items/armor-potency.md similarity index 87% rename from Compendium/equipment/items/armor-potency.md rename to compendium/equipment/items/armor-potency.md index ca9d7f137..5bb552cb5 100644 --- a/Compendium/equipment/items/armor-potency.md +++ b/compendium/equipment/items/armor-potency.md @@ -9,7 +9,7 @@ tags: aliases: ["Armor Potency"] --- # Armor Potency *Item 5+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/arrow-catching-shield.md b/compendium/equipment/items/arrow-catching-shield.md new file mode 100644 index 000000000..6a11e4b11 --- /dev/null +++ b/compendium/equipment/items/arrow-catching-shield.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/abjuration +- trait/magical +aliases: ["Arrow-catching Shield"] +--- +# Arrow-catching Shield *Item 11* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 1350 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Shield; **Group** Shield + +This remarkable wooden shield (Hardness 10, HP 60, BT 30) is carved with images of overlapping fletched arrows. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A ranged weapon [Strike](rules/actions/strike.md) targets a creature within 15 feet of you when you have this shield raised, and the attacker has not yet rolled their attack + +**Effect** The triggering [Strike](rules/actions/strike.md) targets you instead of its normal target. + +If it hits, you gain the effects of the [Shield Block](compendium/feats/shield-block.md) reaction. +``` + +*Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/arrow.md b/compendium/equipment/items/arrow.md new file mode 100644 index 000000000..948562665 --- /dev/null +++ b/compendium/equipment/items/arrow.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +aliases: ["Arrow"] +--- +# Arrow *Item 0* + +- **Bulk** L +- **Category** Ammunition + +These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other. + +> [!pf2-note] +> Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. + +*Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/arsenic.md b/compendium/equipment/items/arsenic.md new file mode 100644 index 000000000..3fd451096 --- /dev/null +++ b/compendium/equipment/items/arsenic.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +aliases: ["Arsenic"] +--- +# Arsenic *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This toxin is a compound of arsenic and other substances. You can't reduce your [sickened](rules/conditions.md#Sickened) condition while affected. + +```ad-inline-affliction +title: Saving Throw: DC 18 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 5 minutes + +## Stages + +**Stage 1** `1d4` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) + +**Stage 2** `1d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) + +**Stage 3** `2d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) +``` + +*Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/artisans-tools.md b/compendium/equipment/items/artisans-tools.md new file mode 100644 index 000000000..669212476 --- /dev/null +++ b/compendium/equipment/items/artisans-tools.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Artisan's Tools"] +--- +# Artisan's Tools *Item 0* + +- **Price** 4 gp +- **Bulk** 2 +- **Hands** 1 or 2* +- **Category** Adventuring Gear + +You need these tools to create items from raw materials with the [Craft](rules/actions/craft.md) skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. + +> [!pf2-note] +> You can use the set of tools with one hand if you are wearing it. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/axiomatic.md b/compendium/equipment/items/axiomatic.md similarity index 76% rename from Compendium/equipment/items/axiomatic.md rename to compendium/equipment/items/axiomatic.md index 76a6cc6f4..ccb88c084 100644 --- a/Compendium/equipment/items/axiomatic.md +++ b/compendium/equipment/items/axiomatic.md @@ -10,13 +10,13 @@ tags: aliases: ["Axiomatic"] --- # Axiomatic *Item 11* -[evocation](../../../Rules/traits/evocation.md) [lawful](../../../Rules/traits/lawful.md) [magical](../../../Rules/traits/magical.md) +[evocation](rules/traits/evocation.md) [lawful](rules/traits/lawful.md) [magical](rules/traits/magical.md) - **Price** 1400 gp - **Usage** etched onto a weapon without an anarchic rune - **Category** Rune -Complex and symmetrical, an axiomatic rune imbues a weapon with lawful energy. A weapon with this rune deals an additional `1d6` lawful damage against chaotic targets. If you are chaotic, you are [enfeebled](../../../Rules/conditions.md#Enfeebled) while carrying or wielding this weapon. +Complex and symmetrical, an axiomatic rune imbues a weapon with lawful energy. A weapon with this rune deals an additional `1d6` lawful damage against chaotic targets. If you are chaotic, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. When you critically succeed at an attack roll with this weapon against a chaotic creature, instead of rolling, count each weapon damage die as average damage rounded up (3 for d4, 4 for d6, 5 for d8, 6 for d10, 7 for d12). diff --git a/Compendium/equipment/items/backpack.md b/compendium/equipment/items/backpack.md similarity index 96% rename from Compendium/equipment/items/backpack.md rename to compendium/equipment/items/backpack.md index 801e71a54..838cc0e09 100644 --- a/Compendium/equipment/items/backpack.md +++ b/compendium/equipment/items/backpack.md @@ -9,6 +9,7 @@ aliases: ["Backpack"] # Backpack *Item 0* - **Price** 1 sp +- **Bulk** — - **Category** Adventuring Gear A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. diff --git a/compendium/equipment/items/bag-of-holding.md b/compendium/equipment/items/bag-of-holding.md new file mode 100644 index 000000000..4967aecfc --- /dev/null +++ b/compendium/equipment/items/bag-of-holding.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/conjuration +- trait/extradimensional +- trait/magical +aliases: ["Bag of Holding"] +--- +# Bag of Holding *Item 4+* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [magical](rules/traits/magical.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +Though it appears to be a cloth sack decorated with panels of richly colored silk or stylish embroidery, a bag of holding opens into an extradimensional space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the bag of holding itself. The amount of Bulk the bag's extradimensional space can hold depends on its type. + +You can [Interact](rules/actions/interact.md) with the bag of holding to put items in or remove them just like a mundane sack. Though the bag can hold a great amount of material, an object still needs to be able to fit through the opening of the sack to be stored inside. + +If the bag is overloaded or [broken](rules/conditions.md#Broken), it ruptures and is ruined, causing the items inside to be lost forever. If it's turned inside out, the items inside spill out unharmed, but the bag must be put right before it can be used again. A living creature placed inside the bag has enough air for 10 minutes before it begins to suffocate, and it can attempt to [Escape](rules/actions/escape.md) against a DC of 13. An item inside the bag provides no benefits unless it's retrieved first. An item in the bag can't be detected by magic that detects only things on the same plane. + +*Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/barding-of-the-zephyr.md b/compendium/equipment/items/barding-of-the-zephyr.md new file mode 100644 index 000000000..2b83cdae0 --- /dev/null +++ b/compendium/equipment/items/barding-of-the-zephyr.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/companion +- trait/companion +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Barding of the Zephyr"] +--- +# Barding of the Zephyr *Item 10* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 900 gp +- **Usage** worn barding; **Bulk** L +- **Category** Companion + +This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape. + +When your companion falls, wind picks it up from below; it gains the effects of feather fall. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still [Fly](rules/actions/fly.md) while being ridden. +``` + +*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/barkskin-potion.md b/compendium/equipment/items/barkskin-potion.md new file mode 100644 index 000000000..fe9f5d41d --- /dev/null +++ b/compendium/equipment/items/barkskin-potion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/abjuration +- trait/consumable +- trait/potion +- trait/primal +aliases: ["Barkskin Potion"] +--- +# Barkskin Potion *Item 4* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [potion](rules/traits/potion.md) [primal](rules/traits/primal.md) + +- **Price** 15 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-level [barkskin](compendium/spells/barkskin.md) spell for 10 minutes. + +*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/basic-crafters-book.md b/compendium/equipment/items/basic-crafters-book.md new file mode 100644 index 000000000..33b1af3e2 --- /dev/null +++ b/compendium/equipment/items/basic-crafters-book.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Basic Crafter's Book"] +--- +# Basic Crafter's Book *Item 0* + +- **Price** 1 sp +- **Bulk** L +- **Hands** 2 +- **Category** Adventuring Gear + +This book contains the 0 for [Crafting](rules/actions/craft.md) all 0-level common items in Chapter 6: Equipment of the Core Rulebook. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/bastard-sword.md b/compendium/equipment/items/bastard-sword.md similarity index 90% rename from Compendium/equipment/items/bastard-sword.md rename to compendium/equipment/items/bastard-sword.md index 9f4e00323..45f4f352a 100644 --- a/Compendium/equipment/items/bastard-sword.md +++ b/compendium/equipment/items/bastard-sword.md @@ -8,7 +8,7 @@ tags: aliases: ["Bastard Sword"] --- # Bastard Sword *Item 0* -[two-hand ](../../../Rules/traits/two-hand.md) +[two-hand ](rules/traits/two-hand.md) - **Price** 4 gp - **Bulk** 1 diff --git a/Compendium/equipment/items/battle-axe.md b/compendium/equipment/items/battle-axe.md similarity index 92% rename from Compendium/equipment/items/battle-axe.md rename to compendium/equipment/items/battle-axe.md index c8f27d6fd..485c75cc7 100644 --- a/Compendium/equipment/items/battle-axe.md +++ b/compendium/equipment/items/battle-axe.md @@ -8,7 +8,7 @@ tags: aliases: ["Battle Axe"] --- # Battle Axe *Item 0* -[sweep](../../../Rules/traits/sweep.md) +[sweep](rules/traits/sweep.md) - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/beacon-shot.md b/compendium/equipment/items/beacon-shot.md new file mode 100644 index 000000000..87de87a67 --- /dev/null +++ b/compendium/equipment/items/beacon-shot.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/evocation +- trait/magical +aliases: ["Beacon Shot"] +--- +# Beacon Shot *Item 3* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 10 gp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is [invisible](rules/conditions.md#Invisible), it becomes merely [hidden](rules/conditions.md#Hidden) to creatures who would otherwise be unable to see it. The sparks also negate the [concealed](rules/conditions.md#Concealed) condition if the target was otherwise [concealed](rules/conditions.md#Concealed). + +A creature can remove the arrow or bolt by using an [Interact](rules/actions/interact.md) basic action and succeeding at a DC 20 [Athletics](compendium/skills.md#Athletics) check. + +*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/Compendium/equipment/items/bedroll.md b/compendium/equipment/items/bedroll.md similarity index 100% rename from Compendium/equipment/items/bedroll.md rename to compendium/equipment/items/bedroll.md diff --git a/compendium/equipment/items/belladonna.md b/compendium/equipment/items/belladonna.md new file mode 100644 index 000000000..840a4d2d9 --- /dev/null +++ b/compendium/equipment/items/belladonna.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +aliases: ["Belladonna"] +--- +# Belladonna *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 5 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Sometimes called "deadly nightshade," belladonna is a widely available toxin produced from a plant similar to a tomato. + +```ad-inline-affliction +title: Saving Throw: DC 19 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 30 minutes + +## Stages + +**Stage 1** [dazzled](rules/conditions.md#Dazzled) (10 minutes) + +**Stage 2** `1d6` poison damage and [sickened](rules/conditions.md#Sickened) (10 minutes) + +**Stage 3** `1d6` poison damage, [confused](rules/conditions.md#Confused), and [sickened](rules/conditions.md#Sickened) (1 minute) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-giant-strength.md b/compendium/equipment/items/belt-of-giant-strength.md new file mode 100644 index 000000000..b6053486a --- /dev/null +++ b/compendium/equipment/items/belt-of-giant-strength.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Belt of Giant Strength"] +--- +# Belt of Giant Strength *Item 17* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 15000 gp +- **Usage** worn belt; **Bulk** L +- **Category** Apex + +This thick leather belt is decorated with a buckle carved from glittering quartz in the shape of a fist. You gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks and a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to lift a heavy object, [Escape](rules/actions/escape.md), and [Force Open](rules/actions/force-open.md). When you invest the belt, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are targeted by a thrown rock attack, or a rock would fall on you + +**Effect** Attempt an [Athletics](compendium/skills.md#Athletics) check to grab the triggering rock. Use the [Athletics](compendium/skills.md#Athletics) DC of the creature throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free hand to catch the rock, but you can [Release](rules/actions/release.md) anything you're holding in a hand as part of this reaction. + +> [!success-degree] +> - **Success** You safely catch the rock, take no damage, and are now holding the rock. +> - **Failure** You take half damage. +> - **Critical Failure** You take full damage. +``` + +*Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-regeneration.md b/compendium/equipment/items/belt-of-regeneration.md new file mode 100644 index 000000000..00009fef2 --- /dev/null +++ b/compendium/equipment/items/belt-of-regeneration.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/apex +- trait/apex +- trait/invested +- trait/magical +- trait/necromancy +aliases: ["Belt of Regeneration"] +--- +# Belt of Regeneration *Item 17* +[apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 15000 gp +- **Usage** worn belt; **Bulk** L +- **Category** Apex + +This belt is crafted from rubbery troll hide that's green and orange in color. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You tighten the belt one notch to gain a regeneration effect. For `2d4` rounds, at the start of your turn each round, you recover 15 Hit Points unless you took acid or fire damage since the start of your previous turn. +``` + +*Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/belt-of-the-five-kings.md b/compendium/equipment/items/belt-of-the-five-kings.md new file mode 100644 index 000000000..61f379809 --- /dev/null +++ b/compendium/equipment/items/belt-of-the-five-kings.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Belt of the Five Kings"] +--- +# Belt of the Five Kings *Item 9* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 650 gp +- **Usage** worn belt; **Bulk** L +- **Category** Worn + +Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks to [Make an Impression](rules/actions/make-an-impression.md) with dwarves or make a [Request](rules/actions/request.md) from dwarves. You also gain a +1 circumstance bonus to [Intimidation](compendium/skills.md#Intimidation) checks against giants and orcs. + +The belt also grants you [darkvision](rules/abilities/darkvision.md) and the ability to understand, speak, and write the Dwarven language. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You are a dwarf + +**Effect** You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you [darkvision](rules/abilities/darkvision.md). Both effects last for 10 minutes. +``` + +*Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/berserkers-cloak.md b/compendium/equipment/items/berserkers-cloak.md new file mode 100644 index 000000000..5446962a5 --- /dev/null +++ b/compendium/equipment/items/berserkers-cloak.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Berserker's Cloak"] +--- +# Berserker's Cloak *Item 12+* +[invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn cloak; **Bulk** 1 +- **Category** Worn + +This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the [Rage](rules/actions/rage.md) action, while raging you grow jaws that deal `1d10` piercing damage and claws that deal `1d6` slashing damage and have the [agile](rules/traits/agile.md) trait. + +This transformation is a [morph](rules/traits/morph.md) effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a [striking](compendium/equipment/items/striking.md) rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the weapon damage dice by one). + +If you have an animal instinct and the bestial rage instinct ability, instead of gaining these unarmed attacks, your unarmed attacks from the bestial rage instinct ability gain the benefits of a +2 weapon potency rune and a greater striking rune (granting a +2 item bonus to attack rolls and increasing the weapon damage dice by two). + +*Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/bestial-mutagen.md b/compendium/equipment/items/bestial-mutagen.md new file mode 100644 index 000000000..528dc61f0 --- /dev/null +++ b/compendium/equipment/items/bestial-mutagen.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Bestial Mutagen"] +--- +# Bestial Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy. + +**Benefit** You gain an item bonus to [Athletics](compendium/skills.md#Athletics) checks and unarmed attack rolls. You gain a claw unarmed attack with the [agile](rules/traits/agile.md) trait and a jaws unarmed attack. + +**Drawback** You take a –1 penalty to AC and a –2 penalty to Reflex saves. + +*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/Compendium/equipment/items/biting-snare.md b/compendium/equipment/items/biting-snare.md similarity index 81% rename from Compendium/equipment/items/biting-snare.md rename to compendium/equipment/items/biting-snare.md index 27884216a..301a46584 100644 --- a/Compendium/equipment/items/biting-snare.md +++ b/compendium/equipment/items/biting-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Biting Snare"] --- # Biting Snare *Item 4* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) - **Price** 15 gp - **Category** Snare diff --git a/compendium/equipment/items/black-adder-venom.md b/compendium/equipment/items/black-adder-venom.md new file mode 100644 index 000000000..c9a415b3a --- /dev/null +++ b/compendium/equipment/items/black-adder-venom.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Black Adder Venom"] +--- +# Black Adder Venom *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 6 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Adder venom is a simple but effective way to enhance a weapon. + +```ad-inline-affliction +title: Saving Throw: DC 18 Fortitude + +- **Maximum Duration**: 3 rounds + +## Stages + +**Stage 1** `1d8` poison damage (1 round) + +**Stage 2** `1d10` poison damage (1 round) + +**Stage 3** `2d6` poison damage (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/black-lotus-extract.md b/compendium/equipment/items/black-lotus-extract.md new file mode 100644 index 000000000..c55259bb8 --- /dev/null +++ b/compendium/equipment/items/black-lotus-extract.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/virulent +aliases: ["Black Lotus Extract"] +--- +# Black Lotus Extract *Item 19* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) + +- **Price** 6500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Black lotus extract causes severe internal bleeding. + +```ad-inline-affliction +title: Saving Throw: DC 42 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `15d6` poison damage and [drained](rules/conditions.md#Drained) (1 round) + +**Stage 2** `17d6` poison damage and [drained](rules/conditions.md#Drained) (1 round) + +**Stage 3** `20d6` poison damage and [drained](rules/conditions.md#Drained) (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/bleeding-spines-snare.md b/compendium/equipment/items/bleeding-spines-snare.md new file mode 100644 index 000000000..2dd18d806 --- /dev/null +++ b/compendium/equipment/items/bleeding-spines-snare.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Bleeding Spines Snare"] +--- +# Bleeding Spines Snare *Item 12* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 320 gp +- **Category** Snare + +When a creature enters the square, spines covered in numerous jagged thorns protrude out to stab it, dealing `8d8` piercing damage and `2d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to attempt a Reflex save against the spines' damage. + +*Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/compendium/equipment/items/blightburn-resin.md b/compendium/equipment/items/blightburn-resin.md new file mode 100644 index 000000000..01ebaccdc --- /dev/null +++ b/compendium/equipment/items/blightburn-resin.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +aliases: ["Blightburn Resin"] +--- +# Blightburn Resin *Item 11* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) + +- **Price** 225 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. + +```ad-inline-affliction +title: Saving Throw: DC 31 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `8d6` poison damage (1 round) + +**Stage 2** `10d6` poison damage (1 round) + +**Stage 3** `15d6` poison damage (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/bloodletting-kukri.md b/compendium/equipment/items/bloodletting-kukri.md new file mode 100644 index 000000000..7b7a3b3ba --- /dev/null +++ b/compendium/equipment/items/bloodletting-kukri.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Bloodletting Kukri"] +--- +# Bloodletting Kukri *Item 6* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 240 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Weapon + +This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals `1d8` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). If the target didn't already have [persistent bleed damage](rules/conditions.md#Persistent%20Damage) when you scored the critical hit, you also gain `1d8` temporary Hit Points. + +*Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/bloodseeker-beak.md b/compendium/equipment/items/bloodseeker-beak.md new file mode 100644 index 000000000..34d512cad --- /dev/null +++ b/compendium/equipment/items/bloodseeker-beak.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/necromancy +- trait/talisman +aliases: ["Bloodseeker Beak"] +--- +# Bloodseeker Beak *Item 4* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) + +- **Price** 20 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** You hit a [flat-footed](rules/conditions.md#Flat-footed) creature with the affixed weapon. +- **Category** Talisman + +This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra `1d4` precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +*Source: Core Rulebook p. 565* \ No newline at end of file diff --git a/Compendium/equipment/items/blowgun-dart.md b/compendium/equipment/items/blowgun-dart.md similarity index 100% rename from Compendium/equipment/items/blowgun-dart.md rename to compendium/equipment/items/blowgun-dart.md diff --git a/compendium/equipment/items/blowgun.md b/compendium/equipment/items/blowgun.md new file mode 100644 index 000000000..623d8eb44 --- /dev/null +++ b/compendium/equipment/items/blowgun.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/simple +- trait/agile +- trait/nonlethal +aliases: ["Blowgun"] +--- +# Blowgun *Item 0* +[agile](rules/traits/agile.md) [nonlethal](rules/traits/nonlethal.md) + +- **Price** 1 sp +- **Bulk** L +- **Damage** `1` P +- **Ammunution** [Blowgun Dart](compendium/equipment/items/blowgun-dart.md); **Range** 20 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Simple; **Group** Dart + +This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/bo-staff.md b/compendium/equipment/items/bo-staff.md similarity index 75% rename from Compendium/equipment/items/bo-staff.md rename to compendium/equipment/items/bo-staff.md index ce9bb4de0..fae22bae3 100644 --- a/Compendium/equipment/items/bo-staff.md +++ b/compendium/equipment/items/bo-staff.md @@ -11,7 +11,7 @@ tags: aliases: ["Bo Staff"] --- # Bo Staff *Item 0* -[monk](../../../Rules/traits/monk.md) [parry](../../../Rules/traits/parry.md) [reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) +[monk](rules/traits/monk.md) [parry](rules/traits/parry.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) - **Price** 2 sp - **Bulk** 2 diff --git a/compendium/equipment/items/bolt.md b/compendium/equipment/items/bolt.md new file mode 100644 index 000000000..289eee978 --- /dev/null +++ b/compendium/equipment/items/bolt.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +aliases: ["Bolt"] +--- +# Bolt *Item 0* + +- **Bulk** L +- **Category** Ammunition + +Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows. + +> [!pf2-note] +> Different weapons have different prices for ammunition. The prices listed are thus, only for reference in the weapon statblocks themselves. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/bomb-snare.md b/compendium/equipment/items/bomb-snare.md similarity index 75% rename from Compendium/equipment/items/bomb-snare.md rename to compendium/equipment/items/bomb-snare.md index 530d3ddd3..f5508a175 100644 --- a/Compendium/equipment/items/bomb-snare.md +++ b/compendium/equipment/items/bomb-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Bomb Snare"] --- # Bomb Snare *Item 8* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) - **Price** 75 gp - **Category** Snare @@ -21,7 +21,7 @@ You create a snare that catalyzes three 3rd-level moderate alchemical bombs of t > [!success-degree] > - **Critical Success** The creature is unaffected. > - **Success** The creature takes half damage and no other effects. -> - **Failure** The creature takes full damage. It also takes all other effects of a direct hit from one of the component bombs (such as [flat-footed](../../../Rules/conditions.md#Flat-footed) from bottled lightning or [persistent damage](../../../Rules/conditions.md#Persistent%20Damage) from an acid flask). +> - **Failure** The creature takes full damage. It also takes all other effects of a direct hit from one of the component bombs (such as [flat-footed](rules/conditions.md#Flat-footed) from bottled lightning or [persistent damage](rules/conditions.md#Persistent%20Damage) from an acid flask). > - **Critical Failure** The creature takes double damage, plus all other effects of a direct hit (as failure). *Source: Core Rulebook p. 589* \ No newline at end of file diff --git a/compendium/equipment/items/bombers-eye-elixir.md b/compendium/equipment/items/bombers-eye-elixir.md new file mode 100644 index 000000000..f9b9e28ce --- /dev/null +++ b/compendium/equipment/items/bombers-eye-elixir.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Bomber's Eye Elixir"] +--- +# Bomber's Eye Elixir *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb [Strikes](rules/actions/strike.md) reduce the circumstance bonus to AC your targets gain from cover. + +*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-bounding.md b/compendium/equipment/items/boots-of-bounding.md new file mode 100644 index 000000000..e9d65d6de --- /dev/null +++ b/compendium/equipment/items/boots-of-bounding.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Boots of Bounding"] +--- +# Boots of Bounding *Item 7+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). In addition, when you use the [Leap](rules/actions/leap.md) action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically. + +*Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-elvenkind.md b/compendium/equipment/items/boots-of-elvenkind.md new file mode 100644 index 000000000..3fd4a0cdf --- /dev/null +++ b/compendium/equipment/items/boots-of-elvenkind.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Boots of Elvenkind"] +--- +# Boots of Elvenkind *Item 5+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn. +``` + +*Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/boots-of-speed.md b/compendium/equipment/items/boots-of-speed.md new file mode 100644 index 000000000..40d2e423c --- /dev/null +++ b/compendium/equipment/items/boots-of-speed.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Boots of Speed"] +--- +# Boots of Speed *Item 13* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 3000 gp +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +These sleek red boots make your legs feel like they're bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You click the heels of the boots together and gain the [quickened](rules/conditions.md#Quickened) condition for 1 minute. You can use the extra action to [Stride](rules/actions/stride.md), [Climb](rules/actions/climb.md), or [Swim](rules/actions/swim.md). (You must still attempt an [Athletics](compendium/skills.md#Athletics) check for the [Climb](rules/actions/climb.md) and [Swim](rules/actions/swim.md) actions unless you have the appropriate movement type.) +``` + +*Source: Core Rulebook p. 606* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-air.md b/compendium/equipment/items/bottled-air.md new file mode 100644 index 000000000..0c34c4954 --- /dev/null +++ b/compendium/equipment/items/bottled-air.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/air +- trait/conjuration +- trait/magical +aliases: ["Bottled Air"] +--- +# Bottled Air *Item 7* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 320 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an [Interact](rules/actions/interact.md) action before you can activate it. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment. +``` + +*Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/bottled-lightning.md b/compendium/equipment/items/bottled-lightning.md new file mode 100644 index 000000000..b10ec7a74 --- /dev/null +++ b/compendium/equipment/items/bottled-lightning.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/electricity +- trait/splash +aliases: ["Bottled Lightning"] +--- +# Bottled Lightning *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. Many types grant an item bonus to attack rolls. + +*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/bracelet-of-dashing.md b/compendium/equipment/items/bracelet-of-dashing.md new file mode 100644 index 000000000..3d6d6fe4d --- /dev/null +++ b/compendium/equipment/items/bracelet-of-dashing.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Bracelet of Dashing"] +--- +# Bracelet of Dashing *Item 3* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 58 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain a +10-foot status bonus to Speed for 1 minute. +``` + +*Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/Compendium/equipment/items/bracers-of-armor.md b/compendium/equipment/items/bracers-of-armor.md similarity index 78% rename from Compendium/equipment/items/bracers-of-armor.md rename to compendium/equipment/items/bracers-of-armor.md index a24431c41..134573860 100644 --- a/Compendium/equipment/items/bracers-of-armor.md +++ b/compendium/equipment/items/bracers-of-armor.md @@ -10,7 +10,7 @@ tags: aliases: ["Bracers of Armor"] --- # Bracers of Armor *Item 8+* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) - **Usage** worn bracers; **Bulk** L - **Category** Worn diff --git a/compendium/equipment/items/bracers-of-missile-deflection.md b/compendium/equipment/items/bracers-of-missile-deflection.md new file mode 100644 index 000000000..109a1f0f0 --- /dev/null +++ b/compendium/equipment/items/bracers-of-missile-deflection.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Bracers of Missile Deflection"] +--- +# Bracers of Missile Deflection *Item 3* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn bracers; **Bulk** L +- **Category** Worn + +These bracers are made from plates of durable mithral and gleam like the summer sun. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A ranged weapon attack hits you but doesn't critically hit +- **Requirements**: You are aware of the attack and not [flat-footed](rules/conditions.md#Flat-footed) + +**Effect** The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you. +``` + +*Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/bravos-brew.md b/compendium/equipment/items/bravos-brew.md new file mode 100644 index 000000000..2a1bc59ba --- /dev/null +++ b/compendium/equipment/items/bravos-brew.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mental +aliases: ["Bravo's Brew"] +--- +# Bravo's Brew *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mental](rules/traits/mental.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against [fear](rules/traits/fear.md). + +*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/breastplate-of-command.md b/compendium/equipment/items/breastplate-of-command.md new file mode 100644 index 000000000..db2dc3dc7 --- /dev/null +++ b/compendium/equipment/items/breastplate-of-command.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Breastplate of Command"] +--- +# Breastplate of Command *Item 10+* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +This +1 resilient breastplate is made from shining bronze overlaid with reinforcing golden panels in the shape of lion's heads. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks, but you take a –2 item penalty to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) and [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You grant allies within 100 feet a +2 status bonus to saves against [fear](rules/traits/fear.md) effects for 1 minute. When you activate this ability, each affected ally who's [frightened](rules/conditions.md#Frightened) reduces their [frightened](rules/conditions.md#Frightened) value by 1. +``` + +*Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/breastplate.md b/compendium/equipment/items/breastplate.md new file mode 100644 index 000000000..90a0a66fc --- /dev/null +++ b/compendium/equipment/items/breastplate.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor/medium +aliases: ["Breastplate"] +--- +# Breastplate *Item 0* + +- **Price** 8 gp +- **Bulk** 2 +- **AC Bonus** +4; **Dex Cap** +1 +- **Strength** 16; **Check Penalty** -2; **Speed Penalty** -5 ft. +- **Category** Medium; **Group** Plate + +Though referred to as a breastplate, this type of armor consists of several pieces of [plate](compendium/equipment/items/full-plate.md) or [half plate](compendium/equipment/items/half-plate.md) armor that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of [plate](compendium/equipment/items/full-plate.md) while allowing greater flexibility and speed. + +*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/brimstone-fumes.md b/compendium/equipment/items/brimstone-fumes.md new file mode 100644 index 000000000..2b99286a1 --- /dev/null +++ b/compendium/equipment/items/brimstone-fumes.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/evil +- trait/inhaled +- trait/poison +aliases: ["Brimstone Fumes"] +--- +# Brimstone Fumes *Item 16* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [evil](rules/traits/evil.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + +- **Price** 1500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Fumes from the forges of Hell drain health and strength alike. + +```ad-inline-affliction +title: Saving Throw: DC 36 Fortitude + +- **Onset**: 1 round +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `7d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `8d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 3** `10d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/bronze-bull-pendant.md b/compendium/equipment/items/bronze-bull-pendant.md new file mode 100644 index 000000000..2c0e652c0 --- /dev/null +++ b/compendium/equipment/items/bronze-bull-pendant.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Bronze Bull Pendant"] +--- +# Bronze Bull Pendant *Item 2* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 7 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You attempt an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md), but you haven't rolled yet; **Requirements** You are trained in [Athletics](compendium/skills.md#Athletics). +- **Category** Talisman + +This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, you gain a +2 status bonus to the [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md), and if you roll a critical failure on the check, you get a failure instead. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/brooch-of-shielding.md b/compendium/equipment/items/brooch-of-shielding.md new file mode 100644 index 000000000..fe5e0851c --- /dev/null +++ b/compendium/equipment/items/brooch-of-shielding.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Brooch of Shielding"] +--- +# Brooch of Shielding *Item 2* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 30 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs [magic missile](compendium/spells/magic-missile.md) spells targeting you. A brooch of shielding can absorb 30 individual [magic missile](compendium/spells/magic-missile.md)s before it melts and becomes useless. + +Sometimes when found, a brooch of shielding has already absorbed a number of missiles. + +*Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/Compendium/equipment/items/broom-of-flying.md b/compendium/equipment/items/broom-of-flying.md similarity index 82% rename from Compendium/equipment/items/broom-of-flying.md rename to compendium/equipment/items/broom-of-flying.md index c6779107e..370bc290e 100644 --- a/Compendium/equipment/items/broom-of-flying.md +++ b/compendium/equipment/items/broom-of-flying.md @@ -9,7 +9,7 @@ tags: aliases: ["Broom of Flying"] --- # Broom of Flying *Item 12* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) - **Price** 1900 gp - **Usage** held in 1 hand; **Bulk** 1 @@ -20,13 +20,13 @@ This broom has a tenuous connection to gravity, and it tends to drift even while The broom can carry only so much, taking a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk. ```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don't have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes. -If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you [Dismiss](../../../rules/actions/dismiss.md) the activation. +If the broom carries a rider, this activation lasts until 4 hours pass (typically 16 miles of travel), the broom reaches its destination, or you [Dismiss](rules/actions/dismiss.md) the activation. If the broom doesn't have a rider, the activation lasts until the broom reaches its destination. When the activation ends, the broom floats to the ground and can't be activated again for 1 hour. ``` -*Source: Core Rulebook p. 572* +*Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/buckler.md b/compendium/equipment/items/buckler.md new file mode 100644 index 000000000..c4ef23dd0 --- /dev/null +++ b/compendium/equipment/items/buckler.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +aliases: ["Buckler"] +--- +# Buckler *Item 0* + +- **Price** 1 gp +- **Bulk** L +- **AC Bonus** +1/+1; **null Hardness** 3, **null HP** 6 (BT 3); **Speed Penalty** — +- **Category** Shield; **Group** Shield + +This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can [Raise a Shield](rules/actions/raise-a-shield.md) with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand. + +*Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/compendium/equipment/items/caltrop-snare.md b/compendium/equipment/items/caltrop-snare.md new file mode 100644 index 000000000..ace5ec152 --- /dev/null +++ b/compendium/equipment/items/caltrop-snare.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Caltrop Snare"] +--- +# Caltrop Snare *Item 1* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 3 gp +- **Category** Snare + +This snare consists of a [hidden](rules/conditions.md#Hidden) canister of [caltrops](compendium/equipment/items/caltrops.md) attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare's square or a square adjacent to the snare. You choose which square when you set up the snare. + +If the [caltrops](compendium/equipment/items/caltrops.md) scatter into the same square as a creature, that creature must attempt the [Acrobatics](compendium/skills.md#Acrobatics) check immediately. + +*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/caltrops.md b/compendium/equipment/items/caltrops.md new file mode 100644 index 000000000..5e6bfa565 --- /dev/null +++ b/compendium/equipment/items/caltrops.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Caltrops"] +--- +# Caltrops *Item 0* + +- **Price** 3 sp +- **Bulk** L +- **Hands** 1 +- **Category** Adventuring Gear + +These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 [Acrobatics](compendium/skills.md#Acrobatics) check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can't be salvaged. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/candle-10.md b/compendium/equipment/items/candle-10.md similarity index 95% rename from Compendium/equipment/items/candle-10.md rename to compendium/equipment/items/candle-10.md index e6e8aa325..de99225e1 100644 --- a/Compendium/equipment/items/candle-10.md +++ b/compendium/equipment/items/candle-10.md @@ -9,6 +9,7 @@ aliases: ["Candle (10)"] # Candle (10) *Item 0* - **Price** 1 cp +- **Bulk** — - **Hands** 1 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/candle-of-truth.md b/compendium/equipment/items/candle-of-truth.md new file mode 100644 index 000000000..4087d98c0 --- /dev/null +++ b/compendium/equipment/items/candle-of-truth.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/consumable +- trait/enchantment +- trait/magical +- trait/mental +- trait/uncommon +aliases: ["Candle of Truth"] +--- +# Candle of Truth *Item 8* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 75 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This tapered candle has a golden wick that burns with white fire. + +You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods. + +Creatures in the area receive a –4 status penalty to [Lie](rules/actions/lie.md). + +In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. This lasts for as long as the candle is lit. Once lit, the candle burns for 10 minutes, and it cannot be extinguished. + +*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/cape-of-the-mountebank.md b/compendium/equipment/items/cape-of-the-mountebank.md new file mode 100644 index 000000000..c4423b569 --- /dev/null +++ b/compendium/equipment/items/cape-of-the-mountebank.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Cape of the Mountebank"] +--- +# Cape of the Mountebank *Item 10* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 980 gp +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to [Deception](compendium/skills.md#Deception) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [dimension door](compendium/spells/dimension-door.md). The space you leave and the one you appear in are filled with puffs of smoke that make anyone within [concealed](rules/conditions.md#Concealed) until they leave the smoke or the end of your next turn, at which point the smoke dissipates. + +Strong winds immediately disperse the smoke. +``` + +*Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/cassock-of-devotion.md b/compendium/equipment/items/cassock-of-devotion.md new file mode 100644 index 000000000..2ea70d606 --- /dev/null +++ b/compendium/equipment/items/cassock-of-devotion.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/divine +- trait/focused +- trait/invested +aliases: ["Cassock of Devotion"] +--- +# Cassock of Devotion *Item 11* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [focused](rules/traits/focused.md) [invested](rules/traits/invested.md) + +- **Price** 1150 gp +- **Usage** worn garment; **Bulk** L +- **Category** Worn + +Each cassock of devotion depicts scenes related to the domains of a certain deity. It serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit. You gain a +2 item bonus to [Religion](compendium/skills.md#Religion) checks and a +1 item bonus to the divine skill of the deity to whom the cassock is dedicated (as listed on pages 437–440). + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it is lost. +``` + +*Source: Core Rulebook p. 607* \ No newline at end of file diff --git a/compendium/equipment/items/caterwaul-sling.md b/compendium/equipment/items/caterwaul-sling.md new file mode 100644 index 000000000..f8cc43bc6 --- /dev/null +++ b/compendium/equipment/items/caterwaul-sling.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/evocation +- trait/magical +aliases: ["Caterwaul Sling"] +--- +# Caterwaul Sling *Item 5* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 155 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Weapon + +Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[sonic](rules/traits/sonic.md) + +You pull the white thread free, then whirl the sling in circles at high speed. It lets out an ear-piercing wave of sound. + +Each creature in a 30-foot cone takes `4d6` sonic damage (DC 21 basic Fortitude save). Any creature that fails is [deafened](rules/conditions.md#Deafened) for 1 round, or 1 hour on a critical failure. +%% #trait/sonic %% +``` + +*Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/cats-eye-elixir.md b/compendium/equipment/items/cats-eye-elixir.md new file mode 100644 index 000000000..fcb86ef14 --- /dev/null +++ b/compendium/equipment/items/cats-eye-elixir.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Cat's Eye Elixir"] +--- +# Cat's Eye Elixir *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Price** 7 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +After you consume this elixir, your vision sharpens and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target [hidden](rules/conditions.md#Hidden) creatures to 5, and you don't need to attempt a flat check to target [concealed](rules/conditions.md#Concealed) creatures. These benefits apply only against creatures within 30 feet of you. + +*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/celestial-armor.md b/compendium/equipment/items/celestial-armor.md new file mode 100644 index 000000000..1150fbb42 --- /dev/null +++ b/compendium/equipment/items/celestial-armor.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/divine +- trait/good +- trait/invested +- trait/transmutation +aliases: ["Celestial Armor"] +--- +# Celestial Armor *Item 13* +[divine](rules/traits/divine.md) [good](rules/traits/good.md) [invested](rules/traits/invested.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 2500 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1. + +You gain a +1 circumstance bonus to AC and saving throws against fiends. You appear radiant while you wear the armor, giving you a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks against all creatures except fiends. + +If you are not good, you are [drained](rules/conditions.md#Drained) while wearing celestial armor. You can't recover from this condition while wearing the armor. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The armor sprouts glowing wings that grant you a fly Speed of 30 feet. The wings shed bright light in a 40-foot radius (and dim light to the next 40 feet). The wings fade away after 10 minutes. +``` + +*Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/Compendium/equipment/items/chain-10-feet.md b/compendium/equipment/items/chain-10-feet.md similarity index 100% rename from Compendium/equipment/items/chain-10-feet.md rename to compendium/equipment/items/chain-10-feet.md diff --git a/Compendium/equipment/items/chain-mail.md b/compendium/equipment/items/chain-mail.md similarity index 87% rename from Compendium/equipment/items/chain-mail.md rename to compendium/equipment/items/chain-mail.md index ca497f578..f236eb4c5 100644 --- a/Compendium/equipment/items/chain-mail.md +++ b/compendium/equipment/items/chain-mail.md @@ -9,7 +9,7 @@ tags: aliases: ["Chain Mail"] --- # Chain Mail *Item 0* -[flexible](../../../Rules/traits/flexible.md) [noisy](../../../Rules/traits/noisy.md) +[flexible](rules/traits/flexible.md) [noisy](rules/traits/noisy.md) - **Price** 6 gp - **Bulk** 2 diff --git a/Compendium/equipment/items/chain-shirt.md b/compendium/equipment/items/chain-shirt.md similarity index 87% rename from Compendium/equipment/items/chain-shirt.md rename to compendium/equipment/items/chain-shirt.md index 894a6ee1e..1eb3ea254 100644 --- a/Compendium/equipment/items/chain-shirt.md +++ b/compendium/equipment/items/chain-shirt.md @@ -9,7 +9,7 @@ tags: aliases: ["Chain Shirt"] --- # Chain Shirt *Item 0* -[flexible](../../../Rules/traits/flexible.md) [noisy](../../../Rules/traits/noisy.md) +[flexible](rules/traits/flexible.md) [noisy](rules/traits/noisy.md) - **Price** 5 gp - **Bulk** 1 diff --git a/Compendium/equipment/items/chalk-10.md b/compendium/equipment/items/chalk-10.md similarity index 94% rename from Compendium/equipment/items/chalk-10.md rename to compendium/equipment/items/chalk-10.md index 46600ad7a..ddd1e3554 100644 --- a/Compendium/equipment/items/chalk-10.md +++ b/compendium/equipment/items/chalk-10.md @@ -9,6 +9,7 @@ aliases: ["Chalk (10)"] # Chalk (10) *Item 0* - **Price** 1 cp +- **Bulk** — - **Hands** 1 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/channel-protection-amulet.md b/compendium/equipment/items/channel-protection-amulet.md new file mode 100644 index 000000000..47d6ed1b5 --- /dev/null +++ b/compendium/equipment/items/channel-protection-amulet.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Channel Protection Amulet"] +--- +# Channel Protection Amulet *Item 3* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 56 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from [harm](compendium/spells/harm.md) spells if you're living, or against [heal](compendium/spells/heal.md) spells if you're undead. + +*Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/cheetahs-elixir.md b/compendium/equipment/items/cheetahs-elixir.md new file mode 100644 index 000000000..25d3b4f81 --- /dev/null +++ b/compendium/equipment/items/cheetahs-elixir.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Cheetah's Elixir"] +--- +# Cheetah's Elixir *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration. + +*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/chest.md b/compendium/equipment/items/chest.md similarity index 100% rename from Compendium/equipment/items/chest.md rename to compendium/equipment/items/chest.md diff --git a/compendium/equipment/items/chime-of-opening.md b/compendium/equipment/items/chime-of-opening.md new file mode 100644 index 000000000..2ed4f5380 --- /dev/null +++ b/compendium/equipment/items/chime-of-opening.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Chime of Opening"] +--- +# Chime of Opening *Item 6* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 235 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and [broken](rules/conditions.md#Broken) chains. + +The chime can be activated 10 times before it cracks and becomes useless. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a [Thievery](compendium/skills.md#Thievery) check against the lock's DC, with a [Thievery](compendium/skills.md#Thievery) bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection. +``` + +*Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/choker-of-elocution.md b/compendium/equipment/items/choker-of-elocution.md new file mode 100644 index 000000000..0f4284ba0 --- /dev/null +++ b/compendium/equipment/items/choker-of-elocution.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Choker of Elocution"] +--- +# Choker of Elocution *Item 6+* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn collar; **Bulk** L +- **Category** Worn + +This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to [Society](compendium/skills.md#Society) checks and the ability to understand, speak, and write the chosen language. + +Your excellent elocution reduces the DC of the flat check to perform an auditory action while [deafened](rules/conditions.md#Deafened) from 5 to 3. + +*Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/circlet-of-persuasion.md b/compendium/equipment/items/circlet-of-persuasion.md new file mode 100644 index 000000000..2b98f48a3 --- /dev/null +++ b/compendium/equipment/items/circlet-of-persuasion.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/apex +- trait/apex +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Circlet of Persuasion"] +--- +# Circlet of Persuasion *Item 17* +[apex](rules/traits/apex.md) [enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 15000 gp +- **Usage** worn circlet; **Bulk** — +- **Category** Apex + +This elegant silver band often resembles curling fig leaves and fits around your brow. You gain a +2 item bonus to [Deception](compendium/skills.md#Deception) and [Diplomacy](compendium/skills.md#Diplomacy) checks. + +When you invest the circlet, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast a 4th-level [charm](compendium/spells/charm.md) spell (DC 38). +``` + +*Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/clan-dagger.md b/compendium/equipment/items/clan-dagger.md new file mode 100644 index 000000000..226f8a0c1 --- /dev/null +++ b/compendium/equipment/items/clan-dagger.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/simple +- trait/agile +- trait/dwarf +- trait/parry +- trait/uncommon +- trait/versatile-b +aliases: ["Clan Dagger"] +--- +# Clan Dagger *Item 0* +[agile](rules/traits/agile.md) [dwarf](rules/traits/dwarf.md) [parry](rules/traits/parry.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Simple; **Group** Knife + +This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves. + +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/clandestine-cloak.md b/compendium/equipment/items/clandestine-cloak.md new file mode 100644 index 000000000..79a59b305 --- /dev/null +++ b/compendium/equipment/items/clandestine-cloak.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Clandestine Cloak"] +--- +# Clandestine Cloak *Item 6+* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +When you pull up the hood of this nondescript gray cloak (an [Interact](rules/actions/interact.md) action), you become drab and uninteresting, gaining a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks and to [Deception](compendium/skills.md#Deception) checks to [Impersonate](rules/actions/impersonate.md) a forgettable background character, such as a servant, but also taking a –1 item penalty to [Diplomacy](compendium/skills.md#Diplomacy) and [Intimidation](compendium/skills.md#Intimidation) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You pull the cloak's hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first. +``` + +*Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/climbing-bolt.md b/compendium/equipment/items/climbing-bolt.md new file mode 100644 index 000000000..aa695967a --- /dev/null +++ b/compendium/equipment/items/climbing-bolt.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Climbing Bolt"] +--- +# Climbing Bolt *Item 4* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 15 gp +- **Ammunition** [bolt](compendium/equipment/items/bolt.md) +- **Category** Ammunition + +The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an [Interact](rules/actions/interact.md) action and a successful DC 20 [Athletics](compendium/skills.md#Athletics) check. + +*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/climbing-kit.md b/compendium/equipment/items/climbing-kit.md new file mode 100644 index 000000000..05b47a6d5 --- /dev/null +++ b/compendium/equipment/items/climbing-kit.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Climbing Kit"] +--- +# Climbing Kit *Item 0* + +- **Price** 5 sp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're [Climbing](rules/actions/climb.md), moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a [Climb](rules/actions/climb.md) action. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-elvenkind.md b/compendium/equipment/items/cloak-of-elvenkind.md new file mode 100644 index 000000000..0d1d2e411 --- /dev/null +++ b/compendium/equipment/items/cloak-of-elvenkind.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +aliases: ["Cloak of Elvenkind"] +--- +# Cloak of Elvenkind *Item 7+* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the [ghost sound](compendium/spells/ghost-sound.md) cantrip as an arcane innate spell. When you adjust the cloak's clasp (an [Interact](rules/actions/interact.md) action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day. +``` + +*Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/compendium/equipment/items/cloak-of-the-bat.md b/compendium/equipment/items/cloak-of-the-bat.md new file mode 100644 index 000000000..31b76b9f8 --- /dev/null +++ b/compendium/equipment/items/cloak-of-the-bat.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Cloak of the Bat"] +--- +# Cloak of the Bat *Item 10+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn cloak; **Bulk** L +- **Category** Worn + +Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to [Stealth](compendium/skills.md#Stealth) checks as well as to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Maneuver in Flight](rules/actions/maneuver-in-flight.md). You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt [Athletics](compendium/skills.md#Athletics) checks to [Climb](rules/actions/climb.md) in order to move around while inverted. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level [pest form](compendium/spells/pest-form.md) spell on you. +``` + +*Source: Core Rulebook p. 608* \ No newline at end of file diff --git a/Compendium/equipment/items/clothing.md b/compendium/equipment/items/clothing.md similarity index 100% rename from Compendium/equipment/items/clothing.md rename to compendium/equipment/items/clothing.md diff --git a/Compendium/equipment/items/club.md b/compendium/equipment/items/club.md similarity index 90% rename from Compendium/equipment/items/club.md rename to compendium/equipment/items/club.md index 93cee29ef..edce840c9 100644 --- a/Compendium/equipment/items/club.md +++ b/compendium/equipment/items/club.md @@ -8,7 +8,7 @@ tags: aliases: ["Club"] --- # Club *Item 0* -[thrown <10 ft.>](../../../Rules/traits/thrown.md) +[thrown <10 ft.>](rules/traits/thrown.md) - **Price** 0 gp - **Bulk** 1 diff --git a/compendium/equipment/items/cognitive-mutagen.md b/compendium/equipment/items/cognitive-mutagen.md new file mode 100644 index 000000000..4a4f4f973 --- /dev/null +++ b/compendium/equipment/items/cognitive-mutagen.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Cognitive Mutagen"] +--- +# Cognitive Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral. + +**Benefit** You gain an item bonus to [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Occultism](compendium/skills.md#Occultism), and [Society](compendium/skills.md#Society) checks and all checks to [Recall Knowledge](rules/actions/recall-knowledge.md). Your critical failures on [Recall Knowledge](rules/actions/recall-knowledge.md) checks become failures instead. + +**Drawback** You take a –2 penalty to weapon and unarmed attack rolls, [Athletics](compendium/skills.md#Athletics) checks, and [Acrobatics](compendium/skills.md#Acrobatics) checks. You can carry 2 less Bulk than normal before becoming [encumbered](rules/conditions.md#Encumbered), and the maximum Bulk you can carry is reduced by 4. + +*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/compendium/equipment/items/cold-iron-armor.md b/compendium/equipment/items/cold-iron-armor.md new file mode 100644 index 000000000..990a99452 --- /dev/null +++ b/compendium/equipment/items/cold-iron-armor.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +aliases: ["Cold Iron Armor"] +--- +# Cold Iron Armor *Item 5+* + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Material + +Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes [sickened](rules/conditions.md#Sickened). A creature with weakness to cold iron is [sickened](rules/conditions.md#Sickened) as long as it wears cold iron armor. + +*Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/Compendium/equipment/items/cold-iron-shield.md b/compendium/equipment/items/cold-iron-shield.md similarity index 84% rename from Compendium/equipment/items/cold-iron-shield.md rename to compendium/equipment/items/cold-iron-shield.md index 606ff021c..dc33381a9 100644 --- a/Compendium/equipment/items/cold-iron-shield.md +++ b/compendium/equipment/items/cold-iron-shield.md @@ -3,13 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/material aliases: ["Cold Iron Shield"] --- # Cold Iron Shield *Item 2+* - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Category** Material Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons. diff --git a/Compendium/equipment/items/cold-iron-weapon.md b/compendium/equipment/items/cold-iron-weapon.md similarity index 87% rename from Compendium/equipment/items/cold-iron-weapon.md rename to compendium/equipment/items/cold-iron-weapon.md index 7e40ef3ac..8c1c3f409 100644 --- a/Compendium/equipment/items/cold-iron-weapon.md +++ b/compendium/equipment/items/cold-iron-weapon.md @@ -3,13 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/material aliases: ["Cold Iron Weapon"] --- # Cold Iron Weapon *Item 2+* - **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon +- **Category** Material Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey. diff --git a/compendium/equipment/items/cold-iron.md b/compendium/equipment/items/cold-iron.md new file mode 100644 index 000000000..dcd95328d --- /dev/null +++ b/compendium/equipment/items/cold-iron.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +- trait/precious +aliases: ["Cold Iron"] +--- +# Cold Iron *Item 2+* +[precious](rules/traits/precious.md) + +- **Category** Material + +Weapons made from cold iron are deadly to demons and fey alike. + +Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items. + + +*Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/Compendium/equipment/items/collar-of-empathy.md b/compendium/equipment/items/collar-of-empathy.md similarity index 78% rename from Compendium/equipment/items/collar-of-empathy.md rename to compendium/equipment/items/collar-of-empathy.md index 8a9c0cd0d..86f39e169 100644 --- a/Compendium/equipment/items/collar-of-empathy.md +++ b/compendium/equipment/items/collar-of-empathy.md @@ -11,7 +11,7 @@ tags: aliases: ["Collar of Empathy"] --- # Collar of Empathy *Item 9* -[companion](../../../Rules/traits/companion.md) [divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [primal](../../../Rules/traits/primal.md) +[companion](rules/traits/companion.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) - **Price** 600 gp - **Usage** worn collar (companion) and worn bracelet (you); **Bulk** 1 @@ -22,11 +22,11 @@ This ornate collar of intertwined leather strips of contrasting colors is paired When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each others' emotional states and basic physical wants and needs. ```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") You perceive through your animal companion's senses instead of your own. You can Sustain the Activation. You are unaware of your own surroundings for as long as you are using your animal companion's senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion's senses register but yours alone don't. ``` -*Source: Core Rulebook p. 604* +*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/collar-of-inconspicuousness.md b/compendium/equipment/items/collar-of-inconspicuousness.md new file mode 100644 index 000000000..93c720a0d --- /dev/null +++ b/compendium/equipment/items/collar-of-inconspicuousness.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/companion +- trait/companion +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Collar of Inconspicuousness"] +--- +# Collar of Inconspicuousness *Item 8* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 475 gp +- **Usage** worn collar; **Bulk** 1 +- **Category** Companion + +This leather collar's worn and almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd level, or 4th level if your companion can fly). The effect lasts until you [Dismiss](rules/actions/dismiss.md) it. +``` + +*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/compass.md b/compendium/equipment/items/compass.md new file mode 100644 index 000000000..00dcb2eb0 --- /dev/null +++ b/compendium/equipment/items/compass.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Compass"] +--- +# Compass *Item 0* + +- **Price** 1 gp +- **Bulk** — +- **Hands** 1 +- **Category** Adventuring Gear + +A compass helps you [Sense Direction](rules/actions/sense-direction.md) or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/composite-longbow.md b/compendium/equipment/items/composite-longbow.md similarity index 78% rename from Compendium/equipment/items/composite-longbow.md rename to compendium/equipment/items/composite-longbow.md index 0e35cf7ad..a7034a1fe 100644 --- a/Compendium/equipment/items/composite-longbow.md +++ b/compendium/equipment/items/composite-longbow.md @@ -10,12 +10,12 @@ tags: aliases: ["Composite Longbow"] --- # Composite Longbow *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [propulsive](../../../Rules/traits/propulsive.md) [volley <30 ft.>](../../../Rules/traits/volley.md) +[deadly ](rules/traits/deadly.md) [propulsive](rules/traits/propulsive.md) [volley <30 ft.>](rules/traits/volley.md) - **Price** 20 gp - **Bulk** 2 - **Damage** `1d8` P -- **Ammunution** [Arrow](arrow.md); **Range** 100 ft.; **Reload** 0 +- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 100 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow diff --git a/Compendium/equipment/items/composite-shortbow.md b/compendium/equipment/items/composite-shortbow.md similarity index 79% rename from Compendium/equipment/items/composite-shortbow.md rename to compendium/equipment/items/composite-shortbow.md index b32a72b41..e556ee1a3 100644 --- a/Compendium/equipment/items/composite-shortbow.md +++ b/compendium/equipment/items/composite-shortbow.md @@ -9,12 +9,12 @@ tags: aliases: ["Composite Shortbow"] --- # Composite Shortbow *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [propulsive](../../../Rules/traits/propulsive.md) +[deadly ](rules/traits/deadly.md) [propulsive](rules/traits/propulsive.md) - **Price** 14 gp - **Bulk** 1 - **Damage** `1d6` P -- **Ammunution** [Arrow](arrow.md); **Range** 60 ft.; **Reload** 0 +- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 60 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow diff --git a/compendium/equipment/items/comprehension-elixir.md b/compendium/equipment/items/comprehension-elixir.md new file mode 100644 index 000000000..9cf24b21e --- /dev/null +++ b/compendium/equipment/items/comprehension-elixir.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mental +aliases: ["Comprehension Elixir"] +--- +# Comprehension Elixir *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mental](rules/traits/mental.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This bitter draught opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, so long as they are written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to [Decipher Writing](rules/actions/decipher-writing.md). + +*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/cookware.md b/compendium/equipment/items/cookware.md similarity index 100% rename from Compendium/equipment/items/cookware.md rename to compendium/equipment/items/cookware.md diff --git a/Compendium/equipment/items/corrosive.md b/compendium/equipment/items/corrosive.md similarity index 81% rename from Compendium/equipment/items/corrosive.md rename to compendium/equipment/items/corrosive.md index 908680401..3764cd023 100644 --- a/Compendium/equipment/items/corrosive.md +++ b/compendium/equipment/items/corrosive.md @@ -10,7 +10,7 @@ tags: aliases: ["Corrosive"] --- # Corrosive *Item 8+* -[acid](../../../Rules/traits/acid.md) [conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) +[acid](rules/traits/acid.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/coyote-cloak.md b/compendium/equipment/items/coyote-cloak.md new file mode 100644 index 000000000..c65c9a148 --- /dev/null +++ b/compendium/equipment/items/coyote-cloak.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Coyote Cloak"] +--- +# Coyote Cloak *Item 3+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn cloak; **Bulk** — +- **Category** Worn + +This dusty coat is made of mangy brown-and-gray coyote fur. + +You gain a +1 item bonus to [Survival](compendium/skills.md#Survival) checks. If you critically succeed at your [Survival](compendium/skills.md#Survival) check to [Subsist](rules/actions/subsist.md), you can feed twice as many additional creatures. + +*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/crafters-eyepiece.md b/compendium/equipment/items/crafters-eyepiece.md new file mode 100644 index 000000000..c3478ed4e --- /dev/null +++ b/compendium/equipment/items/crafters-eyepiece.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Crafter's Eyepiece"] +--- +# Crafter's Eyepiece *Item 3+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. While worn, this eyepiece gives you a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks. When you [Repair](rules/actions/repair.md) an item, increase the Hit Points restored by 15 per proficiency rank instead of 10. + +*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/Compendium/equipment/items/crossbow.md b/compendium/equipment/items/crossbow.md similarity index 84% rename from Compendium/equipment/items/crossbow.md rename to compendium/equipment/items/crossbow.md index 702f528fe..e83d7f96d 100644 --- a/Compendium/equipment/items/crossbow.md +++ b/compendium/equipment/items/crossbow.md @@ -11,7 +11,7 @@ aliases: ["Crossbow"] - **Price** 3 gp - **Bulk** 1 - **Damage** `1d8` P -- **Ammunution** [Bolt](bolt.md); **Range** 120 ft.; **Reload** 1 +- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 120 ft.; **Reload** 1 - **Hands** 2 - **Category** Simple; **Group** Bow diff --git a/compendium/equipment/items/crowbar.md b/compendium/equipment/items/crowbar.md new file mode 100644 index 000000000..81c72ce43 --- /dev/null +++ b/compendium/equipment/items/crowbar.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Crowbar"] +--- +# Crowbar *Item 0* + +- **Price** 5 sp +- **Bulk** L +- **Hands** 2 +- **Category** Adventuring Gear + +When [Forcing Open](rules/actions/force-open.md) an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the [Athletics](compendium/skills.md#Athletics) check to [Force Open](rules/actions/force-open.md). + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/crying-angel-pendant.md b/compendium/equipment/items/crying-angel-pendant.md new file mode 100644 index 000000000..a24f8384d --- /dev/null +++ b/compendium/equipment/items/crying-angel-pendant.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/divine +- trait/necromancy +- trait/talisman +aliases: ["Crying Angel Pendant"] +--- +# Crying Angel Pendant *Item 2* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) [talisman](rules/traits/talisman.md) + +- **Price** 7 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You critically fail to [Administer First Aid](rules/actions/administer-first-aid.md); **Requirements** You are trained in [Medicine](compendium/skills.md#Medicine). +- **Category** Talisman + +When you activate this alabaster pendant, your critical failure becomes a normal failure instead. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/crystal-ball.md b/compendium/equipment/items/crystal-ball.md new file mode 100644 index 000000000..8b8d19feb --- /dev/null +++ b/compendium/equipment/items/crystal-ball.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/divination +- trait/magical +- trait/scrying +- trait/uncommon +aliases: ["Crystal Ball"] +--- +# Crystal Ball *Item 14+* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the [scrying](rules/traits/scrying.md) trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a [scrying](compendium/spells/scrying.md) spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target. + +The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The crystal ball casts clairvoyance to your specifications. +``` + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The crystal ball casts a DC 33 [scrying](compendium/spells/scrying.md) spell to your specifications. +``` + +*Source: Core Rulebook p. 572* \ No newline at end of file diff --git a/compendium/equipment/items/cytillesh-oil.md b/compendium/equipment/items/cytillesh-oil.md new file mode 100644 index 000000000..52ae4b043 --- /dev/null +++ b/compendium/equipment/items/cytillesh-oil.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Cytillesh Oil"] +--- +# Cytillesh Oil *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 10 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. + +```ad-inline-affliction +title: Saving Throw: DC 19 Fortitude + +- **Maximum Duration**: 4 rounds + +## Stages + +**Stage 1** `1d10` poison damage (1 round) + +**Stage 2** `1d12` poison damage (1 round) + +**Stage 3** `2d10` poison damage (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/dagger-of-venom.md b/compendium/equipment/items/dagger-of-venom.md new file mode 100644 index 000000000..d8042f02e --- /dev/null +++ b/compendium/equipment/items/dagger-of-venom.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/magical +- trait/necromancy +- trait/poison +aliases: ["Dagger of Venom"] +--- +# Dagger of Venom *Item 5* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Price** 150 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Weapon + +The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the dagger of venom, the target becomes [sickened](rules/conditions.md#Sickened) unless it succeeds at a DC 19 Fortitude save. This is a [poison](rules/traits/poison.md) effect. In addition, you can activate the dagger to poison a creature with a more potent poison. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You poison the creature you hit with dagger venom. +``` + +```ad-inline-affliction +title: Dagger Venom + +[poison](rules/traits/poison.md) +- **Saving Throws**: DC 21 Fortitude +- **Maximum Duration**: 4 rounds + +## Stages + +**Stage 1** `1d8` poison damage and [enfeebled](rules/conditions.md#Enfeebled). (null) + + +%% #trait/poison %% +``` + +*Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/dagger.md b/compendium/equipment/items/dagger.md new file mode 100644 index 000000000..034d50fd9 --- /dev/null +++ b/compendium/equipment/items/dagger.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/simple +- trait/agile +- trait/finesse +- trait/thrown-10-ft +- trait/versatile-s +aliases: ["Dagger"] +--- +# Dagger *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [thrown <10 ft.>](rules/traits/thrown.md) [versatile ](rules/traits/versatile.md) + +- **Price** 2 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Simple; **Group** Knife + +This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown. + +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/dancing-scarf.md b/compendium/equipment/items/dancing-scarf.md new file mode 100644 index 000000000..02aae9e9b --- /dev/null +++ b/compendium/equipment/items/dancing-scarf.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +- trait/visual +aliases: ["Dancing Scarf"] +--- +# Dancing Scarf *Item 3+* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) + +- **Usage** worn belt; **Bulk** — +- **Category** Worn + +This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to [Performance](compendium/skills.md#Performance) checks to dance. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: On your most recent action, you succeeded at a [Performance](compendium/skills.md#Performance) check to dance + +**Effect** You become [concealed](rules/conditions.md#Concealed) until the beginning of your next turn. +``` + +*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/dancing.md b/compendium/equipment/items/dancing.md new file mode 100644 index 000000000..77a9f9479 --- /dev/null +++ b/compendium/equipment/items/dancing.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Dancing"] +--- +# Dancing *Item 13* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2700 gp +- **Usage** etched onto a melee weapon +- **Category** Rune + +A dancing weapon flies autonomously and strikes your foes. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You [Release](rules/actions/release.md) the weapon and it dances through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can [Fly](rules/actions/fly.md) up to its fly Speed of 40 feet, and then can either [Fly](rules/actions/fly.md) again or [Strike](rules/actions/strike.md) one creature within its reach. + +The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't move through an enemy's space. The weapon can't use reactions, and its [Fly](rules/actions/fly.md) actions don't trigger reactions. + +While it's activated, a dancing weapon makes [Strikes](rules/actions/strike.md) with an attack modifier of +24 plus its item bonus to attack rolls. It uses the weapon's normal damage but has a +0 Strength modifier. + +The weapon's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be activated or benefit from any of your abilities while dancing. + +Each round, when the weapon is finished using its actions, attempt a DC 6 flat check. On a failure, the activation ends and the weapon falls to the ground. You can't activate the item again for 10 minutes. +``` + +*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/daredevil-boots.md b/compendium/equipment/items/daredevil-boots.md new file mode 100644 index 000000000..d2d6179fe --- /dev/null +++ b/compendium/equipment/items/daredevil-boots.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +aliases: ["Daredevil Boots"] +--- +# Daredevil Boots *Item 10+* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks and a +1 circumstance bonus to checks to [Tumble Through](rules/actions/tumble-through.md) an enemy's space. + +The boots can grip solid surfaces and help you avoid a fall, allowing you to use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction even if your hands aren't free. You treat falls as 10 feet shorter or, if you have the Cat Fall feat, treat your proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) as one degree better to determine the benefits of that feat. If you have Cat Fall and are already legendary in [Acrobatics](compendium/skills.md#Acrobatics), you can choose the speed of your fall, from 60 feet per round up to normal falling speed. + +*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/darkvision-elixir.md b/compendium/equipment/items/darkvision-elixir.md new file mode 100644 index 000000000..8d3d6fd25 --- /dev/null +++ b/compendium/equipment/items/darkvision-elixir.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Darkvision Elixir"] +--- +# Darkvision Elixir *Item 2+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +After you drink this elixir, your sight becomes sharper in darkness. You gain [darkvision](rules/abilities/darkvision.md) for the listed duration. + +*Source: Core Rulebook p. 547* \ No newline at end of file diff --git a/Compendium/equipment/items/darkwood-armor.md b/compendium/equipment/items/darkwood-armor.md similarity index 86% rename from Compendium/equipment/items/darkwood-armor.md rename to compendium/equipment/items/darkwood-armor.md index 319f05aa2..c0d1ebf02 100644 --- a/Compendium/equipment/items/darkwood-armor.md +++ b/compendium/equipment/items/darkwood-armor.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/material - trait/uncommon aliases: ["Darkwood Armor"] --- # Darkwood Armor *Item 12+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor +- **Category** Material Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.) diff --git a/Compendium/equipment/items/darkwood-shield.md b/compendium/equipment/items/darkwood-shield.md similarity index 77% rename from Compendium/equipment/items/darkwood-shield.md rename to compendium/equipment/items/darkwood-shield.md index d3e67a32b..c4c01ca49 100644 --- a/Compendium/equipment/items/darkwood-shield.md +++ b/compendium/equipment/items/darkwood-shield.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/material - trait/uncommon aliases: ["Darkwood Shield"] --- # Darkwood Shield *Item 8+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Category** Material Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). diff --git a/Compendium/equipment/items/darkwood-weapon.md b/compendium/equipment/items/darkwood-weapon.md similarity index 83% rename from Compendium/equipment/items/darkwood-weapon.md rename to compendium/equipment/items/darkwood-weapon.md index 679b432aa..9877314b3 100644 --- a/Compendium/equipment/items/darkwood-weapon.md +++ b/compendium/equipment/items/darkwood-weapon.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/material - trait/uncommon aliases: ["Darkwood Weapon"] --- # Darkwood Weapon *Item 11+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon +- **Category** Material Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk). diff --git a/compendium/equipment/items/darkwood.md b/compendium/equipment/items/darkwood.md new file mode 100644 index 000000000..80305240e --- /dev/null +++ b/compendium/equipment/items/darkwood.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +- trait/precious +- trait/uncommon +aliases: ["Darkwood"] +--- +# Darkwood *Item 8+* +[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) + +- **Category** Material + +Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item. + + +*Source: Core Rulebook p. 578* \ No newline at end of file diff --git a/Compendium/equipment/items/dart.md b/compendium/equipment/items/dart.md similarity index 85% rename from Compendium/equipment/items/dart.md rename to compendium/equipment/items/dart.md index 70082c3c8..420bea1e4 100644 --- a/Compendium/equipment/items/dart.md +++ b/compendium/equipment/items/dart.md @@ -9,7 +9,7 @@ tags: aliases: ["Dart"] --- # Dart *Item 0* -[agile](../../../Rules/traits/agile.md) [thrown](../../../Rules/traits/thrown.md) +[agile](rules/traits/agile.md) [thrown](rules/traits/thrown.md) - **Price** 1 cp - **Bulk** L diff --git a/compendium/equipment/items/dazing-coil.md b/compendium/equipment/items/dazing-coil.md new file mode 100644 index 000000000..9fec24fa2 --- /dev/null +++ b/compendium/equipment/items/dazing-coil.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/enchantment +- trait/magical +- trait/talisman +aliases: ["Dazing Coil"] +--- +# Dazing Coil *Item 14* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 900 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** You deal damage to a [flat-footed](rules/conditions.md#Flat-footed) creature with the affixed weapon. +- **Category** Talisman + +This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be [stunned](rules/conditions.md#Stunned). If it critically fails, it instead becomes [stunned](rules/conditions.md#Stunned). + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/deathcap-powder.md b/compendium/equipment/items/deathcap-powder.md new file mode 100644 index 000000000..24ac1b777 --- /dev/null +++ b/compendium/equipment/items/deathcap-powder.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +aliases: ["Deathcap Powder"] +--- +# Deathcap Powder *Item 13* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 450 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. + +```ad-inline-affliction +title: Saving Throw: DC 33 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** `13d6` poison damage (1 minute) + +**Stage 2** `17d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) + +**Stage 3** `20d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 minute) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/decanter-of-endless-water.md b/compendium/equipment/items/decanter-of-endless-water.md new file mode 100644 index 000000000..9ef4ef73d --- /dev/null +++ b/compendium/equipment/items/decanter-of-endless-water.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/conjuration +- trait/magical +- trait/water +aliases: ["Decanter of Endless Water"] +--- +# Decanter of Endless Water *Item 7* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [water](rules/traits/water.md) + +- **Price** 320 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Held + +This item looks like an ordinary glass flask full of water. + +The stopper can't be removed unless you speak one of the item's three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Speaking "stream," you cause water to pour out at a rate of 1 gallon per round. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Speaking "fountain," you cause water to pour out in a 5-foot-long stream at a rate of 5 gallons per round. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Speaking "geyser," you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an [Interact](rules/actions/interact.md) action to direct the geyser each time. +``` + +*Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/demon-armor.md b/compendium/equipment/items/demon-armor.md new file mode 100644 index 000000000..3d2df2bb5 --- /dev/null +++ b/compendium/equipment/items/demon-armor.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/divine +- trait/evil +- trait/invested +- trait/necromancy +aliases: ["Demon Armor"] +--- +# Demon Armor *Item 13* +[divine](rules/traits/divine.md) [evil](rules/traits/evil.md) [invested](rules/traits/invested.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 2500 gp +- **Usage** worn armor; **Bulk** 4 +- **Category** Armor + +Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon, with your face peering out of the screaming maw of the beast. + +While wearing the armor, you can attack with the helmet's horns. They are a martial melee weapon with the effects of a +2 weapon potency rune. They deal `2d8` piercing damage and have the [deadly ](rules/traits/deadly.md) trait. On a critical hit with the horns, the target must attempt a DC 30 Fortitude save against the Abyssal plague disease (page 316). The horns can't be etched with any runes. + +If you aren't evil, you're [drained](rules/conditions.md#Drained) and can't recover from this condition while wearing demon armor. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [dimension door](compendium/spells/dimension-door.md). +``` + +*Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/demon-mask.md b/compendium/equipment/items/demon-mask.md new file mode 100644 index 000000000..0e2ba91ca --- /dev/null +++ b/compendium/equipment/items/demon-mask.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Demon Mask"] +--- +# Demon Mask *Item 4+* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn mask; **Bulk** L +- **Category** Worn + +This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The mask casts a [fear](compendium/spells/fear.md) spell with a DC of 20. +``` + +*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/diadem-of-intellect.md b/compendium/equipment/items/diadem-of-intellect.md new file mode 100644 index 000000000..af7515fa1 --- /dev/null +++ b/compendium/equipment/items/diadem-of-intellect.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/apex +- trait/apex +- trait/divination +- trait/invested +- trait/magical +aliases: ["Diadem of Intellect"] +--- +# Diadem of Intellect *Item 17* +[apex](rules/traits/apex.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 15000 gp +- **Usage** worn circlet; **Bulk** L +- **Category** Apex + +An elegant, colorful gem cut into a complex geometric pattern is slotted into a narrow metal band that fits around your brow. You gain a +3 item bonus to checks to [Recall Knowledge](rules/actions/recall-knowledge.md), regardless of the skill. When you invest the diadem, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence score. You must select skills and languages the first time you invest the item, and whenever you invest the same diadem of intellect, you get the same skills and languages you chose the first time. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain the effects of [hypercognition](compendium/spells/hypercognition.md). +``` + +*Source: Core Rulebook p. 603* \ No newline at end of file diff --git a/compendium/equipment/items/diplomats-badge.md b/compendium/equipment/items/diplomats-badge.md new file mode 100644 index 000000000..6df297fd2 --- /dev/null +++ b/compendium/equipment/items/diplomats-badge.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Diplomat's Badge"] +--- +# Diplomat's Badge *Item 5* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 125 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Attempt a DC 20 check to [Recall Knowledge](rules/actions/recall-knowledge.md) about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for [Diplomacy](compendium/skills.md#Diplomacy) checks with creatures of that group for the rest of the day. +``` + +*Source: Core Rulebook p. 609* \ No newline at end of file diff --git a/compendium/equipment/items/disguise-kit.md b/compendium/equipment/items/disguise-kit.md new file mode 100644 index 000000000..2ecf702b9 --- /dev/null +++ b/compendium/equipment/items/disguise-kit.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Disguise Kit"] +--- +# Disguise Kit *Item 0* + +- **Price** 2 gp +- **Bulk** L +- **Hands** 2 +- **Category** Adventuring Gear + +This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to [Impersonate](rules/actions/impersonate.md) someone using the [Deception](compendium/skills.md#Deception) skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with [replacement cosmetics](compendium/equipment/items/replacement-cosmetics.md) suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/disintegration-bolt.md b/compendium/equipment/items/disintegration-bolt.md new file mode 100644 index 000000000..5bb8d8851 --- /dev/null +++ b/compendium/equipment/items/disintegration-bolt.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Disintegration Bolt"] +--- +# Disintegration Bolt *Item 15* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1300 gp +- **Ammunition** [bolt](compendium/equipment/items/bolt.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it is subject to a [disintegrate](compendium/spells/disintegrate.md) spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target's saving throw outcome to be one degree worse. + +*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/dispelling-sliver.md b/compendium/equipment/items/dispelling-sliver.md new file mode 100644 index 000000000..cd32f7189 --- /dev/null +++ b/compendium/equipment/items/dispelling-sliver.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +aliases: ["Dispelling Sliver"] +--- +# Dispelling Sliver *Item 17* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 2400 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** Your [Strike](rules/actions/strike.md) damages a target; **Requirements** You're a master with the affixed weapon. +- **Category** Talisman + +Made from a treated sliver of cold iron, this talisman allows you to counteract [magical](rules/traits/magical.md) effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target, with the effects of an 8th-level [dispel magic](compendium/spells/dispel-magic.md) spell (counteract modifier +29). + +If you activate the talisman on a successful Dispelling Slice, the talisman attempts to counteract all spells active on the target. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/disrupting.md b/compendium/equipment/items/disrupting.md new file mode 100644 index 000000000..93fea54a4 --- /dev/null +++ b/compendium/equipment/items/disrupting.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/magical +- trait/necromancy +aliases: ["Disrupting"] +--- +# Disrupting *Item 5+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** etched onto a melee weapon +- **Category** Rune + +A disrupting weapon pulses with positive energy, dealing an extra `1d6` positive damage to undead. On a critical hit, the undead is also [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. + +*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/dogslicer.md b/compendium/equipment/items/dogslicer.md new file mode 100644 index 000000000..0848dc6db --- /dev/null +++ b/compendium/equipment/items/dogslicer.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/backstabber +- trait/finesse +- trait/goblin +- trait/uncommon +aliases: ["Dogslicer"] +--- +# Dogslicer *Item 0* +[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [finesse](rules/traits/finesse.md) [goblin](rules/traits/goblin.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 sp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/doubling-rings.md b/compendium/equipment/items/doubling-rings.md similarity index 87% rename from Compendium/equipment/items/doubling-rings.md rename to compendium/equipment/items/doubling-rings.md index eee0e4c93..f1b12614f 100644 --- a/Compendium/equipment/items/doubling-rings.md +++ b/compendium/equipment/items/doubling-rings.md @@ -10,9 +10,9 @@ tags: aliases: ["Doubling Rings"] --- # Doubling Rings *Item 3+* -[evocation](../../../Rules/traits/evocation.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) -- **Usage** worn +- **Usage** worn; **Bulk** — - **Category** Worn This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed. diff --git a/compendium/equipment/items/dragon-bile.md b/compendium/equipment/items/dragon-bile.md new file mode 100644 index 000000000..4b44a916a --- /dev/null +++ b/compendium/equipment/items/dragon-bile.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +aliases: ["Dragon Bile"] +--- +# Dragon Bile *Item 15* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) + +- **Price** 925 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within. + +```ad-inline-affliction +title: Saving Throw: DC 37 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `6d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 round) + +**Stage 2** `7d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 round) + +**Stage 3** `9d6` poison damage and [sickened](rules/conditions.md#Sickened) (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/dragon-turtle-scale.md b/compendium/equipment/items/dragon-turtle-scale.md new file mode 100644 index 000000000..e7881cdb1 --- /dev/null +++ b/compendium/equipment/items/dragon-turtle-scale.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Dragon Turtle Scale"] +--- +# Dragon Turtle Scale *Item 4* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 13 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Requirements** You're an expert in [Athletics](compendium/skills.md#Athletics). +- **Category** Talisman + +This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/dragonhide-armor.md b/compendium/equipment/items/dragonhide-armor.md similarity index 85% rename from Compendium/equipment/items/dragonhide-armor.md rename to compendium/equipment/items/dragonhide-armor.md index 60870c8e6..486b5b13a 100644 --- a/Compendium/equipment/items/dragonhide-armor.md +++ b/compendium/equipment/items/dragonhide-armor.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/material - trait/uncommon aliases: ["Dragonhide Armor"] --- # Dragonhide Armor *Item 12+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor +- **Category** Material Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table on page 579). Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type. diff --git a/Compendium/equipment/items/dragonhide-shield.md b/compendium/equipment/items/dragonhide-shield.md similarity index 89% rename from Compendium/equipment/items/dragonhide-shield.md rename to compendium/equipment/items/dragonhide-shield.md index 05bf2017a..1e75c704a 100644 --- a/Compendium/equipment/items/dragonhide-shield.md +++ b/compendium/equipment/items/dragonhide-shield.md @@ -8,7 +8,7 @@ tags: aliases: ["Dragonhide Shield"] --- # Dragonhide Shield *Item 8+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** varies by shield - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/dragonhide.md b/compendium/equipment/items/dragonhide.md new file mode 100644 index 000000000..83c021118 --- /dev/null +++ b/compendium/equipment/items/dragonhide.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +- trait/precious +- trait/uncommon +aliases: ["Dragonhide"] +--- +# Dragonhide *Item 8+* +[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) + +- **Category** Material + +The hide and scales of a dragon can be used to [Craft](rules/actions/craft.md) any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to [Craft](rules/actions/craft.md) armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below). + + +*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/dragonplate.md b/compendium/equipment/items/dragonplate.md new file mode 100644 index 000000000..3d937429c --- /dev/null +++ b/compendium/equipment/items/dragonplate.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Dragonplate"] +--- +# Dragonplate *Item 16* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 10000 gp +- **Usage** worn armor; **Bulk** 4 +- **Category** Armor + +This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in 10 varieties corresponding to the 10 common dragon types, though other varieties undoubtedly exist. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of dragon used to make the armor (shown on the table below). The breath weapon deals `14d6` damage; each creature in the area must attempt a DC 36 basic saving throw. +``` + +*Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/Compendium/equipment/items/dragons-breath-potion.md b/compendium/equipment/items/dragons-breath-potion.md similarity index 81% rename from Compendium/equipment/items/dragons-breath-potion.md rename to compendium/equipment/items/dragons-breath-potion.md index 5a9ab9c37..173fe2c53 100644 --- a/Compendium/equipment/items/dragons-breath-potion.md +++ b/compendium/equipment/items/dragons-breath-potion.md @@ -11,10 +11,10 @@ tags: aliases: ["Dragon's Breath Potion"] --- # Dragon's Breath Potion *Item 7+* -[consumable](../../../Rules/traits/consumable.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) - **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Potion This liquid contains blood from a certain type of dragon. For 1 hour after you imbibe the concoction, you can unleash a breath weapon used by that type of dragon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion. diff --git a/compendium/equipment/items/dragonslayers-shield.md b/compendium/equipment/items/dragonslayers-shield.md new file mode 100644 index 000000000..41db86b5b --- /dev/null +++ b/compendium/equipment/items/dragonslayers-shield.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Dragonslayer's Shield"] +--- +# Dragonslayer's Shield *Item 9* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 670 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Shield; **Group** Shield + +A dragonslayer's shield is a steel shield covered with dragonhide from a certain type of dragon, which distinguishes each shield from the others. While raised, this steel shield (Hardness 8, HP 32, BT 16) grants its circumstance bonus to Reflex saves against area effects (as well as to AC, as normal) + +While you hold the shield, it also grants you a +2 circumstance bonus to Will saves against a dragon's frightful presence ability. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation (see dragonhide on page 579); this applies after reducing the damage for Hardness, so when you use [Shield Block](compendium/feats/shield-block.md), the dragonslayer's shield takes 18 less damage from attacks of that damage type. You can use [Shield Block](compendium/feats/shield-block.md) against attacks that deal damage of that type. + +*Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/dread-blindfold.md b/compendium/equipment/items/dread-blindfold.md new file mode 100644 index 000000000..24a97bb3b --- /dev/null +++ b/compendium/equipment/items/dread-blindfold.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/emotion +- trait/enchantment +- trait/fear +- trait/invested +- trait/magical +- trait/mental +aliases: ["Dread Blindfold"] +--- +# Dread Blindfold *Item 17* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +- **Price** 15000 gp +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +When tied over your eyes, this ragged strip of black linen gives you a +3 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks and [darkvision](rules/abilities/darkvision.md). You can see through the blindfold, but only using [darkvision](rules/abilities/darkvision.md). + +The first time a particular creature sees you in a day, it must succeed at a DC 37 Will save or be [frightened](rules/conditions.md#Frightened). This is an emotion, [fear](rules/traits/fear.md), and [mental](rules/traits/mental.md) effect, and your allies become immune to it after about a week. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You damage a creature with a [Strike](rules/actions/strike.md) + +**Effect** Your target is gripped by intense fear. This has the effect of a DC 37 [phantasmal killer](compendium/spells/phantasmal-killer.md) spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours. +``` + +*Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/druids-vestments.md b/compendium/equipment/items/druids-vestments.md new file mode 100644 index 000000000..8a7c37365 --- /dev/null +++ b/compendium/equipment/items/druids-vestments.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/focused +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Druid's Vestments"] +--- +# Druid's Vestments *Item 10* +[focused](rules/traits/focused.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 1000 gp +- **Usage** worn garment; **Bulk** L +- **Category** Worn + +This brown-and-green tunic is embroidered with patterns that resemble interlocking elk antlers. You gain a +2 item bonus to [Nature](compendium/skills.md#Nature) checks. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost. +``` + +*Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/dust-of-appearance.md b/compendium/equipment/items/dust-of-appearance.md new file mode 100644 index 000000000..8bd7f903f --- /dev/null +++ b/compendium/equipment/items/dust-of-appearance.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/consumable +- trait/divination +- trait/magical +aliases: ["Dust of Appearance"] +--- +# Dust of Appearance *Item 6* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 50 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can't be [concealed](rules/conditions.md#Concealed) or [invisible](rules/conditions.md#Invisible), nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect. + +*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/dust-of-disappearance.md b/compendium/equipment/items/dust-of-disappearance.md new file mode 100644 index 000000000..a34722c8d --- /dev/null +++ b/compendium/equipment/items/dust-of-disappearance.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/consumable +- trait/illusion +- trait/magical +- trait/uncommon +aliases: ["Dust of Disappearance"] +--- +# Dust of Disappearance *Item 9* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 135 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +This powder shimmers like a thousand tiny motes of light. + +Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level [invisibility](compendium/spells/invisibility.md) spell with a duration of 1 minute on that creature. This invisibility can't be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower. + +*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/dwarven-thrower.md b/compendium/equipment/items/dwarven-thrower.md similarity index 87% rename from Compendium/equipment/items/dwarven-thrower.md rename to compendium/equipment/items/dwarven-thrower.md index 5ec68150a..3b80e7544 100644 --- a/Compendium/equipment/items/dwarven-thrower.md +++ b/compendium/equipment/items/dwarven-thrower.md @@ -9,7 +9,7 @@ tags: aliases: ["Dwarven Thrower"] --- # Dwarven Thrower *Item 13* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) - **Price** 2750 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/dwarven-war-axe.md b/compendium/equipment/items/dwarven-war-axe.md new file mode 100644 index 000000000..926da1f41 --- /dev/null +++ b/compendium/equipment/items/dwarven-war-axe.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/advanced +- trait/dwarf +- trait/sweep +- trait/two-hand-d12 +- trait/uncommon +aliases: ["Dwarven War Axe"] +--- +# Dwarven War Axe *Item 0* +[dwarf](rules/traits/dwarf.md) [sweep](rules/traits/sweep.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Advanced; **Group** Axe + +This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/eagle-eye-elixir.md b/compendium/equipment/items/eagle-eye-elixir.md new file mode 100644 index 000000000..639e268e8 --- /dev/null +++ b/compendium/equipment/items/eagle-eye-elixir.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Eagle-eye Elixir"] +--- +# Eagle-eye Elixir *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to [Perception](compendium/skills.md#Perception) checks that is greater when attempting to find secret doors and traps. + +*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/effervescent-ampoule.md b/compendium/equipment/items/effervescent-ampoule.md new file mode 100644 index 000000000..9df14942b --- /dev/null +++ b/compendium/equipment/items/effervescent-ampoule.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Effervescent Ampoule"] +--- +# Effervescent Ampoule *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 7 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md); **Requirements** You're an expert in [Acrobatics](compendium/skills.md#Acrobatics). +- **Category** Talisman + +Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, the armor lets you move across water and other liquids as if they were solid ground. If you [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md) over a weight-sensitive pressure plate, you don't cause the plate to depress, which prevents you from triggering any device or hazard attached to the pressure plate. When the ampoule's effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/electric-eelskin.md b/compendium/equipment/items/electric-eelskin.md new file mode 100644 index 000000000..04192f994 --- /dev/null +++ b/compendium/equipment/items/electric-eelskin.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Electric Eelskin"] +--- +# Electric Eelskin *Item 10* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 950 gp +- **Usage** worn armor; **Bulk** 1 +- **Category** Armor + +Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor. The armor gives you the ability to breathe water and grants you a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md) and [Stealth](compendium/skills.md#Stealth) checks you attempt in the water. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast a 2nd-level [shocking grasp](compendium/spells/shocking-grasp.md) with a spell attack modifier of +19. +``` + +*Source: Core Rulebook p. 557* \ No newline at end of file diff --git a/compendium/equipment/items/elemental-gem.md b/compendium/equipment/items/elemental-gem.md new file mode 100644 index 000000000..941e56d78 --- /dev/null +++ b/compendium/equipment/items/elemental-gem.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Elemental Gem"] +--- +# Elemental Gem *Item 10* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 200 gp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** command, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level [summon elemental](compendium/spells/summon-elemental.md) spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation. + +This gem comes in four varieties: transparent for a living whirlwind, light brown for a living landslide, reddish orange for a living wildfire, and blue-green for a living waterfall. + +*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/elixir-of-life.md b/compendium/equipment/items/elixir-of-life.md new file mode 100644 index 000000000..9db36aba8 --- /dev/null +++ b/compendium/equipment/items/elixir-of-life.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/healing +aliases: ["Elixir of Life"] +--- +# Elixir of Life *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. + +*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/Compendium/equipment/items/elixir-of-rejuvenation.md b/compendium/equipment/items/elixir-of-rejuvenation.md similarity index 75% rename from Compendium/equipment/items/elixir-of-rejuvenation.md rename to compendium/equipment/items/elixir-of-rejuvenation.md index 46c561fbc..c46396e07 100644 --- a/Compendium/equipment/items/elixir-of-rejuvenation.md +++ b/compendium/equipment/items/elixir-of-rejuvenation.md @@ -7,14 +7,15 @@ tags: - trait/alchemical - trait/consumable - trait/elixir +- trait/healing - trait/uncommon aliases: ["Elixir of Rejuvenation"] --- # Elixir of Rejuvenation *Item 20* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [elixir](../../../Rules/traits/elixir.md) [uncommon](../../../Rules/traits/uncommon.md) +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [healing](rules/traits/healing.md) [uncommon](rules/traits/uncommon.md) - **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Elixir The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you're restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed. diff --git a/compendium/equipment/items/elven-chain.md b/compendium/equipment/items/elven-chain.md new file mode 100644 index 000000000..ba3951029 --- /dev/null +++ b/compendium/equipment/items/elven-chain.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/uncommon +aliases: ["Elven Chain"] +--- +# Elven Chain *Item 13+* +[uncommon](rules/traits/uncommon.md) + +- **Usage** worn armor; **Bulk** L +- **Category** Armor + +Elven chain is a chain shirt made of [mithral](compendium/equipment/items/mithral.md) that glitters in even the faintest light. It has no check penalty. + +Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the [noisy](rules/traits/noisy.md) trait. This suit of armor can be etched with runes like any other mithral chain shirt. + +*Source: Core Rulebook p. 555* \ No newline at end of file diff --git a/compendium/equipment/items/elven-curve-blade.md b/compendium/equipment/items/elven-curve-blade.md new file mode 100644 index 000000000..beb50631d --- /dev/null +++ b/compendium/equipment/items/elven-curve-blade.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/elf +- trait/finesse +- trait/forceful +- trait/uncommon +aliases: ["Elven Curve Blade"] +--- +# Elven Curve Blade *Item 0* +[elf](rules/traits/elf.md) [finesse](rules/traits/finesse.md) [forceful](rules/traits/forceful.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4 gp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Martial; **Group** Sword + +Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/emerald-grasshopper.md b/compendium/equipment/items/emerald-grasshopper.md new file mode 100644 index 000000000..f58ecd72f --- /dev/null +++ b/compendium/equipment/items/emerald-grasshopper.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Emerald Grasshopper"] +--- +# Emerald Grasshopper *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 30 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You attempt a [High Jump](rules/actions/high-jump.md) but haven't rolled yet; **Requirements** You are an expert in [Athletics](compendium/skills.md#Athletics). +- **Category** Talisman + +This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, if you succeed at the [Athletics](compendium/skills.md#Athletics) check, you [Leap](rules/actions/leap.md) up to 50 feet vertically and up to 10 feet horizontally. If you critically succeed, you can [Leap](rules/actions/leap.md) up to 75 feet vertically and 20 feet horizontally. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/energy-resistant.md b/compendium/equipment/items/energy-resistant.md similarity index 88% rename from Compendium/equipment/items/energy-resistant.md rename to compendium/equipment/items/energy-resistant.md index 2838685dc..73fb67cd9 100644 --- a/Compendium/equipment/items/energy-resistant.md +++ b/compendium/equipment/items/energy-resistant.md @@ -9,7 +9,7 @@ tags: aliases: ["Energy-Resistant"] --- # Energy-Resistant *Item 8+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/ethereal.md b/compendium/equipment/items/ethereal.md new file mode 100644 index 000000000..0ea4cb736 --- /dev/null +++ b/compendium/equipment/items/ethereal.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/conjuration +- trait/magical +- trait/uncommon +aliases: ["Ethereal"] +--- +# Ethereal *Item 17* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 13500 gp +- **Usage** etched onto armor +- **Category** Rune + +An ethereal rune replicates armor on the Ethereal Plane. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You gain the effects of an [ethereal jaunt](compendium/spells/ethereal-jaunt.md) spell. This doesn't require concentration and lasts for 10 minutes or until you choose to return to material form as a free action. +``` + +*Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/compendium/equipment/items/everburning-torch.md b/compendium/equipment/items/everburning-torch.md new file mode 100644 index 000000000..cbed76cfd --- /dev/null +++ b/compendium/equipment/items/everburning-torch.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/evocation +- trait/light +- trait/magical +aliases: ["Everburning Torch"] +--- +# Everburning Torch *Item 1* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) + +- **Price** 15 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +An everburning torch is one of the most common applications of permanent magic. This torch sheds light constantly, requiring no oxygen and generating no heat. + +The flame can be covered or [hidden](rules/conditions.md#Hidden), but can't be smothered or quenched. + +*Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/Compendium/equipment/items/explorers-clothing.md b/compendium/equipment/items/explorers-clothing.md similarity index 93% rename from Compendium/equipment/items/explorers-clothing.md rename to compendium/equipment/items/explorers-clothing.md index 60733e4fa..a27ccc139 100644 --- a/Compendium/equipment/items/explorers-clothing.md +++ b/compendium/equipment/items/explorers-clothing.md @@ -8,7 +8,7 @@ tags: aliases: ["Explorer's Clothing"] --- # Explorer's Clothing *Item 0* -[comfort](../../../Rules/traits/comfort.md) +[comfort](rules/traits/comfort.md) - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/explorers-yurt.md b/compendium/equipment/items/explorers-yurt.md new file mode 100644 index 000000000..e1ad3d23d --- /dev/null +++ b/compendium/equipment/items/explorers-yurt.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +aliases: ["Explorer's Yurt"] +--- +# Explorer's Yurt *Item 10* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) + +- **Price** 880 gp +- **Bulk** 1 (when not activated) +- **Category** Structure + +Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 [bedrolls](compendium/equipment/items/bedroll.md), various cooking utensils, and basic food and water. + +The yurt can house and feed you and up to nine other Medium creatures that eat roughly as much as a human does; they need not attempt a [Survival](compendium/skills.md#Survival) check to [Subsist](rules/actions/subsist.md) when you use the yurt. Fires and light inside the yurt do not extend illumination into the area surrounding the yurt, making it harder to spot from a distance. + +A large loop of red cloth hangs from one wall. If this loop is pulled, which takes an [Interact](rules/actions/interact.md) action, the entire yurt immediately folds back up into its deactivated form, ready for further travel. +``` + +*Source: Core Rulebook p. 596* \ No newline at end of file diff --git a/compendium/equipment/items/explosive-ammunition.md b/compendium/equipment/items/explosive-ammunition.md new file mode 100644 index 000000000..736d5cab1 --- /dev/null +++ b/compendium/equipment/items/explosive-ammunition.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/evocation +- trait/fire +- trait/magical +aliases: ["Explosive Ammunition"] +--- +# Explosive Ammunition *Item 9+* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) + +- **Ammunition** any +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing `6d6` fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save. + +*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/extra-ink-and-paper.md b/compendium/equipment/items/extra-ink-and-paper.md new file mode 100644 index 000000000..e9dcc755c --- /dev/null +++ b/compendium/equipment/items/extra-ink-and-paper.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Extra Ink and Paper"] +--- +# Extra Ink and Paper *Item 0* + +- **Price** 1 sp +- **Bulk** — +- **Category** Adventuring Gear + +Using a [writing set](compendium/equipment/items/writing-set.md), you can draft correspondence and scribe scrolls. If you've written a large amount, you can refill your kit with extra ink and paper. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-apprehension.md b/compendium/equipment/items/eye-of-apprehension.md new file mode 100644 index 000000000..0e05c5134 --- /dev/null +++ b/compendium/equipment/items/eye-of-apprehension.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/divination +- trait/fortune +- trait/talisman +aliases: ["Eye of Apprehension"] +--- +# Eye of Apprehension *Item 12* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [talisman](rules/traits/talisman.md) + +- **Price** 400 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You are about to roll [Perception](compendium/skills.md#Perception) for initiative but haven't rolled yet; **Requirements** You are a master in [Perception](compendium/skills.md#Perception). +- **Category** Talisman + +This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll [Perception](compendium/skills.md#Perception) twice and use the higher result. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/eye-of-fortune.md b/compendium/equipment/items/eye-of-fortune.md new file mode 100644 index 000000000..e6ae498be --- /dev/null +++ b/compendium/equipment/items/eye-of-fortune.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Eye of Fortune"] +--- +# Eye of Fortune *Item 13* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 2700 gp +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +Adherents of Erastil, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You attack a [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) creature and haven't attempted the flat check yet + +**Effect** You can roll the flat check for the [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden) condition twice and use the higher result. +``` + +*Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/eyes-of-the-eagle.md b/compendium/equipment/items/eyes-of-the-eagle.md new file mode 100644 index 000000000..5b256a4fa --- /dev/null +++ b/compendium/equipment/items/eyes-of-the-eagle.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Eyes of the Eagle"] +--- +# Eyes of the Eagle *Item 9* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 700 gp +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +These lenses of amber crystal fit over your eyes. They grant you [low-light vision](rules/abilities/low-light-vision.md) and a +2 item bonus to [Perception](compendium/skills.md#Perception) checks that involve sight. + +*Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/fade-band.md b/compendium/equipment/items/fade-band.md new file mode 100644 index 000000000..b232fc8da --- /dev/null +++ b/compendium/equipment/items/fade-band.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/illusion +- trait/magical +- trait/talisman +aliases: ["Fade Band"] +--- +# Fade Band *Item 12* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 320 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** An attack misses you; **Requirements** You are a master in [Stealth](compendium/skills.md#Stealth). +- **Category** Talisman + +This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-level [invisibility](compendium/spells/invisibility.md) spell on you. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/Compendium/equipment/items/falchion.md b/compendium/equipment/items/falchion.md similarity index 84% rename from Compendium/equipment/items/falchion.md rename to compendium/equipment/items/falchion.md index d84e6cc07..fe9a36700 100644 --- a/Compendium/equipment/items/falchion.md +++ b/compendium/equipment/items/falchion.md @@ -9,7 +9,7 @@ tags: aliases: ["Falchion"] --- # Falchion *Item 0* -[forceful](../../../Rules/traits/forceful.md) [sweep](../../../Rules/traits/sweep.md) +[forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) - **Price** 3 gp - **Bulk** 2 diff --git a/compendium/equipment/items/fear-gem.md b/compendium/equipment/items/fear-gem.md new file mode 100644 index 000000000..4484cd4f0 --- /dev/null +++ b/compendium/equipment/items/fear-gem.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/enchantment +- trait/fear +- trait/magical +- trait/mental +- trait/talisman +aliases: ["Fear Gem"] +--- +# Fear Gem *Item 4* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [talisman](rules/traits/talisman.md) + +- **Price** 20 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** [Intimidating Strike](compendium/feats/intimidating-strike.md) +- **Category** Talisman + +Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an [Intimidating Strike](compendium/feats/intimidating-strike.md), as the fighter feat. + +If you have the [Intimidating Strike](compendium/feats/intimidating-strike.md) feat, increase the [frightened](rules/conditions.md#Frightened) condition value from this Intimidating [Strike](rules/actions/strike.md) to [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) on a critical hit. + +*Source: Core Rulebook p. 566* \ No newline at end of file diff --git a/compendium/equipment/items/feather-step-stone.md b/compendium/equipment/items/feather-step-stone.md new file mode 100644 index 000000000..8b6652e70 --- /dev/null +++ b/compendium/equipment/items/feather-step-stone.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Feather Step Stone"] +--- +# Feather Step Stone *Item 3* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 8 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md) +- **Category** Talisman + +You are an expert in [Acrobatics](compendium/skills.md#Acrobatics). + +This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. + +When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/feather-token.md b/compendium/equipment/items/feather-token.md new file mode 100644 index 000000000..285abbab5 --- /dev/null +++ b/compendium/equipment/items/feather-token.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Feather Token"] +--- +# Feather Token *Item 1+* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Consumable + +Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. [Activating](rules/actions/activate-an-item.md) a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description. + +*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/compendium/equipment/items/fighters-fork.md b/compendium/equipment/items/fighters-fork.md new file mode 100644 index 000000000..85b3eb8f7 --- /dev/null +++ b/compendium/equipment/items/fighters-fork.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/magical +- trait/transmutation +aliases: ["Fighter's Fork"] +--- +# Fighter's Fork *Item 3* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 50 gp +- **Usage** held in 1 or 2 hands; **Bulk** 1 +- **Category** Weapon + +This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You extend or shorten the trident's haft. When extended, the trident requires two hands to wield and gains the [reach](rules/traits/reach.md) trait, but loses the trident's normal [thrown](rules/traits/thrown.md) trait. +``` + +*Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/filchers-fork.md b/compendium/equipment/items/filchers-fork.md new file mode 100644 index 000000000..4bfa07efb --- /dev/null +++ b/compendium/equipment/items/filchers-fork.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/backstabber +- trait/deadly-d6 +- trait/finesse +- trait/halfling +- trait/thrown-20-ft +- trait/uncommon +aliases: ["Filcher's Fork"] +--- +# Filcher's Fork *Item 0* +[agile](rules/traits/agile.md) [backstabber](rules/traits/backstabber.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [halfling](rules/traits/halfling.md) [thrown <20 ft.>](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Spear + +This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/fishing-tackle.md b/compendium/equipment/items/fishing-tackle.md similarity index 100% rename from Compendium/equipment/items/fishing-tackle.md rename to compendium/equipment/items/fishing-tackle.md diff --git a/Compendium/equipment/items/flail.md b/compendium/equipment/items/flail.md similarity index 78% rename from Compendium/equipment/items/flail.md rename to compendium/equipment/items/flail.md index 50a17e370..57795d3bf 100644 --- a/Compendium/equipment/items/flail.md +++ b/compendium/equipment/items/flail.md @@ -10,7 +10,7 @@ tags: aliases: ["Flail"] --- # Flail *Item 0* -[disarm](../../../Rules/traits/disarm.md) [sweep](../../../Rules/traits/sweep.md) [trip](../../../Rules/traits/trip.md) +[disarm](rules/traits/disarm.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) - **Price** 8 sp - **Bulk** 1 diff --git a/compendium/equipment/items/flame-navette.md b/compendium/equipment/items/flame-navette.md new file mode 100644 index 000000000..405231142 --- /dev/null +++ b/compendium/equipment/items/flame-navette.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +aliases: ["Flame Navette"] +--- +# Flame Navette *Item 16* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 1800 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Requirements** You're an expert in Will saves. +- **Category** Talisman + +This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter's [Determination](compendium/feats/determination.md) class feat, with a counteract modifier of +22. If you have the Determination feat, you can use your own modifier if it's better. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/flame-tongue.md b/compendium/equipment/items/flame-tongue.md new file mode 100644 index 000000000..8a4c1418c --- /dev/null +++ b/compendium/equipment/items/flame-tongue.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/evocation +- trait/fire +- trait/magical +aliases: ["Flame Tongue"] +--- +# Flame Tongue *Item 13+* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Weapon + +This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast the [produce flame](compendium/spells/produce-flame.md) cantrip from the sword as a 7th-level arcane spell, using your melee attack modifier with flametongue as your spell attack modifier. +``` + +*Source: Core Rulebook p. 600* \ No newline at end of file diff --git a/compendium/equipment/items/flaming.md b/compendium/equipment/items/flaming.md new file mode 100644 index 000000000..03bde9294 --- /dev/null +++ b/compendium/equipment/items/flaming.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/conjuration +- trait/fire +- trait/magical +aliases: ["Flaming"] +--- +# Flaming *Item 8+* +[conjuration](rules/traits/conjuration.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +This weapon is empowered by flickering flame. The weapon deals an additional `1d6` fire damage on a successful [Strike](rules/actions/strike.md), plus `1d10` [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a critical hit. + +*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/flint-and-steel.md b/compendium/equipment/items/flint-and-steel.md similarity index 97% rename from Compendium/equipment/items/flint-and-steel.md rename to compendium/equipment/items/flint-and-steel.md index 111f0150e..66d344220 100644 --- a/Compendium/equipment/items/flint-and-steel.md +++ b/compendium/equipment/items/flint-and-steel.md @@ -9,6 +9,7 @@ aliases: ["Flint and Steel"] # Flint and Steel *Item 0* - **Price** 5 cp +- **Bulk** — - **Hands** 2 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/floating-shield.md b/compendium/equipment/items/floating-shield.md new file mode 100644 index 000000000..6a7df830d --- /dev/null +++ b/compendium/equipment/items/floating-shield.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/magical +- trait/uncommon +aliases: ["Floating Shield"] +--- +# Floating Shield *Item 11+* +[magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** strapped to 1 hand; **Bulk** L +- **Category** Shield; **Group** Shield + +A floating shield is usually carved with wing motifs. This buckler (Hardness 6, HP 24, BT 12) can protect you on its own. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The shield magically releases itself and floats off your arm into the air next to you, granting you its bonus automatically, as if you had Raised the Shield. Because you're not wielding the shield, you can't use reactions such as [Shield Block](compendium/feats/shield-block.md) with the shield, but you gain its benefits even when using both of your hands. After 1 minute, the shield drops to the ground, ending its floating effect. While the shield is adjacent to you, you can [Interact](rules/actions/interact.md) to grasp it, ending its floating effect early. +``` + +*Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/flying-blade-wheel-snare.md b/compendium/equipment/items/flying-blade-wheel-snare.md new file mode 100644 index 000000000..cde58f888 --- /dev/null +++ b/compendium/equipment/items/flying-blade-wheel-snare.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Flying Blade Wheel Snare"] +--- +# Flying Blade Wheel Snare *Item 20* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 10000 gp +- **Category** Snare + +When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a [Strike](rules/actions/strike.md) with an attack modifier of +33 and dealing `8d8` slashing damage. Once on each of your turns, you can use an [Interact](rules/actions/interact.md) action within 120 feet of the wheel to cause it to [Fly](rules/actions/fly.md) up to 60 feet toward the creature it's chasing and make another [Strike](rules/actions/strike.md) if it's within 5 feet of its target after it moves. After 1 minute, the spinning ceases and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, HP 200, Hardness 10, object immunities). + +*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/force-shield.md b/compendium/equipment/items/force-shield.md new file mode 100644 index 000000000..7f80acd3f --- /dev/null +++ b/compendium/equipment/items/force-shield.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/evocation +- trait/force +- trait/magical +- trait/uncommon +aliases: ["Force Shield"] +--- +# Force Shield *Item 9* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 650 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Shield; **Group** Shield + +The edges of this elaborately engraved steel shield (Hardness 8, HP 32, BT 16) bear tiny glass tiles set in mosaic patterns. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The shield surrounds you with a bubble of force that protects you from harm, granting you resistance 5 to physical damage for 1 minute. The bubble disappears if you cease holding the shield. +``` + +*Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/compendium/equipment/items/forge-warden.md b/compendium/equipment/items/forge-warden.md new file mode 100644 index 000000000..1d7e89bd9 --- /dev/null +++ b/compendium/equipment/items/forge-warden.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Forge Warden"] +--- +# Forge Warden *Item 10* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 975 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Shield; **Group** Shield + +The religious symbol of Torag, the forge god—an ornate hammer of dwarven construction—adorns the face of this reinforced steel shield (Hardness 10, HP 24, BT 12). The shield is a religious symbol of Torag. + +You and any adjacent allies have fire resistance 5 while you have the shield raised. When used for a [Shield Block](compendium/feats/shield-block.md), the forge warden rings out like the hammer strike of a blacksmith, and the symbol glows as if lit by the fires of a furnace. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You use the forge warden to [Shield Block](compendium/feats/shield-block.md) an adjacent creature's attack and the shield takes damage + +**Effect** The attacking creature takes `2d6` fire damage. +``` + +*Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/Compendium/equipment/items/formula-book-blank.md b/compendium/equipment/items/formula-book-blank.md similarity index 100% rename from Compendium/equipment/items/formula-book-blank.md rename to compendium/equipment/items/formula-book-blank.md diff --git a/Compendium/equipment/items/fortification.md b/compendium/equipment/items/fortification.md similarity index 86% rename from Compendium/equipment/items/fortification.md rename to compendium/equipment/items/fortification.md index 3d98e8cae..31a29fa96 100644 --- a/Compendium/equipment/items/fortification.md +++ b/compendium/equipment/items/fortification.md @@ -9,7 +9,7 @@ tags: aliases: ["Fortification"] --- # Fortification *Item 12+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) - **Usage** etched onto medium or heavy armor - **Category** Rune diff --git a/compendium/equipment/items/frost-brand.md b/compendium/equipment/items/frost-brand.md new file mode 100644 index 000000000..17ca85b1c --- /dev/null +++ b/compendium/equipment/items/frost-brand.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/cold +- trait/evocation +- trait/magical +aliases: ["Frost Brand"] +--- +# Frost Brand *Item 16* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 10000 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Weapon + +The blade of this +2 greater striking greater frost greatsword appears to be nothing but icy shards. The frost brand automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You swing the frost brand into the area of an ongoing magical fire, and the blade attempts to counteract the fire with a counteract modifier of +27. If it fails, it can't attempt to counteract the same fire again. +``` + +*Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/frost-vial.md b/compendium/equipment/items/frost-vial.md new file mode 100644 index 000000000..8623c5d41 --- /dev/null +++ b/compendium/equipment/items/frost-vial.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/cold +- trait/consumable +- trait/splash +aliases: ["Frost Vial"] +--- +# Frost Vial *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [cold](rules/traits/cold.md) [consumable](rules/traits/consumable.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls. + +*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/frost.md b/compendium/equipment/items/frost.md new file mode 100644 index 000000000..620b4710b --- /dev/null +++ b/compendium/equipment/items/frost.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/cold +- trait/conjuration +- trait/magical +aliases: ["Frost"] +--- +# Frost *Item 8+* +[cold](rules/traits/cold.md) [conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +This weapon is empowered with freezing ice. It deals an additional `1d6` cold damage on a successful [Strike](rules/actions/strike.md). On a critical hit, the target is also [slowed](rules/conditions.md#Slowed) until the end of your next turn unless it succeeds at a DC 24 Fortitude save. + +*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/Compendium/equipment/items/full-plate.md b/compendium/equipment/items/full-plate.md similarity index 76% rename from Compendium/equipment/items/full-plate.md rename to compendium/equipment/items/full-plate.md index 7f1ab1f8e..986df943b 100644 --- a/Compendium/equipment/items/full-plate.md +++ b/compendium/equipment/items/full-plate.md @@ -8,7 +8,7 @@ tags: aliases: ["Full Plate"] --- # Full Plate *Item 2* -[bulwark](../../../Rules/traits/bulwark.md) +[bulwark](rules/traits/bulwark.md) - **Price** 30 gp - **Bulk** 4 @@ -16,6 +16,6 @@ aliases: ["Full Plate"] - **Strength** 18; **Check Penalty** -3; **Speed Penalty** -10 ft. - **Category** Heavy; **Group** Plate -Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of [padded armor](padded-armor.md) and a pair of [gauntlets](gauntlet.md). +Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of [padded armor](compendium/equipment/items/padded-armor.md) and a pair of [gauntlets](compendium/equipment/items/gauntlet.md). *Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/gallows-tooth.md b/compendium/equipment/items/gallows-tooth.md new file mode 100644 index 000000000..8d820e589 --- /dev/null +++ b/compendium/equipment/items/gallows-tooth.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/divination +- trait/magical +- trait/talisman +aliases: ["Gallows Tooth"] +--- +# Gallows Tooth *Item 8* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 100 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md); **Trigger** You attack an adjacent creature and haven't rolled your attack roll; **Requirements** You're a master in [Intimidation](compendium/skills.md#Intimidation). +- **Category** Talisman + +This grisly molar hangs from a cord threaded through a tiny hole just above its dried, exposed root. When you activate this talisman, the creature you're attacking becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of the current turn. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/gauntlet.md b/compendium/equipment/items/gauntlet.md new file mode 100644 index 000000000..58d1dad78 --- /dev/null +++ b/compendium/equipment/items/gauntlet.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/simple +- trait/agile +- trait/free-hand +aliases: ["Gauntlet"] +--- +# Gauntlet *Item 0* +[agile](rules/traits/agile.md) [free-hand](rules/traits/free-hand.md) + +- **Price** 2 sp +- **Bulk** L +- **Damage** `1d4` B +- **Hands** 1 +- **Category** Simple; **Group** Brawling + +A pair of these metal gloves comes with [full plate](compendium/equipment/items/full-plate.md), [half plate](compendium/equipment/items/half-plate.md), and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons. + +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-ammunition.md b/compendium/equipment/items/ghost-ammunition.md new file mode 100644 index 000000000..3c9c2e251 --- /dev/null +++ b/compendium/equipment/items/ghost-ammunition.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/magical +- trait/transmutation +aliases: ["Ghost Ammunition"] +--- +# Ghost Ammunition *Item 14* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 900 gp +- **Ammunition** any +- **Category** Ammunition + +Ghost ammunition is cool to the touch. This ammunition has the benefits of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). You still can't target an [undetected](rules/conditions.md#Undetected) creature without guessing. + +After it is launched, the ammunition vanishes into mist. + +However, in the dead of the night `1d4` days later, it reappears in the last quiver or other container it was taken from. + +*Source: Core Rulebook p. 559* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-dust.md b/compendium/equipment/items/ghost-dust.md new file mode 100644 index 000000000..9dd8bc944 --- /dev/null +++ b/compendium/equipment/items/ghost-dust.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/illusion +- trait/occult +- trait/talisman +aliases: ["Ghost Dust"] +--- +# Ghost Dust *Item 16* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [occult](rules/traits/occult.md) [talisman](rules/traits/talisman.md) + +- **Price** 1800 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You use an action with the [move](rules/traits/move.md) trait; **Requirements** You are legendary in [Stealth](compendium/skills.md#Stealth). +- **Category** Talisman + +This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-level [invisibility](compendium/spells/invisibility.md) spell on you. This comes into effect before you move during the triggering action. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/ghost-touch.md b/compendium/equipment/items/ghost-touch.md new file mode 100644 index 000000000..4d1f66eb2 --- /dev/null +++ b/compendium/equipment/items/ghost-touch.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Ghost Touch"] +--- +# Ghost Touch *Item 4* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 75 gp +- **Usage** etched onto a melee weapon +- **Category** Rune + +The weapon can harm creatures without physical form. A [ghost touch](compendium/equipment/items/ghost-touch.md) weapon is particularly effective against incorporeal creatures, which almost always have a specific weakness to [ghost touch](compendium/equipment/items/ghost-touch.md) weapons. Incorporeal creatures can touch, hold, and wield [ghost touch](compendium/equipment/items/ghost-touch.md) weapons (unlike most physical objects). + +*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/ghoul-hide.md b/compendium/equipment/items/ghoul-hide.md new file mode 100644 index 000000000..f22e7c403 --- /dev/null +++ b/compendium/equipment/items/ghoul-hide.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/invested +- trait/magical +- trait/necromancy +- trait/uncommon +aliases: ["Ghoul Hide"] +--- +# Ghoul Hide *Item 6* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 220 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against disease and paralysis and makes you immune to the paralysis of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against disease and paralysis by 1 (maximum +4) + +Ghoul hide hisses with sibilant hatred at the touch of elves. When worn by a creature with the [elf](rules/traits/elf.md) trait, the armor gains the [noisy](rules/traits/noisy.md) trait. + +*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/giant-centipede-venom.md b/compendium/equipment/items/giant-centipede-venom.md new file mode 100644 index 000000000..5c85e88e5 --- /dev/null +++ b/compendium/equipment/items/giant-centipede-venom.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Giant Centipede Venom"] +--- +# Giant Centipede Venom *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 4 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Giant centipede venom causes severe muscle stiffness. + +```ad-inline-affliction +title: Saving Throw: DC 17 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d6` poison damage (1 round) + +**Stage 2** `1d8` poison damage and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 3** `1d12` poison damage, [clumsy](rules/conditions.md#Clumsy), and [flat-footed](rules/conditions.md#Flat-footed) (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/giant-scorpion-venom.md b/compendium/equipment/items/giant-scorpion-venom.md new file mode 100644 index 000000000..ebc941bc1 --- /dev/null +++ b/compendium/equipment/items/giant-scorpion-venom.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Giant Scorpion Venom"] +--- +# Giant Scorpion Venom *Item 6* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 40 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Scorpion venom is excruciating and its effects are somewhat debilitating. + +```ad-inline-affliction +title: Saving Throw: DC 22 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d10` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `2d10` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 3** `2d10` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) +``` + +*Source: Core Rulebook p. 551* \ No newline at end of file diff --git a/compendium/equipment/items/giant-wasp-venom.md b/compendium/equipment/items/giant-wasp-venom.md new file mode 100644 index 000000000..7681ffc4a --- /dev/null +++ b/compendium/equipment/items/giant-wasp-venom.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Giant Wasp Venom"] +--- +# Giant Wasp Venom *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 55 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Giant wasp venom interferes with a victim's movement. + +```ad-inline-affliction +title: Saving Throw: DC 25 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `2d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) + +**Stage 2** `3d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) + +**Stage 3** `4d6` poison and [clumsy](rules/conditions.md#Clumsy) (1 round) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/Compendium/equipment/items/glaive.md b/compendium/equipment/items/glaive.md similarity index 78% rename from Compendium/equipment/items/glaive.md rename to compendium/equipment/items/glaive.md index 405ae1613..5e8af539e 100644 --- a/Compendium/equipment/items/glaive.md +++ b/compendium/equipment/items/glaive.md @@ -10,7 +10,7 @@ tags: aliases: ["Glaive"] --- # Glaive *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [forceful](../../../Rules/traits/forceful.md) [reach](../../../Rules/traits/reach.md) +[deadly ](rules/traits/deadly.md) [forceful](rules/traits/forceful.md) [reach](rules/traits/reach.md) - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/glamered.md b/compendium/equipment/items/glamered.md new file mode 100644 index 000000000..4ef3df101 --- /dev/null +++ b/compendium/equipment/items/glamered.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/illusion +- trait/magical +aliases: ["Glamered"] +--- +# Glamered *Item 5* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Price** 140 gp +- **Usage** etched onto armor +- **Category** Rune + +This armor can be disguised with a mere thought. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor's statistics do not change. Only a creature that is benefiting from true seeing or a similar effect can attempt to 0, with a DC of 25. +``` + +*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/Compendium/equipment/items/gloom-blade.md b/compendium/equipment/items/gloom-blade.md similarity index 80% rename from Compendium/equipment/items/gloom-blade.md rename to compendium/equipment/items/gloom-blade.md index 5b45b122a..649363c46 100644 --- a/Compendium/equipment/items/gloom-blade.md +++ b/compendium/equipment/items/gloom-blade.md @@ -9,7 +9,7 @@ tags: aliases: ["Gloom Blade"] --- # Gloom Blade *Item 9* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) - **Price** 700 gp - **Usage** held in 1 hand; **Bulk** L @@ -17,7 +17,7 @@ aliases: ["Gloom Blade"] As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn't appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th level or higher. -In dim light or darkness, the gloom blade becomes a +2 striking shortsword. Whenever you use the gloom blade to attack a creature you're [undetected](../../../Rules/conditions.md#Undetected) by, you deal `1d6` additional precision damage. +In dim light or darkness, the gloom blade becomes a +2 striking shortsword. Whenever you use the gloom blade to attack a creature you're [undetected](rules/conditions.md#Undetected) by, you deal `1d6` additional precision damage. To upgrade the gloom blade's fundamental runes, start with the base +1 shortsword, but if you improve it beyond a +2 striking shortsword, the runes apply in dim light or darkness as well. diff --git a/compendium/equipment/items/gloves-of-storing.md b/compendium/equipment/items/gloves-of-storing.md new file mode 100644 index 000000000..7d01c9e14 --- /dev/null +++ b/compendium/equipment/items/gloves-of-storing.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/extradimensional +- trait/invested +- trait/magical +- trait/transmutation +- trait/uncommon +aliases: ["Gloves of Storing"] +--- +# Gloves of Storing *Item 7* +[extradimensional](rules/traits/extradimensional.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 340 gp +- **Usage** worn gloves; **Bulk** — +- **Category** Worn + +An item can be stored inside these supple leather gloves, held in an extradimensional space. When an item is inside the glove, an image of the item appears as a simple, stitched pattern on the back of each glove. + +Many gloves of storing are found with an item already inside. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: No item is stored in the gloves + +**Effect** One item you're holding with a Bulk of 1 or less vanishes into the gloves' extradimensional space. +``` + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Requirements**: An item is stored in the gloves, and you have a free hand + +**Effect** The item stored in the gloves appears in your hand. The gloves can't be activated again for 1 minute. +``` + +*Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/Compendium/equipment/items/gnome-flickmace.md b/compendium/equipment/items/gnome-flickmace.md similarity index 78% rename from Compendium/equipment/items/gnome-flickmace.md rename to compendium/equipment/items/gnome-flickmace.md index d6065ee43..7c2e71ac0 100644 --- a/Compendium/equipment/items/gnome-flickmace.md +++ b/compendium/equipment/items/gnome-flickmace.md @@ -11,7 +11,7 @@ tags: aliases: ["Gnome Flickmace"] --- # Gnome Flickmace *Item 0* -[gnome](../../../Rules/traits/gnome.md) [reach](../../../Rules/traits/reach.md) [sweep](../../../Rules/traits/sweep.md) [uncommon](../../../Rules/traits/uncommon.md) +[gnome](rules/traits/gnome.md) [reach](rules/traits/reach.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) - **Price** 3 gp - **Bulk** 1 diff --git a/compendium/equipment/items/gnome-hooked-hammer.md b/compendium/equipment/items/gnome-hooked-hammer.md new file mode 100644 index 000000000..da5a36c92 --- /dev/null +++ b/compendium/equipment/items/gnome-hooked-hammer.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/gnome +- trait/trip +- trait/two-hand-d10 +- trait/uncommon +- trait/versatile-p +aliases: ["Gnome Hooked Hammer"] +--- +# Gnome Hooked Hammer *Item 0* +[gnome](rules/traits/gnome.md) [trip](rules/traits/trip.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Hammer + +This gnome tool and weapon features a hammer at one end and a curved pick on the other. It's such a strange and awkward weapon that others think the gnomes are slightly erratic for using it. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/goggles-of-night.md b/compendium/equipment/items/goggles-of-night.md new file mode 100644 index 000000000..71e3ea3c1 --- /dev/null +++ b/compendium/equipment/items/goggles-of-night.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Goggles of Night"] +--- +# Goggles of Night *Item 5+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn eyepiece; **Bulk** — +- **Category** Worn + +The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to [Perception](compendium/skills.md#Perception) checks involving sight. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Rotating the lenses 90 degrees, you gain [darkvision](rules/abilities/darkvision.md) for 1 hour. +``` + +*Source: Core Rulebook p. 610* \ No newline at end of file diff --git a/compendium/equipment/items/gorget-of-the-primal-roar.md b/compendium/equipment/items/gorget-of-the-primal-roar.md new file mode 100644 index 000000000..7ba18407b --- /dev/null +++ b/compendium/equipment/items/gorget-of-the-primal-roar.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Gorget of the Primal Roar"] +--- +# Gorget of the Primal Roar *Item 11* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 1250 gp +- **Usage** worn collar; **Bulk** L +- **Category** Worn + +This engraved darkwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to [Intimidation](compendium/skills.md#Intimidation) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You're in a non-humanoid form via a [polymorph](rules/traits/polymorph.md) effect + +**Effect** You unleash a bestial roar, attempting a single [Intimidation](compendium/skills.md#Intimidation) check compared to the Will DCs of all enemies within 30 feet to impose the effects below. Though this activation has the command component, you can issue this command without the need for language. + +> [!success-degree] +> - **Critical Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is unaffected. +``` + +*Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/Compendium/equipment/items/grappling-hook.md b/compendium/equipment/items/grappling-hook.md similarity index 100% rename from Compendium/equipment/items/grappling-hook.md rename to compendium/equipment/items/grappling-hook.md diff --git a/compendium/equipment/items/grasping-snare.md b/compendium/equipment/items/grasping-snare.md new file mode 100644 index 000000000..4a84c7318 --- /dev/null +++ b/compendium/equipment/items/grasping-snare.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Grasping Snare"] +--- +# Grasping Snare *Item 8* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 75 gp +- **Category** Snare + +You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save, with the following effects. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –5-foot status penalty to its Speed for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 26). +> - **Failure** The creature is [immobilized](rules/conditions.md#Immobilized) for 1 round, then takes a –5-foot status penalty to its Speed for 1 minute. Both effects end early if it [Escapes](rules/actions/escape.md) (DC 26) +> - **Critical Failure** The creature is [immobilized](rules/conditions.md#Immobilized) for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 26). + +*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/graveroot.md b/compendium/equipment/items/graveroot.md new file mode 100644 index 000000000..1e2d081a2 --- /dev/null +++ b/compendium/equipment/items/graveroot.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Graveroot"] +--- +# Graveroot *Item 3* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 10 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +The opaque white sap from the graveroot shrub clouds the mind. + +```ad-inline-affliction +title: Saving Throw: DC 19 Fortitude + +- **Maximum Duration**: 4 rounds + +## Stages + +**Stage 1** `1d10` poison damage (1 round) + +**Stage 2** `1d12` poison damage and [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 3** `2d6` poison damage and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/Compendium/equipment/items/greataxe.md b/compendium/equipment/items/greataxe.md similarity index 92% rename from Compendium/equipment/items/greataxe.md rename to compendium/equipment/items/greataxe.md index 0660d8540..6b9688f0c 100644 --- a/Compendium/equipment/items/greataxe.md +++ b/compendium/equipment/items/greataxe.md @@ -8,7 +8,7 @@ tags: aliases: ["Greataxe"] --- # Greataxe *Item 0* -[sweep](../../../Rules/traits/sweep.md) +[sweep](rules/traits/sweep.md) - **Price** 2 gp - **Bulk** 2 diff --git a/Compendium/equipment/items/greatclub.md b/compendium/equipment/items/greatclub.md similarity index 84% rename from Compendium/equipment/items/greatclub.md rename to compendium/equipment/items/greatclub.md index 6dee4068e..da3c025e1 100644 --- a/Compendium/equipment/items/greatclub.md +++ b/compendium/equipment/items/greatclub.md @@ -9,7 +9,7 @@ tags: aliases: ["Greatclub"] --- # Greatclub *Item 0* -[backswing](../../../Rules/traits/backswing.md) [shove](../../../Rules/traits/shove.md) +[backswing](rules/traits/backswing.md) [shove](rules/traits/shove.md) - **Price** 1 gp - **Bulk** 2 diff --git a/Compendium/equipment/items/greatpick.md b/compendium/equipment/items/greatpick.md similarity index 89% rename from Compendium/equipment/items/greatpick.md rename to compendium/equipment/items/greatpick.md index 5b50dd804..be23265bd 100644 --- a/Compendium/equipment/items/greatpick.md +++ b/compendium/equipment/items/greatpick.md @@ -8,7 +8,7 @@ tags: aliases: ["Greatpick"] --- # Greatpick *Item 0* -[fatal ](../../../Rules/traits/fatal.md) +[fatal ](rules/traits/fatal.md) - **Price** 1 gp - **Bulk** 2 diff --git a/Compendium/equipment/items/greatsword.md b/compendium/equipment/items/greatsword.md similarity index 90% rename from Compendium/equipment/items/greatsword.md rename to compendium/equipment/items/greatsword.md index b2ba1f980..14b8b57d6 100644 --- a/Compendium/equipment/items/greatsword.md +++ b/compendium/equipment/items/greatsword.md @@ -8,7 +8,7 @@ tags: aliases: ["Greatsword"] --- # Greatsword *Item 0* -[versatile

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

](rules/traits/versatile.md) - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/grievous.md b/compendium/equipment/items/grievous.md new file mode 100644 index 000000000..c3d65dc62 --- /dev/null +++ b/compendium/equipment/items/grievous.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/enchantment +- trait/magical +aliases: ["Grievous"] +--- +# Grievous *Item 9* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Price** 700 gp +- **Usage** etched onto a weapon +- **Category** Rune + +When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group. + +- **Axe** You can damage a third creature, with the same restrictions. +- **Bow** The [Athletics](compendium/skills.md#Athletics) check to pull the missile free is DC 20. +- **Brawling** The target takes a –4 circumstance penalty to its save. +- **Club** You can knock the target up to 15 feet away. +- **Dart** The base [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases to `2d6`. +- **Flail** You move the target 5 feet. You can't move it away from you, but you can move it in another direction of your choice. +- **Hammer** You can also knock the target 5 feet away from you. +- **Knife** The target takes a –5-foot status penalty to its Speed while it has the [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +- **Pick** The extra damage from the critical specialization effect increases to 4 per weapon damage die. +- **Polearm** You can move the target up to 10 feet. +- **Shield** You can knock the target up to 10 feet away. +- **Sling** The target also takes a –10-foot status penalty to its Speed for 1 round if it fails the save. +- **Spear** The [clumsy](rules/conditions.md#Clumsy) condition lasts for 2 rounds. +- **Sword** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn. + +*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/grim-trophy.md b/compendium/equipment/items/grim-trophy.md new file mode 100644 index 000000000..3983015dc --- /dev/null +++ b/compendium/equipment/items/grim-trophy.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/enchantment +- trait/magical +- trait/talisman +aliases: ["Grim Trophy"] +--- +# Grim Trophy *Item 7* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 55 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You attempt an [Intimidation](compendium/skills.md#Intimidation) check to [Coerce](rules/actions/coerce.md) or [Demoralize](rules/actions/demoralize.md), but you haven't rolled yet; **Requirements** You are an expert in [Intimidation](compendium/skills.md#Intimidation). +- **Category** Talisman + +This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, select two targets and compare your [Intimidation](compendium/skills.md#Intimidation) check result to both of their DCs. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/guisarme.md b/compendium/equipment/items/guisarme.md similarity index 86% rename from Compendium/equipment/items/guisarme.md rename to compendium/equipment/items/guisarme.md index 1ce30eeac..c6d20fc65 100644 --- a/Compendium/equipment/items/guisarme.md +++ b/compendium/equipment/items/guisarme.md @@ -9,7 +9,7 @@ tags: aliases: ["Guisarme"] --- # Guisarme *Item 0* -[reach](../../../Rules/traits/reach.md) [trip](../../../Rules/traits/trip.md) +[reach](rules/traits/reach.md) [trip](rules/traits/trip.md) - **Price** 2 gp - **Bulk** 2 diff --git a/Compendium/equipment/items/hail-of-arrows-snare.md b/compendium/equipment/items/hail-of-arrows-snare.md similarity index 76% rename from Compendium/equipment/items/hail-of-arrows-snare.md rename to compendium/equipment/items/hail-of-arrows-snare.md index d291901ba..4cc9d29e8 100644 --- a/Compendium/equipment/items/hail-of-arrows-snare.md +++ b/compendium/equipment/items/hail-of-arrows-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Hail of Arrows Snare"] --- # Hail of Arrows Snare *Item 16* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) - **Price** 1500 gp - **Category** Snare diff --git a/Compendium/equipment/items/halberd.md b/compendium/equipment/items/halberd.md similarity index 82% rename from Compendium/equipment/items/halberd.md rename to compendium/equipment/items/halberd.md index c82bd50a7..fbf413786 100644 --- a/Compendium/equipment/items/halberd.md +++ b/compendium/equipment/items/halberd.md @@ -9,7 +9,7 @@ tags: aliases: ["Halberd"] --- # Halberd *Item 0* -[reach](../../../Rules/traits/reach.md) [versatile ](../../../Rules/traits/versatile.md) +[reach](rules/traits/reach.md) [versatile ](rules/traits/versatile.md) - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/half-plate.md b/compendium/equipment/items/half-plate.md new file mode 100644 index 000000000..3dd9e051b --- /dev/null +++ b/compendium/equipment/items/half-plate.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor/heavy +aliases: ["Half Plate"] +--- +# Half Plate *Item 1* + +- **Price** 18 gp +- **Bulk** 3 +- **AC Bonus** +5; **Dex Cap** +1 +- **Strength** 16; **Check Penalty** -3; **Speed Penalty** -10 ft. +- **Category** Heavy; **Group** Plate + +Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of [full plate](compendium/equipment/items/full-plate.md) with greater flexibility and speed. A suit of this armor comes with an undercoat of [padded armor](compendium/equipment/items/padded-armor.md) and a pair of [gauntlets](compendium/equipment/items/gauntlet.md). + +*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/halfling-sling-staff.md b/compendium/equipment/items/halfling-sling-staff.md new file mode 100644 index 000000000..e7d6b8e9a --- /dev/null +++ b/compendium/equipment/items/halfling-sling-staff.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/halfling +- trait/propulsive +- trait/uncommon +aliases: ["Halfling Sling Staff"] +--- +# Halfling Sling Staff *Item 0* +[halfling](rules/traits/halfling.md) [propulsive](rules/traits/propulsive.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** 1 +- **Damage** `1d10` B +- **Ammunution** [Sling Bullets](compendium/equipment/items/sling-bullets.md); **Range** 80 ft.; **Reload** 1 +- **Hands** 2 +- **Category** Martial; **Group** Sling + +This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/hammer.md b/compendium/equipment/items/hammer.md similarity index 100% rename from Compendium/equipment/items/hammer.md rename to compendium/equipment/items/hammer.md diff --git a/compendium/equipment/items/hampering-snare.md b/compendium/equipment/items/hampering-snare.md new file mode 100644 index 000000000..de1bfc4fa --- /dev/null +++ b/compendium/equipment/items/hampering-snare.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Hampering Snare"] +--- +# Hampering Snare *Item 1* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 3 gp +- **Category** Snare + +You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare, as well as three adjacent squares (to form a 10-foot-by-10-foot area), become difficult terrain when the first creature enters the snare's square. The difficult terrain affects the creature's movement right away, including its movement into the triggering square, and it lasts for `1d4` rounds after the snare is triggered. A creature can use an [Interact](rules/actions/interact.md) action to clear the difficult terrain out of a single square early. + +*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/hand-crossbow.md b/compendium/equipment/items/hand-crossbow.md similarity index 85% rename from Compendium/equipment/items/hand-crossbow.md rename to compendium/equipment/items/hand-crossbow.md index 474bb164b..cb9700236 100644 --- a/Compendium/equipment/items/hand-crossbow.md +++ b/compendium/equipment/items/hand-crossbow.md @@ -11,7 +11,7 @@ aliases: ["Hand Crossbow"] - **Price** 3 gp - **Bulk** L - **Damage** `1d6` P -- **Ammunution** [Bolt](bolt.md); **Range** 60 ft.; **Reload** 1 +- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 60 ft.; **Reload** 1 - **Hands** 1 - **Category** Simple; **Group** Bow diff --git a/compendium/equipment/items/hand-of-the-mage.md b/compendium/equipment/items/hand-of-the-mage.md new file mode 100644 index 000000000..ec991a5a4 --- /dev/null +++ b/compendium/equipment/items/hand-of-the-mage.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +aliases: ["Hand of the Mage"] +--- +# Hand of the Mage *Item 2* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 30 gp +- **Usage** worn; **Bulk** L +- **Category** Worn + +This mummified elf hand hangs on a golden chain, its gnarled fingers locked in a peculiar pattern. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast [mage hand](compendium/spells/mage-hand.md). +``` + +*Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/Compendium/equipment/items/handwraps-of-mighty-blows.md b/compendium/equipment/items/handwraps-of-mighty-blows.md similarity index 89% rename from Compendium/equipment/items/handwraps-of-mighty-blows.md rename to compendium/equipment/items/handwraps-of-mighty-blows.md index 5063ad4c6..0844ab53b 100644 --- a/Compendium/equipment/items/handwraps-of-mighty-blows.md +++ b/compendium/equipment/items/handwraps-of-mighty-blows.md @@ -10,9 +10,9 @@ tags: aliases: ["Handwraps of Mighty Blows"] --- # Handwraps of Mighty Blows *Item 2+* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) -- **Usage** worn gloves +- **Usage** worn gloves; **Bulk** — - **Category** Worn As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally `2d4` instead of `1d4`, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead) diff --git a/compendium/equipment/items/hat-of-disguise.md b/compendium/equipment/items/hat-of-disguise.md new file mode 100644 index 000000000..cee95364c --- /dev/null +++ b/compendium/equipment/items/hat-of-disguise.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +aliases: ["Hat of Disguise"] +--- +# Hat of Disguise *Item 2+* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn headwear; **Bulk** — +- **Category** Worn + +This ordinary-looking hat allows you to cloak yourself in illusions. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The hat casts a 1st-level [illusory disguise](compendium/spells/illusory-disguise.md) spell on you. + +While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear. +``` + +*Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/compendium/equipment/items/hat-of-the-magi.md b/compendium/equipment/items/hat-of-the-magi.md new file mode 100644 index 000000000..f1d26ab6b --- /dev/null +++ b/compendium/equipment/items/hat-of-the-magi.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/arcane +- trait/conjuration +- trait/invested +aliases: ["Hat of the Magi"] +--- +# Hat of the Magi *Item 3+* +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) + +- **Usage** worn headwear; **Bulk** — +- **Category** Worn + +This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to [Arcana](compendium/skills.md#Arcana) checks and allows you to cast the [prestidigitation](compendium/spells/prestidigitation.md) cantrip as an arcane innate spell. + +*Source: Core Rulebook p. 611* \ No newline at end of file diff --git a/compendium/equipment/items/hatchet.md b/compendium/equipment/items/hatchet.md new file mode 100644 index 000000000..d9a80d2a1 --- /dev/null +++ b/compendium/equipment/items/hatchet.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/sweep +- trait/thrown-10-ft +aliases: ["Hatchet"] +--- +# Hatchet *Item 0* +[agile](rules/traits/agile.md) [sweep](rules/traits/sweep.md) [thrown <10 ft.>](rules/traits/thrown.md) + +- **Price** 4 sp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Axe + +This small axe can be used in close combat or thrown. + +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/compendium/equipment/items/headband-of-inspired-wisdom.md b/compendium/equipment/items/headband-of-inspired-wisdom.md new file mode 100644 index 000000000..c1e033f4f --- /dev/null +++ b/compendium/equipment/items/headband-of-inspired-wisdom.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/apex +- trait/abjuration +- trait/apex +- trait/invested +- trait/magical +aliases: ["Headband of Inspired Wisdom"] +--- +# Headband of Inspired Wisdom *Item 17* +[abjuration](rules/traits/abjuration.md) [apex](rules/traits/apex.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 15000 gp +- **Usage** worn circlet; **Bulk** — +- **Category** Apex + +This simple cloth headband remains pristine and clean at all times, no matter the circumstances. When you invest the headband, you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +When you are considering a course of action, you get a gut feeling about whether it's a good idea. You gain the effects of an [augury](compendium/spells/augury.md) spell, except that you receive the result from your own instincts rather than an external source. +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You fail a saving throw against an effect that makes you [confused](rules/conditions.md#Confused), [fascinated](rules/conditions.md#Fascinated), or [stupefied](rules/conditions.md#Stupefied) + +**Effect** The headband of inspired wisdom clears your mind. You can reroll the saving throw and use the better result. +``` + +*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/compendium/equipment/items/healers-gloves.md b/compendium/equipment/items/healers-gloves.md new file mode 100644 index 000000000..337a2f3ad --- /dev/null +++ b/compendium/equipment/items/healers-gloves.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/necromancy +aliases: ["Healer's Gloves"] +--- +# Healer's Gloves *Item 4+* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** worn gloves; **Bulk** L +- **Category** Worn + +These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to [Medicine](compendium/skills.md#Medicine) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You can soothe a willing, living, adjacent creature, restoring `2d6+7` Hit Points to that creature. This is a [positive](rules/traits/positive.md) [healing](rules/traits/healing.md) effect. You can't harm undead with this healing. +``` + +*Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/compendium/equipment/items/healers-tools.md b/compendium/equipment/items/healers-tools.md new file mode 100644 index 000000000..9d5b3fefa --- /dev/null +++ b/compendium/equipment/items/healers-tools.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Healer's Tools"] +--- +# Healer's Tools *Item 0* + +- **Price** 5 gp +- **Bulk** 1 +- **Hands** 1 or 2* +- **Category** Adventuring Gear + +This kit of bandages, herbs, and suturing tools is necessary for [Medicine](compendium/skills.md#Medicine) checks to [Administer First Aid](rules/actions/administer-first-aid.md), [Treat Disease](rules/actions/treat-disease.md), [Treat Poison](rules/actions/treat-poison.md), or [Treat Wounds](rules/actions/treat-wounds.md). If you wear your healer's tools, you can draw and replace them as part of the action that uses them. + +> [!pf2-note] +> You can use the set of tools with one hand if you are wearing it. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/healing-potion.md b/compendium/equipment/items/healing-potion.md new file mode 100644 index 000000000..79c9055bd --- /dev/null +++ b/compendium/equipment/items/healing-potion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/healing +- trait/magical +- trait/necromancy +- trait/potion +aliases: ["Healing Potion"] +--- +# Healing Potion *Item 1+* +[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/Compendium/equipment/items/heavy-crossbow.md b/compendium/equipment/items/heavy-crossbow.md similarity index 82% rename from Compendium/equipment/items/heavy-crossbow.md rename to compendium/equipment/items/heavy-crossbow.md index 5585c5fb9..ed3b94d8a 100644 --- a/Compendium/equipment/items/heavy-crossbow.md +++ b/compendium/equipment/items/heavy-crossbow.md @@ -11,7 +11,7 @@ aliases: ["Heavy Crossbow"] - **Price** 4 gp - **Bulk** 2 - **Damage** `1d10` P -- **Ammunution** [Bolt](bolt.md); **Range** 120 ft.; **Reload** 2 +- **Ammunution** [Bolt](compendium/equipment/items/bolt.md); **Range** 120 ft.; **Reload** 2 - **Hands** 2 - **Category** Simple; **Group** Bow diff --git a/compendium/equipment/items/hemlock.md b/compendium/equipment/items/hemlock.md new file mode 100644 index 000000000..85461c756 --- /dev/null +++ b/compendium/equipment/items/hemlock.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +aliases: ["Hemlock"] +--- +# Hemlock *Item 17* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 2250 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. + +```ad-inline-affliction +title: Saving Throw: DC 40 Fortitude + +- **Onset**: 30 minutes +- **Maximum Duration**: 60 minutes + +## Stages + +**Stage 1** `17d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (10 minutes) + +**Stage 2** `21d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (10 minutes) + +**Stage 3** `26d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (10 minutes) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/Compendium/equipment/items/hide.md b/compendium/equipment/items/hide.md similarity index 100% rename from Compendium/equipment/items/hide.md rename to compendium/equipment/items/hide.md diff --git a/compendium/equipment/items/hobbling-snare.md b/compendium/equipment/items/hobbling-snare.md new file mode 100644 index 000000000..cf8c6e466 --- /dev/null +++ b/compendium/equipment/items/hobbling-snare.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Hobbling Snare"] +--- +# Hobbling Snare *Item 4* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Category** Snare + +You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –5-foot status penalty to its Speed for 1 minute or until it [Escapes](rules/actions/escape.md) (DC 18). +> - **Failure** As success, but the penalty is –10 feet. +> - **Critical Failure** As success, but the penalty is –20 feet. + +*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/Compendium/equipment/items/holly-and-mistletoe.md b/compendium/equipment/items/holly-and-mistletoe.md similarity index 97% rename from Compendium/equipment/items/holly-and-mistletoe.md rename to compendium/equipment/items/holly-and-mistletoe.md index b08c70ce7..5b7fca6ef 100644 --- a/Compendium/equipment/items/holly-and-mistletoe.md +++ b/compendium/equipment/items/holly-and-mistletoe.md @@ -9,6 +9,7 @@ aliases: ["Holly and Mistletoe"] # Holly and Mistletoe *Item 0* - **Price** 0 null +- **Bulk** — - **Hands** 1 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/holy-avenger.md b/compendium/equipment/items/holy-avenger.md new file mode 100644 index 000000000..94cb8a0cf --- /dev/null +++ b/compendium/equipment/items/holy-avenger.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/divine +- trait/evocation +- trait/good +- trait/lawful +- trait/uncommon +aliases: ["Holy Avenger"] +--- +# Holy Avenger *Item 14* +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [lawful](rules/traits/lawful.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 4500 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Weapon + +The gleaming holy avenger is the iconic weapon of powerful paladins. The crossbar of this +2 greater striking holy cold iron longsword is styled to look like angel wings. + +Tradition holds that those who see their reflection in a holy avenger's highly polished blade have their faults laid bare. If you are evil, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You command the sword and point it at a creature you can see. The sword casts detect alignment to detect evil, but this targets only the selected creature instead of detecting in an area. + +Paladin Wielder If you're a champion of the paladin cause, you also gain the following two benefits. + +- When you critically hit an evil creature with the holy avenger, the creature is [slowed](rules/conditions.md#Slowed) and [enfeebled](rules/conditions.md#Enfeebled) for 1 round. +- You can activate the sword in the following way. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: You hit a creature using the holy avenger on your previous action + +**Effect** You cast [dispel magic](compendium/spells/dispel-magic.md) at the same level as your champion focus spells. It must target an illusion the creature you hit created, a spell affecting the creature you hit, or an item the creature you hit wears or carries. The spell or item you attempt to counteract must be within 120 feet of you. +``` + +*Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/compendium/equipment/items/holy-prayer-beads.md b/compendium/equipment/items/holy-prayer-beads.md new file mode 100644 index 000000000..d4bbcb88e --- /dev/null +++ b/compendium/equipment/items/holy-prayer-beads.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/divine +- trait/healing +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Holy Prayer Beads"] +--- +# Holy Prayer Beads *Item 5+* +[divine](rules/traits/divine.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster. + +Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive [healing](rules/traits/healing.md) effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself. + +```ad-embed-ability +title: Activate + +Cast [bless](compendium/spells/bless.md) or heal, each once per day. +``` + +*Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/holy-water.md b/compendium/equipment/items/holy-water.md new file mode 100644 index 000000000..cdb51bb2d --- /dev/null +++ b/compendium/equipment/items/holy-water.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/consumable +- trait/divine +- trait/good +- trait/necromancy +- trait/splash +aliases: ["Holy Water"] +--- +# Holy Water *Item 1* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [good](rules/traits/good.md) [necromancy](rules/traits/necromancy.md) [splash](rules/traits/splash.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Consumable + +This vial contains water blessed by a good deity. You activate a vial of holy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. + +Holy water deals `1d6` good damage and 1 good splash damage. It damages only fiends, undead, and creatures that have a weakness to good damage. + +*Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/compendium/equipment/items/holy.md b/compendium/equipment/items/holy.md new file mode 100644 index 000000000..e0fca5c33 --- /dev/null +++ b/compendium/equipment/items/holy.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/evocation +- trait/good +- trait/magical +aliases: ["Holy"] +--- +# Holy *Item 11* +[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [magical](rules/traits/magical.md) + +- **Price** 1400 gp +- **Usage** etched onto a weapon without an unholy rune +- **Category** Rune + +Holy weapons command powerful celestial energy. A weapon with this rune deals an extra `1d6` good damage against evil targets. If you are evil, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You critically succeed at an attack roll against an [evil](rules/traits/evil.md) creature with the weapon + +**Effect** You regain HP equal to double the evil creature's level. This is a [good](rules/traits/good.md), [positive](rules/traits/positive.md), [healing](rules/traits/healing.md) effect. +``` + +*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/horn-of-blasting.md b/compendium/equipment/items/horn-of-blasting.md new file mode 100644 index 000000000..d32fa4b21 --- /dev/null +++ b/compendium/equipment/items/horn-of-blasting.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/evocation +- trait/sonic +aliases: ["Horn of Blasting"] +--- +# Horn of Blasting *Item 9* +[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Price** 700 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your [Performance](compendium/skills.md#Performance) check. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +When you activate the horn by blowing into it with destructive intent, you create a blast note targeting one creature within 30 feet. The blast deals `3d6` sonic damage. (DC 28 basic Fortitude save). +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You can blow even louder to create an intense blast wave in a 30-foot cone that deals `8d6` sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects. + +> [!success-degree] +> - **Critical Success** The creature takes no damage. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for `2d6` rounds. +``` + +*Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/horn-of-fog.md b/compendium/equipment/items/horn-of-fog.md new file mode 100644 index 000000000..43be18cc5 --- /dev/null +++ b/compendium/equipment/items/horn-of-fog.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/conjuration +- trait/magical +- trait/water +aliases: ["Horn of Fog"] +--- +# Horn of Fog *Item 6* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [water](rules/traits/water.md) + +- **Price** 230 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This large ram's horn perpetually glistens with tiny droplets of water, much like condensation. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You activate the horn by blowing deeply into it, causing it to issue forth a low blast and cast a 2nd-level [obscuring mist](compendium/spells/obscuring-mist.md) spell. You can [Dismiss](rules/actions/dismiss.md) the mist at any time by blowing a second note on the horn using an [Interact](rules/actions/interact.md) action. +``` + +*Source: Core Rulebook p. 573* \ No newline at end of file diff --git a/compendium/equipment/items/horsechopper.md b/compendium/equipment/items/horsechopper.md new file mode 100644 index 000000000..9878781d4 --- /dev/null +++ b/compendium/equipment/items/horsechopper.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/goblin +- trait/reach +- trait/trip +- trait/uncommon +- trait/versatile-p +aliases: ["Horsechopper"] +--- +# Horsechopper *Item 0* +[goblin](rules/traits/goblin.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 9 sp +- **Bulk** 2 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Martial; **Group** Polearm + +Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/horseshoes-of-speed.md b/compendium/equipment/items/horseshoes-of-speed.md new file mode 100644 index 000000000..641d573d8 --- /dev/null +++ b/compendium/equipment/items/horseshoes-of-speed.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/companion +- trait/companion +- trait/invested +- trait/primal +- trait/transmutation +aliases: ["Horseshoes of Speed"] +--- +# Horseshoes of Speed *Item 7+* +[companion](rules/traits/companion.md) [invested](rules/traits/invested.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** worn horseshoes; **Bulk** 1 +- **Category** Companion + +When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically. + +*Source: Core Rulebook p. 604* \ No newline at end of file diff --git a/Compendium/equipment/items/hourglass.md b/compendium/equipment/items/hourglass.md similarity index 100% rename from Compendium/equipment/items/hourglass.md rename to compendium/equipment/items/hourglass.md diff --git a/compendium/equipment/items/hunters-bane.md b/compendium/equipment/items/hunters-bane.md new file mode 100644 index 000000000..03f4b5696 --- /dev/null +++ b/compendium/equipment/items/hunters-bane.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/divination +- trait/magical +- trait/talisman +aliases: ["Hunter's Bane"] +--- +# Hunter's Bane *Item 2* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 6 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** An [undetected](rules/conditions.md#Undetected) enemy hits you with an attack; **Requirements** You are trained in [Survival](compendium/skills.md#Survival). +- **Category** Talisman + +This talisman is a ring of dried, interwoven leaves. When you activate the hunter's bane, you sense the exact location of the attacker, making it [hidden](rules/conditions.md#Hidden) from you instead of [undetected](rules/conditions.md#Undetected). If the attacker is behind lead, the hunter's bane fails and is wasted. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/hunting-spider-venom.md b/compendium/equipment/items/hunting-spider-venom.md new file mode 100644 index 000000000..7aeecb522 --- /dev/null +++ b/compendium/equipment/items/hunting-spider-venom.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Hunting Spider Venom"] +--- +# Hunting Spider Venom *Item 5* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 25 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +This venom erodes its target's defenses, aiding the spider in securing prey. + +```ad-inline-affliction +title: Saving Throw: DC 21 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d10` poison damage and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 2** `1d12` poison damage, [clumsy](rules/conditions.md#Clumsy), and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 3** `2d6` poison damage, [clumsy](rules/conditions.md#Clumsy), and [flat-footed](rules/conditions.md#Flat-footed) (1 round) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/immovable-rod.md b/compendium/equipment/items/immovable-rod.md new file mode 100644 index 000000000..ac0962ae9 --- /dev/null +++ b/compendium/equipment/items/immovable-rod.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Immovable Rod"] +--- +# Immovable Rod *Item 9* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 600 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This flat iron bar is almost completely nondescript, except for one small button appearing on its surface. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You push the button to anchor the rod in place. It doesn't move, defying gravity if need be. If the button is pushed again, the rod deactivates, ending the anchoring magic. While anchored, the rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses [Athletics](compendium/skills.md#Athletics) to [Force Open](rules/actions/force-open.md) the rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod). +``` + +*Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/Compendium/equipment/items/impenetrable-scale.md b/compendium/equipment/items/impenetrable-scale.md similarity index 81% rename from Compendium/equipment/items/impenetrable-scale.md rename to compendium/equipment/items/impenetrable-scale.md index a14516a87..e4bd1b5cf 100644 --- a/Compendium/equipment/items/impenetrable-scale.md +++ b/compendium/equipment/items/impenetrable-scale.md @@ -11,7 +11,7 @@ tags: aliases: ["Impenetrable Scale"] --- # Impenetrable Scale *Item 17* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) - **Price** 12800 gp - **Usage** worn armor; **Bulk** 3 diff --git a/compendium/equipment/items/indestructible-shield.md b/compendium/equipment/items/indestructible-shield.md new file mode 100644 index 000000000..666f4da84 --- /dev/null +++ b/compendium/equipment/items/indestructible-shield.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/abjuration +- trait/magical +- trait/rare +aliases: ["Indestructible Shield"] +--- +# Indestructible Shield *Item 18* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 24000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Shield; **Group** Shield + +An indestructible shield is a high-grade adamantine shield (Hardness 13, HP 90) that can withstand just about any damage. It can be damaged only by a [disintegrate](compendium/spells/disintegrate.md) spell (roll damage as if against a creature that failed its save) or by an artifact tied to destruction, such as a sphere of annihilation. + +*Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/inexplicable-apparatus.md b/compendium/equipment/items/inexplicable-apparatus.md new file mode 100644 index 000000000..e4ca04dc9 --- /dev/null +++ b/compendium/equipment/items/inexplicable-apparatus.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Inexplicable Apparatus"] +--- +# Inexplicable Apparatus *Item 18* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 19000 gp +- **Usage** worn garment; **Bulk** 2 +- **Category** Worn + +This strange and intricate harness fits snugly to the torso. + +Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly. + +When using this apparatus, you gain a +3 item bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md), [Earn Income](rules/actions/earn-income.md), and [Repair](rules/actions/repair.md), and you reduce the minimum time required to [Craft](rules/actions/craft.md) an item to 1 day. If you succeed at your [Crafting](compendium/skills.md#Crafting) check and spend more downtime to continue work on the item after the minimum number of days, each day you spend reduces the remaining raw material cost by an amount based on your level + 1 and your proficiency rank in [Crafting](compendium/skills.md#Crafting); on a critical success, each day reduces the remaining raw material cost by an amount based on your level + 2 and your proficiency rank. If you are 20th level, on a critical success your progress is 50 gp, 100 gp, 200 gp, or 350 gp for trained, expert, master, or legendary proficiency, respectively. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-level [mending](compendium/spells/mending.md) spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then. +``` + +*Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/compendium/equipment/items/infiltrators-elixir.md b/compendium/equipment/items/infiltrators-elixir.md new file mode 100644 index 000000000..127a0bb06 --- /dev/null +++ b/compendium/equipment/items/infiltrators-elixir.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/polymorph +aliases: ["Infiltrator's Elixir"] +--- +# Infiltrator's Elixir *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) + +- **Price** 6 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Favored by spies and tricksters, an infiltrator's elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren't a humanoid, you might take on a form more similar to your own, at the GM's discretion. + +The creator of the elixir decides the basics of the appearance you transform into when you imbibe the elixir, including eye color, skin tone, and hair color. The elixir can't change your form into that of a specific person. After the form takes hold, you retain it for the next 10 minutes. + +Drinking this elixir counts as setting up a disguise to [Impersonate](rules/actions/impersonate.md). You gain a +4 status bonus to your [Deception](compendium/skills.md#Deception) DC to avoid others seeing through your disguise, and you add your level to this DC even if untrained. + +*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/instant-evisceration-snare.md b/compendium/equipment/items/instant-evisceration-snare.md new file mode 100644 index 000000000..e3de4bd23 --- /dev/null +++ b/compendium/equipment/items/instant-evisceration-snare.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Instant Evisceration Snare"] +--- +# Instant Evisceration Snare *Item 20* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 10000 gp +- **Category** Snare + +When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades, dealing `24d8` piercing damage (DC 45 basic Reflex). + +*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/instant-fortress.md b/compendium/equipment/items/instant-fortress.md new file mode 100644 index 000000000..73a56434d --- /dev/null +++ b/compendium/equipment/items/instant-fortress.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +- trait/uncommon +aliases: ["Instant Fortress"] +--- +# Instant Fortress *Item 16* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 9300 gp +- **Bulk** L (when not activated) +- **Category** Structure + +This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded thousands of times. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You toss the cube on the ground, and it immediately unfolds into an adamantine fortress. + +The fortress is 20 feet square and 30 feet high, with adamantine stairs leading up to three sets of battlements at heights of 10 feet and 20 feet and at the top. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. There's no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure. + +As a magical structure, the fortress has the [structure](rules/traits/structure.md) trait. + +Because it expands outward, the fortress can't catch creatures inside it as a magical structure normally does. Instead, it pushes those creatures back. It can't push a creature into a surface or hazard this way, and stops expanding if that would happen. + +The fortress has a single door in the center of one wall on the ground level, and the door appears directly in front of you when you activate the fortress. Provided you're within 100 feet of the door, you can cause the door to open or slam shut and lock by spending a single action to issue a verbal command, which has the [auditory](rules/traits/auditory.md) trait. The DC to [Force Open](rules/actions/force-open.md) the door or Pick its Lock is 40. + +You can instantly return the instant fortress to its cube form by spending a single action to issue a verbal command, which has the [auditory](rules/traits/auditory.md) trait. Once deactivated, the fortress can't be activated again for 4 hours. + +If the fortress becomes damaged, it can be repaired only with a [remake](compendium/spells/remake.md) spell or by someone who is legendary at [Crafting](compendium/skills.md#Crafting). +``` + +*Source: Core Rulebook p. 596* \ No newline at end of file diff --git a/compendium/equipment/items/invisibility-potion.md b/compendium/equipment/items/invisibility-potion.md new file mode 100644 index 000000000..8a93c707b --- /dev/null +++ b/compendium/equipment/items/invisibility-potion.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/illusion +- trait/magical +- trait/potion +- trait/uncommon +aliases: ["Invisibility Potion"] +--- +# Invisibility Potion *Item 4* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 20 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/invisibility.md b/compendium/equipment/items/invisibility.md new file mode 100644 index 000000000..922ebd4bc --- /dev/null +++ b/compendium/equipment/items/invisibility.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/illusion +- trait/magical +aliases: ["Invisibility"] +--- +# Invisibility *Item 8+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) + +- **Usage** etched onto light armor +- **Category** Rune + +Light seems to partially penetrate this armor. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Whispering the command word, you become [invisible](rules/conditions.md#Invisible) for 1 minute, gaining the effects of a 2nd-level [invisibility](compendium/spells/invisibility.md) spell. +``` + +*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/iron-cube.md b/compendium/equipment/items/iron-cube.md new file mode 100644 index 000000000..97f3e8262 --- /dev/null +++ b/compendium/equipment/items/iron-cube.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Iron Cube"] +--- +# Iron Cube *Item 6* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 50 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** [Knockdown](compendium/feats/knockdown.md); **Requirements** You are an expert with the affixed weapon. +- **Category** Talisman + +This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, you use [Knockdown](compendium/feats/knockdown.md), as the fighter feat. + +If you have the [Knockdown](compendium/feats/knockdown.md) feat, ignore its normal size restrictions. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/iron-cudgel.md b/compendium/equipment/items/iron-cudgel.md new file mode 100644 index 000000000..d5a019edd --- /dev/null +++ b/compendium/equipment/items/iron-cudgel.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Iron Cudgel"] +--- +# Iron Cudgel *Item 14* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 900 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** Brutal Finish +- **Category** Talisman + +You are a master with the affixed weapon. + +This miniature iron cudgel is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat (page 151). You must meet the normal requirements, including those of the [press](rules/traits/press.md) trait. + +If you have the Brutal Finish feat, add two additional weapon damage dice on a success or a failure. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/compendium/equipment/items/iron-equalizer.md b/compendium/equipment/items/iron-equalizer.md new file mode 100644 index 000000000..0fbdea9fc --- /dev/null +++ b/compendium/equipment/items/iron-equalizer.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Iron Equalizer"] +--- +# Iron Equalizer *Item 12* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 400 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** [Certain Strike](compendium/feats/certain-strike.md); **Requirements** You are a master with the affixed weapon. +- **Category** Talisman + +This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use [Certain Strike](compendium/feats/certain-strike.md), as the fighter feat. You must meet the normal requirements, including those of the [press](rules/traits/press.md) trait. + +If you have the [Certain Strike](compendium/feats/certain-strike.md) feat, the failure effect increases to deal the weapon's normal damage. + +*Source: Core Rulebook p. 567* \ No newline at end of file diff --git a/Compendium/equipment/items/iron-medallion.md b/compendium/equipment/items/iron-medallion.md similarity index 77% rename from Compendium/equipment/items/iron-medallion.md rename to compendium/equipment/items/iron-medallion.md index 84184a0f2..12464b9dc 100644 --- a/Compendium/equipment/items/iron-medallion.md +++ b/compendium/equipment/items/iron-medallion.md @@ -11,10 +11,10 @@ tags: aliases: ["Iron Medallion"] --- # Iron Medallion *Item 10* -[abjuration](../../../Rules/traits/abjuration.md) [consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [talisman](../../../Rules/traits/talisman.md) +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) - **Price** 175 gp -- **Usage** affixed to armor +- **Usage** affixed to armor; **Bulk** — - **Activate** envision; **Trigger** You attempt a; **Requirements** You have master proficiency in Will saves or have the bravery class feature. - **Category** Talisman diff --git a/compendium/equipment/items/items.md b/compendium/equipment/items/items.md new file mode 100644 index 000000000..aff5e2890 --- /dev/null +++ b/compendium/equipment/items/items.md @@ -0,0 +1,563 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Items + +- [Acid Flask](acid-flask.md) +- [Adamantine Armor](adamantine-armor.md) +- [Adamantine Shield](adamantine-shield.md) +- [Adamantine Weapon](adamantine-weapon.md) +- [Adamantine](adamantine.md) +- [Adventurer's Pack](adventurers-pack.md) +- [Aeon Stone](aeon-stone.md) +- [Alarm Snare](alarm-snare.md) +- [Alchemist Goggles](alchemist-goggles.md) +- [Alchemist's Fire](alchemists-fire.md) +- [Alchemist's Lab](alchemists-lab.md) +- [Alchemist's Tools](alchemists-tools.md) +- [Aligned Oil](aligned-oil.md) +- [Anarchic](anarchic.md) +- [Animal Staff](animal-staff.md) +- [Anklets of Alacrity](anklets-of-alacrity.md) +- [Antidote](antidote.md) +- [Antimagic Oil](antimagic-oil.md) +- [Antimagic](antimagic.md) +- [Antiplague](antiplague.md) +- [Armbands of Athleticism](armbands-of-athleticism.md) +- [Armor Potency](armor-potency.md) +- [Arrow-catching Shield](arrow-catching-shield.md) +- [Arrow](arrow.md) +- [Arsenic](arsenic.md) +- [Artisan's Tools](artisans-tools.md) +- [Axiomatic](axiomatic.md) +- [Backpack](backpack.md) +- [Bag of Holding](bag-of-holding.md) +- [Barding of the Zephyr](barding-of-the-zephyr.md) +- [Barkskin Potion](barkskin-potion.md) +- [Basic Crafter's Book](basic-crafters-book.md) +- [Bastard Sword](bastard-sword.md) +- [Battle Axe](battle-axe.md) +- [Beacon Shot](beacon-shot.md) +- [Bedroll](bedroll.md) +- [Belladonna](belladonna.md) +- [Belt of Giant Strength](belt-of-giant-strength.md) +- [Belt of Regeneration](belt-of-regeneration.md) +- [Belt of the Five Kings](belt-of-the-five-kings.md) +- [Berserker's Cloak](berserkers-cloak.md) +- [Bestial Mutagen](bestial-mutagen.md) +- [Biting Snare](biting-snare.md) +- [Black Adder Venom](black-adder-venom.md) +- [Black Lotus Extract](black-lotus-extract.md) +- [Bleeding Spines Snare](bleeding-spines-snare.md) +- [Blightburn Resin](blightburn-resin.md) +- [Bloodletting Kukri](bloodletting-kukri.md) +- [Bloodseeker Beak](bloodseeker-beak.md) +- [Blowgun Dart](blowgun-dart.md) +- [Blowgun](blowgun.md) +- [Bo Staff](bo-staff.md) +- [Bolt](bolt.md) +- [Bomb Snare](bomb-snare.md) +- [Bomber's Eye Elixir](bombers-eye-elixir.md) +- [Boots of Bounding](boots-of-bounding.md) +- [Boots of Elvenkind](boots-of-elvenkind.md) +- [Boots of Speed](boots-of-speed.md) +- [Bottled Air](bottled-air.md) +- [Bottled Lightning](bottled-lightning.md) +- [Bracelet of Dashing](bracelet-of-dashing.md) +- [Bracers of Armor](bracers-of-armor.md) +- [Bracers of Missile Deflection](bracers-of-missile-deflection.md) +- [Bravo's Brew](bravos-brew.md) +- [Breastplate of Command](breastplate-of-command.md) +- [Breastplate](breastplate.md) +- [Brimstone Fumes](brimstone-fumes.md) +- [Bronze Bull Pendant](bronze-bull-pendant.md) +- [Brooch of Shielding](brooch-of-shielding.md) +- [Broom of Flying](broom-of-flying.md) +- [Buckler](buckler.md) +- [Caltrop Snare](caltrop-snare.md) +- [Caltrops](caltrops.md) +- [Candle (10)](candle-10.md) +- [Candle of Truth](candle-of-truth.md) +- [Cape of the Mountebank](cape-of-the-mountebank.md) +- [Cassock of Devotion](cassock-of-devotion.md) +- [Caterwaul Sling](caterwaul-sling.md) +- [Cat's Eye Elixir](cats-eye-elixir.md) +- [Celestial Armor](celestial-armor.md) +- [Chain (10 feet)](chain-10-feet.md) +- [Chain Mail](chain-mail.md) +- [Chain Shirt](chain-shirt.md) +- [Chalk (10)](chalk-10.md) +- [Channel Protection Amulet](channel-protection-amulet.md) +- [Cheetah's Elixir](cheetahs-elixir.md) +- [Chest](chest.md) +- [Chime of Opening](chime-of-opening.md) +- [Choker of Elocution](choker-of-elocution.md) +- [Circlet of Persuasion](circlet-of-persuasion.md) +- [Clan Dagger](clan-dagger.md) +- [Clandestine Cloak](clandestine-cloak.md) +- [Climbing Bolt](climbing-bolt.md) +- [Climbing Kit](climbing-kit.md) +- [Cloak of Elvenkind](cloak-of-elvenkind.md) +- [Cloak of the Bat](cloak-of-the-bat.md) +- [Clothing](clothing.md) +- [Club](club.md) +- [Cognitive Mutagen](cognitive-mutagen.md) +- [Cold Iron Armor](cold-iron-armor.md) +- [Cold Iron Shield](cold-iron-shield.md) +- [Cold Iron Weapon](cold-iron-weapon.md) +- [Cold Iron](cold-iron.md) +- [Collar of Empathy](collar-of-empathy.md) +- [Collar of Inconspicuousness](collar-of-inconspicuousness.md) +- [Compass](compass.md) +- [Composite Longbow](composite-longbow.md) +- [Composite Shortbow](composite-shortbow.md) +- [Comprehension Elixir](comprehension-elixir.md) +- [Cookware](cookware.md) +- [Corrosive](corrosive.md) +- [Coyote Cloak](coyote-cloak.md) +- [Crafter's Eyepiece](crafters-eyepiece.md) +- [Crossbow](crossbow.md) +- [Crowbar](crowbar.md) +- [Crying Angel Pendant](crying-angel-pendant.md) +- [Crystal Ball](crystal-ball.md) +- [Cytillesh Oil](cytillesh-oil.md) +- [Dagger of Venom](dagger-of-venom.md) +- [Dagger](dagger.md) +- [Dancing Scarf](dancing-scarf.md) +- [Dancing](dancing.md) +- [Daredevil Boots](daredevil-boots.md) +- [Darkvision Elixir](darkvision-elixir.md) +- [Darkwood Armor](darkwood-armor.md) +- [Darkwood Shield](darkwood-shield.md) +- [Darkwood Weapon](darkwood-weapon.md) +- [Darkwood](darkwood.md) +- [Dart](dart.md) +- [Dazing Coil](dazing-coil.md) +- [Deathcap Powder](deathcap-powder.md) +- [Decanter of Endless Water](decanter-of-endless-water.md) +- [Demon Armor](demon-armor.md) +- [Demon Mask](demon-mask.md) +- [Diadem of Intellect](diadem-of-intellect.md) +- [Diplomat's Badge](diplomats-badge.md) +- [Disguise Kit](disguise-kit.md) +- [Disintegration Bolt](disintegration-bolt.md) +- [Dispelling Sliver](dispelling-sliver.md) +- [Disrupting](disrupting.md) +- [Dogslicer](dogslicer.md) +- [Doubling Rings](doubling-rings.md) +- [Dragon Bile](dragon-bile.md) +- [Dragon Turtle Scale](dragon-turtle-scale.md) +- [Dragonhide Armor](dragonhide-armor.md) +- [Dragonhide Shield](dragonhide-shield.md) +- [Dragonhide](dragonhide.md) +- [Dragonplate](dragonplate.md) +- [Dragon's Breath Potion](dragons-breath-potion.md) +- [Dragonslayer's Shield](dragonslayers-shield.md) +- [Dread Blindfold](dread-blindfold.md) +- [Druid's Vestments](druids-vestments.md) +- [Dust of Appearance](dust-of-appearance.md) +- [Dust of Disappearance](dust-of-disappearance.md) +- [Dwarven Thrower](dwarven-thrower.md) +- [Dwarven War Axe](dwarven-war-axe.md) +- [Eagle-eye Elixir](eagle-eye-elixir.md) +- [Effervescent Ampoule](effervescent-ampoule.md) +- [Electric Eelskin](electric-eelskin.md) +- [Elemental Gem](elemental-gem.md) +- [Elixir of Life](elixir-of-life.md) +- [Elixir of Rejuvenation](elixir-of-rejuvenation.md) +- [Elven Chain](elven-chain.md) +- [Elven Curve Blade](elven-curve-blade.md) +- [Emerald Grasshopper](emerald-grasshopper.md) +- [Energy-Resistant](energy-resistant.md) +- [Ethereal](ethereal.md) +- [Everburning Torch](everburning-torch.md) +- [Explorer's Clothing](explorers-clothing.md) +- [Explorer's Yurt](explorers-yurt.md) +- [Explosive Ammunition](explosive-ammunition.md) +- [Extra Ink and Paper](extra-ink-and-paper.md) +- [Eye of Apprehension](eye-of-apprehension.md) +- [Eye of Fortune](eye-of-fortune.md) +- [Eyes of the Eagle](eyes-of-the-eagle.md) +- [Fade Band](fade-band.md) +- [Falchion](falchion.md) +- [Fear Gem](fear-gem.md) +- [Feather Step Stone](feather-step-stone.md) +- [Feather Token](feather-token.md) +- [Fighter's Fork](fighters-fork.md) +- [Filcher's Fork](filchers-fork.md) +- [Fishing Tackle](fishing-tackle.md) +- [Flail](flail.md) +- [Flame Navette](flame-navette.md) +- [Flame Tongue](flame-tongue.md) +- [Flaming](flaming.md) +- [Flint and Steel](flint-and-steel.md) +- [Floating Shield](floating-shield.md) +- [Flying Blade Wheel Snare](flying-blade-wheel-snare.md) +- [Force Shield](force-shield.md) +- [Forge Warden](forge-warden.md) +- [Formula Book (blank)](formula-book-blank.md) +- [Fortification](fortification.md) +- [Frost Brand](frost-brand.md) +- [Frost Vial](frost-vial.md) +- [Frost](frost.md) +- [Full Plate](full-plate.md) +- [Gallows Tooth](gallows-tooth.md) +- [Gauntlet](gauntlet.md) +- [Ghost Ammunition](ghost-ammunition.md) +- [Ghost Dust](ghost-dust.md) +- [Ghost Touch](ghost-touch.md) +- [Ghoul Hide](ghoul-hide.md) +- [Giant Centipede Venom](giant-centipede-venom.md) +- [Giant Scorpion Venom](giant-scorpion-venom.md) +- [Giant Wasp Venom](giant-wasp-venom.md) +- [Glaive](glaive.md) +- [Glamered](glamered.md) +- [Gloom Blade](gloom-blade.md) +- [Gloves of Storing](gloves-of-storing.md) +- [Gnome Flickmace](gnome-flickmace.md) +- [Gnome Hooked Hammer](gnome-hooked-hammer.md) +- [Goggles of Night](goggles-of-night.md) +- [Gorget of the Primal Roar](gorget-of-the-primal-roar.md) +- [Grappling Hook](grappling-hook.md) +- [Grasping Snare](grasping-snare.md) +- [Graveroot](graveroot.md) +- [Greataxe](greataxe.md) +- [Greatclub](greatclub.md) +- [Greatpick](greatpick.md) +- [Greatsword](greatsword.md) +- [Grievous](grievous.md) +- [Grim Trophy](grim-trophy.md) +- [Guisarme](guisarme.md) +- [Hail of Arrows Snare](hail-of-arrows-snare.md) +- [Halberd](halberd.md) +- [Half Plate](half-plate.md) +- [Halfling Sling Staff](halfling-sling-staff.md) +- [Hammer](hammer.md) +- [Hampering Snare](hampering-snare.md) +- [Hand Crossbow](hand-crossbow.md) +- [Hand of the Mage](hand-of-the-mage.md) +- [Handwraps of Mighty Blows](handwraps-of-mighty-blows.md) +- [Hat of Disguise](hat-of-disguise.md) +- [Hat of the Magi](hat-of-the-magi.md) +- [Hatchet](hatchet.md) +- [Headband of Inspired Wisdom](headband-of-inspired-wisdom.md) +- [Healer's Gloves](healers-gloves.md) +- [Healer's Tools](healers-tools.md) +- [Healing Potion](healing-potion.md) +- [Heavy Crossbow](heavy-crossbow.md) +- [Hemlock](hemlock.md) +- [Hide](hide.md) +- [Hobbling Snare](hobbling-snare.md) +- [Holly and Mistletoe](holly-and-mistletoe.md) +- [Holy Avenger](holy-avenger.md) +- [Holy Prayer Beads](holy-prayer-beads.md) +- [Holy Water](holy-water.md) +- [Holy](holy.md) +- [Horn of Blasting](horn-of-blasting.md) +- [Horn of Fog](horn-of-fog.md) +- [Horsechopper](horsechopper.md) +- [Horseshoes of Speed](horseshoes-of-speed.md) +- [Hourglass](hourglass.md) +- [Hunter's Bane](hunters-bane.md) +- [Hunting Spider Venom](hunting-spider-venom.md) +- [Immovable Rod](immovable-rod.md) +- [Impenetrable Scale](impenetrable-scale.md) +- [Indestructible Shield](indestructible-shield.md) +- [Inexplicable Apparatus](inexplicable-apparatus.md) +- [Infiltrator's Elixir](infiltrators-elixir.md) +- [Instant Evisceration Snare](instant-evisceration-snare.md) +- [Instant Fortress](instant-fortress.md) +- [Invisibility Potion](invisibility-potion.md) +- [Invisibility](invisibility.md) +- [Iron Cube](iron-cube.md) +- [Iron Cudgel](iron-cudgel.md) +- [Iron Equalizer](iron-equalizer.md) +- [Iron Medallion](iron-medallion.md) +- [Jade Bauble](jade-bauble.md) +- [Jade Cat](jade-cat.md) +- [Javelin of Lightning](javelin-of-lightning.md) +- [Javelin](javelin.md) +- [Juggernaut Mutagen](juggernaut-mutagen.md) +- [Kama](kama.md) +- [Katana](katana.md) +- [Katar](katar.md) +- [Keen](keen.md) +- [King's Sleep](kings-sleep.md) +- [Knapsack of Halflingkind](knapsack-of-halflingkind.md) +- [Kukri](kukri.md) +- [Ladder (10-foot)](ladder-10-foot.md) +- [Lance](lance.md) +- [Lantern](lantern.md) +- [Leaper's Elixir](leapers-elixir.md) +- [Leather](leather.md) +- [Lethargy Poison](lethargy-poison.md) +- [Lich Dust](lich-dust.md) +- [Lifting Belt](lifting-belt.md) +- [Light Hammer](light-hammer.md) +- [Light Mace](light-mace.md) +- [Light Pick](light-pick.md) +- [Lion's Shield](lions-shield.md) +- [Lock](lock.md) +- [Longbow](longbow.md) +- [Longspear](longspear.md) +- [Longsword](longsword.md) +- [Luck Blade](luck-blade.md) +- [Mace](mace.md) +- [Maestro's Instrument](maestros-instrument.md) +- [Magic Wand](magic-wand.md) +- [Magnifying Glass](magnifying-glass.md) +- [Mail of Luck](mail-of-luck.md) +- [Main-gauche](main-gauche.md) +- [Malyass Root Paste](malyass-root-paste.md) +- [Manacles](manacles.md) +- [Marking Snare](marking-snare.md) +- [Marvelous Medicines](marvelous-medicines.md) +- [Material Component Pouch](material-component-pouch.md) +- [Mattock of the Titans](mattock-of-the-titans.md) +- [Maul](maul.md) +- [Mending Lattice](mending-lattice.md) +- [Mentalist's Staff](mentalists-staff.md) +- [Merchant's Scale](merchants-scale.md) +- [Mesmerizing Opal](mesmerizing-opal.md) +- [Messenger's Ring](messengers-ring.md) +- [Mindfog Mist](mindfog-mist.md) +- [Mirror](mirror.md) +- [Mistform Elixir](mistform-elixir.md) +- [Mithral Armor](mithral-armor.md) +- [Mithral Shield](mithral-shield.md) +- [Mithral Weapon](mithral-weapon.md) +- [Mithral](mithral.md) +- [Monkey Pin](monkey-pin.md) +- [Moonlit Chain](moonlit-chain.md) +- [Morningstar](morningstar.md) +- [Mug](mug.md) +- [Mummified Bat](mummified-bat.md) +- [Murderer's Knot](murderers-knot.md) +- [Musical Instrument](musical-instrument.md) +- [Necklace of Fireballs](necklace-of-fireballs.md) +- [Nectar of Purification](nectar-of-purification.md) +- [Nettleweed Residue](nettleweed-residue.md) +- [Nightmare Vapor](nightmare-vapor.md) +- [Nunchaku](nunchaku.md) +- [Oathbow](oathbow.md) +- [Obfuscation Oil](obfuscation-oil.md) +- [Oil (1 pint)](oil-1-pint.md) +- [Oil of Animation](oil-of-animation.md) +- [Oil of Keen Edges](oil-of-keen-edges.md) +- [Oil of Mending](oil-of-mending.md) +- [Oil of Potency](oil-of-potency.md) +- [Oil of Repulsion](oil-of-repulsion.md) +- [Oil of Weightlessness](oil-of-weightlessness.md) +- [Omnidirectional Spear Snare](omnidirectional-spear-snare.md) +- [Onyx Panther](onyx-panther.md) +- [Orc Knuckle Dagger](orc-knuckle-dagger.md) +- [Orc Necksplitter](orc-necksplitter.md) +- [Orichalcum Armor](orichalcum-armor.md) +- [Orichalcum Shield](orichalcum-shield.md) +- [Orichalcum Weapon](orichalcum-weapon.md) +- [Orichalcum](orichalcum.md) +- [Owlbear Claw](owlbear-claw.md) +- [Padded Armor](padded-armor.md) +- [Panacea](panacea.md) +- [Pendant of the Occult](pendant-of-the-occult.md) +- [Penetrating Ammunition](penetrating-ammunition.md) +- [Persona Mask](persona-mask.md) +- [Philosopher's Stone](philosophers-stone.md) +- [Phylactery of Faithfulness](phylactery-of-faithfulness.md) +- [Pick](pick.md) +- [Piton](piton.md) +- [Plate Armor of the Deep](plate-armor-of-the-deep.md) +- [Pocket Stage](pocket-stage.md) +- [Possibility Tome](possibility-tome.md) +- [Potency Crystal](potency-crystal.md) +- [Potion of Flying](potion-of-flying.md) +- [Potion of Leaping](potion-of-leaping.md) +- [Potion of Quickness](potion-of-quickness.md) +- [Potion of Resistance](potion-of-resistance.md) +- [Potion of Swimming](potion-of-swimming.md) +- [Potion of Tongues](potion-of-tongues.md) +- [Potion of Undetectability](potion-of-undetectability.md) +- [Potion of Water Breathing](potion-of-water-breathing.md) +- [Primeval Mistletoe](primeval-mistletoe.md) +- [Purple Worm Venom](purple-worm-venom.md) +- [Quicksilver Mutagen](quicksilver-mutagen.md) +- [Ranseur](ranseur.md) +- [Rapier](rapier.md) +- [Rations (1 week)](rations-1-week.md) +- [Reflecting Shield](reflecting-shield.md) +- [Religious Symbol](religious-symbol.md) +- [Religious Text](religious-text.md) +- [Repair Kit](repair-kit.md) +- [Replacement Cosmetics](replacement-cosmetics.md) +- [Replacement Picks](replacement-picks.md) +- [Resilient](resilient.md) +- [Retribution Axe](retribution-axe.md) +- [Returning](returning.md) +- [Rhino Hide](rhino-hide.md) +- [Ring of Climbing](ring-of-climbing.md) +- [Ring of Counterspells](ring-of-counterspells.md) +- [Ring of Energy Resistance](ring-of-energy-resistance.md) +- [Ring of Lies](ring-of-lies.md) +- [Ring of Maniacal Devices](ring-of-maniacal-devices.md) +- [Ring of Spell Turning](ring-of-spell-turning.md) +- [Ring of Sustenance](ring-of-sustenance.md) +- [Ring of Swimming](ring-of-swimming.md) +- [Ring of the Ram](ring-of-the-ram.md) +- [Ring of Wizardry](ring-of-wizardry.md) +- [Robe of Eyes](robe-of-eyes.md) +- [Robe of the Archmagi](robe-of-the-archmagi.md) +- [Rod of Negation](rod-of-negation.md) +- [Rod of Wonder](rod-of-wonder.md) +- [Rope (50 feet)](rope-50-feet.md) +- [Runestone](runestone.md) +- [Sack (5)](sack-5.md) +- [Saddlebags](saddlebags.md) +- [Sai](sai.md) +- [Salamander Elixir](salamander-elixir.md) +- [Salve of Antiparalysis](salve-of-antiparalysis.md) +- [Salve of Slipperiness](salve-of-slipperiness.md) +- [Sap](sap.md) +- [Savior Spike](savior-spike.md) +- [Sawtooth Saber](sawtooth-saber.md) +- [Scale Mail](scale-mail.md) +- [Scholarly Journal](scholarly-journal.md) +- [Scimitar](scimitar.md) +- [Scroll](scroll.md) +- [Scythe](scythe.md) +- [Scything Blade Snare](scything-blade-snare.md) +- [Sea Touch Elixir](sea-touch-elixir.md) +- [Serene Mutagen](serene-mutagen.md) +- [Serum of Sex Shift](serum-of-sex-shift.md) +- [Shadow Essence](shadow-essence.md) +- [Shadow](shadow.md) +- [Shark Tooth Charm](shark-tooth-charm.md) +- [Shield Boss](shield-boss.md) +- [Shield Spikes](shield-spikes.md) +- [Shifting](shifting.md) +- [Shining Ammunition](shining-ammunition.md) +- [Shock](shock.md) +- [Shortbow](shortbow.md) +- [Shortsword](shortsword.md) +- [Shrinking Potion](shrinking-potion.md) +- [Shuriken](shuriken.md) +- [Sickle](sickle.md) +- [Signal Whistle](signal-whistle.md) +- [Signaling Snare](signaling-snare.md) +- [Silver Armor](silver-armor.md) +- [Silver Shield](silver-shield.md) +- [Silver Weapon](silver-weapon.md) +- [Silver](silver.md) +- [Silversheen](silversheen.md) +- [Silvertongue Mutagen](silvertongue-mutagen.md) +- [Skeleton Key](skeleton-key.md) +- [Sky Hammer](sky-hammer.md) +- [Sleep Arrow](sleep-arrow.md) +- [Slick](slick.md) +- [Sling Bullets](sling-bullets.md) +- [Sling](sling.md) +- [Slippers of Spider Climbing](slippers-of-spider-climbing.md) +- [Slumber Wine](slumber-wine.md) +- [Smokestick](smokestick.md) +- [Snake Oil](snake-oil.md) +- [Snare Kit](snare-kit.md) +- [Sneaky Key](sneaky-key.md) +- [Soap](soap.md) +- [Spear](spear.md) +- [Speed](speed.md) +- [Spell-storing](spell-storing.md) +- [Spellbook (Blank)](spellbook-blank.md) +- [Spellguard Shield](spellguard-shield.md) +- [Spellstrike Ammunition](spellstrike-ammunition.md) +- [Spider Root](spider-root.md) +- [Spike Snare](spike-snare.md) +- [Spiked Chain](spiked-chain.md) +- [Spiked Gauntlet](spiked-gauntlet.md) +- [Spined Shield](spined-shield.md) +- [Splint Mail](splint-mail.md) +- [Spyglass](spyglass.md) +- [Staff of Abjuration](staff-of-abjuration.md) +- [Staff of Conjuration](staff-of-conjuration.md) +- [Staff of Divination](staff-of-divination.md) +- [Staff of Enchantment](staff-of-enchantment.md) +- [Staff of Evocation](staff-of-evocation.md) +- [Staff of Fire](staff-of-fire.md) +- [Staff of Healing](staff-of-healing.md) +- [Staff of Illumination](staff-of-illumination.md) +- [Staff of Illusion](staff-of-illusion.md) +- [Staff of Necromancy](staff-of-necromancy.md) +- [Staff of Power](staff-of-power.md) +- [Staff of the Magi](staff-of-the-magi.md) +- [Staff of Transmutation](staff-of-transmutation.md) +- [Staff](staff.md) +- [Stalker Bane Snare](stalker-bane-snare.md) +- [Starknife](starknife.md) +- [Steel Shield](steel-shield.md) +- [Stone Bullet](stone-bullet.md) +- [Stone Fist Elixir](stone-fist-elixir.md) +- [Storm Arrow](storm-arrow.md) +- [Storm Flash](storm-flash.md) +- [Striking Snare](striking-snare.md) +- [Striking](striking.md) +- [Studded Leather](studded-leather.md) +- [Stunning Snare](stunning-snare.md) +- [Sturdy Shield](sturdy-shield.md) +- [Sunrod](sunrod.md) +- [Survey Map](survey-map.md) +- [Swift Block Cabochon](swift-block-cabochon.md) +- [Tack](tack.md) +- [Tanglefoot Bag](tanglefoot-bag.md) +- [Tears of Death](tears-of-death.md) +- [Temple Sword](temple-sword.md) +- [Ten-Foot Pole](ten-foot-pole.md) +- [Tent](tent.md) +- [Thieves' Tools](thieves-tools.md) +- [Third Eye](third-eye.md) +- [Thundering](thundering.md) +- [Thunderstone](thunderstone.md) +- [Thurible of Revelation](thurible-of-revelation.md) +- [Tiger Menuki](tiger-menuki.md) +- [Tindertwig](tindertwig.md) +- [Tool](tool.md) +- [Torch](torch.md) +- [Tower Shield](tower-shield.md) +- [Tracker's Goggles](trackers-goggles.md) +- [Traveler's Any-tool](travelers-any-tool.md) +- [Trident](trident.md) +- [Trip Snare](trip-snare.md) +- [Triton's Conch](tritons-conch.md) +- [Truesight Potion](truesight-potion.md) +- [Truth Potion](truth-potion.md) +- [Twining Staff](twining-staff.md) +- [Unholy Water](unholy-water.md) +- [Unholy](unholy.md) +- [Vanishing Coin](vanishing-coin.md) +- [Ventriloquist's Ring](ventriloquists-ring.md) +- [Verdant Staff](verdant-staff.md) +- [Vine Arrow](vine-arrow.md) +- [Viper Arrow](viper-arrow.md) +- [Viper's Fang](vipers-fang.md) +- [Vorpal](vorpal.md) +- [Voyager's Pack](voyagers-pack.md) +- [Wand of Continuation](wand-of-continuation.md) +- [Wand of Manifold Missiles](wand-of-manifold-missiles.md) +- [Wand of Slaying](wand-of-slaying.md) +- [Wand of Smoldering Fireballs](wand-of-smoldering-fireballs.md) +- [Wand of Widening](wand-of-widening.md) +- [War Flail](war-flail.md) +- [Warhammer](warhammer.md) +- [Warning Snare](warning-snare.md) +- [Waterskin](waterskin.md) +- [Wayfinder](wayfinder.md) +- [Weapon Potency](weapon-potency.md) +- [Whip](whip.md) +- [Whisper of the First Lie](whisper-of-the-first-lie.md) +- [Winged Boots](winged-boots.md) +- [Winter Wolf Elixir](winter-wolf-elixir.md) +- [Wolf Fang](wolf-fang.md) +- [Wolfsbane](wolfsbane.md) +- [Wondrous Figurine](wondrous-figurine.md) +- [Wooden Shield](wooden-shield.md) +- [Wounding](wounding.md) +- [Writing Set](writing-set.md) +- [Wyvern Poison](wyvern-poison.md) diff --git a/compendium/equipment/items/jade-bauble.md b/compendium/equipment/items/jade-bauble.md new file mode 100644 index 000000000..77a5b4076 --- /dev/null +++ b/compendium/equipment/items/jade-bauble.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/enchantment +- trait/magical +- trait/mental +- trait/talisman +aliases: ["Jade Bauble"] +--- +# Jade Bauble *Item 8* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [talisman](rules/traits/talisman.md) + +- **Price** 100 gp +- **Usage** affixed to a melee weapon; **Bulk** — +- **Activate** command; **Requirements** You are a master with the affixed weapon. +- **Category** Talisman + +This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. + +When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are [flat-footed](rules/conditions.md#Flat-footed). + +*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/jade-cat.md b/compendium/equipment/items/jade-cat.md new file mode 100644 index 000000000..c945c66e1 --- /dev/null +++ b/compendium/equipment/items/jade-cat.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +aliases: ["Jade Cat"] +--- +# Jade Cat *Item 2* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 6 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** command; **Trigger** You fall or attempt an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md); **Requirements** You are trained in [Acrobatics](compendium/skills.md#Acrobatics). +- **Category** Talisman + +A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not [flat-footed](rules/conditions.md#Flat-footed) when you [Balance](rules/actions/balance.md), and narrow surfaces and uneven ground are not difficult terrain for you. + +*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/javelin-of-lightning.md b/compendium/equipment/items/javelin-of-lightning.md new file mode 100644 index 000000000..229c22d10 --- /dev/null +++ b/compendium/equipment/items/javelin-of-lightning.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/consumable +- trait/electricity +- trait/evocation +- trait/magical +aliases: ["Javelin of Lightning"] +--- +# Javelin of Lightning *Item 9* +[consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 110 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** command, , [Interact](rules/actions/interact.md) +- **Category** Consumable + +This item looks like a normal javelin carved with lightning-bolt motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you **Activate** the javelin, your command makes the carvings crackle with electricity. You then hurl the javelin. It shatters immediately after leaving your hand and unleashes its magic as a 4th-level [lightning bolt](compendium/spells/lightning-bolt.md) originating from your space. The bolt deals `5d12` electricity damage and has a Reflex save DC of 25. + +*Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/Compendium/equipment/items/javelin.md b/compendium/equipment/items/javelin.md similarity index 90% rename from Compendium/equipment/items/javelin.md rename to compendium/equipment/items/javelin.md index fcc1359ad..16b0c89f1 100644 --- a/Compendium/equipment/items/javelin.md +++ b/compendium/equipment/items/javelin.md @@ -8,7 +8,7 @@ tags: aliases: ["Javelin"] --- # Javelin *Item 0* -[thrown](../../../Rules/traits/thrown.md) +[thrown](rules/traits/thrown.md) - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/juggernaut-mutagen.md b/compendium/equipment/items/juggernaut-mutagen.md new file mode 100644 index 000000000..b1a54de0e --- /dev/null +++ b/compendium/equipment/items/juggernaut-mutagen.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Juggernaut Mutagen"] +--- +# Juggernaut Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant. + +**Benefit** You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points. + +**Drawback** You take a –2 penalty to Will saves, [Perception](compendium/skills.md#Perception) checks, and initiative rolls. + +*Source: Core Rulebook p. 548* \ No newline at end of file diff --git a/compendium/equipment/items/kama.md b/compendium/equipment/items/kama.md new file mode 100644 index 000000000..2ddf586a8 --- /dev/null +++ b/compendium/equipment/items/kama.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/monk +- trait/trip +- trait/uncommon +aliases: ["Kama"] +--- +# Kama *Item 0* +[agile](rules/traits/agile.md) [monk](rules/traits/monk.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/katana.md b/compendium/equipment/items/katana.md new file mode 100644 index 000000000..33ab68cad --- /dev/null +++ b/compendium/equipment/items/katana.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/deadly-d8 +- trait/two-hand-d10 +- trait/uncommon +- trait/versatile-p +aliases: ["Katana"] +--- +# Katana *Item 0* +[deadly ](rules/traits/deadly.md) [two-hand ](rules/traits/two-hand.md) [uncommon](rules/traits/uncommon.md) [versatile

](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Sword + +A katana is a curved, single-edged sword known for its wickedly sharped blade. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/katar.md b/compendium/equipment/items/katar.md new file mode 100644 index 000000000..b5b839479 --- /dev/null +++ b/compendium/equipment/items/katar.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/simple +- trait/agile +- trait/deadly-d6 +- trait/monk +- trait/uncommon +aliases: ["Katar"] +--- +# Katar *Item 0* +[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Simple; **Group** Knife + +Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles. + +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/Compendium/equipment/items/keen.md b/compendium/equipment/items/keen.md similarity index 78% rename from Compendium/equipment/items/keen.md rename to compendium/equipment/items/keen.md index 7ba6f552a..aa91457cb 100644 --- a/Compendium/equipment/items/keen.md +++ b/compendium/equipment/items/keen.md @@ -10,7 +10,7 @@ tags: aliases: ["Keen"] --- # Keen *Item 13* -[magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) [uncommon](../../../Rules/traits/uncommon.md) +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) - **Price** 3000 gp - **Usage** etched onto a piercing or slashing melee weapon diff --git a/compendium/equipment/items/kings-sleep.md b/compendium/equipment/items/kings-sleep.md new file mode 100644 index 000000000..eb47b4f9e --- /dev/null +++ b/compendium/equipment/items/kings-sleep.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +- trait/virulent +aliases: ["King's Sleep"] +--- +# King's Sleep *Item 18* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) + +- **Price** 4000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The [drained](rules/conditions.md#Drained) condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts. + +```ad-inline-affliction +title: Saving Throw: DC 41 Fortitude + +- **Onset**: 1 day + +## Stages + +**Stage 1** [drained](rules/conditions.md#Drained) (1 day) + +**Stage 2** [drained](rules/conditions.md#Drained) (1 day) + +**Stage 3** [drained](rules/conditions.md#Drained) (1 day) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/knapsack-of-halflingkind.md b/compendium/equipment/items/knapsack-of-halflingkind.md new file mode 100644 index 000000000..de458ffdc --- /dev/null +++ b/compendium/equipment/items/knapsack-of-halflingkind.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/conjuration +- trait/extradimensional +- trait/healing +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Knapsack of Halflingkind"] +--- +# Knapsack of Halflingkind *Item 9+* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [healing](rules/traits/healing.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn backpack; **Bulk** L +- **Category** Worn + +This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding. + +The second compartment has no lining. You can pull forth cookware and cooking utensils from it. Once they have been used to prepare a meal, the items transform into plates and silverware, and they evaporate once the meal has been eaten, taking any leftovers with them. The cookware reappears cleaned in the compartment 1 hour later. The compartment provides only kitchenware, not any food. + +The third compartment is lined with plush purple velvet and contains berry tarts wrapped in parchment paper. A creature can unwrap and eat one tart with an [Interact](rules/actions/interact.md) action to regain `2d8+4` Hit Points. The knapsack produces four tarts per day, which appear at breakfast time. Any tarts not eaten by the end of the day evaporate. + +*Source: Core Rulebook p. 612* \ No newline at end of file diff --git a/compendium/equipment/items/kukri.md b/compendium/equipment/items/kukri.md new file mode 100644 index 000000000..7a6c9b1c7 --- /dev/null +++ b/compendium/equipment/items/kukri.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/finesse +- trait/trip +- trait/uncommon +aliases: ["Kukri"] +--- +# Kukri *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6 sp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Martial; **Group** Knife + +The blade of this foot-long knife curves inward and lacks a cross guard at the hilt. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/ladder-10-foot.md b/compendium/equipment/items/ladder-10-foot.md similarity index 100% rename from Compendium/equipment/items/ladder-10-foot.md rename to compendium/equipment/items/ladder-10-foot.md diff --git a/Compendium/equipment/items/lance.md b/compendium/equipment/items/lance.md similarity index 75% rename from Compendium/equipment/items/lance.md rename to compendium/equipment/items/lance.md index 82fd7ffc6..8af4a8c86 100644 --- a/Compendium/equipment/items/lance.md +++ b/compendium/equipment/items/lance.md @@ -10,7 +10,7 @@ tags: aliases: ["Lance"] --- # Lance *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [jousting ](../../../Rules/traits/jousting.md) [reach](../../../Rules/traits/reach.md) +[deadly ](rules/traits/deadly.md) [jousting ](rules/traits/jousting.md) [reach](rules/traits/reach.md) - **Price** 1 gp - **Bulk** 2 diff --git a/compendium/equipment/items/lantern.md b/compendium/equipment/items/lantern.md new file mode 100644 index 000000000..6c248b6d9 --- /dev/null +++ b/compendium/equipment/items/lantern.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Lantern"] +--- +# Lantern *Item 0* + +- **Category** Adventuring Gear + +A lantern sheds bright light and requires 1 pint of [oil](compendium/equipment/items/oil-1-pint.md) to function for 6 hours. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/leapers-elixir.md b/compendium/equipment/items/leapers-elixir.md new file mode 100644 index 000000000..da9d8149c --- /dev/null +++ b/compendium/equipment/items/leapers-elixir.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Leaper's Elixir"] +--- +# Leaper's Elixir *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action instead of 2 actions. If you do, you don't perform the initial [Stride](rules/actions/stride.md) (nor do you fail if you don't [Stride](rules/actions/stride.md) 10 feet). + +*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/leather.md b/compendium/equipment/items/leather.md similarity index 100% rename from Compendium/equipment/items/leather.md rename to compendium/equipment/items/leather.md diff --git a/compendium/equipment/items/lethargy-poison.md b/compendium/equipment/items/lethargy-poison.md new file mode 100644 index 000000000..d803e4686 --- /dev/null +++ b/compendium/equipment/items/lethargy-poison.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/incapacitation +- trait/injury +- trait/poison +- trait/sleep +- trait/uncommon +aliases: ["Lethargy Poison"] +--- +# Lethargy Poison *Item 2* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [incapacitation](rules/traits/incapacitation.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 7 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls [unconscious](rules/conditions.md#Unconscious). Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage. + +```ad-inline-affliction +title: Saving Throw: DC 18 Fortitude + +- **Maximum Duration**: 4 hours + +## Stages + +**Stage 1** [slowed](rules/conditions.md#Slowed) (1 round) + +**Stage 2** [slowed](rules/conditions.md#Slowed) (1 minute) + +**Stage 3** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up (1 round) + +**Stage 4** [unconscious](rules/conditions.md#Unconscious) with no [Perception](compendium/skills.md#Perception) check to wake up. (`1d4` hours) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/lich-dust.md b/compendium/equipment/items/lich-dust.md new file mode 100644 index 000000000..aa5b57614 --- /dev/null +++ b/compendium/equipment/items/lich-dust.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +aliases: ["Lich Dust"] +--- +# Lich Dust *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) + +- **Price** 110 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison. + +```ad-inline-affliction +title: Saving Throw: DC 28 Fortitude + +- **Onset**: 10 minutes +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** [fatigued](rules/conditions.md#Fatigued) (1 minute) + +**Stage 2** `5d6` poison damage and [fatigued](rules/conditions.md#Fatigued) (1 minute) + +**Stage 3** `5d6` poison damage, [fatigued](rules/conditions.md#Fatigued), and [paralyzed](rules/conditions.md#Paralyzed) (1 minute) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/lifting-belt.md b/compendium/equipment/items/lifting-belt.md new file mode 100644 index 000000000..96b521f9a --- /dev/null +++ b/compendium/equipment/items/lifting-belt.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Lifting Belt"] +--- +# Lifting Belt *Item 4* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 80 gp +- **Usage** worn belt; **Bulk** L +- **Category** Worn + +This wide leather belt grants you a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming [encumbered](rules/conditions.md#Encumbered), and you can hold and carry a total Bulk up to 11 + your Strength modifier. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to [Force it Open](rules/actions/force-open.md) using [Athletics](compendium/skills.md#Athletics) as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn. +``` + +*Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/Compendium/equipment/items/light-hammer.md b/compendium/equipment/items/light-hammer.md similarity index 83% rename from Compendium/equipment/items/light-hammer.md rename to compendium/equipment/items/light-hammer.md index 1a2622e93..aa043122d 100644 --- a/Compendium/equipment/items/light-hammer.md +++ b/compendium/equipment/items/light-hammer.md @@ -9,7 +9,7 @@ tags: aliases: ["Light Hammer"] --- # Light Hammer *Item 0* -[agile](../../../Rules/traits/agile.md) [thrown <20 ft.>](../../../Rules/traits/thrown.md) +[agile](rules/traits/agile.md) [thrown <20 ft.>](rules/traits/thrown.md) - **Price** 3 sp - **Bulk** L diff --git a/Compendium/equipment/items/light-mace.md b/compendium/equipment/items/light-mace.md similarity index 81% rename from Compendium/equipment/items/light-mace.md rename to compendium/equipment/items/light-mace.md index 0dbf992fa..eb3b92dac 100644 --- a/Compendium/equipment/items/light-mace.md +++ b/compendium/equipment/items/light-mace.md @@ -10,7 +10,7 @@ tags: aliases: ["Light Mace"] --- # Light Mace *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [shove](../../../Rules/traits/shove.md) +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [shove](rules/traits/shove.md) - **Price** 4 sp - **Bulk** L diff --git a/Compendium/equipment/items/light-pick.md b/compendium/equipment/items/light-pick.md similarity index 84% rename from Compendium/equipment/items/light-pick.md rename to compendium/equipment/items/light-pick.md index 2f5c94910..1b9faeef6 100644 --- a/Compendium/equipment/items/light-pick.md +++ b/compendium/equipment/items/light-pick.md @@ -9,7 +9,7 @@ tags: aliases: ["Light Pick"] --- # Light Pick *Item 0* -[agile](../../../Rules/traits/agile.md) [fatal ](../../../Rules/traits/fatal.md) +[agile](rules/traits/agile.md) [fatal ](rules/traits/fatal.md) - **Price** 4 sp - **Bulk** L diff --git a/compendium/equipment/items/lions-shield.md b/compendium/equipment/items/lions-shield.md new file mode 100644 index 000000000..f61ba242c --- /dev/null +++ b/compendium/equipment/items/lions-shield.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/conjuration +- trait/magical +aliases: ["Lion's Shield"] +--- +# Lion's Shield *Item 6* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) + +- **Price** 245 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Shield; **Group** Shield + +This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion's head. + +The lion's head functions as +1 striking shield boss that can't be removed from the shield. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You animate the lion's head. You Raise the Shield and make a melee [Strike](rules/actions/strike.md) with it as part of the same action. The shield's biting maw is a martial melee weapon that deals `2d6` piercing damage and has the deadly `1d6` trait; it can't be enhanced by runes. The shield remains animated for 1 minute, during which time you can [Strike](rules/actions/strike.md) with it each time you Raise the Shield, as well as with a [Strike](rules/actions/strike.md) action. +``` + +*Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/lock.md b/compendium/equipment/items/lock.md new file mode 100644 index 000000000..cf69aaf90 --- /dev/null +++ b/compendium/equipment/items/lock.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Lock"] +--- +# Lock *Item 0* + +- **Bulk** — +- **Hands** 2 +- **Category** Adventuring Gear + +Picking a poor lock requires two successful DC 15 [Thievery](compendium/skills.md#Thievery) checks, a simple lock requires three successful DC 20 [Thievery](compendium/skills.md#Thievery) checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/longbow.md b/compendium/equipment/items/longbow.md similarity index 76% rename from Compendium/equipment/items/longbow.md rename to compendium/equipment/items/longbow.md index 8d2884a5c..8f7740c4d 100644 --- a/Compendium/equipment/items/longbow.md +++ b/compendium/equipment/items/longbow.md @@ -9,12 +9,12 @@ tags: aliases: ["Longbow"] --- # Longbow *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [volley <30 ft.>](../../../Rules/traits/volley.md) +[deadly ](rules/traits/deadly.md) [volley <30 ft.>](rules/traits/volley.md) - **Price** 6 gp - **Bulk** 2 - **Damage** `1d8` P -- **Ammunution** [Arrow](arrow.md); **Range** 100 ft.; **Reload** 0 +- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 100 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow diff --git a/Compendium/equipment/items/longspear.md b/compendium/equipment/items/longspear.md similarity index 92% rename from Compendium/equipment/items/longspear.md rename to compendium/equipment/items/longspear.md index 4f418db9c..f2c2a10db 100644 --- a/Compendium/equipment/items/longspear.md +++ b/compendium/equipment/items/longspear.md @@ -8,7 +8,7 @@ tags: aliases: ["Longspear"] --- # Longspear *Item 0* -[reach](../../../Rules/traits/reach.md) +[reach](rules/traits/reach.md) - **Price** 5 sp - **Bulk** 2 diff --git a/Compendium/equipment/items/longsword.md b/compendium/equipment/items/longsword.md similarity index 89% rename from Compendium/equipment/items/longsword.md rename to compendium/equipment/items/longsword.md index 0426d3675..1ca9c776a 100644 --- a/Compendium/equipment/items/longsword.md +++ b/compendium/equipment/items/longsword.md @@ -8,7 +8,7 @@ tags: aliases: ["Longsword"] --- # Longsword *Item 0* -[versatile

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

](rules/traits/versatile.md) - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/luck-blade.md b/compendium/equipment/items/luck-blade.md new file mode 100644 index 000000000..1969ecddf --- /dev/null +++ b/compendium/equipment/items/luck-blade.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/divination +- trait/fortune +- trait/magical +- trait/rare +aliases: ["Luck Blade"] +--- +# Luck Blade *Item 17+* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Weapon + +Luck and good fortune bless the wielder of this +3 greater striking shortsword. Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You miss on a [Strike](rules/actions/strike.md) with the luck blade + +**Effect** Reroll the triggering attack roll and use the new result. This is a [fortune](rules/traits/fortune.md) effect. +``` + +*Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/Compendium/equipment/items/mace.md b/compendium/equipment/items/mace.md similarity index 91% rename from Compendium/equipment/items/mace.md rename to compendium/equipment/items/mace.md index 0c3ed61a1..026f10551 100644 --- a/Compendium/equipment/items/mace.md +++ b/compendium/equipment/items/mace.md @@ -8,7 +8,7 @@ tags: aliases: ["Mace"] --- # Mace *Item 0* -[shove](../../../Rules/traits/shove.md) +[shove](rules/traits/shove.md) - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/maestros-instrument.md b/compendium/equipment/items/maestros-instrument.md new file mode 100644 index 000000000..7da00220e --- /dev/null +++ b/compendium/equipment/items/maestros-instrument.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/enchantment +- trait/magical +aliases: ["Maestro's Instrument"] +--- +# Maestro's Instrument *Item 3+* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to [Performance](compendium/skills.md#Performance) checks while playing music with the instrument. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You play the instrument, causing it to cast a DC 17 [charm](compendium/spells/charm.md) spell. +``` + +*Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/magic-wand.md b/compendium/equipment/items/magic-wand.md new file mode 100644 index 000000000..b55a25a51 --- /dev/null +++ b/compendium/equipment/items/magic-wand.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/wand +- trait/magical +- trait/wand +aliases: ["Magic Wand"] +--- +# Magic Wand *Item 3+* +[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. + +```ad-embed-ability +title: Activate + +You [Cast the Spell](rules/actions/cast-a-spell.md) at the indicated level. +``` + +*Source: Core Rulebook p. 597* \ No newline at end of file diff --git a/compendium/equipment/items/magnifying-glass.md b/compendium/equipment/items/magnifying-glass.md new file mode 100644 index 000000000..8ff452a5b --- /dev/null +++ b/compendium/equipment/items/magnifying-glass.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Magnifying Glass"] +--- +# Magnifying Glass *Item 3* + +- **Price** 40 gp +- **Bulk** — +- **Hands** 1 +- **Category** Adventuring Gear + +This quality handheld lens gives you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice minute details of documents, fabric, and the like. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/mail-of-luck.md b/compendium/equipment/items/mail-of-luck.md similarity index 75% rename from Compendium/equipment/items/mail-of-luck.md rename to compendium/equipment/items/mail-of-luck.md index 106723030..f8af6e7c8 100644 --- a/Compendium/equipment/items/mail-of-luck.md +++ b/compendium/equipment/items/mail-of-luck.md @@ -10,7 +10,7 @@ tags: aliases: ["Mail of Luck"] --- # Mail of Luck *Item 13* -[divination](../../../Rules/traits/divination.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) - **Price** 2600 gp - **Usage** worn armor; **Bulk** 3 @@ -19,13 +19,13 @@ aliases: ["Mail of Luck"] This suit of +2 resilient splint mail has a large, green gemstone inset in a prominent location. ```ad-embed-ability -title: Activate [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") - **Trigger**: You are hit or critically hit with an attack, but damage hasn't been rolled yet -**Effect** You force the attacker to reroll the attack roll and use the worse result. This effect has the [misfortune](../../../rules/traits/misfortune.md) trait. +**Effect** You force the attacker to reroll the attack roll and use the worse result. This effect has the [misfortune](rules/traits/misfortune.md) trait. Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor's power returns before a week has elapsed, it can't be activated more than once per day. ``` -*Source: Core Rulebook p. 558* +*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/main-gauche.md b/compendium/equipment/items/main-gauche.md new file mode 100644 index 000000000..ffa1e51ce --- /dev/null +++ b/compendium/equipment/items/main-gauche.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/disarm +- trait/finesse +- trait/parry +- trait/versatile-s +aliases: ["Main-gauche"] +--- +# Main-gauche *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [parry](rules/traits/parry.md) [versatile ](rules/traits/versatile.md) + +- **Price** 5 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Knife + +This parrying dagger features a robust guard to protect the wielder's hand. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/malyass-root-paste.md b/compendium/equipment/items/malyass-root-paste.md new file mode 100644 index 000000000..4909b4549 --- /dev/null +++ b/compendium/equipment/items/malyass-root-paste.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +aliases: ["Malyass Root Paste"] +--- +# Malyass Root Paste *Item 7* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) + +- **Price** 55 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking. + +```ad-inline-affliction +title: Saving Throw: DC 26 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** [clumsy](rules/conditions.md#Clumsy) and –10-foot status penalty to all Speeds (1 minute) + +**Stage 2** [clumsy](rules/conditions.md#Clumsy) and –20-foot status penalty to all Speeds ; (1 minute) +``` + +*Source: Core Rulebook p. 552* \ No newline at end of file diff --git a/compendium/equipment/items/manacles.md b/compendium/equipment/items/manacles.md new file mode 100644 index 000000000..8b39c8b91 --- /dev/null +++ b/compendium/equipment/items/manacles.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Manacles"] +--- +# Manacles *Item 0* + +- **Bulk** — +- **Hands** 2 +- **Category** Adventuring Gear + +You can manacle someone who is willing or otherwise at your mercy as an [exploration](rules/traits/exploration.md) activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a [manipulate](rules/traits/manipulate.md) action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/marking-snare.md b/compendium/equipment/items/marking-snare.md new file mode 100644 index 000000000..ece68fc3e --- /dev/null +++ b/compendium/equipment/items/marking-snare.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Marking Snare"] +--- +# Marking Snare *Item 1* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 3 gp +- **Category** Snare + +This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to [Track](rules/actions/track.md) the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The snare marks the creature. +> - **Critical Failure** The snare marks the creature, and the creature is [blinded](rules/conditions.md#Blinded) until the end of its next turn. + +*Source: Core Rulebook p. 590* \ No newline at end of file diff --git a/compendium/equipment/items/marvelous-medicines.md b/compendium/equipment/items/marvelous-medicines.md new file mode 100644 index 000000000..509853b16 --- /dev/null +++ b/compendium/equipment/items/marvelous-medicines.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/magical +- trait/necromancy +aliases: ["Marvelous Medicines"] +--- +# Marvelous Medicines *Item 12+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to [Medicine](compendium/skills.md#Medicine) checks. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You can activate the tools when you use them to [Treat Poison](rules/actions/treat-poison.md) in order to produce the effects of neutralize poison, or when you [Treat Disease](rules/actions/treat-disease.md) in order to produce the effects of remove disease. Once these medicines have been used to treat a patient's poison or disease, they can't be used again to treat the same affliction for that patient. +``` + +*Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/Compendium/equipment/items/material-component-pouch.md b/compendium/equipment/items/material-component-pouch.md similarity index 100% rename from Compendium/equipment/items/material-component-pouch.md rename to compendium/equipment/items/material-component-pouch.md diff --git a/compendium/equipment/items/mattock-of-the-titans.md b/compendium/equipment/items/mattock-of-the-titans.md new file mode 100644 index 000000000..5666a2b30 --- /dev/null +++ b/compendium/equipment/items/mattock-of-the-titans.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/evocation +- trait/magical +- trait/uncommon +aliases: ["Mattock of the Titans"] +--- +# Mattock of the Titans *Item 19* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 36000 gp +- **Usage** held in 2 hands; **Bulk** 16 +- **Category** Weapon + +This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you're a Small or larger creature, you can wield it while wearing a belt of giant strength, as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you're a Large barbarian with the giant instinct or are a Huge creature. When it's used as a weapon, the mattock of the titans has the statistics of a +3 greater striking keen adamantine great pick. + +While you're wielding the mattock of the titans, you gain a +3 item bonus to [Athletics](compendium/skills.md#Athletics) checks. You can use it to loosen or push soft earth at a rate of 1 minute per 5-foot cube or smash through solid stone at the rate of 5 minutes per 5-foot-cube. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You dig furiously with the mattock to non-magically replicate the effects of an [earthquake](compendium/spells/earthquake.md) spell. +``` + +*Source: Core Rulebook p. 601* \ No newline at end of file diff --git a/Compendium/equipment/items/maul.md b/compendium/equipment/items/maul.md similarity index 89% rename from Compendium/equipment/items/maul.md rename to compendium/equipment/items/maul.md index 140f1d467..f1303ca51 100644 --- a/Compendium/equipment/items/maul.md +++ b/compendium/equipment/items/maul.md @@ -8,7 +8,7 @@ tags: aliases: ["Maul"] --- # Maul *Item 0* -[shove](../../../Rules/traits/shove.md) +[shove](rules/traits/shove.md) - **Price** 3 gp - **Bulk** 2 diff --git a/compendium/equipment/items/mending-lattice.md b/compendium/equipment/items/mending-lattice.md new file mode 100644 index 000000000..e414bf144 --- /dev/null +++ b/compendium/equipment/items/mending-lattice.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Mending Lattice"] +--- +# Mending Lattice *Item 13* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 525 gp +- **Usage** affixed to a shield or weapon; **Bulk** — +- **Activate** command; **Trigger** The affixed item would take damage; **Requirements** You are a master in [Crafting](compendium/skills.md#Crafting). +- **Category** Talisman + +This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item. + +*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/mentalists-staff.md b/compendium/equipment/items/mentalists-staff.md similarity index 81% rename from Compendium/equipment/items/mentalists-staff.md rename to compendium/equipment/items/mentalists-staff.md index 1c316a2dc..4aed40df4 100644 --- a/Compendium/equipment/items/mentalists-staff.md +++ b/compendium/equipment/items/mentalists-staff.md @@ -10,7 +10,7 @@ tags: aliases: ["Mentalist's Staff"] --- # Mentalist's Staff *Item 4+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/Compendium/equipment/items/merchants-scale.md b/compendium/equipment/items/merchants-scale.md similarity index 100% rename from Compendium/equipment/items/merchants-scale.md rename to compendium/equipment/items/merchants-scale.md diff --git a/compendium/equipment/items/mesmerizing-opal.md b/compendium/equipment/items/mesmerizing-opal.md new file mode 100644 index 000000000..439769467 --- /dev/null +++ b/compendium/equipment/items/mesmerizing-opal.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/enchantment +- trait/magical +- trait/talisman +aliases: ["Mesmerizing Opal"] +--- +# Mesmerizing Opal *Item 2* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 7 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You attempt a [Deception](compendium/skills.md#Deception) check to [Feint](rules/actions/feint.md), but you haven't rolled yet. +- **Category** Talisman + +This silver-bound opal pendant is afire with iridescence. + +When you activate it, if the outcome of your triggering [Deception](compendium/skills.md#Deception) check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead). + +*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/messengers-ring.md b/compendium/equipment/items/messengers-ring.md new file mode 100644 index 000000000..d3b0b2c8b --- /dev/null +++ b/compendium/equipment/items/messengers-ring.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +aliases: ["Messenger's Ring"] +--- +# Messenger's Ring *Item 9+* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks and lets you cast [message](compendium/spells/message.md) as an arcane innate spell at will. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring. +``` + +*Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/mindfog-mist.md b/compendium/equipment/items/mindfog-mist.md new file mode 100644 index 000000000..b51589519 --- /dev/null +++ b/compendium/equipment/items/mindfog-mist.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/poison +aliases: ["Mindfog Mist"] +--- +# Mindfog Mist *Item 15* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + +- **Price** 1000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. + +```ad-inline-affliction +title: Saving Throw: DC 35 Fortitude + +- **Onset**: 1 round +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 2** [confused](rules/conditions.md#Confused) and [stupefied](rules/conditions.md#Stupefied) (1 round) + +**Stage 3** [confused](rules/conditions.md#Confused) and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/Compendium/equipment/items/mirror.md b/compendium/equipment/items/mirror.md similarity index 94% rename from Compendium/equipment/items/mirror.md rename to compendium/equipment/items/mirror.md index 6523be2ed..d0d1a3741 100644 --- a/Compendium/equipment/items/mirror.md +++ b/compendium/equipment/items/mirror.md @@ -9,6 +9,7 @@ aliases: ["Mirror"] # Mirror *Item 0* - **Price** 1 gp +- **Bulk** — - **Hands** 1 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/mistform-elixir.md b/compendium/equipment/items/mistform-elixir.md new file mode 100644 index 000000000..df9db9fc4 --- /dev/null +++ b/compendium/equipment/items/mistform-elixir.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/illusion +- trait/visual +aliases: ["Mistform Elixir"] +--- +# Mistform Elixir *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +A faint mist emanates from your skin, making you [concealed](rules/conditions.md#Concealed) for the listed duration. As usual being [concealed](rules/conditions.md#Concealed) when your position is still obvious, you can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). + +*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/mithral-armor.md b/compendium/equipment/items/mithral-armor.md similarity index 85% rename from Compendium/equipment/items/mithral-armor.md rename to compendium/equipment/items/mithral-armor.md index 15472b59c..f66fd4785 100644 --- a/Compendium/equipment/items/mithral-armor.md +++ b/compendium/equipment/items/mithral-armor.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/material - trait/uncommon aliases: ["Mithral Armor"] --- # Mithral Armor *Item 12+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor +- **Category** Material Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. diff --git a/Compendium/equipment/items/mithral-shield.md b/compendium/equipment/items/mithral-shield.md similarity index 91% rename from Compendium/equipment/items/mithral-shield.md rename to compendium/equipment/items/mithral-shield.md index f67fbc1c1..cc2947d3f 100644 --- a/Compendium/equipment/items/mithral-shield.md +++ b/compendium/equipment/items/mithral-shield.md @@ -8,7 +8,7 @@ tags: aliases: ["Mithral Shield"] --- # Mithral Shield *Item 8+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** varies by shield - **Category** Shield; **Group** Shield diff --git a/Compendium/equipment/items/mithral-weapon.md b/compendium/equipment/items/mithral-weapon.md similarity index 91% rename from Compendium/equipment/items/mithral-weapon.md rename to compendium/equipment/items/mithral-weapon.md index ba2d2dfe8..ba7163d31 100644 --- a/Compendium/equipment/items/mithral-weapon.md +++ b/compendium/equipment/items/mithral-weapon.md @@ -8,7 +8,7 @@ tags: aliases: ["Mithral Weapon"] --- # Mithral Weapon *Item 11+* -[uncommon](../../../Rules/traits/uncommon.md) +[uncommon](rules/traits/uncommon.md) - **Usage** varies by weapon; **Bulk** varies by weapon - **Category** Material diff --git a/compendium/equipment/items/mithral.md b/compendium/equipment/items/mithral.md new file mode 100644 index 000000000..3a3ba9418 --- /dev/null +++ b/compendium/equipment/items/mithral.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +- trait/precious +- trait/uncommon +aliases: ["Mithral"] +--- +# Mithral *Item 8+* +[precious](rules/traits/precious.md) [uncommon](rules/traits/uncommon.md) + +- **Category** Material + +Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item. + + +*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/monkey-pin.md b/compendium/equipment/items/monkey-pin.md new file mode 100644 index 000000000..f27ceefa3 --- /dev/null +++ b/compendium/equipment/items/monkey-pin.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Monkey Pin"] +--- +# Monkey Pin *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 6 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** Climb; **Requirements** You are trained in [Athletics](compendium/skills.md#Athletics) +- **Category** Talisman + +This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a [Climb](rules/actions/climb.md) action. + +If you succeed, you move your full Speed during the [Climb](rules/actions/climb.md). If you roll a critical failure, you get a failure instead. + +*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/moonlit-chain.md b/compendium/equipment/items/moonlit-chain.md new file mode 100644 index 000000000..b3c700de3 --- /dev/null +++ b/compendium/equipment/items/moonlit-chain.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/divination +- trait/invested +- trait/magical +aliases: ["Moonlit Chain"] +--- +# Moonlit Chain *Item 7* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 360 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had [low-light vision](rules/abilities/low-light-vision.md). + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You touch the stitched image of the new moon on the armor's collar and suppress the [dazzled](rules/conditions.md#Dazzled) condition for 1 minute. +``` + +*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/Compendium/equipment/items/morningstar.md b/compendium/equipment/items/morningstar.md similarity index 88% rename from Compendium/equipment/items/morningstar.md rename to compendium/equipment/items/morningstar.md index 429884616..19e7ceea6 100644 --- a/Compendium/equipment/items/morningstar.md +++ b/compendium/equipment/items/morningstar.md @@ -8,7 +8,7 @@ tags: aliases: ["Morningstar"] --- # Morningstar *Item 0* -[versatile

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

](rules/traits/versatile.md) - **Price** 1 gp - **Bulk** 1 diff --git a/Compendium/equipment/items/mug.md b/compendium/equipment/items/mug.md similarity index 94% rename from Compendium/equipment/items/mug.md rename to compendium/equipment/items/mug.md index 23bedcb2c..cf44129de 100644 --- a/Compendium/equipment/items/mug.md +++ b/compendium/equipment/items/mug.md @@ -9,6 +9,7 @@ aliases: ["Mug"] # Mug *Item 0* - **Price** 1 cp +- **Bulk** — - **Hands** 1 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/mummified-bat.md b/compendium/equipment/items/mummified-bat.md new file mode 100644 index 000000000..341ca4469 --- /dev/null +++ b/compendium/equipment/items/mummified-bat.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/divination +- trait/magical +- trait/talisman +aliases: ["Mummified Bat"] +--- +# Mummified Bat *Item 10* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 175 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** command; **Requirements** You are a master in [Perception](compendium/skills.md#Perception). +- **Category** Talisman + +This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around you and guides your perception. You gain the benefits of the fighter Blind-Fight class feat (page 149) for 1 minute. + +If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be [undetected](rules/conditions.md#Undetected) by you because you can't see them [hidden](rules/conditions.md#Hidden) instead. + +*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/compendium/equipment/items/murderers-knot.md b/compendium/equipment/items/murderers-knot.md new file mode 100644 index 000000000..205013fae --- /dev/null +++ b/compendium/equipment/items/murderers-knot.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Murderer's Knot"] +--- +# Murderer's Knot *Item 7* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 66 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** command; **Trigger** You damage a [flat-footed](rules/conditions.md#Flat-footed) creature with a [Strike](rules/actions/strike.md) using the affixed weapon; **Requirements** You are an expert with the affixed weapon. +- **Category** Talisman + +This black strand of leather is tied to look like a peace knot when the weapon is stowed, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +If you have the Twist the Knife feat, the talisman instead deals [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to your sneak attack damage. + +*Source: Core Rulebook p. 568* \ No newline at end of file diff --git a/Compendium/equipment/items/musical-instrument.md b/compendium/equipment/items/musical-instrument.md similarity index 100% rename from Compendium/equipment/items/musical-instrument.md rename to compendium/equipment/items/musical-instrument.md diff --git a/compendium/equipment/items/necklace-of-fireballs.md b/compendium/equipment/items/necklace-of-fireballs.md new file mode 100644 index 000000000..bce69d4c3 --- /dev/null +++ b/compendium/equipment/items/necklace-of-fireballs.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +aliases: ["Necklace of Fireballs"] +--- +# Necklace of Fireballs *Item 5+* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. + +Numerous varieties of the necklace of fireballs exist. Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an [Interact](rules/actions/interact.md) action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the [fireball](compendium/spells/fireball.md) anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. +``` + +*Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/nectar-of-purification.md b/compendium/equipment/items/nectar-of-purification.md new file mode 100644 index 000000000..fba37b806 --- /dev/null +++ b/compendium/equipment/items/nectar-of-purification.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/magical +- trait/necromancy +- trait/oil +aliases: ["Nectar of Purification"] +--- +# Nectar of Purification *Item 1* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level [purify food and drink](compendium/spells/purify-food-and-drink.md) spell over any food or drink onto which it's poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered. + +*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/nettleweed-residue.md b/compendium/equipment/items/nettleweed-residue.md new file mode 100644 index 000000000..6df85d10a --- /dev/null +++ b/compendium/equipment/items/nettleweed-residue.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +aliases: ["Nettleweed Residue"] +--- +# Nettleweed Residue *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) + +- **Price** 75 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Concentrated sap of stinging weeds makes an effective toxin. + +```ad-inline-affliction +title: Saving Throw: DC 27 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** `8d6` poison damage (1 minute) + +**Stage 2** `10d6` poison damage (1 minute) + +**Stage 3** `13d6` poison damage (1 minute) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/nightmare-vapor.md b/compendium/equipment/items/nightmare-vapor.md new file mode 100644 index 000000000..58c15689f --- /dev/null +++ b/compendium/equipment/items/nightmare-vapor.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/inhaled +- trait/poison +aliases: ["Nightmare Vapor"] +--- +# Nightmare Vapor *Item 16* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + +- **Price** 1400 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares. + +```ad-inline-affliction +title: Saving Throw: DC 36 Fortitude + +- **Onset**: 1 round +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** [confused](rules/conditions.md#Confused) (1 round) + +**Stage 2** [confused](rules/conditions.md#Confused) and [flat-footed](rules/conditions.md#Flat-footed) (1 round) + +**Stage 3** [confused](rules/conditions.md#Confused), flatfooted, and [stupefied](rules/conditions.md#Stupefied) (1 round) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/nunchaku.md b/compendium/equipment/items/nunchaku.md new file mode 100644 index 000000000..fdcb98229 --- /dev/null +++ b/compendium/equipment/items/nunchaku.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/backswing +- trait/disarm +- trait/finesse +- trait/monk +- trait/uncommon +aliases: ["Nunchaku"] +--- +# Nunchaku *Item 0* +[backswing](rules/traits/backswing.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 sp +- **Bulk** L +- **Damage** `1d6` B +- **Hands** 1 +- **Category** Martial; **Group** Club + +The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/oathbow.md b/compendium/equipment/items/oathbow.md new file mode 100644 index 000000000..73092d4fa --- /dev/null +++ b/compendium/equipment/items/oathbow.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/divination +- trait/magical +aliases: ["Oathbow"] +--- +# Oathbow *Item 11* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 1300 gp +- **Usage** held in 1 hand; **Bulk** 2 +- **Category** Weapon + +Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You swear an oath to destroy one creature you can see. For the next 7 days or until that creature is slain, your attacks with the bow against that creature deal `1d6` additional damage, and you gain a +2 circumstance bonus to [Survival](compendium/skills.md#Survival) checks to [Track](rules/actions/track.md) that creature. Your critical hits against the target gain the bow's critical specialization effect (page 283); if they would already do so, they instead increase the DC of the [Athletics](compendium/skills.md#Athletics) check to [Escape](rules/actions/escape.md) when critically hit to DC 20. + +After you activate the bow, you can't activate it again for 7 days. If you kill the creature you've sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again. +``` + +*Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/Compendium/equipment/items/obfuscation-oil.md b/compendium/equipment/items/obfuscation-oil.md similarity index 75% rename from Compendium/equipment/items/obfuscation-oil.md rename to compendium/equipment/items/obfuscation-oil.md index 198d61672..63b438cc2 100644 --- a/Compendium/equipment/items/obfuscation-oil.md +++ b/compendium/equipment/items/obfuscation-oil.md @@ -11,11 +11,11 @@ tags: aliases: ["Obfuscation Oil"] --- # Obfuscation Oil *Item 15* -[consumable](../../../Rules/traits/consumable.md) [illusion](../../../Rules/traits/illusion.md) [magical](../../../Rules/traits/magical.md) [oil](../../../Rules/traits/oil.md) +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) - **Price** 1200 gp - **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Oil You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination magic of 8th level or lower (such as locate). This oil is permanent, but it can be removed with acid. diff --git a/Compendium/equipment/items/oil-1-pint.md b/compendium/equipment/items/oil-1-pint.md similarity index 97% rename from Compendium/equipment/items/oil-1-pint.md rename to compendium/equipment/items/oil-1-pint.md index 068bd0205..c88119e0c 100644 --- a/Compendium/equipment/items/oil-1-pint.md +++ b/compendium/equipment/items/oil-1-pint.md @@ -9,6 +9,7 @@ aliases: ["Oil (1 pint)"] # Oil (1 pint) *Item 0* - **Price** 1 cp +- **Bulk** — - **Hands** 2 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/oil-of-animation.md b/compendium/equipment/items/oil-of-animation.md new file mode 100644 index 000000000..24de42c81 --- /dev/null +++ b/compendium/equipment/items/oil-of-animation.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +- trait/uncommon +aliases: ["Oil of Animation"] +--- +# Oil of Animation *Item 12* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 330 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune (page 583). Once you fail a flat check for the weapon, causing it to fall, this effect ends. + +*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-keen-edges.md b/compendium/equipment/items/oil-of-keen-edges.md new file mode 100644 index 000000000..b79aafb44 --- /dev/null +++ b/compendium/equipment/items/oil-of-keen-edges.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +- trait/uncommon +aliases: ["Oil of Keen Edges"] +--- +# Oil of Keen Edges *Item 11* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 250 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune. + +*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-mending.md b/compendium/equipment/items/oil-of-mending.md new file mode 100644 index 000000000..3207b5945 --- /dev/null +++ b/compendium/equipment/items/oil-of-mending.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Oil of Mending"] +--- +# Oil of Mending *Item 3* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 9 gp +- **Usage** held in 2 hands; **Bulk** L +- **Category** Oil + +A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level [mending](compendium/spells/mending.md) spell to repair the item. + +*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-potency.md b/compendium/equipment/items/oil-of-potency.md new file mode 100644 index 000000000..e12d3809c --- /dev/null +++ b/compendium/equipment/items/oil-of-potency.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Oil of Potency"] +--- +# Oil of Potency *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 7 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute. + +*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-repulsion.md b/compendium/equipment/items/oil-of-repulsion.md new file mode 100644 index 000000000..8d5fb297e --- /dev/null +++ b/compendium/equipment/items/oil-of-repulsion.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/abjuration +- trait/consumable +- trait/magical +- trait/oil +aliases: ["Oil of Repulsion"] +--- +# Oil of Repulsion *Item 11* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) + +- **Price** 175 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee [Strike](rules/actions/strike.md) must attempt a DC 28 Fortitude save with the following effects. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is pushed up to 10 feet away from you (the GM determines the direction). +> - **Critical Failure** As failure, and the creature is also knocked [prone](rules/conditions.md#Prone). + +*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/oil-of-weightlessness.md b/compendium/equipment/items/oil-of-weightlessness.md new file mode 100644 index 000000000..b1a3f911d --- /dev/null +++ b/compendium/equipment/items/oil-of-weightlessness.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Oil of Weightlessness"] +--- +# Oil of Weightlessness *Item 2+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour. + +*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/omnidirectional-spear-snare.md b/compendium/equipment/items/omnidirectional-spear-snare.md new file mode 100644 index 000000000..a85714961 --- /dev/null +++ b/compendium/equipment/items/omnidirectional-spear-snare.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Omnidirectional Spear Snare"] +--- +# Omnidirectional Spear Snare *Item 16* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 1500 gp +- **Category** Snare + +As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing `19d8` piercing damage (DC 37 basic Reflex). + +*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/onyx-panther.md b/compendium/equipment/items/onyx-panther.md new file mode 100644 index 000000000..23c3b4044 --- /dev/null +++ b/compendium/equipment/items/onyx-panther.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Onyx Panther"] +--- +# Onyx Panther *Item 2* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 7 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You use a [Sneak](rules/actions/sneak.md) action; **Requirements** You are trained in [Stealth](compendium/skills.md#Stealth). +- **Category** Talisman + +This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering [Sneak](rules/actions/sneak.md) and any other time you [Sneak](rules/actions/sneak.md) this turn. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/orc-knuckle-dagger.md b/compendium/equipment/items/orc-knuckle-dagger.md similarity index 75% rename from Compendium/equipment/items/orc-knuckle-dagger.md rename to compendium/equipment/items/orc-knuckle-dagger.md index c41d1cd49..d20232465 100644 --- a/Compendium/equipment/items/orc-knuckle-dagger.md +++ b/compendium/equipment/items/orc-knuckle-dagger.md @@ -11,7 +11,7 @@ tags: aliases: ["Orc Knuckle Dagger"] --- # Orc Knuckle Dagger *Item 0* -[agile](../../../Rules/traits/agile.md) [disarm](../../../Rules/traits/disarm.md) [orc](../../../Rules/traits/orc.md) [uncommon](../../../Rules/traits/uncommon.md) +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [orc](rules/traits/orc.md) [uncommon](rules/traits/uncommon.md) - **Price** 7 sp - **Bulk** L diff --git a/compendium/equipment/items/orc-necksplitter.md b/compendium/equipment/items/orc-necksplitter.md new file mode 100644 index 000000000..91bc5bee1 --- /dev/null +++ b/compendium/equipment/items/orc-necksplitter.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/advanced +- trait/forceful +- trait/orc +- trait/sweep +- trait/uncommon +aliases: ["Orc Necksplitter"] +--- +# Orc Necksplitter *Item 0* +[forceful](rules/traits/forceful.md) [orc](rules/traits/orc.md) [sweep](rules/traits/sweep.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 2 gp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 1 +- **Category** Advanced; **Group** Axe + +This single-bladed bearded axe has a jagged blade that's perfect for separating bone from tendon and cartilage. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/orichalcum-armor.md b/compendium/equipment/items/orichalcum-armor.md similarity index 86% rename from Compendium/equipment/items/orichalcum-armor.md rename to compendium/equipment/items/orichalcum-armor.md index a05cbae19..2889e4447 100644 --- a/Compendium/equipment/items/orichalcum-armor.md +++ b/compendium/equipment/items/orichalcum-armor.md @@ -3,15 +3,15 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/armor +- item/category/material - trait/rare aliases: ["Orichalcum Armor"] --- # Orichalcum Armor *Item 20* -[rare](../../../Rules/traits/rare.md) +[rare](rules/traits/rare.md) - **Usage** worn armor; **Bulk** varies by armor -- **Category** Armor +- **Category** Material Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls. diff --git a/Compendium/equipment/items/orichalcum-shield.md b/compendium/equipment/items/orichalcum-shield.md similarity index 81% rename from Compendium/equipment/items/orichalcum-shield.md rename to compendium/equipment/items/orichalcum-shield.md index 678480002..2c457c6fa 100644 --- a/Compendium/equipment/items/orichalcum-shield.md +++ b/compendium/equipment/items/orichalcum-shield.md @@ -8,11 +8,11 @@ tags: aliases: ["Orichalcum Shield"] --- # Orichalcum Shield *Item 17+* -[rare](../../../Rules/traits/rare.md) +[rare](rules/traits/rare.md) - **Usage** varies by shield - **Category** Shield; **Group** Shield -Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the [broken](../../../Rules/conditions.md#Broken) condition. +Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the [broken](rules/conditions.md#Broken) condition. *Source: Core Rulebook p. 587* \ No newline at end of file diff --git a/Compendium/equipment/items/orichalcum-weapon.md b/compendium/equipment/items/orichalcum-weapon.md similarity index 94% rename from Compendium/equipment/items/orichalcum-weapon.md rename to compendium/equipment/items/orichalcum-weapon.md index e1ed46095..a558c3090 100644 --- a/Compendium/equipment/items/orichalcum-weapon.md +++ b/compendium/equipment/items/orichalcum-weapon.md @@ -8,7 +8,7 @@ tags: aliases: ["Orichalcum Weapon"] --- # Orichalcum Weapon *Item 18* -[rare](../../../Rules/traits/rare.md) +[rare](rules/traits/rare.md) - **Usage** varies by weapon - **Category** Weapon diff --git a/compendium/equipment/items/orichalcum.md b/compendium/equipment/items/orichalcum.md new file mode 100644 index 000000000..46a683518 --- /dev/null +++ b/compendium/equipment/items/orichalcum.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +- trait/precious +- trait/rare +aliases: ["Orichalcum"] +--- +# Orichalcum *Item 17+* +[precious](rules/traits/precious.md) [rare](rules/traits/rare.md) + +- **Category** Material + +The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later. + + +*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/compendium/equipment/items/owlbear-claw.md b/compendium/equipment/items/owlbear-claw.md new file mode 100644 index 000000000..e0817c07a --- /dev/null +++ b/compendium/equipment/items/owlbear-claw.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Owlbear Claw"] +--- +# Owlbear Claw *Item 1* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 3 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** You critically succeed at an attack roll with the affixed weapon. +- **Category** Talisman + +This claw set in an iron clasp and chain isn't always the claw of an owlbear. When you activate the claw, the triggering attack gains the weapon's critical specialization effect. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/padded-armor.md b/compendium/equipment/items/padded-armor.md similarity index 95% rename from Compendium/equipment/items/padded-armor.md rename to compendium/equipment/items/padded-armor.md index e49ef1336..bed3cd963 100644 --- a/Compendium/equipment/items/padded-armor.md +++ b/compendium/equipment/items/padded-armor.md @@ -8,7 +8,7 @@ tags: aliases: ["Padded Armor"] --- # Padded Armor *Item 0* -[comfort](../../../Rules/traits/comfort.md) +[comfort](rules/traits/comfort.md) - **Price** 2 sp - **Bulk** L diff --git a/compendium/equipment/items/panacea.md b/compendium/equipment/items/panacea.md new file mode 100644 index 000000000..e0411c6aa --- /dev/null +++ b/compendium/equipment/items/panacea.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/healing +- trait/magical +- trait/necromancy +- trait/potion +- trait/uncommon +aliases: ["Panacea"] +--- +# Panacea *Item 13* +[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 450 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the [blinded](rules/conditions.md#Blinded) and [deafened](rules/conditions.md#Deafened) conditions from spells affecting you. + +The potion has a counteract level of 7 and a +20 modifier for the roll. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/pendant-of-the-occult.md b/compendium/equipment/items/pendant-of-the-occult.md new file mode 100644 index 000000000..027f7db1f --- /dev/null +++ b/compendium/equipment/items/pendant-of-the-occult.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/invested +- trait/occult +aliases: ["Pendant of the Occult"] +--- +# Pendant of the Occult *Item 3+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [occult](rules/traits/occult.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to [Occultism](compendium/skills.md#Occultism) checks, and you can cast the [guidance](compendium/spells/guidance.md) cantrip as an occult innate spell. + +*Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/penetrating-ammunition.md b/compendium/equipment/items/penetrating-ammunition.md new file mode 100644 index 000000000..63c448f81 --- /dev/null +++ b/compendium/equipment/items/penetrating-ammunition.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Penetrating Ammunition"] +--- +# Penetrating Ammunition *Item 12* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 400 gp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md), [bolt](compendium/equipment/items/bolt.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition, the [Strike](rules/actions/strike.md) takes the shape of a 60-foot line originating from you. + +Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target's resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +If your attack roll result is a natural 20, you improve your degree of success only against the first target in the line, but you can still score a critical hit on other targets if your result exceeds their AC by 10 or more. If you have access to your bow's critical specialization effect, penetrating ammunition applies that effect only against a target in the last square of the line. + +*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/persona-mask.md b/compendium/equipment/items/persona-mask.md new file mode 100644 index 000000000..6c56a8089 --- /dev/null +++ b/compendium/equipment/items/persona-mask.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/fortune +- trait/illusion +- trait/invested +- trait/magical +aliases: ["Persona Mask"] +--- +# Persona Mask *Item 3+* +[fortune](rules/traits/fortune.md) [illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn mask; **Bulk** — +- **Category** Worn + +Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to [Performance](compendium/skills.md#Performance) checks while acting, orating, performing comedy, or singing. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You change the mask's appearance into an artistic rendition of a dramatic character of your choice. +``` + +*Source: Core Rulebook p. 613* \ No newline at end of file diff --git a/compendium/equipment/items/philosophers-stone.md b/compendium/equipment/items/philosophers-stone.md new file mode 100644 index 000000000..7791c152b --- /dev/null +++ b/compendium/equipment/items/philosophers-stone.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/tool +- trait/alchemical +- trait/consumable +- trait/uncommon +aliases: ["Philosopher's Stone"] +--- +# Philosopher's Stone *Item 20* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [uncommon](rules/traits/uncommon.md) + +- **Price** null null +- **Usage** held in 2 hands; **Bulk** 2 +- **Activate** [Interact](rules/actions/interact.md) or 1 or more days +- **Category** Tool + +An alchemist with the [Craft Philosopher's Stone](compendium/feats/craft-philosophers-stone.md) feat can create a philosopher's stone once per month by spending 1 batch of infused reagents during their daily preparations using the advanced alchemy class feature. This is the only way to create a philosopher's stone. + +At a glance, a philosopher's stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a [Force Open](rules/actions/force-open.md) action (DC 35) reveals a cavity at the stone's heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an [elixir of rejuvenation](compendium/equipment/items/elixir-of-rejuvenation.md). + +To use the quicksilver, you must be legendary in [Crafting](compendium/skills.md#Crafting) and have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat. You can then use the stone's quicksilver for one of two effects: + +- You can apply the stone's quicksilver to an [infused](rules/traits/infused.md) true elixir of life using an [Interact](rules/actions/interact.md) action. This turns the elixir into an [infused](rules/traits/infused.md) [elixir of rejuvenation](compendium/equipment/items/elixir-of-rejuvenation.md) instantaneously. This doesn't require any crafting time or additional materials. +- You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to [Earn Income](rules/actions/earn-income.md) using [Crafting](compendium/skills.md#Crafting), except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success. + +*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/phylactery-of-faithfulness.md b/compendium/equipment/items/phylactery-of-faithfulness.md new file mode 100644 index 000000000..eebfe5027 --- /dev/null +++ b/compendium/equipment/items/phylactery-of-faithfulness.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/divine +- trait/invested +aliases: ["Phylactery of Faithfulness"] +--- +# Phylactery of Faithfulness *Item 9+* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) [invested](rules/traits/invested.md) + +- **Usage** worn circlet; **Bulk** L +- **Category** Worn + +This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don't gain any benefit from the phylactery if you don't worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to [Religion](compendium/skills.md#Religion) checks. Just before you perform an action that would be anathema to the phylactery's deity, the phylactery warns you of the potential transgression in time for you to change your mind. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You ask for guidance about a particular course of action, gaining the effects of an [augury](compendium/spells/augury.md) spell. +``` + +*Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/Compendium/equipment/items/pick.md b/compendium/equipment/items/pick.md similarity index 89% rename from Compendium/equipment/items/pick.md rename to compendium/equipment/items/pick.md index a493c1372..c24799918 100644 --- a/Compendium/equipment/items/pick.md +++ b/compendium/equipment/items/pick.md @@ -8,7 +8,7 @@ tags: aliases: ["Pick"] --- # Pick *Item 0* -[fatal ](../../../Rules/traits/fatal.md) +[fatal ](rules/traits/fatal.md) - **Price** 7 sp - **Bulk** 1 diff --git a/Compendium/equipment/items/piton.md b/compendium/equipment/items/piton.md similarity index 97% rename from Compendium/equipment/items/piton.md rename to compendium/equipment/items/piton.md index dc1f3ee0f..f73090ba7 100644 --- a/Compendium/equipment/items/piton.md +++ b/compendium/equipment/items/piton.md @@ -9,6 +9,7 @@ aliases: ["Piton"] # Piton *Item 0* - **Price** 1 cp +- **Bulk** — - **Hands** 1 - **Category** Adventuring Gear diff --git a/compendium/equipment/items/plate-armor-of-the-deep.md b/compendium/equipment/items/plate-armor-of-the-deep.md new file mode 100644 index 000000000..29591c775 --- /dev/null +++ b/compendium/equipment/items/plate-armor-of-the-deep.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Plate Armor of the Deep"] +--- +# Plate Armor of the Deep *Item 15* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 6500 gp +- **Usage** worn armor; **Bulk** 4 +- **Category** Armor + +This suit of +2 greater resilient full plate is decorated with swirling, ornate motifs of waves and fish scales. While wearing it, you take no Speed reduction or check penalty from armor when Swimming, gain a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), can breathe underwater, and can speak Aquan. + +*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/compendium/equipment/items/pocket-stage.md b/compendium/equipment/items/pocket-stage.md new file mode 100644 index 000000000..37d710b49 --- /dev/null +++ b/compendium/equipment/items/pocket-stage.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/structure +- trait/conjuration +- trait/magical +- trait/structure +aliases: ["Pocket Stage"] +--- +# Pocket Stage *Item 5* +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [structure](rules/traits/structure.md) + +- **Price** 138 gp +- **Bulk** L (when not activated) +- **Category** Structure + +This item appears to be a miniature replica of a theater. + +It includes a small pocket full of minute set dressing and costumed paper dolls. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. + +As a magical structure, the stage has the [structure](rules/traits/structure.md) trait. + +All the stage's set dressing is illusory and disappears if taken more than 20 feet from the stage. The costumes are physical but with illusory embellishments that fade at the same range, revealing only plain, white smocks. +``` + +*Source: Core Rulebook p. 596* \ No newline at end of file diff --git a/compendium/equipment/items/possibility-tome.md b/compendium/equipment/items/possibility-tome.md new file mode 100644 index 000000000..f44cf0553 --- /dev/null +++ b/compendium/equipment/items/possibility-tome.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/divination +- trait/magical +aliases: ["Possibility Tome"] +--- +# Possibility Tome *Item 18* +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +- **Price** 22000 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Held + +An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it's been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), [Religion](compendium/skills.md#Religion), [Society](compendium/skills.md#Society), or a single subcategory of [Lore](compendium/skills.md#Lore). The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an [Interact](rules/actions/interact.md) action perusing the book just before attempting a check to [Recall Knowledge](rules/actions/recall-knowledge.md) with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. + +The information within the book disappears after 24 hours or when the tome is activated again. +``` + +*Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/potency-crystal.md b/compendium/equipment/items/potency-crystal.md new file mode 100644 index 000000000..c06a267ac --- /dev/null +++ b/compendium/equipment/items/potency-crystal.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Potency Crystal"] +--- +# Potency Crystal *Item 1* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 4 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** You make an attack with the affixed weapon, but you haven't rolled yet. +- **Category** Talisman + +This fluorite crystal glows with a strange phosphorescence. + +When you activate the crystal, the weapon becomes a +1 [striking](compendium/equipment/items/striking.md) weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-flying.md b/compendium/equipment/items/potion-of-flying.md new file mode 100644 index 000000000..90835807c --- /dev/null +++ b/compendium/equipment/items/potion-of-flying.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Potion of Flying"] +--- +# Potion of Flying *Item 8+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-leaping.md b/compendium/equipment/items/potion-of-leaping.md new file mode 100644 index 000000000..a9c04ca04 --- /dev/null +++ b/compendium/equipment/items/potion-of-leaping.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Potion of Leaping"] +--- +# Potion of Leaping *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 21 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +For 1 minute after you drink this fizzy potion, whenever you [Leap](rules/actions/leap.md), you gain the effect of the 1st-level [jump](compendium/spells/jump.md) spell. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-quickness.md b/compendium/equipment/items/potion-of-quickness.md new file mode 100644 index 000000000..59b6ce8d6 --- /dev/null +++ b/compendium/equipment/items/potion-of-quickness.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Potion of Quickness"] +--- +# Potion of Quickness *Item 8* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 90 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Drinking this silver potion grants you the effects of haste for 1 minute. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-resistance.md b/compendium/equipment/items/potion-of-resistance.md new file mode 100644 index 000000000..226d65108 --- /dev/null +++ b/compendium/equipment/items/potion-of-resistance.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/abjuration +- trait/consumable +- trait/magical +- trait/potion +aliases: ["Potion of Resistance"] +--- +# Potion of Resistance *Item 6+* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like). + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-swimming.md b/compendium/equipment/items/potion-of-swimming.md new file mode 100644 index 000000000..154973716 --- /dev/null +++ b/compendium/equipment/items/potion-of-swimming.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Potion of Swimming"] +--- +# Potion of Swimming *Item 6+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This potion tastes like salt water, and sandy grit settles to the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-tongues.md b/compendium/equipment/items/potion-of-tongues.md new file mode 100644 index 000000000..9df3b5cac --- /dev/null +++ b/compendium/equipment/items/potion-of-tongues.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/divination +- trait/magical +- trait/potion +- trait/uncommon +aliases: ["Potion of Tongues"] +--- +# Potion of Tongues *Item 12* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 320 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn't allow you to read these languages in their written form. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-undetectability.md b/compendium/equipment/items/potion-of-undetectability.md new file mode 100644 index 000000000..7716d0d7f --- /dev/null +++ b/compendium/equipment/items/potion-of-undetectability.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/illusion +- trait/magical +- trait/potion +aliases: ["Potion of Undetectability"] +--- +# Potion of Undetectability *Item 18* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 4400 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Drinking this dull-black liquid makes you undetectable to divinations. This grants the same effects as mind blank, but without the bonus against [mental](rules/traits/mental.md) effects. You also gain the effects of a 4th-level [invisibility](compendium/spells/invisibility.md) spell, which protects against [see invisibility](compendium/spells/see-invisibility.md) spells of 8th level and lower and has a DC of 36 against true seeing. The potion's effects last for 10 minutes. + +*Source: Core Rulebook p. 563* \ No newline at end of file diff --git a/compendium/equipment/items/potion-of-water-breathing.md b/compendium/equipment/items/potion-of-water-breathing.md new file mode 100644 index 000000000..e8edd759d --- /dev/null +++ b/compendium/equipment/items/potion-of-water-breathing.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Potion of Water Breathing"] +--- +# Potion of Water Breathing *Item 3* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 11 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +This filmy, gray potion smells of an old fish midden and tastes even worse. After drinking this potion, you gain the effects of a 2nd-level [water breathing](compendium/spells/water-breathing.md) spell for 1 hour. + +*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/primeval-mistletoe.md b/compendium/equipment/items/primeval-mistletoe.md new file mode 100644 index 000000000..05325f1f2 --- /dev/null +++ b/compendium/equipment/items/primeval-mistletoe.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/primal +- trait/transmutation +aliases: ["Primeval Mistletoe"] +--- +# Primeval Mistletoe *Item 6+* +[primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to [Nature](compendium/skills.md#Nature) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You squeeze juice from one of the berries and smear it onto a club or staff to cast [shillelagh](compendium/spells/shillelagh.md) upon it. +``` + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You can twine the sprig around the wrist of one hand and touch a tree to cast [tree shape](compendium/spells/tree-shape.md) upon yourself, except instead of a becoming a tree, you become a vine on the touched tree. +``` + +*Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/purple-worm-venom.md b/compendium/equipment/items/purple-worm-venom.md new file mode 100644 index 000000000..0f0d25d76 --- /dev/null +++ b/compendium/equipment/items/purple-worm-venom.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Purple Worm Venom"] +--- +# Purple Worm Venom *Item 13* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 500 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Venom from enormous purple worms leaves a victim weakened. + +```ad-inline-affliction +title: Saving Throw: DC 32 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `5d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `6d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 3** `8d6` poison and [enfeebled](rules/conditions.md#Enfeebled) (1 round) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/quicksilver-mutagen.md b/compendium/equipment/items/quicksilver-mutagen.md new file mode 100644 index 000000000..e351ea36b --- /dev/null +++ b/compendium/equipment/items/quicksilver-mutagen.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Quicksilver Mutagen"] +--- +# Quicksilver Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile. + +**Benefit** You gain an item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks, [Stealth](compendium/skills.md#Stealth) checks, [Thievery](compendium/skills.md#Thievery) checks, Reflex saves, and Dexterity-based attack rolls, and you gain the listed status bonus to your Speed. + +**Drawback** You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves. + +*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/ranseur.md b/compendium/equipment/items/ranseur.md similarity index 83% rename from Compendium/equipment/items/ranseur.md rename to compendium/equipment/items/ranseur.md index 374d75fcd..e6bfa6be4 100644 --- a/Compendium/equipment/items/ranseur.md +++ b/compendium/equipment/items/ranseur.md @@ -9,7 +9,7 @@ tags: aliases: ["Ranseur"] --- # Ranseur *Item 0* -[disarm](../../../Rules/traits/disarm.md) [reach](../../../Rules/traits/reach.md) +[disarm](rules/traits/disarm.md) [reach](rules/traits/reach.md) - **Price** 2 gp - **Bulk** 2 diff --git a/Compendium/equipment/items/rapier.md b/compendium/equipment/items/rapier.md similarity index 76% rename from Compendium/equipment/items/rapier.md rename to compendium/equipment/items/rapier.md index 4ed2eb10b..ce5c1366d 100644 --- a/Compendium/equipment/items/rapier.md +++ b/compendium/equipment/items/rapier.md @@ -10,7 +10,7 @@ tags: aliases: ["Rapier"] --- # Rapier *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [disarm](../../../Rules/traits/disarm.md) [finesse](../../../Rules/traits/finesse.md) +[deadly ](rules/traits/deadly.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) - **Price** 2 gp - **Bulk** 1 diff --git a/Compendium/equipment/items/rations-1-week.md b/compendium/equipment/items/rations-1-week.md similarity index 100% rename from Compendium/equipment/items/rations-1-week.md rename to compendium/equipment/items/rations-1-week.md diff --git a/compendium/equipment/items/reflecting-shield.md b/compendium/equipment/items/reflecting-shield.md new file mode 100644 index 000000000..861594e2a --- /dev/null +++ b/compendium/equipment/items/reflecting-shield.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/abjuration +- trait/magical +- trait/uncommon +aliases: ["Reflecting Shield"] +--- +# Reflecting Shield *Item 18* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 18000 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Shield; **Group** Shield + +This high-grade silver buckler (Hardness 6, HP 24, BT 12) is polished to a mirrorlike sheen. The shield functions as a spellguard shield (see below) that can also reflect spells. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Requirements**: The reflecting shield is raised + +**Effect** You attempt to reflect the spell on its caster, with the effects of a 9th-level [spell turning](compendium/spells/spell-turning.md) with a counteract modifier of +30. +``` + +*Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/Compendium/equipment/items/religious-symbol.md b/compendium/equipment/items/religious-symbol.md similarity index 100% rename from Compendium/equipment/items/religious-symbol.md rename to compendium/equipment/items/religious-symbol.md diff --git a/Compendium/equipment/items/religious-text.md b/compendium/equipment/items/religious-text.md similarity index 100% rename from Compendium/equipment/items/religious-text.md rename to compendium/equipment/items/religious-text.md diff --git a/compendium/equipment/items/repair-kit.md b/compendium/equipment/items/repair-kit.md new file mode 100644 index 000000000..447ef1d70 --- /dev/null +++ b/compendium/equipment/items/repair-kit.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Repair Kit"] +--- +# Repair Kit *Item 0* + +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to [Repair](rules/actions/repair.md) items using the [Crafting](compendium/skills.md#Crafting) skill. You can draw and replace a worn repair kit as part of the action that uses it. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/replacement-cosmetics.md b/compendium/equipment/items/replacement-cosmetics.md similarity index 81% rename from Compendium/equipment/items/replacement-cosmetics.md rename to compendium/equipment/items/replacement-cosmetics.md index f29457d6c..f9e9ae494 100644 --- a/Compendium/equipment/items/replacement-cosmetics.md +++ b/compendium/equipment/items/replacement-cosmetics.md @@ -9,8 +9,9 @@ aliases: ["Replacement Cosmetics"] # Replacement Cosmetics *Item 0* - **Price** 1 sp +- **Bulk** — - **Category** Adventuring Gear -If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your [disguise kit](disguise-kit.md). +If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your [disguise kit](compendium/equipment/items/disguise-kit.md). *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/replacement-picks.md b/compendium/equipment/items/replacement-picks.md similarity index 80% rename from Compendium/equipment/items/replacement-picks.md rename to compendium/equipment/items/replacement-picks.md index 521d4f848..f5b50ce3e 100644 --- a/Compendium/equipment/items/replacement-picks.md +++ b/compendium/equipment/items/replacement-picks.md @@ -8,8 +8,9 @@ aliases: ["Replacement Picks"] --- # Replacement Picks *Item 0* +- **Bulk** — - **Category** Adventuring Gear -If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the [Repair](../../../Rules/actions/repair.md) action. +If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the [Repair](rules/actions/repair.md) action. *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/resilient.md b/compendium/equipment/items/resilient.md similarity index 87% rename from Compendium/equipment/items/resilient.md rename to compendium/equipment/items/resilient.md index b582b8e7b..dea2d5e06 100644 --- a/Compendium/equipment/items/resilient.md +++ b/compendium/equipment/items/resilient.md @@ -9,7 +9,7 @@ tags: aliases: ["Resilient"] --- # Resilient *Item 8+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) - **Usage** etched onto armor - **Category** Rune diff --git a/compendium/equipment/items/retribution-axe.md b/compendium/equipment/items/retribution-axe.md new file mode 100644 index 000000000..ef66c9b05 --- /dev/null +++ b/compendium/equipment/items/retribution-axe.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/enchantment +- trait/magical +aliases: ["Retribution Axe"] +--- +# Retribution Axe *Item 3* +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) + +- **Price** 60 gp +- **Usage** held in 2 hands; **Bulk** 2 +- **Category** Weapon + +The blade of this greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn. + +Because the face reshapes each time you're damaged, you get the additional damage only if you attack the creature that damaged you most recently. + +*Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/returning.md b/compendium/equipment/items/returning.md new file mode 100644 index 000000000..48e22d3ee --- /dev/null +++ b/compendium/equipment/items/returning.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/evocation +- trait/magical +aliases: ["Returning"] +--- +# Returning *Item 3* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 55 gp +- **Usage** etched onto a thrown weapon +- **Category** Rune + +When you make a thrown [Strike](rules/actions/strike.md) with this weapon, it flies back to your hand after the [Strike](rules/actions/strike.md) is complete. If your hands are full when the weapon returns, it falls to the ground in your space. + +*Source: Core Rulebook p. 584* \ No newline at end of file diff --git a/compendium/equipment/items/rhino-hide.md b/compendium/equipment/items/rhino-hide.md new file mode 100644 index 000000000..8f1242ac2 --- /dev/null +++ b/compendium/equipment/items/rhino-hide.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Rhino Hide"] +--- +# Rhino Hide *Item 9* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 700 gp +- **Usage** worn armor; **Bulk** 2 +- **Category** Armor + +This +1 resilient hide armor is made from rhinoceros hide. It has an armor check penalty of –1 instead of –3. When you use the Sudden Charge class feat while wearing this armor, your [Strike](rules/actions/strike.md) deals an additional `1d8` damage. + +*Source: Core Rulebook p. 558* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-climbing.md b/compendium/equipment/items/ring-of-climbing.md similarity index 76% rename from Compendium/equipment/items/ring-of-climbing.md rename to compendium/equipment/items/ring-of-climbing.md index d900df5e0..338ec453a 100644 --- a/Compendium/equipment/items/ring-of-climbing.md +++ b/compendium/equipment/items/ring-of-climbing.md @@ -10,10 +10,10 @@ tags: aliases: ["Ring of Climbing"] --- # Ring of Climbing *Item 12* -[invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) - **Price** 1750 gp -- **Usage** worn +- **Usage** worn; **Bulk** — - **Category** Worn Claw-like prongs on his thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed. diff --git a/compendium/equipment/items/ring-of-counterspells.md b/compendium/equipment/items/ring-of-counterspells.md new file mode 100644 index 000000000..b57ddd16f --- /dev/null +++ b/compendium/equipment/items/ring-of-counterspells.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Ring of Counterspells"] +--- +# Ring of Counterspells *Item 10* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 925 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to [Cast the Spell](rules/actions/cast-a-spell.md). The spell's effect doesn't occur; the spell's power is instead stored within the ring. + +When you invest a ring of counterspells, you immediately know the name and level of the spell stored inside, if any. A ring of counterspells found as treasure has a 50% chance of having a spell stored in it. The GM determines that spell. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are targeted by or within the area of the spell stored within the ring + +**Effect** You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19. + +Once you do, the stored spell's energy is spent, and the ring is empty. +``` + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it. +``` + +*Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-energy-resistance.md b/compendium/equipment/items/ring-of-energy-resistance.md similarity index 81% rename from Compendium/equipment/items/ring-of-energy-resistance.md rename to compendium/equipment/items/ring-of-energy-resistance.md index ce8c64349..0234ced88 100644 --- a/Compendium/equipment/items/ring-of-energy-resistance.md +++ b/compendium/equipment/items/ring-of-energy-resistance.md @@ -10,9 +10,9 @@ tags: aliases: ["Ring of Energy Resistance"] --- # Ring of Energy Resistance *Item 6+* -[abjuration](../../../Rules/traits/abjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) -- **Usage** worn +- **Usage** worn; **Bulk** — - **Category** Worn This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead. diff --git a/compendium/equipment/items/ring-of-lies.md b/compendium/equipment/items/ring-of-lies.md new file mode 100644 index 000000000..bafc69f39 --- /dev/null +++ b/compendium/equipment/items/ring-of-lies.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Ring of Lies"] +--- +# Ring of Lies *Item 10* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 850 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to [Deception](compendium/skills.md#Deception) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Snapping your fingers on the hand that wears the ring causes the ring to cast [glibness](compendium/spells/glibness.md) on you with no visual manifestations of a spell being cast. +``` + +*Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-maniacal-devices.md b/compendium/equipment/items/ring-of-maniacal-devices.md new file mode 100644 index 000000000..98c826d74 --- /dev/null +++ b/compendium/equipment/items/ring-of-maniacal-devices.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Ring of Maniacal Devices"] +--- +# Ring of Maniacal Devices *Item 11+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an [Interact](rules/actions/interact.md) action to pull a set of [thieves' tools](compendium/equipment/items/thieves-tools.md) from the ring. These tools appear in your hand and fold back into the ring if they would leave your possession. They grant you a +2 item bonus to [Thievery](compendium/skills.md#Thievery) checks to [Disable a Device](rules/actions/disable-a-device.md) and to [Pick a Lock](rules/actions/pick-a-lock.md), and the ring's insights grant you the same bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) and [Repair](rules/actions/repair.md) snares and traps. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +You create a 4th-level [glyph of warding](compendium/spells/glyph-of-warding.md) containing fireball. You can have only one glyph of warding from a ring of maniacal devices active at a time, even if you have multiple rings, and the spell ends if you lose your investiture in the ring. +``` + +*Source: Core Rulebook p. 614* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-spell-turning.md b/compendium/equipment/items/ring-of-spell-turning.md new file mode 100644 index 000000000..5bb68b4a7 --- /dev/null +++ b/compendium/equipment/items/ring-of-spell-turning.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/abjuration +- trait/invested +- trait/magical +- trait/rare +aliases: ["Ring of Spell Turning"] +--- +# Ring of Spell Turning *Item 20* +[abjuration](rules/traits/abjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 67000 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This golden ring has three diamonds set into its face. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You are targeted by a spell + +**Effect** The ring replicates the effects of an 8th-level [spell turning](compendium/spells/spell-turning.md) with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit. +``` + +*Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/Compendium/equipment/items/ring-of-sustenance.md b/compendium/equipment/items/ring-of-sustenance.md similarity index 75% rename from Compendium/equipment/items/ring-of-sustenance.md rename to compendium/equipment/items/ring-of-sustenance.md index edfcd2bbf..18b89b4c6 100644 --- a/Compendium/equipment/items/ring-of-sustenance.md +++ b/compendium/equipment/items/ring-of-sustenance.md @@ -11,10 +11,10 @@ tags: aliases: ["Ring of Sustenance"] --- # Ring of Sustenance *Item 7* -[conjuration](../../../Rules/traits/conjuration.md) [invested](../../../Rules/traits/invested.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) - **Price** 325 gp -- **Usage** worn +- **Usage** worn; **Bulk** — - **Category** Worn This polished wooden ring constantly refreshes your body and mind. You don't need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn't function until it's been worn and invested continuously for a week. Removing it resets this interval. diff --git a/compendium/equipment/items/ring-of-swimming.md b/compendium/equipment/items/ring-of-swimming.md new file mode 100644 index 000000000..a0eecbbf5 --- /dev/null +++ b/compendium/equipment/items/ring-of-swimming.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Ring of Swimming"] +--- +# Ring of Swimming *Item 12* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 1750 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving. + +*Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-the-ram.md b/compendium/equipment/items/ring-of-the-ram.md new file mode 100644 index 000000000..a8baa0a8b --- /dev/null +++ b/compendium/equipment/items/ring-of-the-ram.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/evocation +- trait/force +- trait/invested +- trait/magical +aliases: ["Ring of the Ram"] +--- +# Ring of the Ram *Item 6+* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This heavy iron ring is shaped to look like the head of a ram, with curling horns. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to [Activate this Item](rules/actions/activate-an-item.md) (from 1 to 3) determines the intensity of the force. The blow deals `2d6` force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and is pushed half the distance. +> - **Failure** The target takes full damage and is pushed the full distance. +> - **Critical Failure** The target takes double damage and is pushed twice the distance. +``` + +*Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/ring-of-wizardry.md b/compendium/equipment/items/ring-of-wizardry.md new file mode 100644 index 000000000..41be1fe1d --- /dev/null +++ b/compendium/equipment/items/ring-of-wizardry.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/arcane +- trait/divination +- trait/invested +- trait/uncommon +aliases: ["Ring of Wizardry"] +--- +# Ring of Wizardry *Item 7+* +[arcane](rules/traits/arcane.md) [divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to [Arcana](compendium/skills.md#Arcana) checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells. + +If you take off the ring for any reason, you lose the additional spell slots. You can't gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. + +If you can cast arcane spells in a variety of different ways (such as if you are a draconic bloodline sorcerer with the wizard multiclass archetype), you can divide the spell slots as you wish among your various sources of arcane spells. + +*Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/robe-of-eyes.md b/compendium/equipment/items/robe-of-eyes.md new file mode 100644 index 000000000..e0b5036b3 --- /dev/null +++ b/compendium/equipment/items/robe-of-eyes.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Robe of Eyes"] +--- +# Robe of Eyes *Item 17* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 13000 gp +- **Usage** worn garment; **Bulk** 1 +- **Category** Worn + +This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to [Perception](compendium/skills.md#Perception) checks, and you constantly benefit from the effects of a 2nd-level [see invisibility](compendium/spells/see-invisibility.md) spell. + +You can also see powerful magic auras. The highest-level [magic aura](compendium/spells/magic-aura.md) within 30 feet of you glows in a color that reveals its school to you and allows you to determine where the effect originates. This can narrow down the origin point of the effect to a 5-foot-cube, but not more precisely than that. + +The robe of eyes is not without its dangers. If any spell with the [light](rules/traits/light.md) trait is cast on you or your square while you are wearing the robe, you are [blinded](rules/conditions.md#Blinded) for a number of rounds equal to the spell's level unless you succeed at a Fortitude save against the spell's DC. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You pluck an eye from the robe and toss it into the air, where it turns [invisible](rules/conditions.md#Invisible) and floats to a destination you choose, with the same effect as a 5th-level [prying eye](compendium/spells/prying-eye.md) spell. + +You can Sustain the Activation just as you would be able to [Sustain the Spell](rules/actions/sustain-a-spell.md). +``` + +*Source: Core Rulebook p. 615* \ No newline at end of file diff --git a/compendium/equipment/items/robe-of-the-archmagi.md b/compendium/equipment/items/robe-of-the-archmagi.md new file mode 100644 index 000000000..292eb2d36 --- /dev/null +++ b/compendium/equipment/items/robe-of-the-archmagi.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/abjuration +- trait/arcane +- trait/invested +- trait/uncommon +aliases: ["Robe of the Archmagi"] +--- +# Robe of the Archmagi *Item 15+* +[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [invested](rules/traits/invested.md) [uncommon](rules/traits/uncommon.md) + +- **Usage** worn garment; **Bulk** 1 +- **Category** Worn + +Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An [evil](rules/traits/evil.md) or [good](rules/traits/good.md) robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead [stupefied](rules/conditions.md#Stupefied) while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe. + +The robes are explorer's clothing, and they grant a +1 circumstance bonus to saving throws against arcane spells and resistance 5 to damage from arcane spells. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You attempt a saving throw against an arcane spell, but you haven't rolled yet + +**Effect** You automatically succeed at your save against the triggering arcane spell. +``` + +*Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/rod-of-negation.md b/compendium/equipment/items/rod-of-negation.md new file mode 100644 index 000000000..b114d5486 --- /dev/null +++ b/compendium/equipment/items/rod-of-negation.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/abjuration +- trait/magical +aliases: ["Rod of Negation"] +--- +# Rod of Negation *Item 14* +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) + +- **Price** 4300 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This long, plain, leaden rod can disrupt magic. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level [dispel magic](compendium/spells/dispel-magic.md) spell with a counteract modifier of +23. Once activated, the rod can't be activated again for `2d6` hours. +``` + +*Source: Core Rulebook p. 574* \ No newline at end of file diff --git a/compendium/equipment/items/rod-of-wonder.md b/compendium/equipment/items/rod-of-wonder.md new file mode 100644 index 000000000..9e473719e --- /dev/null +++ b/compendium/equipment/items/rod-of-wonder.md @@ -0,0 +1,64 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/chaotic +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Rod of Wonder"] +--- +# Rod of Wonder *Item 8* +[chaotic](rules/traits/chaotic.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 465 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +This peculiar rod is strange and unpredictable. Each time it is activated, it produces one of a variety of effects at random. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Choose a creature within 60 feet and roll d% on the table below to determine the rod's effect. If an entry lists only a spell name, the rod casts that spell at its lowest level. You make any decisions for a spell cast by the rod unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet. + +Any spell DC required is DC 27, and any spell attack roll required is +17. If the rod casts a spell on you, you don't get a saving throw or other defense against it. + +Once activated, the rod can't be activated again for `1d4` hours. +``` + +| D% | Wondrous Effect | +|----|-----------------| +| 1–3 | Leaves grow from the target; they last 24 hours | +| 4–8 | [Darkness](compendium/spells/darkness.md) | +| 10–13 | A stream of 600 large and colorful butterflies pours forth, fluttering in a 20-foot burst for 2 rounds; creatures are [blinded](rules/conditions.md#Blinded) while in the cloud of butterflies | +| 14–15 | All the target's weapons animate with the effects of the [dancing rune](compendium/equipment/items/dancing.md) | +| 16–25 | [Lightning bolt](compendium/spells/lightning-bolt.md) | +| 26–29 | Grass grows in a 60-foot cone in front of the rod, or existing grass grows at 10 × normal rate | +| 30 | Target turns blue, green, or purple with an unlimited duration | +| 31 | Summon an elephant (6th-level [summon animal](compendium/spells/summon-animal.md)) | +| 32–34 | Heavy rain falls in a 60-foot radius around you for 1 round | +| 35–38 | [Stinking cloud](compendium/spells/stinking-cloud.md) | +| 39 | Summon an ineffective mouse (1st-level [summon animal](compendium/spells/summon-animal.md)) | +| 40–42 | [Vibrant pattern](compendium/spells/vibrant-pattern.md), with a 1-round duration | +| 43–44 | The rod casts [mirror image](compendium/spells/mirror-image.md) on you | +| 45–46 | [Gust of wind](compendium/spells/gust-of-wind.md) | +| 47–48 | The non-living, unattended object closest to the target (up to 30 cubic feet in size) turns ethereal for an unlimited duration | +| 49–53 | [Slow](compendium/spells/slow.md) | +| 54 | You turn blue, green, or purple with an unlimited duration | +| 55–59 | The rod casts [pest form](compendium/spells/pest-form.md) on you, lasting `1d4` rounds | +| 60–61 | 1d4 × 10 gems, each worth 1 sp, shoot from the rod, dealing 1 piercing damage to each creature in a 15-foot cone | +| 62 | [Sleep](compendium/spells/sleep.md), with a 100-foot burst | +| 63–72 | [Fireball](compendium/spells/fireball.md) | +| 73–77 | [Mind reading](compendium/spells/mind-reading.md) | +| 78–80 | Roll again; the target believes you created the effect of the second roll | +| 81–84 | [Enlarge](compendium/spells/enlarge.md) | +| 85–87 | Target is coated in nectar, making it [clumsy](rules/conditions.md#Clumsy) for 1 round | +| 88–92 | [Faerie fire](compendium/spells/faerie-fire.md) | +| 93–97 | The rod casts [invisibility](compendium/spells/invisibility.md) on you | +| 98–100 | The rod casts [shrink](compendium/spells/shrink.md) on you, lasting 1 day | + + +*Source: Core Rulebook p. 575* \ No newline at end of file diff --git a/Compendium/equipment/items/rope-50-feet.md b/compendium/equipment/items/rope-50-feet.md similarity index 100% rename from Compendium/equipment/items/rope-50-feet.md rename to compendium/equipment/items/rope-50-feet.md diff --git a/Compendium/equipment/items/runestone.md b/compendium/equipment/items/runestone.md similarity index 88% rename from Compendium/equipment/items/runestone.md rename to compendium/equipment/items/runestone.md index f35130b07..9d23f2020 100644 --- a/Compendium/equipment/items/runestone.md +++ b/compendium/equipment/items/runestone.md @@ -9,7 +9,7 @@ tags: aliases: ["Runestone"] --- # Runestone *Item 1* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L diff --git a/Compendium/equipment/items/sack-5.md b/compendium/equipment/items/sack-5.md similarity index 100% rename from Compendium/equipment/items/sack-5.md rename to compendium/equipment/items/sack-5.md diff --git a/Compendium/equipment/items/saddlebags.md b/compendium/equipment/items/saddlebags.md similarity index 100% rename from Compendium/equipment/items/saddlebags.md rename to compendium/equipment/items/saddlebags.md diff --git a/compendium/equipment/items/sai.md b/compendium/equipment/items/sai.md new file mode 100644 index 000000000..2d944b95a --- /dev/null +++ b/compendium/equipment/items/sai.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/disarm +- trait/finesse +- trait/monk +- trait/uncommon +- trait/versatile-b +aliases: ["Sai"] +--- +# Sai *Item 0* +[agile](rules/traits/agile.md) [disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) [versatile ](rules/traits/versatile.md) + +- **Price** 6 sp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Knife + +This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy's weapon. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/salamander-elixir.md b/compendium/equipment/items/salamander-elixir.md new file mode 100644 index 000000000..04d94380d --- /dev/null +++ b/compendium/equipment/items/salamander-elixir.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Salamander Elixir"] +--- +# Salamander Elixir *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat. + +*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/salve-of-antiparalysis.md b/compendium/equipment/items/salve-of-antiparalysis.md new file mode 100644 index 000000000..78d62e3bc --- /dev/null +++ b/compendium/equipment/items/salve-of-antiparalysis.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/healing +- trait/magical +- trait/necromancy +- trait/oil +aliases: ["Salve of Antiparalysis"] +--- +# Salve of Antiparalysis *Item 6+* +[consumable](rules/traits/consumable.md) [healing](rules/traits/healing.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [oil](rules/traits/oil.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +Applying this filmy salve to a creature helps it overcome magical paralysis. The creature recovers as if it were the target of a 3rd-level [remove paralysis](compendium/spells/remove-paralysis.md) spell. + +*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/compendium/equipment/items/salve-of-slipperiness.md b/compendium/equipment/items/salve-of-slipperiness.md new file mode 100644 index 000000000..b9b0f62cf --- /dev/null +++ b/compendium/equipment/items/salve-of-slipperiness.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/oil +- trait/consumable +- trait/magical +- trait/oil +- trait/transmutation +aliases: ["Salve of Slipperiness"] +--- +# Salve of Slipperiness *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [oil](rules/traits/oil.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 25 gp +- **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Oil + +This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Escape](rules/actions/escape.md) or to [Squeeze](rules/actions/squeeze.md). + +*Source: Core Rulebook p. 562* \ No newline at end of file diff --git a/Compendium/equipment/items/sap.md b/compendium/equipment/items/sap.md similarity index 86% rename from Compendium/equipment/items/sap.md rename to compendium/equipment/items/sap.md index 330548f00..5cfd7d462 100644 --- a/Compendium/equipment/items/sap.md +++ b/compendium/equipment/items/sap.md @@ -9,7 +9,7 @@ tags: aliases: ["Sap"] --- # Sap *Item 0* -[agile](../../../Rules/traits/agile.md) [nonlethal](../../../Rules/traits/nonlethal.md) +[agile](rules/traits/agile.md) [nonlethal](rules/traits/nonlethal.md) - **Price** 1 sp - **Bulk** L diff --git a/compendium/equipment/items/savior-spike.md b/compendium/equipment/items/savior-spike.md new file mode 100644 index 000000000..2f1c79441 --- /dev/null +++ b/compendium/equipment/items/savior-spike.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/force +- trait/magical +- trait/talisman +aliases: ["Savior Spike"] +--- +# Savior Spike *Item 2* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 7 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** command; **Trigger** You attempt to [Grab an Edge](rules/actions/grab-an-edge.md) but haven't rolled; **Requirements** You're an expert in Reflex. +- **Category** Talisman + +This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase. If you roll a success on the triggering attempt, you get a critical success instead (if you roll a critical failure, you get a failure instead). + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/sawtooth-saber.md b/compendium/equipment/items/sawtooth-saber.md new file mode 100644 index 000000000..30cdd8f0b --- /dev/null +++ b/compendium/equipment/items/sawtooth-saber.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/advanced +- trait/agile +- trait/finesse +- trait/twin +- trait/uncommon +aliases: ["Sawtooth Saber"] +--- +# Sawtooth Saber *Item 0* +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [twin](rules/traits/twin.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 5 gp +- **Bulk** L +- **Damage** `1d6` S +- **Hands** 1 +- **Category** Advanced; **Group** Sword + +The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/scale-mail.md b/compendium/equipment/items/scale-mail.md similarity index 100% rename from Compendium/equipment/items/scale-mail.md rename to compendium/equipment/items/scale-mail.md diff --git a/compendium/equipment/items/scholarly-journal.md b/compendium/equipment/items/scholarly-journal.md new file mode 100644 index 000000000..269e3f176 --- /dev/null +++ b/compendium/equipment/items/scholarly-journal.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Scholarly Journal"] +--- +# Scholarly Journal *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Bulk** L +- **Hands** 1 +- **Category** Adventuring Gear + +Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, you gain a +1 item bonus to the check. The GM determines what scholarly journals are available in any location. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/scimitar.md b/compendium/equipment/items/scimitar.md similarity index 81% rename from Compendium/equipment/items/scimitar.md rename to compendium/equipment/items/scimitar.md index b12a61aad..d91b9338d 100644 --- a/Compendium/equipment/items/scimitar.md +++ b/compendium/equipment/items/scimitar.md @@ -9,7 +9,7 @@ tags: aliases: ["Scimitar"] --- # Scimitar *Item 0* -[forceful](../../../Rules/traits/forceful.md) [sweep](../../../Rules/traits/sweep.md) +[forceful](rules/traits/forceful.md) [sweep](rules/traits/sweep.md) - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/scroll.md b/compendium/equipment/items/scroll.md new file mode 100644 index 000000000..42e183561 --- /dev/null +++ b/compendium/equipment/items/scroll.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/scroll +- trait/consumable +- trait/magical +- trait/scroll +aliases: ["Scroll"] +--- +# Scroll *Item 1+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [scroll](rules/traits/scroll.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Scroll + +A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be [Crafted](rules/actions/craft.md) to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of [magic missile](compendium/spells/magic-missile.md) (1st level) can be used to cast the 1st-level version of [magic missile](compendium/spells/magic-missile.md), but not a [magic missile](compendium/spells/magic-missile.md) heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level. + +If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single [Recall Knowledge](rules/actions/recall-knowledge.md) action and automatically succeed at identifying the scroll's spell. If it's not, you must use [Identify Magic](rules/actions/identify-magic.md) to learn what spell the scroll holds. + +> [!pf2-note] +> See the following for more details on the rules for Scrolls. + +*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/Compendium/equipment/items/scythe.md b/compendium/equipment/items/scythe.md similarity index 85% rename from Compendium/equipment/items/scythe.md rename to compendium/equipment/items/scythe.md index e0c961dd5..d977f1db3 100644 --- a/Compendium/equipment/items/scythe.md +++ b/compendium/equipment/items/scythe.md @@ -9,7 +9,7 @@ tags: aliases: ["Scythe"] --- # Scythe *Item 0* -[deadly ](../../../Rules/traits/deadly.md) [trip](../../../Rules/traits/trip.md) +[deadly ](rules/traits/deadly.md) [trip](rules/traits/trip.md) - **Price** 2 gp - **Bulk** 2 diff --git a/compendium/equipment/items/scything-blade-snare.md b/compendium/equipment/items/scything-blade-snare.md new file mode 100644 index 000000000..3ad165526 --- /dev/null +++ b/compendium/equipment/items/scything-blade-snare.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Scything Blade Snare"] +--- +# Scything Blade Snare *Item 12* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 320 gp +- **Category** Snare + +This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing `14d8` slashing damage (DC 31 basic Reflex). + +*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/sea-touch-elixir.md b/compendium/equipment/items/sea-touch-elixir.md new file mode 100644 index 000000000..6d42599c7 --- /dev/null +++ b/compendium/equipment/items/sea-touch-elixir.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/polymorph +aliases: ["Sea Touch Elixir"] +--- +# Sea Touch Elixir *Item 5+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This briny concoction alters the skin on your hands and feet. + +The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration. + +*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/compendium/equipment/items/serene-mutagen.md b/compendium/equipment/items/serene-mutagen.md new file mode 100644 index 000000000..d547ed70f --- /dev/null +++ b/compendium/equipment/items/serene-mutagen.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Serene Mutagen"] +--- +# Serene Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting. + +**Benefit** You gain an item bonus to Will saves and [Perception](compendium/skills.md#Perception), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Religion](compendium/skills.md#Religion), and [Survival](compendium/skills.md#Survival) checks. This bonus improves when you attempt Will saves against [mental](rules/traits/mental.md) effects. + +**Drawback** You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage. + +*Source: Core Rulebook p. 549* \ No newline at end of file diff --git a/Compendium/equipment/items/serum-of-sex-shift.md b/compendium/equipment/items/serum-of-sex-shift.md similarity index 82% rename from Compendium/equipment/items/serum-of-sex-shift.md rename to compendium/equipment/items/serum-of-sex-shift.md index 7e111dd28..e5d162f0d 100644 --- a/Compendium/equipment/items/serum-of-sex-shift.md +++ b/compendium/equipment/items/serum-of-sex-shift.md @@ -11,11 +11,11 @@ tags: aliases: ["Serum of Sex Shift"] --- # Serum of Sex Shift *Item 7* -[consumable](../../../Rules/traits/consumable.md) [magical](../../../Rules/traits/magical.md) [potion](../../../Rules/traits/potion.md) [transmutation](../../../Rules/traits/transmutation.md) +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) - **Price** 60 gp - **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Potion Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong "family resemblance" to your former appearance. diff --git a/compendium/equipment/items/shadow-essence.md b/compendium/equipment/items/shadow-essence.md new file mode 100644 index 000000000..3a265a8c6 --- /dev/null +++ b/compendium/equipment/items/shadow-essence.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/negative +- trait/poison +aliases: ["Shadow Essence"] +--- +# Shadow Essence *Item 10* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [negative](rules/traits/negative.md) [poison](rules/traits/poison.md) + +- **Price** 160 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The [enfeebled](rules/conditions.md#Enfeebled) condition from shadow essence lasts for 24 hours. + +```ad-inline-affliction +title: Saving Throw: DC 29 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `3d6` negative damage and `2d6` poison damage (1 round) + +**Stage 2** `3d6` negative damage, `2d6` poison damage, and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 3** `3d6` negative damage, `2d6` poison damage, and [enfeebled](rules/conditions.md#Enfeebled) (1 round) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/shadow.md b/compendium/equipment/items/shadow.md new file mode 100644 index 000000000..47478cf19 --- /dev/null +++ b/compendium/equipment/items/shadow.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Shadow"] +--- +# Shadow *Item 5+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** etched onto light or medium nonmetallic armor +- **Category** Rune + +Armor with this rune becomes hazy black. You gain a +1 item bonus to [Stealth](compendium/skills.md#Stealth) checks while wearing the armor. + +*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/compendium/equipment/items/shark-tooth-charm.md b/compendium/equipment/items/shark-tooth-charm.md new file mode 100644 index 000000000..10f6441ab --- /dev/null +++ b/compendium/equipment/items/shark-tooth-charm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +aliases: ["Shark Tooth Charm"] +--- +# Shark Tooth Charm *Item 5* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 23 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** command; **Trigger** You attempt to [Escape](rules/actions/escape.md) using [Acrobatics](compendium/skills.md#Acrobatics) for your roll, but you haven't rolled yet; **Requirements** You are an expert in [Acrobatics](compendium/skills.md#Acrobatics). +- **Category** Talisman + +This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the triggering check, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the [Acrobatics](compendium/skills.md#Acrobatics) check against a grabbing creature, the creature must either release you as a free action or take `2d8` piercing damage as shark's teeth momentarily emerge from your skin. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/shield-boss.md b/compendium/equipment/items/shield-boss.md similarity index 88% rename from Compendium/equipment/items/shield-boss.md rename to compendium/equipment/items/shield-boss.md index fef38e6df..0db5b7707 100644 --- a/Compendium/equipment/items/shield-boss.md +++ b/compendium/equipment/items/shield-boss.md @@ -8,9 +8,10 @@ tags: aliases: ["Shield Boss"] --- # Shield Boss *Item 0* -[attached ](../../../Rules/traits/attached.md) +[attached ](rules/traits/attached.md) - **Price** 5 sp +- **Bulk** — - **Damage** `1d6` B - **Hands** 1 - **Category** Martial; **Group** Shield diff --git a/Compendium/equipment/items/shield-spikes.md b/compendium/equipment/items/shield-spikes.md similarity index 87% rename from Compendium/equipment/items/shield-spikes.md rename to compendium/equipment/items/shield-spikes.md index fba664000..1ea86343c 100644 --- a/Compendium/equipment/items/shield-spikes.md +++ b/compendium/equipment/items/shield-spikes.md @@ -8,9 +8,10 @@ tags: aliases: ["Shield Spikes"] --- # Shield Spikes *Item 0* -[attached ](../../../Rules/traits/attached.md) +[attached ](rules/traits/attached.md) - **Price** 5 sp +- **Bulk** — - **Damage** `1d6` P - **Hands** 1 - **Category** Martial; **Group** Shield diff --git a/compendium/equipment/items/shifting.md b/compendium/equipment/items/shifting.md new file mode 100644 index 000000000..769aa43cd --- /dev/null +++ b/compendium/equipment/items/shifting.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Shifting"] +--- +# Shifting *Item 6* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 225 gp +- **Usage** etched onto a melee weapon +- **Category** Rune + +With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply. +``` + +*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/shining-ammunition.md b/compendium/equipment/items/shining-ammunition.md new file mode 100644 index 000000000..644292033 --- /dev/null +++ b/compendium/equipment/items/shining-ammunition.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/evocation +- trait/light +- trait/magical +aliases: ["Shining Ammunition"] +--- +# Shining Ammunition *Item 1* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [magical](rules/traits/magical.md) + +- **Price** 3 gp +- **Ammunition** any +- **Category** Ammunition + +A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an [Interact](rules/actions/interact.md) action, but the ammunition itself continues to glow for the rest of the duration or until destroyed. + +*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/Compendium/equipment/items/shock.md b/compendium/equipment/items/shock.md similarity index 78% rename from Compendium/equipment/items/shock.md rename to compendium/equipment/items/shock.md index a8f3b3dfa..7d7051dfd 100644 --- a/Compendium/equipment/items/shock.md +++ b/compendium/equipment/items/shock.md @@ -10,7 +10,7 @@ tags: aliases: ["Shock"] --- # Shock *Item 8+* -[electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) - **Usage** etched onto a weapon - **Category** Rune diff --git a/Compendium/equipment/items/shortbow.md b/compendium/equipment/items/shortbow.md similarity index 75% rename from Compendium/equipment/items/shortbow.md rename to compendium/equipment/items/shortbow.md index 9131af7ff..08d232eee 100644 --- a/Compendium/equipment/items/shortbow.md +++ b/compendium/equipment/items/shortbow.md @@ -8,12 +8,12 @@ tags: aliases: ["Shortbow"] --- # Shortbow *Item 0* -[deadly ](../../../Rules/traits/deadly.md) +[deadly ](rules/traits/deadly.md) - **Price** 3 gp - **Bulk** 1 - **Damage** `1d6` P -- **Ammunution** [Arrow](arrow.md); **Range** 60 ft.; **Reload** 0 +- **Ammunution** [Arrow](compendium/equipment/items/arrow.md); **Range** 60 ft.; **Reload** 0 - **Hands** 1+ - **Category** Martial; **Group** Bow diff --git a/Compendium/equipment/items/shortsword.md b/compendium/equipment/items/shortsword.md similarity index 76% rename from Compendium/equipment/items/shortsword.md rename to compendium/equipment/items/shortsword.md index 845c8ff58..db13932c2 100644 --- a/Compendium/equipment/items/shortsword.md +++ b/compendium/equipment/items/shortsword.md @@ -10,7 +10,7 @@ tags: aliases: ["Shortsword"] --- # Shortsword *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [versatile ](../../../Rules/traits/versatile.md) +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [versatile ](rules/traits/versatile.md) - **Price** 9 sp - **Bulk** L diff --git a/compendium/equipment/items/shrinking-potion.md b/compendium/equipment/items/shrinking-potion.md new file mode 100644 index 000000000..c6076ebfd --- /dev/null +++ b/compendium/equipment/items/shrinking-potion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/magical +- trait/potion +- trait/transmutation +aliases: ["Shrinking Potion"] +--- +# Shrinking Potion *Item 4+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Onset** 1 minute +- **Category** Potion + +This fungus-flavored potion conveys the effects of the [shrink](compendium/spells/shrink.md) spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes. + +*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/compendium/equipment/items/shuriken.md b/compendium/equipment/items/shuriken.md new file mode 100644 index 000000000..9b2c2d283 --- /dev/null +++ b/compendium/equipment/items/shuriken.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/monk +- trait/thrown +- trait/uncommon +aliases: ["Shuriken"] +--- +# Shuriken *Item 0* +[agile](rules/traits/agile.md) [monk](rules/traits/monk.md) [thrown](rules/traits/thrown.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 1 cp +- **Bulk** — +- **Damage** `1d4` P +- **Range** 20 ft.; **Reload** 0 +- **Hands** 1 +- **Category** Martial; **Group** Dart + +This "throwing star" is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/sickle.md b/compendium/equipment/items/sickle.md similarity index 79% rename from Compendium/equipment/items/sickle.md rename to compendium/equipment/items/sickle.md index 233b950f4..fef260891 100644 --- a/Compendium/equipment/items/sickle.md +++ b/compendium/equipment/items/sickle.md @@ -10,7 +10,7 @@ tags: aliases: ["Sickle"] --- # Sickle *Item 0* -[agile](../../../Rules/traits/agile.md) [finesse](../../../Rules/traits/finesse.md) [trip](../../../Rules/traits/trip.md) +[agile](rules/traits/agile.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) - **Price** 2 sp - **Bulk** L diff --git a/Compendium/equipment/items/signal-whistle.md b/compendium/equipment/items/signal-whistle.md similarity index 96% rename from Compendium/equipment/items/signal-whistle.md rename to compendium/equipment/items/signal-whistle.md index 3d15158bf..bcfa43989 100644 --- a/Compendium/equipment/items/signal-whistle.md +++ b/compendium/equipment/items/signal-whistle.md @@ -9,6 +9,7 @@ aliases: ["Signal Whistle"] # Signal Whistle *Item 0* - **Price** 8 cp +- **Bulk** — - **Hands** 2 - **Category** Adventuring Gear diff --git a/Compendium/equipment/items/signaling-snare.md b/compendium/equipment/items/signaling-snare.md similarity index 81% rename from Compendium/equipment/items/signaling-snare.md rename to compendium/equipment/items/signaling-snare.md index 2b80dff48..e6e4aa420 100644 --- a/Compendium/equipment/items/signaling-snare.md +++ b/compendium/equipment/items/signaling-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Signaling Snare"] --- # Signaling Snare *Item 1* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) - **Price** 3 gp - **Category** Snare diff --git a/compendium/equipment/items/silver-armor.md b/compendium/equipment/items/silver-armor.md new file mode 100644 index 000000000..ee66ec6ad --- /dev/null +++ b/compendium/equipment/items/silver-armor.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +aliases: ["Silver Armor"] +--- +# Silver Armor *Item 5+* + +- **Usage** worn armor; **Bulk** varies by armor +- **Category** Material + +Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes [sickened](rules/conditions.md#Sickened). A creature with weakness to silver is [sickened](rules/conditions.md#Sickened) as long as it wears silver armor. + +*Source: Core Rulebook p. 556* \ No newline at end of file diff --git a/Compendium/equipment/items/silver-shield.md b/compendium/equipment/items/silver-shield.md similarity index 83% rename from Compendium/equipment/items/silver-shield.md rename to compendium/equipment/items/silver-shield.md index 06d6a4a1c..ac9dab195 100644 --- a/Compendium/equipment/items/silver-shield.md +++ b/compendium/equipment/items/silver-shield.md @@ -3,13 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/shield +- item/category/material aliases: ["Silver Shield"] --- # Silver Shield *Item 2+* - **Usage** varies by shield -- **Category** Shield; **Group** Shield +- **Category** Material Silver shields don't typically have an additional effect, though when used for a shield bash, they are silver weapons. diff --git a/Compendium/equipment/items/silver-weapon.md b/compendium/equipment/items/silver-weapon.md similarity index 88% rename from Compendium/equipment/items/silver-weapon.md rename to compendium/equipment/items/silver-weapon.md index cf02cddf1..9f20e632e 100644 --- a/Compendium/equipment/items/silver-weapon.md +++ b/compendium/equipment/items/silver-weapon.md @@ -3,13 +3,13 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-item tags: - compendium/src/pf2e/crb -- item/category/weapon +- item/category/material aliases: ["Silver Weapon"] --- # Silver Weapon *Item 2+* - **Usage** varies by weapon; **Bulk** varies by weapon -- **Category** Weapon +- **Category** Material Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils. diff --git a/compendium/equipment/items/silver.md b/compendium/equipment/items/silver.md new file mode 100644 index 000000000..6e1ad914a --- /dev/null +++ b/compendium/equipment/items/silver.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/material +- trait/precious +aliases: ["Silver"] +--- +# Silver *Item 2+* +[precious](rules/traits/precious.md) + +- **Category** Material + +Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated. + + +*Source: Core Rulebook p. 579* \ No newline at end of file diff --git a/Compendium/equipment/items/silversheen.md b/compendium/equipment/items/silversheen.md similarity index 80% rename from Compendium/equipment/items/silversheen.md rename to compendium/equipment/items/silversheen.md index 83b1e4578..8572d399c 100644 --- a/Compendium/equipment/items/silversheen.md +++ b/compendium/equipment/items/silversheen.md @@ -9,11 +9,11 @@ tags: aliases: ["Silversheen"] --- # Silversheen *Item 2* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) - **Price** 6 gp - **Usage** held in 2 hands; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Tool You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals. diff --git a/compendium/equipment/items/silvertongue-mutagen.md b/compendium/equipment/items/silvertongue-mutagen.md new file mode 100644 index 000000000..e5aab3140 --- /dev/null +++ b/compendium/equipment/items/silvertongue-mutagen.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/mutagen +- trait/polymorph +aliases: ["Silvertongue Mutagen"] +--- +# Silvertongue Mutagen *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [mutagen](rules/traits/mutagen.md) [polymorph](rules/traits/polymorph.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason. + +**Benefit** You gain an item bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks. Your critical failures with any of these skill become failures instead. + +**Drawback** You take a –2 item penalty to [Arcana](compendium/skills.md#Arcana), [Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Occultism](compendium/skills.md#Occultism), and [Society](compendium/skills.md#Society) checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to [Recall Knowledge](rules/actions/recall-knowledge.md) become critical failures. + +*Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/skeleton-key.md b/compendium/equipment/items/skeleton-key.md new file mode 100644 index 000000000..e4304d911 --- /dev/null +++ b/compendium/equipment/items/skeleton-key.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Skeleton Key"] +--- +# Skeleton Key *Item 5+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** held in 1 hand; **Bulk** — +- **Category** Held + +A grinning skull tops the bow of this macabre key. This key can be used in place of [thieves' tools](compendium/equipment/items/thieves-tools.md) when attempting to [Pick a Lock](rules/actions/pick-a-lock.md), and it grants a +1 item bonus to the [Thievery](compendium/skills.md#Thievery) check. + +If the skeleton key becomes [broken](rules/conditions.md#Broken) due to a critical failure on the check, it works as normal [thieves' tools](compendium/equipment/items/thieves-tools.md) and loses its benefits until repaired. + +```ad-embed-ability +title: Activate [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: You attempt to [Pick a Lock](rules/actions/pick-a-lock.md) but haven't rolled yet + +**Effect** The key casts knock on the lock you're trying to pick. +``` + +*Source: Core Rulebook p. 575* \ No newline at end of file diff --git a/compendium/equipment/items/sky-hammer.md b/compendium/equipment/items/sky-hammer.md new file mode 100644 index 000000000..59679576a --- /dev/null +++ b/compendium/equipment/items/sky-hammer.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Sky Hammer"] +--- +# Sky Hammer *Item 20* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 70000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Weapon + +The sturdy, steel head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Your attack roll with the sky hammer is a critical success + +**Effect** A 6th-level arcane [fireball](compendium/spells/fireball.md) spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your allies are not. +``` + +*Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/sleep-arrow.md b/compendium/equipment/items/sleep-arrow.md new file mode 100644 index 000000000..ac607e5a3 --- /dev/null +++ b/compendium/equipment/items/sleep-arrow.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/enchantment +- trait/magical +- trait/mental +- trait/sleep +aliases: ["Sleep Arrow"] +--- +# Sleep Arrow *Item 3* +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) + +- **Price** 11 gp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a [sleep](compendium/spells/sleep.md) spell (DC 17). + +*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/slick.md b/compendium/equipment/items/slick.md new file mode 100644 index 000000000..bef1f0361 --- /dev/null +++ b/compendium/equipment/items/slick.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/magical +- trait/transmutation +aliases: ["Slick"] +--- +# Slick *Item 5+* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Usage** etched onto armor +- **Category** Rune + +This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks to [Escape](rules/actions/escape.md) and [Squeeze](rules/actions/squeeze.md). + +*Source: Core Rulebook p. 583* \ No newline at end of file diff --git a/Compendium/equipment/items/sling-bullets.md b/compendium/equipment/items/sling-bullets.md similarity index 79% rename from Compendium/equipment/items/sling-bullets.md rename to compendium/equipment/items/sling-bullets.md index b4913f6e8..40d973e09 100644 --- a/Compendium/equipment/items/sling-bullets.md +++ b/compendium/equipment/items/sling-bullets.md @@ -11,6 +11,6 @@ aliases: ["Sling Bullets"] - **Price** 1 cp - **Category** Ammunition -These are small metal balls, typically either iron or lead, designed to be used as ammunition in [slings](sling.md). +These are small metal balls, typically either iron or lead, designed to be used as ammunition in [slings](compendium/equipment/items/sling.md). *Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/sling.md b/compendium/equipment/items/sling.md new file mode 100644 index 000000000..b9bc15055 --- /dev/null +++ b/compendium/equipment/items/sling.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/simple +- trait/propulsive +aliases: ["Sling"] +--- +# Sling *Item 0* +[propulsive](rules/traits/propulsive.md) + +- **Price** 0 gp +- **Bulk** L +- **Damage** `1d6` B +- **Ammunution** [Sling Bullets](compendium/equipment/items/sling-bullets.md); **Range** 50 ft.; **Reload** 1 +- **Hands** 1 +- **Category** Simple; **Group** Sling + +Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range. + +*Source: Core Rulebook p. 282* \ No newline at end of file diff --git a/compendium/equipment/items/slippers-of-spider-climbing.md b/compendium/equipment/items/slippers-of-spider-climbing.md new file mode 100644 index 000000000..0ecd0b016 --- /dev/null +++ b/compendium/equipment/items/slippers-of-spider-climbing.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Slippers of Spider Climbing"] +--- +# Slippers of Spider Climbing *Item 7* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 325 gp +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +These soft slippers are made of fine gray silk. If the slippers are left unattended for a while, they tend to attract spiders that nest inside. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to [Climb](rules/actions/climb.md). However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces. +``` + +*Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/slumber-wine.md b/compendium/equipment/items/slumber-wine.md new file mode 100644 index 000000000..b9a425ca5 --- /dev/null +++ b/compendium/equipment/items/slumber-wine.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/ingested +- trait/poison +- trait/sleep +aliases: ["Slumber Wine"] +--- +# Slumber Wine *Item 12* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) [sleep](rules/traits/sleep.md) + +- **Price** 325 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury. + +Characters [unconscious](rules/conditions.md#Unconscious) from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while [unconscious](rules/conditions.md#Unconscious) in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 [Medicine](compendium/skills.md#Medicine) check. + +```ad-inline-affliction +title: Saving Throw: DC 32 Fortitude + +- **Onset**: 1 hour +- **Maximum Duration**: 7 days + +## Stages + +**Stage 1** [unconscious](rules/conditions.md#Unconscious) (1 day) + +**Stage 2** [unconscious](rules/conditions.md#Unconscious) (2 days) + +**Stage 3** [unconscious](rules/conditions.md#Unconscious). (3 days) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/smokestick.md b/compendium/equipment/items/smokestick.md new file mode 100644 index 000000000..a227c2bcd --- /dev/null +++ b/compendium/equipment/items/smokestick.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/tool +- trait/alchemical +- trait/consumable +aliases: ["Smokestick"] +--- +# Smokestick *Item 1+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Tool + +With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are [concealed](rules/conditions.md#Concealed), and all other creatures are [concealed](rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dispersed by a strong wind. + +*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/snake-oil.md b/compendium/equipment/items/snake-oil.md new file mode 100644 index 000000000..bb563dfc5 --- /dev/null +++ b/compendium/equipment/items/snake-oil.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/tool +- trait/alchemical +- trait/consumable +aliases: ["Snake Oil"] +--- +# Snake Oil *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) + +- **Price** 2 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Tool + +You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the [wounded](rules/conditions.md#Wounded) or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 [Perception](compendium/skills.md#Perception) check, but only if it uses a [Seek](rules/actions/seek.md) action to specifically examine the snake oil's effects. + +*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/snare-kit.md b/compendium/equipment/items/snare-kit.md new file mode 100644 index 000000000..c2afabbaf --- /dev/null +++ b/compendium/equipment/items/snare-kit.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Snare Kit"] +--- +# Snare Kit *Item 0* + +- **Price** 5 gp +- **Bulk** 2 +- **Hands** 2 +- **Category** Adventuring Gear + +This kit contains tools and materials for creating snares. A snare kit allows you to [Craft](rules/actions/craft.md) snares using the [Crafting](compendium/skills.md#Crafting) skill. You can draw and replace a worn snare kit as part of the action to use it. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/sneaky-key.md b/compendium/equipment/items/sneaky-key.md new file mode 100644 index 000000000..af6cb75b8 --- /dev/null +++ b/compendium/equipment/items/sneaky-key.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Sneaky Key"] +--- +# Sneaky Key *Item 5* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 22 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md); **Requirements** You are an expert in [Thievery](compendium/skills.md#Thievery). +- **Category** Talisman + +This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to [Pick a Lock](rules/actions/pick-a-lock.md) is a critical failure, you get a failure instead. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/soap.md b/compendium/equipment/items/soap.md similarity index 94% rename from Compendium/equipment/items/soap.md rename to compendium/equipment/items/soap.md index 7c550306e..8d2ae8b57 100644 --- a/Compendium/equipment/items/soap.md +++ b/compendium/equipment/items/soap.md @@ -9,6 +9,7 @@ aliases: ["Soap"] # Soap *Item 0* - **Price** 2 cp +- **Bulk** — - **Hands** 1 - **Category** Adventuring Gear diff --git a/Compendium/equipment/items/spear.md b/compendium/equipment/items/spear.md similarity index 89% rename from Compendium/equipment/items/spear.md rename to compendium/equipment/items/spear.md index 9c015ca49..92f8ef533 100644 --- a/Compendium/equipment/items/spear.md +++ b/compendium/equipment/items/spear.md @@ -8,7 +8,7 @@ tags: aliases: ["Spear"] --- # Spear *Item 0* -[thrown <20 ft.>](../../../Rules/traits/thrown.md) +[thrown <20 ft.>](rules/traits/thrown.md) - **Price** 1 sp - **Bulk** 1 diff --git a/compendium/equipment/items/speed.md b/compendium/equipment/items/speed.md new file mode 100644 index 000000000..c8a0764f8 --- /dev/null +++ b/compendium/equipment/items/speed.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/magical +- trait/rare +- trait/transmutation +aliases: ["Speed"] +--- +# Speed *Item 16* +[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 10000 gp +- **Usage** etched onto a weapon +- **Category** Rune + +Attacks with a speed weapon are supernaturally swift. While wielding a speed weapon, you gain the [quickened](rules/conditions.md#Quickened) condition, but you can use the additional action granted only to make a [Strike](rules/actions/strike.md) with the etched weapon. + +*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/Compendium/equipment/items/spell-storing.md b/compendium/equipment/items/spell-storing.md similarity index 79% rename from Compendium/equipment/items/spell-storing.md rename to compendium/equipment/items/spell-storing.md index 9cde7fd55..d7b0111ec 100644 --- a/Compendium/equipment/items/spell-storing.md +++ b/compendium/equipment/items/spell-storing.md @@ -10,7 +10,7 @@ tags: aliases: ["Spell-storing"] --- # Spell-storing *Item 13* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [uncommon](../../../Rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) - **Price** 2700 gp - **Usage** etched onto a melee weapon @@ -19,7 +19,7 @@ aliases: ["Spell-storing"] A spell-storing rune creates a reservoir of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd level or lower into the weapon. The spell must have a casting of 2 actions or fewer and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later. When you wield a spell-storing weapon, you immediately know the name and level of the stored spell. A spell-storing weapon found as treasure has a 50% chance of having a spell of the GM's choice stored in it. ```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**: On your previous action this turn, you hit and damaged a creature with this weapon @@ -29,9 +29,9 @@ If the spell requires a spell attack roll, the result of your attack roll with t ``` ```ad-embed-ability -title: Activate [>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it. ``` -*Source: Core Rulebook p. 585* +*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/Compendium/equipment/items/spellbook-blank.md b/compendium/equipment/items/spellbook-blank.md similarity index 100% rename from Compendium/equipment/items/spellbook-blank.md rename to compendium/equipment/items/spellbook-blank.md diff --git a/Compendium/equipment/items/spellguard-shield.md b/compendium/equipment/items/spellguard-shield.md similarity index 86% rename from Compendium/equipment/items/spellguard-shield.md rename to compendium/equipment/items/spellguard-shield.md index 43bca2e4d..751e57d8d 100644 --- a/Compendium/equipment/items/spellguard-shield.md +++ b/compendium/equipment/items/spellguard-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Spellguard Shield"] --- # Spellguard Shield *Item 6* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) - **Price** 250 gp - **Usage** held in 1 hand; **Bulk** 1 diff --git a/compendium/equipment/items/spellstrike-ammunition.md b/compendium/equipment/items/spellstrike-ammunition.md new file mode 100644 index 000000000..13d9144c6 --- /dev/null +++ b/compendium/equipment/items/spellstrike-ammunition.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Spellstrike Ammunition"] +--- +# Spellstrike Ammunition *Item 3+* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Ammunition** any +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) +- **Category** Ammunition + +Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by [Casting a Spell](rules/actions/cast-a-spell.md) into the ammunition. The spell must be of a spell level the ammunition can hold, and the spell must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost. + +The ammunition affects only the target hit, even if the spell would normally affect more than one target. If the spell requires a spell attack roll, use the result of your ranged attack roll with the ammunition to determine the degree of success of the spell. If the spell requires a saving throw, the target attempts the save against your spell DC. + +The maximum level of spell the ammunition can hold determines its item level and Price. + +*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/spider-root.md b/compendium/equipment/items/spider-root.md new file mode 100644 index 000000000..547c32915 --- /dev/null +++ b/compendium/equipment/items/spider-root.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +aliases: ["Spider Root"] +--- +# Spider Root *Item 9* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) + +- **Price** 110 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim [clumsy](rules/conditions.md#Clumsy) and maladroit. + +```ad-inline-affliction +title: Saving Throw: DC 28 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 6 minutes + +## Stages + +**Stage 1** `8d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 minute) + +**Stage 2** `9d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 minute) + +**Stage 3** `10d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 minute) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/compendium/equipment/items/spike-snare.md b/compendium/equipment/items/spike-snare.md new file mode 100644 index 000000000..bd0da0f7e --- /dev/null +++ b/compendium/equipment/items/spike-snare.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Spike Snare"] +--- +# Spike Snare *Item 1* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 3 gp +- **Category** Snare + +This basic snare consists of [hidden](rules/conditions.md#Hidden) spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, dealing `2d8` piercing damage. The creature must attempt a DC 17 basic Reflex saving throw. + +*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/spiked-chain.md b/compendium/equipment/items/spiked-chain.md new file mode 100644 index 000000000..235050c70 --- /dev/null +++ b/compendium/equipment/items/spiked-chain.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/disarm +- trait/finesse +- trait/trip +- trait/uncommon +aliases: ["Spiked Chain"] +--- +# Spiked Chain *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 3 gp +- **Bulk** 1 +- **Damage** `1d8` S +- **Hands** 2 +- **Category** Martial; **Group** Flail + +This 4-foot-long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/spiked-gauntlet.md b/compendium/equipment/items/spiked-gauntlet.md similarity index 85% rename from Compendium/equipment/items/spiked-gauntlet.md rename to compendium/equipment/items/spiked-gauntlet.md index bb9c6fb0d..c54022fce 100644 --- a/Compendium/equipment/items/spiked-gauntlet.md +++ b/compendium/equipment/items/spiked-gauntlet.md @@ -9,7 +9,7 @@ tags: aliases: ["Spiked Gauntlet"] --- # Spiked Gauntlet *Item 0* -[agile](../../../Rules/traits/agile.md) [free-hand](../../../Rules/traits/free-hand.md) +[agile](rules/traits/agile.md) [free-hand](rules/traits/free-hand.md) - **Price** 3 sp - **Bulk** L diff --git a/compendium/equipment/items/spined-shield.md b/compendium/equipment/items/spined-shield.md new file mode 100644 index 000000000..a9a20566f --- /dev/null +++ b/compendium/equipment/items/spined-shield.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +- trait/evocation +- trait/magical +aliases: ["Spined Shield"] +--- +# Spined Shield *Item 7* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 360 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Shield; **Group** Shield + +Five jagged spines project from the surface of this steel shield (Hardness 6, HP 24, BT 12). The spines are +1 striking shield spikes. When you use the [Shield Block](compendium/feats/shield-block.md) reaction with this shield, the spines take the damage before the shield itself does. When the shield would take damage (after applying Hardness), one spine snaps off per 6 damage, reducing the damage by 6. The shield takes any remaining damage. When there are no spines left, the shield takes damage as normal. + +When all the spines are gone, you lose the ability to attack with them until the spines regenerate the next day. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You shoot one of the shield's spines at a target. A fired spine uses the spikes' statistics, but it is a martial ranged weapon with a range increment of 120 feet. +``` + +*Source: Core Rulebook p. 588* \ No newline at end of file diff --git a/compendium/equipment/items/splint-mail.md b/compendium/equipment/items/splint-mail.md new file mode 100644 index 000000000..105587b62 --- /dev/null +++ b/compendium/equipment/items/splint-mail.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor/heavy +aliases: ["Splint Mail"] +--- +# Splint Mail *Item 1* + +- **Price** 13 gp +- **Bulk** 3 +- **AC Bonus** +5; **Dex Cap** +1 +- **Strength** 16; **Check Penalty** -3; **Speed Penalty** -10 ft. +- **Category** Heavy; **Group** Composite + +This type of armor is [chain mail](compendium/equipment/items/chain-mail.md) reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of [padded armor](compendium/equipment/items/padded-armor.md) and a pair of [gauntlets](compendium/equipment/items/gauntlet.md). + +*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/Compendium/equipment/items/spyglass.md b/compendium/equipment/items/spyglass.md similarity index 100% rename from Compendium/equipment/items/spyglass.md rename to compendium/equipment/items/spyglass.md diff --git a/Compendium/equipment/items/staff-of-abjuration.md b/compendium/equipment/items/staff-of-abjuration.md similarity index 81% rename from Compendium/equipment/items/staff-of-abjuration.md rename to compendium/equipment/items/staff-of-abjuration.md index d8fb01a48..f68b1412e 100644 --- a/Compendium/equipment/items/staff-of-abjuration.md +++ b/compendium/equipment/items/staff-of-abjuration.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Abjuration"] --- # Staff of Abjuration *Item 6+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/Compendium/equipment/items/staff-of-conjuration.md b/compendium/equipment/items/staff-of-conjuration.md similarity index 80% rename from Compendium/equipment/items/staff-of-conjuration.md rename to compendium/equipment/items/staff-of-conjuration.md index 946772338..1f353f530 100644 --- a/Compendium/equipment/items/staff-of-conjuration.md +++ b/compendium/equipment/items/staff-of-conjuration.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Conjuration"] --- # Staff of Conjuration *Item 6+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/Compendium/equipment/items/staff-of-divination.md b/compendium/equipment/items/staff-of-divination.md similarity index 82% rename from Compendium/equipment/items/staff-of-divination.md rename to compendium/equipment/items/staff-of-divination.md index 682f39a69..e2d0db681 100644 --- a/Compendium/equipment/items/staff-of-divination.md +++ b/compendium/equipment/items/staff-of-divination.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Divination"] --- # Staff of Divination *Item 6+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/Compendium/equipment/items/staff-of-enchantment.md b/compendium/equipment/items/staff-of-enchantment.md similarity index 81% rename from Compendium/equipment/items/staff-of-enchantment.md rename to compendium/equipment/items/staff-of-enchantment.md index 270fcadf6..8a949976f 100644 --- a/Compendium/equipment/items/staff-of-enchantment.md +++ b/compendium/equipment/items/staff-of-enchantment.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Enchantment"] --- # Staff of Enchantment *Item 6+* -[enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) +[enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/Compendium/equipment/items/staff-of-evocation.md b/compendium/equipment/items/staff-of-evocation.md similarity index 81% rename from Compendium/equipment/items/staff-of-evocation.md rename to compendium/equipment/items/staff-of-evocation.md index c6bcbcf37..8a5ff359d 100644 --- a/Compendium/equipment/items/staff-of-evocation.md +++ b/compendium/equipment/items/staff-of-evocation.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Evocation"] --- # Staff of Evocation *Item 6+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-fire.md b/compendium/equipment/items/staff-of-fire.md new file mode 100644 index 000000000..3845c65fb --- /dev/null +++ b/compendium/equipment/items/staff-of-fire.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Staff of Fire"] +--- +# Staff of Fire *Item 3+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers. + +You can use an [Interact](rules/actions/interact.md) action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-healing.md b/compendium/equipment/items/staff-of-healing.md new file mode 100644 index 000000000..0977a8736 --- /dev/null +++ b/compendium/equipment/items/staff-of-healing.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/staff +- trait/magical +- trait/necromancy +- trait/staff +aliases: ["Staff of Healing"] +--- +# Staff of Healing *Item 4+* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the [heal](compendium/spells/heal.md) spell using your own spell slots or using charges from the staff. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-illumination.md b/compendium/equipment/items/staff-of-illumination.md new file mode 100644 index 000000000..fdc6cb482 --- /dev/null +++ b/compendium/equipment/items/staff-of-illumination.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/staff +- trait/evocation +- trait/magical +- trait/staff +aliases: ["Staff of Illumination"] +--- +# Staff of Illumination *Item 8* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Price** 425 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This simple iron staff is capped with a faceted, clear gem. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The gem at the top of the staff glows as a torch, shedding bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. +``` + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- **Cantrip** [light](compendium/spells/light.md) +- **2nd** [continual flame](compendium/spells/continual-flame.md) +- **3rd** [continual flame](compendium/spells/continual-flame.md), [searing light](compendium/spells/searing-light.md) +``` + +*Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-illusion.md b/compendium/equipment/items/staff-of-illusion.md new file mode 100644 index 000000000..851cd4cc8 --- /dev/null +++ b/compendium/equipment/items/staff-of-illusion.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/staff +- trait/illusion +- trait/magical +- trait/staff +aliases: ["Staff of Illusion"] +--- +# Staff of Illusion *Item 6+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This ornately designed metal staff shines with precious inlays of gold. When you [Cast a Spell](rules/actions/cast-a-spell.md) from the staff, the illusory image of something you desire flashes across its surface. + +While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. +``` + +*Source: Core Rulebook p. 594* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-necromancy.md b/compendium/equipment/items/staff-of-necromancy.md similarity index 81% rename from Compendium/equipment/items/staff-of-necromancy.md rename to compendium/equipment/items/staff-of-necromancy.md index 8bf3a7aca..78054085e 100644 --- a/Compendium/equipment/items/staff-of-necromancy.md +++ b/compendium/equipment/items/staff-of-necromancy.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Necromancy"] --- # Staff of Necromancy *Item 6+* -[magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [staff](../../../Rules/traits/staff.md) +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/staff-of-power.md b/compendium/equipment/items/staff-of-power.md new file mode 100644 index 000000000..8f7e7cc6d --- /dev/null +++ b/compendium/equipment/items/staff-of-power.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/staff +- trait/evocation +- trait/magical +- trait/rare +- trait/staff +aliases: ["Staff of Power"] +--- +# Staff of Power *Item 16* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) + +- **Price** 10000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. When used as a weapon, a staff of power is a +2 greater striking staff. + +Voluntarily destroying a staff of power unleashes an incredible blast of energy. When wielding the staff, you can [Interact](rules/actions/interact.md) to break it. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d8` force damage per charge remaining in the staff (DC 40 basic Reflex save) + +You automatically critically fail your save. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md) effect. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- **1st** [ray of enfeeblement](compendium/spells/ray-of-enfeeblement.md) +- **2nd** [continual flame](compendium/spells/continual-flame.md) +- **3rd** [levitate](compendium/spells/levitate.md) +- **4th** [globe of invulnerability](compendium/spells/globe-of-invulnerability.md), [paralyze](compendium/spells/paralyze.md) +- **5th** [magic missile](compendium/spells/magic-missile.md) +- **6th** [wall of force](compendium/spells/wall-of-force.md) +- **7th** [cone of cold](compendium/spells/cone-of-cold.md), [fireball](compendium/spells/fireball.md), [lightning bolt](compendium/spells/lightning-bolt.md) +``` + +*Source: Core Rulebook p. 595* \ No newline at end of file diff --git a/compendium/equipment/items/staff-of-the-magi.md b/compendium/equipment/items/staff-of-the-magi.md new file mode 100644 index 000000000..7a6299ff5 --- /dev/null +++ b/compendium/equipment/items/staff-of-the-magi.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/staff +- trait/evocation +- trait/magical +- trait/rare +- trait/staff +aliases: ["Staff of the Magi"] +--- +# Staff of the Magi *Item 20* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [staff](rules/traits/staff.md) + +- **Price** 90000 gp +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Staff + +Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells. + +Voluntarily destroying a staff of the magi unleashes a truly devastating wave of arcane energy that surges out, dissipating with distance. When wielding the staff, you can break it using an [Interact](rules/actions/interact.md) action. This releases a 30-foot-burst magical explosion centered on the staff. This deals `2d10` force damage per charge remaining in the staff (DC 40 basic Reflex save), You automatically critically fail your save. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature reduced to 0 Hit Points by this damage dies instantly; this is a [death](rules/traits/death.md) effect. + +```ad-embed-ability +title: Activate + +You expend a number of charges from the staff to cast a spell from its list. + +- **Cantrip** [detect magic](compendium/spells/detect-magic.md), [light](compendium/spells/light.md), [mage hand](compendium/spells/mage-hand.md), [telekinetic projectile](compendium/spells/telekinetic-projectile.md) +- **1st** [lock](compendium/spells/lock.md) +- **2nd** [enlarge](compendium/spells/enlarge.md), [glitterdust](compendium/spells/glitterdust.md), [invisibility](compendium/spells/invisibility.md), [knock](compendium/spells/knock.md), [telekinetic maneuver](compendium/spells/telekinetic-maneuver.md), [web](compendium/spells/web.md) +- **3rd** [dispel magic](compendium/spells/dispel-magic.md), [fireball](compendium/spells/fireball.md), [lightning bolt](compendium/spells/lightning-bolt.md) +- **4th** [invisibility](compendium/spells/invisibility.md), [enlarge](compendium/spells/enlarge.md), [fireball](compendium/spells/fireball.md), [wall of fire](compendium/spells/wall-of-fire.md), [web](compendium/spells/web.md) +- **5th** [cone of cold](compendium/spells/cone-of-cold.md), [passwall](compendium/spells/passwall.md), [telekinetic haul](compendium/spells/telekinetic-haul.md) +- **6th** [disintegrate](compendium/spells/disintegrate.md), [dispel magic](compendium/spells/dispel-magic.md), [fireball](compendium/spells/fireball.md), [lightning bolt](compendium/spells/lightning-bolt.md) +- **7th** [cone of cold](compendium/spells/cone-of-cold.md), [passwall](compendium/spells/passwall.md), [plane shift](compendium/spells/plane-shift.md), [wall of fire](compendium/spells/wall-of-fire.md) +- **8th** [fireball](compendium/spells/fireball.md), [mage armor](compendium/spells/mage-armor.md) +- **9th** [dispel magic](compendium/spells/dispel-magic.md), [meteor swarm](compendium/spells/meteor-swarm.md), [summon dragon](compendium/spells/summon-dragon.md) +``` + +*Source: Core Rulebook p. 595* \ No newline at end of file diff --git a/Compendium/equipment/items/staff-of-transmutation.md b/compendium/equipment/items/staff-of-transmutation.md similarity index 81% rename from Compendium/equipment/items/staff-of-transmutation.md rename to compendium/equipment/items/staff-of-transmutation.md index a651212c7..23ce678fb 100644 --- a/Compendium/equipment/items/staff-of-transmutation.md +++ b/compendium/equipment/items/staff-of-transmutation.md @@ -10,7 +10,7 @@ tags: aliases: ["Staff of Transmutation"] --- # Staff of Transmutation *Item 6+* -[magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) [transmutation](../../../Rules/traits/transmutation.md) +[magical](rules/traits/magical.md) [staff](rules/traits/staff.md) [transmutation](rules/traits/transmutation.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/Compendium/equipment/items/staff.md b/compendium/equipment/items/staff.md similarity index 87% rename from Compendium/equipment/items/staff.md rename to compendium/equipment/items/staff.md index 4be7eb69a..94aaca831 100644 --- a/Compendium/equipment/items/staff.md +++ b/compendium/equipment/items/staff.md @@ -8,7 +8,7 @@ tags: aliases: ["Staff"] --- # Staff *Item 0* -[two-hand ](../../../Rules/traits/two-hand.md) +[two-hand ](rules/traits/two-hand.md) - **Price** 0 gp - **Bulk** 1 diff --git a/compendium/equipment/items/stalker-bane-snare.md b/compendium/equipment/items/stalker-bane-snare.md new file mode 100644 index 000000000..3f6cb7010 --- /dev/null +++ b/compendium/equipment/items/stalker-bane-snare.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +- trait/uncommon +aliases: ["Stalker Bane Snare"] +--- +# Stalker Bane Snare *Item 4* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 15 gp +- **Category** Snare + +This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** Powder sticks to the target, causing it to leave behind telltale footprints. Being [invisible](rules/conditions.md#Invisible) makes the target [hidden](rules/conditions.md#Hidden), rather than [undetected](rules/conditions.md#Undetected), to creatures that could see it if it weren't [invisible](rules/conditions.md#Invisible). +> - **Failure** Powder clumps on the target, constantly flaking away. Being [invisible](rules/conditions.md#Invisible) makes the target [concealed](rules/conditions.md#Concealed), rather than [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected), to creatures that could see it if it weren't [invisible](rules/conditions.md#Invisible). +> - **Critical Failure** As failure, and the creature is [blinded](rules/conditions.md#Blinded) until the end of its next turn. + +*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/starknife.md b/compendium/equipment/items/starknife.md new file mode 100644 index 000000000..3e254cff3 --- /dev/null +++ b/compendium/equipment/items/starknife.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/agile +- trait/deadly-d6 +- trait/finesse +- trait/thrown-20-ft +- trait/versatile-s +aliases: ["Starknife"] +--- +# Starknife *Item 0* +[agile](rules/traits/agile.md) [deadly ](rules/traits/deadly.md) [finesse](rules/traits/finesse.md) [thrown <20 ft.>](rules/traits/thrown.md) [versatile ](rules/traits/versatile.md) + +- **Price** 2 gp +- **Bulk** L +- **Damage** `1d4` P +- **Hands** 1 +- **Category** Martial; **Group** Knife + +From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/Compendium/equipment/items/steel-shield.md b/compendium/equipment/items/steel-shield.md similarity index 100% rename from Compendium/equipment/items/steel-shield.md rename to compendium/equipment/items/steel-shield.md diff --git a/compendium/equipment/items/stone-bullet.md b/compendium/equipment/items/stone-bullet.md new file mode 100644 index 000000000..70f40aa22 --- /dev/null +++ b/compendium/equipment/items/stone-bullet.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/consumable +- trait/magical +- trait/transmutation +aliases: ["Stone Bullet"] +--- +# Stone Bullet *Item 15* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 1300 gp +- **Ammunition** [sling bullets](compendium/equipment/items/sling-bullets.md) +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Ammunition + +This sling bullet looks like a [petrified](rules/conditions.md#Petrified) serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level [flesh to stone](compendium/spells/flesh-to-stone.md) spell (DC 34). + +*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/stone-fist-elixir.md b/compendium/equipment/items/stone-fist-elixir.md new file mode 100644 index 000000000..355f1344f --- /dev/null +++ b/compendium/equipment/items/stone-fist-elixir.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +- trait/morph +aliases: ["Stone Fist Elixir"] +--- +# Stone Fist Elixir *Item 4* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) [morph](rules/traits/morph.md) + +- **Price** 13 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +Your fists become hard as stone. For 1 hour, your fists deal `1d6` bludgeoning damage and lose the [nonlethal](rules/traits/nonlethal.md) trait. + +*Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/Compendium/equipment/items/storm-arrow.md b/compendium/equipment/items/storm-arrow.md similarity index 77% rename from Compendium/equipment/items/storm-arrow.md rename to compendium/equipment/items/storm-arrow.md index bb54a6134..3978bdcd0 100644 --- a/Compendium/equipment/items/storm-arrow.md +++ b/compendium/equipment/items/storm-arrow.md @@ -12,11 +12,11 @@ tags: aliases: ["Storm Arrow"] --- # Storm Arrow *Item 9* -[air](../../../Rules/traits/air.md) [consumable](../../../Rules/traits/consumable.md) [electricity](../../../Rules/traits/electricity.md) [evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) +[air](rules/traits/air.md) [consumable](rules/traits/consumable.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) - **Price** 130 gp -- **Ammunition** [arrow](arrow.md) -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Ammunition** [arrow](compendium/equipment/items/arrow.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Ammunition The head of this arrow is made from gleaming copper. diff --git a/compendium/equipment/items/storm-flash.md b/compendium/equipment/items/storm-flash.md new file mode 100644 index 000000000..92710a1b9 --- /dev/null +++ b/compendium/equipment/items/storm-flash.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/electricity +- trait/evocation +- trait/magical +aliases: ["Storm Flash"] +--- +# Storm Flash *Item 14+* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Weapon + +This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You cast a 6th-level [lightning bolt](compendium/spells/lightning-bolt.md) (DC 33). +``` + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An [electricity](rules/traits/electricity.md) effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area + +**Effect** You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the [electricity](rules/traits/electricity.md) effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect. +``` + +*Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/Compendium/equipment/items/striking-snare.md b/compendium/equipment/items/striking-snare.md similarity index 77% rename from Compendium/equipment/items/striking-snare.md rename to compendium/equipment/items/striking-snare.md index 3e1c70dda..6b1af567b 100644 --- a/Compendium/equipment/items/striking-snare.md +++ b/compendium/equipment/items/striking-snare.md @@ -11,7 +11,7 @@ tags: aliases: ["Striking Snare"] --- # Striking Snare *Item 8* -[consumable](../../../Rules/traits/consumable.md) [mechanical](../../../Rules/traits/mechanical.md) [snare](../../../Rules/traits/snare.md) [trap](../../../Rules/traits/trap.md) +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) - **Price** 75 gp - **Category** Snare diff --git a/Compendium/equipment/items/striking.md b/compendium/equipment/items/striking.md similarity index 89% rename from Compendium/equipment/items/striking.md rename to compendium/equipment/items/striking.md index 867cb9236..ecf37c705 100644 --- a/Compendium/equipment/items/striking.md +++ b/compendium/equipment/items/striking.md @@ -9,7 +9,7 @@ tags: aliases: ["Striking"] --- # Striking *Item 4+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/studded-leather.md b/compendium/equipment/items/studded-leather.md new file mode 100644 index 000000000..b3d10cff9 --- /dev/null +++ b/compendium/equipment/items/studded-leather.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/armor/light +aliases: ["Studded Leather"] +--- +# Studded Leather *Item 0* + +- **Price** 3 gp +- **Bulk** 1 +- **AC Bonus** +2; **Dex Cap** +3 +- **Strength** 12; **Check Penalty** -1; **Speed Penalty** — +- **Category** Light; **Group** Leather + +This [leather armor](compendium/equipment/items/leather.md) is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection. + +*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/compendium/equipment/items/stunning-snare.md b/compendium/equipment/items/stunning-snare.md new file mode 100644 index 000000000..b1e14c40e --- /dev/null +++ b/compendium/equipment/items/stunning-snare.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Stunning Snare"] +--- +# Stunning Snare *Item 12* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 320 gp +- **Category** Snare + +You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals `6d6` bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 31 Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage and is [flat-footed](rules/conditions.md#Flat-footed) for 1 round and [stunned](rules/conditions.md#Stunned). +> - **Failure** The creature takes full damage and is [flat-footed](rules/conditions.md#Flat-footed) for 1 round and [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The creature takes double damage and is [flat-footed](rules/conditions.md#Flat-footed) for 1 minute and [stunned](rules/conditions.md#Stunned). + +*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/sturdy-shield.md b/compendium/equipment/items/sturdy-shield.md similarity index 83% rename from Compendium/equipment/items/sturdy-shield.md rename to compendium/equipment/items/sturdy-shield.md index 7e732af7a..e58a714a9 100644 --- a/Compendium/equipment/items/sturdy-shield.md +++ b/compendium/equipment/items/sturdy-shield.md @@ -9,7 +9,7 @@ tags: aliases: ["Sturdy Shield"] --- # Sturdy Shield *Item 4+* -[abjuration](../../../Rules/traits/abjuration.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [magical](rules/traits/magical.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Shield; **Group** Shield diff --git a/compendium/equipment/items/sunrod.md b/compendium/equipment/items/sunrod.md new file mode 100644 index 000000000..7541c1019 --- /dev/null +++ b/compendium/equipment/items/sunrod.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/tool +- trait/alchemical +- trait/consumable +- trait/light +aliases: ["Sunrod"] +--- +# Sunrod *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [light](rules/traits/light.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Tool + +This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet). + +*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/equipment/items/survey-map.md b/compendium/equipment/items/survey-map.md new file mode 100644 index 000000000..08130d2ff --- /dev/null +++ b/compendium/equipment/items/survey-map.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +- trait/uncommon +aliases: ["Survey Map"] +--- +# Survey Map *Item 3* +[uncommon](rules/traits/uncommon.md) + +- **Bulk** L +- **Hands** 1 +- **Category** Adventuring Gear + +Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and any skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/swift-block-cabochon.md b/compendium/equipment/items/swift-block-cabochon.md new file mode 100644 index 000000000..4967eae35 --- /dev/null +++ b/compendium/equipment/items/swift-block-cabochon.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/abjuration +- trait/consumable +- trait/magical +- trait/talisman +- trait/uncommon +aliases: ["Swift Block Cabochon"] +--- +# Swift Block Cabochon *Item 7* +[abjuration](rules/traits/abjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 70 gp +- **Usage** affixed to a shield; **Bulk** — +- **Activate** envision; **Trigger** You take damage from a physical attack while you don't have the affixed shield raised. +- **Category** Talisman + +This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, you use the [Shield Block](compendium/feats/shield-block.md) reaction even if you hadn't raised the affixed shield (and even if you don't normally have that reaction). + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/Compendium/equipment/items/tack.md b/compendium/equipment/items/tack.md similarity index 100% rename from Compendium/equipment/items/tack.md rename to compendium/equipment/items/tack.md diff --git a/compendium/equipment/items/tanglefoot-bag.md b/compendium/equipment/items/tanglefoot-bag.md new file mode 100644 index 000000000..761cda3a5 --- /dev/null +++ b/compendium/equipment/items/tanglefoot-bag.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +aliases: ["Tanglefoot Bag"] +--- +# Tanglefoot Bag *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +A tanglefoot bag is filled with sticky substances. + +When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute. + +Many types of tanglefoot bag also grant an item bonus on attack rolls. + +On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and [immobilized](rules/conditions.md#Immobilized) for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to [Fly](rules/actions/fly.md) again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water. + +The target can end any effects by [Escaping](rules/actions/escape.md) or spending a total of 3 [Interact](rules/actions/interact.md) actions to carefully remove the sticky substances. These [Interact](rules/actions/interact.md) actions don't have to be consecutive, and other creatures can provide the actions as well. + +*Source: Core Rulebook p. 545* \ No newline at end of file diff --git a/compendium/equipment/items/tears-of-death.md b/compendium/equipment/items/tears-of-death.md new file mode 100644 index 000000000..92f4b1865 --- /dev/null +++ b/compendium/equipment/items/tears-of-death.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/contact +- trait/poison +- trait/virulent +aliases: ["Tears of Death"] +--- +# Tears of Death *Item 20* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [contact](rules/traits/contact.md) [poison](rules/traits/poison.md) [virulent](rules/traits/virulent.md) + +- **Price** 12000 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. + +```ad-inline-affliction +title: Saving Throw: DC 46 Fortitude + +- **Onset**: 1 minute +- **Maximum Duration**: 10 minutes + +## Stages + +**Stage 1** `18d6` poison damage and [paralyzed](rules/conditions.md#Paralyzed) (1 round) + +**Stage 2** `25d6` poison damage and [paralyzed](rules/conditions.md#Paralyzed) (1 minute) + +**Stage 3** `30d6` poison damage and [paralyzed](rules/conditions.md#Paralyzed) (1 minute) +``` + +*Source: Core Rulebook p. 553* \ No newline at end of file diff --git a/Compendium/equipment/items/temple-sword.md b/compendium/equipment/items/temple-sword.md similarity index 84% rename from Compendium/equipment/items/temple-sword.md rename to compendium/equipment/items/temple-sword.md index b6846ed18..8762a1f0a 100644 --- a/Compendium/equipment/items/temple-sword.md +++ b/compendium/equipment/items/temple-sword.md @@ -10,7 +10,7 @@ tags: aliases: ["Temple Sword"] --- # Temple Sword *Item 0* -[monk](../../../Rules/traits/monk.md) [trip](../../../Rules/traits/trip.md) [uncommon](../../../Rules/traits/uncommon.md) +[monk](rules/traits/monk.md) [trip](rules/traits/trip.md) [uncommon](rules/traits/uncommon.md) - **Price** 2 gp - **Bulk** 1 diff --git a/compendium/equipment/items/ten-foot-pole.md b/compendium/equipment/items/ten-foot-pole.md new file mode 100644 index 000000000..10d7744f2 --- /dev/null +++ b/compendium/equipment/items/ten-foot-pole.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Ten-Foot Pole"] +--- +# Ten-Foot Pole *Item 0* + +- **Price** 1 cp +- **Bulk** 1 +- **Hands** 2 +- **Category** Adventuring Gear + +When wielding this long pole, you can use [Seek](rules/actions/seek.md) to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/Compendium/equipment/items/tent.md b/compendium/equipment/items/tent.md similarity index 100% rename from Compendium/equipment/items/tent.md rename to compendium/equipment/items/tent.md diff --git a/compendium/equipment/items/thieves-tools.md b/compendium/equipment/items/thieves-tools.md new file mode 100644 index 000000000..a5699fa2c --- /dev/null +++ b/compendium/equipment/items/thieves-tools.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/adventuring-gear +aliases: ["Thieves' Tools"] +--- +# Thieves' Tools *Item 0* + +- **Price** 3 gp +- **Bulk** L +- **Hands** 1 or 2* +- **Category** Adventuring Gear + +You need thieves' tools to [Pick Locks](rules/actions/pick-a-lock.md) or [Disable Devices](rules/actions/disable-a-device.md) (of some types) using the [Thievery](compendium/skills.md#Thievery) skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the [Repair](rules/actions/repair.md) action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. + +> [!pf2-note] +> You can use the set of tools with one hand if you are wearing it. + +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/third-eye.md b/compendium/equipment/items/third-eye.md new file mode 100644 index 000000000..ecce009ff --- /dev/null +++ b/compendium/equipment/items/third-eye.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Third Eye"] +--- +# Third Eye *Item 19* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Price** 40000 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo. + +This grants you otherworldly sight and allows you to read auras. No one but you can manipulate the third eye while it's invested by you. Your heightened senses and ability to sense emotional auras grant you a +3 item bonus to [Perception](compendium/skills.md#Perception) checks. + +You continuously see magic auras, as a 9thlevel [detect magic](compendium/spells/detect-magic.md) spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a [Seek](rules/actions/seek.md) action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature's health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You gain the effects of an 8th-level [true seeing](compendium/spells/true-seeing.md) spell. +``` + +*Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/thundering.md b/compendium/equipment/items/thundering.md new file mode 100644 index 000000000..5723ac989 --- /dev/null +++ b/compendium/equipment/items/thundering.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/evocation +- trait/magical +- trait/sonic +aliases: ["Thundering"] +--- +# Thundering *Item 8+* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [sonic](rules/traits/sonic.md) + +- **Usage** etched onto a weapon +- **Category** Rune + +This weapon lets out a peal of thunder when it hits, dealing an extra `1d6` sonic damage on a successful [Strike](rules/actions/strike.md). On a critical hit, the target has to succeed at a DC 24 Fortitude save or be [deafened](rules/conditions.md#Deafened) for 1 minute (or 1 hour on a critical failure). + +*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/thunderstone.md b/compendium/equipment/items/thunderstone.md new file mode 100644 index 000000000..f7c5284db --- /dev/null +++ b/compendium/equipment/items/thunderstone.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/bomb +- trait/alchemical +- trait/bomb +- trait/consumable +- trait/sonic +- trait/splash +aliases: ["Thunderstone"] +--- +# Thunderstone *Item 1+* +[alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) [consumable](rules/traits/consumable.md) [sonic](rules/traits/sonic.md) [splash](rules/traits/splash.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Bomb + +When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be [deafened](rules/conditions.md#Deafened) until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls. + +*Source: Core Rulebook p. 546* \ No newline at end of file diff --git a/compendium/equipment/items/thurible-of-revelation.md b/compendium/equipment/items/thurible-of-revelation.md new file mode 100644 index 000000000..57c8eea84 --- /dev/null +++ b/compendium/equipment/items/thurible-of-revelation.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/divination +- trait/divine +aliases: ["Thurible of Revelation"] +--- +# Thurible of Revelation *Item 3+* +[divination](rules/traits/divination.md) [divine](rules/traits/divine.md) + +- **Usage** held in 1 hand; **Bulk** 1 +- **Category** Held + +This brass censer dangles on a length of chain. + +Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to [Religion](compendium/skills.md#Religion) checks, and any critical failure you roll when you [Decipher Writing](rules/actions/decipher-writing.md) of a religious nature is a failure instead. +``` + +*Source: Core Rulebook p. 575* \ No newline at end of file diff --git a/compendium/equipment/items/tiger-menuki.md b/compendium/equipment/items/tiger-menuki.md new file mode 100644 index 000000000..bac78c064 --- /dev/null +++ b/compendium/equipment/items/tiger-menuki.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/magical +- trait/talisman +- trait/transmutation +aliases: ["Tiger Menuki"] +--- +# Tiger Menuki *Item 5* +[consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 30 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** You [Strike](rules/actions/strike.md) with the affixed weapon. +- **Category** Talisman + +This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the affixed weapon gains the [sweep](rules/traits/sweep.md) trait for the triggering attack and all other attacks for 1 minute. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/tindertwig.md b/compendium/equipment/items/tindertwig.md new file mode 100644 index 000000000..f9844c3fc --- /dev/null +++ b/compendium/equipment/items/tindertwig.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/tool +- trait/alchemical +- trait/consumable +- trait/fire +aliases: ["Tindertwig"] +--- +# Tindertwig *Item 1* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [fire](rules/traits/fire.md) + +- **Price** 2 sp +- **Usage** held in 1 hand; **Bulk** — +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Tool + +An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same [Interact](rules/actions/interact.md) action. + +*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/Compendium/equipment/items/tool.md b/compendium/equipment/items/tool.md similarity index 100% rename from Compendium/equipment/items/tool.md rename to compendium/equipment/items/tool.md diff --git a/Compendium/equipment/items/torch.md b/compendium/equipment/items/torch.md similarity index 100% rename from Compendium/equipment/items/torch.md rename to compendium/equipment/items/torch.md diff --git a/compendium/equipment/items/tower-shield.md b/compendium/equipment/items/tower-shield.md new file mode 100644 index 000000000..4bbaecf83 --- /dev/null +++ b/compendium/equipment/items/tower-shield.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/shield +aliases: ["Tower Shield"] +--- +# Tower Shield *Item 0* + +- **Price** 10 gp +- **Bulk** 4 +- **AC Bonus** +2/+2; **null Hardness** 5, **null HP** 20 (BT 10); **Speed Penalty** -5 ft. +- **Category** Shield; **Group** Shield + +These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal. + +> [!pf2-note] +> When you have a [tower shield](compendium/equipment/items/tower-shield.md) raised, you can use the [Take Cover](rules/actions/take-cover.md) action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can [Take Cover](rules/actions/take-cover.md) as normal using the cover from your shield). + +*Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/compendium/equipment/items/trackers-goggles.md b/compendium/equipment/items/trackers-goggles.md new file mode 100644 index 000000000..939b3661a --- /dev/null +++ b/compendium/equipment/items/trackers-goggles.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/divination +- trait/invested +- trait/magical +aliases: ["Tracker's Goggles"] +--- +# Tracker's Goggles *Item 3+* +[divination](rules/traits/divination.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn eyepiece +- **Category** Worn + +These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to [Survival](compendium/skills.md#Survival) checks to [Sense Direction](rules/actions/sense-direction.md) and [Track](rules/actions/track.md). If you fail a check to [Track](rules/actions/track.md), you can try again after 30 minutes rather than an hour. + +*Source: Core Rulebook p. 616* \ No newline at end of file diff --git a/compendium/equipment/items/travelers-any-tool.md b/compendium/equipment/items/travelers-any-tool.md new file mode 100644 index 000000000..c70137bc1 --- /dev/null +++ b/compendium/equipment/items/travelers-any-tool.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Traveler's Any-tool"] +--- +# Traveler's Any-tool *Item 6* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 200 gp +- **Usage** held in 2 hands; **Bulk** 1 +- **Category** Held + +Before it's activated, this item appears to be an ash rod capped with steel on either end. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You imagine a specific simple tool, and the any-tool transforms into it. + +(Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an [Interact](rules/actions/interact.md) action. +``` + +*Source: Core Rulebook p. 576* \ No newline at end of file diff --git a/Compendium/equipment/items/trident.md b/compendium/equipment/items/trident.md similarity index 89% rename from Compendium/equipment/items/trident.md rename to compendium/equipment/items/trident.md index a72fa67b2..06cfc2368 100644 --- a/Compendium/equipment/items/trident.md +++ b/compendium/equipment/items/trident.md @@ -8,7 +8,7 @@ tags: aliases: ["Trident"] --- # Trident *Item 0* -[thrown <20 ft.>](../../../Rules/traits/thrown.md) +[thrown <20 ft.>](rules/traits/thrown.md) - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/trip-snare.md b/compendium/equipment/items/trip-snare.md new file mode 100644 index 000000000..2e4712ee4 --- /dev/null +++ b/compendium/equipment/items/trip-snare.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Trip Snare"] +--- +# Trip Snare *Item 4* +[consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 15 gp +- **Category** Snare + +You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 20 Reflex save. + +If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares. + +For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [flat-footed](rules/conditions.md#Flat-footed) until the start of its next turn. +> - **Failure** The creature falls [prone](rules/conditions.md#Prone). +> - **Critical Failure** The creature falls [prone](rules/conditions.md#Prone) and takes `1d6` bludgeoning damage. + +*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/compendium/equipment/items/tritons-conch.md b/compendium/equipment/items/tritons-conch.md new file mode 100644 index 000000000..73ab627b3 --- /dev/null +++ b/compendium/equipment/items/tritons-conch.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/held +- trait/magical +- trait/transmutation +aliases: ["Triton's Conch"] +--- +# Triton's Conch *Item 9* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 640 gp +- **Usage** held in 1 hand; **Bulk** L +- **Category** Held + +If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md) and can breathe under water. +``` + +*Source: Core Rulebook p. 576* \ No newline at end of file diff --git a/compendium/equipment/items/truesight-potion.md b/compendium/equipment/items/truesight-potion.md new file mode 100644 index 000000000..8d680e958 --- /dev/null +++ b/compendium/equipment/items/truesight-potion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/potion +- trait/consumable +- trait/divination +- trait/magical +- trait/potion +aliases: ["Truesight Potion"] +--- +# Truesight Potion *Item 16* +[consumable](rules/traits/consumable.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [potion](rules/traits/potion.md) + +- **Price** 1500 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Potion + +Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level [true seeing](compendium/spells/true-seeing.md) spell that has a counteract modifier of +25. + +*Source: Core Rulebook p. 564* \ No newline at end of file diff --git a/Compendium/equipment/items/truth-potion.md b/compendium/equipment/items/truth-potion.md similarity index 75% rename from Compendium/equipment/items/truth-potion.md rename to compendium/equipment/items/truth-potion.md index 99a3359f1..dc88fa183 100644 --- a/Compendium/equipment/items/truth-potion.md +++ b/compendium/equipment/items/truth-potion.md @@ -13,11 +13,11 @@ tags: aliases: ["Truth Potion"] --- # Truth Potion *Item 6* -[consumable](../../../Rules/traits/consumable.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) [potion](../../../Rules/traits/potion.md) [uncommon](../../../Rules/traits/uncommon.md) +[consumable](rules/traits/consumable.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) [potion](rules/traits/potion.md) [uncommon](rules/traits/uncommon.md) - **Price** 46 gp - **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Potion For 10 minutes after drinking this astringent potion, you can't intentionally lie and may be compelled to tell the truth. diff --git a/compendium/equipment/items/twining-staff.md b/compendium/equipment/items/twining-staff.md new file mode 100644 index 000000000..5cfd6d80e --- /dev/null +++ b/compendium/equipment/items/twining-staff.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon +- trait/magical +- trait/transmutation +aliases: ["Twining Staff"] +--- +# Twining Staff *Item 6* +[magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 250 gp +- **Usage** held in 1 or 2 hands; **Bulk** — to 2 +- **Category** Weapon + +Appearing to be just a small, flat disc made of twigs, this item can grow and shrink. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You cause the twigs to rapidly grow or contract, reshaping into a +1 striking staff, a +1 striking bo staff, or its disc form. In its disc form, it has negligible Bulk and must be held in one hand to be activated. In the other forms, it has the same Bulk as a normal weapon of its type. You can switch your grip as part of the activation. + +When you expand the item, you can use the force of the expansion to [High Jump](rules/actions/high-jump.md) or to try to [Force Open](rules/actions/force-open.md) a door or the like by wedging the disc into a gap before activation. The staff makes the [Athletics](compendium/skills.md#Athletics) check with a +15 modifier. +``` + +*Source: Core Rulebook p. 602* \ No newline at end of file diff --git a/compendium/equipment/items/unholy-water.md b/compendium/equipment/items/unholy-water.md new file mode 100644 index 000000000..af2aeb5a1 --- /dev/null +++ b/compendium/equipment/items/unholy-water.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/consumable +- trait/consumable +- trait/divine +- trait/evil +- trait/necromancy +- trait/splash +aliases: ["Unholy Water"] +--- +# Unholy Water *Item 1* +[consumable](rules/traits/consumable.md) [divine](rules/traits/divine.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [splash](rules/traits/splash.md) + +- **Price** 3 gp +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Strike](rules/actions/strike.md) +- **Category** Consumable + +An evil deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a [Strike](rules/actions/strike.md). It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the [manipulate](rules/traits/manipulate.md) trait to the attack made with it. + +Unholy water deals `1d6` evil damage and 1 evil splash damage. + +It damages only celestials and creatures that have a weakness to evil damage. + +*Source: Core Rulebook p. 571* \ No newline at end of file diff --git a/compendium/equipment/items/unholy.md b/compendium/equipment/items/unholy.md new file mode 100644 index 000000000..98af2b560 --- /dev/null +++ b/compendium/equipment/items/unholy.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/evil +- trait/evocation +- trait/magical +aliases: ["Unholy"] +--- +# Unholy *Item 11* +[evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) + +- **Price** 1400 gp +- **Usage** etched onto a weapon without a holy rune +- **Category** Rune + +An unholy rune instills fiendish power into the etched weapon. + +A weapon with this rune deals an additional `1d6` evil damage when it hits a good target. If you are good, you are [enfeebled](rules/conditions.md#Enfeebled) while carrying or wielding this weapon. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You critically succeed at an attack roll against a good creature with the weapon + +**Effect** The target takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to `1d8` per weapon damage die of the etched weapon. +``` + +*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/vanishing-coin.md b/compendium/equipment/items/vanishing-coin.md new file mode 100644 index 000000000..334413a13 --- /dev/null +++ b/compendium/equipment/items/vanishing-coin.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/illusion +- trait/magical +- trait/talisman +aliases: ["Vanishing Coin"] +--- +# Vanishing Coin *Item 10* +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 160 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You attempt a [Stealth](compendium/skills.md#Stealth) check for initiative, but you haven't rolled yet; **Requirements** You are a master in [Stealth](compendium/skills.md#Stealth). +- **Category** Talisman + +This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes [invisible](rules/conditions.md#Invisible) for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level [invisibility](compendium/spells/invisibility.md) spell on you, lasting until the end of your next turn. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/ventriloquists-ring.md b/compendium/equipment/items/ventriloquists-ring.md new file mode 100644 index 000000000..bf8932304 --- /dev/null +++ b/compendium/equipment/items/ventriloquists-ring.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/illusion +- trait/invested +- trait/magical +aliases: ["Ventriloquist's Ring"] +--- +# Ventriloquist's Ring *Item 3+* +[illusion](rules/traits/illusion.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) + +- **Usage** worn; **Bulk** — +- **Category** Worn + +This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to [Deception](compendium/skills.md#Deception) checks. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +Twisting the ring around your finger allows you to magically throw your voice, with the effects of a [ventriloquism](compendium/spells/ventriloquism.md) spell (DC 19). +``` + +*Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/Compendium/equipment/items/verdant-staff.md b/compendium/equipment/items/verdant-staff.md similarity index 81% rename from Compendium/equipment/items/verdant-staff.md rename to compendium/equipment/items/verdant-staff.md index 0a2b2f250..cb8662cff 100644 --- a/Compendium/equipment/items/verdant-staff.md +++ b/compendium/equipment/items/verdant-staff.md @@ -10,7 +10,7 @@ tags: aliases: ["Verdant Staff"] --- # Verdant Staff *Item 6+* -[divination](../../../Rules/traits/divination.md) [magical](../../../Rules/traits/magical.md) [staff](../../../Rules/traits/staff.md) +[divination](rules/traits/divination.md) [magical](rules/traits/magical.md) [staff](rules/traits/staff.md) - **Usage** held in 1 hand; **Bulk** 1 - **Category** Staff diff --git a/compendium/equipment/items/vine-arrow.md b/compendium/equipment/items/vine-arrow.md new file mode 100644 index 000000000..db0df7bfa --- /dev/null +++ b/compendium/equipment/items/vine-arrow.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Vine Arrow"] +--- +# Vine Arrow *Item 3* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 10 gp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md) +- **Activate** command +- **Category** Ammunition + +Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for `2d4` rounds, or until it [Escapes](rules/actions/escape.md) against a DC of 19. On a critical hit, the target is also [immobilized](rules/conditions.md#Immobilized) until it [Escapes](rules/actions/escape.md). + +*Source: Core Rulebook p. 560* \ No newline at end of file diff --git a/compendium/equipment/items/viper-arrow.md b/compendium/equipment/items/viper-arrow.md new file mode 100644 index 000000000..4110ff298 --- /dev/null +++ b/compendium/equipment/items/viper-arrow.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/ammunition +- trait/conjuration +- trait/consumable +- trait/magical +aliases: ["Viper Arrow"] +--- +# Viper Arrow *Item 4* +[conjuration](rules/traits/conjuration.md) [consumable](rules/traits/consumable.md) [magical](rules/traits/magical.md) + +- **Price** 17 gp +- **Ammunition** [arrow](compendium/equipment/items/arrow.md) +- **Activate** command +- **Category** Ammunition + +The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper's poison, as if it had been bitten. The viper then lands in an open space adjacent to the target. + +The viper has the summoned trait and acts at the end of your turn, even though you didn't use the [Sustain a Spell](rules/actions/sustain-a-spell.md) action. It is under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain. + +*Source: Core Rulebook p. 561* \ No newline at end of file diff --git a/compendium/equipment/items/vipers-fang.md b/compendium/equipment/items/vipers-fang.md new file mode 100644 index 000000000..fa43b0827 --- /dev/null +++ b/compendium/equipment/items/vipers-fang.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Viper's Fang"] +--- +# Viper's Fang *Item 14* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 850 gp +- **Usage** affixed to a weapon; **Bulk** — +- **Activate** envision; **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md) or [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using +- **Category** Talisman + +You are a master with the affixed weapon. + +When you activate this resin-strengthened viper skull, you make an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) against the triggering creature. + +If you have [Attack of Opportunity](rules/actions/attack-of-opportunity.md), you can activate the viper's fang as a free action. + +*Source: Core Rulebook p. 569* \ No newline at end of file diff --git a/compendium/equipment/items/vorpal.md b/compendium/equipment/items/vorpal.md new file mode 100644 index 000000000..20d9bf853 --- /dev/null +++ b/compendium/equipment/items/vorpal.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/evocation +- trait/magical +- trait/rare +aliases: ["Vorpal"] +--- +# Vorpal *Item 17* +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 15000 gp +- **Usage** etched onto a slashing melee weapon +- **Category** Rune + +Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. + +```ad-embed-ability +title: Activate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: You roll a natural 20 on a [Strike](rules/actions/strike.md) with the weapon, critically succeed, and deal slashing damage. + +**Effect** The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head. +``` + +*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/compendium/equipment/items/voyagers-pack.md b/compendium/equipment/items/voyagers-pack.md new file mode 100644 index 000000000..5a76c6ed8 --- /dev/null +++ b/compendium/equipment/items/voyagers-pack.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/conjuration +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Voyager's Pack"] +--- +# Voyager's Pack *Item 17* +[conjuration](rules/traits/conjuration.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 14800 gp +- **Usage** worn backpack; **Bulk** — +- **Category** Worn + +This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to [Survival](compendium/skills.md#Survival) checks. + +It also enables you to see the magical traces of creatures' passage, allowing you to [Track](rules/actions/track.md) a creature that has teleported. The GM sets the DC of this check, usually using the level and DC of the teleportation spell. This lets you find the location of the creature's destination, and you can use that destination when casting teleport or activating the pack, even though you don't know what it looks like. + +The pack contains an extradimensional space with the same properties as a type II bag of holding. This space contains the contents of a climber's kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day. + +```ad-embed-ability +title: Activate [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") + +As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-level [plane shift](compendium/spells/plane-shift.md) or [teleport](compendium/spells/teleport.md) spell, transporting you and everyone attached to the pack. Attempt a DC 45 [Survival](compendium/skills.md#Survival) check. On a success, you arrive 25 miles off target using plane shift or halve the distance you're off-target with teleport. On a critical success, you arrive exactly on target. +``` + +*Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-continuation.md b/compendium/equipment/items/wand-of-continuation.md new file mode 100644 index 000000000..975fcc808 --- /dev/null +++ b/compendium/equipment/items/wand-of-continuation.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/wand +- trait/magical +- trait/wand +aliases: ["Wand of Continuation"] +--- +# Wand of Continuation *Item 5+* +[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand increases a spell's duration. Yellow embers spiral over its surface until the spell ends. + +```ad-embed-ability +title: Activate + +You [Cast the Spell](rules/actions/cast-a-spell.md), and its duration is increased by half. +``` + +*Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-manifold-missiles.md b/compendium/equipment/items/wand-of-manifold-missiles.md new file mode 100644 index 000000000..1dd51d942 --- /dev/null +++ b/compendium/equipment/items/wand-of-manifold-missiles.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/wand +- trait/evocation +- trait/force +- trait/magical +- trait/wand +aliases: ["Wand of Manifold Missiles"] +--- +# Wand of Manifold Missiles *Item 5+* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This wand features a carved dragon's head at its top and a polished metal sphere set in its midsection. + +```ad-embed-ability +title: Activate + +You cast [magic missile](compendium/spells/magic-missile.md) of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of [magic missile](compendium/spells/magic-missile.md). Choose targets each time. This lasts for 1 minute, until you're no longer wielding the wand, or until you try to activate the wand again. +``` + +*Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-slaying.md b/compendium/equipment/items/wand-of-slaying.md new file mode 100644 index 000000000..f989267d3 --- /dev/null +++ b/compendium/equipment/items/wand-of-slaying.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/wand +- trait/illusion +- trait/magical +- trait/wand +aliases: ["Wand of Slaying"] +--- +# Wand of Slaying *Item 16+* +[illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. + +```ad-embed-ability +title: Activate + +You cast [finger of death](compendium/spells/finger-of-death.md) of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell's level. +``` + +*Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-smoldering-fireballs.md b/compendium/equipment/items/wand-of-smoldering-fireballs.md new file mode 100644 index 000000000..ad9b0ed40 --- /dev/null +++ b/compendium/equipment/items/wand-of-smoldering-fireballs.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/wand +- trait/evocation +- trait/fire +- trait/magical +- trait/wand +aliases: ["Wand of Smoldering Fireballs"] +--- +# Wand of Smoldering Fireballs *Item 8+* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +This blackened, heavily burned stick smells faintly of bat guano. + +```ad-embed-ability +title: Activate + +You cast [fireball](compendium/spells/fireball.md) of the indicated level. Each creature that fails its save takes [persistent fire damage](rules/conditions.md#Persistent%20Damage). +``` + +*Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/compendium/equipment/items/wand-of-widening.md b/compendium/equipment/items/wand-of-widening.md new file mode 100644 index 000000000..905dbc58a --- /dev/null +++ b/compendium/equipment/items/wand-of-widening.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/wand +- trait/magical +- trait/wand +aliases: ["Wand of Widening"] +--- +# Wand of Widening *Item 4+* +[magical](rules/traits/magical.md) [wand](rules/traits/wand.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Category** Wand + +The end of this wand is forked instead of tapered. + +```ad-embed-ability +title: Activate + +You [Cast the Spell](rules/actions/cast-a-spell.md), and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line. +``` + +*Source: Core Rulebook p. 598* \ No newline at end of file diff --git a/Compendium/equipment/items/war-flail.md b/compendium/equipment/items/war-flail.md similarity index 79% rename from Compendium/equipment/items/war-flail.md rename to compendium/equipment/items/war-flail.md index 9a015f143..33558b61f 100644 --- a/Compendium/equipment/items/war-flail.md +++ b/compendium/equipment/items/war-flail.md @@ -10,7 +10,7 @@ tags: aliases: ["War Flail"] --- # War Flail *Item 0* -[disarm](../../../Rules/traits/disarm.md) [sweep](../../../Rules/traits/sweep.md) [trip](../../../Rules/traits/trip.md) +[disarm](rules/traits/disarm.md) [sweep](rules/traits/sweep.md) [trip](rules/traits/trip.md) - **Price** 2 gp - **Bulk** 2 diff --git a/Compendium/equipment/items/warhammer.md b/compendium/equipment/items/warhammer.md similarity index 92% rename from Compendium/equipment/items/warhammer.md rename to compendium/equipment/items/warhammer.md index 8c782b7f0..34ed469ac 100644 --- a/Compendium/equipment/items/warhammer.md +++ b/compendium/equipment/items/warhammer.md @@ -8,7 +8,7 @@ tags: aliases: ["Warhammer"] --- # Warhammer *Item 0* -[shove](../../../Rules/traits/shove.md) +[shove](rules/traits/shove.md) - **Price** 1 gp - **Bulk** 1 diff --git a/compendium/equipment/items/warning-snare.md b/compendium/equipment/items/warning-snare.md new file mode 100644 index 000000000..367753de1 --- /dev/null +++ b/compendium/equipment/items/warning-snare.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/snare +- trait/auditory +- trait/consumable +- trait/mechanical +- trait/snare +- trait/trap +aliases: ["Warning Snare"] +--- +# Warning Snare *Item 4* +[auditory](rules/traits/auditory.md) [consumable](rules/traits/consumable.md) [mechanical](rules/traits/mechanical.md) [snare](rules/traits/snare.md) [trap](rules/traits/trap.md) + +- **Price** 15 gp +- **Category** Snare + +Using materials specific to the area, you connect a sound-making component to a trip wire or a pressure plate. + +This snare is like an [alarm snare](compendium/equipment/items/alarm-snare.md), but its subtle sound blends into ambient noise. You can detect this sound as long as you're within 1,000 feet of the snare and aren't prevented from hearing it. Other creatures in that area who are searching might notice the sound if their [Perception](compendium/skills.md#Perception) check result meets or exceeds your Craft DC. + +*Source: Core Rulebook p. 591* \ No newline at end of file diff --git a/Compendium/equipment/items/waterskin.md b/compendium/equipment/items/waterskin.md similarity index 100% rename from Compendium/equipment/items/waterskin.md rename to compendium/equipment/items/waterskin.md diff --git a/compendium/equipment/items/wayfinder.md b/compendium/equipment/items/wayfinder.md new file mode 100644 index 000000000..83cb7f72d --- /dev/null +++ b/compendium/equipment/items/wayfinder.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/evocation +- trait/invested +- trait/magical +- trait/uncommon +aliases: ["Wayfinder"] +--- +# Wayfinder *Item 2* +[evocation](rules/traits/evocation.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [uncommon](rules/traits/uncommon.md) + +- **Price** 28 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. + +An indentation in the middle of the wayfinder can hold a single [aeon stone](compendium/equipment/items/aeon-stone.md). Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. + +If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders. + +```ad-embed-ability +title: Activate [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The wayfinder is targeted by a 1st-level [light](compendium/spells/light.md) spell. +``` + +*Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/Compendium/equipment/items/weapon-potency.md b/compendium/equipment/items/weapon-potency.md similarity index 88% rename from Compendium/equipment/items/weapon-potency.md rename to compendium/equipment/items/weapon-potency.md index 85495e23b..5be7e0755 100644 --- a/Compendium/equipment/items/weapon-potency.md +++ b/compendium/equipment/items/weapon-potency.md @@ -9,7 +9,7 @@ tags: aliases: ["Weapon Potency"] --- # Weapon Potency *Item 2+* -[evocation](../../../Rules/traits/evocation.md) [magical](../../../Rules/traits/magical.md) +[evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) - **Usage** etched onto a weapon - **Category** Rune diff --git a/compendium/equipment/items/whip.md b/compendium/equipment/items/whip.md new file mode 100644 index 000000000..c2d8f2623 --- /dev/null +++ b/compendium/equipment/items/whip.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/weapon/martial +- trait/disarm +- trait/finesse +- trait/nonlethal +- trait/reach +- trait/trip +aliases: ["Whip"] +--- +# Whip *Item 0* +[disarm](rules/traits/disarm.md) [finesse](rules/traits/finesse.md) [nonlethal](rules/traits/nonlethal.md) [reach](rules/traits/reach.md) [trip](rules/traits/trip.md) + +- **Price** 1 sp +- **Bulk** 1 +- **Damage** `1d4` S +- **Hands** 1 +- **Category** Martial; **Group** Flail + +This long strand of thick leather, often braided, delivers a painful but nonlethal slash at a distance, usually accompanied by a distinctive cracking sound. + +*Source: Core Rulebook p. 281* \ No newline at end of file diff --git a/compendium/equipment/items/whisper-of-the-first-lie.md b/compendium/equipment/items/whisper-of-the-first-lie.md new file mode 100644 index 000000000..c133eb4c7 --- /dev/null +++ b/compendium/equipment/items/whisper-of-the-first-lie.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/enchantment +- trait/invested +- trait/magical +- trait/rare +aliases: ["Whisper of the First Lie"] +--- +# Whisper of the First Lie *Item 20* +[enchantment](rules/traits/enchantment.md) [invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [rare](rules/traits/rare.md) + +- **Price** 60000 gp +- **Usage** worn; **Bulk** — +- **Category** Worn + +This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. + +While wearing the necklace, you gain a +3 item bonus to [Deception](compendium/skills.md#Deception) checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract level is 9, with a counteract modifier of +35. + +```ad-embed-ability +title: Activate [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again. +``` + +*Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/winged-boots.md b/compendium/equipment/items/winged-boots.md new file mode 100644 index 000000000..6d4ebe1ed --- /dev/null +++ b/compendium/equipment/items/winged-boots.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/worn +- trait/invested +- trait/magical +- trait/transmutation +aliases: ["Winged Boots"] +--- +# Winged Boots *Item 10* +[invested](rules/traits/invested.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) + +- **Price** 850 gp +- **Usage** worn shoes; **Bulk** L +- **Category** Worn + +Made from soft leather, with delicate white wings attached to the heel, these boots are ensorcelled with powerful air magic. Whenever you fall while wearing these boots, the boots automatically cast [feather fall](compendium/spells/feather-fall.md) on you. This benefit can't trigger again for 10 minutes. + +```ad-embed-ability +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +You speak a command word and click the boots' heels together to cause the wings to animate and flap rapidly, granting you a fly Speed of 30 feet for 10 minutes. +``` + +*Source: Core Rulebook p. 617* \ No newline at end of file diff --git a/compendium/equipment/items/winter-wolf-elixir.md b/compendium/equipment/items/winter-wolf-elixir.md new file mode 100644 index 000000000..e53096b66 --- /dev/null +++ b/compendium/equipment/items/winter-wolf-elixir.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/elixir +- trait/alchemical +- trait/consumable +- trait/elixir +aliases: ["Winter Wolf Elixir"] +--- +# Winter Wolf Elixir *Item 4+* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [elixir](rules/traits/elixir.md) + +- **Usage** held in 1 hand; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Elixir + +This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold. + +*Source: Core Rulebook p. 550* \ No newline at end of file diff --git a/compendium/equipment/items/wolf-fang.md b/compendium/equipment/items/wolf-fang.md new file mode 100644 index 000000000..9b24cf0fe --- /dev/null +++ b/compendium/equipment/items/wolf-fang.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/talisman +- trait/consumable +- trait/evocation +- trait/magical +- trait/talisman +aliases: ["Wolf Fang"] +--- +# Wolf Fang *Item 1* +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [talisman](rules/traits/talisman.md) + +- **Price** 4 gp +- **Usage** affixed to armor; **Bulk** — +- **Activate** envision; **Trigger** You successfully [Trip](rules/actions/trip.md) a foe; **Requirements** You are trained in [Athletics](compendium/skills.md#Athletics). +- **Category** Talisman + +This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your [Trip](rules/actions/trip.md). If your [Trip](rules/actions/trip.md) would already deal physical damage that doesn't include an ability modifier, add your Strength modifier to that damage. + +*Source: Core Rulebook p. 570* \ No newline at end of file diff --git a/Compendium/equipment/items/wolfsbane.md b/compendium/equipment/items/wolfsbane.md similarity index 75% rename from Compendium/equipment/items/wolfsbane.md rename to compendium/equipment/items/wolfsbane.md index b6dfbdddc..80a203e0d 100644 --- a/Compendium/equipment/items/wolfsbane.md +++ b/compendium/equipment/items/wolfsbane.md @@ -11,11 +11,11 @@ tags: aliases: ["Wolfsbane"] --- # Wolfsbane *Item 10* -[alchemical](../../../Rules/traits/alchemical.md) [consumable](../../../Rules/traits/consumable.md) [ingested](../../../Rules/traits/ingested.md) [poison](../../../Rules/traits/poison.md) +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [ingested](rules/traits/ingested.md) [poison](rules/traits/poison.md) - **Price** 155 gp - **Usage** held in 1 hand; **Bulk** L -- **Activate** [Interact](../../../Rules/actions/interact.md) +- **Activate** [Interact](rules/actions/interact.md) - **Category** Poison Wolfsbane appears in folklore for its link to werecreatures. diff --git a/Compendium/equipment/items/wondrous-figurine.md b/compendium/equipment/items/wondrous-figurine.md similarity index 82% rename from Compendium/equipment/items/wondrous-figurine.md rename to compendium/equipment/items/wondrous-figurine.md index dbac3a87a..0eadea1b4 100644 --- a/Compendium/equipment/items/wondrous-figurine.md +++ b/compendium/equipment/items/wondrous-figurine.md @@ -9,7 +9,7 @@ tags: aliases: ["Wondrous Figurine"] --- # Wondrous Figurine *Item 2+* -[conjuration](../../../Rules/traits/conjuration.md) [magical](../../../Rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md) [magical](rules/traits/magical.md) - **Usage** held in 1 hand; **Bulk** L - **Category** Held @@ -17,11 +17,11 @@ aliases: ["Wondrous Figurine"] Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals. ```ad-embed-ability -title: Activate [>>](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +title: Activate [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency (if any), appear in its entry below. If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost. ``` -*Source: Core Rulebook p. 576* +*Source: Core Rulebook p. 576* \ No newline at end of file diff --git a/Compendium/equipment/items/wooden-shield.md b/compendium/equipment/items/wooden-shield.md similarity index 100% rename from Compendium/equipment/items/wooden-shield.md rename to compendium/equipment/items/wooden-shield.md diff --git a/compendium/equipment/items/wounding.md b/compendium/equipment/items/wounding.md new file mode 100644 index 000000000..5da3af48f --- /dev/null +++ b/compendium/equipment/items/wounding.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/rune +- trait/magical +- trait/necromancy +aliases: ["Wounding"] +--- +# Wounding *Item 7* +[magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +- **Price** 340 gp +- **Usage** etched onto a piercing or slashing melee weapon +- **Category** Rune + +Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +*Source: Core Rulebook p. 585* \ No newline at end of file diff --git a/Compendium/equipment/items/writing-set.md b/compendium/equipment/items/writing-set.md similarity index 85% rename from Compendium/equipment/items/writing-set.md rename to compendium/equipment/items/writing-set.md index abab82d77..3467b1c61 100644 --- a/Compendium/equipment/items/writing-set.md +++ b/compendium/equipment/items/writing-set.md @@ -13,6 +13,6 @@ aliases: ["Writing Set"] - **Hands** 2 - **Category** Adventuring Gear -Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with [extra ink and paper](extra-ink-and-paper.md). +Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with [extra ink and paper](compendium/equipment/items/extra-ink-and-paper.md). *Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/compendium/equipment/items/wyvern-poison.md b/compendium/equipment/items/wyvern-poison.md new file mode 100644 index 000000000..87e626bcd --- /dev/null +++ b/compendium/equipment/items/wyvern-poison.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-item +tags: +- compendium/src/pf2e/crb +- item/category/poison +- trait/alchemical +- trait/consumable +- trait/injury +- trait/poison +aliases: ["Wyvern Poison"] +--- +# Wyvern Poison *Item 8* +[alchemical](rules/traits/alchemical.md) [consumable](rules/traits/consumable.md) [injury](rules/traits/injury.md) [poison](rules/traits/poison.md) + +- **Price** 80 gp +- **Usage** held in 2 hands; **Bulk** L +- **Activate** [Interact](rules/actions/interact.md) +- **Category** Poison + +Properly harvested and preserved, the poison from a wyvern's sting is effective and direct. + +```ad-inline-affliction +title: Saving Throw: DC 26 Fortitude + +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `5d6` poison damage (1 round) + +**Stage 2** `6d6` poison damage (1 round) + +**Stage 3** `8d6` poison damage (1 round) +``` + +*Source: Core Rulebook p. 554* \ No newline at end of file diff --git a/compendium/feats/abundant-step.md b/compendium/feats/abundant-step.md new file mode 100644 index 000000000..2bf643f7a --- /dev/null +++ b/compendium/feats/abundant-step.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Abundant Step"] +--- +# Abundant Step *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: incredible movement, ki spells + +You can teleport yourself a short distance. You gain the [abundant step](compendium/spells/abundant-step.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/acute-scent.md b/compendium/feats/acute-scent.md new file mode 100644 index 000000000..2cd6ab086 --- /dev/null +++ b/compendium/feats/acute-scent.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Acute Scent"] +--- +# Acute Scent *Feat 2* +[barbarian](rules/traits/barbarian.md) + +- **Prerequisites**: [Acute Vision](compendium/feats/acute-vision.md) or [darkvision](rules/abilities/darkvision.md) + +When you [Rage](rules/actions/rage.md), your sense of smell improves. You gain imprecise [scent](rules/abilities/scent.md) with a range of 30 feet. + +## Acute Scent leads to... + +Instinctive Strike, Nocturnal Sense, Supernatural Senses + +## Summary + +*Source: Core Rulebook p. 88* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/acute-vision.md b/compendium/feats/acute-vision.md new file mode 100644 index 000000000..a1f4a7783 --- /dev/null +++ b/compendium/feats/acute-vision.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Acute Vision"] +--- +# Acute Vision *Feat 1* +[barbarian](rules/traits/barbarian.md) + + +When you are raging, your visual senses improve, granting you [darkvision](rules/abilities/darkvision.md). + +## Acute Vision leads to... + +[Acute Scent](compendium/feats/acute-scent.md), Instinctive Strike, Nocturnal Sense, Supernatural Senses + +## Summary + +*Source: Core Rulebook p. 88* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/Compendium/feats/adapted-cantrip.md b/compendium/feats/adapted-cantrip.md similarity index 92% rename from Compendium/feats/adapted-cantrip.md rename to compendium/feats/adapted-cantrip.md index 5d0712266..c3be76004 100644 --- a/Compendium/feats/adapted-cantrip.md +++ b/compendium/feats/adapted-cantrip.md @@ -7,7 +7,7 @@ tags: aliases: ["Adapted Cantrip"] --- # Adapted Cantrip *Feat 1* -[human](../../Rules/traits/human.md) +[human](rules/traits/human.md) - **Prerequisites**: spellcasting class feature @@ -17,7 +17,7 @@ If you swap or retrain this cantrip later, you can choose its replacement from t ## Adapted Cantrip leads to... -[Adaptive Adept](adaptive-adept.md) +[Adaptive Adept](compendium/feats/adaptive-adept.md) ## Summary diff --git a/compendium/feats/adaptive-adept.md b/compendium/feats/adaptive-adept.md new file mode 100644 index 000000000..5a4bf2589 --- /dev/null +++ b/compendium/feats/adaptive-adept.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/human +aliases: ["Adaptive Adept"] +--- +# Adaptive Adept *Feat 5* +[human](rules/traits/human.md) + +- **Prerequisites**: [Adapted Cantrip](compendium/feats/adapted-cantrip.md), can cast 3rd-level spells + +You've continued adapting your magic to blend your class's tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from [Adapted Cantrip](compendium/feats/adapted-cantrip.md). You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from [Adapted Cantrip](compendium/feats/adapted-cantrip.md). You can cast this spell as a spell of your class's magical tradition. If you choose a 1st-level spell, you don't gain access to the heightened versions of that spell, meaning you can't prepare them if you prepare spells and you can't learn them or select the spell as a signature spell if you have a spell repertoire. + +*Source: Core Rulebook p. 57* +%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/compendium/feats/additional-lore.md b/compendium/feats/additional-lore.md new file mode 100644 index 000000000..981a7e566 --- /dev/null +++ b/compendium/feats/additional-lore.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Additional Lore"] +--- +# Additional Lore *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Lore](compendium/skills.md#Lore) + +Your knowledge has expanded to encompass a new field. Choose an additional [Lore](compendium/skills.md#Lore) skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen [Lore](compendium/skills.md#Lore) subcategory. + +**Special.** You can select this feat more than once. Each time you must select a new subcategory of [Lore](compendium/skills.md#Lore) and you gain the additional skill increases to that subcategory for the listed levels. + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/adopted-ancestry.md b/compendium/feats/adopted-ancestry.md similarity index 93% rename from Compendium/feats/adopted-ancestry.md rename to compendium/feats/adopted-ancestry.md index c9191ebc1..179027722 100644 --- a/Compendium/feats/adopted-ancestry.md +++ b/compendium/feats/adopted-ancestry.md @@ -7,7 +7,7 @@ tags: aliases: ["Adopted Ancestry"] --- # Adopted Ancestry *Feat 1* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) You're fully immersed in another ancestry's culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character's own ancestry, as long as the ancestry feats don't require any physiological feature that you lack, as determined by the GM. diff --git a/Compendium/feats/advanced-arcana.md b/compendium/feats/advanced-arcana.md similarity index 81% rename from Compendium/feats/advanced-arcana.md rename to compendium/feats/advanced-arcana.md index 7ac8bf7e0..e68184029 100644 --- a/Compendium/feats/advanced-arcana.md +++ b/compendium/feats/advanced-arcana.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Arcana"] --- # Advanced Arcana *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Arcana](basic-arcana.md) +- **Prerequisites**: [Basic Arcana](compendium/feats/basic-arcana.md) You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level. diff --git a/Compendium/feats/advanced-blood-potency.md b/compendium/feats/advanced-blood-potency.md similarity index 79% rename from Compendium/feats/advanced-blood-potency.md rename to compendium/feats/advanced-blood-potency.md index 730979053..1fb242024 100644 --- a/Compendium/feats/advanced-blood-potency.md +++ b/compendium/feats/advanced-blood-potency.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Blood Potency"] --- # Advanced Blood Potency *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Blood Potency](basic-blood-potency.md) +- **Prerequisites**: [Basic Blood Potency](compendium/feats/basic-blood-potency.md) You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level. diff --git a/Compendium/feats/advanced-bloodline.md b/compendium/feats/advanced-bloodline.md similarity index 91% rename from Compendium/feats/advanced-bloodline.md rename to compendium/feats/advanced-bloodline.md index 460dd73f2..6bb39144e 100644 --- a/Compendium/feats/advanced-bloodline.md +++ b/compendium/feats/advanced-bloodline.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Bloodline"] --- # Advanced Bloodline *Feat 6* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) - **Prerequisites**: bloodline spell diff --git a/Compendium/feats/advanced-concoction.md b/compendium/feats/advanced-concoction.md similarity index 80% rename from Compendium/feats/advanced-concoction.md rename to compendium/feats/advanced-concoction.md index fc3498fb9..cb86c85af 100644 --- a/Compendium/feats/advanced-concoction.md +++ b/compendium/feats/advanced-concoction.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Concoction"] --- # Advanced Concoction *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Concoction](basic-concoction.md) +- **Prerequisites**: [Basic Concoction](compendium/feats/basic-concoction.md) You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level. diff --git a/compendium/feats/advanced-deitys-domain.md b/compendium/feats/advanced-deitys-domain.md new file mode 100644 index 000000000..7cfbf85dd --- /dev/null +++ b/compendium/feats/advanced-deitys-domain.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Advanced Deity's Domain"] +--- +# Advanced Deity's Domain *Feat 8* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Deity's Domain](compendium/feats/deitys-domain.md) + +Through your conviction, you have glimpsed the deeper secrets of your deity's domain. You gain an advanced domain spell from the domain you chose with [Deity's Domain](compendium/feats/deitys-domain.md). You can cast that spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 112* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/advanced-devotion.md b/compendium/feats/advanced-devotion.md similarity index 81% rename from Compendium/feats/advanced-devotion.md rename to compendium/feats/advanced-devotion.md index 7f590106f..8560c18d6 100644 --- a/Compendium/feats/advanced-devotion.md +++ b/compendium/feats/advanced-devotion.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Devotion"] --- # Advanced Devotion *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Devotion](basic-devotion.md) +- **Prerequisites**: [Basic Devotion](compendium/feats/basic-devotion.md) You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level. diff --git a/Compendium/feats/advanced-dogma.md b/compendium/feats/advanced-dogma.md similarity index 81% rename from Compendium/feats/advanced-dogma.md rename to compendium/feats/advanced-dogma.md index 972eb1a6d..5a367340f 100644 --- a/Compendium/feats/advanced-dogma.md +++ b/compendium/feats/advanced-dogma.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Dogma"] --- # Advanced Dogma *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Dogma](basic-dogma.md) +- **Prerequisites**: [Basic Dogma](compendium/feats/basic-dogma.md) You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level. diff --git a/compendium/feats/advanced-domain.md b/compendium/feats/advanced-domain.md new file mode 100644 index 000000000..5f5004845 --- /dev/null +++ b/compendium/feats/advanced-domain.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Advanced Domain"] +--- +# Advanced Domain *Feat 8* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Domain Initiate](compendium/feats/domain-initiate.md) + +Your studies or prayers have unlocked deeper secrets of your deity's domain. You gain an advanced domain spell from one. + +## Advanced Domain leads to... + +[Deity's Protection](compendium/feats/deitys-protection.md) + +## Summary + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/advanced-fury.md b/compendium/feats/advanced-fury.md similarity index 82% rename from Compendium/feats/advanced-fury.md rename to compendium/feats/advanced-fury.md index 784387e52..4367baa9c 100644 --- a/Compendium/feats/advanced-fury.md +++ b/compendium/feats/advanced-fury.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Fury"] --- # Advanced Fury *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Fury](basic-fury.md) +- **Prerequisites**: [Basic Fury](compendium/feats/basic-fury.md) You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level. diff --git a/Compendium/feats/advanced-hunters-trick.md b/compendium/feats/advanced-hunters-trick.md similarity index 80% rename from Compendium/feats/advanced-hunters-trick.md rename to compendium/feats/advanced-hunters-trick.md index 315aa979f..5273828db 100644 --- a/Compendium/feats/advanced-hunters-trick.md +++ b/compendium/feats/advanced-hunters-trick.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Hunter's Trick"] --- # Advanced Hunter's Trick *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Hunter's Trick](basic-hunters-trick.md) +- **Prerequisites**: [Basic Hunter's Trick](compendium/feats/basic-hunters-trick.md) You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level. diff --git a/Compendium/feats/advanced-kata.md b/compendium/feats/advanced-kata.md similarity index 81% rename from Compendium/feats/advanced-kata.md rename to compendium/feats/advanced-kata.md index bf4c6e972..abd13b14b 100644 --- a/Compendium/feats/advanced-kata.md +++ b/compendium/feats/advanced-kata.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Kata"] --- # Advanced Kata *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Kata](basic-kata.md) +- **Prerequisites**: [Basic Kata](compendium/feats/basic-kata.md) You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level. diff --git a/Compendium/feats/advanced-maneuver.md b/compendium/feats/advanced-maneuver.md similarity index 81% rename from Compendium/feats/advanced-maneuver.md rename to compendium/feats/advanced-maneuver.md index 38504c51b..dfbdb0c7e 100644 --- a/Compendium/feats/advanced-maneuver.md +++ b/compendium/feats/advanced-maneuver.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Maneuver"] --- # Advanced Maneuver *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Maneuver](basic-maneuver.md) +- **Prerequisites**: [Basic Maneuver](compendium/feats/basic-maneuver.md) You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level. diff --git a/Compendium/feats/advanced-muses-whispers.md b/compendium/feats/advanced-muses-whispers.md similarity index 79% rename from Compendium/feats/advanced-muses-whispers.md rename to compendium/feats/advanced-muses-whispers.md index 169198607..54dbffd32 100644 --- a/Compendium/feats/advanced-muses-whispers.md +++ b/compendium/feats/advanced-muses-whispers.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Muse's Whispers"] --- # Advanced Muse's Whispers *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Muse's Whispers](basic-muses-whispers.md) +- **Prerequisites**: [Basic Muse's Whispers](compendium/feats/basic-muses-whispers.md) You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level. diff --git a/compendium/feats/advanced-school-spell.md b/compendium/feats/advanced-school-spell.md new file mode 100644 index 000000000..ef481ff5c --- /dev/null +++ b/compendium/feats/advanced-school-spell.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Advanced School Spell"] +--- +# Advanced School Spell *Feat 8* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: arcane school + +You gain access to a powerful new school spell depending on your arcane school. If you're an abjurer, you gain [energy absorption](compendium/spells/energy-absorption.md); if you're a conjurer, you gain [dimensional steps](compendium/spells/dimensional-steps.md); if you're a diviner, you gain [vigilant eye](compendium/spells/vigilant-eye.md); if you're an enchanter, you gain [dread aura](compendium/spells/dread-aura.md); if you're an evoker, you gain [elemental tempest](compendium/spells/elemental-tempest.md); if you're an illusionist, you gain [invisibility cloak](compendium/spells/invisibility-cloak.md); if you're a necromancer, you gain [life siphon](compendium/spells/life-siphon.md); and if you're a transmuter, you gain [shifting form](compendium/spells/shifting-form.md). Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 211* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/advanced-trickery.md b/compendium/feats/advanced-trickery.md similarity index 80% rename from Compendium/feats/advanced-trickery.md rename to compendium/feats/advanced-trickery.md index 75886111c..c9efedbcd 100644 --- a/Compendium/feats/advanced-trickery.md +++ b/compendium/feats/advanced-trickery.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Trickery"] --- # Advanced Trickery *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Trickery](basic-trickery.md) +- **Prerequisites**: [Basic Trickery](compendium/feats/basic-trickery.md) You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level. diff --git a/Compendium/feats/advanced-weapon-training.md b/compendium/feats/advanced-weapon-training.md similarity index 91% rename from Compendium/feats/advanced-weapon-training.md rename to compendium/feats/advanced-weapon-training.md index 0d537e382..efdac328d 100644 --- a/Compendium/feats/advanced-weapon-training.md +++ b/compendium/feats/advanced-weapon-training.md @@ -7,7 +7,7 @@ tags: aliases: ["Advanced Weapon Training"] --- # Advanced Weapon Training *Feat 6* -[fighter](../../Rules/traits/fighter.md) +[fighter](rules/traits/fighter.md) You've studied the art of wielding an advanced weapon. diff --git a/Compendium/feats/advanced-wilding.md b/compendium/feats/advanced-wilding.md similarity index 81% rename from Compendium/feats/advanced-wilding.md rename to compendium/feats/advanced-wilding.md index 7ac10e120..d99e94a9f 100644 --- a/Compendium/feats/advanced-wilding.md +++ b/compendium/feats/advanced-wilding.md @@ -7,9 +7,9 @@ tags: aliases: ["Advanced Wilding"] --- # Advanced Wilding *Feat 6* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Wilding](basic-wilding.md) +- **Prerequisites**: [Basic Wilding](compendium/feats/basic-wilding.md) You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level. diff --git a/compendium/feats/advantageous-assault.md b/compendium/feats/advantageous-assault.md new file mode 100644 index 000000000..8fbc718af --- /dev/null +++ b/compendium/feats/advantageous-assault.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Advantageous Assault"] +--- +# Advantageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Activity** Single Action + +When an enemy's movement is compromised, you deliver a more deadly blow. Make a [Strike](rules/actions/strike.md) against a creature that is [grabbed](rules/conditions.md#Grabbed), [prone](rules/conditions.md#Prone), or [restrained](rules/conditions.md#Restrained). You gain a circumstance bonus to damage on this [Strike](rules/actions/strike.md) equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. The [Strike](rules/actions/strike.md) gains the following failure effect. + +> [!success-degree] +> - **Failure** You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. This damage has the same damage type as the weapon. + +*Source: Core Rulebook p. 147* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/affliction-mercy.md b/compendium/feats/affliction-mercy.md new file mode 100644 index 000000000..296e7b101 --- /dev/null +++ b/compendium/feats/affliction-mercy.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Affliction Mercy"] +--- +# Affliction Mercy *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +The divine grace that flows through you grants reprieve from an affliction. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract a [curse](rules/traits/curse.md), [disease](rules/traits/disease.md), or [poison](rules/traits/poison.md). + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/ageless-patience.md b/compendium/feats/ageless-patience.md new file mode 100644 index 000000000..3374f3bec --- /dev/null +++ b/compendium/feats/ageless-patience.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Ageless Patience"] +--- +# Ageless Patience *Feat 5* +[elf](rules/traits/elf.md) + + +You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a [Perception](compendium/skills.md#Perception) check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to [Seek](rules/actions/seek.md), which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. + +The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature. + +*Source: Core Rulebook p. 40* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/aggressive-block.md b/compendium/feats/aggressive-block.md new file mode 100644 index 000000000..430acad5d --- /dev/null +++ b/compendium/feats/aggressive-block.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Aggressive Block"] +--- +# Aggressive Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* +[fighter](rules/traits/fighter.md) + +- **Trigger** You use the [Shield Block](compendium/feats/shield-block.md) reaction, and the opponent that triggered [Shield Block](compendium/feats/shield-block.md) is adjacent to you and is your size or smaller. +- **Activity** Free Action + +You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically [Shoving](rules/actions/shove.md) it 5 feet or causing it to become [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. The triggering creature chooses whether to be moved or become [flat-footed](rules/conditions.md#Flat-footed). If it chooses to be moved, you choose the direction. If the [Shove](rules/actions/shove.md) would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become [flat-footed](rules/conditions.md#Flat-footed) instead of being moved. + +## Aggressive Block leads to... + +[Flinging Shove](compendium/feats/flinging-shove.md), [Powerful Shove](compendium/feats/powerful-shove.md) + +## Summary + +*Source: Core Rulebook p. 145* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/agile-grace.md b/compendium/feats/agile-grace.md new file mode 100644 index 000000000..4de610ff8 --- /dev/null +++ b/compendium/feats/agile-grace.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Agile Grace"] +--- +# Agile Grace *Feat 10* +[fighter](rules/traits/fighter.md) + + +Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with [agile](rules/traits/agile.md) weapons and [agile](rules/traits/agile.md) unarmed attacks becomes –3 for your second attack and –6 for subsequent attacks (rather than –4 and –8). + +*Source: Core Rulebook p. 150* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/alchemical-crafting.md b/compendium/feats/alchemical-crafting.md new file mode 100644 index 000000000..8ce6e6a5e --- /dev/null +++ b/compendium/feats/alchemical-crafting.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Alchemical Crafting"] +--- +# Alchemical Crafting *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can use the [Craft](rules/actions/craft.md) activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. + +## Alchemical Crafting leads to... + +Assassin Dedication, Angel Of Death, Assassinate, Expert Backstabber, Surprise Attack, Angel of Vindication, Eclipsed Vitality + +## Summary + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/alchemical-familiar.md b/compendium/feats/alchemical-familiar.md new file mode 100644 index 000000000..30b2282fe --- /dev/null +++ b/compendium/feats/alchemical-familiar.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Alchemical Familiar"] +--- +# Alchemical Familiar *Feat 1* +[alchemist](rules/traits/alchemist.md) + + +You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its [Perception](compendium/skills.md#Perception), [Acrobatics](compendium/skills.md#Acrobatics), and [Stealth](compendium/skills.md#Stealth) modifiers (see Familiars for more information). + +*Source: Core Rulebook p. 76* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/alchemical-savant.md b/compendium/feats/alchemical-savant.md new file mode 100644 index 000000000..c6f83e068 --- /dev/null +++ b/compendium/feats/alchemical-savant.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Alchemical Savant"] +--- +# Alchemical Savant *Feat 1* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can identify alchemical items quickly. When using the [Crafting](compendium/skills.md#Crafting) skill to [Identify Alchemy](rules/actions/identify-alchemy.md) on an alchemical item you hold, you can do so as a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, instead of spending 10 minutes. If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead. + +*Source: Core Rulebook p. 76* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/alchemist-dedication.md b/compendium/feats/alchemist-dedication.md new file mode 100644 index 000000000..751ed3238 --- /dev/null +++ b/compendium/feats/alchemist-dedication.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Alchemist Dedication"] +--- +# Alchemist Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You put your alchemical interest into practice. You become trained in alchemical bombs and [Crafting](compendium/skills.md#Crafting); if you were already trained in [Crafting](compendium/skills.md#Crafting), you instead become trained in a skill of your choice. You become trained in alchemist class DC. + +You gain the alchemist's infused reagents|Alchemist|CRB|1 class feature, gaining a number of reagents each day equal to your level. + +You also gain the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the alchemist archetype. + +## Alchemist Dedication leads to... + +[Basic Concoction](compendium/feats/basic-concoction.md), [Advanced Concoction](compendium/feats/advanced-concoction.md), [Expert Alchemy](compendium/feats/expert-alchemy.md), [Master Alchemy](compendium/feats/master-alchemy.md), [Quick Alchemy](compendium/feats/quick-alchemy.md) + +## Summary + +*Source: Core Rulebook p. 220* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/align-armament.md b/compendium/feats/align-armament.md similarity index 80% rename from Compendium/feats/align-armament.md rename to compendium/feats/align-armament.md index 482163992..5ae15ae3b 100644 --- a/Compendium/feats/align-armament.md +++ b/compendium/feats/align-armament.md @@ -8,8 +8,8 @@ tags: - trait/evocation aliases: ["Align Armament"] --- -# Align Armament [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* -[cleric](../../Rules/traits/cleric.md) [divine](../../Rules/traits/divine.md) [evocation](../../Rules/traits/evocation.md) +# Align Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[cleric](rules/traits/cleric.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) - **Prerequisites**: chaotic, evil, good, or lawful deity - **Frequency**: once per round @@ -23,7 +23,7 @@ When you use this action, you touch a weapon. For 1 round, that weapon deals an ## Align Armament leads to... -[Extend Armament Alignment](extend-armament-alignment.md) +[Extend Armament Alignment](compendium/feats/extend-armament-alignment.md) ## Summary diff --git a/compendium/feats/allegro.md b/compendium/feats/allegro.md new file mode 100644 index 000000000..1d4579c90 --- /dev/null +++ b/compendium/feats/allegro.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Allegro"] +--- +# Allegro *Feat 14* +[bard](rules/traits/bard.md) + + +You can quicken your allies with a fast-paced performance. You learn the [allegro](compendium/spells/allegro.md) composition cantrip. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/ancestral-longevity.md b/compendium/feats/ancestral-longevity.md similarity index 83% rename from Compendium/feats/ancestral-longevity.md rename to compendium/feats/ancestral-longevity.md index 3be81e12d..187287ee3 100644 --- a/Compendium/feats/ancestral-longevity.md +++ b/compendium/feats/ancestral-longevity.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Longevity"] --- # Ancestral Longevity *Feat 1* -[elf](../../Rules/traits/elf.md) +[elf](rules/traits/elf.md) - **Prerequisites**: at least 100 years old @@ -15,7 +15,7 @@ You have accumulated a vast array of lived knowledge over the years. During your ## Ancestral Longevity leads to... -[Expert Longevity](expert-longevity.md), [Universal Longevity](universal-longevity.md) +[Expert Longevity](compendium/feats/expert-longevity.md), [Universal Longevity](compendium/feats/universal-longevity.md) ## Summary diff --git a/Compendium/feats/ancestral-paragon.md b/compendium/feats/ancestral-paragon.md similarity index 89% rename from Compendium/feats/ancestral-paragon.md rename to compendium/feats/ancestral-paragon.md index a0747fe9a..edc2195c7 100644 --- a/Compendium/feats/ancestral-paragon.md +++ b/compendium/feats/ancestral-paragon.md @@ -7,7 +7,7 @@ tags: aliases: ["Ancestral Paragon"] --- # Ancestral Paragon *Feat 3* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. diff --git a/compendium/feats/anchoring-aura.md b/compendium/feats/anchoring-aura.md new file mode 100644 index 000000000..5210dffb5 --- /dev/null +++ b/compendium/feats/anchoring-aura.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Anchoring Aura"] +--- +# Anchoring Aura *Feat 14* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Fiendsbane Oath](compendium/feats/fiendsbane-oath.md) + +Your aura hampers fiends' teleportation. Your aura attempts to counteract [teleportation](rules/traits/teleportation.md) spells cast by fiends within 15 feet, using the spell level and DC of your devotion spells. + +*Source: Core Rulebook p. 114* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/animal-accomplice.md b/compendium/feats/animal-accomplice.md similarity index 91% rename from Compendium/feats/animal-accomplice.md rename to compendium/feats/animal-accomplice.md index 8724cd6bf..efd2e85f2 100644 --- a/Compendium/feats/animal-accomplice.md +++ b/compendium/feats/animal-accomplice.md @@ -7,7 +7,7 @@ tags: aliases: ["Animal Accomplice"] --- # Animal Accomplice *Feat 1* -[gnome](../../Rules/traits/gnome.md) +[gnome](rules/traits/gnome.md) You build a rapport with an animal, which becomes magically bonded to you. You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed. diff --git a/compendium/feats/animal-companion-druid.md b/compendium/feats/animal-companion-druid.md new file mode 100644 index 000000000..6d4562a9b --- /dev/null +++ b/compendium/feats/animal-companion-druid.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Animal Companion (Druid)"] +--- +# Animal Companion (Druid) *Feat 1* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Animal order + +You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information. + +## Animal Companion (Druid) leads to... + +[Mature Animal Companion (Druid)](compendium/feats/mature-animal-companion-druid.md), [Incredible Companion (Druid)](compendium/feats/incredible-companion-druid.md) + +## Summary + +*Source: Core Rulebook p. 133* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/animal-companion-ranger.md b/compendium/feats/animal-companion-ranger.md new file mode 100644 index 000000000..08644a248 --- /dev/null +++ b/compendium/feats/animal-companion-ranger.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Animal Companion (Ranger)"] +--- +# Animal Companion (Ranger) *Feat 1* +[ranger](rules/traits/ranger.md) + + +You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. See Animal Companions. When you [Hunt Prey](rules/actions/hunt-prey.md), your animal companion gains the action's benefits and your hunter's edge benefit if you have one. + +## Animal Companion (Ranger) leads to... + +[Mature Animal Companion (Ranger)](compendium/feats/mature-animal-companion-ranger.md), [Incredible Companion (Ranger)](compendium/feats/incredible-companion-ranger.md), [Specialized Companion (Ranger)](compendium/feats/specialized-companion-ranger.md), [Stealthy Companion](compendium/feats/stealthy-companion.md) + +## Summary + +*Source: Core Rulebook p. 170* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/animal-elocutionist.md b/compendium/feats/animal-elocutionist.md new file mode 100644 index 000000000..c3e764deb --- /dev/null +++ b/compendium/feats/animal-elocutionist.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Animal Elocutionist"] +--- +# Animal Elocutionist *Feat 5* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: [Burrow Elocutionist](compendium/feats/burrow-elocutionist.md) + +You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to [Make an Impression](rules/actions/make-an-impression.md) on animals (which usually uses the [Diplomacy](compendium/skills.md#Diplomacy) skill). + +*Source: Core Rulebook p. 45* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/animal-rage.md b/compendium/feats/animal-rage.md new file mode 100644 index 000000000..f2dc54442 --- /dev/null +++ b/compendium/feats/animal-rage.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/instinct +- trait/polymorph +- trait/primal +- trait/rage +- trait/transmutation +aliases: ["Animal Rage"] +--- +# Animal Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: Animal instinct +- **Activity** Single Action + +You transform into your animal. You gain the effects of the 3rd-level [animal form](compendium/spells/animal-form.md) spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form. You also retain the constant abilities of your gear. If your animal is a frog, your tongue's reach increases to 15 feet. Dismissing the transformation gains the [rage](rules/traits/rage.md) trait. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/polymorph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/Compendium/feats/animal-skin.md b/compendium/feats/animal-skin.md similarity index 78% rename from Compendium/feats/animal-skin.md rename to compendium/feats/animal-skin.md index 36e7695df..adf5d5ea4 100644 --- a/Compendium/feats/animal-skin.md +++ b/compendium/feats/animal-skin.md @@ -11,7 +11,7 @@ tags: aliases: ["Animal Skin"] --- # Animal Skin *Feat 6* -[barbarian](../../Rules/traits/barbarian.md) [instinct](../../Rules/traits/instinct.md) [morph](../../Rules/traits/morph.md) [primal](../../Rules/traits/primal.md) [transmutation](../../Rules/traits/transmutation.md) +[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) - **Prerequisites**: Animal instinct diff --git a/Compendium/feats/arcane-breadth.md b/compendium/feats/arcane-breadth.md similarity index 75% rename from Compendium/feats/arcane-breadth.md rename to compendium/feats/arcane-breadth.md index 08a0f3508..c259094ae 100644 --- a/Compendium/feats/arcane-breadth.md +++ b/compendium/feats/arcane-breadth.md @@ -7,9 +7,9 @@ tags: aliases: ["Arcane Breadth"] --- # Arcane Breadth *Feat 8* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Wizard Spellcasting](basic-wizard-spellcasting.md) +- **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md) You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell level other than your two highest Wizard spell slots. diff --git a/compendium/feats/arcane-evolution.md b/compendium/feats/arcane-evolution.md new file mode 100644 index 000000000..489a2f528 --- /dev/null +++ b/compendium/feats/arcane-evolution.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/arcane +- trait/sorcerer +aliases: ["Arcane Evolution"] +--- +# Arcane Evolution *Feat 4* +[arcane](rules/traits/arcane.md) [sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: bloodline that grants arcane spells + +Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard's spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your [Arcana](compendium/skills.md#Arcana) skill, similarly to how a wizard can [Learn Spells](rules/actions/learn-a-spell.md) to add those spells to his spellbook. + +During your daily preparations, choose any one spell from your book of arcane spells. If it isn't in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it's already in your spell repertoire, add it as an additional signature spell for that day. + +## Arcane Evolution leads to... + +[Greater Mental Evolution](compendium/feats/greater-mental-evolution.md), Greater Physical Evolution + +## Summary + +*Source: Core Rulebook p. 199* +%% #compendium/src/pf2e/crb #trait/arcane #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/arcane-school-spell.md b/compendium/feats/arcane-school-spell.md new file mode 100644 index 000000000..7aefb2e7b --- /dev/null +++ b/compendium/feats/arcane-school-spell.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Arcane School Spell"] +--- +# Arcane School Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) + +You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by studying. + +*Source: Core Rulebook p. 231* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/arcane-sense.md b/compendium/feats/arcane-sense.md new file mode 100644 index 000000000..aae10f68e --- /dev/null +++ b/compendium/feats/arcane-sense.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Arcane Sense"] +--- +# Arcane Sense *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana) + +Your study of magic allows you to instinctively sense its presence. You can cast 1st-level [detect magic](compendium/spells/detect-magic.md) at will as an arcane innate spell. If you're a master in [Arcana](compendium/skills.md#Arcana), the spell is heightened to 3rd level; if you're legendary, it is heightened to 4th level. + +## Arcane Sense leads to... + +Eye Of The Arclords + +## Summary + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/archwizards-might.md b/compendium/feats/archwizards-might.md similarity index 90% rename from Compendium/feats/archwizards-might.md rename to compendium/feats/archwizards-might.md index 582f24df0..001b2e471 100644 --- a/Compendium/feats/archwizards-might.md +++ b/compendium/feats/archwizards-might.md @@ -7,7 +7,7 @@ tags: aliases: ["Archwizard's Might"] --- # Archwizard's Might *Feat 20* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) - **Prerequisites**: archwizard's spellcraft diff --git a/Compendium/feats/armor-proficiency.md b/compendium/feats/armor-proficiency.md similarity index 92% rename from Compendium/feats/armor-proficiency.md rename to compendium/feats/armor-proficiency.md index 20ce10cb1..4dd8ec339 100644 --- a/Compendium/feats/armor-proficiency.md +++ b/compendium/feats/armor-proficiency.md @@ -7,7 +7,7 @@ tags: aliases: ["Armor Proficiency"] --- # Armor Proficiency *Feat 1* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. diff --git a/compendium/feats/arrow-snatching.md b/compendium/feats/arrow-snatching.md new file mode 100644 index 000000000..2ed3ecf5d --- /dev/null +++ b/compendium/feats/arrow-snatching.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Arrow Snatching"] +--- +# Arrow Snatching *Feat 8* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Deflect Arrow](compendium/feats/deflect-arrow.md) + +You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Arrow, as part of that reaction, you can immediately make a ranged [Strike](rules/actions/strike.md) against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack. + +*Source: Core Rulebook p. 162* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/assisting-shot.md b/compendium/feats/assisting-shot.md new file mode 100644 index 000000000..035ca663f --- /dev/null +++ b/compendium/feats/assisting-shot.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Assisting Shot"] +--- +# Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: You are wielding a ranged weapon +- **Activity** Single Action + +With a quick shot, you interfere with a foe in combat. Make a [Strike](rules/actions/strike.md) with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your [Strike](rules/actions/strike.md) was a critical hit. + +*Source: Core Rulebook p. 145* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/assurance.md b/compendium/feats/assurance.md similarity index 82% rename from Compendium/feats/assurance.md rename to compendium/feats/assurance.md index 7f7686a1b..70cc4929c 100644 --- a/Compendium/feats/assurance.md +++ b/compendium/feats/assurance.md @@ -9,7 +9,7 @@ tags: aliases: ["Assurance"] --- # Assurance *Feat 1* -[fortune](../../Rules/traits/fortune.md) [general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) +[fortune](rules/traits/fortune.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) - **Prerequisites**: trained in at least one skill @@ -19,7 +19,7 @@ Even in the worst circumstances, you can perform basic tasks. Choose a skill you ## Assurance leads to... -[Automatic Knowledge](automatic-knowledge.md) +[Automatic Knowledge](compendium/feats/automatic-knowledge.md) ## Summary diff --git a/compendium/feats/attack-of-opportunity-barbarian.md b/compendium/feats/attack-of-opportunity-barbarian.md new file mode 100644 index 000000000..723f3dff7 --- /dev/null +++ b/compendium/feats/attack-of-opportunity-barbarian.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Attack Of Opportunity (Barbarian)"] +--- +# Attack Of Opportunity (Barbarian) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[barbarian](rules/traits/barbarian.md) + +- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. +- **Activity** Reaction + +You swat a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 90* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/attack-of-opportunity-champion.md b/compendium/feats/attack-of-opportunity-champion.md new file mode 100644 index 000000000..3d8183a85 --- /dev/null +++ b/compendium/feats/attack-of-opportunity-champion.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Attack Of Opportunity (Champion)"] +--- +# Attack Of Opportunity (Champion) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[champion](rules/traits/champion.md) + +- **Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. +- **Activity** Reaction + +You lash out at a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 111* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/aura-of-courage.md b/compendium/feats/aura-of-courage.md new file mode 100644 index 000000000..5bf917ea8 --- /dev/null +++ b/compendium/feats/aura-of-courage.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Aura Of Courage"] +--- +# Aura Of Courage *Feat 4* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good + +You stand strong in the face of danger and inspire your allies to do the same. Whenever you become [frightened](rules/conditions.md#Frightened), reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your [frightened](rules/conditions.md#Frightened) condition value by 1, you also reduce the value by 1 for all allies within 15 feet. + +*Source: Core Rulebook p. 111* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/aura-of-faith.md b/compendium/feats/aura-of-faith.md new file mode 100644 index 000000000..9a8aed526 --- /dev/null +++ b/compendium/feats/aura-of-faith.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Aura Of Faith"] +--- +# Aura Of Faith *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good + +You radiate an aura of pure belief that imbues your attacks and those of nearby allies with holy power. Your [Strikes](rules/actions/strike.md) deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first [Strike](rules/actions/strike.md) that hits an evil creature each round. + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/aura-of-life.md b/compendium/feats/aura-of-life.md new file mode 100644 index 000000000..f106c2b51 --- /dev/null +++ b/compendium/feats/aura-of-life.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Aura Of Life"] +--- +# Aura Of Life *Feat 14* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Shining Oath](compendium/feats/shining-oath.md) + +Your aura protects against necromantic effects. You and all allies within 15 feet gain resistance 5 to negative energy and a +1 status bonus to saves against [necromancy](rules/traits/necromancy.md) effects. + +*Source: Core Rulebook p. 114* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/aura-of-righteousness.md b/compendium/feats/aura-of-righteousness.md similarity index 89% rename from Compendium/feats/aura-of-righteousness.md rename to compendium/feats/aura-of-righteousness.md index 2a7a3f1b7..2a83347ba 100644 --- a/Compendium/feats/aura-of-righteousness.md +++ b/compendium/feats/aura-of-righteousness.md @@ -7,7 +7,7 @@ tags: aliases: ["Aura Of Righteousness"] --- # Aura Of Righteousness *Feat 14* -[champion](../../Rules/traits/champion.md) +[champion](rules/traits/champion.md) - **Prerequisites**: tenets of good diff --git a/compendium/feats/aura-of-vengeance.md b/compendium/feats/aura-of-vengeance.md new file mode 100644 index 000000000..db0cb5726 --- /dev/null +++ b/compendium/feats/aura-of-vengeance.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Aura Of Vengeance"] +--- +# Aura Of Vengeance *Feat 14* +[champion](rules/traits/champion.md) + +- **Prerequisites**: exalt, [Vengeful Oath](compendium/feats/vengeful-oath.md) + +When you call upon others to take retribution, you also guide their aim. When you use [Retributive Strike](rules/actions/retributive-strike.md), your allies who make [Strikes](rules/actions/strike.md) take only a –2 penalty, instead of a –5 penalty. + +*Source: Core Rulebook p. 114* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/auspicious-mount.md b/compendium/feats/auspicious-mount.md new file mode 100644 index 000000000..efb2c8944 --- /dev/null +++ b/compendium/feats/auspicious-mount.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Auspicious Mount"] +--- +# Auspicious Mount *Feat 16* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (steed), [Imposing Destrier](compendium/feats/imposing-destrier.md) + +Guided by your ongoing care, your steed has developed incredible intelligence and skill. The mount you gained through the [divine ally](compendium/feats/divine-ally.md) class feature is now a specialized animal companion. You can select one of the usual specializations or the auspice specialization. + +Auspice mounts gain the following benefits: Your companion is marked by your deity's religious symbol as a sacred creature of your deity. Its proficiency rank in [Religion](compendium/skills.md#Religion) increases to expert, it can speak the language associated with your deity's servitors (Celestial for champions who follow the tenets of good), and its Intelligence modifier increases by 2 and its Wisdom modifier by 1. + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/automatic-knowledge.md b/compendium/feats/automatic-knowledge.md new file mode 100644 index 000000000..de0e67351 --- /dev/null +++ b/compendium/feats/automatic-knowledge.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Automatic Knowledge"] +--- +# Automatic Knowledge *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in a skill with the [Recall Knowledge](rules/actions/recall-knowledge.md) action, [Assurance](compendium/feats/assurance.md) in that skill + +You know basic facts off the top of your head. Choose a skill you're an expert in that has the [Recall Knowledge](rules/actions/recall-knowledge.md) action and for which you have the [Assurance](compendium/feats/assurance.md) feat. You can use the [Recall Knowledge](rules/actions/recall-knowledge.md) action with that skill as a free action once per round. If you do, you must use [Assurance](compendium/feats/assurance.md) on the skill check. + +**Special.** You can select this feat multiple times, choosing a different skill each time. You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round. + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/avatars-audience.md b/compendium/feats/avatars-audience.md new file mode 100644 index 000000000..c0812ea08 --- /dev/null +++ b/compendium/feats/avatars-audience.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Avatar's Audience"] +--- +# Avatar's Audience *Feat 20* +[cleric](rules/traits/cleric.md) + + +Your extensive service has made you a lesser herald of your deity, which affords you certain privileges. First, any creature you encounter knows instinctively that you speak for your deity. Second, if you conduct the [commune](compendium/spells/rituals/commune.md) ritual to contact your deity, you don't have to pay any cost and you automatically get a critical success. Third, once per day, you can cast [plane shift](compendium/spells/plane-shift.md) as a divine innate spell, but only to travel to the realm of your deity. When you cast it this way, its casting time is 1 minute, your religious symbol is a sufficient tuning fork for this spell, and you appear exactly where you want to be. If you're in your deity's realm due to this spell, you can return to the point you left when you cast it by spending a single action, which has the [concentrate](rules/traits/concentrate.md) and [divine](rules/traits/divine.md) traits. + +*Source: Core Rulebook p. 127* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/awesome-blow.md b/compendium/feats/awesome-blow.md new file mode 100644 index 000000000..077866f3d --- /dev/null +++ b/compendium/feats/awesome-blow.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/rage +aliases: ["Awesome Blow"] +--- +# Awesome Blow *Feat 14* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Knockback](compendium/feats/knockback.md) + +Your attacks are so powerful, they can flatten your opponents. When you use Knockback, you can attempt an [Athletics](compendium/skills.md#Athletics) check against your target's Fortitude DC. + +> [!success-degree] +> - **Critical Success** You gain the critical success effect of a [Shove](rules/actions/shove.md), then the critical success effect of a [Trip](rules/actions/trip.md) against the target. +> - **Success** You gain the success effect of a [Shove](rules/actions/shove.md), then the success effect of a [Trip](rules/actions/trip.md) against the target. +> - **Failure** You gain the normal effect of Knockback. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/barbarian-dedication.md b/compendium/feats/barbarian-dedication.md new file mode 100644 index 000000000..4bda3d40e --- /dev/null +++ b/compendium/feats/barbarian-dedication.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Barbarian Dedication"] +--- +# Barbarian Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Constitution 14 + +You become trained in [Athletics](compendium/skills.md#Athletics); if you were already trained in [Athletics](compendium/skills.md#Athletics), you instead become trained in a skill of your choice. You become trained in barbarian class DC. + +You can use the [Rage](rules/actions/rage.md) action. + +Choose an instinct|Barbarian||1 as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the barbarian archetype. + +## Barbarian Dedication leads to... + +[Barbarian Resiliency](compendium/feats/barbarian-resiliency.md), [Basic Fury](compendium/feats/basic-fury.md), [Advanced Fury](compendium/feats/advanced-fury.md), [Instinct Ability](compendium/feats/instinct-ability.md), [Juggernaut's Fortitude](compendium/feats/juggernauts-fortitude.md) + +## Summary + +*Source: Core Rulebook p. 221* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/barbarian-resiliency.md b/compendium/feats/barbarian-resiliency.md new file mode 100644 index 000000000..085d20fc5 --- /dev/null +++ b/compendium/feats/barbarian-resiliency.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Barbarian Resiliency"] +--- +# Barbarian Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), class granting no more Hit Points per level than 10 + your Constitution modifier + +You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 221* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/bard-dedication.md b/compendium/feats/bard-dedication.md new file mode 100644 index 000000000..797f9bd70 --- /dev/null +++ b/compendium/feats/bard-dedication.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Bard Dedication"] +--- +# Bard Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +You cast spells like a bard and gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in [Occultism](compendium/skills.md#Occultism) and [Performance](compendium/skills.md#Performance); for each of these skills in which you were already trained, you instead become trained in a skill of your choice. + +Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the bard archetype. + +## Bard Dedication leads to... + +[Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md), [Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md), [Master Bard Spellcasting](compendium/feats/master-bard-spellcasting.md), [Occult Breadth](compendium/feats/occult-breadth.md), [Basic Muse's Whispers](compendium/feats/basic-muses-whispers.md), [Advanced Muse's Whispers](compendium/feats/advanced-muses-whispers.md), [Counter Perform](compendium/feats/counter-perform.md), [Inspirational Performance](compendium/feats/inspirational-performance.md) + +## Summary + +*Source: Core Rulebook p. 222* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/bardic-lore.md b/compendium/feats/bardic-lore.md new file mode 100644 index 000000000..6d96c5a07 --- /dev/null +++ b/compendium/feats/bardic-lore.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Bardic Lore"] +--- +# Bardic Lore *Feat 1* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Enigma muse + +Your studies make you informed on every subject. You are trained in [Bardic Lore](compendium/skills.md#Lore), a special [Lore](compendium/skills.md#Lore) skill that can be used only to [Recall Knowledge](rules/actions/recall-knowledge.md), but on any topic. If you have legendary proficiency in [Occultism](compendium/skills.md#Occultism), you gain expert proficiency in [Bardic Lore](compendium/skills.md#Lore), but you can't increase your proficiency rank in [Bardic Lore](compendium/skills.md#Lore) by any other means. + +*Source: Core Rulebook p. 99* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/bargain-hunter.md b/compendium/feats/bargain-hunter.md new file mode 100644 index 000000000..211da99fb --- /dev/null +++ b/compendium/feats/bargain-hunter.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Bargain Hunter"] +--- +# Bargain Hunter *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) + +You can [Earn Income](rules/actions/earn-income.md) using [Diplomacy](compendium/skills.md#Diplomacy), spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using [Earn Income](rules/actions/earn-income.md) with [Diplomacy](compendium/skills.md#Diplomacy), except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp. + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/basic-arcana.md b/compendium/feats/basic-arcana.md new file mode 100644 index 000000000..8e893eb31 --- /dev/null +++ b/compendium/feats/basic-arcana.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Arcana"] +--- +# Basic Arcana *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) + +You gain a 1st- or 2nd-level wizard feat of your choice. + +## Basic Arcana leads to... + +[Advanced Arcana](compendium/feats/advanced-arcana.md) + +## Summary + +*Source: Core Rulebook p. 231* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-bard-spellcasting.md b/compendium/feats/basic-bard-spellcasting.md new file mode 100644 index 000000000..2d93cc532 --- /dev/null +++ b/compendium/feats/basic-bard-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Bard Spellcasting"] +--- +# Basic Bard Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level. + +## Basic Bard Spellcasting leads to... + +[Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md), [Master Bard Spellcasting](compendium/feats/master-bard-spellcasting.md), [Occult Breadth](compendium/feats/occult-breadth.md) + +## Summary + +*Source: Core Rulebook p. 222* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-blood-potency.md b/compendium/feats/basic-blood-potency.md new file mode 100644 index 000000000..216be4e53 --- /dev/null +++ b/compendium/feats/basic-blood-potency.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Blood Potency"] +--- +# Basic Blood Potency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) + +You gain a 1st- or 2nd-level sorcerer feat. + +## Basic Blood Potency leads to... + +[Advanced Blood Potency](compendium/feats/advanced-blood-potency.md) + +## Summary + +*Source: Core Rulebook p. 230* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-bloodline-spell.md b/compendium/feats/basic-bloodline-spell.md new file mode 100644 index 000000000..0cb1e6160 --- /dev/null +++ b/compendium/feats/basic-bloodline-spell.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Bloodline Spell"] +--- +# Basic Bloodline Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) + +You gain your bloodline|Sorcerer||1's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) without any special effort. + +*Source: Core Rulebook p. 230* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-cleric-spellcasting.md b/compendium/feats/basic-cleric-spellcasting.md new file mode 100644 index 000000000..6a7ab279b --- /dev/null +++ b/compendium/feats/basic-cleric-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Cleric Spellcasting"] +--- +# Basic Cleric Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) + +You gain the basic spellcasting benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype. + +## Basic Cleric Spellcasting leads to... + +[Divine Breadth](compendium/feats/divine-breadth.md), [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md), [Master Cleric Spellcasting](compendium/feats/master-cleric-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 224* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-concoction.md b/compendium/feats/basic-concoction.md new file mode 100644 index 000000000..89f3ee19d --- /dev/null +++ b/compendium/feats/basic-concoction.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Concoction"] +--- +# Basic Concoction *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) + +You gain a 1st- or 2nd-level alchemist feat. + +## Basic Concoction leads to... + +[Advanced Concoction](compendium/feats/advanced-concoction.md) + +## Summary + +*Source: Core Rulebook p. 220* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-devotion.md b/compendium/feats/basic-devotion.md new file mode 100644 index 000000000..f42e9567e --- /dev/null +++ b/compendium/feats/basic-devotion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Devotion"] +--- +# Basic Devotion *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You gain a 1st- or 2nd-level champion feat. + +## Basic Devotion leads to... + +[Advanced Devotion](compendium/feats/advanced-devotion.md) + +## Summary + +*Source: Core Rulebook p. 223* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-dogma.md b/compendium/feats/basic-dogma.md new file mode 100644 index 000000000..b0ea65eb7 --- /dev/null +++ b/compendium/feats/basic-dogma.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Dogma"] +--- +# Basic Dogma *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Cleric Dedication](compendium/feats/cleric-dedication.md) + +You gain a 1st- or 2nd-level cleric feat. + +## Basic Dogma leads to... + +[Advanced Dogma](compendium/feats/advanced-dogma.md) + +## Summary + +*Source: Core Rulebook p. 224* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-druid-spellcasting.md b/compendium/feats/basic-druid-spellcasting.md new file mode 100644 index 000000000..f1f93ebf3 --- /dev/null +++ b/compendium/feats/basic-druid-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Druid Spellcasting"] +--- +# Basic Druid Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) + +You gain the basic spellcasting benefits. + +## Basic Druid Spellcasting leads to... + +[Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md), [Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md), [Primal Breadth](compendium/feats/primal-breadth.md) + +## Summary + +*Source: Core Rulebook p. 225* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-fury.md b/compendium/feats/basic-fury.md new file mode 100644 index 000000000..9f8695fac --- /dev/null +++ b/compendium/feats/basic-fury.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Fury"] +--- +# Basic Fury *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) + +You gain a 1st- or 2nd-level barbarian feat. + +## Basic Fury leads to... + +[Advanced Fury](compendium/feats/advanced-fury.md) + +## Summary + +*Source: Core Rulebook p. 221* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-hunters-trick.md b/compendium/feats/basic-hunters-trick.md new file mode 100644 index 000000000..daec51209 --- /dev/null +++ b/compendium/feats/basic-hunters-trick.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Hunter's Trick"] +--- +# Basic Hunter's Trick *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md) + +You gain a 1st- or 2nd-level ranger feat. + +## Basic Hunter's Trick leads to... + +[Advanced Hunter's Trick](compendium/feats/advanced-hunters-trick.md) + +## Summary + +*Source: Core Rulebook p. 228* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-kata.md b/compendium/feats/basic-kata.md new file mode 100644 index 000000000..9047c285f --- /dev/null +++ b/compendium/feats/basic-kata.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Kata"] +--- +# Basic Kata *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) + +You gain a 1st- or 2nd-level monk feat. + +## Basic Kata leads to... + +[Advanced Kata](compendium/feats/advanced-kata.md) + +## Summary + +*Source: Core Rulebook p. 227* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-maneuver.md b/compendium/feats/basic-maneuver.md new file mode 100644 index 000000000..cc95d00e3 --- /dev/null +++ b/compendium/feats/basic-maneuver.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Maneuver"] +--- +# Basic Maneuver *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) + +You gain a 1st- or 2nd-level fighter feat. + +## Basic Maneuver leads to... + +[Advanced Maneuver](compendium/feats/advanced-maneuver.md) + +## Summary + +*Source: Core Rulebook p. 226* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-muses-whispers.md b/compendium/feats/basic-muses-whispers.md new file mode 100644 index 000000000..1044d70bf --- /dev/null +++ b/compendium/feats/basic-muses-whispers.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Muse's Whispers"] +--- +# Basic Muse's Whispers *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain a 1st- or 2nd-level bard feat. + +## Basic Muse's Whispers leads to... + +[Advanced Muse's Whispers](compendium/feats/advanced-muses-whispers.md) + +## Summary + +*Source: Core Rulebook p. 222* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-sorcerer-spellcasting.md b/compendium/feats/basic-sorcerer-spellcasting.md new file mode 100644 index 000000000..91a6e0a89 --- /dev/null +++ b/compendium/feats/basic-sorcerer-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Sorcerer Spellcasting"] +--- +# Basic Sorcerer Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Sorcerer Dedication](compendium/feats/sorcerer-dedication.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered. + +## Basic Sorcerer Spellcasting leads to... + +[Bloodline Breadth](compendium/feats/bloodline-breadth.md), [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md), [Master Sorcerer Spellcasting](compendium/feats/master-sorcerer-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 230* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-trickery.md b/compendium/feats/basic-trickery.md new file mode 100644 index 000000000..06b9a62b4 --- /dev/null +++ b/compendium/feats/basic-trickery.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Trickery"] +--- +# Basic Trickery *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) + +You gain a 1st- or 2nd-level rogue feat. + +## Basic Trickery leads to... + +[Advanced Trickery](compendium/feats/advanced-trickery.md) + +## Summary + +*Source: Core Rulebook p. 229* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-wilding.md b/compendium/feats/basic-wilding.md new file mode 100644 index 000000000..80689df2c --- /dev/null +++ b/compendium/feats/basic-wilding.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Wilding"] +--- +# Basic Wilding *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) + +You gain a 1st- or 2nd-level druid feat. + +## Basic Wilding leads to... + +[Advanced Wilding](compendium/feats/advanced-wilding.md) + +## Summary + +*Source: Core Rulebook p. 225* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/basic-wizard-spellcasting.md b/compendium/feats/basic-wizard-spellcasting.md new file mode 100644 index 000000000..708e86412 --- /dev/null +++ b/compendium/feats/basic-wizard-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Basic Wizard Spellcasting"] +--- +# Basic Wizard Spellcasting *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Wizard Dedication](compendium/feats/wizard-dedication.md) + +You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. + +## Basic Wizard Spellcasting leads to... + +[Arcane Breadth](compendium/feats/arcane-breadth.md), [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md), [Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 231* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/battle-assessment.md b/compendium/feats/battle-assessment.md new file mode 100644 index 000000000..17a8946a8 --- /dev/null +++ b/compendium/feats/battle-assessment.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +- trait/secret +aliases: ["Battle Assessment"] +--- +# Battle Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[rogue](rules/traits/rogue.md) [secret](rules/traits/secret.md) + +- **Activity** Single Action + +With careful observation during battle, you identify an enemy's strengths and weaknesses. The GM rolls a secret [Perception](compendium/skills.md#Perception) check for you against the [Deception](compendium/skills.md#Deception) or [Stealth](compendium/skills.md#Stealth) DC (whichever is higher) of an enemy of your choice who is not [concealed](rules/conditions.md#Concealed) from you, [hidden](rules/conditions.md#Hidden) from you, or [undetected](rules/conditions.md#Undetected) by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day. + +> [!success-degree] +> - **Critical Success** The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy's weaknesses is highest, which of the enemy's saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy's resistances is highest. If the event of a tie, the GM should pick one at random. +> - **Success** The GM chooses one piece of information from the above list to tell you about the enemy. +> - **Critical Failure** The GM gives you false information (the GM makes up the information). + +*Source: Core Rulebook p. 184* +%% #compendium/src/pf2e/crb #trait/rogue #trait/secret %% \ No newline at end of file diff --git a/compendium/feats/battle-cry.md b/compendium/feats/battle-cry.md new file mode 100644 index 000000000..cf736772e --- /dev/null +++ b/compendium/feats/battle-cry.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Battle Cry"] +--- +# Battle Cry *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) + +When you roll initiative, you can yell a mighty battle cry and [Demoralize](rules/actions/demoralize.md) an [observed](rules/conditions.md#Observed) foe as a free action. If you're legendary in [Intimidation](compendium/skills.md#Intimidation), you can use a reaction to [Demoralize](rules/actions/demoralize.md) your foe when you critically succeed at an attack roll. + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/battle-medicine.md b/compendium/feats/battle-medicine.md new file mode 100644 index 000000000..d6e1e7f5f --- /dev/null +++ b/compendium/feats/battle-medicine.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/healing +- trait/manipulate +- trait/skill +aliases: ["Battle Medicine"] +--- +# Battle Medicine [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[general](rules/traits/general.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Medicine](compendium/skills.md#Medicine) +- **Requirements**: You are holding or wearing [healer's tools](compendium/equipment/items/healers-tools.md) and have a hand free. +- **Activity** Single Action + +You can patch up yourself or an adjacent ally, even in combat. Attempt a [Medicine](compendium/skills.md#Medicine) check with the same DC as for [Treat Wounds](rules/actions/treat-wounds.md), and restore a corresponding amount of Hit Points; this does not remove the [wounded](rules/conditions.md#Wounded) condition. As with [Treat Wounds](rules/actions/treat-wounds.md), you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your [Battle Medicine](compendium/feats/battle-medicine.md) for 1 day. + +## Battle Medicine leads to... + +Medic Dedication, Doctor's Visitation, Resuscitate, Treat Condition, Holistic Care, Preventative Treatment, Godless Healing, Mortal Healing, Paragon Battle Medicine + +## Summary + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/healing #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/bespell-weapon-sorcerer.md b/compendium/feats/bespell-weapon-sorcerer.md similarity index 83% rename from Compendium/feats/bespell-weapon-sorcerer.md rename to compendium/feats/bespell-weapon-sorcerer.md index 6b49a69ee..3ce753624 100644 --- a/Compendium/feats/bespell-weapon-sorcerer.md +++ b/compendium/feats/bespell-weapon-sorcerer.md @@ -6,8 +6,8 @@ tags: - trait/sorcerer aliases: ["Bespell Weapon (Sorcerer)"] --- -# Bespell Weapon (Sorcerer) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[sorcerer](../../Rules/traits/sorcerer.md) +# Bespell Weapon (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[sorcerer](rules/traits/sorcerer.md) - **Frequency**: once per turn - **Requirements**: Your most recent action was to cast a non-cantrip spell. diff --git a/Compendium/feats/bespell-weapon-wizard.md b/compendium/feats/bespell-weapon-wizard.md similarity index 83% rename from Compendium/feats/bespell-weapon-wizard.md rename to compendium/feats/bespell-weapon-wizard.md index e3aa5f086..7c772ff16 100644 --- a/Compendium/feats/bespell-weapon-wizard.md +++ b/compendium/feats/bespell-weapon-wizard.md @@ -6,8 +6,8 @@ tags: - trait/wizard aliases: ["Bespell Weapon (Wizard)"] --- -# Bespell Weapon (Wizard) [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* -[wizard](../../Rules/traits/wizard.md) +# Bespell Weapon (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[wizard](rules/traits/wizard.md) - **Frequency**: once per turn - **Requirements**: Your most recent action was to cast a non-cantrip spell. diff --git a/compendium/feats/bizarre-magic.md b/compendium/feats/bizarre-magic.md new file mode 100644 index 000000000..9a1df4220 --- /dev/null +++ b/compendium/feats/bizarre-magic.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Bizarre Magic"] +--- +# Bizarre Magic *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Occultism](compendium/skills.md#Occultism) + +You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells. The DCs to [Recognize Spells](compendium/feats/recognize-spell.md) you cast and [Identify Magic](rules/actions/identify-magic.md) you use increase by 5. + +*Source: Core Rulebook p. 258* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/blade-of-justice.md b/compendium/feats/blade-of-justice.md new file mode 100644 index 000000000..806979da7 --- /dev/null +++ b/compendium/feats/blade-of-justice.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Blade Of Justice"] +--- +# Blade Of Justice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good +- **Activity** Two-Action + +You call upon divine power and make a weapon or unarmed [Strike](rules/actions/strike.md) against a foe you have witnessed harming an ally or innocent. The [Strike](rules/actions/strike.md) deals two extra weapon damage dice if the target of your [Strike](rules/actions/strike.md) is evil. Whether or not the target is [evil](rules/traits/evil.md), you can convert all the physical damage from the attack into good damage, and if you are a paladin, the [Strike](rules/actions/strike.md) applies all effects that normally apply on a [Retributive Strike](rules/actions/retributive-strike.md) (such as divine smite|Champion||Paladin||9). + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/blank-slate.md b/compendium/feats/blank-slate.md new file mode 100644 index 000000000..ceee3dee7 --- /dev/null +++ b/compendium/feats/blank-slate.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Blank Slate"] +--- +# Blank Slate *Feat 16* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception) + +Your deceptions confound even the most powerful mortal divinations. [Detection](rules/traits/detection.md), [revelation](rules/traits/revelation.md), and [scrying](rules/traits/scrying.md) effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, [detect magic](compendium/spells/detect-magic.md) would still detect other magic in the area but not any magic on you, [true seeing](compendium/spells/true-seeing.md) wouldn't reveal you, [locate](compendium/spells/locate.md) or [scrying](compendium/spells/scrying.md) wouldn't find you, and so on. + +*Source: Core Rulebook p. 188* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/blind-fight-fighter.md b/compendium/feats/blind-fight-fighter.md new file mode 100644 index 000000000..4d6433c5e --- /dev/null +++ b/compendium/feats/blind-fight-fighter.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Blind-fight (Fighter)"] +--- +# Blind-fight (Fighter) *Feat 8* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +Your battle instincts make you more aware of [concealed](rules/conditions.md#Concealed) and [invisible](rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](rules/conditions.md#Concealed) creatures. You're not [flat-footed](rules/conditions.md#Flat-footed) to creatures that are [hidden](rules/conditions.md#Hidden) from you (unless you're [flat-footed](rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. + +While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/blind-fight-ranger.md b/compendium/feats/blind-fight-ranger.md new file mode 100644 index 000000000..139163f73 --- /dev/null +++ b/compendium/feats/blind-fight-ranger.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Blind-fight (Ranger)"] +--- +# Blind-fight (Ranger) *Feat 8* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +Your battle instincts make you more aware of [concealed](rules/conditions.md#Concealed) and [invisible](rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](rules/conditions.md#Concealed) creatures. You're not [flat-footed](rules/conditions.md#Flat-footed) to creatures that are [hidden](rules/conditions.md#Hidden) from you (unless you're [flat-footed](rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. + +While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. + +*Source: Core Rulebook p. 173* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/blind-fight-rogue.md b/compendium/feats/blind-fight-rogue.md new file mode 100644 index 000000000..29ef6ea88 --- /dev/null +++ b/compendium/feats/blind-fight-rogue.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Blind-fight (Rogue)"] +--- +# Blind-fight (Rogue) *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +Your battle instincts make you more aware of [concealed](rules/conditions.md#Concealed) and [invisible](rules/conditions.md#Invisible) opponents. You don't need to succeed at a flat check to target [concealed](rules/conditions.md#Concealed) creatures. You're not [flat-footed](rules/conditions.md#Flat-footed) to creatures that are [hidden](rules/conditions.md#Hidden) from you (unless you're [flat-footed](rules/conditions.md#Flat-footed) to them for reasons other than the [hidden](rules/conditions.md#Hidden) condition), and you need only a successful DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. + +While you're adjacent to an [undetected](rules/conditions.md#Undetected) creature of your level or lower, it is instead only [hidden](rules/conditions.md#Hidden) from you. + +*Source: Core Rulebook p. 186* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-breadth.md b/compendium/feats/bloodline-breadth.md similarity index 79% rename from Compendium/feats/bloodline-breadth.md rename to compendium/feats/bloodline-breadth.md index 5bcf968cd..989a9f163 100644 --- a/Compendium/feats/bloodline-breadth.md +++ b/compendium/feats/bloodline-breadth.md @@ -7,9 +7,9 @@ tags: aliases: ["Bloodline Breadth"] --- # Bloodline Breadth *Feat 8* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Sorcerer Spellcasting](basic-sorcerer-spellcasting.md) +- **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md) Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest Sorcerer spell slots. diff --git a/compendium/feats/bloodline-conduit.md b/compendium/feats/bloodline-conduit.md new file mode 100644 index 000000000..e7823c14c --- /dev/null +++ b/compendium/feats/bloodline-conduit.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/metamagic +- trait/sorcerer +aliases: ["Bloodline Conduit"] +--- +# Bloodline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Frequency**: once per minute +- **Activity** Single Action + +Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) of 5th level or lower that has no duration, you don't expend the spell's slot when you cast it. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/bloodline-focus.md b/compendium/feats/bloodline-focus.md new file mode 100644 index 000000000..7569dc21c --- /dev/null +++ b/compendium/feats/bloodline-focus.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Bloodline Focus"] +--- +# Bloodline Focus *Feat 12* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: bloodline spell + +Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +## Bloodline Focus leads to... + +[Bloodline Wellspring](compendium/feats/bloodline-wellspring.md) + +## Summary + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/Compendium/feats/bloodline-perfection.md b/compendium/feats/bloodline-perfection.md similarity index 90% rename from Compendium/feats/bloodline-perfection.md rename to compendium/feats/bloodline-perfection.md index 92ce93975..9797c50f7 100644 --- a/Compendium/feats/bloodline-perfection.md +++ b/compendium/feats/bloodline-perfection.md @@ -7,7 +7,7 @@ tags: aliases: ["Bloodline Perfection"] --- # Bloodline Perfection *Feat 20* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) - **Prerequisites**: bloodline paragon diff --git a/compendium/feats/bloodline-resistance.md b/compendium/feats/bloodline-resistance.md new file mode 100644 index 000000000..9c31a38b9 --- /dev/null +++ b/compendium/feats/bloodline-resistance.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Bloodline Resistance"] +--- +# Bloodline Resistance *Feat 8* +[sorcerer](rules/traits/sorcerer.md) + + +Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and [magical](rules/traits/magical.md) effects. + +*Source: Core Rulebook p. 200* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/bloodline-wellspring.md b/compendium/feats/bloodline-wellspring.md new file mode 100644 index 000000000..26011fb8c --- /dev/null +++ b/compendium/feats/bloodline-wellspring.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Bloodline Wellspring"] +--- +# Bloodline Wellspring *Feat 18* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [Bloodline Focus](compendium/feats/bloodline-focus.md) + +Your blood's power replenishes your focus. If you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/bond-conservation.md b/compendium/feats/bond-conservation.md new file mode 100644 index 000000000..2533504ce --- /dev/null +++ b/compendium/feats/bond-conservation.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/manipulate +- trait/metamagic +- trait/wizard +aliases: ["Bond Conservation"] +--- +# Bond Conservation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: arcane bond +- **Requirements**: The last action you used was [Drain Bonded Item](rules/actions/drain-bonded-item.md). +- **Activity** Single Action + +By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) using the energy from [Drain Bonded Item](rules/actions/drain-bonded-item.md), you gain an extra use of [Drain Bonded Item](rules/actions/drain-bonded-item.md). You must use this extra use of [Drain Bonded Item](rules/actions/drain-bonded-item.md) before the end of your next turn or you lose it, and you can use this additional use only to cast a spell 2 or more levels lower than the first spell cast with [Drain Bonded Item](rules/actions/drain-bonded-item.md). + +*Source: Core Rulebook p. 211* +%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/bonded-animal.md b/compendium/feats/bonded-animal.md new file mode 100644 index 000000000..4d617836f --- /dev/null +++ b/compendium/feats/bonded-animal.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/downtime +- trait/general +- trait/skill +aliases: ["Bonded Animal"] +--- +# Bonded Animal *Feat 2* +[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Nature](compendium/skills.md#Nature) + +You forge strong connections with animals. You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal) that is [friendly](rules/conditions.md#Friendly) or [helpful](rules/conditions.md#Helpful) to you. After this duration, attempt a DC 20 [Nature](compendium/skills.md#Nature) check. If successful, you bond with the animal. The animal is permanently [helpful](rules/conditions.md#Helpful) to you, unless you do something egregious to break your bond. A [helpful](rules/conditions.md#Helpful) animal is easier to direct, as described under [Command an Animal](rules/actions/command-an-animal.md). + +Bonding with a new animal ends any previous bond you had. You can't have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar). + +*Source: Core Rulebook p. 259* +%% #compendium/src/pf2e/crb #trait/downtime #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/bonded-focus.md b/compendium/feats/bonded-focus.md new file mode 100644 index 000000000..d0b85bbf8 --- /dev/null +++ b/compendium/feats/bonded-focus.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Bonded Focus"] +--- +# Bonded Focus *Feat 14* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: arcane bond + +Your connection to your bonded item increases your focus pool. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md) and your bonded item is in your possession, you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Core Rulebook p. 212* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/boulder-roll.md b/compendium/feats/boulder-roll.md new file mode 100644 index 000000000..19ae42268 --- /dev/null +++ b/compendium/feats/boulder-roll.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Boulder Roll"] +--- +# Boulder Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 5* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: [Rock Runner](compendium/feats/rock-runner.md) +- **Activity** Two-Action + +Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a [Step](rules/actions/step.md) into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm's way. The foe can attempt a Fortitude saving throw against your [Athletics](compendium/skills.md#Athletics) DC to block your [Step](rules/actions/step.md). If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. + +If the foe can't move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect. + +*Source: Core Rulebook p. 36* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/boundless-reprisals.md b/compendium/feats/boundless-reprisals.md similarity index 91% rename from Compendium/feats/boundless-reprisals.md rename to compendium/feats/boundless-reprisals.md index f03b945a8..1868f869c 100644 --- a/Compendium/feats/boundless-reprisals.md +++ b/compendium/feats/boundless-reprisals.md @@ -7,7 +7,7 @@ tags: aliases: ["Boundless Reprisals"] --- # Boundless Reprisals *Feat 20* -[fighter](../../Rules/traits/fighter.md) +[fighter](rules/traits/fighter.md) With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy's turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature. diff --git a/compendium/feats/brawling-focus.md b/compendium/feats/brawling-focus.md new file mode 100644 index 000000000..6d3c44c88 --- /dev/null +++ b/compendium/feats/brawling-focus.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Brawling Focus"] +--- +# Brawling Focus *Feat 2* +[monk](rules/traits/monk.md) + + +You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [Monastic Weaponry](compendium/feats/monastic-weaponry.md), you also gain the critical specialization effects of all monk weapons in which you are trained. + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/breath-control.md b/compendium/feats/breath-control.md new file mode 100644 index 000000000..eb6857a5b --- /dev/null +++ b/compendium/feats/breath-control.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Breath Control"] +--- +# Breath Control *Feat 1* +[general](rules/traits/general.md) + + +You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against [inhaled](rules/traits/inhaled.md) threats, such as [inhaled](rules/traits/inhaled.md) [poisons](rules/traits/poison.md), and if you roll a success on such a saving throw, you get a critical success instead. + +*Source: Core Rulebook p. 259* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/brutal-beating.md b/compendium/feats/brutal-beating.md new file mode 100644 index 000000000..810448c5f --- /dev/null +++ b/compendium/feats/brutal-beating.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Brutal Beating"] +--- +# Brutal Beating *Feat 2* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: Ruffian racket + +The brutality of your critical hits shakes your foes' confidence. Whenever your [Strike](rules/actions/strike.md) is a critical hit and deals damage, the target is [frightened](rules/conditions.md#Frightened). + +*Source: Core Rulebook p. 183* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/brutal-bully.md b/compendium/feats/brutal-bully.md new file mode 100644 index 000000000..2f1c9dff4 --- /dev/null +++ b/compendium/feats/brutal-bully.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Brutal Bully"] +--- +# Brutal Bully *Feat 6* +[barbarian](rules/traits/barbarian.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +You push your foes around and leave bruises. While raging, when you successfully [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to [Trip](rules/actions/trip.md). + +*Source: Core Rulebook p. 90* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/brutal-critical.md b/compendium/feats/brutal-critical.md new file mode 100644 index 000000000..90f6f9f8e --- /dev/null +++ b/compendium/feats/brutal-critical.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Brutal Critical"] +--- +# Brutal Critical *Feat 18* +[barbarian](rules/traits/barbarian.md) + + +Your critical hits are particularly devastating. On a critical hit with a melee [Strike](rules/actions/strike.md), add one extra damage die. This is in addition to any extra dice you gain if the weapon is [deadly](rules/traits/deadly.md) or [fatal](rules/traits/fatal.md). The target also takes [persistent bleed damage](rules/conditions.md#Persistent%20Damage) equal to two damage dice. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/brutal-finish.md b/compendium/feats/brutal-finish.md new file mode 100644 index 000000000..8cd386c21 --- /dev/null +++ b/compendium/feats/brutal-finish.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Brutal Finish"] +--- +# Brutal Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: You are wielding a melee weapon in two hands. +- **Activity** Single Action + +Your final blow can make an impact even if it rebounds off a foe's defenses. Make a [Strike](rules/actions/strike.md) with the required weapon. After the [Strike](rules/actions/strike.md), your turn ends. The [Strike](rules/actions/strike.md) deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The [Strike](rules/actions/strike.md) also gains the following failure effect. + +> [!success-degree] +> - **Failure** You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/brutish-shove.md b/compendium/feats/brutish-shove.md new file mode 100644 index 000000000..bc8064b22 --- /dev/null +++ b/compendium/feats/brutish-shove.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Brutish Shove"] +--- +# Brutish Shove [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: You are wielding a two-handed melee weapon. +- **Activity** Single Action + +Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a [Strike](rules/actions/strike.md) with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is [flat-footed](rules/conditions.md#Flat-footed) until the end of your current turn, and you can automatically [Shove](rules/actions/shove.md) it, with the same benefits as the [Shove](rules/actions/shove.md) action (including the critical success effect, if your [Strike](rules/actions/strike.md) was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. + +This [Strike](rules/actions/strike.md) has the following failure effect. + +**Failure** The target becomes [flat-footed](rules/conditions.md#Flat-footed) until the end of your current turn. + +## Brutish Shove leads to... + +[Flinging Shove](compendium/feats/flinging-shove.md), [Powerful Shove](compendium/feats/powerful-shove.md) + +## Summary + +*Source: Core Rulebook p. 145* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/burn-it.md b/compendium/feats/burn-it.md new file mode 100644 index 000000000..31b6d2f90 --- /dev/null +++ b/compendium/feats/burn-it.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Burn It!"] +--- +# Burn It! *Feat 1* +[goblin](rules/traits/goblin.md) + + +Fire fascinates you. Your spells and [alchemical](rules/traits/alchemical.md) items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any [persistent fire damage](rules/conditions.md#Persistent%20Damage) you deal. + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/burrow-elocutionist.md b/compendium/feats/burrow-elocutionist.md new file mode 100644 index 000000000..b78f6e6f7 --- /dev/null +++ b/compendium/feats/burrow-elocutionist.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Burrow Elocutionist"] +--- +# Burrow Elocutionist *Feat 1* +[gnome](rules/traits/gnome.md) + + +You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability. + +## Burrow Elocutionist leads to... + +[Animal Elocutionist](compendium/feats/animal-elocutionist.md) + +## Summary + +*Source: Core Rulebook p. 44* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/calculated-splash.md b/compendium/feats/calculated-splash.md new file mode 100644 index 000000000..56762b9b3 --- /dev/null +++ b/compendium/feats/calculated-splash.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Calculated Splash"] +--- +# Calculated Splash *Feat 4* +[alchemist](rules/traits/alchemist.md) + + +You have calculated all the angles to maximize a bomb's splash. When you throw an alchemical bomb with the [splash](rules/traits/splash.md) trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount. + +## Calculated Splash leads to... + +[Expanded Splash](compendium/feats/expanded-splash.md), [Mega Bomb](compendium/feats/mega-bomb.md), Controlled Blast + +## Summary + +*Source: Core Rulebook p. 77* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/call-of-the-wild.md b/compendium/feats/call-of-the-wild.md new file mode 100644 index 000000000..c4ba35630 --- /dev/null +++ b/compendium/feats/call-of-the-wild.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Call Of The Wild"] +--- +# Call Of The Wild *Feat 2* +[druid](rules/traits/druid.md) + + +You call upon the creatures of nature to come to your aid. You can spend 10 minutes in concert with nature to replace one of the spells you've prepared in one of your druid spell slots with a [summon animal](compendium/spells/summon-animal.md) or summon plants and fungi spell of the same level. + +## Call Of The Wild leads to... + +[Primal Summons](compendium/feats/primal-summons.md) + +## Summary + +*Source: Core Rulebook p. 134* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/camouflage.md b/compendium/feats/camouflage.md new file mode 100644 index 000000000..f3476c21f --- /dev/null +++ b/compendium/feats/camouflage.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Camouflage"] +--- +# Camouflage *Feat 10* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You alter your appearance to blend in to the wilderness. In natural terrain, you can [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) even without cover or being [concealed](rules/conditions.md#Concealed). + +## Camouflage leads to... + +[Shadow Hunter](compendium/feats/shadow-hunter.md), [Stealthy Companion](compendium/feats/stealthy-companion.md) + +## Summary + +*Source: Core Rulebook p. 174* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/canny-acumen.md b/compendium/feats/canny-acumen.md new file mode 100644 index 000000000..eaeaea854 --- /dev/null +++ b/compendium/feats/canny-acumen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Canny Acumen"] +--- +# Canny Acumen *Feat 1* +[general](rules/traits/general.md) + + +Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or [Perception](compendium/skills.md#Perception). You become an expert in your choice. At 17th level, you become a master in your choice. + +*Source: Core Rulebook p. 259* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/Compendium/feats/cantrip-expansion-bard.md b/compendium/feats/cantrip-expansion-bard.md similarity index 90% rename from Compendium/feats/cantrip-expansion-bard.md rename to compendium/feats/cantrip-expansion-bard.md index 79c0589f8..03c61f3f6 100644 --- a/Compendium/feats/cantrip-expansion-bard.md +++ b/compendium/feats/cantrip-expansion-bard.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Bard)"] --- # Cantrip Expansion (Bard) *Feat 2* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire. diff --git a/Compendium/feats/cantrip-expansion-cleric.md b/compendium/feats/cantrip-expansion-cleric.md similarity index 89% rename from Compendium/feats/cantrip-expansion-cleric.md rename to compendium/feats/cantrip-expansion-cleric.md index 3ce2f1f8f..df2c96618 100644 --- a/Compendium/feats/cantrip-expansion-cleric.md +++ b/compendium/feats/cantrip-expansion-cleric.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Cleric)"] --- # Cantrip Expansion (Cleric) *Feat 2* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) You study a wider range of simple spells. You can prepare two additional cantrips each day. diff --git a/Compendium/feats/cantrip-expansion-sorcerer.md b/compendium/feats/cantrip-expansion-sorcerer.md similarity index 89% rename from Compendium/feats/cantrip-expansion-sorcerer.md rename to compendium/feats/cantrip-expansion-sorcerer.md index 81a763fcc..c54cb8bda 100644 --- a/Compendium/feats/cantrip-expansion-sorcerer.md +++ b/compendium/feats/cantrip-expansion-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Sorcerer)"] --- # Cantrip Expansion (Sorcerer) *Feat 2* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repertoire. diff --git a/Compendium/feats/cantrip-expansion-wizard.md b/compendium/feats/cantrip-expansion-wizard.md similarity index 90% rename from Compendium/feats/cantrip-expansion-wizard.md rename to compendium/feats/cantrip-expansion-wizard.md index aec5ff454..998bba6a7 100644 --- a/Compendium/feats/cantrip-expansion-wizard.md +++ b/compendium/feats/cantrip-expansion-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Cantrip Expansion (Wizard)"] --- # Cantrip Expansion (Wizard) *Feat 2* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) Dedicated study allows you to prepare a wider range of simple spells. You can prepare two additional cantrips each day. diff --git a/compendium/feats/cast-down.md b/compendium/feats/cast-down.md new file mode 100644 index 000000000..220c588af --- /dev/null +++ b/compendium/feats/cast-down.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Cast Down"] +--- +# Cast Down [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: harmful font or healing font +- **Activity** Single Action + +The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast [harm](compendium/spells/harm.md) or heal to damage one creature, the target is knocked [prone](rules/conditions.md#Prone) if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute. + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/castigating-weapon.md b/compendium/feats/castigating-weapon.md new file mode 100644 index 000000000..7d8dad03d --- /dev/null +++ b/compendium/feats/castigating-weapon.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Castigating Weapon"] +--- +# Castigating Weapon *Feat 10* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Holy Castigation](compendium/feats/holy-castigation.md) + +The force of your deity's castigation strengthens your body so you can strike down the wicked. After you damage a fiend using a [heal](compendium/spells/heal.md) spell, your weapon or unarmed [Strikes](rules/actions/strike.md) deal extra good damage to fiends equal to half the level of the [heal](compendium/spells/heal.md) spell until the end of your next turn. This is cumulative with any good damage the weapon already deals (such as from a holy rune). + +*Source: Core Rulebook p. 125* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/cat-fall.md b/compendium/feats/cat-fall.md new file mode 100644 index 000000000..7f3ed5bda --- /dev/null +++ b/compendium/feats/cat-fall.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Cat Fall"] +--- +# Cat Fall *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) + +Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in [Acrobatics](compendium/skills.md#Acrobatics), treat falls as 25 feet shorter. If you're a master in [Acrobatics](compendium/skills.md#Acrobatics), treat them as 50 feet shorter. If you're legendary in [Acrobatics](compendium/skills.md#Acrobatics), you always land on your feet and don't take damage, regardless of the distance of the fall. + +*Source: Core Rulebook p. 259* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/cave-climber.md b/compendium/feats/cave-climber.md similarity index 89% rename from Compendium/feats/cave-climber.md rename to compendium/feats/cave-climber.md index 2db671307..57685668b 100644 --- a/Compendium/feats/cave-climber.md +++ b/compendium/feats/cave-climber.md @@ -7,7 +7,7 @@ tags: aliases: ["Cave Climber"] --- # Cave Climber *Feat 9* -[goblin](../../Rules/traits/goblin.md) +[goblin](rules/traits/goblin.md) After years of crawling and climbing through caverns, you can climb easily anywhere you go. You gain a climb Speed of 10 feet. diff --git a/compendium/feats/ceaseless-shadows.md b/compendium/feats/ceaseless-shadows.md new file mode 100644 index 000000000..c0e6f61e7 --- /dev/null +++ b/compendium/feats/ceaseless-shadows.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Ceaseless Shadows"] +--- +# Ceaseless Shadows *Feat 13* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Distracting Shadows](compendium/feats/distracting-shadows.md) + +You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be [concealed](rules/conditions.md#Concealed) to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). If you would have lesser cover from creatures, you gain cover and can [Take Cover](rules/actions/take-cover.md), and if you would have cover from creatures, you gain greater cover. + +*Source: Core Rulebook p. 53* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/celestial-form.md b/compendium/feats/celestial-form.md new file mode 100644 index 000000000..a016f9bc5 --- /dev/null +++ b/compendium/feats/celestial-form.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Celestial Form"] +--- +# Celestial Form *Feat 18* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good + +You take on a celestial countenance, appearing like a type of celestial who serves your deity; for example, as an angel, you would gain a halo and feathery wings. You gain a fly Speed equal to your Speed. You gain [darkvision](rules/abilities/darkvision.md) if you don't already have it, and you gain the [celestial](rules/traits/celestial.md) trait and the trait appropriate to the type of servitor you've become ([archon](rules/traits/archon.md), [angel](rules/traits/angel.md), or [azata](rules/traits/azata.md), for example). + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/celestial-mount.md b/compendium/feats/celestial-mount.md new file mode 100644 index 000000000..b87ed64ab --- /dev/null +++ b/compendium/feats/celestial-mount.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Celestial Mount"] +--- +# Celestial Mount *Feat 20* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (steed), tenets of good + +Your steed gains incredible celestial powers granted by your deity. It gains [darkvision](rules/abilities/darkvision.md), its maximum Hit Points increase by 40, and it gains weakness 10 to evil damage. + +Additionally, it grows wings appropriate to a servitor of your deity (such as metallic wings for an archon), granting it a fly Speed equal to its Speed. It gains the [celestial](rules/traits/celestial.md) trait and the trait appropriate to the type of servitor it has become ([archon](rules/traits/archon.md), [angel](rules/traits/angel.md), or [azata](rules/traits/azata.md), for example). + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/certain-strike.md b/compendium/feats/certain-strike.md new file mode 100644 index 000000000..5715e73dc --- /dev/null +++ b/compendium/feats/certain-strike.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Certain Strike"] +--- +# Certain Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Activity** Single Action + +Even when you don't hit squarely, you can still score a glancing blow. Make a melee [Strike](rules/actions/strike.md). It gains the following failure effect. + +> [!success-degree] +> - **Failure** Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.) + +*Source: Core Rulebook p. 150* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/champion-dedication.md b/compendium/feats/champion-dedication.md new file mode 100644 index 000000000..7f3f52726 --- /dev/null +++ b/compendium/feats/champion-dedication.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Champion Dedication"] +--- +# Champion Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Charisma 14 + +Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in [Religion](compendium/skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC. + +You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the champion archetype. + +## Champion Dedication leads to... + +[Basic Devotion](compendium/feats/basic-devotion.md), [Advanced Devotion](compendium/feats/advanced-devotion.md), [Champion Resiliency](compendium/feats/champion-resiliency.md), [Champion's Reaction](compendium/feats/champions-reaction.md), [Diverse Armor Expert](compendium/feats/diverse-armor-expert.md), [Divine Ally](compendium/feats/divine-ally.md), [Healing Touch](compendium/feats/healing-touch.md) + +## Summary + +*Source: Core Rulebook p. 223* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/champion-resiliency.md b/compendium/feats/champion-resiliency.md new file mode 100644 index 000000000..9f65487c6 --- /dev/null +++ b/compendium/feats/champion-resiliency.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Champion Resiliency"] +--- +# Champion Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 223* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/champions-reaction.md b/compendium/feats/champions-reaction.md new file mode 100644 index 000000000..c7ddf55cd --- /dev/null +++ b/compendium/feats/champions-reaction.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Champion's Reaction"] +--- +# Champion's Reaction *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You can use the champion's reaction associated with your cause. + +*Source: Core Rulebook p. 223* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/champions-sacrifice.md b/compendium/feats/champions-sacrifice.md new file mode 100644 index 000000000..231d2cbd1 --- /dev/null +++ b/compendium/feats/champions-sacrifice.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Champion's Sacrifice"] +--- +# Champion's Sacrifice *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good + +You can suffer so that others might live. You can cast the [champion's sacrifice](compendium/spells/champions-sacrifice.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 114* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/channel-smite.md b/compendium/feats/channel-smite.md new file mode 100644 index 000000000..a478b150b --- /dev/null +++ b/compendium/feats/channel-smite.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/divine +- trait/necromancy +aliases: ["Channel Smite"] +--- +# Channel Smite [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[cleric](rules/traits/cleric.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Prerequisites**: harmful font or healing font +- **Cost**: Expend a [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. +- **Activity** Two-Action + +You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee [Strike](rules/actions/strike.md) and add the spell's damage to the [Strike](rules/actions/strike.md)'s damage. This is negative damage if you expended a [harm](compendium/spells/harm.md) spell or positive damage if you expended a [heal](compendium/spells/heal.md) spell. The spell is expended with no effect if your [Strike](rules/actions/strike.md) fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a [heal](compendium/spells/heal.md) spell). + +*Source: Core Rulebook p. 122* +%% #compendium/src/pf2e/crb #trait/cleric #trait/divine #trait/necromancy %% \ No newline at end of file diff --git a/compendium/feats/channeled-succor.md b/compendium/feats/channeled-succor.md new file mode 100644 index 000000000..4c1e30a04 --- /dev/null +++ b/compendium/feats/channeled-succor.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Channeled Succor"] +--- +# Channeled Succor *Feat 8* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: healing font + +You can remove conditions with divine grace. You can sacrifice one [heal](compendium/spells/heal.md) spell you've prepared in your extra slots from healing font to cast one of the following spells instead: [remove curse](compendium/spells/remove-curse.md), [remove disease](compendium/spells/remove-disease.md), [remove paralysis](compendium/spells/remove-paralysis.md), or [restoration](compendium/spells/restoration.md). The spell is heightened to the same level as the [heal](compendium/spells/heal.md) spell you sacrificed. + +*Source: Core Rulebook p. 124* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/charming-liar.md b/compendium/feats/charming-liar.md new file mode 100644 index 000000000..a8e8ab760 --- /dev/null +++ b/compendium/feats/charming-liar.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Charming Liar"] +--- +# Charming Liar *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +Your charm allows you to win over those you lie to. When you get a critical success using the [Lie](rules/actions/lie.md) action, the target's attitude toward you improves by one step, as though you'd succeeded at using [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md). This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve. + +*Source: Core Rulebook p. 259* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/city-scavenger.md b/compendium/feats/city-scavenger.md new file mode 100644 index 000000000..c29b06a42 --- /dev/null +++ b/compendium/feats/city-scavenger.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["City Scavenger"] +--- +# City Scavenger *Feat 1* +[goblin](rules/traits/goblin.md) + + +You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to [Subsist](rules/actions/subsist.md), and you can use [Society](compendium/skills.md#Society) or [Survival](compendium/skills.md#Survival) when you [Subsist](rules/actions/subsist.md) in a settlement. + +When you [Subsist](rules/actions/subsist.md) in a city, you also gather valuable junk that silly longshanks threw away. You can [Earn Income](rules/actions/earn-income.md) using [Society](compendium/skills.md#Society) or [Survival](compendium/skills.md#Survival) in the same time as you [Subsist](rules/actions/subsist.md), without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check. + +**Special.** If you have the irongut goblin heritage, increase the bonuses to +2. + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/cleave.md b/compendium/feats/cleave.md new file mode 100644 index 000000000..e2e8b6be5 --- /dev/null +++ b/compendium/feats/cleave.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Cleave"] +--- +# Cleave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Trigger** Your melee [Strike](rules/actions/strike.md) kills a creature or knocks it [unconscious](rules/conditions.md#Unconscious), and another foe is adjacent to that creature. +- **Activity** Reaction + +You swing clear through one foe and into another. Make a melee [Strike](rules/actions/strike.md) against the second foe. + +## Cleave leads to... + +[Great Cleave](compendium/feats/great-cleave.md) + +## Summary + +*Source: Core Rulebook p. 90* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/cleric-dedication.md b/compendium/feats/cleric-dedication.md new file mode 100644 index 000000000..adb566d25 --- /dev/null +++ b/compendium/feats/cleric-dedication.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Cleric Dedication"] +--- +# Cleric Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Wisdom 14 + +You cast spells like a cleric. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. You become trained in [Religion](compendium/skills.md#Religion) and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the cleric archetype. + +## Cleric Dedication leads to... + +[Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md), [Divine Breadth](compendium/feats/divine-breadth.md), [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md), [Master Cleric Spellcasting](compendium/feats/master-cleric-spellcasting.md), [Basic Dogma](compendium/feats/basic-dogma.md), [Advanced Dogma](compendium/feats/advanced-dogma.md) + +## Summary + +*Source: Core Rulebook p. 224* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/clever-counterspell.md b/compendium/feats/clever-counterspell.md new file mode 100644 index 000000000..e2308f486 --- /dev/null +++ b/compendium/feats/clever-counterspell.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Clever Counterspell"] +--- +# Clever Counterspell *Feat 12* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: [Counterspell](compendium/feats/counterspell-wizard.md), Quick Recognition + +You creatively apply your prepared spells to [Counterspell](compendium/feats/counterspell-wizard.md) a much wider variety of your opponents' magic. Instead of being able to counter a foe's spell with [Counterspell](compendium/feats/counterspell-wizard.md) only if you have that same spell prepared, you can use [Counterspell](compendium/feats/counterspell-wizard.md) as long as you have the spell the foe is casting in your spellbook. When you use [Counterspell](compendium/feats/counterspell-wizard.md) in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM's discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a [cold](rules/traits/cold.md) or [water](rules/traits/water.md) spell to counter [fireball](compendium/spells/fireball.md) or using [remove fear](compendium/spells/remove-fear.md) to counter a [fear](compendium/spells/fear.md) spell) + +Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate. + +*Source: Core Rulebook p. 212* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/clever-improviser.md b/compendium/feats/clever-improviser.md new file mode 100644 index 000000000..41c80bcb6 --- /dev/null +++ b/compendium/feats/clever-improviser.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/human +aliases: ["Clever Improviser"] +--- +# Clever Improviser *Feat 5* +[human](rules/traits/human.md) + + +You've learned how to handle situations when you're out of your depth. You gain the [Untrained Improvisation](compendium/feats/untrained-improvisation.md) general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. + +## Clever Improviser leads to... + +[Incredible Improvisation](compendium/feats/incredible-improvisation.md) + +## Summary + +*Source: Core Rulebook p. 57* +%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/compendium/feats/cloud-jump.md b/compendium/feats/cloud-jump.md new file mode 100644 index 000000000..9e9d6ebe3 --- /dev/null +++ b/compendium/feats/cloud-jump.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Cloud Jump"] +--- +# Cloud Jump *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Athletics](compendium/skills.md#Athletics) + +You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you [Long Jump](rules/actions/long-jump.md) (so you could jump 60 feet on a successful DC 20 check). When you [High Jump](rules/actions/high-jump.md), use the calculation for a [Long Jump](rules/actions/long-jump.md) but don't triple the distance. + +You can jump a distance greater than your Speed by spending additional actions when you [Long Jump](rules/actions/long-jump.md) or [High Jump](rules/actions/high-jump.md). For each additional action spent, add your Speed to the limit on how far you can Leap.[^1] + +[^1]: As an example, supposing you had a Speed of 40 feet and 25 on your [Athletics](compendium/skills.md#Athletics) check, Cloud Jump triples the 25 feet to 75 feet, but the limit of 40 feet still applies so you would jump 40 feet. If you spent another action, the limit based on your Speed would raise from 40 feet to 80 feet, so you would jump 75 feet. (Pathfinder Core Rulebook Errata (https://paizo.com/pathfinder/faq)) + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/cloud-step.md b/compendium/feats/cloud-step.md new file mode 100644 index 000000000..bdb92512e --- /dev/null +++ b/compendium/feats/cloud-step.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Cloud Step"] +--- +# Cloud Step *Feat 16* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: legendary in [Acrobatics](compendium/skills.md#Acrobatics) + +Using fantastic acrobatic skill, you can walk for brief stretches across insubstantial surfaces. When you [Stride](rules/actions/stride.md), you can move across water, air, and solid surfaces that can hold only limited weight as if they were normal ground. If you [Stride](rules/actions/stride.md) over a trap with a weight-sensitive pressure plate, you don't trigger it. At the end of your turn, you sink, fall, break fragile surfaces, or trigger traps as normal for your current location. + +*Source: Core Rulebook p. 188* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/cognitive-loophole.md b/compendium/feats/cognitive-loophole.md new file mode 100644 index 000000000..6cf25cf18 --- /dev/null +++ b/compendium/feats/cognitive-loophole.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Cognitive Loophole"] +--- +# Cognitive Loophole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 16* +[rogue](rules/traits/rogue.md) + +- **Trigger** Your turn ends. +- **Requirements**: You are currently affected by a [mental](rules/traits/mental.md) effect that you gained by failing, but not critically failing, a saving throw. +- **Activity** Reaction + +You can find a loophole in a [mental](rules/traits/mental.md) effect to temporarily overcome it. Until the end of your next turn, you ignore a single [mental](rules/traits/mental.md) effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once. + +**Special.** You can use this reaction even if the [mental](rules/traits/mental.md) effect is preventing you from using reactions. + +*Source: Core Rulebook p. 188* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/collateral-thrash.md b/compendium/feats/collateral-thrash.md new file mode 100644 index 000000000..fad3c1a60 --- /dev/null +++ b/compendium/feats/collateral-thrash.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Collateral Thrash"] +--- +# Collateral Thrash *Feat 16* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Thrash](compendium/feats/thrash.md) + +When you Thrash a [grabbed](rules/conditions.md#Grabbed) foe, you smack that foe into another nearby. Another foe adjacent to the [grabbed](rules/conditions.md#Grabbed) foe also takes your Thrash damage, with a basic Reflex save against your class DC. + +## Collateral Thrash leads to... + +Whirlwind Toss + +## Summary + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/combat-climber.md b/compendium/feats/combat-climber.md new file mode 100644 index 000000000..b1772a749 --- /dev/null +++ b/compendium/feats/combat-climber.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Combat Climber"] +--- +# Combat Climber *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +Your techniques allow you to fight as you climb. You're not [flat-footed](rules/conditions.md#Flat-footed) while Climbing and can [Climb](rules/actions/climb.md) with a hand occupied. You must still use another hand and both legs to [Climb](rules/actions/climb.md). + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/combat-grab.md b/compendium/feats/combat-grab.md new file mode 100644 index 000000000..2a95f25d2 --- /dev/null +++ b/compendium/feats/combat-grab.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Combat Grab"] +--- +# Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: You have one hand free, and your target is within reach of that hand. +- **Activity** Single Action + +You swipe at your opponent and grab at them. Make a melee [Strike](rules/actions/strike.md) while keeping one hand free. If the [Strike](rules/actions/strike.md) hits, you grab the target using your free hand. The creature remains [grabbed](rules/conditions.md#Grabbed) until the end of your next turn or until it [Escapes](rules/actions/escape.md), whichever comes first. + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/combat-reflexes.md b/compendium/feats/combat-reflexes.md similarity index 78% rename from Compendium/feats/combat-reflexes.md rename to compendium/feats/combat-reflexes.md index cae9396cd..ff5aaad87 100644 --- a/Compendium/feats/combat-reflexes.md +++ b/compendium/feats/combat-reflexes.md @@ -7,10 +7,10 @@ tags: aliases: ["Combat Reflexes"] --- # Combat Reflexes *Feat 10* -[fighter](../../Rules/traits/fighter.md) +[fighter](rules/traits/fighter.md) -You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an [Attack of Opportunity](../../Rules/actions/attack-of-opportunity.md). +You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an [Attack of Opportunity](rules/actions/attack-of-opportunity.md). *Source: Core Rulebook p. 150* %% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/combine-elixirs.md b/compendium/feats/combine-elixirs.md new file mode 100644 index 000000000..2e0463334 --- /dev/null +++ b/compendium/feats/combine-elixirs.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/additive-2 +- trait/alchemist +aliases: ["Combine Elixirs"] +--- +# Combine Elixirs [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Frequency**: once per round +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical item that has the [elixir](rules/traits/elixir.md) trait and is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +You've discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you're crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs' levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain [darkvision](rules/abilities/darkvision.md) and find secret doors. + +*Source: Core Rulebook p. 78* +%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/come-and-get-me.md b/compendium/feats/come-and-get-me.md new file mode 100644 index 000000000..e641bb00f --- /dev/null +++ b/compendium/feats/come-and-get-me.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/rage +aliases: ["Come And Get Me"] +--- +# Come And Get Me [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) + +- **Activity** Single Action + +You open yourself to attacks so you can respond in turn. Until your rage ends, you are [flat-footed](rules/conditions.md#Flat-footed), and damage rolls against you gain a +2 circumstance bonus. If a creature hits you, that creature is [flat-footed](rules/conditions.md#Flat-footed) to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit. These temporary Hit Points last until the end of your rage. + +## Come And Get Me leads to... + +[Vengeful Strike](compendium/feats/vengeful-strike.md) + +## Summary + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/command-undead.md b/compendium/feats/command-undead.md new file mode 100644 index 000000000..cd10c3392 --- /dev/null +++ b/compendium/feats/command-undead.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Command Undead"] +--- +# Command Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: harmful font, evil alignment +- **Activity** Single Action + +You grasp the animating force within an undead creature and bend it to your will. If the next action you use is to cast [harm](compendium/spells/harm.md) targeting one undead creature, you transform the effects of that [harm](compendium/spells/harm.md) spell. Instead of harm's normal effects, the target becomes [controlled](rules/conditions.md#Controlled) by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw to resist being [controlled](rules/conditions.md#Controlled) by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result. + +> [!success-degree] +> - **Critical Success** The target is unaffected and is temporarily immune for 24 hours. +> - **Success** The target is unaffected. +> - **Failure** The undead creature becomes a [minion](rules/traits/minion.md) under your control. The spell gains a duration of 1 minute, but it is dismissed if you or an ally attacks the minion undead. +> - **Critical Failure** As failure, but the duration is 1 hour. + +## Command Undead leads to... + +[Improved Command Undead](compendium/feats/improved-command-undead.md) + +## Summary + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/communal-healing.md b/compendium/feats/communal-healing.md new file mode 100644 index 000000000..6d6166594 --- /dev/null +++ b/compendium/feats/communal-healing.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/healing +- trait/positive +aliases: ["Communal Healing"] +--- +# Communal Healing *Feat 2* +[cleric](rules/traits/cleric.md) [healing](rules/traits/healing.md) [positive](rules/traits/positive.md) + + +You're a conduit for positive energy, and as you channel it through you, it heals some of your minor injuries. When you cast the [heal](compendium/spells/heal.md) spell to heal a single creature other than yourself, you regain Hit Points equal to the spell level of the [heal](compendium/spells/heal.md) spell. + +## Communal Healing leads to... + +[Improved Communal Healing](compendium/feats/improved-communal-healing.md) + +## Summary + +*Source: Core Rulebook p. 122* +%% #compendium/src/pf2e/crb #trait/cleric #trait/healing #trait/positive %% \ No newline at end of file diff --git a/compendium/feats/companions-cry.md b/compendium/feats/companions-cry.md new file mode 100644 index 000000000..98280e9a6 --- /dev/null +++ b/compendium/feats/companions-cry.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Companion's Cry"] +--- +# Companion's Cry *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: an animal companion + +You can urge your companion to do its utmost. You can spend 2 actions to [Command an Animal](rules/actions/command-an-animal.md) instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/conceal-spell.md b/compendium/feats/conceal-spell.md new file mode 100644 index 000000000..3948fd715 --- /dev/null +++ b/compendium/feats/conceal-spell.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/manipulate +- trait/metamagic +- trait/wizard +aliases: ["Conceal Spell"] +--- +# Conceal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Activity** Single Action + +Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are [Casting a Spell](rules/actions/cast-a-spell.md). If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), attempt a [Stealth](compendium/skills.md#Stealth) check against one or more observers' [Perception](compendium/skills.md#Perception) DCs; if the spell has verbal components, you must also attempt a [Deception](compendium/skills.md#Deception) check against the observers' [Perception](compendium/skills.md#Perception) DC. If you succeed at your check (or checks) against an observer's DC, that observer doesn't notice you're casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby. + +This ability hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air. + +## Conceal Spell leads to... + +[Silent Spell](compendium/feats/silent-spell.md) + +## Summary + +*Source: Core Rulebook p. 210* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/confabulator.md b/compendium/feats/confabulator.md new file mode 100644 index 000000000..8d20a10a8 --- /dev/null +++ b/compendium/feats/confabulator.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Confabulator"] +--- +# Confabulator *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) + +Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to [Create a Diversion](rules/actions/create-a-diversion.md) or [Lie](rules/actions/lie.md) to it from +4 to +2. If you're a master in [Deception](compendium/skills.md#Deception), reduce the bonus to +1, and if you're legendary, your targets don't get these bonuses at all. + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/connections.md b/compendium/feats/connections.md new file mode 100644 index 000000000..43a299fe9 --- /dev/null +++ b/compendium/feats/connections.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +- trait/uncommon +aliases: ["Connections"] +--- +# Connections *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) [uncommon](rules/traits/uncommon.md) + +- **Prerequisites**: expert in [Society](compendium/skills.md#Society), [Courtly Graces](compendium/feats/courtly-graces.md) + +You have social connections you can leverage to trade favors or meet important people. When you're in an area with connections (typically a settlement where you've spent downtime building connections, or possibly another area in the same nation), you can attempt a [Society](compendium/skills.md#Society) check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact's choice. The GM decides the DC based on the difficulty of the favor and the figure's prominence. + +## Connections leads to... + +Quick Contacts + +## Summary + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill #trait/uncommon %% \ No newline at end of file diff --git a/compendium/feats/contagious-rage.md b/compendium/feats/contagious-rage.md new file mode 100644 index 000000000..5b669b4ec --- /dev/null +++ b/compendium/feats/contagious-rage.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/auditory +- trait/barbarian +- trait/rage +- trait/visual +aliases: ["Contagious Rage"] +--- +# Contagious Rage *Feat 20* +[auditory](rules/traits/auditory.md) [barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) [visual](rules/traits/visual.md) + +- **Prerequisites**: [Share Rage](compendium/feats/share-rage.md) + +You can drive your allies into a frenzy, granting them incredible benefits. You can ignore the requirements on [Share Rage](compendium/feats/share-rage.md), using it multiple times in a [Rage](rules/actions/rage.md). Allies affected by [Share Rage](compendium/feats/share-rage.md) who accept your anathema for the duration of the [Rage](rules/actions/rage.md) gain your instinct ability and the specialization ability it gains from weapon specialization, but not greater weapon specialization. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/auditory #trait/barbarian #trait/rage #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/continual-recovery.md b/compendium/feats/continual-recovery.md new file mode 100644 index 000000000..e1ecb3035 --- /dev/null +++ b/compendium/feats/continual-recovery.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Continual Recovery"] +--- +# Continual Recovery *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) + +You zealously monitor a patient's progress to administer treatment faster. When you [Treat Wounds](rules/actions/treat-wounds.md), your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your [Treat Wounds](rules/actions/treat-wounds.md) activities, not any other the patient receives. + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/cooperative-nature.md b/compendium/feats/cooperative-nature.md similarity index 80% rename from Compendium/feats/cooperative-nature.md rename to compendium/feats/cooperative-nature.md index 8957b07e1..0fe10dd71 100644 --- a/Compendium/feats/cooperative-nature.md +++ b/compendium/feats/cooperative-nature.md @@ -7,14 +7,14 @@ tags: aliases: ["Cooperative Nature"] --- # Cooperative Nature *Feat 1* -[human](../../Rules/traits/human.md) +[human](rules/traits/human.md) -The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to [Aid](../../Rules/actions/aid.md). +The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to [Aid](rules/actions/aid.md). ## Cooperative Nature leads to... -[Cooperative Soul](cooperative-soul.md) +[Cooperative Soul](compendium/feats/cooperative-soul.md) ## Summary diff --git a/compendium/feats/cooperative-soul.md b/compendium/feats/cooperative-soul.md new file mode 100644 index 000000000..f2ffd6e4c --- /dev/null +++ b/compendium/feats/cooperative-soul.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/human +aliases: ["Cooperative Soul"] +--- +# Cooperative Soul *Feat 9* +[human](rules/traits/human.md) + +- **Prerequisites**: [Cooperative Nature](compendium/feats/cooperative-nature.md) + +You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to [Aid](rules/actions/aid.md) other than a critical success. + +*Source: Core Rulebook p. 57* +%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/compendium/feats/counter-perform.md b/compendium/feats/counter-perform.md new file mode 100644 index 000000000..c61bcdda0 --- /dev/null +++ b/compendium/feats/counter-perform.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Counter Perform"] +--- +# Counter Perform *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain the [counter performance](compendium/spells/counter-performance.md) composition spells|Bard||1||composition spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by engaging your muse. + +*Source: Core Rulebook p. 222* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/counterspell-sorcerer.md b/compendium/feats/counterspell-sorcerer.md new file mode 100644 index 000000000..da7480ac2 --- /dev/null +++ b/compendium/feats/counterspell-sorcerer.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/abjuration +- trait/sorcerer +aliases: ["Counterspell (Sorcerer)"] +--- +# Counterspell (Sorcerer) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) + +- **Trigger** A creature casts a spell that you have in your repertoire. +- **Requirements**: You have an unexpended spell slot you could use to cast the triggering spell. +- **Activity** Reaction + +When a foe [Casts a Spell](rules/actions/cast-a-spell.md) you know and you can see its manifestations, you can use your own magic to counter it. + +You expend one of your spell slots to counter the triggering creature's casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), natural, or [occult](rules/traits/occult.md)). + +## Counterspell (Sorcerer) leads to... + +[Reflect Spell (Sorcerer)](compendium/feats/reflect-spell-sorcerer.md) + +## Summary + +*Source: Core Rulebook p. 198* +%% #compendium/src/pf2e/crb #trait/abjuration #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/counterspell-wizard.md b/compendium/feats/counterspell-wizard.md new file mode 100644 index 000000000..ac261ee90 --- /dev/null +++ b/compendium/feats/counterspell-wizard.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/abjuration +- trait/arcane +- trait/wizard +aliases: ["Counterspell (Wizard)"] +--- +# Counterspell (Wizard) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[abjuration](rules/traits/abjuration.md) [arcane](rules/traits/arcane.md) [wizard](rules/traits/wizard.md) + +- **Trigger** A creature [Casts a Spell](rules/actions/cast-a-spell.md) that you have prepared. +- **Activity** Reaction + +When a foe [Casts a Spell](rules/actions/cast-a-spell.md) and you can see its manifestations, you can use your own magic to counter it. + +You expend a prepared spell to counter the triggering creature's casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell. + +## Counterspell (Wizard) leads to... + +[Clever Counterspell](compendium/feats/clever-counterspell.md), [Reflect Spell (Wizard)](compendium/feats/reflect-spell-wizard.md) + +## Summary + +*Source: Core Rulebook p. 209* +%% #compendium/src/pf2e/crb #trait/abjuration #trait/arcane #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/courtly-graces.md b/compendium/feats/courtly-graces.md new file mode 100644 index 000000000..3e81791e5 --- /dev/null +++ b/compendium/feats/courtly-graces.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Courtly Graces"] +--- +# Courtly Graces *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society) + +You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use [Society](compendium/skills.md#Society) to [Make an Impression](rules/actions/make-an-impression.md) on a noble, as well as with [Impersonate](rules/actions/impersonate.md) to pretend to be a noble if you aren't one. If you want to impersonate a specific noble, you still need to use [Deception](compendium/skills.md#Deception) to [Impersonate](rules/actions/impersonate.md) normally, and to [Lie](rules/actions/lie.md) when necessary. + +## Courtly Graces leads to... + +[Connections](compendium/feats/connections.md), Quick Contacts + +## Summary + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/craft-anything.md b/compendium/feats/craft-anything.md new file mode 100644 index 000000000..36e39bdcf --- /dev/null +++ b/compendium/feats/craft-anything.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Craft Anything"] +--- +# Craft Anything *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Crafting](compendium/skills.md#Crafting) + +You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate [Crafting](compendium/skills.md#Crafting) skill feat (such as [Magical Crafting](compendium/feats/magical-crafting.md) for magic items) and meet the item's level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. The only exceptions are requirements that add to the item's cost, including castings of spells that themselves have a cost, and requirements of special items such as the [philosopher's stone](compendium/equipment/items/philosophers-stone.md) that have exclusive means of access and [Crafting](compendium/skills.md#Crafting). The GM decides whether you can ignore a requirement. + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/craft-philosophers-stone.md b/compendium/feats/craft-philosophers-stone.md similarity index 75% rename from Compendium/feats/craft-philosophers-stone.md rename to compendium/feats/craft-philosophers-stone.md index fb30e4350..83e354e2c 100644 --- a/Compendium/feats/craft-philosophers-stone.md +++ b/compendium/feats/craft-philosophers-stone.md @@ -7,10 +7,10 @@ tags: aliases: ["Craft Philosopher's Stone"] --- # Craft Philosopher's Stone *Feat 20* -[alchemist](../../Rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md) -Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the [philosopher's stone](../equipment/items/philosophers-stone.md) and can add it to your formula book. +Your research has paid off, culminating in the legendary philosopher's stone. You learn the formula for the [philosopher's stone](compendium/equipment/items/philosophers-stone.md) and can add it to your formula book. *Source: Core Rulebook p. 81* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/crane-flutter.md b/compendium/feats/crane-flutter.md new file mode 100644 index 000000000..259338ded --- /dev/null +++ b/compendium/feats/crane-flutter.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Crane Flutter"] +--- +# Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Crane Stance](compendium/feats/crane-stance.md) +- **Trigger** You are targeted with a melee attack by an attacker you can see. +- **Requirements**: You are in Crane Stance. +- **Activity** Reaction + +You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing [Strike](rules/actions/strike.md) against the attacker at a –2 penalty, even if the attacker isn't within your reach. + +*Source: Core Rulebook p. 161* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/crane-stance.md b/compendium/feats/crane-stance.md new file mode 100644 index 000000000..65309e567 --- /dev/null +++ b/compendium/feats/crane-stance.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/stance +aliases: ["Crane Stance"] +--- +# Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a crane, holding your arms in an imitation of a crane's wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only [Strikes](rules/actions/strike.md) you can make are crane wing attacks. These deal `1d6` bludgeoning damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Crane Stance, reduce the DC for [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md) by 5, and when you [Leap](rules/actions/leap.md), you can move an additional 5 feet horizontally or 2 feet vertically. + +## Crane Stance leads to... + +[Crane Flutter](compendium/feats/crane-flutter.md) + +## Summary + +*Source: Core Rulebook p. 158* +%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/cremate-undead.md b/compendium/feats/cremate-undead.md new file mode 100644 index 000000000..088bfc60e --- /dev/null +++ b/compendium/feats/cremate-undead.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Cremate Undead"] +--- +# Cremate Undead *Feat 8* +[cleric](rules/traits/cleric.md) + + +Your positive energy sets undead alight. When you use a [heal](compendium/spells/heal.md) spell to damage undead, each undead that takes damage also takes [persistent fire damage](rules/conditions.md#Persistent%20Damage) equal to the spell's level. + +*Source: Core Rulebook p. 124* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/critical-debilitation.md b/compendium/feats/critical-debilitation.md new file mode 100644 index 000000000..39a2c6e77 --- /dev/null +++ b/compendium/feats/critical-debilitation.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/incapacitation +- trait/rogue +aliases: ["Critical Debilitation"] +--- +# Critical Debilitation *Feat 12* +[incapacitation](rules/traits/incapacitation.md) [rogue](rules/traits/rogue.md) + +- **Prerequisites**: [Debilitating Strike](rules/actions/debilitating-strike.md) + +Your debilitations are especially effective on your most powerful attacks. Whenever you critically succeed at an attack roll against an enemy and use [Debilitating Strike](rules/actions/debilitating-strike.md), add the following debilitation to the list you can choose from. + +- **Debilitation** The target attempts a Fortitude save against your class DC with the following effects. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [slowed](rules/conditions.md#Slowed) until the end of your next turn. +> - **Failure** The target is [slowed](rules/conditions.md#Slowed) until the end of your next turn. +> - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) until the end of your next turn. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/incapacitation #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/crossblooded-evolution.md b/compendium/feats/crossblooded-evolution.md similarity index 86% rename from Compendium/feats/crossblooded-evolution.md rename to compendium/feats/crossblooded-evolution.md index a9f7090c6..d782d622c 100644 --- a/Compendium/feats/crossblooded-evolution.md +++ b/compendium/feats/crossblooded-evolution.md @@ -7,14 +7,14 @@ tags: aliases: ["Crossblooded Evolution"] --- # Crossblooded Evolution *Feat 8* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline's tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can't have more than one spell from another tradition in your spell repertoire at the same time using this feat. ## Crossblooded Evolution leads to... -[Greater Crossblooded Evolution](greater-crossblooded-evolution.md) +[Greater Crossblooded Evolution](compendium/feats/greater-crossblooded-evolution.md) ## Summary diff --git a/compendium/feats/crossbow-ace.md b/compendium/feats/crossbow-ace.md new file mode 100644 index 000000000..3a96fcb2f --- /dev/null +++ b/compendium/feats/crossbow-ace.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Crossbow Ace"] +--- +# Crossbow Ace *Feat 1* +[ranger](rules/traits/ranger.md) + + +You have a deep understanding of the crossbow. When you're wielding a crossbow and use [Hunt Prey](rules/actions/hunt-prey.md) or use [Interact](rules/actions/interact.md) to reload your crossbow, you gain a +2 circumstance bonus to the damage roll on your next [Strike](rules/actions/strike.md) with that crossbow. If the crossbow is a simple crossbow, also increase the damage die size for that attack by one step. You must make the attack before the end of your next turn or these benefits are lost. + +*Source: Core Rulebook p. 171* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/crushing-grab.md b/compendium/feats/crushing-grab.md new file mode 100644 index 000000000..c83fe656a --- /dev/null +++ b/compendium/feats/crushing-grab.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Crushing Grab"] +--- +# Crushing Grab *Feat 2* +[monk](rules/traits/monk.md) + + +Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully [Grapple](rules/actions/grapple.md) a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack [nonlethal](rules/traits/nonlethal.md) with no penalty. + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/cultural-adaptability.md b/compendium/feats/cultural-adaptability.md new file mode 100644 index 000000000..e6f1b9d8f --- /dev/null +++ b/compendium/feats/cultural-adaptability.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Cultural Adaptability"] +--- +# Cultural Adaptability *Feat 5* +[halfling](rules/traits/halfling.md) + + +During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the [Adopted Ancestry](compendium/feats/adopted-ancestry.md) general feat, and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat. + +*Source: Core Rulebook p. 53* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/dancing-leaf.md b/compendium/feats/dancing-leaf.md new file mode 100644 index 000000000..d6eaf3320 --- /dev/null +++ b/compendium/feats/dancing-leaf.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Dancing Leaf"] +--- +# Dancing Leaf *Feat 2* +[monk](rules/traits/monk.md) + + +You are as light as a leaf whirling in the breeze. When you [Leap](rules/actions/leap.md) or succeed at a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md), increase the distance you jump by 5 feet. When calculating the damage you take from falling, don't count any distance fallen while you are adjacent to a wall. + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/dangerous-sorcery.md b/compendium/feats/dangerous-sorcery.md new file mode 100644 index 000000000..39167ee88 --- /dev/null +++ b/compendium/feats/dangerous-sorcery.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Dangerous Sorcery"] +--- +# Dangerous Sorcery *Feat 1* +[sorcerer](rules/traits/sorcerer.md) + + +Your legacy grants you great destructive power. When you [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. + +*Source: Core Rulebook p. 198* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/deadly-aim.md b/compendium/feats/deadly-aim.md new file mode 100644 index 000000000..609db8b89 --- /dev/null +++ b/compendium/feats/deadly-aim.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/open +- trait/ranger +aliases: ["Deadly Aim"] +--- +# Deadly Aim [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[open](rules/traits/open.md) [ranger](rules/traits/ranger.md) + +- **Prerequisites**: weapon specialization +- **Activity** Single Action + +You aim for your prey's weak spots, making your shot more challenging but dealing more damage if you hit. Make a ranged [Strike](rules/actions/strike.md) against your hunted prey at a –2 penalty. You gain a +4 circumstance bonus to damage on that [Strike](rules/actions/strike.md). This bonus increases to +6 at 11th level and +8 at 15th level. + +*Source: Core Rulebook p. 174* +%% #compendium/src/pf2e/crb #trait/open #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/deadly-simplicity.md b/compendium/feats/deadly-simplicity.md similarity index 79% rename from Compendium/feats/deadly-simplicity.md rename to compendium/feats/deadly-simplicity.md index 61e43a7f1..94490cda8 100644 --- a/Compendium/feats/deadly-simplicity.md +++ b/compendium/feats/deadly-simplicity.md @@ -7,11 +7,11 @@ tags: aliases: ["Deadly Simplicity"] --- # Deadly Simplicity *Feat 1* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) - **Prerequisites**: deity with a simple or unarmed attack favored weapon, trained with your deity's favored weapon -Your deity's weapon is especially powerful in your hands. When you are wielding your deity's favored weapon, increase the damage die size of that weapon by one step. If your deity's favored weapon is an unarmed attack (such as a fist, if you worship [Irori](../setting/deities/irori.md)) and its damage die is smaller than d6, instead increase its damage die size to d6. +Your deity's weapon is especially powerful in your hands. When you are wielding your deity's favored weapon, increase the damage die size of that weapon by one step. If your deity's favored weapon is an unarmed attack (such as a fist, if you worship [Irori](compendium/setting/deities/irori.md)) and its damage die is smaller than d6, instead increase its damage die size to d6. *Source: Core Rulebook p. 121* %% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/debilitating-bomb.md b/compendium/feats/debilitating-bomb.md new file mode 100644 index 000000000..775077bda --- /dev/null +++ b/compendium/feats/debilitating-bomb.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/additive-2 +- trait/alchemist +aliases: ["Debilitating Bomb"] +--- +# Debilitating Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Frequency**: once per round +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +Your bombs impose additional effects on your enemies. You mix a substance into the bomb that causes one of the following: [dazzled](rules/conditions.md#Dazzled), [deafened](rules/conditions.md#Deafened), [flat-footed](rules/conditions.md#Flat-footed), or a –5-foot status penalty to Speeds. If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb). + +## Debilitating Bomb leads to... + +[Greater Debilitating Bomb](compendium/feats/greater-debilitating-bomb.md), [True Debilitating Bomb](compendium/feats/true-debilitating-bomb.md) + +## Summary + +*Source: Core Rulebook p. 78* +%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/debilitating-shot.md b/compendium/feats/debilitating-shot.md new file mode 100644 index 000000000..7f7e5c57e --- /dev/null +++ b/compendium/feats/debilitating-shot.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +aliases: ["Debilitating Shot"] +--- +# Debilitating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Activity** Two-Action + +Aiming for a weak point, you impede your foe with a precise shot. Make a ranged weapon [Strike](rules/actions/strike.md). If it hits and deals damage, the target is [slowed](rules/conditions.md#Slowed) until the end of its next turn. + +*Source: Core Rulebook p. 150* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/deep-lore.md b/compendium/feats/deep-lore.md new file mode 100644 index 000000000..583c449f2 --- /dev/null +++ b/compendium/feats/deep-lore.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Deep Lore"] +--- +# Deep Lore *Feat 18* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Enigma muse, legendary in [Occultism](compendium/skills.md#Occultism) + +Your repertoire is vast, containing far more spells than usual. Add one spell to your repertoire of each level you can cast. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/defensive-recovery.md b/compendium/feats/defensive-recovery.md new file mode 100644 index 000000000..4004d13d8 --- /dev/null +++ b/compendium/feats/defensive-recovery.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Defensive Recovery"] +--- +# Defensive Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: harmful font or healing font +- **Activity** Single Action + +Your faith provides temporary protection in addition to healing. If the next action you use is to cast [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) on a single target and the target regains Hit Points from the spell, it also gains a +2 status bonus to AC and saving throws for 1 round. + +*Source: Core Rulebook p. 125* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/defensive-roll.md b/compendium/feats/defensive-roll.md similarity index 76% rename from Compendium/feats/defensive-roll.md rename to compendium/feats/defensive-roll.md index 4ad0f71fe..70b3c7424 100644 --- a/Compendium/feats/defensive-roll.md +++ b/compendium/feats/defensive-roll.md @@ -6,8 +6,8 @@ tags: - trait/rogue aliases: ["Defensive Roll"] --- -# Defensive Roll [F](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* -[rogue](../../Rules/traits/rogue.md) +# Defensive Roll [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[rogue](rules/traits/rogue.md) - **Frequency**: once per 10 minutes - **Trigger** A physical attack would reduce you to 0 Hit Points. diff --git a/compendium/feats/deflect-arrow.md b/compendium/feats/deflect-arrow.md new file mode 100644 index 000000000..3b882bb80 --- /dev/null +++ b/compendium/feats/deflect-arrow.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Deflect Arrow"] +--- +# Deflect Arrow [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[monk](rules/traits/monk.md) + +- **Trigger** You are the target of a physical ranged attack. +- **Requirements**: You're aware of the attack, are not [flat-footed](rules/conditions.md#Flat-footed) against it, and have a hand free. +- **Activity** Reaction + +You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). + +## Deflect Arrow leads to... + +[Arrow Snatching](compendium/feats/arrow-snatching.md), Return Fire + +## Summary + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/deitys-domain.md b/compendium/feats/deitys-domain.md similarity index 79% rename from Compendium/feats/deitys-domain.md rename to compendium/feats/deitys-domain.md index a89df2547..27362ef06 100644 --- a/Compendium/feats/deitys-domain.md +++ b/compendium/feats/deitys-domain.md @@ -7,14 +7,14 @@ tags: aliases: ["Deity's Domain"] --- # Deity's Domain *Feat 1* -[champion](../../Rules/traits/champion.md) +[champion](rules/traits/champion.md) You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell. ## Deity's Domain leads to... -[Advanced Deity's Domain](advanced-deitys-domain.md) +[Advanced Deity's Domain](compendium/feats/advanced-deitys-domain.md) ## Summary diff --git a/Compendium/feats/deitys-protection.md b/compendium/feats/deitys-protection.md similarity index 82% rename from Compendium/feats/deitys-protection.md rename to compendium/feats/deitys-protection.md index 390f478a3..e00bdf1a9 100644 --- a/Compendium/feats/deitys-protection.md +++ b/compendium/feats/deitys-protection.md @@ -7,9 +7,9 @@ tags: aliases: ["Deity's Protection"] --- # Deity's Protection *Feat 14* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) -- **Prerequisites**: [Advanced Domain](advanced-domain.md) +- **Prerequisites**: [Advanced Domain](compendium/feats/advanced-domain.md) When you call upon your deity's power to fulfill the promise of their domain, you gain divine protection. After you cast a domain spell, you gain resistance to all damage until the start of your next turn. The amount of resistance is equal to the level of the domain spell you cast. diff --git a/compendium/feats/delay-trap.md b/compendium/feats/delay-trap.md new file mode 100644 index 000000000..4d8d12f89 --- /dev/null +++ b/compendium/feats/delay-trap.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Delay Trap"] +--- +# Delay Trap [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Trigger** A trap within your reach is triggered. +- **Activity** Reaction + +You can jam the workings of a trap to delay its effects. Attempt a [Thievery](compendium/skills.md#Thievery) check to [Disable a Device](rules/actions/disable-a-device.md) on the trap; the DC to do so is increased by 5, and the effects are as follows. + +*Source: Core Rulebook p. 186* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/desperate-finisher.md b/compendium/feats/desperate-finisher.md new file mode 100644 index 000000000..efb820c8f --- /dev/null +++ b/compendium/feats/desperate-finisher.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Desperate Finisher"] +--- +# Desperate Finisher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[fighter](rules/traits/fighter.md) + +- **Trigger** You complete the last action on your turn, and your turn has not ended yet. +- **Requirements**: You meet the requirements to use an action with the [press](rules/traits/press.md) trait. +- **Activity** Reaction + +You throw everything into one last press. Use a single action that you know with the [press](rules/traits/press.md) trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn. + +*Source: Core Rulebook p. 152* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/determination.md b/compendium/feats/determination.md new file mode 100644 index 000000000..cd6abd9e0 --- /dev/null +++ b/compendium/feats/determination.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/fighter +aliases: ["Determination"] +--- +# Determination [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[concentrate](rules/traits/concentrate.md) [fighter](rules/traits/fighter.md) + +- **Frequency**: once per day +- **Activity** Single Action + +Your training allows you to shrug off your foes' spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check) + +This doesn't remove any Hit Point damage normally dealt by the spell or condition, and it doesn't prevent the spell or debilitating effect from affecting other allies or the environment around you. It can't remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can't remove conditions from the situation (such as [prone](rules/conditions.md#Prone) or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can't remove its effect on you. + +*Source: Core Rulebook p. 152* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/devoted-focus.md b/compendium/feats/devoted-focus.md new file mode 100644 index 000000000..2a7ce1dfa --- /dev/null +++ b/compendium/feats/devoted-focus.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Devoted Focus"] +--- +# Devoted Focus *Feat 10* +[champion](rules/traits/champion.md) + +- **Prerequisites**: devotion spells + +Your devotion is strong enough to increase your focus to incredible heights. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/diamond-fists.md b/compendium/feats/diamond-fists.md new file mode 100644 index 000000000..c1348185c --- /dev/null +++ b/compendium/feats/diamond-fists.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Diamond Fists"] +--- +# Diamond Fists *Feat 18* +[monk](rules/traits/monk.md) + + +Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the [forceful](rules/traits/forceful.md) trait. Any that already had this trait instead increase their weapon damage dice by one step. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/diamond-soul.md b/compendium/feats/diamond-soul.md similarity index 90% rename from Compendium/feats/diamond-soul.md rename to compendium/feats/diamond-soul.md index f302d5ffc..4d65bba25 100644 --- a/Compendium/feats/diamond-soul.md +++ b/compendium/feats/diamond-soul.md @@ -7,7 +7,7 @@ tags: aliases: ["Diamond Soul"] --- # Diamond Soul *Feat 12* -[monk](../../Rules/traits/monk.md) +[monk](rules/traits/monk.md) You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic. diff --git a/compendium/feats/diehard.md b/compendium/feats/diehard.md new file mode 100644 index 000000000..7016e5826 --- /dev/null +++ b/compendium/feats/diehard.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Diehard"] +--- +# Diehard *Feat 1* +[general](rules/traits/general.md) + + +It takes more to kill you than most. You die from the [dying](rules/conditions.md#Dying) condition at [dying](rules/conditions.md#Dying), rather than [dying](rules/conditions.md#Dying). + +## Diehard leads to... + +Numb To Death + +## Summary + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/directed-channel.md b/compendium/feats/directed-channel.md new file mode 100644 index 000000000..018525e20 --- /dev/null +++ b/compendium/feats/directed-channel.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Directed Channel"] +--- +# Directed Channel *Feat 4* +[cleric](rules/traits/cleric.md) + + +You can shape the energy you channel in a single direction, reaching farther and in a more directed fashion. When you cast a version of [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) that has an area, you can make its area a 60-foot cone instead of a 30-foot emanation. + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/directional-bombs.md b/compendium/feats/directional-bombs.md new file mode 100644 index 000000000..3e6faeff9 --- /dev/null +++ b/compendium/feats/directional-bombs.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Directional Bombs"] +--- +# Directional Bombs *Feat 6* +[alchemist](rules/traits/alchemist.md) + + +You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction. When throwing an alchemical bomb with the [splash](rules/traits/splash.md) trait, instead of splashing all squares adjacent to the target, you can treat the target's space as the first affected square of a 15-foot cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines. If the target takes up more than a single square, the target's square closest to you is the first affected square of the cone. + +## Directional Bombs leads to... + +Controlled Blast + +## Summary + +*Source: Core Rulebook p. 78* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/dirge-of-doom.md b/compendium/feats/dirge-of-doom.md new file mode 100644 index 000000000..17af8c04e --- /dev/null +++ b/compendium/feats/dirge-of-doom.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Dirge Of Doom"] +--- +# Dirge Of Doom *Feat 6* +[bard](rules/traits/bard.md) + + +You learn the [dirge of doom](compendium/spells/dirge-of-doom.md) composition cantrip, which frightens your enemies. + +*Source: Core Rulebook p. 101* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/disarming-stance.md b/compendium/feats/disarming-stance.md new file mode 100644 index 000000000..9655507fe --- /dev/null +++ b/compendium/feats/disarming-stance.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Disarming Stance"] +--- +# Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +You adopt a fencing stance that improves your control over your weapon. While you are in this stance, you gain a +1 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Disarm](rules/actions/disarm.md) and a +2 circumstance bonus to your Reflex DC when defending against checks to [Disarm](rules/actions/disarm.md) you. In addition, you can attempt to [Disarm](rules/actions/disarm.md) creatures up to two sizes larger than you. + +*Source: Core Rulebook p. 147* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/disarming-twist.md b/compendium/feats/disarming-twist.md new file mode 100644 index 000000000..dc2322f12 --- /dev/null +++ b/compendium/feats/disarming-twist.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Disarming Twist"] +--- +# Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp. Make a melee [Strike](rules/actions/strike.md) with the required weapon. In addition to its other effects, this [Strike](rules/actions/strike.md) gains the success and critical success effects of the [Disarm](rules/actions/disarm.md) action. The [Strike](rules/actions/strike.md) also has the following failure effect. + +> [!success-degree] +> - **Failure** The target is [flat-footed](rules/conditions.md#Flat-footed) until the end of your current turn. + +*Source: Core Rulebook p. 150* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/dispelling-slice.md b/compendium/feats/dispelling-slice.md new file mode 100644 index 000000000..41270cd42 --- /dev/null +++ b/compendium/feats/dispelling-slice.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Dispelling Slice"] +--- +# Dispelling Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[rogue](rules/traits/rogue.md) + +- **Activity** Two-Action + +Your sneak attack slices through the threads binding magic to a target. Make a [Strike](rules/actions/strike.md) against a [flat-footed](rules/conditions.md#Flat-footed) creature (your choice). If your [Strike](rules/actions/strike.md) deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to half your level (rounded up), and your counteract check modifier is equal to your class DC – 10. + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/disrupt-ki.md b/compendium/feats/disrupt-ki.md new file mode 100644 index 000000000..ea1ec83f3 --- /dev/null +++ b/compendium/feats/disrupt-ki.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/negative +aliases: ["Disrupt Ki"] +--- +# Disrupt Ki [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[monk](rules/traits/monk.md) [negative](rules/traits/negative.md) + +- **Activity** Two-Action + +Make an unarmed [Strike](rules/actions/strike.md). If it deals damage to a living creature, you block that creature's inner life force. The creature takes `2d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage) and is [enfeebled](rules/conditions.md#Enfeebled) until the [persistent damage](rules/conditions.md#Persistent%20Damage) ends. If you're 18th level or higher, this deals `3d6` [persistent negative damage](rules/conditions.md#Persistent%20Damage) instead. + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk #trait/negative %% \ No newline at end of file diff --git a/compendium/feats/disrupt-prey.md b/compendium/feats/disrupt-prey.md new file mode 100644 index 000000000..0a09966eb --- /dev/null +++ b/compendium/feats/disrupt-prey.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Disrupt Prey"] +--- +# Disrupt Prey [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Trigger** Your hunted prey is within your reach, and it uses a [manipulate](rules/traits/manipulate.md) action, uses a [move](rules/traits/move.md) action, or leaves a square during a move action it's using. +- **Activity** Reaction + +Make a melee [Strike](rules/actions/strike.md) against your prey. If the attack is a critical hit, you disrupt the triggering action. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/disruptive-stance.md b/compendium/feats/disruptive-stance.md new file mode 100644 index 000000000..ba6fbde51 --- /dev/null +++ b/compendium/feats/disruptive-stance.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Disruptive Stance"] +--- +# Disruptive Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Activity** Single Action + +The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions. As long as you are in this stance, you can use [Attack of Opportunity](rules/actions/attack-of-opportunity.md) when a creature within your reach uses a concentrate action, in addition to manipulate and move actions. Furthermore, you disrupt a triggering concentrate or manipulate action if your [Strike](rules/actions/strike.md) hits (not only if it's a critical hit). + +*Source: Core Rulebook p. 150* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/distracting-feint.md b/compendium/feats/distracting-feint.md new file mode 100644 index 000000000..ad4546abb --- /dev/null +++ b/compendium/feats/distracting-feint.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Distracting Feint"] +--- +# Distracting Feint *Feat 2* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: Scoundrel racket + +Your [Feints](rules/actions/feint.md) are far more distracting than normal, drawing your foes' attention and allowing you and your allies to take greater advantage. While a creature is [flat-footed](rules/conditions.md#Flat-footed) by your [Feint](rules/actions/feint.md), it also takes a –2 circumstance penalty to [Perception](compendium/skills.md#Perception) checks and Reflex saves. + +*Source: Core Rulebook p. 183* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/distracting-shadows.md b/compendium/feats/distracting-shadows.md new file mode 100644 index 000000000..507559f02 --- /dev/null +++ b/compendium/feats/distracting-shadows.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Distracting Shadows"] +--- +# Distracting Shadows *Feat 1* +[halfling](rules/traits/halfling.md) + + +You have learned to remain [hidden](rules/conditions.md#Hidden) by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) actions, though you still can't use such creatures as cover for other uses, such as the [Take Cover](rules/actions/take-cover.md) action. + +## Distracting Shadows leads to... + +[Ceaseless Shadows](compendium/feats/ceaseless-shadows.md) + +## Summary + +*Source: Core Rulebook p. 52* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/distracting-shot.md b/compendium/feats/distracting-shot.md new file mode 100644 index 000000000..22d91a14f --- /dev/null +++ b/compendium/feats/distracting-shot.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Distracting Shot"] +--- +# Distracting Shot *Feat 12* +[ranger](rules/traits/ranger.md) + + +The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it's [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. + +## Distracting Shot leads to... + +[Greater Distracting Shot](compendium/feats/greater-distracting-shot.md) + +## Summary + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/diverse-armor-expert.md b/compendium/feats/diverse-armor-expert.md new file mode 100644 index 000000000..94cb5241e --- /dev/null +++ b/compendium/feats/diverse-armor-expert.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Diverse Armor Expert"] +--- +# Diverse Armor Expert *Feat 14* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md), expert in unarmored defense or one or more types of armor + +Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert. + +*Source: Core Rulebook p. 223* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/diverse-weapon-expert.md b/compendium/feats/diverse-weapon-expert.md new file mode 100644 index 000000000..dcc274fb6 --- /dev/null +++ b/compendium/feats/diverse-weapon-expert.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Diverse Weapon Expert"] +--- +# Diverse Weapon Expert *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), expert in any kind of weapon or unarmed attack + +Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained. + +*Source: Core Rulebook p. 226* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/divine-ally.md b/compendium/feats/divine-ally.md new file mode 100644 index 000000000..80a5ad6e5 --- /dev/null +++ b/compendium/feats/divine-ally.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Divine Ally"] +--- +# Divine Ally *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You gain a divine ally|Champion||3 of your choice. + +*Source: Core Rulebook p. 223* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/divine-breadth.md b/compendium/feats/divine-breadth.md similarity index 75% rename from Compendium/feats/divine-breadth.md rename to compendium/feats/divine-breadth.md index e6ca70265..7bce81338 100644 --- a/Compendium/feats/divine-breadth.md +++ b/compendium/feats/divine-breadth.md @@ -7,9 +7,9 @@ tags: aliases: ["Divine Breadth"] --- # Divine Breadth *Feat 8* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Cleric Spellcasting](basic-cleric-spellcasting.md) +- **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md) You can cast more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest Cleric spell slots. diff --git a/compendium/feats/divine-evolution.md b/compendium/feats/divine-evolution.md new file mode 100644 index 000000000..f31e93199 --- /dev/null +++ b/compendium/feats/divine-evolution.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/divine +- trait/sorcerer +aliases: ["Divine Evolution"] +--- +# Divine Evolution *Feat 4* +[divine](rules/traits/divine.md) [sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: bloodline that grants divine spells + +The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of [heal](compendium/spells/heal.md) or [harm](compendium/spells/harm.md). You can cast either of these spells using that spell slot, even if they aren't in your spell repertoire. + +## Divine Evolution leads to... + +[Greater Vital Evolution](compendium/feats/greater-vital-evolution.md), Greater Spiritual Evolution + +## Summary + +*Source: Core Rulebook p. 199* +%% #compendium/src/pf2e/crb #trait/divine #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/divine-grace.md b/compendium/feats/divine-grace.md new file mode 100644 index 000000000..6370b7364 --- /dev/null +++ b/compendium/feats/divine-grace.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Divine Grace"] +--- +# Divine Grace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[champion](rules/traits/champion.md) + +- **Trigger** You attempt a save against a spell, before you roll. +- **Activity** Reaction + +You call upon your deity's grace, gaining a +2 circumstance bonus to the save. + +*Source: Core Rulebook p. 110* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/divine-guidance.md b/compendium/feats/divine-guidance.md new file mode 100644 index 000000000..a612cb073 --- /dev/null +++ b/compendium/feats/divine-guidance.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Divine Guidance"] +--- +# Divine Guidance *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Religion](compendium/skills.md#Religion) + +You're so immersed in divine scripture that you find meaning and guidance in your texts in any situation. Spend 10 minutes [Deciphering Writing](rules/actions/decipher-writing.md) on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a [Religion](compendium/skills.md#Religion) check (DC determined by the GM). If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem. + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/divine-health.md b/compendium/feats/divine-health.md new file mode 100644 index 000000000..b2de1a499 --- /dev/null +++ b/compendium/feats/divine-health.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Divine Health"] +--- +# Divine Health *Feat 4* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good + +Your faith makes you resistant to disease, protecting you as you offer succor to the ill. You gain a +1 status bonus to saves against [diseases](rules/traits/disease.md). In addition, if you roll a success on a save against a disease, you get a critical success instead. + +*Source: Core Rulebook p. 111* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/divine-reflexes.md b/compendium/feats/divine-reflexes.md similarity index 89% rename from Compendium/feats/divine-reflexes.md rename to compendium/feats/divine-reflexes.md index cad896732..5119388bb 100644 --- a/Compendium/feats/divine-reflexes.md +++ b/compendium/feats/divine-reflexes.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Reflexes"] --- # Divine Reflexes *Feat 14* -[champion](../../Rules/traits/champion.md) +[champion](rules/traits/champion.md) At the start of each of your turns, you gain an additional reaction that you can use only for your champion's reaction. diff --git a/Compendium/feats/divine-wall.md b/compendium/feats/divine-wall.md similarity index 90% rename from Compendium/feats/divine-wall.md rename to compendium/feats/divine-wall.md index 06ff7f4c2..31d4b8a8a 100644 --- a/Compendium/feats/divine-wall.md +++ b/compendium/feats/divine-wall.md @@ -7,7 +7,7 @@ tags: aliases: ["Divine Wall"] --- # Divine Wall *Feat 12* -[champion](../../Rules/traits/champion.md) +[champion](rules/traits/champion.md) - **Requirements**: You are wielding a shield. diff --git a/compendium/feats/divine-weapon.md b/compendium/feats/divine-weapon.md new file mode 100644 index 000000000..191a886e6 --- /dev/null +++ b/compendium/feats/divine-weapon.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Divine Weapon"] +--- +# Divine Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 6* +[cleric](rules/traits/cleric.md) + +- **Frequency**: once per turn +- **Trigger** You finish [Casting a Spell](rules/actions/cast-a-spell.md) using one of your divine spell slots on your turn. +- **Activity** Free Action + +You siphon residual spell energy into a weapon you're wielding. Until the end of your turn, the weapon deals an additional `1d4` force damage. You can instead deal an additional `1d6` damage of an alignment type that matches one of your deity's alignment components. As usual for aligned damage, this can damage only creatures of the opposite alignment. + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/domain-focus.md b/compendium/feats/domain-focus.md new file mode 100644 index 000000000..c43d8c8a8 --- /dev/null +++ b/compendium/feats/domain-focus.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Domain Focus"] +--- +# Domain Focus *Feat 12* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: one or more domain spells + +Your devotion to your deity's domains grows greater, and so does the power granted to you. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +## Domain Focus leads to... + +[Domain Wellspring](compendium/feats/domain-wellspring.md) + +## Summary + +*Source: Core Rulebook p. 125* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/domain-initiate.md b/compendium/feats/domain-initiate.md similarity index 76% rename from Compendium/feats/domain-initiate.md rename to compendium/feats/domain-initiate.md index 26471052d..43bd668ae 100644 --- a/Compendium/feats/domain-initiate.md +++ b/compendium/feats/domain-initiate.md @@ -7,12 +7,12 @@ tags: aliases: ["Domain Initiate"] --- # Domain Initiate *Feat 1* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) -Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in [Table 8–2: Domains](../../Rules/tables/domains.md). +Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Each domain's theme and domain spells appear in [Table 8–2: Domains](rules/tables/domains.md). -Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](../../Rules/actions/refocus.md) activity to pray to your deity or do service toward their causes. +Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the [Refocus](rules/actions/refocus.md) activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells can be found here. @@ -20,7 +20,7 @@ Focus spells are automatically heightened to half your level rounded up. Focus s ## Domain Initiate leads to... -[Advanced Domain](advanced-domain.md), [Deity's Protection](deitys-protection.md), [Shield Of Faith](shield-of-faith-apg.md), [Expanded Domain Initiate](expanded-domain-initiate-logm.md) +[Advanced Domain](compendium/feats/advanced-domain.md), [Deity's Protection](compendium/feats/deitys-protection.md), Shield Of Faith, Expanded Domain Initiate ## Summary diff --git a/compendium/feats/domain-wellspring.md b/compendium/feats/domain-wellspring.md new file mode 100644 index 000000000..b2eed74b2 --- /dev/null +++ b/compendium/feats/domain-wellspring.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Domain Wellspring"] +--- +# Domain Wellspring *Feat 18* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Domain Focus](compendium/feats/domain-focus.md) + +The intensity of your focus grows from the investment you've placed in your domains. If you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Core Rulebook p. 126* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/double-prey.md b/compendium/feats/double-prey.md new file mode 100644 index 000000000..976a42137 --- /dev/null +++ b/compendium/feats/double-prey.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Double Prey"] +--- +# Double Prey *Feat 12* +[ranger](rules/traits/ranger.md) + + +You can focus on two foes at once, hunting both of them down. When you use the [Hunt Prey](rules/actions/hunt-prey.md) action, you can pick two creatures as your prey. + +## Double Prey leads to... + +[Shared Prey](compendium/feats/shared-prey.md), [Triple Threat](compendium/feats/triple-threat.md) + +## Summary + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/double-shot.md b/compendium/feats/double-shot.md new file mode 100644 index 000000000..0f1179f1a --- /dev/null +++ b/compendium/feats/double-shot.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +aliases: ["Double Shot"] +--- +# Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Requirements**: You are wielding a ranged weapon with [reload <0>](rules/traits/reload.md). +- **Activity** Two-Action + +You shoot twice in blindingly fast succession. Make two [Strikes](rules/actions/strike.md), each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. + +## Double Shot leads to... + +[Triple Shot](compendium/feats/triple-shot.md), [Multishot Stance](compendium/feats/multishot-stance.md) + +## Summary + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/double-slice.md b/compendium/feats/double-slice.md new file mode 100644 index 000000000..9f54bf37e --- /dev/null +++ b/compendium/feats/double-slice.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Double Slice"] +--- +# Double Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[fighter](rules/traits/fighter.md) + +- **Requirements**: You are wielding two melee weapons, each in a different hand. +- **Activity** Two-Action + +You lash out at your foe with both weapons. Make two [Strikes](rules/actions/strike.md), one with each of your two melee weapons, each using your current multiple attack penalty. Both [Strikes](rules/actions/strike.md) must have the same target. If the second [Strike](rules/actions/strike.md) is made with a weapon that doesn't have the [agile](rules/traits/agile.md) trait, it takes a –2 penalty. + +If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both [Strikes](rules/actions/strike.md) and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty. + +## Double Slice leads to... + +[Graceful Poise](compendium/feats/graceful-poise.md) + +## Summary + +*Source: Core Rulebook p. 144* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/dragon-roar.md b/compendium/feats/dragon-roar.md new file mode 100644 index 000000000..106cb3f93 --- /dev/null +++ b/compendium/feats/dragon-roar.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/auditory +- trait/emotion +- trait/fear +- trait/mental +- trait/monk +aliases: ["Dragon Roar"] +--- +# Dragon Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Dragon Stance](compendium/feats/dragon-stance.md) +- **Requirements**: You are in Dragon Stance. +- **Activity** Single Action + +You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your [Intimidation](compendium/skills.md#Intimidation) DC or be [frightened](rules/conditions.md#Frightened) ([frightened](rules/conditions.md#Frightened) on a critical failure). When a creature [frightened](rules/conditions.md#Frightened) by the roar begins its turn adjacent to you, it can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 on that turn. Your first attack that hits a [frightened](rules/conditions.md#Frightened) creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage. + +After you use Dragon Roar, you can't use it again for `1d4` rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute. + +*Source: Core Rulebook p. 161* +%% #compendium/src/pf2e/crb #trait/auditory #trait/emotion #trait/fear #trait/mental #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/dragon-shape.md b/compendium/feats/dragon-shape.md new file mode 100644 index 000000000..9004d8a3f --- /dev/null +++ b/compendium/feats/dragon-shape.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Dragon Shape"] +--- +# Dragon Shape *Feat 12* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Soaring Shape](compendium/feats/soaring-shape.md) + +You can take on the form of some of the world's most fearsome creatures. Add the forms listed in [dragon form](compendium/spells/dragon-form.md) to your [wild shape](compendium/spells/wild-shape.md) list. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to your choice of acid, cold, electricity, fire, or poison. + +## Dragon Shape leads to... + +[True Shapeshifter](compendium/feats/true-shapeshifter.md), Reactive Transformation + +## Summary + +*Source: Core Rulebook p. 138* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/dragon-stance.md b/compendium/feats/dragon-stance.md new file mode 100644 index 000000000..3554b92bb --- /dev/null +++ b/compendium/feats/dragon-stance.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/stance +aliases: ["Dragon Stance"] +--- +# Dragon Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal `1d10` bludgeoning damage. They are in the brawling group and have the [backswing](rules/traits/backswing.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Dragon Stance, you can ignore the first square of difficult terrain while [Striding](rules/actions/stride.md). + +## Dragon Stance leads to... + +[Dragon Roar](compendium/feats/dragon-roar.md) + +## Summary + +*Source: Core Rulebook p. 158* +%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/dragon-transformation.md b/compendium/feats/dragon-transformation.md new file mode 100644 index 000000000..699e0afb2 --- /dev/null +++ b/compendium/feats/dragon-transformation.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/instinct +- trait/polymorph +- trait/primal +- trait/rage +- trait/transmutation +aliases: ["Dragon Transformation"] +--- +# Dragon Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: dragon instinct, [Dragon's Rage Wings](compendium/feats/dragons-rage-wings.md) +- **Activity** Single Action + +You transform into a ferocious Large dragon, gaining the effects of 6th-level [dragon form](compendium/spells/dragon-form.md) except that you use your own AC and attack modifier; you also apply your extra damage from [Rage](rules/actions/rage.md), and the Breath Weapon uses your class DC. The action to [Dismiss](rules/actions/dismiss.md) the transformation gains the [rage](rules/traits/rage.md) trait. + +At 18th level, you gain a +20-foot status bonus to your fly Speed, your damage bonus with dragon [Strikes](rules/actions/strike.md) increases to +12, and you gain a +14 status bonus to your breath weapon damage. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/polymorph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/dragons-rage-breath.md b/compendium/feats/dragons-rage-breath.md new file mode 100644 index 000000000..ff6ac7273 --- /dev/null +++ b/compendium/feats/dragons-rage-breath.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/arcane +- trait/barbarian +- trait/concentrate +- trait/evocation +- trait/instinct +- trait/rage +aliases: ["Dragon's Rage Breath"] +--- +# Dragon's Rage Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[arcane](rules/traits/arcane.md) [barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [instinct](rules/traits/instinct.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: dragon instinct +- **Requirements**: You haven't used this ability since you last Raged. +- **Activity** Two-Action + +You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save. + +*Source: Core Rulebook p. 90* +%% #compendium/src/pf2e/crb #trait/arcane #trait/barbarian #trait/concentrate #trait/evocation #trait/instinct #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/dragons-rage-wings.md b/compendium/feats/dragons-rage-wings.md new file mode 100644 index 000000000..952d9a559 --- /dev/null +++ b/compendium/feats/dragons-rage-wings.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/instinct +- trait/morph +- trait/primal +- trait/rage +- trait/transmutation +aliases: ["Dragon's Rage Wings"] +--- +# Dragon's Rage Wings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [morph](rules/traits/morph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: dragon instinct +- **Activity** Single Action + +You sprout dragon wings from your back of the same color as your chosen dragon. While you are raging, you gain a fly Speed equal to your land Speed. If you are flying when your rage ends, you start to fall but the transformation only completes at the last moment, so you take no damage from the fall and land standing up. + +## Dragon's Rage Wings leads to... + +[Dragon Transformation](compendium/feats/dragon-transformation.md) + +## Summary + +*Source: Core Rulebook p. 92* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/instinct #trait/morph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/dragonslayer-oath.md b/compendium/feats/dragonslayer-oath.md new file mode 100644 index 000000000..bc195d0c4 --- /dev/null +++ b/compendium/feats/dragonslayer-oath.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +- trait/oath +aliases: ["Dragonslayer Oath"] +--- +# Dragonslayer Oath *Feat 2* +[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) + +- **Prerequisites**: tenets of good + +You've sworn to slay evil dragons. Add the following tenet to your code after the others: "You must slay evil dragons you encounter as long as you have a reasonable chance of success." + +Your [Retributive Strike](rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against an evil dragon, or +6 if you have master proficiency with the weapon you used. Your [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md)'s resistance against damage from an evil dragon is 7 + your level. If you use [Liberating Step](rules/actions/liberating-step.md) triggered by an evil dragon, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](rules/actions/liberating-step.md), and the ally can [Step](rules/actions/step.md) twice afterward. + +You don't consider evil dragons to be legitimate authorities, even in nations they rule. + +## Dragonslayer Oath leads to... + +[Wyrmbane Aura](compendium/feats/wyrmbane-aura.md) + +## Summary + +*Source: Core Rulebook p. 110* +%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/compendium/feats/dread-striker.md b/compendium/feats/dread-striker.md new file mode 100644 index 000000000..ddbc0aca1 --- /dev/null +++ b/compendium/feats/dread-striker.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Dread Striker"] +--- +# Dread Striker *Feat 4* +[rogue](rules/traits/rogue.md) + + +You capitalize on your enemies' fear to slip past their defenses. Any creature that has the [frightened](rules/conditions.md#Frightened) condition is also [flat-footed](rules/conditions.md#Flat-footed) against your attacks. + +*Source: Core Rulebook p. 184* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/druid-dedication.md b/compendium/feats/druid-dedication.md new file mode 100644 index 000000000..bf6a2518f --- /dev/null +++ b/compendium/feats/druid-dedication.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Druid Dedication"] +--- +# Druid Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Wisdom 14 + +You cast spells like a druid. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells. + +You learn the Druidic language. + +Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order's feats. You become trained in [Nature](compendium/skills.md#Nature) and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the druid archetype. + +## Druid Dedication leads to... + +[Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md), [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md), [Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md), [Primal Breadth](compendium/feats/primal-breadth.md), [Basic Wilding](compendium/feats/basic-wilding.md), [Advanced Wilding](compendium/feats/advanced-wilding.md), [Order Spell](compendium/feats/order-spell.md), Thick Hide Mask, Tireless Guide's Mask + +## Summary + +*Source: Core Rulebook p. 225* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/dual-handed-assault.md b/compendium/feats/dual-handed-assault.md new file mode 100644 index 000000000..c7122d1a2 --- /dev/null +++ b/compendium/feats/dual-handed-assault.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +aliases: ["Dual-handed Assault"] +--- +# Dual-handed Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Requirements**: You are wielding a one-handed melee weapon and have a free hand. +- **Activity** Single Action + +You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a [Strike](rules/actions/strike.md) with the required weapon. You quickly switch your grip during the [Strike](rules/actions/strike.md) in order to make the attack with two hands. If the weapon doesn't normally have the [two-hand](rules/traits/two-hand.md) trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the [two-hand](rules/traits/two-hand.md) trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice. When the [Strike](rules/actions/strike.md) is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free. + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/dubious-knowledge.md b/compendium/feats/dubious-knowledge.md new file mode 100644 index 000000000..de99cedd2 --- /dev/null +++ b/compendium/feats/dubious-knowledge.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Dubious Knowledge"] +--- +# Dubious Knowledge *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in a skill with the [Recall Knowledge](rules/actions/recall-knowledge.md) action + +You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a [Recall Knowledge](rules/actions/recall-knowledge.md) check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which. + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/dueling-dance.md b/compendium/feats/dueling-dance.md new file mode 100644 index 000000000..eb7d47a5a --- /dev/null +++ b/compendium/feats/dueling-dance.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Dueling Dance"] +--- +# Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: Dueling Parry +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/dueling-parry.md b/compendium/feats/dueling-parry.md similarity index 77% rename from Compendium/feats/dueling-parry.md rename to compendium/feats/dueling-parry.md index 62f21633a..574d5cd64 100644 --- a/Compendium/feats/dueling-parry.md +++ b/compendium/feats/dueling-parry.md @@ -6,8 +6,8 @@ tags: - trait/fighter aliases: ["Dueling Parry"] --- -# Dueling Parry [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* -[fighter](../../Rules/traits/fighter.md) +# Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[fighter](rules/traits/fighter.md) - **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. - **Activity** Single Action diff --git a/compendium/feats/dueling-riposte.md b/compendium/feats/dueling-riposte.md new file mode 100644 index 000000000..b4f8f54ef --- /dev/null +++ b/compendium/feats/dueling-riposte.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Dueling Riposte"] +--- +# Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: Dueling Parry +- **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Requirements**: You are benefiting from Dueling Parry. +- **Activity** Reaction + +You riposte against your flailing enemy. Make a melee [Strike](rules/actions/strike.md) against or attempt to [Disarm](rules/actions/disarm.md) the triggering creature. + +## Dueling Riposte leads to... + +[Guiding Riposte](compendium/feats/guiding-riposte.md), [Improved Dueling Riposte](compendium/feats/improved-dueling-riposte.md), Reflecting Riposte + +## Summary + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/dwarven-lore.md b/compendium/feats/dwarven-lore.md new file mode 100644 index 000000000..f3f15c3b3 --- /dev/null +++ b/compendium/feats/dwarven-lore.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Dwarven Lore"] +--- +# Dwarven Lore *Feat 1* +[dwarf](rules/traits/dwarf.md) + + +You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in [Crafting](compendium/skills.md#Crafting) and [Religion](compendium/skills.md#Religion). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Dwarven Lore](compendium/skills.md#Lore). + +*Source: Core Rulebook p. 36* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/dwarven-weapon-cunning.md b/compendium/feats/dwarven-weapon-cunning.md new file mode 100644 index 000000000..8d742a5ed --- /dev/null +++ b/compendium/feats/dwarven-weapon-cunning.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Dwarven Weapon Cunning"] +--- +# Dwarven Weapon Cunning *Feat 5* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: [Dwarven Weapon Familiarity](compendium/feats/dwarven-weapon-familiarity.md) + +You've learned cunning techniques to get the best effects out of your dwarven weapons. Whenever you critically hit using a [battle axe](compendium/equipment/items/battle-axe.md), [pick](compendium/equipment/items/pick.md), [warhammer](compendium/equipment/items/warhammer.md), or a dwarf weapon, you apply the weapon's critical specialization effect. + +*Source: Core Rulebook p. 37* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/dwarven-weapon-expertise.md b/compendium/feats/dwarven-weapon-expertise.md new file mode 100644 index 000000000..85390d1ae --- /dev/null +++ b/compendium/feats/dwarven-weapon-expertise.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Dwarven Weapon Expertise"] +--- +# Dwarven Weapon Expertise *Feat 13* +[dwarf](rules/traits/dwarf.md) + +- **Prerequisites**: [Dwarven Weapon Familiarity](compendium/feats/dwarven-weapon-familiarity.md) + +Your dwarven affinity blends with your training, granting you great skill with dwarven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for [battle axes](compendium/equipment/items/battle-axe.md), [picks](compendium/equipment/items/pick.md), [warhammers](compendium/equipment/items/warhammer.md), and all dwarven weapons in which you are trained. + +*Source: Core Rulebook p. 37* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/dwarven-weapon-familiarity.md b/compendium/feats/dwarven-weapon-familiarity.md new file mode 100644 index 000000000..869c4b606 --- /dev/null +++ b/compendium/feats/dwarven-weapon-familiarity.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Dwarven Weapon Familiarity"] +--- +# Dwarven Weapon Familiarity *Feat 1* +[dwarf](rules/traits/dwarf.md) + + +Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms. You are trained with the [battle axe](compendium/equipment/items/battle-axe.md), [pick](compendium/equipment/items/pick.md), and [warhammer](compendium/equipment/items/warhammer.md). + +You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons. + +## Dwarven Weapon Familiarity leads to... + +[Dwarven Weapon Cunning](compendium/feats/dwarven-weapon-cunning.md), [Dwarven Weapon Expertise](compendium/feats/dwarven-weapon-expertise.md) + +## Summary + +*Source: Core Rulebook p. 36* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/echoing-channel.md b/compendium/feats/echoing-channel.md new file mode 100644 index 000000000..f1d796a54 --- /dev/null +++ b/compendium/feats/echoing-channel.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Echoing Channel"] +--- +# Echoing Channel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 18* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +When you pull forth positive or negative energy, you also create a smaller pocket of that energy. If the next action you use is to cast a 2-action [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) to heal or damage a single creature, choose one additional creature adjacent to either you or the target. Target that creature with a 1-action version of the same spell. This spell is the same level as the 2-action harm or heal you cast and doesn't cost another spell slot. + +*Source: Core Rulebook p. 127* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/Compendium/feats/eclectic-polymath.md b/compendium/feats/eclectic-polymath.md similarity index 83% rename from Compendium/feats/eclectic-polymath.md rename to compendium/feats/eclectic-polymath.md index fa62f2015..f6582f460 100644 --- a/Compendium/feats/eclectic-polymath.md +++ b/compendium/feats/eclectic-polymath.md @@ -7,9 +7,9 @@ tags: aliases: ["Eclectic Polymath"] --- # Eclectic Polymath *Feat 12* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) -- **Prerequisites**: [Esoteric Polymath](esoteric-polymath.md) +- **Prerequisites**: [Esoteric Polymath](compendium/feats/esoteric-polymath.md) Your flexible mind can quickly shift spells. If you add a spell to your repertoire during your daily preparations using Esoteric Polymath, when you prepare again, you can choose to keep the new spell from Esoteric Polymath in your repertoire and instead lose access to another spell of the same level in your repertoire. diff --git a/compendium/feats/eclectic-skill.md b/compendium/feats/eclectic-skill.md new file mode 100644 index 000000000..05693b604 --- /dev/null +++ b/compendium/feats/eclectic-skill.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Eclectic Skill"] +--- +# Eclectic Skill *Feat 8* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Polymath muse, master in [Occultism](compendium/skills.md#Occultism) + +Your broad experiences translate to a range of skills. Your proficiency bonus to untrained skill checks is equal to your level. You can attempt any skill check that normally requires you to be trained, even if you are untrained. If you have legendary proficiency in [Occultism](compendium/skills.md#Occultism), you can attempt any skill check that normally requires you to have expert proficiency, even if untrained or trained. + +*Source: Core Rulebook p. 101* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/efficient-alchemy.md b/compendium/feats/efficient-alchemy.md new file mode 100644 index 000000000..4cf7fb803 --- /dev/null +++ b/compendium/feats/efficient-alchemy.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Efficient Alchemy"] +--- +# Efficient Alchemy *Feat 4* +[alchemist](rules/traits/alchemist.md) + + +Thanks to the time you've spent studying and experimenting, you know how to scale your formulas into larger batches that don't require any additional attention. When spending downtime to [Craft](rules/actions/craft.md) [alchemical](rules/traits/alchemical.md) items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four. This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent. This also does not change the number of items you can create in a batch using advanced alchemy. + +*Source: Core Rulebook p. 77* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/effortless-concentration-bard.md b/compendium/feats/effortless-concentration-bard.md new file mode 100644 index 000000000..77016c3e2 --- /dev/null +++ b/compendium/feats/effortless-concentration-bard.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Effortless Concentration (Bard)"] +--- +# Effortless Concentration (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[bard](rules/traits/bard.md) + +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain a spell with hardly a thought. You immediately gain the effects of a [Sustain a Spell](rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active bard spells. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/effortless-concentration-druid.md b/compendium/feats/effortless-concentration-druid.md new file mode 100644 index 000000000..7fbdd8ecc --- /dev/null +++ b/compendium/feats/effortless-concentration-druid.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Effortless Concentration (Druid)"] +--- +# Effortless Concentration (Druid) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[druid](rules/traits/druid.md) + +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active druid spells. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/effortless-concentration-sorcerer.md b/compendium/feats/effortless-concentration-sorcerer.md new file mode 100644 index 000000000..97acc40bd --- /dev/null +++ b/compendium/feats/effortless-concentration-sorcerer.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Effortless Concentration (Sorcerer)"] +--- +# Effortless Concentration (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[sorcerer](rules/traits/sorcerer.md) + +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active sorcerer spells. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/effortless-concentration-wizard.md b/compendium/feats/effortless-concentration-wizard.md new file mode 100644 index 000000000..523e8cc66 --- /dev/null +++ b/compendium/feats/effortless-concentration-wizard.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Effortless Concentration (Wizard)"] +--- +# Effortless Concentration (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[wizard](rules/traits/wizard.md) + +- **Trigger** Your turn begins. +- **Activity** Free Action + +You maintain a spell with hardly a thought. You immediately gain the effects of the [Sustain a Spell](rules/actions/sustain-a-spell.md) action, allowing you to extend the duration of one of your active wizard spells. + +*Source: Core Rulebook p. 213* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/elastic-mutagen.md b/compendium/feats/elastic-mutagen.md new file mode 100644 index 000000000..ecc3bd858 --- /dev/null +++ b/compendium/feats/elastic-mutagen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Elastic Mutagen"] +--- +# Elastic Mutagen *Feat 10* +[alchemist](rules/traits/alchemist.md) + + +You can cause your body to twist and flow like the quicksilver within your mutagens. Whenever you are under the effects of a quicksilver mutagen, you can stretch your legs and [Step](rules/actions/step.md) up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from [Squeezing](rules/actions/squeeze.md). + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/elemental-fist.md b/compendium/feats/elemental-fist.md new file mode 100644 index 000000000..90f2fd520 --- /dev/null +++ b/compendium/feats/elemental-fist.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Elemental Fist"] +--- +# Elemental Fist *Feat 2* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Ki Strike](compendium/feats/ki-strike.md) + +You call upon the power of the elements, infusing your ki with elemental energy and allowing your attacks to deal energy damage. When you cast [ki strike](compendium/spells/ki-strike.md), in addition to the damage types normally available, you can deliver the extra damage in the form of a gust of storm-tossed wind (dealing electricity damage and gaining the [air](rules/traits/air.md) trait), a chunk of stone (dealing bludgeoning damage and gaining the [earth](rules/traits/earth.md) trait), a flickering flame (dealing fire damage), or a crashing wave of frigid water (dealing cold damage and gaining the [water](rules/traits/water.md) trait). + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/elemental-shape.md b/compendium/feats/elemental-shape.md new file mode 100644 index 000000000..1f1e5ce61 --- /dev/null +++ b/compendium/feats/elemental-shape.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Elemental Shape"] +--- +# Elemental Shape *Feat 10* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) + +You understand the fundamental elements of nature such that you can imbue them into your body and manifest as a living embodiment of those elements. Add the forms in [elemental form](compendium/spells/elemental-form.md) to your wild shape list. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to fire. + +## Elemental Shape leads to... + +Reactive Transformation + +## Summary + +*Source: Core Rulebook p. 137* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/elf-atavism.md b/compendium/feats/elf-atavism.md new file mode 100644 index 000000000..5860b7653 --- /dev/null +++ b/compendium/feats/elf-atavism.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/half-elf +aliases: ["Elf Atavism"] +--- +# Elf Atavism *Feat 1* +[half-elf](rules/traits/half-elf.md) + + +Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors' heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can't select a heritage that depends on or improves an elven feature you don't have. For example, you couldn't gain the cavern elf's [darkvision](rules/abilities/darkvision.md) ability if you didn't have [low-light vision](rules/abilities/low-light-vision.md). In these cases, at the GM's discretion, you might gain a different benefit. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Core Rulebook p. 58* +%% #compendium/src/pf2e/crb #trait/half-elf %% \ No newline at end of file diff --git a/compendium/feats/elf-step.md b/compendium/feats/elf-step.md new file mode 100644 index 000000000..3af770b86 --- /dev/null +++ b/compendium/feats/elf-step.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Elf Step"] +--- +# Elf Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 9* +[elf](rules/traits/elf.md) + +- **Activity** Single Action + +You move in a graceful dance, and even your steps are broad. You [Step](rules/actions/step.md) 5 feet twice. + +*Source: Core Rulebook p. 41* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elven-lore.md b/compendium/feats/elven-lore.md new file mode 100644 index 000000000..9769732ee --- /dev/null +++ b/compendium/feats/elven-lore.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Elven Lore"] +--- +# Elven Lore *Feat 1* +[elf](rules/traits/elf.md) + + +You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in [Arcana](compendium/skills.md#Arcana) and [Nature](compendium/skills.md#Nature). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Elven Lore](compendium/skills.md#Lore). + +*Source: Core Rulebook p. 40* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elven-weapon-elegance.md b/compendium/feats/elven-weapon-elegance.md new file mode 100644 index 000000000..7d91b2b2f --- /dev/null +++ b/compendium/feats/elven-weapon-elegance.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Elven Weapon Elegance"] +--- +# Elven Weapon Elegance *Feat 5* +[elf](rules/traits/elf.md) + +- **Prerequisites**: [Elven Weapon Familiarity](compendium/feats/elven-weapon-familiarity.md) + +You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in [Elven Weapon Familiarity](compendium/feats/elven-weapon-familiarity.md), you apply the weapon's critical specialization effect. + +*Source: Core Rulebook p. 41* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elven-weapon-expertise.md b/compendium/feats/elven-weapon-expertise.md new file mode 100644 index 000000000..7e52deb24 --- /dev/null +++ b/compendium/feats/elven-weapon-expertise.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Elven Weapon Expertise"] +--- +# Elven Weapon Expertise *Feat 13* +[elf](rules/traits/elf.md) + +- **Prerequisites**: [Elven Weapon Familiarity](compendium/feats/elven-weapon-familiarity.md) + +Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in [longbows](compendium/equipment/items/longbow.md), [composite longbows](compendium/equipment/items/composite-longbow.md), [longswords](compendium/equipment/items/longsword.md), [rapiers](compendium/equipment/items/rapier.md), [shortbows](compendium/equipment/items/shortbow.md), [composite shortbows](compendium/equipment/items/composite-shortbow.md), and all elf weapons in which you are trained. + +*Source: Core Rulebook p. 41* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/elven-weapon-familiarity.md b/compendium/feats/elven-weapon-familiarity.md new file mode 100644 index 000000000..12b4c21ee --- /dev/null +++ b/compendium/feats/elven-weapon-familiarity.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Elven Weapon Familiarity"] +--- +# Elven Weapon Familiarity *Feat 1* +[elf](rules/traits/elf.md) + + +You favor bows and other elegant weapons. You are trained with [longbows](compendium/equipment/items/longbow.md), [composite longbows](compendium/equipment/items/composite-longbow.md), [longswords](compendium/equipment/items/longsword.md), [rapiers](compendium/equipment/items/rapier.md), [shortbows](compendium/equipment/items/shortbow.md), and [composite shortbows](compendium/equipment/items/composite-shortbow.md). + +In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. + +## Elven Weapon Familiarity leads to... + +[Elven Weapon Elegance](compendium/feats/elven-weapon-elegance.md), [Elven Weapon Expertise](compendium/feats/elven-weapon-expertise.md) + +## Summary + +*Source: Core Rulebook p. 40* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/emblazon-antimagic.md b/compendium/feats/emblazon-antimagic.md new file mode 100644 index 000000000..3e6e8d4ed --- /dev/null +++ b/compendium/feats/emblazon-antimagic.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Emblazon Antimagic"] +--- +# Emblazon Antimagic *Feat 12* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Emblazon Armament](compendium/feats/emblazon-armament.md) + +Your deity's symbol protects against offensive magic. When you [Emblazon an Armament](compendium/feats/emblazon-armament.md), you can choose from the following effects instead of the effects listed in that feat. + +These effects have the same restrictions as the base options. + +- **Shield** When the wielder has the [shield raised](rules/actions/raise-a-shield.md), they gain the shield's circumstance bonus to saving throws against magic, and they can use [Shield Block](compendium/feats/shield-block.md) against damage from their enemies' spells. +- **Weapon** When the weapon's wielder critically hits with the weapon, they can attempt to counteract a spell on their target, using your counteract level is equal to half your level, rounded up. If they attempt to do so, the emblazoned symbol immediately disappears. + +*Source: Core Rulebook p. 125* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/emblazon-armament.md b/compendium/feats/emblazon-armament.md similarity index 76% rename from Compendium/feats/emblazon-armament.md rename to compendium/feats/emblazon-armament.md index 132a1c92a..9ff8d7b86 100644 --- a/Compendium/feats/emblazon-armament.md +++ b/compendium/feats/emblazon-armament.md @@ -8,17 +8,17 @@ tags: aliases: ["Emblazon Armament"] --- # Emblazon Armament *Feat 2* -[cleric](../../Rules/traits/cleric.md) [exploration](../../Rules/traits/exploration.md) +[cleric](rules/traits/cleric.md) [exploration](rules/traits/exploration.md) Carefully etching a sacred image into a physical object, you steel yourself for battle. You can spend 10 minutes emblazoning a symbol of your deity upon a weapon or shield. The symbol doesn't fade until 1 year has passed, but if you Emblazon an Armament, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of your deity and can be used as a divine focus while emblazoned, and it gains another benefit determined by the type of item. This benefit applies only to followers of the deity the symbol represents. -- **Shield** The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the [Shield Block](shield-block.md) reaction.) +- **Shield** The shield gains a +1 status bonus to its Hardness. (This causes it to reduce more damage with the [Shield Block](compendium/feats/shield-block.md) reaction.) - **Weapon** The wielder gains a +1 status bonus to damage rolls. ## Emblazon Armament leads to... -[Emblazon Antimagic](emblazon-antimagic.md), [Emblazon Energy](emblazon-energy.md), [Emblazon Divinity](emblazon-divinity-aoa6.md) +[Emblazon Antimagic](compendium/feats/emblazon-antimagic.md), [Emblazon Energy](compendium/feats/emblazon-energy.md), Emblazon Divinity ## Summary diff --git a/compendium/feats/emblazon-energy.md b/compendium/feats/emblazon-energy.md new file mode 100644 index 000000000..31fd4f19c --- /dev/null +++ b/compendium/feats/emblazon-energy.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Emblazon Energy"] +--- +# Emblazon Energy *Feat 8* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Emblazon Armament](compendium/feats/emblazon-armament.md) + +With elemental forces, you make your emblazoned symbols more potent. When you Emblazon an Armament, you can choose from the following effects instead of the effects listed in that feat. + +These effects have the same restrictions as the base options. + +- **Shield** Choose acid, cold, electricity, fire, or sonic. The wielder gain the shield's circumstance bonus to saving throws against that damage type and can use [Shield Block](compendium/feats/shield-block.md) against damage of that type. The shield also gains resistance to that damage type equal to half your level if you have a domain spell with a trait matching that type (such as [fire](rules/traits/fire.md)). +- **Weapon** Choose acid, cold, electricity, fire, or sonic + +The weapon deals an extra `1d4` damage of that type. + +Increase this extra damage to `1d6` if you have a domain spell with a trait matching that type (such as [fire](rules/traits/fire.md)). + +*Source: Core Rulebook p. 124* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/empty-body.md b/compendium/feats/empty-body.md new file mode 100644 index 000000000..f043f65d9 --- /dev/null +++ b/compendium/feats/empty-body.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Empty Body"] +--- +# Empty Body *Feat 18* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You transmute your body into an ethereal form. You gain the [empty body](compendium/spells/empty-body.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/enduring-alchemy.md b/compendium/feats/enduring-alchemy.md new file mode 100644 index 000000000..177decddc --- /dev/null +++ b/compendium/feats/enduring-alchemy.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Enduring Alchemy"] +--- +# Enduring Alchemy *Feat 4* +[alchemist](rules/traits/alchemist.md) + + +You've learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions. When using [Quick Alchemy](rules/actions/quick-alchemy.md) to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn. + +*Source: Core Rulebook p. 78* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/enduring-quickness.md b/compendium/feats/enduring-quickness.md new file mode 100644 index 000000000..c39077c40 --- /dev/null +++ b/compendium/feats/enduring-quickness.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Enduring Quickness"] +--- +# Enduring Quickness *Feat 20* +[monk](rules/traits/monk.md) + + +You move as fast and as high as the wind itself. You're permanently [quickened](rules/conditions.md#Quickened). You can use your extra action to [Stride](rules/actions/stride.md) or [Leap](rules/actions/leap.md), or to provide one of the actions needed for a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/energized-font.md b/compendium/feats/energized-font.md similarity index 78% rename from Compendium/feats/energized-font.md rename to compendium/feats/energized-font.md index 4fc4298b1..dc7271e03 100644 --- a/Compendium/feats/energized-font.md +++ b/compendium/feats/energized-font.md @@ -6,8 +6,8 @@ tags: - trait/gnome aliases: ["Energized Font"] --- -# Energized Font [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* -[gnome](../../Rules/traits/gnome.md) +# Energized Font [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 5* +[gnome](rules/traits/gnome.md) - **Prerequisites**: focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells - **Frequency**: once per day diff --git a/Compendium/feats/enhanced-familiar-druid.md b/compendium/feats/enhanced-familiar-druid.md similarity index 92% rename from Compendium/feats/enhanced-familiar-druid.md rename to compendium/feats/enhanced-familiar-druid.md index 5f47b81c0..1351f5b57 100644 --- a/Compendium/feats/enhanced-familiar-druid.md +++ b/compendium/feats/enhanced-familiar-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Druid)"] --- # Enhanced Familiar (Druid) *Feat 2* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) - **Prerequisites**: a familiar diff --git a/Compendium/feats/enhanced-familiar-sorcerer.md b/compendium/feats/enhanced-familiar-sorcerer.md similarity index 91% rename from Compendium/feats/enhanced-familiar-sorcerer.md rename to compendium/feats/enhanced-familiar-sorcerer.md index 2c0129506..210771851 100644 --- a/Compendium/feats/enhanced-familiar-sorcerer.md +++ b/compendium/feats/enhanced-familiar-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Sorcerer)"] --- # Enhanced Familiar (Sorcerer) *Feat 2* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) - **Prerequisites**: a familiar diff --git a/Compendium/feats/enhanced-familiar-wizard.md b/compendium/feats/enhanced-familiar-wizard.md similarity index 93% rename from Compendium/feats/enhanced-familiar-wizard.md rename to compendium/feats/enhanced-familiar-wizard.md index a9b9c1da7..c42b5e4aa 100644 --- a/Compendium/feats/enhanced-familiar-wizard.md +++ b/compendium/feats/enhanced-familiar-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Enhanced Familiar (Wizard)"] --- # Enhanced Familiar (Wizard) *Feat 2* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) - **Prerequisites**: a familiar diff --git a/compendium/feats/enlightened-presence.md b/compendium/feats/enlightened-presence.md new file mode 100644 index 000000000..77765afaa --- /dev/null +++ b/compendium/feats/enlightened-presence.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/aura +- trait/emotion +- trait/mental +- trait/monk +aliases: ["Enlightened Presence"] +--- +# Enlightened Presence *Feat 16* +[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) [monk](rules/traits/monk.md) + + +You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against [mental](rules/traits/mental.md) effects. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/aura #trait/emotion #trait/mental #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/eschew-materials.md b/compendium/feats/eschew-materials.md new file mode 100644 index 000000000..b9aaf9e54 --- /dev/null +++ b/compendium/feats/eschew-materials.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Eschew Materials"] +--- +# Eschew Materials *Feat 1* +[wizard](rules/traits/wizard.md) + + +You can use clever workarounds to replicate the arcane essence of certain materials. When [Casting a Spell](rules/actions/cast-a-spell.md) that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry. + +*Source: Core Rulebook p. 209* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/esoteric-polymath.md b/compendium/feats/esoteric-polymath.md new file mode 100644 index 000000000..a0360b9bf --- /dev/null +++ b/compendium/feats/esoteric-polymath.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Esoteric Polymath"] +--- +# Esoteric Polymath *Feat 2* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Polymath muse + +You keep a book of occult spells, similar to a wizard's spellbook, and can use its spells to supplement your spell repertoire. Add all the spells in your repertoire to this book for free. You can use the [Occultism](compendium/skills.md#Occultism) skill to [Learn Spells](rules/actions/learn-a-spell.md) and add them to your spellbook by paying the appropriate cost, similar to a wizard. + +During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn't in your repertoire, treat it as though it were until your next daily preparations. + +## Esoteric Polymath leads to... + +[Eclectic Polymath](compendium/feats/eclectic-polymath.md), [Impossible Polymath](compendium/feats/impossible-polymath.md) + +## Summary + +*Source: Core Rulebook p. 100* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/eternal-bane.md b/compendium/feats/eternal-bane.md new file mode 100644 index 000000000..337942ee7 --- /dev/null +++ b/compendium/feats/eternal-bane.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Eternal Bane"] +--- +# Eternal Bane *Feat 16* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: evil alignment + +A life of evil has made you a nexus for your deity's vile power. You're continuously surrounded by a [bane](compendium/spells/bane.md) spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can [Dismiss](rules/actions/dismiss.md) the spell; if you do, it returns automatically after 1 minute. + +*Source: Core Rulebook p. 126* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/eternal-blessing.md b/compendium/feats/eternal-blessing.md new file mode 100644 index 000000000..c18b112ed --- /dev/null +++ b/compendium/feats/eternal-blessing.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Eternal Blessing"] +--- +# Eternal Blessing *Feat 16* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: good alignment + +Your good deeds have brought your deity's grace to you for all of eternity. You're continuously surrounded by a [bless](compendium/spells/bless.md) spell with a spell level equal to half your level (rounded up). The radius is 15 feet, and you can't increase it. You can [Dismiss](rules/actions/dismiss.md) the spell; if you do, it returns automatically after 1 minute. + +*Source: Core Rulebook p. 126* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/eternal-composition.md b/compendium/feats/eternal-composition.md new file mode 100644 index 000000000..ea8aaa954 --- /dev/null +++ b/compendium/feats/eternal-composition.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Eternal Composition"] +--- +# Eternal Composition *Feat 18* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Maestro muse + +The world is a stage upon which you are always playing. You are permanently [quickened](rules/conditions.md#Quickened); you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/eternal-elixir.md b/compendium/feats/eternal-elixir.md new file mode 100644 index 000000000..26375ab4f --- /dev/null +++ b/compendium/feats/eternal-elixir.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Eternal Elixir"] +--- +# Eternal Elixir *Feat 16* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Extend Elixir](compendium/feats/extend-elixir.md) + +Your body readily accepts and retains minor changes. When you drink one of your alchemical items that has the [elixir](rules/traits/elixir.md) and [infused](rules/traits/infused.md) traits and a duration of 1 minute or more, you can make the elixir's duration indefinite. You can do so only if the elixir's level is half your level or lower. If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends. + +*Source: Core Rulebook p. 80* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/evasiveness.md b/compendium/feats/evasiveness.md new file mode 100644 index 000000000..8993743c6 --- /dev/null +++ b/compendium/feats/evasiveness.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Evasiveness"] +--- +# Evasiveness *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), expert in Reflex saves + +Your proficiency rank for Reflex saves increases to master. + +*Source: Core Rulebook p. 229* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/exacting-strike.md b/compendium/feats/exacting-strike.md new file mode 100644 index 000000000..a156b9f68 --- /dev/null +++ b/compendium/feats/exacting-strike.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Exacting Strike"] +--- +# Exacting Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Activity** Single Action + +You make a controlled attack, fully accounting for your momentum. Make a [Strike](rules/actions/strike.md). The [Strike](rules/actions/strike.md) gains the following failure effect. + +> [!success-degree] +> - **Failure** This attack does not count toward your multiple attack penalty. + +*Source: Core Rulebook p. 144* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/expanded-splash.md b/compendium/feats/expanded-splash.md new file mode 100644 index 000000000..eee57b8f2 --- /dev/null +++ b/compendium/feats/expanded-splash.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Expanded Splash"] +--- +# Expanded Splash *Feat 10* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Calculated Splash](compendium/feats/calculated-splash.md) + +The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions. When you throw an [alchemical](rules/traits/alchemical.md) [bomb](rules/traits/bomb.md) and that bomb has the [splash](rules/traits/splash.md) trait, you can add your Intelligence modifier to the bomb's usual splash damage, and it deals splash damage to every creature within 10 feet of the target. + +## Expanded Splash leads to... + +[Mega Bomb](compendium/feats/mega-bomb.md), Controlled Blast + +## Summary + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/expeditious-search.md b/compendium/feats/expeditious-search.md new file mode 100644 index 000000000..7fb4b392e --- /dev/null +++ b/compendium/feats/expeditious-search.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Expeditious Search"] +--- +# Expeditious Search *Feat 7* +[general](rules/traits/general.md) + +- **Prerequisites**: master in [Perception](compendium/skills.md#Perception) + +You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When [Searching](rules/actions/search.md), you take half as long as usual to [Search](rules/actions/search.md) a given area. This means that while exploring, you double the Speed you can move while ensuring you've Searched an area before walking into it (up to half your Speed). If you're legendary in [Perception](compendium/skills.md#Perception), you instead [Search](rules/actions/search.md) areas four times as quickly. + +*Source: Core Rulebook p. 260* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/experienced-professional.md b/compendium/feats/experienced-professional.md new file mode 100644 index 000000000..11744b209 --- /dev/null +++ b/compendium/feats/experienced-professional.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Experienced Professional"] +--- +# Experienced Professional *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Lore](compendium/skills.md#Lore) + +You carefully safeguard your professional endeavors to prevent disaster. When you use [Lore](compendium/skills.md#Lore) to [Earn Income](rules/actions/earn-income.md), if you roll a critical failure, you instead get a failure. If you're an expert in [Lore](compendium/skills.md#Lore), you gain twice as much income from a failed check to [Earn Income](rules/actions/earn-income.md), unless it was originally a critical failure. + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/experienced-smuggler.md b/compendium/feats/experienced-smuggler.md new file mode 100644 index 000000000..95a32906b --- /dev/null +++ b/compendium/feats/experienced-smuggler.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Experienced Smuggler"] +--- +# Experienced Smuggler *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) + +You often smuggle things past the authorities. When the GM rolls your [Stealth](compendium/skills.md#Stealth) check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your [Stealth](compendium/skills.md#Stealth) modifier to determine your [Stealth](compendium/skills.md#Stealth) check result. If you're a master in [Stealth](compendium/skills.md#Stealth), the GM uses the number rolled or 15, and if you're legendary in [Stealth](compendium/skills.md#Stealth), you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a [Perception](compendium/skills.md#Perception) check while actively searching you for hidden items. Due to your smuggling skill, you're more likely to find more lucrative smuggling jobs when using [Underworld Lore](compendium/skills.md#Lore) to [Earn Income](rules/actions/earn-income.md). + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/experienced-tracker.md b/compendium/feats/experienced-tracker.md new file mode 100644 index 000000000..4acdc3388 --- /dev/null +++ b/compendium/feats/experienced-tracker.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Experienced Tracker"] +--- +# Experienced Tracker *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +Tracking is second nature to you, and when necessary you can follow a trail without pause. You can [Track](rules/actions/track.md) while moving at full Speed by taking a –5 penalty to your [Survival](compendium/skills.md#Survival) check. If you're a master in [Survival](compendium/skills.md#Survival), you don't take the –5 penalty. If you're legendary in [Survival](compendium/skills.md#Survival), you no longer need to roll a new [Survival](compendium/skills.md#Survival) check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. + +## Experienced Tracker leads to... + +[Swift Tracker](compendium/feats/swift-tracker.md) + +## Summary + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/expert-alchemy.md b/compendium/feats/expert-alchemy.md new file mode 100644 index 000000000..7fb66e205 --- /dev/null +++ b/compendium/feats/expert-alchemy.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Expert Alchemy"] +--- +# Expert Alchemy *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md), expert in [Crafting](compendium/skills.md#Crafting) + +Your advanced alchemy level increases to 3. At 10th level, it increases to 5. + +## Expert Alchemy leads to... + +[Master Alchemy](compendium/feats/master-alchemy.md) + +## Summary + +*Source: Core Rulebook p. 220* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-bard-spellcasting.md b/compendium/feats/expert-bard-spellcasting.md new file mode 100644 index 000000000..d9ae8fb01 --- /dev/null +++ b/compendium/feats/expert-bard-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Expert Bard Spellcasting"] +--- +# Expert Bard Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md), master in [Occultism](compendium/skills.md#Occultism) + +You gain the expert spellcasting benefits. + +## Expert Bard Spellcasting leads to... + +[Master Bard Spellcasting](compendium/feats/master-bard-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 222* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-cleric-spellcasting.md b/compendium/feats/expert-cleric-spellcasting.md new file mode 100644 index 000000000..daf94b29a --- /dev/null +++ b/compendium/feats/expert-cleric-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Expert Cleric Spellcasting"] +--- +# Expert Cleric Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Cleric Spellcasting](compendium/feats/basic-cleric-spellcasting.md), master in [Religion](compendium/skills.md#Religion) + +You gain the expert spellcasting benefits. + +## Expert Cleric Spellcasting leads to... + +[Master Cleric Spellcasting](compendium/feats/master-cleric-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 224* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-druid-spellcasting.md b/compendium/feats/expert-druid-spellcasting.md new file mode 100644 index 000000000..6d205817e --- /dev/null +++ b/compendium/feats/expert-druid-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Expert Druid Spellcasting"] +--- +# Expert Druid Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md), master in [Nature](compendium/skills.md#Nature) + +You gain the expert spellcasting benefits. + +## Expert Druid Spellcasting leads to... + +[Master Druid Spellcasting](compendium/feats/master-druid-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 225* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-longevity.md b/compendium/feats/expert-longevity.md new file mode 100644 index 000000000..dba9e0097 --- /dev/null +++ b/compendium/feats/expert-longevity.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Expert Longevity"] +--- +# Expert Longevity *Feat 9* +[elf](rules/traits/elf.md) + +- **Prerequisites**: [Ancestral Longevity](compendium/feats/ancestral-longevity.md) + +You've continued to refine the knowledge and skills you've gained through your life. When you choose a skill in which to become trained with [Ancestral Longevity](compendium/feats/ancestral-longevity.md), you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your [Ancestral Longevity](compendium/feats/ancestral-longevity.md) expires. + +When the effects of [Ancestral Longevity](compendium/feats/ancestral-longevity.md) and [Expert Longevity](compendium/feats/expert-longevity.md) expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with [Ancestral Longevity](compendium/feats/ancestral-longevity.md) or make you an expert in the skill you chose with [Expert Longevity](compendium/feats/expert-longevity.md). + +## Expert Longevity leads to... + +[Universal Longevity](compendium/feats/universal-longevity.md) + +## Summary + +*Source: Core Rulebook p. 41* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/expert-sorcerer-spellcasting.md b/compendium/feats/expert-sorcerer-spellcasting.md new file mode 100644 index 000000000..274ced4b7 --- /dev/null +++ b/compendium/feats/expert-sorcerer-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Expert Sorcerer Spellcasting"] +--- +# Expert Sorcerer Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md); master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), depending on bloodline + +You gain the expert spellcasting benefits. + +## Expert Sorcerer Spellcasting leads to... + +[Master Sorcerer Spellcasting](compendium/feats/master-sorcerer-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 230* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/expert-wizard-spellcasting.md b/compendium/feats/expert-wizard-spellcasting.md new file mode 100644 index 000000000..84668c980 --- /dev/null +++ b/compendium/feats/expert-wizard-spellcasting.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Expert Wizard Spellcasting"] +--- +# Expert Wizard Spellcasting *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md), master in [Arcana](compendium/skills.md#Arcana) + +You gain the expert spellcasting benefits. + +## Expert Wizard Spellcasting leads to... + +[Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 231* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/exploitive-bomb.md b/compendium/feats/exploitive-bomb.md new file mode 100644 index 000000000..f75ebe3b5 --- /dev/null +++ b/compendium/feats/exploitive-bomb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/additive-2 +- trait/alchemist +aliases: ["Exploitive Bomb"] +--- +# Exploitive Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Frequency**: once per round +- **Trigger** You craft an alchemical bomb using [Quick Alchemy](rules/actions/quick-alchemy.md) that's at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +You mix a substance into the bomb to foil resistances. The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack. + +*Source: Core Rulebook p. 80* +%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/extend-armament-alignment.md b/compendium/feats/extend-armament-alignment.md similarity index 77% rename from Compendium/feats/extend-armament-alignment.md rename to compendium/feats/extend-armament-alignment.md index 437e4f6d6..27f6b80b7 100644 --- a/Compendium/feats/extend-armament-alignment.md +++ b/compendium/feats/extend-armament-alignment.md @@ -7,9 +7,9 @@ tags: aliases: ["Extend Armament Alignment"] --- # Extend Armament Alignment *Feat 14* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) -- **Prerequisites**: [Align Armament](align-armament.md) +- **Prerequisites**: [Align Armament](compendium/feats/align-armament.md) The alignment you impose on a weapon lasts much longer. The duration of Align Armament increases to 1 minute. diff --git a/compendium/feats/extend-elixir.md b/compendium/feats/extend-elixir.md new file mode 100644 index 000000000..1060436ed --- /dev/null +++ b/compendium/feats/extend-elixir.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Extend Elixir"] +--- +# Extend Elixir *Feat 12* +[alchemist](rules/traits/alchemist.md) + + +Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the [elixir](rules/traits/elixir.md) and [infused](rules/traits/infused.md) traits and a duration of 1 minute or longer, that elixir's duration is doubled. + +## Extend Elixir leads to... + +[Eternal Elixir](compendium/feats/eternal-elixir.md), [Persistent Mutagen](compendium/feats/persistent-mutagen.md) + +## Summary + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/familiar-sorcerer.md b/compendium/feats/familiar-sorcerer.md similarity index 87% rename from Compendium/feats/familiar-sorcerer.md rename to compendium/feats/familiar-sorcerer.md index 18f603224..d69aac308 100644 --- a/Compendium/feats/familiar-sorcerer.md +++ b/compendium/feats/familiar-sorcerer.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar (Sorcerer)"] --- # Familiar (Sorcerer) *Feat 1* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) An animal serves you and assists your spellcasting. You gain a familiar. diff --git a/Compendium/feats/familiar-wizard.md b/compendium/feats/familiar-wizard.md similarity index 89% rename from Compendium/feats/familiar-wizard.md rename to compendium/feats/familiar-wizard.md index 6a7c4c016..076a6c47e 100644 --- a/Compendium/feats/familiar-wizard.md +++ b/compendium/feats/familiar-wizard.md @@ -7,7 +7,7 @@ tags: aliases: ["Familiar (Wizard)"] --- # Familiar (Wizard) *Feat 1* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) You make a pact with creature that serves you and assists your spellcasting. You gain a familiar. diff --git a/compendium/feats/fantastic-leap.md b/compendium/feats/fantastic-leap.md new file mode 100644 index 000000000..0d48ce133 --- /dev/null +++ b/compendium/feats/fantastic-leap.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Fantastic Leap"] +--- +# Fantastic Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[rogue](rules/traits/rogue.md) + +- **Activity** Two-Action + +You launch yourself through the air at a foe. Attempt a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). If you attempt a [High Jump](rules/actions/high-jump.md), determine the distance you can travel using the scale of a [Long Jump](rules/actions/long-jump.md). At the end of your jump, you can make a melee [Strike](rules/actions/strike.md). + +After your [Strike](rules/actions/strike.md), you fall to the ground if you're in the air. If the distance of your fall is no more than the height of your jump, you take no damage and land upright. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/far-lobber.md b/compendium/feats/far-lobber.md similarity index 82% rename from Compendium/feats/far-lobber.md rename to compendium/feats/far-lobber.md index 1a0114010..359e9e996 100644 --- a/Compendium/feats/far-lobber.md +++ b/compendium/feats/far-lobber.md @@ -7,14 +7,14 @@ tags: aliases: ["Far Lobber"] --- # Far Lobber *Feat 1* -[alchemist](../../Rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md) You've learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet. ## Far Lobber leads to... -[Uncanny Bombs](uncanny-bombs.md) +[Uncanny Bombs](compendium/feats/uncanny-bombs.md) ## Summary diff --git a/Compendium/feats/far-shot.md b/compendium/feats/far-shot.md similarity index 82% rename from Compendium/feats/far-shot.md rename to compendium/feats/far-shot.md index 350b59bc3..237e52a1d 100644 --- a/Compendium/feats/far-shot.md +++ b/compendium/feats/far-shot.md @@ -7,14 +7,14 @@ tags: aliases: ["Far Shot"] --- # Far Shot *Feat 4* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) Your experience in the field has taught you how to focus your aim at a distance, increasing your accuracy. Double your weapons' range increments. ## Far Shot leads to... -[Legendary Shot](legendary-shot.md) +[Legendary Shot](compendium/feats/legendary-shot.md) ## Summary diff --git a/compendium/feats/fascinating-performance.md b/compendium/feats/fascinating-performance.md new file mode 100644 index 000000000..fc97ee200 --- /dev/null +++ b/compendium/feats/fascinating-performance.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Fascinating Performance"] +--- +# Fascinating Performance *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) + +When you [Perform](rules/actions/perform.md), compare your result to the Will DC of one observer. If you succeed, the target is [fascinated](rules/conditions.md#Fascinated) by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the [Perform](rules/actions/perform.md) action gains the [incapacitation](rules/traits/incapacitation.md) trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in [Performance](compendium/skills.md#Performance), you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time. + +## Fascinating Performance leads to... + +Focused Fascination + +## Summary + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/fast-channel.md b/compendium/feats/fast-channel.md new file mode 100644 index 000000000..f75b48c6a --- /dev/null +++ b/compendium/feats/fast-channel.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Fast Channel"] +--- +# Fast Channel *Feat 14* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: harmful font or healing font + +Divine power is always at your fingertips, swiftly responding to your call. When you cast [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) by spending 2 actions, you can get the effects of the 3-action version instead of the 2-action version. You can do this with harm if you have harmful font or heal if you have healing font (or both if you have [Versatile Font](compendium/feats/versatile-font.md)). + +*Source: Core Rulebook p. 125* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/fast-movement.md b/compendium/feats/fast-movement.md similarity index 88% rename from Compendium/feats/fast-movement.md rename to compendium/feats/fast-movement.md index 628961319..3b5c9a817 100644 --- a/Compendium/feats/fast-movement.md +++ b/compendium/feats/fast-movement.md @@ -7,7 +7,7 @@ tags: aliases: ["Fast Movement"] --- # Fast Movement *Feat 4* -[barbarian](../../Rules/traits/barbarian.md) +[barbarian](rules/traits/barbarian.md) Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed. diff --git a/compendium/feats/fast-recovery.md b/compendium/feats/fast-recovery.md new file mode 100644 index 000000000..0543c282a --- /dev/null +++ b/compendium/feats/fast-recovery.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Fast Recovery"] +--- +# Fast Recovery *Feat 1* +[general](rules/traits/general.md) + +- **Prerequisites**: Constitution 14 + +Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing [disease](rules/traits/disease.md) or [poison](rules/traits/poison.md), you reduce its stage by 2, or by 1 against a [virulent](rules/traits/virulent.md) disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your [drained](rules/conditions.md#Drained) condition by 2 when you rest for a night instead of by 1. + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/fatal-aria.md b/compendium/feats/fatal-aria.md new file mode 100644 index 000000000..c89572201 --- /dev/null +++ b/compendium/feats/fatal-aria.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Fatal Aria"] +--- +# Fatal Aria *Feat 20* +[bard](rules/traits/bard.md) + + +Your songs overwhelm the target with unbearable emotion, potentially striking them dead on the spot. You learn the [fatal aria](compendium/spells/fatal-aria.md) composition spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/favored-enemy.md b/compendium/feats/favored-enemy.md new file mode 100644 index 000000000..c02eb4ed0 --- /dev/null +++ b/compendium/feats/favored-enemy.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Favored Enemy"] +--- +# Favored Enemy *Feat 4* +[ranger](rules/traits/ranger.md) + + +You have studied a specific type of wild creature and can hunt it more easily. When you gain this feat, choose animals, beasts, dragons, or both fungi and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can [Hunt Prey](rules/actions/hunt-prey.md) as a free action, designating that enemy. + +You can use this free action even if you haven't identified the creature yet with [Recall Knowledge](rules/actions/recall-knowledge.md). The benefit doesn't apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/favored-terrain.md b/compendium/feats/favored-terrain.md similarity index 85% rename from Compendium/feats/favored-terrain.md rename to compendium/feats/favored-terrain.md index 5e3971ffb..5e1676416 100644 --- a/Compendium/feats/favored-terrain.md +++ b/compendium/feats/favored-terrain.md @@ -7,7 +7,7 @@ tags: aliases: ["Favored Terrain"] --- # Favored Terrain *Feat 2* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. @@ -15,16 +15,16 @@ You have studied a specific terrain to overcome its challenges. Choose aquatic, If you have the wild stride class feature, you gain a second benefit while in your favored terrain, depending on your choice. - **Aquatic** You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed. -- **Arctic** You need to eat and drink only one-tenth as much as usual, you aren't affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to [Balance](../../Rules/actions/balance.md). -- **Desert** You need to eat and drink only one-tenth as much as usual, you aren't affected by severe or extreme heat, and you can walk along sand at full Speed without needing to [Balance](../../Rules/actions/balance.md). +- **Arctic** You need to eat and drink only one-tenth as much as usual, you aren't affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to [Balance](rules/actions/balance.md). +- **Desert** You need to eat and drink only one-tenth as much as usual, you aren't affected by severe or extreme heat, and you can walk along sand at full Speed without needing to [Balance](rules/actions/balance.md). - **Forest, Mountain, or Underground** You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed. - **Plains** You gain a +10-foot status bonus to your land Speed. - **Sky** You gain a +10-foot status bonus to your fly Speed, if you have one -- **Swamp** You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to [Swim](../../Rules/actions/swim.md). +- **Swamp** You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to [Swim](rules/actions/swim.md). ## Favored Terrain leads to... -[Terrain Master](terrain-master.md) +[Terrain Master](compendium/feats/terrain-master.md) ## Summary diff --git a/compendium/feats/fearsome-brute.md b/compendium/feats/fearsome-brute.md new file mode 100644 index 000000000..89a03d203 --- /dev/null +++ b/compendium/feats/fearsome-brute.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Fearsome Brute"] +--- +# Fearsome Brute *Feat 10* +[fighter](rules/traits/fighter.md) + + +Fear makes your foes weak and more vulnerable to your attacks. You gain a circumstance bonus to damage rolls for [Strikes](rules/actions/strike.md) against [frightened](rules/conditions.md#Frightened) creatures. The bonus is equal to double the target's [frightened](rules/conditions.md#Frightened) value. If you have master proficiency in [Intimidation](compendium/skills.md#Intimidation), increase the bonus to triple the target's [frightened](rules/conditions.md#Frightened) value. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/feather-step.md b/compendium/feats/feather-step.md new file mode 100644 index 000000000..5d1fcb654 --- /dev/null +++ b/compendium/feats/feather-step.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Feather Step"] +--- +# Feather Step *Feat 1* +[general](rules/traits/general.md) + +- **Prerequisites**: Dexterity 14 + +You step carefully and quickly. You can [Step](rules/actions/step.md) into difficult terrain. + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/feats.md b/compendium/feats/feats.md new file mode 100644 index 000000000..346c701b0 --- /dev/null +++ b/compendium/feats/feats.md @@ -0,0 +1,872 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Feats + +- [Abundant Step, *Feat 6*](abundant-step.md) +- [Acute Scent, *Feat 2*](acute-scent.md) +- [Acute Vision, *Feat 1*](acute-vision.md) +- [Adapted Cantrip, *Feat 1*](adapted-cantrip.md) +- [Adaptive Adept, *Feat 5*](adaptive-adept.md) +- [Additional Lore, *Feat 1*](additional-lore.md) +- [Adopted Ancestry, *Feat 1*](adopted-ancestry.md) +- [Advanced Arcana, *Feat 6*](advanced-arcana.md) +- [Advanced Blood Potency, *Feat 6*](advanced-blood-potency.md) +- [Advanced Bloodline, *Feat 6*](advanced-bloodline.md) +- [Advanced Concoction, *Feat 6*](advanced-concoction.md) +- [Advanced Deity's Domain, *Feat 8*](advanced-deitys-domain.md) +- [Advanced Devotion, *Feat 6*](advanced-devotion.md) +- [Advanced Dogma, *Feat 6*](advanced-dogma.md) +- [Advanced Domain, *Feat 8*](advanced-domain.md) +- [Advanced Fury, *Feat 6*](advanced-fury.md) +- [Advanced Hunter's Trick, *Feat 6*](advanced-hunters-trick.md) +- [Advanced Kata, *Feat 6*](advanced-kata.md) +- [Advanced Maneuver, *Feat 6*](advanced-maneuver.md) +- [Advanced Muse's Whispers, *Feat 6*](advanced-muses-whispers.md) +- [Advanced School Spell, *Feat 8*](advanced-school-spell.md) +- [Advanced Trickery, *Feat 6*](advanced-trickery.md) +- [Advanced Weapon Training, *Feat 6*](advanced-weapon-training.md) +- [Advanced Wilding, *Feat 6*](advanced-wilding.md) +- [Advantageous Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](advantageous-assault.md) +- [Affliction Mercy, *Feat 12*](affliction-mercy.md) +- [Ageless Patience, *Feat 5*](ageless-patience.md) +- [Aggressive Block [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](aggressive-block.md) +- [Agile Grace, *Feat 10*](agile-grace.md) +- [Alchemical Crafting, *Feat 1*](alchemical-crafting.md) +- [Alchemical Familiar, *Feat 1*](alchemical-familiar.md) +- [Alchemical Savant, *Feat 1*](alchemical-savant.md) +- [Alchemist Dedication, *Feat 2*](alchemist-dedication.md) +- [Align Armament [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](align-armament.md) +- [Allegro, *Feat 14*](allegro.md) +- [Ancestral Longevity, *Feat 1*](ancestral-longevity.md) +- [Ancestral Paragon, *Feat 3*](ancestral-paragon.md) +- [Anchoring Aura, *Feat 14*](anchoring-aura.md) +- [Animal Accomplice, *Feat 1*](animal-accomplice.md) +- [Animal Companion (Druid), *Feat 1*](animal-companion-druid.md) +- [Animal Companion (Ranger), *Feat 1*](animal-companion-ranger.md) +- [Animal Elocutionist, *Feat 5*](animal-elocutionist.md) +- [Animal Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](animal-rage.md) +- [Animal Skin, *Feat 6*](animal-skin.md) +- [Arcane Breadth, *Feat 8*](arcane-breadth.md) +- [Arcane Evolution, *Feat 4*](arcane-evolution.md) +- [Arcane School Spell, *Feat 4*](arcane-school-spell.md) +- [Arcane Sense, *Feat 1*](arcane-sense.md) +- [Archwizard's Might, *Feat 20*](archwizards-might.md) +- [Armor Proficiency, *Feat 1*](armor-proficiency.md) +- [Arrow Snatching, *Feat 8*](arrow-snatching.md) +- [Assisting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](assisting-shot.md) +- [Assurance, *Feat 1*](assurance.md) +- [Attack Of Opportunity (Barbarian) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-barbarian.md) +- [Attack Of Opportunity (Champion) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](attack-of-opportunity-champion.md) +- [Aura Of Courage, *Feat 4*](aura-of-courage.md) +- [Aura Of Faith, *Feat 12*](aura-of-faith.md) +- [Aura Of Life, *Feat 14*](aura-of-life.md) +- [Aura Of Righteousness, *Feat 14*](aura-of-righteousness.md) +- [Aura Of Vengeance, *Feat 14*](aura-of-vengeance.md) +- [Auspicious Mount, *Feat 16*](auspicious-mount.md) +- [Automatic Knowledge, *Feat 2*](automatic-knowledge.md) +- [Avatar's Audience, *Feat 20*](avatars-audience.md) +- [Awesome Blow, *Feat 14*](awesome-blow.md) +- [Barbarian Dedication, *Feat 2*](barbarian-dedication.md) +- [Barbarian Resiliency, *Feat 4*](barbarian-resiliency.md) +- [Bard Dedication, *Feat 2*](bard-dedication.md) +- [Bardic Lore, *Feat 1*](bardic-lore.md) +- [Bargain Hunter, *Feat 1*](bargain-hunter.md) +- [Basic Arcana, *Feat 4*](basic-arcana.md) +- [Basic Bard Spellcasting, *Feat 4*](basic-bard-spellcasting.md) +- [Basic Blood Potency, *Feat 4*](basic-blood-potency.md) +- [Basic Bloodline Spell, *Feat 4*](basic-bloodline-spell.md) +- [Basic Cleric Spellcasting, *Feat 4*](basic-cleric-spellcasting.md) +- [Basic Concoction, *Feat 4*](basic-concoction.md) +- [Basic Devotion, *Feat 4*](basic-devotion.md) +- [Basic Dogma, *Feat 4*](basic-dogma.md) +- [Basic Druid Spellcasting, *Feat 4*](basic-druid-spellcasting.md) +- [Basic Fury, *Feat 4*](basic-fury.md) +- [Basic Hunter's Trick, *Feat 4*](basic-hunters-trick.md) +- [Basic Kata, *Feat 4*](basic-kata.md) +- [Basic Maneuver, *Feat 4*](basic-maneuver.md) +- [Basic Muse's Whispers, *Feat 4*](basic-muses-whispers.md) +- [Basic Sorcerer Spellcasting, *Feat 4*](basic-sorcerer-spellcasting.md) +- [Basic Trickery, *Feat 4*](basic-trickery.md) +- [Basic Wilding, *Feat 4*](basic-wilding.md) +- [Basic Wizard Spellcasting, *Feat 4*](basic-wizard-spellcasting.md) +- [Battle Assessment [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](battle-assessment.md) +- [Battle Cry, *Feat 7*](battle-cry.md) +- [Battle Medicine [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](battle-medicine.md) +- [Bespell Weapon (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-sorcerer.md) +- [Bespell Weapon (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](bespell-weapon-wizard.md) +- [Bizarre Magic, *Feat 7*](bizarre-magic.md) +- [Blade Of Justice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](blade-of-justice.md) +- [Blank Slate, *Feat 16*](blank-slate.md) +- [Blind-fight (Fighter), *Feat 8*](blind-fight-fighter.md) +- [Blind-fight (Ranger), *Feat 8*](blind-fight-ranger.md) +- [Blind-fight (Rogue), *Feat 8*](blind-fight-rogue.md) +- [Bloodline Breadth, *Feat 8*](bloodline-breadth.md) +- [Bloodline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](bloodline-conduit.md) +- [Bloodline Focus, *Feat 12*](bloodline-focus.md) +- [Bloodline Perfection, *Feat 20*](bloodline-perfection.md) +- [Bloodline Resistance, *Feat 8*](bloodline-resistance.md) +- [Bloodline Wellspring, *Feat 18*](bloodline-wellspring.md) +- [Bond Conservation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](bond-conservation.md) +- [Bonded Animal, *Feat 2*](bonded-animal.md) +- [Bonded Focus, *Feat 14*](bonded-focus.md) +- [Boulder Roll [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 5*](boulder-roll.md) +- [Boundless Reprisals, *Feat 20*](boundless-reprisals.md) +- [Brawling Focus, *Feat 2*](brawling-focus.md) +- [Breath Control, *Feat 1*](breath-control.md) +- [Brutal Beating, *Feat 2*](brutal-beating.md) +- [Brutal Bully, *Feat 6*](brutal-bully.md) +- [Brutal Critical, *Feat 18*](brutal-critical.md) +- [Brutal Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](brutal-finish.md) +- [Brutish Shove [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](brutish-shove.md) +- [Burn It!, *Feat 1*](burn-it.md) +- [Burrow Elocutionist, *Feat 1*](burrow-elocutionist.md) +- [Calculated Splash, *Feat 4*](calculated-splash.md) +- [Call Of The Wild, *Feat 2*](call-of-the-wild.md) +- [Camouflage, *Feat 10*](camouflage.md) +- [Canny Acumen, *Feat 1*](canny-acumen.md) +- [Cantrip Expansion (Bard), *Feat 2*](cantrip-expansion-bard.md) +- [Cantrip Expansion (Cleric), *Feat 2*](cantrip-expansion-cleric.md) +- [Cantrip Expansion (Sorcerer), *Feat 2*](cantrip-expansion-sorcerer.md) +- [Cantrip Expansion (Wizard), *Feat 2*](cantrip-expansion-wizard.md) +- [Cast Down [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](cast-down.md) +- [Castigating Weapon, *Feat 10*](castigating-weapon.md) +- [Cat Fall, *Feat 1*](cat-fall.md) +- [Cave Climber, *Feat 9*](cave-climber.md) +- [Ceaseless Shadows, *Feat 13*](ceaseless-shadows.md) +- [Celestial Form, *Feat 18*](celestial-form.md) +- [Celestial Mount, *Feat 20*](celestial-mount.md) +- [Certain Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](certain-strike.md) +- [Champion Dedication, *Feat 2*](champion-dedication.md) +- [Champion Resiliency, *Feat 4*](champion-resiliency.md) +- [Champion's Reaction, *Feat 6*](champions-reaction.md) +- [Champion's Sacrifice, *Feat 12*](champions-sacrifice.md) +- [Channel Smite [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](channel-smite.md) +- [Channeled Succor, *Feat 8*](channeled-succor.md) +- [Charming Liar, *Feat 1*](charming-liar.md) +- [City Scavenger, *Feat 1*](city-scavenger.md) +- [Cleave [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](cleave.md) +- [Cleric Dedication, *Feat 2*](cleric-dedication.md) +- [Clever Counterspell, *Feat 12*](clever-counterspell.md) +- [Clever Improviser, *Feat 5*](clever-improviser.md) +- [Cloud Jump, *Feat 15*](cloud-jump.md) +- [Cloud Step, *Feat 16*](cloud-step.md) +- [Cognitive Loophole [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 16*](cognitive-loophole.md) +- [Collateral Thrash, *Feat 16*](collateral-thrash.md) +- [Combat Climber, *Feat 1*](combat-climber.md) +- [Combat Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](combat-grab.md) +- [Combat Reflexes, *Feat 10*](combat-reflexes.md) +- [Combine Elixirs [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](combine-elixirs.md) +- [Come And Get Me [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](come-and-get-me.md) +- [Command Undead [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](command-undead.md) +- [Communal Healing, *Feat 2*](communal-healing.md) +- [Companion's Cry, *Feat 4*](companions-cry.md) +- [Conceal Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](conceal-spell.md) +- [Confabulator, *Feat 2*](confabulator.md) +- [Connections, *Feat 2*](connections.md) +- [Contagious Rage, *Feat 20*](contagious-rage.md) +- [Continual Recovery, *Feat 2*](continual-recovery.md) +- [Cooperative Nature, *Feat 1*](cooperative-nature.md) +- [Cooperative Soul, *Feat 9*](cooperative-soul.md) +- [Counter Perform, *Feat 6*](counter-perform.md) +- [Counterspell (Sorcerer) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-sorcerer.md) +- [Counterspell (Wizard) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](counterspell-wizard.md) +- [Courtly Graces, *Feat 1*](courtly-graces.md) +- [Craft Anything, *Feat 15*](craft-anything.md) +- [Craft Philosopher's Stone, *Feat 20*](craft-philosophers-stone.md) +- [Crane Flutter [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](crane-flutter.md) +- [Crane Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](crane-stance.md) +- [Cremate Undead, *Feat 8*](cremate-undead.md) +- [Critical Debilitation, *Feat 12*](critical-debilitation.md) +- [Crossblooded Evolution, *Feat 8*](crossblooded-evolution.md) +- [Crossbow Ace, *Feat 1*](crossbow-ace.md) +- [Crushing Grab, *Feat 2*](crushing-grab.md) +- [Cultural Adaptability, *Feat 5*](cultural-adaptability.md) +- [Dancing Leaf, *Feat 2*](dancing-leaf.md) +- [Dangerous Sorcery, *Feat 1*](dangerous-sorcery.md) +- [Deadly Aim [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](deadly-aim.md) +- [Deadly Simplicity, *Feat 1*](deadly-simplicity.md) +- [Debilitating Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](debilitating-bomb.md) +- [Debilitating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](debilitating-shot.md) +- [Deep Lore, *Feat 18*](deep-lore.md) +- [Defensive Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](defensive-recovery.md) +- [Defensive Roll [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](defensive-roll.md) +- [Deflect Arrow [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](deflect-arrow.md) +- [Deity's Domain, *Feat 1*](deitys-domain.md) +- [Deity's Protection, *Feat 14*](deitys-protection.md) +- [Delay Trap [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](delay-trap.md) +- [Desperate Finisher [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](desperate-finisher.md) +- [Determination [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](determination.md) +- [Devoted Focus, *Feat 10*](devoted-focus.md) +- [Diamond Fists, *Feat 18*](diamond-fists.md) +- [Diamond Soul, *Feat 12*](diamond-soul.md) +- [Diehard, *Feat 1*](diehard.md) +- [Directed Channel, *Feat 4*](directed-channel.md) +- [Directional Bombs, *Feat 6*](directional-bombs.md) +- [Dirge Of Doom, *Feat 6*](dirge-of-doom.md) +- [Disarming Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](disarming-stance.md) +- [Disarming Twist [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](disarming-twist.md) +- [Dispelling Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](dispelling-slice.md) +- [Disrupt Ki [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](disrupt-ki.md) +- [Disrupt Prey [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](disrupt-prey.md) +- [Disruptive Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](disruptive-stance.md) +- [Distracting Feint, *Feat 2*](distracting-feint.md) +- [Distracting Shadows, *Feat 1*](distracting-shadows.md) +- [Distracting Shot, *Feat 12*](distracting-shot.md) +- [Diverse Armor Expert, *Feat 14*](diverse-armor-expert.md) +- [Diverse Weapon Expert, *Feat 12*](diverse-weapon-expert.md) +- [Divine Ally, *Feat 6*](divine-ally.md) +- [Divine Breadth, *Feat 8*](divine-breadth.md) +- [Divine Evolution, *Feat 4*](divine-evolution.md) +- [Divine Grace [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](divine-grace.md) +- [Divine Guidance, *Feat 15*](divine-guidance.md) +- [Divine Health, *Feat 4*](divine-health.md) +- [Divine Reflexes, *Feat 14*](divine-reflexes.md) +- [Divine Wall, *Feat 12*](divine-wall.md) +- [Divine Weapon [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 6*](divine-weapon.md) +- [Domain Focus, *Feat 12*](domain-focus.md) +- [Domain Initiate, *Feat 1*](domain-initiate.md) +- [Domain Wellspring, *Feat 18*](domain-wellspring.md) +- [Double Prey, *Feat 12*](double-prey.md) +- [Double Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](double-shot.md) +- [Double Slice [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](double-slice.md) +- [Dragon Roar [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](dragon-roar.md) +- [Dragon Shape, *Feat 12*](dragon-shape.md) +- [Dragon Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](dragon-stance.md) +- [Dragon Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](dragon-transformation.md) +- [Dragon's Rage Breath [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](dragons-rage-breath.md) +- [Dragon's Rage Wings [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](dragons-rage-wings.md) +- [Dragonslayer Oath, *Feat 2*](dragonslayer-oath.md) +- [Dread Striker, *Feat 4*](dread-striker.md) +- [Druid Dedication, *Feat 2*](druid-dedication.md) +- [Dual-handed Assault [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](dual-handed-assault.md) +- [Dubious Knowledge, *Feat 1*](dubious-knowledge.md) +- [Dueling Dance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](dueling-dance.md) +- [Dueling Parry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](dueling-parry.md) +- [Dueling Riposte [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](dueling-riposte.md) +- [Dwarven Lore, *Feat 1*](dwarven-lore.md) +- [Dwarven Weapon Cunning, *Feat 5*](dwarven-weapon-cunning.md) +- [Dwarven Weapon Expertise, *Feat 13*](dwarven-weapon-expertise.md) +- [Dwarven Weapon Familiarity, *Feat 1*](dwarven-weapon-familiarity.md) +- [Echoing Channel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 18*](echoing-channel.md) +- [Eclectic Polymath, *Feat 12*](eclectic-polymath.md) +- [Eclectic Skill, *Feat 8*](eclectic-skill.md) +- [Efficient Alchemy, *Feat 4*](efficient-alchemy.md) +- [Effortless Concentration (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-bard.md) +- [Effortless Concentration (Druid) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-druid.md) +- [Effortless Concentration (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-sorcerer.md) +- [Effortless Concentration (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](effortless-concentration-wizard.md) +- [Elastic Mutagen, *Feat 10*](elastic-mutagen.md) +- [Elemental Fist, *Feat 2*](elemental-fist.md) +- [Elemental Shape, *Feat 10*](elemental-shape.md) +- [Elf Atavism, *Feat 1*](elf-atavism.md) +- [Elf Step [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 9*](elf-step.md) +- [Elven Lore, *Feat 1*](elven-lore.md) +- [Elven Weapon Elegance, *Feat 5*](elven-weapon-elegance.md) +- [Elven Weapon Expertise, *Feat 13*](elven-weapon-expertise.md) +- [Elven Weapon Familiarity, *Feat 1*](elven-weapon-familiarity.md) +- [Emblazon Antimagic, *Feat 12*](emblazon-antimagic.md) +- [Emblazon Armament, *Feat 2*](emblazon-armament.md) +- [Emblazon Energy, *Feat 8*](emblazon-energy.md) +- [Empty Body, *Feat 18*](empty-body.md) +- [Enduring Alchemy, *Feat 4*](enduring-alchemy.md) +- [Enduring Quickness, *Feat 20*](enduring-quickness.md) +- [Energized Font [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 5*](energized-font.md) +- [Enhanced Familiar (Druid), *Feat 2*](enhanced-familiar-druid.md) +- [Enhanced Familiar (Sorcerer), *Feat 2*](enhanced-familiar-sorcerer.md) +- [Enhanced Familiar (Wizard), *Feat 2*](enhanced-familiar-wizard.md) +- [Enlightened Presence, *Feat 16*](enlightened-presence.md) +- [Eschew Materials, *Feat 1*](eschew-materials.md) +- [Esoteric Polymath, *Feat 2*](esoteric-polymath.md) +- [Eternal Bane, *Feat 16*](eternal-bane.md) +- [Eternal Blessing, *Feat 16*](eternal-blessing.md) +- [Eternal Composition, *Feat 18*](eternal-composition.md) +- [Eternal Elixir, *Feat 16*](eternal-elixir.md) +- [Evasiveness, *Feat 12*](evasiveness.md) +- [Exacting Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](exacting-strike.md) +- [Expanded Splash, *Feat 10*](expanded-splash.md) +- [Expeditious Search, *Feat 7*](expeditious-search.md) +- [Experienced Professional, *Feat 1*](experienced-professional.md) +- [Experienced Smuggler, *Feat 1*](experienced-smuggler.md) +- [Experienced Tracker, *Feat 1*](experienced-tracker.md) +- [Expert Alchemy, *Feat 6*](expert-alchemy.md) +- [Expert Bard Spellcasting, *Feat 12*](expert-bard-spellcasting.md) +- [Expert Cleric Spellcasting, *Feat 12*](expert-cleric-spellcasting.md) +- [Expert Druid Spellcasting, *Feat 12*](expert-druid-spellcasting.md) +- [Expert Longevity, *Feat 9*](expert-longevity.md) +- [Expert Sorcerer Spellcasting, *Feat 12*](expert-sorcerer-spellcasting.md) +- [Expert Wizard Spellcasting, *Feat 12*](expert-wizard-spellcasting.md) +- [Exploitive Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](exploitive-bomb.md) +- [Extend Armament Alignment, *Feat 14*](extend-armament-alignment.md) +- [Extend Elixir, *Feat 12*](extend-elixir.md) +- [Familiar (Sorcerer), *Feat 1*](familiar-sorcerer.md) +- [Familiar (Wizard), *Feat 1*](familiar-wizard.md) +- [Fantastic Leap [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](fantastic-leap.md) +- [Far Lobber, *Feat 1*](far-lobber.md) +- [Far Shot, *Feat 4*](far-shot.md) +- [Fascinating Performance, *Feat 1*](fascinating-performance.md) +- [Fast Channel, *Feat 14*](fast-channel.md) +- [Fast Movement, *Feat 4*](fast-movement.md) +- [Fast Recovery, *Feat 1*](fast-recovery.md) +- [Fatal Aria, *Feat 20*](fatal-aria.md) +- [Favored Enemy, *Feat 4*](favored-enemy.md) +- [Favored Terrain, *Feat 2*](favored-terrain.md) +- [Fearsome Brute, *Feat 10*](fearsome-brute.md) +- [Feather Step, *Feat 1*](feather-step.md) +- [Felling Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 12*](felling-shot.md) +- [Felling Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](felling-strike.md) +- [Feral Mutagen, *Feat 8*](feral-mutagen.md) +- [Ferocious Shape, *Feat 8*](ferocious-shape.md) +- [Fey Caller, *Feat 8*](fey-caller.md) +- [Fey Fellowship, *Feat 1*](fey-fellowship.md) +- [Fiendsbane Oath, *Feat 2*](fiendsbane-oath.md) +- [Fighter Dedication, *Feat 2*](fighter-dedication.md) +- [Fighter Resiliency, *Feat 4*](fighter-resiliency.md) +- [First World Adept, *Feat 9*](first-world-adept.md) +- [First World Magic, *Feat 1*](first-world-magic.md) +- [Fleet, *Feat 1*](fleet.md) +- [Flinging Shove, *Feat 12*](flinging-shove.md) +- [Flurry Of Maneuvers, *Feat 4*](flurry-of-maneuvers.md) +- [Flying Kick [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](flying-kick.md) +- [Foil Senses, *Feat 7*](foil-senses.md) +- [Forager, *Feat 1*](forager.md) +- [Forlorn, *Feat 1*](forlorn.md) +- [Form Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](form-control.md) +- [Furious Bully, *Feat 8*](furious-bully.md) +- [Furious Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](furious-finish.md) +- [Furious Focus, *Feat 6*](furious-focus.md) +- [Furious Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](furious-grab.md) +- [Furious Sprint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](furious-sprint.md) +- [Fuse Stance, *Feat 20*](fuse-stance.md) +- [Gang Up, *Feat 6*](gang-up.md) +- [General Training, *Feat 1*](general-training.md) +- [Genius Mutagen, *Feat 16*](genius-mutagen.md) +- [Giant's Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](giants-lunge.md) +- [Giant's Stature [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](giants-stature.md) +- [Glad-hand, *Feat 2*](glad-hand.md) +- [Glib Mutagen, *Feat 14*](glib-mutagen.md) +- [Gnome Obsession, *Feat 1*](gnome-obsession.md) +- [Gnome Weapon Expertise, *Feat 13*](gnome-weapon-expertise.md) +- [Gnome Weapon Familiarity, *Feat 1*](gnome-weapon-familiarity.md) +- [Gnome Weapon Innovator, *Feat 5*](gnome-weapon-innovator.md) +- [Goblin Lore, *Feat 1*](goblin-lore.md) +- [Goblin Scuttle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](goblin-scuttle.md) +- [Goblin Song [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](goblin-song.md) +- [Goblin Weapon Expertise, *Feat 13*](goblin-weapon-expertise.md) +- [Goblin Weapon Familiarity, *Feat 1*](goblin-weapon-familiarity.md) +- [Goblin Weapon Frenzy, *Feat 5*](goblin-weapon-frenzy.md) +- [Graceful Poise [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](graceful-poise.md) +- [Great Cleave, *Feat 10*](great-cleave.md) +- [Greater Bloodline, *Feat 10*](greater-bloodline.md) +- [Greater Crossblooded Evolution, *Feat 18*](greater-crossblooded-evolution.md) +- [Greater Debilitating Bomb, *Feat 10*](greater-debilitating-bomb.md) +- [Greater Distracting Shot, *Feat 16*](greater-distracting-shot.md) +- [Greater Mental Evolution, *Feat 16*](greater-mental-evolution.md) +- [Greater Merciful Elixir, *Feat 14*](greater-merciful-elixir.md) +- [Greater Mercy, *Feat 8*](greater-mercy.md) +- [Greater Vital Evolution, *Feat 16*](greater-vital-evolution.md) +- [Green Empathy, *Feat 6*](green-empathy.md) +- [Green Tongue, *Feat 12*](green-tongue.md) +- [Group Coercion, *Feat 1*](group-coercion.md) +- [Group Impression, *Feat 1*](group-impression.md) +- [Guarded Movement, *Feat 4*](guarded-movement.md) +- [Guardian's Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](guardians-deflection.md) +- [Guiding Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](guiding-finish.md) +- [Guiding Luck, *Feat 9*](guiding-luck.md) +- [Guiding Riposte, *Feat 14*](guiding-riposte.md) +- [Halfling Lore, *Feat 1*](halfling-lore.md) +- [Halfling Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 1*](halfling-luck.md) +- [Halfling Weapon Expertise, *Feat 13*](halfling-weapon-expertise.md) +- [Halfling Weapon Familiarity, *Feat 1*](halfling-weapon-familiarity.md) +- [Halfling Weapon Trickster, *Feat 5*](halfling-weapon-trickster.md) +- [Hand Of The Apprentice, *Feat 1*](hand-of-the-apprentice.md) +- [Harming Hands, *Feat 1*](harming-hands.md) +- [Harmonize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](harmonize.md) +- [Haughty Obstinacy, *Feat 1*](haughty-obstinacy.md) +- [Hazard Finder, *Feat 8*](hazard-finder.md) +- [Heal Mount, *Feat 8*](heal-mount.md) +- [Healing Hands, *Feat 1*](healing-hands.md) +- [Healing Touch, *Feat 4*](healing-touch.md) +- [Healing Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](healing-transformation.md) +- [Hefty Hauler, *Feat 1*](hefty-hauler.md) +- [Heroic Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](heroic-recovery.md) +- [Hidden Paragon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](hidden-paragon.md) +- [Hierophant's Power, *Feat 20*](hierophants-power.md) +- [Hobnobber, *Feat 1*](hobnobber.md) +- [Holy Castigation, *Feat 1*](holy-castigation.md) +- [House Of Imaginary Walls, *Feat 10*](house-of-imaginary-walls.md) +- [Hunted Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](hunted-shot.md) +- [Hunter's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](hunters-aim.md) +- [Illusion Sense, *Feat 1*](illusion-sense.md) +- [Impaling Briars, *Feat 16*](impaling-briars.md) +- [Impeccable Crafting, *Feat 7*](impeccable-crafting.md) +- [Implausible Infiltration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](implausible-infiltration.md) +- [Imposing Destrier, *Feat 10*](imposing-destrier.md) +- [Impossible Flurry [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-flurry.md) +- [Impossible Polymath, *Feat 18*](impossible-polymath.md) +- [Impossible Striker, *Feat 20*](impossible-striker.md) +- [Impossible Technique [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](impossible-technique.md) +- [Impossible Volley (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-volley-fighter.md) +- [Impossible Volley (Ranger) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](impossible-volley-ranger.md) +- [Impressive Performance, *Feat 1*](impressive-performance.md) +- [Improbable Elixirs, *Feat 18*](improbable-elixirs.md) +- [Improved Command Undead, *Feat 10*](improved-command-undead.md) +- [Improved Communal Healing, *Feat 4*](improved-communal-healing.md) +- [Improved Dueling Riposte, *Feat 12*](improved-dueling-riposte.md) +- [Improved Knockback, *Feat 12*](improved-knockback.md) +- [Improved Knockdown, *Feat 10*](improved-knockdown.md) +- [Improved Poison Weapon, *Feat 8*](improved-poison-weapon.md) +- [Improved Reflexive Shield, *Feat 16*](improved-reflexive-shield.md) +- [Improved Swift Banishment, *Feat 18*](improved-swift-banishment.md) +- [Improved Twin Riposte (Fighter), *Feat 14*](improved-twin-riposte-fighter.md) +- [Improved Twin Riposte (Ranger), *Feat 16*](improved-twin-riposte-ranger.md) +- [Incredible Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](incredible-aim.md) +- [Incredible Companion (Druid), *Feat 8*](incredible-companion-druid.md) +- [Incredible Companion (Ranger), *Feat 10*](incredible-companion-ranger.md) +- [Incredible Ferocity, *Feat 13*](incredible-ferocity.md) +- [Incredible Improvisation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 9*](incredible-improvisation.md) +- [Incredible Initiative, *Feat 1*](incredible-initiative.md) +- [Incredible Investiture, *Feat 11*](incredible-investiture.md) +- [Incredible Ricochet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](incredible-ricochet.md) +- [Infinite Possibilities, *Feat 18*](infinite-possibilities.md) +- [Insect Shape, *Feat 6*](insect-shape.md) +- [Inspirational Focus, *Feat 12*](inspirational-focus.md) +- [Inspirational Performance, *Feat 8*](inspirational-performance.md) +- [Inspire Competence, *Feat 2*](inspire-competence.md) +- [Inspire Defense, *Feat 4*](inspire-defense.md) +- [Inspire Heroics, *Feat 8*](inspire-heroics.md) +- [Inspire Imitation, *Feat 5*](inspire-imitation.md) +- [Instant Opening [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](instant-opening.md) +- [Instinct Ability, *Feat 6*](instinct-ability.md) +- [Instrument Of Zeal, *Feat 16*](instrument-of-zeal.md) +- [Interweave Dispel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](interweave-dispel.md) +- [Intimidating Glare, *Feat 1*](intimidating-glare.md) +- [Intimidating Prowess, *Feat 2*](intimidating-prowess.md) +- [Intimidating Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 2*](intimidating-strike.md) +- [Inventor, *Feat 7*](inventor.md) +- [Invincible Mutagen, *Feat 12*](invincible-mutagen.md) +- [Invoke Disaster, *Feat 18*](invoke-disaster.md) +- [Ironblood Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](ironblood-stance.md) +- [Ironblood Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](ironblood-surge.md) +- [Irrepressible, *Feat 9*](irrepressible.md) +- [Juggernaut's Fortitude, *Feat 12*](juggernauts-fortitude.md) +- [Junk Tinker, *Feat 1*](junk-tinker.md) +- [Ki Blast, *Feat 6*](ki-blast.md) +- [Ki Rush, *Feat 1*](ki-rush.md) +- [Ki Strike, *Feat 1*](ki-strike.md) +- [Kip Up [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 7*](kip-up.md) +- [Knockback Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](knockback-strike.md) +- [Knockback [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](knockback.md) +- [Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](knockdown.md) +- [Know-it-all, *Feat 8*](know-it-all.md) +- [Lasting Coercion, *Feat 2*](lasting-coercion.md) +- [Lasting Doubt, *Feat 12*](lasting-doubt.md) +- [Leave An Opening, *Feat 14*](leave-an-opening.md) +- [Legendary Codebreaker, *Feat 15*](legendary-codebreaker.md) +- [Legendary Linguist, *Feat 15*](legendary-linguist.md) +- [Legendary Medic, *Feat 15*](legendary-medic.md) +- [Legendary Monster Hunter, *Feat 16*](legendary-monster-hunter.md) +- [Legendary Negotiation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 15*](legendary-negotiation.md) +- [Legendary Performer, *Feat 15*](legendary-performer.md) +- [Legendary Professional, *Feat 15*](legendary-professional.md) +- [Legendary Shot, *Feat 20*](legendary-shot.md) +- [Legendary Sneak, *Feat 15*](legendary-sneak.md) +- [Legendary Survivalist, *Feat 15*](legendary-survivalist.md) +- [Legendary Thief, *Feat 15*](legendary-thief.md) +- [Lengthy Diversion, *Feat 1*](lengthy-diversion.md) +- [Leshy Familiar, *Feat 1*](leshy-familiar.md) +- [Leyline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](leyline-conduit.md) +- [Liberating Stride, *Feat 12*](liberating-stride.md) +- [Lie To Me, *Feat 1*](lie-to-me.md) +- [Light Step, *Feat 6*](light-step.md) +- [Lightning Snares, *Feat 12*](lightning-snares.md) +- [Lingering Composition, *Feat 1*](lingering-composition.md) +- [Linked Focus, *Feat 4*](linked-focus.md) +- [Litany Against Sloth, *Feat 10*](litany-against-sloth.md) +- [Litany Against Wrath, *Feat 6*](litany-against-wrath.md) +- [Litany Of Righteousness, *Feat 14*](litany-of-righteousness.md) +- [Loremaster's Etude, *Feat 2*](loremasters-etude.md) +- [Loyal Warhorse, *Feat 6*](loyal-warhorse.md) +- [Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](lunge.md) +- [Lunging Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](lunging-stance.md) +- [Magic Sense (Sorcerer), *Feat 12*](magic-sense-sorcerer.md) +- [Magic Sense (Wizard), *Feat 12*](magic-sense-wizard.md) +- [Magical Crafting, *Feat 2*](magical-crafting.md) +- [Magical Shorthand, *Feat 2*](magical-shorthand.md) +- [Magical Trickster, *Feat 4*](magical-trickster.md) +- [Maker Of Miracles, *Feat 20*](maker-of-miracles.md) +- [Manifold Edge, *Feat 18*](manifold-edge.md) +- [Master Alchemy, *Feat 12*](master-alchemy.md) +- [Master Bard Spellcasting, *Feat 18*](master-bard-spellcasting.md) +- [Master Cleric Spellcasting, *Feat 18*](master-cleric-spellcasting.md) +- [Master Druid Spellcasting, *Feat 18*](master-druid-spellcasting.md) +- [Master Monster Hunter, *Feat 10*](master-monster-hunter.md) +- [Master Of Many Styles [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](master-of-many-styles.md) +- [Master Sorcerer Spellcasting, *Feat 18*](master-sorcerer-spellcasting.md) +- [Master Spotter, *Feat 12*](master-spotter.md) +- [Master Wizard Spellcasting, *Feat 18*](master-wizard-spellcasting.md) +- [Masterful Companion, *Feat 18*](masterful-companion.md) +- [Mature Animal Companion (Druid), *Feat 4*](mature-animal-companion-druid.md) +- [Mature Animal Companion (Ranger), *Feat 6*](mature-animal-companion-ranger.md) +- [Meditative Focus, *Feat 12*](meditative-focus.md) +- [Meditative Wellspring, *Feat 18*](meditative-wellspring.md) +- [Mega Bomb [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](mega-bomb.md) +- [Melodious Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](melodious-spell.md) +- [Merciful Elixir [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](merciful-elixir.md) +- [Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](mercy.md) +- [Metamagic Channel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 20*](metamagic-channel.md) +- [Metamagic Mastery (Sorcerer), *Feat 20*](metamagic-mastery-sorcerer.md) +- [Metamagic Mastery (Wizard), *Feat 20*](metamagic-mastery-wizard.md) +- [Mindblank Mutagen, *Feat 18*](mindblank-mutagen.md) +- [Minor Magic, *Feat 2*](minor-magic.md) +- [Miracle Worker, *Feat 18*](miracle-worker.md) +- [Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](mirror-shield.md) +- [Mixed Maneuver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](mixed-maneuver.md) +- [Mobile Shot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](mobile-shot-stance.md) +- [Mobility, *Feat 2*](mobility.md) +- [Moment Of Clarity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](moment-of-clarity.md) +- [Monastic Weaponry, *Feat 1*](monastic-weaponry.md) +- [Monk Dedication, *Feat 2*](monk-dedication.md) +- [Monk Moves, *Feat 8*](monk-moves.md) +- [Monk Resiliency, *Feat 4*](monk-resiliency.md) +- [Monk's Flurry, *Feat 10*](monks-flurry.md) +- [Monster Hunter, *Feat 1*](monster-hunter.md) +- [Monster Warden, *Feat 2*](monster-warden.md) +- [Monstrosity Shape, *Feat 16*](monstrosity-shape.md) +- [Monstrous Peacemaker, *Feat 1*](monstrous-peacemaker.md) +- [Mountain Quake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](mountain-quake.md) +- [Mountain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](mountain-stance.md) +- [Mountain Stronghold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](mountain-stronghold.md) +- [Mountain's Stoutness, *Feat 9*](mountains-stoutness.md) +- [Multifarious Muse, *Feat 2*](multifarious-muse.md) +- [Multilingual, *Feat 1*](multilingual.md) +- [Multishot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](multishot-stance.md) +- [Multitalented, *Feat 9*](multitalented.md) +- [Natural Ambition, *Feat 1*](natural-ambition.md) +- [Natural Medicine, *Feat 1*](natural-medicine.md) +- [Natural Skill, *Feat 1*](natural-skill.md) +- [Necrotic Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](necrotic-infusion.md) +- [Nimble Crawl, *Feat 2*](nimble-crawl.md) +- [Nimble Dodge (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](nimble-dodge-rogue.md) +- [Nimble Elf, *Feat 1*](nimble-elf.md) +- [Nimble Roll (Rogue), *Feat 8*](nimble-roll-rogue.md) +- [No Escape [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 2*](no-escape.md) +- [Occult Breadth, *Feat 8*](occult-breadth.md) +- [Occult Evolution, *Feat 4*](occult-evolution.md) +- [Oddity Identification, *Feat 1*](oddity-identification.md) +- [Opportune Backstab [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](opportune-backstab.md) +- [Opportunist, *Feat 4*](opportunist.md) +- [Orc Ferocity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](orc-ferocity.md) +- [Orc Sight, *Feat 1*](orc-sight.md) +- [Orc Superstition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](orc-superstition.md) +- [Orc Weapon Carnage, *Feat 5*](orc-weapon-carnage.md) +- [Orc Weapon Expertise, *Feat 13*](orc-weapon-expertise.md) +- [Orc Weapon Familiarity, *Feat 1*](orc-weapon-familiarity.md) +- [Order Explorer, *Feat 2*](order-explorer.md) +- [Order Magic, *Feat 4*](order-magic.md) +- [Order Spell, *Feat 4*](order-spell.md) +- [Otherworldly Magic, *Feat 1*](otherworldly-magic.md) +- [Overwhelming Energy (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-druid.md) +- [Overwhelming Energy (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-sorcerer.md) +- [Overwhelming Energy (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](overwhelming-energy-wizard.md) +- [Paragon's Guard [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](paragons-guard.md) +- [Penetrating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 10*](penetrating-shot.md) +- [Perfect Clarity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](perfect-clarity.md) +- [Perfect Debilitation, *Feat 18*](perfect-debilitation.md) +- [Perfect Distraction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](perfect-distraction.md) +- [Perfect Encore, *Feat 20*](perfect-encore.md) +- [Perfect Form Control, *Feat 18*](perfect-form-control.md) +- [Perfect Mutagen, *Feat 20*](perfect-mutagen.md) +- [Perfect Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 18*](perfect-shot.md) +- [Perfection's Path, *Feat 12*](perfections-path.md) +- [Persistent Mutagen, *Feat 16*](persistent-mutagen.md) +- [Pervasive Superstition, *Feat 9*](pervasive-superstition.md) +- [Pickpocket, *Feat 1*](pickpocket.md) +- [Planar Survival, *Feat 7*](planar-survival.md) +- [Plant Shape, *Feat 10*](plant-shape.md) +- [Point-blank Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](point-blank-shot.md) +- [Poison Resistance (Alchemist), *Feat 2*](poison-resistance-alchemist.md) +- [Poison Resistance (Druid), *Feat 2*](poison-resistance-druid.md) +- [Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](poison-weapon.md) +- [Positioning Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](positioning-assault.md) +- [Potent Poisoner, *Feat 10*](potent-poisoner.md) +- [Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](power-attack.md) +- [Powerful Alchemy, *Feat 8*](powerful-alchemy.md) +- [Powerful Leap, *Feat 2*](powerful-leap.md) +- [Powerful Shove, *Feat 4*](powerful-shove.md) +- [Powerful Snares, *Feat 8*](powerful-snares.md) +- [Powerful Sneak, *Feat 18*](powerful-sneak.md) +- [Precise Debilitations, *Feat 10*](precise-debilitations.md) +- [Predator's Pounce [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](predators-pounce.md) +- [Primal Breadth, *Feat 8*](primal-breadth.md) +- [Primal Evolution, *Feat 4*](primal-evolution.md) +- [Primal Focus, *Feat 12*](primal-focus.md) +- [Primal Summons, *Feat 12*](primal-summons.md) +- [Primal Wellspring, *Feat 18*](primal-wellspring.md) +- [Quaking Stomp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 20*](quaking-stomp.md) +- [Quick Alchemy, *Feat 4*](quick-alchemy.md) +- [Quick Bomber [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](quick-bomber.md) +- [Quick Climb, *Feat 7*](quick-climb.md) +- [Quick Coercion, *Feat 1*](quick-coercion.md) +- [Quick Disguise, *Feat 2*](quick-disguise.md) +- [Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](quick-draw-ranger.md) +- [Quick Draw (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](quick-draw-rogue.md) +- [Quick Identification, *Feat 1*](quick-identification.md) +- [Quick Jump, *Feat 1*](quick-jump.md) +- [Quick Recognition, *Feat 7*](quick-recognition.md) +- [Quick Repair, *Feat 1*](quick-repair.md) +- [Quick Reversal [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](quick-reversal.md) +- [Quick Shield Block (Champion), *Feat 8*](quick-shield-block-champion.md) +- [Quick Shield Block (Fighter), *Feat 8*](quick-shield-block-fighter.md) +- [Quick Snares, *Feat 6*](quick-snares.md) +- [Quick Squeeze, *Feat 1*](quick-squeeze.md) +- [Quick Swim, *Feat 7*](quick-swim.md) +- [Quick Unlock, *Feat 7*](quick-unlock.md) +- [Quickened Casting (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-bard.md) +- [Quickened Casting (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-sorcerer.md) +- [Quickened Casting (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 10*](quickened-casting-wizard.md) +- [Quiet Allies, *Feat 2*](quiet-allies.md) +- [Quivering Palm, *Feat 16*](quivering-palm.md) +- [Radiant Blade Master, *Feat 20*](radiant-blade-master.md) +- [Radiant Blade Spirit, *Feat 10*](radiant-blade-spirit.md) +- [Raging Athlete, *Feat 4*](raging-athlete.md) +- [Raging Intimidation, *Feat 1*](raging-intimidation.md) +- [Raging Thrower, *Feat 1*](raging-thrower.md) +- [Ranged Reprisal, *Feat 1*](ranged-reprisal.md) +- [Ranger Dedication, *Feat 2*](ranger-dedication.md) +- [Ranger Resiliency, *Feat 4*](ranger-resiliency.md) +- [Rapid Mantel, *Feat 2*](rapid-mantel.md) +- [Reach Spell (Bard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-bard.md) +- [Reach Spell (Cleric) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-cleric.md) +- [Reach Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-druid.md) +- [Reach Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-sorcerer.md) +- [Reach Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](reach-spell-wizard.md) +- [Reactive Distraction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 20*](reactive-distraction.md) +- [Reactive Interference [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 12*](reactive-interference.md) +- [Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](reactive-pursuit.md) +- [Reactive Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](reactive-shield.md) +- [Read Lips, *Feat 1*](read-lips.md) +- [Reckless Abandon (Barbarian) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 16*](reckless-abandon-barbarian.md) +- [Recognize Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](recognize-spell.md) +- [Reflect Spell (Sorcerer), *Feat 14*](reflect-spell-sorcerer.md) +- [Reflect Spell (Wizard), *Feat 14*](reflect-spell-wizard.md) +- [Reflexive Shield, *Feat 6*](reflexive-shield.md) +- [Renewed Vigor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](renewed-vigor.md) +- [Replenishment Of War, *Feat 10*](replenishment-of-war.md) +- [Reprepare Spell, *Feat 18*](reprepare-spell.md) +- [Resurrectionist, *Feat 16*](resurrectionist.md) +- [Revealing Stab [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](revealing-stab.md) +- [Revivifying Mutagen, *Feat 2*](revivifying-mutagen.md) +- [Ride, *Feat 1*](ride.md) +- [Robust Recovery, *Feat 2*](robust-recovery.md) +- [Rock Runner, *Feat 1*](rock-runner.md) +- [Rogue Dedication, *Feat 2*](rogue-dedication.md) +- [Rough Rider, *Feat 1*](rough-rider.md) +- [Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](running-reload.md) +- [Sabotage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](sabotage.md) +- [Sap Life, *Feat 2*](sap-life.md) +- [Savage Critical, *Feat 18*](savage-critical.md) +- [Scare To Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 15*](scare-to-death.md) +- [Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-ranger.md) +- [Scout's Warning (Rogue) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 4*](scouts-warning-rogue.md) +- [Scroll Savant, *Feat 10*](scroll-savant.md) +- [Second Ally, *Feat 8*](second-ally.md) +- [Second Sting [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](second-sting.md) +- [Second Wind, *Feat 2*](second-wind.md) +- [Selective Energy, *Feat 6*](selective-energy.md) +- [Sense Evil, *Feat 8*](sense-evil.md) +- [Sense The Unseen (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-ranger.md) +- [Sense The Unseen (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](sense-the-unseen-rogue.md) +- [Shadow Hunter, *Feat 18*](shadow-hunter.md) +- [Shake It Off [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 2*](shake-it-off.md) +- [Shameless Request, *Feat 7*](shameless-request.md) +- [Share Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](share-rage.md) +- [Shared Prey, *Feat 14*](shared-prey.md) +- [Shared Replenishment, *Feat 12*](shared-replenishment.md) +- [Shatter Defenses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](shatter-defenses.md) +- [Shattering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](shattering-strike.md) +- [Shield Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](shield-block.md) +- [Shield Of Grace, *Feat 16*](shield-of-grace.md) +- [Shield Of Reckoning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](shield-of-reckoning.md) +- [Shield Paragon, *Feat 20*](shield-paragon.md) +- [Shield Warden (Champion), *Feat 6*](shield-warden-champion.md) +- [Shield Warden (Fighter), *Feat 6*](shield-warden-fighter.md) +- [Shielded Stride, *Feat 4*](shielded-stride.md) +- [Shining Oath, *Feat 2*](shining-oath.md) +- [Side By Side (Druid), *Feat 10*](side-by-side-druid.md) +- [Side By Side (Ranger), *Feat 12*](side-by-side-ranger.md) +- [Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 8*](sidestep.md) +- [Sign Language, *Feat 1*](sign-language.md) +- [Silent Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](silent-spell.md) +- [Skill Mastery, *Feat 8*](skill-mastery.md) +- [Skill Training, *Feat 1*](skill-training.md) +- [Skirmish Strike (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](skirmish-strike-ranger.md) +- [Skirmish Strike (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](skirmish-strike-rogue.md) +- [Skittering Scuttle, *Feat 9*](skittering-scuttle.md) +- [Sleeper Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](sleeper-hold.md) +- [Slippery Secrets, *Feat 7*](slippery-secrets.md) +- [Sly Striker, *Feat 8*](sly-striker.md) +- [Smite Evil [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](smite-evil.md) +- [Smoke Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 2*](smoke-bomb.md) +- [Snagging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](snagging-strike.md) +- [Snap Shot, *Feat 6*](snap-shot.md) +- [Snare Crafting, *Feat 1*](snare-crafting.md) +- [Snare Specialist, *Feat 4*](snare-specialist.md) +- [Sneak Attacker, *Feat 4*](sneak-attacker.md) +- [Sneak Savant, *Feat 10*](sneak-savant.md) +- [Soaring Shape, *Feat 8*](soaring-shape.md) +- [Soothing Ballad, *Feat 14*](soothing-ballad.md) +- [Sorcerer Dedication, *Feat 2*](sorcerer-dedication.md) +- [Specialized Companion (Druid), *Feat 14*](specialized-companion-druid.md) +- [Specialized Companion (Ranger), *Feat 16*](specialized-companion-ranger.md) +- [Specialty Crafting, *Feat 1*](specialty-crafting.md) +- [Spell Combination, *Feat 20*](spell-combination.md) +- [Spell Penetration, *Feat 6*](spell-penetration.md) +- [Spell Tinker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 16*](spell-tinker.md) +- [Spirits' Interference [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](spirits-interference.md) +- [Spirit's Wrath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spirits-wrath.md) +- [Spring Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-attack.md) +- [Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 12*](spring-from-the-shadows.md) +- [Stance Savant (Fighter) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 14*](stance-savant-fighter.md) +- [Stance Savant (Monk) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 12*](stance-savant-monk.md) +- [Stand Still [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](stand-still.md) +- [Steady Balance, *Feat 1*](steady-balance.md) +- [Steady Spellcasting (Bard), *Feat 6*](steady-spellcasting-bard.md) +- [Steady Spellcasting (Cleric), *Feat 6*](steady-spellcasting-cleric.md) +- [Steady Spellcasting (Druid), *Feat 6*](steady-spellcasting-druid.md) +- [Steady Spellcasting (Sorcerer), *Feat 6*](steady-spellcasting-sorcerer.md) +- [Steady Spellcasting (Wizard), *Feat 6*](steady-spellcasting-wizard.md) +- [Stealthy Companion, *Feat 14*](stealthy-companion.md) +- [Sticky Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 8*](sticky-bomb.md) +- [Stonecunning, *Feat 1*](stonecunning.md) +- [Stonewalker, *Feat 9*](stonewalker.md) +- [Storm Born, *Feat 1*](storm-born.md) +- [Storm Retribution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 6*](storm-retribution.md) +- [Streetwise, *Feat 1*](streetwise.md) +- [Student Of The Canon, *Feat 1*](student-of-the-canon.md) +- [Studious Capacity, *Feat 16*](studious-capacity.md) +- [Stunning Fist, *Feat 2*](stunning-fist.md) +- [Subtle Theft, *Feat 1*](subtle-theft.md) +- [Sudden Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](sudden-charge-barbarian.md) +- [Sudden Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](sudden-charge-fighter.md) +- [Sudden Leap (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](sudden-leap-barbarian.md) +- [Sudden Leap (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 8*](sudden-leap-fighter.md) +- [Superior Bond, *Feat 14*](superior-bond.md) +- [Supernatural Charm, *Feat 5*](supernatural-charm.md) +- [Sure Feet, *Feat 1*](sure-feet.md) +- [Survey Wildlife, *Feat 1*](survey-wildlife.md) +- [Swift Banishment [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](swift-banishment.md) +- [Swift River [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"), *Feat 18*](swift-river.md) +- [Swift Sneak, *Feat 7*](swift-sneak.md) +- [Swift Tracker, *Feat 6*](swift-tracker.md) +- [Swipe (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-barbarian.md) +- [Swipe (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 4*](swipe-fighter.md) +- [Symphony Of The Muse, *Feat 20*](symphony-of-the-muse.md) +- [Tactical Debilitations, *Feat 10*](tactical-debilitations.md) +- [Tangled Forest Rake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](tangled-forest-rake.md) +- [Tangled Forest Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](tangled-forest-stance.md) +- [Targeting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](targeting-shot.md) +- [Terrain Expertise, *Feat 1*](terrain-expertise.md) +- [Terrain Master, *Feat 8*](terrain-master.md) +- [Terrain Stalker, *Feat 1*](terrain-stalker.md) +- [Terrified Retreat, *Feat 7*](terrified-retreat.md) +- [Terrifying Howl [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](terrifying-howl.md) +- [Thousand Faces, *Feat 4*](thousand-faces.md) +- [Thrash [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](thrash.md) +- [Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](tiger-slash.md) +- [Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](tiger-stance.md) +- [Timeless Body, *Feat 14*](timeless-body.md) +- [Timeless Nature, *Feat 14*](timeless-nature.md) +- [Titan Slinger, *Feat 1*](titan-slinger.md) +- [Titan Wrestler, *Feat 1*](titan-wrestler.md) +- [Titan's Stature, *Feat 12*](titans-stature.md) +- [To The Ends Of The Earth, *Feat 20*](to-the-ends-of-the-earth.md) +- [Tongue Of Sun And Moon, *Feat 14*](tongue-of-sun-and-moon.md) +- [Toughness, *Feat 1*](toughness.md) +- [Train Animal, *Feat 1*](train-animal.md) +- [Trap Finder (Rogue), *Feat 1*](trap-finder-rogue.md) +- [Trick Magic Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](trick-magic-item.md) +- [Trickster's Ace (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 18*](tricksters-ace-rogue.md) +- [Triple Shot, *Feat 6*](triple-shot.md) +- [Triple Threat, *Feat 20*](triple-threat.md) +- [Triple Time, *Feat 4*](triple-time.md) +- [True Debilitating Bomb, *Feat 14*](true-debilitating-bomb.md) +- [True Hypercognition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](true-hypercognition.md) +- [True Shapeshifter [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 20*](true-shapeshifter.md) +- [Turn Undead, *Feat 2*](turn-undead.md) +- [Twin Feint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 1*](twin-feint.md) +- [Twin Parry (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-fighter.md) +- [Twin Parry (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 4*](twin-parry-ranger.md) +- [Twin Riposte (Fighter) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](twin-riposte-fighter.md) +- [Twin Riposte (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 10*](twin-riposte-ranger.md) +- [Twin Takedown [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](twin-takedown.md) +- [Twinned Defense (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 16*](twinned-defense-fighter.md) +- [Twist The Knife [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](twist-the-knife.md) +- [Two-Weapon Flurry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 14*](two-weapon-flurry.md) +- [Ubiquitous Snares, *Feat 16*](ubiquitous-snares.md) +- [Ultimate Mercy, *Feat 18*](ultimate-mercy.md) +- [Ultimate Skirmisher, *Feat 20*](ultimate-skirmisher.md) +- [Unbalancing Blow, *Feat 2*](unbalancing-blow.md) +- [Unburdened Iron, *Feat 1*](unburdened-iron.md) +- [Uncanny Bombs, *Feat 12*](uncanny-bombs.md) +- [Uncanny Dodge, *Feat 10*](uncanny-dodge.md) +- [Unconventional Expertise, *Feat 13*](unconventional-expertise.md) +- [Unconventional Weaponry, *Feat 1*](unconventional-weaponry.md) +- [Underwater Marauder, *Feat 1*](underwater-marauder.md) +- [Unfettered Halfling, *Feat 1*](unfettered-halfling.md) +- [Unified Theory, *Feat 15*](unified-theory.md) +- [Unimpeded Step, *Feat 1*](unimpeded-step.md) +- [Universal Longevity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 13*](universal-longevity.md) +- [Universal Versatility, *Feat 8*](universal-versatility.md) +- [Unmistakable Lore, *Feat 2*](unmistakable-lore.md) +- [Untrained Improvisation, *Feat 3*](untrained-improvisation.md) +- [Unusual Composition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](unusual-composition.md) +- [Unwavering Mien, *Feat 1*](unwavering-mien.md) +- [Vengeful Hatred, *Feat 1*](vengeful-hatred.md) +- [Vengeful Oath, *Feat 2*](vengeful-oath.md) +- [Vengeful Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 14*](vengeful-strike.md) +- [Verdant Metamorphosis, *Feat 14*](verdant-metamorphosis.md) +- [Versatile Font, *Feat 2*](versatile-font.md) +- [Versatile Performance, *Feat 1*](versatile-performance.md) +- [Versatile Signature, *Feat 4*](versatile-signature.md) +- [Very Sneaky, *Feat 1*](very-sneaky.md) +- [Very, Very Sneaky, *Feat 13*](very-very-sneaky.md) +- [Vicious Debilitations, *Feat 10*](vicious-debilitations.md) +- [Vicious Evisceration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 18*](vicious-evisceration.md) +- [Victorious Vigor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 5*](victorious-vigor.md) +- [Virtuosic Performer, *Feat 1*](virtuosic-performer.md) +- [Vivacious Conduit, *Feat 9*](vivacious-conduit.md) +- [Wall Jump, *Feat 7*](wall-jump.md) +- [Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](wall-run.md) +- [Ward Medic, *Feat 2*](ward-medic.md) +- [Warden's Boon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 8*](wardens-boon.md) +- [Warden's Guidance, *Feat 14*](wardens-guidance.md) +- [Warden's Step, *Feat 10*](wardens-step.md) +- [Wary Disarmament, *Feat 2*](wary-disarmament.md) +- [Watchful Halfling, *Feat 1*](watchful-halfling.md) +- [Water Step, *Feat 6*](water-step.md) +- [Weapon Proficiency, *Feat 1*](weapon-proficiency.md) +- [Weapon Supremacy, *Feat 20*](weapon-supremacy.md) +- [Weight Of Guilt, *Feat 1*](weight-of-guilt.md) +- [Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 6*](whirling-throw.md) +- [Whirlwind Strike (Barbarian) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-barbarian.md) +- [Whirlwind Strike (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"), *Feat 14*](whirlwind-strike-fighter.md) +- [Wholeness Of Body, *Feat 4*](wholeness-of-body.md) +- [Widen Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-druid.md) +- [Widen Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-sorcerer.md) +- [Widen Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](widen-spell-wizard.md) +- [Wild Empathy, *Feat 2*](wild-empathy.md) +- [Wild Shape, *Feat 1*](wild-shape.md) +- [Wild Winds Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 14*](wild-winds-gust.md) +- [Wild Winds Initiate, *Feat 8*](wild-winds-initiate.md) +- [Wind Caller, *Feat 8*](wind-caller.md) +- [Wind Jump, *Feat 10*](wind-jump.md) +- [Winding Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 10*](winding-flow.md) +- [Wizard Dedication, *Feat 2*](wizard-dedication.md) +- [Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"), *Feat 6*](wolf-drag.md) +- [Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"), *Feat 1*](wolf-stance.md) +- [Woodland Stride, *Feat 4*](woodland-stride.md) +- [Wounded Rage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 4*](wounded-rage.md) +- [Wyrmbane Aura, *Feat 14*](wyrmbane-aura.md) +- [You're Next (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"), *Feat 1*](youre-next-rogue.md) diff --git a/compendium/feats/felling-shot.md b/compendium/feats/felling-shot.md new file mode 100644 index 000000000..7fc4ec0c2 --- /dev/null +++ b/compendium/feats/felling-shot.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Felling Shot"] +--- +# Felling Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 12* +[rogue](rules/traits/rogue.md) + +- **Activity** Two-Action + +Your ranged attacks can shoot an unprepared foe right out of the air. Make a [Strike](rules/actions/strike.md) with a ranged weapon or a thrown weapon against a [flat-footed](rules/conditions.md#Flat-footed) creature. If the [Strike](rules/actions/strike.md) is a success and deals damage, the target must attempt a Reflex save against your class DC with the following effects. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target falls up to 120 feet. If it hits the ground, it takes no damage from the fall. +> - **Critical Failure** As failure, and the target can't fly, jump, levitate, or otherwise leave the ground until the end of your next turn. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/felling-strike.md b/compendium/feats/felling-strike.md new file mode 100644 index 000000000..8acb01902 --- /dev/null +++ b/compendium/feats/felling-strike.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Felling Strike"] +--- +# Felling Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[fighter](rules/traits/fighter.md) + +- **Activity** Two-Action + +Your attack can ground an airborne foe. Make a [Strike](rules/actions/strike.md). If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall. If the attack is a critical hit, the target can't [Fly](rules/actions/fly.md), [Leap](rules/actions/leap.md), levitate, or otherwise leave the ground until the end of your next turn. + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/feral-mutagen.md b/compendium/feats/feral-mutagen.md new file mode 100644 index 000000000..daf7cc3bb --- /dev/null +++ b/compendium/feats/feral-mutagen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Feral Mutagen"] +--- +# Feral Mutagen *Feat 8* +[alchemist](rules/traits/alchemist.md) + + +Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you're affected by a bestial mutagen, you gain the mutagen's item bonus to your [Intimidation](compendium/skills.md#Intimidation) checks. In addition, your claws and jaws are increasingly vicious, and they gain the [deadly ](rules/traits/deadly.md) trait. Finally, you can increase the mutagen's penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step. + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/ferocious-shape.md b/compendium/feats/ferocious-shape.md new file mode 100644 index 000000000..38efaa48c --- /dev/null +++ b/compendium/feats/ferocious-shape.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Ferocious Shape"] +--- +# Ferocious Shape *Feat 8* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) + +You have mastered the shape of ferocious dinosaurs. Add the forms listed in [dinosaur form](compendium/spells/dinosaur-form.md) to your wild shape list. Whenever you use wild shape to take a form that grants you a specific [Athletics](compendium/skills.md#Athletics) modifier, you gain a +1 status bonus to your [Athletics](compendium/skills.md#Athletics) checks. + +*Source: Core Rulebook p. 136* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/fey-caller.md b/compendium/feats/fey-caller.md new file mode 100644 index 000000000..d307540cd --- /dev/null +++ b/compendium/feats/fey-caller.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Fey Caller"] +--- +# Fey Caller *Feat 8* +[druid](rules/traits/druid.md) + + +You have learned some of the tricks the fey use to bend primal magic toward illusions and trickery. Add [illusory disguise](compendium/spells/illusory-disguise.md), [illusory object](compendium/spells/illusory-object.md), [illusory scene](compendium/spells/illusory-scene.md), and [veil](compendium/spells/veil.md) to your spell list as primal spells. + +*Source: Core Rulebook p. 136* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/fey-fellowship.md b/compendium/feats/fey-fellowship.md new file mode 100644 index 000000000..27e31039e --- /dev/null +++ b/compendium/feats/fey-fellowship.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Fey Fellowship"] +--- +# Fey Fellowship *Feat 1* +[gnome](rules/traits/gnome.md) + + +Your enhanced fey connection affords you a warmer reception from creatures of the First World as well as tools to foil their tricks. You gain a +2 circumstance bonus to both [Perception](compendium/skills.md#Perception) checks and saving throws against [fey](rules/traits/fey.md). + +In addition, whenever you meet a fey creature in a social situation, you can immediately attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. + +**Special.** If you have the [Glad-Hand](compendium/feats/glad-hand.md) skill feat, you don't take the penalty on your immediate [Diplomacy](compendium/skills.md#Diplomacy) check if the target is a fey. + +*Source: Core Rulebook p. 44* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/fiendsbane-oath.md b/compendium/feats/fiendsbane-oath.md new file mode 100644 index 000000000..8b426e11c --- /dev/null +++ b/compendium/feats/fiendsbane-oath.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +- trait/oath +aliases: ["Fiendsbane Oath"] +--- +# Fiendsbane Oath *Feat 2* +[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) + +- **Prerequisites**: tenets of good + +You've sworn an oath to banish the corruption of fiends to the dark planes they call home. Add the following tenet to your champion's code after the other tenets: "You must banish or slay fiends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you find a good fiend, you don't have to banish or kill it." + +Your [Retributive Strike](rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against a fiend, or a +6 circumstance bonus if you have master proficiency with the weapon you used. Your [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md)'s resistance against damage from a fiend is 7 + your level. If you use [Liberating Step](rules/actions/liberating-step.md) triggered by a fiend, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](rules/actions/liberating-step.md), and the ally can [Step](rules/actions/step.md) twice afterward. + +You don't consider fiends to be legitimate authorities, even in nations ruled by fiends. + +## Fiendsbane Oath leads to... + +[Anchoring Aura](compendium/feats/anchoring-aura.md), Banishing Blow + +## Summary + +*Source: Core Rulebook p. 110* +%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/compendium/feats/fighter-dedication.md b/compendium/feats/fighter-dedication.md new file mode 100644 index 000000000..3268f2ba5 --- /dev/null +++ b/compendium/feats/fighter-dedication.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Fighter Dedication"] +--- +# Fighter Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Dexterity 14 + +You become trained in simple weapons and martial weapons. You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics); if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the fighter archetype. + +## Fighter Dedication leads to... + +[Basic Maneuver](compendium/feats/basic-maneuver.md), [Advanced Maneuver](compendium/feats/advanced-maneuver.md), [Diverse Weapon Expert](compendium/feats/diverse-weapon-expert.md), [Fighter Resiliency](compendium/feats/fighter-resiliency.md), [Opportunist](compendium/feats/opportunist.md) + +## Summary + +*Source: Core Rulebook p. 226* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/fighter-resiliency.md b/compendium/feats/fighter-resiliency.md new file mode 100644 index 000000000..334b02df9 --- /dev/null +++ b/compendium/feats/fighter-resiliency.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Fighter Resiliency"] +--- +# Fighter Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 226* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/first-world-adept.md b/compendium/feats/first-world-adept.md new file mode 100644 index 000000000..647a9e8e9 --- /dev/null +++ b/compendium/feats/first-world-adept.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["First World Adept"] +--- +# First World Adept *Feat 9* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: at least one primal innate spell + +Over time your fey magic has grown stronger. You gain [faerie fire](compendium/spells/faerie-fire.md) and [invisibility](compendium/spells/invisibility.md) as 2nd-level primal innate spells. You can cast each of these primal innate spells once per day. + +*Source: Core Rulebook p. 45* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/Compendium/feats/first-world-magic.md b/compendium/feats/first-world-magic.md similarity index 93% rename from Compendium/feats/first-world-magic.md rename to compendium/feats/first-world-magic.md index 2ea17a4b9..05fe95a5f 100644 --- a/Compendium/feats/first-world-magic.md +++ b/compendium/feats/first-world-magic.md @@ -7,7 +7,7 @@ tags: aliases: ["First World Magic"] --- # First World Magic *Feat 1* -[gnome](../../Rules/traits/gnome.md) +[gnome](rules/traits/gnome.md) Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/Compendium/feats/fleet.md b/compendium/feats/fleet.md similarity index 82% rename from Compendium/feats/fleet.md rename to compendium/feats/fleet.md index 8acd388fe..db900a441 100644 --- a/Compendium/feats/fleet.md +++ b/compendium/feats/fleet.md @@ -7,14 +7,14 @@ tags: aliases: ["Fleet"] --- # Fleet *Feat 1* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) You move more quickly on foot. Your Speed increases by 5 feet. ## Fleet leads to... -[Skitter](skitter-apg.md) +Skitter ## Summary diff --git a/compendium/feats/flinging-shove.md b/compendium/feats/flinging-shove.md new file mode 100644 index 000000000..000e10f34 --- /dev/null +++ b/compendium/feats/flinging-shove.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Flinging Shove"] +--- +# Flinging Shove *Feat 12* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Aggressive Block](compendium/feats/aggressive-block.md) or [Brutish Shove](compendium/feats/brutish-shove.md) + +Increase the distance you [Shove](rules/actions/shove.md) your opponent with Aggressive Block or [Brutish Shove](compendium/feats/brutish-shove.md) to 10 feet on a success or 20 feet on a critical success. When you use Aggressive Block, you can choose whether the target is [flat-footed](rules/conditions.md#Flat-footed) or [Shoved](rules/actions/shove.md). When you make a [Brutish Shove](compendium/feats/brutish-shove.md), you also [Shove](rules/actions/shove.md) the target 5 feet on a failure. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/flurry-of-maneuvers.md b/compendium/feats/flurry-of-maneuvers.md new file mode 100644 index 000000000..c409051d9 --- /dev/null +++ b/compendium/feats/flurry-of-maneuvers.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Flurry Of Maneuvers"] +--- +# Flurry Of Maneuvers *Feat 4* +[monk](rules/traits/monk.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +You flurry is a combination of maneuvers. You can replace one or both of your attacks during a [Flurry of Blows](rules/actions/flurry-of-blows.md) with [Grapples](rules/actions/grapple.md), [Shoves](rules/actions/shove.md), or [Trips](rules/actions/trip.md). + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/flying-kick.md b/compendium/feats/flying-kick.md new file mode 100644 index 000000000..790d8e4cb --- /dev/null +++ b/compendium/feats/flying-kick.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Flying Kick"] +--- +# Flying Kick [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[monk](rules/traits/monk.md) + +- **Activity** Two-Action + +You launch yourself at a foe. Make a [Leap](rules/actions/leap.md) or attempt a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md). At the end of the jump, if you're adjacent to a foe, you can immediately [Strike](rules/actions/strike.md) that foe with an unarmed attack, even if the foe is in mid-air. You fall to the ground after the [Strike](rules/actions/strike.md). If the distance you fall is no more than the height of your jump, you land upright and take no damage. + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/foil-senses.md b/compendium/feats/foil-senses.md new file mode 100644 index 000000000..50204a7fd --- /dev/null +++ b/compendium/feats/foil-senses.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Foil Senses"] +--- +# Foil Senses *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the [Avoid Notice](rules/actions/avoid-notice.md), [Hide](rules/actions/hide.md), or [Sneak](rules/actions/sneak.md) actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465). + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/forager.md b/compendium/feats/forager.md new file mode 100644 index 000000000..26343a257 --- /dev/null +++ b/compendium/feats/forager.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Forager"] +--- +# Forager *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +While using [Survival](compendium/skills.md#Survival) to [Subsist](rules/actions/subsist.md), if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. + +Each time your proficiency rank in [Survival](compendium/skills.md#Survival) increases, double the number of additional creatures you can take care of on a success (to eight if you're an expert, 16 if you're a master, or 32 if you're legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. + +Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat. + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/forlorn.md b/compendium/feats/forlorn.md new file mode 100644 index 000000000..08023b43e --- /dev/null +++ b/compendium/feats/forlorn.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Forlorn"] +--- +# Forlorn *Feat 1* +[elf](rules/traits/elf.md) + + +Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against [emotion](rules/traits/emotion.md) effects. If you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. + +*Source: Core Rulebook p. 40* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/form-control.md b/compendium/feats/form-control.md new file mode 100644 index 000000000..47aeeabbc --- /dev/null +++ b/compendium/feats/form-control.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +- trait/manipulate +- trait/metamagic +aliases: ["Form Control"] +--- +# Form Control [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: Strength 14, [Wild Shape](compendium/feats/wild-shape.md) +- **Activity** Single Action + +With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast [wild shape](compendium/spells/wild-shape.md), wild shape's spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still [Dismiss](rules/actions/dismiss.md) the form at any time, as permitted by the spell. + +## Form Control leads to... + +[Perfect Form Control](compendium/feats/perfect-form-control.md) + +## Summary + +*Source: Core Rulebook p. 135* +%% #compendium/src/pf2e/crb #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/furious-bully.md b/compendium/feats/furious-bully.md new file mode 100644 index 000000000..d18b4a1d5 --- /dev/null +++ b/compendium/feats/furious-bully.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Furious Bully"] +--- +# Furious Bully *Feat 8* +[barbarian](rules/traits/barbarian.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) + +You bully foes across the battlefield. While raging, you gain a +2 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks for [attack](rules/traits/attack.md) actions. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/furious-finish.md b/compendium/feats/furious-finish.md new file mode 100644 index 000000000..053614f17 --- /dev/null +++ b/compendium/feats/furious-finish.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Furious Finish"] +--- +# Furious Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Activity** Single Action + +Desperate to finish the fight, you pour all your rage into one final blow. Make a [Strike](rules/actions/strike.md). If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your [Rage](rules/actions/rage.md) (maximum 10). After this [Strike](rules/actions/strike.md), your [Rage](rules/actions/rage.md) immediately ends, and you are [fatigued](rules/conditions.md#Fatigued) until you rest for at least 10 minutes. + +*Source: Core Rulebook p. 89* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/furious-focus.md b/compendium/feats/furious-focus.md similarity index 81% rename from Compendium/feats/furious-focus.md rename to compendium/feats/furious-focus.md index 9950d6233..0d4d3587f 100644 --- a/Compendium/feats/furious-focus.md +++ b/compendium/feats/furious-focus.md @@ -7,9 +7,9 @@ tags: aliases: ["Furious Focus"] --- # Furious Focus *Feat 6* -[fighter](../../Rules/traits/fighter.md) +[fighter](rules/traits/fighter.md) -- **Prerequisites**: [Power Attack](power-attack.md) +- **Prerequisites**: [Power Attack](compendium/feats/power-attack.md) You've learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you're wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two. diff --git a/compendium/feats/furious-grab.md b/compendium/feats/furious-grab.md new file mode 100644 index 000000000..69983b647 --- /dev/null +++ b/compendium/feats/furious-grab.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Furious Grab"] +--- +# Furious Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md), and either you have a hand free or your [Strike](rules/actions/strike.md) used a [grapple](rules/traits/grapple.md) weapon. +- **Activity** Single Action + +You grab your foe while it's distracted by your attack. The foe you hit becomes [grabbed](rules/conditions.md#Grabbed), as if you had succeeded at an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the foe. + +*Source: Core Rulebook p. 92* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/furious-sprint.md b/compendium/feats/furious-sprint.md new file mode 100644 index 000000000..f0dc210f8 --- /dev/null +++ b/compendium/feats/furious-sprint.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Furious Sprint"] +--- +# Furious Sprint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Activity** Two-Action + +You rush forward. [Stride](rules/actions/stride.md) up to five times your Speed in a straight line. You can increase the number of actions this activity takes to 3 to [Stride](rules/actions/stride.md) up to eight times your Speed in a straight line instead. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/fuse-stance.md b/compendium/feats/fuse-stance.md new file mode 100644 index 000000000..6c3c660f1 --- /dev/null +++ b/compendium/feats/fuse-stance.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Fuse Stance"] +--- +# Fuse Stance *Feat 20* +[monk](rules/traits/monk.md) + +- **Prerequisites**: at least two stances + +You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions. + +You can't fuse stances with fundamentally incompatible requirements or restrictions (such as [Ironblood Stance](compendium/feats/ironblood-stance.md) and [Crane Stance](compendium/feats/crane-stance.md), which both require using only one type of [Strike](rules/actions/strike.md)). + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/gang-up.md b/compendium/feats/gang-up.md new file mode 100644 index 000000000..1a3e2b454 --- /dev/null +++ b/compendium/feats/gang-up.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Gang Up"] +--- +# Gang Up *Feat 6* +[rogue](rules/traits/rogue.md) + + +You and your allies harry an opponent in concert. Any enemy is [flat-footed](rules/conditions.md#Flat-footed) against your melee attacks due to flanking as long as the enemy is within both your reach and your ally's. Your allies must still flank an enemy for it to be [flat-footed](rules/conditions.md#Flat-footed) to them. + +*Source: Core Rulebook p. 186* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/general-training.md b/compendium/feats/general-training.md similarity index 94% rename from Compendium/feats/general-training.md rename to compendium/feats/general-training.md index aa8fb6e43..dd9715d94 100644 --- a/Compendium/feats/general-training.md +++ b/compendium/feats/general-training.md @@ -7,7 +7,7 @@ tags: aliases: ["General Training"] --- # General Training *Feat 1* -[human](../../Rules/traits/human.md) +[human](rules/traits/human.md) Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. diff --git a/compendium/feats/genius-mutagen.md b/compendium/feats/genius-mutagen.md new file mode 100644 index 000000000..0c0b3a754 --- /dev/null +++ b/compendium/feats/genius-mutagen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Genius Mutagen"] +--- +# Genius Mutagen *Feat 16* +[alchemist](rules/traits/alchemist.md) + + +Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens. When you're affected by a cognitive mutagen, you also gain the mutagen's item bonus to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Medicine](compendium/skills.md#Medicine), [Nature](compendium/skills.md#Nature), [Performance](compendium/skills.md#Performance), [Religion](compendium/skills.md#Religion), and [Survival](compendium/skills.md#Survival) checks. In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is two-way once you establish it, so a creature you contact can also communicate with you. + +*Source: Core Rulebook p. 81* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/giants-lunge.md b/compendium/feats/giants-lunge.md new file mode 100644 index 000000000..a24c6880b --- /dev/null +++ b/compendium/feats/giants-lunge.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/instinct +- trait/rage +aliases: ["Giant's Lunge"] +--- +# Giant's Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: Giant instinct +- **Activity** Single Action + +You extend your body and prepare to attack foes outside your normal reach. Until your rage ends, all your melee weapons and unarmed attacks gain [reach <10>](rules/traits/reach.md). This doesn't increase the reach of any weapon or unarmed attack that already has the [reach](rules/traits/reach.md) trait, but it does combine with abilities that increase your reach due to increased size, such as [Giant's Stature](compendium/feats/giants-stature.md). + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/instinct #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/giants-stature.md b/compendium/feats/giants-stature.md new file mode 100644 index 000000000..b076eb9e0 --- /dev/null +++ b/compendium/feats/giants-stature.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/instinct +- trait/polymorph +- trait/primal +- trait/rage +- trait/transmutation +aliases: ["Giant's Stature"] +--- +# Giant's Stature [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [rage](rules/traits/rage.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: Giant instinct +- **Requirements**: You are Medium or smaller. +- **Activity** Single Action + +You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the [clumsy](rules/conditions.md#Clumsy) condition until you stop raging. Your equipment grows with you. + +## Giant's Stature leads to... + +[Titan's Stature](compendium/feats/titans-stature.md) + +## Summary + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/instinct #trait/polymorph #trait/primal #trait/rage #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/glad-hand.md b/compendium/feats/glad-hand.md new file mode 100644 index 000000000..748eb0830 --- /dev/null +++ b/compendium/feats/glad-hand.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Glad-hand"] +--- +# Glad-hand *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Diplomacy](compendium/skills.md#Diplomacy) + +First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a [Diplomacy](compendium/skills.md#Diplomacy) check to [Make an Impression](rules/actions/make-an-impression.md) on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result. + +*Source: Core Rulebook p. 261* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/glib-mutagen.md b/compendium/feats/glib-mutagen.md new file mode 100644 index 000000000..120c9c002 --- /dev/null +++ b/compendium/feats/glib-mutagen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Glib Mutagen"] +--- +# Glib Mutagen *Feat 14* +[alchemist](rules/traits/alchemist.md) + + +Your silvertongue mutagen transcends languages and plausibility. When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), and [Performance](compendium/skills.md#Performance) checks. In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages). + +*Source: Core Rulebook p. 80* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/gnome-obsession.md b/compendium/feats/gnome-obsession.md new file mode 100644 index 000000000..abd16cec0 --- /dev/null +++ b/compendium/feats/gnome-obsession.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Gnome Obsession"] +--- +# Gnome Obsession *Feat 1* +[gnome](rules/traits/gnome.md) + + +You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a [Lore](compendium/skills.md#Lore) skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen [Lore](compendium/skills.md#Lore) as well as the [Lore](compendium/skills.md#Lore) granted by your background, if any. At 7th level you gain master proficiency in these [Lore](compendium/skills.md#Lore) skills, and at 15th level you gain legendary proficiency in them. + +## Gnome Obsession leads to... + +Eclectic Obsession + +## Summary + +*Source: Core Rulebook p. 44* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/gnome-weapon-expertise.md b/compendium/feats/gnome-weapon-expertise.md new file mode 100644 index 000000000..6b30bd765 --- /dev/null +++ b/compendium/feats/gnome-weapon-expertise.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Gnome Weapon Expertise"] +--- +# Gnome Weapon Expertise *Feat 13* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: [Gnome Weapon Familiarity](compendium/feats/gnome-weapon-familiarity.md) + +Your gnome affinity blends with your class training, granting you great skill with gnome weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [glaive](compendium/equipment/items/glaive.md), [kukri](compendium/equipment/items/kukri.md), and all gnome weapons in which you are trained. + +*Source: Core Rulebook p. 45* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/gnome-weapon-familiarity.md b/compendium/feats/gnome-weapon-familiarity.md new file mode 100644 index 000000000..6dca666ca --- /dev/null +++ b/compendium/feats/gnome-weapon-familiarity.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Gnome Weapon Familiarity"] +--- +# Gnome Weapon Familiarity *Feat 1* +[gnome](rules/traits/gnome.md) + + +You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the [glaive](compendium/equipment/items/glaive.md) and [kukri](compendium/equipment/items/kukri.md). + +In addition, you gain access to [kukris](compendium/equipment/items/kukri.md) and all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons. + +## Gnome Weapon Familiarity leads to... + +[Gnome Weapon Expertise](compendium/feats/gnome-weapon-expertise.md), [Gnome Weapon Innovator](compendium/feats/gnome-weapon-innovator.md) + +## Summary + +*Source: Core Rulebook p. 44* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/gnome-weapon-innovator.md b/compendium/feats/gnome-weapon-innovator.md new file mode 100644 index 000000000..291ecf3ae --- /dev/null +++ b/compendium/feats/gnome-weapon-innovator.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Gnome Weapon Innovator"] +--- +# Gnome Weapon Innovator *Feat 5* +[gnome](rules/traits/gnome.md) + +- **Prerequisites**: [Gnome Weapon Familiarity](compendium/feats/gnome-weapon-familiarity.md) + +You produce outstanding results when wielding unusual weapons. Whenever you critically hit using a [glaive](compendium/equipment/items/glaive.md), [kukri](compendium/equipment/items/kukri.md), or gnome weapon, you apply the weapon's critical specialization effect. + +*Source: Core Rulebook p. 45* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/goblin-lore.md b/compendium/feats/goblin-lore.md new file mode 100644 index 000000000..c6209d850 --- /dev/null +++ b/compendium/feats/goblin-lore.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Goblin Lore"] +--- +# Goblin Lore *Feat 1* +[goblin](rules/traits/goblin.md) + + +You've picked up skills and tales from your goblin community. You gain the trained proficiency rank in [Nature](compendium/skills.md#Nature) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Goblin Lore](compendium/skills.md#Lore). + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/goblin-scuttle.md b/compendium/feats/goblin-scuttle.md new file mode 100644 index 000000000..6a694e84e --- /dev/null +++ b/compendium/feats/goblin-scuttle.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Goblin Scuttle"] +--- +# Goblin Scuttle [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[goblin](rules/traits/goblin.md) + +- **Trigger** An ally ends a move action adjacent to you. +- **Activity** Reaction + +You take advantage of your ally's movement to adjust your position. You [Step](rules/actions/step.md). + +## Goblin Scuttle leads to... + +[Skittering Scuttle](compendium/feats/skittering-scuttle.md) + +## Summary + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/goblin-song.md b/compendium/feats/goblin-song.md new file mode 100644 index 000000000..8fc8c744c --- /dev/null +++ b/compendium/feats/goblin-song.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Goblin Song"] +--- +# Goblin Song [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[goblin](rules/traits/goblin.md) + +- **Activity** Single Action + +You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a [Performance](compendium/skills.md#Performance) check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a [Performance](compendium/skills.md#Performance) check. You can affect up to two targets within range if you have expert proficiency in [Performance](compendium/skills.md#Performance), four if you have master proficiency, and eight if you have legendary proficiency. + +> [!success-degree] +> - **Critical Success** The target takes a –1 status penalty to [Perception](compendium/skills.md#Perception) checks and Will saves for 1 minute. +> - **Success** The target takes a –1 status penalty to [Perception](compendium/skills.md#Perception) checks and Will saves for 1 round. +> - **Critical Failure** The target is temporarily immune to attempts to use Goblin Song for 1 hour. + +## Goblin Song leads to... + +Loud Singer + +## Summary + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/goblin-weapon-expertise.md b/compendium/feats/goblin-weapon-expertise.md new file mode 100644 index 000000000..af39d2d0c --- /dev/null +++ b/compendium/feats/goblin-weapon-expertise.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Goblin Weapon Expertise"] +--- +# Goblin Weapon Expertise *Feat 13* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: [Goblin Weapon Familiarity](compendium/feats/goblin-weapon-familiarity.md) + +Your goblin affinity blends with your class training, granting you great skill with goblin weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [dogslicer](compendium/equipment/items/dogslicer.md), [horsechopper](compendium/equipment/items/horsechopper.md), and all goblin weapons in which you are trained. + +*Source: Core Rulebook p. 49* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/goblin-weapon-familiarity.md b/compendium/feats/goblin-weapon-familiarity.md new file mode 100644 index 000000000..68f97ab1f --- /dev/null +++ b/compendium/feats/goblin-weapon-familiarity.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Goblin Weapon Familiarity"] +--- +# Goblin Weapon Familiarity *Feat 1* +[goblin](rules/traits/goblin.md) + + +Others might look upon them with disdain, but you know that the weapons of your people are as effective as they are sharp. You are trained with the [dogslicer](compendium/equipment/items/dogslicer.md) and [horsechopper](compendium/equipment/items/horsechopper.md). + +In addition, you gain access to all uncommon goblin weapons. For the purpose of determining your proficiency, martial goblin weapons are simple weapons and advanced goblin weapons are martial weapons. + +## Goblin Weapon Familiarity leads to... + +[Goblin Weapon Expertise](compendium/feats/goblin-weapon-expertise.md), [Goblin Weapon Frenzy](compendium/feats/goblin-weapon-frenzy.md) + +## Summary + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/Compendium/feats/goblin-weapon-frenzy.md b/compendium/feats/goblin-weapon-frenzy.md similarity index 76% rename from Compendium/feats/goblin-weapon-frenzy.md rename to compendium/feats/goblin-weapon-frenzy.md index ed9263630..d291be481 100644 --- a/Compendium/feats/goblin-weapon-frenzy.md +++ b/compendium/feats/goblin-weapon-frenzy.md @@ -7,9 +7,9 @@ tags: aliases: ["Goblin Weapon Frenzy"] --- # Goblin Weapon Frenzy *Feat 5* -[goblin](../../Rules/traits/goblin.md) +[goblin](rules/traits/goblin.md) -- **Prerequisites**: [Goblin Weapon Familiarity](goblin-weapon-familiarity.md) +- **Prerequisites**: [Goblin Weapon Familiarity](compendium/feats/goblin-weapon-familiarity.md) You know how to wield your people's vicious weapons. Whenever you score a critical hit using a goblin weapon, you apply the weapon's critical specialization effect. diff --git a/compendium/feats/graceful-poise.md b/compendium/feats/graceful-poise.md new file mode 100644 index 000000000..76c019949 --- /dev/null +++ b/compendium/feats/graceful-poise.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Graceful Poise"] +--- +# Graceful Poise [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Double Slice](compendium/feats/double-slice.md) +- **Activity** Single Action + +With the right positioning, your off-hand weapon can strike like a scorpion's stinger. While you are in this stance, if you make your second [Strike](rules/actions/strike.md) from Double Slice with an [agile](rules/traits/agile.md) weapon, Double Slice counts as one attack when calculating your multiple attack penalty. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/great-cleave.md b/compendium/feats/great-cleave.md new file mode 100644 index 000000000..2da9e976d --- /dev/null +++ b/compendium/feats/great-cleave.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Great Cleave"] +--- +# Great Cleave *Feat 10* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Cleave](compendium/feats/cleave.md) + +Your fury carries your weapon through multiple foes. When you Cleave, if your [Strike](rules/actions/strike.md) also kills or knocks the target [unconscious](rules/conditions.md#Unconscious), you can continue to make melee [Strikes](rules/actions/strike.md) until you make a [Strike](rules/actions/strike.md) that doesn't kill or knock a creature [unconscious](rules/conditions.md#Unconscious), or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/greater-bloodline.md b/compendium/feats/greater-bloodline.md similarity index 91% rename from Compendium/feats/greater-bloodline.md rename to compendium/feats/greater-bloodline.md index ed98bfc0f..868a2c0d7 100644 --- a/Compendium/feats/greater-bloodline.md +++ b/compendium/feats/greater-bloodline.md @@ -7,7 +7,7 @@ tags: aliases: ["Greater Bloodline"] --- # Greater Bloodline *Feat 10* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) - **Prerequisites**: bloodline spell diff --git a/Compendium/feats/greater-crossblooded-evolution.md b/compendium/feats/greater-crossblooded-evolution.md similarity index 80% rename from Compendium/feats/greater-crossblooded-evolution.md rename to compendium/feats/greater-crossblooded-evolution.md index b8154efa6..0c9e67994 100644 --- a/Compendium/feats/greater-crossblooded-evolution.md +++ b/compendium/feats/greater-crossblooded-evolution.md @@ -7,9 +7,9 @@ tags: aliases: ["Greater Crossblooded Evolution"] --- # Greater Crossblooded Evolution *Feat 18* -[sorcerer](../../Rules/traits/sorcerer.md) +[sorcerer](rules/traits/sorcerer.md) -- **Prerequisites**: [Crossblooded Evolution](crossblooded-evolution.md) +- **Prerequisites**: [Crossblooded Evolution](compendium/feats/crossblooded-evolution.md) Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don't need to be from the same tradition. diff --git a/compendium/feats/greater-debilitating-bomb.md b/compendium/feats/greater-debilitating-bomb.md new file mode 100644 index 000000000..0587fea33 --- /dev/null +++ b/compendium/feats/greater-debilitating-bomb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Greater Debilitating Bomb"] +--- +# Greater Debilitating Bomb *Feat 10* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Debilitating Bomb](compendium/feats/debilitating-bomb.md) + +You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs. When you use Debilitating Bomb, add the following to the list you can choose from: [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), [stupefied](rules/conditions.md#Stupefied), or –10-foot status penalty to Speeds. + +## Greater Debilitating Bomb leads to... + +[True Debilitating Bomb](compendium/feats/true-debilitating-bomb.md) + +## Summary + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/greater-distracting-shot.md b/compendium/feats/greater-distracting-shot.md new file mode 100644 index 000000000..90bf14b78 --- /dev/null +++ b/compendium/feats/greater-distracting-shot.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Greater Distracting Shot"] +--- +# Greater Distracting Shot *Feat 16* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Distracting Shot](compendium/feats/distracting-shot.md) + +Even a single missile can throw off your enemy's balance, and more powerful attacks leave it flustered for longer. If you hit your hunted prey with a ranged weapon, it's [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. If you critically hit your prey or hit it twice on the same turn with a ranged weapon, it's [flat-footed](rules/conditions.md#Flat-footed) until the end of your next turn instead. + +*Source: Core Rulebook p. 176* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/greater-mental-evolution.md b/compendium/feats/greater-mental-evolution.md new file mode 100644 index 000000000..24573e2ee --- /dev/null +++ b/compendium/feats/greater-mental-evolution.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Greater Mental Evolution"] +--- +# Greater Mental Evolution *Feat 16* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [Arcane Evolution](compendium/feats/arcane-evolution.md) or [Occult Evolution](compendium/feats/occult-evolution.md) + +Your bloodline's deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/greater-merciful-elixir.md b/compendium/feats/greater-merciful-elixir.md new file mode 100644 index 000000000..934daf2a2 --- /dev/null +++ b/compendium/feats/greater-merciful-elixir.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Greater Merciful Elixir"] +--- +# Greater Merciful Elixir *Feat 14* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Merciful Elixir](compendium/feats/merciful-elixir.md) + +Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), [sickened](rules/conditions.md#Sickened), or [slowed](rules/conditions.md#Slowed) condition. + +*Source: Core Rulebook p. 80* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/greater-mercy.md b/compendium/feats/greater-mercy.md new file mode 100644 index 000000000..7609fbbf1 --- /dev/null +++ b/compendium/feats/greater-mercy.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Greater Mercy"] +--- +# Greater Mercy *Feat 8* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +Your faith enhances your ability to remove conditions. When you use [Mercy](compendium/feats/mercy.md), you can instead attempt to counteract the [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), [sickened](rules/conditions.md#Sickened), or [slowed](rules/conditions.md#Slowed) conditions. + +*Source: Core Rulebook p. 112* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/greater-vital-evolution.md b/compendium/feats/greater-vital-evolution.md new file mode 100644 index 000000000..25c5f1f11 --- /dev/null +++ b/compendium/feats/greater-vital-evolution.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Greater Vital Evolution"] +--- +# Greater Vital Evolution *Feat 16* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [Divine Evolution](compendium/feats/divine-evolution.md) or [Primal Evolution](compendium/feats/primal-evolution.md) + +Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/green-empathy.md b/compendium/feats/green-empathy.md new file mode 100644 index 000000000..fcc7a0839 --- /dev/null +++ b/compendium/feats/green-empathy.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Green Empathy"] +--- +# Green Empathy *Feat 6* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Leaf order + +You can communicate with plants and fungus on a basic level and use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on them and to make very simple [Requests](rules/actions/request.md) of them. Non-creature plants or fungus typically can't fulfill most requests you might ask of them unless you have access to other magic such as [speak with plants](compendium/spells/speak-with-plants.md). Because of your affiliation with the leaf order, plants have a sense that you support them, so you gain a +2 circumstance bonus on your check to [Make a Request](rules/actions/request.md) of a plant using Green Empathy. + +## Green Empathy leads to... + +[Green Tongue](compendium/feats/green-tongue.md) + +## Summary + +*Source: Core Rulebook p. 136* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/green-tongue.md b/compendium/feats/green-tongue.md new file mode 100644 index 000000000..7bb782f97 --- /dev/null +++ b/compendium/feats/green-tongue.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Green Tongue"] +--- +# Green Tongue *Feat 12* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Green Empathy](compendium/feats/green-empathy.md) + +You share a special kinship with all things green and living. You (and your leshy familiar, if you have one) are constantly under the effects of [speak with plants](compendium/spells/speak-with-plants.md). Most non-creature plants recognize you as a druid of the leaf order and are [friendly](rules/conditions.md#Friendly) to you. + +*Source: Core Rulebook p. 138* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/group-coercion.md b/compendium/feats/group-coercion.md new file mode 100644 index 000000000..7411a3934 --- /dev/null +++ b/compendium/feats/group-coercion.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Group Coercion"] +--- +# Group Coercion *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) + +When you [Coerce](rules/actions/coerce.md), you can compare your [Intimidation](compendium/skills.md#Intimidation) check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets you can [Coerce](rules/actions/coerce.md) in a single action increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/group-impression.md b/compendium/feats/group-impression.md new file mode 100644 index 000000000..4e14c1cdb --- /dev/null +++ b/compendium/feats/group-impression.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Group Impression"] +--- +# Group Impression *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) + +When you [Make an Impression](rules/actions/make-an-impression.md), you can compare your [Diplomacy](compendium/skills.md#Diplomacy) check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/guarded-movement.md b/compendium/feats/guarded-movement.md similarity index 90% rename from Compendium/feats/guarded-movement.md rename to compendium/feats/guarded-movement.md index e523a271c..6597ad871 100644 --- a/Compendium/feats/guarded-movement.md +++ b/compendium/feats/guarded-movement.md @@ -7,7 +7,7 @@ tags: aliases: ["Guarded Movement"] --- # Guarded Movement *Feat 4* -[monk](../../Rules/traits/monk.md) +[monk](rules/traits/monk.md) Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement. diff --git a/Compendium/feats/guardians-deflection.md b/compendium/feats/guardians-deflection.md similarity index 83% rename from Compendium/feats/guardians-deflection.md rename to compendium/feats/guardians-deflection.md index 121830762..e52f256da 100644 --- a/Compendium/feats/guardians-deflection.md +++ b/compendium/feats/guardians-deflection.md @@ -6,8 +6,8 @@ tags: - trait/fighter aliases: ["Guardian's Deflection"] --- -# Guardian's Deflection [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* -[fighter](../../Rules/traits/fighter.md) +# Guardian's Deflection [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[fighter](rules/traits/fighter.md) - **Trigger** An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss. - **Requirements**: You are wielding a single one-handed melee weapon and have your other hand or hands free. diff --git a/compendium/feats/guiding-finish.md b/compendium/feats/guiding-finish.md new file mode 100644 index 000000000..55068f59f --- /dev/null +++ b/compendium/feats/guiding-finish.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Guiding Finish"] +--- +# Guiding Finish [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: You are wielding only a single one-handed melee weapon and have your other hand or hands free. +- **Activity** Single Action + +Using your weapon as a lever, you force your opponent to end up right where you want them. Make a [Strike](rules/actions/strike.md) with the required weapon. If the [Strike](rules/actions/strike.md) hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules found on page 475. Your [Strike](rules/actions/strike.md) gains the following failure effect. + +> [!success-degree] +> - **Failure** You can force the creature to move as you would on a success, but you can move the target only 5 feet. + +*Source: Core Rulebook p. 152* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/guiding-luck.md b/compendium/feats/guiding-luck.md new file mode 100644 index 000000000..b12b3206e --- /dev/null +++ b/compendium/feats/guiding-luck.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Guiding Luck"] +--- +# Guiding Luck *Feat 9* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Halfling Luck](compendium/feats/halfling-luck.md) + +Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a [Perception](compendium/skills.md#Perception) check or attack roll instead of the normal trigger. + +*Source: Core Rulebook p. 53* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/guiding-riposte.md b/compendium/feats/guiding-riposte.md new file mode 100644 index 000000000..59bf31d14 --- /dev/null +++ b/compendium/feats/guiding-riposte.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Guiding Riposte"] +--- +# Guiding Riposte *Feat 14* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md) + +By shifting your weight and angling your weapon, you guide your opponent to a more favorable position. When you use Dueling Riposte to [Strike](rules/actions/strike.md) and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules found on page 475. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/halfling-lore.md b/compendium/feats/halfling-lore.md new file mode 100644 index 000000000..400b2e0f8 --- /dev/null +++ b/compendium/feats/halfling-lore.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Halfling Lore"] +--- +# Halfling Lore *Feat 1* +[halfling](rules/traits/halfling.md) + + +You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth). If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in [Halfling Lore](compendium/skills.md#Lore). + +*Source: Core Rulebook p. 52* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/halfling-luck.md b/compendium/feats/halfling-luck.md new file mode 100644 index 000000000..50522968f --- /dev/null +++ b/compendium/feats/halfling-luck.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fortune +- trait/halfling +aliases: ["Halfling Luck"] +--- +# Halfling Luck [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 1* +[fortune](rules/traits/fortune.md) [halfling](rules/traits/halfling.md) + +- **Frequency**: once per day +- **Trigger** You fail a skill check or saving throw. +- **Activity** Free Action + +Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse than your first roll. + +## Halfling Luck leads to... + +[Guiding Luck](compendium/feats/guiding-luck.md), Halfling Ingenuity, Incredible Luck, Shared Luck + +## Summary + +*Source: Core Rulebook p. 52* +%% #compendium/src/pf2e/crb #trait/fortune #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/halfling-weapon-expertise.md b/compendium/feats/halfling-weapon-expertise.md new file mode 100644 index 000000000..dd612441a --- /dev/null +++ b/compendium/feats/halfling-weapon-expertise.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Halfling Weapon Expertise"] +--- +# Halfling Weapon Expertise *Feat 13* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Halfling Weapon Familiarity](compendium/feats/halfling-weapon-familiarity.md) + +Your halfling affinity blends with your class training, granting you great skill with halfling weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [sling](compendium/equipment/items/sling.md), [halfling sling staff](compendium/equipment/items/halfling-sling-staff.md), [shortsword](compendium/equipment/items/shortsword.md), and all halfling weapons in which you are trained. + +*Source: Core Rulebook p. 53* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/halfling-weapon-familiarity.md b/compendium/feats/halfling-weapon-familiarity.md new file mode 100644 index 000000000..ea51b6c7a --- /dev/null +++ b/compendium/feats/halfling-weapon-familiarity.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Halfling Weapon Familiarity"] +--- +# Halfling Weapon Familiarity *Feat 1* +[halfling](rules/traits/halfling.md) + + +You favor traditional halfling weapons, so you've learned how to use them more effectively. You have the trained proficiency with the [sling](compendium/equipment/items/sling.md), [halfling sling staff](compendium/equipment/items/halfling-sling-staff.md), and [shortsword](compendium/equipment/items/shortsword.md). + +In addition, you gain access to all uncommon halfling weapons. For the purpose of determining your proficiency, martial halfling weapons are simple weapons and advanced halfling weapons are martial weapons. + +## Halfling Weapon Familiarity leads to... + +[Halfling Weapon Expertise](compendium/feats/halfling-weapon-expertise.md), [Halfling Weapon Trickster](compendium/feats/halfling-weapon-trickster.md) + +## Summary + +*Source: Core Rulebook p. 52* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/halfling-weapon-trickster.md b/compendium/feats/halfling-weapon-trickster.md new file mode 100644 index 000000000..92bc1da45 --- /dev/null +++ b/compendium/feats/halfling-weapon-trickster.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Halfling Weapon Trickster"] +--- +# Halfling Weapon Trickster *Feat 5* +[halfling](rules/traits/halfling.md) + +- **Prerequisites**: [Halfling Weapon Familiarity](compendium/feats/halfling-weapon-familiarity.md) + +You are particularly adept at fighting with your people's favored weapons. Whenever you critically succeed at an attack roll using a [shortsword](compendium/equipment/items/shortsword.md), a [sling](compendium/equipment/items/sling.md), or a halfling weapon, you apply the weapon's critical specialization effect. + +*Source: Core Rulebook p. 53* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/hand-of-the-apprentice.md b/compendium/feats/hand-of-the-apprentice.md new file mode 100644 index 000000000..90cc371ec --- /dev/null +++ b/compendium/feats/hand-of-the-apprentice.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Hand Of The Apprentice"] +--- +# Hand Of The Apprentice *Feat 1* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: Universalist wizard + +You can magically hurl your weapon at your foe. You gain the [hand of the apprentice](compendium/spells/hand-of-the-apprentice.md) universalist spell. Universalist spells are a type of focus spell, much like school spells. You start with a focus pool of 1 Focus Point. + +## Hand Of The Apprentice leads to... + +[Universal Versatility](compendium/feats/universal-versatility.md) + +## Summary + +*Source: Core Rulebook p. 209* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/harming-hands.md b/compendium/feats/harming-hands.md similarity index 77% rename from Compendium/feats/harming-hands.md rename to compendium/feats/harming-hands.md index b9756fa6c..6ee73c4f0 100644 --- a/Compendium/feats/harming-hands.md +++ b/compendium/feats/harming-hands.md @@ -7,11 +7,11 @@ tags: aliases: ["Harming Hands"] --- # Harming Hands *Feat 1* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) - **Prerequisites**: harmful font -The mordant power of your negative energy grows. When you cast [harm](../spells/harm.md), you roll d10s instead of d8s. +The mordant power of your negative energy grows. When you cast [harm](compendium/spells/harm.md), you roll d10s instead of d8s. *Source: Core Rulebook p. 121* %% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/harmonize.md b/compendium/feats/harmonize.md new file mode 100644 index 000000000..4b03b7c19 --- /dev/null +++ b/compendium/feats/harmonize.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +- trait/concentrate +- trait/manipulate +- trait/metamagic +aliases: ["Harmonize"] +--- +# Harmonize [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: Maestro muse +- **Activity** Single Action + +You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn't end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect. + +## Harmonize leads to... + +[Symphony Of The Muse](compendium/feats/symphony-of-the-muse.md) + +## Summary + +*Source: Core Rulebook p. 101* +%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/haughty-obstinacy.md b/compendium/feats/haughty-obstinacy.md new file mode 100644 index 000000000..c05cdbe18 --- /dev/null +++ b/compendium/feats/haughty-obstinacy.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/human +aliases: ["Haughty Obstinacy"] +--- +# Haughty Obstinacy *Feat 1* +[human](rules/traits/human.md) + + +Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a [mental](rules/traits/mental.md) effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to [Coerce](rules/actions/coerce.md) you using [Intimidation](compendium/skills.md#Intimidation), it gets a critical failure instead (so it can't try to [Coerce](rules/actions/coerce.md) you again for 1 week). + +*Source: Core Rulebook p. 57* +%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/compendium/feats/hazard-finder.md b/compendium/feats/hazard-finder.md new file mode 100644 index 000000000..686cea497 --- /dev/null +++ b/compendium/feats/hazard-finder.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Hazard Finder"] +--- +# Hazard Finder *Feat 8* +[ranger](rules/traits/ranger.md) + + +You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find traps and hazards, to AC against their attacks, and to saves against their effects. You can find hazards that would normally require you to [Search](rules/actions/search.md) even if you aren't [Searching](rules/actions/search.md). + +*Source: Core Rulebook p. 174* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/heal-mount.md b/compendium/feats/heal-mount.md new file mode 100644 index 000000000..5a6ff0e50 --- /dev/null +++ b/compendium/feats/heal-mount.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Heal Mount"] +--- +# Heal Mount *Feat 8* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (steed) + +Your devotion to your mount manifests as a surge of positive energy. When you cast [lay on hands](compendium/spells/lay-on-hands.md) on your mount, you can restore 10 Hit Points, plus 10 for each heightened level. + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/healing-hands.md b/compendium/feats/healing-hands.md new file mode 100644 index 000000000..0dfdf8136 --- /dev/null +++ b/compendium/feats/healing-hands.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Healing Hands"] +--- +# Healing Hands *Feat 1* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: healing font + +Your positive energy is even more vibrant and restorative. When you cast [heal](compendium/spells/heal.md), you roll d10s instead of d8s. + +## Healing Hands leads to... + +Magic Hands + +## Summary + +*Source: Core Rulebook p. 121* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/healing-touch.md b/compendium/feats/healing-touch.md new file mode 100644 index 000000000..a0977ed09 --- /dev/null +++ b/compendium/feats/healing-touch.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Healing Touch"] +--- +# Healing Touch *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Champion Dedication](compendium/feats/champion-dedication.md) + +You gain the appropriate devotion spell for your cause ([lay on hands](compendium/spells/lay-on-hands.md) for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by praying or serving your deity. (For more on devotion spells, see page 107.) + +*Source: Core Rulebook p. 223* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/healing-transformation.md b/compendium/feats/healing-transformation.md new file mode 100644 index 000000000..9e3ce4519 --- /dev/null +++ b/compendium/feats/healing-transformation.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +- trait/metamagic +aliases: ["Healing Transformation"] +--- +# Healing Transformation [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You can take advantage of shapechanging magic to close wounds and patch injuries. If your next action is to cast a non-cantrip polymorph spell that targets only one creature, your polymorph spell also restores `1d6` Hit Points per spell level to that creature. This is a [healing](rules/traits/healing.md) effect. + +*Source: Core Rulebook p. 137* +%% #compendium/src/pf2e/crb #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/hefty-hauler.md b/compendium/feats/hefty-hauler.md new file mode 100644 index 000000000..aaed74ed0 --- /dev/null +++ b/compendium/feats/hefty-hauler.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Hefty Hauler"] +--- +# Hefty Hauler *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +You can carry more than your frame implies. Increase your maximum and [encumbered](rules/conditions.md#Encumbered) Bulk limits by 2. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/heroic-recovery.md b/compendium/feats/heroic-recovery.md new file mode 100644 index 000000000..a25db9510 --- /dev/null +++ b/compendium/feats/heroic-recovery.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Heroic Recovery"] +--- +# Heroic Recovery [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: healing font, good alignment +- **Activity** Single Action + +The restorative power of your healing invigorates the recipient. If the next action you use is to cast [heal](compendium/spells/heal.md) targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls. + +*Source: Core Rulebook p. 125* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/hidden-paragon.md b/compendium/feats/hidden-paragon.md new file mode 100644 index 000000000..1225761fa --- /dev/null +++ b/compendium/feats/hidden-paragon.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Hidden Paragon"] +--- +# Hidden Paragon [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: legendary in [Stealth](compendium/skills.md#Stealth) +- **Frequency**: once per hour +- **Trigger** You successfully use [Stealth](compendium/skills.md#Stealth) to [Hide](rules/actions/hide.md) and become [hidden](rules/conditions.md#Hidden) from all of your current foes, or use [Stealth](compendium/skills.md#Stealth) to [Sneak](rules/actions/sneak.md) and become [undetected](rules/conditions.md#Undetected) to all your current foes. +- **Activity** Reaction + +When you put your mind to slipping out of sight, you disappear completely. You become [invisible](rules/conditions.md#Invisible) for 1 minute, even if you use a hostile action. Not even [glitterdust](compendium/spells/glitterdust.md), [see invisibility](compendium/spells/see-invisibility.md), or similar effects can reveal you, though creatures can still use the [Seek](rules/actions/seek.md) action to locate you as normal. + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/hierophants-power.md b/compendium/feats/hierophants-power.md similarity index 90% rename from Compendium/feats/hierophants-power.md rename to compendium/feats/hierophants-power.md index 9f56b278a..2c51bd827 100644 --- a/Compendium/feats/hierophants-power.md +++ b/compendium/feats/hierophants-power.md @@ -7,7 +7,7 @@ tags: aliases: ["Hierophant's Power"] --- # Hierophant's Power *Feat 20* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) You have entwined yourself with the natural world, and its full power flows through you. You gain an additional 10th-level spell slot. diff --git a/compendium/feats/hobnobber.md b/compendium/feats/hobnobber.md new file mode 100644 index 000000000..eb246ba25 --- /dev/null +++ b/compendium/feats/hobnobber.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Hobnobber"] +--- +# Hobnobber *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Diplomacy](compendium/skills.md#Diplomacy) + +You are skilled at learning information through conversation. The [Gather Information](rules/actions/gather-information.md) exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you're a master in [Diplomacy](compendium/skills.md#Diplomacy) and you [Gather Information](rules/actions/gather-information.md) at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with [Gather Information](rules/actions/gather-information.md) is accurate. + +## Hobnobber leads to... + +Entourage + +## Summary + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/holy-castigation.md b/compendium/feats/holy-castigation.md new file mode 100644 index 000000000..e8d4469af --- /dev/null +++ b/compendium/feats/holy-castigation.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Holy Castigation"] +--- +# Holy Castigation *Feat 1* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: good alignment + +You combine holy energy with positive energy to damage demons, devils, and their evil ilk. [Heal](compendium/spells/heal.md) spells you cast damage fiends as though they were undead. + +## Holy Castigation leads to... + +[Castigating Weapon](compendium/feats/castigating-weapon.md) + +## Summary + +*Source: Core Rulebook p. 121* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/house-of-imaginary-walls.md b/compendium/feats/house-of-imaginary-walls.md new file mode 100644 index 000000000..72cf29e1b --- /dev/null +++ b/compendium/feats/house-of-imaginary-walls.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["House Of Imaginary Walls"] +--- +# House Of Imaginary Walls *Feat 10* +[bard](rules/traits/bard.md) + + +You erect an imaginary barrier others believe to be real. You learn the [house of imaginary walls](compendium/spells/house-of-imaginary-walls.md) composition cantrip. + +*Source: Core Rulebook p. 102* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/hunted-shot.md b/compendium/feats/hunted-shot.md new file mode 100644 index 000000000..f3d99335d --- /dev/null +++ b/compendium/feats/hunted-shot.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/ranger +aliases: ["Hunted Shot"] +--- +# Hunted Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) + +- **Frequency**: once per round +- **Requirements**: You are wielding a ranged weapon with [reload 0](rules/traits/reload.md). +- **Activity** Single Action + +You take two quick shots against the one you hunt. Make two [Strikes](rules/actions/strike.md) against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each [Strike](rules/actions/strike.md) normally. + +*Source: Core Rulebook p. 171* +%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/hunters-aim.md b/compendium/feats/hunters-aim.md new file mode 100644 index 000000000..158ca2557 --- /dev/null +++ b/compendium/feats/hunters-aim.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/ranger +aliases: ["Hunter's Aim"] +--- +# Hunter's Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* +[concentrate](rules/traits/concentrate.md) [ranger](rules/traits/ranger.md) + +- **Activity** Two-Action + +When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon [Strike](rules/actions/strike.md) against your hunted prey. On this [Strike](rules/actions/strike.md), you gain a +2 circumstance bonus to the attack roll and ignore your prey's [concealed](rules/conditions.md#Concealed) condition. + +## Hunter's Aim leads to... + +[Targeting Shot](compendium/feats/targeting-shot.md) + +## Summary + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/illusion-sense.md b/compendium/feats/illusion-sense.md new file mode 100644 index 000000000..a71c09e30 --- /dev/null +++ b/compendium/feats/illusion-sense.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/gnome +aliases: ["Illusion Sense"] +--- +# Illusion Sense *Feat 1* +[gnome](rules/traits/gnome.md) + + +Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both [Perception](compendium/skills.md#Perception) checks and Will saves against illusions. When you come within 10 feet of an illusion that can be 0, the GM rolls a secret check for you to 0, even if you didn't spend an action to [Interact](rules/actions/interact.md) with the illusion. + +## Illusion Sense leads to... + +Intuitive Illusions, Natural Illusionist + +## Summary + +*Source: Core Rulebook p. 44* +%% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/impaling-briars.md b/compendium/feats/impaling-briars.md new file mode 100644 index 000000000..58811d804 --- /dev/null +++ b/compendium/feats/impaling-briars.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Impaling Briars"] +--- +# Impaling Briars *Feat 16* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Leaf order + +You can fill an area with devastating briars that impale and impede your foes. You gain the [impaling briars](compendium/spells/impaling-briars.md) order spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/impeccable-crafting.md b/compendium/feats/impeccable-crafting.md new file mode 100644 index 000000000..8ad33e409 --- /dev/null +++ b/compendium/feats/impeccable-crafting.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Impeccable Crafting"] +--- +# Impeccable Crafting *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Specialty Crafting](compendium/feats/specialty-crafting.md) + +You craft flawless creations with great efficiency. Whenever you roll a success at a [Crafting](compendium/skills.md#Crafting) check to make an item of the type you chose with [Specialty Crafting](compendium/feats/specialty-crafting.md), you get a critical success instead. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/implausible-infiltration.md b/compendium/feats/implausible-infiltration.md new file mode 100644 index 000000000..ea13943c5 --- /dev/null +++ b/compendium/feats/implausible-infiltration.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/move +- trait/rogue +aliases: ["Implausible Infiltration"] +--- +# Implausible Infiltration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* +[magical](rules/traits/magical.md) [move](rules/traits/move.md) [rogue](rules/traits/rogue.md) + +- **Prerequisites**: legendary in [Acrobatics](compendium/skills.md#Acrobatics), [Quick Squeeze](compendium/feats/quick-squeeze.md) +- **Requirements**: You are adjacent to a floor or vertical wall. +- **Activity** Two-Action + +You find tiny holes or imperfections that no one else could see and try to somehow fit yourself through them, possibly moving directly through the wall or floor from one side to the other. Your movement attempt fails if the wall or floor is made of something other than wood, plaster, or stone; is thicker than 10 feet; or contains even a thin layer of metal. If you have a climb Speed, you can use this ability to attempt to move through a ceiling. + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/magical #trait/move #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/imposing-destrier.md b/compendium/feats/imposing-destrier.md new file mode 100644 index 000000000..2fc9b4280 --- /dev/null +++ b/compendium/feats/imposing-destrier.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Imposing Destrier"] +--- +# Imposing Destrier *Feat 10* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (steed), [Loyal Warhorse](compendium/feats/loyal-warhorse.md) + +Under your care, your mount has realized its innate potential. The mount you gained through the [divine ally](compendium/feats/divine-ally.md) class feature is now a nimble or savage animal companion. During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your mount can still use 1 action on your turn to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +## Imposing Destrier leads to... + +[Auspicious Mount](compendium/feats/auspicious-mount.md) + +## Summary + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/impossible-flurry.md b/compendium/feats/impossible-flurry.md new file mode 100644 index 000000000..328310f1d --- /dev/null +++ b/compendium/feats/impossible-flurry.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/open +- trait/ranger +aliases: ["Impossible Flurry"] +--- +# Impossible Flurry [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[flourish](rules/traits/flourish.md) [open](rules/traits/open.md) [ranger](rules/traits/ranger.md) + +- **Requirements**: You are wielding two melee weapons, each in a different hand. +- **Activity** Three-Action + +You forgo precision to attack at an impossible speed. Make three melee [Strikes](rules/actions/strike.md) with each of the required weapons. All of these [Strikes](rules/actions/strike.md) take the maximum multiple attack penalty, as if you had already made two or more attacks this turn. + +## Impossible Flurry leads to... + +Accurate Flurry + +## Summary + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/flourish #trait/open #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/impossible-polymath.md b/compendium/feats/impossible-polymath.md new file mode 100644 index 000000000..1c7d49bc9 --- /dev/null +++ b/compendium/feats/impossible-polymath.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Impossible Polymath"] +--- +# Impossible Polymath *Feat 18* +[bard](rules/traits/bard.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), or [Religion](compendium/skills.md#Religion); [Esoteric Polymath](compendium/feats/esoteric-polymath.md) + +Your esoteric formulas are so unusual that they allow you to dabble in magic from diverse traditions that other bards don't understand. As long as you're trained in [Arcana](compendium/skills.md#Arcana), you can add arcane spells to your book from Esoteric Polymath; as long as you're trained in [Nature](compendium/skills.md#Nature), you can add primal spells to your book; and as long as you are trained in [Religion](compendium/skills.md#Religion), you can add divine spells to your book. + +Like your other spells in your book, you can add one of these spells from another tradition to your repertoire as an occult spell each day using Esoteric Polymath, but you can't retain any spells from another tradition when you prepare again, even if you have [Eclectic Polymath](compendium/feats/eclectic-polymath.md). + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/impossible-striker.md b/compendium/feats/impossible-striker.md new file mode 100644 index 000000000..e244a5755 --- /dev/null +++ b/compendium/feats/impossible-striker.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Impossible Striker"] +--- +# Impossible Striker *Feat 20* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: [Sly Striker](compendium/feats/sly-striker.md) + +Your attacks are swift and deadly beyond explanation. Nothing can prevent you from making a sneak attack, even if your opponent can see every blow coming. Instead of dealing the damage from Sly Striker, you can deal your full sneak attack damage to a target even if the target isn't [flat-footed](rules/conditions.md#Flat-footed). + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/impossible-technique.md b/compendium/feats/impossible-technique.md new file mode 100644 index 000000000..5558a0d2b --- /dev/null +++ b/compendium/feats/impossible-technique.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fortune +- trait/monk +aliases: ["Impossible Technique"] +--- +# Impossible Technique [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[fortune](rules/traits/fortune.md) [monk](rules/traits/monk.md) + +- **Trigger** An enemy's attack hits you or you fail a saving throw against an enemy's ability. +- **Requirements**: You are not armored or [fatigued](rules/conditions.md#Fatigued). +- **Activity** Reaction + +You execute a maneuver that defies possibility. If the triggering effect was an enemy's attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/fortune #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/impossible-volley-fighter.md b/compendium/feats/impossible-volley-fighter.md new file mode 100644 index 000000000..618cca01d --- /dev/null +++ b/compendium/feats/impossible-volley-fighter.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +- trait/open +aliases: ["Impossible Volley (Fighter)"] +--- +# Impossible Volley (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md) trait and [reload 0](rules/traits/reload.md). +- **Activity** Three-Action + +You fire a volley at all foes in an area. Make one [Strike](rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. + +Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/impossible-volley-ranger.md b/compendium/feats/impossible-volley-ranger.md new file mode 100644 index 000000000..96848ea15 --- /dev/null +++ b/compendium/feats/impossible-volley-ranger.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/open +- trait/ranger +aliases: ["Impossible Volley (Ranger)"] +--- +# Impossible Volley (Ranger) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[flourish](rules/traits/flourish.md) [open](rules/traits/open.md) [ranger](rules/traits/ranger.md) + +- **Requirements**: You are wielding a ranged weapon with the [volley](rules/traits/volley.md) trait and [reload 0](rules/traits/reload.md). +- **Activity** Three-Action + +You fire a volley at all foes in an area. Make one [Strike](rules/actions/strike.md) with a –2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets. + +Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/flourish #trait/open #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/impressive-performance.md b/compendium/feats/impressive-performance.md new file mode 100644 index 000000000..2347b1c91 --- /dev/null +++ b/compendium/feats/impressive-performance.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Impressive Performance"] +--- +# Impressive Performance *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) + +Your performances inspire admiration and win you fans. You can [Make an Impression](rules/actions/make-an-impression.md) using [Performance](compendium/skills.md#Performance) instead of [Diplomacy](compendium/skills.md#Diplomacy). + +## Impressive Performance leads to... + +Gladiator Dedication, Fancy Moves, Performative Weapons Training, Play To The Crowd, Call Your Shot, Stage Fighting + +## Summary + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/improbable-elixirs.md b/compendium/feats/improbable-elixirs.md new file mode 100644 index 000000000..89042a9bd --- /dev/null +++ b/compendium/feats/improbable-elixirs.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Improbable Elixirs"] +--- +# Improbable Elixirs *Feat 18* +[alchemist](rules/traits/alchemist.md) + + +Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic. Select a number of potions equal to your Intelligence modifier (minimum 1) of 9th level or lower. You gain formulas to create these potions as alchemical items with the [elixir](rules/traits/elixir.md) trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use [alchemist's tools](compendium/equipment/items/alchemists-tools.md) (for [Quick Alchemy](rules/actions/quick-alchemy.md)) or an [alchemist's lab](compendium/equipment/items/alchemists-lab.md) (for the [Craft](rules/actions/craft.md) activity) instead of any other required tool kits. Other than that, the formula does not change. Once you've chosen the potion formulas, they can't be changed. + +*Source: Core Rulebook p. 81* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/Compendium/feats/improved-command-undead.md b/compendium/feats/improved-command-undead.md similarity index 80% rename from Compendium/feats/improved-command-undead.md rename to compendium/feats/improved-command-undead.md index 9c5f141c3..8a93cf75d 100644 --- a/Compendium/feats/improved-command-undead.md +++ b/compendium/feats/improved-command-undead.md @@ -7,9 +7,9 @@ tags: aliases: ["Improved Command Undead"] --- # Improved Command Undead *Feat 10* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) -- **Prerequisites**: harmful font, [Command Undead](command-undead.md), evil alignment +- **Prerequisites**: harmful font, [Command Undead](compendium/feats/command-undead.md), evil alignment Undead creatures find it all but impossible to resist your commands. When you use Command Undead, if the undead succeeds at its save but doesn't critically succeed, it is your minion for 1 round. If the undead fails its save, it is your minion for 10 minutes. If it critically fails, it is your minion for 24 hours. diff --git a/compendium/feats/improved-communal-healing.md b/compendium/feats/improved-communal-healing.md new file mode 100644 index 000000000..3dd009b06 --- /dev/null +++ b/compendium/feats/improved-communal-healing.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Improved Communal Healing"] +--- +# Improved Communal Healing *Feat 4* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Communal Healing](compendium/feats/communal-healing.md) + +You can direct excess channeled energy outward to benefit an ally. You can grant the Hit Points you would regain from Communal Healing to any one creature within the range of your [heal](compendium/spells/heal.md) spell instead of yourself. You can also use Communal Healing when you target only yourself with a [heal](compendium/spells/heal.md) spell, though if you do, you must grant the additional healing to someone other than yourself. + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/improved-dueling-riposte.md b/compendium/feats/improved-dueling-riposte.md new file mode 100644 index 000000000..9ee5952d5 --- /dev/null +++ b/compendium/feats/improved-dueling-riposte.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Improved Dueling Riposte"] +--- +# Improved Dueling Riposte *Feat 12* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Dueling Riposte](compendium/feats/dueling-riposte.md) + +Your weapon whirls and darts, striking foes whenever the opportunity presents itself. At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from [Dueling Parry](compendium/feats/dueling-parry.md). + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/improved-knockback.md b/compendium/feats/improved-knockback.md new file mode 100644 index 000000000..0c3bfd9e7 --- /dev/null +++ b/compendium/feats/improved-knockback.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Improved Knockback"] +--- +# Improved Knockback *Feat 12* +[monk](rules/traits/monk.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) + +When you successfully [Shove](rules/actions/shove.md) a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into an obstacle, it takes bludgeoning damage equal to 6 plus your Strength modifier, or 8 plus your Strength modifier if you have legendary proficiency in [Athletics](compendium/skills.md#Athletics). + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/improved-knockdown.md b/compendium/feats/improved-knockdown.md new file mode 100644 index 000000000..b1a8be90a --- /dev/null +++ b/compendium/feats/improved-knockdown.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Improved Knockdown"] +--- +# Improved Knockdown *Feat 10* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Knockdown](compendium/feats/knockdown.md) + +You can dash your foe to the ground with a single blow. When you use Knockdown, instead of making a [Strike](rules/actions/strike.md) followed by a [Trip](rules/actions/trip.md), you can attempt a single [Strike](rules/actions/strike.md). If you do and your [Strike](rules/actions/strike.md) hits, instead of rolling a check for your [Trip](rules/actions/trip.md) attempt, you also apply the critical success effect of a [Trip](rules/actions/trip.md). If you used a two-handed melee weapon for the [Strike](rules/actions/strike.md), you can use the weapon's damage die size instead of the regular die size for the damage from a critical [Trip](rules/actions/trip.md). + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/improved-poison-weapon.md b/compendium/feats/improved-poison-weapon.md similarity index 79% rename from Compendium/feats/improved-poison-weapon.md rename to compendium/feats/improved-poison-weapon.md index 7ee7154e2..e3f4c0869 100644 --- a/Compendium/feats/improved-poison-weapon.md +++ b/compendium/feats/improved-poison-weapon.md @@ -7,15 +7,15 @@ tags: aliases: ["Improved Poison Weapon"] --- # Improved Poison Weapon *Feat 8* -[rogue](../../Rules/traits/rogue.md) +[rogue](rules/traits/rogue.md) -- **Prerequisites**: [Poison Weapon](poison-weapon.md) +- **Prerequisites**: [Poison Weapon](compendium/feats/poison-weapon.md) You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals `2d4` poison damage instead of `1d4` poison damage. You don't waste a poison you apply with Poison Weapon on a critically failed attack roll. ## Improved Poison Weapon leads to... -[Deadly Poison Weapon](deadly-poison-weapon-aoa5.md) +Deadly Poison Weapon ## Summary diff --git a/compendium/feats/improved-reflexive-shield.md b/compendium/feats/improved-reflexive-shield.md new file mode 100644 index 000000000..997e3788e --- /dev/null +++ b/compendium/feats/improved-reflexive-shield.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Improved Reflexive Shield"] +--- +# Improved Reflexive Shield *Feat 16* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Reflexive Shield](compendium/feats/reflexive-shield.md) + +Your shield can help save nearby allies. When you use [Shield Block](compendium/feats/shield-block.md) against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/improved-swift-banishment.md b/compendium/feats/improved-swift-banishment.md new file mode 100644 index 000000000..362ecbf5d --- /dev/null +++ b/compendium/feats/improved-swift-banishment.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Improved Swift Banishment"] +--- +# Improved Swift Banishment *Feat 18* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: [Swift Banishment](compendium/feats/swift-banishment.md) + +You easily banish creatures with your weapon. You can use Swift Banishment as long as you have a spell slot of 5th level or higher remaining, even if you don't have [banishment](compendium/spells/banishment.md) prepared. You must sacrifice a prepared spell of 5th level or higher, and the banishment effect you create is heightened to the level of that spell. Your weapon serves as the special material component of banishment, causing the target to take the –2 penalty to its save against any banishment you cast using Swift Banishment. + +*Source: Core Rulebook p. 127* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/improved-twin-riposte-fighter.md b/compendium/feats/improved-twin-riposte-fighter.md similarity index 87% rename from Compendium/feats/improved-twin-riposte-fighter.md rename to compendium/feats/improved-twin-riposte-fighter.md index 3aeafa466..59010ad2c 100644 --- a/Compendium/feats/improved-twin-riposte-fighter.md +++ b/compendium/feats/improved-twin-riposte-fighter.md @@ -7,11 +7,11 @@ tags: aliases: ["Improved Twin Riposte (Fighter)"] --- # Improved Twin Riposte (Fighter) *Feat 14* -[fighter](../../Rules/traits/fighter.md) +[fighter](rules/traits/fighter.md) - **Prerequisites**: Twin Riposte -Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from [Twin Parry](twin-parry-fighter.md). +Your weapons are a blur, blocking and biting at your foes. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). *Source: Core Rulebook p. 153* %% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/improved-twin-riposte-ranger.md b/compendium/feats/improved-twin-riposte-ranger.md similarity index 82% rename from Compendium/feats/improved-twin-riposte-ranger.md rename to compendium/feats/improved-twin-riposte-ranger.md index dba2cf220..21fad7b87 100644 --- a/Compendium/feats/improved-twin-riposte-ranger.md +++ b/compendium/feats/improved-twin-riposte-ranger.md @@ -7,11 +7,11 @@ tags: aliases: ["Improved Twin Riposte (Ranger)"] --- # Improved Twin Riposte (Ranger) *Feat 16* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) - **Prerequisites**: Twin Riposte -At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte against your hunted prey. You can use this extra reaction even if you are not benefiting from [Twin Parry](twin-parry-fighter.md). +At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte against your hunted prey. You can use this extra reaction even if you are not benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). *Source: Core Rulebook p. 176* %% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/incredible-aim.md b/compendium/feats/incredible-aim.md new file mode 100644 index 000000000..3c0b44922 --- /dev/null +++ b/compendium/feats/incredible-aim.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/fighter +aliases: ["Incredible Aim"] +--- +# Incredible Aim [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[concentrate](rules/traits/concentrate.md) [fighter](rules/traits/fighter.md) + +- **Activity** Two-Action + +By spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon [Strike](rules/actions/strike.md). On this [Strike](rules/actions/strike.md), you gain a +2 circumstance bonus to the attack roll and ignore the target's [concealed](rules/conditions.md#Concealed) condition. + +## Incredible Aim leads to... + +[Incredible Ricochet](compendium/feats/incredible-ricochet.md) + +## Summary + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/fighter %% \ No newline at end of file diff --git a/Compendium/feats/incredible-companion-druid.md b/compendium/feats/incredible-companion-druid.md similarity index 76% rename from Compendium/feats/incredible-companion-druid.md rename to compendium/feats/incredible-companion-druid.md index cc18f1f6e..1f9146dc6 100644 --- a/Compendium/feats/incredible-companion-druid.md +++ b/compendium/feats/incredible-companion-druid.md @@ -7,9 +7,9 @@ tags: aliases: ["Incredible Companion (Druid)"] --- # Incredible Companion (Druid) *Feat 8* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) -- **Prerequisites**: [Mature Animal Companion (Druid)](mature-animal-companion-druid.md) +- **Prerequisites**: [Mature Animal Companion (Druid)](compendium/feats/mature-animal-companion-druid.md) Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. diff --git a/compendium/feats/incredible-companion-ranger.md b/compendium/feats/incredible-companion-ranger.md new file mode 100644 index 000000000..aac4e297f --- /dev/null +++ b/compendium/feats/incredible-companion-ranger.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Incredible Companion (Ranger)"] +--- +# Incredible Companion (Ranger) *Feat 10* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Mature Animal Companion (Ranger)](compendium/feats/mature-animal-companion-ranger.md) + +Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion. + +## Incredible Companion (Ranger) leads to... + +[Specialized Companion (Ranger)](compendium/feats/specialized-companion-ranger.md) + +## Summary + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/incredible-ferocity.md b/compendium/feats/incredible-ferocity.md new file mode 100644 index 000000000..9f74ddafa --- /dev/null +++ b/compendium/feats/incredible-ferocity.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/orc +aliases: ["Incredible Ferocity"] +--- +# Incredible Ferocity *Feat 13* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Ferocity](compendium/feats/orc-ferocity.md) + +Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use [Orc Ferocity](compendium/feats/orc-ferocity.md) with a frequency of once per hour, rather than once per day. + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/incredible-improvisation.md b/compendium/feats/incredible-improvisation.md new file mode 100644 index 000000000..d14b90624 --- /dev/null +++ b/compendium/feats/incredible-improvisation.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/human +aliases: ["Incredible Improvisation"] +--- +# Incredible Improvisation [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 9* +[human](rules/traits/human.md) + +- **Prerequisites**: [Clever Improviser](compendium/feats/clever-improviser.md) +- **Frequency**: once per day +- **Trigger** You attempt a check using a skill you're untrained in. +- **Activity** Free Action + +A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check. + +*Source: Core Rulebook p. 57* +%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/Compendium/feats/incredible-initiative.md b/compendium/feats/incredible-initiative.md similarity index 89% rename from Compendium/feats/incredible-initiative.md rename to compendium/feats/incredible-initiative.md index d7f8805ca..b3e411fa5 100644 --- a/Compendium/feats/incredible-initiative.md +++ b/compendium/feats/incredible-initiative.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Initiative"] --- # Incredible Initiative *Feat 1* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. diff --git a/Compendium/feats/incredible-investiture.md b/compendium/feats/incredible-investiture.md similarity index 90% rename from Compendium/feats/incredible-investiture.md rename to compendium/feats/incredible-investiture.md index b9e02d2dc..98c9f588c 100644 --- a/Compendium/feats/incredible-investiture.md +++ b/compendium/feats/incredible-investiture.md @@ -7,7 +7,7 @@ tags: aliases: ["Incredible Investiture"] --- # Incredible Investiture *Feat 11* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) - **Prerequisites**: Charisma 16 diff --git a/compendium/feats/incredible-ricochet.md b/compendium/feats/incredible-ricochet.md new file mode 100644 index 000000000..605467265 --- /dev/null +++ b/compendium/feats/incredible-ricochet.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/fighter +- trait/press +aliases: ["Incredible Ricochet"] +--- +# Incredible Ricochet [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[concentrate](rules/traits/concentrate.md) [fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Prerequisites**: [Incredible Aim](compendium/feats/incredible-aim.md) +- **Activity** Single Action + +After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly. Make a ranged weapon [Strike](rules/actions/strike.md) against a creature you previously attacked this turn. You ignore the target's [concealed](rules/conditions.md#Concealed) condition and all cover. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/fighter #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/infinite-possibilities.md b/compendium/feats/infinite-possibilities.md similarity index 94% rename from Compendium/feats/infinite-possibilities.md rename to compendium/feats/infinite-possibilities.md index 53dfaa4ca..932e1cd51 100644 --- a/Compendium/feats/infinite-possibilities.md +++ b/compendium/feats/infinite-possibilities.md @@ -7,7 +7,7 @@ tags: aliases: ["Infinite Possibilities"] --- # Infinite Possibilities *Feat 18* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) You've found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to cast any spell from your spellbook that's at least 2 levels lower than the slot you designate; the spell acts in all ways as a spell of 2 levels lower. You don't have any particular spell prepared in that slot until you cast it. diff --git a/compendium/feats/insect-shape.md b/compendium/feats/insect-shape.md new file mode 100644 index 000000000..92dde5630 --- /dev/null +++ b/compendium/feats/insect-shape.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Insect Shape"] +--- +# Insect Shape *Feat 6* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) + +Your understanding of life expands, allowing you to mimic a wider range of creatures. Add the forms in [insect form](compendium/spells/insect-form.md) to your wild shape list. Whenever you use wild shape to polymorph into the non-flying insect form listed in pest form, the duration is 24 hours instead of 10 minutes. + +*Source: Core Rulebook p. 136* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/inspirational-focus.md b/compendium/feats/inspirational-focus.md new file mode 100644 index 000000000..1a562e9ad --- /dev/null +++ b/compendium/feats/inspirational-focus.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Inspirational Focus"] +--- +# Inspirational Focus *Feat 12* +[bard](rules/traits/bard.md) + + +Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/inspirational-performance.md b/compendium/feats/inspirational-performance.md new file mode 100644 index 000000000..ede179172 --- /dev/null +++ b/compendium/feats/inspirational-performance.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Inspirational Performance"] +--- +# Inspirational Performance *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Bard Dedication](compendium/feats/bard-dedication.md) + +You gain the [inspire courage](compendium/spells/inspire-courage.md) composition cantrip. + +*Source: Core Rulebook p. 222* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/inspire-competence.md b/compendium/feats/inspire-competence.md new file mode 100644 index 000000000..6b50ea300 --- /dev/null +++ b/compendium/feats/inspire-competence.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Inspire Competence"] +--- +# Inspire Competence *Feat 2* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Maestro muse + +You learn the [inspire competence](compendium/spells/inspire-competence.md) composition cantrip, which aids your allies' skills. + +*Source: Core Rulebook p. 100* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/inspire-defense.md b/compendium/feats/inspire-defense.md new file mode 100644 index 000000000..9c0578383 --- /dev/null +++ b/compendium/feats/inspire-defense.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Inspire Defense"] +--- +# Inspire Defense *Feat 4* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Maestro muse + +You learn the [inspire defense](compendium/spells/inspire-defense.md) composition cantrip, which protects you and allies. + +## Inspire Defense leads to... + +Defensive Coordination + +## Summary + +*Source: Core Rulebook p. 100* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/inspire-heroics.md b/compendium/feats/inspire-heroics.md new file mode 100644 index 000000000..21608f987 --- /dev/null +++ b/compendium/feats/inspire-heroics.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Inspire Heroics"] +--- +# Inspire Heroics *Feat 8* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Maestro muse + +Your performances inspire even greater deeds in your allies. You learn the [inspire heroics](compendium/spells/inspire-heroics.md) metamagic focus spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 102* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/inspire-imitation.md b/compendium/feats/inspire-imitation.md new file mode 100644 index 000000000..165890de5 --- /dev/null +++ b/compendium/feats/inspire-imitation.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/half-elf +aliases: ["Inspire Imitation"] +--- +# Inspire Imitation *Feat 5* +[half-elf](rules/traits/half-elf.md) + + +Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the [Aid](rules/actions/aid.md) reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so. + +*Source: Core Rulebook p. 58* +%% #compendium/src/pf2e/crb #trait/half-elf %% \ No newline at end of file diff --git a/compendium/feats/instant-opening.md b/compendium/feats/instant-opening.md new file mode 100644 index 000000000..504e59e85 --- /dev/null +++ b/compendium/feats/instant-opening.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/rogue +aliases: ["Instant Opening"] +--- +# Instant Opening [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It's [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. + +*Source: Core Rulebook p. 188* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/instinct-ability.md b/compendium/feats/instinct-ability.md new file mode 100644 index 000000000..b260cafaa --- /dev/null +++ b/compendium/feats/instinct-ability.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Instinct Ability"] +--- +# Instinct Ability *Feat 6* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md) + +You gain the instinct|Barbarian||1 ability for the instinct you chose for [Barbarian Dedication](compendium/feats/barbarian-dedication.md). + +*Source: Core Rulebook p. 221* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/instrument-of-zeal.md b/compendium/feats/instrument-of-zeal.md new file mode 100644 index 000000000..5395750ec --- /dev/null +++ b/compendium/feats/instrument-of-zeal.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Instrument Of Zeal"] +--- +# Instrument Of Zeal *Feat 16* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (blade), tenets of good + +Divine energy fills your weapon. Whenever you critically hit a foe with [Blade of Justice](compendium/feats/blade-of-justice.md) or a [Retributive Strike](rules/actions/retributive-strike.md), your attack adds an extra damage die, and the target is [slowed](rules/conditions.md#Slowed) on its next turn. + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/interweave-dispel.md b/compendium/feats/interweave-dispel.md new file mode 100644 index 000000000..8bd1bcb74 --- /dev/null +++ b/compendium/feats/interweave-dispel.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/metamagic +- trait/sorcerer +aliases: ["Interweave Dispel"] +--- +# Interweave Dispel [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [dispel magic](compendium/spells/dispel-magic.md) in your spell repertoire +- **Activity** Single Action + +You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast [dispel magic](compendium/spells/dispel-magic.md) on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/intimidating-glare.md b/compendium/feats/intimidating-glare.md new file mode 100644 index 000000000..8efb8e9f3 --- /dev/null +++ b/compendium/feats/intimidating-glare.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Intimidating Glare"] +--- +# Intimidating Glare *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) + +You can [Demoralize](rules/actions/demoralize.md) with a mere glare. When you do, [Demoralize](rules/actions/demoralize.md) loses the [auditory](rules/traits/auditory.md) trait and gains the [visual](rules/traits/visual.md) trait, and you don't take a penalty if the creature doesn't understand your language. + +## Intimidating Glare leads to... + +[Terrifying Howl](compendium/feats/terrifying-howl.md) + +## Summary + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/intimidating-prowess.md b/compendium/feats/intimidating-prowess.md new file mode 100644 index 000000000..8d6123584 --- /dev/null +++ b/compendium/feats/intimidating-prowess.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Intimidating Prowess"] +--- +# Intimidating Prowess *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: Strength 16, expert in [Intimidation](compendium/skills.md#Intimidation) + +In situations where you can physically menace the target when you [Coerce](rules/actions/coerce.md) or [Demoralize](rules/actions/demoralize.md), you gain a +1 circumstance bonus to your [Intimidation](compendium/skills.md#Intimidation) check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in [Intimidation](compendium/skills.md#Intimidation), this bonus increases to +2. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/intimidating-strike.md b/compendium/feats/intimidating-strike.md new file mode 100644 index 000000000..47f14bd99 --- /dev/null +++ b/compendium/feats/intimidating-strike.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/emotion +- trait/fear +- trait/fighter +- trait/mental +aliases: ["Intimidating Strike"] +--- +# Intimidating Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 2* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [fighter](rules/traits/fighter.md) [mental](rules/traits/mental.md) + +- **Activity** Two-Action + +Your blow not only wounds creatures but also shatters their confidence. Make a melee [Strike](rules/actions/strike.md). If you hit and deal damage, the target is [frightened](rules/conditions.md#Frightened), or [frightened](rules/conditions.md#Frightened) on a critical hit. + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/emotion #trait/fear #trait/fighter #trait/mental %% \ No newline at end of file diff --git a/compendium/feats/inventor.md b/compendium/feats/inventor.md new file mode 100644 index 000000000..41c46dd35 --- /dev/null +++ b/compendium/feats/inventor.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/downtime +- trait/general +- trait/skill +aliases: ["Inventor"] +--- +# Inventor *Feat 7* +[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting) + +You are a genius at [Crafting](compendium/skills.md#Crafting), easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don't know. This works just like the [Craft](rules/actions/craft.md) activity: you spend half the Price of the formula up front, attempt a [Crafting](compendium/skills.md#Crafting) check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it's complete, you add the new formula you invented to your formula book. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/downtime #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/invincible-mutagen.md b/compendium/feats/invincible-mutagen.md similarity index 91% rename from Compendium/feats/invincible-mutagen.md rename to compendium/feats/invincible-mutagen.md index a9db55ec8..8247efbfa 100644 --- a/Compendium/feats/invincible-mutagen.md +++ b/compendium/feats/invincible-mutagen.md @@ -7,7 +7,7 @@ tags: aliases: ["Invincible Mutagen"] --- # Invincible Mutagen *Feat 12* -[alchemist](../../Rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md) The fortifying additives you brew into your mutagens make your juggernaut form impervious. Whenever you're affected by a juggernaut mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0). diff --git a/compendium/feats/invoke-disaster.md b/compendium/feats/invoke-disaster.md new file mode 100644 index 000000000..25d6cd64b --- /dev/null +++ b/compendium/feats/invoke-disaster.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Invoke Disaster"] +--- +# Invoke Disaster *Feat 18* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wind Caller](compendium/feats/wind-caller.md) + +You can invoke nature's fury upon your foes. You gain the [storm lord](compendium/spells/storm-lord.md) order spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/ironblood-stance.md b/compendium/feats/ironblood-stance.md new file mode 100644 index 000000000..89e3490b2 --- /dev/null +++ b/compendium/feats/ironblood-stance.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/stance +aliases: ["Ironblood Stance"] +--- +# Ironblood Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [nonlethal](rules/traits/nonlethal.md), [parry](rules/traits/parry.md), [sweep](rules/traits/sweep.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level. + +## Ironblood Stance leads to... + +[Ironblood Surge](compendium/feats/ironblood-surge.md) + +## Summary + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/ironblood-surge.md b/compendium/feats/ironblood-surge.md new file mode 100644 index 000000000..0fddc981d --- /dev/null +++ b/compendium/feats/ironblood-surge.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Ironblood Surge"] +--- +# Ironblood Surge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Ironblood Stance](compendium/feats/ironblood-stance.md) +- **Requirements**: You are in Ironblood Stance. +- **Activity** Single Action + +You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact. You gain the benefits of your iron sweep's [parry](rules/traits/parry.md) trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it's higher) for the same duration. + +*Source: Core Rulebook p. 164* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/irrepressible.md b/compendium/feats/irrepressible.md new file mode 100644 index 000000000..2461ffe8b --- /dev/null +++ b/compendium/feats/irrepressible.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Irrepressible"] +--- +# Irrepressible *Feat 9* +[halfling](rules/traits/halfling.md) + + +You are easily able to ward off attempts to play on your fears and emotions. When you roll a success on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a critical success instead. If your heritage is gutsy halfling, when you roll a critical failure on a saving throw against an [emotion](rules/traits/emotion.md) effect, you get a failure instead. + +*Source: Core Rulebook p. 53* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/juggernauts-fortitude.md b/compendium/feats/juggernauts-fortitude.md new file mode 100644 index 000000000..eb2b6ab30 --- /dev/null +++ b/compendium/feats/juggernauts-fortitude.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Juggernaut's Fortitude"] +--- +# Juggernaut's Fortitude *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Barbarian Dedication](compendium/feats/barbarian-dedication.md), expert in Fortitude saves + +Your proficiency rank in Fortitude saves increases to master. + +*Source: Core Rulebook p. 221* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/junk-tinker.md b/compendium/feats/junk-tinker.md new file mode 100644 index 000000000..d3a729c9c --- /dev/null +++ b/compendium/feats/junk-tinker.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Junk Tinker"] +--- +# Junk Tinker *Feat 1* +[goblin](rules/traits/goblin.md) + + +You can make useful tools out of even twisted or rusted scraps. When using the [Crafting](compendium/skills.md#Crafting) skill to [Craft](rules/actions/craft.md), you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don't take this penalty when using shoddy items you made. + +You can also incorporate junk to save money while you [Craft](rules/actions/craft.md) any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM's discretion, this might affect the item's resale value depending on the buyer's tastes. + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/ki-blast.md b/compendium/feats/ki-blast.md new file mode 100644 index 000000000..9ee6305b2 --- /dev/null +++ b/compendium/feats/ki-blast.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Ki Blast"] +--- +# Ki Blast *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You can unleash an impactful cone of force by channeling your ki. You gain the [ki blast](compendium/spells/ki-blast.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 161* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/ki-rush.md b/compendium/feats/ki-rush.md new file mode 100644 index 000000000..11417945e --- /dev/null +++ b/compendium/feats/ki-rush.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Ki Rush"] +--- +# Ki Rush *Feat 1* +[monk](rules/traits/monk.md) + + +You can use ki to move with extraordinary speed and make yourself harder to hit. You gain the [ki rush](compendium/spells/ki-rush.md) ki spell and a focus pool of 1 Focus Point. The rules for ki spells are summarized in the sidebar on page 157, and the full rules for focus spells appear on page 300. + +*Source: Core Rulebook p. 158* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/ki-strike.md b/compendium/feats/ki-strike.md new file mode 100644 index 000000000..06f18aea3 --- /dev/null +++ b/compendium/feats/ki-strike.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Ki Strike"] +--- +# Ki Strike *Feat 1* +[monk](rules/traits/monk.md) + + +Your study of the flow of mystical energy allows you to harness it into your physical strikes. You gain the [ki strike](compendium/spells/ki-strike.md) ki spell and a focus pool of 1 Focus Point. + +## Ki Strike leads to... + +[Elemental Fist](compendium/feats/elemental-fist.md) + +## Summary + +*Source: Core Rulebook p. 158* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/kip-up.md b/compendium/feats/kip-up.md new file mode 100644 index 000000000..c39a484a9 --- /dev/null +++ b/compendium/feats/kip-up.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Kip Up"] +--- +# Kip Up [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Acrobatics](compendium/skills.md#Acrobatics) +- **Activity** Free Action + +You [stand up](rules/actions/stand.md). This movement doesn't trigger reactions. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/knockback-strike.md b/compendium/feats/knockback-strike.md new file mode 100644 index 000000000..f8914db69 --- /dev/null +++ b/compendium/feats/knockback-strike.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/monk +aliases: ["Knockback Strike"] +--- +# Knockback Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [monk](rules/traits/monk.md) + +- **Activity** Two-Action + +You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed [Strike](rules/actions/strike.md). If you hit, attempt an [Athletics](compendium/skills.md#Athletics) check to [Shove](rules/actions/shove.md) the target. This attack uses the same multiple attack penalty as your [Strike](rules/actions/strike.md), and doesn't count toward your multiple attack penalty. + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/knockback.md b/compendium/feats/knockback.md new file mode 100644 index 000000000..40a289569 --- /dev/null +++ b/compendium/feats/knockback.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Knockback"] +--- +# Knockback [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Requirements**: Your last action was a successful [Strike](rules/actions/strike.md). +- **Activity** Single Action + +The weight of your swing drives your enemy back. You push the foe back 5 feet, with the effects of a successful [Shove](rules/actions/shove.md). You can follow the foe as normal for a successful [Shove](rules/actions/shove.md). + +## Knockback leads to... + +[Awesome Blow](compendium/feats/awesome-blow.md) + +## Summary + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/knockdown.md b/compendium/feats/knockdown.md new file mode 100644 index 000000000..7de5eaaa7 --- /dev/null +++ b/compendium/feats/knockdown.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +aliases: ["Knockdown"] +--- +# Knockdown [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) +- **Activity** Two-Action + +You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee [Strike](rules/actions/strike.md). If it hits and deals damage, you can attempt an [Athletics](compendium/skills.md#Athletics) check to [Trip](rules/actions/trip.md) the creature you hit. If you're wielding a two-handed melee weapon, you can ignore [Trip](rules/actions/trip.md)'s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. + +## Knockdown leads to... + +[Improved Knockdown](compendium/feats/improved-knockdown.md) + +## Summary + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/know-it-all.md b/compendium/feats/know-it-all.md new file mode 100644 index 000000000..f20d0ef9c --- /dev/null +++ b/compendium/feats/know-it-all.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Know-it-all"] +--- +# Know-it-all *Feat 8* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Enigma muse + +When you succeed at a [Knowledge](rules/actions/recall-knowledge.md) check, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal. + +*Source: Core Rulebook p. 102* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/lasting-coercion.md b/compendium/feats/lasting-coercion.md new file mode 100644 index 000000000..a74238353 --- /dev/null +++ b/compendium/feats/lasting-coercion.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Lasting Coercion"] +--- +# Lasting Coercion *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Intimidation](compendium/skills.md#Intimidation) + +When you successfully [Coerce](rules/actions/coerce.md) someone, the maximum time they comply increases to a week, still determined by the GM. If you're legendary, the maximum increases to a month. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/lasting-doubt.md b/compendium/feats/lasting-doubt.md new file mode 100644 index 000000000..44713e18d --- /dev/null +++ b/compendium/feats/lasting-doubt.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Lasting Doubt"] +--- +# Lasting Doubt *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: Redeemer cause + +When you cast doubt upon your foes, the effect lasts longer than usual. After being [enfeebled](rules/conditions.md#Enfeebled) by your [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md), the foe is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. If you have [Weight of Guilt](compendium/feats/weight-of-guilt.md), after being [stupefied](rules/conditions.md#Stupefied) by your [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md), the foe is [stupefied](rules/conditions.md#Stupefied) for 1 minute or until the flat check from [stupefied](rules/conditions.md#Stupefied) causes it to lose a spell, whichever comes first. + +*Source: Core Rulebook p. 114* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/leave-an-opening.md b/compendium/feats/leave-an-opening.md new file mode 100644 index 000000000..3d560aa57 --- /dev/null +++ b/compendium/feats/leave-an-opening.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Leave An Opening"] +--- +# Leave An Opening *Feat 14* +[rogue](rules/traits/rogue.md) + + +When you hit hard enough, you leave an opening so your ally can jump in on the action. Whenever you critically hit a [flat-footed](rules/conditions.md#Flat-footed) opponent with a melee attack and deal damage, the target triggers an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) reaction from one ally of your choice who has that reaction, as if the enemy had used a [manipulate](rules/traits/manipulate.md) action. + +*Source: Core Rulebook p. 188* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/legendary-codebreaker.md b/compendium/feats/legendary-codebreaker.md new file mode 100644 index 000000000..4f793c373 --- /dev/null +++ b/compendium/feats/legendary-codebreaker.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Codebreaker"] +--- +# Legendary Codebreaker *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Society](compendium/skills.md#Society) + +Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text. You can [Decipher Writing](rules/actions/decipher-writing.md) using [Society](compendium/skills.md#Society) while reading at normal speed. If you slow down and spend the full amount of time that's ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document. + +*Source: Core Rulebook p. 262* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/legendary-linguist.md b/compendium/feats/legendary-linguist.md similarity index 77% rename from Compendium/feats/legendary-linguist.md rename to compendium/feats/legendary-linguist.md index d9bc9de89..386de3af4 100644 --- a/Compendium/feats/legendary-linguist.md +++ b/compendium/feats/legendary-linguist.md @@ -8,9 +8,9 @@ tags: aliases: ["Legendary Linguist"] --- # Legendary Linguist *Feat 15* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) +[general](rules/traits/general.md) [skill](rules/traits/skill.md) -- **Prerequisites**: legendary in [Society](../skills.md#Society), [Multilingual](multilingual.md) +- **Prerequisites**: legendary in [Society](compendium/skills.md#Society), [Multilingual](compendium/feats/multilingual.md) You're so skilled with languages you can create a pidgin instantly. You can always talk to any creature that has a language—even a language you don't know— by creating a new pidgin language that uses simplified terms and conveys basic concepts. To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on). diff --git a/compendium/feats/legendary-medic.md b/compendium/feats/legendary-medic.md new file mode 100644 index 000000000..e141f60fd --- /dev/null +++ b/compendium/feats/legendary-medic.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Medic"] +--- +# Legendary Medic *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Medicine](compendium/skills.md#Medicine) + +You've discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a [Medicine](compendium/skills.md#Medicine) check to remove a disease or the [blinded](rules/conditions.md#Blinded), [deafened](rules/conditions.md#Deafened), [doomed](rules/conditions.md#Doomed), or [drained](rules/conditions.md#Drained) condition. Use the DC of the disease or of the spell or effect that created the condition. If the effect's source is an artifact, above 20th level, or similarly powerful, increase the DC by 10. + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-monster-hunter.md b/compendium/feats/legendary-monster-hunter.md new file mode 100644 index 000000000..e3eb2d365 --- /dev/null +++ b/compendium/feats/legendary-monster-hunter.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Legendary Monster Hunter"] +--- +# Legendary Monster Hunter *Feat 16* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: legendary in [Nature](compendium/skills.md#Nature), [Master Monster Hunter](compendium/feats/master-monster-hunter.md) + +Your knowledge of monsters is so incredible that it reveals glaring flaws in your prey. Your bonus from [Monster Hunter](compendium/feats/monster-hunter.md) (and the bonus from [Monster Warden](compendium/feats/monster-warden.md) if you have it) increases from +1 to +2 for you and any allies who benefit. + +*Source: Core Rulebook p. 176* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/legendary-negotiation.md b/compendium/feats/legendary-negotiation.md new file mode 100644 index 000000000..82643e532 --- /dev/null +++ b/compendium/feats/legendary-negotiation.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Negotiation"] +--- +# Legendary Negotiation [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Diplomacy](compendium/skills.md#Diplomacy) +- **Activity** Three-Action + +You can negotiate incredibly quickly in adverse situations. You attempt to [Make an Impression](rules/actions/make-an-impression.md) and then [Request](rules/actions/request.md) your opponent cease their current activity and engage in negotiations. You take a –5 penalty to your [Diplomacy](compendium/skills.md#Diplomacy) check. The GM sets the DC of the [Request](rules/actions/request.md) based on the circumstances—it's generally at least a very hard DC of the creature's level. Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence. + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-performer.md b/compendium/feats/legendary-performer.md new file mode 100644 index 000000000..ccb380866 --- /dev/null +++ b/compendium/feats/legendary-performer.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Performer"] +--- +# Legendary Performer *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Performance](compendium/skills.md#Performance), [Virtuosic Performer](compendium/feats/virtuosic-performer.md) + +Your fame has spread throughout the lands. NPCs who succeed at a DC 10 [Society](compendium/skills.md#Society) check to [Recall Knowledge](rules/actions/recall-knowledge.md) have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC's disposition. For instance, if you're well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be [friendly](rules/conditions.md#Friendly) toward you. When you [Earn Income](rules/actions/earn-income.md) with [Performance](compendium/skills.md#Performance), you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM. + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-professional.md b/compendium/feats/legendary-professional.md new file mode 100644 index 000000000..3ed11e1f5 --- /dev/null +++ b/compendium/feats/legendary-professional.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Professional"] +--- +# Legendary Professional *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Lore](compendium/skills.md#Lore) + +Your fame has spread throughout the lands (for instance, if you have [Warfare Lore](compendium/skills.md#Lore), you might be a legendary general or tactician). This works as [Legendary Performer](compendium/feats/legendary-performer.md), except you gain higher-level jobs when you [Earn Income](rules/actions/earn-income.md) with [Lore](compendium/skills.md#Lore). + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-shot.md b/compendium/feats/legendary-shot.md new file mode 100644 index 000000000..d3b31f4a4 --- /dev/null +++ b/compendium/feats/legendary-shot.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Legendary Shot"] +--- +# Legendary Shot *Feat 20* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: masterful hunter, legendary in [Perception](compendium/skills.md#Perception), [Far Shot](compendium/feats/far-shot.md) + +You focus on your [hunted prey](rules/actions/hunt-prey.md), perceiving angles, air resistance, and every variable that would affect your ranged attack. If you have master proficiency with your ranged weapon, you can ignore the penalty for attacking up to five range increments away when attacking your hunted prey. + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/legendary-sneak.md b/compendium/feats/legendary-sneak.md new file mode 100644 index 000000000..b8998a896 --- /dev/null +++ b/compendium/feats/legendary-sneak.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Sneak"] +--- +# Legendary Sneak *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Stealth](compendium/skills.md#Stealth), [Swift Sneak](compendium/feats/swift-sneak.md) + +You're always sneaking unless you choose to be seen, even when there's nowhere to hide. You can [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) even without cover or being [concealed](rules/conditions.md#Concealed). When you employ an exploration tactic other than [Avoiding Notice](rules/actions/avoid-notice.md), you also gain the benefits of [Avoiding Notice](rules/actions/avoid-notice.md) unless you choose not to. See page 479 for more information about exploration tactics. + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-survivalist.md b/compendium/feats/legendary-survivalist.md new file mode 100644 index 000000000..030d09a48 --- /dev/null +++ b/compendium/feats/legendary-survivalist.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Survivalist"] +--- +# Legendary Survivalist *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Survival](compendium/skills.md#Survival) + +You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so. + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/legendary-thief.md b/compendium/feats/legendary-thief.md new file mode 100644 index 000000000..a6679e817 --- /dev/null +++ b/compendium/feats/legendary-thief.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Legendary Thief"] +--- +# Legendary Thief *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Thievery](compendium/skills.md#Thievery), [Pickpocket](compendium/feats/pickpocket.md) + +Your ability to [Steal](rules/actions/steal.md) defies belief. You can attempt to [Steal](rules/actions/steal.md) something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying [hidden](rules/conditions.md#Hidden), such as the cover of darkness or a bustling crowd. You take a –5 penalty to your [Thievery](compendium/skills.md#Thievery) check. Even if you succeed, if the item is extremely prominent—like a suit of [full plate](compendium/equipment/items/full-plate.md) armor—onlookers will quickly notice it's gone after you steal it. + +## Legendary Thief leads to... + +Steal Spell + +## Summary + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/lengthy-diversion.md b/compendium/feats/lengthy-diversion.md new file mode 100644 index 000000000..f7e93632d --- /dev/null +++ b/compendium/feats/lengthy-diversion.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Lengthy Diversion"] +--- +# Lengthy Diversion *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +When you critically succeed to [Create a Diversion](rules/actions/create-a-diversion.md), you continue to remain [hidden](rules/conditions.md#Hidden) after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round). + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/leshy-familiar.md b/compendium/feats/leshy-familiar.md similarity index 93% rename from Compendium/feats/leshy-familiar.md rename to compendium/feats/leshy-familiar.md index e295db261..a1514cbcd 100644 --- a/Compendium/feats/leshy-familiar.md +++ b/compendium/feats/leshy-familiar.md @@ -7,7 +7,7 @@ tags: aliases: ["Leshy Familiar"] --- # Leshy Familiar *Feat 1* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) - **Prerequisites**: Leaf order diff --git a/compendium/feats/leyline-conduit.md b/compendium/feats/leyline-conduit.md new file mode 100644 index 000000000..2830cf26f --- /dev/null +++ b/compendium/feats/leyline-conduit.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/druid +- trait/manipulate +- trait/metamagic +aliases: ["Leyline Conduit"] +--- +# Leyline Conduit [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Frequency**: once per minute +- **Activity** Single Action + +You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/liberating-stride.md b/compendium/feats/liberating-stride.md new file mode 100644 index 000000000..94bdbade9 --- /dev/null +++ b/compendium/feats/liberating-stride.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Liberating Stride"] +--- +# Liberating Stride *Feat 12* +[champion](rules/traits/champion.md) + +- **Prerequisites**: Liberator cause + +Instead of you taking a [Step](rules/actions/step.md) at the end of your [Liberating Step](rules/actions/liberating-step.md), the triggering ally can [Stride](rules/actions/stride.md) up to half their Speed. Even if you have exalt, only the triggering ally gains this benefit. + +*Source: Core Rulebook p. 114* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/lie-to-me.md b/compendium/feats/lie-to-me.md new file mode 100644 index 000000000..6163fa483 --- /dev/null +++ b/compendium/feats/lie-to-me.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Lie To Me"] +--- +# Lie To Me *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Deception](compendium/skills.md#Deception) + +You can use [Deception](compendium/skills.md#Deception) to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to [Lie](rules/actions/lie.md) to you, use your [Deception](compendium/skills.md#Deception) DC if it is higher than your [Perception](compendium/skills.md#Perception) DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to [Lie](rules/actions/lie.md) during a long speech. + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/light-step.md b/compendium/feats/light-step.md new file mode 100644 index 000000000..f6af88f00 --- /dev/null +++ b/compendium/feats/light-step.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Light Step"] +--- +# Light Step *Feat 6* +[rogue](rules/traits/rogue.md) + + +You aren't bothered by tricky footing. When you [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md), you can ignore difficult terrain. + +*Source: Core Rulebook p. 186* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/lightning-snares.md b/compendium/feats/lightning-snares.md new file mode 100644 index 000000000..be2384859 --- /dev/null +++ b/compendium/feats/lightning-snares.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Lightning Snares"] +--- +# Lightning Snares *Feat 12* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md), [Quick Snares](compendium/feats/quick-snares.md) + +You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to [Craft](rules/actions/craft.md), you can [Craft](rules/actions/craft.md) it using a single [Interact](rules/actions/interact.md) action instead. + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/lingering-composition.md b/compendium/feats/lingering-composition.md new file mode 100644 index 000000000..b02a8f1d9 --- /dev/null +++ b/compendium/feats/lingering-composition.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Lingering Composition"] +--- +# Lingering Composition *Feat 1* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Maestro muse + +By adding a flourish, you make your compositions last longer. You learn the [lingering composition](compendium/spells/lingering-composition.md) focus spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 99* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/linked-focus.md b/compendium/feats/linked-focus.md new file mode 100644 index 000000000..ed66dcd3e --- /dev/null +++ b/compendium/feats/linked-focus.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Linked Focus"] +--- +# Linked Focus *Feat 4* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: arcane bond, arcane school +- **Frequency**: once per day + +You have linked your bonded item to the well of energy that powers your school spells. When you [Drain your Bonded Item](rules/actions/drain-bonded-item.md) to cast a spell of your arcane school, you also regain 1 Focus Point. + +*Source: Core Rulebook p. 210* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/litany-against-sloth.md b/compendium/feats/litany-against-sloth.md new file mode 100644 index 000000000..26aceed5a --- /dev/null +++ b/compendium/feats/litany-against-sloth.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Litany Against Sloth"] +--- +# Litany Against Sloth *Feat 10* +[champion](rules/traits/champion.md) + +- **Prerequisites**: devotion spells, tenets of good + +You rail against the sin of sloth, turning a foe's laziness against it. You can cast the [litany against sloth](compendium/spells/litany-against-sloth.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/litany-against-wrath.md b/compendium/feats/litany-against-wrath.md new file mode 100644 index 000000000..3ed5a14f7 --- /dev/null +++ b/compendium/feats/litany-against-wrath.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Litany Against Wrath"] +--- +# Litany Against Wrath *Feat 6* +[champion](rules/traits/champion.md) + +- **Prerequisites**: devotion spells, tenets of good + +You excoriate a foe for its wrath against goodly creatures. You can cast the [litany against wrath](compendium/spells/litany-against-wrath.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 112* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/litany-of-righteousness.md b/compendium/feats/litany-of-righteousness.md new file mode 100644 index 000000000..19a24537f --- /dev/null +++ b/compendium/feats/litany-of-righteousness.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Litany Of Righteousness"] +--- +# Litany Of Righteousness *Feat 14* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good + +You call upon righteousness to expose an evil foe's weakness. You can cast the [litany of righteousness](compendium/spells/litany-of-righteousness.md) devotion spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/loremasters-etude.md b/compendium/feats/loremasters-etude.md new file mode 100644 index 000000000..02ab47e26 --- /dev/null +++ b/compendium/feats/loremasters-etude.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +- trait/fortune +aliases: ["Loremaster's Etude"] +--- +# Loremaster's Etude *Feat 2* +[bard](rules/traits/bard.md) [fortune](rules/traits/fortune.md) + +- **Prerequisites**: Enigma muse + +You magically unlock memories, making them easier to recall. You learn the [loremaster's etude](compendium/spells/loremasters-etude.md) composition spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 100* +%% #compendium/src/pf2e/crb #trait/bard #trait/fortune %% \ No newline at end of file diff --git a/compendium/feats/loyal-warhorse.md b/compendium/feats/loyal-warhorse.md new file mode 100644 index 000000000..35bbbb94d --- /dev/null +++ b/compendium/feats/loyal-warhorse.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Loyal Warhorse"] +--- +# Loyal Warhorse *Feat 6* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (steed) + +You and your mount have grown closer, and your loyalty to each other is unbreakable. The mount you gained through the [divine ally](compendium/feats/divine-ally.md) class feature is now a specialized animal companion. In addition, your mount never attacks you, even if it is magically compelled to do so. + +## Loyal Warhorse leads to... + +[Imposing Destrier](compendium/feats/imposing-destrier.md), [Auspicious Mount](compendium/feats/auspicious-mount.md) + +## Summary + +*Source: Core Rulebook p. 112* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/lunge.md b/compendium/feats/lunge.md new file mode 100644 index 000000000..dac632e4c --- /dev/null +++ b/compendium/feats/lunge.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Lunge"] +--- +# Lunge [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[fighter](rules/traits/fighter.md) + +- **Requirements**: You are wielding a melee weapon. +- **Activity** Single Action + +Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a [Strike](rules/actions/strike.md) with a melee weapon, increasing your reach by 5 feet for that [Strike](rules/actions/strike.md). If the weapon has the [disarm](rules/traits/disarm.md), [shove](rules/traits/shove.md), or [trip](rules/traits/trip.md) trait, you can use the corresponding action instead of a [Strike](rules/actions/strike.md). + +## Lunge leads to... + +[Lunging Stance](compendium/feats/lunging-stance.md) + +## Summary + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/lunging-stance.md b/compendium/feats/lunging-stance.md new file mode 100644 index 000000000..a0c00fe5e --- /dev/null +++ b/compendium/feats/lunging-stance.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Lunging Stance"] +--- +# Lunging Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Attack of Opportunity](rules/actions/attack-of-opportunity.md), [Lunge](compendium/feats/lunge.md) +- **Requirements**: You are wielding a melee weapon. +- **Activity** Single Action + +Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use [Attack of Opportunity](rules/actions/attack-of-opportunity.md) against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the [Strike](rules/actions/strike.md) by 5 feet. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/magic-sense-sorcerer.md b/compendium/feats/magic-sense-sorcerer.md new file mode 100644 index 000000000..1ecb9b4e9 --- /dev/null +++ b/compendium/feats/magic-sense-sorcerer.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/detection +- trait/divination +- trait/sorcerer +aliases: ["Magic Sense (Sorcerer)"] +--- +# Magic Sense (Sorcerer) *Feat 12* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [sorcerer](rules/traits/sorcerer.md) + + +You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of [Seeking](rules/actions/seek.md)). You can turn this sense off and on with a free action at the start or the end of your turn. + +**Special.** This feat has the trait corresponding to the tradition of spells you cast ([arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), natural, or [occult](rules/traits/occult.md)). + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/detection #trait/divination #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/magic-sense-wizard.md b/compendium/feats/magic-sense-wizard.md new file mode 100644 index 000000000..05bf89b21 --- /dev/null +++ b/compendium/feats/magic-sense-wizard.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/arcane +- trait/detection +- trait/divination +- trait/wizard +aliases: ["Magic Sense (Wizard)"] +--- +# Magic Sense (Wizard) *Feat 12* +[arcane](rules/traits/arcane.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [wizard](rules/traits/wizard.md) + + +You have a literal sixth sense for ambient magic in your vicinity. You can sense the presence of magic auras as though you were always using a 1st-level [detect magic](compendium/spells/detect-magic.md) spell. This detects magic in your field of vision only. When you [Seek](rules/actions/seek.md), you gain the benefits of a 3rd-level [detect magic](compendium/spells/detect-magic.md) spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn. + +*Source: Core Rulebook p. 212* +%% #compendium/src/pf2e/crb #trait/arcane #trait/detection #trait/divination #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/magical-crafting.md b/compendium/feats/magical-crafting.md new file mode 100644 index 000000000..3b87acba8 --- /dev/null +++ b/compendium/feats/magical-crafting.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Magical Crafting"] +--- +# Magical Crafting *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) + +You can [Craft](rules/actions/craft.md) magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. + +*Source: Core Rulebook p. 263* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/magical-shorthand.md b/compendium/feats/magical-shorthand.md new file mode 100644 index 000000000..e8d0f850e --- /dev/null +++ b/compendium/feats/magical-shorthand.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Magical Shorthand"] +--- +# Magical Shorthand *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) + +Learning spells comes easily to you. If you're an expert in a tradition's associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first. If you're a master in the tradition's associated skill, learning a spell takes 5 minutes per spell level, and if you're legendary, it takes 1 minute per spell level. You can use downtime to learn and inscribe new spells. This works as if you were using [Earn Income](rules/actions/earn-income.md) with the tradition's associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/magical-trickster.md b/compendium/feats/magical-trickster.md new file mode 100644 index 000000000..a83647430 --- /dev/null +++ b/compendium/feats/magical-trickster.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Magical Trickster"] +--- +# Magical Trickster *Feat 4* +[rogue](rules/traits/rogue.md) + + +Whether you're using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes' defenses as easily as any blade. When you succeed at a spell attack roll against a [flat-footed](rules/conditions.md#Flat-footed) foe's AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target. + +*Source: Core Rulebook p. 185* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/maker-of-miracles.md b/compendium/feats/maker-of-miracles.md similarity index 90% rename from Compendium/feats/maker-of-miracles.md rename to compendium/feats/maker-of-miracles.md index ddf5d28c8..c5b934c73 100644 --- a/Compendium/feats/maker-of-miracles.md +++ b/compendium/feats/maker-of-miracles.md @@ -7,7 +7,7 @@ tags: aliases: ["Maker Of Miracles"] --- # Maker Of Miracles *Feat 20* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) - **Prerequisites**: miraculous spell diff --git a/compendium/feats/manifold-edge.md b/compendium/feats/manifold-edge.md new file mode 100644 index 000000000..5f1b31f86 --- /dev/null +++ b/compendium/feats/manifold-edge.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Manifold Edge"] +--- +# Manifold Edge *Feat 18* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: hunter's edge, masterful hunter + +You've learned every possible edge to use against your foes. When you use [Hunt Prey](rules/actions/hunt-prey.md), you can gain a hunter's edge benefit other than the one you selected at 1st level. If you do, you don't gain the additional benefit from masterful hunter. + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/master-alchemy.md b/compendium/feats/master-alchemy.md new file mode 100644 index 000000000..183f501a4 --- /dev/null +++ b/compendium/feats/master-alchemy.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Master Alchemy"] +--- +# Master Alchemy *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Alchemy](compendium/feats/expert-alchemy.md), master in [Crafting](compendium/skills.md#Crafting) + +Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1. + +*Source: Core Rulebook p. 220* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-bard-spellcasting.md b/compendium/feats/master-bard-spellcasting.md new file mode 100644 index 000000000..4134aeb58 --- /dev/null +++ b/compendium/feats/master-bard-spellcasting.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Master Bard Spellcasting"] +--- +# Master Bard Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Bard Spellcasting](compendium/feats/expert-bard-spellcasting.md), legendary in [Occultism](compendium/skills.md#Occultism) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 222* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-cleric-spellcasting.md b/compendium/feats/master-cleric-spellcasting.md new file mode 100644 index 000000000..e26aa8696 --- /dev/null +++ b/compendium/feats/master-cleric-spellcasting.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Master Cleric Spellcasting"] +--- +# Master Cleric Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Cleric Spellcasting](compendium/feats/expert-cleric-spellcasting.md), legendary in [Religion](compendium/skills.md#Religion) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 224* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-druid-spellcasting.md b/compendium/feats/master-druid-spellcasting.md new file mode 100644 index 000000000..b3c00d301 --- /dev/null +++ b/compendium/feats/master-druid-spellcasting.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Master Druid Spellcasting"] +--- +# Master Druid Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Druid Spellcasting](compendium/feats/expert-druid-spellcasting.md), legendary in [Nature](compendium/skills.md#Nature) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 225* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-monster-hunter.md b/compendium/feats/master-monster-hunter.md new file mode 100644 index 000000000..fdc41484d --- /dev/null +++ b/compendium/feats/master-monster-hunter.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Master Monster Hunter"] +--- +# Master Monster Hunter *Feat 10* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: master in [Nature](compendium/skills.md#Nature), [Monster Hunter](compendium/feats/monster-hunter.md) + +You have a nearly encyclopedic knowledge of all creatures of the world. You can use [Nature](compendium/skills.md#Nature) to [Recall Knowledge](rules/actions/recall-knowledge.md) to identify any creature. In addition, you gain the benefits of Monster Hunter (and [Monster Warden](compendium/feats/monster-warden.md), if you have it) on a success as well as a critical success. + +## Master Monster Hunter leads to... + +[Legendary Monster Hunter](compendium/feats/legendary-monster-hunter.md) + +## Summary + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/master-of-many-styles.md b/compendium/feats/master-of-many-styles.md new file mode 100644 index 000000000..efb8398c6 --- /dev/null +++ b/compendium/feats/master-of-many-styles.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Master Of Many Styles"] +--- +# Master Of Many Styles [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[monk](rules/traits/monk.md) + +- **Prerequisites**: Stance Savant +- **Trigger** This is the first action of your turn. +- **Activity** Free Action + +You move between stances in an unceasing dance. You use an action with the [stance](rules/traits/stance.md) trait. + +## Master Of Many Styles leads to... + +Ki Center + +## Summary + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/master-sorcerer-spellcasting.md b/compendium/feats/master-sorcerer-spellcasting.md new file mode 100644 index 000000000..b13cf1365 --- /dev/null +++ b/compendium/feats/master-sorcerer-spellcasting.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Master Sorcerer Spellcasting"] +--- +# Master Sorcerer Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md); legendary in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion), depending on bloodline + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 230* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-spotter.md b/compendium/feats/master-spotter.md new file mode 100644 index 000000000..ae3397443 --- /dev/null +++ b/compendium/feats/master-spotter.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Master Spotter"] +--- +# Master Spotter *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), expert in [Perception](compendium/skills.md#Perception) + +Your proficiency rank in [Perception](compendium/skills.md#Perception) increases to master. + +*Source: Core Rulebook p. 228* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/master-wizard-spellcasting.md b/compendium/feats/master-wizard-spellcasting.md new file mode 100644 index 000000000..8154687ec --- /dev/null +++ b/compendium/feats/master-wizard-spellcasting.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Master Wizard Spellcasting"] +--- +# Master Wizard Spellcasting *Feat 18* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md), legendary in [Arcana](compendium/skills.md#Arcana) + +You gain the master spellcasting benefits. + +*Source: Core Rulebook p. 231* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/masterful-companion.md b/compendium/feats/masterful-companion.md new file mode 100644 index 000000000..285f4be7c --- /dev/null +++ b/compendium/feats/masterful-companion.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Masterful Companion"] +--- +# Masterful Companion *Feat 18* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: masterful hunter, Animal Companion + +Your animal companion shares your incredible hunting skills, allowing it to take down your shared prey with ease. When you [Hunt Prey](rules/actions/hunt-prey.md), your animal companion gains the masterful hunter benefit associated with your hunter's edge, rather than just your original hunter's edge benefit. + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/mature-animal-companion-druid.md b/compendium/feats/mature-animal-companion-druid.md new file mode 100644 index 000000000..e2a8c7f8a --- /dev/null +++ b/compendium/feats/mature-animal-companion-druid.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Mature Animal Companion (Druid)"] +--- +# Mature Animal Companion (Druid) *Feat 4* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Animal Companion (Druid)](compendium/feats/animal-companion-druid.md) + +Your animal companion grows up, becoming a specialized animal companion, which grants it additional capabilities. Your animal companion is better trained than most. During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your animal companion can still use 1 action on your turn that round to [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md). + +## Mature Animal Companion (Druid) leads to... + +[Incredible Companion (Druid)](compendium/feats/incredible-companion-druid.md) + +## Summary + +*Source: Core Rulebook p. 135* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/mature-animal-companion-ranger.md b/compendium/feats/mature-animal-companion-ranger.md new file mode 100644 index 000000000..482b62c6a --- /dev/null +++ b/compendium/feats/mature-animal-companion-ranger.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Mature Animal Companion (Ranger)"] +--- +# Mature Animal Companion (Ranger) *Feat 6* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Animal Companion (Ranger)](compendium/feats/animal-companion-ranger.md) + +Your animal companion grows up, becoming a specialized animal companion and gaining additional capabilities. If you have the [Hunt Prey](rules/actions/hunt-prey.md) action, your animal companion assaults the prey even without your orders. During an encounter, even if you don't use the [Command an Animal](rules/actions/command-an-animal.md) action, your animal companion can still use 1 action that round on your turn to [Stride](rules/actions/stride.md) toward or [Strike](rules/actions/strike.md) your prey. + +## Mature Animal Companion (Ranger) leads to... + +[Incredible Companion (Ranger)](compendium/feats/incredible-companion-ranger.md), [Specialized Companion (Ranger)](compendium/feats/specialized-companion-ranger.md) + +## Summary + +*Source: Core Rulebook p. 173* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/meditative-focus.md b/compendium/feats/meditative-focus.md new file mode 100644 index 000000000..55ceaa6f7 --- /dev/null +++ b/compendium/feats/meditative-focus.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Meditative Focus"] +--- +# Meditative Focus *Feat 12* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +Your meditation is so effective that you can achieve a deep focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +## Meditative Focus leads to... + +[Meditative Wellspring](compendium/feats/meditative-wellspring.md) + +## Summary + +*Source: Core Rulebook p. 164* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/meditative-wellspring.md b/compendium/feats/meditative-wellspring.md new file mode 100644 index 000000000..834d51967 --- /dev/null +++ b/compendium/feats/meditative-wellspring.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Meditative Wellspring"] +--- +# Meditative Wellspring *Feat 18* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Meditative Focus](compendium/feats/meditative-focus.md) + +When you clear your mind, your focus comes flowing back in a powerful rush. If you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/mega-bomb.md b/compendium/feats/mega-bomb.md new file mode 100644 index 000000000..ba098b738 --- /dev/null +++ b/compendium/feats/mega-bomb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/additive-3 +- trait/alchemist +aliases: ["Mega Bomb"] +--- +# Mega Bomb [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[additive <3>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Expanded Splash](compendium/feats/expanded-splash.md) +- **Requirements**: You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level. +- **Activity** Single Action + +You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.You use an [Interact](rules/actions/interact.md) action to throw the mega bomb, rather than [Strike](rules/actions/strike.md), and you don't make an attack roll. The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you. The bomb deals damage as if each creature were the primary target, with a basic Reflex save. On a failed save, a creature also takes any extra effects that affect a primary target (such as [flat-footed](rules/conditions.md#Flat-footed) from bottled lightning). While all targets in the area take splash damage as primary targets, there is no further splash beyond that area. If your next action after creating a mega bomb isn't an [Interact](rules/actions/interact.md) action to throw it, the mega bomb denatures and loses all effects. + +*Source: Core Rulebook p. 81* +%% #compendium/src/pf2e/crb #trait/additive-3 #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/melodious-spell.md b/compendium/feats/melodious-spell.md new file mode 100644 index 000000000..2acbc8e4a --- /dev/null +++ b/compendium/feats/melodious-spell.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +- trait/concentrate +- trait/manipulate +- trait/metamagic +aliases: ["Melodious Spell"] +--- +# Melodious Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You subtly weave your spellcasting into your performance. If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md), attempt a [Performance](compendium/skills.md#Performance) check against all observers' [Perception](compendium/skills.md#Perception) DCs. If your [Performance](compendium/skills.md#Performance) check is successful against an observer's [Perception](compendium/skills.md#Perception) DC, that observer doesn't notice that you are [Casting a Spell](rules/actions/cast-a-spell.md), even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. + +This hides only the spell's spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish. + +*Source: Core Rulebook p. 101* +%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/merciful-elixir.md b/compendium/feats/merciful-elixir.md new file mode 100644 index 000000000..9384161c5 --- /dev/null +++ b/compendium/feats/merciful-elixir.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/additive-2 +- trait/alchemist +aliases: ["Merciful Elixir"] +--- +# Merciful Elixir [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Frequency**: once per round +- **Trigger** You craft an elixir of life using [Quick Alchemy](rules/actions/quick-alchemy.md), and that elixir is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one [fear](rules/traits/fear.md) effect or one effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the drinker using the item's level and a counteract modifier equal to your class DC – 10. + +## Merciful Elixir leads to... + +[Greater Merciful Elixir](compendium/feats/greater-merciful-elixir.md) + +## Summary + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/mercy.md b/compendium/feats/mercy.md new file mode 100644 index 000000000..96f2f0a97 --- /dev/null +++ b/compendium/feats/mercy.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +- trait/concentrate +- trait/metamagic +aliases: ["Mercy"] +--- +# Mercy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[champion](rules/traits/champion.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: devotion spell ([lay on hands](compendium/spells/lay-on-hands.md)) +- **Activity** Single Action + +Your touch relieves fear and restores movement. If the next action you use is to cast [lay on hands](compendium/spells/lay-on-hands.md), you can attempt to counteract a [fear](rules/traits/fear.md) effect or an effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target, in addition to the other benefits of lay on hands. + +## Mercy leads to... + +[Affliction Mercy](compendium/feats/affliction-mercy.md), [Greater Mercy](compendium/feats/greater-mercy.md), [Ultimate Mercy](compendium/feats/ultimate-mercy.md), Blessed Spell, Elucidating Mercy, Invigorating Mercy + +## Summary + +*Source: Core Rulebook p. 111* +%% #compendium/src/pf2e/crb #trait/champion #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/metamagic-channel.md b/compendium/feats/metamagic-channel.md new file mode 100644 index 000000000..17e0494fd --- /dev/null +++ b/compendium/feats/metamagic-channel.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +aliases: ["Metamagic Channel"] +--- +# Metamagic Channel [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 20* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) + +- **Activity** Free Action + +Deep understanding of divine revelations into the nature of vital essence allows you to freely manipulate the effects of your positive or negative energy. Use 1 [metamagic](rules/traits/metamagic.md) action that you can perform that normally takes 1 action and can be applied to the [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. If you use it in this way, its effects apply only to a [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) spell. + +*Source: Core Rulebook p. 127* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate %% \ No newline at end of file diff --git a/compendium/feats/metamagic-mastery-sorcerer.md b/compendium/feats/metamagic-mastery-sorcerer.md new file mode 100644 index 000000000..b0e9f0206 --- /dev/null +++ b/compendium/feats/metamagic-mastery-sorcerer.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Metamagic Mastery (Sorcerer)"] +--- +# Metamagic Mastery (Sorcerer) *Feat 20* +[sorcerer](rules/traits/sorcerer.md) + + +Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](rules/traits/metamagic.md) single actions as free actions. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/metamagic-mastery-wizard.md b/compendium/feats/metamagic-mastery-wizard.md new file mode 100644 index 000000000..cdaa5ce14 --- /dev/null +++ b/compendium/feats/metamagic-mastery-wizard.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Metamagic Mastery (Wizard)"] +--- +# Metamagic Mastery (Wizard) *Feat 20* +[wizard](rules/traits/wizard.md) + + +Altering your spells doesn't take any longer than casting them normally. You can use [metamagic](rules/traits/metamagic.md) single actions as free actions. + +*Source: Core Rulebook p. 213* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/mindblank-mutagen.md b/compendium/feats/mindblank-mutagen.md new file mode 100644 index 000000000..c0ce5e0f9 --- /dev/null +++ b/compendium/feats/mindblank-mutagen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Mindblank Mutagen"] +--- +# Mindblank Mutagen *Feat 18* +[alchemist](rules/traits/alchemist.md) + + +With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections. When you're affected by a serene mutagen, [detection](rules/traits/detection.md), [revelation](rules/traits/revelation.md), and [scrying](rules/traits/scrying.md) effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, [detect magic](compendium/spells/detect-magic.md) would still detect other magic in the area, but not any magic on you. + +*Source: Core Rulebook p. 81* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/minor-magic.md b/compendium/feats/minor-magic.md new file mode 100644 index 000000000..98f4f9160 --- /dev/null +++ b/compendium/feats/minor-magic.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Minor Magic"] +--- +# Minor Magic *Feat 2* +[rogue](rules/traits/rogue.md) + + +You've dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. Your key spellcasting ability is Charisma, and you're trained in spell attack rolls and DCs for the tradition of your chosen cantrips. + +*Source: Core Rulebook p. 184* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/miracle-worker.md b/compendium/feats/miracle-worker.md similarity index 86% rename from Compendium/feats/miracle-worker.md rename to compendium/feats/miracle-worker.md index a52a8fdce..10c6c066f 100644 --- a/Compendium/feats/miracle-worker.md +++ b/compendium/feats/miracle-worker.md @@ -7,11 +7,11 @@ tags: aliases: ["Miracle Worker"] --- # Miracle Worker *Feat 18* -[alchemist](../../Rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md) - **Frequency**: once every minute -Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes [wounded](../../Rules/conditions.md#Wounded). +Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes [wounded](rules/conditions.md#Wounded). *Source: Core Rulebook p. 81* %% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/mirror-shield.md b/compendium/feats/mirror-shield.md new file mode 100644 index 000000000..be6ce8cac --- /dev/null +++ b/compendium/feats/mirror-shield.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Mirror Shield"] +--- +# Mirror Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[fighter](rules/traits/fighter.md) + +- **Trigger** An opponent casting a spell that targets you critically fails a spell attack roll against your AC. +- **Requirements**: You have a [shield raised](rules/actions/raise-a-shield.md). +- **Activity** Reaction + +You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). + +## Mirror Shield leads to... + +Reflecting Riposte + +## Summary + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/mixed-maneuver.md b/compendium/feats/mixed-maneuver.md new file mode 100644 index 000000000..dbc475096 --- /dev/null +++ b/compendium/feats/mixed-maneuver.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Mixed Maneuver"] +--- +# Mixed Maneuver [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[monk](rules/traits/monk.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) +- **Activity** Two-Action + +You combine two different maneuvers together into a single flowing whole. Choose any two of [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), and [Trip](rules/actions/trip.md). Attempt both of the attacks you chose against the same or different creatures, but don't apply the multiple attack penalty until after resolving both attacks. + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/mobile-shot-stance.md b/compendium/feats/mobile-shot-stance.md new file mode 100644 index 000000000..ef92e2f6b --- /dev/null +++ b/compendium/feats/mobile-shot-stance.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Mobile Shot Stance"] +--- +# Mobile Shot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Activity** Single Action + +Your shots become nimble and deadly. While you're in this stance, your ranged [Strikes](rules/actions/strike.md) don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack. If you have [Attack of Opportunity](rules/actions/attack-of-opportunity.md), you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so. + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/mobility.md b/compendium/feats/mobility.md new file mode 100644 index 000000000..596740571 --- /dev/null +++ b/compendium/feats/mobility.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Mobility"] +--- +# Mobility *Feat 2* +[rogue](rules/traits/rogue.md) + + +You move in a way that denies your enemies the opportunity to retaliate. When you take a [Stride](rules/actions/stride.md) action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 184* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/moment-of-clarity.md b/compendium/feats/moment-of-clarity.md new file mode 100644 index 000000000..1638f90b7 --- /dev/null +++ b/compendium/feats/moment-of-clarity.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/rage +aliases: ["Moment Of Clarity"] +--- +# Moment Of Clarity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) + +- **Activity** Single Action + +You push back your rage for a moment in order to think clearly. Until the end of this turn, you can use actions with the [concentrate](rules/traits/concentrate.md) trait even if those actions don't have the [rage](rules/traits/rage.md) trait. + +*Source: Core Rulebook p. 88* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/monastic-weaponry.md b/compendium/feats/monastic-weaponry.md new file mode 100644 index 000000000..dfed04977 --- /dev/null +++ b/compendium/feats/monastic-weaponry.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Monastic Weaponry"] +--- +# Monastic Weaponry *Feat 1* +[monk](rules/traits/monk.md) + + +You have trained with the traditional weaponry of your monastery or school. You gain access to uncommon weapons that have the [monk](rules/traits/monk.md) trait and become trained in simple and martial monk weapons. When your proficiency rank for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as [Crane Stance](compendium/feats/crane-stance.md). + +## Monastic Weaponry leads to... + +Ancestral Weaponry, Peafowl Stance, Peafowl Strut, Shooting Stars Stance, Whirling Blade Stance + +## Summary + +*Source: Core Rulebook p. 158* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/monk-dedication.md b/compendium/feats/monk-dedication.md new file mode 100644 index 000000000..058e8b422 --- /dev/null +++ b/compendium/feats/monk-dedication.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Monk Dedication"] +--- +# Monk Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Strength 14, Dexterity 14 + +You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics); if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC. + +**Special.** You can't select another dedication feat until you have gained two other feats from the monk archetype. + +## Monk Dedication leads to... + +[Basic Kata](compendium/feats/basic-kata.md), [Advanced Kata](compendium/feats/advanced-kata.md), [Monk Moves](compendium/feats/monk-moves.md), [Monk Resiliency](compendium/feats/monk-resiliency.md), [Monk's Flurry](compendium/feats/monks-flurry.md), [Perfection's Path](compendium/feats/perfections-path.md) + +## Summary + +*Source: Core Rulebook p. 227* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/monk-moves.md b/compendium/feats/monk-moves.md new file mode 100644 index 000000000..24fa50487 --- /dev/null +++ b/compendium/feats/monk-moves.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Monk Moves"] +--- +# Monk Moves *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) + +You gain a +10-foot status bonus to your Speed when you're not wearing armor. + +*Source: Core Rulebook p. 227* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/monk-resiliency.md b/compendium/feats/monk-resiliency.md new file mode 100644 index 000000000..e86c71731 --- /dev/null +++ b/compendium/feats/monk-resiliency.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Monk Resiliency"] +--- +# Monk Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 227* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/monks-flurry.md b/compendium/feats/monks-flurry.md new file mode 100644 index 000000000..d7b9cf271 --- /dev/null +++ b/compendium/feats/monks-flurry.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Monk's Flurry"] +--- +# Monk's Flurry *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md) + +You gain the [Flurry of Blows](rules/actions/flurry-of-blows.md) action. + +*Source: Core Rulebook p. 227* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/monster-hunter.md b/compendium/feats/monster-hunter.md new file mode 100644 index 000000000..b6e455037 --- /dev/null +++ b/compendium/feats/monster-hunter.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Monster Hunter"] +--- +# Monster Hunter *Feat 1* +[ranger](rules/traits/ranger.md) + + +You swiftly assess your prey and apply what you know. As part of the action used to [Hunt your Prey](rules/actions/hunt-prey.md), you can attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md) about your prey. When you critically succeed at identifying your hunted prey with [Recall Knowledge](rules/actions/recall-knowledge.md), you note a weakness in the creature's defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature. + +## Monster Hunter leads to... + +[Master Monster Hunter](compendium/feats/master-monster-hunter.md), [Legendary Monster Hunter](compendium/feats/legendary-monster-hunter.md), [Monster Warden](compendium/feats/monster-warden.md) + +## Summary + +*Source: Core Rulebook p. 171* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/monster-warden.md b/compendium/feats/monster-warden.md similarity index 83% rename from Compendium/feats/monster-warden.md rename to compendium/feats/monster-warden.md index 5215d9030..67918b1a6 100644 --- a/Compendium/feats/monster-warden.md +++ b/compendium/feats/monster-warden.md @@ -7,9 +7,9 @@ tags: aliases: ["Monster Warden"] --- # Monster Warden *Feat 2* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) -- **Prerequisites**: [Monster Hunter](monster-hunter.md) +- **Prerequisites**: [Monster Hunter](compendium/feats/monster-hunter.md) You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature's next attack against you. diff --git a/compendium/feats/monstrosity-shape.md b/compendium/feats/monstrosity-shape.md new file mode 100644 index 000000000..43a51b5a6 --- /dev/null +++ b/compendium/feats/monstrosity-shape.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Monstrosity Shape"] +--- +# Monstrosity Shape *Feat 16* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) + +You can transform into a powerful magical creature. Add the purple worm and sea serpent forms listed in [monstrosity form](compendium/spells/monstrosity-form.md) to your wild shape list. If you have [Soaring Shape](compendium/feats/soaring-shape.md), add the phoenix form listed in [aerial form](compendium/spells/aerial-form.md) to your wild shape list. + +## Monstrosity Shape leads to... + +Heart Of The Kaiju + +## Summary + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/monstrous-peacemaker.md b/compendium/feats/monstrous-peacemaker.md new file mode 100644 index 000000000..803974084 --- /dev/null +++ b/compendium/feats/monstrous-peacemaker.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/half-orc +aliases: ["Monstrous Peacemaker"] +--- +# Monstrous Peacemaker *Feat 1* +[half-orc](rules/traits/half-orc.md) + + +Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to [Diplomacy](compendium/skills.md#Diplomacy) checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM's discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on [Perception](compendium/skills.md#Perception) checks to [Sense the Motives](rules/actions/sense-motive.md) of such creatures. + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/half-orc %% \ No newline at end of file diff --git a/compendium/feats/mountain-quake.md b/compendium/feats/mountain-quake.md new file mode 100644 index 000000000..aff36f5e6 --- /dev/null +++ b/compendium/feats/mountain-quake.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Mountain Quake"] +--- +# Mountain Quake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Mountain Stronghold](compendium/feats/mountain-stronghold.md) +- **Requirements**: You are in [Mountain Stance](compendium/feats/mountain-stance.md). +- **Activity** Single Action + +You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save against your class DC. On a failure, they also fall [prone](rules/conditions.md#Prone). After you use this action, you can't use it again for `1d4` rounds. + +**Special.** If you have this feat, the Dexterity modifier cap to your AC while using [Mountain Stance](compendium/feats/mountain-stance.md) increases from +1 to +2. + +*Source: Core Rulebook p. 164* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/mountain-stance.md b/compendium/feats/mountain-stance.md new file mode 100644 index 000000000..136300d7b --- /dev/null +++ b/compendium/feats/mountain-stance.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/stance +aliases: ["Mountain Stance"] +--- +# Mountain Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored and touching the ground. +- **Activity** Single Action + +You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. The only [Strikes](rules/actions/strike.md) you can make are falling stone unarmed attacks. These deal `1d8` bludgeoning damage; are in the brawling group; and have the [forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being [Shoved](rules/actions/shove.md) or [Tripped](rules/actions/trip.md). You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your [explorer's clothing](compendium/equipment/items/explorers-clothing.md), [mage armor](compendium/spells/mage-armor.md), and bracers of armor. + +## Mountain Stance leads to... + +[Mountain Stronghold](compendium/feats/mountain-stronghold.md), [Mountain Quake](compendium/feats/mountain-quake.md) + +## Summary + +*Source: Core Rulebook p. 159* +%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/mountain-stronghold.md b/compendium/feats/mountain-stronghold.md new file mode 100644 index 000000000..bb03cbfb4 --- /dev/null +++ b/compendium/feats/mountain-stronghold.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Mountain Stronghold"] +--- +# Mountain Stronghold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Mountain Stance](compendium/feats/mountain-stance.md) +- **Requirements**: You are in [Mountain Stance](compendium/feats/mountain-stance.md). +- **Activity** Single Action + +You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn. + +**Special.** If you have this feat, the Dexterity modifier cap to your AC while you're in [Mountain Stance](compendium/feats/mountain-stance.md) increases from +0 to +1. + +## Mountain Stronghold leads to... + +[Mountain Quake](compendium/feats/mountain-quake.md) + +## Summary + +*Source: Core Rulebook p. 161* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/mountains-stoutness.md b/compendium/feats/mountains-stoutness.md new file mode 100644 index 000000000..e21d753b1 --- /dev/null +++ b/compendium/feats/mountains-stoutness.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Mountain's Stoutness"] +--- +# Mountain's Stoutness *Feat 9* +[dwarf](rules/traits/dwarf.md) + + +Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the [dying](rules/conditions.md#Dying) condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value). + +If you also have the [Toughness](compendium/feats/toughness.md) feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value. + +*Source: Core Rulebook p. 37* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/Compendium/feats/multifarious-muse.md b/compendium/feats/multifarious-muse.md similarity index 95% rename from Compendium/feats/multifarious-muse.md rename to compendium/feats/multifarious-muse.md index a02619bca..eff2f7949 100644 --- a/Compendium/feats/multifarious-muse.md +++ b/compendium/feats/multifarious-muse.md @@ -7,7 +7,7 @@ tags: aliases: ["Multifarious Muse"] --- # Multifarious Muse *Feat 2* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) Your muse doesn't fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose. diff --git a/compendium/feats/multilingual.md b/compendium/feats/multilingual.md new file mode 100644 index 000000000..620d55a27 --- /dev/null +++ b/compendium/feats/multilingual.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Multilingual"] +--- +# Multilingual *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society) + +You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in [Society](compendium/skills.md#Society) and again if you are or become legendary. + +**Special.** You can select this feat multiple times. Each time, you learn additional languages. + +## Multilingual leads to... + +[Legendary Linguist](compendium/feats/legendary-linguist.md) + +## Summary + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/multishot-stance.md b/compendium/feats/multishot-stance.md new file mode 100644 index 000000000..08df636ae --- /dev/null +++ b/compendium/feats/multishot-stance.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Multishot Stance"] +--- +# Multishot Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Triple Shot](compendium/feats/triple-shot.md) +- **Requirements**: You are wielding a ranged weapon with [reload 0](rules/traits/reload.md). +- **Activity** Single Action + +You lock yourself in a stable position so you can fire swiftly and accurately. While you are in this stance, your penalty for [Double Shot](compendium/feats/double-shot.md) is reduced to –1, or –2 if you add the extra action to make three [Strikes](rules/actions/strike.md). If you move from your position, this stance ends. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/multitalented.md b/compendium/feats/multitalented.md similarity index 93% rename from Compendium/feats/multitalented.md rename to compendium/feats/multitalented.md index db383319a..aee113237 100644 --- a/Compendium/feats/multitalented.md +++ b/compendium/feats/multitalented.md @@ -7,7 +7,7 @@ tags: aliases: ["Multitalented"] --- # Multitalented *Feat 9* -[human](../../Rules/traits/human.md) +[human](rules/traits/human.md) You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype. diff --git a/Compendium/feats/natural-ambition.md b/compendium/feats/natural-ambition.md similarity index 93% rename from Compendium/feats/natural-ambition.md rename to compendium/feats/natural-ambition.md index 543c5ba99..8a5d5b316 100644 --- a/Compendium/feats/natural-ambition.md +++ b/compendium/feats/natural-ambition.md @@ -7,7 +7,7 @@ tags: aliases: ["Natural Ambition"] --- # Natural Ambition *Feat 1* -[human](../../Rules/traits/human.md) +[human](rules/traits/human.md) You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. diff --git a/compendium/feats/natural-medicine.md b/compendium/feats/natural-medicine.md new file mode 100644 index 000000000..26763856b --- /dev/null +++ b/compendium/feats/natural-medicine.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Natural Medicine"] +--- +# Natural Medicine *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) + +You can apply natural cures to heal your allies. You can use [Nature](compendium/skills.md#Nature) instead of [Medicine](compendium/skills.md#Medicine) to [Treat Wounds](rules/actions/treat-wounds.md). If you're in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to [Treat Wounds](rules/actions/treat-wounds.md) using [Nature](compendium/skills.md#Nature), subject to the GM's determination. + +## Natural Medicine leads to... + +Herbalist Dedication, Endemic Herbs, Expert Herbalism, Fresh Ingredients, Poultice Preparation, Gravelands Herbalist + +## Summary + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/natural-skill.md b/compendium/feats/natural-skill.md similarity index 90% rename from Compendium/feats/natural-skill.md rename to compendium/feats/natural-skill.md index f7d193b50..e42d8c8d9 100644 --- a/Compendium/feats/natural-skill.md +++ b/compendium/feats/natural-skill.md @@ -7,7 +7,7 @@ tags: aliases: ["Natural Skill"] --- # Natural Skill *Feat 1* -[human](../../Rules/traits/human.md) +[human](rules/traits/human.md) Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice. diff --git a/compendium/feats/necrotic-infusion.md b/compendium/feats/necrotic-infusion.md new file mode 100644 index 000000000..c3ae910eb --- /dev/null +++ b/compendium/feats/necrotic-infusion.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Necrotic Infusion"] +--- +# Necrotic Infusion [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: harmful font, evil alignment +- **Activity** Single Action + +You pour negative energy into your undead subject to empower its attacks. If the next action you use is to cast [harm](compendium/spells/harm.md) to restore Hit Points to a single undead creature, the target then deals an additional `1d6` negative damage with its melee weapons and unarmed attacks until the end of its next turn. If the [harm](compendium/spells/harm.md) spell is at least 5th level, this damage increases to `2d6`, and if the [harm](compendium/spells/harm.md) spell is at least 8th level, the damage increases to `3d6`. + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/nimble-crawl.md b/compendium/feats/nimble-crawl.md new file mode 100644 index 000000000..3e73066f7 --- /dev/null +++ b/compendium/feats/nimble-crawl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Nimble Crawl"] +--- +# Nimble Crawl *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Acrobatics](compendium/skills.md#Acrobatics) + +You can [Crawl](rules/actions/crawl.md) incredibly swiftly—up to half your Speed, rather than 5 feet. If you're a master in [Acrobatics](compendium/skills.md#Acrobatics), you can [Crawl](rules/actions/crawl.md) at full Speed, and if you're legendary, you aren't [flat-footed](rules/conditions.md#Flat-footed) while [prone](rules/conditions.md#Prone). + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/nimble-dodge-rogue.md b/compendium/feats/nimble-dodge-rogue.md new file mode 100644 index 000000000..503001270 --- /dev/null +++ b/compendium/feats/nimble-dodge-rogue.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Nimble Dodge (Rogue)"] +--- +# Nimble Dodge (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[rogue](rules/traits/rogue.md) + +- **Trigger** A creature targets you with an attack and you can see the attacker. +- **Requirements**: You are not [encumbered](rules/conditions.md#Encumbered). +- **Activity** Reaction + +You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. + +## Nimble Dodge (Rogue) leads to... + +[Nimble Roll (Rogue)](compendium/feats/nimble-roll-rogue.md) + +## Summary + +*Source: Core Rulebook p. 183* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/nimble-elf.md b/compendium/feats/nimble-elf.md similarity index 89% rename from Compendium/feats/nimble-elf.md rename to compendium/feats/nimble-elf.md index 8e45c101a..45acfb34d 100644 --- a/Compendium/feats/nimble-elf.md +++ b/compendium/feats/nimble-elf.md @@ -7,7 +7,7 @@ tags: aliases: ["Nimble Elf"] --- # Nimble Elf *Feat 1* -[elf](../../Rules/traits/elf.md) +[elf](rules/traits/elf.md) Your muscles are tightly honed. Your Speed increases by 5 feet. diff --git a/compendium/feats/nimble-roll-rogue.md b/compendium/feats/nimble-roll-rogue.md new file mode 100644 index 000000000..0633d92c3 --- /dev/null +++ b/compendium/feats/nimble-roll-rogue.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Nimble Roll (Rogue)"] +--- +# Nimble Roll (Rogue) *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: [Nimble Dodge](compendium/feats/nimble-dodge-rogue.md) + +You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect. + +When you use Nimble Dodge and the triggering attack fails or critically fails, or when you succeed or critically succeed at the saving throw, you can also [Stride](rules/actions/stride.md) up to 10 feet as part of the reaction. If you do, the reaction gains the [move](rules/traits/move.md) trait. You can use Nimble Roll while [Flying](rules/actions/fly.md) or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/no-escape.md b/compendium/feats/no-escape.md new file mode 100644 index 000000000..177797699 --- /dev/null +++ b/compendium/feats/no-escape.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["No Escape"] +--- +# No Escape [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 2* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Trigger** A foe within reach attempts to move away from you. +- **Activity** Reaction + +You keep pace with a retreating foe. [Stride](rules/actions/stride.md) up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use No Escape to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 89* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/occult-breadth.md b/compendium/feats/occult-breadth.md similarity index 79% rename from Compendium/feats/occult-breadth.md rename to compendium/feats/occult-breadth.md index 303a73c3f..55cd397f8 100644 --- a/Compendium/feats/occult-breadth.md +++ b/compendium/feats/occult-breadth.md @@ -7,9 +7,9 @@ tags: aliases: ["Occult Breadth"] --- # Occult Breadth *Feat 8* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Basic Bard Spellcasting](basic-bard-spellcasting.md) +- **Prerequisites**: [Basic Bard Spellcasting](compendium/feats/basic-bard-spellcasting.md) Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest Bard spell slots. diff --git a/compendium/feats/occult-evolution.md b/compendium/feats/occult-evolution.md new file mode 100644 index 000000000..40a3c4b11 --- /dev/null +++ b/compendium/feats/occult-evolution.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/occult +- trait/sorcerer +aliases: ["Occult Evolution"] +--- +# Occult Evolution *Feat 4* +[occult](rules/traits/occult.md) [sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: bloodline that grants occult spells + +Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one [mental](rules/traits/mental.md) occult spell you don't know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later). + +## Occult Evolution leads to... + +[Greater Mental Evolution](compendium/feats/greater-mental-evolution.md), Greater Spiritual Evolution + +## Summary + +*Source: Core Rulebook p. 199* +%% #compendium/src/pf2e/crb #trait/occult #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/oddity-identification.md b/compendium/feats/oddity-identification.md new file mode 100644 index 000000000..bad05547a --- /dev/null +++ b/compendium/feats/oddity-identification.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Oddity Identification"] +--- +# Oddity Identification *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Occultism](compendium/skills.md#Occultism) + +You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to [Occultism](compendium/skills.md#Occultism) checks to [Identify Magic](rules/actions/identify-magic.md) with the [mental](rules/traits/mental.md), [possession](rules/traits/possession.md), [prediction](rules/traits/prediction.md), or [scrying](rules/traits/scrying.md) traits. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/opportune-backstab.md b/compendium/feats/opportune-backstab.md new file mode 100644 index 000000000..3d4289cc3 --- /dev/null +++ b/compendium/feats/opportune-backstab.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Opportune Backstab"] +--- +# Opportune Backstab [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Trigger** A creature within your melee reach is hit by a melee attack from one of your allies. +- **Activity** Reaction + +When your enemy is hit by your ally, you capitalize upon the distraction. Make a [Strike](rules/actions/strike.md) against the triggering creature. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/opportunist.md b/compendium/feats/opportunist.md new file mode 100644 index 000000000..537937da8 --- /dev/null +++ b/compendium/feats/opportunist.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Opportunist"] +--- +# Opportunist *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Fighter Dedication](compendium/feats/fighter-dedication.md) + +You gain the [Attack of Opportunity](rules/actions/attack-of-opportunity.md) reaction. + +*Source: Core Rulebook p. 226* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/orc-ferocity.md b/compendium/feats/orc-ferocity.md new file mode 100644 index 000000000..923586ea8 --- /dev/null +++ b/compendium/feats/orc-ferocity.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/orc +aliases: ["Orc Ferocity"] +--- +# Orc Ferocity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[orc](rules/traits/orc.md) + +- **Frequency**: once per day +- **Trigger** You would be reduced to 0 Hit Points but not immediately killed. +- **Activity** Reaction + +Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your [wounded](rules/conditions.md#Wounded) condition increases by 1. + +## Orc Ferocity leads to... + +[Incredible Ferocity](compendium/feats/incredible-ferocity.md), Ferocious Beasts, Rampaging Ferocity, Undying Ferocity, Defy Death + +## Summary + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/orc-sight.md b/compendium/feats/orc-sight.md new file mode 100644 index 000000000..39ebfc912 --- /dev/null +++ b/compendium/feats/orc-sight.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/half-orc +aliases: ["Orc Sight"] +--- +# Orc Sight *Feat 1* +[half-orc](rules/traits/half-orc.md) + +- **Prerequisites**: [low-light vision](rules/abilities/low-light-vision.md) + +Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain [darkvision](rules/abilities/darkvision.md), allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only. + +**Special.** You can take this feat only at 1st level, and you can't retrain out of this feat or into this feat. + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/half-orc %% \ No newline at end of file diff --git a/compendium/feats/orc-superstition.md b/compendium/feats/orc-superstition.md new file mode 100644 index 000000000..7a50bb59b --- /dev/null +++ b/compendium/feats/orc-superstition.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/orc +aliases: ["Orc Superstition"] +--- +# Orc Superstition [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[concentrate](rules/traits/concentrate.md) [orc](rules/traits/orc.md) + +- **Trigger** You attempt a saving throw against a spell or [magical](rules/traits/magical.md) effect, before rolling. +- **Activity** Reaction + +You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or [magical](rules/traits/magical.md) effect. + +## Orc Superstition leads to... + +[Pervasive Superstition](compendium/feats/pervasive-superstition.md), Spell Devourer + +## Summary + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/orc-weapon-carnage.md b/compendium/feats/orc-weapon-carnage.md new file mode 100644 index 000000000..4e5a635d6 --- /dev/null +++ b/compendium/feats/orc-weapon-carnage.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/orc +aliases: ["Orc Weapon Carnage"] +--- +# Orc Weapon Carnage *Feat 5* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Weapon Familiarity](compendium/feats/orc-weapon-familiarity.md) + +You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a [falchion](compendium/equipment/items/falchion.md), a [greataxe](compendium/equipment/items/greataxe.md), or an orc weapon, you apply the weapon's critical specialization effect. + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/orc-weapon-expertise.md b/compendium/feats/orc-weapon-expertise.md new file mode 100644 index 000000000..3668927e6 --- /dev/null +++ b/compendium/feats/orc-weapon-expertise.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/orc +aliases: ["Orc Weapon Expertise"] +--- +# Orc Weapon Expertise *Feat 13* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Weapon Familiarity](compendium/feats/orc-weapon-familiarity.md) + +Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [falchion](compendium/equipment/items/falchion.md), the [greataxe](compendium/equipment/items/greataxe.md), and all orc weapons in which you are trained. + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/orc-weapon-familiarity.md b/compendium/feats/orc-weapon-familiarity.md new file mode 100644 index 000000000..b6a0cdd9b --- /dev/null +++ b/compendium/feats/orc-weapon-familiarity.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/orc +aliases: ["Orc Weapon Familiarity"] +--- +# Orc Weapon Familiarity *Feat 1* +[orc](rules/traits/orc.md) + + +In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the [falchion](compendium/equipment/items/falchion.md) and [greataxe](compendium/equipment/items/greataxe.md). In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons. + +## Orc Weapon Familiarity leads to... + +[Orc Weapon Carnage](compendium/feats/orc-weapon-carnage.md), [Orc Weapon Expertise](compendium/feats/orc-weapon-expertise.md) + +## Summary + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/Compendium/feats/order-explorer.md b/compendium/feats/order-explorer.md similarity index 92% rename from Compendium/feats/order-explorer.md rename to compendium/feats/order-explorer.md index 37581598d..6540820da 100644 --- a/Compendium/feats/order-explorer.md +++ b/compendium/feats/order-explorer.md @@ -7,7 +7,7 @@ tags: aliases: ["Order Explorer"] --- # Order Explorer *Feat 2* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don't gain any of the other benefits of the order you chose. @@ -16,7 +16,7 @@ You have learned the secrets of another druidic order, passing whatever rites of ## Order Explorer leads to... -[Order Magic](order-magic.md) +[Order Magic](compendium/feats/order-magic.md) ## Summary diff --git a/Compendium/feats/order-magic.md b/compendium/feats/order-magic.md similarity index 84% rename from Compendium/feats/order-magic.md rename to compendium/feats/order-magic.md index 01e5edee3..bd4549ee9 100644 --- a/Compendium/feats/order-magic.md +++ b/compendium/feats/order-magic.md @@ -7,9 +7,9 @@ tags: aliases: ["Order Magic"] --- # Order Magic *Feat 4* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) -- **Prerequisites**: [Order Explorer](order-explorer.md) +- **Prerequisites**: [Order Explorer](compendium/feats/order-explorer.md) You have delved deeper into the teaching of a new order, gaining access to a coveted order spell. Choose an order you have selected with Order Explorer. You gain the initial order spell from that order. diff --git a/compendium/feats/order-spell.md b/compendium/feats/order-spell.md new file mode 100644 index 000000000..cc5e5b730 --- /dev/null +++ b/compendium/feats/order-spell.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Order Spell"] +--- +# Order Spell *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Druid Dedication](compendium/feats/druid-dedication.md) + +You gain the initial order spell from your order. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [Refocus](rules/actions/refocus.md) by being one with nature. (For more on order spells, see page 131.) + +*Source: Core Rulebook p. 225* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/otherworldly-magic.md b/compendium/feats/otherworldly-magic.md similarity index 93% rename from Compendium/feats/otherworldly-magic.md rename to compendium/feats/otherworldly-magic.md index 6dd560c17..9b39490ae 100644 --- a/Compendium/feats/otherworldly-magic.md +++ b/compendium/feats/otherworldly-magic.md @@ -7,7 +7,7 @@ tags: aliases: ["Otherworldly Magic"] --- # Otherworldly Magic *Feat 1* -[elf](../../Rules/traits/elf.md) +[elf](rules/traits/elf.md) Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. diff --git a/compendium/feats/overwhelming-energy-druid.md b/compendium/feats/overwhelming-energy-druid.md new file mode 100644 index 000000000..bf25cc97d --- /dev/null +++ b/compendium/feats/overwhelming-energy-druid.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +- trait/manipulate +- trait/metamagic +aliases: ["Overwhelming Energy (Druid)"] +--- +# Overwhelming Energy (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +With a complex gesture, you call upon the primal power of your spell to overcome enemies' resistances. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the wall created by [wall of fire](compendium/spells/wall-of-fire.md). A creature's immunities are unaffected. + +*Source: Core Rulebook p. 137* +%% #compendium/src/pf2e/crb #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/overwhelming-energy-sorcerer.md b/compendium/feats/overwhelming-energy-sorcerer.md new file mode 100644 index 000000000..d6e1e7e30 --- /dev/null +++ b/compendium/feats/overwhelming-energy-sorcerer.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/manipulate +- trait/metamagic +- trait/sorcerer +aliases: ["Overwhelming Energy (Sorcerer)"] +--- +# Overwhelming Energy (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You alter your spells to overcome resistances. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the wall created by [wall of fire](compendium/spells/wall-of-fire.md). A creature's immunities are unaffected. + +*Source: Core Rulebook p. 200* +%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/overwhelming-energy-wizard.md b/compendium/feats/overwhelming-energy-wizard.md new file mode 100644 index 000000000..51ddce008 --- /dev/null +++ b/compendium/feats/overwhelming-energy-wizard.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/manipulate +- trait/metamagic +- trait/wizard +aliases: ["Overwhelming Energy (Wizard)"] +--- +# Overwhelming Energy (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Activity** Single Action + +With a complex gesture, you alter the energy of your spell to overcome resistances. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md), the spell ignores an amount of the target's resistance to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage the spell deals, including [persistent damage](rules/conditions.md#Persistent%20Damage) and damage caused by an ongoing effect of the spell, such as the wall created by [wall of fire](compendium/spells/wall-of-fire.md). A creature's immunities are unaffected. + +*Source: Core Rulebook p. 211* +%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/paragons-guard.md b/compendium/feats/paragons-guard.md new file mode 100644 index 000000000..aa0e24a0c --- /dev/null +++ b/compendium/feats/paragons-guard.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Paragon's Guard"] +--- +# Paragon's Guard [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are wielding a shield. +- **Activity** Single Action + +Once you've had a moment to set your stance, you always have your shield ready without a thought. While you are in this stance, you constantly have your shield raised as if you'd used the [Raise a Shield](rules/actions/raise-a-shield.md) action, as long as you meet that action's requirements. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/penetrating-shot.md b/compendium/feats/penetrating-shot.md new file mode 100644 index 000000000..bbc63404b --- /dev/null +++ b/compendium/feats/penetrating-shot.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/open +- trait/ranger +aliases: ["Penetrating Shot"] +--- +# Penetrating Shot [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 10* +[open](rules/traits/open.md) [ranger](rules/traits/ranger.md) + +- **Requirements**: You are wielding a ranged weapon. +- **Activity** Two-Action + +You shoot clear through an intervening creature to hit your prey. Choose a target that is giving lesser cover to your [hunted prey](rules/actions/hunt-prey.md). Make a single ranged [Strike](rules/actions/strike.md) with the required weapon against the chosen target and your hunted prey. This attack ignores any lesser cover the chosen target provides your hunted prey. Roll damage only once, and apply it to each creature you hit. A Penetrating Shot counts as two attacks for your multiple attack penalty. + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/open #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/perfect-clarity.md b/compendium/feats/perfect-clarity.md new file mode 100644 index 000000000..531a38f0b --- /dev/null +++ b/compendium/feats/perfect-clarity.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/fortune +- trait/rage +aliases: ["Perfect Clarity"] +--- +# Perfect Clarity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [fortune](rules/traits/fortune.md) [rage](rules/traits/rage.md) + +- **Trigger** You fail or critically fail an attack roll or Will save. +- **Activity** Reaction + +You burn out all of your rage to ensure that your attack lands and your mind remains free. Reroll the triggering attack roll or Will save with a +2 circumstance bonus, use the better result, and resolve the effect. You then immediately stop raging. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/fortune #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/perfect-debilitation.md b/compendium/feats/perfect-debilitation.md new file mode 100644 index 000000000..a1645e711 --- /dev/null +++ b/compendium/feats/perfect-debilitation.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Perfect Debilitation"] +--- +# Perfect Debilitation *Feat 18* +[alchemist](rules/traits/alchemist.md) + + +You have perfected the formulas for bombs that impede your enemies. When you use [Debilitating Bomb](compendium/feats/debilitating-bomb.md), your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw. + +*Source: Core Rulebook p. 81* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/perfect-distraction.md b/compendium/feats/perfect-distraction.md new file mode 100644 index 000000000..4f7f1e5b6 --- /dev/null +++ b/compendium/feats/perfect-distraction.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Perfect Distraction"] +--- +# Perfect Distraction [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception) +- **Activity** Single Action + +You use clever tactics to mislead your foes as you sneak away. You [Sneak](rules/actions/sneak.md) while leaving a decoy behind. The decoy acts as the spell [mislead](compendium/spells/mislead.md), though you aren't [invisible](rules/conditions.md#Invisible), just [undetected](rules/conditions.md#Undetected). You can continue to concentrate to move your decoy, as with the spell, whether or not you remain [hidden](rules/conditions.md#Hidden) throughout the duration. Once you use Perfect Distraction, you need to spend 10 minutes to set up another decoy before you can use it again. + +## Perfect Distraction leads to... + +[Reactive Distraction](compendium/feats/reactive-distraction.md) + +## Summary + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/perfect-encore.md b/compendium/feats/perfect-encore.md similarity index 90% rename from Compendium/feats/perfect-encore.md rename to compendium/feats/perfect-encore.md index e20e4a5fc..5bf0913cb 100644 --- a/Compendium/feats/perfect-encore.md +++ b/compendium/feats/perfect-encore.md @@ -7,7 +7,7 @@ tags: aliases: ["Perfect Encore"] --- # Perfect Encore *Feat 20* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) - **Prerequisites**: magnum opus diff --git a/compendium/feats/perfect-form-control.md b/compendium/feats/perfect-form-control.md new file mode 100644 index 000000000..d29426aed --- /dev/null +++ b/compendium/feats/perfect-form-control.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Perfect Form Control"] +--- +# Perfect Form Control *Feat 18* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Form Control](compendium/feats/form-control.md), Strength 18 + +Thanks to magic and muscle memory, you can stay in your alternate forms indefinitely; you may have even forgotten your original form. When you use Form Control, instead of lasting 1 hour, wild shape is permanent until you [Dismiss](rules/actions/dismiss.md) it. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/perfect-mutagen.md b/compendium/feats/perfect-mutagen.md new file mode 100644 index 000000000..b47bf386c --- /dev/null +++ b/compendium/feats/perfect-mutagen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Perfect Mutagen"] +--- +# Perfect Mutagen *Feat 20* +[alchemist](rules/traits/alchemist.md) + + +You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology. When under the effect of a [mutagen](rules/traits/mutagen.md) you crafted, you do not suffer its drawback. + +*Source: Core Rulebook p. 81* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/perfect-shot.md b/compendium/feats/perfect-shot.md new file mode 100644 index 000000000..1225f9df5 --- /dev/null +++ b/compendium/feats/perfect-shot.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/ranger +aliases: ["Perfect Shot"] +--- +# Perfect Shot [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 18* +[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) + +- **Requirements**: You are wielding a loaded ranged weapon with [reload 1](rules/traits/reload.md) or more, and you have not reloaded your weapon since your last turn. +- **Activity** Three-Action + +After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. Make a ranged [Strike](rules/actions/strike.md) with the required weapon against your hunted prey. If you hit, the [Strike](rules/actions/strike.md) deals maximum damage. After the [Strike](rules/actions/strike.md), your turn ends. + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/perfections-path.md b/compendium/feats/perfections-path.md new file mode 100644 index 000000000..4e5716086 --- /dev/null +++ b/compendium/feats/perfections-path.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Perfection's Path"] +--- +# Perfection's Path *Feat 12* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Monk Dedication](compendium/feats/monk-dedication.md), expert in at least one saving throw + +Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master. + +*Source: Core Rulebook p. 227* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/persistent-mutagen.md b/compendium/feats/persistent-mutagen.md new file mode 100644 index 000000000..8059d0dc4 --- /dev/null +++ b/compendium/feats/persistent-mutagen.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Persistent Mutagen"] +--- +# Persistent Mutagen *Feat 16* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Extend Elixir](compendium/feats/extend-elixir.md) + +You've trained your physical form to remain stable within the a given altered state. Once per day, when you consume an [alchemical](rules/traits/alchemical.md) item with the [infused](rules/traits/infused.md) and [mutagen](rules/traits/mutagen.md) traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration. + +*Source: Core Rulebook p. 81* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/pervasive-superstition.md b/compendium/feats/pervasive-superstition.md new file mode 100644 index 000000000..10134a01f --- /dev/null +++ b/compendium/feats/pervasive-superstition.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/orc +aliases: ["Pervasive Superstition"] +--- +# Pervasive Superstition *Feat 9* +[orc](rules/traits/orc.md) + +- **Prerequisites**: [Orc Superstition](compendium/feats/orc-superstition.md) + +You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and [magical](rules/traits/magical.md) effects at all times. + +## Pervasive Superstition leads to... + +Spell Devourer + +## Summary + +*Source: Core Rulebook p. 59* +%% #compendium/src/pf2e/crb #trait/orc %% \ No newline at end of file diff --git a/compendium/feats/pickpocket.md b/compendium/feats/pickpocket.md new file mode 100644 index 000000000..77208d3bf --- /dev/null +++ b/compendium/feats/pickpocket.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Pickpocket"] +--- +# Pickpocket *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Thievery](compendium/skills.md#Thievery) + +You can [Steal](rules/actions/steal.md) or [Palm an Object](rules/actions/palm-an-object.md) that's closely guarded, such as in a pocket, without taking the –5 penalty. You can't steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you're a master in [Thievery](compendium/skills.md#Thievery), you can attempt to [Steal](rules/actions/steal.md) from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty. + +## Pickpocket leads to... + +[Legendary Thief](compendium/feats/legendary-thief.md), Steal Spell, Plant Evidence, Larcenous Hand + +## Summary + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/planar-survival.md b/compendium/feats/planar-survival.md new file mode 100644 index 000000000..07c12da51 --- /dev/null +++ b/compendium/feats/planar-survival.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Planar Survival"] +--- +# Planar Survival *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Survival](compendium/skills.md#Survival) + +You can [Subsist](rules/actions/subsist.md) using [Survival](compendium/skills.md#Survival) on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you. A success on your check to [Subsist](rules/actions/subsist.md) can also reduce the damage dealt by the plane, at the GM's discretion. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/plant-shape.md b/compendium/feats/plant-shape.md new file mode 100644 index 000000000..0bbc03963 --- /dev/null +++ b/compendium/feats/plant-shape.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Plant Shape"] +--- +# Plant Shape *Feat 10* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Leaf order or [Wild Shape](compendium/feats/wild-shape.md) + +You can take the form of a plant creature. Add the forms listed in plant form to your wild shape list; if you don't have wild shape, you can instead cast [plant form](compendium/spells/plant-form.md) once per day, heightened to the highest spell level you can cast. Whenever you're polymorphed into another form using wild shape, you gain resistance 5 to poison. + +*Source: Core Rulebook p. 138* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/point-blank-shot.md b/compendium/feats/point-blank-shot.md new file mode 100644 index 000000000..5ca36603e --- /dev/null +++ b/compendium/feats/point-blank-shot.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/open +- trait/stance +aliases: ["Point-blank Shot"] +--- +# Point-blank Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[fighter](rules/traits/fighter.md) [open](rules/traits/open.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are wielding a ranged weapon. +- **Activity** Single Action + +You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the [volley](rules/traits/volley.md) trait. When using a ranged weapon that doesn't have the [volley](rules/traits/volley.md) trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. + +*Source: Core Rulebook p. 144* +%% #compendium/src/pf2e/crb #trait/fighter #trait/open #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/poison-resistance-alchemist.md b/compendium/feats/poison-resistance-alchemist.md similarity index 91% rename from Compendium/feats/poison-resistance-alchemist.md rename to compendium/feats/poison-resistance-alchemist.md index 1a7a81802..3d0ce04f0 100644 --- a/Compendium/feats/poison-resistance-alchemist.md +++ b/compendium/feats/poison-resistance-alchemist.md @@ -7,7 +7,7 @@ tags: aliases: ["Poison Resistance (Alchemist)"] --- # Poison Resistance (Alchemist) *Feat 2* -[alchemist](../../Rules/traits/alchemist.md) +[alchemist](rules/traits/alchemist.md) Repeated exposure to toxic reagents has fortified your body against poisons of all kinds. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. diff --git a/compendium/feats/poison-resistance-druid.md b/compendium/feats/poison-resistance-druid.md new file mode 100644 index 000000000..227a3ee6e --- /dev/null +++ b/compendium/feats/poison-resistance-druid.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Poison Resistance (Druid)"] +--- +# Poison Resistance (Druid) *Feat 2* +[druid](rules/traits/druid.md) + + +Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons. + +*Source: Core Rulebook p. 135* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/poison-weapon.md b/compendium/feats/poison-weapon.md new file mode 100644 index 000000000..ceb2ea424 --- /dev/null +++ b/compendium/feats/poison-weapon.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/manipulate +- trait/rogue +aliases: ["Poison Weapon"] +--- +# Poison Weapon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) + +- **Requirements**: You are wielding a piercing or slashing weapon. +- **Activity** Single Action + +You apply a [poison](rules/traits/poison.md) to the required weapon; if you're not holding a poison and have a free hand, you can [Interact](rules/actions/interact.md) to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. + +**Special.** During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal `1d4` poison damage. Only you can apply these poisons properly, and they expire the next time you prepare. + +## Poison Weapon leads to... + +[Improved Poison Weapon](compendium/feats/improved-poison-weapon.md), Deadly Poison Weapon + +## Summary + +*Source: Core Rulebook p. 185* +%% #compendium/src/pf2e/crb #trait/manipulate #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/positioning-assault.md b/compendium/feats/positioning-assault.md new file mode 100644 index 000000000..7b18f2fc6 --- /dev/null +++ b/compendium/feats/positioning-assault.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +aliases: ["Positioning Assault"] +--- +# Positioning Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Requirements**: You are wielding a two-handed melee weapon and your target is within your reach. +- **Activity** Two-Action + +With punishing blows, you force your opponent into position. Make a [Strike](rules/actions/strike.md) with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules found on page 475. + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/potent-poisoner.md b/compendium/feats/potent-poisoner.md new file mode 100644 index 000000000..45e536e12 --- /dev/null +++ b/compendium/feats/potent-poisoner.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Potent Poisoner"] +--- +# Potent Poisoner *Feat 10* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Powerful Alchemy](compendium/feats/powerful-alchemy.md) + +By concentrating your poisons' toxic components, you make them harder for victims to resist. When you craft an alchemical item with the [poison](rules/traits/poison.md) trait by any means, the DC is increased by up to 4, to a maximum of your class DC. + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/power-attack.md b/compendium/feats/power-attack.md new file mode 100644 index 000000000..4606c1643 --- /dev/null +++ b/compendium/feats/power-attack.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +aliases: ["Power Attack"] +--- +# Power Attack [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Activity** Two-Action + +You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee [Strike](rules/actions/strike.md). This counts as two attacks when calculating your multiple attack penalty. If this [Strike](rules/actions/strike.md) hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice. + +## Power Attack leads to... + +[Furious Focus](compendium/feats/furious-focus.md) + +## Summary + +*Source: Core Rulebook p. 144* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/powerful-alchemy.md b/compendium/feats/powerful-alchemy.md new file mode 100644 index 000000000..ffec7b410 --- /dev/null +++ b/compendium/feats/powerful-alchemy.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Powerful Alchemy"] +--- +# Powerful Alchemy *Feat 8* +[alchemist](rules/traits/alchemist.md) + + +Alchemical items you create on the fly are particularly potent. When you use [Quick Alchemy](rules/actions/quick-alchemy.md) to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC. + +## Powerful Alchemy leads to... + +[Potent Poisoner](compendium/feats/potent-poisoner.md) + +## Summary + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/powerful-leap.md b/compendium/feats/powerful-leap.md new file mode 100644 index 000000000..095cad9ce --- /dev/null +++ b/compendium/feats/powerful-leap.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Powerful Leap"] +--- +# Powerful Leap *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +When you [Leap](rules/actions/leap.md), you can jump 5 feet up with a vertical [Leap](rules/actions/leap.md), and you increase the distance you can jump horizontally by 5 feet. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/powerful-shove.md b/compendium/feats/powerful-shove.md new file mode 100644 index 000000000..a929e3c3e --- /dev/null +++ b/compendium/feats/powerful-shove.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Powerful Shove"] +--- +# Powerful Shove *Feat 4* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Aggressive Block](compendium/feats/aggressive-block.md) or [Brutish Shove](compendium/feats/brutish-shove.md) + +You can push larger foes around with your attack. You can use [Aggressive Block](compendium/feats/aggressive-block.md) or [Brutish Shove](compendium/feats/brutish-shove.md) against a creature up to two sizes larger than you. + +When a creature you [Shove](rules/actions/shove.md) has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature. + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/powerful-snares.md b/compendium/feats/powerful-snares.md new file mode 100644 index 000000000..fecaa7ed8 --- /dev/null +++ b/compendium/feats/powerful-snares.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Powerful Snares"] +--- +# Powerful Snares *Feat 8* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: master in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md) + +Your snares are particularly difficult for enemies to avoid. When you set a snare, the saving throw DC for that snare is equal to its normal DC or your class DC, whichever is higher. + +*Source: Core Rulebook p. 174* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/powerful-sneak.md b/compendium/feats/powerful-sneak.md new file mode 100644 index 000000000..28b67dde0 --- /dev/null +++ b/compendium/feats/powerful-sneak.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Powerful Sneak"] +--- +# Powerful Sneak *Feat 18* +[rogue](rules/traits/rogue.md) + + +You have learned to exploit your enemies' lowered defenses. When you succeed or critically succeed at a [Strike](rules/actions/strike.md) using your Strength modifier on the attack roll and you would deal sneak attack damage, you can change the additional damage from sneak attack into ordinary damage of the same type as your [Strike](rules/actions/strike.md), rather than precision damage. + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/precise-debilitations.md b/compendium/feats/precise-debilitations.md new file mode 100644 index 000000000..361b87017 --- /dev/null +++ b/compendium/feats/precise-debilitations.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Precise Debilitations"] +--- +# Precise Debilitations *Feat 10* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: Thief racket, [Debilitating Strike](rules/actions/debilitating-strike.md) + +You carefully aim and gracefully deliver your debilitations. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](rules/actions/debilitating-strike.md). + +- **Debilitation** The target takes an additional `2d6` precision damage from your attacks. +- **Debilitation** The target becomes [flat-footed](rules/conditions.md#Flat-footed). + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/predators-pounce.md b/compendium/feats/predators-pounce.md new file mode 100644 index 000000000..a4143b7c8 --- /dev/null +++ b/compendium/feats/predators-pounce.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/flourish +- trait/instinct +- trait/open +- trait/rage +aliases: ["Predator's Pounce"] +--- +# Predator's Pounce [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [instinct](rules/traits/instinct.md) [open](rules/traits/open.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: Animal instinct +- **Requirements**: You are unarmored or wearing light armor. +- **Activity** Single Action + +You close the distance to your prey in a blur, pouncing on the creature before it can react. You [Stride](rules/actions/stride.md) up to your Speed and make a [Strike](rules/actions/strike.md) at the end of your movement. + +*Source: Core Rulebook p. 92* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish #trait/instinct #trait/open #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/primal-breadth.md b/compendium/feats/primal-breadth.md new file mode 100644 index 000000000..d88ea58ef --- /dev/null +++ b/compendium/feats/primal-breadth.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Primal Breadth"] +--- +# Primal Breadth *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Basic Druid Spellcasting](compendium/feats/basic-druid-spellcasting.md) + +Increase the spell slots you gain from druid archetype feats by 1 for each spell level other than your two highest Druid spell slots. + +*Source: Core Rulebook p. 225* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/primal-evolution.md b/compendium/feats/primal-evolution.md new file mode 100644 index 000000000..063dced6c --- /dev/null +++ b/compendium/feats/primal-evolution.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/primal +- trait/sorcerer +aliases: ["Primal Evolution"] +--- +# Primal Evolution *Feat 4* +[primal](rules/traits/primal.md) [sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: bloodline that grants primal spells + +You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast [summon animal](compendium/spells/summon-animal.md) or [summon plants and fungi](compendium/spells/summon-plant-or-fungus.md). You can cast either of these spells using that spell slot, even if it they aren't in your spell repertoire. + +## Primal Evolution leads to... + +[Greater Vital Evolution](compendium/feats/greater-vital-evolution.md), Greater Physical Evolution + +## Summary + +*Source: Core Rulebook p. 199* +%% #compendium/src/pf2e/crb #trait/primal #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/primal-focus.md b/compendium/feats/primal-focus.md new file mode 100644 index 000000000..d976eeda0 --- /dev/null +++ b/compendium/feats/primal-focus.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Primal Focus"] +--- +# Primal Focus *Feat 12* +[druid](rules/traits/druid.md) + + +Your connection to nature is particularly strong, and the spirits of nature flock around you, helping you replenish your focus. If you have spent at least 2 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 2 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +## Primal Focus leads to... + +[Primal Wellspring](compendium/feats/primal-wellspring.md) + +## Summary + +*Source: Core Rulebook p. 138* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/primal-summons.md b/compendium/feats/primal-summons.md new file mode 100644 index 000000000..e13439a6b --- /dev/null +++ b/compendium/feats/primal-summons.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Primal Summons"] +--- +# Primal Summons *Feat 12* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Call of the Wild](compendium/feats/call-of-the-wild.md) + +Whenever you summon an ally, you can empower it with the elemental power of air, earth, fire, or water. You gain the [primal summons](compendium/spells/primal-summons.md) order spell. + +*Source: Core Rulebook p. 138* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/primal-wellspring.md b/compendium/feats/primal-wellspring.md new file mode 100644 index 000000000..4288cb308 --- /dev/null +++ b/compendium/feats/primal-wellspring.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Primal Wellspring"] +--- +# Primal Wellspring *Feat 18* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Primal Focus](compendium/feats/primal-focus.md) + +Your reservoir of Focus Points is a deep wellspring. If you have spent at least 3 Focus Points since the last time you [Refocused](rules/actions/refocus.md), you recover 3 Focus Points when you [Refocus](rules/actions/refocus.md) instead of 1. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/quaking-stomp.md b/compendium/feats/quaking-stomp.md new file mode 100644 index 000000000..4733808e9 --- /dev/null +++ b/compendium/feats/quaking-stomp.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/manipulate +- trait/rage +aliases: ["Quaking Stomp"] +--- +# Quaking Stomp [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 20* +[barbarian](rules/traits/barbarian.md) [manipulate](rules/traits/manipulate.md) [rage](rules/traits/rage.md) + +- **Frequency**: once per 10 minutes +- **Activity** Single Action + +You stomp the ground with such force that it creates a minor earthquake, with the effects of the [earthquake](compendium/spells/earthquake.md) spell. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/manipulate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/quick-alchemy.md b/compendium/feats/quick-alchemy.md new file mode 100644 index 000000000..43180cf02 --- /dev/null +++ b/compendium/feats/quick-alchemy.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Quick Alchemy"] +--- +# Quick Alchemy *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Alchemist Dedication](compendium/feats/alchemist-dedication.md) + +You gain the [Quick Alchemy](rules/actions/quick-alchemy.md) action. + +*Source: Core Rulebook p. 220* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/quick-bomber.md b/compendium/feats/quick-bomber.md new file mode 100644 index 000000000..71ffbc254 --- /dev/null +++ b/compendium/feats/quick-bomber.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Quick Bomber"] +--- +# Quick Bomber [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[alchemist](rules/traits/alchemist.md) + +- **Activity** Single Action + +You keep your bombs in easy-to-reach pouches from which you draw without thinking. You [Interact](rules/actions/interact.md) to draw a bomb, then [Strike](rules/actions/strike.md) with it. + +*Source: Core Rulebook p. 76* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/quick-climb.md b/compendium/feats/quick-climb.md new file mode 100644 index 000000000..1aed4d24c --- /dev/null +++ b/compendium/feats/quick-climb.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Climb"] +--- +# Quick Climb *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) + +When [Climbing](rules/actions/climb.md), you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.If you're legendary in [Athletics](compendium/skills.md#Athletics), you gain a climb Speed equal to your Speed. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-coercion.md b/compendium/feats/quick-coercion.md new file mode 100644 index 000000000..e1107e01b --- /dev/null +++ b/compendium/feats/quick-coercion.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Coercion"] +--- +# Quick Coercion *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) + +You can bully others with just a few choice implications. You can [Coerce](rules/actions/coerce.md) a creature after 1 round of conversation instead of 1 minute. You still can't [Coerce](rules/actions/coerce.md) a creature in the midst of combat, or without engaging in a conversation. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-disguise.md b/compendium/feats/quick-disguise.md new file mode 100644 index 000000000..a6e1391c5 --- /dev/null +++ b/compendium/feats/quick-disguise.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Disguise"] +--- +# Quick Disguise *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Deception](compendium/skills.md#Deception) + +You can set up a disguise in half the usual time (generally 5 minutes). If you're a master, it takes one-tenth the usual time (usually 1 minute). If you're legendary, you can create a full disguise and [Impersonate](rules/actions/impersonate.md) as a 3-action activity. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-draw-ranger.md b/compendium/feats/quick-draw-ranger.md new file mode 100644 index 000000000..eae72a32b --- /dev/null +++ b/compendium/feats/quick-draw-ranger.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Quick Draw (Ranger)"] +--- +# Quick Draw (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[ranger](rules/traits/ranger.md) + +- **Activity** Single Action + +You draw your weapon and attack with the same motion. You [Interact](rules/actions/interact.md) to draw a weapon, then [Strike](rules/actions/strike.md) with that weapon. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/quick-draw-rogue.md b/compendium/feats/quick-draw-rogue.md new file mode 100644 index 000000000..9b242abdb --- /dev/null +++ b/compendium/feats/quick-draw-rogue.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Quick Draw (Rogue)"] +--- +# Quick Draw (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +You draw your weapon and attack with the same motion. You [Interact](rules/actions/interact.md) to draw a weapon, then [Strike](rules/actions/strike.md) with that weapon. + +## Quick Draw (Rogue) leads to... + +Subtle Shank + +## Summary + +*Source: Core Rulebook p. 184* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/quick-identification.md b/compendium/feats/quick-identification.md new file mode 100644 index 000000000..86586870b --- /dev/null +++ b/compendium/feats/quick-identification.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Identification"] +--- +# Quick Identification *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) + +You can [Identify Magic](rules/actions/identify-magic.md) swiftly. You take only 1 minute when using [Identify Magic](rules/actions/identify-magic.md) to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you're a master, it takes a 3-action activity, and if you're legendary, it takes 1 action. + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-jump.md b/compendium/feats/quick-jump.md new file mode 100644 index 000000000..5a260662e --- /dev/null +++ b/compendium/feats/quick-jump.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Jump"] +--- +# Quick Jump *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +You can use [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md) as a single action instead of 2 actions. If you do, you don't perform the initial [Stride](rules/actions/stride.md) (nor do you fail if you don't [Stride](rules/actions/stride.md) 10 feet). + +*Source: Core Rulebook p. 264* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-recognition.md b/compendium/feats/quick-recognition.md new file mode 100644 index 000000000..d3254d778 --- /dev/null +++ b/compendium/feats/quick-recognition.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Recognition"] +--- +# Quick Recognition *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion); [Recognize Spell](compendium/feats/recognize-spell.md) + +You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you're a master as a free action. + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-repair.md b/compendium/feats/quick-repair.md new file mode 100644 index 000000000..3d5929854 --- /dev/null +++ b/compendium/feats/quick-repair.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Repair"] +--- +# Quick Repair *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You take 1 minute to [Repair](rules/actions/repair.md) an item. If you're a master in [Crafting](compendium/skills.md#Crafting), it takes 3 actions. If you're legendary, it takes 1 action. + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-reversal.md b/compendium/feats/quick-reversal.md new file mode 100644 index 000000000..e28ca036d --- /dev/null +++ b/compendium/feats/quick-reversal.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +- trait/press +aliases: ["Quick Reversal"] +--- +# Quick Reversal [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [press](rules/traits/press.md) + +- **Requirements**: You are flanked by at least two enemies. +- **Activity** Single Action + +You turn your foes' flanking against them with a quick reverse. Make a melee [Strike](rules/actions/strike.md) against one of the flanking enemies and make a second [Strike](rules/actions/strike.md) with the same weapon or unarmed attack against a different enemy that is flanking you. This second [Strike](rules/actions/strike.md) has the same multiple attack penalty of the initial attack and doesn't count toward your multiple attack penalty. + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/press %% \ No newline at end of file diff --git a/compendium/feats/quick-shield-block-champion.md b/compendium/feats/quick-shield-block-champion.md new file mode 100644 index 000000000..212090a34 --- /dev/null +++ b/compendium/feats/quick-shield-block-champion.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Quick Shield Block (Champion)"] +--- +# Quick Shield Block (Champion) *Feat 8* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a [Shield Block](compendium/feats/shield-block.md). + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/quick-shield-block-fighter.md b/compendium/feats/quick-shield-block-fighter.md new file mode 100644 index 000000000..c94c2576e --- /dev/null +++ b/compendium/feats/quick-shield-block-fighter.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Quick Shield Block (Fighter)"] +--- +# Quick Shield Block (Fighter) *Feat 8* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to [Shield Block](compendium/feats/shield-block.md). + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/quick-snares.md b/compendium/feats/quick-snares.md new file mode 100644 index 000000000..824779c6f --- /dev/null +++ b/compendium/feats/quick-snares.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Quick Snares"] +--- +# Quick Snares *Feat 6* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Specialist](compendium/feats/snare-specialist.md) + +You can rig a snare in only moments. You can [Craft](rules/actions/craft.md) snares that normally take 1 minute to [Craft](rules/actions/craft.md) with 3 [Interact](rules/actions/interact.md) actions, even if you haven't prepared them. + +## Quick Snares leads to... + +[Lightning Snares](compendium/feats/lightning-snares.md) + +## Summary + +*Source: Core Rulebook p. 173* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/quick-squeeze.md b/compendium/feats/quick-squeeze.md new file mode 100644 index 000000000..1ae1c8328 --- /dev/null +++ b/compendium/feats/quick-squeeze.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Squeeze"] +--- +# Quick Squeeze *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) + +You [Squeeze](rules/actions/squeeze.md) 5 feet per round (10 feet on a critical success). If you're legendary in [Acrobatics](compendium/skills.md#Acrobatics), you [Squeeze](rules/actions/squeeze.md) at full Speed. + +## Quick Squeeze leads to... + +[Implausible Infiltration](compendium/feats/implausible-infiltration.md) + +## Summary + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-swim.md b/compendium/feats/quick-swim.md new file mode 100644 index 000000000..9d442e7da --- /dev/null +++ b/compendium/feats/quick-swim.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Swim"] +--- +# Quick Swim *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) + +You [Swim](rules/actions/swim.md) 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you're legendary in [Athletics](compendium/skills.md#Athletics), you gain a swim Speed equal to your Speed. + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quick-unlock.md b/compendium/feats/quick-unlock.md new file mode 100644 index 000000000..77062fcc9 --- /dev/null +++ b/compendium/feats/quick-unlock.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quick Unlock"] +--- +# Quick Unlock *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Thievery](compendium/skills.md#Thievery) + +You can [Pick a Lock](rules/actions/pick-a-lock.md) using 1 action instead of 2. + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quickened-casting-bard.md b/compendium/feats/quickened-casting-bard.md new file mode 100644 index 000000000..5388197ce --- /dev/null +++ b/compendium/feats/quickened-casting-bard.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Quickened Casting (Bard)"] +--- +# Quickened Casting (Bard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Frequency**: once per day +- **Activity** Free Action + +If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + +*Source: Core Rulebook p. 102* +%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/quickened-casting-sorcerer.md b/compendium/feats/quickened-casting-sorcerer.md new file mode 100644 index 000000000..4660683dc --- /dev/null +++ b/compendium/feats/quickened-casting-sorcerer.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/metamagic +- trait/sorcerer +aliases: ["Quickened Casting (Sorcerer)"] +--- +# Quickened Casting (Sorcerer) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Frequency**: once per day +- **Activity** Free Action + +In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/quickened-casting-wizard.md b/compendium/feats/quickened-casting-wizard.md new file mode 100644 index 000000000..953df0d45 --- /dev/null +++ b/compendium/feats/quickened-casting-wizard.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/metamagic +- trait/wizard +aliases: ["Quickened Casting (Wizard)"] +--- +# Quickened Casting (Wizard) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 10* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Frequency**: once per day +- **Activity** Free Action + +In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower than the highest level wizard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). + +*Source: Core Rulebook p. 211* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/quiet-allies.md b/compendium/feats/quiet-allies.md new file mode 100644 index 000000000..c2a8e544d --- /dev/null +++ b/compendium/feats/quiet-allies.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Quiet Allies"] +--- +# Quiet Allies *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Stealth](compendium/skills.md#Stealth) + +You're skilled at moving with a group. When you are [Avoiding Notice](rules/actions/avoid-notice.md) and your allies [Follow the Expert](rules/actions/follow-the-expert.md), you and those allies can roll a single [Stealth](compendium/skills.md#Stealth) check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls. + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/quivering-palm.md b/compendium/feats/quivering-palm.md new file mode 100644 index 000000000..101944b92 --- /dev/null +++ b/compendium/feats/quivering-palm.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Quivering Palm"] +--- +# Quivering Palm *Feat 16* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +Your strikes can kill foes. You gain the [quivering palm](compendium/spells/quivering-palm.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/radiant-blade-master.md b/compendium/feats/radiant-blade-master.md new file mode 100644 index 000000000..8ebbc5460 --- /dev/null +++ b/compendium/feats/radiant-blade-master.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Radiant Blade Master"] +--- +# Radiant Blade Master *Feat 20* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (blade), [Radiant Blade Spirit](compendium/feats/radiant-blade-spirit.md) + +Your divine ally turns your chosen weapon into a paragon of its type. When you choose the weapon for your blade divine ally during your preparations, add the following property runes to the list of effects you can choose from: [dancing](compendium/equipment/items/dancing.md), greater disrupting, and [keen](compendium/equipment/items/keen.md). + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/radiant-blade-spirit.md b/compendium/feats/radiant-blade-spirit.md new file mode 100644 index 000000000..49fd8d291 --- /dev/null +++ b/compendium/feats/radiant-blade-spirit.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Radiant Blade Spirit"] +--- +# Radiant Blade Spirit *Feat 10* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (blade) + +Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: [flaming](compendium/equipment/items/flaming.md) and any aligned properties ([anarchic](compendium/equipment/items/anarchic.md), [axiomatic](compendium/equipment/items/axiomatic.md), [holy](compendium/equipment/items/holy.md), or [unholy](compendium/equipment/items/unholy.md)) that match your cause's alignment. + +## Radiant Blade Spirit leads to... + +[Radiant Blade Master](compendium/feats/radiant-blade-master.md) + +## Summary + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/raging-athlete.md b/compendium/feats/raging-athlete.md new file mode 100644 index 000000000..0b6be4638 --- /dev/null +++ b/compendium/feats/raging-athlete.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Raging Athlete"] +--- +# Raging Athlete *Feat 4* +[barbarian](rules/traits/barbarian.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +Physical obstacles can't hold back your fury. While you are [raging](rules/actions/rage.md), you gain a climb Speed and swim Speed equal to your land Speed and the DC of [High Jumps](rules/actions/high-jump.md) and [Long Jumps](rules/actions/long-jump.md) decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet. + +*Source: Core Rulebook p. 89* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/raging-intimidation.md b/compendium/feats/raging-intimidation.md new file mode 100644 index 000000000..1233e706b --- /dev/null +++ b/compendium/feats/raging-intimidation.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Raging Intimidation"] +--- +# Raging Intimidation *Feat 1* +[barbarian](rules/traits/barbarian.md) + + +Your fury fills your foes with fear. While you are raging, your [Demoralize](rules/actions/demoralize.md) and [Scare to Death](compendium/feats/scare-to-death.md) actions (from the [Intimidation](compendium/skills.md#Intimidation) skill and an [Intimidation](compendium/skills.md#Intimidation) skill feat, respectively) gain the [rage](rules/traits/rage.md) trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats [Intimidating Glare](compendium/feats/intimidating-glare.md) and [Scare to Death](compendium/feats/scare-to-death.md), you gain these feats. + +*Source: Core Rulebook p. 88* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/raging-thrower.md b/compendium/feats/raging-thrower.md new file mode 100644 index 000000000..09521076e --- /dev/null +++ b/compendium/feats/raging-thrower.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Raging Thrower"] +--- +# Raging Thrower *Feat 1* +[barbarian](rules/traits/barbarian.md) + + +Thrown weapons become especially deadly in your fury. You apply the additional damage from [Rage](rules/actions/rage.md) to your thrown weapon attacks. If you have the [Brutal Critical](compendium/feats/brutal-critical.md) feat or the devastator class feature, apply their benefits to thrown weapon attacks. + +*Source: Core Rulebook p. 88* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/ranged-reprisal.md b/compendium/feats/ranged-reprisal.md new file mode 100644 index 000000000..1e86ea9f8 --- /dev/null +++ b/compendium/feats/ranged-reprisal.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Ranged Reprisal"] +--- +# Ranged Reprisal *Feat 1* +[champion](rules/traits/champion.md) + +- **Prerequisites**: Paladin cause + +You can use [Retributive Strike](rules/actions/retributive-strike.md) with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can [Step](rules/actions/step.md) to put the foe in your reach before making a melee [Retributive Strike](rules/actions/retributive-strike.md). + +*Source: Core Rulebook p. 109* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/ranger-dedication.md b/compendium/feats/ranger-dedication.md new file mode 100644 index 000000000..11aa5d6ed --- /dev/null +++ b/compendium/feats/ranger-dedication.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Ranger Dedication"] +--- +# Ranger Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Dexterity 14 + +You become trained in [Survival](compendium/skills.md#Survival); if you were already trained in [Survival](compendium/skills.md#Survival), you instead become trained in another skill of your choice. You become trained in ranger class DC. + +You can use the [Hunt Prey](rules/actions/hunt-prey.md) action (page 168). + +**Special.** You cannot select another dedication feat until you have gained two other feats from the ranger archetype. + +## Ranger Dedication leads to... + +[Basic Hunter's Trick](compendium/feats/basic-hunters-trick.md), [Advanced Hunter's Trick](compendium/feats/advanced-hunters-trick.md), [Master Spotter](compendium/feats/master-spotter.md), [Ranger Resiliency](compendium/feats/ranger-resiliency.md) + +## Summary + +*Source: Core Rulebook p. 228* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/ranger-resiliency.md b/compendium/feats/ranger-resiliency.md new file mode 100644 index 000000000..ac4bb52a1 --- /dev/null +++ b/compendium/feats/ranger-resiliency.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Ranger Resiliency"] +--- +# Ranger Resiliency *Feat 4* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Ranger Dedication](compendium/feats/ranger-dedication.md), class granting no more Hit Points per level than 8 + your Constitution modifier + +You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way. + +*Source: Core Rulebook p. 228* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/rapid-mantel.md b/compendium/feats/rapid-mantel.md new file mode 100644 index 000000000..c5eb459d8 --- /dev/null +++ b/compendium/feats/rapid-mantel.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Rapid Mantel"] +--- +# Rapid Mantel *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Athletics](compendium/skills.md#Athletics) + +You easily pull yourself onto ledges. When you [Grab an Edge](rules/actions/grab-an-edge.md), you can pull yourself onto that surface and stand. You can use [Athletics](compendium/skills.md#Athletics) instead of a Reflex save to [Grab an Edge](rules/actions/grab-an-edge.md). + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-bard.md b/compendium/feats/reach-spell-bard.md new file mode 100644 index 000000000..d3d164299 --- /dev/null +++ b/compendium/feats/reach-spell-bard.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +- trait/concentrate +- trait/metamagic +aliases: ["Reach Spell (Bard)"] +--- +# Reach Spell (Bard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You can extend your spells' range. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + +*Source: Core Rulebook p. 99* +%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-cleric.md b/compendium/feats/reach-spell-cleric.md new file mode 100644 index 000000000..21a7b89b4 --- /dev/null +++ b/compendium/feats/reach-spell-cleric.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/concentrate +- trait/metamagic +aliases: ["Reach Spell (Cleric)"] +--- +# Reach Spell (Cleric) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[cleric](rules/traits/cleric.md) [concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You can extend the range of your spells. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + +*Source: Core Rulebook p. 122* +%% #compendium/src/pf2e/crb #trait/cleric #trait/concentrate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-druid.md b/compendium/feats/reach-spell-druid.md new file mode 100644 index 000000000..c861f1908 --- /dev/null +++ b/compendium/feats/reach-spell-druid.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/druid +- trait/metamagic +aliases: ["Reach Spell (Druid)"] +--- +# Reach Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You can extend the range of your spells. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + +*Source: Core Rulebook p. 134* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/druid #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-sorcerer.md b/compendium/feats/reach-spell-sorcerer.md new file mode 100644 index 000000000..77d25d8da --- /dev/null +++ b/compendium/feats/reach-spell-sorcerer.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/metamagic +- trait/sorcerer +aliases: ["Reach Spell (Sorcerer)"] +--- +# Reach Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You can extend the range of your spells. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + +*Source: Core Rulebook p. 198* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/reach-spell-wizard.md b/compendium/feats/reach-spell-wizard.md new file mode 100644 index 000000000..dbe86d48f --- /dev/null +++ b/compendium/feats/reach-spell-wizard.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/metamagic +- trait/wizard +aliases: ["Reach Spell (Wizard)"] +--- +# Reach Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Activity** Single Action + +You can extend the range of your spells. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. + +*Source: Core Rulebook p. 210* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/reactive-distraction.md b/compendium/feats/reactive-distraction.md new file mode 100644 index 000000000..c250f0c91 --- /dev/null +++ b/compendium/feats/reactive-distraction.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/manipulate +- trait/rogue +aliases: ["Reactive Distraction"] +--- +# Reactive Distraction [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 20* +[concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [rogue](rules/traits/rogue.md) + +- **Prerequisites**: legendary in [Deception](compendium/skills.md#Deception), [Perfect Distraction](compendium/feats/perfect-distraction.md) +- **Trigger** You would be hit by an attack or targeted by an effect, or you are within an effect's area. +- **Requirements**: You have Perfect Distraction ready to use. +- **Activity** Reaction + +You reactively switch with your decoy to foil your foe. You use Perfection Distraction, even if you were [observed](rules/conditions.md#Observed), as long as you end the movement of your [Sneak](rules/actions/sneak.md) while [concealed](rules/conditions.md#Concealed) or in a location with cover or greater cover. Your decoy is targeted by the attack or effect instead of you. In the case of an area effect, if your [Sneak](rules/actions/sneak.md) doesn't move you out of the area, both you and the decoy are targeted by the effect. + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/manipulate #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/reactive-interference.md b/compendium/feats/reactive-interference.md similarity index 81% rename from Compendium/feats/reactive-interference.md rename to compendium/feats/reactive-interference.md index 00375ded9..bc8837da5 100644 --- a/Compendium/feats/reactive-interference.md +++ b/compendium/feats/reactive-interference.md @@ -6,8 +6,8 @@ tags: - trait/rogue aliases: ["Reactive Interference"] --- -# Reactive Interference [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* -[rogue](../../Rules/traits/rogue.md) +# Reactive Interference [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 12* +[rogue](rules/traits/rogue.md) - **Trigger** An adjacent enemy begins to use a reaction. - **Activity** Reaction diff --git a/compendium/feats/reactive-pursuit.md b/compendium/feats/reactive-pursuit.md new file mode 100644 index 000000000..c76ded988 --- /dev/null +++ b/compendium/feats/reactive-pursuit.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Reactive Pursuit"] +--- +# Reactive Pursuit [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[rogue](rules/traits/rogue.md) + +- **Trigger** An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a [Stride](rules/actions/stride.md) action. +- **Activity** Reaction + +You keep pace with a retreating foe. You [Stride](rules/actions/stride.md), but you must end your movement adjacent to the triggering enemy. Your move does not trigger reactions from the triggering enemy. You can use Reactive Pursuit to [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) instead of [Stride](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 185* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/reactive-shield.md b/compendium/feats/reactive-shield.md new file mode 100644 index 000000000..04862cb60 --- /dev/null +++ b/compendium/feats/reactive-shield.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Reactive Shield"] +--- +# Reactive Shield [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[fighter](rules/traits/fighter.md) + +- **Trigger** An enemy hits you with a melee [Strike](rules/actions/strike.md). +- **Requirements**: You are wielding a shield. +- **Activity** Reaction + +You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the [Raise a Shield](rules/actions/raise-a-shield.md) action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack. + +*Source: Core Rulebook p. 145* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/read-lips.md b/compendium/feats/read-lips.md new file mode 100644 index 000000000..ba1a41ad7 --- /dev/null +++ b/compendium/feats/read-lips.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Read Lips"] +--- +# Read Lips *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society) + +You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're [fascinated](rules/conditions.md#Fascinated) and [flat-footed](rules/conditions.md#Flat-footed) during each round in which you focus on lip movements, and you must succeed at a [Society](compendium/skills.md#Society) check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know. + +If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you. + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/reckless-abandon-barbarian.md b/compendium/feats/reckless-abandon-barbarian.md new file mode 100644 index 000000000..c1e2bcbb2 --- /dev/null +++ b/compendium/feats/reckless-abandon-barbarian.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Reckless Abandon (Barbarian)"] +--- +# Reckless Abandon (Barbarian) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 16* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Trigger** Your turn begins, and you are at half or fewer Hit Points. +- **Activity** Free Action + +Your blood boils when you take a beating, and you throw caution to the wind to finish the fight. You gain a +2 circumstance bonus to attack rolls, a –2 penalty to AC, and a –1 penalty to saves. These bonuses and penalties last until your [Rage](rules/actions/rage.md) ends or until you are above half Hit Points, whichever comes first. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/recognize-spell.md b/compendium/feats/recognize-spell.md new file mode 100644 index 000000000..8074875d9 --- /dev/null +++ b/compendium/feats/recognize-spell.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/secret +- trait/skill +aliases: ["Recognize Spell"] +--- +# Recognize Spell [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[general](rules/traits/general.md) [secret](rules/traits/secret.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) +- **Trigger** A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. +- **Activity** Reaction + +If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest level of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure. + +> [!success-degree] +> - **Critical Success** You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. +> - **Success** You correctly recognize the spell. +> - **Failure** You fail to recognize the spell. +> - **Critical Failure** You misidentify the spell as another spell entirely, of the GM's choice. + +## Recognize Spell leads to... + +[Quick Recognition](compendium/feats/quick-recognition.md) + +## Summary + +*Source: Core Rulebook p. 265* +%% #compendium/src/pf2e/crb #trait/general #trait/secret #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/reflect-spell-sorcerer.md b/compendium/feats/reflect-spell-sorcerer.md new file mode 100644 index 000000000..0a12f34ae --- /dev/null +++ b/compendium/feats/reflect-spell-sorcerer.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Reflect Spell (Sorcerer)"] +--- +# Reflect Spell (Sorcerer) *Feat 14* +[sorcerer](rules/traits/sorcerer.md) + +- **Prerequisites**: [Counterspell](compendium/feats/counterspell-sorcerer.md) + +When you successfully use [Counterspell](compendium/feats/counterspell-sorcerer.md) to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. + +*Source: Core Rulebook p. 201* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/reflect-spell-wizard.md b/compendium/feats/reflect-spell-wizard.md new file mode 100644 index 000000000..13cc281d5 --- /dev/null +++ b/compendium/feats/reflect-spell-wizard.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Reflect Spell (Wizard)"] +--- +# Reflect Spell (Wizard) *Feat 14* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: [Counterspell](compendium/feats/counterspell-wizard.md) + +When you successfully use [Counterspell](compendium/feats/counterspell-wizard.md) to counteract a spell that affects targeted creatures or an area, you can turn that spell's effect back on its caster. When reflected, the spell affects only the original caster, even if it's an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. + +*Source: Core Rulebook p. 213* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/reflexive-shield.md b/compendium/feats/reflexive-shield.md new file mode 100644 index 000000000..27399d4b2 --- /dev/null +++ b/compendium/feats/reflexive-shield.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Reflexive Shield"] +--- +# Reflexive Shield *Feat 6* +[fighter](rules/traits/fighter.md) + + +You can use your shield to fend off the worst of area effects and other damage. When you [Raise your Shield](rules/actions/raise-a-shield.md), you gain your shield's circumstance bonus to Reflex saves. If you have the [Shield Block](compendium/feats/shield-block.md) reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage. + +## Reflexive Shield leads to... + +[Improved Reflexive Shield](compendium/feats/improved-reflexive-shield.md) + +## Summary + +*Source: Core Rulebook p. 148* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/renewed-vigor.md b/compendium/feats/renewed-vigor.md new file mode 100644 index 000000000..69d52b576 --- /dev/null +++ b/compendium/feats/renewed-vigor.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/rage +aliases: ["Renewed Vigor"] +--- +# Renewed Vigor [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) + +- **Activity** Single Action + +You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/replenishment-of-war.md b/compendium/feats/replenishment-of-war.md new file mode 100644 index 000000000..e83c9e447 --- /dev/null +++ b/compendium/feats/replenishment-of-war.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Replenishment Of War"] +--- +# Replenishment Of War *Feat 10* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: expert in your deity's favored weapon + +Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a [Strike](rules/actions/strike.md) using your deity's favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the [Strike](rules/actions/strike.md) was a critical hit. These temporary Hit Points last until the start of your next turn. + +## Replenishment Of War leads to... + +[Shared Replenishment](compendium/feats/shared-replenishment.md) + +## Summary + +*Source: Core Rulebook p. 125* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/Compendium/feats/reprepare-spell.md b/compendium/feats/reprepare-spell.md similarity index 92% rename from Compendium/feats/reprepare-spell.md rename to compendium/feats/reprepare-spell.md index cb4d423fc..38ad81168 100644 --- a/Compendium/feats/reprepare-spell.md +++ b/compendium/feats/reprepare-spell.md @@ -7,7 +7,7 @@ tags: aliases: ["Reprepare Spell"] --- # Reprepare Spell *Feat 18* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) You've discovered how to reuse some of your spell slots over and over. You can spend 10 minutes to prepare a spell that you already cast today, regaining access to that spell slot. The spell must be of 4th level or lower and one that does not have a duration. You can reprepare a spell in this way even if you've already reprepared that spell previously in the same day. @@ -16,7 +16,7 @@ If you have the spell substitution arcane thesis, you can instead prepare a diff ## Reprepare Spell leads to... -[Reclaim Spell](reclaim-spell-ec6.md) +Reclaim Spell ## Summary diff --git a/compendium/feats/resurrectionist.md b/compendium/feats/resurrectionist.md new file mode 100644 index 000000000..b753a63e1 --- /dev/null +++ b/compendium/feats/resurrectionist.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Resurrectionist"] +--- +# Resurrectionist *Feat 16* +[cleric](rules/traits/cleric.md) + + +You can cause a creature you bring back from the brink of death to thrive and continue healing. When you restore Hit Points to a [dying](rules/conditions.md#Dying) creature or bring a dead creature back to life and restore Hit Points to it, you grant that creature fast healing 5 for 1 minute. This fast healing ends if the creature is knocked [unconscious](rules/conditions.md#Unconscious). + +*Source: Core Rulebook p. 126* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/revealing-stab.md b/compendium/feats/revealing-stab.md new file mode 100644 index 000000000..4c5556e37 --- /dev/null +++ b/compendium/feats/revealing-stab.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Revealing Stab"] +--- +# Revealing Stab [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[fighter](rules/traits/fighter.md) + +- **Requirements**: You are wielding a melee weapon that deals piercing damage. +- **Activity** Two-Action + +You drive your piercing weapon into an imperceptible foe, revealing its location to your allies. Make a [Strike](rules/actions/strike.md) with the required melee weapon. You don't have to attempt a flat check to hit a [concealed](rules/conditions.md#Concealed) creature, and you have to succeed at only a DC 5 flat check to target a [hidden](rules/conditions.md#Hidden) creature. If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You [Release](rules/actions/release.md) the weapon, and it becomes lodged in the target. If the target is [concealed](rules/conditions.md#Concealed), other creatures don't need to succeed at a flat check to hit it. If the target is [hidden](rules/conditions.md#Hidden), other creatures have to succeed at only a DC 5 flat check to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become [undetected](rules/conditions.md#Undetected) to anyone who sees your weapon. If the target is [invisible](rules/conditions.md#Invisible), the weapon remains visible while lodged in it. + +*Source: Core Rulebook p. 148* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/revivifying-mutagen.md b/compendium/feats/revivifying-mutagen.md new file mode 100644 index 000000000..e2b36e8c5 --- /dev/null +++ b/compendium/feats/revivifying-mutagen.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Revivifying Mutagen"] +--- +# Revivifying Mutagen *Feat 2* +[alchemist](rules/traits/alchemist.md) + + +While under the effect of a mutagen, you can metabolize that mutagen's power to heal yourself. This uses a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. Once the action is complete, you regain `1d6` Hit Points for every 2 item levels of the mutagen (minimum `1d6`), but the mutagen's duration immediately ends, even if you are under the effect of [Persistent Mutagen](compendium/feats/persistent-mutagen.md). + +*Source: Core Rulebook p. 77* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/ride.md b/compendium/feats/ride.md new file mode 100644 index 000000000..5d7b833f9 --- /dev/null +++ b/compendium/feats/ride.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Ride"] +--- +# Ride *Feat 1* +[general](rules/traits/general.md) + + +When you [Command an Animal](rules/actions/command-an-animal.md) you're mounted on to take a [move](rules/traits/move.md) action (such as [Stride](rules/actions/stride.md)), you automatically succeed instead of needing to attempt a check. Any animal you're mounted on acts on your turn, like a minion. If you [Mount](rules/actions/mount.md) an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. Page 249 has more on [Command an Animal](rules/actions/command-an-animal.md). + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/robust-recovery.md b/compendium/feats/robust-recovery.md new file mode 100644 index 000000000..d0322f686 --- /dev/null +++ b/compendium/feats/robust-recovery.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Robust Recovery"] +--- +# Robust Recovery *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) + +You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you [Treat a Disease](rules/actions/treat-disease.md) or a [Poison](rules/actions/treat-poison.md), or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient's saving throw is a success, the patient gets a critical success. + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/rock-runner.md b/compendium/feats/rock-runner.md new file mode 100644 index 000000000..c91ef9d9b --- /dev/null +++ b/compendium/feats/rock-runner.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Rock Runner"] +--- +# Rock Runner *Feat 1* +[dwarf](rules/traits/dwarf.md) + + +Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the [Acrobatics](compendium/skills.md#Acrobatics) skill to [Balance](rules/actions/balance.md) on narrow surfaces or uneven ground made of stone or earth, you aren't [flat-footed](rules/conditions.md#Flat-footed), and when you roll a success at one of these [Acrobatics](compendium/skills.md#Acrobatics) checks, you get a critical success instead. + +## Rock Runner leads to... + +[Boulder Roll](compendium/feats/boulder-roll.md) + +## Summary + +*Source: Core Rulebook p. 36* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/rogue-dedication.md b/compendium/feats/rogue-dedication.md new file mode 100644 index 000000000..da6b61d25 --- /dev/null +++ b/compendium/feats/rogue-dedication.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Rogue Dedication"] +--- +# Rogue Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Dexterity 14 + +You gain a skill feat and the rogue's surprise attack|Rogue||1 class feature. You become trained in light armor. In addition, you become trained in [Stealth](compendium/skills.md#Stealth) or [Thievery](compendium/skills.md#Thievery) plus one skill of your choice; if you are already trained in both [Stealth](compendium/skills.md#Stealth) and [Thievery](compendium/skills.md#Thievery), you become trained in an additional skill of your choice. You become trained in rogue class DC. + +**Special.** You cannot gain another dedication feat until you have gained two other feats from the rogue archetype. + +## Rogue Dedication leads to... + +[Basic Trickery](compendium/feats/basic-trickery.md), [Advanced Trickery](compendium/feats/advanced-trickery.md), [Evasiveness](compendium/feats/evasiveness.md), [Skill Mastery](compendium/feats/skill-mastery.md), [Sneak Attacker](compendium/feats/sneak-attacker.md), [Uncanny Dodge](compendium/feats/uncanny-dodge.md) + +## Summary + +*Source: Core Rulebook p. 229* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/rough-rider.md b/compendium/feats/rough-rider.md new file mode 100644 index 000000000..d6aa8c081 --- /dev/null +++ b/compendium/feats/rough-rider.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Rough Rider"] +--- +# Rough Rider *Feat 1* +[goblin](rules/traits/goblin.md) + + +You are especially good at riding traditional goblin mounts. You gain the [Ride](compendium/feats/ride.md) feat, even if you don't meet the prerequisites. You gain a +1 circumstance bonus to [Nature](compendium/skills.md#Nature) checks to use [Command an Animal](rules/actions/command-an-animal.md) on a goblin dog or wolf mount. You can always select a wolf as your animal companion, even if you would usually select an animal companion with the mount special ability, such as for a champion's steed ally. + +*Source: Core Rulebook p. 48* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/running-reload.md b/compendium/feats/running-reload.md new file mode 100644 index 000000000..f9c1f9eef --- /dev/null +++ b/compendium/feats/running-reload.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Running Reload"] +--- +# Running Reload [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Activity** Single Action + +You can reload your weapon on the move. You [Stride](rules/actions/stride.md), [Step](rules/actions/step.md), or [Sneak](rules/actions/sneak.md), then [Interact](rules/actions/interact.md) to reload. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/sabotage.md b/compendium/feats/sabotage.md new file mode 100644 index 000000000..d1a287801 --- /dev/null +++ b/compendium/feats/sabotage.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/incapacitation +- trait/rogue +aliases: ["Sabotage"] +--- +# Sabotage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[incapacitation](rules/traits/incapacitation.md) [rogue](rules/traits/rogue.md) + +- **Requirements**: You have a free hand. +- **Activity** Single Action + +You subtly damage others' equipment. Choose one item that a creature within your reach wields or carries. The item must have moving parts that you could possibly sabotage (a [shortbow](compendium/equipment/items/shortbow.md) could be sabotaged, but a [longsword](compendium/equipment/items/longsword.md) could not). Attempt a [Thievery](compendium/skills.md#Thievery) check against the Reflex DC of the creature. Damage dealt by Sabotage can't take the item below its Break Threshold. + +> [!success-degree] +> - **Critical Success** You deal damage equal to four times your [Thievery](compendium/skills.md#Thievery) proficiency bonus. +> - **Success** You deal damage equal to double your [Thievery](compendium/skills.md#Thievery) proficiency bonus. +> - **Critical Failure** Temporarily immune to your Sabotage for 1 day. + +*Source: Core Rulebook p. 185* +%% #compendium/src/pf2e/crb #trait/incapacitation #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/sap-life.md b/compendium/feats/sap-life.md new file mode 100644 index 000000000..141cd40b3 --- /dev/null +++ b/compendium/feats/sap-life.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +- trait/healing +aliases: ["Sap Life"] +--- +# Sap Life *Feat 2* +[cleric](rules/traits/cleric.md) [healing](rules/traits/healing.md) + + +You draw the life force out of your enemies to heal your own wounds. When you cast a [harm](compendium/spells/harm.md) spell and damage at least one living creature, you regain Hit Points equal to the spell level of your [harm](compendium/spells/harm.md) spell. If you aren't a living creature, you gain no benefit from this feat. + +*Source: Core Rulebook p. 122* +%% #compendium/src/pf2e/crb #trait/cleric #trait/healing %% \ No newline at end of file diff --git a/compendium/feats/savage-critical.md b/compendium/feats/savage-critical.md new file mode 100644 index 000000000..aa39bf7cd --- /dev/null +++ b/compendium/feats/savage-critical.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Savage Critical"] +--- +# Savage Critical *Feat 18* +[fighter](rules/traits/fighter.md) + + +The wounds you inflict are grievous. When you [Strike](rules/actions/strike.md) with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/scare-to-death.md b/compendium/feats/scare-to-death.md new file mode 100644 index 000000000..0d8f76fe2 --- /dev/null +++ b/compendium/feats/scare-to-death.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/emotion +- trait/fear +- trait/general +- trait/incapacitation +- trait/skill +aliases: ["Scare To Death"] +--- +# Scare To Death [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 15* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [general](rules/traits/general.md) [incapacitation](rules/traits/incapacitation.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Intimidation](compendium/skills.md#Intimidation) +- **Activity** Single Action + +You can frighten foes so much, they might die. Attempt an [Intimidation](compendium/skills.md#Intimidation) check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can't hear you or doesn't understand the language you are speaking, you take a –4 circumstance penalty. The creature is temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The target must attempt at a Fortitude save against your [Intimidation](compendium/skills.md#Intimidation) DC. On a critical failure, it dies. On any other result, it becomes [frightened](rules/conditions.md#Frightened) and is [fleeing](rules/conditions.md#Fleeing) for 1 round. The critical failure effect has the [death](rules/traits/death.md) trait. +> - **Success** The target becomes [frightened](rules/conditions.md#Frightened). +> - **Failure** The target becomes [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target is unaffected. + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/emotion #trait/fear #trait/general #trait/incapacitation #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/scouts-warning-ranger.md b/compendium/feats/scouts-warning-ranger.md new file mode 100644 index 000000000..35b6fdf8b --- /dev/null +++ b/compendium/feats/scouts-warning-ranger.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Scout's Warning (Ranger)"] +--- +# Scout's Warning (Ranger) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check for initiative. +- **Activity** Free Action + +You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or the [auditory](rules/traits/auditory.md) trait, respectively. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/scouts-warning-rogue.md b/compendium/feats/scouts-warning-rogue.md new file mode 100644 index 000000000..5bb80984f --- /dev/null +++ b/compendium/feats/scouts-warning-rogue.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Scout's Warning (Rogue)"] +--- +# Scout's Warning (Rogue) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 4* +[rogue](rules/traits/rogue.md) + +- **Trigger** You are about to roll a [Perception](compendium/skills.md#Perception) or [Survival](compendium/skills.md#Survival) check for initiative. +- **Activity** Free Action + +You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the [visual](rules/traits/visual.md) or [auditory](rules/traits/auditory.md) trait, respectively. + +*Source: Core Rulebook p. 186* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/Compendium/feats/scroll-savant.md b/compendium/feats/scroll-savant.md similarity index 89% rename from Compendium/feats/scroll-savant.md rename to compendium/feats/scroll-savant.md index 66f612dfd..af458e719 100644 --- a/Compendium/feats/scroll-savant.md +++ b/compendium/feats/scroll-savant.md @@ -7,9 +7,9 @@ tags: aliases: ["Scroll Savant"] --- # Scroll Savant *Feat 10* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) -- **Prerequisites**: expert in [Crafting](../skills.md#Crafting) +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting) During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook. These scrolls follow the normal rules for scrolls (page 564), with some additional restrictions. Each scroll must be of a different spell level, and both spell levels must be 2 or more levels lower than your highest-level spell. Any scrolls you create this way become non-magical the next time you make your daily preparations. A temporary scroll has no value. diff --git a/Compendium/feats/second-ally.md b/compendium/feats/second-ally.md similarity index 89% rename from Compendium/feats/second-ally.md rename to compendium/feats/second-ally.md index 732fe196f..1c3dc602f 100644 --- a/Compendium/feats/second-ally.md +++ b/compendium/feats/second-ally.md @@ -7,7 +7,7 @@ tags: aliases: ["Second Ally"] --- # Second Ally *Feat 8* -[champion](../../Rules/traits/champion.md) +[champion](rules/traits/champion.md) - **Prerequisites**: divine ally diff --git a/compendium/feats/second-sting.md b/compendium/feats/second-sting.md new file mode 100644 index 000000000..13af9cf45 --- /dev/null +++ b/compendium/feats/second-sting.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/press +- trait/ranger +aliases: ["Second Sting"] +--- +# Second Sting [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[press](rules/traits/press.md) [ranger](rules/traits/ranger.md) + +- **Requirements**: You are wielding two melee weapons, each in a different hand. +- **Activity** Single Action + +You read your prey's movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Make a melee [Strike](rules/actions/strike.md) with one of the required weapons against your hunted prey. The [Strike](rules/actions/strike.md) gains the following failure effect. + +> [!success-degree] +> - **Failure** You deal the damage the other required weapon would have dealt on a hit, excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.) + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/press #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/second-wind.md b/compendium/feats/second-wind.md new file mode 100644 index 000000000..c9c8b4210 --- /dev/null +++ b/compendium/feats/second-wind.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Second Wind"] +--- +# Second Wind *Feat 2* +[barbarian](rules/traits/barbarian.md) + + +You can enter a second rage, but afterward you need to catch your breath. You can [Rage](rules/actions/rage.md) without waiting for 1 minute after the previous [Rage](rules/actions/rage.md) (or 1 round, with quick rage), but when you end this second [Rage](rules/actions/rage.md), you're [fatigued](rules/conditions.md#Fatigued) until you rest for 10 minutes. + +*Source: Core Rulebook p. 89* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/selective-energy.md b/compendium/feats/selective-energy.md new file mode 100644 index 000000000..e179903a7 --- /dev/null +++ b/compendium/feats/selective-energy.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Selective Energy"] +--- +# Selective Energy *Feat 6* +[cleric](rules/traits/cleric.md) + + +As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell. + +*Source: Core Rulebook p. 123* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/sense-evil.md b/compendium/feats/sense-evil.md new file mode 100644 index 000000000..4a24ad2dc --- /dev/null +++ b/compendium/feats/sense-evil.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Sense Evil"] +--- +# Sense Evil *Feat 8* +[champion](rules/traits/champion.md) + +- **Prerequisites**: tenets of good + +You sense evil as a queasy or foreboding feeling. When in the presence of an aura of evil that is powerful or overwhelming (page 328), you eventually detect the aura, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, similar to humans' sense of smell. An evil creature using a disguise or otherwise trying to hide its presence attempts a [Deception](compendium/skills.md#Deception) check against your [Perception](compendium/skills.md#Perception) DC to hide its aura from you. If the creature succeeds at its [Deception](compendium/skills.md#Deception) check, it is then temporarily immune to your Sense Evil for 1 day. + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/sense-the-unseen-ranger.md b/compendium/feats/sense-the-unseen-ranger.md new file mode 100644 index 000000000..b251d37b2 --- /dev/null +++ b/compendium/feats/sense-the-unseen-ranger.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Sense The Unseen (Ranger)"] +--- +# Sense The Unseen (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[ranger](rules/traits/ranger.md) + +- **Trigger** You fail a check to [Seek](rules/actions/seek.md). +- **Activity** Reaction + +When you look for foes, you can catch even the slightest cues, such as their minute movements or the shifting of air currents on your skin. Even though you failed at the triggering check, you automatically sense any [undetected](rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](rules/conditions.md#Hidden) to you. + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/sense-the-unseen-rogue.md b/compendium/feats/sense-the-unseen-rogue.md new file mode 100644 index 000000000..a61ac6f65 --- /dev/null +++ b/compendium/feats/sense-the-unseen-rogue.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Sense The Unseen (Rogue)"] +--- +# Sense The Unseen (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[rogue](rules/traits/rogue.md) + +- **Trigger** You fail a check to [Seek](rules/actions/seek.md). +- **Activity** Reaction + +When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any [undetected](rules/conditions.md#Undetected) creatures in the area where you're Seeking, making them merely [hidden](rules/conditions.md#Hidden) to you. + +*Source: Core Rulebook p. 188* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/shadow-hunter.md b/compendium/feats/shadow-hunter.md new file mode 100644 index 000000000..90ea9bb40 --- /dev/null +++ b/compendium/feats/shadow-hunter.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Shadow Hunter"] +--- +# Shadow Hunter *Feat 18* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Camouflage](compendium/feats/camouflage.md) + +You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you're always [concealed](rules/conditions.md#Concealed) from all foes if you choose to be, except for your [hunted prey](rules/actions/hunt-prey.md). + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/shake-it-off.md b/compendium/feats/shake-it-off.md new file mode 100644 index 000000000..0fa311bbd --- /dev/null +++ b/compendium/feats/shake-it-off.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/rage +aliases: ["Shake It Off"] +--- +# Shake It Off [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 2* +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [rage](rules/traits/rage.md) + +- **Activity** Single Action + +You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your [frightened](rules/conditions.md#Frightened) condition value by 1, and attempt a Fortitude save to recover from the [sickened](rules/conditions.md#Sickened) condition as if you had spent an action retching; you reduce your [sickened](rules/conditions.md#Sickened) condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success. + +*Source: Core Rulebook p. 89* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/concentrate #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/shameless-request.md b/compendium/feats/shameless-request.md new file mode 100644 index 000000000..476249394 --- /dev/null +++ b/compendium/feats/shameless-request.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Shameless Request"] +--- +# Shameless Request *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Requirements**: master in [Diplomacy](compendium/skills.md#Diplomacy). + +You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you [Request](rules/actions/request.md) something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your [Request](rules/actions/request.md), you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a [Request](rules/actions/request.md), they eventually tire of requests, even though they still have a positive attitude toward you. + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/share-rage.md b/compendium/feats/share-rage.md new file mode 100644 index 000000000..c4e36e59a --- /dev/null +++ b/compendium/feats/share-rage.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/auditory +- trait/barbarian +- trait/rage +- trait/visual +aliases: ["Share Rage"] +--- +# Share Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[auditory](rules/traits/auditory.md) [barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) [visual](rules/traits/visual.md) + +- **Requirements**: You haven't used this ability since you last Raged. +- **Activity** Single Action + +You stoke an ally's fury. While you are raging, one willing creature within 30 feet gains the effects of the [Rage](rules/actions/rage.md) action, except it can still use [concentrate](rules/traits/concentrate.md) actions. + +## Share Rage leads to... + +[Contagious Rage](compendium/feats/contagious-rage.md) + +## Summary + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/auditory #trait/barbarian #trait/rage #trait/visual %% \ No newline at end of file diff --git a/compendium/feats/shared-prey.md b/compendium/feats/shared-prey.md new file mode 100644 index 000000000..68621d1e9 --- /dev/null +++ b/compendium/feats/shared-prey.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Shared Prey"] +--- +# Shared Prey *Feat 14* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Double Prey](compendium/feats/double-prey.md), [Warden's Boon](compendium/feats/wardens-boon.md) + +Hunting as a duo, you and your ally both single out your prey. When you use [Hunt Prey](rules/actions/hunt-prey.md) and select only one prey, you can grant your [Hunt Prey](rules/actions/hunt-prey.md) benefits and hunter's edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use [Hunt Prey](rules/actions/hunt-prey.md) again. + +## Shared Prey leads to... + +[Triple Threat](compendium/feats/triple-threat.md) + +## Summary + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/shared-replenishment.md b/compendium/feats/shared-replenishment.md similarity index 83% rename from Compendium/feats/shared-replenishment.md rename to compendium/feats/shared-replenishment.md index 128548f95..836475c22 100644 --- a/Compendium/feats/shared-replenishment.md +++ b/compendium/feats/shared-replenishment.md @@ -7,9 +7,9 @@ tags: aliases: ["Shared Replenishment"] --- # Shared Replenishment *Feat 12* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) -- **Prerequisites**: [Replenishment of War](replenishment-of-war.md) +- **Prerequisites**: [Replenishment of War](compendium/feats/replenishment-of-war.md) When your deity blesses your warlike acts, you can extend that favor to your allies. You can grant the temporary Hit Points from Replenishment of War to an ally within 10 feet instead of gaining them yourself. You can grant these temporary Hit Points to a different ally each time, meaning you might be able to grant them to multiple creatures in a single turn. diff --git a/compendium/feats/shatter-defenses.md b/compendium/feats/shatter-defenses.md new file mode 100644 index 000000000..a471058bd --- /dev/null +++ b/compendium/feats/shatter-defenses.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Shatter Defenses"] +--- +# Shatter Defenses [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: A [frightened](rules/conditions.md#Frightened) creature is in your melee reach. +- **Activity** Single Action + +Your offense exploits your enemy's fear. Make a melee [Strike](rules/actions/strike.md) against a [frightened](rules/conditions.md#Frightened) creature. If you hit and deal damage, the target becomes [flat-footed](rules/conditions.md#Flat-footed) until its [frightened](rules/conditions.md#Frightened) condition ends. If the target was already [flat-footed](rules/conditions.md#Flat-footed) to you when you damaged it with this [Strike](rules/actions/strike.md), it can't reduce its [frightened](rules/conditions.md#Frightened) value below 1 until the start of your next turn. + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/shattering-strike.md b/compendium/feats/shattering-strike.md new file mode 100644 index 000000000..f82bdeb52 --- /dev/null +++ b/compendium/feats/shattering-strike.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Shattering Strike"] +--- +# Shattering Strike [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[monk](rules/traits/monk.md) + +- **Activity** Two-Action + +The force of your considered blow shatters objects and defenses alike. Make an unarmed [Strike](rules/actions/strike.md). It bypasses the target's resistances. If the target has Hardness, the [Strike](rules/actions/strike.md) treats the Hardness as if it were half its value. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/shield-block.md b/compendium/feats/shield-block.md new file mode 100644 index 000000000..4c60eed41 --- /dev/null +++ b/compendium/feats/shield-block.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +aliases: ["Shield Block"] +--- +# Shield Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[general](rules/traits/general.md) + +- **Trigger** While you have your [shield raised](rules/actions/raise-a-shield.md), you would take damage from a physical attack. +- **Activity** Reaction + +You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. + +## Shield Block leads to... + +[Quick Shield Block (Champion)](compendium/feats/quick-shield-block-champion.md), [Quick Shield Block (Fighter)](compendium/feats/quick-shield-block-fighter.md), [Shield Warden (Fighter)](compendium/feats/shield-warden-fighter.md), Bastion Dedication, Destructive Block, Disarming Block, Nimble Shield Hand, Shield Salvation, Drive Back, Lastwall Sentry Dedication, Eye Of Ozem, Grave Sense, Lastwall Warden, Necromantic Resistance, Necromantic Tenacity, Rescuer's Press, Always Ready, Bless Shield, Familiar Foe, Final Rest, Nonlethal Takedown, Practiced Opposition, Repulse the Wicked, Sacred Armaments, Flashing Shield, Necromantic Bulwark, Grave Sight, No Stranger to Death, Resolute Defender, Thwart Evil, Withstand Death, Aegis Of Arnisant, Vigil's Walls Rise Anew!, Fortify Shield + +## Summary + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general %% \ No newline at end of file diff --git a/compendium/feats/shield-of-grace.md b/compendium/feats/shield-of-grace.md new file mode 100644 index 000000000..99257fed8 --- /dev/null +++ b/compendium/feats/shield-of-grace.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Shield Of Grace"] +--- +# Shield Of Grace *Feat 16* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Shield Warden](compendium/feats/shield-warden-champion.md) + +You protect an ally with both your shield and your body. Whenever you use the [Shield Block](compendium/feats/shield-block.md) reaction to prevent damage to an ally, you can evenly split the remaining damage after the [Shield Block](compendium/feats/shield-block.md) between the ally and yourself. + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/shield-of-reckoning.md b/compendium/feats/shield-of-reckoning.md new file mode 100644 index 000000000..7f5381aef --- /dev/null +++ b/compendium/feats/shield-of-reckoning.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +- trait/flourish +aliases: ["Shield Of Reckoning"] +--- +# Shield Of Reckoning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[champion](rules/traits/champion.md) [flourish](rules/traits/flourish.md) + +- **Prerequisites**: champion's reaction, divine ally (shield), tenets of good, [Shield Warden](compendium/feats/shield-warden-champion.md) +- **Trigger** A foe's attack against an ally matches the trigger for both your [Shield Block](compendium/feats/shield-block.md) reaction and your champion's reaction. +- **Activity** Reaction + +When you shield your ally against an attack, you call upon your power to protect your ally further. You use the [Shield Block](compendium/feats/shield-block.md) reaction to prevent damage to an ally and also use your champion's reaction against the foe that attacked your ally. + +*Source: Core Rulebook p. 113* +%% #compendium/src/pf2e/crb #trait/champion #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/shield-paragon.md b/compendium/feats/shield-paragon.md new file mode 100644 index 000000000..9547addb4 --- /dev/null +++ b/compendium/feats/shield-paragon.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Shield Paragon"] +--- +# Shield Paragon *Feat 20* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (shield) + +Your shield is a vessel of divine protection. When you're wielding your chosen shield, it is always raised, even without you using the [Raise a Shield](rules/actions/raise-a-shield.md) action. Your chosen shield doubles its HP and BT, rather than increasing them by half. If it would be destroyed, it vanishes to your deity's realm instead, where your divine ally repairs it. During your next daily preparations, the shield returns to you fully repaired. + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/shield-warden-champion.md b/compendium/feats/shield-warden-champion.md new file mode 100644 index 000000000..e510afcc9 --- /dev/null +++ b/compendium/feats/shield-warden-champion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Shield Warden (Champion)"] +--- +# Shield Warden (Champion) *Feat 6* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (shield), tenets of good + +You use your shield to protect your allies as well as yourself. When you have a [shield raised](rules/actions/raise-a-shield.md), you can use your [Shield Block](compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](compendium/feats/shield-block.md). + +## Shield Warden (Champion) leads to... + +[Shield Of Grace](compendium/feats/shield-of-grace.md), [Shield Of Reckoning](compendium/feats/shield-of-reckoning.md) + +## Summary + +*Source: Core Rulebook p. 112* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/shield-warden-fighter.md b/compendium/feats/shield-warden-fighter.md new file mode 100644 index 000000000..0c28ba489 --- /dev/null +++ b/compendium/feats/shield-warden-fighter.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Shield Warden (Fighter)"] +--- +# Shield Warden (Fighter) *Feat 6* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Shield Block](compendium/feats/shield-block.md) + +You use your shield to protect your allies. When you have a [shield raised](rules/actions/raise-a-shield.md), you can use your [Shield Block](compendium/feats/shield-block.md) reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for [Shield Block](compendium/feats/shield-block.md). + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/shielded-stride.md b/compendium/feats/shielded-stride.md new file mode 100644 index 000000000..35076eb39 --- /dev/null +++ b/compendium/feats/shielded-stride.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Shielded Stride"] +--- +# Shielded Stride *Feat 4* +[fighter](rules/traits/fighter.md) + + +When your shield is up, your enemies' blows can't touch you. When you have your [shield raised](rules/actions/raise-a-shield.md), you can [Stride](rules/actions/stride.md) to move half your Speed without triggering reactions that are triggered by your movement (such as [Attacks of Opportunity](rules/abilities/attack-of-opportunity.md)). You can use Shielded Stride while Flying or Swimming instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 146* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/shining-oath.md b/compendium/feats/shining-oath.md new file mode 100644 index 000000000..78126a533 --- /dev/null +++ b/compendium/feats/shining-oath.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +- trait/oath +aliases: ["Shining Oath"] +--- +# Shining Oath *Feat 2* +[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) + +- **Prerequisites**: tenets of good + +You've sworn an oath to put the undead to rest. Add the following tenet to your champion's code after the other tenets: "You must end the existence of undead you encounter as long as you have a reasonable chance of success; in the unlikely event you find a good undead, you can try to work out a more peaceful way to help it recover from its undead state rather than destroying it in combat, such as helping it complete its unfinished business and find peace." + +Your [Retributive Strike](rules/actions/retributive-strike.md) gains a +4 circumstance bonus to damage against an undead, or +6 if you have master proficiency with the weapon you used. Your [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md)'s resistance against damage from an undead is 7 + your level. If you use [Liberating Step](rules/actions/liberating-step.md) triggered by an undead, your ally gains a +4 circumstance bonus to checks granted by your [Liberating Step](rules/actions/liberating-step.md), and the ally can [Step](rules/actions/step.md) twice afterward. + +You don't consider undead to be legitimate authorities, even in nations ruled by undead. + +## Shining Oath leads to... + +[Aura Of Life](compendium/feats/aura-of-life.md) + +## Summary + +*Source: Core Rulebook p. 110* +%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/Compendium/feats/side-by-side-druid.md b/compendium/feats/side-by-side-druid.md similarity index 93% rename from Compendium/feats/side-by-side-druid.md rename to compendium/feats/side-by-side-druid.md index afc88c492..dbb4df48c 100644 --- a/Compendium/feats/side-by-side-druid.md +++ b/compendium/feats/side-by-side-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Side By Side (Druid)"] --- # Side By Side (Druid) *Feat 10* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) - **Prerequisites**: Animal Companion diff --git a/Compendium/feats/side-by-side-ranger.md b/compendium/feats/side-by-side-ranger.md similarity index 93% rename from Compendium/feats/side-by-side-ranger.md rename to compendium/feats/side-by-side-ranger.md index 71d1158c4..38b59c6d6 100644 --- a/Compendium/feats/side-by-side-ranger.md +++ b/compendium/feats/side-by-side-ranger.md @@ -7,7 +7,7 @@ tags: aliases: ["Side By Side (Ranger)"] --- # Side By Side (Ranger) *Feat 12* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) - **Prerequisites**: an animal companion diff --git a/compendium/feats/sidestep.md b/compendium/feats/sidestep.md new file mode 100644 index 000000000..4508cea90 --- /dev/null +++ b/compendium/feats/sidestep.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Sidestep"] +--- +# Sidestep [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Trigger** The attack roll for a [Strike](rules/actions/strike.md) targeting you fails or critically fails. +- **Activity** Reaction + +You deftly step out of the way of an attack, letting the blow continue to the creature next to you. You redirect the attack to a creature of your choice that is adjacent to you and within the reach of the triggering attack. The attacker rerolls the [Strike](rules/actions/strike.md)'s attack roll against the new target. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/sign-language.md b/compendium/feats/sign-language.md new file mode 100644 index 000000000..8dd20615f --- /dev/null +++ b/compendium/feats/sign-language.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Sign Language"] +--- +# Sign Language *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society) + +You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are [visual](rules/traits/visual.md) rather than [auditory](rules/traits/auditory.md). + +Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/silent-spell.md b/compendium/feats/silent-spell.md new file mode 100644 index 000000000..f1cfda4e7 --- /dev/null +++ b/compendium/feats/silent-spell.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/metamagic +- trait/wizard +aliases: ["Silent Spell"] +--- +# Silent Spell [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[concentrate](rules/traits/concentrate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Prerequisites**: [Conceal Spell](compendium/feats/conceal-spell.md) +- **Activity** Single Action + +You've learned how to cast many of your spells without speaking the words of power you would normally need to provide. If the next action you use is [Casting a Spell](rules/actions/cast-a-spell.md) that has a verbal component and at least one other component, you can remove the verbal component. This makes the spell quieter and allows you to cast it in areas where sound can't carry. However, the spell still has visual manifestations, so this doesn't make the spell any less obvious to someone who sees you casting it. When you use Silent Spell, you can choose to gain the benefits of [Conceal Spell](compendium/feats/conceal-spell.md), and you don't need to attempt a [Deception](compendium/skills.md#Deception) check because the spell has no verbal components. + +*Source: Core Rulebook p. 210* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/skill-mastery.md b/compendium/feats/skill-mastery.md new file mode 100644 index 000000000..d0d7fa09e --- /dev/null +++ b/compendium/feats/skill-mastery.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Skill Mastery"] +--- +# Skill Mastery *Feat 8* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md), trained in at least one skill and expert in at least one skill + +Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose. + +**Special.** You can select this feat up to five times. + +*Source: Core Rulebook p. 229* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/Compendium/feats/skill-training.md b/compendium/feats/skill-training.md similarity index 85% rename from Compendium/feats/skill-training.md rename to compendium/feats/skill-training.md index a141607e3..960fe5cba 100644 --- a/Compendium/feats/skill-training.md +++ b/compendium/feats/skill-training.md @@ -8,7 +8,7 @@ tags: aliases: ["Skill Training"] --- # Skill Training *Feat 1* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) +[general](rules/traits/general.md) [skill](rules/traits/skill.md) - **Prerequisites**: Intelligence 12 diff --git a/compendium/feats/skirmish-strike-ranger.md b/compendium/feats/skirmish-strike-ranger.md new file mode 100644 index 000000000..5b8080036 --- /dev/null +++ b/compendium/feats/skirmish-strike-ranger.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/ranger +aliases: ["Skirmish Strike (Ranger)"] +--- +# Skirmish Strike (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) + +- **Activity** Single Action + +Your feet and weapon move in tandem. Either [Step](rules/actions/step.md) and then [Strike](rules/actions/strike.md), or [Strike](rules/actions/strike.md) and then [Step](rules/actions/step.md). + +*Source: Core Rulebook p. 173* +%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/skirmish-strike-rogue.md b/compendium/feats/skirmish-strike-rogue.md new file mode 100644 index 000000000..8ca5d9572 --- /dev/null +++ b/compendium/feats/skirmish-strike-rogue.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/rogue +aliases: ["Skirmish Strike (Rogue)"] +--- +# Skirmish Strike (Rogue) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +Your feet and weapon move in tandem. Either [Step](rules/actions/step.md) and then [Strike](rules/actions/strike.md), or [Strike](rules/actions/strike.md) and then [Step](rules/actions/step.md). + +*Source: Core Rulebook p. 186* +%% #compendium/src/pf2e/crb #trait/flourish #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/skittering-scuttle.md b/compendium/feats/skittering-scuttle.md new file mode 100644 index 000000000..738490a7b --- /dev/null +++ b/compendium/feats/skittering-scuttle.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Skittering Scuttle"] +--- +# Skittering Scuttle *Feat 9* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: [Goblin Scuttle](compendium/feats/goblin-scuttle.md) + +You can scuttle farther and faster when maneuvering alongside allies. When you use [Goblin Scuttle](compendium/feats/goblin-scuttle.md), you can [Stride](rules/actions/stride.md) up to half your Speed instead of [Stepping](rules/actions/step.md). + +*Source: Core Rulebook p. 49* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/sleeper-hold.md b/compendium/feats/sleeper-hold.md new file mode 100644 index 000000000..328df8914 --- /dev/null +++ b/compendium/feats/sleeper-hold.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/incapacitation +- trait/monk +aliases: ["Sleeper Hold"] +--- +# Sleeper Hold [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[incapacitation](rules/traits/incapacitation.md) [monk](rules/traits/monk.md) + +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You pinch crucial points of your target's nervous system, impeding its ability to function. Attempt an [Athletics](compendium/skills.md#Athletics) check to [Grapple](rules/actions/grapple.md) the creature, with the following success and critical success effects instead of the usual effects. + +> [!success-degree] +> - **Critical Success** The target falls [unconscious](rules/conditions.md#Unconscious) for 1 minute, though it remains standing and doesn't drop what it holds. +> - **Success** The target is [clumsy](rules/conditions.md#Clumsy) until the end of its next turn. + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/incapacitation #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/slippery-secrets.md b/compendium/feats/slippery-secrets.md new file mode 100644 index 000000000..b73c64029 --- /dev/null +++ b/compendium/feats/slippery-secrets.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Slippery Secrets"] +--- +# Slippery Secrets *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Deception](compendium/skills.md#Deception) + +You elude and evade attempts to uncover your true nature or intentions. When a spell or [magical](rules/traits/magical.md) effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a [Deception](compendium/skills.md#Deception) check against the spell or effect's DC. If you succeed, the effect reveals nothing. + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/sly-striker.md b/compendium/feats/sly-striker.md new file mode 100644 index 000000000..f4fd10bf7 --- /dev/null +++ b/compendium/feats/sly-striker.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Sly Striker"] +--- +# Sly Striker *Feat 8* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: sneak attack + +Your attacks deal more damage, even against creatures that aren't [flat-footed](rules/conditions.md#Flat-footed). When you succeed or critically succeed at a [Strike](rules/actions/strike.md) against a creature that isn't [flat-footed](rules/conditions.md#Flat-footed), you also deal `1d6` precision damage. This applies only if you're using a weapon or unarmed attack you could deal sneak attack damage with. At 14th level, if you would normally deal `3d6` or more sneak attack damage to [flat-footed](rules/conditions.md#Flat-footed) creatures, you deal `2d6` precision damage to creatures that aren't [flat-footed](rules/conditions.md#Flat-footed). + +## Sly Striker leads to... + +[Impossible Striker](compendium/feats/impossible-striker.md) + +## Summary + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/smite-evil.md b/compendium/feats/smite-evil.md new file mode 100644 index 000000000..713a13238 --- /dev/null +++ b/compendium/feats/smite-evil.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Smite Evil"] +--- +# Smite Evil [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[champion](rules/traits/champion.md) + +- **Prerequisites**: divine ally (blade), tenets of good +- **Activity** Single Action + +Your blade ally becomes an even more powerful tool against evildoers. Select one foe you can see. Until the start of your next turn, your [Strikes](rules/actions/strike.md) with the weapon your blade ally inhabits against that foe deal an extra 4 good damage, increasing to 6 if you have master proficiency with this weapon. + +If the foe attacks one of your allies, the duration extends to the end of that foe's next turn. If the foe continues to attack your allies each turn, the duration continues to extend. + +*Source: Core Rulebook p. 112* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/smoke-bomb.md b/compendium/feats/smoke-bomb.md new file mode 100644 index 000000000..44a675bd6 --- /dev/null +++ b/compendium/feats/smoke-bomb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/additive-1 +- trait/alchemist +aliases: ["Smoke Bomb"] +--- +# Smoke Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 2* +[additive <1>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Frequency**: once per round +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level. +- **Activity** Free Action + +You cause the bomb to create a cloud of thick smoke, in addition to its normal effects. When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target's space (or the space in which the bomb lands) the cloud is centered on. Creatures within that area have the [concealed](rules/conditions.md#Concealed) condition, and all other creatures are [concealed](rules/conditions.md#Concealed) to them. The smoke lasts for 1 minute or until dissipated by a strong wind. + +*Source: Core Rulebook p. 77* +%% #compendium/src/pf2e/crb #trait/additive-1 #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/snagging-strike.md b/compendium/feats/snagging-strike.md new file mode 100644 index 000000000..1a141b39e --- /dev/null +++ b/compendium/feats/snagging-strike.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Snagging Strike"] +--- +# Snagging Strike [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[fighter](rules/traits/fighter.md) + +- **Requirements**: You have one hand free, and your target is within reach of that hand. +- **Activity** Single Action + +You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a [Strike](rules/actions/strike.md) while keeping one hand free. If this [Strike](rules/actions/strike.md) hits, the target is [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first. + +*Source: Core Rulebook p. 145* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/snap-shot.md b/compendium/feats/snap-shot.md new file mode 100644 index 000000000..82972b234 --- /dev/null +++ b/compendium/feats/snap-shot.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Snap Shot"] +--- +# Snap Shot *Feat 6* +[ranger](rules/traits/ranger.md) + + +You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon [Strike](rules/actions/strike.md) to instead make a ranged weapon [Strike](rules/actions/strike.md). You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon [Strike](rules/actions/strike.md) with a ranged weapon [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 173* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/snare-crafting.md b/compendium/feats/snare-crafting.md new file mode 100644 index 000000000..4e766bd52 --- /dev/null +++ b/compendium/feats/snare-crafting.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Snare Crafting"] +--- +# Snare Crafting *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +You can use the [Craft](rules/actions/craft.md) activity to create snares, using the rules from page 244. When you select this feat, you add the formulas for four common snares to your formula book. + +## Snare Crafting leads to... + +[Snare Specialist](compendium/feats/snare-specialist.md), [Lightning Snares](compendium/feats/lightning-snares.md), [Powerful Snares](compendium/feats/powerful-snares.md), [Quick Snares](compendium/feats/quick-snares.md), [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md), Impossible Snares, Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts, Snare Genius, Snare Hopping, Snarecrafter Dedication, Giant Snare, Plentiful Snares, Remote Trigger, Surprise Snare, Snare Commando, Vicious Snares + +## Summary + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/snare-specialist.md b/compendium/feats/snare-specialist.md new file mode 100644 index 000000000..22ce9f1f9 --- /dev/null +++ b/compendium/feats/snare-specialist.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Snare Specialist"] +--- +# Snare Specialist *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: expert in [Crafting](compendium/skills.md#Crafting), [Snare Crafting](compendium/feats/snare-crafting.md) + +You specialize in creating quick traps to obstruct your enemies on the battlefield. If your proficiency rank in [Crafting](compendium/skills.md#Crafting) is expert, you gain the formulas for three common or uncommon snares. If your rank is master, you gain 6. If your rank is legendary, you gain 9. + +Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to [Craft](rules/actions/craft.md), you can [Craft](rules/actions/craft.md) them with 3 [Interact](rules/actions/interact.md) actions. The number of snares increases to six if you have master proficiency in [Crafting](compendium/skills.md#Crafting) and eight if you have legendary proficiency in [Crafting](compendium/skills.md#Crafting). Snares prepared in this way don't cost you any resources to [Craft](rules/actions/craft.md). + +## Snare Specialist leads to... + +[Lightning Snares](compendium/feats/lightning-snares.md), [Powerful Snares](compendium/feats/powerful-snares.md), [Quick Snares](compendium/feats/quick-snares.md), [Ubiquitous Snares](compendium/feats/ubiquitous-snares.md), Impossible Snares, Trapsmith Dedication, Finessed Features, Gear Gnash, Propeller Attachment, Recycled Cogwheels, Repurposed Parts + +## Summary + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/sneak-attacker.md b/compendium/feats/sneak-attacker.md similarity index 77% rename from Compendium/feats/sneak-attacker.md rename to compendium/feats/sneak-attacker.md index 7ec5ae1f2..e786e10f5 100644 --- a/Compendium/feats/sneak-attacker.md +++ b/compendium/feats/sneak-attacker.md @@ -7,9 +7,9 @@ tags: aliases: ["Sneak Attacker"] --- # Sneak Attacker *Feat 4* -[archetype](../../Rules/traits/archetype.md) +[archetype](rules/traits/archetype.md) -- **Prerequisites**: [Rogue Dedication](rogue-dedication.md) +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) You gain the sneak attack class feature (page 181), except it deals `1d4` damage, increasing to `1d6` at 6th level. You don't increase the number of dice as you gain levels. diff --git a/compendium/feats/sneak-savant.md b/compendium/feats/sneak-savant.md new file mode 100644 index 000000000..e369236e3 --- /dev/null +++ b/compendium/feats/sneak-savant.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Sneak Savant"] +--- +# Sneak Savant *Feat 10* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +It is almost impossible to spot you without taking effort to look. When you roll a failure on a [Sneak](rules/actions/sneak.md) action, you get a success instead. You can still critically fail. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/soaring-shape.md b/compendium/feats/soaring-shape.md new file mode 100644 index 000000000..8c51fd7c7 --- /dev/null +++ b/compendium/feats/soaring-shape.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Soaring Shape"] +--- +# Soaring Shape *Feat 8* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) + +Wings free you from the shackles of the ground below. Add the bat and bird forms in [aerial form](compendium/spells/aerial-form.md) to your wild shape list. If you have [Insect Shape](compendium/feats/insect-shape.md), you also add the wasp form to your wild shape list. If you have [Ferocious Shape](compendium/feats/ferocious-shape.md), you also add the pterosaur form to your wild shape list. Whenever you use wild shape to gain a form that grants you a specific [Acrobatics](compendium/skills.md#Acrobatics) modifier, you gain a +1 status bonus to [Acrobatics](compendium/skills.md#Acrobatics) checks. + +## Soaring Shape leads to... + +[Dragon Shape](compendium/feats/dragon-shape.md), [True Shapeshifter](compendium/feats/true-shapeshifter.md), Reactive Transformation + +## Summary + +*Source: Core Rulebook p. 137* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/soothing-ballad.md b/compendium/feats/soothing-ballad.md new file mode 100644 index 000000000..1a0d87e5d --- /dev/null +++ b/compendium/feats/soothing-ballad.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Soothing Ballad"] +--- +# Soothing Ballad *Feat 14* +[bard](rules/traits/bard.md) + + +You soothe your allies' wounds with the power of your performance. You learn the [soothing ballad](compendium/spells/soothing-ballad.md) composition spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/sorcerer-dedication.md b/compendium/feats/sorcerer-dedication.md new file mode 100644 index 000000000..c53cb1804 --- /dev/null +++ b/compendium/feats/sorcerer-dedication.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Sorcerer Dedication"] +--- +# Sorcerer Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Charisma 14 + +Choose a bloodline. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. + +You cast spells like a sorcerer. You gain access to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline. + +**Special.** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype. + +## Sorcerer Dedication leads to... + +[Basic Blood Potency](compendium/feats/basic-blood-potency.md), [Advanced Blood Potency](compendium/feats/advanced-blood-potency.md), [Basic Bloodline Spell](compendium/feats/basic-bloodline-spell.md), [Basic Sorcerer Spellcasting](compendium/feats/basic-sorcerer-spellcasting.md), [Bloodline Breadth](compendium/feats/bloodline-breadth.md), [Expert Sorcerer Spellcasting](compendium/feats/expert-sorcerer-spellcasting.md), [Master Sorcerer Spellcasting](compendium/feats/master-sorcerer-spellcasting.md) + +## Summary + +*Source: Core Rulebook p. 230* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/Compendium/feats/specialized-companion-druid.md b/compendium/feats/specialized-companion-druid.md similarity index 94% rename from Compendium/feats/specialized-companion-druid.md rename to compendium/feats/specialized-companion-druid.md index 5382d52c6..03fc2ae51 100644 --- a/Compendium/feats/specialized-companion-druid.md +++ b/compendium/feats/specialized-companion-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Specialized Companion (Druid)"] --- # Specialized Companion (Druid) *Feat 14* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) - **Prerequisites**: Incredible Companion diff --git a/Compendium/feats/specialized-companion-ranger.md b/compendium/feats/specialized-companion-ranger.md similarity index 76% rename from Compendium/feats/specialized-companion-ranger.md rename to compendium/feats/specialized-companion-ranger.md index db2cb7c32..2e75b4e75 100644 --- a/Compendium/feats/specialized-companion-ranger.md +++ b/compendium/feats/specialized-companion-ranger.md @@ -7,9 +7,9 @@ tags: aliases: ["Specialized Companion (Ranger)"] --- # Specialized Companion (Ranger) *Feat 16* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) -- **Prerequisites**: [Incredible Companion](incredible-companion-ranger.md) +- **Prerequisites**: [Incredible Companion](compendium/feats/incredible-companion-ranger.md) Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice. diff --git a/compendium/feats/specialty-crafting.md b/compendium/feats/specialty-crafting.md new file mode 100644 index 000000000..447b3fcdc --- /dev/null +++ b/compendium/feats/specialty-crafting.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Specialty Crafting"] +--- +# Specialty Crafting *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Crafting](compendium/skills.md#Crafting) + +Your training focused on [Crafting](compendium/skills.md#Crafting) one particular kind of item. Select one of the specialties; you gain a +1 circumstance bonus to [Crafting](compendium/skills.md#Crafting) checks to [Craft](rules/actions/craft.md) items of that type. If you are a master in [Crafting](compendium/skills.md#Crafting), this bonus increases to +2. If it's unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a [morningstar](compendium/equipment/items/morningstar.md) and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking. + + +## Specialty Crafting leads to... + +[Impeccable Crafting](compendium/feats/impeccable-crafting.md) + +## Summary + +*Source: Core Rulebook p. 266* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/spell-combination.md b/compendium/feats/spell-combination.md similarity index 97% rename from Compendium/feats/spell-combination.md rename to compendium/feats/spell-combination.md index a57802794..c246f3779 100644 --- a/Compendium/feats/spell-combination.md +++ b/compendium/feats/spell-combination.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Combination"] --- # Spell Combination *Feat 20* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) You can merge spells, producing multiple effects with a single casting. One slot of each level of spell you can cast, except 2nd level and 1st level, becomes a spell combination slot (this doesn't apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell levels below the slot's level, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack roll, require the same type of saving throw, or automatically affect the target. diff --git a/Compendium/feats/spell-penetration.md b/compendium/feats/spell-penetration.md similarity index 92% rename from Compendium/feats/spell-penetration.md rename to compendium/feats/spell-penetration.md index 928e78f99..1ffb5e74c 100644 --- a/Compendium/feats/spell-penetration.md +++ b/compendium/feats/spell-penetration.md @@ -7,7 +7,7 @@ tags: aliases: ["Spell Penetration"] --- # Spell Penetration *Feat 6* -[wizard](../../Rules/traits/wizard.md) +[wizard](rules/traits/wizard.md) You've studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells. diff --git a/compendium/feats/spell-tinker.md b/compendium/feats/spell-tinker.md new file mode 100644 index 000000000..bac3f8fd6 --- /dev/null +++ b/compendium/feats/spell-tinker.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/wizard +aliases: ["Spell Tinker"] +--- +# Spell Tinker [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 16* +[concentrate](rules/traits/concentrate.md) [wizard](rules/traits/wizard.md) + +- **Activity** Two-Action + +You've learned to alter choices you make when casting spells on yourself. After casting a spell on only yourself that offers several choices of effect (such as resist energy, spell immunity, or a polymorph spell that offers several potential forms), you can alter the choice you made when [Casting the Spell](rules/actions/cast-a-spell.md) (for instance, choosing a different type of damage for resist energy). However, your tinkering weakens the spell's integrity, reducing its remaining duration by half. + +You can't use this feat if the benefits of the spell have already been used up or if the effects of the first choice would persist in any way after switching (for instance, if one of the choices was to create a consumable item you already used, or to heal you), or if the feat would create an effect more powerful than that offered by the base spell. The GM is the final arbiter of what Spell Tinker can be applied to. + +*Source: Core Rulebook p. 213* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/spirits-interference.md b/compendium/feats/spirits-interference.md new file mode 100644 index 000000000..59832a185 --- /dev/null +++ b/compendium/feats/spirits-interference.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/divine +- trait/instinct +- trait/necromancy +- trait/rage +aliases: ["Spirits' Interference"] +--- +# Spirits' Interference [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[barbarian](rules/traits/barbarian.md) [divine](rules/traits/divine.md) [instinct](rules/traits/instinct.md) [necromancy](rules/traits/necromancy.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: Spirit instinct +- **Activity** Single Action + +You call forth protective spirits to ward off ranged attacks. Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/divine #trait/instinct #trait/necromancy #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/spirits-wrath.md b/compendium/feats/spirits-wrath.md new file mode 100644 index 000000000..c7bcaecd7 --- /dev/null +++ b/compendium/feats/spirits-wrath.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/attack +- trait/barbarian +- trait/concentrate +- trait/instinct +- trait/rage +aliases: ["Spirit's Wrath"] +--- +# Spirit's Wrath [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[attack](rules/traits/attack.md) [barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [instinct](rules/traits/instinct.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: Spirit instinct +- **Activity** Single Action + +You call forth an ephemeral apparition, typically the ghost of an ancestor or a nature spirit, which takes the form of a wisp. The spirit wisp makes a melee wisp rush unarmed attack against an enemy within 120 feet of you. The wisp's attack modifier is equal to your proficiency bonus for martial weapons plus your Strength modifier plus a +2 item bonus, and it applies the same circumstance and status bonuses and penalties that you have. On a hit, the wisp deals damage equal to `4d8` plus your Constitution modifier. The damage is your choice of negative or positive damage; don't apply your [Rage](rules/actions/rage.md) damage or your weapon specialization damage, but circumstance and status bonuses and penalties that would also affect the wisp's damage apply. If your wisp's [Strike](rules/actions/strike.md) is a critical hit, the target becomes [frightened](rules/conditions.md#Frightened). This attack uses and counts toward your multiple attack penalty as if you were the one attacking. + +*Source: Core Rulebook p. 92* +%% #compendium/src/pf2e/crb #trait/attack #trait/barbarian #trait/concentrate #trait/instinct #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/spring-attack.md b/compendium/feats/spring-attack.md new file mode 100644 index 000000000..50547b9a2 --- /dev/null +++ b/compendium/feats/spring-attack.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/press +aliases: ["Spring Attack"] +--- +# Spring Attack [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[fighter](rules/traits/fighter.md) [press](rules/traits/press.md) + +- **Requirements**: You are adjacent to an enemy. +- **Activity** Single Action + +Springing away from one foe, you [Strike](rules/actions/strike.md) at another. [Stride](rules/actions/stride.md) up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee [Strike](rules/actions/strike.md) against an enemy now within reach. You can use Spring Attack while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 152* +%% #compendium/src/pf2e/crb #trait/fighter #trait/press %% \ No newline at end of file diff --git a/compendium/feats/spring-from-the-shadows.md b/compendium/feats/spring-from-the-shadows.md new file mode 100644 index 000000000..a9cfa2d65 --- /dev/null +++ b/compendium/feats/spring-from-the-shadows.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/rogue +aliases: ["Spring From The Shadows"] +--- +# Spring From The Shadows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 12* +[flourish](rules/traits/flourish.md) [rogue](rules/traits/rogue.md) + +- **Activity** Single Action + +Leaping out from hiding, you assail your target when they least expect it. You [Stride](rules/actions/stride.md) up to your Speed, but you must end your movement next to an enemy you're [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by. You then [Strike](rules/actions/strike.md) that enemy; you remain [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by that creature until after you [Strike](rules/actions/strike.md). You can use Spring from the Shadows while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/flourish #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/stance-savant-fighter.md b/compendium/feats/stance-savant-fighter.md new file mode 100644 index 000000000..19da06032 --- /dev/null +++ b/compendium/feats/stance-savant-fighter.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Stance Savant (Fighter)"] +--- +# Stance Savant (Fighter) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 14* +[fighter](rules/traits/fighter.md) + +- **Trigger** You roll initiative. +- **Activity** Free Action + +When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the [stance](rules/traits/stance.md) trait. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/stance-savant-monk.md b/compendium/feats/stance-savant-monk.md new file mode 100644 index 000000000..4b83e9211 --- /dev/null +++ b/compendium/feats/stance-savant-monk.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Stance Savant (Monk)"] +--- +# Stance Savant (Monk) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 12* +[monk](rules/traits/monk.md) + +- **Trigger** You roll initiative. +- **Activity** Free Action + +You enter a stance without a thought. Use an action that has the [stance](rules/traits/stance.md) trait. + +*Source: Core Rulebook p. 164* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/stand-still.md b/compendium/feats/stand-still.md new file mode 100644 index 000000000..96ddf680e --- /dev/null +++ b/compendium/feats/stand-still.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Stand Still"] +--- +# Stand Still [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[monk](rules/traits/monk.md) + +- **Trigger** A creature within your reach uses a move action or leaves a square during a move action it's using. +- **Activity** Reaction + +You strike out when your foe tries to flee. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action. + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/steady-balance.md b/compendium/feats/steady-balance.md new file mode 100644 index 000000000..a12cd7d51 --- /dev/null +++ b/compendium/feats/steady-balance.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Steady Balance"] +--- +# Steady Balance *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Acrobatics](compendium/skills.md#Acrobatics) + +You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the [Balance](rules/actions/balance.md) action, you get a critical success instead. You're not [flat-footed](rules/conditions.md#Flat-footed) while attempting to [Balance](rules/actions/balance.md) on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an [Acrobatics](compendium/skills.md#Acrobatics) check instead of a Reflex save to [Grab an Edge](rules/actions/grab-an-edge.md). + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/steady-spellcasting-bard.md b/compendium/feats/steady-spellcasting-bard.md similarity index 91% rename from Compendium/feats/steady-spellcasting-bard.md rename to compendium/feats/steady-spellcasting-bard.md index 17ba5fea0..57df10682 100644 --- a/Compendium/feats/steady-spellcasting-bard.md +++ b/compendium/feats/steady-spellcasting-bard.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Bard)"] --- # Steady Spellcasting (Bard) *Feat 6* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) You don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/Compendium/feats/steady-spellcasting-cleric.md b/compendium/feats/steady-spellcasting-cleric.md similarity index 91% rename from Compendium/feats/steady-spellcasting-cleric.md rename to compendium/feats/steady-spellcasting-cleric.md index e62adcbd8..d1317b6d5 100644 --- a/Compendium/feats/steady-spellcasting-cleric.md +++ b/compendium/feats/steady-spellcasting-cleric.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Cleric)"] --- # Steady Spellcasting (Cleric) *Feat 6* -[cleric](../../Rules/traits/cleric.md) +[cleric](rules/traits/cleric.md) Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/Compendium/feats/steady-spellcasting-druid.md b/compendium/feats/steady-spellcasting-druid.md similarity index 92% rename from Compendium/feats/steady-spellcasting-druid.md rename to compendium/feats/steady-spellcasting-druid.md index 383e76c64..54ebb3656 100644 --- a/Compendium/feats/steady-spellcasting-druid.md +++ b/compendium/feats/steady-spellcasting-druid.md @@ -7,7 +7,7 @@ tags: aliases: ["Steady Spellcasting (Druid)"] --- # Steady Spellcasting (Druid) *Feat 6* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) Confident in your technique, you don't lose spells easily. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. diff --git a/compendium/feats/steady-spellcasting-sorcerer.md b/compendium/feats/steady-spellcasting-sorcerer.md new file mode 100644 index 000000000..d03421321 --- /dev/null +++ b/compendium/feats/steady-spellcasting-sorcerer.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/sorcerer +aliases: ["Steady Spellcasting (Sorcerer)"] +--- +# Steady Spellcasting (Sorcerer) *Feat 6* +[sorcerer](rules/traits/sorcerer.md) + + +You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. + +*Source: Core Rulebook p. 200* +%% #compendium/src/pf2e/crb #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/steady-spellcasting-wizard.md b/compendium/feats/steady-spellcasting-wizard.md new file mode 100644 index 000000000..3826a5dae --- /dev/null +++ b/compendium/feats/steady-spellcasting-wizard.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Steady Spellcasting (Wizard)"] +--- +# Steady Spellcasting (Wizard) *Feat 6* +[wizard](rules/traits/wizard.md) + + +Confident in your technique, you don't easily lose your concentration when you [Cast a Spell](rules/actions/cast-a-spell.md). If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted. + +*Source: Core Rulebook p. 211* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/stealthy-companion.md b/compendium/feats/stealthy-companion.md new file mode 100644 index 000000000..8bb66d752 --- /dev/null +++ b/compendium/feats/stealthy-companion.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Stealthy Companion"] +--- +# Stealthy Companion *Feat 14* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Camouflage](compendium/feats/camouflage.md), [Animal Companion](compendium/feats/animal-companion-ranger.md) + +You've trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for [Stealth](compendium/skills.md#Stealth) increases to master (or legendary if it was already master). + +*Source: Core Rulebook p. 176* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/sticky-bomb.md b/compendium/feats/sticky-bomb.md new file mode 100644 index 000000000..c3d3d671e --- /dev/null +++ b/compendium/feats/sticky-bomb.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/additive-2 +- trait/alchemist +aliases: ["Sticky Bomb"] +--- +# Sticky Bomb [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 8* +[additive <2>](rules/traits/additive.md) [alchemist](rules/traits/alchemist.md) + +- **Frequency**: once per round +- **Trigger** You use [Quick Alchemy](rules/actions/quick-alchemy.md) to craft an alchemical bomb, and that bomb's level is at least 2 levels lower than your advanced alchemy level. +- **Activity** Free Action + +You mix in an additive to make your bomb's contents adhere to the target and continue to deal damage. A creature that takes a direct hit from one of your sticky bombs also takes [persistent damage](rules/conditions.md#Persistent%20Damage) equal to and of the same type as the bomb's splash damage. If the bomb already deals [persistent damage](rules/conditions.md#Persistent%20Damage), combine the two amounts. + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/additive-2 #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/stonecunning.md b/compendium/feats/stonecunning.md new file mode 100644 index 000000000..eb598fe0f --- /dev/null +++ b/compendium/feats/stonecunning.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Stonecunning"] +--- +# Stonecunning *Feat 1* +[dwarf](rules/traits/dwarf.md) + + +You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or [hidden](rules/conditions.md#Hidden) within stone. + +If you aren't using the [Seek](rules/actions/seek.md) action or [Searching](rules/actions/search.md), the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty. + +*Source: Core Rulebook p. 36* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/stonewalker.md b/compendium/feats/stonewalker.md new file mode 100644 index 000000000..910c6d068 --- /dev/null +++ b/compendium/feats/stonewalker.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Stonewalker"] +--- +# Stonewalker *Feat 9* +[dwarf](rules/traits/dwarf.md) + + +You have a deep reverence for and connection to stone. You gain [meld into stone](compendium/spells/meld-into-stone.md) as a 3rd-level divine innate spell that you can cast once per day. + +If you have the [Stonecunning](compendium/feats/stonecunning.md) dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in [Perception](compendium/skills.md#Perception). If you have both Stonecunning and legendary proficiency in [Perception](compendium/skills.md#Perception), when you're not [Seeking](rules/actions/seek.md) and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don't take the –2 circumstance penalty. + +## Stonewalker leads to... + +Stonegate + +## Summary + +*Source: Core Rulebook p. 37* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/storm-born.md b/compendium/feats/storm-born.md new file mode 100644 index 000000000..460ba1959 --- /dev/null +++ b/compendium/feats/storm-born.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Storm Born"] +--- +# Storm Born *Feat 1* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Storm order + +You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or [Perception](compendium/skills.md#Perception) checks caused by weather, and your targeted spells don't require a flat check to succeed against a target [concealed](rules/conditions.md#Concealed) by weather (such as fog). + +*Source: Core Rulebook p. 134* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/storm-retribution.md b/compendium/feats/storm-retribution.md new file mode 100644 index 000000000..fee6ca4f0 --- /dev/null +++ b/compendium/feats/storm-retribution.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Storm Retribution"] +--- +# Storm Retribution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 6* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Storm order, [tempest surge](compendium/spells/tempest-surge.md) order spell +- **Trigger** An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack. +- **Requirements**: You have at least 1 available Focus Point. +- **Activity** Reaction + +You lash out, directing a burst of storming fury toward a creature that has harmed you. You cast [tempest surge](compendium/spells/tempest-surge.md) on the triggering opponent and push that creature, moving it 5 feet away from you if it fails its Reflex save, or 10 feet if it critically fails. This movement is forced movement. + +*Source: Core Rulebook p. 136* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/streetwise.md b/compendium/feats/streetwise.md new file mode 100644 index 000000000..335199a5d --- /dev/null +++ b/compendium/feats/streetwise.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Streetwise"] +--- +# Streetwise *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Society](compendium/skills.md#Society) + +You know about life on the streets and feel the pulse of your local settlement. You can use your [Society](compendium/skills.md#Society) modifier instead of your [Diplomacy](compendium/skills.md#Diplomacy) modifier to [Gather Information](rules/actions/gather-information.md). In any settlement you frequent regularly, you can use the [Recall Knowledge](rules/actions/recall-knowledge.md) action with [Society](compendium/skills.md#Society) to know the same sorts of information that you could discover with [Diplomacy](compendium/skills.md#Diplomacy) to [Gather Information](rules/actions/gather-information.md). The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to [Gather Information](rules/actions/gather-information.md) normally. + +## Streetwise leads to... + +Criminal Connections, Underground Network + +## Summary + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/student-of-the-canon.md b/compendium/feats/student-of-the-canon.md new file mode 100644 index 000000000..9e862f6d6 --- /dev/null +++ b/compendium/feats/student-of-the-canon.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Student Of The Canon"] +--- +# Student Of The Canon *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Religion](compendium/skills.md#Religion) + +You've researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a [Religion](compendium/skills.md#Religion) check to [Decipher Writing](rules/actions/decipher-writing.md) of a religious nature or to [Recall Knowledge](rules/actions/recall-knowledge.md) about the tenets of faiths, you get a failure instead. When attempting to [Recall Knowledge](rules/actions/recall-knowledge.md) about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead. + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/studious-capacity.md b/compendium/feats/studious-capacity.md similarity index 82% rename from Compendium/feats/studious-capacity.md rename to compendium/feats/studious-capacity.md index 2233d9d0c..68c34735e 100644 --- a/Compendium/feats/studious-capacity.md +++ b/compendium/feats/studious-capacity.md @@ -7,9 +7,9 @@ tags: aliases: ["Studious Capacity"] --- # Studious Capacity *Feat 16* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) -- **Prerequisites**: Enigma muse, legendary in [Occultism](../skills.md#Occultism) +- **Prerequisites**: Enigma muse, legendary in [Occultism](compendium/skills.md#Occultism) Your continued study of occult magic has increased your magical capacity, allowing you to cast spells even when it seems impossible. You can cast one spell each day even after you've run out of spell slots of the appropriate spell level, but you can't use this ability to cast a spell of your highest spell level. diff --git a/compendium/feats/stunning-fist.md b/compendium/feats/stunning-fist.md new file mode 100644 index 000000000..b58c64afe --- /dev/null +++ b/compendium/feats/stunning-fist.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Stunning Fist"] +--- +# Stunning Fist *Feat 2* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Flurry of Blows](rules/actions/flurry-of-blows.md) + +The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two [Strikes](rules/actions/strike.md) from your [Flurry of Blows](rules/actions/flurry-of-blows.md), you can try to stun the creature. If either [Strike](rules/actions/strike.md) hits and deals damage, the target must succeed at a Fortitude save against your class DC or be [stunned](rules/conditions.md#Stunned) (or [stunned](rules/conditions.md#Stunned) on a critical failure). This is an [incapacitation](rules/traits/incapacitation.md) effect. + +## Stunning Fist leads to... + +Triangle Shot, Vitality-manipulating Stance + +## Summary + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/subtle-theft.md b/compendium/feats/subtle-theft.md new file mode 100644 index 000000000..605ff49ae --- /dev/null +++ b/compendium/feats/subtle-theft.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Subtle Theft"] +--- +# Subtle Theft *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Thievery](compendium/skills.md#Thievery) + +When you successfully [Steal](rules/actions/steal.md) something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their [Perception](compendium/skills.md#Perception) DCs to detect your theft. Additionally, if you first [Create a Diversion](rules/actions/create-a-diversion.md) using [Deception](compendium/skills.md#Deception), taking a single [Palm an Object](rules/actions/palm-an-object.md) or [Steal](rules/actions/steal.md) action doesn't end your [undetected](rules/conditions.md#Undetected) condition. + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/sudden-charge-barbarian.md b/compendium/feats/sudden-charge-barbarian.md new file mode 100644 index 000000000..ab56d1a66 --- /dev/null +++ b/compendium/feats/sudden-charge-barbarian.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/flourish +- trait/open +aliases: ["Sudden Charge (Barbarian)"] +--- +# Sudden Charge (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Activity** Two-Action + +With a quick sprint, you dash up to your foe and swing. [Stride](rules/actions/stride.md) twice. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](rules/actions/strike.md) against that enemy. You can use Sudden Charge while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 88* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/sudden-charge-fighter.md b/compendium/feats/sudden-charge-fighter.md new file mode 100644 index 000000000..88b697dcd --- /dev/null +++ b/compendium/feats/sudden-charge-fighter.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +- trait/open +aliases: ["Sudden Charge (Fighter)"] +--- +# Sudden Charge (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Activity** Two-Action + +With a quick sprint, you dash up to your foe and swing. [Stride](rules/actions/stride.md) twice. If you end your movement within melee reach of at least one enemy, you can make a melee [Strike](rules/actions/strike.md) against that enemy. You can use Sudden Charge while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +*Source: Core Rulebook p. 145* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/sudden-leap-barbarian.md b/compendium/feats/sudden-leap-barbarian.md new file mode 100644 index 000000000..e7ba820de --- /dev/null +++ b/compendium/feats/sudden-leap-barbarian.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Sudden Leap (Barbarian)"] +--- +# Sudden Leap (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) + +- **Activity** Two-Action + +You swing at a foe while mid-leap. Make a [Leap](rules/actions/leap.md), [High Jump](rules/actions/high-jump.md), or [Long Jump](rules/actions/long-jump.md) and attempt one melee [Strike](rules/actions/strike.md) at any point during your jump. Immediately after the [Strike](rules/actions/strike.md), you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. + +When attempting a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) during a Sudden Leap, determine the DC using the [Long Jump](rules/actions/long-jump.md) DCs, and increase your maximum distance to double your Speed. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian %% \ No newline at end of file diff --git a/compendium/feats/sudden-leap-fighter.md b/compendium/feats/sudden-leap-fighter.md new file mode 100644 index 000000000..b9c3fa83f --- /dev/null +++ b/compendium/feats/sudden-leap-fighter.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Sudden Leap (Fighter)"] +--- +# Sudden Leap (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 8* +[fighter](rules/traits/fighter.md) + +- **Activity** Two-Action + +You make an impressive leap and swing while you soar. Make a [Leap](rules/actions/leap.md), [High Jump](rules/actions/high-jump.md), or [Long Jump](rules/actions/long-jump.md) and attempt one melee [Strike](rules/actions/strike.md) at any point during your jump. Immediately after the [Strike](rules/actions/strike.md), you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. + +When attempting a [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) during a Sudden Leap, determine the DC using the [Long Jump](rules/actions/long-jump.md) DCs, and increase your maximum distance to double your Speed. + +**Special.** If you have [Felling Strike](compendium/feats/felling-strike.md), you can spend 3 actions to make a Sudden Leap and use [Felling Strike](compendium/feats/felling-strike.md) instead of a normal [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/superior-bond.md b/compendium/feats/superior-bond.md new file mode 100644 index 000000000..d90942857 --- /dev/null +++ b/compendium/feats/superior-bond.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Superior Bond"] +--- +# Superior Bond *Feat 14* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: arcane bond + +When you draw upon your bonded item, you can leave a bit of energy within it for later use. You can use [Drain Bonded Item](rules/actions/drain-bonded-item.md) one additional time per day, but only to cast a spell 2 or more levels lower than your highest-level spell. + +*Source: Core Rulebook p. 213* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/Compendium/feats/supernatural-charm.md b/compendium/feats/supernatural-charm.md similarity index 77% rename from Compendium/feats/supernatural-charm.md rename to compendium/feats/supernatural-charm.md index 6241165e5..21a6b2bed 100644 --- a/Compendium/feats/supernatural-charm.md +++ b/compendium/feats/supernatural-charm.md @@ -7,10 +7,10 @@ tags: aliases: ["Supernatural Charm"] --- # Supernatural Charm *Feat 5* -[half-elf](../../Rules/traits/half-elf.md) +[half-elf](rules/traits/half-elf.md) -The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level [charm](../spells/charm.md) as an arcane innate spell once per day. +The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st-level [charm](compendium/spells/charm.md) as an arcane innate spell once per day. *Source: Core Rulebook p. 58* %% #compendium/src/pf2e/crb #trait/half-elf %% \ No newline at end of file diff --git a/compendium/feats/sure-feet.md b/compendium/feats/sure-feet.md new file mode 100644 index 000000000..9cc60949e --- /dev/null +++ b/compendium/feats/sure-feet.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Sure Feet"] +--- +# Sure Feet *Feat 1* +[halfling](rules/traits/halfling.md) + + +Whether keeping your balance or scrambling up a tricky climb, your hairy, calloused feet easily find purchase. If you roll a success on an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md) or an [Athletics](compendium/skills.md#Athletics) check to [Climb](rules/actions/climb.md), you get a critical success instead. + +You're not [flat-footed](rules/conditions.md#Flat-footed) when you attempt to [Balance](rules/actions/balance.md) or [Climb](rules/actions/climb.md). + +*Source: Core Rulebook p. 52* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/survey-wildlife.md b/compendium/feats/survey-wildlife.md new file mode 100644 index 000000000..f002a99ff --- /dev/null +++ b/compendium/feats/survey-wildlife.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Survey Wildlife"] +--- +# Survey Wildlife *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a [Survival](compendium/skills.md#Survival) check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a [Recall Knowledge](rules/actions/recall-knowledge.md) check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in [Survival](compendium/skills.md#Survival), you don't take the penalty. + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/swift-banishment.md b/compendium/feats/swift-banishment.md new file mode 100644 index 000000000..729941f3c --- /dev/null +++ b/compendium/feats/swift-banishment.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Swift Banishment"] +--- +# Swift Banishment [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[cleric](rules/traits/cleric.md) + +- **Trigger** You critically hit a creature that is not on its home plane. +- **Requirements**: You have a [banishment](compendium/spells/banishment.md) spell prepared. +- **Activity** Reaction + +The force of your blow sends your victim back to its home plane. You expend a [banishment](compendium/spells/banishment.md) spell you have prepared, affecting the creature you critically hit without needing to cast the spell. The creature can attempt to resist the spell as normal. + +## Swift Banishment leads to... + +[Improved Swift Banishment](compendium/feats/improved-swift-banishment.md) + +## Summary + +*Source: Core Rulebook p. 126* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/swift-river.md b/compendium/feats/swift-river.md new file mode 100644 index 000000000..aea3a8cb3 --- /dev/null +++ b/compendium/feats/swift-river.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Swift River"] +--- +# Swift River [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") *Feat 18* +[monk](rules/traits/monk.md) + +- **Trigger** Your turn ends and you have a status penalty to your Speed or are [immobilized](rules/conditions.md#Immobilized) or [slowed](rules/conditions.md#Slowed). +- **Activity** Free Action + +You flow like water, avoiding all restraints. End one status penalty to your speed, or end one [immobilized](rules/conditions.md#Immobilized) or [slowed](rules/conditions.md#Slowed) condition affecting you. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/swift-sneak.md b/compendium/feats/swift-sneak.md new file mode 100644 index 000000000..21b17cdae --- /dev/null +++ b/compendium/feats/swift-sneak.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Swift Sneak"] +--- +# Swift Sneak *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You can move your full Speed when you [Sneak](rules/actions/sneak.md). You can use Swift Sneak while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type. + +## Swift Sneak leads to... + +[Legendary Sneak](compendium/feats/legendary-sneak.md) + +## Summary + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/swift-tracker.md b/compendium/feats/swift-tracker.md new file mode 100644 index 000000000..7dcf6fd2f --- /dev/null +++ b/compendium/feats/swift-tracker.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Swift Tracker"] +--- +# Swift Tracker *Feat 6* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: expert in [Survival](compendium/skills.md#Survival), [Experienced Tracker](compendium/feats/experienced-tracker.md) + +Your keen eyes catch signs of passage even when you're moving. You can move at your full Speed while you [Track](rules/actions/track.md). If you have master proficiency in [Survival](compendium/skills.md#Survival), you don't need to attempt a new [Survival](compendium/skills.md#Survival) check every hour while [Tracking](rules/actions/track.md). If you have legendary proficiency in [Survival](compendium/skills.md#Survival), you can use another exploration activity while [Tracking](rules/actions/track.md). + +If you roll [Survival](compendium/skills.md#Survival) for initiative while tracking your [hunted prey](rules/actions/hunt-prey.md), when you start your first turn of the encounter, you can [Stride](rules/actions/stride.md) toward your hunted prey as a free action. + +*Source: Core Rulebook p. 173* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/swipe-barbarian.md b/compendium/feats/swipe-barbarian.md new file mode 100644 index 000000000..741f106b8 --- /dev/null +++ b/compendium/feats/swipe-barbarian.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/flourish +aliases: ["Swipe (Barbarian)"] +--- +# Swipe (Barbarian) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) + +- **Activity** Two-Action + +You make a wide, arcing swing. Make a single melee [Strike](rules/actions/strike.md) and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. + +If you're using a weapon with the [sweep](rules/traits/sweep.md) trait, its modifier applies to all your Swipe attacks. + +*Source: Core Rulebook p. 89* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish %% \ No newline at end of file diff --git a/compendium/feats/swipe-fighter.md b/compendium/feats/swipe-fighter.md new file mode 100644 index 000000000..ef4ec4cf5 --- /dev/null +++ b/compendium/feats/swipe-fighter.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +aliases: ["Swipe (Fighter)"] +--- +# Swipe (Fighter) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 4* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) + +- **Activity** Two-Action + +You make a wide, arcing swing. Make a melee [Strike](rules/actions/strike.md) and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. + +If you're using a weapon with the [sweep](rules/traits/sweep.md) trait, its modifier applies to all your Swipe attacks. + +*Source: Core Rulebook p. 147* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish %% \ No newline at end of file diff --git a/Compendium/feats/symphony-of-the-muse.md b/compendium/feats/symphony-of-the-muse.md similarity index 84% rename from Compendium/feats/symphony-of-the-muse.md rename to compendium/feats/symphony-of-the-muse.md index dfeecd877..884369456 100644 --- a/Compendium/feats/symphony-of-the-muse.md +++ b/compendium/feats/symphony-of-the-muse.md @@ -7,9 +7,9 @@ tags: aliases: ["Symphony Of The Muse"] --- # Symphony Of The Muse *Feat 20* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) -- **Prerequisites**: [Harmonize](harmonize.md) +- **Prerequisites**: [Harmonize](compendium/feats/harmonize.md) You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions' effects continue for their remaining duration. diff --git a/compendium/feats/tactical-debilitations.md b/compendium/feats/tactical-debilitations.md new file mode 100644 index 000000000..a4da6f87a --- /dev/null +++ b/compendium/feats/tactical-debilitations.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Tactical Debilitations"] +--- +# Tactical Debilitations *Feat 10* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: Scoundrel racket, [Debilitating Strike](rules/actions/debilitating-strike.md) + +You learn new debilitations that grant you tactical advantages against your foes. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](rules/actions/debilitating-strike.md). + +- **Debilitation** The target can't use reactions. +- **Debilitation** The target can't flank or contribute to allies' flanking. + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/tangled-forest-rake.md b/compendium/feats/tangled-forest-rake.md new file mode 100644 index 000000000..f9043b772 --- /dev/null +++ b/compendium/feats/tangled-forest-rake.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Tangled Forest Rake"] +--- +# Tangled Forest Rake [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Tangled Forest Stance](compendium/feats/tangled-forest-stance.md) +- **Requirements**: You are in Tangled Forest Stance. +- **Activity** Single Action + +You reposition foes with raking attacks. Make a lashing branch [Strike](rules/actions/strike.md). If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules found on page 475. + +*Source: Core Rulebook p. 164* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/tangled-forest-stance.md b/compendium/feats/tangled-forest-stance.md new file mode 100644 index 000000000..33dc2247d --- /dev/null +++ b/compendium/feats/tangled-forest-stance.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/stance +aliases: ["Tangled Forest Stance"] +--- +# Tangled Forest Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You extend your arms like gnarled branches to interfere with your foes' movements. You can make lashing branch unarmed attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +While you're in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, [Acrobatics](compendium/skills.md#Acrobatics) check, or [Athletics](compendium/skills.md#Athletics) check against your class DC or be [immobilized](rules/conditions.md#Immobilized) for that action. If you prefer, you can allow the enemy to move. + +## Tangled Forest Stance leads to... + +[Tangled Forest Rake](compendium/feats/tangled-forest-rake.md) + +## Summary + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/targeting-shot.md b/compendium/feats/targeting-shot.md new file mode 100644 index 000000000..ca5f629a8 --- /dev/null +++ b/compendium/feats/targeting-shot.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/press +- trait/ranger +aliases: ["Targeting Shot"] +--- +# Targeting Shot [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[concentrate](rules/traits/concentrate.md) [press](rules/traits/press.md) [ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Hunter's Aim](compendium/feats/hunters-aim.md) +- **Activity** Single Action + +You carefully track your prey's position and defenses, allowing you to follow up around obstacles that block your shot. Make a ranged weapon [Strike](rules/actions/strike.md) against your hunted prey. You ignore the target's [concealed](rules/conditions.md#Concealed) condition and all cover. + +*Source: Core Rulebook p. 176* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/press #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/terrain-expertise.md b/compendium/feats/terrain-expertise.md new file mode 100644 index 000000000..cc71397d7 --- /dev/null +++ b/compendium/feats/terrain-expertise.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Terrain Expertise"] +--- +# Terrain Expertise *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Survival](compendium/skills.md#Survival) + +Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to [Survival](compendium/skills.md#Survival) checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. + +**Special.** You can select this feat more than once, choosing a different type of terrain each time. + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/terrain-master.md b/compendium/feats/terrain-master.md similarity index 78% rename from Compendium/feats/terrain-master.md rename to compendium/feats/terrain-master.md index f05dcbf63..7216ea377 100644 --- a/Compendium/feats/terrain-master.md +++ b/compendium/feats/terrain-master.md @@ -7,9 +7,9 @@ tags: aliases: ["Terrain Master"] --- # Terrain Master *Feat 8* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) -- **Prerequisites**: master in [Survival](../skills.md#Survival), [Favored Terrain](favored-terrain.md) +- **Prerequisites**: master in [Survival](compendium/skills.md#Survival), [Favored Terrain](compendium/feats/favored-terrain.md) You adapt to your surroundings in any natural terrain. You can spend 1 hour practicing in your current terrain in order to make it your favored terrain, replacing your current favored terrain temporarily. If you spend a full day out of the new favored terrain, your favored terrain reverts back to your original choice when you took the Favored Terrain feat. diff --git a/compendium/feats/terrain-stalker.md b/compendium/feats/terrain-stalker.md new file mode 100644 index 000000000..39e0c63e9 --- /dev/null +++ b/compendium/feats/terrain-stalker.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Terrain Stalker"] +--- +# Terrain Stalker *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Stealth](compendium/skills.md#Stealth) + +Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While [undetected](rules/conditions.md#Undetected) by all non-allies in that type of terrain, you can [Sneak](rules/actions/sneak.md) without attempting a [Stealth](compendium/skills.md#Stealth) check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while [Avoiding Notice](rules/actions/avoid-notice.md) during exploration as long as they aren't actively [Searching](rules/actions/search.md) or on guard. + +**Special.** You can select this feat multiple times. Each time, choose a different type of terrain. + +*Source: Core Rulebook p. 267* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/terrified-retreat.md b/compendium/feats/terrified-retreat.md new file mode 100644 index 000000000..feb7e1597 --- /dev/null +++ b/compendium/feats/terrified-retreat.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Terrified Retreat"] +--- +# Terrified Retreat *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Intimidation](compendium/skills.md#Intimidation) + +When you critically succeed at the [Demoralize](rules/actions/demoralize.md) action, if the target's level is lower than yours, the target is [fleeing](rules/conditions.md#Fleeing) for 1 round. + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/terrifying-howl.md b/compendium/feats/terrifying-howl.md new file mode 100644 index 000000000..0a3ff280a --- /dev/null +++ b/compendium/feats/terrifying-howl.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/auditory +- trait/barbarian +- trait/rage +aliases: ["Terrifying Howl"] +--- +# Terrifying Howl [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[auditory](rules/traits/auditory.md) [barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Intimidating Glare](compendium/feats/intimidating-glare.md) +- **Activity** Single Action + +You unleash a terrifying howl. Attempt Intimidate checks to [Demoralize](rules/actions/demoralize.md) each creature within 30 feet. Regardless of the results of your checks, each creature is then temporarily immune to Terrifying Howl for 1 minute. + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/auditory #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/thousand-faces.md b/compendium/feats/thousand-faces.md new file mode 100644 index 000000000..a72aaf56f --- /dev/null +++ b/compendium/feats/thousand-faces.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Thousand Faces"] +--- +# Thousand Faces *Feat 4* +[druid](rules/traits/druid.md) + +- **Prerequisites**: [Wild Shape](compendium/feats/wild-shape.md) + +Your form is as mutable as the weather, changing to meet your whim. You add the forms listed in [humanoid form](compendium/spells/humanoid-form.md) to your wild shape list. + +*Source: Core Rulebook p. 135* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/thrash.md b/compendium/feats/thrash.md new file mode 100644 index 000000000..a1368c396 --- /dev/null +++ b/compendium/feats/thrash.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Thrash"] +--- +# Thrash [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Requirements**: You have a foe [grabbed](rules/conditions.md#Grabbed). +- **Activity** Single Action + +You thrash the [grabbed](rules/conditions.md#Grabbed) foe around. It takes bludgeoning damage equal to your Strength modifier plus your weapon specialization damage plus your [Rage](rules/actions/rage.md) damage. The foe must attempt a basic Fortitude save against your class DC. + +## Thrash leads to... + +[Collateral Thrash](compendium/feats/collateral-thrash.md), Whirlwind Toss + +## Summary + +*Source: Core Rulebook p. 91* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/tiger-slash.md b/compendium/feats/tiger-slash.md new file mode 100644 index 000000000..7c8ccdb8d --- /dev/null +++ b/compendium/feats/tiger-slash.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Tiger Slash"] +--- +# Tiger Slash [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Tiger Stance](compendium/feats/tiger-stance.md) +- **Requirements**: You are in Tiger Stance. +- **Activity** Two-Action + +You make a fierce swipe with both hands. Make a tiger claw [Strike](rules/actions/strike.md). It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) from your tiger claw. + +*Source: Core Rulebook p. 161* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/tiger-stance.md b/compendium/feats/tiger-stance.md new file mode 100644 index 000000000..939a2a403 --- /dev/null +++ b/compendium/feats/tiger-stance.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/stance +aliases: ["Tiger Stance"] +--- +# Tiger Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a tiger and can make tiger claw attacks. These deal `1d8` slashing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. On a critical success with your tiger claws, if you deal damage, the target takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +As long as your Speed is at least 20 feet while in Tiger Stance, you can [Step](rules/actions/step.md) 10 feet. + +## Tiger Stance leads to... + +[Tiger Slash](compendium/feats/tiger-slash.md) + +## Summary + +*Source: Core Rulebook p. 159* +%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/timeless-body.md b/compendium/feats/timeless-body.md new file mode 100644 index 000000000..6e317d494 --- /dev/null +++ b/compendium/feats/timeless-body.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Timeless Body"] +--- +# Timeless Body *Feat 14* +[monk](rules/traits/monk.md) + + +You cease aging. In addition, you gain a +2 status bonus to saving throws against [poisons](rules/traits/poison.md) and [diseases](rules/traits/disease.md), and you gain resistance to poison damage equal to half your level. + +*Source: Core Rulebook p. 164* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/timeless-nature.md b/compendium/feats/timeless-nature.md similarity index 79% rename from Compendium/feats/timeless-nature.md rename to compendium/feats/timeless-nature.md index 209741e3b..862b9e71c 100644 --- a/Compendium/feats/timeless-nature.md +++ b/compendium/feats/timeless-nature.md @@ -7,10 +7,10 @@ tags: aliases: ["Timeless Nature"] --- # Timeless Nature *Feat 14* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) -With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against [diseases](../../Rules/traits/disease.md) and primal magic. +With primal magic sustaining you, you cease aging. The overflowing primal energy gives you a +2 status bonus to saves against [diseases](rules/traits/disease.md) and primal magic. *Source: Core Rulebook p. 139* %% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/Compendium/feats/titan-slinger.md b/compendium/feats/titan-slinger.md similarity index 91% rename from Compendium/feats/titan-slinger.md rename to compendium/feats/titan-slinger.md index f17060b96..9c4e7deb4 100644 --- a/Compendium/feats/titan-slinger.md +++ b/compendium/feats/titan-slinger.md @@ -7,7 +7,7 @@ tags: aliases: ["Titan Slinger"] --- # Titan Slinger *Feat 1* -[halfling](../../Rules/traits/halfling.md) +[halfling](rules/traits/halfling.md) You have learned how to use your sling to fell enormous creatures. When you hit on an attack with a sling against a Large or larger creature, increase the size of the weapon damage die by one step (details on increasing weapon damage die sizes can be found on page 279). diff --git a/compendium/feats/titan-wrestler.md b/compendium/feats/titan-wrestler.md new file mode 100644 index 000000000..3417ad95d --- /dev/null +++ b/compendium/feats/titan-wrestler.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Titan Wrestler"] +--- +# Titan Wrestler *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +You can attempt to [Disarm](rules/actions/disarm.md), [Grapple](rules/actions/grapple.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in [Athletics](compendium/skills.md#Athletics). + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/titans-stature.md b/compendium/feats/titans-stature.md new file mode 100644 index 000000000..bfdca3022 --- /dev/null +++ b/compendium/feats/titans-stature.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/instinct +- trait/polymorph +- trait/transmutation +aliases: ["Titan's Stature"] +--- +# Titan's Stature *Feat 12* +[barbarian](rules/traits/barbarian.md) [instinct](rules/traits/instinct.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Prerequisites**: Giant instinct, [Giant's Stature](compendium/feats/giants-stature.md) + +You grow to even greater size. When using Giant's Stature, you can instead become Huge (increasing your reach by 10 feet if you were Medium or smaller) while you are raging. You have the [clumsy](rules/conditions.md#Clumsy) condition as long as you are Huge. + +*Source: Core Rulebook p. 92* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/instinct #trait/polymorph #trait/transmutation %% \ No newline at end of file diff --git a/compendium/feats/to-the-ends-of-the-earth.md b/compendium/feats/to-the-ends-of-the-earth.md new file mode 100644 index 000000000..7e7b584d6 --- /dev/null +++ b/compendium/feats/to-the-ends-of-the-earth.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["To The Ends Of The Earth"] +--- +# To The Ends Of The Earth *Feat 20* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: legendary in [Survival](compendium/skills.md#Survival) + +Your ability to track your prey has surpassed explanation, allowing you to trace your prey's movements and predict its location with ease. When you use [Hunt Prey](rules/actions/hunt-prey.md) on a creature within 100 feet, you can follow that creature's movements, allowing you to know the creature's exact location no matter how far away it becomes, as long as it remains your prey. You must be legendary in [Nature](compendium/skills.md#Nature) to track your prey's location across [teleportation](rules/traits/teleportation.md) or planar travel. This feat gains the [detection](rules/traits/detection.md), [divination](rules/traits/divination.md), and [primal](rules/traits/primal.md) traits if you're legendary in [Nature](compendium/skills.md#Nature). + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/tongue-of-sun-and-moon.md b/compendium/feats/tongue-of-sun-and-moon.md similarity index 90% rename from Compendium/feats/tongue-of-sun-and-moon.md rename to compendium/feats/tongue-of-sun-and-moon.md index 3bf21121a..1a8b873b7 100644 --- a/Compendium/feats/tongue-of-sun-and-moon.md +++ b/compendium/feats/tongue-of-sun-and-moon.md @@ -7,7 +7,7 @@ tags: aliases: ["Tongue Of Sun And Moon"] --- # Tongue Of Sun And Moon *Feat 14* -[monk](../../Rules/traits/monk.md) +[monk](rules/traits/monk.md) You have transcended the barriers between words and meaning. You can speak and understand all spoken languages. diff --git a/Compendium/feats/toughness.md b/compendium/feats/toughness.md similarity index 90% rename from Compendium/feats/toughness.md rename to compendium/feats/toughness.md index 8335add99..450318754 100644 --- a/Compendium/feats/toughness.md +++ b/compendium/feats/toughness.md @@ -7,7 +7,7 @@ tags: aliases: ["Toughness"] --- # Toughness *Feat 1* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459). diff --git a/compendium/feats/train-animal.md b/compendium/feats/train-animal.md new file mode 100644 index 000000000..c34427a9b --- /dev/null +++ b/compendium/feats/train-animal.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/downtime +- trait/general +- trait/manipulate +- trait/skill +aliases: ["Train Animal"] +--- +# Train Animal *Feat 1* +[downtime](rules/traits/downtime.md) [general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Nature](compendium/skills.md#Nature) + +You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the [Command an Animal](rules/actions/command-an-animal.md) action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It's usually impossible to teach an animal a trick that uses critical thinking. If you're expert, master, or legendary in [Nature](compendium/skills.md#Nature), you might be able to train more unusual creatures, at the GM's discretion. + +> [!success-degree] +> - **Success** The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a [Nature](compendium/skills.md#Nature) check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. +> - **Failure** The animal doesn't learn the trick. + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/downtime #trait/general #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/trap-finder-rogue.md b/compendium/feats/trap-finder-rogue.md new file mode 100644 index 000000000..7fd6194f8 --- /dev/null +++ b/compendium/feats/trap-finder-rogue.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Trap Finder (Rogue)"] +--- +# Trap Finder (Rogue) *Feat 1* +[rogue](rules/traits/rogue.md) + + +You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to [Perception](compendium/skills.md#Perception) checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't [Searching](rules/actions/search.md), you get a check to find traps that normally require you to be [Searching](rules/actions/search.md). You still need to meet any other requirements to find the trap. + +You can disable traps that require a proficiency rank of master in [Thievery](compendium/skills.md#Thievery). If you have master proficiency in [Thievery](compendium/skills.md#Thievery), you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. + +*Source: Core Rulebook p. 183* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/trick-magic-item.md b/compendium/feats/trick-magic-item.md new file mode 100644 index 000000000..c3dce11ad --- /dev/null +++ b/compendium/feats/trick-magic-item.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/manipulate +- trait/skill +aliases: ["Trick Magic Item"] +--- +# Trick Magic Item [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[general](rules/traits/general.md) [manipulate](rules/traits/manipulate.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Arcana](compendium/skills.md#Arcana), [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) +- **Activity** Single Action + +You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it. + +Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are [Arcana](compendium/skills.md#Arcana) for arcane, [Nature](compendium/skills.md#Nature) for primal, [Occultism](compendium/skills.md#Occultism) for occult, [Religion](compendium/skills.md#Religion) for divine, or any of the four for an item that has the [magical](rules/traits/magical.md) trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation) + +If you activate a magic item that requires a spell attack roll or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus, and if you're legendary, you instead use the expert proficiency bonus. + +> [!success-degree] +> - **Success** For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. +> - **Failure** You can't use the item or try to trick it again this turn, but you can try again on subsequent turns. +> - **Critical Failure** You can't use the item, and you can't try to trick it again until your next daily preparations. + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/general #trait/manipulate #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/tricksters-ace-rogue.md b/compendium/feats/tricksters-ace-rogue.md new file mode 100644 index 000000000..9bc0a5b33 --- /dev/null +++ b/compendium/feats/tricksters-ace-rogue.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/rogue +aliases: ["Trickster's Ace (Rogue)"] +--- +# Trickster's Ace (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 18* +[concentrate](rules/traits/concentrate.md) [rogue](rules/traits/rogue.md) + +- **Trigger** You specify the trigger when you make your daily preparations (see Requirements below). +- **Requirements**: When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the [Ready](rules/actions/ready.md) action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can't have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it. +- **Activity** Reaction + +Whether from jury-rigged magic items, stolen magical essence, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. + +Once the contingency is triggered, the spell is expended until your next daily preparations. + +*Source: Core Rulebook p. 189* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/triple-shot.md b/compendium/feats/triple-shot.md new file mode 100644 index 000000000..f2e77399d --- /dev/null +++ b/compendium/feats/triple-shot.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Triple Shot"] +--- +# Triple Shot *Feat 6* +[fighter](rules/traits/fighter.md) + +- **Prerequisites**: [Double Shot](compendium/feats/double-shot.md) + +You can quickly fire multiple shots with greater control. When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged [Strikes](rules/actions/strike.md) instead of two. If you do, the penalty is –4. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them. + +## Triple Shot leads to... + +[Multishot Stance](compendium/feats/multishot-stance.md) + +## Summary + +*Source: Core Rulebook p. 149* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/triple-threat.md b/compendium/feats/triple-threat.md new file mode 100644 index 000000000..36b7c92a0 --- /dev/null +++ b/compendium/feats/triple-threat.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Triple Threat"] +--- +# Triple Threat *Feat 20* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: [Shared Prey](compendium/feats/shared-prey.md) + +You can divide your attention three ways when hunting. When you use [Hunt Prey](rules/actions/hunt-prey.md), you can designate three creatures as prey, designate two creatures as prey and share the effect with one ally (as Shared Prey), or designate one creature as prey and share the effect with two allies. + +*Source: Core Rulebook p. 177* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/triple-time.md b/compendium/feats/triple-time.md new file mode 100644 index 000000000..f86ea55d8 --- /dev/null +++ b/compendium/feats/triple-time.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Triple Time"] +--- +# Triple Time *Feat 4* +[bard](rules/traits/bard.md) + + +You learn the [triple time](compendium/spells/triple-time.md) composition cantrip, which speeds up you and your allies for a round. + +*Source: Core Rulebook p. 101* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/true-debilitating-bomb.md b/compendium/feats/true-debilitating-bomb.md new file mode 100644 index 000000000..2cfb2a52e --- /dev/null +++ b/compendium/feats/true-debilitating-bomb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["True Debilitating Bomb"] +--- +# True Debilitating Bomb *Feat 14* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Greater Debilitating Bomb](compendium/feats/greater-debilitating-bomb.md) + +Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use [Debilitating Bomb](compendium/feats/debilitating-bomb.md), add the following to the list of effects you can choose from: [enfeebled](rules/conditions.md#Enfeebled), [stupefied](rules/conditions.md#Stupefied), or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success. + +*Source: Core Rulebook p. 80* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/true-hypercognition.md b/compendium/feats/true-hypercognition.md new file mode 100644 index 000000000..15d4e816b --- /dev/null +++ b/compendium/feats/true-hypercognition.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["True Hypercognition"] +--- +# True Hypercognition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Enigma muse +- **Activity** Single Action + +Your mind works at an incredible pace. You instantly use up to five [Recall Knowledge](rules/actions/recall-knowledge.md) actions. If you have any special abilities or free actions that would normally be triggered when you [Recall Knowledge](rules/actions/recall-knowledge.md), you can't use them for these actions. + +*Source: Core Rulebook p. 103* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/compendium/feats/true-shapeshifter.md b/compendium/feats/true-shapeshifter.md new file mode 100644 index 000000000..9d56ee13c --- /dev/null +++ b/compendium/feats/true-shapeshifter.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/concentrate +- trait/druid +aliases: ["True Shapeshifter"] +--- +# True Shapeshifter [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 20* +[concentrate](rules/traits/concentrate.md) [druid](rules/traits/druid.md) + +- **Prerequisites**: [Dragon Shape](compendium/feats/dragon-shape.md), [Wild Shape](compendium/feats/wild-shape.md) +- **Activity** Two-Action + +You transcend the limitations of form. While under the effects of wild shape, you can change into any other form on your wild shape list; if the durations of the forms would vary, use the shorter of the two durations. + +Once per day, you can transform into a kaiju, with the effects of [nature incarnate](compendium/spells/nature-incarnate.md); if you have [Plant Shape](compendium/feats/plant-shape.md), you can instead transform into a green man. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/concentrate #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/turn-undead.md b/compendium/feats/turn-undead.md new file mode 100644 index 000000000..6b921bd15 --- /dev/null +++ b/compendium/feats/turn-undead.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Turn Undead"] +--- +# Turn Undead *Feat 2* +[cleric](rules/traits/cleric.md) + + +Undead harmed by your positive energy might flee, compelled by an innate aversion to the force opposite undeath. When you use a [heal](compendium/spells/heal.md) spell to damage undead, each undead of your level or lower that critically fails its save gains the [fleeing](rules/conditions.md#Fleeing) condition for 1 round. + +*Source: Core Rulebook p. 122* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/twin-feint.md b/compendium/feats/twin-feint.md new file mode 100644 index 000000000..f72579818 --- /dev/null +++ b/compendium/feats/twin-feint.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Twin Feint"] +--- +# Twin Feint [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 1* +[rogue](rules/traits/rogue.md) + +- **Requirements**: You are wielding two melee weapons, each in a different hand. +- **Activity** Two-Action + +You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one [Strike](rules/actions/strike.md) with each of your two melee weapons, both against the same target. The target is automatically [flat-footed](rules/conditions.md#Flat-footed) against the second attack. Apply your multiple attack penalty to the [Strikes](rules/actions/strike.md) normally. + +## Twin Feint leads to... + +Twin Distraction + +## Summary + +*Source: Core Rulebook p. 183* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/twin-parry-fighter.md b/compendium/feats/twin-parry-fighter.md new file mode 100644 index 000000000..4d89a366a --- /dev/null +++ b/compendium/feats/twin-parry-fighter.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Twin Parry (Fighter)"] +--- +# Twin Parry (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[fighter](rules/traits/fighter.md) + +- **Requirements**: You are wielding two melee weapons, one in each hand. +- **Activity** Single Action + +You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. + +## Twin Parry (Fighter) leads to... + +[Twinned Defense (Fighter)](compendium/feats/twinned-defense-fighter.md) + +## Summary + +*Source: Core Rulebook p. 147* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/twin-parry-ranger.md b/compendium/feats/twin-parry-ranger.md new file mode 100644 index 000000000..1290ce46c --- /dev/null +++ b/compendium/feats/twin-parry-ranger.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Twin Parry (Ranger)"] +--- +# Twin Parry (Ranger) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 4* +[ranger](rules/traits/ranger.md) + +- **Requirements**: You are wielding two melee weapons, one in each hand. +- **Activity** Single Action + +You can use two weapons to deflect attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the [parry](rules/traits/parry.md) trait. You lose this circumstance bonus if you no longer meet this feat's requirement. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/twin-riposte-fighter.md b/compendium/feats/twin-riposte-fighter.md new file mode 100644 index 000000000..81a3d3a61 --- /dev/null +++ b/compendium/feats/twin-riposte-fighter.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Twin Riposte (Fighter)"] +--- +# Twin Riposte (Fighter) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[fighter](rules/traits/fighter.md) + +- **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Requirements**: You are benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). +- **Activity** Reaction + +A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee [Strike](rules/actions/strike.md) or use a [Disarm](rules/actions/disarm.md) action against the triggering opponent. + +*Source: Core Rulebook p. 151* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/twin-riposte-ranger.md b/compendium/feats/twin-riposte-ranger.md new file mode 100644 index 000000000..91c1c2b68 --- /dev/null +++ b/compendium/feats/twin-riposte-ranger.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Twin Riposte (Ranger)"] +--- +# Twin Riposte (Ranger) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 10* +[ranger](rules/traits/ranger.md) + +- **Trigger** A creature within your reach critically fails a [Strike](rules/actions/strike.md) against you. +- **Requirements**: You are benefiting from [Twin Parry](compendium/feats/twin-parry-fighter.md). +- **Activity** Reaction + +A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee [Strike](rules/actions/strike.md) or use a [Disarm](rules/actions/disarm.md) action against the triggering opponent. + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/twin-takedown.md b/compendium/feats/twin-takedown.md new file mode 100644 index 000000000..f5f43bb1b --- /dev/null +++ b/compendium/feats/twin-takedown.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/flourish +- trait/ranger +aliases: ["Twin Takedown"] +--- +# Twin Takedown [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[flourish](rules/traits/flourish.md) [ranger](rules/traits/ranger.md) + +- **Frequency**: once per round +- **Requirements**: You are wielding two melee weapons, each in a different hand. +- **Activity** Single Action + +You swiftly attack your [hunted prey](rules/actions/hunt-prey.md) with both weapons. Make two [Strikes](rules/actions/strike.md) against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each [Strike](rules/actions/strike.md) normally. + +*Source: Core Rulebook p. 171* +%% #compendium/src/pf2e/crb #trait/flourish #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/twinned-defense-fighter.md b/compendium/feats/twinned-defense-fighter.md new file mode 100644 index 000000000..7bb65de00 --- /dev/null +++ b/compendium/feats/twinned-defense-fighter.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/stance +aliases: ["Twinned Defense (Fighter)"] +--- +# Twinned Defense (Fighter) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 16* +[fighter](rules/traits/fighter.md) [stance](rules/traits/stance.md) + +- **Prerequisites**: [Twin Parry](compendium/feats/twin-parry-fighter.md) +- **Requirements**: You are wielding two melee weapons, one in each hand. +- **Activity** Single Action + +You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the [Twin Parry](compendium/feats/twin-parry-fighter.md) action. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter #trait/stance %% \ No newline at end of file diff --git a/compendium/feats/twist-the-knife.md b/compendium/feats/twist-the-knife.md new file mode 100644 index 000000000..2fd3f1c77 --- /dev/null +++ b/compendium/feats/twist-the-knife.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Twist The Knife"] +--- +# Twist The Knife [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[rogue](rules/traits/rogue.md) + +- **Requirements**: Your last action was a melee [Strike](rules/actions/strike.md) that dealt sneak attack damage to a [flat-footed](rules/conditions.md#Flat-footed) target. +- **Activity** Single Action + +After stabbing your opponent in a weak spot, you tear the wound open. You deal [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to the target equal to your number of sneak attack damage dice. + +*Source: Core Rulebook p. 186* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/two-weapon-flurry.md b/compendium/feats/two-weapon-flurry.md new file mode 100644 index 000000000..39ce463ec --- /dev/null +++ b/compendium/feats/two-weapon-flurry.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +- trait/press +aliases: ["Two-Weapon Flurry"] +--- +# Two-Weapon Flurry [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 14* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [press](rules/traits/press.md) + +- **Requirements**: You are wielding two weapons, each in a different hand. +- **Activity** Single Action + +You lash out with both your weapons in a sudden frenzy. [Strike](rules/actions/strike.md) twice, once with each weapon. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/press %% \ No newline at end of file diff --git a/Compendium/feats/ubiquitous-snares.md b/compendium/feats/ubiquitous-snares.md similarity index 76% rename from Compendium/feats/ubiquitous-snares.md rename to compendium/feats/ubiquitous-snares.md index a9af46285..8f1f1c476 100644 --- a/Compendium/feats/ubiquitous-snares.md +++ b/compendium/feats/ubiquitous-snares.md @@ -7,15 +7,15 @@ tags: aliases: ["Ubiquitous Snares"] --- # Ubiquitous Snares *Feat 16* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) -- **Prerequisites**: [Snare Specialist](snare-specialist.md) +- **Prerequisites**: [Snare Specialist](compendium/feats/snare-specialist.md) You can prepare a seemingly impossible number of snares in advance, and you're ready to spring them on unsuspecting foes. Double the number of prepared snares from Snare Specialist. ## Ubiquitous Snares leads to... -[Impossible Snares](impossible-snares-apg.md) +Impossible Snares ## Summary diff --git a/compendium/feats/ultimate-mercy.md b/compendium/feats/ultimate-mercy.md new file mode 100644 index 000000000..b8bdc96e1 --- /dev/null +++ b/compendium/feats/ultimate-mercy.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Ultimate Mercy"] +--- +# Ultimate Mercy *Feat 18* +[champion](rules/traits/champion.md) + +- **Prerequisites**: [Mercy](compendium/feats/mercy.md) + +Your mercy transcends the bounds of life and death. When you use Mercy, you can cast [lay on hands](compendium/spells/lay-on-hands.md) on a creature that died since your last turn to return it to life. The target returns to life with 1 hit point and becomes [wounded](rules/conditions.md#Wounded). You can't use Ultimate Mercy if the triggering effect was disintegrate or a [death](rules/traits/death.md) effect. + +*Source: Core Rulebook p. 115* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/Compendium/feats/ultimate-skirmisher.md b/compendium/feats/ultimate-skirmisher.md similarity index 93% rename from Compendium/feats/ultimate-skirmisher.md rename to compendium/feats/ultimate-skirmisher.md index e7428074c..aae838711 100644 --- a/Compendium/feats/ultimate-skirmisher.md +++ b/compendium/feats/ultimate-skirmisher.md @@ -7,7 +7,7 @@ tags: aliases: ["Ultimate Skirmisher"] --- # Ultimate Skirmisher *Feat 20* -[ranger](../../Rules/traits/ranger.md) +[ranger](rules/traits/ranger.md) - **Prerequisites**: wild stride diff --git a/compendium/feats/unbalancing-blow.md b/compendium/feats/unbalancing-blow.md new file mode 100644 index 000000000..7fc58e759 --- /dev/null +++ b/compendium/feats/unbalancing-blow.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Unbalancing Blow"] +--- +# Unbalancing Blow *Feat 2* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: Thief racket + +Interweaving your most powerful attacks in a graceful flow, you temporarily unbalance your foes. Whenever your [Strike](rules/actions/strike.md) is a critical hit and deals damage, the target is [flat-footed](rules/conditions.md#Flat-footed) against your attacks until the end of your next turn. + +*Source: Core Rulebook p. 184* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/unburdened-iron.md b/compendium/feats/unburdened-iron.md new file mode 100644 index 000000000..ce4361e88 --- /dev/null +++ b/compendium/feats/unburdened-iron.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/dwarf +aliases: ["Unburdened Iron"] +--- +# Unburdened Iron *Feat 1* +[dwarf](rules/traits/dwarf.md) + + +You've learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear. + +In addition, any time you're taking a penalty to your Speed from some other reason (such as from the [encumbered](rules/conditions.md#Encumbered) condition or from a spell), deduct 5 feet from the penalty. For example, the [encumbered](rules/conditions.md#Encumbered) condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce. + +*Source: Core Rulebook p. 36* +%% #compendium/src/pf2e/crb #trait/dwarf %% \ No newline at end of file diff --git a/compendium/feats/uncanny-bombs.md b/compendium/feats/uncanny-bombs.md new file mode 100644 index 000000000..7be5b5a35 --- /dev/null +++ b/compendium/feats/uncanny-bombs.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/alchemist +aliases: ["Uncanny Bombs"] +--- +# Uncanny Bombs *Feat 12* +[alchemist](rules/traits/alchemist.md) + +- **Prerequisites**: [Far Lobber](compendium/feats/far-lobber.md) + +You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the [bomb](rules/traits/bomb.md) trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a [concealed](rules/conditions.md#Concealed) creature. + +*Source: Core Rulebook p. 79* +%% #compendium/src/pf2e/crb #trait/alchemist %% \ No newline at end of file diff --git a/compendium/feats/uncanny-dodge.md b/compendium/feats/uncanny-dodge.md new file mode 100644 index 000000000..ea7c5069b --- /dev/null +++ b/compendium/feats/uncanny-dodge.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +aliases: ["Uncanny Dodge"] +--- +# Uncanny Dodge *Feat 10* +[archetype](rules/traits/archetype.md) + +- **Prerequisites**: [Rogue Dedication](compendium/feats/rogue-dedication.md) + +You gain the deny advantage class feature (page 181). + +*Source: Core Rulebook p. 229* +%% #compendium/src/pf2e/crb #trait/archetype %% \ No newline at end of file diff --git a/compendium/feats/unconventional-expertise.md b/compendium/feats/unconventional-expertise.md new file mode 100644 index 000000000..6ad235c70 --- /dev/null +++ b/compendium/feats/unconventional-expertise.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/human +aliases: ["Unconventional Expertise"] +--- +# Unconventional Expertise *Feat 13* +[human](rules/traits/human.md) + +- **Prerequisites**: [Unconventional Weaponry](compendium/feats/unconventional-weaponry.md), trained in the weapon you chose for [Unconventional Weaponry](compendium/feats/unconventional-weaponry.md) + +You've continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry. + +*Source: Core Rulebook p. 58* +%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/compendium/feats/unconventional-weaponry.md b/compendium/feats/unconventional-weaponry.md new file mode 100644 index 000000000..352bbdc47 --- /dev/null +++ b/compendium/feats/unconventional-weaponry.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/human +aliases: ["Unconventional Weaponry"] +--- +# Unconventional Weaponry *Feat 1* +[human](rules/traits/human.md) + + +You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as [dwarf](rules/traits/dwarf.md), [goblin](rules/traits/goblin.md), or [orc](rules/traits/orc.md)) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. + +If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. + +## Unconventional Weaponry leads to... + +[Unconventional Expertise](compendium/feats/unconventional-expertise.md) + +## Summary + +*Source: Core Rulebook p. 57* +%% #compendium/src/pf2e/crb #trait/human %% \ No newline at end of file diff --git a/compendium/feats/underwater-marauder.md b/compendium/feats/underwater-marauder.md new file mode 100644 index 000000000..578da219e --- /dev/null +++ b/compendium/feats/underwater-marauder.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Underwater Marauder"] +--- +# Underwater Marauder *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Athletics](compendium/skills.md#Athletics) + +You've learned to fight underwater. You are not [flat-footed](rules/conditions.md#Flat-footed) while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water. + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/unfettered-halfling.md b/compendium/feats/unfettered-halfling.md new file mode 100644 index 000000000..cd1d6f901 --- /dev/null +++ b/compendium/feats/unfettered-halfling.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Unfettered Halfling"] +--- +# Unfettered Halfling *Feat 1* +[halfling](rules/traits/halfling.md) + + +You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you've since escaped and have trained to ensure you'll never be caught again. Whenever you roll a success on a check to [Escape](rules/actions/escape.md) or a saving throw against an effect that would impose the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to [Grapple](rules/actions/grapple.md) you, they get a critical failure instead. If a creature uses the [Grab](rules/abilities/grab.md) ability on you, it must succeed at an [Athletics](compendium/skills.md#Athletics) check to grab you instead of automatically grabbing you. + +*Source: Core Rulebook p. 52* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/unified-theory.md b/compendium/feats/unified-theory.md new file mode 100644 index 000000000..a65ea0344 --- /dev/null +++ b/compendium/feats/unified-theory.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Unified Theory"] +--- +# Unified Theory *Feat 15* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: legendary in [Arcana](compendium/skills.md#Arcana) + +You've started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use a skill action or a skill feat that requires a [Nature](compendium/skills.md#Nature), [Occultism](compendium/skills.md#Occultism), or [Religion](compendium/skills.md#Religion) check, depending on the magic tradition, you can use [Arcana](compendium/skills.md#Arcana) instead. If you would normally take a penalty or have a higher DC for using [Arcana](compendium/skills.md#Arcana) on other magic (such as when using [Identify Magic](rules/actions/identify-magic.md)), you no longer do so. + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/unimpeded-step.md b/compendium/feats/unimpeded-step.md new file mode 100644 index 000000000..e8055d0e8 --- /dev/null +++ b/compendium/feats/unimpeded-step.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Unimpeded Step"] +--- +# Unimpeded Step *Feat 1* +[champion](rules/traits/champion.md) + +- **Prerequisites**: Liberator cause + +With a burst of divine liberation, your ally's movement from your [Liberating Step](rules/actions/liberating-step.md) is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground. + +*Source: Core Rulebook p. 109* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/universal-longevity.md b/compendium/feats/universal-longevity.md new file mode 100644 index 000000000..7b8b4c475 --- /dev/null +++ b/compendium/feats/universal-longevity.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Universal Longevity"] +--- +# Universal Longevity [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 13* +[elf](rules/traits/elf.md) + +- **Prerequisites**: [Expert Longevity](compendium/feats/expert-longevity.md) +- **Frequency**: once per day +- **Activity** Single Action + +You've perfected your ability to keep up with all the skills you've learned over your long life, so you're almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with [Ancestral Longevity](compendium/feats/ancestral-longevity.md) and [Expert Longevity](compendium/feats/expert-longevity.md). + +*Source: Core Rulebook p. 41* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/compendium/feats/universal-versatility.md b/compendium/feats/universal-versatility.md new file mode 100644 index 000000000..812fa0dba --- /dev/null +++ b/compendium/feats/universal-versatility.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/wizard +aliases: ["Universal Versatility"] +--- +# Universal Versatility *Feat 8* +[wizard](rules/traits/wizard.md) + +- **Prerequisites**: Universalist wizard, [Hand of the Apprentice](compendium/feats/hand-of-the-apprentice.md) + +You can access the fundamental abilities of any school of magic. During your daily preparations, choose one of the eight school spells gained by 1st-level specialist wizards. + +You can use that school spell until your next daily preparations. When you [Refocus](rules/actions/refocus.md), you can choose a different school spell from among those eight school spells, replacing the previous one. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 211* +%% #compendium/src/pf2e/crb #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/unmistakable-lore.md b/compendium/feats/unmistakable-lore.md new file mode 100644 index 000000000..98138bc2e --- /dev/null +++ b/compendium/feats/unmistakable-lore.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Unmistakable Lore"] +--- +# Unmistakable Lore *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Lore](compendium/skills.md#Lore) + +You never get information about your areas of expertise wrong. + +When you [Recall Knowledge](rules/actions/recall-knowledge.md) using any [Lore](compendium/skills.md#Lore) subcategory in which you're trained, if you roll a critical failure, you get a failure instead. If you're a master in a [Lore](compendium/skills.md#Lore) subcategory, on a critical success, you gain even more information or context than usual. + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/untrained-improvisation.md b/compendium/feats/untrained-improvisation.md similarity index 92% rename from Compendium/feats/untrained-improvisation.md rename to compendium/feats/untrained-improvisation.md index 52a80fec6..57535cf3c 100644 --- a/Compendium/feats/untrained-improvisation.md +++ b/compendium/feats/untrained-improvisation.md @@ -7,7 +7,7 @@ tags: aliases: ["Untrained Improvisation"] --- # Untrained Improvisation *Feat 3* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) You've learned how to handle situations when you're out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you're 7th level or higher, the bonus increases to your full level instead. This doesn't allow you to use the skill's trained actions. diff --git a/compendium/feats/unusual-composition.md b/compendium/feats/unusual-composition.md new file mode 100644 index 000000000..32887ef3f --- /dev/null +++ b/compendium/feats/unusual-composition.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +- trait/concentrate +- trait/manipulate +- trait/metamagic +aliases: ["Unusual Composition"] +--- +# Unusual Composition [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[bard](rules/traits/bard.md) [concentrate](rules/traits/concentrate.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Prerequisites**: Polymath muse +- **Activity** Single Action + +You can translate the emotion and power of a composition to other mediums. If your next action is to cast a composition spell, you can use a different kind of performance than usual for the composition to change any of its somatic components to verbal components or vice versa. As usual for composition spells, this changes whether the composition is [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md). + +*Source: Core Rulebook p. 102* +%% #compendium/src/pf2e/crb #trait/bard #trait/concentrate #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/unwavering-mien.md b/compendium/feats/unwavering-mien.md new file mode 100644 index 000000000..52a706a58 --- /dev/null +++ b/compendium/feats/unwavering-mien.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/elf +aliases: ["Unwavering Mien"] +--- +# Unwavering Mien *Feat 1* +[elf](rules/traits/elf.md) + + +Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a [mental](rules/traits/mental.md) effect that lasts at least 2 rounds, you can reduce the duration by 1 round. + +You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against [sleep](rules/traits/sleep.md) effects, not against other forms of falling [unconscious](rules/conditions.md#Unconscious). + +*Source: Core Rulebook p. 40* +%% #compendium/src/pf2e/crb #trait/elf %% \ No newline at end of file diff --git a/Compendium/feats/vengeful-hatred.md b/compendium/feats/vengeful-hatred.md similarity index 96% rename from Compendium/feats/vengeful-hatred.md rename to compendium/feats/vengeful-hatred.md index 7f43052e4..ffaf94f50 100644 --- a/Compendium/feats/vengeful-hatred.md +++ b/compendium/feats/vengeful-hatred.md @@ -7,7 +7,7 @@ tags: aliases: ["Vengeful Hatred"] --- # Vengeful Hatred *Feat 1* -[dwarf](../../Rules/traits/dwarf.md) +[dwarf](rules/traits/dwarf.md) You heart aches for vengeance against those who have wronged your people. Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc. You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait. diff --git a/compendium/feats/vengeful-oath.md b/compendium/feats/vengeful-oath.md new file mode 100644 index 000000000..a27ceb434 --- /dev/null +++ b/compendium/feats/vengeful-oath.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +- trait/oath +aliases: ["Vengeful Oath"] +--- +# Vengeful Oath *Feat 2* +[champion](rules/traits/champion.md) [oath](rules/traits/oath.md) + +- **Prerequisites**: Paladin cause + +You've sworn an oath to hunt down wicked evildoers and bring them to judgment. Add the following tenet to your code after the others: "You must hunt down and exterminate evil creatures that have committed heinous atrocities as long as you have a reasonable chance of success and aren't engaged in a mission that would prevent your doing so." + +You can use [lay on hands](compendium/spells/lay-on-hands.md) to damage a creature you witness harming an innocent or a good ally as if it were undead; in this case, lay on hands deals good damage instead of positive damage and gains the [good](rules/traits/good.md) trait. This good damage can affect non-evil creatures. This doesn't prevent you from healing such a creature with lay on hands; you choose whether to heal or harm. + +## Vengeful Oath leads to... + +[Aura Of Vengeance](compendium/feats/aura-of-vengeance.md) + +## Summary + +*Source: Core Rulebook p. 111* +%% #compendium/src/pf2e/crb #trait/champion #trait/oath %% \ No newline at end of file diff --git a/compendium/feats/vengeful-strike.md b/compendium/feats/vengeful-strike.md new file mode 100644 index 000000000..be5a89437 --- /dev/null +++ b/compendium/feats/vengeful-strike.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Vengeful Strike"] +--- +# Vengeful Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 14* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Prerequisites**: [Come and Get Me](compendium/feats/come-and-get-me.md) +- **Trigger** A creature within your reach succeeds or critically succeeds at an attack against you. +- **Requirements**: You're under the effect of Come and Get Me. +- **Activity** Reaction + +When struck by an enemy, you respond in turn. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/compendium/feats/verdant-metamorphosis.md b/compendium/feats/verdant-metamorphosis.md new file mode 100644 index 000000000..28c943be5 --- /dev/null +++ b/compendium/feats/verdant-metamorphosis.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Verdant Metamorphosis"] +--- +# Verdant Metamorphosis *Feat 14* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Leaf order + +You transform into a plant version of yourself. You gain the [plant](rules/traits/plant.md) trait and lose any trait that's inappropriate for your new form (typically humanoid for a PC, but also possibly animal or fungus). You can change from a form that looks mostly like your old self into a tree or any other non-creature plant as a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This has the same effect as tree shape, except you can turn into any kind of non-creature plant and your AC is 30. + +If you rest for 10 minutes while transformed into a noncreature plant during daylight hours under direct sunlight, you recover half your maximum Hit Points. If you take your daily rest in this way, the rest restores you to maximum Hit Points and removes all non-permanent [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [clumsy](rules/conditions.md#Clumsy), and [stupefied](rules/conditions.md#Stupefied) conditions, as well as all [poisons](rules/traits/poison.md) and [diseases](rules/traits/disease.md) of 19th level or lower. + +*Source: Core Rulebook p. 139* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/versatile-font.md b/compendium/feats/versatile-font.md new file mode 100644 index 000000000..2fc64d135 --- /dev/null +++ b/compendium/feats/versatile-font.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/cleric +aliases: ["Versatile Font"] +--- +# Versatile Font *Feat 2* +[cleric](rules/traits/cleric.md) + +- **Prerequisites**: harmful font or healing font, deity that allows clerics to have both fonts + +As you explore your deity's aspects, you move beyond restrictions on healing or harming. You can prepare either [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) in the spell slots gained from the harmful font or healing font. + +## Versatile Font leads to... + +Ebb And Flow + +## Summary + +*Source: Core Rulebook p. 122* +%% #compendium/src/pf2e/crb #trait/cleric %% \ No newline at end of file diff --git a/compendium/feats/versatile-performance.md b/compendium/feats/versatile-performance.md new file mode 100644 index 000000000..6a8236205 --- /dev/null +++ b/compendium/feats/versatile-performance.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/bard +aliases: ["Versatile Performance"] +--- +# Versatile Performance *Feat 1* +[bard](rules/traits/bard.md) + +- **Prerequisites**: Polymath muse + +You can rely on the grandeur of your performances rather than ordinary social skills. You can use [Performance](compendium/skills.md#Performance) instead of [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) and instead of [Intimidation](compendium/skills.md#Intimidation) to [Demoralize](rules/actions/demoralize.md). You can also use an acting [Performance](compendium/skills.md#Performance) instead of [Deception](compendium/skills.md#Deception) to [Impersonate](rules/actions/impersonate.md). You can use your proficiency rank in [Performance](compendium/skills.md#Performance) to meet the requirements of skill feats that require a particular rank in [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Intimidation](compendium/skills.md#Intimidation). + +*Source: Core Rulebook p. 100* +%% #compendium/src/pf2e/crb #trait/bard %% \ No newline at end of file diff --git a/Compendium/feats/versatile-signature.md b/compendium/feats/versatile-signature.md similarity index 93% rename from Compendium/feats/versatile-signature.md rename to compendium/feats/versatile-signature.md index 6ab1d9b58..c2e7f8de9 100644 --- a/Compendium/feats/versatile-signature.md +++ b/compendium/feats/versatile-signature.md @@ -7,7 +7,7 @@ tags: aliases: ["Versatile Signature"] --- # Versatile Signature *Feat 4* -[bard](../../Rules/traits/bard.md) +[bard](rules/traits/bard.md) - **Prerequisites**: Polymath muse diff --git a/compendium/feats/very-sneaky.md b/compendium/feats/very-sneaky.md new file mode 100644 index 000000000..93040a583 --- /dev/null +++ b/compendium/feats/very-sneaky.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Very Sneaky"] +--- +# Very Sneaky *Feat 1* +[goblin](rules/traits/goblin.md) + + +Taller folk rarely pay attention to the shadows at their feet, and you take full advantage of this. You can move 5 feet farther when you take the [Sneak](rules/actions/sneak.md) action, up to your Speed. In addition, as long as you continue to use [Sneak](rules/actions/sneak.md) actions and succeed at your [Stealth](compendium/skills.md#Stealth) check, you don't become [observed](rules/conditions.md#Observed) if you don't have cover or greater cover and aren't [concealed](rules/conditions.md#Concealed) at the end of the [Sneak](rules/actions/sneak.md) action, as long as you have cover or greater cover or are [concealed](rules/conditions.md#Concealed) at the end of your turn. + +## Very Sneaky leads to... + +[Very, Very Sneaky](compendium/feats/very-very-sneaky.md) + +## Summary + +*Source: Core Rulebook p. 49* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/very-very-sneaky.md b/compendium/feats/very-very-sneaky.md new file mode 100644 index 000000000..f444379cd --- /dev/null +++ b/compendium/feats/very-very-sneaky.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/goblin +aliases: ["Very, Very Sneaky"] +--- +# Very, Very Sneaky *Feat 13* +[goblin](rules/traits/goblin.md) + +- **Prerequisites**: [Very Sneaky](compendium/feats/very-sneaky.md) + +You can move up to your Speed when you use the [Sneak](rules/actions/sneak.md) action, and you no longer need to have cover or greater cover or be [concealed](rules/conditions.md#Concealed) to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). + +*Source: Core Rulebook p. 49* +%% #compendium/src/pf2e/crb #trait/goblin %% \ No newline at end of file diff --git a/compendium/feats/vicious-debilitations.md b/compendium/feats/vicious-debilitations.md new file mode 100644 index 000000000..ee29d8732 --- /dev/null +++ b/compendium/feats/vicious-debilitations.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Vicious Debilitations"] +--- +# Vicious Debilitations *Feat 10* +[rogue](rules/traits/rogue.md) + +- **Prerequisites**: Ruffian racket, [Debilitating Strike](rules/actions/debilitating-strike.md) + +The debilitations you dish out seriously impair your foes. Add the following debilitations to the list you can choose from when you use [Debilitating Strike](rules/actions/debilitating-strike.md). + +- **Debilitation** The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage. +- **Debilitation** The target becomes [clumsy](rules/conditions.md#Clumsy). + +*Source: Core Rulebook p. 187* +%% #compendium/src/pf2e/crb #trait/rogue %% \ No newline at end of file diff --git a/compendium/feats/vicious-evisceration.md b/compendium/feats/vicious-evisceration.md new file mode 100644 index 000000000..fd3fdbdc8 --- /dev/null +++ b/compendium/feats/vicious-evisceration.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Vicious Evisceration"] +--- +# Vicious Evisceration [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 18* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Activity** Two-Action + +You make a vicious attack that maims your enemy. Make a melee [Strike](rules/actions/strike.md). If the [Strike](rules/actions/strike.md) hits and deals damage, the target is [drained](rules/conditions.md#Drained), or [drained](rules/conditions.md#Drained) on a critical success. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/victorious-vigor.md b/compendium/feats/victorious-vigor.md similarity index 77% rename from Compendium/feats/victorious-vigor.md rename to compendium/feats/victorious-vigor.md index 394498a47..aeabfbdbf 100644 --- a/Compendium/feats/victorious-vigor.md +++ b/compendium/feats/victorious-vigor.md @@ -6,8 +6,8 @@ tags: - trait/orc aliases: ["Victorious Vigor"] --- -# Victorious Vigor [R](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* -[orc](../../Rules/traits/orc.md) +# Victorious Vigor [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 5* +[orc](rules/traits/orc.md) - **Trigger** You bring a foe to 0 Hit Points. - **Activity** Reaction diff --git a/compendium/feats/virtuosic-performer.md b/compendium/feats/virtuosic-performer.md new file mode 100644 index 000000000..60f318975 --- /dev/null +++ b/compendium/feats/virtuosic-performer.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Virtuosic Performer"] +--- +# Virtuosic Performer *Feat 1* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: trained in [Performance](compendium/skills.md#Performance) + +You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in [Performance](compendium/skills.md#Performance), this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting [Performance](compendium/skills.md#Performance) checks of that type. If it's unclear whether the specialty applies, the GM decides. + +| Specialty | Examples | +|-----------|----------| +| Acting | Drama, pantomime, puppetry | +| Comedy | Buffoonery, joke telling, limericks | +| Dance | Ballet, huara, jig, macru | +| Keyboards | Harpsichord, organ, piano | +| Oratory | Epic, ode, poetry, storytelling | +| Percussion | Chimes, drum, gong, xylophone | +| Singing | Ballad, chant, melody, rhyming | +| Strings | Fiddle, harp, lute, viol | +| Winds | Bagpipe, flute, recorder, trumpet | + + +## Virtuosic Performer leads to... + +[Legendary Performer](compendium/feats/legendary-performer.md) + +## Summary + +*Source: Core Rulebook p. 268* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/Compendium/feats/vivacious-conduit.md b/compendium/feats/vivacious-conduit.md similarity index 85% rename from Compendium/feats/vivacious-conduit.md rename to compendium/feats/vivacious-conduit.md index 9d3fb880d..9465471e3 100644 --- a/Compendium/feats/vivacious-conduit.md +++ b/compendium/feats/vivacious-conduit.md @@ -7,10 +7,10 @@ tags: aliases: ["Vivacious Conduit"] --- # Vivacious Conduit *Feat 9* -[gnome](../../Rules/traits/gnome.md) +[gnome](rules/traits/gnome.md) -Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from [Treat Wounds](../../Rules/actions/treat-wounds.md). +Your connection to the First World has grown, and its positive energy flows into you rapidly. If you rest for 10 minutes, you gain Hit Points equal to your Constitution modifier × half your level. This is cumulative with any healing you receive from [Treat Wounds](rules/actions/treat-wounds.md). *Source: Core Rulebook p. 45* %% #compendium/src/pf2e/crb #trait/gnome %% \ No newline at end of file diff --git a/compendium/feats/wall-jump.md b/compendium/feats/wall-jump.md new file mode 100644 index 000000000..64d47afec --- /dev/null +++ b/compendium/feats/wall-jump.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Wall Jump"] +--- +# Wall Jump *Feat 7* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: master in [Athletics](compendium/skills.md#Athletics) + +You can use your momentum from a jump to propel yourself off a wall. If you're adjacent to a wall at the end of a jump (whether performing a [High Jump](rules/actions/high-jump.md), [Long Jump](rules/actions/long-jump.md), or [Leap](rules/actions/leap.md)), you don't fall as long as your next action is another jump. + +Furthermore, since your previous jump gives you momentum, you can use [High Jump](rules/actions/high-jump.md) or [Long Jump](rules/actions/long-jump.md) as a single action, but you don't get to [Stride](rules/actions/stride.md) as part of the activity. + +You can use Wall Jump only once in a turn, unless you're legendary in [Athletics](compendium/skills.md#Athletics), in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. + +## Wall Jump leads to... + +Ricocheting Leap + +## Summary + +*Source: Core Rulebook p. 269* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/wall-run.md b/compendium/feats/wall-run.md new file mode 100644 index 000000000..b2d7d0c5f --- /dev/null +++ b/compendium/feats/wall-run.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Wall Run"] +--- +# Wall Run [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[monk](rules/traits/monk.md) + +- **Activity** Single Action + +You defy gravity, traversing vertical planes as easily as the ground. [Stride](rules/actions/stride.md) up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the [Stride](rules/actions/stride.md) off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can [Grab an Edge](rules/actions/grab-an-edge.md), if applicable). If you have [Water Step](compendium/feats/water-step.md) or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall. + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/ward-medic.md b/compendium/feats/ward-medic.md new file mode 100644 index 000000000..64c13a4a3 --- /dev/null +++ b/compendium/feats/ward-medic.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/general +- trait/skill +aliases: ["Ward Medic"] +--- +# Ward Medic *Feat 2* +[general](rules/traits/general.md) [skill](rules/traits/skill.md) + +- **Prerequisites**: expert in [Medicine](compendium/skills.md#Medicine) + +You've studied in large medical wards, treating several patients at once and tending to all their needs. When you use [Treat Disease](rules/actions/treat-disease.md) or [Treat Wounds](rules/actions/treat-wounds.md), you can treat up to two targets. If you're a master in [Medicine](compendium/skills.md#Medicine), you can treat up to four targets, and if you're legendary, you can treat up to eight targets. + +*Source: Core Rulebook p. 269* +%% #compendium/src/pf2e/crb #trait/general #trait/skill %% \ No newline at end of file diff --git a/compendium/feats/wardens-boon.md b/compendium/feats/wardens-boon.md new file mode 100644 index 000000000..85c6e4cf7 --- /dev/null +++ b/compendium/feats/wardens-boon.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Warden's Boon"] +--- +# Warden's Boon [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 8* +[ranger](rules/traits/ranger.md) + +- **Activity** Single Action + +By pointing out vulnerabilities, you grant the benefits listed in [Hunt Prey](rules/actions/hunt-prey.md) and your hunter's edge benefit to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) trait. + +## Warden's Boon leads to... + +[Shared Prey](compendium/feats/shared-prey.md), [Triple Threat](compendium/feats/triple-threat.md) + +## Summary + +*Source: Core Rulebook p. 174* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/wardens-guidance.md b/compendium/feats/wardens-guidance.md new file mode 100644 index 000000000..c01a00aaa --- /dev/null +++ b/compendium/feats/wardens-guidance.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Warden's Guidance"] +--- +# Warden's Guidance *Feat 14* +[ranger](rules/traits/ranger.md) + + +You can convey your prey's location to your allies, no matter how well hidden it is. As long as your hunted prey is [observed](rules/conditions.md#Observed) by you, all your allies who roll failures and critical failures when [Seeking](rules/actions/seek.md) it get a success instead. Your allies need to be able to see or hear you to gain this benefit. You have to be able to call out or use gestures for your allies to get this benefit. + +*Source: Core Rulebook p. 176* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/wardens-step.md b/compendium/feats/wardens-step.md new file mode 100644 index 000000000..719f83d73 --- /dev/null +++ b/compendium/feats/wardens-step.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Warden's Step"] +--- +# Warden's Step *Feat 10* +[ranger](rules/traits/ranger.md) + +- **Prerequisites**: master in [Stealth](compendium/skills.md#Stealth) + +You can guide your allies to move quietly through the wilderness. When you [Sneak](rules/actions/sneak.md) during exploration in natural terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part. + +*Source: Core Rulebook p. 175* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/Compendium/feats/wary-disarmament.md b/compendium/feats/wary-disarmament.md similarity index 79% rename from Compendium/feats/wary-disarmament.md rename to compendium/feats/wary-disarmament.md index 521c72882..ba6cd5ad7 100644 --- a/Compendium/feats/wary-disarmament.md +++ b/compendium/feats/wary-disarmament.md @@ -8,9 +8,9 @@ tags: aliases: ["Wary Disarmament"] --- # Wary Disarmament *Feat 2* -[general](../../Rules/traits/general.md) [skill](../../Rules/traits/skill.md) +[general](rules/traits/general.md) [skill](rules/traits/skill.md) -- **Prerequisites**: expert in [Thievery](../skills.md#Thievery) +- **Prerequisites**: expert in [Thievery](compendium/skills.md#Thievery) If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap. diff --git a/compendium/feats/watchful-halfling.md b/compendium/feats/watchful-halfling.md new file mode 100644 index 000000000..28400bc58 --- /dev/null +++ b/compendium/feats/watchful-halfling.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/halfling +aliases: ["Watchful Halfling"] +--- +# Watchful Halfling *Feat 1* +[halfling](rules/traits/halfling.md) + + +Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks when using the [Sense Motive](rules/actions/sense-motive.md) basic action to notice enchanted or possessed characters. If you aren't actively using [Sense Motive](rules/actions/sense-motive.md) on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the [enchantment](rules/traits/enchantment.md) or [possession](rules/traits/possession.md) anyway. + +In addition to using it for skill checks, you can use the [Aid](rules/actions/aid.md) basic action to grant a bonus to another creature's saving throw or other check to overcome enchantment or possession. + +As usual for [Aid](rules/actions/aid.md), you need to prepare by using an action on your turn to encourage the creature to fight against the effect. + +*Source: Core Rulebook p. 52* +%% #compendium/src/pf2e/crb #trait/halfling %% \ No newline at end of file diff --git a/compendium/feats/water-step.md b/compendium/feats/water-step.md new file mode 100644 index 000000000..fcb56baa1 --- /dev/null +++ b/compendium/feats/water-step.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Water Step"] +--- +# Water Step *Feat 6* +[monk](rules/traits/monk.md) + + +You can [Stride](rules/actions/stride.md) across liquid and surfaces that don't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal. + +*Source: Core Rulebook p. 162* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/Compendium/feats/weapon-proficiency.md b/compendium/feats/weapon-proficiency.md similarity index 93% rename from Compendium/feats/weapon-proficiency.md rename to compendium/feats/weapon-proficiency.md index 15fc48ee0..9aad02a09 100644 --- a/Compendium/feats/weapon-proficiency.md +++ b/compendium/feats/weapon-proficiency.md @@ -7,7 +7,7 @@ tags: aliases: ["Weapon Proficiency"] --- # Weapon Proficiency *Feat 1* -[general](../../Rules/traits/general.md) +[general](rules/traits/general.md) You become trained in all simple weapons. If you were already trained in all simple weapons, you become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. diff --git a/compendium/feats/weapon-supremacy.md b/compendium/feats/weapon-supremacy.md new file mode 100644 index 000000000..4706825fd --- /dev/null +++ b/compendium/feats/weapon-supremacy.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +aliases: ["Weapon Supremacy"] +--- +# Weapon Supremacy *Feat 20* +[fighter](rules/traits/fighter.md) + + +Your skill with weapons lets you attack swiftly at all times. You're permanently [quickened](rules/conditions.md#Quickened). You can use your extra action only to [Strike](rules/actions/strike.md). + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter %% \ No newline at end of file diff --git a/compendium/feats/weight-of-guilt.md b/compendium/feats/weight-of-guilt.md new file mode 100644 index 000000000..fc4f041dd --- /dev/null +++ b/compendium/feats/weight-of-guilt.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Weight Of Guilt"] +--- +# Weight Of Guilt *Feat 1* +[champion](rules/traits/champion.md) + +- **Prerequisites**: Redeemer cause + +Guilt clouds the minds of those who ignore your [Glimpse of Redemption](rules/actions/glimpse-of-redemption.md). Instead of making the triggering creature [enfeebled](rules/conditions.md#Enfeebled), you can make it [stupefied](rules/conditions.md#Stupefied) for the same duration. + +*Source: Core Rulebook p. 110* +%% #compendium/src/pf2e/crb #trait/champion %% \ No newline at end of file diff --git a/compendium/feats/whirling-throw.md b/compendium/feats/whirling-throw.md new file mode 100644 index 000000000..cea82af6b --- /dev/null +++ b/compendium/feats/whirling-throw.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Whirling Throw"] +--- +# Whirling Throw [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 6* +[monk](rules/traits/monk.md) + +- **Requirements**: You have a creature [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained). +- **Activity** Single Action + +You propel your [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) foe a great distance. You can throw the creature any distance up to 10 feet, plus 5 feet × your Strength modifier. If you successfully throw the creature, it takes bludgeoning damage equal to your Strength modifier plus `1d6` per 10 feet you threw it. + +Attempt an [Athletics](compendium/skills.md#Athletics) check against the foe's Fortitude DC. You take a –2 circumstance penalty to your check if the target is one size larger than you and a –4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that. + +> [!success-degree] +> - **Critical Success** You throw the creature the desired distance and it lands [prone](rules/conditions.md#Prone). +> - **Success** You throw the creature the desired distance. +> - **Failure** You don't throw the creature. +> - **Critical Failure** You don't throw the creature, and it's no longer [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by you. + +*Source: Core Rulebook p. 162* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/whirlwind-strike-barbarian.md b/compendium/feats/whirlwind-strike-barbarian.md new file mode 100644 index 000000000..5ff5f6a00 --- /dev/null +++ b/compendium/feats/whirlwind-strike-barbarian.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/flourish +- trait/open +aliases: ["Whirlwind Strike (Barbarian)"] +--- +# Whirlwind Strike (Barbarian) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[barbarian](rules/traits/barbarian.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Activity** Three-Action + +You attack all nearby adversaries. Make a melee [Strike](rules/actions/strike.md) against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. + +*Source: Core Rulebook p. 93* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/whirlwind-strike-fighter.md b/compendium/feats/whirlwind-strike-fighter.md new file mode 100644 index 000000000..8e4c63207 --- /dev/null +++ b/compendium/feats/whirlwind-strike-fighter.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/fighter +- trait/flourish +- trait/open +aliases: ["Whirlwind Strike (Fighter)"] +--- +# Whirlwind Strike (Fighter) [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") *Feat 14* +[fighter](rules/traits/fighter.md) [flourish](rules/traits/flourish.md) [open](rules/traits/open.md) + +- **Activity** Three-Action + +You attack all nearby adversaries. Make a melee [Strike](rules/actions/strike.md) against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks. + +*Source: Core Rulebook p. 153* +%% #compendium/src/pf2e/crb #trait/fighter #trait/flourish #trait/open %% \ No newline at end of file diff --git a/compendium/feats/wholeness-of-body.md b/compendium/feats/wholeness-of-body.md new file mode 100644 index 000000000..d24dcee1b --- /dev/null +++ b/compendium/feats/wholeness-of-body.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Wholeness Of Body"] +--- +# Wholeness Of Body *Feat 4* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You can restore your health by tapping into your ki. You gain the [wholeness of body](compendium/spells/wholeness-of-body.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +## Wholeness Of Body leads to... + +Endurance Of The Rooted Tree + +## Summary + +*Source: Core Rulebook p. 160* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/widen-spell-druid.md b/compendium/feats/widen-spell-druid.md new file mode 100644 index 000000000..53d62916f --- /dev/null +++ b/compendium/feats/widen-spell-druid.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +- trait/manipulate +- trait/metamagic +aliases: ["Widen Spell (Druid)"] +--- +# Widen Spell (Druid) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[druid](rules/traits/druid.md) [manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) + +- **Activity** Single Action + +You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. + +*Source: Core Rulebook p. 134* +%% #compendium/src/pf2e/crb #trait/druid #trait/manipulate #trait/metamagic %% \ No newline at end of file diff --git a/compendium/feats/widen-spell-sorcerer.md b/compendium/feats/widen-spell-sorcerer.md new file mode 100644 index 000000000..038546669 --- /dev/null +++ b/compendium/feats/widen-spell-sorcerer.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/manipulate +- trait/metamagic +- trait/sorcerer +aliases: ["Widen Spell (Sorcerer)"] +--- +# Widen Spell (Sorcerer) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) + +- **Activity** Single Action + +You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. + +*Source: Core Rulebook p. 198* +%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/sorcerer %% \ No newline at end of file diff --git a/compendium/feats/widen-spell-wizard.md b/compendium/feats/widen-spell-wizard.md new file mode 100644 index 000000000..9563a18a0 --- /dev/null +++ b/compendium/feats/widen-spell-wizard.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/manipulate +- trait/metamagic +- trait/wizard +aliases: ["Widen Spell (Wizard)"] +--- +# Widen Spell (Wizard) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[manipulate](rules/traits/manipulate.md) [metamagic](rules/traits/metamagic.md) [wizard](rules/traits/wizard.md) + +- **Activity** Single Action + +You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to [Cast a Spell](rules/actions/cast-a-spell.md) that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. + +*Source: Core Rulebook p. 210* +%% #compendium/src/pf2e/crb #trait/manipulate #trait/metamagic #trait/wizard %% \ No newline at end of file diff --git a/compendium/feats/wild-empathy.md b/compendium/feats/wild-empathy.md new file mode 100644 index 000000000..5c90c145c --- /dev/null +++ b/compendium/feats/wild-empathy.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/ranger +aliases: ["Wild Empathy"] +--- +# Wild Empathy *Feat 2* +[ranger](rules/traits/ranger.md) + + +You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use [Diplomacy](compendium/skills.md#Diplomacy) to [Make an Impression](rules/actions/make-an-impression.md) on animals and to make very simple [Requests](rules/actions/request.md) of them. In most cases, wild animals will give you time to make your case. + +*Source: Core Rulebook p. 172* +%% #compendium/src/pf2e/crb #trait/ranger %% \ No newline at end of file diff --git a/compendium/feats/wild-shape.md b/compendium/feats/wild-shape.md new file mode 100644 index 000000000..eb3f1a187 --- /dev/null +++ b/compendium/feats/wild-shape.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Wild Shape"] +--- +# Wild Shape *Feat 1* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Wild order + +You are one with the wild, always changing and adapting to meet any challenge. You gain the [wild shape](compendium/spells/wild-shape.md) order spell, which lets you transform into a variety of forms that you can expand with druid feats. + +## Wild Shape leads to... + +[Elemental Shape](compendium/feats/elemental-shape.md), Reactive Transformation, [Ferocious Shape](compendium/feats/ferocious-shape.md), [Form Control](compendium/feats/form-control.md), [Perfect Form Control](compendium/feats/perfect-form-control.md), [Insect Shape](compendium/feats/insect-shape.md), [Monstrosity Shape](compendium/feats/monstrosity-shape.md), Heart Of The Kaiju, [Plant Shape](compendium/feats/plant-shape.md), [Soaring Shape](compendium/feats/soaring-shape.md), [Dragon Shape](compendium/feats/dragon-shape.md), [True Shapeshifter](compendium/feats/true-shapeshifter.md), [Thousand Faces](compendium/feats/thousand-faces.md) + +## Summary + +*Source: Core Rulebook p. 134* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/wild-winds-gust.md b/compendium/feats/wild-winds-gust.md new file mode 100644 index 000000000..a91996e53 --- /dev/null +++ b/compendium/feats/wild-winds-gust.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/air +- trait/concentrate +- trait/evocation +- trait/manipulate +- trait/monk +aliases: ["Wild Winds Gust"] +--- +# Wild Winds Gust [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 14* +[air](rules/traits/air.md) [concentrate](rules/traits/concentrate.md) [evocation](rules/traits/evocation.md) [manipulate](rules/traits/manipulate.md) [monk](rules/traits/monk.md) + +- **Prerequisites**: [Wild Winds Initiate](compendium/feats/wild-winds-initiate.md) +- **Requirements**: You are in wild winds stance. +- **Activity** Two-Action + +You store up energy and release it in an enormous gust of rushing wind. Make a wind crash [Strike](rules/actions/strike.md) against each creature in your choice of a 30-foot cone or a 60-foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks. + +*Source: Core Rulebook p. 165* +%% #compendium/src/pf2e/crb #trait/air #trait/concentrate #trait/evocation #trait/manipulate #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/wild-winds-initiate.md b/compendium/feats/wild-winds-initiate.md new file mode 100644 index 000000000..b53e7a75f --- /dev/null +++ b/compendium/feats/wild-winds-initiate.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Wild Winds Initiate"] +--- +# Wild Winds Initiate *Feat 8* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You learn a mystical stance that lets you attack from a distance. You gain the [wild winds stance](compendium/spells/wild-winds-stance.md) ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash [Strikes](rules/actions/strike.md) the stance grants are not, so you can use them as often as you like while in the stance. + +## Wild Winds Initiate leads to... + +[Wild Winds Gust](compendium/feats/wild-winds-gust.md), Electric Counter + +## Summary + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/wind-caller.md b/compendium/feats/wind-caller.md new file mode 100644 index 000000000..7b6e8657a --- /dev/null +++ b/compendium/feats/wind-caller.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/druid +aliases: ["Wind Caller"] +--- +# Wind Caller *Feat 8* +[druid](rules/traits/druid.md) + +- **Prerequisites**: Storm order + +You bid the winds to lift and carry you through the air. You gain the [stormwind flight](compendium/spells/stormwind-flight.md) order spell. Increase the number of Focus Points in your focus pool by 1. + +## Wind Caller leads to... + +[Invoke Disaster](compendium/feats/invoke-disaster.md) + +## Summary + +*Source: Core Rulebook p. 137* +%% #compendium/src/pf2e/crb #trait/druid %% \ No newline at end of file diff --git a/compendium/feats/wind-jump.md b/compendium/feats/wind-jump.md new file mode 100644 index 000000000..c63cbf6ea --- /dev/null +++ b/compendium/feats/wind-jump.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Wind Jump"] +--- +# Wind Jump *Feat 10* +[monk](rules/traits/monk.md) + +- **Prerequisites**: ki spells + +You gather the wind beneath you, allowing you to soar as you jump. You gain the [wind jump](compendium/spells/wind-jump.md) ki spell. Increase the number of Focus Points in your focus pool by 1. + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/winding-flow.md b/compendium/feats/winding-flow.md new file mode 100644 index 000000000..dc7bf31de --- /dev/null +++ b/compendium/feats/winding-flow.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Winding Flow"] +--- +# Winding Flow [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 10* +[monk](rules/traits/monk.md) + +- **Frequency**: once per round +- **Activity** Single Action + +Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: [Stand](rules/actions/stand.md), [Step](rules/actions/step.md), and [Stride](rules/actions/stride.md). You can't use the same action twice. + +*Source: Core Rulebook p. 163* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/wizard-dedication.md b/compendium/feats/wizard-dedication.md new file mode 100644 index 000000000..44223e8dd --- /dev/null +++ b/compendium/feats/wizard-dedication.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/archetype +- trait/dedication +- trait/multiclass +aliases: ["Wizard Dedication"] +--- +# Wizard Dedication *Feat 2* +[archetype](rules/traits/archetype.md) [dedication](rules/traits/dedication.md) [multiclass](rules/traits/multiclass.md) + +- **Prerequisites**: Intelligence 14 + +You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the [Cast a Spell](rules/actions/cast-a-spell.md) activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in [Arcana](compendium/skills.md#Arcana); if you were already trained in [Arcana](compendium/skills.md#Arcana), you instead become trained in a skill of your choice. + +Select one arcane arcane school|wizard||1||school of magic; you don't gain any abilities from your choice of school. + +**Special.** You can't select another dedication feat until you have gained two other feats from the wizard archetype. + +## Wizard Dedication leads to... + +[Arcane School Spell](compendium/feats/arcane-school-spell.md), [Basic Arcana](compendium/feats/basic-arcana.md), [Advanced Arcana](compendium/feats/advanced-arcana.md), [Basic Wizard Spellcasting](compendium/feats/basic-wizard-spellcasting.md), [Arcane Breadth](compendium/feats/arcane-breadth.md), [Expert Wizard Spellcasting](compendium/feats/expert-wizard-spellcasting.md), [Master Wizard Spellcasting](compendium/feats/master-wizard-spellcasting.md), Thick Hide Mask, Tireless Guide's Mask + +## Summary + +*Source: Core Rulebook p. 231* +%% #compendium/src/pf2e/crb #trait/archetype #trait/dedication #trait/multiclass %% \ No newline at end of file diff --git a/compendium/feats/wolf-drag.md b/compendium/feats/wolf-drag.md new file mode 100644 index 000000000..b6f7d0eb8 --- /dev/null +++ b/compendium/feats/wolf-drag.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +aliases: ["Wolf Drag"] +--- +# Wolf Drag [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") *Feat 6* +[monk](rules/traits/monk.md) + +- **Prerequisites**: [Wolf Stance](compendium/feats/wolf-stance.md) +- **Requirements**: You are in Wolf Stance. +- **Activity** Two-Action + +You rip your enemy off their feet. Make a wolf jaw [Strike](rules/actions/strike.md). Your wolf jaw gains the [fatal ](rules/traits/fatal.md) trait for this [Strike](rules/actions/strike.md), and if the attack succeeds, you knock the target [prone](rules/conditions.md#Prone). + +*Source: Core Rulebook p. 162* +%% #compendium/src/pf2e/crb #trait/monk %% \ No newline at end of file diff --git a/compendium/feats/wolf-stance.md b/compendium/feats/wolf-stance.md new file mode 100644 index 000000000..acfd468a7 --- /dev/null +++ b/compendium/feats/wolf-stance.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/monk +- trait/stance +aliases: ["Wolf Stance"] +--- +# Wolf Stance [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Feat 1* +[monk](rules/traits/monk.md) [stance](rules/traits/stance.md) + +- **Requirements**: You are unarmored. +- **Activity** Single Action + +You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal `1d8` piercing damage; are in the brawling group; and have the [agile](rules/traits/agile.md), [backstabber](rules/traits/backstabber.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), and [unarmed](rules/traits/unarmed.md) traits. + +If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the [trip](rules/traits/trip.md) trait. + +## Wolf Stance leads to... + +[Wolf Drag](compendium/feats/wolf-drag.md) + +## Summary + +*Source: Core Rulebook p. 159* +%% #compendium/src/pf2e/crb #trait/monk #trait/stance %% \ No newline at end of file diff --git a/Compendium/feats/woodland-stride.md b/compendium/feats/woodland-stride.md similarity index 92% rename from Compendium/feats/woodland-stride.md rename to compendium/feats/woodland-stride.md index 409b2fdb2..4aed105c3 100644 --- a/Compendium/feats/woodland-stride.md +++ b/compendium/feats/woodland-stride.md @@ -7,7 +7,7 @@ tags: aliases: ["Woodland Stride"] --- # Woodland Stride *Feat 4* -[druid](../../Rules/traits/druid.md) +[druid](rules/traits/druid.md) - **Prerequisites**: Leaf order diff --git a/compendium/feats/wounded-rage.md b/compendium/feats/wounded-rage.md new file mode 100644 index 000000000..d811d7e6e --- /dev/null +++ b/compendium/feats/wounded-rage.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/barbarian +- trait/rage +aliases: ["Wounded Rage"] +--- +# Wounded Rage [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 4* +[barbarian](rules/traits/barbarian.md) [rage](rules/traits/rage.md) + +- **Trigger** You take damage and are capable of entering a rage. +- **Activity** Reaction + +You roar in pain, awakening the rage within you. You [Rage](rules/actions/rage.md). + +*Source: Core Rulebook p. 90* +%% #compendium/src/pf2e/crb #trait/barbarian #trait/rage %% \ No newline at end of file diff --git a/Compendium/feats/wyrmbane-aura.md b/compendium/feats/wyrmbane-aura.md similarity index 82% rename from Compendium/feats/wyrmbane-aura.md rename to compendium/feats/wyrmbane-aura.md index d7183d8c8..68ce9f768 100644 --- a/Compendium/feats/wyrmbane-aura.md +++ b/compendium/feats/wyrmbane-aura.md @@ -7,9 +7,9 @@ tags: aliases: ["Wyrmbane Aura"] --- # Wyrmbane Aura *Feat 14* -[champion](../../Rules/traits/champion.md) +[champion](rules/traits/champion.md) -- **Prerequisites**: [Dragonslayer Oath](dragonslayer-oath.md) +- **Prerequisites**: [Dragonslayer Oath](compendium/feats/dragonslayer-oath.md) Your aura protects against destructive energies and dragons' breath. You and all allies within 15 feet gain resistance equal to your Charisma modifier to acid, cold, electricity, fire, and poison. If the source of one of these types of damage is a dragon's breath, increase the resistance to half your level. diff --git a/compendium/feats/youre-next-rogue.md b/compendium/feats/youre-next-rogue.md new file mode 100644 index 000000000..3de4bdf51 --- /dev/null +++ b/compendium/feats/youre-next-rogue.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-feat +tags: +- compendium/src/pf2e/crb +- trait/emotion +- trait/fear +- trait/mental +- trait/rogue +aliases: ["You're Next (Rogue)"] +--- +# You're Next (Rogue) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Feat 1* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [rogue](rules/traits/rogue.md) + +- **Prerequisites**: trained in [Intimidation](compendium/skills.md#Intimidation) +- **Trigger** You reduce an enemy to 0 hit points. +- **Activity** Reaction + +After downing a foe, you menacingly remind another foe that you're coming after them next. Attempt an [Intimidation](compendium/skills.md#Intimidation) check with a +2 circumstance bonus to [Demoralize](rules/actions/demoralize.md) a single creature that you can see and that can see you. If you have legendary proficiency in [Intimidation](compendium/skills.md#Intimidation), you can use this as a free action with the same trigger. + +*Source: Core Rulebook p. 183* +%% #compendium/src/pf2e/crb #trait/emotion #trait/fear #trait/mental #trait/rogue %% \ No newline at end of file diff --git a/compendium/gm/afflictions/afflictions.md b/compendium/gm/afflictions/afflictions.md new file mode 100644 index 000000000..e266b2d90 --- /dev/null +++ b/compendium/gm/afflictions/afflictions.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Afflictions + +- [Blinding Sickness, _Disease 7_](blinding-sickness.md) +- [Bog Rot, _Disease 0_](bog-rot.md) +- [Bone Chill, _Disease 5_](bone-chill.md) +- [Brain Worms, _Disease 11_](brain-worms.md) +- [Bubonic Plague, _Disease 3_](bubonic-plague.md) +- [Choking Death, _Disease 6_](choking-death.md) +- [Coward's Roots, _Curse 4_](cowards-roots.md) +- [Curse of Nightmares, _Curse 2_](curse-of-nightmares.md) +- [Curse of Slumber, _Curse 11_](curse-of-slumber.md) +- [Curse of the Ravenous, _Curse 5_](curse-of-the-ravenous.md) +- [Grave Curse, _Curse Level Varies_](grave-curse.md) +- [Malaria, _Disease 2_](malaria.md) +- [Nightmare Fever, _Disease 8_](nightmare-fever.md) +- [Oath of the Flesh, _Curse 7_](oath-of-the-flesh.md) +- [Reviled of Nature, _Curse 18_](reviled-of-nature.md) +- [Reviling Earth, _Curse 12_](reviling-earth.md) +- [Scarlet Fever, _Disease 1_](scarlet-fever.md) +- [Scarlet Leprosy, _Disease 4_](scarlet-leprosy.md) +- [Sellsword's Folly, _Curse 9_](sellswords-folly.md) +- [Sewer Haze, _Disease 7_](sewer-haze.md) +- [Slayer's Haunt, _Curse 4_](slayers-haunt.md) +- [Spirit Anchor, _Curse 13_](spirit-anchor.md) +- [Sword of Anathema, _Curse 20_](sword-of-anathema.md) +- [Tetanus, _Disease 1_](tetanus.md) +- [Theft of Thought, _Curse 3_](theft-of-thought.md) +- [Thief's Retribution, _Curse 19_](thiefs-retribution.md) +- [Tuberculosis, _Disease 1_](tuberculosis.md) +- [Unending Thirst, _Curse 15_](unending-thirst.md) +- [Wizard's Ward, _Curse 6_](wizards-ward.md) diff --git a/compendium/gm/afflictions/blinding-sickness.md b/compendium/gm/afflictions/blinding-sickness.md new file mode 100644 index 000000000..87e127de7 --- /dev/null +++ b/compendium/gm/afflictions/blinding-sickness.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/7 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Blinding Sickness"] +--- +# Blinding Sickness +*Disease 7* +[disease](rules/traits/disease.md) + +Endemic to jungles of the Mwangi Expanse, blinding sickness is transmitted by dirty water or the bites of certain creatures. + +```ad-inline-affliction +title: Saving Throw: DC 23 Fortitude + + +## Stages + +**Stage 1** carrier with no effects (1 day) + +**Stage 2** [ enfeebled](rules/conditions.md#Enfeebled) (1 day) + +**Stage 3** [ enfeebled](rules/conditions.md#Enfeebled) (1 day) + +**Stage 4** [ enfeebled](rules/conditions.md#Enfeebled) and permanently blinded (1 day) + +**Stage 5** [ enfeebled](rules/conditions.md#Enfeebled) + +**Stage 6** death +``` + +*Source: Gamemastery Guide p. 119* \ No newline at end of file diff --git a/compendium/gm/afflictions/bog-rot.md b/compendium/gm/afflictions/bog-rot.md new file mode 100644 index 000000000..bcc0e5888 --- /dev/null +++ b/compendium/gm/afflictions/bog-rot.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/0 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Bog Rot"] +--- +# Bog Rot +*Disease 0* +[disease](rules/traits/disease.md) + +Sometimes called bog foot, bog rot is caused by having waterlogged feet for an extended period of time. In addition to the usual cures for an affliction, bog rot can be cured through amputation of the affected appendages. + +```ad-inline-affliction +title: Saving Throw: DC 13 Fortitude + +- **Onset**: 1 day + +## Stages + +**Stage 1** [clumsy](rules/conditions.md#Clumsy) (1 day) + +**Stage 2** [clumsy](rules/conditions.md#Clumsy) and a –5-foot status penalty to Speed (1 day) + +**Stage 3** [clumsy](rules/conditions.md#Clumsy) and a –10-foot status penalty to Speed (1 day) +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/compendium/gm/afflictions/bone-chill.md b/compendium/gm/afflictions/bone-chill.md new file mode 100644 index 000000000..137681bcb --- /dev/null +++ b/compendium/gm/afflictions/bone-chill.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/5 +- compendium/src/pf2e/gmg +- trait/disease +- trait/necromancy +- trait/primal +aliases: ["Bone Chill"] +--- +# Bone Chill +*Disease 5* +[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) + +If you are wounded and exposed to persistent cold, you might contract bonechill. + +```ad-inline-affliction +title: Saving Throw: DC 20 Fortitude + +- **Onset**: 1 day + +## Stages + +**Stage 1** [ clumsy](rules/conditions.md#Clumsy) (1 day) + +**Stage 2** [ clumsy](rules/conditions.md#Clumsy) and can't heal cold damage until this disease is cured (1 day) + +**Stage 3** [ clumsy](rules/conditions.md#Clumsy) and all cold temperature effects are one step more severe for the victim ("_Core Rulebook" 517|CRB|10|Temperature_) (1 day) + +**Stage 4** [paralyzed](rules/conditions.md#Paralyzed) and all cold temperature effects are one step more severe for the victim (1 day) +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/compendium/gm/afflictions/brain-worms.md b/compendium/gm/afflictions/brain-worms.md new file mode 100644 index 000000000..ec2a1e391 --- /dev/null +++ b/compendium/gm/afflictions/brain-worms.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/11 +- compendium/src/pf2e/gmg +- trait/disease +- trait/virulent +aliases: ["Brain Worms"] +--- +# Brain Worms +*Disease 11* +[disease](rules/traits/disease.md) [virulent](rules/traits/virulent.md) + +Scholars suspect these brain parasites have an otherworldly or extraplanar origin. Though transmitted by the bites of infected targets, the disease remains relatively rare—most hosts are killed by the effects before they can pass it on. While infected, whenever you attack due to confusion, you bite your target (if you don't have a jaws or fangs attack, you deal piercing damage as an unarmed attack with damage equal to your lowest unarmed attack). + +```ad-inline-affliction +title: Saving Throw: DC 28 Fortitude + +- **Onset**: 1 day + +## Stages + +**Stage 1** [stupefied](rules/conditions.md#Stupefied) (1 day) + +**Stage 2** [stupefied](rules/conditions.md#Stupefied), and whenever you take damage, you must succeed at a Will save against the disease's DC or become [confused](rules/conditions.md#Confused) for 1 round (1 day) + +**Stage 3** [stupefied](rules/conditions.md#Stupefied), and whenever you take damage, you must succeed at a Will save against the disease's DC or become [confused](rules/conditions.md#Confused) for 1 minute (1 day) + +**Stage 4** [stupefied](rules/conditions.md#Stupefied) and [confused](rules/conditions.md#Confused), damage does not end the confused condition (1 day) + +**Stage 5** [unconscious](rules/conditions.md#Unconscious) (1 day) + +**Stage 6** death +``` + +*Source: Gamemastery Guide p. 119* \ No newline at end of file diff --git a/compendium/gm/afflictions/bubonic-plague.md b/compendium/gm/afflictions/bubonic-plague.md new file mode 100644 index 000000000..037a071c0 --- /dev/null +++ b/compendium/gm/afflictions/bubonic-plague.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/3 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Bubonic Plague"] +--- +# Bubonic Plague +*Disease 3* +[disease](rules/traits/disease.md) + +This widespread illness can sweep through entire communities, leaving few unaffected. The first indication of the disease is a telltale swelling of glands. In some cases, the disease can move into your lungs (pneumonic plague) or blood (septicemic plague), which is even more fatal. If you have bubonic plague, you can't remove the fatigued condition while affected. + +```ad-inline-affliction +title: Saving Throw: DC 17 Fortitude + +- **Onset**: 1 day + +## Stages + +**Stage 1** [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 2** [enfeebled](rules/conditions.md#Enfeebled) and [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 3** [enfeebled](rules/conditions.md#Enfeebled), [fatigued](rules/conditions.md#Fatigued), and take `1d6` persistent bleed damage every `1d20` minutes (1 day) +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/compendium/gm/afflictions/choking-death.md b/compendium/gm/afflictions/choking-death.md new file mode 100644 index 000000000..011a5b032 --- /dev/null +++ b/compendium/gm/afflictions/choking-death.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/6 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Choking Death"] +--- +# Choking Death +*Disease 6* +[disease](rules/traits/disease.md) + +This disease is capable of wiping out nations or even entire continents. A few pockets of the disease still remain in Iobaria, keeping that region's population sparse. + +```ad-inline-affliction +title: Saving Throw: DC 22 Fortitude + +- **Onset**: 1 day + +## Stages + +**Stage 1** hoarse voice but no other symptoms (1 day) + +**Stage 2** [ drained](rules/conditions.md#Drained) (1 day) + +**Stage 3** [ drained](rules/conditions.md#Drained) and can't speak (1 day) + +**Stage 4** death +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/compendium/gm/afflictions/cowards-roots.md b/compendium/gm/afflictions/cowards-roots.md new file mode 100644 index 000000000..e4af75eed --- /dev/null +++ b/compendium/gm/afflictions/cowards-roots.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/4 +- compendium/src/pf2e/gmg +- trait/curse +- trait/enchantment +- trait/fear +- trait/magical +- trait/mental +aliases: ["Coward's Roots"] +--- +# Coward's Roots +*Curse 4* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +You find all courage stolen from your heart. When faced with something frightening, you flee in terror or stand frozen in place. + +```ad-inline-affliction +title: Saving Throw: DC 20 Will + +**Effect** At the start of your turn, if you are [frightened](rules/conditions.md#Frightened), you become your choice of [immobilized](rules/conditions.md#Immobilized) or [fleeing](rules/conditions.md#Fleeing) until the end of that turn. +``` + +*Source: Gamemastery Guide p. 116* \ No newline at end of file diff --git a/compendium/gm/afflictions/curse-of-nightmares.md b/compendium/gm/afflictions/curse-of-nightmares.md new file mode 100644 index 000000000..186991794 --- /dev/null +++ b/compendium/gm/afflictions/curse-of-nightmares.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/2 +- compendium/src/pf2e/gmg +- trait/curse +- trait/illusion +- trait/magical +- trait/mental +aliases: ["Curse of Nightmares"] +--- +# Curse of Nightmares +*Curse 2* +[curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +This curse plagues you with terrible nightmares whenever you sleep, preventing you from resting properly. + +```ad-inline-affliction +title: Saving Throw: DC 16 Will + +**Effect** You must rest for 12 hours instead of 8 to avoid becoming [fatigued](rules/conditions.md#Fatigued) and can't gain any benefits from resting or long-term rest. You can still make your daily preparations. +``` + +*Source: Gamemastery Guide p. 116* \ No newline at end of file diff --git a/compendium/gm/afflictions/curse-of-slumber.md b/compendium/gm/afflictions/curse-of-slumber.md new file mode 100644 index 000000000..68c2f1be4 --- /dev/null +++ b/compendium/gm/afflictions/curse-of-slumber.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/11 +- compendium/src/pf2e/gmg +- trait/curse +- trait/incapacitation +- trait/magical +- trait/necromancy +- trait/sleep +aliases: ["Curse of Slumber"] +--- +# Curse of Slumber +*Curse 11* +[curse](rules/traits/curse.md) [incapacitation](rules/traits/incapacitation.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [sleep](rules/traits/sleep.md) + +This legendary curse sends you into a sleep indistinguishable from death. + +```ad-inline-affliction +title: Saving Throw: DC 28 Fortitude + +**Effect** You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 [Medicine](compendium/skills.md#Medicine) check to realize you are alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse. +``` + +*Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/Compendium/gm/afflictions/curse-of-the-ravenous.md b/compendium/gm/afflictions/curse-of-the-ravenous.md similarity index 82% rename from Compendium/gm/afflictions/curse-of-the-ravenous.md rename to compendium/gm/afflictions/curse-of-the-ravenous.md index bdfd3e09a..376ef06c3 100644 --- a/Compendium/gm/afflictions/curse-of-the-ravenous.md +++ b/compendium/gm/afflictions/curse-of-the-ravenous.md @@ -12,7 +12,7 @@ aliases: ["Curse of the Ravenous"] --- # Curse of the Ravenous *Curse 5* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) This hideous curse kills through constant hunger. You become gaunt and repeatedly gnash your teeth. diff --git a/Compendium/gm/afflictions/grave-curse.md b/compendium/gm/afflictions/grave-curse.md similarity index 77% rename from Compendium/gm/afflictions/grave-curse.md rename to compendium/gm/afflictions/grave-curse.md index 954a6bbdd..6a8552197 100644 --- a/Compendium/gm/afflictions/grave-curse.md +++ b/compendium/gm/afflictions/grave-curse.md @@ -12,16 +12,16 @@ aliases: ["Grave Curse"] --- # Grave Curse *Curse Level Varies* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) A grave curse punishes you for stealing from a tomb or other resting place. ```ad-inline-affliction -title: Saving Throw: DC equal to a [high](../../../rules/tables/dc-adjustments.md) [spell DC for a monster of its level](../../../rules/tables/dcs-by-level.md); Will +title: Saving Throw: DC equal to a [high](rules/tables/dc-adjustments.md) [spell DC for a monster of its level](rules/tables/dcs-by-level.md); Will **Effect** You are hounded by undead creatures of the same level as the curse. Every night, you must attempt a DC 15 flat check. On a failure, an incorporeal undead manifests to hassle and harry you throughout the night, retreating before it can take much damage and often preventing you from gaining a full night's rest. Whenever you enter a graveyard or other area where bodies are buried, you must succeed at the same flat check or a body animates as a corporeal undead (typically a skeleton or zombie) to attack you. These undead are temporary and exist only to harry you; if you take control of the undead, move on, or otherwise avoid their attacks, incorporeal undead discorporate and corporeal undead collapse into ordinary corpses. The curse can be removed by returning the stolen items to their resting place. ``` -*Source: Gamemastery Guide p. 117* +*Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/compendium/gm/afflictions/malaria.md b/compendium/gm/afflictions/malaria.md new file mode 100644 index 000000000..735b1c633 --- /dev/null +++ b/compendium/gm/afflictions/malaria.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/2 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Malaria"] +--- +# Malaria +*Disease 2* +[disease](rules/traits/disease.md) + +A pernicious disease spread by bloodsucking insects, malaria sometimes enters long periods of dormancy. If you succumb to malaria, you may continue to be periodically affected by the disease, even if you're cured. You can't reduce your sickened condition while affected with malaria. + +```ad-inline-affliction +title: Saving Throw: DC 16 Fortitude + +- **Onset**: 10 days + +## Stages + +**Stage 1** [sickened](rules/conditions.md#Sickened) (1 day) + +**Stage 2** [sickened](rules/conditions.md#Sickened) (1 day) + +**Stage 3** [sickened](rules/conditions.md#Sickened), and disease recurs every `1d4` months even if cured (1 day) + +**Stage 4** unconscious (1 day) + +**Stage 5** death +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/compendium/gm/afflictions/nightmare-fever.md b/compendium/gm/afflictions/nightmare-fever.md new file mode 100644 index 000000000..0df3ccdea --- /dev/null +++ b/compendium/gm/afflictions/nightmare-fever.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/8 +- compendium/src/pf2e/gmg +- trait/disease +- trait/necromancy +- trait/occult +aliases: ["Nightmare Fever"] +--- +# Nightmare Fever +*Disease 8* +[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) [occult](rules/traits/occult.md) + +Thought to be caused by a night hag's curse, nightmare fever inflicts you with terrible nightmares, and you awaken with the wounds you received in your dreams. Some versions cause you to dream of being wounded by bludgeoning or piercing weapons, in which case you take that type of damage instead. Damage and the fatigued condition caused by the disease can't be healed until the disease is removed. + +```ad-inline-affliction +title: Saving Throw: DC 25 Will + + +## Stages + +**Stage 1** `2d6` slashing damage and [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 2** `4d6` slashing damage and [fatigued](rules/conditions.md#Fatigued) (1 day) + +**Stage 3** `4d6` slashing damage, [fatigued](rules/conditions.md#Fatigued), and whenever you take slashing damage, you must succeed at a Will save against the disease's DC or become [frightened](rules/conditions.md#Frightened) (1 day) + +**Stage 4** `6d6` slashing damage, [fatigued](rules/conditions.md#Fatigued), and whenever you take slashing damage, you must succeed at a Will save against the disease's DC or become [paralyzed](rules/conditions.md#Paralyzed) (1 day) + +**Stage 5** `6d6` slashing damage and [unconscious](rules/conditions.md#Unconscious) +``` + +*Source: Gamemastery Guide p. 119* \ No newline at end of file diff --git a/Compendium/gm/afflictions/oath-of-the-flesh.md b/compendium/gm/afflictions/oath-of-the-flesh.md similarity index 84% rename from Compendium/gm/afflictions/oath-of-the-flesh.md rename to compendium/gm/afflictions/oath-of-the-flesh.md index cf7f345df..51d55ca1a 100644 --- a/Compendium/gm/afflictions/oath-of-the-flesh.md +++ b/compendium/gm/afflictions/oath-of-the-flesh.md @@ -12,7 +12,7 @@ aliases: ["Oath of the Flesh"] --- # Oath of the Flesh *Curse 7* -[abjuration](../../../Rules/traits/abjuration.md) [curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) When you swear an oath, you must obey that oath or suffer terrible consequences. diff --git a/compendium/gm/afflictions/reviled-of-nature.md b/compendium/gm/afflictions/reviled-of-nature.md new file mode 100644 index 000000000..2c5afb87f --- /dev/null +++ b/compendium/gm/afflictions/reviled-of-nature.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/18 +- compendium/src/pf2e/gmg +- trait/curse +- trait/emotion +- trait/enchantment +- trait/magical +- trait/mental +aliases: ["Reviled of Nature"] +--- +# Reviled of Nature +*Curse 18* +[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +This curse makes the hunter into the hunted, drawing the ire of animals wherever you go. + +```ad-inline-affliction +title: Saving Throw: DC 38 Will + +**Effect** Creatures of the natural world abhor you. Whenever an animal becomes aware of you, it must attempt a Will save against the curse. On a failure, it attacks you and fights to the death. +``` + +*Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/compendium/gm/afflictions/reviling-earth.md b/compendium/gm/afflictions/reviling-earth.md new file mode 100644 index 000000000..89da83ff8 --- /dev/null +++ b/compendium/gm/afflictions/reviling-earth.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/12 +- compendium/src/pf2e/gmg +- trait/curse +- trait/death +- trait/magical +- trait/necromancy +aliases: ["Reviling Earth"] +--- +# Reviling Earth +*Curse 12* +[curse](rules/traits/curse.md) [death](rules/traits/death.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) + +A reviling earth curse usually appears across a specific geographical region, such as a ruined town, a necromancer's domain, or a similar area. + +```ad-inline-affliction +title: Saving Throw: DC 30 Fortitude + +**Effect** When you enter the area, you become [doomed](rules/conditions.md#Doomed), or [doomed](rules/conditions.md#Doomed) on a critical failure. +``` + +*Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/compendium/gm/afflictions/scarlet-fever.md b/compendium/gm/afflictions/scarlet-fever.md new file mode 100644 index 000000000..c7a18d82a --- /dev/null +++ b/compendium/gm/afflictions/scarlet-fever.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/1 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Scarlet Fever"] +--- +# Scarlet Fever +*Disease 1* +[disease](rules/traits/disease.md) + +The relatively simple sore throat caused by this disease leads many victims to initially dismiss it as a mild illness, but scarlet fever can be deadly if left untreated. You can't reduce your sickened condition while affected with scarlet fever. + +```ad-inline-affliction +title: Saving Throw: DC 13 Fortitude + +- **Onset**: 2 days + +## Stages + +**Stage 1** [sickened](rules/conditions.md#Sickened) (1 day) + +**Stage 2** [sickened](rules/conditions.md#Sickened) (1 day) + +**Stage 3** [sickened](rules/conditions.md#Sickened) and can't speak (1 day) + +**Stage 4** death +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/Compendium/gm/afflictions/scarlet-leprosy.md b/compendium/gm/afflictions/scarlet-leprosy.md similarity index 76% rename from Compendium/gm/afflictions/scarlet-leprosy.md rename to compendium/gm/afflictions/scarlet-leprosy.md index e81294a97..c080a2c02 100644 --- a/Compendium/gm/afflictions/scarlet-leprosy.md +++ b/compendium/gm/afflictions/scarlet-leprosy.md @@ -11,7 +11,7 @@ aliases: ["Scarlet Leprosy"] --- # Scarlet Leprosy *Disease 4* -[disease](../../../Rules/traits/disease.md) [virulent](../../../Rules/traits/virulent.md) +[disease](rules/traits/disease.md) [virulent](rules/traits/virulent.md) Scarlet leprosy is widely feared for its devastating effects, crushing bones and organs while making recovery nearly impossible. Damage taken from scarlet leprosy can't be healed until the disease is cured. @@ -24,9 +24,9 @@ title: Saving Throw: DC 19 Fortitude **Stage 1** `2d6` bludgeoning damage (1 day) -**Stage 2** `2d6` bludgeoning damage, and whenever you gain the [wounded](../../../rules/conditions.md#Wounded) condition, increase the condition value by 1 (1 day) +**Stage 2** `2d6` bludgeoning damage, and whenever you gain the [wounded](rules/conditions.md#Wounded) condition, increase the condition value by 1 (1 day) **Stage 3** `4d6` bludgeoning damage and can't heal any Hit Point damage (1 day) ``` -*Source: Gamemastery Guide p. 118* +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/compendium/gm/afflictions/sellswords-folly.md b/compendium/gm/afflictions/sellswords-folly.md new file mode 100644 index 000000000..875faf58a --- /dev/null +++ b/compendium/gm/afflictions/sellswords-folly.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/9 +- compendium/src/pf2e/gmg +- trait/curse +- trait/emotion +- trait/enchantment +- trait/magical +- trait/mental +aliases: ["Sellsword's Folly"] +--- +# Sellsword's Folly +*Curse 9* +[curse](rules/traits/curse.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) + +Even the most experienced combat veteran becomes as reckless as a rookie when suffering from sellsword's folly. + +```ad-inline-affliction +title: Saving Throw: DC 26 Will + +**Effect** The chaos of combat overwhelms you. Each time you roll initiative for a combat encounter, you must attempt a new saving throw against the curse; on a failure, you become [confused](rules/conditions.md#Confused) for 1 round. This is an [incapacitation](rules/traits/incapacitation.md) effect. +``` + +*Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/compendium/gm/afflictions/sewer-haze.md b/compendium/gm/afflictions/sewer-haze.md new file mode 100644 index 000000000..6cd0f6658 --- /dev/null +++ b/compendium/gm/afflictions/sewer-haze.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/7 +- compendium/src/pf2e/gmg +- trait/disease +- trait/virulent +aliases: ["Sewer Haze"] +--- +# Sewer Haze +*Disease 7* +[disease](rules/traits/disease.md) [virulent](rules/traits/virulent.md) + +Many healers and alchemists suspect that sewer haze has a supernatural origin, given its association with particularly strong otyughs. + +```ad-inline-affliction +title: Saving Throw: DC 23 Fortitude + +- **Onset**: 2 days + +## Stages + +**Stage 1** [ stupefied](rules/conditions.md#Stupefied) (1 day) + +**Stage 2** [ drained](rules/conditions.md#Drained) and [ stupefied](rules/conditions.md#Stupefied) (1 day) + +**Stage 3** [ drained](rules/conditions.md#Drained) and [ stupefied](rules/conditions.md#Stupefied) (1 day) +``` + +*Source: Gamemastery Guide p. 119* \ No newline at end of file diff --git a/compendium/gm/afflictions/slayers-haunt.md b/compendium/gm/afflictions/slayers-haunt.md new file mode 100644 index 000000000..9afe94de2 --- /dev/null +++ b/compendium/gm/afflictions/slayers-haunt.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/curse +- affliction/level/4 +- compendium/src/pf2e/gmg +- trait/curse +- trait/illusion +- trait/magical +- trait/visual +aliases: ["Slayer's Haunt"] +--- +# Slayer's Haunt +*Curse 4* +[curse](rules/traits/curse.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [visual](rules/traits/visual.md) + +You are haunted by all those you have killed. + +```ad-inline-affliction +title: Saving Throw: DC 19 Will + +**Effect** You see all creatures around you as those you have slain, still bearing their wounds. You can't identify, [Recall Knowledge](rules/actions/recall-knowledge.md) about, or otherwise interact with these creatures in any way that involves seeing their true form without first succeeding at a Will save against the curse's DC to see through the illusion. On a critical failure for such a Will save, you become [frightened](rules/conditions.md#Frightened). +``` + +*Source: Gamemastery Guide p. 116* \ No newline at end of file diff --git a/Compendium/gm/afflictions/spirit-anchor.md b/compendium/gm/afflictions/spirit-anchor.md similarity index 75% rename from Compendium/gm/afflictions/spirit-anchor.md rename to compendium/gm/afflictions/spirit-anchor.md index b1f403f55..f7f5f9dc1 100644 --- a/Compendium/gm/afflictions/spirit-anchor.md +++ b/compendium/gm/afflictions/spirit-anchor.md @@ -13,7 +13,7 @@ aliases: ["Spirit Anchor"] --- # Spirit Anchor *Curse 13* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) This curse prevents your soul from moving on after death. diff --git a/Compendium/gm/afflictions/sword-of-anathema.md b/compendium/gm/afflictions/sword-of-anathema.md similarity index 81% rename from Compendium/gm/afflictions/sword-of-anathema.md rename to compendium/gm/afflictions/sword-of-anathema.md index 95947dd5e..09aed25fc 100644 --- a/Compendium/gm/afflictions/sword-of-anathema.md +++ b/compendium/gm/afflictions/sword-of-anathema.md @@ -12,7 +12,7 @@ aliases: ["Sword of Anathema"] --- # Sword of Anathema *Curse 20* -[curse](../../../Rules/traits/curse.md) [divine](../../../Rules/traits/divine.md) [evocation](../../../Rules/traits/evocation.md) +[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) With divine intervention, followers of a deity can bestow this curse upon an enemy of the faith. diff --git a/compendium/gm/afflictions/tetanus.md b/compendium/gm/afflictions/tetanus.md new file mode 100644 index 000000000..9e91fa611 --- /dev/null +++ b/compendium/gm/afflictions/tetanus.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/1 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Tetanus"] +--- +# Tetanus +*Disease 1* +[disease](rules/traits/disease.md) + +An infection introduced through open wounds, tetanus can produce stiffness, muscle spasms strong enough to break bones, and ultimately death. + +```ad-inline-affliction +title: Saving Throw: DC 14 Fortitude + +- **Onset**: 10 days + +## Stages + +**Stage 1** [clumsy](rules/conditions.md#Clumsy) (1 week) + +**Stage 2** [clumsy](rules/conditions.md#Clumsy) and can't speak (1 day) + +**Stage 3** [paralyzed](rules/conditions.md#Paralyzed) with spasms (1 day) + +**Stage 4** death +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/Compendium/gm/afflictions/theft-of-thought.md b/compendium/gm/afflictions/theft-of-thought.md similarity index 75% rename from Compendium/gm/afflictions/theft-of-thought.md rename to compendium/gm/afflictions/theft-of-thought.md index a15ee9509..0473acf30 100644 --- a/Compendium/gm/afflictions/theft-of-thought.md +++ b/compendium/gm/afflictions/theft-of-thought.md @@ -13,9 +13,9 @@ aliases: ["Theft of Thought"] --- # Theft of Thought *Curse 3* -[curse](../../../Rules/traits/curse.md) [enchantment](../../../Rules/traits/enchantment.md) [magical](../../../Rules/traits/magical.md) [mental](../../../Rules/traits/mental.md) +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [magical](rules/traits/magical.md) [mental](rules/traits/mental.md) -This curse protects a single book and activates against any creature who [Steals](../../../Rules/actions/steal.md) it. +This curse protects a single book and activates against any creature who [Steals](rules/actions/steal.md) it. ```ad-inline-affliction title: Saving Throw: DC 18 Will diff --git a/Compendium/gm/afflictions/thiefs-retribution.md b/compendium/gm/afflictions/thiefs-retribution.md similarity index 80% rename from Compendium/gm/afflictions/thiefs-retribution.md rename to compendium/gm/afflictions/thiefs-retribution.md index 179022ac1..09074c720 100644 --- a/Compendium/gm/afflictions/thiefs-retribution.md +++ b/compendium/gm/afflictions/thiefs-retribution.md @@ -12,14 +12,14 @@ aliases: ["Thief's Retribution"] --- # Thief's Retribution *Curse 19* -[conjuration](../../../Rules/traits/conjuration.md) [curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) +[conjuration](rules/traits/conjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) This punishment causes you to lose something dear to you whenever you rob or steal. If you have nothing to lose, the curse exacts its punishment upon your body instead. ```ad-inline-affliction title: Saving Throw: DC 39 Fortitude -**Effect** Each time you steal something, you lose something more valuable—this item is whisked away and can't be found again. Typically this item is one of greater monetary value, but it might be one of greater value in another sense, such as one of greater emotional value, or something you need to complete a task. If you aren't carrying anything of greater value at the time of the theft, you lose one of your limbs instead, taking `10d6` slashing damage and losing use of that limb. The damage can't be healed, nor the limb restored, until the stolen item is returned, even through use of spells like [regenerate](../../../compendium/spells/regenerate.md). +**Effect** Each time you steal something, you lose something more valuable—this item is whisked away and can't be found again. Typically this item is one of greater monetary value, but it might be one of greater value in another sense, such as one of greater emotional value, or something you need to complete a task. If you aren't carrying anything of greater value at the time of the theft, you lose one of your limbs instead, taking `10d6` slashing damage and losing use of that limb. The damage can't be healed, nor the limb restored, until the stolen item is returned, even through use of spells like [regenerate](compendium/spells/regenerate.md). ``` -*Source: Gamemastery Guide p. 117* +*Source: Gamemastery Guide p. 117* \ No newline at end of file diff --git a/compendium/gm/afflictions/tuberculosis.md b/compendium/gm/afflictions/tuberculosis.md new file mode 100644 index 000000000..4fa2597e4 --- /dev/null +++ b/compendium/gm/afflictions/tuberculosis.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-affliction +tags: +- affliction/disease +- affliction/level/1 +- compendium/src/pf2e/gmg +- trait/disease +aliases: ["Tuberculosis"] +--- +# Tuberculosis +*Disease 1* +[disease](rules/traits/disease.md) + +An extended respiratory disease, tuberculosis can pose particular challenges to spellcasters and some performers due to the intense coughing fits it produces. + +```ad-inline-affliction +title: Saving Throw: DC 15 Fortitude + +- **Onset**: 1 week + +## Stages + +**Stage 1** carrier with no effects (1 week) + +**Stage 2** coughing requires you to succeed at a DC 5 flat check to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or [Activate an Item](rules/actions/activate-an-item.md) with a command component (1 week) + +**Stage 3** [fatigued](rules/conditions.md#Fatigued), can't recover from the fatigued condition, and coughing requires a successful DC 15 flat check to [Cast a Spell](rules/actions/cast-a-spell.md) with a verbal component or [Activate an Item](rules/actions/activate-an-item.md) with a command component (1 week) + +**Stage 4** [unconscious](rules/conditions.md#Unconscious) (1 week) + +**Stage 5** death +``` + +*Source: Gamemastery Guide p. 118* \ No newline at end of file diff --git a/Compendium/gm/afflictions/unending-thirst.md b/compendium/gm/afflictions/unending-thirst.md similarity index 82% rename from Compendium/gm/afflictions/unending-thirst.md rename to compendium/gm/afflictions/unending-thirst.md index 5c069ca63..0fa05b5cc 100644 --- a/Compendium/gm/afflictions/unending-thirst.md +++ b/compendium/gm/afflictions/unending-thirst.md @@ -12,7 +12,7 @@ aliases: ["Unending Thirst"] --- # Unending Thirst *Curse 15* -[curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) [transmutation](../../../Rules/traits/transmutation.md) +[curse](rules/traits/curse.md) [magical](rules/traits/magical.md) [transmutation](rules/traits/transmutation.md) This curse kills through dehydration in the same vein as the curse of the ravenous, but with deadly speed. diff --git a/Compendium/gm/afflictions/wizards-ward.md b/compendium/gm/afflictions/wizards-ward.md similarity index 83% rename from Compendium/gm/afflictions/wizards-ward.md rename to compendium/gm/afflictions/wizards-ward.md index e1523ced9..fab67d76f 100644 --- a/Compendium/gm/afflictions/wizards-ward.md +++ b/compendium/gm/afflictions/wizards-ward.md @@ -12,7 +12,7 @@ aliases: ["Wizard's Ward"] --- # Wizard's Ward *Curse 6* -[abjuration](../../../Rules/traits/abjuration.md) [curse](../../../Rules/traits/curse.md) [magical](../../../Rules/traits/magical.md) +[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [magical](rules/traits/magical.md) A wizard's ward is placed upon a single book, usually a spellbook. If you damage the book, you must attempt a save against the curse's effect. diff --git a/compendium/gm/hazards/armageddon-orb.md b/compendium/gm/hazards/armageddon-orb.md new file mode 100644 index 000000000..4977ea9cb --- /dev/null +++ b/compendium/gm/hazards/armageddon-orb.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/rare +- trait/trap +aliases: ["Armageddon Orb"] +--- +# Armageddon Orb *Hazard 23* +[magical](rules/traits/magical.md) [rare](rules/traits/rare.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 10 or [detect magic](compendium/spells/detect-magic.md). + +A roiling red orb, forged from a drop of the god Rovagug's blood, rains fire from the sky when a specified condition is met. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 48 (legendary) to imbue thieves' tools with aspects representing Asmodeus and Sarenrae and use them to drain away the orb's power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted. + +```ad-embed-ability +title: Burn It All [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[death](rules/traits/death.md) [divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Trigger**: A special condition set by the trap's creator occurs; this is typically the event of their death. + +**Effect** Fire rains from the sky in a 100-mile radius, dealing `10d6` fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area. +%% #trait/death #trait/divine #trait/evocation #trait/fire %% +``` + +*Source: Core Rulebook p. 526* \ No newline at end of file diff --git a/compendium/gm/hazards/banshees-symphony.md b/compendium/gm/hazards/banshees-symphony.md new file mode 100644 index 000000000..2d06b620d --- /dev/null +++ b/compendium/gm/hazards/banshees-symphony.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/magical +- trait/trap +aliases: ["Banshee's Symphony"] +--- +# Banshee's Symphony *Hazard 18* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +30 legendary + +A magically contagious [wail of the banshee](compendium/spells/wail-of-the-banshee.md) spell is trapped in the larynx of an [invisible](rules/conditions.md#Invisible), mummified elf. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 42 (master) to pierce the [invisible](rules/conditions.md#Invisible) larynx so precisely that the magic releases in a trickle before the trap activates, [Thievery](compendium/skills.md#Thievery) DC 44 (legendary) three times to deconstruct the larynx while the trap is active in such a way that it tears the spell apart, or spell DC 38 (9th level) to counteract the wail of the banshee before the trap activates. + +```ad-embed-ability +title: Scream [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Three or more living creatures remain within 100 feet of the trap for 6 seconds or longer. + +**Effect** The trap releases an arcane wail of the banshee (DC 40) with a 100-foot-radius emanation instead of 40 feet, targeting all living creatures in the area, and rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(1 action) The trap uses its action to force one random creature that failed its save against wail of the banshee last turn to emit a wail of the banshee with the same statistics as the initial one. The creature wails even if it is dead or unable to speak, no matter how far away from the trap it is. Unlike a casting of the spell, the [drained](rules/conditions.md#Drained) condition from this trap's [wail of the banshee](compendium/spells/wail-of-the-banshee.md) spells increases the targets' [drained](rules/conditions.md#Drained) condition values. A creature that critically succeeds at any of its saves can still be affected by the trap on future rounds, but can't be forced to wail by the trap. +``` +^routine + +**Reset** The trap ends when the trap is unable to make a creature scream (usually because no creature failed its save on the previous turn or because all creatures have critically succeeded in the past). It then resets over 24 hours, as a new scream builds up in the mummified larynx. + +*Source: Core Rulebook p. 529* \ No newline at end of file diff --git a/compendium/gm/hazards/bloodthirsty-urge.md b/compendium/gm/hazards/bloodthirsty-urge.md new file mode 100644 index 000000000..ac0fb31f2 --- /dev/null +++ b/compendium/gm/hazards/bloodthirsty-urge.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/haunt +aliases: ["Bloodthirsty Urge"] +--- +# Bloodthirsty Urge *Hazard 10* +[haunt](rules/traits/haunt.md) + +- **Complexity** Simple +- **Stealth** DC 31 trained + +An object haunted by the echoes of a vicious mind attempts to kill someone who comes near. + +- **Disable** [Religion](compendium/skills.md#Religion) DC 29 (master) to exorcise the spirit or [Diplomacy](compendium/skills.md#Diplomacy) DC 31 (expert) to talk it down. + +```ad-embed-ability +title: Quietus [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +- **Trigger**: A creature moves within 10 feet of the haunted object. + +**Effect** The haunt takes control of the triggering creature, forcing it to attack itself. The creature must attempt a DC 29 Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target makes a [Strike](rules/actions/strike.md) against itself and automatically hits; the target also becomes [frightened](rules/conditions.md#Frightened). +> - **Failure** The target makes a [Strike](rules/actions/strike.md) against itself and automatically scores a critical hit; the target also becomes [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target attempts a Fortitude save. If the target succeeds, it is subject to the effects of a failure instead. If the target fails, it is reduced to 0 Hit Points and dies. +%% #trait/death #trait/emotion #trait/fear #trait/illusion #trait/mental #trait/occult %% +``` + +*Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/bottomless-pit.md b/compendium/gm/hazards/bottomless-pit.md new file mode 100644 index 000000000..205b3b5a1 --- /dev/null +++ b/compendium/gm/hazards/bottomless-pit.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Bottomless Pit"] +--- +# Bottomless Pit *Hazard 9* +[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 30 (or 0 if the trapdoor is disabled or [broken](rules/conditions.md#Broken)) or [detect magic](compendium/spells/detect-magic.md). + +An iron trapdoor covers an infinitely deep 10-foot-square pit. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 28 (trained) to remove the trapdoor. + +- **AC** 28 , **Fort** +12, **Ref** +12 +- **Trapdoor Hardness** 9, **Trapdoor HP** 36 (BT 18) +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Infinite Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks onto the trapdoor. + +**Effect** The triggering creature falls in and continues to fall, potentially forever. That creature can try to [Grab an Edge](rules/actions/grab-an-edge.md) to avoid falling. The DC to [Climb](rules/actions/climb.md) the walls or [Grab an Edge](rules/actions/grab-an-edge.md) is 26. The pit contains many handholds, so the falling creature can try to [Grab an Edge](rules/actions/grab-an-edge.md) again every 6 seconds. If the creature succeeds, it can start to [Climb](rules/actions/climb.md) out from that point (though it might be a very long climb, depending on how far the creature fell). Since the creature falls endlessly, it can rest and even prepare spells while falling, though items dropped while falling are usually lost forever. +``` + +**Reset** The trap still causes creatures to fall forever if they fall in, but the trapdoor must be reset manually for the trap to become [hidden](rules/conditions.md#Hidden) again. + +*Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/darkside-mirror.md b/compendium/gm/hazards/darkside-mirror.md new file mode 100644 index 000000000..e95dd3d19 --- /dev/null +++ b/compendium/gm/hazards/darkside-mirror.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Darkside Mirror"] +--- +# Darkside Mirror *Hazard 14* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +24 master to notice it isn't a regular mirror. + +A magic mirror replaces characters with evil mirror duplicates from another dimension. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 34 (legendary) to retrieve a creature from the other dimension within 10 minutes of the switch (possible only if their mirror duplicate is dead), [Thievery](compendium/skills.md#Thievery) DC 39 (master) to permanently disable the mirror once all mirror duplicates are dead, or dispel magic (7th level; counteract DC 32) to counteract the mirror for 1 minute and prevent additional replacements during that time. + +- **AC** 34 , **Fort** +25, **Ref** +20 +- **Hardness** 1, **HP** 4 (BT 2) the mirror can't be damaged while any mirror duplicate is alive +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Reflection of Evil [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Trigger**: A non-evil creature is reflected in the mirror. + +**Effect** The mirror absorbs the creature into the mirror, replacing it with an evil mirror duplicate (DC 34 Reflex to avoid being absorbed into the mirror), and rolls initiative. +%% #trait/arcane #trait/conjuration #trait/teleportation %% +``` + +```ad-pf2-summary +title: Routine +(1 action) The mirror absorbs another reflected creature into the mirror and replaces it with a mirror duplicate. Mirror duplicates attack on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change). A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to. +``` +^routine + +**Reset** The mirror is always ready to absorb creatures into the other dimension. Ten minutes after a creature is sucked into the mirror, if an ally doesn't rescue the creature with [Thievery](compendium/skills.md#Thievery), it reaches the other dimension, where it might be captured or killed. In the mirror dimension, it counts as a mirror duplicate, so the denizens of the other dimension can't destroy the mirror on their side while the absorbed creature is there. + +These dimensions are alternate realities, not planes, so even rituals like plane shift can't reach them. + +*Source: Core Rulebook p. 528* \ No newline at end of file diff --git a/compendium/gm/hazards/drowning-pit.md b/compendium/gm/hazards/drowning-pit.md new file mode 100644 index 000000000..869ab25e1 --- /dev/null +++ b/compendium/gm/hazards/drowning-pit.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Drowning Pit"] +--- +# Drowning Pit *Hazard 3* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +10 trained DC 22 (expert) to notice the water spouts once the pit opens. + +A trapdoor covers a 10-foot-square pit that's 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to [hidden](rules/conditions.md#Hidden) water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) to seal each water spout, + +```ad-embed-ability +title: Thievery DC + +22 (trained) to open the trapdoor, or [Athletics](compendium/skills.md#Athletics) DC 22 to [Force Open](rules/actions/force-open.md) the trapdoor AC 19; Fort +8, Ref +5 Trapdoor Hardness 15, Trapdoor HP 60 (BT 30); Spout Hardness 8, Spout HP 32 (BT 16); Immunities critical hits, object immunities, precision damage. +``` +```ad-embed-ability +title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks onto the trapdoor. + +**Effect** The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can [Grab an Edge](rules/actions/grab-an-edge.md) to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet. + +Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning. +``` +^routine + +**Reset** The trap can be reset if the door is manually reengaged and the water tanks refilled; it can be reset without draining the pit, but doing so renders it less effective. + +*Source: Core Rulebook p. 526* \ No newline at end of file diff --git a/compendium/gm/hazards/electric-latch-rune.md b/compendium/gm/hazards/electric-latch-rune.md new file mode 100644 index 000000000..b7bca912d --- /dev/null +++ b/compendium/gm/hazards/electric-latch-rune.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/electricity +- trait/evocation +- trait/magical +- trait/trap +aliases: ["Electric Latch Rune"] +--- +# Electric Latch Rune *Hazard 3* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained + +An [invisible](rules/conditions.md#Invisible) rune imprinted on a door latch releases a powerful electric discharge. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 20 (expert) to scratch out the rune without allowing electricity to flow, or dispel magic (2nd level; counteract DC 18) to counteract the rune. + +```ad-embed-ability +title: Electrocution [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Trigger**: A creature grasps the door latch directly or with a tool. + +**Effect** The trap deals `3d12` electricity damage to the triggering creature (DC 22 basic Reflex save). +%% #trait/arcane #trait/electricity #trait/evocation %% +``` + +*Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/fireball-rune.md b/compendium/gm/hazards/fireball-rune.md new file mode 100644 index 000000000..56f8ea776 --- /dev/null +++ b/compendium/gm/hazards/fireball-rune.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/evocation +- trait/fire +- trait/magical +- trait/trap +aliases: ["Fireball Rune"] +--- +# Fireball Rune *Hazard 5* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 24 expert + +An [invisible](rules/conditions.md#Invisible) rune creates an [invisible](rules/conditions.md#Invisible), spherical magical sensor with a 20-foot radius. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 22 (expert) to erase the rune without triggering the sensor, or dispel magic (3rd level; counteract DC 20) to counteract the rune. + +```ad-embed-ability +title: Fireball [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Trigger**: A living creature enters the sensor area. + +**Effect** The rune detonates a fireball centered on the triggering creature's square. This is a 3rdlevel [fireball](compendium/spells/fireball.md) spell that deals `6d6` fire damage (DC 22 basic Reflex save). +%% #trait/arcane #trait/evocation #trait/fire %% +``` + +*Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/frozen-moment.md b/compendium/gm/hazards/frozen-moment.md new file mode 100644 index 000000000..584bcf908 --- /dev/null +++ b/compendium/gm/hazards/frozen-moment.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/trap +aliases: ["Frozen Moment"] +--- +# Frozen Moment *Hazard 17* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 40 master + +Warding magic attempts to trap intruders or would-be thieves in a disrupted time flow. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 38 (legendary) to rapidly disassemble the spell's myriad components in a single blink of an eye; or dispel magic (9th level; counteract DC 36) to counteract the trap before it triggers or to counteract the effect on one creature after the trap is triggered. + +```ad-embed-ability +title: Adrift in Time [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[occult](rules/traits/occult.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: A creature touches the warded object or area. + +**Effect** The triggering creature and all creatures within 30 feet are trapped in a disrupted time flow (DC 38 Fortitude negates). The creatures' minds move so quickly that each round seems to last a century, but their bodies and magical energies move so slowly that they can't use any actions except Recall. +%% #trait/occult #trait/transmutation %% +``` +```ad-embed-ability +title: Knowledge. + +An affected creature must attempt a DC 36 Will saving throw against a [warp mind](compendium/spells/warp-mind.md) spell immediately and again for every minute of real time that passes while the creature is trapped in the frozen moment. This effect has an unlimited duration but can be counteracted. +``` + +*Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/hallucination-powder-trap.md b/compendium/gm/hazards/hallucination-powder-trap.md new file mode 100644 index 000000000..427ee0f0e --- /dev/null +++ b/compendium/gm/hazards/hallucination-powder-trap.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/mechanical +- trait/trap +aliases: ["Hallucination Powder Trap"] +--- +# Hallucination Powder Trap *Hazard 6* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 24 expert + +A tube of hallucinogenic powder armed with a miniature explosive is connected to a doorknob or similar latch. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 26 (expert) to disable the hammer that strikes the percussion cap. + +- **AC** 24 , **Fort** +0, **Ref** +0 +- **HP** 1; **default Hardness** 0, +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Powder Burst [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[mental](rules/traits/mental.md) [poison](rules/traits/poison.md) + +- **Trigger**: The latch is opened or the tube is [broken](rules/conditions.md#Broken). + +**Effect** The tube explodes, spraying hallucinogenic powder in a 30-foot cone. Any creature in the cone must succeed at a DC 24 Will save or be [confused](rules/conditions.md#Confused) for 1 round and take a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and saves against [mental](rules/traits/mental.md) effects for `1d4` hours. On a critical failure, the penalty is instead –4. +%% #trait/mental #trait/poison %% +``` + +*Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/hammer-of-forbiddance.md b/compendium/gm/hazards/hammer-of-forbiddance.md new file mode 100644 index 000000000..1d26f8932 --- /dev/null +++ b/compendium/gm/hazards/hammer-of-forbiddance.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Hammer Of Forbiddance"] +--- +# Hammer Of Forbiddance *Hazard 11* +[magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 30 expert + +An enormous hammer at an edifice's entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 28 (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging. + +- **AC** 32 , **Fort** +24, **Ref** +15 +- **Hammer Hardness** 22, **Hammer HP** 88 (BT 44); **Joint Hardness** 16, **Joint HP** 64 (BT 32) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Forbid Entry [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[abjuration](rules/traits/abjuration.md) [attack](rules/traits/attack.md) [divine](rules/traits/divine.md) + +- **Trigger**: A creature attempts to enter through the entrance. + +**Effect** The hammer swings down, making an attack against the triggering creature. +%% #trait/abjuration #trait/attack #trait/divine %% +``` + +**Reset** The trap resets over the course of the round, and is ready to swing again 1 round later. + +*Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/hazards.md b/compendium/gm/hazards/hazards.md new file mode 100644 index 000000000..79a8f2e4b --- /dev/null +++ b/compendium/gm/hazards/hazards.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Hazards + +- [Armageddon Orb](armageddon-orb.md) +- [Banshee's Symphony](banshees-symphony.md) +- [Bloodthirsty Urge](bloodthirsty-urge.md) +- [Bottomless Pit](bottomless-pit.md) +- [Darkside Mirror](darkside-mirror.md) +- [Drowning Pit](drowning-pit.md) +- [Electric Latch Rune](electric-latch-rune.md) +- [Fireball Rune](fireball-rune.md) +- [Frozen Moment](frozen-moment.md) +- [Hallucination Powder Trap](hallucination-powder-trap.md) +- [Hammer Of Forbiddance](hammer-of-forbiddance.md) +- [Hidden Pit](hidden-pit.md) +- [Lava Flume Tube](lava-flume-tube.md) +- [Pharaoh's Ward](pharaohs-ward.md) +- [Planar Rift](planar-rift.md) +- [Poisoned Dart Gallery](poisoned-dart-gallery.md) +- [Poisoned Lock](poisoned-lock.md) +- [Polymorph Trap](polymorph-trap.md) +- [Quicksand](quicksand.md) +- [Scythe Blades](scythe-blades.md) +- [Second Chance](second-chance.md) +- [Slamming Door](slamming-door.md) +- [Spear Launcher](spear-launcher.md) +- [Spinning Blade Pillar](spinning-blade-pillar.md) +- [Summoning Rune](summoning-rune.md) +- [Telekinetic Swarm Trap](telekinetic-swarm-trap.md) +- [Vorpal Executioner](vorpal-executioner.md) +- [Wheel Of Misery](wheel-of-misery.md) +- [Yellow Mold](yellow-mold.md) diff --git a/compendium/gm/hazards/hidden-pit.md b/compendium/gm/hazards/hidden-pit.md new file mode 100644 index 000000000..298100ced --- /dev/null +++ b/compendium/gm/hazards/hidden-pit.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/mechanical +- trait/trap +aliases: ["Hidden Pit"] +--- +# Hidden Pit *Hazard 0* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 18 (or 0 if the trapdoor is disabled or [broken](rules/conditions.md#Broken)) + +A wooden trapdoor covers a pit that's 10 feet square and 20 feet deep. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 12 to remove the trapdoor. + +- **AC** 10 , **Fort** +1, **Ref** +1 +- **Trapdoor Hardness** 3, **Trapdoor HP** 12 (BT 6) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Pitfall [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature walks onto the trapdoor. + +**Effect** The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the [Grab an Edge](rules/actions/grab-an-edge.md) reaction to avoid falling. +``` + +**Reset** Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become [hidden](rules/conditions.md#Hidden) again. + +*Source: Core Rulebook p. 522* \ No newline at end of file diff --git a/Compendium/gm/hazards/lava-flume-tube.md b/compendium/gm/hazards/lava-flume-tube.md similarity index 75% rename from Compendium/gm/hazards/lava-flume-tube.md rename to compendium/gm/hazards/lava-flume-tube.md index f98830ab4..4bca1bd0a 100644 --- a/Compendium/gm/hazards/lava-flume-tube.md +++ b/compendium/gm/hazards/lava-flume-tube.md @@ -9,14 +9,14 @@ tags: aliases: ["Lava Flume Tube"] --- # Lava Flume Tube *Hazard 10* -[complex](../../../Rules/traits/complex.md) [mechanical](../../../Rules/traits/mechanical.md) [trap](../../../Rules/traits/trap.md) +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) - **Complexity** Complex - **Stealth** +19 trained Four gated channels carved into stone allow lava to flow into a 15-foot-tall room; the floor can withdraw to allow the hardened lava to fall into a chamber beneath. -- **Disable** [Thievery](../../skills.md#Thievery) DC 29 (expert) to block a channel, or [Thievery](../../skills.md#Thievery) DC 31 (master) to release the floor latch and escape to the chamber below. +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 29 (expert) to block a channel, or [Thievery](compendium/skills.md#Thievery) DC 31 (master) to release the floor latch and escape to the chamber below. - **AC** 30 , **Fort** +20, **Ref** +16 - **Channel Hardness** 12, **Channel HP** 48 (BT 24) to destroy a channel gate (this prevents that channel from being disabled and stops the trap from resetting); **Floor Hardness** 18, **Floor HP** 72 (BT 36) @@ -25,7 +25,7 @@ Four gated channels carved into stone allow lava to flow into a 15-foot-tall roo - **Weaknesses** ```ad-embed-ability -title: Flume Activation [R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +title: Flume Activation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: A creature tries to leave the room. @@ -36,7 +36,7 @@ title: Flume Activation [R](../../../rules/core-rulebook/chapter-9-playing-the-g title: Routine (4 actions) The trap loses 1 action per disabled channel each turn. On each action, a different channel spews lava, dealing `4d6` fire damage to each creature within 10 feet of the channel (DC 27 basic Reflex save), and increasing the depth of the lava in the room by 1 foot (4 feet per round if all the channels are active) -A creature that starts its turn in lava takes `8d6` fire damage and is [immobilized](../../../rules/conditions.md#Immobilized) until it [Escapes](../../../rules/actions/escape.md) the hardening lava (DC 27) +A creature that starts its turn in lava takes `8d6` fire damage and is [immobilized](rules/conditions.md#Immobilized) until it [Escapes](rules/actions/escape.md) the hardening lava (DC 27) The creature might suffocate if covered in lava (page 478). Lava from the previous round hardens fully at the start of the trap's turn, effectively raising the floor of the room. Once the room is full of lava, the trap stops taking actions, but creatures in the room remain stuck until the floor opens and the trap resets. ``` @@ -44,4 +44,4 @@ The creature might suffocate if covered in lava (page 478). Lava from the previo **Reset** The trap deactivates and resets after 1 hour by withdrawing the floor, cracking and dumping the hardened lava (and any creatures trapped inside) into the chamber. Creatures fall 40 feet, taking falling damage (typically 17 bludgeoning damage). -*Source: Core Rulebook p. 528* +*Source: Core Rulebook p. 528* \ No newline at end of file diff --git a/compendium/gm/hazards/pharaohs-ward.md b/compendium/gm/hazards/pharaohs-ward.md new file mode 100644 index 000000000..58f5e0811 --- /dev/null +++ b/compendium/gm/hazards/pharaohs-ward.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/trap +aliases: ["Pharaoh's Ward"] +--- +# Pharaoh's Ward *Hazard 7* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 25 expert + +A curse is imbued on an entryway's threshold. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (master) to painstakingly remove the lintel without triggering the magic, or dispel magic (4th level; counteract DC 25) to counteract the rune. + +```ad-embed-ability +title: Curse the Intruders [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[curse](rules/traits/curse.md) [divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +- **Trigger**: The seal on the tomb is [broken](rules/conditions.md#Broken) from the outside. + +**Effect** Each living creature within 60 feet must succeed at a DC 23 Will save or be subjected to the pharaoh's curse. A cursed creature takes a –2 status penalty to Fortitude saves, and any natural or magical healing it receives is halved. The curse remains until removed by [remove curse](compendium/spells/remove-curse.md) or similar magic. +%% #trait/curse #trait/divine #trait/necromancy %% +``` + +**Reset** The trap resets when the door is shut. + +*Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/gm/hazards/planar-rift.md b/compendium/gm/hazards/planar-rift.md new file mode 100644 index 000000000..6a13222e4 --- /dev/null +++ b/compendium/gm/hazards/planar-rift.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/trap +aliases: ["Planar Rift"] +--- +# Planar Rift *Hazard 13* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 35 trained + +A rift attempts to draw creatures into another plane (the GM chooses the specific plane). + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift. + +```ad-embed-ability +title: Into the Great Beyond [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[conjuration](rules/traits/conjuration.md) [occult](rules/traits/occult.md) [teleportation](rules/traits/teleportation.md) + +- **Trigger**: A creature moves within 10 feet of the rift. + +**Effect** The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate. +%% #trait/conjuration #trait/occult #trait/teleportation %% +``` + +*Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/poisoned-dart-gallery.md b/compendium/gm/hazards/poisoned-dart-gallery.md new file mode 100644 index 000000000..788b2b61c --- /dev/null +++ b/compendium/gm/hazards/poisoned-dart-gallery.md @@ -0,0 +1,73 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Poisoned Dart Gallery"] +--- +# Poisoned Dart Gallery *Hazard 8* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +16 expert or DC 31 (master) to notice the control panel. + +Countless holes to launch poison darts from line a long hallway with a hidden control panel on the far end. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (expert) on the control panel deactivates the trap. + +- **AC** 27 , **Fort** +13, **Ref** +17 +- **Hardness** 14, **HP** 56 (BT 28) to destroy the control panel and disable the trap +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Dart Volley [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature enters the hallway or ends its turn in the hallway. + +**Effect** The trap makes a poisoned dart [Strike](rules/actions/strike.md) against the triggering creature, then rolls initiative. +%% #trait/attack %% +``` + +````ad-pf2-summary +title: Routine +(1 action) The trap launches one dart against every creature in the gallery as 1 action. Because it launches darts continuously, the trap can also use the Continuous Barrage free action (see below) to launch darts at each creature during that creature's turn. + +```ad-inline-attack +title: Ranged [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Poisoned Dart (21) +**Damage** `3d4` piercing plus flesset poison + +**Effects** flesset poison +``` + +The trap makes a poisoned dart [Strike](rules/actions/strike.md) against the triggering creature. + +```ad-inline-affliction +title: Flesset Poison + +[poison](rules/traits/poison.md) +- **Saving Throws**: DC 22 Fortitude +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `1d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) + +**Stage 2** `2d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) + +**Stage 3** `3d6` poison damage and [clumsy](rules/conditions.md#Clumsy) (1 round) + + +%% #trait/poison %% +``` +```` +^routine + +**Reset** The trap deactivates and resets after 1 minute. + +*Source: Core Rulebook p. 528* \ No newline at end of file diff --git a/compendium/gm/hazards/poisoned-lock.md b/compendium/gm/hazards/poisoned-lock.md new file mode 100644 index 000000000..0c06f998f --- /dev/null +++ b/compendium/gm/hazards/poisoned-lock.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/mechanical +- trait/trap +aliases: ["Poisoned Lock"] +--- +# Poisoned Lock *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 17 trained + +A spring-loaded, poisoned spine is [hidden](rules/conditions.md#Hidden) near the keyhole of a lock. Disabling or breaking the trap does not disable or break the lock. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 17 (trained) on the spring mechanism. + +- **AC** 15 , **Fort** +8, **Ref** +4 +- **Hardness** 6, **HP** 24 (BT 12) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spring [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature tries to unlock or [Pick the Lock](rules/actions/pick-a-lock.md) + +**Effect** A spine extends to attack the triggering creature. +%% #trait/attack %% +``` +```ad-embed-ability +title: Cladis Poison +[poison](rules/traits/poison.md) + + +%% #trait/poison %% +``` + +*Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/polymorph-trap.md b/compendium/gm/hazards/polymorph-trap.md new file mode 100644 index 000000000..83295b0d9 --- /dev/null +++ b/compendium/gm/hazards/polymorph-trap.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/trap +aliases: ["Polymorph Trap"] +--- +# Polymorph Trap *Hazard 12* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 34 trained + +A Druidic glyph tries to transforms a trespasser into an animal. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 32 (master) to drain the glyph's power harmlessly, or dispel magic (6th level; counteract DC 30) to counteract the glyph. + +```ad-embed-ability +title: Baleful Polymorph [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: A creature moves within 30 feet of the glyph without speaking the passphrase in Druidic. + +**Effect** The creature is targeted by baleful polymorph (DC 32 Will save). +%% #trait/primal #trait/transmutation %% +``` + +*Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/quicksand.md b/compendium/gm/hazards/quicksand.md new file mode 100644 index 000000000..fab431132 --- /dev/null +++ b/compendium/gm/hazards/quicksand.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/environmental +aliases: ["Quicksand"] +--- +# Quicksand *Hazard 3* +[complex](rules/traits/complex.md) [environmental](rules/traits/environmental.md) + +- **Complexity** Complex +- **Stealth** +12 trained (or –10 and no minimum proficiency if the surface is disturbed) + +A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it. + +- **Disable** [Survival](compendium/skills.md#Survival) DC 18 (trained) to disturb the surface. + +```ad-embed-ability +title: Submerge [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +- **Trigger**: A Huge or smaller creature walks onto the quicksand. + +**Effect** The triggering creature sinks into the quicksand up to its waist. The quicksand rolls initiative if it hasn't already. +``` + +```ad-pf2-summary +title: Routine +(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature. that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation. + +A creature in the quicksand can attempt a DC 20 [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) to either raise itself by one step if it's submerged to its neck or worse, or to move 5 feet if it's submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is [prone](rules/conditions.md#Prone) in a space adjacent to the quicksand patch. Other creatures can [Aid](rules/actions/aid.md) the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own DC 20 [Athletics](compendium/skills.md#Athletics) check, with the same results as if the creature attempted the check. +``` +^routine + +**Reset** The hazard still submerges anyone who walks in, but the surface doesn't become [hidden](rules/conditions.md#Hidden) again until it settles over the course of 24 hours. + +*Source: Core Rulebook p. 526* \ No newline at end of file diff --git a/compendium/gm/hazards/scythe-blades.md b/compendium/gm/hazards/scythe-blades.md new file mode 100644 index 000000000..a654030d2 --- /dev/null +++ b/compendium/gm/hazards/scythe-blades.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/mechanical +- trait/trap +aliases: ["Scythe Blades"] +--- +# Scythe Blades *Hazard 4* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 23 trained + +Two blades, each [hidden](rules/conditions.md#Hidden) in a 15-foot-long ceiling groove, are both connected to a trip wire. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (trained) to disable each blade. + +- **AC** 21 , **Fort** +12, **Ref** +8 +- **Hardness** 11, **HP** 44 (BT 22) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Falling Scythes [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: The trip wire is pulled or severed. + +**Effect** Both blades swing down, each one attacking all creatures under the ceiling grooves. +%% #trait/attack %% +``` + +**Reset** The trap resets after 15 minutes. + +*Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/second-chance.md b/compendium/gm/hazards/second-chance.md new file mode 100644 index 000000000..88b712028 --- /dev/null +++ b/compendium/gm/hazards/second-chance.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/magical +- trait/trap +aliases: ["Second Chance"] +--- +# Second Chance *Hazard 21* +[magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 44 legendary + +Powerful warding magic tied to an object or location tries to regress the ages of a creature and its allies. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 46 (legendary) to take apart the spell one tiny piece at a time, with eyes closed, while recalling every vivid life memory in order, starting from the earliest memory. + +```ad-embed-ability +title: In the Beginning [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[divine](rules/traits/divine.md) [transmutation](rules/traits/transmutation.md) + +- **Trigger**: A creature tries to steal the object or intrude upon the location. + +**Effect** If someone uses a proxy or dupe for the theft or intrusion, the trap unerringly targets the true perpetrator or perpetrators at any distance—even across planes. The triggering creature and up to five coconspirators instantly revert to infants, losing all memories, class abilities, and other skills acquired during their lives (DC 44 Fortitude negates). Reversing this effect is nearly impossible, requiring powerful magic such as wish. +%% #trait/divine #trait/transmutation %% +``` + +*Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/slamming-door.md b/compendium/gm/hazards/slamming-door.md new file mode 100644 index 000000000..c49522594 --- /dev/null +++ b/compendium/gm/hazards/slamming-door.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/mechanical +- trait/trap +aliases: ["Slamming Door"] +--- +# Slamming Door *Hazard 1* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 17 trained + +Pressure-sensitive panels in the floor connect to a stone slab [hidden](rules/conditions.md#Hidden) in a hallway's ceiling. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 15 (trained) on the floor panels before the slab falls. + +- **AC** 16 , **Fort** +10, **Ref** +2 +- **Hardness** 5, **HP** 20 (BT 10) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Slam Shut [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: Pressure is placed on any floor tile. + +**Effect** The door falls, closing off the hallway. The stone slab deals `3d8` bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they can choose the direction. Lifting the fallen slab requires a successful DC 25 [Athletics](compendium/skills.md#Athletics) check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24). +``` + +*Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/spear-launcher.md b/compendium/gm/hazards/spear-launcher.md new file mode 100644 index 000000000..11d4027b1 --- /dev/null +++ b/compendium/gm/hazards/spear-launcher.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/mechanical +- trait/trap +aliases: ["Spear Launcher"] +--- +# Spear Launcher *Hazard 2* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 20 trained + +A wall socket loaded with a spear connects to a floor tile in one 5-foot square. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 18 (trained) on the floor tile or wall socket. + +- **AC** 18 , **Fort** +11, **Ref** +3 +- **Hardness** 8, **HP** 32 (BT 16) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spear [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: Pressure is applied to the floor tile. + +**Effect** The trap shoots a spear, making an attack against the creature or object on the floor tile. +%% #trait/attack %% +``` + +*Source: Core Rulebook p. 523* \ No newline at end of file diff --git a/compendium/gm/hazards/spinning-blade-pillar.md b/compendium/gm/hazards/spinning-blade-pillar.md new file mode 100644 index 000000000..381e9b419 --- /dev/null +++ b/compendium/gm/hazards/spinning-blade-pillar.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/mechanical +- trait/trap +aliases: ["Spinning Blade Pillar"] +--- +# Spinning Blade Pillar *Hazard 4* +[complex](rules/traits/complex.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +11 trained or DC 26 (expert) to notice the control panel. + +A metal pole with three razor-sharp spinning blades is [hidden](rules/conditions.md#Hidden) in the floor, connected to trigger plates in up to eight floor tiles and a [hidden](rules/conditions.md#Hidden) control panel within 30 feet. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 21 (trained) twice on the pillar, or [Thievery](compendium/skills.md#Thievery) DC 19 (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically (see Reset below). + +- **AC** 21 , **Fort** +10, **Ref** +12 +- **Panel Hardness** 5, **Panel HP** 20 (BT 10); **Pillar Hardness** 12, **Pillar HP** 48 (BT 24) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Rising Pillar [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) + +- **Trigger**: A creature steps on one of the trapped floor tiles. + +**Effect** The trap pops up in a grid intersection and makes a spinning blade attack against one adjacent creature (if any), then rolls initiative. +%% #trait/attack %% +``` + +```ad-pf2-summary +title: Routine +(3 actions) The trap uses its first action to make a spinning blade [Strike](rules/actions/strike.md) against each adjacent creature, its second action to move straight in a random direction (roll `1d4` to determine the direction), and its third action to make a spinning blade [Strike](rules/actions/strike.md) against each adjacent creature. This trap doesn't take a multiple attack penalty. +``` +^routine + +*Source: Core Rulebook p. 527* \ No newline at end of file diff --git a/compendium/gm/hazards/summoning-rune.md b/compendium/gm/hazards/summoning-rune.md new file mode 100644 index 000000000..b4c88d77f --- /dev/null +++ b/compendium/gm/hazards/summoning-rune.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/magical +- trait/trap +aliases: ["Summoning Rune"] +--- +# Summoning Rune *Hazard 1* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +7 trained + +A cloud of [invisible](rules/conditions.md#Invisible) magical sensors in a 10-foot radius surrounds an [invisible](rules/conditions.md#Invisible) wall or floor rune the size of the creature to be summoned. + +- **Disable** [Acrobatics](compendium/skills.md#Acrobatics) DC 15 to approach without triggering the trap followed by [Thievery](compendium/skills.md#Thievery) DC 17 (trained) to erase the rune, or dispel magic (1st level; counteract DC 15) to counteract the rune. + +```ad-embed-ability +title: Summon Monster [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [conjuration](rules/traits/conjuration.md) summon + +- **Trigger**: A creature enters the cloud of magical sensors. + +**Effect** This trap summons a specific level 1 creature, determined when the trap is created. The creature rolls initiative and remains for `2d6` rounds, after which the spell ends and the creature disappears. The creature also disappears if someone disables the trap before the duration expires. The summoned creature can use 3 actions each round and can use reactions, unlike most summoned creatures. +%% #trait/arcane #trait/conjuration #trait/summon %% +``` + +**Reset** The trap resets each day at dawn. + +*Source: Core Rulebook p. 526* \ No newline at end of file diff --git a/compendium/gm/hazards/telekinetic-swarm-trap.md b/compendium/gm/hazards/telekinetic-swarm-trap.md new file mode 100644 index 000000000..b0032e996 --- /dev/null +++ b/compendium/gm/hazards/telekinetic-swarm-trap.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Telekinetic Swarm Trap"] +--- +# Telekinetic Swarm Trap *Hazard 12* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +24 expert + +Three innocuous decorations instilled with telekinetic magic pull objects and pieces of the room itself into spinning clouds of debris that attack all creatures in the room. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 27 (expert) to take apart a telekinetic cloud, [Thievery](compendium/skills.md#Thievery) DC 32 (master) to disable each telekinetic decoration, or dispel magic (6th level; counteract DC 30) to counteract each telekinetic decoration. + +- **AC** 33 , **Fort** +24, **Ref** +19 +- **Hardness** 22, **HP** 88 (BT 44) per telekinetic cloud +- **Immunities** +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Agitate [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[arcane](rules/traits/arcane.md) [evocation](rules/traits/evocation.md) + +- **Trigger**: A creature stays in the room for at least 6 seconds. + +**Effect** Each telekinetic decoration constructs a cloud of objects in the room (three clouds total) and the trap rolls initiative. The creatures in the room when the trap is triggered become the trap's targets, regardless of whether they leave the room or other creatures later enter the room. Each decoration targets a different creature if possible. A target creature that moves at least 1 mile from the trap ceases being a target, at which point the decoration designates a new target. +%% #trait/arcane #trait/evocation %% +``` + +````ad-pf2-summary +title: Routine +(9 actions) Each decoration uses 3 of the trap's actions each turn, and the trap loses 3 actions each turn for every decoration that is disabled. A decoration uses its first action to move its cloud of objects up to 200 feet, its second action to make the objects [Strike](rules/actions/strike.md), and its third action to add more objects to the cloud, increasing its damage by `1d12` (to a maximum of `4d12+10`). If a decoration's cloud is already at maximum damage, it does nothing with its third action. + +If a decoration's cloud has been destroyed, the decoration instead spends its first action to create a new cloud of objects inside the room (using the starting damage value) and then its second and third actions to have the cloud move and attack. + +```ad-inline-attack +title: Melee [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Objects (24) +**Damage** `2d12+10` bludgeoning + +**Effects** +``` +```` +^routine + +**Reset** The trap deactivates and resets 10 minutes after it has no target creatures (because the creatures either moved too far away or died). + +*Source: Core Rulebook p. 528* \ No newline at end of file diff --git a/compendium/gm/hazards/vorpal-executioner.md b/compendium/gm/hazards/vorpal-executioner.md new file mode 100644 index 000000000..ba74ba5c5 --- /dev/null +++ b/compendium/gm/hazards/vorpal-executioner.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/mechanical +- trait/trap +aliases: ["Vorpal Executioner"] +--- +# Vorpal Executioner *Hazard 19* +[mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Simple +- **Stealth** DC 43 expert + +A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 41 (expert) at four different junctions to jam all the saw blade's possible paths, preventing it from traveling through the room. + +- **AC** 43 , **Fort** +32, **Ref** +32 +- **Hardness** 30, **HP** 120 (BT 60) per junction +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Total Decapitation [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[attack](rules/traits/attack.md) [death](rules/traits/death.md) + +- **Trigger**: A creature attempts to exit the room. + +**Effect** The saw blade travels along its path, making one [Strike](rules/actions/strike.md) against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets. +%% #trait/attack #trait/death %% +``` +```ad-embed-ability +title: Decapitation + +On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, [dying](rules/conditions.md#Dying) instantly unless it can survive without a head. +``` + +**Reset** The trap resets over the course of the round and can be triggered again 1 round later. + +*Source: Core Rulebook p. 525* \ No newline at end of file diff --git a/compendium/gm/hazards/wheel-of-misery.md b/compendium/gm/hazards/wheel-of-misery.md new file mode 100644 index 000000000..b0e0cad8e --- /dev/null +++ b/compendium/gm/hazards/wheel-of-misery.md @@ -0,0 +1,44 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/complex +- trait/magical +- trait/mechanical +- trait/trap +aliases: ["Wheel Of Misery"] +--- +# Wheel Of Misery *Hazard 6* +[complex](rules/traits/complex.md) [magical](rules/traits/magical.md) [mechanical](rules/traits/mechanical.md) [trap](rules/traits/trap.md) + +- **Complexity** Complex +- **Stealth** +16 expert to detect the magical sensor; noticing the wheel has a DC of 0. + +An ornate wheel set into a wall—divided into six segments with colored runes on each—is [controlled](rules/conditions.md#Controlled) by a magical sensor that detects any creature within 100 feet in front of it. + +- **Disable** [Thievery](compendium/skills.md#Thievery) DC 26 (expert) on the wheel to stop it from spinning, [Thievery](compendium/skills.md#Thievery) DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune. + +- **AC** 24 , **Fort** +15, **Ref** +13 +- **Hardness** 14, **HP** 56 (BT 28) +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Wheel Spin [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature enters the sensor's detection area. + +**Effect** The wheel begins to spin and rolls initiative. +``` + +```ad-pf2-summary +title: Routine +(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll `1d6` to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary. + +Any spell cast by this trap is arcane. +``` +^routine + +*Source: Core Rulebook p. 527* \ No newline at end of file diff --git a/compendium/gm/hazards/yellow-mold.md b/compendium/gm/hazards/yellow-mold.md new file mode 100644 index 000000000..8c8b9fb3e --- /dev/null +++ b/compendium/gm/hazards/yellow-mold.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-hazard +tags: +- compendium/src/pf2e/crb +- trait/environmental +- trait/fungus +aliases: ["Yellow Mold"] +--- +# Yellow Mold *Hazard 8* +[environmental](rules/traits/environmental.md) fungus + +- **Complexity** Simple +- **Stealth** DC 28 trained + +Poisonous mold spores assault nearby creatures. + +- **Disable** [Survival](compendium/skills.md#Survival) DC 26 (expert) to remove the mold without triggering the spores. + +- **AC** 27 , **Fort** +17, **Ref** +13 +- **HP** 70 +- **Immunities** critical hits; object immunities; precision damage +- **Resistances** +- **Weaknesses** + +```ad-embed-ability +title: Spore Explosion [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature moves into the mold's space or damages the mold. + +**Effect** The mold can't use this reaction if it's in direct sunlight or if the damage was fire damage. The triggering creature and all creatures within 10 feet are exposed to yellow mold spores. +``` +```ad-embed-ability +title: Yellow Mold Spores +[inhaled](rules/traits/inhaled.md) [poison](rules/traits/poison.md) + + +%% #trait/inhaled #trait/poison %% +``` + +*Source: Core Rulebook p. 524* \ No newline at end of file diff --git a/compendium/setting/deities/abadar.md b/compendium/setting/deities/abadar.md new file mode 100644 index 000000000..3af077014 --- /dev/null +++ b/compendium/setting/deities/abadar.md @@ -0,0 +1,50 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/cities/deity +- domain/duty/deity +- domain/earth/deity +- domain/travel/deity +- domain/wealth/deity +aliases: ["Abadar", "The Master of the First Vault"] +--- +# Abadar (The Master of the First Vault) *(LN)* +*Source: Core Rulebook p. 437* + +- **Category**: Gods of the Inner Sea +- **Anathema**: engage in banditry or piracy, steal, undermine a law-abiding court +- **Areas of Concern**: cities, , law, , merchants, , and wealth +- **Follower Alignments**: LG, LN, LE + +## Devotee benefits + +- **Divine Ability**: Constitution or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Society +- **Favored Weapon**: [crossbow](compendium/equipment/items/crossbow.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [earth](compendium/setting/domains.md#Earth), [travel](compendium/setting/domains.md#Travel), [wealth](compendium/setting/domains.md#Wealth) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty) +- **Cleric Spells**: 1st: [illusory object](compendium/spells/illusory-object.md); 4th: [creation](compendium/spells/creation.md); 7th: [magnificent mansion](compendium/spells/magnificent-mansion.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Abadar + +- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") crossbow **Damage** `6d10+3` piercing +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 13* + +Abadar's gifts take the form of riches, while his ire tends to cause offenders to lose wealth. + +- **Minor Boon** Abadar warns his favored against those who might unfairly take advantage. Once, when someone rolls a success on a [Deception](compendium/skills.md#Deception) check to [Lie](rules/actions/lie.md) maliciously to you and you alone, they get a critical failure instead. Abadar typically chooses to grant this boon in response to an extremely consequential lie. +- **Moderate Boon**: Abadar blesses all your enterprises, leading to financial success as all your ventures always seems to work out. If you roll a critical failure at a check to [Earn Income](rules/actions/earn-income.md), you get a failure instead. If you roll a success on a check to [Earn Income](rules/actions/earn-income.md), you earn twice the usual amount of income. +- **Major Boon**: Your silver tongue is infallible, allowing you to reach a compromise if one is even remotely possible. Once per day, you know just what to offer to make a deal or broker a negotiation, and if you offer your divinely inspired deal, you can automatically receive a result of 20 + your [Diplomacy](compendium/skills.md#Diplomacy) modifier on your [Diplomacy](compendium/skills.md#Diplomacy) check instead of rolling. This does not increase your degree of success like rolling a 20 would. If there is legitimately nothing you could offer to reach an agreement, you learn that, and you don't expend your daily use of the boon. + +- **Minor Curse**: Any time you steal, illegally harm or kill another creature, or undermine a law-abiding officer or court, a symbol or word describing your crime appears on a visible spot on your skin. This symbol cannot be removed or hidden with makeup (though it can be covered with clothing) and it doesn't vanish until you make legal restitution for the crime, such as by serving your sentence. +- **Moderate Curse** Abadar curses all your enterprises, leading to financial disaster as all your ventures always seem to fail. The result of your check to [Earn Income](rules/actions/earn-income.md) is always one degree of success worse than the one you rolled. +- **Major Curse**: You become honest to a fault. You constantly suffer the critical failure effect of [zone of truth](compendium/spells/zone-of-truth.md). Additionally, you are always offered the worst possible option in a bargain. \ No newline at end of file diff --git a/compendium/setting/deities/asmodeus.md b/compendium/setting/deities/asmodeus.md new file mode 100644 index 000000000..187a82545 --- /dev/null +++ b/compendium/setting/deities/asmodeus.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/confidence/deity +- domain/duty/deity +- domain/fire/deity +- domain/glyph/deity +- domain/trickery/deity +- domain/tyranny/deity +- trait/reach-15-feet +aliases: ["Asmodeus", "The Prince of Darkness"] +--- +# Asmodeus (The Prince of Darkness) *(LE)* +*Source: Core Rulebook p. 437* + +- **Category**: Gods of the Inner Sea +- **Anathema**: break a contract, free a slave, insult Asmodeus by showing mercy to your enemies +- **Areas of Concern**: contracts, , pride, , slavery and tyranny +- **Follower Alignments**: LE + +## Devotee benefits + +- **Divine Ability**: any, though characters who commit themselves to Asmodeus this way have their souls bound to the Dark Prince for all eternity +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [mace](compendium/equipment/items/mace.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [fire](compendium/setting/domains.md#Fire), [trickery](compendium/setting/domains.md#Trickery), [tyranny](compendium/setting/domains.md#Tyranny) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty), [glyph](compendium/setting/domains.md#Glyph) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 4th: [suggestion](compendium/spells/suggestion.md); 6th: [mislead](compendium/spells/mislead.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Asmodeus + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mace ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") hellfire **Damage** `6d6+3` fire +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 15* + +Asmodeus tends to offer his gifts to entice those on the precipice of yielding to his vile temptations. His curses come most often in response to those who break contracts in his name, or commit other personal insults. + +- **Minor Boon** Pleased by your talent for manipulation, Asmodeus amplifies your skills. Once, when you fail at the [Diplomacy](compendium/skills.md#Diplomacy) check to make a significant or consequential [Request](rules/actions/request.md), you can cast [suggestion](compendium/spells/suggestion.md) on the target of your [Request](rules/actions/request.md), suggesting the same course of action. This is a [divine](rules/traits/divine.md) innate spell. +- **Moderate Boon**: Your eyes glow red like embers and your skin takes on a crimson tone. You gain [darkvision](rules/abilities/darkvision.md) and fire resistance 5. +- **Major Boon**: Asmodeus helps enforce your bargains and contracts. When a creature enters a bargain or contract with you, uncoerced and of its own free will, it can't voluntarily violate its side of the bargain as long as you uphold your side. You can always choose to violate the bargain yourself, but if you do, the creature is no longer bound to fulfill its part. + +- **Minor Curse**: Asmodeus's flames burn you with great malice. You gain weakness 5 to fire. +- **Moderate Curse** Asmodeus forces your compliance. You can't voluntarily back out of an agreement or contract or go back on your word, though you need follow only the letter of the agreement, not the spirit. +- **Major Curse**: Asmodeus has taken note of the chaos you have wrought. You receive an ancient wound that feels older than time itself. You become permanently [drained](rules/conditions.md#Drained), and nothing short of another intercession can remove the condition. Your wound aches fiercely whenever you perform a particularly chaotic act, causing you to become [sickened](rules/conditions.md#Sickened). \ No newline at end of file diff --git a/Compendium/setting/deities/atheists-and-free-agents.md b/compendium/setting/deities/atheists-and-free-agents.md similarity index 100% rename from Compendium/setting/deities/atheists-and-free-agents.md rename to compendium/setting/deities/atheists-and-free-agents.md diff --git a/compendium/setting/deities/calistria.md b/compendium/setting/deities/calistria.md new file mode 100644 index 000000000..5bee66947 --- /dev/null +++ b/compendium/setting/deities/calistria.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/pain/deity +- domain/passion/deity +- domain/secrecy/deity +- domain/trickery/deity +- trait/disarm +- trait/finesse +- trait/nonlethal +- trait/reach-20-feet +aliases: ["Calistria", "The Savored Sting"] +--- +# Calistria (The Savored Sting) *(CN)* +*Source: Core Rulebook p. 437* + +- **Category**: Gods of the Inner Sea +- **Anathema**: become too consumed by love or a need for revenge, let a slight go unanswered +- **Areas of Concern**: lust, , revenge, , and trickery +- **Follower Alignments**: CG, CN, CE + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Deception +- **Favored Weapon**: [whip](compendium/equipment/items/whip.md) +- **Domains**: [pain](compendium/setting/domains.md#Pain), [passion](compendium/setting/domains.md#Passion), [secrecy](compendium/setting/domains.md#Secrecy), [trickery](compendium/setting/domains.md#Trickery) +- **Cleric Spells**: 1st: [charm](compendium/spells/charm.md); 3rd: [enthrall](compendium/spells/enthrall.md); 6th: [mislead](compendium/spells/mislead.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Calistria + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") whip ([disarm](rules/traits/disarm.md), [finesse](rules/traits/finesse.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d4+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") savored sting **Damage** `6d6+3` poison +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 17* + +Signs of favor or displeasure from the Savored Sting are sometimes subtle and at other times incontrovertible. Calistria typically grants her boon to those on the path toward great vengeance and curses those who slight her followers, particularly if those followers are sex workers, though her fickle heart rarely commits to any absolute guidelines. + +- **Minor Boon** Calistria smiles on the riskiest deceptions. Once, when you roll a failure on a check to [Lie](rules/actions/lie.md), you get a critical success instead. Calistria typically grants this boon for an extremely consequential lie. +- **Moderate Boon**: A foot-long wasp finds and befriends you. It serves you as a familiar as long as you maintain Calistria's grace. The wasp always has the burrower and flier familiar abilities. +- **Major Boon**: Calistria guides you towards vengeance. You always know the direction and distance towards the nearest creature that has wronged you and thus far gone unpunished. + +- **Minor Curse**: Whenever a new person desires vengeance against you, you suffer a painful sting and are afflicted with [giant wasp venom](compendium/equipment/items/giant-wasp-venom.md) at stage 1. +- **Moderate Curse** People react as though you're insulting them, even in normal conversation. Whenever you attempt to [Make an Impression](rules/actions/make-an-impression.md), the outcome is one degree of success worse than the result of your roll. If you converse with someone over a long enough period of time but don't attempt to [Make an Impression](rules/actions/make-an-impression.md), you still insult them, and you suffer the effect of a critical failure to [Make an Impression](rules/actions/make-an-impression.md). +- **Major Curse**: You have wronged those unable to obtain revenge for themselves, and Calistria's curse grants their revenge its own life. Whenever another creature imagines vengeance upon you but can't pursue that vengeance because you are too powerful, well connected, or otherwise untouchable, a creature of roughly your level manifests out of their imagination and performs their desired revenge. Once the revenge is complete or the manifestation is destroyed, the summoned creature vanishes from existence. \ No newline at end of file diff --git a/compendium/setting/deities/cayden-cailean.md b/compendium/setting/deities/cayden-cailean.md new file mode 100644 index 000000000..9502246d0 --- /dev/null +++ b/compendium/setting/deities/cayden-cailean.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/cities/deity +- domain/freedom/deity +- domain/indulgence/deity +- domain/might/deity +- trait/deadly +- trait/reach-15-feet +aliases: ["Cayden Cailean", "The Drunken Hero", "The Accidental God"] +--- +# Cayden Cailean (The Drunken Hero, The Accidental God) *(CG)* +*Source: Core Rulebook p. 437* + +- **Category**: Gods of the Inner Sea +- **Anathema**: waste alcohol, be mean or standoffish when drunk, own a slave +- **Areas of Concern**: ale, , bravery, , freedom, , and wine +- **Follower Alignments**: NG, CG, CN + +## Devotee benefits + +- **Divine Ability**: Constitution or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [rapier](compendium/equipment/items/rapier.md) +- **Domains**: [cities](compendium/setting/domains.md#Cities), [freedom](compendium/setting/domains.md#Freedom), [indulgence](compendium/setting/domains.md#Indulgence), [might](compendium/setting/domains.md#Might) +- **Cleric Spells**: 1st: [fleet step](compendium/spells/fleet-step.md); 2nd: [touch of idiocy](compendium/spells/touch-of-idiocy.md); 5th: [hallucination](compendium/spells/hallucination.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Cayden Cailean + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") rapier ([deadly](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") ale splash **Damage** `6d6+3` poison +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 19* + +Cayden sometimes hands out his blessings and communicates his ire at seemingly random opportunities based on his drunken whims. In particular, Cayden blesses the recently liberated to help secure their freedom. Cayden is also known to grant particularly trivial and harmless curses to those who disrupt revelry. These curses typically cause the disruptor to change in appearance, taking on a comical or farcical look. He is quick to lift these curses by dawn or for those who give in to the enjoyment of the evening and join the festivities. + +- **Minor Boon** Cayden Cailean helps you recover from nights of carousing. While you still get drunk and otherwise experience the effects of alcohol normally, you are never hung over the next morning. +- **Moderate Boon**: You share some of the bravery Cayden espoused during his ascension. When you roll a success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical success instead. If you have the fighter bravery|fighter|crb|3 class feature, when you roll a critical failure on a save against a [fear](rules/traits/fear.md) effect, you get a failure instead. +- **Major Boon**: An embodiment of freedom, you break fetters with ease. At the end of each of your turns, you can end one effect that is currently making you [immobilized](rules/conditions.md#Immobilized) (including effects that make you [immobilized](rules/conditions.md#Immobilized) by [grabbing](rules/conditions.md#Grabbed) or [restraining](rules/conditions.md#Restrained) you) as a free action. + +- **Minor Curse**: Individuals who raise Cayden's passing displeasure awake as if from a hard night of drinking and find that drink tastes foul. +- **Moderate Curse** Cayden has afflicted you with cowardice. Whenever you roll a critical success on a saving throw against a [fear](rules/traits/fear.md) effect, you get a success instead, and each time you roll a failure on a saving throw against a [fear](rules/traits/fear.md) effect, you get a critical failure instead. +- **Major Curse**: Cayden curses you to suffer in the presence of drinking, making it hard for you to bear entering any tavern. Whenever any creature drinks alcohol within 100 feet of you, you suffer all negative effects from the alcohol (but only the alcohol) instead. This doesn't apply if the creature gains any special effect from drinking alcohol. \ No newline at end of file diff --git a/compendium/setting/deities/deities.md b/compendium/setting/deities/deities.md new file mode 100644 index 000000000..f8c5c794f --- /dev/null +++ b/compendium/setting/deities/deities.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Deities + +- [Abadar](abadar.md) +- [Asmodeus](asmodeus.md) +- [Atheists and Free Agents](atheists-and-free-agents.md) +- [Calistria](calistria.md) +- [Cayden Cailean](cayden-cailean.md) +- [Desna](desna.md) +- [Erastil](erastil.md) +- [Gorum](gorum.md) +- [Gozreh](gozreh.md) +- [Green Faith](green-faith.md) +- [Iomedae](iomedae.md) +- [Irori](irori.md) +- [Lamashtu](lamashtu.md) +- [Nethys](nethys.md) +- [Norgorber](norgorber.md) +- [Pharasma](pharasma.md) +- [Prophecies of Kalistrade](prophecies-of-kalistrade.md) +- [Rovagug](rovagug.md) +- [Sarenrae](sarenrae.md) +- [Shelyn](shelyn.md) +- [Torag](torag.md) +- [Urgathoa](urgathoa.md) +- [Whispering Way](whispering-way.md) +- [Zon-Kuthon](zon-kuthon.md) diff --git a/compendium/setting/deities/desna.md b/compendium/setting/deities/desna.md new file mode 100644 index 000000000..148ac5d14 --- /dev/null +++ b/compendium/setting/deities/desna.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/dreams/deity +- domain/luck/deity +- domain/moon/deity +- domain/star/deity +- domain/travel/deity +- domain/void/deity +- trait/agile +- trait/deadly +- trait/finesse +- trait/reach-15-feet +- trait/thrown-60-feet +aliases: ["Desna", "The Song of the Spheres"] +--- +# Desna (The Song of the Spheres) *(CG)* +*Source: Core Rulebook p. 438* + +- **Category**: Gods of the Inner Sea +- **Anathema**: cause fear or despair, cast [nightmare](compendium/spells/nightmare.md) or use similar magic to corrupt dreams, engage in bigoted behavior +- **Areas of Concern**: dreams, , luck, , star, , and travelers +- **Follower Alignments**: NG, CG, CN + +## Devotee benefits + +- **Divine Ability**: Dexterity or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Acrobatics +- **Favored Weapon**: [starknife](compendium/equipment/items/starknife.md) +- **Domains**: [dreams](compendium/setting/domains.md#Dreams), [luck](compendium/setting/domains.md#Luck), [moon](compendium/setting/domains.md#Moon), [travel](compendium/setting/domains.md#Travel) +- **Alternate Domains**: [star](compendium/setting/domains.md#Star), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [sleep](compendium/spells/sleep.md); 4th: [fly](compendium/spells/fly.md); 5th: [dreaming potential](compendium/spells/dreaming-potential.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Desna + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") starknife ([agile](rules/traits/agile.md), [deadly](rules/traits/deadly.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <60 feet>](rules/traits/thrown.md), silver), **Damage** `6d4+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") moonbeam (silver), **Damage** `6d6+3` fire +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 20* + +Desna favors those who follow their hearts and whims without bringing harm to others. + +- **Minor Boon** For those at the end of a journey, Desna gifts a deep sleep. Once, after you rest, you completely recover all Hit Points, remove all negative conditions, and become free of any curses or diseases. +- **Moderate Boon**: Desna twists fortune in your favor. Once per day, after determining the result of a check, you can reroll the check and take the new result. +- **Major Boon**: Desna bestows you with a swirling cloud of lights that forms a pair of wondrous butterfly wings. These wings grant you a fly Speed of 40 feet and shine dim light to a range of 20 feet. + +- **Minor Curse**: You always seem to lose your way or have strange mishaps on the road that delay your travel. You (and thus any group that travels with you) travel at only 3/4 normal exploration Speed, before taking into account the terrain and other features that might slow you down further. +- **Moderate Curse** Misfortune follows you in your travels and requires acts of contrition or benevolence to keep at bay. You must always roll twice and take the worst result when attempting a check. This is a [misfortune](rules/traits/misfortune.md) effect. You can express your remorse and ignore this effect for `1d4` rounds by spending an action, which has the [concentrate](rules/traits/concentrate.md) trait. If you perform a truly selfless act of compassion, you ignore this effect for 1 day. +- **Major Curse**: The stars rebuke you for your ways. You are [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) whenever you are exposed to starlight. \ No newline at end of file diff --git a/compendium/setting/deities/erastil.md b/compendium/setting/deities/erastil.md new file mode 100644 index 000000000..41408d31b --- /dev/null +++ b/compendium/setting/deities/erastil.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/duty/deity +- domain/earth/deity +- domain/family/deity +- domain/nature/deity +- domain/wealth/deity +- trait/deadly-d8 +aliases: ["Erastil", "Old Deadeye"] +--- +# Erastil (Old Deadeye) *(LG)* +*Source: Core Rulebook p. 438* + +- **Category**: Gods of the Inner Sea +- **Anathema**: abandon your home in its time of need, yourself over your community, tarnish your reputation, tell lies +- **Areas of Concern**: family, , farming, , hunting, , and trade +- **Follower Alignments**: LG, NG, LN + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [longbow](compendium/equipment/items/longbow.md) +- **Domains**: [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [nature](compendium/setting/domains.md#Nature), [wealth](compendium/setting/domains.md#Wealth) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 3rd: [wall of thorns](compendium/spells/wall-of-thorns.md); 5th: [tree stride](compendium/spells/tree-stride.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Erastil + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longbow ([deadly ](rules/traits/deadly.md)), **Damage** `6d8+3` piercing +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 22* + +Erastil favors those who commit themselves to their communities and detests those who disrupt these families. + +- **Minor Boon** Erastil shares in his bounty as long as you work for it. Whenever you roll a critical failure at a check to [Subsist](rules/actions/subsist.md) in the wild, you get a failure instead. +- **Moderate Boon**: You share Erastil's sharp eye, allowing you to use a [longbow](compendium/equipment/items/longbow.md) in any situation. When you attack with a [longbow](compendium/equipment/items/longbow.md), you can ignore the [longbow's](compendium/equipment/items/longbow.md) [volley](rules/traits/volley.md) trait, and [longbows](compendium/equipment/items/longbow.md) have double the normal range increment for you. +- **Major Boon**: You become a friend to the land. You can cast [speak with plants](compendium/spells/speak-with-plants.md) as a [divine](rules/traits/divine.md) innate spell. When you are in a healthy natural environment, the land sustains you without need for food or drink. You can cast the [commune with nature](compendium/spells/rituals/commune-with-nature.md) ritual without any secondary casters or secondary checks. + +- **Minor Curse**: Erastil curses your table and punishes you for relying on others' hard work. Any food you didn't grow, gather, or otherwise harvest yourself tastes like ash and leaves you [fatigued](rules/conditions.md#Fatigued). +- **Moderate Curse** Erastil's beasts take a dislike to you. Animals' attitudes toward you are one category worse ([friendly](rules/conditions.md#Friendly) instead of [helpful](rules/conditions.md#Helpful), [indifferent](rules/conditions.md#Indifferent) instead of [friendly](rules/conditions.md#Friendly), and so on). +- **Major Curse**: Erastil leaves you unable to have children (or otherwise reproduce or propagate if you do so in a different manner). This curse also affects your livestock, pets, and crops. \ No newline at end of file diff --git a/compendium/setting/deities/gorum.md b/compendium/setting/deities/gorum.md new file mode 100644 index 000000000..145d371e6 --- /dev/null +++ b/compendium/setting/deities/gorum.md @@ -0,0 +1,50 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/confidence/deity +- domain/destruction/deity +- domain/might/deity +- domain/zeal/deity +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Gorum", "Our Lord in Iron"] +--- +# Gorum (Our Lord in Iron) *(CN)* +*Source: Core Rulebook p. 438* + +- **Category**: Gods of the Inner Sea +- **Anathema**: kill prisoners or surrendering foes, prevent conflict through negotiation, win a battle through underhanded tactics or indirect magic +- **Areas of Concern**: battle, , strength, , and weapons +- **Follower Alignments**: CN, CE + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [greatsword](compendium/equipment/items/greatsword.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [destruction](compendium/setting/domains.md#Destruction), [might](compendium/setting/domains.md#Might), [zeal](compendium/setting/domains.md#Zeal) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [enlarge](compendium/spells/enlarge.md); 4th: [weapon storm](compendium/spells/weapon-storm.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Gorum + +- **Speed**: Speed 70 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") greatsword ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d12+6` slashing +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 22* + +Gorum views things very simply: one either fights and earns his favor, or one is a coward and receives only scorn. + +- **Minor Boon** Gorum grants you a weapon whenever you need one. You can use an [Interact](rules/actions/interact.md) action to draw a 0-level non-magical iron weapon, even if you have no weapons on your person. Such a weapon lasts only as long as you continue using it to attack, and it can't be sold, given away, melted for scrap iron, or the like. +- **Moderate Boon**: Your blows become unstoppable, carrying the momentum of Gorum's thrill for battle. Your [greatsword](compendium/equipment/items/greatsword.md) [Strikes](rules/actions/strike.md) gain the [forceful](rules/traits/forceful.md) trait. +- **Major Boon**: Gorum feeds you the zeal of his undying warriors, allowing you to draw upon your own life force to fight on and on without falling. Whenever you would be reduced to 0 Hit Points, you are instead healed to half your maximum Hit Points and become [doomed](rules/conditions.md#Doomed) (or increase your [doomed](rules/conditions.md#Doomed) condition by 1). + +- **Minor Curse**: Gorum rewards cowardice with frailty. Any armor you wear and shield you wield reduces its item bonus to AC by 2 (minimum 0) and its Hardness, Hit Points, and Break Threshold by half. +- **Moderate Curse** You've lost the glory of slaying a worthy opponent. All of your weapon and unarmed attacks decrease their damage dice by one step, and all your attacks are [nonlethal](rules/traits/nonlethal.md). +- **Major Curse**: You are unable to keep up with the rigors of combat. The moment a combat breaks out, you become [fatigued](rules/conditions.md#Fatigued) and [slowed](rules/conditions.md#Slowed). At the end of each of your turns, your [slowed](rules/conditions.md#Slowed) condition increases by 1. These conditions end only when you are no longer in combat. \ No newline at end of file diff --git a/compendium/setting/deities/gozreh.md b/compendium/setting/deities/gozreh.md new file mode 100644 index 000000000..8f3851e34 --- /dev/null +++ b/compendium/setting/deities/gozreh.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/air/deity +- domain/cold/deity +- domain/lightning/deity +- domain/nature/deity +- domain/travel/deity +- domain/water/deity +- trait/reach-15-feet +- trait/shove +- trait/thrown-20-feet +- trait/versatile-electricity +aliases: ["Gozreh", "The Wind and the Waves"] +--- +# Gozreh (The Wind and the Waves) *(N)* +*Source: Core Rulebook p. 438* + +- **Category**: Gods of the Inner Sea +- **Anathema**: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty +- **Areas of Concern**: nature, , the sea, , the weather +- **Follower Alignments**: NG, LN, N, CN, NE + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [trident](compendium/equipment/items/trident.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [nature](compendium/setting/domains.md#Nature), [travel](compendium/setting/domains.md#Travel), [water](compendium/setting/domains.md#Water) +- **Alternate Domains**: [cold](compendium/setting/domains.md#Cold), [lightning](compendium/setting/domains.md#Lightning) +- **Cleric Spells**: 1st: [gust of wind](compendium/spells/gust-of-wind.md); 3rd: [lightning bolt](compendium/spells/lightning-bolt.md); 5th: [control water](compendium/spells/control-water.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Gozreh + +- **Speed**: no land Speedfly 70 feet, swim 70 feet, ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waves ([reach <15 feet>](rules/traits/reach.md), [shove](rules/traits/shove.md), [thrown <20 feet>](rules/traits/thrown.md)), **Damage** `6d8+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind ([versatile ](rules/traits/versatile.md)), **Damage** `6d6+3` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 27* + +Gozreh is pleased when their creatures and waterways are treated with respect but quick to show their displeasure. + +- **Minor Boon** Gozreh grants their guidance while at sea. You are under the constant effects of [know direction](compendium/spells/know-direction.md) and become trained in [Sailing Lore](compendium/skills.md#Lore) (or another [Lore](compendium/skills.md#Lore) skill if you are already trained in [Sailing Lore](compendium/skills.md#Lore)). +- **Moderate Boon**: You gain the touch of the sea. You can breathe underwater and gain a swim Speed equal to your land Speed. +- **Major Boon**: Gozreh has blessed you with their wind in your stride. You gain a +30-foot status bonus to your Speeds, and you gain a fly Speed equal to your land Speed. + +- **Minor Curse**: Lightning begins to strike twice. You gain weakness 5 to electricity, and any natural or magical bolts of lightning always target you rather than the other creatures around you. +- **Moderate Curse** The current of the waves constantly fights against you, putting you at risk of drowning any time you must [Swim](rules/actions/swim.md). You lose any swim Speed you have, unless it's your only Speed, in which case you take a –20-foot status penalty to your swim Speed. When you roll an [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md), you always use the outcome for one degree of success worse than the result of your roll. +- **Major Curse**: Those who displease Gozreh are shunned by nature itself. All animals and nonsapient plant creatures are [hostile](rules/conditions.md#Hostile) to you, and any animal companion or familiar abandons you. Sapient plants' attitude toward you begins two categories worse than normal, as something about you seems repugnant to them. While plants and animals might not attack you outright if it's not normally in their nature to do so when they are hostile, dogs growl at you, cats hiss, and so on. \ No newline at end of file diff --git a/compendium/setting/deities/green-faith.md b/compendium/setting/deities/green-faith.md new file mode 100644 index 000000000..8625fbd65 --- /dev/null +++ b/compendium/setting/deities/green-faith.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/philosophy +aliases: ["Green Faith"] +--- +# Green Faith *(N)* +*Source: Core Rulebook p. 440* + +- **Category**: Philosophy +- **Anathema**: cause damage to natural settings, kill animals for reasons other than self-defense or sustenance, remove an element or indigenous species from a natural area, encourage imbalance in nature, allow abuse of natural resources +- **Areas of Concern**: veneration of the natural world +- **Follower Alignments**: LN, NG, N, NE, CN + +## Devotee benefits + +- **Divine Ability**: Intelligence or Constitution +- **Divine Font**: +- **Divine Skill**: Nature +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/iomedae.md b/compendium/setting/deities/iomedae.md new file mode 100644 index 000000000..69a07152d --- /dev/null +++ b/compendium/setting/deities/iomedae.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/confidence/deity +- domain/duty/deity +- domain/might/deity +- domain/truth/deity +- domain/zeal/deity +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Iomedae", "The Inheritor"] +--- +# Iomedae (The Inheritor) *(LG)* +*Source: Core Rulebook p. 438* + +- **Category**: Gods of the Inner Sea +- **Anathema**: abandon a companion in need, dishonor yourself, refuse a challenge from an equal +- **Areas of Concern**: honor, , justice, , rulership, , and valor +- **Follower Alignments**: LG, NG + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [longsword](compendium/equipment/items/longsword.md) +- **Domains**: [confidence](compendium/setting/domains.md#Confidence), [might](compendium/setting/domains.md#Might), [truth](compendium/setting/domains.md#Truth), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty) +- **Cleric Spells**: 1st: [true strike](compendium/spells/true-strike.md); 2nd: [enlarge](compendium/spells/enlarge.md); 4th: [fire shield](compendium/spells/fire-shield.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Iomedae + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Shield**: shield (15 Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") longsword ([reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` slashing +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 29* + +Iomedae grants her blessings to those who show valor in trying times. + +- **Minor Boon** You always present yourself at your best. Your clothing and person are always clean and unrumpled, the metal of your blade and armor shining and unblemished. This doesn't prevent you from being exposed to diseases and other afflictions via filth, but it protects you as well as if you had washed thoroughly right away. +- **Moderate Boon**: Your heart beats with a determined valor. Once, Iomedae ends all negative effects affecting you, unless they are from an artifact, deity, or similarly powerful source; she also restores all lost Hit Points and replenishes your spells, Focus Points, and other daily resources. +- **Major Boon**: Iomedae imbues your blade with great power. [Longswords](compendium/equipment/items/longsword.md) you wield gain the [axiomatic](compendium/equipment/items/axiomatic.md), [holy](compendium/equipment/items/holy.md), and major striking runes while you hold them. These property runes count toward the number of runes you can have on your weapon, and if this would cause your weapon to exceed its limit, choose which ones to keep each day when you prepare. You gain a +2 status bonus to attack rolls with [longswords](compendium/equipment/items/longsword.md). + +- **Minor Curse**: Your blade and armor have dulled like lead. Your weapons, armor, and shields have half their usual Hit Points and Break Threshold. +- **Moderate Curse** Tactical advantages never seem to work the way you planned. You can't receive a circumstance bonus to your attack rolls, and enemies don't take any circumstance penalties to their AC against your attacks. +- **Major Curse**: All blades reject your wicked heart. Any weapon you wield automatically becomes broken after you [Strike](rules/actions/strike.md) with it. This curse can't break artifacts or similarly powerful weapons. \ No newline at end of file diff --git a/compendium/setting/deities/irori.md b/compendium/setting/deities/irori.md new file mode 100644 index 000000000..4e292a1da --- /dev/null +++ b/compendium/setting/deities/irori.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/change/deity +- domain/knowledge/deity +- domain/might/deity +- domain/perfection/deity +- domain/truth/deity +- domain/vigil/deity +- trait/agile +- trait/finesse +- trait/reach-15-feet +- trait/versatile-p-or-s +aliases: ["Irori", "Master of Masters"] +--- +# Irori (Master of Masters) *(LN)* +*Source: Core Rulebook p. 438* + +- **Category**: Gods of the Inner Sea +- **Anathema**: become addicted to a substance, destroy an important historical text, repeatedly fail to maintain self-control +- **Areas of Concern**: history, , knowledge, , and self-perfection +- **Follower Alignments**: LG, LN, LE + +## Devotee benefits + +- **Divine Ability**: Intelligence or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: fist +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge), [might](compendium/setting/domains.md#Might), [perfection](compendium/setting/domains.md#Perfection), [truth](compendium/setting/domains.md#Truth) +- **Alternate Domains**: [change](compendium/setting/domains.md#Change), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [jump](compendium/spells/jump.md); 3rd: [haste](compendium/spells/haste.md); 4th: [stoneskin](compendium/spells/stoneskin.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Irori + +- **Speed**: Speed 80 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") unfettered strike ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wind strike **Damage** `6d4+6` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 31* + +Irori grants his boons to those making progress on their paths toward perfection. He avoids bestowing misfortune as punishment, preferring to do so only to give an individual a challenging obstacle to overcome to help them progress in their quest for self-perfection. + +- **Minor Boon** Irori grants you great insight and knowledge. Once, when you roll a failure at a check to [Recall Knowledge](rules/actions/recall-knowledge.md), you get a critical success instead. Furthermore, the check loses the [secret](rules/traits/secret.md) trait, so you know for sure that the result was a critical success. Irori typically grants this boon for an extremely consequential check to [Recall Knowledge](rules/actions/recall-knowledge.md). +- **Moderate Boon**: Your body rebuilds after adversity, becoming stronger. You can cast [wholeness of body](compendium/spells/wholeness-of-body.md) as an [occult](rules/traits/occult.md) ki spell. If you didn't have one already, you gain a focus pool with 1 Focus Point and are trained in [occult](rules/traits/occult.md) spell attack rolls and spell DCs. +- **Major Boon**: You can temporarily ascend to a greater form. You can cast 8th-level [righteous might](compendium/spells/righteous-might.md) once per day as an [occult](rules/traits/occult.md) innate spell. When you do, your form appears unremarkable, rather than clad in powerful armaments. + +- **Minor Curse**: Irori challenges you to seek another path, rather than treat every problem as a nail just because you have a hammer. If you select a check for which you have a higher bonus when another method would have been more appropriate for the situation, such as using [Deception](compendium/skills.md#Deception) to lie through life because it's your highest modifier, even if it would be better to reach a compromise through [Diplomacy](compendium/skills.md#Diplomacy), you must roll twice and take the lower result. +- **Moderate Curse** Irori challenges you to adapt to adversity in order to perfect yourself. You become weighed down as if under heavy weights, becoming [clumsy](rules/conditions.md#Clumsy) and [encumbered](rules/conditions.md#Encumbered) until you accomplish a challenging task of Irori's choosing. +- **Major Curse**: Irori makes all living creatures forget your existence. This can be further compounded by raising Irori's ire, resulting in your name being obliterated from all written records. In both cases, memories and writings rearrange themselves to omit you smoothly, rather than leaving obvious gaps. \ No newline at end of file diff --git a/compendium/setting/deities/lamashtu.md b/compendium/setting/deities/lamashtu.md new file mode 100644 index 000000000..0f9c46a5e --- /dev/null +++ b/compendium/setting/deities/lamashtu.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/change/deity +- domain/family/deity +- domain/might/deity +- domain/nightmares/deity +- domain/trickery/deity +- trait/forceful +- trait/reach-15-feet +aliases: ["Lamashtu", "Mother of Monsters"] +--- +# Lamashtu (Mother of Monsters) *(CE)* +*Source: Core Rulebook p. 439* + +- **Category**: Gods of the Inner Sea +- **Anathema**: attempt to treat a mental illness or deformity, provide succor to Lamashtu's enemies +- **Areas of Concern**: aberrance, , monsters, , and nigthmares +- **Follower Alignments**: CE + +## Devotee benefits + +- **Divine Ability**: Constitution or Strength +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Survival +- **Favored Weapon**: [falchion](compendium/equipment/items/falchion.md) +- **Domains**: [family](compendium/setting/domains.md#Family), [might](compendium/setting/domains.md#Might), [nightmares](compendium/setting/domains.md#Nightmares), [trickery](compendium/setting/domains.md#Trickery) +- **Alternate Domains**: [change](compendium/setting/domains.md#Change) +- **Cleric Spells**: 1st: [magic fang](compendium/spells/magic-fang.md); 2nd: [animal form](compendium/spells/animal-form.md); 4th: [nightmare](compendium/spells/nightmare.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Lamashtu + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") falchion ([forceful](rules/traits/forceful.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d10+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") waters of Lamashtu **Damage** `6d6+3` poison +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 33* + +Lamashtu rewards kinship with monsters and brutal dominance in combat. Those who offend her serve the brood as prey or unwilling sacrifices. + +- **Minor Boon** Lamashtu's touch mutates a part of your body. You gain either an unarmed Strike that deals `1d6` damage or one that deals `1d4` damage and has the [finesse](rules/traits/finesse.md) and [agile](rules/traits/agile.md) traits. Whether the attack deals bludgeoning, slashing, or piercing damage depends on the mutation. If the unarmed Strike replaces a limb, you can still use the mutated limb for its original functions. Lamashtu chooses the form and function of your mutation. +- **Moderate Boon**: You spread Lamashtu's nightmares everywhere you go. You can cast [confusion](compendium/spells/confusion.md) once per day as an [divine](rules/traits/divine.md) innate spell. +- **Major Boon**: Lamashtu uses your body to birth a new monster, regardless of your gender. Once per day, you can spend 1 minute to birth a monster determined by the GM, which rips its way from your belly. The monster's level is up to your level and it does as it pleases, following Lamashtu's will, though it doesn't attack you unless you have lost her favor. You are [drained](rules/conditions.md#Drained) from the ordeal. + +- **Minor Curse**: Horrid visions torment your mind, overlaying reality at inopportune times. You treat everything around you as if it was [concealed](rules/conditions.md#Concealed). +- **Moderate Curse** Lamashtu marks you as prey. Any creature with imprecise or better [scent](rules/abilities/scent.md) can smell you from 100 × the usual range of their [scent](rules/abilities/scent.md) and can't shake the feeling that you smell like prey, so they might attack you even if they would normally avoid attacking creatures of your ancestry. This smell doesn't magically compel their action, and the [scent](rules/abilities/scent.md) of prey doesn't overcome a deeper bond such as that with an animal companion. +- **Major Curse**: Your dreams are an unending stream of nightmares. You need 16 hours of rest to try to get enough sleep to recover resources in daily preparation that normally require an 8-hour rest, and even then, you must succeed at a DC 15 flat check to do so, and you are still [fatigued](rules/conditions.md#Fatigued) on a successful check. \ No newline at end of file diff --git a/compendium/setting/deities/nethys.md b/compendium/setting/deities/nethys.md new file mode 100644 index 000000000..fba7c6f92 --- /dev/null +++ b/compendium/setting/deities/nethys.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/destruction/deity +- domain/glyph/deity +- domain/knowledge/deity +- domain/magic/deity +- domain/protection/deity +- trait/versatile-cold-electricity-or-fire +aliases: ["Nethys", "The All-Seeing Eye"] +--- +# Nethys (The All-Seeing Eye) *(N)* +*Source: Core Rulebook p. 439* + +- **Category**: Gods of the Inner Sea +- **Anathema**: pursue mundane paths over magical ones +- **Areas of Concern**: magic +- **Follower Alignments**: NG, LN, N, CN, NE + +## Devotee benefits + +- **Divine Ability**: Wisdom or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) or [heal](compendium/spells/heal.md) +- **Divine Skill**: Arcana +- **Favored Weapon**: [staff](compendium/equipment/items/staff.md) +- **Domains**: [destruction](compendium/setting/domains.md#Destruction), [knowledge](compendium/setting/domains.md#Knowledge), [magic](compendium/setting/domains.md#Magic), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [glyph](compendium/setting/domains.md#Glyph) +- **Cleric Spells**: 1st: [magic missile](compendium/spells/magic-missile.md); 2nd: [magic mouth](compendium/spells/magic-mouth.md); 3rd: [levitate](compendium/spells/levitate.md); 4th: [blink](compendium/spells/blink.md); 5th: [prying eye](compendium/spells/prying-eye.md); 6th: [wall of force](compendium/spells/wall-of-force.md); 7th: [warp mind](compendium/spells/warp-mind.md); 8th: [maze](compendium/spells/maze.md); 9th: [disjunction](compendium/spells/disjunction.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Nethys + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") raw magic ([versatile ](rules/traits/versatile.md)), **Damage** `6d6` force +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 35* + +Nethys is often impartial to his followers and their wishes, so it is rare to gain a heightened favor from the god of magic. However, blatant disregard and stifling of magic will certainly earn his ire. + +- **Minor Boon** Nethys casts a powerful spell to help you in a pinch. Once, Nethys casts a spell 1 level higher than the highest-level spell you can cast. If you can't cast spells, Nethys casts a 1st-level spell to help you. +- **Moderate Boon**: Nethys grants you insight into the secrets of magic. Add one spell from a different tradition of magic to your spell list. You still must learn it or add it to your repertoire normally +- **Major Boon**: You are granted supreme magical knowledge and mastery. If you are a prepared spellcaster, you can switch one of your prepared spells for another spell you could have prepared in that slot; if you are a spontaneous spellcaster, you can switch one of the spells in your spell repertoire for another spell you could have chosen for your repertoire instead. In either case, you make this switch by using a single action, which has the [concentrate](rules/traits/concentrate.md). (If you are neither a prepared nor a spontaneous spellcaster, Nethys won't grant you his major boon.) + +- **Minor Curse**: The secrets of magic become mentally taxing. You are permanently [stupefied](rules/conditions.md#Stupefied). +- **Moderate Curse** Your magic wars against itself like Nethys's dueling halves. Whenever you cast a spell, attempt a DC 11 flat check. On a failure, if your spell was harmful, you instead cast a beneficial spell of the same level on your intended targets, and if it was beneficial, you instead cast a harmful spell of the same level on your intended targets. If the spell benefited some targets and harmed others, you cast a spell of the same level that switches who benefited (for instance, changing a [heal](compendium/spells/heal.md) spell that harmed undead and healed the living to a [harm](compendium/spells/harm.md) spell that healed undead and harmed the living). You still lose the spell slot for the spell you were trying to cast. +- **Major Curse**: Nethys severs your connection to magic. You lose all your spellcasting abilities and cannot gain any future spellcasting. \ No newline at end of file diff --git a/compendium/setting/deities/norgorber.md b/compendium/setting/deities/norgorber.md new file mode 100644 index 000000000..b98f4492a --- /dev/null +++ b/compendium/setting/deities/norgorber.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/death/deity +- domain/secrecy/deity +- domain/trickery/deity +- domain/wealth/deity +- trait/agile +- trait/finesse +- trait/reach-15-feet +- trait/versatile-s +aliases: ["Norgorber", "Blackfingers", "Father Skinsaw", "Gray Master", "Reaper of Reputation"] +--- +# Norgorber (Blackfingers, Father Skinsaw, Gray Master, Reaper of Reputation) *(NE)* +*Source: Core Rulebook p. 439* + +- **Category**: Gods of the Inner Sea +- **Anathema**: allow your true identity to be connected to your dark dealings, share a secret freely, show mercy +- **Areas of Concern**: greed, , murder, , poison, , and secrets +- **Follower Alignments**: LE, NE, CE, N + +## Devotee benefits + +- **Divine Ability**: Dexterity or Intelligence +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Stealth +- **Favored Weapon**: [shortsword](compendium/equipment/items/shortsword.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [secrecy](compendium/setting/domains.md#Secrecy), [trickery](compendium/setting/domains.md#Trickery), [wealth](compendium/setting/domains.md#Wealth) +- **Cleric Spells**: 1st: [illusory disguise](compendium/spells/illusory-disguise.md); 2nd: [invisibility](compendium/spells/invisibility.md); 4th: [phantasmal killer](compendium/spells/phantasmal-killer.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Norgorber + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") shortsword ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [versatile ](rules/traits/versatile.md)), **Damage** `6d6+6` piercing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") blackfinger toss **Damage** `6d6+3` poison +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 37* + +Norgorber's favor and displeasure are subtle, yet powerful. + +- **Minor Boon** Norgorber protects your secrets and lies. Once, when you roll a failure at a [Deception](compendium/skills.md#Deception) check to tell a [Lie](rules/actions/lie.md), you get a critical success instead. Norgorber typically chooses to grant this boon to protect an extremely consequential lie. +- **Moderate Boon**: Your poisons are everlasting. If your [Strike](rules/actions/strike.md) with a poisoned weapon critically fails, or succeeds but fails to deal slashing or piercing damage, the poison is not spent. The poison is still spent once successfully applied to a creature. +- **Major Boon**: You become a living secret. You are immune to [divination](rules/traits/divination.md) effects and attempts to magically alter your memory, unless you choose to be affected or those effects come from a deity, artifact, or similarly powerful source. You also can never be tricked or forced by mundane means into uttering a secret you wish to keep. + +- **Minor Curse**: Norgorber allows thieves to get the better of you. Whenever you [Earn Income](rules/actions/earn-income.md), you earn money as if the task were 2 levels lower due to theft, loss, or bad fortune. +- **Moderate Curse** Poisons are quick to debilitate you. When you roll a failure at a Fortitude save against a poison, you get a critical failure instead. +- **Major Curse**: Norgorber steals away your memories. Once each day when you awake from rest, roll `1d4`. On a 1, you forget the events of the previous day forever. On a 2, you temporarily experience complete retrograde amnesia for that day, unable to recall information from the past, including who you are. On a 3, you temporarily forget a single important subject for that day (Norgorber tends to intentionally chooses a memory to cause distress, such as making you forget your spouse on your anniversary). On a 4, you temporarily remember false memories on a single important subject for that day, blended seamlessly into your true memories. \ No newline at end of file diff --git a/compendium/setting/deities/pharasma.md b/compendium/setting/deities/pharasma.md new file mode 100644 index 000000000..264a5ed24 --- /dev/null +++ b/compendium/setting/deities/pharasma.md @@ -0,0 +1,57 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/death/deity +- domain/fate/deity +- domain/healing/deity +- domain/knowledge/deity +- domain/soul/deity +- domain/time/deity +- domain/vigil/deity +- trait/agile +- trait/finesse +- trait/reach-15-feet +- trait/thrown-40-feet +aliases: ["Pharasma", "Lady of Graves"] +--- +# Pharasma (Lady of Graves) *(N)* +*Source: Core Rulebook p. 439* + +- **Category**: Gods of the Inner Sea +- **Anathema**: create undead, desecrate a corpse, rob a tomb +- **Areas of Concern**: birth, , death, , fate, , prophecy, , and time +- **Follower Alignments**: NG, LN, N + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [dagger](compendium/equipment/items/dagger.md) +- **Domains**: [death](compendium/setting/domains.md#Death), [fate](compendium/setting/domains.md#Fate), [healing](compendium/setting/domains.md#Healing), [knowledge](compendium/setting/domains.md#Knowledge) +- **Alternate Domains**: [soul](compendium/setting/domains.md#Soul), [time](compendium/setting/domains.md#Time), [vigil](compendium/setting/domains.md#Vigil) +- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 3rd: [ghostly weapon](compendium/spells/ghostly-weapon.md); 4th: [phantasmal killer](compendium/spells/phantasmal-killer.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Pharasma + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") dagger ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md), [reach <15 feet>](rules/traits/reach.md), [thrown <40 feet>](rules/traits/thrown.md)), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiral blast (damages only undead), **Damage** `6d8+3` positive +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 39* + +Those who would prevent a soul from reaching the afterlife draw Pharasma's ire, but those who merely dabble in pursuits like lengthening their life or resurrection are usually ignored, as eventually death comes for all. + +- **Minor Boon** You see a momentary, prophetic glimpse of your fate. Once, you gain a +2 status bonus to a single check; you can apply this bonus after you determine the result, and it can potentially change the degree of success. +- **Moderate Boon**: You gain a greater mastery over the energies of life and death. Your [Strikes](rules/actions/strike.md) deal 1 positive damage to undead. Your spells that deal positive damage to undead gain a +1 status bonus to damage per spell level, and your spells that heal the living gain a +1 status bonus to the Hit Points restored per spell level. +- **Major Boon**: Pharasma keeps you alive to fulfill your fate. The GM secretly chooses a fate Pharasma knows you must fulfill. Until you fulfill this fate, any time you would die, a grave but nonfatal misfortune instead befalls you. You take at least a full day to recuperate and you potentially face permanent consequences, but you don't die. If you would have died even once without this boon, once your fate is complete, you let out a final sigh and then die peacefully. + +- **Minor Curse**: Horrifying or enticing visions of your final judgment distract you from the task at hand. You take a –2 status penalty to initiative rolls. +- **Moderate Curse** Fate turns against you and reveals dire portents. Divinations such as [augury](compendium/spells/augury.md) cast by you or that involve you always suggest woe. Once per day after you attempt a check, the GM can make the result of the roll a natural 1. +- **Major Curse**: Pharasma wills the end of your life and your lineage. You become unable to have children (or otherwise procreate by any means, including create spawn abilities) and are permanently [doomed](rules/conditions.md#Doomed). \ No newline at end of file diff --git a/compendium/setting/deities/prophecies-of-kalistrade.md b/compendium/setting/deities/prophecies-of-kalistrade.md new file mode 100644 index 000000000..d4c843e7b --- /dev/null +++ b/compendium/setting/deities/prophecies-of-kalistrade.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/philosophy +aliases: ["Prophecies of Kalistrade"] +--- +# Prophecies of Kalistrade *(LN)* +*Source: Core Rulebook p. 440* + +- **Category**: Philosophy +- **Anathema**: spend money frivolously; offer money to those who don't deserve wealth; overindulge in physical pleasures, food, or drink; give charity to others +- **Areas of Concern**: trade, , wealth, , self-denial, , stability +- **Follower Alignments**: LG, LN, LE + +## Devotee benefits + +- **Divine Ability**: Intelligence or Charisma +- **Divine Font**: +- **Divine Skill**: Diplomacy +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/rovagug.md b/compendium/setting/deities/rovagug.md new file mode 100644 index 000000000..306e1ec41 --- /dev/null +++ b/compendium/setting/deities/rovagug.md @@ -0,0 +1,55 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/air/deity +- domain/destruction/deity +- domain/earth/deity +- domain/swarm/deity +- domain/void/deity +- domain/zeal/deity +- trait/agile +- trait/reach-15-feet +- trait/versatile-p +aliases: ["Rovagug", "Rough Beast"] +--- +# Rovagug (Rough Beast) *(CE)* +*Source: Core Rulebook p. 439* + +- **Category**: Gods of the Inner Sea +- **Anathema**: create something new, let material ties restrain you, torture a victim or otherwise delay its destruction +- **Areas of Concern**: destruction, , disaster, , and wrath +- **Follower Alignments**: NE, CE + +## Devotee benefits + +- **Divine Ability**: Strength or Constitution +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Athletics +- **Favored Weapon**: [greataxe](compendium/equipment/items/greataxe.md) +- **Domains**: [air](compendium/setting/domains.md#Air), [destruction](compendium/setting/domains.md#Destruction), [earth](compendium/setting/domains.md#Earth), [zeal](compendium/setting/domains.md#Zeal) +- **Alternate Domains**: [swarm](compendium/setting/domains.md#Swarm), [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 2nd: [enlarge](compendium/spells/enlarge.md); 6th: [disintegrate](compendium/spells/disintegrate.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Rovagug + +- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <15 feet>](rules/traits/reach.md)), **Damage** `6d12+6` piercing +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leg ([agile](rules/traits/agile.md), [reach <15 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+6` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 41* + +Rovagug's imprisonment means he can almost never intercede on Golarion, but some places lead far enough into the earth that the god's profane influence can leak through. He is as likely to curse those who draw his attention as he is to reward them, though great enough acts of violence and destruction may earn his favor. + +- **Minor Boon** Your attack becomes more destructive. Once, one of your failed or successful attacks becomes a critical hit, and your weapon or unarmed attack gains the reach d12 trait for this attack, replacing any [deadly](rules/traits/deadly.md) trait it already had. Rovagug typically grants this boon when the critical hit could destroy something precious or significant. +- **Moderate Boon**: You can devour all. You mouth grows into a horrible circular, insectile maw of needle-like teeth. You gain a bite unarmed attack that deals `1d8` piercing damage. Additionally, you can stomach eating anything you can fit down your throat—even rocks or small objects. You gain a +4 status bonus to saves resulting from eating something, such as diseases, poisons, or other effects of the ingested object. This doesn't allow you to digest magic items that would otherwise be difficult or impossible to destroy, such as cursed items or artifacts. +- **Major Boon**: You can crack the surface of Golaron, accelerating the release of the Rough Beast. You gain the [Quaking Stomp](compendium/feats/quaking-stomp.md) barbarian feat. + +- **Minor Curse**: Whenever you are imprisoned, you thrash and shake as your mind fills with desperation. Any time you are restrained or otherwise imprisoned (such as being sent to jail), you are also [clumsy](rules/conditions.md#Clumsy) and [stupefied](rules/conditions.md#Stupefied). +- **Moderate Curse** Your destructive rage seeks to remain unbound. Any armor you wear automatically becomes broken. Other items in your possession occasionally become broken over time. +- **Major Curse**: You are useful only as a beacon of destruction. You are permanently [confused](rules/conditions.md#Confused), rampaging against anything and everything in your sight, and you deal an additional 18 damage with your unarmed and weapon [Strikes](rules/actions/strike.md). \ No newline at end of file diff --git a/compendium/setting/deities/sarenrae.md b/compendium/setting/deities/sarenrae.md new file mode 100644 index 000000000..58da5f205 --- /dev/null +++ b/compendium/setting/deities/sarenrae.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/fire/deity +- domain/healing/deity +- domain/repose/deity +- domain/sun/deity +- domain/truth/deity +- trait/forceful +- trait/nonlethal +- trait/reach-15-feet +aliases: ["Sarenrae", "Dawnflower"] +--- +# Sarenrae (Dawnflower) *(NG)* +*Source: Core Rulebook p. 439* + +- **Category**: Gods of the Inner Sea +- **Anathema**: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil +- **Areas of Concern**: healing, , honesty, , redemption, , and the sun +- **Follower Alignments**: LG, NG, CG + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Medicine +- **Favored Weapon**: [scimitar](compendium/equipment/items/scimitar.md) +- **Domains**: [fire](compendium/setting/domains.md#Fire), [healing](compendium/setting/domains.md#Healing), [sun](compendium/setting/domains.md#Sun), [truth](compendium/setting/domains.md#Truth) +- **Alternate Domains**: [repose](compendium/setting/domains.md#Repose) +- **Cleric Spells**: 1st: [burning hands](compendium/spells/burning-hands.md); 3rd: [fireball](compendium/spells/fireball.md); 4th: [wall of fire](compendium/spells/wall-of-fire.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Sarenrae + +- **Speed**: Speed 30 feet, fly 70 feet +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scimitar ([forceful](rules/traits/forceful.md), [nonlethal](rules/traits/nonlethal.md), [reach <15 feet>](rules/traits/reach.md)), **Damage** `6d6+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") everflame ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` fire +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 43* + +Sarenrae often bestows boons for making a sacrifice to do better or taking a risk to redeem another. She typically curses those who betray her mercy. + +- **Minor Boon** Your healing hands are blessed with a warm flame. Once, when you heal another creature, instead of healing it for the normal amount, you heal the creature to full Hit Points, no matter how much damage it has taken. Sarenrae typically grants this boon in extremely consequential circumstances. +- **Moderate Boon**: Your blade burns the irredeemable. Your attacks deal an additional `1d6` fire damage that ignores fire resistance. +- **Major Boon**: You are a voice of peace and rehabilitation. When you roll a success at a check to [Request](rules/actions/request.md) something, you get a critical success instead. In addition, all creatures other than fiends, undead, and mindless creatures allow you one chance to speak your piece and make requests before entering combat. If you or an ally ever use the time from the request to gain an advantage in an ensuing combat (for example, by casting preparatory spells, positioning for combat, or waiting out your opponent's preparatory spells), Sarenrae immediately revokes this boon, or possibly curses your ally. + +- **Minor Curse**: The sun burns you for your transgression. You receive a sunburn that causes you to become permanently [clumsy](rules/conditions.md#Clumsy). +- **Moderate Curse** The sun shines its light on everything you say. You become unable to tell lies, and if you attempt to do so, you instead compulsively blurt out the truth on the matter in question. You are still able to withhold information or lie by omission. +- **Major Curse**: Sarenrae restricts your ability to harm others. All attacks you make, spells you cast, and other sources of damage you deal are [nonlethal](rules/traits/nonlethal.md) except against fiends and undead, and you can't ever make them lethal. You deal minimum damage except against fiends and undead. All creatures except fiends and undead gain a +4 status bonus to their AC and saving throws against your attacks and other effects. \ No newline at end of file diff --git a/compendium/setting/deities/shelyn.md b/compendium/setting/deities/shelyn.md new file mode 100644 index 000000000..045d1d411 --- /dev/null +++ b/compendium/setting/deities/shelyn.md @@ -0,0 +1,54 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/creation/deity +- domain/family/deity +- domain/passion/deity +- domain/protection/deity +- domain/repose/deity +- trait/deadly-d8 +- trait/nonlethal +- trait/reach-20-feet +aliases: ["Shelyn", "The Eternal Rose"] +--- +# Shelyn (The Eternal Rose) *(NG)* +*Source: Core Rulebook p. 440* + +- **Category**: Gods of the Inner Sea +- **Anathema**: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender +- **Areas of Concern**: art, , beauty, , love, , and music +- **Follower Alignments**: LG, NG, CG + +## Devotee benefits + +- **Divine Ability**: Wisdom or Charisma +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: select [Crafting](compendium/skills.md#Crafting) or [Performance](compendium/skills.md#Performance) +- **Favored Weapon**: [glaive](compendium/equipment/items/glaive.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [family](compendium/setting/domains.md#Family), [passion](compendium/setting/domains.md#Passion), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [repose](compendium/setting/domains.md#Repose) +- **Cleric Spells**: 1st: [color spray](compendium/spells/color-spray.md); 3rd: [enthrall](compendium/spells/enthrall.md); 4th: [creation](compendium/spells/creation.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Shelyn + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") glaive ([deadly ](rules/traits/deadly.md), [nonlethal](rules/traits/nonlethal.md), [reach <20 feet>](rules/traits/reach.md)), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") melody of inner beauty ([nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` sonic +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 45* + +When creatures perform pleasing acts, such as spreading beauty, or displeasing actions, such as betraying loved ones, Shelyn may respond accordingly. + +- **Minor Boon** Once, when you roll a failure on a [Diplomacy](compendium/skills.md#Diplomacy) check, you get a critical success instead. Shelyn typically grants this boon only when the [Diplomacy](compendium/skills.md#Diplomacy) check would serve to increase love or offer a chance of redemption. +- **Moderate Boon**: You are inspired to create great works and become a virtuoso at all arts. You gain the [Specialty Crafting](compendium/feats/specialty-crafting.md) feat and the [Virtuoso Performer](compendium/feats/virtuosic-performer.md) feat in all categories of [Crafting](compendium/skills.md#Crafting) and [Performance](compendium/skills.md#Performance). +- **Major Boon**: Your inner beauty and love surround you in an aura. As long as you bear them no ill will, all creatures other than fiends, undead, and mindless creatures start with an attitude of [friendly](rules/conditions.md#Friendly) toward you, unless they would have been [helpful](rules/conditions.md#Helpful) instead. This doesn't mean they are willing to change their life or plans for you, and this boon does not prevent their attitudes from worsening if you try to thwart them. This effect doesn't work against deities and similarly powerful creatures. Additionally, the love you share with your friends inspires them. You and your allies gain a +3 status bonus to saving throws and skill checks as long as you can see each other. + +- **Minor Curse**: You heart churns with remorse. Each day, you are [sickened](rules/conditions.md#Sickened) as a specific misdeed plays out in your mind over and over in guilt. You can't remove this condition, though it abates enough for you to quickly eat and drink when necessary. If you make amends or otherwise earnestly pursue redemption for the misdeed, the [sickened](rules/conditions.md#Sickened) condition fades completely that day. +- **Moderate Curse** Others subconsciously recognize your past betrayals. Whenever you attempt a [Diplomacy](compendium/skills.md#Diplomacy) check and roll a failure, you get a critical failure instead, and if you roll a critical success, you get a success instead. +- **Major Curse**: Those who spread misery via false love face Shelyn's greatest curse. You lose the ability to distinguish any living being from another through appearance, voice, [scent](rules/abilities/scent.md), or similar sensory means. You can make out physical size (so you wouldn't mistake an ant for a horse), but nothing further. If you were merely shallow, every creature you see has generic, bland features, but if your deeds were vile, you see only the faces of those you have wronged. \ No newline at end of file diff --git a/compendium/setting/deities/torag.md b/compendium/setting/deities/torag.md new file mode 100644 index 000000000..4585c7184 --- /dev/null +++ b/compendium/setting/deities/torag.md @@ -0,0 +1,53 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/creation/deity +- domain/duty/deity +- domain/earth/deity +- domain/family/deity +- domain/protection/deity +- trait/reach-15-feet +- trait/shove +aliases: ["Torag", "Father of Creation"] +--- +# Torag (Father of Creation) *(LG)* +*Source: Core Rulebook p. 440* + +- **Category**: Gods of the Inner Sea +- **Anathema**: tell lies or cheat someone, intentionally create inferior works, show mercy to the enemies of your people +- **Areas of Concern**: the forge, , protection, , and strategy +- **Follower Alignments**: LG, LN + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [heal](compendium/spells/heal.md) +- **Divine Skill**: Crafting +- **Favored Weapon**: [warhammer](compendium/equipment/items/warhammer.md) +- **Domains**: [creation](compendium/setting/domains.md#Creation), [earth](compendium/setting/domains.md#Earth), [family](compendium/setting/domains.md#Family), [protection](compendium/setting/domains.md#Protection) +- **Alternate Domains**: [duty](compendium/setting/domains.md#Duty) +- **Cleric Spells**: 1st: [mindlink](compendium/spells/mindlink.md); 3rd: [earthbind](compendium/spells/earthbind.md); 4th: [creation](compendium/spells/creation.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Torag + +- **Speed**: Speed 50 feet, burrow 30 feet, immune to [immobilized](rules/conditions.md#Immobilized) +- **Shield**: shield (15 Hardness, can't be damaged) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") warhammer ([reach <15 feet>](rules/traits/reach.md), [shove](rules/traits/shove.md)), **Damage** `6d8+6` bludgeoning +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 47* + +Torag makes his pleasure or displeasure known through unsubtle signs. + +- **Minor Boon** Torag repairs your equipment so you may continue your vigil. Once, a shield, weapon, or other item you hold or are wearing recovers all of its Hit Points. The item's Hardness doubles for 1 minute. Torag can grant this boon just as the item would have been destroyed, preventing the item's destruction. Occasionally, he grants this boon to restore an item important to dwarven history that has already been fully destroyed. +- **Moderate Boon**: You are counted as family among Torag and his followers. You gain the effects of a single dwarf ancestry feat of Torag's choice, even if you are not a dwarf, as long as you maintain Torag's blessing. +- **Major Boon**: Standing watch or guarding a location counts as resting for you, preventing you from being fatigued due to lack of rest as long as you stand watch for at least 6 hours a day. You can recover your Focus Points (if you have them) by standing guard in addition to any other options you have available. When on guard, you gain a +4 status bonus to Perception to notice ambushes and other dangers approaching. As long as you are holding a shield, you are always Defending during exploration without needing to move at half your travel speed, and you can perform another exploration activity as well. While you are using a shield, its Hardness increases by 5. + +- **Minor Curse**: Shoddy artisanship makes itself known. Whenever an item you're using takes damage, it is broken. +- **Moderate Curse** You must prove your skills at a craft by providing your own equipment. You gain item bonuses only from items you make yourself. +- **Major Curse**: You are forever cast out from your home. Members of your community have their attitudes towards you shift two steps worse, meaning those who used to be [helpful](rules/conditions.md#Helpful) are now [indifferent](rules/conditions.md#Indifferent), those who were [friendly](rules/conditions.md#Friendly) are now [unfriendly](rules/conditions.md#Unfriendly), and all others are now [hostile](rules/conditions.md#Hostile). This doesn't necessarily result in violence, but [hostile](rules/conditions.md#Hostile) community members generally seek your permanent exile. \ No newline at end of file diff --git a/compendium/setting/deities/urgathoa.md b/compendium/setting/deities/urgathoa.md new file mode 100644 index 000000000..80db13054 --- /dev/null +++ b/compendium/setting/deities/urgathoa.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/decay/deity +- domain/indulgence/deity +- domain/magic/deity +- domain/might/deity +- domain/plague/deity +- domain/swarm/deity +- domain/undeath/deity +- trait/deadly-d10 +- trait/reach-15-feet +- trait/trip +aliases: ["Urgathoa", "Pallid Princess"] +--- +# Urgathoa (Pallid Princess) *(NE)* +*Source: Core Rulebook p. 440* + +- **Category**: Gods of the Inner Sea +- **Anathema**: deny your appetites, destroy undead, sacrifice your life +- **Areas of Concern**: disease, , gluttony, , and undeath +- **Follower Alignments**: LE, NE, CE + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [scythe](compendium/equipment/items/scythe.md) +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence), [magic](compendium/setting/domains.md#Magic), [might](compendium/setting/domains.md#Might), [undeath](compendium/setting/domains.md#Undeath) +- **Alternate Domains**: [decay](compendium/setting/domains.md#Decay), [swarm](compendium/setting/domains.md#Swarm), [plague](compendium/setting/domains.md#Plague) +- **Cleric Spells**: 1st: [goblin pox](compendium/spells/goblin-pox.md); 2nd: [false life](compendium/spells/false-life.md); 7th: [mask of terror](compendium/spells/mask-of-terror.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Urgathoa + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md) +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") scythe ([deadly ](rules/traits/deadly.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d10+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pallid plague **Damage** `6d6+3` negative +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 49* + +Urgathoa interferes in mortal affairs to fuel her own self-gratification and obsession with observing new sensations. + +- **Minor Boon** You feast on the spoils of life and death. You gain the benefits of the irongut Goblin heritage, regardless of your ancestry. If you already have this heritage, the circumstance bonus increases to +4. +- **Moderate Boon**: Urgathoa blesses you as one of her children. You gain negative healing. +- **Major Boon**: When you contract contagions, you experience fever dreams filled with insight. Once afflicted with a disease, you gain the effects of [foresight](compendium/spells/foresight.md) with yourself as the target until no longer afflicted with any disease. + +- **Minor Curse**: You must overindulge or partake in forbidden feasts before you find yourself even remotely sated. You need to eat 20 times as much food as normal to avoid starvation, though you always feel hungry regardless of how much you eat. If you dine on the flesh and blood of sapient creatures, you need to eat only the normal amount of such meals and your hunger abates. +- **Moderate Curse** Urgathoa cuts you off from positive energy without granting you the blessing of undeath. You are harmed by positive effects and don't recover Hit Points from them, as if you were an undead or had negative healing, but you are still harmed by negative effects as normal. +- **Major Curse**: Urgathoa teaches you that pointless lives in slavery to death and morality are bound to end in tragedy. You develop an incurable wasting disease that leaves you [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), and unable to move except by [Crawling](rules/actions/crawl.md). This disease never progresses further to kill you, but it passes to your friends and loved ones merely by sight, wasting them away unto death before your eyes and causing them to rise as undead to haunt you. \ No newline at end of file diff --git a/compendium/setting/deities/whispering-way.md b/compendium/setting/deities/whispering-way.md new file mode 100644 index 000000000..9f08ea00e --- /dev/null +++ b/compendium/setting/deities/whispering-way.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/philosophy +aliases: ["Whispering Way"] +--- +# Whispering Way *()* +*Source: Core Rulebook p. 441* + +- **Category**: Philosophy +- **Anathema**: destroy necromantic texts (unless they reveal secrets of the Whispering Way), teach others of the Whispering Way other than by whispering, use positive energy to harm undead +- **Follower Alignments**: LE, NE, CE + +## Devotee benefits + +- **Divine Font**: +- **Cleric Spells**: \ No newline at end of file diff --git a/compendium/setting/deities/zon-kuthon.md b/compendium/setting/deities/zon-kuthon.md new file mode 100644 index 000000000..711d79b75 --- /dev/null +++ b/compendium/setting/deities/zon-kuthon.md @@ -0,0 +1,56 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-deity +tags: +- compendium/src/pf2e/crb +- deity/gods-of-the-inner-sea +- domain/ambition/deity +- domain/darkness/deity +- domain/destruction/deity +- domain/pain/deity +- domain/void/deity +- trait/disarm +- trait/mental +- trait/nonlethal +- trait/reach-15-feet +- trait/trip +aliases: ["Zon-Kuthon", "Midnight Lord"] +--- +# Zon-Kuthon (Midnight Lord) *(LE)* +*Source: Core Rulebook p. 440* + +- **Category**: Gods of the Inner Sea +- **Anathema**: create permanent or long-lasting sources of light, provide comfort to those who suffer +- **Areas of Concern**: darkness, , envy, , loss, , and pain +- **Follower Alignments**: LN, LE, NE + +## Devotee benefits + +- **Divine Ability**: Constitution or Wisdom +- **Divine Font**: [harm](compendium/spells/harm.md) +- **Divine Skill**: Intimidation +- **Favored Weapon**: [spiked chain](compendium/equipment/items/spiked-chain.md) +- **Domains**: [ambition](compendium/setting/domains.md#Ambition), [darkness](compendium/setting/domains.md#Darkness), [destruction](compendium/setting/domains.md#Destruction), [pain](compendium/setting/domains.md#Pain) +- **Alternate Domains**: [void](compendium/setting/domains.md#Void) +- **Cleric Spells**: 1st: [phantom pain](compendium/spells/phantom-pain.md); 3rd: [wall of thorns](compendium/spells/wall-of-thorns.md); 5th: [shadow walk](compendium/spells/shadow-walk.md) + +```ad-embed-avatar +title: [Avatar](compendium/spells/avatar.md) of Zon-Kuthon + +- **Speed**: Speed 70 feet, [air walk](compendium/spells/air-walk.md), ignore difficult terrain and greater difficult terrain +- **Melee**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spiked chain ([disarm](rules/traits/disarm.md), [reach <15 feet>](rules/traits/reach.md), [trip](rules/traits/trip.md)), **Damage** `6d8+6` slashing +- **Ranged**: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") midnight pain ([mental](rules/traits/mental.md), [nonlethal](rules/traits/nonlethal.md)), **Damage** `6d6+3` mental +``` + +## Divine intercession +*Source: Lost Omens: Gods & Magic p. 51* + +Zon-Kuthon rarely intervenes directly in mortal affairs, but when he does take a personal interest in a creature, the effect is as terrible as the god himself. + +- **Minor Boon** The Midnight Lord turns your blood and pain into chains of midnight darkness to destroy your foes. Once, for 1 minute, whenever you take slashing, piercing, or bleed damage, chains rip forth from your body, affecting creatures in a line from your position in the direction of the attack (or in the direction of your choice for bleed damage or if you deal the damage yourself) with the effect of a [grim tendrils](compendium/spells/grim-tendrils.md) spell whose level is equal to half your level rounded up, and whose DC is your highest spell DC (or 10 + your level + your Wisdom modifier if you have no spell DC). +- **Moderate Boon**: Each morning, during your daily preparations, scars gather into words on your flesh. The scars function as a scroll of a divine spell of Zon-Kuthon's choosing. After you use the scroll or receive magical healing, the boon fades for the day, though some or all of the scars might remain as a reminder. +- **Major Boon**: Shadows are deeper around you. [Darkvision](rules/abilities/darkvision.md) and [greater darkvision](rules/abilities/darkvision.md) cannot penetrate darkness within 60 feet of you, but you can see through it normally. + +- **Minor Curse**: You are surrounded by spectral chains that cause you to always be [encumbered](rules/conditions.md#Encumbered) and that have the same effects as armor with the [noisy](rules/traits/noisy.md) trait. +- **Moderate Curse** You share the pain of others, and even minor wounds bring you incredible pain. Whenever you see (or otherwise sense) a creature take damage, you take `1d6` mental damage. Whenever you take damage any other way than from the first part of this curse, you take `1d6` mental damage from increased pain and are [sickened](rules/conditions.md#Sickened). Mental damage from this curse ignores any resistance you have to mental damage. +- **Major Curse**: Zon-Kuthon steals away your joy, leaving you with only pain. You lose that which you cherish the most forever, and lose the ability to feel joy. You can't gain benefits from emotion effects based on positive emotions. If Zon-Kuthon feels you are ready to renounce, destroy, mutilate, or torture that which you once cherished most, he might return it to you to allow you to do so. \ No newline at end of file diff --git a/compendium/setting/domains.md b/compendium/setting/domains.md new file mode 100644 index 000000000..32c180936 --- /dev/null +++ b/compendium/setting/domains.md @@ -0,0 +1,268 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Domains"] +--- +# Domains + + +## Air +_Source: Core Rulebook p. 441_ + +You can control winds and the weather. + +**Spells** [Pushing Gust](compendium/spells/pushing-gust.md), [Disperse Into Air](compendium/spells/disperse-into-air.md) + +## Ambition +_Source: Core Rulebook p. 441_ + +You strive to keep up with and outpace the competition. + +**Spells** [Blind Ambition](compendium/spells/blind-ambition.md), [Competitive Edge](compendium/spells/competitive-edge.md) + +## Cities +_Source: Core Rulebook p. 441_ + +You have powers over urban environments and denizens. + +**Spells** [Face In The Crowd](compendium/spells/face-in-the-crowd.md), [Pulse Of The City](compendium/spells/pulse-of-the-city.md) + +## Confidence +_Source: Core Rulebook p. 441_ + +You overcome your fear and project pride. + +**Spells** [Veil Of Confidence](compendium/spells/veil-of-confidence.md), [Delusional Pride](compendium/spells/delusional-pride.md) + +## Creation +_Source: Core Rulebook p. 441_ + +You have divine abilities related to crafting and art. + +**Spells** [Splash Of Art](compendium/spells/splash-of-art.md), [Artistic Flourish](compendium/spells/artistic-flourish.md) + +## Darkness +_Source: Core Rulebook p. 441_ + +You operate in the darkness and take away the light. + +**Spells** [Cloak Of Shadow](compendium/spells/cloak-of-shadow.md), [Darkened Eyes](compendium/spells/darkened-eyes.md) + +## Death +_Source: Core Rulebook p. 441_ + +You have the power to end lives and destroy undead. + +**Spells** [Death's Call](compendium/spells/deaths-call.md), [Eradicate Undeath](compendium/spells/eradicate-undeath.md) + +## Destruction +_Source: Core Rulebook p. 441_ + +You are a conduit for divine devastation. + +**Spells** [Cry Of Destruction](compendium/spells/cry-of-destruction.md), [Destructive Aura](compendium/spells/destructive-aura.md) + +## Dreams +_Source: Core Rulebook p. 441_ + +You have the power to enter and manipulate dreams. + +**Spells** [Sweet Dream](compendium/spells/sweet-dream.md), [Dreamer's Call](compendium/spells/dreamers-call.md) + +## Earth +_Source: Core Rulebook p. 441_ + +You control soil and stone. + +**Spells** [Hurtling Stone](compendium/spells/hurtling-stone.md), [Localized Quake](compendium/spells/localized-quake.md) + +## Family +_Source: Core Rulebook p. 441_ + +You aid and protect your family and community more effectively. + +**Spells** [Soothing Words](compendium/spells/soothing-words.md), [Unity](compendium/spells/unity.md) + +## Fate +_Source: Core Rulebook p. 441_ + +You see and understand hidden inevitabilities. + +**Spells** [Read Fate](compendium/spells/read-fate.md), [Tempt Fate](compendium/spells/tempt-fate.md) + +## Fire +_Source: Core Rulebook p. 441_ + +You control flame. + +**Spells** [Fire Ray](compendium/spells/fire-ray.md), [Flame Barrier](compendium/spells/flame-barrier.md) + +## Freedom +_Source: Core Rulebook p. 441_ + +You liberate yourself and others from shackles and constraints. + +**Spells** [Unimpeded Stride](compendium/spells/unimpeded-stride.md), [Word Of Freedom](compendium/spells/word-of-freedom.md) + +## Healing +_Source: Core Rulebook p. 441_ + +Your healing magic is particularly potent. + +**Spells** [Healer's Blessing](compendium/spells/healers-blessing.md), [Rebuke Death](compendium/spells/rebuke-death.md) + +## Indulgence +_Source: Core Rulebook p. 441_ + +You feast mightily and can shake off the effects of overindulging. + +**Spells** [Overstuff](compendium/spells/overstuff.md), [Take Its Course](compendium/spells/take-its-course.md) + +## Knowledge +_Source: Core Rulebook p. 441_ + +You receive divine insights. + +**Spells** [Scholarly Recollection](compendium/spells/scholarly-recollection.md), [Know The Enemy](compendium/spells/know-the-enemy.md) + +## Luck +_Source: Core Rulebook p. 441_ + +You're unnaturally lucky and keep out of harm's way. + +**Spells** [Bit Of Luck](compendium/spells/bit-of-luck.md), [Lucky Break](compendium/spells/lucky-break.md) + +## Magic +_Source: Core Rulebook p. 441_ + +You perform the unexpected and inexplicable. + +**Spells** [Magic's Vessel](compendium/spells/magics-vessel.md), [Mystic Beacon](compendium/spells/mystic-beacon.md) + +## Might +_Source: Core Rulebook p. 441_ + +Your physical power is bolstered by divine strength. + +**Spells** [Athletic Rush](compendium/spells/athletic-rush.md), [Enduring Might](compendium/spells/enduring-might.md) + +## Moon +_Source: Core Rulebook p. 441_ + +You command powers associated with the moon. + +**Spells** [Moonbeam](compendium/spells/moonbeam.md), [Touch Of The Moon](compendium/spells/touch-of-the-moon.md) + +## Nature +_Source: Core Rulebook p. 441_ + +You hold power over animals and plants. + +**Spells** [Vibrant Thorns](compendium/spells/vibrant-thorns.md), [Nature's Bounty](compendium/spells/natures-bounty.md) + +## Nightmares +_Source: Core Rulebook p. 441_ + +You fill minds with horror and dread. + +**Spells** [Waking Nightmare](compendium/spells/waking-nightmare.md), [Shared Nightmare](compendium/spells/shared-nightmare.md) + +## Pain +_Source: Core Rulebook p. 441_ + +You punish those who displease you with the sharp sting of pain. + +**Spells** [Savor The Sting](compendium/spells/savor-the-sting.md), [Retributive Pain](compendium/spells/retributive-pain.md) + +## Passion +_Source: Core Rulebook p. 441_ + +You evoke passion, whether as love or lust. + +**Spells** [Charming Touch](compendium/spells/charming-touch.md), [Captivating Adoration](compendium/spells/captivating-adoration.md) + +## Perfection +_Source: Core Rulebook p. 441_ + +You strive to perfect your mind, body, and spirit. + +**Spells** [Perfected Mind](compendium/spells/perfected-mind.md), [Perfected Form](compendium/spells/perfected-form.md) + +## Protection +_Source: Core Rulebook p. 441_ + +You ward yourself and others. + +**Spells** [Protector's Sacrifice](compendium/spells/protectors-sacrifice.md), [Protector's Sphere](compendium/spells/protectors-sphere.md) + +## Secrecy +_Source: Core Rulebook p. 441_ + +You protect secrets and keep them hidden. + +**Spells** [Forced Quiet](compendium/spells/forced-quiet.md), [Safeguard Secret](compendium/spells/safeguard-secret.md) + +## Sun +_Source: Core Rulebook p. 441_ + +You harness the power of the sun and other light sources, and punish undead. + +**Spells** [Dazzling Flash](compendium/spells/dazzling-flash.md), [Positive Luminance](compendium/spells/positive-luminance.md) + +## Travel +_Source: Core Rulebook p. 441_ + +You have power over movement and journeys. + +**Spells** [Agile Feet](compendium/spells/agile-feet.md), [Traveler's Transit](compendium/spells/travelers-transit.md) + +## Trickery +_Source: Core Rulebook p. 441_ + +You deceive others and cause mischief. + +**Spells** [Sudden Shift](compendium/spells/sudden-shift.md), [Trickster's Twin](compendium/spells/tricksters-twin.md) + +## Truth +_Source: Core Rulebook p. 441_ + +You pierce lies and discover the truth. + +**Spells** [Word Of Truth](compendium/spells/word-of-truth.md), [Glimpse The Truth](compendium/spells/glimpse-the-truth.md) + +## Tyranny +_Source: Core Rulebook p. 441_ + +You wield power to rule and enslave others. + +**Spells** [Touch Of Obedience](compendium/spells/touch-of-obedience.md), [Commanding Lash](compendium/spells/commanding-lash.md) + +## Undeath +_Source: Core Rulebook p. 441_ + +Your magic carries close ties to the undead. + +**Spells** [Touch Of Undeath](compendium/spells/touch-of-undeath.md), [Malignant Sustenance](compendium/spells/malignant-sustenance.md) + +## Water +_Source: Core Rulebook p. 441_ + +You control water and bodies of water. + +**Spells** [Tidal Surge](compendium/spells/tidal-surge.md), [Downpour](compendium/spells/downpour.md) + +## Wealth +_Source: Core Rulebook p. 441_ + +You hold power over wealth, trade, and treasure. + +**Spells** [Appearance Of Wealth](compendium/spells/appearance-of-wealth.md), [Precious Metals](compendium/spells/precious-metals.md) + +## Zeal +_Source: Core Rulebook p. 441_ + +Your inner fire increases your combat prowess. + +**Spells** [Weapon Surge](compendium/spells/weapon-surge.md), [Zeal For Battle](compendium/spells/zeal-for-battle.md) \ No newline at end of file diff --git a/compendium/skills.md b/compendium/skills.md new file mode 100644 index 000000000..ac267a034 --- /dev/null +++ b/compendium/skills.md @@ -0,0 +1,217 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Skills"] +--- +# Skills + + +## Acrobatics +_Source: Core Rulebook p. 240_ + +Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the [Escape](rules/actions/escape.md) basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier. + +## Arcana +_Source: Core Rulebook p. 241_ + +Arcana measures how much you know about arcane magic and creatures. Even if you're untrained, you can [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about arcane theories; magic traditions; creatures of arcane significance (like dragons and beasts); and the Elemental, Astral, and Shadow Planes. + +### Arcana Trained Actions +CRB p. 241 + +You must be trained in Arcana to use it for the following general skill actions. + +- **[Decipher Writing](rules/actions/decipher-writing.md)** about arcane theory. +- **[Identify Magic](rules/actions/identify-magic.md)**, particularly arcane magic. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [arcane](rules/traits/arcane.md) tradition. + +## Athletics +_Source: Core Rulebook p. 241_ + +Athletics allows you to perform deeds of physical prowess. When you use the [Escape](rules/actions/escape.md) basic action, you can use your [Athletics](compendium/skills.md#Athletics) modifier instead of your unarmed attack modifier. + +## Crafting +_Source: Core Rulebook p. 243_ + +You can use this skill to create, understand, and repair items. Even if you're untrained, you can [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs. + +### Crafting Trained Actions +CRB p. 243 + +You must be trained in Crafting to use it to [Earn Income](rules/actions/earn-income.md). + +- **[Earn Income](rules/actions/earn-income.md)** by crafting goods for the market. + +## Deception +_Source: Core Rulebook p. 245_ + +You can trick and mislead others using disguises, lies, and other forms of subterfuge. + +## Diplomacy +_Source: Core Rulebook p. 246_ + +You influence others through negotiation and flattery. + +## Intimidation +_Source: Core Rulebook p. 247_ + +You bend others to your will using threats. + +## Lore +_Source: Core Rulebook p. 247_ + +You have specialized information on a narrow topic. Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn't increase your proficiency with Sailing Lore, for example. + +You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they'll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill's [Recall Knowledge](rules/actions/recall-knowledge.md) action. For instance, you couldn't choose Magic Lore to recall the breadth of knowledge about magic covered by Arcana, Nature, Occultism, and Religion, or Adventuring Lore to give you all the information an adventurer needs, or Planar Lore to gain all the information spread across various skills and subcategories such as Heaven Lore. + +If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use. If there's any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not. + +Even if you're untrained in Lore, you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about the subject of your Lore skill's subcategory. + +### Lore Trained Actions +CRB p. 247 + +You must be trained in Lore to use it to [Earn Income](rules/actions/earn-income.md). + +- **[Earn Income](rules/actions/earn-income.md)** by using your knowledge to practice a trade. + +## Medicine +_Source: Core Rulebook p. 248_ + +You can patch up wounds and help people recover from diseases and poisons. Even if you're untrained in Medicine, you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed. + +## Nature +_Source: Core Rulebook p. 249_ + +You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you're untrained in Nature, you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes. + +### Nature Trained Actions +CRB p. 249 + +You must be trained in Nature to use the following general skill actions. + +- **[Identify Magic](rules/actions/identify-magic.md)**, particularly primal magic. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [primal](rules/traits/primal.md) tradition. + +## Occultism +_Source: Core Rulebook p. 249_ + +You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you're untrained in Occultism, you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and the Positive Energy, Negative Energy, Shadow, Astral, and Ethereal Planes. + +### Occultism Trained Actions +CRB p. 249 + +You must be trained in Occultism to use it for the following general skill actions. + +- **[Decipher Writing](rules/actions/decipher-writing.md)** on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings. +- **[Identify Magic](rules/actions/identify-magic.md)**, particularly occult magic. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [occult](rules/traits/occult.md) tradition. + +## Perception +_Source: Core Rulebook p. 448_ + +Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check. Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check. + +> [!pf2-inset] +> +> Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties + +Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception. + +Many abilities are compared to your Perception DC to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier. + +### Perception for Initiative +CRB p. 448 + +Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468. + +## Performance +_Source: Core Rulebook p. 250_ + +You are skilled at a form of performance, using your talents to impress a crowd or make a living. + +### Basic Competence +CRB p. 250 + +Some performances require you to be more than just charismatic, and if you don't meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you're dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches! + +### Performance Traits +CRB p. 250 + +When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance based traits are listed below. + +| Performance | Additional Traits | +|-------------|-------------------| +| Act or perform comedy | [Auditory](rules/traits/auditory.md), [linguistic](rules/traits/linguistic.md), and [visual](rules/traits/visual.md) | +| Dance | [Move](rules/traits/move.md) and [visual](rules/traits/visual.md) | +| Play an instrument | [Auditory](rules/traits/auditory.md) and [manipulate](rules/traits/manipulate.md) | +| Orate or sing | [Auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) | + +### Performance Trained Action +CRB p. 250 + +You must be trained in Performance to use it to [Earn Income](rules/actions/earn-income.md). + +- **[Earn Income](rules/actions/earn-income.md)** by staging a performance. + +## Religion +_Source: Core Rulebook p. 250_ + +The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. Even if you're untrained in Religion, you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), the Outer Sphere, and the Positive and Negative Energy Planes. + +### Religion Trained Actions +CRB p. 250 + +You must be trained in Religion to use it for the following general skill actions. + +- **[Decipher Writing](rules/actions/decipher-writing.md)** of a religious nature, including allegories, homilies, and proverbs. +- **[Identify Magic](rules/actions/identify-magic.md)**, particularly divine magic. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [divine](rules/traits/divine.md) tradition. + +## Society +_Source: Core Rulebook p. 250_ + +You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you're untrained in Society, you can use it for the following general skill actions. + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons. +- **[Subsist](rules/actions/subsist.md)** in a settlement by finding shelter, scrounging, or begging for food. + +### Society Trained Actions +CRB p. 250 + +You must be trained in Society to use it to [Decipher Writing](rules/actions/decipher-writing.md). + +- **[Decipher Writing](rules/actions/decipher-writing.md)** that's a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don't know. + +## Stealth +_Source: Core Rulebook p. 251_ + +You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item. + +## Survival +_Source: Core Rulebook p. 252_ + +You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you're untrained, you can still use Survival to [Subsist](rules/actions/subsist.md) + +- [Subsist](rules/actions/subsist.md) in the wild by foraging for food and building shelter. + +## Thievery +_Source: Core Rulebook p. 253_ + +You are trained in a particular set of skills favored by thieves and miscreants. \ No newline at end of file diff --git a/compendium/spells/aberrant-whispers.md b/compendium/spells/aberrant-whispers.md new file mode 100644 index 000000000..6cf6947cf --- /dev/null +++ b/compendium/spells/aberrant-whispers.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/3 +- trait/auditory +- trait/enchantment +- trait/mental +- trait/sorcerer +- trait/uncommon +aliases: ["Aberrant Whispers"] +--- +# Aberrant Whispers *Focus 3* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Area**5-foot emanation or more +- **Targets**each foe in the area +- **Saving Throw** Will +- **Duration**1 round + +You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to [Cast the Spell](rules/actions/cast-a-spell.md) (to a maximum of 3 actions total). For each additional action, increase the emanation's radius by 5 feet, to a maximum of 10 extra feet for 3 actions. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is [stupefied](rules/conditions.md#Stupefied). +> - **Critical Failure** The target is [confused](rules/conditions.md#Confused). + +**Heightened (+ 3)** The initial radius increases by 5 feet. + +*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/compendium/spells/abundant-step.md b/compendium/spells/abundant-step.md new file mode 100644 index 000000000..e63dc202f --- /dev/null +++ b/compendium/spells/abundant-step.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/conjuration +- trait/monk +- trait/teleportation +- trait/uncommon +aliases: ["Abundant Step"] +--- +# Abundant Step *Focus 4* +[conjuration](rules/traits/conjuration.md) [monk](rules/traits/monk.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**15 foot + +You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight. + +*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/compendium/spells/abyssal-plague.md b/compendium/spells/abyssal-plague.md new file mode 100644 index 000000000..9be51c51b --- /dev/null +++ b/compendium/spells/abyssal-plague.md @@ -0,0 +1,51 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/chaotic +- trait/disease +- trait/evil +- trait/necromancy +aliases: ["Abyssal Plague"] +--- +# Abyssal Plague *Spell 5* +[chaotic](rules/traits/chaotic.md) [disease](rules/traits/disease.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Fortitude + +Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. + +The effect is based on the target's Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes 2 evil damage per spell level, and takes a –2 status penalty to saves against Abyssal plague for 1 day or until the target contracts it, whichever comes first. +> - **Failure** The target is afflicted with Abyssal plague at stage 1. +> - **Critical Failure** The target is afflicted with Abyssal plague at stage 2. + +```ad-inline-affliction +title: Abyssal Plague _Level 9_ + +[disease](rules/traits/disease.md) +The target can't recover from the [drained](rules/conditions.md#Drained) condition from Abyssal plague until the disease is cured. + + +## Stages + +**Stage 1** [drained](rules/conditions.md#Drained) (1 day) + +**Stage 2** [drained](rules/conditions.md#Drained) increases by 2 (1 day) + + +%% #trait/disease #affliction/level/level-9 %% +``` + +## Summary + +*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/Compendium/spells/abyssal-wrath.md b/compendium/spells/abyssal-wrath.md similarity index 80% rename from Compendium/spells/abyssal-wrath.md rename to compendium/spells/abyssal-wrath.md index f8a80a139..7ef954db8 100644 --- a/Compendium/spells/abyssal-wrath.md +++ b/compendium/spells/abyssal-wrath.md @@ -11,10 +11,10 @@ tags: aliases: ["Abyssal Wrath"] --- # Abyssal Wrath *Focus 5* -[evocation](../../Rules/traits/evocation.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) - **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot cone - **Saving Throw** basic Reflex diff --git a/compendium/spells/acid-arrow.md b/compendium/spells/acid-arrow.md new file mode 100644 index 000000000..315643b2e --- /dev/null +++ b/compendium/spells/acid-arrow.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/acid +- trait/attack +- trait/evocation +aliases: ["Acid Arrow"] +--- +# Acid Arrow *Spell 2* +[acid](rules/traits/acid.md) [attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature + +You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. + +On a hit, you deal `3d8` acid damage plus `1d6` [persistent acid damage](rules/conditions.md#Persistent%20Damage). On a critical hit, double the initial damage, but not the [persistent damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 2)** The initial damage increases by 2d8, and the [persistent acid damage](rules/conditions.md#Persistent%20Damage) increases by 1d6. + +*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/compendium/spells/acid-splash.md b/compendium/spells/acid-splash.md new file mode 100644 index 000000000..52e22913e --- /dev/null +++ b/compendium/spells/acid-splash.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/acid +- trait/attack +- trait/cantrip +- trait/evocation +aliases: ["Acid Splash"] +--- +# Acid Splash *Cantrip 1* +[acid](rules/traits/acid.md) [attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal `1d6` acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 [persistent acid damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (3rd)** The initial damage increases to `1d6` + your spellcasting ability modifier, and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases to 2. + +**Heightened (5th)** The initial damage increases to `2d6` + your spellcasting ability modifier, the [persistent damage](rules/conditions.md#Persistent%20Damage) increases to 3, and the splash damage increases to 2. + +**Heightened (7th)** The initial damage increases to `3d6` + your spellcasting ability modifier, the [persistent damage](rules/conditions.md#Persistent%20Damage) increases to 4, and the splash damage increases to 3. + +**Heightened (9th)** The initial damage increases to `4d6` + your spellcasting ability modifier, the [persistent damage](rules/conditions.md#Persistent%20Damage) increases to 5, and the splash damage increases to 4. + +*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/compendium/spells/aerial-form.md b/compendium/spells/aerial-form.md new file mode 100644 index 000000000..a5326b20c --- /dev/null +++ b/compendium/spells/aerial-form.md @@ -0,0 +1,39 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/polymorph +- trait/transmutation +aliases: ["Aerial Form"] +--- +# Aerial Form *Spell 4* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +- 5 temporary Hit Points. +- Low-light vision. +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the [clumsy](rules/conditions.md#Clumsy) condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead. +- [Acrobatics](compendium/skills.md#Acrobatics) modifier of +16, unless your own modifier is higher. + +You also gain specific abilities based on the form you choose: + +- **Bat** Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing ([agile](rules/traits/agile.md)), **Damage** `2d6` bludgeoning. +- **Bird** Speed 10 feet, fly Speed 50 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md)), **Damage** `1d10` slashing. +- **Pterosaur** Speed 10 feet, fly Speed 40 feet; imprecise [scent](rules/abilities/scent.md) 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak, **Damage** `3d6` piercing. +- **Wasp** Speed 20 feet, fly Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger, **Damage** `1d8` piercing plus `1d6` [persistent poison](rules/conditions.md#Persistent%20Damage). + +**Heightened (5th)** Your battle form is Large and your fly Speed gains a +10-foot status bonus. You must have enough space to expand into or the spell is lost. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and [Acrobatics](compendium/skills.md#Acrobatics) +20. + +**Heightened (6th)** Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including [persistent damage](rules/conditions.md#Persistent%20Damage)), and [Acrobatics](compendium/skills.md#Acrobatics) +23. + +*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/compendium/spells/agile-feet.md b/compendium/spells/agile-feet.md new file mode 100644 index 000000000..bb37c5fee --- /dev/null +++ b/compendium/spells/agile-feet.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/transmutation +- trait/uncommon +aliases: ["Agile Feet"] +--- +# Agile Feet *Focus 1* +[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [travel](compendium/setting/domains.md#Travel) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**until the end of the current turn + +The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can [Stride](rules/actions/stride.md) or [Step](rules/actions/step.md); you can instead [Burrow](rules/actions/burrow.md), [Climb](rules/actions/climb.md), [Fly](rules/actions/fly.md), or [Swim](rules/actions/swim.md) if you have the appropriate Speed. + +*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/air-bubble.md b/compendium/spells/air-bubble.md new file mode 100644 index 000000000..923923a4e --- /dev/null +++ b/compendium/spells/air-bubble.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/air +- trait/conjuration +aliases: ["Air Bubble"] +--- +# Air Bubble *Spell 1* +[air](rules/traits/air.md) [conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range enters an environment where it can't breathe. +- **Range**60 foot +- **Targets**the triggering creature +- **Duration**1 minute + +A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 316* \ No newline at end of file diff --git a/compendium/spells/air-walk.md b/compendium/spells/air-walk.md new file mode 100644 index 000000000..bf67879b2 --- /dev/null +++ b/compendium/spells/air-walk.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/air +- trait/transmutation +aliases: ["Air Walk"] +--- +# Air Walk *Spell 4* +[air](rules/traits/air.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**5 minutes + +The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/compendium/spells/alarm.md b/compendium/spells/alarm.md new file mode 100644 index 000000000..0cb8cfcfe --- /dev/null +++ b/compendium/spells/alarm.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/1 +- trait/abjuration +aliases: ["Alarm"] +--- +# Alarm *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Requirements**3 gp silver bell focus +- **Range**touch +- **Area**20-foot burst +- **Duration**8 hours + +You ward an area to alert you when creatures enter without your permission. When you cast [alarm](compendium/spells/alarm.md), select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the [mental](rules/traits/mental.md) trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the [auditory](rules/traits/auditory.md) trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 [Perception](compendium/skills.md#Perception) check to wake up. A creature aware of the alarm must succeed at a [Stealth](compendium/skills.md#Stealth) check against the spell's DC or trigger the spell when moving into the area. + +**Heightened (3rd)** You can specify criteria for which creatures sound the [alarm](compendium/spells/alarm.md) spell—for instance, orcs or masked people. + +*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/compendium/spells/allegro.md b/compendium/spells/allegro.md new file mode 100644 index 000000000..80cbe91aa --- /dev/null +++ b/compendium/spells/allegro.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Allegro"] +--- +# Allegro *Cantrip 7* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 ally +- **Duration**1 round + +You perform rapidly, speeding up your ally. The ally becomes [quickened](rules/conditions.md#Quickened) and can use the additional action to [Strike](rules/actions/strike.md), [Stride](rules/actions/stride.md), or [Step](rules/actions/step.md). + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/alter-reality.md b/compendium/spells/alter-reality.md new file mode 100644 index 000000000..5193c2ead --- /dev/null +++ b/compendium/spells/alter-reality.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/divination +aliases: ["Alter Reality"] +--- +# Alter Reality *Spell 10* +[divination](rules/traits/divination.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects: + +- Duplicate any spell from the occult list of 9th level or lower to which you have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non-occult spell 7th level or lower. +- Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. + +At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect. + +*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/compendium/spells/anathematic-reprisal.md b/compendium/spells/anathematic-reprisal.md new file mode 100644 index 000000000..5acc7c0bb --- /dev/null +++ b/compendium/spells/anathematic-reprisal.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/enchantment +- trait/mental +aliases: ["Anathematic Reprisal"] +--- +# Anathematic Reprisal *Spell 4* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature performs an act anathema to your deity. +- **Range**30 foot +- **Targets**the triggering creature +- **Saving Throw** Will + +You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity's anathema committed. + +You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing. + +You deal `4d6` mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also [stupefied](rules/conditions.md#Stupefied) for 1 round. The creature is then temporarily immune for 1 minute. + +**Heightened (+ 1)** The damage increases by 1d6. + +*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/compendium/spells/ancestral-memories.md b/compendium/spells/ancestral-memories.md new file mode 100644 index 000000000..035fe967a --- /dev/null +++ b/compendium/spells/ancestral-memories.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/divination +- trait/sorcerer +- trait/uncommon +aliases: ["Ancestral Memories"] +--- +# Ancestral Memories *Focus 1* +[divination](rules/traits/divination.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-[Lore](compendium/skills.md#Lore) skill, or a [Lore](compendium/skills.md#Lore) skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell's duration, use the lower proficiency modifier. + +**Heightened (6th)** You temporarily become an expert in the skill you choose. + +*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/compendium/spells/angelic-halo.md b/compendium/spells/angelic-halo.md new file mode 100644 index 000000000..0d804351a --- /dev/null +++ b/compendium/spells/angelic-halo.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/1 +- trait/abjuration +- trait/aura +- trait/good +- trait/sorcerer +- trait/uncommon +aliases: ["Angelic Halo"] +--- +# Angelic Halo *Focus 1* +[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [good](rules/traits/good.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**15-foot emanation +- **Duration**1 minute + +You gain an angelic halo with an aura that increases allies' healing from the [heal](compendium/spells/heal.md) spell. Allies in your halo's emanation who are healed by a [heal](compendium/spells/heal.md) spell gain a status bonus to Hit Points regained equal to double the [heal](compendium/spells/heal.md) spell's level. + +*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/compendium/spells/angelic-wings.md b/compendium/spells/angelic-wings.md new file mode 100644 index 000000000..e4f602b6a --- /dev/null +++ b/compendium/spells/angelic-wings.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/3 +- trait/evocation +- trait/light +- trait/sorcerer +- trait/uncommon +aliases: ["Angelic Wings"] +--- +# Angelic Wings *Focus 3* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**3 rounds + +Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. + +**Heightened (5th)** The duration increases to 1 minute. + +*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/compendium/spells/animal-form.md b/compendium/spells/animal-form.md new file mode 100644 index 000000000..ab908ab00 --- /dev/null +++ b/compendium/spells/animal-form.md @@ -0,0 +1,43 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/polymorph +- trait/transmutation +aliases: ["Animal Form"] +--- +# Animal Form *Spell 2* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. +- 5 temporary Hit Points. +- [Low-light vision](rules/abilities/low-light-vision.md) and imprecise [scent](rules/abilities/scent.md) 30 feet. +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack bonus is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +9, unless your own modifier is higher. You also gain specific abilities based on the type of animal you choose: +- **Ape** Speed 25 feet, climb Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist, **Damage** `2d6` bludgeoning. +- **Bear** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `1d8` slashing. +- **Bull** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `2d8` piercing. +- **Canine** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing. +- **Cat** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d6` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `1d10` slashing. +- **Deer** Speed 50 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") antler, **Damage** `2d6` piercing. +- **Frog** Speed 25 feet, swim Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tongue (reach <15 feet>), **Damage** `2d4` bludgeoning. +- **Shark** swim Speed 35 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d8` piercing; breathe underwater but not in air. +- **Snake** Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `2d4` piercing plus `1d6` poison. + +**Heightened (3rd)** You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and [Athletics](compendium/skills.md#Athletics) +14. + +**Heightened (4th)** Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and [Athletics](compendium/skills.md#Athletics) +16. + +**Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and [Athletics](compendium/skills.md#Athletics) +20. + +*Source: Core Rulebook p. 317* \ No newline at end of file diff --git a/Compendium/spells/animal-messenger.md b/compendium/spells/animal-messenger.md similarity index 86% rename from Compendium/spells/animal-messenger.md rename to compendium/spells/animal-messenger.md index 4f8123071..4fb0f0946 100644 --- a/Compendium/spells/animal-messenger.md +++ b/compendium/spells/animal-messenger.md @@ -9,9 +9,9 @@ tags: aliases: ["Animal Messenger"] --- # Animal Messenger *Spell 2* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) -- **Traditions**: [primal](../../Rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md) - **Cast** 1 minute - **Range**120 foot - **Duration**see text diff --git a/Compendium/spells/animal-vision.md b/compendium/spells/animal-vision.md similarity index 76% rename from Compendium/spells/animal-vision.md rename to compendium/spells/animal-vision.md index 923778514..a93eb0450 100644 --- a/Compendium/spells/animal-vision.md +++ b/compendium/spells/animal-vision.md @@ -9,14 +9,14 @@ tags: aliases: ["Animal Vision"] --- # Animal Vision *Spell 3* -[divination](../../Rules/traits/divination.md) [mental](../../Rules/traits/mental.md) +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) -- **Traditions**: [primal](../../Rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md) - **Cast** 1 minute - **Range**120 foot - **Targets**1 animal - **Duration**1 hour -You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the [concentrate](../../Rules/traits/concentrate.md) trait. +You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. *Source: Core Rulebook p. 318* \ No newline at end of file diff --git a/compendium/spells/ant-haul.md b/compendium/spells/ant-haul.md new file mode 100644 index 000000000..ebb251554 --- /dev/null +++ b/compendium/spells/ant-haul.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/transmutation +aliases: ["Ant Haul"] +--- +# Ant Haul *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**8 hours + +You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming [encumbered](rules/conditions.md#Encumbered) and up to a maximum of 6 more Bulk. + +*Source: Core Rulebook p. 318* \ No newline at end of file diff --git a/Compendium/spells/antimagic-field.md b/compendium/spells/antimagic-field.md similarity index 81% rename from Compendium/spells/antimagic-field.md rename to compendium/spells/antimagic-field.md index 37976084d..ead5260a0 100644 --- a/Compendium/spells/antimagic-field.md +++ b/compendium/spells/antimagic-field.md @@ -10,10 +10,10 @@ tags: aliases: ["Antimagic Field"] --- # Antimagic Field *Spell 8* -[abjuration](../../Rules/traits/abjuration.md) [rare](../../Rules/traits/rare.md) +[abjuration](rules/traits/abjuration.md) [rare](rules/traits/rare.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Area**10-foot emanation which affects you - **Duration**sustained up to 1 minute diff --git a/compendium/spells/appearance-of-wealth.md b/compendium/spells/appearance-of-wealth.md new file mode 100644 index 000000000..5062218ac --- /dev/null +++ b/compendium/spells/appearance-of-wealth.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/focus/1 +- trait/cleric +- trait/illusion +- trait/uncommon +aliases: ["Appearance Of Wealth"] +--- +# Appearance Of Wealth *Focus 1* +[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [wealth](compendium/setting/domains.md#Wealth) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**5-foot burst +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically 0, and disbelieving the illusion ends any [fascinated](rules/conditions.md#Fascinated) condition imposed by the spell. As long as you [Sustain the Spell](rules/actions/sustain-a-spell.md), other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming [fascinated](rules/conditions.md#Fascinated). + +> [!success-degree] +> - **Critical Success** The creature 0 and is unaffected by it. +> - **Success** The creature is [fascinated](rules/conditions.md#Fascinated) by the wealth until it has completed its first action on its next turn. +> - **Failure** The creature is [fascinated](rules/conditions.md#Fascinated) by the illusion. + +*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/arcane-countermeasure.md b/compendium/spells/arcane-countermeasure.md new file mode 100644 index 000000000..5625e5d4e --- /dev/null +++ b/compendium/spells/arcane-countermeasure.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/5 +- trait/abjuration +- trait/sorcerer +- trait/uncommon +aliases: ["Arcane Countermeasure"] +--- +# Arcane Countermeasure *Focus 5* +[abjuration](rules/traits/abjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range that you can see Casts a Spell. +- **Range**120 foot +- **Targets**the spell cast by the triggering creature + +You undermine the target spell, making it easier to defend against. You reduce the spell's level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. + +You can't reduce the spell's level below its minimum. For example, a 5th-level [cone of cold](compendium/spells/cone-of-cold.md) would remain 5th-level, but a 5th-level [fireball](compendium/spells/fireball.md) would become 4th-level. Targets still gain all the other benefits, even if you don't reduce the spell's level. + +*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/compendium/spells/artistic-flourish.md b/compendium/spells/artistic-flourish.md new file mode 100644 index 000000000..f4854c5a6 --- /dev/null +++ b/compendium/spells/artistic-flourish.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/transmutation +- trait/uncommon +aliases: ["Artistic Flourish"] +--- +# Artistic Flourish *Focus 4* +[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [creation](compendium/setting/domains.md#Creation) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**15 foot +- **Targets**1 item or work of art that fits entirely within the range +- **Duration**10 minutes + +You transform the target to make it match your artisanal and artistic vision. If you have expert proficiency in [Crafting](compendium/skills.md#Crafting), the item grants a +1 item bonus to attack rolls if it's a weapon or skill checks if it's a skill tool. The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn't change. + +When you cast this spell, any previous artistic flourish you had cast ends. + +**Heightened (7th)** If you have master proficiency in [Crafting](compendium/skills.md#Crafting), the item grants a +2 item bonus instead. + +**Heightened (10th)** If you have legendary proficiency in [Crafting](compendium/skills.md#Crafting), the item grants a +3 item bonus instead. + +*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/athletic-rush.md b/compendium/spells/athletic-rush.md new file mode 100644 index 000000000..e0f2c5812 --- /dev/null +++ b/compendium/spells/athletic-rush.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/transmutation +- trait/uncommon +aliases: ["Athletic Rush"] +--- +# Athletic Rush *Focus 1* +[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [might](compendium/setting/domains.md#Might) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 round + +Your body fills with physical power and skill. You gain a +10-foot status bonus to Speed and a +2 status bonus to [Athletics](compendium/skills.md#Athletics) checks. As a part of [Casting this Spell](rules/actions/cast-a-spell.md), you can use a [Stride](rules/actions/stride.md), [Leap](rules/actions/leap.md), [Climb](rules/actions/climb.md), or [Swim](rules/actions/swim.md) action. The spell's bonuses apply during that action. + +*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/augment-summoning.md b/compendium/spells/augment-summoning.md new file mode 100644 index 000000000..122937e35 --- /dev/null +++ b/compendium/spells/augment-summoning.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/conjuration +- trait/uncommon +- trait/wizard +aliases: ["Augment Summoning"] +--- +# Augment Summoning *Focus 1* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature you summoned + +You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/Compendium/spells/augury.md b/compendium/spells/augury.md similarity index 84% rename from Compendium/spells/augury.md rename to compendium/spells/augury.md index a8af711df..5c45fdfe5 100644 --- a/Compendium/spells/augury.md +++ b/compendium/spells/augury.md @@ -9,9 +9,9 @@ tags: aliases: ["Augury"] --- # Augury *Spell 2* -[divination](../../Rules/traits/divination.md) [prediction](../../Rules/traits/prediction.md) +[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) - **Cast** 10 minutes You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. diff --git a/compendium/spells/avatar.md b/compendium/spells/avatar.md new file mode 100644 index 000000000..7bb4f489f --- /dev/null +++ b/compendium/spells/avatar.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/polymorph +- trait/transmutation +aliases: ["Avatar"] +--- +# Avatar *Spell 10* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You transform into an avatar of your deity, assuming a Huge battle form. You must have space to expand or the spell is lost. + +You have hands in this battle form and can take manipulate actions. You can [Dismiss](rules/actions/dismiss.md) this spell. + +You gain the following statistics and abilities regardless of which deity's battle form you assume: + +- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. +- 30 temporary Hit Points. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to your deity's battle form, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example) unless they have the [finesse](rules/traits/finesse.md) trait, and all ranged attacks are Dexterity based. Attacks that deal positive or negative damage don't heal creatures. +- [Athletics](compendium/skills.md#Athletics) modifier of +35, unless your own is higher. + +You also gain the specific abilities listed for your deity below: + +- > [!pf2-note] +> You can see all deities battle forms on the Deities page. + +*Source: Core Rulebook p. 318* \ No newline at end of file diff --git a/compendium/spells/baleful-polymorph.md b/compendium/spells/baleful-polymorph.md new file mode 100644 index 000000000..27d96a961 --- /dev/null +++ b/compendium/spells/baleful-polymorph.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/incapacitation +- trait/polymorph +- trait/transmutation +aliases: ["Baleful Polymorph"] +--- +# Baleful Polymorph *Spell 6* +[incapacitation](rules/traits/incapacitation.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**varies + +You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be [sickened](rules/conditions.md#Sickened). When it recovers from the [sickened](rules/conditions.md#Sickened) condition, its features revert to normal. +> - **Failure** The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately. +> - **Critical Failure** The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration. + +*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/compendium/spells/bane.md b/compendium/spells/bane.md new file mode 100644 index 000000000..5b4fd4681 --- /dev/null +++ b/compendium/spells/bane.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/1 +- trait/enchantment +- trait/mental +aliases: ["Bane"] +--- +# Bane *Spell 1* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Targets**enemies in the area +- **Saving Throw** Will +- **Duration**1 minute + +You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast [bane](compendium/spells/bane.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless. + +*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/compendium/spells/banishment.md b/compendium/spells/banishment.md new file mode 100644 index 000000000..a514560df --- /dev/null +++ b/compendium/spells/banishment.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/abjuration +- trait/incapacitation +aliases: ["Banishment"] +--- +# Banishment *Spell 5* +[abjuration](rules/traits/abjuration.md) [incapacitation](rules/traits/incapacitation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature that isn't on its home plane +- **Saving Throw** Will + +You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while [Casting this Spell](rules/actions/cast-a-spell.md) and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch. This spell fails if you aren't on your home plane when you cast it. + +> [!success-degree] +> - **Critical Success** The target resists being banished and you are [stunned](rules/conditions.md#Stunned). +> - **Success** The target resists being banished. +> - **Failure** The target is banished. +> - **Critical Failure** The target is banished and can't return by any means to the plane it's banished from for 1 week. + +**Heightened (9th)** You can target up to 10 creatures. The extra material component affects targets to which it is anathema. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/compendium/spells/barkskin.md b/compendium/spells/barkskin.md new file mode 100644 index 000000000..330057bd8 --- /dev/null +++ b/compendium/spells/barkskin.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/abjuration +- trait/plant +aliases: ["Barkskin"] +--- +# Barkskin *Spell 2* +[abjuration](rules/traits/abjuration.md) [plant](rules/traits/plant.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**10 minutes + +The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can [Dismiss](rules/actions/dismiss.md) the spell as a free action triggered by taking the damage; doing so doesn't reduce the fire damage the target was dealt. + +**Heightened (+ 2)** The resistances increase by 2, and the weakness increases by 3. + +*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/compendium/spells/bind-soul.md b/compendium/spells/bind-soul.md new file mode 100644 index 000000000..319b27498 --- /dev/null +++ b/compendium/spells/bind-soul.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/evil +- trait/necromancy +- trait/uncommon +aliases: ["Bind Soul"] +--- +# Bind Soul *Spell 9* +[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**black sapphire with a gp value of at least the target's level × 100 +- **Range**30 foot +- **Targets**1 creature that died within the last minute +- **Duration** + +You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire. + +While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell. + +*Source: Core Rulebook p. 320* \ No newline at end of file diff --git a/compendium/spells/bind-undead.md b/compendium/spells/bind-undead.md new file mode 100644 index 000000000..249e566bf --- /dev/null +++ b/compendium/spells/bind-undead.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/necromancy +aliases: ["Bind Undead"] +--- +# Bind Undead *Spell 3* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 mindless undead creature with a level no greater than bind undead's spell level +- **Duration**1 day + +With a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any [hostile](rules/conditions.md#Hostile) actions against the target, the spell ends. + +*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/compendium/spells/bit-of-luck.md b/compendium/spells/bit-of-luck.md new file mode 100644 index 000000000..2be960c8b --- /dev/null +++ b/compendium/spells/bit-of-luck.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Bit Of Luck"] +--- +# Bit Of Luck *Focus 1* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [luck](compendium/setting/domains.md#Luck) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**1 minute + +You tilt the scales of luck slightly to protect a creature from disaster. When the target would attempt a saving throw, it can roll twice and use the better result. Once it does this, the spell ends. + +If you cast [bit of luck](compendium/spells/bit-of-luck.md) again, any previous bit of luck you cast that's still in effect ends. After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours. + +*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/black-tentacles.md b/compendium/spells/black-tentacles.md new file mode 100644 index 000000000..7f1b16cdc --- /dev/null +++ b/compendium/spells/black-tentacles.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/5 +- trait/conjuration +aliases: ["Black Tentacles"] +--- +# Black Tentacles *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst adjacent to a flat surface +- **Duration**1 minute + +Oily black tentacles rise up and attempt to [Grapple](rules/actions/grapple.md) each creature in the area. Make spell attack rolls against the Fortitude DC of each creature. Any creature you succeed against is [grabbed](rules/conditions.md#Grabbed) and takes `3d6` bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal `1d6` bludgeoning damage to any creature already [grabbed](rules/conditions.md#Grabbed). + +The tentacles' [Escape](rules/actions/escape.md) DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can [Dismiss](rules/actions/dismiss.md) the spell. + +*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/Compendium/spells/blade-barrier.md b/compendium/spells/blade-barrier.md similarity index 79% rename from Compendium/spells/blade-barrier.md rename to compendium/spells/blade-barrier.md index f8e434548..273eaac4e 100644 --- a/Compendium/spells/blade-barrier.md +++ b/compendium/spells/blade-barrier.md @@ -9,10 +9,10 @@ tags: aliases: ["Blade Barrier"] --- # Blade Barrier *Spell 6* -[evocation](../../Rules/traits/evocation.md) [force](../../Rules/traits/force.md) +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/bless.md b/compendium/spells/bless.md new file mode 100644 index 000000000..57fb82ba1 --- /dev/null +++ b/compendium/spells/bless.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/1 +- trait/enchantment +- trait/mental +aliases: ["Bless"] +--- +# Bless *Spell 1* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**5-foot emanation +- **Targets**you and allies in the area +- **Duration**1 minute + +Blessings from beyond help your companions strike true. + +You and your allies in the area gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast [bless](compendium/spells/bless.md), you can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to increase the emanation's radius by 5 feet. Bless can counteract bane. + +*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/compendium/spells/blind-ambition.md b/compendium/spells/blind-ambition.md new file mode 100644 index 000000000..917321b86 --- /dev/null +++ b/compendium/spells/blind-ambition.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Blind Ambition"] +--- +# Blind Ambition *Focus 1* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [ambition](compendium/setting/domains.md#Ambition) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**10 minutes + +You strengthen a target's ambition, increase its resentment of allies, and make its allegiances more susceptible to change. + +The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes a –1 status penalty to its saving throws and other defenses against attempts to [Coerce](rules/actions/coerce.md) it, [Request](rules/actions/request.md) something of it, or use [mental](rules/traits/mental.md) effects to convince it to do something (such as a [suggestion](compendium/spells/suggestion.md) spell). This penalty applies only if the target is being encouraged to advance its own ambitions. +> - **Failure** As success, but the penalty is –2. +> - **Critical Failure** The target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it. + +*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/blindness.md b/compendium/spells/blindness.md new file mode 100644 index 000000000..a7037747f --- /dev/null +++ b/compendium/spells/blindness.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/incapacitation +- trait/necromancy +aliases: ["Blindness"] +--- +# Blindness *Spell 3* +[incapacitation](rules/traits/incapacitation.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [blinded](rules/conditions.md#Blinded) until its next turn begins. +> - **Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 minute. +> - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) permanently. + +*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/compendium/spells/blink.md b/compendium/spells/blink.md new file mode 100644 index 000000000..453dbc50c --- /dev/null +++ b/compendium/spells/blink.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/conjuration +- trait/teleportation +aliases: ["Blink"] +--- +# Blink *Spell 4* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You blink quickly between the Material Plane and the Ethereal Plane. You gain resistance 5 to all damage (except force). You can [Sustain the Spell](rules/actions/sustain-a-spell.md) to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above. + +**Heightened (+ 2)** The resistance increases by 3. + +*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/compendium/spells/blur.md b/compendium/spells/blur.md new file mode 100644 index 000000000..2e3cf8b32 --- /dev/null +++ b/compendium/spells/blur.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/illusion +- trait/visual +aliases: ["Blur"] +--- +# Blur *Spell 2* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 minute + +The target's form appears blurry. It becomes [concealed](rules/conditions.md#Concealed). As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to [Hide](rules/actions/hide.md) or [Sneak](rules/actions/sneak.md). + +*Source: Core Rulebook p. 321* \ No newline at end of file diff --git a/compendium/spells/breath-of-life.md b/compendium/spells/breath-of-life.md new file mode 100644 index 000000000..eda5f4d13 --- /dev/null +++ b/compendium/spells/breath-of-life.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Breath Of Life"] +--- +# Breath Of Life *Spell 5* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A living creature within range would die. +- **Range**60 foot +- **Targets**the triggering creature + +Your blessing revives a creature at the moment of its death. + +You prevent the target from [dying](rules/conditions.md#Dying) and restore Hit Points to the target equal to `4d8` plus your spellcasting ability modifier. You can't use breath of life if the triggering effect was [disintegrate](compendium/spells/disintegrate.md) or a [death](rules/traits/death.md) effect. + +*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/compendium/spells/burning-hands.md b/compendium/spells/burning-hands.md new file mode 100644 index 000000000..915162280 --- /dev/null +++ b/compendium/spells/burning-hands.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/level/1 +- trait/evocation +- trait/fire +aliases: ["Burning Hands"] +--- +# Burning Hands *Spell 1* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** basic Reflex + +Gouts of flame rush from your hands. You deal `2d6` fire damage to creatures in the area. + +**Heightened (+ 1)** The damage increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/compendium/spells/call-of-the-grave.md b/compendium/spells/call-of-the-grave.md new file mode 100644 index 000000000..f5110220e --- /dev/null +++ b/compendium/spells/call-of-the-grave.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/arcane +- trait/attack +- trait/necromancy +- trait/uncommon +- trait/wizard +aliases: ["Call Of The Grave"] +--- +# Call Of The Grave *Focus 1* +[arcane](rules/traits/arcane.md) [attack](rules/traits/attack.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living creature + +You fire a ray of sickening energy. Make a spell attack roll. + +> [!success-degree] +> - **Critical Success** The target becomes [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) as long as it's [sickened](rules/conditions.md#Sickened). +> - **Success** The target becomes [sickened](rules/conditions.md#Sickened). +> - **Failure** The target is unaffected. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/compendium/spells/calm-emotions.md b/compendium/spells/calm-emotions.md new file mode 100644 index 000000000..aa1835058 --- /dev/null +++ b/compendium/spells/calm-emotions.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Calm Emotions"] +--- +# Calm Emotions *Spell 2* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** Calming urges impose a –1 status penalty to the creature's attack rolls. +> - **Failure** Any [emotion](rules/traits/emotion.md) effects that would affect the creature are suppressed and the creature can't use [hostile](rules/conditions.md#Hostile) actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions. +> - **Critical Failure** As failure, but hostility doesn't end the effect. + +*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/compendium/spells/captivating-adoration.md b/compendium/spells/captivating-adoration.md new file mode 100644 index 000000000..d65d059c5 --- /dev/null +++ b/compendium/spells/captivating-adoration.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/4 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +- trait/visual +aliases: ["Captivating Adoration"] +--- +# Captivating Adoration *Focus 4* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Domains**: [passion](compendium/setting/domains.md#Passion) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot emanation +- **Saving Throw** Will +- **Duration**1 minute + +You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. You can exclude any creatures you choose from the effects. + +When a creature enters the area for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected and temporarily immune for 1 hour. +> - **Success** The creature is [fascinated](rules/conditions.md#Fascinated) with you for its next action, then is temporarily immune for 1 hour. +> - **Failure** The creature is [fascinated](rules/conditions.md#Fascinated) with you. +> - **Critical Failure** The creature is [fascinated](rules/conditions.md#Fascinated) with you, and its attitude toward you improves by one step. + +**Heightened (+ 1)** Increase the size of the emanation by 15 feet. + +*Source: Core Rulebook p. 389* \ No newline at end of file diff --git a/compendium/spells/cataclysm.md b/compendium/spells/cataclysm.md new file mode 100644 index 000000000..259147d45 --- /dev/null +++ b/compendium/spells/cataclysm.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/10 +- trait/acid +- trait/air +- trait/cold +- trait/earth +- trait/electricity +- trait/evocation +- trait/fire +- trait/water +aliases: ["Cataclysm"] +--- +# Cataclysm *Spell 10* +[acid](rules/traits/acid.md) [air](rules/traits/air.md) [cold](rules/traits/cold.md) [earth](rules/traits/earth.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**1000 foot +- **Area**60-foot burst +- **Saving Throw** basic Reflex + +You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack. + +The following effects come down upon all creatures in the area. Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm's damage. Each creature attempts one basic Reflex save that applies to all six types of damage. + +- Flesh-dissolving acid rain deals `3d10` acid damage. +- A roaring earthquake shakes and bludgeons creatures on the ground, dealing `3d10` bludgeoning damage. +- A blast of freezing wind deals `3d10` cold damage. +- Incredible lightning lashes the area, dealing `3d10` electricity damage. +- Beating winds churn across the sky, dealing `3d10` bludgeoning damage to creatures flying in the area. +- An instant tsunami sweeps over creatures in the area, dealing `3d10` bludgeoning damage with the [water](rules/traits/water.md) trait (doubled for creatures swimming in the area). +- A massive wildfire burns in a sudden inferno, dealing `3d10` fire damage. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/compendium/spells/celestial-brand.md b/compendium/spells/celestial-brand.md new file mode 100644 index 000000000..9c6cbadb9 --- /dev/null +++ b/compendium/spells/celestial-brand.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/5 +- trait/curse +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Celestial Brand"] +--- +# Celestial Brand *Focus 5* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 evil creature +- **Duration**1 round + +A blazing symbol appears on the target, marking it for divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional `1d4` good damage. The target is then temporarily immune for 1 minute. + +**Heightened (+ 2)** The good damage increases by 1. + +*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/chain-lightning.md b/compendium/spells/chain-lightning.md similarity index 77% rename from Compendium/spells/chain-lightning.md rename to compendium/spells/chain-lightning.md index 68e817e0f..ac9525aa5 100644 --- a/Compendium/spells/chain-lightning.md +++ b/compendium/spells/chain-lightning.md @@ -9,10 +9,10 @@ tags: aliases: ["Chain Lightning"] --- # Chain Lightning *Spell 6* -[electricity](../../Rules/traits/electricity.md) [evocation](../../Rules/traits/evocation.md) +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Targets**1 creature, plus any number of additional creatures - **Saving Throw** Reflex diff --git a/compendium/spells/champions-sacrifice.md b/compendium/spells/champions-sacrifice.md new file mode 100644 index 000000000..88e9bf98b --- /dev/null +++ b/compendium/spells/champions-sacrifice.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/6 +- trait/abjuration +- trait/champion +- trait/uncommon +aliases: ["Champion's Sacrifice"] +--- +# Champion's Sacrifice *Focus 6* +[abjuration](rules/traits/abjuration.md) [champion](rules/traits/champion.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An ally is hit by a [Strike](rules/actions/strike.md), or an ally fails a saving throw against an effect that doesn't affect you. +- **Range**30 foot +- **Targets**1 ally + +You form a link with an ally, allowing you to take harm in their stead. All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage. These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect. + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/charm.md b/compendium/spells/charm.md new file mode 100644 index 000000000..b2889d2ed --- /dev/null +++ b/compendium/spells/charm.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Charm"] +--- +# Charm *Spell 1* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 hour + +To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used [hostile](rules/conditions.md#Hostile) actions against it. + +You can [Dismiss](rules/actions/dismiss.md) the spell. If you use [hostile](rules/conditions.md#Hostile) actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. + +> [!success-degree] +> - **Critical Success** The target is unaffected and aware you tried to charm it. +> - **Success** The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 305). +> - **Failure** The target's attitude becomes [friendly](rules/conditions.md#Friendly) toward you. If it was [friendly](rules/conditions.md#Friendly), it becomes [helpful](rules/conditions.md#Helpful). It can't use [hostile](rules/conditions.md#Hostile) actions against you. +> - **Critical Failure** The target's attitude becomes [helpful](rules/conditions.md#Helpful) toward you, and it can't use [hostile](rules/conditions.md#Hostile) actions against you. + +**Heightened (4th)** The duration lasts until the next time you make your daily preparations. + +**Heightened (8th)** The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures. + +*Source: Core Rulebook p. 322* \ No newline at end of file diff --git a/compendium/spells/charming-touch.md b/compendium/spells/charming-touch.md new file mode 100644 index 000000000..ea1056686 --- /dev/null +++ b/compendium/spells/charming-touch.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/uncommon +aliases: ["Charming Touch"] +--- +# Charming Touch *Focus 1* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [passion](compendium/setting/domains.md#Passion) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 creature that could find you attractive +- **Saving Throw** Will +- **Duration**10 minutes + +You infuse your target with attraction, causing it to act friendlier toward you. The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were [hostile](rules/conditions.md#Hostile) to it. + +> [!success-degree] +> - **Critical Success** The target is unaffected and aware you tried to charm it. +> - **Success** The target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (see Identifying Spells on page 305). +> - **Failure** The target's attitude becomes [friendly](rules/conditions.md#Friendly) toward you. If it was [friendly](rules/conditions.md#Friendly), it becomes [helpful](rules/conditions.md#Helpful). It can't use [hostile](rules/conditions.md#Hostile) actions against you. +> - **Critical Failure** The target is [helpful](rules/conditions.md#Helpful) and can't use [hostile](rules/conditions.md#Hostile) actions against you. You can [Dismiss](rules/actions/dismiss.md) the spell. If you use [hostile](rules/conditions.md#Hostile) actions against the target, the spell ends. After the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means. + +**Heightened (4th)** You can target any type of creature, not just humanoids, as long as it could find you attractive. + +*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/compendium/spells/charming-words.md b/compendium/spells/charming-words.md new file mode 100644 index 000000000..dc4567f0c --- /dev/null +++ b/compendium/spells/charming-words.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/auditory +- trait/enchantment +- trait/incapacitation +- trait/linguistic +- trait/mental +- trait/uncommon +- trait/wizard +aliases: ["Charming Words"] +--- +# Charming Words *Focus 1* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**until the start of your next turn + +You whisper enchanting words to deflect your foe's ire. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes a –1 circumstance penalty to attack rolls and damage rolls against you. +> - **Failure** The target can't use [hostile](rules/conditions.md#Hostile) actions against you. +> - **Critical Failure** The target is [stunned](rules/conditions.md#Stunned) and can't use [hostile](rules/conditions.md#Hostile) actions against you. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/compendium/spells/chill-touch.md b/compendium/spells/chill-touch.md new file mode 100644 index 000000000..161e585a7 --- /dev/null +++ b/compendium/spells/chill-touch.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/necromancy +- trait/negative +aliases: ["Chill Touch"] +--- +# Chill Touch *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living or undead creature +- **Saving Throw** Fortitude + +Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead. + +- **Living Creature** The spell deals negative damage equal to `1d4` plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also [enfeebled](rules/conditions.md#Enfeebled) for 1 round on a critical failure. +- **Undead Creature** The target is [flat-footed](rules/conditions.md#Flat-footed) for 1 round on a failed Fortitude save. On a critical failure, the target is also [fleeing](rules/conditions.md#Fleeing) for 1 round unless it succeeds at a Will save. + +**Heightened (+ 1)** The negative damage to living creatures increases by `1d4`. + +*Source: Core Rulebook p. 323* \ No newline at end of file diff --git a/compendium/spells/chilling-darkness.md b/compendium/spells/chilling-darkness.md new file mode 100644 index 000000000..d2e65f87a --- /dev/null +++ b/compendium/spells/chilling-darkness.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/attack +- trait/cold +- trait/darkness +- trait/evil +- trait/evocation +aliases: ["Chilling Darkness"] +--- +# Chilling Darkness *Spell 3* +[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [darkness](rules/traits/darkness.md) [evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature + +You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal `5d6` cold damage, plus `5d6` evil damage if the target is a celestial. + +If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target. + +> [!success-degree] +> - **Critical Success** The target takes double damage. +> - **Success** The target takes full damage. + +**Heightened (+ 1)** The cold damage increases by `2d6`, and the evil damage against celestials increases by `2d6`. + +*Source: Core Rulebook p. 323* \ No newline at end of file diff --git a/compendium/spells/chromatic-wall.md b/compendium/spells/chromatic-wall.md new file mode 100644 index 000000000..fb5d21376 --- /dev/null +++ b/compendium/spells/chromatic-wall.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/abjuration +aliases: ["Chromatic Wall"] +--- +# Chromatic Wall *Spell 5* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**10 minutes + +You create an opaque wall of light in a single vibrant color. + +The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall's effects. + +Roll `1d4` to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall. + +- **Red** The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. [Cone of cold](compendium/spells/cone-of-cold.md) can counteract a red chromatic wall. +- **Orange** The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. [Gust of wind](compendium/spells/gust-of-wind.md) can counteract an orange chromatic wall. +- **Yellow** The wall stops [acid](rules/traits/acid.md), [cold](rules/traits/cold.md), [electricity](rules/traits/electricity.md), [fire](rules/traits/fire.md), [force](rules/traits/force.md), [negative](rules/traits/negative.md), [positive](rules/traits/positive.md), and [sonic](rules/traits/sonic.md) effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. [Disintegrate](compendium/spells/disintegrate.md) can counteract a yellow chromatic wall. +- **Green** The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. A basic Fortitude save reduces the damage and negates the [enfeebled](rules/conditions.md#Enfeebled) condition on a success. [Passwall](compendium/spells/passwall.md) can counteract a green chromatic wall. + +**Heightened (7th)** The spell's duration increases to 1 hour. Roll `1d8` to determine the wall's color; the results for 5–8 are below. A red, orange, yellow, or green wall deals an extra 10 damage. + +- 5. **Blue** The wall stops [auditory](rules/traits/auditory.md), petrification, [sonic](rules/traits/sonic.md), and [visual](rules/traits/visual.md) effects from passing through, and creatures passing through are subject to the effects of [flesh to stone](compendium/spells/flesh-to-stone.md). [Magic missile](compendium/spells/magic-missile.md) can counteract a blue chromatic wall. +- 6. **Indigo** The wall stops [divination](rules/traits/divination.md) and [mental](rules/traits/mental.md) effects from passing through, and those passing through are subject to the effects of [warp mind](compendium/spells/warp-mind.md). [Searing light](compendium/spells/searing-light.md) can counteract an indigo chromatic wall. +- 7. **Violet** The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are [slowed](rules/conditions.md#Slowed) for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of [plane shift](compendium/spells/plane-shift.md). [Dispel magic](compendium/spells/dispel-magic.md) can counteract a violet chromatic wall. +- 8. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves. + +*Source: Core Rulebook p. 323* \ No newline at end of file diff --git a/Compendium/spells/circle-of-protection.md b/compendium/spells/circle-of-protection.md similarity index 78% rename from Compendium/spells/circle-of-protection.md rename to compendium/spells/circle-of-protection.md index 9f67f244c..e66e42388 100644 --- a/Compendium/spells/circle-of-protection.md +++ b/compendium/spells/circle-of-protection.md @@ -10,10 +10,10 @@ tags: aliases: ["Circle Of Protection"] --- # Circle Of Protection *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**touch - **Area**10-foot emanation centered on the touched creature - **Duration**1 minute diff --git a/compendium/spells/clairaudience.md b/compendium/spells/clairaudience.md new file mode 100644 index 000000000..866be70cb --- /dev/null +++ b/compendium/spells/clairaudience.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/divination +- trait/scrying +aliases: ["Clairaudience"] +--- +# Clairaudience *Spell 3* +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**500 foot +- **Duration**10 minutes + +You create an [invisible](rules/conditions.md#Invisible) floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses. + +*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/compendium/spells/clairvoyance.md b/compendium/spells/clairvoyance.md new file mode 100644 index 000000000..53b5fc1de --- /dev/null +++ b/compendium/spells/clairvoyance.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/divination +- trait/scrying +aliases: ["Clairvoyance"] +--- +# Clairvoyance *Spell 4* +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**500 foot +- **Duration**10 minutes + +You create an [invisible](rules/conditions.md#Invisible) floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses. + +*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/compendium/spells/cloak-of-colors.md b/compendium/spells/cloak-of-colors.md new file mode 100644 index 000000000..67664ef00 --- /dev/null +++ b/compendium/spells/cloak-of-colors.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/illusion +- trait/visual +aliases: ["Cloak Of Colors"] +--- +# Cloak Of Colors *Spell 5* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 minute + +A cloak of swirling colors shrouds the target. Creatures are [dazzled](rules/conditions.md#Dazzled) while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save. + +> [!success-degree] +> - **Success** The attacker is unaffected. +> - **Failure** The attacker is [blinded](rules/conditions.md#Blinded) for 1 round. +> - **Critical Failure** The attacker is [stunned](rules/conditions.md#Stunned) for 1 round. The creature is temporarily immune until the end of its turn; this effect has the [incapacitation](rules/traits/incapacitation.md) trait. + +*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/compendium/spells/cloak-of-shadow.md b/compendium/spells/cloak-of-shadow.md new file mode 100644 index 000000000..c6aea713e --- /dev/null +++ b/compendium/spells/cloak-of-shadow.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/darkness +- trait/evocation +- trait/shadow +- trait/uncommon +aliases: ["Cloak Of Shadow"] +--- +# Cloak Of Shadow *Focus 1* +[cleric](rules/traits/cleric.md) [darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [darkness](compendium/setting/domains.md#Darkness) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 minute + +You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. + +The target can use [concealed](rules/conditions.md#Concealed) condition gained from the shadows to [Hide](rules/actions/hide.md), though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely [undetected](rules/conditions.md#Undetected). The target can use an [Interact](rules/actions/interact.md) action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends. + +*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/compendium/spells/cloudkill.md b/compendium/spells/cloudkill.md new file mode 100644 index 000000000..3170a7967 --- /dev/null +++ b/compendium/spells/cloudkill.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/5 +- trait/death +- trait/necromancy +- trait/poison +aliases: ["Cloudkill"] +--- +# Cloudkill *Spell 5* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** basic Fortitude +- **Duration**1 minute + +You conjure a poisonous fog. This functions as [obscuring mist](compendium/spells/obscuring-mist.md), except the area moves 10 feet away from you each round. You deal `6d8` poison damage to each breathing creature that starts its turn in the spell's area. You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Heightened (+ 1)** The damage increases by `1d8`. + +*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/Compendium/spells/collective-transposition.md b/compendium/spells/collective-transposition.md similarity index 75% rename from Compendium/spells/collective-transposition.md rename to compendium/spells/collective-transposition.md index 3a7139227..86fb9639e 100644 --- a/Compendium/spells/collective-transposition.md +++ b/compendium/spells/collective-transposition.md @@ -10,10 +10,10 @@ tags: aliases: ["Collective Transposition"] --- # Collective Transposition *Spell 6* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot emanation - **Targets**up to 2 creatures diff --git a/compendium/spells/color-spray.md b/compendium/spells/color-spray.md new file mode 100644 index 000000000..694b73a3a --- /dev/null +++ b/compendium/spells/color-spray.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/level/1 +- trait/illusion +- trait/incapacitation +- trait/visual +aliases: ["Color Spray"] +--- +# Color Spray *Spell 1* +[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Will +- **Duration**1 or more rounds (see below) + +Swirling colors affect viewers based on their Will saves. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [stunned](rules/conditions.md#Stunned), [blinded](rules/conditions.md#Blinded) for 1 round, and [dazzled](rules/conditions.md#Dazzled) for 1 minute. +> - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned) for 1 round and [blinded](rules/conditions.md#Blinded) for 1 minute. + +*Source: Core Rulebook p. 324* \ No newline at end of file diff --git a/compendium/spells/command.md b/compendium/spells/command.md new file mode 100644 index 000000000..6ab3bc043 --- /dev/null +++ b/compendium/spells/command.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/auditory +- trait/enchantment +- trait/linguistic +- trait/mental +aliases: ["Command"] +--- +# Command *Spell 1* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**until the end of the target's next turn + +You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the [fleeing](rules/conditions.md#Fleeing) condition), release what it's holding, [Drop Prone](rules/actions/drop-prone.md), or stand in place. It can't [Delay](rules/actions/delay.md) or take any reactions until it has obeyed your command. The effects depend on the target's Will save. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** For the first action on its next turn, the creature must use a single action to do as you command. +> - **Critical Failure** The target must use all its actions on its next turn to obey your command. + +**Heightened (5th)** You can target up to 10 creatures. + +*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/compendium/spells/commanding-lash.md b/compendium/spells/commanding-lash.md new file mode 100644 index 000000000..85e8e0d32 --- /dev/null +++ b/compendium/spells/commanding-lash.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/uncommon +aliases: ["Commanding Lash"] +--- +# Commanding Lash *Focus 4* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [tyranny](compendium/setting/domains.md#Tyranny) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Requirements**Your most recent action dealt damage to a target. +- **Range**100 foot +- **Targets**A creature you dealt damage to on your most recent action. +- **Saving Throw** Will +- **Duration**until the end of the target's next turn + +With the threat of more pain, you compel a creature you've recently harmed. You issue a command to the target, with the effects of the spell command. + +*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/compendium/spells/competitive-edge.md b/compendium/spells/competitive-edge.md new file mode 100644 index 000000000..891bea17d --- /dev/null +++ b/compendium/spells/competitive-edge.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Competitive Edge"] +--- +# Competitive Edge *Focus 4* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [ambition](compendium/setting/domains.md#Ambition) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**sustained up to 1 minute + +Your competitiveness drives you to prove yourself against the opposition. You gain a +1 status bonus to attack rolls and skill checks. If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round. + +**Heightened (7th)** Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4. + +*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/compendium/spells/comprehend-language.md b/compendium/spells/comprehend-language.md new file mode 100644 index 000000000..7de58b0c1 --- /dev/null +++ b/compendium/spells/comprehend-language.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/divination +aliases: ["Comprehend Language"] +--- +# Comprehend Language *Spell 2* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 hour + +The target can understand the meaning of a single language it is hearing or reading when you cast the spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly. + +**Heightened (3rd)** The target can also speak the language. + +**Heightened (4th)** You can target up to 10 creatures, and targets can also speak the language. + +*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/compendium/spells/cone-of-cold.md b/compendium/spells/cone-of-cold.md new file mode 100644 index 000000000..3f86739fd --- /dev/null +++ b/compendium/spells/cone-of-cold.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/level/5 +- trait/cold +- trait/evocation +aliases: ["Cone Of Cold"] +--- +# Cone Of Cold *Spell 5* +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**60-foot cone +- **Saving Throw** basic Reflex + +Icy cold rushes forth from your hands. You deal `12d6` cold damage to creatures in the area. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/compendium/spells/confusion.md b/compendium/spells/confusion.md new file mode 100644 index 000000000..a804b597f --- /dev/null +++ b/compendium/spells/confusion.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Confusion"] +--- +# Confusion *Spell 4* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 minute + +You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can [Dismiss](rules/actions/dismiss.md) the spell. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target babbles incoherently and is [stunned](rules/conditions.md#Stunned). +> - **Failure** The target is [confused](rules/conditions.md#Confused) for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion. +> - **Critical Failure** The target is [confused](rules/conditions.md#Confused) for 1 minute, with no save to end early. + +**Heightened (8th)** You can target up to 10 creatures. + +*Source: Core Rulebook p. 325* \ No newline at end of file diff --git a/compendium/spells/contingency.md b/compendium/spells/contingency.md new file mode 100644 index 000000000..9d8e24b0f --- /dev/null +++ b/compendium/spells/contingency.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/abjuration +aliases: ["Contingency"] +--- +# Contingency *Spell 7* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** 10 minutes +- **Duration**until the next time you make your daily preparations + +You prepare a spell that will trigger later. While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions. This companion spell must be one that can affect you. You must make any decisions for the spell when you cast [contingency](compendium/spells/contingency.md), such as choosing a damage type for [resist energy](compendium/spells/resist-energy.md). During the casting, choose a trigger under which the spell will be cast, using the same restrictions as for the trigger of a [Ready](rules/actions/ready.md) action. Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast [contingency](compendium/spells/contingency.md) again, the newer casting supersedes the older. + +**Heightened (8th)** You can choose a spell of 5th level or lower. + +**Heightened (9th)** You can choose a spell of 6th level or lower. + +**Heightened (10th)** You can choose a spell of 7th level or lower. + +*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/compendium/spells/continual-flame.md b/compendium/spells/continual-flame.md new file mode 100644 index 000000000..cf67fcb97 --- /dev/null +++ b/compendium/spells/continual-flame.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/evocation +- trait/light +aliases: ["Continual Flame"] +--- +# Continual Flame *Spell 2* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Cost**6 gp of ruby dust +- **Range**touch +- **Targets**1 object +- **Duration** + +A magical flame springs up from the object, as bright as a torch. + +It doesn't need oxygen, react to water, or generate heat. + +**Heightened (+ 1)** The cost increases as follows: 16 gp for 3rd level; 30 gp for 4th, 60 gp for 5th, 120 gp for 6th,; 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/compendium/spells/control-water.md b/compendium/spells/control-water.md new file mode 100644 index 000000000..198bdb10a --- /dev/null +++ b/compendium/spells/control-water.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/misc +- spell/level/5 +- trait/evocation +- trait/water +aliases: ["Control Water"] +--- +# Control Water *Spell 5* +[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**50 feet long by 50 feet wide + +By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet. Water creatures in the area are subjected to the effects of slow. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/compendium/spells/counter-performance.md b/compendium/spells/counter-performance.md new file mode 100644 index 000000000..c683bf781 --- /dev/null +++ b/compendium/spells/counter-performance.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/1 +- trait/bard +- trait/composition +- trait/enchantment +- trait/fortune +- trait/mental +- trait/uncommon +aliases: ["Counter Performance"] +--- +# Counter Performance *Focus 1* +[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You or an ally within 60 feet rolls a saving throw against an [auditory](rules/traits/auditory.md) or [visual](rules/traits/visual.md) effect. +- **Area**60-foot emanation + +Your performance protects you and your allies. Roll a [Performance](compendium/skills.md#Performance) check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your [Performance](compendium/skills.md#Performance) check and the saving throw. + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/Compendium/spells/create-food.md b/compendium/spells/create-food.md similarity index 81% rename from Compendium/spells/create-food.md rename to compendium/spells/create-food.md index 2309962df..7a0b6c5f0 100644 --- a/Compendium/spells/create-food.md +++ b/compendium/spells/create-food.md @@ -8,9 +8,9 @@ tags: aliases: ["Create Food"] --- # Create Food *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) - **Cast** 1 hour - **Range**30 foot diff --git a/compendium/spells/create-water.md b/compendium/spells/create-water.md new file mode 100644 index 000000000..111545694 --- /dev/null +++ b/compendium/spells/create-water.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/conjuration +- trait/water +aliases: ["Create Water"] +--- +# Create Water *Spell 1* +[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**0 feet + +As you cup your hands, water begins to flow forth from them. + +You create 2 gallons of water. If no one drinks it, it evaporates after 1 day. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/Compendium/spells/creation.md b/compendium/spells/creation.md similarity index 84% rename from Compendium/spells/creation.md rename to compendium/spells/creation.md index 7472993cd..e92660838 100644 --- a/Compendium/spells/creation.md +++ b/compendium/spells/creation.md @@ -8,9 +8,9 @@ tags: aliases: ["Creation"] --- # Creation *Spell 4* -[conjuration](../../Rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) - **Cast** 1 minute - **Range**0 feet - **Duration**1 hour diff --git a/compendium/spells/crisis-of-faith.md b/compendium/spells/crisis-of-faith.md new file mode 100644 index 000000000..ed7e0dd50 --- /dev/null +++ b/compendium/spells/crisis-of-faith.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/enchantment +- trait/mental +aliases: ["Crisis Of Faith"] +--- +# Crisis Of Faith *Spell 3* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will + +You assault the target's faith, riddling the creature with doubt and mental turmoil that deal `6d6` mental damage, or `6d8` mental damage if it can cast divine spells. The effects are determined by its Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage; if the target can cast divine spells, it's [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Critical Failure** The target takes double damage, is [stupefied](rules/conditions.md#Stupefied) for 1 round, and can't cast divine spells for 1 round. To many deities, casting this spell on a follower of your own deity without significant cause is anathema. + +**Heightened (+ 1)** The damage increases by `2d6` (or by `2d8` if the target is a divine spellcaster). + +*Source: Core Rulebook p. 326* \ No newline at end of file diff --git a/compendium/spells/crusade.md b/compendium/spells/crusade.md new file mode 100644 index 000000000..1968a0096 --- /dev/null +++ b/compendium/spells/crusade.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/enchantment +- trait/linguistic +- trait/mental +- trait/uncommon +aliases: ["Crusade"] +--- +# Crusade *Spell 9* +[enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**up to 4 creatures +- **Duration**10 minutes + +You issue a divine mandate to the targets. you pronounce a cause. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful. + +Your cause can't force the targets to harm one another or themselves. The targets become completely dedicated to that cause, depending on their levels. They choose their own actions, but they favor direct action over inaction or indirect action. + +- 13th or Lower The target is so dedicated to the cause that it pursues the cause to the death (unless you say otherwise). +- 14th The target is dedicated to the cause, but the spell ends for the target if it's reduced to half its maximum Hit Points or fewer. +- 15th As 14th, plus the target can attempt a Will save at the end of each of its turns to end the spell for itself + +The spell ends for all creatures if you or one of your allies uses a [hostile](rules/conditions.md#Hostile) action against a target, or when the cause is completed. The GM might determine this spell has alignment traits befitting the cause. + +**Heightened (10th)** The level for each category increases by 2. + +*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/compendium/spells/crushing-despair.md b/compendium/spells/crushing-despair.md new file mode 100644 index 000000000..8d74774a8 --- /dev/null +++ b/compendium/spells/crushing-despair.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/level/5 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Crushing Despair"] +--- +# Crushing Despair *Spell 5* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot cone +- **Saving Throw** Will +- **Duration**1 or more rounds + +You inflict despair on creatures in the area. The effects for each creature are determined by its Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** For 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is [slowed](rules/conditions.md#Slowed) for that turn as it sobs uncontrollably. +> - **Failure** As success, but the [slowed](rules/conditions.md#Slowed) duration is 1 minute. +> - **Critical Failure** As failure, and the creature is automatically [slowed](rules/conditions.md#Slowed) for 1 minute. + +**Heightened (7th)** The area increases to a 60-foot cone. + +*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/compendium/spells/cry-of-destruction.md b/compendium/spells/cry-of-destruction.md new file mode 100644 index 000000000..e0354d5cb --- /dev/null +++ b/compendium/spells/cry-of-destruction.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/focus/1 +- trait/cleric +- trait/evocation +- trait/sonic +- trait/uncommon +aliases: ["Cry Of Destruction"] +--- +# Cry Of Destruction *Focus 1* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [destruction](compendium/setting/domains.md#Destruction) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** basic Fortitude + +Your voice booms, smashing what's in front of you. Each creature and unattended object in the area takes `1d8` sonic damage. If you already dealt damage to an enemy this turn with a [Strike](rules/actions/strike.md) or spell, increase the damage dice from this spell to d12s. + +**Heightened (+ 1)** The damage increases by `1d8`. + +*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/compendium/spells/dancing-lights.md b/compendium/spells/dancing-lights.md new file mode 100644 index 000000000..941b7deec --- /dev/null +++ b/compendium/spells/dancing-lights.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/light +aliases: ["Dancing Lights"] +--- +# Dancing Lights *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Duration**sustained + +You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/compendium/spells/darkened-eyes.md b/compendium/spells/darkened-eyes.md new file mode 100644 index 000000000..32a8b8323 --- /dev/null +++ b/compendium/spells/darkened-eyes.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/darkness +- trait/transmutation +- trait/uncommon +aliases: ["Darkened Eyes"] +--- +# Darkened Eyes *Focus 4* +[cleric](rules/traits/cleric.md) [darkness](rules/traits/darkness.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [darkness](compendium/setting/domains.md#Darkness) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**varies + +You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's [darkvision](rules/abilities/darkvision.md) or low-light vision is suppressed for 1 round. +> - **Failure** As success, but the duration is 1 minute. +> - **Critical Failure** As success, but the duration is 1 minute, and the target is also [blinded](rules/conditions.md#Blinded) for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it's no longer [blinded](rules/conditions.md#Blinded), but its [darkvision](rules/abilities/darkvision.md) or [low-light vision](rules/abilities/low-light-vision.md) remains suppressed. + +*Source: Core Rulebook p. 390* \ No newline at end of file diff --git a/compendium/spells/darkness.md b/compendium/spells/darkness.md new file mode 100644 index 000000000..cff12d683 --- /dev/null +++ b/compendium/spells/darkness.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/darkness +- trait/evocation +aliases: ["Darkness"] +--- +# Darkness *Spell 2* +[darkness](rules/traits/darkness.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. + +This also suppresses magical light of your [darkness](compendium/spells/darkness.md) spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness. + +**Heightened (4th)** Even creatures with [darkvision](rules/abilities/darkvision.md) (but not [greater darkvision](rules/abilities/darkvision.md)) can barely see through the darkness. They treat targets seen through the darkness as [concealed](rules/conditions.md#Concealed). + +*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/compendium/spells/darkvision.md b/compendium/spells/darkvision.md new file mode 100644 index 000000000..c4c92d1ad --- /dev/null +++ b/compendium/spells/darkvision.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/divination +aliases: ["Darkvision"] +--- +# Darkvision *Spell 2* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You grant yourself supernatural sight in areas of darkness. + +You gain [darkvision](rules/abilities/darkvision.md). + +**Heightened (3rd)** The spell's range is touch and it targets 1 willing creature. + +**Heightened (5th)** The spell's range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/compendium/spells/daze.md b/compendium/spells/daze.md new file mode 100644 index 000000000..2db1e9ed1 --- /dev/null +++ b/compendium/spells/daze.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/enchantment +- trait/mental +- trait/nonlethal +aliases: ["Daze"] +--- +# Daze *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 round + +You cloud the target's mind and daze it with a mental jolt. + +The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also [stunned](rules/conditions.md#Stunned). + +**Heightened (+ 2)** The damage increases by `1d6`. + +*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/compendium/spells/dazzling-flash.md b/compendium/spells/dazzling-flash.md new file mode 100644 index 000000000..eee9035c4 --- /dev/null +++ b/compendium/spells/dazzling-flash.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/focus/1 +- trait/cleric +- trait/evocation +- trait/light +- trait/uncommon +- trait/visual +aliases: ["Dazzling Flash"] +--- +# Dazzling Flash *Focus 1* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Domains**: [sun](compendium/setting/domains.md#Sun) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot cone +- **Saving Throw** Fortitude + +You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [dazzled](rules/conditions.md#Dazzled) for 1 round. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 minute. The creature can spend an [Interact](rules/actions/interact.md) action rubbing its eyes to end the [blinded](rules/conditions.md#Blinded) condition. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 1 hour. + +**Heightened (3rd)** The area increases to a 30-foot cone. + +*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/compendium/spells/deafness.md b/compendium/spells/deafness.md new file mode 100644 index 000000000..0de0ea561 --- /dev/null +++ b/compendium/spells/deafness.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/necromancy +aliases: ["Deafness"] +--- +# Deafness *Spell 2* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [deafened](rules/conditions.md#Deafened) for 1 round. +> - **Failure** The target is [deafened](rules/conditions.md#Deafened) for 10 minutes. +> - **Critical Failure** The target is [deafened](rules/conditions.md#Deafened) permanently. + +*Source: Core Rulebook p. 327* \ No newline at end of file diff --git a/compendium/spells/death-knell.md b/compendium/spells/death-knell.md new file mode 100644 index 000000000..b9424fdd2 --- /dev/null +++ b/compendium/spells/death-knell.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/death +- trait/necromancy +aliases: ["Death Knell"] +--- +# Death Knell *Spell 2* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living creature that has 0 HP +- **Saving Throw** Will + +You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's [dying](rules/conditions.md#Dying) value increases by 1. +> - **Failure** The target dies. + +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/death-ward.md b/compendium/spells/death-ward.md new file mode 100644 index 000000000..b981bdac8 --- /dev/null +++ b/compendium/spells/death-ward.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/abjuration +aliases: ["Death Ward"] +--- +# Death Ward *Spell 5* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living creature touched +- **Duration**10 minutes + +You shield a creature from the ravages of negative energy. + +It receives a +4 status bonus to saves against [death](rules/traits/death.md) and [negative](rules/traits/negative.md) effects, gains negative resistance 10, and suppresses the effects of the [doomed](rules/conditions.md#Doomed) condition. + +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/deaths-call.md b/compendium/spells/deaths-call.md new file mode 100644 index 000000000..c4860c1b9 --- /dev/null +++ b/compendium/spells/deaths-call.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/necromancy +- trait/uncommon +aliases: ["Death's Call"] +--- +# Death's Call *Focus 1* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [death](compendium/setting/domains.md#Death) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. +- **Duration**1 minute + +Seeing another pass from this world to the next invigorates you. + +You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain + +These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier. + +*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/compendium/spells/delusional-pride.md b/compendium/spells/delusional-pride.md new file mode 100644 index 000000000..9562ed46e --- /dev/null +++ b/compendium/spells/delusional-pride.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Delusional Pride"] +--- +# Delusional Pride *Focus 4* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [confidence](compendium/setting/domains.md#Confidence) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn). If the creature fails a second time while taking this penalty, the penalty increases to –2. The duration depends on the target's Will save. After attempting its save, the creature becomes temporarily immune for 24 hours. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The duration is 1 round. +> - **Failure** The duration is 10 minutes. +> - **Critical Failure** The duration is 24 hours. + +*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/compendium/spells/destructive-aura.md b/compendium/spells/destructive-aura.md new file mode 100644 index 000000000..a40ea0d36 --- /dev/null +++ b/compendium/spells/destructive-aura.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/4 +- trait/aura +- trait/cleric +- trait/evocation +- trait/uncommon +aliases: ["Destructive Aura"] +--- +# Destructive Aura *Focus 4* +[aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [destruction](compendium/setting/domains.md#Destruction) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot emanation +- **Duration**1 minute + +Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including yourself) by 2. + +**Heightened (+ 2)** Reduce the resistances by an additional 2. + +*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/compendium/spells/detect-alignment.md b/compendium/spells/detect-alignment.md new file mode 100644 index 000000000..f797811bb --- /dev/null +++ b/compendium/spells/detect-alignment.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/1 +- trait/detection +- trait/divination +- trait/uncommon +aliases: ["Detect Alignment"] +--- +# Detect Alignment *Spell 1* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation + +Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment. + +Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras. + +**Heightened (2nd)** You learn each aura's location and strength. + +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/detect-magic.md b/compendium/spells/detect-magic.md new file mode 100644 index 000000000..153205777 --- /dev/null +++ b/compendium/spells/detect-magic.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/cantrip +- trait/cantrip +- trait/detection +- trait/divination +aliases: ["Detect Magic"] +--- +# Detect Magic *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation + +You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. + +You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. + +You detect illusion magic only if that magic's effect has a lower level than the level of your [detect magic](compendium/spells/detect-magic.md) spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. + +**Heightened (3rd)** You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. + +**Heightened (4th)** As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/detect-poison.md b/compendium/spells/detect-poison.md new file mode 100644 index 000000000..559d8bb78 --- /dev/null +++ b/compendium/spells/detect-poison.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/detection +- trait/divination +- trait/uncommon +aliases: ["Detect Poison"] +--- +# Detect Poison *Spell 1* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 object or creature + +You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons. + +**Heightened (2nd)** You learn the number and types of poison. + +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/detect-scrying.md b/compendium/spells/detect-scrying.md new file mode 100644 index 000000000..76101d398 --- /dev/null +++ b/compendium/spells/detect-scrying.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/4 +- trait/detection +- trait/divination +- trait/uncommon +aliases: ["Detect Scrying"] +--- +# Detect Scrying *Spell 4* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation +- **Duration**1 hour + +By tapping into trace divinatory auras, you detect the presence of [scrying](rules/traits/scrying.md) effects in the area. If detect scrying is higher level than a [scrying](rules/traits/scrying.md) effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction. + +**Heightened (6th)** The duration is until the next time you make your daily preparations. + +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/diabolic-edict.md b/compendium/spells/diabolic-edict.md new file mode 100644 index 000000000..726a46a63 --- /dev/null +++ b/compendium/spells/diabolic-edict.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/enchantment +- trait/sorcerer +- trait/uncommon +aliases: ["Diabolic Edict"] +--- +# Diabolic Edict *Focus 1* +[enchantment](rules/traits/enchantment.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 willing living creature +- **Duration**1 round + +You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks. + +*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/compendium/spells/dimension-door.md b/compendium/spells/dimension-door.md new file mode 100644 index 000000000..c3966ce41 --- /dev/null +++ b/compendium/spells/dimension-door.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/conjuration +- trait/teleportation +aliases: ["Dimension Door"] +--- +# Dimension Door *Spell 4* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot + +Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. + +**Heightened (5th)** The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour. + +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/compendium/spells/dimensional-anchor.md b/compendium/spells/dimensional-anchor.md new file mode 100644 index 000000000..df4e8e87c --- /dev/null +++ b/compendium/spells/dimensional-anchor.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/abjuration +aliases: ["Dimensional Anchor"] +--- +# Dimensional Anchor *Spell 4* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any [teleportation](rules/traits/teleportation.md) effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The effect's duration is 1 minute. +> - **Failure** The effect's duration is 10 minutes. +> - **Critical Failure** The effect's duration is 1 hour. + +*Source: Core Rulebook p. 329* \ No newline at end of file diff --git a/compendium/spells/dimensional-lock.md b/compendium/spells/dimensional-lock.md new file mode 100644 index 000000000..a63ce2ae0 --- /dev/null +++ b/compendium/spells/dimensional-lock.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/7 +- trait/abjuration +- trait/uncommon +aliases: ["Dimensional Lock"] +--- +# Dimensional Lock *Spell 7* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**60-foot burst +- **Duration**until the next time you make your daily preparations + +You create a shimmering barrier that attempts to counteract [teleportation](rules/traits/teleportation.md) effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 329* \ No newline at end of file diff --git a/compendium/spells/dimensional-steps.md b/compendium/spells/dimensional-steps.md new file mode 100644 index 000000000..5d315206f --- /dev/null +++ b/compendium/spells/dimensional-steps.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/conjuration +- trait/teleportation +- trait/uncommon +- trait/wizard +aliases: ["Dimensional Steps"] +--- +# Dimensional Steps *Focus 4* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**20 foot + +You teleport to a location up to 20 feet away within your line of sight. + +**Heightened (+ 1)** The distance you can teleport increases by 5 feet. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/compendium/spells/dinosaur-form.md b/compendium/spells/dinosaur-form.md new file mode 100644 index 000000000..5c5b0154d --- /dev/null +++ b/compendium/spells/dinosaur-form.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/polymorph +- trait/transmutation +aliases: ["Dinosaur Form"] +--- +# Dinosaur Form *Spell 4* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have space to expand or the spell is lost. + +When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) and [dinosaur](rules/traits/dinosaur.md) traits. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +- 15 temporary Hit Points. +- [Low-light vision](rules/abilities/low-light-vision.md) and imprecise [scent](rules/abilities/scent.md) 30 feet. +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +18, unless your own modifier is higher. You also gain specific abilities based on the form you choose: +- **Ankylosaurus** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([backswing](rules/traits/backswing.md), [reach <10 feet>](rules/traits/reach.md)), **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d6` bludgeoning. +- **Brontosaurus** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <15 feet>](rules/traits/reach.md)), **Damage** `2d6` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d8` bludgeoning. +- **Deinonychus** Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon ([agile](rules/traits/agile.md)), **Damage** `2d4` piercing plus 1 [persistent bleed](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `1d10` piercing. +- **Stegosaurus** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail ([reach <10 feet>](rules/traits/reach.md)), **Damage** `2d8` piercing. +- **Triceratops** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horn, **Damage** `2d8` piercing, plus `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage) on a critical hit; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d6` bludgeoning. +- **Tyrannosaurus** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([deadly ](rules/traits/deadly.md), [reach <10 feet>](rules/traits/reach.md)), **Damage** `1d12` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `1d10` bludgeoning. + +**Heightened (5th)** Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and [Athletics](compendium/skills.md#Athletics) +21. + +**Heightened (7th)** Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and [Athletics](compendium/skills.md#Athletics) +25. + +*Source: Core Rulebook p. 329* \ No newline at end of file diff --git a/compendium/spells/dirge-of-doom.md b/compendium/spells/dirge-of-doom.md new file mode 100644 index 000000000..10855bb14 --- /dev/null +++ b/compendium/spells/dirge-of-doom.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +- trait/uncommon +aliases: ["Dirge Of Doom"] +--- +# Dirge Of Doom *Cantrip 3* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**30-foot emanation +- **Duration**1 round + +Foes within the area are [frightened](rules/conditions.md#Frightened). They can't reduce their [frightened](rules/conditions.md#Frightened) value below 1 while they remain in the area. + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/disappearance.md b/compendium/spells/disappearance.md new file mode 100644 index 000000000..2fbab4537 --- /dev/null +++ b/compendium/spells/disappearance.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/illusion +aliases: ["Disappearance"] +--- +# Disappearance *Spell 8* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**10 minutes + +You shroud a creature from others' senses. The target becomes [undetected](rules/conditions.md#Undetected), not just to sight but to all senses, allowing the target to count as [invisible](rules/conditions.md#Invisible) no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature. + +*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/compendium/spells/discern-lies.md b/compendium/spells/discern-lies.md new file mode 100644 index 000000000..8855fb98f --- /dev/null +++ b/compendium/spells/discern-lies.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/divination +- trait/mental +- trait/revelation +- trait/uncommon +aliases: ["Discern Lies"] +--- +# Discern Lies *Spell 4* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to [Perception](compendium/skills.md#Perception) checks when someone Lies. + +*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/Compendium/spells/discern-location.md b/compendium/spells/discern-location.md similarity index 75% rename from Compendium/spells/discern-location.md rename to compendium/spells/discern-location.md index dec21dc18..2e0c8dd38 100644 --- a/Compendium/spells/discern-location.md +++ b/compendium/spells/discern-location.md @@ -10,9 +10,9 @@ tags: aliases: ["Discern Location"] --- # Discern Location *Spell 8* -[detection](../../Rules/traits/detection.md) [divination](../../Rules/traits/divination.md) [uncommon](../../Rules/traits/uncommon.md) +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) - **Cast** 10 minutes - **Range**unlimited - **Targets**1 creature or object diff --git a/Compendium/spells/disintegrate.md b/compendium/spells/disintegrate.md similarity index 79% rename from Compendium/spells/disintegrate.md rename to compendium/spells/disintegrate.md index 27f665084..254c86e4d 100644 --- a/Compendium/spells/disintegrate.md +++ b/compendium/spells/disintegrate.md @@ -9,10 +9,10 @@ tags: aliases: ["Disintegrate"] --- # Disintegrate *Spell 6* -[attack](../../Rules/traits/attack.md) [evocation](../../Rules/traits/evocation.md) +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Targets**1 creature or unattended object - **Saving Throw** Fortitude diff --git a/compendium/spells/disjunction.md b/compendium/spells/disjunction.md new file mode 100644 index 000000000..ead0c9caf --- /dev/null +++ b/compendium/spells/disjunction.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/abjuration +- trait/uncommon +aliases: ["Disjunction"] +--- +# Disjunction *Spell 9* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 magic item + +Crackling energy disjoins the target. You attempt to counteract it (page 458). If you succeed, it's deactivated for 1 week. On a critical success, it's destroyed. If it's an artifact or similar item, you automatically fail. + +*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/compendium/spells/dispel-magic.md b/compendium/spells/dispel-magic.md new file mode 100644 index 000000000..4b73cad7e --- /dev/null +++ b/compendium/spells/dispel-magic.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/abjuration +aliases: ["Dispel Magic"] +--- +# Dispel Magic *Spell 2* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 spell effect or unattended magic item + +You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. + +If the target is an artifact or similar item, you automatically fail. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 330* \ No newline at end of file diff --git a/compendium/spells/disperse-into-air.md b/compendium/spells/disperse-into-air.md new file mode 100644 index 000000000..227d48973 --- /dev/null +++ b/compendium/spells/disperse-into-air.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/air +- trait/cleric +- trait/polymorph +- trait/transmutation +- trait/uncommon +aliases: ["Disperse Into Air"] +--- +# Disperse Into Air *Focus 4* +[air](rules/traits/air.md) [cleric](rules/traits/cleric.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [air](compendium/setting/domains.md#Air) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You take damage from an enemy or a hazard. + +After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed. + +*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/compendium/spells/disrupt-undead.md b/compendium/spells/disrupt-undead.md new file mode 100644 index 000000000..5ebf38cb1 --- /dev/null +++ b/compendium/spells/disrupt-undead.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/necromancy +- trait/positive +aliases: ["Disrupt Undead"] +--- +# Disrupt Undead *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 undead creature +- **Saving Throw** Fortitude + +You lance the target with energy. You deal `1d6` positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also [enfeebled](rules/conditions.md#Enfeebled) for 1 round. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/compendium/spells/disrupting-weapons.md b/compendium/spells/disrupting-weapons.md new file mode 100644 index 000000000..c2d9ac8bb --- /dev/null +++ b/compendium/spells/disrupting-weapons.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/necromancy +- trait/positive +aliases: ["Disrupting Weapons"] +--- +# Disrupting Weapons *Spell 1* +[necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**up to two weapons, each of which must be wielded by you or a willing ally, or else unattended +- **Duration**1 minute + +You infuse weapons with positive energy. Attacks with these weapons deal an extra `1d4` positive damage to undead. + +**Heightened (3rd)** The damage increases to `2d4` damage. + +**Heightened (5th)** Target up to three weapons, and the damage increases to `3d4` damage. + +*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/compendium/spells/divine-aura.md b/compendium/spells/divine-aura.md new file mode 100644 index 000000000..e75a86e42 --- /dev/null +++ b/compendium/spells/divine-aura.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/8 +- trait/abjuration +- trait/aura +aliases: ["Divine Aura"] +--- +# Divine Aura *Spell 8* +[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot emanation +- **Targets**allies in the area +- **Duration**sustained up to 1 minute + +Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. + +Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. The bonuses granted by the spell increase to +2 against attacks by—and effects created by—creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good). These bonuses increase to +4 against effects created by such creatures that attempt to impose the [controlled](rules/conditions.md#Controlled) condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura. + +When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be [blinded](rules/conditions.md#Blinded) for 1 minute. It's then temporarily immune for 1 minute. + +The first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, the divine aura's radius grows 10 feet. + +*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/compendium/spells/divine-decree.md b/compendium/spells/divine-decree.md new file mode 100644 index 000000000..85319264a --- /dev/null +++ b/compendium/spells/divine-decree.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/7 +- trait/evocation +aliases: ["Divine Decree"] +--- +# Divine Decree *Spell 7* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**40 foot +- **Area**40-foot emanation +- **Saving Throw** Fortitude +- **Duration**varies + +You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. + +You deal `7d10` damage to creatures in the area; each creature must attempt a Fortitude save. Creatures with an alignment that matches the one you chose are unaffected by the spell. + +Those that neither match nor oppose it treat the result of their saving throw as one degree better and don't suffer effects other than damage. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. +> - **Critical Failure** The creature takes double damage and is [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's [paralyzed](rules/conditions.md#Paralyzed) for 1 minute; on a critical failure, it dies. + +**Heightened (+ 1)** The damage increases by `1d10`, and the level of creatures that must attempt a second save on a critical failure increases by 2. + +*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/compendium/spells/divine-inspiration.md b/compendium/spells/divine-inspiration.md new file mode 100644 index 000000000..6ad11a20d --- /dev/null +++ b/compendium/spells/divine-inspiration.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/enchantment +- trait/mental +aliases: ["Divine Inspiration"] +--- +# Divine Inspiration *Spell 8* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature + +You infuse a target with spiritual energy, refreshing its magic. + +If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again. If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots. If it has a focus pool, it regains its Focus Points, as if it had [Refocused](rules/actions/refocus.md). + +*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/compendium/spells/divine-lance.md b/compendium/spells/divine-lance.md new file mode 100644 index 000000000..27afaecfb --- /dev/null +++ b/compendium/spells/divine-lance.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/evocation +aliases: ["Divine Lance"] +--- +# Divine Lance *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to `1d4` + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose. + +**Heightened (+ 1)** The damage increases by `1d4`. + +*Source: Core Rulebook p. 331* \ No newline at end of file diff --git a/Compendium/spells/divine-vessel.md b/compendium/spells/divine-vessel.md similarity index 77% rename from Compendium/spells/divine-vessel.md rename to compendium/spells/divine-vessel.md index 1b6bf55f3..de167f87b 100644 --- a/Compendium/spells/divine-vessel.md +++ b/compendium/spells/divine-vessel.md @@ -9,10 +9,10 @@ tags: aliases: ["Divine Vessel"] --- # Divine Vessel *Spell 7* -[morph](../../Rules/traits/morph.md) [transmutation](../../Rules/traits/transmutation.md) +[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. @@ -23,9 +23,9 @@ If you were Medium or smaller, you become Large, as the effects of enlarge. You - A fly Speed equal to your Speed. - Weakness 10 to the alignment opposite the one you chose. - A +1 status bonus to saves against spells. -- [Darkvision](../../Rules/abilities/darkvision.md). +- [Darkvision](rules/abilities/darkvision.md). - Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type. -- One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal `2d8` damage. If you chose chaotic, you gain a bite unarmed attack that deals `2d10` piercing damage. If you chose evil, you gain a claws unarmed attack that deals `2d8` slashing damage and has the [agile](../../Rules/traits/agile.md) and [finesse](../../Rules/traits/finesse.md) traits. +- One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal `2d8` damage. If you chose chaotic, you gain a bite unarmed attack that deals `2d10` piercing damage. If you chose evil, you gain a claws unarmed attack that deals `2d8` slashing damage and has the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits. **Heightened (9th)** The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes. diff --git a/compendium/spells/divine-wrath.md b/compendium/spells/divine-wrath.md new file mode 100644 index 000000000..daa301a98 --- /dev/null +++ b/compendium/spells/divine-wrath.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/4 +- trait/evocation +aliases: ["Divine Wrath"] +--- +# Divine Wrath *Spell 4* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** Fortitude + +You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal `4d10` damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The creature takes full damage and is [sickened](rules/conditions.md#Sickened); while it is [sickened](rules/conditions.md#Sickened), it is also [slowed](rules/conditions.md#Slowed). + +**Heightened (+ 1)** The damage increases by `1d10`. + +*Source: Core Rulebook p. 332* \ No newline at end of file diff --git a/compendium/spells/diviners-sight.md b/compendium/spells/diviners-sight.md new file mode 100644 index 000000000..746457963 --- /dev/null +++ b/compendium/spells/diviners-sight.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/concentrate +- trait/divination +- trait/fortune +- trait/uncommon +- trait/wizard +aliases: ["Diviner's Sight"] +--- +# Diviner's Sight *Focus 1* +[concentrate](rules/traits/concentrate.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 willing living creature +- **Duration**until the end of your next turn + +You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. + +Alternatively, you can instead reveal the result of the die roll for one of the target's secret checks during the duration, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/compendium/spells/dominate.md b/compendium/spells/dominate.md new file mode 100644 index 000000000..8996821db --- /dev/null +++ b/compendium/spells/dominate.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/uncommon +aliases: ["Dominate"] +--- +# Dominate *Spell 6* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**until the next time you make your daily preparations + +You take command of the target, forcing it to obey your orders. + +If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned) as it fights off your commands. +> - **Failure** The target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends. +> - **Critical Failure** As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies. + +**Heightened (10th)** The duration is unlimited. + +*Source: Core Rulebook p. 332* \ No newline at end of file diff --git a/compendium/spells/downpour.md b/compendium/spells/downpour.md new file mode 100644 index 000000000..7a94eb1ca --- /dev/null +++ b/compendium/spells/downpour.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/focus/4 +- trait/cleric +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Downpour"] +--- +# Downpour *Focus 4* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Domains**: [water](compendium/setting/domains.md#Water) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**30-foot burst +- **Duration**1 minute + +You call forth a torrential downpour, which extinguishes nonmagical flames. Creatures in the area are [concealed](rules/conditions.md#Concealed) and gain fire resistance 10. Creatures outside the area are [concealed](rules/conditions.md#Concealed) to those inside the area. Creatures with weakness to water that end their turns in the area take damage equal to their weakness. + +**Heightened (+ 1)** The fire resistance increases by 2. + +*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/dragon-breath.md b/compendium/spells/dragon-breath.md similarity index 85% rename from Compendium/spells/dragon-breath.md rename to compendium/spells/dragon-breath.md index 90c3e8e49..3273ed138 100644 --- a/Compendium/spells/dragon-breath.md +++ b/compendium/spells/dragon-breath.md @@ -13,10 +13,10 @@ tags: aliases: ["Dragon Breath"] --- # Dragon Breath *Focus 3* -[evocation](../../Rules/traits/evocation.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) - **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone or 60-foot line originating from you or 10-foot burst within 30 feet of you - **Saving Throw** basic Reflex or Fortitude @@ -38,7 +38,8 @@ You spew energy from your mouth, dealing `5d6` damage. The area, damage type, an | Umbral[^1] | 30-foot cone of negative | Reflex | | Underworld[^1] | 10-foot burst within 30 feet of fire | Reflex | -[^1]: The saving throws for these dragon types are assumed and taken from Archives of Nethys (https://2e.aonprd.com/Spells.aspx?ID=499), as the books these dragons originate from do not say what type of Saving Throw they use. +> [!pf2-note] +> [^1] The saving throws for these dragon types are assumed and taken from Archives of Nethys (https://2e.aonprd.com/Spells.aspx?ID=499), as the books these dragons originate from do not say what type of Saving Throw they use. **Heightened (+ 1)** The damage increases by `2d6`. diff --git a/compendium/spells/dragon-claws.md b/compendium/spells/dragon-claws.md new file mode 100644 index 000000000..2b6d9cfc6 --- /dev/null +++ b/compendium/spells/dragon-claws.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/morph +- trait/sorcerer +- trait/transmutation +- trait/uncommon +aliases: ["Dragon Claws"] +--- +# Dragon Claws *Focus 1* +[morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Vicious claws grow from your fingers. They are finesse unarmed attacks that deal `1d4` slashing damage and `1d6` extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type. + +**Heightened (5th)** The extra damage increases to `2d6`, and the resistance increases to 10. + +**Heightened (9th)** The extra damage increases to `3d6`, and the resistance increases to 15. + +*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/compendium/spells/dragon-form.md b/compendium/spells/dragon-form.md new file mode 100644 index 000000000..37fdbc794 --- /dev/null +++ b/compendium/spells/dragon-form.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/polymorph +- trait/transmutation +aliases: ["Dragon Form"] +--- +# Dragon Form *Spell 6* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the [dragon](rules/traits/dragon.md) trait. + +You have hands in this battle form and can take manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +- 10 temporary Hit Points. +- Speed 40 feet, fly Speed 100 feet. +- Resistance 10 against the damage type of your breath weapon (see below). +- [Darkvision](rules/abilities/darkvision.md) and imprecise [scent](rules/abilities/scent.md) 60 feet. +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks. +- [Athletics](compendium/skills.md#Athletics) modifier of +23, unless your own modifier is higher. +- **Breath Weapon** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([arcane](rules/traits/arcane.md), [evocation](rules/traits/evocation.md)) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for `1d4` rounds. Your breath weapon has the trait corresponding to the type of damage it deals. + +You also gain specific abilities based on the type of dragon you choose: + +- **Black** swim Speed 60 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `11d6` acid. +- **Blue** burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 80-foot line, `6d12` electricity. +- **Green** swim Speed 40 feet, ignores difficult terrain from non-magical foliage; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` poison; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `10d6` poison (Fortitude save instead of Reflex). +- **Red** ignore [concealed](rules/conditions.md#Concealed) from smoke; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `4d6` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 30-foot cone, `10d6` fire. +- **White** climb Speed 25 feet on ice only; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d6` piercing plus `2d6` cold; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `10d6` cold. +- **Brass** burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `3d8` piercing plus `2d4` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") spikes (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 60-foot line, `15d4` fire. +- **Bronze** swim Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d10` piercing plus `1d12` electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` slashing; breath weapon 80-foot line, `6d12` electricity. +- **Copper** climb Speed 25 feet on stone only; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` acid; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wing (reach <10 feet>), **Damage** `3d8` bludgeoning; breath weapon 60-foot line, `10d6` acid. +- **Gold** swim Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` fire; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `4d6` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <10 feet>), **Damage** `3d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") horns (reach <10 feet>), **Damage** `3d8` piercing; breath weapon 30-foot cone, `6d10` fire. +- **Silver** walk on clouds; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws, **Damage** `2d12` piercing plus `2d6` cold; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claw ([agile](rules/traits/agile.md)), **Damage** `3d10` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach 10), **Damage** `3d10` bludgeoning; breath weapon 30-foot cone, `8d8` cold. + +**Heightened (8th)** Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, [Athletics](compendium/skills.md#Athletics) +28, and a +14 status bonus to breath weapon damage. + +*Source: Core Rulebook p. 332* \ No newline at end of file diff --git a/compendium/spells/dragon-wings.md b/compendium/spells/dragon-wings.md new file mode 100644 index 000000000..61d20ca59 --- /dev/null +++ b/compendium/spells/dragon-wings.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/5 +- trait/morph +- trait/sorcerer +- trait/transmutation +- trait/uncommon +aliases: ["Dragon Wings"] +--- +# Dragon Wings *Focus 5* +[morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last. + +**Heightened (8th)** The duration increases to 10 minutes. + +*Source: Core Rulebook p. 403* \ No newline at end of file diff --git a/Compendium/spells/drain-life.md b/compendium/spells/drain-life.md similarity index 76% rename from Compendium/spells/drain-life.md rename to compendium/spells/drain-life.md index fdf579302..e86f9ab84 100644 --- a/Compendium/spells/drain-life.md +++ b/compendium/spells/drain-life.md @@ -11,10 +11,10 @@ tags: aliases: ["Drain Life"] --- # Drain Life *Focus 3* -[necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) - **Bloodline** Sorcerer -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**30 foot - **Targets**1 creature - **Saving Throw** basic Fortitude diff --git a/compendium/spells/dread-aura.md b/compendium/spells/dread-aura.md new file mode 100644 index 000000000..120ef3b4b --- /dev/null +++ b/compendium/spells/dread-aura.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/4 +- trait/aura +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +- trait/uncommon +- trait/wizard +aliases: ["Dread Aura"] +--- +# Dread Aura *Focus 4* +[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot-radius emanation centered on you +- **Duration**sustained up to 1 minute + +You emit an aura of terror. Foes in the area are [frightened](rules/conditions.md#Frightened) and unable to reduce the condition. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/compendium/spells/dream-council.md b/compendium/spells/dream-council.md new file mode 100644 index 000000000..e94aa5c85 --- /dev/null +++ b/compendium/spells/dream-council.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/illusion +- trait/mental +- trait/sleep +aliases: ["Dream Council"] +--- +# Dream Council *Spell 8* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**planetary +- **Targets**up to 12 creatures you know by name and have met in person +- **Duration**1 hour + +When you [Cast this Spell](rules/actions/cast-a-spell.md), any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends. + +*Source: Core Rulebook p. 333* \ No newline at end of file diff --git a/Compendium/spells/dream-message.md b/compendium/spells/dream-message.md similarity index 79% rename from Compendium/spells/dream-message.md rename to compendium/spells/dream-message.md index 4fac9c665..7d952788e 100644 --- a/Compendium/spells/dream-message.md +++ b/compendium/spells/dream-message.md @@ -9,9 +9,9 @@ tags: aliases: ["Dream Message"] --- # Dream Message *Spell 3* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) - **Cast** 10 minutes - **Range**planetary - **Targets**1 creature you know by name and have met in person diff --git a/compendium/spells/dreamers-call.md b/compendium/spells/dreamers-call.md new file mode 100644 index 000000000..1519675eb --- /dev/null +++ b/compendium/spells/dreamers-call.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/uncommon +aliases: ["Dreamer's Call"] +--- +# Dreamer's Call *Focus 4* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [dreams](compendium/setting/domains.md#Dreams) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**until the end of the target's next turn + +The target becomes distracted and suggestible, inundated by vivid daydreams. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's attention wavers. It becomes [flat-footed](rules/conditions.md#Flat-footed) and [fascinated](rules/conditions.md#Fascinated) by its daydreams. +> - **Failure** As success, except that you appear in the dream and give a suggestion. This can be to approach you, run away (as if it had the [fleeing](rules/conditions.md#Fleeing) condition), [Release](rules/actions/release.md) what it's holding, [Drop Prone](rules/actions/drop-prone.md), or stand in place. The creature follows this course of action as its first action after you [Cast the Spell](rules/actions/cast-a-spell.md). +> - **Critical Failure** As failure, but the target follows the course of action for as many actions as possible for the spell's duration, and it does nothing else. + +*Source: Core Rulebook p. 391* \ No newline at end of file diff --git a/Compendium/spells/dreaming-potential.md b/compendium/spells/dreaming-potential.md similarity index 83% rename from Compendium/spells/dreaming-potential.md rename to compendium/spells/dreaming-potential.md index 6ef5a1b0a..81a932dc9 100644 --- a/Compendium/spells/dreaming-potential.md +++ b/compendium/spells/dreaming-potential.md @@ -9,9 +9,9 @@ tags: aliases: ["Dreaming Potential"] --- # Dreaming Potential *Spell 5* -[enchantment](../../Rules/traits/enchantment.md) [mental](../../Rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) -- **Traditions**: [occult](../../Rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md) - **Cast** 10 minutes - **Range**touch - **Targets**1 willing sleeping creature diff --git a/compendium/spells/drop-dead.md b/compendium/spells/drop-dead.md new file mode 100644 index 000000000..29dee69c7 --- /dev/null +++ b/compendium/spells/drop-dead.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/illusion +- trait/uncommon +- trait/visual +aliases: ["Drop Dead"] +--- +# Drop Dead *Spell 5* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range is hit by an attack from an enemy. +- **Range**120 foot +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +The target appears to fall down dead, though it actually turns [invisible](rules/conditions.md#Invisible). Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate [Perception](compendium/skills.md#Perception) check to 0. If the target uses [hostile](rules/conditions.md#Hostile) actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too. + +**Heightened (7th)** The spell doesn't end if the target uses [hostile](rules/conditions.md#Hostile) actions. + +*Source: Core Rulebook p. 333* \ No newline at end of file diff --git a/compendium/spells/duplicate-foe.md b/compendium/spells/duplicate-foe.md new file mode 100644 index 000000000..d0ab09a76 --- /dev/null +++ b/compendium/spells/duplicate-foe.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/conjuration +aliases: ["Duplicate Foe"] +--- +# Duplicate Foe *Spell 7* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 enemy of level 15 or lower +- **Saving Throw** Fortitude +- **Duration**sustained up to 1 minute + +You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, [Perception](compendium/skills.md#Perception), and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes. + +The duplicate gains the minion trait, and it can only [Stride](rules/actions/stride.md) and [Strike](rules/actions/strike.md). Its [Strikes](rules/actions/strike.md) deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0. + +The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. + +The duplicate is unstable, so each turn after it takes its actions, it loses `4d6` Hit Points. It's not a living creature, and it can never regain its lost Hit Points in any way. + +> [!success-degree] +> - **Critical Success** You fail to create a duplicate. +> - **Success** The duplicate deals half damage with its [Strikes](rules/actions/strike.md) and the duration is reduced to a maximum of 2 rounds. +> - **Failure** The duplicate works as described. + +**Heightened (+ 1)** The level of creature you can target increases by 2. The duplicate has 10 more HP. + +*Source: Core Rulebook p. 334* \ No newline at end of file diff --git a/compendium/spells/earthbind.md b/compendium/spells/earthbind.md new file mode 100644 index 000000000..b318b2a51 --- /dev/null +++ b/compendium/spells/earthbind.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/transmutation +aliases: ["Earthbind"] +--- +# Earthbind *Spell 3* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 flying creature +- **Saving Throw** Fortitude +- **Duration**varies + +Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target falls safely up to 120 feet. +> - **Failure** The target falls safely up to 120 feet. If it hits the ground, it can't [Fly](rules/actions/fly.md), levitate, or otherwise leave the ground for 1 round. +> - **Critical Failure** The target falls safely up to 120 feet. If it hits the ground, it can't [Fly](rules/actions/fly.md), levitate, or otherwise leave the ground for 1 minute. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 334* \ No newline at end of file diff --git a/Compendium/spells/earthquake.md b/compendium/spells/earthquake.md similarity index 78% rename from Compendium/spells/earthquake.md rename to compendium/spells/earthquake.md index d3d1aaf9d..f7db26539 100644 --- a/Compendium/spells/earthquake.md +++ b/compendium/spells/earthquake.md @@ -10,10 +10,10 @@ tags: aliases: ["Earthquake"] --- # Earthquake *Spell 8* -[earth](../../Rules/traits/earth.md) [evocation](../../Rules/traits/evocation.md) +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**60-foot burst - **Duration**1 round @@ -23,13 +23,13 @@ You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand. - **Shaking Ground** The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks. -- **Fissures** Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 15 [Athletics](../skills.md#Athletics) to [Climb](../../Rules/actions/climb.md). +- **Fissures** Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 15 [Athletics](compendium/skills.md#Athletics) to [Climb](rules/actions/climb.md). - **Collapse** Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals `11d6` bludgeoning damage; each creature caught in a collapse must attempt a Reflex save to avoid it. > [!success-degree] > - **Critical Success** The creature takes half the collapse damage. -> - **Success** The creature takes half the collapse damage and falls [prone](../../Rules/conditions.md#Prone). -> - **Failure** The creature takes the full collapse damage and falls [prone](../../Rules/conditions.md#Prone). +> - **Success** The creature takes half the collapse damage and falls [prone](rules/conditions.md#Prone). +> - **Failure** The creature takes the full collapse damage and falls [prone](rules/conditions.md#Prone). > - **Critical Failure** The creature takes the full collapse damage and falls into a fissure. **Heightened (10th)** You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst. diff --git a/compendium/spells/eclipse-burst.md b/compendium/spells/eclipse-burst.md new file mode 100644 index 000000000..5ea31df48 --- /dev/null +++ b/compendium/spells/eclipse-burst.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/7 +- trait/cold +- trait/darkness +- trait/necromancy +- trait/negative +aliases: ["Eclipse Burst"] +--- +# Eclipse Burst *Spell 7* +[cold](rules/traits/cold.md) [darkness](rules/traits/darkness.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**60-foot burst +- **Saving Throw** Reflex + +A globe of freezing darkness explodes in the area, dealing `8d10` cold damage to creatures in the area, plus `8d4` additional negative damage to living creatures. Creatures in the area must attempt a Reflex save. + +If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the [light](rules/traits/light.md) effect. + +> [!success-degree] +> - **Critical Success** The creature or object is unaffected. +> - **Success** The creature or object takes half damage. +> - **Failure** The creature or object takes full damage. +> - **Critical Failure** The creature or object takes double damage. If it's a creature, it becomes [blinded](rules/conditions.md#Blinded) by the darkness for an unlimited duration. + +**Heightened (+ 1)** The cold damage increases by `1d10` and the negative damage against the living increases by `1d4`. + +*Source: Core Rulebook p. 334* \ No newline at end of file diff --git a/compendium/spells/electric-arc.md b/compendium/spells/electric-arc.md new file mode 100644 index 000000000..22fd2256c --- /dev/null +++ b/compendium/spells/electric-arc.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/electricity +- trait/evocation +aliases: ["Electric Arc"] +--- +# Electric Arc *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 or 2 creatures +- **Saving Throw** basic Reflex + +An arc of lightning leaps from one target to another. You deal electricity damage equal to `1d4` plus your spellcasting ability modifier. + +**Heightened (+ 1)** The damage increases by `1d4`. + +*Source: Core Rulebook p. 335* \ No newline at end of file diff --git a/Compendium/spells/elemental-blast.md b/compendium/spells/elemental-blast.md similarity index 75% rename from Compendium/spells/elemental-blast.md rename to compendium/spells/elemental-blast.md index b98742f2b..4c31a003d 100644 --- a/Compendium/spells/elemental-blast.md +++ b/compendium/spells/elemental-blast.md @@ -13,10 +13,10 @@ tags: aliases: ["Elemental Blast"] --- # Elemental Blast *Focus 5* -[evocation](../../Rules/traits/evocation.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) - **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Area**10-foot-radius burst, 30-foot cone, or 60-foot line - **Saving Throw** basic Reflex diff --git a/compendium/spells/elemental-form.md b/compendium/spells/elemental-form.md new file mode 100644 index 000000000..86f1161c4 --- /dev/null +++ b/compendium/spells/elemental-form.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/polymorph +- trait/transmutation +aliases: ["Elemental Form"] +--- +# Elemental Form *Spell 5* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the [elemental](rules/traits/elemental.md) trait. You have hands in this battle form and can take manipulate actions. + +You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. +- 10 temporary Hit Points. +- [Darkvision](rules/abilities/darkvision.md). +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based ([air](rules/traits/air.md) or [fire](rules/traits/fire.md)) or Strength based ([earth](rules/traits/earth.md) or [water](rules/traits/water.md)). If your corresponding unarmed attack modifier is higher, you can use it instead. +- **Acrobatics** ([air](rules/traits/air.md) or [fire](rules/traits/fire.md)) or [Athletics](compendium/skills.md#Athletics) (earth or water) modifier of +20; ignore this change if your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: +- **Air** fly Speed 80 feet, movement doesn't trigger reactions; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") gust, **Damage** `1d4` bludgeoning. +- **Earth** Speed 20 feet, burrow Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fist, **Damage** `2d10` bludgeoning. +- **Fire** Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tendril, **Damage** `1d8` fire plus `1d4` [persistent fire](rules/conditions.md#Persistent%20Damage). +- **Water** Speed 20 feet, swim Speed 60 feet; fire resistance 5; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") wave, **Damage** `1d12` bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful [Shove](rules/actions/shove.md). + +**Heightened (6th)** Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) +23. + +**Heightened (7th)** Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including [persistent damage](rules/conditions.md#Persistent%20Damage)), and [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) +25. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 335* \ No newline at end of file diff --git a/Compendium/spells/elemental-motion.md b/compendium/spells/elemental-motion.md similarity index 77% rename from Compendium/spells/elemental-motion.md rename to compendium/spells/elemental-motion.md index e50e94992..a3e2d4e81 100644 --- a/Compendium/spells/elemental-motion.md +++ b/compendium/spells/elemental-motion.md @@ -10,10 +10,10 @@ tags: aliases: ["Elemental Motion"] --- # Elemental Motion *Focus 3* -[evocation](../../Rules/traits/evocation.md) [sorcerer](../../Rules/traits/sorcerer.md) [uncommon](../../Rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) - **Bloodline** Sorcerer -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute You call upon your element to propel you, improving your Speed depending on your element. This spell has your element's trait. diff --git a/compendium/spells/elemental-tempest.md b/compendium/spells/elemental-tempest.md new file mode 100644 index 000000000..70eb239cf --- /dev/null +++ b/compendium/spells/elemental-tempest.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/evocation +- trait/metamagic +- trait/uncommon +- trait/wizard +aliases: ["Elemental Tempest"] +--- +# Elemental Tempest *Focus 4* +[evocation](rules/traits/evocation.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Your spellcasting surrounds you in a storm of elemental energy. + +If the next action you take is to [Cast a Spell](rules/actions/cast-a-spell.md) from your wizard spell slots that's an evocation spell dealing acid, cold, electricity, or fire damage, a 10-foot emanation of energy surrounds you as you cast the spell. Foes in the area take `1d6` damage per spell level of the spell you just cast of the same damage type the spell deals (choose one if it deals multiple types). Combine the damage from both elemental tempest and the other spell against foes who take damage from both before applying bonuses, penalties, resistance, weakness, and the like. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/compendium/spells/elemental-toss.md b/compendium/spells/elemental-toss.md new file mode 100644 index 000000000..97694112d --- /dev/null +++ b/compendium/spells/elemental-toss.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/attack +- trait/evocation +- trait/sorcerer +- trait/uncommon +aliases: ["Elemental Toss"] +--- +# Elemental Toss *Focus 1* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature + +With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing `1d8` bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element's trait. + +**Heightened (+ 1)** The damage increases by `1d8`. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/compendium/spells/embrace-the-pit.md b/compendium/spells/embrace-the-pit.md new file mode 100644 index 000000000..e55cfad79 --- /dev/null +++ b/compendium/spells/embrace-the-pit.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/3 +- trait/evil +- trait/morph +- trait/sorcerer +- trait/transmutation +- trait/uncommon +aliases: ["Embrace The Pit"] +--- +# Embrace The Pit *Focus 3* +[evil](rules/traits/evil.md) [morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. + +You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren't evil, and you gain weakness 5 to good damage. + +**Heightened (+ 2)** The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/compendium/spells/empty-body.md b/compendium/spells/empty-body.md new file mode 100644 index 000000000..2d44c25d5 --- /dev/null +++ b/compendium/spells/empty-body.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/9 +- trait/conjuration +- trait/monk +- trait/teleportation +- trait/uncommon +aliases: ["Empty Body"] +--- +# Empty Body *Focus 9* +[conjuration](rules/traits/conjuration.md) [monk](rules/traits/monk.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You turn ethereal, with the effects of ethereal jaunt, but you don't need to concentrate. + +*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/Compendium/spells/endure-elements.md b/compendium/spells/endure-elements.md similarity index 79% rename from Compendium/spells/endure-elements.md rename to compendium/spells/endure-elements.md index 7f34909d8..8dfb630f8 100644 --- a/Compendium/spells/endure-elements.md +++ b/compendium/spells/endure-elements.md @@ -8,9 +8,9 @@ tags: aliases: ["Endure Elements"] --- # Endure Elements *Spell 2* -[abjuration](../../Rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) - **Cast** 10 minutes - **Range**touch - **Targets**1 willing creature diff --git a/compendium/spells/enduring-might.md b/compendium/spells/enduring-might.md new file mode 100644 index 000000000..b2e47ea3d --- /dev/null +++ b/compendium/spells/enduring-might.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/abjuration +- trait/cleric +- trait/uncommon +aliases: ["Enduring Might"] +--- +# Enduring Might *Focus 4* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [might](compendium/setting/domains.md#Might) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An attack or effect would deal damage to you. + +Your own might mingles with divine power to protect you. You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect. + +**Heightened (+ 1)** The resistance increases by 2. + +*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/compendium/spells/energy-absorption.md b/compendium/spells/energy-absorption.md new file mode 100644 index 000000000..b9a4f0510 --- /dev/null +++ b/compendium/spells/energy-absorption.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/abjuration +- trait/uncommon +- trait/wizard +aliases: ["Energy Absorption"] +--- +# Energy Absorption *Focus 4* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An effect would deal acid, cold, electricity, or fire damage to you. + +You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). The resistance applies only to the triggering effect's initial damage. + +**Heightened (+ 1)** The resistance increases by 5. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/energy-aegis.md b/compendium/spells/energy-aegis.md new file mode 100644 index 000000000..c6c2fa720 --- /dev/null +++ b/compendium/spells/energy-aegis.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/abjuration +aliases: ["Energy Aegis"] +--- +# Energy Aegis *Spell 7* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 creature +- **Duration**until the next time you make your daily preparations + +You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage. + +**Heightened (9th)** The resistances increase to 10. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 335* \ No newline at end of file diff --git a/Compendium/spells/enhance-victuals.md b/compendium/spells/enhance-victuals.md similarity index 85% rename from Compendium/spells/enhance-victuals.md rename to compendium/spells/enhance-victuals.md index e3419549c..35b74521d 100644 --- a/Compendium/spells/enhance-victuals.md +++ b/compendium/spells/enhance-victuals.md @@ -8,9 +8,9 @@ tags: aliases: ["Enhance Victuals"] --- # Enhance Victuals *Spell 2* -[transmutation](../../Rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md) -- **Traditions**: [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) - **Cast** 1 minute - **Range**touch - **Targets**up to 1 gallon of non-magical water or up to 5 pounds of food diff --git a/compendium/spells/enlarge.md b/compendium/spells/enlarge.md new file mode 100644 index 000000000..2fe11c987 --- /dev/null +++ b/compendium/spells/enlarge.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/polymorph +- trait/transmutation +aliases: ["Enlarge"] +--- +# Enlarge *Spell 2* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**5 minutes + +Bolstered by magical power, the target grows to size Large. + +Its equipment grows with it but returns to natural size if removed. The creature is [clumsy](rules/conditions.md#Clumsy). Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature. + +**Heightened (4th)** The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature. + +**Heightened (6th)** Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures. + +*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/compendium/spells/entangle.md b/compendium/spells/entangle.md new file mode 100644 index 000000000..0dbf1a0f7 --- /dev/null +++ b/compendium/spells/entangle.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/plant +- trait/transmutation +aliases: ["Entangle"] +--- +# Entangle *Spell 2* +[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**all squares in a 20-foot burst that contain plants or fungi +- **Duration**1 minute + +Plants or fungi in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also [immobilized](rules/conditions.md#Immobilized) for 1 round. Creatures can attempt to [Escape](rules/actions/escape.md) at entangle's DC to remove these effects. + +*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/compendium/spells/enthrall.md b/compendium/spells/enthrall.md new file mode 100644 index 000000000..b07d3b87c --- /dev/null +++ b/compendium/spells/enthrall.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/auditory +- trait/emotion +- trait/enchantment +aliases: ["Enthrall"] +--- +# Enthrall *Spell 3* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**all creatures in range +- **Saving Throw** Will +- **Duration**sustained + +Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying. + +Each creature that comes within range has to attempt a save when you [Sustain the Spell](rules/actions/sustain-a-spell.md). If you're speaking, enthrall gains the [linguistic](rules/traits/linguistic.md) trait. + +> [!success-degree] +> - **Critical Success** The target is unaffected and notices that you tried to use magic. +> - **Success** The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled). +> - **Failure** The target is [fascinated](rules/conditions.md#Fascinated) with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer [fascinated](rules/conditions.md#Fascinated) and is temporarily immune for 1 hour. If the target is subject to a [hostile](rules/conditions.md#Hostile) act, or if another creature succeeds at a [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation) check against it, the fascination ends immediately. +> - **Critical Failure** As failure, but the target can't attempt a save to end the fascination if it disagrees with you. + +*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/compendium/spells/eradicate-undeath.md b/compendium/spells/eradicate-undeath.md new file mode 100644 index 000000000..b86081091 --- /dev/null +++ b/compendium/spells/eradicate-undeath.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/focus/4 +- trait/cleric +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Eradicate Undeath"] +--- +# Eradicate Undeath *Focus 4* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [death](compendium/setting/domains.md#Death) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot cone +- **Saving Throw** basic Fortitude + +A massive deluge of life energy causes the undead to fall apart. Each undead creature in the area takes `4d12` positive damage. + +**Heightened (+ 1)** The damage increases by `1d12`. + +*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/compendium/spells/ethereal-jaunt.md b/compendium/spells/ethereal-jaunt.md new file mode 100644 index 000000000..82ccb2d4a --- /dev/null +++ b/compendium/spells/ethereal-jaunt.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/conjuration +- trait/teleportation +- trait/uncommon +aliases: ["Ethereal Jaunt"] +--- +# Ethereal Jaunt *Spell 7* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained up to 1 minute + +You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down) + +You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and [concealed](rules/conditions.md#Concealed) from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by [force](rules/traits/force.md) effects and abjurations originating there. + +When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take `1d6` damage per 5 feet you were pushed. + +If you cast this spell when not on the Material Plane, it is lost. + +**Heightened (9th)** You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes. + +*Source: Core Rulebook p. 336* \ No newline at end of file diff --git a/compendium/spells/extend-spell.md b/compendium/spells/extend-spell.md new file mode 100644 index 000000000..090517f85 --- /dev/null +++ b/compendium/spells/extend-spell.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/3 +- trait/divination +- trait/metamagic +- trait/sorcerer +- trait/uncommon +aliases: ["Extend Spell"] +--- +# Extend Spell *Focus 3* +[divination](rules/traits/divination.md) [metamagic](rules/traits/metamagic.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You call upon your blood's knowledge of the ancients to extend your magic. If your next action is to [Cast a Spell](rules/actions/cast-a-spell.md) with a duration of 1 minute on a single target, and the spell isn't of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/Compendium/spells/fabricated-truth.md b/compendium/spells/fabricated-truth.md similarity index 82% rename from Compendium/spells/fabricated-truth.md rename to compendium/spells/fabricated-truth.md index 3eb5a1786..99768d73a 100644 --- a/Compendium/spells/fabricated-truth.md +++ b/compendium/spells/fabricated-truth.md @@ -10,10 +10,10 @@ tags: aliases: ["Fabricated Truth"] --- # Fabricated Truth *Spell 10* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [mental](../../Rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**100 foot - **Targets**up to 5 creatures - **Saving Throw** Will diff --git a/compendium/spells/face-in-the-crowd.md b/compendium/spells/face-in-the-crowd.md new file mode 100644 index 000000000..8ed38552b --- /dev/null +++ b/compendium/spells/face-in-the-crowd.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/illusion +- trait/uncommon +- trait/visual +aliases: ["Face In The Crowd"] +--- +# Face In The Crowd *Focus 1* +[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Domains**: [cities](compendium/setting/domains.md#Cities) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. You gain a +2 status bonus to [Deception](compendium/skills.md#Deception) and [Stealth](compendium/skills.md#Stealth) checks to go [unnoticed](rules/conditions.md#Unnoticed) among the crowd, and you ignore difficult terrain caused by the crowd. + +**Heightened (3rd)** The spell gains a range of 10 feet and can target up to 10 creatures. + +*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/compendium/spells/faerie-dust.md b/compendium/spells/faerie-dust.md new file mode 100644 index 000000000..54d2847e8 --- /dev/null +++ b/compendium/spells/faerie-dust.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/focus/1 +- trait/enchantment +- trait/mental +- trait/sorcerer +- trait/uncommon +aliases: ["Faerie Dust"] +--- +# Faerie Dust *Focus 1* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") or more +- **Range**30 foot +- **Area**5-foot burst or more +- **Saving Throw** Will +- **Duration**1 round + +You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use [Casting the Spell](rules/actions/cast-a-spell.md), the burst's radius increases by 5 feet. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature can't use reactions and takes a –2 status penalty to [Perception](compendium/skills.md#Perception) checks and Will saves. +> - **Critical Failure** As failure, and the creature also takes a –1 status penalty to [Perception](compendium/skills.md#Perception) checks and Will saves for 1 minute. + +**Heightened (+ 3)** The initial radius increases by 5 feet. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/compendium/spells/faerie-fire.md b/compendium/spells/faerie-fire.md new file mode 100644 index 000000000..148731c13 --- /dev/null +++ b/compendium/spells/faerie-fire.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/evocation +- trait/light +aliases: ["Faerie Fire"] +--- +# Faerie Fire *Spell 2* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Duration**5 minutes + +All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be [concealed](rules/conditions.md#Concealed) while affected by faerie fire. If the creatures are [invisible](rules/conditions.md#Invisible), they are [concealed](rules/conditions.md#Concealed) while affected by faerie fire, rather than being [undetected](rules/conditions.md#Undetected). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/false-life.md b/compendium/spells/false-life.md new file mode 100644 index 000000000..8d0111cd8 --- /dev/null +++ b/compendium/spells/false-life.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/necromancy +aliases: ["False Life"] +--- +# False Life *Spell 2* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**8 hours + +You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier. + +**Heightened (+ 1)** The temporary Hit Points increase by 3. + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/false-vision.md b/compendium/spells/false-vision.md new file mode 100644 index 000000000..d29308c6a --- /dev/null +++ b/compendium/spells/false-vision.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/5 +- trait/illusion +- trait/uncommon +aliases: ["False Vision"] +--- +# False Vision *Spell 5* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**touch +- **Area**100-foot burst +- **Duration**until the next time you make your daily preparations + +You create a false image that fools any attempts to scry on an area. Any [scrying](compendium/spells/scrying.md) spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can [Sustain the Spell](rules/actions/sustain-a-spell.md) each round to change the illusion as you desire, including playing out a complex scene. If the [scrying](compendium/spells/scrying.md) spell is of a higher level than false vision, the scryer can attempt a [Perception](compendium/skills.md#Perception) check to 0, though even if they're successful, they can't learn what's truly going on in the area. + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/fatal-aria.md b/compendium/spells/fatal-aria.md new file mode 100644 index 000000000..080965a2d --- /dev/null +++ b/compendium/spells/fatal-aria.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/10 +- trait/bard +- trait/composition +- trait/death +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Fatal Aria"] +--- +# Fatal Aria *Focus 10* +[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature + +You perform music so perfect that the target may die of joy or sorrow. Once targeted, the creature becomes temporarily immune for 1 minute. The effect of the spell depends on the target's level and current Hit Points. + +- **16th or Lower** The target dies instantly. +- **17th** If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes [dying](rules/conditions.md#Dying). +- **18th or Higher** The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly. + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/fear.md b/compendium/spells/fear.md new file mode 100644 index 000000000..957257268 --- /dev/null +++ b/compendium/spells/fear.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Fear"] +--- +# Fear *Spell 1* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You plant fear in the target; it must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [frightened](rules/conditions.md#Frightened). +> - **Failure** The target is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target is [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round. + +**Heightened (3rd)** You can target up to five creatures. + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/feather-fall.md b/compendium/spells/feather-fall.md new file mode 100644 index 000000000..fcd9814bc --- /dev/null +++ b/compendium/spells/feather-fall.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/abjuration +aliases: ["Feather Fall"] +--- +# Feather Fall *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature within range is falling. +- **Range**60 foot +- **Targets**1 falling creature +- **Duration**1 minute + +You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/feeblemind.md b/compendium/spells/feeblemind.md new file mode 100644 index 000000000..58498ac64 --- /dev/null +++ b/compendium/spells/feeblemind.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/curse +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Feeblemind"] +--- +# Feeblemind *Spell 6* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You drastically reduce the target's mental faculties. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Failure** The target is [stupefied](rules/conditions.md#Stupefied) with an unlimited duration. +> - **Critical Failure** The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control. + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/feet-to-fins.md b/compendium/spells/feet-to-fins.md new file mode 100644 index 000000000..cfcb41a47 --- /dev/null +++ b/compendium/spells/feet-to-fins.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/morph +- trait/transmutation +aliases: ["Feet To Fins"] +--- +# Feet To Fins *Spell 3* +[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**10 minutes + +The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet. + +**Heightened (6th)** The spell lasts until the next time you make your daily preparations. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/fey-disappearance.md b/compendium/spells/fey-disappearance.md new file mode 100644 index 000000000..3fac30559 --- /dev/null +++ b/compendium/spells/fey-disappearance.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/3 +- trait/enchantment +- trait/sorcerer +- trait/uncommon +aliases: ["Fey Disappearance"] +--- +# Fey Disappearance *Focus 3* +[enchantment](rules/traits/enchantment.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**until the end of your next turn + +You become [invisible](rules/conditions.md#Invisible) and ignore natural difficult terrain (such as underbrush). Any [hostile](rules/conditions.md#Hostile) action you use ends this invisibility, but you still ignore natural difficult terrain. + +**Heightened (5th)** If you use a [hostile](rules/conditions.md#Hostile) action, the invisibility doesn't end. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/compendium/spells/fey-glamour.md b/compendium/spells/fey-glamour.md new file mode 100644 index 000000000..5103284d0 --- /dev/null +++ b/compendium/spells/fey-glamour.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/focus/5 +- trait/illusion +- trait/sorcerer +- trait/uncommon +aliases: ["Fey Glamour"] +--- +# Fey Glamour *Focus 5* +[illusion](rules/traits/illusion.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**30-foot burst or Targets up to 10 creatures +- **Duration**10 minutes + +You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour's range and duration. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/compendium/spells/field-of-life.md b/compendium/spells/field-of-life.md new file mode 100644 index 000000000..b79cf1db5 --- /dev/null +++ b/compendium/spells/field-of-life.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/6 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Field Of Life"] +--- +# Field Of Life *Spell 6* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**20-foot burst +- **Duration**sustained up to 1 minute + +A field of positive energy fills the area, exuding warmth and rejuvenating those within. Each living creature that starts its turn in the area regains `1d8` Hit Points, and any undead creature that starts its turn in the area takes `1d8` positive damage. + +**Heightened (8th)** The healing and damage increase to `1d10`. + +**Heightened (9th)** The healing and damage increase to `1d12`. + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/fiery-body.md b/compendium/spells/fiery-body.md new file mode 100644 index 000000000..11c946ace --- /dev/null +++ b/compendium/spells/fiery-body.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/fire +- trait/polymorph +- trait/transmutation +aliases: ["Fiery Body"] +--- +# Fiery Body *Spell 7* +[fire](rules/traits/fire.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes `3d6` fire damage. + +Your unarmed attacks deal `1d4` additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast [produce flame](compendium/spells/produce-flame.md) as an innate spell; the casting is reduced from 2 actions to 1. + +In fire form, you have a fly Speed of 40 feet and don't need to breathe. + +**Heightened (9th)** Creatures touching you take `4d6` fire damage instead of `3d6`, your unarmed attacks deal `2d4` additional fire damage, and you have a fly Speed of 60 feet. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 337* \ No newline at end of file diff --git a/compendium/spells/finger-of-death.md b/compendium/spells/finger-of-death.md new file mode 100644 index 000000000..d49690b7a --- /dev/null +++ b/compendium/spells/finger-of-death.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/death +- trait/necromancy +aliases: ["Finger Of Death"] +--- +# Finger Of Death *Spell 7* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** basic Fortitude + +You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly. + +**Heightened (+ 1)** The damage increases by 10. + +*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/compendium/spells/fire-ray.md b/compendium/spells/fire-ray.md new file mode 100644 index 000000000..137cc120c --- /dev/null +++ b/compendium/spells/fire-ray.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/attack +- trait/cleric +- trait/evocation +- trait/fire +- trait/uncommon +aliases: ["Fire Ray"] +--- +# Fire Ray *Focus 1* +[attack](rules/traits/attack.md) [cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [fire](compendium/setting/domains.md#Fire) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature + +A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals `2d6` fire damage. + +> [!success-degree] +> - **Critical Success** The ray deals double damage and `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). +> - **Success** The ray deals full damage. + +**Heightened (+ 1)** The ray's initial damage increases by `2d6`, and the [persistent fire damage](rules/conditions.md#Persistent%20Damage) on a critical success increases by `1d4`. + +*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/compendium/spells/fire-seeds.md b/compendium/spells/fire-seeds.md new file mode 100644 index 000000000..129734fea --- /dev/null +++ b/compendium/spells/fire-seeds.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/evocation +- trait/fire +- trait/plant +aliases: ["Fire Seeds"] +--- +# Fire Seeds *Spell 6* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [plant](rules/traits/plant.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Saving Throw** basic Reflex +- **Duration**1 minute + +Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an [Interact](rules/actions/interact.md) action. It explodes in a 5-foot burst, dealing `4d6` fire damage. + +The save uses your spell DC, even if someone else throws the acorn. + +Flames continue to burn on the ground in the burst for 1 minute, dealing `2d6` fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns. + +When the spell ends, any remaining acorns rot and turn to ordinary soil. + +**Heightened (8th)** The burst's damage increases to `5d6`, and the continuing flames damage increases to `3d6`. + +**Heightened (9th)** The burst's damage increases to `6d6`, and the continuing flames damage increases to `3d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/compendium/spells/fire-shield.md b/compendium/spells/fire-shield.md new file mode 100644 index 000000000..8d14e3062 --- /dev/null +++ b/compendium/spells/fire-shield.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/evocation +- trait/fire +aliases: ["Fire Shield"] +--- +# Fire Shield *Spell 4* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take `2d6` fire damage each time they do. + +**Heightened (+ 2)** The cold resistance increases by 5, and the fire damage increases by `1d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/compendium/spells/fireball.md b/compendium/spells/fireball.md new file mode 100644 index 000000000..1c187d229 --- /dev/null +++ b/compendium/spells/fireball.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/3 +- trait/evocation +- trait/fire +aliases: ["Fireball"] +--- +# Fireball *Spell 3* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**20-foot burst +- **Saving Throw** basic Reflex + +A roaring blast of fire appears at a spot you designate, dealing `6d6` fire damage. + +**Heightened (+ 1)** The damage increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/compendium/spells/flame-barrier.md b/compendium/spells/flame-barrier.md new file mode 100644 index 000000000..360c86091 --- /dev/null +++ b/compendium/spells/flame-barrier.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/abjuration +- trait/cleric +- trait/uncommon +aliases: ["Flame Barrier"] +--- +# Flame Barrier *Focus 4* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [fire](compendium/setting/domains.md#Fire) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An effect would deal fire damage to either you or an ally within range. +- **Range**60 foot +- **Targets**the creature that would take fire damage + +You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect. + +**Heightened (+ 2)** The resistance increases by 5. + +*Source: Core Rulebook p. 392* \ No newline at end of file diff --git a/Compendium/spells/flame-strike.md b/compendium/spells/flame-strike.md similarity index 77% rename from Compendium/spells/flame-strike.md rename to compendium/spells/flame-strike.md index ee3330e46..01feda693 100644 --- a/Compendium/spells/flame-strike.md +++ b/compendium/spells/flame-strike.md @@ -10,10 +10,10 @@ tags: aliases: ["Flame Strike"] --- # Flame Strike *Spell 5* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**120 foot - **Area**10-foot radius, 40-foot-tall cylinder - **Saving Throw** basic Reflex diff --git a/compendium/spells/flaming-sphere.md b/compendium/spells/flaming-sphere.md new file mode 100644 index 000000000..5d7ee8122 --- /dev/null +++ b/compendium/spells/flaming-sphere.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/misc +- spell/level/2 +- trait/evocation +- trait/fire +aliases: ["Flaming Sphere"] +--- +# Flaming Sphere *Spell 2* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**1 5-foot square +- **Saving Throw** Reflex +- **Duration**sustained up to 1 minute + +You create a sphere of flame in a square within range. The sphere must be supported by a solid surface, such as a stone floor. The sphere deals `3d6` fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, the first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you can leave the sphere in its square or roll it to another square within range. It deals `3d6` fire damage (basic Reflex save) to each creature in that square. + +Creatures that succeed at their save take no damage (instead of half). + +**Heightened (+ 1)** The damage increases by `1d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/compendium/spells/fleet-step.md b/compendium/spells/fleet-step.md new file mode 100644 index 000000000..10886749d --- /dev/null +++ b/compendium/spells/fleet-step.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/transmutation +aliases: ["Fleet Step"] +--- +# Fleet Step *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You gain a +30-foot status bonus to your Speed. + +*Source: Core Rulebook p. 338* \ No newline at end of file diff --git a/compendium/spells/flesh-to-stone.md b/compendium/spells/flesh-to-stone.md new file mode 100644 index 000000000..439579e6a --- /dev/null +++ b/compendium/spells/flesh-to-stone.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/transmutation +aliases: ["Flesh To Stone"] +--- +# Flesh To Stone *Spell 6* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature made of flesh +- **Saving Throw** Fortitude +- **Duration**varies + +You try to turn the target's flesh into stone. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. +> - **Failure** The target is [slowed](rules/conditions.md#Slowed) and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the [incapacitation](rules/traits/incapacitation.md) trait. On a failed save, the [slowed](rules/conditions.md#Slowed) condition increases by 1 (or 2 on a critical failure). A successful save reduces the [slowed](rules/conditions.md#Slowed) condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically [petrified](rules/conditions.md#Petrified). The spell ends if the creature is [petrified](rules/conditions.md#Petrified) or the [slowed](rules/conditions.md#Slowed) condition is removed. +> - **Critical Failure** As failure, but the target is initially [slowed](rules/conditions.md#Slowed). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/compendium/spells/floating-disk.md b/compendium/spells/floating-disk.md new file mode 100644 index 000000000..d5a92d1ad --- /dev/null +++ b/compendium/spells/floating-disk.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/conjuration +- trait/force +aliases: ["Floating Disk"] +--- +# Floating Disk *Spell 1* +[conjuration](rules/traits/conjuration.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**8 hours + +A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. + +The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk. + +*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/compendium/spells/fly.md b/compendium/spells/fly.md new file mode 100644 index 000000000..6d85199d4 --- /dev/null +++ b/compendium/spells/fly.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/transmutation +aliases: ["Fly"] +--- +# Fly *Spell 4* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**5 minutes + +The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater. + +**Heightened (7th)** The duration increases to 1 hour. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/compendium/spells/forbidding-ward.md b/compendium/spells/forbidding-ward.md new file mode 100644 index 000000000..f3f376ade --- /dev/null +++ b/compendium/spells/forbidding-ward.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/abjuration +- trait/cantrip +aliases: ["Forbidding Ward"] +--- +# Forbidding Ward *Cantrip 1* +[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 ally and 1 enemy +- **Duration**sustained up to 1 minute + +You ward an ally against the attacks and [hostile](rules/conditions.md#Hostile) spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects. + +**Heightened (6th)** The status bonus increases to +2. + +*Source: Core Rulebook p. 339* \ No newline at end of file diff --git a/compendium/spells/force-bolt.md b/compendium/spells/force-bolt.md new file mode 100644 index 000000000..f914983fc --- /dev/null +++ b/compendium/spells/force-bolt.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/evocation +- trait/force +- trait/uncommon +- trait/wizard +aliases: ["Force Bolt"] +--- +# Force Bolt *Focus 1* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature + +You fire an unerring dart of force from your fingertips. It automatically hits and deals `1d4+1` force damage to the target. + +**Heightened (+ 2)** The damage increases by 1d4+1. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/forced-quiet.md b/compendium/spells/forced-quiet.md new file mode 100644 index 000000000..caddddfbf --- /dev/null +++ b/compendium/spells/forced-quiet.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/abjuration +- trait/cleric +- trait/uncommon +aliases: ["Forced Quiet"] +--- +# Forced Quiet *Focus 1* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [secrecy](compendium/setting/domains.md#Secrecy) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**varies + +You quiet the target's voice, preventing it from giving away valuable secrets. This doesn't prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a [Perception](compendium/skills.md#Perception) check against your spell DC, which might interfere with [auditory](rules/traits/auditory.md) or [linguistic](rules/traits/linguistic.md) effects as well as communication. The spell's duration depends on the target's Fortitude save. After attempting its save, the target becomes temporarily immune for 24 hours. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The duration is 1 round. +> - **Failure** The duration is 1 minute. +> - **Critical Failure** The duration is 10 minutes. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/compendium/spells/foresight.md b/compendium/spells/foresight.md new file mode 100644 index 000000000..23f1760ff --- /dev/null +++ b/compendium/spells/foresight.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/divination +- trait/mental +- trait/prediction +aliases: ["Foresight"] +--- +# Foresight *Spell 9* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [prediction](rules/traits/prediction.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 hour + +You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a [mental](rules/traits/mental.md) effect. Due to the amount of information this spell requires you to process, you can't have more than one [foresight](compendium/spells/foresight.md) spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't [flat-footed](rules/conditions.md#Flat-footed) against [undetected](rules/conditions.md#Undetected) creatures or when flanked. In addition, you gain the following reaction. + +```ad-embed-ability +title: Foresight [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The target of foresight defends against a [hostile](rules/conditions.md#Hostile) creature or other danger. + +**Effect** If the [hostile](rules/conditions.md#Hostile) creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the [fortune](rules/traits/fortune.md) trait. But if the [hostile](rules/conditions.md#Hostile) creature or danger is rolling against the target (an attack roll or skill check, for example), that [hostile](rules/conditions.md#Hostile) creature or danger rolls twice and uses the lower result, and this spell gains the [misfortune](rules/traits/misfortune.md) trait. +``` + +*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/compendium/spells/freedom-of-movement.md b/compendium/spells/freedom-of-movement.md new file mode 100644 index 000000000..92a684258 --- /dev/null +++ b/compendium/spells/freedom-of-movement.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/abjuration +aliases: ["Freedom Of Movement"] +--- +# Freedom Of Movement *Spell 4* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature touched +- **Duration**10 minutes + +You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to [Escape](rules/actions/escape.md) an effect that has them [immobilized](rules/conditions.md#Immobilized), [grabbed](rules/conditions.md#Grabbed), or [restrained](rules/conditions.md#Restrained), they automatically succeed unless the effect is magical and of a higher level than the [freedom of movement](compendium/spells/freedom-of-movement.md) spell. + +*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/compendium/spells/gaseous-form.md b/compendium/spells/gaseous-form.md new file mode 100644 index 000000000..0f3161a79 --- /dev/null +++ b/compendium/spells/gaseous-form.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/polymorph +- trait/transmutation +aliases: ["Gaseous Form"] +--- +# Gaseous Form *Spell 4* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**5 minutes + +The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. + +It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can [Dismiss](rules/actions/dismiss.md) the spell. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/compendium/spells/gate.md b/compendium/spells/gate.md new file mode 100644 index 000000000..78408d985 --- /dev/null +++ b/compendium/spells/gate.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/conjuration +- trait/teleportation +- trait/uncommon +aliases: ["Gate"] +--- +# Gate *Spell 10* +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Duration**sustained up to 1 minute + +You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/compendium/spells/gentle-repose.md b/compendium/spells/gentle-repose.md new file mode 100644 index 000000000..977805b64 --- /dev/null +++ b/compendium/spells/gentle-repose.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/necromancy +aliases: ["Gentle Repose"] +--- +# Gentle Repose *Spell 2* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 corpse +- **Duration**until the next time you make your daily preparations + +The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body. + +**Heightened (5th)** The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/compendium/spells/ghost-sound.md b/compendium/spells/ghost-sound.md new file mode 100644 index 000000000..84752adfa --- /dev/null +++ b/compendium/spells/ghost-sound.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/auditory +- trait/cantrip +- trait/illusion +aliases: ["Ghost Sound"] +--- +# Ghost Sound *Cantrip 1* +[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Duration**sustained + +You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. + +The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music). + +**Heightened (3rd)** The range increases to 60 feet. + +**Heightened (5th)** The range increases to 120 feet. + +*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/compendium/spells/ghostly-weapon.md b/compendium/spells/ghostly-weapon.md new file mode 100644 index 000000000..ae1fe8bbe --- /dev/null +++ b/compendium/spells/ghostly-weapon.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/transmutation +aliases: ["Ghostly Weapon"] +--- +# Ghostly Weapon *Spell 3* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 weapon that is either unattended or wielded by you or a willing ally +- **Duration**5 minutes + +The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the [ghost touch](compendium/equipment/items/ghost-touch.md) property rune. + +If the weapon is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain [ghost touch](compendium/equipment/items/ghost-touch.md). + +*Source: Core Rulebook p. 340* \ No newline at end of file diff --git a/Compendium/spells/ghoulish-cravings.md b/compendium/spells/ghoulish-cravings.md similarity index 76% rename from Compendium/spells/ghoulish-cravings.md rename to compendium/spells/ghoulish-cravings.md index 355e16ae7..8b8eb9446 100644 --- a/Compendium/spells/ghoulish-cravings.md +++ b/compendium/spells/ghoulish-cravings.md @@ -10,10 +10,10 @@ tags: aliases: ["Ghoulish Cravings"] --- # Ghoulish Cravings *Spell 2* -[disease](../../Rules/traits/disease.md) [evil](../../Rules/traits/evil.md) [necromancy](../../Rules/traits/necromancy.md) +[disease](rules/traits/disease.md) [evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Targets**1 creature - **Saving Throw** Fortitude @@ -29,7 +29,7 @@ You touch the target to afflict it with ghoul fever, infesting it with hunger an ```ad-inline-affliction title: Ghoul Fever _Level 3_ -[disease](../../../rules/traits/disease.md) +[disease](rules/traits/disease.md) ## Stages @@ -51,4 +51,4 @@ title: Ghoul Fever _Level 3_ ## Summary -*Source: Core Rulebook p. 341* +*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/compendium/spells/glibness.md b/compendium/spells/glibness.md new file mode 100644 index 000000000..39fdb1f39 --- /dev/null +++ b/compendium/spells/glibness.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Glibness"] +--- +# Glibness *Spell 4* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to [Lie](rules/actions/lie.md) and against [Perception](compendium/skills.md#Perception) checks to discern if you are telling the truth, and you add your level even if you're untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half. + +*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/compendium/spells/glimpse-the-truth.md b/compendium/spells/glimpse-the-truth.md new file mode 100644 index 000000000..d0ac828a2 --- /dev/null +++ b/compendium/spells/glimpse-the-truth.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/4 +- trait/cleric +- trait/divination +- trait/revelation +- trait/uncommon +aliases: ["Glimpse The Truth"] +--- +# Glimpse The Truth *Focus 4* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [truth](compendium/setting/domains.md#Truth) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**30-foot emanation +- **Duration**1 round + +Divine insight lets you see things as they truly are. The GM attempts a secret counteract check against each illusion that is at least partially within the area. Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an [illusory disguise](compendium/spells/illusory-disguise.md) spell, you see the creature's true form but illusory disguise doesn't end) + +The area moves with you for the duration of the spell, and the GM attempts a secret counteract check each time a new illusion is within the area. + +**Heightened (7th)** You can allow everyone to see through illusions you succeed against, not just yourself. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/compendium/spells/glitterdust.md b/compendium/spells/glitterdust.md new file mode 100644 index 000000000..fb4c894a4 --- /dev/null +++ b/compendium/spells/glitterdust.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/evocation +aliases: ["Glitterdust"] +--- +# Glitterdust *Spell 2* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Saving Throw** Reflex + +Creatures in the area are outlined by glittering dust. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is [concealed](rules/conditions.md#Concealed) instead of [invisible](rules/conditions.md#Invisible). This applies both if the creature was already [invisible](rules/conditions.md#Invisible) and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target's invisibility is negated for 2 rounds. +> - **Failure** The target is [dazzled](rules/conditions.md#Dazzled) for 1 minute and its invisibility is negated for 1 minute. +> - **Critical Failure** The target is [blinded](rules/conditions.md#Blinded) for 1 round and [dazzled](rules/conditions.md#Dazzled) for 10 minutes. Its invisibility is negated for 10 minutes. + +*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/compendium/spells/globe-of-invulnerability.md b/compendium/spells/globe-of-invulnerability.md new file mode 100644 index 000000000..296bf1647 --- /dev/null +++ b/compendium/spells/globe-of-invulnerability.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/4 +- trait/abjuration +- trait/uncommon +aliases: ["Globe Of Invulnerability"] +--- +# Globe Of Invulnerability *Spell 4* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot burst centered on one corner of your space +- **Duration**10 minutes + +You create an immobile globe around yourself that attempts to counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a [dispel magic](compendium/spells/dispel-magic.md) spell 1 level lower than its actual spell level. If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally). You must form the sphere in an unbroken open space, so its edges don't pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast). + +*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/compendium/spells/gluttons-jaws.md b/compendium/spells/gluttons-jaws.md new file mode 100644 index 000000000..fd6a60538 --- /dev/null +++ b/compendium/spells/gluttons-jaws.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/morph +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Glutton's Jaws"] +--- +# Glutton's Jaws *Focus 1* +[morph](rules/traits/morph.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the [forceful](rules/traits/forceful.md) trait dealing `1d8` piercing damage. If you hit with your jaws and deal damage, you gain `1d6` temporary Hit Points. + +**Heightened (+ 2)** The temporary Hit Points increase by 1d6. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/compendium/spells/glyph-of-warding.md b/compendium/spells/glyph-of-warding.md new file mode 100644 index 000000000..f11de71ce --- /dev/null +++ b/compendium/spells/glyph-of-warding.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/abjuration +aliases: ["Glyph Of Warding"] +--- +# Glyph Of Warding *Spell 3* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**1 container or a 10-foot-by-10-foot area +- **Duration** + +You craft a trap by binding a [hostile](rules/conditions.md#Hostile) spell into a symbol. While [Casting this Spell](rules/actions/cast-a-spell.md), you also [Cast a Spell](rules/actions/cast-a-spell.md) of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a [hostile](rules/conditions.md#Hostile) effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within. + +Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the [Perception](compendium/skills.md#Perception) check to notice it and the [Thievery](compendium/skills.md#Thievery) check to disable it; both checks require the creature attempting them to be trained in order to succeed. + +You can [Dismiss](rules/actions/dismiss.md) glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/compendium/spells/goblin-pox.md b/compendium/spells/goblin-pox.md new file mode 100644 index 000000000..2a273642e --- /dev/null +++ b/compendium/spells/goblin-pox.md @@ -0,0 +1,49 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/disease +- trait/necromancy +aliases: ["Goblin Pox"] +--- +# Goblin Pox *Spell 1* +[disease](rules/traits/disease.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Fortitude + +Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [sickened](rules/conditions.md#Sickened). +> - **Failure** The target is afflicted with goblin pox at stage 1. +> - **Critical Failure** The target is afflicted with goblin pox at stage 2. + +```ad-inline-affliction +title: Goblin Pox _Level 1_ + +[disease](rules/traits/disease.md) +Goblins and goblin dogs are immune. + + +## Stages + +**Stage 1** [sickened](rules/conditions.md#Sickened) (1 round) + +**Stage 2** [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) (1 round) + +**Stage 3** [sickened](rules/conditions.md#Sickened) and the creature can't reduce its [sickened](rules/conditions.md#Sickened) value below 1 (1 day) + + +%% #trait/disease #affliction/level/level-1 %% +``` + +## Summary + +*Source: Core Rulebook p. 341* \ No newline at end of file diff --git a/compendium/spells/goodberry.md b/compendium/spells/goodberry.md new file mode 100644 index 000000000..6a2ecd1d6 --- /dev/null +++ b/compendium/spells/goodberry.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/druid +- trait/healing +- trait/necromancy +- trait/uncommon +aliases: ["Goodberry"] +--- +# Goodberry *Focus 1* +[druid](rules/traits/druid.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 ripe berry +- **Duration**10 minutes + +You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an [Interact](rules/actions/interact.md) action to regain `1d6+4` Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. + +**Heightened (+ 1)** You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single [Interact](rules/actions/interact.md) action. + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/grasping-grave.md b/compendium/spells/grasping-grave.md new file mode 100644 index 000000000..0bb91d109 --- /dev/null +++ b/compendium/spells/grasping-grave.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/misc +- spell/focus/5 +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Grasping Grave"] +--- +# Grasping Grave *Focus 5* +[necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**20-foot radius on the ground +- **Saving Throw** Reflex + +Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. The skeletal arms deal `6d6` slashing damage. Each creature in the area must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and a –10-foot circumstance penalty to its Speeds for 1 round. +> - **Critical Failure** The creature takes double damage and is [immobilized](rules/conditions.md#Immobilized) for 1 round or until it [Escapes](rules/actions/escape.md). + +**Heightened (+ 1)** The damage increases by 2d6. + +*Source: Core Rulebook p. 404* \ No newline at end of file diff --git a/compendium/spells/grease.md b/compendium/spells/grease.md new file mode 100644 index 000000000..17aad05b1 --- /dev/null +++ b/compendium/spells/grease.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/misc +- spell/level/1 +- trait/conjuration +aliases: ["Grease"] +--- +# Grease *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**4 contiguous 5-foot squares or +- **Targets**1 object of 1 Bulk or less +- **Duration**1 minute + +You conjure grease, with effects based on choosing area or target. + +- **Area** All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an [Acrobatics](compendium/skills.md#Acrobatics) check against your spell DC or fall [prone](rules/conditions.md#Prone). Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md). A creature that [Steps](rules/actions/step.md) or Crawls doesn't have to attempt a check or save. +- **Target** If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an [Acrobatics](compendium/skills.md#Acrobatics) check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice + +If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them. + +*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/compendium/spells/grim-tendrils.md b/compendium/spells/grim-tendrils.md new file mode 100644 index 000000000..c8ab7bc59 --- /dev/null +++ b/compendium/spells/grim-tendrils.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/line +- spell/level/1 +- trait/necromancy +- trait/negative +aliases: ["Grim Tendrils"] +--- +# Grim Tendrils *Spell 1* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot line +- **Saving Throw** Fortitude + +Tendrils of darkness curl out from your fingertips and race through the air. You deal `2d4` negative damage and 1 [persistent bleed damage](rules/conditions.md#Persistent%20Damage) to living creatures in the line. Each living creature in the line must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half the negative damage and no [persistent bleed damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The creature takes full damage. +> - **Critical Failure** The creature takes double negative damage and double [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The negative damage increases by `2d4`, and the [persistent bleed damage](rules/conditions.md#Persistent%20Damage) increases by 1. + +*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/compendium/spells/guidance.md b/compendium/spells/guidance.md new file mode 100644 index 000000000..032d16ab7 --- /dev/null +++ b/compendium/spells/guidance.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/divination +aliases: ["Guidance"] +--- +# Guidance *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [divination](rules/traits/divination.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**until the start of your next turn + +You ask for divine guidance, granting the target a +1 status bonus to one attack roll, [Perception](compendium/skills.md#Perception) check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. + +If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour. + +*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/compendium/spells/gust-of-wind.md b/compendium/spells/gust-of-wind.md new file mode 100644 index 000000000..4e5a86dd2 --- /dev/null +++ b/compendium/spells/gust-of-wind.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/line +- spell/level/1 +- trait/air +- trait/evocation +aliases: ["Gust Of Wind"] +--- +# Gust Of Wind *Spell 1* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**60-foot line +- **Duration**until the start of your next turn + +A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature can't move against the wind. +> - **Failure** The creature is knocked [prone](rules/conditions.md#Prone). If it was flying, it suffers the effects of critical failure instead. +> - **Critical Failure** The creature is pushed 30 feet in the wind's direction, knocked [prone](rules/conditions.md#Prone), and takes `2d6` bludgeoning damage. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/compendium/spells/hallucination.md b/compendium/spells/hallucination.md new file mode 100644 index 000000000..e7ace03b9 --- /dev/null +++ b/compendium/spells/hallucination.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/illusion +- trait/incapacitation +- trait/mental +aliases: ["Hallucination"] +--- +# Hallucination *Spell 5* +[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 hour + +The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn't, or see a tower in the center of town. + +The target can attempt an initial Will save, with effects below. + +They also receive a Will save to 0 every time they [Seek](rules/actions/seek.md) or directly interact with the hallucination. For example, the target could attempt to 0 each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature perceives what you chose until it disbelieves, but it knows what the hallucination is. +> - **Failure** The creature perceives what you chose until it disbelieves. +> - **Critical Failure** The creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve. + +**Heightened (6th)** Choose to either target up to 10 creatures or change the spell's duration to until the next time you make your daily preparations. + +**Heightened (8th)** Choose to either target any number of creatures or change the spell's duration to unlimited. + +*Source: Core Rulebook p. 342* \ No newline at end of file diff --git a/compendium/spells/hallucinatory-terrain.md b/compendium/spells/hallucinatory-terrain.md new file mode 100644 index 000000000..0af56b3aa --- /dev/null +++ b/compendium/spells/hallucinatory-terrain.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/4 +- trait/illusion +- trait/uncommon +aliases: ["Hallucinatory Terrain"] +--- +# Hallucinatory Terrain *Spell 4* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Range**500 foot +- **Area**50-foot burst +- **Duration**until the next time you make your daily preparations + +You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area. + +Any creature that touches the illusion or uses the [Seek](rules/actions/seek.md) action to examine it can attempt to 0. + +**Heightened (5th)** Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures). + +*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/compendium/spells/hand-of-the-apprentice.md b/compendium/spells/hand-of-the-apprentice.md new file mode 100644 index 000000000..cdac286ec --- /dev/null +++ b/compendium/spells/hand-of-the-apprentice.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/attack +- trait/evocation +- trait/uncommon +- trait/wizard +aliases: ["Hand Of The Apprentice"] +--- +# Hand Of The Apprentice *Focus 1* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**500 foot +- **Targets**1 creature + +You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. On a success, you deal the weapon's damage as if you had hit with a melee [Strike](rules/actions/strike.md), but adding your spellcasting ability modifier to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you add the weapon's critical specialization effect. Regardless of the outcome, the weapon flies back to you and returns to your hand. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/harm.md b/compendium/spells/harm.md new file mode 100644 index 000000000..d66bcd6aa --- /dev/null +++ b/compendium/spells/harm.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/necromancy +- trait/negative +aliases: ["Harm"] +--- +# Harm *Spell 1* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**varies +- **Targets**1 living creature or 1 willing undead creature + +You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal `1d8` negative damage to it, and it gets a basic Fortitude save. + +If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when [Casting this Spell](rules/actions/cast-a-spell.md) determines its targets, range, area, and other parameters. + +**[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell has a range of touch. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (verbal, somatic)** The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, verbal, somatic)** You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area. + +**Heightened (+ 1)** The amount of healing or damage increases by `1d8`, and the extra healing for the 2-action version increases by 8. + +*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/compendium/spells/haste.md b/compendium/spells/haste.md new file mode 100644 index 000000000..b2d71187d --- /dev/null +++ b/compendium/spells/haste.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/transmutation +aliases: ["Haste"] +--- +# Haste *Spell 3* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 minute + +Magic empowers the target to act faster. It gains the [quickened](rules/conditions.md#Quickened) condition and can use the extra action each round only for [Strike](rules/actions/strike.md) and [Stride](rules/actions/stride.md) actions. + +**Heightened (7th)** You can target up to 6 creatures. + +*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/compendium/spells/heal-animal.md b/compendium/spells/heal-animal.md new file mode 100644 index 000000000..b863f982d --- /dev/null +++ b/compendium/spells/heal-animal.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/druid +- trait/healing +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Heal Animal"] +--- +# Heal Animal *Focus 1* +[druid](rules/traits/druid.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing living animal creature + +You heal an animal's wounds, restoring `1d8` Hit Points to the target. The number of actions spent [Casting this Spell](rules/actions/cast-a-spell.md) determines its effect. + +- [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") somatic The spell has a range of touch. +- [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target. + +**Heightened (+ 1)** The amount of healing increases by `1d8`, and the additional healing for the 2-action version increases by 8. + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/heal.md b/compendium/spells/heal.md new file mode 100644 index 000000000..87118a473 --- /dev/null +++ b/compendium/spells/heal.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Heal"] +--- +# Heal *Spell 1* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**varies +- **Targets**1 willing living creature or 1 undead creature + +You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore `1d8` Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when [Casting this Spell](rules/actions/cast-a-spell.md) determines its targets, range, area, and other parameters. + +**[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") (somatic)** The spell has a range of touch. + +**[>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") (verbal, somatic)** The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8. + +**[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") (material, somatic, verbal)** You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst. + +**Heightened (+ 1)** The amount of healing or damage increases by `1d8`, and the extra healing for the 2-action version increases by 8. + +*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/compendium/spells/healers-blessing.md b/compendium/spells/healers-blessing.md new file mode 100644 index 000000000..27fbb69f6 --- /dev/null +++ b/compendium/spells/healers-blessing.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/necromancy +- trait/uncommon +aliases: ["Healer's Blessing"] +--- +# Healer's Blessing *Focus 1* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [healing](compendium/setting/domains.md#Healing) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 willing living creature +- **Duration**1 minute + +Your words bless a creature with an enhanced connection to positive energy. When the target regains Hit Points from a healing spell, it regains 2 additional Hit Point. + +The target regains additional Hit Points from healer's blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once. + +**Heightened (+ 1)** The additional healing increases by 2 HP. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/compendium/spells/hellfire-plume.md b/compendium/spells/hellfire-plume.md new file mode 100644 index 000000000..3ec6b55cb --- /dev/null +++ b/compendium/spells/hellfire-plume.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cylinder +- spell/focus/5 +- trait/evil +- trait/evocation +- trait/fire +- trait/sorcerer +- trait/uncommon +aliases: ["Hellfire Plume"] +--- +# Hellfire Plume *Focus 5* +[evil](rules/traits/evil.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Area**10-foot radius, 60-foot-tall cylinder +- **Saving Throw** basic Reflex + +You call forth a plume of hellfire that erupts from below, dealing `4d6` fire damage and `4d6` evil damage. + +**Heightened (+ 1)** The fire damage increases by `1d6`, and the evil damage increases by `1d6`. + +*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/compendium/spells/heroism.md b/compendium/spells/heroism.md new file mode 100644 index 000000000..3d497956d --- /dev/null +++ b/compendium/spells/heroism.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/enchantment +- trait/mental +aliases: ["Heroism"] +--- +# Heroism *Spell 3* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**10 minutes + +You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks. + +**Heightened (6th)** The status bonus increases to +2. + +**Heightened (9th)** The status bonus increases to +3. + +*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/compendium/spells/heros-defiance.md b/compendium/spells/heros-defiance.md new file mode 100644 index 000000000..7a7ed179f --- /dev/null +++ b/compendium/spells/heros-defiance.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/10 +- trait/champion +- trait/healing +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Hero's Defiance"] +--- +# Hero's Defiance *Focus 10* +[champion](rules/traits/champion.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- **Trigger**An attack would bring you to 0 Hit Points. + +You shout in defiance, filling you with a sudden burst of healing. + +Just before applying the attack's damage, you recover `10d4+20` Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don't become [unconscious](rules/conditions.md#Unconscious) or [dying](rules/conditions.md#Dying). + +Either way, cheating death is difficult, and you can't use hero's defiance again until you [Refocus](rules/actions/refocus.md) or the next time you prepare. + +Hero's defiance cannot be used against effects with the [death](rules/traits/death.md) trait or that would leave no remains, such as [disintegrate](compendium/spells/disintegrate.md). + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/hideous-laughter.md b/compendium/spells/hideous-laughter.md new file mode 100644 index 000000000..a018f4863 --- /dev/null +++ b/compendium/spells/hideous-laughter.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Hideous Laughter"] +--- +# Hideous Laughter *Spell 2* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** Will +- **Duration**sustained + +The target is overtaken with uncontrollable laughter. It must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is plagued with uncontrollable laugher. It can't use reactions. +> - **Failure** The target is [slowed](rules/conditions.md#Slowed) and can't use reactions. +> - **Critical Failure** The target falls [prone](rules/conditions.md#Prone) and can't use actions or reactions for 1 round. It then suffers the failure effects. + +*Source: Core Rulebook p. 343* \ No newline at end of file diff --git a/compendium/spells/holy-cascade.md b/compendium/spells/holy-cascade.md new file mode 100644 index 000000000..744ef36a7 --- /dev/null +++ b/compendium/spells/holy-cascade.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/4 +- trait/evocation +- trait/good +- trait/positive +- trait/water +aliases: ["Holy Cascade"] +--- +# Holy Cascade *Spell 4* +[evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [positive](rules/traits/positive.md) [water](rules/traits/water.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Cost**one vial of [holy water](compendium/equipment/items/holy-water.md) +- **Range**500 foot +- **Area**20-foot burst +- **Saving Throw** basic Reflex + +You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance. It explodes in an enormous burst that deals `3d6` bludgeoning damage to creatures in the area from the cascade of water. The water deals an additional `6d6` positive damage to undead and `6d6` good damage to fiends. + +**Heightened (+ 1)** The bludgeoning damage increases by `1d6`, and the additional positive and good damage each increase by `2d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/compendium/spells/horrid-wilting.md b/compendium/spells/horrid-wilting.md new file mode 100644 index 000000000..376c81e8f --- /dev/null +++ b/compendium/spells/horrid-wilting.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/necromancy +- trait/negative +aliases: ["Horrid Wilting"] +--- +# Horrid Wilting *Spell 8* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Targets**any number of living creatures +- **Saving Throw** basic Fortitude + +You pull the moisture from the targets' bodies, dealing `10d10` negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting. + +**Heightened (+ 1)** The damage increases by `1d10`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/compendium/spells/horrific-visage.md b/compendium/spells/horrific-visage.md new file mode 100644 index 000000000..a4f37379a --- /dev/null +++ b/compendium/spells/horrific-visage.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/3 +- trait/emotion +- trait/fear +- trait/illusion +- trait/mental +- trait/sorcerer +- trait/uncommon +- trait/visual +aliases: ["Horrific Visage"] +--- +# Horrific Visage *Focus 3* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot-radius emanation centered on you +- **Saving Throw** Will + +You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. Foes in the area must attempt a Will save. + +> [!success-degree] +> - **Success** The foe is unaffected. +> - **Failure** The foe is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The foe is [frightened](rules/conditions.md#Frightened). + +**Heightened (5th)** Foes in the area are [frightened](rules/conditions.md#Frightened) on a success, [frightened](rules/conditions.md#Frightened) on a failure, and [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) for 1 round on a critical failure. They are still unaffected on a critical success. + +*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/compendium/spells/house-of-imaginary-walls.md b/compendium/spells/house-of-imaginary-walls.md new file mode 100644 index 000000000..5cec3f1c5 --- /dev/null +++ b/compendium/spells/house-of-imaginary-walls.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/illusion +- trait/uncommon +- trait/visual +aliases: ["House Of Imaginary Walls"] +--- +# House Of Imaginary Walls *Cantrip 5* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Duration**1 round + +You mime creating an [invisible](rules/conditions.md#Invisible)-foot-by-10-foot stretch of wall adjacent to you and within your reach. The wall is solid to those creatures that don't disbelieve it, even incorporeal creatures. You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to climb onto it. A creature that 0 is temporarily immune to your house of imaginary walls for 1 minute. The wall doesn't block creatures that didn't see your visual performance, nor does it block objects. The wall has AC 10, Hardness equal to double the spell's level, and HP equal to quadruple the spell's level. + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/humanoid-form.md b/compendium/spells/humanoid-form.md new file mode 100644 index 000000000..ff21ecb15 --- /dev/null +++ b/compendium/spells/humanoid-form.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/polymorph +- trait/transmutation +aliases: ["Humanoid Form"] +--- +# Humanoid Form *Spell 2* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the [humanoid](rules/traits/humanoid.md) trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the [shrink](compendium/spells/shrink.md) spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. + +If items leave your person, they return to their usual size. + +Humanoid form grants you a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to [Impersonate](rules/actions/impersonate.md) an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your [Deception](compendium/skills.md#Deception) check. You can [Dismiss](rules/actions/dismiss.md) this spell. + +**Heightened (3rd)** You gain [darkvision](rules/abilities/darkvision.md) or [low-light vision](rules/abilities/low-light-vision.md) if the form you assume has that ability. + +**Heightened (5th)** You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the [enlarge](compendium/spells/enlarge.md) spell. + +*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/compendium/spells/hurtling-stone.md b/compendium/spells/hurtling-stone.md new file mode 100644 index 000000000..8d6524171 --- /dev/null +++ b/compendium/spells/hurtling-stone.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/attack +- trait/cleric +- trait/earth +- trait/evocation +- trait/uncommon +aliases: ["Hurtling Stone"] +--- +# Hurtling Stone *Focus 1* +[attack](rules/traits/attack.md) [cleric](rules/traits/cleric.md) [earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [earth](compendium/setting/domains.md#Earth) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 creature + +You evoke a magical stone and throw it, with your god's presence guiding your aim. Make a spell attack roll against the target. The stone deals bludgeoning damage equal to `1d6` plus your Strength modifier. + +> [!success-degree] +> - **Critical Success** The stone deals double damage. +> - **Success** The stone deals full damage. + +**Heightened (+ 1)** The stone's damage increases by `1d6`. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/compendium/spells/hydraulic-push.md b/compendium/spells/hydraulic-push.md new file mode 100644 index 000000000..a38b60897 --- /dev/null +++ b/compendium/spells/hydraulic-push.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/attack +- trait/evocation +- trait/water +aliases: ["Hydraulic Push"] +--- +# Hydraulic Push *Spell 1* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature or object + +You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll. + +> [!success-degree] +> - **Critical Success** The target takes `6d6` bludgeoning damage and is knocked back 10 feet. +> - **Success** The target takes `3d6` bludgeoning damage and is knocked back 5 feet. + +**Heightened (+ 1)** The damage increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/Compendium/spells/hydraulic-torrent.md b/compendium/spells/hydraulic-torrent.md similarity index 75% rename from Compendium/spells/hydraulic-torrent.md rename to compendium/spells/hydraulic-torrent.md index d184eaff6..2d6d6f284 100644 --- a/Compendium/spells/hydraulic-torrent.md +++ b/compendium/spells/hydraulic-torrent.md @@ -10,10 +10,10 @@ tags: aliases: ["Hydraulic Torrent"] --- # Hydraulic Torrent *Spell 4* -[evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) +[evocation](rules/traits/evocation.md) [water](rules/traits/water.md) -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot line - **Saving Throw** Fortitude diff --git a/compendium/spells/hypercognition.md b/compendium/spells/hypercognition.md new file mode 100644 index 000000000..44728b565 --- /dev/null +++ b/compendium/spells/hypercognition.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/divination +aliases: ["Hypercognition"] +--- +# Hypercognition *Spell 3* +[divination](rules/traits/divination.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 [Recall Knowledge](rules/actions/recall-knowledge.md) actions as part of [Casting this Spell](rules/actions/cast-a-spell.md). For these actions, you can't use any special abilities, reactions, or free actions that trigger when you [Recall Knowledge](rules/actions/recall-knowledge.md). + +*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/compendium/spells/hypnotic-pattern.md b/compendium/spells/hypnotic-pattern.md new file mode 100644 index 000000000..55ec3384b --- /dev/null +++ b/compendium/spells/hypnotic-pattern.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/3 +- trait/illusion +- trait/visual +aliases: ["Hypnotic Pattern"] +--- +# Hypnotic Pattern *Spell 3* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are [dazzled](rules/conditions.md#Dazzled) while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a [Seek](rules/actions/seek.md) or [Interact](rules/actions/interact.md) action on the pattern. A creature currently [fascinated](rules/conditions.md#Fascinated) by the pattern doesn't attempt new saves. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is [fascinated](rules/conditions.md#Fascinated) by the pattern. +> - **Critical Failure** The target is [fascinated](rules/conditions.md#Fascinated) by the pattern. While it remains [fascinated](rules/conditions.md#Fascinated), it can't use reactions. + +*Source: Core Rulebook p. 344* \ No newline at end of file diff --git a/compendium/spells/illusory-creature.md b/compendium/spells/illusory-creature.md new file mode 100644 index 000000000..97ebd1bef --- /dev/null +++ b/compendium/spells/illusory-creature.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/auditory +- trait/illusion +- trait/visual +aliases: ["Illusory Creature"] +--- +# Illusory Creature *Spell 2* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Duration**sustained + +You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends. + +The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a [Deception](compendium/skills.md#Deception) or [Performance](compendium/skills.md#Performance) check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows. + +In combat, the illusion can use 2 actions per turn, which it uses when you [Sustain the Spell](rules/actions/sustain-a-spell.md). It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends. + +The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a [Strike](rules/actions/strike.md), the target takes mental damage equal to `1d4` plus your spellcasting ability modifier. This is a [mental](rules/traits/mental.md) effect. + +The illusion's [Strikes](rules/actions/strike.md) are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate [Perception](compendium/skills.md#Perception) check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion. + +Any creature that touches the image or uses the [Seek](rules/actions/seek.md) action to examine it can attempt to 0. + +When a creature 0, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it. + +**Heightened (+ 1)** The damage of the image's [Strikes](rules/actions/strike.md) increases by `1d4`, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan). + +*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/compendium/spells/illusory-disguise.md b/compendium/spells/illusory-disguise.md new file mode 100644 index 000000000..d6ee5394a --- /dev/null +++ b/compendium/spells/illusory-disguise.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/illusion +- trait/visual +aliases: ["Illusory Disguise"] +--- +# Illusory Disguise *Spell 1* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. + +Casting illusory disguise counts as setting up a disguise for the [Impersonate](rules/actions/impersonate.md) use of [Deception](compendium/skills.md#Deception); it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to prevent others from seeing through your disguise, and you add your level even if you're untrained. You can [Dismiss](rules/actions/dismiss.md) this spell. + +**Heightened (2nd)** The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md) and olfactory traits. + +**Heightened (3rd)** You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and [scent](rules/abilities/scent.md), and it gains the [auditory](rules/traits/auditory.md) trait. + +*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/compendium/spells/illusory-object.md b/compendium/spells/illusory-object.md new file mode 100644 index 000000000..76d071b1d --- /dev/null +++ b/compendium/spells/illusory-object.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/1 +- trait/illusion +- trait/visual +aliases: ["Illusory Object"] +--- +# Illusory Object *Spell 1* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**20-foot burst +- **Duration**10 minutes + +You create an illusory visual image of a stationary object. + +The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. + +Any creature that touches the image or uses the [Seek](rules/actions/seek.md) action to examine it can attempt to 0. + +**Heightened (2nd)** Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the [auditory](rules/traits/auditory.md) trait. The duration increases to 1 hour. + +**Heightened (5th)** As the 2nd-level version, but the duration is unlimited. + +*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/compendium/spells/illusory-scene.md b/compendium/spells/illusory-scene.md new file mode 100644 index 000000000..1c1b3f672 --- /dev/null +++ b/compendium/spells/illusory-scene.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/5 +- trait/auditory +- trait/illusion +- trait/visual +aliases: ["Illusory Scene"] +--- +# Illusory Scene *Spell 5* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**500 foot +- **Area**30-foot burst +- **Duration**1 hour + +You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the [illusory creature](compendium/spells/illusory-creature.md) spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a [hallucinatory terrain](compendium/spells/hallucinatory-terrain.md) spell. + +When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion. + +Any creature that touches any part of the image or uses the [Seek](rules/actions/seek.md) action to examine it can attempt to 0. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success. + +**Heightened (6th)** Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor. + +**Heightened (8th)** As the 6th-level version, and the duration is unlimited. + +*Source: Core Rulebook p. 345* \ No newline at end of file diff --git a/compendium/spells/impaling-briars.md b/compendium/spells/impaling-briars.md new file mode 100644 index 000000000..4cbb0051e --- /dev/null +++ b/compendium/spells/impaling-briars.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/8 +- trait/conjuration +- trait/druid +- trait/plant +- trait/uncommon +aliases: ["Impaling Briars"] +--- +# Impaling Briars *Focus 8* +[conjuration](rules/traits/conjuration.md) [druid](rules/traits/druid.md) [plant](rules/traits/plant.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**ground within a 100-foot emanation +- **Duration**sustained up to 1 minute + +The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. The first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you can select one of the following effects to occur in the area. + +- **Ensnare** The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is [immobilized](rules/conditions.md#Immobilized) for 1 round unless it [Escapes](rules/actions/escape.md). +- **Impede** The briars twist and writhe, making the entire area difficult terrain. +- **Wall** A wall of thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain + +In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits. Make a spell attack roll. On a success, the target takes `10d6` piercing damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is [immobilized](rules/conditions.md#Immobilized) for 1 round unless it [Escapes](rules/actions/escape.md). + +*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/implosion.md b/compendium/spells/implosion.md new file mode 100644 index 000000000..9c8e5129f --- /dev/null +++ b/compendium/spells/implosion.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/evocation +aliases: ["Implosion"] +--- +# Implosion *Spell 9* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 corporeal creature +- **Saving Throw** basic Fortitude +- **Duration**sustained up to 1 minute + +You crush the target by causing it to collapse in on itself, dealing 75 damage. The first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you must choose a new target to be subject to the same effect; the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form. + +**Heightened (+ 1)** The damage increases by 10. + +*Source: Core Rulebook p. 346* \ No newline at end of file diff --git a/compendium/spells/insect-form.md b/compendium/spells/insect-form.md new file mode 100644 index 000000000..97dcf9da9 --- /dev/null +++ b/compendium/spells/insect-form.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/polymorph +- trait/transmutation +aliases: ["Insect Form"] +--- +# Insect Form *Spell 3* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait. You can [Dismiss](rules/actions/dismiss.md) this spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 18 + your level. Ignore your armor's check penalty and Speed reduction. +- 10 temporary Hit Points. +- Low-light vision. +- One or more attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +13, unless your own is higher. You also gain specific abilities based on the form you choose: +- **Ant** Speed 30 feet, climb Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `2d6` bludgeoning. +- **Beetle** Speed 25 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `2d10` bludgeoning. +- **Centipede** Speed 25 feet, climb Speed 25 feet; [darkvision](rules/abilities/darkvision.md); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") mandibles, **Damage** `1d8` piercing plus `1d4` [persistent poison](rules/conditions.md#Persistent%20Damage). +- **Mantis** Speed 40 feet; imprecise [scent](rules/abilities/scent.md) 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foreleg, **Damage** `2d8` bludgeoning. +- **Scorpion** Speed 40 feet; [darkvision](rules/abilities/darkvision.md), imprecise [tremorsense](rules/abilities/tremorsense.md) 60 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger, **Damage** `1d8` piercing plus `1d4` [persistent poison](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") pincer ([agile](rules/traits/agile.md)), **Damage** `1d6` bludgeoning. +- **Spider** [darkvision](rules/abilities/darkvision.md); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") fangs, **Damage** `1d6` piercing plus `1d4` [persistent poison](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Speed 25 feet, climb Speed 25 feet; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") web (range increment <20 feet>), Damage entangles the target for 1 round. + +**Heightened (4th)** Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and [Athletics](compendium/skills.md#Athletics) +16. + +**Heightened (5th)** Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including [persistent damage](rules/conditions.md#Persistent%20Damage)), and [Athletics](compendium/skills.md#Athletics) +20. + +*Source: Core Rulebook p. 346* \ No newline at end of file diff --git a/compendium/spells/inspire-competence.md b/compendium/spells/inspire-competence.md new file mode 100644 index 000000000..bb4649f7c --- /dev/null +++ b/compendium/spells/inspire-competence.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Inspire Competence"] +--- +# Inspire Competence *Cantrip 1* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 ally +- **Duration**1 round + +Your encouragement inspires your ally to succeed at a task. + +This counts as having taken sufficient preparatory actions to [Aid](rules/actions/aid.md) your ally on a skill check of your choice, regardless of the circumstances. When you later use the [Aid](rules/actions/aid.md) reaction, you can roll [Performance](compendium/skills.md#Performance) instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in [Performance](compendium/skills.md#Performance), you automatically critically succeed. + +The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to [Sneak](rules/actions/sneak.md) quietly or maintain a disguise). + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/inspire-courage.md b/compendium/spells/inspire-courage.md new file mode 100644 index 000000000..2fae588de --- /dev/null +++ b/compendium/spells/inspire-courage.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Inspire Courage"] +--- +# Inspire Courage *Cantrip 1* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**60-foot emanation +- **Duration**1 round + +You inspire your allies with words or tunes of encouragement. + +You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against [fear](rules/traits/fear.md) effects. + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/inspire-defense.md b/compendium/spells/inspire-defense.md new file mode 100644 index 000000000..5b3ddcf09 --- /dev/null +++ b/compendium/spells/inspire-defense.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Inspire Defense"] +--- +# Inspire Defense *Cantrip 2* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**60-foot emanation +- **Duration**1 round + +You inspire your allies to protect themselves more effectively. + +You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage. + +*Source: Core Rulebook p. 386* \ No newline at end of file diff --git a/compendium/spells/inspire-heroics.md b/compendium/spells/inspire-heroics.md new file mode 100644 index 000000000..557571a80 --- /dev/null +++ b/compendium/spells/inspire-heroics.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/bard +- trait/enchantment +- trait/metamagic +- trait/uncommon +aliases: ["Inspire Heroics"] +--- +# Inspire Heroics *Focus 4* +[bard](rules/traits/bard.md) [enchantment](rules/traits/enchantment.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast [inspire courage](compendium/spells/inspire-courage.md) or inspire defense, attempt a [Performance](compendium/skills.md#Performance) check. + +The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. + +> [!success-degree] +> - **Critical Success** The status bonus from your inspire courage or inspire defense increases to +3. +> - **Success** The status bonus from inspire courage or inspire defense increases to +2. +> - **Failure** Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell. + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/invisibility-cloak.md b/compendium/spells/invisibility-cloak.md new file mode 100644 index 000000000..327a9e670 --- /dev/null +++ b/compendium/spells/invisibility-cloak.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/illusion +- trait/uncommon +- trait/wizard +aliases: ["Invisibility Cloak"] +--- +# Invisibility Cloak *Focus 4* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You become [invisible](rules/conditions.md#Invisible), with the same restrictions as the 2nd-level [invisibility](compendium/spells/invisibility.md) spell. + +**Heightened (6th)** The duration increases to 10 minutes. + +**Heightened (8th)** The duration increases to 1 hour. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/invisibility-sphere.md b/compendium/spells/invisibility-sphere.md new file mode 100644 index 000000000..ddad78140 --- /dev/null +++ b/compendium/spells/invisibility-sphere.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/3 +- trait/illusion +aliases: ["Invisibility Sphere"] +--- +# Invisibility Sphere *Spell 3* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**10-foot emanation +- **Targets**you and any number of creatures in range +- **Duration**10 minutes + +You and all targets are [invisible](rules/conditions.md#Invisible) except to each other as long as you remain within the spell's area. If a creature made [invisible](rules/conditions.md#Invisible) by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made [invisible](rules/conditions.md#Invisible) by this spell uses a [hostile](rules/conditions.md#Hostile) action, the spell ends after the [hostile](rules/conditions.md#Hostile) action is completed. + +While exploring, it's easy to move together slowly and remain [invisible](rules/conditions.md#Invisible). This is untenable in a battle, however. Once an encounter begins, creatures remain [invisible](rules/conditions.md#Invisible) until at most the end of the first round, at which point the spell ends. + +**Heightened (5th)** The duration increases to 1 hour. + +*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/compendium/spells/invisibility.md b/compendium/spells/invisibility.md new file mode 100644 index 000000000..e82384552 --- /dev/null +++ b/compendium/spells/invisibility.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/illusion +aliases: ["Invisibility"] +--- +# Invisibility *Spell 2* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**10 minutes + +Cloaked in illusion, the target becomes [invisible](rules/conditions.md#Invisible). This makes it [undetected](rules/conditions.md#Undetected) to all creatures, though the creatures can attempt to find the target, making it [hidden](rules/conditions.md#Hidden) to them instead (page 466). If the target uses a [hostile](rules/conditions.md#Hostile) action, the spell ends after that [hostile](rules/conditions.md#Hostile) action is completed. + +**Heightened (4th)** The spell lasts 1 minute, but it doesn't end if the target uses a [hostile](rules/conditions.md#Hostile) action. + +*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/compendium/spells/item-facade.md b/compendium/spells/item-facade.md new file mode 100644 index 000000000..3d49b9e74 --- /dev/null +++ b/compendium/spells/item-facade.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/illusion +- trait/visual +aliases: ["Item Facade"] +--- +# Item Facade *Spell 1* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 object no more than 10 feet by 10 feet by 10 feet +- **Duration**1 hour + +You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears [broken](rules/conditions.md#Broken) and shoddy. An intact item made to look better appears as though it's brand new and highly polished or well maintained. A [broken](rules/conditions.md#Broken) item appears to be intact and functional. + +Destroyed items can't be affected by this spell. A creature that Interacts with the item can attempt to 0. + +**Heightened (2nd)** The duration is 24 hours. + +**Heightened (3rd)** The duration is unlimited. + +*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/compendium/spells/jealous-hex.md b/compendium/spells/jealous-hex.md new file mode 100644 index 000000000..05ae3fef3 --- /dev/null +++ b/compendium/spells/jealous-hex.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/curse +- trait/necromancy +- trait/sorcerer +- trait/uncommon +aliases: ["Jealous Hex"] +--- +# Jealous Hex *Focus 1* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**up to 1 minute + +You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength ([enfeebled](rules/conditions.md#Enfeebled)); Dexterity ([clumsy](rules/conditions.md#Clumsy)); Constitution ([drained](rules/conditions.md#Drained)); or Intelligence, Wisdom, or Charisma ([stupefied](rules/conditions.md#Stupefied)). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The condition's value is 1. +> - **Critical Failure** The condition's value is 2. At the start of each of your turns, the target can attempt another Will save, ending the effect on a success. + +*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/compendium/spells/jump.md b/compendium/spells/jump.md new file mode 100644 index 000000000..a25b290a7 --- /dev/null +++ b/compendium/spells/jump.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/move +- trait/transmutation +aliases: ["Jump"] +--- +# Jump *Spell 1* +[move](rules/traits/move.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action. + +**Heightened (3rd)** The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the [Leap](rules/actions/leap.md) action. + +*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/compendium/spells/ki-blast.md b/compendium/spells/ki-blast.md new file mode 100644 index 000000000..0242071cf --- /dev/null +++ b/compendium/spells/ki-blast.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/focus/3 +- trait/evocation +- trait/force +- trait/monk +- trait/uncommon +aliases: ["Ki Blast"] +--- +# Ki Blast *Focus 3* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) [monk](rules/traits/monk.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Area**15-foot cone or more +- **Saving Throw** Fortitude + +You unleash your ki as a powerful blast of force that deals `2d6` force damage. If you use 2 actions to cast [ki blast](compendium/spells/ki-blast.md), increase the size of the cone to 30 feet and the damage to `3d6`. If you use 3 actions to cast [ki blast](compendium/spells/ki-blast.md), increase the size of the cone to 60 feet and the damage to `4d6`. Each creature in the area must attempt a Fortitude saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is pushed 5 feet. +> - **Critical Failure** The creature takes double damage and is pushed 10 feet. + +**Heightened (+ 1)** The damage increases by `1d6`, or by `2d6` if you use 2 or 3 actions. + +*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/compendium/spells/ki-rush.md b/compendium/spells/ki-rush.md new file mode 100644 index 000000000..1027e3d05 --- /dev/null +++ b/compendium/spells/ki-rush.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/monk +- trait/transmutation +- trait/uncommon +aliases: ["Ki Rush"] +--- +# Ki Rush *Focus 1* +[monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Accelerated by your ki, you move with such speed you become a blur. Move two times: two [Strides](rules/actions/stride.md), two [Steps](rules/actions/step.md), or one [Stride](rules/actions/stride.md) and one [Step](rules/actions/step.md) (in either order). You gain the [concealed](rules/conditions.md#Concealed) condition during this movement and until the start of your next turn. + +*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/compendium/spells/ki-strike.md b/compendium/spells/ki-strike.md new file mode 100644 index 000000000..67f37934c --- /dev/null +++ b/compendium/spells/ki-strike.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/monk +- trait/transmutation +- trait/uncommon +aliases: ["Ki Strike"] +--- +# Ki Strike *Focus 1* +[monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You focus your ki into magical attacks. Make an unarmed [Strike](rules/actions/strike.md) or [Flurry of Blows](rules/actions/flurry-of-blows.md) (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the [Strikes](rules/actions/strike.md), and the [Strikes](rules/actions/strike.md) deal `1d6` extra damage. This damage can be any of the following types of your choice, chosen each time you [Strike](rules/actions/strike.md): force, lawful (only if you're lawful), negative, or positive. + +**Heightened (+ 4)** The extra damage increases by `1d6`. + +*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/compendium/spells/knock.md b/compendium/spells/knock.md new file mode 100644 index 000000000..1ed3a296c --- /dev/null +++ b/compendium/spells/knock.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/transmutation +aliases: ["Knock"] +--- +# Knock *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 door, lock, or container +- **Duration**1 minute + +You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an [Athletics](compendium/skills.md#Athletics) or a [Thievery](compendium/skills.md#Thievery) check. You can attempt a [Thievery](compendium/skills.md#Thievery) check to open the target as part of casting knock, and you add your level even if you're untrained. + +Knock counteracts lock. + +*Source: Core Rulebook p. 347* \ No newline at end of file diff --git a/compendium/spells/know-direction.md b/compendium/spells/know-direction.md new file mode 100644 index 000000000..c04879deb --- /dev/null +++ b/compendium/spells/know-direction.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/detection +- trait/divination +aliases: ["Know Direction"] +--- +# Know Direction *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). + +**Heightened (7th)** You can instead know the direction to a familiar location, such as a previous home or a favorite tavern. + +*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/know-the-enemy.md b/compendium/spells/know-the-enemy.md new file mode 100644 index 000000000..e49798c92 --- /dev/null +++ b/compendium/spells/know-the-enemy.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Know The Enemy"] +--- +# Know The Enemy *Focus 4* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You roll initiative and can see a creature, you succeed at an attack roll against a creature, or a creature fails a saving throw against one of your spells. + +Use a [Recall Knowledge](rules/actions/recall-knowledge.md) action, rolling the appropriate skill check to identify the triggering creature's abilities. You can roll your check twice and use the better result. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/compendium/spells/lay-on-hands.md b/compendium/spells/lay-on-hands.md new file mode 100644 index 000000000..860c28522 --- /dev/null +++ b/compendium/spells/lay-on-hands.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/champion +- trait/healing +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Lay On Hands"] +--- +# Lay On Hands *Focus 1* +[champion](rules/traits/champion.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 willing living creature or 1 undead creature + +Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. + +If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal `1d6` damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round. + +**Heightened (+ 1)** The amount of healing increases by 6, and the damage to an undead target increases by `1d6`. + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/levitate.md b/compendium/spells/levitate.md new file mode 100644 index 000000000..d30c6a478 --- /dev/null +++ b/compendium/spells/levitate.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/evocation +aliases: ["Levitate"] +--- +# Levitate *Spell 3* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 unattended object or willing creature +- **Duration**5 minutes + +You defy gravity and levitate the target 5 feet off the ground. + +For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the [concentrate](rules/traits/concentrate.md) trait. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an [Interact](rules/actions/interact.md) action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/life-siphon.md b/compendium/spells/life-siphon.md new file mode 100644 index 000000000..5093c2b38 --- /dev/null +++ b/compendium/spells/life-siphon.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/healing +- trait/necromancy +- trait/uncommon +- trait/wizard +aliases: ["Life Siphon"] +--- +# Life Siphon *Focus 4* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You expend one of your wizard spell slots to cast a wizard spell of the necromancy school. + +You use some of the spell's magic to heal yourself, regaining `1d8` Hit Points per level of the spell. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/light.md b/compendium/spells/light.md new file mode 100644 index 000000000..503bcc32f --- /dev/null +++ b/compendium/spells/light.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/evocation +- trait/light +aliases: ["Light"] +--- +# Light *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally +- **Duration**until the next time you make your daily preparations + +The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a [torch](compendium/equipment/items/torch.md). If you cast this spell again on a second object, the [light](compendium/spells/light.md) spell on the first object ends. + +**Heightened (4th)** The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/lightning-bolt.md b/compendium/spells/lightning-bolt.md new file mode 100644 index 000000000..f1d466d72 --- /dev/null +++ b/compendium/spells/lightning-bolt.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/line +- spell/level/3 +- trait/electricity +- trait/evocation +aliases: ["Lightning Bolt"] +--- +# Lightning Bolt *Spell 3* +[electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**120-foot line +- **Saving Throw** basic Reflex + +A bolt of lightning strikes outward from your hand, dealing `4d12` electricity damage. + +**Heightened (+ 1)** The damage increases by `1d12`. + +*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/lingering-composition.md b/compendium/spells/lingering-composition.md new file mode 100644 index 000000000..4a7366435 --- /dev/null +++ b/compendium/spells/lingering-composition.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/bard +- trait/enchantment +- trait/metamagic +- trait/uncommon +aliases: ["Lingering Composition"] +--- +# Lingering Composition *Focus 1* +[bard](rules/traits/bard.md) [enchantment](rules/traits/enchantment.md) [metamagic](rules/traits/metamagic.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You add a flourish to your composition to extend its benefits. + +If your next action is to cast a cantrip composition with a duration of 1 round, attempt a [Performance](compendium/skills.md#Performance) check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. + +> [!success-degree] +> - **Critical Success** The composition lasts 4 rounds. +> - **Success** The composition lasts 3 rounds. +> - **Failure** The composition lasts 1 round, but you don't spend the Focus Point for casting this spell. + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/litany-against-sloth.md b/compendium/spells/litany-against-sloth.md new file mode 100644 index 000000000..24c8255b1 --- /dev/null +++ b/compendium/spells/litany-against-sloth.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/5 +- trait/champion +- trait/evocation +- trait/good +- trait/litany +- trait/uncommon +aliases: ["Litany Against Sloth"] +--- +# Litany Against Sloth *Focus 5* +[champion](rules/traits/champion.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 evil creature +- **Saving Throw** Will +- **Duration**1 round + +Your litany rails against the sin of sloth, interfering with the target's ability to react. The target must attempt a Will save. + +A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw. The target becomes temporarily immune to all of your litanies for 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target can't use reactions. +> - **Failure** The target can't use reactions and is [slowed](rules/conditions.md#Slowed). +> - **Critical Failure** The target can't use reactions and is [slowed](rules/conditions.md#Slowed). + +*Source: Core Rulebook p. 388* \ No newline at end of file diff --git a/compendium/spells/litany-against-wrath.md b/compendium/spells/litany-against-wrath.md new file mode 100644 index 000000000..1c993207d --- /dev/null +++ b/compendium/spells/litany-against-wrath.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/3 +- trait/champion +- trait/evocation +- trait/good +- trait/litany +- trait/uncommon +aliases: ["Litany Against Wrath"] +--- +# Litany Against Wrath *Focus 3* +[champion](rules/traits/champion.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 evil creature +- **Saving Throw** Will +- **Duration**1 round + +Your litany rails against the sin of wrath, punishing the target for attacking good creatures. The target must attempt a Will save. A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw. The target then becomes temporarily immune to all of your litanies for 1 minute. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The first time the target uses an action that deals damage to at least one good creature, the target takes `3d6` good damage. +> - **Failure** Each time the target uses an action that deals damage to at least one good creature, the target takes `3d6` good damage. +> - **Critical Failure** The target is [enfeebled](rules/conditions.md#Enfeebled). Each time it uses an action that deals damage to at least one good creature, the target takes `3d6` good damage. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Core Rulebook p. 388* \ No newline at end of file diff --git a/compendium/spells/litany-of-righteousness.md b/compendium/spells/litany-of-righteousness.md new file mode 100644 index 000000000..c38ae4e35 --- /dev/null +++ b/compendium/spells/litany-of-righteousness.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/7 +- trait/champion +- trait/evocation +- trait/good +- trait/litany +- trait/uncommon +aliases: ["Litany Of Righteousness"] +--- +# Litany Of Righteousness *Focus 7* +[champion](rules/traits/champion.md) [evocation](rules/traits/evocation.md) [good](rules/traits/good.md) [litany](rules/traits/litany.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 evil creature +- **Duration**1 round + +Your litany denounces an evildoer, rendering it susceptible to the powers of good. The target gains weakness 7 to good. + +The target then becomes temporarily immune to all of your litanies for 1 minute. + +**Heightened (+ 1)** The weakness increases by 1. + +*Source: Core Rulebook p. 388* \ No newline at end of file diff --git a/compendium/spells/localized-quake.md b/compendium/spells/localized-quake.md new file mode 100644 index 000000000..1f3994646 --- /dev/null +++ b/compendium/spells/localized-quake.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/area/emanation +- spell/focus/4 +- trait/cleric +- trait/earth +- trait/transmutation +- trait/uncommon +aliases: ["Localized Quake"] +--- +# Localized Quake *Focus 4* +[cleric](rules/traits/cleric.md) [earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [earth](compendium/setting/domains.md#Earth) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot emanation or 15-foot cone +- **Saving Throw** Reflex + +You shake the earth, toppling nearby creatures. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take `4d6` bludgeoning damage and must attempt a Reflex saving throw. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and falls [prone](rules/conditions.md#Prone). +> - **Critical Failure** The creature takes double damage and falls [prone](rules/conditions.md#Prone). + +**Heightened (+ 1)** Increase the damage by `2d6`. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/compendium/spells/locate.md b/compendium/spells/locate.md new file mode 100644 index 000000000..26ba17670 --- /dev/null +++ b/compendium/spells/locate.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/detection +- trait/divination +- trait/uncommon +aliases: ["Locate"] +--- +# Locate *Spell 3* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**500 foot +- **Targets**1 specific object or type of object +- **Duration**sustained + +You learn the direction to the target (if you picked a specific object, such as "my mother's sword") or the nearest target (if you picked a type of object, such as "swords"). If the target is a specific object, you must have [observed](rules/conditions.md#Observed) it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water. + +**Heightened (5th)** You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target. + +*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/lock.md b/compendium/spells/lock.md new file mode 100644 index 000000000..dbee1c99a --- /dev/null +++ b/compendium/spells/lock.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/abjuration +aliases: ["Lock"] +--- +# Lock *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 lock, or a door or container with a latch +- **Duration**until the next time you make your daily preparations + +The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an [Athletics](compendium/skills.md#Athletics) and [Thievery](compendium/skills.md#Thievery) DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. + +Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door. + +If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an [Interact](rules/actions/interact.md) action during which you touch the target. This does not end the spell. You can [Dismiss](rules/actions/dismiss.md) this spell at any time and from any distance. + +**Heightened (2nd)** The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost. + +*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/longstrider.md b/compendium/spells/longstrider.md new file mode 100644 index 000000000..bcd8f55d6 --- /dev/null +++ b/compendium/spells/longstrider.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/transmutation +aliases: ["Longstrider"] +--- +# Longstrider *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed. + +**Heightened (2nd)** The duration increases to 8 hours. + +*Source: Core Rulebook p. 348* \ No newline at end of file diff --git a/compendium/spells/loremasters-etude.md b/compendium/spells/loremasters-etude.md new file mode 100644 index 000000000..cd47c20fb --- /dev/null +++ b/compendium/spells/loremasters-etude.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/bard +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Loremaster's Etude"] +--- +# Loremaster's Etude *Focus 1* +[bard](rules/traits/bard.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +- **Trigger**You or an ally within range attempts a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) +- **Range**30 foot +- **Targets**you or the triggering ally + +You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering [Recall Knowledge](rules/actions/recall-knowledge.md) skill check twice and use the better result. + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/lucky-break.md b/compendium/spells/lucky-break.md new file mode 100644 index 000000000..dd8951ce7 --- /dev/null +++ b/compendium/spells/lucky-break.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Lucky Break"] +--- +# Lucky Break *Focus 4* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [luck](compendium/setting/domains.md#Luck) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You fail (but don't critically fail) a saving throw. + +Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/Compendium/spells/mage-armor.md b/compendium/spells/mage-armor.md similarity index 78% rename from Compendium/spells/mage-armor.md rename to compendium/spells/mage-armor.md index 6fcbf675c..522a999cf 100644 --- a/Compendium/spells/mage-armor.md +++ b/compendium/spells/mage-armor.md @@ -8,10 +8,10 @@ tags: aliases: ["Mage Armor"] --- # Mage Armor *Spell 1* -[abjuration](../../Rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**until the next time you make your daily preparations You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC. diff --git a/compendium/spells/mage-hand.md b/compendium/spells/mage-hand.md new file mode 100644 index 000000000..10aea8160 --- /dev/null +++ b/compendium/spells/mage-hand.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/evocation +aliases: ["Mage Hand"] +--- +# Mage Hand *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 unattended object of light Bulk or less +- **Duration**sustained + +You create a single magical hand, either [invisible](rules/conditions.md#Invisible) or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. + +**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less. + +**Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less. + +**Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/compendium/spells/magic-aura.md b/compendium/spells/magic-aura.md new file mode 100644 index 000000000..6d8b732e6 --- /dev/null +++ b/compendium/spells/magic-aura.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/illusion +- trait/uncommon +aliases: ["Magic Aura"] +--- +# Magic Aura *Spell 1* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 object of 3 bulk or less +- **Duration**until the next time you make your daily preparations + +You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical. + +A caster using [detect magic](compendium/spells/detect-magic.md) or [read aura](compendium/spells/read-aura.md) of an equal or higher spell level can attempt to 0 from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher. + +**Heightened (3rd)** You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know. + +*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/compendium/spells/magic-fang.md b/compendium/spells/magic-fang.md new file mode 100644 index 000000000..5598c60b8 --- /dev/null +++ b/compendium/spells/magic-fang.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/transmutation +aliases: ["Magic Fang"] +--- +# Magic Fang *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 minute + +Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one. + +*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/compendium/spells/magic-missile.md b/compendium/spells/magic-missile.md new file mode 100644 index 000000000..e6395d3fc --- /dev/null +++ b/compendium/spells/magic-missile.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/evocation +- trait/force +aliases: ["Magic Missile"] +--- +# Magic Missile *Spell 1* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Targets**1 creature + +You send a dart of force streaking toward a creature that you can see. It automatically hits and deals `1d4+1` force damage. For each additional action you use when [Casting the Spell](rules/actions/cast-a-spell.md), increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. + +**Heightened (+ 2)** You shoot one additional missile with each action you spend. + +*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/compendium/spells/magic-mouth.md b/compendium/spells/magic-mouth.md new file mode 100644 index 000000000..032f055bb --- /dev/null +++ b/compendium/spells/magic-mouth.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/auditory +- trait/illusion +- trait/visual +aliases: ["Magic Mouth"] +--- +# Magic Mouth *Spell 2* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature or object +- **Duration** + +You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the [magic mouth](compendium/spells/magic-mouth.md) spell ends. + +*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/compendium/spells/magic-weapon.md b/compendium/spells/magic-weapon.md new file mode 100644 index 000000000..f561914f6 --- /dev/null +++ b/compendium/spells/magic-weapon.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/transmutation +aliases: ["Magic Weapon"] +--- +# Magic Weapon *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 weapon that is unattended or wielded by you or a willing ally +- **Duration**1 minute + +The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/compendium/spells/magics-vessel.md b/compendium/spells/magics-vessel.md new file mode 100644 index 000000000..108ee22bf --- /dev/null +++ b/compendium/spells/magics-vessel.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/enchantment +- trait/uncommon +aliases: ["Magic's Vessel"] +--- +# Magic's Vessel *Focus 1* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [magic](compendium/setting/domains.md#Magic) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 creature +- **Duration**sustained up to 1 minute + +A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you [Cast a Spell](rules/actions/cast-a-spell.md) from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn. This resistance is equal to the level of the spell you cast. + +*Source: Core Rulebook p. 393* \ No newline at end of file diff --git a/compendium/spells/magnificent-mansion.md b/compendium/spells/magnificent-mansion.md new file mode 100644 index 000000000..fcd66efa3 --- /dev/null +++ b/compendium/spells/magnificent-mansion.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/conjuration +- trait/extradimensional +- trait/uncommon +aliases: ["Magnificent Mansion"] +--- +# Magnificent Mansion *Spell 7* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**30 foot +- **Duration**until the next time you make your daily preparations + +You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you [Cast the Spell](rules/actions/cast-a-spell.md), appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it [invisible](rules/conditions.md#Invisible). You and the creatures you designated can reopen the door at will, just like opening a physical door. + +Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you [Cast the Spell](rules/actions/cast-a-spell.md), provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes. + +A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the [unseen servant](compendium/spells/unseen-servant.md) spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people. + +*Source: Core Rulebook p. 349* \ No newline at end of file diff --git a/compendium/spells/malignant-sustenance.md b/compendium/spells/malignant-sustenance.md new file mode 100644 index 000000000..669c3fe72 --- /dev/null +++ b/compendium/spells/malignant-sustenance.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Malignant Sustenance"] +--- +# Malignant Sustenance *Focus 4* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [undeath](compendium/setting/domains.md#Undeath) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing undead creature +- **Duration**1 minute + +You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7. + +This healing comes from negative energy, so it heals the undead rather than damaging it. + +**Heightened (+ 1)** The fast healing increases by 2. + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/mariners-curse.md b/compendium/spells/mariners-curse.md new file mode 100644 index 000000000..394dd300a --- /dev/null +++ b/compendium/spells/mariners-curse.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/curse +- trait/necromancy +aliases: ["Mariner's Curse"] +--- +# Mariner's Curse *Spell 5* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will + +You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target becomes [sickened](rules/conditions.md#Sickened). Reducing its [sickened](rules/conditions.md#Sickened) condition to 0 ends the curse. +> - **Failure** The target becomes [sickened](rules/conditions.md#Sickened) and can't reduce its [sickened](rules/conditions.md#Sickened) condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is [sickened](rules/conditions.md#Sickened) and on the water at least a mile from shore, it is also [slowed](rules/conditions.md#Slowed). +> - **Critical Failure** As failure, but the target becomes [sickened](rules/conditions.md#Sickened). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/compendium/spells/mask-of-terror.md b/compendium/spells/mask-of-terror.md new file mode 100644 index 000000000..1b78c2bb0 --- /dev/null +++ b/compendium/spells/mask-of-terror.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/emotion +- trait/fear +- trait/illusion +- trait/mental +- trait/visual +aliases: ["Mask Of Terror"] +--- +# Mask Of Terror *Spell 7* +[emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 minute + +The target appears to be a gruesome and terrifying creature. + +The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage. + +When any creature attempts a [hostile](rules/conditions.md#Hostile) action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature becomes [frightened](rules/conditions.md#Frightened) before using its action. +> - **Critical Failure** The creature becomes [frightened](rules/conditions.md#Frightened), and its action fails and is wasted. + +**Heightened (8th)** You can target up to 5 creatures. If a creature uses a [hostile](rules/conditions.md#Hostile) action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror. + +*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/Compendium/spells/massacre.md b/compendium/spells/massacre.md similarity index 76% rename from Compendium/spells/massacre.md rename to compendium/spells/massacre.md index 9c38cce4a..787e1c231 100644 --- a/Compendium/spells/massacre.md +++ b/compendium/spells/massacre.md @@ -11,10 +11,10 @@ tags: aliases: ["Massacre"] --- # Massacre *Spell 9* -[death](../../Rules/traits/death.md) [necromancy](../../Rules/traits/necromancy.md) [negative](../../Rules/traits/negative.md) +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot line - **Saving Throw** Fortitude diff --git a/compendium/spells/maze.md b/compendium/spells/maze.md new file mode 100644 index 000000000..74d6e02db --- /dev/null +++ b/compendium/spells/maze.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/conjuration +- trait/extradimensional +- trait/teleportation +aliases: ["Maze"] +--- +# Maze *Spell 8* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [teleportation](rules/traits/teleportation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**sustained + +You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a [Survival](compendium/skills.md#Survival) check or [Perception](compendium/skills.md#Perception) check against your spell DC to escape the maze. The possible outcomes are as follows. + +> [!success-degree] +> - **Critical Success** The target escapes and the spell ends. +> - **Success** The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends. +> - **Failure** The target makes no progress toward escape. +> - **Critical Failure** The target makes no progress toward escape, and if it was on the right path, it no longer is. Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled. + +*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/compendium/spells/meld-into-stone.md b/compendium/spells/meld-into-stone.md new file mode 100644 index 000000000..3c93cb846 --- /dev/null +++ b/compendium/spells/meld-into-stone.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/earth +- trait/transmutation +aliases: ["Meld Into Stone"] +--- +# Meld Into Stone *Spell 3* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you [Cast the Spell](rules/actions/cast-a-spell.md). You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. + +Significant physical damage to the stone while you are inside it expels you and deals `10d6` damage to you. Passwall expels you without dealing damage and ends meld into stone. + +You can [Dismiss](rules/actions/dismiss.md) this spell. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 350* \ No newline at end of file diff --git a/compendium/spells/mending.md b/compendium/spells/mending.md new file mode 100644 index 000000000..752ceecd7 --- /dev/null +++ b/compendium/spells/mending.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/transmutation +aliases: ["Mending"] +--- +# Mending *Spell 1* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**non-magical object of light Bulk or less + +You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the [broken](rules/conditions.md#Broken) condition if this repairs it past the item's [Broken](rules/conditions.md#Broken) Threshold. You can't replace lost pieces or repair an object that's been completely destroyed. + +**Heightened (2nd)** You can target a non-magical object of 1 Bulk or less. + +**Heightened (3rd)** You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/compendium/spells/message.md b/compendium/spells/message.md new file mode 100644 index 000000000..c31bd9086 --- /dev/null +++ b/compendium/spells/message.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/auditory +- trait/cantrip +- trait/illusion +- trait/linguistic +- trait/mental +aliases: ["Message"] +--- +# Message *Cantrip 1* +[auditory](rules/traits/auditory.md) [cantrip](rules/traits/cantrip.md) [illusion](rules/traits/illusion.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**120 foot +- **Targets**1 creature +- **Duration**see below + +You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. + +While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. + +**Heightened (3rd)** The spell's range increases to 500 feet. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/Compendium/spells/meteor-swarm.md b/compendium/spells/meteor-swarm.md similarity index 78% rename from Compendium/spells/meteor-swarm.md rename to compendium/spells/meteor-swarm.md index 06335a098..53903850a 100644 --- a/Compendium/spells/meteor-swarm.md +++ b/compendium/spells/meteor-swarm.md @@ -10,10 +10,10 @@ tags: aliases: ["Meteor Swarm"] --- # Meteor Swarm *Spell 9* -[evocation](../../Rules/traits/evocation.md) [fire](../../Rules/traits/fire.md) +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**500 foot - **Area**4 40-foot bursts - **Saving Throw** basic Reflex diff --git a/compendium/spells/mind-blank.md b/compendium/spells/mind-blank.md new file mode 100644 index 000000000..7fc0025e6 --- /dev/null +++ b/compendium/spells/mind-blank.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/abjuration +- trait/uncommon +aliases: ["Mind Blank"] +--- +# Mind Blank *Spell 8* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**until the next time you make your daily preparations + +Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against [mental](rules/traits/mental.md) effects. + +Mind blank attempts to counteract any detection, [revelation](rules/traits/revelation.md), and [scrying](rules/traits/scrying.md) effects as if its spell level were 1 higher than its actual level. On a success, the [divination](rules/traits/divination.md) effect functions normally except that it detects nothing about the target and its possessions. For instance, detect magic would still detect other magic in the area, but not any magic on the target. + +*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/compendium/spells/mind-probe.md b/compendium/spells/mind-probe.md new file mode 100644 index 000000000..c27fb90a7 --- /dev/null +++ b/compendium/spells/mind-probe.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/divination +- trait/linguistic +- trait/mental +- trait/uncommon +aliases: ["Mind Probe"] +--- +# Mind Probe *Spell 5* +[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will save. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** Each round of the spell's duration, you can [Sustain the Spell](rules/actions/sustain-a-spell.md) to ask a different question and attempt to uncover the answer. For each question, the target can attempt a [Deception](compendium/skills.md#Deception) check against your spell DC; if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result. +> - **Critical Failure** As failure, and the target takes a –4 circumstance penalty to [Deception](compendium/skills.md#Deception) checks against your questions. + +*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/compendium/spells/mind-reading.md b/compendium/spells/mind-reading.md new file mode 100644 index 000000000..a0c338dc8 --- /dev/null +++ b/compendium/spells/mind-reading.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/detection +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Mind Reading"] +--- +# Mind Reading *Spell 3* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 round or sustained up to 1 minute + +With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour. + +> [!success-degree] +> - **Critical Success** The target perceives vague surface thoughts from you when you [Cast the Spell](rules/actions/cast-a-spell.md). +> - **Success** You find out whether the target's Intelligence modifier is higher than, equal to, or lower than yours. +> - **Failure** You perceive vague surface thoughts from the target when you [Cast the Spell](rules/actions/cast-a-spell.md), and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours. +> - **Critical Failure** As failure, and for the duration of the spell, you can [Sustain the Spell](rules/actions/sustain-a-spell.md) to detect the target's surface thoughts again. The target doesn't receive any additional saves. + +*Source: Core Rulebook p. 351* \ No newline at end of file diff --git a/compendium/spells/mindlink.md b/compendium/spells/mindlink.md new file mode 100644 index 000000000..6a60b2f9c --- /dev/null +++ b/compendium/spells/mindlink.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/divination +- trait/mental +aliases: ["Mindlink"] +--- +# Mindlink *Spell 1* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature + +You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes. + +*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/compendium/spells/miracle.md b/compendium/spells/miracle.md new file mode 100644 index 000000000..91b78ae88 --- /dev/null +++ b/compendium/spells/miracle.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/divination +aliases: ["Miracle"] +--- +# Miracle *Spell 10* +[divination](rules/traits/divination.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A casting of miracle can do any of the following things. + +- Duplicate any spell from the divine list of 9th level or lower to which you have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Produce any effect whose power level is in line with the above effects. +- Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. + +The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect. + +*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/Compendium/spells/mirror-image.md b/compendium/spells/mirror-image.md similarity index 80% rename from Compendium/spells/mirror-image.md rename to compendium/spells/mirror-image.md index 9639c687f..49d1a12b9 100644 --- a/Compendium/spells/mirror-image.md +++ b/compendium/spells/mirror-image.md @@ -9,10 +9,10 @@ tags: aliases: ["Mirror Image"] --- # Mirror Image *Spell 2* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 minute Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on `1d4`). With two images remaining, there is a 1 in 3 chance of hitting you (1 –2 on `1d6`). With only one image, the chances are 1 in 2 (1–3 on `1d6`) diff --git a/Compendium/spells/misdirection.md b/compendium/spells/misdirection.md similarity index 77% rename from Compendium/spells/misdirection.md rename to compendium/spells/misdirection.md index 1b2ffc106..1504213fb 100644 --- a/Compendium/spells/misdirection.md +++ b/compendium/spells/misdirection.md @@ -8,9 +8,9 @@ tags: aliases: ["Misdirection"] --- # Misdirection *Spell 2* -[illusion](../../Rules/traits/illusion.md) +[illusion](rules/traits/illusion.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) - **Cast** 1 minute - **Range**30 foot - **Targets**2 creatures or objects @@ -20,6 +20,6 @@ You reshape the magic aura of one creature or object to resemble that of another Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target. -A creature reading the aura can attempt to 0. You can [Dismiss](../../Rules/actions/dismiss.md) the spell from up to a mile away. +A creature reading the aura can attempt to 0. You can [Dismiss](rules/actions/dismiss.md) the spell from up to a mile away. *Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/compendium/spells/mislead.md b/compendium/spells/mislead.md new file mode 100644 index 000000000..cf060dad7 --- /dev/null +++ b/compendium/spells/mislead.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/illusion +aliases: ["Mislead"] +--- +# Mislead *Spell 6* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**sustained up to 1 minute + +You turn yourself [invisible](rules/conditions.md#Invisible) and create an illusory duplicate of yourself. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. + +Both the duplicate and your invisibility persist for the spell's duration. Performing a [hostile](rules/conditions.md#Hostile) action doesn't end mislead's invisibility, just like a 4th-level [invisibility](compendium/spells/invisibility.md) spell. A creature that determines the duplicate is an illusion doesn't necessarily know you're [invisible](rules/conditions.md#Invisible), and one that can see your [invisible](rules/conditions.md#Invisible) form doesn't necessarily know your duplicate is an illusion. + +If you [Cast a Spell](rules/actions/cast-a-spell.md), attack, or otherwise interact with another creature, as a part of that action you can attempt a [Deception](compendium/skills.md#Deception) check against observers' [Perception](compendium/skills.md#Perception) DCs to convince them your duplicate used that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your [Deception](compendium/skills.md#Deception) check would automatically fail. + +*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/compendium/spells/modify-memory.md b/compendium/spells/modify-memory.md new file mode 100644 index 000000000..2f4a498d5 --- /dev/null +++ b/compendium/spells/modify-memory.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Modify Memory"] +--- +# Modify Memory *Spell 4* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration** + +You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell. + +> [!success-degree] +> - **Critical Success** The target is unaffected and realizes you tried to alter its memory. +> - **Success** The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell. +> - **Failure** During the first 5 minutes of the spell's duration, you can [Sustain the Spell](rules/actions/sustain-a-spell.md) to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory. Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories. + +**Heightened (6th)** You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze. + +*Source: Core Rulebook p. 352* \ No newline at end of file diff --git a/compendium/spells/moment-of-renewal.md b/compendium/spells/moment-of-renewal.md new file mode 100644 index 000000000..ec8f2dfc0 --- /dev/null +++ b/compendium/spells/moment-of-renewal.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/healing +- trait/necromancy +aliases: ["Moment Of Renewal"] +--- +# Moment Of Renewal *Spell 8* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**up to 6 creatures + +The targets experience a day's worth of recovery in an instant. + +Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day. + +*Source: Core Rulebook p. 353* \ No newline at end of file diff --git a/compendium/spells/monstrosity-form.md b/compendium/spells/monstrosity-form.md new file mode 100644 index 000000000..8f515c961 --- /dev/null +++ b/compendium/spells/monstrosity-form.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/polymorph +- trait/transmutation +aliases: ["Monstrosity Form"] +--- +# Monstrosity Form *Spell 8* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the [beast](rules/traits/beast.md) trait (for phoenix) or the [animal](rules/traits/animal.md) trait (for purple worm or sea serpent). You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 20 + your level. Ignore your armor's check penalty and Speed reduction. +- 20 temporary Hit Points. +- [Darkvision](rules/abilities/darkvision.md). +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +30, unless your own modifier is higher. You also gain specific abilities based on the type of monster you choose: +- **Phoenix** Speed 30 feet, fly Speed 90 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") beak (reach <15 feet>), **Damage** `2d6+12` piercing plus `2d4` fire and `2d4` [persistent fire](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") talon (agile, reach <15 feet>), **Damage** `2d8+12` slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes `2d6` fire damage. A creature can take this damage only once per turn. You can use a single action, which has the [concentrate](rules/traits/concentrate.md) trait, to activate or deactivate this aura. +- **Purple Worm** Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <10 feet>), **Damage** `2d12+20` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") stinger (agile, reach <10 feet>), **Damage** `2d8+15` piercing plus `2d6` [persistent poison](rules/conditions.md#Persistent%20Damage); **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") body (reach <10 feet>) **Damage** `2d8+20` bludgeoning; Inexorable You automatically recover from the [paralyzed](rules/conditions.md#Paralyzed), [slowed](rules/conditions.md#Slowed), and [stunned](rules/conditions.md#Stunned) conditions at the end of each of your turns. You're also immune to being [immobilized](rules/conditions.md#Immobilized) and ignore difficult terrain and greater difficult terrain. +- **Sea Serpent** Speed 20 feet, swim Speed 90 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws (reach <15 feet>), **Damage** `2d12+20` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tail (reach <25 feet>), **Damage** `2d8+20` bludgeoning; Spine Rake [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") ([move](rules/traits/move.md)) You extend your spines and [Swim](rules/actions/swim.md) or [Stride](rules/actions/stride.md). Each creature you're adjacent to at any point during your movement takes `4d8+10` slashing damage (basic Reflex against your spell DC). + +**Heightened (9th)** You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and [Athletics](compendium/skills.md#Athletics) +33. + +*Source: Core Rulebook p. 353* \ No newline at end of file diff --git a/compendium/spells/moon-frenzy.md b/compendium/spells/moon-frenzy.md new file mode 100644 index 000000000..70f4b7d1f --- /dev/null +++ b/compendium/spells/moon-frenzy.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/morph +- trait/transmutation +aliases: ["Moon Frenzy"] +--- +# Moon Frenzy *Spell 5* +[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 5 willing creatures +- **Duration**1 minute + +A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal `2d8` piercing damage; the claws deal `2d6` slashing damage and have the [agile](rules/traits/agile.md) and [finesse](rules/traits/finesse.md) traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes `1d4` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). + +The targets can't use concentrate actions unless those actions also have the [rage](rules/traits/rage.md) trait, with the exception of [Seek](rules/actions/seek.md). A creature can attempt to end the spell's effect on itself by using a single action, which has the [rage](rules/traits/rage.md) trait, to attempt a Will save against your spell DC; on a success, it ends the spell's effect on itself. + +If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet. + +**Heightened (6th)** The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice. + +**Heightened (10th)** The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice. + +*Source: Core Rulebook p. 353* \ No newline at end of file diff --git a/compendium/spells/moonbeam.md b/compendium/spells/moonbeam.md new file mode 100644 index 000000000..248876ebd --- /dev/null +++ b/compendium/spells/moonbeam.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/attack +- trait/cleric +- trait/evocation +- trait/fire +- trait/light +- trait/uncommon +aliases: ["Moonbeam"] +--- +# Moonbeam *Focus 1* +[attack](rules/traits/attack.md) [cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [moon](compendium/setting/domains.md#Moon) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature or object + +You shine a ray of moonlight. Make a spell attack roll. The beam of light deals `1d6` fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like. + +> [!success-degree] +> - **Critical Success** The beam deals double damage, and the target is [dazzled](rules/conditions.md#Dazzled) for 1 minute. +> - **Success** The beam deals full damage, and the target is [dazzled](rules/conditions.md#Dazzled) for 1 round. + +**Heightened (+ 1)** The ray's damage increases by `1d6`. + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/mystic-beacon.md b/compendium/spells/mystic-beacon.md new file mode 100644 index 000000000..33dfd189d --- /dev/null +++ b/compendium/spells/mystic-beacon.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/evocation +- trait/uncommon +aliases: ["Mystic Beacon"] +--- +# Mystic Beacon *Focus 4* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [magic](compendium/setting/domains.md#Magic) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**until the start of your next turn + +The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. The spell otherwise functions at its actual level. Once the target casts the spell, mystic beacon ends. + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/nature-incarnate.md b/compendium/spells/nature-incarnate.md new file mode 100644 index 000000000..cd481bbee --- /dev/null +++ b/compendium/spells/nature-incarnate.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/polymorph +- trait/transmutation +aliases: ["Nature Incarnate"] +--- +# Nature Incarnate *Spell 10* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +The primal power of the world flows through you. You transform into an incarnation of nature, either a green man or a kaiju. Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju. You must have enough space to expand into or the spell is lost. While in this form, you gain the [plant](rules/traits/plant.md) trait (for a green man) or the [beast](rules/traits/beast.md) trait (for a kaiju). You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. +- 30 temporary Hit Points. +- [Darkvision](rules/abilities/darkvision.md). +- One or more attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +36, unless your own modifier is higher. You also gain specific abilities based on the type of incarnation you choose: +- **Green Man** Speed 40 feet, climb Speed 40 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") vines ([reach <30 feet>](rules/traits/reach.md), [versatile

](rules/traits/versatile.md)), **Damage** `6d8+12` bludgeoning; **Ranged** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") thorns (range <100 feet>), **Damage** `6d6+6` piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become [clumsy](rules/conditions.md#Clumsy) for 1 round ([clumsy](rules/conditions.md#Clumsy) on a critical failure). +- **Kaiju** Speed 50 feet; resistance 5 to physical damage; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") jaws ([reach <30 feet>](rules/traits/reach.md)), **Damage** `6d10+10` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") claws (agile, reach <30 feet>), **Damage** `6d8+8` slashing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot (agile, reach <15 feet>), **Damage** `6d6+10` bludgeoning; Unstoppable You are immune to being [immobilized](rules/conditions.md#Immobilized) and ignore difficult terrain and greater difficult terrain; Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC. + +*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/compendium/spells/natures-bounty.md b/compendium/spells/natures-bounty.md new file mode 100644 index 000000000..0e114da8a --- /dev/null +++ b/compendium/spells/natures-bounty.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/conjuration +- trait/plant +- trait/positive +- trait/uncommon +aliases: ["Nature's Bounty"] +--- +# Nature's Bounty *Focus 4* +[cleric](rules/traits/cleric.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [nature](compendium/setting/domains.md#Nature) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Requirements**You have a free hand. + +A palm-sized raw fruit or vegetable appears in your open hand. + +You choose the specific type of food. A creature can consume the food with an [Interact](rules/actions/interact.md) action to regain `3d10+12` Hit Points and be nourished as if it had eaten a meal. If uneaten, the food rots and crumbles to dust after 1 minute. + +**Heightened (+ 1)** The Hit Points restored increase by 6. + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/natures-enmity.md b/compendium/spells/natures-enmity.md new file mode 100644 index 000000000..29804ff93 --- /dev/null +++ b/compendium/spells/natures-enmity.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/9 +- trait/enchantment +aliases: ["Nature's Enmity"] +--- +# Nature's Enmity *Spell 9* +[enchantment](rules/traits/enchantment.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**500-foot burst +- **Targets**up to 5 creatures +- **Duration**10 minutes + +Animals and plants and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area. + +- Vegetation springs up from every surface, giving each target a –10-foot circumstance penalty to its Speed any time it's adjacent to the plants. +- Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal `2d10` slashing damage. The target attempts a basic Reflex save, and it is [flat-footed](rules/conditions.md#Flat-footed) for 1 round on any outcome other than a critical success. +- The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. + +Furthermore, animal or plant creatures become [hostile](rules/conditions.md#Hostile) to it, even one with a strong bond to the target, such as an animal companion. + +The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature. + +*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/compendium/spells/negate-aroma.md b/compendium/spells/negate-aroma.md new file mode 100644 index 000000000..7519af6b2 --- /dev/null +++ b/compendium/spells/negate-aroma.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/abjuration +aliases: ["Negate Aroma"] +--- +# Negate Aroma *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 hour + +The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise [scent](rules/abilities/scent.md). A creature attempting a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md) with [scent](rules/abilities/scent.md) and other senses might notice the lack of natural [scent](rules/abilities/scent.md). If the target has any abilities that result from its smell, such as an overpowering [scent](rules/abilities/scent.md), those abilities are also negated. + +**Heightened (5th)** The range increases to 30 feet, and you can target up to 10 creatures. + +*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/compendium/spells/neutralize-poison.md b/compendium/spells/neutralize-poison.md new file mode 100644 index 000000000..a2aa62f13 --- /dev/null +++ b/compendium/spells/neutralize-poison.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/healing +- trait/necromancy +aliases: ["Neutralize Poison"] +--- +# Neutralize Poison *Spell 3* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison. + +*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/compendium/spells/nightmare.md b/compendium/spells/nightmare.md new file mode 100644 index 000000000..eb89dd41e --- /dev/null +++ b/compendium/spells/nightmare.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/illusion +- trait/mental +aliases: ["Nightmare"] +--- +# Nightmare *Spell 4* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**planetary +- **Targets**1 creature you know by name +- **Saving Throw** Will +- **Duration**1 day + +You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save. + +> [!success-degree] +> - **Critical Success** The target suffers no adverse effects and is temporarily immune for 1 week. +> - **Success** The target experiences the nightmares but suffers no adverse effects other than unpleasant memories. +> - **Failure** The target experiences the nightmares and awakens [fatigued](rules/conditions.md#Fatigued). +> - **Critical Failure** The target experiences the nightmares, awakens [fatigued](rules/conditions.md#Fatigued), and is [drained](rules/conditions.md#Drained) until it is no longer [fatigued](rules/conditions.md#Fatigued). + +*Source: Core Rulebook p. 354* \ No newline at end of file diff --git a/Compendium/spells/nondetection.md b/compendium/spells/nondetection.md similarity index 76% rename from Compendium/spells/nondetection.md rename to compendium/spells/nondetection.md index 0b63e25f6..a4a58dd38 100644 --- a/Compendium/spells/nondetection.md +++ b/compendium/spells/nondetection.md @@ -9,9 +9,9 @@ tags: aliases: ["Nondetection"] --- # Nondetection *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) - **Cast** 10 minutes - **Range**touch - **Targets**1 creature or object diff --git a/compendium/spells/obscuring-mist.md b/compendium/spells/obscuring-mist.md new file mode 100644 index 000000000..f72e14ef7 --- /dev/null +++ b/compendium/spells/obscuring-mist.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/conjuration +- trait/water +aliases: ["Obscuring Mist"] +--- +# Obscuring Mist *Spell 2* +[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +You call forth a cloud of mist. All creatures within the mist become [concealed](rules/conditions.md#Concealed), and all creatures outside the mist become [concealed](rules/conditions.md#Concealed) to creatures within it. You can [Dismiss](rules/actions/dismiss.md) the cloud. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 355* \ No newline at end of file diff --git a/compendium/spells/outcasts-curse.md b/compendium/spells/outcasts-curse.md new file mode 100644 index 000000000..cb7de1a54 --- /dev/null +++ b/compendium/spells/outcasts-curse.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/curse +- trait/enchantment +- trait/mental +- trait/misfortune +aliases: ["Outcast's Curse"] +--- +# Outcast's Curse *Spell 4* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [misfortune](rules/traits/misfortune.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will + +You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** For 10 minutes, the target must roll twice and use the worse result whenever attempting a [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, [unfriendly](rules/conditions.md#Unfriendly) instead of [indifferent](rules/conditions.md#Indifferent)). +> - **Failure** As success, but the effect is permanent. +> - **Critical Failure** As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse. + +*Source: Core Rulebook p. 355* \ No newline at end of file diff --git a/compendium/spells/overstuff.md b/compendium/spells/overstuff.md new file mode 100644 index 000000000..77355cb10 --- /dev/null +++ b/compendium/spells/overstuff.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/transmutation +- trait/uncommon +aliases: ["Overstuff"] +--- +# Overstuff *Focus 1* +[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** Fortitude + +Huge amounts of food and drink fill the target. It receives a full meal's worth of nourishment and must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [sickened](rules/conditions.md#Sickened), but if it spends an action to end the condition, it succeeds automatically. +> - **Failure** The target is [sickened](rules/conditions.md#Sickened). +> - **Critical Failure** The target is [sickened](rules/conditions.md#Sickened). A target [sickened](rules/conditions.md#Sickened) by this spell takes a –10-foot status penalty to its Speed until it's no longer [sickened](rules/conditions.md#Sickened). + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/overwhelming-presence.md b/compendium/spells/overwhelming-presence.md new file mode 100644 index 000000000..bece67f59 --- /dev/null +++ b/compendium/spells/overwhelming-presence.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/9 +- trait/auditory +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/visual +aliases: ["Overwhelming Presence"] +--- +# Overwhelming Presence *Spell 9* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [visual](rules/traits/visual.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**40-foot burst +- **Targets**any number of creatures +- **Saving Throw** Will +- **Duration**until full tribute is paid + +You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target must pay tribute twice. +> - **Failure** The target must pay tribute six times. +> - **Critical Failure** As failure, and the target must spend all its actions paying tribute if possible. Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is [fascinated](rules/conditions.md#Fascinated) by you and can't use [hostile](rules/conditions.md#Hostile) actions against you. The target is then temporarily immune for 1 minute. + +*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/compendium/spells/paralyze.md b/compendium/spells/paralyze.md new file mode 100644 index 000000000..0c2fb048d --- /dev/null +++ b/compendium/spells/paralyze.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Paralyze"] +--- +# Paralyze *Spell 3* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned). +> - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 1 round. +> - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. + +**Heightened (7th)** You can target up to 10 creatures. + +*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/compendium/spells/paranoia.md b/compendium/spells/paranoia.md new file mode 100644 index 000000000..f56f1c5be --- /dev/null +++ b/compendium/spells/paranoia.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/illusion +- trait/mental +aliases: ["Paranoia"] +--- +# Paranoia *Spell 2* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 minute + +You cause the target to see all other creatures as dire threats. + +The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target believes everyone it sees is a potential threat. It becomes [unfriendly](rules/conditions.md#Unfriendly) to all creatures to which it wasn't already [hostile](rules/conditions.md#Hostile), even those that were previously allies. It treats no one as an ally. The spell ends after 1 round. +> - **Failure** As success, but the effect lasts 1 minute. +> - **Critical Failure** As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone. + +**Heightened (6th)** You can target up to 5 creatures. + +*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/compendium/spells/pass-without-trace.md b/compendium/spells/pass-without-trace.md new file mode 100644 index 000000000..c05fefb7c --- /dev/null +++ b/compendium/spells/pass-without-trace.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/abjuration +aliases: ["Pass Without Trace"] +--- +# Pass Without Trace *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 hour + +You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to [Track](rules/actions/track.md) you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one [pass without trace](compendium/spells/pass-without-trace.md) spell at a time. + +**Heightened (2nd)** The duration increases to 8 hours. + +**Heightened (4th)** The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area. + +*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/Compendium/spells/passwall.md b/compendium/spells/passwall.md similarity index 78% rename from Compendium/spells/passwall.md rename to compendium/spells/passwall.md index c4797eaf4..8f3f6b304 100644 --- a/Compendium/spells/passwall.md +++ b/compendium/spells/passwall.md @@ -11,10 +11,10 @@ tags: aliases: ["Passwall"] --- # Passwall *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [earth](../../Rules/traits/earth.md) [uncommon](../../Rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**touch - **Area**5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall - **Duration**1 hour diff --git a/compendium/spells/perfected-form.md b/compendium/spells/perfected-form.md new file mode 100644 index 000000000..e6c04d293 --- /dev/null +++ b/compendium/spells/perfected-form.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/abjuration +- trait/cleric +- trait/fortune +- trait/uncommon +aliases: ["Perfected Form"] +--- +# Perfected Form *Focus 4* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [perfection](compendium/setting/domains.md#Perfection) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You fail a saving throw against a morph, petrification, or [polymorph](rules/traits/polymorph.md) effect. + +Reroll the saving throw and use the better result. + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/perfected-mind.md b/compendium/spells/perfected-mind.md new file mode 100644 index 000000000..97edce342 --- /dev/null +++ b/compendium/spells/perfected-mind.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/abjuration +- trait/cleric +- trait/uncommon +aliases: ["Perfected Mind"] +--- +# Perfected Mind *Focus 1* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [perfection](compendium/setting/domains.md#Perfection) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You meditate upon perfection to remove all distractions from your mind. Attempt a new Will save against one [mental](rules/traits/mental.md) effect currently affecting you that required a Will save. Use the result of this new save to determine the outcome of the [mental](rules/traits/mental.md) effect, unless the new save would have a worse result than the original save, in which case nothing happens. You can use perfected mind against a given effect only once. + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/pest-form.md b/compendium/spells/pest-form.md new file mode 100644 index 000000000..c76b5a358 --- /dev/null +++ b/compendium/spells/pest-form.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/polymorph +- trait/transmutation +aliases: ["Pest Form"] +--- +# Pest Form *Spell 1* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the [animal](rules/traits/animal.md) trait, and you can't make [Strikes](rules/actions/strike.md). You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities: + +- AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. +- Speed 20 feet. +- Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) +- [Low-light vision](rules/abilities/low-light-vision.md) and imprecise [scent](rules/abilities/scent.md) 30 feet. +- [Acrobatics](compendium/skills.md#Acrobatics) and [Stealth](compendium/skills.md#Stealth) modifiers of +10, unless your own modifier is higher; [Athletics](compendium/skills.md#Athletics) modifier –4. + +**Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet. + +*Source: Core Rulebook p. 356* \ No newline at end of file diff --git a/compendium/spells/phantasmal-calamity.md b/compendium/spells/phantasmal-calamity.md new file mode 100644 index 000000000..2e94c1b08 --- /dev/null +++ b/compendium/spells/phantasmal-calamity.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/6 +- trait/illusion +- trait/mental +aliases: ["Phantasmal Calamity"] +--- +# Phantasmal Calamity *Spell 6* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**30-foot burst +- **Saving Throw** Will + +A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals `11d6` mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also [stunned](rules/conditions.md#Stunned) for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it 0 and recovers from the [stunned](rules/conditions.md#Stunned) condition. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Core Rulebook p. 357* \ No newline at end of file diff --git a/compendium/spells/phantasmal-killer.md b/compendium/spells/phantasmal-killer.md new file mode 100644 index 000000000..e92b37373 --- /dev/null +++ b/compendium/spells/phantasmal-killer.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/death +- trait/emotion +- trait/fear +- trait/illusion +- trait/mental +aliases: ["Phantasmal Killer"] +--- +# Phantasmal Killer *Spell 4* +[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 living creature +- **Saving Throw** Will + +You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes `4d6` mental damage and is [frightened](rules/conditions.md#Frightened). +> - **Failure** The target takes `8d6` mental damage and is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes `12d6` mental damage, is [fleeing](rules/conditions.md#Fleeing) until the end of its next turn, and is [frightened](rules/conditions.md#Frightened). This effect has the [incapacitation](rules/traits/incapacitation.md) trait. + +**Heightened (+ 1)** The damage increases by `2d6` on a failure and by `3d6` on a critical failure. + +*Source: Core Rulebook p. 357* \ No newline at end of file diff --git a/compendium/spells/phantom-pain.md b/compendium/spells/phantom-pain.md new file mode 100644 index 000000000..6e41e026a --- /dev/null +++ b/compendium/spells/phantom-pain.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/illusion +- trait/mental +- trait/nonlethal +aliases: ["Phantom Pain"] +--- +# Phantom Pain *Spell 1* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 minute + +Illusory pain wracks the target, dealing `2d4` mental damage and `1d4` [persistent mental damage](rules/conditions.md#Persistent%20Damage). The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes full initial damage but no [persistent damage](rules/conditions.md#Persistent%20Damage), and the spell ends immediately. +> - **Failure** The target takes full initial and [persistent damage](rules/conditions.md#Persistent%20Damage), and the target is [sickened](rules/conditions.md#Sickened). If the target recovers from being [sickened](rules/conditions.md#Sickened), the [persistent damage](rules/conditions.md#Persistent%20Damage) ends and the spell ends. +> - **Critical Failure** As failure, but the target is [sickened](rules/conditions.md#Sickened). + +**Heightened (+ 1)** The damage increases by `2d4` and the [persistent damage](rules/conditions.md#Persistent%20Damage) by `1d4`. + +*Source: Core Rulebook p. 357* \ No newline at end of file diff --git a/Compendium/spells/phantom-steed.md b/compendium/spells/phantom-steed.md similarity index 85% rename from Compendium/spells/phantom-steed.md rename to compendium/spells/phantom-steed.md index 36b25a69f..4ed375f6d 100644 --- a/Compendium/spells/phantom-steed.md +++ b/compendium/spells/phantom-steed.md @@ -8,9 +8,9 @@ tags: aliases: ["Phantom Steed"] --- # Phantom Steed *Spell 2* -[conjuration](../../Rules/traits/conjuration.md) +[conjuration](rules/traits/conjuration.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) - **Cast** 10 minutes - **Range**30 foot - **Duration**8 hours diff --git a/compendium/spells/physical-boost.md b/compendium/spells/physical-boost.md new file mode 100644 index 000000000..f5ca8f5e3 --- /dev/null +++ b/compendium/spells/physical-boost.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/transmutation +- trait/uncommon +- trait/wizard +aliases: ["Physical Boost"] +--- +# Physical Boost *Focus 1* +[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 living creature +- **Duration**until the end of the target's next turn + +You temporarily improve the target's physique. The target gains a +2 status bonus to the next [Acrobatics](compendium/skills.md#Acrobatics) check, [Athletics](compendium/skills.md#Athletics) check, Fortitude save, or Reflex save it attempts. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/Compendium/spells/plane-shift.md b/compendium/spells/plane-shift.md similarity index 80% rename from Compendium/spells/plane-shift.md rename to compendium/spells/plane-shift.md index b8aee9ccd..57e9b9fbd 100644 --- a/Compendium/spells/plane-shift.md +++ b/compendium/spells/plane-shift.md @@ -10,9 +10,9 @@ tags: aliases: ["Plane Shift"] --- # Plane Shift *Spell 7* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md), [primal](../../Rules/traits/primal.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) - **Cast** 10 minutes - **Range**touch - **Targets**1 willing creature, or up to 8 willing creatures joining hands diff --git a/compendium/spells/plant-form.md b/compendium/spells/plant-form.md new file mode 100644 index 000000000..acba0bb54 --- /dev/null +++ b/compendium/spells/plant-form.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/plant +- trait/polymorph +- trait/transmutation +aliases: ["Plant Form"] +--- +# Plant Form *Spell 5* +[plant](rules/traits/plant.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the [plant](rules/traits/plant.md) trait. You can [Dismiss](rules/actions/dismiss.md) the spell. + +You gain the following statistics and abilities regardless of which battle form you choose: + +- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction. +- 12 temporary Hit Points. +- Resistance 10 to poison. +- Low-light vision. +- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can [Strike](rules/actions/strike.md) with. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If your unarmed attack modifier is higher, you can use it instead. +- [Athletics](compendium/skills.md#Athletics) modifier of +19, unless your own modifier is higher. You also gain specific abilities based on the type of plant you choose: +- **Arboreal** Speed 30 feet; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") branch (reach <15 feet>), **Damage** `2d10` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot, **Damage** `2d8` bludgeoning; you can speak in this form, but you still can't [Cast a Spell](rules/actions/cast-a-spell.md) or supply verbal components. +- **Flytrap** Speed 15 feet; resistance 10 to acid; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") leaf (reach <10 feet>), **Damage** `2d8` piercing, and you can spend an action after a hit to Grab the target. +- **Shambler** Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") vine (reach <15 feet>), **Damage** `2d8` slashing. + +**Heightened (6th)** Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and [Athletics](compendium/skills.md#Athletics) +22. + +*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/compendium/spells/polar-ray.md b/compendium/spells/polar-ray.md new file mode 100644 index 000000000..06675ff4b --- /dev/null +++ b/compendium/spells/polar-ray.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/attack +- trait/cold +- trait/evocation +aliases: ["Polar Ray"] +--- +# Polar Ray *Spell 8* +[attack](rules/traits/attack.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature + +You fire a blue-white ray of freezing air and sleet that deals `10d8` cold damage. Make a spell attack roll against the target. + +> [!success-degree] +> - **Critical Success** The target takes double damage and is [drained](rules/conditions.md#Drained). +> - **Success** The target takes full damage and is [drained](rules/conditions.md#Drained). + +**Heightened (+ 1)** The damage increases by `2d8`. + +*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/compendium/spells/positive-luminance.md b/compendium/spells/positive-luminance.md new file mode 100644 index 000000000..76d9edd51 --- /dev/null +++ b/compendium/spells/positive-luminance.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/light +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Positive Luminance"] +--- +# Positive Luminance *Focus 4* +[cleric](rules/traits/cleric.md) [light](rules/traits/light.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [sun](compendium/setting/domains.md#Sun) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Drawing life force into yourself, you become a beacon of positive energy. You glow with bright light in a 10-foot emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet. + +If an undead creature damages you with an attack or spell while it's within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. + +It takes this damage only the first time it damages you in a round. + +You can [Dismiss](rules/actions/dismiss.md) this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir's value. + +When you cast [positive luminance](compendium/spells/positive-luminance.md), any other [positive luminance](compendium/spells/positive-luminance.md) spell you already had in effect ends. + +**Heightened (+ 1)** Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1. + +*Source: Core Rulebook p. 394* \ No newline at end of file diff --git a/compendium/spells/possession.md b/compendium/spells/possession.md new file mode 100644 index 000000000..ce4be88b0 --- /dev/null +++ b/compendium/spells/possession.md @@ -0,0 +1,36 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/incapacitation +- trait/mental +- trait/necromancy +- trait/possession +- trait/uncommon +aliases: ["Possession"] +--- +# Possession *Spell 7* +[incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [necromancy](rules/traits/necromancy.md) [possession](rules/traits/possession.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 living creature +- **Saving Throw** Will +- **Duration**1 minute + +You send your mind and soul into the target's body, attempting to take control. The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer. + +While you're possessing a target, your own body is [unconscious](rules/conditions.md#Unconscious) and can't wake up normally. You can sense everything the possessed target does. You can [Dismiss](rules/actions/dismiss.md) this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be [paralyzed](rules/conditions.md#Paralyzed) for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature's initiative count. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** You possess the target but can't control it. You ride along in the body while the spell lasts. +> - **Failure** You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's [controlled](rules/conditions.md#Controlled) by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends. +> - **Critical Failure** You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is [controlled](rules/conditions.md#Controlled) by you. + +**Heightened (9th)** The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts. + +*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/compendium/spells/power-word-blind.md b/compendium/spells/power-word-blind.md new file mode 100644 index 000000000..7eba3335e --- /dev/null +++ b/compendium/spells/power-word-blind.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/auditory +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Power Word Blind"] +--- +# Power Word Blind *Spell 7* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**varies + +You utter an arcane word of power that can make the target [blinded](rules/conditions.md#Blinded) upon hearing it. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. + +- **11th or Lower** The target is [blinded](rules/conditions.md#Blinded) permanently. +- **12th–13th** The target is [blinded](rules/conditions.md#Blinded) for `1d4` minutes. +- **14th or Higher** The target is [dazzled](rules/conditions.md#Dazzled) for 1 minute. + +**Heightened (+ 1)** The levels at which each outcome applies increase by 2. + +*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/compendium/spells/power-word-kill.md b/compendium/spells/power-word-kill.md new file mode 100644 index 000000000..e6e9fe18f --- /dev/null +++ b/compendium/spells/power-word-kill.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/auditory +- trait/death +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Power Word Kill"] +--- +# Power Word Kill *Spell 9* +[auditory](rules/traits/auditory.md) [death](rules/traits/death.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**varies + +You utter the most powerful arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. + +- **14th or Lower** The target dies instantly. +- **15th** If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes [dying](rules/conditions.md#Dying), or increases its [dying](rules/conditions.md#Dying) condition by 1 if it's already [dying](rules/conditions.md#Dying). +- **16th or Higher** The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly. + +**Heightened (10th)** The levels at which each outcome applies increase by 2. + +*Source: Core Rulebook p. 358* \ No newline at end of file diff --git a/compendium/spells/power-word-stun.md b/compendium/spells/power-word-stun.md new file mode 100644 index 000000000..24534e4a1 --- /dev/null +++ b/compendium/spells/power-word-stun.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/auditory +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Power Word Stun"] +--- +# Power Word Stun *Spell 8* +[auditory](rules/traits/auditory.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**varies + +You stun the target with an arcane word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's level. + +- **13th or Lower** The target is [stunned](rules/conditions.md#Stunned) for `1d6` rounds. +- **14th–15th** The target is [stunned](rules/conditions.md#Stunned) for 1 round. +- **16th or Higher** The target is [stunned](rules/conditions.md#Stunned). + +**Heightened (+ 1)** The levels at which each outcome applies increase by 2. + +*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/compendium/spells/precious-metals.md b/compendium/spells/precious-metals.md new file mode 100644 index 000000000..d505642af --- /dev/null +++ b/compendium/spells/precious-metals.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/transmutation +- trait/uncommon +aliases: ["Precious Metals"] +--- +# Precious Metals *Focus 4* +[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [wealth](compendium/setting/domains.md#Wealth) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material (such as coins) +- **Duration**1 minute + +Your deity blesses base metals to transform them into precious materials. The target item transforms from its normal metal into [cold iron](compendium/equipment/items/cold-iron.md), copper, gold, iron, silver, or steel (the details for these metals are found on pages 577–579). An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to [cold iron](compendium/equipment/items/cold-iron-weapon.md) would deal additional damage to a creature with a weakness to cold iron. + +This change is clearly magical and temporary, so the item's monetary value doesn't change; you couldn't transmute copper coins to gold and use those coins to purchase something or as a cost for a spell. + +**Heightened (8th)** Add [adamantine](compendium/equipment/items/adamantine.md) and [mithral](compendium/equipment/items/mithral.md) to the list of metals you can transform the item into. + +*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/compendium/spells/prestidigitation.md b/compendium/spells/prestidigitation.md new file mode 100644 index 000000000..9792b1fc8 --- /dev/null +++ b/compendium/spells/prestidigitation.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/evocation +aliases: ["Prestidigitation"] +--- +# Prestidigitation *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**10 foot +- **Targets**1 object (cook, lift, or tidy only) +- **Duration**sustained + +The simplest magic does your bidding. You can perform simple [magical](rules/traits/magical.md) effects for as long as you [Sustain the Spell](rules/actions/sustain-a-spell.md). Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose one of four options. + +- **Cook** Cool, warm, or flavor 1 pound of nonliving material. +- **Lift** Slowly lift an unattended object of light Bulk or less 1 foot off the ground. +- **Make** Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component. +- **Tidy** Color, clean, or soil an object of light Bulk or less + +You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. + +Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you [Sustain the Spell](rules/actions/sustain-a-spell.md). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/compendium/spells/primal-herd.md b/compendium/spells/primal-herd.md new file mode 100644 index 000000000..8ac728e97 --- /dev/null +++ b/compendium/spells/primal-herd.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/polymorph +- trait/transmutation +aliases: ["Primal Herd"] +--- +# Primal Herd *Spell 10* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**you and up to 5 willing targets +- **Duration**1 minute + +Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form. Each target must have enough space to expand into or the spell fails for that target. Each target gains the [animal](rules/traits/animal.md) trait. Each target can [Dismiss](rules/actions/dismiss.md) the spell's effects on themself. Each target gains the following while transformed: + +- AC = 22 + the target's level. Ignore any armor check penalty and Speed reduction. +- 20 temporary Hit Points. +- Speed 40 feet. +- Low-light vision. +- The following unarmed melee attacks, which are the only attacks the target can use. They're trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed [Strike](rules/actions/strike.md), and the damage is listed for each attack. These attacks are Strength based (for the purpose of the [enfeebled](rules/conditions.md#Enfeebled) condition, for example). If the target's unarmed attack modifier is higher, they can use it instead. **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") tusk (reach <15 feet>), **Damage** `4d8+19` piercing; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") trunk (agile, reach <15 feet>), **Damage** `4d6+16` bludgeoning; **Melee** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") foot (agile, reach <15 feet>), **Damage** `4d6+13` bludgeoning. +- [Athletics](compendium/skills.md#Athletics) modifier of +30, unless the target's own modifier is higher. +- **Trample** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot [Strike](rules/actions/strike.md) based on a basic Reflex save (DC = 19 + the target's level). + +*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/compendium/spells/primal-phenomenon.md b/compendium/spells/primal-phenomenon.md new file mode 100644 index 000000000..1e3b81caf --- /dev/null +++ b/compendium/spells/primal-phenomenon.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/divination +aliases: ["Primal Phenomenon"] +--- +# Primal Phenomenon *Spell 10* +[divination](rules/traits/divination.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You request a direct intercession from the natural world. + +Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for. A [primal phenomenon](compendium/spells/primal-phenomenon.md) spell can do any of the following things. + +- Duplicate any spell from the primal list of 9th level or lower to which you have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Produce any effect whose power level is in line with the above effects. +- Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. + +At the GM's discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect. + +*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/compendium/spells/primal-summons.md b/compendium/spells/primal-summons.md new file mode 100644 index 000000000..3b8907e37 --- /dev/null +++ b/compendium/spells/primal-summons.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/6 +- trait/conjuration +- trait/druid +- trait/uncommon +aliases: ["Primal Summons"] +--- +# Primal Summons *Focus 6* +[conjuration](rules/traits/conjuration.md) [druid](rules/traits/druid.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +You enhance a summoned creature with the power of the elements. If your next action is to cast either [summon animal](compendium/spells/summon-animal.md) or [summon plant or fungus](compendium/spells/summon-plant-or-fungus.md), choose [air](rules/traits/air.md), [earth](rules/traits/earth.md), [fire](rules/traits/fire.md), or [water](rules/traits/water.md), and the creature you summon gains the corresponding abilities. + +- **Air** The creature gains a fly Speed of 60 feet. +- **Earth** The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage. +- **Fire** The creature's attacks deal `1d6` extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water. +- **Water** The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a [Shove](rules/actions/shove.md) (ignoring multiple attack penalty), and gains resistance 5 to fire. + +*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/prismatic-sphere.md b/compendium/spells/prismatic-sphere.md new file mode 100644 index 000000000..baf033004 --- /dev/null +++ b/compendium/spells/prismatic-sphere.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/abjuration +- trait/light +aliases: ["Prismatic Sphere"] +--- +# Prismatic Sphere *Spell 9* +[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**10 foot +- **Duration**1 hour + +You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. + +*Source: Core Rulebook p. 359* \ No newline at end of file diff --git a/compendium/spells/prismatic-spray.md b/compendium/spells/prismatic-spray.md new file mode 100644 index 000000000..a7bc2948c --- /dev/null +++ b/compendium/spells/prismatic-spray.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/level/7 +- trait/evocation +- trait/light +aliases: ["Prismatic Spray"] +--- +# Prismatic Spray *Spell 7* +[evocation](rules/traits/evocation.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot cone + +A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll `1d8` on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature. + +| `1d8` | Color | Save | Effect (Traits) | +|-------|-------|------|-----------------| +| 1 | Red | Reflex | 50 fire damage ([fire](rules/traits/fire.md)) | +| 2 | Orange | Reflex | 60 acid damage ([acid](rules/traits/acid.md)) | +| 3 | Yellow | Reflex | 70 electricity damage ([electricity](rules/traits/electricity.md)) | +| 4 | Green | Fortitude | 30 poison damage and [enfeebled](rules/conditions.md#Enfeebled) for 1 minute ([poison](rules/traits/poison.md)) | +| 5 | Blue | Fortitude | Affected as if by [flesh to stone](compendium/spells/flesh-to-stone.md) | +| 6 | Indigo | Will | [Confused](rules/conditions.md#Confused), as the [warp mind](compendium/spells/warp-mind.md) spell ([mental](rules/traits/mental.md)) | +| 7 | Violet | Will | [Slowed](rules/conditions.md#Slowed) for 1 minute; if a critical failure, sent to another plane, as [plane shift](compendium/spells/plane-shift.md) ([teleportation](rules/traits/teleportation.md)) | +| 8 | Potent beam | — | Affected by two beams—roll twice, rerolling any duplicates or results of 8. | + + +*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/compendium/spells/prismatic-wall.md b/compendium/spells/prismatic-wall.md new file mode 100644 index 000000000..15817b2ae --- /dev/null +++ b/compendium/spells/prismatic-wall.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/abjuration +- trait/light +aliases: ["Prismatic Wall"] +--- +# Prismatic Wall *Spell 8* +[abjuration](rules/traits/abjuration.md) [light](rules/traits/light.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**1 hour + +You create an opaque wall of shimmering, multicolored light. + +The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. + +The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save; they're [dazzled](rules/conditions.md#Dazzled) for 1 round on a success, [blinded](rules/conditions.md#Blinded) for 1 round on a failure, and [blinded](rules/conditions.md#Blinded) for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour. + +A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level [chromatic wall](compendium/spells/chromatic-wall.md) spell of that color, and the others have the effect of a 7th-level [chromatic wall](compendium/spells/chromatic-wall.md) spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. + +The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls. + +The wall as a whole is immune to counteracting effects of the wall's level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can [Dismiss](rules/actions/dismiss.md) the spell. + +*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/compendium/spells/private-sanctum.md b/compendium/spells/private-sanctum.md new file mode 100644 index 000000000..07661a1e4 --- /dev/null +++ b/compendium/spells/private-sanctum.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/4 +- trait/abjuration +- trait/uncommon +aliases: ["Private Sanctum"] +--- +# Private Sanctum *Spell 4* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**touch +- **Area**100-foot burst +- **Duration**until the next time you make your daily preparations + +From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. [Scrying](compendium/spells/scrying.md) spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area. + +*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/compendium/spells/produce-flame.md b/compendium/spells/produce-flame.md new file mode 100644 index 000000000..829336814 --- /dev/null +++ b/compendium/spells/produce-flame.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/evocation +- trait/fire +aliases: ["Produce Flame"] +--- +# Produce Flame *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal `1d4` fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and `1d4` [persistent fire damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** Increase the damage by `1d4` and the [persistent damage](rules/conditions.md#Persistent%20Damage) on a critical hit by `1d4`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/compendium/spells/project-image.md b/compendium/spells/project-image.md new file mode 100644 index 000000000..24decf3cb --- /dev/null +++ b/compendium/spells/project-image.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/illusion +- trait/mental +aliases: ["Project Image"] +--- +# Project Image *Spell 7* +[illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you [Cast a Spell](rules/actions/cast-a-spell.md) other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends. + +**Heightened (+ 2)** The maximum duration you can [Sustain the Spell](rules/actions/sustain-a-spell.md) increases to 10 minutes. + +*Source: Core Rulebook p. 360* \ No newline at end of file diff --git a/compendium/spells/protection.md b/compendium/spells/protection.md new file mode 100644 index 000000000..956052387 --- /dev/null +++ b/compendium/spells/protection.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/abjuration +- trait/uncommon +aliases: ["Protection"] +--- +# Protection *Spell 1* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 minute + +You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. + +The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment. + +This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the [lawful](rules/traits/lawful.md) trait, and vice versa; if you choose evil, this spell gains the [good](rules/traits/good.md) trait, and vice versa. + +*Source: Core Rulebook p. 361* \ No newline at end of file diff --git a/compendium/spells/protective-ward.md b/compendium/spells/protective-ward.md new file mode 100644 index 000000000..db1ef7301 --- /dev/null +++ b/compendium/spells/protective-ward.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/1 +- trait/abjuration +- trait/aura +- trait/uncommon +- trait/wizard +aliases: ["Protective Ward"] +--- +# Protective Ward *Focus 1* +[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**5-foot-radius emanation centered on you +- **Duration**sustained up to 1 minute + +You emanate a shimmering aura of protective magic. You and any allies in the area gain a +1 status bonus to AC. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), the emanation's radius increases by 5 feet, to a maximum of 30 feet. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/protectors-sacrifice.md b/compendium/spells/protectors-sacrifice.md new file mode 100644 index 000000000..32be5ca45 --- /dev/null +++ b/compendium/spells/protectors-sacrifice.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/abjuration +- trait/cleric +- trait/uncommon +aliases: ["Protector's Sacrifice"] +--- +# Protector's Sacrifice *Focus 1* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [protection](compendium/setting/domains.md#Protection) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An ally within 30 feet takes damage. +- **Range**30 foot + +You protect your ally by suffering in their stead. Reduce the damage the triggering ally would take by 3. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply. + +You aren't subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. + +**Heightened (+ 1)** The damage you redirect increases by 3. + +*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/compendium/spells/protectors-sphere.md b/compendium/spells/protectors-sphere.md new file mode 100644 index 000000000..8bf2c25c8 --- /dev/null +++ b/compendium/spells/protectors-sphere.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/4 +- trait/abjuration +- trait/aura +- trait/cleric +- trait/uncommon +aliases: ["Protector's Sphere"] +--- +# Protector's Sphere *Focus 4* +[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [cleric](rules/traits/cleric.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [protection](compendium/setting/domains.md#Protection) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**15-foot emanation +- **Duration**sustained up to 1 minute + +A protective aura emanates out from you, safeguarding you and your allies. You gain resistance 3 to all damage. Your allies also gain this resistance while they are within the area. + +**Heightened (+ 1)** The resistance increases by 1. + +*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/compendium/spells/prying-eye.md b/compendium/spells/prying-eye.md new file mode 100644 index 000000000..50bb2fb6c --- /dev/null +++ b/compendium/spells/prying-eye.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/divination +- trait/scrying +aliases: ["Prying Eye"] +--- +# Prying Eye *Spell 5* +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**see text +- **Duration**sustained + +You create an [invisible](rules/conditions.md#Invisible), floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you. + +The first time you [Sustain the Spell](rules/actions/sustain-a-spell.md) each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt [Seek](rules/actions/seek.md) actions through the eye if you want to attempt [Perception](compendium/skills.md#Perception) checks with it. Any damage dealt to the eye destroys it and ends the spell. + +*Source: Core Rulebook p. 361* \ No newline at end of file diff --git a/compendium/spells/pulse-of-the-city.md b/compendium/spells/pulse-of-the-city.md new file mode 100644 index 000000000..87f43d761 --- /dev/null +++ b/compendium/spells/pulse-of-the-city.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/divination +- trait/scrying +- trait/uncommon +aliases: ["Pulse Of The City"] +--- +# Pulse Of The City *Focus 4* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [cities](compendium/setting/domains.md#Cities) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**mile + +You tap into the zeitgeist of the nearest settlement in range (if any). You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement. Choose one of the following words, which indicates the type of people involved and type of event you learn about. + +- Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials) +- Titles nobles and politicians (high society weddings, elite soirees, political rallies) +- Masses common folk and merchants (gathering mobs, major sales) When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences. If you cast [pulse of the city](compendium/spells/pulse-of-the-city.md) again within 24 hours, you can say "echo" instead of another word to get an update on the event you learned about the last time you [Cast the Spell](rules/actions/cast-a-spell.md) + +Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide. The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as nondetection). + +**Heightened (5th)** The range increases to 100 miles. + +*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/compendium/spells/punishing-winds.md b/compendium/spells/punishing-winds.md new file mode 100644 index 000000000..c3af26c64 --- /dev/null +++ b/compendium/spells/punishing-winds.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cylinder +- spell/level/8 +- trait/air +- trait/evocation +aliases: ["Punishing Winds"] +--- +# Punishing Winds *Spell 8* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**100 foot +- **Area**30-foot radius, 100-foot-tall cylinder +- **Duration**sustained up to 1 minute + +Violent winds and a powerful downdraft fill the area, forming a cyclone. All flying creatures in the area descend 40 feet. The entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing. Any creature that ends its turn Flying within the area descends 20 feet. Any creature pushed into a surface by this spell's winds takes bludgeoning damage as though it had fallen. + +The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an [Athletics](compendium/skills.md#Athletics) check or [Acrobatics](compendium/skills.md#Acrobatics) check to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) against your spell DC to get through. A creature that fails ends its current action but can try again. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 361* \ No newline at end of file diff --git a/compendium/spells/purify-food-and-drink.md b/compendium/spells/purify-food-and-drink.md new file mode 100644 index 000000000..717a997f9 --- /dev/null +++ b/compendium/spells/purify-food-and-drink.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/necromancy +aliases: ["Purify Food And Drink"] +--- +# Purify Food And Drink *Spell 1* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 cubic foot of contaminated food or water + +You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons. + +*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/compendium/spells/purple-worm-sting.md b/compendium/spells/purple-worm-sting.md new file mode 100644 index 000000000..66fd5146e --- /dev/null +++ b/compendium/spells/purple-worm-sting.md @@ -0,0 +1,48 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/necromancy +- trait/poison +aliases: ["Purple Worm Sting"] +--- +# Purple Worm Sting *Spell 6* +[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Fortitude + +You replicate the attack of a deadly purple worm. You deal `3d6` piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes `3d6` poison damage. +> - **Failure** The target is afflicted with purple worm venom at stage 1. +> - **Critical Failure** The target is afflicted with purple worm venom at stage 2. + +```ad-inline-affliction +title: Purple Worm Venom _Level 11_ + +[poison](rules/traits/poison.md) +- **Maximum Duration**: 6 rounds + +## Stages + +**Stage 1** `3d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `4d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 3** `6d6` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + + +%% #trait/poison #affliction/level/level-11 %% +``` + +## Summary + +*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/compendium/spells/pushing-gust.md b/compendium/spells/pushing-gust.md new file mode 100644 index 000000000..999bc2848 --- /dev/null +++ b/compendium/spells/pushing-gust.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/air +- trait/cleric +- trait/conjuration +- trait/uncommon +aliases: ["Pushing Gust"] +--- +# Pushing Gust *Focus 1* +[air](rules/traits/air.md) [cleric](rules/traits/cleric.md) [conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [air](compendium/setting/domains.md#Air) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is pushed 5 feet away from you. +> - **Failure** The target is pushed 10 feet away from you. +> - **Critical Failure** The target is pushed 10 feet away from you and knocked [prone](rules/conditions.md#Prone). + +*Source: Core Rulebook p. 395* \ No newline at end of file diff --git a/compendium/spells/quivering-palm.md b/compendium/spells/quivering-palm.md new file mode 100644 index 000000000..18ef3b8a1 --- /dev/null +++ b/compendium/spells/quivering-palm.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/8 +- trait/incapacitation +- trait/monk +- trait/necromancy +- trait/uncommon +aliases: ["Quivering Palm"] +--- +# Quivering Palm *Focus 8* +[incapacitation](rules/traits/incapacitation.md) [monk](rules/traits/monk.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Saving Throw** Fortitude +- **Duration**1 month + +Make a melee unarmed [Strike](rules/actions/strike.md). If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits, to speak a word of death that could instantly slay it. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target survives, the spell ends, and the target is then temporarily immune for 24 hours. +> - **Success** The target is [stunned](rules/conditions.md#Stunned) and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours. +> - **Failure** The target is [stunned](rules/conditions.md#Stunned) and takes 80 damage. The spell's duration continues, but the target is then temporarily immune for 24 hours against being killed by quivering palm. +> - **Critical Failure** The target dies. If you cast [quivering palm](compendium/spells/quivering-palm.md) again, the effects of any quivering palm you had previously cast end. + +**Heightened (+ 1)** The damage increases by 10 on a failure, or 5 on a success. + +*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/compendium/spells/raise-dead.md b/compendium/spells/raise-dead.md new file mode 100644 index 000000000..1c649e7e8 --- /dev/null +++ b/compendium/spells/raise-dead.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/healing +- trait/necromancy +- trait/uncommon +aliases: ["Raise Dead"] +--- +# Raise Dead *Spell 6* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** 10 minutes +- **Cost**diamonds worth a total value of the target's level (minimum 1) × 200 gp +- **Range**10 foot +- **Targets**1 dead creature of 13th level or lower + +You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the diamonds aren't consumed in the casting. + +If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), and [enfeebled](rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. + +The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark. + +**Heightened (7th)** The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp. + +**Heightened (8th)** The maximum level the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp. + +**Heightened (9th)** The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp. + +**Heightened (10th)** The maximum level the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp. + +*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/compendium/spells/ray-of-enfeeblement.md b/compendium/spells/ray-of-enfeeblement.md new file mode 100644 index 000000000..960eab858 --- /dev/null +++ b/compendium/spells/ray-of-enfeeblement.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/attack +- trait/necromancy +aliases: ["Ray Of Enfeeblement"] +--- +# Ray Of Enfeeblement *Spell 1* +[attack](rules/traits/attack.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**1 minute + +A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target becomes [enfeebled](rules/conditions.md#Enfeebled). +> - **Failure** The target becomes [enfeebled](rules/conditions.md#Enfeebled). +> - **Critical Failure** The target becomes [enfeebled](rules/conditions.md#Enfeebled). + +*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/compendium/spells/ray-of-frost.md b/compendium/spells/ray-of-frost.md new file mode 100644 index 000000000..b358b2d20 --- /dev/null +++ b/compendium/spells/ray-of-frost.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/cold +- trait/evocation +aliases: ["Ray Of Frost"] +--- +# Ray Of Frost *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature + +You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to `1d4` + your spellcasting ability modifier. + +> [!success-degree] +> - **Critical Success** The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round. +> - **Success** The target takes normal damage. + +**Heightened (+ 1)** The damage increases by `1d4`. + +*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/compendium/spells/read-aura.md b/compendium/spells/read-aura.md new file mode 100644 index 000000000..c5cba7cb9 --- /dev/null +++ b/compendium/spells/read-aura.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/detection +- trait/divination +aliases: ["Read Aura"] +--- +# Read Aura *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [detection](rules/traits/detection.md) [divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**30 foot +- **Targets**1 object + +You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297 –298) + +If the object is illusory, you detect this only if the effect's level is lower than the level of your [read aura](compendium/spells/read-aura.md) spell. + +**Heightened (3rd)** You can target up to 10 objects. + +**Heightened (6th)** You can target any number of objects. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 362* \ No newline at end of file diff --git a/Compendium/spells/read-fate.md b/compendium/spells/read-fate.md similarity index 81% rename from Compendium/spells/read-fate.md rename to compendium/spells/read-fate.md index 381b6dd24..e4ccb71bb 100644 --- a/Compendium/spells/read-fate.md +++ b/compendium/spells/read-fate.md @@ -11,9 +11,9 @@ tags: aliases: ["Read Fate"] --- # Read Fate *Focus 1* -[cleric](../../Rules/traits/cleric.md) [divination](../../Rules/traits/divination.md) [prediction](../../Rules/traits/prediction.md) [uncommon](../../Rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) -- **Domains**: [[fate](../setting/domains.md#Fate)] +- **Domains**: [fate](compendium/setting/domains.md#Fate) - **Cast** 1 minute - **Range**10 foot - **Targets**1 creature other than you diff --git a/compendium/spells/read-omens.md b/compendium/spells/read-omens.md new file mode 100644 index 000000000..9408972bf --- /dev/null +++ b/compendium/spells/read-omens.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/divination +- trait/prediction +- trait/uncommon +aliases: ["Read Omens"] +--- +# Read Omens *Spell 4* +[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes + +You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen. + +*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/compendium/spells/rebuke-death.md b/compendium/spells/rebuke-death.md new file mode 100644 index 000000000..97b95fd14 --- /dev/null +++ b/compendium/spells/rebuke-death.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/4 +- trait/cleric +- trait/healing +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Rebuke Death"] +--- +# Rebuke Death *Focus 4* +[cleric](rules/traits/cleric.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [healing](compendium/setting/domains.md#Healing) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Area**20-foot emanation +- **Targets**1 living creature per action spent to cast this spell + +You snatch creatures from the jaws of death. You can spend 1 to 3 actions [Casting this Spell](rules/actions/cast-a-spell.md), and you can target a number of creatures equal to the actions spent. Each target regains `3d6` Hit Points. If the target had the [dying](rules/conditions.md#Dying) condition, coming back from [dying](rules/conditions.md#Dying) due to this healing doesn't increase its [wounded](rules/conditions.md#Wounded) condition. + +**Heightened (+ 1)** Increase the healing by `1d6`. + +*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/compendium/spells/regenerate.md b/compendium/spells/regenerate.md new file mode 100644 index 000000000..e3ca07295 --- /dev/null +++ b/compendium/spells/regenerate.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Regenerate"] +--- +# Regenerate *Spell 7* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing living creature +- **Duration**1 minute + +An infusion of positive energy grants a creature continuous healing. The target temporarily gains [regeneration](rules/abilities/regeneration.md) 15, which restores 15 Hit Points to it at the start of each of its turns. While it has [regeneration](rules/abilities/regeneration.md), the target can't die from damage and its [dying](rules/conditions.md#Dying) condition can't increase to a value that would kill it (this stops most creatures from going beyond [dying](rules/conditions.md#Dying)), though if its [wounded](rules/conditions.md#Wounded) value becomes 4 or higher, it stays [unconscious](rules/conditions.md#Unconscious) until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn. + +Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an [Interact](rules/actions/interact.md) action to hold the body part to the area it was severed from. + +**Heightened (9th)** The regeneration increases to 20. + +*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/compendium/spells/remake.md b/compendium/spells/remake.md new file mode 100644 index 000000000..c8579cd7a --- /dev/null +++ b/compendium/spells/remake.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/conjuration +- trait/uncommon +aliases: ["Remake"] +--- +# Remake *Spell 10* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 hour +- **Range**5 foot + +You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from [disintegrate](compendium/spells/disintegrate.md) is enough). The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power. + +The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/remove-curse.md b/compendium/spells/remove-curse.md similarity index 75% rename from Compendium/spells/remove-curse.md rename to compendium/spells/remove-curse.md index 3baf5594a..d0b40cf95 100644 --- a/Compendium/spells/remove-curse.md +++ b/compendium/spells/remove-curse.md @@ -9,9 +9,9 @@ tags: aliases: ["Remove Curse"] --- # Remove Curse *Spell 4* -[healing](../../Rules/traits/healing.md) [necromancy](../../Rules/traits/necromancy.md) +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) - **Cast** 10 minutes - **Range**touch - **Targets**1 creature diff --git a/compendium/spells/remove-disease.md b/compendium/spells/remove-disease.md new file mode 100644 index 000000000..c14602c9a --- /dev/null +++ b/compendium/spells/remove-disease.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/healing +- trait/necromancy +aliases: ["Remove Disease"] +--- +# Remove Disease *Spell 3* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**1 creature + +Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target. + +*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/compendium/spells/remove-fear.md b/compendium/spells/remove-fear.md new file mode 100644 index 000000000..bdc760c58 --- /dev/null +++ b/compendium/spells/remove-fear.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/enchantment +aliases: ["Remove Fear"] +--- +# Remove Fear *Spell 2* +[enchantment](rules/traits/enchantment.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +With a touch, you ease a creature's fears. You can attempt to counteract a single [fear](rules/traits/fear.md) effect that the target suffers from. + +This frees only the target, not any other creatures under the [fear](rules/traits/fear.md) effect. + +**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. + +*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/compendium/spells/remove-paralysis.md b/compendium/spells/remove-paralysis.md new file mode 100644 index 000000000..9235e6e0a --- /dev/null +++ b/compendium/spells/remove-paralysis.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/healing +- trait/necromancy +aliases: ["Remove Paralysis"] +--- +# Remove Paralysis *Spell 2* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +A surge of energy frees a [paralyzed](rules/conditions.md#Paralyzed) creature. You can attempt to counteract a single effect imposing the [paralyzed](rules/conditions.md#Paralyzed) condition on the target. This does not cure someone who is [paralyzed](rules/conditions.md#Paralyzed) from some natural state or effect, such as paralysis caused by non-magical wounds or toxins. + +**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. + +*Source: Core Rulebook p. 363* \ No newline at end of file diff --git a/Compendium/spells/repulsion.md b/compendium/spells/repulsion.md similarity index 76% rename from Compendium/spells/repulsion.md rename to compendium/spells/repulsion.md index 12f192968..de7e57309 100644 --- a/Compendium/spells/repulsion.md +++ b/compendium/spells/repulsion.md @@ -10,10 +10,10 @@ tags: aliases: ["Repulsion"] --- # Repulsion *Spell 6* -[abjuration](../../Rules/traits/abjuration.md) [aura](../../Rules/traits/aura.md) [mental](../../Rules/traits/mental.md) +[abjuration](rules/traits/abjuration.md) [aura](rules/traits/aura.md) [mental](rules/traits/mental.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**40 foot - **Saving Throw** Will - **Duration**1 minute diff --git a/compendium/spells/resilient-sphere.md b/compendium/spells/resilient-sphere.md new file mode 100644 index 000000000..84f628be7 --- /dev/null +++ b/compendium/spells/resilient-sphere.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/abjuration +- trait/force +aliases: ["Resilient Sphere"] +--- +# Resilient Sphere *Spell 4* +[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 Large or smaller creature +- **Duration**1 minute + +You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. + +It's immune to critical hits and precision damage. [Disintegrate](compendium/spells/disintegrate.md) destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save. + +> [!success-degree] +> - **Critical Success** The target disrupts the sphere's integrity, causing it to collapse entirely. +> - **Success** The sphere functions normally but has only 10 Hit Points instead of 40. +> - **Failure** The sphere has its normal effect. + +*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/compendium/spells/resist-energy.md b/compendium/spells/resist-energy.md new file mode 100644 index 000000000..6661eec9f --- /dev/null +++ b/compendium/spells/resist-energy.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/abjuration +aliases: ["Resist Energy"] +--- +# Resist Energy *Spell 2* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**10 minutes + +A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose. + +**Heightened (4th)** The resistance increases to 10, and you can target up to two creatures. + +**Heightened (7th)** The resistance increases to 15, and you can target up to five creatures. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/compendium/spells/resplendent-mansion.md b/compendium/spells/resplendent-mansion.md new file mode 100644 index 000000000..f4fef36b2 --- /dev/null +++ b/compendium/spells/resplendent-mansion.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/conjuration +aliases: ["Resplendent Mansion"] +--- +# Resplendent Mansion *Spell 9* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**500 foot +- **Duration**until the next time you make your daily preparations + +You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While [Casting the Spell](rules/actions/cast-a-spell.md), you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create [magical](rules/traits/magical.md) effects, but magical devices brought into the mansion function normally. + +Your mansion contains the same types and quantities of foodstuffs and servants as created by the [magnificent mansion](compendium/spells/magnificent-mansion.md) spell. + +Each of the mansion's exterior doorways and windows are protected by [alarm](compendium/spells/alarm.md) spells. You choose whether each alarm is audible or mental as you [Cast the Spell](rules/actions/cast-a-spell.md), and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used. + +*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/compendium/spells/restoration.md b/compendium/spells/restoration.md new file mode 100644 index 000000000..d5ab14ae2 --- /dev/null +++ b/compendium/spells/restoration.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/healing +- trait/necromancy +aliases: ["Restoration"] +--- +# Restoration *Spell 2* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 creature + +Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast [restoration](compendium/spells/restoration.md), choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one [restoration](compendium/spells/restoration.md) spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin. + +- **Reduce a Condition** Reduce the value of the target's [clumsy](rules/conditions.md#Clumsy), [enfeebled](rules/conditions.md#Enfeebled), or [stupefied](rules/conditions.md#Stupefied) condition by 2. You can instead reduce two of the listed conditions by 1 each. +- **Lessen a Toxin** Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction. + +**Heightened (4th)** Add [drained](rules/conditions.md#Drained) to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's [doomed](rules/conditions.md#Doomed) value by 1. You can't use this to reduce a permanent [doomed](rules/conditions.md#Doomed) condition. + +**Heightened (6th)** As the 4th-level [restoration](compendium/spells/restoration.md), but you can reduce a permanent [doomed](rules/conditions.md#Doomed) condition if you add a spellcasting action and a material component while [Casting the Spell](rules/actions/cast-a-spell.md), during which you provide 100 gp worth of diamond dust as a cost. + +*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/compendium/spells/restore-senses.md b/compendium/spells/restore-senses.md new file mode 100644 index 000000000..6dd476659 --- /dev/null +++ b/compendium/spells/restore-senses.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/healing +- trait/necromancy +aliases: ["Restore Senses"] +--- +# Restore Senses *Spell 2* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +You attempt to counteract a single effect imposing the [blinded](rules/conditions.md#Blinded) or [deafened](rules/conditions.md#Deafened) conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin. + +**Heightened (6th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature. + +*Source: Core Rulebook p. 364* \ No newline at end of file diff --git a/compendium/spells/retributive-pain.md b/compendium/spells/retributive-pain.md new file mode 100644 index 000000000..e05817346 --- /dev/null +++ b/compendium/spells/retributive-pain.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/abjuration +- trait/cleric +- trait/mental +- trait/nonlethal +- trait/uncommon +aliases: ["Retributive Pain"] +--- +# Retributive Pain *Focus 4* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [pain](compendium/setting/domains.md#Pain) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A creature in range damages you. +- **Range**30 foot +- **Targets**the triggering creature +- **Saving Throw** basic Fortitude + +You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell. + +*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/retrocognition.md b/compendium/spells/retrocognition.md similarity index 93% rename from Compendium/spells/retrocognition.md rename to compendium/spells/retrocognition.md index 69133fd92..015706439 100644 --- a/Compendium/spells/retrocognition.md +++ b/compendium/spells/retrocognition.md @@ -8,9 +8,9 @@ tags: aliases: ["Retrocognition"] --- # Retrocognition *Spell 7* -[divination](../../Rules/traits/divination.md) +[divination](rules/traits/divination.md) -- **Traditions**: [occult](../../Rules/traits/occult.md) +- **Traditions**: [occult](rules/traits/occult.md) - **Cast** 1 minute - **Duration**sustained diff --git a/compendium/spells/reverse-gravity.md b/compendium/spells/reverse-gravity.md new file mode 100644 index 000000000..78f41838e --- /dev/null +++ b/compendium/spells/reverse-gravity.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cylinder +- spell/level/7 +- trait/evocation +- trait/uncommon +aliases: ["Reverse Gravity"] +--- +# Reverse Gravity *Spell 7* +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot radius, 40-foot-tall cylinder +- **Duration**1 minute + +You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to [Grab an Edge](rules/actions/grab-an-edge.md) to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity. + +When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again. + +*Source: Core Rulebook p. 365* \ No newline at end of file diff --git a/compendium/spells/revival.md b/compendium/spells/revival.md new file mode 100644 index 000000000..e6170bb52 --- /dev/null +++ b/compendium/spells/revival.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Revival"] +--- +# Revival *Spell 10* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**dead creatures and living creatures of your choice within range +- **Duration**sustained up to 1 minute + +A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain `10d8+40` Hit Points. In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as [raise dead](compendium/spells/raise-dead.md). The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points. The raised creatures can't regain Hit Points or gain temporary Hit Points in other ways, and once revival's duration ends, they lose all temporary Hit Points and die. Revival can't resurrect creatures killed by [disintegrate](compendium/spells/disintegrate.md) or a [death](rules/traits/death.md) effect. It has no effect on undead. + +*Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/Compendium/spells/righteous-might.md b/compendium/spells/righteous-might.md similarity index 77% rename from Compendium/spells/righteous-might.md rename to compendium/spells/righteous-might.md index f4e6e8257..696e04941 100644 --- a/Compendium/spells/righteous-might.md +++ b/compendium/spells/righteous-might.md @@ -9,14 +9,14 @@ tags: aliases: ["Righteous Might"] --- # Righteous Might *Spell 6* -[polymorph](../../Rules/traits/polymorph.md) [transmutation](../../Rules/traits/transmutation.md) +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Requirements**You have a deity. - **Duration**1 minute -You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can [Dismiss](../../Rules/actions/dismiss.md) the spell. +You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity. While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use manipulate actions. You can [Dismiss](rules/actions/dismiss.md) the spell. You gain the following statistics and abilities: @@ -24,10 +24,10 @@ You gain the following statistics and abilities: - 10 temporary Hit Points. - Speed 40 feet. - Resistance 3 against physical damage. -- [Darkvision](../../Rules/abilities/darkvision.md). +- [Darkvision](rules/abilities/darkvision.md). - A special attack with a righteous armament version of your favored weapon, which is the only attack you can use. Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity's favored weapon is higher, you can use it instead. You deal three of your weapon's normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die. The weapon has one of the following properties that matches your deity's alignment: anarchic, axiomatic, holy, unholy. If your deity is true neutral, you instead deal an extra `1d6` precision damage. -- [Athletics](../skills.md#Athletics) modifier of +23, unless your own modifier is higher. +- [Athletics](compendium/skills.md#Athletics) modifier of +23, unless your own modifier is higher. -**Heightened (8th)** Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, resistance 4 against physical damage, attack modifier +28, damage bonus +15 (+12 for a ranged attack), and [Athletics](../skills.md#Athletics) +29. +**Heightened (8th)** Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity's favored weapon has reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, resistance 4 against physical damage, attack modifier +28, damage bonus +15 (+12 for a ranged attack), and [Athletics](compendium/skills.md#Athletics) +29. *Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/compendium/spells/rituals/animate-object.md b/compendium/spells/rituals/animate-object.md new file mode 100644 index 000000000..62f059309 --- /dev/null +++ b/compendium/spells/rituals/animate-object.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/2 +- trait/transmutation +- trait/uncommon +aliases: ["Animate Object"] +--- +# Animate Object *Ritual 2* +[transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare oils, see [Table 7–1](rules/tables/creature-creation-rituals.md) +- **Secondary Casters** 1 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting) +- **Range**10 feet +- **Targets**1 object + +You transform the target into an animated object with a level up to that allowed by [Table 7–1](rules/tables/creature-creation-rituals.md) and of a type corresponding to the object (so a broom would become an animated broom). + +> [!success-degree] +> - **Critical Success** The target becomes an animated object of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. You can have a maximum of four minions under your control. If it doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. +> - **Success** As critical success, except an animated object that doesn't become your minion stays in place and attacks anyone that attacks it or tries to steal or move it, rather than following your command. +> - **Failure** You fail to create the animated object. +> - **Critical Failure** You create the animated object, but it goes berserk and attempts to destroy you. + +*Source: Core Rulebook p. 409* \ No newline at end of file diff --git a/Compendium/spells/rituals/atone.md b/compendium/spells/rituals/atone.md similarity index 81% rename from Compendium/spells/rituals/atone.md rename to compendium/spells/rituals/atone.md index 69f292cb7..ce0338cd8 100644 --- a/Compendium/spells/rituals/atone.md +++ b/compendium/spells/rituals/atone.md @@ -9,17 +9,17 @@ tags: aliases: ["Atone"] --- # Atone *Ritual 4* -[abjuration](../../../Rules/traits/abjuration.md) [uncommon](../../../Rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) - **Cast** 1 day - **Cost** rare incense and offerings worth a total value of 20 gp × the target's level - **Secondary Casters** 1 must be the ritual's target -- **Primary Checks** [Nature](../../skills.md#Nature) or [Religion](../../skills.md#Religion) (expert) -- **Secondary Checks** [Nature](../../skills.md#Nature) or [Religion](../../skills.md#Religion) (whichever is used for the primary check) +- **Primary Checks** [Nature](compendium/skills.md#Nature) or [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Nature](compendium/skills.md#Nature) or [Religion](compendium/skills.md#Religion) (whichever is used for the primary check) - **Range**10 feet - **Targets**another creature of up to 8th level who is a worshipper of the same deity or philosophy as you -You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity's alignment or anathema to your deity. If the creature isn't truly penitent, the outcome is always a critical failure. This ritual uses [Nature](../../skills.md#Nature) if the target is a druid, and [Religion](../../skills.md#Religion) in all other cases. +You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity's alignment or anathema to your deity. If the creature isn't truly penitent, the outcome is always a critical failure. This ritual uses [Nature](compendium/skills.md#Nature) if the target is a druid, and [Religion](compendium/skills.md#Religion) in all other cases. > [!success-degree] > - **Critical Success** The creature receives absolution for its misdeeds, allowing it to regain standing with your deity. It returns to its previous alignment (if its alignment shifted) and regains any abilities it lost. Before the atonement is complete, the creature must perform a special quest or other task chosen by your deity, as befits its misdeeds. If completed during downtime, this task should take no less than 1 month. For 1 month, the target receives divine insight just before performing an act that would be anathema to your deity or contrary to your deity's alignment. diff --git a/compendium/spells/rituals/awaken-animal.md b/compendium/spells/rituals/awaken-animal.md new file mode 100644 index 000000000..4f08a23e3 --- /dev/null +++ b/compendium/spells/rituals/awaken-animal.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/6 +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Awaken Animal"] +--- +# Awaken Animal *Ritual 6* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** herbs, 1/5 the value on [Table 7–1](rules/tables/creature-creation-rituals.md) +- **Secondary Casters** 3 +- **Primary Checks** [Nature](compendium/skills.md#Nature) (master) +- **Secondary Checks** [Lore](compendium/skills.md#Lore) (any), [Society](compendium/skills.md#Society), [Survival](compendium/skills.md#Survival) +- **Range**10 feet +- **Targets**1 animal of up to the level on [Table 7–1](rules/tables/creature-creation-rituals.md) + +You grant intelligence to the target, transforming it into a beast. If it was previously an animal companion or minion, it can no longer serve as one. + +> [!success-degree] +> - **Critical Success** The target's Intelligence, Wisdom, and Charisma modifiers each increase to +2 if they were lower, and it becomes [helpful](rules/conditions.md#Helpful) to you for awakening it. +> - **Success** The target's Intelligence, Wisdom, and Charisma modifiers increase to +0 if they were worse and it becomes [friendly](rules/conditions.md#Friendly) to you for awakening it. +> - **Failure** You fail to awaken the target. +> - **Critical Failure** You accidentally awaken the target with a pure bestial hatred toward you. The target's Intelligence, Wisdom, and Charisma modifiers increase to –2 if they were worse. It becomes [hostile](rules/conditions.md#Hostile) to you, attempting to destroy you. + +*Source: Core Rulebook p. 409* \ No newline at end of file diff --git a/Compendium/spells/rituals/blight.md b/compendium/spells/rituals/blight.md similarity index 78% rename from Compendium/spells/rituals/blight.md rename to compendium/spells/rituals/blight.md index 10f8201dc..81f6e4238 100644 --- a/Compendium/spells/rituals/blight.md +++ b/compendium/spells/rituals/blight.md @@ -12,12 +12,12 @@ tags: aliases: ["Blight"] --- # Blight *Ritual 4* -[necromancy](../../../Rules/traits/necromancy.md) [negative](../../../Rules/traits/negative.md) [plant](../../../Rules/traits/plant.md) [uncommon](../../../Rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [plant](rules/traits/plant.md) [uncommon](rules/traits/uncommon.md) - **Cast** 1 day - **Secondary Casters** 1 -- **Primary Checks** [Nature](../../skills.md#Nature) (expert) -- **Secondary Checks** [Survival](../../skills.md#Survival) +- **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) +- **Secondary Checks** [Survival](compendium/skills.md#Survival) - **Area**1/2-mile-radius circle centered on you You twist and stunt plants in the area, causing them to wither. In addition to other dangers from failing plant life, this decreases the crop yield for farms. If you cast this ritual in an area affected by plant growth, blight attempts to counteract plant growth instead of producing its usual effect. diff --git a/compendium/spells/rituals/call-spirit.md b/compendium/spells/rituals/call-spirit.md new file mode 100644 index 000000000..2607d8d6d --- /dev/null +++ b/compendium/spells/rituals/call-spirit.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/5 +- trait/necromancy +- trait/uncommon +aliases: ["Call Spirit"] +--- +# Call Spirit *Ritual 5* +[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 hour +- **Cost** rare candles and incense worth a total value of 50 gp +- **Secondary Casters** 1 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (expert) or [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (whichever isn't used for the primary check) + +You tear the veil to the afterlife and call a spirit from its final resting place. You must call the spirit by name, and you must provide a connection to the spirit, such as a possession, a garment, or a piece of its corpse. A spirit unwilling to heed your call can attempt a Will save to avoid it; on a critical success, a trickster spirit [Impersonates](rules/actions/impersonate.md) the spirit you meant to call. The DC of the Will save is 2 lower if you haven't met the spirit in life. + +Either way, the spirit appears as a wispy form of the creature you meant to call. Each minute of the duration, you can ask the spirit a question. It can answer how it pleases or even refuse to answer. If the spirit isn't in the afterlife (such as if it's an undead), all results other than critical failures use the failure effect. + +> [!success-degree] +> - **Critical Success** The spirit is particularly cooperative, and even if it has strong reasons to deceive you, it takes a –2 circumstance penalty to its [Deception](compendium/skills.md#Deception) checks. +> - **Success** You call the spirit. +> - **Failure** You fail to call a spirit. +> - **Critical Failure** One or more evil spirits appear and attack. + +*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/compendium/spells/rituals/commune-with-nature.md b/compendium/spells/rituals/commune-with-nature.md new file mode 100644 index 000000000..b5a2a84e4 --- /dev/null +++ b/compendium/spells/rituals/commune-with-nature.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/6 +- trait/divination +- trait/prediction +- trait/uncommon +aliases: ["Commune With Nature"] +--- +# Commune With Nature *Ritual 6* +[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare incense worth a total value of 60 gp +- **Secondary Casters** 1 +- **Primary Checks** [Nature](compendium/skills.md#Nature) (master) +- **Secondary Checks** [Nature](compendium/skills.md#Nature) + +As [commune](compendium/spells/rituals/commune.md), except you contact the primal spirits of nature, which know about animals, beasts, fey, plants, fungi, topography, and natural resources within a 3-mile radius of the ritual's location. + +*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/compendium/spells/rituals/commune.md b/compendium/spells/rituals/commune.md new file mode 100644 index 000000000..c676c81d1 --- /dev/null +++ b/compendium/spells/rituals/commune.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/6 +- trait/divination +- trait/prediction +- trait/uncommon +aliases: ["Commune"] +--- +# Commune *Ritual 6* +[divination](rules/traits/divination.md) [prediction](rules/traits/prediction.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare incense worth a total value of 150 gp +- **Secondary Casters** 1 +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (master) or [Religion](compendium/skills.md#Religion) (master) +- **Secondary Checks** [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion) (whichever is used for the primary check) + +You call upon an unknown planar entity to answer questions; this is a servitor of your deity if you have one and use [Religion](compendium/skills.md#Religion). You can ask up to seven questions that could be answered with "Yes" or "No." The entity is likely to know answers related to its purview; a servitor of Gozreh would likely know about unnatural weather patterns and a servitor of Desna would likely know someone's travel route. The entity answers with one word answers such as "Yes," "No," "Likely," and "Unknown," though its answers always reflect its own agenda and could be deceptive. + +> [!success-degree] +> - **Critical Success** You contact a more powerful entity aligned strongly with your interests, possibly even your deity. The entity won't attempt to deceive you, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as "If you leave immediately" or "That was true once." +> - **Success** You can ask your questions and receive answers. +> - **Failure** You fail to contact a planar entity. +> - **Critical Failure** You are exposed to the enormity of the cosmos and are [stupefied](rules/conditions.md#Stupefied) for 1 week (can't remove by any means). + +*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/compendium/spells/rituals/consecrate.md b/compendium/spells/rituals/consecrate.md new file mode 100644 index 000000000..b3bdf36cb --- /dev/null +++ b/compendium/spells/rituals/consecrate.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/2 +- ritual/area/burst +- trait/consecration +- trait/evocation +- trait/uncommon +aliases: ["Consecrate"] +--- +# Consecrate *Ritual 2* +[consecration](rules/traits/consecration.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 3 days +- **Cost** rare incense and offerings worth a total value of 20 gp × the spell level +- **Secondary Casters** 2 must be worshippers of your religion +- **Primary Checks** [Religion](compendium/skills.md#Religion) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Performance](compendium/skills.md#Performance) +- **Range**40 feet +- **Area**40-foot-radius burst around an immobile altar, shrine, or fixture of your deity + +You consecrate a site to your deity, chanting praises and creating a sacred space. While within the area, worshippers of your deity gain a +1 status bonus to attack rolls, skill checks, saving throws, and [Perception](compendium/skills.md#Perception) checks, and creatures anathema to your deity (such as undead for [Pharasma](compendium/setting/deities/pharasma.md) or [Sarenrae](compendium/setting/deities/sarenrae.md)) take a –1 status penalty to those checks. Attacks made by worshippers of your deity within the area deal 1 damage of one of your deity's alignment types (your choice); if your deity is true neutral, you don't gain this benefit. + +> [!success-degree] +> - **Critical Success** The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral. +> - **Success** The consecration succeeds. +> - **Failure** The consecration fails. +> - **Critical Failure** The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail. + +**Heightened (7th)** The consecrated area also gains the effects of the [dimensional lock](compendium/spells/dimensional-lock.md) spell, but the effect doesn't attempt to counteract teleportation by worshippers of your deity. The cost increases to 200 gp × the spell level. + +*Source: Core Rulebook p. 410* \ No newline at end of file diff --git a/Compendium/spells/rituals/control-weather.md b/compendium/spells/rituals/control-weather.md similarity index 87% rename from Compendium/spells/rituals/control-weather.md rename to compendium/spells/rituals/control-weather.md index 272fa7e41..6b0206685 100644 --- a/Compendium/spells/rituals/control-weather.md +++ b/compendium/spells/rituals/control-weather.md @@ -10,12 +10,12 @@ tags: aliases: ["Control Weather"] --- # Control Weather *Ritual 8* -[evocation](../../../Rules/traits/evocation.md) [uncommon](../../../Rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) - **Cast** 1 day - **Secondary Casters** 1 -- **Primary Checks** [Nature](../../skills.md#Nature) (master) -- **Secondary Checks** [Survival](../../skills.md#Survival) +- **Primary Checks** [Nature](compendium/skills.md#Nature) (master) +- **Secondary Checks** [Survival](compendium/skills.md#Survival) - **Area**2-mile-radius circle centered on you You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season: diff --git a/compendium/spells/rituals/create-undead.md b/compendium/spells/rituals/create-undead.md new file mode 100644 index 000000000..3f826ce26 --- /dev/null +++ b/compendium/spells/rituals/create-undead.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/2 +- trait/evil +- trait/necromancy +- trait/uncommon +aliases: ["Create Undead"] +--- +# Create Undead *Ritual 2* +[evil](rules/traits/evil.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** black onyx, see [Table 7–1](rules/tables/creature-creation-rituals.md) +- **Secondary Casters** 1 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert), [Occultism](compendium/skills.md#Occultism) (expert), or [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Religion](compendium/skills.md#Religion) +- **Range**10 feet +- **Targets**1 dead creature + +You transform the target into an undead creature with a level up to that allowed in [Table 7–1](rules/tables/creature-creation-rituals.md). There are many versions of this ritual, each specific to a particular type of undead (one ritual for all zombies, one for skeletons, one for ghouls, and so on), and the rituals that create rare undead are also rare. Some forms of undead, such as liches, form using their own unique methods and can't be created with a version of create undead. + +> [!success-degree] +> - **Critical Success** The target becomes an undead creature of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. You can have a maximum of four minions under your control. If it's intelligent and doesn't become a minion, the undead is [helpful](rules/conditions.md#Helpful) to you for awakening it, though it's still a horrid and evil creature. If it's unintelligent and doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands. +> - **Success** As critical success, except an intelligent undead that doesn't become your minion is only [friendly](rules/conditions.md#Friendly) to you, and an unintelligent undead that doesn't become your minion leaves you alone unless you attack it. It marauds the local area rather than following your command. +> - **Failure** You fail to create the undead. +> - **Critical Failure** You create the undead, but its soul, tortured by your foul necromancy, is full of nothing but hatred for you. It attempts to destroy you. + +*Source: Core Rulebook p. 411* \ No newline at end of file diff --git a/compendium/spells/rituals/freedom.md b/compendium/spells/rituals/freedom.md new file mode 100644 index 000000000..ca14a0700 --- /dev/null +++ b/compendium/spells/rituals/freedom.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/8 +- trait/abjuration +- trait/uncommon +aliases: ["Freedom"] +--- +# Freedom *Ritual 8* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** valuable oils and objects associated with the target worth a total value of 100 gp × the spell level × the target's level +- **Secondary Casters** 2 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (legendary) or [Occultism](compendium/skills.md#Occultism) (legendary) +- **Secondary Checks** [Society](compendium/skills.md#Society) +- **Range**see text +- **Targets**1 creature + +You perform a ritual to free a creature imprisoned, [petrified](rules/conditions.md#Petrified), or otherwise put into stasis by any [magical](rules/traits/magical.md) effects from all such effects, even effects like imprisonment that don't have a duration, as long as freedom's spell level is equal to or higher than the effect's spell level. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment). You must know the name of the creature and details of its background; if the creature is not a close associate, a failure or critical failure on a secondary [Society](compendium/skills.md#Society) check reduces even a critical success on the primary check to a failure. + +> [!success-degree] +> - **Critical Success** You free the target from all [magical](rules/traits/magical.md) effects imprisoning it, petrifying it, or putting it into stasis. It gains a +1 status bonus to saving throws to resist those same [magical](rules/traits/magical.md) effects for 1 week. +> - **Success** You free the target from all [magical](rules/traits/magical.md) effects imprisoning it, petrifying it, or putting it into stasis. +> - **Failure** You fail to free the target. +> - **Critical Failure** The [magical](rules/traits/magical.md) effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters. + +*Source: Core Rulebook p. 411* \ No newline at end of file diff --git a/compendium/spells/rituals/geas.md b/compendium/spells/rituals/geas.md new file mode 100644 index 000000000..ac534b7da --- /dev/null +++ b/compendium/spells/rituals/geas.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/3 +- trait/curse +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Geas"] +--- +# Geas *Ritual 3* +[curse](rules/traits/curse.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Secondary Casters** 1 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert), [Occultism](compendium/skills.md#Occultism) (expert), or [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Society](compendium/skills.md#Society) or [Legal Lore](compendium/skills.md#Lore) +- **Range**10 feet +- **Targets**1 creature of a level no greater than double the geas ritual's level + +You enforce a magic rule on a willing target, forcing it to either perform or refrain from carrying out a certain act. A geas to perform an act is usually conditional, such as, "Always offer hospitality to strangers seeking a place to stay." An unconditional geas to perform a certain act doesn't require the target to perform that act exclusively, though it must prioritize the task above all leisurely pursuits. The most common geas to refrain from carrying out an act is a specification to avoid violating a contract. In those cases, the secondary caster usually takes charge of making sure the wording of the contract is attuned correctly with the ritual's magic. Because the target is willing, geas can have a duration that lasts for as long as the target agrees to. If the target is unable to fulfill the geas, it becomes [sickened](rules/conditions.md#Sickened), and the [sickened](rules/conditions.md#Sickened) condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of [sickened](rules/conditions.md#Sickened). The [sickened](rules/conditions.md#Sickened) condition ends immediately when it follows the geas again; it can't remove the [sickened](rules/conditions.md#Sickened) condition in any other way. Only powerful magic such as a [wish](compendium/spells/wish.md) spell can remove the effects of geas from a willing target. + +> [!success-degree] +> - **Critical Success** The geas succeeds, and the target receives a +1 status bonus to skill checks that directly uphold the geas (at the GM's discretion). +> - **Success** The geas succeeds. +> - **Failure** The geas fails. +> - **Critical Failure** The geas fails, and you are instead affected by the geas you were attempting to place on the target. You are considered an unwilling target, so the geas can be counteracted with a [remove curse](compendium/spells/remove-curse.md) spell. + +**Heightened (5th)** You can use geas on an unwilling creature; it can attempt a Will save to negate the effect. If the target fails this Will save, the geas lasts up to 1 week. A [remove curse](compendium/spells/remove-curse.md) spell can counteract a geas on an unwilling creature, in addition to powerful magic such as a [wish](compendium/spells/wish.md) spell. A clever unwilling creature can subvert the geas by contriving situations that prevent it from complying, but in that case it becomes [sickened](rules/conditions.md#Sickened) (as described above). + +**Heightened (7th)** As 5th level, but the geas lasts for up to 1 year on an unwilling creature. + +**Heightened (9th)** As 5th level, but the geas lasts for a duration you choose (even unlimited) on an unwilling creature. + +*Source: Core Rulebook p. 412* \ No newline at end of file diff --git a/Compendium/spells/rituals/imprisonment.md b/compendium/spells/rituals/imprisonment.md similarity index 89% rename from Compendium/spells/rituals/imprisonment.md rename to compendium/spells/rituals/imprisonment.md index 098378400..b80cb5020 100644 --- a/Compendium/spells/rituals/imprisonment.md +++ b/compendium/spells/rituals/imprisonment.md @@ -9,13 +9,13 @@ tags: aliases: ["Imprisonment"] --- # Imprisonment *Ritual 8* -[evocation](../../../Rules/traits/evocation.md) [uncommon](../../../Rules/traits/uncommon.md) +[evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) - **Cast** 1 day - **Cost** reagents to construct the magical prison worth a total value of 800 gp × the target's level - **Secondary Casters** 6 -- **Primary Checks** [Arcana](../../skills.md#Arcana) (legendary) or [Occultism](../../skills.md#Occultism) (legendary) -- **Secondary Checks** [Crafting](../../skills.md#Crafting), [Society](../../skills.md#Society) +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (legendary) or [Occultism](compendium/skills.md#Occultism) (legendary) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Society](compendium/skills.md#Society) - **Range**10 feet - **Targets**1 creature of up to 16th level @@ -24,7 +24,7 @@ You perform a ritual to imprison a creature in one of several forms. While some - **Chains** You bind the creature with chains, rendering it unable to use any actions other than to speak. Other creatures that attempt to approach, harm the chains, or free the trapped creature in any way must succeed at a Will save or be unable to do so forever. The chains have Hardness equal to 5 × the imprisonment ritual's spell level, and double that many Hit Points. Destroying the chains frees the target. - **Prison** You render the creature completely unable to leave a particular confined area or structure of your choice, such as a jail cell or sealed cave. The magic also prevents the creature from damaging its prison, either directly or indirectly, to break free. If the creature's prison is entirely destroyed by some external force, the creature is freed, though for some larger or natural prisons, this might be unfeasible. - **Slumber** (sleep effect) You put the creature into an eternal sleep. It ceases aging and doesn't require food or drink. A single sincere physical display of affection from a creature who genuinely loves the target—whether romantically, filially, or otherwise—frees it from the slumber. This form of imprisonment is also enchantment magic. -- **Temporal Stasis** You send the creature into a state of suspended animation outside the flow of time. The creature doesn't grow older and can't be affected by any effect from within the normal timestream. While casting this ritual, you can optionally name any amount of time for the stasis; after this duration elapses, the stasis ends. Unlike other forms of imprisonment, temporal stasis can be counteracted by a [dispel magic](../dispel-magic.md) or [haste](../haste.md) spell. This form of imprisonment is also transmutation magic. +- **Temporal Stasis** You send the creature into a state of suspended animation outside the flow of time. The creature doesn't grow older and can't be affected by any effect from within the normal timestream. While casting this ritual, you can optionally name any amount of time for the stasis; after this duration elapses, the stasis ends. Unlike other forms of imprisonment, temporal stasis can be counteracted by a [dispel magic](compendium/spells/dispel-magic.md) or [haste](compendium/spells/haste.md) spell. This form of imprisonment is also transmutation magic. - **Object** (9th level or higher) You either shrink the creature to an inch in height or transform it into an insubstantial form whose body trails away into wisps below its head. Either way, you trap it inside a gem, jar, bottle, lamp, or similar container. The creature ceases aging and doesn't require food or drink. The creature is still aware of its surroundings and can move within the container and speak, but it can't use any other actions. Destroying the container kills the target rather than freeing it. This form of imprisonment is also transmutation magic. - **Oubliette** (10th level only) You entomb the target in a state of suspended animation deep beneath the surface of the ground and out of tune with reality so that it can't be reached by any means. You also prevent divinations from revealing the location where the imprisonment occurred. Powerful magic such as wish can reveal the location of the imprisonment, but even such magic can't free the target from the oubliette; only a 10th-level freedom ritual can do so. diff --git a/compendium/spells/rituals/inveigle.md b/compendium/spells/rituals/inveigle.md new file mode 100644 index 000000000..ccdd996a0 --- /dev/null +++ b/compendium/spells/rituals/inveigle.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/2 +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Inveigle"] +--- +# Inveigle *Ritual 2* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare oils worth a total value of 10 gp × the target's level +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (expert), [Occultism](compendium/skills.md#Occultism) (expert), or [Religion](compendium/skills.md#Religion) (expert) +- **Range**10 feet +- **Targets**1 creature of a level no greater than double the inveigle ritual's level + +You win over the target's mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. The target is [helpful](rules/conditions.md#Helpful) toward you, so it will go out of its way to help you. As with any other [helpful](rules/conditions.md#Helpful) creature, there are limits to what you can ask of it. If you ever ask the target to do something completely against its nature or needlessly harmful to the target or its interests, not only does it refuse, but it also can attempt a Will save to end the effect early. Because of the casting time and range, it's generally difficult to cast this ritual unless the target is willing (perhaps convinced the ritual will have some other effect) or [restrained](rules/conditions.md#Restrained). + +If the creature is unwilling to accept the ritual, it can attempt a Will save to negate the effect. + +> [!success-degree] +> - **Critical Success** The ritual succeeds and the target takes a –4 status penalty to Will saves to end the effect. +> - **Success** The ritual succeeds. +> - **Failure** The ritual fails. +> - **Critical Failure** The ritual fails and the target instead hates you, becoming [hostile](rules/conditions.md#Hostile) to you for the duration. + +**Heightened (6th)** You can use inveigle on a creature up to 1 mile away throughout the casting, as long as you have a lock of hair, a drop of blood, or some other piece of the creature's body, which you mix into the oils used in the cost. The base cost increases to 100 gp. The duration is shorter than normal, based on how large a piece of the creature's body you use. Blood, hair, scales, and the like cause the ritual to last 1 week, while a hand or other substantial body part causes the ritual to last 1 month. + +*Source: Core Rulebook p. 413* \ No newline at end of file diff --git a/Compendium/spells/rituals/legend-lore.md b/compendium/spells/rituals/legend-lore.md similarity index 80% rename from Compendium/spells/rituals/legend-lore.md rename to compendium/spells/rituals/legend-lore.md index 9141e2211..d3bad32ea 100644 --- a/Compendium/spells/rituals/legend-lore.md +++ b/compendium/spells/rituals/legend-lore.md @@ -9,13 +9,13 @@ tags: aliases: ["Legend Lore"] --- # Legend Lore *Ritual 7* -[divination](../../../Rules/traits/divination.md) [uncommon](../../../Rules/traits/uncommon.md) +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) - **Cast** 1 day - **Cost** rare incense worth a total value of 300 gp - **Secondary Casters** 2 -- **Primary Checks** [Occultism](../../skills.md#Occultism) (master) -- **Secondary Checks** [Performance](../../skills.md#Performance), [Society](../../skills.md#Society) +- **Primary Checks** [Occultism](compendium/skills.md#Occultism) (master) +- **Secondary Checks** [Performance](compendium/skills.md#Performance), [Society](compendium/skills.md#Society) You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. @@ -25,6 +25,6 @@ If the subject is present, increase the degree of success of your primary skill > - **Critical Success** You recite legends, tales, and lore about the subject over the course of an hour after the ritual ends. The information is mostly coherent, emphasizing more accurate or useful legends over those exaggerated over time. > - **Success** You recite mysterious legends, tales, and lore about the subject over the course of an hour after the ritual ends. These provide useful information for further inquiry but are generally incomplete or enigmatic. As is the nature of legends, you are likely to learn multiple contradictory versions. > - **Failure** You fail to learn any useful legends. -> - **Critical Failure** Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a [Lore](../../skills.md#Lore) based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining. +> - **Critical Failure** Your mind becomes lost in the past. You can't sense or respond to anything in the present for 1 week except to perform necessities like breathing and sleeping. When you return, however, you can retrain one of your skills into a [Lore](compendium/skills.md#Lore) based on the knowledge of the past you were uncontrollably viewing, as if you had spent 1 week retraining. *Source: Core Rulebook p. 413* \ No newline at end of file diff --git a/compendium/spells/rituals/planar-ally.md b/compendium/spells/rituals/planar-ally.md new file mode 100644 index 000000000..233448cda --- /dev/null +++ b/compendium/spells/rituals/planar-ally.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/5 +- trait/conjuration +- trait/uncommon +aliases: ["Planar Ally"] +--- +# Planar Ally *Ritual 5* +[conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** rare incense and offerings worth a total value of 2 gp × the spell level × the target's level +- **Secondary Casters** 2 must share your religion +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Diplomacy](compendium/skills.md#Diplomacy) + +You call upon your deity to grant you aid in the form of a divine servitor of your deity's choice of a level no greater than double planar ally's spell level. While performing this ritual, the secondary casters entreat your deity, explaining what sort of assistance you need and why you need it; if the task is incredibly fitting to your deity, the GM can grant a circumstance bonus to the secondary [Diplomacy](compendium/skills.md#Diplomacy) check or rule that the check is automatically a critical success. If the ritual succeeds, you must offer the servitor payment depending on factors such as the duration and danger of the task. Payment always costs at least as much as a consumable item of the creature's level, even for a short and simple task, and it often costs as much as a permanent magic item of the creature's level to persuade a creature to fight alongside you. If you use the ritual without good reason, the result is automatically a critical failure. + +> [!success-degree] +> - **Critical Success** Your deity sends a servitor, and the servitor's payment costs only half as much as normal. If you ask for a particular servitor by name, your deity is likely to send that servitor unless the servitor is busy. +> - **Success** Your deity sends a servitor. +> - **Failure** Your deity does not send a servitor. +> - **Critical Failure** Your deity is offended and sends a sign of displeasure or possibly even a servitor to scold or attack you, depending on your deity's nature. You must conduct an [atone](compendium/spells/rituals/atone.md) ritual to regain your former standing with your deity. + +*Source: Core Rulebook p. 413* \ No newline at end of file diff --git a/compendium/spells/rituals/planar-binding.md b/compendium/spells/rituals/planar-binding.md new file mode 100644 index 000000000..2cbff6883 --- /dev/null +++ b/compendium/spells/rituals/planar-binding.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/6 +- trait/abjuration +- trait/conjuration +- trait/uncommon +aliases: ["Planar Binding"] +--- +# Planar Binding *Ritual 6* +[abjuration](rules/traits/abjuration.md) [conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** warding diagram ingredients worth a total value of 2 gp × the spell level × the target's level +- **Secondary Casters** 4 +- **Primary Checks** [Arcana](compendium/skills.md#Arcana) (master) or [Occultism](compendium/skills.md#Occultism) (master) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting); [Diplomacy](compendium/skills.md#Diplomacy) or [Intimidation](compendium/skills.md#Intimidation); [Arcana](compendium/skills.md#Arcana) or [Occultism](compendium/skills.md#Occultism) (whichever isn't used for the primary check) +- **Range**interplanar +- **Targets**1 extraplanar creature + +You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual's level and attempt to bargain with it. The secondary caster attempting the [Crafting](compendium/skills.md#Crafting) check creates a warding diagram to prevent the extraplanar creature from attacking or leaving during the bargain; if that caster fails or critically fails, then instead of the usual effects of a failure or critical failure of the secondary skill check, the extraplanar creature can attack or leave instead of negotiate. + +You can also leave out this step, removing the need for a [Crafting](compendium/skills.md#Crafting) check, with the same result (if you're summoning a good outsider you trust, for example). The creature can also attack or leave if you use any [hostile](rules/conditions.md#Hostile) action against it or if the warding diagram breaks. Once the diagram is complete, you and the secondary casters each take your places at specific points at the diagram's edge where power concentrates. + +You conjure the extraplanar creature within your wards and negotiate a deal with it, generally to perform a task for you in exchange for payment. A creature that doesn't wish to negotiate at all can attempt a Will save to stay on its home plane. Most good and neutral extraplanar creatures feel that they have something better to do than cater to the whims of mortals and require a significant gift, especially if your task poses significant risks. Evil extraplanar creatures are more likely to accept a bargain for a lower cost as long as it allows them to wreak havoc on the Material Plane or inflict evil upon the world along the way. Monetary prices usually range from the cost of a consumable item of the creature's level for a short and simple task to a permanent magic item of the creature's level or more to persuade the creature to fight alongside you. However, some extraplanar creatures may want payments other than money, such as permission to cast a geas on you to fulfill an unspecified later favor or obtain ownership of your soul via an infernal contract. If you can't come to an agreement in a reasonable length of time after you've made your case, the extraplanar creature can return from whence it came at any time. + +> [!success-degree] +> - **Critical Success** You call the extraplanar creature and bind it in the wards for up to a full day before it returns home, potentially allowing you to negotiate a better deal by threatening to leave it in the wards for the full day. +> - **Success** You call the extraplanar creature. +> - **Failure** You fail to call the extraplanar creature. +> - **Critical Failure** You call something dark and horrible, unbound by your wards, and it immediately attempts to destroy you. + +*Source: Core Rulebook p. 414* \ No newline at end of file diff --git a/Compendium/spells/rituals/plant-growth.md b/compendium/spells/rituals/plant-growth.md similarity index 76% rename from Compendium/spells/rituals/plant-growth.md rename to compendium/spells/rituals/plant-growth.md index e62bb8ddf..73bd1b81a 100644 --- a/Compendium/spells/rituals/plant-growth.md +++ b/compendium/spells/rituals/plant-growth.md @@ -12,12 +12,12 @@ tags: aliases: ["Plant Growth"] --- # Plant Growth *Ritual 4* -[necromancy](../../../Rules/traits/necromancy.md) [plant](../../../Rules/traits/plant.md) [positive](../../../Rules/traits/positive.md) [uncommon](../../../Rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md) [plant](rules/traits/plant.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) - **Cast** 1 day - **Secondary Casters** 1 -- **Primary Checks** [Nature](../../skills.md#Nature) (expert) -- **Secondary Checks** [Farming Lore](../../skills.md#Lore) or [Survival](../../skills.md#Survival) +- **Primary Checks** [Nature](compendium/skills.md#Nature) (expert) +- **Secondary Checks** [Farming Lore](compendium/skills.md#Lore) or [Survival](compendium/skills.md#Survival) - **Area**1/2-mile-radius circle centered on you You cause the plants within the area to be healthier and more fruitful. In addition to other benefits of healthy plants, this increases the crop yield for farms, depending on your success. diff --git a/compendium/spells/rituals/primal-call.md b/compendium/spells/rituals/primal-call.md new file mode 100644 index 000000000..a591d4170 --- /dev/null +++ b/compendium/spells/rituals/primal-call.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/6 +- trait/abjuration +- trait/conjuration +- trait/uncommon +aliases: ["Primal Call"] +--- +# Primal Call *Ritual 6* +[abjuration](rules/traits/abjuration.md) [conjuration](rules/traits/conjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** faerie circle ingredients worth a total value of 1 gp × the spell level × the target's level +- **Secondary Casters** 4 +- **Primary Checks** [Nature](compendium/skills.md#Nature) (master) +- **Secondary Checks** [Crafting](compendium/skills.md#Crafting), [Diplomacy](compendium/skills.md#Diplomacy), [Survival](compendium/skills.md#Survival) +- **Range**100 miles +- **Targets**1 animal, beast, fey, fungus, or plant + +This functions as [planar ally](compendium/spells/rituals/planar-ally.md) except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles. + +*Source: Core Rulebook p. 415* \ No newline at end of file diff --git a/compendium/spells/rituals/resurrect.md b/compendium/spells/rituals/resurrect.md new file mode 100644 index 000000000..ace89cede --- /dev/null +++ b/compendium/spells/rituals/resurrect.md @@ -0,0 +1,41 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ritual +tags: +- compendium/src/pf2e/crb +- ritual/5 +- trait/healing +- trait/necromancy +- trait/uncommon +aliases: ["Resurrect"] +--- +# Resurrect *Ritual 5* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** 1 day +- **Cost** diamonds worth a total value of 75 gp × the target's level +- **Secondary Casters** 2 +- **Primary Checks** [Religion](compendium/skills.md#Religion) (expert) +- **Secondary Checks** [Medicine](compendium/skills.md#Medicine), [Society](compendium/skills.md#Society) +- **Range**10 feet +- **Targets**1 dead creature of up to 10th level + +You attempt to call forth the target's soul and return it to its body. This requires the target's body to be present and relatively intact. The target must have died within the past year. If [Pharasma](compendium/setting/deities/pharasma.md) has decided that the target's time has come or the target doesn't wish to return, this ritual automatically fails, but you discover this after the successful [Religion](compendium/skills.md#Religion) check and can end the ritual without paying the cost. + +> [!success-degree] +> - **Critical Success** You resurrect the target. They return to life with full Hit Points and the same spells prepared and points in their pools they had when they died, and still suffering from any long-term debilitations of the old body. The target meets an agent of their deity during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception), saving throws, and skill checks for 1 week. The target is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white in the hair, or a strange new birthmark. +> - **Success** As critical success, except the target returns to life with 1 Hit Point and no spells prepared or points in any pools, and still is affected by any long-term debilitations of the old body. Instead of inspiring them, the character's time in the Boneyard has left them temporarily debilitated. The target is [clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), and [enfeebled](rules/conditions.md#Enfeebled) for 1 week; these conditions can't be removed or reduced by any means until the week has passed. +> - **Failure** Your attempt is unsuccessful. +> - **Critical Failure** Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target. + +**Heightened (6th)** You can resurrect a target of up to 12th level, and the base cost is 125 gp. + +**Heightened (7th)** You can use resurrect even with only a small portion of the body; the ritual creates a new body on a success or critical success. The target must have died within the past decade. The ritual requires four secondary casters, each of whom must be at least half the target's level. The target can be up to 14th level, and the base cost is 200 gp. + +**Heightened (8th)** As 7th level, but the target can be up to 16th level and the base cost is 300 gp. + +**Heightened (9th)** You can use resurrect even without the body as long as you know the target's name and have touched a portion of its body at any time. The target must have died within the past century, and it doesn't gain the negative conditions on a success. The ritual requires eight secondary casters, each of whom must be at least half the target's level. The target can be up to 18th level, and the base cost is 600 gp. + +**Heightened (10th)** As 9th level, except it doesn't matter how long ago the target died. The ritual requires 16 secondary casters, each of whom must be at least half the target's level. The target can be up to 20th level, and the ritual's base cost is 1,000 gp. + +*Source: Core Rulebook p. 415* \ No newline at end of file diff --git a/compendium/spells/rituals/rituals.md b/compendium/spells/rituals/rituals.md new file mode 100644 index 000000000..fbb66d024 --- /dev/null +++ b/compendium/spells/rituals/rituals.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Rituals + +- [Animate Object](animate-object.md) +- [Atone](atone.md) +- [Awaken Animal](awaken-animal.md) +- [Blight](blight.md) +- [Call Spirit](call-spirit.md) +- [Commune With Nature](commune-with-nature.md) +- [Commune](commune.md) +- [Consecrate](consecrate.md) +- [Control Weather](control-weather.md) +- [Create Undead](create-undead.md) +- [Freedom](freedom.md) +- [Geas](geas.md) +- [Imprisonment](imprisonment.md) +- [Inveigle](inveigle.md) +- [Legend Lore](legend-lore.md) +- [Planar Ally](planar-ally.md) +- [Planar Binding](planar-binding.md) +- [Plant Growth](plant-growth.md) +- [Primal Call](primal-call.md) +- [Resurrect](resurrect.md) diff --git a/compendium/spells/rope-trick.md b/compendium/spells/rope-trick.md new file mode 100644 index 000000000..013e8ffe4 --- /dev/null +++ b/compendium/spells/rope-trick.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/conjuration +- trait/extradimensional +- trait/uncommon +aliases: ["Rope Trick"] +--- +# Rope Trick *Spell 4* +[conjuration](rules/traits/conjuration.md) [extradimensional](rules/traits/extradimensional.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**1 touched piece of rope from 5 to 30 feet long +- **Duration**8 hours + +You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope. + +The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or [hidden](rules/conditions.md#Hidden), though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an [Athletics](compendium/skills.md#Athletics) check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own. + +If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in `1d4` rounds, depositing the creatures within safely on the ground below. + +*Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/compendium/spells/safeguard-secret.md b/compendium/spells/safeguard-secret.md new file mode 100644 index 000000000..f8bb87965 --- /dev/null +++ b/compendium/spells/safeguard-secret.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/abjuration +- trait/cleric +- trait/mental +- trait/uncommon +aliases: ["Safeguard Secret"] +--- +# Safeguard Secret *Focus 4* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [secrecy](compendium/setting/domains.md#Secrecy) +- **Cast** 1 minute +- **Range**10 foot +- **Targets**you and any number of willing allies +- **Duration**1 hour + +You ensure a secret remains safe from prying spies. Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you [Cast the Spell](rules/actions/cast-a-spell.md). The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically [Deception](compendium/skills.md#Deception) checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it. + +If you [Cast this Spell](rules/actions/cast-a-spell.md) again, any previous safeguard secret you had cast ends. + +*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/Compendium/spells/sanctified-ground.md b/compendium/spells/sanctified-ground.md similarity index 81% rename from Compendium/spells/sanctified-ground.md rename to compendium/spells/sanctified-ground.md index b0ff26052..6abe4921f 100644 --- a/Compendium/spells/sanctified-ground.md +++ b/compendium/spells/sanctified-ground.md @@ -10,9 +10,9 @@ tags: aliases: ["Sanctified Ground"] --- # Sanctified Ground *Spell 3* -[abjuration](../../Rules/traits/abjuration.md) [consecration](../../Rules/traits/consecration.md) +[abjuration](rules/traits/abjuration.md) [consecration](rules/traits/consecration.md) -- **Traditions**: [divine](../../Rules/traits/divine.md) +- **Traditions**: [divine](rules/traits/divine.md) - **Cast** 1 minute - **Cost**1 vial of holy water - **Area**30-foot burst centered on you diff --git a/compendium/spells/sanctuary.md b/compendium/spells/sanctuary.md new file mode 100644 index 000000000..544bbb206 --- /dev/null +++ b/compendium/spells/sanctuary.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/abjuration +aliases: ["Sanctuary"] +--- +# Sanctuary *Spell 1* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 minute + +You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a [hostile](rules/conditions.md#Hostile) action, the spell ends. + +> [!success-degree] +> - **Critical Success** Sanctuary ends. +> - **Success** The creature can attempt its attack and any other attacks against the target this turn. +> - **Failure** The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn. +> - **Critical Failure** The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration. + +*Source: Core Rulebook p. 366* \ No newline at end of file diff --git a/compendium/spells/savor-the-sting.md b/compendium/spells/savor-the-sting.md new file mode 100644 index 000000000..72ddae4b4 --- /dev/null +++ b/compendium/spells/savor-the-sting.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/enchantment +- trait/mental +- trait/nonlethal +- trait/uncommon +aliases: ["Savor The Sting"] +--- +# Savor The Sting *Focus 1* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [nonlethal](rules/traits/nonlethal.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [pain](compendium/setting/domains.md#Pain) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will + +You inflict pain upon the target and revel in their anguish. This deals `1d4` mental damage and `1d4` [persistent mental damage](rules/conditions.md#Persistent%20Damage); the target must attempt a Will save. As long as the target is taking [persistent damage](rules/conditions.md#Persistent%20Damage) from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and no [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Failure** The target takes full initial and [persistent damage](rules/conditions.md#Persistent%20Damage). +> - **Critical Failure** The target takes double initial and [persistent damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The initial damage increases by `1d4` and the [persistent damage](rules/conditions.md#Persistent%20Damage) increases by `1d4`. + +*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/compendium/spells/scholarly-recollection.md b/compendium/spells/scholarly-recollection.md new file mode 100644 index 000000000..2fe98c8fd --- /dev/null +++ b/compendium/spells/scholarly-recollection.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Scholarly Recollection"] +--- +# Scholarly Recollection *Focus 1* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [knowledge](compendium/setting/domains.md#Knowledge) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You attempt a [Perception](compendium/skills.md#Perception) check to [Seek](rules/actions/seek.md), or you attempt a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) with a skill you're trained in. + +Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result. + +*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/compendium/spells/scintillating-pattern.md b/compendium/spells/scintillating-pattern.md new file mode 100644 index 000000000..f5ce113c9 --- /dev/null +++ b/compendium/spells/scintillating-pattern.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/8 +- trait/illusion +- trait/incapacitation +- trait/visual +aliases: ["Scintillating Pattern"] +--- +# Scintillating Pattern *Spell 8* +[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +A field of cascading, ever-changing colors manifests in the air. + +Creatures are [dazzled](rules/conditions.md#Dazzled) while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a [Seek](rules/actions/seek.md) or [Interact](rules/actions/interact.md) action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [confused](rules/conditions.md#Confused) for `1d4` rounds. +> - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned) for `1d4` rounds. After the [stunned](rules/conditions.md#Stunned) condition ends, the creature is [confused](rules/conditions.md#Confused) for the remaining duration of the spell. + +*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/Compendium/spells/scrying.md b/compendium/spells/scrying.md similarity index 86% rename from Compendium/spells/scrying.md rename to compendium/spells/scrying.md index b7329a266..ea5f3b3ef 100644 --- a/Compendium/spells/scrying.md +++ b/compendium/spells/scrying.md @@ -10,9 +10,9 @@ tags: aliases: ["Scrying"] --- # Scrying *Spell 6* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) [uncommon](../../Rules/traits/uncommon.md) +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) - **Cast** 10 minutes - **Range**planetary - **Targets**1 creature diff --git a/compendium/spells/searing-light.md b/compendium/spells/searing-light.md new file mode 100644 index 000000000..20a8ca877 --- /dev/null +++ b/compendium/spells/searing-light.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/attack +- trait/evocation +- trait/fire +- trait/good +- trait/light +aliases: ["Searing Light"] +--- +# Searing Light *Spell 3* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [good](rules/traits/good.md) [light](rules/traits/light.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature + +You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals `5d6` fire damage. If the target is a fiend or undead, you deal an extra `5d6` good damage. + +> [!success-degree] +> - **Critical Success** The target takes double fire damage, as well as double good damage if a fiend or undead. +> - **Success** The target takes full damage If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target + +**Heightened (+ 1)** The fire damage increases by `2d6`, and the good damage against fiends and undead increases by `2d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/Compendium/spells/secret-page.md b/compendium/spells/secret-page.md similarity index 78% rename from Compendium/spells/secret-page.md rename to compendium/spells/secret-page.md index 7bda3bc5e..44432ea1d 100644 --- a/Compendium/spells/secret-page.md +++ b/compendium/spells/secret-page.md @@ -9,14 +9,14 @@ tags: aliases: ["Secret Page"] --- # Secret Page *Spell 3* -[illusion](../../Rules/traits/illusion.md) [visual](../../Rules/traits/visual.md) +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) - **Cast** 1 minute - **Range**touch - **Targets**1 page up to 3 square feet in size - **Duration** -You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you [Cast the Spell](../../Rules/actions/cast-a-spell.md). +You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page to change the text back and forth. You must choose the replacement text and the password, if any, when you [Cast the Spell](rules/actions/cast-a-spell.md). *Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/compendium/spells/see-invisibility.md b/compendium/spells/see-invisibility.md new file mode 100644 index 000000000..00dba8171 --- /dev/null +++ b/compendium/spells/see-invisibility.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/divination +- trait/revelation +aliases: ["See Invisibility"] +--- +# See Invisibility *Spell 2* +[divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You can see [invisible](rules/conditions.md#Invisible) creatures and objects. They appear to you as translucent shapes, and they are [concealed](rules/conditions.md#Concealed) to you. + +**Heightened (5th)** The spell has a duration of 8 hours. + +*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/compendium/spells/sending.md b/compendium/spells/sending.md new file mode 100644 index 000000000..0198502c9 --- /dev/null +++ b/compendium/spells/sending.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/divination +- trait/mental +aliases: ["Sending"] +--- +# Sending *Spell 5* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**planetary +- **Targets**1 creature with whom you are familiar + +You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. + +*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/compendium/spells/shadow-blast.md b/compendium/spells/shadow-blast.md new file mode 100644 index 000000000..056c90460 --- /dev/null +++ b/compendium/spells/shadow-blast.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/misc +- spell/level/5 +- trait/evocation +- trait/shadow +aliases: ["Shadow Blast"] +--- +# Shadow Blast *Spell 5* +[evocation](rules/traits/evocation.md) [shadow](rules/traits/shadow.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**varies +- **Area**varies +- **Saving Throw** basic Reflex or Will + +You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals `5d8` damage of the type you chose to each creature in the area. + +**Heightened (+ 1)** The damage increases by `1d8`. + +*Source: Core Rulebook p. 367* \ No newline at end of file diff --git a/compendium/spells/shadow-siphon.md b/compendium/spells/shadow-siphon.md new file mode 100644 index 000000000..f1af6b8ef --- /dev/null +++ b/compendium/spells/shadow-siphon.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/illusion +- trait/shadow +aliases: ["Shadow Siphon"] +--- +# Shadow Siphon *Spell 5* +[illusion](rules/traits/illusion.md) [shadow](rules/traits/shadow.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**A spell or [magical](rules/traits/magical.md) effect deals damage. +- **Range**60 foot +- **Targets**the triggering spell + +Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt. + +*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/compendium/spells/shadow-walk.md b/compendium/spells/shadow-walk.md new file mode 100644 index 000000000..981de4a72 --- /dev/null +++ b/compendium/spells/shadow-walk.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/conjuration +- trait/shadow +- trait/teleportation +- trait/uncommon +aliases: ["Shadow Walk"] +--- +# Shadow Walk *Spell 5* +[conjuration](rules/traits/conjuration.md) [shadow](rules/traits/shadow.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**you and up to 9 willing creatures touched +- **Duration**8 hours + +You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can [Dismiss](rules/actions/dismiss.md) the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and [Dismiss](rules/actions/dismiss.md) the spell at the same point on the Plane of Shadow appear together). + +*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/compendium/spells/shape-stone.md b/compendium/spells/shape-stone.md new file mode 100644 index 000000000..b454eba93 --- /dev/null +++ b/compendium/spells/shape-stone.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/earth +- trait/transmutation +aliases: ["Shape Stone"] +--- +# Shape Stone *Spell 4* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**cube of stone 10 feet across or smaller + +You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or [Acrobatics](compendium/skills.md#Acrobatics) check. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature falls [prone](rules/conditions.md#Prone) atop the stone. +> - **Critical Failure** The creature falls off the stone (if applicable) and lands [prone](rules/conditions.md#Prone). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/compendium/spells/shape-wood.md b/compendium/spells/shape-wood.md new file mode 100644 index 000000000..8793e135c --- /dev/null +++ b/compendium/spells/shape-wood.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/plant +- trait/transmutation +aliases: ["Shape Wood"] +--- +# Shape Wood *Spell 2* +[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**an unworked piece of wood up to 20 cubic feet in volume + +You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping. + +*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/compendium/spells/shapechange.md b/compendium/spells/shapechange.md new file mode 100644 index 000000000..00aa0373e --- /dev/null +++ b/compendium/spells/shapechange.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/polymorph +- trait/transmutation +aliases: ["Shapechange"] +--- +# Shapechange *Spell 9* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you [Cast the Spell](rules/actions/cast-a-spell.md) rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. You can [Dismiss](rules/actions/dismiss.md) this spell. + +*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/compendium/spells/shared-nightmare.md b/compendium/spells/shared-nightmare.md new file mode 100644 index 000000000..5a3513a78 --- /dev/null +++ b/compendium/spells/shared-nightmare.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/uncommon +aliases: ["Shared Nightmare"] +--- +# Shared Nightmare *Focus 4* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [nightmares](compendium/setting/domains.md#Nightmares) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +Merging minds with the target, you swap disorienting visions from one another's nightmares. One of you will become [confused](rules/conditions.md#Confused), but which it'll be depends on the target's Will save. + +> [!success-degree] +> - **Critical Success** You are [confused](rules/conditions.md#Confused) for 1 round. +> - **Success** At the start of your next turn, you spend your first action with the [confused](rules/conditions.md#Confused) condition, then act normally. +> - **Failure** As success, but the target is affected instead of you, spending its first action each turn [confused](rules/conditions.md#Confused). The duration is 1 minute. +> - **Critical Failure** The target is [confused](rules/conditions.md#Confused) for 1 minute. + +*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/compendium/spells/shatter.md b/compendium/spells/shatter.md new file mode 100644 index 000000000..7e8a4631c --- /dev/null +++ b/compendium/spells/shatter.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/evocation +- trait/sonic +aliases: ["Shatter"] +--- +# Shatter *Spell 2* +[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 unattended object + +A high-frequency sonic attack shatters a nearby object. You deal `2d10` sonic damage to the object, ignoring the object's Hardness if it is 4 or lower. + +**Heightened (+ 1)** The damage increases by `1d10`, and the Hardness the spell ignores increases by 2. + +*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/Compendium/spells/shield-other.md b/compendium/spells/shield-other.md similarity index 80% rename from Compendium/spells/shield-other.md rename to compendium/spells/shield-other.md index 6f2202d4e..9176d5b36 100644 --- a/Compendium/spells/shield-other.md +++ b/compendium/spells/shield-other.md @@ -8,10 +8,10 @@ tags: aliases: ["Shield Other"] --- # Shield Other *Spell 2* -[necromancy](../../Rules/traits/necromancy.md) +[necromancy](rules/traits/necromancy.md) -- **Traditions**: [divine](../../Rules/traits/divine.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature - **Duration**10 minutes diff --git a/compendium/spells/shield.md b/compendium/spells/shield.md new file mode 100644 index 000000000..c390cba5b --- /dev/null +++ b/compendium/spells/shield.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/abjuration +- trait/cantrip +- trait/force +aliases: ["Shield"] +--- +# Shield *Cantrip 1* +[abjuration](rules/traits/abjuration.md) [cantrip](rules/traits/cantrip.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**until the start of your next turn + +You raise a magical shield of force. This counts as using the [Raise a Shield](rules/actions/raise-a-shield.md) action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. + +While the spell is in effect, you can use the [Shield Block](compendium/feats/shield-block.md) reaction with your magic shield. The shield has Hardness 5. After you use [Shield Block](compendium/feats/shield-block.md), the spell ends and you can't cast it again for 10 minutes. Unlike a normal [Shield Block](compendium/feats/shield-block.md), you can use the spell's reaction against the [magic missile](compendium/spells/magic-missile.md) spell. + +Heightening the spell increases the shield's Hardness. + +**Heightened (3rd)** The shield has Hardness 10. + +**Heightened (5th)** The shield has Hardness 15. + +**Heightened (7th)** The shield has Hardness 20. + +**Heightened (9th)** The shield has Hardness 25. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 368* \ No newline at end of file diff --git a/compendium/spells/shifting-form.md b/compendium/spells/shifting-form.md new file mode 100644 index 000000000..7cbf01bf0 --- /dev/null +++ b/compendium/spells/shifting-form.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/morph +- trait/transmutation +- trait/uncommon +- trait/wizard +aliases: ["Shifting Form"] +--- +# Shifting Form *Focus 4* +[morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You gain one of the following abilities of your choice. You can [Dismiss](rules/actions/dismiss.md) this spell. + +- You gain a 20-foot status bonus to your Speed. +- You gain a climb or swim Speed equal to half your Speed. +- You gain [darkvision](rules/abilities/darkvision.md). +- You gain a pair of claws. These are agile finesse unarmed attacks that deal `1d8` slashing damage. +- You gain [scent](rules/abilities/scent.md) 60 feet (imprecise). + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/shillelagh.md b/compendium/spells/shillelagh.md new file mode 100644 index 000000000..05479addd --- /dev/null +++ b/compendium/spells/shillelagh.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/plant +- trait/transmutation +aliases: ["Shillelagh"] +--- +# Shillelagh *Spell 1* +[plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 club or staff you hold +- **Duration**1 minute + +The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three. + +*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/compendium/spells/shocking-grasp.md b/compendium/spells/shocking-grasp.md new file mode 100644 index 000000000..7e6598351 --- /dev/null +++ b/compendium/spells/shocking-grasp.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/attack +- trait/electricity +- trait/evocation +aliases: ["Shocking Grasp"] +--- +# Shocking Grasp *Spell 1* +[attack](rules/traits/attack.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes `2d12` electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes `1d4` [persistent electricity damage](rules/conditions.md#Persistent%20Damage) on a hit. On a critical hit, double the initial damage, but not the [persistent damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The damage increases by `1d12`, and the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) increases by 1. + +*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/compendium/spells/shrink-item.md b/compendium/spells/shrink-item.md new file mode 100644 index 000000000..e8579ecde --- /dev/null +++ b/compendium/spells/shrink-item.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/polymorph +- trait/transmutation +aliases: ["Shrink Item"] +--- +# Shrink Item *Spell 3* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk +- **Duration**until the next time you make your daily preparations + +You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk. You can [Dismiss](rules/actions/dismiss.md) the spell, and the spell ends if you toss the object onto a solid surface. The object can't be used to attack or cause damage during the process of it returning to normal size. If there isn't room for the object to return to normal size when the spell ends, the spell's duration continues until the object is in a location large enough to accommodate its normal size. + +*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/compendium/spells/shrink.md b/compendium/spells/shrink.md new file mode 100644 index 000000000..ac9f65582 --- /dev/null +++ b/compendium/spells/shrink.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/polymorph +- trait/transmutation +aliases: ["Shrink"] +--- +# Shrink *Spell 2* +[polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**5 minutes + +You warp space to make a creature smaller. The target shrinks to become Tiny in size. Its equipment shrinks with it but returns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature. + +**Heightened (6th)** The spell can target up to 10 creatures. + +*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/compendium/spells/sigil.md b/compendium/spells/sigil.md new file mode 100644 index 000000000..a5579a2c5 --- /dev/null +++ b/compendium/spells/sigil.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/transmutation +aliases: ["Sigil"] +--- +# Sigil *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature or object +- **Duration**unlimited (see below) + +You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or [invisible](rules/conditions.md#Invisible), and you can change it from one state to another by using an [Interact](rules/actions/interact.md) action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level. + +**Heightened (3rd)** The sigil instead fades after 1 month. + +**Heightened (5th)** The sigil instead fades after 1 year. + +**Heightened (7th)** The sigil never fades. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/compendium/spells/silence.md b/compendium/spells/silence.md new file mode 100644 index 000000000..d5a6c8e74 --- /dev/null +++ b/compendium/spells/silence.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/illusion +aliases: ["Silence"] +--- +# Silence *Spell 2* +[illusion](rules/traits/illusion.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing creature +- **Duration**1 minute + +The target makes no sound, preventing creatures from noticing it using hearing alone. The target can't use sonic attacks, nor can it use actions with the [auditory](rules/traits/auditory.md) trait. This prevents it from casting spells that include verbal components. + +**Heightened (4th)** The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any [auditory](rules/traits/auditory.md) and [sonic](rules/traits/sonic.md) effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example). + +*Source: Core Rulebook p. 369* \ No newline at end of file diff --git a/compendium/spells/sleep.md b/compendium/spells/sleep.md new file mode 100644 index 000000000..51c2b4fab --- /dev/null +++ b/compendium/spells/sleep.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/1 +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/sleep +aliases: ["Sleep"] +--- +# Sleep *Spell 1* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**5-foot burst +- **Saving Throw** Will + +Each creature in the area becomes drowsy and might fall asleep. A creature that falls [unconscious](rules/conditions.md#Unconscious) from this spell doesn't fall [prone](rules/conditions.md#Prone) or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful [Perception](compendium/skills.md#Perception) check, limiting its utility in combat. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes a –1 status penalty to [Perception](compendium/skills.md#Perception) checks for 1 round. +> - **Failure** The creature falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 minute, it wakes up automatically. +> - **Critical Failure** The creature falls [unconscious](rules/conditions.md#Unconscious). If it's still [unconscious](rules/conditions.md#Unconscious) after 1 hour, it wakes up automatically. + +**Heightened (4th)** The creatures fall [unconscious](rules/conditions.md#Unconscious) for 1 round on a failure or 1 minute on a critical failure. They fall [prone](rules/conditions.md#Prone) and release what they're holding, and they can't attempt [Perception](compendium/skills.md#Perception) checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up. + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/slow.md b/compendium/spells/slow.md new file mode 100644 index 000000000..10fe606ce --- /dev/null +++ b/compendium/spells/slow.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/transmutation +aliases: ["Slow"] +--- +# Slow *Spell 3* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Fortitude +- **Duration**1 minute + +You dilate the flow of time around the target, slowing its actions. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [slowed](rules/conditions.md#Slowed) for 1 round. +> - **Failure** The target is [slowed](rules/conditions.md#Slowed) for 1 minute. +> - **Critical Failure** The target is [slowed](rules/conditions.md#Slowed) for 1 minute. + +**Heightened (6th)** You can target up to 10 creatures. + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/solid-fog.md b/compendium/spells/solid-fog.md new file mode 100644 index 000000000..dd4dd46bf --- /dev/null +++ b/compendium/spells/solid-fog.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/4 +- trait/conjuration +- trait/water +aliases: ["Solid Fog"] +--- +# Solid Fog *Spell 4* +[conjuration](rules/traits/conjuration.md) [water](rules/traits/water.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Duration**1 minute + +You conjure a bank of fog so thick it impedes movement as well as sight. This functions as [obscuring mist](compendium/spells/obscuring-mist.md), except that the area is also difficult terrain. You can [Dismiss](rules/actions/dismiss.md) the spell. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/soothe.md b/compendium/spells/soothe.md new file mode 100644 index 000000000..bdf8717c4 --- /dev/null +++ b/compendium/spells/soothe.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/emotion +- trait/enchantment +- trait/healing +- trait/mental +aliases: ["Soothe"] +--- +# Soothe *Spell 1* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**1 minute + +You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains `1d10+4` Hit Points when you [Cast the Spell](rules/actions/cast-a-spell.md) and gains a +2 status bonus to saves against [mental](rules/traits/mental.md) effects for the duration. + +**Heightened (+ 1)** The amount of healing increases by `1d10+4`. + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/soothing-ballad.md b/compendium/spells/soothing-ballad.md new file mode 100644 index 000000000..f4e27ad6c --- /dev/null +++ b/compendium/spells/soothing-ballad.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/7 +- trait/bard +- trait/composition +- trait/emotion +- trait/enchantment +- trait/healing +- trait/mental +- trait/uncommon +aliases: ["Soothing Ballad"] +--- +# Soothing Ballad *Focus 7* +[bard](rules/traits/bard.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [healing](rules/traits/healing.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**you and up to 9 allies + +You draw upon your muse to soothe your allies. Choose one of the following three effects: + +- The spell attempts to counteract [fear](rules/traits/fear.md) effects on the targets. +- The spell attempts to counteract effects imposing paralysis on the targets. +- The spell restores `7d8` Hit Points to the targets. + +**Heightened (+ 1)** When used to heal, soothing ballad restores `1d8` more Hit Points. + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/soothing-words.md b/compendium/spells/soothing-words.md new file mode 100644 index 000000000..771f7c614 --- /dev/null +++ b/compendium/spells/soothing-words.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Soothing Words"] +--- +# Soothing Words *Focus 1* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [family](compendium/setting/domains.md#Family) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 ally +- **Duration**1 round + +You attempt to calm the target by uttering soothing words in a calm and even tone. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against [emotion](rules/traits/emotion.md) effects. + +In addition, when you [Cast this Spell](rules/actions/cast-a-spell.md), you can attempt to counteract one [emotion](rules/traits/emotion.md) effect on the target. + +**Heightened (5th)** The bonus to saves increases to +2, or +3 against [emotion](rules/traits/emotion.md) effects. + +*Source: Core Rulebook p. 396* \ No newline at end of file diff --git a/compendium/spells/sound-burst.md b/compendium/spells/sound-burst.md new file mode 100644 index 000000000..9af664ff0 --- /dev/null +++ b/compendium/spells/sound-burst.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/evocation +- trait/sonic +aliases: ["Sound Burst"] +--- +# Sound Burst *Spell 2* +[evocation](rules/traits/evocation.md) [sonic](rules/traits/sonic.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**10-foot burst +- **Saving Throw** Fortitude + +A cacophonous noise blasts out, dealing `2d10` sonic damage. + +Each creature must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is [deafened](rules/conditions.md#Deafened) for 1 round. +> - **Critical Failure** The creature takes double damage, is [deafened](rules/conditions.md#Deafened) for 1 minute, and is [stunned](rules/conditions.md#Stunned). + +**Heightened (+ 1)** The damage increases by `1d10`. + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/speak-with-animals.md b/compendium/spells/speak-with-animals.md new file mode 100644 index 000000000..3cd4fc27f --- /dev/null +++ b/compendium/spells/speak-with-animals.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/divination +aliases: ["Speak With Animals"] +--- +# Speak With Animals *Spell 2* +[divination](rules/traits/divination.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You can ask questions of, receive answers from, and use the [Diplomacy](compendium/skills.md#Diplomacy) skill with animals. The spell doesn't make them more [friendly](rules/conditions.md#Friendly) than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments. + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/speak-with-plants.md b/compendium/spells/speak-with-plants.md new file mode 100644 index 000000000..501e9c2c3 --- /dev/null +++ b/compendium/spells/speak-with-plants.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/divination +- trait/plant +aliases: ["Speak With Plants"] +--- +# Speak With Plants *Spell 4* +[divination](rules/traits/divination.md) [plant](rules/traits/plant.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You can ask questions of and receive answers from plants and fungi, but the spell doesn't make them more [friendly](rules/conditions.md#Friendly) or intelligent than normal. Most normal plants have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. + +Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments. + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/spectral-hand.md b/compendium/spells/spectral-hand.md new file mode 100644 index 000000000..4e38622ab --- /dev/null +++ b/compendium/spells/spectral-hand.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/necromancy +aliases: ["Spectral Hand"] +--- +# Spectral Hand *Spell 2* +[necromancy](rules/traits/necromancy.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Duration**1 minute + +You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you [Cast a Spell](rules/actions/cast-a-spell.md) with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. + +When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take `1d6` damage. + +*Source: Core Rulebook p. 370* \ No newline at end of file diff --git a/compendium/spells/spell-immunity.md b/compendium/spells/spell-immunity.md new file mode 100644 index 000000000..a9712ef0c --- /dev/null +++ b/compendium/spells/spell-immunity.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/abjuration +aliases: ["Spell Immunity"] +--- +# Spell Immunity *Spell 4* +[abjuration](rules/traits/abjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**until the next time you make your daily preparations + +You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area. Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/Compendium/spells/spell-turning.md b/compendium/spells/spell-turning.md similarity index 79% rename from Compendium/spells/spell-turning.md rename to compendium/spells/spell-turning.md index 3dab7a35a..473a3d185 100644 --- a/Compendium/spells/spell-turning.md +++ b/compendium/spells/spell-turning.md @@ -9,10 +9,10 @@ tags: aliases: ["Spell Turning"] --- # Spell Turning *Spell 7* -[abjuration](../../Rules/traits/abjuration.md) [uncommon](../../Rules/traits/uncommon.md) +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Duration**1 hour This abjuration reflects spells cast at you back at their caster. diff --git a/compendium/spells/spells.md b/compendium/spells/spells.md new file mode 100644 index 000000000..b16f21381 --- /dev/null +++ b/compendium/spells/spells.md @@ -0,0 +1,543 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Spells + +- [Aberrant Whispers](aberrant-whispers.md) +- [Abundant Step](abundant-step.md) +- [Abyssal Plague](abyssal-plague.md) +- [Abyssal Wrath](abyssal-wrath.md) +- [Acid Arrow](acid-arrow.md) +- [Acid Splash](acid-splash.md) +- [Aerial Form](aerial-form.md) +- [Agile Feet](agile-feet.md) +- [Air Bubble](air-bubble.md) +- [Air Walk](air-walk.md) +- [Alarm](alarm.md) +- [Allegro](allegro.md) +- [Alter Reality](alter-reality.md) +- [Anathematic Reprisal](anathematic-reprisal.md) +- [Ancestral Memories](ancestral-memories.md) +- [Angelic Halo](angelic-halo.md) +- [Angelic Wings](angelic-wings.md) +- [Animal Form](animal-form.md) +- [Animal Messenger](animal-messenger.md) +- [Animal Vision](animal-vision.md) +- [Ant Haul](ant-haul.md) +- [Antimagic Field](antimagic-field.md) +- [Appearance Of Wealth](appearance-of-wealth.md) +- [Arcane Countermeasure](arcane-countermeasure.md) +- [Artistic Flourish](artistic-flourish.md) +- [Athletic Rush](athletic-rush.md) +- [Augment Summoning](augment-summoning.md) +- [Augury](augury.md) +- [Avatar](avatar.md) +- [Baleful Polymorph](baleful-polymorph.md) +- [Bane](bane.md) +- [Banishment](banishment.md) +- [Barkskin](barkskin.md) +- [Bind Soul](bind-soul.md) +- [Bind Undead](bind-undead.md) +- [Bit Of Luck](bit-of-luck.md) +- [Black Tentacles](black-tentacles.md) +- [Blade Barrier](blade-barrier.md) +- [Bless](bless.md) +- [Blind Ambition](blind-ambition.md) +- [Blindness](blindness.md) +- [Blink](blink.md) +- [Blur](blur.md) +- [Breath Of Life](breath-of-life.md) +- [Burning Hands](burning-hands.md) +- [Call Of The Grave](call-of-the-grave.md) +- [Calm Emotions](calm-emotions.md) +- [Captivating Adoration](captivating-adoration.md) +- [Cataclysm](cataclysm.md) +- [Celestial Brand](celestial-brand.md) +- [Chain Lightning](chain-lightning.md) +- [Champion's Sacrifice](champions-sacrifice.md) +- [Charm](charm.md) +- [Charming Touch](charming-touch.md) +- [Charming Words](charming-words.md) +- [Chill Touch](chill-touch.md) +- [Chilling Darkness](chilling-darkness.md) +- [Chromatic Wall](chromatic-wall.md) +- [Circle Of Protection](circle-of-protection.md) +- [Clairaudience](clairaudience.md) +- [Clairvoyance](clairvoyance.md) +- [Cloak Of Colors](cloak-of-colors.md) +- [Cloak Of Shadow](cloak-of-shadow.md) +- [Cloudkill](cloudkill.md) +- [Collective Transposition](collective-transposition.md) +- [Color Spray](color-spray.md) +- [Command](command.md) +- [Commanding Lash](commanding-lash.md) +- [Competitive Edge](competitive-edge.md) +- [Comprehend Language](comprehend-language.md) +- [Cone Of Cold](cone-of-cold.md) +- [Confusion](confusion.md) +- [Contingency](contingency.md) +- [Continual Flame](continual-flame.md) +- [Control Water](control-water.md) +- [Counter Performance](counter-performance.md) +- [Create Food](create-food.md) +- [Create Water](create-water.md) +- [Creation](creation.md) +- [Crisis Of Faith](crisis-of-faith.md) +- [Crusade](crusade.md) +- [Crushing Despair](crushing-despair.md) +- [Cry Of Destruction](cry-of-destruction.md) +- [Dancing Lights](dancing-lights.md) +- [Darkened Eyes](darkened-eyes.md) +- [Darkness](darkness.md) +- [Darkvision](darkvision.md) +- [Daze](daze.md) +- [Dazzling Flash](dazzling-flash.md) +- [Deafness](deafness.md) +- [Death Knell](death-knell.md) +- [Death Ward](death-ward.md) +- [Death's Call](deaths-call.md) +- [Delusional Pride](delusional-pride.md) +- [Destructive Aura](destructive-aura.md) +- [Detect Alignment](detect-alignment.md) +- [Detect Magic](detect-magic.md) +- [Detect Poison](detect-poison.md) +- [Detect Scrying](detect-scrying.md) +- [Diabolic Edict](diabolic-edict.md) +- [Dimension Door](dimension-door.md) +- [Dimensional Anchor](dimensional-anchor.md) +- [Dimensional Lock](dimensional-lock.md) +- [Dimensional Steps](dimensional-steps.md) +- [Dinosaur Form](dinosaur-form.md) +- [Dirge Of Doom](dirge-of-doom.md) +- [Disappearance](disappearance.md) +- [Discern Lies](discern-lies.md) +- [Discern Location](discern-location.md) +- [Disintegrate](disintegrate.md) +- [Disjunction](disjunction.md) +- [Dispel Magic](dispel-magic.md) +- [Disperse Into Air](disperse-into-air.md) +- [Disrupt Undead](disrupt-undead.md) +- [Disrupting Weapons](disrupting-weapons.md) +- [Divine Aura](divine-aura.md) +- [Divine Decree](divine-decree.md) +- [Divine Inspiration](divine-inspiration.md) +- [Divine Lance](divine-lance.md) +- [Divine Vessel](divine-vessel.md) +- [Divine Wrath](divine-wrath.md) +- [Diviner's Sight](diviners-sight.md) +- [Dominate](dominate.md) +- [Downpour](downpour.md) +- [Dragon Breath](dragon-breath.md) +- [Dragon Claws](dragon-claws.md) +- [Dragon Form](dragon-form.md) +- [Dragon Wings](dragon-wings.md) +- [Drain Life](drain-life.md) +- [Dread Aura](dread-aura.md) +- [Dream Council](dream-council.md) +- [Dream Message](dream-message.md) +- [Dreamer's Call](dreamers-call.md) +- [Dreaming Potential](dreaming-potential.md) +- [Drop Dead](drop-dead.md) +- [Duplicate Foe](duplicate-foe.md) +- [Earthbind](earthbind.md) +- [Earthquake](earthquake.md) +- [Eclipse Burst](eclipse-burst.md) +- [Electric Arc](electric-arc.md) +- [Elemental Blast](elemental-blast.md) +- [Elemental Form](elemental-form.md) +- [Elemental Motion](elemental-motion.md) +- [Elemental Tempest](elemental-tempest.md) +- [Elemental Toss](elemental-toss.md) +- [Embrace The Pit](embrace-the-pit.md) +- [Empty Body](empty-body.md) +- [Endure Elements](endure-elements.md) +- [Enduring Might](enduring-might.md) +- [Energy Absorption](energy-absorption.md) +- [Energy Aegis](energy-aegis.md) +- [Enhance Victuals](enhance-victuals.md) +- [Enlarge](enlarge.md) +- [Entangle](entangle.md) +- [Enthrall](enthrall.md) +- [Eradicate Undeath](eradicate-undeath.md) +- [Ethereal Jaunt](ethereal-jaunt.md) +- [Extend Spell](extend-spell.md) +- [Fabricated Truth](fabricated-truth.md) +- [Face In The Crowd](face-in-the-crowd.md) +- [Faerie Dust](faerie-dust.md) +- [Faerie Fire](faerie-fire.md) +- [False Life](false-life.md) +- [False Vision](false-vision.md) +- [Fatal Aria](fatal-aria.md) +- [Fear](fear.md) +- [Feather Fall](feather-fall.md) +- [Feeblemind](feeblemind.md) +- [Feet To Fins](feet-to-fins.md) +- [Fey Disappearance](fey-disappearance.md) +- [Fey Glamour](fey-glamour.md) +- [Field Of Life](field-of-life.md) +- [Fiery Body](fiery-body.md) +- [Finger Of Death](finger-of-death.md) +- [Fire Ray](fire-ray.md) +- [Fire Seeds](fire-seeds.md) +- [Fire Shield](fire-shield.md) +- [Fireball](fireball.md) +- [Flame Barrier](flame-barrier.md) +- [Flame Strike](flame-strike.md) +- [Flaming Sphere](flaming-sphere.md) +- [Fleet Step](fleet-step.md) +- [Flesh To Stone](flesh-to-stone.md) +- [Floating Disk](floating-disk.md) +- [Fly](fly.md) +- [Forbidding Ward](forbidding-ward.md) +- [Force Bolt](force-bolt.md) +- [Forced Quiet](forced-quiet.md) +- [Foresight](foresight.md) +- [Freedom Of Movement](freedom-of-movement.md) +- [Gaseous Form](gaseous-form.md) +- [Gate](gate.md) +- [Gentle Repose](gentle-repose.md) +- [Ghost Sound](ghost-sound.md) +- [Ghostly Weapon](ghostly-weapon.md) +- [Ghoulish Cravings](ghoulish-cravings.md) +- [Glibness](glibness.md) +- [Glimpse The Truth](glimpse-the-truth.md) +- [Glitterdust](glitterdust.md) +- [Globe Of Invulnerability](globe-of-invulnerability.md) +- [Glutton's Jaws](gluttons-jaws.md) +- [Glyph Of Warding](glyph-of-warding.md) +- [Goblin Pox](goblin-pox.md) +- [Goodberry](goodberry.md) +- [Grasping Grave](grasping-grave.md) +- [Grease](grease.md) +- [Grim Tendrils](grim-tendrils.md) +- [Guidance](guidance.md) +- [Gust Of Wind](gust-of-wind.md) +- [Hallucination](hallucination.md) +- [Hallucinatory Terrain](hallucinatory-terrain.md) +- [Hand Of The Apprentice](hand-of-the-apprentice.md) +- [Harm](harm.md) +- [Haste](haste.md) +- [Heal Animal](heal-animal.md) +- [Heal](heal.md) +- [Healer's Blessing](healers-blessing.md) +- [Hellfire Plume](hellfire-plume.md) +- [Heroism](heroism.md) +- [Hero's Defiance](heros-defiance.md) +- [Hideous Laughter](hideous-laughter.md) +- [Holy Cascade](holy-cascade.md) +- [Horrid Wilting](horrid-wilting.md) +- [Horrific Visage](horrific-visage.md) +- [House Of Imaginary Walls](house-of-imaginary-walls.md) +- [Humanoid Form](humanoid-form.md) +- [Hurtling Stone](hurtling-stone.md) +- [Hydraulic Push](hydraulic-push.md) +- [Hydraulic Torrent](hydraulic-torrent.md) +- [Hypercognition](hypercognition.md) +- [Hypnotic Pattern](hypnotic-pattern.md) +- [Illusory Creature](illusory-creature.md) +- [Illusory Disguise](illusory-disguise.md) +- [Illusory Object](illusory-object.md) +- [Illusory Scene](illusory-scene.md) +- [Impaling Briars](impaling-briars.md) +- [Implosion](implosion.md) +- [Insect Form](insect-form.md) +- [Inspire Competence](inspire-competence.md) +- [Inspire Courage](inspire-courage.md) +- [Inspire Defense](inspire-defense.md) +- [Inspire Heroics](inspire-heroics.md) +- [Invisibility Cloak](invisibility-cloak.md) +- [Invisibility Sphere](invisibility-sphere.md) +- [Invisibility](invisibility.md) +- [Item Facade](item-facade.md) +- [Jealous Hex](jealous-hex.md) +- [Jump](jump.md) +- [Ki Blast](ki-blast.md) +- [Ki Rush](ki-rush.md) +- [Ki Strike](ki-strike.md) +- [Knock](knock.md) +- [Know Direction](know-direction.md) +- [Know The Enemy](know-the-enemy.md) +- [Lay On Hands](lay-on-hands.md) +- [Levitate](levitate.md) +- [Life Siphon](life-siphon.md) +- [Light](light.md) +- [Lightning Bolt](lightning-bolt.md) +- [Lingering Composition](lingering-composition.md) +- [Litany Against Sloth](litany-against-sloth.md) +- [Litany Against Wrath](litany-against-wrath.md) +- [Litany Of Righteousness](litany-of-righteousness.md) +- [Localized Quake](localized-quake.md) +- [Locate](locate.md) +- [Lock](lock.md) +- [Longstrider](longstrider.md) +- [Loremaster's Etude](loremasters-etude.md) +- [Lucky Break](lucky-break.md) +- [Mage Armor](mage-armor.md) +- [Mage Hand](mage-hand.md) +- [Magic Aura](magic-aura.md) +- [Magic Fang](magic-fang.md) +- [Magic Missile](magic-missile.md) +- [Magic Mouth](magic-mouth.md) +- [Magic Weapon](magic-weapon.md) +- [Magic's Vessel](magics-vessel.md) +- [Magnificent Mansion](magnificent-mansion.md) +- [Malignant Sustenance](malignant-sustenance.md) +- [Mariner's Curse](mariners-curse.md) +- [Mask Of Terror](mask-of-terror.md) +- [Massacre](massacre.md) +- [Maze](maze.md) +- [Meld Into Stone](meld-into-stone.md) +- [Mending](mending.md) +- [Message](message.md) +- [Meteor Swarm](meteor-swarm.md) +- [Mind Blank](mind-blank.md) +- [Mind Probe](mind-probe.md) +- [Mind Reading](mind-reading.md) +- [Mindlink](mindlink.md) +- [Miracle](miracle.md) +- [Mirror Image](mirror-image.md) +- [Misdirection](misdirection.md) +- [Mislead](mislead.md) +- [Modify Memory](modify-memory.md) +- [Moment Of Renewal](moment-of-renewal.md) +- [Monstrosity Form](monstrosity-form.md) +- [Moon Frenzy](moon-frenzy.md) +- [Moonbeam](moonbeam.md) +- [Mystic Beacon](mystic-beacon.md) +- [Nature Incarnate](nature-incarnate.md) +- [Nature's Bounty](natures-bounty.md) +- [Nature's Enmity](natures-enmity.md) +- [Negate Aroma](negate-aroma.md) +- [Neutralize Poison](neutralize-poison.md) +- [Nightmare](nightmare.md) +- [Nondetection](nondetection.md) +- [Obscuring Mist](obscuring-mist.md) +- [Outcast's Curse](outcasts-curse.md) +- [Overstuff](overstuff.md) +- [Overwhelming Presence](overwhelming-presence.md) +- [Paralyze](paralyze.md) +- [Paranoia](paranoia.md) +- [Pass Without Trace](pass-without-trace.md) +- [Passwall](passwall.md) +- [Perfected Form](perfected-form.md) +- [Perfected Mind](perfected-mind.md) +- [Pest Form](pest-form.md) +- [Phantasmal Calamity](phantasmal-calamity.md) +- [Phantasmal Killer](phantasmal-killer.md) +- [Phantom Pain](phantom-pain.md) +- [Phantom Steed](phantom-steed.md) +- [Physical Boost](physical-boost.md) +- [Plane Shift](plane-shift.md) +- [Plant Form](plant-form.md) +- [Polar Ray](polar-ray.md) +- [Positive Luminance](positive-luminance.md) +- [Possession](possession.md) +- [Power Word Blind](power-word-blind.md) +- [Power Word Kill](power-word-kill.md) +- [Power Word Stun](power-word-stun.md) +- [Precious Metals](precious-metals.md) +- [Prestidigitation](prestidigitation.md) +- [Primal Herd](primal-herd.md) +- [Primal Phenomenon](primal-phenomenon.md) +- [Primal Summons](primal-summons.md) +- [Prismatic Sphere](prismatic-sphere.md) +- [Prismatic Spray](prismatic-spray.md) +- [Prismatic Wall](prismatic-wall.md) +- [Private Sanctum](private-sanctum.md) +- [Produce Flame](produce-flame.md) +- [Project Image](project-image.md) +- [Protection](protection.md) +- [Protective Ward](protective-ward.md) +- [Protector's Sacrifice](protectors-sacrifice.md) +- [Protector's Sphere](protectors-sphere.md) +- [Prying Eye](prying-eye.md) +- [Pulse Of The City](pulse-of-the-city.md) +- [Punishing Winds](punishing-winds.md) +- [Purify Food And Drink](purify-food-and-drink.md) +- [Purple Worm Sting](purple-worm-sting.md) +- [Pushing Gust](pushing-gust.md) +- [Quivering Palm](quivering-palm.md) +- [Raise Dead](raise-dead.md) +- [Ray Of Enfeeblement](ray-of-enfeeblement.md) +- [Ray Of Frost](ray-of-frost.md) +- [Read Aura](read-aura.md) +- [Read Fate](read-fate.md) +- [Read Omens](read-omens.md) +- [Rebuke Death](rebuke-death.md) +- [Regenerate](regenerate.md) +- [Remake](remake.md) +- [Remove Curse](remove-curse.md) +- [Remove Disease](remove-disease.md) +- [Remove Fear](remove-fear.md) +- [Remove Paralysis](remove-paralysis.md) +- [Repulsion](repulsion.md) +- [Resilient Sphere](resilient-sphere.md) +- [Resist Energy](resist-energy.md) +- [Resplendent Mansion](resplendent-mansion.md) +- [Restoration](restoration.md) +- [Restore Senses](restore-senses.md) +- [Retributive Pain](retributive-pain.md) +- [Retrocognition](retrocognition.md) +- [Reverse Gravity](reverse-gravity.md) +- [Revival](revival.md) +- [Righteous Might](righteous-might.md) +- [Rope Trick](rope-trick.md) +- [Safeguard Secret](safeguard-secret.md) +- [Sanctified Ground](sanctified-ground.md) +- [Sanctuary](sanctuary.md) +- [Savor The Sting](savor-the-sting.md) +- [Scholarly Recollection](scholarly-recollection.md) +- [Scintillating Pattern](scintillating-pattern.md) +- [Scrying](scrying.md) +- [Searing Light](searing-light.md) +- [Secret Page](secret-page.md) +- [See Invisibility](see-invisibility.md) +- [Sending](sending.md) +- [Shadow Blast](shadow-blast.md) +- [Shadow Siphon](shadow-siphon.md) +- [Shadow Walk](shadow-walk.md) +- [Shape Stone](shape-stone.md) +- [Shape Wood](shape-wood.md) +- [Shapechange](shapechange.md) +- [Shared Nightmare](shared-nightmare.md) +- [Shatter](shatter.md) +- [Shield Other](shield-other.md) +- [Shield](shield.md) +- [Shifting Form](shifting-form.md) +- [Shillelagh](shillelagh.md) +- [Shocking Grasp](shocking-grasp.md) +- [Shrink Item](shrink-item.md) +- [Shrink](shrink.md) +- [Sigil](sigil.md) +- [Silence](silence.md) +- [Sleep](sleep.md) +- [Slow](slow.md) +- [Solid Fog](solid-fog.md) +- [Soothe](soothe.md) +- [Soothing Ballad](soothing-ballad.md) +- [Soothing Words](soothing-words.md) +- [Sound Burst](sound-burst.md) +- [Speak With Animals](speak-with-animals.md) +- [Speak With Plants](speak-with-plants.md) +- [Spectral Hand](spectral-hand.md) +- [Spell Immunity](spell-immunity.md) +- [Spell Turning](spell-turning.md) +- [Spellwrack](spellwrack.md) +- [Spider Climb](spider-climb.md) +- [Spider Sting](spider-sting.md) +- [Spirit Blast](spirit-blast.md) +- [Spirit Link](spirit-link.md) +- [Spirit Song](spirit-song.md) +- [Spiritual Epidemic](spiritual-epidemic.md) +- [Spiritual Guardian](spiritual-guardian.md) +- [Spiritual Weapon](spiritual-weapon.md) +- [Splash Of Art](splash-of-art.md) +- [Stabilize](stabilize.md) +- [Status](status.md) +- [Stinking Cloud](stinking-cloud.md) +- [Stone Tell](stone-tell.md) +- [Stone To Flesh](stone-to-flesh.md) +- [Stoneskin](stoneskin.md) +- [Storm Lord](storm-lord.md) +- [Storm Of Vengeance](storm-of-vengeance.md) +- [Stormwind Flight](stormwind-flight.md) +- [Subconscious Suggestion](subconscious-suggestion.md) +- [Sudden Shift](sudden-shift.md) +- [Suggestion](suggestion.md) +- [Summon Animal](summon-animal.md) +- [Summon Celestial](summon-celestial.md) +- [Summon Construct](summon-construct.md) +- [Summon Dragon](summon-dragon.md) +- [Summon Elemental](summon-elemental.md) +- [Summon Entity](summon-entity.md) +- [Summon Fey](summon-fey.md) +- [Summon Fiend](summon-fiend.md) +- [Summon Giant](summon-giant.md) +- [Summon Plant Or Fungus](summon-plant-or-fungus.md) +- [Sunburst](sunburst.md) +- [Swamp Of Sloth](swamp-of-sloth.md) +- [Sweet Dream](sweet-dream.md) +- [Synaptic Pulse](synaptic-pulse.md) +- [Synesthesia](synesthesia.md) +- [Take Its Course](take-its-course.md) +- [Talking Corpse](talking-corpse.md) +- [Tanglefoot](tanglefoot.md) +- [Tangling Creepers](tangling-creepers.md) +- [Telekinetic Haul](telekinetic-haul.md) +- [Telekinetic Maneuver](telekinetic-maneuver.md) +- [Telekinetic Projectile](telekinetic-projectile.md) +- [Telepathic Bond](telepathic-bond.md) +- [Telepathic Demand](telepathic-demand.md) +- [Telepathy](telepathy.md) +- [Teleport](teleport.md) +- [Tempest Surge](tempest-surge.md) +- [Tempt Fate](tempt-fate.md) +- [Tentacular Limbs](tentacular-limbs.md) +- [Tidal Surge](tidal-surge.md) +- [Time Stop](time-stop.md) +- [Tongues](tongues.md) +- [Touch Of Idiocy](touch-of-idiocy.md) +- [Touch Of Obedience](touch-of-obedience.md) +- [Touch Of The Moon](touch-of-the-moon.md) +- [Touch Of Undeath](touch-of-undeath.md) +- [Traveler's Transit](travelers-transit.md) +- [Tree Shape](tree-shape.md) +- [Tree Stride](tree-stride.md) +- [Trickster's Twin](tricksters-twin.md) +- [Triple Time](triple-time.md) +- [True Seeing](true-seeing.md) +- [True Strike](true-strike.md) +- [True Target](true-target.md) +- [Uncontrollable Dance](uncontrollable-dance.md) +- [Undeath's Blessing](undeaths-blessing.md) +- [Undetectable Alignment](undetectable-alignment.md) +- [Unfathomable Song](unfathomable-song.md) +- [Unfettered Pack](unfettered-pack.md) +- [Unimpeded Stride](unimpeded-stride.md) +- [Unity](unity.md) +- [Unrelenting Observation](unrelenting-observation.md) +- [Unseen Servant](unseen-servant.md) +- [Unusual Anatomy](unusual-anatomy.md) +- [Vampiric Exsanguination](vampiric-exsanguination.md) +- [Vampiric Touch](vampiric-touch.md) +- [Veil Of Confidence](veil-of-confidence.md) +- [Veil](veil.md) +- [Ventriloquism](ventriloquism.md) +- [Vibrant Pattern](vibrant-pattern.md) +- [Vibrant Thorns](vibrant-thorns.md) +- [Vigilant Eye](vigilant-eye.md) +- [Visions Of Danger](visions-of-danger.md) +- [Vital Beacon](vital-beacon.md) +- [Volcanic Eruption](volcanic-eruption.md) +- [Wail Of The Banshee](wail-of-the-banshee.md) +- [Waking Nightmare](waking-nightmare.md) +- [Wall Of Fire](wall-of-fire.md) +- [Wall Of Force](wall-of-force.md) +- [Wall Of Ice](wall-of-ice.md) +- [Wall Of Stone](wall-of-stone.md) +- [Wall Of Thorns](wall-of-thorns.md) +- [Wall Of Wind](wall-of-wind.md) +- [Wanderer's Guide](wanderers-guide.md) +- [Warp Mind](warp-mind.md) +- [Warped Terrain](warped-terrain.md) +- [Water Breathing](water-breathing.md) +- [Water Walk](water-walk.md) +- [Weapon Of Judgment](weapon-of-judgment.md) +- [Weapon Storm](weapon-storm.md) +- [Weapon Surge](weapon-surge.md) +- [Web](web.md) +- [Weird](weird.md) +- [Wholeness Of Body](wholeness-of-body.md) +- [Wild Morph](wild-morph.md) +- [Wild Shape](wild-shape.md) +- [Wild Winds Stance](wild-winds-stance.md) +- [Wind Jump](wind-jump.md) +- [Wind Walk](wind-walk.md) +- [Wish](wish.md) +- [Word Of Freedom](word-of-freedom.md) +- [Word Of Truth](word-of-truth.md) +- [You're Mine](youre-mine.md) +- [Zeal For Battle](zeal-for-battle.md) +- [Zealous Conviction](zealous-conviction.md) +- [Zone Of Truth](zone-of-truth.md) diff --git a/compendium/spells/spellwrack.md b/compendium/spells/spellwrack.md new file mode 100644 index 000000000..4f8872fd5 --- /dev/null +++ b/compendium/spells/spellwrack.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/abjuration +- trait/curse +- trait/force +aliases: ["Spellwrack"] +--- +# Spellwrack *Spell 6* +[abjuration](rules/traits/abjuration.md) [curse](rules/traits/curse.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will + +You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** Whenever the target becomes affected by a spell with a duration, the target takes `2d12` [persistent force damage](rules/conditions.md#Persistent%20Damage). Each time it takes [persistent force damage](rules/conditions.md#Persistent%20Damage) from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful [Arcana](compendium/skills.md#Arcana) check against your spell DC can help the target recover from the [persistent damage](rules/conditions.md#Persistent%20Damage); the curse and the [persistent damage](rules/conditions.md#Persistent%20Damage) end after 1 minute. +> - **Failure** As success, but the curse and [persistent damage](rules/conditions.md#Persistent%20Damage) do not end on their own. +> - **Critical Failure** As failure, but the [persistent force damage](rules/conditions.md#Persistent%20Damage) is `4d12`. + +*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/compendium/spells/spider-climb.md b/compendium/spells/spider-climb.md new file mode 100644 index 000000000..72830f873 --- /dev/null +++ b/compendium/spells/spider-climb.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/transmutation +aliases: ["Spider Climb"] +--- +# Spider Climb *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**10 minutes + +Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed. + +**Heightened (5th)** The duration increases to 1 hour. + +*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/compendium/spells/spider-sting.md b/compendium/spells/spider-sting.md new file mode 100644 index 000000000..e70ca1681 --- /dev/null +++ b/compendium/spells/spider-sting.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/necromancy +- trait/poison +aliases: ["Spider Sting"] +--- +# Spider Sting *Spell 1* +[necromancy](rules/traits/necromancy.md) [poison](rules/traits/poison.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Fortitude + +You magically duplicate a spider's venomous sting. You deal `1d4` piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes `1d4` poison damage. +> - **Failure** The target is afflicted with spider venom at stage 1. +> - **Critical Failure** The target is afflicted with spider venom at stage 2. + +```ad-inline-affliction +title: Spider Venom _Level 1_ + +[poison](rules/traits/poison.md) +- **Maximum Duration**: 4 rounds + +## Stages + +**Stage 1** `1d4` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + +**Stage 2** `1d4` poison damage and [enfeebled](rules/conditions.md#Enfeebled) (1 round) + + +%% #trait/poison #affliction/level/level-1 %% +``` + +## Summary + +*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/compendium/spells/spirit-blast.md b/compendium/spells/spirit-blast.md new file mode 100644 index 000000000..7995593f4 --- /dev/null +++ b/compendium/spells/spirit-blast.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/force +- trait/necromancy +aliases: ["Spirit Blast"] +--- +# Spirit Blast *Spell 6* +[force](rules/traits/force.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** basic Fortitude + +You concentrate ethereal energy and attack a creature's spirit, dealing `16d6` force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/compendium/spells/spirit-link.md b/compendium/spells/spirit-link.md new file mode 100644 index 000000000..f99ae7023 --- /dev/null +++ b/compendium/spells/spirit-link.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/healing +- trait/necromancy +aliases: ["Spirit Link"] +--- +# Spirit Link *Spell 1* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**10 minutes + +You form a spiritual link with another creature, allowing you to take in its pain. When you [Cast this Spell](rules/actions/cast-a-spell.md) and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained. + +This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can [Dismiss](rules/actions/dismiss.md) this spell, and if you're ever at 0 Hit Points, spirit link ends automatically. + +**Heightened (+ 1)** The number of Hit Points transferred each time increases by 2. + +*Source: Core Rulebook p. 371* \ No newline at end of file diff --git a/Compendium/spells/spirit-song.md b/compendium/spells/spirit-song.md similarity index 80% rename from Compendium/spells/spirit-song.md rename to compendium/spells/spirit-song.md index 38beb800e..c9df3ffca 100644 --- a/Compendium/spells/spirit-song.md +++ b/compendium/spells/spirit-song.md @@ -10,10 +10,10 @@ tags: aliases: ["Spirit Song"] --- # Spirit Song *Spell 8* -[force](../../Rules/traits/force.md) [necromancy](../../Rules/traits/necromancy.md) +[force](rules/traits/force.md) [necromancy](rules/traits/necromancy.md) -- **Traditions**: [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**60-foot cone - **Saving Throw** basic Fortitude diff --git a/compendium/spells/spiritual-epidemic.md b/compendium/spells/spiritual-epidemic.md new file mode 100644 index 000000000..25ace337d --- /dev/null +++ b/compendium/spells/spiritual-epidemic.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/curse +- trait/necromancy +aliases: ["Spiritual Epidemic"] +--- +# Spiritual Epidemic *Spell 8* +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) for 1 round. +> - **Failure** The target is [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) for 1 minute and [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) permanently. +> - **Critical Failure** The target is [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) for 1 minute and [enfeebled](rules/conditions.md#Enfeebled) and [stupefied](rules/conditions.md#Stupefied) permanently. + +*Source: Core Rulebook p. 372* \ No newline at end of file diff --git a/compendium/spells/spiritual-guardian.md b/compendium/spells/spiritual-guardian.md new file mode 100644 index 000000000..d70cb9348 --- /dev/null +++ b/compendium/spells/spiritual-guardian.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/abjuration +- trait/force +aliases: ["Spiritual Guardian"] +--- +# Spiritual Guardian *Spell 5* +[abjuration](rules/traits/abjuration.md) [force](rules/traits/force.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**You have a deity. +- **Range**120 foot +- **Duration**sustained up to 1 minute + +A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity's favored weapon. + +When you [Cast the Spell](rules/actions/cast-a-spell.md), the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a [Strike](rules/actions/strike.md) against it. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a [Strike](rules/actions/strike.md) with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can't recover Hit Points by any means). The guardian can't usually take damage except when protecting an ally, though [disintegrate](compendium/spells/disintegrate.md) automatically destroys it if it hits the spiritual guardian's AC of 25. + +The guardian's [Strikes](rules/actions/strike.md) are melee spell attacks. Regardless of the appearance of the guardian's weapon, the guardian deals force damage equal to `2d8` plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian's weapon is a weapon for the purposes of triggers, resistances, and so forth. + +The guardian takes up space and allies can use it when flanking, but it doesn't have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can't make any attack other than its [Strike](rules/actions/strike.md), and feats or spells that affect weapons or enhance allies do not apply to the guardian. + +**Heightened (+ 2)** The guardian's damage increases by 1d8, and its Hit Points increase by 20. + +*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/compendium/spells/spiritual-weapon.md b/compendium/spells/spiritual-weapon.md new file mode 100644 index 000000000..a8d9ec5d4 --- /dev/null +++ b/compendium/spells/spiritual-weapon.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/evocation +- trait/force +aliases: ["Spiritual Weapon"] +--- +# Spiritual Weapon *Spell 2* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Duration**sustained up to 1 minute + +A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity's favored weapon. + +When you cast the spell, the weapon appears next to a foe you choose within range and makes a [Strike](rules/actions/strike.md) against it. Each time you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can move the weapon to a new target within range (if needed) and [Strike](rules/actions/strike.md) with it. The spiritual weapon uses and contributes to your multiple attack penalty. + +The weapon's [Strikes](rules/actions/strike.md) are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to `1d8` plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth. + +The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its [Strike](rules/actions/strike.md), and feats or spells that affect weapons do not apply to it. + +**Heightened (+ 2)** The weapon's damage increases by 1d8. + +*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/compendium/spells/splash-of-art.md b/compendium/spells/splash-of-art.md new file mode 100644 index 000000000..c2a8e9565 --- /dev/null +++ b/compendium/spells/splash-of-art.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/focus/1 +- trait/cleric +- trait/illusion +- trait/uncommon +- trait/visual +aliases: ["Splash Of Art"] +--- +# Splash Of Art *Focus 1* +[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) + +- **Domains**: [creation](compendium/setting/domains.md#Creation) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**5-foot burst +- **Saving Throw** Will +- **Duration**varies + +A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll `1d4` to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color. + +| `1d4` | Color | Failure | Critical Failure | +|-------|-------|---------|------------------| +| 1 | White | [Dazzled](rules/conditions.md#Dazzled) 1 round | [Dazzled](rules/conditions.md#Dazzled) 1 minute | +| 2 | Red | [Enfeebled](rules/conditions.md#Enfeebled) for 1 round | [Enfeebled](rules/conditions.md#Enfeebled) for 1 round | +| 3 | Yellow | [Frightened](rules/conditions.md#Frightened) | [Frightened](rules/conditions.md#Frightened) | +| 4 | Blue | [Clumsy](rules/conditions.md#Clumsy) for 1 round | [Clumsy](rules/conditions.md#Clumsy) for 1 round | + + +*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/compendium/spells/stabilize.md b/compendium/spells/stabilize.md new file mode 100644 index 000000000..640fbb17e --- /dev/null +++ b/compendium/spells/stabilize.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/cantrip +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Stabilize"] +--- +# Stabilize *Cantrip 1* +[cantrip](rules/traits/cantrip.md) [healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 [dying](rules/conditions.md#Dying) creature + +Positive energy shuts death's door. The target loses the [dying](rules/conditions.md#Dying) condition, though it remains [unconscious](rules/conditions.md#Unconscious) at 0 Hit Points. + +*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/compendium/spells/status.md b/compendium/spells/status.md new file mode 100644 index 000000000..df50aaca0 --- /dev/null +++ b/compendium/spells/status.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/detection +- trait/divination +aliases: ["Status"] +--- +# Status *Spell 2* +[detection](rules/traits/detection.md) [divination](rules/traits/divination.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 willing living creature +- **Duration**until the next time you make your daily preparations + +As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it. + +**Heightened (4th)** The spell's range increases to 30 feet, and you can target up to 10 creatures. + +*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/compendium/spells/stinking-cloud.md b/compendium/spells/stinking-cloud.md new file mode 100644 index 000000000..7ee6ed33e --- /dev/null +++ b/compendium/spells/stinking-cloud.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/3 +- trait/conjuration +- trait/poison +aliases: ["Stinking Cloud"] +--- +# Stinking Cloud *Spell 3* +[conjuration](rules/traits/conjuration.md) [poison](rules/traits/poison.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**20-foot burst +- **Saving Throw** Fortitude +- **Duration**1 minute + +You create a cloud of putrid mist in the area. The cloud functions as [obscuring mist](compendium/spells/obscuring-mist.md) except it sickens creatures that end their turns within the cloud. (The [concealed](rules/conditions.md#Concealed) condition is not a [poison](rules/traits/poison.md) effect.) + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [sickened](rules/conditions.md#Sickened). +> - **Failure** The creature is [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) while in the cloud. +> - **Critical Failure** The creature is [sickened](rules/conditions.md#Sickened) and [slowed](rules/conditions.md#Slowed) until it leaves the cloud. + +*Source: Core Rulebook p. 373* \ No newline at end of file diff --git a/compendium/spells/stone-tell.md b/compendium/spells/stone-tell.md new file mode 100644 index 000000000..df54a2f7f --- /dev/null +++ b/compendium/spells/stone-tell.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/earth +- trait/evocation +- trait/uncommon +aliases: ["Stone Tell"] +--- +# Stone Tell *Spell 6* +[earth](rules/traits/earth.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is [concealed](rules/conditions.md#Concealed) beneath or behind them. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/compendium/spells/stone-to-flesh.md b/compendium/spells/stone-to-flesh.md new file mode 100644 index 000000000..7ca3044ab --- /dev/null +++ b/compendium/spells/stone-to-flesh.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/earth +- trait/transmutation +aliases: ["Stone To Flesh"] +--- +# Stone To Flesh *Spell 6* +[earth](rules/traits/earth.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**[petrified](rules/conditions.md#Petrified) creature or human-size stone object + +Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a [petrified](rules/conditions.md#Petrified) creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/compendium/spells/stoneskin.md b/compendium/spells/stoneskin.md new file mode 100644 index 000000000..dacca6db5 --- /dev/null +++ b/compendium/spells/stoneskin.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/abjuration +- trait/earth +aliases: ["Stoneskin"] +--- +# Stoneskin *Spell 4* +[abjuration](rules/traits/abjuration.md) [earth](rules/traits/earth.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**20 minutes + +The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute. + +**Heightened (6th)** The resistance increases to 10. + +**Heightened (8th)** The resistance increases to 15. + +**Heightened (10th)** The resistance increases to 20. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/compendium/spells/storm-lord.md b/compendium/spells/storm-lord.md new file mode 100644 index 000000000..9a0e20178 --- /dev/null +++ b/compendium/spells/storm-lord.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/focus/9 +- trait/air +- trait/druid +- trait/electricity +- trait/evocation +- trait/uncommon +aliases: ["Storm Lord"] +--- +# Storm Lord *Focus 9* +[air](rules/traits/air.md) [druid](rules/traits/druid.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**You are outdoors and aboveground. +- **Area**100-foot emanation which affects you +- **Duration**sustained up to 1 minute + +The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. The first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round, you can select one of the following effects to occur in the area. + +- **Calm** No additional effect. +- **Fog** Heavy fog rolls in, concealing the area with the effects of [obscuring mist](compendium/spells/obscuring-mist.md). +- **Rain** Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a –2 circumstance penalty to [Acrobatics](compendium/skills.md#Acrobatics) and [Perception](compendium/skills.md#Perception) checks. +- **Wind** Powerful winds buffet the area in all directions + +Ranged attacks take a –4 circumstance penalty, and all flying is against the wind and counts as moving through difficult terrain. + +In addition, once per round you can use a single action, which has the [concentrate](rules/traits/concentrate.md) and [manipulate](rules/traits/manipulate.md) traits, to call down a bolt of lightning, striking any target in range that you can see. You deal `10d6` electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also [deafened](rules/conditions.md#Deafened) for 1 round. + +*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/storm-of-vengeance.md b/compendium/spells/storm-of-vengeance.md new file mode 100644 index 000000000..7cb68c314 --- /dev/null +++ b/compendium/spells/storm-of-vengeance.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/9 +- trait/air +- trait/electricity +- trait/evocation +aliases: ["Storm Of Vengeance"] +--- +# Storm Of Vengeance *Spell 9* +[air](rules/traits/air.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**800 foot +- **Area**360-foot burst +- **Duration**sustained up to 1 minute + +A massive storm cloud forms in the air in a 360-foot burst. + +Beneath it, rain begins to fall, and gales impose a –4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you [Cast this Spell](rules/actions/cast-a-spell.md) and the first time each round you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can choose one of the following storm effects. You can't choose the same effect twice in a row. + +- **Acid Rain** Each creature in the storm takes `4d8` acid damage with no saving throw. +- **Hail** The storm deals `4d10` bludgeoning damage to creatures beneath it (basic Fortitude save). +- **Lightning** Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals `7d6` electricity damage (basic Reflex save). +- **Rain and Wind** Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud difficult terrain and making everything seen within or through the area [concealed](rules/conditions.md#Concealed). +- **Thunderclap** Each creature in the storm must succeed at a Fortitude save or be [deafened](rules/conditions.md#Deafened) for 10 minutes + +A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour. + +**Heightened (10th)** The range increases to 2,200 feet, and the cloud is a 1,000-foot burst. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/compendium/spells/stormwind-flight.md b/compendium/spells/stormwind-flight.md new file mode 100644 index 000000000..bc369125c --- /dev/null +++ b/compendium/spells/stormwind-flight.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/air +- trait/druid +- trait/transmutation +- trait/uncommon +aliases: ["Stormwind Flight"] +--- +# Stormwind Flight *Focus 4* +[air](rules/traits/air.md) [druid](rules/traits/druid.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. When this spell's duration would end, if you're still flying, you float to the ground, as feather fall. + +**Heightened (6th)** When you fly using stormwind flight, you don't count flying against the wind as difficult terrain. + +*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/Compendium/spells/subconscious-suggestion.md b/compendium/spells/subconscious-suggestion.md similarity index 76% rename from Compendium/spells/subconscious-suggestion.md rename to compendium/spells/subconscious-suggestion.md index 666cbffac..369cfb7ae 100644 --- a/Compendium/spells/subconscious-suggestion.md +++ b/compendium/spells/subconscious-suggestion.md @@ -11,10 +11,10 @@ tags: aliases: ["Subconscious Suggestion"] --- # Subconscious Suggestion *Spell 5* -[enchantment](../../Rules/traits/enchantment.md) [incapacitation](../../Rules/traits/incapacitation.md) [linguistic](../../Rules/traits/linguistic.md) [mental](../../Rules/traits/mental.md) +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature - **Saving Throw** Will @@ -25,7 +25,7 @@ You implant a subconscious suggestion deep within the target's mind for them to > [!success-degree] > - **Critical Success** The target is unaffected and knows you tried to control it. > - **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. -> - **Failure** The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](../../Rules/traits/negative.md) effects. +> - **Failure** The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](rules/traits/negative.md) effects. > - **Critical Failure** As failure, but the duration is 1 hour. **Heightened (9th)** You can target up to 10 creatures. diff --git a/compendium/spells/sudden-shift.md b/compendium/spells/sudden-shift.md new file mode 100644 index 000000000..f570668d2 --- /dev/null +++ b/compendium/spells/sudden-shift.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/abjuration +- trait/cleric +- trait/illusion +- trait/uncommon +aliases: ["Sudden Shift"] +--- +# Sudden Shift *Focus 1* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [trickery](compendium/setting/domains.md#Trickery) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**An enemy misses you with a melee attack. +- **Duration**until the end of your next turn + +You swiftly move from a dangerous spot and veil yourself. You [Step](rules/actions/step.md) and become [concealed](rules/conditions.md#Concealed). + +*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/compendium/spells/suggestion.md b/compendium/spells/suggestion.md new file mode 100644 index 000000000..bf83348ad --- /dev/null +++ b/compendium/spells/suggestion.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/enchantment +- trait/incapacitation +- trait/linguistic +- trait/mental +aliases: ["Suggestion"] +--- +# Suggestion *Spell 4* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected and knows you tried to control it. +> - **Success** The target is unaffected and thinks you were talking to them normally, not casting a spell on them. +> - **Failure** The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious [negative](rules/traits/negative.md) effects. +> - **Critical Failure** As failure, but the base duration is 1 hour. + +**Heightened (8th)** You can target up to 10 creatures. + +*Source: Core Rulebook p. 374* \ No newline at end of file diff --git a/compendium/spells/summon-animal.md b/compendium/spells/summon-animal.md new file mode 100644 index 000000000..39545f2b2 --- /dev/null +++ b/compendium/spells/summon-animal.md @@ -0,0 +1,40 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/conjuration +aliases: ["Summon Animal"] +--- +# Summon Animal *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure an animal to fight for you. You summon a common creature that has the [animal](rules/traits/animal.md) trait and whose level is –1. + +Heightening the spell increases the maximum level of creature you can summon. + +**Heightened (2nd)** Level 1. + +**Heightened (3rd)** Level 2. + +**Heightened (4th)** Level 3. + +**Heightened (5th)** Level 5. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-celestial.md b/compendium/spells/summon-celestial.md new file mode 100644 index 000000000..ad921e2e7 --- /dev/null +++ b/compendium/spells/summon-celestial.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/conjuration +aliases: ["Summon Celestial"] +--- +# Summon Celestial *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a celestial to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [celestial](rules/traits/celestial.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of celestials, even if their alignments match. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-construct.md b/compendium/spells/summon-construct.md new file mode 100644 index 000000000..5d47715e2 --- /dev/null +++ b/compendium/spells/summon-construct.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/conjuration +aliases: ["Summon Construct"] +--- +# Summon Construct *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a construct to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [construct](rules/traits/construct.md) trait and whose level is –1. + +**Heightened (2nd)** Level 1. + +**Heightened (3rd)** Level 2. + +**Heightened (4th)** Level 3. + +**Heightened (5th)** Level 5. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-dragon.md b/compendium/spells/summon-dragon.md new file mode 100644 index 000000000..9df98953a --- /dev/null +++ b/compendium/spells/summon-dragon.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/conjuration +aliases: ["Summon Dragon"] +--- +# Summon Dragon *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a dragon to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [dragon](rules/traits/dragon.md) trait and whose level is 5 or lower. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-elemental.md b/compendium/spells/summon-elemental.md new file mode 100644 index 000000000..117217ade --- /dev/null +++ b/compendium/spells/summon-elemental.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/conjuration +aliases: ["Summon Elemental"] +--- +# Summon Elemental *Spell 2* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure an elemental to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [elemental](rules/traits/elemental.md) trait and whose level is 1 or lower. + +**Heightened (3rd)** Level 2. + +**Heightened (4th)** Level 3. + +**Heightened (5th)** Level 5. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-entity.md b/compendium/spells/summon-entity.md new file mode 100644 index 000000000..89d01d45f --- /dev/null +++ b/compendium/spells/summon-entity.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/conjuration +aliases: ["Summon Entity"] +--- +# Summon Entity *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure an aberration to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [aberration](rules/traits/aberration.md) trait and whose level is 5 or lower. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-fey.md b/compendium/spells/summon-fey.md new file mode 100644 index 000000000..2c9a1736c --- /dev/null +++ b/compendium/spells/summon-fey.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/conjuration +aliases: ["Summon Fey"] +--- +# Summon Fey *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a fey to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fey](rules/traits/fey.md) trait and whose level is –1. + +**Heightened (2nd)** Level 1. + +**Heightened (3rd)** Level 2. + +**Heightened (4th)** Level 3. + +**Heightened (5th)** Level 5. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-fiend.md b/compendium/spells/summon-fiend.md new file mode 100644 index 000000000..454446eed --- /dev/null +++ b/compendium/spells/summon-fiend.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/conjuration +aliases: ["Summon Fiend"] +--- +# Summon Fiend *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a fiend to fight on your behalf. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [fiend](rules/traits/fiend.md) trait and whose level is 5 or lower. You can't summon a creature unless its alignment is one of your deity's preferred alignments (or, if you don't have a deity, is within one step of your alignment). At the GM's discretion, some deities might restrict specific types of fiends, even if their alignments match. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 375* \ No newline at end of file diff --git a/compendium/spells/summon-giant.md b/compendium/spells/summon-giant.md new file mode 100644 index 000000000..3a0466f13 --- /dev/null +++ b/compendium/spells/summon-giant.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/conjuration +aliases: ["Summon Giant"] +--- +# Summon Giant *Spell 5* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a giant to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [giant](rules/traits/giant.md) trait and whose level is 5 or lower. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/summon-plant-or-fungus.md b/compendium/spells/summon-plant-or-fungus.md new file mode 100644 index 000000000..19818ea28 --- /dev/null +++ b/compendium/spells/summon-plant-or-fungus.md @@ -0,0 +1,38 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/conjuration +aliases: ["Summon Plant Or Fungus"] +--- +# Summon Plant Or Fungus *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**sustained up to 1 minute + +You conjure a plant or fungus to fight for you. This works like [summon animal](compendium/spells/summon-animal.md), except you summon a common creature that has the [plant](rules/traits/plant.md) or fungus trait and whose level is –1. + +**Heightened (2nd)** Level 1. + +**Heightened (3rd)** Level 2. + +**Heightened (4th)** Level 3. + +**Heightened (5th)** Level 5. + +**Heightened (6th)** Level 7. + +**Heightened (7th)** Level 9. + +**Heightened (8th)** Level 11. + +**Heightened (9th)** Level 13. + +**Heightened (10th)** Level 15. + +*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/sunburst.md b/compendium/spells/sunburst.md new file mode 100644 index 000000000..3d8ce9a7a --- /dev/null +++ b/compendium/spells/sunburst.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/7 +- trait/evocation +- trait/fire +- trait/light +- trait/positive +aliases: ["Sunburst"] +--- +# Sunburst *Spell 7* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) [light](rules/traits/light.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**500 foot +- **Area**60-foot burst +- **Saving Throw** Reflex + +A powerful globe of searing sunlight explodes in the area, dealing `8d10` fire damage to creatures in the area, plus `8d10` additional positive damage to undead creatures. Each creature in the area must attempt a Reflex save. + +> [!success-degree] +> - **Critical Success** The creature or object is unaffected. +> - **Success** The creature or object takes half damage. +> - **Failure** The creature or object takes full damage. +> - **Critical Failure** The creature or object takes full damage. If it's a creature, it becomes [blinded](rules/conditions.md#Blinded) permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the [darkness](rules/traits/darkness.md) effect. + +**Heightened (+ 1)** The fire damage increases by `1d10`, and the positive damage against undead increases by `1d10`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/swamp-of-sloth.md b/compendium/spells/swamp-of-sloth.md new file mode 100644 index 000000000..5b9d19d5b --- /dev/null +++ b/compendium/spells/swamp-of-sloth.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/focus/3 +- trait/conjuration +- trait/sorcerer +- trait/uncommon +aliases: ["Swamp Of Sloth"] +--- +# Swamp Of Sloth *Focus 3* +[conjuration](rules/traits/conjuration.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Area**5-foot burst or more +- **Saving Throw** basic Fortitude +- **Duration**1 minute + +Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don't function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals `1d6` poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to [Cast the Spell](rules/actions/cast-a-spell.md). For each additional action, increase the burst's radius by 5 feet. + +**Heightened (+ 2)** The damage increases by 1d6, and the initial radius increases by 5 feet. + +*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/compendium/spells/sweet-dream.md b/compendium/spells/sweet-dream.md new file mode 100644 index 000000000..4edcad528 --- /dev/null +++ b/compendium/spells/sweet-dream.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/auditory +- trait/cleric +- trait/enchantment +- trait/linguistic +- trait/mental +- trait/sleep +- trait/uncommon +aliases: ["Sweet Dream"] +--- +# Sweet Dream *Focus 1* +[auditory](rules/traits/auditory.md) [cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [sleep](rules/traits/sleep.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [dreams](compendium/setting/domains.md#Dreams) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Targets**1 willing creature +- **Duration**10 minutes + +With soothing song or tales, you lull the target into an enchanting dream. When you cast the spell, the target falls [unconscious](rules/conditions.md#Unconscious) if it wasn't already. While [unconscious](rules/conditions.md#Unconscious), it experiences a dream of your choice. If it sleeps for at least 1 minute, it gains the benefit of the dream for the remainder of the spell's duration. + +- **Dream of Insight** +1 status bonus to Intelligence-based skill checks +- **Dream of Glamour** +1 status bonus to Charisma-based skill checks +- **Dream of Voyaging** +5-foot status bonus to Speed + +If you [Cast this Spell](rules/actions/cast-a-spell.md) again, the effects of any previous sweet dream you cast end. + +*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/compendium/spells/synaptic-pulse.md b/compendium/spells/synaptic-pulse.md new file mode 100644 index 000000000..e18c86260 --- /dev/null +++ b/compendium/spells/synaptic-pulse.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/5 +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Synaptic Pulse"] +--- +# Synaptic Pulse *Spell 5* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot emanation +- **Saving Throw** Will +- **Duration**1 round + +You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each enemy in the area must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature is [stunned](rules/conditions.md#Stunned). +> - **Failure** The creature is [stunned](rules/conditions.md#Stunned). +> - **Critical Failure** The creature is [stunned](rules/conditions.md#Stunned) for 1 round. + +*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/synesthesia.md b/compendium/spells/synesthesia.md new file mode 100644 index 000000000..b42a93653 --- /dev/null +++ b/compendium/spells/synesthesia.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/divination +- trait/mental +aliases: ["Synesthesia"] +--- +# Synesthesia *Spell 5* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 minute + +The target's senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save. + +- Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted. +- The target's difficulty processing visual input makes all creatures and objects [concealed](rules/conditions.md#Concealed) from it. +- The creature has trouble moving, making it [clumsy](rules/conditions.md#Clumsy) and giving it a –10-foot status penalty to its Speeds. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is affected for 1 round. +> - **Failure** The target is affected for 1 minute. +> - **Critical Failure** As failure, and the target is [stunned](rules/conditions.md#Stunned) as it attempts to process the sensory shifts. + +**Heightened (9th)** You can target up to five creatures. + +*Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/take-its-course.md b/compendium/spells/take-its-course.md new file mode 100644 index 000000000..7700d8f7b --- /dev/null +++ b/compendium/spells/take-its-course.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/necromancy +- trait/uncommon +aliases: ["Take Its Course"] +--- +# Take Its Course *Focus 4* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [indulgence](compendium/setting/domains.md#Indulgence) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature + +When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. + +This spell attempts to progress a disease affliction, a poison affliction, or [persistent poison damage](rules/conditions.md#Persistent%20Damage) affecting the target. + +If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly. An unwilling target can attempt a Will save to negate take its course. + +The effect of this spell depends on whether you're attempting to end an affliction or [persistent poison damage](rules/conditions.md#Persistent%20Damage), and whether you are attempting to help or hinder the target's recovery. + +- **Affliction** The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a –2 status penalty to its saving throw against the affliction. +- **Persistent Poison** You can cause the target take the [persistent poison damage](rules/conditions.md#Persistent%20Damage) immediately when you [Cast this Spell](rules/actions/cast-a-spell.md) (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the [persistent poison damage](rules/conditions.md#Persistent%20Damage). You can set the DC of that flat check to 5 or 20 instead of the normal DC. + +**Heightened (7th)** You can attempt to progress any number of the target's eligible afflictions and [persistent poison damage](rules/conditions.md#Persistent%20Damage). + +*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/talking-corpse.md b/compendium/spells/talking-corpse.md similarity index 85% rename from Compendium/spells/talking-corpse.md rename to compendium/spells/talking-corpse.md index 8f12f3640..c1ff825d7 100644 --- a/Compendium/spells/talking-corpse.md +++ b/compendium/spells/talking-corpse.md @@ -9,9 +9,9 @@ tags: aliases: ["Talking Corpse"] --- # Talking Corpse *Spell 4* -[necromancy](../../Rules/traits/necromancy.md) [uncommon](../../Rules/traits/uncommon.md) +[necromancy](rules/traits/necromancy.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [divine](../../Rules/traits/divine.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) - **Cast** 10 minutes - **Range**touch - **Targets**1 corpse @@ -24,6 +24,6 @@ You grant the target corpse a semblance of life, which it uses to speak the answ > - **Critical Success** The target can lie or refuse to answer your questions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time. > - **Success** The target can provide false information or refuse to answer your questions. > - **Failure** The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions. -> - **Critical Failure** As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to [Deception](../skills.md#Deception) checks to deceive or mislead you. +> - **Critical Failure** As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to [Deception](compendium/skills.md#Deception) checks to deceive or mislead you. *Source: Core Rulebook p. 376* \ No newline at end of file diff --git a/compendium/spells/tanglefoot.md b/compendium/spells/tanglefoot.md new file mode 100644 index 000000000..0c7b487e1 --- /dev/null +++ b/compendium/spells/tanglefoot.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/conjuration +- trait/plant +aliases: ["Tanglefoot"] +--- +# Tanglefoot *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target. + +> [!success-degree] +> - **Critical Success** The target gains the [immobilized](rules/conditions.md#Immobilized) condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to [Escape](rules/actions/escape.md) against your spell DC to remove the penalty and the [immobilized](rules/conditions.md#Immobilized) condition. +> - **Success** The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to [Escape](rules/actions/escape.md) against your spell DC to remove the penalty. +> - **Failure** The target is unaffected. + +**Heightened (2nd)** The effects last for 2 rounds. + +**Heightened (4th)** The effects last for 1 minute. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/tangling-creepers.md b/compendium/spells/tangling-creepers.md new file mode 100644 index 000000000..4147d5555 --- /dev/null +++ b/compendium/spells/tangling-creepers.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/6 +- trait/conjuration +- trait/plant +aliases: ["Tangling Creepers"] +--- +# Tangling Creepers *Spell 6* +[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**500 foot +- **Area**40-foot burst +- **Duration**10 minutes + +Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. This vine has a 15-foot reach. Make a melee spell attack roll against the target. If the attack succeeds, the vine pulls the target into the creepers and makes it [immobilized](rules/conditions.md#Immobilized) for 1 round or until the creature [Escapes](rules/actions/escape.md) (against your spell DC), whichever comes first. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/telekinetic-haul.md b/compendium/spells/telekinetic-haul.md new file mode 100644 index 000000000..7fe4d7e89 --- /dev/null +++ b/compendium/spells/telekinetic-haul.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/evocation +aliases: ["Telekinetic Haul"] +--- +# Telekinetic Haul *Spell 5* +[evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 unattended object of up to 80 Bulk with no dimension longer than 20 feet +- **Duration**sustained up to 1 minute + +You move the target up to 20 feet, potentially suspending it in midair. When you [Sustain the Spell](rules/actions/sustain-a-spell.md), you can do so again, or you can choose a different eligible target to move. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/telekinetic-maneuver.md b/compendium/spells/telekinetic-maneuver.md new file mode 100644 index 000000000..f630cbeff --- /dev/null +++ b/compendium/spells/telekinetic-maneuver.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/attack +- trait/evocation +- trait/force +aliases: ["Telekinetic Maneuver"] +--- +# Telekinetic Maneuver *Spell 2* +[attack](rules/traits/attack.md) [evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**60 foot +- **Targets**1 creature + +With a rush of telekinetic power, you move a foe or something they carry. You can attempt to [Disarm](rules/actions/disarm.md), [Shove](rules/actions/shove.md), or [Trip](rules/actions/trip.md) the target using a spell attack roll instead of an [Athletics](compendium/skills.md#Athletics) check. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/telekinetic-projectile.md b/compendium/spells/telekinetic-projectile.md new file mode 100644 index 000000000..8c2e64046 --- /dev/null +++ b/compendium/spells/telekinetic-projectile.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/cantrip +- trait/attack +- trait/cantrip +- trait/evocation +aliases: ["Telekinetic Projectile"] +--- +# Telekinetic Projectile *Cantrip 1* +[attack](rules/traits/attack.md) [cantrip](rules/traits/cantrip.md) [evocation](rules/traits/evocation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature + +You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to `1d6` plus your spellcasting ability modifier. + +No specific traits or magic properties of the hurled item affect the attack or the damage. + +> [!success-degree] +> - **Critical Success** You deal double damage. +> - **Success** You deal full damage. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/telepathic-bond.md b/compendium/spells/telepathic-bond.md new file mode 100644 index 000000000..061c10baf --- /dev/null +++ b/compendium/spells/telepathic-bond.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/divination +- trait/mental +- trait/uncommon +aliases: ["Telepathic Bond"] +--- +# Telepathic Bond *Spell 5* +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**you and up to 4 willing creatures touched +- **Duration**8 hours + +The targets can communicate telepathically with any or all of the other targets from any point on the same planet. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/telepathic-demand.md b/compendium/spells/telepathic-demand.md new file mode 100644 index 000000000..94f45e505 --- /dev/null +++ b/compendium/spells/telepathic-demand.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/enchantment +- trait/incapacitation +- trait/linguistic +- trait/mental +aliases: ["Telepathic Demand"] +--- +# Telepathic Demand *Spell 9* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**planetary +- **Targets**1 creature you've telepathically contacted before +- **Saving Throw** Will +- **Duration**varies + +You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of [suggestion](compendium/spells/suggestion.md), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the [telepathy](compendium/spells/telepathy.md) spell. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/compendium/spells/telepathy.md b/compendium/spells/telepathy.md new file mode 100644 index 000000000..ec45b77d2 --- /dev/null +++ b/compendium/spells/telepathy.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/divination +- trait/linguistic +- trait/mental +aliases: ["Telepathy"] +--- +# Telepathy *Spell 4* +[divination](rules/traits/divination.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you. + +**Heightened (6th)** Telepathy loses the [linguistic](rules/traits/linguistic.md) trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language. + +*Source: Core Rulebook p. 377* \ No newline at end of file diff --git a/Compendium/spells/teleport.md b/compendium/spells/teleport.md similarity index 88% rename from Compendium/spells/teleport.md rename to compendium/spells/teleport.md index e16c0a559..7edf9c4ee 100644 --- a/Compendium/spells/teleport.md +++ b/compendium/spells/teleport.md @@ -10,9 +10,9 @@ tags: aliases: ["Teleport"] --- # Teleport *Spell 6* -[conjuration](../../Rules/traits/conjuration.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) - **Cast** 10 minutes - **Range**mile - **Targets**you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature. diff --git a/compendium/spells/tempest-surge.md b/compendium/spells/tempest-surge.md new file mode 100644 index 000000000..957d5dcb7 --- /dev/null +++ b/compendium/spells/tempest-surge.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/air +- trait/druid +- trait/electricity +- trait/evocation +- trait/uncommon +aliases: ["Tempest Surge"] +--- +# Tempest Surge *Focus 1* +[air](rules/traits/air.md) [druid](rules/traits/druid.md) [electricity](rules/traits/electricity.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Reflex + +You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. The storm deals `1d12` electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is [clumsy](rules/conditions.md#Clumsy) for 1 round and takes 1 [persistent electricity damage](rules/conditions.md#Persistent%20Damage). + +**Heightened (+ 1)** The initial damage increases by `1d12`, and the [persistent electricity damage](rules/conditions.md#Persistent%20Damage) on a failure increases by 1. + +*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/tempt-fate.md b/compendium/spells/tempt-fate.md new file mode 100644 index 000000000..782893f99 --- /dev/null +++ b/compendium/spells/tempt-fate.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/divination +- trait/fortune +- trait/uncommon +aliases: ["Tempt Fate"] +--- +# Tempt Fate *Focus 4* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [fate](compendium/setting/domains.md#Fate) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You or an ally within range attempts a saving throw. +- **Range**120 foot +- **Targets**the triggering creature + +You twist the forces of fate to make a moment dire or uneventful, with no in-between. The target gains a +1 status bonus to the triggering saving throw. If the saving throw's result is a success, it becomes a critical success. If it's a failure, it becomes a critical failure, and the critical failure can't be reduced by abilities that usually reduce critical failure, such as improved evasion. + +If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don't expend the Focus Point for [Casting this Spell](rules/actions/cast-a-spell.md). + +**Heightened (8th)** The bonus on the saving throw is +2. + +*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/compendium/spells/tentacular-limbs.md b/compendium/spells/tentacular-limbs.md new file mode 100644 index 000000000..2367423d0 --- /dev/null +++ b/compendium/spells/tentacular-limbs.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/morph +- trait/sorcerer +- trait/transmutation +- trait/uncommon +aliases: ["Tentacular Limbs"] +--- +# Tentacular Limbs *Focus 1* +[morph](rules/traits/morph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Your arms turn into long, pliable tentacles, increasing your reach when you're delivering touch range spells and making unarmed [Strikes](rules/actions/strike.md) with your arms (such as fist and claw [Strikes](rules/actions/strike.md)) to 10 feet. This doesn't change the reach of your melee weapon attacks. During the duration, whenever you [Cast a Spell](rules/actions/cast-a-spell.md), you can add an additional action to that spell's casting to temporarily extend your reach to 20 feet to deliver that spell. + +**Heightened (+ 2)** When you add an additional action to a spell to temporarily extend your reach, your reach increases by an additional 10 feet to deliver that spell. + +*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/compendium/spells/tidal-surge.md b/compendium/spells/tidal-surge.md new file mode 100644 index 000000000..374954854 --- /dev/null +++ b/compendium/spells/tidal-surge.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/evocation +- trait/uncommon +- trait/water +aliases: ["Tidal Surge"] +--- +# Tidal Surge *Focus 1* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) [water](rules/traits/water.md) + +- **Domains**: [water](compendium/setting/domains.md#Water) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**1 creature +- **Saving Throw** Fortitude + +You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Failure** You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water. +> - **Critical Failure** You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water. + +*Source: Core Rulebook p. 397* \ No newline at end of file diff --git a/Compendium/spells/time-stop.md b/compendium/spells/time-stop.md similarity index 80% rename from Compendium/spells/time-stop.md rename to compendium/spells/time-stop.md index 32a1bb59d..fedf516ff 100644 --- a/Compendium/spells/time-stop.md +++ b/compendium/spells/time-stop.md @@ -8,10 +8,10 @@ tags: aliases: ["Time Stop"] --- # Time Stop *Spell 10* -[transmutation](../../Rules/traits/transmutation.md) +[transmutation](rules/traits/transmutation.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. diff --git a/compendium/spells/tongues.md b/compendium/spells/tongues.md new file mode 100644 index 000000000..cd88cbbdf --- /dev/null +++ b/compendium/spells/tongues.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/5 +- trait/divination +- trait/uncommon +aliases: ["Tongues"] +--- +# Tongues *Spell 5* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**1 hour + +The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is. + +**Heightened (7th)** The duration is 8 hours. + +*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/compendium/spells/touch-of-idiocy.md b/compendium/spells/touch-of-idiocy.md new file mode 100644 index 000000000..62d88eefd --- /dev/null +++ b/compendium/spells/touch-of-idiocy.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/enchantment +- trait/mental +aliases: ["Touch Of Idiocy"] +--- +# Touch Of Idiocy *Spell 2* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living creature +- **Saving Throw** Will +- **Duration**1 minute + +You dull the target's mind; the target must attempt a Will save. + +> [!success-degree] +> - **Success** The target is unaffected. +> - **Failure** The target is [stupefied](rules/conditions.md#Stupefied). +> - **Critical Failure** The target is [stupefied](rules/conditions.md#Stupefied). + +*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/compendium/spells/touch-of-obedience.md b/compendium/spells/touch-of-obedience.md new file mode 100644 index 000000000..809f4d54f --- /dev/null +++ b/compendium/spells/touch-of-obedience.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Touch Of Obedience"] +--- +# Touch Of Obedience *Focus 1* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [tyranny](compendium/setting/domains.md#Tyranny) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 living creature +- **Saving Throw** Will +- **Duration**varies + +Your imperious touch erodes the target's willpower, making it easier to control. The target attempts a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stupefied](rules/conditions.md#Stupefied) until the end of your current turn. +> - **Failure** The target is [stupefied](rules/conditions.md#Stupefied) until the end of your next turn. +> - **Critical Failure** The target is [stupefied](rules/conditions.md#Stupefied) for 1 minute. + +*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/touch-of-the-moon.md b/compendium/spells/touch-of-the-moon.md similarity index 76% rename from Compendium/spells/touch-of-the-moon.md rename to compendium/spells/touch-of-the-moon.md index ec131549f..c8eeedad2 100644 --- a/Compendium/spells/touch-of-the-moon.md +++ b/compendium/spells/touch-of-the-moon.md @@ -11,10 +11,10 @@ tags: aliases: ["Touch Of The Moon"] --- # Touch Of The Moon *Focus 4* -[cleric](../../Rules/traits/cleric.md) [enchantment](../../Rules/traits/enchantment.md) [light](../../Rules/traits/light.md) [uncommon](../../Rules/traits/uncommon.md) +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [light](rules/traits/light.md) [uncommon](rules/traits/uncommon.md) -- **Domains**: [[moon](../setting/domains.md#Moon)] -- **Cast** [>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Domains**: [moon](compendium/setting/domains.md#Moon) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Range**touch - **Targets**1 creature - **Duration**1 minute diff --git a/compendium/spells/touch-of-undeath.md b/compendium/spells/touch-of-undeath.md new file mode 100644 index 000000000..9934b41e1 --- /dev/null +++ b/compendium/spells/touch-of-undeath.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/necromancy +- trait/negative +- trait/uncommon +aliases: ["Touch Of Undeath"] +--- +# Touch Of Undeath *Focus 1* +[cleric](rules/traits/cleric.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [undeath](compendium/setting/domains.md#Undeath) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 living creature +- **Saving Throw** Fortitude + +You attack the target's life force with undeath, dealing `1d6` negative damage. The target must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage. +> - **Failure** The target takes full damage, and [positive](rules/traits/positive.md) effects heal it only half as much as normal for 1 round. +> - **Critical Failure** The target takes double damage, and [positive](rules/traits/positive.md) effects heal it only half as much as normal for 1 minute. + +**Heightened (+ 1)** The damage increases by `1d6`. + +*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/compendium/spells/travelers-transit.md b/compendium/spells/travelers-transit.md new file mode 100644 index 000000000..b6b7c7fb3 --- /dev/null +++ b/compendium/spells/travelers-transit.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/evocation +- trait/uncommon +aliases: ["Traveler's Transit"] +--- +# Traveler's Transit *Focus 4* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [travel](compendium/setting/domains.md#Travel) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You add power to your muscles, allowing you to swim or climb walls with ease. When you cast this spell, you gain either a climb Speed or a swim Speed. The Speed is equal to your land Speed. + +*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/compendium/spells/tree-shape.md b/compendium/spells/tree-shape.md new file mode 100644 index 000000000..2da2da650 --- /dev/null +++ b/compendium/spells/tree-shape.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/plant +- trait/polymorph +- trait/transmutation +aliases: ["Tree Shape"] +--- +# Tree Shape *Spell 2* +[plant](rules/traits/plant.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**8 hours + +You transform into a Large tree. [Perception](compendium/skills.md#Perception) checks don't reveal your true nature, but a successful [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival) check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures. + +*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/Compendium/spells/tree-stride.md b/compendium/spells/tree-stride.md similarity index 79% rename from Compendium/spells/tree-stride.md rename to compendium/spells/tree-stride.md index 22f9adfe4..e1995caab 100644 --- a/Compendium/spells/tree-stride.md +++ b/compendium/spells/tree-stride.md @@ -11,9 +11,9 @@ tags: aliases: ["Tree Stride"] --- # Tree Stride *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) [teleportation](../../Rules/traits/teleportation.md) [uncommon](../../Rules/traits/uncommon.md) +[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) [teleportation](rules/traits/teleportation.md) [uncommon](rules/traits/uncommon.md) -- **Traditions**: [primal](../../Rules/traits/primal.md) +- **Traditions**: [primal](rules/traits/primal.md) - **Cast** 1 minute You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. diff --git a/Compendium/spells/tricksters-twin.md b/compendium/spells/tricksters-twin.md similarity index 75% rename from Compendium/spells/tricksters-twin.md rename to compendium/spells/tricksters-twin.md index 22b26650d..50ba8e9a8 100644 --- a/Compendium/spells/tricksters-twin.md +++ b/compendium/spells/tricksters-twin.md @@ -11,10 +11,10 @@ tags: aliases: ["Trickster's Twin"] --- # Trickster's Twin *Focus 4* -[cleric](../../Rules/traits/cleric.md) [illusion](../../Rules/traits/illusion.md) [uncommon](../../Rules/traits/uncommon.md) [visual](../../Rules/traits/visual.md) +[cleric](rules/traits/cleric.md) [illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) -- **Domains**: [[trickery](../setting/domains.md#Trickery)] -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Domains**: [trickery](compendium/setting/domains.md#Trickery) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**1 creature - **Saving Throw** Will @@ -24,7 +24,7 @@ You rarely settle for being in just one place. Choose a location within 100 feet > [!success-degree] > - **Critical Success** The target is unaffected. -> - **Success** The target believes you're in the designated location and can't see you in your actual location. The target automatically 0 when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a [hostile](../../Rules/conditions.md#Hostile) action against the target, the spell ends. +> - **Success** The target believes you're in the designated location and can't see you in your actual location. The target automatically 0 when you use an action that doesn't make sense in the illusion's position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a [hostile](rules/conditions.md#Hostile) action against the target, the spell ends. > - **Failure** As success, but the target must succeed at a Will save to 0 when one of the listed events occurs. > - **Critical Failure** As success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs. diff --git a/compendium/spells/triple-time.md b/compendium/spells/triple-time.md new file mode 100644 index 000000000..d64bd15a9 --- /dev/null +++ b/compendium/spells/triple-time.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/cantrip +- trait/bard +- trait/cantrip +- trait/composition +- trait/emotion +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Triple Time"] +--- +# Triple Time *Cantrip 2* +[bard](rules/traits/bard.md) [cantrip](rules/traits/cantrip.md) [composition](rules/traits/composition.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Area**60-foot emanation +- **Duration**1 round + +You dance at a lively tempo, speeding your allies' movement. + +You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round. + +*Source: Core Rulebook p. 387* \ No newline at end of file diff --git a/compendium/spells/true-seeing.md b/compendium/spells/true-seeing.md new file mode 100644 index 000000000..ed8dce0a2 --- /dev/null +++ b/compendium/spells/true-seeing.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/divination +- trait/revelation +aliases: ["True Seeing"] +--- +# True Seeing *Spell 6* +[divination](rules/traits/divination.md) [revelation](rules/traits/revelation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell). + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 378* \ No newline at end of file diff --git a/compendium/spells/true-strike.md b/compendium/spells/true-strike.md new file mode 100644 index 000000000..7579875be --- /dev/null +++ b/compendium/spells/true-strike.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/divination +- trait/fortune +aliases: ["True Strike"] +--- +# True Strike *Spell 1* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**until the end of your turn + +A glimpse into the future ensures your next blow strikes true. + +The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). + +*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/compendium/spells/true-target.md b/compendium/spells/true-target.md new file mode 100644 index 000000000..e6dbb94b5 --- /dev/null +++ b/compendium/spells/true-target.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/divination +- trait/fortune +- trait/prediction +aliases: ["True Target"] +--- +# True Target *Spell 7* +[divination](rules/traits/divination.md) [fortune](rules/traits/fortune.md) [prediction](rules/traits/prediction.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**60 foot +- **Targets**4 creatures +- **Duration**until the start of your next turn + +You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to those around you. Designate a creature. The first time each target makes an attack roll against that creature during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being [concealed](rules/conditions.md#Concealed) or [hidden](rules/conditions.md#Hidden). + +*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/compendium/spells/uncontrollable-dance.md b/compendium/spells/uncontrollable-dance.md new file mode 100644 index 000000000..5865199aa --- /dev/null +++ b/compendium/spells/uncontrollable-dance.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Uncontrollable Dance"] +--- +# Uncontrollable Dance *Spell 8* +[enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +The target is overcome with an all-consuming urge to dance. + +For the duration of the spell, the target is [flat-footed](rules/conditions.md#Flat-footed) and can't use reactions. While affected, the creature can't use actions with the [move](rules/traits/move.md) trait except to dance, using the [Stride](rules/actions/stride.md) action to move up to half its Speed. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing. +> - **Failure** The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing. +> - **Critical Failure** The spell's duration is 1 minute, and the target must spend all its actions each turn dancing. + +*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/compendium/spells/undeaths-blessing.md b/compendium/spells/undeaths-blessing.md new file mode 100644 index 000000000..9847479ce --- /dev/null +++ b/compendium/spells/undeaths-blessing.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/necromancy +- trait/negative +- trait/sorcerer +- trait/uncommon +aliases: ["Undeath's Blessing"] +--- +# Undeath's Blessing *Focus 1* +[necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 living creature touched +- **Saving Throw** Will +- **Duration**1 minute + +You instill within a creature the touch of the grave. For the duration, [harm](compendium/spells/harm.md) and [heal](compendium/spells/heal.md) spells treat the creature as undead. In addition, [harm](compendium/spells/harm.md) spells gain a +2 status bonus to the Hit Points restored to the target. + +If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target heals half as much from [heal](compendium/spells/heal.md) and takes half as much damage from [harm](compendium/spells/harm.md) for 1 round. +> - **Failure** Effects as described in the text. + +**Heightened (+ 1)** The status bonus to the Hit Points restored increases by 2. + +*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/compendium/spells/undetectable-alignment.md b/compendium/spells/undetectable-alignment.md new file mode 100644 index 000000000..37fc97855 --- /dev/null +++ b/compendium/spells/undetectable-alignment.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/abjuration +- trait/uncommon +aliases: ["Undetectable Alignment"] +--- +# Undetectable Alignment *Spell 2* +[abjuration](rules/traits/abjuration.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Range**touch +- **Targets**1 creature or object +- **Duration**until the next time you make your daily preparations + +You shroud a creature in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment. + +*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/compendium/spells/unfathomable-song.md b/compendium/spells/unfathomable-song.md new file mode 100644 index 000000000..9d05aacf6 --- /dev/null +++ b/compendium/spells/unfathomable-song.md @@ -0,0 +1,42 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/auditory +- trait/emotion +- trait/enchantment +- trait/fear +- trait/incapacitation +- trait/mental +aliases: ["Unfathomable Song"] +--- +# Unfathomable Song *Spell 9* +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**up to 5 creatures +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again the first time you [Sustain this Spell](rules/actions/sustain-a-spell.md) each round. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you [Sustain the Spell](rules/actions/sustain-a-spell.md). + +> [!success-degree] +> - **Critical Success** The target is unaffected, can't be affected on subsequent rounds, and is temporarily immune for 1 minute. +> - **Success** The target is unaffected this round, but it can be affected on subsequent rounds. +> - **Failure** Roll on the table below. +> - **Critical Failure** Roll on the table below. + +| Result | Effect | +|--------|--------| +| 1 | The target is [frightened](rules/conditions.md#Frightened). | +| 2 | The target is [confused](rules/conditions.md#Confused) for 1 round. | +| 3 | The target is [stupefied](rules/conditions.md#Stupefied) for 1 round. | +| 4 | The target is [blinded](rules/conditions.md#Blinded) for 1 round. | +| 5 | The target is [stunned](rules/conditions.md#Stunned) for 1 round and [stupefied](rules/conditions.md#Stupefied) for an unlimited duration. | + + +*Source: Core Rulebook p. 379* \ No newline at end of file diff --git a/Compendium/spells/unfettered-pack.md b/compendium/spells/unfettered-pack.md similarity index 78% rename from Compendium/spells/unfettered-pack.md rename to compendium/spells/unfettered-pack.md index 093bf6813..376a42783 100644 --- a/Compendium/spells/unfettered-pack.md +++ b/compendium/spells/unfettered-pack.md @@ -8,10 +8,10 @@ tags: aliases: ["Unfettered Pack"] --- # Unfettered Pack *Spell 7* -[abjuration](../../Rules/traits/abjuration.md) +[abjuration](rules/traits/abjuration.md) -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**30 foot - **Targets**up to 10 creatures - **Duration**1 hour diff --git a/compendium/spells/unimpeded-stride.md b/compendium/spells/unimpeded-stride.md new file mode 100644 index 000000000..7680b3ab6 --- /dev/null +++ b/compendium/spells/unimpeded-stride.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/transmutation +- trait/uncommon +aliases: ["Unimpeded Stride"] +--- +# Unimpeded Stride *Focus 1* +[cleric](rules/traits/cleric.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [freedom](compendium/setting/domains.md#Freedom) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +Nothing can hold you in place. You immediately escape from every [magical](rules/traits/magical.md) effect that has you [immobilized](rules/conditions.md#Immobilized) or [grabbed](rules/conditions.md#Grabbed) unless the effect is of a higher level than your [unimpeded stride](compendium/spells/unimpeded-stride.md) spell. + +You then [Stride](rules/actions/stride.md). During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed. + +*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/compendium/spells/unity.md b/compendium/spells/unity.md new file mode 100644 index 000000000..458ae4480 --- /dev/null +++ b/compendium/spells/unity.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/abjuration +- trait/cleric +- trait/fortune +- trait/uncommon +aliases: ["Unity"] +--- +# Unity *Focus 4* +[abjuration](rules/traits/abjuration.md) [cleric](rules/traits/cleric.md) [fortune](rules/traits/fortune.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [family](compendium/setting/domains.md#Family) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw. +- **Range**30 foot +- **Targets**each ally targeted by the triggering spell + +You put up a united defense. Each ally can use your saving throw modifier instead of its own against the triggering spell. + +Each ally decides individually which modifier to use. + +*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/Compendium/spells/unrelenting-observation.md b/compendium/spells/unrelenting-observation.md similarity index 78% rename from Compendium/spells/unrelenting-observation.md rename to compendium/spells/unrelenting-observation.md index 59e85b1cd..86794024e 100644 --- a/Compendium/spells/unrelenting-observation.md +++ b/compendium/spells/unrelenting-observation.md @@ -10,16 +10,16 @@ tags: aliases: ["Unrelenting Observation"] --- # Unrelenting Observation *Spell 8* -[divination](../../Rules/traits/divination.md) [scrying](../../Rules/traits/scrying.md) +[divination](rules/traits/divination.md) [scrying](rules/traits/scrying.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [occult](../../Rules/traits/occult.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Range**100 foot - **Area**20-foot burst - **Targets**1 creature or object tracked and up to 5 other willing creatures - **Duration**varies -This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the [concealed](../../Rules/conditions.md#Concealed) or [invisible](../../Rules/conditions.md#Invisible) condition, though physical barriers still provide cover. +This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the [concealed](rules/conditions.md#Concealed) or [invisible](rules/conditions.md#Invisible) condition, though physical barriers still provide cover. The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person. diff --git a/compendium/spells/unseen-servant.md b/compendium/spells/unseen-servant.md new file mode 100644 index 000000000..78c53e5cb --- /dev/null +++ b/compendium/spells/unseen-servant.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/conjuration +aliases: ["Unseen Servant"] +--- +# Unseen Servant *Spell 1* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Duration**sustained + +You summon an unseen servant, which you can command as part of [Sustaining the Spell](rules/actions/sustain-a-spell.md). It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop [Sustaining the Spell](rules/actions/sustain-a-spell.md). The unseen servant gains the [summoned](rules/traits/summoned.md) trait. + +> [!pf2-example] +> +> Use this stat block for unseen servant. +> + +*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/compendium/spells/unusual-anatomy.md b/compendium/spells/unusual-anatomy.md new file mode 100644 index 000000000..3850ed684 --- /dev/null +++ b/compendium/spells/unusual-anatomy.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/5 +- trait/polymorph +- trait/sorcerer +- trait/transmutation +- trait/uncommon +aliases: ["Unusual Anatomy"] +--- +# Unusual Anatomy *Focus 5* +[polymorph](rules/traits/polymorph.md) [sorcerer](rules/traits/sorcerer.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects: + +- You gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. +- You gain [darkvision](rules/abilities/darkvision.md). +- Acid oozes from your skin. Any creature that hits you with an unarmed attack or with a non-reach melee weapon takes `2d6` acid damage. + +**Heightened (+ 2)** The resistances increase by 5, and the acid damage increases by `1d6`. + +*Source: Core Rulebook p. 405* \ No newline at end of file diff --git a/compendium/spells/vampiric-exsanguination.md b/compendium/spells/vampiric-exsanguination.md new file mode 100644 index 000000000..b22d72899 --- /dev/null +++ b/compendium/spells/vampiric-exsanguination.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cone +- spell/level/6 +- trait/death +- trait/necromancy +- trait/negative +aliases: ["Vampiric Exsanguination"] +--- +# Vampiric Exsanguination *Spell 6* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**30-foot cone +- **Saving Throw** basic Fortitude + +You draw in the blood and life force of other creatures through your outstretched arms. You deal `12d6` negative damage to living creatures in the area. + +You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/compendium/spells/vampiric-touch.md b/compendium/spells/vampiric-touch.md new file mode 100644 index 000000000..cadab186c --- /dev/null +++ b/compendium/spells/vampiric-touch.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/death +- trait/necromancy +- trait/negative +aliases: ["Vampiric Touch"] +--- +# Vampiric Touch *Spell 3* +[death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 living creature +- **Saving Throw** basic Fortitude + +Your touch leeches the lifeblood out of a target to empower yourself. You deal `6d6` negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute. + +**Heightened (+ 1)** The damage increases by `2d6`. + +*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/compendium/spells/veil-of-confidence.md b/compendium/spells/veil-of-confidence.md new file mode 100644 index 000000000..9c1b7f021 --- /dev/null +++ b/compendium/spells/veil-of-confidence.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Veil Of Confidence"] +--- +# Veil Of Confidence *Focus 1* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [confidence](compendium/setting/domains.md#Confidence) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You surround yourself in a veil of confidence. You reduce your current [frightened](rules/conditions.md#Frightened) condition by 1, and whenever you would become [frightened](rules/conditions.md#Frightened) during the duration, reduce the amount by 1. If you critically fail a save against fear, veil of confidence ends immediately, and you increase any [frightened](rules/conditions.md#Frightened) condition you gain from the critical failure by 1 instead of decreasing it. + +*Source: Core Rulebook p. 398* \ No newline at end of file diff --git a/compendium/spells/veil.md b/compendium/spells/veil.md new file mode 100644 index 000000000..2737e2dfc --- /dev/null +++ b/compendium/spells/veil.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/illusion +- trait/visual +aliases: ["Veil"] +--- +# Veil *Spell 4* +[illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 10 creatures +- **Duration**1 hour + +You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not precise enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target; for example, you could make one target appear to be a dwarf and another an elf. + +Casting veil counts as setting up a disguise for the purpose of the [Impersonate](rules/actions/impersonate.md) action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to [Deception](compendium/skills.md#Deception) checks to prevent others from seeing through their disguises, and add their level even if untrained. You can [Dismiss](rules/actions/dismiss.md) any or all of these disguises. + +**Heightened (5th)** The spell also disguises the targets' voices and scents; it gains the [auditory](rules/traits/auditory.md) trait. + +**Heightened (7th)** The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets' voices and scents; it gains the [auditory](rules/traits/auditory.md) trait. + +*Source: Core Rulebook p. 380* \ No newline at end of file diff --git a/compendium/spells/ventriloquism.md b/compendium/spells/ventriloquism.md new file mode 100644 index 000000000..794a3e5d7 --- /dev/null +++ b/compendium/spells/ventriloquism.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/1 +- trait/auditory +- trait/illusion +aliases: ["Ventriloquism"] +--- +# Ventriloquism *Spell 1* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**10 minutes + +Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to 0. + +**Heightened (2nd)** The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to 0, it must actively attempt a [Perception](compendium/skills.md#Perception) check or otherwise use actions to interact with the sound. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 381* \ No newline at end of file diff --git a/compendium/spells/vibrant-pattern.md b/compendium/spells/vibrant-pattern.md new file mode 100644 index 000000000..0a10d695e --- /dev/null +++ b/compendium/spells/vibrant-pattern.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/6 +- trait/illusion +- trait/incapacitation +- trait/visual +aliases: ["Vibrant Pattern"] +--- +# Vibrant Pattern *Spell 6* +[illusion](rules/traits/illusion.md) [incapacitation](rules/traits/incapacitation.md) [visual](rules/traits/visual.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**10-foot burst +- **Saving Throw** Will +- **Duration**sustained up to 1 minute + +You create a pattern of lights that pulses with intensity. + +Creatures are [dazzled](rules/conditions.md#Dazzled) while inside the pattern. + +In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a [Seek](rules/actions/seek.md) or [Interact](rules/actions/interact.md) action on the pattern. A creature currently [blinded](rules/conditions.md#Blinded) by the pattern doesn't need to attempt new saving throws. + +> [!success-degree] +> - **Success** The creature is unaffected. +> - **Failure** The creature is [blinded](rules/conditions.md#Blinded) by the pattern. If it exits the pattern, it can attempt a new save to recover from the [blinded](rules/conditions.md#Blinded) condition at the end of each of its turns, to a maximum duration of 1 minute. +> - **Critical Failure** The creature is [blinded](rules/conditions.md#Blinded) for 1 minute. + +*Source: Core Rulebook p. 381* \ No newline at end of file diff --git a/compendium/spells/vibrant-thorns.md b/compendium/spells/vibrant-thorns.md new file mode 100644 index 000000000..6378f7dff --- /dev/null +++ b/compendium/spells/vibrant-thorns.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/morph +- trait/plant +- trait/transmutation +- trait/uncommon +aliases: ["Vibrant Thorns"] +--- +# Vibrant Thorns *Focus 1* +[cleric](rules/traits/cleric.md) [morph](rules/traits/morph.md) [plant](rules/traits/plant.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [nature](compendium/setting/domains.md#Nature) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do. Anytime you cast a positive spell, the damage from your thorns increases to `1d6` until the start of your next turn. + +**Heightened (+ 1)** The damage increases by 1, or `1d6` after you cast a positive spell. + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/vigilant-eye.md b/compendium/spells/vigilant-eye.md new file mode 100644 index 000000000..d1dd363bf --- /dev/null +++ b/compendium/spells/vigilant-eye.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/divination +- trait/uncommon +- trait/wizard +aliases: ["Vigilant Eye"] +--- +# Vigilant Eye *Focus 4* +[divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**500 foot +- **Duration**1 hour + +You create an [invisible](rules/conditions.md#Invisible) eye sensor, as [clairvoyance](compendium/spells/clairvoyance.md). + +When created, this eye must be in your line of sight. When the spell's duration ends, you can spend 1 Focus Point as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/visions-of-danger.md b/compendium/spells/visions-of-danger.md new file mode 100644 index 000000000..360c32f51 --- /dev/null +++ b/compendium/spells/visions-of-danger.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/7 +- trait/auditory +- trait/illusion +- trait/visual +aliases: ["Visions Of Danger"] +--- +# Visions Of Danger *Spell 7* +[auditory](rules/traits/auditory.md) [illusion](rules/traits/illusion.md) [visual](rules/traits/visual.md) + +- **Traditions**: [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**500 foot +- **Area**30-foot burst +- **Saving Throw** Will +- **Duration**1 minute + +An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals `8d8` mental damage (basic Will save) to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its Will save can immediately attempt to 0. A creature that tries to [Interact](rules/actions/interact.md) with the monsters or observes one with a [Seek](rules/actions/seek.md) action can attempt to 0. Creatures that 0 take no damage from the illusion thereafter. + +**Heightened (+ 1)** The mental damage increases by `1d8`. + +*Source: Core Rulebook p. 381* \ No newline at end of file diff --git a/compendium/spells/vital-beacon.md b/compendium/spells/vital-beacon.md new file mode 100644 index 000000000..14f817bdc --- /dev/null +++ b/compendium/spells/vital-beacon.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/healing +- trait/necromancy +- trait/positive +aliases: ["Vital Beacon"] +--- +# Vital Beacon *Spell 4* +[healing](rules/traits/healing.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) + +- **Traditions**: [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Duration**until your next daily preparations + +Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an [Interact](rules/actions/interact.md) action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores `4d10` Hit Points to the first creature, `4d8` Hit Points to the second, `4d6` Hit Points to the third, and `4d4` Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time. + +**Heightened (+ 1)** The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step. + +*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/compendium/spells/volcanic-eruption.md b/compendium/spells/volcanic-eruption.md new file mode 100644 index 000000000..74911ca95 --- /dev/null +++ b/compendium/spells/volcanic-eruption.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/cylinder +- spell/level/7 +- trait/evocation +- trait/fire +aliases: ["Volcanic Eruption"] +--- +# Volcanic Eruption *Spell 7* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Area**5-foot radius, 80-foot-tall cylinder +- **Saving Throw** Reflex + +The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing `14d6` fire damage to creatures in the area. The lava rapidly cools and encases creatures in the area. A creature encased in rock is [clumsy](rules/conditions.md#Clumsy) and takes a –10-foot status penalty to its Speeds. All normal terrain is difficult terrain to a flying creature, and such creatures immediately descend 20 feet the moment they're encased, but they don't take damage from this fall. A creature encased in rock can attempt to [Escape](rules/actions/escape.md) against your spell DC to end the effect. Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock. + +Additionally, creatures in the area and those within 5 feet of the lava column automatically take `3d6` fire damage from the intense heat, regardless of the results of their saving throws. + +> [!success-degree] +> - **Critical Success** The creature is unaffected. +> - **Success** The creature takes half damage. +> - **Failure** The creature takes full damage and is encased. +> - **Critical Failure** The creature takes double damage and is encased. + +**Heightened (+ 1)** The damage in the area increases by `2d6`, and the damage from the intense heat increases by `1d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/compendium/spells/wail-of-the-banshee.md b/compendium/spells/wail-of-the-banshee.md new file mode 100644 index 000000000..ab298087f --- /dev/null +++ b/compendium/spells/wail-of-the-banshee.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/emanation +- spell/level/9 +- trait/auditory +- trait/death +- trait/necromancy +- trait/negative +aliases: ["Wail Of The Banshee"] +--- +# Wail Of The Banshee *Spell 9* +[auditory](rules/traits/auditory.md) [death](rules/traits/death.md) [necromancy](rules/traits/necromancy.md) [negative](rules/traits/negative.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Area**40-foot emanation +- **Targets**any number of creatures +- **Saving Throw** Fortitude + +Your scream chills the souls of enemies that hear it. Each living enemy in the area takes `8d10` negative damage and must attempt a Fortitude save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes full damage. +> - **Failure** The target takes full damage and is [drained](rules/conditions.md#Drained) `1d4`. +> - **Critical Failure** The target takes double damage and is [drained](rules/conditions.md#Drained). + +*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/compendium/spells/waking-nightmare.md b/compendium/spells/waking-nightmare.md new file mode 100644 index 000000000..0bdd35210 --- /dev/null +++ b/compendium/spells/waking-nightmare.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +- trait/uncommon +aliases: ["Waking Nightmare"] +--- +# Waking Nightmare *Focus 1* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [nightmares](compendium/setting/domains.md#Nightmares) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**varies + +You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save. + +If the target is [unconscious](rules/conditions.md#Unconscious) when you [Cast this Spell](rules/actions/cast-a-spell.md) on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the [fleeing](rules/conditions.md#Fleeing) condition for 1 round in addition to the effects noted above. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [frightened](rules/conditions.md#Frightened). +> - **Failure** The target is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target is [frightened](rules/conditions.md#Frightened). + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/wall-of-fire.md b/compendium/spells/wall-of-fire.md new file mode 100644 index 000000000..183b197ef --- /dev/null +++ b/compendium/spells/wall-of-fire.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/4 +- trait/evocation +- trait/fire +aliases: ["Wall Of Fire"] +--- +# Wall Of Fire *Spell 4* +[evocation](rules/traits/evocation.md) [fire](rules/traits/fire.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**120 foot +- **Duration**1 minute + +You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is [concealed](rules/conditions.md#Concealed) from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes `4d6` fire damage. + +**Heightened (+ 1)** The fire damage increases by `1d6`. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/compendium/spells/wall-of-force.md b/compendium/spells/wall-of-force.md new file mode 100644 index 000000000..cfe14978f --- /dev/null +++ b/compendium/spells/wall-of-force.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/evocation +- trait/force +aliases: ["Wall Of Force"] +--- +# Wall Of Force *Spell 6* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Duration**1 minute + +You form an [invisible](rules/conditions.md#Invisible) wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. + +The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. [Teleportation](rules/traits/teleportation.md) effects can pass through the barrier, as can [visual](rules/traits/visual.md) effects (since the wall is [invisible](rules/conditions.md#Invisible)) + +Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a [disintegrate](compendium/spells/disintegrate.md) spell of any level or by contact with a rod of cancellation or sphere of annihilation. + +**Heightened (+ 2)** The Hit Points of the wall increases by 20. + +*Source: Core Rulebook p. 382* \ No newline at end of file diff --git a/Compendium/spells/wall-of-ice.md b/compendium/spells/wall-of-ice.md similarity index 82% rename from Compendium/spells/wall-of-ice.md rename to compendium/spells/wall-of-ice.md index 48cb91f3d..2efde7c17 100644 --- a/Compendium/spells/wall-of-ice.md +++ b/compendium/spells/wall-of-ice.md @@ -10,10 +10,10 @@ tags: aliases: ["Wall Of Ice"] --- # Wall Of Ice *Spell 5* -[cold](../../Rules/traits/cold.md) [evocation](../../Rules/traits/evocation.md) [water](../../Rules/traits/water.md) +[cold](rules/traits/cold.md) [evocation](rules/traits/evocation.md) [water](rules/traits/water.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/Compendium/spells/wall-of-stone.md b/compendium/spells/wall-of-stone.md similarity index 78% rename from Compendium/spells/wall-of-stone.md rename to compendium/spells/wall-of-stone.md index 3b7490085..8a66d9f55 100644 --- a/Compendium/spells/wall-of-stone.md +++ b/compendium/spells/wall-of-stone.md @@ -9,10 +9,10 @@ tags: aliases: ["Wall Of Stone"] --- # Wall Of Stone *Spell 5* -[conjuration](../../Rules/traits/conjuration.md) [earth](../../Rules/traits/earth.md) +[conjuration](rules/traits/conjuration.md) [earth](rules/traits/earth.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. diff --git a/Compendium/spells/wall-of-thorns.md b/compendium/spells/wall-of-thorns.md similarity index 83% rename from Compendium/spells/wall-of-thorns.md rename to compendium/spells/wall-of-thorns.md index 7f240932f..4079062d6 100644 --- a/Compendium/spells/wall-of-thorns.md +++ b/compendium/spells/wall-of-thorns.md @@ -9,10 +9,10 @@ tags: aliases: ["Wall Of Thorns"] --- # Wall Of Thorns *Spell 3* -[conjuration](../../Rules/traits/conjuration.md) [plant](../../Rules/traits/plant.md) +[conjuration](rules/traits/conjuration.md) [plant](rules/traits/plant.md) -- **Traditions**: [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**60 foot - **Duration**1 minute diff --git a/Compendium/spells/wall-of-wind.md b/compendium/spells/wall-of-wind.md similarity index 86% rename from Compendium/spells/wall-of-wind.md rename to compendium/spells/wall-of-wind.md index cc2028812..8f7fba8e6 100644 --- a/Compendium/spells/wall-of-wind.md +++ b/compendium/spells/wall-of-wind.md @@ -9,10 +9,10 @@ tags: aliases: ["Wall Of Wind"] --- # Wall Of Wind *Spell 3* -[air](../../Rules/traits/air.md) [evocation](../../Rules/traits/evocation.md) +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") - **Range**120 foot - **Duration**1 minute diff --git a/compendium/spells/wanderers-guide.md b/compendium/spells/wanderers-guide.md new file mode 100644 index 000000000..672a29780 --- /dev/null +++ b/compendium/spells/wanderers-guide.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/3 +- trait/divination +aliases: ["Wanderer's Guide"] +--- +# Wanderer's Guide *Spell 3* +[divination](rules/traits/divination.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** 1 minute +- **Duration**until your next daily preparations + +You call upon the beyond to guide your route. When you [Cast this Spell](rules/actions/cast-a-spell.md), choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route. + +*Source: Core Rulebook p. 383* \ No newline at end of file diff --git a/compendium/spells/warp-mind.md b/compendium/spells/warp-mind.md new file mode 100644 index 000000000..c79cbd5d7 --- /dev/null +++ b/compendium/spells/warp-mind.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/7 +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +aliases: ["Warp Mind"] +--- +# Warp Mind *Spell 7* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**1 creature +- **Saving Throw** Will + +You scramble a creature's mental faculties and sensory input. + +The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so [dispel magic](compendium/spells/dispel-magic.md) and other effects that counteract spells can't counteract them. However, [alter reality](compendium/spells/alter-reality.md), [miracle](compendium/spells/miracle.md), [primal phenomenon](compendium/spells/primal-phenomenon.md), [restoration](compendium/spells/restoration.md), or [wish](compendium/spells/wish.md) can still counteract the effects. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target spends the first action on its next turn with the [confused](rules/conditions.md#Confused) condition. +> - **Failure** The target is [confused](rules/conditions.md#Confused) for 1 minute. +> - **Critical Failure** The target is [confused](rules/conditions.md#Confused) permanently. + +*Source: Core Rulebook p. 383* \ No newline at end of file diff --git a/compendium/spells/warped-terrain.md b/compendium/spells/warped-terrain.md new file mode 100644 index 000000000..01e7d462f --- /dev/null +++ b/compendium/spells/warped-terrain.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/focus/1 +- trait/illusion +- trait/uncommon +- trait/visual +- trait/wizard +aliases: ["Warped Terrain"] +--- +# Warped Terrain *Focus 1* +[illusion](rules/traits/illusion.md) [uncommon](rules/traits/uncommon.md) [visual](rules/traits/visual.md) [wizard](rules/traits/wizard.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**60 foot +- **Area**5-foot burst or more +- **Duration**1 minute + +You create illusory hazards that cover all surfaces in the area (typically the ground). Any creature moving through the illusion treats the squares as difficult terrain. A creature can attempt to disbelieve the effect as normal after using a [Seek](rules/actions/seek.md) action or otherwise spending actions interacting with the illusion. If it successfully disbelieves, it ignores the effect for the remaining duration. For each additional action you use casting the spell, the burst's radius increases by 5 feet, to a maximum of 10 extra feet for 3 actions. + +**Heightened (4th)** You can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures. + +*Source: Core Rulebook p. 407* \ No newline at end of file diff --git a/compendium/spells/water-breathing.md b/compendium/spells/water-breathing.md new file mode 100644 index 000000000..7892ec7c5 --- /dev/null +++ b/compendium/spells/water-breathing.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/transmutation +aliases: ["Water Breathing"] +--- +# Water Breathing *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** 1 minute +- **Range**30 foot +- **Targets**up to 5 creatures +- **Duration**1 hour + +The targets can breathe underwater. + +**Heightened (3rd)** The duration increases to 8 hours. + +**Heightened (4th)** The duration increases to until your next daily preparations. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/compendium/spells/water-walk.md b/compendium/spells/water-walk.md new file mode 100644 index 000000000..476588721 --- /dev/null +++ b/compendium/spells/water-walk.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/2 +- trait/transmutation +aliases: ["Water Walk"] +--- +# Water Walk *Spell 2* +[transmutation](rules/traits/transmutation.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**touch +- **Targets**1 creature +- **Duration**10 minutes + +The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must [Swim](rules/actions/swim.md) normally. This spell doesn't grant the ability to breathe underwater. + +**Heightened (4th)** The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/compendium/spells/weapon-of-judgment.md b/compendium/spells/weapon-of-judgment.md new file mode 100644 index 000000000..a88e1a287 --- /dev/null +++ b/compendium/spells/weapon-of-judgment.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/evocation +- trait/force +aliases: ["Weapon Of Judgment"] +--- +# Weapon Of Judgment *Spell 9* +[evocation](rules/traits/evocation.md) [force](rules/traits/force.md) + +- **Traditions**: [divine](rules/traits/divine.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Requirements**You have a deity. +- **Range**100 foot +- **Targets**1 creature +- **Duration**1 minute + +An immense weapon of force appears, hovering in the air above the target. The weapon has the ghostly visual appearance of your deity's favored weapon. Name war or peace when you cast this spell. + +If you name "war," mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target's turns, if the target did not use a [hostile](rules/conditions.md#Hostile) action against the creature you chose during that turn, the weapon [Strikes](rules/actions/strike.md) the target. + +If you name "peace," mentally choose up to five allies. The target instinctively knows who those allies are. The weapon [Strikes](rules/actions/strike.md) the target each time the target uses a [hostile](rules/conditions.md#Hostile) action against you or one of your allies. The weapon [Strikes](rules/actions/strike.md) only once per action, even if the action targets multiple allies (such as for a [fireball](compendium/spells/fireball.md) or a Whirlwind Strike) + +[Strikes](rules/actions/strike.md) with the weapon are melee weapon attacks, but they use your spell attack modifier. Regardless of its appearance, the weapon deals force damage equal to `3d10` plus your spellcasting ability modifier. The weapon takes a multiple attack penalty, which increases throughout the target's turn, but its penalty is separate from yours. + +When the weapon [Strikes](rules/actions/strike.md), you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon) + +No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only. A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth. + +The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other than its [Strike](rules/actions/strike.md), and feats or spells that affect weapons do not apply to this weapon. + +**Heightened (10th)** The force damage increases by `1d10`. + +*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/Compendium/spells/weapon-storm.md b/compendium/spells/weapon-storm.md similarity index 82% rename from Compendium/spells/weapon-storm.md rename to compendium/spells/weapon-storm.md index 8e6c88783..45d8fbf5d 100644 --- a/Compendium/spells/weapon-storm.md +++ b/compendium/spells/weapon-storm.md @@ -10,10 +10,10 @@ tags: aliases: ["Weapon Storm"] --- # Weapon Storm *Spell 4* -[evocation](../../Rules/traits/evocation.md) +[evocation](rules/traits/evocation.md) -- **Traditions**: [arcane](../../Rules/traits/arcane.md), [primal](../../Rules/traits/primal.md) -- **Cast** [>>](../../Rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") - **Area**30-foot cone or 10-foot emanation - **Saving Throw** Reflex diff --git a/compendium/spells/weapon-surge.md b/compendium/spells/weapon-surge.md new file mode 100644 index 000000000..1ca1a011a --- /dev/null +++ b/compendium/spells/weapon-surge.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/evocation +- trait/uncommon +aliases: ["Weapon Surge"] +--- +# Weapon Surge *Focus 1* +[cleric](rules/traits/cleric.md) [evocation](rules/traits/evocation.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [zeal](compendium/setting/domains.md#Zeal) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**touch +- **Targets**1 weapon you're wielding + +Holding your weapon aloft, you fill it with divine energy. On your next [Strike](rules/actions/strike.md) with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice) + +If the target weapon leaves your possession, weapon surge immediately ends. + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/web.md b/compendium/spells/web.md new file mode 100644 index 000000000..262755a43 --- /dev/null +++ b/compendium/spells/web.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/2 +- trait/conjuration +aliases: ["Web"] +--- +# Web *Spell 2* +[conjuration](rules/traits/conjuration.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [primal](rules/traits/primal.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") +- **Range**30 foot +- **Area**10-foot burst +- **Duration**1 minute + +You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. + +Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an [Athletics](compendium/skills.md#Athletics) check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming [immobilized](rules/conditions.md#Immobilized). A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web. + +> [!success-degree] +> - **Critical Success** The creature is unaffected, and it doesn't need to attempt further [Athletics](compendium/skills.md#Athletics) checks or saving throws against the web this turn. If it used an [Athletics](compendium/skills.md#Athletics) check, it clears the web from every square it leaves after leaving the square. +> - **Success** The creature is unaffected during its action. If it used an [Athletics](compendium/skills.md#Athletics) check, it clears the web from every square it leaves after leaving the square. +> - **Failure** The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn. +> - **Critical Failure** The creature is [immobilized](rules/conditions.md#Immobilized) until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to [Escape](rules/actions/escape.md) to remove its [immobilized](rules/conditions.md#Immobilized) condition. + +**Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet. + +*Source: Core Rulebook p. 384* \ No newline at end of file diff --git a/compendium/spells/weird.md b/compendium/spells/weird.md new file mode 100644 index 000000000..7a5eb825d --- /dev/null +++ b/compendium/spells/weird.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/9 +- trait/death +- trait/emotion +- trait/fear +- trait/illusion +- trait/mental +aliases: ["Weird"] +--- +# Weird *Spell 9* +[death](rules/traits/death.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [illusion](rules/traits/illusion.md) [mental](rules/traits/mental.md) + +- **Traditions**: [arcane](rules/traits/arcane.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**120 foot +- **Targets**any number of creatures +- **Saving Throw** Will + +You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the targets' worst fears. Only the targets can see their assailants. Each target takes `16d6` mental damage and must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes half damage and is [frightened](rules/conditions.md#Frightened). +> - **Failure** The target takes full damage and is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is [frightened](rules/conditions.md#Frightened), and it's also [fleeing](rules/conditions.md#Fleeing) until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies. + +*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/compendium/spells/wholeness-of-body.md b/compendium/spells/wholeness-of-body.md new file mode 100644 index 000000000..7f4d648a1 --- /dev/null +++ b/compendium/spells/wholeness-of-body.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/2 +- trait/healing +- trait/monk +- trait/necromancy +- trait/positive +- trait/uncommon +aliases: ["Wholeness Of Body"] +--- +# Wholeness Of Body *Focus 2* +[healing](rules/traits/healing.md) [monk](rules/traits/monk.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +You heal yourself in one of the following ways, chosen by you when you cast the spell. + +- You regain 8 Hit Points. +- You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction. + +**Heightened (+ 1)** If you choose to regain Hit Points, the Hit Points regained increase by 8. + +*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/compendium/spells/wild-morph.md b/compendium/spells/wild-morph.md new file mode 100644 index 000000000..034858c09 --- /dev/null +++ b/compendium/spells/wild-morph.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/druid +- trait/morph +- trait/transmutation +- trait/uncommon +aliases: ["Wild Morph"] +--- +# Wild Morph *Focus 1* +[druid](rules/traits/druid.md) [morph](rules/traits/morph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") to [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute + +You morph your body based on your training, choosing one of the following effects based on your wild order feats. + +- If you have [Wild Shape](compendium/feats/wild-shape.md), you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal `1d6` slashing damage each ([agile](rules/traits/agile.md), [finesse](rules/traits/finesse.md)). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals `1d8` piercing damage. +- If you have [Elemental Shape](compendium/feats/elemental-shape.md), you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage. +- If you have [Plant Shape](compendium/feats/plant-shape.md), you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a [reach](rules/traits/reach.md) weapon). +- If you have [Soaring Shape](compendium/feats/soaring-shape.md), you can cast the spell as a two-action activity ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") somatic, verbal) to grow wings from your back. These wings allow you to [fly](rules/actions/fly.md) with a fly Speed of 30 feet. + +**Heightened (6th)** You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal `2d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws are envenomed, also dealing `2d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) on a hit. + +**Heightened (10th)** You can choose up to three of the effects from the list. Wild claws deal `4d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage) on a hit, and wild jaws deal `4d6` [persistent poison damage](rules/conditions.md#Persistent%20Damage) on a hit. + +*Source: Core Rulebook p. 400* \ No newline at end of file diff --git a/compendium/spells/wild-shape.md b/compendium/spells/wild-shape.md new file mode 100644 index 000000000..5165baac1 --- /dev/null +++ b/compendium/spells/wild-shape.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/druid +- trait/polymorph +- trait/transmutation +- trait/uncommon +aliases: ["Wild Shape"] +--- +# Wild Shape *Focus 1* +[druid](rules/traits/druid.md) [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Duration**1 minute (or longer) + +You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in [pest form](compendium/spells/pest-form.md), which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. + +**Heightened (2nd)** You can also wild shape into the forms listed in [animal form](compendium/spells/animal-form.md). + +*Source: Core Rulebook p. 401* \ No newline at end of file diff --git a/compendium/spells/wild-winds-stance.md b/compendium/spells/wild-winds-stance.md new file mode 100644 index 000000000..65a403733 --- /dev/null +++ b/compendium/spells/wild-winds-stance.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/air +- trait/evocation +- trait/monk +- trait/stance +- trait/uncommon +aliases: ["Wild Winds Stance"] +--- +# Wild Winds Stance *Focus 4* +[air](rules/traits/air.md) [evocation](rules/traits/evocation.md) [monk](rules/traits/monk.md) [stance](rules/traits/stance.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**until you leave the stance + +You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed [Strikes](rules/actions/strike.md) as ranged [Strikes](rules/actions/strike.md) against targets within 30 feet. These deal `1d6` bludgeoning damage, use the brawling group, and have the agile, nonlethal, [propulsive](rules/traits/propulsive.md), and [unarmed](rules/traits/unarmed.md) traits. Wind crash [Strikes](rules/actions/strike.md) ignore concealment and all cover. + +While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks. + +*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/compendium/spells/wind-jump.md b/compendium/spells/wind-jump.md new file mode 100644 index 000000000..ca0f8c9dd --- /dev/null +++ b/compendium/spells/wind-jump.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/5 +- trait/air +- trait/monk +- trait/transmutation +- trait/uncommon +aliases: ["Wind Jump"] +--- +# Wind Jump *Focus 5* +[air](rules/traits/air.md) [monk](rules/traits/monk.md) [transmutation](rules/traits/transmutation.md) [uncommon](rules/traits/uncommon.md) + +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**1 minute + +You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall. + +**Heightened (6th)** At the end of your turn, you can attempt a DC 30 [Acrobatics](compendium/skills.md#Acrobatics) check to find purchase in midair. If you succeed, you don't fall. + +*Source: Core Rulebook p. 402* \ No newline at end of file diff --git a/compendium/spells/wind-walk.md b/compendium/spells/wind-walk.md new file mode 100644 index 000000000..21484130c --- /dev/null +++ b/compendium/spells/wind-walk.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/8 +- trait/air +- trait/transmutation +aliases: ["Wind Walk"] +--- +# Wind Walk *Spell 8* +[air](rules/traits/air.md) [transmutation](rules/traits/transmutation.md) + +- **Traditions**: [primal](rules/traits/primal.md) +- **Cast** 10 minutes +- **Range**touch +- **Targets**you and up to five creatures touched +- **Duration**8 hours + +When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the [concentrate](rules/traits/concentrate.md) trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, [Cast a Spell](rules/actions/cast-a-spell.md), come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground. + +**Spell Lists**: Elemental + +*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/compendium/spells/wish.md b/compendium/spells/wish.md new file mode 100644 index 000000000..65fc7182d --- /dev/null +++ b/compendium/spells/wish.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/10 +- trait/divination +aliases: ["Wish"] +--- +# Wish *Spell 10* +[divination](rules/traits/divination.md) + +- **Traditions**: [arcane](rules/traits/arcane.md) +- **Cast** [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +You state a wish, making your greatest desire come true. A [wish](compendium/spells/wish.md) spell can produce any one of the following effects. + +- Duplicate any spell from the arcane list of 9th level or lower to which you have access. +- Duplicate any spell from another spell list of 7th level or lower. It must be [common](rules/traits/common.md) or you must have access. +- Produce any effect whose power level is in line with the above effects. +- Reverse certain effects that refer to the [wish](compendium/spells/wish.md) spell. + +The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect. + +*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/compendium/spells/word-of-freedom.md b/compendium/spells/word-of-freedom.md new file mode 100644 index 000000000..46eb6294a --- /dev/null +++ b/compendium/spells/word-of-freedom.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Word Of Freedom"] +--- +# Word Of Freedom *Focus 4* +[cleric](rules/traits/cleric.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [freedom](compendium/setting/domains.md#Freedom) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Range**30 foot +- **Targets**1 creature +- **Duration**1 round + +You utter a liberating word of power that frees a creature. + +You suppress one of the following conditions of your choice: [confused](rules/conditions.md#Confused), [frightened](rules/conditions.md#Frightened), [grabbed](rules/conditions.md#Grabbed), [restrained](rules/conditions.md#Restrained), or [paralyzed](rules/conditions.md#Paralyzed). The target isn't affected by the chosen condition, and if you suppress the [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) condition, the target automatically breaks free from any grab or restraint affecting it when you [Cast the Spell](rules/actions/cast-a-spell.md). + +If you don't remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target [confused](rules/conditions.md#Confused) for 1 minute, word of freedom would let the target act normally for a round, but the [confused](rules/conditions.md#Confused) condition would return afterward. + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/word-of-truth.md b/compendium/spells/word-of-truth.md new file mode 100644 index 000000000..1657a3248 --- /dev/null +++ b/compendium/spells/word-of-truth.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/1 +- trait/cleric +- trait/divination +- trait/uncommon +aliases: ["Word Of Truth"] +--- +# Word Of Truth *Focus 1* +[cleric](rules/traits/cleric.md) [divination](rules/traits/divination.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [truth](compendium/setting/domains.md#Truth) +- **Cast** [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +- **Duration**sustained up to 1 minute + +You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. The statement must be 25 words or fewer. A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true. + +Each time you Sustain this Spell, you can repeat this effect. + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/youre-mine.md b/compendium/spells/youre-mine.md new file mode 100644 index 000000000..ba0a22be9 --- /dev/null +++ b/compendium/spells/youre-mine.md @@ -0,0 +1,35 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/5 +- trait/emotion +- trait/enchantment +- trait/incapacitation +- trait/mental +- trait/sorcerer +- trait/uncommon +aliases: ["You're Mine"] +--- +# You're Mine *Focus 5* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [incapacitation](rules/traits/incapacitation.md) [mental](rules/traits/mental.md) [sorcerer](rules/traits/sorcerer.md) [uncommon](rules/traits/uncommon.md) + +- **Bloodline** Sorcerer +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**1 creature +- **Saving Throw** Will +- **Duration**1 round + +You manipulate the target's emotions, potentially allowing you to control it for a brief instant. The target must attempt a Will save. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [stunned](rules/conditions.md#Stunned). +> - **Failure** On the target's next turn, it's [stunned](rules/conditions.md#Stunned) and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally. +> - **Critical Failure** The target is [controlled](rules/conditions.md#Controlled) for 1 round. + +**Heightened (7th)** On a failure, the target is [controlled](rules/conditions.md#Controlled) for 1 round. On a critical failure, the target is [controlled](rules/conditions.md#Controlled) for up to 1 minute; it receives a new Will save at the end of each of its turns, and on a success, the spell ends. + +*Source: Core Rulebook p. 406* \ No newline at end of file diff --git a/compendium/spells/zeal-for-battle.md b/compendium/spells/zeal-for-battle.md new file mode 100644 index 000000000..390427c3b --- /dev/null +++ b/compendium/spells/zeal-for-battle.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/focus/4 +- trait/cleric +- trait/emotion +- trait/enchantment +- trait/fortune +- trait/mental +- trait/uncommon +aliases: ["Zeal For Battle"] +--- +# Zeal For Battle *Focus 4* +[cleric](rules/traits/cleric.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fortune](rules/traits/fortune.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Domains**: [zeal](compendium/setting/domains.md#Zeal) +- **Cast** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +- **Trigger**You and at least 1 ally are about to roll initiative. +- **Range**10 foot +- **Targets**you and the triggering ally + +You stoke the righteous anger within yourself and an ally. You and the target ally each roll a d20 and use the higher result for both your initiative rolls. You each still use your own [Perception](compendium/skills.md#Perception) modifier or other statistic to determine your results. + +*Source: Core Rulebook p. 399* \ No newline at end of file diff --git a/compendium/spells/zealous-conviction.md b/compendium/spells/zealous-conviction.md new file mode 100644 index 000000000..26e28b28e --- /dev/null +++ b/compendium/spells/zealous-conviction.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/level/6 +- trait/emotion +- trait/enchantment +- trait/mental +aliases: ["Zealous Conviction"] +--- +# Zealous Conviction *Spell 6* +[emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Targets**up to 10 willing creatures +- **Duration**10 minutes + +You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against [mental](rules/traits/mental.md) effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely. + +**Heightened (9th)** The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3. + +*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/compendium/spells/zone-of-truth.md b/compendium/spells/zone-of-truth.md new file mode 100644 index 000000000..39572cc83 --- /dev/null +++ b/compendium/spells/zone-of-truth.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-spell +tags: +- compendium/src/pf2e/crb +- spell/area/burst +- spell/level/3 +- trait/enchantment +- trait/mental +- trait/uncommon +aliases: ["Zone Of Truth"] +--- +# Zone Of Truth *Spell 3* +[enchantment](rules/traits/enchantment.md) [mental](rules/traits/mental.md) [uncommon](rules/traits/uncommon.md) + +- **Traditions**: [divine](rules/traits/divine.md), [occult](rules/traits/occult.md) +- **Cast** [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +- **Range**30 foot +- **Area**20-foot burst +- **Saving Throw** Will +- **Duration**10 minutes + +You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target takes a –2 status penalty to [Deception](compendium/skills.md#Deception) checks. +> - **Failure** The target can't speak any deliberate and intentional lies, and it takes a –2 status penalty to [Deception](compendium/skills.md#Deception) checks. +> - **Critical Failure** The target can't speak any deliberate and intentional lies and takes a –4 status penalty to [Deception](compendium/skills.md#Deception) checks. + +*Source: Core Rulebook p. 385* \ No newline at end of file diff --git a/readme.md b/readme.md index eb59c9ed1..9ccf25911 100644 --- a/readme.md +++ b/readme.md @@ -1,30 +1,57 @@ # Pathfinder 2E Community Vault -## Plugins Required To Use This Vault +> Important: It is very helpful when starting with this vault, to learn what [Absolute Paths Are](https://www.redhat.com/sysadmin/linux-path-absolute-relative) and what [Markdown Links Are](https://help.obsidian.md/Linking+notes+and+files/Internal+links) and why both are used. -- To read what [Relevant Path Links are](https://www.coffeecup.com/help/articles/absolute-vs-relative-pathslinks/), and why they are used. -- [Admonition](https://github.com/valentine195/obsidian-admonition) by [Javalent](https://github.com/valentine195). -- [Fantasy Statblocks](https://github.com/javalent/fantasy-statblocks/) by Javalent - Seriously, half the files will not be pretty unless you have this. -- [pf2e-admonitions.json](pf2e-admonitions.json) to automatically load the admonition blocks. These have not been styled fully yet. They can be imported directly into Admonitions. +This is Obsidian TTRPG Community's Pathfinder 2E Vault, containing nearly everything you need to get started building your next campaign. -## Directions for Sourcebooks +## Required Plugins and Scripts -1. Install Admonitions from the Obsidian Community Plugins Page -2. Download [pf2e-admonitions](pf2e-admonitions.json). -3. Install [pf2e-admonitions](pf2e-admonitions.json) into the Admonitions settings page. -4. **Optional But Super Recommended**: Download [Consistent Attachment and Links](https://github.com/dy-sh/obsidian-consistent-attachments-and-links) off **Community Plugins** and follow its instructions. You can still use `[[text here]]` to begin your links, but when you hit enter or select, Obsidian autocorrects to a relevant Markdown link. This will go a long way to fixing any link shenanigans where you end up with `[[../rules/traits/this-is-dumb.md]]`. - 1. If you share files with others, also get [Update Relative Links](https://github.com/val3344/obsidian-update-relative-links) which will turn those `[Pie]Vaultname/rules/traits/pie.md)` into `[Pie](../rules/traits/pie.md)`. -5. Download the Compendium and Rules Folders into **A TOP-LEVEL FOLDER** in your vault. This means like `/Pathfinder/`, where the first backslash indicates root. - 1. Use the [Download Git Directory](https://download-directory.github.io) site. -## Directions for Other Content +### Admonitions -Most of the other content has a Readme inside its folder except for Spells-Dataview-Backup. You may ignore this folder at this time. +[Admonition](https://github.com/valentine195/obsidian-admonition) by [Javalent](https://github.com/valentine195). +The Compendium and Rules Folders use custom admonitions to call out and format much of their content. -## Attributions +Without these Admonitions, you will see a lot of ugly text. + +You can find the [Admonitions.json](https://github.com/ebullient/ttrpg-convert-cli/tree/main/examples) at the TTRPG-CLI repository. The specific admonitions file for this repository will have `pf2e` in the name. + +You can view instructions how to import the .json file at Javalent's [Plugins Documentation](https://plugins.javalent.com/admonitions/import-json#Obtain%20an%20Admonitions.Json%20File) site. + + +### Fantasy Statblocks + +[Fantasy Statblocks](https://github.com/javalent/fantasy-statblocks/) by [Javalent](https://github.com/valentine195). + +Fantasy Statblocks makes the Bestiary usable and pretty. It also integrates nicely with [Initiative Tracker](https://github.com/javalent/initiative-tracker). + +Having issues with the Pathfinder 2E layout? Report an issue at the [Pathfinder 2E Development Repository](https://github.com/Obsidian-TTRPG-Community/Pathfinder-2E-Statblocks-Development). + +> **Hint**: If Using ITS Theme, turn off Statblock styling in Style Settings. This will make the Statblock look as it should. + + + +## Not Optional, But Highly Recommended + + +### Pathfinder CSS + +In order to add little tweaks to the Pathfinder 2E Files, we highly recommend downloading the [Pathfinder 2E CSS](https://github.com/ebullient/ttrpg-convert-cli/tree/main/examples/css-snippets) and adding it to your snippets folder. + + +### Force Note View in Frontmatter + +[Obsidian force view mode of note](https://github.com/bwydoogh/obsidian-force-view-mode-of-note) by Bwydoogh + +This plugin automatically switches a note to source or reading mode based off a key/value pair within the frontmatter of the note. + +The non-bestiary files are all equipped with this frontmatter setup. + + + +## Special Thanks This community vault has been brought to you by the efforts of many individuals. - [eBullient](https://github.com/ebullient), for their [TTRPG-Covert-CLI](https://github.com/ebullient/ttrpg-convert-cli) which pulls the data from PF2ETools and converts it to Markdown Form. @@ -33,14 +60,19 @@ This community vault has been brought to you by the efforts of many individuals. - [Sigrunixia](https://github.com/sigrunixia), eventually, for their over-spazzing on the CSS and getting the thing uploaded onto the Vault. - [Robinsving](https://github.com/robinsving), whose dataview spells will get re-added to the CLI spell format, soon. (I promise.) -If I forgot someone, poke me - Sigrunixia +If I forgot someone, poke me – Sigrunixia ## Changelog +- - 2023-04-28: Cleanup in preparation for major update - 2023-03-02: Updated Broken Links, made relative to top-level folder thus enabling to be moved when consistent plugins are used. Merged Pathfinder 2E into TTRPGShare Pathfinder Vault. - 2023-02-21: CLI Enabled Initial Load onto Share out of Testing Mode ## Legal Disclaimer - __"The Obsidian TTRPG Community uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy ([paizo.com/communityuse](http://paizo.com/communityuse)). We are expressly prohibited from charging you to use or access this content. __Obsidian TTRPG Community__ is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit [paizo.com](http://paizo.com/). +> "The Obsidian TTRPG Community uses trademarks and/or copyrights owned by Paizo Inc., used under [Paizo's Community Use Policy](http://paizo.com/communityuse). +> +> We are expressly prohibited from charging you to use or access this content. __Obsidian TTRPG Community__ is not published, endorsed, or specifically approved by Paizo. +> +> For more information about Paizo Inc. and Paizo products, visit [paizo.com](http://paizo.com/). diff --git a/Rules/abilities/all-around-vision.md b/rules/abilities/all-around-vision.md similarity index 100% rename from Rules/abilities/all-around-vision.md rename to rules/abilities/all-around-vision.md diff --git a/rules/abilities/aquatic-ambush.md b/rules/abilities/aquatic-ambush.md new file mode 100644 index 000000000..ca78b079e --- /dev/null +++ b/rules/abilities/aquatic-ambush.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Aquatic Ambush"] +--- +# Aquatic Ambush [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet. + +**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a [Strike](rules/actions/strike.md) against it. The creature is [flat-footed](rules/conditions.md#Flat-footed) against this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/Rules/abilities/at-will-spells.md b/rules/abilities/at-will-spells.md similarity index 100% rename from Rules/abilities/at-will-spells.md rename to rules/abilities/at-will-spells.md diff --git a/rules/abilities/attack-of-opportunity.md b/rules/abilities/attack-of-opportunity.md new file mode 100644 index 000000000..8d76a3a65 --- /dev/null +++ b/rules/abilities/attack-of-opportunity.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Attack of Opportunity"] +--- +# Attack of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. + +**Effect** The monster attempts a melee [Strike](rules/actions/strike.md) against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This [Strike](rules/actions/strike.md) doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/Rules/abilities/aura.md b/rules/abilities/aura.md similarity index 100% rename from Rules/abilities/aura.md rename to rules/abilities/aura.md diff --git a/rules/abilities/bloody.md b/rules/abilities/bloody.md new file mode 100644 index 000000000..4afd5e0ba --- /dev/null +++ b/rules/abilities/bloody.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Bloody"] +--- +# Bloody + +The skeleton is covered in dripping blood and gains [fast healing](rules/abilities/fast-healing.md) equal to its level. \ No newline at end of file diff --git a/rules/abilities/buck.md b/rules/abilities/buck.md new file mode 100644 index 000000000..7e531bd3b --- /dev/null +++ b/rules/abilities/buck.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Buck"] +--- +# Buck [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: A creature Mounts or uses the Command an Animal action while riding the monster. + +**Effect** Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [prone](rules/conditions.md#Prone). If the save is a critical failure, the triggering creature also takes `1d6` bludgeoning damage in addition to the normal damage for the fall. \ No newline at end of file diff --git a/Rules/abilities/catch-rock.md b/rules/abilities/catch-rock.md similarity index 87% rename from Rules/abilities/catch-rock.md rename to rules/abilities/catch-rock.md index d1036cec7..2e393cc0f 100644 --- a/Rules/abilities/catch-rock.md +++ b/rules/abilities/catch-rock.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-ability aliases: ["Catch Rock"] --- -# Catch Rock [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +# Catch Rock [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") - **Trigger**: The monster is targeted with a thrown rock Strike or a rock would fall on the monster. - **Requirements**: The monster must have a free hand but can Release anything it's holding as part of this reaction. diff --git a/rules/abilities/change-shape.md b/rules/abilities/change-shape.md new file mode 100644 index 000000000..ad70d6a03 --- /dev/null +++ b/rules/abilities/change-shape.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/concentrate +- trait/magical-tradition +- trait/polymorph +- trait/transmutation +aliases: ["Change Shape"] +--- +# Change Shape [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [magical tradition] [polymorph](rules/traits/polymorph.md) [transmutation](rules/traits/transmutation.md) + +The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of [Deception](compendium/skills.md#Deception). The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its [Deception](compendium/skills.md#Deception) DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and [Strikes](rules/actions/strike.md), and might potentially change its senses or size. Any changes are listed in its stat block. \ No newline at end of file diff --git a/rules/abilities/collapse.md b/rules/abilities/collapse.md new file mode 100644 index 000000000..d58d2f329 --- /dev/null +++ b/rules/abilities/collapse.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Collapse"] +--- +# Collapse [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The skeleton is critically hit. + +**Effect** The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is [immobilized](rules/conditions.md#Immobilized) and [flat-footed](rules/conditions.md#Flat-footed). \ No newline at end of file diff --git a/Rules/abilities/constant-spells.md b/rules/abilities/constant-spells.md similarity index 100% rename from Rules/abilities/constant-spells.md rename to rules/abilities/constant-spells.md diff --git a/rules/abilities/constrict.md b/rules/abilities/constrict.md new file mode 100644 index 000000000..4e498510c --- /dev/null +++ b/rules/abilities/constrict.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Constrict"] +--- +# Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The monster deals the listed amount of damage to any number of creatures [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. \ No newline at end of file diff --git a/rules/abilities/corrupting-gaze.md b/rules/abilities/corrupting-gaze.md new file mode 100644 index 000000000..36601b814 --- /dev/null +++ b/rules/abilities/corrupting-gaze.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Corrupting Gaze"] +--- +# Corrupting Gaze [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The ghost stares at a creature it can see within 30 feet. The target takes `1d6` negative damage + `1d6` per 2 levels with a basic Will save. A creature that fails its save is also [stupefied](rules/conditions.md#Stupefied) for 1 minute. \ No newline at end of file diff --git a/rules/abilities/coven.md b/rules/abilities/coven.md new file mode 100644 index 000000000..b66da5b1d --- /dev/null +++ b/rules/abilities/coven.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/divination +- trait/mental +- trait/occult +aliases: ["Coven"] +--- +# Coven +[divination](rules/traits/divination.md) [mental](rules/traits/mental.md) [occult](rules/traits/occult.md) + +This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the [concentrate](rules/traits/concentrate.md), and can sense what another coven member is sensing as a two-action activity, which has the [concentrate](rules/traits/concentrate.md) as well. + +Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level [baleful polymorph](compendium/spells/baleful-polymorph.md) spell and all the following spells, which the coven can cast at any level up to 5th: [augury](compendium/spells/augury.md), [charm](compendium/spells/charm.md), [clairaudience](compendium/spells/clairaudience.md), [clairvoyance](compendium/spells/clairvoyance.md), [dream message](compendium/spells/dream-message.md), [illusory disguise](compendium/spells/illusory-disguise.md), [illusory scene](compendium/spells/illusory-scene.md), [prying eye](compendium/spells/prying-eye.md), and [talking corpse](compendium/spells/talking-corpse.md). Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [control weather](compendium/spells/rituals/control-weather.md) ritual, with a DC of 23 instead of the standard DC. + +If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells. \ No newline at end of file diff --git a/rules/abilities/curse-of-the-werecreature.md b/rules/abilities/curse-of-the-werecreature.md new file mode 100644 index 000000000..ec529d7cd --- /dev/null +++ b/rules/abilities/curse-of-the-werecreature.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/curse +- trait/necromancy +- trait/primal +aliases: ["Curse of the Werecreature"] +--- +# Curse of the Werecreature +[curse](rules/traits/curse.md) [necromancy](rules/traits/necromancy.md) [primal](rules/traits/primal.md) + +This curse affects only humanoids. + +```ad-inline-affliction +title: Saving Throw: DC is the standard DC for the [werecreature's new level – 1](rules/tables/dcs-by-level.md) Fortitude + +**Effect** On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling [unconscious](rules/conditions.md#Unconscious) until dawn +``` \ No newline at end of file diff --git a/rules/abilities/darkvision.md b/rules/abilities/darkvision.md new file mode 100644 index 000000000..d43407722 --- /dev/null +++ b/rules/abilities/darkvision.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Darkvision"] +--- +# Darkvision + +A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level [darkness](compendium/spells/darkness.md) spell, block normal [darkvision](rules/abilities/darkvision.md). A monster with greater darkvision, however, can see through even these forms of magical darkness. \ No newline at end of file diff --git a/Rules/abilities/disease.md b/rules/abilities/disease.md similarity index 100% rename from Rules/abilities/disease.md rename to rules/abilities/disease.md diff --git a/rules/abilities/draining-touch.md b/rules/abilities/draining-touch.md new file mode 100644 index 000000000..05f84794f --- /dev/null +++ b/rules/abilities/draining-touch.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Draining Touch"] +--- +# Draining Touch [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand [Strike](rules/actions/strike.md) but deals no damage on a hit. Instead, the target becomes [drained](rules/conditions.md#Drained) for 1 day, and the ghost regains HP equal to half its own level. \ No newline at end of file diff --git a/rules/abilities/engulf.md b/rules/abilities/engulf.md new file mode 100644 index 000000000..4f720ae4a --- /dev/null +++ b/rules/abilities/engulf.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Engulf"] +--- +# Engulf [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The monster [Strides](rules/actions/stride.md) up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space. + +A creature that fails its save is pulled into the monster's body. It is [grabbed](rules/conditions.md#Grabbed), is [slowed](rules/conditions.md#Slowed), and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space. + +If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion. \ No newline at end of file diff --git a/Rules/abilities/explosive-death.md b/rules/abilities/explosive-death.md similarity index 100% rename from Rules/abilities/explosive-death.md rename to rules/abilities/explosive-death.md diff --git a/Rules/abilities/fast-healing.md b/rules/abilities/fast-healing.md similarity index 100% rename from Rules/abilities/fast-healing.md rename to rules/abilities/fast-healing.md diff --git a/rules/abilities/ferocity.md b/rules/abilities/ferocity.md new file mode 100644 index 000000000..217ad0a1e --- /dev/null +++ b/rules/abilities/ferocity.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Ferocity"] +--- +# Ferocity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The monster is reduced to 0 HP. + +**Effect** The monster avoids being knocked out and remains at 1 HP, but its [wounded](rules/conditions.md#Wounded) value increases by 1. When it is [wounded](rules/conditions.md#Wounded), it can no longer use this ability. \ No newline at end of file diff --git a/rules/abilities/frightful-moan.md b/rules/abilities/frightful-moan.md new file mode 100644 index 000000000..ca135da6c --- /dev/null +++ b/rules/abilities/frightful-moan.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/auditory +- trait/divine +- trait/emotion +- trait/enchantment +- trait/fear +- trait/mental +aliases: ["Frightful Moan"] +--- +# Frightful Moan [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[auditory](rules/traits/auditory.md) [divine](rules/traits/divine.md) [emotion](rules/traits/emotion.md) [enchantment](rules/traits/enchantment.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes [frightened](rules/conditions.md#Frightened) (or [frightened](rules/conditions.md#Frightened) on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. \ No newline at end of file diff --git a/rules/abilities/frightful-presence.md b/rules/abilities/frightful-presence.md new file mode 100644 index 000000000..ab9646836 --- /dev/null +++ b/rules/abilities/frightful-presence.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/aura +- trait/emotion +- trait/fear +- trait/mental +aliases: ["Frightful Presence"] +--- +# Frightful Presence +[aura](rules/traits/aura.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. + +> [!success-degree] +> - **Critical Success** The creature is unaffected by the presence. +> - **Success** The creature is [frightened](rules/conditions.md#Frightened). +> - **Failure** The creature is [frightened](rules/conditions.md#Frightened). +> - **Critical Failure** The creature is [frightened](rules/conditions.md#Frightened). \ No newline at end of file diff --git a/rules/abilities/golem-antimagic.md b/rules/abilities/golem-antimagic.md new file mode 100644 index 000000000..d8d33a08c --- /dev/null +++ b/rules/abilities/golem-antimagic.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Golem Antimagic"] +--- +# Golem Antimagic + +A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem. + +- **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical. +- **Healed By** Any magic of this type that targets the golem makes the golem lose the [slowed](rules/conditions.md#Slowed) condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical. +- **Slowed By** Any magic of this type that targets the golem causes it to be [slowed](rules/conditions.md#Slowed) for `2d6` rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's [slowed](rules/conditions.md#Slowed) for that round. +- **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block. \ No newline at end of file diff --git a/rules/abilities/grab.md b/rules/abilities/grab.md new file mode 100644 index 000000000..488bd467e --- /dev/null +++ b/rules/abilities/grab.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Grab"] +--- +# Grab [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. + +**Effect** The monster automatically Grabs the target until the end of the monster's next turn. The creature is [grabbed](rules/conditions.md#Grabbed) by whichever body part the monster attacked with, and that body part can't be used to [Strike](rules/actions/strike.md) creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures [grabbed](rules/conditions.md#Grabbed) by it. A [grabbed](rules/conditions.md#Grabbed) creature can use the [Escape](rules/actions/escape.md) action to get out of the grab, and the Grab ends for a [grabbed](rules/conditions.md#Grabbed) creatures if the monster moves away from it. \ No newline at end of file diff --git a/rules/abilities/greater-constrict.md b/rules/abilities/greater-constrict.md new file mode 100644 index 000000000..8d33c7ac4 --- /dev/null +++ b/rules/abilities/greater-constrict.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Greater Constrict"] +--- +# Greater Constrict [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The monster deals the listed amount of damage to any number of creatures [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [unconscious](rules/conditions.md#Unconscious), and a creature that succeeds is then temporarily immune to falling [unconscious](rules/conditions.md#Unconscious) from Greater Constrict for 1 minute. \ No newline at end of file diff --git a/rules/abilities/improved-grab.md b/rules/abilities/improved-grab.md new file mode 100644 index 000000000..b00452d9d --- /dev/null +++ b/rules/abilities/improved-grab.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Improved Grab"] +--- +# Improved Grab [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +The monster can use [Grab](rules/abilities/grab.md) as a free action triggered by a hit with its initial attack. A monster with [Improved Grab](rules/abilities/improved-grab.md) still needs to spend an action to extend the duration for creatures it already has [grabbed](rules/conditions.md#Grabbed). \ No newline at end of file diff --git a/rules/abilities/improved-knockdown.md b/rules/abilities/improved-knockdown.md new file mode 100644 index 000000000..5d5a1c712 --- /dev/null +++ b/rules/abilities/improved-knockdown.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Improved Knockdown"] +--- +# Improved Knockdown [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +The monster can use [Knockdown](rules/abilities/knockdown.md) as a free action triggered by a hit with its initial attack. \ No newline at end of file diff --git a/rules/abilities/improved-push.md b/rules/abilities/improved-push.md new file mode 100644 index 000000000..3d5b429a9 --- /dev/null +++ b/rules/abilities/improved-push.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Improved Push"] +--- +# Improved Push [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") + +The monster can use [Push](rules/abilities/push.md) as a free action triggered by a hit with its initial attack. \ No newline at end of file diff --git a/rules/abilities/inhabit-object.md b/rules/abilities/inhabit-object.md new file mode 100644 index 000000000..c7fa7c2a1 --- /dev/null +++ b/rules/abilities/inhabit-object.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Inhabit Object"] +--- +# Inhabit Object [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for `1d4` rounds. \ No newline at end of file diff --git a/rules/abilities/knockdown.md b/rules/abilities/knockdown.md new file mode 100644 index 000000000..41eaac56a --- /dev/null +++ b/rules/abilities/knockdown.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Knockdown"] +--- +# Knockdown [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The monster's last action was a success with a Strike that lists Knockdown in its damage entry. + +**Effect** The monster knocks the target [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/Rules/abilities/lifesense.md b/rules/abilities/lifesense.md similarity index 100% rename from Rules/abilities/lifesense.md rename to rules/abilities/lifesense.md diff --git a/rules/abilities/light-blindness.md b/rules/abilities/light-blindness.md new file mode 100644 index 000000000..08b8a9590 --- /dev/null +++ b/rules/abilities/light-blindness.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Light Blindness"] +--- +# Light Blindness + +When first exposed to bright light, the monster is [blinded](rules/conditions.md#Blinded) until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in [darkness](compendium/spells/darkness.md). However, as long as the monster is in an area of bright light, it's [dazzled](rules/conditions.md#Dazzled). \ No newline at end of file diff --git a/rules/abilities/low-light-vision.md b/rules/abilities/low-light-vision.md new file mode 100644 index 000000000..5ab0a4f43 --- /dev/null +++ b/rules/abilities/low-light-vision.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Low-Light Vision"] +--- +# Low-Light Vision + +The monster can see in dim light as though it were bright light, so it ignores the [concealed](rules/conditions.md#Concealed) condition due to dim light. \ No newline at end of file diff --git a/rules/abilities/malevolent-possession.md b/rules/abilities/malevolent-possession.md new file mode 100644 index 000000000..2bf9ad06c --- /dev/null +++ b/rules/abilities/malevolent-possession.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Malevolent Possession"] +--- +# Malevolent Possession [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") + +The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the [possession](compendium/spells/possession.md) spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell. \ No newline at end of file diff --git a/rules/abilities/moon-frenzy.md b/rules/abilities/moon-frenzy.md new file mode 100644 index 000000000..7ef2149db --- /dev/null +++ b/rules/abilities/moon-frenzy.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/polymorph +- trait/primal +- trait/transmutation +aliases: ["Moon Frenzy"] +--- +# Moon Frenzy +[polymorph](rules/traits/polymorph.md) [primal](rules/traits/primal.md) [transmutation](rules/traits/transmutation.md) + +When a full moon appears in the night sky, the werecreature must enter hybrid form, can't [Change Shape](rules/abilities/change-shape.md) thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. \ No newline at end of file diff --git a/Rules/abilities/poison.md b/rules/abilities/poison.md similarity index 100% rename from Rules/abilities/poison.md rename to rules/abilities/poison.md diff --git a/Rules/abilities/push.md b/rules/abilities/push.md similarity index 82% rename from Rules/abilities/push.md rename to rules/abilities/push.md index 1245088c8..b76c40713 100644 --- a/Rules/abilities/push.md +++ b/rules/abilities/push.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-ability aliases: ["Push"] --- -# Push [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +# Push [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") - **Requirements**: The monster's last action was a success with a Strike that lists Push in its damage entry. diff --git a/rules/abilities/regeneration.md b/rules/abilities/regeneration.md new file mode 100644 index 000000000..cfb017a35 --- /dev/null +++ b/rules/abilities/regeneration.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Regeneration"] +--- +# Regeneration + +This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [dying](rules/conditions.md#Dying) condition never increases beyond [dying](rules/conditions.md#Dying) as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to [dying](rules/conditions.md#Dying). \ No newline at end of file diff --git a/rules/abilities/rejuvenation-ghost.md b/rules/abilities/rejuvenation-ghost.md new file mode 100644 index 000000000..9613f7df0 --- /dev/null +++ b/rules/abilities/rejuvenation-ghost.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/divine +- trait/necromancy +aliases: ["Rejuvenation (Ghost)"] +--- +# Rejuvenation (Ghost) +[divine](rules/traits/divine.md) [necromancy](rules/traits/necromancy.md) + +When a ghost is destroyed, it re-forms after `2d4` days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. \ No newline at end of file diff --git a/rules/abilities/rend.md b/rules/abilities/rend.md new file mode 100644 index 000000000..0a861eeb4 --- /dev/null +++ b/rules/abilities/rend.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Rend"] +--- +# Rend [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +- **Requirements**: The monster hit the same enemy with two consecutive [Strikes](rules/actions/strike.md) of the listed type in the same round. + +**Effect** A Rend entry lists a [Strike](rules/actions/strike.md) the monster has. The monster automatically deals that [Strike](rules/actions/strike.md)'s damage again to the enemy. \ No newline at end of file diff --git a/rules/abilities/retributive-strike.md b/rules/abilities/retributive-strike.md new file mode 100644 index 000000000..cfb68bcac --- /dev/null +++ b/rules/abilities/retributive-strike.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Retributive Strike"] +--- +# Retributive Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: An enemy damages the monster's ally, and both are within 15 feet of the monster. + +**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee [Strike](rules/actions/strike.md) against it. \ No newline at end of file diff --git a/rules/abilities/scent.md b/rules/abilities/scent.md new file mode 100644 index 000000000..7ccaa407d --- /dev/null +++ b/rules/abilities/scent.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Scent"] +--- +# Scent + +Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma) + +If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of [scent](rules/abilities/scent.md) abilities used to detect that creature, and the GM can reduce the range if a creature is downwind. \ No newline at end of file diff --git a/rules/abilities/screaming-skull.md b/rules/abilities/screaming-skull.md new file mode 100644 index 000000000..a1071bd7b --- /dev/null +++ b/rules/abilities/screaming-skull.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/auditory +- trait/emotion +- trait/fear +- trait/mental +aliases: ["Screaming Skull"] +--- +# Screaming Skull [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[auditory](rules/traits/auditory.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) + +The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to [Demoralize](rules/actions/demoralize.md) each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then. \ No newline at end of file diff --git a/rules/abilities/shield-block.md b/rules/abilities/shield-block.md new file mode 100644 index 000000000..f1c1127f0 --- /dev/null +++ b/rules/abilities/shield-block.md @@ -0,0 +1,10 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Shield Block"] +--- +# Shield Block [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") + +- **Trigger**: The monster has its shield raised and takes damage from a physical attack. + +**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield. \ No newline at end of file diff --git a/rules/abilities/site-bound.md b/rules/abilities/site-bound.md new file mode 100644 index 000000000..376a5a610 --- /dev/null +++ b/rules/abilities/site-bound.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Site Bound"] +--- +# Site Bound + +A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. \ No newline at end of file diff --git a/rules/abilities/sneak-attack.md b/rules/abilities/sneak-attack.md new file mode 100644 index 000000000..c041a7287 --- /dev/null +++ b/rules/abilities/sneak-attack.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Sneak Attack"] +--- +# Sneak Attack + +When the monster [Strikes](rules/actions/strike.md) a creature that has the [flat-footed](rules/conditions.md#Flat-footed) condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon. \ No newline at end of file diff --git a/rules/abilities/swallow-whole.md b/rules/abilities/swallow-whole.md new file mode 100644 index 000000000..c0a4d1576 --- /dev/null +++ b/rules/abilities/swallow-whole.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/attack +aliases: ["Swallow Whole"] +--- +# Swallow Whole [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) + +The monster attempts to swallow a creature of the listed size or smaller that it has [grabbed](rules/conditions.md#Grabbed) in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an [Athletics](compendium/skills.md#Athletics) check opposed by the [grabbed](rules/conditions.md#Grabbed) creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to [Strike](rules/actions/strike.md) or Grab once again. The monster can't attack creatures it has swallowed. + +A swallowed creature is [grabbed](rules/conditions.md#Grabbed), is [slowed](rules/conditions.md#Slowed), and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [Escapes](rules/actions/escape.md) this ability's [grabbed](rules/conditions.md#Grabbed) condition, it exits through the monster's mouth. This frees any other creature [grabbed](rules/conditions.md#Grabbed) in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [flat-footed](rules/conditions.md#Flat-footed) against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space. + +If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage. \ No newline at end of file diff --git a/Rules/abilities/swarm-mind.md b/rules/abilities/swarm-mind.md similarity index 100% rename from Rules/abilities/swarm-mind.md rename to rules/abilities/swarm-mind.md diff --git a/rules/abilities/telekinetic-assault.md b/rules/abilities/telekinetic-assault.md new file mode 100644 index 000000000..fe1b098eb --- /dev/null +++ b/rules/abilities/telekinetic-assault.md @@ -0,0 +1,12 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/divine +- trait/evocation +aliases: ["Telekinetic Assault"] +--- +# Telekinetic Assault [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[divine](rules/traits/divine.md) [evocation](rules/traits/evocation.md) + +The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take `1d6` bludgeoning damage + `1d6` per 2 levels, subject to a basic Reflex save. \ No newline at end of file diff --git a/rules/abilities/telepathy.md b/rules/abilities/telepathy.md new file mode 100644 index 000000000..069619c39 --- /dev/null +++ b/rules/abilities/telepathy.md @@ -0,0 +1,13 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +tags: +- trait/aura +- trait/divination +- trait/magical +aliases: ["Telepathy"] +--- +# Telepathy +[aura](rules/traits/aura.md) [divination](rules/traits/divination.md) [magical](rules/traits/magical.md) + +A monster with [telepathy](compendium/spells/telepathy.md) can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. \ No newline at end of file diff --git a/rules/abilities/throw-rock.md b/rules/abilities/throw-rock.md new file mode 100644 index 000000000..21e63af83 --- /dev/null +++ b/rules/abilities/throw-rock.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Throw Rock"] +--- +# Throw Rock [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") + +The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/rules/abilities/trample.md b/rules/abilities/trample.md new file mode 100644 index 000000000..a565092a7 --- /dev/null +++ b/rules/abilities/trample.md @@ -0,0 +1,8 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-ability +aliases: ["Trample"] +--- +# Trample [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") + +The monster [Strides](rules/actions/stride.md) up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed [Strike](rules/actions/strike.md), but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure). \ No newline at end of file diff --git a/Rules/abilities/tremorsense.md b/rules/abilities/tremorsense.md similarity index 100% rename from Rules/abilities/tremorsense.md rename to rules/abilities/tremorsense.md diff --git a/Rules/abilities/wavesense.md b/rules/abilities/wavesense.md similarity index 100% rename from Rules/abilities/wavesense.md rename to rules/abilities/wavesense.md diff --git a/rules/actions/actions.md b/rules/actions/actions.md new file mode 100644 index 000000000..e4d4cbacb --- /dev/null +++ b/rules/actions/actions.md @@ -0,0 +1,113 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Actions + +- [Activate an Item](activate-an-item.md) +- [Administer First Aid](administer-first-aid.md) +- [Affix a Talisman](affix-a-talisman.md) +- [Aid](aid.md) +- [Arrest a Fall](arrest-a-fall.md) +- [Attack of Opportunity](attack-of-opportunity.md) +- [Avert Gaze](avert-gaze.md) +- [Avoid Notice](avoid-notice.md) +- [Balance](balance.md) +- [Borrow an Arcane Spell](borrow-an-arcane-spell.md) +- [Burrow](burrow.md) +- [Call on Ancient Blood](call-on-ancient-blood.md) +- [Cast a Spell](cast-a-spell.md) +- [Climb](climb.md) +- [Coerce](coerce.md) +- [Command an Animal](command-an-animal.md) +- [Conceal an Object](conceal-an-object.md) +- [Cover Tracks](cover-tracks.md) +- [Craft](craft.md) +- [Crawl](crawl.md) +- [Create a Diversion](create-a-diversion.md) +- [Create Forgery](create-forgery.md) +- [Debilitating Strike](debilitating-strike.md) +- [Decipher Writing](decipher-writing.md) +- [Defend](defend.md) +- [Delay](delay.md) +- [Demoralize](demoralize.md) +- [Detect Magic](detect-magic.md) +- [Disable a Device](disable-a-device.md) +- [Disarm](disarm.md) +- [Dismiss](dismiss.md) +- [Drain Bonded Item](drain-bonded-item.md) +- [Drop Prone](drop-prone.md) +- [Earn Income](earn-income.md) +- [Escape](escape.md) +- [Feint](feint.md) +- [Flurry of Blows](flurry-of-blows.md) +- [Fly](fly.md) +- [Follow the Expert](follow-the-expert.md) +- [Force Open](force-open.md) +- [Gather Information](gather-information.md) +- [Glimpse of Redemption](glimpse-of-redemption.md) +- [Grab an Edge](grab-an-edge.md) +- [Grapple](grapple.md) +- [Hide](hide.md) +- [High Jump](high-jump.md) +- [Hunt Prey](hunt-prey.md) +- [Hustle](hustle.md) +- [Identify Alchemy](identify-alchemy.md) +- [Identify Magic](identify-magic.md) +- [Impersonate](impersonate.md) +- [Interact](interact.md) +- [Invest an Item](invest-an-item.md) +- [Investigate](investigate.md) +- [Invoke Celestial Privilege](invoke-celestial-privilege.md) +- [Leap](leap.md) +- [Learn a Spell](learn-a-spell.md) +- [Liberating Step](liberating-step.md) +- [Lie](lie.md) +- [Long Jump](long-jump.md) +- [Long-Term Rest](long-term-rest.md) +- [Make an Impression](make-an-impression.md) +- [Maneuver in Flight](maneuver-in-flight.md) +- [Master Strike](master-strike.md) +- [Mighty Rage](mighty-rage.md) +- [Mount](mount.md) +- [Mutagenic Flashback](mutagenic-flashback.md) +- [Palm an Object](palm-an-object.md) +- [Perform](perform.md) +- [Pick a Lock](pick-a-lock.md) +- [Point Out](point-out.md) +- [Quick Alchemy](quick-alchemy.md) +- [Rage](rage.md) +- [Raise a Shield](raise-a-shield.md) +- [Ready](ready.md) +- [Recall Knowledge](recall-knowledge.md) +- [Refocus](refocus.md) +- [Release](release.md) +- [Repair](repair.md) +- [Repeat a Spell](repeat-a-spell.md) +- [Request](request.md) +- [Retraining](retraining.md) +- [Retributive Strike](retributive-strike.md) +- [Scout](scout.md) +- [Search](search.md) +- [Seek](seek.md) +- [Sense Direction](sense-direction.md) +- [Sense Motive](sense-motive.md) +- [Shove](shove.md) +- [Sneak](sneak.md) +- [Squeeze](squeeze.md) +- [Stand](stand.md) +- [Steal](steal.md) +- [Step](step.md) +- [Stride](stride.md) +- [Strike](strike.md) +- [Subsist](subsist.md) +- [Sustain a Spell](sustain-a-spell.md) +- [Sustain an Activation](sustain-an-activation.md) +- [Swim](swim.md) +- [Take Cover](take-cover.md) +- [Track](track.md) +- [Treat Disease](treat-disease.md) +- [Treat Poison](treat-poison.md) +- [Treat Wounds](treat-wounds.md) +- [Trip](trip.md) +- [Tumble Through](tumble-through.md) diff --git a/rules/actions/activate-an-item.md b/rules/actions/activate-an-item.md new file mode 100644 index 000000000..5acfda9ee --- /dev/null +++ b/rules/actions/activate-an-item.md @@ -0,0 +1,61 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Activate an Item"] +--- +# Activate an Item (basic) [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +*Source: Core Rulebook p. 532* + + +- **Requirements**: You can Activate an Item with the [invested](rules/traits/invested.md) trait only if it's invested by you. If the item requires you to [Interact](rules/actions/interact.md) with it, you must be wielding it (if it's a held item) or touching it with a free hand (if it's another type of item). +- **Activity**: Varies + +You call forth the effect of an item by properly activating it. This is a special activity that takes a variable number of actions, as listed in the item's stat block. + +Some items can be activated as a reaction or free action. In this case, you Activate the Item as a reaction or free action (as appropriate) instead of as an activity. Such cases are noted in the item's Activate entry in its stat block—for example, "**Activate** [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") command." + +**Long Activation Times** Some items take minutes or hours to activate. The Activate an Item activity for these items includes a mix of the listed activation components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while activating such an item, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these activations have the [exploration](rules/traits/exploration.md) trait, and you can't activate them in an encounter. If combat breaks out while you're activating one, your activation is disrupted (see the Disrupting Activations sidebar). + +**Activation Components** Each activation entry lists any components involved in the activation after the action icons or text, such as "[>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") command." The activation components, described below, add traits (listed in parentheses) and requirements to the activation. If you can't provide the components, you fail to Activate the Item. + +- Command ([auditory](rules/traits/auditory.md), [concentrate](rules/traits/concentrate.md)) +- Envision ([concentrate](rules/traits/concentrate.md)) +- [Interact](rules/actions/interact.md) ([manipulate](rules/traits/manipulate.md)) +- [Cast a Spell](rules/actions/cast-a-spell.md) + +Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. + +Activating an Item works much like [Casting a Spell](rules/actions/cast-a-spell.md), in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry. + +If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. + +Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect. + +> [!pf2-brown] DISRUPTING ACTIVATIONS +> +> Some abilities and effects can disrupt the process of [Activating an Item](rules/actions/activate-an-item.md). If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends. + +**Activation Components** An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below. + +**Command** This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md)s. You must be able to speak to provide this component. + +**Envision** This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md). + +**Interact** This component works like the Interact basic action. + +Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action. + +**Cast a Spell** If an item lists "[Cast a Spell](rules/actions/cast-a-spell.md)" after "Activate," the activation requires you to use the [Cast a Spell](rules/actions/cast-a-spell.md) activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. + +If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it. + +In this case, Activate an Item gains all the traits from the relevant components of the [Cast a Spell](rules/actions/cast-a-spell.md) activity. + +**Limited Activations** Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item. + +**Sustaining Activations** Some items, once activated, have effects that can be sustained if you concentrate on them. This works much + +**Dismissing Activations** Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action. \ No newline at end of file diff --git a/rules/actions/administer-first-aid.md b/rules/actions/administer-first-aid.md new file mode 100644 index 000000000..15bbe69cd --- /dev/null +++ b/rules/actions/administer-first-aid.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +aliases: ["Administer First Aid"] +--- +# Administer First Aid (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 248* + +**Skill** [medicine](compendium/skills.md#Medicine) (untrained) +- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. +- **Activity**: Two-Action + +You perform first aid on an adjacent creature that is [dying](rules/conditions.md#Dying) or bleeding. If a creature is both [dying](rules/conditions.md#Dying) and bleeding, choose which ailment you're trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect. + +- **Stabilize** Attempt a [Medicine](compendium/skills.md#Medicine) check on a creature that has 0 Hit Points and the [dying](rules/conditions.md#Dying) condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value). +- **Stop Bleeding** Attempt a [Medicine](compendium/skills.md#Medicine) check on a creature that is taking [persistent bleed damage](rules/conditions.md#Persistent%20Damage), giving them a chance to make another flat check to remove the [persistent damage](rules/conditions.md#Persistent%20Damage). The DC is usually the DC of the effect that caused the bleed. + +> [!success-degree] +> - **Success** If you're trying to stabilize, the creature loses the [dying](rules/conditions.md#Dying) condition (but remains [unconscious](rules/conditions.md#Unconscious)). If you're trying to stop bleeding, the creature attempts a flat check to end the bleeding. +> - **Critical Failure** If you were trying to stabilize, the creature's [dying](rules/conditions.md#Dying) value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its [persistent bleed damage](rules/conditions.md#Persistent%20Damage). \ No newline at end of file diff --git a/rules/actions/affix-a-talisman.md b/rules/actions/affix-a-talisman.md new file mode 100644 index 000000000..b25f21f25 --- /dev/null +++ b/rules/actions/affix-a-talisman.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/exploration +- trait/manipulate +aliases: ["Affix a Talisman"] +--- +# Affix a Talisman (basic) +[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 565* + + +- **Requirements**: You must use a [repair kit](compendium/equipment/items/repair-kit.md). + +You spend 10 minutes affixing a talisman to an item, placing the item on a stable surface and using the [repair kit](compendium/equipment/items/repair-kit.md) with both hands. You can also use this activity to remove a talisman. Attaching more than one talisman to an item deactivates all the talismans. They must be removed and re-affixed before they can be used again. \ No newline at end of file diff --git a/Rules/actions/aid.md b/rules/actions/aid.md similarity index 94% rename from Rules/actions/aid.md rename to rules/actions/aid.md index 0030279bf..4922cdf20 100644 --- a/Rules/actions/aid.md +++ b/rules/actions/aid.md @@ -6,7 +6,7 @@ tags: - compendium/src/pf2e/crb aliases: ["Aid", "Help"] --- -# Aid (basic) [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +# Aid (basic) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Source: Core Rulebook p. 470* diff --git a/rules/actions/arrest-a-fall.md b/rules/actions/arrest-a-fall.md new file mode 100644 index 000000000..0d19b4c6f --- /dev/null +++ b/rules/actions/arrest-a-fall.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Arrest a Fall"] +--- +# Arrest a Fall (basic) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Core Rulebook p. 472* + + +- **Trigger** You fall. +- **Requirements**: You have a fly Speed. +- **Activity**: Reaction + +You attempt an [Acrobatics](compendium/skills.md#Acrobatics) check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances. + +> [!success-degree] +> - **Success** You fall gently, taking no damage from the fall. \ No newline at end of file diff --git a/rules/actions/attack-of-opportunity.md b/rules/actions/attack-of-opportunity.md new file mode 100644 index 000000000..1007a7df1 --- /dev/null +++ b/rules/actions/attack-of-opportunity.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/fighter +- compendium/src/pf2e/crb +aliases: ["Attack of Opportunity"] +--- +# Attack of Opportunity [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Core Rulebook p. 474* + +**Class** fighter +- **Trigger** A creature within your reach uses a [manipulate](rules/traits/manipulate.md) action or a [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a move action it's using. +- **Activity**: Reaction + +You lash out at a foe that leaves an opening. Make a melee [Strike](rules/actions/strike.md) against the triggering creature. If your attack is a critical hit and the trigger was a [manipulate](rules/traits/manipulate.md) action, you disrupt that action. This [Strike](rules/actions/strike.md) doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this [Strike](rules/actions/strike.md). \ No newline at end of file diff --git a/Rules/actions/avert-gaze.md b/rules/actions/avert-gaze.md similarity index 81% rename from Rules/actions/avert-gaze.md rename to rules/actions/avert-gaze.md index b17a10bd3..e2cb86862 100644 --- a/Rules/actions/avert-gaze.md +++ b/rules/actions/avert-gaze.md @@ -6,7 +6,7 @@ tags: - compendium/src/pf2e/crb aliases: ["Avert Gaze"] --- -# Avert Gaze (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +# Avert Gaze (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Source: Core Rulebook p. 472* diff --git a/rules/actions/avoid-notice.md b/rules/actions/avoid-notice.md new file mode 100644 index 000000000..3cbde0447 --- /dev/null +++ b/rules/actions/avoid-notice.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/exploration +aliases: ["Avoid Notice"] +--- +# Avoid Notice (basic) +[exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 479* + + + +You attempt a [Stealth](compendium/skills.md#Stealth) check to avoid notice while traveling at half speed. If you have the [Swift Sneak](compendium/feats/swift-sneak.md) feat, you can move at full Speed rather than half, but you still can't use another exploration activity while you do so. If you have the [Legendary Sneak](compendium/feats/legendary-sneak.md) feat, you can move at full Speed and use a second exploration activity. If you're Avoiding Notice at the start of an encounter, you usually roll a [Stealth](compendium/skills.md#Stealth) check instead of a [Perception](compendium/skills.md#Perception) check both to determine your initiative and to see if the enemies notice you (based on their [Perception](compendium/skills.md#Perception) DCs, as normal for [Sneak](rules/actions/sneak.md), regardless of their initiative check results). \ No newline at end of file diff --git a/rules/actions/balance.md b/rules/actions/balance.md new file mode 100644 index 000000000..acd02f74f --- /dev/null +++ b/rules/actions/balance.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Balance"] +--- +# Balance (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 240* + +**Skill** [acrobatics](compendium/skills.md#Acrobatics) (untrained) +- **Requirements**: You are in a square that contains a narrow surface, uneven ground, or another similar feature. +- **Activity**: Single Action + +You move across a narrow surface or uneven ground, attempting an [Acrobatics](compendium/skills.md#Acrobatics) check against its Balance DC. You are [flat-footed](rules/conditions.md#Flat-footed) while on a narrow surface or uneven ground. + +> [!success-degree] +> - **Critical Success** You move up to your Speed. +> - **Success** You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). +> - **Failure** You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. +> - **Critical Failure** You fall and your turn ends. + +> [!pf2-example] Sample Balance Tasks +> +> - **Untrained** tangled roots, uneven cobblestones +> - **Trained** wooden beam +> - **Expert** deep, loose gravel +> - **Master** tightrope, smooth sheet of ice +> - **Legendary** razor's edge, chunks of floor falling in midair \ No newline at end of file diff --git a/Rules/actions/borrow-an-arcane-spell.md b/rules/actions/borrow-an-arcane-spell.md similarity index 75% rename from Rules/actions/borrow-an-arcane-spell.md rename to rules/actions/borrow-an-arcane-spell.md index ad19ae023..8b74ec0c7 100644 --- a/Rules/actions/borrow-an-arcane-spell.md +++ b/rules/actions/borrow-an-arcane-spell.md @@ -9,12 +9,12 @@ tags: aliases: ["Borrow an Arcane Spell"] --- # Borrow an Arcane Spell (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) *Source: Core Rulebook p. 241* -**Skill** [arcana](../../Compendium/skills.md#Arcana) (trained) +**Skill** [arcana](compendium/skills.md#Arcana) (trained) -If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than [Learning the Spell](learn-a-spell.md). +If you're an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else's spellbook. The GM sets the DC for the check based on the spell's level and rarity; it's typically a bit easier than [Learning the Spell](rules/actions/learn-a-spell.md). > [!success-degree] > - **Success** You prepare the borrowed spell as part of your normal spell preparation. diff --git a/Rules/actions/burrow.md b/rules/actions/burrow.md similarity index 78% rename from Rules/actions/burrow.md rename to rules/actions/burrow.md index df8f02037..86a191c91 100644 --- a/Rules/actions/burrow.md +++ b/rules/actions/burrow.md @@ -7,8 +7,8 @@ tags: - trait/move aliases: ["Burrow"] --- -# Burrow (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) +# Burrow (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) *Source: Core Rulebook p. 472* diff --git a/rules/actions/call-on-ancient-blood.md b/rules/actions/call-on-ancient-blood.md new file mode 100644 index 000000000..86670019f --- /dev/null +++ b/rules/actions/call-on-ancient-blood.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/dwarf +- compendium/src/pf2e/crb +aliases: ["Call on Ancient Blood"] +--- +# Call on Ancient Blood [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Core Rulebook p. 35* + +**Ancestry** Dwarf; **Heritage** Dwarf||Ancient-Blooded|Ancient-Blooded|| +- **Trigger** You attempt a saving throw against a [magical](rules/traits/magical.md) effect, but you haven't rolled yet. +- **Activity**: Reaction + +Your ancestors' innate resistance to magic surges, before slowly ebbing down. You gain a +1 circumstance bonus until the end of this turn. This bonus also applies to the triggering save. \ No newline at end of file diff --git a/rules/actions/cast-a-spell.md b/rules/actions/cast-a-spell.md new file mode 100644 index 000000000..cc7ce09cc --- /dev/null +++ b/rules/actions/cast-a-spell.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Cast a Spell"] +--- +# Cast a Spell (basic) [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +*Source: Core Rulebook p. 302* + + +- **Activity**: Varies + +You [Cast a Spell](rules/actions/cast-a-spell.md) you have prepared or in your repertoire. [Casting a Spell](rules/actions/cast-a-spell.md) is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs. + +Some spells are cast as a reaction or free action. In those cases, you [Cast the Spell](rules/actions/cast-a-spell.md) as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block—for example, "[R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") verbal." + +**Long Casting Times** Some spells take minutes or hours to cast. The [Cast a Spell](rules/actions/cast-a-spell.md) activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the [exploration](rules/traits/exploration.md) trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted (see Disrupted and Lost Spells below). + +**Activation Components** Each spell lists the spell components required to cast it after the action icons or text, such as "[>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the [Cast a Spell](rules/actions/cast-a-spell.md) activity. If you can't provide the components, you fail to [Cast the Spell](rules/actions/cast-a-spell.md). + +- Material ([manipulate](rules/traits/manipulate.md)) +- Somatic ([manipulate](rules/traits/manipulate.md)) +- Verbal ([concentrate](rules/traits/concentrate.md)) +- Focus ([manipulate](rules/traits/manipulate.md)) + +**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the [Cast a Spell](rules/actions/cast-a-spell.md) activity. If a spell is disrupted during a [Sustain a Spell](rules/actions/sustain-a-spell.md) action, the spell immediately ends. The full rules for disrupting actions appear here. \ No newline at end of file diff --git a/Rules/actions/climb.md b/rules/actions/climb.md similarity index 75% rename from Rules/actions/climb.md rename to rules/actions/climb.md index b180f3ca9..187ed0071 100644 --- a/Rules/actions/climb.md +++ b/rules/actions/climb.md @@ -7,20 +7,20 @@ tags: - trait/move aliases: ["Climb"] --- -# Climb (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) +# Climb (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) *Source: Core Rulebook p. 241* -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) - **Requirements**: You have both hands free. - **Activity**: Single Action -You move up, down, or across an incline. Unless it's particularly easy, you must attempt an [Athletics](../../Compendium/skills.md#Athletics) check. The GM determines the DC based on the nature of the incline and environmental circumstances. You're [flat-footed](../conditions.md#Flat-footed) unless you have a climb Speed. +You move up, down, or across an incline. Unless it's particularly easy, you must attempt an [Athletics](compendium/skills.md#Athletics) check. The GM determines the DC based on the nature of the incline and environmental circumstances. You're [flat-footed](rules/conditions.md#Flat-footed) unless you have a climb Speed. > [!success-degree] > - **Critical Success** You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). > - **Success** You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet). -> - **Critical Failure** You fall. If you began the climb on stable ground, you fall and land [prone](../conditions.md#Prone). +> - **Critical Failure** You fall. If you began the climb on stable ground, you fall and land [prone](rules/conditions.md#Prone). > [!pf2-example] Sample Climb Tasks > @@ -32,7 +32,7 @@ You move up, down, or across an incline. Unless it's particularly easy, you must > [!pf2-example] Table 4–4: Climb and Swim Distance > -> This table provides a quick reference for how far you can move with a Climb or [Swim](swim.md) action. +> This table provides a quick reference for how far you can move with a Climb or [Swim](rules/actions/swim.md) action. > > > diff --git a/rules/actions/coerce.md b/rules/actions/coerce.md new file mode 100644 index 000000000..921eaa88e --- /dev/null +++ b/rules/actions/coerce.md @@ -0,0 +1,28 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/exploration +- trait/linguistic +- trait/mental +aliases: ["Coerce"] +--- +# Coerce (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Core Rulebook p. 247* + +**Skill** [intimidation](compendium/skills.md#Intimidation) (untrained) +- **Activity**: Single Action + +With threats either veiled or overt, you attempt to bully a creature into doing what you want. You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you. At the end of the conversation, attempt an [Intimidation](compendium/skills.md#Intimidation) check against the target's Will DC, modified by any circumstances the GM determines. The attitudes referenced in the effects below are summarized in the Changing Attitudes sidebar on page 246 and described in full in the Conditions Appendix, starting on page 618. + +> [!success-degree] +> - **Critical Success** The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes [unfriendly](rules/conditions.md#Unfriendly) (if they weren't already [unfriendly](rules/conditions.md#Unfriendly) or [hostile](rules/conditions.md#Hostile)). However, the target is too scared of you to retaliate—at least in the short term. +> - **Success** As critical success, but once the target becomes [unfriendly](rules/conditions.md#Unfriendly), they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies. +> - **Failure** The target doesn't do what you say, and if they were not already [unfriendly](rules/conditions.md#Unfriendly) or [hostile](rules/conditions.md#Hostile), they become [unfriendly](rules/conditions.md#Unfriendly) +> - **Critical Failure** The target refuses to comply, becomes [hostile](rules/conditions.md#Hostile) if they weren't already, and can't be Coerced by you for at least 1 week. \ No newline at end of file diff --git a/rules/actions/command-an-animal.md b/rules/actions/command-an-animal.md new file mode 100644 index 000000000..cecaa9af7 --- /dev/null +++ b/rules/actions/command-an-animal.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/concentrate +aliases: ["Command an Animal"] +--- +# Command an Animal (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) +*Source: Core Rulebook p. 249* + +**Skill** [nature](compendium/skills.md#Nature) (untrained) +- **Activity**: Single Action + +You issue an order to an animal. Attempt a [Nature](compendium/skills.md#Nature) check against the animal's Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat. + +You automatically fail if the animal is [hostile](rules/conditions.md#Hostile) or [unfriendly](rules/conditions.md#Unfriendly) to you. If the animal is [helpful](rules/conditions.md#Helpful) to you, increase your degree of success by one step. You might be able to Command an Animal more easily with a feat like [Ride](compendium/feats/ride.md). + +Most animals know the [Leap](rules/actions/leap.md), [Seek](rules/actions/seek.md), [Drop Prone](rules/actions/drop-prone.md), [Stand](rules/actions/stand.md), [Stride](rules/actions/stride.md), and [Strike](rules/actions/strike.md) basic actions. If an animal knows an activity, such as a horse's Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity's number of actions. You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to [Stride](rules/actions/stride.md) three times or to [Stride](rules/actions/stride.md) twice and then [Strike](rules/actions/strike.md). + +> [!success-degree] +> - **Success** The animal does as you command on its next turn. +> - **Failure** The animal is hesitant or resistant, and it does nothing. +> - **Critical Failure** The animal misbehaves or misunderstands, and it takes some other action determined by the GM. \ No newline at end of file diff --git a/rules/actions/conceal-an-object.md b/rules/actions/conceal-an-object.md new file mode 100644 index 000000000..d69513df8 --- /dev/null +++ b/rules/actions/conceal-an-object.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +- trait/secret +aliases: ["Conceal an Object"] +--- +# Conceal an Object (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 251* + +**Skill** [stealth](compendium/skills.md#Stealth) (untrained) +- **Activity**: Single Action + +You hide a small object on your person (such as a weapon of light Bulk). When you try to sneak a concealed object past someone who might notice it, the GM rolls your [Stealth](compendium/skills.md#Stealth) check and compares it to this passive observer's [Perception](compendium/skills.md#Perception) DC. Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching you for an item, it can attempt a [Perception](compendium/skills.md#Perception) check against your [Stealth](compendium/skills.md#Stealth) DC (finding the object on success). + +You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their [Perception](compendium/skills.md#Perception) check results to your [Stealth](compendium/skills.md#Stealth) DC to determine whether they find the object. + +> [!success-degree] +> - **Success** The object remains [undetected](rules/conditions.md#Undetected). +> - **Failure** The searcher finds the object. \ No newline at end of file diff --git a/rules/actions/cover-tracks.md b/rules/actions/cover-tracks.md new file mode 100644 index 000000000..3fb01087a --- /dev/null +++ b/rules/actions/cover-tracks.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +- trait/move +aliases: ["Cover Tracks"] +--- +# Cover Tracks (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +*Source: Core Rulebook p. 252* + +**Skill** [survival](compendium/skills.md#Survival) (trained) + +You cover your tracks, moving up to half your travel Speed. You don't need to attempt a [Survival](compendium/skills.md#Survival) check to cover your tracks, but anyone tracking you must succeed at a [Survival](compendium/skills.md#Survival) check against your [Survival](compendium/skills.md#Survival) DC if it is higher than the normal DC to Track. + +In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn't have the [exploration](rules/traits/exploration.md) trait. \ No newline at end of file diff --git a/rules/actions/craft.md b/rules/actions/craft.md new file mode 100644 index 000000000..f3a3b4741 --- /dev/null +++ b/rules/actions/craft.md @@ -0,0 +1,52 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/downtime +- trait/manipulate +aliases: ["Craft"] +--- +# Craft (basic) +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 244* + +**Skill** [crafting](compendium/skills.md#Crafting) (trained) + +You can make an item from raw materials. You need the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to create alchemical items, the [Magical Crafting](compendium/feats/magical-crafting.md) skill feat to create magic items, and the [Snare Crafting](compendium/feats/snare-crafting.md) feat to create snares. + +To Craft an item, you must meet the following requirements: + +- The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in [Crafting](compendium/skills.md#Crafting), and if it's 16th or higher, you must be legendary. +- You have the formula for the item; see Getting Formulas below for more information. +- You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield. +- You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials. + +You must spend 4 days at work, at which point you attempt a [Crafting](compendium/skills.md#Crafting) check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances. + +If your attempt to create the item is successful, you expend the raw materials you supplied. You can pay the remaining portion of the item's Price in materials to complete the item immediately, or you can spend additional downtime days working on it. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using [Table 4–2: Income Earned](rules/tables/income-earned.md), based on your proficiency rank in [Crafting](compendium/skills.md#Crafting) and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off. An example of [Crafting](compendium/skills.md#Crafting) appears in the sidebar. + +> [!success-degree] +> - **Critical Success** Your attempt is successful. Each additional day spent [Crafting](compendium/skills.md#Crafting) reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in [Crafting](compendium/skills.md#Crafting). +> - **Success** Your attempt is successful. Each additional day spent [Crafting](compendium/skills.md#Crafting) reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. +> - **Failure** You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. +> - **Critical Failure** You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over. + +> [!pf2-example] Consumables and Ammunition +> +> You can Craft items with the [consumable](rules/traits/consumable.md) trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also [Craft](rules/actions/craft.md) non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](rules/tables/ranged-weapons.md) (typically 10). + +> [!pf2-example] Getting Formulas +> +> You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a [basic crafter's book](compendium/equipment/items/basic-crafters-book.md). See the rules on page 293 for information on how to acquire other formulas. + +> [!pf2-brown] Crafting Example +> +> Ezren is a 5th-level wizard and an expert in [Crafting](compendium/skills.md#Crafting). He has a [Crafting](compendium/skills.md#Crafting) modifier of +13 and the [Magical Crafting](compendium/feats/magical-crafting.md) feat. With 2 weeks of downtime ahead of him, he decides to craft a [striking](compendium/equipment/items/striking.md) rune, a 4th-level item. The GM secretly chooses a DC of 19. +> +> The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his [Crafting](compendium/skills.md#Crafting) check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp. +> +> However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. +> +> Because he's a 5th-level character and an expert at [Crafting](compendium/skills.md#Crafting), he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the [striking](compendium/equipment/items/striking.md) rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's [Crafting](compendium/skills.md#Crafting) check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp. \ No newline at end of file diff --git a/rules/actions/crawl.md b/rules/actions/crawl.md new file mode 100644 index 000000000..c7dfe87a2 --- /dev/null +++ b/rules/actions/crawl.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Crawl"] +--- +# Crawl (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 470* + + +- **Requirements**: You are [prone](rules/conditions.md#Prone) and your Speed is at least 10 feet. +- **Activity**: Single Action + +You move 5 feet by crawling and continue to stay [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/rules/actions/create-a-diversion.md b/rules/actions/create-a-diversion.md new file mode 100644 index 000000000..4c6f79f67 --- /dev/null +++ b/rules/actions/create-a-diversion.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/mental +aliases: ["Create a Diversion"] +--- +# Create a Diversion (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[mental](rules/traits/mental.md) +*Source: Core Rulebook p. 245* + +**Skill** [deception](compendium/skills.md#Deception) (untrained) +- **Activity**: Single Action + +With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the [manipulate](rules/traits/manipulate.md) trait. If you use distracting words, it gains the [auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) traits. + +Attempt a single [Deception](compendium/skills.md#Deception) check and compare it to the [Perception](compendium/skills.md#Perception) DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their [Perception](compendium/skills.md#Perception) DCs against your attempts to Create a Diversion for 1 minute. + +> [!success-degree] +> - **Success** You become hidden to each creature whose [Perception](compendium/skills.md#Perception) DC is less than or equal to your result. (The [hidden](rules/conditions.md#Hidden) condition allows you to [Sneak](rules/actions/sneak.md) away, as described on page 252.) This lasts until the end of your turn or until you do anything except [Step](rules/actions/step.md) or use the [Hide](rules/actions/hide.md) or the [Sneak](rules/actions/sneak.md) action of the [Stealth](compendium/skills.md#Stealth) skill. If you [Strike](rules/actions/strike.md) a creature, the creature remains [flat-footed](rules/conditions.md#Flat-footed) against that attack, and you then become [observed](rules/conditions.md#Observed). If you do anything else, you become [observed](rules/conditions.md#Observed) just before you act unless the GM determines otherwise. +> - **Failure** You don't divert the attention of any creatures whose [Perception](compendium/skills.md#Perception) DC exceeds your result, and those creatures are aware you were trying to trick them. \ No newline at end of file diff --git a/rules/actions/create-forgery.md b/rules/actions/create-forgery.md new file mode 100644 index 000000000..a5cb280a1 --- /dev/null +++ b/rules/actions/create-forgery.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/downtime +- trait/secret +aliases: ["Create Forgery"] +--- +# Create Forgery (basic) +[downtime](rules/traits/downtime.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 251* + +**Skill** [society](compendium/skills.md#Society) (trained) + +You create a forged document, usually over the course of a day or a week. You must have the proper writing material to create a forgery. When you Create a Forgery, the GM rolls a secret DC 20 [Society](compendium/skills.md#Society) check. If you succeed, the forgery is of good enough quality that passive observers can't notice the fake. Only those who carefully examine the document and attempt a [Perception](compendium/skills.md#Perception) or [Society](compendium/skills.md#Society) check against your [Society](compendium/skills.md#Society) DC can do so. + +If the document's handwriting doesn't need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus). To forge a specific person's handwriting, you need a sample of that person's handwriting. + +If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer's [Perception](compendium/skills.md#Perception) DC or Society DC, whichever is higher, using the success or failure results below. Once the GM rolls your check for a document, that same result is used against all passive observers' DCs no matter how many creatures passively observe that document. + +An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a [Perception](compendium/skills.md#Perception) or [Society](compendium/skills.md#Society) check against your [Society](compendium/skills.md#Society) DC (if they succeed, they know your document is a forgery). + +> [!success-degree] +> - **Success** The observer does not detect the forgery. +> - **Failure** The observer knows your document is a forgery. \ No newline at end of file diff --git a/rules/actions/debilitating-strike.md b/rules/actions/debilitating-strike.md new file mode 100644 index 000000000..814dc22e6 --- /dev/null +++ b/rules/actions/debilitating-strike.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/rogue +- compendium/src/pf2e/crb +- trait/rogue +aliases: ["Debilitating Strike"] +--- +# Debilitating Strike [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[rogue](rules/traits/rogue.md) +*Source: Core Rulebook p. 182* + +**Class** rogue +- **Trigger** Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. +- **Activity**: Free Action + +You apply one of the following debilitations, which lasts until the end of your next turn. + +- **Debilitation** the target takes a –10-foot status penalty to its Speeds. +- **Debilitation** The target becomes [enfeebled](rules/conditions.md#Enfeebled). \ No newline at end of file diff --git a/Rules/actions/decipher-writing.md b/rules/actions/decipher-writing.md similarity index 88% rename from Rules/actions/decipher-writing.md rename to rules/actions/decipher-writing.md index b72be76fb..36c6cfbf9 100644 --- a/Rules/actions/decipher-writing.md +++ b/rules/actions/decipher-writing.md @@ -10,12 +10,12 @@ tags: aliases: ["Decipher Writing"] --- # Decipher Writing (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [secret](../traits/secret.md) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) *Source: Core Rulebook p. 234* -You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using [Society](../../Compendium/skills.md#Society) instead. +You attempt to decipher complicated writing or literature on an obscure topic. This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like). The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using [Society](compendium/skills.md#Society) instead. The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text. diff --git a/rules/actions/defend.md b/rules/actions/defend.md new file mode 100644 index 000000000..1ef40859f --- /dev/null +++ b/rules/actions/defend.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/exploration +aliases: ["Defend"] +--- +# Defend (basic) +[exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 479* + + + +You move at half your travel speed with your shield raised. If combat breaks out, you gain the benefits of [Raising a Shield](rules/actions/raise-a-shield.md) before your first turn begins. \ No newline at end of file diff --git a/rules/actions/delay.md b/rules/actions/delay.md new file mode 100644 index 000000000..393b3eb71 --- /dev/null +++ b/rules/actions/delay.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Delay"] +--- +# Delay (basic) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +*Source: Core Rulebook p. 470* + + +- **Trigger** Your turn begins. +- **Activity**: Free Action + +You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. + +When you Delay, any [persistent damage](rules/conditions.md#Persistent%20Damage) or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn. \ No newline at end of file diff --git a/rules/actions/demoralize.md b/rules/actions/demoralize.md new file mode 100644 index 000000000..0fa643c11 --- /dev/null +++ b/rules/actions/demoralize.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/concentrate +- trait/emotion +- trait/fear +- trait/mental +aliases: ["Demoralize"] +--- +# Demoralize (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [fear](rules/traits/fear.md) [mental](rules/traits/mental.md) +*Source: Core Rulebook p. 247* + +**Skill** [intimidation](compendium/skills.md#Intimidation) (untrained) +- **Activity**: Single Action + +With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an [Intimidation](compendium/skills.md#Intimidation) check against that target's Will DC. If the target does not understand the language you are speaking, you're not speaking a language, or they can't hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes. + +> [!success-degree] +> - **Critical Success** The target becomes [frightened](rules/conditions.md#Frightened) 2. +> - **Success** The target becomes [frightened](rules/conditions.md#Frightened) 1. \ No newline at end of file diff --git a/rules/actions/detect-magic.md b/rules/actions/detect-magic.md new file mode 100644 index 000000000..e6875ea85 --- /dev/null +++ b/rules/actions/detect-magic.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +aliases: ["Detect Magic"] +--- +# Detect Magic (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 479* + + + +You cast [detect magic](compendium/spells/detect-magic.md) at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them. \ No newline at end of file diff --git a/rules/actions/disable-a-device.md b/rules/actions/disable-a-device.md new file mode 100644 index 000000000..4a9d1a005 --- /dev/null +++ b/rules/actions/disable-a-device.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +aliases: ["Disable a Device"] +--- +# Disable a Device (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 253* + +**Skill** [thievery](compendium/skills.md#Thievery) (trained) +- **Requirements**: Some devices require you to use [thieves' tools](compendium/equipment/items/thieves-tools.md) when disabling them. +- **Activity**: Two-Action + +This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves' tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in [Thievery](compendium/skills.md#Thievery) to disable it. + +Your [Thievery](compendium/skills.md#Thievery) check result determines how much progress you make. + +> [!success-degree] +> - **Critical Success** You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed. +> - **Success** You disable the device, or you achieve one success toward disabling a complex device. +> - **Critical Failure** You trigger the device. \ No newline at end of file diff --git a/rules/actions/disarm.md b/rules/actions/disarm.md new file mode 100644 index 000000000..1a9da10b4 --- /dev/null +++ b/rules/actions/disarm.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/attack +aliases: ["Disarm"] +--- +# Disarm (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) +*Source: Core Rulebook p. 243* + +**Skill** [athletics](compendium/skills.md#Athletics) (trained) +- **Requirements**: You have at least one hand free. The target can't be more than one size larger than you. +- **Activity**: Single Action + +You try to knock something out of an opponent's grasp. Attempt an [Athletics](compendium/skills.md#Athletics) check against the opponent's Reflex DC. + +> [!success-degree] +> - **Critical Success** You knock the item out of the opponent's grasp. It falls to the ground in the opponent's space. +> - **Success** You weaken your opponent's grasp on the item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. +> - **Critical Failure** You lose your balance and become [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. \ No newline at end of file diff --git a/Rules/actions/dismiss.md b/rules/actions/dismiss.md similarity index 76% rename from Rules/actions/dismiss.md rename to rules/actions/dismiss.md index aeb8b3f80..4f02ebe30 100644 --- a/Rules/actions/dismiss.md +++ b/rules/actions/dismiss.md @@ -7,8 +7,8 @@ tags: - trait/concentrate aliases: ["Dismiss"] --- -# Dismiss (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) +# Dismiss (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) *Source: Core Rulebook p. 305* diff --git a/rules/actions/drain-bonded-item.md b/rules/actions/drain-bonded-item.md new file mode 100644 index 000000000..18e5c95e0 --- /dev/null +++ b/rules/actions/drain-bonded-item.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/wizard +- compendium/src/pf2e/crb +- trait/arcane +- trait/wizard +aliases: ["Drain Bonded Item"] +--- +# Drain Bonded Item [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[arcane](rules/traits/arcane.md) [wizard](rules/traits/wizard.md) +*Source: Core Rulebook p. 205* + +**Class** wizard +- **Frequency**: once per day +- **Activity**: Free Action + +You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still [Cast the Spell](rules/actions/cast-a-spell.md) and meet the spell's other requirements. \ No newline at end of file diff --git a/rules/actions/drop-prone.md b/rules/actions/drop-prone.md new file mode 100644 index 000000000..90272d62e --- /dev/null +++ b/rules/actions/drop-prone.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Drop Prone"] +--- +# Drop Prone (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 470* + + +- **Activity**: Single Action + +You fall [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/Rules/actions/earn-income.md b/rules/actions/earn-income.md similarity index 87% rename from Rules/actions/earn-income.md rename to rules/actions/earn-income.md index e17a4f767..b27cd8139 100644 --- a/Rules/actions/earn-income.md +++ b/rules/actions/earn-income.md @@ -8,14 +8,14 @@ tags: aliases: ["Earn Income"] --- # Earn Income (basic) -[downtime](../traits/downtime.md) +[downtime](rules/traits/downtime.md) *Source: Core Rulebook p. 236* -You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the [Diplomacy](../../Compendium/skills.md#Diplomacy) skill to [Gather Information](gather-information.md), doing some research, or socializing. +You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the [Diplomacy](compendium/skills.md#Diplomacy) skill to [Gather Information](rules/actions/gather-information.md), doing some research, or socializing. -When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on [Table 4–2: Income Earned](../tables/income-earned.md)). +When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task's level, and your proficiency rank (as listed on [Table 4–2: Income Earned](rules/tables/income-earned.md)). You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task's completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years. @@ -32,6 +32,4 @@ You can continue working at the task on subsequent days without needing to roll > - **Trained** bartend, do legal research > - **Expert** curate drink selection, present minor court cases > - **Master** run a large brewery, present important court cases -> - **Legendary** run an international brewing franchise, present a case in Hell's courts - -![EARN INCOME TASKS](../tables/earn-income-tasks-gmg.md) \ No newline at end of file +> - **Legendary** run an international brewing franchise, present a case in Hell's courts \ No newline at end of file diff --git a/rules/actions/escape.md b/rules/actions/escape.md new file mode 100644 index 000000000..bb3407e57 --- /dev/null +++ b/rules/actions/escape.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/attack +aliases: ["Escape"] +--- +# Escape (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) +*Source: Core Rulebook p. 470* + + +- **Activity**: Single Action + +You attempt to escape from being [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), or [restrained](rules/conditions.md#Restrained). Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the [Athletics](compendium/skills.md#Athletics) DC of a creature grabbing you, the [Thievery](compendium/skills.md#Thievery) DC of a creature who tied you up, the spell DC for a spell effect, or the listed [Escape](rules/actions/escape.md) DC of an object, hazard, or other impediment. You can attempt an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check instead of using your attack modifier if you choose (but this action still has the [attack](rules/traits/attack.md) trait). + +> [!success-degree] +> - **Critical Success** You get free and remove the [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), and [restrained](rules/conditions.md#Restrained) conditions imposed by your chosen target. You can then [Stride](rules/actions/stride.md) up to 5 feet. +> - **Success** You get free and remove the [grabbed](rules/conditions.md#Grabbed), [immobilized](rules/conditions.md#Immobilized), and [restrained](rules/conditions.md#Restrained) conditions imposed by your chosen target. +> - **Critical Failure** You don't get free, and you can't attempt to [Escape](rules/actions/escape.md) again until your next turn. \ No newline at end of file diff --git a/rules/actions/feint.md b/rules/actions/feint.md new file mode 100644 index 000000000..bdd491111 --- /dev/null +++ b/rules/actions/feint.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/mental +aliases: ["Feint"] +--- +# Feint (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[mental](rules/traits/mental.md) +*Source: Core Rulebook p. 246* + +**Skill** [deception](compendium/skills.md#Deception) (trained) +- **Requirements**: You are within melee reach of the opponent you attempt to Feint. +- **Activity**: Single Action + +With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a [Deception](compendium/skills.md#Deception) check against that opponent's [Perception](compendium/skills.md#Perception) DC. + +> [!success-degree] +> - **Critical Success** You throw your enemy's defenses against you entirely off. The target is [flat-footed](rules/conditions.md#Flat-footed) against melee attacks that you attempt against it until the end of your next turn. +> - **Success** Your foe is fooled, but only momentarily. The target is [flat-footed](rules/conditions.md#Flat-footed) against the next melee attack that you attempt against it before the end of your current turn. +> - **Critical Failure** Your feint backfires. You are [flat-footed](rules/conditions.md#Flat-footed) against melee attacks the target attempts against you until the end of your next turn. \ No newline at end of file diff --git a/rules/actions/flurry-of-blows.md b/rules/actions/flurry-of-blows.md new file mode 100644 index 000000000..ae9ec3fbc --- /dev/null +++ b/rules/actions/flurry-of-blows.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/monk +- compendium/src/pf2e/crb +- trait/flourish +- trait/monk +aliases: ["Flurry of Blows"] +--- +# Flurry of Blows [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[flourish](rules/traits/flourish.md) [monk](rules/traits/monk.md) +*Source: Core Rulebook p. 156* + +**Class** monk +- **Activity**: Single Action + +Make two unarmed [Strikes](rules/actions/strike.md). If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the [Strikes](rules/actions/strike.md) normally. As it has the [flourish](rules/traits/flourish.md) trait, you can use [Flurry of Blows](rules/actions/flurry-of-blows.md) only once per turn. \ No newline at end of file diff --git a/rules/actions/fly.md b/rules/actions/fly.md new file mode 100644 index 000000000..08be9eb9d --- /dev/null +++ b/rules/actions/fly.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Fly"] +--- +# Fly (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 305* + + +- **Requirements**: You have a fly Speed. +- **Activity**: Single Action + +You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall. \ No newline at end of file diff --git a/rules/actions/follow-the-expert.md b/rules/actions/follow-the-expert.md new file mode 100644 index 000000000..d662bb217 --- /dev/null +++ b/rules/actions/follow-the-expert.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/concentrate +- trait/exploration +- trait/visual +aliases: ["Follow the Expert"] +--- +# Follow the Expert (basic) +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [visual](rules/traits/visual.md) +*Source: Core Rulebook p. 479* + + + +Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like [Avoiding Notice](rules/actions/avoid-notice.md)). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary). \ No newline at end of file diff --git a/rules/actions/force-open.md b/rules/actions/force-open.md new file mode 100644 index 000000000..6bb582599 --- /dev/null +++ b/rules/actions/force-open.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/attack +aliases: ["Force Open"] +--- +# Force Open (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) +*Source: Core Rulebook p. 242* + +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) +- **Activity**: Single Action + +Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls. Without a [crowbar](compendium/equipment/items/crowbar.md), prying something open takes a –2 item penalty to the [Athletics](compendium/skills.md#Athletics) check to Force Open. + +> [!success-degree] +> - **Critical Success** You open the door, window, container, or gate and can avoid damaging it in the process. +> - **Success** You break the door, window, container, or gate open, and the door, window, container, or gate gains the [broken](rules/conditions.md#Broken) condition. If it's especially sturdy, the GM might have it take damage but not be broken. +> - **Critical Failure** Your attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open. + +> [!pf2-example] Sample Force Open Tasks +> +> - **Untrained** fabric, flimsy glass +> - **Trained** ice, sturdy glass +> - **Expert** flimsy wooden door, wooden portcullis +> - **Master** sturdy wooden door, iron portcullis, metal bar +> - **Legendary** stone or iron door \ No newline at end of file diff --git a/Rules/actions/gather-information.md b/rules/actions/gather-information.md similarity index 88% rename from Rules/actions/gather-information.md rename to rules/actions/gather-information.md index d65f798e3..036f8f888 100644 --- a/Rules/actions/gather-information.md +++ b/rules/actions/gather-information.md @@ -9,10 +9,10 @@ tags: aliases: ["Gather Information"] --- # Gather Information (basic) -[exploration](../traits/exploration.md) [secret](../traits/secret.md) +[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) *Source: Core Rulebook p. 246* -**Skill** [diplomacy](../../Compendium/skills.md#Diplomacy) (untrained) +**Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts. diff --git a/Rules/actions/glimpse-of-redemption.md b/rules/actions/glimpse-of-redemption.md similarity index 84% rename from Rules/actions/glimpse-of-redemption.md rename to rules/actions/glimpse-of-redemption.md index 7ff8db45b..32590ae58 100644 --- a/Rules/actions/glimpse-of-redemption.md +++ b/rules/actions/glimpse-of-redemption.md @@ -7,8 +7,8 @@ tags: - trait/champion aliases: ["Glimpse of Redemption"] --- -# Glimpse of Redemption [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") -[champion](../traits/champion.md) +# Glimpse of Redemption [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[champion](rules/traits/champion.md) *Source: Core Rulebook p. 107* **Class** champion; **Subclass** Redeemer diff --git a/Rules/actions/grab-an-edge.md b/rules/actions/grab-an-edge.md similarity index 81% rename from Rules/actions/grab-an-edge.md rename to rules/actions/grab-an-edge.md index b13f20340..2898062f4 100644 --- a/Rules/actions/grab-an-edge.md +++ b/rules/actions/grab-an-edge.md @@ -6,7 +6,7 @@ tags: - compendium/src/pf2e/crb aliases: ["Grab an Edge"] --- -# Grab an Edge (basic) [R](../core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +# Grab an Edge (basic) [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") *Source: Core Rulebook p. 472* @@ -14,7 +14,7 @@ aliases: ["Grab an Edge"] - **Requirements**: Your hands are not tied behind your back or otherwise restrained. - **Activity**: Reaction -When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the [Climb](climb.md) DC. If you grab the edge or handhold, you can then [Climb](climb.md) up using [Athletics](../../Compendium/skills.md#Athletics). +When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at a Reflex save, usually at the [Climb](rules/actions/climb.md) DC. If you grab the edge or handhold, you can then [Climb](rules/actions/climb.md) up using [Athletics](compendium/skills.md#Athletics). > [!success-degree] > - **Critical Success** You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter. diff --git a/rules/actions/grapple.md b/rules/actions/grapple.md new file mode 100644 index 000000000..1d7009b85 --- /dev/null +++ b/rules/actions/grapple.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/attack +aliases: ["Grapple", "Grab"] +--- +# Grapple (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) +*Source: Core Rulebook p. 242* + +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) +- **Requirements**: You have at least one free hand or have your target grappled or [restrained](rules/conditions.md#Restrained). Your target cannot be more than one size larger than you. +- **Activity**: Single Action + +You attempt to grab an opponent with your free hand. Attempt an [Athletics](compendium/skills.md#Athletics) check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed or restrained. + +> [!success-degree] +> - **Critical Success** Your opponent is [restrained](rules/conditions.md#Restrained) until the end of your next turn unless you move or your opponent [Escapes](rules/actions/escape.md). +> - **Success** Your opponent is [grabbed](rules/conditions.md#Grabbed) until the end of your next turn unless you move or your opponent [Escapes](rules/actions/escape.md). +> - **Failure** You fail to grab your opponent. If you already had the opponent [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained) using a Grapple, those conditions on that creature end. +> - **Critical Failure** If you already had the opponent [grabbed](rules/conditions.md#Grabbed) or [restrained](rules/conditions.md#Restrained), it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/rules/actions/hide.md b/rules/actions/hide.md new file mode 100644 index 000000000..c06ef93b1 --- /dev/null +++ b/rules/actions/hide.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/secret +aliases: ["Hide"] +--- +# Hide (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[secret](rules/traits/secret.md) +*Source: Core Rulebook p. 251* + +**Skill** [stealth](compendium/skills.md#Stealth) (untrained) +- **Activity**: Single Action + +You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your [Stealth](compendium/skills.md#Stealth) check in secret and compares the result to the [Perception](compendium/skills.md#Perception) DC of each creature you're observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check. + +> [!success-degree] +> - **Success** If the creature could see you, you're now [hidden](rules/conditions.md#Hidden) from it instead of [observed](rules/conditions.md#Observed). If you were [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by the creature, you retain that condition. +> +> If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again. You cease being hidden if you do anything except [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or [Step](rules/actions/step.md). If you attempt to [Strike](rules/actions/strike.md) a creature, the creature remains [flat-footed](rules/conditions.md#Flat-footed) against that attack, and you then become [observed](rules/conditions.md#Observed). If you do anything else, you become [observed](rules/conditions.md#Observed) just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another [Stealth](compendium/skills.md#Stealth) check. +> +> If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again. \ No newline at end of file diff --git a/rules/actions/high-jump.md b/rules/actions/high-jump.md new file mode 100644 index 000000000..c382e0330 --- /dev/null +++ b/rules/actions/high-jump.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["High Jump"] +--- +# High Jump (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +*Source: Core Rulebook p. 242* + +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) +- **Activity**: Two-Action + +You Stride, then make a vertical [Leap](rules/actions/leap.md) and attempt a DC 30 [Athletics](compendium/skills.md#Athletics) check to increase the height of your jump. If you didn't [Stride](rules/actions/stride.md) at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. + +> [!success-degree] +> - **Critical Success** Increase the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet. +> - **Success** Increase the maximum vertical distance to 5 feet. +> - **Failure** You [Leap](rules/actions/leap.md) normally. +> - **Critical Failure** You don't [Leap](rules/actions/leap.md) at all, and instead you fall [prone](rules/conditions.md#Prone) in your space. + +> [!pf2-example] Leap +> +> The [Leap](rules/actions/leap.md) basic action is used for [High Jump](rules/actions/high-jump.md) and [Long Jump](rules/actions/long-jump.md). [Leap](rules/actions/leap.md) lets you take a careful, short jump. You can [Leap](rules/actions/leap.md) up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your [Leap](rules/actions/leap.md) ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical [Leap](rules/actions/leap.md), you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. \ No newline at end of file diff --git a/rules/actions/hunt-prey.md b/rules/actions/hunt-prey.md new file mode 100644 index 000000000..f29b4bed4 --- /dev/null +++ b/rules/actions/hunt-prey.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/ranger +- compendium/src/pf2e/crb +- trait/concentrate +- trait/ranger +aliases: ["Hunt Prey", "Mark Prey"] +--- +# Hunt Prey [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [ranger](rules/traits/ranger.md) +*Source: Core Rulebook p. 168* + +**Class** ranger +- **Activity**: Single Action + +You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. + +You gain a +2 circumstance bonus to [Perception](compendium/skills.md#Perception) checks when you [Seek](rules/actions/seek.md) your prey and a +2 circumstance bonus to [Survival](compendium/skills.md#Survival) checks when you [Track](rules/actions/track.md) your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting. + +You can have only one creature designated as your prey at a time. If you use [Hunt Prey](rules/actions/hunt-prey.md) against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. \ No newline at end of file diff --git a/Rules/actions/hustle.md b/rules/actions/hustle.md similarity index 87% rename from Rules/actions/hustle.md rename to rules/actions/hustle.md index f3d2273d2..7cb2db9b0 100644 --- a/Rules/actions/hustle.md +++ b/rules/actions/hustle.md @@ -9,7 +9,7 @@ tags: aliases: ["Hustle"] --- # Hustle (basic) -[exploration](../traits/exploration.md) [move](../traits/move.md) +[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) *Source: Core Rulebook p. 480* diff --git a/rules/actions/identify-alchemy.md b/rules/actions/identify-alchemy.md new file mode 100644 index 000000000..66e03892b --- /dev/null +++ b/rules/actions/identify-alchemy.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +- trait/secret +aliases: ["Identify Alchemy"] +--- +# Identify Alchemy (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 245* + +**Skill** [crafting](compendium/skills.md#Crafting) (trained) +- **Requirements**: You have a [alchemist's tools](compendium/equipment/items/alchemists-tools.md). +- **Activity**: 10 minute + +You can identify the nature of an alchemical item with 10 minutes of testing using [alchemist's tools](compendium/equipment/items/alchemists-tools.md). If your attempt is interrupted in any way, you must start over. + +> [!success-degree] +> - **Success** You identify the item and the means of activating it. +> - **Failure** You fail to identify the item but can try again. +> - **Critical Failure** You misidentify the item as another item of the GM's choice. \ No newline at end of file diff --git a/Rules/actions/identify-magic.md b/rules/actions/identify-magic.md similarity index 83% rename from Rules/actions/identify-magic.md rename to rules/actions/identify-magic.md index 5619449ab..67477ec81 100644 --- a/Rules/actions/identify-magic.md +++ b/rules/actions/identify-magic.md @@ -10,7 +10,7 @@ tags: aliases: ["Identify Magic"] --- # Identify Magic (basic) -[concentrate](../traits/concentrate.md) [exploration](../traits/exploration.md) [secret](../traits/secret.md) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) *Source: Core Rulebook p. 238* @@ -29,8 +29,8 @@ Once you discover that an item, location, or ongoing effect is magical, you can > > | Magical Tradition | Corresponding Skill | > |-------------------|---------------------| -> | Arcane | [Arcana](../../Compendium/skills.md#Arcana) | -> | Divine | [Religion](../../Compendium/skills.md#Religion) | -> | Occult | [Occultism](../../Compendium/skills.md#Occultism) | -> | Primal | [Nature](../../Compendium/skills.md#Nature) | +> | Arcane | [Arcana](compendium/skills.md#Arcana) | +> | Divine | [Religion](compendium/skills.md#Religion) | +> | Occult | [Occultism](compendium/skills.md#Occultism) | +> | Primal | [Nature](compendium/skills.md#Nature) | > \ No newline at end of file diff --git a/rules/actions/impersonate.md b/rules/actions/impersonate.md new file mode 100644 index 000000000..04e98f332 --- /dev/null +++ b/rules/actions/impersonate.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +- trait/manipulate +- trait/secret +aliases: ["Impersonate"] +--- +# Impersonate (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 245* + +**Skill** [deception](compendium/skills.md#Deception) (untrained) + +You create a disguise to pass yourself off as someone or something you are not. Assembling a convincing disguise takes 10 minutes and requires a [disguise kit](compendium/equipment/items/disguise-kit.md), but a simpler, quicker disguise might do the job if you're not trying to imitate a specific individual, at the GM's discretion. + +In most cases, creatures have a chance to detect your deception only if they use the [Seek](rules/actions/seek.md) action to attempt [Perception](compendium/skills.md#Perception) checks against your [Deception](compendium/skills.md#Deception) DC. If you attempt to directly interact with someone while disguised, the GM rolls a secret [Deception](compendium/skills.md#Deception) check for you against that creature's [Perception](compendium/skills.md#Perception) DC instead. If you're disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating, or the GM might roll a secret [Deception](compendium/skills.md#Deception) check even if you aren't directly interacting with others. + +> [!success-degree] +> - **Success** You trick the creature into thinking you're the person you're disguised as. You might have to attempt a new check if your behavior changes. +> - **Failure** The creature can tell you're not who you claim to be. +> - **Critical Failure** The creature can tell you're not who you claim to be, and it recognizes you if it would know you without a disguise. \ No newline at end of file diff --git a/Rules/actions/interact.md b/rules/actions/interact.md similarity index 77% rename from Rules/actions/interact.md rename to rules/actions/interact.md index a93787d38..199ea4aaf 100644 --- a/Rules/actions/interact.md +++ b/rules/actions/interact.md @@ -7,8 +7,8 @@ tags: - trait/manipulate aliases: ["Interact", "Use an Object"] --- -# Interact (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[manipulate](../traits/manipulate.md) +# Interact (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) *Source: Core Rulebook p. 470* diff --git a/rules/actions/invest-an-item.md b/rules/actions/invest-an-item.md new file mode 100644 index 000000000..f4f2c5101 --- /dev/null +++ b/rules/actions/invest-an-item.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Invest an Item"] +--- +# Invest an Item (basic) [V](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Varies") +*Source: Core Rulebook p. 531* + + +- **Activity**: Varies + +You invest your energy in an item with the [invested](rules/traits/invested.md) trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item. + +You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit. \ No newline at end of file diff --git a/rules/actions/investigate.md b/rules/actions/investigate.md new file mode 100644 index 000000000..79fc1cb6e --- /dev/null +++ b/rules/actions/investigate.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +aliases: ["Investigate"] +--- +# Investigate (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 480* + + + +You seek out information about your surroundings while traveling at half speed. You use [Recall Knowledge](rules/actions/recall-knowledge.md) as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a [Recall Knowledge](rules/actions/recall-knowledge.md) action while Investigating, but the GM determines whether the skill is relevant to the clues you could find. \ No newline at end of file diff --git a/rules/actions/invoke-celestial-privilege.md b/rules/actions/invoke-celestial-privilege.md new file mode 100644 index 000000000..af115abde --- /dev/null +++ b/rules/actions/invoke-celestial-privilege.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/ancestry/kitsune-loag +- compendium/src/pf2e/crb +aliases: ["Invoke Celestial Privilege"] +--- +# Invoke Celestial Privilege [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +*Source: Core Rulebook p. 123* + +**Ancestry** kitsune; **Heritage** kitsune|LOAG|Celestial Envoy|Celestial Envoy|LOAG| +- **Trigger** You attempt a saving throw against a [divine](rules/traits/divine.md) effect, but you haven't rolled yet. +- **Activity**: Reaction + +You rise above the triggering effect, refusing to be harmed by it. You gain a +1 circumstance bonus to the triggering saving throw and to any other saving throws you attempt against [divine](rules/traits/divine.md) effects until the start of your next turn. \ No newline at end of file diff --git a/rules/actions/leap.md b/rules/actions/leap.md new file mode 100644 index 000000000..56bff69b7 --- /dev/null +++ b/rules/actions/leap.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Leap"] +--- +# Leap (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +*Source: Core Rulebook p. 470* + + +- **Activity**: Single Action + +You take a careful, short jump. You can [Leap](rules/actions/leap.md) up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your [Leap](rules/actions/leap.md) ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). + +If you [Leap](rules/actions/leap.md) vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. + +Jumping a greater distance requires using the [Athletics](compendium/skills.md#Athletics) skill. \ No newline at end of file diff --git a/rules/actions/learn-a-spell.md b/rules/actions/learn-a-spell.md new file mode 100644 index 000000000..63eb45a77 --- /dev/null +++ b/rules/actions/learn-a-spell.md @@ -0,0 +1,32 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +aliases: ["Learn a Spell"] +--- +# Learn a Spell (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 238* + + +- **Requirements**: You have a spellcasting class feature, and the spell you want to learn is on your magical tradition's spell list. + +You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the [bard multiclass archetype](compendium/character/archetypes/bard.md), you couldn't use [Religion](compendium/skills.md#Religion) to add an occult spell to your bardic spell repertoire. + +To learn the spell, you must do the following: + +- Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession. +- Have materials with the Price indicated in [Table 4-3: Learning a Spell](rules/tables/learning-a-spell.md). +- Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on [Table 4-3: Learning a Spell](rules/tables/learning-a-spell.md)). [Uncommon](rules/traits/uncommon.md) or [rare](rules/traits/rare.md) spells have [higher DCs](rules/tables/dc-adjustments.md); full guidelines for the GM appear on page 503. + +If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it's added to your list; if you have a spell repertoire, you can select it when you add or swap spells. + +> [!success-degree] +> - **Critical Success** You expend half the materials and learn the spell. +> - **Success** You expend the materials and learn the spell. +> - **Failure** You fail to learn the spell but can try again after you gain a level. The materials aren't expended. +> - **Critical Failure** As failure, plus you expend half the materials. \ No newline at end of file diff --git a/rules/actions/liberating-step.md b/rules/actions/liberating-step.md new file mode 100644 index 000000000..e16f27cfb --- /dev/null +++ b/rules/actions/liberating-step.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/champion +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Liberating Step"] +--- +# Liberating Step [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[champion](rules/traits/champion.md) +*Source: Core Rulebook p. 107* + +**Class** champion; **Subclass** Liberator +- **Trigger** An enemy damages, Grabs, or [Grapples](rules/actions/grapple.md) your ally, and both are within 15 feet of you. +- **Activity**: Reaction + +You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to [Escape](rules/actions/escape.md) from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn't need to escape. \ No newline at end of file diff --git a/rules/actions/lie.md b/rules/actions/lie.md new file mode 100644 index 000000000..64a7ef302 --- /dev/null +++ b/rules/actions/lie.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/concentrate +- trait/linguistic +- trait/mental +- trait/secret +aliases: ["Lie"] +--- +# Lie (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 246* + +**Skill** [deception](compendium/skills.md#Deception) (untrained) +- **Activity**: 1 round (at least 1 Round) + +You try to fool someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. You roll a single [Deception](compendium/skills.md#Deception) check and compare it against the [Perception](compendium/skills.md#Perception) DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it's impossible to get anyone to believe them. + +At the GM's discretion, if a creature initially believes your lie, it might attempt a [Perception](compendium/skills.md#Perception) check later to Sense Motive against your [Deception](compendium/skills.md#Deception) DC to realize it's a lie. This usually happens if the creature discovers enough evidence to counter your statements. + +> [!success-degree] +> - **Success** The target believes your lie. +> - **Failure** The target doesn't believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future. \ No newline at end of file diff --git a/rules/actions/long-jump.md b/rules/actions/long-jump.md new file mode 100644 index 000000000..7848435f8 --- /dev/null +++ b/rules/actions/long-jump.md @@ -0,0 +1,22 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Long Jump"] +--- +# Long Jump (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +*Source: Core Rulebook p. 242* + +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) +- **Activity**: Two-Action + +You [Stride](rules/actions/stride.md), then make a horizontal [Leap](rules/actions/leap.md) and attempt an [Athletics](compendium/skills.md#Athletics) check to increase the length of your jump. The DC of the [Athletics](compendium/skills.md#Athletics) check is equal to the total distance in feet you're attempting to move during your [Leap](rules/actions/leap.md) (so you'd need to succeed at a DC 20 check to [Leap](rules/actions/leap.md) 20 feet). You can't [Leap](rules/actions/leap.md) farther than your Speed. + +If you didn't [Stride](rules/actions/stride.md) at least 10 feet, or if you attempt to jump in a different direction than your [Stride](rules/actions/stride.md), you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM. + +> [!success-degree] +> - **Success** Increase the maximum horizontal distance you [Leap](rules/actions/leap.md) to the desired distance. +> - **Failure** You [Leap](rules/actions/leap.md) normally. +> - **Critical Failure** You [Leap](rules/actions/leap.md) normally, but then fall and land [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/Rules/actions/long-term-rest.md b/rules/actions/long-term-rest.md similarity index 97% rename from Rules/actions/long-term-rest.md rename to rules/actions/long-term-rest.md index 8f39eab3d..6ca135b0b 100644 --- a/Rules/actions/long-term-rest.md +++ b/rules/actions/long-term-rest.md @@ -8,7 +8,7 @@ tags: aliases: ["Long-Term Rest"] --- # Long-Term Rest (basic) -[downtime](../traits/downtime.md) +[downtime](rules/traits/downtime.md) *Source: Core Rulebook p. 481* diff --git a/rules/actions/make-an-impression.md b/rules/actions/make-an-impression.md new file mode 100644 index 000000000..41c57fc25 --- /dev/null +++ b/rules/actions/make-an-impression.md @@ -0,0 +1,37 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/concentrate +- trait/exploration +- trait/linguistic +- trait/mental +aliases: ["Make an Impression"] +--- +# Make an Impression (basic) +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Core Rulebook p. 246* + +**Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) + +With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable. At the end of the conversation, attempt a [Diplomacy](compendium/skills.md#Diplomacy) check against the Will DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise. + +> [!success-degree] +> - **Critical Success** The target's attitude toward you improves by two steps. +> - **Success** The target's attitude toward you improves by one step. +> - **Critical Failure** The target's attitude toward you decreases by one step. + +> [!pf2-example] Changing Attitudes +> +> Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. The attitudes are detailed in the Conditions Appendix and are summarized here. +> +> - **Helpful:** Willing to help you and responds favorably to your requests. +> - **Friendly:** Has a good attitude toward you, but won't necessarily stick their neck out to help you. +> - **Indifferent:** Doesn't care about you either way. (Most NPCs start out indifferent.) +> - **Unfriendly:** Dislikes you and doesn't want to help you. +> - **Hostile:** Actively works against you—and might attack you just because of their dislike. +> +> No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use [Diplomacy](compendium/skills.md#Diplomacy) results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond. \ No newline at end of file diff --git a/rules/actions/maneuver-in-flight.md b/rules/actions/maneuver-in-flight.md new file mode 100644 index 000000000..814e0863a --- /dev/null +++ b/rules/actions/maneuver-in-flight.md @@ -0,0 +1,30 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Maneuver in Flight"] +--- +# Maneuver in Flight (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 240* + +**Skill** [acrobatics](compendium/skills.md#Acrobatics) (trained) +- **Requirements**: You have a fly Speed. +- **Activity**: Single Action + +You try a difficult maneuver while [Flying](rules/actions/fly.md). Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed. + +> [!success-degree] +> - **Success** You succeed at the maneuver. +> - **Failure** Your maneuver fails. The GM chooses if you simply can't move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind). +> - **Critical Failure** As failure, but the consequence is more dire. + +> [!pf2-example] Sample Maneuver in Flight Tasks +> +> - **Trained** steep ascent or descent +> - **Expert** fly against the wind, hover midair +> - **Master** reverse direction +> - **Legendary** fly through gale force winds \ No newline at end of file diff --git a/rules/actions/master-strike.md b/rules/actions/master-strike.md new file mode 100644 index 000000000..b9dbdea87 --- /dev/null +++ b/rules/actions/master-strike.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/rogue +- compendium/src/pf2e/crb +- trait/incapacitation +- trait/rogue +aliases: ["Master Strike"] +--- +# Master Strike [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[incapacitation](rules/traits/incapacitation.md) [rogue](rules/traits/rogue.md) +*Source: Core Rulebook p. 182* + +**Class** rogue +- **Frequency**: once per round +- **Trigger** Your [Strike](rules/actions/strike.md) hits a [flat-footed](rules/conditions.md#Flat-footed) creature and deals damage. +- **Activity**: Free Action + +The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day. + +> [!success-degree] +> - **Critical Success** The target is unaffected. +> - **Success** The target is [enfeebled](rules/conditions.md#Enfeebled) until the end of your next turn. +> - **Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds. +> - **Critical Failure** The target is [paralyzed](rules/conditions.md#Paralyzed) for 4 rounds, knocked [unconscious](rules/conditions.md#Unconscious) for 2 hours, or killed (your choice). \ No newline at end of file diff --git a/rules/actions/mighty-rage.md b/rules/actions/mighty-rage.md new file mode 100644 index 000000000..6583c66ed --- /dev/null +++ b/rules/actions/mighty-rage.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/barbarian +- compendium/src/pf2e/crb +- trait/barbarian +aliases: ["Mighty Rage"] +--- +# Mighty Rage [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[barbarian](rules/traits/barbarian.md) +*Source: Core Rulebook p. 85* + +**Class** barbarian +- **Trigger** You use the [Rage](rules/actions/rage.md) action on your turn. +- **Activity**: Free Action + +Use an action that has the [rage](rules/traits/rage.md) trait. Alternatively, you can increase the actions of the triggering [Rage](rules/actions/rage.md) to 2 to instead use a 2-action activity with the rage trait. \ No newline at end of file diff --git a/rules/actions/mount.md b/rules/actions/mount.md new file mode 100644 index 000000000..855535491 --- /dev/null +++ b/rules/actions/mount.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Mount"] +--- +# Mount (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 472* + + +- **Requirements**: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount. +- **Activity**: Single Action + +You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it. \ No newline at end of file diff --git a/Rules/actions/mutagenic-flashback.md b/rules/actions/mutagenic-flashback.md similarity index 77% rename from Rules/actions/mutagenic-flashback.md rename to rules/actions/mutagenic-flashback.md index 4a8c41eba..327feb6c1 100644 --- a/Rules/actions/mutagenic-flashback.md +++ b/rules/actions/mutagenic-flashback.md @@ -7,8 +7,8 @@ tags: - trait/alchemist aliases: ["Mutagenic Flashback"] --- -# Mutagenic Flashback [F](../core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") -[alchemist](../traits/alchemist.md) +# Mutagenic Flashback [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[alchemist](rules/traits/alchemist.md) *Source: Core Rulebook p. 73* **Class** alchemist; **Subclass** Mutagenist diff --git a/rules/actions/palm-an-object.md b/rules/actions/palm-an-object.md new file mode 100644 index 000000000..ba1fd42b2 --- /dev/null +++ b/rules/actions/palm-an-object.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +aliases: ["Palm an Object"] +--- +# Palm an Object (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 253* + +**Skill** [thievery](compendium/skills.md#Thievery) (untrained) +- **Activity**: Single Action + +Palming a small, unattended object without being noticed requires you to roll a single [Thievery](compendium/skills.md#Thievery) check against the [Perception](compendium/skills.md#Perception) DCs of all creatures who are currently observing you. You take the object whether or not you successfully conceal that you did so. You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation. + +> [!success-degree] +> - **Success** The creature does not notice you Palming the Object. +> - **Failure** The creature notices you Palming the Object, and the GM determines the creature's response. \ No newline at end of file diff --git a/rules/actions/perform.md b/rules/actions/perform.md new file mode 100644 index 000000000..ee42a22a8 --- /dev/null +++ b/rules/actions/perform.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +aliases: ["Perform"] +--- +# Perform (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) +*Source: Core Rulebook p. 250* + +**Skill** [performance](compendium/skills.md#Performance) (untrained) +- **Activity**: Single Action + +When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action. This action is most useful when you want to prove your capability or impress someone quickly. Performing rarely has an impact on its own, but it might influence the DCs of subsequent [Diplomacy](compendium/skills.md#Diplomacy) checks against the observers—or even change their attitudes—if the GM sees fit. + +> [!success-degree] +> - **Critical Success** Your performance impresses the observers, and they're likely to share stories of your ability. +> - **Success** You prove yourself, and observers appreciate the quality of your performance. +> - **Failure** Your performance falls flat. +> - **Critical Failure** You demonstrate only incompetence. + +> [!pf2-example] Sample Perform Tasks +> +> - **Untrained** audience of commoners +> - **Trained** audience of artisans +> - **Expert** audience of merchants or minor nobles +> - **Master** audience of high nobility or minor royalty +> - **Legendary** audience of major royalty or otherworldly beings \ No newline at end of file diff --git a/rules/actions/pick-a-lock.md b/rules/actions/pick-a-lock.md new file mode 100644 index 000000000..5ab42f0c4 --- /dev/null +++ b/rules/actions/pick-a-lock.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +aliases: ["Pick a Lock"] +--- +# Pick a Lock (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 253* + +**Skill** [thievery](compendium/skills.md#Thievery) (trained) +- **Requirements**: You have [thieves' tools](compendium/equipment/items/thieves-tools.md). +- **Activity**: Two-Action + +Opening a lock without a key is very similar to [Disabling a Device](rules/actions/disable-a-device.md), but the DC of the check is determined by the complexity and construction of the lock you are attempting to pick (locks and their DCs are found on page 290). Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you used improvised picks, which are treated as shoddy tools, depending on the specifics of the lock. + +> [!success-degree] +> - **Critical Success** You unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering. +> - **Success** You open the lock, or you achieve one success toward opening a complex lock. +> - **Critical Failure** You break your tools. Fixing them requires using [Crafting](compendium/skills.md#Crafting) to [Repair](rules/actions/repair.md) them or else swapping in replacement picks (costing 3 sp, or 3 gp for infiltrator thieves' tools). \ No newline at end of file diff --git a/rules/actions/point-out.md b/rules/actions/point-out.md new file mode 100644 index 000000000..a5701e64c --- /dev/null +++ b/rules/actions/point-out.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/manipulate +- trait/visual +aliases: ["Point Out"] +--- +# Point Out (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [manipulate](rules/traits/manipulate.md) [visual](rules/traits/visual.md) +*Source: Core Rulebook p. 472* + + +- **Requirements**: A creature is [undetected](rules/conditions.md#Undetected) by one or more of your allies but isn't [undetected](rules/conditions.md#Undetected) by you. +- **Activity**: Single Action + +You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is [hidden](rules/conditions.md#Hidden) to your allies, rather than [undetected](rules/conditions.md#Undetected). This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a [Perception](compendium/skills.md#Perception) check against the creature's [Stealth](compendium/skills.md#Stealth) DC or they misunderstand and believe the target is in a different location. \ No newline at end of file diff --git a/rules/actions/quick-alchemy.md b/rules/actions/quick-alchemy.md new file mode 100644 index 000000000..5f6e2fb77 --- /dev/null +++ b/rules/actions/quick-alchemy.md @@ -0,0 +1,20 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/alchemist +- compendium/src/pf2e/crb +- trait/alchemist +- trait/manipulate +aliases: ["Quick Alchemy"] +--- +# Quick Alchemy [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[alchemist](rules/traits/alchemist.md) [manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 72* + +**Class** alchemist +- **Cost**: 1 batch of infused reagents +- **Requirements**: You have the formula for the alchemical item you're creating, and you're either holding or wearing [alchemist's tools](compendium/equipment/items/alchemists-tools.md). +- **Activity**: Single Action + +You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a [Crafting](compendium/skills.md#Crafting) check. This item has the [infused](rules/traits/infused.md) trait, but it remains potent only until the start of your next turn. \ No newline at end of file diff --git a/rules/actions/rage.md b/rules/actions/rage.md new file mode 100644 index 000000000..e2dc63f72 --- /dev/null +++ b/rules/actions/rage.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/barbarian +- compendium/src/pf2e/crb +- trait/barbarian +- trait/concentrate +- trait/emotion +- trait/mental +aliases: ["Rage"] +--- +# Rage [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[barbarian](rules/traits/barbarian.md) [concentrate](rules/traits/concentrate.md) [emotion](rules/traits/emotion.md) [mental](rules/traits/mental.md) +*Source: Core Rulebook p. 84* + +**Class** barbarian +- **Requirements**: You aren't [fatigued](rules/conditions.md#Fatigued) or raging. +- **Activity**: Single Action + +You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall [unconscious](rules/conditions.md#Unconscious), whichever comes first. You can't voluntarily stop raging. While you are raging: + +- You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is [agile](rules/traits/agile.md). +- You take a –1 penalty to AC. +- You can't use actions with the [concentrate](rules/traits/concentrate.md) trait unless they also have the [rage](rules/traits/rage.md) trait. You can [Seek](rules/actions/seek.md) while raging. + +After you stop raging, you lose any remaining temporary Hit Points from [Rage](rules/actions/rage.md), and you can't [Rage](rules/actions/rage.md) again for 1 minute. \ No newline at end of file diff --git a/Rules/actions/raise-a-shield.md b/rules/actions/raise-a-shield.md similarity index 80% rename from Rules/actions/raise-a-shield.md rename to rules/actions/raise-a-shield.md index 6ccec3fc7..046a0cd25 100644 --- a/Rules/actions/raise-a-shield.md +++ b/rules/actions/raise-a-shield.md @@ -6,7 +6,7 @@ tags: - compendium/src/pf2e/crb aliases: ["Raise a Shield"] --- -# Raise a Shield (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +# Raise a Shield (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Source: Core Rulebook p. 472* diff --git a/Rules/actions/ready.md b/rules/actions/ready.md similarity index 86% rename from Rules/actions/ready.md rename to rules/actions/ready.md index 5940b125e..942ef2636 100644 --- a/Rules/actions/ready.md +++ b/rules/actions/ready.md @@ -7,8 +7,8 @@ tags: - trait/concentrate aliases: ["Ready"] --- -# Ready (basic) [>>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") -[concentrate](../traits/concentrate.md) +# Ready (basic) [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") +[concentrate](rules/traits/concentrate.md) *Source: Core Rulebook p. 470* diff --git a/rules/actions/recall-knowledge.md b/rules/actions/recall-knowledge.md new file mode 100644 index 000000000..a357379aa --- /dev/null +++ b/rules/actions/recall-knowledge.md @@ -0,0 +1,46 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/secret +aliases: ["Recall Knowledge", "Identify"] +--- +# Recall Knowledge (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 239* + + +- **Activity**: Single Action + +You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply. + +> [!success-degree] +> - **Critical Success** You recall the knowledge accurately and gain additional information or context. +> - **Success** You recall the knowledge accurately or gain a useful clue about your current situation. +> - **Critical Failure** You recall incorrect information or gain an erroneous or misleading clue. + +The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, [Arcana](compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. + +- **[Arcana](compendium/skills.md#Arcana):** Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. +- **[Crafting](compendium/skills.md#Crafting):** Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. +- **Lore:** The subject of the Lore skill's subcategory. +- **[Medicine](compendium/skills.md#Medicine):** Diseases, poisons, wounds, and forensics. +- **[Nature](compendium/skills.md#Nature):** The environment, flora, geography, weather, creatures of natural origin, and natural planes. +- **[Occultism](compendium/skills.md#Occultism):** Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. +- **[Religion](compendium/skills.md#Religion):** Divine agents, divine planes, theology, obscure myths, and creatures of religious significance. +- **Society:** Local history, key personalities, legal institutions, societal structure, and humanoid culture. + +The GM might allow checks to [Recall Knowledge](rules/actions/recall-knowledge.md) using other skills. For example, you might assess the skill of an acrobat using [Acrobatics](compendium/skills.md#Acrobatics). If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score. + +> [!pf2-example] Recall Knowledge Tasks +> +> These examples use [Society](compendium/skills.md#Society) or [Religion](compendium/skills.md#Religion). +> +> - **Untrained** name of a ruler, key noble, or major deity +> - **Trained** line of succession for a major noble family, core doctrines of a major deity +> - **Expert** genealogy of a minor noble, teachings of an ancient priest +> - **Master** hierarchy of a genie noble court, major extraplanar temples of a deity +> - **Legendary** existence of a long-lost noble heir, secret doctrines of a religion \ No newline at end of file diff --git a/rules/actions/refocus.md b/rules/actions/refocus.md new file mode 100644 index 000000000..5b8d5390d --- /dev/null +++ b/rules/actions/refocus.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +aliases: ["Refocus"] +--- +# Refocus (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 300* + + +- **Requirements**: You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points. +- **Activity**: 10 minute + +You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually [Refocus](rules/actions/refocus.md) while tending the wounds of their allies, and a wizard of the illusionist school might be able to [Refocus](rules/actions/refocus.md) while attempting to [Identify Magic](rules/actions/identify-magic.md) of the illusion school. \ No newline at end of file diff --git a/rules/actions/release.md b/rules/actions/release.md new file mode 100644 index 000000000..578867c40 --- /dev/null +++ b/rules/actions/release.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +aliases: ["Release"] +--- +# Release (basic) [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") +[manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 470* + + +- **Activity**: Free Action + +You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most [manipulate](rules/traits/manipulate.md) actions, Release does not trigger reactions that can be triggered by actions with the [manipulate](rules/traits/manipulate.md) trait (such as [Attack of Opportunity](rules/actions/attack-of-opportunity.md)). + +If you want to prepare to Release something outside of your turn, use the [Ready](rules/actions/ready.md) activity. \ No newline at end of file diff --git a/rules/actions/repair.md b/rules/actions/repair.md new file mode 100644 index 000000000..ac5172f5c --- /dev/null +++ b/rules/actions/repair.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/exploration +- trait/manipulate +aliases: ["Repair"] +--- +# Repair (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[exploration](rules/traits/exploration.md) [manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 243* + +**Skill** [crafting](compendium/skills.md#Crafting) (untrained) +- **Requirements**: You have a [repair kit](compendium/equipment/items/repair-kit.md). +- **Activity**: 10 minute (10 minutes) + +You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the [repair kit](compendium/equipment/items/repair-kit.md) with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to [Craft](rules/actions/craft.md) it in the first place. You can't Repair a destroyed item. + +> [!success-degree] +> - **Critical Success** You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in [Crafting](compendium/skills.md#Crafting) (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary). +> - **Success** You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in [Crafting](compendium/skills.md#Crafting) (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary). +> - **Critical Failure** You deal `2d6` damage to the item. Apply the item's Hardness to this damage. \ No newline at end of file diff --git a/rules/actions/repeat-a-spell.md b/rules/actions/repeat-a-spell.md new file mode 100644 index 000000000..70f285fbd --- /dev/null +++ b/rules/actions/repeat-a-spell.md @@ -0,0 +1,19 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +aliases: ["Repeat a Spell"] +--- +# Repeat a Spell (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 480* + + + +You repeatedly cast the same spell while moving at half speed. Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer. In order to prevent fatigue due to repeated casting, you'll likely use this activity only when something out of the ordinary occurs. + +You can instead use this activity to continue [Sustaining a Spell](rules/actions/sustain-a-spell.md) or [Activation](rules/actions/sustain-an-activation.md) with a sustained duration. Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. \ No newline at end of file diff --git a/rules/actions/request.md b/rules/actions/request.md new file mode 100644 index 000000000..159f5047f --- /dev/null +++ b/rules/actions/request.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/auditory +- trait/concentrate +- trait/linguistic +- trait/mental +aliases: ["Request"] +--- +# Request (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[auditory](rules/traits/auditory.md) [concentrate](rules/traits/concentrate.md) [linguistic](rules/traits/linguistic.md) [mental](rules/traits/mental.md) +*Source: Core Rulebook p. 247* + +**Skill** [diplomacy](compendium/skills.md#Diplomacy) (untrained) +- **Activity**: Single Action + +You can make a request of a creature that's [friendly](rules/conditions.md#Friendly) or [helpful](rules/conditions.md#Helpful) to you. You must couch the request in terms that the target would accept given their current attitude toward you. The GM sets the DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them. + +> [!success-degree] +> - **Critical Success** The target agrees to your request without qualifications. +> - **Success** The target agrees to your request, but they might demand added provisions or alterations to the request. +> - **Failure** The target refuses the request, though they might propose an alternative that is less extreme. +> - **Critical Failure** Not only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request. \ No newline at end of file diff --git a/Rules/actions/retraining.md b/rules/actions/retraining.md similarity index 83% rename from Rules/actions/retraining.md rename to rules/actions/retraining.md index a57ad3525..de3eb89f8 100644 --- a/Rules/actions/retraining.md +++ b/rules/actions/retraining.md @@ -8,7 +8,7 @@ tags: aliases: ["Retraining"] --- # Retraining (basic) -[downtime](../traits/downtime.md) +[downtime](rules/traits/downtime.md) *Source: Core Rulebook p. 481* @@ -29,7 +29,7 @@ You can spend a week of downtime retraining to swap out one of your feats. Remov ## Skills CRB p. 481 -You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in [Performance](../../Compendium/skills.md#Performance) and [Stealth](../../Compendium/skills.md#Stealth), and an expert in [Occultism](../../Compendium/skills.md#Occultism), you could reduce the character's proficiency in [Stealth](../../Compendium/skills.md#Stealth) to expert and become a master in [Occultism](../../Compendium/skills.md#Occultism), but you couldn't reassign that skill increase to become legendary in [Performance](../../Compendium/skills.md#Performance). Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. +You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in [Performance](compendium/skills.md#Performance) and [Stealth](compendium/skills.md#Stealth), and an expert in [Occultism](compendium/skills.md#Occultism), you could reduce the character's proficiency in [Stealth](compendium/skills.md#Stealth) to expert and become a master in [Occultism](compendium/skills.md#Occultism), but you couldn't reassign that skill increase to become legendary in [Performance](compendium/skills.md#Performance). Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. You can also spend a week to retrain an initial trained skill you gained during character creation. diff --git a/rules/actions/retributive-strike.md b/rules/actions/retributive-strike.md new file mode 100644 index 000000000..9e543119d --- /dev/null +++ b/rules/actions/retributive-strike.md @@ -0,0 +1,18 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/class/champion +- compendium/src/pf2e/crb +- trait/champion +aliases: ["Retributive Strike"] +--- +# Retributive Strike [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") +[champion](rules/traits/champion.md) +*Source: Core Rulebook p. 107* + +**Class** champion; **Subclass** Paladin +- **Trigger** An enemy damages your ally, and both are within 15 feet of you. +- **Activity**: Reaction + +You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it. \ No newline at end of file diff --git a/rules/actions/scout.md b/rules/actions/scout.md new file mode 100644 index 000000000..627044655 --- /dev/null +++ b/rules/actions/scout.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +aliases: ["Scout"] +--- +# Scout (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 480* + + + +You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls. \ No newline at end of file diff --git a/rules/actions/search.md b/rules/actions/search.md new file mode 100644 index 000000000..37c32cc4e --- /dev/null +++ b/rules/actions/search.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +aliases: ["Search"] +--- +# Search (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) +*Source: Core Rulebook p. 480* + + + +You [Seek](rules/actions/seek.md) meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while [Searching](rules/actions/search.md) to cover the area more thoroughly, and the [Expeditious Search](compendium/feats/expeditious-search.md) feat increases these maximum Speeds. If you come across a secret door, item, or hazard while [Searching](rules/actions/search.md), the GM will attempt a free secret check to [Seek](rules/actions/seek.md) to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly. \ No newline at end of file diff --git a/rules/actions/seek.md b/rules/actions/seek.md new file mode 100644 index 000000000..c816bcb7c --- /dev/null +++ b/rules/actions/seek.md @@ -0,0 +1,26 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/secret +aliases: ["Seek"] +--- +# Seek (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 471* + + +- **Activity**: Single Action + +You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that's far away. + +If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you're searching a particularly cluttered area. + +The GM attempts a single secret [Perception](compendium/skills.md#Perception) check for you and compares the result to the [Stealth](compendium/skills.md#Stealth) DCs of any [undetected](rules/conditions.md#Undetected) or [hidden](rules/conditions.md#Hidden) creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone [Concealing the Object](rules/actions/conceal-an-object.md)). A creature you detect might remain [hidden](rules/conditions.md#Hidden), rather than becoming [observed](rules/conditions.md#Observed), if you're using an imprecise sense or if an effect (such as [invisibility](rules/conditions.md#Invisible)) prevents the subject from being [observed](rules/conditions.md#Observed). + +> [!success-degree] +> - **Critical Success** If you were searching for creatures, any [undetected](rules/conditions.md#Undetected) or [hidden](rules/conditions.md#Hidden) creature you critically succeeded against becomes [observed](rules/conditions.md#Observed) by you. If you were searching for an object, you learn its location. +> - **Success** If you were searching for creatures, any [undetected](rules/conditions.md#Undetected) creature you succeeded against becomes [hidden](rules/conditions.md#Hidden) from you instead of [undetected](rules/conditions.md#Undetected), and any [hidden](rules/conditions.md#Hidden) creature you succeeded against becomes [observed](rules/conditions.md#Observed) by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM. \ No newline at end of file diff --git a/rules/actions/sense-direction.md b/rules/actions/sense-direction.md new file mode 100644 index 000000000..3ef8a10fe --- /dev/null +++ b/rules/actions/sense-direction.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/exploration +- trait/secret +aliases: ["Sense Direction"] +--- +# Sense Direction (basic) +[exploration](rules/traits/exploration.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 252* + +**Skill** [survival](compendium/skills.md#Survival) (untrained) + +Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a [Survival](compendium/skills.md#Survival) check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a compass, you take a –2 item penalty to checks to Sense Direction. + +> [!success-degree] +> - **Critical Success** You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly +> - **Success** You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions. + +> [!pf2-example] Sense Direction Tasks +> +> - **Untrained** determine a cardinal direction using the sun +> - **Trained** find an overgrown path in a forest +> - **Expert** navigate a hedge maze +> - **Master** navigate a byzantine labyrinth or relatively featureless desert +> - **Legendary** navigate an ever-changing dream realm \ No newline at end of file diff --git a/rules/actions/sense-motive.md b/rules/actions/sense-motive.md new file mode 100644 index 000000000..d9939d4cb --- /dev/null +++ b/rules/actions/sense-motive.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/secret +aliases: ["Sense Motive"] +--- +# Sense Motive (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 471* + + +- **Activity**: Single Action + +You try to tell whether a creature's behavior is abnormal. Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret [Perception](compendium/skills.md#Perception) check for you and compares the result to the [Deception](compendium/skills.md#Deception) DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly. + +> [!success-degree] +> - **Critical Success** You determine the creature's true intentions and get a solid idea of any mental magic affecting it. +> - **Success** You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it. +> - **Failure** You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally. +> - **Critical Failure** You get a false sense of the creature's intentions. \ No newline at end of file diff --git a/rules/actions/shove.md b/rules/actions/shove.md new file mode 100644 index 000000000..244327e41 --- /dev/null +++ b/rules/actions/shove.md @@ -0,0 +1,27 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/attack +aliases: ["Shove", "Push"] +--- +# Shove (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) +*Source: Core Rulebook p. 243* + +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) +- **Requirements**: You have at least one hand free. The target can't be more than one size larger than you. +- **Activity**: Single Action + +You push an opponent away from you. Attempt an [Athletics](compendium/skills.md#Athletics) check against your opponent's Fortitude DC. + +> [!success-degree] +> - **Critical Success** You push your opponent up to 10 feet away from you. You can [Stride](rules/actions/stride.md) after it, but you must move the same distance and in the same direction. +> - **Success** You push your opponent back 5 feet. You can [Stride](rules/actions/stride.md) after it, but you must move the same distance and in the same direction. +> - **Critical Failure** You lose your balance, fall, and land [prone](rules/conditions.md#Prone). + +> [!pf2-example] Forced Movement +> +> The Shove action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. \ No newline at end of file diff --git a/rules/actions/sneak.md b/rules/actions/sneak.md new file mode 100644 index 000000000..3018be802 --- /dev/null +++ b/rules/actions/sneak.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +- trait/secret +aliases: ["Sneak"] +--- +# Sneak (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) [secret](rules/traits/secret.md) +*Source: Core Rulebook p. 252* + +**Skill** [stealth](compendium/skills.md#Stealth) (untrained) +- **Activity**: Single Action + +You can attempt to move to another place while becoming or staying [undetected](rules/conditions.md#Undetected). [Stride](rules/actions/stride.md) up to half your Speed. (You can use Sneak while [Burrowing](rules/actions/burrow.md), [Climbing](rules/actions/climb.md), [Flying](rules/actions/fly.md), or [Swimming](rules/actions/swim.md) instead of [Striding](rules/actions/stride.md) if you have the corresponding movement type; you must move at half that Speed.) + +If you're [undetected](rules/conditions.md#Undetected) by a creature and it's impossible for that creature to observe you (for a typical creature, this includes when you're [invisible](rules/conditions.md#Invisible), the observer is [blinded](rules/conditions.md#Blinded), or you're in darkness and the creature can't see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be [undetected](rules/conditions.md#Undetected) if you lose cover or greater cover against or are no longer concealed from such a creature. At the end of your movement, the GM rolls your [Stealth](compendium/skills.md#Stealth) check in secret and compares the result to the [Perception](compendium/skills.md#Perception) DC of each creature you were [hidden](rules/conditions.md#Hidden) from or [undetected](rules/conditions.md#Undetected) by at the start of your movement. If you have cover or greater cover from the creature throughout your [Stride](rules/actions/stride.md), you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your [Stealth](compendium/skills.md#Stealth) check. Because you're moving, the bonus increase from [Taking Cover](rules/actions/take-cover.md) doesn't apply. You don't get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become [observed](rules/conditions.md#Observed) by such a creature. + +> [!success-degree] +> - **Success** You're [undetected](rules/conditions.md#Undetected) by the creature during your movement and remain [undetected](rules/conditions.md#Undetected) by the creature at the end of it. +> +> If you successfully become [hidden](rules/conditions.md#Hidden) to a creature but then cease to have cover or greater cover against it or be concealed from it, you become [observed](rules/conditions.md#Observed) again. You cease being [hidden](rules/conditions.md#Hidden) if you do anything except [Hide](rules/actions/hide.md), Sneak, or [Step](rules/actions/step.md). If you attempt to Strike a creature, the creature remains [flat-footed](rules/conditions.md#Flat-footed) against that attack, and you then become observed. If you do anything else, you become [observed](rules/conditions.md#Observed) just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another [Stealth](compendium/skills.md#Stealth) check. +> +> If a creature uses [Seek](rules/actions/seek.md) to make you [observed](rules/conditions.md#Observed) by it, you must successfully [Hide](rules/actions/hide.md) to become [hidden](rules/conditions.md#Hidden) from it again. +> - **Failure** A telltale sound or other sign gives your position away, though you still remain unseen. You're [hidden](rules/conditions.md#Hidden) from the creature throughout your movement and remain so. +> - **Critical Failure** You're spotted! You're observed by the creature throughout your movement and remain so. If you're [invisible](rules/conditions.md#Invisible) and were [hidden](rules/conditions.md#Hidden) from the creature, instead of being [observed](rules/conditions.md#Observed) you're [hidden](rules/conditions.md#Hidden) throughout your movement and remain so. \ No newline at end of file diff --git a/Rules/actions/squeeze.md b/rules/actions/squeeze.md similarity index 75% rename from Rules/actions/squeeze.md rename to rules/actions/squeeze.md index 7522e57e2..a9f104ef2 100644 --- a/Rules/actions/squeeze.md +++ b/rules/actions/squeeze.md @@ -9,17 +9,17 @@ tags: aliases: ["Squeeze"] --- # Squeeze (basic) -[exploration](../traits/exploration.md) [move](../traits/move.md) +[exploration](rules/traits/exploration.md) [move](rules/traits/move.md) *Source: Core Rulebook p. 241* -**Skill** [acrobatics](../../Compendium/skills.md#Acrobatics) (trained) +**Skill** [acrobatics](compendium/skills.md#Acrobatics) (trained) You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; many tight spaces are difficult terrain that you can move through more quickly and without a check. > [!success-degree] > - **Critical Success** You squeeze through the tight space in 1 minute per 10 feet of squeezing. > - **Success** You squeeze through in 1 minute per 5 feet. -> - **Critical Failure** You become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another [Acrobatics](../../Compendium/skills.md#Acrobatics) check at the same DC. Any result on that check other than a critical failure causes you to become unstuck. +> - **Critical Failure** You become stuck in the tight space. While you're stuck, you can spend 1 minute attempting another [Acrobatics](compendium/skills.md#Acrobatics) check at the same DC. Any result on that check other than a critical failure causes you to become unstuck. > [!pf2-example] Sample Squeeze Tasks > diff --git a/rules/actions/stand.md b/rules/actions/stand.md new file mode 100644 index 000000000..df188f8e8 --- /dev/null +++ b/rules/actions/stand.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Stand"] +--- +# Stand (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 471* + + +- **Activity**: Single Action + +You stand up from [prone](rules/conditions.md#Prone). \ No newline at end of file diff --git a/rules/actions/steal.md b/rules/actions/steal.md new file mode 100644 index 000000000..943d86d3e --- /dev/null +++ b/rules/actions/steal.md @@ -0,0 +1,25 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +aliases: ["Steal"] +--- +# Steal (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 253* + +**Skill** [thievery](compendium/skills.md#Thievery) (untrained) +- **Activity**: Single Action + +You try to take a small object from another creature without being noticed. Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard. + +Attempt a [Thievery](compendium/skills.md#Thievery) check to determine if you successfully Steal the object. The DC to Steal is usually the [Perception](compendium/skills.md#Perception) DC of the creature wearing the object. This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your [Thievery](compendium/skills.md#Thievery) check. The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents). + +You might also need to compare your [Thievery](compendium/skills.md#Thievery) check result against the [Perception](compendium/skills.md#Perception) DCs of observers other than the person wearing the object. The GM may increase the [Perception](compendium/skills.md#Perception) DCs of these observers if they're distracted. + +> [!success-degree] +> - **Success** You steal the item without the bearer noticing, or an observer doesn't see you take or attempt to take the item. +> - **Failure** The item's bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft. \ No newline at end of file diff --git a/Rules/actions/step.md b/rules/actions/step.md similarity index 82% rename from Rules/actions/step.md rename to rules/actions/step.md index 725fdeb45..646c369bf 100644 --- a/Rules/actions/step.md +++ b/rules/actions/step.md @@ -7,8 +7,8 @@ tags: - trait/move aliases: ["Step", "Disengage"] --- -# Step (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) +# Step (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) *Source: Core Rulebook p. 471* diff --git a/rules/actions/stride.md b/rules/actions/stride.md new file mode 100644 index 000000000..44f6399d1 --- /dev/null +++ b/rules/actions/stride.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Stride"] +--- +# Stride (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 471* + + +- **Activity**: Single Action + +You move up to your Speed. \ No newline at end of file diff --git a/Rules/actions/strike.md b/rules/actions/strike.md similarity index 86% rename from Rules/actions/strike.md rename to rules/actions/strike.md index c1c10b3db..019df5336 100644 --- a/Rules/actions/strike.md +++ b/rules/actions/strike.md @@ -7,8 +7,8 @@ tags: - trait/attack aliases: ["Strike", "Attack"] --- -# Strike (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[attack](../traits/attack.md) +# Strike (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) *Source: Core Rulebook p. 471* diff --git a/rules/actions/subsist.md b/rules/actions/subsist.md new file mode 100644 index 000000000..c67f02fae --- /dev/null +++ b/rules/actions/subsist.md @@ -0,0 +1,34 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/downtime +aliases: ["Subsist"] +--- +# Subsist (basic) +[downtime](rules/traits/downtime.md) +*Source: Core Rulebook p. 240* + + + +You try to provide food and shelter for yourself, and possibly others as well, with a standard of living as described [here](rules/tables/cost-of-living.md). The GM determines the DC based on the nature of the place where you're trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments. Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty + +> [!success-degree] +> - **Critical Success** You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living. +> - **Success** You find enough food and shelter with basic protection from the elements to provide you a subsistence living. +> - **Failure** You're exposed to the elements and don't get enough food, becoming fatigued until you attain sufficient food and shelter. +> - **Critical Failure** You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don't find any food at all; if you don't have any stored up, you're in danger of starving or dying of thirst if you continue failing. + +The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, [Arcana](compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. + +> [!pf2-example] Sample Subsist Tasks +> +> These examples use [Society](compendium/skills.md#Society) or [Religion](compendium/skills.md#Religion). +> +> - **Untrained** lush forest with calm weather or large city with plentiful resources +> - **Trained** typical hillside or village +> - **Expert** typical mountains or insular hamlet +> - **Master** typical desert or city under siege +> - **Legendary** barren wasteland or city of undead \ No newline at end of file diff --git a/Rules/actions/sustain-a-spell.md b/rules/actions/sustain-a-spell.md similarity index 84% rename from Rules/actions/sustain-a-spell.md rename to rules/actions/sustain-a-spell.md index 9bdb37e3c..639d3d794 100644 --- a/Rules/actions/sustain-a-spell.md +++ b/rules/actions/sustain-a-spell.md @@ -7,8 +7,8 @@ tags: - trait/concentrate aliases: ["Sustain a Spell"] --- -# Sustain a Spell (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[concentrate](../traits/concentrate.md) +# Sustain a Spell (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[concentrate](rules/traits/concentrate.md) *Source: Core Rulebook p. 304* diff --git a/Rules/actions/sustain-an-activation.md b/rules/actions/sustain-an-activation.md similarity index 88% rename from Rules/actions/sustain-an-activation.md rename to rules/actions/sustain-an-activation.md index 83a5ac4e1..6bf7b4067 100644 --- a/Rules/actions/sustain-an-activation.md +++ b/rules/actions/sustain-an-activation.md @@ -6,7 +6,7 @@ tags: - compendium/src/pf2e/crb aliases: ["Sustain an Activation"] --- -# Sustain an Activation (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +# Sustain an Activation (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") *Source: Core Rulebook p. 534* diff --git a/Rules/actions/swim.md b/rules/actions/swim.md similarity index 85% rename from Rules/actions/swim.md rename to rules/actions/swim.md index 28eedebb4..25c32ebec 100644 --- a/Rules/actions/swim.md +++ b/rules/actions/swim.md @@ -7,14 +7,14 @@ tags: - trait/move aliases: ["Swim"] --- -# Swim (basic) [>](../core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") -[move](../traits/move.md) +# Swim (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) *Source: Core Rulebook p. 243* -**Skill** [athletics](../../Compendium/skills.md#Athletics) (untrained) +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) - **Activity**: Single Action -You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you're submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown (as described on page 478). If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an [Athletics](../../Compendium/skills.md#Athletics) check to Swim. +You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you're submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown (as described on page 478). If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an [Athletics](compendium/skills.md#Athletics) check to Swim. If you end your turn in water and haven't succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don't sink or move with the current that turn. diff --git a/rules/actions/take-cover.md b/rules/actions/take-cover.md new file mode 100644 index 000000000..1e9a0f7f1 --- /dev/null +++ b/rules/actions/take-cover.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +aliases: ["Take Cover"] +--- +# Take Cover (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +*Source: Core Rulebook p. 471* + + +- **Requirements**: You are benefiting from cover, are near a feature that allows you to take cover, or are [prone](rules/conditions.md#Prone). +- **Activity**: Single Action + +You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an [attack](rules/traits/attack.md) action, become [unconscious](rules/conditions.md#Unconscious), or end this effect as a free action. \ No newline at end of file diff --git a/rules/actions/track.md b/rules/actions/track.md new file mode 100644 index 000000000..fcb10b0d8 --- /dev/null +++ b/rules/actions/track.md @@ -0,0 +1,33 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/concentrate +- trait/exploration +- trait/move +aliases: ["Track"] +--- +# Track (basic) +[concentrate](rules/traits/concentrate.md) [exploration](rules/traits/exploration.md) [move](rules/traits/move.md) +*Source: Core Rulebook p. 252* + +**Skill** [survival](compendium/skills.md#Survival) (trained) + +You follow tracks, moving at up to half your travel Speed.. After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an encounter. In this case, Track is a single action and doesn't have the [exploration](rules/traits/exploration.md) trait, but you might need to roll more often because you're in a tense situation. The GM determines how often you must attempt this check. + +You attempt your [Survival](compendium/skills.md#Survival) check when you start [Tracking](rules/actions/track.md), once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. + +> [!success-degree] +> - **Success** You find the trail or continue to follow the one you're already following. +> - **Failure** You lose the trail but can try again after a 1-hour delay. +> - **Critical Failure** You lose the trail and can't try again for 24 hours. + +> [!pf2-example] Sense Track Tasks +> +> - **Untrained** the path of a large army following a road +> - **Trained** relatively fresh tracks of a rampaging bear through the plains +> - **Expert** a nimble panther's tracks through a jungle, tracks after the rain +> - **Master** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock +> - **Legendary** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane \ No newline at end of file diff --git a/rules/actions/treat-disease.md b/rules/actions/treat-disease.md new file mode 100644 index 000000000..388ff4f8e --- /dev/null +++ b/rules/actions/treat-disease.md @@ -0,0 +1,24 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/downtime +- trait/manipulate +aliases: ["Treat Disease"] +--- +# Treat Disease (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[downtime](rules/traits/downtime.md) [manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 248* + +**Skill** [medicine](compendium/skills.md#Medicine) (trained) +- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. +- **Activity**: 8 hour (at least 8 hours) + +You spend at least 8 hours caring for a diseased creature. Attempt a [Medicine](compendium/skills.md#Medicine) check against the disease's DC. After you attempt to Treat a Disease for a creature, you can't try again until after that creature's next save against the disease. + +> [!success-degree] +> - **Critical Success** You grant the creature a +4 circumstance bonus to its next saving throw against the disease. +> - **Success** You grant the creature a +2 circumstance bonus to its next saving throw against the disease. +> - **Critical Failure** Your efforts cause the creature to take a –2 circumstance penalty to its next save against the disease. \ No newline at end of file diff --git a/rules/actions/treat-poison.md b/rules/actions/treat-poison.md new file mode 100644 index 000000000..3424062e2 --- /dev/null +++ b/rules/actions/treat-poison.md @@ -0,0 +1,23 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/manipulate +aliases: ["Treat Poison"] +--- +# Treat Poison (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 248* + +**Skill** [medicine](compendium/skills.md#Medicine) (trained) +- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. +- **Activity**: Single Action + +You treat a patient to prevent the spread of poison. Attempt a [Medicine](compendium/skills.md#Medicine) check against the poison's DC. After you attempt to Treat a Poison for a creature, you can't try again until after the next time that creature attempts a save against the poison. + +> [!success-degree] +> - **Critical Success** You grant the creature a +4 circumstance bonus to its next saving throw against the poison. +> - **Success** You grant the creature a +2 circumstance bonus to its next saving throw against the poison. +> - **Critical Failure** Your efforts cause the creature to take a –2 circumstance penalty to its next save against the poison. \ No newline at end of file diff --git a/rules/actions/treat-wounds.md b/rules/actions/treat-wounds.md new file mode 100644 index 000000000..7daa20bfb --- /dev/null +++ b/rules/actions/treat-wounds.md @@ -0,0 +1,31 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/exploration +- trait/healing +- trait/manipulate +aliases: ["Treat Wounds"] +--- +# Treat Wounds (basic) [⏲](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Duration or Frequency") +[exploration](rules/traits/exploration.md) [healing](rules/traits/healing.md) [manipulate](rules/traits/manipulate.md) +*Source: Core Rulebook p. 248* + +**Skill** [medicine](compendium/skills.md#Medicine) (trained) +- **Requirements**: You are holding [healer's tools](compendium/equipment/items/healers-tools.md), or you are wearing them and have a hand free. +- **Activity**: 10 minute + +You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). + +The [Medicine](compendium/skills.md#Medicine) check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in [Medicine](compendium/skills.md#Medicine), you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of [Medicine](compendium/skills.md#Medicine), you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same. + +If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds. + +The result of your [Medicine](compendium/skills.md#Medicine) check determines how many Hit Points the target regains. + +> [!success-degree] +> - **Critical Success** The target regains `4d8` Hit Points, and its wounded condition is removed. +> - **Success** The target regains `2d8` Hit Points, and its wounded condition is removed. +> - **Critical Failure** The target takes `1d8` damage \ No newline at end of file diff --git a/rules/actions/trip.md b/rules/actions/trip.md new file mode 100644 index 000000000..0ae48a82d --- /dev/null +++ b/rules/actions/trip.md @@ -0,0 +1,29 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/attack +aliases: ["Trip"] +--- +# Trip (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[attack](rules/traits/attack.md) +*Source: Core Rulebook p. 243* + +**Skill** [athletics](compendium/skills.md#Athletics) (untrained) +- **Requirements**: You have at least one hand free. Your target can't be more than one size larger than you. +- **Activity**: Single Action + +You try to knock an opponent to the ground. Attempt an [Athletics](compendium/skills.md#Athletics) check against the target's Reflex DC. + +> [!success-degree] +> - **Critical Success** The target falls and lands [prone](rules/conditions.md#Prone) and takes `1d6` bludgeoning damage. +> - **Success** The target falls and lands [prone](rules/conditions.md#Prone). +> - **Critical Failure** You lose your balance and fall and land [prone](rules/conditions.md#Prone). + +> [!pf2-example] Falling +> +> When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked [prone](rules/conditions.md#Prone) when you land. +> +> If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). You can [Grab an Edge](rules/actions/grab-an-edge.md) as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463. \ No newline at end of file diff --git a/rules/actions/tumble-through.md b/rules/actions/tumble-through.md new file mode 100644 index 000000000..cdc873487 --- /dev/null +++ b/rules/actions/tumble-through.md @@ -0,0 +1,21 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-action +tags: +- action/basic +- compendium/src/pf2e/crb +- trait/move +aliases: ["Tumble Through"] +--- +# Tumble Through (basic) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") +[move](rules/traits/move.md) +*Source: Core Rulebook p. 240* + +**Skill** [acrobatics](compendium/skills.md#Acrobatics) (untrained) +- **Activity**: Single Action + +You [Stride](rules/actions/stride.md) up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an [Acrobatics](compendium/skills.md#Acrobatics) check against the enemy's Reflex DC as soon as you try to enter its space. You can [Tumble Through](rules/actions/tumble-through.md) using Climb, Fly, Swim, or another action instead of [Stride](rules/actions/stride.md) in the appropriate environment. + +> [!success-degree] +> - **Success** You move through the enemy's space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don't have enough Speed to move all the way through its space, you get the same effect as a failure. +> - **Failure** Your movement ends, and you trigger reactions as if you had moved out of the square you started in. \ No newline at end of file diff --git a/rules/assets/img/delay.svg b/rules/assets/img/delay.svg new file mode 100644 index 000000000..72025d56d --- /dev/null +++ b/rules/assets/img/delay.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/Rules/assets/img/hour-glass.svg b/rules/assets/img/hour-glass.svg similarity index 82% rename from Rules/assets/img/hour-glass.svg rename to rules/assets/img/hour-glass.svg index c1cdbe758..2b2de5bfa 100644 --- a/Rules/assets/img/hour-glass.svg +++ b/rules/assets/img/hour-glass.svg @@ -1,4 +1,5 @@ - + + hour-glass - - \ No newline at end of file + + diff --git a/Rules/assets/img/load.svg b/rules/assets/img/load.svg similarity index 84% rename from Rules/assets/img/load.svg rename to rules/assets/img/load.svg index cb1a2a718..223f7b9bb 100644 --- a/Rules/assets/img/load.svg +++ b/rules/assets/img/load.svg @@ -1,4 +1,5 @@ - + + load - - \ No newline at end of file + + diff --git a/rules/assets/img/reaction.svg b/rules/assets/img/reaction.svg new file mode 100644 index 000000000..32b7db8ec --- /dev/null +++ b/rules/assets/img/reaction.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/rules/assets/img/single_action.svg b/rules/assets/img/single_action.svg new file mode 100644 index 000000000..e22217edd --- /dev/null +++ b/rules/assets/img/single_action.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/Rules/assets/img/three_actions.svg b/rules/assets/img/three_actions.svg similarity index 75% rename from Rules/assets/img/three_actions.svg rename to rules/assets/img/three_actions.svg index 0909050e0..a216a5b9e 100644 --- a/Rules/assets/img/three_actions.svg +++ b/rules/assets/img/three_actions.svg @@ -1 +1 @@ - \ No newline at end of file + \ No newline at end of file diff --git a/rules/assets/img/two_actions.svg b/rules/assets/img/two_actions.svg new file mode 100644 index 000000000..ba7bd367c --- /dev/null +++ b/rules/assets/img/two_actions.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/rules/conditions.md b/rules/conditions.md new file mode 100644 index 000000000..69491faf5 --- /dev/null +++ b/rules/conditions.md @@ -0,0 +1,289 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Conditions"] +--- +# Conditions + + +## Blinded +_Source: Core Rulebook p. 618_ + +You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail [Perception](compendium/skills.md#Perception) checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to [Perception](compendium/skills.md#Perception) checks. You are immune to visual effects. Blinded overrides [dazzled](rules/conditions.md#Dazzled). + +## Broken +_Source: Core Rulebook p. 618_ + +Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category:–1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. + +A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. + +If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold. + +## Clumsy +_Source: Core Rulebook p. 618_ + +Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using [Acrobatics](compendium/skills.md#Acrobatics), [Stealth](compendium/skills.md#Stealth), and [Thievery](compendium/skills.md#Thievery). + +## Concealed +_Source: Core Rulebook p. 618_ + +While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be [observed](rules/conditions.md#Observed), but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you. + +## Confused +_Source: Core Rulebook p. 618_ + +You don't have your wits about you, and you attack wildly. You are [flat-footed](rules/conditions.md#Flat-footed), you don't treat anyone as your ally (though they might still treat you as theirs), and you can't [Delay](rules/actions/delay.md), [Ready](rules/actions/ready.md), or use reactions. + +You use all your actions to [Strike](rules/actions/strike.md) or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it's impossible for you to attack or cast spells, you babble incoherently, wasting your actions. + +Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition. + +## Controlled +_Source: Core Rulebook p. 618_ + +Someone else is making your decisions for you, usually because you're being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you. + +## Dazzled +_Source: Core Rulebook p. 619_ + +Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are [concealed](rules/conditions.md#Concealed) from you. + +## Deafened +_Source: Core Rulebook p. 619_ + +You can't hear. You automatically critically fail [Perception](compendium/skills.md#Perception) checks that require you to be able to hear. You take a –2 status penalty to [Perception](compendium/skills.md#Perception) checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the [auditory](rules/traits/auditory.md) trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to [auditory](rules/traits/auditory.md) effects. + +## Doomed +_Source: Core Rulebook p. 619_ + +A powerful force has gripped your soul, calling you closer to death. Doomed always includes a value. The dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. When you die, you're no longer doomed. + +Your doomed value decreases by 1 each time you get a full night's rest. + +## Drained +_Source: Core Rulebook p. 619_ + +When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you're hit by an effect that inflicts drained 3 and you're a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn't count as taking damage. + +Each time you get a full night's rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don't immediately recover the lost Hit Points. + +## Dying +_Source: Core Rulebook p. 619_ + +You are bleeding out or otherwise at death's door. While you have this condition, you are [unconscious](rules/conditions.md#Unconscious). Dying always includes a value, and if it ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy's critical hit or a critical failure on your save. + +If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain [unconscious](rules/conditions.md#Unconscious), but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition. + +## Encumbered +_Source: Core Rulebook p. 619_ + +You are carrying more weight than you can manage. While you're encumbered, you're [clumsy](rules/conditions.md#Clumsy) and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet. + +## Enfeebled +_Source: Core Rulebook p. 619_ + +You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and [Athletics](compendium/skills.md#Athletics) checks. + +## Fascinated +_Source: Core Rulebook p. 619_ + +You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to [Perception](compendium/skills.md#Perception) and skill checks, and you can't use actions with the [concentrate](rules/traits/concentrate.md) unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to [Seek](rules/actions/seek.md) and [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies. + +## Fatigued +_Source: Core Rulebook p. 620_ + +You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling. + +You recover from fatigue after a full night's rest. + +## Flat-Footed +_Source: Core Rulebook p. 620_ + +You're distracted or otherwise unable to focus your full attention on defense. You take a –2 circumstance penalty to AC. Some effects give you the [flat-footed](rules/conditions.md#Flat-footed) condition only to certain creatures or against certain attacks. Others—especially conditions—can make you universally flatfooted against everything. If a rule doesn't specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say "The target is [flat-footed](rules/conditions.md#Flat-footed). + +## Fleeing +_Source: Core Rulebook p. 620_ + +You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using [move](rules/traits/move.md) actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't [Delay](rules/actions/delay.md) or [Ready](rules/actions/ready.md) while fleeing. + +## Friendly +_Source: Core Rulebook p. 620_ + +This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is friendly to a character likes that character. The character can attempt to make a [Request](rules/actions/request.md) of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM. + +## Frightened +_Source: Core Rulebook p. 620_ + +You're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1. + +## Grabbed +_Source: Core Rulebook p. 620_ + +You're held in place by another creature, giving you the [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) conditions. If you attempt a [manipulate](rules/traits/manipulate.md) action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied. + +## Helpful +_Source: Core Rulebook p. 620_ + +This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren't at the expense of the helpful creature's goals or quality of life. If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM. + +## Hidden +_Source: Core Rulebook p. 620_ + +While you're hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using [Stealth](compendium/skills.md#Stealth) to [Hide](rules/actions/hide.md). When [Seeking](rules/actions/seek.md) a creature using only imprecise senses, it remains [hidden](rules/conditions.md#Hidden), rather than [observed](rules/conditions.md#Observed). A creature you're [hidden](rules/conditions.md#Hidden) from is [flat-footed](rules/conditions.md#Flat-footed) to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails affect you. Area effects aren't subject to this flat check. + +A creature might be able to use the [Seek](rules/actions/seek.md) action to try to observe you, as described on page 471. + +## Hostile +_Source: Core Rulebook p. 620_ + +This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is hostile to a character actively seeks to harm that character. It doesn't necessarily attack, but it won't accept Requests from the character. + +## Immobilized +_Source: Core Rulebook p. 620_ + +You can't use any action with the [move](rules/traits/move.md) trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place. + +## Indifferent +_Source: Core Rulebook p. 620_ + +This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is indifferent to a character doesn't really care one way or the other about that character. Assume a creature's attitude to a given character is indifferent unless specified otherwise. + +## Invisible +_Source: Core Rulebook p. 620_ + +While invisible, you can't be seen. You're [undetected](rules/conditions.md#Undetected) to everyone. Creatures can [Seek](rules/actions/seek.md) to attempt to detect you; if a creature succeeds at its [Perception](compendium/skills.md#Perception) check against your [Stealth](compendium/skills.md#Stealth) DC, you become [hidden](rules/conditions.md#Hidden) to that creature until you [Sneak](rules/actions/sneak.md) to become [undetected](rules/conditions.md#Undetected) again. If you become invisible while someone can already see you, you start out [hidden](rules/conditions.md#Hidden) to the observer (instead of [undetected](rules/conditions.md#Undetected)) until you successfully [Sneak](rules/actions/sneak.md). You can't become [observed](rules/conditions.md#Observed) while invisible except via special abilities or magic. + +## Observed +_Source: Core Rulebook p. 621_ + +Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using [Stealth](compendium/skills.md#Stealth) to [Hide](rules/actions/hide.md), it can become [hidden](rules/conditions.md#Hidden) or [undetected](rules/conditions.md#Undetected) instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When Seeking a creature using only imprecise senses, it remains [hidden](rules/conditions.md#Hidden), rather than observed. + +## Paralyzed +_Source: Core Rulebook p. 621_ + +Your body is frozen in place. You have the [flat-footed](rules/conditions.md#Flat-footed) condition and can't act except to [Recall Knowledge](rules/actions/recall-knowledge.md) and use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you can't [Seek](rules/actions/seek.md) while paralyzed. + +## Persistent Damage +_Source: Core Rulebook p. 621_ + +Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as "X persistent [type] damage," where "X" is the amount of damage dealt and "[type]" is the damage type. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends. + +> [!pf2-brown] PERSISTENT DAMAGE RULES +> +> The additional rules presented below apply to persistent damage in certain cases. +> +> Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute. +> +> ### Assisted Recovery +> CRB p. 621 +> +> You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round. +> +> The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies. +> +> - The action to help might require a skill check or another roll to determine its effectiveness. +> - Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. +> - Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage. +> - Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. +> +> ### Immunities, Resistances, and Weaknesses +> CRB p. 621 +> +> Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations. +> +> ### Multiple Persistent Damage Conditions +> CRB p. 621 +> +> You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're [dying](rules/conditions.md#Dying) with several types of persistent damage, the persistent damage increases your [dying](rules/conditions.md#Dying) condition only once. + +## Petrified +_Source: Core Rulebook p. 621_ + +You have been turned to stone. You can't act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don't have a Broken Threshold. When you're turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you don't age or notice the passing of time. + +## Prone +_Source: Core Rulebook p. 621_ + +You're lying on the ground. You are [flat-footed](rules/conditions.md#Flat-footed) and take a –2 circumstance penalty to attack rolls. The only [move](rules/traits/move.md) actions you can use while you're prone are [Crawl](rules/actions/crawl.md) and [Stand](rules/actions/stand.md). Standing up ends the prone condition. You can [Take Cover](rules/actions/take-cover.md) while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain [flat-footed](rules/conditions.md#Flat-footed)). + +If you would be knocked prone while you're [Climbing](rules/actions/climb.md) or [Flying](rules/actions/fly.md), you fall (see pages 463–464 for the rules on falling). You can't be knocked prone when [Swimming](rules/actions/swim.md). + +## Quickened +_Source: Core Rulebook p. 622_ + +You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you've been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don't immediately gain actions if you become quickened during your turn. + +## Restrained +_Source: Core Rulebook p. 622_ + +You're tied up and can barely move, or a creature has you pinned. You have the [flat-footed](rules/conditions.md#Flat-footed) and [immobilized](rules/conditions.md#Immobilized) conditions, and you can't use any actions with the [attack](rules/traits/attack.md) or [manipulate](rules/traits/manipulate.md) traits except to attempt to [Escape](rules/actions/escape.md) or [Force Open](rules/actions/force-open.md) your bonds. [Restrained](rules/conditions.md#Restrained) overrides grabbed. + +## Sickened +_Source: Core Rulebook p. 622_ + +You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. + +You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success). + +## Slowed +_Source: Core Rulebook p. 622_ + +You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn. + +## Stunned +_Source: Core Rulebook p. 622_ + +You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as "stunned for 1 minute." In this case, you lose all your actions for the listed duration. + +Stunned overrides [slowed](rules/conditions.md#Slowed). If the duration of your stunned condition ends while you are [slowed](rules/conditions.md#Slowed), you count the actions lost to the stunned condition toward those lost to being [slowed](rules/conditions.md#Slowed). So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn. + +## Stupefied +_Source: Core Rulebook p. 622_ + +Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to [Cast a Spell](rules/actions/cast-a-spell.md) while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value. + +## Unconscious +_Source: Core Rulebook p. 622_ + +You're sleeping, or you've been knocked out. You can't act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the [blinded](rules/conditions.md#Blinded) and [flat-footed](rules/conditions.md#Flat-footed) conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't. + +If you're unconscious because you're [dying](rules/conditions.md#Dying), you can't wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the [dying](rules/conditions.md#Dying) and unconscious conditions and can act normally on your next turn. + +If you are unconscious and at 0 Hit Points, but not [dying](rules/conditions.md#Dying), you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn. + +If you're unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition. + +- You take damage, provided the damage doesn't reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal. +- You receive healing, other than the natural healing you get from resting. +- Someone shakes you awake with an Interact action. +- There's loud noise going on around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their [Stealth](compendium/skills.md#Stealth) DCs. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check. +- If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest. + +## Undetected +_Source: Core Rulebook p. 623_ + +When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though you still can be affected by abilities that target an area. When you're undetected by a creature, that creature is [flat-footed](rules/conditions.md#Flat-footed) to you. + +A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a [hidden](rules/conditions.md#Hidden) creature (requiring a DC 11 flat check, as described on page 466), but the flat check and attack roll are rolled in secret by the GM, who doesn't reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square. + +A creature can use the [Seek](rules/actions/seek.md) action to try to find you, as described on page 471. + +## Unfriendly +_Source: Core Rulebook p. 623_ + +This condition reflects a creature's disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The unfriendly creature won't accept Requests from the character. + +## Unnoticed +_Source: Core Rulebook p. 623_ + +If you are unnoticed by a creature, that creature has no idea you are present at all. When you're unnoticed, you're also [undetected](rules/conditions.md#Undetected) by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence. + +## Wounded +_Source: Core Rulebook p. 623_ + +You have been seriously injured. If you lose the [dying](rules/conditions.md#Dying) condition and do not already have the wounded condition, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. If you gain the [dying](rules/conditions.md#Dying) condition while wounded, increase your [dying](rules/conditions.md#Dying) condition value by your wounded value. + +The wounded condition ends if someone successfully restores Hit Points to you with [Treat Wounds](rules/actions/treat-wounds.md), or if you are restored to full Hit Points and rest for 10 minutes. \ No newline at end of file diff --git a/rules/core-rulebook/appendix-a-conditions-appendix.md b/rules/core-rulebook/appendix-a-conditions-appendix.md new file mode 100644 index 000000000..1c07b4178 --- /dev/null +++ b/rules/core-rulebook/appendix-a-conditions-appendix.md @@ -0,0 +1,98 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/crb +aliases: ["appendix-a-conditions-appendix"] +--- +# Conditions Appendix +CRB p. 618 + +Conditions are persistent. Whenever you're affected by a condition, its effects last until the condition's stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end. + +## Condition Values +CRB p. 618 + +Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends. + +## Overriding Conditions +CRB p. 618 + +Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed. + +## List of Conditions +CRB p. 618 + +> [!pf2-note] +> You can view all conditions on the Conditions page. + +> [!pf2-brown] +> +> ### GROUPS OF CONDITIONS +> CRB p. 618 +> +> Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact. +> +> - **Degrees of Detection** [Observed](rules/conditions.md#Observed), [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), [unnoticed](rules/conditions.md#Unnoticed) +> - **Senses** [Blinded](rules/conditions.md#Blinded), [concealed](rules/conditions.md#Concealed), [dazzled](rules/conditions.md#Dazzled), [deafened](rules/conditions.md#Deafened), [invisible](rules/conditions.md#Invisible) +> - **Death and Dying** [Doomed](rules/conditions.md#Doomed), [dying](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), [wounded](rules/conditions.md#Wounded) +> - **Attitudes** [Hostile](rules/conditions.md#Hostile), [unfriendly](rules/conditions.md#Unfriendly), [indifferent](rules/conditions.md#Indifferent), [friendly](rules/conditions.md#Friendly), [helpful](rules/conditions.md#Helpful) +> - **Lowered Abilities** [Clumsy](rules/conditions.md#Clumsy), [drained](rules/conditions.md#Drained), [enfeebled](rules/conditions.md#Enfeebled), [stupefied](rules/conditions.md#Stupefied) +> +> ### DEATH AND DYING RULES +> CRB p. 618 +> +> The [doomed](rules/conditions.md#Doomed), [dying](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), and [wounded](rules/conditions.md#Wounded) conditions all relate to the process of coming closer to death. The full rules are on pages 459–461. The most significant information not contained in the conditions themselves is this: When you're reduced to 0 Hit Points, you're knocked out with the following effects: +> +> - You immediately move your initiative position to directly before the creature or effect that reduced you to 0 Hit Points. +> - You gain the [dying](rules/conditions.md#Dying) condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the [dying](rules/conditions.md#Dying) condition instead. If you have the [wounded](rules/conditions.md#Wounded) condition, increase these values by your [wounded](rules/conditions.md#Wounded) value. If the damage came from a nonlethal attack or effect, you don't gain the [dying](rules/conditions.md#Dying) condition—you are instead [unconscious](rules/conditions.md#Unconscious) with 0 Hit Points. +> +> ### PERSISTENT DAMAGE RULES +> CRB p. 618 +> +> The additional rules presented below apply to persistent damage in certain cases. +> +> Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute. +> +> ### Assisted Recovery +> CRB p. 618 +> +> You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round. +> +> The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies. +> +> - The action to help might require a skill check or another roll to determine its effectiveness. +> - Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. +> - Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage. +> - Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient. +> +> ### Immunities, Resistances, and Weaknesses +> CRB p. 618 +> +> Immunities, resistances, and weaknesses all apply to [persistent damage](rules/conditions.md#Persistent%20Damage). If an effect deals initial damage in addition to [persistent damage](rules/conditions.md#Persistent%20Damage), apply immunities, resistances, and weaknesses separately to the initial damage and to the [persistent damage](rules/conditions.md#Persistent%20Damage). Usually, if an effect negates the initial damage, it also negates the [persistent damage](rules/conditions.md#Persistent%20Damage), such as with a slashing weapon that also deals [persistent bleed damage](rules/conditions.md#Persistent%20Damage) because it cut you. The GM might rule otherwise in some situations. +> +> ### Multiple Persistent Damage Conditions +> CRB p. 618 +> +> You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one [persistent damage](rules/conditions.md#Persistent%20Damage) condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from [persistent damage](rules/conditions.md#Persistent%20Damage) occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're [dying](rules/conditions.md#Dying) with several types of [persistent damage](rules/conditions.md#Persistent%20Damage), the [persistent damage](rules/conditions.md#Persistent%20Damage) increases your [dying](rules/conditions.md#Dying) condition only once. +> +> ### GAINING AND LOSING ACTIONS +> CRB p. 618 +> +> [Quickened](rules/conditions.md#Quickened), [slowed](rules/conditions.md#Slowed), and [stunned](rules/conditions.md#Stunned) are the primary ways you can gain or lose actions on a turn. The rules for how this works appear on page 462. In brief, these conditions alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of your turn doesn't adjust your number of actions on that turn. If you have conflicting conditions that affect your number of actions, you choose which actions you lose. For instance, the action gained from [haste](compendium/spells/haste.md) lets you only [Stride](rules/actions/stride.md) or [Strike](rules/actions/strike.md), so if you need to lose one action because you're also [slowed](rules/conditions.md#Slowed), you might decide to lose the action from [haste](compendium/spells/haste.md), letting you keep your other actions that can be used more flexibly. +> +> Some conditions prevent you from taking a certain subset of actions, typically reactions. Other conditions simply say you can't act. When you can't act, you're unable to take any actions at all. Unlike [slowed](rules/conditions.md#Slowed) or [stunned](rules/conditions.md#Stunned), these don't change the number of actions you regain; they just prevent you from using them. That means if you are somehow cured of paralysis on your turn, you can act immediately. +> +> ### REDUNDANT CONDITIONS +> CRB p. 618 +> +> You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue. +> +> For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be [enfeebled](rules/conditions.md#Enfeebled) and [flat-footed](rules/conditions.md#Flat-footed) until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you [enfeebled](rules/conditions.md#Enfeebled) for 1 minute. In this case, the [enfeebled](rules/conditions.md#Enfeebled) that lasts for 1 minute replaces the [enfeebled](rules/conditions.md#Enfeebled) from the monster, so you would be [enfeebled](rules/conditions.md#Enfeebled) for the longer duration. You would remain [flat-footed](rules/conditions.md#Flat-footed), since nothing replaced that condition, and it still lasts only until the end of the monster's next turn. +> +> Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you've been affected by it. In the example above, a spell that removes the [enfeebled](rules/conditions.md#Enfeebled) condition from you would remove it entirely—the spell wouldn't need to remove it twice. +> +> ### Redundant Conditions with Values +> CRB p. 618 +> +> Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a [slowed](rules/conditions.md#Slowed) condition that lasts 1 round and a [slowed](rules/conditions.md#Slowed) condition that lasts for 6 rounds, you'd be [slowed](rules/conditions.md#Slowed) for the first round, and then you'd change to [slowed](rules/conditions.md#Slowed) for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your [slowed](rules/conditions.md#Slowed) value by 1, it would reduce the first condition from the example to [slowed](rules/conditions.md#Slowed) and reduce the second to [slowed](rules/conditions.md#Slowed), removing it. \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-1-introduction.md b/rules/core-rulebook/chapter-1-introduction.md similarity index 91% rename from Rules/core-rulebook/chapter-1-introduction.md rename to rules/core-rulebook/chapter-1-introduction.md index 7a05b027a..b57d5bf00 100644 --- a/Rules/core-rulebook/chapter-1-introduction.md +++ b/rules/core-rulebook/chapter-1-introduction.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb -aliases: ["Chapter 1: Introduction"] +aliases: ["chapter-1-introduction"] --- # Chapter 1: Introduction CRB p. 7 @@ -132,7 +132,7 @@ During the game, your character will face situations where the outcome is uncert Once a check is rolled, the GM compares the result to a target number called the **difficulty class (DC)** to determine the outcome. If the result of the check is equal to or greater than the DC, the check is successful. If it is less, the check is a failure. Beating the DC by 10 or more is referred to as a **critical success**, which usually grants an especially positive outcome. Similarly, failing the check by 10 or more is a **critical failure** (sometimes called a fumble). This sometimes results in additional negative effects. You also often score a critical success by rolling a 20 on the die when attempting a check (before adding anything). Likewise, rolling a 1 on the die when attempting a check often results in a critical failure. Note that not all checks have a special effect on a critical success or critical failure and such results should be treated just like an ordinary success or failure instead. -For example, in pursuit of the wounded chimera, your character might find the path blocked by a fast-moving river. You decide to swim across, but the GM declares this a dangerous task and asks you to roll an [Athletics](../../Compendium/skills.md#Athletics) skill check (since swimming is covered by the [Athletics](../../Compendium/skills.md#Athletics) skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character swims quickly across the river and continues the pursuit, drenched but unharmed. Had you gotten a result less than 26 but equal to or greater than 16, your character would have made it halfway across the river. Had your result been less than 16, your character might have been swept downriver or, worse, been pulled under the current and begun to drown! +For example, in pursuit of the wounded chimera, your character might find the path blocked by a fast-moving river. You decide to swim across, but the GM declares this a dangerous task and asks you to roll an [Athletics](compendium/skills.md#Athletics) skill check (since swimming is covered by the [Athletics](compendium/skills.md#Athletics) skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character swims quickly across the river and continues the pursuit, drenched but unharmed. Had you gotten a result less than 26 but equal to or greater than 16, your character would have made it halfway across the river. Had your result been less than 16, your character might have been swept downriver or, worse, been pulled under the current and begun to drown! Checks like this are the heart of the game and are rolled all the time, in every mode of play, to determine the outcome of tasks. While the roll of the die is critical, the statistic you add to the roll (called a **modifier**) often makes the difference between success and failure. Every character is made up of many such statistics governing what the character is good at, each consisting of a relevant ability modifier plus a **proficiency** bonus, and sometimes modified further by other factors, such as bonuses or penalties from gear, spells, feats, magic items, and other special circumstances. @@ -160,7 +160,7 @@ Attacking another creature is one of the most common actions in combat, and is d This requires an attack roll—a kind of check made against the **Armor Class (AC)** of the creature you're attacking. -[Strikes](../actions/strike.md) can be made using weapons, spells, or even parts of a creature's body, like a fist, claw, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack you're using, your ability scores, and any other bonuses or penalties based on the situation. +[Strikes](rules/actions/strike.md) can be made using weapons, spells, or even parts of a creature's body, like a fist, claw, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack you're using, your ability scores, and any other bonuses or penalties based on the situation. The target's AC is calculated using their proficiency rank in the armor they're wearing and their Dexterity modifier. @@ -211,7 +211,7 @@ All creatures in the game have an Armor Class. This score represents how hard it #### Attack CRB p. 12 -When a creature tries to harm another creature, it makes a Strike or uses some other attack action. Most attacks are [Strikes](../actions/strike.md) made with a weapon, but a character might Strike with their fist, grapple or shove with their hands, or attack with a spell. +When a creature tries to harm another creature, it makes a Strike or uses some other attack action. Most attacks are [Strikes](rules/actions/strike.md) made with a weapon, but a character might Strike with their fist, grapple or shove with their hands, or attack with a spell. #### Background CRB p. 12 @@ -368,7 +368,7 @@ The following example is presented to give you a better idea of how the game of **James:** I have a +5. -_Erik rolls a d20 behind his GM screen, [hidden](../conditions.md#Hidden) from the players' view, and gets a 17 on the die for a total of 22, more than enough to find the trip wire on the third step._ +_Erik rolls a d20 behind his GM screen, [hidden](rules/conditions.md#Hidden) from the players' view, and gets a 17 on the die for a total of 22, more than enough to find the trip wire on the third step._ **Erik:** Your caution pays off! You spot a thin wire located at ankle height just above the third stair. @@ -396,9 +396,9 @@ It's hairless, with pointed ears, but worst of all, its mouth is lined with tiny **Lyz:** So, not a friend? -**Erik:** Most certainly not. It looks poised to leap at you and attack. Roll for initiative! Valeros and Kyra need to roll Perception, while Merisiel should roll [Stealth](../../Compendium/skills.md#Stealth). +**Erik:** Most certainly not. It looks poised to leap at you and attack. Roll for initiative! Valeros and Kyra need to roll Perception, while Merisiel should roll [Stealth](compendium/skills.md#Stealth). -_Everyone rolls for their initiative. Lyz rolls a 2 for Valeros, getting a total of 8. Judy rolls better for Kyra, getting a total of 14. James uses [Stealth](../../Compendium/skills.md#Stealth) for Initiative, because Merisiel was hiding at the start of the fight, and rolls a 17 for a total of 25! Erik rolls for the undead creature, getting a 12. Erik records all these totals, putting the characters in order from highest to lowest._ +_Everyone rolls for their initiative. Lyz rolls a 2 for Valeros, getting a total of 8. Judy rolls better for Kyra, getting a total of 14. James uses [Stealth](compendium/skills.md#Stealth) for Initiative, because Merisiel was hiding at the start of the fight, and rolls a 17 for a total of 25! Erik rolls for the undead creature, getting a 12. Erik records all these totals, putting the characters in order from highest to lowest._ **Erik:** Looks like Merisiel gets to act first. Whatever that thing is, you're pretty sure it doesn't know you are there. @@ -420,9 +420,9 @@ _Rogues have the ability to deal extra damage to foes that haven't acted yet in **Judy:** I think this is undead. What do I know about it? -**Erik:** You use an action to recall your training about the living dead. Give me a [Religion](../../Compendium/skills.md#Religion) skill check. +**Erik:** You use an action to recall your training about the living dead. Give me a [Religion](compendium/skills.md#Religion) skill check. -_Judy rolls a 16, adding Kyra's +8 with [Religion](../../Compendium/skills.md#Religion) to get a total of 24._ +_Judy rolls a 16, adding Kyra's +8 with [Religion](compendium/skills.md#Religion) to get a total of 24._ **Erik:** At first, you thought this thing might be a ghoul, which is a type of undead that feasts on the flesh of the dead, but the terrible smell reveals the truth. This thing is a ghast, a more powerful type of ghoul. You are pretty sure that its stench can make you sick and that its claws can paralyze you with a touch. @@ -434,7 +434,7 @@ _Casting this spell is an activity that requires two actions to complete, and it _James rolls an 8, for a total of 14._ -**Erik:** Not quite enough—you gain the [sickened](../conditions.md#Sickened) condition, which is going to give you a –1 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you! +**Erik:** Not quite enough—you gain the [sickened](rules/conditions.md#Sickened) condition, which is going to give you a –1 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you! **James:** Oh no! I use my reaction to nimbly dodge out of the way. @@ -446,7 +446,7 @@ _Erik rolls an attack roll for the ghast, getting an 9 on the die. Looking at th **Erik:** You twist away from the ghast as its tongue leaves a slimy film on your armor. With its final action, the undead menace lashes out at you with its claw. -_Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a –5 multiple attack penalty, but since the claw has the [agile](../traits/agile.md) trait, the penalty is only –4. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26._ +_Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a –5 multiple attack penalty, but since the claw has the [agile](rules/traits/agile.md) trait, the penalty is only –4. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26._ **Erik:** You may have dodged the ghast's bite, but the thing's bony claw rakes across your face! @@ -456,9 +456,9 @@ _James rolls a Fortitude saving throw. He gets a 4 on the die, and after adding **James:** This isn't my day. I don't suppose a 9 is good enough? -**Erik:** I am afraid not. You are [paralyzed](../conditions.md#Paralyzed)! +**Erik:** I am afraid not. You are [paralyzed](rules/conditions.md#Paralyzed)! -_Erik notes that Merisiel is [paralyzed](../conditions.md#Paralyzed), making her unable to act, but she will get a new saving throw at the end of each of her turns to shake off the effect._ +_Erik notes that Merisiel is [paralyzed](rules/conditions.md#Paralyzed), making her unable to act, but she will get a new saving throw at the end of each of her turns to shake off the effect._ **Erik:** A dry, creaking laugh escapes the ghast's curled lips, but that's the end of its turn. Valeros, you are the last one to act this round. @@ -582,26 +582,26 @@ Throughout this book, you will see special icons to denote actions. #### Single Actions CRB p. 17 -Single actions use this symbol: [>](chapter-9-playing-the-game.md#Actions "Single Action"). They're the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit. +Single actions use this symbol: [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action"). They're the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit. #### Reactions CRB p. 17 -Reactions use this symbol: [R](chapter-9-playing-the-game.md#Actions "Reaction"). These actions can be used even when it's not your turn. You get only one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature's action. +Reactions use this symbol: [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction"). These actions can be used even when it's not your turn. You get only one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature's action. #### Free Actions CRB p. 17 -Free actions use this symbol: [F](chapter-9-playing-the-game.md#Actions "Free Action"). Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it's not your turn. However, you can use only one free action per trigger, so if you have multiple free actions with the same trigger, you have to decide which to use. If a free action doesn't have a trigger, you use it like a single action, just without spending any of your actions for the turn. +Free actions use this symbol: [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action"). Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if it's not your turn. However, you can use only one free action per trigger, so if you have multiple free actions with the same trigger, you have to decide which to use. If a free action doesn't have a trigger, you use it like a single action, just without spending any of your actions for the turn. #### Activities CRB p. 17 Activities are special tasks that you complete by spending one or more of your actions together. Usually, an activity uses two or more actions and lets you do more than a single action would allow. You have to spend all the actions an activity requires for its effects to happen. Spellcasting is one of the most common activities, as most spells take more than a single action to cast. -Activities that use two actions use this symbol: [>>](chapter-9-playing-the-game.md#Actions "Two-Action"). Activities that use three actions use this symbol: [>>>](chapter-9-playing-the-game.md#Actions "Three-Action"). A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction. +Activities that use two actions use this symbol: [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action"). Activities that use three actions use this symbol: [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action"). A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction. -All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the [exploration](../traits/exploration.md) trait. An activity that takes a day or more of commitment and that can be done only during downtime has the [downtime](../traits/downtime.md) trait. +All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the [exploration](rules/traits/exploration.md) trait. An activity that takes a day or more of commitment and that can be done only during downtime has the [downtime](rules/traits/downtime.md) trait. ### Reading Rules CRB p. 18 @@ -722,14 +722,12 @@ Ability flaws are not nearly as common in Pathfinder as ability boosts. If your > ### STEP 3: RECORD SCORES AND MODIFIERS > CRB p. 20 > -> Record the final scores and assign the ability modifiers according to [Table 1–1](../tables/ability-modifiers.md). When your character receives additional ability boosts at higher levels, you assign them as any character would. +> Record the final scores and assign the ability modifiers according to [Table 1–1](rules/tables/ability-modifiers.md). When your character receives additional ability boosts at higher levels, you assign them as any character would. ### Ability Modifiers CRB p. 20 -Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in [Table 1–1: Ability Modifiers](../tables/ability-modifiers.md) to determine its ability modifier. - -![Ability Modifiers](../tables/ability-modifiers.md) +Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in [Table 1–1: Ability Modifiers](rules/tables/ability-modifiers.md) to determine its ability modifier. ### Create a Concept CRB p. 21 @@ -802,7 +800,7 @@ You'll make four decisions when you select your character's ancestry: > [!pf2-tip] CHARACTER SHEET > -> Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as [darkvision](../abilities/darkvision.md) in the Senses +> Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as [darkvision](rules/abilities/darkvision.md) in the Senses ### Pick a Background CRB p. 21 @@ -837,7 +835,7 @@ Now that you've made the main mechanical choices about your character, it's time - First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class). - Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2. -- Finally, record your starting ability scores and ability modifiers, as determined using [Table 1–1: Ability Modifiers](../tables/ability-modifiers.md). +- Finally, record your starting ability scores and ability modifiers, as determined using [Table 1–1: Ability Modifiers](rules/tables/ability-modifiers.md). Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18. @@ -871,7 +869,7 @@ At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on > [!pf2-tip] CHARACTER SHEET > -> Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee [Strikes](../actions/strike.md) and Ranged [Strikes](../actions/strike.md) sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee [Strikes](../actions/strike.md) and ranged [Strikes](../actions/strike.md) with the weapons in Step 9 and for AC when wearing that armor in Step 10. +> Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee [Strikes](rules/actions/strike.md) and Ranged [Strikes](rules/actions/strike.md) sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee [Strikes](rules/actions/strike.md) and ranged [Strikes](rules/actions/strike.md) with the weapons in Step 9 and for AC when wearing that armor in Step 10. ### Calculate Modifiers CRB p. 27 @@ -891,7 +889,7 @@ For each kind of saving throw, add your character's Fortitude, Reflex, or Will p #### Melee Strikes and Ranged Strikes CRB p. 27 -Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee [Strikes](../actions/strike.md) and Dexterity for ranged [Strikes](../actions/strike.md)). +Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee [Strikes](rules/actions/strike.md) and Dexterity for ranged [Strikes](rules/actions/strike.md)). You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals. @@ -906,7 +904,7 @@ In the second box to the right of each skill name on your character sheet, there > > For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space. > -> Record the proficiency bonuses, ability modifiers, and total modifiers for your melee [Strikes](../actions/strike.md) and ranged [Strikes](../actions/strike.md) in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left. +> Record the proficiency bonuses, ability modifiers, and total modifiers for your melee [Strikes](rules/actions/strike.md) and ranged [Strikes](rules/actions/strike.md) in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left. > > If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers. @@ -995,14 +993,14 @@ Adam is making his first Pathfinder character. After talking about it with the r ### Step 3 CRB p. 30 -Adam looks up the dwarf entry in Chapter 2. He records the ability boosts to his Constitution and Wisdom scores (bringing both up to 12). He also applies the ability flaw to his Charisma, dropping it to 8. For his free ability boost, he chooses Dexterity to boost his defenses, raising it to 12 as well. He also records the 10 Hit Points the ancestry gives him. Next, he returns to his character sheet to record the size, Speed, language, and [darkvision](../abilities/darkvision.md) ability he gets from being a dwarf. Finally, he decides on a heritage, writing "rock dwarf" next to dwarf, and he picks an ancestry feat, deciding on Rock Runner, to show his character's strong connection to stone. +Adam looks up the dwarf entry in Chapter 2. He records the ability boosts to his Constitution and Wisdom scores (bringing both up to 12). He also applies the ability flaw to his Charisma, dropping it to 8. For his free ability boost, he chooses Dexterity to boost his defenses, raising it to 12 as well. He also records the 10 Hit Points the ancestry gives him. Next, he returns to his character sheet to record the size, Speed, language, and [darkvision](rules/abilities/darkvision.md) ability he gets from being a dwarf. Finally, he decides on a heritage, writing "rock dwarf" next to dwarf, and he picks an ancestry feat, deciding on Rock Runner, to show his character's strong connection to stone. ### Step 4 CRB p. 30 -Looking through the backgrounds, Adam likes the idea of a solitary dwarven druid, and the nomad background makes for a good choice. For the first ability boost granted by the background, Adam chooses Wisdom, and for the free ability boost, he choses Constitution, taking both up to 14. On the second page, he writes "Assurance ([Survival](../../Compendium/skills.md#Survival))" in the Skill Feats area, on the Background line. +Looking through the backgrounds, Adam likes the idea of a solitary dwarven druid, and the nomad background makes for a good choice. For the first ability boost granted by the background, Adam chooses Wisdom, and for the free ability boost, he choses Constitution, taking both up to 14. On the second page, he writes "Assurance ([Survival](compendium/skills.md#Survival))" in the Skill Feats area, on the Background line. -Finally, returning to the first page, he writes "cave" next to the first Lore skill entry and checks the box under the "T" for that skill and [Survival](../../Compendium/skills.md#Survival). +Finally, returning to the first page, he writes "cave" next to the first Lore skill entry and checks the box under the "T" for that skill and [Survival](compendium/skills.md#Survival). ### Step 5 CRB p. 30 @@ -1012,26 +1010,26 @@ Adam writes "druid" on the class line of his character sheet and fills in the nu ### Step 6 CRB p. 30 -Adam applies four more ability boosts to his ability scores to determine his starting scores. After giving it some thought, he applies them to Wisdom (raising it to 18), since that's the most important ability score for his class, and to Strength, Dexterity, and Constitution (raising them to 12, 14, and 16, respectively) to make him better in combat. He then looks at [Table 1–1](../tables/ability-modifiers.md) to determine the ability modifiers for each score and writes all of his ability scores and modifiers down on his character sheet. +Adam applies four more ability boosts to his ability scores to determine his starting scores. After giving it some thought, he applies them to Wisdom (raising it to 18), since that's the most important ability score for his class, and to Strength, Dexterity, and Constitution (raising them to 12, 14, and 16, respectively) to make him better in combat. He then looks at [Table 1–1](rules/tables/ability-modifiers.md) to determine the ability modifiers for each score and writes all of his ability scores and modifiers down on his character sheet. ### Step 7 CRB p. 30 -As Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Roll, and Spell DCs areas of his sheet. Turning to skills, he marks [Nature](../../Compendium/skills.md#Nature) as trained and notes that once he picks his druid order, he'll become trained in another skill determined by that order. He then gets to choose three more skills (if he had a higher Intelligence, he would have gotten more). He decides on [Athletics](../../Compendium/skills.md#Athletics), [Diplomacy](../../Compendium/skills.md#Diplomacy), and [Medicine](../../Compendium/skills.md#Medicine), marking all of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points. +As Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Roll, and Spell DCs areas of his sheet. Turning to skills, he marks [Nature](compendium/skills.md#Nature) as trained and notes that once he picks his druid order, he'll become trained in another skill determined by that order. He then gets to choose three more skills (if he had a higher Intelligence, he would have gotten more). He decides on [Athletics](compendium/skills.md#Athletics), [Diplomacy](compendium/skills.md#Diplomacy), and [Medicine](compendium/skills.md#Medicine), marking all of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points. -Moving on to class features, Adam marks down wild empathy in the class feats and abilities area, as well as the [Shield Block](../../Compendium/feats/shield-block.md) feat in the bonus feats area. He makes note of the anathema for being a druid and records Druidic in his language section. Next, he looks through the druid orders and decides upon the wild order, which gives him his final _trained skill ([Intimidation](../../Compendium/skills.md#Intimidation)), the ability to cast wild morph,_ as well as the Wild Shape feat, which lets him cast a spell to turn into an animal. He writes these spells in the focus spell area of his character sheet and also notes that he has 1 Focus Point to use to cast these spells. +Moving on to class features, Adam marks down wild empathy in the class feats and abilities area, as well as the [Shield Block](compendium/feats/shield-block.md) feat in the bonus feats area. He makes note of the anathema for being a druid and records Druidic in his language section. Next, he looks through the druid orders and decides upon the wild order, which gives him his final _trained skill ([Intimidation](compendium/skills.md#Intimidation)), the ability to cast wild morph,_ as well as the Wild Shape feat, which lets him cast a spell to turn into an animal. He writes these spells in the focus spell area of his character sheet and also notes that he has 1 Focus Point to use to cast these spells. Finally, a druid can cast a limited number of primal spells. Although he can change them every morning, Adam is curious, and he turns to Chapter 7: Spells to decide what spells he might cast. He jots down five cantrips and two 1st-level spells and marks them as prepared. ### Step 8 CRB p. 30 -Next up, Adam turns to Chapter 6: Equipment. He's trained in medium armor, but since wearing metal armor is anathema to druids, he chooses hide armor. For weapons, he decides on a spear, but he buys two just in case he wants to throw the first one. He writes all of these on the front of his character sheet. Adam lists the spear under both melee [Strikes](../actions/strike.md) and ranged [Strikes](../actions/strike.md), and he also writes the claws he _gains from wild morph under his melee [Strikes](../actions/strike.md), because_ he's sure that he'll be casting that spell a lot. He records the rest of his gear in the Inventory section on the second page, along with coin left over after buying his starting gear. +Next up, Adam turns to Chapter 6: Equipment. He's trained in medium armor, but since wearing metal armor is anathema to druids, he chooses hide armor. For weapons, he decides on a spear, but he buys two just in case he wants to throw the first one. He writes all of these on the front of his character sheet. Adam lists the spear under both melee [Strikes](rules/actions/strike.md) and ranged [Strikes](rules/actions/strike.md), and he also writes the claws he _gains from wild morph under his melee [Strikes](rules/actions/strike.md), because_ he's sure that he'll be casting that spell a lot. He records the rest of his gear in the Inventory section on the second page, along with coin left over after buying his starting gear. ### Step 9 CRB p. 30 -Adam records all of the ability modifiers for Perception, saving throws, [Strikes](../actions/strike.md), and skills. He then puts a "+3" in the box marked Prof to indicate his proficiency bonus for each statistic he's trained in (1 for his level, plus 2 for being trained) and "+5" in any that he is an expert. Then, he adds up his modifiers for each statistic. +Adam records all of the ability modifiers for Perception, saving throws, [Strikes](rules/actions/strike.md), and skills. He then puts a "+3" in the box marked Prof to indicate his proficiency bonus for each statistic he's trained in (1 for his level, plus 2 for being trained) and "+5" in any that he is an expert. Then, he adds up his modifiers for each statistic. ### Step 10 CRB p. 30 diff --git a/Rules/core-rulebook/chapter-10-game-mastering.md b/rules/core-rulebook/chapter-10-game-mastering.md similarity index 83% rename from Rules/core-rulebook/chapter-10-game-mastering.md rename to rules/core-rulebook/chapter-10-game-mastering.md index 0b5e1fff1..ad1727f06 100644 --- a/Rules/core-rulebook/chapter-10-game-mastering.md +++ b/rules/core-rulebook/chapter-10-game-mastering.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb -aliases: ["Chapter 10: Game Mastering"] +aliases: ["chapter-10-game-mastering"] --- # Chapter 10: Game Mastering CRB p. 483 @@ -158,23 +158,23 @@ Though a published adventure is prewritten, it's not set in stone. Changing the > ### Blindness or Impaired Vision > CRB p. 487 > -> A blind character can't detect anything using vision, critically fails [Perception](../../Compendium/skills.md#Perception) checks requiring sight, is immune to [visual](../traits/visual.md) effects, and can't be [blinded](../conditions.md#Blinded) or [dazzled](../conditions.md#Dazzled). You might give this character the [Blind-Fight](../../Compendium/feats/blind-fight-fighter.md) feat for free. +> A blind character can't detect anything using vision, critically fails [Perception](compendium/skills.md#Perception) checks requiring sight, is immune to [visual](rules/traits/visual.md) effects, and can't be [blinded](rules/conditions.md#Blinded) or [dazzled](rules/conditions.md#Dazzled). You might give this character the [Blind-Fight](compendium/feats/blind-fight-fighter.md) feat for free. > -> A character with impaired vision might take a –2 to –4 penalty to vision-based [Perception](../../Compendium/skills.md#Perception) checks. [Spectacles](../../Compendium/equipment/items/basic-corrective-lenses-lotgb.md) or other corrective devices might reduce or remove this. +> A character with impaired vision might take a –2 to –4 penalty to vision-based [Perception](compendium/skills.md#Perception) checks. Spectacles or other corrective devices might reduce or remove this. > > ### Deafness or Being Hard of Hearing > CRB p. 487 > -> A deaf character can't detect anything using hearing, critically fails [Perception](../../Compendium/skills.md#Perception) checks that require hearing, and is immune to [auditory](../traits/auditory.md) effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. It's best to give them the [Sign Language](../../Compendium/feats/sign-language.md) feat for free, and you might give them [Read Lips](../../Compendium/feats/read-lips.md) as well. You might give one or more other characters in the group [Sign Language](../../Compendium/feats/sign-language.md) for free as well. +> A deaf character can't detect anything using hearing, critically fails [Perception](compendium/skills.md#Perception) checks that require hearing, and is immune to [auditory](rules/traits/auditory.md) effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. It's best to give them the [Sign Language](compendium/feats/sign-language.md) feat for free, and you might give them [Read Lips](compendium/feats/read-lips.md) as well. You might give one or more other characters in the group [Sign Language](compendium/feats/sign-language.md) for free as well. > -> A hard-of-hearing character might take a –2 to –4 penalty to [Perception](../../Compendium/skills.md#Perception) checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world. +> A hard-of-hearing character might take a –2 to –4 penalty to [Perception](compendium/skills.md#Perception) checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world. > > ### Missing Limb > CRB p. 487 > > Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example. > -> A character with a missing hand or arm might need to spend 2 actions to [Interact](../actions/interact.md) with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate. +> A character with a missing hand or arm might need to spend 2 actions to [Interact](rules/actions/interact.md) with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate. > > Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a wheelchair, a dependable mount, or levitation or flight magic. > @@ -258,21 +258,17 @@ Once you've selected a threat level, it's time to build the encounter. You have #### Choosing Creatures CRB p. 488 -In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see [Table 10–2: Creature XP and Role](../tables/creature-xp-and-role.md)). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly. +In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see [Table 10–2: Creature XP and Role](rules/tables/creature-xp-and-role.md)). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly. Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a "party level –3" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508. #### Different Party Sizes CRB p. 488 -For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in [Table 10–1: Encounter Budget](../tables/encounter-budget.md). If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters. +For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in [Table 10–1: Encounter Budget](rules/tables/encounter-budget.md). If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters. It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters. -![Encounter Budget](../tables/encounter-budget.md) - -![Creature XP and Role](../tables/creature-xp-and-role.md) - ## Running a Game Session CRB p. 489 @@ -340,7 +336,7 @@ To make calls on the fly, use the following guidelines, which are the same princ - If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty. - If you're not sure how difficult a significant challenge should be, use the DC for the party's level. - If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure). -- If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to [Recall Knowledge](../actions/recall-knowledge.md), use an appropriate [Lore](../../Compendium/skills.md#Lore) skill (usually at an untrained proficiency rank). +- If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to [Recall Knowledge](rules/actions/recall-knowledge.md), use an appropriate [Lore](compendium/skills.md#Lore) skill (usually at an untrained proficiency rank). - Use the characters' daily preparations as the time to reset anything that lasts roughly a day. - When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described 1). - When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely. @@ -441,7 +437,7 @@ You'll have to think on your feet if information or items get skipped when playe > [!pf2-brown] PLAYING WITHOUT A GRID > -> The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the "theater of the mind," you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like "Can I see the ogre from where I'm standing?" or "Can I get to the ogre with one Stride?" It's often best to have a player tell you what they want to do, such as "I want to cross the beam to get to the ogre and attack it." Then, you tell the player how that breaks down into actions, like "You'll need to spend one action and succeed at an [Acrobatics](../../Compendium/skills.md#Acrobatics) check, then Stride to get close enough, then you'll have one action left for a Strike." +> The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the "theater of the mind," you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like "Can I see the ogre from where I'm standing?" or "Can I get to the ogre with one Stride?" It's often best to have a player tell you what they want to do, such as "I want to cross the beam to get to the ogre and attack it." Then, you tell the player how that breaks down into actions, like "You'll need to spend one action and succeed at an [Acrobatics](compendium/skills.md#Acrobatics) check, then Stride to get close enough, then you'll have one action left for a Strike." > > When preparing encounters, avoid using lots of difficult terrain, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count. @@ -472,7 +468,7 @@ Most conversations play best as free-form roleplaying, with maybe one or two che Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized. -Using the structure of an encounter is [helpful](../conditions.md#Helpful) because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end. +Using the structure of an encounter is [helpful](rules/conditions.md#Helpful) because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end. You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include: @@ -484,7 +480,7 @@ You have much more flexibility in how you run a social encounter than in a comba ##### Initiative and Actions CRB p. 494 -Initiative in a social encounter typically has characters rolling [Society](../../Compendium/skills.md#Society) or a Charisma-based skill, such as [Diplomacy](../../Compendium/skills.md#Diplomacy) or [Deception](../../Compendium/skills.md#Deception). As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction. +Initiative in a social encounter typically has characters rolling [Society](compendium/skills.md#Society) or a Charisma-based skill, such as [Diplomacy](compendium/skills.md#Diplomacy) or [Deception](compendium/skills.md#Deception). As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction. Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs. @@ -493,7 +489,7 @@ Good social encounters include an opposition. This can be direct, such as a riva You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them. -The attitude conditions—[hostile](../conditions.md#Hostile), [unfriendly](../conditions.md#Unfriendly), [indifferent](../conditions.md#Indifferent), friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds. +The attitude conditions—[hostile](rules/conditions.md#Hostile), [unfriendly](rules/conditions.md#Unfriendly), [indifferent](rules/conditions.md#Indifferent), friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds. Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame. @@ -529,14 +525,14 @@ The following sections discuss exploration activities that require adjudication ##### Detect Magic CRB p. 496 -This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with [detect magic](../../Compendium/spells/detect-magic.md), nor can illusions of equal or higher level than the spell. +This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with [detect magic](compendium/spells/detect-magic.md), nor can illusions of equal or higher level than the spell. When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap. ##### Follow the Expert CRB p. 496 -A skilled character can help out less skilled allies who choose to [Follow the Expert](../actions/follow-the-expert.md). This is a good way to help a character with a low [Stealth](../../Compendium/skills.md#Stealth) modifier sneak around, get a character with poor [Athletics](../../Compendium/skills.md#Athletics) up a steep cliff, and so on. Usually, a character who is Following the Expert can't perform other exploration activities or follow more than one person at a time. +A skilled character can help out less skilled allies who choose to [Follow the Expert](rules/actions/follow-the-expert.md). This is a good way to help a character with a low [Stealth](compendium/skills.md#Stealth) modifier sneak around, get a character with poor [Athletics](compendium/skills.md#Athletics) up a steep cliff, and so on. Usually, a character who is Following the Expert can't perform other exploration activities or follow more than one person at a time. ##### Investigate CRB p. 496 @@ -546,25 +542,25 @@ As with Searching or Detecting Magic, the initial result of Investigating is usu ##### Search CRB p. 496 -With a successful Perception check while [Searching](../actions/search.md), a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a [Searching](../actions/search.md) character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door. +With a successful Perception check while [Searching](rules/actions/search.md), a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a [Searching](rules/actions/search.md) character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door. -If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), [Searching](../actions/search.md) would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search. +If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), [Searching](rules/actions/search.md) would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search. -You roll a secret Perception check for a [Searching](../actions/search.md) character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously. +You roll a secret Perception check for a [Searching](rules/actions/search.md) character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously. > [!pf2-brown] EXPLORATION ACTIVITIES > > The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills. > -> - [Avoid Notice](../actions/avoid-notice.md) -> - [Defend](../actions/defend.md) -> - [Detect Magic](../actions/detect-magic.md) -> - [Follow the Expert](../actions/follow-the-expert.md) -> - [Hustle](../actions/hustle.md) -> - [Investigate](../actions/investigate.md) -> - [Repeat a Spell](../actions/repeat-a-spell.md) -> - [Scout](../actions/scout.md) -> - [Search](../actions/search.md) +> - [Avoid Notice](rules/actions/avoid-notice.md) +> - [Defend](rules/actions/defend.md) +> - [Detect Magic](rules/actions/detect-magic.md) +> - [Follow the Expert](rules/actions/follow-the-expert.md) +> - [Hustle](rules/actions/hustle.md) +> - [Investigate](rules/actions/investigate.md) +> - [Repeat a Spell](rules/actions/repeat-a-spell.md) +> - [Scout](rules/actions/scout.md) +> - [Search](rules/actions/search.md) > > ### Improvising New Activities > CRB p. 498 @@ -585,7 +581,7 @@ When you come out of exploration mode, the group usually remains in the same gen Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512. -difficult terrain such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on [Table 9–2: Travel Speed](../tables/travel-speed.md), typically cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain. +difficult terrain such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on [Table 9–2: Travel Speed](rules/tables/travel-speed.md), typically cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain. Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage. @@ -602,7 +598,7 @@ Exploration can get broken up by traps and other hazards (see Hazards on page 52 Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example: - A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative. -- Amiri and a kobold champion agree to have a [friendly](../conditions.md#Friendly) wrestling match. They square off on a patch of dirt, and you call for initiative using [Athletics](../../Compendium/skills.md#Athletics). +- Amiri and a kobold champion agree to have a [friendly](rules/conditions.md#Friendly) wrestling match. They square off on a patch of dirt, and you call for initiative using [Athletics](compendium/skills.md#Athletics). - Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative. - Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll. @@ -614,16 +610,16 @@ In some cases, a trap or a foe has a reaction that tells you to roll initiative. ##### Choosing the Type of Roll CRB p. 498 -When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is [Perception](../../Compendium/skills.md#Perception); this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are [Stealth](../../Compendium/skills.md#Stealth) (for sneaking up, like the dragon in the last example) and [Deception](../../Compendium/skills.md#Deception) (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use [Deception](../../Compendium/skills.md#Deception), [Diplomacy](../../Compendium/skills.md#Diplomacy), [Intimidation](../../Compendium/skills.md#Intimidation), [Performance](../../Compendium/skills.md#Performance), or [Society](../../Compendium/skills.md#Society). +When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is [Perception](compendium/skills.md#Perception); this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are [Stealth](compendium/skills.md#Stealth) (for sneaking up, like the dragon in the last example) and [Deception](compendium/skills.md#Deception) (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), [Performance](compendium/skills.md#Performance), or [Society](compendium/skills.md#Society). -If you're unsure what roll to call for, use [Perception](../../Compendium/skills.md#Perception). If a different type of roll could make sense for a character, you should usually offer the choice of that roll or [Perception](../../Compendium/skills.md#Perception) and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than [Perception](../../Compendium/skills.md#Perception), such as when the character is sneaking up on enemies and should definitely use [Stealth](../../Compendium/skills.md#Stealth). +If you're unsure what roll to call for, use [Perception](compendium/skills.md#Perception). If a different type of roll could make sense for a character, you should usually offer the choice of that roll or [Perception](compendium/skills.md#Perception) and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than [Perception](compendium/skills.md#Perception), such as when the character is sneaking up on enemies and should definitely use [Stealth](compendium/skills.md#Stealth). -You can allow a player to make a case that they should use a different skill than [Perception](../../Compendium/skills.md#Perception), but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, "I'm going to dangle down off the chandelier to get the drop on them," you could let them use [Acrobatics](../../Compendium/skills.md#Acrobatics) for their initiative roll. If they just said, "Hey, I want to attack these guys. Can I use [Acrobatics](../../Compendium/skills.md#Acrobatics)?" without having established a reason beforehand, you probably shouldn't allow it. +You can allow a player to make a case that they should use a different skill than [Perception](compendium/skills.md#Perception), but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, "I'm going to dangle down off the chandelier to get the drop on them," you could let them use [Acrobatics](compendium/skills.md#Acrobatics) for their initiative roll. If they just said, "Hey, I want to attack these guys. Can I use [Acrobatics](compendium/skills.md#Acrobatics)?" without having established a reason beforehand, you probably shouldn't allow it. ##### Character Placement CRB p. 498 -When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using [Stealth](../../Compendium/skills.md#Stealth) to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you. +When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using [Stealth](compendium/skills.md#Stealth) to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you. > [!pf2-brown] MONITORING SPELL DURATIONS > @@ -653,8 +649,8 @@ When calling for initiative for a combat encounter, you'll need to decide where Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways: - The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP). -- The character loses the [fatigued](../conditions.md#Fatigued) condition. -- The character reduces the severity of the [doomed](../conditions.md#Doomed) and [drained](../conditions.md#Drained) conditions by 1. +- The character loses the [fatigued](rules/conditions.md#Fatigued) condition. +- The character reduces the severity of the [doomed](rules/conditions.md#Doomed) and [drained](rules/conditions.md#Drained) conditions by 1. - Most spellcasters need to rest before they regain their spells for the day. A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep. @@ -672,9 +668,7 @@ Adventuring parties usually put a few people on guard to watch out for danger wh Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length. -If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a [Stealth](../../Compendium/skills.md#Stealth) check against the Perception DCs of all characters to see if anyone noticed its approach. - -![Watches and Rest](../tables/watches-and-rest.md) +If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a [Stealth](compendium/skills.md#Stealth) check against the Perception DCs of all characters to see if anyone noticed its approach. #### Daily Preperations CRB p. 500 @@ -700,11 +694,11 @@ Usually, downtime is a few minutes at the start of a session or a break between This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details. -- [Craft](../actions/craft.md) ([Crafting](../../Compendium/skills.md#Crafting)) -- [Earn Income](../actions/earn-income.md) ([Crafting](../../Compendium/skills.md#Crafting), [Lore](../../Compendium/skills.md#Lore), [Performance](../../Compendium/skills.md#Performance)) -- [Treat Disease](../actions/treat-disease.md) ([Medicine](../../Compendium/skills.md#Medicine)) -- [Create Forgery](../actions/create-forgery.md) ([Society](../../Compendium/skills.md#Society)) -- [Subsist](../actions/subsist.md) ([Society](../../Compendium/skills.md#Society), [Survival](../../Compendium/skills.md#Survival)) +- [Craft](rules/actions/craft.md) ([Crafting](compendium/skills.md#Crafting)) +- [Earn Income](rules/actions/earn-income.md) ([Crafting](compendium/skills.md#Crafting), [Lore](compendium/skills.md#Lore), [Performance](compendium/skills.md#Performance)) +- [Treat Disease](rules/actions/treat-disease.md) ([Medicine](compendium/skills.md#Medicine)) +- [Create Forgery](rules/actions/create-forgery.md) ([Society](compendium/skills.md#Society)) +- [Subsist](rules/actions/subsist.md) ([Society](compendium/skills.md#Society), [Survival](compendium/skills.md#Survival)) **Stakes:** None to low. Downtime is the counterpart to adventuring and covers low-risk activities. @@ -729,7 +723,7 @@ Multiple characters can cooperate on the same downtime task. If it's a simple ta ##### Checks CRB p. 500 -Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance [Assurance](../../Compendium/feats/assurance.md) could apply. +Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance [Assurance](compendium/feats/assurance.md) could apply. #### Longer Periods of Downtime CRB p. 501 @@ -743,9 +737,9 @@ However, it's also an opportunity for the characters to progress toward long-ter After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development. -Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using [Crafting](../../Compendium/skills.md#Crafting) might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response. +Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using [Crafting](compendium/skills.md#Crafting) might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response. -PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a [Crafting](../../Compendium/skills.md#Crafting) check, and the second an [Arcana](../../Compendium/skills.md#Arcana) or Library Lore check. +PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a [Crafting](compendium/skills.md#Crafting) check, and the second an [Arcana](compendium/skills.md#Arcana) or Library Lore check. ##### Average Progress CRB p. 501 @@ -757,7 +751,7 @@ The events you include during a long stretch of downtime should typically featur #### Cost of Living CRB p. 502 -For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on [Table 6–16: Cost of Living](../tables/cost-of-living.md) on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities. +For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on [Table 6–16: Cost of Living](rules/tables/cost-of-living.md) on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities. A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity. @@ -813,23 +807,19 @@ While some character options can't normally be retrained, you can invent ways fo Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task). -If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to [Recall Knowledge](../actions/recall-knowledge.md), and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC. +If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to [Recall Knowledge](rules/actions/recall-knowledge.md), and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC. Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges. -![Simple DCs](../tables/simple-dcs.md) - ### Level-Based DCs CRB p. 503 When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them. -Use these DCs when a PC needs to Identify a Spell or [Recall Knowledge](../actions/recall-knowledge.md) about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable! +Use these DCs when a PC needs to Identify a Spell or [Recall Knowledge](rules/actions/recall-knowledge.md) about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable! Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them. -![DCs by Level](../tables/dcs-by-level.md) - ### Adjusting Difficulty CRB p. 503 @@ -839,11 +829,9 @@ Adjustments happen most often with tasks whose DCs are based on their level. Adj You'll often apply the adjustments for uncommon, rare, or unique subjects. -![DC Adjustments](../tables/dc-adjustments.md) - The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group. -You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an [Occultism](../../Compendium/skills.md#Occultism) check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using [Arcana](../../Compendium/skills.md#Arcana) and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used. +You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an [Occultism](compendium/skills.md#Occultism) check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using [Arcana](compendium/skills.md#Arcana) and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used. #### Group Attempts CRB p. 504 @@ -855,7 +843,7 @@ At these DCs, most of the party will probably fail, but someone will probably st ### Minimum Proficiency CRB p. 504 -Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of [Thievery](../../Compendium/skills.md#Thievery). A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in [Arcana](../../Compendium/skills.md#Arcana) to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information! +Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of [Thievery](compendium/skills.md#Thievery). A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in [Arcana](compendium/skills.md#Arcana) to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information! For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed. @@ -874,7 +862,7 @@ When a character Crafts an item, use the item's level to determine the DC, apply You set the task level when someone tries to Earn Income. -The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for [Performance](../../Compendium/skills.md#Performance), and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore. +The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for [Performance](compendium/skills.md#Performance), and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore. Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like. @@ -886,45 +874,43 @@ To set the DC to Gather Information, use a simple DC representing the availabili #### Identify Magic or Learn a Spell CRB p. 505 -The DC to [Identify Magic](../actions/identify-magic.md) or [Learn a Spell](../actions/learn-a-spell.md) is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification. +The DC to [Identify Magic](rules/actions/identify-magic.md) or [Learn a Spell](rules/actions/learn-a-spell.md) is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification. #### Recall Knowledge CRB p. 505 -On most topics, you can use simple DCs for checks to [Recall Knowledge](../actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. +On most topics, you can use simple DCs for checks to [Recall Knowledge](rules/actions/recall-knowledge.md). For a check about a specific creature, trap, or other subject with a level, use a level-based DCs (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC. ##### Alternative Skills CRB p. 505 -As noted in the action's description, a character might attempt to [Recall Knowledge](../actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](../../Compendium/skills.md#Medicine) to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty. +As noted in the action's description, a character might attempt to [Recall Knowledge](rules/actions/recall-knowledge.md) using a different skill than the ones listed as the default options. If the skill is highly applicable, like using [Medicine](compendium/skills.md#Medicine) to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty. ##### Additional Knowledge CRB p. 505 -Sometimes a character might want to follow up on a check to [Recall Knowledge](../actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](../actions/recall-knowledge.md) can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject. +Sometimes a character might want to follow up on a check to [Recall Knowledge](rules/actions/recall-knowledge.md), rolling another check to discover more information. After a success, further uses of [Recall Knowledge](rules/actions/recall-knowledge.md) can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject. ##### Creature Identification CRB p. 505 A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions. -The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use [Occultism](../../Compendium/skills.md#Occultism) to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity). - -![Creature Identification Skills](../tables/creature-identification-skills.md) +The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use [Occultism](compendium/skills.md#Occultism) to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity). > [!pf2-brown] DETERMINING THE SCOPE OF LORE > -> [Lore](../../Compendium/skills.md#Lore) skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which [Lore](../../Compendium/skills.md#Lore) subcategories are acceptable for characters to select. A [Lore](../../Compendium/skills.md#Lore) subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single [Lore](../../Compendium/skills.md#Lore) subcategory doesn't cover all religions—that's covered by the [Religion](../../Compendium/skills.md#Religion) skill—but a character could have a [Lore](../../Compendium/skills.md#Lore) subcategory that covers a single deity. One [Lore](../../Compendium/skills.md#Lore) subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History [Lore](../../Compendium/skills.md#Lore). A single [Lore](../../Compendium/skills.md#Lore) subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane. +> [Lore](compendium/skills.md#Lore) skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which [Lore](compendium/skills.md#Lore) subcategories are acceptable for characters to select. A [Lore](compendium/skills.md#Lore) subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single [Lore](compendium/skills.md#Lore) subcategory doesn't cover all religions—that's covered by the [Religion](compendium/skills.md#Religion) skill—but a character could have a [Lore](compendium/skills.md#Lore) subcategory that covers a single deity. One [Lore](compendium/skills.md#Lore) subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History [Lore](compendium/skills.md#Lore). A single [Lore](compendium/skills.md#Lore) subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane. #### Sense Direction CRB p. 506 -Pick the most appropriate simple DC when someone uses [Survival](../../Compendium/skills.md#Survival) to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes. +Pick the most appropriate simple DC when someone uses [Survival](compendium/skills.md#Survival) to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes. #### Social Skills CRB p. 506 -When a character uses [Deception](../../Compendium/skills.md#Deception), [Diplomacy](../../Compendium/skills.md#Diplomacy), [Intimidation](../../Compendium/skills.md#Intimidation), or [Performance](../../Compendium/skills.md#Performance) to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for [Deception](../../Compendium/skills.md#Deception), [Diplomacy](../../Compendium/skills.md#Diplomacy), or [Performance](../../Compendium/skills.md#Performance), making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do. +When a character uses [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance) to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for [Deception](compendium/skills.md#Deception), [Diplomacy](compendium/skills.md#Diplomacy), or [Performance](compendium/skills.md#Performance), making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do. #### Subsist CRB p. 506 @@ -934,7 +920,7 @@ A simple DC is usually sufficient for the Subsist action, with a trained DC for #### Track CRB p. 506 -Often when a PC uses [Survival](../../Compendium/skills.md#Survival) to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their [Survival](../../Compendium/skills.md#Survival) DC as the DC to Track. +Often when a PC uses [Survival](compendium/skills.md#Survival) to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their [Survival](compendium/skills.md#Survival) DC as the DC to Track. #### Train an Animal CRB p. 506 @@ -981,12 +967,10 @@ Trivial encounters don't normally grant any XP, but you might decide to award th ##### Accomplishments CRB p. 507 -Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to [Table 10–8: XP Awards](../tables/xp-awards.md) to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved. +Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to [Table 10–8: XP Awards](rules/tables/xp-awards.md) to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved. As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any. -![XP Awards](../tables/xp-awards.md) - #### Party Size CRB p. 508 @@ -1011,7 +995,7 @@ This section provides guidelines for distributing treasure in a typical Pathfind #### Treasure by Level CRB p. 508 -[Table 10–9: Party Treasure by Level](../tables/party-treasure-by-level.md) on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency. +[Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency. When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level. @@ -1050,7 +1034,7 @@ If you include a lower-level permanent item as part of a currency reward, count ##### Other Types of Treasure CRB p. 509 -Not all treasure has to be items or currency. Crafters can use the [Crafting](../../Compendium/skills.md#Crafting) skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop. +Not all treasure has to be items or currency. Crafters can use the [Crafting](compendium/skills.md#Crafting) skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop. ##### Treasure and Rarity CRB p. 509 @@ -1059,12 +1043,10 @@ Giving out uncommon and rare items and formulas can get players more interested Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world. -![Party Treasure by Level](../tables/party-treasure-by-level.md) - ##### Different Item Levels CRB p. 510 -The levels listed for items on [Table 10–9: Party Treasure by Level](../tables/party-treasure-by-level.md) aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a [runestone](../../Compendium/equipment/items/runestone.md) with a [fortification](../../Compendium/equipment/items/fortification.md) rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level [shadow](../../Compendium/equipment/items/shadow.md) rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right. +The levels listed for items on [Table 10–9: Party Treasure by Level](rules/tables/party-treasure-by-level.md) aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a [runestone](compendium/equipment/items/runestone.md) with a [fortification](compendium/equipment/items/fortification.md) rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level [shadow](compendium/equipment/items/shadow.md) rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right. However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all! @@ -1101,7 +1083,7 @@ If the party has fewer than four characters, you can subtract the same amount fo #### Treasure for New Characters CRB p. 510 -When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to [Table 10–10: Character Wealth](../tables/character-wealth.md) on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well. +When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to [Table 10–10: Character Wealth](rules/tables/character-wealth.md) on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well. These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures. @@ -1116,8 +1098,6 @@ A PC can voluntarily choose an item that has a lower level than any or all of th If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items. -![Character Wealth](../tables/character-wealth.md) - #### Buying and Selling Items CRB p. 511 @@ -1130,8 +1110,6 @@ Each of the environments presented in this section uses the terrain rules (which Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature. -![Enviromental Features](../tables/enviromental-features.md) - ### Environmental Damage CRB p. 512 @@ -1139,12 +1117,10 @@ Some environmental features or natural disasters deal damage. Because the amount Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be. -![Enviromental Damage](../tables/enviromental-damage.md) - ### Aquatic CRB p. 512 -Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a [water breathing](../../Compendium/spells/water-breathing.md) spell) and must usually [Swim](../actions/swim.md) to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for greater difficult terrain. +Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a [water breathing](compendium/spells/water-breathing.md) spell) and must usually [Swim](rules/actions/swim.md) to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for greater difficult terrain. Characters in aquatic environments make frequent use of the aquatic combat and drowning and suffocation rules. @@ -1198,7 +1174,7 @@ These diverse environments include jungles and other wooded areas. They are some #### Canopies CRB p. 513 -Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an [Acrobatics](../../Compendium/skills.md#Acrobatics) or [Athletics](../../Compendium/skills.md#Athletics) check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa. +Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa. #### Trees CRB p. 513 @@ -1223,7 +1199,7 @@ Chasms are natural pits, typically at least 20 feet long and clearly visible (ba #### Cliffs CRB p. 513 -Cliffs and rock walls require creatures to [Climb](../actions/climb.md) to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage. +Cliffs and rock walls require creatures to [Climb](rules/actions/climb.md) to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage. #### Rubble CRB p. 513 @@ -1300,14 +1276,14 @@ Urban environments include open city spaces as well as buildings. The building i #### Crowds CRB p. 514 -Crowded thoroughfares and similar areas are difficult terrain, or greater difficult terrain if an area is truly packed with people. You might allow a character to get a crowd to part using [Diplomacy](../../Compendium/skills.md#Diplomacy), [Intimidation](../../Compendium/skills.md#Intimidation), or [Performance](../../Compendium/skills.md#Performance). +Crowded thoroughfares and similar areas are difficult terrain, or greater difficult terrain if an area is truly packed with people. You might allow a character to get a crowd to part using [Diplomacy](compendium/skills.md#Diplomacy), [Intimidation](compendium/skills.md#Intimidation), or [Performance](compendium/skills.md#Performance). A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd. #### Doors CRB p. 515 -Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open. +Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to [Pick the Lock](rules/actions/pick-a-lock.md) or Force them Open. #### Floors CRB p. 515 @@ -1336,7 +1312,7 @@ A portcullis is a wooden or iron grate that descends to seal off a gate or corri > ### Climbing > CRB p. 515 > -> The table below gives the typical DC for [Athletics](../../Compendium/skills.md#Athletics) checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment. +> The table below gives the typical DC for [Athletics](compendium/skills.md#Athletics) checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment. > > ### Demolishing > CRB p. 515 @@ -1364,7 +1340,7 @@ A portcullis is a wooden or iron grate that descends to seal off a gate or corri > ### Forcing Open > CRB p. 515 > -> Structures that can be opened—such as doors, gates, and windows—can be Forced Open using [Athletics](../../Compendium/skills.md#Athletics). This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the [Thievery](../../Compendium/skills.md#Thievery) DC of its lock but adjusts it to be very hard (increasing the DC by 5). +> Structures that can be opened—such as doors, gates, and windows—can be Forced Open using [Athletics](compendium/skills.md#Athletics). This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the [Thievery](compendium/skills.md#Thievery) DC of its lock but adjusts it to be very hard (increasing the DC by 5). > > If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher. @@ -1419,7 +1395,7 @@ Natural underground environments rarely have flat floors, instead featuring abru #### Ledges CRB p. 516 -Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using [Acrobatics](../../Compendium/skills.md#Acrobatics) to Balance. +Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using [Acrobatics](compendium/skills.md#Acrobatics) to Balance. #### Rubble CRB p. 516 @@ -1448,7 +1424,7 @@ Weather is more than just set dressing to establish mood—it has mechanical eff #### Fog CRB p. 517 -Fog imposes a circumstance penalty to visual [Perception](../../Compendium/skills.md#Perception) checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze. +Fog imposes a circumstance penalty to visual [Perception](compendium/skills.md#Perception) checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze. #### Precipitation CRB p. 517 @@ -1458,7 +1434,7 @@ Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipi ##### Visibility CRB p. 517 -Most forms of precipitation impose circumstance penalties on visual [Perception](../../Compendium/skills.md#Perception) checks. Hail often is sparser but loud, instead penalizing auditory [Perception](../../Compendium/skills.md#Perception) checks. +Most forms of precipitation impose circumstance penalties on visual [Perception](compendium/skills.md#Perception) checks. Hail often is sparser but loud, instead penalizing auditory [Perception](compendium/skills.md#Perception) checks. Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away. @@ -1481,12 +1457,10 @@ Particularly hot and cold weather can make creatures fatigued more quickly durin Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold. -![Temperature Effects](../tables/temperature-effects.md) - #### Wind CRB p. 517 -Wind imposes a circumstance penalty on auditory [Perception](../../Compendium/skills.md#Perception) checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well. +Wind imposes a circumstance penalty on auditory [Perception](compendium/skills.md#Perception) checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well. ##### Moving in Wind CRB p. 517 @@ -1495,7 +1469,7 @@ Wind is difficult or greater difficult terrain when Flying. Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round. -Even on the ground, particularly strong winds might require a creature to succeed at an [Athletics](../../Compendium/skills.md#Athletics) check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty. +Even on the ground, particularly strong winds might require a creature to succeed at an [Athletics](compendium/skills.md#Athletics) check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty. ### Natural Disasters CRB p. 518 @@ -1516,7 +1490,7 @@ An avalanche deals major or even massive bludgeoning damage to creatures and obj Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself. -Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful [Athletics](../../Compendium/skills.md#Athletics) check (or every 2 minutes on a critical success). +Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful [Athletics](compendium/skills.md#Athletics) check (or every 2 minutes on a critical success). Using shovels or other proper tools halves the time. @@ -1543,7 +1517,7 @@ Fissures and other ground ruptures can destabilize structures, but more directly ##### Soil Liquefaction CRB p. 518 -Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the [earthquake](../../Compendium/spells/earthquake.md) spell for more specific rules, though that spell represents only one particular kind of localized quake. +Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the [earthquake](compendium/spells/earthquake.md) spell for more specific rules, though that spell represents only one particular kind of localized quake. ##### Tremors CRB p. 518 @@ -1555,8 +1529,6 @@ Tremors knock creatures prone, causing them to fall or careen into other objects Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478. -![Temperature Effects](../tables/temperature-effects.md) - #### Sandstorms CRB p. 519 @@ -1624,7 +1596,7 @@ Wildfires increase the temperature in advance of the front, reaching nearly 1,50 ##### Smoke CRB p. 519 -Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual [Perception](../../Compendium/skills.md#Perception) checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478). +Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual [Perception](compendium/skills.md#Perception) checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478). ## Hazards CRB p. 520 @@ -1634,11 +1606,11 @@ Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circum Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so. -During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's [Stealth](../../Compendium/skills.md#Stealth) DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the [Seek](../actions/seek.md) action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice. +During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's [Stealth](compendium/skills.md#Stealth) DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the [Seek](rules/actions/seek.md) action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice. -Magical hazards that don't have a minimum proficiency rank can be found using [detect magic](../../Compendium/spells/detect-magic.md), but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence. +Magical hazards that don't have a minimum proficiency rank can be found using [detect magic](compendium/spells/detect-magic.md), but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence. -Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using [Identify Magic](../actions/identify-magic.md) or [Recall Knowledge](../actions/recall-knowledge.md). Magical hazards with a minimum proficiency rank cannot be found with [detect magic](../../Compendium/spells/detect-magic.md) at all. +Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using [Identify Magic](rules/actions/identify-magic.md) or [Recall Knowledge](rules/actions/recall-knowledge.md). Magical hazards with a minimum proficiency rank cannot be found with [detect magic](compendium/spells/detect-magic.md) at all. ### Triggering a Hazard CRB p. 520 @@ -1653,7 +1625,7 @@ Most hazards have reactions that occur when they're triggered. For simple hazard #### Routine CRB p. 520 -A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its [Stealth](../../Compendium/skills.md#Stealth) modifier. +A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its [Stealth](compendium/skills.md#Stealth) modifier. After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard. @@ -1661,7 +1633,7 @@ After this happens, the hazard follows its routine each round on its initiative. > > The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information. > -> For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has [Thievery](../../Compendium/skills.md#Thievery) listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive. +> For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has [Thievery](compendium/skills.md#Thievery) listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive. #### Resetting a Hazard CRB p. 520 @@ -1671,7 +1643,7 @@ Some hazards can be reset, allowing them to be triggered again. This can occur a ### Disabling a Hazard CRB p. 521 -The most versatile method for deactivating traps is the Disable a Device action of the [Thievery](../../Compendium/skills.md#Thievery) skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with [Nature](../../Compendium/skills.md#Nature) or [Survival](../../Compendium/skills.md#Survival), and haunts can often be overcome with [Occultism](../../Compendium/skills.md#Occultism) or [Religion](../../Compendium/skills.md#Religion). The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill. +The most versatile method for deactivating traps is the Disable a Device action of the [Thievery](compendium/skills.md#Thievery) skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with [Nature](compendium/skills.md#Nature) or [Survival](compendium/skills.md#Survival), and haunts can often be overcome with [Occultism](compendium/skills.md#Occultism) or [Religion](compendium/skills.md#Religion). The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill. A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset. @@ -1701,15 +1673,13 @@ You might allow a character to repair a damaged hazard to restore its functional #### Counteracting a Magical Hazard CRB p. 521 -Some magical hazards can be counteracted using [dispel magic](../../Compendium/spells/dispel-magic.md) and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard. +Some magical hazards can be counteracted using [dispel magic](compendium/spells/dispel-magic.md) and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard. ### Hazard Experience CRB p. 521 Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP. -![Hazard XP](../tables/hazard-xp.md) - ### Hazard Format CRB p. 522 @@ -1719,7 +1689,7 @@ Hazards are presented in a stat block format similar to those used for monsters. title: Hazard Name *Hazard [Level]* traits -This entry lists the [Stealth](../../../compendium/skills.md#Stealth) modifier for a complex hazard's initiative or the [Stealth](../../../compendium/skills.md#Stealth) DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If [detect magic](../../../compendium/spells/detect-magic.md) can be used to detect the hazard, this information is located here as well. +This entry lists the [Stealth](compendium/skills.md#Stealth) modifier for a complex hazard's initiative or the [Stealth](compendium/skills.md#Stealth) DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If [detect magic](compendium/spells/detect-magic.md) can be used to detect the hazard, this information is located here as well. This explains what the hazard looks like and might include special rules. @@ -1739,7 +1709,7 @@ the hazard's weaknesses, if any the hazard's resistances, if any -[R](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") or [F](../../../rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") This is the reaction or free action the hazard uses +[R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") or [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") This is the reaction or free action the hazard uses The trigger that sets off the hazard appears here @@ -1765,7 +1735,7 @@ The most notable hazard traits are trap (constructed to harm intruders), environ #### Stealth or Stealth DC CRB p. 522 -Complex hazards list their [Stealth](../../Compendium/skills.md#Stealth) modifier, which they use for initiative, instead of their [Stealth](../../Compendium/skills.md#Stealth) DC. If you need the DC, it's equal to this modifier + 10. +Complex hazards list their [Stealth](compendium/skills.md#Stealth) modifier, which they use for initiative, instead of their [Stealth](compendium/skills.md#Stealth) DC. If you need the DC, it's equal to this modifier + 10. ### Hazards CRB p. 526 @@ -1777,4 +1747,4 @@ Complex hazards list their [Stealth](../../Compendium/skills.md#Stealth) modifie > > You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level. > -> Use [Table 10–5: DCs by Level](../tables/dcs-by-level.md) to determine the [Thievery](../../Compendium/skills.md#Thievery) DC and spell DC, using the trap's level and applying a [hard adjustment](../tables/dc-adjustments.md) (+2). The [Stealth](../../Compendium/skills.md#Stealth) modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in [Perception](../../Compendium/skills.md#Perception) to find, and they might require a higher proficiency rank in [Thievery](../../Compendium/skills.md#Thievery) to disable. +> Use [Table 10–5: DCs by Level](rules/tables/dcs-by-level.md) to determine the [Thievery](compendium/skills.md#Thievery) DC and spell DC, using the trap's level and applying a [hard adjustment](rules/tables/dc-adjustments.md) (+2). The [Stealth](compendium/skills.md#Stealth) modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in [Perception](compendium/skills.md#Perception) to find, and they might require a higher proficiency rank in [Thievery](compendium/skills.md#Thievery) to disable. \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-11-crafting-treasure.md b/rules/core-rulebook/chapter-11-crafting-treasure.md similarity index 75% rename from Rules/core-rulebook/chapter-11-crafting-treasure.md rename to rules/core-rulebook/chapter-11-crafting-treasure.md index 385ef3e90..cee273421 100644 --- a/Rules/core-rulebook/chapter-11-crafting-treasure.md +++ b/rules/core-rulebook/chapter-11-crafting-treasure.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb -aliases: ["Chapter 11: Crafting & Treasure"] +aliases: ["chapter-11-crafting-treasure"] --- # Chapter 11: Crafting & Treasure CRB p. 531 @@ -27,12 +27,12 @@ This chapter provides rules for using different kinds of items encountered in th This section presents the rules for how characters use alchemical items, magic items, and other special items during play. -The myriad types of items give their powerful boons in different ways. Some function automatically, while others need to be activated. While you need only swing a greataxe to scorch foes, you need to invest a [diadem of intellect](../../Compendium/equipment/items/diadem-of-intellect.md) for it to work, imbibe an [elixir of life](../../Compendium/equipment/items/elixir-of-life.md) to heal yourself, activate [slippers of spider climbing](../../Compendium/equipment/items/slippers-of-spider-climbing.md) to walk up a wall, activate your [mail of luck](../../Compendium/equipment/items/mail-of-luck.md) to protect yourself, and [Cast a Spell](../actions/cast-a-spell.md) using a magical scroll. +The myriad types of items give their powerful boons in different ways. Some function automatically, while others need to be activated. While you need only swing a greataxe to scorch foes, you need to invest a [diadem of intellect](compendium/equipment/items/diadem-of-intellect.md) for it to work, imbibe an [elixir of life](compendium/equipment/items/elixir-of-life.md) to heal yourself, activate [slippers of spider climbing](compendium/equipment/items/slippers-of-spider-climbing.md) to walk up a wall, activate your [mail of luck](compendium/equipment/items/mail-of-luck.md) to protect yourself, and [Cast a Spell](rules/actions/cast-a-spell.md) using a magical scroll. ## Constant Abilities CRB p. 531 -Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an [everburning torch](../../Compendium/equipment/items/everburning-torch.md) always sheds light, and a [flaming](../../Compendium/equipment/items/flaming.md) weapon deals fire damage every time it deals damage. +Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an [everburning torch](compendium/equipment/items/everburning-torch.md) always sheds light, and a [flaming](compendium/equipment/items/flaming.md) weapon deals fire damage every time it deals damage. ## Investing Magic Items CRB p. 531 @@ -41,22 +41,18 @@ Certain magic items convey their magical benefits only when worn and invested us You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear. -You can still gain the mundane benefits of an item if you don't invest it. A suit of _+1 resilient armor_ still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and [winged boots](../../Compendium/equipment/items/winged-boots.md) still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested. - -![Invest an Item](../actions/invest-an-item.md) +You can still gain the mundane benefits of an item if you don't invest it. A suit of _+1 resilient armor_ still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and [winged boots](compendium/equipment/items/winged-boots.md) still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested. ## Activating Items CRB p. 532 -Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. [Activating an Item](../actions/activate-an-item.md) works much like [Casting a Spell](../actions/cast-a-spell.md), in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry. +Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. [Activating an Item](rules/actions/activate-an-item.md) works much like [Casting a Spell](rules/actions/cast-a-spell.md), in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry. If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect. -![Activate an Item](../actions/activate-an-item.md) - > [!pf2-brown] DISRUPTING ACTIVATIONS > -> Some abilities and effects can disrupt the process of [Activating an Item](../actions/activate-an-item.md). If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends. +> Some abilities and effects can disrupt the process of [Activating an Item](rules/actions/activate-an-item.md). If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends. ### Activation Components CRB p. 533 @@ -66,12 +62,12 @@ An item's activate entry lists the components required to activate its abilities #### Command CRB p. 533 -This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](../traits/concentrate.md)s. You must be able to speak to provide this component. +This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and [concentrate](rules/traits/concentrate.md)s. You must be able to speak to provide this component. #### Envision CRB p. 533 -This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](../traits/concentrate.md). +This component is a specific image or phenomenon you need to imagine. Activate an Item gains the [concentrate](rules/traits/concentrate.md). #### Interact CRB p. 533 @@ -83,11 +79,11 @@ Activate an Item gains the manipulate trait and requires you to use your hands, #### Cast a Spell CRB p. 533 -If an item lists "[Cast a Spell](../actions/cast-a-spell.md)" after "Activate," the activation requires you to use the [Cast a Spell](../actions/cast-a-spell.md) activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. +If an item lists "[Cast a Spell](rules/actions/cast-a-spell.md)" after "Activate," the activation requires you to use the [Cast a Spell](rules/actions/cast-a-spell.md) activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component. If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it. -In this case, Activate an Item gains all the traits from the relevant components of the [Cast a Spell](../actions/cast-a-spell.md) activity. +In this case, Activate an Item gains all the traits from the relevant components of the [Cast a Spell](rules/actions/cast-a-spell.md) activity. ### Limited Activations CRB p. 533 @@ -124,15 +120,11 @@ Some items can be activated only a limited number of times per day, as described Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration. -![Sustain an Activation](../actions/sustain-an-activation.md) - ### Dismissing Activations CRB p. 534 Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action. -![Dismiss](../actions/dismiss.md) - ## Reading Items CRB p. 534 @@ -205,47 +197,47 @@ An item that needs to be worn to function lists "worn" as its usage. This is fol Some items enhance other items. Talismans function only if affixed to other items. They have a Usage entry indicating the type or types of items to which a character can attach them, such as "affixed to armor." Rules for affixing a talisman are on page 565. -Runes must be etched onto permanent items, such as armor, weapons, or [runestones](../../Compendium/equipment/items/runestone.md) (found on page 571) to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as "etched onto a weapon." More information about etching runes is on page 580. +Runes must be etched onto permanent items, such as armor, weapons, or [runestones](compendium/equipment/items/runestone.md) (found on page 571) to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as "etched onto a weapon." More information about etching runes is on page 580. > [!pf2-brown] NOTABLE ITEM TRAITS > > The following traits apply to items. Some specific categories of item have special traits—such as elixir or scroll—described in their sections. > -> **[Alchemical](../traits/alchemical.md):** Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the [Alchemical Crafting](../../Compendium/feats/alchemical-crafting.md) feat (page 258). +> **[Alchemical](rules/traits/alchemical.md):** Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat (page 258). > -> **[Consumable](../traits/consumable.md):** An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. +> **[Consumable](rules/traits/consumable.md):** An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. > > For instance, while a potion is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include alchemical items (page 543) as well as ammunition oils, potions, scrolls, snares, talismans, and other magical consumables (which begin on page 559). > > When a character creates consumable items, she can make them in batches of four, as described in Consumables and Ammunition (page 245). > -> **[Focused](../traits/focused.md):** An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have. +> **[Focused](rules/traits/focused.md):** An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have. > -> **[Invested](../traits/invested.md):** A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head). +> **[Invested](rules/traits/invested.md):** A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head). > > **Magical:** Items with this trait are imbued with magical energies. Each one radiates a magic aura infused with its dominant school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation; these are described on pages 297 –298). > -> A character can craft these items only if she has the Magical [Crafting](../../Compendium/skills.md#Crafting) feat (page 263). +> A character can craft these items only if she has the Magical [Crafting](compendium/skills.md#Crafting) feat (page 263). > > Some items are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicates that the item is magical. ### Craft Requirements CRB p. 535 -An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity on page 244. In addition, creating alchemical items requires the [Alchemical Crafting](../../Compendium/feats/alchemical-crafting.md) feat (page 258), creating magic items requires the Magical [Crafting](../../Compendium/skills.md#Crafting) feat (page 263), and crafting snares requires the Snare [Crafting](../../Compendium/skills.md#Crafting) feat (page 266). Finally, crafting higher-level items requires greater proficiency in [Crafting](../../Compendium/skills.md#Crafting). Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in [Crafting](../../Compendium/skills.md#Crafting), and items of 16th level and higher require legendary [Crafting](../../Compendium/skills.md#Crafting). +An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity on page 244. In addition, creating alchemical items requires the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) feat (page 258), creating magic items requires the Magical [Crafting](compendium/skills.md#Crafting) feat (page 263), and crafting snares requires the Snare [Crafting](compendium/skills.md#Crafting) feat (page 266). Finally, crafting higher-level items requires greater proficiency in [Crafting](compendium/skills.md#Crafting). Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in [Crafting](compendium/skills.md#Crafting), and items of 16th level and higher require legendary [Crafting](compendium/skills.md#Crafting). -The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn't upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the [Crafting](../../Compendium/skills.md#Crafting) check uses a DC for the item's new level. +The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn't upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the [Crafting](compendium/skills.md#Crafting) check uses a DC for the item's new level. ## Alchemical Items CRB p. 543 -Alchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items don't radiate magical auras, and they can't be dismissed or affected by [dispel magic](../../Compendium/spells/dispel-magic.md). Their effects last for a set amount of time or until they are countered in some way, typically physically. +Alchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items don't radiate magical auras, and they can't be dismissed or affected by [dispel magic](compendium/spells/dispel-magic.md). Their effects last for a set amount of time or until they are countered in some way, typically physically. Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable. Alchemists can infuse reagents with some of their own essence, allowing them to efficiently create short-lived alchemical items at no monetary cost. Even in these cases, alchemical items don't radiate magic auras, instead using the alchemist's infused essence as one additional catalyst for the item's alchemical effects. -Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the [Alchemical Crafting](../../Compendium/feats/alchemical-crafting.md) skill feat to use [Crafting](../../Compendium/skills.md#Crafting) to create alchemical items. Critically failing a [Crafting](../../Compendium/skills.md#Crafting) check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials. +Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the [Alchemical Crafting](compendium/feats/alchemical-crafting.md) skill feat to use [Crafting](compendium/skills.md#Crafting) to create alchemical items. Critically failing a [Crafting](compendium/skills.md#Crafting) check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials. Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry. @@ -265,7 +257,7 @@ Special rules appear at the start of the relevant section. An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. Bombs have the bomb trait. -Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](../actions/strike.md) to throw alchemical bombs gain the manipulate trait. The bomb is activated when thrown as a Strike—you don't have to activate it separately. +Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](rules/actions/strike.md) to throw alchemical bombs gain the manipulate trait. The bomb is activated when thrown as a Strike—you don't have to activate it separately. #### Splash Trait CRB p. 543 @@ -289,7 +281,7 @@ You usually Interact to activate an elixir as you drink it or feed it to another These elixirs, indicated by the mutagen trait, temporarily transmogrify the subject's body and alter its mind. Typically, only alchemists have the expertise to craft mutagens, and some say they are the only ones reckless enough to use them. -A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) and one or more detrimental effects (shown in the Drawback entry). Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item's level and a modifier equal to that level's DC – 10, as found on [Table 10–5: DCs by Level](../tables/dcs-by-level.md). +A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) and one or more detrimental effects (shown in the Drawback entry). Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item's level and a modifier equal to that level's DC – 10, as found on [Table 10–5: DCs by Level](rules/tables/dcs-by-level.md). ### Alchemical Poisons CRB p. 550 @@ -376,7 +368,7 @@ Regardless of whether an attack with magic ammunition hits or misses, launching If magic ammunition doesn't have an Activate entry, it's activated automatically when it's launched. Types of magic ammunition that have an Activate entry must be activated with additional actions before being used. Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isn't consumed) and you must activate it again before you can use it. If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed. -The action required to activate the ammunition doesn't alter how many actions it takes to reload. For example, you could activate a [beacon shot](../../Compendium/equipment/items/beacon-shot.md) arrow by touching it with 1 action, then draw and shoot the arrow as part of a [Strike](../actions/strike.md) as normal. For a [beacon shot](../../Compendium/equipment/items/beacon-shot.md) bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it. +The action required to activate the ammunition doesn't alter how many actions it takes to reload. For example, you could activate a [beacon shot](compendium/equipment/items/beacon-shot.md) arrow by touching it with 1 action, then draw and shoot the arrow as part of a [Strike](rules/actions/strike.md) as normal. For a [beacon shot](compendium/equipment/items/beacon-shot.md) bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it. ### Oils CRB p. 561 @@ -391,18 +383,18 @@ A potion is a magical liquid activated when you drink it, which uses it up. Poti ### Scrolls CRB p. 564 -A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of [magic missile](../../Compendium/spells/magic-missile.md) (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level. +A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of [magic missile](compendium/spells/magic-missile.md) (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level. -If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single [Recall Knowledge](../actions/recall-knowledge.md) action and automatically succeed at identifying the scroll's spell. If it's not, you must use [Identify Magic](../actions/identify-magic.md) to learn what spell the scroll holds. +If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single [Recall Knowledge](rules/actions/recall-knowledge.md) action and automatically succeed at identifying the scroll's spell. If it's not, you must use [Identify Magic](rules/actions/identify-magic.md) to learn what spell the scroll holds. #### Casting a Spell from a Scroll CRB p. 564 -[Casting a Spell](../actions/cast-a-spell.md) from a scroll requires holding the scroll in one hand and activating it with a [Cast a Spell](../actions/cast-a-spell.md) activity using the normal number of actions for that spell. +[Casting a Spell](rules/actions/cast-a-spell.md) from a scroll requires holding the scroll in one hand and activating it with a [Cast a Spell](rules/actions/cast-a-spell.md) activity using the normal number of actions for that spell. -To [Cast a Spell](../actions/cast-a-spell.md) from a scroll, the spell must appear on your spell list. Because you're the one [Casting the Spell](../actions/cast-a-spell.md), use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal). +To [Cast a Spell](rules/actions/cast-a-spell.md) from a scroll, the spell must appear on your spell list. Because you're the one [Casting the Spell](rules/actions/cast-a-spell.md), use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal). -Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when [Casting a Spell](../actions/cast-a-spell.md) from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to [Cast the Spell](../actions/cast-a-spell.md) from a scroll. +Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when [Casting a Spell](rules/actions/cast-a-spell.md) from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to [Cast the Spell](rules/actions/cast-a-spell.md) from a scroll. #### Scroll Statistics CRB p. 564 @@ -412,22 +404,20 @@ All scrolls have the same base statistics unless noted otherwise. A scroll has l #### Varying Statistics CRB p. 565 -Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to [Cast the Spell](../actions/cast-a-spell.md) are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity. +Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to [Cast the Spell](rules/actions/cast-a-spell.md) are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity. The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. -![Scroll Statistics](../tables/scroll-statistics.md) - #### Crafting a Scroll CRB p. 565 -The process to [Craft](../actions/craft.md) a scroll is much like that to [Craft](../actions/craft.md) any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either [Cast that Spell](../actions/cast-a-spell.md) during the crafting process, or someone else must do so in your presence. [Casting that Spell](../actions/cast-a-spell.md) doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot. +The process to [Craft](rules/actions/craft.md) a scroll is much like that to [Craft](rules/actions/craft.md) any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either [Cast that Spell](rules/actions/cast-a-spell.md) during the crafting process, or someone else must do so in your presence. [Casting that Spell](rules/actions/cast-a-spell.md) doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot. -You can't [Craft](../actions/craft.md) a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to Craft scrolls. +You can't [Craft](rules/actions/craft.md) a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to Craft scrolls. -Like other [consumables](../traits/consumable.md), scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted. +Like other [consumables](rules/traits/consumable.md), scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted. #### Sample Scrolls CRB p. 565 @@ -438,14 +428,14 @@ A wide variety of spells can appear on scrolls. The following specific scrolls a title: Scroll of Illusory Disguise collapse: closed # Scroll of Illusory Disguise *Item 1* -[consumable](../../../rules/traits/consumable.md) [illusion](../../../rules/traits/illusion.md) [magical](../../../rules/traits/magical.md) [scroll](../../../rules/traits/scroll.md) +[consumable](rules/traits/consumable.md) [illusion](rules/traits/illusion.md) [magical](rules/traits/magical.md) [scroll](rules/traits/scroll.md) - **Price** 3 gp - **Usage** held in 1 hand; **Bulk** L -- **Activate** [Cast a Spell](../../../rules/actions/cast-a-spell.md) +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - **Category** Scroll -This scroll can cast [illusory disguise](../../../compendium/spells/illusory-disguise.md) as a 1st-level spell. +This scroll can cast [illusory disguise](compendium/spells/illusory-disguise.md) as a 1st-level spell. *Source: Core Rulebook p. 565* ``` @@ -454,14 +444,14 @@ This scroll can cast [illusory disguise](../../../compendium/spells/illusory-dis title: Scroll of Glitterdust collapse: closed # Scroll of Glitterdust *Item 3* -[consumable](../../../rules/traits/consumable.md) [evocation](../../../rules/traits/evocation.md) [magical](../../../rules/traits/magical.md) [scroll](../../../rules/traits/scroll.md) +[consumable](rules/traits/consumable.md) [evocation](rules/traits/evocation.md) [magical](rules/traits/magical.md) [scroll](rules/traits/scroll.md) - **Price** 12 gp - **Usage** held in 1 hand; **Bulk** L -- **Activate** [Cast a Spell](../../../rules/actions/cast-a-spell.md) +- **Activate** [Cast a Spell](rules/actions/cast-a-spell.md) - **Category** Scroll -This scroll can be used to cast [glitterdust](../../../compendium/spells/glitterdust.md) as a 2nd-level spell. +This scroll can be used to cast [glitterdust](compendium/spells/glitterdust.md) as a 2nd-level spell. *Source: Core Rulebook p. 565* ``` @@ -476,9 +466,7 @@ You must be wielding or wearing an item to activate a talisman attached to it. O #### Affixing a Talisman CRB p. 565 -Each talisman's stat block indicates the type of item it can be affixed to. Affixing or removing requires using the [Affixing the Talisman](../actions/affix-a-talisman.md) activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time without suppressing them all. - -![Affix a Talisman](../actions/affix-a-talisman.md) +Each talisman's stat block indicates the type of item it can be affixed to. Affixing or removing requires using the [Affixing the Talisman](rules/actions/affix-a-talisman.md) activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time without suppressing them all. #### Talismans CRB p. 565 @@ -500,7 +488,7 @@ These items need to be held to use them. Weapons, wands, and staves follow speci Most items are made from readily available materials—usually leather, wood, or steel—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection. -Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in [Crafting](../../Compendium/skills.md#Crafting) can create it. Some rare and exotic materials require master or even legendary proficiency. +Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in [Crafting](compendium/skills.md#Crafting) can create it. Some rare and exotic materials require master or even legendary proficiency. A material's Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious material's purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity. @@ -515,8 +503,6 @@ Stone is a catchall for any hard stone, such as granite and marble. Likewise, wo If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the item's function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn't take 9 damage to break, even though it's made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools. (Page 515 has more information on walls.) -![Material Hardness, Hit Points, and Broken Threshold](../tables/material-hardness-hit-points-and-broken-threshold.md) - ### Precious Materials CRB p. 577 @@ -550,14 +536,14 @@ The number of property runes a weapon or armor can have is equal to the value of An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a longsword or chain mail. -Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a mace (a 4th-level item) with a [disrupting](../../Compendium/equipment/items/disrupting.md) rune (a 5th-level rune) would be a 5th-level item. +Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a mace (a 4th-level item) with a [disrupting](compendium/equipment/items/disrupting.md) rune (a 5th-level rune) would be a 5th-level item. Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories. ### Investiture CRB p. 580 -If a suit of armor has any runes, it has the [invested](../traits/invested.md) trait, requiring you to invest it to get its magical benefits. +If a suit of armor has any runes, it has the [invested](rules/traits/invested.md) trait, requiring you to invest it to get its magical benefits. ### Rune Formulas CRB p. 580 @@ -567,16 +553,16 @@ The Price of a rune's formula is the same as the Price of a formula for an item ### The Etching Process CRB p. 580 -Etching a rune on an item follows the same process as using the [Craft](../actions/craft.md) activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune, including being able to craft magic items. The rune has no effect until you complete the [Craft](../actions/craft.md) activity. You can etch only one rune at a time. +Etching a rune on an item follows the same process as using the [Craft](rules/actions/craft.md) activity to make an item. You must have the formula for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special Craft Requirements of the rune, including being able to craft magic items. The rune has no effect until you complete the [Craft](rules/actions/craft.md) activity. You can etch only one rune at a time. #### Transferring Runes CRB p. 580 -You can transfer runes between one item and another, including a [runestone](../../Compendium/equipment/items/runestone.md). This also uses the [Craft](../actions/craft.md) activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property). +You can transfer runes between one item and another, including a [runestone](compendium/equipment/items/runestone.md). This also uses the [Craft](rules/actions/craft.md) activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property). -If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your [Crafting](../actions/craft.md) check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them. +If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your [Crafting](rules/actions/craft.md) check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them. -The DC of the [Crafting](../../Compendium/skills.md#Crafting) check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a [runestone](../../Compendium/equipment/items/runestone.md), which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft. +The DC of the [Crafting](compendium/skills.md#Crafting) check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a [runestone](compendium/equipment/items/runestone.md), which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft. ### Fundamental Runes CRB p. 580 @@ -585,28 +571,22 @@ Four fundamental runes produce the most essential magic of protection and destru An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its striking or resilient rune when you can afford to. -![Fundamental Runes](../tables/fundamental-runes.md) - > [!pf2-brown] SPECIFIC ARMOR AND WEAPONS > -> Unlike armor and weapons enhanced with runes, specific armor and weapons (such as [ghoul hide](../../Compendium/equipment/items/ghoul-hide.md) or a [holy avenger](../../Compendium/equipment/items/holy-avenger.md)) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes. +> Unlike armor and weapons enhanced with runes, specific armor and weapons (such as [ghoul hide](compendium/equipment/items/ghoul-hide.md) or a [holy avenger](compendium/equipment/items/holy-avenger.md)) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes. > [!pf2-brown] RUNE TRANSFER EXAMPLES > -> You could transfer a [flaming](../../Compendium/equipment/items/flaming.md) rune from a greatsword to a longsword, resulting in a longsword and a greatsword. You could swap the weapon potency runes from a longsword and a greatsword, resulting in a longsword and a greatsword. However, you couldn't swap a +1 weapon potency rune from one weapon with a [flaming](../../Compendium/equipment/items/flaming.md) property rune from another weapon, as the two runes don't have the same form. +> You could transfer a [flaming](compendium/equipment/items/flaming.md) rune from a greatsword to a longsword, resulting in a longsword and a greatsword. You could swap the weapon potency runes from a longsword and a greatsword, resulting in a longsword and a greatsword. However, you couldn't swap a +1 weapon potency rune from one weapon with a [flaming](compendium/equipment/items/flaming.md) property rune from another weapon, as the two runes don't have the same form. > > When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items. > -> For example, a +2 weapon can hold two property runes. If you transferred a [flaming](../../Compendium/equipment/items/flaming.md) rune from a rapier to a warhammer, you would decide whether you wanted to end up with a rapier and a warhammer or a rapier and a warhammer. +> For example, a +2 weapon can hold two property runes. If you transferred a [flaming](compendium/equipment/items/flaming.md) rune from a rapier to a warhammer, you would decide whether you wanted to end up with a rapier and a warhammer or a rapier and a warhammer. > [!pf2-brown] UPGRADING ARMOR AND WEAPON RUNES > > You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon. > -> ![Armor Upgrade Prices](../tables/armor-upgrade-prices.md) -> -> ![Weapon Upgrade Price](../tables/weapon-upgrade-price.md) -> ### Property Runes CRB p. 582 @@ -633,21 +613,21 @@ These shields have unique abilities that differentiate them from their typical c ## Snares CRB p. 589 -Snares are small annoyances and simple traps you can create using the [Crafting](../../Compendium/skills.md#Crafting) skill if you have the Snare [Crafting](../../Compendium/skills.md#Crafting) feat (page 266). Creating a snare requires a snare kit (page 291) and an amount of raw materials worth the amount listed in the snare's Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait. +Snares are small annoyances and simple traps you can create using the [Crafting](compendium/skills.md#Crafting) skill if you have the Snare [Crafting](compendium/skills.md#Crafting) feat (page 266). Creating a snare requires a snare kit (page 291) and an amount of raw materials worth the amount listed in the snare's Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait. ### Crafting Snares CRB p. 589 A snare is built within a single 5-foot square. Once constructed, it can't be moved without destroying (and often triggering) the snare. -You must have the Snare [Crafting](../../Compendium/skills.md#Crafting) feat to create snares. You can spend 1 minute to Craft a snare at its listed Price. If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry. +You must have the Snare [Crafting](compendium/skills.md#Crafting) feat to create snares. You can spend 1 minute to Craft a snare at its listed Price. If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry. ### Detecting Snares CRB p. 589 -Creatures can detect snares as they would any trap or hazard (as described on page 520), using the creator's [Crafting](../../Compendium/skills.md#Crafting) DC as the snare's [Stealth](../../Compendium/skills.md#Stealth) DC. As you become better at creating snares, your snares become harder to detect by those with lesser ability. If you are an expert in [Crafting](../../Compendium/skills.md#Crafting), only a creature that is trained in Perception can find your snares; if you are a master in [Crafting](../../Compendium/skills.md#Crafting), only a creature that is an expert in Perception can find your snares; and if you are legendary in [Crafting](../../Compendium/skills.md#Crafting), only a creature that is a master in Perception can find your snares. +Creatures can detect snares as they would any trap or hazard (as described on page 520), using the creator's [Crafting](compendium/skills.md#Crafting) DC as the snare's [Stealth](compendium/skills.md#Stealth) DC. As you become better at creating snares, your snares become harder to detect by those with lesser ability. If you are an expert in [Crafting](compendium/skills.md#Crafting), only a creature that is trained in Perception can find your snares; if you are a master in [Crafting](compendium/skills.md#Crafting), only a creature that is an expert in Perception can find your snares; and if you are legendary in [Crafting](compendium/skills.md#Crafting), only a creature that is a master in Perception can find your snares. -If your proficiency rank is expert or better in [Crafting](../../Compendium/skills.md#Crafting), only creatures actively searching can find your snares. +If your proficiency rank is expert or better in [Crafting](compendium/skills.md#Crafting), only creatures actively searching can find your snares. ### Triggering Snares CRB p. 589 @@ -657,7 +637,7 @@ Unless stated otherwise in a snare's description, when a Small or larger creatur ### Disabling Snares CRB p. 589 -Once a creature discovers a snare, it can disable it much like it can other physical traps, using the Disable a Device action of the [Thievery](../../Compendium/skills.md#Thievery) skill and using the [Crafting](../../Compendium/skills.md#Crafting) DC of the snare's creator as the DC. As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in [Crafting](../../Compendium/skills.md#Crafting), only a creature that is trained in [Thievery](../../Compendium/skills.md#Thievery) can disable them; if you are a master in [Crafting](../../Compendium/skills.md#Crafting), only a creature that is an expert in [Thievery](../../Compendium/skills.md#Thievery) can disable them; and if you are legendary in [Crafting](../../Compendium/skills.md#Crafting), only a creature that is a master in [Thievery](../../Compendium/skills.md#Thievery) can disable them. +Once a creature discovers a snare, it can disable it much like it can other physical traps, using the Disable a Device action of the [Thievery](compendium/skills.md#Thievery) skill and using the [Crafting](compendium/skills.md#Crafting) DC of the snare's creator as the DC. As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in [Crafting](compendium/skills.md#Crafting), only a creature that is trained in [Thievery](compendium/skills.md#Thievery) can disable them; if you are a master in [Crafting](compendium/skills.md#Crafting), only a creature that is an expert in [Thievery](compendium/skills.md#Thievery) can disable them; and if you are legendary in [Crafting](compendium/skills.md#Crafting), only a creature that is a master in [Thievery](compendium/skills.md#Thievery) can disable them. You can automatically disarm a snare that you personally Crafted without triggering it by spending an Interact action while adjacent to the snare. @@ -669,9 +649,9 @@ A magical staff is an indispensable accessory for an elite spellcaster. A staff ### Casting Spells from a Staff CRB p. 592 -A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can [Cast a Spell](../actions/cast-a-spell.md) from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. [Casting a Spell](../actions/cast-a-spell.md) from a staff requires holding the staff (typically in one hand) and [Activating](../actions/activate-an-item.md) the staff by [Casting the Spell](../actions/cast-a-spell.md), which takes the spell's normal number of actions. +A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can [Cast a Spell](rules/actions/cast-a-spell.md) from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. [Casting a Spell](rules/actions/cast-a-spell.md) from a staff requires holding the staff (typically in one hand) and [Activating](rules/actions/activate-an-item.md) the staff by [Casting the Spell](rules/actions/cast-a-spell.md), which takes the spell's normal number of actions. -Use your spell attack roll and spell DC when [Casting a Spell](../actions/cast-a-spell.md) from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it. +Use your spell attack roll and spell DC when [Casting a Spell](rules/actions/cast-a-spell.md) from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it. Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below). @@ -698,7 +678,7 @@ A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of ### Attacking with a Staff CRB p. 592 -Staves are also [staff](../../Compendium/equipment/items/staff.md) weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities. +Staves are also [staff](compendium/equipment/items/staff.md) weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities. ## Structures CRB p. 596 @@ -718,14 +698,14 @@ All these items have the structure trait, described in the sidebar below. Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands. -If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single [Recall Knowledge](../actions/recall-knowledge.md) action and automatically succeed. +If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single [Recall Knowledge](rules/actions/recall-knowledge.md) action and automatically succeed. -If it's not, you must [Identify Magic](../actions/identify-magic.md). +If it's not, you must [Identify Magic](rules/actions/identify-magic.md). ### Casting Spells from a Wand CRB p. 597 -A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a [Cast a Spell](../actions/cast-a-spell.md) activity using the normal number of actions for the spell. +A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a [Cast a Spell](rules/actions/cast-a-spell.md) activity using the normal number of actions for the spell. To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition. @@ -734,7 +714,7 @@ A spell cast from a wand doesn't require physical material components, but you m #### Overcharging a Wand CRB p. 597 -After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. [Cast the Spell](../actions/cast-a-spell.md) again, then roll a DC 10 flat check. On a success, the wand is broken. +After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. [Cast the Spell](rules/actions/cast-a-spell.md) again, then roll a DC 10 flat check. On a success, the wand is broken. On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast. @@ -750,13 +730,13 @@ Each type of wand has a Level and Price determined by the spell's level. The wan > [!pf2-brown] EXAMPLE WAND > -> This example magic wand (generic) has the [heal](../../Compendium/spells/heal.md) spell. +> This example magic wand (generic) has the [heal](compendium/spells/heal.md) spell. > > ````ad-embed-item > title: Wand of Heal > collapse: closed > # Wand of Heal *Item 3+* -> [magical](../../../rules/traits/magical.md) [necromancy](../../../rules/traits/necromancy.md) [positive](../../../rules/traits/positive.md) [wand](../../../rules/traits/wand.md) +> [magical](rules/traits/magical.md) [necromancy](rules/traits/necromancy.md) [positive](rules/traits/positive.md) [wand](rules/traits/wand.md) > > - **Usage** held in 1 hand; **Bulk** L > - **Category** Wand @@ -766,7 +746,7 @@ Each type of wand has a Level and Price determined by the spell's level. The wan > ```ad-embed-ability > title: Activate > -> You cast a [heal](../../../compendium/spells/heal.md) spell at the indicated level. +> You cast a [heal](compendium/spells/heal.md) spell at the indicated level. > ``` > > *Source: Core Rulebook p. 597* @@ -775,14 +755,14 @@ Each type of wand has a Level and Price determined by the spell's level. The wan ### Crafting a Wand CRB p. 597 -For the most part, the process to [Craft](../actions/craft.md) a wand is like that to [Craft](../actions/craft.md) any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell. +For the most part, the process to [Craft](rules/actions/craft.md) a wand is like that to [Craft](rules/actions/craft.md) any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell. The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example. ### Magic Wand CRB p. 597 -The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the [magical](../traits/magical.md) and [wand](../traits/wand.md) traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply "wand of," followed by the spell's name. You only need to learn one 1st-level formula to [Craft](../actions/craft.md) a _magic wand_. +The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the [magical](rules/traits/magical.md) and [wand](rules/traits/wand.md) traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply "wand of," followed by the spell's name. You only need to learn one 1st-level formula to [Craft](rules/actions/craft.md) a _magic wand_. ### Specialty Wands CRB p. 598 @@ -838,4 +818,4 @@ Any worn companion item needs to be invested. However, your companion needs to i ### Other Worn Items CRB p. 604 -These are a wide variety of items you wear. Armor appears in its own section on page 555, and apex items that can increase ability scores are on page 603. +These are a wide variety of items you wear. Armor appears in its own section on page 555, and apex items that can increase ability scores are on page 603. \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-2-ancestries-backgrounds.md b/rules/core-rulebook/chapter-2-ancestries-backgrounds.md similarity index 92% rename from Rules/core-rulebook/chapter-2-ancestries-backgrounds.md rename to rules/core-rulebook/chapter-2-ancestries-backgrounds.md index a5e3bb0ff..8f80b93f5 100644 --- a/Rules/core-rulebook/chapter-2-ancestries-backgrounds.md +++ b/rules/core-rulebook/chapter-2-ancestries-backgrounds.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb -aliases: ["Chapter 2: Ancestries & Backgrounds"] +aliases: ["chapter-2-ancestries-backgrounds"] --- # Chapter 2: Ancestries & Backgrounds CRB p. 32 @@ -141,17 +141,11 @@ The languages presented here are grouped according to how common they are throug Languages that are common are regularly encountered in most places, even among those who aren't native speakers. -Languages that are uncommon (see [Table 2–2](../tables/uncommon-languages.md) and Regional Languages) are most frequently spoken by native speakers, but they are also spoken by certain scholars and others interested in the associated cultures. +Languages that are uncommon (see [Table 2–2](rules/tables/uncommon-languages.md) and Regional Languages) are most frequently spoken by native speakers, but they are also spoken by certain scholars and others interested in the associated cultures. Druidic is a secret language, and is available only to characters who are druids. In fact, druids are prohibited from teaching the language to non-druids (described further in Anathema on page 130). -It is possible for your character to learn languages later in their adventuring career. Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed in [Table 2–1: Common Languages](../tables/common-languages.md) and [Table 2–2: Uncommon Languages](../tables/uncommon-languages.md). Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions. - -![Common Languages](../tables/common-languages.md) - -![Uncommon Languages](../tables/uncommon-languages.md) - -![Secret Language](../tables/secret-language.md) +It is possible for your character to learn languages later in their adventuring career. Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed in [Table 2–1: Common Languages](rules/tables/common-languages.md) and [Table 2–2: Uncommon Languages](rules/tables/uncommon-languages.md). Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions. ### Regional Languages CRB p. 65 diff --git a/Rules/core-rulebook/chapter-3-classes.md b/rules/core-rulebook/chapter-3-classes.md similarity index 86% rename from Rules/core-rulebook/chapter-3-classes.md rename to rules/core-rulebook/chapter-3-classes.md index ae5b29565..747f6e4c1 100644 --- a/Rules/core-rulebook/chapter-3-classes.md +++ b/rules/core-rulebook/chapter-3-classes.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb -aliases: ["Chapter 3: Classes"] +aliases: ["chapter-3-classes"] --- # Chapter 3: Classes CRB p. 67 @@ -33,7 +33,7 @@ This is the ability score that a member of your class cares about the most. Many For instance, this is the ability score you'll use to determine the Difficulty Class (DC) associated with your character's class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values. -Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you're a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or [finesse](../traits/finesse.md) weapons. +Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you're a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or [finesse](rules/traits/finesse.md) weapons. Additionally, when you choose your character's class, they gain an ability boost to their key ability score, increasing that ability score by 2. For more about ability boosts, see page 20. @@ -132,7 +132,7 @@ Ancestry feats are detailed in each ancestry entry in Chapter 2, which begins on ### Animal Companions CRB p. 214 -An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the [animal](../traits/animal.md) and [minion](../traits/minion.md) traits, and it gains 2 actions during your turn if you use the [Command an Animal](../actions/command-an-animal.md) action to command it; this is in place of the usual effects of [Command an Animal](../actions/command-an-animal.md). If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time. +An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the [animal](rules/traits/animal.md) and [minion](rules/traits/minion.md) traits, and it gains 2 actions during your turn if you use the [Command an Animal](rules/actions/command-an-animal.md) action to command it; this is in place of the usual effects of [Command an Animal](rules/actions/command-an-animal.md). If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time. #### Riding Animal Companions CRB p. 214 @@ -147,7 +147,7 @@ The following are the base statistics for a young animal companion, the first an #### Proficiencies CRB p. 214 -Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, [Acrobatics](../../Compendium/skills.md#Acrobatics), and [Athletics](../../Compendium/skills.md#Athletics). Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it. +Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, [Acrobatics](compendium/skills.md#Acrobatics), and [Athletics](compendium/skills.md#Athletics). Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it. #### Ability Modifiers CRB p. 214 @@ -162,24 +162,24 @@ Your animal companion has ancestry Hit Points from its type, plus a number of Hi #### Mature Animal Companions CRB p. 214 -To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in [Intimidation](../../Compendium/skills.md#Intimidation), [Stealth](../../Compendium/skills.md#Stealth), and [Survival](../../Compendium/skills.md#Survival) to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size. +To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in [Intimidation](compendium/skills.md#Intimidation), [Stealth](compendium/skills.md#Stealth), and [Survival](compendium/skills.md#Survival) to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size. #### Nimble Animal Companions CRB p. 214 -To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in [Acrobatics](../../Compendium/skills.md#Acrobatics) to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. +To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in [Acrobatics](compendium/skills.md#Acrobatics) to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. #### Savage Animal Companions CRB p. 214 -To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in [Athletics](../../Compendium/skills.md#Athletics) to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances. +To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in [Athletics](compendium/skills.md#Athletics) to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances. #### Companion Types CRB p. 214 The species of animal you choose is called your companion's type. Each companion type has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. -The Support Benefit entry indicates a special benefit you gain by [Commanding the Animal](../actions/command-an-animal.md) to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion. +The Support Benefit entry indicates a special benefit you gain by [Commanding the Animal](rules/actions/command-an-animal.md) to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion. #### Specialized Animal Companions CRB p. 217 @@ -193,19 +193,19 @@ Each specialization grants additional benefits. Most animal companions can have ##### Ambusher CRB p. 217 -In your companion's natural environment, it can use a [Sneak](../actions/sneak.md) action even if it's currently observed. Its proficiency rank in [Stealth](../../Compendium/skills.md#Stealth) increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert. +In your companion's natural environment, it can use a [Sneak](rules/actions/sneak.md) action even if it's currently observed. Its proficiency rank in [Stealth](compendium/skills.md#Stealth) increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert. ##### Bully CRB p. 217 -Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for [Athletics](../../Compendium/skills.md#Athletics) and [Intimidation](../../Compendium/skills.md#Intimidation) increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3. +Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for [Athletics](compendium/skills.md#Athletics) and [Intimidation](compendium/skills.md#Intimidation) increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3. ##### Daredevil CRB p. 217 Your companion joins the fray with graceful leaps and dives. -It gains the deny advantage|barbarian||3 ability, so it isn't [flat-footed](../conditions.md#Flat-footed) to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in [Acrobatics](../../Compendium/skills.md#Acrobatics) increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert. +It gains the deny advantage|barbarian||3 ability, so it isn't [flat-footed](rules/conditions.md#Flat-footed) to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in [Acrobatics](compendium/skills.md#Acrobatics) increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert. ##### Racer CRB p. 217 @@ -215,12 +215,12 @@ Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, ##### Tracker CRB p. 217 -Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in [Survival](../../Compendium/skills.md#Survival) increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1. +Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in [Survival](compendium/skills.md#Survival) increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1. ##### Wrecker CRB p. 217 -Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its [Athletics](../../Compendium/skills.md#Athletics) proficiency increases to master, and its Strength modifier increases by 1. +Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its [Athletics](compendium/skills.md#Athletics) proficiency increases to master, and its Strength modifier increases by 1. ### Familiars CRB p. 217 @@ -234,7 +234,7 @@ You can have only one familiar at a time. #### Modifiers and AC CRB p. 217 -Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, [Acrobatics](../../Compendium/skills.md#Acrobatics), and [Stealth](../../Compendium/skills.md#Stealth) modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses. +Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, [Acrobatics](compendium/skills.md#Acrobatics), and [Stealth](compendium/skills.md#Stealth) modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses. #### Hit Points CRB p. 217 @@ -249,7 +249,7 @@ Your familiar is Tiny. #### Senses CRB p. 218 -Your familiar has [low-light vision](../abilities/low-light-vision.md) and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability. +Your familiar has [low-light vision](rules/abilities/low-light-vision.md) and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability. #### Movement CRB p. 218 @@ -270,13 +270,13 @@ Each day, you channel your magic into two abilities, which can be either familia - It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes. - It gains a climb Speed of 25 feet. - Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage. -- It gains [darkvision](../abilities/darkvision.md). +- It gains [darkvision](rules/abilities/darkvision.md). - Increase one of the familiar's Speeds from 25 feet to 40 feet. - It gains a fly Speed of 25 feet. - It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level. - It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this. - It can use up to two of its limbs as if they were hands to use manipulate actions. -- It gains [scent](../abilities/scent.md) (imprecise, 30 feet). +- It gains [scent](rules/abilities/scent.md) (imprecise, 30 feet). - It understands and speaks a language you know. ##### Master Abilities @@ -284,8 +284,8 @@ Each day, you channel your magic into two abilities, which can be either familia - You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this. - Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability. -- Once per day, your familiar can use 2 actions with the [concentrate](../traits/concentrate.md) to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this. -- If your familiar would be reduced to 0 HP by damage, as a reaction with the [concentrate](../traits/concentrate.md), you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar. +- Once per day, your familiar can use 2 actions with the [concentrate](rules/traits/concentrate.md) to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this. +- If your familiar would be reduced to 0 HP by damage, as a reaction with the [concentrate](rules/traits/concentrate.md), you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar. - You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability. - If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect. diff --git a/rules/core-rulebook/chapter-4-skills.md b/rules/core-rulebook/chapter-4-skills.md new file mode 100644 index 000000000..8d340fce2 --- /dev/null +++ b/rules/core-rulebook/chapter-4-skills.md @@ -0,0 +1,721 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/crb +aliases: ["chapter-4-skills"] +--- +# Chapter 4: Skills +CRB p. 233 + +A character's acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the alchemist's reliance on [Crafting](compendium/skills.md#Crafting)—but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up. + +A character gains training in certain skills at 1st level: typically two skills from their background, a small number of predetermined skills from their class, and several skills of your choice granted by your class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might gain training in a specific skill from multiple sources, such as if your background granted training in [Crafting](compendium/skills.md#Crafting) and you took the alchemist class, which also grants training in [Crafting](compendium/skills.md#Crafting). Each time after the first that you would gain the trained proficiency rank in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a [Lore](compendium/skills.md#Lore) skill, the new skill must also be a [Lore](compendium/skills.md#Lore) skill. + +> [!pf2-sidebar] Improving Skills +> +> As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements. +> +> ### Skill Increases +> CRB p. 233 +> +> Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills you're trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you don't get to choose a second skill to become expert in—the redundant benefit simply has no effect. +> +> ### Skill Feats +> CRB p. 233 +> +> Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait. These feats appear in Chapter 5. + +## Key Ability +CRB p. 233 + +Each skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with [Stealth](compendium/skills.md#Stealth) uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill is listed on [Table 4–1: Skills, Key Abilities, and Actions](rules/tables/skills-key-abilities-and-actions.md) and also appears in parentheses following the skill's name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC. + +## Skill Actions +CRB p. 233 + +The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on [Table 4–1: Skills, Key Abilities, and Actions](rules/tables/skills-key-abilities-and-actions.md). The untrained and trained actions of each skill appear in separate sections within the skill's description. + +Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in [Arcana](compendium/skills.md#Arcana) could identify a construct with a lucky roll using [Arcana](compendium/skills.md#Arcana) to [Recall Knowledge](rules/actions/recall-knowledge.md), the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarian's anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank. + +## Skill Checks and Skill DCs +CRB p. 234 + +When you're actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your ability modifier for the skill's key ability, your proficiency bonus for the skill, and any other bonuses and penalties. + +> [!pf2-inset] +> +> Skill modifier = modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties + +When writing down the modifier on your character sheet, you should write down only the numbers that always apply—typically just your ability modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should write those down, too. + +The GM sets the DC of a skill check, using the guidelines in Chapter 10: Game Mastering. The most important DCs to remember are the five simple skill DCs below. + +| Task Difficulty | Simple DC | +|-----------------|-----------| +| Untrained | 10 | +| Trained | 15 | +| Expert | 20 | +| Master | 30 | +| Legendary | 40 | + +When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature's skill action. + +See page 444 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties. + +### Armor and Skills +CRB p. 234 + +Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creature's Strengthand Dexterity-based skill checks and skill DCs, unless the action has the attack trait. Check penalties from armor are detailed on page 274 in Chapter 6: Equipment. + +### Secret Checks +CRB p. 234 + +Sometimes you won't know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you're searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. + +This way, you as the player don't know things that your character wouldn't. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public. + +### Exploration and Downtime Activities +CRB p. 234 + +Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually can't be used during an encounter, though the GM might bend this restriction. If you're not sure whether you have the time to use one of these activities, ask your GM. + +## General Skill Actions +CRB p. 234 + +General skill actions are skill actions that can be used with multiple different skills. When you use a general skill action, you might use your modifier from any skill that lists it as one of the skill's actions, depending on the situation. + +| General Skill Action | Proficiency | Page | +|----------------------|-------------|------| +| [Decipher Writing](rules/actions/decipher-writing.md) | Trained | 234 | +| [Earn Income](rules/actions/earn-income.md) | Trained | 236 | +| [Identify Magic](rules/actions/identify-magic.md) | Trained | 238 | +| [Learn a Spell](rules/actions/learn-a-spell.md) | Trained | 238 | +| [Recall Knowledge](rules/actions/recall-knowledge.md) [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") | Untrained | 238 | +| [Subsist](rules/actions/subsist.md) | Untrained | 240 | + +### Decipher Writing (Trained) +CRB p. 234 + +When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing. [Arcana](compendium/skills.md#Arcana) is typically used for writing about magic or science, [Occultism](compendium/skills.md#Occultism) for esoteric texts about mysteries and philosophy, [Religion](compendium/skills.md#Religion) for scripture, and Society for coded messages or archaic documents. + +> [!pf2-example] Sample Decipher Tasks +> +> **Trained** entry-level philosophy treatise +> +> **Expert** complex code, such as a cipher +> +> **Master** spymaster's code or advanced research notes +> +> **Legendary** esoteric planar text written in metaphor by an ancient celestial + +### Earn Income (Trained) +CRB p. 236 + +You can use a skill—typically [Crafting](compendium/skills.md#Crafting), Lore, or [Performance](compendium/skills.md#Performance)—to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won't come up in every campaign. + +> [!pf2-brown] Extra Preperation +> +> When Earning Income, you might be able to spend days of downtime to prepare for your task, which adjusts the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you're trying a task that's higher level than you; otherwise such tasks have an increased DC! +> +> ### Ending or Interrupting Tasks +> CRB p. 236 +> +> When a task you're doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you'll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs. +> +> However, you might pause a task due to an adventure or event that wouldn't prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn't been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can't try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check. + +In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using [Religion](compendium/skills.md#Religion) in a monastery to study old texts—but giving sermons at a church would still fall under [Performance](compendium/skills.md#Performance) instead of [Religion](compendium/skills.md#Religion). You also might be able to use physical skills to make money, such as using [Acrobatics](compendium/skills.md#Acrobatics) to perform feats in a circus or [Thievery](compendium/skills.md#Thievery) to pick pockets. If you're using a skill other than [Crafting](compendium/skills.md#Crafting), Lore, or [Performance](compendium/skills.md#Performance), the DC tends to be significantly higher. + +> [!pf2-example] Sample Earn Income Tasks +> +> These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work. +> +> **Trained** bartend, do legal research +> +> **Expert** curate drink selection, present minor court cases +> +> **Master** run a large brewery, present important court cases +> +> **Legendary** run an international brewing franchise, present a case in Hell's courts + +#### Crafting Goods for the Market ([Crafting](compendium/skills.md#Crafting)) +CRB p. 237 + +Using [Crafting](compendium/skills.md#Crafting), you can work at producing common items for the market. It's usually easy to find work making basic items whose level is 1 or 2 below your settlement's level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don't occur as often and might have special requirements—or serious consequences if you disappoint a prominent client. + +#### Practicing a Trade (Lore) +CRB p. 237 + +You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there's high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you're attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant's scale to buy and sell valuables in a market. + +> [!pf2-brown] Income Examples +> +> The following examples show the kinds of tasks your character might take on to Earn Income during low-level and high-level play. +> +> ### Harsk Makes Tea +> CRB p. 237 +> +> Harsk is a 3rd-level ranger and an expert at harvesting and brewing tea. He has a Tea Lore modifier of +7. He has 30 days of downtime at his disposal and decides to work at a prestigious local tea house. The GM decides this is a 5th-level task if Harsk wants to assist the tea master, or a 2nd-level task if he wants to serve tea. +> +> Harsk chooses the tougher task, and the GM secretly sets the DC at 20. +> +> Harsk rolls a 4 on his Tea Lore check for a result of 11. +> +> Poor Harsk has failed! He earns only 2 sp for his efforts and continues working for 3 more days, for a total of 8 sp. +> +> At that point, the GM offers Harsk a choice: either he can finish out the week with the tea master and look for a new job, or he can lower his ambitions and serve in the tea house. Harsk, now more aware of his own capabilities, accepts the less prestigious job for now. +> +> He moves to his new job and attempts a new Tea Lore check against DC 16. Rolling a 19, he gets a result of 26—a critical success! He earns 5 sp per day (like a success at a 3rd-level task). The GM rules that demand will be high enough that Harsk can work there for the remainder of his downtime if he so chooses, a total of 26 days. Harsk accepts and earns a total of 138 sp (13 gp, 8 sp) that month. +> +> ### Lem Performs +> CRB p. 237 +> +> Lem is a 16th-level bard and legendary with his flute. He has a [Performance](compendium/skills.md#Performance) modifier of +31 with his enchanted flute. With 30 days of downtime ahead of him, Lem wonders if he can find something that might excite him more than performing in front of a bunch of stuffy nobles. +> +> He finds a momentous offer indeed—a performance in a celestial realm, and Lem's patron goddess Shelyn might even be in attendance! This is a 20th-level task, and the GM secretly sets the DC at 40. +> +> Lem rolls an 11 on his [Performance](compendium/skills.md#Performance) check for a result of 42. Success! The engagement lasts for a week, and at the end, the grateful celestials present Lem with a beautiful living diamond rose in constant bloom worth 1,400 gold pieces (200 gp per day for 7 days). +> +> With 23 days of downtime left, Lem accepts a 14thlevel task performing at a prestigious bardic college for members of a royal court. The GM secretly sets the DC at 32, and Lem critically succeeds, earning 28 gp per day for a total of 644 gp. Between the two performances, Lem has earned just over 2,000 gold pieces during his downtime—though he's not sure he'll ever sell that rose. + +#### Staging a Performance ([Performance](compendium/skills.md#Performance)) +CRB p. 238 + +You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit. + +### Identify Magic (Trained) +CRB p. 238 + +Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills on page 238, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is. + +> [!pf2-example] Magical Traditions and Skills +> +> Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. +> +> Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills. + +| Magical Tradition | Correspoding Skill | +|-------------------|--------------------| +| Arcane | [Arcana](compendium/skills.md#Arcana) | +| Divine | [Religion](compendium/skills.md#Religion) | +| Occult | [Occultism](compendium/skills.md#Occultism) | +| Primal | [Nature](compendium/skills.md#Nature) | + +### Learn a Spell (Trained) +CRB p. 238 + +If you're a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. [Table 4–3: Learning a Spell](rules/tables/learning-a-spell.md) lists the Price of the materials needed to Learn a Spell of each level. + +### Recall Knowledge (Untrained) +CRB p. 238 + +To remember useful information on a topic, you can attempt to [Recall Knowledge](rules/actions/recall-knowledge.md). You might know basic information about something without needing to attempt a check, but [Recall Knowledge](rules/actions/recall-knowledge.md) requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use [Medicine](compendium/skills.md#Medicine) to learn the cause of death, you might need to conduct a forensic examination before attempting to [Recall Knowledge](rules/actions/recall-knowledge.md). + +The following skills can be used to [Recall Knowledge](rules/actions/recall-knowledge.md), getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, [Arcana](compendium/skills.md#Arcana) might tell you about the magical defenses of a golem, whereas [Crafting](compendium/skills.md#Crafting) could tell you about its sturdy resistance to physical attacks. + +- **[Arcana](compendium/skills.md#Arcana):** Arcane theories, magical traditions, creatures of arcane significance, and arcane planes. +- **[Crafting](compendium/skills.md#Crafting):** Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs. +- **Lore:** The subject of the Lore skill's subcategory. +- **[Medicine](compendium/skills.md#Medicine):** Diseases, poisons, wounds, and forensics. +- **[Nature](compendium/skills.md#Nature):** The environment, flora, geography, weather, creatures of natural origin, and natural planes. +- **[Occultism](compendium/skills.md#Occultism):** Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes. +- **[Religion](compendium/skills.md#Religion):** Divine agents, divine planes, theology, obscure myths, and creatures of religious significance. +- **Society:** Local history, key personalities, legal institutions, societal structure, and humanoid culture. + +The GM might allow checks to [Recall Knowledge](rules/actions/recall-knowledge.md) using other skills. For example, you might assess the skill of an acrobat using [Acrobatics](compendium/skills.md#Acrobatics). If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score—typically Intelligence—instead of the skill's normal physical ability score. + +> [!pf2-example] Recall Knowledge Tasks +> +> These examples use Society or [Religion](compendium/skills.md#Religion). +> +> **Untrained** name of a ruler, key noble, or major deity +> +> **Trained** line of succession for a major noble family, core doctrines of a major deity +> +> **Expert** genealogy of a minor noble, teachings of an ancient priest +> +> **Master** hierarchy of a genie noble court, major extraplanar temples of a deity +> +> **Legendary** existence of a long-lost noble heir, secret doctrines of a religion + +### Subsist (Untrained) +CRB p. 240 + +If you need to provide food and shelter, you can use the [Subsist](rules/actions/subsist.md) downtime activity. This typically uses Society if you're in a settlement or [Survival](compendium/skills.md#Survival) if you're in the wild. + +> [!pf2-example] Sample Subsist Tasks +> +> **Untrained** lush forest with calm weather or large city with plentiful resources +> +> **Trained** typical hillside or village +> +> **Expert** typical mountains or insular hamlet +> +> **Master** typical desert or city under siege +> +> **Legendary** barren wasteland or city of undead + +## Skill Descriptions +CRB p. 240 + +The following entries describe the skills in the game. The heading for each entry provides the skill's name, with that skill's key ability in parentheses. A brief description of the skill is followed by a list of actions you can use if you're untrained in that skill, and then the actions you can perform if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren't comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key ability modifier. + +Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal. + +### Acrobatics (Dex) +CRB p. 240 + +[Acrobatics](compendium/skills.md#Acrobatics) measures your ability to perform tasks requiring coordination and grace. When you use the [Escape](rules/actions/escape.md) basic action (page 470), you can use your [Acrobatics](compendium/skills.md#Acrobatics) modifier instead of your unarmed attack modifier. + +> [!pf2-example] Sample Balance Tasks +> +> **Untrained** tangled roots, uneven cobblestones +> +> **Trained** wooden beam +> +> **Expert** deep, loose gravel +> +> **Master** tightrope, smooth sheet of ice +> +> **Legendary** razor's edge, chunks of floor falling in midair + +#### Acrobatics Trained Actions +CRB p. 240 + +> [!pf2-example] Sample Maneuver in Flight Tasks +> +> **Trained** steep ascent or descent +> +> **Expert** fly against the wind, hover midair +> +> **Master** reverse direction +> +> **Legendary** fly through gale force winds + +> [!pf2-example] Sample Squeeze Tasks +> +> **Trained** space barely fitting your shoulders +> +> **Master** space barely fitting your head + +### Arcana (Int) +CRB p. 241 + +[Arcana](compendium/skills.md#Arcana) measures how much you know about arcane magic and creatures. Even if you're untrained, you can [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **Recall Knowledge** about arcane theories; magic traditions; creatures of arcane significance (like dragons and beasts); and the Elemental, Astral, and Shadow Planes. + +#### Arcana Trained Actions +CRB p. 241 + +You must be trained in [Arcana](compendium/skills.md#Arcana) to use it for the following general skill actions (page 234). + +- **Decipher Writing** about arcane theory. +- **Identify Magic**, particularly arcane magic. +- **Learn a Spell** from the [arcane](rules/traits/arcane.md) tradition. + +### Athletics (Str) +CRB p. 241 + +[Athletics](compendium/skills.md#Athletics) allows you to perform deeds of physical prowess. When you use the [Escape](rules/actions/escape.md) basic action, you can use your [Athletics](compendium/skills.md#Athletics) modifier instead of your unarmed attack modifier. + +> [!pf2-example] Sample Climb Tasks +> +> **Untrained** ladder, steep slope, low-branched tree +> +> **Trained** rigging, rope, typical tree +> +> **Expert** wall with small handholds and footholds +> +> **Master** ceiling with handholds and footholds, rock wall +> +> **Legendary** smooth surface + +> [!pf2-example] TABLE 4–4: CLIMB AND SWIM DISTANCE +> +> This table provides a quick reference for how far you can move with a Climb or Swim action. +> + +> [!pf2-example] Sample Force Open Tasks +> +> **Untrained** fabric, flimsy glass +> +> **Trained** ice, sturdy glass +> +> **Expert** flimsy wooden door, wooden portcullis +> +> **Master** sturdy wooden door, iron portcullis, metal bar +> +> **Legendary** stone or iron door + +> [!pf2-example] Leap +> +> The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface. + +> [!pf2-example] Forced Movement +> +> The [Shove](rules/actions/shove.md) action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. + +> [!pf2-example] Sample Swim Tasks +> +> **Untrained** lake or other still water +> +> **Trained** flowing water, like a river +> +> **Expert** swiftly flowing river +> +> **Master** stormy sea +> +> **Legendary** maelstrom, waterfall + +> [!pf2-brown] FALLING +> +> When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land. +> +> If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter). +> +> You can [Grab an Edge](rules/actions/grab-an-edge.md) as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463. + +#### Athletics Trained Action +CRB p. 243 + +### Crafting (Int) +CRB p. 243 + +You can use this skill to create, understand, and repair items. + +Even if you're untrained, you can [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **Recall Knowledge** about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs. + +#### Crafting Trained Actions +CRB p. 244 + +You must be trained in [Crafting](compendium/skills.md#Crafting) to use it to [Earn Income](rules/actions/earn-income.md). + +- **Earn Income** by crafting goods for the market. + +> [!pf2-example] Consumables and Ammunition +> +> You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in [Table 6–8: Ranged Weapons](rules/tables/ranged-weapons.md) (typically 10). + +> [!pf2-example] Getting Formulas +> +> You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a [basic crafter's book](compendium/equipment/items/basic-crafters-book.md). See the rules on page 293 for information on how to acquire other formulas. + +> [!pf2-brown] Crafting Example +> +> Ezren is a 5th-level wizard and an expert in [Crafting](compendium/skills.md#Crafting). He has a [Crafting](compendium/skills.md#Crafting) modifier of +13 and the [Magical Crafting](compendium/feats/magical-crafting.md) feat. With 2 weeks of downtime ahead of him, he decides to craft a [striking](compendium/equipment/items/striking.md) rune, a 4th-level item. The GM secretly chooses a DC of 19. +> +> The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his [Crafting](compendium/skills.md#Crafting) check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp. +> +> However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item. +> +> Because he's a 5th-level character and an expert at [Crafting](compendium/skills.md#Crafting), he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the [striking](compendium/equipment/items/striking.md) rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's [Crafting](compendium/skills.md#Crafting) check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp. + +### Deception (Cha) +CRB p. 245 + +You can trick and mislead others using disguises, lies, and other forms of subterfuge. + +#### Deception Trained Action +CRB p. 246 + +### Diplomacy (Cha) +CRB p. 246 + +You influence others through negotiation and flattery. + +> [!pf2-example] Sample Gather Information Tasks +> +> **Untrained** talk of the town +> +> **Trained** common rumor +> +> **Expert** obscure rumor, poorly guarded secret +> +> **Master** well-guarded or esoteric information +> +> **Legendary** information known only to an incredibly select few, or only to extraordinary beings + +> [!pf2-example] Changing Attitudes +> +> Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story. +> +> The attitudes are detailed in the Conditions Appendix and are summarized here. +> +> - **[Helpful:](rules/conditions.md#Helpful)** Willing to help you and responds favorably to your requests. +> - **[Friendly:](rules/conditions.md#Friendly)** Has a good attitude toward you, but won't necessarily stick their neck out to help you. +> - **[Indifferent:](rules/conditions.md#Indifferent)** Doesn't care about you either way. (Most NPCs start out indifferent.) +> - **[Unfriendly:](rules/conditions.md#Unfriendly)** Dislikes you and doesn't want to help you. +> - **[Hostile:](rules/conditions.md#Hostile)** Actively works against you—and might attack you just because of their dislike. +> +> No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use [Diplomacy](compendium/skills.md#Diplomacy) results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond. + +### Intimidation (Cha) +CRB p. 247 + +You bend others to your will using threats. + +### Lore (Int) +CRB p. 247 + +You have specialized information on a narrow topic. + +Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn't increase your proficiency with Sailing Lore, for example. + +You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they'll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill's [Recall Knowledge](rules/actions/recall-knowledge.md) action. For instance, Magic Lore wouldn't enable you to recall the same breadth of knowledge covered by [Arcana](compendium/skills.md#Arcana), Adventuring Lore wouldn't simply give you all the information an adventurer needs, and Planar Lore would not be sufficient to gain all the information spread across various skills and subcategories such as Heaven Lore. + +If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use. If there's any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not. + +Even if you're untrained in Lore, you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about the subject of your Lore skill's subcategory. + +> [!pf2-example] Common Lore Categories +> +> You can learn any Lore skill your GM gives you permission to take. The following list covers a wide variety of common Lore topics appropriate for most campaigns. Backgrounds often grant you a Lore from this list. +> +> - Academia Lore +> - Accounting Lore +> - Architecture Lore +> - Art Lore +> - Circus Lore +> - Engineering Lore +> - Farming Lore +> - Fishing Lore +> - Fortune-Telling Lore +> - Games Lore +> - Genealogy Lore +> - Gladiatorial Lore +> - Guild Lore +> - Heraldry Lore +> - Herbalism Lore +> - Hunting Lore +> - Labor Lore +> - Legal Lore +> - Library Lore +> - Lore about a specific deity ([Golarion](compendium/setting/deities/abadar.md) Lore, [Golarion](compendium/setting/deities/iomedae.md) Lore, etc.) +> - Lore about a specific creature or narrow category of creatures (Demon Lore, Owlbear Lore, Vampire Lore, etc.) +> - Lore of a specific plane other than the Material Plane,or the plane in which the game is set if not the Material Plane (Abyss Lore, Astral Plane Lore, Heaven Lore, etc.) +> - Lore about a specific settlement (Absalom Lore,Magnimar Lore, etc.) +> - Lore about a specific terrain (Mountain Lore, River Lore, etc.) +> - Lore of a type of food or drink (Alcohol Lore, Baking Lore, Butchering Lore, Cooking Lore, Tea Lore, etc.) +> - Mercantile Lore +> - Midwifery Lore +> - Milling Lore +> - Mining Lore +> - Sailing Lore +> - Scouting Lore +> - Scribing Lore +> - Stabling Lore +> - Tanning Lore +> - Theater Lore +> - Underworld Lore +> - Warfare Lore + +#### Lore Trained Action +CRB p. 248 + +You must be trained in Lore to use it to Earn Income (page 236). + +- **[Earn Income](rules/actions/earn-income.md)** by using your knowledge to practice a trade. + +### Medicine (Wis) +CRB p. 248 + +You can patch up wounds and help people recover from diseases and poisons. Even if you're untrained in [Medicine](compendium/skills.md#Medicine), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed. + +#### Medicine Trained Actions +CRB p. 248 + +### Nature (Wis) +CRB p. 249 + +You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you're untrained in [Nature](compendium/skills.md#Nature), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes. + +> [!pf2-brown] COMMANDED ANIMALS +> +> Issuing commands to an animal doesn't always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses. +> +> The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round. + +#### Nature Trained Actions +CRB p. 249 + +You must be trained in [Nature](compendium/skills.md#Nature) to use it for the following general skill actions (page 234). + +- **[Identify Magic](rules/actions/identify-magic.md)**, particularly primal magic. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [primal](rules/traits/primal.md) tradition. + +### Occultism (Int) +CRB p. 249 + +You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you're untrained in [Occultism](compendium/skills.md#Occultism), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and the Positive Energy, Negative Energy, Shadow, Astral, and Ethereal Planes. + +#### Occultism Trained Actions +CRB p. 249 + +You must be trained in [Occultism](compendium/skills.md#Occultism) to use it for the following general skill actions (page 234). + +- **[Decipher Writing](rules/actions/decipher-writing.md)** on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings. +- **[Identify Magic](rules/actions/identify-magic.md)**, particularly occult magic. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [occult](rules/traits/occult.md) tradition. + +### Performance (Cha) +CRB p. 250 + +You are skilled at a form of performance, using your talents to impress a crowd or make a living. + +#### Basic Competence +CRB p. 250 + +Some performances require you to be more than just charismatic, and if you don't meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you're dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. + +Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches! + +#### Performance Traits +CRB p. 250 + +When you use an action that utilizes the [Performance](compendium/skills.md#Performance) skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performancebased traits are listed below. + +| Performance | Additional Traits | +|-------------|-------------------| +| Act or perform comedy | [Auditory](rules/traits/auditory.md), [linguistic](rules/traits/linguistic.md), and [visual](rules/traits/visual.md) | +| Dance | [Move](rules/traits/move.md) and [visual](rules/traits/visual.md) | +| Play an instrument | [Auditory](rules/traits/auditory.md) and [manipulate](rules/traits/manipulate.md) | +| Orate or sing | [Auditory](rules/traits/auditory.md) and [linguistic](rules/traits/linguistic.md) | + +> [!pf2-example] Sample Perform Tasks +> +> **Untrained** audience of commoners +> +> **Trained** audience of artisans +> +> **Expert** audience of merchants or minor nobles +> +> **Master** audience of high nobility or minor royalty +> +> **Legendary** audience of major royalty or otherworldly beings + +#### Performance Trained Action +CRB p. 250 + +You must be trained in [Performance](compendium/skills.md#Performance) to use it to Earn Income (page 236). + +- **[Earn Income](rules/actions/earn-income.md)** by staging a performance. + +### Religion (Wis) +CRB p. 250 + +The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge. + +Even if you're untrained in [Religion](compendium/skills.md#Religion), you can use it to [Recall Knowledge](rules/actions/recall-knowledge.md). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), the Outer Sphere, and the Positive and Negative Energy Planes. + +#### Religion Trained Actions +CRB p. 250 + +You must be trained in [Religion](compendium/skills.md#Religion) to use it for the following general skill actions (page 234). + +- **[Decipher Writing](rules/actions/decipher-writing.md)** of a religious nature, including allegories, homilies, and proverbs. +- **[Identify Magic](rules/actions/identify-magic.md)**, particularly divine magic. +- **[Learn a Spell](rules/actions/learn-a-spell.md)** from the [divine](rules/traits/divine.md) tradition. + +### Society (Int) +CRB p. 250 + +You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you're untrained in Society, you can use it for the following general skill actions (page 234). + +- **[Recall Knowledge](rules/actions/recall-knowledge.md)** about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons. +- **[Subsist](rules/actions/subsist.md)** in a settlement by finding shelter, scrounging, or begging for food. + +#### Society Trained Actions +CRB p. 250 + +You must be trained in Society to use it to [Decipher Writing](rules/actions/decipher-writing.md). + +- **[Decipher Writing](rules/actions/decipher-writing.md)** that's a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don't know. + +### Stealth (Dex) +CRB p. 251 + +You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item. + +> [!pf2-brown] Being Stealthy +> +> If you want to sneak around when there are creatures that can see you, you can use a combination of [Hide](rules/actions/hide.md) and [Sneak](rules/actions/sneak.md) to do so. +> +> - First, [Hide](rules/actions/hide.md) behind something (either by taking advantage of cover or having the [concealed](rules/conditions.md#Concealed) condition due to fog, a spell, or a similar effect). A successful [Stealth](compendium/skills.md#Stealth) check makes you hidden, though the creatures still know roughly where you are. +> - Second, now that you're hidden, you can [Sneak](rules/actions/sneak.md). That means you can move at half your Speed and attempt another [Stealth](compendium/skills.md#Stealth) check. If it's successful, you're now [undetected](rules/conditions.md#Undetected). That means the creatures don't know which square you're in anymore. +> +> If you were approaching creatures that didn't know you were there, you could begin [Sneaking](rules/actions/sneak.md) right away, since they didn't know your location to start with. Some actions can cause you to become [observed](rules/conditions.md#Observed) again, but they're mostly what you'd expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. If you [Strike](rules/actions/strike.md) someone after successfully [Hiding](rules/actions/hide.md) or [Sneaking](rules/actions/sneak.md), though, they're [flat-footed](rules/conditions.md#Flat-footed) to that [Strike](rules/actions/strike.md). +> +> Creatures can try to find you using the [Seek](rules/actions/seek.md) action , described on page 471. +> +> Three conditions explain the states of detection. Remember that these conditions are relative to each creature—you can be observed by one creature while hidden to another and undetected by a third. +> +> ### Observed +> CRB p. 251 +> +> You're in the creature's clear view. +> +> ### Hidden +> CRB p. 251 +> +> The creature knows your location but can't see you. +> +> ### Undetected +> CRB p. 251 +> +> The creature doesn't know your location. + +### Survival (Wis) +CRB p. 252 + +You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you're untrained, you can still use [Survival](compendium/skills.md#Survival) to Subsist (page 240). + +- **[Subsist](rules/actions/subsist.md)** in the wild by foraging for food and building shelter. + +> [!pf2-example] Sense Direction Tasks +> +> **Untrained** determine a cardinal direction using the sun +> +> **Trained** find an overgrown path in a forest +> +> **Expert** navigate a hedge maze +> +> **Master** navigate a byzantine labyrinth or relatively featureless desert +> +> **Legendary** navigate an ever-changing dream realm + +#### Survival Trained Actions +CRB p. 252 + +> [!pf2-example] Sample Track Tasks +> +> **Untrained** the path of a large army following a road +> +> **Trained** relatively fresh tracks of a rampaging bear through the plains +> +> **Expert** a nimble panther's tracks through a jungle, tracks after the rain +> +> **Master** tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock +> +> **Legendary** old tracks through a windy desert's sands, tracks after a major blizzard or hurricane + +### Thievery (Dex) +CRB p. 253 + +You are trained in a particular set of skills favored by thieves and miscreants. + +#### Thievery Trained Actions +CRB p. 253 \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-5-feats.md b/rules/core-rulebook/chapter-5-feats.md similarity index 82% rename from Rules/core-rulebook/chapter-5-feats.md rename to rules/core-rulebook/chapter-5-feats.md index 8c2059d56..0525467fc 100644 --- a/Rules/core-rulebook/chapter-5-feats.md +++ b/rules/core-rulebook/chapter-5-feats.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb -aliases: ["Chapter 5: Feats"] +aliases: ["chapter-5-feats"] --- # Chapter 5: Feats CRB p. 255 @@ -13,8 +13,4 @@ For most classes, you gain a general feat when you reach 3rd level and every 4 l General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills. These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you can't select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite. > [!pf2-note] -> Please visit the feats page to view all feats. - -![General Feats](../tables/general-feats.md) - -![General Skill Feats](../tables/general-skill-feats.md) \ No newline at end of file +> Please visit the feats page to view all feats. \ No newline at end of file diff --git a/rules/core-rulebook/chapter-6-equipment.md b/rules/core-rulebook/chapter-6-equipment.md new file mode 100644 index 000000000..7529afa88 --- /dev/null +++ b/rules/core-rulebook/chapter-6-equipment.md @@ -0,0 +1,873 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/crb +aliases: ["chapter-6-equipment"] +--- +# Chapter 6: Equipment +CRB p. 271 + +Your character starts out with 15 gold pieces (150 silver pieces) to spend on any common items from this chapter. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them. + +Once you've purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the [Crafting](compendium/skills.md#Crafting) skill, or purchase them from a merchant. + +## Coins and Currency +CRB p. 271 + +Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the **silver piece** (**sp**). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the **copper piece** (**cp**). Each copper piece is worth one-tenth of a silver piece. The **gold piece** (**gp**) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The **platinum piece** (**pp**) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See [Table 6–1: Coin Values](rules/tables/coin-values.md) for the exchange rates of common types of coins. + +### Other Currency +CRB p. 271 + +Art objects, gems, and raw materials (such as those used for the [Craft](rules/actions/craft.md) activity) can be used much like currency: you can sell them for the same Price you can buy them. + +## Price +CRB p. 271 + +Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of "—" can't be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price. + +> [!pf2-key-box] STARTING MONEY +> +> ### 15 GP (150 SP) +> CRB p. 271 + +## Item Level +CRB p. 271 + +Each item has an item level, which represents the item's complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can't Craft items that have a higher level than your own (page 243). If an item's level isn't listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game. + +## Carrying and Using Items +CRB p. 271 + +A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. + +Drawing a worn item or changing how you're carrying an item usually requires you to use an [Interact](rules/actions/interact.md) action (though to drop an item, you use the [Release](rules/actions/release.md) action instead). [Table 6–2: Changing Equipment](rules/tables/changing-equipment.md) lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so. + +Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an [Interact](rules/actions/interact.md) action to draw it and then using a second action to drink it as described in its [Activate](rules/actions/activate-an-item.md) entry. + +### Bulk +CRB p. 271 + +Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items. + +#### Bulk Limits +CRB p. 272 + +You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier. + +> [!pf2-beige] Encumbered +> +> You are carrying more weight than you can manage. While you're [encumbered](rules/conditions.md#Encumbered), you're [clumsy](rules/conditions.md#Clumsy) and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet. + +#### Bulk Values +CRB p. 272 + +Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, [full plate](compendium/equipment/items/full-plate.md) armor is 4 Bulk, a [longsword](compendium/equipment/items/longsword.md) is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM. + +#### Estimating an Item's Bulk +CRB p. 272 + +As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295. + +#### Bulk of Coins +CRB p. 272 + +Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2. + +#### Bulk of Creatures +CRB p. 272 + +You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number. + +| Size of Creature | Bulk | +|------------------|------| +| Tiny | 1 | +| Small | 3 | +| Medium | 6 | +| Large | 12 | +| Huge | 24 | +| Gargantuan | 48 | + +#### Dragging +CRB p. 272 + +In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within. + +### Wielding Items +CRB p. 272 + +Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it. + +## Item Damage +CRB p. 272 + +An item can be broken or destroyed if it takes enough damage. Every item has a **Hardness** value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the item's Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesn't normally damage your armor or other gear, even if it hits you. However, the [Shield Block](compendium/feats/shield-block.md) reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items. + +An item that takes damage can become and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its **Broken Threshold** (**BT**); once its Hit Points are reduced to 0, it is **destroyed**. A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no [Broken](rules/conditions.md#Broken) Threshold, then it has no relevant changes to its function due to being broken, but it's still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item can't be Repaired. + +An item's Hardness, Hit Points, and [Broken](rules/conditions.md#Broken) Threshold usually depend on the material the item is made of. This information appears in the 11 section of 11. + +> [!pf2-beige] Broken +> +> Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses— with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. +> +> A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. +> +> If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold. + +### Object Immunities +CRB p. 273 + +Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GM's discretion. For instance, a sword has no Speed, so it can't take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap. + +## Shoddy Items +CRB p. 273 + +Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type. + +## Armor +CRB p. 274 + +### Armor Class +CRB p. 274 + +Your **Armor Class** (**AC**) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll. + +> [!pf2-inset] +> +> Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties + +Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense. + +### Donning and Removing Armor +CRB p. 274 + +Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor. + +### Armor Statistics +CRB p. 274 + +[Table 6–3: Unarmored Defense](rules/tables/unarmored-defense.md) provides the statistics for the various forms of protection without wearing armor. [Table 6–4: Armor](rules/tables/armor.md) provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics. + +#### Category +CRB p. 274 + +The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor. + +#### AC Bonus +CRB p. 274 + +This number is the item bonus you add for the armor when determining Armor Class. + +#### Dexterity Modifier Cap (Dex Cap) +CRB p. 274 + +This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor. + +#### Check Penalty +CRB p. 274 + +While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty. + +#### Speed Penalty +CRB p. 274 + +While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet. + +#### Strength +CRB p. 274 + +This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet). + +#### Bulk +CRB p. 274 + +This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295. + +#### Group +CRB p. 274 + +Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275. + +#### Armor Traits +CRB p. 274 + +The traits for each suit of armor appear in this entry. + +Armor can have the following traits. + +**[Bulwark](rules/traits/bulwark.md):** The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. + +**[Comfort](rules/traits/comfort.md):** The armor is so comfortable that you can rest normally while wearing it. + +**[Flexible](rules/traits/flexible.md):** The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks. + +**[Noisy](rules/traits/noisy.md):** This armor is loud and likely to alert others to your presence when you're using the [Avoid Notice](rules/actions/avoid-notice.md) exploration activity. + +#### Armor Specialization Effects +CRB p. 275 + +Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects. + +**Chain:** The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. + +**Composite:** The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. + +**Leather:** The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. + +**Plate:** The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor. + +> [!pf2-brown] MATERIALS +> +> Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details. +> +> Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577. + +### Armor Descriptions +CRB p. 275 + +Each type of armor is described in more detail below. + +**[Breastplate](compendium/equipment/items/breastplate.md):** Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed. + +**[Chain Mail](compendium/equipment/items/chain-mail.md):** A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body. + +**[Chain Shirt](compendium/equipment/items/chain-shirt.md):** Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer. + +**[Explorer's Clothing](compendium/equipment/items/explorers-clothing.md):** Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581). + +**[Full Plate](compendium/equipment/items/full-plate.md):** Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285). + +**[Half Plate](compendium/equipment/items/half-plate.md):** Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285). + +**[Hide](compendium/equipment/items/hide.md):** A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility. + +**[Leather](compendium/equipment/items/leather.md):** A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility. + +**[Padded Armor](compendium/equipment/items/padded-armor.md):** This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat. + +**[Scale Mail](compendium/equipment/items/scale-mail.md):** Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs. + +**[Splint Mail](compendium/equipment/items/splint-mail.md):** This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285). + +**[Studded Leather](compendium/equipment/items/studded-leather.md):** This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection. + +## Shields +CRB p. 277 + +[Raise a Shield](rules/actions/raise-a-shield.md) is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and [Raise a Shield](rules/actions/raise-a-shield.md). A [buckler](compendium/equipment/items/buckler.md), however, doesn't take up your hand, so you can [Raise a Shield](rules/actions/raise-a-shield.md) with a [buckler](compendium/equipment/items/buckler.md) if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of [Raise a Shield](rules/actions/raise-a-shield.md) if that hand is no longer free. + +When you have a [tower shield](compendium/equipment/items/tower-shield.md) raised, you can use the [Take Cover](rules/actions/take-cover.md) action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can [Take Cover](rules/actions/take-cover.md) as normal using the cover from your shield). + +If you have access to the [Shield Block](compendium/feats/shield-block.md) reaction (from your class or from a feat), you can use it while [Raising your Shield](rules/actions/raise-a-shield.md) to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage. + +### Shield Statistics +CRB p. 277 + +Shields have statistics that follow the same rules as armor: + +Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here. + +#### AC Bonus +CRB p. 277 + +A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472. + +#### Hardness +CRB p. 277 + +Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the [Shield Block](compendium/feats/shield-block.md) feat (page 266). The rules for Hardness appear on page 272. + +#### HP (BT) +CRB p. 277 + +This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the [Shield Block](compendium/feats/shield-block.md) reaction. + +### Attacking with a Shield +CRB p. 277 + +A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on [Table 6–7: Melee Weapons](rules/tables/melee-weapons.md). The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a [shield boss](compendium/equipment/items/shield-boss.md) or [shield spikes](compendium/equipment/items/shield-spikes.md) to a shield to make it a more practical weapon. These can be found on [Table 6–7](rules/tables/melee-weapons.md). These work like other weapons and can even be etched with runes. + +### Shield Descriptions +CRB p. 277 + +Each type of shield is described in more detail below. + +**[Buckler](compendium/equipment/items/buckler.md):** This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand. + +**[Wooden Shield](compendium/equipment/items/wooden-shield.md):** Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily. + +**[Steel Shield](compendium/equipment/items/steel-shield.md):** Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable. + +**[Tower Shield](compendium/equipment/items/tower-shield.md):** These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal. + +## Weapons +CRB p. 278 + +### Attack Rolls +CRB p. 278 + +When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently. + +> [!pf2-inset] +> +> Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties + +> [!pf2-inset] +> +> Melee attack modifier = Strength modifier (or optionally Dexterity for a [finesse](rules/traits/finesse.md) weapon) + proficiency bonus + other bonuses + penalties + +Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls. + +#### Multiple Attack Penalty +CRB p. 278 + +If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty. + +The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the [agile](rules/traits/agile.md) trait to reduce your multiple attack penalty. + +### Damage Rolls +CRB p. 278 + +When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows. + +> [!pf2-inset] +> +> Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties + +> [!pf2-inset] +> +> Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties + +Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier. + +Magic weapons with [striking](compendium/equipment/items/striking.md), greater striking, or major striking runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization. + +### Critical Hits +CRB p. 278 + +When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit). + +If you critically succeed at a [Strike](rules/actions/strike.md), your attack deals 9. Other attacks, such as spell attack rolls and some uses of the [Athletics](compendium/skills.md#Athletics) skill, describe the specific effects that occur when their outcomes are critical successes. + +### Unarmed Attacks +CRB p. 278 + +Almost all characters start out trained in unarmed attacks. You can [Strike](rules/actions/strike.md) with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so. + +[Table 6–6: Unarmed Attacks](rules/tables/unarmed-attacks.md) lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them. + +### Improvised Weapons +CRB p. 278 + +If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. + +### Weapon Statistics +CRB p. 279 + +The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0. + +#### Damage +CRB p. 279 + +This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing. + +> [!pf2-beige] Damage Dice +> +> Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical striking rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die. +> +> ### Counting Damage Dice +> CRB p. 279 +> +> Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a striking rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like. +> +> ### Increasing Die Size +> CRB p. 279 +> +> When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once. +> +> **`1d4` ➞ `1d6` ➞ `1d8` ➞ `1d10` ➞ `1d12`** + +#### Range +CRB p. 279 + +Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible. + +For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet. + +#### Reload +CRB p. 279 + +While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many [Interact](rules/actions/interact.md) actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn. + +An item with an entry of "—" must be drawn to be thrown, which usually takes an [Interact](rules/actions/interact.md) action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon. + +#### Bulk +CRB p. 279 + +This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295. + +> [!pf2-brown] SELECTING WEAPONS +> +> Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in. +> +> When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations. +> +> ### Weapon Categories +> CRB p. 279 +> +> Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations. + +#### Hands +CRB p. 279 + +Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free. + +Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait. + +#### Group +CRB p. 280 + +A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283. + +#### Weapon Traits +CRB p. 280 + +The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a "weapon" can also apply to an unarmed attack that has that trait. + +#### Ammunition +CRB p. 280 + +Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it. + +#### Weapon Traits +CRB p. 282 + +Weapons and unarmed attacks with the weapon trait can have the following traits. + +### Critical Specialization Effects +CRB p. 283 + +Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon. + +**Axe:** Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage. + +**Bomb:** Increase the radius of the bomb's splash damage (if any) to 10 feet. + +**Bow:** If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 [Athletics](compendium/skills.md#Athletics) check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. + +**Brawling:** The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn. + +**Club:** You knock the target away from you up to 10 feet (you choose the distance). This is forced movement. + +**Dart:** The target takes `1d6` [persistent bleed damage](rules/conditions.md#Persistent%20Damage). You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls. + +**Flail:** The target is knocked [prone](rules/conditions.md#Prone). + +**Hammer:** The target is knocked [prone](rules/conditions.md#Prone). + +**Knife:** The target takes `1d6` [persistent bleed](rules/conditions.md#Persistent%20Damage) damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls. + +**Pick:** The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die. + +**Polearm:** The target is moved 5 feet in a direction of your choice. This is forced movement. + +**Shield:** You knock the target back from you 5 feet. This is forced movement. + +**Sling:** The target must succeed at a Fortitude save against your class DC or be stunned 1. + +**Spear:** The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn. + +**Sword:** The target is made off-balance by your attack, becoming [flat-footed](rules/conditions.md#Flat-footed) until the start of your next turn. + +#### Weapon Descriptions +CRB p. 284 + +> [!pf2-note] +> Please visit the items page to view all weapons. + +## Gear +CRB p. 287 + +### Gear Statistics +CRB p. 287 + +[Tables 6–9](rules/tables/adventuring-gear.md) and [6–10](rules/tables/uncommon-adventuring-gear.md) list Price and Bulk entries for a wide variety of gear. Any item with a number after it in parentheses indicates that the item's Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses. + +#### Hands +CRB p. 287 + +This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items). + +#### Wearing Tools +CRB p. 287 + +You can make a set of tools (such as [alchemist's tools](compendium/equipment/items/alchemists-tools.md) or [healer's tools](compendium/equipment/items/healers-tools.md)) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an [Interact](rules/actions/interact.md) action to use. + +### Adventuring Gear +CRB p. 290 + +These items follow special rules or require more detail. + +**Adventurer's Pack:** This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. + +The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 [torches](compendium/equipment/items/torch.md), and a waterskin. + +**Alchemist's Tools:** These beakers and chemicals can be used to set up a mobile alchemical laboratory. Expanded alchemist's tools give a +1 item bonus to [Crafting](compendium/skills.md#Crafting) checks to create alchemical items. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers. + +**Artisan's Tools:** You need these tools to create items from raw materials with the Craft skill. Sterling artisan's tools give you a +1 item bonus to the check. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. + +**Backpack:** A backpack holds up to 4 Bulk of items. If you're carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible. + +**Basic Crafter's Book:** This book contains the 0 for [Crafting](compendium/skills.md#Crafting) the common items in this chapter. + +**Caltrops:** These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 [Acrobatics](compendium/skills.md#Acrobatics) check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. + +Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged. + +**Candle:** A lit candle sheds dim light in a 10-foot radius. + +**Chest:** A wooden chest can hold up to 8 Bulk of items. + +**Climbing Kit:** This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to Climb while using an extreme climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit. + +**Clothing:** Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. + +Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer's clothing, see pages 275 –276. + +Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. + +You gain a +1 item bonus to checks to Make an Impression on nobility or other upper-class folk while wearing highfashion fine clothing. + +Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold. + +**Compass:** A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item). + +A lensatic compass gives you a +1 item bonus to these checks. + +**Crowbar:** When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the [Athletics](compendium/skills.md#Athletics) check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to [Athletics](compendium/skills.md#Athletics) checks to Force Open anything that can be pried open. + +**Disguise Kit:** This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the [Deception](compendium/skills.md#Deception) skill. + +An elite disguise kit adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. + +**Fishing Tackle:** This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. Professional fishing tackle grants a +1 item bonus to checks to fish. + +**Flint and Steel:** Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer. + +**Formula Book:** A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them. + +**Grappling Hook:** You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up. + +**Healer's Tools:** This kit of bandages, herbs, and suturing tools is necessary for [Medicine](compendium/skills.md#Medicine) checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. + +Expanded healer's tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers. + +**Holly and Mistletoe:** Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. + +A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature. + +**Lantern:** A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. + +A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet). + +A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. + +Closing or opening the shutters takes an Interact action. + +**Lock:** Picking a poor lock requires two successful DC 15 [Thievery](compendium/skills.md#Thievery) checks, a simple lock requires three successful DC 20 [Thievery](compendium/skills.md#Thievery) checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40. + +**Magnifying Glass:** This quality handheld lens gives you a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice minute details of documents, fabric, and the like. + +**Manacles:** You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 [Thievery](compendium/skills.md#Thievery) checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42. + +**Material Component Pouch:** This pouch contains material components for those spells that require them. + +Though the components are used up over time, you can refill spent components during your daily preparations. + +**Musical Instrument:** Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while played. + +A virtuoso instrument gives a +1 item bonus to [Performance](compendium/skills.md#Performance) checks using that instrument. + +**Oil:** You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. + +If the oil ignites, the target takes `1d6` fire damage. + +**Piton:** These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing. + +**Religious Symbol:** This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it. + +**Religious Text:** This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it. + +**Repair Kit:** A repair kit allows you to perform simple repairs while traveling. + +It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the [Crafting](compendium/skills.md#Crafting) skill. A superb repair kit gives you a +1 item bonus to the check. + +**Sack:** A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out. + +**Saddlebags:** Saddlebags come in a pair. Each can hold up to 3 Bulk of items. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk. + +**Scholarly Journal:** Scholarly journals are uncommon. + +Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to [Recall Knowledge](rules/actions/recall-knowledge.md) about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location. + +**Signal Whistle:** When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain. + +**Snare Kit:** This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the [Crafting](compendium/skills.md#Crafting) skill. A specialist snare kit gives you a +1 item bonus to the check. + +**Spellbook:** A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook. + +**Spyglass:** A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to [Perception](compendium/skills.md#Perception) checks to notice details at a distance. + +**Survey Map:** Maps are [uncommon](rules/traits/uncommon.md). + +Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to [Survival](compendium/skills.md#Survival) checks and any skill checks to [Recall Knowledge](rules/actions/recall-knowledge.md), provided the checks are related to the location detailed on the map. + +Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location. + +**Tack:** Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. + +If carried, the Bulk increases to 2. + +**Ten-Foot Pole:** When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon. + +**Thieves' Tools:** You need thieves' tools to Pick Locks or Disable Devices (of some types) using the [Thievery](compendium/skills.md#Thievery) skill. + +Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. + +**Tool:** This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed. + +**Torch:** A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage. + +**Waterskin:** When it's full, a waterskin has 1 Bulk and contains roughly 1 day's worth of water for a Small or Medium creature. + +**Writing Set:** Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper. + +### Class Kits +CRB p. 289 + +If you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. Note than an adventurer's pack, which is included in each kit, contains a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 [torches](compendium/equipment/items/torch.md), and a waterskin. + +#### Alchemist +CRB p. 289 + +**Price** 9 gp, 6 sp; **Bulk** 4 Bulk, 6 light; + +**Money Left Over** 5 gp, 4 sp + +**Armor** studded leather armor + +**Weapons** dagger, sling with 20 sling bullets + +**Gear** adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath + +**Options** repair kit (2 gp) + +#### Barbarian +CRB p. 289 + +**Price** 3 gp, 2 sp; **Bulk** 3 Bulk, 5 light; **Money Left Over** 11 gp, 8 sp **Armor** hide armor **Weapons** 4 javelins **Gear** adventurer's pack, grappling hook, 2 sheaths **Options** greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp) + +#### Bard +CRB p. 289 + +**Price** 6 gp, 8 sp; **Bulk** 4 Bulk, 3 light; **Money Left Over** 8 gp, 2 sp **Armor** studded leather armor **Weapons** dagger, rapier, sling with 20 sling bullets **Gear** adventurer's pack, bandolier, handheld instrument, sheath + +#### Champion +CRB p. 289 + +**Price** 3 gp, 8 sp; **Bulk** 3 Bulk, 7 light; **Money Left Over** 11 gp, 2 sp **Armor** hide armor **Weapons** dagger, 4 javelins **Gear** adventurer's pack, crowbar, grappling hook, sheath **Options** your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter) + +#### Cleric +CRB p. 289 + +**Price** 1 gp 5 sp; **Bulk** 1 Bulk, 3 light; **Money Left Over** 13 gp **Gear** adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) **Options** your deity's favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter), hide armor (2 gp) + +#### Druid +CRB p. 289 + +**Price** 3 gp, 7 sp; **Bulk** 4 Bulk, 4 light; **Money Left Over** 11 gp, 3 sp **Armor** leather armor **Weapons** 4 javelins, longspear **Gear** adventurer's pack, bandolier, holly and mistletoe **Options** healer's tools (5 gp) + +#### Fighter +CRB p. 289 + +**Price** 3 gp; **Bulk** 3 Bulk, 2 light; **Left Over** 12 gp **Armor** hide armor **Weapons** dagger **Gear** adventurer's pack, grappling hook, sheath **Options** greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp) + +#### Monk +CRB p. 289 + +**Price** 4 gp, 9 sp; **Bulk** 4 Bulk, 2 light; **Money Left Over** 10 gp, 2 sp **Weapons** longspear, staff **Gear** adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick + +#### Ranger +CRB p. 289 + +**Price** 9 gp, 1 sp; **Bulk** 3 Bulk, 3 light; **Money Left Over** 5 gp, 9 sp **Armor** leather armor **Weapons** dagger, longbow with 20 arrows **Gear** adventurer's pack, sheath + +#### Rogue +CRB p. 289 + +**Price** 5 gp, 4 sp; **Bulk** 4 Bulk, 1 light; **Money Left Over** 9 gp, 6 sp **Armor** leather armor **Weapons** dagger, rapier **Gear** adventurer's pack, climbing kit, sheath **Options** thieves' tools (3 gp) + +#### Sorcerer +CRB p. 289 + +**Price** 1 gp, 6 sp; **Bulk** 1 Bulk, 6 light; **Money Left Over** 12 gp, 9 sp **Weapons** dagger, slingshot with 20 sling bullets **Gear** adventurer's pack, bandolier, 2 sets of caltrops, sheath + +#### Wizard +CRB p. 289 + +**Price** 1 gp, 2 sp; **Bulk** 2 Bulk, 2 light; **Money Left Over** 11 gp, 8 sp **Weapons** staff **Gear** adventurer's pack, material component pouch, writing set **Options** crossbow with 20 bolts (3 gp, 2 sp) + +### Alchemical Gear +CRB p. 292 + +The items listed on Table 6–11 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each item's full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis. + +#### Alchemical Bombs +CRB p. 292 + +Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544. + +**Lesser Acid Flask:** This alchemical bomb deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. + +**Lesser Alchemist's Fire:** This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage. + +**Lesser Bottled Lightning:** This alchemical bomb deals 1d6 electricity damage and 1 electricity splash damage, and it makes the target [flat-footed](rules/conditions.md#Flat-footed). + +**Lesser Frost Vial:** This alchemical bomb deals 1d6 cold damage and 1 cold splash damage, and it gives the target a –5-foot status penalty to its Speeds until the end of its next turn. + +**Lesser Tanglefoot Bag:** This alchemical bomb gives the target a –10-foot status penalty to its Speeds for 1 minute, and the target is immobilized on a critical hit unless it [Escapes](rules/actions/escape.md). + +**Lesser Thunderstone:** This alchemical bomb deals `1d4` sonic damage and 1 sonic splash damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn. + +#### Elixirs +CRB p. 292 + +Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546. + +**Lesser Antidote:** After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours. + +**Lesser Antiplague:** After drinking a lesser antiplague, you gain a +2 item bonus to Fortitude saves against disease for 24 hours, including your saves against diseases' progression. + +**Lesser Elixir of Life:** Drinking a lesser elixir of life restores 1d6 Hit Points and grants a +1 item bonus to saving throws against diseases and poisons for 10 minutes. + +#### Alchemical Tools +CRB p. 292 + +Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564. + +**Smokestick:** You create a 5-foot radius smokescreen for 1 minute. + +**Sunrod:** You can strike a sunrod on a hard surface as an Interact action to cause it to shed bright light in a 20-foot radius (dim light in the next 20 feet) for 6 hours. + +**Tindertwig:** You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel. + +### Magical Gear +CRB p. 293 + +The items on Table 6–12 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items' full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis. + +#### Consumable Magic Items +CRB p. 293 + +You can typically purchase [holy](compendium/equipment/items/holy-water.md) and [unholy water](compendium/equipment/items/unholy-water.md) in a settlement. Particularly good settlements tend to ban [unholy water](compendium/equipment/items/unholy-water.md) and evil settlements tend to ban [holy water](compendium/equipment/items/holy-water.md). + +**Holy Water:** You can throw [holy water](compendium/equipment/items/holy-water.md) like a bomb, dealing `1d6` good damage and 1 good splash damage to fiends, undead, and other creatures weak to good damage. + +**Unholy Water:** You can throw [unholy water](compendium/equipment/items/unholy-water.md) like a bomb, dealing `1d6` evil damage and 1 evil splash damage to celestials and other creatures weak to evil damage. + +#### Potions +CRB p. 293 + +Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562. + +#### Scrolls +CRB p. 293 + +Scrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots. + +The Price listed in the table is for a scroll with a common 1st-level spell. For more on scrolls, see page 564. + +#### Talismans +CRB p. 293 + +A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. For more on talismans, see page 565. + +**Potency Crystal:** When you affix the crystal to a weapon and activate it, this talisman empowers the weapon for the rest of the turn, granting it a +1 item bonus to attack rolls and a second weapon damage die. + +### Formulas +CRB p. 293 + +Formulas are instructions for making items with the [Craft](rules/actions/craft.md) activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to [Craft](rules/actions/craft.md) the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals. + +You can buy common formulas at the Price listed on [Table 6–13](rules/tables/formulas.md), or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else's formula book. If you have a formula, you can [Craft](rules/actions/craft.md) a copy of it using the [Crafting](compendium/skills.md#Crafting) skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all! + +If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a [Crafting](compendium/skills.md#Crafting) check against the same DC it would take to [Craft](rules/actions/craft.md) the item. If you succeed, you [Craft](rules/actions/craft.md) the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, you're left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you'd normally be able to salvage. + +The item's disassembled parts are worth half its Price in raw materials and can't be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like [Crafting](rules/actions/craft.md) it from scratch; you use the disassembled parts as the necessary raw materials. + +#### Items with Multiple Types +CRB p. 293 + +If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, _if you have a formula for a type I bag of holding but not for a type II bag of holding, you must acquire a separate formula to Craft a type II bag of holding._ + +### Services +CRB p. 294 + +The services listed on [Table 6–14](rules/tables/basic-services-and-consumables.md) describe expenditures for common services and consumables. + +#### Hirelings +CRB p. 294 + +Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you. + +#### Transportation +CRB p. 294 + +The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible. + +#### Spellcasting +CRB p. 294 + +Spellcasting services, listed on [Table 6–15](rules/tables/spellcasting-services.md), are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. + +### Cost of Living +CRB p. 294 + +[Table 6–16](rules/tables/cost-of-living.md) shows how much it costs to get by. This covers room and board, dues, taxes, and other fees. + +### Animals +CRB p. 294 + +The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing) as long as they're [frightened](rules/conditions.md#Frightened). If you successfully Command your Animal using [Nature](compendium/skills.md#Nature), you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to [frightened](rules/conditions.md#Frightened) and [fleeing](rules/conditions.md#Fleeing), with the same exceptions. + +Warhorses and warponies are combat trained. They don't become [frightened](rules/conditions.md#Frightened) or [fleeing](rules/conditions.md#Fleeing) during encounters in this way. + +#### Barding +CRB p. 295 + +You can purchase special armor for animals, called barding (shown on [Table 6–18](rules/tables/barding.md)). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available. + +### Items and Sizes +CRB p. 295 + +The Bulk rules in this chapter are for Small and Medium creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on [Table 6–19](rules/tables/bulk-conversions.md). + +These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GM's control. In most cases, Small or Medium creatures can wield a Large weapon, though it's unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures. + +#### Bulk Conversions for Different Sizes +CRB p. 295 + +As shown in [Table 6–19](rules/tables/bulk-conversions.md), Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesn't treat any items as having negligible Bulk. + +#### Items of Different Sizes +CRB p. 295 + +Creatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk and possibly a different Price. [Table 6 –20](rules/tables/differently-sized-items.md) provides the Price and Bulk conversion for such items. + +For example, a [morningstar](compendium/equipment/items/morningstar.md) sized for a Medium creature has a Price of 1 gp and 1 Bulk, so one made for a Huge creature has a Price of 4 gp and 4 Bulk. One made for a Tiny creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk. + +Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature. + +Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on [Table 6 –20](rules/tables/differently-sized-items.md), then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information. \ No newline at end of file diff --git a/Rules/core-rulebook/chapter-7-spells.md b/rules/core-rulebook/chapter-7-spells.md similarity index 81% rename from Rules/core-rulebook/chapter-7-spells.md rename to rules/core-rulebook/chapter-7-spells.md index 2462bb587..217269322 100644 --- a/Rules/core-rulebook/chapter-7-spells.md +++ b/rules/core-rulebook/chapter-7-spells.md @@ -3,7 +3,7 @@ obsidianUIMode: preview cssclass: pf2e,pf2e-book tags: - compendium/src/pf2e/crb -aliases: ["Chapter 7: Spells"] +aliases: ["chapter-7-spells"] --- # Chapter 7: Spells CRB p. 297 @@ -62,9 +62,9 @@ Illusions create the semblance of something real, fooling the eyes, ears, and ot > [!pf2-brown] Disbelieving Illusions > -> Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature [Seeks](../actions/seek.md) or otherwise spends actions to engage with the illusion, comparing the result of its [Perception](../../Compendium/skills.md#Perception) check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. [Mental](../traits/mental.md) illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save). +> Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature [Seeks](rules/actions/seek.md) or otherwise spends actions to engage with the illusion, comparing the result of its [Perception](compendium/skills.md#Perception) check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. [Mental](rules/traits/mental.md) illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save). > -> If the illusion is [visual](../traits/visual.md), and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.. +> If the illusion is [visual](rules/traits/visual.md), and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.. ### Necromancy CRB p. 298 @@ -86,7 +86,7 @@ Transmutation spells make alterations to or transform the physical form of a cre > > **Spell DC = 10 + your spellcasting ability modifier + proficiency bonus + other bonuses + penalties** > -> A spell attack roll is like other attack rolls, so any bonuses or penalties that apply to all your attack rolls should be included in your calculation. For instance, the +1 status bonus from the [bless](../../Compendium/spells/bless.md) spell would benefit your spell ray just like it could an arrow. However, note that the spell attack roll doesn't gain any bonuses or penalties that apply specifically to weapon attacks or unarmed attacks. The multiple attack penalty applies to spell attacks, so it's usually a bad idea to cast a spell that has a spell attack roll if you've already made an attack that turn. +> A spell attack roll is like other attack rolls, so any bonuses or penalties that apply to all your attack rolls should be included in your calculation. For instance, the +1 status bonus from the [bless](compendium/spells/bless.md) spell would benefit your spell ray just like it could an arrow. However, note that the spell attack roll doesn't gain any bonuses or penalties that apply specifically to weapon attacks or unarmed attacks. The multiple attack penalty applies to spell attacks, so it's usually a bad idea to cast a spell that has a spell attack roll if you've already made an attack that turn. > > As with other checks and DCs, bonuses can increase the result of your spell attack roll or your spell DC, and penalties can decrease the result of your spell attack roll or your spell DC. See pages 444–445 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties. @@ -131,12 +131,12 @@ This is called heightening the spell. A prepared spellcaster can heighten a spel In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry. -Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, [fireball](../../Compendium/spells/fireball.md) says "**Heightened (+1)** The damage increases by 2d6." Because [fireball](../../Compendium/spells/fireball.md) deals `6d6` fire damage at 3rd level, a 4th-level [fireball](../../Compendium/spells/fireball.md) would deal `8d6` fire damage, a 5th-level spell would deal `10d6` fire damage, and so on. +Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, [fireball](compendium/spells/fireball.md) says "**Heightened (+1)** The damage increases by 2d6." Because [fireball](compendium/spells/fireball.md) deals `6d6` fire damage at 3rd level, a 4th-level [fireball](compendium/spells/fireball.md) would deal `8d6` fire damage, a 5th-level spell would deal `10d6` fire damage, and so on. #### Heightened Spontaneous Spells CRB p. 299 -If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added [fireball](../../Compendium/spells/fireball.md) to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell. +If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added [fireball](compendium/spells/fireball.md) to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell. Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level. @@ -182,19 +182,19 @@ A cantrip is always automatically heightened to half your level, rounded up. For > ### Minion > CRB p. 301 > -> Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and [concentrate](../traits/concentrate.md)s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please. +> Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and [concentrate](rules/traits/concentrate.md)s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please. > > ### Morph > CRB p. 301 > -> Spells that slightly alter a creature's form have the morph trait. Any [Strikes](../actions/strike.md) specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below). +> Spells that slightly alter a creature's form have the morph trait. Any [Strikes](rules/actions/strike.md) specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below). > > Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't. > > ### Polymorph > CRB p. 301 > -> These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any [Strikes](../actions/strike.md) specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. +> These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any [Strikes](rules/actions/strike.md) specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. > > If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. > @@ -203,7 +203,7 @@ A cantrip is always automatically heightened to half your level, rounded up. For > > A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends. Otherwise, it uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. > -> Immediately when you finish [Casting the Spell](../actions/cast-a-spell.md), the summoned creature uses its 2 actions for that turn. +> Immediately when you finish [Casting the Spell](rules/actions/cast-a-spell.md), the summoned creature uses its 2 actions for that turn. > > Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends. > @@ -221,17 +221,15 @@ Focus spells are automatically heightened to half your level rounded up, just li Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell. -You replenish all the Focus Points in your pool during your daily preparations. You can also use the [Refocus](../actions/refocus.md) activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point. +You replenish all the Focus Points in your pool during your daily preparations. You can also use the [Refocus](rules/actions/refocus.md) activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point. Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number. -![Refocus](../actions/refocus.md) - > [!pf2-brown] Focus Points from Multiple Sources > > It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1. > -> Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you [Refocus](../actions/refocus.md), you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells. +> Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you [Refocus](rules/actions/refocus.md), you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells. ### Spellcasters with Focus Spells CRB p. 302 @@ -241,12 +239,12 @@ If you are a spellcaster, your focus spells are the same tradition of spell as t ### Non-Spellcasters with Focus Spells CRB p. 302 -If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the [Ki Strike](../../Compendium/feats/ki-strike.md) feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to [Cast a Spell](../actions/cast-a-spell.md) and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster. +If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the [Ki Strike](compendium/feats/ki-strike.md) feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to [Cast a Spell](rules/actions/cast-a-spell.md) and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster. ## Innate Spells CRB p. 302 -Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified. You gain the ability to [Cast a Spell](../actions/cast-a-spell.md) and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster. +Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified. You gain the ability to [Cast a Spell](rules/actions/cast-a-spell.md) and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster. You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified. @@ -257,14 +255,12 @@ You can't use your spell slots to cast your innate spells, but you might have an ## Casting Spells CRB p. 302 -The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. [Casting a Spell](../actions/cast-a-spell.md) is a special activity that takes a number of actions defined by the spell. When you [Cast a Spell](../actions/cast-a-spell.md), your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting. - -![Cast a Spell](../actions/cast-a-spell.md) +The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. [Casting a Spell](rules/actions/cast-a-spell.md) is a special activity that takes a number of actions defined by the spell. When you [Cast a Spell](rules/actions/cast-a-spell.md), your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting. ### Spell Components CRB p. 303 -A spell description lists the components required to [Cast the Spell](../actions/cast-a-spell.md). For most spells, the number of components is equal to the number of actions you must spend to [Cast the Spell](../actions/cast-a-spell.md). Each component adds certain traits to the [Cast a Spell](../actions/cast-a-spell.md) activity, and some components have special requirements. The components that appear in this book are listed below. +A spell description lists the components required to [Cast the Spell](rules/actions/cast-a-spell.md). For most spells, the number of components is equal to the number of actions you must spend to [Cast the Spell](rules/actions/cast-a-spell.md). Each component adds certain traits to the [Cast a Spell](rules/actions/cast-a-spell.md) activity, and some components have special requirements. The components that appear in this book are listed below. #### Material CRB p. 303 @@ -285,34 +281,34 @@ Spells that require you to touch the target require a somatic component. You can A verbal component is a vocalization of words of power. -You must speak them in a strong voice, so it's hard to conceal that you're [Casting a Spell](../actions/cast-a-spell.md). The spell gains the [concentrate](../traits/concentrate.md). You must be able to speak to provide this component. +You must speak them in a strong voice, so it's hard to conceal that you're [Casting a Spell](rules/actions/cast-a-spell.md). The spell gains the [concentrate](rules/traits/concentrate.md). You must be able to speak to provide this component. #### Focus CRB p. 303 A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. -As part of [Casting the Spell](../actions/cast-a-spell.md), you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose. +As part of [Casting the Spell](rules/actions/cast-a-spell.md), you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose. -Foci tend to be expensive, and you need to acquire them in advance to [Cast the Spell](../actions/cast-a-spell.md). +Foci tend to be expensive, and you need to acquire them in advance to [Cast the Spell](rules/actions/cast-a-spell.md). > [!pf2-brown] Component Substitution > > Some classes can substitute one component for another or alter how a component works. > -> If you're a bard [Casting a Spell](../actions/cast-a-spell.md) from the [occult](../traits/occult.md) tradition you can usually play an [instrument](../../Compendium/equipment/items/musical-instrument.md) for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking. +> If you're a bard [Casting a Spell](rules/actions/cast-a-spell.md) from the [occult](rules/traits/occult.md) tradition you can usually play an [instrument](compendium/equipment/items/musical-instrument.md) for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking. > -> If you're a cleric [Casting a Spell](../actions/cast-a-spell.md) from the [divine](../traits/divine.md) tradition while holding a divine focus (such as a religious symbol or [text](../../Compendium/equipment/items/religious-text.md)), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. +> If you're a cleric [Casting a Spell](rules/actions/cast-a-spell.md) from the [divine](rules/traits/divine.md) tradition while holding a divine focus (such as a religious symbol or [text](compendium/equipment/items/religious-text.md)), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. > -> If you're a druid [Casting a Spell](../actions/cast-a-spell.md) from the [primal](../traits/primal.md) tradition while holding a primal focus (such as [holly and mistletoe](../../Compendium/equipment/items/holly-and-mistletoe.md)), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. +> If you're a druid [Casting a Spell](rules/actions/cast-a-spell.md) from the [primal](rules/traits/primal.md) tradition while holding a primal focus (such as [holly and mistletoe](compendium/equipment/items/holly-and-mistletoe.md)), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution. > -> If you're a sorcerer [Casting a Spell](../actions/cast-a-spell.md) from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component. +> If you're a sorcerer [Casting a Spell](rules/actions/cast-a-spell.md) from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component. > > Any character casting an innate spell can replace any material component with a somatic component. > [!pf2-brown] Metamagic > -> Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than [Cast a Spell](../actions/cast-a-spell.md) directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself. +> Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than [Cast a Spell](rules/actions/cast-a-spell.md) directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself. ## Ranges, Areas, and Targets CRB p. 304 @@ -354,7 +350,7 @@ Spells that last for more than an instant have a Duration entry. A spell might l Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical. -For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as [restore senses](../../Compendium/spells/restore-senses.md)). +For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as [restore senses](compendium/spells/restore-senses.md)). If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends. @@ -365,22 +361,18 @@ You might need to keep track of the caster's initiative after they stopped being If the spell's duration is "sustained," it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell. -![Sustain a Spell](../actions/sustain-a-spell.md) - ### Long Durations CRB p. 305 If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. -If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you [Cast the Spell](../actions/cast-a-spell.md) or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells. +If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you [Cast the Spell](rules/actions/cast-a-spell.md) or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells. ### Dismissing CRB p. 305 Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action. -![Dismiss](../actions/dismiss.md) - ## Saving Throws CRB p. 305 @@ -405,24 +397,24 @@ In rare cases, a spell might have you make some other type of attack, such as a Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened. -If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using [Recall Knowledge](../actions/recall-knowledge.md). You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of [Recall Knowledge](../actions/recall-knowledge.md) because you don't have the advantage of watching the spell being cast. +If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using [Recall Knowledge](rules/actions/recall-knowledge.md). You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of [Recall Knowledge](rules/actions/recall-knowledge.md) because you don't have the advantage of watching the spell being cast. ## Counteracting CRB p. 305 -Some spells, such as [dispel magic](../../Compendium/spells/dispel-magic.md), can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a counteract check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls. +Some spells, such as [dispel magic](compendium/spells/dispel-magic.md), can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a counteract check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls. ## Hostile Actions CRB p. 305 Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. -For instance, lobbing a [fireball](../../Compendium/spells/fireball.md) into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action. +For instance, lobbing a [fireball](compendium/spells/fireball.md) into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action. ## Setting Triggers CRB p. 305 -If a spell is meant to respond only to certain events or under certain conditions—such as [magic mouth](../../Compendium/spells/magic-mouth.md)—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as "red-haired dwarven women," or it could be an observed action, such as "whenever someone enters the spell's area." Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful [Stealth](../../Compendium/skills.md#Stealth) check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A [Stealth](../../Compendium/skills.md#Stealth) check to Sneak can fool the sensor. +If a spell is meant to respond only to certain events or under certain conditions—such as [magic mouth](compendium/spells/magic-mouth.md)—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as "red-haired dwarven women," or it could be an observed action, such as "whenever someone enters the spell's area." Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful [Stealth](compendium/skills.md#Stealth) check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A [Stealth](compendium/skills.md#Stealth) check to Sneak can fool the sensor. ## Walls CRB p. 306 @@ -439,7 +431,7 @@ title: SPELL NAME *SPELL (LEVEL)* traits - This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions. -- The number of actions required to [Cast the Spell](../../../rules/actions/cast-a-spell.md) are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as "1 minute." After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell. +- The number of actions required to [Cast the Spell](rules/actions/cast-a-spell.md) are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as "1 minute." After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell. - This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster. - If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell. @@ -495,7 +487,7 @@ Learning a ritual does not count against any limits on spells in your spell repe #### Cost CRB p. 408 -A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as [create undead](../../Compendium/spells/rituals/create-undead.md), use costs based on the level of the spell, as presented on [Table 7–1](../tables/creature-creation-rituals.md). +A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as [create undead](compendium/spells/rituals/create-undead.md), use costs based on the level of the spell, as presented on [Table 7–1](rules/tables/creature-creation-rituals.md). #### Secondary Casters CRB p. 408 @@ -509,8 +501,6 @@ At the ritual's culmination, you must attempt the skill check listed in the Prim The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier. -![Creature Creation Rituals](../tables/creature-creation-rituals.md) - ### Secondary Checks CRB p. 408 @@ -535,4 +525,4 @@ If an effect lists a save DC, use your spell DC for the ritual's magic tradition CRB p. 409 > [!pf2-note] -> Please visit the rituals page to view all Rituals. +> Please visit the rituals page to view all Rituals. \ No newline at end of file diff --git a/rules/core-rulebook/chapter-8-the-age-of-lost-omens.md b/rules/core-rulebook/chapter-8-the-age-of-lost-omens.md new file mode 100644 index 000000000..3da7de9cf --- /dev/null +++ b/rules/core-rulebook/chapter-8-the-age-of-lost-omens.md @@ -0,0 +1,7 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/crb +aliases: ["chapter-8-the-age-of-lost-omens"] +--- \ No newline at end of file diff --git a/rules/core-rulebook/chapter-9-playing-the-game.md b/rules/core-rulebook/chapter-9-playing-the-game.md new file mode 100644 index 000000000..d18ca1aaf --- /dev/null +++ b/rules/core-rulebook/chapter-9-playing-the-game.md @@ -0,0 +1,1732 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- compendium/src/pf2e/crb +aliases: ["chapter-9-playing-the-game"] +--- +# Chapter 9: Playing the Game +CRB p. 443 + +Before diving into how to play Pathfinder, it's important to understand the game's three modes of play, which determine the pace of your adventure and the specific rules you'll use at a given time. Each mode provides a different pace and presents a different level of risk to your characters. The Game Master (GM) determines which mode works best for the story and controls the transition between them. + +You'll likely talk about the modes less formally during your play session, simply transitioning between exploration and encounters during the adventure, before heading to a settlement to achieve something during downtime. + +The most intricate of the modes is **encounter mode**. This is where most of the intense action takes place, and it's most often used for combat or other high-stakes situations. The GM typically switches to encounter mode by calling on the players to "roll for initiative" to determine the order in which all the actors take their turns during the encounter. + +Time is then divided into a series of rounds, each lasting roughly 6 seconds in the game world. Each round, player characters, other creatures, and sometimes even hazards or events take their turn in initiative order. At the start of a participant's turn, they gain the use of a number of actions (typically 3 in the case of PCs and other creatures) as well as a special action called a reaction. These actions, and what you do with them, are how you affect the world within an encounter. The full rules for playing in encounter mode start on page 468. + +In **exploration mode**, time is more flexible and the play more free form. In this mode, minutes, hours, or even days in the game world pass quickly in the real world, as the characters travel cross country, explore uninhabited sections of a dungeon, or roleplay during a social gathering. Often, developments during exploration lead to encounters, and the GM will switch to that mode of play until the encounter ends, before returning to exploration mode. The rules for exploration start on page 479. + +The third mode is **downtime**. During downtime, the characters are at little risk, and the passage of time is measured in days or longer. This is when you might forge a magic sword, research a new spell, or prepare for your next adventure. The rules for downtime are on page 481. + +## General Rules +CRB p. 443 + +Before exploring the specific rules of each mode of play, you'll want to understand a number of general rules of the game. To one degree or another, these rules are used in every mode of play. + +## Making Choices +CRB p. 443 + +Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, "So what do you do?" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players. + +This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter. + +Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, "Which way do you go?" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately. + +But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check. + +## Checks +CRB p. 443 + +When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps. + +- Roll a d20 and identify the modifiers, bonuses, and penalties that apply. +- Calculate the result. +- Compare the result to the difficulty class (DC). +- Determine the degree of success and the effect. + +Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an [Athletics](compendium/skills.md#Athletics) skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to [Recall Knowledge](rules/actions/recall-knowledge.md). You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before. + +No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below. + +> [!pf2-brown] Game Conventions +> +> Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing. +> +> ### The GM Has the Final Say +> CRB p. 444 +> +> If you're ever uncertain how to apply a rule, the GM decides. +> +> Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun. +> +> ### Specific Overrides General +> CRB p. 444 +> +> A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC 5 flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to. +> +> ### Rounding +> CRB p. 444 +> +> You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified. +> +> For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage. +> +> ### Multiplying +> CRB p. 444 +> +> When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it. +> +> ### Duplicate Effects +> CRB p. 444 +> +> When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using [mage armor](compendium/spells/mage-armor.md) and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage. +> +> ### Ambiguous Rules +> CRB p. 444 +> +> Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed. + +### Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply +CRB p. 444 + +Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A **modifier** can be either positive or negative, but a **bonus** is always positive, and a **penalty** is always negative. + +The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic. + +Nearly all checks allow you to add an **ability modifier** to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier. + +When attempting a check that involves something you have some training in, you will also add your **bonus**. This bonus depends on your proficiency rank: + +untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level. + +| Proficiency Rank | Proficiency Bonus | +|------------------|-------------------| +| Untrained | 0 | +| Trained | Your level + 2 | +| Expert | Your level + 4 | +| Master | Your level + 6 | +| Legendary | Your level + 8 | + +There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't "stack." For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two. + +**Circumstance bonuses** typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher. + +**Item bonuses** are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to [Crafting](compendium/skills.md#Crafting) checks when making alchemical items. + +**Status bonuses** typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level [heroism](compendium/spells/heroism.md) spell grants a +1 status bonus to attack rolls, [Perception](compendium/skills.md#Perception) checks, saving throws, and skill checks. If you were under the effect of [heroism](compendium/spells/heroism.md) and someone cast the [bless](compendium/spells/bless.md) spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus. + +Penalties work very much like bonuses. You can have {**circumstance penalties**, **status penalties**, and sometimes even **item penalties.** Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a [heroism](compendium/spells/heroism.md) spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so [heroism](compendium/spells/heroism.md) still helps even though you're feeling unwell. + +Unlike bonuses, penalties can also be **untyped**, in which case they won't be classified as "circumstance," "item," or "status." Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack. + +Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll. + +Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step. + +### Step 2: Calculate the Result +CRB p. 445 + +This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result. + +### Step 3: Compare the Result to the DC +CRB p. 445 + +This step can be simple, or it can create suspense. Sometimes you'll know the **Difficulty Class** (**DC**) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail. + +Other times, you might not know the DC right away. Swimming across a river would require an [Athletics](compendium/skills.md#Athletics) check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC. + +#### Calculating DCs +CRB p. 445 + +Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic. + +### Step 4: Determine the Degree of Success and Effect +CRB p. 445 + +Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check. + +You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure. + +If you rolled a 20 on the die (a "natural 20"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a "natural 1"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead. + +Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else. + +## Specific Checks +CRB p. 446 + +While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another. + +### Attack Rolls +CRB p. 446 + +When you use a [Strike](rules/actions/strike.md) action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page. + +**Melee attack rolls** use Strength as their ability modifier by default. If you're using a weapon or attack with the [finesse](rules/traits/finesse.md) trait, then you can use your Dexterity modifier instead. + +> [!pf2-inset] +> +> Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a [finesse](rules/traits/finesse.md) weapon) + proficiency bonus + other bonuses + penalties + +**Ranged attack rolls** use Dexterity as their ability modifier. + +> [!pf2-inset] +> +> Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties + +When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons. + +The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580). + +Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below. + +#### Multiple Attack Penalty +CRB p. 446 + +The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an [attack](rules/traits/attack.md) action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the [attack](rules/traits/attack.md) trait counts toward your multiple attack penalty, including [Strikes](rules/actions/strike.md), spell attack rolls, certain skill actions like [Shove](rules/actions/shove.md), and many others. + +Some weapons and abilities reduce multiple attack penalties, such as [agile](rules/traits/agile.md) weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks. + +| Attack | Multiple Attack Penalty | Agile | +|--------|-------------------------|-------| +| First | None | None | +| Second | –5 | –4 | +| Third or subsequent | –10 | –8 | + +Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a [longsword](compendium/equipment/items/longsword.md) in one hand and a [shortsword](compendium/equipment/items/shortsword.md) (which has the [agile](rules/traits/agile.md) trait) in your other hand, and you are going to make three [Strikes](rules/actions/strike.md) with these weapons during the course of your turn. The first [Strike](rules/actions/strike.md) you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the [longsword](compendium/equipment/items/longsword.md) or a –4 penalty if you use the [shortsword](compendium/equipment/items/shortsword.md). + +Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular [Strike](rules/actions/strike.md). It would be a –10 penalty with the [longsword](compendium/equipment/items/longsword.md) and a –8 penalty with the [shortsword](compendium/equipment/items/shortsword.md), no matter what weapon you used for your previous [Strikes](rules/actions/strike.md). + +The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn. + +##### Range Penalty +CRB p. 446 + +Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first. + +You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target. + +For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range. + +##### Armor Class +CRB p. 447 + +Attack rolls are compared to a special difficulty class called an **Armor Class** (**AC**), which measures how hard it is for your foes to hit you with [Strikes](rules/actions/strike.md) and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you. + +Armor Class is calculated using the following formula. + +> [!pf2-inset] +> +> Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties + +Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense. + +Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor. + +Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273). + +> [!pf2-brown] STRIDING AND STRIKING +> +> Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471. +> +> **[Stride](rules/actions/stride.md)** is an action that has the move trait and that allows you to move a number of feet up to your Speed. +> +> You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet. +> +> **[Strike](rules/actions/strike.md)** is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist). +> +> If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks. +> +> Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments. +> +> Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are [Strikes](rules/actions/strike.md), special attacks like the Grapple action of the [Athletics](compendium/skills.md#Athletics) skill, or spell attack rolls. + +### Spell Attack Rolls +CRB p. 447 + +If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC. + +The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting [meld into stone](compendium/spells/meld-into-stone.md) from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting [heal](compendium/spells/heal.md) and other spells using her cleric divine spellcasting. + +Determine the spell attack roll with the following formula. + +> [!pf2-inset] +> +> Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties + +If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty. + +Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your **Spell DC** to determine how the spell affects them. + +Your spell DC is calculated using the following formula. + +> [!pf2-inset] +> +> Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties + +### Perception +CRB p. 448 + +Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check. + +Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check. + +> [!pf2-inset] +> +> Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties + +Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception. + +Many abilities are compared to your **Perception DC** to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier. + +#### Perception for Initiative +CRB p. 448 + +Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468. + +### Saving Throws +CRB p. 448 + +There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find [resilient](compendium/equipment/items/resilient.md) armor or other magic items that give an item bonus. + +**Fortitude saving throws** allow you to reduce the effects of abilities and afflictions that can debilitate the body. + +They use your Constitution modifier and are calculated as shown in the formula below. + +> [!pf2-inset] +> +> Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties + +**Reflex saving throws** measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below. + +> [!pf2-inset] +> +> Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties + +**Will saving throws** measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below. + +> [!pf2-inset] +> +> Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties + +Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw. + +Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save. + +#### Basic Saving Throws +CRB p. 449 + +Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the "basic" part refers to the effects. + +For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw. + +> [!success-degree] +> - **Critical Success** You take no damage from the spell, hazard, or effect that caused you to attempt the save. +> - **Success** You take half the listed damage from the effect. +> - **Failure** You take the full damage listed from the effect. +> - **Critical Failure** You take double the listed damage from the effect. + +> [!pf2-brown] FORTUNE AND MISFORTUNE EFFECTS +> +> Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result. +> +> You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. +> +> If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. + +### Skill Checks +CRB p. 449 + +Pathfinder has a variety of skills, from [Athletics](compendium/skills.md#Athletics) to [Medicine](compendium/skills.md#Medicine) to [Occultism](compendium/skills.md#Occultism). Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, [Athletics](compendium/skills.md#Athletics) deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. [Medicine](compendium/skills.md#Medicine) deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula. + +> [!pf2-inset] +> +> Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties + +You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446. + +When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill. + +### Notating Total Modifiers +CRB p. 450 + +When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations. + +Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a +1 weapon potency rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances. + +## Special Checks +CRB p. 450 + +Some categories of checks follow special rules. The most notable are flat checks and secret checks. + +### Flat Checks +CRB p. 450 + +When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks. + +If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail. + +### Secret Checks +CRB p. 450 + +Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with [Recall Knowledge](rules/actions/recall-knowledge.md) or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check. + +The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery. + +## Damage +CRB p. 450 + +In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459. + +Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties. + +Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below. + +- Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll. +- Determine the damage type. +- Apply the target's immunities, weaknesses, and resistances to the damage. +- If any damage remains, reduce the target's Hit Points by that amount. + +### Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties +CRB p. 450 + +Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll `1d8`. If you're casting a 3rd-level [fireball](compendium/spells/fireball.md) spell, you'll roll `6d6`. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage. + +When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items. + +As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together. + +Use the formulas below. + +> [!pf2-inset] +> +> Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties + +> [!pf2-inset] +> +> Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties + +> [!pf2-inset] +> +> Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties + +If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage. + +#### Increasing Damage +CRB p. 451 + +In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the [striking](compendium/equipment/items/striking.md) rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature. + +#### Persistent Damage +CRB p. 451 + +Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. + +Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. + +See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition. + +#### Doubling and Halving Damage +CRB p. 451 + +Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the [flaming](compendium/equipment/items/flaming.md) weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled. + +### Step 2: Determine The Damage Type +CRB p. 451 + +Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a [lightning bolt](compendium/spells/lightning-bolt.md) spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452. + +#### Damage Types and Traits +CRB p. 451 + +When an attack deals a type of damage, the attack action gains that trait. For example, the [Strikes](rules/actions/strike.md) and attack actions you use wielding a sword when its [flaming](compendium/equipment/items/flaming.md) rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage. + +> [!pf2-brown] DAMAGE TYPES +> +> Damage has a number of different types and categories, which are described below. +> +> ### Physical Damage +> CRB p. 451 +> +> Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. **Piercing damage** is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. **Slashing damage** is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap. +> +> Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types. +> +> ### Energy Damage +> CRB p. 451 +> +> Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. **Cold damage** freezes material by way of contact with chilling gases and ice. **Electricity Damage** comes from the discharge of powerful lightning and sparks. **Fire damage** burns through heat and combustion. **Sonic damage** assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage. +> +> Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create **positive damage** that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as **negative damage** that gnaws at the living. +> +> Powerful and pure magical energy can manifest itself as **force damage**. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths. +> +> ### Alignment Damage +> CRB p. 451 +> +> Weapons and effects keyed to a particular alignment can deal **chaotic**, **evil**, **good**, or **lawful** damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures. +> +> ### Mental Damage +> CRB p. 451 +> +> Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals **mental damage**. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects. +> +> ### Poison Damage +> CRB p. 451 +> +> Venoms, toxins and the like can deal **poison damage**, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457. +> +> ### Bleed Damage +> CRB p. 451 +> +> Another special type of physical damage is **bleed damage**. This is persistent damage that represents loss of blood. +> +> As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points. +> +> ### Precision Damage +> CRB p. 451 +> +> Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you **precision damage**, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6. +> +> Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage. +> +> ### Precious Materials +> CRB p. 451 +> +> While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have. + +### Step 3: Apply the Target's Immunities, Weaknesses, and Resistances +CRB p. 451 + +Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment. + +#### Immunity +CRB p. 451 + +When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire. + +Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as [Grapple](rules/actions/grapple.md) and [Shove](rules/actions/shove.md)). + +Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a stone golem has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the [nonlethal](rules/traits/nonlethal.md) trait, such as if you're a monk. + +#### Temporary Immunity +CRB p. 453 + +Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the [blindness](compendium/spells/blindness.md) spell says, "The target is temporarily immune to blindness for 1 minute." If anyone casts [blindness](compendium/spells/blindness.md) on that creature again before 1 minute passes, the spell has no effect. + +Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends. + +#### Weakness +CRB p. 453 + +If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage. + +If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material. + +#### Resistance +CRB p. 453 + +If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your mace (since it's magical) or a non-magical [spear](compendium/equipment/items/spear.md) (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon. + +If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value. + +It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. + +### Step 4: If Damage Remains, Reduce the Target's Hit Points +CRB p. 453 + +After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459. + +#### Nonlethal Attacks +CRB p. 453 + +You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon. + +Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them. + +## Conditions +CRB p. 453 + +The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you. + +Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623. + +> [!pf2-brown] CONDITIONS +> +> These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each. +> +> **[Blinded](rules/conditions.md#Blinded):** You're unable to see. +> +> **[Broken](rules/conditions.md#Broken):** This item can't be used for its normal function until repaired. +> +> **[Clumsy](rules/conditions.md#Clumsy):** You can't move as easily or gracefully as usual. +> +> **[Concealed](rules/conditions.md#Concealed):** Fog or similar obscuration makes you difficult to see and target. +> +> **[Confused](rules/conditions.md#Confused):** You attack indiscriminately. +> +> **[Controlled](rules/conditions.md#Controlled):** Another creature determines your actions. +> +> **[Dazzled](rules/conditions.md#Dazzled):** Everything is [concealed](rules/conditions.md#Concealed) to you. +> +> **[Deafened](rules/conditions.md#Deafened):** You're unable to hear. +> +> **[Doomed](rules/conditions.md#Doomed):** With your soul in peril, you are now closer to death. +> +> **[Drained](rules/conditions.md#Drained):** Blood loss or something similar has leached your vitality. +> +> **[Dying](rules/conditions.md#Dying):** You're slipping closer to death. +> +> **[Encumbered](rules/conditions.md#Encumbered):** You're carrying more weight than you can manage. +> +> **[Enfeebled](rules/conditions.md#Enfeebled):** Your strength has been sapped away. +> +> **[Fascinated](rules/conditions.md#Fascinated):** You are compelled to focus your attention on something. +> +> **[Fatigued](rules/conditions.md#Fatigued):** Your defenses are lower and you can't focus while exploring. +> +> **[Flat-Footed](rules/conditions.md#Flat-footed):** You're unable to defend yourself to your full capability. +> +> **[Fleeing](rules/conditions.md#Fleeing):** You must run away. +> +> **[Friendly](rules/conditions.md#Friendly):** An NPC with this condition has a good attitude toward you. +> +> **[Frightened](rules/conditions.md#Frightened):** Fear makes you less capable of attacking and defending. +> +> **[Grabbed](rules/conditions.md#Grabbed):** A creature, object, or magic holds you in place. +> +> **[Helpful](rules/conditions.md#Helpful):** An NPC with this condition wants to assist you. +> +> **[Hidden](rules/conditions.md#Hidden):** A creature you're [hidden](rules/conditions.md#Hidden) from knows your location but can't see you. +> +> **[Hostile](rules/conditions.md#Hostile):** An NPC with this condition wants to harm you. +> +> **[Immobilized](rules/conditions.md#Immobilized):** You can't move. +> +> **[Indifferent](rules/conditions.md#Indifferent):** An NPC with this condition doesn't have a strong opinion about you. +> +> **[Invisible](rules/conditions.md#Invisible):** Creatures can't see you. +> +> **[Observed](rules/conditions.md#Observed):** You're in plain view. +> +> **[Paralyzed](rules/conditions.md#Paralyzed):** You body is frozen in place. +> +> **[Persistent Damage](rules/conditions.md#Persistent%20Damage):** You keep taking damage every round. +> +> **[Petrified](rules/conditions.md#Petrified):** You've been turned to stone. +> +> **[Prone](rules/conditions.md#Prone):** You're lying on the ground and easier to attack. +> +> **[Quickened](rules/conditions.md#Quickened):** You get an extra action each turn. +> +> **[Restrained](rules/conditions.md#Restrained):** You're tied up and can't move, or a grappling creature has you pinned. +> +> **[Sickened](rules/conditions.md#Sickened):** You're sick to your stomach. +> +> **[Slowed](rules/conditions.md#Slowed):** You lose actions each turn. +> +> **[Stunned](rules/conditions.md#Stunned):** You can't use actions. +> +> **[Stupefied](rules/conditions.md#Stupefied):** Your can't access your full mental faculties, and you have trouble casting spells. +> +> **[Unconscious](rules/conditions.md#Unconscious):** You're asleep or knocked out. +> +> **[Undetected](rules/conditions.md#Undetected):** A creature you're [undetected](rules/conditions.md#Undetected) by doesn't know where you are. +> +> **[Unfriendly](rules/conditions.md#Unfriendly):** An NPC with this condition doesn't like you. +> +> **[Unnoticed](rules/conditions.md#Unnoticed):** A creature is entirely unaware you're present. +> +> **[Wounded](rules/conditions.md#Wounded):** You've been brought back from the brink of death but haven't fully recovered. + +## Effects +CRB p. 453 + +Anything you do in the game has an **effect**. Many of these outcomes are easy to adjudicate during the game. + +If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved. + +Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters. + +While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a [fly](compendium/spells/fly.md) spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome. + +The following general rules are used to understand and apply effects. + +### Duration +CRB p. 455 + +Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305. + +For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last "until the end of the target's next turn" or "through" a number of their turns (such as "through the target's next 3 turns"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start. + +Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met. + +### Range and Reach +CRB p. 455 + +Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a **range**—the maximum distance from the creature or object creating the effect in which the effect can occur. + +Ranged and thrown weapons have a **range increment**. + +Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet. + +**Reach** is how far you can physically reach with your body or a weapon. Melee [Strikes](rules/actions/strike.md) rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on. + +### Targets +CRB p. 455 + +Some effects require you to choose specific targets. + +Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted. + +Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing. + +Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy. + +### Areas +CRB p. 456 + +Some effects occupy an area of a specified shape and size. + +An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by difficult terrain or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects. + +#### Burst +CRB p. 456 + +A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast [fireball](compendium/spells/fireball.md), it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst. + +#### Cone +CRB p. 457 + +A cone shoots out from you in a quarter circle on the grid. + +When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge. + +If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own. + +#### Emanation +CRB p. 457 + +An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the [bless](compendium/spells/bless.md) spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected. + +#### Line +CRB p. 457 + +A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the [lightning bolt](compendium/spells/lightning-bolt.md) spell's area is a 60-foot line that's 5 feet wide. + +### Line of Effect +CRB p. 457 + +When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call. + +In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a [fireball](compendium/spells/fireball.md) and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the [fireball](compendium/spells/fireball.md) and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect. + +### Line of Sight +CRB p. 457 + +Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in Cover), you have line of sight. An area of darkness prevents line of sight if you don't have [darkvision](rules/abilities/darkvision.md), but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call. + +## Afflictions +CRB p. 457 + +Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell. + +### Format +CRB p. 457 + +Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format. + +#### Name and Traits +CRB p. 457 + +The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. + +#### Saving Throw +CRB p. 457 + +When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC. + +On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again. + +If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below. + +#### Onset +CRB p. 458 + +Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw. + +#### Maximum Duration +CRB p. 458 + +If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below. + +#### Stages +CRB p. 458 + +An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage. + +At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again. + +On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage. + +### Conditions from Afflictions +CRB p. 458 + +An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage. + +### Multiple Exposures +CRB p. 458 + +Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length. + +### Virulent Afflictions +CRB p. 458 + +Afflictions with the [virulent](rules/traits/virulent.md) trait are harder to remove. + +You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2. + +## Counteracting +CRB p. 458 + +Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise. + +When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level. + +Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level. + +> [!success-degree] +> - **Critical Success** Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level. +> - **Success** Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level. +> - **Failure** Counteract the target if its counteract level is lower than your effect's counteract level. +> - **Critical Failure** You fail to counteract the target. + +## Hit Points, Healing, and Dying +CRB p. 459 + +All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt. + +Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points. + +### Knocked Out and Dying +CRB p. 459 + +Creatures cannot be reduced to fewer than 0 Hit Points. + +When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed. + +Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well. + +As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects: + +- You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP. +- You gain the [dying](rules/conditions.md#Dying) condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the [dying](rules/conditions.md#Dying) condition instead. If you have the [wounded](rules/conditions.md#Wounded) condition (page 460), increase your [dying](rules/conditions.md#Dying) value by an amount equal to your [wounded](rules/conditions.md#Wounded) value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points. + +#### Taking Damage while Dying +CRB p. 459 + +If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value. + +### Recovery Checks +CRB p. 459 + +When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows. + +> [!success-degree] +> - **Critical Success** Your [dying](rules/conditions.md#Dying) value is reduced by 2. +> - **Success** Your [dying](rules/conditions.md#Dying) value is reduced by 1. +> - **Failure** Your [dying](rules/conditions.md#Dying) value increases by 1. +> - **Critical Failure** Your [dying](rules/conditions.md#Dying) value increases by 2. + +### Conditions Related to Death and Dying +CRB p. 459 + +To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules. + +Presented below are the rules for the [dying](rules/conditions.md#Dying), [unconscious](rules/conditions.md#Unconscious), wounded, and doomed conditions. + +#### Dying +CRB p. 459 + +You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. + +If you lose the [dying](rules/conditions.md#Dying) condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition. + +#### Unconscious +CRB p. 459 + +You're sleeping, or you've been knocked out. You can't act. + +You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and [flat-footed](rules/conditions.md#Flat-footed) conditions. + +When you gain this condition, you fall [prone](rules/conditions.md#Prone) and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't. + +**If you're [unconscious](rules/conditions.md#Unconscious) because you're [dying](rules/conditions.md#Dying)**, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn. + +If you are [unconscious](rules/conditions.md#Unconscious) and at 0 Hit Points, but not **dying**, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn. + +If you're [unconscious](rules/conditions.md#Unconscious) and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. + +Each causes you to lose the [unconscious](rules/conditions.md#Unconscious) condition. + +- You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain [unconscious](rules/conditions.md#Unconscious) and gain the [dying](rules/conditions.md#Dying) condition as normal.) +- You receive healing, other than the natural healing you get from resting. +- Someone nudges or shakes you awake using an Interact action. +- Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their [Stealth](compendium/skills.md#Stealth) DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check. +- If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest. + +#### Wounded +CRB p. 460 + +You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes. + +#### Doomed +CRB p. 460 + +Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were [doomed](rules/conditions.md#Doomed), you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed. + +Your [doomed](rules/conditions.md#Doomed) value decreases by 1 each time you get a full night's rest. + +### Death +CRB p. 460 + +After you die you lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the [resurrect](compendium/spells/rituals/resurrect.md) ritual or the [raise dead](compendium/spells/raise-dead.md) spell. + +### Heroic Recovery +CRB p. 460 + +If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery. + +### Death Effects and Instant Death +CRB p. 461 + +Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points. + +### Massive Damage +CRB p. 461 + +You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow. + +### Temporary Hit Points +CRB p. 461 + +Some spells or abilities give you temporary Hit Points. + +Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration. + +### Fast Healing and Regeneration +CRB p. 461 + +A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage. + +### Items and Hit Points +CRB p. 461 + +Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person). + +## Actions +CRB p. 461 + +You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions. + +**Single actions** can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468. + +**Activities** usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect. + +**Reactions** have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control. + +**Free actions** don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost). + +> [!pf2-brown] ACTION ICON KEY +> +> These icons appear in stat blocks as shorthand for each type of action. +> +> [>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action") Single Action +> +> [>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") Two-Action Activity +> +> [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action") Three-Action Activity +> +> [R](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Reaction") Reaction +> +> [F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action") Free Action + +### Activities +CRB p. 461 + +An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action. + +An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it. + +#### Exploration and Downtime Activities +CRB p. 461 + +Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time. + +If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that. + +> [!pf2-brown] IN-DEPTH ACTION RULES +> +> These rules clarify some of the specifics of using actions. +> +> ### Simultaneous Actions +> CRB p. 462 +> +> You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move. +> +> Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action. +> +> ### Subordinate Actions +> CRB p. 462 +> +> An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in. +> +> Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the [haste](compendium/spells/haste.md) spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, "If the next action you use is a Strike," an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action. + +### Actions with Triggers +CRB p. 462 + +You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and _only_ when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to. + +There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items. + +#### Limitations on Triggers +CRB p. 462 + +The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of "your turn begins," you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative. + +This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger. + +### Other Actions +CRB p. 462 + +Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so "by spending a single action, which has the [concentrate](rules/traits/concentrate.md)." Game masters can also use this approach when a character tries to do something that isn't covered in the rules. + +### Gaining and Losing Actions +CRB p. 462 + +Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them. + +Conditions are detailed in the appendix on pages 618–623. + +Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the [haste](compendium/spells/haste.md) spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while [haste](compendium/spells/haste.md) was active, you might want to lose the action from haste first, since it's more limited than your normal actions. + +Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. + +### Disrupting Actions +CRB p. 462 + +Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a [Cast a Spell](rules/actions/cast-a-spell.md) activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity. + +The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away. + +## Movement +CRB p. 463 + +Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form. + +Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in. + +### Movement Types +CRB p. 463 + +Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground. + +Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise. + +Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet. + +#### Speed +CRB p. 463 + +Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed. + +#### Burrow Speed +CRB p. 463 + +A burrow Speed lets you tunnel through the ground. You can use the [Burrow](rules/actions/burrow.md) action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy. + +#### Climb Speed +CRB p. 463 + +A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt [Athletics](compendium/skills.md#Athletics) checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance. + +You might still have to attempt [Athletics](compendium/skills.md#Athletics) checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an [Athletics](compendium/skills.md#Athletics) check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to Climb. + +If you have a climb Speed, you're not [flat-footed](rules/conditions.md#Flat-footed) while climbing. + +#### Fly Speed +CRB p. 463 + +As long as you have a fly Speed, you can use the [Fly](rules/actions/fly.md) and [Arrest a Fall](rules/actions/arrest-a-fall.md) actions. You can also attempt to [Maneuver in Flight](rules/actions/maneuver-in-flight.md) if you're trained in the [Acrobatics](compendium/skills.md#Acrobatics) skill. + +Wind conditions can affect how you use the [Fly](rules/actions/fly.md) action. In general, moving against the wind uses the same rules as moving through difficult terrain (or greater difficult terrain, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473. + +Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally. + +#### Swim Speed +CRB p. 463 + +With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md), you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through difficult terrain. + +You might still have to attempt checks to [Swim](rules/actions/swim.md) in hazardous conditions or to cross turbulent water. You can also choose to roll an [Athletics](compendium/skills.md#Athletics) check to [Swim](rules/actions/swim.md) rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to [Athletics](compendium/skills.md#Athletics) checks to [Swim](rules/actions/swim.md). + +Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid drowning. + +### Falling +CRB p. 463 + +When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter. + +You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter). + +#### Falling on a Creature +CRB p. 464 + +If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible. + +> [!success-degree] +> - **Critical Success** The creature takes no damage. +> - **Success** The creature takes bludgeoning damage equal to one-quarter the falling damage you took. +> - **Failure** The creature takes bludgeoning damage equal to half the falling damage you took. +> - **Critical Failure** The creature takes the same amount of bludgeoning damage you took from the fall. + +#### Falling Objects +CRB p. 464 + +A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal. + +## Perception +CRB p. 464 + +Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the [Seek](rules/actions/seek.md) action. + +The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception. + +### Light +CRB p. 464 + +The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius. + +#### Bright Light +CRB p. 464 + +In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are [dazzled](rules/conditions.md#Dazzled) or [blinded](rules/conditions.md#Blinded) by bright light. + +#### Dim Light +CRB p. 464 + +Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the [concealed](rules/conditions.md#Concealed) condition, unless the seeker has [darkvision](rules/abilities/darkvision.md) or [low-light vision](rules/abilities/low-light-vision.md), or a 0 other than vision. + +#### Darkness +CRB p. 464 + +A creature or object within darkness is hidden or undetected unless the seeker has [darkvision](rules/abilities/darkvision.md) or a 0 other than vision. A creature without [darkvision](rules/abilities/darkvision.md) or another means of perceiving in darkness has the [blinded](rules/conditions.md#Blinded) condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you [dazzled](rules/conditions.md#Dazzled) for a short time, as determined by the GM. + +### Senses +CRB p. 464 + +The ways a creature can use [Perception](compendium/skills.md#Perception) depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity. + +#### Precise Senses +CRB p. 464 + +Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature. + +#### Imprecise Senses +CRB p. 464 + +Hearing is an imprecise sense—it cannot detect the full range of detail that a 0 can. You can usually sense a creature automatically with an imprecise sense, but it has the [hidden](rules/conditions.md#Hidden) condition instead of the [observed](rules/conditions.md#Observed) condition. It might be [undetected](rules/conditions.md#Undetected) by you if it's using [Stealth](compendium/skills.md#Stealth) or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the [Seek](rules/actions/seek.md) basic action to detect the creature. At best, an imprecise sense can be used to make an [undetected](rules/conditions.md#Undetected) creature (or one you didn't even know was there) merely [hidden](rules/conditions.md#Hidden)—it can't make the creature [observed](rules/conditions.md#Observed). + +#### Vague Senses +CRB p. 465 + +A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an [unnoticed](rules/conditions.md#Unnoticed) creature, making it [undetected](rules/conditions.md#Undetected). Even then, the vague sense isn't sufficient to make the creature [hidden](rules/conditions.md#Hidden) or [observed](rules/conditions.md#Observed). + +When one creature might detect another, the GM almost always uses the most 0 available. + +Pathfinder's rules assume that a given creature has vision as its only 0 and hearing as its only 0. Some characters and creatures, however, have 0 or 0 that don't match this assumption. For instance, a character with poor vision might treat that sense as 0, an animal with the [scent](rules/abilities/scent.md) ability can use its sense of smell as an 0, and a creature with echolocation or a similar ability can use hearing as a 0 sense. Such senses are often given special names and appear as "echolocation (precise)," "scent (imprecise) 30 feet," or the like. + +### Special Senses +CRB p. 465 + +While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can. + +Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in 0 below) when it comes to situations that foil average vision. The following are a few examples of common special senses. + +#### Darkvision and Greater Darkvision +CRB p. 465 + +A creature with [darkvision](rules/abilities/darkvision.md) or [greater darkvision](rules/abilities/darkvision.md) can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level [darkness](compendium/spells/darkness.md) spell, block normal [darkvision](rules/abilities/darkvision.md). A creature with [greater darkvision](rules/abilities/darkvision.md), however, can see through even these forms of magical darkness. + +#### Low-Light Vision +CRB p. 465 + +A creature with [low-light vision](rules/abilities/low-light-vision.md) can see in dim light as though it were bright light, so it ignores the [concealed](rules/conditions.md#Concealed) condition due to dim light. + +#### Scent +CRB p. 465 + +Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). + +If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of [scent](rules/abilities/scent.md) abilities used to detect that creature, and the GM can reduce the range if a creature is downwind. + +#### Tremorsense +CRB p. 465 + +Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface. + +> [!pf2-brown] DETECTING WITH OTHER SENSES +> +> If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even [invisible](rules/conditions.md#Invisible) in the area of a [silence](compendium/spells/silence.md) spell. +> +> ### Using Stealth with Other Senses +> CRB p. 465 +> +> The [Stealth](compendium/skills.md#Stealth) skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable [Stealth](compendium/skills.md#Stealth) action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak. +> +> In some cases, rolling a Dexterity-based [Stealth](compendium/skills.md#Stealth) skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the [Stealth](compendium/skills.md#Stealth) check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check. + +### Detecting Creatures +CRB p. 465 + +There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions page. + +With the exception of [invisible](rules/conditions.md#Invisible), these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures. + +Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has [darkvision](rules/abilities/darkvision.md). + +You can attempt to avoid detection by using the [Stealth](compendium/skills.md#Stealth) skill to [Avoid Notice](rules/actions/avoid-notice.md), [Hide](rules/actions/hide.md), or [Sneak](rules/actions/sneak.md), or by using [Deception](compendium/skills.md#Deception) to [Create a Diversion](rules/actions/create-a-diversion.md). + +#### Observed +CRB p. 466 + +In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either [hidden](rules/conditions.md#Hidden), [undetected](rules/conditions.md#Undetected), or [unnoticed](rules/conditions.md#Unnoticed), and you'll need to factor in the targeting restrictions. Even if a creature is [observed](rules/conditions.md#Observed), it might still be [concealed](rules/conditions.md#Concealed). + +#### Hidden +CRB p. 466 + +A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been [blinded](rules/conditions.md#Blinded) or the creature is under the effects of [invisibility](compendium/spells/invisibility.md), but you used the [Seek](rules/actions/seek.md) basic action to determine its general location based on hearing alone. Regardless of the specifics, you're [flat-footed](rules/conditions.md#Flat-footed) to a hidden creature. + +When targeting a [hidden](rules/conditions.md#Hidden) creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain [flat-footed](rules/conditions.md#Flat-footed) to the creature, whether you successfully target it or not. + +#### Undetected +CRB p. 466 + +If a creature is undetected, you don't know what space it occupies, you're [flat-footed](rules/conditions.md#Flat-footed) to it, and you can't easily target it. Using the [Seek](rules/actions/seek.md) basic action can help you find an undetected creature, usually making it [hidden](rules/conditions.md#Hidden) from you instead of [undetected](rules/conditions.md#Undetected). If a creature is [undetected](rules/conditions.md#Undetected), that doesn't necessarily mean you're unaware of its presence—you might suspect an [undetected](rules/conditions.md#Undetected) creature is in the room with you, even though you're unable to find its space. The [unnoticed](rules/conditions.md#Unnoticed) condition covers creatures you're entirely unaware of. + +Targeting an [undetected](rules/conditions.md#Undetected) creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a [hidden](rules/conditions.md#Hidden) creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. [Undetected](rules/conditions.md#Undetected) creatures are subject to area effects normally. + +For instance, suppose an enemy elf wizard cast [invisibility](compendium/spells/invisibility.md) and then [Sneaked](rules/actions/sneak.md) away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit! + +#### Unnoticed +CRB p. 467 + +If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence. + +## Concealment and Invisibility +CRB p. 467 + +The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see. + +### Concealed +CRB p. 467 + +This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed. + +When you target a creature that's [concealed](rules/conditions.md#Concealed) from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don't affect the target. the [concealed](rules/conditions.md#Concealed) condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed. + +### Invisible +CRB p. 467 + +A creature with the invisible condition (by way of an [invisibility](compendium/spells/invisibility.md) spell or [invisibility potion](compendium/equipment/items/invisibility-potion.md), for example) is automatically [undetected](rules/conditions.md#Undetected) to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. + +You can use the [Seek](rules/actions/seek.md) basic action to attempt to figure out an [invisible](rules/conditions.md#Invisible) creature's location, making it instead only [hidden](rules/conditions.md#Hidden) from you. This lasts until the [invisible](rules/conditions.md#Invisible) creature successfully uses [Sneak](rules/actions/sneak.md) to become [undetected](rules/conditions.md#Undetected) again. If you're already [observing](rules/conditions.md#Observed) a creature when it becomes [invisible](rules/conditions.md#Invisible), it starts out [hidden](rules/conditions.md#Hidden), since you know where it was when it became [invisible](rules/conditions.md#Invisible), though it can then [Sneak](rules/actions/sneak.md) to become [undetected](rules/conditions.md#Undetected). + +Other effects might make an [invisible](rules/conditions.md#Invisible) creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden. + +Similarly, throwing a net over an [invisible](rules/conditions.md#Invisible) creature would make it [observed](rules/conditions.md#Observed) but [concealed](rules/conditions.md#Concealed) for as long as the net is on the creature. + +## Hero Points +CRB p. 467 + +Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session. + +The GM is in charge of awarding Hero Points (guidelines for doing so can be found 1). + +Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session. + +You can spend your Hero Points in one of two ways. + +Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion. + +- **Spend 1 Hero Point** to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check). +- **Spend all your Hero Points** (minimum 1) to avoid death. You can do this when your [dying](rules/conditions.md#Dying) condition would increase. You lose the [dying](rules/conditions.md#Dying) condition entirely and stabilize with 0 Hit Points. You don't gain the [wounded](rules/conditions.md#Wounded) condition or increase its value from losing the [dying](rules/conditions.md#Dying) condition in this way, but if you already had that condition, you don't lose it or decrease its value. + +### Describing Heroic Deeds +CRB p. 467 + +Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players. + +Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits. + +## Encounter Mode +CRB p. 468 + +### Structure +CRB p. 468 + +An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence. + +You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter. + +#### Step 1: Roll Initiative +CRB p. 468 + +When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle. + +Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a [Stealth](compendium/skills.md#Stealth) check. A social encounter could call for a [Deception](compendium/skills.md#Deception) or [Diplomacy](compendium/skills.md#Diplomacy) check. + +The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden. + +Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last. + +If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter. + +#### Step 2: Play a Round +CRB p. 468 + +A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions. + +#### Step 3: Begin the Next Round +CRB p. 468 + +Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends. + +#### Step 4: End the Encounter +CRB p. 468 + +When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up. + +### Turns +CRB p. 468 + +When it's your turn to act, you can use single actions ([>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Single Action")), short activities ([>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Two-Action") and [>>>](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Three-Action")), reactions ([reaction]), and free actions ([F](rules/core-rulebook/chapter-9-playing-the-game.md#Actions "Free Action")). When you're finished, your turn ends and the character next in the initiative order begins their turn. + +Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps. + +#### Step 1: Start Your Turn +CRB p. 468 + +Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose: + +- If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn. +- You can use 1 free action or reaction with a trigger of "Your turn begins" or something similar. +- If you're [dying](rules/conditions.md#Dying), roll a recovery check (page 459). +- Do anything else that is specified to happen at the start of your turn. + +The last step of starting your turn is always the same. + +- Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't "save" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as [quickened](rules/conditions.md#Quickened) and [slowed](rules/conditions.md#Slowed)) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both [quickened](rules/conditions.md#Quickened) and [slowed](rules/conditions.md#Slowed)), you choose which actions to lose. + +#### Step 2: Act +CRB p. 469 + +You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions. + +If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn. + +Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions. + +#### Step 3: End Your Turn +CRB p. 469 + +Once you've done all the things you want to do with the actions you have available, you reach the end of your turn. + +Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order. + +- End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the [Sustain a Spell](rules/actions/sustain-a-spell.md) action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0. +- If you have a [persistent damage](rules/conditions.md#Persistent%20Damage) condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the [persistent damage](rules/conditions.md#Persistent%20Damage). You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the [frightened](rules/conditions.md#Frightened) condition decreasing in severity. These take place after you've taken any [persistent damage](rules/conditions.md#Persistent%20Damage), attempted flat checks to end the [persistent damage](rules/conditions.md#Persistent%20Damage), and attempted saves against any afflictions. +- You can use 1 free action or reaction with a trigger of "Your turn ends" or something similar. +- Resolve anything else specified to happen at the end of your turn. + +> [!pf2-brown] TRACKING INITIATIVE +> +> The GM keeps track of the initiative order for an encounter. +> +> It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify. +> +> Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a _Pathfinder Combat Pad_, which has magnetic markers to allow for easily rearranging the order. +> +> ### Changing the Initiative Order +> CRB p. 469 +> +> Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction. + +### Basic Actions +CRB p. 469 + +Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike. + +Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed. + +In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534. + +> [!pf2-note] +> To view all actions, please visit the Actions page. + +> [!pf2-brown] SPEAKING +> +> As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a [Deception](compendium/skills.md#Deception) skill check to Lie, require spending actions and follow their own rules. +> +> All speech has the [auditory](rules/traits/auditory.md) trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is [visual](rules/traits/visual.md) instead of [auditory](rules/traits/auditory.md). + +#### Specialty Basic Actions +CRB p. 472 + +These actions are useful under specific circumstances. Some require you to have a special movement type (page 463). + +### Activities in Encounters +CRB p. 472 + +Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461. + +### Reactions in Encounters +CRB p. 472 + +Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens. + +Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn. + +Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically. + +One example of such a reaction is [Attack of Opportunity](rules/actions/attack-of-opportunity.md), which fighters gain at 1st level. + +This reaction lets you make a melee [Strike](rules/actions/strike.md) if a creature within reach uses a [manipulate](rules/traits/manipulate.md) or [move](rules/traits/move.md) action, makes a ranged attack, or leaves a square during a [move](rules/traits/move.md) action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an [Attack of Opportunity](rules/actions/attack-of-opportunity.md) from a creature without reach and one with reach. + +You'll notice this reaction allows you to use a modified basic action, a [Strike](rules/actions/strike.md). This follows the rules on subordinate actions found on page 462. + +Because your [Attack of Opportunity](rules/actions/attack-of-opportunity.md) takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty. + +### Movement in Encounters +CRB p. 473 + +Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463). + +When the rules refer to a "movement cost" or "spending movement," they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to difficult terrain or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another. + +For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square. + +#### Grid Movement +CRB p. 473 + +If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled. + +Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn. + +#### Size, Space, and Reach +CRB p. 473 + +Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in [Table 9–1: Size and Reach](rules/tables/size-and-reach.md). + +Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach. + +The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below. + +Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack. + +#### Move Actions That Trigger Reactions +CRB p. 474 + +Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability. + +Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement. + +#### Moving Through a Creature's Space +CRB p. 474 + +You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can [Tumble Through](rules/actions/tumble-through.md) that creature's space using [Acrobatics](compendium/skills.md#Acrobatics). You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone). + +##### Prone and Incapacitated Creatures +CRB p. 474 + +You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way. + +##### Creatures of Different Sizes +CRB p. 475 + +In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature. + +Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there. + +##### Objects +CRB p. 475 + +Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all. + +### Forced Movement +CRB p. 475 + +When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement. + +If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature. + +### Terrain +CRB p. 475 + +Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you. + +#### Difficult Terrain +CRB p. 475 + +Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of **difficult terrain** (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement. + +Moving into a square of **greater difficult terrain** instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain. + +Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise. + +#### Hazardous Terrain +CRB p. 476 + +Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain. + +#### Narrow Surfaces +CRB p. 476 + +A narrow surface is so precariously thin that you need to [Balance](rules/actions/balance.md) or risk falling. Even on a success, you are [flat-footed](rules/conditions.md#Flat-footed) on a narrow surface. + +Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the [Acrobatics](compendium/skills.md#Acrobatics) check to [Balance](rules/actions/balance.md)) or fall. + +#### Uneven Ground +CRB p. 476 + +Uneven ground is an area unsteady enough that you need to [Balance](rules/actions/balance.md) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are [flat-footed](rules/conditions.md#Flat-footed) on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the [Acrobatics](compendium/skills.md#Acrobatics) check to Balance) or fall prone. + +#### Inclines +CRB p. 476 + +An incline is an area so steep that you need to [Climb](rules/actions/climb.md) using the [Athletics](compendium/skills.md#Athletics) skill in order to progress upward. + +You're [flat-footed](rules/conditions.md#Flat-footed) when [Climbing](rules/actions/climb.md) an incline. + +### Flanking +CRB p. 476 + +When you and an ally are flanking a foe, it has a harder time defending against you. A creature is [flat-footed](rules/conditions.md#Flat-footed) (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it. + +To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your [reach](rules/traits/reach.md) with that weapon for this purpose. + +### Cover +CRB p. 477 + +When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to [Stealth](compendium/skills.md#Stealth) checks to [Hide](rules/actions/hide.md), [Sneak](rules/actions/sneak.md), or otherwise avoid detection. You can increase this to greater cover using the [Take Cover](rules/actions/take-cover.md) basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use [Stealth](compendium/skills.md#Stealth) to [Hide](rules/actions/hide.md), but lesser cover isn't sufficient. + +| Type of Cover | Bonus | Can Hide | +|---------------|-------|----------| +| Lesser | +1 to AC | No | +| Standard | +2 to AC, Reflex, [Stealth](compendium/skills.md#Stealth) | Yes | +| Greater | +4 to AC, Reflex, [Stealth](compendium/skills.md#Stealth) | Yes | + +Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all. + +Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has [Taken Cover](rules/actions/take-cover.md)). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space. + +#### Cover and Large Creatures +CRB p. 477 + +If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar. + +#### Special Circumstances +CRB p. 477 + +Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center. + +### Special Battles +CRB p. 477 + +Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas. + +#### Mounted Combat +CRB p. 478 + +You can ride some creatures into combat. As noted in the [Mount](rules/actions/mount.md) specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the [Command an Animal](rules/actions/command-an-animal.md) action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you [Command an Animal](rules/actions/command-an-animal.md) that's your mount. + +For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to [Command an Animal](rules/actions/command-an-animal.md) and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both. + +##### Mounted Attacks +CRB p. 478 + +You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then [Command an Animal](rules/actions/command-an-animal.md) to have your mount Strike, your mount's attack takes a –5 multiple attack penalty. + +You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach. + +##### Mounted Defenses +CRB p. 478 + +When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way. + +Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount. + +> [!pf2-brown] THREE-DIMENSIONAL COMBAT +> +> In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods: +> +> - Find platforms to place flying creatures' miniatures on. +> - Set a die next to a creature with the number indicating how many squares up in the air it is. +> - Make a stack of dice or tokens, 1 per 5 feet of elevation. +> - Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from. +> +> As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides. + +#### Aerial Combat +CRB p. 478 + +Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using [Acrobatics](compendium/skills.md#Acrobatics) to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap. + +#### Aquatic Combat +CRB p. 478 + +Use these rules for battles in water or underwater: + +- You're [flat-footed](rules/conditions.md#Flat-footed) unless you have a swim Speed. +- You gain resistance 5 to acid and fire. +- You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. +- Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. +- You can't cast fire spells or use actions with the fire trait underwater. +- At the GM's discretion, some ground-based actions might not work underwater or while floating. + +##### Drowning and Suffocating +CRB p. 478 + +You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air. + +When you run out of air, you fall [unconscious](rules/conditions.md#Unconscious) and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points). + +## Exploration Mode +CRB p. 479 + +Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations. + +### Travel Speed +CRB p. 479 + +Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below. + +The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting. + +Moving through difficult terrain halves the listed movement rate. greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress. + +### Exploration Activities +CRB p. 479 + +While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2. + +When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as "Using my dagger, I nudge the door so I can check for devious traps." Instead, "I'm searching the area for hazards" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective. + +These are most common exploration activities. + +> [!pf2-brown] SKILL EXPLORATION ACTIVITIES +> +> Chapter 4: Skills includes numerous additional exploration activities, which are summarized here. +> +> **[Borrow an Arcane Spell](rules/actions/borrow-an-arcane-spell.md):** You use [Arcana](compendium/skills.md#Arcana) to prepare a spell from someone else's spellbook (page 241). +> +> **[Coerce](rules/actions/coerce.md):** You use [Intimidation](compendium/skills.md#Intimidation) to threaten a creature so it does what you want (page 247). +> +> **[Cover Tracks](rules/actions/cover-tracks.md):** You use [Survival](compendium/skills.md#Survival) to obscure your passing (page 252). +> +> **[Decipher Writing](rules/actions/decipher-writing.md):** You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234). +> +> **[Gather Information](rules/actions/gather-information.md):** You use [Diplomacy](compendium/skills.md#Diplomacy) to canvass the area to learn about a specific individual or topic (page 246). +> +> **[Identify Alchemy](rules/actions/identify-alchemy.md):** You use Craft and alchemist's tools to identify an alchemical item (page 245). +> +> **[Identify Magic](rules/actions/identify-magic.md):** Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238). +> +> **[Impersonate](rules/actions/impersonate.md):** You use [Deception](compendium/skills.md#Deception) and usually a disguise kit to create a disguise (page 245). +> +> **[Learn a Spell](rules/actions/learn-a-spell.md):** You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238). +> +> **[Make an Impression](rules/actions/make-an-impression.md):** You use [Diplomacy](compendium/skills.md#Diplomacy) to make a good impression on someone (page 246). +> +> **[Repair](rules/actions/repair.md):** With a repair kit and the [Crafting](compendium/skills.md#Crafting) skill, you fix a damaged item (page 243). +> +> **[Sense Direction](rules/actions/sense-direction.md):** You use [Survival](compendium/skills.md#Survival) to get a sense of where you are or determine the cardinal directions (page 252). +> +> **[Squeeze](rules/actions/squeeze.md):** Using [Acrobatics](compendium/skills.md#Acrobatics), you squeeze though very tight spaces (page 241). +> +> **[Track](rules/actions/track.md):** You use [Survival](compendium/skills.md#Survival) to find and follow creatures' tracks (page 252). +> +> **[Treat Wounds](rules/actions/treat-wounds.md):** You use [Medicine](compendium/skills.md#Medicine) to treat a living creature's wounds (page 249). + +### Rest and Daily Preparations +CRB p. 480 + +You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you [fatigued](rules/conditions.md#Fatigued). If you go more than 16 hours without resting, you become [fatigued](rules/conditions.md#Fatigued) (you cannot recover from this until you rest at least 6 continuous hours). + +After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following: + +- Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day. +- Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset. +- You don armor and equip weapons and other gear. +- You invest up to 10 worn magic items to gain their benefits for the day. + +## Downtime Mode +CRB p. 481 + +Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. + +### Long-Term Rest +CRB p. 481 + +You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level. + +### Retraining +CRB p. 481 + +Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining. + +Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor. + +Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances). + +When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want. + +#### Feats +CRB p. 481 + +You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat. + +#### Skills +CRB p. 481 + +You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in [Performance](compendium/skills.md#Performance) and [Stealth](compendium/skills.md#Stealth), and an expert in [Occultism](compendium/skills.md#Occultism), you could reduce the character's proficiency in [Stealth](compendium/skills.md#Stealth) to expert and become a master in [Occultism](compendium/skills.md#Occultism), but you couldn't reassign that skill increase to become legendary in [Performance](compendium/skills.md#Performance). Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. + +You can also spend a week to retrain an initial trained skill you gained during character creation. + +#### Class Features +CRB p. 481 + +You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month. + +> [!pf2-brown] SKILL DOWNTIME ACTIVITIES +> +> Chapter 4: Skills includes several downtime activities, which are summarized here. +> +> **[Craft](rules/actions/craft.md):** Using the [Crafting](compendium/skills.md#Crafting) skill, you can create items from raw materials (page 244). +> +> **[Create Forgery](rules/actions/create-forgery.md):** You forge a document (page 251). +> +> **[Earn Income](rules/actions/earn-income.md):** You earn money, typically using [Crafting](compendium/skills.md#Crafting), Lore, or [Performance](compendium/skills.md#Performance) (page 236). +> +> **[Subsist](rules/actions/subsist.md):** You find food and shelter in the wilderness or within a settlement (page 240). +> +> **[Treat Disease](rules/actions/treat-disease.md):** You spend time caring for a diseased creature in the hope of curing that creature (page 248). + +### Other Downtime Activities +CRB p. 481 + +Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). + +You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. \ No newline at end of file diff --git a/rules/core-rulebook/core-rulebook.md b/rules/core-rulebook/core-rulebook.md new file mode 100644 index 000000000..df337c526 --- /dev/null +++ b/rules/core-rulebook/core-rulebook.md @@ -0,0 +1,159 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-book +tags: +- book/core/core-rulebook +- compendium/src/pf2e/crb +aliases: ["Core Rulebook"] +--- +**[Chapter 1: Introduction](rules/core-rulebook/chapter-1-introduction.md)** + +- [What is a Roleplaying Game?](rules/core-rulebook/chapter-1-introduction.md#What%20is%20a%20Roleplaying%20Game?) +- [Basics of Play](rules/core-rulebook/chapter-1-introduction.md#Basics%20of%20Play) +- [Playing the Game](rules/core-rulebook/chapter-1-introduction.md#Playing%20the%20Game) +- [Example of Play](rules/core-rulebook/chapter-1-introduction.md#Example%20of%20Play) +- [Using This Book](rules/core-rulebook/chapter-1-introduction.md#Using%20This%20Book) +- [Format of Rules Elements](rules/core-rulebook/chapter-1-introduction.md#Format%20of%20Rules%20Elements) +- [Character Creation](rules/core-rulebook/chapter-1-introduction.md#Character%20Creation) +- [Sample Character](rules/core-rulebook/chapter-1-introduction.md#Sample%20Character) +- [Leveling Up](rules/core-rulebook/chapter-1-introduction.md#Leveling%20Up) + +**[Chapter 2: Ancestries & Backgrounds](rules/core-rulebook/chapter-2-ancestries-backgrounds.md)** + +- [Ancestry Entries](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Ancestry%20Entries) +- [Dwarf](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Dwarf) +- [Elf](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Elf) +- [Gnome](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Gnome) +- [Goblin](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Goblin) +- [Halfling](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Halfling) +- [Human](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Human) +- [Backgrounds](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Backgrounds) +- [Languages](rules/core-rulebook/chapter-2-ancestries-backgrounds.md#Languages) + +**[Chapter 3: Classes](rules/core-rulebook/chapter-3-classes.md)** + +- [Reading Class Entries](rules/core-rulebook/chapter-3-classes.md#Reading%20Class%20Entries) +- [Animal Companions and Familiars](rules/core-rulebook/chapter-3-classes.md#Animal%20Companions%20and%20Familiars) +- [Archetypes](rules/core-rulebook/chapter-3-classes.md#Archetypes) + +**[Chapter 4: Skills](rules/core-rulebook/chapter-4-skills.md)** + +- [Key Ability](rules/core-rulebook/chapter-4-skills.md#Key%20Ability) +- [Skill Actions](rules/core-rulebook/chapter-4-skills.md#Skill%20Actions) +- [Skill Checks and Skill DCs](rules/core-rulebook/chapter-4-skills.md#Skill%20Checks%20and%20Skill%20DCs) +- [General Skill Actions](rules/core-rulebook/chapter-4-skills.md#General%20Skill%20Actions) +- [Skill Descriptions](rules/core-rulebook/chapter-4-skills.md#Skill%20Descriptions) + +**[Chapter 5: Feats](rules/core-rulebook/chapter-5-feats.md)** + +**[Chapter 6: Equipment](rules/core-rulebook/chapter-6-equipment.md)** + +- [Coins and Currency](rules/core-rulebook/chapter-6-equipment.md#Coins%20and%20Currency) +- [Price](rules/core-rulebook/chapter-6-equipment.md#Price) +- [Item Level](rules/core-rulebook/chapter-6-equipment.md#Item%20Level) +- [Carrying and Using Items](rules/core-rulebook/chapter-6-equipment.md#Carrying%20and%20Using%20Items) +- [Item Damage](rules/core-rulebook/chapter-6-equipment.md#Item%20Damage) +- [Shoddy Items](rules/core-rulebook/chapter-6-equipment.md#Shoddy%20Items) +- [Armor](rules/core-rulebook/chapter-6-equipment.md#Armor) +- [Shields](rules/core-rulebook/chapter-6-equipment.md#Shields) +- [Weapons](rules/core-rulebook/chapter-6-equipment.md#Weapons) +- [Gear](rules/core-rulebook/chapter-6-equipment.md#Gear) + +**[Chapter 7: Spells](rules/core-rulebook/chapter-7-spells.md)** + +- [Tradition and School](rules/core-rulebook/chapter-7-spells.md#Tradition%20and%20School) +- [Magical Schools](rules/core-rulebook/chapter-7-spells.md#Magical%20Schools) +- [Spell Slots](rules/core-rulebook/chapter-7-spells.md#Spell%20Slots) +- [Cantrips](rules/core-rulebook/chapter-7-spells.md#Cantrips) +- [Focus Spells](rules/core-rulebook/chapter-7-spells.md#Focus%20Spells) +- [Innate Spells](rules/core-rulebook/chapter-7-spells.md#Innate%20Spells) +- [Casting Spells](rules/core-rulebook/chapter-7-spells.md#Casting%20Spells) +- [Ranges, Areas, and Targets](rules/core-rulebook/chapter-7-spells.md#Ranges,%20Areas,%20and%20Targets) +- [Durations](rules/core-rulebook/chapter-7-spells.md#Durations) +- [Saving Throws](rules/core-rulebook/chapter-7-spells.md#Saving%20Throws) +- [Spell Attacks](rules/core-rulebook/chapter-7-spells.md#Spell%20Attacks) +- [Identifying Spells](rules/core-rulebook/chapter-7-spells.md#Identifying%20Spells) +- [Counteracting](rules/core-rulebook/chapter-7-spells.md#Counteracting) +- [Hostile Actions](rules/core-rulebook/chapter-7-spells.md#Hostile%20Actions) +- [Setting Triggers](rules/core-rulebook/chapter-7-spells.md#Setting%20Triggers) +- [Walls](rules/core-rulebook/chapter-7-spells.md#Walls) +- [Reading Spells](rules/core-rulebook/chapter-7-spells.md#Reading%20Spells) +- [Spell Lists](rules/core-rulebook/chapter-7-spells.md#Spell%20Lists) +- [Spell Descriptions](rules/core-rulebook/chapter-7-spells.md#Spell%20Descriptions) +- [Focus Spells](rules/core-rulebook/chapter-7-spells.md#Focus%20Spells) +- [Rituals](rules/core-rulebook/chapter-7-spells.md#Rituals) + +**[Chapter 8: The Age of Lost Omens](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md)** + +- [Beyond the Inner Sea](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Beyond%20the%20Inner%20Sea) +- [The Great Beyond](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#The%20Great%20Beyond) +- [The Inner Sea Region](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#The%20Inner%20Sea%20Region) +- [Absalom and Starstone Isle](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Absalom%20and%20Starstone%20Isle) +- [Broken Lands](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Broken%20Lands) +- [Eye of Dread](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Eye%20of%20Dread) +- [Golden Road](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Golden%20Road) +- [High Seas](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#High%20Seas) +- [Impossible Lands](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Impossible%20Lands) +- [Mwangi Expanse](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Mwangi%20Expanse) +- [Old Cheliax](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Old%20Cheliax) +- [Saga Lands](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Saga%20Lands) +- [Shining Kingdoms Cultures](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Shining%20Kingdoms%20Cultures) +- [Creatures](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Creatures) +- [Factions](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Factions) +- [Religion](rules/core-rulebook/chapter-8-the-age-of-lost-omens.md#Religion) + +**[Chapter 9: Playing the Game](rules/core-rulebook/chapter-9-playing-the-game.md)** + +- [General Rules](rules/core-rulebook/chapter-9-playing-the-game.md#General%20Rules) +- [Making Choices](rules/core-rulebook/chapter-9-playing-the-game.md#Making%20Choices) +- [Checks](rules/core-rulebook/chapter-9-playing-the-game.md#Checks) +- [Specific Checks](rules/core-rulebook/chapter-9-playing-the-game.md#Specific%20Checks) +- [Special Checks](rules/core-rulebook/chapter-9-playing-the-game.md#Special%20Checks) +- [Damage](rules/core-rulebook/chapter-9-playing-the-game.md#Damage) +- [Conditions](rules/core-rulebook/chapter-9-playing-the-game.md#Conditions) +- [Effects](rules/core-rulebook/chapter-9-playing-the-game.md#Effects) +- [Afflictions](rules/core-rulebook/chapter-9-playing-the-game.md#Afflictions) +- [Counteracting](rules/core-rulebook/chapter-9-playing-the-game.md#Counteracting) +- [Hit Points, Healing, and Dying](rules/core-rulebook/chapter-9-playing-the-game.md#Hit%20Points,%20Healing,%20and%20Dying) +- [Actions](rules/core-rulebook/chapter-9-playing-the-game.md#Actions) +- [Movement](rules/core-rulebook/chapter-9-playing-the-game.md#Movement) +- [Perception](rules/core-rulebook/chapter-9-playing-the-game.md#Perception) +- [Hero Points](rules/core-rulebook/chapter-9-playing-the-game.md#Hero%20Points) +- [Encounter Mode](rules/core-rulebook/chapter-9-playing-the-game.md#Encounter%20Mode) +- [Exploration Mode](rules/core-rulebook/chapter-9-playing-the-game.md#Exploration%20Mode) +- [Downtime Mode](rules/core-rulebook/chapter-9-playing-the-game.md#Downtime%20Mode) + +**[Chapter 10: Game Mastering](rules/core-rulebook/chapter-10-game-mastering.md)** + +- [Planning a Campaign](rules/core-rulebook/chapter-10-game-mastering.md#Planning%20a%20Campaign) +- [Preparing an Adventure](rules/core-rulebook/chapter-10-game-mastering.md#Preparing%20an%20Adventure) +- [Running a Game Session](rules/core-rulebook/chapter-10-game-mastering.md#Running%20a%20Game%20Session) +- [Pathfinder Society](rules/core-rulebook/chapter-10-game-mastering.md#Pathfinder%20Society) +- [Running Modes of Play](rules/core-rulebook/chapter-10-game-mastering.md#Running%20Modes%20of%20Play) +- [Difficulty Classes](rules/core-rulebook/chapter-10-game-mastering.md#Difficulty%20Classes) +- [Rewards](rules/core-rulebook/chapter-10-game-mastering.md#Rewards) +- [Environment](rules/core-rulebook/chapter-10-game-mastering.md#Environment) +- [Hazards](rules/core-rulebook/chapter-10-game-mastering.md#Hazards) + +**[Chapter 11: Crafting & Treasure](rules/core-rulebook/chapter-11-crafting-treasure.md)** + +- [Using Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Using%20Items) +- [Constant Abilities](rules/core-rulebook/chapter-11-crafting-treasure.md#Constant%20Abilities) +- [Investing Magic Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Investing%20Magic%20Items) +- [Activating Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Activating%20Items) +- [Reading Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Reading%20Items) +- [Alchemical Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Alchemical%20Items) +- [Armor](rules/core-rulebook/chapter-11-crafting-treasure.md#Armor) +- [Consumables](rules/core-rulebook/chapter-11-crafting-treasure.md#Consumables) +- [Held Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Held%20Items) +- [Materials](rules/core-rulebook/chapter-11-crafting-treasure.md#Materials) +- [Runes](rules/core-rulebook/chapter-11-crafting-treasure.md#Runes) +- [Shields](rules/core-rulebook/chapter-11-crafting-treasure.md#Shields) +- [Snares](rules/core-rulebook/chapter-11-crafting-treasure.md#Snares) +- [Staves](rules/core-rulebook/chapter-11-crafting-treasure.md#Staves) +- [Structures](rules/core-rulebook/chapter-11-crafting-treasure.md#Structures) +- [Wands](rules/core-rulebook/chapter-11-crafting-treasure.md#Wands) +- [Weapons](rules/core-rulebook/chapter-11-crafting-treasure.md#Weapons) +- [Worn Items](rules/core-rulebook/chapter-11-crafting-treasure.md#Worn%20Items) + +**[Appendix A: Conditions Appendix](rules/core-rulebook/appendix-a-conditions-appendix.md)** \ No newline at end of file diff --git a/rules/tables/ability-modifiers.md b/rules/tables/ability-modifiers.md new file mode 100644 index 000000000..461947a81 --- /dev/null +++ b/rules/tables/ability-modifiers.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Ability Modifiers"] +--- +# Ability Modifiers +*Source: Core Rulebook p. 20* \ No newline at end of file diff --git a/rules/tables/adventuring-gear.md b/rules/tables/adventuring-gear.md new file mode 100644 index 000000000..94fa14ad0 --- /dev/null +++ b/rules/tables/adventuring-gear.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Adventuring Gear"] +--- +# Adventuring Gear +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/rules/tables/alchemical-gear.md b/rules/tables/alchemical-gear.md new file mode 100644 index 000000000..e00b36585 --- /dev/null +++ b/rules/tables/alchemical-gear.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Alchemical Gear"] +--- +# Alchemical Gear +*Source: Core Rulebook p. 292* \ No newline at end of file diff --git a/rules/tables/alignment-aura.md b/rules/tables/alignment-aura.md new file mode 100644 index 000000000..deb74c875 --- /dev/null +++ b/rules/tables/alignment-aura.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Alignment Aura"] +--- +# Alignment Aura +*Source: Core Rulebook p. 328* \ No newline at end of file diff --git a/rules/tables/animal-instincts.md b/rules/tables/animal-instincts.md new file mode 100644 index 000000000..b6551ca6b --- /dev/null +++ b/rules/tables/animal-instincts.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Animal Instincts"] +--- +# Animal Instincts +*Source: Core Rulebook p. 86* \ No newline at end of file diff --git a/rules/tables/animals.md b/rules/tables/animals.md new file mode 100644 index 000000000..d3bd65ecc --- /dev/null +++ b/rules/tables/animals.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Animals"] +--- +# Animals +*Source: Core Rulebook p. 294* \ No newline at end of file diff --git a/rules/tables/armor-upgrade-prices.md b/rules/tables/armor-upgrade-prices.md new file mode 100644 index 000000000..b01271b2e --- /dev/null +++ b/rules/tables/armor-upgrade-prices.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Armor Upgrade Prices"] +--- +# Armor Upgrade Prices +*Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/rules/tables/armor.md b/rules/tables/armor.md new file mode 100644 index 000000000..e47cbe6a5 --- /dev/null +++ b/rules/tables/armor.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Armor"] +--- +# Armor +*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/rules/tables/barding.md b/rules/tables/barding.md new file mode 100644 index 000000000..4cd2fee96 --- /dev/null +++ b/rules/tables/barding.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Barding"] +--- +# Barding +*Source: Core Rulebook p. 294* \ No newline at end of file diff --git a/rules/tables/basic-services-and-consumables.md b/rules/tables/basic-services-and-consumables.md new file mode 100644 index 000000000..59747546c --- /dev/null +++ b/rules/tables/basic-services-and-consumables.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Basic Services and Consumables"] +--- +# Basic Services and Consumables +*Source: Core Rulebook p. 294* \ No newline at end of file diff --git a/rules/tables/bulk-conversions.md b/rules/tables/bulk-conversions.md new file mode 100644 index 000000000..e9811a490 --- /dev/null +++ b/rules/tables/bulk-conversions.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Bulk conversions"] +--- +# Bulk conversions +*Source: Core Rulebook p. 295* \ No newline at end of file diff --git a/rules/tables/bulk-of-creatures.md b/rules/tables/bulk-of-creatures.md new file mode 100644 index 000000000..1d3f028cd --- /dev/null +++ b/rules/tables/bulk-of-creatures.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Bulk of Creatures"] +--- +# Bulk of Creatures +*Source: Core Rulebook p. 273* \ No newline at end of file diff --git a/rules/tables/changing-equipment.md b/rules/tables/changing-equipment.md new file mode 100644 index 000000000..9db877042 --- /dev/null +++ b/rules/tables/changing-equipment.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Changing Equipment"] +--- +# Changing Equipment +*Source: Core Rulebook p. 274* \ No newline at end of file diff --git a/rules/tables/character-wealth.md b/rules/tables/character-wealth.md new file mode 100644 index 000000000..180d0a219 --- /dev/null +++ b/rules/tables/character-wealth.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Character Wealth"] +--- +# Character Wealth +*Source: Core Rulebook p. 511* \ No newline at end of file diff --git a/rules/tables/climb-and-swim-distance.md b/rules/tables/climb-and-swim-distance.md new file mode 100644 index 000000000..653a1823a --- /dev/null +++ b/rules/tables/climb-and-swim-distance.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Climb and Swim Distance"] +--- +# Climb and Swim Distance +*Source: Core Rulebook p. 242* \ No newline at end of file diff --git a/rules/tables/coin-values.md b/rules/tables/coin-values.md new file mode 100644 index 000000000..11bff4535 --- /dev/null +++ b/rules/tables/coin-values.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Coin Values"] +--- +# Coin Values +*Source: Core Rulebook p. 271* \ No newline at end of file diff --git a/rules/tables/common-languages.md b/rules/tables/common-languages.md new file mode 100644 index 000000000..2fecf2cc7 --- /dev/null +++ b/rules/tables/common-languages.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Common Languages"] +--- +# Common Languages +*Source: Core Rulebook p. 65* \ No newline at end of file diff --git a/rules/tables/cost-of-living.md b/rules/tables/cost-of-living.md new file mode 100644 index 000000000..9b9db6779 --- /dev/null +++ b/rules/tables/cost-of-living.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Cost of Living"] +--- +# Cost of Living +*Source: Core Rulebook p. 294* \ No newline at end of file diff --git a/rules/tables/creature-creation-rituals.md b/rules/tables/creature-creation-rituals.md new file mode 100644 index 000000000..7a4f574f6 --- /dev/null +++ b/rules/tables/creature-creation-rituals.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Creature Creation Rituals"] +--- +# Creature Creation Rituals +*Source: Core Rulebook p. 408* \ No newline at end of file diff --git a/rules/tables/creature-identification-skills.md b/rules/tables/creature-identification-skills.md new file mode 100644 index 000000000..063c6379e --- /dev/null +++ b/rules/tables/creature-identification-skills.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Creature Identification Skills"] +--- +# Creature Identification Skills +*Source: Core Rulebook p. 506* \ No newline at end of file diff --git a/rules/tables/creature-xp-and-role.md b/rules/tables/creature-xp-and-role.md new file mode 100644 index 000000000..53f546c0c --- /dev/null +++ b/rules/tables/creature-xp-and-role.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Creature XP and Role"] +--- +# Creature XP and Role +*Source: Core Rulebook p. 489* \ No newline at end of file diff --git a/rules/tables/damaging-armor.md b/rules/tables/damaging-armor.md new file mode 100644 index 000000000..a27cc2f16 --- /dev/null +++ b/rules/tables/damaging-armor.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Damaging Armor"] +--- +# Damaging Armor +*Source: Core Rulebook p. 276* \ No newline at end of file diff --git a/rules/tables/dc-adjustments.md b/rules/tables/dc-adjustments.md new file mode 100644 index 000000000..3ceb86744 --- /dev/null +++ b/rules/tables/dc-adjustments.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["DC Adjustments"] +--- +# DC Adjustments +*Source: Core Rulebook p. 504* \ No newline at end of file diff --git a/rules/tables/dcs-by-level.md b/rules/tables/dcs-by-level.md new file mode 100644 index 000000000..ed870258a --- /dev/null +++ b/rules/tables/dcs-by-level.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["DCs by Level"] +--- +# DCs by Level +*Source: Core Rulebook p. 503* \ No newline at end of file diff --git a/rules/tables/differently-sized-items.md b/rules/tables/differently-sized-items.md new file mode 100644 index 000000000..81c2c83ef --- /dev/null +++ b/rules/tables/differently-sized-items.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Differently Sized Items"] +--- +# Differently Sized Items +*Source: Core Rulebook p. 295* \ No newline at end of file diff --git a/rules/tables/domains.md b/rules/tables/domains.md new file mode 100644 index 000000000..9cf962e22 --- /dev/null +++ b/rules/tables/domains.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Domains"] +--- +# Domains +*Source: Core Rulebook p. 441* \ No newline at end of file diff --git a/rules/tables/dragon-instincts.md b/rules/tables/dragon-instincts.md new file mode 100644 index 000000000..dcb5b290f --- /dev/null +++ b/rules/tables/dragon-instincts.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Dragon Instincts"] +--- +# Dragon Instincts +*Source: Core Rulebook p. 86* \ No newline at end of file diff --git a/rules/tables/encounter-budget.md b/rules/tables/encounter-budget.md new file mode 100644 index 000000000..d47bc1388 --- /dev/null +++ b/rules/tables/encounter-budget.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Encounter Budget"] +--- +# Encounter Budget +*Source: Core Rulebook p. 489* \ No newline at end of file diff --git a/rules/tables/enviromental-damage.md b/rules/tables/enviromental-damage.md new file mode 100644 index 000000000..4869df431 --- /dev/null +++ b/rules/tables/enviromental-damage.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Enviromental Damage"] +--- +# Enviromental Damage +*Source: Core Rulebook p. 512* \ No newline at end of file diff --git a/rules/tables/enviromental-features.md b/rules/tables/enviromental-features.md new file mode 100644 index 000000000..c92c276d3 --- /dev/null +++ b/rules/tables/enviromental-features.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Enviromental Features"] +--- +# Enviromental Features +*Source: Core Rulebook p. 513* \ No newline at end of file diff --git a/rules/tables/formulas.md b/rules/tables/formulas.md new file mode 100644 index 000000000..6a661b760 --- /dev/null +++ b/rules/tables/formulas.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Formulas"] +--- +# Formulas +*Source: Core Rulebook p. 293* \ No newline at end of file diff --git a/rules/tables/fundamental-runes.md b/rules/tables/fundamental-runes.md new file mode 100644 index 000000000..59d689a7b --- /dev/null +++ b/rules/tables/fundamental-runes.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Fundamental Runes"] +--- +# Fundamental Runes +*Source: Core Rulebook p. 580* \ No newline at end of file diff --git a/rules/tables/general-feats.md b/rules/tables/general-feats.md new file mode 100644 index 000000000..108785196 --- /dev/null +++ b/rules/tables/general-feats.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["General Feats"] +--- +# General Feats +*Source: Core Rulebook p. 255* \ No newline at end of file diff --git a/rules/tables/general-skill-feats.md b/rules/tables/general-skill-feats.md new file mode 100644 index 000000000..0a00d3896 --- /dev/null +++ b/rules/tables/general-skill-feats.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["General Skill Feats"] +--- +# General Skill Feats +*Source: Core Rulebook p. 255* \ No newline at end of file diff --git a/rules/tables/hazard-xp.md b/rules/tables/hazard-xp.md new file mode 100644 index 000000000..0d430bcd4 --- /dev/null +++ b/rules/tables/hazard-xp.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Hazard XP"] +--- +# Hazard XP +*Source: Core Rulebook p. 521* \ No newline at end of file diff --git a/rules/tables/income-earned.md b/rules/tables/income-earned.md new file mode 100644 index 000000000..8dbc61255 --- /dev/null +++ b/rules/tables/income-earned.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Income Earned"] +--- +# Income Earned +*Source: Core Rulebook p. 236* \ No newline at end of file diff --git a/rules/tables/learning-a-spell.md b/rules/tables/learning-a-spell.md new file mode 100644 index 000000000..1511a5292 --- /dev/null +++ b/rules/tables/learning-a-spell.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Learning a Spell"] +--- +# Learning a Spell +*Source: Core Rulebook p. 238* \ No newline at end of file diff --git a/rules/tables/magical-gear.md b/rules/tables/magical-gear.md new file mode 100644 index 000000000..abdab0317 --- /dev/null +++ b/rules/tables/magical-gear.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Magical Gear"] +--- +# Magical Gear +*Source: Core Rulebook p. 293* \ No newline at end of file diff --git a/rules/tables/material-hardness-hit-points-and-broken-threshold.md b/rules/tables/material-hardness-hit-points-and-broken-threshold.md new file mode 100644 index 000000000..e623fbb6e --- /dev/null +++ b/rules/tables/material-hardness-hit-points-and-broken-threshold.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Material Hardness, Hit Points, and Broken Threshold"] +--- +# Material Hardness, Hit Points, and Broken Threshold +*Source: Core Rulebook p. 577* \ No newline at end of file diff --git a/rules/tables/melee-weapons.md b/rules/tables/melee-weapons.md new file mode 100644 index 000000000..2e36267cd --- /dev/null +++ b/rules/tables/melee-weapons.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Melee Weapons"] +--- +# Melee Weapons +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/rules/tables/monk-unarmed-attacks.md b/rules/tables/monk-unarmed-attacks.md new file mode 100644 index 000000000..d05b2c0be --- /dev/null +++ b/rules/tables/monk-unarmed-attacks.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Monk Unarmed Attacks"] +--- +# Monk Unarmed Attacks +*Source: Core Rulebook p. 159* \ No newline at end of file diff --git a/rules/tables/party-treasure-by-level.md b/rules/tables/party-treasure-by-level.md new file mode 100644 index 000000000..aac022e10 --- /dev/null +++ b/rules/tables/party-treasure-by-level.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Party Treasure by Level"] +--- +# Party Treasure by Level +*Source: Core Rulebook p. 509* \ No newline at end of file diff --git a/rules/tables/ranged-weapons.md b/rules/tables/ranged-weapons.md new file mode 100644 index 000000000..7f72eb91c --- /dev/null +++ b/rules/tables/ranged-weapons.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Ranged Weapons"] +--- +# Ranged Weapons +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/rules/tables/regional-languages.md b/rules/tables/regional-languages.md new file mode 100644 index 000000000..c1d6afe86 --- /dev/null +++ b/rules/tables/regional-languages.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Regional Languages"] +--- +# Regional Languages +*Source: Core Rulebook p. 432* \ No newline at end of file diff --git a/rules/tables/rituals-by-level.md b/rules/tables/rituals-by-level.md new file mode 100644 index 000000000..54d976a3b --- /dev/null +++ b/rules/tables/rituals-by-level.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Rituals by Level"] +--- +# Rituals by Level +*Source: Core Rulebook p. 409* \ No newline at end of file diff --git a/rules/tables/scroll-statistics.md b/rules/tables/scroll-statistics.md new file mode 100644 index 000000000..c2f1f7d96 --- /dev/null +++ b/rules/tables/scroll-statistics.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Scroll Statistics"] +--- +# Scroll Statistics +*Source: Core Rulebook p. 565* \ No newline at end of file diff --git a/rules/tables/secret-language.md b/rules/tables/secret-language.md new file mode 100644 index 000000000..12e7fb073 --- /dev/null +++ b/rules/tables/secret-language.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Secret Language"] +--- +# Secret Language +*Source: Core Rulebook p. 65* \ No newline at end of file diff --git a/rules/tables/shields.md b/rules/tables/shields.md new file mode 100644 index 000000000..9755839e5 --- /dev/null +++ b/rules/tables/shields.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Shields"] +--- +# Shields +*Source: Core Rulebook p. 277* \ No newline at end of file diff --git a/rules/tables/simple-dcs.md b/rules/tables/simple-dcs.md new file mode 100644 index 000000000..b782efeec --- /dev/null +++ b/rules/tables/simple-dcs.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Simple DCs"] +--- +# Simple DCs +*Source: Core Rulebook p. 503* \ No newline at end of file diff --git a/rules/tables/size-and-reach.md b/rules/tables/size-and-reach.md new file mode 100644 index 000000000..15969a598 --- /dev/null +++ b/rules/tables/size-and-reach.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Size and Reach"] +--- +# Size and Reach +*Source: Core Rulebook p. 474* \ No newline at end of file diff --git a/rules/tables/skills-key-abilities-and-actions.md b/rules/tables/skills-key-abilities-and-actions.md new file mode 100644 index 000000000..43e926dae --- /dev/null +++ b/rules/tables/skills-key-abilities-and-actions.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Skills, Key Abilities, and Actions"] +--- +# Skills, Key Abilities, and Actions +*Source: Core Rulebook p. 235* \ No newline at end of file diff --git a/rules/tables/spellcasting-services.md b/rules/tables/spellcasting-services.md new file mode 100644 index 000000000..57241bfd3 --- /dev/null +++ b/rules/tables/spellcasting-services.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Spellcasting Services"] +--- +# Spellcasting Services +*Source: Core Rulebook p. 294* \ No newline at end of file diff --git a/rules/tables/temperature-effects.md b/rules/tables/temperature-effects.md new file mode 100644 index 000000000..e1c9ebb64 --- /dev/null +++ b/rules/tables/temperature-effects.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Temperature Effects"] +--- +# Temperature Effects +*Source: Core Rulebook p. 518* \ No newline at end of file diff --git a/rules/tables/the-nine-alignments.md b/rules/tables/the-nine-alignments.md new file mode 100644 index 000000000..b8deb1f53 --- /dev/null +++ b/rules/tables/the-nine-alignments.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["The Nine Alignments"] +--- +# The Nine Alignments +*Source: Core Rulebook p. 29* \ No newline at end of file diff --git a/rules/tables/travel-speed.md b/rules/tables/travel-speed.md new file mode 100644 index 000000000..b5a6ea701 --- /dev/null +++ b/rules/tables/travel-speed.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Travel Speed"] +--- +# Travel Speed +*Source: Core Rulebook p. 479* \ No newline at end of file diff --git a/rules/tables/unarmed-attacks.md b/rules/tables/unarmed-attacks.md new file mode 100644 index 000000000..7d61a86b9 --- /dev/null +++ b/rules/tables/unarmed-attacks.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Unarmed Attacks"] +--- +# Unarmed Attacks +*Source: Core Rulebook p. 280* \ No newline at end of file diff --git a/rules/tables/unarmored-defense.md b/rules/tables/unarmored-defense.md new file mode 100644 index 000000000..08f372aa3 --- /dev/null +++ b/rules/tables/unarmored-defense.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Unarmored Defense"] +--- +# Unarmored Defense +*Source: Core Rulebook p. 275* \ No newline at end of file diff --git a/rules/tables/uncommon-adventuring-gear.md b/rules/tables/uncommon-adventuring-gear.md new file mode 100644 index 000000000..678d02f46 --- /dev/null +++ b/rules/tables/uncommon-adventuring-gear.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Uncommon Adventuring Gear"] +--- +# Uncommon Adventuring Gear +*Source: Core Rulebook p. 288* \ No newline at end of file diff --git a/rules/tables/uncommon-languages.md b/rules/tables/uncommon-languages.md new file mode 100644 index 000000000..f00241b29 --- /dev/null +++ b/rules/tables/uncommon-languages.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Uncommon Languages"] +--- +# Uncommon Languages +*Source: Core Rulebook p. 65* \ No newline at end of file diff --git a/rules/tables/watches-and-rest.md b/rules/tables/watches-and-rest.md new file mode 100644 index 000000000..fb521fd86 --- /dev/null +++ b/rules/tables/watches-and-rest.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Watches and Rest"] +--- +# Watches and Rest +*Source: Core Rulebook p. 500* \ No newline at end of file diff --git a/rules/tables/weapon-upgrade-price.md b/rules/tables/weapon-upgrade-price.md new file mode 100644 index 000000000..3861700ec --- /dev/null +++ b/rules/tables/weapon-upgrade-price.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["Weapon Upgrade Price"] +--- +# Weapon Upgrade Price +*Source: Core Rulebook p. 582* \ No newline at end of file diff --git a/rules/tables/xp-awards.md b/rules/tables/xp-awards.md new file mode 100644 index 000000000..2a2301b8e --- /dev/null +++ b/rules/tables/xp-awards.md @@ -0,0 +1,9 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-note +tags: +- compendium/src/pf2e/crb +aliases: ["XP Awards"] +--- +# XP Awards +*Source: Core Rulebook p. 508* \ No newline at end of file diff --git a/Rules/traits/aberration.md b/rules/traits/aberration.md similarity index 100% rename from Rules/traits/aberration.md rename to rules/traits/aberration.md diff --git a/rules/traits/abjuration.md b/rules/traits/abjuration.md new file mode 100644 index 000000000..b3788086c --- /dev/null +++ b/rules/traits/abjuration.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/abjuration +aliases: ["Abjuration"] +--- +# Abjuration +*Source: Core Rulebook p. 628* + +Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards. + + +- **Categories**: School (Abjuration) \ No newline at end of file diff --git a/Rules/traits/acid.md b/rules/traits/acid.md similarity index 100% rename from Rules/traits/acid.md rename to rules/traits/acid.md diff --git a/rules/traits/additive.md b/rules/traits/additive.md new file mode 100644 index 000000000..4b56f0506 --- /dev/null +++ b/rules/traits/additive.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/feat +aliases: ["Additive"] +--- +# Additive +*Source: Core Rulebook p. 75* + +Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an [infused](rules/traits/infused.md) [alchemical](rules/traits/alchemical.md) item, and some can be used only with the [Quick Alchemy](rules/actions/quick-alchemy.md) action. The additive trait is always followed by a level, such as [additive <2>](rules/traits/additive.md). An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level. + +- **Categories**: Feat \ No newline at end of file diff --git a/Rules/traits/agile.md b/rules/traits/agile.md similarity index 100% rename from Rules/traits/agile.md rename to rules/traits/agile.md diff --git a/rules/traits/air.md b/rules/traits/air.md new file mode 100644 index 000000000..7c7121942 --- /dev/null +++ b/rules/traits/air.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/energy-element +- trait/category/planar +aliases: ["Air"] +--- +# Air +*Source: Core Rulebook p. 628* + +Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. + + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/alchemical.md b/rules/traits/alchemical.md new file mode 100644 index 000000000..101432154 --- /dev/null +++ b/rules/traits/alchemical.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Alchemical"] +--- +# Alchemical +*Source: Core Rulebook p. 628* + +Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't [magical](rules/traits/magical.md) and don't radiate a magical aura. + +- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/alchemist.md b/rules/traits/alchemist.md similarity index 100% rename from Rules/traits/alchemist.md rename to rules/traits/alchemist.md diff --git a/rules/traits/angel.md b/rules/traits/angel.md new file mode 100644 index 000000000..8000c6a37 --- /dev/null +++ b/rules/traits/angel.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Angel"] +--- +# Angel +*Source: Core Rulebook p. 628* + +This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have [darkvision](rules/abilities/darkvision.md), and have a weakness to evil damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/animal.md b/rules/traits/animal.md similarity index 100% rename from Rules/traits/animal.md rename to rules/traits/animal.md diff --git a/Rules/traits/apex.md b/rules/traits/apex.md similarity index 100% rename from Rules/traits/apex.md rename to rules/traits/apex.md diff --git a/Rules/traits/arcane.md b/rules/traits/arcane.md similarity index 81% rename from Rules/traits/arcane.md rename to rules/traits/arcane.md index 5e8431551..58fc84640 100644 --- a/Rules/traits/arcane.md +++ b/rules/traits/arcane.md @@ -9,7 +9,7 @@ aliases: ["Arcane"] # Arcane *Source: Core Rulebook p. 628* -This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [magical](magical.md). +This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is [magical](rules/traits/magical.md). A creature with this trait is primarily constituted of or has a strong connection to arcane magic. diff --git a/Rules/traits/archetype.md b/rules/traits/archetype.md similarity index 100% rename from Rules/traits/archetype.md rename to rules/traits/archetype.md diff --git a/rules/traits/archon.md b/rules/traits/archon.md new file mode 100644 index 000000000..1dacd7721 --- /dev/null +++ b/rules/traits/archon.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Archon"] +--- +# Archon +*Source: Core Rulebook p. 628* + +Members of this family of celestials are the protectors of Heaven and are lawful good. They have [darkvision](rules/abilities/darkvision.md) and a weakness to evil damage. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/attached.md b/rules/traits/attached.md new file mode 100644 index 000000000..257c2a6b4 --- /dev/null +++ b/rules/traits/attached.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Attached"] +--- +# Attached +*Source: Core Rulebook p. 282* + +An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, [shield spikes](compendium/equipment/items/shield-spikes.md) are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 [Crafting](compendium/skills.md#Crafting) check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged. + +- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/attack.md b/rules/traits/attack.md similarity index 100% rename from Rules/traits/attack.md rename to rules/traits/attack.md diff --git a/Rules/traits/auditory.md b/rules/traits/auditory.md similarity index 75% rename from Rules/traits/auditory.md rename to rules/traits/auditory.md index d7d393039..1e473855e 100644 --- a/Rules/traits/auditory.md +++ b/rules/traits/auditory.md @@ -9,6 +9,6 @@ aliases: ["Auditory"] # Auditory *Source: Core Rulebook p. 629* -Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a [sonic](sonic.md) effect, which still affects targets who can't hear it (such as [deaf](../conditions.md#Deafened) targets) as long as the effect itself makes sound. +Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a [sonic](rules/traits/sonic.md) effect, which still affects targets who can't hear it (such as [deaf](rules/conditions.md#Deafened) targets) as long as the effect itself makes sound. - **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/aura.md b/rules/traits/aura.md similarity index 100% rename from Rules/traits/aura.md rename to rules/traits/aura.md diff --git a/rules/traits/azata.md b/rules/traits/azata.md new file mode 100644 index 000000000..7f64e7cfc --- /dev/null +++ b/rules/traits/azata.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Azata"] +--- +# Azata +*Source: Core Rulebook p. 629* + +This family of celestials is native to Elysium. They are typically chaotic good and have [darkvision](rules/abilities/darkvision.md) and a weakness to evil and cold iron. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/backstabber.md b/rules/traits/backstabber.md new file mode 100644 index 000000000..1c0816f68 --- /dev/null +++ b/rules/traits/backstabber.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Backstabber"] +--- +# Backstabber +*Source: Core Rulebook p. 282* + +When you hit a [flat-footed](rules/conditions.md#Flat-footed) creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon. + +- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/backswing.md b/rules/traits/backswing.md similarity index 100% rename from Rules/traits/backswing.md rename to rules/traits/backswing.md diff --git a/Rules/traits/barbarian.md b/rules/traits/barbarian.md similarity index 100% rename from Rules/traits/barbarian.md rename to rules/traits/barbarian.md diff --git a/Rules/traits/bard.md b/rules/traits/bard.md similarity index 100% rename from Rules/traits/bard.md rename to rules/traits/bard.md diff --git a/Rules/traits/beast.md b/rules/traits/beast.md similarity index 100% rename from Rules/traits/beast.md rename to rules/traits/beast.md diff --git a/rules/traits/bomb.md b/rules/traits/bomb.md new file mode 100644 index 000000000..5b42734c2 --- /dev/null +++ b/rules/traits/bomb.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +- trait/category/weapon +aliases: ["Bomb"] +--- +# Bomb +*Source: Core Rulebook p. 629* + +An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. + +Bombs are martial [thrown](rules/traits/thrown.md) weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, [Strikes](rules/actions/strike.md) to throw alchemical bombs gain the [manipulate](rules/traits/manipulate.md) trait. The bomb is activated when thrown as a [Strike](rules/actions/strike.md)—you don't have to activate it separately. + +- **Categories**: Item, Weapon \ No newline at end of file diff --git a/rules/traits/bulwark.md b/rules/traits/bulwark.md new file mode 100644 index 000000000..355eebb67 --- /dev/null +++ b/rules/traits/bulwark.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/armor +aliases: ["Bulwark"] +--- +# Bulwark +*Source: Core Rulebook p. 274* + +The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a [fireball](compendium/spells/fireball.md), you add a +3 modifier instead of your Dexterity modifier. + +- **Categories**: Armor \ No newline at end of file diff --git a/Rules/traits/cantrip.md b/rules/traits/cantrip.md similarity index 100% rename from Rules/traits/cantrip.md rename to rules/traits/cantrip.md diff --git a/Rules/traits/celestial.md b/rules/traits/celestial.md similarity index 100% rename from Rules/traits/celestial.md rename to rules/traits/celestial.md diff --git a/Rules/traits/champion.md b/rules/traits/champion.md similarity index 100% rename from Rules/traits/champion.md rename to rules/traits/champion.md diff --git a/Rules/traits/chaotic.md b/rules/traits/chaotic.md similarity index 100% rename from Rules/traits/chaotic.md rename to rules/traits/chaotic.md diff --git a/Rules/traits/cleric.md b/rules/traits/cleric.md similarity index 100% rename from Rules/traits/cleric.md rename to rules/traits/cleric.md diff --git a/Rules/traits/cold.md b/rules/traits/cold.md similarity index 100% rename from Rules/traits/cold.md rename to rules/traits/cold.md diff --git a/Rules/traits/comfort.md b/rules/traits/comfort.md similarity index 100% rename from Rules/traits/comfort.md rename to rules/traits/comfort.md diff --git a/rules/traits/common.md b/rules/traits/common.md new file mode 100644 index 000000000..7aeeb9c36 --- /dev/null +++ b/rules/traits/common.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/rarity +aliases: ["Common"] +--- +# Common +*Source: Core Rulebook p. 629* + +Anything that doesn't list another rarity trait ([uncommon](rules/traits/uncommon.md), [rare](rules/traits/rare.md), or [unique](rules/traits/unique.md)) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. + + +- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/companion.md b/rules/traits/companion.md similarity index 100% rename from Rules/traits/companion.md rename to rules/traits/companion.md diff --git a/Rules/traits/complex.md b/rules/traits/complex.md similarity index 100% rename from Rules/traits/complex.md rename to rules/traits/complex.md diff --git a/rules/traits/composition.md b/rules/traits/composition.md new file mode 100644 index 000000000..ec93e6316 --- /dev/null +++ b/rules/traits/composition.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/spell +aliases: ["Composition"] +--- +# Composition +*Source: Core Rulebook p. 629* + +To cast a composition cantrip or focus spell, you usually use a type of [Performance](compendium/skills.md#Performance). If the spell includes a verbal component, you must use an [auditory](rules/traits/auditory.md) performance, and if it includes a somatic component, you must use a [visual](rules/traits/visual.md) one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately. + +- **Categories**: Spell \ No newline at end of file diff --git a/Rules/traits/concentrate.md b/rules/traits/concentrate.md similarity index 100% rename from Rules/traits/concentrate.md rename to rules/traits/concentrate.md diff --git a/rules/traits/conjuration.md b/rules/traits/conjuration.md new file mode 100644 index 000000000..faa68793f --- /dev/null +++ b/rules/traits/conjuration.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/conjuration +aliases: ["Conjuration"] +--- +# Conjuration +*Source: Core Rulebook p. 630* + +Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, [teleportation](rules/traits/teleportation.md), or moving things from place to place. + + +- **Categories**: School (Conjuration) \ No newline at end of file diff --git a/Rules/traits/consecration.md b/rules/traits/consecration.md similarity index 100% rename from Rules/traits/consecration.md rename to rules/traits/consecration.md diff --git a/rules/traits/construct.md b/rules/traits/construct.md new file mode 100644 index 000000000..a9ce49f1d --- /dev/null +++ b/rules/traits/construct.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature-type +aliases: ["Construct"] +--- +# Construct +*Source: Core Rulebook p. 630* + +A construct is an artificial creature empowered by a force other than necromancy. Constructs are often [mindless](rules/traits/mindless.md); they are immune to disease, the [paralyzed](rules/conditions.md#Paralyzed) condition, and poison; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed. + +- **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/consumable.md b/rules/traits/consumable.md similarity index 100% rename from Rules/traits/consumable.md rename to rules/traits/consumable.md diff --git a/Rules/traits/contact.md b/rules/traits/contact.md similarity index 100% rename from Rules/traits/contact.md rename to rules/traits/contact.md diff --git a/rules/traits/curse.md b/rules/traits/curse.md new file mode 100644 index 000000000..cc55e61bb --- /dev/null +++ b/rules/traits/curse.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Curse"] +--- +# Curse +*Source: Core Rulebook p. 630* + +A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses. + + +- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/darkness.md b/rules/traits/darkness.md similarity index 100% rename from Rules/traits/darkness.md rename to rules/traits/darkness.md diff --git a/Rules/traits/deadly.md b/rules/traits/deadly.md similarity index 100% rename from Rules/traits/deadly.md rename to rules/traits/deadly.md diff --git a/Rules/traits/death.md b/rules/traits/death.md similarity index 100% rename from Rules/traits/death.md rename to rules/traits/death.md diff --git a/Rules/traits/dedication.md b/rules/traits/dedication.md similarity index 100% rename from Rules/traits/dedication.md rename to rules/traits/dedication.md diff --git a/Rules/traits/demon.md b/rules/traits/demon.md similarity index 90% rename from Rules/traits/demon.md rename to rules/traits/demon.md index 3b3e0b25e..0047d20f3 100644 --- a/Rules/traits/demon.md +++ b/rules/traits/demon.md @@ -9,6 +9,6 @@ aliases: ["Demon"] # Demon *Source: Core Rulebook p. 630* -A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have [darkvision](../abilities/darkvision.md). +A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have [darkvision](rules/abilities/darkvision.md). - **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/detection.md b/rules/traits/detection.md similarity index 100% rename from Rules/traits/detection.md rename to rules/traits/detection.md diff --git a/rules/traits/devil.md b/rules/traits/devil.md new file mode 100644 index 000000000..77cbb28c9 --- /dev/null +++ b/rules/traits/devil.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Devil"] +--- +# Devil +*Source: Core Rulebook p. 630* + +A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater [darkvision](rules/abilities/darkvision.md), immunity to fire, and telepathy. + +- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/dinosaur.md b/rules/traits/dinosaur.md similarity index 100% rename from Rules/traits/dinosaur.md rename to rules/traits/dinosaur.md diff --git a/rules/traits/disarm.md b/rules/traits/disarm.md new file mode 100644 index 000000000..9140a7c62 --- /dev/null +++ b/rules/traits/disarm.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Disarm"] +--- +# Disarm +*Source: Core Rulebook p. 282* + +You can use this weapon to [Disarm](rules/actions/disarm.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item. + +- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/disease.md b/rules/traits/disease.md similarity index 100% rename from Rules/traits/disease.md rename to rules/traits/disease.md diff --git a/rules/traits/divination.md b/rules/traits/divination.md new file mode 100644 index 000000000..968af7b25 --- /dev/null +++ b/rules/traits/divination.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/divination +aliases: ["Divination"] +--- +# Divination +*Source: Core Rulebook p. 631* + +The divination school of magic typically involves obtaining or transferring information, or predicting events. + + +- **Categories**: School (Divination) \ No newline at end of file diff --git a/Rules/traits/divine.md b/rules/traits/divine.md similarity index 92% rename from Rules/traits/divine.md rename to rules/traits/divine.md index 7bf39a3a1..bdf8f5cad 100644 --- a/Rules/traits/divine.md +++ b/rules/traits/divine.md @@ -9,6 +9,6 @@ aliases: ["Divine"] # Divine *Source: Core Rulebook p. 631* -This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is [magical](magical.md). +This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is [magical](rules/traits/magical.md). - **Categories**: Tradition \ No newline at end of file diff --git a/Rules/traits/downtime.md b/rules/traits/downtime.md similarity index 100% rename from Rules/traits/downtime.md rename to rules/traits/downtime.md diff --git a/Rules/traits/dragon.md b/rules/traits/dragon.md similarity index 81% rename from Rules/traits/dragon.md rename to rules/traits/dragon.md index 5fa88d197..80fa767b2 100644 --- a/Rules/traits/dragon.md +++ b/rules/traits/dragon.md @@ -9,6 +9,6 @@ aliases: ["Dragon"] # Dragon *Source: Core Rulebook p. 631* -Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to [sleep](sleep.md) and [paralysis](../conditions.md#Paralyzed). +Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to [sleep](rules/traits/sleep.md) and [paralysis](rules/conditions.md#Paralyzed). - **Categories**: Creature Type \ No newline at end of file diff --git a/Rules/traits/drow.md b/rules/traits/drow.md similarity index 81% rename from Rules/traits/drow.md rename to rules/traits/drow.md index b79701f6f..5f9c89f52 100644 --- a/Rules/traits/drow.md +++ b/rules/traits/drow.md @@ -9,6 +9,6 @@ aliases: ["Drow"] # Drow *Source: Core Rulebook p. 631* -Subterranean kin of the elves, drow typically have [darkvision](../abilities/darkvision.md) and inborn magical abilities. +Subterranean kin of the elves, drow typically have [darkvision](rules/abilities/darkvision.md) and inborn magical abilities. - **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/druid.md b/rules/traits/druid.md similarity index 100% rename from Rules/traits/druid.md rename to rules/traits/druid.md diff --git a/rules/traits/duergar.md b/rules/traits/duergar.md new file mode 100644 index 000000000..a722d1eb8 --- /dev/null +++ b/rules/traits/duergar.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Duergar"] +--- +# Duergar +*Source: Core Rulebook p. 631* + +Subterranean kin of the dwarves, duergar typically have [darkvision](rules/abilities/darkvision.md) and immunity to poison. They are not easily fooled by illusions. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/dwarf.md b/rules/traits/dwarf.md new file mode 100644 index 000000000..d3e0e8577 --- /dev/null +++ b/rules/traits/dwarf.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Dwarf"] +--- +# Dwarf +*Source: Core Rulebook p. 631* + +A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/earth.md b/rules/traits/earth.md new file mode 100644 index 000000000..1f3f364fb --- /dev/null +++ b/rules/traits/earth.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/energy-element +- trait/category/planar +aliases: ["Earth"] +--- +# Earth +*Source: Core Rulebook p. 631* + +Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. + + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/Rules/traits/electricity.md b/rules/traits/electricity.md similarity index 100% rename from Rules/traits/electricity.md rename to rules/traits/electricity.md diff --git a/Rules/traits/elemental.md b/rules/traits/elemental.md similarity index 100% rename from Rules/traits/elemental.md rename to rules/traits/elemental.md diff --git a/rules/traits/elf.md b/rules/traits/elf.md new file mode 100644 index 000000000..6f743eb2c --- /dev/null +++ b/rules/traits/elf.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Elf"] +--- +# Elf +*Source: Core Rulebook p. 631* + +A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have [low-light vision](rules/abilities/low-light-vision.md). An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/elixir.md b/rules/traits/elixir.md similarity index 100% rename from Rules/traits/elixir.md rename to rules/traits/elixir.md diff --git a/rules/traits/emotion.md b/rules/traits/emotion.md new file mode 100644 index 000000000..7724682f0 --- /dev/null +++ b/rules/traits/emotion.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Emotion"] +--- +# Emotion +*Source: Core Rulebook p. 631* + +This effect alters a creature's emotions. Effects with this trait always have the [mental](rules/traits/mental.md) trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to [emotion](rules/traits/emotion.md) effects. + +- **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/enchantment.md b/rules/traits/enchantment.md new file mode 100644 index 000000000..7c703c2e6 --- /dev/null +++ b/rules/traits/enchantment.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/enchantment +aliases: ["Enchantment"] +--- +# Enchantment +*Source: Core Rulebook p. 631* + +Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects. + + +- **Categories**: School (Enchantment) \ No newline at end of file diff --git a/Rules/traits/environmental.md b/rules/traits/environmental.md similarity index 100% rename from Rules/traits/environmental.md rename to rules/traits/environmental.md diff --git a/Rules/traits/ethereal.md b/rules/traits/ethereal.md similarity index 100% rename from Rules/traits/ethereal.md rename to rules/traits/ethereal.md diff --git a/rules/traits/evil.md b/rules/traits/evil.md new file mode 100644 index 000000000..b3a9ee18f --- /dev/null +++ b/rules/traits/evil.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/alignment +- trait/category/planar +aliases: ["Evil"] +--- +# Evil +*Source: Core Rulebook p. 631* + +Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. + + +- **Categories**: Alignment, Planar \ No newline at end of file diff --git a/rules/traits/evocation.md b/rules/traits/evocation.md new file mode 100644 index 000000000..704f917c4 --- /dev/null +++ b/rules/traits/evocation.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/evocation +aliases: ["Evocation"] +--- +# Evocation +*Source: Core Rulebook p. 634* + +Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces. + + +- **Categories**: School (Evocation) \ No newline at end of file diff --git a/Rules/traits/exploration.md b/rules/traits/exploration.md similarity index 100% rename from Rules/traits/exploration.md rename to rules/traits/exploration.md diff --git a/Rules/traits/extradimensional.md b/rules/traits/extradimensional.md similarity index 100% rename from Rules/traits/extradimensional.md rename to rules/traits/extradimensional.md diff --git a/Rules/traits/fatal.md b/rules/traits/fatal.md similarity index 100% rename from Rules/traits/fatal.md rename to rules/traits/fatal.md diff --git a/rules/traits/fear.md b/rules/traits/fear.md new file mode 100644 index 000000000..1dc782355 --- /dev/null +++ b/rules/traits/fear.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Fear"] +--- +# Fear +*Source: Core Rulebook p. 631* + +Fear effects evoke the emotion of fear. Effects with this trait always have the [mental](rules/traits/mental.md) and [emotion](rules/traits/emotion.md) traits as well. + +- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/fey.md b/rules/traits/fey.md similarity index 100% rename from Rules/traits/fey.md rename to rules/traits/fey.md diff --git a/Rules/traits/fiend.md b/rules/traits/fiend.md similarity index 100% rename from Rules/traits/fiend.md rename to rules/traits/fiend.md diff --git a/Rules/traits/fighter.md b/rules/traits/fighter.md similarity index 100% rename from Rules/traits/fighter.md rename to rules/traits/fighter.md diff --git a/Rules/traits/finesse.md b/rules/traits/finesse.md similarity index 100% rename from Rules/traits/finesse.md rename to rules/traits/finesse.md diff --git a/rules/traits/fire.md b/rules/traits/fire.md new file mode 100644 index 000000000..8e5004c66 --- /dev/null +++ b/rules/traits/fire.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/energy-element +- trait/category/planar +aliases: ["Fire"] +--- +# Fire +*Source: Core Rulebook p. 632* + +Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. + + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/rules/traits/flexible.md b/rules/traits/flexible.md new file mode 100644 index 000000000..b38c5fe03 --- /dev/null +++ b/rules/traits/flexible.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/armor +aliases: ["Flexible"] +--- +# Flexible +*Source: Core Rulebook p. 275* + +The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to [Acrobatics](compendium/skills.md#Acrobatics) or [Athletics](compendium/skills.md#Athletics) checks. + +- **Categories**: Armor \ No newline at end of file diff --git a/Rules/traits/flourish.md b/rules/traits/flourish.md similarity index 100% rename from Rules/traits/flourish.md rename to rules/traits/flourish.md diff --git a/Rules/traits/focused.md b/rules/traits/focused.md similarity index 100% rename from Rules/traits/focused.md rename to rules/traits/focused.md diff --git a/Rules/traits/force.md b/rules/traits/force.md similarity index 100% rename from Rules/traits/force.md rename to rules/traits/force.md diff --git a/Rules/traits/forceful.md b/rules/traits/forceful.md similarity index 100% rename from Rules/traits/forceful.md rename to rules/traits/forceful.md diff --git a/rules/traits/fortune.md b/rules/traits/fortune.md new file mode 100644 index 000000000..be11d2c9d --- /dev/null +++ b/rules/traits/fortune.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Fortune"] +--- +# Fortune +*Source: Core Rulebook p. 632* + +A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a [misfortune](rules/traits/misfortune.md) effect would apply to the same roll, the two cancel each other out, and you roll normally. + +- **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/free-hand.md b/rules/traits/free-hand.md new file mode 100644 index 000000000..06a7f740f --- /dev/null +++ b/rules/traits/free-hand.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Free-Hand"] +--- +# Free-Hand +*Source: Core Rulebook p. 282* + +This weapon doesn't take up your hand, usually because it is built into your armor. A free-hand weapon can't be [Disarmed](rules/actions/disarm.md). You can use the hand covered by your free hand weapon to wield other items, perform [manipulate](rules/traits/manipulate.md) actions, and so on. You can't attack with a free hand weapon if you're wielding anything in that hand or otherwise using that hand. When you're not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it. + + +- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/general.md b/rules/traits/general.md similarity index 100% rename from Rules/traits/general.md rename to rules/traits/general.md diff --git a/Rules/traits/giant.md b/rules/traits/giant.md similarity index 100% rename from Rules/traits/giant.md rename to rules/traits/giant.md diff --git a/rules/traits/gnome.md b/rules/traits/gnome.md new file mode 100644 index 000000000..9bce9881c --- /dev/null +++ b/rules/traits/gnome.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Gnome"] +--- +# Gnome +*Source: Core Rulebook p. 632* + +A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have [low-light vision](rules/abilities/low-light-vision.md). An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/rules/traits/goblin.md b/rules/traits/goblin.md new file mode 100644 index 000000000..f7a870f0d --- /dev/null +++ b/rules/traits/goblin.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Goblin"] +--- +# Goblin +*Source: Core Rulebook p. 632* + +A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins. + + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/good.md b/rules/traits/good.md similarity index 85% rename from Rules/traits/good.md rename to rules/traits/good.md index 9efcda19f..ef69b9baa 100644 --- a/Rules/traits/good.md +++ b/rules/traits/good.md @@ -12,6 +12,5 @@ aliases: ["Good"] Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. -An ability with this trait can be selected or used only by good creatures. - **Categories**: Alignment, Planar \ No newline at end of file diff --git a/rules/traits/grapple.md b/rules/traits/grapple.md new file mode 100644 index 000000000..7b9ba701f --- /dev/null +++ b/rules/traits/grapple.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Grapple"] +--- +# Grapple +*Source: Core Rulebook p. 283* + +You can use this weapon to [Grapple](rules/actions/grapple.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. + +- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/hag.md b/rules/traits/hag.md similarity index 100% rename from Rules/traits/hag.md rename to rules/traits/hag.md diff --git a/Rules/traits/half-elf.md b/rules/traits/half-elf.md similarity index 78% rename from Rules/traits/half-elf.md rename to rules/traits/half-elf.md index 3c7f31393..5ff31842e 100644 --- a/Rules/traits/half-elf.md +++ b/rules/traits/half-elf.md @@ -12,6 +12,5 @@ aliases: ["Half-Elf"] A creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves. -A prominent heritage in the Inner Sea region, half-elves share characteristics with both elves and humans. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/half-orc.md b/rules/traits/half-orc.md similarity index 78% rename from Rules/traits/half-orc.md rename to rules/traits/half-orc.md index cc49fc4b7..ef914150f 100644 --- a/Rules/traits/half-orc.md +++ b/rules/traits/half-orc.md @@ -12,6 +12,5 @@ aliases: ["Half-Orc"] A creature with this trait is part human and part orc. An ability with this trait can be used or selected only by half-orcs. -A prominent heritage in the Inner Sea region, half-orcs share characteristics with both humans and orcs. - **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/halfling.md b/rules/traits/halfling.md similarity index 100% rename from Rules/traits/halfling.md rename to rules/traits/halfling.md diff --git a/Rules/traits/haunt.md b/rules/traits/haunt.md similarity index 100% rename from Rules/traits/haunt.md rename to rules/traits/haunt.md diff --git a/rules/traits/healing.md b/rules/traits/healing.md new file mode 100644 index 000000000..b7a2e2612 --- /dev/null +++ b/rules/traits/healing.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Healing"] +--- +# Healing +*Source: Core Rulebook p. 632* + +A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing [disease](rules/traits/disease.md) or other debilitating effects. + +- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/human.md b/rules/traits/human.md similarity index 100% rename from Rules/traits/human.md rename to rules/traits/human.md diff --git a/Rules/traits/humanoid.md b/rules/traits/humanoid.md similarity index 100% rename from Rules/traits/humanoid.md rename to rules/traits/humanoid.md diff --git a/rules/traits/illusion.md b/rules/traits/illusion.md new file mode 100644 index 000000000..c0a073092 --- /dev/null +++ b/rules/traits/illusion.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/illusion +aliases: ["Illusion"] +--- +# Illusion +*Source: Core Rulebook p. 633* + +Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli. + + +- **Categories**: School (Illusion) \ No newline at end of file diff --git a/Rules/traits/incapacitation.md b/rules/traits/incapacitation.md similarity index 100% rename from Rules/traits/incapacitation.md rename to rules/traits/incapacitation.md diff --git a/Rules/traits/index.md b/rules/traits/index.md similarity index 94% rename from Rules/traits/index.md rename to rules/traits/index.md index 5c4f91f80..22a3c29a0 100644 --- a/Rules/traits/index.md +++ b/rules/traits/index.md @@ -92,10 +92,17 @@ cssclass: pf2e,pf2e-index ## #Armor +- #Adjusted +- #Aquadynamic - #Bulwark - #Comfort +- #Entrench - #Flexible +- #Hindering +- #Inscribed +- #Laminar - #Noisy +- #Ponderous ## #Class @@ -131,6 +138,7 @@ cssclass: pf2e,pf2e-index - #Attack - #Aura +- #Certain Kill - #Concentrate - #Finisher - #Flourish @@ -158,6 +166,7 @@ cssclass: pf2e,pf2e-index - #Caligni - #Catfolk - #Changeling +- #Charau-ka - #Conrasu - #Couatl - #Daemon @@ -335,6 +344,7 @@ cssclass: pf2e,pf2e-index - #Multiclass - #Oath - #Skill +- #Social - #Vigilante ## #General @@ -373,33 +383,48 @@ cssclass: pf2e,pf2e-index - #Alchemical - #Apex - #Artifact +- #Barding - #Bomb - #Catalyst +- #Coda - #Companion - #Consumable - #Contact - #Contract - #Cursed +- #Deflecting - #Drug - #Elixir +- #Expandable - #Extradimensional - #Focused +- #Foldaway - #Fulu - #Grimoire +- #Harnessed +- #Hefty - #Infused - #Ingested - #Inhaled - #Injury +- #Integrated - #Intelligent - #Invested +- #Launching +- #Lozenge - #Magical +- #Missive - #Mutagen - #Oil - #Poison - #Potion - #Precious +- #Processed +- #Relic - #Scroll +- #Shield Throw - #Snare +- #Spellgun - #Staff - #Talisman - #Tattoo @@ -507,6 +532,7 @@ cssclass: pf2e,pf2e-index - #Backstabber - #Backswing - #Bomb +- #Brace - #Brutal - #Capacity - #Climbing @@ -536,7 +562,9 @@ cssclass: pf2e,pf2e-index - #Propulsive - #Range Increment - #Ranged Trip +- #Razing - #Reach +- #Recovery - #Reload - #Repeating - #Resonant @@ -546,9 +574,11 @@ cssclass: pf2e,pf2e-index - #Sweep - #Tethered - #Thrown +- #Training - #Trip - #Twin - #Two-Hand - #Unarmed +- #Vehicular - #Versatile - #Volley \ No newline at end of file diff --git a/Rules/traits/infused.md b/rules/traits/infused.md similarity index 100% rename from Rules/traits/infused.md rename to rules/traits/infused.md diff --git a/Rules/traits/ingested.md b/rules/traits/ingested.md similarity index 100% rename from Rules/traits/ingested.md rename to rules/traits/ingested.md diff --git a/Rules/traits/inhaled.md b/rules/traits/inhaled.md similarity index 100% rename from Rules/traits/inhaled.md rename to rules/traits/inhaled.md diff --git a/Rules/traits/injury.md b/rules/traits/injury.md similarity index 100% rename from Rules/traits/injury.md rename to rules/traits/injury.md diff --git a/Rules/traits/instinct.md b/rules/traits/instinct.md similarity index 100% rename from Rules/traits/instinct.md rename to rules/traits/instinct.md diff --git a/Rules/traits/invested.md b/rules/traits/invested.md similarity index 100% rename from Rules/traits/invested.md rename to rules/traits/invested.md diff --git a/Rules/traits/jousting.md b/rules/traits/jousting.md similarity index 100% rename from Rules/traits/jousting.md rename to rules/traits/jousting.md diff --git a/Rules/traits/lawful.md b/rules/traits/lawful.md similarity index 85% rename from Rules/traits/lawful.md rename to rules/traits/lawful.md index ea7eccaf1..9f6ba1c28 100644 --- a/Rules/traits/lawful.md +++ b/rules/traits/lawful.md @@ -12,6 +12,5 @@ aliases: ["Lawful"] Lawful effects often manipulate energy from law-aligned Outer Planes and are antithetical to chaotic divine servants or divine servants of chaotic deities. A creature with this trait is lawful in alignment. -An ability with this trait can be selected or used by lawful creatures only. - **Categories**: Alignment, Planar \ No newline at end of file diff --git a/rules/traits/light.md b/rules/traits/light.md new file mode 100644 index 000000000..177ee1601 --- /dev/null +++ b/rules/traits/light.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Light"] +--- +# Light +*Source: Core Rulebook p. 633* + +Light effects overcome non-magical darkness in the area, and can counteract magical [darkness](rules/traits/darkness.md). You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness. + +- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/linguistic.md b/rules/traits/linguistic.md similarity index 100% rename from Rules/traits/linguistic.md rename to rules/traits/linguistic.md diff --git a/Rules/traits/litany.md b/rules/traits/litany.md similarity index 100% rename from Rules/traits/litany.md rename to rules/traits/litany.md diff --git a/rules/traits/magical.md b/rules/traits/magical.md new file mode 100644 index 000000000..b3ea717f4 --- /dev/null +++ b/rules/traits/magical.md @@ -0,0 +1,17 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/item +aliases: ["Magical"] +--- +# Magical +*Source: Core Rulebook p. 633* + +Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. + +Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the [arcane](rules/traits/arcane.md), [divine](rules/traits/divine.md), [occult](rules/traits/occult.md), or [primal](rules/traits/primal.md) trait instead of the magical trait. Any of these traits indicate that the item is magical. + + +- **Categories**: Item \ No newline at end of file diff --git a/Rules/traits/manipulate.md b/rules/traits/manipulate.md similarity index 100% rename from Rules/traits/manipulate.md rename to rules/traits/manipulate.md diff --git a/Rules/traits/mechanical.md b/rules/traits/mechanical.md similarity index 100% rename from Rules/traits/mechanical.md rename to rules/traits/mechanical.md diff --git a/Rules/traits/mental.md b/rules/traits/mental.md similarity index 100% rename from Rules/traits/mental.md rename to rules/traits/mental.md diff --git a/rules/traits/metamagic.md b/rules/traits/metamagic.md new file mode 100644 index 000000000..2f543cac4 --- /dev/null +++ b/rules/traits/metamagic.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/general +aliases: ["Metamagic"] +--- +# Metamagic +*Source: Core Rulebook p. 634* + +Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before [Casting the Spell](rules/actions/cast-a-spell.md) you want to alter. If you use any action (including free actions and reactions) other than [Cast a Spell](rules/actions/cast-a-spell.md) directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself. + +- **Categories**: General \ No newline at end of file diff --git a/Rules/traits/mindless.md b/rules/traits/mindless.md similarity index 100% rename from Rules/traits/mindless.md rename to rules/traits/mindless.md diff --git a/rules/traits/minion.md b/rules/traits/minion.md new file mode 100644 index 000000000..6c56a5c18 --- /dev/null +++ b/rules/traits/minion.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Minion"] +--- +# Minion +*Source: Core Rulebook p. 634* + +Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you [Command an Animal](rules/actions/command-an-animal.md); for a minion that's a spell or magic item effect, like a summoned minion, you [Sustain a Spell](rules/actions/sustain-a-spell.md) or [Sustain an Activation](rules/actions/sustain-an-activation.md); if not otherwise specified, you issue a verbal command as a single action with the [auditory](rules/traits/auditory.md) and [concentrate](rules/traits/concentrate.md) traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, [mindless](rules/traits/mindless.md) minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures. + +- **Categories**: Creature \ No newline at end of file diff --git a/rules/traits/misfortune.md b/rules/traits/misfortune.md new file mode 100644 index 000000000..cd4827c05 --- /dev/null +++ b/rules/traits/misfortune.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Misfortune"] +--- +# Misfortune +*Source: Core Rulebook p. 634* + +A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a [fortune](rules/traits/fortune.md) effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. + +- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/monitor.md b/rules/traits/monitor.md similarity index 100% rename from Rules/traits/monitor.md rename to rules/traits/monitor.md diff --git a/rules/traits/monk.md b/rules/traits/monk.md new file mode 100644 index 000000000..4ad893f0f --- /dev/null +++ b/rules/traits/monk.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/class +aliases: ["Monk"] +--- +# Monk +*Source: Core Rulebook p. 634* + +This indicates abilities from the monk class. + + +- **Categories**: Class \ No newline at end of file diff --git a/rules/traits/morph.md b/rules/traits/morph.md new file mode 100644 index 000000000..ee295cd4e --- /dev/null +++ b/rules/traits/morph.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Morph"] +--- +# Morph +*Source: Core Rulebook p. 634* + +Effects that slightly alter a creature's form have the morph trait. Any [Strikes](rules/actions/strike.md) specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two [polymorph](rules/traits/polymorph.md) effects, described in that trait). + +Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't. + +- **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/move.md b/rules/traits/move.md similarity index 100% rename from Rules/traits/move.md rename to rules/traits/move.md diff --git a/Rules/traits/multiclass.md b/rules/traits/multiclass.md similarity index 100% rename from Rules/traits/multiclass.md rename to rules/traits/multiclass.md diff --git a/Rules/traits/mutagen.md b/rules/traits/mutagen.md similarity index 100% rename from Rules/traits/mutagen.md rename to rules/traits/mutagen.md diff --git a/rules/traits/necromancy.md b/rules/traits/necromancy.md new file mode 100644 index 000000000..885e3b537 --- /dev/null +++ b/rules/traits/necromancy.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/necromancy +aliases: ["Necromancy"] +--- +# Necromancy +*Source: Core Rulebook p. 634* + +Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death. + + +- **Categories**: School (Necromancy) \ No newline at end of file diff --git a/rules/traits/negative.md b/rules/traits/negative.md new file mode 100644 index 000000000..be8a4a696 --- /dev/null +++ b/rules/traits/negative.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/energy-element +aliases: ["Negative"] +--- +# Negative +*Source: Core Rulebook p. 630* + +Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy. Creatures with this trait are natives of the Negative Energy Plane. They can survive the basic environmental effects of the Negative Energy Plane. + + +- **Categories**: Energy & Element \ No newline at end of file diff --git a/rules/traits/noisy.md b/rules/traits/noisy.md new file mode 100644 index 000000000..7e24343fd --- /dev/null +++ b/rules/traits/noisy.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/armor +aliases: ["Noisy"] +--- +# Noisy +*Source: Core Rulebook p. 275* + +This armor is loud and likely to alert others to your presence. The armor's check penalty applies to [Stealth](compendium/skills.md#Stealth) checks even if you meet the required Strength score. + +- **Categories**: Armor \ No newline at end of file diff --git a/Rules/traits/nonlethal.md b/rules/traits/nonlethal.md similarity index 100% rename from Rules/traits/nonlethal.md rename to rules/traits/nonlethal.md diff --git a/Rules/traits/oath.md b/rules/traits/oath.md similarity index 100% rename from Rules/traits/oath.md rename to rules/traits/oath.md diff --git a/Rules/traits/occult.md b/rules/traits/occult.md similarity index 92% rename from Rules/traits/occult.md rename to rules/traits/occult.md index 9a1384fbc..1b7e29b80 100644 --- a/Rules/traits/occult.md +++ b/rules/traits/occult.md @@ -9,6 +9,6 @@ aliases: ["Occult"] # Occult *Source: Core Rulebook p. 634* -This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is [magical](magical.md). +This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is [magical](rules/traits/magical.md). - **Categories**: Tradition \ No newline at end of file diff --git a/Rules/traits/oil.md b/rules/traits/oil.md similarity index 100% rename from Rules/traits/oil.md rename to rules/traits/oil.md diff --git a/Rules/traits/ooze.md b/rules/traits/ooze.md similarity index 100% rename from Rules/traits/ooze.md rename to rules/traits/ooze.md diff --git a/Rules/traits/open.md b/rules/traits/open.md similarity index 100% rename from Rules/traits/open.md rename to rules/traits/open.md diff --git a/rules/traits/orc.md b/rules/traits/orc.md new file mode 100644 index 000000000..543477253 --- /dev/null +++ b/rules/traits/orc.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/ancestry-heritage +- trait/category/creature +aliases: ["Orc"] +--- +# Orc +*Source: Core Rulebook p. 634* + +A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have [darkvision](rules/abilities/darkvision.md). An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs. + +- **Categories**: Ancestry & Heritage, Creature \ No newline at end of file diff --git a/Rules/traits/parry.md b/rules/traits/parry.md similarity index 100% rename from Rules/traits/parry.md rename to rules/traits/parry.md diff --git a/Rules/traits/plant.md b/rules/traits/plant.md similarity index 100% rename from Rules/traits/plant.md rename to rules/traits/plant.md diff --git a/Rules/traits/poison.md b/rules/traits/poison.md similarity index 100% rename from Rules/traits/poison.md rename to rules/traits/poison.md diff --git a/rules/traits/polymorph.md b/rules/traits/polymorph.md new file mode 100644 index 000000000..47f078734 --- /dev/null +++ b/rules/traits/polymorph.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/effect +aliases: ["Polymorph"] +--- +# Polymorph +*Source: Core Rulebook p. 635* + +These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any [Strikes](rules/actions/strike.md) specifically granted by a polymorph effect are [magical](rules/traits/magical.md). Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a General creature of a general type or ancestry. + +If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](rules/traits/manipulate.md) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. + +- **Categories**: Effect \ No newline at end of file diff --git a/rules/traits/positive.md b/rules/traits/positive.md new file mode 100644 index 000000000..624c8b9f5 --- /dev/null +++ b/rules/traits/positive.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/energy-element +aliases: ["Positive"] +--- +# Positive +*Source: Core Rulebook p. 635* + +Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy. + + +- **Categories**: Energy & Element \ No newline at end of file diff --git a/Rules/traits/possession.md b/rules/traits/possession.md similarity index 100% rename from Rules/traits/possession.md rename to rules/traits/possession.md diff --git a/Rules/traits/potion.md b/rules/traits/potion.md similarity index 100% rename from Rules/traits/potion.md rename to rules/traits/potion.md diff --git a/Rules/traits/precious.md b/rules/traits/precious.md similarity index 100% rename from Rules/traits/precious.md rename to rules/traits/precious.md diff --git a/Rules/traits/prediction.md b/rules/traits/prediction.md similarity index 77% rename from Rules/traits/prediction.md rename to rules/traits/prediction.md index 04a4cf3a0..663134ffe 100644 --- a/Rules/traits/prediction.md +++ b/rules/traits/prediction.md @@ -9,6 +9,6 @@ aliases: ["Prediction"] # Prediction *Source: Core Rulebook p. 635* -Effects with this trait determine what is likely to happen in the near future. Most predictions are [divination](divination.md). +Effects with this trait determine what is likely to happen in the near future. Most predictions are [divination](rules/traits/divination.md). - **Categories**: Effect \ No newline at end of file diff --git a/Rules/traits/press.md b/rules/traits/press.md similarity index 100% rename from Rules/traits/press.md rename to rules/traits/press.md diff --git a/Rules/traits/primal.md b/rules/traits/primal.md similarity index 92% rename from Rules/traits/primal.md rename to rules/traits/primal.md index ede26ef6f..2f514c4ad 100644 --- a/Rules/traits/primal.md +++ b/rules/traits/primal.md @@ -9,6 +9,6 @@ aliases: ["Primal"] # Primal *Source: Core Rulebook p. 635* -This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is [magical](magical.md). +This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is [magical](rules/traits/magical.md). - **Categories**: Tradition \ No newline at end of file diff --git a/Rules/traits/propulsive.md b/rules/traits/propulsive.md similarity index 100% rename from Rules/traits/propulsive.md rename to rules/traits/propulsive.md diff --git a/Rules/traits/rage.md b/rules/traits/rage.md similarity index 100% rename from Rules/traits/rage.md rename to rules/traits/rage.md diff --git a/Rules/traits/range-increment.md b/rules/traits/range-increment.md similarity index 100% rename from Rules/traits/range-increment.md rename to rules/traits/range-increment.md diff --git a/Rules/traits/ranger.md b/rules/traits/ranger.md similarity index 100% rename from Rules/traits/ranger.md rename to rules/traits/ranger.md diff --git a/rules/traits/rare.md b/rules/traits/rare.md new file mode 100644 index 000000000..74e7ab5e1 --- /dev/null +++ b/rules/traits/rare.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/rarity +aliases: ["Rare"] +--- +# Rare +*Source: Core Rulebook p. 635* + +This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. + + +- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/reach.md b/rules/traits/reach.md similarity index 100% rename from Rules/traits/reach.md rename to rules/traits/reach.md diff --git a/Rules/traits/reload.md b/rules/traits/reload.md similarity index 100% rename from Rules/traits/reload.md rename to rules/traits/reload.md diff --git a/Rules/traits/revelation.md b/rules/traits/revelation.md similarity index 100% rename from Rules/traits/revelation.md rename to rules/traits/revelation.md diff --git a/Rules/traits/rogue.md b/rules/traits/rogue.md similarity index 100% rename from Rules/traits/rogue.md rename to rules/traits/rogue.md diff --git a/Rules/traits/scroll.md b/rules/traits/scroll.md similarity index 100% rename from Rules/traits/scroll.md rename to rules/traits/scroll.md diff --git a/Rules/traits/scrying.md b/rules/traits/scrying.md similarity index 100% rename from Rules/traits/scrying.md rename to rules/traits/scrying.md diff --git a/Rules/traits/secret.md b/rules/traits/secret.md similarity index 100% rename from Rules/traits/secret.md rename to rules/traits/secret.md diff --git a/rules/traits/shadow.md b/rules/traits/shadow.md new file mode 100644 index 000000000..403f49178 --- /dev/null +++ b/rules/traits/shadow.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/general +aliases: ["Shadow"] +--- +# Shadow +*Source: Core Rulebook p. 636* + +This magic involves shadows or the energy of the Shadow Plane. + + +- **Categories**: General \ No newline at end of file diff --git a/rules/traits/shove.md b/rules/traits/shove.md new file mode 100644 index 000000000..6da55ce25 --- /dev/null +++ b/rules/traits/shove.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Shove"] +--- +# Shove +*Source: Core Rulebook p. 283* + +You can use this weapon to [Shove](rules/actions/shove.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to [Shove](rules/actions/shove.md) using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. + +- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/skill.md b/rules/traits/skill.md similarity index 100% rename from Rules/traits/skill.md rename to rules/traits/skill.md diff --git a/Rules/traits/sleep.md b/rules/traits/sleep.md similarity index 100% rename from Rules/traits/sleep.md rename to rules/traits/sleep.md diff --git a/Rules/traits/snare.md b/rules/traits/snare.md similarity index 100% rename from Rules/traits/snare.md rename to rules/traits/snare.md diff --git a/Rules/traits/sonic.md b/rules/traits/sonic.md similarity index 100% rename from Rules/traits/sonic.md rename to rules/traits/sonic.md diff --git a/Rules/traits/sorcerer.md b/rules/traits/sorcerer.md similarity index 100% rename from Rules/traits/sorcerer.md rename to rules/traits/sorcerer.md diff --git a/Rules/traits/spirit.md b/rules/traits/spirit.md similarity index 100% rename from Rules/traits/spirit.md rename to rules/traits/spirit.md diff --git a/Rules/traits/splash.md b/rules/traits/splash.md similarity index 100% rename from Rules/traits/splash.md rename to rules/traits/splash.md diff --git a/Rules/traits/staff.md b/rules/traits/staff.md similarity index 100% rename from Rules/traits/staff.md rename to rules/traits/staff.md diff --git a/Rules/traits/stance.md b/rules/traits/stance.md similarity index 100% rename from Rules/traits/stance.md rename to rules/traits/stance.md diff --git a/Rules/traits/structure.md b/rules/traits/structure.md similarity index 100% rename from Rules/traits/structure.md rename to rules/traits/structure.md diff --git a/rules/traits/summoned.md b/rules/traits/summoned.md new file mode 100644 index 000000000..c525dff2a --- /dev/null +++ b/rules/traits/summoned.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/creature +aliases: ["Summoned"] +--- +# Summoned +*Source: Core Rulebook p. 637* + +A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the [minion](rules/traits/minion.md) trait. If it tries to [Cast a Spell](rules/actions/cast-a-spell.md) of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. + +Immediately when you finish [Casting the Spell](rules/actions/cast-a-spell.md), the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends. + +- **Categories**: Creature \ No newline at end of file diff --git a/Rules/traits/sweep.md b/rules/traits/sweep.md similarity index 100% rename from Rules/traits/sweep.md rename to rules/traits/sweep.md diff --git a/Rules/traits/talisman.md b/rules/traits/talisman.md similarity index 100% rename from Rules/traits/talisman.md rename to rules/traits/talisman.md diff --git a/Rules/traits/teleportation.md b/rules/traits/teleportation.md similarity index 100% rename from Rules/traits/teleportation.md rename to rules/traits/teleportation.md diff --git a/Rules/traits/thrown.md b/rules/traits/thrown.md similarity index 100% rename from Rules/traits/thrown.md rename to rules/traits/thrown.md diff --git a/rules/traits/traits.md b/rules/traits/traits.md new file mode 100644 index 000000000..d97ffa427 --- /dev/null +++ b/rules/traits/traits.md @@ -0,0 +1,202 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-index +--- +# Index of Traits + +- [Aberration](aberration.md) +- [Abjuration](abjuration.md) +- [Acid](acid.md) +- [Additive](additive.md) +- [Agile](agile.md) +- [Air](air.md) +- [Alchemical](alchemical.md) +- [Alchemist](alchemist.md) +- [Angel](angel.md) +- [Animal](animal.md) +- [Apex](apex.md) +- [Arcane](arcane.md) +- [Archetype](archetype.md) +- [Archon](archon.md) +- [Attached](attached.md) +- [Attack](attack.md) +- [Auditory](auditory.md) +- [Aura](aura.md) +- [Azata](azata.md) +- [Backstabber](backstabber.md) +- [Backswing](backswing.md) +- [Barbarian](barbarian.md) +- [Bard](bard.md) +- [Beast](beast.md) +- [Bomb](bomb.md) +- [Bulwark](bulwark.md) +- [Cantrip](cantrip.md) +- [Celestial](celestial.md) +- [Champion](champion.md) +- [Chaotic](chaotic.md) +- [Cleric](cleric.md) +- [Cold](cold.md) +- [Comfort](comfort.md) +- [Common](common.md) +- [Companion](companion.md) +- [Complex](complex.md) +- [Composition](composition.md) +- [Concentrate](concentrate.md) +- [Conjuration](conjuration.md) +- [Consecration](consecration.md) +- [Construct](construct.md) +- [Consumable](consumable.md) +- [Contact](contact.md) +- [Curse](curse.md) +- [Darkness](darkness.md) +- [Deadly](deadly.md) +- [Death](death.md) +- [Dedication](dedication.md) +- [Demon](demon.md) +- [Detection](detection.md) +- [Devil](devil.md) +- [Dinosaur](dinosaur.md) +- [Disarm](disarm.md) +- [Disease](disease.md) +- [Divination](divination.md) +- [Divine](divine.md) +- [Downtime](downtime.md) +- [Dragon](dragon.md) +- [Drow](drow.md) +- [Druid](druid.md) +- [Duergar](duergar.md) +- [Dwarf](dwarf.md) +- [Earth](earth.md) +- [Electricity](electricity.md) +- [Elemental](elemental.md) +- [Elf](elf.md) +- [Elixir](elixir.md) +- [Emotion](emotion.md) +- [Enchantment](enchantment.md) +- [Environmental](environmental.md) +- [Ethereal](ethereal.md) +- [Evil](evil.md) +- [Evocation](evocation.md) +- [Exploration](exploration.md) +- [Extradimensional](extradimensional.md) +- [Fatal](fatal.md) +- [Fear](fear.md) +- [Fey](fey.md) +- [Fiend](fiend.md) +- [Fighter](fighter.md) +- [Finesse](finesse.md) +- [Fire](fire.md) +- [Flexible](flexible.md) +- [Flourish](flourish.md) +- [Focused](focused.md) +- [Force](force.md) +- [Forceful](forceful.md) +- [Fortune](fortune.md) +- [Free-Hand](free-hand.md) +- [General](general.md) +- [Giant](giant.md) +- [Gnome](gnome.md) +- [Goblin](goblin.md) +- [Good](good.md) +- [Grapple](grapple.md) +- [Hag](hag.md) +- [Half-Elf](half-elf.md) +- [Half-Orc](half-orc.md) +- [Halfling](halfling.md) +- [Haunt](haunt.md) +- [Healing](healing.md) +- [Human](human.md) +- [Humanoid](humanoid.md) +- [Illusion](illusion.md) +- [Incapacitation](incapacitation.md) +- [Infused](infused.md) +- [Ingested](ingested.md) +- [Inhaled](inhaled.md) +- [Injury](injury.md) +- [Instinct](instinct.md) +- [Invested](invested.md) +- [Jousting](jousting.md) +- [Lawful](lawful.md) +- [Light](light.md) +- [Linguistic](linguistic.md) +- [Litany](litany.md) +- [Magical](magical.md) +- [Manipulate](manipulate.md) +- [Mechanical](mechanical.md) +- [Mental](mental.md) +- [Metamagic](metamagic.md) +- [Mindless](mindless.md) +- [Minion](minion.md) +- [Misfortune](misfortune.md) +- [Monitor](monitor.md) +- [Monk](monk.md) +- [Morph](morph.md) +- [Move](move.md) +- [Multiclass](multiclass.md) +- [Mutagen](mutagen.md) +- [Necromancy](necromancy.md) +- [Negative](negative.md) +- [Noisy](noisy.md) +- [Nonlethal](nonlethal.md) +- [Oath](oath.md) +- [Occult](occult.md) +- [Oil](oil.md) +- [Ooze](ooze.md) +- [Open](open.md) +- [Orc](orc.md) +- [Parry](parry.md) +- [Plant](plant.md) +- [Poison](poison.md) +- [Polymorph](polymorph.md) +- [Positive](positive.md) +- [Possession](possession.md) +- [Potion](potion.md) +- [Precious](precious.md) +- [Prediction](prediction.md) +- [Press](press.md) +- [Primal](primal.md) +- [Propulsive](propulsive.md) +- [Rage](rage.md) +- [Range Increment](range-increment.md) +- [Ranger](ranger.md) +- [Rare](rare.md) +- [Reach](reach.md) +- [Reload](reload.md) +- [Revelation](revelation.md) +- [Rogue](rogue.md) +- [Scroll](scroll.md) +- [Scrying](scrying.md) +- [Secret](secret.md) +- [Shadow](shadow.md) +- [Shove](shove.md) +- [Skill](skill.md) +- [Sleep](sleep.md) +- [Snare](snare.md) +- [Sonic](sonic.md) +- [Sorcerer](sorcerer.md) +- [Spirit](spirit.md) +- [Splash](splash.md) +- [Staff](staff.md) +- [Stance](stance.md) +- [Structure](structure.md) +- [Summoned](summoned.md) +- [Sweep](sweep.md) +- [Talisman](talisman.md) +- [Teleportation](teleportation.md) +- [Thrown](thrown.md) +- [Transmutation](transmutation.md) +- [Trap](trap.md) +- [Trip](trip.md) +- [Twin](twin.md) +- [Two-Hand](two-hand.md) +- [Unarmed](unarmed.md) +- [Uncommon](uncommon.md) +- [Undead](undead.md) +- [Unique](unique.md) +- [Versatile](versatile.md) +- [Virulent](virulent.md) +- [Visual](visual.md) +- [Volley](volley.md) +- [Wand](wand.md) +- [Water](water.md) +- [Wizard](wizard.md) diff --git a/rules/traits/transmutation.md b/rules/traits/transmutation.md new file mode 100644 index 000000000..03ce2da9e --- /dev/null +++ b/rules/traits/transmutation.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/school +- trait/category/spell/transmutation +aliases: ["Transmutation"] +--- +# Transmutation +*Source: Core Rulebook p. 637* + +Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form. + + +- **Categories**: School (Transmutation) \ No newline at end of file diff --git a/Rules/traits/trap.md b/rules/traits/trap.md similarity index 100% rename from Rules/traits/trap.md rename to rules/traits/trap.md diff --git a/rules/traits/trip.md b/rules/traits/trip.md new file mode 100644 index 000000000..a5e210716 --- /dev/null +++ b/rules/traits/trip.md @@ -0,0 +1,14 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/weapon +aliases: ["Trip"] +--- +# Trip +*Source: Core Rulebook p. 283* + +You can use this weapon to [Trip](rules/actions/trip.md) with the [Athletics](compendium/skills.md#Athletics) skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the [Athletics](compendium/skills.md#Athletics) check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. + +- **Categories**: Weapon \ No newline at end of file diff --git a/Rules/traits/twin.md b/rules/traits/twin.md similarity index 100% rename from Rules/traits/twin.md rename to rules/traits/twin.md diff --git a/Rules/traits/two-hand.md b/rules/traits/two-hand.md similarity index 100% rename from Rules/traits/two-hand.md rename to rules/traits/two-hand.md diff --git a/Rules/traits/unarmed.md b/rules/traits/unarmed.md similarity index 76% rename from Rules/traits/unarmed.md rename to rules/traits/unarmed.md index af14c8c90..230dc80da 100644 --- a/Rules/traits/unarmed.md +++ b/rules/traits/unarmed.md @@ -9,6 +9,6 @@ aliases: ["Unarmed"] # Unarmed *Source: Core Rulebook p. 283* -An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be [Disarmed](../actions/disarm.md). It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon. +An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be [Disarmed](rules/actions/disarm.md). It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon. - **Categories**: Weapon \ No newline at end of file diff --git a/rules/traits/uncommon.md b/rules/traits/uncommon.md new file mode 100644 index 000000000..057ecfce0 --- /dev/null +++ b/rules/traits/uncommon.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/rarity +aliases: ["Uncommon"] +--- +# Uncommon +*Source: Core Rulebook p. 637* + +Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. + + +- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/undead.md b/rules/traits/undead.md similarity index 100% rename from Rules/traits/undead.md rename to rules/traits/undead.md diff --git a/rules/traits/unique.md b/rules/traits/unique.md new file mode 100644 index 000000000..3a2a96b27 --- /dev/null +++ b/rules/traits/unique.md @@ -0,0 +1,15 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/rarity +aliases: ["Unique"] +--- +# Unique +*Source: Core Rulebook p. 637* + +A rules element with this trait is one-of-a-kind. + + +- **Categories**: Rarity \ No newline at end of file diff --git a/Rules/traits/versatile.md b/rules/traits/versatile.md similarity index 100% rename from Rules/traits/versatile.md rename to rules/traits/versatile.md diff --git a/Rules/traits/virulent.md b/rules/traits/virulent.md similarity index 100% rename from Rules/traits/virulent.md rename to rules/traits/virulent.md diff --git a/Rules/traits/visual.md b/rules/traits/visual.md similarity index 100% rename from Rules/traits/visual.md rename to rules/traits/visual.md diff --git a/Rules/traits/volley.md b/rules/traits/volley.md similarity index 100% rename from Rules/traits/volley.md rename to rules/traits/volley.md diff --git a/Rules/traits/wand.md b/rules/traits/wand.md similarity index 100% rename from Rules/traits/wand.md rename to rules/traits/wand.md diff --git a/rules/traits/water.md b/rules/traits/water.md new file mode 100644 index 000000000..cd7617e33 --- /dev/null +++ b/rules/traits/water.md @@ -0,0 +1,16 @@ +--- +obsidianUIMode: preview +cssclass: pf2e,pf2e-trait +tags: +- compendium/src/pf2e/crb +- trait/category/energy-element +- trait/category/planar +aliases: ["Water"] +--- +# Water +*Source: Core Rulebook p. 638* + +Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. + + +- **Categories**: Energy & Element, Planar \ No newline at end of file diff --git a/Rules/traits/wizard.md b/rules/traits/wizard.md similarity index 100% rename from Rules/traits/wizard.md rename to rules/traits/wizard.md diff --git a/src-index.json b/src-index.json new file mode 100644 index 000000000..e80536a1e --- /dev/null +++ b/src-index.json @@ -0,0 +1,2636 @@ +{ + "keys" : [ + "ability|all-around vision|b1", + "ability|aquatic ambush|b1", + "ability|at-will spells|b1", + "ability|attack of opportunity|b1", + "ability|aura|b1", + "ability|bloody|b1", + "ability|buck|b1", + "ability|catch rock|b1", + "ability|change shape|b1", + "ability|collapse|b1", + "ability|constant spells|b1", + "ability|constrict|b1", + "ability|corrupting gaze|b1", + "ability|coven|b1", + "ability|curse of the werecreature|b1", + "ability|darkvision|b1", + "ability|disease|b1", + "ability|draining touch|b1", + "ability|engulf|b1", + "ability|explosive death|b1", + "ability|fast healing|b1", + "ability|ferocity|b1", + "ability|frightful moan|b1", + "ability|frightful presence|b1", + "ability|golem antimagic|b1", + "ability|grab|b1", + "ability|greater constrict|b1", + "ability|improved grab|b1", + "ability|improved knockdown|b1", + "ability|improved push|b1", + "ability|inhabit object|b1", + "ability|knockdown|b1", + "ability|lifesense|b1", + "ability|light blindness|b1", + "ability|low-light vision|b1", + "ability|malevolent possession|b1", + "ability|moon frenzy|b1", + "ability|poison|b1", + "ability|push|b1", + "ability|regeneration|b1", + "ability|rejuvenation (ghost)|b1", + "ability|rend|b1", + "ability|retributive strike|b1", + "ability|scent|b1", + "ability|screaming skull|b1", + "ability|shield block|b1", + "ability|site bound|b1", + "ability|sneak attack|b1", + "ability|swallow whole|b1", + "ability|swarm mind|b1", + "ability|telekinetic assault|b1", + "ability|telepathy|b1", + "ability|throw rock|b1", + "ability|trample|b1", + "ability|tremorsense|b1", + "ability|wavesense|b1", + "action|activate an item|crb", + "action|administer first aid|crb", + "action|affix a talisman|crb", + "action|aid|crb", + "action|arrest a fall|crb", + "action|attack of opportunity|crb", + "action|avert gaze|crb", + "action|avoid notice|crb", + "action|balance|crb", + "action|borrow an arcane spell|crb", + "action|burrow|crb", + "action|call on ancient blood|crb", + "action|cast a spell|crb", + "action|climb|crb", + "action|coerce|crb", + "action|command an animal|crb", + "action|conceal an object|crb", + "action|cover tracks|crb", + "action|craft|crb", + "action|crawl|crb", + "action|create a diversion|crb", + "action|create forgery|crb", + "action|debilitating strike|crb", + "action|decipher writing|crb", + "action|defend|crb", + "action|delay|crb", + "action|demoralize|crb", + "action|detect magic|crb", + "action|disable a device|crb", + "action|disarm|crb", + "action|dismiss|crb", + "action|drain bonded item|crb", + "action|drop prone|crb", + "action|earn income|crb", + "action|escape|crb", + "action|feint|crb", + "action|flurry of blows|crb", + "action|fly|crb", + "action|follow the expert|crb", + "action|force open|crb", + "action|gather information|crb", + "action|glimpse of redemption|crb", + "action|grab an edge|crb", + "action|grapple|crb", + "action|hide|crb", + "action|high jump|crb", + "action|hunt prey|crb", + "action|hustle|crb", + "action|identify alchemy|crb", + "action|identify magic|crb", + "action|impersonate|crb", + "action|interact|crb", + "action|invest an item|crb", + "action|investigate|crb", + "action|invoke celestial privilege|crb", + "action|leap|crb", + "action|learn a spell|crb", + "action|liberating step|crb", + "action|lie|crb", + "action|long jump|crb", + "action|long-term rest|crb", + "action|make an impression|crb", + "action|maneuver in flight|crb", + "action|master strike|crb", + "action|mighty rage|crb", + "action|mount|crb", + "action|mutagenic flashback|crb", + "action|palm an object|crb", + "action|perform|crb", + "action|pick a lock|crb", + "action|point out|crb", + "action|quick alchemy|crb", + "action|rage|crb", + "action|raise a shield|crb", + "action|ready|crb", + "action|recall knowledge|crb", + "action|refocus|crb", + "action|release|crb", + "action|repair|crb", + "action|repeat a spell|crb", + "action|request|crb", + "action|retraining|crb", + "action|retributive strike|crb", + "action|scout|crb", + "action|search|crb", + "action|seek|crb", + "action|sense direction|crb", + "action|sense motive|crb", + "action|shove|crb", + "action|sneak|crb", + "action|squeeze|crb", + "action|stand|crb", + "action|steal|crb", + "action|step|crb", + "action|stride|crb", + "action|strike|crb", + "action|subsist|crb", + "action|sustain a spell|crb", + "action|sustain an activation|crb", + "action|swim|crb", + "action|take cover|crb", + "action|track|crb", + "action|treat disease|crb", + "action|treat poison|crb", + "action|treat wounds|crb", + "action|trip|crb", + "action|tumble through|crb", + "archetype|alchemist|crb", + "archetype|barbarian|crb", + "archetype|bard|crb", + "archetype|champion|crb", + "archetype|cleric|crb", + "archetype|druid|crb", + "archetype|fighter|crb", + "archetype|monk|crb", + "archetype|ranger|crb", + "archetype|rogue|crb", + "archetype|sorcerer|crb", + "archetype|wizard|crb", + "background|acolyte|crb", + "background|acrobat|crb", + "background|animal whisperer|crb", + "background|artisan|crb", + "background|artist|crb", + "background|barkeep|crb", + "background|barrister|crb", + "background|bounty hunter|crb", + "background|charlatan|crb", + "background|criminal|crb", + "background|detective|crb", + "background|emissary|crb", + "background|entertainer|crb", + "background|farmhand|crb", + "background|field medic|crb", + "background|fortune teller|crb", + "background|gambler|crb", + "background|gladiator|crb", + "background|guard|crb", + "background|herbalist|crb", + "background|hermit|crb", + "background|hunter|crb", + "background|laborer|crb", + "background|martial disciple|crb", + "background|merchant|crb", + "background|miner|crb", + "background|noble|crb", + "background|nomad|crb", + "background|prisoner|crb", + "background|sailor|crb", + "background|scholar|crb", + "background|scout|crb", + "background|street urchin|crb", + "background|tinker|crb", + "background|warrior|crb", + "book|book-crb", + "condition|blinded|crb", + "condition|broken|crb", + "condition|clumsy|crb", + "condition|concealed|crb", + "condition|confused|crb", + "condition|controlled|crb", + "condition|dazzled|crb", + "condition|deafened|crb", + "condition|doomed|crb", + "condition|drained|crb", + "condition|dying|crb", + "condition|encumbered|crb", + "condition|enfeebled|crb", + "condition|fascinated|crb", + "condition|fatigued|crb", + "condition|flat-footed|crb", + "condition|fleeing|crb", + "condition|friendly|crb", + "condition|frightened|crb", + "condition|grabbed|crb", + "condition|helpful|crb", + "condition|hidden|crb", + "condition|hostile|crb", + "condition|immobilized|crb", + "condition|indifferent|crb", + "condition|invisible|crb", + "condition|observed|crb", + "condition|paralyzed|crb", + "condition|persistent damage|crb", + "condition|petrified|crb", + "condition|prone|crb", + "condition|quickened|crb", + "condition|restrained|crb", + "condition|sickened|crb", + "condition|slowed|crb", + "condition|stunned|crb", + "condition|stupefied|crb", + "condition|unconscious|crb", + "condition|undetected|crb", + "condition|unfriendly|crb", + "condition|unnoticed|crb", + "condition|wounded|crb", + "curse|coward's roots|gmg", + "curse|curse of nightmares|gmg", + "curse|curse of slumber|gmg", + "curse|curse of the ravenous|gmg", + "curse|grave curse|gmg", + "curse|oath of the flesh|gmg", + "curse|reviled of nature|gmg", + "curse|reviling earth|gmg", + "curse|sellsword's folly|gmg", + "curse|slayer's haunt|gmg", + "curse|spirit anchor|gmg", + "curse|sword of anathema|gmg", + "curse|theft of thought|gmg", + "curse|thief's retribution|gmg", + "curse|unending thirst|gmg", + "curse|wizard's ward|gmg", + "data|book-crb", + "data|book-logm", + "data|book-lowg", + "data|book-som", + "deity|abadar|crb", + "deity|asmodeus|crb", + "deity|atheists and free agents|crb", + "deity|calistria|crb", + "deity|cayden cailean|crb", + "deity|desna|crb", + "deity|erastil|crb", + "deity|gorum|crb", + "deity|gozreh|crb", + "deity|green faith|crb", + "deity|iomedae|crb", + "deity|irori|crb", + "deity|lamashtu|crb", + "deity|nethys|crb", + "deity|norgorber|crb", + "deity|pharasma|crb", + "deity|prophecies of kalistrade|crb", + "deity|rovagug|crb", + "deity|sarenrae|crb", + "deity|shelyn|crb", + "deity|torag|crb", + "deity|urgathoa|crb", + "deity|whispering way|crb", + "deity|zon-kuthon|crb", + "disease|blinding sickness|gmg", + "disease|bog rot|gmg", + "disease|bone chill|gmg", + "disease|brain worms|gmg", + "disease|bubonic plague|gmg", + "disease|choking death|gmg", + "disease|malaria|gmg", + "disease|nightmare fever|gmg", + "disease|scarlet fever|gmg", + "disease|scarlet leprosy|gmg", + "disease|sewer haze|gmg", + "disease|tetanus|gmg", + "disease|tuberculosis|gmg", + "domain|air|crb", + "domain|ambition|crb", + "domain|cities|crb", + "domain|confidence|crb", + "domain|creation|crb", + "domain|darkness|crb", + "domain|death|crb", + "domain|destruction|crb", + "domain|dreams|crb", + "domain|earth|crb", + "domain|family|crb", + "domain|fate|crb", + "domain|fire|crb", + "domain|freedom|crb", + "domain|healing|crb", + "domain|indulgence|crb", + "domain|knowledge|crb", + "domain|luck|crb", + "domain|magic|crb", + "domain|might|crb", + "domain|moon|crb", + "domain|nature|crb", + "domain|nightmares|crb", + "domain|pain|crb", + "domain|passion|crb", + "domain|perfection|crb", + "domain|protection|crb", + "domain|secrecy|crb", + "domain|sun|crb", + "domain|travel|crb", + "domain|trickery|crb", + "domain|truth|crb", + "domain|tyranny|crb", + "domain|undeath|crb", + "domain|water|crb", + "domain|wealth|crb", + "domain|zeal|crb", + "feat|abundant step|crb", + "feat|acute scent|crb", + "feat|acute vision|crb", + "feat|adapted cantrip|crb", + "feat|adaptive adept|crb", + "feat|additional lore|crb", + "feat|adopted ancestry|crb", + "feat|advanced arcana|crb", + "feat|advanced blood potency|crb", + "feat|advanced bloodline|crb", + "feat|advanced concoction|crb", + "feat|advanced deity's domain|crb", + "feat|advanced devotion|crb", + "feat|advanced dogma|crb", + "feat|advanced domain|crb", + "feat|advanced fury|crb", + "feat|advanced hunter's trick|crb", + "feat|advanced kata|crb", + "feat|advanced maneuver|crb", + "feat|advanced muse's whispers|crb", + "feat|advanced school spell|crb", + "feat|advanced trickery|crb", + "feat|advanced weapon training|crb", + "feat|advanced wilding|crb", + "feat|advantageous assault|crb", + "feat|affliction mercy|crb", + "feat|ageless patience|crb", + "feat|aggressive block|crb", + "feat|agile grace|crb", + "feat|alchemical crafting|crb", + "feat|alchemical familiar|crb", + "feat|alchemical savant|crb", + "feat|alchemist dedication|crb", + "feat|align armament|crb", + "feat|allegro|crb", + "feat|ancestral longevity|crb", + "feat|ancestral paragon|crb", + "feat|anchoring aura|crb", + "feat|animal accomplice|crb", + "feat|animal companion (druid)|crb", + "feat|animal companion (ranger)|crb", + "feat|animal elocutionist|crb", + "feat|animal rage|crb", + "feat|animal skin|crb", + "feat|arcane breadth|crb", + "feat|arcane evolution|crb", + "feat|arcane school spell|crb", + "feat|arcane sense|crb", + "feat|archwizard's might|crb", + "feat|armor proficiency|crb", + "feat|arrow snatching|crb", + "feat|assisting shot|crb", + "feat|assurance|crb", + "feat|attack of opportunity (barbarian)|crb", + "feat|attack of opportunity (champion)|crb", + "feat|aura of courage|crb", + "feat|aura of faith|crb", + "feat|aura of life|crb", + "feat|aura of righteousness|crb", + "feat|aura of vengeance|crb", + "feat|auspicious mount|crb", + "feat|automatic knowledge|crb", + "feat|avatar's audience|crb", + "feat|awesome blow|crb", + "feat|barbarian dedication|crb", + "feat|barbarian resiliency|crb", + "feat|bard dedication|crb", + "feat|bardic lore|crb", + "feat|bargain hunter|crb", + "feat|basic arcana|crb", + "feat|basic bard spellcasting|crb", + "feat|basic blood potency|crb", + "feat|basic bloodline spell|crb", + "feat|basic cleric spellcasting|crb", + "feat|basic concoction|crb", + "feat|basic devotion|crb", + "feat|basic dogma|crb", + "feat|basic druid spellcasting|crb", + "feat|basic fury|crb", + "feat|basic hunter's trick|crb", + "feat|basic kata|crb", + "feat|basic maneuver|crb", + "feat|basic muse's whispers|crb", + "feat|basic sorcerer spellcasting|crb", + "feat|basic trickery|crb", + "feat|basic wilding|crb", + "feat|basic wizard spellcasting|crb", + "feat|battle assessment|crb", + "feat|battle cry|crb", + "feat|battle medicine|crb", + "feat|bespell weapon (sorcerer)|crb", + "feat|bespell weapon (wizard)|crb", + "feat|bizarre magic|crb", + "feat|blade of justice|crb", + "feat|blank slate|crb", + "feat|blind-fight (fighter)|crb", + "feat|blind-fight (ranger)|crb", + "feat|blind-fight (rogue)|crb", + "feat|bloodline breadth|crb", + "feat|bloodline conduit|crb", + "feat|bloodline focus|crb", + "feat|bloodline perfection|crb", + "feat|bloodline resistance|crb", + "feat|bloodline wellspring|crb", + "feat|bond conservation|crb", + "feat|bonded animal|crb", + "feat|bonded focus|crb", + "feat|boulder roll|crb", + "feat|boundless reprisals|crb", + "feat|brawling focus|crb", + "feat|breath control|crb", + "feat|brutal beating|crb", + "feat|brutal bully|crb", + "feat|brutal critical|crb", + "feat|brutal finish|crb", + "feat|brutish shove|crb", + "feat|burn it!|crb", + "feat|burrow elocutionist|crb", + "feat|calculated splash|crb", + "feat|call of the wild|crb", + "feat|camouflage|crb", + "feat|canny acumen|crb", + "feat|cantrip expansion (bard)|crb", + "feat|cantrip expansion (cleric)|crb", + "feat|cantrip expansion (sorcerer)|crb", + "feat|cantrip expansion (wizard)|crb", + "feat|cast down|crb", + "feat|castigating weapon|crb", + "feat|cat fall|crb", + "feat|cave climber|crb", + "feat|ceaseless shadows|crb", + "feat|celestial form|crb", + "feat|celestial mount|crb", + "feat|certain strike|crb", + "feat|champion dedication|crb", + "feat|champion resiliency|crb", + "feat|champion's reaction|crb", + "feat|champion's sacrifice|crb", + "feat|channel smite|crb", + "feat|channeled succor|crb", + "feat|charming liar|crb", + "feat|city scavenger|crb", + "feat|cleave|crb", + "feat|cleric dedication|crb", + "feat|clever counterspell|crb", + "feat|clever improviser|crb", + "feat|cloud jump|crb", + "feat|cloud step|crb", + "feat|cognitive loophole|crb", + "feat|collateral thrash|crb", + "feat|combat climber|crb", + "feat|combat grab|crb", + "feat|combat reflexes|crb", + "feat|combine elixirs|crb", + "feat|come and get me|crb", + "feat|command undead|crb", + "feat|communal healing|crb", + "feat|companion's cry|crb", + "feat|conceal spell|crb", + "feat|confabulator|crb", + "feat|connections|crb", + "feat|contagious rage|crb", + "feat|continual recovery|crb", + "feat|cooperative nature|crb", + "feat|cooperative soul|crb", + "feat|counter perform|crb", + "feat|counterspell (sorcerer)|crb", + "feat|counterspell (wizard)|crb", + "feat|courtly graces|crb", + "feat|craft anything|crb", + "feat|craft philosopher's stone|crb", + "feat|crane flutter|crb", + "feat|crane stance|crb", + "feat|cremate undead|crb", + "feat|critical debilitation|crb", + "feat|crossblooded evolution|crb", + "feat|crossbow ace|crb", + "feat|crushing grab|crb", + "feat|cultural adaptability|crb", + "feat|dancing leaf|crb", + "feat|dangerous sorcery|crb", + "feat|deadly aim|crb", + "feat|deadly simplicity|crb", + "feat|debilitating bomb|crb", + "feat|debilitating shot|crb", + "feat|deep lore|crb", + "feat|defensive recovery|crb", + "feat|defensive roll|crb", + "feat|deflect arrow|crb", + "feat|deity's domain|crb", + "feat|deity's protection|crb", + "feat|delay trap|crb", + "feat|desperate finisher|crb", + "feat|determination|crb", + "feat|devoted focus|crb", + "feat|diamond fists|crb", + "feat|diamond soul|crb", + "feat|diehard|crb", + "feat|directed channel|crb", + "feat|directional bombs|crb", + "feat|dirge of doom|crb", + "feat|disarming stance|crb", + "feat|disarming twist|crb", + "feat|dispelling slice|crb", + "feat|disrupt ki|crb", + "feat|disrupt prey|crb", + "feat|disruptive stance|crb", + "feat|distracting feint|crb", + "feat|distracting shadows|crb", + "feat|distracting shot|crb", + "feat|diverse armor expert|crb", + "feat|diverse weapon expert|crb", + "feat|divine ally|crb", + "feat|divine breadth|crb", + "feat|divine evolution|crb", + "feat|divine grace|crb", + "feat|divine guidance|crb", + "feat|divine health|crb", + "feat|divine reflexes|crb", + "feat|divine wall|crb", + "feat|divine weapon|crb", + "feat|domain focus|crb", + "feat|domain initiate|crb", + "feat|domain wellspring|crb", + "feat|double prey|crb", + "feat|double shot|crb", + "feat|double slice|crb", + "feat|dragon roar|crb", + "feat|dragon shape|crb", + "feat|dragon stance|crb", + "feat|dragon transformation|crb", + "feat|dragon's rage breath|crb", + "feat|dragon's rage wings|crb", + "feat|dragonslayer oath|crb", + "feat|dread striker|crb", + "feat|druid dedication|crb", + "feat|dual-handed assault|crb", + "feat|dubious knowledge|crb", + "feat|dueling dance|crb", + "feat|dueling parry|crb", + "feat|dueling riposte|crb", + "feat|dwarven lore|crb", + "feat|dwarven weapon cunning|crb", + "feat|dwarven weapon expertise|crb", + "feat|dwarven weapon familiarity|crb", + "feat|echoing channel|crb", + "feat|eclectic polymath|crb", + "feat|eclectic skill|crb", + "feat|efficient alchemy|crb", + "feat|effortless concentration (bard)|crb", + "feat|effortless concentration (druid)|crb", + "feat|effortless concentration (sorcerer)|crb", + "feat|effortless concentration (wizard)|crb", + "feat|elastic mutagen|crb", + "feat|elemental fist|crb", + "feat|elemental shape|crb", + "feat|elf atavism|crb", + "feat|elf step|crb", + "feat|elven lore|crb", + "feat|elven weapon elegance|crb", + "feat|elven weapon expertise|crb", + "feat|elven weapon familiarity|crb", + "feat|emblazon antimagic|crb", + "feat|emblazon armament|crb", + "feat|emblazon energy|crb", + "feat|empty body|crb", + "feat|enduring alchemy|crb", + "feat|enduring quickness|crb", + "feat|energized font|crb", + "feat|enhanced familiar (druid)|crb", + "feat|enhanced familiar (sorcerer)|crb", + "feat|enhanced familiar (wizard)|crb", + "feat|enlightened presence|crb", + "feat|eschew materials|crb", + "feat|esoteric polymath|crb", + "feat|eternal bane|crb", + "feat|eternal blessing|crb", + "feat|eternal composition|crb", + "feat|eternal elixir|crb", + "feat|evasiveness|crb", + "feat|exacting strike|crb", + "feat|expanded splash|crb", + "feat|expeditious search|crb", + "feat|experienced professional|crb", + "feat|experienced smuggler|crb", + "feat|experienced tracker|crb", + "feat|expert alchemy|crb", + "feat|expert bard spellcasting|crb", + "feat|expert cleric spellcasting|crb", + "feat|expert druid spellcasting|crb", + "feat|expert longevity|crb", + "feat|expert sorcerer spellcasting|crb", + "feat|expert wizard spellcasting|crb", + "feat|exploitive bomb|crb", + "feat|extend armament alignment|crb", + "feat|extend elixir|crb", + "feat|familiar (sorcerer)|crb", + "feat|familiar (wizard)|crb", + "feat|fantastic leap|crb", + "feat|far lobber|crb", + "feat|far shot|crb", + "feat|fascinating performance|crb", + "feat|fast channel|crb", + "feat|fast movement|crb", + "feat|fast recovery|crb", + "feat|fatal aria|crb", + "feat|favored enemy|crb", + "feat|favored terrain|crb", + "feat|fearsome brute|crb", + "feat|feather step|crb", + "feat|felling shot|crb", + "feat|felling strike|crb", + "feat|feral mutagen|crb", + "feat|ferocious shape|crb", + "feat|fey caller|crb", + "feat|fey fellowship|crb", + "feat|fiendsbane oath|crb", + "feat|fighter dedication|crb", + "feat|fighter resiliency|crb", + "feat|first world adept|crb", + "feat|first world magic|crb", + "feat|fleet|crb", + "feat|flinging shove|crb", + "feat|flurry of maneuvers|crb", + "feat|flying kick|crb", + "feat|foil senses|crb", + "feat|forager|crb", + "feat|forlorn|crb", + "feat|form control|crb", + "feat|furious bully|crb", + "feat|furious finish|crb", + "feat|furious focus|crb", + "feat|furious grab|crb", + "feat|furious sprint|crb", + "feat|fuse stance|crb", + "feat|gang up|crb", + "feat|general training|crb", + "feat|genius mutagen|crb", + "feat|giant's lunge|crb", + "feat|giant's stature|crb", + "feat|glad-hand|crb", + "feat|glib mutagen|crb", + "feat|gnome obsession|crb", + "feat|gnome weapon expertise|crb", + "feat|gnome weapon familiarity|crb", + "feat|gnome weapon innovator|crb", + "feat|goblin lore|crb", + "feat|goblin scuttle|crb", + "feat|goblin song|crb", + "feat|goblin weapon expertise|crb", + "feat|goblin weapon familiarity|crb", + "feat|goblin weapon frenzy|crb", + "feat|graceful poise|crb", + "feat|great cleave|crb", + "feat|greater bloodline|crb", + "feat|greater crossblooded evolution|crb", + "feat|greater debilitating bomb|crb", + "feat|greater distracting shot|crb", + "feat|greater mental evolution|crb", + "feat|greater merciful elixir|crb", + "feat|greater mercy|crb", + "feat|greater vital evolution|crb", + "feat|green empathy|crb", + "feat|green tongue|crb", + "feat|group coercion|crb", + "feat|group impression|crb", + "feat|guarded movement|crb", + "feat|guardian's deflection|crb", + "feat|guiding finish|crb", + "feat|guiding luck|crb", + "feat|guiding riposte|crb", + "feat|halfling lore|crb", + "feat|halfling luck|crb", + "feat|halfling weapon expertise|crb", + "feat|halfling weapon familiarity|crb", + "feat|halfling weapon trickster|crb", + "feat|hand of the apprentice|crb", + "feat|harming hands|crb", + "feat|harmonize|crb", + "feat|haughty obstinacy|crb", + "feat|hazard finder|crb", + "feat|heal mount|crb", + "feat|healing hands|crb", + "feat|healing touch|crb", + "feat|healing transformation|crb", + "feat|hefty hauler|crb", + "feat|heroic recovery|crb", + "feat|hidden paragon|crb", + "feat|hierophant's power|crb", + "feat|hobnobber|crb", + "feat|holy castigation|crb", + "feat|house of imaginary walls|crb", + "feat|hunted shot|crb", + "feat|hunter's aim|crb", + "feat|illusion sense|crb", + "feat|impaling briars|crb", + "feat|impeccable crafting|crb", + "feat|implausible infiltration|crb", + "feat|imposing destrier|crb", + "feat|impossible flurry|crb", + "feat|impossible polymath|crb", + "feat|impossible striker|crb", + "feat|impossible technique|crb", + "feat|impossible volley (fighter)|crb", + "feat|impossible volley (ranger)|crb", + "feat|impressive performance|crb", + "feat|improbable elixirs|crb", + "feat|improved command undead|crb", + "feat|improved communal healing|crb", + "feat|improved dueling riposte|crb", + "feat|improved knockback|crb", + "feat|improved knockdown|crb", + "feat|improved poison weapon|crb", + "feat|improved reflexive shield|crb", + "feat|improved swift banishment|crb", + "feat|improved twin riposte (fighter)|crb", + "feat|improved twin riposte (ranger)|crb", + "feat|incredible aim|crb", + "feat|incredible companion (druid)|crb", + "feat|incredible companion (ranger)|crb", + "feat|incredible ferocity|crb", + "feat|incredible improvisation|crb", + "feat|incredible initiative|crb", + "feat|incredible investiture|crb", + "feat|incredible ricochet|crb", + "feat|infinite possibilities|crb", + "feat|insect shape|crb", + "feat|inspirational focus|crb", + "feat|inspirational performance|crb", + "feat|inspire competence|crb", + "feat|inspire defense|crb", + "feat|inspire heroics|crb", + "feat|inspire imitation|crb", + "feat|instant opening|crb", + "feat|instinct ability|crb", + "feat|instrument of zeal|crb", + "feat|interweave dispel|crb", + "feat|intimidating glare|crb", + "feat|intimidating prowess|crb", + "feat|intimidating strike|crb", + "feat|inventor|crb", + "feat|invincible mutagen|crb", + "feat|invoke disaster|crb", + "feat|ironblood stance|crb", + "feat|ironblood surge|crb", + "feat|irrepressible|crb", + "feat|juggernaut's fortitude|crb", + "feat|junk tinker|crb", + "feat|ki blast|crb", + "feat|ki rush|crb", + "feat|ki strike|crb", + "feat|kip up|crb", + "feat|knockback strike|crb", + "feat|knockback|crb", + "feat|knockdown|crb", + "feat|know-it-all|crb", + "feat|lasting coercion|crb", + "feat|lasting doubt|crb", + "feat|leave an opening|crb", + "feat|legendary codebreaker|crb", + "feat|legendary linguist|crb", + "feat|legendary medic|crb", + "feat|legendary monster hunter|crb", + "feat|legendary negotiation|crb", + "feat|legendary performer|crb", + "feat|legendary professional|crb", + "feat|legendary shot|crb", + "feat|legendary sneak|crb", + "feat|legendary survivalist|crb", + "feat|legendary thief|crb", + "feat|lengthy diversion|crb", + "feat|leshy familiar|crb", + "feat|leyline conduit|crb", + "feat|liberating stride|crb", + "feat|lie to me|crb", + "feat|light step|crb", + "feat|lightning snares|crb", + "feat|lingering composition|crb", + "feat|linked focus|crb", + "feat|litany against sloth|crb", + "feat|litany against wrath|crb", + "feat|litany of righteousness|crb", + "feat|loremaster's etude|crb", + "feat|loyal warhorse|crb", + "feat|lunge|crb", + "feat|lunging stance|crb", + "feat|magic sense (sorcerer)|crb", + "feat|magic sense (wizard)|crb", + "feat|magical crafting|crb", + "feat|magical shorthand|crb", + "feat|magical trickster|crb", + "feat|maker of miracles|crb", + "feat|manifold edge|crb", + "feat|master alchemy|crb", + "feat|master bard spellcasting|crb", + "feat|master cleric spellcasting|crb", + "feat|master druid spellcasting|crb", + "feat|master monster hunter|crb", + "feat|master of many styles|crb", + "feat|master sorcerer spellcasting|crb", + "feat|master spotter|crb", + "feat|master wizard spellcasting|crb", + "feat|masterful companion|crb", + "feat|mature animal companion (druid)|crb", + "feat|mature animal companion (ranger)|crb", + "feat|meditative focus|crb", + "feat|meditative wellspring|crb", + "feat|mega bomb|crb", + "feat|melodious spell|crb", + "feat|merciful elixir|crb", + "feat|mercy|crb", + "feat|metamagic channel|crb", + "feat|metamagic mastery (sorcerer)|crb", + "feat|metamagic mastery (wizard)|crb", + "feat|mindblank mutagen|crb", + "feat|minor magic|crb", + "feat|miracle worker|crb", + "feat|mirror shield|crb", + "feat|mixed maneuver|crb", + "feat|mobile shot stance|crb", + "feat|mobility|crb", + "feat|moment of clarity|crb", + "feat|monastic weaponry|crb", + "feat|monk dedication|crb", + "feat|monk moves|crb", + "feat|monk resiliency|crb", + "feat|monk's flurry|crb", + "feat|monster hunter|crb", + "feat|monster warden|crb", + "feat|monstrosity shape|crb", + "feat|monstrous peacemaker|crb", + "feat|mountain quake|crb", + "feat|mountain stance|crb", + "feat|mountain stronghold|crb", + "feat|mountain's stoutness|crb", + "feat|multifarious muse|crb", + "feat|multilingual|crb", + "feat|multishot stance|crb", + "feat|multitalented|crb", + "feat|natural ambition|crb", + "feat|natural medicine|crb", + "feat|natural skill|crb", + "feat|necrotic infusion|crb", + "feat|nimble crawl|crb", + "feat|nimble dodge (rogue)|crb", + "feat|nimble elf|crb", + "feat|nimble roll (rogue)|crb", + "feat|no escape|crb", + "feat|occult breadth|crb", + "feat|occult evolution|crb", + "feat|oddity identification|crb", + "feat|opportune backstab|crb", + "feat|opportunist|crb", + "feat|orc ferocity|crb", + "feat|orc sight|crb", + "feat|orc superstition|crb", + "feat|orc weapon carnage|crb", + "feat|orc weapon expertise|crb", + "feat|orc weapon familiarity|crb", + "feat|order explorer|crb", + "feat|order magic|crb", + "feat|order spell|crb", + "feat|otherworldly magic|crb", + "feat|overwhelming energy (druid)|crb", + "feat|overwhelming energy (sorcerer)|crb", + "feat|overwhelming energy (wizard)|crb", + "feat|paragon's guard|crb", + "feat|penetrating shot|crb", + "feat|perfect clarity|crb", + "feat|perfect debilitation|crb", + "feat|perfect distraction|crb", + "feat|perfect encore|crb", + "feat|perfect form control|crb", + "feat|perfect mutagen|crb", + "feat|perfect shot|crb", + "feat|perfection's path|crb", + "feat|persistent mutagen|crb", + "feat|pervasive superstition|crb", + "feat|pickpocket|crb", + "feat|planar survival|crb", + "feat|plant shape|crb", + "feat|point-blank shot|crb", + "feat|poison resistance (alchemist)|crb", + "feat|poison resistance (druid)|crb", + "feat|poison weapon|crb", + "feat|positioning assault|crb", + "feat|potent poisoner|crb", + "feat|power attack|crb", + "feat|powerful alchemy|crb", + "feat|powerful leap|crb", + "feat|powerful shove|crb", + "feat|powerful snares|crb", + "feat|powerful sneak|crb", + "feat|precise debilitations|crb", + "feat|predator's pounce|crb", + "feat|primal breadth|crb", + "feat|primal evolution|crb", + "feat|primal focus|crb", + "feat|primal summons|crb", + "feat|primal wellspring|crb", + "feat|quaking stomp|crb", + "feat|quick alchemy|crb", + "feat|quick bomber|crb", + "feat|quick climb|crb", + "feat|quick coercion|crb", + "feat|quick disguise|crb", + "feat|quick draw (ranger)|crb", + "feat|quick draw (rogue)|crb", + "feat|quick identification|crb", + "feat|quick jump|crb", + "feat|quick recognition|crb", + "feat|quick repair|crb", + "feat|quick reversal|crb", + "feat|quick shield block (champion)|crb", + "feat|quick shield block (fighter)|crb", + "feat|quick snares|crb", + "feat|quick squeeze|crb", + "feat|quick swim|crb", + "feat|quick unlock|crb", + "feat|quickened casting (bard)|crb", + "feat|quickened casting (sorcerer)|crb", + "feat|quickened casting (wizard)|crb", + "feat|quiet allies|crb", + "feat|quivering palm|crb", + "feat|radiant blade master|crb", + "feat|radiant blade spirit|crb", + "feat|raging athlete|crb", + "feat|raging intimidation|crb", + "feat|raging thrower|crb", + "feat|ranged reprisal|crb", + "feat|ranger dedication|crb", + "feat|ranger resiliency|crb", + "feat|rapid mantel|crb", + "feat|reach spell (bard)|crb", + "feat|reach spell (cleric)|crb", + "feat|reach spell (druid)|crb", + "feat|reach spell (sorcerer)|crb", + "feat|reach spell (wizard)|crb", + "feat|reactive distraction|crb", + "feat|reactive interference|crb", + "feat|reactive pursuit|crb", + "feat|reactive shield|crb", + "feat|read lips|crb", + "feat|reckless abandon (barbarian)|crb", + "feat|recognize spell|crb", + "feat|reflect spell (sorcerer)|crb", + "feat|reflect spell (wizard)|crb", + "feat|reflexive shield|crb", + "feat|renewed vigor|crb", + "feat|replenishment of war|crb", + "feat|reprepare spell|crb", + "feat|resurrectionist|crb", + "feat|revealing stab|crb", + "feat|revivifying mutagen|crb", + "feat|ride|crb", + "feat|robust recovery|crb", + "feat|rock runner|crb", + "feat|rogue dedication|crb", + "feat|rough rider|crb", + "feat|running reload|crb", + "feat|sabotage|crb", + "feat|sap life|crb", + "feat|savage critical|crb", + "feat|scare to death|crb", + "feat|scout's warning (ranger)|crb", + "feat|scout's warning (rogue)|crb", + "feat|scroll savant|crb", + "feat|second ally|crb", + "feat|second sting|crb", + "feat|second wind|crb", + "feat|selective energy|crb", + "feat|sense evil|crb", + "feat|sense the unseen (ranger)|crb", + "feat|sense the unseen (rogue)|crb", + "feat|shadow hunter|crb", + "feat|shake it off|crb", + "feat|shameless request|crb", + "feat|share rage|crb", + "feat|shared prey|crb", + "feat|shared replenishment|crb", + "feat|shatter defenses|crb", + "feat|shattering strike|crb", + "feat|shield block|crb", + "feat|shield of grace|crb", + "feat|shield of reckoning|crb", + "feat|shield paragon|crb", + "feat|shield warden (champion)|crb", + "feat|shield warden (fighter)|crb", + "feat|shielded stride|crb", + "feat|shining oath|crb", + "feat|side by side (druid)|crb", + "feat|side by side (ranger)|crb", + "feat|sidestep|crb", + "feat|sign language|crb", + "feat|silent spell|crb", + "feat|skill mastery|crb", + "feat|skill training|crb", + "feat|skirmish strike (ranger)|crb", + "feat|skirmish strike (rogue)|crb", + "feat|skittering scuttle|crb", + "feat|sleeper hold|crb", + "feat|slippery secrets|crb", + "feat|sly striker|crb", + "feat|smite evil|crb", + "feat|smoke bomb|crb", + "feat|snagging strike|crb", + "feat|snap shot|crb", + "feat|snare crafting|crb", + "feat|snare specialist|crb", + "feat|sneak attacker|crb", + "feat|sneak savant|crb", + "feat|soaring shape|crb", + "feat|soothing ballad|crb", + "feat|sorcerer dedication|crb", + "feat|specialized companion (druid)|crb", + "feat|specialized companion (ranger)|crb", + "feat|specialty crafting|crb", + "feat|spell combination|crb", + "feat|spell penetration|crb", + "feat|spell tinker|crb", + "feat|spirit's wrath|crb", + "feat|spirits' interference|crb", + "feat|spring attack|crb", + "feat|spring from the shadows|crb", + "feat|stance savant (fighter)|crb", + "feat|stance savant (monk)|crb", + "feat|stand still|crb", + "feat|steady balance|crb", + "feat|steady spellcasting (bard)|crb", + "feat|steady spellcasting (cleric)|crb", + "feat|steady spellcasting (druid)|crb", + "feat|steady spellcasting (sorcerer)|crb", + "feat|steady spellcasting (wizard)|crb", + "feat|stealthy companion|crb", + "feat|sticky bomb|crb", + "feat|stonecunning|crb", + "feat|stonewalker|crb", + "feat|storm born|crb", + "feat|storm retribution|crb", + "feat|streetwise|crb", + "feat|student of the canon|crb", + "feat|studious capacity|crb", + "feat|stunning fist|crb", + "feat|subtle theft|crb", + "feat|sudden charge (barbarian)|crb", + "feat|sudden charge (fighter)|crb", + "feat|sudden leap (barbarian)|crb", + "feat|sudden leap (fighter)|crb", + "feat|superior bond|crb", + "feat|supernatural charm|crb", + "feat|sure feet|crb", + "feat|survey wildlife|crb", + "feat|swift banishment|crb", + "feat|swift river|crb", + "feat|swift sneak|crb", + "feat|swift tracker|crb", + "feat|swipe (barbarian)|crb", + "feat|swipe (fighter)|crb", + "feat|symphony of the muse|crb", + "feat|tactical debilitations|crb", + "feat|tangled forest rake|crb", + "feat|tangled forest stance|crb", + "feat|targeting shot|crb", + "feat|terrain expertise|crb", + "feat|terrain master|crb", + "feat|terrain stalker|crb", + "feat|terrified retreat|crb", + "feat|terrifying howl|crb", + "feat|thousand faces|crb", + "feat|thrash|crb", + "feat|tiger slash|crb", + "feat|tiger stance|crb", + "feat|timeless body|crb", + "feat|timeless nature|crb", + "feat|titan slinger|crb", + "feat|titan wrestler|crb", + "feat|titan's stature|crb", + "feat|to the ends of the earth|crb", + "feat|tongue of sun and moon|crb", + "feat|toughness|crb", + "feat|train animal|crb", + "feat|trap finder (rogue)|crb", + "feat|trick magic item|crb", + "feat|trickster's ace (rogue)|crb", + "feat|triple shot|crb", + "feat|triple threat|crb", + "feat|triple time|crb", + "feat|true debilitating bomb|crb", + "feat|true hypercognition|crb", + "feat|true shapeshifter|crb", + "feat|turn undead|crb", + "feat|twin feint|crb", + "feat|twin parry (fighter)|crb", + "feat|twin parry (ranger)|crb", + "feat|twin riposte (fighter)|crb", + "feat|twin riposte (ranger)|crb", + "feat|twin takedown|crb", + "feat|twinned defense (fighter)|crb", + "feat|twist the knife|crb", + "feat|two-weapon flurry|crb", + "feat|ubiquitous snares|crb", + "feat|ultimate mercy|crb", + "feat|ultimate skirmisher|crb", + "feat|unbalancing blow|crb", + "feat|unburdened iron|crb", + "feat|uncanny bombs|crb", + "feat|uncanny dodge|crb", + "feat|unconventional expertise|crb", + "feat|unconventional weaponry|crb", + "feat|underwater marauder|crb", + "feat|unfettered halfling|crb", + "feat|unified theory|crb", + "feat|unimpeded step|crb", + "feat|universal longevity|crb", + "feat|universal versatility|crb", + "feat|unmistakable lore|crb", + "feat|untrained improvisation|crb", + "feat|unusual composition|crb", + "feat|unwavering mien|crb", + "feat|vengeful hatred|crb", + "feat|vengeful oath|crb", + "feat|vengeful strike|crb", + "feat|verdant metamorphosis|crb", + "feat|versatile font|crb", + "feat|versatile performance|crb", + "feat|versatile signature|crb", + "feat|very sneaky|crb", + "feat|very, very sneaky|crb", + "feat|vicious debilitations|crb", + "feat|vicious evisceration|crb", + "feat|victorious vigor|crb", + "feat|virtuosic performer|crb", + "feat|vivacious conduit|crb", + "feat|wall jump|crb", + "feat|wall run|crb", + "feat|ward medic|crb", + "feat|warden's boon|crb", + "feat|warden's guidance|crb", + "feat|warden's step|crb", + "feat|wary disarmament|crb", + "feat|watchful halfling|crb", + "feat|water step|crb", + "feat|weapon proficiency|crb", + "feat|weapon supremacy|crb", + "feat|weight of guilt|crb", + "feat|whirling throw|crb", + "feat|whirlwind strike (barbarian)|crb", + "feat|whirlwind strike (fighter)|crb", + "feat|wholeness of body|crb", + "feat|widen spell (druid)|crb", + "feat|widen spell (sorcerer)|crb", + "feat|widen spell (wizard)|crb", + "feat|wild empathy|crb", + "feat|wild shape|crb", + "feat|wild winds gust|crb", + "feat|wild winds initiate|crb", + "feat|wind caller|crb", + "feat|wind jump|crb", + "feat|winding flow|crb", + "feat|wizard dedication|crb", + "feat|wolf drag|crb", + "feat|wolf stance|crb", + "feat|woodland stride|crb", + "feat|wounded rage|crb", + "feat|wyrmbane aura|crb", + "feat|you're next (rogue)|crb", + "hazard|armageddon orb|crb", + "hazard|banshee's symphony|crb", + "hazard|bloodthirsty urge|crb", + "hazard|bottomless pit|crb", + "hazard|darkside mirror|crb", + "hazard|drowning pit|crb", + "hazard|electric latch rune|crb", + "hazard|fireball rune|crb", + "hazard|frozen moment|crb", + "hazard|hallucination powder trap|crb", + "hazard|hammer of forbiddance|crb", + "hazard|hidden pit|crb", + "hazard|lava flume tube|crb", + "hazard|pharaoh's ward|crb", + "hazard|planar rift|crb", + "hazard|poisoned dart gallery|crb", + "hazard|poisoned lock|crb", + "hazard|polymorph trap|crb", + "hazard|quicksand|crb", + "hazard|scythe blades|crb", + "hazard|second chance|crb", + "hazard|slamming door|crb", + "hazard|spear launcher|crb", + "hazard|spinning blade pillar|crb", + "hazard|summoning rune|crb", + "hazard|telekinetic swarm trap|crb", + "hazard|vorpal executioner|crb", + "hazard|wheel of misery|crb", + "hazard|yellow mold|crb", + "item|acid flask|crb", + "item|adamantine armor|crb", + "item|adamantine shield|crb", + "item|adamantine weapon|crb", + "item|adamantine|crb", + "item|adventurer's pack|crb", + "item|aeon stone|crb", + "item|alarm snare|crb", + "item|alchemist goggles|crb", + "item|alchemist's fire|crb", + "item|alchemist's lab|crb", + "item|alchemist's tools|crb", + "item|aligned oil|crb", + "item|anarchic|crb", + "item|animal staff|crb", + "item|anklets of alacrity|crb", + "item|antidote|crb", + "item|antimagic oil|crb", + "item|antimagic|crb", + "item|antiplague|crb", + "item|armbands of athleticism|crb", + "item|armor potency|crb", + "item|arrow-catching shield|crb", + "item|arrow|crb", + "item|arsenic|crb", + "item|artisan's tools|crb", + "item|axiomatic|crb", + "item|backpack|crb", + "item|bag of holding|crb", + "item|barding of the zephyr|crb", + "item|barkskin potion|crb", + "item|basic crafter's book|crb", + "item|bastard sword|crb", + "item|battle axe|crb", + "item|beacon shot|crb", + "item|bedroll|crb", + "item|belladonna|crb", + "item|belt of giant strength|crb", + "item|belt of regeneration|crb", + "item|belt of the five kings|crb", + "item|berserker's cloak|crb", + "item|bestial mutagen|crb", + "item|biting snare|crb", + "item|black adder venom|crb", + "item|black lotus extract|crb", + "item|bleeding spines snare|crb", + "item|blightburn resin|crb", + "item|bloodletting kukri|crb", + "item|bloodseeker beak|crb", + "item|blowgun dart|crb", + "item|blowgun|crb", + "item|bo staff|crb", + "item|bolt|crb", + "item|bomb snare|crb", + "item|bomber's eye elixir|crb", + "item|boots of bounding|crb", + "item|boots of elvenkind|crb", + "item|boots of speed|crb", + "item|bottled air|crb", + "item|bottled lightning|crb", + "item|bracelet of dashing|crb", + "item|bracers of armor|crb", + "item|bracers of missile deflection|crb", + "item|bravo's brew|crb", + "item|breastplate of command|crb", + "item|breastplate|crb", + "item|brimstone fumes|crb", + "item|bronze bull pendant|crb", + "item|brooch of shielding|crb", + "item|broom of flying|crb", + "item|buckler|crb", + "item|caltrop snare|crb", + "item|caltrops|crb", + "item|candle (10)|crb", + "item|candle of truth|crb", + "item|cape of the mountebank|crb", + "item|cassock of devotion|crb", + "item|cat's eye elixir|crb", + "item|caterwaul sling|crb", + "item|celestial armor|crb", + "item|chain (10 feet)|crb", + "item|chain mail|crb", + "item|chain shirt|crb", + "item|chalk (10)|crb", + "item|channel protection amulet|crb", + "item|cheetah's elixir|crb", + "item|chest|crb", + "item|chime of opening|crb", + "item|choker of elocution|crb", + "item|circlet of persuasion|crb", + "item|clan dagger|crb", + "item|clandestine cloak|crb", + "item|climbing bolt|crb", + "item|climbing kit|crb", + "item|cloak of elvenkind|crb", + "item|cloak of the bat|crb", + "item|clothing|crb", + "item|club|crb", + "item|cognitive mutagen|crb", + "item|cold iron armor|crb", + "item|cold iron shield|crb", + "item|cold iron weapon|crb", + "item|cold iron|crb", + "item|collar of empathy|crb", + "item|collar of inconspicuousness|crb", + "item|compass|crb", + "item|composite longbow|crb", + "item|composite shortbow|crb", + "item|comprehension elixir|crb", + "item|cookware|crb", + "item|corrosive|crb", + "item|coyote cloak|crb", + "item|crafter's eyepiece|crb", + "item|crossbow|crb", + "item|crowbar|crb", + "item|crying angel pendant|crb", + "item|crystal ball|crb", + "item|cytillesh oil|crb", + "item|dagger of venom|crb", + "item|dagger|crb", + "item|dancing scarf|crb", + "item|dancing|crb", + "item|daredevil boots|crb", + "item|darkvision elixir|crb", + "item|darkwood armor|crb", + "item|darkwood shield|crb", + "item|darkwood weapon|crb", + "item|darkwood|crb", + "item|dart|crb", + "item|dazing coil|crb", + "item|deathcap powder|crb", + "item|decanter of endless water|crb", + "item|demon armor|crb", + "item|demon mask|crb", + "item|diadem of intellect|crb", + "item|diplomat's badge|crb", + "item|disguise kit|crb", + "item|disintegration bolt|crb", + "item|dispelling sliver|crb", + "item|disrupting|crb", + "item|dogslicer|crb", + "item|doubling rings|crb", + "item|dragon bile|crb", + "item|dragon turtle scale|crb", + "item|dragon's breath potion|crb", + "item|dragonhide armor|crb", + "item|dragonhide shield|crb", + "item|dragonhide|crb", + "item|dragonplate|crb", + "item|dragonslayer's shield|crb", + "item|dread blindfold|crb", + "item|druid's vestments|crb", + "item|dust of appearance|crb", + "item|dust of disappearance|crb", + "item|dwarven thrower|crb", + "item|dwarven war axe|crb", + "item|eagle-eye elixir|crb", + "item|effervescent ampoule|crb", + "item|electric eelskin|crb", + "item|elemental gem|crb", + "item|elixir of life|crb", + "item|elixir of rejuvenation|crb", + "item|elven chain|crb", + "item|elven curve blade|crb", + "item|emerald grasshopper|crb", + "item|energy-resistant|crb", + "item|ethereal|crb", + "item|everburning torch|crb", + "item|explorer's clothing|crb", + "item|explorer's yurt|crb", + "item|explosive ammunition|crb", + "item|extra ink and paper|crb", + "item|eye of apprehension|crb", + "item|eye of fortune|crb", + "item|eyes of the eagle|crb", + "item|fade band|crb", + "item|falchion|crb", + "item|fear gem|crb", + "item|feather step stone|crb", + "item|feather token|crb", + "item|fighter's fork|crb", + "item|filcher's fork|crb", + "item|fishing tackle|crb", + "item|flail|crb", + "item|flame navette|crb", + "item|flame tongue|crb", + "item|flaming|crb", + "item|flint and steel|crb", + "item|floating shield|crb", + "item|flying blade wheel snare|crb", + "item|force shield|crb", + "item|forge warden|crb", + "item|formula book (blank)|crb", + "item|fortification|crb", + "item|frost brand|crb", + "item|frost vial|crb", + "item|frost|crb", + "item|full plate|crb", + "item|gallows tooth|crb", + "item|gauntlet|crb", + "item|ghost ammunition|crb", + "item|ghost dust|crb", + "item|ghost touch|crb", + "item|ghoul hide|crb", + "item|giant centipede venom|crb", + "item|giant scorpion venom|crb", + "item|giant wasp venom|crb", + "item|glaive|crb", + "item|glamered|crb", + "item|gloom blade|crb", + "item|gloves of storing|crb", + "item|gnome flickmace|crb", + "item|gnome hooked hammer|crb", + "item|goggles of night|crb", + "item|gorget of the primal roar|crb", + "item|grappling hook|crb", + "item|grasping snare|crb", + "item|graveroot|crb", + "item|greataxe|crb", + "item|greatclub|crb", + "item|greatpick|crb", + "item|greatsword|crb", + "item|grievous|crb", + "item|grim trophy|crb", + "item|guisarme|crb", + "item|hail of arrows snare|crb", + "item|halberd|crb", + "item|half plate|crb", + "item|halfling sling staff|crb", + "item|hammer|crb", + "item|hampering snare|crb", + "item|hand crossbow|crb", + "item|hand of the mage|crb", + "item|handwraps of mighty blows|crb", + "item|hat of disguise|crb", + "item|hat of the magi|crb", + "item|hatchet|crb", + "item|headband of inspired wisdom|crb", + "item|healer's gloves|crb", + "item|healer's tools|crb", + "item|healing potion|crb", + "item|heavy crossbow|crb", + "item|hemlock|crb", + "item|hide|crb", + "item|hobbling snare|crb", + "item|holly and mistletoe|crb", + "item|holy avenger|crb", + "item|holy prayer beads|crb", + "item|holy water|crb", + "item|holy|crb", + "item|horn of blasting|crb", + "item|horn of fog|crb", + "item|horsechopper|crb", + "item|horseshoes of speed|crb", + "item|hourglass|crb", + "item|hunter's bane|crb", + "item|hunting spider venom|crb", + "item|immovable rod|crb", + "item|impenetrable scale|crb", + "item|indestructible shield|crb", + "item|inexplicable apparatus|crb", + "item|infiltrator's elixir|crb", + "item|instant evisceration snare|crb", + "item|instant fortress|crb", + "item|invisibility potion|crb", + "item|invisibility|crb", + "item|iron cube|crb", + "item|iron cudgel|crb", + "item|iron equalizer|crb", + "item|iron medallion|crb", + "item|jade bauble|crb", + "item|jade cat|crb", + "item|javelin of lightning|crb", + "item|javelin|crb", + "item|juggernaut mutagen|crb", + "item|kama|crb", + "item|katana|crb", + "item|katar|crb", + "item|keen|crb", + "item|king's sleep|crb", + "item|knapsack of halflingkind|crb", + "item|kukri|crb", + "item|ladder (10-foot)|crb", + "item|lance|crb", + "item|lantern|crb", + "item|leaper's elixir|crb", + "item|leather|crb", + "item|lethargy poison|crb", + "item|lich dust|crb", + "item|lifting belt|crb", + "item|light hammer|crb", + "item|light mace|crb", + "item|light pick|crb", + "item|lion's shield|crb", + "item|lock|crb", + "item|longbow|crb", + "item|longspear|crb", + "item|longsword|crb", + "item|luck blade|crb", + "item|mace|crb", + "item|maestro's instrument|crb", + "item|magic wand|crb", + "item|magnifying glass|crb", + "item|mail of luck|crb", + "item|main-gauche|crb", + "item|malyass root paste|crb", + "item|manacles|crb", + "item|marking snare|crb", + "item|marvelous medicines|crb", + "item|material component pouch|crb", + "item|mattock of the titans|crb", + "item|maul|crb", + "item|mending lattice|crb", + "item|mentalist's staff|crb", + "item|merchant's scale|crb", + "item|mesmerizing opal|crb", + "item|messenger's ring|crb", + "item|mindfog mist|crb", + "item|mirror|crb", + "item|mistform elixir|crb", + "item|mithral armor|crb", + "item|mithral shield|crb", + "item|mithral weapon|crb", + "item|mithral|crb", + "item|monkey pin|crb", + "item|moonlit chain|crb", + "item|morningstar|crb", + "item|mug|crb", + "item|mummified bat|crb", + "item|murderer's knot|crb", + "item|musical instrument|crb", + "item|necklace of fireballs|crb", + "item|nectar of purification|crb", + "item|nettleweed residue|crb", + "item|nightmare vapor|crb", + "item|nunchaku|crb", + "item|oathbow|crb", + "item|obfuscation oil|crb", + "item|oil (1 pint)|crb", + "item|oil of animation|crb", + "item|oil of keen edges|crb", + "item|oil of mending|crb", + "item|oil of potency|crb", + "item|oil of repulsion|crb", + "item|oil of weightlessness|crb", + "item|omnidirectional spear snare|crb", + "item|onyx panther|crb", + "item|orc knuckle dagger|crb", + "item|orc necksplitter|crb", + "item|orichalcum armor|crb", + "item|orichalcum shield|crb", + "item|orichalcum weapon|crb", + "item|orichalcum|crb", + "item|owlbear claw|crb", + "item|padded armor|crb", + "item|panacea|crb", + "item|pendant of the occult|crb", + "item|penetrating ammunition|crb", + "item|persona mask|crb", + "item|philosopher's stone|crb", + "item|phylactery of faithfulness|crb", + "item|pick|crb", + "item|piton|crb", + "item|plate armor of the deep|crb", + "item|pocket stage|crb", + "item|possibility tome|crb", + "item|potency crystal|crb", + "item|potion of flying|crb", + "item|potion of leaping|crb", + "item|potion of quickness|crb", + "item|potion of resistance|crb", + "item|potion of swimming|crb", + "item|potion of tongues|crb", + "item|potion of undetectability|crb", + "item|potion of water breathing|crb", + "item|primeval mistletoe|crb", + "item|purple worm venom|crb", + "item|quicksilver mutagen|crb", + "item|ranseur|crb", + "item|rapier|crb", + "item|rations (1 week)|crb", + "item|reflecting shield|crb", + "item|religious symbol|crb", + "item|religious text|crb", + "item|repair kit|crb", + "item|replacement cosmetics|crb", + "item|replacement picks|crb", + "item|resilient|crb", + "item|retribution axe|crb", + "item|returning|crb", + "item|rhino hide|crb", + "item|ring of climbing|crb", + "item|ring of counterspells|crb", + "item|ring of energy resistance|crb", + "item|ring of lies|crb", + "item|ring of maniacal devices|crb", + "item|ring of spell turning|crb", + "item|ring of sustenance|crb", + "item|ring of swimming|crb", + "item|ring of the ram|crb", + "item|ring of wizardry|crb", + "item|robe of eyes|crb", + "item|robe of the archmagi|crb", + "item|rod of negation|crb", + "item|rod of wonder|crb", + "item|rope (50 feet)|crb", + "item|runestone|crb", + "item|sack (5)|crb", + "item|saddlebags|crb", + "item|sai|crb", + "item|salamander elixir|crb", + "item|salve of antiparalysis|crb", + "item|salve of slipperiness|crb", + "item|sap|crb", + "item|savior spike|crb", + "item|sawtooth saber|crb", + "item|scale mail|crb", + "item|scholarly journal|crb", + "item|scimitar|crb", + "item|scroll|crb", + "item|scythe|crb", + "item|scything blade snare|crb", + "item|sea touch elixir|crb", + "item|serene mutagen|crb", + "item|serum of sex shift|crb", + "item|shadow essence|crb", + "item|shadow|crb", + "item|shark tooth charm|crb", + "item|shield boss|crb", + "item|shield spikes|crb", + "item|shifting|crb", + "item|shining ammunition|crb", + "item|shock|crb", + "item|shortbow|crb", + "item|shortsword|crb", + "item|shrinking potion|crb", + "item|shuriken|crb", + "item|sickle|crb", + "item|signal whistle|crb", + "item|signaling snare|crb", + "item|silver armor|crb", + "item|silver shield|crb", + "item|silver weapon|crb", + "item|silversheen|crb", + "item|silvertongue mutagen|crb", + "item|silver|crb", + "item|skeleton key|crb", + "item|sky hammer|crb", + "item|sleep arrow|crb", + "item|slick|crb", + "item|sling bullets|crb", + "item|sling|crb", + "item|slippers of spider climbing|crb", + "item|slumber wine|crb", + "item|smokestick|crb", + "item|snake oil|crb", + "item|snare kit|crb", + "item|sneaky key|crb", + "item|soap|crb", + "item|spear|crb", + "item|speed|crb", + "item|spell-storing|crb", + "item|spellbook (blank)|crb", + "item|spellguard shield|crb", + "item|spellstrike ammunition|crb", + "item|spider root|crb", + "item|spike snare|crb", + "item|spiked chain|crb", + "item|spiked gauntlet|crb", + "item|spined shield|crb", + "item|splint mail|crb", + "item|spyglass|crb", + "item|staff of abjuration|crb", + "item|staff of conjuration|crb", + "item|staff of divination|crb", + "item|staff of enchantment|crb", + "item|staff of evocation|crb", + "item|staff of fire|crb", + "item|staff of healing|crb", + "item|staff of illumination|crb", + "item|staff of illusion|crb", + "item|staff of necromancy|crb", + "item|staff of power|crb", + "item|staff of the magi|crb", + "item|staff of transmutation|crb", + "item|staff|crb", + "item|stalker bane snare|crb", + "item|starknife|crb", + "item|steel shield|crb", + "item|stone bullet|crb", + "item|stone fist elixir|crb", + "item|storm arrow|crb", + "item|storm flash|crb", + "item|striking snare|crb", + "item|striking|crb", + "item|studded leather|crb", + "item|stunning snare|crb", + "item|sturdy shield|crb", + "item|sunrod|crb", + "item|survey map|crb", + "item|swift block cabochon|crb", + "item|tack|crb", + "item|tanglefoot bag|crb", + "item|tears of death|crb", + "item|temple sword|crb", + "item|ten-foot pole|crb", + "item|tent|crb", + "item|thieves' tools|crb", + "item|third eye|crb", + "item|thundering|crb", + "item|thunderstone|crb", + "item|thurible of revelation|crb", + "item|tiger menuki|crb", + "item|tindertwig|crb", + "item|tool|crb", + "item|torch|crb", + "item|tower shield|crb", + "item|tracker's goggles|crb", + "item|traveler's any-tool|crb", + "item|trident|crb", + "item|trip snare|crb", + "item|triton's conch|crb", + "item|truesight potion|crb", + "item|truth potion|crb", + "item|twining staff|crb", + "item|unholy water|crb", + "item|unholy|crb", + "item|vanishing coin|crb", + "item|ventriloquist's ring|crb", + "item|verdant staff|crb", + "item|vine arrow|crb", + "item|viper arrow|crb", + "item|viper's fang|crb", + "item|vorpal|crb", + "item|voyager's pack|crb", + "item|wand of continuation|crb", + "item|wand of manifold missiles|crb", + "item|wand of slaying|crb", + "item|wand of smoldering fireballs|crb", + "item|wand of widening|crb", + "item|war flail|crb", + "item|warhammer|crb", + "item|warning snare|crb", + "item|waterskin|crb", + "item|wayfinder|crb", + "item|weapon potency|crb", + "item|whip|crb", + "item|whisper of the first lie|crb", + "item|winged boots|crb", + "item|winter wolf elixir|crb", + "item|wolf fang|crb", + "item|wolfsbane|crb", + "item|wondrous figurine|crb", + "item|wooden shield|crb", + "item|wounding|crb", + "item|writing set|crb", + "item|wyvern poison|crb", + "ritual|animate object|crb", + "ritual|atone|crb", + "ritual|awaken animal|crb", + "ritual|blight|crb", + "ritual|call spirit|crb", + "ritual|commune with nature|crb", + "ritual|commune|crb", + "ritual|consecrate|crb", + "ritual|control weather|crb", + "ritual|create undead|crb", + "ritual|freedom|crb", + "ritual|geas|crb", + "ritual|imprisonment|crb", + "ritual|inveigle|crb", + "ritual|legend lore|crb", + "ritual|planar ally|crb", + "ritual|planar binding|crb", + "ritual|plant growth|crb", + "ritual|primal call|crb", + "ritual|resurrect|crb", + "skill|acrobatics|crb", + "skill|arcana|crb", + "skill|athletics|crb", + "skill|crafting|crb", + "skill|deception|crb", + "skill|diplomacy|crb", + "skill|intimidation|crb", + "skill|lore|crb", + "skill|medicine|crb", + "skill|nature|crb", + "skill|occultism|crb", + "skill|perception|crb", + "skill|performance|crb", + "skill|religion|crb", + "skill|society|crb", + "skill|stealth|crb", + "skill|survival|crb", + "skill|thievery|crb", + "spell|aberrant whispers|crb", + "spell|abundant step|crb", + "spell|abyssal plague|crb", + "spell|abyssal wrath|crb", + "spell|acid arrow|crb", + "spell|acid splash|crb", + "spell|aerial form|crb", + "spell|agile feet|crb", + "spell|air bubble|crb", + "spell|air walk|crb", + "spell|alarm|crb", + "spell|allegro|crb", + "spell|alter reality|crb", + "spell|anathematic reprisal|crb", + "spell|ancestral memories|crb", + "spell|angelic halo|crb", + "spell|angelic wings|crb", + "spell|animal form|crb", + "spell|animal messenger|crb", + "spell|animal vision|crb", + "spell|ant haul|crb", + "spell|antimagic field|crb", + "spell|appearance of wealth|crb", + "spell|arcane countermeasure|crb", + "spell|artistic flourish|crb", + "spell|athletic rush|crb", + "spell|augment summoning|crb", + "spell|augury|crb", + "spell|avatar|crb", + "spell|baleful polymorph|crb", + "spell|bane|crb", + "spell|banishment|crb", + "spell|barkskin|crb", + "spell|bind soul|crb", + "spell|bind undead|crb", + "spell|bit of luck|crb", + "spell|black tentacles|crb", + "spell|blade barrier|crb", + "spell|bless|crb", + "spell|blind ambition|crb", + "spell|blindness|crb", + "spell|blink|crb", + "spell|blur|crb", + "spell|breath of life|crb", + "spell|burning hands|crb", + "spell|call of the grave|crb", + "spell|calm emotions|crb", + "spell|captivating adoration|crb", + "spell|cataclysm|crb", + "spell|celestial brand|crb", + "spell|chain lightning|crb", + "spell|champion's sacrifice|crb", + "spell|charming touch|crb", + "spell|charming words|crb", + "spell|charm|crb", + "spell|chill touch|crb", + "spell|chilling darkness|crb", + "spell|chromatic wall|crb", + "spell|circle of protection|crb", + "spell|clairaudience|crb", + "spell|clairvoyance|crb", + "spell|cloak of colors|crb", + "spell|cloak of shadow|crb", + "spell|cloudkill|crb", + "spell|collective transposition|crb", + "spell|color spray|crb", + "spell|commanding lash|crb", + "spell|command|crb", + "spell|competitive edge|crb", + "spell|comprehend language|crb", + "spell|cone of cold|crb", + "spell|confusion|crb", + "spell|contingency|crb", + "spell|continual flame|crb", + "spell|control water|crb", + "spell|counter performance|crb", + "spell|create food|crb", + "spell|create water|crb", + "spell|creation|crb", + "spell|crisis of faith|crb", + "spell|crusade|crb", + "spell|crushing despair|crb", + "spell|cry of destruction|crb", + "spell|dancing lights|crb", + "spell|darkened eyes|crb", + "spell|darkness|crb", + "spell|darkvision|crb", + "spell|daze|crb", + "spell|dazzling flash|crb", + "spell|deafness|crb", + "spell|death knell|crb", + "spell|death ward|crb", + "spell|death's call|crb", + "spell|delusional pride|crb", + "spell|destructive aura|crb", + "spell|detect alignment|crb", + "spell|detect magic|crb", + "spell|detect poison|crb", + "spell|detect scrying|crb", + "spell|diabolic edict|crb", + "spell|dimension door|crb", + "spell|dimensional anchor|crb", + "spell|dimensional lock|crb", + "spell|dimensional steps|crb", + "spell|dinosaur form|crb", + "spell|dirge of doom|crb", + "spell|disappearance|crb", + "spell|discern lies|crb", + "spell|discern location|crb", + "spell|disintegrate|crb", + "spell|disjunction|crb", + "spell|dispel magic|crb", + "spell|disperse into air|crb", + "spell|disrupt undead|crb", + "spell|disrupting weapons|crb", + "spell|divine aura|crb", + "spell|divine decree|crb", + "spell|divine inspiration|crb", + "spell|divine lance|crb", + "spell|divine vessel|crb", + "spell|divine wrath|crb", + "spell|diviner's sight|crb", + "spell|dominate|crb", + "spell|downpour|crb", + "spell|dragon breath|crb", + "spell|dragon claws|crb", + "spell|dragon form|crb", + "spell|dragon wings|crb", + "spell|drain life|crb", + "spell|dread aura|crb", + "spell|dream council|crb", + "spell|dream message|crb", + "spell|dreamer's call|crb", + "spell|dreaming potential|crb", + "spell|drop dead|crb", + "spell|duplicate foe|crb", + "spell|earthbind|crb", + "spell|earthquake|crb", + "spell|eclipse burst|crb", + "spell|electric arc|crb", + "spell|elemental blast|crb", + "spell|elemental form|crb", + "spell|elemental motion|crb", + "spell|elemental tempest|crb", + "spell|elemental toss|crb", + "spell|embrace the pit|crb", + "spell|empty body|crb", + "spell|endure elements|crb", + "spell|enduring might|crb", + "spell|energy absorption|crb", + "spell|energy aegis|crb", + "spell|enhance victuals|crb", + "spell|enlarge|crb", + "spell|entangle|crb", + "spell|enthrall|crb", + "spell|eradicate undeath|crb", + "spell|ethereal jaunt|crb", + "spell|extend spell|crb", + "spell|fabricated truth|crb", + "spell|face in the crowd|crb", + "spell|faerie dust|crb", + "spell|faerie fire|crb", + "spell|false life|crb", + "spell|false vision|crb", + "spell|fatal aria|crb", + "spell|fear|crb", + "spell|feather fall|crb", + "spell|feeblemind|crb", + "spell|feet to fins|crb", + "spell|fey disappearance|crb", + "spell|fey glamour|crb", + "spell|field of life|crb", + "spell|fiery body|crb", + "spell|finger of death|crb", + "spell|fire ray|crb", + "spell|fire seeds|crb", + "spell|fire shield|crb", + "spell|fireball|crb", + "spell|flame barrier|crb", + "spell|flame strike|crb", + "spell|flaming sphere|crb", + "spell|fleet step|crb", + "spell|flesh to stone|crb", + "spell|floating disk|crb", + "spell|fly|crb", + "spell|forbidding ward|crb", + "spell|force bolt|crb", + "spell|forced quiet|crb", + "spell|foresight|crb", + "spell|freedom of movement|crb", + "spell|gaseous form|crb", + "spell|gate|crb", + "spell|gentle repose|crb", + "spell|ghost sound|crb", + "spell|ghostly weapon|crb", + "spell|ghoulish cravings|crb", + "spell|glibness|crb", + "spell|glimpse the truth|crb", + "spell|glitterdust|crb", + "spell|globe of invulnerability|crb", + "spell|glutton's jaws|crb", + "spell|glyph of warding|crb", + "spell|goblin pox|crb", + "spell|goodberry|crb", + "spell|grasping grave|crb", + "spell|grease|crb", + "spell|grim tendrils|crb", + "spell|guidance|crb", + "spell|gust of wind|crb", + "spell|hallucination|crb", + "spell|hallucinatory terrain|crb", + "spell|hand of the apprentice|crb", + "spell|harm|crb", + "spell|haste|crb", + "spell|heal animal|crb", + "spell|healer's blessing|crb", + "spell|heal|crb", + "spell|hellfire plume|crb", + "spell|hero's defiance|crb", + "spell|heroism|crb", + "spell|hideous laughter|crb", + "spell|holy cascade|crb", + "spell|horrid wilting|crb", + "spell|horrific visage|crb", + "spell|house of imaginary walls|crb", + "spell|humanoid form|crb", + "spell|hurtling stone|crb", + "spell|hydraulic push|crb", + "spell|hydraulic torrent|crb", + "spell|hypercognition|crb", + "spell|hypnotic pattern|crb", + "spell|illusory creature|crb", + "spell|illusory disguise|crb", + "spell|illusory object|crb", + "spell|illusory scene|crb", + "spell|impaling briars|crb", + "spell|implosion|crb", + "spell|insect form|crb", + "spell|inspire competence|crb", + "spell|inspire courage|crb", + "spell|inspire defense|crb", + "spell|inspire heroics|crb", + "spell|invisibility cloak|crb", + "spell|invisibility sphere|crb", + "spell|invisibility|crb", + "spell|item facade|crb", + "spell|jealous hex|crb", + "spell|jump|crb", + "spell|ki blast|crb", + "spell|ki rush|crb", + "spell|ki strike|crb", + "spell|knock|crb", + "spell|know direction|crb", + "spell|know the enemy|crb", + "spell|lay on hands|crb", + "spell|levitate|crb", + "spell|life siphon|crb", + "spell|lightning bolt|crb", + "spell|light|crb", + "spell|lingering composition|crb", + "spell|litany against sloth|crb", + "spell|litany against wrath|crb", + "spell|litany of righteousness|crb", + "spell|localized quake|crb", + "spell|locate|crb", + "spell|lock|crb", + "spell|longstrider|crb", + "spell|loremaster's etude|crb", + "spell|lucky break|crb", + "spell|mage armor|crb", + "spell|mage hand|crb", + "spell|magic aura|crb", + "spell|magic fang|crb", + "spell|magic missile|crb", + "spell|magic mouth|crb", + "spell|magic weapon|crb", + "spell|magic's vessel|crb", + "spell|magnificent mansion|crb", + "spell|malignant sustenance|crb", + "spell|mariner's curse|crb", + "spell|mask of terror|crb", + "spell|massacre|crb", + "spell|maze|crb", + "spell|meld into stone|crb", + "spell|mending|crb", + "spell|message|crb", + "spell|meteor swarm|crb", + "spell|mind blank|crb", + "spell|mind probe|crb", + "spell|mind reading|crb", + "spell|mindlink|crb", + "spell|miracle|crb", + "spell|mirror image|crb", + "spell|misdirection|crb", + "spell|mislead|crb", + "spell|modify memory|crb", + "spell|moment of renewal|crb", + "spell|monstrosity form|crb", + "spell|moon frenzy|crb", + "spell|moonbeam|crb", + "spell|mystic beacon|crb", + "spell|nature incarnate|crb", + "spell|nature's bounty|crb", + "spell|nature's enmity|crb", + "spell|negate aroma|crb", + "spell|neutralize poison|crb", + "spell|nightmare|crb", + "spell|nondetection|crb", + "spell|obscuring mist|crb", + "spell|outcast's curse|crb", + "spell|overstuff|crb", + "spell|overwhelming presence|crb", + "spell|paralyze|crb", + "spell|paranoia|crb", + "spell|pass without trace|crb", + "spell|passwall|crb", + "spell|perfected form|crb", + "spell|perfected mind|crb", + "spell|pest form|crb", + "spell|phantasmal calamity|crb", + "spell|phantasmal killer|crb", + "spell|phantom pain|crb", + "spell|phantom steed|crb", + "spell|physical boost|crb", + "spell|plane shift|crb", + "spell|plant form|crb", + "spell|polar ray|crb", + "spell|positive luminance|crb", + "spell|possession|crb", + "spell|power word blind|crb", + "spell|power word kill|crb", + "spell|power word stun|crb", + "spell|precious metals|crb", + "spell|prestidigitation|crb", + "spell|primal herd|crb", + "spell|primal phenomenon|crb", + "spell|primal summons|crb", + "spell|prismatic sphere|crb", + "spell|prismatic spray|crb", + "spell|prismatic wall|crb", + "spell|private sanctum|crb", + "spell|produce flame|crb", + "spell|project image|crb", + "spell|protection|crb", + "spell|protective ward|crb", + "spell|protector's sacrifice|crb", + "spell|protector's sphere|crb", + "spell|prying eye|crb", + "spell|pulse of the city|crb", + "spell|punishing winds|crb", + "spell|purify food and drink|crb", + "spell|purple worm sting|crb", + "spell|pushing gust|crb", + "spell|quivering palm|crb", + "spell|raise dead|crb", + "spell|ray of enfeeblement|crb", + "spell|ray of frost|crb", + "spell|read aura|crb", + "spell|read fate|crb", + "spell|read omens|crb", + "spell|rebuke death|crb", + "spell|regenerate|crb", + "spell|remake|crb", + "spell|remove curse|crb", + "spell|remove disease|crb", + "spell|remove fear|crb", + "spell|remove paralysis|crb", + "spell|repulsion|crb", + "spell|resilient sphere|crb", + "spell|resist energy|crb", + "spell|resplendent mansion|crb", + "spell|restoration|crb", + "spell|restore senses|crb", + "spell|retributive pain|crb", + "spell|retrocognition|crb", + "spell|reverse gravity|crb", + "spell|revival|crb", + "spell|righteous might|crb", + "spell|rope trick|crb", + "spell|safeguard secret|crb", + "spell|sanctified ground|crb", + "spell|sanctuary|crb", + "spell|savor the sting|crb", + "spell|scholarly recollection|crb", + "spell|scintillating pattern|crb", + "spell|scrying|crb", + "spell|searing light|crb", + "spell|secret page|crb", + "spell|see invisibility|crb", + "spell|sending|crb", + "spell|shadow blast|crb", + "spell|shadow siphon|crb", + "spell|shadow walk|crb", + "spell|shape stone|crb", + "spell|shape wood|crb", + "spell|shapechange|crb", + "spell|shared nightmare|crb", + "spell|shatter|crb", + "spell|shield other|crb", + "spell|shield|crb", + "spell|shifting form|crb", + "spell|shillelagh|crb", + "spell|shocking grasp|crb", + "spell|shrink item|crb", + "spell|shrink|crb", + "spell|sigil|crb", + "spell|silence|crb", + "spell|sleep|crb", + "spell|slow|crb", + "spell|solid fog|crb", + "spell|soothe|crb", + "spell|soothing ballad|crb", + "spell|soothing words|crb", + "spell|sound burst|crb", + "spell|speak with animals|crb", + "spell|speak with plants|crb", + "spell|spectral hand|crb", + "spell|spell immunity|crb", + "spell|spell turning|crb", + "spell|spellwrack|crb", + "spell|spider climb|crb", + "spell|spider sting|crb", + "spell|spirit blast|crb", + "spell|spirit link|crb", + "spell|spirit song|crb", + "spell|spiritual epidemic|crb", + "spell|spiritual guardian|crb", + "spell|spiritual weapon|crb", + "spell|splash of art|crb", + "spell|stabilize|crb", + "spell|status|crb", + "spell|stinking cloud|crb", + "spell|stone tell|crb", + "spell|stone to flesh|crb", + "spell|stoneskin|crb", + "spell|storm lord|crb", + "spell|storm of vengeance|crb", + "spell|stormwind flight|crb", + "spell|subconscious suggestion|crb", + "spell|sudden shift|crb", + "spell|suggestion|crb", + "spell|summon animal|crb", + "spell|summon celestial|crb", + "spell|summon construct|crb", + "spell|summon dragon|crb", + "spell|summon elemental|crb", + "spell|summon entity|crb", + "spell|summon fey|crb", + "spell|summon fiend|crb", + "spell|summon giant|crb", + "spell|summon plant or fungus|crb", + "spell|sunburst|crb", + "spell|swamp of sloth|crb", + "spell|sweet dream|crb", + "spell|synaptic pulse|crb", + "spell|synesthesia|crb", + "spell|take its course|crb", + "spell|talking corpse|crb", + "spell|tanglefoot|crb", + "spell|tangling creepers|crb", + "spell|telekinetic haul|crb", + "spell|telekinetic maneuver|crb", + "spell|telekinetic projectile|crb", + "spell|telepathic bond|crb", + "spell|telepathic demand|crb", + "spell|telepathy|crb", + "spell|teleport|crb", + "spell|tempest surge|crb", + "spell|tempt fate|crb", + "spell|tentacular limbs|crb", + "spell|tidal surge|crb", + "spell|time stop|crb", + "spell|tongues|crb", + "spell|touch of idiocy|crb", + "spell|touch of obedience|crb", + "spell|touch of the moon|crb", + "spell|touch of undeath|crb", + "spell|traveler's transit|crb", + "spell|tree shape|crb", + "spell|tree stride|crb", + "spell|trickster's twin|crb", + "spell|triple time|crb", + "spell|true seeing|crb", + "spell|true strike|crb", + "spell|true target|crb", + "spell|uncontrollable dance|crb", + "spell|undeath's blessing|crb", + "spell|undetectable alignment|crb", + "spell|unfathomable song|crb", + "spell|unfettered pack|crb", + "spell|unimpeded stride|crb", + "spell|unity|crb", + "spell|unrelenting observation|crb", + "spell|unseen servant|crb", + "spell|unusual anatomy|crb", + "spell|vampiric exsanguination|crb", + "spell|vampiric touch|crb", + "spell|veil of confidence|crb", + "spell|veil|crb", + "spell|ventriloquism|crb", + "spell|vibrant pattern|crb", + "spell|vibrant thorns|crb", + "spell|vigilant eye|crb", + "spell|visions of danger|crb", + "spell|vital beacon|crb", + "spell|volcanic eruption|crb", + "spell|wail of the banshee|crb", + "spell|waking nightmare|crb", + "spell|wall of fire|crb", + "spell|wall of force|crb", + "spell|wall of ice|crb", + "spell|wall of stone|crb", + "spell|wall of thorns|crb", + "spell|wall of wind|crb", + "spell|wanderer's guide|crb", + "spell|warp mind|crb", + "spell|warped terrain|crb", + "spell|water breathing|crb", + "spell|water walk|crb", + "spell|weapon of judgment|crb", + "spell|weapon storm|crb", + "spell|weapon surge|crb", + "spell|web|crb", + "spell|weird|crb", + "spell|wholeness of body|crb", + "spell|wild morph|crb", + "spell|wild shape|crb", + "spell|wild winds stance|crb", + "spell|wind jump|crb", + "spell|wind walk|crb", + "spell|wish|crb", + "spell|word of freedom|crb", + "spell|word of truth|crb", + "spell|you're mine|crb", + "spell|zeal for battle|crb", + "spell|zealous conviction|crb", + "spell|zone of truth|crb", + "table|ability modifiers|crb", + "table|adventuring gear|crb", + "table|alchemical gear|crb", + "table|alignment aura|crb", + "table|animal instincts|crb", + "table|animals|crb", + "table|armor upgrade prices|crb", + "table|armor|crb", + "table|barding|crb", + "table|basic services and consumables|crb", + "table|bulk conversions|crb", + "table|bulk of creatures|crb", + "table|changing equipment|crb", + "table|character wealth|crb", + "table|climb and swim distance|crb", + "table|coin values|crb", + "table|common languages|crb", + "table|cost of living|crb", + "table|creature creation rituals|crb", + "table|creature identification skills|crb", + "table|creature xp and role|crb", + "table|damaging armor|crb", + "table|dc adjustments|crb", + "table|dcs by level|crb", + "table|differently sized items|crb", + "table|domains|crb", + "table|dragon instincts|crb", + "table|encounter budget|crb", + "table|enviromental damage|crb", + "table|enviromental features|crb", + "table|formulas|crb", + "table|fundamental runes|crb", + "table|general feats|crb", + "table|general skill feats|crb", + "table|hazard xp|crb", + "table|income earned|crb", + "table|learning a spell|crb", + "table|magical gear|crb", + "table|material hardness, hit points, and broken threshold|crb", + "table|melee weapons|crb", + "table|monk unarmed attacks|crb", + "table|party treasure by level|crb", + "table|ranged weapons|crb", + "table|regional languages|crb", + "table|rituals by level|crb", + "table|scroll statistics|crb", + "table|secret language|crb", + "table|shields|crb", + "table|simple dcs|crb", + "table|size and reach|crb", + "table|skills, key abilities, and actions|crb", + "table|spellcasting services|crb", + "table|temperature effects|crb", + "table|the nine alignments|crb", + "table|travel speed|crb", + "table|unarmed attacks|crb", + "table|unarmored defense|crb", + "table|uncommon adventuring gear|crb", + "table|uncommon languages|crb", + "table|watches and rest|crb", + "table|weapon upgrade price|crb", + "table|xp awards|crb", + "trait|aberration|crb", + "trait|abjuration|crb", + "trait|acid|crb", + "trait|additive|crb", + "trait|agile|crb", + "trait|air|crb", + "trait|alchemical|crb", + "trait|alchemist|crb", + "trait|angel|crb", + "trait|animal|crb", + "trait|apex|crb", + "trait|arcane|crb", + "trait|archetype|crb", + "trait|archon|crb", + "trait|attached|crb", + "trait|attack|crb", + "trait|auditory|crb", + "trait|aura|crb", + "trait|azata|crb", + "trait|backstabber|crb", + "trait|backswing|crb", + "trait|barbarian|crb", + "trait|bard|crb", + "trait|beast|crb", + "trait|bomb|crb", + "trait|bulwark|crb", + "trait|cantrip|crb", + "trait|celestial|crb", + "trait|champion|crb", + "trait|chaotic|crb", + "trait|cleric|crb", + "trait|cold|crb", + "trait|comfort|crb", + "trait|common|crb", + "trait|companion|crb", + "trait|complex|crb", + "trait|composition|crb", + "trait|concentrate|crb", + "trait|conjuration|crb", + "trait|consecration|crb", + "trait|construct|crb", + "trait|consumable|crb", + "trait|contact|crb", + "trait|curse|crb", + "trait|darkness|crb", + "trait|deadly|crb", + "trait|death|crb", + "trait|dedication|crb", + "trait|demon|crb", + "trait|detection|crb", + "trait|devil|crb", + "trait|dinosaur|crb", + "trait|disarm|crb", + "trait|disease|crb", + "trait|divination|crb", + "trait|divine|crb", + "trait|downtime|crb", + "trait|dragon|crb", + "trait|drow|crb", + "trait|druid|crb", + "trait|duergar|crb", + "trait|dwarf|crb", + "trait|earth|crb", + "trait|electricity|crb", + "trait|elemental|crb", + "trait|elf|crb", + "trait|elixir|crb", + "trait|emotion|crb", + "trait|enchantment|crb", + "trait|environmental|crb", + "trait|ethereal|crb", + "trait|evil|crb", + "trait|evocation|crb", + "trait|exploration|crb", + "trait|extradimensional|crb", + "trait|fatal|crb", + "trait|fear|crb", + "trait|fey|crb", + "trait|fiend|crb", + "trait|fighter|crb", + "trait|finesse|crb", + "trait|fire|crb", + "trait|flexible|crb", + "trait|flourish|crb", + "trait|focused|crb", + "trait|forceful|crb", + "trait|force|crb", + "trait|fortune|crb", + "trait|free-hand|crb", + "trait|general|crb", + "trait|giant|crb", + "trait|gnome|crb", + "trait|goblin|crb", + "trait|good|crb", + "trait|grapple|crb", + "trait|hag|crb", + "trait|half-elf|crb", + "trait|half-orc|crb", + "trait|halfling|crb", + "trait|haunt|crb", + "trait|healing|crb", + "trait|humanoid|crb", + "trait|human|crb", + "trait|illusion|crb", + "trait|incapacitation|crb", + "trait|infused|crb", + "trait|ingested|crb", + "trait|inhaled|crb", + "trait|injury|crb", + "trait|instinct|crb", + "trait|invested|crb", + "trait|jousting|crb", + "trait|lawful|crb", + "trait|light|crb", + "trait|linguistic|crb", + "trait|litany|crb", + "trait|magical|crb", + "trait|manipulate|crb", + "trait|mechanical|crb", + "trait|mental|crb", + "trait|metamagic|crb", + "trait|mindless|crb", + "trait|minion|crb", + "trait|misfortune|crb", + "trait|monitor|crb", + "trait|monk|crb", + "trait|morph|crb", + "trait|move|crb", + "trait|multiclass|crb", + "trait|mutagen|crb", + "trait|necromancy|crb", + "trait|negative|crb", + "trait|noisy|crb", + "trait|nonlethal|crb", + "trait|oath|crb", + "trait|occult|crb", + "trait|oil|crb", + "trait|ooze|crb", + "trait|open|crb", + "trait|orc|crb", + "trait|parry|crb", + "trait|plant|crb", + "trait|poison|crb", + "trait|polymorph|crb", + "trait|positive|crb", + "trait|possession|crb", + "trait|potion|crb", + "trait|precious|crb", + "trait|prediction|crb", + "trait|press|crb", + "trait|primal|crb", + "trait|propulsive|crb", + "trait|rage|crb", + "trait|range increment|crb", + "trait|ranger|crb", + "trait|rare|crb", + "trait|reach|crb", + "trait|reload|crb", + "trait|revelation|crb", + "trait|rogue|crb", + "trait|scroll|crb", + "trait|scrying|crb", + "trait|secret|crb", + "trait|shadow|crb", + "trait|shove|crb", + "trait|skill|crb", + "trait|sleep|crb", + "trait|snare|crb", + "trait|sonic|crb", + "trait|sorcerer|crb", + "trait|spirit|crb", + "trait|splash|crb", + "trait|staff|crb", + "trait|stance|crb", + "trait|structure|crb", + "trait|summoned|crb", + "trait|sweep|crb", + "trait|talisman|crb", + "trait|teleportation|crb", + "trait|thrown|crb", + "trait|transmutation|crb", + "trait|trap|crb", + "trait|trip|crb", + "trait|twin|crb", + "trait|two-hand|crb", + "trait|unarmed|crb", + "trait|uncommon|crb", + "trait|undead|crb", + "trait|unique|crb", + "trait|versatile|crb", + "trait|virulent|crb", + "trait|visual|crb", + "trait|volley|crb", + "trait|wand|crb", + "trait|water|crb", + "trait|wizard|crb" + ] +} \ No newline at end of file